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author | Wim <wim@42.be> | 2022-03-12 17:06:39 +0100 |
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committer | GitHub <noreply@github.com> | 2022-03-12 17:06:39 +0100 |
commit | e4c0ca0f4807a36a6cc0ea5f793905539afa4648 (patch) | |
tree | cfaa8cb0c5650878047456f83b8e18299b15869d /vendor/github.com/matterbridge/discordgo/wsapi.go | |
parent | 9c203327c07d8fd4161c47163f35dfea29ac83b1 (diff) | |
download | matterbridge-msglm-e4c0ca0f4807a36a6cc0ea5f793905539afa4648.tar.gz matterbridge-msglm-e4c0ca0f4807a36a6cc0ea5f793905539afa4648.tar.bz2 matterbridge-msglm-e4c0ca0f4807a36a6cc0ea5f793905539afa4648.zip |
Switch to discordgo upstream again (#1759)
* Switch to upstream discordgo again
* Fix discord api changes
Diffstat (limited to 'vendor/github.com/matterbridge/discordgo/wsapi.go')
-rw-r--r-- | vendor/github.com/matterbridge/discordgo/wsapi.go | 901 |
1 files changed, 0 insertions, 901 deletions
diff --git a/vendor/github.com/matterbridge/discordgo/wsapi.go b/vendor/github.com/matterbridge/discordgo/wsapi.go deleted file mode 100644 index 29a4f613..00000000 --- a/vendor/github.com/matterbridge/discordgo/wsapi.go +++ /dev/null @@ -1,901 +0,0 @@ -// 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 low level functions for interacting with the Discord -// data websocket interface. - -package discordgo - -import ( - "bytes" - "compress/zlib" - "encoding/json" - "errors" - "fmt" - "io" - "net/http" - "sync/atomic" - "time" - - "github.com/gorilla/websocket" -) - -// ErrWSAlreadyOpen is thrown when you attempt to open -// a websocket that already is open. -var ErrWSAlreadyOpen = errors.New("web socket already opened") - -// ErrWSNotFound is thrown when you attempt to use a websocket -// that doesn't exist -var ErrWSNotFound = errors.New("no websocket connection exists") - -// ErrWSShardBounds is thrown when you try to use a shard ID that is -// less than the total shard count -var ErrWSShardBounds = errors.New("ShardID must be less than ShardCount") - -type resumePacket struct { - Op int `json:"op"` - Data struct { - Token string `json:"token"` - SessionID string `json:"session_id"` - Sequence int64 `json:"seq"` - } `json:"d"` -} - -// Open creates a websocket connection to Discord. -// See: https://discord.com/developers/docs/topics/gateway#connecting -func (s *Session) Open() error { - s.log(LogInformational, "called") - - var err error - - // Prevent Open or other major Session functions from - // being called while Open is still running. - s.Lock() - defer s.Unlock() - - // If the websock is already open, bail out here. - if s.wsConn != nil { - return ErrWSAlreadyOpen - } - - // Get the gateway to use for the Websocket connection - if s.gateway == "" { - s.gateway, err = s.Gateway() - if err != nil { - return err - } - - // Add the version and encoding to the URL - s.gateway = s.gateway + "?v=" + APIVersion + "&encoding=json" - } - - // Connect to the Gateway - s.log(LogInformational, "connecting to gateway %s", s.gateway) - header := http.Header{} - header.Add("accept-encoding", "zlib") - s.wsConn, _, err = websocket.DefaultDialer.Dial(s.gateway, header) - if err != nil { - s.log(LogError, "error connecting to gateway %s, %s", s.gateway, err) - s.gateway = "" // clear cached gateway - s.wsConn = nil // Just to be safe. - return err - } - - s.wsConn.SetCloseHandler(func(code int, text string) error { - return nil - }) - - defer func() { - // because of this, all code below must set err to the error - // when exiting with an error :) Maybe someone has a better - // way :) - if err != nil { - s.wsConn.Close() - s.wsConn = nil - } - }() - - // The first response from Discord should be an Op 10 (Hello) Packet. - // When processed by onEvent the heartbeat goroutine will be started. - mt, m, err := s.wsConn.ReadMessage() - if err != nil { - return err - } - e, err := s.onEvent(mt, m) - if err != nil { - return err - } - if e.Operation != 10 { - err = fmt.Errorf("expecting Op 10, got Op %d instead", e.Operation) - return err - } - s.log(LogInformational, "Op 10 Hello Packet received from Discord") - s.LastHeartbeatAck = time.Now().UTC() - var h helloOp - if err = json.Unmarshal(e.RawData, &h); err != nil { - err = fmt.Errorf("error unmarshalling helloOp, %s", err) - return err - } - - // Now we send either an Op 2 Identity if this is a brand new - // connection or Op 6 Resume if we are resuming an existing connection. - sequence := atomic.LoadInt64(s.sequence) - if s.sessionID == "" && sequence == 0 { - - // Send Op 2 Identity Packet - err = s.identify() - if err != nil { - err = fmt.Errorf("error sending identify packet to gateway, %s, %s", s.gateway, err) - return err - } - - } else { - - // Send Op 6 Resume Packet - p := resumePacket{} - p.Op = 6 - p.Data.Token = s.Token - p.Data.SessionID = s.sessionID - p.Data.Sequence = sequence - - s.log(LogInformational, "sending resume packet to gateway") - s.wsMutex.Lock() - err = s.wsConn.WriteJSON(p) - s.wsMutex.Unlock() - if err != nil { - err = fmt.Errorf("error sending gateway resume packet, %s, %s", s.gateway, err) - return err - } - - } - - // A basic state is a hard requirement for Voice. - // We create it here so the below READY/RESUMED packet can populate - // the state :) - // XXX: Move to New() func? - if s.State == nil { - state := NewState() - state.TrackChannels = false - state.TrackEmojis = false - state.TrackMembers = false - state.TrackRoles = false - state.TrackVoice = false - s.State = state - } - - // Now Discord should send us a READY or RESUMED packet. - mt, m, err = s.wsConn.ReadMessage() - if err != nil { - return err - } - e, err = s.onEvent(mt, m) - if err != nil { - return err - } - if e.Type != `READY` && e.Type != `RESUMED` { - // This is not fatal, but it does not follow their API documentation. - s.log(LogWarning, "Expected READY/RESUMED, instead got:\n%#v\n", e) - } - s.log(LogInformational, "First Packet:\n%#v\n", e) - - s.log(LogInformational, "We are now connected to Discord, emitting connect event") - s.handleEvent(connectEventType, &Connect{}) - - // A VoiceConnections map is a hard requirement for Voice. - // XXX: can this be moved to when opening a voice connection? - if s.VoiceConnections == nil { - s.log(LogInformational, "creating new VoiceConnections map") - s.VoiceConnections = make(map[string]*VoiceConnection) - } - - // Create listening chan outside of listen, as it needs to happen inside the - // mutex lock and needs to exist before calling heartbeat and listen - // go rountines. - s.listening = make(chan interface{}) - - // Start sending heartbeats and reading messages from Discord. - go s.heartbeat(s.wsConn, s.listening, h.HeartbeatInterval) - go s.listen(s.wsConn, s.listening) - - s.log(LogInformational, "exiting") - return nil -} - -// listen polls the websocket connection for events, it will stop when the -// listening channel is closed, or an error occurs. -func (s *Session) listen(wsConn *websocket.Conn, listening <-chan interface{}) { - - s.log(LogInformational, "called") - - for { - - messageType, message, err := 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. - s.RLock() - sameConnection := s.wsConn == wsConn - s.RUnlock() - - if sameConnection { - - s.log(LogWarning, "error reading from gateway %s websocket, %s", s.gateway, err) - // There has been an error reading, close the websocket so that - // OnDisconnect event is emitted. - err := s.Close() - if err != nil { - s.log(LogWarning, "error closing session connection, %s", err) - } - - s.log(LogInformational, "calling reconnect() now") - s.reconnect() - } - - return - } - - select { - - case <-listening: - return - - default: - s.onEvent(messageType, message) - - } - } -} - -type heartbeatOp struct { - Op int `json:"op"` - Data int64 `json:"d"` -} - -type helloOp struct { - HeartbeatInterval time.Duration `json:"heartbeat_interval"` -} - -// FailedHeartbeatAcks is the Number of heartbeat intervals to wait until forcing a connection restart. -const FailedHeartbeatAcks time.Duration = 5 * time.Millisecond - -// HeartbeatLatency returns the latency between heartbeat acknowledgement and heartbeat send. -func (s *Session) HeartbeatLatency() time.Duration { - - return s.LastHeartbeatAck.Sub(s.LastHeartbeatSent) - -} - -// heartbeat sends regular heartbeats to 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 (s *Session) heartbeat(wsConn *websocket.Conn, listening <-chan interface{}, heartbeatIntervalMsec time.Duration) { - - s.log(LogInformational, "called") - - if listening == nil || wsConn == nil { - return - } - - var err error - ticker := time.NewTicker(heartbeatIntervalMsec * time.Millisecond) - defer ticker.Stop() - - for { - s.RLock() - last := s.LastHeartbeatAck - s.RUnlock() - sequence := atomic.LoadInt64(s.sequence) - s.log(LogDebug, "sending gateway websocket heartbeat seq %d", sequence) - s.wsMutex.Lock() - s.LastHeartbeatSent = time.Now().UTC() - err = wsConn.WriteJSON(heartbeatOp{1, sequence}) - s.wsMutex.Unlock() - if err != nil || time.Now().UTC().Sub(last) > (heartbeatIntervalMsec*FailedHeartbeatAcks) { - if err != nil { - s.log(LogError, "error sending heartbeat to gateway %s, %s", s.gateway, err) - } else { - s.log(LogError, "haven't gotten a heartbeat ACK in %v, triggering a reconnection", time.Now().UTC().Sub(last)) - } - s.Close() - s.reconnect() - return - } - s.Lock() - s.DataReady = true - s.Unlock() - - select { - case <-ticker.C: - // continue loop and send heartbeat - case <-listening: - return - } - } -} - -// UpdateStatusData ia provided to UpdateStatusComplex() -type UpdateStatusData struct { - IdleSince *int `json:"since"` - Activities []*Activity `json:"activities"` - AFK bool `json:"afk"` - Status string `json:"status"` -} - -type updateStatusOp struct { - Op int `json:"op"` - Data UpdateStatusData `json:"d"` -} - -func newUpdateStatusData(idle int, activityType ActivityType, name, url string) *UpdateStatusData { - usd := &UpdateStatusData{ - Status: "online", - } - - if idle > 0 { - usd.IdleSince = &idle - } - - if name != "" { - usd.Activities = []*Activity{{ - Name: name, - Type: activityType, - URL: url, - }} - } - - return usd -} - -// UpdateGameStatus is used to update the user's status. -// If idle>0 then set status to idle. -// If name!="" then set game. -// if otherwise, set status to active, and no activity. -func (s *Session) UpdateGameStatus(idle int, name string) (err error) { - return s.UpdateStatusComplex(*newUpdateStatusData(idle, ActivityTypeGame, name, "")) -} - -// UpdateStreamingStatus is used to update the user's streaming status. -// If idle>0 then set status to idle. -// If name!="" then set game. -// If name!="" and url!="" then set the status type to streaming with the URL set. -// if otherwise, set status to active, and no game. -func (s *Session) UpdateStreamingStatus(idle int, name string, url string) (err error) { - gameType := ActivityTypeGame - if url != "" { - gameType = ActivityTypeStreaming - } - return s.UpdateStatusComplex(*newUpdateStatusData(idle, gameType, name, url)) -} - -// UpdateListeningStatus is used to set the user to "Listening to..." -// If name!="" then set to what user is listening to -// Else, set user to active and no activity. -func (s *Session) UpdateListeningStatus(name string) (err error) { - return s.UpdateStatusComplex(*newUpdateStatusData(0, ActivityTypeListening, name, "")) -} - -// UpdateStatusComplex allows for sending the raw status update data untouched by discordgo. -func (s *Session) UpdateStatusComplex(usd UpdateStatusData) (err error) { - - s.RLock() - defer s.RUnlock() - if s.wsConn == nil { - return ErrWSNotFound - } - - s.wsMutex.Lock() - err = s.wsConn.WriteJSON(updateStatusOp{3, usd}) - s.wsMutex.Unlock() - - return -} - -type requestGuildMembersData struct { - GuildIDs []string `json:"guild_id"` - Query string `json:"query"` - Limit int `json:"limit"` - Presences bool `json:"presences"` -} - -type requestGuildMembersOp struct { - Op int `json:"op"` - Data requestGuildMembersData `json:"d"` -} - -// RequestGuildMembers requests guild members from the gateway -// The gateway responds with GuildMembersChunk events -// guildID : Single Guild ID to request members of -// query : String that username starts with, leave empty to return all members -// limit : Max number of items to return, or 0 to request all members matched -// presences : Whether to request presences of guild members -func (s *Session) RequestGuildMembers(guildID string, query string, limit int, presences bool) (err error) { - data := requestGuildMembersData{ - GuildIDs: []string{guildID}, - Query: query, - Limit: limit, - Presences: presences, - } - err = s.requestGuildMembers(data) - return -} - -// RequestGuildMembersBatch requests guild members from the gateway -// The gateway responds with GuildMembersChunk events -// guildID : Slice of guild IDs to request members of -// query : String that username starts with, leave empty to return all members -// limit : Max number of items to return, or 0 to request all members matched -// presences : Whether to request presences of guild members -func (s *Session) RequestGuildMembersBatch(guildIDs []string, query string, limit int, presences bool) (err error) { - data := requestGuildMembersData{ - GuildIDs: guildIDs, - Query: query, - Limit: limit, - Presences: presences, - } - err = s.requestGuildMembers(data) - return -} - -func (s *Session) requestGuildMembers(data requestGuildMembersData) (err error) { - s.log(LogInformational, "called") - - s.RLock() - defer s.RUnlock() - if s.wsConn == nil { - return ErrWSNotFound - } - - s.wsMutex.Lock() - err = s.wsConn.WriteJSON(requestGuildMembersOp{8, data}) - s.wsMutex.Unlock() - - return -} - -// onEvent is the "event handler" for all messages received on the -// Discord Gateway API websocket connection. -// -// If you use the AddHandler() function to register a handler for a -// specific event this function will pass the event along to that handler. -// -// If you use the AddHandler() function to register a handler for the -// "OnEvent" event then all events will be passed to that handler. -func (s *Session) onEvent(messageType int, message []byte) (*Event, error) { - - var err error - var reader io.Reader - reader = bytes.NewBuffer(message) - - // If this is a compressed message, uncompress it. - if messageType == websocket.BinaryMessage { - - z, err2 := zlib.NewReader(reader) - if err2 != nil { - s.log(LogError, "error uncompressing websocket message, %s", err) - return nil, err2 - } - - defer func() { - err3 := z.Close() - if err3 != nil { - s.log(LogWarning, "error closing zlib, %s", err) - } - }() - - reader = z - } - - // Decode the event into an Event struct. - var e *Event - decoder := json.NewDecoder(reader) - if err = decoder.Decode(&e); err != nil { - s.log(LogError, "error decoding websocket message, %s", err) - return e, err - } - - s.log(LogDebug, "Op: %d, Seq: %d, Type: %s, Data: %s\n\n", e.Operation, e.Sequence, e.Type, string(e.RawData)) - - // Ping request. - // Must respond with a heartbeat packet within 5 seconds - if e.Operation == 1 { - s.log(LogInformational, "sending heartbeat in response to Op1") - s.wsMutex.Lock() - err = s.wsConn.WriteJSON(heartbeatOp{1, atomic.LoadInt64(s.sequence)}) - s.wsMutex.Unlock() - if err != nil { - s.log(LogError, "error sending heartbeat in response to Op1") - return e, err - } - - return e, nil - } - - // Reconnect - // Must immediately disconnect from gateway and reconnect to new gateway. - if e.Operation == 7 { - s.log(LogInformational, "Closing and reconnecting in response to Op7") - s.CloseWithCode(websocket.CloseServiceRestart) - s.reconnect() - return e, nil - } - - // Invalid Session - // Must respond with a Identify packet. - if e.Operation == 9 { - - s.log(LogInformational, "sending identify packet to gateway in response to Op9") - - err = s.identify() - if err != nil { - s.log(LogWarning, "error sending gateway identify packet, %s, %s", s.gateway, err) - return e, err - } - - return e, nil - } - - if e.Operation == 10 { - // Op10 is handled by Open() - return e, nil - } - - if e.Operation == 11 { - s.Lock() - s.LastHeartbeatAck = time.Now().UTC() - s.Unlock() - s.log(LogDebug, "got heartbeat ACK") - return e, nil - } - - // Do not try to Dispatch a non-Dispatch Message - if e.Operation != 0 { - // But we probably should be doing something with them. - // TEMP - s.log(LogWarning, "unknown Op: %d, Seq: %d, Type: %s, Data: %s, message: %s", e.Operation, e.Sequence, e.Type, string(e.RawData), string(message)) - return e, nil - } - - // Store the message sequence - atomic.StoreInt64(s.sequence, e.Sequence) - - // Map event to registered event handlers and pass it along to any registered handlers. - if eh, ok := registeredInterfaceProviders[e.Type]; ok { - e.Struct = eh.New() - - // Attempt to unmarshal our event. - if err = json.Unmarshal(e.RawData, e.Struct); err != nil { - s.log(LogError, "error unmarshalling %s event, %s", e.Type, err) - } - - // Send event to any registered event handlers for it's type. - // Because the above doesn't cancel this, in case of an error - // the struct could be partially populated or at default values. - // However, most errors are due to a single field and I feel - // it's better to pass along what we received than nothing at all. - // TODO: Think about that decision :) - // Either way, READY events must fire, even with errors. - s.handleEvent(e.Type, e.Struct) - } else { - s.log(LogWarning, "unknown event: Op: %d, Seq: %d, Type: %s, Data: %s", e.Operation, e.Sequence, e.Type, string(e.RawData)) - } - - // For legacy reasons, we send the raw event also, this could be useful for handling unknown events. - s.handleEvent(eventEventType, e) - - return e, nil -} - -// ------------------------------------------------------------------------------------------------ -// Code related to voice connections that initiate over the data websocket -// ------------------------------------------------------------------------------------------------ - -type voiceChannelJoinData struct { - GuildID *string `json:"guild_id"` - ChannelID *string `json:"channel_id"` - SelfMute bool `json:"self_mute"` - SelfDeaf bool `json:"self_deaf"` -} - -type voiceChannelJoinOp struct { - Op int `json:"op"` - Data voiceChannelJoinData `json:"d"` -} - -// ChannelVoiceJoin joins the session user to a voice channel. -// -// gID : Guild ID of the channel to join. -// cID : Channel ID of the channel to join. -// mute : If true, you will be set to muted upon joining. -// deaf : If true, you will be set to deafened upon joining. -func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (voice *VoiceConnection, err error) { - - s.log(LogInformational, "called") - - s.RLock() - voice, _ = s.VoiceConnections[gID] - s.RUnlock() - - if voice == nil { - voice = &VoiceConnection{} - s.Lock() - s.VoiceConnections[gID] = voice - s.Unlock() - } - - voice.Lock() - voice.GuildID = gID - voice.ChannelID = cID - voice.deaf = deaf - voice.mute = mute - voice.session = s - voice.Unlock() - - err = s.ChannelVoiceJoinManual(gID, cID, mute, deaf) - if err != nil { - return - } - - // doesn't exactly work perfect yet.. TODO - err = voice.waitUntilConnected() - if err != nil { - s.log(LogWarning, "error waiting for voice to connect, %s", err) - voice.Close() - return - } - - return -} - -// ChannelVoiceJoinManual initiates a voice session to a voice channel, but does not complete it. -// -// This should only be used when the VoiceServerUpdate will be intercepted and used elsewhere. -// -// gID : Guild ID of the channel to join. -// cID : Channel ID of the channel to join, leave empty to disconnect. -// mute : If true, you will be set to muted upon joining. -// deaf : If true, you will be set to deafened upon joining. -func (s *Session) ChannelVoiceJoinManual(gID, cID string, mute, deaf bool) (err error) { - - s.log(LogInformational, "called") - - var channelID *string - if cID == "" { - channelID = nil - } else { - channelID = &cID - } - - // Send the request to Discord that we want to join the voice channel - data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, channelID, mute, deaf}} - s.wsMutex.Lock() - err = s.wsConn.WriteJSON(data) - s.wsMutex.Unlock() - return -} - -// onVoiceStateUpdate handles Voice State Update events on the data websocket. -func (s *Session) onVoiceStateUpdate(st *VoiceStateUpdate) { - - // If we don't have a connection for the channel, don't bother - if st.ChannelID == "" { - return - } - - // Check if we have a voice connection to update - s.RLock() - voice, exists := s.VoiceConnections[st.GuildID] - s.RUnlock() - if !exists { - return - } - - // We only care about events that are about us. - if s.State.User.ID != st.UserID { - return - } - - // Store the SessionID for later use. - voice.Lock() - voice.UserID = st.UserID - voice.sessionID = st.SessionID - voice.ChannelID = st.ChannelID - voice.Unlock() -} - -// onVoiceServerUpdate handles the Voice Server Update data websocket event. -// -// This is also fired if the Guild's voice region changes while connected -// to a voice channel. In that case, need to re-establish connection to -// the new region endpoint. -func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) { - - s.log(LogInformational, "called") - - s.RLock() - voice, exists := s.VoiceConnections[st.GuildID] - s.RUnlock() - - // If no VoiceConnection exists, just skip this - if !exists { - return - } - - // If currently connected to voice ws/udp, then disconnect. - // Has no effect if not connected. - voice.Close() - - // Store values for later use - voice.Lock() - voice.token = st.Token - voice.endpoint = st.Endpoint - voice.GuildID = st.GuildID - voice.Unlock() - - // Open a connection to the voice server - err := voice.open() - if err != nil { - s.log(LogError, "onVoiceServerUpdate voice.open, %s", err) - } -} - -type identifyOp struct { - Op int `json:"op"` - Data Identify `json:"d"` -} - -// identify sends the identify packet to the gateway -func (s *Session) identify() error { - s.log(LogDebug, "called") - - // TODO: This is a temporary block of code to help - // maintain backwards compatability - if s.Compress == false { - s.Identify.Compress = false - } - - // TODO: This is a temporary block of code to help - // maintain backwards compatability - if s.Token != "" && s.Identify.Token == "" { - s.Identify.Token = s.Token - } - - // TODO: Below block should be refactored so ShardID and ShardCount - // can be deprecated and their usage moved to the Session.Identify - // struct - if s.ShardCount > 1 { - - if s.ShardID >= s.ShardCount { - return ErrWSShardBounds - } - - s.Identify.Shard = &[2]int{s.ShardID, s.ShardCount} - } - - // Send Identify packet to Discord - op := identifyOp{2, s.Identify} - s.log(LogDebug, "Identify Packet: \n%#v", op) - s.wsMutex.Lock() - err := s.wsConn.WriteJSON(op) - s.wsMutex.Unlock() - - return err -} - -func (s *Session) reconnect() { - - s.log(LogInformational, "called") - - var err error - - if s.ShouldReconnectOnError { - - wait := time.Duration(1) - - for { - s.log(LogInformational, "trying to reconnect to gateway") - - err = s.Open() - if err == nil { - s.log(LogInformational, "successfully reconnected to gateway") - - // I'm not sure if this is actually needed. - // if the gw reconnect works properly, voice should stay alive - // However, there seems to be cases where something "weird" - // happens. So we're doing this for now just to improve - // stability in those edge cases. - s.RLock() - defer s.RUnlock() - for _, v := range s.VoiceConnections { - - s.log(LogInformational, "reconnecting voice connection to guild %s", v.GuildID) - go v.reconnect() - - // This is here just to prevent violently spamming the - // voice reconnects - time.Sleep(1 * time.Second) - - } - return - } - - // Certain race conditions can call reconnect() twice. If this happens, we - // just break out of the reconnect loop - if err == ErrWSAlreadyOpen { - s.log(LogInformational, "Websocket already exists, no need to reconnect") - return - } - - s.log(LogError, "error reconnecting to gateway, %s", err) - - <-time.After(wait * time.Second) - wait *= 2 - if wait > 600 { - wait = 600 - } - } - } -} - -// Close closes a websocket and stops all listening/heartbeat goroutines. -// TODO: Add support for Voice WS/UDP -func (s *Session) Close() error { - return s.CloseWithCode(websocket.CloseNormalClosure) -} - -// CloseWithCode closes a websocket using the provided closeCode and stops all -// listening/heartbeat goroutines. -// TODO: Add support for Voice WS/UDP connections -func (s *Session) CloseWithCode(closeCode int) (err error) { - - s.log(LogInformational, "called") - s.Lock() - - s.DataReady = false - - if s.listening != nil { - s.log(LogInformational, "closing listening channel") - close(s.listening) - s.listening = nil - } - - // TODO: Close all active Voice Connections too - // this should force stop any reconnecting voice channels too - - if s.wsConn != nil { - - s.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. - s.wsMutex.Lock() - err := s.wsConn.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(closeCode, "")) - s.wsMutex.Unlock() - if err != nil { - s.log(LogInformational, "error closing websocket, %s", err) - } - - // TODO: Wait for Discord to actually close the connection. - time.Sleep(1 * time.Second) - - s.log(LogInformational, "closing gateway websocket") - err = s.wsConn.Close() - if err != nil { - s.log(LogInformational, "error closing websocket, %s", err) - } - - s.wsConn = nil - } - - s.Unlock() - - s.log(LogInformational, "emit disconnect event") - s.handleEvent(disconnectEventType, &Disconnect{}) - - return -} |