First re-write of voice support. BREAKING CHANGE.

This commit is contained in:
Bruce Marriner 2016-01-09 20:56:30 -06:00
parent 2d634bc612
commit 1b3817c7e1
3 changed files with 204 additions and 219 deletions

View file

@ -13,7 +13,6 @@ package discordgo
import (
"encoding/json"
"net"
"sync"
"time"
@ -75,15 +74,7 @@ type Session struct {
// Everything below here is used for Voice testing.
// This stuff is almost guarenteed to change a lot
// and is even a bit hackish right now.
Voice *voice
VwsConn *websocket.Conn // new for voice
VSessionID string
VToken string
VEndpoint string
VGuildID string
VChannelID string
Vop2 voiceOP2
UDPConn *net.UDPConn
Voice *voice // Stores all details related to voice connections
// Managed state object, updated with events.
State *State

338
voice.go
View file

@ -24,34 +24,32 @@ import (
"github.com/gorilla/websocket"
)
// ------------------------------------------------------------------------------------------------
// Code related to both Voice Websocket and UDP connections.
// ------------------------------------------------------------------------------------------------
// A Voice struct holds all data and functions related to Discord Voice support.
// NOTE: This is not used right at this moment, but it will be used soon.
type voice struct {
Ready bool
WS *voiceWS
UDP *voiceUDP
sync.Mutex
Ready bool
Debug bool
Chan chan struct{}
UDPConn *net.UDPConn // exported for dgvoice, may change.
SessionID string
Token string
Endpoint string
GuildID string
ChannelID string
OP2 *voiceOP2
wsConn *websocket.Conn
sessionID string
token string
endpoint string
guildID string
channelID string
userID string
OP2 *voiceOP2 // exported for dgvoice, may change.
}
type voiceWS struct {
Ready bool
Chan chan struct{}
Lock sync.Mutex
Conn *websocket.Conn
}
type voiceUDP struct {
Ready bool
Chan chan struct{}
Lock sync.Mutex
Conn *net.UDPConn
}
// ------------------------------------------------------------------------------------------------
// Code related to the Voice websocket connection
// ------------------------------------------------------------------------------------------------
// A voiceOP2 stores the data for voice operation 2 websocket events
// which is sort of like the voice READY packet
@ -74,93 +72,106 @@ type voiceHandshakeOp struct {
Data voiceHandshakeData `json:"d"`
}
// VoiceOpenWS opens a voice websocket connection. This should be called
// Open opens a voice connection. This should be called
// after VoiceChannelJoin is used and the data VOICE websocket events
// are captured.
func (s *Session) VoiceOpenWS() {
func (v *voice) Open() (err error) {
// Don't open a socket if one is already open
if s.VwsConn != nil {
// TODO: How do we handle changing channels?
// Don't open a websocket if one is already open
if v.wsConn != nil {
return
}
var self User
var err error
self, err = s.User("@me") // TODO: 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)
vg := fmt.Sprintf("wss://%s", strings.TrimSuffix(v.endpoint, ":80"))
v.wsConn, _, err = websocket.DefaultDialer.Dial(vg, nil)
if err != nil {
fmt.Println("VOICE cannot open websocket:", err)
return
}
json := voiceHandshakeOp{0, voiceHandshakeData{s.VGuildID, self.ID, s.VSessionID, s.VToken}}
data := voiceHandshakeOp{0, voiceHandshakeData{v.guildID, v.userID, v.sessionID, v.token}}
err = s.VwsConn.WriteJSON(json)
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("VOICE ERROR sending init packet:", err)
return
}
// Start a listening for voice websocket events
go s.VoiceListen()
// TODO add a check here to make sure Listen worked by monitoring
// a chan or bool?
// go vws.Listen()
go v.wsListen()
return
}
// Close closes the connection to the voice websocket.
func (s *Session) VoiceCloseWS() {
s.VwsConn.Close()
// Close closes the voice connection
func (v *voice) Close() {
if v.UDPConn != nil {
v.UDPConn.Close()
}
if v.wsConn != nil {
v.wsConn.Close()
}
}
// VoiceListen listens on the voice websocket for messages and passes them
// to the voice event handler.
func (s *Session) VoiceListen() (err error) {
// wsListen listens on the voice websocket for messages and passes them
// to the voice event handler. This is automaticly called by the WS.Open
// func when needed.
func (v *voice) wsListen() {
for {
messageType, message, err := s.VwsConn.ReadMessage()
messageType, message, err := v.wsConn.ReadMessage()
if err != nil {
// TODO: Handle this problem better.
// TODO: needs proper logging
fmt.Println("Voice Listen Error:", err)
break
}
// Pass received message to voice event handler
go s.VoiceEvent(messageType, message)
go v.wsEvent(messageType, message)
}
return
}
// VoiceEvent handles any messages received on the voice websocket
func (s *Session) VoiceEvent(messageType int, message []byte) (err error) {
// wsEvent handles any voice websocket events. This is only called by the
// wsListen() function.
func (v *voice) wsEvent(messageType int, message []byte) {
if s.Debug {
fmt.Println("VOICE EVENT:", messageType)
if v.Debug {
fmt.Println("wsEvent received: ", messageType)
printJSON(message)
}
var e Event
if err := json.Unmarshal(message, &e); err != nil {
return err
fmt.Println("wsEvent Unmarshall error: ", err)
return
}
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
case 2: // READY
v.OP2 = &voiceOP2{}
if err := json.Unmarshal(e.RawData, v.OP2); err != nil {
fmt.Println("voiceWS.onEvent OP2 Unmarshall error: ", err)
printJSON(e.RawData) // TODO: Better error logging
return
}
// 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
go v.wsHeartbeat(v.OP2.HeartbeatInterval)
// TODO monitor a chan/bool to verify this was successful
// We now have enough data to start the UDP connection
s.VoiceOpenUDP()
v.udpOpen()
return
case 3: // HEARTBEAT response
@ -176,6 +187,62 @@ func (s *Session) VoiceEvent(messageType int, message []byte) (err error) {
return
}
type voiceHeartbeatOp struct {
Op int `json:"op"` // Always 3
Data int `json:"d"`
}
// wsHeartbeat 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 (v *voice) wsHeartbeat(i time.Duration) {
ticker := time.NewTicker(i * time.Millisecond)
for {
err := v.wsConn.WriteJSON(voiceHeartbeatOp{3, int(time.Now().Unix())})
if err != nil {
v.Ready = false
fmt.Println("wsHeartbeat send error: ", err)
return // TODO better logging
}
<-ticker.C
}
}
type voiceSpeakingData struct {
Speaking bool `json:"speaking"`
Delay int `json:"delay"`
}
type voiceSpeakingOp struct {
Op int `json:"op"` // Always 5
Data voiceSpeakingData `json:"d"`
}
// Speaking sends a speaking notification to Discord over the voice websocket.
// This must be sent as true prior to sending audio and should be set to false
// once finished sending audio.
// b : Send true if speaking, false if not.
func (v *voice) Speaking(b bool) (err error) {
if v.wsConn == nil {
return fmt.Errorf("No Voice websocket.")
}
data := voiceSpeakingOp{5, voiceSpeakingData{b, 0}}
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("Speaking() write json error:", err)
return
}
return
}
// ------------------------------------------------------------------------------------------------
// Code related to the Voice UDP connection
// ------------------------------------------------------------------------------------------------
type voiceUDPData struct {
Address string `json:"address"` // Public IP of machine running this code
Port uint16 `json:"port"` // UDP Port of machine running this code
@ -192,34 +259,39 @@ type voiceUDPOp struct {
Data voiceUDPD `json:"d"`
}
// VoiceOpenUDP opens a UDP connect to the voice server and completes the
// udpOpen 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() {
// and can be used to send or receive audio. This should only be called
// from voice.wsEvent OP2
func (v *voice) udpOpen() (err error) {
udpHost := fmt.Sprintf("%s:%d", strings.TrimSuffix(s.VEndpoint, ":80"), s.Vop2.Port)
serverAddr, err := net.ResolveUDPAddr("udp", udpHost)
host := fmt.Sprintf("%s:%d", strings.TrimSuffix(v.endpoint, ":80"), v.OP2.Port)
addr, err := net.ResolveUDPAddr("udp", host)
if err != nil {
fmt.Println(err)
fmt.Println("udpOpen() resolve addr error: ", err)
// TODO better logging
return
}
s.UDPConn, err = net.DialUDP("udp", nil, serverAddr)
v.UDPConn, err = net.DialUDP("udp", nil, addr)
if err != nil {
fmt.Println(err)
fmt.Println("udpOpen() dial udp error: ", err)
// TODO better logging
return
}
// 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)
binary.BigEndian.PutUint32(sb, v.OP2.SSRC)
v.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)
rlen, _, err := v.UDPConn.ReadFromUDP(rb)
if rlen < 70 {
fmt.Println("Voice RLEN should be 70 but isn't")
}
@ -239,126 +311,14 @@ func (s *Session) VoiceOpenUDP() {
// Take the parsed data from above and send it back to Discord
// to finalize the UDP handshake.
jsondata := voiceUDPOp{1, voiceUDPD{"udp", voiceUDPData{ip, port, "plain"}}}
data := voiceUDPOp{1, voiceUDPD{"udp", voiceUDPData{ip, port, "plain"}}}
err = s.VwsConn.WriteJSON(jsondata)
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("error:", err)
return
}
s.UDPReady = true
}
// VoiceCloseUDP closes the voice UDP connection.
func (s *Session) VoiceCloseUDP() {
s.UDPConn.Close()
}
type voiceSpeakingData struct {
Speaking bool `json:"speaking"`
Delay int `json:"delay"`
}
type voiceSpeakingOp struct {
Op int `json:"op"` // Always 5
Data voiceSpeakingData `json:"d"`
}
func (s *Session) VoiceSpeaking() {
if s.VwsConn == nil {
// TODO return an error
fmt.Println("No Voice websocket.")
fmt.Println("udpOpen write json error:", err)
return
}
json := voiceSpeakingOp{5, voiceSpeakingData{true, 0}}
err := s.VwsConn.WriteJSON(json)
if err != nil {
fmt.Println("error:", err)
return
}
}
// VoiceListenUDP is test code to listen for UDP packets
func (s *Session) VoiceListenUDP() {
// start the udp keep alive too. Otherwise listening doesn't get much.
// THIS DOES NOT WORK YET
// go s.VoiceUDPKeepalive(s.Vop2.HeartbeatInterval) // lets try the ws timer
for {
b := make([]byte, 1024) //TODO DO NOT PUT MAKE INSIDE LOOP
rlen, _, err := s.UDPConn.ReadFromUDP(b)
if err != nil {
fmt.Println("Error reading from UDP:", err)
// return
}
if rlen < 1 {
fmt.Println("Empty UDP packet received")
continue
// empty packet?
}
fmt.Println("READ FROM UDP: ", b)
}
}
// VoiceUDPKeepalive sends a packet to keep the UDP connection forwarding
// alive for NATed clients. Without this no audio can be received
// after short periods of silence.
// Not sure how often this is supposed to be sent or even what payload
// I am suppose to be sending. So this is very.. unfinished :)
func (s *Session) VoiceUDPKeepalive(i time.Duration) {
// NONE OF THIS WORKS. SO DON'T USE IT.
//
// testing with the above 70 byte SSRC packet.
//
// 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
ticker := time.NewTicker(i * time.Millisecond)
for _ = range ticker.C {
sb := make([]byte, 8)
sb[0] = 0x80
sb[1] = 0xc9
sb[2] = 0x00
sb[3] = 0x01
ssrcBE := make([]byte, 4)
binary.BigEndian.PutUint32(ssrcBE, s.Vop2.SSRC)
sb[4] = ssrcBE[0]
sb[5] = ssrcBE[1]
sb[6] = ssrcBE[2]
sb[7] = ssrcBE[3]
s.UDPConn.Write(ssrcBE)
}
}
type voiceHeartbeatOp struct {
Op int `json:"op"` // Always 3
Data int `json:"d"`
}
// 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 {
err := s.VwsConn.WriteJSON(voiceHeartbeatOp{3, int(time.Now().Unix())})
if err != nil {
s.VoiceReady = false
fmt.Println(err)
return // TODO LOG ERROR
}
s.VoiceReady = true
<-ticker.C
}
v.Ready = true
return
}

View file

@ -553,35 +553,53 @@ type voiceChannelJoinOp struct {
Data voiceChannelJoinData `json:"d"`
}
// VoiceChannelJoin joins the authenticated session user to
// a voice channel. All the voice magic starts with this.
func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
// ChannelVoiceJoin joins the session user to a voice channel. After calling
// this func please monitor the Session.Voice.Ready bool to determine when
// it is ready and able to send/receive audio, that should happen quickly.
//
// gID : Guild ID of the channel to join.
// cID : Channel ID of the channel to join.
// mute : If true, you will be set to muted upon joining.
// deaf : If true, you will be set to deafened upon joining.
func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (err error) {
if s.wsConn == nil {
fmt.Println("error: no websocket connection exists.")
return // TODO return error
return fmt.Errorf("no websocket connection exists.")
}
data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
// Create new voice{} struct if one does not exist.
if s.Voice == nil {
s.Voice = &voice{}
}
// TODO : Determine how to properly change channels and change guild
// and channel when you are already connected to an existing channel.
// Send the request to Discord that we want to join the voice channel
data := voiceChannelJoinOp{4, voiceChannelJoinData{gID, cID, mute, deaf}}
err = s.wsConn.WriteJSON(data)
if err != nil {
return
}
// Probably will be removed later.
s.VGuildID = guildID
s.VChannelID = channelID
// Store gID and cID for later use
s.Voice.guildID = gID
s.Voice.channelID = cID
// NOTE: This could remain open and monitor for the followup
// websocket events and then the voice ws/udp
// connection then if that fails, return with an error
// but doing so would add a lot of delay to the response..
return
}
// 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.
// for the session user.
func (s *Session) onVoiceStateUpdate(st *VoiceState) {
// Need to have this happen at login and store it in the Session
// TODO : This should be done upon connecting to Discord, or
// be moved to a small helper function
self, err := s.User("@me") // TODO: move to Login/New
if err != nil {
fmt.Println(err)
@ -590,25 +608,41 @@ func (s *Session) onVoiceStateUpdate(st *VoiceState) {
// This event comes for all users, if it's not for the session
// user just ignore it.
// TODO Move this IF to the event() func
if st.UserID != self.ID {
return
}
// Store the SessionID. Used later.
s.VSessionID = st.SessionID
// This shouldn't ever be the case, I don't think.
if s.Voice == nil {
s.Voice = &voice{}
}
// Store the SessionID for later use.
s.Voice.userID = self.ID // TODO: Review
s.Voice.sessionID = st.SessionID
}
// onVoiceServerUpdate handles the Voice Server Update data websocket event.
// This will later be exposed but is only for experimental use now.
// This event tells us the information needed to open a voice websocket
// connection and should happen after the VOICE_STATE event.
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
// This shouldn't ever be the case, I don't think.
if s.Voice == nil {
s.Voice = &voice{}
}
// Store values for later use
s.Voice.token = st.Token
s.Voice.endpoint = st.Endpoint
s.Voice.guildID = st.GuildID
// We now have enough information to open a voice websocket conenction
// so, that's what the next call does.
s.VoiceOpenWS()
err := s.Voice.Open()
if err != nil {
fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
// TODO better logging
}
}