// based on https://github.com/discordjs/voice/blob/main/examples/music-bot/src/music/subscription.ts import { AudioPlayer, AudioPlayerStatus, AudioResource, createAudioPlayer, entersState, VoiceConnection, VoiceConnectionDisconnectReason, VoiceConnectionStatus, } from '@discordjs/voice'; import type { Track } from './track'; import { promisify } from 'node:util'; import { nowPlayingCallback } from './commands/np'; const wait = promisify(setTimeout); /** * A MusicSubscription exists for each active VoiceConnection. Each subscription has its own audio player and queue, * and it also attaches logic to the audio player and voice connection for error handling and reconnection logic. */ export class MusicSubscription { public readonly voiceConnection: VoiceConnection; public readonly audioPlayer: AudioPlayer; public queue: Track[]; public queueLock = false; public readyLock = false; public looping = false; public playing: boolean; public nowPlaying: Track; public constructor(voiceConnection: VoiceConnection) { this.voiceConnection = voiceConnection; this.audioPlayer = createAudioPlayer(); this.queue = []; this.voiceConnection.on('stateChange', async (_: any, newState: { status: any; reason: any; closeCode: number; }) => { if (newState.status === VoiceConnectionStatus.Disconnected) { if (newState.reason === VoiceConnectionDisconnectReason.WebSocketClose && newState.closeCode === 4014) { /** * If the WebSocket closed with a 4014 code, this means that we should not manually attempt to reconnect, * but there is a chance the connection will recover itself if the reason of the disconnect was due to * switching voice channels. This is also the same code for the bot being kicked from the voice channel, * so we allow 5 seconds to figure out which scenario it is. If the bot has been kicked, we should destroy * the voice connection. */ try { await entersState(this.voiceConnection, VoiceConnectionStatus.Connecting, 5_000); // Probably moved voice channel } catch { this.voiceConnection.destroy(); // Probably removed from voice channel } } else if (this.voiceConnection.rejoinAttempts < 5) { /** * The disconnect in this case is recoverable, and we also have <5 repeated attempts so we will reconnect. */ await wait((this.voiceConnection.rejoinAttempts + 1) * 5_000); this.voiceConnection.rejoin(); } else { /** * The disconnect in this case may be recoverable, but we have no more remaining attempts - destroy. */ this.voiceConnection.destroy(); } } else if (newState.status === VoiceConnectionStatus.Destroyed) { /** * Once destroyed, stop the subscription. */ this.stop(); } else if ( !this.readyLock && (newState.status === VoiceConnectionStatus.Connecting || newState.status === VoiceConnectionStatus.Signalling) ) { /** * In the Signalling or Connecting states, we set a 20 second time limit for the connection to become ready * before destroying the voice connection. This stops the voice connection permanently existing in one of these * states. */ this.readyLock = true; try { await entersState(this.voiceConnection, VoiceConnectionStatus.Ready, 20_000); } catch { if (this.voiceConnection.state.status !== VoiceConnectionStatus.Destroyed) this.voiceConnection.destroy(); } finally { this.readyLock = false; } } }); this.audioPlayer.on('debug', (listener: any) => { //console.log(listener); }); // Configure audio player this.audioPlayer.on('stateChange', (oldState: { status: any; resource: any; }, newState: { status: any; resource: any; }) => { if (newState.status === AudioPlayerStatus.Idle && oldState.status !== AudioPlayerStatus.Idle) { this.playing = false; // If the Idle state is entered from a non-Idle state, it means that an audio resource has finished playing. // The queue is then processed to start playing the next track, if one is available. //(oldState.resource as AudioResource).metadata.onFinish(); this.nowPlaying = undefined; void this.processQueue(); } else if (newState.status === AudioPlayerStatus.Playing) { this.playing = true; // If the Playing state has been entered, then a new track has started playback. (newState.resource as AudioResource).metadata.onStart(); } }); this.audioPlayer.on('error', (error: { resource: any; }) => { //(error.resource as AudioResource).metadata.onError(error) }); voiceConnection.subscribe(this.audioPlayer); } /** * Adds a new Track to the queue. * * @param track The track to add to the queue */ public enqueue(track: Track) { this.queue.push(track); void this.processQueue(); } /** * Stops audio playback and empties the queue. */ public stop() { this.queueLock = true; this.queue = []; this.audioPlayer.stop(true); this.playing = false; } /** * Attempts to play a Track from the queue. */ private async processQueue(): Promise { // If the queue is locked (already being processed), is empty, or the audio player is already playing something, return if (this.queueLock || this.audioPlayer.state.status !== AudioPlayerStatus.Idle || this.queue.length === 0 || this.playing) { return; } // Lock the queue to guarantee safe access this.queueLock = true; // Take the first item from the queue. This is guaranteed to exist due to the non-empty check above. const nextTrack = this.looping? this.queue[0] : this.queue.shift()!; try { if(nextTrack) { // Attempt to convert the Track into an AudioResource (i.e. start streaming the video) const resource = await nextTrack.createAudioResource(); this.audioPlayer.play(resource, { volume: 0.5 }); this.queueLock = false; this.playing = true; this.nowPlaying = nextTrack; } } catch (error) { // If an error occurred, try the next item of the queue instead //nextTrack.onError(error as Error); console.error(error); this.queueLock = false; return this.processQueue(); } } }