VoiceConnection.js
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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
*/
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: ${JSON.stringify(options)}`);
return this.channel.guild.shard.send(
{
op: OPCodes.VOICE_STATE_UPDATE,
d: options,
},
true,
);
}
/**
* Set the token and endpoint required to connect to the voice servers.
* @param {string} token The voice token
* @param {string} endpoint The voice endpoint
* @returns {void}
* @private
*/
setTokenAndEndpoint(token, endpoint) {
this.emit('debug', `Token "${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, {
...(this.ssrcMap.get(+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;