6.5 KiB
Litecord Voice Server Protocol (LVSP)
LVSP is a protocol for Litecord to communicate with an external component dedicated for voice data. The voice server is responsible for the Voice Websocket Discord and Voice UDP connections.
LVSP runs over a long-lived websocket with TLS. The encoding is JSON.
OP code table
"client" is litecord. "server" is the voice server.
| opcode | name | sent by |
|---|---|---|
| 0 | HELLO | server |
| 1 | IDENTIFY | client |
| 2 | RESUME | client |
| 3 | READY | server |
| 4 | HEARTBEAT | client |
| 5 | HEARTBEAT_ACK | server |
| 6 | INFO | client / server |
Message structure
Message data is defined by each opcode.
Note: the snowflake type follows the same rules as the Discord Gateway's
snowflake type: A string encoding a Discord Snowflake.
| field | type | description |
|---|---|---|
| op | integer, opcode | operator code |
| d | map[string, any] | message data |
| s | Optional[int] | sequence number |
- The
sfield is explained in theRESUMEmessage.
High level overview
- connect, receive HELLO
- send IDENTIFY or RESUME
- if RESUME, process incoming messages as they were post-ready
- receive READY
- start HEARTBEAT'ing
- send INFO / VSU_REQUEST messages as needed
Error codes
| code | meaning |
|---|---|
| 4000 | general error. Reconnect |
| 4001 | authentication failure |
| 4002 | decode error, given message failed to decode as json |
HELLO message
Sent by the server when a connection is established.
| field | type | description |
|---|---|---|
| heartbeat_interval | integer | amount of milliseconds to heartbeat with |
| nonce | string | random 10-character string used in authentication |
IDENTIFY message
Sent by the client to identify itself.
| field | type | description |
|---|---|---|
| token | string | HMAC(SHA256, key=[secret shared between server and client]), message=[nonce from HELLO] |
RESUME message
Sent by the client to resume itself from a failed websocket connection.
The server will resend its data, then send a READY message.
| field | type | description |
|---|---|---|
| token | string | same value from IDENTIFY.token |
| seq | integer | last sequence number to resume from |
Sequence numbers
Sequence numbers are used to resume a failed connection back and make the voice server replay its missing events to the client.
They are positive integers, starting from 0. There is no default upper limit. A "long int" type in languages will probably be enough for most use cases.
Replayable messages MUST have sequence numbers embedded into the message
itself with a s field. The field lives at the root of the message, alongside
op and d.
READY message
- The
healthfield is described with more detail in theHEARTBEAT_ACKmessage.
| field | type | description |
|---|---|---|
health |
Health | server health |
HEARTBEAT message
Sent by the client as a keepalive / health monitoring method.
The server MUST reply with a HEARTBEAT_ACK message back in a reasonable time period.
| field | type | description |
|---|---|---|
| s | integer | sequence number |
HEARTBEAT_ACK message
Sent by the server in reply to a HEARTBEAT message coming from the client.
The health field is a measure of the servers's overall health. It is a
float going from 0 to 1, where 0 is the worst health possible, and 1 is the
best health possible.
Servers SHOULD use the same algorithm to determine health, it CAN be based off:
- Machine resource usage (RAM, CPU, etc), however they're too general and can be unreliable.
- Total users connected.
- Total bandwidth used in some X amount of time.
Among others.
| field | type | description |
|---|---|---|
| s | integer | sequence number |
| health | float | server health |
INFO message
Sent by either client or a server to send information between eachother. The INFO message is extensible in which many request / response scenarios are laid on.
| field | type | description |
|---|---|---|
| type | InfoType | info type |
| data | Any | info data, varies depending on InfoType |
InfoType Enum
| value | name | description |
|---|---|---|
| 0 | CHANNEL_REQ | channel assignment request |
| 1 | CHANNEL_ASSIGN | channel assignment reply |
| 2 | CHANNEL_UPDATE | channel update |
| 3 | CHANNEL_DESTROY | channel destroy |
| 4 | VST_CREATE | voice state create request |
| 5 | VST_UPDATE | voice state update |
| 6 | VST_LEAVE | voice state leave |
TODO: finish all infos
CHANNEL_REQ
Request a channel to be created inside the voice server.
The Server MUST reply back with a CHANNEL_ASSIGN when resources are allocated for the channel.
| field | type | description |
|---|---|---|
| channel_id | snowflake | channel id |
| guild_id | Optional[snowflake] | guild id, not provided if dm / group dm |
| channel_properties | ChannelProperties | channel properties |
ChannelProperties
| field | type | description |
|---|---|---|
| bitrate | integer | channel bitrate |
CHANNEL_ASSIGN
Sent by the Server to signal the successful creation of a voice channel.
| field | type | description |
|---|---|---|
| channel_id | snowflake | channel id |
| guild_id | Optional[snowflake] | guild id, not provided if dm / group dm |
| token | string | authentication token |
CHANNEL_UPDATE
Sent by the client to signal an update to the properties of a channel, such as its bitrate.
Same data as CHANNEL_REQ.
CHANNEL_DESTROY
Sent by the client to signal the destruction of a voice channel. Be it a channel being deleted, or all members in it leaving.
Same data as CHANNEL_ASSIGN, but without token.
Common logic scenarios
User joins an unitialized voice channel
Since the channel is unitialized, both logic on initialization AND user join is here.
- Client will send a CHANNEL_REQ.
- Client MAY send a VST_CREATE right after as well.
- The Server MUST process CHANNEL_REQ first, so the Server can keep a lock on channel operations while it is initialized.
- Reply with CHANNEL_ASSIGN once initialization is done.
- Process VST_CREATE TODO
Updating a voice channel
- Client sends CHANNEL_UPDATE.
- Server DOES NOT reply.
Destroying a voice channel
- Client sends CHANNEL_DESTROY.
- Server MUST disconnect any users currently connected with its voice websocket.
User joining an (initialized) voice channel
- Client sends VST_CREATE
- TODO
User moves a channel
TODO
User leaves a channel
TODO