auralis-sdk 0.4.0 → 0.4.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.cjs CHANGED
@@ -192,7 +192,7 @@ var Player = class {
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  // --- voice plumbing ---------------------------------------------------
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  handleVoiceServerUpdate(data) {
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  this.voiceServer = { token: data.token, endpoint: data.endpoint };
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- void this.maybeStart();
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+ void this.startIfIdle();
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  }
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  handleVoiceStateUpdate(data) {
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  if (data.channel_id === null || data.channel_id === void 0) {
@@ -204,7 +204,7 @@ var Player = class {
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  channel_id: BigInt(data.channel_id),
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  user_id: BigInt(data.user_id)
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  };
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- void this.maybeStart();
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+ void this.startIfIdle();
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  }
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  get connected() {
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  return this.voiceServer !== null && this.voiceState !== null;
@@ -233,10 +233,28 @@ var Player = class {
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  voicePayload() {
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  return { ...this.voiceServer, ...this.voiceState, guild_id: this.guildId };
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  }
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- async maybeStart() {
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- if (this.connected && this.current === null && this.queue.length > 0) {
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- await this.advance();
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- }
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+ /** Serializes all queue advancement. Without it, concurrent triggers — `play()`,
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+ * a voice-update `startIfIdle()`, a `TRACK_END`, `skip()` can each observe
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+ * `current === null` and both create a player, which serializes on the control
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+ * plane's per-guild ownership lock and blows the request timeout (the classic
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+ * "operation was aborted"). Every advance path runs through this chain. */
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+ opLock = Promise.resolve();
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+ serialize(fn) {
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+ const run = this.opLock.then(fn, fn);
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+ this.opLock = run.then(() => {
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+ }, () => {
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+ });
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+ return run;
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+ }
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+ /** Start the queue only if the player is idle. Safe to call from multiple
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+ * concurrent triggers — the idle check runs inside the serialized section, so
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+ * exactly one caller wins and the rest see `current !== null` and no-op. */
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+ startIfIdle() {
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+ return this.serialize(async () => {
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+ if (this.connected && this.current === null && this.queue.length > 0) {
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+ await this.advanceInner(false);
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+ }
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+ });
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  }
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  // --- public commands --------------------------------------------------
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  async play(query, requester) {
@@ -245,7 +263,7 @@ var Player = class {
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  if (requester !== void 0) t.extras.requester = requester;
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  this.queue.push(t);
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  }
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- if (this.current === null && this.connected) await this.advance();
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+ await this.startIfIdle();
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  return tracks;
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  }
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  async add(query, requester) {
@@ -262,6 +280,7 @@ var Player = class {
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  async stop() {
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  this.queue = [];
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  this.current = null;
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+ this.history = [];
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  if (this.created) await this.host.rest.stop(this.guildId);
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  }
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  async pause() {
@@ -311,7 +330,7 @@ var Player = class {
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  for (const t of tracks) if (requester !== void 0) t.extras.requester = requester;
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  const at = Math.max(0, Math.min(index, this.queue.length));
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  this.queue.splice(at, 0, ...tracks);
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- if (this.current === null && this.connected) await this.advance();
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+ await this.startIfIdle();
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  return tracks;
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  }
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  /** Batch-enqueue several queries/tracks in order. Failed resolves are skipped. */
@@ -328,7 +347,7 @@ var Player = class {
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  } catch {
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  }
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  }
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- if (this.current === null && this.connected && added.length > 0) await this.advance();
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+ if (added.length > 0) await this.startIfIdle();
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  return added;
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  }
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  /** Skip forward to queue position `index`, discarding the ones in between. */
@@ -399,7 +418,13 @@ var Player = class {
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  if (this.autoplay !== null) return this.autoplay(this);
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  return null;
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  }
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- async advance(forced = false) {
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+ /** Public advance paths (skip / previous / jump / track-end / stuck) always
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+ * advance, but still run through the serialized op-lock so they can't race a
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+ * concurrent {@link startIfIdle} into a double-create. */
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+ advance(forced = false) {
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+ return this.serialize(() => this.advanceInner(forced));
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+ }
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+ async advanceInner(forced = false) {
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  const next = await this.nextTrack(forced);
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  if (next === null) {
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  this.current = null;
@@ -414,16 +439,28 @@ var Player = class {
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  this.current = track;
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  this.maxPositionMs = 0;
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  if (!this.created) {
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- await this.host.rest.createPlayer(this.guildId, this.voicePayload(), {
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- track: track.encoded,
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- volume: this.volume,
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- paused: this.paused
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- });
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- this.created = true;
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+ await this.createBackendPlayer(track);
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  } else {
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- await this.host.rest.play(this.guildId, track.encoded);
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+ try {
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+ await this.host.rest.play(this.guildId, track.encoded);
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+ } catch (e) {
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+ if (e instanceof APIError && e.status === 404) {
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+ this.created = false;
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+ await this.createBackendPlayer(track);
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+ } else {
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+ throw e;
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+ }
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+ }
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  }
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  }
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+ async createBackendPlayer(track) {
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+ await this.host.rest.createPlayer(this.guildId, this.voicePayload(), {
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+ track: track.encoded,
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+ volume: this.volume,
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+ paused: this.paused
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+ });
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+ this.created = true;
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+ }
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  async setPausedInternal(paused) {
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  this.paused = paused;
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  if (this.created) await this.host.rest.setPaused(this.guildId, paused);
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts","../src/client.ts","../src/errors.ts","../src/types.ts","../src/player.ts","../src/rest.ts"],"sourcesContent":["/**\n * auralis-sdk — the official Node.js SDK for the Auralis music platform.\n *\n * The queue, skip, loop, and shuffle all live in this library — the backend only\n * plays what it is told. See {@link Player} for the full command surface.\n *\n * ```ts\n * import { Client, LoopMode } from \"auralis-sdk\";\n *\n * const client = new Client(\"http://localhost:8080\", \"my-token\");\n * await client.start();\n * client.on(\"trackStart\", (player) => console.log(\"now playing:\", player.current?.title));\n *\n * const player = client.getPlayer(guildId);\n * // ... wire player.handleVoiceServerUpdate / handleVoiceStateUpdate from your bot ...\n * await player.play(\"ytsearch:never gonna give you up\");\n * ```\n */\n\nexport { Client } from \"./client.js\";\nexport type { ClientOptions, ClientEvents } from \"./client.js\";\nexport { Player } from \"./player.js\";\nexport type { PlayerHost, AutoplayHook } from \"./player.js\";\nexport { REST } from \"./rest.js\";\nexport {\n LoopMode,\n LoadType,\n EndReason,\n endReasonAdvances,\n} from \"./types.js\";\nexport type {\n Snowflake,\n Track,\n LoadResult,\n PlayerState,\n VoiceServerUpdate,\n VoiceStateUpdate,\n} from \"./types.js\";\nexport {\n AuralisError,\n AuthError,\n RateLimited,\n APIError,\n NotConnected,\n LoadError,\n} from \"./errors.js\";\n","/** The top-level client: owns the REST wrapper, the WebSocket event loop, the\n * per-guild players, and event dispatch (via Node's EventEmitter). */\n\nimport { EventEmitter } from \"node:events\";\nimport WebSocket from \"ws\";\n\nimport { Player, PlayerHost } from \"./player.js\";\nimport { REST } from \"./rest.js\";\nimport { LoadResult, Snowflake, Track, endReasonAdvances, playerStateFromJson } from \"./types.js\";\n\nexport interface ClientOptions {\n reconnect?: boolean;\n}\n\n/** Strongly-typed event map for `client.on(...)` / `client.emit(...)`. */\nexport interface ClientEvents {\n ready: [];\n /** Fired instead of `ready` when a reconnect re-establishes the session. */\n resumed: [];\n disconnect: [];\n error: [err: unknown];\n trackStart: [player: Player | bigint, data: any];\n trackEnd: [player: Player | bigint, data: any];\n trackException: [player: Player | bigint, data: any];\n trackStuck: [player: Player | bigint, data: any];\n playerUpdate: [player: Player | bigint, data: any];\n voiceClosed: [player: Player | bigint, data: any];\n // STATS is node-wide, so there may be no player/guild attached.\n stats: [player: Player | bigint | null, data: any];\n queueEnd: [player: Player];\n /** A dead source could not be recovered — the bot should tell the user. */\n trackStreamDead: [player: Player, data: { failed: Track }];\n /** A dead source was auto-recovered by playing an alternate upload. */\n trackRecovered: [player: Player, data: { failed: Track; alternate: Track }];\n}\n\n// WS op -> the event name we emit to listeners.\nconst EVENT_OPS: Record<string, keyof ClientEvents> = {\n TRACK_START: \"trackStart\",\n TRACK_END: \"trackEnd\",\n TRACK_EXCEPTION: \"trackException\",\n TRACK_STUCK: \"trackStuck\",\n PLAYER_UPDATE: \"playerUpdate\",\n VOICE_CLOSED: \"voiceClosed\",\n STATS: \"stats\",\n};\n\n// Declaration-merge typed on/once/off/emit overloads onto the class.\nexport interface Client {\n on<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n once<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n off<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n emit<K extends keyof ClientEvents>(event: K, ...args: ClientEvents[K]): boolean;\n}\n\nexport class Client extends EventEmitter implements PlayerHost {\n readonly rest: REST;\n private baseUrl: string;\n private token: string;\n private reconnect: boolean;\n\n private playersMap = new Map<bigint, Player>();\n private ws: WebSocket | null = null;\n private heartbeatTimer: ReturnType<typeof setInterval> | null = null;\n private reconnectTimer: ReturnType<typeof setTimeout> | null = null;\n private sessionId: string | null = null;\n private closed = false;\n private backoff = 1000;\n private hasConnected = false;\n private heartbeatSentAt = 0;\n\n /** Last measured heartbeat round-trip latency in ms (-1 until first ack). */\n latencyMs = -1;\n /** Most recent STATS frame payload from the node, or null. */\n lastStats: Record<string, unknown> | null = null;\n\n constructor(baseUrl: string, token: string, opts: ClientOptions = {}) {\n super();\n this.baseUrl = baseUrl.replace(/\\/$/, \"\");\n this.token = token;\n this.reconnect = opts.reconnect ?? true;\n this.rest = new REST(this.baseUrl, token);\n }\n\n // --- lifecycle --------------------------------------------------------\n async start(): Promise<void> {\n this.closed = false;\n this.openSocket();\n }\n\n async close(): Promise<void> {\n this.closed = true;\n if (this.heartbeatTimer) {\n clearInterval(this.heartbeatTimer);\n this.heartbeatTimer = null;\n }\n if (this.reconnectTimer) {\n clearTimeout(this.reconnectTimer);\n this.reconnectTimer = null;\n }\n // Drop our listeners so a lingering socket can't fire callbacks post-close.\n this.ws?.removeAllListeners();\n this.ws?.close();\n this.ws = null;\n }\n\n /** Emit \"error\" without the Node EventEmitter footgun: an unlistened \"error\"\n * throws and would crash the host process, so fall back to a console warning. */\n private safeError(err: unknown): void {\n if (this.listenerCount(\"error\") > 0) this.emit(\"error\", err);\n else console.warn(\"[auralis] unhandled client error:\", err);\n }\n\n // --- players ----------------------------------------------------------\n getPlayer(guildId: Snowflake): Player {\n const id = BigInt(guildId);\n let p = this.playersMap.get(id);\n if (!p) {\n p = new Player(this, id);\n this.playersMap.set(id, p);\n }\n return p;\n }\n\n players(): Player[] {\n return [...this.playersMap.values()];\n }\n\n dropPlayer(guildId: bigint): void {\n this.playersMap.delete(guildId);\n }\n\n // --- metadata convenience --------------------------------------------\n loadTracks(identifier: string): Promise<LoadResult> {\n return this.rest.loadTracks(identifier);\n }\n\n /** `ytsearch:`-prefix a bare query and return the hits (empty on miss). */\n async search(query: string): Promise<Track[]> {\n const first = query.split(\" \", 1)[0];\n const ident = first.includes(\":\") ? query : `ytsearch:${query}`;\n return (await this.loadTracks(ident)).tracks;\n }\n\n // --- websocket --------------------------------------------------------\n private get wsUrl(): string {\n return this.baseUrl.replace(/^http/, \"ws\") + \"/v1/ws\";\n }\n\n private openSocket(): void {\n if (this.closed) return;\n const ws = new WebSocket(this.wsUrl, {\n headers: { Authorization: `Bearer ${this.token}` },\n });\n this.ws = ws;\n\n ws.on(\"open\", () => {\n this.backoff = 1000;\n this.subscribeAll();\n });\n ws.on(\"message\", (raw) => {\n let frame: any;\n try {\n frame = JSON.parse(raw.toString());\n } catch {\n return;\n }\n // handleFrame is async; a rejected promise here would be an unhandled\n // rejection (process-fatal on newer Node). Route failures to safeError.\n this.handleFrame(frame).catch((e) => this.safeError(e));\n });\n ws.on(\"error\", (err) => this.safeError(err));\n ws.on(\"close\", () => {\n if (this.heartbeatTimer) {\n clearInterval(this.heartbeatTimer);\n this.heartbeatTimer = null;\n }\n this.ws = null;\n if (this.closed || !this.reconnect) return;\n this.emit(\"disconnect\");\n // Backoff with ±25% jitter so many clients don't reconnect in lockstep.\n const jitter = this.backoff * (0.75 + Math.random() * 0.5);\n this.reconnectTimer = setTimeout(() => this.openSocket(), jitter);\n this.backoff = Math.min(this.backoff * 2, 30000);\n });\n }\n\n /** After a reconnect, pull each player's authoritative state from the node so\n * position/volume/paused are accurate again. Per-player failures are ignored. */\n private async resyncPlayers(): Promise<void> {\n await Promise.all(\n this.players().map(async (p) => {\n try {\n p.applyState(await this.rest.getState(p.guildId));\n } catch {\n // node may not have this player (it was dropped during the gap) — skip\n }\n }),\n );\n }\n\n private subscribeAll(): void {\n if (this.ws?.readyState === WebSocket.OPEN && this.playersMap.size > 0) {\n this.send({\n op: \"SUBSCRIBE\",\n d: { guilds: [...this.playersMap.keys()].map(String) },\n });\n }\n }\n\n private send(payload: unknown): void {\n if (this.ws?.readyState === WebSocket.OPEN) this.ws.send(JSON.stringify(payload));\n }\n\n private async handleFrame(frame: any): Promise<void> {\n const op: string = frame.op;\n const d = frame.d ?? {};\n\n if (op === \"HELLO\") {\n const interval = (d.heartbeat_interval_ms ?? 30000) as number;\n if (this.heartbeatTimer) clearInterval(this.heartbeatTimer);\n let seq = 0;\n this.heartbeatTimer = setInterval(() => {\n this.heartbeatSentAt = Date.now();\n this.send({ op: \"HEARTBEAT\", d: { seq: ++seq } });\n }, interval);\n return;\n }\n if (op === \"READY\") {\n const resumed = this.hasConnected;\n this.sessionId = d.session_id ?? null;\n this.hasConnected = true;\n this.subscribeAll();\n if (resumed) {\n // Reconnect: resync each player's live state from the node so callers\n // see accurate position/volume/paused after the gap (a practical resume).\n await this.resyncPlayers();\n this.emit(\"resumed\");\n } else {\n this.emit(\"ready\");\n }\n return;\n }\n if (op === \"HEARTBEAT_ACK\") {\n if (this.heartbeatSentAt) this.latencyMs = Date.now() - this.heartbeatSentAt;\n return;\n }\n if (op === \"STATS\") {\n this.lastStats = d;\n }\n\n // WS frames carry guild_id as a string — BigInt keeps 64-bit ids exact so\n // the lookup matches the player keyed by getPlayer(BigInt(...)).\n const guildId = d.guild_id != null ? BigInt(d.guild_id) : null;\n const player = guildId !== null ? this.playersMap.get(guildId) : undefined;\n\n if (op === \"TRACK_END\" && player) {\n // Drive auto-advance BEFORE notifying the user so handlers see new state.\n await player.onTrackEnd(endReasonAdvances(d.reason ?? \"FINISHED\"));\n } else if (op === \"PLAYER_UPDATE\" && player) {\n player.applyState(playerStateFromJson(d.state ?? {}));\n } else if (op === \"TRACK_STUCK\" && player) {\n // Skip the stalled track before notifying, so handlers see the new state.\n await player.onTrackStuck();\n } else if (op === \"VOICE_CLOSED\" && player && d.by_remote && player.rejoinOnVoiceClosed) {\n // Discord killed the session; reset so a re-join re-creates and resumes.\n player.handleVoiceClosed();\n }\n\n const eventName = EVENT_OPS[op];\n if (eventName) this.emit(eventName, player ?? guildId, d);\n }\n}\n","/** Exception hierarchy. Every network/protocol failure is an `AuralisError`. */\n\nexport class AuralisError extends Error {}\n\n/** 401/403 — the bearer token is missing, wrong, or not allowed. */\nexport class AuthError extends AuralisError {}\n\n/** 429 — too many requests. `retryAfter` is seconds if the server gave one. */\nexport class RateLimited extends AuralisError {\n constructor(message: string, public retryAfter?: number) {\n super(message);\n }\n}\n\n/** Any other non-2xx HTTP response. */\nexport class APIError extends AuralisError {\n constructor(public status: number, message: string) {\n super(`HTTP ${status}: ${message}`);\n }\n}\n\n/** Tried to play before the guild's voice connection was established. */\nexport class NotConnected extends AuralisError {}\n\n/** `loadtracks` returned `error` or nothing usable. */\nexport class LoadError extends AuralisError {}\n","/** Wire vocabulary and data models — mirror the control-plane JSON exactly. */\n\n/** A Discord snowflake. Accepted as string/number/bigint at the API boundary and\n * normalized to `bigint` internally: a 64-bit id cannot survive a JS `number`\n * (over 2^53 the low digits corrupt), and the control plane parses ids as `u64`. */\nexport type Snowflake = string | number | bigint;\n\nconst BIG_TAG = \"__BIG__\";\n\n/** `JSON.stringify` that emits `bigint` values as bare (unquoted) JSON numbers.\n * The control plane's voice payload wants snowflakes as `u64` numbers, but a JS\n * `number` can't hold one exactly and `JSON.stringify` throws on `bigint`. We tag\n * bigints, then strip the quotes so the wire value is an exact integer literal. */\nexport function snowflakeStringify(obj: unknown): string {\n return JSON.stringify(obj, (_k, v) =>\n typeof v === \"bigint\" ? `${BIG_TAG}${v}${BIG_TAG}` : v,\n ).replace(new RegExp(`\"${BIG_TAG}(\\\\d+)${BIG_TAG}\"`, \"g\"), \"$1\");\n}\n\n/** How the queue advances when a track finishes. */\nexport enum LoopMode {\n Off = \"off\",\n Track = \"track\", // replay the current track forever\n Queue = \"queue\", // loop the whole queue\n}\n\n/** `load_type` returned by `GET /v1/loadtracks`. */\nexport enum LoadType {\n Track = \"track\",\n Playlist = \"playlist\",\n Search = \"search\",\n Empty = \"empty\",\n Error = \"error\",\n}\n\n/** Why a track ended. Only FINISHED / LOAD_FAILED advance the queue. */\nexport enum EndReason {\n Finished = \"FINISHED\",\n LoadFailed = \"LOAD_FAILED\",\n Stopped = \"STOPPED\",\n Replaced = \"REPLACED\",\n Cleanup = \"CLEANUP\",\n}\n\nexport function endReasonAdvances(reason: string): boolean {\n return reason === EndReason.Finished || reason === EndReason.LoadFailed;\n}\n\n/** A playable track. `encoded` is the opaque token the backend needs; the rest\n * is display metadata the bot keeps for now-playing embeds. */\nexport interface Track {\n encoded: string;\n identifier: string;\n title: string;\n author: string;\n lengthMs: number;\n isStream: boolean;\n uri?: string;\n sourceName: string;\n artworkUrl?: string;\n isrc?: string;\n /** Free-form, set by the bot (e.g. who requested it). Never sent upstream. */\n extras: Record<string, unknown>;\n}\n\nexport function trackFromJson(d: any): Track {\n return {\n encoded: d.encoded,\n identifier: d.identifier ?? \"\",\n title: d.title ?? \"\",\n author: d.author ?? \"\",\n lengthMs: d.length_ms ?? 0,\n isStream: d.is_stream ?? false,\n uri: d.uri ?? undefined,\n sourceName: d.source_name ?? \"\",\n artworkUrl: d.artwork_url ?? undefined,\n isrc: d.isrc ?? undefined,\n extras: {},\n };\n}\n\nexport interface LoadResult {\n loadType: LoadType;\n tracks: Track[];\n playlistName?: string;\n error?: string;\n}\n\nexport function loadResultFromJson(d: any): LoadResult {\n return {\n loadType: (d.load_type ?? \"empty\") as LoadType,\n tracks: (d.tracks ?? []).map(trackFromJson),\n playlistName: d.playlist_name ?? undefined,\n error: d.error ?? undefined,\n };\n}\n\nexport interface PlayerState {\n connected: boolean;\n playing: boolean;\n paused: boolean;\n positionMs: number;\n volume: number;\n track?: Track;\n}\n\nexport function playerStateFromJson(d: any): PlayerState {\n return {\n connected: d.connected ?? false,\n playing: d.playing ?? false,\n paused: d.paused ?? false,\n positionMs: d.position_ms ?? 0,\n volume: d.volume ?? 100,\n track: d.track ? trackFromJson(d.track) : undefined,\n };\n}\n\n/** Raw Discord voice payloads the bot forwards from its gateway. */\nexport interface VoiceServerUpdate {\n token: string;\n endpoint: string;\n}\nexport interface VoiceStateUpdate {\n session_id: string;\n channel_id: Snowflake | null;\n user_id: Snowflake;\n}\n","/** Per-guild player: the client-side queue brain.\n *\n * The backend is deliberately queue-agnostic — it only knows play / stop / pause\n * / seek / volume. Everything queue-shaped (skip, loop, shuffle, auto-advance,\n * autoplay) lives here, driven by the `TRACK_END` event.\n *\n * Advance rules (the one path everything funnels through):\n * - `play()` issues a REST *replace* → the old track's `TRACK_END(REPLACED)` is\n * ignored by the client, so we never double-advance.\n * - a natural finish → `TRACK_END(FINISHED|LOAD_FAILED)` → `advance()`.\n * - `skip()` forces `advance()` (ignoring `LoopMode.Track`).\n */\n\nimport { LoadError, NotConnected } from \"./errors.js\";\nimport { REST } from \"./rest.js\";\nimport {\n LoadType,\n LoopMode,\n PlayerState,\n Snowflake,\n Track,\n VoiceServerUpdate,\n VoiceStateUpdate,\n} from \"./types.js\";\n\n/** What a Player needs from its owner. The `Client` implements this. */\nexport interface PlayerHost {\n rest: REST;\n emit(event: string, ...args: unknown[]): void;\n dropPlayer(guildId: bigint): void;\n}\n\nexport type AutoplayHook = (player: Player) => Promise<Track | null>;\n\nexport class Player {\n queue: Track[] = [];\n history: Track[] = [];\n current: Track | null = null;\n /** Cap on retained history so a long-lived player can't leak memory. Queue-loop\n * still works; it just restores the most recent `historyLimit` tracks. */\n historyLimit = 200;\n loop: LoopMode = LoopMode.Off;\n volume = 100;\n paused = false;\n state: PlayerState = {\n connected: false,\n playing: false,\n paused: false,\n positionMs: 0,\n volume: 100,\n };\n /** Optional async hook used when the queue and loop are exhausted. */\n autoplay: AutoplayHook | null = null;\n\n /** When a non-stream track \"finishes\" without ever streaming (dead source:\n * geo/age-restricted, throttled, removed), search for and play an alternate\n * upload instead of silently draining the queue. */\n recoverDeadStreams = true;\n /** A track whose furthest observed position never passed this many ms is\n * treated as never-streamed (used by {@link recoverDeadStreams}). */\n deadStreamThresholdMs = 1_500;\n /** Give up recovering a single dead track after this many alternate attempts. */\n deadStreamRecoveryLimit = 2;\n /** Auto-skip a track the node reports as `TRACK_STUCK` instead of stalling. */\n advanceOnStuck = true;\n /** On a remote `VOICE_CLOSED`, reset so the next voice material re-creates the\n * player and resumes the current track (the bot must re-send its op-4 join). */\n rejoinOnVoiceClosed = true;\n\n /** The guild this player drives. Always a `bigint` so 64-bit ids stay exact. */\n readonly guildId: bigint;\n\n private created = false;\n private voiceServer: { token: string; endpoint: string } | null = null;\n private voiceState: { session_id: string; channel_id: bigint; user_id: bigint } | null = null;\n /** Furthest position seen for the current track — reset on every track start. */\n private maxPositionMs = 0;\n /** Alternate-upload attempts spent on the current dead track. */\n private recoverAttempts = 0;\n\n constructor(private host: PlayerHost, guildId: Snowflake) {\n this.guildId = BigInt(guildId);\n }\n\n // --- voice plumbing ---------------------------------------------------\n handleVoiceServerUpdate(data: VoiceServerUpdate): void {\n this.voiceServer = { token: data.token, endpoint: data.endpoint };\n void this.maybeStart();\n }\n\n handleVoiceStateUpdate(data: VoiceStateUpdate): void {\n if (data.channel_id === null || data.channel_id === undefined) {\n this.voiceState = null;\n return;\n }\n this.voiceState = {\n session_id: data.session_id,\n channel_id: BigInt(data.channel_id),\n user_id: BigInt(data.user_id),\n };\n void this.maybeStart();\n }\n\n get connected(): boolean {\n return this.voiceServer !== null && this.voiceState !== null;\n }\n\n /** Called by the client on `PLAYER_UPDATE` (and reconnect resync). Tracks the\n * furthest position reached so a \"finished but never streamed\" track can be\n * spotted, and clears the recovery counter once a track is genuinely playing. */\n applyState(state: PlayerState): void {\n this.state = state;\n if (state.positionMs > this.maxPositionMs) this.maxPositionMs = state.positionMs;\n if (this.maxPositionMs > this.deadStreamThresholdMs) this.recoverAttempts = 0;\n }\n\n /** Discord terminated the voice session (remote `VOICE_CLOSED`). The node has\n * dropped our player, so reset local voice/created state and requeue the\n * current track; once the bot re-sends its op-4 join, fresh voice material\n * re-creates the player and resumes. Bot-initiated closes don't call this. */\n handleVoiceClosed(): void {\n if (this.current !== null) {\n this.queue.unshift(this.current);\n this.current = null;\n }\n this.created = false;\n this.voiceServer = null;\n this.voiceState = null;\n }\n\n private voicePayload(): Record<string, unknown> {\n return { ...this.voiceServer!, ...this.voiceState!, guild_id: this.guildId };\n }\n\n private async maybeStart(): Promise<void> {\n if (this.connected && this.current === null && this.queue.length > 0) {\n await this.advance();\n }\n }\n\n // --- public commands --------------------------------------------------\n async play(query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n }\n if (this.current === null && this.connected) await this.advance();\n return tracks;\n }\n\n async add(query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n }\n return tracks;\n }\n\n async skip(): Promise<void> {\n await this.advance(true);\n }\n\n async stop(): Promise<void> {\n this.queue = [];\n this.current = null;\n if (this.created) await this.host.rest.stop(this.guildId);\n }\n\n async pause(): Promise<void> {\n await this.setPausedInternal(true);\n }\n\n async resume(): Promise<void> {\n await this.setPausedInternal(false);\n }\n\n async setPause(paused: boolean): Promise<void> {\n await this.setPausedInternal(paused);\n }\n\n async seek(positionMs: number): Promise<void> {\n if (this.created) await this.host.rest.seek(this.guildId, positionMs);\n }\n\n async setVolume(volume: number): Promise<void> {\n this.volume = Math.max(0, Math.min(1000, volume));\n if (this.created) await this.host.rest.setVolume(this.guildId, this.volume);\n }\n\n setLoop(mode: LoopMode): void {\n this.loop = mode;\n }\n\n shuffle(): void {\n for (let i = this.queue.length - 1; i > 0; i--) {\n const j = Math.floor(Math.random() * (i + 1));\n [this.queue[i], this.queue[j]] = [this.queue[j], this.queue[i]];\n }\n }\n\n /** Apply a raw ffmpeg `-af` filtergraph (e.g. `\"bass=g=8\"`); `null` clears. */\n async setFilters(audioGraph: string | null): Promise<void> {\n if (this.created) await this.host.rest.setFilters(this.guildId, audioGraph);\n }\n\n remove(index: number): Track | undefined {\n return this.queue.splice(index, 1)[0];\n }\n\n clear(): void {\n this.queue = [];\n }\n\n /** Reorder the queue: move the track at `from` to `to`. No-op on bad indices. */\n move(from: number, to: number): void {\n if (from < 0 || from >= this.queue.length || to < 0 || to >= this.queue.length) return;\n const [t] = this.queue.splice(from, 1);\n this.queue.splice(to, 0, t);\n }\n\n /** Resolve `query` and insert it at `index` (clamped) instead of appending. */\n async insert(index: number, query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) if (requester !== undefined) t.extras.requester = requester;\n const at = Math.max(0, Math.min(index, this.queue.length));\n this.queue.splice(at, 0, ...tracks);\n if (this.current === null && this.connected) await this.advance();\n return tracks;\n }\n\n /** Batch-enqueue several queries/tracks in order. Failed resolves are skipped. */\n async addMany(queries: (string | Track)[], requester?: number): Promise<Track[]> {\n const added: Track[] = [];\n for (const q of queries) {\n try {\n const tracks = await this.resolve(q);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n added.push(t);\n }\n } catch {\n // skip a bad query rather than aborting the whole batch\n }\n }\n if (this.current === null && this.connected && added.length > 0) await this.advance();\n return added;\n }\n\n /** Skip forward to queue position `index`, discarding the ones in between. */\n async jump(index: number): Promise<void> {\n if (index < 0 || index >= this.queue.length) return;\n const skipped = this.queue.splice(0, index);\n for (const t of skipped) this.pushHistory(t);\n await this.advance(true);\n }\n\n /** Replay the previous track (from history), pushing the current one back on. */\n async previous(): Promise<void> {\n const prev = this.history.pop();\n if (!prev) return;\n if (this.current !== null) this.queue.unshift(this.current);\n this.queue.unshift(prev);\n await this.advance(true);\n }\n\n /** Convenience EQ: bass boost in dB (0 clears). Built on {@link setFilters}. */\n async setBassBoost(gainDb: number): Promise<void> {\n await this.setFilters(gainDb === 0 ? null : `bass=g=${gainDb}`);\n }\n\n /** Convenience speed/pitch (nightcore/vaporwave): `rate` 1.0 = normal. */\n async setSpeed(rate: number): Promise<void> {\n const r = Math.max(0.5, Math.min(2.0, rate));\n await this.setFilters(r === 1 ? null : `atempo=${r},asetrate=48000*${r}`);\n }\n\n nowPlaying(): Track | null {\n return this.current;\n }\n\n async disconnect(): Promise<void> {\n this.queue = [];\n this.current = null;\n if (this.created) await this.host.rest.destroyPlayer(this.guildId);\n this.created = false;\n this.voiceServer = null;\n this.voiceState = null;\n this.host.dropPlayer(this.guildId);\n }\n\n // --- internals --------------------------------------------------------\n /** Append to history, evicting the oldest past `historyLimit` (leak guard). */\n private pushHistory(track: Track): void {\n this.history.push(track);\n if (this.history.length > this.historyLimit) {\n this.history.splice(0, this.history.length - this.historyLimit);\n }\n }\n\n private async resolve(query: string | Track): Promise<Track[]> {\n if (typeof query !== \"string\") return [query];\n const result = await this.host.rest.loadTracks(query);\n if (result.error || result.tracks.length === 0) {\n throw new LoadError(result.error ?? `no tracks for ${query}`);\n }\n return result.loadType === LoadType.Playlist ? result.tracks : [result.tracks[0]];\n }\n\n private async nextTrack(forced: boolean): Promise<Track | null> {\n if (this.loop === LoopMode.Track && this.current !== null && !forced) {\n return this.current;\n }\n if (this.queue.length > 0) {\n if (this.current !== null) this.pushHistory(this.current);\n return this.queue.shift()!;\n }\n if (this.loop === LoopMode.Queue && this.history.length > 0) {\n this.queue = [...this.history, ...(this.current ? [this.current] : [])];\n this.history = [];\n return this.queue.shift() ?? null;\n }\n if (this.autoplay !== null) return this.autoplay(this);\n return null;\n }\n\n private async advance(forced = false): Promise<void> {\n const next = await this.nextTrack(forced);\n if (next === null) {\n this.current = null;\n if (this.created) await this.host.rest.stop(this.guildId);\n this.host.emit(\"queueEnd\", this);\n return;\n }\n await this.playTrack(next);\n }\n\n private async playTrack(track: Track): Promise<void> {\n if (!this.connected) throw new NotConnected(`guild ${this.guildId} has no voice connection`);\n this.current = track;\n this.maxPositionMs = 0; // fresh track — restart dead-stream position tracking\n if (!this.created) {\n await this.host.rest.createPlayer(this.guildId, this.voicePayload(), {\n track: track.encoded,\n volume: this.volume,\n paused: this.paused,\n });\n this.created = true;\n } else {\n await this.host.rest.play(this.guildId, track.encoded);\n }\n }\n\n private async setPausedInternal(paused: boolean): Promise<void> {\n this.paused = paused;\n if (this.created) await this.host.rest.setPaused(this.guildId, paused);\n }\n\n /** Called by the client's WS loop when a TRACK_END for this guild arrives.\n * `advances` is true for FINISHED / LOAD_FAILED. Before draining the queue we\n * check for a dead source and try to recover it with an alternate upload. */\n async onTrackEnd(advances: boolean): Promise<void> {\n if (!advances) return;\n // Loop-a-single-track is an explicit user choice — never second-guess it.\n if (this.recoverDeadStreams && this.loop !== LoopMode.Track && this.isDeadStream()) {\n if (await this.tryRecover()) return; // an alternate upload is now playing\n }\n await this.advance();\n }\n\n /** Called by the client on `TRACK_STUCK`: skip the stalled track. */\n async onTrackStuck(): Promise<void> {\n if (this.advanceOnStuck) await this.advance(true);\n }\n\n /** A non-stream track that \"finished\" without its position ever advancing\n * almost certainly never streamed. Genuinely short tracks (length at most a\n * few × the threshold) are excluded so we don't loop on real short songs. */\n private isDeadStream(): boolean {\n const t = this.current;\n if (t === null || t.isStream) return false;\n if (this.maxPositionMs > this.deadStreamThresholdMs) return false;\n return t.lengthMs === 0 || t.lengthMs > this.deadStreamThresholdMs * 4;\n }\n\n /** Search for an alternate upload of the current (dead) track and play it.\n * Returns true when an alternate started; false to let the caller advance. */\n private async tryRecover(): Promise<boolean> {\n const failed = this.current;\n if (failed === null) return false;\n\n this.recoverAttempts++;\n if (this.recoverAttempts > this.deadStreamRecoveryLimit) {\n this.recoverAttempts = 0;\n this.host.emit(\"trackStreamDead\", this, { failed });\n return false;\n }\n\n const query = [failed.title, failed.author].filter(Boolean).join(\" \").trim();\n if (query === \"\") return false;\n\n let tracks: Track[];\n try {\n tracks = (await this.host.rest.loadTracks(`ytsearch:${query}`)).tracks;\n } catch {\n return false; // search failed — advance normally\n }\n\n // Prefer a different upload than the one that just failed.\n const alt = tracks.find((t) => t.encoded && t.encoded !== failed.encoded);\n if (!alt) return false;\n\n alt.extras = { ...alt.extras, ...failed.extras }; // keep requester etc.\n await this.playTrack(alt);\n this.host.emit(\"trackRecovered\", this, { failed, alternate: alt });\n return true;\n }\n}\n","/** Thin wrapper over the control-plane HTTP API using the global `fetch`\n * (Node >= 18). Knows nothing about queues — just request/response. */\n\nimport { APIError, AuralisError, AuthError, RateLimited } from \"./errors.js\";\nimport {\n LoadResult,\n PlayerState,\n Snowflake,\n loadResultFromJson,\n playerStateFromJson,\n snowflakeStringify,\n} from \"./types.js\";\n\n/** Abort a stalled request rather than hanging a command forever. */\nconst DEFAULT_TIMEOUT_MS = 8_000;\n/** Transient control-plane statuses (node not ready / link failed) worth retrying. */\nconst RETRYABLE_STATUS = new Set([502, 503]);\n/** Per-attempt backoff. Length also sets how many extra tries an idempotent GET gets. */\nconst BACKOFF_MS = [200, 500];\n\nconst sleep = (ms: number) => new Promise((r) => setTimeout(r, ms));\n\nexport class REST {\n private base: string;\n private headers: Record<string, string>;\n /** Per-request timeout (ms). Exposed so a slow-network deployment can raise it. */\n timeoutMs = DEFAULT_TIMEOUT_MS;\n\n constructor(baseUrl: string, token: string) {\n this.base = baseUrl.replace(/\\/$/, \"\");\n this.headers = {\n Authorization: `Bearer ${token}`,\n \"Content-Type\": \"application/json\",\n };\n }\n\n private async fetchWithTimeout(method: string, path: string, body?: unknown): Promise<Response> {\n const controller = new AbortController();\n const timer = setTimeout(() => controller.abort(), this.timeoutMs);\n try {\n return await fetch(`${this.base}${path}`, {\n method,\n headers: this.headers,\n // snowflakeStringify keeps 64-bit voice ids (channel_id/user_id) exact —\n // the control plane parses them as u64 bare numbers.\n body: body === undefined ? undefined : snowflakeStringify(body),\n signal: controller.signal,\n });\n } finally {\n clearTimeout(timer);\n }\n }\n\n // Retry policy: GET is idempotent, so retry it on both transient 502/503 and\n // network/timeout errors. Writes only retry on 502/503 (a network error might\n // mean the write half-applied). 401/403/429/other 4xx are terminal — no retry.\n private async request(method: string, path: string, body?: unknown): Promise<any> {\n const idempotent = method === \"GET\";\n const maxAttempts = idempotent ? BACKOFF_MS.length + 1 : 2;\n let lastErr: unknown;\n\n for (let attempt = 0; attempt < maxAttempts; attempt++) {\n const isLast = attempt === maxAttempts - 1;\n try {\n const res = await this.fetchWithTimeout(method, path, body);\n if (res.status === 401 || res.status === 403) throw new AuthError(await res.text());\n if (res.status === 429) {\n const retry = res.headers.get(\"Retry-After\");\n throw new RateLimited(await res.text(), retry ? Number(retry) : undefined);\n }\n if (RETRYABLE_STATUS.has(res.status) && !isLast) {\n await sleep(BACKOFF_MS[attempt]);\n continue;\n }\n if (res.status >= 400) throw new APIError(res.status, await res.text());\n const ct = res.headers.get(\"Content-Type\") ?? \"\";\n return ct.includes(\"application/json\") ? res.json() : res.text();\n } catch (err) {\n // Protocol errors carry a definitive answer from the server — never retry.\n if (err instanceof AuralisError) throw err;\n // Network error / timeout: retry idempotent requests only.\n lastErr = err;\n if (idempotent && !isLast) {\n await sleep(BACKOFF_MS[attempt]);\n continue;\n }\n throw err;\n }\n }\n throw lastErr; // unreachable: the loop either returns or throws\n }\n\n // --- metadata ---------------------------------------------------------\n async loadTracks(identifier: string): Promise<LoadResult> {\n const q = new URLSearchParams({ identifier });\n return loadResultFromJson(await this.request(\"GET\", `/v1/loadtracks?${q}`));\n }\n\n async prewarm(encoded: string[], guildId?: bigint): Promise<any> {\n const body: any = { tracks: encoded.map((e) => ({ encoded: e })) };\n if (guildId !== undefined) body.guild_id = guildId;\n return this.request(\"POST\", \"/v1/tracks/prewarm\", body);\n }\n\n // --- player lifecycle -------------------------------------------------\n async createPlayer(\n guildId: bigint,\n voice: Record<string, unknown>,\n opts: { track?: string; volume?: number; paused?: boolean; audioGraph?: string } = {},\n ): Promise<any> {\n const body: any = {\n voice,\n volume: opts.volume ?? 100,\n paused: opts.paused ?? false,\n };\n if (opts.track) body.track = { encoded: opts.track };\n if (opts.audioGraph !== undefined) body.filters = { audio_graph: opts.audioGraph };\n return this.request(\"POST\", `/v1/guilds/${guildId}/players`, body);\n }\n\n async destroyPlayer(guildId: bigint): Promise<any> {\n return this.request(\"DELETE\", `/v1/guilds/${guildId}/players`);\n }\n\n async getState(guildId: bigint): Promise<PlayerState> {\n return playerStateFromJson(await this.request(\"GET\", `/v1/guilds/${guildId}/player`));\n }\n\n // --- playback control -------------------------------------------------\n async play(guildId: bigint, track: string, audioGraph?: string): Promise<any> {\n const body: any = { track: { encoded: track } };\n if (audioGraph !== undefined) body.filters = { audio_graph: audioGraph };\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/play`, body);\n }\n\n async stop(guildId: bigint): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/stop`, {});\n }\n\n async setPaused(guildId: bigint, paused: boolean): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/pause`, { paused });\n }\n\n async setVolume(guildId: bigint, volume: number): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/volume`, { volume });\n }\n\n async seek(guildId: bigint, positionMs: number): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/seek`, {\n position_ms: positionMs,\n });\n }\n\n async setFilters(guildId: bigint, audioGraph: string | null): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/filters`, {\n filters: { audio_graph: audioGraph },\n });\n 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See {@link Player} for the full command surface.\n *\n * ```ts\n * import { Client, LoopMode } from \"auralis-sdk\";\n *\n * const client = new Client(\"http://localhost:8080\", \"my-token\");\n * await client.start();\n * client.on(\"trackStart\", (player) => console.log(\"now playing:\", player.current?.title));\n *\n * const player = client.getPlayer(guildId);\n * // ... wire player.handleVoiceServerUpdate / handleVoiceStateUpdate from your bot ...\n * await player.play(\"ytsearch:never gonna give you up\");\n * ```\n */\n\nexport { Client } from \"./client.js\";\nexport type { ClientOptions, ClientEvents } from \"./client.js\";\nexport { Player } from \"./player.js\";\nexport type { PlayerHost, AutoplayHook } from \"./player.js\";\nexport { REST } from \"./rest.js\";\nexport {\n LoopMode,\n LoadType,\n EndReason,\n endReasonAdvances,\n} from \"./types.js\";\nexport type {\n Snowflake,\n Track,\n LoadResult,\n PlayerState,\n VoiceServerUpdate,\n VoiceStateUpdate,\n} from \"./types.js\";\nexport {\n AuralisError,\n AuthError,\n RateLimited,\n APIError,\n NotConnected,\n LoadError,\n} from \"./errors.js\";\n","/** The top-level client: owns the REST wrapper, the WebSocket event loop, the\n * per-guild players, and event dispatch (via Node's EventEmitter). */\n\nimport { EventEmitter } from \"node:events\";\nimport WebSocket from \"ws\";\n\nimport { Player, PlayerHost } from \"./player.js\";\nimport { REST } from \"./rest.js\";\nimport { LoadResult, Snowflake, Track, endReasonAdvances, playerStateFromJson } from \"./types.js\";\n\nexport interface ClientOptions {\n reconnect?: boolean;\n}\n\n/** Strongly-typed event map for `client.on(...)` / `client.emit(...)`. */\nexport interface ClientEvents {\n ready: [];\n /** Fired instead of `ready` when a reconnect re-establishes the session. */\n resumed: [];\n disconnect: [];\n error: [err: unknown];\n trackStart: [player: Player | bigint, data: any];\n trackEnd: [player: Player | bigint, data: any];\n trackException: [player: Player | bigint, data: any];\n trackStuck: [player: Player | bigint, data: any];\n playerUpdate: [player: Player | bigint, data: any];\n voiceClosed: [player: Player | bigint, data: any];\n // STATS is node-wide, so there may be no player/guild attached.\n stats: [player: Player | bigint | null, data: any];\n queueEnd: [player: Player];\n /** A dead source could not be recovered — the bot should tell the user. */\n trackStreamDead: [player: Player, data: { failed: Track }];\n /** A dead source was auto-recovered by playing an alternate upload. */\n trackRecovered: [player: Player, data: { failed: Track; alternate: Track }];\n}\n\n// WS op -> the event name we emit to listeners.\nconst EVENT_OPS: Record<string, keyof ClientEvents> = {\n TRACK_START: \"trackStart\",\n TRACK_END: \"trackEnd\",\n TRACK_EXCEPTION: \"trackException\",\n TRACK_STUCK: \"trackStuck\",\n PLAYER_UPDATE: \"playerUpdate\",\n VOICE_CLOSED: \"voiceClosed\",\n STATS: \"stats\",\n};\n\n// Declaration-merge typed on/once/off/emit overloads onto the class.\nexport interface Client {\n on<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n once<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n off<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n emit<K extends keyof ClientEvents>(event: K, ...args: ClientEvents[K]): boolean;\n}\n\nexport class Client extends EventEmitter implements PlayerHost {\n readonly rest: REST;\n private baseUrl: string;\n private token: string;\n private reconnect: boolean;\n\n private playersMap = new Map<bigint, Player>();\n private ws: WebSocket | null = null;\n private heartbeatTimer: ReturnType<typeof setInterval> | null = null;\n private reconnectTimer: ReturnType<typeof setTimeout> | null = null;\n private sessionId: string | null = null;\n private closed = false;\n private backoff = 1000;\n private hasConnected = false;\n private heartbeatSentAt = 0;\n\n /** Last measured heartbeat round-trip latency in ms (-1 until first ack). */\n latencyMs = -1;\n /** Most recent STATS frame payload from the node, or null. */\n lastStats: Record<string, unknown> | null = null;\n\n constructor(baseUrl: string, token: string, opts: ClientOptions = {}) {\n super();\n this.baseUrl = baseUrl.replace(/\\/$/, \"\");\n this.token = token;\n this.reconnect = opts.reconnect ?? 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Route failures to safeError.\n this.handleFrame(frame).catch((e) => this.safeError(e));\n });\n ws.on(\"error\", (err) => this.safeError(err));\n ws.on(\"close\", () => {\n if (this.heartbeatTimer) {\n clearInterval(this.heartbeatTimer);\n this.heartbeatTimer = null;\n }\n this.ws = null;\n if (this.closed || !this.reconnect) return;\n this.emit(\"disconnect\");\n // Backoff with ±25% jitter so many clients don't reconnect in lockstep.\n const jitter = this.backoff * (0.75 + Math.random() * 0.5);\n this.reconnectTimer = setTimeout(() => this.openSocket(), jitter);\n this.backoff = Math.min(this.backoff * 2, 30000);\n });\n }\n\n /** After a reconnect, pull each player's authoritative state from the node so\n * position/volume/paused are accurate again. Per-player failures are ignored. */\n private async resyncPlayers(): Promise<void> {\n await Promise.all(\n this.players().map(async (p) => {\n try {\n p.applyState(await this.rest.getState(p.guildId));\n } catch {\n // node may not have this player (it was dropped during the gap) — skip\n }\n }),\n );\n }\n\n private subscribeAll(): void {\n if (this.ws?.readyState === WebSocket.OPEN && this.playersMap.size > 0) {\n this.send({\n op: \"SUBSCRIBE\",\n d: { guilds: [...this.playersMap.keys()].map(String) },\n });\n }\n }\n\n private send(payload: unknown): void {\n if (this.ws?.readyState === WebSocket.OPEN) this.ws.send(JSON.stringify(payload));\n }\n\n private async handleFrame(frame: any): Promise<void> {\n const op: string = frame.op;\n const d = frame.d ?? {};\n\n if (op === \"HELLO\") {\n const interval = (d.heartbeat_interval_ms ?? 30000) as number;\n if (this.heartbeatTimer) clearInterval(this.heartbeatTimer);\n let seq = 0;\n this.heartbeatTimer = setInterval(() => {\n this.heartbeatSentAt = Date.now();\n this.send({ op: \"HEARTBEAT\", d: { seq: ++seq } });\n }, interval);\n return;\n }\n if (op === \"READY\") {\n const resumed = this.hasConnected;\n this.sessionId = d.session_id ?? null;\n this.hasConnected = true;\n this.subscribeAll();\n if (resumed) {\n // Reconnect: resync each player's live state from the node so callers\n // see accurate position/volume/paused after the gap (a practical resume).\n await this.resyncPlayers();\n this.emit(\"resumed\");\n } else {\n this.emit(\"ready\");\n }\n return;\n }\n if (op === \"HEARTBEAT_ACK\") {\n if (this.heartbeatSentAt) this.latencyMs = Date.now() - this.heartbeatSentAt;\n return;\n }\n if (op === \"STATS\") {\n this.lastStats = d;\n }\n\n // WS frames carry guild_id as a string — BigInt keeps 64-bit ids exact so\n // the lookup matches the player keyed by getPlayer(BigInt(...)).\n const guildId = d.guild_id != null ? BigInt(d.guild_id) : null;\n const player = guildId !== null ? this.playersMap.get(guildId) : undefined;\n\n if (op === \"TRACK_END\" && player) {\n // Drive auto-advance BEFORE notifying the user so handlers see new state.\n await player.onTrackEnd(endReasonAdvances(d.reason ?? \"FINISHED\"));\n } else if (op === \"PLAYER_UPDATE\" && player) {\n player.applyState(playerStateFromJson(d.state ?? {}));\n } else if (op === \"TRACK_STUCK\" && player) {\n // Skip the stalled track before notifying, so handlers see the new state.\n await player.onTrackStuck();\n } else if (op === \"VOICE_CLOSED\" && player && d.by_remote && player.rejoinOnVoiceClosed) {\n // Discord killed the session; reset so a re-join re-creates and resumes.\n player.handleVoiceClosed();\n }\n\n const eventName = EVENT_OPS[op];\n if (eventName) this.emit(eventName, player ?? guildId, d);\n }\n}\n","/** Exception hierarchy. Every network/protocol failure is an `AuralisError`. */\n\nexport class AuralisError extends Error {}\n\n/** 401/403 — the bearer token is missing, wrong, or not allowed. */\nexport class AuthError extends AuralisError {}\n\n/** 429 — too many requests. `retryAfter` is seconds if the server gave one. */\nexport class RateLimited extends AuralisError {\n constructor(message: string, public retryAfter?: number) {\n super(message);\n }\n}\n\n/** Any other non-2xx HTTP response. */\nexport class APIError extends AuralisError {\n constructor(public status: number, message: string) {\n super(`HTTP ${status}: ${message}`);\n }\n}\n\n/** Tried to play before the guild's voice connection was established. */\nexport class NotConnected extends AuralisError {}\n\n/** `loadtracks` returned `error` or nothing usable. */\nexport class LoadError extends AuralisError {}\n","/** Wire vocabulary and data models — mirror the control-plane JSON exactly. */\n\n/** A Discord snowflake. Accepted as string/number/bigint at the API boundary and\n * normalized to `bigint` internally: a 64-bit id cannot survive a JS `number`\n * (over 2^53 the low digits corrupt), and the control plane parses ids as `u64`. */\nexport type Snowflake = string | number | bigint;\n\nconst BIG_TAG = \"__BIG__\";\n\n/** `JSON.stringify` that emits `bigint` values as bare (unquoted) JSON numbers.\n * The control plane's voice payload wants snowflakes as `u64` numbers, but a JS\n * `number` can't hold one exactly and `JSON.stringify` throws on `bigint`. We tag\n * bigints, then strip the quotes so the wire value is an exact integer literal. */\nexport function snowflakeStringify(obj: unknown): string {\n return JSON.stringify(obj, (_k, v) =>\n typeof v === \"bigint\" ? `${BIG_TAG}${v}${BIG_TAG}` : v,\n ).replace(new RegExp(`\"${BIG_TAG}(\\\\d+)${BIG_TAG}\"`, \"g\"), \"$1\");\n}\n\n/** How the queue advances when a track finishes. */\nexport enum LoopMode {\n Off = \"off\",\n Track = \"track\", // replay the current track forever\n Queue = \"queue\", // loop the whole queue\n}\n\n/** `load_type` returned by `GET /v1/loadtracks`. */\nexport enum LoadType {\n Track = \"track\",\n Playlist = \"playlist\",\n Search = \"search\",\n Empty = \"empty\",\n Error = \"error\",\n}\n\n/** Why a track ended. Only FINISHED / LOAD_FAILED advance the queue. */\nexport enum EndReason {\n Finished = \"FINISHED\",\n LoadFailed = \"LOAD_FAILED\",\n Stopped = \"STOPPED\",\n Replaced = \"REPLACED\",\n Cleanup = \"CLEANUP\",\n}\n\nexport function endReasonAdvances(reason: string): boolean {\n return reason === EndReason.Finished || reason === EndReason.LoadFailed;\n}\n\n/** A playable track. `encoded` is the opaque token the backend needs; the rest\n * is display metadata the bot keeps for now-playing embeds. */\nexport interface Track {\n encoded: string;\n identifier: string;\n title: string;\n author: string;\n lengthMs: number;\n isStream: boolean;\n uri?: string;\n sourceName: string;\n artworkUrl?: string;\n isrc?: string;\n /** Free-form, set by the bot (e.g. who requested it). Never sent upstream. */\n extras: Record<string, unknown>;\n}\n\nexport function trackFromJson(d: any): Track {\n return {\n encoded: d.encoded,\n identifier: d.identifier ?? \"\",\n title: d.title ?? \"\",\n author: d.author ?? \"\",\n lengthMs: d.length_ms ?? 0,\n isStream: d.is_stream ?? false,\n uri: d.uri ?? undefined,\n sourceName: d.source_name ?? \"\",\n artworkUrl: d.artwork_url ?? undefined,\n isrc: d.isrc ?? undefined,\n extras: {},\n };\n}\n\nexport interface LoadResult {\n loadType: LoadType;\n tracks: Track[];\n playlistName?: string;\n error?: string;\n}\n\nexport function loadResultFromJson(d: any): LoadResult {\n return {\n loadType: (d.load_type ?? \"empty\") as LoadType,\n tracks: (d.tracks ?? []).map(trackFromJson),\n playlistName: d.playlist_name ?? undefined,\n error: d.error ?? undefined,\n };\n}\n\nexport interface PlayerState {\n connected: boolean;\n playing: boolean;\n paused: boolean;\n positionMs: number;\n volume: number;\n track?: Track;\n}\n\nexport function playerStateFromJson(d: any): PlayerState {\n return {\n connected: d.connected ?? false,\n playing: d.playing ?? false,\n paused: d.paused ?? false,\n positionMs: d.position_ms ?? 0,\n volume: d.volume ?? 100,\n track: d.track ? trackFromJson(d.track) : undefined,\n };\n}\n\n/** Raw Discord voice payloads the bot forwards from its gateway. */\nexport interface VoiceServerUpdate {\n token: string;\n endpoint: string;\n}\nexport interface VoiceStateUpdate {\n session_id: string;\n channel_id: Snowflake | null;\n user_id: Snowflake;\n}\n","/** Per-guild player: the client-side queue brain.\n *\n * The backend is deliberately queue-agnostic — it only knows play / stop / pause\n * / seek / volume. Everything queue-shaped (skip, loop, shuffle, auto-advance,\n * autoplay) lives here, driven by the `TRACK_END` event.\n *\n * Advance rules (the one path everything funnels through):\n * - `play()` issues a REST *replace* → the old track's `TRACK_END(REPLACED)` is\n * ignored by the client, so we never double-advance.\n * - a natural finish → `TRACK_END(FINISHED|LOAD_FAILED)` → `advance()`.\n * - `skip()` forces `advance()` (ignoring `LoopMode.Track`).\n */\n\nimport { APIError, LoadError, NotConnected } from \"./errors.js\";\nimport { REST } from \"./rest.js\";\nimport {\n LoadType,\n LoopMode,\n PlayerState,\n Snowflake,\n Track,\n VoiceServerUpdate,\n VoiceStateUpdate,\n} from \"./types.js\";\n\n/** What a Player needs from its owner. The `Client` implements this. */\nexport interface PlayerHost {\n rest: REST;\n emit(event: string, ...args: unknown[]): void;\n dropPlayer(guildId: bigint): void;\n}\n\nexport type AutoplayHook = (player: Player) => Promise<Track | null>;\n\nexport class Player {\n queue: Track[] = [];\n history: Track[] = [];\n current: Track | null = null;\n /** Cap on retained history so a long-lived player can't leak memory. Queue-loop\n * still works; it just restores the most recent `historyLimit` tracks. */\n historyLimit = 200;\n loop: LoopMode = LoopMode.Off;\n volume = 100;\n paused = false;\n state: PlayerState = {\n connected: false,\n playing: false,\n paused: false,\n positionMs: 0,\n volume: 100,\n };\n /** Optional async hook used when the queue and loop are exhausted. */\n autoplay: AutoplayHook | null = null;\n\n /** When a non-stream track \"finishes\" without ever streaming (dead source:\n * geo/age-restricted, throttled, removed), search for and play an alternate\n * upload instead of silently draining the queue. */\n recoverDeadStreams = true;\n /** A track whose furthest observed position never passed this many ms is\n * treated as never-streamed (used by {@link recoverDeadStreams}). */\n deadStreamThresholdMs = 1_500;\n /** Give up recovering a single dead track after this many alternate attempts. */\n deadStreamRecoveryLimit = 2;\n /** Auto-skip a track the node reports as `TRACK_STUCK` instead of stalling. */\n advanceOnStuck = true;\n /** On a remote `VOICE_CLOSED`, reset so the next voice material re-creates the\n * player and resumes the current track (the bot must re-send its op-4 join). */\n rejoinOnVoiceClosed = true;\n\n /** The guild this player drives. Always a `bigint` so 64-bit ids stay exact. */\n readonly guildId: bigint;\n\n private created = false;\n private voiceServer: { token: string; endpoint: string } | null = null;\n private voiceState: { session_id: string; channel_id: bigint; user_id: bigint } | null = null;\n /** Furthest position seen for the current track — reset on every track start. */\n private maxPositionMs = 0;\n /** Alternate-upload attempts spent on the current dead track. */\n private recoverAttempts = 0;\n\n constructor(private host: PlayerHost, guildId: Snowflake) {\n this.guildId = BigInt(guildId);\n }\n\n // --- voice plumbing ---------------------------------------------------\n handleVoiceServerUpdate(data: VoiceServerUpdate): void {\n this.voiceServer = { token: data.token, endpoint: data.endpoint };\n void this.startIfIdle();\n }\n\n handleVoiceStateUpdate(data: VoiceStateUpdate): void {\n if (data.channel_id === null || data.channel_id === undefined) {\n this.voiceState = null;\n return;\n }\n this.voiceState = {\n session_id: data.session_id,\n channel_id: BigInt(data.channel_id),\n user_id: BigInt(data.user_id),\n };\n void this.startIfIdle();\n }\n\n get connected(): boolean {\n return this.voiceServer !== null && this.voiceState !== null;\n }\n\n /** Called by the client on `PLAYER_UPDATE` (and reconnect resync). Tracks the\n * furthest position reached so a \"finished but never streamed\" track can be\n * spotted, and clears the recovery counter once a track is genuinely playing. */\n applyState(state: PlayerState): void {\n this.state = state;\n if (state.positionMs > this.maxPositionMs) this.maxPositionMs = state.positionMs;\n if (this.maxPositionMs > this.deadStreamThresholdMs) this.recoverAttempts = 0;\n }\n\n /** Discord terminated the voice session (remote `VOICE_CLOSED`). The node has\n * dropped our player, so reset local voice/created state and requeue the\n * current track; once the bot re-sends its op-4 join, fresh voice material\n * re-creates the player and resumes. Bot-initiated closes don't call this. */\n handleVoiceClosed(): void {\n if (this.current !== null) {\n this.queue.unshift(this.current);\n this.current = null;\n }\n this.created = false;\n this.voiceServer = null;\n this.voiceState = null;\n }\n\n private voicePayload(): Record<string, unknown> {\n return { ...this.voiceServer!, ...this.voiceState!, guild_id: this.guildId };\n }\n\n /** Serializes all queue advancement. Without it, concurrent triggers — `play()`,\n * a voice-update `startIfIdle()`, a `TRACK_END`, `skip()` — can each observe\n * `current === null` and both create a player, which serializes on the control\n * plane's per-guild ownership lock and blows the request timeout (the classic\n * \"operation was aborted\"). Every advance path runs through this chain. */\n private opLock: Promise<unknown> = Promise.resolve();\n private serialize<T>(fn: () => Promise<T>): Promise<T> {\n const run = this.opLock.then(fn, fn);\n this.opLock = run.then(() => {}, () => {});\n return run;\n }\n\n /** Start the queue only if the player is idle. Safe to call from multiple\n * concurrent triggers — the idle check runs inside the serialized section, so\n * exactly one caller wins and the rest see `current !== null` and no-op. */\n private startIfIdle(): Promise<void> {\n return this.serialize(async () => {\n if (this.connected && this.current === null && this.queue.length > 0) {\n await this.advanceInner(false);\n }\n });\n }\n\n // --- public commands --------------------------------------------------\n async play(query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n }\n await this.startIfIdle();\n return tracks;\n }\n\n async add(query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n }\n return tracks;\n }\n\n async skip(): Promise<void> {\n await this.advance(true);\n }\n\n async stop(): Promise<void> {\n this.queue = [];\n this.current = null;\n this.history = []; // don't let a later queue-loop replay tracks from before a stop\n if (this.created) await this.host.rest.stop(this.guildId);\n }\n\n async pause(): Promise<void> {\n await this.setPausedInternal(true);\n }\n\n async resume(): Promise<void> {\n await this.setPausedInternal(false);\n }\n\n async setPause(paused: boolean): Promise<void> {\n await this.setPausedInternal(paused);\n }\n\n async seek(positionMs: number): Promise<void> {\n if (this.created) await this.host.rest.seek(this.guildId, positionMs);\n }\n\n async setVolume(volume: number): Promise<void> {\n this.volume = Math.max(0, Math.min(1000, volume));\n if (this.created) await this.host.rest.setVolume(this.guildId, this.volume);\n }\n\n setLoop(mode: LoopMode): void {\n this.loop = mode;\n }\n\n shuffle(): void {\n for (let i = this.queue.length - 1; i > 0; i--) {\n const j = Math.floor(Math.random() * (i + 1));\n [this.queue[i], this.queue[j]] = [this.queue[j], this.queue[i]];\n }\n }\n\n /** Apply a raw ffmpeg `-af` filtergraph (e.g. `\"bass=g=8\"`); `null` clears. */\n async setFilters(audioGraph: string | null): Promise<void> {\n if (this.created) await this.host.rest.setFilters(this.guildId, audioGraph);\n }\n\n remove(index: number): Track | undefined {\n return this.queue.splice(index, 1)[0];\n }\n\n clear(): void {\n this.queue = [];\n }\n\n /** Reorder the queue: move the track at `from` to `to`. No-op on bad indices. */\n move(from: number, to: number): void {\n if (from < 0 || from >= this.queue.length || to < 0 || to >= this.queue.length) return;\n const [t] = this.queue.splice(from, 1);\n this.queue.splice(to, 0, t);\n }\n\n /** Resolve `query` and insert it at `index` (clamped) instead of appending. */\n async insert(index: number, query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) if (requester !== undefined) t.extras.requester = requester;\n const at = Math.max(0, Math.min(index, this.queue.length));\n this.queue.splice(at, 0, ...tracks);\n await this.startIfIdle();\n return tracks;\n }\n\n /** Batch-enqueue several queries/tracks in order. Failed resolves are skipped. */\n async addMany(queries: (string | Track)[], requester?: number): Promise<Track[]> {\n const added: Track[] = [];\n for (const q of queries) {\n try {\n const tracks = await this.resolve(q);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n added.push(t);\n }\n } catch {\n // skip a bad query rather than aborting the whole batch\n }\n }\n if (added.length > 0) await this.startIfIdle();\n return added;\n }\n\n /** Skip forward to queue position `index`, discarding the ones in between. */\n async jump(index: number): Promise<void> {\n if (index < 0 || index >= this.queue.length) return;\n const skipped = this.queue.splice(0, index);\n for (const t of skipped) this.pushHistory(t);\n await this.advance(true);\n }\n\n /** Replay the previous track (from history), pushing the current one back on. */\n async previous(): Promise<void> {\n const prev = this.history.pop();\n if (!prev) return;\n if (this.current !== null) this.queue.unshift(this.current);\n this.queue.unshift(prev);\n await this.advance(true);\n }\n\n /** Convenience EQ: bass boost in dB (0 clears). Built on {@link setFilters}. */\n async setBassBoost(gainDb: number): Promise<void> {\n await this.setFilters(gainDb === 0 ? null : `bass=g=${gainDb}`);\n }\n\n /** Convenience speed/pitch (nightcore/vaporwave): `rate` 1.0 = normal. */\n async setSpeed(rate: number): Promise<void> {\n const r = Math.max(0.5, Math.min(2.0, rate));\n await this.setFilters(r === 1 ? null : `atempo=${r},asetrate=48000*${r}`);\n }\n\n nowPlaying(): Track | null {\n return this.current;\n }\n\n async disconnect(): Promise<void> {\n this.queue = [];\n this.current = null;\n if (this.created) await this.host.rest.destroyPlayer(this.guildId);\n this.created = false;\n this.voiceServer = null;\n this.voiceState = null;\n this.host.dropPlayer(this.guildId);\n }\n\n // --- internals --------------------------------------------------------\n /** Append to history, evicting the oldest past `historyLimit` (leak guard). */\n private pushHistory(track: Track): void {\n this.history.push(track);\n if (this.history.length > this.historyLimit) {\n this.history.splice(0, this.history.length - this.historyLimit);\n }\n }\n\n private async resolve(query: string | Track): Promise<Track[]> {\n if (typeof query !== \"string\") return [query];\n const result = await this.host.rest.loadTracks(query);\n if (result.error || result.tracks.length === 0) {\n throw new LoadError(result.error ?? `no tracks for ${query}`);\n }\n return result.loadType === LoadType.Playlist ? result.tracks : [result.tracks[0]];\n }\n\n private async nextTrack(forced: boolean): Promise<Track | null> {\n if (this.loop === LoopMode.Track && this.current !== null && !forced) {\n return this.current;\n }\n if (this.queue.length > 0) {\n if (this.current !== null) this.pushHistory(this.current);\n return this.queue.shift()!;\n }\n if (this.loop === LoopMode.Queue && this.history.length > 0) {\n this.queue = [...this.history, ...(this.current ? [this.current] : [])];\n this.history = [];\n return this.queue.shift() ?? null;\n }\n if (this.autoplay !== null) return this.autoplay(this);\n return null;\n }\n\n /** Public advance paths (skip / previous / jump / track-end / stuck) always\n * advance, but still run through the serialized op-lock so they can't race a\n * concurrent {@link startIfIdle} into a double-create. */\n private advance(forced = false): Promise<void> {\n return this.serialize(() => this.advanceInner(forced));\n }\n\n private async advanceInner(forced = false): Promise<void> {\n const next = await this.nextTrack(forced);\n if (next === null) {\n this.current = null;\n if (this.created) await this.host.rest.stop(this.guildId);\n this.host.emit(\"queueEnd\", this);\n return;\n }\n await this.playTrack(next);\n }\n\n private async playTrack(track: Track): Promise<void> {\n if (!this.connected) throw new NotConnected(`guild ${this.guildId} has no voice connection`);\n this.current = track;\n this.maxPositionMs = 0; // fresh track — restart dead-stream position tracking\n if (!this.created) {\n await this.createBackendPlayer(track);\n } else {\n try {\n await this.host.rest.play(this.guildId, track.encoded);\n } catch (e) {\n // 404 GUILD_NOT_FOUND: the backend lost our player (its node restarted, or\n // the control plane dropped it on a disconnect) while our local `created`\n // is stale. Recreate it from our held voice material rather than 404-ing\n // forever — otherwise one node blip wedges every future play until restart.\n if (e instanceof APIError && e.status === 404) {\n this.created = false;\n await this.createBackendPlayer(track);\n } else {\n throw e;\n }\n }\n }\n }\n\n private async createBackendPlayer(track: Track): Promise<void> {\n await this.host.rest.createPlayer(this.guildId, this.voicePayload(), {\n track: track.encoded,\n volume: this.volume,\n paused: this.paused,\n });\n this.created = true;\n }\n\n private async setPausedInternal(paused: boolean): Promise<void> {\n this.paused = paused;\n if (this.created) await this.host.rest.setPaused(this.guildId, paused);\n }\n\n /** Called by the client's WS loop when a TRACK_END for this guild arrives.\n * `advances` is true for FINISHED / LOAD_FAILED. Before draining the queue we\n * check for a dead source and try to recover it with an alternate upload. */\n async onTrackEnd(advances: boolean): Promise<void> {\n if (!advances) return;\n // Loop-a-single-track is an explicit user choice — never second-guess it.\n if (this.recoverDeadStreams && this.loop !== LoopMode.Track && this.isDeadStream()) {\n if (await this.tryRecover()) return; // an alternate upload is now playing\n }\n await this.advance();\n }\n\n /** Called by the client on `TRACK_STUCK`: skip the stalled track. */\n async onTrackStuck(): Promise<void> {\n if (this.advanceOnStuck) await this.advance(true);\n }\n\n /** A non-stream track that \"finished\" without its position ever advancing\n * almost certainly never streamed. Genuinely short tracks (length at most a\n * few × the threshold) are excluded so we don't loop on real short songs. */\n private isDeadStream(): boolean {\n const t = this.current;\n if (t === null || t.isStream) return false;\n if (this.maxPositionMs > this.deadStreamThresholdMs) return false;\n return t.lengthMs === 0 || t.lengthMs > this.deadStreamThresholdMs * 4;\n }\n\n /** Search for an alternate upload of the current (dead) track and play it.\n * Returns true when an alternate started; false to let the caller advance. */\n private async tryRecover(): Promise<boolean> {\n const failed = this.current;\n if (failed === null) return false;\n\n this.recoverAttempts++;\n if (this.recoverAttempts > this.deadStreamRecoveryLimit) {\n this.recoverAttempts = 0;\n this.host.emit(\"trackStreamDead\", this, { failed });\n return false;\n }\n\n const query = [failed.title, failed.author].filter(Boolean).join(\" \").trim();\n if (query === \"\") return false;\n\n let tracks: Track[];\n try {\n tracks = (await this.host.rest.loadTracks(`ytsearch:${query}`)).tracks;\n } catch {\n return false; // search failed — advance normally\n }\n\n // Prefer a different upload than the one that just failed.\n const alt = tracks.find((t) => t.encoded && t.encoded !== failed.encoded);\n if (!alt) return false;\n\n alt.extras = { ...alt.extras, ...failed.extras }; // keep requester etc.\n await this.playTrack(alt);\n this.host.emit(\"trackRecovered\", this, { failed, alternate: alt });\n return true;\n }\n}\n","/** Thin wrapper over the control-plane HTTP API using the global `fetch`\n * (Node >= 18). Knows nothing about queues — just request/response. */\n\nimport { APIError, AuralisError, AuthError, RateLimited } from \"./errors.js\";\nimport {\n LoadResult,\n PlayerState,\n Snowflake,\n loadResultFromJson,\n playerStateFromJson,\n snowflakeStringify,\n} from \"./types.js\";\n\n/** Abort a stalled request rather than hanging a command forever. */\nconst DEFAULT_TIMEOUT_MS = 8_000;\n/** Transient control-plane statuses (node not ready / link failed) worth retrying. */\nconst RETRYABLE_STATUS = new Set([502, 503]);\n/** Per-attempt backoff. Length also sets how many extra tries an idempotent GET gets. */\nconst BACKOFF_MS = [200, 500];\n\nconst sleep = (ms: number) => new Promise((r) => setTimeout(r, ms));\n\nexport class REST {\n private base: string;\n private headers: Record<string, string>;\n /** Per-request timeout (ms). Exposed so a slow-network deployment can raise it. */\n timeoutMs = DEFAULT_TIMEOUT_MS;\n\n constructor(baseUrl: string, token: string) {\n this.base = baseUrl.replace(/\\/$/, \"\");\n this.headers = {\n Authorization: `Bearer ${token}`,\n \"Content-Type\": \"application/json\",\n };\n }\n\n private async fetchWithTimeout(method: string, path: string, body?: unknown): Promise<Response> {\n const controller = new AbortController();\n const timer = setTimeout(() => controller.abort(), this.timeoutMs);\n try {\n return await fetch(`${this.base}${path}`, {\n method,\n headers: this.headers,\n // snowflakeStringify keeps 64-bit voice ids (channel_id/user_id) exact —\n // the control plane parses them as u64 bare numbers.\n body: body === undefined ? undefined : snowflakeStringify(body),\n signal: controller.signal,\n });\n } finally {\n clearTimeout(timer);\n }\n }\n\n // Retry policy: GET is idempotent, so retry it on both transient 502/503 and\n // network/timeout errors. Writes only retry on 502/503 (a network error might\n // mean the write half-applied). 401/403/429/other 4xx are terminal — no retry.\n private async request(method: string, path: string, body?: unknown): Promise<any> {\n const idempotent = method === \"GET\";\n const maxAttempts = idempotent ? BACKOFF_MS.length + 1 : 2;\n let lastErr: unknown;\n\n for (let attempt = 0; attempt < maxAttempts; attempt++) {\n const isLast = attempt === maxAttempts - 1;\n try {\n const res = await this.fetchWithTimeout(method, path, body);\n if (res.status === 401 || res.status === 403) throw new AuthError(await res.text());\n if (res.status === 429) {\n const retry = res.headers.get(\"Retry-After\");\n throw new RateLimited(await res.text(), retry ? Number(retry) : undefined);\n }\n if (RETRYABLE_STATUS.has(res.status) && !isLast) {\n await sleep(BACKOFF_MS[attempt]);\n continue;\n }\n if (res.status >= 400) throw new APIError(res.status, await res.text());\n const ct = res.headers.get(\"Content-Type\") ?? \"\";\n return ct.includes(\"application/json\") ? res.json() : res.text();\n } catch (err) {\n // Protocol errors carry a definitive answer from the server — never retry.\n if (err instanceof AuralisError) throw err;\n // Network error / timeout: retry idempotent requests only.\n lastErr = err;\n if (idempotent && !isLast) {\n await sleep(BACKOFF_MS[attempt]);\n continue;\n }\n throw err;\n }\n }\n throw lastErr; // unreachable: the loop either returns or throws\n }\n\n // --- metadata ---------------------------------------------------------\n async loadTracks(identifier: string): Promise<LoadResult> {\n const q = new URLSearchParams({ identifier });\n return loadResultFromJson(await this.request(\"GET\", `/v1/loadtracks?${q}`));\n }\n\n async prewarm(encoded: string[], guildId?: bigint): Promise<any> {\n const body: any = { tracks: encoded.map((e) => ({ encoded: e })) };\n if (guildId !== undefined) body.guild_id = guildId;\n return this.request(\"POST\", \"/v1/tracks/prewarm\", body);\n }\n\n // --- player lifecycle -------------------------------------------------\n async createPlayer(\n guildId: bigint,\n voice: Record<string, unknown>,\n opts: { track?: string; volume?: number; paused?: boolean; audioGraph?: string } = {},\n ): Promise<any> {\n const body: any = {\n voice,\n volume: opts.volume ?? 100,\n paused: opts.paused ?? false,\n };\n if (opts.track) body.track = { encoded: opts.track };\n if (opts.audioGraph !== undefined) body.filters = { audio_graph: opts.audioGraph };\n return this.request(\"POST\", `/v1/guilds/${guildId}/players`, body);\n }\n\n async destroyPlayer(guildId: bigint): Promise<any> {\n return this.request(\"DELETE\", `/v1/guilds/${guildId}/players`);\n }\n\n async getState(guildId: bigint): Promise<PlayerState> {\n return playerStateFromJson(await this.request(\"GET\", `/v1/guilds/${guildId}/player`));\n }\n\n // --- playback control -------------------------------------------------\n async play(guildId: bigint, track: string, audioGraph?: string): Promise<any> {\n const body: any = { track: { encoded: track } };\n if (audioGraph !== undefined) body.filters = { audio_graph: audioGraph };\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/play`, body);\n }\n\n async stop(guildId: bigint): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/stop`, {});\n }\n\n async setPaused(guildId: bigint, paused: boolean): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/pause`, { paused });\n }\n\n async setVolume(guildId: bigint, volume: number): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/volume`, { volume });\n }\n\n async seek(guildId: bigint, positionMs: number): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/seek`, {\n position_ms: positionMs,\n });\n }\n\n async setFilters(guildId: bigint, audioGraph: string | null): Promise<any> {\n return this.request(\"POST\", `/v1/guilds/${guildId}/player/filters`, {\n filters: { audio_graph: audioGraph },\n });\n 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package/dist/index.d.cts CHANGED
@@ -169,7 +169,17 @@ declare class Player {
169
169
  * re-creates the player and resumes. Bot-initiated closes don't call this. */
170
170
  handleVoiceClosed(): void;
171
171
  private voicePayload;
172
- private maybeStart;
172
+ /** Serializes all queue advancement. Without it, concurrent triggers — `play()`,
173
+ * a voice-update `startIfIdle()`, a `TRACK_END`, `skip()` — can each observe
174
+ * `current === null` and both create a player, which serializes on the control
175
+ * plane's per-guild ownership lock and blows the request timeout (the classic
176
+ * "operation was aborted"). Every advance path runs through this chain. */
177
+ private opLock;
178
+ private serialize;
179
+ /** Start the queue only if the player is idle. Safe to call from multiple
180
+ * concurrent triggers — the idle check runs inside the serialized section, so
181
+ * exactly one caller wins and the rest see `current !== null` and no-op. */
182
+ private startIfIdle;
173
183
  play(query: string | Track, requester?: number): Promise<Track[]>;
174
184
  add(query: string | Track, requester?: number): Promise<Track[]>;
175
185
  skip(): Promise<void>;
@@ -205,8 +215,13 @@ declare class Player {
205
215
  private pushHistory;
206
216
  private resolve;
207
217
  private nextTrack;
218
+ /** Public advance paths (skip / previous / jump / track-end / stuck) always
219
+ * advance, but still run through the serialized op-lock so they can't race a
220
+ * concurrent {@link startIfIdle} into a double-create. */
208
221
  private advance;
222
+ private advanceInner;
209
223
  private playTrack;
224
+ private createBackendPlayer;
210
225
  private setPausedInternal;
211
226
  /** Called by the client's WS loop when a TRACK_END for this guild arrives.
212
227
  * `advances` is true for FINISHED / LOAD_FAILED. Before draining the queue we
package/dist/index.d.ts CHANGED
@@ -169,7 +169,17 @@ declare class Player {
169
169
  * re-creates the player and resumes. Bot-initiated closes don't call this. */
170
170
  handleVoiceClosed(): void;
171
171
  private voicePayload;
172
- private maybeStart;
172
+ /** Serializes all queue advancement. Without it, concurrent triggers — `play()`,
173
+ * a voice-update `startIfIdle()`, a `TRACK_END`, `skip()` — can each observe
174
+ * `current === null` and both create a player, which serializes on the control
175
+ * plane's per-guild ownership lock and blows the request timeout (the classic
176
+ * "operation was aborted"). Every advance path runs through this chain. */
177
+ private opLock;
178
+ private serialize;
179
+ /** Start the queue only if the player is idle. Safe to call from multiple
180
+ * concurrent triggers — the idle check runs inside the serialized section, so
181
+ * exactly one caller wins and the rest see `current !== null` and no-op. */
182
+ private startIfIdle;
173
183
  play(query: string | Track, requester?: number): Promise<Track[]>;
174
184
  add(query: string | Track, requester?: number): Promise<Track[]>;
175
185
  skip(): Promise<void>;
@@ -205,8 +215,13 @@ declare class Player {
205
215
  private pushHistory;
206
216
  private resolve;
207
217
  private nextTrack;
218
+ /** Public advance paths (skip / previous / jump / track-end / stuck) always
219
+ * advance, but still run through the serialized op-lock so they can't race a
220
+ * concurrent {@link startIfIdle} into a double-create. */
208
221
  private advance;
222
+ private advanceInner;
209
223
  private playTrack;
224
+ private createBackendPlayer;
210
225
  private setPausedInternal;
211
226
  /** Called by the client's WS loop when a TRACK_END for this guild arrives.
212
227
  * `advances` is true for FINISHED / LOAD_FAILED. Before draining the queue we
package/dist/index.js CHANGED
@@ -144,7 +144,7 @@ var Player = class {
144
144
  // --- voice plumbing ---------------------------------------------------
145
145
  handleVoiceServerUpdate(data) {
146
146
  this.voiceServer = { token: data.token, endpoint: data.endpoint };
147
- void this.maybeStart();
147
+ void this.startIfIdle();
148
148
  }
149
149
  handleVoiceStateUpdate(data) {
150
150
  if (data.channel_id === null || data.channel_id === void 0) {
@@ -156,7 +156,7 @@ var Player = class {
156
156
  channel_id: BigInt(data.channel_id),
157
157
  user_id: BigInt(data.user_id)
158
158
  };
159
- void this.maybeStart();
159
+ void this.startIfIdle();
160
160
  }
161
161
  get connected() {
162
162
  return this.voiceServer !== null && this.voiceState !== null;
@@ -185,10 +185,28 @@ var Player = class {
185
185
  voicePayload() {
186
186
  return { ...this.voiceServer, ...this.voiceState, guild_id: this.guildId };
187
187
  }
188
- async maybeStart() {
189
- if (this.connected && this.current === null && this.queue.length > 0) {
190
- await this.advance();
191
- }
188
+ /** Serializes all queue advancement. Without it, concurrent triggers — `play()`,
189
+ * a voice-update `startIfIdle()`, a `TRACK_END`, `skip()` can each observe
190
+ * `current === null` and both create a player, which serializes on the control
191
+ * plane's per-guild ownership lock and blows the request timeout (the classic
192
+ * "operation was aborted"). Every advance path runs through this chain. */
193
+ opLock = Promise.resolve();
194
+ serialize(fn) {
195
+ const run = this.opLock.then(fn, fn);
196
+ this.opLock = run.then(() => {
197
+ }, () => {
198
+ });
199
+ return run;
200
+ }
201
+ /** Start the queue only if the player is idle. Safe to call from multiple
202
+ * concurrent triggers — the idle check runs inside the serialized section, so
203
+ * exactly one caller wins and the rest see `current !== null` and no-op. */
204
+ startIfIdle() {
205
+ return this.serialize(async () => {
206
+ if (this.connected && this.current === null && this.queue.length > 0) {
207
+ await this.advanceInner(false);
208
+ }
209
+ });
192
210
  }
193
211
  // --- public commands --------------------------------------------------
194
212
  async play(query, requester) {
@@ -197,7 +215,7 @@ var Player = class {
197
215
  if (requester !== void 0) t.extras.requester = requester;
198
216
  this.queue.push(t);
199
217
  }
200
- if (this.current === null && this.connected) await this.advance();
218
+ await this.startIfIdle();
201
219
  return tracks;
202
220
  }
203
221
  async add(query, requester) {
@@ -214,6 +232,7 @@ var Player = class {
214
232
  async stop() {
215
233
  this.queue = [];
216
234
  this.current = null;
235
+ this.history = [];
217
236
  if (this.created) await this.host.rest.stop(this.guildId);
218
237
  }
219
238
  async pause() {
@@ -263,7 +282,7 @@ var Player = class {
263
282
  for (const t of tracks) if (requester !== void 0) t.extras.requester = requester;
264
283
  const at = Math.max(0, Math.min(index, this.queue.length));
265
284
  this.queue.splice(at, 0, ...tracks);
266
- if (this.current === null && this.connected) await this.advance();
285
+ await this.startIfIdle();
267
286
  return tracks;
268
287
  }
269
288
  /** Batch-enqueue several queries/tracks in order. Failed resolves are skipped. */
@@ -280,7 +299,7 @@ var Player = class {
280
299
  } catch {
281
300
  }
282
301
  }
283
- if (this.current === null && this.connected && added.length > 0) await this.advance();
302
+ if (added.length > 0) await this.startIfIdle();
284
303
  return added;
285
304
  }
286
305
  /** Skip forward to queue position `index`, discarding the ones in between. */
@@ -351,7 +370,13 @@ var Player = class {
351
370
  if (this.autoplay !== null) return this.autoplay(this);
352
371
  return null;
353
372
  }
354
- async advance(forced = false) {
373
+ /** Public advance paths (skip / previous / jump / track-end / stuck) always
374
+ * advance, but still run through the serialized op-lock so they can't race a
375
+ * concurrent {@link startIfIdle} into a double-create. */
376
+ advance(forced = false) {
377
+ return this.serialize(() => this.advanceInner(forced));
378
+ }
379
+ async advanceInner(forced = false) {
355
380
  const next = await this.nextTrack(forced);
356
381
  if (next === null) {
357
382
  this.current = null;
@@ -366,16 +391,28 @@ var Player = class {
366
391
  this.current = track;
367
392
  this.maxPositionMs = 0;
368
393
  if (!this.created) {
369
- await this.host.rest.createPlayer(this.guildId, this.voicePayload(), {
370
- track: track.encoded,
371
- volume: this.volume,
372
- paused: this.paused
373
- });
374
- this.created = true;
394
+ await this.createBackendPlayer(track);
375
395
  } else {
376
- await this.host.rest.play(this.guildId, track.encoded);
396
+ try {
397
+ await this.host.rest.play(this.guildId, track.encoded);
398
+ } catch (e) {
399
+ if (e instanceof APIError && e.status === 404) {
400
+ this.created = false;
401
+ await this.createBackendPlayer(track);
402
+ } else {
403
+ throw e;
404
+ }
405
+ }
377
406
  }
378
407
  }
408
+ async createBackendPlayer(track) {
409
+ await this.host.rest.createPlayer(this.guildId, this.voicePayload(), {
410
+ track: track.encoded,
411
+ volume: this.volume,
412
+ paused: this.paused
413
+ });
414
+ this.created = true;
415
+ }
379
416
  async setPausedInternal(paused) {
380
417
  this.paused = paused;
381
418
  if (this.created) await this.host.rest.setPaused(this.guildId, paused);
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/client.ts","../src/errors.ts","../src/types.ts","../src/player.ts","../src/rest.ts"],"sourcesContent":["/** The top-level client: owns the REST wrapper, the WebSocket event loop, the\n * per-guild players, and event dispatch (via Node's EventEmitter). */\n\nimport { EventEmitter } from \"node:events\";\nimport WebSocket from \"ws\";\n\nimport { Player, PlayerHost } from \"./player.js\";\nimport { REST } from \"./rest.js\";\nimport { LoadResult, Snowflake, Track, endReasonAdvances, playerStateFromJson } from \"./types.js\";\n\nexport interface ClientOptions {\n reconnect?: boolean;\n}\n\n/** Strongly-typed event map for `client.on(...)` / `client.emit(...)`. */\nexport interface ClientEvents {\n ready: [];\n /** Fired instead of `ready` when a reconnect re-establishes the session. */\n resumed: [];\n disconnect: [];\n error: [err: unknown];\n trackStart: [player: Player | bigint, data: any];\n trackEnd: [player: Player | bigint, data: any];\n trackException: [player: Player | bigint, data: any];\n trackStuck: [player: Player | bigint, data: any];\n playerUpdate: [player: Player | bigint, data: any];\n voiceClosed: [player: Player | bigint, data: any];\n // STATS is node-wide, so there may be no player/guild attached.\n stats: [player: Player | bigint | null, data: any];\n queueEnd: [player: Player];\n /** A dead source could not be recovered — the bot should tell the user. */\n trackStreamDead: [player: Player, data: { failed: Track }];\n /** A dead source was auto-recovered by playing an alternate upload. */\n trackRecovered: [player: Player, data: { failed: Track; alternate: Track }];\n}\n\n// WS op -> the event name we emit to listeners.\nconst EVENT_OPS: Record<string, keyof ClientEvents> = {\n TRACK_START: \"trackStart\",\n TRACK_END: \"trackEnd\",\n TRACK_EXCEPTION: \"trackException\",\n TRACK_STUCK: \"trackStuck\",\n PLAYER_UPDATE: \"playerUpdate\",\n VOICE_CLOSED: \"voiceClosed\",\n STATS: \"stats\",\n};\n\n// Declaration-merge typed on/once/off/emit overloads onto the class.\nexport interface Client {\n on<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n once<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n off<K extends keyof ClientEvents>(event: K, listener: (...args: ClientEvents[K]) => void): this;\n emit<K extends keyof ClientEvents>(event: K, ...args: ClientEvents[K]): boolean;\n}\n\nexport class Client extends EventEmitter implements PlayerHost {\n readonly rest: REST;\n private baseUrl: string;\n private token: string;\n private reconnect: boolean;\n\n private playersMap = new Map<bigint, Player>();\n private ws: WebSocket | null = null;\n private heartbeatTimer: ReturnType<typeof setInterval> | null = null;\n private reconnectTimer: ReturnType<typeof setTimeout> | null = null;\n private sessionId: string | null = null;\n private closed = false;\n private backoff = 1000;\n private hasConnected = false;\n private heartbeatSentAt = 0;\n\n /** Last measured heartbeat round-trip latency in ms (-1 until first ack). */\n latencyMs = -1;\n /** Most recent STATS frame payload from the node, or null. */\n lastStats: Record<string, unknown> | null = null;\n\n constructor(baseUrl: string, token: string, opts: ClientOptions = {}) {\n super();\n this.baseUrl = baseUrl.replace(/\\/$/, \"\");\n this.token = token;\n this.reconnect = opts.reconnect ?? true;\n this.rest = new REST(this.baseUrl, token);\n }\n\n // --- lifecycle --------------------------------------------------------\n async start(): Promise<void> {\n this.closed = false;\n this.openSocket();\n }\n\n async close(): Promise<void> {\n this.closed = true;\n if (this.heartbeatTimer) {\n clearInterval(this.heartbeatTimer);\n this.heartbeatTimer = null;\n }\n if (this.reconnectTimer) {\n clearTimeout(this.reconnectTimer);\n this.reconnectTimer = null;\n }\n // Drop our listeners so a lingering socket can't fire callbacks post-close.\n this.ws?.removeAllListeners();\n this.ws?.close();\n this.ws = null;\n }\n\n /** Emit \"error\" without the Node EventEmitter footgun: an unlistened \"error\"\n * throws and would crash the host process, so fall back to a console warning. */\n private safeError(err: unknown): void {\n if (this.listenerCount(\"error\") > 0) this.emit(\"error\", err);\n else console.warn(\"[auralis] unhandled client error:\", err);\n }\n\n // --- players ----------------------------------------------------------\n getPlayer(guildId: Snowflake): Player {\n const id = BigInt(guildId);\n let p = this.playersMap.get(id);\n if (!p) {\n p = new Player(this, id);\n this.playersMap.set(id, p);\n }\n return p;\n }\n\n players(): Player[] {\n return [...this.playersMap.values()];\n }\n\n dropPlayer(guildId: bigint): void {\n this.playersMap.delete(guildId);\n }\n\n // --- metadata convenience --------------------------------------------\n loadTracks(identifier: string): Promise<LoadResult> {\n return this.rest.loadTracks(identifier);\n }\n\n /** `ytsearch:`-prefix a bare query and return the hits (empty on miss). */\n async search(query: string): Promise<Track[]> {\n const first = query.split(\" \", 1)[0];\n const ident = first.includes(\":\") ? query : `ytsearch:${query}`;\n return (await this.loadTracks(ident)).tracks;\n }\n\n // --- websocket --------------------------------------------------------\n private get wsUrl(): string {\n return this.baseUrl.replace(/^http/, \"ws\") + \"/v1/ws\";\n }\n\n private openSocket(): void {\n if (this.closed) return;\n const ws = new WebSocket(this.wsUrl, {\n headers: { Authorization: `Bearer ${this.token}` },\n });\n this.ws = ws;\n\n ws.on(\"open\", () => {\n this.backoff = 1000;\n this.subscribeAll();\n });\n ws.on(\"message\", (raw) => {\n let frame: any;\n try {\n frame = JSON.parse(raw.toString());\n } catch {\n return;\n }\n // handleFrame is async; a rejected promise here would be an unhandled\n // rejection (process-fatal on newer Node). Route failures to safeError.\n this.handleFrame(frame).catch((e) => this.safeError(e));\n });\n ws.on(\"error\", (err) => this.safeError(err));\n ws.on(\"close\", () => {\n if (this.heartbeatTimer) {\n clearInterval(this.heartbeatTimer);\n this.heartbeatTimer = null;\n }\n this.ws = null;\n if (this.closed || !this.reconnect) return;\n this.emit(\"disconnect\");\n // Backoff with ±25% jitter so many clients don't reconnect in lockstep.\n const jitter = this.backoff * (0.75 + Math.random() * 0.5);\n this.reconnectTimer = setTimeout(() => this.openSocket(), jitter);\n this.backoff = Math.min(this.backoff * 2, 30000);\n });\n }\n\n /** After a reconnect, pull each player's authoritative state from the node so\n * position/volume/paused are accurate again. Per-player failures are ignored. */\n private async resyncPlayers(): Promise<void> {\n await Promise.all(\n this.players().map(async (p) => {\n try {\n p.applyState(await this.rest.getState(p.guildId));\n } catch {\n // node may not have this player (it was dropped during the gap) — skip\n }\n }),\n );\n }\n\n private subscribeAll(): void {\n if (this.ws?.readyState === WebSocket.OPEN && this.playersMap.size > 0) {\n this.send({\n op: \"SUBSCRIBE\",\n d: { guilds: [...this.playersMap.keys()].map(String) },\n });\n }\n }\n\n private send(payload: unknown): void {\n if (this.ws?.readyState === WebSocket.OPEN) this.ws.send(JSON.stringify(payload));\n }\n\n private async handleFrame(frame: any): Promise<void> {\n const op: string = frame.op;\n const d = frame.d ?? {};\n\n if (op === \"HELLO\") {\n const interval = (d.heartbeat_interval_ms ?? 30000) as number;\n if (this.heartbeatTimer) clearInterval(this.heartbeatTimer);\n let seq = 0;\n this.heartbeatTimer = setInterval(() => {\n this.heartbeatSentAt = Date.now();\n this.send({ op: \"HEARTBEAT\", d: { seq: ++seq } });\n }, interval);\n return;\n }\n if (op === \"READY\") {\n const resumed = this.hasConnected;\n this.sessionId = d.session_id ?? null;\n this.hasConnected = true;\n this.subscribeAll();\n if (resumed) {\n // Reconnect: resync each player's live state from the node so callers\n // see accurate position/volume/paused after the gap (a practical resume).\n await this.resyncPlayers();\n this.emit(\"resumed\");\n } else {\n this.emit(\"ready\");\n }\n return;\n }\n if (op === \"HEARTBEAT_ACK\") {\n if (this.heartbeatSentAt) this.latencyMs = Date.now() - this.heartbeatSentAt;\n return;\n }\n if (op === \"STATS\") {\n this.lastStats = d;\n }\n\n // WS frames carry guild_id as a string — BigInt keeps 64-bit ids exact so\n // the lookup matches the player keyed by getPlayer(BigInt(...)).\n const guildId = d.guild_id != null ? BigInt(d.guild_id) : null;\n const player = guildId !== null ? this.playersMap.get(guildId) : undefined;\n\n if (op === \"TRACK_END\" && player) {\n // Drive auto-advance BEFORE notifying the user so handlers see new state.\n await player.onTrackEnd(endReasonAdvances(d.reason ?? \"FINISHED\"));\n } else if (op === \"PLAYER_UPDATE\" && player) {\n player.applyState(playerStateFromJson(d.state ?? {}));\n } else if (op === \"TRACK_STUCK\" && player) {\n // Skip the stalled track before notifying, so handlers see the new state.\n await player.onTrackStuck();\n } else if (op === \"VOICE_CLOSED\" && player && d.by_remote && player.rejoinOnVoiceClosed) {\n // Discord killed the session; reset so a re-join re-creates and resumes.\n player.handleVoiceClosed();\n }\n\n const eventName = EVENT_OPS[op];\n if (eventName) this.emit(eventName, player ?? guildId, d);\n }\n}\n","/** Exception hierarchy. Every network/protocol failure is an `AuralisError`. */\n\nexport class AuralisError extends Error {}\n\n/** 401/403 — the bearer token is missing, wrong, or not allowed. */\nexport class AuthError extends AuralisError {}\n\n/** 429 — too many requests. `retryAfter` is seconds if the server gave one. */\nexport class RateLimited extends AuralisError {\n constructor(message: string, public retryAfter?: number) {\n super(message);\n }\n}\n\n/** Any other non-2xx HTTP response. */\nexport class APIError extends AuralisError {\n constructor(public status: number, message: string) {\n super(`HTTP ${status}: ${message}`);\n }\n}\n\n/** Tried to play before the guild's voice connection was established. */\nexport class NotConnected extends AuralisError {}\n\n/** `loadtracks` returned `error` or nothing usable. */\nexport class LoadError extends AuralisError {}\n","/** Wire vocabulary and data models — mirror the control-plane JSON exactly. */\n\n/** A Discord snowflake. Accepted as string/number/bigint at the API boundary and\n * normalized to `bigint` internally: a 64-bit id cannot survive a JS `number`\n * (over 2^53 the low digits corrupt), and the control plane parses ids as `u64`. */\nexport type Snowflake = string | number | bigint;\n\nconst BIG_TAG = \"__BIG__\";\n\n/** `JSON.stringify` that emits `bigint` values as bare (unquoted) JSON numbers.\n * The control plane's voice payload wants snowflakes as `u64` numbers, but a JS\n * `number` can't hold one exactly and `JSON.stringify` throws on `bigint`. We tag\n * bigints, then strip the quotes so the wire value is an exact integer literal. */\nexport function snowflakeStringify(obj: unknown): string {\n return JSON.stringify(obj, (_k, v) =>\n typeof v === \"bigint\" ? `${BIG_TAG}${v}${BIG_TAG}` : v,\n ).replace(new RegExp(`\"${BIG_TAG}(\\\\d+)${BIG_TAG}\"`, \"g\"), \"$1\");\n}\n\n/** How the queue advances when a track finishes. */\nexport enum LoopMode {\n Off = \"off\",\n Track = \"track\", // replay the current track forever\n Queue = \"queue\", // loop the whole queue\n}\n\n/** `load_type` returned by `GET /v1/loadtracks`. */\nexport enum LoadType {\n Track = \"track\",\n Playlist = \"playlist\",\n Search = \"search\",\n Empty = \"empty\",\n Error = \"error\",\n}\n\n/** Why a track ended. Only FINISHED / LOAD_FAILED advance the queue. */\nexport enum EndReason {\n Finished = \"FINISHED\",\n LoadFailed = \"LOAD_FAILED\",\n Stopped = \"STOPPED\",\n Replaced = \"REPLACED\",\n Cleanup = \"CLEANUP\",\n}\n\nexport function endReasonAdvances(reason: string): boolean {\n return reason === EndReason.Finished || reason === EndReason.LoadFailed;\n}\n\n/** A playable track. `encoded` is the opaque token the backend needs; the rest\n * is display metadata the bot keeps for now-playing embeds. */\nexport interface Track {\n encoded: string;\n identifier: string;\n title: string;\n author: string;\n lengthMs: number;\n isStream: boolean;\n uri?: string;\n sourceName: string;\n artworkUrl?: string;\n isrc?: string;\n /** Free-form, set by the bot (e.g. who requested it). Never sent upstream. */\n extras: Record<string, unknown>;\n}\n\nexport function trackFromJson(d: any): Track {\n return {\n encoded: d.encoded,\n identifier: d.identifier ?? \"\",\n title: d.title ?? \"\",\n author: d.author ?? \"\",\n lengthMs: d.length_ms ?? 0,\n isStream: d.is_stream ?? false,\n uri: d.uri ?? undefined,\n sourceName: d.source_name ?? \"\",\n artworkUrl: d.artwork_url ?? undefined,\n isrc: d.isrc ?? undefined,\n extras: {},\n };\n}\n\nexport interface LoadResult {\n loadType: LoadType;\n tracks: Track[];\n playlistName?: string;\n error?: string;\n}\n\nexport function loadResultFromJson(d: any): LoadResult {\n return {\n loadType: (d.load_type ?? \"empty\") as LoadType,\n tracks: (d.tracks ?? []).map(trackFromJson),\n playlistName: d.playlist_name ?? undefined,\n error: d.error ?? undefined,\n };\n}\n\nexport interface PlayerState {\n connected: boolean;\n playing: boolean;\n paused: boolean;\n positionMs: number;\n volume: number;\n track?: Track;\n}\n\nexport function playerStateFromJson(d: any): PlayerState {\n return {\n connected: d.connected ?? false,\n playing: d.playing ?? false,\n paused: d.paused ?? false,\n positionMs: d.position_ms ?? 0,\n volume: d.volume ?? 100,\n track: d.track ? trackFromJson(d.track) : undefined,\n };\n}\n\n/** Raw Discord voice payloads the bot forwards from its gateway. */\nexport interface VoiceServerUpdate {\n token: string;\n endpoint: string;\n}\nexport interface VoiceStateUpdate {\n session_id: string;\n channel_id: Snowflake | null;\n user_id: Snowflake;\n}\n","/** Per-guild player: the client-side queue brain.\n *\n * The backend is deliberately queue-agnostic — it only knows play / stop / pause\n * / seek / volume. Everything queue-shaped (skip, loop, shuffle, auto-advance,\n * autoplay) lives here, driven by the `TRACK_END` event.\n *\n * Advance rules (the one path everything funnels through):\n * - `play()` issues a REST *replace* → the old track's `TRACK_END(REPLACED)` is\n * ignored by the client, so we never double-advance.\n * - a natural finish → `TRACK_END(FINISHED|LOAD_FAILED)` → `advance()`.\n * - `skip()` forces `advance()` (ignoring `LoopMode.Track`).\n */\n\nimport { LoadError, NotConnected } from \"./errors.js\";\nimport { REST } from \"./rest.js\";\nimport {\n LoadType,\n LoopMode,\n PlayerState,\n Snowflake,\n Track,\n VoiceServerUpdate,\n VoiceStateUpdate,\n} from \"./types.js\";\n\n/** What a Player needs from its owner. The `Client` implements this. */\nexport interface PlayerHost {\n rest: REST;\n emit(event: string, ...args: unknown[]): void;\n dropPlayer(guildId: bigint): void;\n}\n\nexport type AutoplayHook = (player: Player) => Promise<Track | null>;\n\nexport class Player {\n queue: Track[] = [];\n history: Track[] = [];\n current: Track | null = null;\n /** Cap on retained history so a long-lived player can't leak memory. Queue-loop\n * still works; it just restores the most recent `historyLimit` tracks. */\n historyLimit = 200;\n loop: LoopMode = LoopMode.Off;\n volume = 100;\n paused = false;\n state: PlayerState = {\n connected: false,\n playing: false,\n paused: false,\n positionMs: 0,\n volume: 100,\n };\n /** Optional async hook used when the queue and loop are exhausted. */\n autoplay: AutoplayHook | null = null;\n\n /** When a non-stream track \"finishes\" without ever streaming (dead source:\n * geo/age-restricted, throttled, removed), search for and play an alternate\n * upload instead of silently draining the queue. */\n recoverDeadStreams = true;\n /** A track whose furthest observed position never passed this many ms is\n * treated as never-streamed (used by {@link recoverDeadStreams}). */\n deadStreamThresholdMs = 1_500;\n /** Give up recovering a single dead track after this many alternate attempts. */\n deadStreamRecoveryLimit = 2;\n /** Auto-skip a track the node reports as `TRACK_STUCK` instead of stalling. */\n advanceOnStuck = true;\n /** On a remote `VOICE_CLOSED`, reset so the next voice material re-creates the\n * player and resumes the current track (the bot must re-send its op-4 join). */\n rejoinOnVoiceClosed = true;\n\n /** The guild this player drives. Always a `bigint` so 64-bit ids stay exact. */\n readonly guildId: bigint;\n\n private created = false;\n private voiceServer: { token: string; endpoint: string } | null = null;\n private voiceState: { session_id: string; channel_id: bigint; user_id: bigint } | null = null;\n /** Furthest position seen for the current track — reset on every track start. */\n private maxPositionMs = 0;\n /** Alternate-upload attempts spent on the current dead track. */\n private recoverAttempts = 0;\n\n constructor(private host: PlayerHost, guildId: Snowflake) {\n this.guildId = BigInt(guildId);\n }\n\n // --- voice plumbing ---------------------------------------------------\n handleVoiceServerUpdate(data: VoiceServerUpdate): void {\n this.voiceServer = { token: data.token, endpoint: data.endpoint };\n void this.maybeStart();\n }\n\n handleVoiceStateUpdate(data: VoiceStateUpdate): void {\n if (data.channel_id === null || data.channel_id === undefined) {\n this.voiceState = null;\n return;\n }\n this.voiceState = {\n session_id: data.session_id,\n channel_id: BigInt(data.channel_id),\n user_id: BigInt(data.user_id),\n };\n void this.maybeStart();\n }\n\n get connected(): boolean {\n return this.voiceServer !== null && this.voiceState !== null;\n }\n\n /** Called by the client on `PLAYER_UPDATE` (and reconnect resync). Tracks the\n * furthest position reached so a \"finished but never streamed\" track can be\n * spotted, and clears the recovery counter once a track is genuinely playing. */\n applyState(state: PlayerState): void {\n this.state = state;\n if (state.positionMs > this.maxPositionMs) this.maxPositionMs = state.positionMs;\n if (this.maxPositionMs > this.deadStreamThresholdMs) this.recoverAttempts = 0;\n }\n\n /** Discord terminated the voice session (remote `VOICE_CLOSED`). The node has\n * dropped our player, so reset local voice/created state and requeue the\n * current track; once the bot re-sends its op-4 join, fresh voice material\n * re-creates the player and resumes. Bot-initiated closes don't call this. */\n handleVoiceClosed(): void {\n if (this.current !== null) {\n this.queue.unshift(this.current);\n this.current = null;\n }\n this.created = false;\n this.voiceServer = null;\n this.voiceState = null;\n }\n\n private voicePayload(): Record<string, unknown> {\n return { ...this.voiceServer!, ...this.voiceState!, guild_id: this.guildId };\n }\n\n private async maybeStart(): Promise<void> {\n if (this.connected && this.current === null && this.queue.length > 0) {\n await this.advance();\n }\n }\n\n // --- public commands --------------------------------------------------\n async play(query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n }\n if (this.current === null && this.connected) await this.advance();\n return tracks;\n }\n\n async add(query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n }\n return tracks;\n }\n\n async skip(): Promise<void> {\n await this.advance(true);\n }\n\n async stop(): Promise<void> {\n this.queue = [];\n this.current = null;\n if (this.created) await this.host.rest.stop(this.guildId);\n }\n\n async pause(): Promise<void> {\n await this.setPausedInternal(true);\n }\n\n async resume(): Promise<void> {\n await this.setPausedInternal(false);\n }\n\n async setPause(paused: boolean): Promise<void> {\n await this.setPausedInternal(paused);\n }\n\n async seek(positionMs: number): Promise<void> {\n if (this.created) await this.host.rest.seek(this.guildId, positionMs);\n }\n\n async setVolume(volume: number): Promise<void> {\n this.volume = Math.max(0, Math.min(1000, volume));\n if (this.created) await this.host.rest.setVolume(this.guildId, this.volume);\n }\n\n setLoop(mode: LoopMode): void {\n this.loop = mode;\n }\n\n shuffle(): void {\n for (let i = this.queue.length - 1; i > 0; i--) {\n const j = Math.floor(Math.random() * (i + 1));\n [this.queue[i], this.queue[j]] = [this.queue[j], this.queue[i]];\n }\n }\n\n /** Apply a raw ffmpeg `-af` filtergraph (e.g. `\"bass=g=8\"`); `null` clears. */\n async setFilters(audioGraph: string | null): Promise<void> {\n if (this.created) await this.host.rest.setFilters(this.guildId, audioGraph);\n }\n\n remove(index: number): Track | undefined {\n return this.queue.splice(index, 1)[0];\n }\n\n clear(): void {\n this.queue = [];\n }\n\n /** Reorder the queue: move the track at `from` to `to`. No-op on bad indices. */\n move(from: number, to: number): void {\n if (from < 0 || from >= this.queue.length || to < 0 || to >= this.queue.length) return;\n const [t] = this.queue.splice(from, 1);\n this.queue.splice(to, 0, t);\n }\n\n /** Resolve `query` and insert it at `index` (clamped) instead of appending. */\n async insert(index: number, query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) if (requester !== undefined) t.extras.requester = requester;\n const at = Math.max(0, Math.min(index, this.queue.length));\n this.queue.splice(at, 0, ...tracks);\n if (this.current === null && this.connected) await this.advance();\n return tracks;\n }\n\n /** Batch-enqueue several queries/tracks in order. Failed resolves are skipped. */\n async addMany(queries: (string | Track)[], requester?: number): Promise<Track[]> {\n const added: Track[] = [];\n for (const q of queries) {\n try {\n const tracks = await this.resolve(q);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n added.push(t);\n }\n } catch {\n // skip a bad query rather than aborting the whole batch\n }\n }\n if (this.current === null && this.connected && added.length > 0) await this.advance();\n return added;\n }\n\n /** Skip forward to queue position `index`, discarding the ones in between. */\n async jump(index: number): Promise<void> {\n if (index < 0 || index >= this.queue.length) return;\n const skipped = this.queue.splice(0, index);\n for (const t of skipped) this.pushHistory(t);\n await this.advance(true);\n }\n\n /** Replay the previous track (from history), pushing the current one back on. */\n async previous(): Promise<void> {\n const prev = this.history.pop();\n if (!prev) return;\n if (this.current !== null) this.queue.unshift(this.current);\n this.queue.unshift(prev);\n await this.advance(true);\n }\n\n /** Convenience EQ: bass boost in dB (0 clears). 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1
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true;\n this.rest = new REST(this.baseUrl, token);\n }\n\n // --- lifecycle --------------------------------------------------------\n async start(): Promise<void> {\n this.closed = false;\n this.openSocket();\n }\n\n async close(): Promise<void> {\n this.closed = true;\n if (this.heartbeatTimer) {\n clearInterval(this.heartbeatTimer);\n this.heartbeatTimer = null;\n }\n if (this.reconnectTimer) {\n clearTimeout(this.reconnectTimer);\n this.reconnectTimer = null;\n }\n // Drop our listeners so a lingering socket can't fire callbacks post-close.\n this.ws?.removeAllListeners();\n this.ws?.close();\n this.ws = null;\n }\n\n /** Emit \"error\" without the Node EventEmitter footgun: an unlistened \"error\"\n * throws and would crash the host process, so fall back to a console warning. */\n private safeError(err: unknown): void {\n if (this.listenerCount(\"error\") > 0) this.emit(\"error\", err);\n else console.warn(\"[auralis] unhandled client error:\", err);\n }\n\n // --- players ----------------------------------------------------------\n getPlayer(guildId: Snowflake): Player {\n const id = BigInt(guildId);\n let p = this.playersMap.get(id);\n if (!p) {\n p = new Player(this, id);\n this.playersMap.set(id, p);\n }\n return p;\n }\n\n players(): Player[] {\n return [...this.playersMap.values()];\n }\n\n dropPlayer(guildId: bigint): void {\n this.playersMap.delete(guildId);\n }\n\n // --- metadata convenience --------------------------------------------\n loadTracks(identifier: string): Promise<LoadResult> {\n return this.rest.loadTracks(identifier);\n }\n\n /** `ytsearch:`-prefix a bare query and return the hits (empty on miss). */\n async search(query: string): Promise<Track[]> {\n const first = query.split(\" \", 1)[0];\n const ident = first.includes(\":\") ? query : `ytsearch:${query}`;\n return (await this.loadTracks(ident)).tracks;\n }\n\n // --- websocket --------------------------------------------------------\n private get wsUrl(): string {\n return this.baseUrl.replace(/^http/, \"ws\") + \"/v1/ws\";\n }\n\n private openSocket(): void {\n if (this.closed) return;\n const ws = new WebSocket(this.wsUrl, {\n headers: { Authorization: `Bearer ${this.token}` },\n });\n this.ws = ws;\n\n ws.on(\"open\", () => {\n this.backoff = 1000;\n this.subscribeAll();\n });\n ws.on(\"message\", (raw) => {\n let frame: any;\n try {\n frame = JSON.parse(raw.toString());\n } catch {\n return;\n }\n // handleFrame is async; a rejected promise here would be an unhandled\n // rejection (process-fatal on newer Node). Route failures to safeError.\n this.handleFrame(frame).catch((e) => this.safeError(e));\n });\n ws.on(\"error\", (err) => this.safeError(err));\n ws.on(\"close\", () => {\n if (this.heartbeatTimer) {\n clearInterval(this.heartbeatTimer);\n this.heartbeatTimer = null;\n }\n this.ws = null;\n if (this.closed || !this.reconnect) return;\n this.emit(\"disconnect\");\n // Backoff with ±25% jitter so many clients don't reconnect in lockstep.\n const jitter = this.backoff * (0.75 + Math.random() * 0.5);\n this.reconnectTimer = setTimeout(() => this.openSocket(), jitter);\n this.backoff = Math.min(this.backoff * 2, 30000);\n });\n }\n\n /** After a reconnect, pull each player's authoritative state from the node so\n * position/volume/paused are accurate again. Per-player failures are ignored. */\n private async resyncPlayers(): Promise<void> {\n await Promise.all(\n this.players().map(async (p) => {\n try {\n p.applyState(await this.rest.getState(p.guildId));\n } catch {\n // node may not have this player (it was dropped during the gap) — skip\n }\n }),\n );\n }\n\n private subscribeAll(): void {\n if (this.ws?.readyState === WebSocket.OPEN && this.playersMap.size > 0) {\n this.send({\n op: \"SUBSCRIBE\",\n d: { guilds: [...this.playersMap.keys()].map(String) },\n });\n }\n }\n\n private send(payload: unknown): void {\n if (this.ws?.readyState === WebSocket.OPEN) this.ws.send(JSON.stringify(payload));\n }\n\n private async handleFrame(frame: any): Promise<void> {\n const op: string = frame.op;\n const d = frame.d ?? {};\n\n if (op === \"HELLO\") {\n const interval = (d.heartbeat_interval_ms ?? 30000) as number;\n if (this.heartbeatTimer) clearInterval(this.heartbeatTimer);\n let seq = 0;\n this.heartbeatTimer = setInterval(() => {\n this.heartbeatSentAt = Date.now();\n this.send({ op: \"HEARTBEAT\", d: { seq: ++seq } });\n }, interval);\n return;\n }\n if (op === \"READY\") {\n const resumed = this.hasConnected;\n this.sessionId = d.session_id ?? null;\n this.hasConnected = true;\n this.subscribeAll();\n if (resumed) {\n // Reconnect: resync each player's live state from the node so callers\n // see accurate position/volume/paused after the gap (a practical resume).\n await this.resyncPlayers();\n this.emit(\"resumed\");\n } else {\n this.emit(\"ready\");\n }\n return;\n }\n if (op === \"HEARTBEAT_ACK\") {\n if (this.heartbeatSentAt) this.latencyMs = Date.now() - this.heartbeatSentAt;\n return;\n }\n if (op === \"STATS\") {\n this.lastStats = d;\n }\n\n // WS frames carry guild_id as a string — BigInt keeps 64-bit ids exact so\n // the lookup matches the player keyed by getPlayer(BigInt(...)).\n const guildId = d.guild_id != null ? BigInt(d.guild_id) : null;\n const player = guildId !== null ? this.playersMap.get(guildId) : undefined;\n\n if (op === \"TRACK_END\" && player) {\n // Drive auto-advance BEFORE notifying the user so handlers see new state.\n await player.onTrackEnd(endReasonAdvances(d.reason ?? \"FINISHED\"));\n } else if (op === \"PLAYER_UPDATE\" && player) {\n player.applyState(playerStateFromJson(d.state ?? {}));\n } else if (op === \"TRACK_STUCK\" && player) {\n // Skip the stalled track before notifying, so handlers see the new state.\n await player.onTrackStuck();\n } else if (op === \"VOICE_CLOSED\" && player && d.by_remote && player.rejoinOnVoiceClosed) {\n // Discord killed the session; reset so a re-join re-creates and resumes.\n player.handleVoiceClosed();\n }\n\n const eventName = EVENT_OPS[op];\n if (eventName) this.emit(eventName, player ?? guildId, d);\n }\n}\n","/** Exception hierarchy. Every network/protocol failure is an `AuralisError`. */\n\nexport class AuralisError extends Error {}\n\n/** 401/403 — the bearer token is missing, wrong, or not allowed. */\nexport class AuthError extends AuralisError {}\n\n/** 429 — too many requests. `retryAfter` is seconds if the server gave one. */\nexport class RateLimited extends AuralisError {\n constructor(message: string, public retryAfter?: number) {\n super(message);\n }\n}\n\n/** Any other non-2xx HTTP response. */\nexport class APIError extends AuralisError {\n constructor(public status: number, message: string) {\n super(`HTTP ${status}: ${message}`);\n }\n}\n\n/** Tried to play before the guild's voice connection was established. */\nexport class NotConnected extends AuralisError {}\n\n/** `loadtracks` returned `error` or nothing usable. */\nexport class LoadError extends AuralisError {}\n","/** Wire vocabulary and data models — mirror the control-plane JSON exactly. */\n\n/** A Discord snowflake. Accepted as string/number/bigint at the API boundary and\n * normalized to `bigint` internally: a 64-bit id cannot survive a JS `number`\n * (over 2^53 the low digits corrupt), and the control plane parses ids as `u64`. */\nexport type Snowflake = string | number | bigint;\n\nconst BIG_TAG = \"__BIG__\";\n\n/** `JSON.stringify` that emits `bigint` values as bare (unquoted) JSON numbers.\n * The control plane's voice payload wants snowflakes as `u64` numbers, but a JS\n * `number` can't hold one exactly and `JSON.stringify` throws on `bigint`. We tag\n * bigints, then strip the quotes so the wire value is an exact integer literal. */\nexport function snowflakeStringify(obj: unknown): string {\n return JSON.stringify(obj, (_k, v) =>\n typeof v === \"bigint\" ? `${BIG_TAG}${v}${BIG_TAG}` : v,\n ).replace(new RegExp(`\"${BIG_TAG}(\\\\d+)${BIG_TAG}\"`, \"g\"), \"$1\");\n}\n\n/** How the queue advances when a track finishes. */\nexport enum LoopMode {\n Off = \"off\",\n Track = \"track\", // replay the current track forever\n Queue = \"queue\", // loop the whole queue\n}\n\n/** `load_type` returned by `GET /v1/loadtracks`. */\nexport enum LoadType {\n Track = \"track\",\n Playlist = \"playlist\",\n Search = \"search\",\n Empty = \"empty\",\n Error = \"error\",\n}\n\n/** Why a track ended. Only FINISHED / LOAD_FAILED advance the queue. */\nexport enum EndReason {\n Finished = \"FINISHED\",\n LoadFailed = \"LOAD_FAILED\",\n Stopped = \"STOPPED\",\n Replaced = \"REPLACED\",\n Cleanup = \"CLEANUP\",\n}\n\nexport function endReasonAdvances(reason: string): boolean {\n return reason === EndReason.Finished || reason === EndReason.LoadFailed;\n}\n\n/** A playable track. `encoded` is the opaque token the backend needs; the rest\n * is display metadata the bot keeps for now-playing embeds. */\nexport interface Track {\n encoded: string;\n identifier: string;\n title: string;\n author: string;\n lengthMs: number;\n isStream: boolean;\n uri?: string;\n sourceName: string;\n artworkUrl?: string;\n isrc?: string;\n /** Free-form, set by the bot (e.g. who requested it). Never sent upstream. */\n extras: Record<string, unknown>;\n}\n\nexport function trackFromJson(d: any): Track {\n return {\n encoded: d.encoded,\n identifier: d.identifier ?? \"\",\n title: d.title ?? \"\",\n author: d.author ?? \"\",\n lengthMs: d.length_ms ?? 0,\n isStream: d.is_stream ?? false,\n uri: d.uri ?? undefined,\n sourceName: d.source_name ?? \"\",\n artworkUrl: d.artwork_url ?? undefined,\n isrc: d.isrc ?? undefined,\n extras: {},\n };\n}\n\nexport interface LoadResult {\n loadType: LoadType;\n tracks: Track[];\n playlistName?: string;\n error?: string;\n}\n\nexport function loadResultFromJson(d: any): LoadResult {\n return {\n loadType: (d.load_type ?? \"empty\") as LoadType,\n tracks: (d.tracks ?? []).map(trackFromJson),\n playlistName: d.playlist_name ?? undefined,\n error: d.error ?? undefined,\n };\n}\n\nexport interface PlayerState {\n connected: boolean;\n playing: boolean;\n paused: boolean;\n positionMs: number;\n volume: number;\n track?: Track;\n}\n\nexport function playerStateFromJson(d: any): PlayerState {\n return {\n connected: d.connected ?? false,\n playing: d.playing ?? false,\n paused: d.paused ?? false,\n positionMs: d.position_ms ?? 0,\n volume: d.volume ?? 100,\n track: d.track ? trackFromJson(d.track) : undefined,\n };\n}\n\n/** Raw Discord voice payloads the bot forwards from its gateway. */\nexport interface VoiceServerUpdate {\n token: string;\n endpoint: string;\n}\nexport interface VoiceStateUpdate {\n session_id: string;\n channel_id: Snowflake | null;\n user_id: Snowflake;\n}\n","/** Per-guild player: the client-side queue brain.\n *\n * The backend is deliberately queue-agnostic — it only knows play / stop / pause\n * / seek / volume. Everything queue-shaped (skip, loop, shuffle, auto-advance,\n * autoplay) lives here, driven by the `TRACK_END` event.\n *\n * Advance rules (the one path everything funnels through):\n * - `play()` issues a REST *replace* → the old track's `TRACK_END(REPLACED)` is\n * ignored by the client, so we never double-advance.\n * - a natural finish → `TRACK_END(FINISHED|LOAD_FAILED)` → `advance()`.\n * - `skip()` forces `advance()` (ignoring `LoopMode.Track`).\n */\n\nimport { APIError, LoadError, NotConnected } from \"./errors.js\";\nimport { REST } from \"./rest.js\";\nimport {\n LoadType,\n LoopMode,\n PlayerState,\n Snowflake,\n Track,\n VoiceServerUpdate,\n VoiceStateUpdate,\n} from \"./types.js\";\n\n/** What a Player needs from its owner. The `Client` implements this. */\nexport interface PlayerHost {\n rest: REST;\n emit(event: string, ...args: unknown[]): void;\n dropPlayer(guildId: bigint): void;\n}\n\nexport type AutoplayHook = (player: Player) => Promise<Track | null>;\n\nexport class Player {\n queue: Track[] = [];\n history: Track[] = [];\n current: Track | null = null;\n /** Cap on retained history so a long-lived player can't leak memory. Queue-loop\n * still works; it just restores the most recent `historyLimit` tracks. */\n historyLimit = 200;\n loop: LoopMode = LoopMode.Off;\n volume = 100;\n paused = false;\n state: PlayerState = {\n connected: false,\n playing: false,\n paused: false,\n positionMs: 0,\n volume: 100,\n };\n /** Optional async hook used when the queue and loop are exhausted. */\n autoplay: AutoplayHook | null = null;\n\n /** When a non-stream track \"finishes\" without ever streaming (dead source:\n * geo/age-restricted, throttled, removed), search for and play an alternate\n * upload instead of silently draining the queue. */\n recoverDeadStreams = true;\n /** A track whose furthest observed position never passed this many ms is\n * treated as never-streamed (used by {@link recoverDeadStreams}). */\n deadStreamThresholdMs = 1_500;\n /** Give up recovering a single dead track after this many alternate attempts. */\n deadStreamRecoveryLimit = 2;\n /** Auto-skip a track the node reports as `TRACK_STUCK` instead of stalling. */\n advanceOnStuck = true;\n /** On a remote `VOICE_CLOSED`, reset so the next voice material re-creates the\n * player and resumes the current track (the bot must re-send its op-4 join). */\n rejoinOnVoiceClosed = true;\n\n /** The guild this player drives. Always a `bigint` so 64-bit ids stay exact. */\n readonly guildId: bigint;\n\n private created = false;\n private voiceServer: { token: string; endpoint: string } | null = null;\n private voiceState: { session_id: string; channel_id: bigint; user_id: bigint } | null = null;\n /** Furthest position seen for the current track — reset on every track start. */\n private maxPositionMs = 0;\n /** Alternate-upload attempts spent on the current dead track. */\n private recoverAttempts = 0;\n\n constructor(private host: PlayerHost, guildId: Snowflake) {\n this.guildId = BigInt(guildId);\n }\n\n // --- voice plumbing ---------------------------------------------------\n handleVoiceServerUpdate(data: VoiceServerUpdate): void {\n this.voiceServer = { token: data.token, endpoint: data.endpoint };\n void this.startIfIdle();\n }\n\n handleVoiceStateUpdate(data: VoiceStateUpdate): void {\n if (data.channel_id === null || data.channel_id === undefined) {\n this.voiceState = null;\n return;\n }\n this.voiceState = {\n session_id: data.session_id,\n channel_id: BigInt(data.channel_id),\n user_id: BigInt(data.user_id),\n };\n void this.startIfIdle();\n }\n\n get connected(): boolean {\n return this.voiceServer !== null && this.voiceState !== null;\n }\n\n /** Called by the client on `PLAYER_UPDATE` (and reconnect resync). Tracks the\n * furthest position reached so a \"finished but never streamed\" track can be\n * spotted, and clears the recovery counter once a track is genuinely playing. */\n applyState(state: PlayerState): void {\n this.state = state;\n if (state.positionMs > this.maxPositionMs) this.maxPositionMs = state.positionMs;\n if (this.maxPositionMs > this.deadStreamThresholdMs) this.recoverAttempts = 0;\n }\n\n /** Discord terminated the voice session (remote `VOICE_CLOSED`). The node has\n * dropped our player, so reset local voice/created state and requeue the\n * current track; once the bot re-sends its op-4 join, fresh voice material\n * re-creates the player and resumes. Bot-initiated closes don't call this. */\n handleVoiceClosed(): void {\n if (this.current !== null) {\n this.queue.unshift(this.current);\n this.current = null;\n }\n this.created = false;\n this.voiceServer = null;\n this.voiceState = null;\n }\n\n private voicePayload(): Record<string, unknown> {\n return { ...this.voiceServer!, ...this.voiceState!, guild_id: this.guildId };\n }\n\n /** Serializes all queue advancement. Without it, concurrent triggers — `play()`,\n * a voice-update `startIfIdle()`, a `TRACK_END`, `skip()` — can each observe\n * `current === null` and both create a player, which serializes on the control\n * plane's per-guild ownership lock and blows the request timeout (the classic\n * \"operation was aborted\"). Every advance path runs through this chain. */\n private opLock: Promise<unknown> = Promise.resolve();\n private serialize<T>(fn: () => Promise<T>): Promise<T> {\n const run = this.opLock.then(fn, fn);\n this.opLock = run.then(() => {}, () => {});\n return run;\n }\n\n /** Start the queue only if the player is idle. Safe to call from multiple\n * concurrent triggers — the idle check runs inside the serialized section, so\n * exactly one caller wins and the rest see `current !== null` and no-op. */\n private startIfIdle(): Promise<void> {\n return this.serialize(async () => {\n if (this.connected && this.current === null && this.queue.length > 0) {\n await this.advanceInner(false);\n }\n });\n }\n\n // --- public commands --------------------------------------------------\n async play(query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n }\n await this.startIfIdle();\n return tracks;\n }\n\n async add(query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n }\n return tracks;\n }\n\n async skip(): Promise<void> {\n await this.advance(true);\n }\n\n async stop(): Promise<void> {\n this.queue = [];\n this.current = null;\n this.history = []; // don't let a later queue-loop replay tracks from before a stop\n if (this.created) await this.host.rest.stop(this.guildId);\n }\n\n async pause(): Promise<void> {\n await this.setPausedInternal(true);\n }\n\n async resume(): Promise<void> {\n await this.setPausedInternal(false);\n }\n\n async setPause(paused: boolean): Promise<void> {\n await this.setPausedInternal(paused);\n }\n\n async seek(positionMs: number): Promise<void> {\n if (this.created) await this.host.rest.seek(this.guildId, positionMs);\n }\n\n async setVolume(volume: number): Promise<void> {\n this.volume = Math.max(0, Math.min(1000, volume));\n if (this.created) await this.host.rest.setVolume(this.guildId, this.volume);\n }\n\n setLoop(mode: LoopMode): void {\n this.loop = mode;\n }\n\n shuffle(): void {\n for (let i = this.queue.length - 1; i > 0; i--) {\n const j = Math.floor(Math.random() * (i + 1));\n [this.queue[i], this.queue[j]] = [this.queue[j], this.queue[i]];\n }\n }\n\n /** Apply a raw ffmpeg `-af` filtergraph (e.g. `\"bass=g=8\"`); `null` clears. */\n async setFilters(audioGraph: string | null): Promise<void> {\n if (this.created) await this.host.rest.setFilters(this.guildId, audioGraph);\n }\n\n remove(index: number): Track | undefined {\n return this.queue.splice(index, 1)[0];\n }\n\n clear(): void {\n this.queue = [];\n }\n\n /** Reorder the queue: move the track at `from` to `to`. No-op on bad indices. */\n move(from: number, to: number): void {\n if (from < 0 || from >= this.queue.length || to < 0 || to >= this.queue.length) return;\n const [t] = this.queue.splice(from, 1);\n this.queue.splice(to, 0, t);\n }\n\n /** Resolve `query` and insert it at `index` (clamped) instead of appending. */\n async insert(index: number, query: string | Track, requester?: number): Promise<Track[]> {\n const tracks = await this.resolve(query);\n for (const t of tracks) if (requester !== undefined) t.extras.requester = requester;\n const at = Math.max(0, Math.min(index, this.queue.length));\n this.queue.splice(at, 0, ...tracks);\n await this.startIfIdle();\n return tracks;\n }\n\n /** Batch-enqueue several queries/tracks in order. Failed resolves are skipped. */\n async addMany(queries: (string | Track)[], requester?: number): Promise<Track[]> {\n const added: Track[] = [];\n for (const q of queries) {\n try {\n const tracks = await this.resolve(q);\n for (const t of tracks) {\n if (requester !== undefined) t.extras.requester = requester;\n this.queue.push(t);\n added.push(t);\n }\n } catch {\n // skip a bad query rather than aborting the whole batch\n }\n }\n if (added.length > 0) await this.startIfIdle();\n return added;\n }\n\n /** Skip forward to queue position `index`, discarding the ones in between. */\n async jump(index: number): Promise<void> {\n if (index < 0 || index >= this.queue.length) return;\n const skipped = this.queue.splice(0, index);\n for (const t of skipped) this.pushHistory(t);\n await this.advance(true);\n }\n\n /** Replay the previous track (from history), pushing the current one back on. */\n async previous(): Promise<void> {\n const prev = this.history.pop();\n if (!prev) return;\n if (this.current !== null) this.queue.unshift(this.current);\n this.queue.unshift(prev);\n await this.advance(true);\n }\n\n /** Convenience EQ: bass boost in dB (0 clears). Built on {@link setFilters}. */\n async setBassBoost(gainDb: number): Promise<void> {\n await this.setFilters(gainDb === 0 ? null : `bass=g=${gainDb}`);\n }\n\n /** Convenience speed/pitch (nightcore/vaporwave): `rate` 1.0 = normal. */\n async setSpeed(rate: number): Promise<void> {\n const r = Math.max(0.5, Math.min(2.0, rate));\n await this.setFilters(r === 1 ? null : `atempo=${r},asetrate=48000*${r}`);\n }\n\n nowPlaying(): Track | null {\n return this.current;\n }\n\n async disconnect(): Promise<void> {\n this.queue = [];\n this.current = null;\n if (this.created) await this.host.rest.destroyPlayer(this.guildId);\n this.created = false;\n this.voiceServer = null;\n this.voiceState = null;\n this.host.dropPlayer(this.guildId);\n }\n\n // --- internals --------------------------------------------------------\n /** Append to history, evicting the oldest past `historyLimit` (leak guard). */\n private pushHistory(track: Track): void {\n this.history.push(track);\n if (this.history.length > this.historyLimit) {\n this.history.splice(0, this.history.length - this.historyLimit);\n }\n }\n\n private async resolve(query: string | Track): Promise<Track[]> {\n if (typeof query !== \"string\") return [query];\n const result = await this.host.rest.loadTracks(query);\n if (result.error || result.tracks.length === 0) {\n throw new LoadError(result.error ?? `no tracks for ${query}`);\n }\n return result.loadType === LoadType.Playlist ? result.tracks : [result.tracks[0]];\n }\n\n private async nextTrack(forced: boolean): Promise<Track | null> {\n if (this.loop === LoopMode.Track && this.current !== null && !forced) {\n return this.current;\n }\n if (this.queue.length > 0) {\n if (this.current !== null) this.pushHistory(this.current);\n return this.queue.shift()!;\n }\n if (this.loop === LoopMode.Queue && this.history.length > 0) {\n this.queue = [...this.history, ...(this.current ? [this.current] : [])];\n this.history = [];\n return this.queue.shift() ?? null;\n }\n if (this.autoplay !== null) return this.autoplay(this);\n return null;\n }\n\n /** Public advance paths (skip / previous / jump / track-end / stuck) always\n * advance, but still run through the serialized op-lock so they can't race a\n * concurrent {@link startIfIdle} into a double-create. */\n private advance(forced = false): Promise<void> {\n return this.serialize(() => this.advanceInner(forced));\n }\n\n private async advanceInner(forced = false): Promise<void> {\n const next = await this.nextTrack(forced);\n if (next === null) {\n this.current = null;\n if (this.created) await this.host.rest.stop(this.guildId);\n this.host.emit(\"queueEnd\", this);\n return;\n }\n await this.playTrack(next);\n }\n\n private async playTrack(track: Track): Promise<void> {\n if (!this.connected) throw new NotConnected(`guild ${this.guildId} has no voice connection`);\n this.current = track;\n this.maxPositionMs = 0; // fresh track — restart dead-stream position tracking\n if (!this.created) {\n await this.createBackendPlayer(track);\n } else {\n try {\n await this.host.rest.play(this.guildId, track.encoded);\n } catch (e) {\n // 404 GUILD_NOT_FOUND: the backend lost our player (its node restarted, or\n // the control plane dropped it on a disconnect) while our local `created`\n // is stale. Recreate it from our held voice material rather than 404-ing\n // forever — otherwise one node blip wedges every future play until restart.\n if (e instanceof APIError && e.status === 404) {\n this.created = false;\n await this.createBackendPlayer(track);\n } else {\n throw e;\n }\n }\n }\n }\n\n private async createBackendPlayer(track: Track): Promise<void> {\n await this.host.rest.createPlayer(this.guildId, this.voicePayload(), {\n track: track.encoded,\n volume: this.volume,\n paused: this.paused,\n });\n this.created = true;\n }\n\n private async setPausedInternal(paused: boolean): Promise<void> {\n this.paused = paused;\n if (this.created) await this.host.rest.setPaused(this.guildId, paused);\n }\n\n /** Called by the client's WS loop when a TRACK_END for this guild arrives.\n * `advances` is true for FINISHED / LOAD_FAILED. Before draining the queue we\n * check for a dead source and try to recover it with an alternate upload. */\n async onTrackEnd(advances: boolean): Promise<void> {\n if (!advances) return;\n // Loop-a-single-track is an explicit user choice — never second-guess it.\n if (this.recoverDeadStreams && this.loop !== LoopMode.Track && this.isDeadStream()) {\n if (await this.tryRecover()) return; // an alternate upload is now playing\n }\n await this.advance();\n }\n\n /** Called by the client on `TRACK_STUCK`: skip the stalled track. */\n async onTrackStuck(): Promise<void> {\n if (this.advanceOnStuck) await this.advance(true);\n }\n\n /** A non-stream track that \"finished\" without its position ever advancing\n * almost certainly never streamed. Genuinely short tracks (length at most a\n * few × the threshold) are excluded so we don't loop on real short songs. */\n private isDeadStream(): boolean {\n const t = this.current;\n if (t === null || t.isStream) return false;\n if (this.maxPositionMs > this.deadStreamThresholdMs) return false;\n return t.lengthMs === 0 || t.lengthMs > this.deadStreamThresholdMs * 4;\n }\n\n /** Search for an alternate upload of the current (dead) track and play it.\n * Returns true when an alternate started; false to let the caller advance. */\n private async tryRecover(): Promise<boolean> {\n const failed = this.current;\n if (failed === null) return false;\n\n this.recoverAttempts++;\n if (this.recoverAttempts > this.deadStreamRecoveryLimit) {\n this.recoverAttempts = 0;\n this.host.emit(\"trackStreamDead\", this, { failed });\n return false;\n }\n\n const query = [failed.title, failed.author].filter(Boolean).join(\" \").trim();\n if (query === \"\") return false;\n\n let tracks: Track[];\n try {\n tracks = (await this.host.rest.loadTracks(`ytsearch:${query}`)).tracks;\n } catch {\n return false; // search failed — advance normally\n }\n\n // Prefer a different upload than the one that just failed.\n const alt = tracks.find((t) => t.encoded && t.encoded !== failed.encoded);\n if (!alt) return false;\n\n alt.extras = { ...alt.extras, ...failed.extras }; // keep requester etc.\n await this.playTrack(alt);\n this.host.emit(\"trackRecovered\", this, { failed, alternate: alt });\n return true;\n }\n}\n","/** Thin wrapper over the control-plane HTTP API using the global `fetch`\n * (Node >= 18). Knows nothing about queues — just request/response. */\n\nimport { APIError, AuralisError, AuthError, RateLimited } from \"./errors.js\";\nimport {\n LoadResult,\n PlayerState,\n Snowflake,\n loadResultFromJson,\n playerStateFromJson,\n snowflakeStringify,\n} from \"./types.js\";\n\n/** Abort a stalled request rather than hanging a command forever. */\nconst DEFAULT_TIMEOUT_MS = 8_000;\n/** Transient control-plane statuses (node not ready / link failed) worth retrying. */\nconst RETRYABLE_STATUS = new Set([502, 503]);\n/** Per-attempt backoff. Length also sets how many extra tries an idempotent GET gets. */\nconst BACKOFF_MS = [200, 500];\n\nconst sleep = (ms: number) => new Promise((r) => setTimeout(r, ms));\n\nexport class REST {\n private base: string;\n private headers: Record<string, string>;\n /** Per-request timeout (ms). Exposed so a slow-network deployment can raise it. */\n timeoutMs = DEFAULT_TIMEOUT_MS;\n\n constructor(baseUrl: string, token: string) {\n this.base = baseUrl.replace(/\\/$/, \"\");\n this.headers = {\n Authorization: `Bearer ${token}`,\n \"Content-Type\": \"application/json\",\n };\n }\n\n private async fetchWithTimeout(method: string, path: string, body?: unknown): Promise<Response> {\n const controller = new AbortController();\n const timer = setTimeout(() => controller.abort(), this.timeoutMs);\n try {\n return await fetch(`${this.base}${path}`, {\n method,\n headers: this.headers,\n // snowflakeStringify keeps 64-bit voice ids (channel_id/user_id) exact —\n // the control plane parses them as u64 bare numbers.\n body: body === undefined ? undefined : snowflakeStringify(body),\n signal: controller.signal,\n });\n } finally {\n clearTimeout(timer);\n }\n }\n\n // Retry policy: GET is idempotent, so retry it on both transient 502/503 and\n // network/timeout errors. Writes only retry on 502/503 (a network error might\n // mean the write half-applied). 401/403/429/other 4xx are terminal — no retry.\n private async request(method: string, path: string, body?: unknown): Promise<any> {\n const idempotent = method === \"GET\";\n const maxAttempts = idempotent ? BACKOFF_MS.length + 1 : 2;\n let lastErr: unknown;\n\n for (let attempt = 0; attempt < maxAttempts; attempt++) {\n const isLast = attempt === maxAttempts - 1;\n try {\n const res = await this.fetchWithTimeout(method, path, body);\n if (res.status === 401 || res.status === 403) throw new AuthError(await res.text());\n if (res.status === 429) {\n const retry = res.headers.get(\"Retry-After\");\n throw new RateLimited(await res.text(), retry ? Number(retry) : undefined);\n }\n if (RETRYABLE_STATUS.has(res.status) && !isLast) {\n await sleep(BACKOFF_MS[attempt]);\n continue;\n }\n if (res.status >= 400) throw new APIError(res.status, await res.text());\n const ct = res.headers.get(\"Content-Type\") ?? \"\";\n return ct.includes(\"application/json\") ? res.json() : res.text();\n } catch (err) {\n // Protocol errors carry a definitive answer from the server — never retry.\n if (err instanceof AuralisError) throw err;\n // Network error / timeout: retry idempotent requests only.\n lastErr = err;\n if (idempotent && !isLast) {\n await sleep(BACKOFF_MS[attempt]);\n continue;\n }\n throw err;\n }\n }\n throw lastErr; // unreachable: the loop either returns or throws\n }\n\n // --- metadata ---------------------------------------------------------\n async loadTracks(identifier: string): Promise<LoadResult> {\n const q = new URLSearchParams({ identifier });\n return loadResultFromJson(await this.request(\"GET\", `/v1/loadtracks?${q}`));\n }\n\n async prewarm(encoded: string[], guildId?: bigint): Promise<any> {\n const body: any = { tracks: encoded.map((e) => ({ encoded: e })) };\n if (guildId !== undefined) body.guild_id = guildId;\n return this.request(\"POST\", \"/v1/tracks/prewarm\", body);\n }\n\n // --- player lifecycle -------------------------------------------------\n async createPlayer(\n guildId: bigint,\n voice: Record<string, unknown>,\n opts: { track?: string; volume?: number; paused?: boolean; audioGraph?: string } = {},\n ): Promise<any> {\n const body: any = {\n voice,\n volume: opts.volume ?? 100,\n paused: opts.paused ?? false,\n };\n if (opts.track) body.track = { encoded: opts.track };\n if (opts.audioGraph !== undefined) body.filters = { audio_graph: opts.audioGraph };\n return this.request(\"POST\", `/v1/guilds/${guildId}/players`, body);\n }\n\n async destroyPlayer(guildId: bigint): Promise<any> {\n return this.request(\"DELETE\", `/v1/guilds/${guildId}/players`);\n 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "auralis-sdk",
3
- "version": "0.4.0",
3
+ "version": "0.4.2",
4
4
  "description": "Official Node.js SDK for the Auralis music platform",
5
5
  "author": "redeye1208 <redeyeofr@gmail.com>",
6
6
  "type": "module",