524 lines
14 KiB
JavaScript
524 lines
14 KiB
JavaScript
'use strict';
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const EventEmitter = require('events');
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const VoiceUDP = require('./networking/VoiceUDPClient');
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const VoiceWebSocket = require('./networking/VoiceWebSocket');
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const AudioPlayer = require('./player/AudioPlayer');
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const VoiceReceiver = require('./receiver/Receiver');
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const PlayInterface = require('./util/PlayInterface');
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const Silence = require('./util/Silence');
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const { Error } = require('../../errors');
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const { OPCodes, VoiceOPCodes, VoiceStatus, Events } = require('../../util/Constants');
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const Speaking = require('../../util/Speaking');
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const Util = require('../../util/Util');
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// Workaround for Discord now requiring silence to be sent before being able to receive audio
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class SingleSilence extends Silence {
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_read() {
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super._read();
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this.push(null);
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}
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}
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const SUPPORTED_MODES = ['xsalsa20_poly1305_lite', 'xsalsa20_poly1305_suffix', 'xsalsa20_poly1305'];
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/**
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* Represents a connection to a guild's voice server.
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* ```js
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* // Obtained using:
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* voiceChannel.join()
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* .then(connection => {
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*
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* });
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* ```
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* @extends {EventEmitter}
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* @implements {PlayInterface}
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*/
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class VoiceConnection extends EventEmitter {
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constructor(voiceManager, channel) {
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super();
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/**
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* The voice manager that instantiated this connection
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* @type {ClientVoiceManager}
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*/
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this.voiceManager = voiceManager;
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/**
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* The voice channel this connection is currently serving
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* @type {VoiceChannel}
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*/
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this.channel = channel;
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/**
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* The current status of the voice connection
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* @type {VoiceStatus}
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*/
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this.status = VoiceStatus.AUTHENTICATING;
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/**
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* Our current speaking state
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* @type {Readonly<Speaking>}
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*/
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this.speaking = new Speaking().freeze();
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/**
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* The authentication data needed to connect to the voice server
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* @type {Object}
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* @private
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*/
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this.authentication = {};
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/**
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* The audio player for this voice connection
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* @type {AudioPlayer}
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*/
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this.player = new AudioPlayer(this);
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this.player.on('debug', m => {
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/**
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* Debug info from the connection.
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* @event VoiceConnection#debug
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* @param {string} message The debug message
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*/
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this.emit('debug', `audio player - ${m}`);
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});
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this.player.on('error', e => {
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/**
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* Warning info from the connection.
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* @event VoiceConnection#warn
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* @param {string|Error} warning The warning
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*/
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this.emit('warn', e);
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});
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this.once('closing', () => this.player.destroy());
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/**
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* Map SSRC values to user IDs
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* @type {Map<number, Snowflake>}
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* @private
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*/
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this.ssrcMap = new Map();
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/**
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* Tracks which users are talking
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* @type {Map<Snowflake, Readonly<Speaking>>}
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* @private
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*/
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this._speaking = new Map();
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/**
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* Object that wraps contains the `ws` and `udp` sockets of this voice connection
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* @type {Object}
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* @private
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*/
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this.sockets = {};
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/**
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* The voice receiver of this connection
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* @type {VoiceReceiver}
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*/
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this.receiver = new VoiceReceiver(this);
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}
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/**
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* The client that instantiated this connection
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* @type {Client}
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* @readonly
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*/
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get client() {
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return this.voiceManager.client;
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}
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/**
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* The current stream dispatcher (if any)
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* @type {?StreamDispatcher}
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* @readonly
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*/
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get dispatcher() {
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return this.player.dispatcher;
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}
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/**
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* Sets whether the voice connection should display as "speaking", "soundshare" or "none".
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* @param {BitFieldResolvable} value The new speaking state
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* @private
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*/
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setSpeaking(value) {
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if (this.speaking.equals(value)) return;
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if (this.status !== VoiceStatus.CONNECTED) return;
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this.speaking = new Speaking(value).freeze();
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this.sockets.ws
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.sendPacket({
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op: VoiceOPCodes.SPEAKING,
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d: {
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speaking: this.speaking.bitfield,
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delay: 0,
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ssrc: this.authentication.ssrc,
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},
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})
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.catch(e => {
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this.emit('debug', e);
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});
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}
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/**
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* The voice state of this connection
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* @type {VoiceState}
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*/
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get voice() {
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return this.channel.guild.voice;
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}
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/**
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* Sends a request to the main gateway to join a voice channel.
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* @param {Object} [options] The options to provide
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* @returns {Promise<Shard>}
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* @private
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*/
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sendVoiceStateUpdate(options = {}) {
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options = Util.mergeDefault(
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{
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guild_id: this.channel.guild.id,
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channel_id: this.channel.id,
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self_mute: this.voice ? this.voice.selfMute : false,
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self_deaf: this.voice ? this.voice.selfDeaf : false,
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},
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options,
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);
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this.emit('debug', `Sending voice state update: ${JSON.stringify(options)}`);
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return this.channel.guild.shard.send(
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{
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op: OPCodes.VOICE_STATE_UPDATE,
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d: options,
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},
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true,
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);
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}
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/**
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* Set the token and endpoint required to connect to the voice servers.
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* @param {string} token The voice token
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* @param {string} endpoint The voice endpoint
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* @private
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* @returns {void}
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*/
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setTokenAndEndpoint(token, endpoint) {
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this.emit('debug', `Token "${token}" and endpoint "${endpoint}"`);
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if (!endpoint) {
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// Signifies awaiting endpoint stage
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return;
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}
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if (!token) {
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this.authenticateFailed('VOICE_TOKEN_ABSENT');
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return;
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}
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endpoint = endpoint.match(/([^:]*)/)[0];
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this.emit('debug', `Endpoint resolved as ${endpoint}`);
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if (!endpoint) {
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this.authenticateFailed('VOICE_INVALID_ENDPOINT');
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return;
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}
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if (this.status === VoiceStatus.AUTHENTICATING) {
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this.authentication.token = token;
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this.authentication.endpoint = endpoint;
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this.checkAuthenticated();
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} else if (token !== this.authentication.token || endpoint !== this.authentication.endpoint) {
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this.reconnect(token, endpoint);
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}
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}
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/**
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* Sets the Session ID for the connection.
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* @param {string} sessionID The voice session ID
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* @private
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*/
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setSessionID(sessionID) {
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this.emit('debug', `Setting sessionID ${sessionID} (stored as "${this.authentication.sessionID}")`);
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if (!sessionID) {
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this.authenticateFailed('VOICE_SESSION_ABSENT');
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return;
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}
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if (this.status === VoiceStatus.AUTHENTICATING) {
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this.authentication.sessionID = sessionID;
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this.checkAuthenticated();
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} else if (sessionID !== this.authentication.sessionID) {
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this.authentication.sessionID = sessionID;
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/**
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* Emitted when a new session ID is received.
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* @event VoiceConnection#newSession
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* @private
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*/
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this.emit('newSession', sessionID);
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}
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}
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/**
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* Checks whether the voice connection is authenticated.
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* @private
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*/
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checkAuthenticated() {
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const { token, endpoint, sessionID } = this.authentication;
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this.emit('debug', `Authenticated with sessionID ${sessionID}`);
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if (token && endpoint && sessionID) {
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this.status = VoiceStatus.CONNECTING;
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/**
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* Emitted when we successfully initiate a voice connection.
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* @event VoiceConnection#authenticated
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*/
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this.emit('authenticated');
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this.connect();
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}
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}
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/**
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* Invoked when we fail to initiate a voice connection.
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* @param {string} reason The reason for failure
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* @private
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*/
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authenticateFailed(reason) {
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this.client.clearTimeout(this.connectTimeout);
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this.emit('debug', `Authenticate failed - ${reason}`);
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if (this.status === VoiceStatus.AUTHENTICATING) {
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/**
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* Emitted when we fail to initiate a voice connection.
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* @event VoiceConnection#failed
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* @param {Error} error The encountered error
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*/
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this.emit('failed', new Error(reason));
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} else {
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/**
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* Emitted whenever the connection encounters an error.
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* @event VoiceConnection#error
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* @param {Error} error The encountered error
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*/
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this.emit('error', new Error(reason));
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}
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this.status = VoiceStatus.DISCONNECTED;
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}
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/**
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* Move to a different voice channel in the same guild.
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* @param {VoiceChannel} channel The channel to move to
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* @private
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*/
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updateChannel(channel) {
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this.channel = channel;
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this.sendVoiceStateUpdate();
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}
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/**
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* Attempts to authenticate to the voice server.
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* @private
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*/
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authenticate() {
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this.sendVoiceStateUpdate();
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this.connectTimeout = this.client.setTimeout(() => this.authenticateFailed('VOICE_CONNECTION_TIMEOUT'), 15000);
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}
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/**
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* Attempts to reconnect to the voice server (typically after a region change).
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* @param {string} token The voice token
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* @param {string} endpoint The voice endpoint
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* @private
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*/
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reconnect(token, endpoint) {
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this.authentication.token = token;
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this.authentication.endpoint = endpoint;
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this.speaking = new Speaking().freeze();
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this.status = VoiceStatus.RECONNECTING;
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this.emit('debug', `Reconnecting to ${endpoint}`);
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/**
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* Emitted when the voice connection is reconnecting (typically after a region change).
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* @event VoiceConnection#reconnecting
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*/
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this.emit('reconnecting');
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this.connect();
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}
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/**
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* Disconnects the voice connection, causing a disconnect and closing event to be emitted.
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*/
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disconnect() {
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this.emit('closing');
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this.emit('debug', 'disconnect() triggered');
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this.client.clearTimeout(this.connectTimeout);
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const conn = this.voiceManager.connections.get(this.channel.guild.id);
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if (conn === this) this.voiceManager.connections.delete(this.channel.guild.id);
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this.sendVoiceStateUpdate({
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channel_id: null,
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});
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this._disconnect();
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}
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/**
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* Internally disconnects (doesn't send disconnect packet).
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* @private
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*/
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_disconnect() {
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this.cleanup();
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this.status = VoiceStatus.DISCONNECTED;
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/**
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* Emitted when the voice connection disconnects.
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* @event VoiceConnection#disconnect
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*/
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this.emit('disconnect');
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}
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/**
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* Cleans up after disconnect.
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* @private
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*/
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cleanup() {
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this.player.destroy();
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this.speaking = new Speaking().freeze();
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const { ws, udp } = this.sockets;
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this.emit('debug', 'Connection clean up');
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if (ws) {
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ws.removeAllListeners('error');
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ws.removeAllListeners('ready');
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ws.removeAllListeners('sessionDescription');
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ws.removeAllListeners('speaking');
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ws.shutdown();
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}
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if (udp) udp.removeAllListeners('error');
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this.sockets.ws = null;
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this.sockets.udp = null;
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}
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/**
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* Connect the voice connection.
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* @private
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*/
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connect() {
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this.emit('debug', `Connect triggered`);
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if (this.status !== VoiceStatus.RECONNECTING) {
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if (this.sockets.ws) throw new Error('WS_CONNECTION_EXISTS');
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if (this.sockets.udp) throw new Error('UDP_CONNECTION_EXISTS');
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}
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if (this.sockets.ws) this.sockets.ws.shutdown();
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if (this.sockets.udp) this.sockets.udp.shutdown();
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this.sockets.ws = new VoiceWebSocket(this);
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this.sockets.udp = new VoiceUDP(this);
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const { ws, udp } = this.sockets;
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ws.on('debug', msg => this.emit('debug', msg));
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udp.on('debug', msg => this.emit('debug', msg));
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ws.on('error', err => this.emit('error', err));
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udp.on('error', err => this.emit('error', err));
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ws.on('ready', this.onReady.bind(this));
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ws.on('sessionDescription', this.onSessionDescription.bind(this));
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ws.on('startSpeaking', this.onStartSpeaking.bind(this));
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this.sockets.ws.connect();
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}
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/**
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* Invoked when the voice websocket is ready.
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* @param {Object} data The received data
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* @private
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*/
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onReady(data) {
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Object.assign(this.authentication, data);
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for (let mode of data.modes) {
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if (SUPPORTED_MODES.includes(mode)) {
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this.authentication.mode = mode;
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this.emit('debug', `Selecting the ${mode} mode`);
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break;
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}
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}
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this.sockets.udp.createUDPSocket(data.ip);
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}
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/**
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* Invoked when a session description is received.
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* @param {Object} data The received data
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* @private
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*/
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onSessionDescription(data) {
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Object.assign(this.authentication, data);
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this.status = VoiceStatus.CONNECTED;
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const ready = () => {
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this.client.clearTimeout(this.connectTimeout);
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this.emit('debug', `Ready with authentication details: ${JSON.stringify(this.authentication)}`);
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/**
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* Emitted once the connection is ready, when a promise to join a voice channel resolves,
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* the connection will already be ready.
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* @event VoiceConnection#ready
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*/
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this.emit('ready');
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};
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if (this.dispatcher) {
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ready();
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} else {
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// This serves to provide support for voice receive, sending audio is required to receive it.
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const dispatcher = this.play(new SingleSilence(), { type: 'opus', volume: false });
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dispatcher.once('finish', ready);
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}
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}
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onStartSpeaking({ user_id, ssrc, speaking }) {
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this.ssrcMap.set(+ssrc, { userID: user_id, speaking: speaking });
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}
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/**
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* Invoked when a speaking event is received.
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* @param {Object} data The received data
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* @private
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*/
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onSpeaking({ user_id, speaking }) {
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speaking = new Speaking(speaking).freeze();
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const guild = this.channel.guild;
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const user = this.client.users.cache.get(user_id);
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const old = this._speaking.get(user_id);
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this._speaking.set(user_id, speaking);
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/**
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* Emitted whenever a user changes speaking state.
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* @event VoiceConnection#speaking
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* @param {User} user The user that has changed speaking state
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* @param {Readonly<Speaking>} speaking The speaking state of the user
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*/
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if (this.status === VoiceStatus.CONNECTED) {
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this.emit('speaking', user, speaking);
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if (!speaking.has(Speaking.FLAGS.SPEAKING)) {
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this.receiver.packets._stoppedSpeaking(user_id);
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}
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}
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if (guild && user && !speaking.equals(old)) {
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const member = guild.member(user);
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if (member) {
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/**
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* Emitted once a guild member changes speaking state.
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* @event Client#guildMemberSpeaking
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* @param {GuildMember} member The member that started/stopped speaking
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* @param {Readonly<Speaking>} speaking The speaking state of the member
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*/
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this.client.emit(Events.GUILD_MEMBER_SPEAKING, member, speaking);
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}
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}
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}
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play() {} // eslint-disable-line no-empty-function
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}
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PlayInterface.applyToClass(VoiceConnection);
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module.exports = VoiceConnection;
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