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Implementation of the inactive player event.
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EvieePy committed Dec 23, 2023
1 parent eb98c0a commit fe1c753
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23 changes: 23 additions & 0 deletions docs/wavelink.rst
Original file line number Diff line number Diff line change
Expand Up @@ -89,6 +89,29 @@ An event listener in a cog.

.. versionadded:: 3.1.0

.. function:: on_wavelink_inactive_player(player: wavelink.Player)

Triggered when the :attr:`~wavelink.Player.inactive_timeout` countdown expires for the specific :class:`~wavelink.Player`.

See: :attr:`~wavelink.Player.inactive_timeout`
See: :class:`~wavelink.Node` for setting a default on all players.


Examples
--------

**Basic Usage:**

.. code:: python3
@commands.Cog.listener()
async def on_wavelink_inactive_player(self, player: wavelink.Player) -> None:
await player.channel.send(f"The player has been inactive for `{player.inactive_timeout}` seconds. Goodbye!")
await player.disconnect()
.. versionadded:: 3.2.0


Types
-----
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11 changes: 11 additions & 0 deletions wavelink/node.py
Original file line number Diff line number Diff line change
Expand Up @@ -119,6 +119,9 @@ class Node:
resume_timeout: Optional[int]
The seconds this Node should configure Lavalink for resuming its current session in case of network issues.
If this is ``0`` or below, resuming will be disabled. Defaults to ``60``.
inactive_player_timeout: int | None
Set the default for :attr:`wavelink.Player.inactive_timeout` on every player that connects to this node.
Defaults to ``300``. See also: :func:`on_wavelink_inactive_player`.
"""

def __init__(
Expand All @@ -132,6 +135,7 @@ def __init__(
retries: int | None = None,
client: discord.Client | None = None,
resume_timeout: int = 60,
inactive_player_timeout: int | None = 300,
) -> None:
self._identifier = identifier or secrets.token_urlsafe(12)
self._uri = uri.removesuffix("/")
Expand All @@ -153,6 +157,13 @@ def __init__(

self._websocket: Websocket | None = None

if inactive_player_timeout and inactive_player_timeout < 10:
logger.warn('Setting "inactive_player_timeout" below 10 seconds may result in unwanted side effects.')

self._inactive_player_timeout = (
inactive_player_timeout if inactive_player_timeout and inactive_player_timeout > 0 else None
)

def __repr__(self) -> str:
return f"Node(identifier={self.identifier}, uri={self.uri}, status={self.status}, players={len(self.players)})"

Expand Down
127 changes: 125 additions & 2 deletions wavelink/player.py
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,11 @@
)
from .filters import Filters
from .node import Pool
from .payloads import PlayerUpdateEventPayload, TrackEndEventPayload
from .payloads import (
PlayerUpdateEventPayload,
TrackEndEventPayload,
TrackStartEventPayload,
)
from .queue import Queue
from .tracks import Playable, Playlist

Expand Down Expand Up @@ -139,15 +143,71 @@ def __init__(

self._filters: Filters = Filters()

# Needed for the inactivity checks...
self._inactivity_task: asyncio.Task[bool] | None = None
self._inactivity_wait: int | None = self._node._inactive_player_timeout

def _inactivity_task_callback(self, task: asyncio.Task[bool]) -> None:
result: bool = task.result()
cancelled: bool = task.cancelled()

if cancelled or result is False:
logger.debug("Disregarding Inactivity Check Task <%s> as it was previously cancelled.", task.get_name())
return

if result is not True:
logger.debug("Disregarding Inactivity Check Task <%s> as it received an unknown result.", task.get_name())
return

if not self._guild:
logger.debug("Disregarding Inactivity Check Task <%s> as it has no guild.", task.get_name())
return

if self.playing:
logger.debug(
"Disregarding Inactivity Check Task <%s> as Player <%s> is playing.", task.get_name(), self._guild.id
)
return

self.client.dispatch("wavelink_inactive_player", self)
logger.debug('Dispatched "on_wavelink_inactive_player" for Player <%s>.', self._guild.id)

async def _inactivity_runner(self, wait: int) -> bool:
try:
await asyncio.sleep(wait)
except asyncio.CancelledError:
return False

return True

def _inactivity_cancel(self) -> None:
if self._inactivity_task:
try:
self._inactivity_task.cancel()
except Exception:
pass

self._inactivity_task = None

def _inactivity_start(self) -> None:
if self._inactivity_wait is not None and self._inactivity_wait > 0:
self._inactivity_task = asyncio.create_task(self._inactivity_runner(self._inactivity_wait))
self._inactivity_task.add_done_callback(self._inactivity_task_callback)

async def _track_start(self, payload: TrackStartEventPayload) -> None:
self._inactivity_cancel()

async def _auto_play_event(self, payload: TrackEndEventPayload) -> None:
if self._autoplay is AutoPlayMode.disabled:
self._inactivity_start()
return

if self._error_count >= 3:
logger.warning(
"AutoPlay was unable to continue as you have received too many consecutive errors."
"Please check the error log on Lavalink."
)
self._inactivity_start()
return

if payload.reason == "replaced":
Expand All @@ -166,6 +226,7 @@ async def _auto_play_event(self, payload: TrackEndEventPayload) -> None:

if not isinstance(self.queue, Queue) or not isinstance(self.auto_queue, Queue): # type: ignore
logger.warning(f'"Unable to use AutoPlay on Player for Guild "{self.guild}" due to unsupported Queue.')
self._inactivity_start()
return

if self.queue.mode is QueueMode.loop:
Expand All @@ -182,6 +243,10 @@ async def _auto_play_event(self, payload: TrackEndEventPayload) -> None:
await self._do_recommendation()

async def _do_partial(self, *, history: bool = True) -> None:
# We still do the inactivity start here since if play fails and we have no more tracks...
# we should eventually fire the inactivity event...
self._inactivity_start()

if self._current is None:
try:
track: Playable = self.queue.get()
Expand All @@ -195,6 +260,10 @@ async def _do_recommendation(self):
assert self.queue.history is not None and self.auto_queue.history is not None

if len(self.auto_queue) > self._auto_cutoff + 1:
# We still do the inactivity start here since if play fails and we have no more tracks...
# we should eventually fire the inactivity event...
self._inactivity_start()

track: Playable = self.auto_queue.get()
self.auto_queue.history.put(track)

Expand Down Expand Up @@ -277,6 +346,7 @@ async def _search(query: str | None) -> T_a:

if not filtered_r:
logger.debug(f'Player "{self.guild.id}" could not load any songs via AutoPlay.')
self._inactivity_start()
return

if not self._current:
Expand All @@ -302,6 +372,57 @@ async def _search(query: str | None) -> T_a:
random.shuffle(self.auto_queue._queue)
logger.debug(f'Player "{self.guild.id}" added "{added}" tracks to the auto_queue via AutoPlay.')

# Probably don't need this here as it's likely to be cancelled instantly...
self._inactivity_start()

@property
def inactive_timeout(self) -> int | None:
"""A property which returns the time as an ``int`` of seconds to wait before this player dispatches the
:func:`on_wavelink_inactive_player` event.
This property could return ``None`` if no time has been set.
An inactive player is a player that has not been playing anything for the specified amount of seconds.
- Pausing the player while a song is playing will not activate this countdown.
- The countdown starts when a track ends and cancels when a track starts.
- The countdown will not trigger until a song is played for the first time or this property is reset.
- The default countdown for all players is set on :class:`~wavelink.Node`.
This property can be set with a valid ``int`` of seconds to wait before dispatching the
:func:`on_wavelink_inactive_player` event or ``None`` to remove the timeout.
.. wanring::
Setting this to a value of ``0`` or below is the equivalent of setting this property to ``None``.
When this property is set, the timeout will reset, and all previously waiting countdowns are cancelled.
See: :class:`~wavelink.Node`
See: :func:`on_wavelink_inactive_player`
.. versionadded:: 3.2.0
"""
return self._inactivity_wait

@inactive_timeout.setter
def inactive_timeout(self, value: int | None) -> None:
if not value or value <= 0:
self._inactivity_wait = None
self._inactivity_cancel()
return

if value and value < 10:
logger.warn('Setting "inactive_timeout" below 10 seconds may result in unwanted side effects.')

self._inactivity_wait = value
self._inactivity_cancel()

if self.connected and not self.playing:
self._inactivity_start()

@property
def autoplay(self) -> AutoPlayMode:
"""A property which returns the :class:`wavelink.AutoPlayMode` the player is currently in.
Expand Down Expand Up @@ -513,7 +634,8 @@ async def connect(

if not self._guild:
self._guild = self.channel.guild
self.node._players[self._guild.id] = self

self.node._players[self._guild.id] = self

assert self.guild is not None
await self.guild.change_voice_state(channel=self.channel, self_mute=self_mute, self_deaf=self_deaf)
Expand Down Expand Up @@ -858,6 +980,7 @@ async def skip(self, *, force: bool = True) -> Playable | None:
def _invalidate(self) -> None:
self._connected = False
self._connection_event.clear()
self._inactivity_cancel()

try:
self.cleanup()
Expand Down
3 changes: 3 additions & 0 deletions wavelink/websocket.py
Original file line number Diff line number Diff line change
Expand Up @@ -197,6 +197,9 @@ async def keep_alive(self) -> None:
startpayload: TrackStartEventPayload = TrackStartEventPayload(player=player, track=track)
self.dispatch("track_start", startpayload)

if player:
asyncio.create_task(player._track_start(startpayload))

elif data["type"] == "TrackEndEvent":
track: Playable = Playable(data["track"])
reason: str = data["reason"]
Expand Down

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