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author | Wim <wim@42.be> | 2018-11-13 00:02:07 +0100 |
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committer | Wim <wim@42.be> | 2018-11-13 00:02:07 +0100 |
commit | f8dc24bc09fc1981637ac5c4a210780ac5512944 (patch) | |
tree | 0df78ce10744dbf3b25accdcb215a9b7b87b7e89 /vendor/github.com/bwmarrin/discordgo/voice.go | |
parent | e9419f10d3d24e24c9cedab93104c418f383782c (diff) | |
download | matterbridge-msglm-f8dc24bc09fc1981637ac5c4a210780ac5512944.tar.gz matterbridge-msglm-f8dc24bc09fc1981637ac5c4a210780ac5512944.tar.bz2 matterbridge-msglm-f8dc24bc09fc1981637ac5c4a210780ac5512944.zip |
Switch back go upstream bwmarrin/discordgo
Commit https://github.com/bwmarrin/discordgo/commit/ffa9956c9b41e8e2a10c26a254389854e016b006 got merged in.
Diffstat (limited to 'vendor/github.com/bwmarrin/discordgo/voice.go')
-rw-r--r-- | vendor/github.com/bwmarrin/discordgo/voice.go | 886 |
1 files changed, 886 insertions, 0 deletions
diff --git a/vendor/github.com/bwmarrin/discordgo/voice.go b/vendor/github.com/bwmarrin/discordgo/voice.go new file mode 100644 index 00000000..aa630b12 --- /dev/null +++ b/vendor/github.com/bwmarrin/discordgo/voice.go @@ -0,0 +1,886 @@ +// Discordgo - Discord bindings for Go +// Available at https://github.com/bwmarrin/discordgo + +// Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved. +// Use of this source code is governed by a BSD-style +// license that can be found in the LICENSE file. + +// This file contains code related to Discord voice suppport + +package discordgo + +import ( + "encoding/binary" + "encoding/json" + "fmt" + "net" + "strconv" + "strings" + "sync" + "time" + + "github.com/gorilla/websocket" + "golang.org/x/crypto/nacl/secretbox" +) + +// ------------------------------------------------------------------------------------------------ +// Code related to both VoiceConnection Websocket and UDP connections. +// ------------------------------------------------------------------------------------------------ + +// A VoiceConnection struct holds all the data and functions related to a Discord Voice Connection. +type VoiceConnection struct { + sync.RWMutex + + Debug bool // If true, print extra logging -- DEPRECATED + LogLevel int + Ready bool // If true, voice is ready to send/receive audio + UserID string + GuildID string + ChannelID string + deaf bool + mute bool + speaking bool + reconnecting bool // If true, voice connection is trying to reconnect + + OpusSend chan []byte // Chan for sending opus audio + OpusRecv chan *Packet // Chan for receiving opus audio + + wsConn *websocket.Conn + wsMutex sync.Mutex + udpConn *net.UDPConn + session *Session + + sessionID string + token string + endpoint string + + // Used to send a close signal to goroutines + close chan struct{} + + // Used to allow blocking until connected + connected chan bool + + // Used to pass the sessionid from onVoiceStateUpdate + // sessionRecv chan string UNUSED ATM + + op4 voiceOP4 + op2 voiceOP2 + + voiceSpeakingUpdateHandlers []VoiceSpeakingUpdateHandler +} + +// VoiceSpeakingUpdateHandler type provides a function definition for the +// VoiceSpeakingUpdate event +type VoiceSpeakingUpdateHandler func(vc *VoiceConnection, vs *VoiceSpeakingUpdate) + +// Speaking sends a speaking notification to Discord over the voice websocket. +// This must be sent as true prior to sending audio and should be set to false +// once finished sending audio. +// b : Send true if speaking, false if not. +func (v *VoiceConnection) Speaking(b bool) (err error) { + + v.log(LogDebug, "called (%t)", b) + + type voiceSpeakingData struct { + Speaking bool `json:"speaking"` + Delay int `json:"delay"` + } + + type voiceSpeakingOp struct { + Op int `json:"op"` // Always 5 + Data voiceSpeakingData `json:"d"` + } + + if v.wsConn == nil { + return fmt.Errorf("no VoiceConnection websocket") + } + + data := voiceSpeakingOp{5, voiceSpeakingData{b, 0}} + v.wsMutex.Lock() + err = v.wsConn.WriteJSON(data) + v.wsMutex.Unlock() + + v.Lock() + defer v.Unlock() + if err != nil { + v.speaking = false + v.log(LogError, "Speaking() write json error, %s", err) + return + } + + v.speaking = b + + return +} + +// ChangeChannel sends Discord a request to change channels within a Guild +// !!! NOTE !!! This function may be removed in favour of just using ChannelVoiceJoin +func (v *VoiceConnection) ChangeChannel(channelID string, mute, deaf bool) (err error) { + + v.log(LogInformational, "called") + + data := voiceChannelJoinOp{4, voiceChannelJoinData{&v.GuildID, &channelID, mute, deaf}} + v.wsMutex.Lock() + err = v.session.wsConn.WriteJSON(data) + v.wsMutex.Unlock() + if err != nil { + return + } + v.ChannelID = channelID + v.deaf = deaf + v.mute = mute + v.speaking = false + + return +} + +// Disconnect disconnects from this voice channel and closes the websocket +// and udp connections to Discord. +func (v *VoiceConnection) Disconnect() (err error) { + + // Send a OP4 with a nil channel to disconnect + if v.sessionID != "" { + data := voiceChannelJoinOp{4, voiceChannelJoinData{&v.GuildID, nil, true, true}} + v.session.wsMutex.Lock() + err = v.session.wsConn.WriteJSON(data) + v.session.wsMutex.Unlock() + v.sessionID = "" + } + + // Close websocket and udp connections + v.Close() + + v.log(LogInformational, "Deleting VoiceConnection %s", v.GuildID) + + v.session.Lock() + delete(v.session.VoiceConnections, v.GuildID) + v.session.Unlock() + + return +} + +// Close closes the voice ws and udp connections +func (v *VoiceConnection) Close() { + + v.log(LogInformational, "called") + + v.Lock() + defer v.Unlock() + + v.Ready = false + v.speaking = false + + if v.close != nil { + v.log(LogInformational, "closing v.close") + close(v.close) + v.close = nil + } + + if v.udpConn != nil { + v.log(LogInformational, "closing udp") + err := v.udpConn.Close() + if err != nil { + v.log(LogError, "error closing udp connection, %s", err) + } + v.udpConn = nil + } + + if v.wsConn != nil { + v.log(LogInformational, "sending close frame") + + // To cleanly close a connection, a client should send a close + // frame and wait for the server to close the connection. + v.wsMutex.Lock() + err := v.wsConn.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(websocket.CloseNormalClosure, "")) + v.wsMutex.Unlock() + if err != nil { + v.log(LogError, "error closing websocket, %s", err) + } + + // TODO: Wait for Discord to actually close the connection. + time.Sleep(1 * time.Second) + + v.log(LogInformational, "closing websocket") + err = v.wsConn.Close() + if err != nil { + v.log(LogError, "error closing websocket, %s", err) + } + + v.wsConn = nil + } +} + +// AddHandler adds a Handler for VoiceSpeakingUpdate events. +func (v *VoiceConnection) AddHandler(h VoiceSpeakingUpdateHandler) { + v.Lock() + defer v.Unlock() + + v.voiceSpeakingUpdateHandlers = append(v.voiceSpeakingUpdateHandlers, h) +} + +// VoiceSpeakingUpdate is a struct for a VoiceSpeakingUpdate event. +type VoiceSpeakingUpdate struct { + UserID string `json:"user_id"` + SSRC int `json:"ssrc"` + Speaking bool `json:"speaking"` +} + +// ------------------------------------------------------------------------------------------------ +// Unexported Internal Functions Below. +// ------------------------------------------------------------------------------------------------ + +// A voiceOP4 stores the data for the voice operation 4 websocket event +// which provides us with the NaCl SecretBox encryption key +type voiceOP4 struct { + SecretKey [32]byte `json:"secret_key"` + Mode string `json:"mode"` +} + +// A voiceOP2 stores the data for the voice operation 2 websocket event +// which is sort of like the voice READY packet +type voiceOP2 struct { + SSRC uint32 `json:"ssrc"` + Port int `json:"port"` + Modes []string `json:"modes"` + HeartbeatInterval time.Duration `json:"heartbeat_interval"` +} + +// WaitUntilConnected waits for the Voice Connection to +// become ready, if it does not become ready it returns an err +func (v *VoiceConnection) waitUntilConnected() error { + + v.log(LogInformational, "called") + + i := 0 + for { + v.RLock() + ready := v.Ready + v.RUnlock() + if ready { + return nil + } + + if i > 10 { + return fmt.Errorf("timeout waiting for voice") + } + + time.Sleep(1 * time.Second) + i++ + } +} + +// Open opens a voice connection. This should be called +// after VoiceChannelJoin is used and the data VOICE websocket events +// are captured. +func (v *VoiceConnection) open() (err error) { + + v.log(LogInformational, "called") + + v.Lock() + defer v.Unlock() + + // Don't open a websocket if one is already open + if v.wsConn != nil { + v.log(LogWarning, "refusing to overwrite non-nil websocket") + return + } + + // TODO temp? loop to wait for the SessionID + i := 0 + for { + if v.sessionID != "" { + break + } + if i > 20 { // only loop for up to 1 second total + return fmt.Errorf("did not receive voice Session ID in time") + } + time.Sleep(50 * time.Millisecond) + i++ + } + + // Connect to VoiceConnection Websocket + vg := "wss://" + strings.TrimSuffix(v.endpoint, ":80") + v.log(LogInformational, "connecting to voice endpoint %s", vg) + v.wsConn, _, err = websocket.DefaultDialer.Dial(vg, nil) + if err != nil { + v.log(LogWarning, "error connecting to voice endpoint %s, %s", vg, err) + v.log(LogDebug, "voice struct: %#v\n", v) + return + } + + type voiceHandshakeData struct { + ServerID string `json:"server_id"` + UserID string `json:"user_id"` + SessionID string `json:"session_id"` + Token string `json:"token"` + } + type voiceHandshakeOp struct { + Op int `json:"op"` // Always 0 + Data voiceHandshakeData `json:"d"` + } + data := voiceHandshakeOp{0, voiceHandshakeData{v.GuildID, v.UserID, v.sessionID, v.token}} + + err = v.wsConn.WriteJSON(data) + if err != nil { + v.log(LogWarning, "error sending init packet, %s", err) + return + } + + v.close = make(chan struct{}) + go v.wsListen(v.wsConn, v.close) + + // add loop/check for Ready bool here? + // then return false if not ready? + // but then wsListen will also err. + + return +} + +// wsListen listens on the voice websocket for messages and passes them +// to the voice event handler. This is automatically called by the Open func +func (v *VoiceConnection) wsListen(wsConn *websocket.Conn, close <-chan struct{}) { + + v.log(LogInformational, "called") + + for { + _, message, err := v.wsConn.ReadMessage() + if err != nil { + // Detect if we have been closed manually. If a Close() has already + // happened, the websocket we are listening on will be different to the + // current session. + v.RLock() + sameConnection := v.wsConn == wsConn + v.RUnlock() + if sameConnection { + + v.log(LogError, "voice endpoint %s websocket closed unexpectantly, %s", v.endpoint, err) + + // Start reconnect goroutine then exit. + go v.reconnect() + } + return + } + + // Pass received message to voice event handler + select { + case <-close: + return + default: + go v.onEvent(message) + } + } +} + +// wsEvent handles any voice websocket events. This is only called by the +// wsListen() function. +func (v *VoiceConnection) onEvent(message []byte) { + + v.log(LogDebug, "received: %s", string(message)) + + var e Event + if err := json.Unmarshal(message, &e); err != nil { + v.log(LogError, "unmarshall error, %s", err) + return + } + + switch e.Operation { + + case 2: // READY + + if err := json.Unmarshal(e.RawData, &v.op2); err != nil { + v.log(LogError, "OP2 unmarshall error, %s, %s", err, string(e.RawData)) + return + } + + // Start the voice websocket heartbeat to keep the connection alive + go v.wsHeartbeat(v.wsConn, v.close, v.op2.HeartbeatInterval) + // TODO monitor a chan/bool to verify this was successful + + // Start the UDP connection + err := v.udpOpen() + if err != nil { + v.log(LogError, "error opening udp connection, %s", err) + return + } + + // Start the opusSender. + // TODO: Should we allow 48000/960 values to be user defined? + if v.OpusSend == nil { + v.OpusSend = make(chan []byte, 2) + } + go v.opusSender(v.udpConn, v.close, v.OpusSend, 48000, 960) + + // Start the opusReceiver + if !v.deaf { + if v.OpusRecv == nil { + v.OpusRecv = make(chan *Packet, 2) + } + + go v.opusReceiver(v.udpConn, v.close, v.OpusRecv) + } + + return + + case 3: // HEARTBEAT response + // add code to use this to track latency? + return + + case 4: // udp encryption secret key + v.Lock() + defer v.Unlock() + + v.op4 = voiceOP4{} + if err := json.Unmarshal(e.RawData, &v.op4); err != nil { + v.log(LogError, "OP4 unmarshall error, %s, %s", err, string(e.RawData)) + return + } + return + + case 5: + if len(v.voiceSpeakingUpdateHandlers) == 0 { + return + } + + voiceSpeakingUpdate := &VoiceSpeakingUpdate{} + if err := json.Unmarshal(e.RawData, voiceSpeakingUpdate); err != nil { + v.log(LogError, "OP5 unmarshall error, %s, %s", err, string(e.RawData)) + return + } + + for _, h := range v.voiceSpeakingUpdateHandlers { + h(v, voiceSpeakingUpdate) + } + + default: + v.log(LogDebug, "unknown voice operation, %d, %s", e.Operation, string(e.RawData)) + } + + return +} + +type voiceHeartbeatOp struct { + Op int `json:"op"` // Always 3 + Data int `json:"d"` +} + +// NOTE :: When a guild voice server changes how do we shut this down +// properly, so a new connection can be setup without fuss? +// +// wsHeartbeat sends regular heartbeats to voice Discord so it knows the client +// is still connected. If you do not send these heartbeats Discord will +// disconnect the websocket connection after a few seconds. +func (v *VoiceConnection) wsHeartbeat(wsConn *websocket.Conn, close <-chan struct{}, i time.Duration) { + + if close == nil || wsConn == nil { + return + } + + var err error + ticker := time.NewTicker(i * time.Millisecond) + defer ticker.Stop() + for { + v.log(LogDebug, "sending heartbeat packet") + v.wsMutex.Lock() + err = wsConn.WriteJSON(voiceHeartbeatOp{3, int(time.Now().Unix())}) + v.wsMutex.Unlock() + if err != nil { + v.log(LogError, "error sending heartbeat to voice endpoint %s, %s", v.endpoint, err) + return + } + + select { + case <-ticker.C: + // continue loop and send heartbeat + case <-close: + return + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Code related to the VoiceConnection UDP connection +// ------------------------------------------------------------------------------------------------ + +type voiceUDPData struct { + Address string `json:"address"` // Public IP of machine running this code + Port uint16 `json:"port"` // UDP Port of machine running this code + Mode string `json:"mode"` // always "xsalsa20_poly1305" +} + +type voiceUDPD struct { + Protocol string `json:"protocol"` // Always "udp" ? + Data voiceUDPData `json:"data"` +} + +type voiceUDPOp struct { + Op int `json:"op"` // Always 1 + Data voiceUDPD `json:"d"` +} + +// udpOpen opens a UDP connection to the voice server and completes the +// initial required handshake. This connection is left open in the session +// and can be used to send or receive audio. This should only be called +// from voice.wsEvent OP2 +func (v *VoiceConnection) udpOpen() (err error) { + + v.Lock() + defer v.Unlock() + + if v.wsConn == nil { + return fmt.Errorf("nil voice websocket") + } + + if v.udpConn != nil { + return fmt.Errorf("udp connection already open") + } + + if v.close == nil { + return fmt.Errorf("nil close channel") + } + + if v.endpoint == "" { + return fmt.Errorf("empty endpoint") + } + + host := strings.TrimSuffix(v.endpoint, ":80") + ":" + strconv.Itoa(v.op2.Port) + addr, err := net.ResolveUDPAddr("udp", host) + if err != nil { + v.log(LogWarning, "error resolving udp host %s, %s", host, err) + return + } + + v.log(LogInformational, "connecting to udp addr %s", addr.String()) + v.udpConn, err = net.DialUDP("udp", nil, addr) + if err != nil { + v.log(LogWarning, "error connecting to udp addr %s, %s", addr.String(), err) + return + } + + // Create a 70 byte array and put the SSRC code from the Op 2 VoiceConnection event + // into it. Then send that over the UDP connection to Discord + sb := make([]byte, 70) + binary.BigEndian.PutUint32(sb, v.op2.SSRC) + _, err = v.udpConn.Write(sb) + 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 && recvbuf[0] != 0x90) { + 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 len(p.Opus) > 8 && recvbuf[0] == 0x90 { + // Extension bit is set, first 8 bytes is the extended header + p.Opus = p.Opus[8:] + } + + if c != nil { + select { + case c <- &p: + case <-close: + return + } + } + } +} + +// 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 reconnect 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) + } + + } +} |