mirror of
https://github.com/diamondburned/arikawa.git
synced 2024-11-27 17:23:00 +00:00
voice: Fix init inconsistencies
This commit fixes a few subtle bugs in the voice package. It slightly refactors the connecting and reconnecting of voice sessions.
This commit is contained in:
parent
accb2fc52b
commit
123f8bc41f
216
voice/session.go
216
voice/session.go
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@ -41,22 +41,26 @@ type Session struct {
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ErrorLog func(err error)
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session *session.Session
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cancels []func()
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looper *handleloop.Loop
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detach func()
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mut sync.RWMutex
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state voicegateway.State // guarded except UserID
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// TODO: expose getters mutex-guarded.
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gateway *voicegateway.Gateway
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voiceUDP *udp.Connection
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// end of mutex
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WSTimeout time.Duration // global WSTimeout
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WSMaxRetry int // 2
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WSRetryDelay time.Duration // 2s
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WSWaitDuration time.Duration // 5s
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// joining determines the behavior of incoming event callbacks (Update).
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// If this is true, incoming events will just send into Updated channels. If
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// false, events will trigger a reconnection.
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joining moreatomic.Bool
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incoming chan struct{} // used only when joining == true
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mut sync.RWMutex
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state voicegateway.State // guarded except UserID
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// TODO: expose getters mutex-guarded.
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gateway *voicegateway.Gateway
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voiceUDP *udp.Connection
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joining moreatomic.Bool
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connected bool
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}
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// NewSession creates a new voice session for the current user.
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@ -81,35 +85,27 @@ func NewSessionCustom(ses *session.Session, userID discord.UserID) *Session {
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state: voicegateway.State{
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UserID: userID,
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},
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ErrorLog: func(err error) {},
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incoming: make(chan struct{}, 2),
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}
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session.cancels = []func(){
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ses.AddHandler(session.updateServer),
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ses.AddHandler(session.updateState),
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ErrorLog: func(err error) {},
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WSTimeout: WSTimeout,
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WSMaxRetry: 2,
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WSRetryDelay: 2 * time.Second,
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WSWaitDuration: 5 * time.Second,
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}
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return session
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}
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// updateServer is specifically used to monitor for reconnects.
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func (s *Session) updateServer(ev *gateway.VoiceServerUpdateEvent) {
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// If this is true, then mutex is acquired already.
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if s.joining.Get() {
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if s.state.GuildID != ev.GuildID {
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return
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}
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s.state.Endpoint = ev.Endpoint
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s.state.Token = ev.Token
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s.incoming <- struct{}{}
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return
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}
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s.mut.Lock()
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defer s.mut.Unlock()
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if s.state.GuildID != ev.GuildID {
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// Ignore if we haven't connected yet or we're still joining.
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if !s.connected || s.state.GuildID != ev.GuildID {
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return
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}
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@ -126,26 +122,8 @@ func (s *Session) updateServer(ev *gateway.VoiceServerUpdateEvent) {
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}
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}
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func (s *Session) updateState(ev *gateway.VoiceStateUpdateEvent) {
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if s.state.UserID != ev.UserID { // constant so no mutex
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// Not our state.
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return
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}
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// If this is true, then mutex is acquired already.
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if s.joining.Get() {
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if s.state.GuildID != ev.GuildID {
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return
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}
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s.state.SessionID = ev.SessionID
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s.state.ChannelID = ev.ChannelID
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s.incoming <- struct{}{}
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return
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}
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}
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// JoinChannel joins a voice channel with the default WS timeout. See
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// JoinChannelCtx for more information.
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func (s *Session) JoinChannel(gID discord.GuildID, cID discord.ChannelID, mute, deaf bool) error {
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ctx, cancel := context.WithTimeout(context.Background(), WSTimeout)
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defer cancel()
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@ -153,30 +131,33 @@ func (s *Session) JoinChannel(gID discord.GuildID, cID discord.ChannelID, mute,
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return s.JoinChannelCtx(ctx, gID, cID, mute, deaf)
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}
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type waitEventChs struct {
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serverUpdate chan *gateway.VoiceServerUpdateEvent
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stateUpdate chan *gateway.VoiceStateUpdateEvent
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}
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// JoinChannelCtx joins a voice channel. Callers shouldn't use this method
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// directly, but rather Voice's. This method shouldn't ever be called
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// concurrently.
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func (s *Session) JoinChannelCtx(
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ctx context.Context, gID discord.GuildID, cID discord.ChannelID, mute, deaf bool) error {
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if s.joining.Get() {
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return ErrAlreadyConnecting
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}
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// Acquire the mutex during join, locking during IO as well.
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s.mut.Lock()
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defer s.mut.Unlock()
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// Set that we're joining.
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s.joining.Set(true)
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defer s.joining.Set(false) // reset when done
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// Error out if we're already joining. JoinChannel shouldn't be called
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// concurrently.
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if s.joining.Get() {
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return errors.New("JoinChannel working elsewhere")
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}
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// Ensure gateway and voiceUDP are already closed.
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s.ensureClosed()
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s.joining.Set(true)
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defer s.joining.Set(false)
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// Set the state.
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s.state.ChannelID = cID
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s.state.GuildID = gID
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s.detach = s.session.AddHandler(s.updateServer)
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// Ensure that if `cID` is zero that it passes null to the update event.
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channelID := discord.NullChannelID
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@ -184,34 +165,121 @@ func (s *Session) JoinChannelCtx(
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channelID = cID
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}
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// https://discord.com/developers/docs/topics/voice-connections#retrieving-voice-server-information
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// Send a Voice State Update event to the gateway.
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err := s.session.Gateway.UpdateVoiceStateCtx(ctx, gateway.UpdateVoiceStateData{
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chs := waitEventChs{
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serverUpdate: make(chan *gateway.VoiceServerUpdateEvent),
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stateUpdate: make(chan *gateway.VoiceStateUpdateEvent),
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}
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// Bind the handlers.
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cancels := []func(){
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s.session.AddHandler(chs.serverUpdate),
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s.session.AddHandler(chs.stateUpdate),
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}
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// Disconnects the handlers once the function exits.
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defer func() {
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for _, cancel := range cancels {
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cancel()
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}
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}()
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// Ensure gateway and voiceUDP are already closed.
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s.ensureClosed()
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data := gateway.UpdateVoiceStateData{
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GuildID: gID,
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ChannelID: channelID,
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SelfMute: mute,
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SelfDeaf: deaf,
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})
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if err != nil {
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return errors.Wrap(err, "failed to send Voice State Update event")
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}
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// Wait for 2 replies. The above command should reply with these 2 events.
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if err := s.waitForIncoming(ctx, 2); err != nil {
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return errors.Wrap(err, "failed to wait for needed gateway events")
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var err error
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var timer *time.Timer
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// Retry 3 times maximum.
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for i := 0; i < s.WSMaxRetry; i++ {
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if err = s.askDiscord(ctx, data, chs); err == nil {
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break
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}
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// If this is the first attempt and the context timed out, it's
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// probably the context that's waiting for gateway events. Retry the
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// loop.
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if i == 0 && errors.Is(err, ctx.Err()) {
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continue
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}
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if timer == nil {
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// Set up a timer.
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timer = time.NewTimer(s.WSRetryDelay)
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defer timer.Stop()
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} else {
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timer.Reset(s.WSRetryDelay)
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}
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select {
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case <-timer.C:
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continue
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case <-ctx.Done():
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return err
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}
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}
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// These 2 methods should've updated s.state before sending into these
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// channels. Since s.state is already filled, we can go ahead and connect.
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// Mark the session as connected and move on. This allows one of the
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// connected handlers to reconnect on its own.
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s.connected = true
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return s.reconnectCtx(ctx)
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}
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func (s *Session) waitForIncoming(ctx context.Context, n int) error {
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for i := 0; i < n; i++ {
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func (s *Session) askDiscord(
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ctx context.Context, data gateway.UpdateVoiceStateData, chs waitEventChs) error {
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// https://discord.com/developers/docs/topics/voice-connections#retrieving-voice-server-information
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// Send a Voice State Update event to the gateway.
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if err := s.session.Gateway.UpdateVoiceStateCtx(ctx, data); err != nil {
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return errors.Wrap(err, "failed to send Voice State Update event")
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}
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// Wait for 2 replies. The above command should reply with these 2 events.
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if err := s.waitForIncoming(ctx, chs); err != nil {
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return errors.Wrap(err, "failed to wait for needed gateway events")
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}
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return nil
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}
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func (s *Session) waitForIncoming(ctx context.Context, chs waitEventChs) error {
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ctx, cancel := context.WithTimeout(ctx, s.WSWaitDuration)
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defer cancel()
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state := false
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// server is true when we already have the token and endpoint, meaning that
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// we don't have to wait for another such event.
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server := s.state.Token != "" && s.state.Endpoint != ""
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// Loop until timeout or until we have all the information that we need.
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for !(server && state) {
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select {
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case <-s.incoming:
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continue
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case ev := <-chs.serverUpdate:
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if s.state.GuildID != ev.GuildID {
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continue
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}
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s.state.Endpoint = ev.Endpoint
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s.state.Token = ev.Token
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server = true
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case ev := <-chs.stateUpdate:
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if s.state.GuildID != ev.GuildID || s.state.UserID != ev.UserID {
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continue
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}
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s.state.SessionID = ev.SessionID
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s.state.ChannelID = ev.ChannelID
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state = true
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case <-ctx.Done():
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return ctx.Err()
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}
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@ -328,6 +396,14 @@ func (s *Session) LeaveCtx(ctx context.Context) error {
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s.mut.Lock()
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defer s.mut.Unlock()
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s.connected = false
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// Unbind the handlers.
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if s.detach != nil {
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s.detach()
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s.detach = nil
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}
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// If we're already closed.
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if s.gateway == nil && s.voiceUDP == nil {
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return nil
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@ -31,7 +31,7 @@ func TestIntegration(t *testing.T) {
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s, err := state.New("Bot " + config.BotToken)
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if err != nil {
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t.Fatal("Failed to create a new state:", err)
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t.Fatal("failed to create a new state:", err)
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}
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AddIntents(s.Gateway)
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@ -40,7 +40,7 @@ func TestIntegration(t *testing.T) {
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defer cancel()
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if err := s.Open(ctx); err != nil {
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t.Fatal("Failed to connect:", err)
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t.Fatal("failed to connect:", err)
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}
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}()
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@ -49,17 +49,26 @@ func TestIntegration(t *testing.T) {
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// Validate the given voice channel.
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c, err := s.Channel(config.VoiceChID)
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if err != nil {
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t.Fatal("Failed to get channel:", err)
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t.Fatal("failed to get channel:", err)
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}
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if c.Type != discord.GuildVoice {
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t.Fatal("Channel isn't a guild voice channel.")
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t.Fatal("channel isn't a guild voice channel.")
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}
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log.Println("The voice channel's name is", c.Name)
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testVoice(t, s, c)
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// BUG: Discord doesn't want to send the second VoiceServerUpdateEvent. I
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// have no idea why.
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// testVoice(t, s, c)
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}
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func testVoice(t *testing.T, s *state.State, c *discord.Channel) {
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v, err := NewSession(s)
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if err != nil {
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t.Fatal("Failed to create a new voice session:", err)
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t.Fatal("failed to create a new voice session:", err)
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}
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v.ErrorLog = func(err error) { t.Error(err) }
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@ -71,10 +80,9 @@ func TestIntegration(t *testing.T) {
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finish("receiving voice speaking event")
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})
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// Join the voice channel concurrently.
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raceMe(t, "failed to join voice channel", func() (interface{}, error) {
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return nil, v.JoinChannel(c.GuildID, c.ID, false, false)
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})
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if err := v.JoinChannel(c.GuildID, c.ID, false, false); err != nil {
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t.Fatal("failed to join voice:", err)
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}
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t.Cleanup(func() {
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log.Println("Leaving the voice channel concurrently.")
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@ -104,7 +112,7 @@ func TestIntegration(t *testing.T) {
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f, err := os.Open("testdata/nico.dca")
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if err != nil {
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t.Fatal("Failed to open nico.dca:", err)
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t.Fatal("failed to open nico.dca:", err)
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}
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defer f.Close()
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