| @@ -206,3 +206,6 @@ project.lock.json | |||
| docs/api/\.manifest | |||
| \.idea/ | |||
| # Codealike UID | |||
| codealike.json | |||
| @@ -0,0 +1,16 @@ | |||
| # Instructions for Building Documentation | |||
| The documentation for the Discord.Net library uses [DocFX][docfx-main]. [Instructions for installing this tool can be found here.][docfx-installing] | |||
| 1. Navigate to the root of the repository. | |||
| 2. (Optional) If you intend to target a specific version, ensure that you | |||
| have the correct version checked out. | |||
| 3. Build the library. Run `dotnet build` in the root of this repository. | |||
| Ensure that the build passes without errors. | |||
| 4. Build the docs using `docfx .\docs\docfx.json`. Add the `--serve` parameter | |||
| to preview the site locally. Some elements of the page may appear incorrect | |||
| when not hosted by a server. | |||
| - Remarks: According to the docfx website, this tool does work on Linux under mono. | |||
| [docfx-main]: https://dotnet.github.io/docfx/ | |||
| [docfx-installing]: https://dotnet.github.io/docfx/tutorial/docfx_getting_started.html | |||
| @@ -0,0 +1,31 @@ | |||
| --- | |||
| uid: Discord.Commands.CommandException | |||
| remarks: *content | |||
| --- | |||
| This @System.Exception class is typically used when diagnosing | |||
| an error thrown during the execution of a command. You will find the | |||
| thrown exception passed into | |||
| [LogMessage.Exception](xref:Discord.LogMessage.Exception), which is | |||
| sent to your [CommandService.Log](xref:Discord.Commands.CommandService.Log) | |||
| event handler. | |||
| --- | |||
| uid: Discord.Commands.CommandException | |||
| example: [*content] | |||
| --- | |||
| You may use this information to handle runtime exceptions after | |||
| execution. Below is an example of how you may use this: | |||
| ```cs | |||
| public Task LogHandlerAsync(LogMessage logMessage) | |||
| { | |||
| // Note that this casting method requires C#7 and up. | |||
| if (logMessage?.Exception is CommandException cmdEx) | |||
| { | |||
| Console.WriteLine($"{cmdEx.GetBaseException().GetType()} was thrown while executing {cmdEx.Command.Aliases.First()} in {cmdEx.Context.Channel} by {cmdEx.Context.User}."); | |||
| } | |||
| return Task.CompletedTask; | |||
| } | |||
| ``` | |||
| @@ -0,0 +1,22 @@ | |||
| --- | |||
| uid: Discord.Commands.DontAutoLoadAttribute | |||
| remarks: *content | |||
| --- | |||
| The attribute can be applied to a public class that inherits | |||
| @Discord.Commands.ModuleBase. By applying this attribute, | |||
| @Discord.Commands.CommandService.AddModulesAsync* will not discover and | |||
| add the marked module to the CommandService. | |||
| --- | |||
| uid: Discord.Commands.DontAutoLoadAttribute | |||
| example: [*content] | |||
| --- | |||
| ```cs | |||
| [DontAutoLoad] | |||
| public class MyModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| // ... | |||
| } | |||
| ``` | |||
| @@ -0,0 +1,27 @@ | |||
| --- | |||
| uid: Discord.Commands.DontInjectAttribute | |||
| remarks: *content | |||
| --- | |||
| The attribute can be applied to a public settable property inside a | |||
| @Discord.Commands.ModuleBase based class. By applying this attribute, | |||
| the marked property will not be automatically injected of the | |||
| dependency. See @Guides.Commands.DI to learn more. | |||
| --- | |||
| uid: Discord.Commands.DontInjectAttribute | |||
| example: [*content] | |||
| --- | |||
| ```cs | |||
| public class MyModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| [DontInject] | |||
| public MyService MyService { get; set; } | |||
| public MyModule() | |||
| { | |||
| MyService = new MyService(); | |||
| } | |||
| } | |||
| ``` | |||
| @@ -0,0 +1,5 @@ | |||
| An example of how this class is used the command system can be seen | |||
| below: | |||
| [!code[Sample module](../../guides/commands/samples/empty-module.cs)] | |||
| [!code[Command handler](../../guides/commands/samples/command_handler.cs)] | |||
| @@ -0,0 +1,27 @@ | |||
| --- | |||
| uid: Discord.Commands.ICommandContext | |||
| example: [*content] | |||
| --- | |||
| [!include[Example Section](ICommandContext.Inclusion.md)] | |||
| --- | |||
| uid: Discord.Commands.CommandContext | |||
| example: [*content] | |||
| --- | |||
| [!include[Example Section](ICommandContext.Inclusion.md)] | |||
| --- | |||
| uid: Discord.Commands.SocketCommandContext | |||
| example: [*content] | |||
| --- | |||
| [!include[Example Section](ICommandContext.Inclusion.md)] | |||
| --- | |||
| uid: Discord.Commands.ShardCommandContext | |||
| example: [*content] | |||
| --- | |||
| [!include[Example Section](ICommandContext.Inclusion.md)] | |||
| @@ -0,0 +1,107 @@ | |||
| --- | |||
| uid: Discord.Commands.PreconditionAttribute | |||
| seealso: | |||
| - linkId: Discord.Commands.ParameterPreconditionAttribute | |||
| remarks: *content | |||
| --- | |||
| This precondition attribute can be applied on module-level or | |||
| method-level for a command. | |||
| [!include[Additional Remarks](PreconditionAttribute.Remarks.Inclusion.md)] | |||
| --- | |||
| uid: Discord.Commands.ParameterPreconditionAttribute | |||
| seealso: | |||
| - linkId: Discord.Commands.PreconditionAttribute | |||
| remarks: *content | |||
| --- | |||
| This precondition attribute can be applied on parameter-level for a | |||
| command. | |||
| [!include[Additional Remarks](PreconditionAttribute.Remarks.Inclusion.md)] | |||
| --- | |||
| uid: Discord.Commands.PreconditionAttribute | |||
| example: [*content] | |||
| --- | |||
| The following example creates a precondition to see if the user has | |||
| sufficient role required to access the command. | |||
| ```cs | |||
| public class RequireRoleAtribute : PreconditionAttribute | |||
| { | |||
| private readonly ulong _roleId; | |||
| public RequireRoleAtribute(ulong roleId) | |||
| { | |||
| _roleId = roleId; | |||
| } | |||
| public override async Task<PreconditionResult> CheckPermissionsAsync(ICommandContext context, | |||
| CommandInfo command, IServiceProvider services) | |||
| { | |||
| var guildUser = context.User as IGuildUser; | |||
| if (guildUser == null) | |||
| return PreconditionResult.FromError("This command cannot be executed outside of a guild."); | |||
| var guild = guildUser.Guild; | |||
| if (guild.Roles.All(r => r.Id != _roleId)) | |||
| return PreconditionResult.FromError( | |||
| $"The guild does not have the role ({_roleId}) required to access this command."); | |||
| return guildUser.RoleIds.Any(rId => rId == _roleId) | |||
| ? PreconditionResult.FromSuccess() | |||
| : PreconditionResult.FromError("You do not have the sufficient role required to access this command."); | |||
| } | |||
| } | |||
| ``` | |||
| --- | |||
| uid: Discord.Commands.ParameterPreconditionAttribute | |||
| example: [*content] | |||
| --- | |||
| The following example creates a precondition on a parameter-level to | |||
| see if the targeted user has a lower hierarchy than the user who | |||
| executed the command. | |||
| ```cs | |||
| public class RequireHierarchyAttribute : ParameterPreconditionAttribute | |||
| { | |||
| public override async Task<PreconditionResult> CheckPermissionsAsync(ICommandContext context, | |||
| ParameterInfo parameter, object value, IServiceProvider services) | |||
| { | |||
| // Hierarchy is only available under the socket variant of the user. | |||
| if (!(context.User is SocketGuildUser guildUser)) | |||
| return PreconditionResult.FromError("This command cannot be used outside of a guild."); | |||
| SocketGuildUser targetUser; | |||
| switch (value) | |||
| { | |||
| case SocketGuildUser targetGuildUser: | |||
| targetUser = targetGuildUser; | |||
| break; | |||
| case ulong userId: | |||
| targetUser = await context.Guild.GetUserAsync(userId).ConfigureAwait(false) as SocketGuildUser; | |||
| break; | |||
| default: | |||
| throw new ArgumentOutOfRangeException(); | |||
| } | |||
| if (targetUser == null) | |||
| return PreconditionResult.FromError("Target user not found."); | |||
| if (guildUser.Hierarchy < targetUser.Hierarchy) | |||
| return PreconditionResult.FromError("You cannot target anyone else whose roles are higher than yours."); | |||
| var currentUser = await context.Guild.GetCurrentUserAsync().ConfigureAwait(false) as SocketGuildUser; | |||
| if (currentUser?.Hierarchy < targetUser.Hierarchy) | |||
| return PreconditionResult.FromError("The bot's role is lower than the targeted user."); | |||
| return PreconditionResult.FromSuccess(); | |||
| } | |||
| } | |||
| ``` | |||
| @@ -0,0 +1,6 @@ | |||
| A "precondidtion" in the command system is used to determine if a | |||
| condition is met before entering the command task. Using a | |||
| precondidtion may aid in keeping a well-organized command logic. | |||
| The most common use case being whether a user has sufficient | |||
| permission to execute the command. | |||
| @@ -0,0 +1,48 @@ | |||
| --- | |||
| uid: Discord.EmbedBuilder | |||
| seealso: | |||
| - linkId: Discord.EmbedFooterBuilder | |||
| - linkId: Discord.EmbedAuthorBuilder | |||
| - linkId: Discord.EmbedFieldBuilder | |||
| remarks: *content | |||
| --- | |||
| This builder class is used to build an @Discord.Embed (rich embed) | |||
| object that will be ready to be sent via @Discord.IMessageChannel.SendMessageAsync* | |||
| after @Discord.EmbedBuilder.Build* is called. | |||
| --- | |||
| uid: Discord.EmbedBuilder | |||
| example: [*content] | |||
| --- | |||
| The example below builds an embed and sends it to the chat using the | |||
| command system. | |||
| ```cs | |||
| [Command("embed")] | |||
| public async Task SendRichEmbedAsync() | |||
| { | |||
| var embed = new EmbedBuilder | |||
| { | |||
| // Embed property can be set within object initializer | |||
| Title = "Hello world!" | |||
| } | |||
| // Or with methods | |||
| .AddField("Field title", | |||
| "Field value. I also support [hyperlink markdown](https://example.com)!") | |||
| .WithAuthor(Context.Client.CurrentUser) | |||
| .WithFooter(footer => footer.Text = "I am a footer.") | |||
| .WithColor(Color.Blue) | |||
| .WithTitle("I overwrote \"Hello world!\"") | |||
| .WithDescription("I am a description.") | |||
| .WithUrl("https://example.com") | |||
| .WithCurrentTimestamp() | |||
| .Build(); | |||
| await ReplyAsync(embed: embed); | |||
| } | |||
| ``` | |||
| #### Result | |||
|  | |||
| @@ -0,0 +1,25 @@ | |||
| The example will build a rich embed with an author field, a footer | |||
| field, and 2 normal fields using an @Discord.EmbedBuilder: | |||
| ```cs | |||
| var exampleAuthor = new EmbedAuthorBuilder() | |||
| .WithName("I am a bot") | |||
| .WithIconUrl("https://discordapp.com/assets/e05ead6e6ebc08df9291738d0aa6986d.png"); | |||
| var exampleFooter = new EmbedFooterBuilder() | |||
| .WithText("I am a nice footer") | |||
| .WithIconUrl("https://discordapp.com/assets/28174a34e77bb5e5310ced9f95cb480b.png"); | |||
| var exampleField = new EmbedFieldBuilder() | |||
| .WithName("Title of Another Field") | |||
| .WithValue("I am an [example](https://example.com).") | |||
| .WithInline(true); | |||
| var otherField = new EmbedFieldBuilder() | |||
| .WithName("Title of a Field") | |||
| .WithValue("Notice how I'm inline with that other field next to me.") | |||
| .WithInline(true); | |||
| var embed = new EmbedBuilder() | |||
| .AddField(exampleField) | |||
| .AddField(otherField) | |||
| .WithAuthor(exampleAuthor) | |||
| .WithFooter(exampleFooter) | |||
| .Build(); | |||
| ``` | |||
| @@ -0,0 +1,20 @@ | |||
| --- | |||
| uid: Discord.EmbedAuthorBuilder | |||
| example: [*content] | |||
| --- | |||
| [!include[Embed Object Builder Sample](EmbedObjectBuilder.Inclusion.md)] | |||
| --- | |||
| uid: Discord.EmbedFooterBuilder | |||
| example: [*content] | |||
| --- | |||
| [!include[Embed Object Builder Sample](EmbedObjectBuilder.Inclusion.md)] | |||
| --- | |||
| uid: Discord.EmbedFieldBuilder | |||
| example: [*content] | |||
| --- | |||
| [!include[Embed Object Builder Sample](EmbedObjectBuilder.Inclusion.md)] | |||
| @@ -0,0 +1,26 @@ | |||
| The sample below sends a message and adds an @Discord.Emoji and a custom | |||
| @Discord.Emote to the message. | |||
| ```cs | |||
| public async Task SendAndReactAsync(ISocketMessageChannel channel) | |||
| { | |||
| var message = await channel.SendMessageAsync("I am a message."); | |||
| // Creates a Unicode-based emoji based on the Unicode string. | |||
| // This is effectively the same as new Emoji("💕"). | |||
| var heartEmoji = new Emoji("\U0001f495"); | |||
| // Reacts to the message with the Emoji. | |||
| await message.AddReactionAsync(heartEmoji); | |||
| // Parses a custom emote based on the provided Discord emote format. | |||
| // Please note that this does not guarantee the existence of | |||
| // the emote. | |||
| var emote = Emote.Parse("<:thonkang:282745590985523200>"); | |||
| // Reacts to the message with the Emote. | |||
| await message.AddReactionAsync(emote); | |||
| } | |||
| ``` | |||
| #### Result | |||
|  | |||
| @@ -0,0 +1,81 @@ | |||
| --- | |||
| uid: Discord.IEmote | |||
| seealso: | |||
| - linkId: Discord.Emote | |||
| - linkId: Discord.Emoji | |||
| - linkId: Discord.GuildEmote | |||
| - linkId: Discord.IUserMessage | |||
| remarks: *content | |||
| --- | |||
| This interface is often used with reactions. It can represent an | |||
| unicode-based @Discord.Emoji, or a custom @Discord.Emote. | |||
| --- | |||
| uid: Discord.Emote | |||
| seealso: | |||
| - linkId: Discord.IEmote | |||
| - linkId: Discord.GuildEmote | |||
| - linkId: Discord.Emoji | |||
| - linkId: Discord.IUserMessage | |||
| remarks: *content | |||
| --- | |||
| > [!NOTE] | |||
| > A valid @Discord.Emote format is `<:emoteName:emoteId>`. This can be | |||
| > obtained by escaping with a `\` in front of the emote using the | |||
| > Discord chat client. | |||
| This class represents a custom emoji. This type of emoji can be | |||
| created via the @Discord.Emote.Parse* or @Discord.Emote.TryParse* | |||
| method. | |||
| --- | |||
| uid: Discord.Emoji | |||
| seealso: | |||
| - linkId: Discord.Emote | |||
| - linkId: Discord.GuildEmote | |||
| - linkId: Discord.Emoji | |||
| - linkId: Discord.IUserMessage | |||
| remarks: *content | |||
| --- | |||
| > [!NOTE] | |||
| > A valid @Discord.Emoji format is Unicode-based. This means only | |||
| > something like `🙃` or `\U0001f643` would work, instead of | |||
| > `:upside_down:`. | |||
| > | |||
| > A Unicode-based emoji can be obtained by escaping with a `\` in | |||
| > front of the emote using the Discord chat client or by looking up on | |||
| > [Emojipedia](https://emojipedia.org). | |||
| This class represents a standard Unicode-based emoji. This type of emoji | |||
| can be created by passing the Unicode into the constructor. | |||
| --- | |||
| uid: Discord.IEmote | |||
| example: [*content] | |||
| --- | |||
| [!include[Example Section](IEmote.Inclusion.md)] | |||
| --- | |||
| uid: Discord.Emoji | |||
| example: [*content] | |||
| --- | |||
| [!include[Example Section](IEmote.Inclusion.md)] | |||
| --- | |||
| uid: Discord.Emote | |||
| example: [*content] | |||
| --- | |||
| [!include[Example Section](IEmote.Inclusion.md)] | |||
| --- | |||
| uid: Discord.GuildEmote | |||
| example: [*content] | |||
| --- | |||
| [!include[Example Section](IEmote.Inclusion.md)] | |||
| @@ -0,0 +1,24 @@ | |||
| --- | |||
| uid: Discord.Commands.OverrideTypeReaderAttribute | |||
| remarks: *content | |||
| --- | |||
| This attribute is used to override a command parameter's type reading | |||
| behaviour. This may be useful when you have multiple custom | |||
| @Discord.Commands.TypeReader and would like to specify one. | |||
| --- | |||
| uid: Discord.Commands.OverrideTypeReaderAttribute | |||
| examples: [*content] | |||
| --- | |||
| The following example will override the @Discord.Commands.TypeReader | |||
| of @Discord.IUser to `MyUserTypeReader`. | |||
| ```cs | |||
| public async Task PrintUserAsync( | |||
| [OverrideTypeReader(typeof(MyUserTypeReader))] IUser user) | |||
| { | |||
| //... | |||
| } | |||
| ``` | |||
| @@ -0,0 +1,32 @@ | |||
| {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}} | |||
| <div class="hidden-sm col-md-2" role="complementary"> | |||
| <div class="sideaffix"> | |||
| <div class="theme-switch-field"> | |||
| <p>Theme</p> | |||
| <select id="theme-switcher"> | |||
| <option value="dark">Dark</option> | |||
| <option value="light">Light</option> | |||
| </select> | |||
| </div> | |||
| {{^_disableContribution}} | |||
| <div class="contribution"> | |||
| <ul class="nav"> | |||
| {{#docurl}} | |||
| <li> | |||
| <a href="{{docurl}}" class="contribution-link">{{__global.improveThisDoc}}</a> | |||
| </li> | |||
| {{/docurl}} | |||
| {{#sourceurl}} | |||
| <li> | |||
| <a href="{{sourceurl}}" class="contribution-link">{{__global.viewSource}}</a> | |||
| </li> | |||
| {{/sourceurl}} | |||
| </ul> | |||
| </div> | |||
| {{/_disableContribution}} | |||
| <nav class="bs-docs-sidebar hidden-print hidden-xs hidden-sm affix" id="affix"> | |||
| <!-- <p><a class="back-to-top" href="#top">Back to top</a><p> --> | |||
| </nav> | |||
| </div> | |||
| </div> | |||
| @@ -0,0 +1,25 @@ | |||
| {{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}} | |||
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| <meta charset="utf-8"> | |||
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| <meta name="generator" content="docfx {{_docfxVersion}}"> | |||
| {{#_description}}<meta name="description" content="{{_description}}">{{/_description}} | |||
| <link rel="shortcut icon" href="{{_rel}}{{{_appFaviconPath}}}{{^_appFaviconPath}}favicon.ico{{/_appFaviconPath}}"> | |||
| <link rel="stylesheet" href="{{_rel}}styles/docfx.vendor.css"> | |||
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| <meta property="docfx:navrel" content="{{_navRel}}"> | |||
| <meta property="docfx:tocrel" content="{{_tocRel}}"> | |||
| <meta id="docfx-style:rel" content="{{_rel}}"> | |||
| {{#_noindex}}<meta name="searchOption" content="noindex">{{/_noindex}} | |||
| {{#_enableSearch}}<meta property="docfx:rel" content="{{_rel}}">{{/_enableSearch}} | |||
| {{#_enableNewTab}}<meta property="docfx:newtab" content="true">{{/_enableNewTab}} | |||
| <script type="text/javascript" src="{{_rel}}styles/styleswitcher.js"></script> | |||
| </head> | |||
| @@ -0,0 +1,14 @@ | |||
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| <script type="text/javascript" src="{{_rel}}styles/docfx.vendor.js"></script> | |||
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| src="https://code.jquery.com/jquery-3.3.1.min.js" | |||
| integrity="sha256-FgpCb/KJQlLNfOu91ta32o/NMZxltwRo8QtmkMRdAu8=" | |||
| crossorigin="anonymous"></script> | |||
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| <script type="text/javascript" src="{{_rel}}styles/cornerify.js"></script> | |||
| @@ -0,0 +1,3 @@ | |||
| window.onload = function (e) { | |||
| $('img').corner(); | |||
| } | |||
| @@ -0,0 +1,263 @@ | |||
| /* Copyright (c) Microsoft Corporation. All Rights Reserved. Licensed under the MIT License. See License.txt in the project root for license information. */ | |||
| @import url('vs2015.css'); | |||
| html, | |||
| body { | |||
| background: #212121; | |||
| color: #C0C0C0; | |||
| } | |||
| button, | |||
| a { | |||
| color: #64B5F6; | |||
| } | |||
| .sidenav{ | |||
| background-color: rgb(30, 30, 30); | |||
| } | |||
| button:hover, | |||
| button:focus, | |||
| a:hover, | |||
| a:focus, | |||
| .btn:focus, | |||
| .btn:hover{ | |||
| color: #2196F3; | |||
| } | |||
| a.disable, | |||
| a.disable:hover { | |||
| color: #EEEEEE; | |||
| } | |||
| .divider { | |||
| color: #37474F; | |||
| } | |||
| hr { | |||
| border-color: #37474F; | |||
| } | |||
| .subnav { | |||
| background: #383838 | |||
| } | |||
| .inheritance h5, | |||
| .inheritedMembers h5 { | |||
| border-bottom: 1px solid #37474F; | |||
| } | |||
| article h4 { | |||
| border-bottom: 1px solid #37474F; | |||
| } | |||
| .docs-search { | |||
| background: #424242; | |||
| } | |||
| .search-results-group-heading { | |||
| color: #424242; | |||
| } | |||
| .search-close { | |||
| color: #424242; | |||
| } | |||
| .sidetoc { | |||
| background-color: #1b1b1b; | |||
| border-left: 0px solid #37474F; | |||
| border-right: 0px solid #37474F; | |||
| } | |||
| .sideaffix { | |||
| overflow: visible; | |||
| } | |||
| .sideaffix>div.contribution>ul>li>a.contribution-link:hover { | |||
| background-color: #333333; | |||
| } | |||
| .toc .nav>li>a { | |||
| color: rgb(218, 218, 218); | |||
| } | |||
| .toc .nav>li>a:hover, | |||
| .toc .nav>li>a:focus { | |||
| color: #E0E0E0; | |||
| } | |||
| .toc .nav>li.active>a { | |||
| color: #90CAF9; | |||
| } | |||
| .toc .nav>li.active>a:hover, | |||
| .toc .nav>li.active>a:focus { | |||
| background-color: #37474F; | |||
| color: #4FC3F7; | |||
| } | |||
| .sidefilter { | |||
| background-color: #1b1b1b; | |||
| border-left: 0px solid #37474F; | |||
| border-right: 0px solid #37474F; | |||
| } | |||
| .affix ul>li>a:hover { | |||
| background: none; | |||
| color: #EEEEEE; | |||
| } | |||
| .affix ul>li.active>a, | |||
| .affix ul>li.active>a:before { | |||
| color: #B3E5FC; | |||
| } | |||
| .affix ul>li>a { | |||
| color: #EEEEEE; | |||
| } | |||
| .affix>ul>li.active>a, | |||
| .affix>ul>li.active>a:before { | |||
| color: #B3E5FC; | |||
| } | |||
| .tryspan { | |||
| border-color: #37474F; | |||
| } | |||
| .footer { | |||
| border-top: 1px solid #5F5F5F; | |||
| background: #616161; | |||
| } | |||
| .alert-info { | |||
| color: #d9edf7; | |||
| background: #004458; | |||
| border-color: #005873 | |||
| } | |||
| .alert-warning { | |||
| color: #fffaf2; | |||
| background: #80551a; | |||
| border-color: #99661f | |||
| } | |||
| .alert-danger { | |||
| color: #fff2f2; | |||
| background: #4d0000; | |||
| border-color: #660000 | |||
| } | |||
| /* For tabbed content */ | |||
| .tabGroup { | |||
| margin-top: 1rem; | |||
| } | |||
| .tabGroup ul[role="tablist"] { | |||
| margin: 0; | |||
| padding: 0; | |||
| list-style: none; | |||
| } | |||
| .tabGroup ul[role="tablist"]>li { | |||
| list-style: none; | |||
| display: inline-block; | |||
| } | |||
| .tabGroup a[role="tab"] { | |||
| color: white; | |||
| box-sizing: border-box; | |||
| display: inline-block; | |||
| padding: 5px 7.5px; | |||
| text-decoration: none; | |||
| border-bottom: 2px solid #fff; | |||
| } | |||
| .tabGroup a[role="tab"]:hover, | |||
| .tabGroup a[role="tab"]:focus, | |||
| .tabGroup a[role="tab"][aria-selected="true"] { | |||
| border-bottom: 2px solid #607D8B; | |||
| } | |||
| .tabGroup a[role="tab"][aria-selected="true"] { | |||
| color: #81D4FA; | |||
| } | |||
| .tabGroup a[role="tab"]:hover, | |||
| .tabGroup a[role="tab"]:focus { | |||
| color: #29B6F6; | |||
| } | |||
| .tabGroup a[role="tab"]:focus { | |||
| outline: 1px solid #607D8B; | |||
| outline-offset: -1px; | |||
| } | |||
| @media (min-width: 768px) { | |||
| .tabGroup a[role="tab"] { | |||
| padding: 5px 15px; | |||
| } | |||
| } | |||
| .tabGroup section[role="tabpanel"] { | |||
| border: 1px solid #607D8B; | |||
| padding: 15px; | |||
| margin: 0; | |||
| overflow: hidden; | |||
| } | |||
| .tabGroup section[role="tabpanel"]>.codeHeader, | |||
| .tabGroup section[role="tabpanel"]>pre { | |||
| margin-left: -16px; | |||
| margin-right: -16px; | |||
| } | |||
| .tabGroup section[role="tabpanel"]> :first-child { | |||
| margin-top: 0; | |||
| } | |||
| .tabGroup section[role="tabpanel"]>pre:last-child { | |||
| display: block; | |||
| margin-bottom: -16px; | |||
| } | |||
| .mainContainer[dir='rtl'] main ul[role="tablist"] { | |||
| margin: 0; | |||
| } | |||
| /* code */ | |||
| code { | |||
| color: white; | |||
| background-color: #4a4c52; | |||
| border-radius: 4px; | |||
| padding: 3px 7px; | |||
| } | |||
| pre { | |||
| background-color: #282a36; | |||
| } | |||
| /* table */ | |||
| .table-striped>tbody>tr:nth-of-type(odd) { | |||
| background-color: #333333; | |||
| color: #d3d3d3 | |||
| } | |||
| tbody>tr { | |||
| background-color: #424242; | |||
| color: #c0c0c0 | |||
| } | |||
| .table>tbody+tbody { | |||
| border-top: 2px solid rgb(173, 173, 173) | |||
| } | |||
| /* select */ | |||
| select { | |||
| background-color: #3b3b3b; | |||
| border-color: #2e2e2e; | |||
| } | |||
| @@ -0,0 +1,43 @@ | |||
| /* Copyright (c) Microsoft Corporation. All Rights Reserved. Licensed under the MIT License. See License.txt in the project root for license information. */ | |||
| html, | |||
| body { | |||
| background: #fff; | |||
| color: #000; | |||
| } | |||
| .sideaffix { | |||
| overflow: visible; | |||
| } | |||
| /* code */ | |||
| code { | |||
| color: #222f3d; | |||
| background-color: #f9f9f9; | |||
| border-radius: 4px; | |||
| padding: 3px 7px; | |||
| } | |||
| /* table */ | |||
| .table-striped>tbody>tr:nth-of-type(odd) { | |||
| color: #333333; | |||
| background-color: #d3d3d3 | |||
| } | |||
| tbody>tr { | |||
| color: #424242; | |||
| background-color: #c0c0c0 | |||
| } | |||
| .table>tbody+tbody { | |||
| border-top: 2px solid rgb(173, 173, 173) | |||
| } | |||
| /* select */ | |||
| select { | |||
| background-color: #fcfcfc; | |||
| border-color: #aeb1b5; | |||
| } | |||
| @@ -0,0 +1,65 @@ | |||
| @import url('https://fonts.googleapis.com/css?family=Titillium+Web'); | |||
| html, | |||
| body { | |||
| font-family: 'Titillium Web', 'Segoe UI', Tahoma, Helvetica, sans-serif; | |||
| height: 100%; | |||
| font-size: 15px; | |||
| } | |||
| p, | |||
| li, | |||
| .toc { | |||
| line-height: 160%; | |||
| } | |||
| img { | |||
| box-shadow: 0px 0px 3px 0px rgb(66, 66, 66); | |||
| max-width: 95% !important; | |||
| margin-top: 15px; | |||
| margin-bottom: 15px; | |||
| } | |||
| h1, | |||
| h2, | |||
| h3, | |||
| h4, | |||
| h5, | |||
| h6 { | |||
| line-height: 130%; | |||
| } | |||
| .sideaffix { | |||
| line-height: 140%; | |||
| } | |||
| header .navbar { | |||
| border-width: 0 0 0px; | |||
| border-radius: 0; | |||
| } | |||
| body .toc { | |||
| background-color: inherit; | |||
| overflow: visible; | |||
| } | |||
| select { | |||
| display: inline-block; | |||
| overflow: auto; | |||
| -webkit-box-sizing: border-box; | |||
| box-sizing: border-box; | |||
| margin: 0; | |||
| padding: 0 30px 0 6px; | |||
| vertical-align: middle; | |||
| height: 28px; | |||
| border: 1px solid #e3e3e3; | |||
| line-height: 16px; | |||
| outline: 0; | |||
| text-overflow: ellipsis; | |||
| -webkit-appearance: none; | |||
| -moz-appearance: none; | |||
| cursor: pointer; | |||
| background-image: linear-gradient(45deg, transparent 50%, #707070 0), linear-gradient(135deg, #707070 50%, transparent 0); | |||
| background-position: calc(100% - 13px) 11px, calc(100% - 8px) 11px; | |||
| background-size: 5px 5px, 5px 6px; | |||
| background-repeat: no-repeat; | |||
| } | |||
| @@ -0,0 +1,15 @@ | |||
| $(document).ready(function() { | |||
| //find all images, but not the logo, and add the lightbox | |||
| $('img').not('#logo').each(function(){ | |||
| var $img = $(this); | |||
| var filename = $img.attr('src') | |||
| //add cursor | |||
| $img.css('cursor','zoom-in'); | |||
| $img.css('cursor','-moz-zoom-in'); | |||
| $img.css('cursor','-webkit-zoom-in'); | |||
| //add featherlight | |||
| $img.attr('alt', filename); | |||
| $img.featherlight(filename); | |||
| }); | |||
| }); | |||
| @@ -0,0 +1,27 @@ | |||
| const baseUrl = document.getElementById("docfx-style:rel").content; | |||
| var themeElement; | |||
| function onThemeSelect(event) { | |||
| const theme = event.target.value; | |||
| window.localStorage.setItem("theme", theme); | |||
| window.themeElement.href = getUrl(theme); | |||
| } | |||
| function getUrl(slug) { | |||
| return baseUrl + "styles/" + slug + ".css"; | |||
| } | |||
| const themeElement = document.createElement("link"); | |||
| themeElement.rel = "stylesheet"; | |||
| const theme = window.localStorage.getItem("theme") || "light"; | |||
| themeElement.href = getUrl(theme); | |||
| document.head.appendChild(themeElement); | |||
| window.themeElement = themeElement; | |||
| document.addEventListener("DOMContentLoaded", function() { | |||
| const themeSwitcher = document.getElementById("theme-switcher"); | |||
| themeSwitcher.onchange = onThemeSelect; | |||
| themeSwitcher.value = theme; | |||
| }, false); | |||
| @@ -0,0 +1,9 @@ | |||
| div.theme-switch-field { | |||
| padding-left: 10px; | |||
| padding-bottom: 15px | |||
| } | |||
| div.theme-switch-field > p{ | |||
| font-weight: bold; | |||
| font-size: 1.2em; | |||
| } | |||
| @@ -0,0 +1,115 @@ | |||
| /* | |||
| * Visual Studio 2015 dark style | |||
| * Author: Nicolas LLOBERA <nllobera@gmail.com> | |||
| */ | |||
| .hljs { | |||
| display: block; | |||
| overflow-x: auto; | |||
| padding: 0.5em; | |||
| background: #282a36; | |||
| color: #DCDCDC; | |||
| } | |||
| .hljs-keyword, | |||
| .hljs-literal, | |||
| .hljs-symbol, | |||
| .hljs-name { | |||
| color: #569CD6; | |||
| } | |||
| .hljs-link { | |||
| color: #569CD6; | |||
| text-decoration: underline; | |||
| } | |||
| .hljs-built_in, | |||
| .hljs-type { | |||
| color: #4EC9B0; | |||
| } | |||
| .hljs-number, | |||
| .hljs-class { | |||
| color: #B8D7A3; | |||
| } | |||
| .hljs-string, | |||
| .hljs-meta-string { | |||
| color: #D69D85; | |||
| } | |||
| .hljs-regexp, | |||
| .hljs-template-tag { | |||
| color: #9A5334; | |||
| } | |||
| .hljs-subst, | |||
| .hljs-function, | |||
| .hljs-title, | |||
| .hljs-params, | |||
| .hljs-formula { | |||
| color: #DCDCDC; | |||
| } | |||
| .hljs-comment, | |||
| .hljs-quote { | |||
| color: #57A64A; | |||
| font-style: italic; | |||
| } | |||
| .hljs-doctag { | |||
| color: #608B4E; | |||
| } | |||
| .hljs-meta, | |||
| .hljs-meta-keyword, | |||
| .hljs-tag { | |||
| color: #9B9B9B; | |||
| } | |||
| .hljs-variable, | |||
| .hljs-template-variable { | |||
| color: #BD63C5; | |||
| } | |||
| .hljs-attr, | |||
| .hljs-attribute, | |||
| .hljs-builtin-name { | |||
| color: #9CDCFE; | |||
| } | |||
| .hljs-section { | |||
| color: gold; | |||
| } | |||
| .hljs-emphasis { | |||
| font-style: italic; | |||
| } | |||
| .hljs-strong { | |||
| font-weight: bold; | |||
| } | |||
| /*.hljs-code { | |||
| font-family:'Monospace'; | |||
| }*/ | |||
| .hljs-bullet, | |||
| .hljs-selector-tag, | |||
| .hljs-selector-id, | |||
| .hljs-selector-class, | |||
| .hljs-selector-attr, | |||
| .hljs-selector-pseudo { | |||
| color: #D7BA7D; | |||
| } | |||
| .hljs-addition { | |||
| background-color: #144212; | |||
| display: inline-block; | |||
| width: 100%; | |||
| } | |||
| .hljs-deletion { | |||
| background-color: #600; | |||
| display: inline-block; | |||
| width: 100%; | |||
| } | |||
| @@ -1,13 +1,16 @@ | |||
| --- | |||
| uid: API.Docs | |||
| --- | |||
| # API Documentation | |||
| This is where you will find documentation for all members and objects in Discord.Net | |||
| This is where you will find documentation for all members and objects in Discord.Net. | |||
| __Commonly Used Entities__ | |||
| # Commonly Used Entities | |||
| * @Discord.WebSocket | |||
| * @Discord.WebSocket.DiscordSocketClient | |||
| * @Discord.WebSocket.SocketGuildChannel | |||
| * @Discord.WebSocket.SocketGuildUser | |||
| * @Discord.WebSocket.SocketMessage | |||
| * @Discord.WebSocket.SocketRole | |||
| * @Discord.WebSocket | |||
| * @Discord.WebSocket.DiscordSocketClient | |||
| * @Discord.WebSocket.SocketGuildChannel | |||
| * @Discord.WebSocket.SocketGuildUser | |||
| * @Discord.WebSocket.SocketMessage | |||
| * @Discord.WebSocket.SocketRole | |||
| @@ -1,74 +1,51 @@ | |||
| { | |||
| "metadata": [ | |||
| { | |||
| "src": [ | |||
| { | |||
| "src": "..", | |||
| "files": [ | |||
| "src/**/*.cs" | |||
| ], | |||
| "exclude": [ | |||
| "**/obj/**", | |||
| "**/bin/**", | |||
| "_site/**" | |||
| ] | |||
| } | |||
| ], | |||
| "dest": "api", | |||
| "filter": "filterConfig.yml" | |||
| "metadata": [{ | |||
| "src": [{ | |||
| "src": "../src", | |||
| "files": [ | |||
| "**.csproj" | |||
| ] | |||
| }], | |||
| "dest": "api", | |||
| "filter": "filterConfig.yml", | |||
| "properties": { | |||
| "TargetFramework": "netstandard1.3" | |||
| } | |||
| ], | |||
| }], | |||
| "build": { | |||
| "content": [ | |||
| { | |||
| "files": [ | |||
| "api/**.yml", | |||
| "api/index.md" | |||
| ] | |||
| "content": [{ | |||
| "files": ["api/**.yml", "api/index.md"] | |||
| }, | |||
| { | |||
| "files": [ | |||
| "guides/**.md", | |||
| "guides/**/toc.yml", | |||
| "toc.yml", | |||
| "*.md" | |||
| ], | |||
| "exclude": [ | |||
| "obj/**", | |||
| "_site/**" | |||
| ] | |||
| } | |||
| ], | |||
| "resource": [ | |||
| "files": ["toc.yml", "index.md"] | |||
| }, | |||
| { | |||
| "files": [ | |||
| "**/images/**", | |||
| "**/samples/**" | |||
| ], | |||
| "exclude": [ | |||
| "obj/**", | |||
| "_site/**" | |||
| ] | |||
| } | |||
| ], | |||
| "overwrite": [ | |||
| "files": ["faq/**.md", "faq/**/toc.yml"] | |||
| }, | |||
| { | |||
| "files": [ | |||
| "apidoc/**.md" | |||
| ], | |||
| "exclude": [ | |||
| "obj/**", | |||
| "_site/**" | |||
| ] | |||
| "files": ["guides/**.md", "guides/**/toc.yml"] | |||
| } | |||
| ], | |||
| "resource": [{ | |||
| "files": [ | |||
| "**/images/**", | |||
| "**/samples/**" | |||
| ] | |||
| }], | |||
| "dest": "_site", | |||
| "template": [ | |||
| "default" | |||
| "default", | |||
| "_template/light-dark-theme" | |||
| ], | |||
| "overwrite": "_overwrites/**/**.md", | |||
| "globalMetadata": { | |||
| "_appFooter": "Discord.Net (c) 2015-2017" | |||
| "_appTitle": "Discord.Net Documentation", | |||
| "_appFooter": "Discord.Net (c) 2015-2018 2.0.0-beta", | |||
| "_enableSearch": true, | |||
| }, | |||
| "noLangKeyword": false | |||
| "noLangKeyword": false, | |||
| "xrefService": [ | |||
| "https://xref.docs.microsoft.com/query?uid={uid}" | |||
| ] | |||
| } | |||
| } | |||
| } | |||
| @@ -0,0 +1,111 @@ | |||
| --- | |||
| uid: FAQ.Basics.BasicOp | |||
| title: Questions about Basic Operations | |||
| --- | |||
| # Basic Operations Questions | |||
| ## How should I safely check a type? | |||
| > [!WARNING] | |||
| > Direct casting (e.g. `(Type)type`) is **the least recommended** | |||
| > way of casting, as it *can* throw an [InvalidCastException] | |||
| > when the object isn't the desired type. | |||
| > | |||
| > Please refer to [this post] for more details. | |||
| 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. | |||
| A good and safe casting example: | |||
| [!code-csharp[Casting](samples/cast.cs)] | |||
| [InvalidCastException]: https://docs.microsoft.com/en-us/dotnet/api/system.invalidcastexception | |||
| [this post]: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/types/how-to-safely-cast-by-using-as-and-is-operators | |||
| ## How do I send a message? | |||
| > [!TIP] | |||
| > The [GetChannel] method by default returns an [IChannel]. | |||
| > This means channels such as [IVoiceChannel], [ICategoryChannel] | |||
| > can be returned. This is why that you cannot send message | |||
| > to channels like those. | |||
| Any implementation of [IMessageChannel] has a [SendMessageAsync] | |||
| method. You can get the channel via [GetChannel] under the client. | |||
| 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. | |||
| [SendMessageAsync]: xref:Discord.IMessageChannel.SendMessageAsync* | |||
| [GetChannel]: xref:Discord.WebSocket.DiscordSocketClient.GetChannel* | |||
| ## How can I tell if a message is from X, Y, Z channel? | |||
| You may check the message channel type. Visit [Glossary] to see the | |||
| various types of channels. | |||
| [Glossary]: xref:FAQ.Misc.Glossary#message-channels | |||
| ## How can I get the guild from a message? | |||
| There are 2 ways to do this. You can do either of the following, | |||
| 1. Cast the user as an [IGuildUser] and use its [IGuild] property. | |||
| 2. Cast the channel as an [IGuildChannel] and use its [IGuild] property. | |||
| ## How do I add hyperlink text to an embed? | |||
| Embeds can use standard [markdown] in the description field as well | |||
| as in field values. With that in mind, links can be added with | |||
| `[text](link)`. | |||
| [markdown]: https://support.discordapp.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline- | |||
| ## How do I add reactions to a message? | |||
| Any entity that implements [IUserMessage] has an [AddReactionAsync] | |||
| method. This method expects an [IEmote] as a parameter. | |||
| In Discord.Net, an Emote represents a custom-image emote, while an | |||
| Emoji is a Unicode emoji (standard emoji). Both [Emoji] and [Emote] | |||
| implement [IEmote] and are valid options. | |||
| [!code-csharp[Emoji](samples/emoji.cs)] | |||
| [AddReactionAsync]: xref:Discord.IUserMessage.AddReactionAsync* | |||
| ## What is a "preemptive rate limit?" | |||
| A preemptive rate limit is Discord.Net's way of telling you to slow | |||
| down before you get hit by the real rate limit. Hitting a real rate | |||
| limit might prevent your entire client from sending any requests for | |||
| a period of time. This is calculated based on the HTTP header | |||
| returned by a Discord response. | |||
| ## Why am I getting so many preemptive rate limits when I try to add more than one reactions? | |||
| This is due to how HTML header works, mistreating | |||
| 0.25sec/action to 1sec. This causes 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). | |||
| [IChannel]: xref:Discord.IChannel | |||
| [ICategoryChannel]: xref:Discord.ICategoryChannel | |||
| [IGuildChannel]: xref:Discord.IGuildChannel | |||
| [ITextChannel]: xref:Discord.ITextChannel | |||
| [IGuild]: xref:Discord.IGuild | |||
| [IVoiceChannel]: xref:Discord.IVoiceChannel | |||
| [IGuildUser]: xref:Discord.IGuildUser | |||
| [IMessageChannel]: xref:Discord.IMessageChannel | |||
| [IUserMessage]: xref:Discord.IUserMessage | |||
| [IEmote]: xref:Discord.IEmote | |||
| [Emote]: xref:Discord.Emote | |||
| [Emoji]: xref:Discord.Emoji | |||
| @@ -0,0 +1,58 @@ | |||
| --- | |||
| uid: FAQ.Basics.ClientBasics | |||
| title: Basic Questions about Client | |||
| --- | |||
| # Client Basics Questions | |||
| ## My client keeps returning 401 upon logging in! | |||
| > [!WARNING] | |||
| > Userbot/selfbot (logging in with a user token) is not | |||
| > officially supported with this library. | |||
| > | |||
| > Logging in under a user account may result in account | |||
| > termination! | |||
| There are few possible reasons why this may occur. | |||
| 1. You are not using the appropriate [TokenType]. If you are using a | |||
| bot account created from the Discord Developer portal, you should | |||
| be using `TokenType.Bot`. | |||
| 2. You are not using the correct login credentials. Please keep in | |||
| mind that tokens is different from a *client secret*. | |||
| [TokenType]: xref:Discord.TokenType | |||
| ## How do I do X, Y, Z when my bot connects/logs on? Why do I get a `NullReferenceException` upon calling any client methods after connect? | |||
| Your bot should **not** attempt to interact in any way with | |||
| guilds/servers until the [Ready] event fires. When the bot | |||
| connects, it first has to download guild information from | |||
| Discord in order for you to get access to any server | |||
| information; the client is not ready at this point. | |||
| Technically, the [GuildAvailable] event fires once the data for a | |||
| particular guild has downloaded; however, it's best to wait for all | |||
| guilds to be downloaded. Once all downloads are complete, the [Ready] | |||
| event is triggered, then you can proceed to do whatever you like. | |||
| [Ready]: xref:Discord.WebSocket.DiscordSocketClient.Ready | |||
| [GuildAvailable]: xref:Discord.WebSocket.BaseSocketClient.GuildAvailable | |||
| ## How do I get a message's previous content when that message is edited? | |||
| If you need to do anything with messages (e.g. checking Reactions, | |||
| checking the content of edited/deleted messages), you must set the | |||
| [MessageCacheSize] in your [DiscordSocketConfig] settings in order to | |||
| use the cached message entity. Read more about it [here](xref:Guides.Concepts.Events#cacheable). | |||
| 1. Message Cache must be enabled. | |||
| 2. Hook the MessageUpdated event. This event provides a *before* and | |||
| *after* object. | |||
| 3. Only messages received *after* the bot comes online will be | |||
| available in the cache. | |||
| [MessageCacheSize]: xref:Discord.WebSocket.DiscordSocketConfig.MessageCacheSize | |||
| [DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | |||
| [MessageUpdated]: xref:Discord.WebSocket.BaseSocketClient.MessageUpdated | |||
| @@ -0,0 +1,73 @@ | |||
| --- | |||
| uid: FAQ.Basics.GetStarted | |||
| title: Beginner Questions / How to Get Started | |||
| --- | |||
| # Basic Concepts / Getting Started | |||
| ## How do I add my bot to my server/guild? | |||
| You can do so by using the [permission calculator] provided | |||
| by FiniteReality. | |||
| This tool allows you to set the permissions that the bot will be | |||
| added with, and invite the bot into your guild. With this method, | |||
| bots will also be assigned their own special roles that normal users | |||
| cannot use; this is what we call a `Managed` role, and this is a much | |||
| safer method of permission management than to create a role that any | |||
| users can be assigned to. | |||
| [permission calculator]: https://finitereality.github.io/permissions-calculator | |||
| ## What is a token? | |||
| A token is a credential used to log into an account. This information | |||
| should be kept **private** and for your eyes only. Anyone with your | |||
| token can log into your account. This applies to both user and bot | |||
| accounts. That also means that you should never ever hardcode your | |||
| token or add it into source control, as your identity may be stolen | |||
| by scrape bots on the internet that scours through constantly to | |||
| obtain a token. | |||
| ## What is a client/user/object ID? | |||
| Each user and object on Discord has its own snowflake ID generated | |||
| based on various conditions. | |||
|  | |||
| The ID can be seen by anyone; it is public. It is merely used to | |||
| identify an object in the Discord ecosystem. Many things in the | |||
| Discord ecosystem require an ID to retrieve or identify the said | |||
| object. | |||
| There are 2 common ways to obtain the said ID. | |||
| ### [Discord Developer Mode](#tab/dev-mode) | |||
| By enabling the developer mode you can right click on most objects | |||
| to obtain their snowflake IDs (please note that this may not apply to | |||
| all objects, such as role IDs, or DM channel IDs). | |||
|  | |||
| ### [Escape Character](#tab/escape-char) | |||
| You can escape an object by using `\` in front the object in the | |||
| Discord client. For example, when you do `\@Example#1234` in chat, | |||
| it will return the user ID of the aforementioned user. | |||
|  | |||
| *** | |||
| ## How do I get the role ID? | |||
| > [!WARNING] | |||
| > Right-clicking on the role and copying the ID will **not** work. | |||
| > This will only copy the message ID. | |||
| Several common ways to do this: | |||
| 1. Make the role mentionable and mention the role, and escape it | |||
| using the `\` character in front. | |||
| 2. Inspect the roles collection within the guild via your debugger. | |||
| @@ -0,0 +1,15 @@ | |||
| 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 | |||
| } | |||
| } | |||
| @@ -0,0 +1,18 @@ | |||
| // 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("\uD83D\uDC4D"); | |||
| // 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); | |||
| @@ -0,0 +1,151 @@ | |||
| --- | |||
| uid: FAQ.Commands | |||
| title: Questions about Commands | |||
| --- | |||
| # Command-related Questions | |||
| ## How can I restrict some of my commands so only certain users can execute them? | |||
| Based on how you want to implement the restrictions, you can use the | |||
| built-in [RequireUserPermission] precondition, which allows you to | |||
| restrict the command based on the user's current permissions in the | |||
| guild or channel (*e.g. `GuildPermission.Administrator`, | |||
| `ChannelPermission.ManageMessages` etc.*). | |||
| If, however, you wish to restrict the commands based on the user's | |||
| role, you can either create your own custom precondition or use | |||
| Joe4evr's [Preconditions Addons] that provides a few custom | |||
| preconditions that aren't provided in the stock library. | |||
| Its source can also be used as an example for creating your own | |||
| custom preconditions. | |||
| [RequireUserPermission]: xref:Discord.Commands.RequireUserPermissionAttribute | |||
| [Preconditions Addons]: https://github.com/Joe4evr/Discord.Addons/tree/master/src/Discord.Addons.Preconditions | |||
| ## I'm getting an error about `Assembly#GetEntryAssembly`. | |||
| You may be confusing [CommandService#AddModulesAsync] with | |||
| [CommandService#AddModuleAsync]. The former is used to add modules | |||
| via the assembly, while the latter is used to add a single module. | |||
| [CommandService#AddModulesAsync]: xref:Discord.Commands.CommandService.AddModulesAsync* | |||
| [CommandService#AddModuleAsync]: xref:Discord.Commands.CommandService.AddModuleAsync* | |||
| ## What does [Remainder] do in the command signature? | |||
| The [RemainderAttribute] leaves the string unparsed, meaning you | |||
| don't have to add quotes around the text for the text to be | |||
| recognized as a single object. Please note that if your method has | |||
| multiple parameters, the remainder attribute can only be applied to | |||
| the last parameter. | |||
| [!code-csharp[Remainder](samples/Remainder.cs)] | |||
| [RemainderAttribute]: xref:Discord.Commands.RemainderAttribute | |||
| ## What is a service? Why does my module not hold any data after execution? | |||
| In Discord.Net, modules are created similarly to ASP.NET, meaning | |||
| that they have a transient nature. This means that they are spawned | |||
| every time when a request is received, and are killed from memory | |||
| when the execution finishes. This is why you cannot store persistent | |||
| data inside a module. To workaround this, consider using a service. | |||
| Service is often used to hold data externally, so that they will | |||
| persist throughout execution. Think of it like a chest that holds | |||
| whatever you throw at it that won't be affected by anything unless | |||
| you want it to. Note that you should also learn Microsoft's | |||
| implementation of [Dependency Injection] \([video]) before proceeding, | |||
| as well as how it works in [Discord.Net](xref:Guides.Commands.DI#usage-in-modules). | |||
| A brief example of service and dependency injection can be seen below. | |||
| [!code-csharp[DI](samples/DI.cs)] | |||
| [Dependency Injection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection | |||
| [video]: https://www.youtube.com/watch?v=QtDTfn8YxXg | |||
| ## I have a long-running Task in my command, and Discord.Net keeps saying that a `MessageReceived` handler is blocking the gateway. What gives? | |||
| By default, all commands are executed on the same thread as the | |||
| gateway task, which is responsible for keeping the connection from | |||
| your client to Discord alive. When you execute a command, | |||
| this blocks the gateway from communicating for as long as the command | |||
| task is being executed. The library will warn you about any long | |||
| running event handler (in this case, the command handler) that | |||
| persists for **more than 3 seconds**. | |||
| To resolve this, the library has designed a flag called [RunMode]. | |||
| There are 2 main `RunMode`s. | |||
| 1. `RunMode.Sync` (default) | |||
| 2. `RunMode.Async` | |||
| You can set the `RunMode` either by specifying it individually via | |||
| the `CommandAttribute`, or by setting the global default with | |||
| the [DefaultRunMode] flag under `CommandServiceConfig`. | |||
| # [CommandAttribute](#tab/cmdattrib) | |||
| [!code-csharp[Command Attribute](samples/runmode-cmdattrib.cs)] | |||
| # [CommandServiceConfig](#tab/cmdconfig) | |||
| [!code-csharp[Command Service Config](samples/runmode-cmdconfig.cs)] | |||
| *** | |||
| *** | |||
| > [!IMPORTANT] | |||
| > While specifying `RunMode.Async` allows the command to be spun off | |||
| > to a different thread instead of the gateway thread, | |||
| > keep in mind that there will be **potential consequences** | |||
| > by doing so. Before applying this flag, please | |||
| > consider whether it is necessary to do so. | |||
| > | |||
| > Further details regarding `RunMode.Async` can be found below. | |||
| [RunMode]: xref:Discord.Commands.RunMode | |||
| [CommandAttribute]: xref:Discord.Commands.CommandAttribute | |||
| [DefaultRunMode]: xref:Discord.Commands.CommandServiceConfig.DefaultRunMode | |||
| ## How does `RunMode.Async` work, and why is Discord.Net *not* using it by default? | |||
| `RunMode.Async` works by spawning a new `Task` with an unawaited | |||
| [Task.Run], essentially making `ExecuteAsyncInternalAsync`, the task | |||
| that is used to invoke the command task, to be finished on a | |||
| different thread. This means that [ExecuteAsync] will be forced to | |||
| return a successful [ExecuteResult] regardless of the actual | |||
| execution result. | |||
| The following are the known caveats with `RunMode.Async`, | |||
| 1. You can potentially introduce race condition. | |||
| 2. Unnecessary overhead caused by [async state machine]. | |||
| 3. [ExecuteAsync] will immediately return [ExecuteResult] instead of | |||
| other result types (this is particularly important for those who wish | |||
| to utilize [RuntimeResult] in 2.0). | |||
| 4. Exceptions are swallowed. | |||
| However, there are ways to remedy some of these. | |||
| For #3, in Discord.Net 2.0, the library introduces a new event called | |||
| [CommandExecuted], which is raised whenever the command is | |||
| **successfully executed**. This event will be raised regardless of | |||
| the `RunMode` type and will return the appropriate execution result. | |||
| For #4, exceptions are caught in [CommandService#Log] event under | |||
| [LogMessage.Exception] as [CommandException]. | |||
| [Task.Run]: https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.task.run | |||
| [async state machine]: https://www.red-gate.com/simple-talk/dotnet/net-tools/c-async-what-is-it-and-how-does-it-work/ | |||
| [ExecuteAsync]: xref:Discord.Commands.CommandService.ExecuteAsync* | |||
| [ExecuteResult]: xref:Discord.Commands.ExecuteResult | |||
| [RuntimeResult]: xref:Discord.Commands.RuntimeResult | |||
| [CommandExecuted]: xref:Discord.Commands.CommandService.CommandExecuted | |||
| [CommandService#Log]: xref:Discord.Commands.CommandService.Log | |||
| [LogMessage.Exception]: xref:Discord.LogMessage.Exception* | |||
| [CommandException]: xref:Discord.Commands.CommandException | |||
| @@ -0,0 +1,27 @@ | |||
| public class MyService | |||
| { | |||
| public string MyCoolString {get; set;} | |||
| } | |||
| public class Setup | |||
| { | |||
| public IServiceProvider BuildProvider() => | |||
| new ServiceCollection() | |||
| .AddSingleton<MyService>() | |||
| .BuildServiceProvider(); | |||
| } | |||
| public class MyModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| // Inject via public settable prop | |||
| public MyService MyService {get; set;} | |||
| // or via ctor | |||
| private readonly MyService _myService; | |||
| public MyModule (MyService myService) => _myService = myService; | |||
| [Command("string")] | |||
| public Task GetOrSetStringAsync(string input) | |||
| { | |||
| if (_myService.MyCoolString == null) _myService.MyCoolString = input; | |||
| return ReplyAsync(_myService.MyCoolString); | |||
| } | |||
| } | |||
| @@ -0,0 +1,20 @@ | |||
| // Input: | |||
| // !echo Coffee Cake | |||
| // Output: | |||
| // Coffee Cake | |||
| [Command("echo")] | |||
| public Task EchoRemainderAsync([Remainder]string text) => ReplyAsync(text); | |||
| // Output: | |||
| // CommandError.BadArgCount | |||
| [Command("echo-hassle")] | |||
| public Task EchoAsync(string text) => ReplyAsync(text); | |||
| // The message would be seen as having multiple parameters, | |||
| // while the method only accepts one. | |||
| // Wrapping the message in quotes solves this. | |||
| // This way, the system knows the entire message is to be parsed as a | |||
| // single String. | |||
| // e.g. | |||
| // !echo "Coffee Cake" | |||
| @@ -0,0 +1,7 @@ | |||
| [Command("process", RunMode = RunMode.Async)] | |||
| public async Task ProcessAsync(string input) | |||
| { | |||
| // Does heavy calculation here. | |||
| await Task.Delay(TimeSpan.FromMinute(1)); | |||
| await ReplyAsync(input); | |||
| } | |||
| @@ -0,0 +1,9 @@ | |||
| public class Setup | |||
| { | |||
| private readonly CommandService _command; | |||
| public Setup() | |||
| { | |||
| var config = new CommandServiceConfig{DefaultRunMode = RunMode.Async}; | |||
| _command = new CommandService(config); | |||
| } | |||
| } | |||
| @@ -0,0 +1,73 @@ | |||
| --- | |||
| uid: FAQ.Misc.Glossary | |||
| title: Common Terminologies / Glossary | |||
| --- | |||
| # Glossary | |||
| ## Common Types | |||
| * A **Guild** ([IGuild]) is an isolated collection of users and | |||
| channels, and are often referred to as "servers". | |||
| - Example: [Discord API](https://discord.gg/jkrBmQR) | |||
| * A **Channel** ([IChannel]) represents a generic channel. | |||
| - Example: #dotnet_discord-net | |||
| - See [Channel Types](#channel-types) | |||
| [IGuild]: xref:Discord.IGuild | |||
| [IChannel]: xref:Discord.IChannel | |||
| ## Channel Types | |||
| ### Message Channels | |||
| * 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 groups. | |||
| * A **Private channel** ([IPrivateChannel]) is a DM or a Group. | |||
| * A **Message channel** ([IMessageChannel]) can be any of the above. | |||
| ### Misc Channels | |||
| * A **Guild channel** ([IGuildChannel]) is a guild channel in a guild. | |||
| - This can be any channels that may exist in a guild. | |||
| * A **Voice channel** ([IVoiceChannel]) is a voice channel in a guild. | |||
| * A **Category channel** ([ICategoryChannel]) (2.0+) is a category that | |||
| holds one or more sub-channels. | |||
| [IGuildChannel]: xref:Discord.IGuildChannel | |||
| [IMessageChannel]: xref:Discord.IMessageChannel | |||
| [ITextChannel]: xref:Discord.ITextChannel | |||
| [IGroupChannel]: xref:Discord.IGroupChannel | |||
| [IDMChannel]: xref:Discord.IDMChannel | |||
| [IPrivateChannel]: xref:Discord.IPrivateChannel | |||
| [IVoiceChannel]: xref:Discord.IVoiceChannel | |||
| [ICategoryChannel]: xref:Discord.ICategoryChannel | |||
| ## Emoji Types | |||
| * An **Emote** ([Emote]) is a custom emote from a guild. | |||
| - Example: `<:dotnet:232902710280716288>` | |||
| * An **Emoji** ([Emoji]) is a Unicode emoji. | |||
| - Example: `👍` | |||
| [Emote]: xref:Discord.Emote | |||
| [Emoji]: xref:Discord.Emoji | |||
| ## Activity Types | |||
| * A **Game** ([Game]) refers to a user's game activity. | |||
| * A **Rich Presence** ([RichGame]) refers to a user's detailed | |||
| gameplay status. | |||
| - Visit [Rich Presence Intro] on Discord docs for more info. | |||
| * A **Streaming Status** ([StreamingGame]) refers to user's activity | |||
| for streaming on services such as Twitch. | |||
| * A **Spotify Status** ([SpotifyGame]) (2.0+) refers to a user's | |||
| activity for listening to a song on Spotify. | |||
| [Game]: xref:Discord.Game | |||
| [RichGame]: xref:Discord.RichGame | |||
| [StreamingGame]: xref:Discord.StreamingGame | |||
| [SpotifyGame]: xref:Discord.SpotifyGame | |||
| [Rich Presence Intro]: https://discordapp.com/developers/docs/rich-presence/best-practices | |||
| @@ -0,0 +1,26 @@ | |||
| --- | |||
| uid: FAQ.Misc.Legacy | |||
| title: Questions about Legacy Versions | |||
| --- | |||
| # Legacy Questions | |||
| ## X, Y, Z does not work! It doesn't return a valid value anymore | |||
| If you're currently using an older version in stable branch, please | |||
| upgrade to the latest pre-release version to ensure maximum | |||
| compatibility. Several features may be broken in older | |||
| versions and will likely not be fixed in the version branch due to | |||
| their breaking nature. | |||
| Visit the repo's [release tag] to see the latest public pre-release. | |||
| [release tag]: https://github.com/RogueException/Discord.Net/releases | |||
| ## I came from an earlier version of Discord.Net 1.0, and DependencyMap doesn't seem to exist anymore in the later revision? What happened to it? | |||
| The `DependencyMap` has been replaced with Microsoft's | |||
| [DependencyInjection] Abstractions. An example usage can be seen | |||
| [here](https://github.com/foxbot/DiscordBotBase/blob/csharp/src/DiscordBot/Program.cs#L36). | |||
| [DependencyInjection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection | |||
| @@ -0,0 +1,18 @@ | |||
| - name: Basic Concepts | |||
| items: | |||
| - name: Getting Started | |||
| topicUid: FAQ.Basics.GetStarted | |||
| - name: Basic Operations | |||
| topicUid: FAQ.Basics.BasicOp | |||
| - name: Client Basics | |||
| topicUid: FAQ.Basics.ClientBasics | |||
| - name: Command | |||
| items: | |||
| - name: Commands | |||
| topicUid: FAQ.Commands | |||
| - name: Misc | |||
| items: | |||
| - name: Glossary | |||
| topicUid: FAQ.Misc.Glossary | |||
| - name: Legacy or Upgrade | |||
| topicUid: FAQ.Misc.Legacy | |||
| @@ -1,343 +0,0 @@ | |||
| # The Command Service | |||
| [Discord.Commands](xref:Discord.Commands) provides an Attribute-based | |||
| command parser. | |||
| ## Setup | |||
| To use Commands, you must create a [Command Service] and a Command | |||
| Handler. | |||
| Included below is a very barebone Command Handler. You can extend your | |||
| Command Handler as much as you like; however, the below is the bare | |||
| minimum. | |||
| The `CommandService` will optionally accept a [CommandServiceConfig], | |||
| which _does_ set a few default values for you. It is recommended to | |||
| look over the properties in [CommandServiceConfig] and their default | |||
| values. | |||
| [!code-csharp[Command Handler](samples/command_handler.cs)] | |||
| [Command Service]: xref:Discord.Commands.CommandService | |||
| [CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig | |||
| ## With Attributes | |||
| In 1.0, Commands can be defined ahead of time with attributes, or at | |||
| runtime with builders. | |||
| For most bots, ahead-of-time Commands should be all you need, and this | |||
| is the recommended method of defining Commands. | |||
| ### Modules | |||
| The first step to creating Commands is to create a _module_. | |||
| A Module is an organizational pattern that allows you to write your | |||
| Commands in different classes and have them automatically loaded. | |||
| Discord.Net's implementation of Modules is influenced heavily from | |||
| ASP.NET Core's Controller pattern. This means that the lifetime of a | |||
| module instance is only as long as the Command is being invoked. | |||
| **Avoid using long-running code** in your modules wherever possible. | |||
| You should **not** be implementing very much logic into your modules, | |||
| instead, outsource to a service for that. | |||
| If you are unfamiliar with Inversion of Control, it is recommended to | |||
| read the MSDN article on [IoC] and [Dependency Injection]. | |||
| To begin, create a new class somewhere in your project and inherit the | |||
| class from [ModuleBase]. This class **must** be `public`. | |||
| >[!NOTE] | |||
| >[ModuleBase] is an _abstract_ class, meaning that you may extend it | |||
| >or override it as you see fit. Your module may inherit from any | |||
| >extension of ModuleBase. | |||
| By now, your module should look like this: | |||
| [!code-csharp[Empty Module](samples/empty-module.cs)] | |||
| [IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx | |||
| [Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx | |||
| [ModuleBase]: xref:Discord.Commands.ModuleBase`1 | |||
| ### Adding Commands | |||
| The next step to creating Commands is actually creating the Commands. | |||
| To create a Command, add a method to your module of type `Task`. | |||
| Typically, you will want to mark this method as `async`, although it | |||
| is not required. | |||
| Adding parameters to a Command is done by adding parameters to the | |||
| parent Task. | |||
| For example, to take an integer as an argument from the user, add `int | |||
| arg`; to take a user as an argument from the user, add `IUser user`. | |||
| In 1.0, a Command can accept nearly any type of argument; a full list | |||
| of types that are parsed by default can be found in the below section | |||
| on _Type Readers_. | |||
| Parameters, by default, are always required. To make a parameter | |||
| optional, give it a default value. To accept a comma-separated list, | |||
| set the parameter to `params Type[]`. | |||
| Should a parameter include spaces, it **must** be wrapped in quotes. | |||
| For example, for a Command with a parameter `string food`, you would | |||
| execute it with `!favoritefood "Key Lime Pie"`. | |||
| If you would like a parameter to parse until the end of a Command, | |||
| flag the parameter with the [RemainderAttribute]. This will allow a | |||
| user to invoke a Command without wrapping a parameter in quotes. | |||
| Finally, flag your Command with the [CommandAttribute]. (you must | |||
| specify a name for this Command, except for when it is part of a | |||
| Module Group - see below) | |||
| [RemainderAttribute]: xref:Discord.Commands.RemainderAttribute | |||
| [CommandAttribute]: xref:Discord.Commands.CommandAttribute | |||
| ### Command Overloads | |||
| You may add overloads to your Commands, and the Command parser will | |||
| automatically pick up on it. | |||
| If for whatever reason, you have two Commands which are ambiguous to | |||
| each other, you may use the @Discord.Commands.PriorityAttribute to | |||
| specify which should be tested before the other. | |||
| The `Priority` attributes are sorted in ascending order; the higher | |||
| priority will be called first. | |||
| ### Command Context | |||
| Every Command can access the execution context through the [Context] | |||
| property on [ModuleBase]. `ICommandContext` allows you to access the | |||
| message, channel, guild, and user that the Command was invoked from, | |||
| as well as the underlying Discord client that the Command was invoked | |||
| from. | |||
| Different types of Contexts may be specified using the generic variant | |||
| of [ModuleBase]. When using a [SocketCommandContext], for example, the | |||
| properties on this context will already be Socket entities, so you | |||
| will not need to cast them. | |||
| To reply to messages, you may also invoke [ReplyAsync], instead of | |||
| accessing the channel through the [Context] and sending a message. | |||
| > [!WARNING] | |||
| >Contexts should **NOT** be mixed! You cannot have one module that | |||
| >uses `CommandContext` and another that uses `SocketCommandContext`. | |||
| [Context]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_Context | |||
| [SocketCommandContext]: xref:Discord.Commands.SocketCommandContext | |||
| [ReplyAsync]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_ReplyAsync_System_String_System_Boolean_Discord_Embed_Discord_RequestOptions_ | |||
| ### Example Module | |||
| At this point, your module should look comparable to this example: | |||
| [!code-csharp[Example Module](samples/module.cs)] | |||
| #### Loading Modules Automatically | |||
| The Command Service can automatically discover all classes in an | |||
| Assembly that inherit [ModuleBase] and load them. | |||
| To opt a module out of auto-loading, flag it with | |||
| [DontAutoLoadAttribute]. | |||
| Invoke [CommandService.AddModulesAsync] to discover modules and | |||
| install them. | |||
| [DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute | |||
| [CommandService.AddModulesAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModulesAsync_Assembly_ | |||
| #### Loading Modules Manually | |||
| To manually load a module, invoke [CommandService.AddModuleAsync] by | |||
| passing in the generic type of your module and optionally, a | |||
| dependency map. | |||
| [CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModuleAsync__1 | |||
| ### Module Constructors | |||
| Modules are constructed using Dependency Injection. Any parameters | |||
| that are placed in the Module's constructor must be injected into an | |||
| @System.IServiceProvider first. Alternatively, you may accept an | |||
| `IServiceProvider` as an argument and extract services yourself. | |||
| ### Module Properties | |||
| Modules with `public` settable properties will have the dependencies | |||
| injected after the construction of the Module. | |||
| ### Module Groups | |||
| Module Groups allow you to create a module where Commands are | |||
| prefixed. To create a group, flag a module with the | |||
| @Discord.Commands.GroupAttribute. | |||
| Module groups also allow you to create **nameless Commands**, where | |||
| the [CommandAttribute] is configured with no name. In this case, the | |||
| Command will inherit the name of the group it belongs to. | |||
| ### Submodules | |||
| Submodules are Modules that reside within another one. Typically, | |||
| submodules are used to create nested groups (although not required to | |||
| create nested groups). | |||
| [!code-csharp[Groups and Submodules](samples/groups.cs)] | |||
| ## With Builders | |||
| **TODO** | |||
| ## Dependency Injection | |||
| The Command Service is bundled with a very barebone Dependency | |||
| Injection service for your convenience. It is recommended that you use | |||
| DI when writing your modules. | |||
| ### Setup | |||
| First, you need to create an @System.IServiceProvider; you may create | |||
| your own one if you wish. | |||
| Next, add the dependencies that your modules will use to the map. | |||
| Finally, pass the map into the `LoadAssembly` method. Your modules | |||
| will be automatically loaded with this dependency map. | |||
| [!code-csharp[IServiceProvider Setup](samples/dependency_map_setup.cs)] | |||
| ### Usage in Modules | |||
| In the constructor of your Module, any parameters will be filled in by | |||
| the @System.IServiceProvider that you've passed into `LoadAssembly`. | |||
| Any publicly settable properties will also be filled in the same | |||
| manner. | |||
| >[!NOTE] | |||
| > Annotating a property with a [DontInjectAttribute] attribute will prevent the | |||
| property from being injected. | |||
| >[!NOTE] | |||
| >If you accept `CommandService` or `IServiceProvider` as a parameter | |||
| in your constructor or as an injectable property, these entries will | |||
| be filled by the `CommandService` that the Module is loaded from and | |||
| the `ServiceProvider` that is passed into it respectively. | |||
| [!code-csharp[ServiceProvider in Modules](samples/dependency_module.cs)] | |||
| [DontInjectAttribute]: xref:Discord.Commands.DontInjectAttribute | |||
| # Preconditions | |||
| Precondition serve as a permissions system for your Commands. Keep in | |||
| mind, however, that they are not limited to _just_ permissions and can | |||
| be as complex as you want them to be. | |||
| >[!NOTE] | |||
| >There are two types of Preconditions. | |||
| [PreconditionAttribute] can be applied to Modules, Groups, or Commands; | |||
| [ParameterPreconditionAttribute] can be applied to Parameters. | |||
| [PreconditionAttribute]: xref:Discord.Commands.PreconditionAttribute | |||
| [ParameterPreconditionAttribute]: xref:Discord.Commands.ParameterPreconditionAttribute | |||
| ## Bundled Preconditions | |||
| Commands ship with four bundled Preconditions; you may view their | |||
| usages on their respective API pages. | |||
| - @Discord.Commands.RequireContextAttribute | |||
| - @Discord.Commands.RequireOwnerAttribute | |||
| - @Discord.Commands.RequireBotPermissionAttribute | |||
| - @Discord.Commands.RequireUserPermissionAttribute | |||
| ## Custom Preconditions | |||
| To write your own Precondition, create a new class that inherits from | |||
| either [PreconditionAttribute] or [ParameterPreconditionAttribute] | |||
| depending on your use. | |||
| In order for your Precondition to function, you will need to override | |||
| the [CheckPermissions] method. | |||
| Your IDE should provide an option to fill this in for you. | |||
| If the context meets the required parameters, return | |||
| [PreconditionResult.FromSuccess], otherwise return | |||
| [PreconditionResult.FromError] and include an error message if | |||
| necessary. | |||
| [!code-csharp[Custom Precondition](samples/require_owner.cs)] | |||
| [CheckPermissions]: xref:Discord.Commands.PreconditionAttribute#Discord_Commands_PreconditionAttribute_CheckPermissions_Discord_Commands_ICommandContext_Discord_Commands_CommandInfo_IServiceProvider_ | |||
| [PreconditionResult.FromSuccess]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromSuccess | |||
| [PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromError_System_String_ | |||
| # Type Readers | |||
| Type Readers allow you to parse different types of arguments in | |||
| your commands. | |||
| By default, the following Types are supported arguments: | |||
| - bool | |||
| - char | |||
| - sbyte/byte | |||
| - ushort/short | |||
| - uint/int | |||
| - ulong/long | |||
| - float, double, decimal | |||
| - string | |||
| - DateTime/DateTimeOffset/TimeSpan | |||
| - IMessage/IUserMessage | |||
| - IChannel/IGuildChannel/ITextChannel/IVoiceChannel/IGroupChannel | |||
| - IUser/IGuildUser/IGroupUser | |||
| - IRole | |||
| ### Creating a Type Readers | |||
| To create a `TypeReader`, create a new class that imports @Discord and | |||
| @Discord.Commands and ensure the class inherits from | |||
| @Discord.Commands.TypeReader. | |||
| Next, satisfy the `TypeReader` class by overriding the [Read] method. | |||
| >[!NOTE] | |||
| >In many cases, Visual Studio can fill this in for you, using the | |||
| >"Implement Abstract Class" IntelliSense hint. | |||
| Inside this task, add whatever logic you need to parse the input | |||
| string. | |||
| If you are able to successfully parse the input, return | |||
| [TypeReaderResult.FromSuccess] with the parsed input, otherwise return | |||
| [TypeReaderResult.FromError] and include an error message if | |||
| necessary. | |||
| [TypeReaderResult]: xref:Discord.Commands.TypeReaderResult | |||
| [TypeReaderResult.FromSuccess]: xref:Discord.Commands.TypeReaderResult#Discord_Commands_TypeReaderResult_FromSuccess_Discord_Commands_TypeReaderValue_ | |||
| [TypeReaderResult.FromError]: xref:Discord.Commands.TypeReaderResult#Discord_Commands_TypeReaderResult_FromError_Discord_Commands_CommandError_System_String_ | |||
| [Read]: xref:Discord.Commands.TypeReader#Discord_Commands_TypeReader_Read_Discord_Commands_ICommandContext_System_String_IServiceProvider_ | |||
| #### Sample | |||
| [!code-csharp[TypeReaders](samples/typereader.cs)] | |||
| ### Installing TypeReaders | |||
| TypeReaders are not automatically discovered by the Command Service | |||
| and must be explicitly added. | |||
| To install a TypeReader, invoke [CommandService.AddTypeReader]. | |||
| [CommandService.AddTypeReader]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddTypeReader__1_Discord_Commands_TypeReader_ | |||
| @@ -0,0 +1,45 @@ | |||
| --- | |||
| uid: Guides.Commands.DI | |||
| title: Dependency Injection | |||
| --- | |||
| # Dependency Injection | |||
| The Command Service is bundled with a very barebone Dependency | |||
| Injection service for your convenience. It is recommended that you use | |||
| DI when writing your modules. | |||
| ## Setup | |||
| 1. Create an @System.IServiceProvider. | |||
| 2. Add the dependencies to the service collection that you wish | |||
| to use in the modules. | |||
| 3. Pass the service collection into `AddModulesAsync`. | |||
| ### Example - Setting up Injection | |||
| [!code-csharp[IServiceProvider Setup](samples/dependency_map_setup.cs)] | |||
| ## Usage in Modules | |||
| In the constructor of your module, any parameters will be filled in by | |||
| the @System.IServiceProvider that you've passed. | |||
| Any publicly settable properties will also be filled in the same | |||
| manner. | |||
| > [!NOTE] | |||
| > Annotating a property with a [DontInjectAttribute] attribute will | |||
| > prevent the property from being injected. | |||
| > [!NOTE] | |||
| > If you accept `CommandService` or `IServiceProvider` as a parameter | |||
| > in your constructor or as an injectable property, these entries will | |||
| > be filled by the `CommandService` that the module is loaded from and | |||
| > the `IServiceProvider` that is passed into it respectively. | |||
| ### Example - Injection in Modules | |||
| [!code-csharp[IServiceProvider in Modules](samples/dependency_module.cs)] | |||
| [DontInjectAttribute]: xref:Discord.Commands.DontInjectAttribute | |||
| @@ -0,0 +1,221 @@ | |||
| --- | |||
| uid: Guides.Commands.Intro | |||
| title: Introduction to Command Service | |||
| --- | |||
| # The Command Service | |||
| [Discord.Commands](xref:Discord.Commands) provides an attribute-based | |||
| command parser. | |||
| ## Get Started | |||
| To use commands, you must create a [Command Service] and a command | |||
| handler. | |||
| Included below is a barebone command handler. You can extend your | |||
| command handler as much as you like; however, the below is the bare | |||
| minimum. | |||
| > [!NOTE] | |||
| > The `CommandService` will optionally accept a [CommandServiceConfig], | |||
| > which *does* set a few default values for you. It is recommended to | |||
| > look over the properties in [CommandServiceConfig] and their default | |||
| > values. | |||
| [!code-csharp[Command Handler](samples/command_handler.cs)] | |||
| [Command Service]: xref:Discord.Commands.CommandService | |||
| [CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig | |||
| ## With Attributes | |||
| Starting from 1.0, commands can be defined ahead of time with | |||
| attributes, or at runtime with builders. | |||
| For most bots, ahead-of-time commands should be all you need, and this | |||
| is the recommended method of defining commands. | |||
| ### Modules | |||
| The first step to creating commands is to create a _module_. | |||
| A module is an organizational pattern that allows you to write your | |||
| commands in different classes and have them automatically loaded. | |||
| Discord.Net's implementation of "modules" is influenced heavily from | |||
| ASP.NET Core's Controller pattern. This means that the lifetime of a | |||
| module instance is only as long as the command is being invoked. | |||
| Before we create a module, it is **crucial** for you to remember that | |||
| in order to create a module and have it automatically discovered, | |||
| your module must: | |||
| * Be public | |||
| * Inherit [ModuleBase] | |||
| By now, your module should look like this: | |||
| [!code-csharp[Empty Module](samples/empty-module.cs)] | |||
| > [!NOTE] | |||
| > [ModuleBase] is an `abstract` class, meaning that you may extend it | |||
| > or override it as you see fit. Your module may inherit from any | |||
| > extension of ModuleBase. | |||
| [IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx | |||
| [Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx | |||
| [ModuleBase]: xref:Discord.Commands.ModuleBase`1 | |||
| ### Adding/Creating Commands | |||
| > [!WARNING] | |||
| > **Avoid using long-running code** in your modules wherever possible. | |||
| > You should **not** be implementing very much logic into your | |||
| > modules, instead, outsource to a service for that. | |||
| > | |||
| > If you are unfamiliar with Inversion of Control, it is recommended | |||
| > to read the MSDN article on [IoC] and [Dependency Injection]. | |||
| The next step to creating commands is actually creating the commands. | |||
| For a command to be valid, it **must** have a return type of `Task` | |||
| or `Task<RuntimeResult>`. Typically, you might want to mark this | |||
| method as `async`, although it is not required. | |||
| Then, flag your command with the [CommandAttribute]. Note that you must | |||
| specify a name for this command, except for when it is part of a | |||
| [Module Group](#module-groups). | |||
| ### Command Parameters | |||
| Adding parameters to a command is done by adding parameters to the | |||
| parent `Task`. | |||
| For example: | |||
| * To take an integer as an argument from the user, add `int num`. | |||
| * To take a user as an argument from the user, add `IUser user`. | |||
| * ...etc. | |||
| Starting from 1.0, a command can accept nearly any type of argument; | |||
| a full list of types that are parsed by default can | |||
| be found in @Guides.Commands.TypeReaders. | |||
| [CommandAttribute]: xref:Discord.Commands.CommandAttribute | |||
| #### Optional Parameters | |||
| Parameters, by default, are always required. To make a parameter | |||
| optional, give it a default value (i.e. `int num = 0`). | |||
| #### Parameters with Spaces | |||
| To accept a comma-separated list, set the parameter to `params Type[]`. | |||
| Should a parameter include spaces, the parameter **must** be | |||
| wrapped in quotes. For example, for a command with a parameter | |||
| `string food`, you would execute it with | |||
| `!favoritefood "Key Lime Pie"`. | |||
| If you would like a parameter to parse until the end of a command, | |||
| flag the parameter with the [RemainderAttribute]. This will | |||
| allow a user to invoke a command without wrapping a | |||
| parameter in quotes. | |||
| [RemainderAttribute]: xref:Discord.Commands.RemainderAttribute | |||
| ### Command Overloads | |||
| You may add overloads to your commands, and the command parser will | |||
| automatically pick up on it. | |||
| If, for whatever reason, you have two commands which are ambiguous to | |||
| each other, you may use the @Discord.Commands.PriorityAttribute to | |||
| specify which should be tested before the other. | |||
| The `Priority` attributes are sorted in ascending order; the higher | |||
| priority will be called first. | |||
| ### Command Context | |||
| Every command can access the execution context through the [Context] | |||
| property on [ModuleBase]. `ICommandContext` allows you to access the | |||
| message, channel, guild, user, and the underlying Discord client | |||
| that the command was invoked from. | |||
| Different types of `Context` may be specified using the generic variant | |||
| of [ModuleBase]. When using a [SocketCommandContext], for example, the | |||
| properties on this context will already be Socket entities, so you | |||
| will not need to cast them. | |||
| To reply to messages, you may also invoke [ReplyAsync], instead of | |||
| accessing the channel through the [Context] and sending a message. | |||
| > [!WARNING] | |||
| > Contexts should **NOT** be mixed! You cannot have one module that | |||
| > uses `CommandContext` and another that uses `SocketCommandContext`. | |||
| [Context]: xref:Discord.Commands.ModuleBase`1.Context | |||
| [SocketCommandContext]: xref:Discord.Commands.SocketCommandContext | |||
| [ReplyAsync]: xref:Discord.Commands.ModuleBase`1.ReplyAsync* | |||
| > [!TIP] | |||
| > At this point, your module should look comparable to this example: | |||
| > [!code-csharp[Example Module](samples/module.cs)] | |||
| #### Loading Modules Automatically | |||
| The Command Service can automatically discover all classes in an | |||
| `Assembly` that inherit [ModuleBase] and load them. Invoke | |||
| [CommandService.AddModulesAsync] to discover modules and | |||
| install them. | |||
| To opt a module out of auto-loading, flag it with | |||
| [DontAutoLoadAttribute]. | |||
| [DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute | |||
| [CommandService.AddModulesAsync]: xref:Discord.Commands.CommandService.AddModulesAsync* | |||
| #### Loading Modules Manually | |||
| To manually load a module, invoke [CommandService.AddModuleAsync] by | |||
| passing in the generic type of your module and optionally, a | |||
| service provider. | |||
| [CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService.AddModuleAsync* | |||
| ### Module Constructors | |||
| Modules are constructed using @Guides.Commands.DI. Any parameters | |||
| that are placed in the Module's constructor must be injected into an | |||
| @System.IServiceProvider first. | |||
| > [!TIP] | |||
| > Alternatively, you may accept an | |||
| > `IServiceProvider` as an argument and extract services yourself, | |||
| > although this is discouraged. | |||
| ### Module Properties | |||
| Modules with `public` settable properties will have the dependencies | |||
| injected after the construction of the module. See @Guides.Commands.DI | |||
| to learn more. | |||
| ### Module Groups | |||
| Module Groups allow you to create a module where commands are | |||
| prefixed. To create a group, flag a module with the | |||
| @Discord.Commands.GroupAttribute. | |||
| Module Groups also allow you to create **nameless Commands**, where | |||
| the [CommandAttribute] is configured with no name. In this case, the | |||
| command will inherit the name of the group it belongs to. | |||
| ### Submodules | |||
| Submodules are "modules" that reside within another one. Typically, | |||
| submodules are used to create nested groups (although not required to | |||
| create nested groups). | |||
| [!code-csharp[Groups and Submodules](samples/groups.cs)] | |||
| @@ -0,0 +1,122 @@ | |||
| --- | |||
| uid: Guides.Commands.PostExecution | |||
| title: Post-command Execution Handling | |||
| --- | |||
| # Preface | |||
| When developing commands, you may want to consider building a | |||
| post-execution handling system so you can have a finer control | |||
| over commands. Discord.Net offers several post-execution workflows | |||
| for you to work with. | |||
| If you recall, in the [Command Guide], we've shown the following | |||
| example for executing and handling commands, | |||
| [!code[Command Handler](samples/command_handler.cs)] | |||
| You may notice that after we perform [ExecuteAsync], we store the | |||
| result and print it to the chat. This is essentially the most | |||
| basic post-execution handling. | |||
| With this in mind, we could start doing things like the following, | |||
| [!code[Basic Command Handler](samples/post-execution_basic.cs)] | |||
| However, this may not always be preferred, because you are | |||
| creating your post-execution logic *with* the essential command | |||
| handler. This could lead to messy code and could potentially be a | |||
| violation of the SRP (Single Responsibility Principle). | |||
| Another major issue is if your command is marked with | |||
| `RunMode.Async`, [ExecuteAsync] will **always** return a successful | |||
| [ExecuteResult] instead of the actual result. You can learn more | |||
| about the impact in the [FAQ](xref:FAQ.Commands). | |||
| ## CommandExecuted Event | |||
| Enter [CommandExecuted], an event that was introduced in | |||
| Discord.Net 2.0. This event is raised whenever a command is | |||
| successfully executed **without any run-time exceptions** or **without | |||
| any parsing or precondition failure**. This means this event can be | |||
| used to streamline your post-execution design, and the best thing | |||
| about this event is that it is not prone to `RunMode.Async`'s | |||
| [ExecuteAsync] drawbacks. | |||
| Thus, we can begin working on code such as: | |||
| [!code[CommandExecuted demo](samples/command_executed_demo.cs)] | |||
| So now we have a streamlined post-execution pipeline, great! What's | |||
| next? We can take this further by using [RuntimeResult]. | |||
| ### RuntimeResult | |||
| `RuntimeResult` was originally introduced in 1.0 to allow | |||
| developers to centralize their command result logic. | |||
| In other words, it is a result type that is designed to be | |||
| returned when the command has finished its execution. | |||
| However, it wasn't widely adopted due to the aforementioned | |||
| [ExecuteAsync] drawback. Since we now have access to a proper | |||
| result-handler via the [CommandExecuted] event, we can start | |||
| making use of this class. | |||
| The best way to make use of it is to create your own version of | |||
| `RuntimeResult`. You can achieve this by inheriting the `RuntimeResult` | |||
| class. | |||
| The following creates a bare-minimum required for a sub-class | |||
| of `RuntimeResult`, | |||
| [!code[Base Use](samples/customresult_base.cs)] | |||
| The sky's the limit from here. You can add any additional information | |||
| you'd like regarding the execution result. | |||
| For example, you may want to add your own result type or other | |||
| helpful information regarding the execution, or something | |||
| simple like static methods to help you create return types easily. | |||
| [!code[Extended Use](samples/customresult_extended.cs)] | |||
| After you're done creating your own [RuntimeResult], you can | |||
| implement it in your command by marking the command return type to | |||
| `Task<RuntimeResult>`. | |||
| > [!NOTE] | |||
| > You must mark the return type as `Task<RuntimeResult>` instead of | |||
| > `Task<MyCustomResult>`. Only the former will be picked up when | |||
| > building the module. | |||
| Here's an example of a command that utilizes such logic: | |||
| [!code[Usage](samples/customresult_usage.cs)] | |||
| And now we can check for it in our [CommandExecuted] handler: | |||
| [!code[Usage](samples/command_executed_adv_demo.cs)] | |||
| ## CommandService.Log Event | |||
| We have so far covered the handling of various result types, but we | |||
| haven't talked about what to do if the command enters a catastrophic | |||
| failure (i.e. exceptions). To resolve this, we can make use of the | |||
| [CommandService.Log] event. | |||
| All exceptions thrown during a command execution will be caught and | |||
| be sent to the Log event under the [LogMessage.Exception] property | |||
| as a [CommandException] type. The [CommandException] class allows | |||
| us to access the exception thrown, as well as the context | |||
| of the command. | |||
| [!code[Logger Sample](samples/command_exception_log.cs)] | |||
| [CommandException]: xref:Discord.Commands.CommandException | |||
| [LogMessage.Exception]: xref:Discord.LogMessage.Exception | |||
| [CommandService.Log]: xref:Discord.Commands.CommandService.Log | |||
| [RuntimeResult]: xref:Discord.Commands.RuntimeResult | |||
| [CommandExecuted]: xref:Discord.Commands.CommandService.CommandExecuted | |||
| [ExecuteAsync]: xref:Discord.Commands.CommandService.ExecuteAsync* | |||
| [ExecuteResult]: xref:Discord.Commands.ExecuteResult | |||
| [Command Guide]: xref:Guides.Commands.Intro | |||
| @@ -0,0 +1,58 @@ | |||
| --- | |||
| uid: Guides.Commands.Preconditions | |||
| title: Preconditions | |||
| --- | |||
| # Preconditions | |||
| Preconditions serve as a permissions system for your Commands. Keep in | |||
| mind, however, that they are not limited to _just_ permissions and can | |||
| be as complex as you want them to be. | |||
| There are two types of Preconditions you can use: | |||
| * [PreconditionAttribute] can be applied to Modules, Groups, or Commands. | |||
| * [ParameterPreconditionAttribute] can be applied to Parameters. | |||
| You may visit their respective API documentation to find out more. | |||
| [PreconditionAttribute]: xref:Discord.Commands.PreconditionAttribute | |||
| [ParameterPreconditionAttribute]: xref:Discord.Commands.ParameterPreconditionAttribute | |||
| ## Bundled Preconditions | |||
| @Discord.Commands ships with several bundled Preconditions for you | |||
| to use. | |||
| * @Discord.Commands.RequireContextAttribute | |||
| * @Discord.Commands.RequireOwnerAttribute | |||
| * @Discord.Commands.RequireBotPermissionAttribute | |||
| * @Discord.Commands.RequireUserPermissionAttribute | |||
| * @Discord.Commands.RequireNsfwAttribute | |||
| ## Custom Preconditions | |||
| To write your own Precondition, create a new class that inherits from | |||
| either [PreconditionAttribute] or [ParameterPreconditionAttribute] | |||
| depending on your use. | |||
| In order for your Precondition to function, you will need to override | |||
| the [CheckPermissionsAsync] method. | |||
| If the context meets the required parameters, return | |||
| [PreconditionResult.FromSuccess], otherwise return | |||
| [PreconditionResult.FromError] and include an error message if | |||
| necessary. | |||
| > [!NOTE] | |||
| > Visual Studio can help you implement missing members | |||
| > from the abstract class by using the "Implement Abstract Class" | |||
| > IntelliSense hint. | |||
| ### Example - Creating a Custom Precondition | |||
| [!code-csharp[Custom Precondition](samples/require_owner.cs)] | |||
| [CheckPermissionsAsync]: xref:Discord.Commands.PreconditionAttribute.CheckPermissionsAsync* | |||
| [PreconditionResult.FromSuccess]: xref:Discord.Commands.PreconditionResult.FromSuccess* | |||
| [PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult.FromError* | |||
| @@ -0,0 +1,13 @@ | |||
| public async Task LogAsync(LogMessage logMessage) | |||
| { | |||
| // This casting type requries C#7 | |||
| if (logMessage.Exception is CommandException cmdException) | |||
| { | |||
| // We can tell the user that something unexpected has happened | |||
| await cmdException.Context.Channel.SendMessageAsync("Something went catastrophically wrong!"); | |||
| // We can also log this incident | |||
| Console.WriteLine($"{cmdException.Context.User} failed to execute '{cmdException.Command.Name}' in {cmdException.Context.Channel}."); | |||
| Console.WriteLine(cmdException.ToString()); | |||
| } | |||
| } | |||
| @@ -0,0 +1,13 @@ | |||
| public async Task OnCommandExecutedAsync(CommandInfo command, ICommandContext context, IResult result) | |||
| { | |||
| switch(result) | |||
| { | |||
| case MyCustomResult customResult: | |||
| // do something extra with it | |||
| break; | |||
| default: | |||
| if (!string.IsNullOrEmpty(result.ErrorReason)) | |||
| await context.Channel.SendMessageAsync(result.ErrorReason); | |||
| break; | |||
| } | |||
| } | |||
| @@ -0,0 +1,38 @@ | |||
| public async Task SetupAsync() | |||
| { | |||
| await _command.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
| // Hook the execution event | |||
| _command.CommandExecuted += OnCommandExecutedAsync; | |||
| // Hook the command handler | |||
| _client.MessageReceived += HandleCommandAsync; | |||
| } | |||
| public async Task OnCommandExecutedAsync(CommandInfo command, ICommandContext context, IResult result) | |||
| { | |||
| // We have access to the information of the command executed, | |||
| // the context of the command, and the result returned from the | |||
| // execution in this event. | |||
| // We can tell the user what went wrong | |||
| if (!string.IsNullOrEmpty(result?.ErrorReason)) | |||
| { | |||
| await context.Channel.SendMessageAsync(result.ErrorReason); | |||
| } | |||
| // ...or even log the result (the method used should fit into | |||
| // your existing log handler) | |||
| await _log.LogAsync(new LogMessage(LogSeverity.Info, "CommandExecution", $"{command?.Name} was executed at {DateTime.UtcNow}.")); | |||
| } | |||
| public async Task HandleCommandAsync(SocketMessage msg) | |||
| { | |||
| var message = messageParam as SocketUserMessage; | |||
| if (message == null) return; | |||
| int argPos = 0; | |||
| if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(_client.CurrentUser, ref argPos))) return; | |||
| var context = new SocketCommandContext(_client, message); | |||
| var result = await _commands.ExecuteAsync(context, argPos, _services); | |||
| // Optionally, you may pass the result manually into your | |||
| // CommandExecuted event handler if you wish to handle parsing or | |||
| // precondition failures in the same method. | |||
| // await OnCommandExecutedAsync(null, context, result); | |||
| } | |||
| @@ -1,46 +1,20 @@ | |||
| using System; | |||
| using System.Threading.Tasks; | |||
| using System.Reflection; | |||
| using Discord; | |||
| using Discord.WebSocket; | |||
| using Discord.Commands; | |||
| using Microsoft.Extensions.DependencyInjection; | |||
| public class Program | |||
| public class CommandHandle | |||
| { | |||
| private CommandService _commands; | |||
| private DiscordSocketClient _client; | |||
| private IServiceProvider _services; | |||
| private static void Main(string[] args) => new Program().StartAsync().GetAwaiter().GetResult(); | |||
| private readonly DiscordSocketClient _client; | |||
| private readonly CommandService _commands; | |||
| public async Task StartAsync() | |||
| public CommandHandle(DiscordSocketClient client) | |||
| { | |||
| _client = new DiscordSocketClient(); | |||
| _client = client; | |||
| _commands = new CommandService(); | |||
| // Avoid hard coding your token. Use an external source instead in your code. | |||
| string token = "bot token here"; | |||
| _services = new ServiceCollection() | |||
| .AddSingleton(_client) | |||
| .AddSingleton(_commands) | |||
| .BuildServiceProvider(); | |||
| await InstallCommandsAsync(); | |||
| await _client.LoginAsync(TokenType.Bot, token); | |||
| await _client.StartAsync(); | |||
| await Task.Delay(-1); | |||
| } | |||
| public async Task InstallCommandsAsync() | |||
| { | |||
| // Hook the MessageReceived Event into our Command Handler | |||
| _client.MessageReceived += HandleCommandAsync; | |||
| // Discover all of the commands in this assembly and load them. | |||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
| } | |||
| private async Task HandleCommandAsync(SocketMessage messageParam) | |||
| @@ -0,0 +1,6 @@ | |||
| public class MyCustomResult : RuntimeResult | |||
| { | |||
| public MyCustomResult(CommandError? error, string reason) : base(error, reason) | |||
| { | |||
| } | |||
| } | |||
| @@ -0,0 +1,10 @@ | |||
| public class MyCustomResult : RuntimeResult | |||
| { | |||
| public MyCustomResult(CommandError? error, string reason) : base(error, reason) | |||
| { | |||
| } | |||
| public static MyCustomResult FromError(string reason) => | |||
| new MyCustomResult(CommandError.Unsuccessful, reason); | |||
| public static MyCustomResult FromSuccess(string reason = null) => | |||
| new MyCustomResult(null, reason); | |||
| } | |||
| @@ -0,0 +1,10 @@ | |||
| public class MyModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| [Command("eat")] | |||
| public async Task<RuntimeResult> ChooseAsync(string food) | |||
| { | |||
| if (food == "salad") | |||
| return MyCustomResult.FromError("No salad allowed!"); | |||
| return MyCustomResult.FromSuccess($"I'll take a {food}!"). | |||
| } | |||
| } | |||
| @@ -14,5 +14,5 @@ public async Task InstallAsync(DiscordSocketClient client) | |||
| .AddSingleton<DatabaseService>() | |||
| .BuildServiceProvider(); | |||
| // ... | |||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
| } | |||
| @@ -1,40 +1,30 @@ | |||
| using Discord; | |||
| using Discord.Commands; | |||
| using Discord.WebSocket; | |||
| public class ModuleA : ModuleBase | |||
| public class DatabaseModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| private readonly DatabaseService _database; | |||
| // Dependencies can be injected via the constructor | |||
| public ModuleA(DatabaseService database) | |||
| public DatabaseModule(DatabaseService database) | |||
| { | |||
| _database = database; | |||
| } | |||
| public async Task ReadFromDb() | |||
| [Command("read")] | |||
| public async Task ReadFromDbAsync() | |||
| { | |||
| var x = _database.getX(); | |||
| await ReplyAsync(x); | |||
| await ReplyAsync(_database.GetData()); | |||
| } | |||
| } | |||
| public class ModuleB | |||
| public class MixModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| // Public settable properties will be injected | |||
| public AnnounceService { get; set; } | |||
| public AnnounceService AnnounceService { get; set; } | |||
| // Public properties without setters will not | |||
| public CommandService Commands { get; } | |||
| // Public properties without setters will not be injected | |||
| public ImageService ImageService { get; } | |||
| // Public properties annotated with [DontInject] will not | |||
| // be injected | |||
| [DontInject] | |||
| public NotificationService { get; set; } | |||
| public ModuleB(CommandService commands) | |||
| { | |||
| Commands = commands; | |||
| } | |||
| } | |||
| public NotificationService NotificationService { get; set; } | |||
| } | |||
| @@ -1,5 +1,7 @@ | |||
| using Discord.Commands; | |||
| // Keep in mind your module **must** be public and inherit ModuleBase. | |||
| // If it isn't, it will not be discovered by AddModulesAsync! | |||
| public class InfoModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| @@ -1,24 +1,25 @@ | |||
| // Create a module with no prefix | |||
| public class Info : ModuleBase<SocketCommandContext> | |||
| public class InfoModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| // ~say hello -> hello | |||
| // ~say hello world -> hello world | |||
| [Command("say")] | |||
| [Summary("Echoes a message.")] | |||
| public async Task SayAsync([Remainder] [Summary("The text to echo")] string echo) | |||
| { | |||
| // ReplyAsync is a method on ModuleBase | |||
| await ReplyAsync(echo); | |||
| } | |||
| public Task SayAsync([Remainder] [Summary("The text to echo")] string echo) | |||
| => ReplyAsync(echo); | |||
| // ReplyAsync is a method on ModuleBase | |||
| } | |||
| // Create a module with the 'sample' prefix | |||
| [Group("sample")] | |||
| public class Sample : ModuleBase<SocketCommandContext> | |||
| public class SampleModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| // ~sample square 20 -> 400 | |||
| [Command("square")] | |||
| [Summary("Squares a number.")] | |||
| public async Task SquareAsync([Summary("The number to square.")] int num) | |||
| public async Task SquareAsync( | |||
| [Summary("The number to square.")] | |||
| int num) | |||
| { | |||
| // We can also access the channel from the Command Context. | |||
| await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | |||
| @@ -31,9 +32,12 @@ public class Sample : ModuleBase<SocketCommandContext> | |||
| // ~sample userinfo 96642168176807936 --> Khionu#8708 | |||
| // ~sample whois 96642168176807936 --> Khionu#8708 | |||
| [Command("userinfo")] | |||
| [Summary("Returns info about the current user, or the user parameter, if one passed.")] | |||
| [Summary | |||
| ("Returns info about the current user, or the user parameter, if one passed.")] | |||
| [Alias("user", "whois")] | |||
| public async Task UserInfoAsync([Summary("The (optional) user to get info for")] SocketUser user = null) | |||
| public async Task UserInfoAsync( | |||
| [Summary("The (optional) user to get info from")] | |||
| SocketUser user = null) | |||
| { | |||
| var userInfo = user ?? Context.Client.CurrentUser; | |||
| await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | |||
| @@ -0,0 +1,11 @@ | |||
| var result = await _commands.ExecuteAsync(context, argPos, _services); | |||
| if (result.CommandError != null) | |||
| switch(result.CommandError) | |||
| { | |||
| case CommandError.BadArgCount: | |||
| await context.Channel.SendMessageAsync("Parameter count does not match any command's."); | |||
| break; | |||
| default: | |||
| await context.Channel.SendMessageAsync($"An error has occurred {result.ErrorReason}"); | |||
| break; | |||
| } | |||
| @@ -10,7 +10,7 @@ using System.Threading.Tasks; | |||
| public class RequireOwnerAttribute : PreconditionAttribute | |||
| { | |||
| // Override the CheckPermissions method | |||
| public async override Task<PreconditionResult> CheckPermissions(ICommandContext context, CommandInfo command, IServiceProvider services) | |||
| public async override Task<PreconditionResult> CheckPermissionsAsync(ICommandContext context, CommandInfo command, IServiceProvider services) | |||
| { | |||
| // Get the ID of the bot's owner | |||
| var ownerId = (await services.GetService<DiscordSocketClient>().GetApplicationInfoAsync()).Owner.Id; | |||
| @@ -0,0 +1,29 @@ | |||
| public class CommandHandler | |||
| { | |||
| private readonly CommandService _commands; | |||
| private readonly DiscordSocketClient _client; | |||
| private readonly IServiceProvider _services; | |||
| public CommandHandler(CommandService commands, DiscordSocketClient client, IServiceProvider services) | |||
| { | |||
| _commands = commands; | |||
| _client = client; | |||
| _services = services; | |||
| } | |||
| public async Task SetupAsync() | |||
| { | |||
| _client.MessageReceived += CommandHandleAsync; | |||
| // Add BooleanTypeReader to type read for the type "bool" | |||
| _commands.AddTypeReader(typeof(bool), new BooleanTypeReader()); | |||
| // Then register the modules | |||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
| } | |||
| public async Task CommandHandleAsync(SocketMessage msg) | |||
| { | |||
| // ... | |||
| } | |||
| } | |||
| @@ -4,7 +4,7 @@ using Discord.Commands; | |||
| public class BooleanTypeReader : TypeReader | |||
| { | |||
| public override Task<TypeReaderResult> Read(ICommandContext context, string input, IServiceProvider services) | |||
| public override Task<TypeReaderResult> ReadAsync(ICommandContext context, string input, IServiceProvider services) | |||
| { | |||
| bool result; | |||
| if (bool.TryParse(input, out result)) | |||
| @@ -0,0 +1,69 @@ | |||
| --- | |||
| uid: Guides.Commands.TypeReaders | |||
| title: Type Readers | |||
| --- | |||
| # Type Readers | |||
| Type Readers allow you to parse different types of arguments in | |||
| your commands. | |||
| By default, the following Types are supported arguments: | |||
| * `bool` | |||
| * `char` | |||
| * `sbyte`/`byte` | |||
| * `ushort`/`short` | |||
| * `uint`/`int` | |||
| * `ulong`/`long` | |||
| * `float`, `double`, `decimal` | |||
| * `string` | |||
| * `DateTime`/`DateTimeOffset`/`TimeSpan` | |||
| * `Nullable<T>` where applicible | |||
| * Any implementation of `IChannel`/`IMessage`/`IUser`/`IRole` | |||
| ## Creating a Type Reader | |||
| To create a `TypeReader`, create a new class that imports @Discord and | |||
| @Discord.Commands and ensure the class inherits from | |||
| @Discord.Commands.TypeReader. Next, satisfy the `TypeReader` class by | |||
| overriding the [ReadAsync] method. | |||
| Inside this Task, add whatever logic you need to parse the input | |||
| string. | |||
| If you are able to successfully parse the input, return | |||
| [TypeReaderResult.FromSuccess] with the parsed input, otherwise return | |||
| [TypeReaderResult.FromError] and include an error message if | |||
| necessary. | |||
| > [!NOTE] | |||
| > Visual Studio can help you implement missing members | |||
| > from the abstract class by using the "Implement Abstract Class" | |||
| > IntelliSense hint. | |||
| [TypeReaderResult]: xref:Discord.Commands.TypeReaderResult | |||
| [TypeReaderResult.FromSuccess]: xref:Discord.Commands.TypeReaderResult.FromSuccess* | |||
| [TypeReaderResult.FromError]: xref:Discord.Commands.TypeReaderResult.FromError* | |||
| [ReadAsync]: xref:Discord.Commands.TypeReader.ReadAsync* | |||
| ### Example - Creating a Type Reader | |||
| [!code-csharp[TypeReaders](samples/typereader.cs)] | |||
| ## Registering a Type Reader | |||
| TypeReaders are not automatically discovered by the Command Service | |||
| and must be explicitly added. | |||
| To register a TypeReader, invoke [CommandService.AddTypeReader]. | |||
| > [!IMPORTANT] | |||
| > TypeReaders must be added prior to module discovery, otherwise your | |||
| > TypeReaders may not work! | |||
| [CommandService.AddTypeReader]: xref:Discord.Commands.CommandService.AddTypeReader* | |||
| ### Example - Adding a Type Reader | |||
| [!code-csharp[Adding TypeReaders](samples/typereader-register.cs)] | |||
| @@ -1,24 +1,21 @@ | |||
| --- | |||
| uid: Guides.Concepts.ManageConnections | |||
| title: Managing Connections | |||
| --- | |||
| In Discord.Net, once a client has been started, it will automatically | |||
| maintain a connection to Discord's gateway, until it is manually | |||
| maintain a connection to Discord's gateway until it is manually | |||
| stopped. | |||
| ### Usage | |||
| To start a connection, invoke the `StartAsync` method on a client that | |||
| supports a WebSocket connection. | |||
| These clients include the [DiscordSocketClient] and | |||
| [DiscordRpcClient], as well as Audio clients. | |||
| To end a connection, invoke the `StopAsync` method. This will | |||
| gracefully close any open WebSocket or UdpSocket connections. | |||
| supports a WebSocket connection; to end a connection, invoke the | |||
| `StopAsync` method. This will gracefully close any open WebSocket or | |||
| UdpSocket connections. | |||
| Since the Start/Stop methods only signal to an underlying connection | |||
| manager that a connection needs to be started, **they return before a | |||
| manager that a connection needs to be started, **they return before a | |||
| connection is actually made.** | |||
| As a result, you will need to hook into one of the connection-state | |||
| @@ -27,25 +24,25 @@ ready for use. | |||
| All clients provide a `Connected` and `Disconnected` event, which is | |||
| raised respectively when a connection opens or closes. In the case of | |||
| the DiscordSocketClient, this does **not** mean that the client is | |||
| the [DiscordSocketClient], this does **not** mean that the client is | |||
| ready to be used. | |||
| A separate event, `Ready`, is provided on DiscordSocketClient, which | |||
| A separate event, `Ready`, is provided on [DiscordSocketClient], which | |||
| is raised only when the client has finished guild stream or guild | |||
| sync, and has a complete guild cache. | |||
| [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
| [DiscordRpcClient]: xref:Discord.Rpc.DiscordRpcClient | |||
| ### Samples | |||
| [!code-csharp[Connection Sample](samples/events.cs)] | |||
| ### Tips | |||
| ### Reconnection | |||
| Avoid running long-running code on the gateway! If you deadlock the | |||
| gateway (as explained in [events]), the connection manager will be | |||
| unable to recover and reconnect. | |||
| > [!TIP] | |||
| > Avoid running long-running code on the gateway! If you deadlock the | |||
| > gateway (as explained in [events]), the connection manager will be | |||
| > unable to recover and reconnect. | |||
| Assuming the client disconnected because of a fault on Discord's end, | |||
| and not a deadlock on your end, we will always attempt to reconnect | |||
| @@ -55,4 +52,4 @@ Don't worry about trying to maintain your own connections, the | |||
| connection manager is designed to be bulletproof and never fail - if | |||
| your client doesn't manage to reconnect, you've found a bug! | |||
| [events]: events.md | |||
| [events]: xref:Guides.Concepts.Events | |||
| @@ -0,0 +1,86 @@ | |||
| --- | |||
| uid: Guides.Concepts.Deployment | |||
| title: Deploying the Bot | |||
| --- | |||
| # Deploying the Bot | |||
| After finishing your application, you may want to deploy your bot to a | |||
| remote location such as a Virtual Private Server (VPS) or another | |||
| computer so you can keep the bot up and running 24/7. | |||
| ## Recommended VPS | |||
| For small-medium scaled bots, a cheap VPS (~$5) might be sufficient | |||
| enough. Here is a list of recommended VPS provider. | |||
| * [DigitalOcean](https://www.digitalocean.com/) | |||
| * Description: American cloud infrastructure provider headquartered | |||
| in New York City with data centers worldwide. | |||
| * Location(s): | |||
| * Asia: Singapore, India | |||
| * America: Canada, United States | |||
| * Europe: Netherlands, Germany, United Kingdom | |||
| * Based in: United States | |||
| * [Vultr](https://www.vultr.com/) | |||
| * Description: DigitalOcean-like | |||
| * Location(s): | |||
| * Asia: Japan, Australia, Singapore | |||
| * America: United States | |||
| * Europe: United Kingdom, France, Netherlands, Germany | |||
| * Based in: United States | |||
| * [OVH](https://www.ovh.com/) | |||
| * Description: French cloud computing company that offers VPS, | |||
| dedicated servers and other web services. | |||
| * Location(s): | |||
| * Asia: Australia, Singapore | |||
| * America: United States, Canada | |||
| * Europe: United Kingdom, Poland, Germany | |||
| * Based in: Europe | |||
| * [Scaleway](https://www.scaleway.com/) | |||
| * Description: Cheap but powerful VPS owned by [Online.net](https://online.net/). | |||
| * Location(s): | |||
| * Europe: France, Netherlands | |||
| * Based in: Europe | |||
| * [Time4VPS](https://www.time4vps.eu/) | |||
| * Description: Affordable and powerful VPS Hosting in Europe. | |||
| * Location(s): | |||
| * Europe: Lithuania | |||
| * Based in: Europe | |||
| ## .NET Core Deployment | |||
| > [!NOTE] | |||
| > This section only covers the very basics of .NET Core deployment. | |||
| > To learn more about deployment, visit [.NET Core application deployment] | |||
| > by Microsoft. | |||
| By default, .NET Core compiles all projects as a DLL file, so that any | |||
| .NET Core runtime can execute the application. | |||
| You may execute the application via `dotnet myprogram.dll` assuming you | |||
| have the dotnet CLI installed. | |||
| When redistributing the application, you may want to publish the | |||
| application, or in other words, create a self-contained package | |||
| for use on another machine without installing the dependencies first. | |||
| This can be achieved by using the dotnet CLI too on the development | |||
| machine: | |||
| `dotnet publish -c Release` | |||
| Additionally, you may want to target a specific platform when | |||
| publishing the application so you may use the application without | |||
| having to install the Core runtime on the target machine. To do this, | |||
| you may specify an [Runtime ID] upon build/publish with the `-r` | |||
| option. | |||
| For example, when targeting a Windows 10 machine, you may want to use | |||
| the following to create the application in Windows executable | |||
| format (.exe): | |||
| `dotnet publish -c Release -r win10-x64` | |||
| [.NET Core application deployment]: https://docs.microsoft.com/en-us/dotnet/core/deploying/ | |||
| [Runtime ID]: https://docs.microsoft.com/en-us/dotnet/core/rid-catalog | |||
| @@ -1,23 +1,26 @@ | |||
| --- | |||
| uid: Guides.Concepts.Entities | |||
| title: Entities | |||
| --- | |||
| >[!NOTE] | |||
| This article is written with the Socket variants of entities in mind, | |||
| not the general interfaces or Rest/Rpc entities. | |||
| # Entities in Discord.Net | |||
| > [!NOTE] | |||
| > This article is written with the Socket variants of entities in mind, | |||
| > not the general interfaces or Rest/Rpc entities. | |||
| Discord.Net provides a versatile entity system for navigating the | |||
| Discord API. | |||
| ### Inheritance | |||
| ## Inheritance | |||
| Due to the nature of the Discord API, some entities are designed with | |||
| multiple variants; for example, `SocketUser` and `SocketGuildUser`. | |||
| All models will contain the most detailed version of an entity | |||
| possible, even if the type is less detailed. | |||
| possible, even if the type is less detailed. | |||
| For example, in the case of the `MessageReceived` event, a | |||
| For example, in the case of the `MessageReceived` event, a | |||
| `SocketMessage` is passed in with a channel property of type | |||
| `SocketMessageChannel`. All messages come from channels capable of | |||
| messaging, so this is the only variant of a channel that can cover | |||
| @@ -28,44 +31,36 @@ But that doesn't mean a message _can't_ come from a | |||
| retrieve information about a guild from a message entity, you will | |||
| need to cast its channel object to a `SocketTextChannel`. | |||
| ### Navigation | |||
| You can find out various types of entities in the @FAQ.Misc.Glossary | |||
| page. | |||
| ## Navigation | |||
| All socket entities have navigation properties on them, which allow | |||
| you to easily navigate to an entity's parent or children. As explained | |||
| above, you will sometimes need to cast to a more detailed version of | |||
| an entity to navigate to its parent. | |||
| ### Accessing Entities | |||
| ## Accessing Entities | |||
| The most basic forms of entities, `SocketGuild`, `SocketUser`, and | |||
| `SocketChannel` can be pulled from the DiscordSocketClient's global | |||
| cache, and can be retrieved using the respective `GetXXX` method on | |||
| DiscordSocketClient. | |||
| >[!TIP] | |||
| It is **vital** that you use the proper IDs for an entity when using | |||
| a GetXXX method. It is recommended that you enable Discord's | |||
| _developer mode_ to allow easy access to entity IDs, found in | |||
| Settings > Appearance > Advanced | |||
| > [!TIP] | |||
| > It is **vital** that you use the proper IDs for an entity when using | |||
| > a `GetXXX` method. It is recommended that you enable Discord's | |||
| > _developer mode_ to allow easy access to entity IDs, found in | |||
| > Settings > Appearance > Advanced. Read more about it in the | |||
| > [FAQ](xref:FAQ.Basics.GetStarted) page. | |||
| More detailed versions of entities can be pulled from the basic | |||
| entities, e.g. `SocketGuild.GetUser`, which returns a | |||
| `SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a | |||
| entities, e.g. `SocketGuild.GetUser`, which returns a | |||
| `SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a | |||
| `SocketGuildChannel`. Again, you may need to cast these objects to get | |||
| a variant of the type that you need. | |||
| ### Samples | |||
| [!code-csharp[Entity Sample](samples/entities.cs)] | |||
| ### Tips | |||
| Avoid using boxing-casts to coerce entities into a variant, use the | |||
| [`as`] keyword, and a null-conditional operator instead. | |||
| This allows you to write safer code and avoid [InvalidCastExceptions]. | |||
| For example, `(message.Author as SocketGuildUser)?.Nickname`. | |||
| ## Sample | |||
| [`as`]: https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/as | |||
| [InvalidCastExceptions]: https://msdn.microsoft.com/en-us/library/system.invalidcastexception(v=vs.110).aspx | |||
| [!code-csharp[Entity Sample](samples/entities.cs)] | |||
| @@ -1,16 +1,19 @@ | |||
| --- | |||
| uid: Guides.Concepts.Events | |||
| title: Working with Events | |||
| --- | |||
| # Events in Discord.Net | |||
| Events in Discord.Net are consumed in a similar manner to the standard | |||
| convention, with the exception that every event must be of the type | |||
| `System.Threading.Tasks.Task` and instead of using `EventArgs`, the | |||
| event's parameters are passed directly into the handler. | |||
| @System.Threading.Tasks.Task and instead of using @System.EventArgs, | |||
| the event's parameters are passed directly into the handler. | |||
| This allows for events to be handled in an async context directly | |||
| instead of relying on `async void`. | |||
| ### Usage | |||
| ## Usage | |||
| To receive data from an event, hook into it using C#'s delegate | |||
| event pattern. | |||
| @@ -18,7 +21,7 @@ event pattern. | |||
| You may either opt to hook an event to an anonymous function (lambda) | |||
| or a named function. | |||
| ### Safety | |||
| ## Safety | |||
| All events are designed to be thread-safe; events are executed | |||
| synchronously off the gateway task in the same context as the gateway | |||
| @@ -39,7 +42,7 @@ a deadlock that will be impossible to recover from. | |||
| Exceptions in commands will be swallowed by the gateway and logged out | |||
| through the client's log method. | |||
| ### Common Patterns | |||
| ## Common Patterns | |||
| As you may know, events in Discord.Net are only given a signature of | |||
| `Func<T1, ..., Task>`. There is no room for predefined argument names, | |||
| @@ -49,7 +52,7 @@ directly. | |||
| That being said, there are a variety of common patterns that allow you | |||
| to infer what the parameters in an event mean. | |||
| #### Entity, Entity | |||
| ### Entity, Entity | |||
| An event handler with a signature of `Func<Entity, Entity, Task>` | |||
| typically means that the first object will be a clone of the entity | |||
| @@ -58,10 +61,10 @@ model of the entity _after_ the change was made. | |||
| This pattern is typically only found on `EntityUpdated` events. | |||
| #### Cacheable | |||
| ### Cacheable | |||
| An event handler with a signature of `Func<Cacheable, Entity, Task>` | |||
| means that the `before` state of the entity was not provided by the | |||
| means that the `before` state of the entity was not provided by the | |||
| API, so it can either be pulled from the client's cache or | |||
| downloaded from the API. | |||
| @@ -70,15 +73,12 @@ object. | |||
| [Cacheable]: xref:Discord.Cacheable`2 | |||
| ### Samples | |||
| [!code-csharp[Event Sample](samples/events.cs)] | |||
| > [!NOTE] | |||
| > Many events relating to a Message entity (i.e. `MessageUpdated` and | |||
| > `ReactionAdded`) rely on the client's message cache, which is | |||
| > **not** enabled by default. Set the `MessageCacheSize` flag in | |||
| > @Discord.WebSocket.DiscordSocketConfig to enable it. | |||
| ### Tips | |||
| ## Sample | |||
| Many events relating to a Message entity (i.e. `MessageUpdated` and | |||
| `ReactionAdded`) rely on the client's message cache, which is | |||
| **not** enabled by default. Set the `MessageCacheSize` flag in | |||
| [DiscordSocketConfig] to enable it. | |||
| [DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | |||
| [!code-csharp[Event Sample](samples/events.cs)] | |||
| @@ -1,19 +1,28 @@ | |||
| --- | |||
| title: Logging | |||
| uid: Guides.Concepts.Logging | |||
| title: Logging Events/Data | |||
| --- | |||
| Discord.Net's clients provide a [Log] event that all messages will be | |||
| disbatched over. | |||
| # Logging in Discord.Net | |||
| Discord.Net's clients provide a log event that all messages will be | |||
| dispatched over. | |||
| For more information about events in Discord.Net, see the [Events] | |||
| section. | |||
| [Log]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log | |||
| [Events]: events.md | |||
| [Events]: xref:Guides.Concepts.Events | |||
| > [!WARNING] | |||
| > Due to the nature of Discord.Net's event system, all log event | |||
| > handlers will be executed synchronously on the gateway thread. If your | |||
| > log output will be dumped to a Web API (e.g. Sentry), you are advised | |||
| > to wrap your output in a `Task.Run` so the gateway thread does not | |||
| > become blocked while waiting for logging data to be written. | |||
| ### Usage | |||
| ## Usage in Client(s) | |||
| To receive log events, simply hook the discord client's log method | |||
| To receive log events, simply hook the Discord client's @Discord.Rest.BaseDiscordClient.Log | |||
| to a `Task` with a single parameter of type [LogMessage]. | |||
| It is recommended that you use an established function instead of a | |||
| @@ -22,10 +31,10 @@ to a logging function to write their own messages. | |||
| [LogMessage]: xref:Discord.LogMessage | |||
| ### Usage in Commands | |||
| ## Usage in Commands | |||
| Discord.Net's [CommandService] also provides a log event, identical | |||
| in signature to other log events. | |||
| Discord.Net's [CommandService] also provides a @Discord.Commands.CommandService.Log | |||
| event, identical in signature to other log events. | |||
| Data logged through this event is typically coupled with a | |||
| [CommandException], where information about the command's context | |||
| @@ -34,14 +43,6 @@ and error can be found and handled. | |||
| [CommandService]: xref:Discord.Commands.CommandService | |||
| [CommandException]: xref:Discord.Commands.CommandException | |||
| #### Samples | |||
| ## Sample | |||
| [!code-csharp[Logging Sample](samples/logging.cs)] | |||
| #### Tips | |||
| Due to the nature of Discord.Net's event system, all log event | |||
| handlers will be executed synchronously on the gateway thread. If your | |||
| log output will be dumped to a Web API (e.g. Sentry), you are advised | |||
| to wrap your output in a `Task.Run` so the gateway thread does not | |||
| become blocked while waiting for logging data to be written. | |||
| @@ -1,13 +1,11 @@ | |||
| public string GetChannelTopic(ulong id) | |||
| { | |||
| var channel = client.GetChannel(81384956881809408) as SocketTextChannel; | |||
| if (channel == null) return ""; | |||
| return channel.Topic; | |||
| return channel?.Topic; | |||
| } | |||
| public string GuildOwner(SocketChannel channel) | |||
| public SocketGuildUser GetGuildOwner(SocketChannel channel) | |||
| { | |||
| var guild = (channel as SocketGuildChannel)?.Guild; | |||
| if (guild == null) return ""; | |||
| return Context.Guild.Owner.Username; | |||
| return guild?.Owner; | |||
| } | |||
| @@ -0,0 +1,248 @@ | |||
| --- | |||
| uid: Guides.GettingStarted.FirstBot | |||
| title: Start making a bot | |||
| --- | |||
| # Making a Ping-Pong bot | |||
| One of ways to get started with the Discord API is to write a basic | |||
| ping-pong bot. This bot will respond to a simple command "ping." | |||
| We will expand on this to create more diverse commands later, but for | |||
| now, it is a good starting point. | |||
| ## Creating a Discord Bot | |||
| Before writing your bot, it is necessary to create a bot account via the | |||
| Discord Applications Portal first. | |||
| 1. Visit the [Discord Applications Portal]. | |||
| 2. Create a New Application. | |||
| 3. Give the application a name (this will be the bot's initial username). | |||
| 4. Create the Application. | |||
|  | |||
| 5. In the application review page, click **Create a Bot User**. | |||
|  | |||
| 6. Confirm the popup. | |||
| 7. If this bot will be public, check "Public Bot." **Do not tick any | |||
| other options!** | |||
| [Discord Applications Portal]: https://discordapp.com/developers/applications/me | |||
| ## Adding your bot to a server | |||
| Bots **cannot** use invite links; they must be explicitly invited | |||
| through the OAuth2 flow. | |||
| 1. Open your bot's application on the [Discord Applications Portal]. | |||
| 2. Retrieve the application's **Client ID**. | |||
|  | |||
| 3. Create an OAuth2 authorization URL | |||
| - `https://discordapp.com/oauth2/authorize?client_id=<CLIENT ID>&scope=bot` | |||
| 4. Open the authorization URL in your browser. | |||
| 5. Select a server. | |||
| 6. Click on authorize. | |||
| > [!NOTE] | |||
| > Only servers where you have the `MANAGE_SERVER` permission will be | |||
| > present in this list. | |||
|  | |||
| ## Connecting to Discord | |||
| If you have not already created a project and installed Discord.Net, | |||
| do that now. | |||
| For more information, see @Guides.GettingStarted.Installation. | |||
| ### Async | |||
| Discord.Net uses .NET's [Task-based Asynchronous Pattern (TAP)] | |||
| extensively - nearly every operation is asynchronous. It is highly | |||
| recommended that these operations are awaited in a | |||
| properly established async context whenever possible. | |||
| To establish an async context, we will be creating an async main method | |||
| in your console application, and rewriting the static main method to | |||
| invoke the new async main. | |||
| [!code-csharp[Async Context](samples/first-bot/async-context.cs)] | |||
| As a result of this, your program will now start and immediately | |||
| jump into an async context. This will allow us to create a connection | |||
| to Discord later on without having to worry about setting up the | |||
| correct async implementation. | |||
| > [!WARNING] | |||
| > If your application throws any exceptions within an async context, | |||
| > they will be thrown all the way back up to the first non-async method; | |||
| > since our first non-async method is the program's `Main` method, this | |||
| > means that **all** unhandled exceptions will be thrown up there, which | |||
| > will crash your application. | |||
| > | |||
| > Discord.Net will prevent exceptions in event handlers from crashing | |||
| > your program, but any exceptions in your async main **will** cause | |||
| > the application to crash. | |||
| [Task-based Asynchronous Pattern (TAP)]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async | |||
| ### Creating a logging method | |||
| Before we create and configure a Discord client, we will add a method | |||
| to handle Discord.Net's log events. | |||
| To allow agnostic support of as many log providers as possible, we | |||
| log information through a `Log` event with a proprietary `LogMessage` | |||
| parameter. See the [API Documentation] for this event. | |||
| If you are using your own logging framework, this is where you would | |||
| invoke it. For the sake of simplicity, we will only be logging to | |||
| the console. | |||
| You may learn more about this concept in @Guides.Concepts.Logging. | |||
| [!code-csharp[Async Context](samples/first-bot/logging.cs)] | |||
| [API Documentation]: xref:Discord.Rest.BaseDiscordClient.Log | |||
| ### Creating a Discord Client | |||
| Finally, we can create a new connection to Discord. | |||
| Since we are writing a bot, we will be using a [DiscordSocketClient] | |||
| along with socket entities. See @Guides.GettingStarted.Terminology | |||
| if you are unsure of the differences. | |||
| To establish a new connection, we will create an instance of | |||
| [DiscordSocketClient] in the new async main. You may pass in an | |||
| optional @Discord.WebSocket.DiscordSocketConfig if necessary. For most | |||
| users, the default will work fine. | |||
| Before connecting, we should hook the client's `Log` event to the | |||
| log handler that we had just created. Events in Discord.Net work | |||
| similarly to any other events in C#. | |||
| Next, you will need to "login to Discord" with the [LoginAsync] | |||
| method with the application's "token." | |||
| > [!NOTE] | |||
| > Pay attention to what you are copying from the developer portal! | |||
| > A token is not the same as the application's "client secret." | |||
|  | |||
| > [!IMPORTANT] | |||
| > Your bot's token can be used to gain total access to your bot, so | |||
| > **do __NOT__ share this token with anyone else!** It may behoove you | |||
| > to store this token in an external source if you plan on distributing | |||
| > the source code for your bot. | |||
| We may now invoke the client's [StartAsync] method, which will | |||
| start connection/reconnection logic. It is important to note that | |||
| **this method will return as soon as connection logic has been started!** | |||
| Any methods that rely on the client's state should go in an event | |||
| handler. This means that you should **not** directly be interacting with | |||
| the client before it is fully ready. | |||
| Finally, we will want to block the async main method from returning | |||
| when running the application. To do this, we can await an infinite delay | |||
| or any other blocking method, such as reading from the console. | |||
| The following lines can now be added: | |||
| [!code-csharp[Create client](samples/first-bot/client.cs)] | |||
| At this point, feel free to start your program and see your bot come | |||
| online in Discord. | |||
| > [!TIP] | |||
| > Encountering a `PlatformNotSupportedException` when starting your bot? | |||
| > This means that you are targeting a platform where .NET's default | |||
| > WebSocket client is not supported. Refer to the [installation guide] | |||
| > for how to fix this. | |||
| [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
| [LoginAsync]: xref:Discord.Rest.BaseDiscordClient.LoginAsync* | |||
| [StartAsync]: xref:Discord.WebSocket.DiscordSocketClient.StartAsync* | |||
| [installation guide]: xref:Guides.GettingStarted.Installation#installing-on-net-standard-11 | |||
| ### Handling a 'ping' | |||
| > [!WARNING] | |||
| > Please note that this is *not* a proper way to create a command. | |||
| > Use the `CommandService` provided by the library instead, as explained | |||
| > in the [Command Guide](xref:Guides.Commands.Intro) section. | |||
| Now that we have learned to open a connection to Discord, we can | |||
| begin handling messages that the users are sending. To start out, our | |||
| bot will listen for any message whose content is equal to `!ping` and | |||
| will respond back with "Pong!". | |||
| Since we want to listen for new messages, the event to hook into | |||
| is [MessageReceived]. | |||
| In your program, add a method that matches the signature of the | |||
| `MessageReceived` event - it must be a method (`Func`) that returns | |||
| the type `Task` and takes a single parameter, a [SocketMessage]. Also, | |||
| since we will be sending data to Discord in this method, we will flag | |||
| it as `async`. | |||
| In this method, we will add an `if` block to determine if the message | |||
| content fits the rules of our scenario - recall that it must be equal | |||
| to `!ping`. | |||
| Inside the branch of this condition, we will want to send a message, | |||
| `Pong!`, back to the channel from which the message comes from. To | |||
| find the channel, look for the `Channel` property on the message | |||
| parameter. | |||
| Next, we will want to send a message to this channel. Since the | |||
| channel object is of type [ISocketMessageChannel], we can invoke the | |||
| [SendMessageAsync] instance method. For the message content, send back | |||
| a string, "Pong!". | |||
| You should have now added the following lines, | |||
| [!code-csharp[Message](samples/first-bot/message.cs)] | |||
| Now that your first bot is complete. You may continue to add on to this | |||
| if you desire, but for any bots that will be carrying out multiple | |||
| commands, it is strongly recommended to use the command framework as | |||
| shown below. | |||
| > [!NOTE] | |||
| > For your reference, you may view the [completed program]. | |||
| [MessageReceived]: xref:Discord.WebSocket.BaseSocketClient.MessageReceived | |||
| [SocketMessage]: xref:Discord.WebSocket.SocketMessage | |||
| [ISocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel | |||
| [SendMessageAsync]: xref:Discord.WebSocket.ISocketMessageChannel.SendMessageAsync* | |||
| [completed program]: samples/first-bot/complete.cs | |||
| # Building a bot with commands | |||
| @Guides.Commands.Intro will guide you through how to setup a program | |||
| that is ready for [CommandService], a service that is ready for | |||
| advanced command usage. | |||
| For reference, view an [annotated example] of this structure. | |||
| [annotated example]: samples/first-bot/structure.cs | |||
| It is important to know that the recommended design pattern of bots | |||
| should be to separate... | |||
| 1. the program (initialization and command handler) | |||
| 2. the modules (handle commands) | |||
| 3. the services (persistent storage, pure functions, data manipulation) | |||
| [CommandService]: xref:Discord.Commands.CommandService | |||
| @@ -1,38 +1,48 @@ | |||
| --- | |||
| uid: Guides.GettingStarted.Installation | |||
| title: Installing Discord.Net | |||
| --- | |||
| Discord.Net is distributed through the NuGet package manager, and it | |||
| is recommended to use NuGet to get started. | |||
| # Discord.Net Installation | |||
| Optionally, you may compile from source and install yourself. | |||
| Discord.Net is distributed through the NuGet package manager, so it is | |||
| recommended for you to install the library that way. | |||
| # Supported Platforms | |||
| Alternatively, you may compile from the source and install the library | |||
| yourself. | |||
| ## Supported Platforms | |||
| Currently, Discord.Net targets [.NET Standard] 1.3 and offers support | |||
| for .NET Standard 1.1. If your application will be targeting .NET | |||
| Standard 1.1, please see the [additional steps]. | |||
| Since Discord.Net is built on the .NET Standard, it is also | |||
| recommended to create applications using [.NET Core], though not | |||
| Since Discord.Net is built on top of .NET Standard, it is also | |||
| recommended to create applications using [.NET Core], although it is not | |||
| required. When using .NET Framework, it is suggested to target | |||
| `.NET Framework 4.6.1` or higher. | |||
| > [!WARNING] | |||
| > Using this library with [Mono] is not recommended until further | |||
| > notice. It is known to have issues with the library's WebSockets | |||
| > implementation and may crash the application upon startup. | |||
| [Mono]: https://www.mono-project.com/ | |||
| [.NET Standard]: https://docs.microsoft.com/en-us/dotnet/articles/standard/library | |||
| [.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/ | |||
| [additional steps]: #installing-on-net-standard-11 | |||
| # Installing with NuGet | |||
| ## Installing with NuGet | |||
| Release builds of Discord.Net 1.0 will be published to the | |||
| Release builds of Discord.Net will be published to the | |||
| [official NuGet feed]. | |||
| Development builds of Discord.Net 1.0, as well as addons *(TODO)* are | |||
| published to our development [MyGet feed]. | |||
| Development builds of Discord.Net, as well as add-ons, will be | |||
| published to our [MyGet feed]. | |||
| Direct feed link: `https://www.myget.org/F/discord-net/api/v3/index.json` | |||
| Not sure how to add a direct feed? See how [with Visual Studio] or | |||
| Not sure how to add a direct feed? See how [with Visual Studio] or | |||
| [without Visual Studio]. | |||
| [official NuGet feed]: https://nuget.org | |||
| @@ -40,85 +50,101 @@ Not sure how to add a direct feed? See how [with Visual Studio] or | |||
| [with Visual Studio]: https://docs.microsoft.com/en-us/nuget/tools/package-manager-ui#package-sources | |||
| [without Visual Studio]: #configuring-nuget-without-visual-studio | |||
| ## Using Visual Studio | |||
| ### [Using Visual Studio](#tab/vs-install) | |||
| > [!TIP] | |||
| >Don't forget to change your package source if you're installing from | |||
| the developer feed. | |||
| >Also make sure to check "Enable Prereleases" if installing a dev | |||
| build! | |||
| 1. Create a solution for your bot. | |||
| 2. In Solution Explorer, find the "Dependencies" element under your | |||
| bot's project. | |||
| > Don't forget to change your package source if you're installing from | |||
| > the developer feed. | |||
| > Also make sure to check "Enable Prereleases" if installing a dev | |||
| > build! | |||
| 1. Create a new solution for your bot. | |||
| 2. In the Solution Explorer, find the "Dependencies" element under your | |||
| bot's project. | |||
| 3. Right click on "Dependencies", and select "Manage NuGet packages." | |||
|  | |||
|  | |||
| 4. In the "Browse" tab, search for `Discord.Net`. | |||
| 5. Install the `Discord.Net` package. | |||
|  | |||
|  | |||
| ## Using JetBrains Rider | |||
| ### [Using JetBrains Rider](#tab/rider-install) | |||
| > [!TIP] | |||
| Make sure to check the "Prerelease" box if installing a dev build! | |||
| > Make sure to check the "Prerelease" box if installing a dev build! | |||
| 1. Create a new solution for your bot. | |||
| 2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for | |||
| Solution). | |||
| Solution). | |||
|  | |||
| 3. In the "Packages" tab, search for `Discord.Net`. | |||
|  | |||
| 4. Install by adding the package to your project. | |||
|  | |||
| ## Using Visual Studio Code | |||
| ### [Using Visual Studio Code](#tab/vs-code) | |||
| > [!TIP] | |||
| Don't forget to add the package source to a [NuGet.Config file] if | |||
| you're installing from the developer feed. | |||
| > Don't forget to add the package source to a [NuGet.Config file] if | |||
| > you're installing from the developer feed. | |||
| 1. Create a new project for your bot. | |||
| 2. Add `Discord.Net` to your .csproj. | |||
| [!code-xml[Sample .csproj](samples/project.csproj)] | |||
| [!code[Sample .csproj](samples/project.xml)] | |||
| [NuGet.Config file]: #configuring-nuget-without-visual-studio | |||
| ### [Using dotnet CLI](#tab/dotnet-cli) | |||
| > [!TIP] | |||
| > Don't forget to add the package source to a [NuGet.Config file] if | |||
| > you're installing from the developer feed. | |||
| 1. Open command-line and navigate to where your .csproj is located. | |||
| 2. Enter `dotnet add package Discord.Net`. | |||
| [NuGet.Config file]: #configuring-nuget-without-visual-studio | |||
| # Compiling from Source | |||
| *** | |||
| ## Compiling from Source | |||
| In order to compile Discord.Net, you require the following: | |||
| In order to compile Discord.Net, you will need the following: | |||
| ### Using Visual Studio | |||
| - [Visual Studio 2017](https://www.visualstudio.com/) | |||
| - [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk) | |||
| - [.NET Core SDK] | |||
| The .NET Core and Docker (Preview) workload is required during Visual | |||
| Studio installation. | |||
| ### Using Command Line | |||
| - [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk) | |||
| - [.NET Core SDK] | |||
| # Additional Information | |||
| [.NET Core SDK]: https://www.microsoft.com/net/download/ | |||
| ## Installing on .NET Standard 1.1 | |||
| ## Additional Information | |||
| ### Installing on .NET Standard 1.1 | |||
| For applications targeting a runtime corresponding with .NET Standard | |||
| 1.1 or 1.2, the builtin WebSocket and UDP provider will not work. For | |||
| applications which utilize a WebSocket connection to Discord | |||
| (WebSocket or RPC), third-party provider packages will need to be | |||
| 1.1 or 1.2, the built-in WebSocket and UDP provider will not work. For | |||
| applications which utilize a WebSocket connection to Discord, such as | |||
| WebSocket or RPC, third-party provider packages will need to be | |||
| installed and configured. | |||
| First, install the following packages through NuGet, or compile | |||
| > [!NOTE] | |||
| > `Discord.Net.Providers.UDPClient` is _only_ required if your | |||
| > bot will be utilizing voice chat. | |||
| First, install the following packages through NuGet, or compile them | |||
| yourself, if you prefer: | |||
| - Discord.Net.Providers.WS4Net | |||
| - Discord.Net.Providers.UDPClient | |||
| Note that `Discord.Net.Providers.UDPClient` is _only_ required if your | |||
| bot will be utilizing voice chat. | |||
| Next, you will need to configure your [DiscordSocketClient] to use | |||
| these custom providers over the default ones. | |||
| @@ -131,16 +157,16 @@ are passing into your client. | |||
| [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
| [DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | |||
| ## Configuring NuGet without Visual Studio | |||
| ### Configuring NuGet without Visual Studio | |||
| If you plan on deploying your bot or developing outside of Visual | |||
| Studio, you will need to create a local NuGet configuration file for | |||
| your project. | |||
| To do this, create a file named `nuget.config` alongside the root of | |||
| your application, where the project solution is located. | |||
| To do this, create a file named `NuGet.Config` alongside the root of | |||
| your application, where the project is located. | |||
| Paste the following snippets into this configuration file, adding any | |||
| additional feeds as necessary. | |||
| additional feeds if necessary. | |||
| [!code-xml[NuGet Configuration](samples/nuget.config)] | |||
| [!code[NuGet Configuration](samples/nuget.config)] | |||
| @@ -1,237 +0,0 @@ | |||
| --- | |||
| title: Getting Started | |||
| --- | |||
| # Making a Ping-Pong bot | |||
| One of the first steps to getting started with the Discord API is to | |||
| write a basic ping-pong bot. We will expand on this to create more | |||
| diverse commands later, but for now, it is a good starting point. | |||
| ## Creating a Discord Bot | |||
| Before you can begin writing your bot, it is necessary to create a bot | |||
| account on Discord. | |||
| 1. Visit the [Discord Applications Portal]. | |||
| 2. Create a New Application. | |||
| 3. Give the application a name (this will be the bot's initial | |||
| username). | |||
| 4. Create the Application. | |||
|  | |||
| 5. In the application review page, click **Create a Bot User**. | |||
|  | |||
| 6. Confirm the popup. | |||
| 7. If this bot will be public, check "Public Bot." **Do not tick any | |||
| other options!** | |||
| [Discord Applications Portal]: https://discordapp.com/developers/applications/me | |||
| ## Adding your bot to a server | |||
| Bots **cannot** use invite links, they must be explicitly invited | |||
| through the OAuth2 flow. | |||
| 1. Open your bot's application on the [Discord Applications Portal]. | |||
| 2. Retrieve the app's **Client ID**. | |||
|  | |||
| 3. Create an OAuth2 authorization URL | |||
| `https://discordapp.com/oauth2/authorize?client_id=<CLIENT ID>&scope=bot` | |||
| 4. Open the authorization URL in your browser. | |||
| 5. Select a server. | |||
| 6. Click on authorize. | |||
| >[!NOTE] | |||
| Only servers where you have the `MANAGE_SERVER` permission will be | |||
| present in this list. | |||
|  | |||
| ## Connecting to Discord | |||
| If you have not already created a project and installed Discord.Net, | |||
| do that now. (see the [Installing](installing.md) section) | |||
| ### Async | |||
| Discord.Net uses .NET's [Task-based Asynchronous Pattern (TAP)] | |||
| extensively - nearly every operation is asynchronous. | |||
| It is highly recommended that these operations are awaited in a | |||
| properly established async context whenever possible. Establishing an | |||
| async context can be problematic, but not hard. | |||
| To do so, we will be creating an async main in your console | |||
| application, and rewriting the static main method to invoke the new | |||
| async main. | |||
| [!code-csharp[Async Context](samples/intro/async-context.cs)] | |||
| As a result of this, your program will now start and immediately | |||
| jump into an async context. This will allow us to create a connection | |||
| to Discord later on without needing to worry about setting up the | |||
| correct async implementation. | |||
| >[!TIP] | |||
| If your application throws any exceptions within an async context, | |||
| they will be thrown all the way back up to the first non-async method; | |||
| since our first non-async method is the program's `Main` method, this | |||
| means that **all** unhandled exceptions will be thrown up there, which | |||
| will crash your application. Discord.Net will prevent exceptions in | |||
| event handlers from crashing your program, but any exceptions in your | |||
| async main **will** cause the application to crash. | |||
| [Task-based Asynchronous Pattern (TAP)]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async | |||
| ### Creating a logging method | |||
| Before we create and configure a Discord client, we will add a method | |||
| to handle Discord.Net's log events. | |||
| To allow agnostic support of as many log providers as possible, we | |||
| log information through a `Log` event with a proprietary `LogMessage` | |||
| parameter. See the [API Documentation] for this event. | |||
| If you are using your own logging framework, this is where you would | |||
| invoke it. For the sake of simplicity, we will only be logging to | |||
| the Console. | |||
| [!code-csharp[Async Context](samples/intro/logging.cs)] | |||
| [API Documentation]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log | |||
| ### Creating a Discord Client | |||
| Finally, we can create a connection to Discord. Since we are writing | |||
| a bot, we will be using a [DiscordSocketClient] along with socket | |||
| entities. See the [terminology](terminology.md) if you're unsure of | |||
| the differences. | |||
| To do so, create an instance of [DiscordSocketClient] in your async | |||
| main, passing in a configuration object only if necessary. For most | |||
| users, the default will work fine. | |||
| Before connecting, we should hook the client's `Log` event to the | |||
| log handler that was just created. Events in Discord.Net work | |||
| similarly to other events in C#, so hook this event the way that | |||
| you typically would. | |||
| Next, you will need to "login to Discord" with the `LoginAsync` | |||
| method. | |||
| You may create a variable to hold your bot's token (this can be found | |||
| on your bot's application page on the [Discord Applications Portal]). | |||
|  | |||
| >[!IMPORTANT] | |||
| Your bot's token can be used to gain total access to your bot, so | |||
| **do __NOT__ share this token with anyone else!** It may behoove you | |||
| to store this token in an external file if you plan on distributing | |||
| the source code for your bot. | |||
| We may now invoke the client's `StartAsync` method, which will | |||
| start connection/reconnection logic. It is important to note that | |||
| **this method returns as soon as connection logic has been started!** | |||
| Any methods that rely on the client's state should go in an event | |||
| handler. | |||
| Finally, we will want to block the async main method from returning | |||
| until after the application is exited. To do this, we can await an | |||
| infinite delay or any other blocking method, such as reading from | |||
| the console. | |||
| The following lines can now be added: | |||
| [!code-csharp[Create client](samples/intro/client.cs)] | |||
| At this point, feel free to start your program and see your bot come | |||
| online in Discord. | |||
| >[!TIP] | |||
| Encountering a `PlatformNotSupportedException` when starting your bot? | |||
| This means that you are targeting a platform where .NET's default | |||
| WebSocket client is not supported. Refer to the [installation guide] | |||
| for how to fix this. | |||
| [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
| [installation guide]: installing.md#installing-on-net-standard-11 | |||
| ### Handling a 'ping' | |||
| >[!WARNING] | |||
| Please note that this is *not* a proper way to create a command. | |||
| Use the `CommandService` provided by the library instead, as explained | |||
| in the [Command Guide] section. | |||
| Now that we have learned how to open a connection to Discord, we can | |||
| begin handling messages that users are sending. | |||
| To start out, our bot will listen for any message where the content | |||
| is equal to `!ping` and respond back with "Pong!". | |||
| Since we want to listen for new messages, the event to hook into | |||
| is [MessageReceived]. | |||
| In your program, add a method that matches the signature of the | |||
| `MessageReceived` event - it must be a method (`Func`) that returns | |||
| the type `Task` and takes a single parameter, a [SocketMessage]. Also, | |||
| since we will be sending data to Discord in this method, we will flag | |||
| it as `async`. | |||
| In this method, we will add an `if` block to determine if the message | |||
| content fits the rules of our scenario - recall that it must be equal | |||
| to `!ping`. | |||
| Inside the branch of this condition, we will want to send a message | |||
| back to the channel from which the message comes from - "Pong!". To | |||
| find the channel, look for the `Channel` property on the message | |||
| parameter. | |||
| Next, we will want to send a message to this channel. Since the | |||
| channel object is of type [SocketMessageChannel], we can invoke the | |||
| `SendMessageAsync` instance method. For the message content, send back | |||
| a string containing "Pong!". | |||
| You should have now added the following lines: | |||
| [!code-csharp[Message](samples/intro/message.cs)] | |||
| Now your first bot is complete. You may continue to add on to this | |||
| if you desire, but for any bots that will be carrying out multiple | |||
| commands, it is strongly recommended to use the command framework as | |||
| shown below. | |||
| For your reference, you may view the [completed program]. | |||
| [MessageReceived]: xref:Discord.WebSocket.DiscordSocketClient#Discord_WebSocket_DiscordSocketClient_MessageReceived | |||
| [SocketMessage]: xref:Discord.WebSocket.SocketMessage | |||
| [SocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel | |||
| [completed program]: samples/intro/complete.cs | |||
| [Command Guide]: ../commands/commands.md | |||
| # Building a bot with commands | |||
| This section will show you how to write a program that is ready for | |||
| [Commands](../commands/commands.md). Note that we will not be | |||
| explaining _how_ to write Commands or Services, it will only be | |||
| covering the general structure. | |||
| For reference, view an [annotated example] of this structure. | |||
| [annotated example]: samples/intro/structure.cs | |||
| It is important to know that the recommended design pattern of bots | |||
| should be to separate the program (initialization and command handler), | |||
| the modules (handle commands), and the services (persistent storage, | |||
| pure functions, data manipulation). | |||
| **todo:** diagram of bot structure | |||
| @@ -0,0 +1,9 @@ | |||
| public class Program | |||
| { | |||
| public static void Main(string[] args) | |||
| => new Program().MainAsync().GetAwaiter().GetResult(); | |||
| public async Task MainAsync() | |||
| { | |||
| } | |||
| } | |||
| @@ -1,17 +1,17 @@ | |||
| // Program.cs | |||
| using Discord.WebSocket; | |||
| // ... | |||
| private DiscordSocketClient _client; | |||
| public async Task MainAsync() | |||
| { | |||
| _client = new DiscordSocketClient(); | |||
| _client.Log += Log; | |||
| string token = "abcdefg..."; // Remember to keep this private! | |||
| // Remember to keep this private or to read this | |||
| // from an external source! | |||
| string token = "abcdefg..."; | |||
| await _client.LoginAsync(TokenType.Bot, token); | |||
| await _client.StartAsync(); | |||
| // Block this task until the program is closed. | |||
| await Task.Delay(-1); | |||
| } | |||
| } | |||
| @@ -0,0 +1,38 @@ | |||
| public class Program | |||
| { | |||
| private DiscordSocketClient _client; | |||
| public static void Main(string[] args) | |||
| => new Program().MainAsync().GetAwaiter().GetResult(); | |||
| public async Task MainAsync() | |||
| { | |||
| _client = new DiscordSocketClient(); | |||
| _client.Log += Log; | |||
| _client.MessageReceived += MessageReceivedAsync; | |||
| // Remember to keep this private or to read this | |||
| // from an external source! | |||
| string token = "abcdefg..."; | |||
| await _client.LoginAsync(TokenType.Bot, token); | |||
| await _client.StartAsync(); | |||
| // Block this task until the program is closed. | |||
| await Task.Delay(-1); | |||
| } | |||
| private async Task MessageReceivedAsync(SocketMessage message) | |||
| { | |||
| if (message.Content == "!ping") | |||
| { | |||
| await message.Channel.SendMessageAsync("Pong!"); | |||
| } | |||
| } | |||
| private Task Log(LogMessage msg) | |||
| { | |||
| Console.WriteLine(msg.ToString()); | |||
| return Task.CompletedTask; | |||
| } | |||
| } | |||
| @@ -0,0 +1,5 @@ | |||
| private Task Log(LogMessage msg) | |||
| { | |||
| Console.WriteLine(msg.ToString()); | |||
| return Task.CompletedTask; | |||
| } | |||
| @@ -1,6 +1,6 @@ | |||
| public async Task MainAsync() | |||
| { | |||
| // client.Log ... | |||
| // ... | |||
| _client.MessageReceived += MessageReceived; | |||
| // ... | |||
| } | |||
| @@ -1,15 +0,0 @@ | |||
| using System; | |||
| using System.Threading.Tasks; | |||
| namespace MyBot | |||
| { | |||
| public class Program | |||
| { | |||
| public static void Main(string[] args) | |||
| => new Program().MainAsync().GetAwaiter().GetResult(); | |||
| public async Task MainAsync() | |||
| { | |||
| } | |||
| } | |||
| } | |||
| @@ -1,44 +0,0 @@ | |||
| using Discord; | |||
| using Discord.WebSocket; | |||
| using System; | |||
| using System.Threading.Tasks; | |||
| namespace MyBot | |||
| { | |||
| public class Program | |||
| { | |||
| private DiscordSocketClient _client; | |||
| public static void Main(string[] args) | |||
| => new Program().MainAsync().GetAwaiter().GetResult(); | |||
| public async Task MainAsync() | |||
| { | |||
| _client = new DiscordSocketClient(); | |||
| _client.Log += Log; | |||
| _client.MessageReceived += MessageReceived; | |||
| string token = "abcdefg..."; // Remember to keep this private! | |||
| await _client.LoginAsync(TokenType.Bot, token); | |||
| await _client.StartAsync(); | |||
| // Block this task until the program is closed. | |||
| await Task.Delay(-1); | |||
| } | |||
| private async Task MessageReceived(SocketMessage message) | |||
| { | |||
| if (message.Content == "!ping") | |||
| { | |||
| await message.Channel.SendMessageAsync("Pong!"); | |||
| } | |||
| } | |||
| private Task Log(LogMessage msg) | |||
| { | |||
| Console.WriteLine(msg.ToString()); | |||
| return Task.CompletedTask; | |||
| } | |||
| } | |||
| } | |||
| @@ -1,22 +0,0 @@ | |||
| using Discord; | |||
| using System; | |||
| using System.Threading.Tasks; | |||
| namespace MyBot | |||
| { | |||
| public class Program | |||
| { | |||
| public static void Main(string[] args) | |||
| => new Program().MainAsync().GetAwaiter().GetResult(); | |||
| public async Task MainAsync() | |||
| { | |||
| } | |||
| private Task Log(LogMessage msg) | |||
| { | |||
| Console.WriteLine(msg.ToString()); | |||
| return Task.CompletedTask; | |||
| } | |||
| } | |||
| } | |||
| @@ -1,13 +0,0 @@ | |||
| <Project Sdk="Microsoft.NET.Sdk"> | |||
| <PropertyGroup> | |||
| <OutputType>Exe</OutputType> | |||
| <TargetFramework>netcoreapp1.1</TargetFramework> | |||
| <NoWin32Manifest>true</NoWin32Manifest> | |||
| </PropertyGroup> | |||
| <ItemGroup> | |||
| <PackageReference Include="Discord.Net" Version="1.*" /> | |||
| </ItemGroup> | |||
| </Project> | |||
| @@ -0,0 +1,16 @@ | |||
| <Project Sdk="Microsoft.NET.Sdk"> | |||
| <!-- | |||
| The following may differ depending on the latest version of | |||
| .NET Core Framework or Discord.Net. | |||
| --> | |||
| <PropertyGroup> | |||
| <OutputType>Exe</OutputType> | |||
| <TargetFramework>netcoreapp2.0</TargetFramework> | |||
| </PropertyGroup> | |||
| <ItemGroup> | |||
| <PackageReference Include="Discord.Net" Version="2.*" /> | |||
| </ItemGroup> | |||
| </Project> | |||
| @@ -1,5 +1,5 @@ | |||
| --- | |||
| uid: Terminology | |||
| uid: Guides.GettingStarted.Terminology | |||
| title: Terminology | |||
| --- | |||
| @@ -7,34 +7,34 @@ title: Terminology | |||
| ## Preface | |||
| Most terms for objects remain the same between 0.9 and 1.0. The major | |||
| difference is that the ``Server`` is now called ``Guild`` to stay in | |||
| line with Discord internally. | |||
| Most terms for objects remain the same between 0.9 and 1.0 and above. | |||
| The major difference is that the ``Server`` is now called ``Guild`` | |||
| to stay in line with Discord internally. | |||
| ## Implementation Specific Entities | |||
| Discord.Net 1.0 is split into a core library and three different | |||
| implementations - `Discord.Net.Core`, `Discord.Net.Rest`, | |||
| Discord.Net is split into a core library and three different | |||
| implementations - `Discord.Net.Core`, `Discord.Net.Rest`, | |||
| `Discord.Net.Rpc`, and `Discord.Net.WebSockets`. | |||
| As a bot developer, you will only need to use `Discord.Net.WebSockets`, | |||
| As a bot developer, you will only need to use `Discord.Net.WebSockets`, | |||
| but you should be aware of the differences between them. | |||
| `Discord.Net.Core` provides a set of interfaces that models Discord's | |||
| API. These interfaces are consistent throughout all implementations of | |||
| Discord.Net, and if you are writing an implementation-agnostic library | |||
| or addon, you can rely on the core interfaces to ensure that your | |||
| `Discord.Net.Core` provides a set of interfaces that models Discord's | |||
| API. These interfaces are consistent throughout all implementations of | |||
| Discord.Net, and if you are writing an implementation-agnostic library | |||
| or addon, you can rely on the core interfaces to ensure that your | |||
| addon will run on all platforms. | |||
| `Discord.Net.Rest` provides a set of concrete classes to be used | |||
| **strictly** with the REST portion of Discord's API. Entities in this | |||
| `Discord.Net.Rest` provides a set of concrete classes to be used | |||
| **strictly** with the REST portion of Discord's API. Entities in this | |||
| implementation are prefixed with `Rest` (e.g. `RestChannel`). | |||
| `Discord.Net.Rpc` provides a set of concrete classes that are used | |||
| with Discord's RPC API. Entities in this implementation are prefixed | |||
| `Discord.Net.Rpc` provides a set of concrete classes that are used | |||
| with Discord's RPC API. Entities in this implementation are prefixed | |||
| with `Rpc` (e.g. `RpcChannel`). | |||
| `Discord.Net.WebSocket` provides a set of concrete classes that are | |||
| `Discord.Net.WebSocket` provides a set of concrete classes that are | |||
| used primarily with Discord's WebSocket API or entities that are kept | |||
| in cache. When developing bots, you will be using this implementation. | |||
| in cache. When developing bots, you will be using this implementation. | |||
| All entities are prefixed with `Socket` (e.g. `SocketChannel`). | |||
| @@ -0,0 +1,51 @@ | |||
| --- | |||
| uid: Guides.Introduction | |||
| title: Introduction to Discord.Net | |||
| --- | |||
| # Introduction | |||
| ## Looking to get started? | |||
| First of all, welcome! You may visit us on our Discord should you | |||
| have any questions. Before you delve into using the library, | |||
| however, you should have some decent understanding of the language | |||
| you are about to use. This library touches on | |||
| [Task-based Asynchronous Pattern] \(TAP), [polymorphism], [interface] | |||
| and many more advanced topics extensively. Please make sure that you | |||
| understand these topics to some extent before proceeding. | |||
| Here are some examples: | |||
| 1. [Official quick start guide] | |||
| 2. [Official template] | |||
| > [!NOTE] | |||
| > Please note that you should *not* try to blindly copy paste | |||
| > the code. The examples are meant to be a template or a guide. | |||
| > It is not meant to be something that will work out of the box. | |||
| [Official template]: https://github.com/foxbot/DiscordBotBase/tree/csharp/src/DiscordBot | |||
| [Official quick start guide]: https://github.com/RogueException/Discord.Net/blob/dev/docs/guides/getting_started/samples/first-bot/structure.cs | |||
| [Task-based Asynchronous Pattern]: https://docs.microsoft.com/en-us/dotnet/standard/asynchronous-programming-patterns/task-based-asynchronous-pattern-tap | |||
| [polymorphism]: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/polymorphism | |||
| [interface]: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/interfaces/ | |||
| ## New to .NET/C#? | |||
| If you are new to the language, using this lib may prove to be | |||
| difficult, but don't worry! There are many resources online that can | |||
| help you get started in the wonderful world of .NET. Here are some | |||
| resources to get you started. | |||
| - [C# Programming Guide (MSDN/Microsoft, Free)](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/) | |||
| - [C# Fundamentals For Absolute Beginners (Channel9/Microsoft, Free)](https://channel9.msdn.com/Series/C-Fundamentals-for-Absolute-Beginners) | |||
| - [C# Path (Pluralsight, Paid)](https://www.pluralsight.com/paths/csharp) | |||
| ## Still have questions? | |||
| Please visit us at `#dotnet_discord-net` on the [Discord API] server. | |||
| Describe the problem in details to us, what you've done, and, | |||
| if any, the problematic code uploaded onto [Hastebin](https://hastebin.com). | |||
| [Discord API]: https://discord.gg/jkrBmQR | |||
| @@ -1,61 +0,0 @@ | |||
| # Migrating from 0.9 | |||
| **1.0.0 is the biggest breaking change the library has gone through, due to massive | |||
| changes in the design of the library.** | |||
| >A medium to advanced understanding is recommended when working with this library. | |||
| It is recommended to familiarize yourself with the entities in 1.0 before continuing. | |||
| Feel free to look through the library's source directly, look through IntelliSense, or | |||
| look through our hosted [API Documentation](xref:Discord). | |||
| ## Entities | |||
| Most API models function _similarly_ to 0.9, however their names have been changed. | |||
| You should also keep in mind that we now separate different types of Channels and Users. | |||
| Before proceeding, please read over @Terminology to understand the naming behind some objects. | |||
| Below is a table that compares most common 0.9 entities to their 1.0 counterparts. | |||
| >This should be used mostly for migration purposes. Please take some time to consider whether | |||
| >or not you are using the right "tool for the job" when working with 1.0 | |||
| | 0.9 | 1.0 | Notice | | |||
| | --- | --- | ------ | | |||
| | Server | @Discord.WebSocket.SocketGuild | | |||
| | Channel | @Discord.WebSocket.SocketGuildChannel | Applies only to channels that are members of a Guild | | |||
| | Channel.IsPrivate | @Discord.WebSocket.SocketDMChannel | |||
| | ChannelType.Text | @Discord.WebSocket.SocketTextChannel | This applies only to Text Channels in Guilds | |||
| | ChannelType.Voice | @Discord.WebSocket.SocketVoiceChannel | This applies only to Voice Channels in Guilds | |||
| | User | @Discord.WebSocket.SocketGuildUser | This applies only to users belonging to a Guild* | |||
| | Profile | @Discord.WebSocket.SocketGuildUser | |||
| | Message | @Discord.WebSocket.SocketUserMessage | |||
| \* To retrieve an @Discord.WebSocket.SocketGuildUser, you must retrieve the user from an @Discord.WebSocket.SocketGuild. | |||
| ## Event Registration | |||
| Prior to 1.0, events were registered using the standard c# `Handler(EventArgs)` pattern. In 1.0, | |||
| events are delegates, but are still registered the same. | |||
| For example, let's look at [DiscordSocketClient.MessageReceived](xref:Discord.WebSocket.DiscordSocketClient#Discord_WebSocket_DiscordSocketClient_MessageReceived) | |||
| To hook an event into MessageReceived, we now use the following code: | |||
| [!code-csharp[Event Registration](samples/event.cs)] | |||
| > **All Event Handlers in 1.0 MUST return Task!** | |||
| If your event handler is marked as `async`, it will automatically return `Task`. However, | |||
| if you do not need to execute asynchronus code, do _not_ mark your handler as `async`, and instead, | |||
| stick a `return Task.CompletedTask` at the bottom. | |||
| [!code-csharp[Sync Event Registration](samples/sync_event.cs)] | |||
| **Event handlers no longer require a sender.** The only arguments your event handler needs to accept | |||
| are the parameters used by the event. It is recommended to look at the event in IntelliSense or on the | |||
| API docs before implementing it. | |||
| ## Async | |||
| Nearly everything in 1.0 is an async Task. You should always await any tasks you invoke. | |||
| @@ -1,4 +0,0 @@ | |||
| _client.MessageReceived += async (msg) => | |||
| { | |||
| await msg.Channel.SendMessageAsync(msg.Content); | |||
| } | |||
| @@ -1,5 +0,0 @@ | |||
| _client.Log += (msg) => | |||
| { | |||
| Console.WriteLine(msg.ToString()); | |||
| return Task.CompletedTask; | |||
| } | |||
| @@ -1,27 +1,36 @@ | |||
| - name: Introduction | |||
| topicUid: Guides.Introduction | |||
| - name: Getting Started | |||
| items: | |||
| - name: Installation | |||
| href: getting_started/installing.md | |||
| topicUid: Guides.GettingStarted.Installation | |||
| - name: Your First Bot | |||
| href: getting_started/intro.md | |||
| topicUid: Guides.GettingStarted.FirstBot | |||
| - name: Terminology | |||
| href: getting_started/terminology.md | |||
| topicUid: Guides.GettingStarted.Terminology | |||
| - name: Basic Concepts | |||
| items: | |||
| - name: Logging Data | |||
| href: concepts/logging.md | |||
| topicUid: Guides.Concepts.Logging | |||
| - name: Working with Events | |||
| href: concepts/events.md | |||
| topicUid: Guides.Concepts.Events | |||
| - name: Managing Connections | |||
| href: concepts/connections.md | |||
| topicUid: Guides.Concepts.ManageConnections | |||
| - name: Entities | |||
| href: concepts/entities.md | |||
| topicUid: Guides.Concepts.Entities | |||
| - name: Deployment | |||
| topicUid: Guides.Concepts.Deployment | |||
| - name: The Command Service | |||
| items: | |||
| - name: Command Guide | |||
| href: commands/commands.md | |||
| - name: Introduction | |||
| topicUid: Guides.Commands.Intro | |||
| - name: TypeReaders | |||
| topicUid: Guides.Commands.TypeReaders | |||
| - name: Preconditions | |||
| topicUid: Guides.Commands.Preconditions | |||
| - name: Dependency Injection | |||
| topicUid: Guides.Commands.DI | |||
| - name: Post-execution Handling | |||
| topicUid: Guides.Commands.PostExecution | |||
| - name: Voice | |||
| items: | |||
| - name: Voice Guide | |||
| href: voice/sending-voice.md | |||
| - name: Migrating from 0.9 | |||
| topicUid: Guides.Voice.SendingVoice | |||
| @@ -1,4 +1,5 @@ | |||
| --- | |||
| uid: Guides.Voice.SendingVoice | |||
| title: Sending Voice | |||
| --- | |||
| @@ -44,7 +45,7 @@ guild. To switch channels within a guild, invoke [ConnectAsync] on | |||
| another voice channel in the guild. | |||
| [IAudioClient]: xref:Discord.Audio.IAudioClient | |||
| [ConnectAsync]: xref:Discord.IAudioChannel#Discord_IAudioChannel_ConnectAsync_Action_IAudioClient__ | |||
| [ConnectAsync]: xref:Discord.IAudioChannel.ConnectAsync* | |||
| ## Transmitting Audio | |||
| @@ -98,4 +99,4 @@ you will want to wait for audio to stop playing before continuing on | |||
| to the next song. You can await `AudioOutStream.FlushAsync` to wait for | |||
| the audio client's internal buffer to clear out. | |||
| [!code-csharp[Sending Audio](samples/audio_ffmpeg.cs)] | |||
| [!code-csharp[Sending Audio](samples/audio_ffmpeg.cs)] | |||
| @@ -1,13 +1,28 @@ | |||
| --- | |||
| uid: Root.Landing | |||
| title: Home | |||
| --- | |||
| # Discord.Net Documentation | |||
| Discord.Net is an asynchronous, multiplatform .NET Library used to interface with the [Discord API](https://discordapp.com/). | |||
| ## What is Discord.Net? | |||
| If this is your first time using Discord.Net, you should refer to the [Intro](guides/getting_started/intro.md) for tutorials. | |||
| More experienced users might refer to the [API Documentation](api/index.md) for a breakdown of the individuals objects in the library. | |||
| Discord.Net is an asynchronous, multi-platform .NET Library used to | |||
| interface with the [Discord API](https://discordapp.com/). | |||
| For additional resources: | |||
| - [Discord API Guild](https://discord.gg/discord-api) - Look for `#dotnet_discord-net` | |||
| - [GitHub](https://github.com/RogueException/Discord.Net/tree/dev) | |||
| - [NuGet](https://www.nuget.org/packages/Discord.Net/) | |||
| - [MyGet Feed](https://www.myget.org/feed/Packages/discord-net) - Addons and nightly builds | |||
| ## Where to begin? | |||
| If this is your first time using Discord.Net, you should refer to the | |||
| [Intro](xref:Guides.Introduction) for tutorials. | |||
| More experienced users might want to refer to the | |||
| [API Documentation](xref:API.Docs) for a breakdown of the individual | |||
| objects in the library. | |||
| ## Additional Resources | |||
| - [Discord API Guild](https://discord.gg/discord-api) - Look for `#dotnet_discord-net` | |||
| - [GitHub](https://github.com/RogueException/Discord.Net/) | |||
| - [NuGet](https://www.nuget.org/packages/Discord.Net/) | |||
| - [MyGet Feed](https://www.myget.org/feed/Packages/discord-net) - Add-ons and nightly builds | |||
| - [AppVeyor CI](https://ci.appveyor.com/project/RogueException/discord-net) - Nightly builds via Continuous Integration | |||
| @@ -1,6 +1,9 @@ | |||
| - name: Guides | |||
| href: guides/ | |||
| topicUid: Guides.Introduction | |||
| - name: FAQ | |||
| href: faq/ | |||
| topicUid: FAQ.Basics.GetStarted | |||
| - name: API Documentation | |||
| href: api/ | |||
| homepage: api/index.md | |||
| topicUid: API.Docs | |||
| @@ -2,11 +2,11 @@ using System; | |||
| namespace Discord.Commands | |||
| { | |||
| /// <summary> Provides aliases for a command. </summary> | |||
| /// <summary> Marks the aliases for a command. </summary> | |||
| [AttributeUsage(AttributeTargets.Class | AttributeTargets.Method, AllowMultiple = false, Inherited = true)] | |||
| public class AliasAttribute : Attribute | |||
| { | |||
| /// <summary> The aliases which have been defined for the command. </summary> | |||
| /// <summary> Gets the aliases which have been defined for the command. </summary> | |||
| public string[] Aliases { get; } | |||
| /// <summary> Creates a new <see cref="AliasAttribute"/> with the given aliases. </summary> | |||
| @@ -2,16 +2,29 @@ using System; | |||
| namespace Discord.Commands | |||
| { | |||
| /// <summary> Marks the execution information for a command. </summary> | |||
| [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = true)] | |||
| public class CommandAttribute : Attribute | |||
| { | |||
| /// <summary> | |||
| /// Gets the text that has been set to be recognized as a command. | |||
| /// </summary> | |||
| public string Text { get; } | |||
| /// <summary> | |||
| /// Specifies the <see cref="RunMode" /> of the command. This affects how the command is executed. | |||
| /// </summary> | |||
| public RunMode RunMode { get; set; } = RunMode.Default; | |||
| /// <inheritdoc /> | |||
| public CommandAttribute() | |||
| { | |||
| Text = null; | |||
| } | |||
| /// <summary> | |||
| /// Initializes a new <see cref="CommandAttribute" /> attribute with the specified name. | |||
| /// </summary> | |||
| /// <param name="text">The name of the command.</param> | |||
| public CommandAttribute(string text) | |||
| { | |||
| Text = text; | |||
| @@ -2,6 +2,7 @@ using System; | |||
| namespace Discord.Commands | |||
| { | |||
| /// <summary> Prevents the marked module from being loaded automatically. </summary> | |||
| [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)] | |||
| public class DontAutoLoadAttribute : Attribute | |||
| { | |||
| @@ -1,9 +1,12 @@ | |||
| using System; | |||
| namespace Discord.Commands { | |||
| [AttributeUsage(AttributeTargets.Property, AllowMultiple = false, Inherited = true)] | |||
| public class DontInjectAttribute : Attribute { | |||
| } | |||
| namespace Discord.Commands | |||
| { | |||
| /// <summary> | |||
| /// Prevents the marked property from being injected into a module. | |||
| /// </summary> | |||
| [AttributeUsage(AttributeTargets.Property, AllowMultiple = false, Inherited = true)] | |||
| public class DontInjectAttribute : Attribute | |||
| { | |||
| } | |||
| } | |||