gavalink/player.go

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package gavalink
import (
"strconv"
)
// Player is a Lavalink player
type Player struct {
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guildID string
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sessionID string
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time int
position int
paused bool
vol int
track string
manager *Lavalink
node *Node
lastVoiceServerUpdate VoiceServerUpdate
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}
// GuildID returns this player's Guild ID
func (player *Player) GuildID() string {
return player.guildID
}
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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 {
player.paused = false
player.track = track
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start := strconv.Itoa(startTime)
end := strconv.Itoa(endTime)
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msg := playMessage{
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Op: opPlay,
GuildID: player.guildID,
Track: track,
StartTime: start,
EndTime: end,
}
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return player.node.writeMessage(msg)
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}
// Track returns the player's current track
func (player *Player) Track() string {
return player.track
}
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// Stop will stop the currently playing track
func (player *Player) Stop() error {
player.track = ""
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msg := basicMessage{
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Op: opStop,
GuildID: player.guildID,
}
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return player.node.writeMessage(msg)
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}
// 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 := pauseMessage{
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Op: opPause,
GuildID: player.guildID,
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Pause: pause,
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}
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return player.node.writeMessage(msg)
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}
// Paused returns whether or not the player is currently paused
func (player *Player) Paused() bool {
return player.paused
}
// Seek will seek the player to the speicifed position, in millis
func (player *Player) Seek(position int) error {
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msg := seekMessage{
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Op: opSeek,
GuildID: player.guildID,
Position: &position,
}
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return player.node.wsConn.WriteJSON(msg)
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}
// Position returns the player's position, as reported by Lavalink
func (player *Player) Position() int {
return player.position
}
// 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
}
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player.vol = volume
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msg := volumeMessage{
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Op: opVolume,
GuildID: player.guildID,
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Volume: volume,
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}
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return player.node.wsConn.WriteJSON(msg)
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}
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// GetVolume gets the player's volume level
func (player *Player) GetVolume() int {
return player.vol
}
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// Listen will override the listening settings for the user
func (player *Player) Listen(userId string, override bool) error {
msg := listenMessage{
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Op: opUserListen,
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GuildID: player.guildID,
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UserID: userId,
Listen: override,
}
return player.node.wsConn.WriteJSON(msg)
}
// Join will notify the player that a user has joined the channel
func (player *Player) UserJoin(userId string) error {
msg := userMessage{
Op: opUserJoin,
GuildID: player.guildID,
UserID: userId,
}
return player.node.wsConn.WriteJSON(msg)
}
// Leave will notify the player that a user has left the channel
func (player *Player) UserLeave(userId string) error {
msg := userMessage{
Op: opUserLeave,
GuildID: player.guildID,
UserID: userId,
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}
return player.node.wsConn.WriteJSON(msg)
}
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// 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 {
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player.sessionID = sessionID
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msg := voiceUpdateMessage{
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Op: opVoiceUpdate,
GuildID: player.guildID,
SessionID: sessionID,
Event: &event,
}
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player.lastVoiceServerUpdate = event
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return player.node.wsConn.WriteJSON(msg)
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}
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func (player *Player) ChangeNode(node *Node) error {
player.node = node
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player.Forward(player.sessionID, player.lastVoiceServerUpdate)
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return player.PlayAt(player.track, player.position, 0)
}
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// Destroy will destroy this player
func (player *Player) Destroy() error {
if player.node != nil && player.node.wsConn != nil {
msg := basicMessage{
Op: opDestroy,
GuildID: player.guildID,
}
// We don't actually care if this goes through, since the node/connection may be invalid anyway.
player.node.wsConn.WriteJSON(msg)
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}
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player.manager.playersMu.Lock()
defer player.manager.playersMu.Unlock()
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delete(player.manager.players, player.guildID)
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return nil
}