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-rw-r--r--vendor/github.com/bwmarrin/discordgo/voice.go886
1 files changed, 0 insertions, 886 deletions
diff --git a/vendor/github.com/bwmarrin/discordgo/voice.go b/vendor/github.com/bwmarrin/discordgo/voice.go
deleted file mode 100644
index 3bbf6212..00000000
--- a/vendor/github.com/bwmarrin/discordgo/voice.go
+++ /dev/null
@@ -1,886 +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 code related to Discord voice suppport
-
-package discordgo
-
-import (
- "encoding/binary"
- "encoding/json"
- "fmt"
- "net"
- "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:", 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.
-// !!! NOTE !!! this function may be removed in favour of ChannelVoiceLeave
-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: ", 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 := fmt.Sprintf("wss://%s", 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 := fmt.Sprintf("%s:%d", strings.TrimSuffix(v.endpoint, ":80"), 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)
- }
-
- }
-}