discordmuffin/voice.go
Bruce Marriner edc09778a7 Linting.
2016-01-28 08:36:09 -06:00

459 lines
12 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 code related to Discord voice suppport
package discordgo
import (
"encoding/binary"
"encoding/json"
"fmt"
"net"
"runtime"
"strings"
"sync"
"time"
"github.com/gorilla/websocket"
)
// ------------------------------------------------------------------------------------------------
// Code related to both Voice Websocket and UDP connections.
// ------------------------------------------------------------------------------------------------
// A Voice struct holds all data and functions related to Discord Voice support.
type Voice struct {
sync.Mutex // future use
Ready bool // If true, voice is ready to send/receive audio
Debug bool // If true, print extra logging
OP2 *voiceOP2 // exported for dgvoice, may change.
Opus chan []byte // Chan for sending opus audio
// FrameRate int // This can be used to set the FrameRate of Opus data
// FrameSize int // This can be used to set the FrameSize of Opus data
wsConn *websocket.Conn
UDPConn *net.UDPConn // this will become unexported soon.
sessionID string
token string
endpoint string
guildID string
channelID string
userID string
}
// ------------------------------------------------------------------------------------------------
// Code related to the Voice websocket connection
// ------------------------------------------------------------------------------------------------
// A voiceOP2 stores the data for the voice operation 2 websocket event
// which is sort of like the voice READY packet
type voiceOP2 struct {
SSRC uint32 `json:"ssrc"`
Port int `json:"port"`
Modes []string `json:"modes"`
HeartbeatInterval time.Duration `json:"heartbeat_interval"`
}
type voiceHandshakeData struct {
ServerID string `json:"server_id"`
UserID string `json:"user_id"`
SessionID string `json:"session_id"`
Token string `json:"token"`
}
type voiceHandshakeOp struct {
Op int `json:"op"` // Always 0
Data voiceHandshakeData `json:"d"`
}
// Open opens a voice connection. This should be called
// after VoiceChannelJoin is used and the data VOICE websocket events
// are captured.
func (v *Voice) Open() (err error) {
// TODO: How do we handle changing channels?
// Don't open a websocket if one is already open
if v.wsConn != nil {
return
}
// Connect to Voice Websocket
vg := fmt.Sprintf("wss://%s", strings.TrimSuffix(v.endpoint, ":80"))
v.wsConn, _, err = websocket.DefaultDialer.Dial(vg, nil)
if err != nil {
fmt.Println("VOICE error opening websocket:", err)
return
}
data := voiceHandshakeOp{0, voiceHandshakeData{v.guildID, v.userID, v.sessionID, v.token}}
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("VOICE error sending init packet:", err)
return
}
// Start a listening for voice websocket events
// TODO add a check here to make sure Listen worked by monitoring
// a chan or bool?
go v.wsListen()
return
}
// Close closes the voice connection
func (v *Voice) Close() {
if v.UDPConn != nil {
err := v.UDPConn.Close()
if err != nil {
fmt.Println("error closing udp connection: ", err)
}
}
if v.wsConn != nil {
err := v.wsConn.Close()
if err != nil {
fmt.Println("error closing websocket connection: ", err)
}
}
}
// wsListen listens on the voice websocket for messages and passes them
// to the voice event handler. This is automatically called by the Open func
func (v *Voice) wsListen() {
for {
messageType, message, err := v.wsConn.ReadMessage()
if err != nil {
// TODO: Handle this problem better.
// TODO: needs proper logging
fmt.Println("Voice Listen Error:", err)
break
}
// Pass received message to voice event handler
go v.wsEvent(messageType, message)
}
return
}
// wsEvent handles any voice websocket events. This is only called by the
// wsListen() function.
func (v *Voice) wsEvent(messageType int, message []byte) {
if v.Debug {
fmt.Println("wsEvent received: ", messageType)
printJSON(message)
}
var e Event
if err := json.Unmarshal(message, &e); err != nil {
fmt.Println("wsEvent Unmarshall error: ", err)
return
}
switch e.Operation {
case 2: // READY
v.OP2 = &voiceOP2{}
if err := json.Unmarshal(e.RawData, v.OP2); err != nil {
fmt.Println("voiceWS.onEvent OP2 Unmarshall error: ", err)
printJSON(e.RawData) // TODO: Better error logging
return
}
// Start the voice websocket heartbeat to keep the connection alive
go v.wsHeartbeat(v.OP2.HeartbeatInterval)
// TODO monitor a chan/bool to verify this was successful
// Start the UDP connection
err := v.udpOpen()
if err != nil {
fmt.Println("Error opening udp connection: ", err)
return
}
// Start the opusSender.
// TODO: Should we allow 48000/960 values to be user defined?
v.Opus = make(chan []byte, 2)
go v.opusSender(v.Opus, 48000, 960)
return
case 3: // HEARTBEAT response
// add code to use this to track latency?
return
case 4:
// TODO
case 5:
// SPEAKING TRUE/FALSE NOTIFICATION
/*
{
"user_id": "1238921738912",
"ssrc": 2,
"speaking": false
}
*/
default:
fmt.Println("UNKNOWN VOICE OP: ", e.Operation)
printJSON(e.RawData)
}
return
}
type voiceHeartbeatOp struct {
Op int `json:"op"` // Always 3
Data int `json:"d"`
}
// wsHeartbeat sends regular heartbeats to voice 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 (v *Voice) wsHeartbeat(i time.Duration) {
ticker := time.NewTicker(i * time.Millisecond)
for {
err := v.wsConn.WriteJSON(voiceHeartbeatOp{3, int(time.Now().Unix())})
if err != nil {
v.Ready = false
fmt.Println("wsHeartbeat send error: ", err)
return // TODO better logging
}
<-ticker.C
}
}
type voiceSpeakingData struct {
Speaking bool `json:"speaking"`
Delay int `json:"delay"`
}
type voiceSpeakingOp struct {
Op int `json:"op"` // Always 5
Data voiceSpeakingData `json:"d"`
}
// Speaking sends a speaking notification to Discord over the voice websocket.
// This must be sent as true prior to sending audio and should be set to false
// once finished sending audio.
// b : Send true if speaking, false if not.
func (v *Voice) Speaking(b bool) (err error) {
if v.wsConn == nil {
return fmt.Errorf("No Voice websocket.")
}
data := voiceSpeakingOp{5, voiceSpeakingData{b, 0}}
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("Speaking() write json error:", err)
return
}
return
}
// ------------------------------------------------------------------------------------------------
// Code related to the Voice UDP connection
// ------------------------------------------------------------------------------------------------
type voiceUDPData struct {
Address string `json:"address"` // Public IP of machine running this code
Port uint16 `json:"port"` // UDP Port of machine running this code
Mode string `json:"mode"` // plain or ? (plain or encrypted)
}
type voiceUDPD struct {
Protocol string `json:"protocol"` // Always "udp" ?
Data voiceUDPData `json:"data"`
}
type voiceUDPOp struct {
Op int `json:"op"` // Always 1
Data voiceUDPD `json:"d"`
}
// udpOpen opens a UDP connection to the voice server and completes the
// initial required handshake. This connection is left open in the session
// and can be used to send or receive audio. This should only be called
// from voice.wsEvent OP2
func (v *Voice) udpOpen() (err error) {
host := fmt.Sprintf("%s:%d", strings.TrimSuffix(v.endpoint, ":80"), v.OP2.Port)
addr, err := net.ResolveUDPAddr("udp", host)
if err != nil {
fmt.Println("udpOpen resolve addr error: ", err)
// TODO better logging
return
}
v.UDPConn, err = net.DialUDP("udp", nil, addr)
if err != nil {
fmt.Println("udpOpen dial udp error: ", err)
// TODO better logging
return
}
// Create a 70 byte array and put the SSRC code from the Op 2 Voice event
// into it. Then send that over the UDP connection to Discord
sb := make([]byte, 70)
binary.BigEndian.PutUint32(sb, v.OP2.SSRC)
_, err = v.UDPConn.Write(sb)
if err != nil {
fmt.Println("udpOpen udp write error : ", err)
// TODO better logging
return
}
// Create a 70 byte array and listen for the initial handshake response
// from Discord. Once we get it parse the IP and PORT information out
// of the response. This should be our public IP and PORT as Discord
// saw us.
rb := make([]byte, 70)
rlen, _, err := v.UDPConn.ReadFromUDP(rb)
if err != nil {
fmt.Println("udpOpen udp read error : ", err)
// TODO better logging
return
}
if rlen < 70 {
fmt.Println("Voice RLEN should be 70 but isn't")
}
// Loop over position 4 though 20 to grab the IP address
// Should never be beyond position 20.
var ip string
for i := 4; i < 20; i++ {
if rb[i] == 0 {
break
}
ip += string(rb[i])
}
// Grab port from position 68 and 69
port := binary.LittleEndian.Uint16(rb[68:70])
// Take the data from above and send it back to Discord to finalize
// the UDP connection handshake.
data := voiceUDPOp{1, voiceUDPD{"udp", voiceUDPData{ip, port, "plain"}}}
err = v.wsConn.WriteJSON(data)
if err != nil {
fmt.Println("udpOpen write json error:", err)
return
}
// start udpKeepAlive
go v.udpKeepAlive(5 * time.Second)
// TODO: find a way to check that it fired off okay
return
}
// udpKeepAlive sends a udp packet to keep the udp connection open
// This is still a bit of a "proof of concept"
func (v *Voice) udpKeepAlive(i time.Duration) {
var err error
var sequence uint64
packet := make([]byte, 8)
ticker := time.NewTicker(i)
for {
// TODO: Add a way to break from loop
binary.LittleEndian.PutUint64(packet, sequence)
sequence++
_, err = v.UDPConn.Write(packet)
if err != nil {
fmt.Println("udpKeepAlive udp write error : ", err)
return
}
<-ticker.C
}
}
// opusSender will listen on the given channel and send any
// pre-encoded opus audio to Discord. Supposedly.
func (v *Voice) opusSender(opus <-chan []byte, rate, size int) {
// TODO: Better checking to prevent this from running more than
// one instance at a time.
v.Lock()
if opus == nil {
v.Unlock()
return
}
v.Unlock()
runtime.LockOSThread()
// Voice is now ready to receive audio packets
// TODO: this needs reviewed as I think there must be a better way.
v.Ready = true
defer func() { v.Ready = false }()
var sequence uint16
var timestamp uint32
udpHeader := make([]byte, 12)
// build the parts that don't change in the udpHeader
udpHeader[0] = 0x80
udpHeader[1] = 0x78
binary.BigEndian.PutUint32(udpHeader[8:], v.OP2.SSRC)
// start a send loop that loops until buf chan is closed
ticker := time.NewTicker(time.Millisecond * time.Duration(size/(rate/1000)))
for {
// Add sequence and timestamp to udpPacket
binary.BigEndian.PutUint16(udpHeader[2:], sequence)
binary.BigEndian.PutUint32(udpHeader[4:], timestamp)
// Get data from chan. If chan is closed, return.
recvbuf, ok := <-opus
if !ok {
return
}
// Combine the UDP Header and the opus data
sendbuf := append(udpHeader, recvbuf...)
// block here until we're exactly at the right time :)
// Then send rtp audio packet to Discord over UDP
<-ticker.C
_, err := v.UDPConn.Write(sendbuf)
if err != nil {
fmt.Println("error writing to udp connection: ", err)
}
if (sequence) == 0xFFFF {
sequence = 0
} else {
sequence++
}
if (timestamp + uint32(size)) >= 0xFFFFFFFF {
timestamp = 0
} else {
timestamp += uint32(size)
}
}
}