forked from botlabs-gg/discordgo
-
Notifications
You must be signed in to change notification settings - Fork 0
/
wsapi.go
464 lines (385 loc) · 11.4 KB
/
wsapi.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
// 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 low level functions for interacting with the Discord
// data websocket interface.
package discordgo
import (
"bytes"
"compress/zlib"
"encoding/json"
"errors"
"io"
"log"
"net/http"
"reflect"
"runtime"
"time"
"github.com/gorilla/websocket"
)
type handshakeProperties struct {
OS string `json:"$os"`
Browser string `json:"$browser"`
Device string `json:"$device"`
Referer string `json:"$referer"`
ReferringDomain string `json:"$referring_domain"`
}
type handshakeData struct {
Version int `json:"v"`
Token string `json:"token"`
Properties handshakeProperties `json:"properties"`
LargeThreshold int `json:"large_threshold"`
Compress bool `json:"compress"`
}
type handshakeOp struct {
Op int `json:"op"`
Data handshakeData `json:"d"`
}
// Open opens a websocket connection to Discord.
func (s *Session) Open() (err error) {
s.Lock()
defer func() {
if err != nil {
s.Unlock()
}
}()
s.VoiceConnections = make(map[string]*VoiceConnection)
if s.wsConn != nil {
err = errors.New("Web socket already opened.")
return
}
// Get the gateway to use for the Websocket connection
g, err := s.Gateway()
if err != nil {
return
}
header := http.Header{}
header.Add("accept-encoding", "zlib")
// TODO: See if there's a use for the http response.
// conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
s.wsConn, _, err = websocket.DefaultDialer.Dial(g, header)
if err != nil {
return
}
err = s.wsConn.WriteJSON(handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}, 250, s.Compress}})
if err != nil {
return
}
// Create listening outside of listen, as it needs to happen inside the mutex
// lock.
s.listening = make(chan interface{})
go s.listen(s.wsConn, s.listening)
s.Unlock()
s.initialize()
s.handle(&Connect{})
return
}
// Close closes a websocket and stops all listening/heartbeat goroutines.
// TODO: Add support for Voice WS/UDP connections
func (s *Session) Close() (err error) {
s.Lock()
s.DataReady = false
if s.listening != nil {
close(s.listening)
s.listening = nil
}
if s.wsConn != nil {
err = s.wsConn.Close()
s.wsConn = nil
}
s.Unlock()
s.handle(&Disconnect{})
return
}
// listen polls the websocket connection for events, it will stop when
// the listening channel is closed, or an error occurs.
func (s *Session) listen(wsConn *websocket.Conn, listening <-chan interface{}) {
for {
messageType, message, err := wsConn.ReadMessage()
if err != nil {
// Detect if we have been closed manually. If a Close() has already
// happened, the websocket we are listening on will be different to the
// current session.
s.RLock()
sameConnection := s.wsConn == wsConn
s.RUnlock()
if sameConnection {
// There has been an error reading, Close() the websocket so that
// OnDisconnect is fired.
err := s.Close()
if err != nil {
log.Println("error closing session connection: ", err)
}
// Attempt to reconnect, with expenonential backoff up to 10 minutes.
if s.ShouldReconnectOnError {
wait := time.Duration(1)
for {
if s.Open() == nil {
return
}
<-time.After(wait * time.Second)
wait *= 2
if wait > 600 {
wait = 600
}
}
}
}
return
}
select {
case <-listening:
return
default:
go s.event(messageType, message)
}
}
}
type heartbeatOp struct {
Op int `json:"op"`
Data int `json:"d"`
}
// heartbeat sends regular heartbeats to 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 (s *Session) heartbeat(wsConn *websocket.Conn, listening <-chan interface{}, i time.Duration) {
if listening == nil || wsConn == nil {
return
}
s.Lock()
s.DataReady = true
s.Unlock()
var err error
ticker := time.NewTicker(i * time.Millisecond)
for {
err = wsConn.WriteJSON(heartbeatOp{1, int(time.Now().Unix())})
if err != nil {
log.Println("Error sending heartbeat:", err)
return
}
select {
case <-ticker.C:
// continue loop and send heartbeat
case <-listening:
return
}
}
}
type updateStatusGame struct {
Name string `json:"name"`
}
type updateStatusData struct {
IdleSince *int `json:"idle_since"`
Game *updateStatusGame `json:"game"`
}
type updateStatusOp struct {
Op int `json:"op"`
Data updateStatusData `json:"d"`
}
// UpdateStatus is used to update the authenticated user's status.
// If idle>0 then set status to idle. If game>0 then set game.
// if otherwise, set status to active, and no game.
func (s *Session) UpdateStatus(idle int, game string) (err error) {
s.RLock()
defer s.RUnlock()
if s.wsConn == nil {
return errors.New("No websocket connection exists.")
}
var usd updateStatusData
if idle > 0 {
usd.IdleSince = &idle
}
if game != "" {
usd.Game = &updateStatusGame{game}
}
err = s.wsConn.WriteJSON(updateStatusOp{3, usd})
return
}
// Front line handler for all Websocket Events. Determines the
// event type and passes the message along to the next handler.
// event is the front line handler for all events. This needs to be
// broken up into smaller functions to be more idiomatic Go.
// Events will be handled by any implemented handler in Session.
// All unhandled events will then be handled by OnEvent.
func (s *Session) event(messageType int, message []byte) {
var err error
var reader io.Reader
reader = bytes.NewBuffer(message)
if messageType == 2 {
z, err1 := zlib.NewReader(reader)
if err1 != nil {
log.Println(err1)
return
}
defer func() {
err := z.Close()
if err != nil {
log.Println("error closing zlib:", err)
}
}()
reader = z
}
var e *Event
decoder := json.NewDecoder(reader)
if err = decoder.Decode(&e); err != nil {
log.Println(err)
return
}
if s.Debug {
printEvent(e)
}
i := eventToInterface[e.Type]
if i != nil {
// Create a new instance of the event type.
i = reflect.New(reflect.TypeOf(i)).Interface()
// Attempt to unmarshal our event.
// If there is an error we should handle the event itself.
if err = unmarshal(e.RawData, i); err != nil {
log.Println("Unable to unmarshal event data.", err)
// Ready events must fire, even if they are empty.
if e.Type != "READY" {
i = nil
}
}
} else {
log.Println("Unknown event.")
i = nil
}
if i != nil {
s.handle(i)
}
e.Struct = i
s.handle(e)
return
}
// ------------------------------------------------------------------------------------------------
// Code related to voice connections that initiate over the data websocket
// ------------------------------------------------------------------------------------------------
// A VoiceServerUpdate stores the data received during the Voice Server Update
// data websocket event. This data is used during the initial Voice Channel
// join handshaking.
type VoiceServerUpdate struct {
Token string `json:"token"`
GuildID string `json:"guild_id"`
Endpoint string `json:"endpoint"`
}
type voiceChannelJoinData struct {
GuildID *string `json:"guild_id"`
ChannelID *string `json:"channel_id"`
SelfMute bool `json:"self_mute"`
SelfDeaf bool `json:"self_deaf"`
}
type voiceChannelJoinOp struct {
Op int `json:"op"`
Data voiceChannelJoinData `json:"d"`
}
// ChannelVoiceJoin joins the session user to a voice channel.
//
// gID : Guild ID of the channel to join.
// cID : Channel ID of the channel to join.
// mute : If true, you will be set to muted upon joining.
// deaf : If true, you will be set to deafened upon joining.
func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (voice *VoiceConnection, err error) {
// If a voice connection already exists for this guild then
// return that connection. If the channel differs, also change channels.
var ok bool
if voice, ok = s.VoiceConnections[gID]; ok && voice.GuildID != "" {
//TODO: consider a better variable than GuildID in the above check
// to verify if this connection is valid or not.
if voice.ChannelID != cID {
err = voice.ChangeChannel(cID, mute, deaf)
}
return
}
// Create a new voice session
// TODO review what all these things are for....
voice = &VoiceConnection{
GuildID: gID,
ChannelID: cID,
session: s,
connected: make(chan bool),
sessionRecv: make(chan string),
}
// Store voice in VoiceConnections map for this GuildID
s.VoiceConnections[gID] = voice
// Send the request to Discord that we want to join the voice channel
data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, &cID, mute, deaf}}
err = s.wsConn.WriteJSON(data)
if err != nil {
delete(s.VoiceConnections, gID)
return
}
// doesn't exactly work perfect yet.. TODO
err = voice.waitUntilConnected()
if err != nil {
voice.Close()
delete(s.VoiceConnections, gID)
return
}
return
}
// onVoiceStateUpdate handles Voice State Update events on the data websocket.
func (s *Session) onVoiceStateUpdate(se *Session, st *VoiceStateUpdate) {
// If we don't have a connection for the channel, don't bother
if st.ChannelID == "" {
return
}
// Check if we have a voice connection to update
voice, exists := s.VoiceConnections[st.GuildID]
if !exists {
return
}
// Need to have this happen at login and store it in the Session
// TODO : This should be done upon connecting to Discord, or
// be moved to a small helper function
self, err := s.User("@me") // TODO: move to Login/New
if err != nil {
log.Println(err)
return
}
// We only care about events that are about us
if st.UserID != self.ID {
return
}
// Store the SessionID for later use.
voice.UserID = self.ID // TODO: Review
voice.sessionID = st.SessionID
// TODO: Consider this...
// voice.sessionRecv <- st.SessionID
}
// onVoiceServerUpdate handles the Voice Server Update data websocket event.
//
// This is also fired if the Guild's voice region changes while connected
// to a voice channel. In that case, need to re-establish connection to
// the new region endpoint.
func (s *Session) onVoiceServerUpdate(se *Session, st *VoiceServerUpdate) {
voice, exists := s.VoiceConnections[st.GuildID]
// If no VoiceConnection exists, just skip this
if !exists {
return
}
// Store values for later use
voice.token = st.Token
voice.endpoint = st.Endpoint
voice.GuildID = st.GuildID
// If currently connected to voice ws/udp, then disconnect.
// Has no effect if not connected.
// voice.Close()
// Wait for the sessionID from onVoiceStateUpdate
// voice.sessionID = <-voice.sessionRecv
// TODO review above
// wouldn't this cause a huge problem, if it's just a guild server
// update.. ?
// I could add a timeout loop of some sort and also check if the
// sessionID doesn't or does exist already...
// something.. a bit smarter.
// We now have enough information to open a voice websocket conenction
// so, that's what the next call does.
err := voice.open()
if err != nil {
log.Println("onVoiceServerUpdate Voice.Open error: ", err)
// TODO better logging
}
}