wsapi.go 14 KB

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  1. // Discordgo - Discord bindings for Go
  2. // Available at https://github.com/bwmarrin/discordgo
  3. // Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
  4. // Use of this source code is governed by a BSD-style
  5. // license that can be found in the LICENSE file.
  6. // This file contains low level functions for interacting with the Discord
  7. // data websocket interface.
  8. package discordgo
  9. import (
  10. "encoding/json"
  11. "fmt"
  12. "runtime"
  13. "time"
  14. "github.com/gorilla/websocket"
  15. )
  16. // Open opens a websocket connection to Discord.
  17. func (s *Session) Open() (err error) {
  18. // Get the gateway to use for the Websocket connection
  19. g, err := s.Gateway()
  20. // TODO: See if there's a use for the http response.
  21. // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
  22. s.wsConn, _, err = websocket.DefaultDialer.Dial(g, nil)
  23. return
  24. }
  25. type handshakeProperties struct {
  26. OS string `json:"$os"`
  27. Browser string `json:"$browser"`
  28. Device string `json:"$device"`
  29. Referer string `json:"$referer"`
  30. ReferringDomain string `json:"$referring_domain"`
  31. }
  32. type handshakeData struct {
  33. Version int `json:"v"`
  34. Token string `json:"token"`
  35. Properties handshakeProperties `json:"properties"`
  36. }
  37. type handshakeOp struct {
  38. Op int `json:"op"`
  39. Data handshakeData `json:"d"`
  40. }
  41. // Handshake sends the client data to Discord during websocket initial connection.
  42. func (s *Session) Handshake() (err error) {
  43. // maybe this is SendOrigin? not sure the right name here
  44. data := handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}}}
  45. err = s.wsConn.WriteJSON(data)
  46. return
  47. }
  48. type updateStatusGame struct {
  49. Name string `json:"name"`
  50. }
  51. type updateStatusData struct {
  52. IdleSince *int `json:"idle_since"`
  53. Game *updateStatusGame `json:"game"`
  54. }
  55. type updateStatusOp struct {
  56. Op int `json:"op"`
  57. Data updateStatusData `json:"d"`
  58. }
  59. // UpdateStatus is used to update the authenticated user's status.
  60. // If idle>0 then set status to idle. If game>0 then set game.
  61. // if otherwise, set status to active, and no game.
  62. func (s *Session) UpdateStatus(idle int, game string) (err error) {
  63. var usd updateStatusData
  64. if idle > 0 {
  65. usd.IdleSince = &idle
  66. }
  67. if game != "" {
  68. usd.Game = &updateStatusGame{game}
  69. }
  70. data := updateStatusOp{3, usd}
  71. err = s.wsConn.WriteJSON(data)
  72. return
  73. }
  74. // Listen starts listening to the websocket connection for events.
  75. func (s *Session) Listen() (err error) {
  76. // TODO: need a channel or something to communicate
  77. // to this so I can tell it to stop listening
  78. if s.wsConn == nil {
  79. fmt.Println("No websocket connection exists.")
  80. return // TODO need to return an error.
  81. }
  82. // Make sure Listen is not already running
  83. s.listenLock.Lock()
  84. if s.listenChan != nil {
  85. s.listenLock.Unlock()
  86. return
  87. }
  88. s.listenChan = make(chan struct{})
  89. s.listenLock.Unlock()
  90. defer close(s.heartbeatChan)
  91. for {
  92. messageType, message, err := s.wsConn.ReadMessage()
  93. if err != nil {
  94. fmt.Println("Websocket Listen Error", err)
  95. // TODO Log error
  96. break
  97. }
  98. go s.event(messageType, message)
  99. // If our chan gets closed, exit out of this loop.
  100. // TODO: Can we make this smarter, using select
  101. // and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
  102. if s.listenChan == nil {
  103. return nil
  104. }
  105. }
  106. return
  107. }
  108. // Not sure how needed this is and where it would be best to call it.
  109. // somewhere.
  110. func unmarshalEvent(event Event, i interface{}) (err error) {
  111. if err = json.Unmarshal(event.RawData, i); err != nil {
  112. fmt.Println(event.Type, err)
  113. printJSON(event.RawData) // TODO: Better error loggingEvent.
  114. }
  115. return
  116. }
  117. // Front line handler for all Websocket Events. Determines the
  118. // event type and passes the message along to the next handler.
  119. // event is the front line handler for all events. This needs to be
  120. // broken up into smaller functions to be more idiomatic Go.
  121. func (s *Session) event(messageType int, message []byte) (err error) {
  122. if s.Debug {
  123. printJSON(message)
  124. }
  125. var e Event
  126. if err = json.Unmarshal(message, &e); err != nil {
  127. fmt.Println(err)
  128. return
  129. }
  130. switch e.Type {
  131. case "READY":
  132. var st Ready
  133. if err = unmarshalEvent(e, &st); err == nil {
  134. if s.StateEnabled {
  135. s.State.OnReady(&st)
  136. }
  137. if s.OnReady != nil {
  138. s.OnReady(s, st)
  139. }
  140. go s.Heartbeat(st.HeartbeatInterval)
  141. }
  142. return
  143. case "VOICE_SERVER_UPDATE":
  144. // TEMP CODE FOR TESTING VOICE
  145. var st VoiceServerUpdate
  146. if err = unmarshalEvent(e, &st); err == nil {
  147. s.onVoiceServerUpdate(st)
  148. }
  149. return
  150. case "VOICE_STATE_UPDATE":
  151. // TEMP CODE FOR TESTING VOICE
  152. var st VoiceState
  153. if err = unmarshalEvent(e, &st); err == nil {
  154. s.onVoiceStateUpdate(st)
  155. }
  156. return
  157. case "USER_UPDATE":
  158. if s.OnUserUpdate != nil {
  159. var st User
  160. if err = unmarshalEvent(e, &st); err == nil {
  161. s.OnUserUpdate(s, st)
  162. }
  163. return
  164. }
  165. case "PRESENCE_UPDATE":
  166. if s.OnPresenceUpdate != nil {
  167. var st PresenceUpdate
  168. if err = unmarshalEvent(e, &st); err == nil {
  169. s.OnPresenceUpdate(s, st)
  170. }
  171. return
  172. }
  173. case "TYPING_START":
  174. if s.OnTypingStart != nil {
  175. var st TypingStart
  176. if err = unmarshalEvent(e, &st); err == nil {
  177. s.OnTypingStart(s, st)
  178. }
  179. return
  180. }
  181. /* Never seen this come in but saw it in another Library.
  182. case "MESSAGE_ACK":
  183. if s.OnMessageAck != nil {
  184. }
  185. */
  186. case "MESSAGE_CREATE":
  187. if s.OnMessageCreate != nil {
  188. var st Message
  189. if err = unmarshalEvent(e, &st); err == nil {
  190. s.OnMessageCreate(s, st)
  191. }
  192. return
  193. }
  194. case "MESSAGE_UPDATE":
  195. if s.OnMessageUpdate != nil {
  196. var st Message
  197. if err = unmarshalEvent(e, &st); err == nil {
  198. s.OnMessageUpdate(s, st)
  199. }
  200. return
  201. }
  202. case "MESSAGE_DELETE":
  203. if s.OnMessageDelete != nil {
  204. var st MessageDelete
  205. if err = unmarshalEvent(e, &st); err == nil {
  206. s.OnMessageDelete(s, st)
  207. }
  208. return
  209. }
  210. case "MESSAGE_ACK":
  211. if s.OnMessageAck != nil {
  212. var st MessageAck
  213. if err = unmarshalEvent(e, &st); err == nil {
  214. s.OnMessageAck(s, st)
  215. }
  216. return
  217. }
  218. case "CHANNEL_CREATE":
  219. if !s.StateEnabled && s.OnChannelCreate == nil {
  220. return
  221. }
  222. var st Channel
  223. if err = unmarshalEvent(e, &st); err == nil {
  224. if s.StateEnabled {
  225. s.State.ChannelAdd(&st)
  226. }
  227. if s.OnChannelCreate != nil {
  228. s.OnChannelCreate(s, st)
  229. }
  230. }
  231. return
  232. case "CHANNEL_UPDATE":
  233. if !s.StateEnabled && s.OnChannelUpdate == nil {
  234. return
  235. }
  236. var st Channel
  237. if err = unmarshalEvent(e, &st); err == nil {
  238. if s.StateEnabled {
  239. s.State.ChannelAdd(&st)
  240. }
  241. if s.OnChannelUpdate != nil {
  242. s.OnChannelUpdate(s, st)
  243. }
  244. }
  245. return
  246. case "CHANNEL_DELETE":
  247. if !s.StateEnabled && s.OnChannelDelete == nil {
  248. return
  249. }
  250. var st Channel
  251. if err = unmarshalEvent(e, &st); err == nil {
  252. if s.StateEnabled {
  253. s.State.ChannelRemove(&st)
  254. }
  255. if s.OnChannelDelete != nil {
  256. s.OnChannelDelete(s, st)
  257. }
  258. }
  259. return
  260. case "GUILD_CREATE":
  261. if !s.StateEnabled && s.OnGuildCreate == nil {
  262. return
  263. }
  264. var st Guild
  265. if err = unmarshalEvent(e, &st); err == nil {
  266. if s.StateEnabled {
  267. s.State.GuildAdd(&st)
  268. }
  269. if s.OnGuildCreate != nil {
  270. s.OnGuildCreate(s, st)
  271. }
  272. }
  273. return
  274. case "GUILD_UPDATE":
  275. if !s.StateEnabled && s.OnGuildUpdate == nil {
  276. return
  277. }
  278. var st Guild
  279. if err = unmarshalEvent(e, &st); err == nil {
  280. if s.StateEnabled {
  281. s.State.GuildAdd(&st)
  282. }
  283. if s.OnGuildCreate != nil {
  284. s.OnGuildUpdate(s, st)
  285. }
  286. }
  287. return
  288. case "GUILD_DELETE":
  289. if !s.StateEnabled && s.OnGuildDelete == nil {
  290. return
  291. }
  292. var st Guild
  293. if err = unmarshalEvent(e, &st); err == nil {
  294. if s.StateEnabled {
  295. s.State.GuildRemove(&st)
  296. }
  297. if s.OnGuildDelete != nil {
  298. s.OnGuildDelete(s, st)
  299. }
  300. }
  301. return
  302. case "GUILD_MEMBER_ADD":
  303. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  304. return
  305. }
  306. var st Member
  307. if err = unmarshalEvent(e, &st); err == nil {
  308. if s.StateEnabled {
  309. s.State.MemberAdd(&st)
  310. }
  311. if s.OnGuildMemberAdd != nil {
  312. s.OnGuildMemberAdd(s, st)
  313. }
  314. }
  315. return
  316. case "GUILD_MEMBER_REMOVE":
  317. var st Member
  318. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  319. return
  320. }
  321. if err = unmarshalEvent(e, &st); err == nil {
  322. if s.StateEnabled {
  323. s.State.MemberRemove(&st)
  324. }
  325. if s.OnGuildMemberRemove != nil {
  326. s.OnGuildMemberRemove(s, st)
  327. }
  328. }
  329. return
  330. case "GUILD_MEMBER_UPDATE":
  331. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  332. return
  333. }
  334. var st Member
  335. if err = unmarshalEvent(e, &st); err == nil {
  336. if s.StateEnabled {
  337. s.State.MemberAdd(&st)
  338. }
  339. if s.OnGuildMemberUpdate != nil {
  340. s.OnGuildMemberUpdate(s, st)
  341. }
  342. }
  343. return
  344. case "GUILD_ROLE_CREATE":
  345. if s.OnGuildRoleCreate != nil {
  346. var st GuildRole
  347. if err = unmarshalEvent(e, &st); err == nil {
  348. s.OnGuildRoleCreate(s, st)
  349. }
  350. return
  351. }
  352. case "GUILD_ROLE_UPDATE":
  353. if s.OnGuildRoleUpdate != nil {
  354. var st GuildRole
  355. if err = unmarshalEvent(e, &st); err == nil {
  356. s.OnGuildRoleUpdate(s, st)
  357. }
  358. return
  359. }
  360. case "GUILD_ROLE_DELETE":
  361. if s.OnGuildRoleDelete != nil {
  362. var st GuildRoleDelete
  363. if err = unmarshalEvent(e, &st); err == nil {
  364. s.OnGuildRoleDelete(s, st)
  365. }
  366. return
  367. }
  368. case "GUILD_INTEGRATIONS_UPDATE":
  369. if s.OnGuildIntegrationsUpdate != nil {
  370. var st GuildIntegrationsUpdate
  371. if err = unmarshalEvent(e, &st); err == nil {
  372. s.OnGuildIntegrationsUpdate(s, st)
  373. }
  374. return
  375. }
  376. case "GUILD_BAN_ADD":
  377. if s.OnGuildBanAdd != nil {
  378. var st GuildBan
  379. if err = unmarshalEvent(e, &st); err == nil {
  380. s.OnGuildBanAdd(s, st)
  381. }
  382. return
  383. }
  384. case "GUILD_BAN_REMOVE":
  385. if s.OnGuildBanRemove != nil {
  386. var st GuildBan
  387. if err = unmarshalEvent(e, &st); err == nil {
  388. s.OnGuildBanRemove(s, st)
  389. }
  390. return
  391. }
  392. case "GUILD_EMOJIS_UPDATE":
  393. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  394. return
  395. }
  396. var st GuildEmojisUpdate
  397. if err = unmarshalEvent(e, &st); err == nil {
  398. if s.StateEnabled {
  399. s.State.EmojisAdd(st.GuildID, st.Emojis)
  400. }
  401. if s.OnGuildEmojisUpdate != nil {
  402. s.OnGuildEmojisUpdate(s, st)
  403. }
  404. }
  405. return
  406. case "USER_SETTINGS_UPDATE":
  407. if s.OnUserSettingsUpdate != nil {
  408. var st map[string]interface{}
  409. if err = unmarshalEvent(e, &st); err == nil {
  410. s.OnUserSettingsUpdate(s, st)
  411. }
  412. return
  413. }
  414. default:
  415. fmt.Println("UNKNOWN EVENT: ", e.Type)
  416. printJSON(message)
  417. }
  418. // if still here, send to generic OnEvent
  419. if s.OnEvent != nil {
  420. s.OnEvent(s, e)
  421. return
  422. }
  423. return
  424. }
  425. // Heartbeat sends regular heartbeats to Discord so it knows the client
  426. // is still connected. If you do not send these heartbeats Discord will
  427. // disconnect the websocket connection after a few seconds.
  428. func (s *Session) Heartbeat(i time.Duration) {
  429. if s.wsConn == nil {
  430. fmt.Println("No websocket connection exists.")
  431. return // TODO need to return/log an error.
  432. }
  433. // Make sure Heartbeat is not already running
  434. s.heartbeatLock.Lock()
  435. if s.heartbeatChan != nil {
  436. s.heartbeatLock.Unlock()
  437. return
  438. }
  439. s.heartbeatChan = make(chan struct{})
  440. s.heartbeatLock.Unlock()
  441. defer close(s.heartbeatChan)
  442. // send first heartbeat immediately because lag could put the
  443. // first heartbeat outside the required heartbeat interval window
  444. ticker := time.NewTicker(i * time.Millisecond)
  445. for {
  446. err := s.wsConn.WriteJSON(map[string]int{
  447. "op": 1,
  448. "d": int(time.Now().Unix()),
  449. })
  450. if err != nil {
  451. fmt.Println("error sending data heartbeat:", err)
  452. s.DataReady = false
  453. return // TODO log error?
  454. }
  455. s.DataReady = true
  456. select {
  457. case <-ticker.C:
  458. case <-s.heartbeatChan:
  459. return
  460. }
  461. }
  462. }
  463. // Everything below is experimental Voice support code
  464. // all of it will get changed and moved around.
  465. // A VoiceServerUpdate stores the data received during the Voice Server Update
  466. // data websocket event. This data is used during the initial Voice Channel
  467. // join handshaking.
  468. type VoiceServerUpdate struct {
  469. Token string `json:"token"`
  470. GuildID string `json:"guild_id"`
  471. Endpoint string `json:"endpoint"`
  472. }
  473. type voiceChannelJoinData struct {
  474. GuildID string `json:"guild_id"`
  475. ChannelID string `json:"channel_id"`
  476. SelfMute bool `json:"self_mute"`
  477. SelfDeaf bool `json:"self_deaf"`
  478. }
  479. type voiceChannelJoinOp struct {
  480. Op int `json:"op"`
  481. Data voiceChannelJoinData `json:"d"`
  482. }
  483. // VoiceChannelJoin joins the authenticated session user to
  484. // a voice channel. All the voice magic starts with this.
  485. func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
  486. if s.wsConn == nil {
  487. fmt.Println("error: no websocket connection exists.")
  488. return // TODO return error
  489. }
  490. data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
  491. err = s.wsConn.WriteJSON(data)
  492. if err != nil {
  493. return
  494. }
  495. // Probably will be removed later.
  496. s.VGuildID = guildID
  497. s.VChannelID = channelID
  498. return
  499. }
  500. // onVoiceStateUpdate handles Voice State Update events on the data
  501. // websocket. This comes immediately after the call to VoiceChannelJoin
  502. // for the authenticated session user. This block is experimental
  503. // code and will be chaned in the future.
  504. func (s *Session) onVoiceStateUpdate(st VoiceState) {
  505. // Need to have this happen at login and store it in the Session
  506. self, err := s.User("@me") // TODO: move to Login/New
  507. if err != nil {
  508. fmt.Println(err)
  509. return
  510. }
  511. // This event comes for all users, if it's not for the session
  512. // user just ignore it.
  513. if st.UserID != self.ID {
  514. return
  515. }
  516. // Store the SessionID. Used later.
  517. s.VSessionID = st.SessionID
  518. }
  519. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  520. // This will later be exposed but is only for experimental use now.
  521. func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
  522. // Store all the values. They are used later.
  523. // GuildID is probably not needed and may be dropped.
  524. s.VToken = st.Token
  525. s.VEndpoint = st.Endpoint
  526. s.VGuildID = st.GuildID
  527. // We now have enough information to open a voice websocket conenction
  528. // so, that's what the next call does.
  529. s.VoiceOpenWS()
  530. }