forked from pothtonswer/discordmuffin
Experimental voice code added :)
This commit is contained in:
parent
4e6a538961
commit
d9aeb4926d
3 changed files with 346 additions and 21 deletions
24
session.go
24
session.go
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@ -12,7 +12,11 @@
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package discordgo
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import "github.com/gorilla/websocket"
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import (
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"net"
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"github.com/gorilla/websocket"
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)
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// A Session represents a connection to the Discord REST API.
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// token : The authentication token returned from Discord
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@ -21,6 +25,7 @@ type Session struct {
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Token string // Authentication token for this session
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Debug bool // Debug for printing JSON request/responses
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Cache int // number in X to cache some responses
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SessionID string // from websocket READY packet
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// Settable Callback functions for Websocket Events
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OnEvent func(*Session, Event) // should Event be *Event?
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@ -47,15 +52,22 @@ type Session struct {
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OnGuildRoleDelete func(*Session, GuildRoleDelete)
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OnGuildIntegrationsUpdate func(*Session, GuildIntegrationsUpdate)
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// OnMessageCreate func(Session, Event, Message)
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// ^^ Any value to passing session, event, message?
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// probably just the Message is all one would need.
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// but having the sessin could be handy?
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wsConn *websocket.Conn
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//TODO, add bools for like.
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// are we connnected to websocket?
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// have we authenticated to login?
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// lets put all the general session
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// tracking and infos here.. clearly
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// Everything below here is used for Voice testing.
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// This stuff is almost guarenteed to change a lot
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// and is even a bit hackish right now.
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VwsConn *websocket.Conn // new for voice
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VSessionID string
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VToken string
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VEndpoint string
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VGuildID string
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VChannelID string
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Vop2 VoiceOP2
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UDPConn *net.UDPConn
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}
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230
voice.go
Normal file
230
voice.go
Normal file
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@ -0,0 +1,230 @@
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// EVERYTHING in this file is very experimental and will change.
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// these structs and functions setup a voice websocket and
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// create the voice UDP connection.
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package discordgo
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import (
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"encoding/binary"
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"encoding/json"
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"fmt"
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"net"
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"strings"
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"time"
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"github.com/gorilla/websocket"
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)
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// A VEvent is the inital structure for voice websocket events. I think
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// I can reuse the data websocket structure here.
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type VEvent struct {
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Type string `json:"t"`
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State int `json:"s"`
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Operation int `json:"op"`
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RawData json.RawMessage `json:"d"`
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}
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// A VoiceOP2 stores the data for voice operation 2 websocket events
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// which is sort of like the voice READY packet
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type VoiceOP2 struct {
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SSRC uint32 `json:"ssrc"`
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Port int `json:"port"`
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Modes []string `json:"modes"`
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HeartbeatInterval time.Duration `json:"heartbeat_interval"`
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}
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// VoiceOpenWS opens a voice websocket connection. This should be called
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// after VoiceChannelJoin is used and the data VOICE websocket events
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// are captured.
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func (s *Session) VoiceOpenWS() {
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var self User
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var err error
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self, err = s.User("@me") // AGAIN, Move to @ login and store in session
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// Connect to Voice Websocket
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vg := fmt.Sprintf("wss://%s", strings.TrimSuffix(s.VEndpoint, ":80"))
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s.VwsConn, _, err = websocket.DefaultDialer.Dial(vg, nil)
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if err != nil {
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fmt.Println("VOICE cannot open websocket:", err)
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}
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// Send initial handshake data to voice websocket. This is required.
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json := map[string]interface{}{
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"op": 0,
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"d": map[string]interface{}{
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"server_id": s.VGuildID,
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"user_id": self.ID,
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"session_id": s.VSessionID,
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"token": s.VToken,
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},
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}
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err = s.VwsConn.WriteJSON(json)
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if err != nil {
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fmt.Println("VOICE ERROR sending init packet:", err)
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}
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// Start a listening for voice websocket events
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go s.VListen()
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}
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// Close closes the connection to the voice websocket.
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func (s *Session) VoiceCloseWS() {
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s.VwsConn.Close()
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}
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// VListen listens on the voice websocket for messages and passes them
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// to the voice event handler.
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func (s *Session) VListen() (err error) {
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for {
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messageType, message, err := s.VwsConn.ReadMessage()
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if err != nil {
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fmt.Println("Voice Listen Error:", err)
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break
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}
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// Pass received message to voice event handler
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go s.VoiceEvent(messageType, message)
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}
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return
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}
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// VoiceEvent handles any messages received on the voice websocket
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func (s *Session) VoiceEvent(messageType int, message []byte) (err error) {
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if s.Debug {
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fmt.Println("VOICE EVENT:", messageType)
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printJSON(message)
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}
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var e VEvent
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if err := json.Unmarshal(message, &e); err != nil {
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return err
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}
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switch e.Operation {
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case 2: // READY packet
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var st VoiceOP2
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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// Start the voice websocket heartbeat to keep the connection alive
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go s.VoiceHeartbeat(st.HeartbeatInterval)
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// Store all event data into the session
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s.Vop2 = st
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// We now have enough data to start the UDP connection
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s.VoiceOpenUDP()
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return
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case 3: // HEARTBEAT response
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// add code to use this to track latency?
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return
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default:
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fmt.Println("UNKNOWN VOICE OP: ", e.Operation)
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printJSON(e.RawData)
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}
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return
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}
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// VoiceOpenUDP opens a UDP connect to the voice server and completes the
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// initial required handshake. This connect is left open in the session
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// and can be used to send or receive audio.
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func (s *Session) VoiceOpenUDP() {
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// TODO: add code to convert hostname into an IP address to avoid problems
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// with frequent DNS lookups.
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udpHost := fmt.Sprintf("%s:%d", strings.TrimSuffix(s.VEndpoint, ":80"), s.Vop2.Port)
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serverAddr, err := net.ResolveUDPAddr("udp", udpHost)
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if err != nil {
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fmt.Println(err)
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}
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s.UDPConn, err = net.DialUDP("udp", nil, serverAddr)
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if err != nil {
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fmt.Println(err)
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}
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// Create a 70 byte array and put the SSRC code from the Op 2 Voice event
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// into it. Then send that over the UDP connection to Discord
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sb := make([]byte, 70)
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binary.BigEndian.PutUint32(sb, s.Vop2.SSRC)
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s.UDPConn.Write(sb)
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// Create a 70 byte array and listen for the initial handshake response
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// from Discord. Once we get it parse the IP and PORT information out
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// of the response. This should be our public IP and PORT as Discord
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// saw us.
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rb := make([]byte, 70)
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rlen, _, err := s.UDPConn.ReadFromUDP(rb)
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if rlen < 70 {
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fmt.Println("Voice RLEN should be 70 but isn't")
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}
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ip := string(rb[4:16]) // must be a better way. TODO: NEEDS TESTING
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port := make([]byte, 2)
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port[0] = rb[68]
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port[1] = rb[69]
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p := binary.LittleEndian.Uint16(port)
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// Take the parsed data from above and send it back to Discord
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// to finalize the UDP handshake.
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json := fmt.Sprintf(`{"op":1,"d":{"protocol":"udp","data":{"address":"%s","port":"%d","mode":"plain"}}}`, ip, p)
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jsonb := []byte(json)
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err = s.VwsConn.WriteMessage(websocket.TextMessage, jsonb)
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if err != nil {
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fmt.Println("error:", err)
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return
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}
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// continue to listen for future packets
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go s.VoiceListenUDP()
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}
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// VoiceCloseUDP closes the voice UDP connection.
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func (s *Session) VoiceCloseUDP() {
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s.UDPConn.Close()
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}
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// VoiceListenUDP is test code to listen for UDP packets
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func (s *Session) VoiceListenUDP() {
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for {
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fmt.Println("READ FROM UDP LOOP:")
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b := make([]byte, 1024)
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s.UDPConn.ReadFromUDP(b)
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fmt.Println("READ FROM UDP: ", b)
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}
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}
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// VoiceHeartbeat sends regular heartbeats to voice Discord so it knows the client
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// is still connected. If you do not send these heartbeats Discord will
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// disconnect the websocket connection after a few seconds.
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func (s *Session) VoiceHeartbeat(i time.Duration) {
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ticker := time.NewTicker(i * time.Millisecond)
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for range ticker.C {
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timestamp := int(time.Now().Unix())
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err := s.VwsConn.WriteJSON(map[string]int{
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"op": 3,
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"d": timestamp,
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})
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if err != nil {
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fmt.Println(err)
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return // log error?
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}
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}
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}
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95
wsapi.go
95
wsapi.go
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@ -154,10 +154,10 @@ func (s *Session) Listen() (err error) {
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return // need to return an error.
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}
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for { // s.wsConn != nil { // need a cleaner way to exit? this doesn't acheive anything.
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for {
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messageType, message, err := s.wsConn.ReadMessage()
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if err != nil {
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fmt.Println(err)
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fmt.Println("Websocket Listen Error", err)
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break
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}
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go s.event(messageType, message)
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@ -203,17 +203,25 @@ func (s *Session) event(messageType int, message []byte) (err error) {
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s.OnReady(s, st)
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return
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}
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case "VOICE_SERVER_UPDATE":
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// TEMP CODE FOR TESTING VOICE
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var st VoiceServerUpdate
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.onVoiceServerUpdate(st)
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return
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case "VOICE_STATE_UPDATE":
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if s.OnVoiceStateUpdate != nil {
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// TEMP CODE FOR TESTING VOICE
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var st VoiceState
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnVoiceStateUpdate(s, st)
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return
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}
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s.onVoiceStateUpdate(st)
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case "PRESENCE_UPDATE":
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if s.OnPresenceUpdate != nil {
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var st PresenceUpdate
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@ -468,3 +476,78 @@ func (s *Session) Heartbeat(i time.Duration) {
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}
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}
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}
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// Everything below is experimental Voice support code
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// all of it will get changed and moved around.
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// A VoiceServerUpdate stores the data received during the Voice Server Update
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// data websocket event. This data is used during the initial Voice Channel
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// join handshaking.
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type VoiceServerUpdate struct {
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Token string `json:"token"`
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GuildID string `json:"guild_id"`
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Endpoint string `json:"endpoint"`
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}
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// VoiceChannelJoin joins the authenticated session user to
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// a voice channel. All the voice magic starts with this.
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func (s *Session) VoiceChannelJoin(guildID, channelID string) {
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if s.wsConn == nil {
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fmt.Println("error: no websocket connection exists.")
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return
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}
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// Odd, but.. it works. map interface caused odd unknown opcode error
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// Later I'll test with a struct
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json := []byte(fmt.Sprintf(`{"op":4,"d":{"guild_id":"%s","channel_id":"%s","self_mute":false,"self_deaf":false}}`,
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guildID, channelID))
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err := s.wsConn.WriteMessage(websocket.TextMessage, json)
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if err != nil {
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fmt.Println("error:", err)
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return
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}
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// Probably will be removed later.
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s.VGuildID = guildID
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s.VChannelID = channelID
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}
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// onVoiceStateUpdate handles Voice State Update events on the data
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// websocket. This comes immediately after the call to VoiceChannelJoin
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// for the authenticated session user. This block is experimental
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// code and will be chaned in the future.
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func (s *Session) onVoiceStateUpdate(st VoiceState) {
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// Need to have this happen at login and store it in the Session
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self, err := s.User("@me")
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if err != nil {
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fmt.Println(err)
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return
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}
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// This event comes for all users, if it's not for the session
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// user just ignore it.
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if st.UserID != self.ID {
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return
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}
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// Store the SessionID. Used later.
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s.VSessionID = st.SessionID
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}
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// onVoiceServerUpdate handles the Voice Server Update data websocket event.
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// This will later be exposed but is only for experimental use now.
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func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
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// Store all the values. They are used later.
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// GuildID is probably not needed and may be dropped.
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s.VToken = st.Token
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s.VEndpoint = st.Endpoint
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s.VGuildID = st.GuildID
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// We now have enough information to open a voice websocket conenction
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// so, that's what the next call does.
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s.VoiceOpenWS()
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}
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