Files
ghbot/src/services/sfxManager.js
Chris Ham aaf33d55db CHECKPOINT: Interactive soundboard and refactored SFX system
Major Features Implemented:
- Complete Discord.js v14 modernization from v12 with hybrid command system
- SQLite database for dynamic guild configuration management
- Interactive soundboard with categorized button interface (/soundboard)
- Three-tier SFX interface: prefix (!sfx), autocomplete (/sfx), and visual soundboard
- Auto-registration system for public bot distribution
- Soft delete guild management preserving configurations

Technical Improvements:
- Refactored SFX playing into reusable service methods (playSFXInteraction/playSFXMessage)
- Smart markdown chunking that respects code block boundaries
- High-performance caching for 275+ sound effects with autocomplete optimization
- Modern Discord.js v14 patterns (MessageFlags.Ephemeral, proper intents)
- Fixed security vulnerability in @discordjs/opus with pnpm overrides
- Docker deployment with Node 20 and npm for reliable SQLite compilation

Interactive Soundboard Features:
- Category-based navigation with buttons (GENERAL, NERDS, TWIN PEAKS, etc.)
- Pagination support for large categories (16 sounds per page, 4 per row)
- Real-time status updates (Playing → Finished playing)
- Navigation buttons (Previous/Next/Back to Categories)
- Ephemeral responses for clean chat experience

Database System:
- Auto-migration from config.json to SQLite on first run
- /config slash commands for live server configuration
- Scheduled events with timezone support (object and cron formats)
- Guild auto-registration with welcome messages for new servers

Current State: Fully functional modern Discord bot ready for public distribution
2025-08-16 16:20:02 -07:00

249 lines
7.1 KiB
JavaScript

const fs = require('fs');
const path = require('path');
const { MessageFlags } = require('discord.js');
const voiceService = require('./voiceService');
class SFXManager {
constructor() {
this.sfxPath = path.join(__dirname, '..', '..', 'sfx');
this.sfxList = [];
this.cachedNames = [];
this.searchCache = new Map(); // Cache for autocomplete searches
// Load SFX list initially
this.loadSFXList();
// Watch for changes
this.watchSFXDirectory();
}
/**
* Load the list of available SFX files
*/
loadSFXList() {
try {
if (!fs.existsSync(this.sfxPath)) {
console.log('SFX directory not found, creating...');
fs.mkdirSync(this.sfxPath, { recursive: true });
}
const files = fs.readdirSync(this.sfxPath);
this.sfxList = files
.filter(file => file.endsWith('.mp3') || file.endsWith('.wav'))
.map(file => {
const ext = path.extname(file);
return {
name: file.replace(ext, ''),
filename: file,
path: path.join(this.sfxPath, file)
};
});
// Cache sorted names for autocomplete
this.cachedNames = this.sfxList
.map(sfx => sfx.name)
.sort((a, b) => a.localeCompare(b));
// Clear search cache when SFX list changes
this.searchCache.clear();
console.log(`Loaded ${this.sfxList.length} sound effects`);
} catch (error) {
console.error('Error loading SFX list:', error);
}
}
/**
* Watch the SFX directory for changes
*/
watchSFXDirectory() {
fs.watch(this.sfxPath, (eventType, filename) => {
if (eventType === 'rename') {
console.log('SFX directory changed, reloading...');
this.loadSFXList();
}
});
}
/**
* Get all available SFX
* @returns {Array} List of SFX objects
*/
getAllSFX() {
return this.sfxList;
}
/**
* Get SFX names for autocomplete (cached and sorted)
* @returns {Array} List of SFX names
*/
getSFXNames() {
return this.cachedNames;
}
/**
* Find an SFX by name
* @param {string} name
* @returns {Object|undefined} SFX object or undefined
*/
findSFX(name) {
return this.sfxList.find(sfx => sfx.name.toLowerCase() === name.toLowerCase());
}
/**
* Check if an SFX exists
* @param {string} name
* @returns {boolean}
*/
hasSFX(name) {
return this.findSFX(name) !== undefined;
}
/**
* Get the file path for an SFX
* @param {string} name
* @returns {string|null}
*/
getSFXPath(name) {
const sfx = this.findSFX(name);
return sfx ? sfx.path : null;
}
/**
* Search SFX names (for autocomplete) with caching
* @param {string} query
* @returns {Array} Matching SFX names
*/
searchSFX(query) {
const lowerQuery = query.toLowerCase();
// Check cache first
if (this.searchCache.has(lowerQuery)) {
return this.searchCache.get(lowerQuery);
}
// Perform search on cached names (already sorted)
const results = this.cachedNames
.filter(name => name.toLowerCase().includes(lowerQuery))
.slice(0, 25); // Discord autocomplete limit
// Cache the result for future use
this.searchCache.set(lowerQuery, results);
return results;
}
/**
* Play a sound effect via interaction (slash commands and soundboard)
* @param {Object} interaction - Discord interaction object
* @param {string} sfxName - Name of the sound effect to play
* @param {Object} guildConfig - Guild configuration
* @param {string} commandType - Type of command ('slash' or 'soundboard')
* @returns {Promise<void>}
*/
async playSFXInteraction(interaction, sfxName, guildConfig, commandType = 'slash') {
// Log the request
const logPrefix = commandType === 'soundboard' ? 'Soundboard' : '/sfx';
console.log(
`${logPrefix} '${sfxName}' requested in ${guildConfig.internalName || interaction.guild.name}#${interaction.channel.name} from @${interaction.user.username}`
);
// Check if SFX exists
if (!this.hasSFX(sfxName)) {
await interaction.reply({
content: `❌ This sound effect does not exist!`,
flags: [MessageFlags.Ephemeral]
});
return;
}
try {
// Immediately reply with playing status
await interaction.reply({
content: `🔊 Playing: **${sfxName}**`,
flags: [MessageFlags.Ephemeral]
});
// Join the voice channel
await voiceService.join(interaction.member.voice.channel);
// Get the SFX file path and play
const sfxPath = this.getSFXPath(sfxName);
await voiceService.play(interaction.guild.id, sfxPath, {
volume: guildConfig.sfxVolume || 0.5,
});
// Update the interaction to show completion
try {
await interaction.editReply({
content: `✅ Finished playing: **${sfxName}**`
});
} catch (editError) {
console.error('Error updating interaction with completion message:', editError);
}
// Leave the voice channel after playing
setTimeout(() => {
voiceService.leave(interaction.guild.id);
}, 500);
console.log(`✅ Successfully played ${logPrefix.toLowerCase()} '${sfxName}'`);
} catch (error) {
console.error(`❌ Error playing ${logPrefix.toLowerCase()} '${sfxName}':`, error);
// Update the reply with error message
try {
await interaction.editReply({
content: "❌ Couldn't play that sound effect. Make sure I have permission to join your voice channel!"
});
} catch (editError) {
console.error('Error updating interaction with error message:', editError);
}
}
}
/**
* Play a sound effect via message (prefix commands)
* @param {Object} message - Discord message object
* @param {string} sfxName - Name of the sound effect to play
* @param {Object} guildConfig - Guild configuration
* @returns {Promise<void>}
*/
async playSFXMessage(message, sfxName, guildConfig) {
// Log the request
console.log(
`SFX '${sfxName}' requested in ${guildConfig.internalName || message.guild.name}#${message.channel.name} from @${message.author.username}`
);
// Check if SFX exists
if (!this.hasSFX(sfxName)) {
await message.reply('❌ This sound effect does not exist!');
return;
}
try {
// Join the voice channel
await voiceService.join(message.member.voice.channel);
// Get the SFX file path and play
const sfxPath = this.getSFXPath(sfxName);
await voiceService.play(message.guild.id, sfxPath, {
volume: guildConfig.sfxVolume || 0.5,
});
// Leave the voice channel after playing
setTimeout(() => {
voiceService.leave(message.guild.id);
}, 500);
console.log(`✅ Successfully played SFX '${sfxName}'`);
} catch (error) {
console.error(`❌ Error playing SFX '${sfxName}':`, error);
await message.reply("❌ Couldn't play that sound effect. Make sure I have permission to join your voice channel!");
}
}
}
module.exports = new SFXManager();