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783 lines
19 KiB
Go
783 lines
19 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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"bytes"
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"compress/zlib"
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"encoding/json"
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"errors"
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"io"
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"net/http"
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"runtime"
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"sync/atomic"
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"time"
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"github.com/gorilla/websocket"
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)
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// ErrWSAlreadyOpen is thrown when you attempt to open
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// a websocket that already is open.
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var ErrWSAlreadyOpen = errors.New("web socket already opened")
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// ErrWSNotFound is thrown when you attempt to use a websocket
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// that doesn't exist
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var ErrWSNotFound = errors.New("no websocket connection exists")
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// ErrWSShardBounds is thrown when you try to use a shard ID that is
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// less than the total shard count
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var ErrWSShardBounds = errors.New("ShardID must be less than ShardCount")
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type resumePacket struct {
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Op int `json:"op"`
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Data struct {
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Token string `json:"token"`
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SessionID string `json:"session_id"`
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Sequence int64 `json:"seq"`
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} `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.log(LogInformational, "called")
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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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// A basic state is a hard requirement for Voice.
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if s.State == nil {
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state := NewState()
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state.TrackChannels = false
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state.TrackEmojis = false
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state.TrackMembers = false
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state.TrackRoles = false
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state.TrackVoice = false
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s.State = state
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}
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if s.wsConn != nil {
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err = ErrWSAlreadyOpen
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return
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}
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if s.VoiceConnections == nil {
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s.log(LogInformational, "creating new VoiceConnections map")
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s.VoiceConnections = make(map[string]*VoiceConnection)
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}
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// Get the gateway to use for the Websocket connection
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if s.gateway == "" {
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s.gateway, err = s.Gateway()
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if err != nil {
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return
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}
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// Add the version and encoding to the URL
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s.gateway = s.gateway + "?v=" + APIVersion + "&encoding=json"
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}
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header := http.Header{}
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header.Add("accept-encoding", "zlib")
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s.log(LogInformational, "connecting to gateway %s", s.gateway)
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s.wsConn, _, err = websocket.DefaultDialer.Dial(s.gateway, header)
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if err != nil {
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s.log(LogWarning, "error connecting to gateway %s, %s", s.gateway, err)
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s.gateway = "" // clear cached gateway
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// TODO: should we add a retry block here?
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return
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}
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sequence := atomic.LoadInt64(s.sequence)
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if s.sessionID != "" && sequence > 0 {
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p := resumePacket{}
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p.Op = 6
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p.Data.Token = s.Token
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p.Data.SessionID = s.sessionID
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p.Data.Sequence = sequence
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s.log(LogInformational, "sending resume packet to gateway")
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err = s.wsConn.WriteJSON(p)
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if err != nil {
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s.log(LogWarning, "error sending gateway resume packet, %s, %s", s.gateway, err)
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return
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}
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} else {
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err = s.identify()
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if err != nil {
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s.log(LogWarning, "error sending gateway identify packet, %s, %s", s.gateway, err)
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return
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}
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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.LastHeartbeatAck = time.Now().UTC()
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s.Unlock()
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s.log(LogInformational, "emit connect event")
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s.handleEvent(connectEventType, &Connect{})
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s.log(LogInformational, "exiting")
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return
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}
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// listen polls the websocket connection for events, it will stop when the
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// 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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s.log(LogInformational, "called")
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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
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// the 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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s.log(LogWarning, "error reading from gateway %s websocket, %s", s.gateway, err)
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// There has been an error reading, close the websocket so that
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// OnDisconnect event is emitted.
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err := s.Close()
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if err != nil {
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s.log(LogWarning, "error closing session connection, %s", err)
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}
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s.log(LogInformational, "calling reconnect() now")
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s.reconnect()
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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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s.onEvent(messageType, message)
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}
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}
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}
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type heartbeatOp struct {
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Op int `json:"op"`
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Data int64 `json:"d"`
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}
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type helloOp struct {
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HeartbeatInterval time.Duration `json:"heartbeat_interval"`
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Trace []string `json:"_trace"`
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}
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// FailedHeartbeatAcks is the Number of heartbeat intervals to wait until forcing a connection restart.
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const FailedHeartbeatAcks time.Duration = 5 * time.Millisecond
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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{}, heartbeatIntervalMsec time.Duration) {
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s.log(LogInformational, "called")
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if listening == nil || wsConn == nil {
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return
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}
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var err error
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ticker := time.NewTicker(heartbeatIntervalMsec * time.Millisecond)
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defer ticker.Stop()
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for {
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s.RLock()
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last := s.LastHeartbeatAck
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s.RUnlock()
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sequence := atomic.LoadInt64(s.sequence)
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s.log(LogInformational, "sending gateway websocket heartbeat seq %d", sequence)
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s.wsMutex.Lock()
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err = wsConn.WriteJSON(heartbeatOp{1, sequence})
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s.wsMutex.Unlock()
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if err != nil || time.Now().UTC().Sub(last) > (heartbeatIntervalMsec*FailedHeartbeatAcks) {
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if err != nil {
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s.log(LogError, "error sending heartbeat to gateway %s, %s", s.gateway, err)
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} else {
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s.log(LogError, "haven't gotten a heartbeat ACK in %v, triggering a reconnection", time.Now().UTC().Sub(last))
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}
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s.Close()
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s.reconnect()
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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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select {
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case <-ticker.C:
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// continue loop and send heartbeat
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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 updateStatusData struct {
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IdleSince *int `json:"since"`
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Game *Game `json:"game"`
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AFK bool `json:"afk"`
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Status string `json:"status"`
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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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// UpdateStreamingStatus is used to update the user's streaming status.
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// If idle>0 then set status to idle.
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// If game!="" then set game.
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// If game!="" and url!="" then set the status type to streaming with the URL set.
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// if otherwise, set status to active, and no game.
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func (s *Session) UpdateStreamingStatus(idle int, game string, url string) (err error) {
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s.log(LogInformational, "called")
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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 ErrWSNotFound
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}
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usd := updateStatusData{
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Status: "online",
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}
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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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gameType := 0
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if url != "" {
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gameType = 1
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}
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usd.Game = &Game{
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Name: game,
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Type: gameType,
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URL: url,
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}
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}
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s.wsMutex.Lock()
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err = s.wsConn.WriteJSON(updateStatusOp{3, usd})
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s.wsMutex.Unlock()
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return
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}
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// UpdateStatus is used to update the user's status.
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// If idle>0 then set status to idle.
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// If game!="" 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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return s.UpdateStreamingStatus(idle, game, "")
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}
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type requestGuildMembersData struct {
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GuildID string `json:"guild_id"`
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Query string `json:"query"`
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Limit int `json:"limit"`
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}
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type requestGuildMembersOp struct {
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Op int `json:"op"`
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Data requestGuildMembersData `json:"d"`
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}
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// RequestGuildMembers requests guild members from the gateway
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// The gateway responds with GuildMembersChunk events
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// guildID : The ID of the guild to request members of
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// query : String that username starts with, leave empty to return all members
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// limit : Max number of items to return, or 0 to request all members matched
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func (s *Session) RequestGuildMembers(guildID, query string, limit int) (err error) {
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s.log(LogInformational, "called")
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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 ErrWSNotFound
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}
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data := requestGuildMembersData{
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GuildID: guildID,
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Query: query,
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Limit: limit,
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}
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s.wsMutex.Lock()
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err = s.wsConn.WriteJSON(requestGuildMembersOp{8, data})
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s.wsMutex.Unlock()
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return
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}
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// onEvent is the "event handler" for all messages received on the
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// Discord Gateway API websocket connection.
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//
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// If you use the AddHandler() function to register a handler for a
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// specific event this function will pass the event along to that handler.
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//
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// If you use the AddHandler() function to register a handler for the
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// "OnEvent" event then all events will be passed to that handler.
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//
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// TODO: You may also register a custom event handler entirely using...
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func (s *Session) onEvent(messageType int, message []byte) {
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var err error
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var reader io.Reader
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reader = bytes.NewBuffer(message)
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// If this is a compressed message, uncompress it.
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if messageType == websocket.BinaryMessage {
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z, err2 := zlib.NewReader(reader)
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if err2 != nil {
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s.log(LogError, "error uncompressing websocket message, %s", err)
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return
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}
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defer func() {
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err3 := z.Close()
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if err3 != nil {
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s.log(LogWarning, "error closing zlib, %s", err)
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}
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}()
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reader = z
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}
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// Decode the event into an Event struct.
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var e *Event
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decoder := json.NewDecoder(reader)
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if err = decoder.Decode(&e); err != nil {
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s.log(LogError, "error decoding websocket message, %s", err)
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return
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}
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s.log(LogDebug, "Op: %d, Seq: %d, Type: %s, Data: %s\n\n", e.Operation, e.Sequence, e.Type, string(e.RawData))
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// Ping request.
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// Must respond with a heartbeat packet within 5 seconds
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if e.Operation == 1 {
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s.log(LogInformational, "sending heartbeat in response to Op1")
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s.wsMutex.Lock()
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err = s.wsConn.WriteJSON(heartbeatOp{1, atomic.LoadInt64(s.sequence)})
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s.wsMutex.Unlock()
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if err != nil {
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s.log(LogError, "error sending heartbeat in response to Op1")
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return
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}
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return
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}
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// Reconnect
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// Must immediately disconnect from gateway and reconnect to new gateway.
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if e.Operation == 7 {
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s.log(LogInformational, "Closing and reconnecting in response to Op7")
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s.Close()
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s.reconnect()
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return
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}
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// Invalid Session
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// Must respond with a Identify packet.
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if e.Operation == 9 {
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s.log(LogInformational, "sending identify packet to gateway in response to Op9")
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err = s.identify()
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if err != nil {
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s.log(LogWarning, "error sending gateway identify packet, %s, %s", s.gateway, err)
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return
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}
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return
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}
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if e.Operation == 10 {
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var h helloOp
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if err = json.Unmarshal(e.RawData, &h); err != nil {
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s.log(LogError, "error unmarshalling helloOp, %s", err)
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} else {
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go s.heartbeat(s.wsConn, s.listening, h.HeartbeatInterval)
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}
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return
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}
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if e.Operation == 11 {
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s.Lock()
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s.LastHeartbeatAck = time.Now().UTC()
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s.Unlock()
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s.log(LogInformational, "got heartbeat ACK")
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return
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}
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// Do not try to Dispatch a non-Dispatch Message
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if e.Operation != 0 {
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// But we probably should be doing something with them.
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// TEMP
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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))
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return
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}
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// Store the message sequence
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atomic.StoreInt64(s.sequence, e.Sequence)
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// Map event to registered event handlers and pass it along to any registered handlers.
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if eh, ok := registeredInterfaceProviders[e.Type]; ok {
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e.Struct = eh.New()
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// Attempt to unmarshal our event.
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if err = json.Unmarshal(e.RawData, e.Struct); err != nil {
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s.log(LogError, "error unmarshalling %s event, %s", e.Type, err)
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}
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// Send event to any registered event handlers for it's type.
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// Because the above doesn't cancel this, in case of an error
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// the struct could be partially populated or at default values.
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// However, most errors are due to a single field and I feel
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// it's better to pass along what we received than nothing at all.
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// TODO: Think about that decision :)
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// Either way, READY events must fire, even with errors.
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s.handleEvent(e.Type, e.Struct)
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} else {
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s.log(LogWarning, "unknown event: Op: %d, Seq: %d, Type: %s, Data: %s", e.Operation, e.Sequence, e.Type, string(e.RawData))
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}
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// For legacy reasons, we send the raw event also, this could be useful for handling unknown events.
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s.handleEvent(eventEventType, e)
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}
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// ------------------------------------------------------------------------------------------------
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// Code related to voice connections that initiate over the data websocket
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// ------------------------------------------------------------------------------------------------
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type voiceChannelJoinData struct {
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GuildID *string `json:"guild_id"`
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ChannelID *string `json:"channel_id"`
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SelfMute bool `json:"self_mute"`
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SelfDeaf bool `json:"self_deaf"`
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}
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type voiceChannelJoinOp struct {
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Op int `json:"op"`
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Data voiceChannelJoinData `json:"d"`
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}
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// ChannelVoiceJoin joins the session user to a voice channel.
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//
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// gID : Guild ID of the channel to join.
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// cID : Channel ID of the channel to join.
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// mute : If true, you will be set to muted upon joining.
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// deaf : If true, you will be set to deafened upon joining.
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func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (voice *VoiceConnection, err error) {
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s.log(LogInformational, "called")
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s.RLock()
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voice, _ = s.VoiceConnections[gID]
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s.RUnlock()
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if voice == nil {
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voice = &VoiceConnection{}
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s.Lock()
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s.VoiceConnections[gID] = voice
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s.Unlock()
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}
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voice.Lock()
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voice.GuildID = gID
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voice.ChannelID = cID
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voice.deaf = deaf
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voice.mute = mute
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voice.session = s
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voice.Unlock()
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// Send the request to Discord that we want to join the voice channel
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data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, &cID, mute, deaf}}
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s.wsMutex.Lock()
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err = s.wsConn.WriteJSON(data)
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s.wsMutex.Unlock()
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if err != nil {
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return
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}
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// doesn't exactly work perfect yet.. TODO
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err = voice.waitUntilConnected()
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if err != nil {
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s.log(LogWarning, "error waiting for voice to connect, %s", err)
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voice.Close()
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return
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}
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return
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}
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|
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// onVoiceStateUpdate handles Voice State Update events on the data websocket.
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|
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 conenction 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()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
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
|
|
}
|