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voice.go
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voice.go
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// Discordgo - Discord bindings for Go
// Available at https://github.com/bwmarrin/discordgo
// Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// This file contains code related to Discord voice suppport
package discordgo
import (
"encoding/binary"
"encoding/json"
"fmt"
"net"
"runtime"
"strings"
"sync"
"time"
"github.com/gorilla/websocket"
)
// ------------------------------------------------------------------------------------------------
// Code related to both Voice Websocket and UDP connections.
// ------------------------------------------------------------------------------------------------
// A Voice struct holds all data and functions related to Discord Voice support.
type Voice struct {
sync.Mutex // future use
Ready bool // If true, voice is ready to send/receive audio
Debug bool // If true, print extra logging
OP2 *voiceOP2 // exported for dgvoice, may change.
OpusSend chan []byte // Chan for sending opus audio
OpusRecv chan *Packet // Chan for receiving opus audio
// FrameRate int // This can be used to set the FrameRate of Opus data
// FrameSize int // This can be used to set the FrameSize of Opus data
wsConn *websocket.Conn
UDPConn *net.UDPConn // this will become unexported soon.
sessionID string
token string
endpoint string
guildID string
channelID string
userID string
// Used to send a close signal to goroutines
close chan struct{}
}
// ------------------------------------------------------------------------------------------------
// Code related to the Voice websocket connection
// ------------------------------------------------------------------------------------------------
// A voiceOP2 stores the data for the voice operation 2 websocket event
// which is sort of like the voice READY packet
type voiceOP2 struct {
SSRC uint32 `json:"ssrc"`
Port int `json:"port"`
Modes []string `json:"modes"`
HeartbeatInterval time.Duration `json:"heartbeat_interval"`
}
type voiceHandshakeData struct {
ServerID string `json:"server_id"`
UserID string `json:"user_id"`
SessionID string `json:"session_id"`
Token string `json:"token"`
}
type voiceHandshakeOp struct {
Op int `json:"op"` // Always 0
Data voiceHandshakeData `json:"d"`
}
// Open opens a voice connection. This should be called
// after VoiceChannelJoin is used and the data VOICE websocket events
// are captured.
func (v *Voice) Open() (err error) {
v.Lock()
defer v.Unlock()
// Don't open a websocket if one is already open
if v.wsConn != nil {
return
}
// Connect to Voice Websocket
vg := fmt.Sprintf("wss://%s", strings.TrimSuffix(v.endpoint, ":80"))
v.wsConn, _, err = websocket.DefaultDialer.Dial(vg, nil)
if err != nil {
fmt.Println("VOICE error opening websocket:", err)
return
}
data := voiceHandshakeOp{0, voiceHandshakeData{v.guildID, v.userID, v.sessionID, v.token}}
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("VOICE error sending init packet:", err)
return
}
// Start a listening for voice websocket events
// TODO add a check here to make sure Listen worked by monitoring
// a chan or bool?
v.close = make(chan struct{})
go v.wsListen(v.wsConn, v.close)
return
}
// wsListen listens on the voice websocket for messages and passes them
// to the voice event handler. This is automatically called by the Open func
func (v *Voice) wsListen(wsConn *websocket.Conn, close <-chan struct{}) {
for {
messageType, message, err := v.wsConn.ReadMessage()
if err != nil {
// TODO: add reconnect, matching wsapi.go:listen()
// TODO: Handle this problem better.
// TODO: needs proper logging
fmt.Println("Voice Listen Error:", err)
return
}
// Pass received message to voice event handler
select {
case <-close:
return
default:
go v.wsEvent(messageType, message)
}
}
}
// wsEvent handles any voice websocket events. This is only called by the
// wsListen() function.
func (v *Voice) wsEvent(messageType int, message []byte) {
if v.Debug {
fmt.Println("wsEvent received: ", messageType)
printJSON(message)
}
var e Event
if err := json.Unmarshal(message, &e); err != nil {
fmt.Println("wsEvent Unmarshall error: ", err)
return
}
switch e.Operation {
case 2: // READY
v.OP2 = &voiceOP2{}
if err := json.Unmarshal(e.RawData, v.OP2); err != nil {
fmt.Println("voiceWS.onEvent OP2 Unmarshall error: ", err)
printJSON(e.RawData) // TODO: Better error logging
return
}
// Start the voice websocket heartbeat to keep the connection alive
go v.wsHeartbeat(v.wsConn, v.close, v.OP2.HeartbeatInterval)
// TODO monitor a chan/bool to verify this was successful
// Start the UDP connection
err := v.udpOpen()
if err != nil {
fmt.Println("Error opening udp connection: ", err)
return
}
// Start the opusSender.
// TODO: Should we allow 48000/960 values to be user defined?
if v.OpusSend == nil {
v.OpusSend = make(chan []byte, 2)
}
go v.opusSender(v.UDPConn, v.close, v.OpusSend, 48000, 960)
// Start the opusReceiver
if v.OpusRecv == nil {
v.OpusRecv = make(chan *Packet, 2)
}
go v.opusReceiver(v.UDPConn, v.close, v.OpusRecv)
return
case 3: // HEARTBEAT response
// add code to use this to track latency?
return
case 4:
// TODO
case 5:
// SPEAKING TRUE/FALSE NOTIFICATION
/*
{
"user_id": "1238921738912",
"ssrc": 2,
"speaking": false
}
*/
default:
fmt.Println("UNKNOWN VOICE OP: ", e.Operation)
printJSON(e.RawData)
}
return
}
type voiceHeartbeatOp struct {
Op int `json:"op"` // Always 3
Data int `json:"d"`
}
// NOTE :: When a guild voice server changes how do we shut this down
// properly, so a new connection can be setup without fuss?
//
// wsHeartbeat sends regular heartbeats to voice Discord so it knows the client
// is still connected. If you do not send these heartbeats Discord will
// disconnect the websocket connection after a few seconds.
func (v *Voice) wsHeartbeat(wsConn *websocket.Conn, close <-chan struct{}, i time.Duration) {
if close == nil || wsConn == nil {
return
}
var err error
ticker := time.NewTicker(i * time.Millisecond)
for {
err = wsConn.WriteJSON(voiceHeartbeatOp{3, int(time.Now().Unix())})
if err != nil {
fmt.Println("wsHeartbeat send error: ", err)
return
}
select {
case <-ticker.C:
// continue loop and send heartbeat
case <-close:
return
}
}
}
type voiceSpeakingData struct {
Speaking bool `json:"speaking"`
Delay int `json:"delay"`
}
type voiceSpeakingOp struct {
Op int `json:"op"` // Always 5
Data voiceSpeakingData `json:"d"`
}
// Speaking sends a speaking notification to Discord over the voice websocket.
// This must be sent as true prior to sending audio and should be set to false
// once finished sending audio.
// b : Send true if speaking, false if not.
func (v *Voice) Speaking(b bool) (err error) {
if v.wsConn == nil {
return fmt.Errorf("No Voice websocket.")
}
data := voiceSpeakingOp{5, voiceSpeakingData{b, 0}}
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("Speaking() write json error:", err)
return
}
return
}
// ------------------------------------------------------------------------------------------------
// Code related to the Voice UDP connection
// ------------------------------------------------------------------------------------------------
type voiceUDPData struct {
Address string `json:"address"` // Public IP of machine running this code
Port uint16 `json:"port"` // UDP Port of machine running this code
Mode string `json:"mode"` // plain or ? (plain or encrypted)
}
type voiceUDPD struct {
Protocol string `json:"protocol"` // Always "udp" ?
Data voiceUDPData `json:"data"`
}
type voiceUDPOp struct {
Op int `json:"op"` // Always 1
Data voiceUDPD `json:"d"`
}
// udpOpen opens a UDP connection to the voice server and completes the
// initial required handshake. This connection is left open in the session
// and can be used to send or receive audio. This should only be called
// from voice.wsEvent OP2
func (v *Voice) udpOpen() (err error) {
v.Lock()
defer v.Unlock()
if v.wsConn == nil {
return fmt.Errorf("nil voice websocket")
}
if v.UDPConn != nil {
return fmt.Errorf("udp connection already open")
}
if v.close == nil {
return fmt.Errorf("nil close channel")
}
if v.endpoint == "" {
return fmt.Errorf("empty endpoint")
}
host := fmt.Sprintf("%s:%d", strings.TrimSuffix(v.endpoint, ":80"), v.OP2.Port)
addr, err := net.ResolveUDPAddr("udp", host)
if err != nil {
fmt.Println("udpOpen resolve addr error: ", err)
// TODO better logging
return
}
v.UDPConn, err = net.DialUDP("udp", nil, addr)
if err != nil {
fmt.Println("udpOpen dial udp error: ", err)
// TODO better logging
return
}
// Create a 70 byte array and put the SSRC code from the Op 2 Voice event
// into it. Then send that over the UDP connection to Discord
sb := make([]byte, 70)
binary.BigEndian.PutUint32(sb, v.OP2.SSRC)
_, err = v.UDPConn.Write(sb)
if err != nil {
fmt.Println("udpOpen udp write error : ", err)
// TODO better logging
return
}
// Create a 70 byte array and listen for the initial handshake response
// from Discord. Once we get it parse the IP and PORT information out
// of the response. This should be our public IP and PORT as Discord
// saw us.
rb := make([]byte, 70)
rlen, _, err := v.UDPConn.ReadFromUDP(rb)
if err != nil {
fmt.Println("udpOpen udp read error : ", err)
// TODO better logging
return
}
if rlen < 70 {
fmt.Println("Voice RLEN should be 70 but isn't")
}
// Loop over position 4 though 20 to grab the IP address
// Should never be beyond position 20.
var ip string
for i := 4; i < 20; i++ {
if rb[i] == 0 {
break
}
ip += string(rb[i])
}
// Grab port from position 68 and 69
port := binary.LittleEndian.Uint16(rb[68:70])
// Take the data from above and send it back to Discord to finalize
// the UDP connection handshake.
data := voiceUDPOp{1, voiceUDPD{"udp", voiceUDPData{ip, port, "plain"}}}
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("udpOpen write json error:", err)
return
}
// start udpKeepAlive
go v.udpKeepAlive(v.UDPConn, v.close, 5*time.Second)
// TODO: find a way to check that it fired off okay
return
}
// udpKeepAlive sends a udp packet to keep the udp connection open
// This is still a bit of a "proof of concept"
func (v *Voice) udpKeepAlive(UDPConn *net.UDPConn, close <-chan struct{}, i time.Duration) {
if UDPConn == nil || close == nil {
return
}
var err error
var sequence uint64
packet := make([]byte, 8)
ticker := time.NewTicker(i)
for {
binary.LittleEndian.PutUint64(packet, sequence)
sequence++
_, err = UDPConn.Write(packet)
if err != nil {
fmt.Println("udpKeepAlive udp write error : ", err)
return
}
select {
case <-ticker.C:
// continue loop and send keepalive
case <-close:
return
}
}
}
// opusSender will listen on the given channel and send any
// pre-encoded opus audio to Discord. Supposedly.
func (v *Voice) opusSender(UDPConn *net.UDPConn, close <-chan struct{}, opus <-chan []byte, rate, size int) {
if UDPConn == nil || close == nil {
return
}
runtime.LockOSThread()
// Voice is now ready to receive audio packets
// TODO: this needs reviewed as I think there must be a better way.
v.Ready = true
defer func() { v.Ready = false }()
var sequence uint16
var timestamp uint32
var recvbuf []byte
var ok bool
udpHeader := make([]byte, 12)
// build the parts that don't change in the udpHeader
udpHeader[0] = 0x80
udpHeader[1] = 0x78
binary.BigEndian.PutUint32(udpHeader[8:], v.OP2.SSRC)
// start a send loop that loops until buf chan is closed
ticker := time.NewTicker(time.Millisecond * time.Duration(size/(rate/1000)))
for {
// Get data from chan. If chan is closed, return.
select {
case <-close:
return
case recvbuf, ok = <-opus:
if !ok {
return
}
// else, continue loop
}
// Add sequence and timestamp to udpPacket
binary.BigEndian.PutUint16(udpHeader[2:], sequence)
binary.BigEndian.PutUint32(udpHeader[4:], timestamp)
// Combine the UDP Header and the opus data
sendbuf := append(udpHeader, recvbuf...)
// block here until we're exactly at the right time :)
// Then send rtp audio packet to Discord over UDP
select {
case <-close:
return
case <-ticker.C:
// continue
}
_, err := UDPConn.Write(sendbuf)
if err != nil {
fmt.Println("error writing to udp connection: ", err)
return
}
if (sequence) == 0xFFFF {
sequence = 0
} else {
sequence++
}
if (timestamp + uint32(size)) >= 0xFFFFFFFF {
timestamp = 0
} else {
timestamp += uint32(size)
}
}
}
// A Packet contains the headers and content of a received voice packet.
type Packet struct {
SSRC uint32
Sequence uint16
Timestamp uint32
Type []byte
Opus []byte
PCM []int16
}
// opusReceiver listens on the UDP socket for incoming packets
// and sends them across the given channel
// NOTE :: This function may change names later.
func (v *Voice) opusReceiver(UDPConn *net.UDPConn, close <-chan struct{}, c chan *Packet) {
if UDPConn == nil || close == nil {
return
}
p := Packet{}
recvbuf := make([]byte, 1024)
for {
rlen, err := UDPConn.Read(recvbuf)
if err != nil {
fmt.Println("opusReceiver UDP Read error:", err)
return
}
select {
case <-close:
return
default:
// continue loop
}
// For now, skip anything except audio.
if rlen < 12 || recvbuf[0] != 0x80 {
continue
}
p.Type = recvbuf[0:2]
p.Sequence = binary.BigEndian.Uint16(recvbuf[2:4])
p.Timestamp = binary.BigEndian.Uint32(recvbuf[4:8])
p.SSRC = binary.BigEndian.Uint32(recvbuf[8:12])
p.Opus = recvbuf[12:rlen]
if c != nil {
c <- &p
}
}
}
// Close closes the voice ws and udp connections
func (v *Voice) Close() {
v.Lock()
defer v.Unlock()
v.Ready = false
if v.close != nil {
close(v.close)
v.close = nil
}
if v.UDPConn != nil {
err := v.UDPConn.Close()
if err != nil {
fmt.Println("error closing udp connection: ", err)
}
v.UDPConn = nil
}
if v.wsConn != nil {
err := v.wsConn.Close()
if err != nil {
fmt.Println("error closing websocket connection: ", err)
}
v.wsConn = nil
}
}