mirror of
https://github.com/diamondburned/arikawa.git
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119 lines
3 KiB
Go
119 lines
3 KiB
Go
package gateway
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import (
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"context"
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"fmt"
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"math/rand"
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"time"
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"github.com/diamondburned/arikawa/v3/utils/json"
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"github.com/diamondburned/arikawa/v3/utils/wsutil"
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"github.com/pkg/errors"
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)
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type OPCode = wsutil.OPCode
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const (
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DispatchOP OPCode = 0 // recv
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HeartbeatOP OPCode = 1 // send/recv
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IdentifyOP OPCode = 2 // send...
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StatusUpdateOP OPCode = 3 //
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VoiceStateUpdateOP OPCode = 4 //
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VoiceServerPingOP OPCode = 5 //
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ResumeOP OPCode = 6 //
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ReconnectOP OPCode = 7 // recv
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RequestGuildMembersOP OPCode = 8 // send
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InvalidSessionOP OPCode = 9 // recv...
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HelloOP OPCode = 10
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HeartbeatAckOP OPCode = 11
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CallConnectOP OPCode = 13
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GuildSubscriptionsOP OPCode = 14
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)
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// ErrReconnectRequest is returned by HandleOP if a ReconnectOP is given. This
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// is used mostly internally to signal the heartbeat loop to reconnect, if
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// needed. It is not a fatal error.
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var ErrReconnectRequest = errors.New("ReconnectOP received")
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func (g *Gateway) HandleOP(op *wsutil.OP) error {
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switch op.Code {
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case HeartbeatAckOP:
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// Heartbeat from the server?
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g.PacerLoop.Echo()
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case HeartbeatOP:
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ctx, cancel := context.WithTimeout(context.Background(), g.WSTimeout)
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defer cancel()
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// Server requesting a heartbeat.
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if err := g.PacerLoop.Pace(ctx); err != nil {
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return wsutil.ErrBrokenConnection(errors.Wrap(err, "failed to pace"))
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}
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case ReconnectOP:
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// Server requests to Reconnect, die and retry.
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wsutil.WSDebug("ReconnectOP received.")
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// Exit with the ReconnectOP error to force the heartbeat event loop to
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// Reconnect synchronously. Not really a fatal error.
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return wsutil.ErrBrokenConnection(ErrReconnectRequest)
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case InvalidSessionOP:
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// Discord expects us to sleep for no reason
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time.Sleep(time.Duration(rand.Intn(5)+1) * time.Second)
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ctx, cancel := context.WithTimeout(context.Background(), g.WSTimeout)
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defer cancel()
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// Invalid session, try and Identify.
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if err := g.IdentifyCtx(ctx); err != nil {
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// Can't identify, Reconnect.
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return wsutil.ErrBrokenConnection(ErrReconnectRequest)
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}
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return nil
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case HelloOP:
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return nil
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case DispatchOP:
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// Set the sequence
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if op.Sequence > 0 {
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g.Sequence.Set(op.Sequence)
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}
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// Check if we know the event
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fn, ok := EventCreator[op.EventName]
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if !ok {
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return fmt.Errorf(
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"unknown event %s: %s",
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op.EventName, string(op.Data),
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)
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}
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// Make a new pointer to the event
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var ev = fn()
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// Try and parse the event
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if err := json.Unmarshal(op.Data, ev); err != nil {
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return errors.Wrap(err, "failed to parse event "+op.EventName)
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}
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// If the event is a ready, we'll want its sessionID
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if ev, ok := ev.(*ReadyEvent); ok {
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g.sessionMu.Lock()
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g.sessionID = ev.SessionID
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g.sessionMu.Unlock()
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}
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// Throw the event into a channel; it's valid now.
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g.Events <- ev
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return nil
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default:
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return fmt.Errorf("unknown OP code %d (event %s)", op.Code, op.EventName)
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}
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return nil
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}
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