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-rw-r--r--vendor/github.com/bwmarrin/discordgo/voice.go908
1 files changed, 908 insertions, 0 deletions
diff --git a/vendor/github.com/bwmarrin/discordgo/voice.go b/vendor/github.com/bwmarrin/discordgo/voice.go
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+// 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
+ v.Lock()
+ 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 = ""
+ }
+ v.Unlock()
+
+ // 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"`
+ IP string `json:"ip"`
+}
+
+// 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 {
+ // 4014 indicates a manual disconnection by someone in the guild;
+ // we shouldn't reconnect.
+ if websocket.IsCloseError(err, 4014) {
+ v.log(LogInformational, "received 4014 manual disconnection")
+
+ // Abandon the voice WS connection
+ v.Lock()
+ v.wsConn = nil
+ v.Unlock()
+
+ v.session.Lock()
+ delete(v.session.VoiceConnections, v.GuildID)
+ v.session.Unlock()
+
+ v.Close()
+
+ return
+ }
+
+ // 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 := v.op2.IP + ":" + 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.BigEndian.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)
+ }
+
+ }
+}