const VoiceWebSocket = require('./networking/VoiceWebSocket'); const VoiceUDP = require('./networking/VoiceUDPClient'); const Util = require('../../util/Util'); const { OPCodes, VoiceOPCodes, VoiceStatus } = require('../../util/Constants'); const AudioPlayer = require('./player/AudioPlayer'); const VoiceReceiver = require('./receiver/Receiver'); const EventEmitter = require('events'); const { Error } = require('../../errors'); const PlayInterface = require('./util/PlayInterface'); /** * 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 client that instantiated this connection * @type {Client} */ this.client = voiceManager.client; /** * 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; /** * Whether we're currently transmitting audio * @type {boolean} */ this.speaking = false; /** * An array of Voice Receivers that have been created for this connection * @type {VoiceReceiver[]} */ this.receivers = []; /** * 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 to speaking values * @type {Map} * @private */ this.ssrcMap = new Map(); /** * Object that wraps contains the `ws` and `udp` sockets of this voice connection * @type {Object} * @private */ this.sockets = {}; this.authenticate(); } /** * The current stream dispatcher (if any) * @type {?StreamDispatcher} * @readonly */ get dispatcher() { return this.player.dispatcher; } /** * Sets whether the voice connection should display as "speaking" or not. * @param {boolean} value Whether or not to speak * @private */ setSpeaking(value) { if (this.speaking === value) return; if (this.status !== VoiceStatus.CONNECTED) return; this.speaking = value; this.sockets.ws.sendPacket({ op: VoiceOPCodes.SPEAKING, d: { speaking: this.speaking, delay: 0, ssrc: this.authentication.ssrc, }, }).catch(e => { this.emit('debug', e); }); } /** * Sends a request to the main gateway to join a voice channel. * @param {Object} [options] The options to provide * @private */ sendVoiceStateUpdate(options = {}) { options = Util.mergeDefault({ guild_id: this.channel.guild.id, channel_id: this.channel.id, self_mute: false, self_deaf: false, }, options); this.client.ws.send({ op: OPCodes.VOICE_STATE_UPDATE, d: options, }); } /** * 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) { if (!endpoint) { // Signifies awaiting endpoint stage return; } if (!token) { this.authenticateFailed('VOICE_TOKEN_ABSENT'); return; } endpoint = endpoint.match(/([^:]*)/)[0]; 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) { 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; if (token && endpoint && sessionID) { clearTimeout(this.connectTimeout); 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) { clearTimeout(this.connectTimeout); 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 { 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.status = VoiceStatus.RECONNECTING; /** * 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.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(); const { ws, udp } = this.sockets; if (ws) { ws.removeAllListeners('error'); ws.removeAllListeners('ready'); ws.removeAllListeners('sessionDescription'); ws.removeAllListeners('speaking'); } if (udp) udp.removeAllListeners('error'); this.sockets.ws = null; this.sockets.udp = null; } /** * Connect the voice connection. * @private */ connect() { 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('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('speaking', this.onSpeaking.bind(this)); } /** * Invoked when the voice websocket is ready. * @param {Object} data The received data * @private */ onReady({ port, ssrc }) { this.authentication.port = port; this.authentication.ssrc = ssrc; const udp = this.sockets.udp; /** * Emitted whenever the connection encounters an error. * @event VoiceConnection#error * @param {Error} error The encountered error */ udp.findEndpointAddress() .then(address => { udp.createUDPSocket(address); }, e => this.emit('error', e)); } /** * Invoked when a session description is received. * @param {string} mode The encryption mode * @param {string} secret The secret key * @private */ onSessionDescription(mode, secret) { this.authentication.encryptionMode = mode; this.authentication.secretKey = secret; this.status = VoiceStatus.CONNECTED; /** * 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'); } /** * Invoked when a speaking event is received. * @param {Object} data The received data * @private */ onSpeaking({ user_id, ssrc, speaking }) { const guild = this.channel.guild; const user = this.client.users.get(user_id); this.ssrcMap.set(+ssrc, user); /** * Emitted whenever a user starts/stops speaking. * @event VoiceConnection#speaking * @param {User} user The user that has started/stopped speaking * @param {boolean} speaking Whether or not the user is speaking */ if (this.status === VoiceStatus.CONNECTED) { this.emit('speaking', user, speaking); if (!speaking) { for (const receiver of this.receivers) { receiver.packets._stoppedSpeaking(user_id); } } } guild._memberSpeakUpdate(user_id, speaking); } /** * Creates a VoiceReceiver so you can start listening to voice data. * It's recommended to only create one of these. * @returns {VoiceReceiver} */ createReceiver() { const receiver = new VoiceReceiver(this); this.receivers.push(receiver); return receiver; } play() {} // eslint-disable-line no-empty-function } PlayInterface.applyToClass(VoiceConnection); module.exports = VoiceConnection;