refactor: Enhance voice channel joining logic with retry mechanism and cleanup for existing players
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@ -2,24 +2,21 @@ import {
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SlashCommandBuilder,
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PermissionFlagsBits,
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ChannelType,
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ChatInputCommandInteraction, // Import the specific _interaction type
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GuildMember, // Import GuildMember type
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VoiceBasedChannel, // Import VoiceBasedChannel type
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ChatInputCommandInteraction,
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GuildMember,
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VoiceBasedChannel,
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} from "discord.js";
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import logger from "../utils/logger.js"; // Use default import
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import { BotClient } from "../index.js"; // Import the BotClient interface
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import { Player } from "shoukaku"; // Import the Player type explicitly
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import logger from "../utils/logger.js";
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import { BotClient } from "../index.js";
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import { Player } from "shoukaku";
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export default {
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// Use export default for ES Modules
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data: new SlashCommandBuilder()
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.setName("join")
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.setDescription("Joins your current voice channel"),
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async execute(_interaction: ChatInputCommandInteraction, _client: BotClient) {
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// Add types
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// Ensure command is run in a guild
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if (!_interaction.guildId || !_interaction.guild || !_interaction.channelId) {
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// Reply might fail if _interaction is already replied/deferred, use editReply if needed
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return _interaction
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.reply({ content: "This command can only be used in a server.", ephemeral: true })
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.catch(() => {});
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@ -46,9 +43,8 @@ export default {
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const currentVoiceChannel = voiceChannel as VoiceBasedChannel;
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// 2. Check bot permissions
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const permissions = currentVoiceChannel.permissionsFor(_client.user!); // Use non-null assertion for _client.user
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const permissions = currentVoiceChannel.permissionsFor(_client.user!);
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if (!permissions?.has(PermissionFlagsBits.Connect)) {
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// Optional chaining for permissions
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return _interaction.editReply("I need permission to **connect** to your voice channel!");
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}
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if (!permissions?.has(PermissionFlagsBits.Speak)) {
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@ -67,77 +63,65 @@ export default {
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}
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// 3. Get or create the player and connect using Shoukaku
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// Correctly get player from the players map and type it
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let player: Player | undefined = shoukaku.players.get(_interaction.guildId);
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if (!player) {
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// First, ensure clean state by disconnecting if already connected
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if (player) {
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try {
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// Create player using the Shoukaku manager
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logger.info(`Destroying existing player for guild ${_interaction.guildId} before reconnecting`);
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await player.destroy();
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player = undefined;
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} catch (error) {
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logger.warn(`Error destroying existing player: ${error}`);
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// Continue with connection attempt anyway
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}
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}
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// Attempt to join voice channel with retry logic
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let attempts = 0;
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const maxAttempts = 3;
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while (attempts < maxAttempts) {
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attempts++;
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try {
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// Wait a short time between retries to allow Discord's voice state to update
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if (attempts > 1) {
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await new Promise(resolve => setTimeout(resolve, 1000));
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logger.info(`Attempt ${attempts} to join voice channel ${currentVoiceChannel.id}`);
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}
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player = await shoukaku.joinVoiceChannel({
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guildId: _interaction.guildId,
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channelId: currentVoiceChannel.id,
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shardId: _interaction.guild.shardId, // Get shardId from guild
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shardId: _interaction.guild.shardId,
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deaf: true // Set to true to avoid listening to voice data, saves bandwidth
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});
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logger.info(
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`Created player and connected to voice channel ${currentVoiceChannel.name} (${currentVoiceChannel.id}) in guild ${_interaction.guild.name} (${_interaction.guildId})`,
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);
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// Connection was successful
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await _interaction.editReply(`Joined ${currentVoiceChannel.name}! Ready to play music.`);
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return;
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} catch (error: unknown) {
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// Type error as unknown
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const errorMessage = error instanceof Error ? error.message : String(error);
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logger.error(
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`Failed to create/connect player for guild ${_interaction.guildId}: ${errorMessage}`,
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`Attempt ${attempts}: Failed to connect to voice channel for guild ${_interaction.guildId}: ${errorMessage}`,
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error,
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);
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// Attempt to leave voice channel if connection failed partially
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shoukaku.leaveVoiceChannel(_interaction.guildId).catch((e: unknown) => {
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// Type catch error
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const leaveErrorMsg = e instanceof Error ? e.message : String(e);
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logger.error(`Error leaving VC after failed join: ${leaveErrorMsg}`);
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});
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return _interaction.editReply("An error occurred while trying to join the voice channel.");
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}
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} else {
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// If player exists, get the corresponding connection
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const connection = shoukaku.connections.get(_interaction.guildId);
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// Check if connection exists and if it's in a different channel
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if (!connection || connection.channelId !== currentVoiceChannel.id) {
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// Clean up any partial connections on failure
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try {
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// Rejoining should handle moving the bot
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// Note: joinVoiceChannel might implicitly destroy the old player/connection if one exists for the guild.
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// If issues arise, explicitly call leaveVoiceChannel first.
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player = await shoukaku.joinVoiceChannel({
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guildId: _interaction.guildId,
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channelId: currentVoiceChannel.id,
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shardId: _interaction.guild.shardId,
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});
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await shoukaku.leaveVoiceChannel(_interaction.guildId);
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} catch (leaveError) {
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// Ignore leave errors
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}
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logger.info(
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`Moved player to voice channel ${currentVoiceChannel.name} (${currentVoiceChannel.id}) in guild ${_interaction.guildId}`,
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);
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await _interaction.editReply(`Moved to ${currentVoiceChannel.name}!`);
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} catch (error: unknown) {
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// Type error as unknown
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const errorMessage = error instanceof Error ? error.message : String(error);
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logger.error(
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`Failed to move player for guild ${_interaction.guildId}: ${errorMessage}`,
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error,
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);
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return _interaction.editReply(
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"An error occurred while trying to move to the voice channel.",
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);
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if (attempts === maxAttempts) {
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return _interaction.editReply(`Failed to join voice channel after ${maxAttempts} attempts. Please try again later.`);
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}
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} else {
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// Already in the correct channel
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await _interaction.editReply(`I'm already in ${currentVoiceChannel.name}!`);
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}
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// Example of updating a manually managed text channel context (if needed)
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// if (player.textChannelId !== _interaction.channelId) {
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// player.textChannelId = _interaction.channelId;
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// logger.debug(`Updated player text channel context to ${_interaction.channel?.name} (${_interaction.channelId}) in guild ${_interaction.guildId}`);
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// }
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}
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},
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};
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@ -180,34 +180,75 @@ export default {
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player = shoukaku.players.get(_interaction.guildId) as GuildPlayer | undefined;
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const connection = shoukaku.connections.get(_interaction.guildId);
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// Check if we need to join or move to a different channel
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if (!player || !connection || connection.channelId !== currentVoiceChannel.id) {
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// If player/connection doesn't exist or bot is in wrong channel, join/move
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// If existing player, destroy it for a clean slate
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if (player) {
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try {
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logger.info(`Destroying existing player for guild ${_interaction.guildId} before reconnecting`);
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await player.destroy();
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player = undefined;
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} catch (error) {
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logger.warn(`Error destroying existing player: ${error}`);
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// Continue with connection attempt anyway
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}
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}
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// Attempt to join voice channel with retry logic
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let attempts = 0;
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const maxAttempts = 3;
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let joinSuccess = false;
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while (attempts < maxAttempts && !joinSuccess) {
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attempts++;
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try {
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// Wait a short time between retries to allow Discord's voice state to update
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if (attempts > 1) {
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await new Promise(resolve => setTimeout(resolve, 1000));
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logger.info(`Attempt ${attempts} to join voice channel ${currentVoiceChannel.id}`);
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}
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player = (await shoukaku.joinVoiceChannel({
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guildId: _interaction.guildId,
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channelId: currentVoiceChannel.id,
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shardId: _interaction.guild.shardId,
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})) as GuildPlayer; // Cast to extended type
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logger.info(
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`Joined/Moved to voice channel ${currentVoiceChannel.name} (${currentVoiceChannel.id}) for play command.`,
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);
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deaf: true // Set to true to avoid listening to voice data, saves bandwidth
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})) as GuildPlayer;
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// Initialize queue if it's a new player
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if (!player.queue) {
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player.queue = [];
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}
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player.textChannelId = _interaction.channelId; // Store text channel context
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logger.info(
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`Joined/Moved to voice channel ${currentVoiceChannel.name} (${currentVoiceChannel.id}) for play command.`,
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);
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joinSuccess = true;
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} catch (joinError: unknown) {
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const errorMsg = joinError instanceof Error ? joinError.message : String(joinError);
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logger.error(
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`Failed to join/move player for guild ${_interaction.guildId}: ${errorMsg}`,
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`Attempt ${attempts}: Failed to join voice channel for guild ${_interaction.guildId}: ${errorMsg}`,
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joinError,
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);
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shoukaku.leaveVoiceChannel(_interaction.guildId).catch(() => {}); // Attempt cleanup
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// Clean up any partial connections on failure
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try {
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await shoukaku.leaveVoiceChannel(_interaction.guildId);
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} catch (leaveError) {
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// Ignore leave errors
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}
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if (attempts === maxAttempts) {
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return _interaction.editReply(
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"An error occurred while trying to join the voice channel.",
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"Failed to join the voice channel after multiple attempts. Please try again later."
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);
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}
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}
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}
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} else {
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// We already have a player connected to the right channel
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// Ensure queue exists if player was retrieved
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if (!player.queue) {
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player.queue = [];
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@ -271,10 +312,9 @@ export default {
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responseEmbed
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.setTitle("Track Added to Queue")
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.setDescription(`[${track.info.title}](${track.info.uri})`)
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// Ensure player exists before accessing queue
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.addFields({
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name: "Position in queue",
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value: `${player.queue.length + 1}`,
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value: `${player?.queue?.length ?? 0 + 1}`, // Add null checks
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inline: true,
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});
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if (track.info.artworkUrl) responseEmbed.setThumbnail(track.info.artworkUrl); // Use artworkUrl
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@ -298,7 +338,7 @@ export default {
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.setDescription(`[${track.info.title}](${track.info.uri})`)
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.addFields({
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name: "Position in queue",
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value: `${player.queue.length + 1}`,
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value: `${player?.queue?.length ?? 0 + 1}`, // Add null checks
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inline: true,
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});
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if (track.info.artworkUrl) responseEmbed.setThumbnail(track.info.artworkUrl);
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