discordmuffin/wsapi.go
2016-01-16 00:20:41 -08:00

714 lines
17 KiB
Go

// Discordgo - Discord bindings for Go
// Available at https://github.com/bwmarrin/discordgo
// Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// This file contains low level functions for interacting with the Discord
// data websocket interface.
package discordgo
import (
"fmt"
"runtime"
"time"
"github.com/gorilla/websocket"
)
// Open opens a websocket connection to Discord.
func (s *Session) Open() (err error) {
// Get the gateway to use for the Websocket connection
g, err := s.Gateway()
if err != nil {
return
}
// TODO: See if there's a use for the http response.
// conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
s.wsConn, _, err = websocket.DefaultDialer.Dial(g, nil)
return
}
type handshakeProperties struct {
OS string `json:"$os"`
Browser string `json:"$browser"`
Device string `json:"$device"`
Referer string `json:"$referer"`
ReferringDomain string `json:"$referring_domain"`
}
type handshakeData struct {
Version int `json:"v"`
Token string `json:"token"`
Properties handshakeProperties `json:"properties"`
}
type handshakeOp struct {
Op int `json:"op"`
Data handshakeData `json:"d"`
}
// Handshake sends the client data to Discord during websocket initial connection.
func (s *Session) Handshake() (err error) {
// maybe this is SendOrigin? not sure the right name here
data := handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}}}
err = s.wsConn.WriteJSON(data)
return
}
type updateStatusGame struct {
Name string `json:"name"`
}
type updateStatusData struct {
IdleSince *int `json:"idle_since"`
Game *updateStatusGame `json:"game"`
}
type updateStatusOp struct {
Op int `json:"op"`
Data updateStatusData `json:"d"`
}
// UpdateStatus is used to update the authenticated user's status.
// If idle>0 then set status to idle. If game>0 then set game.
// if otherwise, set status to active, and no game.
func (s *Session) UpdateStatus(idle int, game string) (err error) {
var usd updateStatusData
if idle > 0 {
usd.IdleSince = &idle
}
if game != "" {
usd.Game = &updateStatusGame{game}
}
data := updateStatusOp{3, usd}
err = s.wsConn.WriteJSON(data)
return
}
// Listen starts listening to the websocket connection for events.
func (s *Session) Listen() (err error) {
// TODO: need a channel or something to communicate
// to this so I can tell it to stop listening
if s.wsConn == nil {
fmt.Println("No websocket connection exists.")
return // TODO need to return an error.
}
// Make sure Listen is not already running
s.listenLock.Lock()
if s.listenChan != nil {
s.listenLock.Unlock()
return
}
s.listenChan = make(chan struct{})
s.listenLock.Unlock()
// this is ugly.
defer func() {
if s.listenChan == nil {
return
}
select {
case <-s.listenChan:
break
default:
close(s.listenChan)
}
s.listenChan = nil
}()
// this is ugly.
defer func() {
if s.heartbeatChan == nil {
return
}
select {
case <-s.heartbeatChan:
break
default:
close(s.heartbeatChan)
}
s.listenChan = nil
}()
for {
messageType, message, err := s.wsConn.ReadMessage()
if err != nil {
fmt.Println("Websocket Listen Error", err)
// TODO Log error
break
}
go s.event(messageType, message)
// If our chan gets closed, exit out of this loop.
// TODO: Can we make this smarter, using select
// and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
if s.listenChan == nil {
return nil
}
}
return
}
// Not sure how needed this is and where it would be best to call it.
// somewhere.
func unmarshalEvent(event *Event, i interface{}) (err error) {
if err = unmarshal(event.RawData, i); err != nil {
fmt.Println(event.Type, err)
printJSON(event.RawData) // TODO: Better error loggingEvent.
}
return
}
// Front line handler for all Websocket Events. Determines the
// event type and passes the message along to the next handler.
// event is the front line handler for all events. This needs to be
// broken up into smaller functions to be more idiomatic Go.
// Events will be handled by any implemented handler in Session.
// All unhandled events will then be handled by OnEvent.
func (s *Session) event(messageType int, message []byte) (err error) {
if s.Debug {
printJSON(message)
}
var e *Event
if err = unmarshal(message, &e); err != nil {
fmt.Println(err)
return
}
switch e.Type {
case "READY":
var st *Ready
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.OnReady(st)
}
if s.OnReady != nil {
s.OnReady(s, st)
}
go s.Heartbeat(st.HeartbeatInterval)
}
if s.OnReady != nil {
return
}
case "VOICE_SERVER_UPDATE":
// TEMP CODE FOR TESTING VOICE
var st *VoiceServerUpdate
if err = unmarshalEvent(e, &st); err == nil {
s.onVoiceServerUpdate(st)
}
return
case "VOICE_STATE_UPDATE":
// TEMP CODE FOR TESTING VOICE
var st *VoiceState
if err = unmarshalEvent(e, &st); err == nil {
s.onVoiceStateUpdate(st)
}
return
case "USER_UPDATE":
if s.OnUserUpdate != nil {
var st *User
if err = unmarshalEvent(e, &st); err == nil {
s.OnUserUpdate(s, st)
}
return
}
case "PRESENCE_UPDATE":
if s.OnPresenceUpdate != nil {
var st *PresenceUpdate
if err = unmarshalEvent(e, &st); err == nil {
s.OnPresenceUpdate(s, st)
}
return
}
case "TYPING_START":
if s.OnTypingStart != nil {
var st *TypingStart
if err = unmarshalEvent(e, &st); err == nil {
s.OnTypingStart(s, st)
}
return
}
/* Never seen this come in but saw it in another Library.
case "MESSAGE_ACK":
if s.OnMessageAck != nil {
}
*/
case "MESSAGE_CREATE":
if !s.StateEnabled && s.OnMessageCreate == nil {
break
}
var st *Message
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
fmt.Println(s.State.MessageAdd(st))
}
if s.OnMessageCreate != nil {
s.OnMessageCreate(s, st)
}
}
if s.OnMessageCreate != nil {
return
}
case "MESSAGE_UPDATE":
if !s.StateEnabled && s.OnMessageUpdate == nil {
break
}
var st *Message
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.MessageAdd(st)
}
if s.OnMessageUpdate != nil {
s.OnMessageUpdate(s, st)
}
}
return
if s.OnMessageUpdate != nil {
return
}
case "MESSAGE_DELETE":
if !s.StateEnabled && s.OnMessageDelete == nil {
break
}
var st *Message
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.MessageRemove(st)
}
if s.OnMessageDelete != nil {
s.OnMessageDelete(s, st)
}
}
return
if s.OnMessageDelete != nil {
return
}
case "MESSAGE_ACK":
if s.OnMessageAck != nil {
var st *MessageAck
if err = unmarshalEvent(e, &st); err == nil {
s.OnMessageAck(s, st)
}
return
}
case "CHANNEL_CREATE":
if !s.StateEnabled && s.OnChannelCreate == nil {
break
}
var st *Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.ChannelAdd(st)
}
if s.OnChannelCreate != nil {
s.OnChannelCreate(s, st)
}
}
if s.OnChannelCreate != nil {
return
}
case "CHANNEL_UPDATE":
if !s.StateEnabled && s.OnChannelUpdate == nil {
break
}
var st *Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.ChannelAdd(st)
}
if s.OnChannelUpdate != nil {
s.OnChannelUpdate(s, st)
}
}
if s.OnChannelUpdate != nil {
return
}
case "CHANNEL_DELETE":
if !s.StateEnabled && s.OnChannelDelete == nil {
break
}
var st *Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.ChannelRemove(st)
}
if s.OnChannelDelete != nil {
s.OnChannelDelete(s, st)
}
}
if s.OnChannelDelete != nil {
return
}
case "GUILD_CREATE":
if !s.StateEnabled && s.OnGuildCreate == nil {
break
}
var st *Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.GuildAdd(st)
}
if s.OnGuildCreate != nil {
s.OnGuildCreate(s, st)
}
}
if s.OnGuildCreate != nil {
return
}
case "GUILD_UPDATE":
if !s.StateEnabled && s.OnGuildUpdate == nil {
break
}
var st *Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.GuildAdd(st)
}
if s.OnGuildCreate != nil {
s.OnGuildUpdate(s, st)
}
}
if s.OnGuildUpdate != nil {
return
}
case "GUILD_DELETE":
if !s.StateEnabled && s.OnGuildDelete == nil {
break
}
var st *Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.GuildRemove(st)
}
if s.OnGuildDelete != nil {
s.OnGuildDelete(s, st)
}
}
if s.OnGuildDelete != nil {
return
}
case "GUILD_MEMBER_ADD":
if !s.StateEnabled && s.OnGuildMemberAdd == nil {
break
}
var st *Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.MemberAdd(st)
}
if s.OnGuildMemberAdd != nil {
s.OnGuildMemberAdd(s, st)
}
}
if s.OnGuildMemberAdd != nil {
return
}
case "GUILD_MEMBER_REMOVE":
if !s.StateEnabled && s.OnGuildMemberRemove == nil {
break
}
var st *Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.MemberRemove(st)
}
if s.OnGuildMemberRemove != nil {
s.OnGuildMemberRemove(s, st)
}
}
if s.OnGuildMemberRemove != nil {
return
}
case "GUILD_MEMBER_UPDATE":
if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
break
}
var st *Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.MemberAdd(st)
}
if s.OnGuildMemberUpdate != nil {
s.OnGuildMemberUpdate(s, st)
}
}
if s.OnGuildMemberUpdate != nil {
return
}
case "GUILD_ROLE_CREATE":
if s.OnGuildRoleCreate != nil {
var st *GuildRole
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildRoleCreate(s, st)
}
return
}
case "GUILD_ROLE_UPDATE":
if s.OnGuildRoleUpdate != nil {
var st *GuildRole
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildRoleUpdate(s, st)
}
return
}
case "GUILD_ROLE_DELETE":
if s.OnGuildRoleDelete != nil {
var st *GuildRoleDelete
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildRoleDelete(s, st)
}
return
}
case "GUILD_INTEGRATIONS_UPDATE":
if s.OnGuildIntegrationsUpdate != nil {
var st *GuildIntegrationsUpdate
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildIntegrationsUpdate(s, st)
}
return
}
case "GUILD_BAN_ADD":
if s.OnGuildBanAdd != nil {
var st *GuildBan
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildBanAdd(s, st)
}
return
}
case "GUILD_BAN_REMOVE":
if s.OnGuildBanRemove != nil {
var st *GuildBan
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildBanRemove(s, st)
}
return
}
case "GUILD_EMOJIS_UPDATE":
if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
break
}
var st *GuildEmojisUpdate
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.EmojisAdd(st.GuildID, st.Emojis)
}
if s.OnGuildEmojisUpdate != nil {
s.OnGuildEmojisUpdate(s, st)
}
}
if s.OnGuildEmojisUpdate != nil {
return
}
case "USER_SETTINGS_UPDATE":
if s.OnUserSettingsUpdate != nil {
var st map[string]interface{}
if err = unmarshalEvent(e, &st); err == nil {
s.OnUserSettingsUpdate(s, st)
}
return
}
default:
fmt.Println("UNKNOWN EVENT: ", e.Type)
printJSON(message)
}
// if still here, send to generic OnEvent
if s.OnEvent != nil {
s.OnEvent(s, e)
return
}
return
}
// Heartbeat sends regular heartbeats to 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) Heartbeat(i time.Duration) {
if s.wsConn == nil {
fmt.Println("No websocket connection exists.")
return // TODO need to return/log an error.
}
// Make sure Heartbeat is not already running
s.heartbeatLock.Lock()
if s.heartbeatChan != nil {
s.heartbeatLock.Unlock()
return
}
s.heartbeatChan = make(chan struct{})
s.heartbeatLock.Unlock()
// this is ugly.
defer func() {
if s.heartbeatChan == nil {
return
}
select {
case <-s.heartbeatChan:
break
default:
close(s.heartbeatChan)
}
s.listenChan = nil
}()
// send first heartbeat immediately because lag could put the
// first heartbeat outside the required heartbeat interval window
ticker := time.NewTicker(i * time.Millisecond)
for {
err := s.wsConn.WriteJSON(map[string]int{
"op": 1,
"d": int(time.Now().Unix()),
})
if err != nil {
fmt.Println("error sending data heartbeat:", err)
s.DataReady = false
return // TODO log error?
}
s.DataReady = true
select {
case <-ticker.C:
case <-s.heartbeatChan:
return
}
}
}
// ------------------------------------------------------------------------------------------------
// Code related to voice connections that initiate over the data websocket
// ------------------------------------------------------------------------------------------------
// 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"`
}
type voiceChannelJoinData struct {
GuildID string `json:"guild_id"`
ChannelID string `json:"channel_id"`
SelfMute bool `json:"self_mute"`
SelfDeaf bool `json:"self_deaf"`
}
type voiceChannelJoinOp struct {
Op int `json:"op"`
Data voiceChannelJoinData `json:"d"`
}
// 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 {
return fmt.Errorf("no websocket connection exists.")
}
// Create new voice{} struct if one does not exist.
// If you create this prior to calling this func then you can manually
// set some variables if needed, such as to enable debugging.
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
}
// Store gID and cID for later use
s.Voice.guildID = gID
s.Voice.channelID = cID
return
}
// onVoiceStateUpdate handles Voice State Update events on the data
// websocket. This comes immediately after the call to VoiceChannelJoin
// for the session user.
func (s *Session) onVoiceStateUpdate(st *VoiceState) {
// If s.Voice is nil, we must not have even requested to join
// a voice channel yet, so this shouldn't be processed.
if s.Voice == nil {
return
}
// 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)
return
}
// 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 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 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) {
// This shouldn't ever be the case, I don't think.
if s.Voice == nil {
return
}
// 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.
err := s.Voice.Open()
if err != nil {
fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
// TODO better logging
}
}