211 lines
4.8 KiB
Go
211 lines
4.8 KiB
Go
package gavalink
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import (
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"strconv"
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)
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// Player is a Lavalink player
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type Player struct {
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guildID string
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sessionID string
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time int
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position int
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paused bool
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vol int
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track string
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manager *Lavalink
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node *Node
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lastVoiceServerUpdate VoiceServerUpdate
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}
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// GuildID returns this player's Guild ID
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func (player *Player) GuildID() string {
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return player.guildID
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}
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// Play will play the given track completely
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func (player *Player) Play(track string) error {
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return player.PlayAt(track, 0, 0)
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}
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// PlayAt will play the given track at the specified start and end times
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//
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// Setting a time to 0 will omit it.
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func (player *Player) PlayAt(track string, startTime int, endTime int) error {
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player.paused = false
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player.track = track
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start := strconv.Itoa(startTime)
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end := strconv.Itoa(endTime)
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msg := playMessage{
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Op: opPlay,
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GuildID: player.guildID,
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Track: track,
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StartTime: start,
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EndTime: end,
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}
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return player.node.writeMessage(msg)
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}
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// Track returns the player's current track
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func (player *Player) Track() string {
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return player.track
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}
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// Stop will stop the currently playing track
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func (player *Player) Stop() error {
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player.track = ""
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msg := basicMessage{
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Op: opStop,
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GuildID: player.guildID,
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}
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return player.node.writeMessage(msg)
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}
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// Pause will pause or resume the player, depending on the pause parameter
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func (player *Player) Pause(pause bool) error {
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player.paused = pause
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msg := pauseMessage{
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Op: opPause,
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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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}
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// Paused returns whether or not the player is currently paused
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func (player *Player) Paused() bool {
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return player.paused
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}
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// Seek will seek the player to the speicifed position, in millis
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func (player *Player) Seek(position int) error {
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msg := seekMessage{
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Op: opSeek,
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GuildID: player.guildID,
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Position: &position,
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}
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return player.node.wsConn.WriteJSON(msg)
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}
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// Position returns the player's position, as reported by Lavalink
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func (player *Player) Position() int {
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return player.position
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}
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// Volume will set the player's volume to the specified value
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//
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// volume must be within [0, 1000]
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func (player *Player) Volume(volume int) error {
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if volume < 0 || volume > 1000 {
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return errVolumeOutOfRange
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}
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player.vol = volume
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msg := volumeMessage{
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Op: opVolume,
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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
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func (player *Player) GetVolume() int {
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return player.vol
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}
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// Listen will override the listening settings for the user
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func (player *Player) Listen(userId string, override bool) error {
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msg := listenMessage{
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Op: opUserListen,
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GuildID: player.guildID,
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UserID: userId,
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Listen: override,
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}
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return player.node.wsConn.WriteJSON(msg)
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}
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// Join will notify the player that a user has joined the channel
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func (player *Player) UserJoin(userId string) error {
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msg := userMessage{
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Op: opUserJoin,
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GuildID: player.guildID,
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UserID: userId,
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}
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return player.node.wsConn.WriteJSON(msg)
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}
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// Leave will notify the player that a user has left the channel
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func (player *Player) UserLeave(userId string) error {
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msg := userMessage{
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Op: opUserLeave,
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GuildID: player.guildID,
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UserID: userId,
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}
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return player.node.wsConn.WriteJSON(msg)
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}
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// Forward will forward a new VOICE_SERVER_UPDATE to a Lavalink node for
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// this player.
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//
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// This should always be used if a VOICE_SERVER_UPDATE is received for
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// a guild which already has a player.
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//
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// To move a player to a new Node, first player.Destroy() it, and then
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// create a new player on the new node.
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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,
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GuildID: player.guildID,
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SessionID: sessionID,
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Event: &event,
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}
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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 {
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player.node = node
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if err := player.Forward(player.sessionID, player.lastVoiceServerUpdate); err != nil {
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return err
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}
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return player.PlayAt(player.track, player.position, 0)
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}
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// Destroy will destroy this player
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func (player *Player) Destroy() error {
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if player.node != nil && player.node.wsConn != nil {
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msg := basicMessage{
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Op: opDestroy,
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GuildID: player.guildID,
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}
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// We don't actually care if this goes through, since the node/connection may be invalid anyway.
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player.node.wsConn.WriteJSON(msg)
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}
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player.manager.playersMu.Lock()
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defer player.manager.playersMu.Unlock()
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delete(player.manager.players, player.guildID)
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return nil
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}
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