mirror of
https://github.com/diamondburned/arikawa.git
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17b9c73ce3
This commit refactors the whole package gateway as well as utils/ws (formerly utils/wsutil) and voice/voicegateway. The new refactor utilizes a design pattern involving a concurrent loop and an arriving event channel. An additional change was made to the way gateway events are typed. Before, pretty much any type will satisfy a gateway event type, since the actual type was just interface{}. The new refactor defines a concrete interface that events can implement: type Event interface { Op() OpCode EventType() EventType } Using this interface, the user can easily add custom gateway events independently of the library without relying on string maps. This adds a lot of type safety into the library and makes type-switching on Event types much more reasonable. Gateway error callbacks are also almost entirely removed in favor of custom gateway events. A catch-all can easily be added like this: s.AddHandler(func(err error) { log.Println("gateway error:, err") })
427 lines
12 KiB
Go
427 lines
12 KiB
Go
// Package gateway handles the Discord gateway (or Websocket) connection, its
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// events, and everything related to it. This includes logging into the
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// Websocket.
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//
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// This package does not abstract events and function handlers; instead, it
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// leaves that to the session package. This package exposes only a single Events
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// channel.
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package gateway
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import (
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"context"
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"math/rand"
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"net/url"
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"sync"
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"time"
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"github.com/diamondburned/arikawa/v3/api"
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"github.com/diamondburned/arikawa/v3/internal/lazytime"
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"github.com/diamondburned/arikawa/v3/utils/ws"
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"github.com/pkg/errors"
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)
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var (
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Version = api.Version
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Encoding = "json"
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)
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// CodeInvalidSequence is the code returned by Discord to signal that the given
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// sequence number is invalid.
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const CodeInvalidSequence = 4007
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// CodeShardingRequired is the code returned by Discord to signal that the bot
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// must reshard before proceeding. For more information, see
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// https://discord.com/developers/docs/topics/opcodes-and-status-codes#gateway-gateway-close-event-codes.
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const CodeShardingRequired = 4011
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// URL asks Discord for a Websocket URL to the Gateway.
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func URL(ctx context.Context) (string, error) {
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return api.GatewayURL(ctx)
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}
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// BotURL fetches the Gateway URL along with extra metadata. The token
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// passed in will NOT be prefixed with Bot.
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func BotURL(ctx context.Context, token string) (*api.BotData, error) {
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return api.NewClient(token).WithContext(ctx).BotURL()
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}
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// AddGatewayParams appends into the given URL string the gateway URL
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// parameters.
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func AddGatewayParams(baseURL string) string {
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param := url.Values{
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"v": {Version},
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"encoding": {Encoding},
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}
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return baseURL + "?" + param.Encode()
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}
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// State contains the gateway state. It is a piece of data that can be shared
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// across gateways during construction to be used for resuming a connection or
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// starting a new one with the previous data.
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//
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// The data structure itself is not thread-safe, so they may only be pulled from
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// the gateway after it's done and set before it's done.
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type State struct {
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Identifier Identifier
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SessionID string
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Sequence int64
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}
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// Gateway describes an instance that handles the Discord gateway. It is
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// basically an abstracted concurrent event loop that the user could signal to
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// start connecting to the Discord gateway server.
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type Gateway struct {
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gateway *ws.Gateway
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state State
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// non-mutex-guarded states
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// TODO: make lastBeat part of ws.Gateway so it can keep track of whether or
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// not the websocket is dead.
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beatMutex sync.Mutex
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sentBeat time.Time
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echoBeat time.Time
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retryTimer lazytime.Timer
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}
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// NewWithIntents creates a new Gateway with the given intents and the default
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// stdlib JSON driver. Refer to NewGatewayWithDriver and AddIntents.
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func NewWithIntents(ctx context.Context, token string, intents ...Intents) (*Gateway, error) {
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var allIntents Intents
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for _, intent := range intents {
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allIntents |= intent
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}
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g, err := New(ctx, token)
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if err != nil {
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return nil, err
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}
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g.AddIntents(allIntents)
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return g, nil
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}
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// New creates a new Gateway to the default Discord server.
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func New(ctx context.Context, token string) (*Gateway, error) {
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return NewWithIdentifier(ctx, DefaultIdentifier(token))
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}
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// NewWithIdentifier creates a new Gateway with the given gateway identifier and
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// the default everything. Sharded bots should prefer this function for the
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// shared identifier. The given Identifier will be modified.
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func NewWithIdentifier(ctx context.Context, id Identifier) (*Gateway, error) {
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gatewayURL, err := id.QueryGateway(ctx)
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if err != nil {
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return nil, err
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}
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gatewayURL = AddGatewayParams(gatewayURL)
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gateway := NewCustomWithIdentifier(gatewayURL, id, nil)
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return gateway, nil
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}
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// NewCustom creates a new Gateway with a custom gateway URL and a new
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// Identifier. Most bots connecting to the official server should not use these
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// custom functions.
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func NewCustom(gatewayURL, token string) *Gateway {
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return NewCustomWithIdentifier(gatewayURL, DefaultIdentifier(token), nil)
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}
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// DefaultGatewayOpts contains the default options to be used for connecting to
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// the gateway.
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var DefaultGatewayOpts = ws.GatewayOpts{
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ReconnectDelay: func(try int) time.Duration {
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// minimum 4 seconds
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return time.Duration(4+(2*try)) * time.Second
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},
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// FatalCloseCodes contains the default gateway close codes that will cause
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// the gateway to exit. In other words, it's a list of unrecoverable close
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// codes.
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FatalCloseCodes: []int{
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4003, // not authenticated
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4004, // authentication failed
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4010, // invalid shard sent
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4011, // sharding required
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4012, // invalid API version
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4013, // invalid intents
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4014, // disallowed intents
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},
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DialTimeout: 0,
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ReconnectAttempt: 0,
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AlwaysCloseGracefully: true,
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}
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// NewCustomWithIdentifier creates a new Gateway with a custom gateway URL and a
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// pre-existing Identifier. If opts is nil, then DefaultGatewayOpts is used.
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func NewCustomWithIdentifier(gatewayURL string, id Identifier, opts *ws.GatewayOpts) *Gateway {
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return NewFromState(gatewayURL, State{Identifier: id}, opts)
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}
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// NewFromState creates a new gateway from the given state and optionally
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// gateway options. If opts is nil, then DefaultGatewayOpts is used.
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func NewFromState(gatewayURL string, state State, opts *ws.GatewayOpts) *Gateway {
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if opts == nil {
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opts = &DefaultGatewayOpts
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}
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gw := ws.NewGateway(ws.NewWebsocket(ws.NewCodec(OpUnmarshalers), gatewayURL), opts)
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return &Gateway{
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gateway: gw,
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state: state,
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}
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}
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// State returns a copy of the gateway's internal state. It panics if the
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// gateway is currently running.
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func (g *Gateway) State() State {
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g.gateway.AssertIsNotRunning()
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return g.state
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}
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// SetState sets the gateway's state.
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func (g *Gateway) SetState(state State) {
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g.gateway.AssertIsNotRunning()
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g.state = state
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}
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// AddIntents adds a Gateway Intent before connecting to the Gateway. This
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// function will only work before Connect() is called. Calling it once Connect()
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// is called will result in a panic.
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func (g *Gateway) AddIntents(i Intents) {
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g.gateway.AssertIsNotRunning()
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g.state.Identifier.AddIntents(i)
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}
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// SentBeat returns the last time that the heart was beaten. If the gateway has
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// never connected, then a zero-value time is returned.
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func (g *Gateway) SentBeat() time.Time {
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g.beatMutex.Lock()
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defer g.beatMutex.Unlock()
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return g.sentBeat
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}
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// EchoBeat returns the last time that the heartbeat was acknowledged. It is
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// similar to SentBeat.
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func (g *Gateway) EchoBeat() time.Time {
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g.beatMutex.Lock()
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defer g.beatMutex.Unlock()
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return g.echoBeat
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}
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// Latency is a convenient function around SentBeat and EchoBeat. It subtracts
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// the EchoBeat with the SentBeat.
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func (g *Gateway) Latency() time.Duration {
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g.beatMutex.Lock()
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defer g.beatMutex.Unlock()
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return g.echoBeat.Sub(g.sentBeat)
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}
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// LastError returns the last error that the gateway has received. It only
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// returns a valid error if the gateway's event loop as exited. If the event
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// loop hasn't been started AND stopped, the function will panic.
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func (g *Gateway) LastError() error {
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return g.gateway.LastError()
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}
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// Send is a function to send an Op payload to the Gateway.
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func (g *Gateway) Send(ctx context.Context, data ws.Event) error {
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return g.gateway.Send(ctx, data)
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}
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// Connect starts the background goroutine that tries its best to maintain a
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// stable connection to the Discord gateway. To the user, the gateway should
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// appear to be working seamlessly.
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//
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// Behaviors
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//
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// There are several behaviors that the gateway will overload onto the channel.
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//
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// Once the gateway has exited, fatally or not, the event channel returned by
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// Connect will be closed. The user should therefore know whether or not the
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// gateway has exited by spinning on the channel until it is closed.
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//
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// If Connect is called twice, the second call will return the same exact
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// channel that the first call has made without starting any new goroutines,
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// except if the gateway is already closed, then a new gateway will spin up with
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// the existing gateway state.
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//
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// If the gateway stumbles upon any background errors, it will do its best to
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// recover from it, but errors will be notified to the user using the
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// BackgroundErrorEvent event. The user can type-assert the Op's data field,
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// like so:
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//
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// switch data := ev.Data.(type) {
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// case *gateway.BackgroundErrorEvent:
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// log.Println("gateway error:", data.Error)
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// }
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//
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// Closing
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//
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// As outlined in the first paragraph, closing the gateway would involve
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// cancelling the context that's given to gateway. If AlwaysCloseGracefully is
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// true (which it is by default), then the gateway is closed gracefully, and the
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// session ID is invalidated.
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//
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// To wait until the gateway has completely successfully exited, the user can
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// keep spinning on the event loop:
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//
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// for op := range ch {
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// select op.Data.(type) {
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// case *gateway.ReadyEvent:
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// // Close the gateway on READY.
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// cancel()
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// }
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// }
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//
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// // Gateway is now completely closed.
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//
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// To capture the final close errors, the user can use the Error method once the
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// event channel is closed, like so:
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//
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// var err error
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//
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// for op := range ch {
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// switch data := op.Data.(type) {
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// case *gateway.ReadyEvent:
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// cancel()
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// }
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// }
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//
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// // Gateway is now completely closed.
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// if gateway.LastError() != nil {
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// return gateway.LastError()
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// }
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//
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func (g *Gateway) Connect(ctx context.Context) <-chan ws.Op {
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return g.gateway.Connect(ctx, &gatewayImpl{Gateway: g})
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}
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type gatewayImpl struct {
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*Gateway
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lastSentBeat time.Time
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}
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func (g *gatewayImpl) invalidate() {
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g.state.SessionID = ""
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g.state.Sequence = 0
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}
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// sendIdentify sends off the Identify command with the Gateway's IdentifyData
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// with the given context for timeout.
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func (g *gatewayImpl) sendIdentify(ctx context.Context) error {
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if err := g.state.Identifier.Wait(ctx); err != nil {
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return errors.Wrap(err, "can't wait for identify()")
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}
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return g.gateway.Send(ctx, &g.state.Identifier.IdentifyCommand)
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}
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func (g *gatewayImpl) sendResume(ctx context.Context) error {
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return g.gateway.Send(ctx, &ResumeCommand{
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Token: g.state.Identifier.Token,
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SessionID: g.state.SessionID,
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Sequence: g.state.Sequence,
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})
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}
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func (g *gatewayImpl) OnOp(ctx context.Context, op ws.Op) bool {
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if op.Code == dispatchOp {
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g.state.Sequence = op.Sequence
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}
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switch data := op.Data.(type) {
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case *ws.CloseEvent:
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if data.Code == CodeInvalidSequence {
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// Invalid sequence.
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g.invalidate()
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}
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g.gateway.QueueReconnect()
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case *HelloEvent:
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g.gateway.ResetHeartbeat(data.HeartbeatInterval.Duration())
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// Send Discord either the Identify packet (if it's a fresh
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// connection), or a Resume packet (if it's a dead connection).
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if g.state.SessionID == "" || g.state.Sequence == 0 {
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// SessionID is empty, so this is a completely new session.
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if err := g.sendIdentify(ctx); err != nil {
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g.gateway.SendErrorWrap(err, "failed to send identify")
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g.gateway.QueueReconnect()
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}
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} else {
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if err := g.sendResume(ctx); err != nil {
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g.gateway.SendErrorWrap(err, "failed to send resume")
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g.gateway.QueueReconnect()
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}
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}
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case *InvalidSessionEvent:
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// Wipe the session state.
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g.invalidate()
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if !*data {
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g.gateway.QueueReconnect()
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break
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}
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// Discord expects us to wait before reconnecting.
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g.retryTimer.Reset(time.Duration(rand.Intn(5)+1) * time.Second)
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if err := g.retryTimer.Wait(ctx); err != nil {
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g.gateway.SendErrorWrap(err, "failed to wait before identifying")
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g.gateway.QueueReconnect()
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break
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}
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// If we fail to identify, then the gateway cannot continue with
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// a bad identification, since it's likely a user error.
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if err := g.sendIdentify(ctx); err != nil {
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g.gateway.SendErrorWrap(err, "failed to identify")
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g.gateway.QueueReconnect()
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break
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}
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case *HeartbeatCommand:
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g.SendHeartbeat(ctx)
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case *HeartbeatAckEvent:
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now := time.Now()
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g.beatMutex.Lock()
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g.sentBeat = g.lastSentBeat
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g.echoBeat = now
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g.beatMutex.Unlock()
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case *ReconnectEvent:
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g.gateway.QueueReconnect()
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case *ReadyEvent:
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g.state.SessionID = data.SessionID
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}
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return true
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}
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// SendHeartbeat sends a heartbeat with the gateway's current sequence.
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func (g *gatewayImpl) SendHeartbeat(ctx context.Context) {
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g.lastSentBeat = time.Now()
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sequence := HeartbeatCommand(g.state.Sequence)
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if err := g.gateway.Send(ctx, &sequence); err != nil {
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g.gateway.SendErrorWrap(err, "heartbeat error")
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g.gateway.QueueReconnect()
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}
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}
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// Close closes the state.
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func (g *gatewayImpl) Close() error {
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g.retryTimer.Stop()
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g.invalidate()
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return nil
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}
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