gavalink/player.go

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package gavalink
import (
"encoding/json"
"strconv"
"github.com/gorilla/websocket"
)
// Player is a Lavalink player
type Player struct {
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guildID string
time int
position int
paused bool
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manager *Lavalink
node *Node
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handler EventHandler
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}
// Play will play the given track completely
func (player *Player) Play(track string) error {
return player.PlayAt(track, 0, 0)
}
// PlayAt will play the given track at the specified start and end times
//
// Setting a time to 0 will omit it.
func (player *Player) PlayAt(track string, startTime int, endTime int) error {
start := strconv.Itoa(startTime)
end := strconv.Itoa(endTime)
msg := message{
Op: opPlay,
GuildID: player.guildID,
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Track: track,
StartTime: start,
EndTime: end,
}
data, err := json.Marshal(msg)
if err != nil {
return err
}
err = player.node.wsConn.WriteMessage(websocket.TextMessage, data)
return err
}
// Stop will stop the currently playing track
func (player *Player) Stop() error {
msg := message{
Op: opStop,
GuildID: player.guildID,
}
data, err := json.Marshal(msg)
if err != nil {
return err
}
err = player.node.wsConn.WriteMessage(websocket.TextMessage, data)
return err
}
// Pause will pause or resume the player, depending on the pause parameter
func (player *Player) Pause(pause bool) error {
player.paused = pause
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msg := message{
Op: opPause,
GuildID: player.guildID,
Pause: pause,
}
data, err := json.Marshal(msg)
if err != nil {
return err
}
err = player.node.wsConn.WriteMessage(websocket.TextMessage, data)
return err
}
// Paused returns whether or not the player is currently paused
func (player *Player) Paused() bool {
return player.paused
}
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// Seek will seek the player to the speicifed position, in millis
func (player *Player) Seek(position int) error {
msg := message{
Op: opSeek,
GuildID: player.guildID,
Position: position,
}
data, err := json.Marshal(msg)
if err != nil {
return err
}
err = player.node.wsConn.WriteMessage(websocket.TextMessage, data)
return err
}
// Position returns the player's position, as reported by Lavalink
func (player *Player) Position() int {
return player.position
}
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// Volume will set the player's volume to the specified value
//
// volume must be within [0, 1000]
func (player *Player) Volume(volume int) error {
if volume < 0 || volume > 1000 {
return errVolumeOutOfRange
}
msg := message{
Op: opVolume,
GuildID: player.guildID,
Volume: volume,
}
data, err := json.Marshal(msg)
if err != nil {
return err
}
err = player.node.wsConn.WriteMessage(websocket.TextMessage, data)
return err
}
// Forward will forward a new VOICE_SERVER_UPDATE to a Lavalink node for
// this player.
//
// This should always be used if a VOICE_SERVER_UPDATE is received for
// a guild which already has a player.
//
// To move a player to a new Node, first player.Destroy() it, and then
// create a new player on the new node.
func (player *Player) Forward(sessionID string, event VoiceServerUpdate) error {
msg := message{
Op: opVoiceUpdate,
GuildID: player.guildID,
SessionID: sessionID,
Event: &event,
}
data, err := json.Marshal(msg)
if err != nil {
return err
}
err = player.node.wsConn.WriteMessage(websocket.TextMessage, data)
return err
}
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// Destroy will destroy this player
func (player *Player) Destroy() error {
msg := message{
Op: opDestroy,
GuildID: player.guildID,
}
data, err := json.Marshal(msg)
if err != nil {
return err
}
err = player.node.wsConn.WriteMessage(websocket.TextMessage, data)
if err != nil {
return err
}
player.manager.players[player.guildID] = nil
return nil
}