wsapi.go 18 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. "bytes"
  11. "compress/zlib"
  12. "encoding/json"
  13. "errors"
  14. "fmt"
  15. "io"
  16. "net/http"
  17. "runtime"
  18. "time"
  19. "github.com/gorilla/websocket"
  20. )
  21. type handshakeProperties struct {
  22. OS string `json:"$os"`
  23. Browser string `json:"$browser"`
  24. Device string `json:"$device"`
  25. Referer string `json:"$referer"`
  26. ReferringDomain string `json:"$referring_domain"`
  27. }
  28. type handshakeData struct {
  29. Version int `json:"v"`
  30. Token string `json:"token"`
  31. Properties handshakeProperties `json:"properties"`
  32. Compress bool `json:"compress"`
  33. }
  34. type handshakeOp struct {
  35. Op int `json:"op"`
  36. Data handshakeData `json:"d"`
  37. }
  38. // Open opens a websocket connection to Discord.
  39. func (s *Session) Open() (err error) {
  40. s.Lock()
  41. defer func() {
  42. if err != nil {
  43. s.Unlock()
  44. }
  45. }()
  46. if s.wsConn != nil {
  47. err = errors.New("Web socket already opened.")
  48. return
  49. }
  50. // Get the gateway to use for the Websocket connection
  51. g, err := s.Gateway()
  52. if err != nil {
  53. return
  54. }
  55. header := http.Header{}
  56. header.Add("accept-encoding", "zlib")
  57. // TODO: See if there's a use for the http response.
  58. // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
  59. s.wsConn, _, err = websocket.DefaultDialer.Dial(g, header)
  60. if err != nil {
  61. return
  62. }
  63. err = s.wsConn.WriteJSON(handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}, s.Compress}})
  64. if err != nil {
  65. return
  66. }
  67. // Create listening outside of listen, as it needs to happen inside the mutex
  68. // lock.
  69. s.listening = make(chan interface{})
  70. go s.listen(s.wsConn, s.listening)
  71. s.Unlock()
  72. if s.OnConnect != nil {
  73. s.OnConnect(s)
  74. }
  75. return
  76. }
  77. // Close closes a websocket and stops all listening/heartbeat goroutines.
  78. // TODO: Add support for Voice WS/UDP connections
  79. func (s *Session) Close() (err error) {
  80. s.Lock()
  81. s.DataReady = false
  82. if s.listening != nil {
  83. close(s.listening)
  84. s.listening = nil
  85. }
  86. if s.wsConn != nil {
  87. err = s.wsConn.Close()
  88. s.wsConn = nil
  89. }
  90. s.Unlock()
  91. if s.OnDisconnect != nil {
  92. s.OnDisconnect(s)
  93. }
  94. return
  95. }
  96. // listen polls the websocket connection for events, it will stop when
  97. // the listening channel is closed, or an error occurs.
  98. func (s *Session) listen(wsConn *websocket.Conn, listening <-chan interface{}) {
  99. for {
  100. messageType, message, err := wsConn.ReadMessage()
  101. if err != nil {
  102. // Detect if we have been closed manually. If a Close() has already
  103. // happened, the websocket we are listening on will be different to the
  104. // current session.
  105. s.RLock()
  106. sameConnection := s.wsConn == wsConn
  107. s.RUnlock()
  108. if sameConnection {
  109. // There has been an error reading, Close() the websocket so that
  110. // OnDisconnect is fired.
  111. s.Close()
  112. // Attempt to reconnect, with expenonential backoff up to 10 minutes.
  113. if s.ShouldReconnectOnError {
  114. wait := time.Duration(1)
  115. for {
  116. if s.Open() == nil {
  117. return
  118. }
  119. <-time.After(wait * time.Second)
  120. wait *= 2
  121. if wait > 600 {
  122. wait = 600
  123. }
  124. }
  125. }
  126. }
  127. return
  128. }
  129. select {
  130. case <-listening:
  131. return
  132. default:
  133. go s.event(messageType, message)
  134. }
  135. }
  136. return
  137. }
  138. type heartbeatOp struct {
  139. Op int `json:"op"`
  140. Data int `json:"d"`
  141. }
  142. func (s *Session) sendHeartbeat(wsConn *websocket.Conn) error {
  143. return wsConn.WriteJSON(heartbeatOp{1, int(time.Now().Unix())})
  144. }
  145. // heartbeat sends regular heartbeats to Discord so it knows the client
  146. // is still connected. If you do not send these heartbeats Discord will
  147. // disconnect the websocket connection after a few seconds.
  148. func (s *Session) heartbeat(wsConn *websocket.Conn, listening <-chan interface{}, i time.Duration) {
  149. if listening == nil || wsConn == nil {
  150. return
  151. }
  152. s.Lock()
  153. s.DataReady = true
  154. s.Unlock()
  155. // Send first heartbeat immediately because lag could put the
  156. // first heartbeat outside the required heartbeat interval window.
  157. err := s.sendHeartbeat(wsConn)
  158. if err != nil {
  159. fmt.Println("Error sending initial heartbeat:", err)
  160. return
  161. }
  162. ticker := time.NewTicker(i * time.Millisecond)
  163. for {
  164. select {
  165. case <-ticker.C:
  166. err := s.sendHeartbeat(wsConn)
  167. if err != nil {
  168. fmt.Println("Error sending heartbeat:", err)
  169. return
  170. }
  171. case <-listening:
  172. return
  173. }
  174. }
  175. }
  176. type updateStatusGame struct {
  177. Name string `json:"name"`
  178. }
  179. type updateStatusData struct {
  180. IdleSince *int `json:"idle_since"`
  181. Game *updateStatusGame `json:"game"`
  182. }
  183. type updateStatusOp struct {
  184. Op int `json:"op"`
  185. Data updateStatusData `json:"d"`
  186. }
  187. // UpdateStatus is used to update the authenticated user's status.
  188. // If idle>0 then set status to idle. If game>0 then set game.
  189. // if otherwise, set status to active, and no game.
  190. func (s *Session) UpdateStatus(idle int, game string) (err error) {
  191. s.RLock()
  192. defer s.RUnlock()
  193. if s.wsConn == nil {
  194. return errors.New("No websocket connection exists.")
  195. }
  196. var usd updateStatusData
  197. if idle > 0 {
  198. usd.IdleSince = &idle
  199. }
  200. if game != "" {
  201. usd.Game = &updateStatusGame{game}
  202. }
  203. err = s.wsConn.WriteJSON(updateStatusOp{3, usd})
  204. return
  205. }
  206. // Not sure how needed this is and where it would be best to call it.
  207. // somewhere.
  208. func unmarshalEvent(event *Event, i interface{}) (err error) {
  209. if err = unmarshal(event.RawData, i); err != nil {
  210. fmt.Println("Unable to unmarshal event data.")
  211. printEvent(event)
  212. }
  213. return
  214. }
  215. // Front line handler for all Websocket Events. Determines the
  216. // event type and passes the message along to the next handler.
  217. // event is the front line handler for all events. This needs to be
  218. // broken up into smaller functions to be more idiomatic Go.
  219. // Events will be handled by any implemented handler in Session.
  220. // All unhandled events will then be handled by OnEvent.
  221. func (s *Session) event(messageType int, message []byte) (err error) {
  222. var reader io.Reader
  223. reader = bytes.NewBuffer(message)
  224. if messageType == 2 {
  225. z, err1 := zlib.NewReader(reader)
  226. if err1 != nil {
  227. fmt.Println(err1)
  228. return err1
  229. }
  230. defer z.Close()
  231. reader = z
  232. }
  233. var e *Event
  234. decoder := json.NewDecoder(reader)
  235. if err = decoder.Decode(&e); err != nil {
  236. fmt.Println(err)
  237. return
  238. }
  239. if s.Debug {
  240. printEvent(e)
  241. }
  242. switch e.Type {
  243. case "READY":
  244. var st *Ready
  245. if err = unmarshalEvent(e, &st); err == nil {
  246. go s.heartbeat(s.wsConn, s.listening, st.HeartbeatInterval)
  247. if s.StateEnabled {
  248. s.State.OnReady(st)
  249. }
  250. if s.OnReady != nil {
  251. s.OnReady(s, st)
  252. }
  253. }
  254. if s.OnReady != nil {
  255. return
  256. }
  257. case "VOICE_SERVER_UPDATE":
  258. // TEMP CODE FOR TESTING VOICE
  259. var st *VoiceServerUpdate
  260. if err = unmarshalEvent(e, &st); err == nil {
  261. s.onVoiceServerUpdate(st)
  262. }
  263. return
  264. case "VOICE_STATE_UPDATE":
  265. // TEMP CODE FOR TESTING VOICE
  266. var st *VoiceState
  267. if err = unmarshalEvent(e, &st); err == nil {
  268. s.onVoiceStateUpdate(st)
  269. }
  270. return
  271. case "USER_UPDATE":
  272. if s.OnUserUpdate != nil {
  273. var st *User
  274. if err = unmarshalEvent(e, &st); err == nil {
  275. s.OnUserUpdate(s, st)
  276. }
  277. return
  278. }
  279. case "PRESENCE_UPDATE":
  280. if s.OnPresenceUpdate != nil {
  281. var st *PresenceUpdate
  282. if err = unmarshalEvent(e, &st); err == nil {
  283. s.OnPresenceUpdate(s, st)
  284. }
  285. return
  286. }
  287. case "TYPING_START":
  288. if s.OnTypingStart != nil {
  289. var st *TypingStart
  290. if err = unmarshalEvent(e, &st); err == nil {
  291. s.OnTypingStart(s, st)
  292. }
  293. return
  294. }
  295. /* Never seen this come in but saw it in another Library.
  296. case "MESSAGE_ACK":
  297. if s.OnMessageAck != nil {
  298. }
  299. */
  300. case "MESSAGE_CREATE":
  301. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  302. if !stateEnabled && s.OnMessageCreate == nil {
  303. break
  304. }
  305. var st *Message
  306. if err = unmarshalEvent(e, &st); err == nil {
  307. if stateEnabled {
  308. s.State.MessageAdd(st)
  309. }
  310. if s.OnMessageCreate != nil {
  311. s.OnMessageCreate(s, st)
  312. }
  313. }
  314. if s.OnMessageCreate != nil {
  315. return
  316. }
  317. case "MESSAGE_UPDATE":
  318. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  319. if !stateEnabled && s.OnMessageUpdate == nil {
  320. break
  321. }
  322. var st *Message
  323. if err = unmarshalEvent(e, &st); err == nil {
  324. if stateEnabled {
  325. s.State.MessageAdd(st)
  326. }
  327. if s.OnMessageUpdate != nil {
  328. s.OnMessageUpdate(s, st)
  329. }
  330. }
  331. return
  332. if s.OnMessageUpdate != nil {
  333. return
  334. }
  335. case "MESSAGE_DELETE":
  336. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  337. if !stateEnabled && s.OnMessageDelete == nil {
  338. break
  339. }
  340. var st *Message
  341. if err = unmarshalEvent(e, &st); err == nil {
  342. if stateEnabled {
  343. s.State.MessageRemove(st)
  344. }
  345. if s.OnMessageDelete != nil {
  346. s.OnMessageDelete(s, st)
  347. }
  348. }
  349. return
  350. if s.OnMessageDelete != nil {
  351. return
  352. }
  353. case "MESSAGE_ACK":
  354. if s.OnMessageAck != nil {
  355. var st *MessageAck
  356. if err = unmarshalEvent(e, &st); err == nil {
  357. s.OnMessageAck(s, st)
  358. }
  359. return
  360. }
  361. case "CHANNEL_CREATE":
  362. if !s.StateEnabled && s.OnChannelCreate == nil {
  363. break
  364. }
  365. var st *Channel
  366. if err = unmarshalEvent(e, &st); err == nil {
  367. if s.StateEnabled {
  368. s.State.ChannelAdd(st)
  369. }
  370. if s.OnChannelCreate != nil {
  371. s.OnChannelCreate(s, st)
  372. }
  373. }
  374. if s.OnChannelCreate != nil {
  375. return
  376. }
  377. case "CHANNEL_UPDATE":
  378. if !s.StateEnabled && s.OnChannelUpdate == nil {
  379. break
  380. }
  381. var st *Channel
  382. if err = unmarshalEvent(e, &st); err == nil {
  383. if s.StateEnabled {
  384. s.State.ChannelAdd(st)
  385. }
  386. if s.OnChannelUpdate != nil {
  387. s.OnChannelUpdate(s, st)
  388. }
  389. }
  390. if s.OnChannelUpdate != nil {
  391. return
  392. }
  393. case "CHANNEL_DELETE":
  394. if !s.StateEnabled && s.OnChannelDelete == nil {
  395. break
  396. }
  397. var st *Channel
  398. if err = unmarshalEvent(e, &st); err == nil {
  399. if s.StateEnabled {
  400. s.State.ChannelRemove(st)
  401. }
  402. if s.OnChannelDelete != nil {
  403. s.OnChannelDelete(s, st)
  404. }
  405. }
  406. if s.OnChannelDelete != nil {
  407. return
  408. }
  409. case "GUILD_CREATE":
  410. if !s.StateEnabled && s.OnGuildCreate == nil {
  411. break
  412. }
  413. var st *Guild
  414. if err = unmarshalEvent(e, &st); err == nil {
  415. if s.StateEnabled {
  416. s.State.GuildAdd(st)
  417. }
  418. if s.OnGuildCreate != nil {
  419. s.OnGuildCreate(s, st)
  420. }
  421. }
  422. if s.OnGuildCreate != nil {
  423. return
  424. }
  425. case "GUILD_UPDATE":
  426. if !s.StateEnabled && s.OnGuildUpdate == nil {
  427. break
  428. }
  429. var st *Guild
  430. if err = unmarshalEvent(e, &st); err == nil {
  431. if s.StateEnabled {
  432. s.State.GuildAdd(st)
  433. }
  434. if s.OnGuildCreate != nil {
  435. s.OnGuildUpdate(s, st)
  436. }
  437. }
  438. if s.OnGuildUpdate != nil {
  439. return
  440. }
  441. case "GUILD_DELETE":
  442. if !s.StateEnabled && s.OnGuildDelete == nil {
  443. break
  444. }
  445. var st *Guild
  446. if err = unmarshalEvent(e, &st); err == nil {
  447. if s.StateEnabled {
  448. s.State.GuildRemove(st)
  449. }
  450. if s.OnGuildDelete != nil {
  451. s.OnGuildDelete(s, st)
  452. }
  453. }
  454. if s.OnGuildDelete != nil {
  455. return
  456. }
  457. case "GUILD_MEMBER_ADD":
  458. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  459. break
  460. }
  461. var st *Member
  462. if err = unmarshalEvent(e, &st); err == nil {
  463. if s.StateEnabled {
  464. s.State.MemberAdd(st)
  465. }
  466. if s.OnGuildMemberAdd != nil {
  467. s.OnGuildMemberAdd(s, st)
  468. }
  469. }
  470. if s.OnGuildMemberAdd != nil {
  471. return
  472. }
  473. case "GUILD_MEMBER_REMOVE":
  474. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  475. break
  476. }
  477. var st *Member
  478. if err = unmarshalEvent(e, &st); err == nil {
  479. if s.StateEnabled {
  480. s.State.MemberRemove(st)
  481. }
  482. if s.OnGuildMemberRemove != nil {
  483. s.OnGuildMemberRemove(s, st)
  484. }
  485. }
  486. if s.OnGuildMemberRemove != nil {
  487. return
  488. }
  489. case "GUILD_MEMBER_UPDATE":
  490. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  491. break
  492. }
  493. var st *Member
  494. if err = unmarshalEvent(e, &st); err == nil {
  495. if s.StateEnabled {
  496. s.State.MemberAdd(st)
  497. }
  498. if s.OnGuildMemberUpdate != nil {
  499. s.OnGuildMemberUpdate(s, st)
  500. }
  501. }
  502. if s.OnGuildMemberUpdate != nil {
  503. return
  504. }
  505. case "GUILD_ROLE_CREATE":
  506. if s.OnGuildRoleCreate != nil {
  507. var st *GuildRole
  508. if err = unmarshalEvent(e, &st); err == nil {
  509. s.OnGuildRoleCreate(s, st)
  510. }
  511. return
  512. }
  513. case "GUILD_ROLE_UPDATE":
  514. if s.OnGuildRoleUpdate != nil {
  515. var st *GuildRole
  516. if err = unmarshalEvent(e, &st); err == nil {
  517. s.OnGuildRoleUpdate(s, st)
  518. }
  519. return
  520. }
  521. case "GUILD_ROLE_DELETE":
  522. if s.OnGuildRoleDelete != nil {
  523. var st *GuildRoleDelete
  524. if err = unmarshalEvent(e, &st); err == nil {
  525. s.OnGuildRoleDelete(s, st)
  526. }
  527. return
  528. }
  529. case "GUILD_INTEGRATIONS_UPDATE":
  530. if s.OnGuildIntegrationsUpdate != nil {
  531. var st *GuildIntegrationsUpdate
  532. if err = unmarshalEvent(e, &st); err == nil {
  533. s.OnGuildIntegrationsUpdate(s, st)
  534. }
  535. return
  536. }
  537. case "GUILD_BAN_ADD":
  538. if s.OnGuildBanAdd != nil {
  539. var st *GuildBan
  540. if err = unmarshalEvent(e, &st); err == nil {
  541. s.OnGuildBanAdd(s, st)
  542. }
  543. return
  544. }
  545. case "GUILD_BAN_REMOVE":
  546. if s.OnGuildBanRemove != nil {
  547. var st *GuildBan
  548. if err = unmarshalEvent(e, &st); err == nil {
  549. s.OnGuildBanRemove(s, st)
  550. }
  551. return
  552. }
  553. case "GUILD_EMOJIS_UPDATE":
  554. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  555. break
  556. }
  557. var st *GuildEmojisUpdate
  558. if err = unmarshalEvent(e, &st); err == nil {
  559. if s.StateEnabled {
  560. s.State.EmojisAdd(st.GuildID, st.Emojis)
  561. }
  562. if s.OnGuildEmojisUpdate != nil {
  563. s.OnGuildEmojisUpdate(s, st)
  564. }
  565. }
  566. if s.OnGuildEmojisUpdate != nil {
  567. return
  568. }
  569. case "USER_SETTINGS_UPDATE":
  570. if s.OnUserSettingsUpdate != nil {
  571. var st map[string]interface{}
  572. if err = unmarshalEvent(e, &st); err == nil {
  573. s.OnUserSettingsUpdate(s, st)
  574. }
  575. return
  576. }
  577. default:
  578. fmt.Println("Unknown Event.")
  579. printEvent(e)
  580. }
  581. // if still here, send to generic OnEvent
  582. if s.OnEvent != nil {
  583. s.OnEvent(s, e)
  584. return
  585. }
  586. return
  587. }
  588. // ------------------------------------------------------------------------------------------------
  589. // Code related to voice connections that initiate over the data websocket
  590. // ------------------------------------------------------------------------------------------------
  591. // A VoiceServerUpdate stores the data received during the Voice Server Update
  592. // data websocket event. This data is used during the initial Voice Channel
  593. // join handshaking.
  594. type VoiceServerUpdate struct {
  595. Token string `json:"token"`
  596. GuildID string `json:"guild_id"`
  597. Endpoint string `json:"endpoint"`
  598. }
  599. type voiceChannelJoinData struct {
  600. GuildID string `json:"guild_id"`
  601. ChannelID string `json:"channel_id"`
  602. SelfMute bool `json:"self_mute"`
  603. SelfDeaf bool `json:"self_deaf"`
  604. }
  605. type voiceChannelJoinOp struct {
  606. Op int `json:"op"`
  607. Data voiceChannelJoinData `json:"d"`
  608. }
  609. // ChannelVoiceJoin joins the session user to a voice channel. After calling
  610. // this func please monitor the Session.Voice.Ready bool to determine when
  611. // it is ready and able to send/receive audio, that should happen quickly.
  612. //
  613. // gID : Guild ID of the channel to join.
  614. // cID : Channel ID of the channel to join.
  615. // mute : If true, you will be set to muted upon joining.
  616. // deaf : If true, you will be set to deafened upon joining.
  617. func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (err error) {
  618. if s.wsConn == nil {
  619. return fmt.Errorf("no websocket connection exists.")
  620. }
  621. // Create new voice{} struct if one does not exist.
  622. // If you create this prior to calling this func then you can manually
  623. // set some variables if needed, such as to enable debugging.
  624. if s.Voice == nil {
  625. s.Voice = &Voice{}
  626. }
  627. // TODO : Determine how to properly change channels and change guild
  628. // and channel when you are already connected to an existing channel.
  629. // Send the request to Discord that we want to join the voice channel
  630. data := voiceChannelJoinOp{4, voiceChannelJoinData{gID, cID, mute, deaf}}
  631. err = s.wsConn.WriteJSON(data)
  632. if err != nil {
  633. return
  634. }
  635. // Store gID and cID for later use
  636. s.Voice.guildID = gID
  637. s.Voice.channelID = cID
  638. return
  639. }
  640. // onVoiceStateUpdate handles Voice State Update events on the data
  641. // websocket. This comes immediately after the call to VoiceChannelJoin
  642. // for the session user.
  643. func (s *Session) onVoiceStateUpdate(st *VoiceState) {
  644. // If s.Voice is nil, we must not have even requested to join
  645. // a voice channel yet, so this shouldn't be processed.
  646. if s.Voice == nil {
  647. return
  648. }
  649. // Need to have this happen at login and store it in the Session
  650. // TODO : This should be done upon connecting to Discord, or
  651. // be moved to a small helper function
  652. self, err := s.User("@me") // TODO: move to Login/New
  653. if err != nil {
  654. fmt.Println(err)
  655. return
  656. }
  657. // This event comes for all users, if it's not for the session
  658. // user just ignore it.
  659. // TODO Move this IF to the event() func
  660. if st.UserID != self.ID {
  661. return
  662. }
  663. // Store the SessionID for later use.
  664. s.Voice.userID = self.ID // TODO: Review
  665. s.Voice.sessionID = st.SessionID
  666. }
  667. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  668. // This event tells us the information needed to open a voice websocket
  669. // connection and should happen after the VOICE_STATE event.
  670. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
  671. // This shouldn't ever be the case, I don't think.
  672. if s.Voice == nil {
  673. return
  674. }
  675. // Store values for later use
  676. s.Voice.token = st.Token
  677. s.Voice.endpoint = st.Endpoint
  678. s.Voice.guildID = st.GuildID
  679. // We now have enough information to open a voice websocket conenction
  680. // so, that's what the next call does.
  681. err := s.Voice.Open()
  682. if err != nil {
  683. fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
  684. // TODO better logging
  685. }
  686. }