diff --git a/session.go b/session.go index 66cd192..6069bd3 100644 --- a/session.go +++ b/session.go @@ -12,15 +12,20 @@ package discordgo -import "github.com/gorilla/websocket" +import ( + "net" + + "github.com/gorilla/websocket" +) // A Session represents a connection to the Discord REST API. // token : The authentication token returned from Discord // Debug : If set to ture debug logging will be displayed. type Session struct { - Token string // Authentication token for this session - Debug bool // Debug for printing JSON request/responses - Cache int // number in X to cache some responses + Token string // Authentication token for this session + Debug bool // Debug for printing JSON request/responses + Cache int // number in X to cache some responses + SessionID string // from websocket READY packet // Settable Callback functions for Websocket Events OnEvent func(*Session, Event) // should Event be *Event? @@ -47,15 +52,22 @@ type Session struct { OnGuildRoleDelete func(*Session, GuildRoleDelete) OnGuildIntegrationsUpdate func(*Session, GuildIntegrationsUpdate) - // OnMessageCreate func(Session, Event, Message) - // ^^ Any value to passing session, event, message? - // probably just the Message is all one would need. - // but having the sessin could be handy? - wsConn *websocket.Conn //TODO, add bools for like. // are we connnected to websocket? // have we authenticated to login? // lets put all the general session // tracking and infos here.. clearly + + // Everything below here is used for Voice testing. + // This stuff is almost guarenteed to change a lot + // and is even a bit hackish right now. + VwsConn *websocket.Conn // new for voice + VSessionID string + VToken string + VEndpoint string + VGuildID string + VChannelID string + Vop2 VoiceOP2 + UDPConn *net.UDPConn } diff --git a/voice.go b/voice.go new file mode 100644 index 0000000..cdd5fd4 --- /dev/null +++ b/voice.go @@ -0,0 +1,230 @@ +// EVERYTHING in this file is very experimental and will change. +// these structs and functions setup a voice websocket and +// create the voice UDP connection. + +package discordgo + +import ( + "encoding/binary" + "encoding/json" + "fmt" + "net" + "strings" + "time" + + "github.com/gorilla/websocket" +) + +// A VEvent is the inital structure for voice websocket events. I think +// I can reuse the data websocket structure here. +type VEvent struct { + Type string `json:"t"` + State int `json:"s"` + Operation int `json:"op"` + RawData json.RawMessage `json:"d"` +} + +// A VoiceOP2 stores the data for voice operation 2 websocket events +// which is sort of like the voice READY packet +type VoiceOP2 struct { + SSRC uint32 `json:"ssrc"` + Port int `json:"port"` + Modes []string `json:"modes"` + HeartbeatInterval time.Duration `json:"heartbeat_interval"` +} + +// VoiceOpenWS opens a voice websocket connection. This should be called +// after VoiceChannelJoin is used and the data VOICE websocket events +// are captured. +func (s *Session) VoiceOpenWS() { + + var self User + var err error + + self, err = s.User("@me") // AGAIN, Move to @ login and store in session + + // Connect to Voice Websocket + vg := fmt.Sprintf("wss://%s", strings.TrimSuffix(s.VEndpoint, ":80")) + s.VwsConn, _, err = websocket.DefaultDialer.Dial(vg, nil) + if err != nil { + fmt.Println("VOICE cannot open websocket:", err) + } + + // Send initial handshake data to voice websocket. This is required. + json := map[string]interface{}{ + "op": 0, + "d": map[string]interface{}{ + "server_id": s.VGuildID, + "user_id": self.ID, + "session_id": s.VSessionID, + "token": s.VToken, + }, + } + + err = s.VwsConn.WriteJSON(json) + if err != nil { + fmt.Println("VOICE ERROR sending init packet:", err) + } + + // Start a listening for voice websocket events + go s.VListen() +} + +// Close closes the connection to the voice websocket. +func (s *Session) VoiceCloseWS() { + s.VwsConn.Close() +} + +// VListen listens on the voice websocket for messages and passes them +// to the voice event handler. +func (s *Session) VListen() (err error) { + + for { + messageType, message, err := s.VwsConn.ReadMessage() + if err != nil { + fmt.Println("Voice Listen Error:", err) + break + } + + // Pass received message to voice event handler + go s.VoiceEvent(messageType, message) + } + + return +} + +// VoiceEvent handles any messages received on the voice websocket +func (s *Session) VoiceEvent(messageType int, message []byte) (err error) { + + if s.Debug { + fmt.Println("VOICE EVENT:", messageType) + printJSON(message) + } + + var e VEvent + if err := json.Unmarshal(message, &e); err != nil { + return err + } + + switch e.Operation { + + case 2: // READY packet + var st VoiceOP2 + if err := json.Unmarshal(e.RawData, &st); err != nil { + fmt.Println(e.Type, err) + printJSON(e.RawData) // TODO: Better error logginEventg + return err + } + + // Start the voice websocket heartbeat to keep the connection alive + go s.VoiceHeartbeat(st.HeartbeatInterval) + + // Store all event data into the session + s.Vop2 = st + + // We now have enough data to start the UDP connection + s.VoiceOpenUDP() + + return + case 3: // HEARTBEAT response + // add code to use this to track latency? + return + default: + fmt.Println("UNKNOWN VOICE OP: ", e.Operation) + printJSON(e.RawData) + } + + return +} + +// VoiceOpenUDP opens a UDP connect to the voice server and completes the +// initial required handshake. This connect is left open in the session +// and can be used to send or receive audio. +func (s *Session) VoiceOpenUDP() { + + // TODO: add code to convert hostname into an IP address to avoid problems + // with frequent DNS lookups. + + udpHost := fmt.Sprintf("%s:%d", strings.TrimSuffix(s.VEndpoint, ":80"), s.Vop2.Port) + serverAddr, err := net.ResolveUDPAddr("udp", udpHost) + if err != nil { + fmt.Println(err) + } + + s.UDPConn, err = net.DialUDP("udp", nil, serverAddr) + if err != nil { + fmt.Println(err) + } + + // Create a 70 byte array and put the SSRC code from the Op 2 Voice event + // into it. Then send that over the UDP connection to Discord + sb := make([]byte, 70) + binary.BigEndian.PutUint32(sb, s.Vop2.SSRC) + s.UDPConn.Write(sb) + + // Create a 70 byte array and listen for the initial handshake response + // from Discord. Once we get it parse the IP and PORT information out + // of the response. This should be our public IP and PORT as Discord + // saw us. + rb := make([]byte, 70) + rlen, _, err := s.UDPConn.ReadFromUDP(rb) + if rlen < 70 { + fmt.Println("Voice RLEN should be 70 but isn't") + } + + ip := string(rb[4:16]) // must be a better way. TODO: NEEDS TESTING + port := make([]byte, 2) + port[0] = rb[68] + port[1] = rb[69] + p := binary.LittleEndian.Uint16(port) + + // Take the parsed data from above and send it back to Discord + // to finalize the UDP handshake. + json := fmt.Sprintf(`{"op":1,"d":{"protocol":"udp","data":{"address":"%s","port":"%d","mode":"plain"}}}`, ip, p) + jsonb := []byte(json) + + err = s.VwsConn.WriteMessage(websocket.TextMessage, jsonb) + if err != nil { + fmt.Println("error:", err) + return + } + + // continue to listen for future packets + go s.VoiceListenUDP() +} + +// VoiceCloseUDP closes the voice UDP connection. +func (s *Session) VoiceCloseUDP() { + s.UDPConn.Close() +} + +// VoiceListenUDP is test code to listen for UDP packets +func (s *Session) VoiceListenUDP() { + + for { + fmt.Println("READ FROM UDP LOOP:") + b := make([]byte, 1024) + s.UDPConn.ReadFromUDP(b) + fmt.Println("READ FROM UDP: ", b) + } + +} + +// VoiceHeartbeat sends regular heartbeats to voice Discord so it knows the client +// is still connected. If you do not send these heartbeats Discord will +// disconnect the websocket connection after a few seconds. +func (s *Session) VoiceHeartbeat(i time.Duration) { + + ticker := time.NewTicker(i * time.Millisecond) + for range ticker.C { + timestamp := int(time.Now().Unix()) + err := s.VwsConn.WriteJSON(map[string]int{ + "op": 3, + "d": timestamp, + }) + if err != nil { + fmt.Println(err) + return // log error? + } + } +} diff --git a/wsapi.go b/wsapi.go index 00775b1..1b7ce46 100644 --- a/wsapi.go +++ b/wsapi.go @@ -154,10 +154,10 @@ func (s *Session) Listen() (err error) { return // need to return an error. } - for { // s.wsConn != nil { // need a cleaner way to exit? this doesn't acheive anything. + for { messageType, message, err := s.wsConn.ReadMessage() if err != nil { - fmt.Println(err) + fmt.Println("Websocket Listen Error", err) break } go s.event(messageType, message) @@ -203,17 +203,25 @@ func (s *Session) event(messageType int, message []byte) (err error) { s.OnReady(s, st) return } - case "VOICE_STATE_UPDATE": - if s.OnVoiceStateUpdate != nil { - var st VoiceState - if err := json.Unmarshal(e.RawData, &st); err != nil { - fmt.Println(e.Type, err) - printJSON(e.RawData) // TODO: Better error logging - return err - } - s.OnVoiceStateUpdate(s, st) - return + case "VOICE_SERVER_UPDATE": + // TEMP CODE FOR TESTING VOICE + var st VoiceServerUpdate + if err := json.Unmarshal(e.RawData, &st); err != nil { + fmt.Println(e.Type, err) + printJSON(e.RawData) // TODO: Better error logging + return err } + s.onVoiceServerUpdate(st) + return + case "VOICE_STATE_UPDATE": + // TEMP CODE FOR TESTING VOICE + var st VoiceState + if err := json.Unmarshal(e.RawData, &st); err != nil { + fmt.Println(e.Type, err) + printJSON(e.RawData) // TODO: Better error logging + return err + } + s.onVoiceStateUpdate(st) case "PRESENCE_UPDATE": if s.OnPresenceUpdate != nil { var st PresenceUpdate @@ -468,3 +476,78 @@ func (s *Session) Heartbeat(i time.Duration) { } } } + +// Everything below is experimental Voice support code +// all of it will get changed and moved around. + +// A VoiceServerUpdate stores the data received during the Voice Server Update +// data websocket event. This data is used during the initial Voice Channel +// join handshaking. +type VoiceServerUpdate struct { + Token string `json:"token"` + GuildID string `json:"guild_id"` + Endpoint string `json:"endpoint"` +} + +// VoiceChannelJoin joins the authenticated session user to +// a voice channel. All the voice magic starts with this. +func (s *Session) VoiceChannelJoin(guildID, channelID string) { + + if s.wsConn == nil { + fmt.Println("error: no websocket connection exists.") + return + } + + // Odd, but.. it works. map interface caused odd unknown opcode error + // Later I'll test with a struct + json := []byte(fmt.Sprintf(`{"op":4,"d":{"guild_id":"%s","channel_id":"%s","self_mute":false,"self_deaf":false}}`, + guildID, channelID)) + + err := s.wsConn.WriteMessage(websocket.TextMessage, json) + if err != nil { + fmt.Println("error:", err) + return + } + + // Probably will be removed later. + s.VGuildID = guildID + s.VChannelID = channelID +} + +// onVoiceStateUpdate handles Voice State Update events on the data +// websocket. This comes immediately after the call to VoiceChannelJoin +// for the authenticated session user. This block is experimental +// code and will be chaned in the future. +func (s *Session) onVoiceStateUpdate(st VoiceState) { + + // Need to have this happen at login and store it in the Session + self, err := s.User("@me") + if err != nil { + fmt.Println(err) + return + } + + // This event comes for all users, if it's not for the session + // user just ignore it. + if st.UserID != self.ID { + return + } + + // Store the SessionID. Used later. + s.VSessionID = st.SessionID +} + +// onVoiceServerUpdate handles the Voice Server Update data websocket event. +// This will later be exposed but is only for experimental use now. +func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) { + + // Store all the values. They are used later. + // GuildID is probably not needed and may be dropped. + s.VToken = st.Token + s.VEndpoint = st.Endpoint + s.VGuildID = st.GuildID + + // We now have enough information to open a voice websocket conenction + // so, that's what the next call does. + s.VoiceOpenWS() +}