import type { PersistedPlayerState } from './types'; /** * Disk-based player state persistence. * * Writes a JSON file every time state changes and reads it back on startup. * This means player queues, volume, loop mode, filters, and approximate * playback position are recovered even after a full system reboot. * * `LavalinkManager` uses one `PlayerPersistence` instance internally; * you normally never need to touch this class directly. */ export declare class PlayerPersistence { private readonly _path; private _data; constructor(filePath: string); /** Save or overwrite the state for a single guild */ save(guildId: string, state: PersistedPlayerState): void; /** Get all saved states */ getAll(): Record; /** Get the saved state for a single guild */ get(guildId: string): PersistedPlayerState | undefined; /** Remove the state for a guild (called when a player is destroyed) */ delete(guildId: string): void; /** Wipe all saved states */ clear(): void; private _write; private _read; } //# sourceMappingURL=persistence.d.ts.map