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- # Basic Operations Questions
-
- ## How should I safely check a type?
- In Discord.NET, the idea of polymorphism is used throughout. You may need to cast the object as a certain type before you can perform any action. There are several ways to cast, with direct casting `(Type)type` being the the least recommended, as it *can* throw an `InvalidCastException` when the object isn't the desired type. Please refer to [this post](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/types/how-to-safely-cast-by-using-as-and-is-operators) for more details.
-
- A good and safe casting example:
- ```cs
- public async Task MessageReceivedHandler(SocketMessage msg)
- {
- // Option 1:
- // Using the `as` keyword, which will return `null` if the object isn't the desired type.
- var usermsg = msg as SocketUserMessage;
- // We bail when the message isn't the desired type.
- if (msg == null) return;
-
- // Option 2:
- // Using the `is` keyword to cast (C#7 or above only)
- if (msg is SocketUserMessage usermsg)
- {
- // Do things
- }
- }
- ```
-
- ## How do I send a message?
-
- Any implementation of **IMessageChannel** has a **SendMessageAsync** method. Using the client, you can get an appropriate channel (**GetChannel(id)**) to send a message to. Remember, when using Discord.NET, polymorphism is a common recurring theme. This means an object may take in many shapes or form, which means casting is your friend. You should attempt to cast the channel as an `IMessageChannel` or any other entity that implements it to be able to message.
-
- ## How can I tell if a message is from X, Y, Z?
-
- You may check message channel type.
-
- * A **Text channel** (`ITextChannel`) is a message channel from a Guild.
- * A **DM channel** (`IDMChannel`) is a message channel from a DM.
- * A **Group channel** (`IGroupChannel`) is a message channel from a Group (this is rarely used, due to the bot's inability to join a group).
- * A **Private channel** (`IPrivateChannel`) is a DM or a Group.
- * A **Message channel** (`IMessageChannel`) is all of the above.
-
- ## How do I add hyperlink text to an embed?
-
- Embeds can use standard [markdown](https://support.discordapp.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-) in the Description as well as in field values. With that in mind, links can be added using the following format \[text](link).
-
-
- ## How do I add reactions to a message?
-
- Any entities that implement `IUserMessage` has an **AddReactionAsync** method. This method expects an `IEmote` as a parameter. In Discord.Net, an Emote represents a server custom emote, while an Emoji is a Unicode emoji (standard emoji). Both `Emoji` and `Emote` implement `IEmote` and are valid options.
- ```cs
- // bail if the message is not a user one (system messages cannot have reactions)
- var usermsg = msg as IUserMessage;
- if (usermsg == null) return;
-
- // standard Unicode emojis
- Emoji emoji = new Emoji("👍");
- // or
- // Emoji emoji = new Emoji("\u23F8");
-
- // custom guild emotes
- Emote emote = Emote.Parse("<:dotnet:232902710280716288>");
- // using Emote.TryParse may be safer in regards to errors being thrown;
- // please note that the method does not verify if the emote exists,
- // it simply creates the Emote object for you.
-
- // add the reaction to the message
- await usermsg.AddReactionAsync(emoji);
- await usermsg.AddReactionAsync(emote);
- ```
-
- ## Why am I getting so many preemptive rate limits when I try to add more than one reactions?
-
- This is due to how .NET parses the HTML header, mistreating 0.25sec/action to 1sec. This casues the lib to throw preemptive rate limit more frequently than it should for methods such as adding reactions.
-
-
- ## Can I opt-out of preemptive rate limits?
-
- Unfortunately, not at the moment. See [#401](https://github.com/RogueException/Discord.Net/issues/401).
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