forked from bwmarrin/discordgo
-
Notifications
You must be signed in to change notification settings - Fork 0
/
wsapi.go
490 lines (443 loc) · 12.6 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
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
// Discordgo - Discord bindings for Go
// Available at https://github.com/bwmarrin/discordgo
// Copyright 2015 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 (
"encoding/json"
"fmt"
"runtime"
"time"
"github.com/gorilla/websocket"
)
// Open opens a websocket connection to Discord.
func (s *Session) Open() (err error) {
// Get the gateway to use for the Websocket connection
g, err := s.Gateway()
// 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, nil)
return
}
// maybe this is SendOrigin? not sure the right name here
// also bson.M vs string interface map? Read about
// how to send JSON the right way.
// Handshake sends the client data to Discord during websocket initial connection.
func (s *Session) Handshake() (err error) {
err = s.wsConn.WriteJSON(map[string]interface{}{
"op": 2,
"d": map[string]interface{}{
"v": 3,
"token": s.Token,
"properties": map[string]string{
"$os": runtime.GOOS,
"$browser": "Discordgo",
"$device": "Discordgo",
"$referer": "",
"$referring_domain": "",
},
},
})
return
}
// UpdateStatus is used to update the authenticated user's status.
func (s *Session) UpdateStatus(idleSince, gameID string) (err error) {
err = s.wsConn.WriteJSON(map[string]interface{}{
"op": 2,
"d": map[string]interface{}{
"idle_since": idleSince,
"game_id": gameID,
},
})
return
}
// TODO: need a channel or something to communicate
// to this so I can tell it to stop listening
// Listen starts listening to the websocket connection for events.
func (s *Session) Listen() (err error) {
if s.wsConn == nil {
fmt.Println("No websocket connection exists.")
return // TODO need to return an error.
}
for {
messageType, message, err := s.wsConn.ReadMessage()
if err != nil {
fmt.Println("Websocket Listen Error", err)
// TODO Log error
break
}
go s.event(messageType, message)
}
return
}
// Not sure how needed this is and where it would be best to call it.
// somewhere.
// Close closes the connection to the websocket.
func (s *Session) Close() {
s.wsConn.Close()
}
// 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.
func (s *Session) event(messageType int, message []byte) (err error) {
if s.Debug {
printJSON(message)
}
var e Event
if err := json.Unmarshal(message, &e); err != nil {
fmt.Println(err)
return err
}
switch e.Type {
case "READY":
var st Ready
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
if s.OnReady != nil {
s.OnReady(s, st)
return
}
go s.Heartbeat(st.HeartbeatInterval)
case "VOICE_SERVER_UPDATE":
// TEMP CODE FOR TESTING VOICE
var st VoiceServerUpdate
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
s.onVoiceServerUpdate(st)
return
case "VOICE_STATE_UPDATE":
// TEMP CODE FOR TESTING VOICE
var st VoiceState
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
s.onVoiceStateUpdate(st)
return
case "PRESENCE_UPDATE":
if s.OnPresenceUpdate != nil {
var st PresenceUpdate
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
s.OnPresenceUpdate(s, st)
return
}
case "TYPING_START":
if s.OnTypingStart != nil {
var st TypingStart
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
s.OnTypingStart(s, st)
return
}
/* // Never seen this come in but saw it in another Library.
case "MESSAGE_ACK":
if s.OnMessageAck != nil {
}
*/
case "MESSAGE_CREATE":
if s.OnMessageCreate != nil {
var st Message
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
s.OnMessageCreate(s, st)
return
}
case "MESSAGE_UPDATE":
if s.OnMessageUpdate != nil {
var st Message
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
s.OnMessageUpdate(s, st)
return
}
case "MESSAGE_DELETE":
if s.OnMessageDelete != nil {
var st MessageDelete
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
s.OnMessageDelete(s, st)
return
}
case "MESSAGE_ACK":
if s.OnMessageAck != nil {
var st MessageAck
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging
return err
}
s.OnMessageAck(s, st)
return
}
case "CHANNEL_CREATE":
if s.OnChannelCreate != nil {
var st Channel
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnChannelCreate(s, st)
return
}
case "CHANNEL_UPDATE":
if s.OnChannelUpdate != nil {
var st Channel
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnChannelUpdate(s, st)
return
}
case "CHANNEL_DELETE":
if s.OnChannelDelete != nil {
var st Channel
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnChannelDelete(s, st)
return
}
case "GUILD_CREATE":
if s.OnGuildCreate != nil {
var st Guild
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildCreate(s, st)
return
}
case "GUILD_UPDATE":
if s.OnGuildCreate != nil {
var st Guild
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildUpdate(s, st)
return
}
case "GUILD_DELETE":
if s.OnGuildDelete != nil {
var st Guild
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildDelete(s, st)
return
}
case "GUILD_MEMBER_ADD":
if s.OnGuildMemberAdd != nil {
var st Member
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildMemberAdd(s, st)
return
}
case "GUILD_MEMBER_REMOVE":
if s.OnGuildMemberRemove != nil {
var st Member
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildMemberRemove(s, st)
return
}
case "GUILD_MEMBER_UPDATE":
if s.OnGuildMemberUpdate != nil {
var st Member
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildMemberUpdate(s, st)
return
}
case "GUILD_ROLE_CREATE":
if s.OnGuildRoleCreate != nil {
var st GuildRole
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildRoleCreate(s, st)
return
}
case "GUILD_ROLE_UPDATE":
if s.OnGuildRoleUpdate != nil {
var st GuildRole
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildRoleUpdate(s, st)
return
}
case "GUILD_ROLE_DELETE":
if s.OnGuildRoleDelete != nil {
var st GuildRoleDelete
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildRoleDelete(s, st)
return
}
case "GUILD_INTEGRATIONS_UPDATE":
if s.OnGuildIntegrationsUpdate != nil {
var st GuildIntegrationsUpdate
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
s.OnGuildIntegrationsUpdate(s, st)
return
}
default:
fmt.Println("UNKNOWN EVENT: ", e.Type)
// learn the log package
// log.print type and JSON data
}
// if still here, send to generic OnEvent
if s.OnEvent != nil {
s.OnEvent(s, e)
return
}
return
}
// This heartbeat is sent to keep the Websocket conenction
// to Discord alive. If not sent, Discord will close the
// connection.
// 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(i time.Duration) {
if s.wsConn == nil {
fmt.Println("No websocket connection exists.")
return // TODO need to return an error.
}
// send first heartbeat immediately because lag could put the
// first heartbeat outside the required heartbeat interval window
ticker := time.NewTicker(i * time.Millisecond)
for {
timestamp := int(time.Now().Unix())
err := s.wsConn.WriteJSON(map[string]int{
"op": 1,
"d": timestamp,
})
if err != nil {
fmt.Println("error sending data heartbeat:", err)
s.DataReady = false
return // TODO log error?
}
s.DataReady = true
<-ticker.C
}
}
// Everything below is experimental Voice support code
// all of it will get changed and moved around.
// 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"`
}
// VoiceChannelJoin joins the authenticated session user to
// a voice channel. All the voice magic starts with this.
func (s *Session) VoiceChannelJoin(guildID, channelID string) {
if s.wsConn == nil {
fmt.Println("error: no websocket connection exists.")
return // TODO return error
}
// Odd, but.. it works. map interface caused odd unknown opcode error
// Later I'll test with a struct
json := []byte(fmt.Sprintf(`{"op":4,"d":{"guild_id":"%s","channel_id":"%s","self_mute":false,"self_deaf":false}}`,
guildID, channelID))
err := s.wsConn.WriteMessage(websocket.TextMessage, json)
if err != nil {
fmt.Println("error:", err)
return
}
// Probably will be removed later.
s.VGuildID = guildID
s.VChannelID = channelID
}
// onVoiceStateUpdate handles Voice State Update events on the data
// websocket. This comes immediately after the call to VoiceChannelJoin
// for the authenticated session user. This block is experimental
// code and will be chaned in the future.
func (s *Session) onVoiceStateUpdate(st VoiceState) {
// Need to have this happen at login and store it in the Session
self, err := s.User("@me")
if err != nil {
fmt.Println(err)
return
}
// This event comes for all users, if it's not for the session
// user just ignore it.
if st.UserID != self.ID {
return
}
// Store the SessionID. Used later.
s.VSessionID = st.SessionID
}
// onVoiceServerUpdate handles the Voice Server Update data websocket event.
// This will later be exposed but is only for experimental use now.
func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
// Store all the values. They are used later.
// GuildID is probably not needed and may be dropped.
s.VToken = st.Token
s.VEndpoint = st.Endpoint
s.VGuildID = st.GuildID
// We now have enough information to open a voice websocket conenction
// so, that's what the next call does.
s.VoiceOpenWS()
}