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discord.js-self

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A fork of discord.js with support of user accounts

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