560 lines
13 KiB
Go
560 lines
13 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 low level functions for interacting with the Discord
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// data websocket interface.
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package discordgo
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import (
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"encoding/json"
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"fmt"
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"runtime"
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"time"
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"github.com/gorilla/websocket"
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)
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// Open opens a websocket connection to Discord.
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func (s *Session) Open() (err error) {
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// Get the gateway to use for the Websocket connection
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g, err := s.Gateway()
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// TODO: See if there's a use for the http response.
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// conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
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s.wsConn, _, err = websocket.DefaultDialer.Dial(g, nil)
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return
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}
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type handshakeProperties struct {
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OS string `json:"$os"`
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Browser string `json:"$browser"`
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Device string `json:"$device"`
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Referer string `json:"$referer"`
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ReferringDomain string `json:"$referring_domain"`
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}
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type handshakeData struct {
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Version int `json:"v"`
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Token string `json:"token"`
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Properties handshakeProperties `json:"properties"`
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}
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type handshakeOp struct {
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Op int `json:"op"`
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Data handshakeData `json:"d"`
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}
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// Handshake sends the client data to Discord during websocket initial connection.
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func (s *Session) Handshake() (err error) {
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// maybe this is SendOrigin? not sure the right name here
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data := handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}}}
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err = s.wsConn.WriteJSON(data)
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return
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}
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type updateStatusGame struct {
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Name string `json:"name"`
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}
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type updateStatusData struct {
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IdleSince *int `json:"idle_since"`
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Game *updateStatusGame `json:"game"`
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}
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type updateStatusOp struct {
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Op int `json:"op"`
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Data updateStatusData `json:"d"`
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}
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// UpdateStatus is used to update the authenticated user's status.
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// If idle>0 then set status to idle. If game>0 then set game.
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// if otherwise, set status to active, and no game.
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func (s *Session) UpdateStatus(idle int, game string) (err error) {
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var usd updateStatusData
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if idle > 0 {
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usd.IdleSince = &idle
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}
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if game != "" {
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usd.Game = &updateStatusGame{game}
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}
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data := updateStatusOp{3, usd}
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err = s.wsConn.WriteJSON(data)
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return
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}
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// Listen starts listening to the websocket connection for events.
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func (s *Session) Listen() (err error) {
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// TODO: need a channel or something to communicate
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// to this so I can tell it to stop listening
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if s.wsConn == nil {
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fmt.Println("No websocket connection exists.")
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return // TODO need to return an error.
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}
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// Make sure Listen is not already running
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s.listenLock.Lock()
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if s.listenChan != nil {
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s.listenLock.Unlock()
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return
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}
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s.listenChan = make(chan struct{})
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s.listenLock.Unlock()
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defer close(s.heartbeatChan)
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for {
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messageType, message, err := s.wsConn.ReadMessage()
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if err != nil {
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fmt.Println("Websocket Listen Error", err)
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// TODO Log error
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break
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}
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go s.event(messageType, message)
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// If our chan gets closed, exit out of this loop.
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// TODO: Can we make this smarter, using select
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// and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
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if s.listenChan == nil {
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return nil
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}
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}
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return
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}
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// Not sure how needed this is and where it would be best to call it.
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// somewhere.
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func unmarshalEvent(event Event, i interface{}) (err error) {
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if err = json.Unmarshal(event.RawData, i); err != nil {
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fmt.Println(event.Type, err)
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printJSON(event.RawData) // TODO: Better error loggingEvent.
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}
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return
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}
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// Front line handler for all Websocket Events. Determines the
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// event type and passes the message along to the next handler.
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// event is the front line handler for all events. This needs to be
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// broken up into smaller functions to be more idiomatic Go.
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func (s *Session) event(messageType int, message []byte) (err error) {
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if s.Debug {
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printJSON(message)
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}
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var e Event
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if err = json.Unmarshal(message, &e); err != nil {
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fmt.Println(err)
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return
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}
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switch e.Type {
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case "READY":
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var st Ready
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.OnReady(&st)
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}
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if s.OnReady != nil {
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s.OnReady(s, st)
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}
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go s.Heartbeat(st.HeartbeatInterval)
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}
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return
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case "VOICE_SERVER_UPDATE":
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// TEMP CODE FOR TESTING VOICE
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var st VoiceServerUpdate
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if err = unmarshalEvent(e, &st); err == nil {
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s.onVoiceServerUpdate(st)
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}
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return
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case "VOICE_STATE_UPDATE":
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// TEMP CODE FOR TESTING VOICE
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var st VoiceState
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if err = unmarshalEvent(e, &st); err == nil {
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s.onVoiceStateUpdate(st)
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}
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return
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case "USER_UPDATE":
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if s.OnUserUpdate != nil {
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var st User
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnUserUpdate(s, st)
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}
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return
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}
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case "PRESENCE_UPDATE":
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if s.OnPresenceUpdate != nil {
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var st PresenceUpdate
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnPresenceUpdate(s, st)
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}
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return
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}
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case "TYPING_START":
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if s.OnTypingStart != nil {
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var st TypingStart
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnTypingStart(s, st)
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}
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return
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}
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/* Never seen this come in but saw it in another Library.
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case "MESSAGE_ACK":
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if s.OnMessageAck != nil {
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}
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*/
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case "MESSAGE_CREATE":
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if s.OnMessageCreate != nil {
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var st Message
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnMessageCreate(s, st)
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}
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return
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}
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case "MESSAGE_UPDATE":
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if s.OnMessageUpdate != nil {
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var st Message
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnMessageUpdate(s, st)
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}
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return
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}
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case "MESSAGE_DELETE":
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if s.OnMessageDelete != nil {
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var st MessageDelete
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnMessageDelete(s, st)
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}
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return
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}
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case "MESSAGE_ACK":
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if s.OnMessageAck != nil {
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var st MessageAck
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnMessageAck(s, st)
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}
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return
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}
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case "CHANNEL_CREATE":
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var st Channel
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.ChannelAdd(&st)
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}
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if s.OnChannelCreate != nil {
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s.OnChannelCreate(s, st)
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}
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}
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return
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case "CHANNEL_UPDATE":
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var st Channel
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.ChannelAdd(&st)
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}
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if s.OnChannelUpdate != nil {
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s.OnChannelUpdate(s, st)
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}
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}
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return
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case "CHANNEL_DELETE":
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var st Channel
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.ChannelRemove(&st)
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}
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if s.OnChannelDelete != nil {
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s.OnChannelDelete(s, st)
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}
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}
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return
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case "GUILD_CREATE":
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var st Guild
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.GuildAdd(&st)
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}
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if s.OnGuildCreate != nil {
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s.OnGuildCreate(s, st)
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}
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}
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return
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case "GUILD_UPDATE":
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var st Guild
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.GuildAdd(&st)
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}
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if s.OnGuildCreate != nil {
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s.OnGuildUpdate(s, st)
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}
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}
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return
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case "GUILD_DELETE":
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var st Guild
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.GuildRemove(&st)
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}
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if s.OnGuildDelete != nil {
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s.OnGuildDelete(s, st)
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}
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}
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return
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case "GUILD_MEMBER_ADD":
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var st Member
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.MemberAdd(&st)
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}
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if s.OnGuildMemberAdd != nil {
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s.OnGuildMemberAdd(s, st)
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}
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}
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return
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case "GUILD_MEMBER_REMOVE":
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var st Member
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.MemberRemove(&st)
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}
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if s.OnGuildMemberRemove != nil {
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s.OnGuildMemberRemove(s, st)
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}
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}
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return
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case "GUILD_MEMBER_UPDATE":
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var st Member
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.MemberAdd(&st)
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}
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if s.OnGuildMemberUpdate != nil {
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s.OnGuildMemberUpdate(s, st)
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}
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}
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return
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case "GUILD_ROLE_CREATE":
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if s.OnGuildRoleCreate != nil {
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var st GuildRole
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnGuildRoleCreate(s, st)
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}
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return
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}
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case "GUILD_ROLE_UPDATE":
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if s.OnGuildRoleUpdate != nil {
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var st GuildRole
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnGuildRoleUpdate(s, st)
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}
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return
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}
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case "GUILD_ROLE_DELETE":
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if s.OnGuildRoleDelete != nil {
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var st GuildRoleDelete
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnGuildRoleDelete(s, st)
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}
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return
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}
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case "GUILD_INTEGRATIONS_UPDATE":
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if s.OnGuildIntegrationsUpdate != nil {
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var st GuildIntegrationsUpdate
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnGuildIntegrationsUpdate(s, st)
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}
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return
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}
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case "GUILD_BAN_ADD":
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if s.OnGuildBanAdd != nil {
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var st GuildBan
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnGuildBanAdd(s, st)
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}
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return
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}
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case "GUILD_BAN_REMOVE":
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if s.OnGuildBanRemove != nil {
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var st GuildBan
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnGuildBanRemove(s, st)
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}
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return
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}
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case "GUILD_EMOJIS_UPDATE":
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var st GuildEmojisUpdate
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.EmojisAdd(st.GuildID, st.Emojis)
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}
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if s.OnGuildEmojisUpdate != nil {
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s.OnGuildEmojisUpdate(s, st)
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}
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}
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return
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case "USER_SETTINGS_UPDATE":
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if s.OnUserSettingsUpdate != nil {
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var st map[string]interface{}
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if err = unmarshalEvent(e, &st); err == nil {
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s.OnUserSettingsUpdate(s, st)
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}
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return
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}
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default:
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fmt.Println("UNKNOWN EVENT: ", e.Type)
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printJSON(message)
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}
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// if still here, send to generic OnEvent
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if s.OnEvent != nil {
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s.OnEvent(s, e)
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return
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}
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return
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}
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// Heartbeat sends regular heartbeats to 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 (s *Session) Heartbeat(i time.Duration) {
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if s.wsConn == nil {
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fmt.Println("No websocket connection exists.")
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return // TODO need to return/log an error.
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}
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// Make sure Heartbeat is not already running
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s.heartbeatLock.Lock()
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if s.heartbeatChan != nil {
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s.heartbeatLock.Unlock()
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return
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}
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s.heartbeatChan = make(chan struct{})
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s.heartbeatLock.Unlock()
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defer close(s.heartbeatChan)
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// send first heartbeat immediately because lag could put the
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// first heartbeat outside the required heartbeat interval window
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ticker := time.NewTicker(i * time.Millisecond)
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for {
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err := s.wsConn.WriteJSON(map[string]int{
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"op": 1,
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"d": int(time.Now().Unix()),
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})
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if err != nil {
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fmt.Println("error sending data heartbeat:", err)
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s.DataReady = false
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return // TODO log error?
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}
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s.DataReady = true
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select {
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case <-ticker.C:
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case <-s.heartbeatChan:
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return
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}
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}
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}
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// Everything below is experimental Voice support code
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// all of it will get changed and moved around.
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// A VoiceServerUpdate stores the data received during the Voice Server Update
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// data websocket event. This data is used during the initial Voice Channel
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// join handshaking.
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type VoiceServerUpdate struct {
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Token string `json:"token"`
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GuildID string `json:"guild_id"`
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Endpoint string `json:"endpoint"`
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}
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type voiceChannelJoinData struct {
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GuildID string `json:"guild_id"`
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ChannelID string `json:"channel_id"`
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SelfMute bool `json:"self_mute"`
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SelfDeaf bool `json:"self_deaf"`
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}
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type voiceChannelJoinOp struct {
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Op int `json:"op"`
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Data voiceChannelJoinData `json:"d"`
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}
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// VoiceChannelJoin joins the authenticated session user to
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// a voice channel. All the voice magic starts with this.
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func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
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if s.wsConn == nil {
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fmt.Println("error: no websocket connection exists.")
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return // TODO return error
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}
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data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
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err = s.wsConn.WriteJSON(data)
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if err != nil {
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return
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}
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// Probably will be removed later.
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s.VGuildID = guildID
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s.VChannelID = channelID
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return
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}
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// onVoiceStateUpdate handles Voice State Update events on the data
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// websocket. This comes immediately after the call to VoiceChannelJoin
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// for the authenticated session user. This block is experimental
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// code and will be chaned in the future.
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func (s *Session) onVoiceStateUpdate(st VoiceState) {
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// Need to have this happen at login and store it in the Session
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self, err := s.User("@me") // TODO: move to Login/New
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if err != nil {
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fmt.Println(err)
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return
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}
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// This event comes for all users, if it's not for the session
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// user just ignore it.
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if st.UserID != self.ID {
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return
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}
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// Store the SessionID. Used later.
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s.VSessionID = st.SessionID
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}
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// onVoiceServerUpdate handles the Voice Server Update data websocket event.
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// This will later be exposed but is only for experimental use now.
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func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
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// Store all the values. They are used later.
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// GuildID is probably not needed and may be dropped.
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s.VToken = st.Token
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s.VEndpoint = st.Endpoint
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s.VGuildID = st.GuildID
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// We now have enough information to open a voice websocket conenction
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// so, that's what the next call does.
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s.VoiceOpenWS()
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}
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