package gavalink import ( "encoding/json" "strconv" "github.com/gorilla/websocket" ) // Player is a Lavalink player type Player struct { guildID string time int position int paused bool manager *Lavalink node *Node handler EventHandler } // 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, 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 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 } // 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 } // 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 } // 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 }