419 lines
10 KiB
Go
419 lines
10 KiB
Go
/******************************************************************************
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* A Discord API for Golang.
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* See discord.go for more information.
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*
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* This file contains low level functions for interacting
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* with the Discord Websocket interface.
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*/
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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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// Basic struct for all Websocket Event messages
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type Event struct {
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Type string `json:"t"`
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State int `json:"s"`
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Operation int `json:"o"`
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Direction int `json:"dir"`
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//Direction of command, 0-received, 1-sent -- thanks Xackery/discord
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RawData json.RawMessage `json:"d"`
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Session Session
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}
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// The Ready Event given after initial connection
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type Ready struct {
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Version int `json:"v"`
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SessionID string `json:"session_id"`
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HeartbeatInterval time.Duration `json:"heartbeat_interval"`
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User User `json:"user"`
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ReadState []ReadState
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PrivateChannels []PrivateChannel
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Guilds []Guild
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}
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// ReadState might need to move? Gives me the read status
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// of all my channels when first connecting. I think :)
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type ReadState struct {
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MentionCount int
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LastMessageID int `json:"last_message_id,string"`
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ID int `json:"id,string"`
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}
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type TypingStart struct {
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UserId int `json:"user_id,string"`
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ChannelId int `json:"channel_id,string"`
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Timestamp int `json:"timestamp"`
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}
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type PresenceUpdate struct {
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User User `json:"user"`
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Status string `json:"status"`
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Roles []string `json:"roles"` // TODO: Should be ints, see below
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GuildId int `json:"guild_id,string"`
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GameId int `json:"game_id"`
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}
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//Roles []string `json:"roles"` // TODO: Should be ints, see below
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// Above "Roles" should be an array of ints
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// TODO: Figure out how to make it be one.
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/*
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{
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"roles": [
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"89544728336416768",
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"110429733396676608"
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],
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}
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*/
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type MessageAck struct {
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MessageId int `json:"message_id,string"`
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ChannelId int `json:"channel_id,string"`
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}
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type MessageDelete struct {
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Id int `json:"id,string"`
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ChannelId int `json:"channel_id,string"`
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} // so much like MessageAck..
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type GuildIntegrationsUpdate struct {
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GuildId int `json:"guild_id,string"`
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}
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// Open a websocket connection to Discord
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func Open(s *Session) (err error) {
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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(s.Gateway, nil)
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return
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}
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// maybe this is SendOrigin? not sure the right name here
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// also bson.M vs string interface map? Read about
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// how to send JSON the right way.
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func Handshake(s *Session) (err error) {
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err = s.wsConn.WriteJSON(map[string]interface{}{
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"op": 2,
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"d": map[string]interface{}{
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"v": 3,
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"token": s.Token,
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"properties": map[string]string{
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"$os": runtime.GOOS,
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"$browser": "Discordgo",
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"$device": "Discordgo",
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"$referer": "",
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"$referring_domain": "",
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},
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},
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})
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return
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}
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func UpdateStatus(s *Session, idleSince, gameId string) (err error) {
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err = s.wsConn.WriteJSON(map[string]interface{}{
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"op": 2,
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"d": map[string]interface{}{
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"idle_since": idleSince,
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"game_id": gameId,
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},
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})
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return
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}
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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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func Listen(s *Session) (err error) {
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if s.wsConn == nil {
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fmt.Println("No websocket connection exists.")
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return // need to return an error.
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}
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for { // s.wsConn != nil { // need a cleaner way to exit? this doesn't acheive anything.
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messageType, message, err := s.wsConn.ReadMessage()
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if err != nil {
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fmt.Println(err)
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break
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}
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go event(s, messageType, message)
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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 Close(s *Session) {
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s.wsConn.Close()
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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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func event(s *Session, 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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return err
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}
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switch e.Type {
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case "READY":
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if s.OnReady != nil {
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var st Ready
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnReady(s, st)
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return
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}
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case "VOICE_STATE_UPDATE":
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if s.OnVoiceStateUpdate != nil {
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var st VoiceState
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnVoiceStateUpdate(s, st)
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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 := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnPresenceUpdate(s, st)
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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 := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnTypingStart(s, st)
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return
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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 := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnMessageCreate(s, st)
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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 := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnMessageUpdate(s, st)
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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 := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnMessageDelete(s, st)
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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 := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logging
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return err
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}
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s.OnMessageAck(s, st)
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return
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}
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case "CHANNEL_CREATE":
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if s.OnChannelCreate != nil {
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var st Channel
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnChannelCreate(s, st)
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return
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}
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case "CHANNEL_UPDATE":
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if s.OnChannelUpdate != nil {
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var st Channel
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnChannelUpdate(s, st)
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return
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}
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case "CHANNEL_DELETE":
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if s.OnChannelDelete != nil {
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var st Channel
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnChannelDelete(s, st)
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return
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}
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case "GUILD_CREATE":
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if s.OnGuildCreate != nil {
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var st Guild
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnGuildCreate(s, st)
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return
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}
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case "GUILD_UPDATE":
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if s.OnGuildCreate != nil {
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var st Guild
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnGuildUpdate(s, st)
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return
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}
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case "GUILD_DELETE":
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if s.OnGuildDelete != nil {
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var st Guild
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnGuildDelete(s, st)
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return
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}
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case "GUILD_MEMBER_ADD":
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if s.OnGuildMemberAdd != nil {
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var st Member
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnGuildMemberAdd(s, st)
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return
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}
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case "GUILD_MEMBER_REMOVE":
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if s.OnGuildMemberRemove != nil {
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var st Member
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnGuildMemberRemove(s, st)
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return
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}
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case "GUILD_MEMBER_UPDATE":
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if s.OnGuildMemberUpdate != nil {
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var st Member
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if err := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnGuildMemberUpdate(s, st)
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return
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}
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/*
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case "GUILD_ROLE_CREATE":
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if s.OnGuildRoleCreate != nil {
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}
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case "GUILD_ROLE_DELETE":
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if s.OnGuildRoleDelete != nil {
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}
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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 := json.Unmarshal(e.RawData, &st); err != nil {
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fmt.Println(e.Type, err)
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printJSON(e.RawData) // TODO: Better error logginEventg
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return err
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}
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s.OnGuildIntegrationsUpdate(s, st)
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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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// learn the log package
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// log.print type and JSON data
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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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}
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return
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}
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// This heartbeat is sent to keep the Websocket conenction
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// to Discord alive. If not sent, Discord will close the
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// connection.
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func Heartbeat(s *Session, 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 // need to return an error.
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}
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ticker := time.NewTicker(i * time.Millisecond)
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for range ticker.C {
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timestamp := int(time.Now().Unix())
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err := s.wsConn.WriteJSON(map[string]int{
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"op": 1,
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"d": timestamp,
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})
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if err != nil {
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return // log error?
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}
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}
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}
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