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structs.go
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structs.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 all structures for the discordgo package. These
// may be moved about later into seperate files but I find it easier to have
// them all located together.
package discordgo
import (
"encoding/json"
"sync"
"time"
"github.com/gorilla/websocket"
)
// A Session represents a connection to the Discord REST API.
// token : The authentication token returned from Discord
// Debug : If set to ture debug logging will be displayed.
type Session struct {
// General configurable settings.
Token string // Authentication token for this session
Debug bool // Debug for printing JSON request/responses
// Settable Callback functions for Websocket Events
OnEvent func(*Session, *Event)
OnReady func(*Session, *Ready)
OnTypingStart func(*Session, *TypingStart)
OnMessageCreate func(*Session, *Message)
OnMessageUpdate func(*Session, *Message)
OnMessageDelete func(*Session, *MessageDelete)
OnMessageAck func(*Session, *MessageAck)
OnUserUpdate func(*Session, *User)
OnPresenceUpdate func(*Session, *PresenceUpdate)
OnVoiceStateUpdate func(*Session, *VoiceState)
OnChannelCreate func(*Session, *Channel)
OnChannelUpdate func(*Session, *Channel)
OnChannelDelete func(*Session, *Channel)
OnGuildCreate func(*Session, *Guild)
OnGuildUpdate func(*Session, *Guild)
OnGuildDelete func(*Session, *Guild)
OnGuildMemberAdd func(*Session, *Member)
OnGuildMemberRemove func(*Session, *Member)
OnGuildMemberDelete func(*Session, *Member) // which is it?
OnGuildMemberUpdate func(*Session, *Member)
OnGuildRoleCreate func(*Session, *GuildRole)
OnGuildRoleUpdate func(*Session, *GuildRole)
OnGuildRoleDelete func(*Session, *GuildRoleDelete)
OnGuildIntegrationsUpdate func(*Session, *GuildIntegrationsUpdate)
OnGuildBanAdd func(*Session, *GuildBan)
OnGuildBanRemove func(*Session, *GuildBan)
OnGuildEmojisUpdate func(*Session, *GuildEmojisUpdate)
OnUserSettingsUpdate func(*Session, map[string]interface{}) // TODO: Find better way?
// Exposed but should not be modified by User.
SessionID string // from websocket READY packet
DataReady bool // Set to true when Data Websocket is ready
VoiceReady bool // Set to true when Voice Websocket is ready
UDPReady bool // Set to true when UDP Connection is ready
// Other..
wsConn *websocket.Conn
//TODO, add bools for like.
// are we connnected to websocket?
// have we authenticated to login?
// lets put all the general session
// tracking and infos here.. clearly
// Everything below here is used for Voice testing.
// This stuff is almost guarenteed to change a lot
// and is even a bit hackish right now.
Voice *Voice // Stores all details related to voice connections
// Managed state object, updated with events.
State *State
StateEnabled bool
// Mutex/Bools for locks that prevent accidents.
// TODO: Add channels.
heartbeatLock sync.Mutex
heartbeatChan chan struct{}
listenLock sync.Mutex
listenChan chan struct{}
}
// A VoiceRegion stores data for a specific voice region server.
type VoiceRegion struct {
ID string `json:"id"`
Name string `json:"name"`
Hostname string `json:"sample_hostname"`
Port int `json:"sample_port"`
}
// A VoiceICE stores data for voice ICE servers.
type VoiceICE struct {
TTL string `json:"ttl"`
Servers []*ICEServer `json:"servers"`
}
// A ICEServer stores data for a specific voice ICE server.
type ICEServer struct {
URL string `json:"url"`
Username string `json:"username"`
Credential string `json:"credential"`
}
// A Invite stores all data related to a specific Discord Guild or Channel invite.
type Invite struct {
MaxAge int `json:"max_age"`
Code string `json:"code"`
Guild *Guild `json:"guild"`
Revoked bool `json:"revoked"`
CreatedAt string `json:"created_at"` // TODO make timestamp
Temporary bool `json:"temporary"`
Uses int `json:"uses"`
MaxUses int `json:"max_uses"`
Inviter *User `json:"inviter"`
XkcdPass bool `json:"xkcdpass"`
Channel *Channel `json:"channel"`
}
// A Channel holds all data related to an individual Discord channel.
type Channel struct {
ID string `json:"id"`
GuildID string `json:"guild_id"`
Name string `json:"name"`
Topic string `json:"topic"`
Position int `json:"position"`
Type string `json:"type"`
PermissionOverwrites []*PermissionOverwrite `json:"permission_overwrites"`
IsPrivate bool `json:"is_private"`
LastMessageID string `json:"last_message_id"`
Recipient *User `json:"recipient"`
}
// A PermissionOverwrite holds permission overwrite data for a Channel
type PermissionOverwrite struct {
ID string `json:"id"`
Type string `json:"type"`
Deny int `json:"deny"`
Allow int `json:"allow"`
}
type Emoji struct {
Roles []string `json:"roles"`
RequireColons bool `json:"require_colons"`
Name string `json:"name"`
Managed bool `json:"managed"`
ID string `json:"id"`
}
// A Guild holds all data related to a specific Discord Guild. Guilds are also
// sometimes referred to as Servers in the Discord client.
type Guild struct {
ID string `json:"id"`
Name string `json:"name"`
Icon string `json:"icon"`
Region string `json:"region"`
AfkTimeout int `json:"afk_timeout"`
AfkChannelID string `json:"afk_channel_id"`
EmbedChannelID string `json:"embed_channel_id"`
EmbedEnabled bool `json:"embed_enabled"`
OwnerID string `json:"owner_id"`
Large bool `json:"large"` // ??
JoinedAt string `json:"joined_at"` // make this a timestamp
Roles []*Role `json:"roles"`
Emojis []*Emoji `json:"emojis"`
Members []*Member `json:"members"`
Presences []*Presence `json:"presences"`
Channels []*Channel `json:"channels"`
VoiceStates []*VoiceState `json:"voice_states"`
}
// A Role stores information about Discord guild member roles.
type Role struct {
ID string `json:"id"`
Name string `json:"name"`
Managed bool `json:"managed"`
Color int `json:"color"`
Hoist bool `json:"hoist"`
Position int `json:"position"`
Permissions int `json:"permissions"`
}
// A VoiceState stores the voice states of Guilds
type VoiceState struct {
UserID string `json:"user_id"`
Suppress bool `json:"suppress"`
SessionID string `json:"session_id"`
SelfMute bool `json:"self_mute"`
SelfDeaf bool `json:"self_deaf"`
Mute bool `json:"mute"`
Deaf bool `json:"deaf"`
ChannelID string `json:"channel_id"`
}
// A Presence stores the online, offline, or idle and game status of Guild members.
type Presence struct {
User *User `json:"user"`
Status string `json:"status"`
Game *Game `json:"game"`
}
type Game struct {
Name string `json:"name"`
}
// A Member stores user information for Guild members.
type Member struct {
GuildID string `json:"guild_id"`
JoinedAt string `json:"joined_at"`
Deaf bool `json:"deaf"`
Mute bool `json:"mute"`
User *User `json:"user"`
Roles []string `json:"roles"`
}
// A User stores all data for an individual Discord user.
type User struct {
ID string `json:"id"`
Email string `json:"email"`
Username string `json:"username"`
Avatar string `json:"Avatar"`
Verified bool `json:"verified"`
//Discriminator int `json:"discriminator,string"` // TODO: See below
}
// TODO: Research issue.
// Discriminator sometimes comes as a string
// and sometimes it comes as a int. Weird.
// to avoid errors I've just commented it out
// but it doesn't seem to just kill the whole
// program. Heartbeat is taken on READY even
// with error and the system continues to read
// it just doesn't seem able to handle this one
// field correctly. Need to research this more.
// A Settings stores data for a specific users Discord client settings.
type Settings struct {
RenderEmbeds bool `json:"render_embeds"`
InlineEmbedMedia bool `json:"inline_embed_media"`
EnableTtsCommand bool `json:"enable_tts_command"`
MessageDisplayCompact bool `json:"message_display_compact"`
Locale string `json:"locale"`
ShowCurrentGame bool `json:"show_current_game"`
Theme string `json:"theme"`
MutedChannels []string `json:"muted_channels"`
}
// An Event provides a basic initial struct for all websocket event.
type Event struct {
Type string `json:"t"`
State int `json:"s"`
Operation int `json:"op"`
Direction int `json:"dir"`
RawData json.RawMessage `json:"d"`
}
// A Ready stores all data for the websocket READY event.
type Ready struct {
Version int `json:"v"`
SessionID string `json:"session_id"`
HeartbeatInterval time.Duration `json:"heartbeat_interval"`
User *User `json:"user"`
ReadState []*ReadState
PrivateChannels []*Channel `json:"private_channels"`
Guilds []*Guild `json:"guilds"`
}
type RateLimit struct {
Bucket string `json:"bucket"`
Message string `json:"message"`
RetryAfter time.Duration `json:"retry_after"`
}
// A ReadState stores data on the read state of channels.
type ReadState struct {
MentionCount int
LastMessageID string `json:"last_message_id"`
ID string `json:"id"`
}
// A TypingStart stores data for the typing start websocket event.
type TypingStart struct {
UserID string `json:"user_id"`
ChannelID string `json:"channel_id"`
Timestamp int `json:"timestamp"`
}
// A PresenceUpdate stores data for the pressence update websocket event.
type PresenceUpdate struct {
User *User `json:"user"`
Status string `json:"status"`
Roles []string `json:"roles"`
GuildID string `json:"guild_id"`
Game *Game `json:"game"`
}
// A MessageAck stores data for the message ack websocket event.
type MessageAck struct {
MessageID string `json:"message_id"`
ChannelID string `json:"channel_id"`
}
// A MessageDelete stores data for the message delete websocket event.
type MessageDelete struct {
ID string `json:"id"`
ChannelID string `json:"channel_id"`
} // so much like MessageAck..
// A GuildIntegrationsUpdate stores data for the guild integrations update
// websocket event.
type GuildIntegrationsUpdate struct {
GuildID string `json:"guild_id"`
}
// A GuildRole stores data for guild role websocket events.
type GuildRole struct {
Role *Role `json:"role"`
GuildID string `json:"guild_id"`
}
// A GuildRoleDelete stores data for the guild role delete websocket event.
type GuildRoleDelete struct {
RoleID string `json:"role_id"`
GuildID string `json:"guild_id"`
}
// A GuildBan stores data for a guild ban.
type GuildBan struct {
User *User `json:"user"`
GuildID string `json:"guild_id"`
}
// A GuildEmojisUpdate stores data for a guild emoji update event.
type GuildEmojisUpdate struct {
GuildID string `json:"guild_id"`
Emojis []*Emoji `json:"emojis"`
}
// A State contains the current known state.
// As discord sends this in a READY blob, it seems reasonable to simply
// use that struct as the data store.
type State struct {
Ready
}