Inital addition of Websocket handling. Lots of moving things around.

This commit is contained in:
Bruce Marriner 2015-11-08 19:26:46 -06:00
parent 14dc3f3e79
commit adac11495a
4 changed files with 263 additions and 0 deletions

17
users.go Normal file
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package discordgo
type User struct {
Id int `json:"id,string"`
Email string `json:"email"`
Username string `json:"username"`
Avatar string `json:"Avatar"`
Verified bool `json:"verified"`
Discriminator string `json:"discriminator"`
}
type PrivateChannel struct {
Id int `json:"id,string"`
IsPrivate bool `json:"is_private"`
LastMessageId int `json:"last_message_id,string"`
Recipient User `json:"recipient"`
}

16
util.go Normal file
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package discordgo
import (
"bytes"
"encoding/json"
"fmt"
)
func printJSON(body []byte) {
var prettyJSON bytes.Buffer
error := json.Indent(&prettyJSON, body, "", "\t")
if error != nil {
fmt.Print("JSON parse error: ", error)
}
fmt.Println("RESPONSE ::\n" + string(prettyJSON.Bytes()))
}

230
wsapi.go Normal file
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/******************************************************************************
* Discordgo by Bruce Marriner <bruce@sqls.net>
* A Discord API for Golang.
* See discord.go for more information.
*
* This file contains functions low level functions for interacting
* with the Discord Websocket interface.
*/
package discordgo
import (
"encoding/json"
"fmt"
"time"
"github.com/gorilla/websocket"
)
// Basic struct for all Websocket Event messages
type Event struct {
Type string `json:"t"`
State int `json:"s"`
Operation int `json:"o"`
Direction int `json:"dir"`
//Direction of command, 0-received, 1-sent -- thanks Xackery/discord
RawData json.RawMessage `json:"d"`
}
// The Ready Event given after initial connection
type Ready struct {
Version int `json:"v"`
SessionID string `json:"session_id"`
HeartbeatInterval time.Duration `json:"heartbeat_interval"`
User User `json:"user"`
ReadState []ReadState
PrivateChannels []PrivateChannel
Servers []Server
}
// ReadState might need to move? Gives me the read status
// of all my channels when first connecting. I think :)
type ReadState struct {
MentionCount int
LastMessageID int `json:"last_message_id,string"`
ID int `json:"id,string"`
}
// Returns the a websocket Gateway address
// session : An active session connection to Discord
// put this here instead of restapi because it is used soley
// for the websocket stuff - but maybe I should move it back
// because it's part of the restapi...
func Gateway(session *Session) (gateway string, err error) {
response, err := Request(session, "GET", fmt.Sprintf("%s/gateway", discordApi), ``)
var temp map[string]interface{}
err = json.Unmarshal(response, &temp)
gateway = temp["url"].(string)
return
}
// Open a websocket connection to Discord
func Open(session *Session) (conn *websocket.Conn, err error) {
// TODO: See if there's a use for the http response.
//conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
conn, _, err = websocket.DefaultDialer.Dial(session.Gateway, nil)
if err != nil {
return
}
return
}
// maybe this is SendOrigin? not sure the right name here
// also bson.M vs string interface map? Read about
// how to send JSON the right way.
func Handshake(conn *websocket.Conn, token string) (err error) {
err = conn.WriteJSON(map[string]interface{}{
"op": 2,
"d": map[string]interface{}{
"v": 3,
"token": token,
"properties": map[string]string{
"$os": "linux", // get from os package
"$browser": "Discordgo",
"$device": "Discordgo",
"$referer": "",
"$referring_domain": "",
},
},
})
return
}
func UpdateStatus(conn *websocket.Conn, idleSince, gameId string) (err error) {
err = conn.WriteJSON(map[string]interface{}{
"op": 2,
"d": map[string]interface{}{
"idle_since": idleSince,
"game_id": gameId,
},
})
return
}
// TODO: need a channel or something to communicate
// to this so I can tell it to stop listening
func Listen(conn *websocket.Conn) (err error) {
for {
messageType, message, err := conn.ReadMessage()
if err != nil {
fmt.Println(err)
break
}
go event(conn, messageType, message)
}
return
}
// Not sure how needed this is and where it would be best to call it.
// somewhere.
func Close(conn *websocket.Conn) {
conn.Close()
}
// Front line handler for all Websocket Events. Determines the
// event type and passes the message along to the next handler.
func event(conn *websocket.Conn, messageType int, message []byte) {
//printJSON(message) // TODO: wrap in debug if statement
var event Event
err := json.Unmarshal(message, &event)
if err != nil {
fmt.Println(err)
return
}
switch event.Type {
case "READY":
ready(conn, &event)
case "TYPING_START":
// do stuff
case "MESSAGE_CREATE":
// do stuff
case "MESSAGE_ACK":
// do stuff
case "MESSAGE_UPDATE":
// do stuff
case "MESSAGE_DELETE":
// do stuff
case "PRESENCE_UPDATE":
// do stuff
case "CHANNEL_CREATE":
// do stuff
case "CHANNEL_UPDATE":
// do stuff
case "CHANNEL_DELETE":
// do stuff
case "GUILD_CREATE":
// do stuff
case "GUILD_DELETE":
// do stuff
case "GUILD_MEMBER_ADD":
// do stuff
case "GUILD_MEMBER_REMOVE": // which is it.
// do stuff
case "GUILD_MEMBER_DELETE":
// do stuff
case "GUILD_MEMBER_UPDATE":
// do stuff
case "GUILD_ROLE_CREATE":
// do stuff
case "GUILD_ROLE_DELETE":
// do stuff
case "GUILD_INTEGRATIONS_UPDATE":
// do stuff
default:
fmt.Println("UNKNOWN EVENT: ", event.Type)
// learn the log package
// log.print type and JSON data
}
}
// handles the READY Websocket Event from Discord
// this is the motherload of detail provided at
// initial connection to the Websocket.
func ready(conn *websocket.Conn, event *Event) {
var ready Ready
err := json.Unmarshal(event.RawData, &ready)
if err != nil {
fmt.Println(err)
return
}
fmt.Println(ready)
go heartbeat(conn, ready.HeartbeatInterval)
// Start KeepAlive based on .
}
// This heartbeat is sent to keep the Websocket conenction
// to Discord alive. If not sent, Discord will close the
// connection.
func heartbeat(conn *websocket.Conn, interval time.Duration) {
ticker := time.NewTicker(interval * time.Millisecond)
for range ticker.C {
timestamp := int(time.Now().Unix())
conn.WriteJSON(map[string]int{
"op": 1,
"d": timestamp,
})
}
}