discordmuffin/wsapi.go
Christopher F a089b52f64 feature: add ChannelVoiceJoinManual
This resolves #577.

ChannelVoiceJoinManual is a wrapper over sending an OP4 to Discord, for
initiating a voice server connection. The library's builtin voice
connection management locks/maps are skipped, and the library will not
attempt to manage this voice connection.

Users are expected to hook the VoiceServerUpdate event and forward the
data to an outside voice manager, such as Lavalink.
2018-08-22 21:04:44 -04:00

874 lines
23 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 (
"bytes"
"compress/zlib"
"encoding/json"
"errors"
"fmt"
"io"
"net/http"
"runtime"
"sync/atomic"
"time"
"github.com/gorilla/websocket"
)
// ErrWSAlreadyOpen is thrown when you attempt to open
// a websocket that already is open.
var ErrWSAlreadyOpen = errors.New("web socket already opened")
// ErrWSNotFound is thrown when you attempt to use a websocket
// that doesn't exist
var ErrWSNotFound = errors.New("no websocket connection exists")
// ErrWSShardBounds is thrown when you try to use a shard ID that is
// less than the total shard count
var ErrWSShardBounds = errors.New("ShardID must be less than ShardCount")
type resumePacket struct {
Op int `json:"op"`
Data struct {
Token string `json:"token"`
SessionID string `json:"session_id"`
Sequence int64 `json:"seq"`
} `json:"d"`
}
// Open creates a websocket connection to Discord.
// See: https://discordapp.com/developers/docs/topics/gateway#connecting
func (s *Session) Open() error {
s.log(LogInformational, "called")
var err error
// Prevent Open or other major Session functions from
// being called while Open is still running.
s.Lock()
defer s.Unlock()
// If the websock is already open, bail out here.
if s.wsConn != nil {
return ErrWSAlreadyOpen
}
// Get the gateway to use for the Websocket connection
if s.gateway == "" {
s.gateway, err = s.Gateway()
if err != nil {
return err
}
// Add the version and encoding to the URL
s.gateway = s.gateway + "?v=" + APIVersion + "&encoding=json"
}
// Connect to the Gateway
s.log(LogInformational, "connecting to gateway %s", s.gateway)
header := http.Header{}
header.Add("accept-encoding", "zlib")
s.wsConn, _, err = websocket.DefaultDialer.Dial(s.gateway, header)
if err != nil {
s.log(LogWarning, "error connecting to gateway %s, %s", s.gateway, err)
s.gateway = "" // clear cached gateway
s.wsConn = nil // Just to be safe.
return err
}
defer func() {
// because of this, all code below must set err to the error
// when exiting with an error :) Maybe someone has a better
// way :)
if err != nil {
s.wsConn.Close()
s.wsConn = nil
}
}()
// The first response from Discord should be an Op 10 (Hello) Packet.
// When processed by onEvent the heartbeat goroutine will be started.
mt, m, err := s.wsConn.ReadMessage()
if err != nil {
return err
}
e, err := s.onEvent(mt, m)
if err != nil {
return err
}
if e.Operation != 10 {
err = fmt.Errorf("expecting Op 10, got Op %d instead", e.Operation)
return err
}
s.log(LogInformational, "Op 10 Hello Packet received from Discord")
s.LastHeartbeatAck = time.Now().UTC()
var h helloOp
if err = json.Unmarshal(e.RawData, &h); err != nil {
err = fmt.Errorf("error unmarshalling helloOp, %s", err)
return err
}
// Now we send either an Op 2 Identity if this is a brand new
// connection or Op 6 Resume if we are resuming an existing connection.
sequence := atomic.LoadInt64(s.sequence)
if s.sessionID == "" && sequence == 0 {
// Send Op 2 Identity Packet
err = s.identify()
if err != nil {
err = fmt.Errorf("error sending identify packet to gateway, %s, %s", s.gateway, err)
return err
}
} else {
// Send Op 6 Resume Packet
p := resumePacket{}
p.Op = 6
p.Data.Token = s.Token
p.Data.SessionID = s.sessionID
p.Data.Sequence = sequence
s.log(LogInformational, "sending resume packet to gateway")
s.wsMutex.Lock()
err = s.wsConn.WriteJSON(p)
s.wsMutex.Unlock()
if err != nil {
err = fmt.Errorf("error sending gateway resume packet, %s, %s", s.gateway, err)
return err
}
}
// A basic state is a hard requirement for Voice.
// We create it here so the below READY/RESUMED packet can populate
// the state :)
// XXX: Move to New() func?
if s.State == nil {
state := NewState()
state.TrackChannels = false
state.TrackEmojis = false
state.TrackMembers = false
state.TrackRoles = false
state.TrackVoice = false
s.State = state
}
// Now Discord should send us a READY or RESUMED packet.
mt, m, err = s.wsConn.ReadMessage()
if err != nil {
return err
}
e, err = s.onEvent(mt, m)
if err != nil {
return err
}
if e.Type != `READY` && e.Type != `RESUMED` {
// This is not fatal, but it does not follow their API documentation.
s.log(LogWarning, "Expected READY/RESUMED, instead got:\n%#v\n", e)
}
s.log(LogInformational, "First Packet:\n%#v\n", e)
s.log(LogInformational, "We are now connected to Discord, emitting connect event")
s.handleEvent(connectEventType, &Connect{})
// A VoiceConnections map is a hard requirement for Voice.
// XXX: can this be moved to when opening a voice connection?
if s.VoiceConnections == nil {
s.log(LogInformational, "creating new VoiceConnections map")
s.VoiceConnections = make(map[string]*VoiceConnection)
}
// Create listening chan outside of listen, as it needs to happen inside the
// mutex lock and needs to exist before calling heartbeat and listen
// go rountines.
s.listening = make(chan interface{})
// Start sending heartbeats and reading messages from Discord.
go s.heartbeat(s.wsConn, s.listening, h.HeartbeatInterval)
go s.listen(s.wsConn, s.listening)
s.log(LogInformational, "exiting")
return nil
}
// listen polls the websocket connection for events, it will stop when the
// listening channel is closed, or an error occurs.
func (s *Session) listen(wsConn *websocket.Conn, listening <-chan interface{}) {
s.log(LogInformational, "called")
for {
messageType, message, err := wsConn.ReadMessage()
if err != nil {
// Detect if we have been closed manually. If a Close() has already
// happened, the websocket we are listening on will be different to
// the current session.
s.RLock()
sameConnection := s.wsConn == wsConn
s.RUnlock()
if sameConnection {
s.log(LogWarning, "error reading from gateway %s websocket, %s", s.gateway, err)
// There has been an error reading, close the websocket so that
// OnDisconnect event is emitted.
err := s.Close()
if err != nil {
s.log(LogWarning, "error closing session connection, %s", err)
}
s.log(LogInformational, "calling reconnect() now")
s.reconnect()
}
return
}
select {
case <-listening:
return
default:
s.onEvent(messageType, message)
}
}
}
type heartbeatOp struct {
Op int `json:"op"`
Data int64 `json:"d"`
}
type helloOp struct {
HeartbeatInterval time.Duration `json:"heartbeat_interval"`
Trace []string `json:"_trace"`
}
// FailedHeartbeatAcks is the Number of heartbeat intervals to wait until forcing a connection restart.
const FailedHeartbeatAcks time.Duration = 5 * time.Millisecond
// 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(wsConn *websocket.Conn, listening <-chan interface{}, heartbeatIntervalMsec time.Duration) {
s.log(LogInformational, "called")
if listening == nil || wsConn == nil {
return
}
var err error
ticker := time.NewTicker(heartbeatIntervalMsec * time.Millisecond)
defer ticker.Stop()
for {
s.RLock()
last := s.LastHeartbeatAck
s.RUnlock()
sequence := atomic.LoadInt64(s.sequence)
s.log(LogInformational, "sending gateway websocket heartbeat seq %d", sequence)
s.wsMutex.Lock()
err = wsConn.WriteJSON(heartbeatOp{1, sequence})
s.wsMutex.Unlock()
if err != nil || time.Now().UTC().Sub(last) > (heartbeatIntervalMsec*FailedHeartbeatAcks) {
if err != nil {
s.log(LogError, "error sending heartbeat to gateway %s, %s", s.gateway, err)
} else {
s.log(LogError, "haven't gotten a heartbeat ACK in %v, triggering a reconnection", time.Now().UTC().Sub(last))
}
s.Close()
s.reconnect()
return
}
s.Lock()
s.DataReady = true
s.Unlock()
select {
case <-ticker.C:
// continue loop and send heartbeat
case <-listening:
return
}
}
}
// UpdateStatusData ia provided to UpdateStatusComplex()
type UpdateStatusData struct {
IdleSince *int `json:"since"`
Game *Game `json:"game"`
AFK bool `json:"afk"`
Status string `json:"status"`
}
type updateStatusOp struct {
Op int `json:"op"`
Data UpdateStatusData `json:"d"`
}
func newUpdateStatusData(idle int, gameType GameType, game, url string) *UpdateStatusData {
usd := &UpdateStatusData{
Status: "online",
}
if idle > 0 {
usd.IdleSince = &idle
}
if game != "" {
usd.Game = &Game{
Name: game,
Type: gameType,
URL: url,
}
}
return usd
}
// UpdateStatus is used to update the user's status.
// If idle>0 then set status to idle.
// If game!="" then set game.
// if otherwise, set status to active, and no game.
func (s *Session) UpdateStatus(idle int, game string) (err error) {
return s.UpdateStatusComplex(*newUpdateStatusData(idle, GameTypeGame, game, ""))
}
// UpdateStreamingStatus is used to update the user's streaming status.
// If idle>0 then set status to idle.
// If game!="" then set game.
// If game!="" and url!="" then set the status type to streaming with the URL set.
// if otherwise, set status to active, and no game.
func (s *Session) UpdateStreamingStatus(idle int, game string, url string) (err error) {
gameType := GameTypeGame
if url != "" {
gameType = GameTypeStreaming
}
return s.UpdateStatusComplex(*newUpdateStatusData(idle, gameType, game, url))
}
// UpdateListeningStatus is used to set the user to "Listening to..."
// If game!="" then set to what user is listening to
// Else, set user to active and no game.
func (s *Session) UpdateListeningStatus(game string) (err error) {
return s.UpdateStatusComplex(*newUpdateStatusData(0, GameTypeListening, game, ""))
}
// UpdateStatusComplex allows for sending the raw status update data untouched by discordgo.
func (s *Session) UpdateStatusComplex(usd UpdateStatusData) (err error) {
s.RLock()
defer s.RUnlock()
if s.wsConn == nil {
return ErrWSNotFound
}
s.wsMutex.Lock()
err = s.wsConn.WriteJSON(updateStatusOp{3, usd})
s.wsMutex.Unlock()
return
}
type requestGuildMembersData struct {
GuildID string `json:"guild_id"`
Query string `json:"query"`
Limit int `json:"limit"`
}
type requestGuildMembersOp struct {
Op int `json:"op"`
Data requestGuildMembersData `json:"d"`
}
// RequestGuildMembers requests guild members from the gateway
// The gateway responds with GuildMembersChunk events
// guildID : The ID of the guild to request members of
// query : String that username starts with, leave empty to return all members
// limit : Max number of items to return, or 0 to request all members matched
func (s *Session) RequestGuildMembers(guildID, query string, limit int) (err error) {
s.log(LogInformational, "called")
s.RLock()
defer s.RUnlock()
if s.wsConn == nil {
return ErrWSNotFound
}
data := requestGuildMembersData{
GuildID: guildID,
Query: query,
Limit: limit,
}
s.wsMutex.Lock()
err = s.wsConn.WriteJSON(requestGuildMembersOp{8, data})
s.wsMutex.Unlock()
return
}
// onEvent is the "event handler" for all messages received on the
// Discord Gateway API websocket connection.
//
// If you use the AddHandler() function to register a handler for a
// specific event this function will pass the event along to that handler.
//
// If you use the AddHandler() function to register a handler for the
// "OnEvent" event then all events will be passed to that handler.
func (s *Session) onEvent(messageType int, message []byte) (*Event, error) {
var err error
var reader io.Reader
reader = bytes.NewBuffer(message)
// If this is a compressed message, uncompress it.
if messageType == websocket.BinaryMessage {
z, err2 := zlib.NewReader(reader)
if err2 != nil {
s.log(LogError, "error uncompressing websocket message, %s", err)
return nil, err2
}
defer func() {
err3 := z.Close()
if err3 != nil {
s.log(LogWarning, "error closing zlib, %s", err)
}
}()
reader = z
}
// Decode the event into an Event struct.
var e *Event
decoder := json.NewDecoder(reader)
if err = decoder.Decode(&e); err != nil {
s.log(LogError, "error decoding websocket message, %s", err)
return e, err
}
s.log(LogDebug, "Op: %d, Seq: %d, Type: %s, Data: %s\n\n", e.Operation, e.Sequence, e.Type, string(e.RawData))
// Ping request.
// Must respond with a heartbeat packet within 5 seconds
if e.Operation == 1 {
s.log(LogInformational, "sending heartbeat in response to Op1")
s.wsMutex.Lock()
err = s.wsConn.WriteJSON(heartbeatOp{1, atomic.LoadInt64(s.sequence)})
s.wsMutex.Unlock()
if err != nil {
s.log(LogError, "error sending heartbeat in response to Op1")
return e, err
}
return e, nil
}
// Reconnect
// Must immediately disconnect from gateway and reconnect to new gateway.
if e.Operation == 7 {
s.log(LogInformational, "Closing and reconnecting in response to Op7")
s.Close()
s.reconnect()
return e, nil
}
// Invalid Session
// Must respond with a Identify packet.
if e.Operation == 9 {
s.log(LogInformational, "sending identify packet to gateway in response to Op9")
err = s.identify()
if err != nil {
s.log(LogWarning, "error sending gateway identify packet, %s, %s", s.gateway, err)
return e, err
}
return e, nil
}
if e.Operation == 10 {
// Op10 is handled by Open()
return e, nil
}
if e.Operation == 11 {
s.Lock()
s.LastHeartbeatAck = time.Now().UTC()
s.Unlock()
s.log(LogInformational, "got heartbeat ACK")
return e, nil
}
// Do not try to Dispatch a non-Dispatch Message
if e.Operation != 0 {
// But we probably should be doing something with them.
// TEMP
s.log(LogWarning, "unknown Op: %d, Seq: %d, Type: %s, Data: %s, message: %s", e.Operation, e.Sequence, e.Type, string(e.RawData), string(message))
return e, nil
}
// Store the message sequence
atomic.StoreInt64(s.sequence, e.Sequence)
// Map event to registered event handlers and pass it along to any registered handlers.
if eh, ok := registeredInterfaceProviders[e.Type]; ok {
e.Struct = eh.New()
// Attempt to unmarshal our event.
if err = json.Unmarshal(e.RawData, e.Struct); err != nil {
s.log(LogError, "error unmarshalling %s event, %s", e.Type, err)
}
// Send event to any registered event handlers for it's type.
// Because the above doesn't cancel this, in case of an error
// the struct could be partially populated or at default values.
// However, most errors are due to a single field and I feel
// it's better to pass along what we received than nothing at all.
// TODO: Think about that decision :)
// Either way, READY events must fire, even with errors.
s.handleEvent(e.Type, e.Struct)
} else {
s.log(LogWarning, "unknown event: Op: %d, Seq: %d, Type: %s, Data: %s", e.Operation, e.Sequence, e.Type, string(e.RawData))
}
// For legacy reasons, we send the raw event also, this could be useful for handling unknown events.
s.handleEvent(eventEventType, e)
return e, nil
}
// ------------------------------------------------------------------------------------------------
// Code related to voice connections that initiate over the data websocket
// ------------------------------------------------------------------------------------------------
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.
//
// 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) (voice *VoiceConnection, err error) {
s.log(LogInformational, "called")
s.RLock()
voice, _ = s.VoiceConnections[gID]
s.RUnlock()
if voice == nil {
voice = &VoiceConnection{}
s.Lock()
s.VoiceConnections[gID] = voice
s.Unlock()
}
voice.Lock()
voice.GuildID = gID
voice.ChannelID = cID
voice.deaf = deaf
voice.mute = mute
voice.session = s
voice.Unlock()
// Send the request to Discord that we want to join the voice channel
data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, &cID, mute, deaf}}
s.wsMutex.Lock()
err = s.wsConn.WriteJSON(data)
s.wsMutex.Unlock()
if err != nil {
return
}
// doesn't exactly work perfect yet.. TODO
err = voice.waitUntilConnected()
if err != nil {
s.log(LogWarning, "error waiting for voice to connect, %s", err)
voice.Close()
return
}
return
}
// ChannelVoiceJoinManual initiates a voice session to a voice channel, but does not complete it.
//
// This should only be used when the VoiceServerUpdate will be intercepted and used elsewhere.
//
// 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) ChannelVoiceJoinManual(gID, cID string, mute, deaf bool) (err error) {
s.log(LogInformational, "called")
// Send the request to Discord that we want to join the voice channel
data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, &cID, mute, deaf}}
s.wsMutex.Lock()
err = s.wsConn.WriteJSON(data)
s.wsMutex.Unlock()
if err != nil {
return
}
return
}
// onVoiceStateUpdate handles Voice State Update events on the data websocket.
func (s *Session) onVoiceStateUpdate(st *VoiceStateUpdate) {
// If we don't have a connection for the channel, don't bother
if st.ChannelID == "" {
return
}
// Check if we have a voice connection to update
s.RLock()
voice, exists := s.VoiceConnections[st.GuildID]
s.RUnlock()
if !exists {
return
}
// We only care about events that are about us.
if s.State.User.ID != st.UserID {
return
}
// Store the SessionID for later use.
voice.Lock()
voice.UserID = st.UserID
voice.sessionID = st.SessionID
voice.ChannelID = st.ChannelID
voice.Unlock()
}
// onVoiceServerUpdate handles the Voice Server Update data websocket event.
//
// This is also fired if the Guild's voice region changes while connected
// to a voice channel. In that case, need to re-establish connection to
// the new region endpoint.
func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
s.log(LogInformational, "called")
s.RLock()
voice, exists := s.VoiceConnections[st.GuildID]
s.RUnlock()
// If no VoiceConnection exists, just skip this
if !exists {
return
}
// If currently connected to voice ws/udp, then disconnect.
// Has no effect if not connected.
voice.Close()
// Store values for later use
voice.Lock()
voice.token = st.Token
voice.endpoint = st.Endpoint
voice.GuildID = st.GuildID
voice.Unlock()
// Open a connection to the voice server
err := voice.open()
if err != nil {
s.log(LogError, "onVoiceServerUpdate voice.open, %s", err)
}
}
type identifyProperties struct {
OS string `json:"$os"`
Browser string `json:"$browser"`
Device string `json:"$device"`
Referer string `json:"$referer"`
ReferringDomain string `json:"$referring_domain"`
}
type identifyData struct {
Token string `json:"token"`
Properties identifyProperties `json:"properties"`
LargeThreshold int `json:"large_threshold"`
Compress bool `json:"compress"`
Shard *[2]int `json:"shard,omitempty"`
}
type identifyOp struct {
Op int `json:"op"`
Data identifyData `json:"d"`
}
// identify sends the identify packet to the gateway
func (s *Session) identify() error {
properties := identifyProperties{runtime.GOOS,
"Discordgo v" + VERSION,
"",
"",
"",
}
data := identifyData{s.Token,
properties,
250,
s.Compress,
nil,
}
if s.ShardCount > 1 {
if s.ShardID >= s.ShardCount {
return ErrWSShardBounds
}
data.Shard = &[2]int{s.ShardID, s.ShardCount}
}
op := identifyOp{2, data}
s.wsMutex.Lock()
err := s.wsConn.WriteJSON(op)
s.wsMutex.Unlock()
return err
}
func (s *Session) reconnect() {
s.log(LogInformational, "called")
var err error
if s.ShouldReconnectOnError {
wait := time.Duration(1)
for {
s.log(LogInformational, "trying to reconnect to gateway")
err = s.Open()
if err == nil {
s.log(LogInformational, "successfully reconnected to gateway")
// I'm not sure if this is actually needed.
// if the gw reconnect works properly, voice should stay alive
// However, there seems to be cases where something "weird"
// happens. So we're doing this for now just to improve
// stability in those edge cases.
s.RLock()
defer s.RUnlock()
for _, v := range s.VoiceConnections {
s.log(LogInformational, "reconnecting voice connection to guild %s", v.GuildID)
go v.reconnect()
// This is here just to prevent violently spamming the
// voice reconnects
time.Sleep(1 * time.Second)
}
return
}
// Certain race conditions can call reconnect() twice. If this happens, we
// just break out of the reconnect loop
if err == ErrWSAlreadyOpen {
s.log(LogInformational, "Websocket already exists, no need to reconnect")
return
}
s.log(LogError, "error reconnecting to gateway, %s", err)
<-time.After(wait * time.Second)
wait *= 2
if wait > 600 {
wait = 600
}
}
}
}
// Close closes a websocket and stops all listening/heartbeat goroutines.
// TODO: Add support for Voice WS/UDP connections
func (s *Session) Close() (err error) {
s.log(LogInformational, "called")
s.Lock()
s.DataReady = false
if s.listening != nil {
s.log(LogInformational, "closing listening channel")
close(s.listening)
s.listening = nil
}
// TODO: Close all active Voice Connections too
// this should force stop any reconnecting voice channels too
if s.wsConn != nil {
s.log(LogInformational, "sending close frame")
// To cleanly close a connection, a client should send a close
// frame and wait for the server to close the connection.
s.wsMutex.Lock()
err := s.wsConn.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(websocket.CloseNormalClosure, ""))
s.wsMutex.Unlock()
if err != nil {
s.log(LogInformational, "error closing websocket, %s", err)
}
// TODO: Wait for Discord to actually close the connection.
time.Sleep(1 * time.Second)
s.log(LogInformational, "closing gateway websocket")
err = s.wsConn.Close()
if err != nil {
s.log(LogInformational, "error closing websocket, %s", err)
}
s.wsConn = nil
}
s.Unlock()
s.log(LogInformational, "emit disconnect event")
s.handleEvent(disconnectEventType, &Disconnect{})
return
}