gavalink/lavalink.go

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package gavalink
import (
"errors"
"log"
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"net/http"
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"os"
"runtime"
"sync"
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"time"
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)
// Log sets the log.Logger gavalink will write to
var Log *log.Logger
func init() {
Log = log.New(os.Stdout, "(gavalink) ", 0)
}
// Lavalink manages a connection to Lavalink Nodes
type Lavalink struct {
shards int
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userID string
nodes []*Node
players map[string]*Player
playersMu sync.RWMutex
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// Event handlers
handlersMu sync.RWMutex
handlers map[string][]*eventHandlerInstance
onceHandlers map[string][]*eventHandlerInstance
capabilities map[string]interface{}
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BestNodeFunc func([]*Node) (*Node, error)
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}
var (
errNoNodes = errors.New("No nodes present")
errNodeNotFound = errors.New("Couldn't find that node")
errPlayerNotFound = errors.New("Couldn't find a player for that guild")
errVolumeOutOfRange = errors.New("Volume is out of range, must be within [0, 1000]")
errInvalidVersion = errors.New("This library requires Lavalink >= 3")
errUnknownPayload = errors.New("Lavalink sent an unknown payload")
)
// NewLavalink creates a new Lavalink manager
func NewLavalink(shards int, userID string) *Lavalink {
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return &Lavalink{
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shards: shards,
userID: userID,
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players: make(map[string]*Player),
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BestNodeFunc: BestNodeByPenalties,
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}
}
// AddNodes adds a node to the Lavalink manager
// This function calls all of the node connect methods at once.
// TODO perhaps add a pool/max at a time limit?
func (l *Lavalink) AddNodes(nodeConfigs ...NodeConfig) error {
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client := &http.Client{
Timeout: 60 * time.Second,
}
wg := &sync.WaitGroup{}
errCh := make(chan error)
for _, c := range nodeConfigs {
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n := &Node{
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config: c,
manager: l,
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client: client,
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}
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wg.Add(1)
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go func(n *Node, wg *sync.WaitGroup, errCh chan error) {
defer wg.Done()
err := n.open()
if err != nil {
errCh <- err
return
}
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l.nodes = append(l.nodes, n)
}(n, wg, errCh)
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}
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wg.Wait()
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select {
case err := <-errCh:
return err
default:
return nil
}
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}
// RemoveNode removes a node from the manager
func (l *Lavalink) removeNode(node *Node) error {
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idx := -1
for i, n := range l.nodes {
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if n == node {
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idx = i
break
}
}
if idx == -1 {
return errNodeNotFound
}
node.stop()
danglingPlayers := make([]*Player, 0)
l.playersMu.RLock()
for _, player := range l.players {
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if player.node == node {
player.node = nil
n, err := l.BestNode()
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if err != nil || n == nil {
danglingPlayers = append(danglingPlayers, player)
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continue
}
player.ChangeNode(n)
}
}
l.playersMu.RUnlock()
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if len(danglingPlayers) > 0 {
for _, player := range danglingPlayers {
player.Destroy()
}
}
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// temp var for easier reading
n := l.nodes
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z := len(n) - 1
n[idx] = n[z] // swap idx with last
n = n[:z]
l.nodes = n
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return nil
}
// BestNode returns the Node with the lowest latency
func (l *Lavalink) BestNode() (*Node, error) {
if len(l.nodes) < 1 {
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return nil, errNoNodes
}
return l.BestNodeFunc(l.nodes)
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}
// GetPlayer gets a player for a guild
func (l *Lavalink) GetPlayer(guild string) (*Player, error) {
l.playersMu.RLock()
defer l.playersMu.RUnlock()
p, ok := l.players[guild]
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if !ok {
return nil, errPlayerNotFound
}
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return p, nil
}
// Add capabilities mappings to the client, letting the server know what we support
func (l *Lavalink) AddCapability(key string, i interface{}) {
if l.capabilities == nil {
l.capabilities = make(map[string]interface{})
}
l.capabilities[key] = i
}
func gavalinkUserAgent() string {
return "Gavalink (v1.0, " + runtime.Version() + ")"
}