wsapi.go 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651
  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. if err != nil {
  21. return
  22. }
  23. // TODO: See if there's a use for the http response.
  24. // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
  25. s.wsConn, _, err = websocket.DefaultDialer.Dial(g, nil)
  26. return
  27. }
  28. type handshakeProperties struct {
  29. OS string `json:"$os"`
  30. Browser string `json:"$browser"`
  31. Device string `json:"$device"`
  32. Referer string `json:"$referer"`
  33. ReferringDomain string `json:"$referring_domain"`
  34. }
  35. type handshakeData struct {
  36. Version int `json:"v"`
  37. Token string `json:"token"`
  38. Properties handshakeProperties `json:"properties"`
  39. }
  40. type handshakeOp struct {
  41. Op int `json:"op"`
  42. Data handshakeData `json:"d"`
  43. }
  44. // Handshake sends the client data to Discord during websocket initial connection.
  45. func (s *Session) Handshake() (err error) {
  46. // maybe this is SendOrigin? not sure the right name here
  47. data := handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}}}
  48. err = s.wsConn.WriteJSON(data)
  49. return
  50. }
  51. type updateStatusGame struct {
  52. Name string `json:"name"`
  53. }
  54. type updateStatusData struct {
  55. IdleSince *int `json:"idle_since"`
  56. Game *updateStatusGame `json:"game"`
  57. }
  58. type updateStatusOp struct {
  59. Op int `json:"op"`
  60. Data updateStatusData `json:"d"`
  61. }
  62. // UpdateStatus is used to update the authenticated user's status.
  63. // If idle>0 then set status to idle. If game>0 then set game.
  64. // if otherwise, set status to active, and no game.
  65. func (s *Session) UpdateStatus(idle int, game string) (err error) {
  66. var usd updateStatusData
  67. if idle > 0 {
  68. usd.IdleSince = &idle
  69. }
  70. if game != "" {
  71. usd.Game = &updateStatusGame{game}
  72. }
  73. data := updateStatusOp{3, usd}
  74. err = s.wsConn.WriteJSON(data)
  75. return
  76. }
  77. // Listen starts listening to the websocket connection for events.
  78. func (s *Session) Listen() (err error) {
  79. // TODO: need a channel or something to communicate
  80. // to this so I can tell it to stop listening
  81. if s.wsConn == nil {
  82. fmt.Println("No websocket connection exists.")
  83. return // TODO need to return an error.
  84. }
  85. // Make sure Listen is not already running
  86. s.listenLock.Lock()
  87. if s.listenChan != nil {
  88. s.listenLock.Unlock()
  89. return
  90. }
  91. s.listenChan = make(chan struct{})
  92. s.listenLock.Unlock()
  93. defer close(s.heartbeatChan)
  94. for {
  95. messageType, message, err := s.wsConn.ReadMessage()
  96. if err != nil {
  97. fmt.Println("Websocket Listen Error", err)
  98. // TODO Log error
  99. break
  100. }
  101. go s.event(messageType, message)
  102. // If our chan gets closed, exit out of this loop.
  103. // TODO: Can we make this smarter, using select
  104. // and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
  105. if s.listenChan == nil {
  106. return nil
  107. }
  108. }
  109. return
  110. }
  111. // Not sure how needed this is and where it would be best to call it.
  112. // somewhere.
  113. func unmarshalEvent(event *Event, i interface{}) (err error) {
  114. if err = json.Unmarshal(event.RawData, i); err != nil {
  115. fmt.Println(event.Type, err)
  116. printJSON(event.RawData) // TODO: Better error loggingEvent.
  117. }
  118. return
  119. }
  120. // Front line handler for all Websocket Events. Determines the
  121. // event type and passes the message along to the next handler.
  122. // event is the front line handler for all events. This needs to be
  123. // broken up into smaller functions to be more idiomatic Go.
  124. // Events will be handled by any implemented handler in Session.
  125. // All unhandled events will then be handled by OnEvent.
  126. func (s *Session) event(messageType int, message []byte) (err error) {
  127. if s.Debug {
  128. printJSON(message)
  129. }
  130. var e *Event
  131. if err = json.Unmarshal(message, &e); err != nil {
  132. fmt.Println(err)
  133. return
  134. }
  135. switch e.Type {
  136. case "READY":
  137. var st *Ready
  138. if err = unmarshalEvent(e, &st); err == nil {
  139. if s.StateEnabled {
  140. s.State.OnReady(st)
  141. }
  142. if s.OnReady != nil {
  143. s.OnReady(s, st)
  144. }
  145. go s.Heartbeat(st.HeartbeatInterval)
  146. }
  147. if s.OnReady != nil {
  148. return
  149. }
  150. case "VOICE_SERVER_UPDATE":
  151. // TEMP CODE FOR TESTING VOICE
  152. var st *VoiceServerUpdate
  153. if err = unmarshalEvent(e, &st); err == nil {
  154. s.onVoiceServerUpdate(st)
  155. }
  156. return
  157. case "VOICE_STATE_UPDATE":
  158. // TEMP CODE FOR TESTING VOICE
  159. var st *VoiceState
  160. if err = unmarshalEvent(e, &st); err == nil {
  161. s.onVoiceStateUpdate(st)
  162. }
  163. return
  164. case "USER_UPDATE":
  165. if s.OnUserUpdate != nil {
  166. var st *User
  167. if err = unmarshalEvent(e, &st); err == nil {
  168. s.OnUserUpdate(s, st)
  169. }
  170. return
  171. }
  172. case "PRESENCE_UPDATE":
  173. if s.OnPresenceUpdate != nil {
  174. var st *PresenceUpdate
  175. if err = unmarshalEvent(e, &st); err == nil {
  176. s.OnPresenceUpdate(s, st)
  177. }
  178. return
  179. }
  180. case "TYPING_START":
  181. if s.OnTypingStart != nil {
  182. var st *TypingStart
  183. if err = unmarshalEvent(e, &st); err == nil {
  184. s.OnTypingStart(s, st)
  185. }
  186. return
  187. }
  188. /* Never seen this come in but saw it in another Library.
  189. case "MESSAGE_ACK":
  190. if s.OnMessageAck != nil {
  191. }
  192. */
  193. case "MESSAGE_CREATE":
  194. if s.OnMessageCreate != nil {
  195. var st *Message
  196. if err = unmarshalEvent(e, &st); err == nil {
  197. s.OnMessageCreate(s, st)
  198. }
  199. return
  200. }
  201. case "MESSAGE_UPDATE":
  202. if s.OnMessageUpdate != nil {
  203. var st *Message
  204. if err = unmarshalEvent(e, &st); err == nil {
  205. s.OnMessageUpdate(s, st)
  206. }
  207. return
  208. }
  209. case "MESSAGE_DELETE":
  210. if s.OnMessageDelete != nil {
  211. var st *MessageDelete
  212. if err = unmarshalEvent(e, &st); err == nil {
  213. s.OnMessageDelete(s, st)
  214. }
  215. return
  216. }
  217. case "MESSAGE_ACK":
  218. if s.OnMessageAck != nil {
  219. var st *MessageAck
  220. if err = unmarshalEvent(e, &st); err == nil {
  221. s.OnMessageAck(s, st)
  222. }
  223. return
  224. }
  225. case "CHANNEL_CREATE":
  226. if !s.StateEnabled && s.OnChannelCreate == nil {
  227. break
  228. }
  229. var st *Channel
  230. if err = unmarshalEvent(e, &st); err == nil {
  231. if s.StateEnabled {
  232. s.State.ChannelAdd(st)
  233. }
  234. if s.OnChannelCreate != nil {
  235. s.OnChannelCreate(s, st)
  236. }
  237. }
  238. if s.OnChannelCreate != nil {
  239. return
  240. }
  241. case "CHANNEL_UPDATE":
  242. if !s.StateEnabled && s.OnChannelUpdate == nil {
  243. break
  244. }
  245. var st *Channel
  246. if err = unmarshalEvent(e, &st); err == nil {
  247. if s.StateEnabled {
  248. s.State.ChannelAdd(st)
  249. }
  250. if s.OnChannelUpdate != nil {
  251. s.OnChannelUpdate(s, st)
  252. }
  253. }
  254. if s.OnChannelUpdate != nil {
  255. return
  256. }
  257. case "CHANNEL_DELETE":
  258. if !s.StateEnabled && s.OnChannelDelete == nil {
  259. break
  260. }
  261. var st *Channel
  262. if err = unmarshalEvent(e, &st); err == nil {
  263. if s.StateEnabled {
  264. s.State.ChannelRemove(st)
  265. }
  266. if s.OnChannelDelete != nil {
  267. s.OnChannelDelete(s, st)
  268. }
  269. }
  270. if s.OnChannelDelete != nil {
  271. return
  272. }
  273. case "GUILD_CREATE":
  274. if !s.StateEnabled && s.OnGuildCreate == nil {
  275. break
  276. }
  277. var st *Guild
  278. if err = unmarshalEvent(e, &st); err == nil {
  279. if s.StateEnabled {
  280. s.State.GuildAdd(st)
  281. }
  282. if s.OnGuildCreate != nil {
  283. s.OnGuildCreate(s, st)
  284. }
  285. }
  286. if s.OnGuildCreate != nil {
  287. return
  288. }
  289. case "GUILD_UPDATE":
  290. if !s.StateEnabled && s.OnGuildUpdate == nil {
  291. break
  292. }
  293. var st *Guild
  294. if err = unmarshalEvent(e, &st); err == nil {
  295. if s.StateEnabled {
  296. s.State.GuildAdd(st)
  297. }
  298. if s.OnGuildCreate != nil {
  299. s.OnGuildUpdate(s, st)
  300. }
  301. }
  302. if s.OnGuildUpdate != nil {
  303. return
  304. }
  305. case "GUILD_DELETE":
  306. if !s.StateEnabled && s.OnGuildDelete == nil {
  307. break
  308. }
  309. var st *Guild
  310. if err = unmarshalEvent(e, &st); err == nil {
  311. if s.StateEnabled {
  312. s.State.GuildRemove(st)
  313. }
  314. if s.OnGuildDelete != nil {
  315. s.OnGuildDelete(s, st)
  316. }
  317. }
  318. if s.OnGuildDelete != nil {
  319. return
  320. }
  321. case "GUILD_MEMBER_ADD":
  322. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  323. break
  324. }
  325. var st *Member
  326. if err = unmarshalEvent(e, &st); err == nil {
  327. if s.StateEnabled {
  328. s.State.MemberAdd(st)
  329. }
  330. if s.OnGuildMemberAdd != nil {
  331. s.OnGuildMemberAdd(s, st)
  332. }
  333. }
  334. if s.OnGuildMemberAdd != nil {
  335. return
  336. }
  337. case "GUILD_MEMBER_REMOVE":
  338. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  339. break
  340. }
  341. var st *Member
  342. if err = unmarshalEvent(e, &st); err == nil {
  343. if s.StateEnabled {
  344. s.State.MemberRemove(st)
  345. }
  346. if s.OnGuildMemberRemove != nil {
  347. s.OnGuildMemberRemove(s, st)
  348. }
  349. }
  350. if s.OnGuildMemberRemove != nil {
  351. return
  352. }
  353. case "GUILD_MEMBER_UPDATE":
  354. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  355. break
  356. }
  357. var st *Member
  358. if err = unmarshalEvent(e, &st); err == nil {
  359. if s.StateEnabled {
  360. s.State.MemberAdd(st)
  361. }
  362. if s.OnGuildMemberUpdate != nil {
  363. s.OnGuildMemberUpdate(s, st)
  364. }
  365. }
  366. if s.OnGuildMemberUpdate != nil {
  367. return
  368. }
  369. case "GUILD_ROLE_CREATE":
  370. if s.OnGuildRoleCreate != nil {
  371. var st *GuildRole
  372. if err = unmarshalEvent(e, &st); err == nil {
  373. s.OnGuildRoleCreate(s, st)
  374. }
  375. return
  376. }
  377. case "GUILD_ROLE_UPDATE":
  378. if s.OnGuildRoleUpdate != nil {
  379. var st *GuildRole
  380. if err = unmarshalEvent(e, &st); err == nil {
  381. s.OnGuildRoleUpdate(s, st)
  382. }
  383. return
  384. }
  385. case "GUILD_ROLE_DELETE":
  386. if s.OnGuildRoleDelete != nil {
  387. var st *GuildRoleDelete
  388. if err = unmarshalEvent(e, &st); err == nil {
  389. s.OnGuildRoleDelete(s, st)
  390. }
  391. return
  392. }
  393. case "GUILD_INTEGRATIONS_UPDATE":
  394. if s.OnGuildIntegrationsUpdate != nil {
  395. var st *GuildIntegrationsUpdate
  396. if err = unmarshalEvent(e, &st); err == nil {
  397. s.OnGuildIntegrationsUpdate(s, st)
  398. }
  399. return
  400. }
  401. case "GUILD_BAN_ADD":
  402. if s.OnGuildBanAdd != nil {
  403. var st *GuildBan
  404. if err = unmarshalEvent(e, &st); err == nil {
  405. s.OnGuildBanAdd(s, st)
  406. }
  407. return
  408. }
  409. case "GUILD_BAN_REMOVE":
  410. if s.OnGuildBanRemove != nil {
  411. var st *GuildBan
  412. if err = unmarshalEvent(e, &st); err == nil {
  413. s.OnGuildBanRemove(s, st)
  414. }
  415. return
  416. }
  417. case "GUILD_EMOJIS_UPDATE":
  418. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  419. break
  420. }
  421. var st *GuildEmojisUpdate
  422. if err = unmarshalEvent(e, &st); err == nil {
  423. if s.StateEnabled {
  424. s.State.EmojisAdd(st.GuildID, st.Emojis)
  425. }
  426. if s.OnGuildEmojisUpdate != nil {
  427. s.OnGuildEmojisUpdate(s, st)
  428. }
  429. }
  430. if s.OnGuildEmojisUpdate != nil {
  431. return
  432. }
  433. case "USER_SETTINGS_UPDATE":
  434. if s.OnUserSettingsUpdate != nil {
  435. var st map[string]interface{}
  436. if err = unmarshalEvent(e, &st); err == nil {
  437. s.OnUserSettingsUpdate(s, st)
  438. }
  439. return
  440. }
  441. default:
  442. fmt.Println("UNKNOWN EVENT: ", e.Type)
  443. printJSON(message)
  444. }
  445. // if still here, send to generic OnEvent
  446. if s.OnEvent != nil {
  447. s.OnEvent(s, e)
  448. return
  449. }
  450. return
  451. }
  452. // Heartbeat sends regular heartbeats to Discord so it knows the client
  453. // is still connected. If you do not send these heartbeats Discord will
  454. // disconnect the websocket connection after a few seconds.
  455. func (s *Session) Heartbeat(i time.Duration) {
  456. if s.wsConn == nil {
  457. fmt.Println("No websocket connection exists.")
  458. return // TODO need to return/log an error.
  459. }
  460. // Make sure Heartbeat is not already running
  461. s.heartbeatLock.Lock()
  462. if s.heartbeatChan != nil {
  463. s.heartbeatLock.Unlock()
  464. return
  465. }
  466. s.heartbeatChan = make(chan struct{})
  467. s.heartbeatLock.Unlock()
  468. defer close(s.heartbeatChan)
  469. // send first heartbeat immediately because lag could put the
  470. // first heartbeat outside the required heartbeat interval window
  471. ticker := time.NewTicker(i * time.Millisecond)
  472. for {
  473. err := s.wsConn.WriteJSON(map[string]int{
  474. "op": 1,
  475. "d": int(time.Now().Unix()),
  476. })
  477. if err != nil {
  478. fmt.Println("error sending data heartbeat:", err)
  479. s.DataReady = false
  480. return // TODO log error?
  481. }
  482. s.DataReady = true
  483. select {
  484. case <-ticker.C:
  485. case <-s.heartbeatChan:
  486. return
  487. }
  488. }
  489. }
  490. // ------------------------------------------------------------------------------------------------
  491. // Code related to voice connections that initiate over the data websocket
  492. // ------------------------------------------------------------------------------------------------
  493. // A VoiceServerUpdate stores the data received during the Voice Server Update
  494. // data websocket event. This data is used during the initial Voice Channel
  495. // join handshaking.
  496. type VoiceServerUpdate struct {
  497. Token string `json:"token"`
  498. GuildID string `json:"guild_id"`
  499. Endpoint string `json:"endpoint"`
  500. }
  501. type voiceChannelJoinData struct {
  502. GuildID string `json:"guild_id"`
  503. ChannelID string `json:"channel_id"`
  504. SelfMute bool `json:"self_mute"`
  505. SelfDeaf bool `json:"self_deaf"`
  506. }
  507. type voiceChannelJoinOp struct {
  508. Op int `json:"op"`
  509. Data voiceChannelJoinData `json:"d"`
  510. }
  511. // ChannelVoiceJoin joins the session user to a voice channel. After calling
  512. // this func please monitor the Session.Voice.Ready bool to determine when
  513. // it is ready and able to send/receive audio, that should happen quickly.
  514. //
  515. // gID : Guild ID of the channel to join.
  516. // cID : Channel ID of the channel to join.
  517. // mute : If true, you will be set to muted upon joining.
  518. // deaf : If true, you will be set to deafened upon joining.
  519. func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (err error) {
  520. if s.wsConn == nil {
  521. return fmt.Errorf("no websocket connection exists.")
  522. }
  523. // Create new voice{} struct if one does not exist.
  524. // If you create this prior to calling this func then you can manually
  525. // set some variables if needed, such as to enable debugging.
  526. if s.Voice == nil {
  527. s.Voice = &Voice{}
  528. }
  529. // TODO : Determine how to properly change channels and change guild
  530. // and channel when you are already connected to an existing channel.
  531. // Send the request to Discord that we want to join the voice channel
  532. data := voiceChannelJoinOp{4, voiceChannelJoinData{gID, cID, mute, deaf}}
  533. err = s.wsConn.WriteJSON(data)
  534. if err != nil {
  535. return
  536. }
  537. // Store gID and cID for later use
  538. s.Voice.guildID = gID
  539. s.Voice.channelID = cID
  540. return
  541. }
  542. // onVoiceStateUpdate handles Voice State Update events on the data
  543. // websocket. This comes immediately after the call to VoiceChannelJoin
  544. // for the session user.
  545. func (s *Session) onVoiceStateUpdate(st *VoiceState) {
  546. // If s.Voice is nil, we must not have even requested to join
  547. // a voice channel yet, so this shouldn't be processed.
  548. if s.Voice == nil {
  549. return
  550. }
  551. // Need to have this happen at login and store it in the Session
  552. // TODO : This should be done upon connecting to Discord, or
  553. // be moved to a small helper function
  554. self, err := s.User("@me") // TODO: move to Login/New
  555. if err != nil {
  556. fmt.Println(err)
  557. return
  558. }
  559. // This event comes for all users, if it's not for the session
  560. // user just ignore it.
  561. // TODO Move this IF to the event() func
  562. if st.UserID != self.ID {
  563. return
  564. }
  565. // Store the SessionID for later use.
  566. s.Voice.userID = self.ID // TODO: Review
  567. s.Voice.sessionID = st.SessionID
  568. }
  569. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  570. // This event tells us the information needed to open a voice websocket
  571. // connection and should happen after the VOICE_STATE event.
  572. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
  573. // This shouldn't ever be the case, I don't think.
  574. if s.Voice == nil {
  575. return
  576. }
  577. // Store values for later use
  578. s.Voice.token = st.Token
  579. s.Voice.endpoint = st.Endpoint
  580. s.Voice.guildID = st.GuildID
  581. // We now have enough information to open a voice websocket conenction
  582. // so, that's what the next call does.
  583. err := s.Voice.Open()
  584. if err != nil {
  585. fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
  586. // TODO better logging
  587. }
  588. }