wsapi.go 16 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. // Events will be handled by any implemented handler in Session.
  122. // All unhandled events will then be handled by OnEvent.
  123. func (s *Session) event(messageType int, message []byte) (err error) {
  124. if s.Debug {
  125. printJSON(message)
  126. }
  127. var e *Event
  128. if err = json.Unmarshal(message, &e); err != nil {
  129. fmt.Println(err)
  130. return
  131. }
  132. switch e.Type {
  133. case "READY":
  134. var st *Ready
  135. if err = unmarshalEvent(e, &st); err == nil {
  136. if s.StateEnabled {
  137. s.State.OnReady(st)
  138. }
  139. if s.OnReady != nil {
  140. s.OnReady(s, st)
  141. }
  142. go s.Heartbeat(st.HeartbeatInterval)
  143. }
  144. if s.OnReady != nil {
  145. return
  146. }
  147. case "VOICE_SERVER_UPDATE":
  148. // TEMP CODE FOR TESTING VOICE
  149. var st *VoiceServerUpdate
  150. if err = unmarshalEvent(e, &st); err == nil {
  151. s.onVoiceServerUpdate(st)
  152. }
  153. return
  154. case "VOICE_STATE_UPDATE":
  155. // TEMP CODE FOR TESTING VOICE
  156. var st *VoiceState
  157. if err = unmarshalEvent(e, &st); err == nil {
  158. s.onVoiceStateUpdate(st)
  159. }
  160. return
  161. case "USER_UPDATE":
  162. if s.OnUserUpdate != nil {
  163. var st *User
  164. if err = unmarshalEvent(e, &st); err == nil {
  165. s.OnUserUpdate(s, st)
  166. }
  167. return
  168. }
  169. case "PRESENCE_UPDATE":
  170. if s.OnPresenceUpdate != nil {
  171. var st *PresenceUpdate
  172. if err = unmarshalEvent(e, &st); err == nil {
  173. s.OnPresenceUpdate(s, st)
  174. }
  175. return
  176. }
  177. case "TYPING_START":
  178. if s.OnTypingStart != nil {
  179. var st *TypingStart
  180. if err = unmarshalEvent(e, &st); err == nil {
  181. s.OnTypingStart(s, st)
  182. }
  183. return
  184. }
  185. /* Never seen this come in but saw it in another Library.
  186. case "MESSAGE_ACK":
  187. if s.OnMessageAck != nil {
  188. }
  189. */
  190. case "MESSAGE_CREATE":
  191. if s.OnMessageCreate != nil {
  192. var st *Message
  193. if err = unmarshalEvent(e, &st); err == nil {
  194. s.OnMessageCreate(s, st)
  195. }
  196. return
  197. }
  198. case "MESSAGE_UPDATE":
  199. if s.OnMessageUpdate != nil {
  200. var st *Message
  201. if err = unmarshalEvent(e, &st); err == nil {
  202. s.OnMessageUpdate(s, st)
  203. }
  204. return
  205. }
  206. case "MESSAGE_DELETE":
  207. if s.OnMessageDelete != nil {
  208. var st *MessageDelete
  209. if err = unmarshalEvent(e, &st); err == nil {
  210. s.OnMessageDelete(s, st)
  211. }
  212. return
  213. }
  214. case "MESSAGE_ACK":
  215. if s.OnMessageAck != nil {
  216. var st *MessageAck
  217. if err = unmarshalEvent(e, &st); err == nil {
  218. s.OnMessageAck(s, st)
  219. }
  220. return
  221. }
  222. case "CHANNEL_CREATE":
  223. if !s.StateEnabled && s.OnChannelCreate == nil {
  224. break
  225. }
  226. var st *Channel
  227. if err = unmarshalEvent(e, &st); err == nil {
  228. if s.StateEnabled {
  229. s.State.ChannelAdd(st)
  230. }
  231. if s.OnChannelCreate != nil {
  232. s.OnChannelCreate(s, st)
  233. }
  234. }
  235. if s.OnChannelCreate != nil {
  236. return
  237. }
  238. case "CHANNEL_UPDATE":
  239. if !s.StateEnabled && s.OnChannelUpdate == nil {
  240. break
  241. }
  242. var st *Channel
  243. if err = unmarshalEvent(e, &st); err == nil {
  244. if s.StateEnabled {
  245. s.State.ChannelAdd(st)
  246. }
  247. if s.OnChannelUpdate != nil {
  248. s.OnChannelUpdate(s, st)
  249. }
  250. }
  251. if s.OnChannelUpdate != nil {
  252. return
  253. }
  254. case "CHANNEL_DELETE":
  255. if !s.StateEnabled && s.OnChannelDelete == nil {
  256. break
  257. }
  258. var st *Channel
  259. if err = unmarshalEvent(e, &st); err == nil {
  260. if s.StateEnabled {
  261. s.State.ChannelRemove(st)
  262. }
  263. if s.OnChannelDelete != nil {
  264. s.OnChannelDelete(s, st)
  265. }
  266. }
  267. if s.OnChannelDelete != nil {
  268. return
  269. }
  270. case "GUILD_CREATE":
  271. if !s.StateEnabled && s.OnGuildCreate == nil {
  272. break
  273. }
  274. var st *Guild
  275. if err = unmarshalEvent(e, &st); err == nil {
  276. if s.StateEnabled {
  277. s.State.GuildAdd(st)
  278. }
  279. if s.OnGuildCreate != nil {
  280. s.OnGuildCreate(s, st)
  281. }
  282. }
  283. if s.OnGuildCreate != nil {
  284. return
  285. }
  286. case "GUILD_UPDATE":
  287. if !s.StateEnabled && s.OnGuildUpdate == nil {
  288. break
  289. }
  290. var st *Guild
  291. if err = unmarshalEvent(e, &st); err == nil {
  292. if s.StateEnabled {
  293. s.State.GuildAdd(st)
  294. }
  295. if s.OnGuildCreate != nil {
  296. s.OnGuildUpdate(s, st)
  297. }
  298. }
  299. if s.OnGuildUpdate != nil {
  300. return
  301. }
  302. case "GUILD_DELETE":
  303. if !s.StateEnabled && s.OnGuildDelete == nil {
  304. break
  305. }
  306. var st *Guild
  307. if err = unmarshalEvent(e, &st); err == nil {
  308. if s.StateEnabled {
  309. s.State.GuildRemove(st)
  310. }
  311. if s.OnGuildDelete != nil {
  312. s.OnGuildDelete(s, st)
  313. }
  314. }
  315. if s.OnGuildDelete != nil {
  316. return
  317. }
  318. case "GUILD_MEMBER_ADD":
  319. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  320. break
  321. }
  322. var st *Member
  323. if err = unmarshalEvent(e, &st); err == nil {
  324. if s.StateEnabled {
  325. s.State.MemberAdd(st)
  326. }
  327. if s.OnGuildMemberAdd != nil {
  328. s.OnGuildMemberAdd(s, st)
  329. }
  330. }
  331. if s.OnGuildMemberAdd != nil {
  332. return
  333. }
  334. case "GUILD_MEMBER_REMOVE":
  335. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  336. break
  337. }
  338. var st *Member
  339. if err = unmarshalEvent(e, &st); err == nil {
  340. if s.StateEnabled {
  341. s.State.MemberRemove(st)
  342. }
  343. if s.OnGuildMemberRemove != nil {
  344. s.OnGuildMemberRemove(s, st)
  345. }
  346. }
  347. if s.OnGuildMemberRemove != nil {
  348. return
  349. }
  350. case "GUILD_MEMBER_UPDATE":
  351. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  352. break
  353. }
  354. var st *Member
  355. if err = unmarshalEvent(e, &st); err == nil {
  356. if s.StateEnabled {
  357. s.State.MemberAdd(st)
  358. }
  359. if s.OnGuildMemberUpdate != nil {
  360. s.OnGuildMemberUpdate(s, st)
  361. }
  362. }
  363. if s.OnGuildMemberUpdate != nil {
  364. return
  365. }
  366. case "GUILD_ROLE_CREATE":
  367. if s.OnGuildRoleCreate != nil {
  368. var st *GuildRole
  369. if err = unmarshalEvent(e, &st); err == nil {
  370. s.OnGuildRoleCreate(s, st)
  371. }
  372. return
  373. }
  374. case "GUILD_ROLE_UPDATE":
  375. if s.OnGuildRoleUpdate != nil {
  376. var st *GuildRole
  377. if err = unmarshalEvent(e, &st); err == nil {
  378. s.OnGuildRoleUpdate(s, st)
  379. }
  380. return
  381. }
  382. case "GUILD_ROLE_DELETE":
  383. if s.OnGuildRoleDelete != nil {
  384. var st *GuildRoleDelete
  385. if err = unmarshalEvent(e, &st); err == nil {
  386. s.OnGuildRoleDelete(s, st)
  387. }
  388. return
  389. }
  390. case "GUILD_INTEGRATIONS_UPDATE":
  391. if s.OnGuildIntegrationsUpdate != nil {
  392. var st *GuildIntegrationsUpdate
  393. if err = unmarshalEvent(e, &st); err == nil {
  394. s.OnGuildIntegrationsUpdate(s, st)
  395. }
  396. return
  397. }
  398. case "GUILD_BAN_ADD":
  399. if s.OnGuildBanAdd != nil {
  400. var st *GuildBan
  401. if err = unmarshalEvent(e, &st); err == nil {
  402. s.OnGuildBanAdd(s, st)
  403. }
  404. return
  405. }
  406. case "GUILD_BAN_REMOVE":
  407. if s.OnGuildBanRemove != nil {
  408. var st *GuildBan
  409. if err = unmarshalEvent(e, &st); err == nil {
  410. s.OnGuildBanRemove(s, st)
  411. }
  412. return
  413. }
  414. case "GUILD_EMOJIS_UPDATE":
  415. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  416. break
  417. }
  418. var st *GuildEmojisUpdate
  419. if err = unmarshalEvent(e, &st); err == nil {
  420. if s.StateEnabled {
  421. s.State.EmojisAdd(st.GuildID, st.Emojis)
  422. }
  423. if s.OnGuildEmojisUpdate != nil {
  424. s.OnGuildEmojisUpdate(s, st)
  425. }
  426. }
  427. if s.OnGuildEmojisUpdate != nil {
  428. return
  429. }
  430. case "USER_SETTINGS_UPDATE":
  431. if s.OnUserSettingsUpdate != nil {
  432. var st map[string]interface{}
  433. if err = unmarshalEvent(e, &st); err == nil {
  434. s.OnUserSettingsUpdate(s, st)
  435. }
  436. return
  437. }
  438. default:
  439. fmt.Println("UNKNOWN EVENT: ", e.Type)
  440. printJSON(message)
  441. }
  442. // if still here, send to generic OnEvent
  443. if s.OnEvent != nil {
  444. s.OnEvent(s, e)
  445. return
  446. }
  447. return
  448. }
  449. // Heartbeat sends regular heartbeats to Discord so it knows the client
  450. // is still connected. If you do not send these heartbeats Discord will
  451. // disconnect the websocket connection after a few seconds.
  452. func (s *Session) Heartbeat(i time.Duration) {
  453. if s.wsConn == nil {
  454. fmt.Println("No websocket connection exists.")
  455. return // TODO need to return/log an error.
  456. }
  457. // Make sure Heartbeat is not already running
  458. s.heartbeatLock.Lock()
  459. if s.heartbeatChan != nil {
  460. s.heartbeatLock.Unlock()
  461. return
  462. }
  463. s.heartbeatChan = make(chan struct{})
  464. s.heartbeatLock.Unlock()
  465. defer close(s.heartbeatChan)
  466. // send first heartbeat immediately because lag could put the
  467. // first heartbeat outside the required heartbeat interval window
  468. ticker := time.NewTicker(i * time.Millisecond)
  469. for {
  470. err := s.wsConn.WriteJSON(map[string]int{
  471. "op": 1,
  472. "d": int(time.Now().Unix()),
  473. })
  474. if err != nil {
  475. fmt.Println("error sending data heartbeat:", err)
  476. s.DataReady = false
  477. return // TODO log error?
  478. }
  479. s.DataReady = true
  480. select {
  481. case <-ticker.C:
  482. case <-s.heartbeatChan:
  483. return
  484. }
  485. }
  486. }
  487. // Everything below is experimental Voice support code
  488. // all of it will get changed and moved around.
  489. // A VoiceServerUpdate stores the data received during the Voice Server Update
  490. // data websocket event. This data is used during the initial Voice Channel
  491. // join handshaking.
  492. type VoiceServerUpdate struct {
  493. Token string `json:"token"`
  494. GuildID string `json:"guild_id"`
  495. Endpoint string `json:"endpoint"`
  496. }
  497. type voiceChannelJoinData struct {
  498. GuildID string `json:"guild_id"`
  499. ChannelID string `json:"channel_id"`
  500. SelfMute bool `json:"self_mute"`
  501. SelfDeaf bool `json:"self_deaf"`
  502. }
  503. type voiceChannelJoinOp struct {
  504. Op int `json:"op"`
  505. Data voiceChannelJoinData `json:"d"`
  506. }
  507. // ChannelVoiceJoin joins the session user to a voice channel. After calling
  508. // this func please monitor the Session.Voice.Ready bool to determine when
  509. // it is ready and able to send/receive audio, that should happen quickly.
  510. //
  511. // gID : Guild ID of the channel to join.
  512. // cID : Channel ID of the channel to join.
  513. // mute : If true, you will be set to muted upon joining.
  514. // deaf : If true, you will be set to deafened upon joining.
  515. func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (err error) {
  516. if s.wsConn == nil {
  517. return fmt.Errorf("no websocket connection exists.")
  518. }
  519. // Create new voice{} struct if one does not exist.
  520. if s.Voice == nil {
  521. s.Voice = &voice{}
  522. }
  523. // TODO : Determine how to properly change channels and change guild
  524. // and channel when you are already connected to an existing channel.
  525. // Send the request to Discord that we want to join the voice channel
  526. data := voiceChannelJoinOp{4, voiceChannelJoinData{gID, cID, mute, deaf}}
  527. err = s.wsConn.WriteJSON(data)
  528. if err != nil {
  529. return
  530. }
  531. // Store gID and cID for later use
  532. s.Voice.guildID = gID
  533. s.Voice.channelID = cID
  534. // NOTE: This could remain open and monitor for the followup
  535. // websocket events and then the voice ws/udp
  536. // connection then if that fails, return with an error
  537. // but doing so would add a lot of delay to the response..
  538. return
  539. }
  540. // onVoiceStateUpdate handles Voice State Update events on the data
  541. // websocket. This comes immediately after the call to VoiceChannelJoin
  542. // for the session user.
  543. func (s *Session) onVoiceStateUpdate(st *VoiceState) {
  544. // Need to have this happen at login and store it in the Session
  545. // TODO : This should be done upon connecting to Discord, or
  546. // be moved to a small helper function
  547. self, err := s.User("@me") // TODO: move to Login/New
  548. if err != nil {
  549. fmt.Println(err)
  550. return
  551. }
  552. // This event comes for all users, if it's not for the session
  553. // user just ignore it.
  554. // TODO Move this IF to the event() func
  555. if st.UserID != self.ID {
  556. return
  557. }
  558. // This shouldn't ever be the case, I don't think.
  559. if s.Voice == nil {
  560. s.Voice = &voice{}
  561. }
  562. // Store the SessionID for later use.
  563. s.Voice.userID = self.ID // TODO: Review
  564. s.Voice.sessionID = st.SessionID
  565. }
  566. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  567. // This event tells us the information needed to open a voice websocket
  568. // connection and should happen after the VOICE_STATE event.
  569. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
  570. // This shouldn't ever be the case, I don't think.
  571. if s.Voice == nil {
  572. s.Voice = &voice{}
  573. }
  574. // Store values for later use
  575. s.Voice.token = st.Token
  576. s.Voice.endpoint = st.Endpoint
  577. s.Voice.guildID = st.GuildID
  578. // We now have enough information to open a voice websocket conenction
  579. // so, that's what the next call does.
  580. err := s.Voice.Open()
  581. if err != nil {
  582. fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
  583. // TODO better logging
  584. }
  585. }