735 lines
17 KiB
Go
735 lines
17 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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"errors"
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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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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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// Open opens a websocket connection to Discord.
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func (s *Session) Open() (err error) {
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s.Lock()
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defer func() {
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if err != nil {
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s.Unlock()
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}
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}()
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if s.wsConn != nil {
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err = errors.New("Web socket already opened.")
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return
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}
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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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if err != nil {
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return
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}
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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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if err != nil {
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return
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}
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err = s.wsConn.WriteJSON(handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}}})
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if err != nil {
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return
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}
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// Create listening outside of listen, as it needs to happen inside the mutex
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// lock.
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s.listening = make(chan interface{})
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go s.listen(s.wsConn, s.listening)
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s.Unlock()
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if s.OnConnect != nil {
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s.OnConnect(s)
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}
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return
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}
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// Close closes a websocket and stops all listening/heartbeat goroutines.
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// TODO: Add support for Voice WS/UDP connections
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func (s *Session) Close() (err error) {
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s.Lock()
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s.DataReady = false
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if s.listening != nil {
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close(s.listening)
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s.listening = nil
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}
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if s.wsConn != nil {
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err = s.wsConn.Close()
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s.wsConn = nil
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}
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s.Unlock()
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if s.OnDisconnect != nil {
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s.OnDisconnect(s)
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}
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return
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}
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// listen polls the websocket connection for events, it will stop when
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// the listening channel is closed, or an error occurs.
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func (s *Session) listen(wsConn *websocket.Conn, listening <-chan interface{}) {
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for {
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messageType, message, err := wsConn.ReadMessage()
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if err != nil {
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// Detect if we have been closed manually. If a Close() has already
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// happened, the websocket we are listening on will be different to the
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// current session.
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s.RLock()
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sameConnection := s.wsConn == wsConn
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s.RUnlock()
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if sameConnection {
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// There has been an error reading, Close() the websocket so that
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// OnDisconnect is fired.
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s.Close()
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// Attempt to reconnect, with expenonential backoff up to 10 minutes.
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if s.ShouldReconnectOnError {
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wait := time.Duration(1)
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for {
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if s.Open() == nil {
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return
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}
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<-time.After(wait * time.Second)
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wait *= 2
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if wait > 600 {
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wait = 600
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}
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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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select {
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case <-listening:
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return
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default:
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go s.event(messageType, message)
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}
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}
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return
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}
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type heartbeatOp struct {
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Op int `json:"op"`
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Data int `json:"d"`
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}
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func (s *Session) sendHeartbeat(wsConn *websocket.Conn) error {
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return wsConn.WriteJSON(heartbeatOp{1, int(time.Now().Unix())})
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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(wsConn *websocket.Conn, listening <-chan interface{}, i time.Duration) {
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if listening == nil || wsConn == nil {
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return
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}
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s.Lock()
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s.DataReady = true
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s.Unlock()
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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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err := s.sendHeartbeat(wsConn)
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if err != nil {
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fmt.Println("Error sending initial heartbeat:", err)
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return
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}
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ticker := time.NewTicker(i * time.Millisecond)
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for {
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select {
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case <-ticker.C:
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err := s.sendHeartbeat(wsConn)
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if err != nil {
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fmt.Println("Error sending heartbeat:", err)
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return
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}
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case <-listening:
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return
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}
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}
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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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s.RLock()
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defer s.RUnlock()
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if s.wsConn == nil {
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return errors.New("No websocket connection exists.")
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}
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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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err = s.wsConn.WriteJSON(updateStatusOp{3, usd})
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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 = 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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// Events will be handled by any implemented handler in Session.
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// All unhandled events will then be handled by OnEvent.
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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 = 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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go s.heartbeat(s.wsConn, s.listening, st.HeartbeatInterval)
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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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}
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if s.OnReady != nil {
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return
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}
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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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stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
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if !stateEnabled && s.OnMessageCreate == nil {
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break
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}
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var st *Message
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if err = unmarshalEvent(e, &st); err == nil {
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if stateEnabled {
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s.State.MessageAdd(st)
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}
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if s.OnMessageCreate != nil {
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s.OnMessageCreate(s, st)
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}
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}
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if s.OnMessageCreate != nil {
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return
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}
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case "MESSAGE_UPDATE":
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stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
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if !stateEnabled && s.OnMessageUpdate == nil {
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break
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}
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var st *Message
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if err = unmarshalEvent(e, &st); err == nil {
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if stateEnabled {
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s.State.MessageAdd(st)
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}
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if s.OnMessageUpdate != nil {
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s.OnMessageUpdate(s, st)
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}
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}
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return
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if s.OnMessageUpdate != nil {
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return
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}
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case "MESSAGE_DELETE":
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stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
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if !stateEnabled && s.OnMessageDelete == nil {
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break
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}
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var st *Message
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if err = unmarshalEvent(e, &st); err == nil {
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if stateEnabled {
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s.State.MessageRemove(st)
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}
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if s.OnMessageDelete != nil {
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s.OnMessageDelete(s, st)
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}
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}
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return
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if s.OnMessageDelete != nil {
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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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if !s.StateEnabled && s.OnChannelCreate == nil {
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break
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}
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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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if s.OnChannelCreate != nil {
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return
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}
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case "CHANNEL_UPDATE":
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if !s.StateEnabled && s.OnChannelUpdate == nil {
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break
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}
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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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if s.OnChannelUpdate != nil {
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return
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}
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case "CHANNEL_DELETE":
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if !s.StateEnabled && s.OnChannelDelete == nil {
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break
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}
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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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if s.OnChannelDelete != nil {
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return
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}
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case "GUILD_CREATE":
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if !s.StateEnabled && s.OnGuildCreate == nil {
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break
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}
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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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if s.OnGuildCreate != nil {
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return
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}
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case "GUILD_UPDATE":
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if !s.StateEnabled && s.OnGuildUpdate == nil {
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break
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}
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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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if s.OnGuildUpdate != nil {
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return
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}
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case "GUILD_DELETE":
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if !s.StateEnabled && s.OnGuildDelete == nil {
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break
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}
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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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if s.OnGuildDelete != nil {
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return
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}
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case "GUILD_MEMBER_ADD":
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if !s.StateEnabled && s.OnGuildMemberAdd == nil {
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break
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}
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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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if s.OnGuildMemberAdd != nil {
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return
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}
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case "GUILD_MEMBER_REMOVE":
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if !s.StateEnabled && s.OnGuildMemberRemove == nil {
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break
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}
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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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if s.OnGuildMemberRemove != nil {
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return
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}
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case "GUILD_MEMBER_UPDATE":
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if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
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break
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}
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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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if s.OnGuildMemberUpdate != nil {
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return
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}
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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":
|
|
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
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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
|
|
}
|
|
}
|