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https://github.com/diamondburned/arikawa.git
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0d7774bd6a
This change skips events that are unknown while the bot reconnects. This is an event that is particularly rare as it requires unimplemented events being called in the time before a bot's HELLO -> RESUME events are called. This change explicitly returns unknown events as a special time defined in wsutil/op.go and ignores them from reaching gateway/op.go
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 &wsutil.UnknownEventError{
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Name: op.EventName,
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Data: 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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