Experimental voice code added :)

This commit is contained in:
Bruce Marriner 2015-11-18 08:18:46 -06:00
parent 4e6a538961
commit d9aeb4926d
3 changed files with 346 additions and 21 deletions

View file

@ -12,7 +12,11 @@
package discordgo package discordgo
import "github.com/gorilla/websocket" import (
"net"
"github.com/gorilla/websocket"
)
// A Session represents a connection to the Discord REST API. // A Session represents a connection to the Discord REST API.
// token : The authentication token returned from Discord // token : The authentication token returned from Discord
@ -21,6 +25,7 @@ type Session struct {
Token string // Authentication token for this session Token string // Authentication token for this session
Debug bool // Debug for printing JSON request/responses Debug bool // Debug for printing JSON request/responses
Cache int // number in X to cache some responses Cache int // number in X to cache some responses
SessionID string // from websocket READY packet
// Settable Callback functions for Websocket Events // Settable Callback functions for Websocket Events
OnEvent func(*Session, Event) // should Event be *Event? OnEvent func(*Session, Event) // should Event be *Event?
@ -47,15 +52,22 @@ type Session struct {
OnGuildRoleDelete func(*Session, GuildRoleDelete) OnGuildRoleDelete func(*Session, GuildRoleDelete)
OnGuildIntegrationsUpdate func(*Session, GuildIntegrationsUpdate) OnGuildIntegrationsUpdate func(*Session, GuildIntegrationsUpdate)
// OnMessageCreate func(Session, Event, Message)
// ^^ Any value to passing session, event, message?
// probably just the Message is all one would need.
// but having the sessin could be handy?
wsConn *websocket.Conn wsConn *websocket.Conn
//TODO, add bools for like. //TODO, add bools for like.
// are we connnected to websocket? // are we connnected to websocket?
// have we authenticated to login? // have we authenticated to login?
// lets put all the general session // lets put all the general session
// tracking and infos here.. clearly // 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.
VwsConn *websocket.Conn // new for voice
VSessionID string
VToken string
VEndpoint string
VGuildID string
VChannelID string
Vop2 VoiceOP2
UDPConn *net.UDPConn
} }

230
voice.go Normal file
View file

@ -0,0 +1,230 @@
// EVERYTHING in this file is very experimental and will change.
// these structs and functions setup a voice websocket and
// create the voice UDP connection.
package discordgo
import (
"encoding/binary"
"encoding/json"
"fmt"
"net"
"strings"
"time"
"github.com/gorilla/websocket"
)
// A VEvent is the inital structure for voice websocket events. I think
// I can reuse the data websocket structure here.
type VEvent struct {
Type string `json:"t"`
State int `json:"s"`
Operation int `json:"op"`
RawData json.RawMessage `json:"d"`
}
// A VoiceOP2 stores the data for voice operation 2 websocket events
// 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"`
}
// VoiceOpenWS opens a voice websocket connection. This should be called
// after VoiceChannelJoin is used and the data VOICE websocket events
// are captured.
func (s *Session) VoiceOpenWS() {
var self User
var err error
self, err = s.User("@me") // AGAIN, Move to @ login and store in session
// Connect to Voice Websocket
vg := fmt.Sprintf("wss://%s", strings.TrimSuffix(s.VEndpoint, ":80"))
s.VwsConn, _, err = websocket.DefaultDialer.Dial(vg, nil)
if err != nil {
fmt.Println("VOICE cannot open websocket:", err)
}
// Send initial handshake data to voice websocket. This is required.
json := map[string]interface{}{
"op": 0,
"d": map[string]interface{}{
"server_id": s.VGuildID,
"user_id": self.ID,
"session_id": s.VSessionID,
"token": s.VToken,
},
}
err = s.VwsConn.WriteJSON(json)
if err != nil {
fmt.Println("VOICE ERROR sending init packet:", err)
}
// Start a listening for voice websocket events
go s.VListen()
}
// Close closes the connection to the voice websocket.
func (s *Session) VoiceCloseWS() {
s.VwsConn.Close()
}
// VListen listens on the voice websocket for messages and passes them
// to the voice event handler.
func (s *Session) VListen() (err error) {
for {
messageType, message, err := s.VwsConn.ReadMessage()
if err != nil {
fmt.Println("Voice Listen Error:", err)
break
}
// Pass received message to voice event handler
go s.VoiceEvent(messageType, message)
}
return
}
// VoiceEvent handles any messages received on the voice websocket
func (s *Session) VoiceEvent(messageType int, message []byte) (err error) {
if s.Debug {
fmt.Println("VOICE EVENT:", messageType)
printJSON(message)
}
var e VEvent
if err := json.Unmarshal(message, &e); err != nil {
return err
}
switch e.Operation {
case 2: // READY packet
var st VoiceOP2
if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logginEventg
return err
}
// Start the voice websocket heartbeat to keep the connection alive
go s.VoiceHeartbeat(st.HeartbeatInterval)
// Store all event data into the session
s.Vop2 = st
// We now have enough data to start the UDP connection
s.VoiceOpenUDP()
return
case 3: // HEARTBEAT response
// add code to use this to track latency?
return
default:
fmt.Println("UNKNOWN VOICE OP: ", e.Operation)
printJSON(e.RawData)
}
return
}
// VoiceOpenUDP opens a UDP connect to the voice server and completes the
// initial required handshake. This connect is left open in the session
// and can be used to send or receive audio.
func (s *Session) VoiceOpenUDP() {
// TODO: add code to convert hostname into an IP address to avoid problems
// with frequent DNS lookups.
udpHost := fmt.Sprintf("%s:%d", strings.TrimSuffix(s.VEndpoint, ":80"), s.Vop2.Port)
serverAddr, err := net.ResolveUDPAddr("udp", udpHost)
if err != nil {
fmt.Println(err)
}
s.UDPConn, err = net.DialUDP("udp", nil, serverAddr)
if err != nil {
fmt.Println(err)
}
// 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, s.Vop2.SSRC)
s.UDPConn.Write(sb)
// 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 := s.UDPConn.ReadFromUDP(rb)
if rlen < 70 {
fmt.Println("Voice RLEN should be 70 but isn't")
}
ip := string(rb[4:16]) // must be a better way. TODO: NEEDS TESTING
port := make([]byte, 2)
port[0] = rb[68]
port[1] = rb[69]
p := binary.LittleEndian.Uint16(port)
// Take the parsed data from above and send it back to Discord
// to finalize the UDP handshake.
json := fmt.Sprintf(`{"op":1,"d":{"protocol":"udp","data":{"address":"%s","port":"%d","mode":"plain"}}}`, ip, p)
jsonb := []byte(json)
err = s.VwsConn.WriteMessage(websocket.TextMessage, jsonb)
if err != nil {
fmt.Println("error:", err)
return
}
// continue to listen for future packets
go s.VoiceListenUDP()
}
// VoiceCloseUDP closes the voice UDP connection.
func (s *Session) VoiceCloseUDP() {
s.UDPConn.Close()
}
// VoiceListenUDP is test code to listen for UDP packets
func (s *Session) VoiceListenUDP() {
for {
fmt.Println("READ FROM UDP LOOP:")
b := make([]byte, 1024)
s.UDPConn.ReadFromUDP(b)
fmt.Println("READ FROM UDP: ", b)
}
}
// VoiceHeartbeat 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 (s *Session) VoiceHeartbeat(i time.Duration) {
ticker := time.NewTicker(i * time.Millisecond)
for range ticker.C {
timestamp := int(time.Now().Unix())
err := s.VwsConn.WriteJSON(map[string]int{
"op": 3,
"d": timestamp,
})
if err != nil {
fmt.Println(err)
return // log error?
}
}
}

View file

@ -154,10 +154,10 @@ func (s *Session) Listen() (err error) {
return // need to return an error. return // need to return an error.
} }
for { // s.wsConn != nil { // need a cleaner way to exit? this doesn't acheive anything. for {
messageType, message, err := s.wsConn.ReadMessage() messageType, message, err := s.wsConn.ReadMessage()
if err != nil { if err != nil {
fmt.Println(err) fmt.Println("Websocket Listen Error", err)
break break
} }
go s.event(messageType, message) go s.event(messageType, message)
@ -203,17 +203,25 @@ func (s *Session) event(messageType int, message []byte) (err error) {
s.OnReady(s, st) s.OnReady(s, st)
return return
} }
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": case "VOICE_STATE_UPDATE":
if s.OnVoiceStateUpdate != nil { // TEMP CODE FOR TESTING VOICE
var st VoiceState var st VoiceState
if err := json.Unmarshal(e.RawData, &st); err != nil { if err := json.Unmarshal(e.RawData, &st); err != nil {
fmt.Println(e.Type, err) fmt.Println(e.Type, err)
printJSON(e.RawData) // TODO: Better error logging printJSON(e.RawData) // TODO: Better error logging
return err return err
} }
s.OnVoiceStateUpdate(s, st) s.onVoiceStateUpdate(st)
return
}
case "PRESENCE_UPDATE": case "PRESENCE_UPDATE":
if s.OnPresenceUpdate != nil { if s.OnPresenceUpdate != nil {
var st PresenceUpdate var st PresenceUpdate
@ -468,3 +476,78 @@ func (s *Session) Heartbeat(i time.Duration) {
} }
} }
} }
// 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
}
// 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()
}