879 lines
22 KiB
Go
879 lines
22 KiB
Go
// Discordgo - Discord bindings for Go
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// Available at https://github.com/bwmarrin/discordgo
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// Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// This file contains code related to Discord voice suppport
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package discordgo
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import (
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"encoding/binary"
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"encoding/json"
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"fmt"
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"log"
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"net"
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"strings"
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"sync"
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"time"
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"github.com/gorilla/websocket"
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"golang.org/x/crypto/nacl/secretbox"
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)
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// ------------------------------------------------------------------------------------------------
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// Code related to both VoiceConnection Websocket and UDP connections.
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// ------------------------------------------------------------------------------------------------
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// A VoiceConnection struct holds all the data and functions related to a Discord Voice Connection.
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type VoiceConnection struct {
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sync.RWMutex
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Debug bool // If true, print extra logging -- DEPRECATED
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LogLevel int
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Ready bool // If true, voice is ready to send/receive audio
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UserID string
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GuildID string
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ChannelID string
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deaf bool
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mute bool
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speaking bool
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reconnecting bool // If true, voice connection is trying to reconnect
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OpusSend chan []byte // Chan for sending opus audio
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OpusRecv chan *Packet // Chan for receiving opus audio
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wsConn *websocket.Conn
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wsMutex sync.Mutex
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udpConn *net.UDPConn
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session *Session
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sessionID string
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token string
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endpoint string
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// Used to send a close signal to goroutines
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close chan struct{}
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// Used to allow blocking until connected
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connected chan bool
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// Used to pass the sessionid from onVoiceStateUpdate
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// sessionRecv chan string UNUSED ATM
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op4 voiceOP4
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op2 voiceOP2
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voiceSpeakingUpdateHandlers []VoiceSpeakingUpdateHandler
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}
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// VoiceSpeakingUpdateHandler type provides a function defination for the
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// VoiceSpeakingUpdate event
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type VoiceSpeakingUpdateHandler func(vc *VoiceConnection, vs *VoiceSpeakingUpdate)
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// Speaking sends a speaking notification to Discord over the voice websocket.
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// This must be sent as true prior to sending audio and should be set to false
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// once finished sending audio.
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// b : Send true if speaking, false if not.
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func (v *VoiceConnection) Speaking(b bool) (err error) {
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v.log(LogDebug, "called (%t)", b)
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type voiceSpeakingData struct {
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Speaking bool `json:"speaking"`
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Delay int `json:"delay"`
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}
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type voiceSpeakingOp struct {
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Op int `json:"op"` // Always 5
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Data voiceSpeakingData `json:"d"`
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}
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if v.wsConn == nil {
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return fmt.Errorf("no VoiceConnection websocket")
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}
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data := voiceSpeakingOp{5, voiceSpeakingData{b, 0}}
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v.wsMutex.Lock()
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err = v.wsConn.WriteJSON(data)
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v.wsMutex.Unlock()
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v.Lock()
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defer v.Unlock()
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if err != nil {
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v.speaking = false
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log.Println("Speaking() write json error:", err)
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return
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}
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v.speaking = b
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return
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}
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// ChangeChannel sends Discord a request to change channels within a Guild
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// !!! NOTE !!! This function may be removed in favour of just using ChannelVoiceJoin
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func (v *VoiceConnection) ChangeChannel(channelID string, mute, deaf bool) (err error) {
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v.log(LogInformational, "called")
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data := voiceChannelJoinOp{4, voiceChannelJoinData{&v.GuildID, &channelID, mute, deaf}}
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v.wsMutex.Lock()
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err = v.session.wsConn.WriteJSON(data)
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v.wsMutex.Unlock()
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if err != nil {
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return
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}
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v.ChannelID = channelID
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v.deaf = deaf
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v.mute = mute
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v.speaking = false
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return
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}
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// Disconnect disconnects from this voice channel and closes the websocket
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// and udp connections to Discord.
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// !!! NOTE !!! this function may be removed in favour of ChannelVoiceLeave
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func (v *VoiceConnection) Disconnect() (err error) {
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// Send a OP4 with a nil channel to disconnect
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if v.sessionID != "" {
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data := voiceChannelJoinOp{4, voiceChannelJoinData{&v.GuildID, nil, true, true}}
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v.session.wsMutex.Lock()
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err = v.session.wsConn.WriteJSON(data)
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v.session.wsMutex.Unlock()
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v.sessionID = ""
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}
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// Close websocket and udp connections
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v.Close()
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v.log(LogInformational, "Deleting VoiceConnection %s", v.GuildID)
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v.session.Lock()
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delete(v.session.VoiceConnections, v.GuildID)
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v.session.Unlock()
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return
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}
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// Close closes the voice ws and udp connections
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func (v *VoiceConnection) Close() {
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v.log(LogInformational, "called")
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v.Lock()
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defer v.Unlock()
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v.Ready = false
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v.speaking = false
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if v.close != nil {
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v.log(LogInformational, "closing v.close")
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close(v.close)
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v.close = nil
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}
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if v.udpConn != nil {
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v.log(LogInformational, "closing udp")
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err := v.udpConn.Close()
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if err != nil {
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log.Println("error closing udp connection: ", err)
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}
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v.udpConn = nil
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}
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if v.wsConn != nil {
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v.log(LogInformational, "sending close frame")
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// To cleanly close a connection, a client should send a close
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// frame and wait for the server to close the connection.
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v.wsMutex.Lock()
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err := v.wsConn.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(websocket.CloseNormalClosure, ""))
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v.wsMutex.Unlock()
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if err != nil {
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v.log(LogError, "error closing websocket, %s", err)
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}
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// TODO: Wait for Discord to actually close the connection.
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time.Sleep(1 * time.Second)
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v.log(LogInformational, "closing websocket")
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err = v.wsConn.Close()
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if err != nil {
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v.log(LogError, "error closing websocket, %s", err)
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}
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v.wsConn = nil
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}
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}
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// AddHandler adds a Handler for VoiceSpeakingUpdate events.
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func (v *VoiceConnection) AddHandler(h VoiceSpeakingUpdateHandler) {
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v.Lock()
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defer v.Unlock()
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v.voiceSpeakingUpdateHandlers = append(v.voiceSpeakingUpdateHandlers, h)
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}
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// VoiceSpeakingUpdate is a struct for a VoiceSpeakingUpdate event.
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type VoiceSpeakingUpdate struct {
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UserID string `json:"user_id"`
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SSRC int `json:"ssrc"`
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Speaking bool `json:"speaking"`
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}
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// ------------------------------------------------------------------------------------------------
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// Unexported Internal Functions Below.
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// ------------------------------------------------------------------------------------------------
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// A voiceOP4 stores the data for the voice operation 4 websocket event
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// which provides us with the NaCl SecretBox encryption key
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type voiceOP4 struct {
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SecretKey [32]byte `json:"secret_key"`
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Mode string `json:"mode"`
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}
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// A voiceOP2 stores the data for the voice operation 2 websocket event
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// which is sort of like the voice READY packet
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type voiceOP2 struct {
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SSRC uint32 `json:"ssrc"`
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Port int `json:"port"`
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Modes []string `json:"modes"`
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HeartbeatInterval time.Duration `json:"heartbeat_interval"`
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}
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// WaitUntilConnected waits for the Voice Connection to
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// become ready, if it does not become ready it retuns an err
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func (v *VoiceConnection) waitUntilConnected() error {
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v.log(LogInformational, "called")
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i := 0
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for {
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v.RLock()
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ready := v.Ready
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v.RUnlock()
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if ready {
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return nil
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}
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if i > 10 {
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return fmt.Errorf("timeout waiting for voice")
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}
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time.Sleep(1 * time.Second)
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i++
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}
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}
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// Open opens a voice connection. This should be called
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// after VoiceChannelJoin is used and the data VOICE websocket events
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// are captured.
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func (v *VoiceConnection) open() (err error) {
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v.log(LogInformational, "called")
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v.Lock()
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defer v.Unlock()
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// Don't open a websocket if one is already open
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if v.wsConn != nil {
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v.log(LogWarning, "refusing to overwrite non-nil websocket")
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return
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}
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// TODO temp? loop to wait for the SessionID
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i := 0
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for {
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if v.sessionID != "" {
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break
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}
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if i > 20 { // only loop for up to 1 second total
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return fmt.Errorf("did not receive voice Session ID in time")
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}
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time.Sleep(50 * time.Millisecond)
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i++
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}
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// Connect to VoiceConnection Websocket
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vg := fmt.Sprintf("wss://%s", strings.TrimSuffix(v.endpoint, ":80"))
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v.log(LogInformational, "connecting to voice endpoint %s", vg)
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v.wsConn, _, err = websocket.DefaultDialer.Dial(vg, nil)
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if err != nil {
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v.log(LogWarning, "error connecting to voice endpoint %s, %s", vg, err)
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v.log(LogDebug, "voice struct: %#v\n", v)
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return
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}
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type voiceHandshakeData struct {
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ServerID string `json:"server_id"`
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UserID string `json:"user_id"`
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SessionID string `json:"session_id"`
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Token string `json:"token"`
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}
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type voiceHandshakeOp struct {
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Op int `json:"op"` // Always 0
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Data voiceHandshakeData `json:"d"`
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}
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data := voiceHandshakeOp{0, voiceHandshakeData{v.GuildID, v.UserID, v.sessionID, v.token}}
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err = v.wsConn.WriteJSON(data)
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if err != nil {
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v.log(LogWarning, "error sending init packet, %s", err)
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return
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}
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v.close = make(chan struct{})
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go v.wsListen(v.wsConn, v.close)
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// add loop/check for Ready bool here?
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// then return false if not ready?
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// but then wsListen will also err.
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return
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}
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// wsListen listens on the voice websocket for messages and passes them
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// to the voice event handler. This is automatically called by the Open func
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func (v *VoiceConnection) wsListen(wsConn *websocket.Conn, close <-chan struct{}) {
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v.log(LogInformational, "called")
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for {
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_, message, err := v.wsConn.ReadMessage()
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if err != nil {
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// Detect if we have been closed manually. If a Close() has already
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// happened, the websocket we are listening on will be different to the
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// current session.
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v.RLock()
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sameConnection := v.wsConn == wsConn
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v.RUnlock()
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if sameConnection {
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v.log(LogError, "voice endpoint %s websocket closed unexpectantly, %s", v.endpoint, err)
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// Start reconnect goroutine then exit.
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go v.reconnect()
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}
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return
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}
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// Pass received message to voice event handler
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select {
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case <-close:
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return
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default:
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go v.onEvent(message)
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}
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}
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}
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// wsEvent handles any voice websocket events. This is only called by the
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// wsListen() function.
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func (v *VoiceConnection) onEvent(message []byte) {
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v.log(LogDebug, "received: %s", string(message))
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var e Event
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if err := json.Unmarshal(message, &e); err != nil {
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v.log(LogError, "unmarshall error, %s", err)
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return
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}
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switch e.Operation {
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case 2: // READY
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if err := json.Unmarshal(e.RawData, &v.op2); err != nil {
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v.log(LogError, "OP2 unmarshall error, %s, %s", err, string(e.RawData))
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return
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}
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// Start the voice websocket heartbeat to keep the connection alive
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go v.wsHeartbeat(v.wsConn, v.close, v.op2.HeartbeatInterval)
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// TODO monitor a chan/bool to verify this was successful
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// Start the UDP connection
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err := v.udpOpen()
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if err != nil {
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v.log(LogError, "error opening udp connection, %s", err)
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return
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}
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// Start the opusSender.
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// TODO: Should we allow 48000/960 values to be user defined?
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if v.OpusSend == nil {
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v.OpusSend = make(chan []byte, 2)
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}
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go v.opusSender(v.udpConn, v.close, v.OpusSend, 48000, 960)
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// Start the opusReceiver
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if !v.deaf {
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if v.OpusRecv == nil {
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v.OpusRecv = make(chan *Packet, 2)
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}
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go v.opusReceiver(v.udpConn, v.close, v.OpusRecv)
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}
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return
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case 3: // HEARTBEAT response
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// add code to use this to track latency?
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return
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case 4: // udp encryption secret key
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v.Lock()
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defer v.Unlock()
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v.op4 = voiceOP4{}
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if err := json.Unmarshal(e.RawData, &v.op4); err != nil {
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v.log(LogError, "OP4 unmarshall error, %s, %s", err, string(e.RawData))
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return
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}
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return
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case 5:
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if len(v.voiceSpeakingUpdateHandlers) == 0 {
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return
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}
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voiceSpeakingUpdate := &VoiceSpeakingUpdate{}
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if err := json.Unmarshal(e.RawData, voiceSpeakingUpdate); err != nil {
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v.log(LogError, "OP5 unmarshall error, %s, %s", err, string(e.RawData))
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return
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}
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for _, h := range v.voiceSpeakingUpdateHandlers {
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h(v, voiceSpeakingUpdate)
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}
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default:
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v.log(LogDebug, "unknown voice operation, %d, %s", e.Operation, string(e.RawData))
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}
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return
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}
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type voiceHeartbeatOp struct {
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Op int `json:"op"` // Always 3
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Data int `json:"d"`
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}
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// NOTE :: When a guild voice server changes how do we shut this down
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// properly, so a new connection can be setup without fuss?
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//
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// wsHeartbeat sends regular heartbeats to voice Discord so it knows the client
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// is still connected. If you do not send these heartbeats Discord will
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// disconnect the websocket connection after a few seconds.
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func (v *VoiceConnection) wsHeartbeat(wsConn *websocket.Conn, close <-chan struct{}, i time.Duration) {
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if close == nil || wsConn == nil {
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return
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}
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var err error
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ticker := time.NewTicker(i * time.Millisecond)
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defer ticker.Stop()
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for {
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v.log(LogDebug, "sending heartbeat packet")
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v.wsMutex.Lock()
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err = wsConn.WriteJSON(voiceHeartbeatOp{3, int(time.Now().Unix())})
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v.wsMutex.Unlock()
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if err != nil {
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v.log(LogError, "error sending heartbeat to voice endpoint %s, %s", v.endpoint, err)
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return
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}
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select {
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case <-ticker.C:
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// continue loop and send heartbeat
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case <-close:
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return
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Code related to the VoiceConnection UDP connection
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// ------------------------------------------------------------------------------------------------
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type voiceUDPData struct {
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Address string `json:"address"` // Public IP of machine running this code
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Port uint16 `json:"port"` // UDP Port of machine running this code
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Mode string `json:"mode"` // always "xsalsa20_poly1305"
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}
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type voiceUDPD struct {
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Protocol string `json:"protocol"` // Always "udp" ?
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Data voiceUDPData `json:"data"`
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}
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type voiceUDPOp struct {
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Op int `json:"op"` // Always 1
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Data voiceUDPD `json:"d"`
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}
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// udpOpen opens a UDP connection to the voice server and completes the
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// initial required handshake. This connection is left open in the session
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// and can be used to send or receive audio. This should only be called
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// from voice.wsEvent OP2
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func (v *VoiceConnection) udpOpen() (err error) {
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v.Lock()
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defer v.Unlock()
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if v.wsConn == nil {
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return fmt.Errorf("nil voice websocket")
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}
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if v.udpConn != nil {
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return fmt.Errorf("udp connection already open")
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}
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if v.close == nil {
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return fmt.Errorf("nil close channel")
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}
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if v.endpoint == "" {
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return fmt.Errorf("empty endpoint")
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}
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host := fmt.Sprintf("%s:%d", strings.TrimSuffix(v.endpoint, ":80"), v.op2.Port)
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addr, err := net.ResolveUDPAddr("udp", host)
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if err != nil {
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v.log(LogWarning, "error resolving udp host %s, %s", host, err)
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return
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}
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v.log(LogInformational, "connecting to udp addr %s", addr.String())
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v.udpConn, err = net.DialUDP("udp", nil, addr)
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if err != nil {
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v.log(LogWarning, "error connecting to udp addr %s, %s", addr.String(), err)
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return
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}
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// Create a 70 byte array and put the SSRC code from the Op 2 VoiceConnection event
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// into it. Then send that over the UDP connection to Discord
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sb := make([]byte, 70)
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binary.BigEndian.PutUint32(sb, v.op2.SSRC)
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_, err = v.udpConn.Write(sb)
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if err != nil {
|
|
v.log(LogWarning, "udp write error to %s, %s", addr.String(), err)
|
|
return
|
|
}
|
|
|
|
// Create a 70 byte array and listen for the initial handshake response
|
|
// from Discord. Once we get it parse the IP and PORT information out
|
|
// of the response. This should be our public IP and PORT as Discord
|
|
// saw us.
|
|
rb := make([]byte, 70)
|
|
rlen, _, err := v.udpConn.ReadFromUDP(rb)
|
|
if err != nil {
|
|
v.log(LogWarning, "udp read error, %s, %s", addr.String(), err)
|
|
return
|
|
}
|
|
|
|
if rlen < 70 {
|
|
v.log(LogWarning, "received udp packet too small")
|
|
return fmt.Errorf("received udp packet too small")
|
|
}
|
|
|
|
// Loop over position 4 through 20 to grab the IP address
|
|
// Should never be beyond position 20.
|
|
var ip string
|
|
for i := 4; i < 20; i++ {
|
|
if rb[i] == 0 {
|
|
break
|
|
}
|
|
ip += string(rb[i])
|
|
}
|
|
|
|
// Grab port from position 68 and 69
|
|
port := binary.LittleEndian.Uint16(rb[68:70])
|
|
|
|
// Take the data from above and send it back to Discord to finalize
|
|
// the UDP connection handshake.
|
|
data := voiceUDPOp{1, voiceUDPD{"udp", voiceUDPData{ip, port, "xsalsa20_poly1305"}}}
|
|
|
|
v.wsMutex.Lock()
|
|
err = v.wsConn.WriteJSON(data)
|
|
v.wsMutex.Unlock()
|
|
if err != nil {
|
|
v.log(LogWarning, "udp write error, %#v, %s", data, err)
|
|
return
|
|
}
|
|
|
|
// start udpKeepAlive
|
|
go v.udpKeepAlive(v.udpConn, v.close, 5*time.Second)
|
|
// TODO: find a way to check that it fired off okay
|
|
|
|
return
|
|
}
|
|
|
|
// udpKeepAlive sends a udp packet to keep the udp connection open
|
|
// This is still a bit of a "proof of concept"
|
|
func (v *VoiceConnection) udpKeepAlive(udpConn *net.UDPConn, close <-chan struct{}, i time.Duration) {
|
|
|
|
if udpConn == nil || close == nil {
|
|
return
|
|
}
|
|
|
|
var err error
|
|
var sequence uint64
|
|
|
|
packet := make([]byte, 8)
|
|
|
|
ticker := time.NewTicker(i)
|
|
defer ticker.Stop()
|
|
for {
|
|
|
|
binary.LittleEndian.PutUint64(packet, sequence)
|
|
sequence++
|
|
|
|
_, err = udpConn.Write(packet)
|
|
if err != nil {
|
|
v.log(LogError, "write error, %s", err)
|
|
return
|
|
}
|
|
|
|
select {
|
|
case <-ticker.C:
|
|
// continue loop and send keepalive
|
|
case <-close:
|
|
return
|
|
}
|
|
}
|
|
}
|
|
|
|
// opusSender will listen on the given channel and send any
|
|
// pre-encoded opus audio to Discord. Supposedly.
|
|
func (v *VoiceConnection) opusSender(udpConn *net.UDPConn, close <-chan struct{}, opus <-chan []byte, rate, size int) {
|
|
|
|
if udpConn == nil || close == nil {
|
|
return
|
|
}
|
|
|
|
// VoiceConnection is now ready to receive audio packets
|
|
// TODO: this needs reviewed as I think there must be a better way.
|
|
v.Lock()
|
|
v.Ready = true
|
|
v.Unlock()
|
|
defer func() {
|
|
v.Lock()
|
|
v.Ready = false
|
|
v.Unlock()
|
|
}()
|
|
|
|
var sequence uint16
|
|
var timestamp uint32
|
|
var recvbuf []byte
|
|
var ok bool
|
|
udpHeader := make([]byte, 12)
|
|
var nonce [24]byte
|
|
|
|
// build the parts that don't change in the udpHeader
|
|
udpHeader[0] = 0x80
|
|
udpHeader[1] = 0x78
|
|
binary.BigEndian.PutUint32(udpHeader[8:], v.op2.SSRC)
|
|
|
|
// start a send loop that loops until buf chan is closed
|
|
ticker := time.NewTicker(time.Millisecond * time.Duration(size/(rate/1000)))
|
|
defer ticker.Stop()
|
|
for {
|
|
|
|
// Get data from chan. If chan is closed, return.
|
|
select {
|
|
case <-close:
|
|
return
|
|
case recvbuf, ok = <-opus:
|
|
if !ok {
|
|
return
|
|
}
|
|
// else, continue loop
|
|
}
|
|
|
|
v.RLock()
|
|
speaking := v.speaking
|
|
v.RUnlock()
|
|
if !speaking {
|
|
err := v.Speaking(true)
|
|
if err != nil {
|
|
v.log(LogError, "error sending speaking packet, %s", err)
|
|
}
|
|
}
|
|
|
|
// Add sequence and timestamp to udpPacket
|
|
binary.BigEndian.PutUint16(udpHeader[2:], sequence)
|
|
binary.BigEndian.PutUint32(udpHeader[4:], timestamp)
|
|
|
|
// encrypt the opus data
|
|
copy(nonce[:], udpHeader)
|
|
v.RLock()
|
|
sendbuf := secretbox.Seal(udpHeader, recvbuf, &nonce, &v.op4.SecretKey)
|
|
v.RUnlock()
|
|
|
|
// block here until we're exactly at the right time :)
|
|
// Then send rtp audio packet to Discord over UDP
|
|
select {
|
|
case <-close:
|
|
return
|
|
case <-ticker.C:
|
|
// continue
|
|
}
|
|
_, err := udpConn.Write(sendbuf)
|
|
|
|
if err != nil {
|
|
v.log(LogError, "udp write error, %s", err)
|
|
v.log(LogDebug, "voice struct: %#v\n", v)
|
|
return
|
|
}
|
|
|
|
if (sequence) == 0xFFFF {
|
|
sequence = 0
|
|
} else {
|
|
sequence++
|
|
}
|
|
|
|
if (timestamp + uint32(size)) >= 0xFFFFFFFF {
|
|
timestamp = 0
|
|
} else {
|
|
timestamp += uint32(size)
|
|
}
|
|
}
|
|
}
|
|
|
|
// A Packet contains the headers and content of a received voice packet.
|
|
type Packet struct {
|
|
SSRC uint32
|
|
Sequence uint16
|
|
Timestamp uint32
|
|
Type []byte
|
|
Opus []byte
|
|
PCM []int16
|
|
}
|
|
|
|
// opusReceiver listens on the UDP socket for incoming packets
|
|
// and sends them across the given channel
|
|
// NOTE :: This function may change names later.
|
|
func (v *VoiceConnection) opusReceiver(udpConn *net.UDPConn, close <-chan struct{}, c chan *Packet) {
|
|
|
|
if udpConn == nil || close == nil {
|
|
return
|
|
}
|
|
|
|
recvbuf := make([]byte, 1024)
|
|
var nonce [24]byte
|
|
|
|
for {
|
|
rlen, err := udpConn.Read(recvbuf)
|
|
if err != nil {
|
|
// Detect if we have been closed manually. If a Close() has already
|
|
// happened, the udp connection we are listening on will be different
|
|
// to the current session.
|
|
v.RLock()
|
|
sameConnection := v.udpConn == udpConn
|
|
v.RUnlock()
|
|
if sameConnection {
|
|
|
|
v.log(LogError, "udp read error, %s, %s", v.endpoint, err)
|
|
v.log(LogDebug, "voice struct: %#v\n", v)
|
|
|
|
go v.reconnect()
|
|
}
|
|
return
|
|
}
|
|
|
|
select {
|
|
case <-close:
|
|
return
|
|
default:
|
|
// continue loop
|
|
}
|
|
|
|
// For now, skip anything except audio.
|
|
if rlen < 12 || recvbuf[0] != 0x80 {
|
|
continue
|
|
}
|
|
|
|
// build a audio packet struct
|
|
p := Packet{}
|
|
p.Type = recvbuf[0:2]
|
|
p.Sequence = binary.BigEndian.Uint16(recvbuf[2:4])
|
|
p.Timestamp = binary.BigEndian.Uint32(recvbuf[4:8])
|
|
p.SSRC = binary.BigEndian.Uint32(recvbuf[8:12])
|
|
// decrypt opus data
|
|
copy(nonce[:], recvbuf[0:12])
|
|
p.Opus, _ = secretbox.Open(nil, recvbuf[12:rlen], &nonce, &v.op4.SecretKey)
|
|
|
|
if c != nil {
|
|
c <- &p
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reconnect will close down a voice connection then immediately try to
|
|
// reconnect to that session.
|
|
// NOTE : This func is messy and a WIP while I find what works.
|
|
// It will be cleaned up once a proven stable option is flushed out.
|
|
// aka: this is ugly shit code, please don't judge too harshly.
|
|
func (v *VoiceConnection) reconnect() {
|
|
|
|
v.log(LogInformational, "called")
|
|
|
|
v.Lock()
|
|
if v.reconnecting {
|
|
v.log(LogInformational, "already reconnecting to channel %s, exiting", v.ChannelID)
|
|
v.Unlock()
|
|
return
|
|
}
|
|
v.reconnecting = true
|
|
v.Unlock()
|
|
|
|
defer func() { v.reconnecting = false }()
|
|
|
|
// Close any currently open connections
|
|
v.Close()
|
|
|
|
wait := time.Duration(1)
|
|
for {
|
|
|
|
<-time.After(wait * time.Second)
|
|
wait *= 2
|
|
if wait > 600 {
|
|
wait = 600
|
|
}
|
|
|
|
if v.session.DataReady == false || v.session.wsConn == nil {
|
|
v.log(LogInformational, "cannot reconenct to channel %s with unready session", v.ChannelID)
|
|
continue
|
|
}
|
|
|
|
v.log(LogInformational, "trying to reconnect to channel %s", v.ChannelID)
|
|
|
|
_, err := v.session.ChannelVoiceJoin(v.GuildID, v.ChannelID, v.mute, v.deaf)
|
|
if err == nil {
|
|
v.log(LogInformational, "successfully reconnected to channel %s", v.ChannelID)
|
|
return
|
|
}
|
|
|
|
v.log(LogInformational, "error reconnecting to channel %s, %s", v.ChannelID, err)
|
|
|
|
// if the reconnect above didn't work lets just send a disconnect
|
|
// packet to reset things.
|
|
// Send a OP4 with a nil channel to disconnect
|
|
data := voiceChannelJoinOp{4, voiceChannelJoinData{&v.GuildID, nil, true, true}}
|
|
v.session.wsMutex.Lock()
|
|
err = v.session.wsConn.WriteJSON(data)
|
|
v.session.wsMutex.Unlock()
|
|
if err != nil {
|
|
v.log(LogError, "error sending disconnect packet, %s", err)
|
|
}
|
|
|
|
}
|
|
}
|