forked from pothtonswer/discordmuffin
This should hopefully provide a more stable voice connection at the cost of making reconnects slightly more expensive for both the client and Discord. This could be changed later once the Discord voice documentation more clearly defines reconnect rules. Also, a bit of cleanup :)
868 lines
22 KiB
Go
868 lines
22 KiB
Go
// Discordgo - Discord bindings for Go
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// Available at https://github.com/bwmarrin/discordgo
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// Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// This file contains code related to Discord voice suppport
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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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"log"
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"net"
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"runtime"
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"strings"
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"sync"
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"time"
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"github.com/gorilla/websocket"
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"golang.org/x/crypto/nacl/secretbox"
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)
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// ------------------------------------------------------------------------------------------------
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// Code related to both VoiceConnection Websocket and UDP connections.
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// ------------------------------------------------------------------------------------------------
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// A VoiceConnection struct holds all the data and functions related to a Discord Voice Connection.
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type VoiceConnection struct {
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sync.RWMutex
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Debug bool // If true, print extra logging -- DEPRECATED
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LogLevel int
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Ready bool // If true, voice is ready to send/receive audio
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UserID string
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GuildID string
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ChannelID string
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deaf bool
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mute bool
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speaking bool
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reconnecting bool // If true, voice connection is trying to reconnect
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OpusSend chan []byte // Chan for sending opus audio
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OpusRecv chan *Packet // Chan for receiving opus audio
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wsConn *websocket.Conn
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wsMutex sync.Mutex
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udpConn *net.UDPConn
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session *Session
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sessionID string
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token string
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endpoint string
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// Used to send a close signal to goroutines
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close chan struct{}
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// Used to allow blocking until connected
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connected chan bool
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// Used to pass the sessionid from onVoiceStateUpdate
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// sessionRecv chan string UNUSED ATM
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op4 voiceOP4
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op2 voiceOP2
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voiceSpeakingUpdateHandlers []VoiceSpeakingUpdateHandler
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}
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// VoiceSpeakingUpdateHandler type provides a function defination for the
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// VoiceSpeakingUpdate event
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type VoiceSpeakingUpdateHandler func(vc *VoiceConnection, vs *VoiceSpeakingUpdate)
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// Speaking sends a speaking notification to Discord over the voice websocket.
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// This must be sent as true prior to sending audio and should be set to false
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// once finished sending audio.
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// b : Send true if speaking, false if not.
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func (v *VoiceConnection) Speaking(b bool) (err error) {
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v.log(LogDebug, "called (%t)", b)
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type voiceSpeakingData struct {
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Speaking bool `json:"speaking"`
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Delay int `json:"delay"`
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}
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type voiceSpeakingOp struct {
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Op int `json:"op"` // Always 5
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Data voiceSpeakingData `json:"d"`
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}
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if v.wsConn == nil {
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return fmt.Errorf("No VoiceConnection websocket.")
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}
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data := voiceSpeakingOp{5, voiceSpeakingData{b, 0}}
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v.wsMutex.Lock()
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err = v.wsConn.WriteJSON(data)
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v.wsMutex.Unlock()
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if err != nil {
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v.speaking = false
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log.Println("Speaking() write json error:", err)
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return
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}
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v.speaking = b
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return
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}
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// ChangeChannel sends Discord a request to change channels within a Guild
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// !!! NOTE !!! This function may be removed in favour of just using ChannelVoiceJoin
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func (v *VoiceConnection) ChangeChannel(channelID string, mute, deaf bool) (err error) {
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data := voiceChannelJoinOp{4, voiceChannelJoinData{&v.GuildID, &channelID, mute, deaf}}
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v.wsMutex.Lock()
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err = v.session.wsConn.WriteJSON(data)
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v.wsMutex.Unlock()
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if err != nil {
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return
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}
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v.ChannelID = channelID
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v.deaf = deaf
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v.mute = mute
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v.speaking = false
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return
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}
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// Disconnect disconnects from this voice channel and closes the websocket
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// and udp connections to Discord.
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// !!! NOTE !!! this function may be removed in favour of ChannelVoiceLeave
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func (v *VoiceConnection) Disconnect() (err error) {
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// Send a OP4 with a nil channel to disconnect
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if v.sessionID != "" {
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data := voiceChannelJoinOp{4, voiceChannelJoinData{&v.GuildID, nil, true, true}}
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v.wsMutex.Lock()
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err = v.session.wsConn.WriteJSON(data)
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v.wsMutex.Unlock()
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v.sessionID = ""
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}
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// Close websocket and udp connections
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v.Close()
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v.log(LogInformational, "Deleting VoiceConnection %s", v.GuildID)
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delete(v.session.VoiceConnections, v.GuildID)
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return
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}
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// Close closes the voice ws and udp connections
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func (v *VoiceConnection) Close() {
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v.log(LogInformational, "called")
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v.Lock()
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defer v.Unlock()
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v.Ready = false
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v.speaking = false
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if v.close != nil {
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close(v.close)
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v.close = nil
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}
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if v.udpConn != nil {
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err := v.udpConn.Close()
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if err != nil {
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log.Println("error closing udp connection: ", err)
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}
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v.udpConn = nil
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}
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if v.wsConn != nil {
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err := v.wsConn.Close()
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if err != nil {
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log.Println("error closing websocket connection: ", err)
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}
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v.wsConn = nil
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}
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}
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// AddHandler adds a Handler for VoiceSpeakingUpdate events.
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func (v *VoiceConnection) AddHandler(h VoiceSpeakingUpdateHandler) {
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v.Lock()
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defer v.Unlock()
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v.voiceSpeakingUpdateHandlers = append(v.voiceSpeakingUpdateHandlers, h)
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}
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// VoiceSpeakingUpdate is a struct for a VoiceSpeakingUpdate event.
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type VoiceSpeakingUpdate struct {
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UserID string `json:"user_id"`
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SSRC int `json:"ssrc"`
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Speaking bool `json:"speaking"`
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}
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// ------------------------------------------------------------------------------------------------
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// Unexported Internal Functions Below.
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// ------------------------------------------------------------------------------------------------
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// A voiceOP4 stores the data for the voice operation 4 websocket event
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// which provides us with the NaCl SecretBox encryption key
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type voiceOP4 struct {
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SecretKey [32]byte `json:"secret_key"`
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Mode string `json:"mode"`
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}
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// A voiceOP2 stores the data for the voice operation 2 websocket event
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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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// WaitUntilConnected waits for the Voice Connection to
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// become ready, if it does not become ready it retuns an err
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func (v *VoiceConnection) waitUntilConnected() error {
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i := 0
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for {
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if v.Ready {
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return nil
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}
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if i > 10 {
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return fmt.Errorf("Timeout waiting for voice.")
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}
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time.Sleep(1 * time.Second)
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i++
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}
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}
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// Open opens a voice 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 (v *VoiceConnection) open() (err error) {
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v.log(LogInformational, "called")
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v.Lock()
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defer v.Unlock()
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// Don't open a websocket if one is already open
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if v.wsConn != nil {
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v.log(LogWarning, "refusing to overwrite non-nil websocket")
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return
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}
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// TODO temp? loop to wait for the SessionID
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i := 0
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for {
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if v.sessionID != "" {
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break
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}
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if i > 20 { // only loop for up to 1 second total
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return fmt.Errorf("Did not receive voice Session ID in time.")
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}
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time.Sleep(50 * time.Millisecond)
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i++
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}
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// Connect to VoiceConnection Websocket
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vg := fmt.Sprintf("wss://%s", strings.TrimSuffix(v.endpoint, ":80"))
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v.log(LogInformational, "connecting to voice endpoint %s", vg)
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v.wsConn, _, err = websocket.DefaultDialer.Dial(vg, nil)
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if err != nil {
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v.log(LogWarning, "error connecting to voice endpoint %s, %s", vg, err)
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v.log(LogDebug, "voice struct: %#v\n", v)
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return
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}
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type voiceHandshakeData struct {
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ServerID string `json:"server_id"`
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UserID string `json:"user_id"`
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SessionID string `json:"session_id"`
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Token string `json:"token"`
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}
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type voiceHandshakeOp struct {
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Op int `json:"op"` // Always 0
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Data voiceHandshakeData `json:"d"`
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}
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data := voiceHandshakeOp{0, voiceHandshakeData{v.GuildID, v.UserID, v.sessionID, v.token}}
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err = v.wsConn.WriteJSON(data)
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if err != nil {
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log.Println("VOICE error sending init packet:", err)
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return
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}
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v.close = make(chan struct{})
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go v.wsListen(v.wsConn, v.close)
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// add loop/check for Ready bool here?
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// then return false if not ready?
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// but then wsListen will also err.
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return
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}
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// wsListen listens on the voice websocket for messages and passes them
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// to the voice event handler. This is automatically called by the Open func
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func (v *VoiceConnection) wsListen(wsConn *websocket.Conn, close <-chan struct{}) {
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for {
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_, message, err := v.wsConn.ReadMessage()
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if err != nil {
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// Detect if we have been closed manually. If a Close() has already
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// happened, the websocket we are listening on will be different to the
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// current session.
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v.RLock()
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sameConnection := v.wsConn == wsConn
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v.RUnlock()
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if sameConnection {
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v.log(LogError, "voice endpoint %s websocket closed unexpectantly, %s", v.endpoint, err)
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// Start reconnect goroutine then exit.
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go v.reconnect()
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}
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return
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}
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// Pass received message to voice event handler
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select {
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case <-close:
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return
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default:
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go v.onEvent(message)
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}
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}
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}
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// wsEvent handles any voice websocket events. This is only called by the
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// wsListen() function.
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func (v *VoiceConnection) onEvent(message []byte) {
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v.log(LogDebug, "received: %s", string(message))
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var e Event
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if err := json.Unmarshal(message, &e); err != nil {
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v.log(LogError, "unmarshall error, %s", err)
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return
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}
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switch e.Operation {
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case 2: // READY
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if err := json.Unmarshal(e.RawData, &v.op2); err != nil {
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v.log(LogError, "OP2 unmarshall error, %s, %s", err, string(e.RawData))
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return
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}
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// Start the voice websocket heartbeat to keep the connection alive
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go v.wsHeartbeat(v.wsConn, v.close, v.op2.HeartbeatInterval)
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// TODO monitor a chan/bool to verify this was successful
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// Start the UDP connection
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err := v.udpOpen()
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if err != nil {
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v.log(LogError, "error opening udp connection, %s", err)
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return
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}
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// Start the opusSender.
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// TODO: Should we allow 48000/960 values to be user defined?
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if v.OpusSend == nil {
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v.OpusSend = make(chan []byte, 2)
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}
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go v.opusSender(v.udpConn, v.close, v.OpusSend, 48000, 960)
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// Start the opusReceiver
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if !v.deaf {
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if v.OpusRecv == nil {
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v.OpusRecv = make(chan *Packet, 2)
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}
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go v.opusReceiver(v.udpConn, v.close, v.OpusRecv)
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}
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// Send the ready event
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v.connected <- true
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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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case 4: // udp encryption secret key
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v.op4 = voiceOP4{}
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if err := json.Unmarshal(e.RawData, &v.op4); err != nil {
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v.log(LogError, "OP4 unmarshall error, %s, %s", err, string(e.RawData))
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return
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}
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return
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case 5:
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if len(v.voiceSpeakingUpdateHandlers) == 0 {
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return
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}
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voiceSpeakingUpdate := &VoiceSpeakingUpdate{}
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if err := json.Unmarshal(e.RawData, voiceSpeakingUpdate); err != nil {
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v.log(LogError, "OP5 unmarshall error, %s, %s", err, string(e.RawData))
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return
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}
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for _, h := range v.voiceSpeakingUpdateHandlers {
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h(v, voiceSpeakingUpdate)
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}
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default:
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v.log(LogError, "unknown voice operation, %d, %s", e.Operation, string(e.RawData))
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}
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return
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}
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type voiceHeartbeatOp struct {
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Op int `json:"op"` // Always 3
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Data int `json:"d"`
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}
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// NOTE :: When a guild voice server changes how do we shut this down
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// properly, so a new connection can be setup without fuss?
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//
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// wsHeartbeat 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 (v *VoiceConnection) wsHeartbeat(wsConn *websocket.Conn, close <-chan struct{}, i time.Duration) {
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if close == nil || wsConn == nil {
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return
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}
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var err error
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ticker := time.NewTicker(i * time.Millisecond)
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for {
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v.log(LogDebug, "sending heartbeat packet")
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v.wsMutex.Lock()
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err = wsConn.WriteJSON(voiceHeartbeatOp{3, int(time.Now().Unix())})
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v.wsMutex.Unlock()
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if err != nil {
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v.log(LogError, "error sending heartbeat to voice endpoint %s, %s", v.endpoint, err)
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return
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}
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select {
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case <-ticker.C:
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// continue loop and send heartbeat
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case <-close:
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return
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Code related to the VoiceConnection UDP connection
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// ------------------------------------------------------------------------------------------------
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type voiceUDPData struct {
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Address string `json:"address"` // Public IP of machine running this code
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Port uint16 `json:"port"` // UDP Port of machine running this code
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Mode string `json:"mode"` // always "xsalsa20_poly1305"
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}
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type voiceUDPD struct {
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Protocol string `json:"protocol"` // Always "udp" ?
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Data voiceUDPData `json:"data"`
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}
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type voiceUDPOp struct {
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Op int `json:"op"` // Always 1
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Data voiceUDPD `json:"d"`
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}
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// udpOpen opens a UDP connection to the voice server and completes the
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// initial required handshake. This connection is left open in the session
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// and can be used to send or receive audio. This should only be called
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// from voice.wsEvent OP2
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func (v *VoiceConnection) udpOpen() (err error) {
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v.Lock()
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defer v.Unlock()
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if v.wsConn == nil {
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return fmt.Errorf("nil voice websocket")
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}
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|
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if v.udpConn != nil {
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return fmt.Errorf("udp connection already open")
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}
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|
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if v.close == nil {
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return fmt.Errorf("nil close channel")
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}
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|
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if v.endpoint == "" {
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return fmt.Errorf("empty endpoint")
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}
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|
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host := fmt.Sprintf("%s:%d", strings.TrimSuffix(v.endpoint, ":80"), v.op2.Port)
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addr, err := net.ResolveUDPAddr("udp", host)
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if err != nil {
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v.log(LogWarning, "error resolving udp host %s, %s", host, err)
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return
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}
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|
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v.log(LogInformational, "connecting to udp addr %s", addr.String())
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v.udpConn, err = net.DialUDP("udp", nil, addr)
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if err != nil {
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v.log(LogWarning, "error connecting to udp addr %s, %s", addr.String(), err)
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return
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}
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|
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// Create a 70 byte array and put the SSRC code from the Op 2 VoiceConnection 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, v.op2.SSRC)
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_, err = v.udpConn.Write(sb)
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if err != nil {
|
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v.log(LogWarning, "udp write error to %s, %s", addr.String(), err)
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return
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}
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|
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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 := v.udpConn.ReadFromUDP(rb)
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if err != nil {
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v.log(LogWarning, "udp read error, %s, %s", addr.String(), err)
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return
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}
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|
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if rlen < 70 {
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v.log(LogWarning, "received udp packet too small")
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return fmt.Errorf("received udp packet too small")
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}
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|
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// Loop over position 4 though 20 to grab the IP address
|
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// Should never be beyond position 20.
|
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var ip string
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for i := 4; i < 20; i++ {
|
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if rb[i] == 0 {
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break
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}
|
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ip += string(rb[i])
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}
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|
|
// Grab port from position 68 and 69
|
|
port := binary.LittleEndian.Uint16(rb[68:70])
|
|
|
|
// Take the data from above and send it back to Discord to finalize
|
|
// the UDP connection handshake.
|
|
data := voiceUDPOp{1, voiceUDPD{"udp", voiceUDPData{ip, port, "xsalsa20_poly1305"}}}
|
|
|
|
v.wsMutex.Lock()
|
|
err = v.wsConn.WriteJSON(data)
|
|
v.wsMutex.Unlock()
|
|
if err != nil {
|
|
v.log(LogWarning, "udp write error, %#v, %s", data, err)
|
|
return
|
|
}
|
|
|
|
// start udpKeepAlive
|
|
go v.udpKeepAlive(v.udpConn, v.close, 5*time.Second)
|
|
// TODO: find a way to check that it fired off okay
|
|
|
|
return
|
|
}
|
|
|
|
// udpKeepAlive sends a udp packet to keep the udp connection open
|
|
// This is still a bit of a "proof of concept"
|
|
func (v *VoiceConnection) udpKeepAlive(udpConn *net.UDPConn, close <-chan struct{}, i time.Duration) {
|
|
|
|
if udpConn == nil || close == nil {
|
|
return
|
|
}
|
|
|
|
var err error
|
|
var sequence uint64
|
|
|
|
packet := make([]byte, 8)
|
|
|
|
ticker := time.NewTicker(i)
|
|
for {
|
|
|
|
binary.LittleEndian.PutUint64(packet, sequence)
|
|
sequence++
|
|
|
|
_, err = udpConn.Write(packet)
|
|
if err != nil {
|
|
v.log(LogError, "write error, %s")
|
|
return
|
|
}
|
|
|
|
select {
|
|
case <-ticker.C:
|
|
// continue loop and send keepalive
|
|
case <-close:
|
|
return
|
|
}
|
|
}
|
|
}
|
|
|
|
// opusSender will listen on the given channel and send any
|
|
// pre-encoded opus audio to Discord. Supposedly.
|
|
func (v *VoiceConnection) opusSender(udpConn *net.UDPConn, close <-chan struct{}, opus <-chan []byte, rate, size int) {
|
|
|
|
if udpConn == nil || close == nil {
|
|
return
|
|
}
|
|
|
|
runtime.LockOSThread()
|
|
|
|
// VoiceConnection is now ready to receive audio packets
|
|
// TODO: this needs reviewed as I think there must be a better way.
|
|
v.Ready = true
|
|
defer func() { v.Ready = false }()
|
|
|
|
var sequence uint16
|
|
var timestamp uint32
|
|
var recvbuf []byte
|
|
var ok bool
|
|
udpHeader := make([]byte, 12)
|
|
var nonce [24]byte
|
|
|
|
// build the parts that don't change in the udpHeader
|
|
udpHeader[0] = 0x80
|
|
udpHeader[1] = 0x78
|
|
binary.BigEndian.PutUint32(udpHeader[8:], v.op2.SSRC)
|
|
|
|
// start a send loop that loops until buf chan is closed
|
|
ticker := time.NewTicker(time.Millisecond * time.Duration(size/(rate/1000)))
|
|
for {
|
|
|
|
// Get data from chan. If chan is closed, return.
|
|
select {
|
|
case <-close:
|
|
return
|
|
case recvbuf, ok = <-opus:
|
|
if !ok {
|
|
return
|
|
}
|
|
// else, continue loop
|
|
}
|
|
|
|
if !v.speaking {
|
|
err := v.Speaking(true)
|
|
if err != nil {
|
|
v.log(LogError, "error sending speaking packet, %s", err)
|
|
}
|
|
}
|
|
|
|
// Add sequence and timestamp to udpPacket
|
|
binary.BigEndian.PutUint16(udpHeader[2:], sequence)
|
|
binary.BigEndian.PutUint32(udpHeader[4:], timestamp)
|
|
|
|
// encrypt the opus data
|
|
copy(nonce[:], udpHeader)
|
|
sendbuf := secretbox.Seal(udpHeader, recvbuf, &nonce, &v.op4.SecretKey)
|
|
|
|
// block here until we're exactly at the right time :)
|
|
// Then send rtp audio packet to Discord over UDP
|
|
select {
|
|
case <-close:
|
|
return
|
|
case <-ticker.C:
|
|
// continue
|
|
}
|
|
_, err := udpConn.Write(sendbuf)
|
|
|
|
if err != nil {
|
|
v.log(LogError, "udp write error, %s", err)
|
|
v.log(LogDebug, "voice struct: %#v\n", v)
|
|
return
|
|
}
|
|
|
|
if (sequence) == 0xFFFF {
|
|
sequence = 0
|
|
} else {
|
|
sequence++
|
|
}
|
|
|
|
if (timestamp + uint32(size)) >= 0xFFFFFFFF {
|
|
timestamp = 0
|
|
} else {
|
|
timestamp += uint32(size)
|
|
}
|
|
}
|
|
}
|
|
|
|
// A Packet contains the headers and content of a received voice packet.
|
|
type Packet struct {
|
|
SSRC uint32
|
|
Sequence uint16
|
|
Timestamp uint32
|
|
Type []byte
|
|
Opus []byte
|
|
PCM []int16
|
|
}
|
|
|
|
// opusReceiver listens on the UDP socket for incoming packets
|
|
// and sends them across the given channel
|
|
// NOTE :: This function may change names later.
|
|
func (v *VoiceConnection) opusReceiver(udpConn *net.UDPConn, close <-chan struct{}, c chan *Packet) {
|
|
|
|
if udpConn == nil || close == nil {
|
|
return
|
|
}
|
|
|
|
p := Packet{}
|
|
recvbuf := make([]byte, 1024)
|
|
var nonce [24]byte
|
|
|
|
for {
|
|
rlen, err := udpConn.Read(recvbuf)
|
|
if err != nil {
|
|
// Detect if we have been closed manually. If a Close() has already
|
|
// happened, the udp connection we are listening on will be different
|
|
// to the current session.
|
|
v.RLock()
|
|
sameConnection := v.udpConn == udpConn
|
|
v.RUnlock()
|
|
if sameConnection {
|
|
|
|
v.log(LogError, "udp read error, %s, %s", v.endpoint, err)
|
|
v.log(LogDebug, "voice struct: %#v\n", v)
|
|
|
|
go v.reconnect()
|
|
}
|
|
return
|
|
}
|
|
|
|
select {
|
|
case <-close:
|
|
return
|
|
default:
|
|
// continue loop
|
|
}
|
|
|
|
// For now, skip anything except audio.
|
|
if rlen < 12 || recvbuf[0] != 0x80 {
|
|
continue
|
|
}
|
|
|
|
// build a audio packet struct
|
|
p.Type = recvbuf[0:2]
|
|
p.Sequence = binary.BigEndian.Uint16(recvbuf[2:4])
|
|
p.Timestamp = binary.BigEndian.Uint32(recvbuf[4:8])
|
|
p.SSRC = binary.BigEndian.Uint32(recvbuf[8:12])
|
|
// decrypt opus data
|
|
copy(nonce[:], recvbuf[0:12])
|
|
p.Opus, _ = secretbox.Open(nil, recvbuf[12:rlen], &nonce, &v.op4.SecretKey)
|
|
|
|
if c != nil {
|
|
c <- &p
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reconnect will close down a voice connection then immediately try to
|
|
// reconnect to that session.
|
|
// NOTE : This func is messy and a WIP while I find what works.
|
|
// It will be cleaned up once a proven stable option is flushed out.
|
|
// aka: this is ugly shit code, please don't judge too harshly.
|
|
func (v *VoiceConnection) reconnect() {
|
|
|
|
v.log(LogInformational, "called")
|
|
|
|
v.Lock()
|
|
if v.reconnecting {
|
|
v.log(LogInformational, "already reconnecting, exiting.")
|
|
return
|
|
}
|
|
v.reconnecting = true
|
|
v.Unlock()
|
|
|
|
defer func() { v.reconnecting = false }()
|
|
|
|
if v.session == nil {
|
|
v.log(LogInformational, "cannot reconnect with nil session")
|
|
v.log(LogInformational, "Deleting VoiceConnection %s", v.GuildID)
|
|
delete(v.session.VoiceConnections, v.GuildID)
|
|
return
|
|
}
|
|
|
|
// Send a OP4 with a nil channel to disconnect
|
|
if v.sessionID != "" {
|
|
data := voiceChannelJoinOp{4, voiceChannelJoinData{&v.GuildID, nil, true, true}}
|
|
v.wsMutex.Lock()
|
|
err := v.session.wsConn.WriteJSON(data)
|
|
if err != nil {
|
|
v.log(LogError, "error sending disconnect packet, %s", err)
|
|
}
|
|
|
|
v.wsMutex.Unlock()
|
|
v.sessionID = ""
|
|
}
|
|
|
|
// Close websocket and udp connections
|
|
v.Close()
|
|
|
|
// Take a short nap to allow everything to close.
|
|
// may not be needed but just extra protection for now.
|
|
time.Sleep(1 * time.Second)
|
|
|
|
wait := time.Duration(1)
|
|
|
|
i := 0
|
|
for {
|
|
|
|
if v.session == nil {
|
|
v.log(LogInformational, "cannot reconnect with nil session")
|
|
v.log(LogInformational, "Deleting VoiceConnection %s", v.GuildID)
|
|
delete(v.session.VoiceConnections, v.GuildID)
|
|
return
|
|
}
|
|
|
|
if v.session.DataReady == false {
|
|
v.log(LogInformational, "cannot reconenct with unready session")
|
|
continue
|
|
}
|
|
|
|
v.log(LogInformational, "trying to reconnect to voice")
|
|
|
|
// Below is required because ChannelVoiceJoin checks the GuildID
|
|
// to decide if we should change channels or open a new connection.
|
|
// TODO: Maybe find a better method.
|
|
gID := v.GuildID
|
|
v.GuildID = ""
|
|
|
|
_, err := v.session.ChannelVoiceJoin(gID, v.ChannelID, v.mute, v.deaf)
|
|
if err == nil {
|
|
v.log(LogInformational, "successfully reconnected to voice")
|
|
return
|
|
}
|
|
|
|
v.log(LogInformational, "error reconnecting to voice, %s", err)
|
|
|
|
if i >= 10 {
|
|
// NOTE: this will probably change but it's a safety net
|
|
// here to prevent this goroutine from becomming abandoned.
|
|
v.log(LogInformational, "timeout reconnecting, I give up.")
|
|
v.log(LogInformational, "Deleting VoiceConnection %s", v.GuildID)
|
|
delete(v.session.VoiceConnections, v.GuildID)
|
|
return
|
|
}
|
|
|
|
<-time.After(wait * time.Second)
|
|
wait *= 2
|
|
if wait > 600 {
|
|
wait = 600
|
|
}
|
|
i++
|
|
}
|
|
}
|