mirror of
https://github.com/diamondburned/arikawa.git
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379 lines
9.9 KiB
Go
379 lines
9.9 KiB
Go
package voice
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import (
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"context"
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"sync"
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"time"
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"github.com/diamondburned/arikawa/v3/state"
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"github.com/diamondburned/arikawa/v3/utils/handler"
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"github.com/pkg/errors"
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"github.com/diamondburned/arikawa/v3/discord"
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"github.com/diamondburned/arikawa/v3/gateway"
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"github.com/diamondburned/arikawa/v3/internal/handleloop"
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"github.com/diamondburned/arikawa/v3/internal/moreatomic"
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"github.com/diamondburned/arikawa/v3/session"
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"github.com/diamondburned/arikawa/v3/utils/wsutil"
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"github.com/diamondburned/arikawa/v3/voice/udp"
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"github.com/diamondburned/arikawa/v3/voice/voicegateway"
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)
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// Protocol is the encryption protocol that this library uses.
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const Protocol = "xsalsa20_poly1305"
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// ErrAlreadyConnecting is returned when the session is already connecting.
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var ErrAlreadyConnecting = errors.New("already connecting")
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// ErrCannotSend is an error when audio is sent to a closed channel.
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var ErrCannotSend = errors.New("cannot send audio to closed channel")
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// WSTimeout is the duration to wait for a gateway operation including Session
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// to complete before erroring out. This only applies to functions that don't
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// take in a context already.
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var WSTimeout = 10 * time.Second
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// Session is a single voice session that wraps around the voice gateway and UDP
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// connection.
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type Session struct {
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*handler.Handler
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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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// 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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}
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// NewSession creates a new voice session for the current user.
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func NewSession(state *state.State) (*Session, error) {
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u, err := state.Me()
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if err != nil {
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return nil, errors.Wrap(err, "failed to get me")
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}
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return NewSessionCustom(state.Session, u.ID), nil
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}
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// NewSessionCustom creates a new voice session from the given session and user
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// ID.
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func NewSessionCustom(ses *session.Session, userID discord.UserID) *Session {
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handler := handler.New()
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hlooper := handleloop.NewLoop(handler)
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session := &Session{
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Handler: handler,
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looper: hlooper,
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session: ses,
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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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}
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return session
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}
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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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return
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}
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// Reconnect.
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s.state.Endpoint = ev.Endpoint
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s.state.Token = ev.Token
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ctx, cancel := context.WithTimeout(context.Background(), WSTimeout)
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defer cancel()
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if err := s.reconnectCtx(ctx); err != nil {
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s.ErrorLog(errors.Wrap(err, "failed to reconnect after voice server update"))
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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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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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return s.JoinChannelCtx(ctx, gID, cID, mute, deaf)
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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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// Ensure gateway and voiceUDP are already closed.
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s.ensureClosed()
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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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// 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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if cID.IsValid() {
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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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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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}
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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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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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select {
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case <-s.incoming:
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continue
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case <-ctx.Done():
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return ctx.Err()
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}
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}
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return nil
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}
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// reconnect uses the current state to reconnect to a new gateway and UDP
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// connection.
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func (s *Session) reconnectCtx(ctx context.Context) (err error) {
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wsutil.WSDebug("Sending stop handle.")
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s.looper.Stop()
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wsutil.WSDebug("Start gateway.")
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s.gateway = voicegateway.New(s.state)
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// Open the voice gateway. The function will block until Ready is received.
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if err := s.gateway.OpenCtx(ctx); err != nil {
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return errors.Wrap(err, "failed to open voice gateway")
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}
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// Start the handler dispatching
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s.looper.Start(s.gateway.Events)
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// Get the Ready event.
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voiceReady := s.gateway.Ready()
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// Prepare the UDP voice connection.
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s.voiceUDP, err = udp.DialConnectionCtx(ctx, voiceReady.Addr(), voiceReady.SSRC)
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if err != nil {
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return errors.Wrap(err, "failed to open voice UDP connection")
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}
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// Get the session description from the voice gateway.
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d, err := s.gateway.SessionDescriptionCtx(ctx, voicegateway.SelectProtocol{
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Protocol: "udp",
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Data: voicegateway.SelectProtocolData{
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Address: s.voiceUDP.GatewayIP,
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Port: s.voiceUDP.GatewayPort,
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Mode: Protocol,
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},
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})
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if err != nil {
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return errors.Wrap(err, "failed to select protocol")
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}
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s.voiceUDP.UseSecret(d.SecretKey)
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return nil
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}
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// Speaking tells Discord we're speaking. This method should not be called
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// concurrently.
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func (s *Session) Speaking(flag voicegateway.SpeakingFlag) error {
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s.mut.RLock()
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gateway := s.gateway
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s.mut.RUnlock()
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return gateway.Speaking(flag)
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}
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// UseContext tells the UDP voice connection to write with the given context.
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func (s *Session) UseContext(ctx context.Context) error {
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s.mut.Lock()
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defer s.mut.Unlock()
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if s.voiceUDP == nil {
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return ErrCannotSend
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}
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return s.voiceUDP.UseContext(ctx)
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}
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// VoiceUDPConn gets a voice UDP connection. The caller could use this method to
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// circumvent the rapid mutex-read-lock acquire inside Write.
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func (s *Session) VoiceUDPConn() *udp.Connection {
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s.mut.RLock()
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defer s.mut.RUnlock()
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return s.voiceUDP
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}
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// Write writes into the UDP voice connection WITHOUT a timeout. Refer to
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// WriteCtx for more information.
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func (s *Session) Write(b []byte) (int, error) {
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return s.WriteCtx(context.Background(), b)
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}
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// WriteCtx writes into the UDP voice connection with a context for timeout.
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// This method is thread safe as far as calling other methods of Session goes;
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// HOWEVER it is not thread safe to call Write itself concurrently.
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func (s *Session) WriteCtx(ctx context.Context, b []byte) (int, error) {
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voiceUDP := s.VoiceUDPConn()
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if voiceUDP == nil {
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return 0, ErrCannotSend
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}
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return voiceUDP.WriteCtx(ctx, b)
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}
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// Leave disconnects the current voice session from the currently connected
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// channel.
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func (s *Session) Leave() error {
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ctx, cancel := context.WithTimeout(context.Background(), WSTimeout)
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defer cancel()
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return s.LeaveCtx(ctx)
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}
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// LeaveCtx disconencts with a context. Refer to Leave for more information.
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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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// 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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}
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s.looper.Stop()
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// Notify Discord that we're leaving. This will send a
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// VoiceStateUpdateEvent, in which our handler will promptly remove the
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// session from the map.
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err := s.session.Gateway.UpdateVoiceStateCtx(ctx, gateway.UpdateVoiceStateData{
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GuildID: s.state.GuildID,
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ChannelID: discord.ChannelID(discord.NullSnowflake),
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SelfMute: true,
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SelfDeaf: true,
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})
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s.ensureClosed()
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// wrap returns nil if err is nil
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return errors.Wrap(err, "failed to update voice state")
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}
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// close ensures everything is closed. It does not acquire the mutex.
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func (s *Session) ensureClosed() {
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s.looper.Stop()
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// Disconnect the UDP connection.
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if s.voiceUDP != nil {
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s.voiceUDP.Close()
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s.voiceUDP = nil
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}
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// Disconnect the voice gateway, ignoring the error.
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if s.gateway != nil {
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if err := s.gateway.Close(); err != nil {
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wsutil.WSDebug("Uncaught voice gateway close error:", err)
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}
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s.gateway = nil
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}
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}
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// ReadPacket reads a single packet from the UDP connection. This is NOT at all
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// thread safe, and must be used very carefully. The backing buffer is always
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// reused.
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func (s *Session) ReadPacket() (*udp.Packet, error) {
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return s.VoiceUDPConn().ReadPacket()
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}
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