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769215970e
* Support SendGateway to help with voice usage * Remove unnecessary Gateway interface function * Add clarification comment Co-authored-by: Tyler <admin@meow.tf>
586 lines
16 KiB
Go
586 lines
16 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/diamondburned/arikawa/v3/utils/ws/ophandler"
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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/moreatomic"
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"github.com/diamondburned/arikawa/v3/session"
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"github.com/diamondburned/arikawa/v3/utils/ws"
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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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const WSTimeout = 25 * time.Second
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// ReconnectError is emitted into Session.Handler everytime the voice gateway
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// fails to be reconnected. It implements the error interface.
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type ReconnectError struct {
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Err error
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}
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// Error implements error.
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func (e ReconnectError) Error() string {
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return "voice reconnect error: " + e.Err.Error()
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}
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// Unwrap returns e.Err.
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func (e ReconnectError) Unwrap() error { return e.Err }
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// MainSession abstracts both session.Session and state.State.
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type MainSession interface {
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// AddHandler describes the method in handler.Handler.
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AddHandler(handler interface{}) (rm func())
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// Me returns the current user.
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Me() (*discord.User, error)
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// Channel queries for the channel with the given ID.
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Channel(discord.ChannelID) (*discord.Channel, error)
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// SendGateway is a helper to send messages over the gateway.
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SendGateway(ctx context.Context, m ws.Event) error
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}
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var (
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_ MainSession = (*session.Session)(nil)
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_ MainSession = (*state.State)(nil)
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)
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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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session MainSession
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mut sync.RWMutex
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// connected is a non-nil blocking channel after Join is called and is
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// closed once Leave is called.
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disconnected chan struct{}
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state voicegateway.State // guarded except UserID
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detachReconnect []func()
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// udpManager is the manager for a UDP connection. The user can use this to
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// plug in a custom UDP dialer.
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udpManager *udp.Manager
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gateway *voicegateway.Gateway
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gwCancel context.CancelFunc
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gwDone <-chan struct{}
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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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// disconnectClosed is true if connected is already closed. It is only used
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// to keep track of closing connected.
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disconnectClosed bool
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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 MainSession) (*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, 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 MainSession, userID discord.UserID) *Session {
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closed := make(chan struct{})
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close(closed)
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session := &Session{
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Handler: handler.New(),
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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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udpManager: udp.NewManager(),
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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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// Set this pair of value in so we never have to nil-check the channel.
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// We can just assume that it's either closed or connected.
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disconnected: closed,
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disconnectClosed: true,
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}
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return session
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}
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// SetUDPDialer sets the given dialer to be used for dialing UDP voice
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// connections.
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func (s *Session) SetUDPDialer(d udp.DialFunc) {
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s.udpManager.SetDialer(d)
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}
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func (s *Session) acquireUpdate(f func()) bool {
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if s.joining.Get() {
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return false
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}
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s.mut.Lock()
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defer s.mut.Unlock()
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// Ignore if we haven't connected yet or we're still joining.
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if s.udpManager.IsClosed() {
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return false
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}
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f()
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return true
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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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s.acquireUpdate(func() {
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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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ctx, cancel := context.WithTimeout(context.Background(), WSTimeout)
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defer cancel()
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s.reconnectCtx(ctx)
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})
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}
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// updateState is specifically used after connecting to monitor when the bot is
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// forced across channels.
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func (s *Session) updateState(ev *gateway.VoiceStateUpdateEvent) {
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s.acquireUpdate(func() {
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if s.state.GuildID != ev.GuildID || s.state.UserID != ev.UserID {
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return
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}
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s.state.ChannelID = ev.ChannelID
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s.state.SessionID = ev.SessionID
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ctx, cancel := context.WithTimeout(context.Background(), WSTimeout)
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defer cancel()
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s.reconnectCtx(ctx)
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})
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}
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// JoinChannelAndSpeak is a convenient function that calls JoinChannel then
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// Speaking.
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func (s *Session) JoinChannelAndSpeak(ctx context.Context, chID discord.ChannelID, mute, deaf bool) error {
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if err := s.JoinChannel(ctx, chID, mute, deaf); err != nil {
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return errors.Wrap(err, "cannot join channel")
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}
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return s.Speaking(ctx, voicegateway.Microphone)
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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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// JoinChannel joins the given voice channel with the default timeout.
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func (s *Session) JoinChannel(ctx context.Context, chID discord.ChannelID, mute, deaf bool) error {
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var ch *discord.Channel
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if chID.IsValid() {
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var err error
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ch, err = s.session.Channel(chID)
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if err != nil {
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return errors.Wrap(err, "invalid channel ID")
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}
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}
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s.mut.Lock()
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defer s.mut.Unlock()
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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.Acquire() {
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return errors.New("JoinChannel working elsewhere")
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}
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defer s.joining.Set(false)
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// Set the state.
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if ch != nil {
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s.state.ChannelID = ch.ID
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s.state.GuildID = ch.GuildID
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} else {
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s.state.GuildID = 0
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// Ensure that if `cID` is zero that it passes null to the update event.
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s.state.ChannelID = discord.NullChannelID
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}
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if s.detachReconnect == nil {
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s.detachReconnect = []func(){
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s.session.AddHandler(s.updateServer),
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s.session.AddHandler(s.updateState),
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}
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}
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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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// 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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data := &gateway.UpdateVoiceStateCommand{
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GuildID: s.state.GuildID,
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ChannelID: s.state.ChannelID,
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SelfMute: mute,
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SelfDeaf: deaf,
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}
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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 errors.Wrap(err, "cannot ask Discord for events")
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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.disconnected = make(chan struct{})
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return s.reconnectCtx(ctx)
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}
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func (s *Session) askDiscord(
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ctx context.Context, data *gateway.UpdateVoiceStateCommand, 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.SendGateway(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 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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}
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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) error {
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ws.WSDebug("Sending stop handle.")
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if err := s.udpManager.Pause(ctx); err != nil {
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return errors.Wrap(err, "cannot pause UDP manager")
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}
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defer func() {
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if !s.udpManager.Continue() {
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panic("UDP manager continued but invalid lock ownership")
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}
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}()
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s.ensureClosed()
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ws.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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gwctx, gwcancel := context.WithCancel(context.Background())
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s.gwCancel = gwcancel
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gwch := s.gateway.Connect(gwctx)
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ws.WSDebug("Voice Gateway connected")
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if err := s.spinGateway(ctx, gwch); err != nil {
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ws.WSDebug("Voice spinGateway error:", err)
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// Early cancel the gateway.
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gwcancel()
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// Nil this so future reconnects don't use the invalid gwDone.
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s.gwCancel = nil
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// Emit the error. It's fine to do this here since this is the only
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// place that can error out.
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s.Handler.Call(&ReconnectError{err})
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return errors.Wrap(err, "cannot wait for event sequence from voice gateway")
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}
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// Start dispatching.
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s.gwDone = ophandler.Loop(gwch, s.Handler)
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ws.WSDebug("Voice reconnectCtx finished with no error")
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return nil
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}
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func (s *Session) spinGateway(ctx context.Context, gwch <-chan ws.Op) error {
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var err error
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var conn *udp.Connection
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for {
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select {
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case <-ctx.Done():
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return ctx.Err()
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case ev, ok := <-gwch:
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if !ok {
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return errors.Wrap(s.gateway.LastError(), "voice gateway error")
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}
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switch data := ev.Data.(type) {
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case *ws.CloseEvent:
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return errors.Wrap(err, "voice gateway error")
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case *voicegateway.ReadyEvent:
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ws.WSDebug("Got ready from voice gateway, SSRC:", data.SSRC)
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// Prepare the UDP voice connection.
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conn, err = s.udpManager.Dial(ctx, data.Addr(), data.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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if err := s.gateway.Send(ctx, &voicegateway.SelectProtocolCommand{
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Protocol: "udp",
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Data: voicegateway.SelectProtocolData{
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Address: conn.GatewayIP,
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Port: conn.GatewayPort,
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Mode: Protocol,
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},
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}); err != nil {
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return errors.Wrap(err, "failed to send SelectProtocolCommand")
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}
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case *voicegateway.SessionDescriptionEvent:
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if conn == nil {
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return errors.New("server bug: SessionDescription before Ready")
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}
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ws.WSDebug("Received secret key from voice gateway")
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// We're done.
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conn.UseSecret(data.SecretKey)
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return nil
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}
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// Dispatch this event to the handler.
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s.Handler.Call(ev.Data)
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}
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}
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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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//
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// If only NotSpeaking (0) is given, then even if the gateway cannot be reached,
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// a nil error will be returned. This is because sending Discord a not-speaking
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// event is a destruction command that doesn't affect the outcome of anything
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// done after whatsoever.
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func (s *Session) Speaking(ctx context.Context, flag voicegateway.SpeakingFlag) error {
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s.mut.Lock()
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gateway := s.gateway
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s.mut.Unlock()
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if err := gateway.Speaking(ctx, flag); err != nil && flag != 0 {
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return err
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}
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return nil
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}
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// Write writes into the UDP voice connection. This method is thread safe as far
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// as calling other methods of Session goes; HOWEVER it is not thread safe to
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// call Write itself concurrently.
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func (s *Session) Write(b []byte) (int, error) {
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return s.udpManager.Write(b)
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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.udpManager.ReadPacket()
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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(ctx context.Context) error {
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s.mut.Lock()
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defer s.mut.Unlock()
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s.ensureClosed()
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// Unbind the handlers.
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if s.detachReconnect != nil {
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for _, detach := range s.detachReconnect {
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detach()
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}
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s.detachReconnect = nil
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}
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// If we're already closed.
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if s.gateway == nil && s.udpManager.IsClosed() {
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return nil
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}
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// Notify Discord that we're leaving.
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sendErr := s.session.SendGateway(ctx, &gateway.UpdateVoiceStateCommand{
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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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// Wait for the gateway to exit first before we tell the user of the gateway
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// send error.
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if err := s.cancelGateway(ctx); err != nil {
|
|
return err
|
|
}
|
|
|
|
if sendErr != nil {
|
|
return errors.Wrap(sendErr, "failed to update voice state")
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (s *Session) cancelGateway(ctx context.Context) error {
|
|
if s.gwCancel != nil {
|
|
s.gwCancel()
|
|
s.gwCancel = nil
|
|
|
|
// Wait for the previous gateway to finish closing up, but make sure to
|
|
// bail if the context expires.
|
|
if err := ophandler.WaitForDone(ctx, s.gwDone); err != nil {
|
|
return errors.Wrap(err, "cannot wait for gateway to close")
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
const (
|
|
permanentClose = true
|
|
temporaryClose = false
|
|
)
|
|
|
|
// close ensures everything is closed. It does not acquire the mutex.
|
|
func (s *Session) ensureClosed() {
|
|
// Disconnect the UDP connection. If not permanent, then pause.
|
|
s.udpManager.Close()
|
|
|
|
if s.gwCancel != nil {
|
|
s.gwCancel()
|
|
// Don't actually clear this field, because we still want the caller to
|
|
// be able to wait for the gateway to completely exit using
|
|
// cancelGateway.
|
|
}
|
|
}
|