mirror of
https://github.com/diamondburned/arikawa.git
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259 lines
6.2 KiB
Go
259 lines
6.2 KiB
Go
package voice
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import (
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"sync"
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"github.com/diamondburned/arikawa/discord"
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"github.com/diamondburned/arikawa/gateway"
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"github.com/diamondburned/arikawa/session"
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"github.com/diamondburned/arikawa/utils/moreatomic"
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"github.com/diamondburned/arikawa/utils/wsutil"
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"github.com/diamondburned/arikawa/voice/udp"
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"github.com/diamondburned/arikawa/voice/voicegateway"
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"github.com/pkg/errors"
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)
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const Protocol = "xsalsa20_poly1305"
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var OpusSilence = [...]byte{0xF8, 0xFF, 0xFE}
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type Session struct {
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session *session.Session
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state voicegateway.State
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ErrorLog func(err error)
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// Filled by events.
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// sessionID string
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// token string
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// endpoint string
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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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// TODO: expose getters mutex-guarded.
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gateway *voicegateway.Gateway
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voiceUDP *udp.Connection
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muted bool
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deafened bool
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speaking bool
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}
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func NewSession(ses *session.Session, userID discord.Snowflake) *Session {
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return &Session{
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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{}),
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}
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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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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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// Reconnect.
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s.mut.Lock()
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defer s.mut.Unlock()
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s.state.Endpoint = ev.Endpoint
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s.state.Token = ev.Token
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if err := s.reconnect(); 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 {
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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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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, cID discord.Snowflake, muted, deafened bool) error {
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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 gateeway and voiceUDP is 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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s.muted = muted
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s.deafened = deafened
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s.speaking = false
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// Ensure that if `cID` is zero that it passes null to the update event.
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var channelID discord.Snowflake = -1
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if cID.Valid() {
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channelID = cID
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}
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// https://discordapp.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.UpdateVoiceState(gateway.UpdateVoiceStateData{
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GuildID: gID,
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ChannelID: channelID,
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SelfMute: muted,
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SelfDeaf: deafened,
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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 replies. The above command should reply with these 2 events.
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<-s.incoming
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<-s.incoming
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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.reconnect()
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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) reconnect() (err error) {
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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.Open(); err != nil {
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return errors.Wrap(err, "failed to open voice gateway")
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}
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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.DialConnection(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.SessionDescription(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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// Start the UDP loop.
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go s.voiceUDP.Start(&d.SecretKey)
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return nil
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}
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// Speaking tells Discord we're speaking. This calls
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// (*voicegateway.Gateway).Speaking().
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func (s *Session) Speaking(flag voicegateway.SpeakingFlag) error {
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// TODO: maybe we don't need to mutex protect IO.
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s.mut.RLock()
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defer s.mut.RUnlock()
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return s.gateway.Speaking(flag)
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}
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func (s *Session) StopSpeaking() error {
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// Send 5 frames of silence.
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for i := 0; i < 5; i++ {
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if _, err := s.Write(OpusSilence[:]); err != nil {
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return errors.Wrapf(err, "failed to send frame %d", i)
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}
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}
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return nil
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}
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func (s *Session) Write(b []byte) (int, error) {
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s.mut.RLock()
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defer s.mut.RUnlock()
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if s.voiceUDP == nil {
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return 0, ErrCannotSend
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}
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return s.voiceUDP.Write(b)
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}
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func (s *Session) Disconnect() 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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// 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.UpdateVoiceState(gateway.UpdateVoiceStateData{
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GuildID: s.state.GuildID,
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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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// If we're already closed.
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if s.gateway == nil && s.voiceUDP == nil {
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return
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}
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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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