| @@ -206,3 +206,6 @@ project.lock.json | |||||
| docs/api/\.manifest | docs/api/\.manifest | ||||
| \.idea/ | \.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 @@ | |||||
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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}} | |||||
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| <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}} | |||||
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| @@ -0,0 +1,14 @@ | |||||
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| <script type="text/javascript" src="{{_rel}}styles/cornerify.js"></script> | |||||
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| 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 | # 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": { | "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", | "dest": "_site", | ||||
| "template": [ | "template": [ | ||||
| "default" | |||||
| "default", | |||||
| "_template/light-dark-theme" | |||||
| ], | ], | ||||
| "overwrite": "_overwrites/**/**.md", | |||||
| "globalMetadata": { | "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(); | _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() | public async Task InstallCommandsAsync() | ||||
| { | { | ||||
| // Hook the MessageReceived Event into our Command Handler | // Hook the MessageReceived Event into our Command Handler | ||||
| _client.MessageReceived += HandleCommandAsync; | _client.MessageReceived += HandleCommandAsync; | ||||
| // Discover all of the commands in this assembly and load them. | // 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) | 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>() | .AddSingleton<DatabaseService>() | ||||
| .BuildServiceProvider(); | .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; | private readonly DatabaseService _database; | ||||
| // Dependencies can be injected via the constructor | // Dependencies can be injected via the constructor | ||||
| public ModuleA(DatabaseService database) | |||||
| public DatabaseModule(DatabaseService database) | |||||
| { | { | ||||
| _database = 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 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 | // Public properties annotated with [DontInject] will not | ||||
| // be injected | |||||
| [DontInject] | [DontInject] | ||||
| public NotificationService { get; set; } | |||||
| public ModuleB(CommandService commands) | |||||
| { | |||||
| Commands = commands; | |||||
| } | |||||
| } | |||||
| public NotificationService NotificationService { get; set; } | |||||
| } | |||||
| @@ -1,5 +1,7 @@ | |||||
| using Discord.Commands; | 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> | public class InfoModule : ModuleBase<SocketCommandContext> | ||||
| { | { | ||||
| @@ -1,24 +1,25 @@ | |||||
| // Create a module with no prefix | // 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")] | [Command("say")] | ||||
| [Summary("Echoes a message.")] | [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 | // Create a module with the 'sample' prefix | ||||
| [Group("sample")] | [Group("sample")] | ||||
| public class Sample : ModuleBase<SocketCommandContext> | |||||
| public class SampleModule : ModuleBase<SocketCommandContext> | |||||
| { | { | ||||
| // ~sample square 20 -> 400 | // ~sample square 20 -> 400 | ||||
| [Command("square")] | [Command("square")] | ||||
| [Summary("Squares a number.")] | [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. | // We can also access the channel from the Command Context. | ||||
| await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | ||||
| @@ -31,9 +32,12 @@ public class Sample : ModuleBase<SocketCommandContext> | |||||
| // ~sample userinfo 96642168176807936 --> Khionu#8708 | // ~sample userinfo 96642168176807936 --> Khionu#8708 | ||||
| // ~sample whois 96642168176807936 --> Khionu#8708 | // ~sample whois 96642168176807936 --> Khionu#8708 | ||||
| [Command("userinfo")] | [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")] | [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; | var userInfo = user ?? Context.Client.CurrentUser; | ||||
| await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | await ReplyAsync($"{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 | public class RequireOwnerAttribute : PreconditionAttribute | ||||
| { | { | ||||
| // Override the CheckPermissions method | // 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 | // Get the ID of the bot's owner | ||||
| var ownerId = (await services.GetService<DiscordSocketClient>().GetApplicationInfoAsync()).Owner.Id; | 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 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; | bool result; | ||||
| if (bool.TryParse(input, out 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 | title: Managing Connections | ||||
| --- | --- | ||||
| In Discord.Net, once a client has been started, it will automatically | 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. | stopped. | ||||
| ### Usage | ### Usage | ||||
| To start a connection, invoke the `StartAsync` method on a client that | 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 | 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.** | connection is actually made.** | ||||
| As a result, you will need to hook into one of the connection-state | 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 | All clients provide a `Connected` and `Disconnected` event, which is | ||||
| raised respectively when a connection opens or closes. In the case of | 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. | 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 | is raised only when the client has finished guild stream or guild | ||||
| sync, and has a complete guild cache. | sync, and has a complete guild cache. | ||||
| [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | ||||
| [DiscordRpcClient]: xref:Discord.Rpc.DiscordRpcClient | |||||
| ### Samples | ### Samples | ||||
| [!code-csharp[Connection Sample](samples/events.cs)] | [!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, | 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 | 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 | connection manager is designed to be bulletproof and never fail - if | ||||
| your client doesn't manage to reconnect, you've found a bug! | 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 | 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.Net provides a versatile entity system for navigating the | ||||
| Discord API. | Discord API. | ||||
| ### Inheritance | |||||
| ## Inheritance | |||||
| Due to the nature of the Discord API, some entities are designed with | Due to the nature of the Discord API, some entities are designed with | ||||
| multiple variants; for example, `SocketUser` and `SocketGuildUser`. | multiple variants; for example, `SocketUser` and `SocketGuildUser`. | ||||
| All models will contain the most detailed version of an entity | 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 | `SocketMessage` is passed in with a channel property of type | ||||
| `SocketMessageChannel`. All messages come from channels capable of | `SocketMessageChannel`. All messages come from channels capable of | ||||
| messaging, so this is the only variant of a channel that can cover | 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 | retrieve information about a guild from a message entity, you will | ||||
| need to cast its channel object to a `SocketTextChannel`. | 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 | All socket entities have navigation properties on them, which allow | ||||
| you to easily navigate to an entity's parent or children. As explained | 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 | above, you will sometimes need to cast to a more detailed version of | ||||
| an entity to navigate to its parent. | an entity to navigate to its parent. | ||||
| ### Accessing Entities | |||||
| ## Accessing Entities | |||||
| The most basic forms of entities, `SocketGuild`, `SocketUser`, and | The most basic forms of entities, `SocketGuild`, `SocketUser`, and | ||||
| `SocketChannel` can be pulled from the DiscordSocketClient's global | `SocketChannel` can be pulled from the DiscordSocketClient's global | ||||
| cache, and can be retrieved using the respective `GetXXX` method on | cache, and can be retrieved using the respective `GetXXX` method on | ||||
| DiscordSocketClient. | 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 | 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 | `SocketGuildChannel`. Again, you may need to cast these objects to get | ||||
| a variant of the type that you need. | 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 | title: Working with Events | ||||
| --- | --- | ||||
| # Events in Discord.Net | |||||
| Events in Discord.Net are consumed in a similar manner to the standard | 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 | 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 | This allows for events to be handled in an async context directly | ||||
| instead of relying on `async void`. | instead of relying on `async void`. | ||||
| ### Usage | |||||
| ## Usage | |||||
| To receive data from an event, hook into it using C#'s delegate | To receive data from an event, hook into it using C#'s delegate | ||||
| event pattern. | event pattern. | ||||
| @@ -18,7 +21,7 @@ event pattern. | |||||
| You may either opt to hook an event to an anonymous function (lambda) | You may either opt to hook an event to an anonymous function (lambda) | ||||
| or a named function. | or a named function. | ||||
| ### Safety | |||||
| ## Safety | |||||
| All events are designed to be thread-safe; events are executed | All events are designed to be thread-safe; events are executed | ||||
| synchronously off the gateway task in the same context as the gateway | 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 | Exceptions in commands will be swallowed by the gateway and logged out | ||||
| through the client's log method. | through the client's log method. | ||||
| ### Common Patterns | |||||
| ## Common Patterns | |||||
| As you may know, events in Discord.Net are only given a signature of | 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, | `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 | That being said, there are a variety of common patterns that allow you | ||||
| to infer what the parameters in an event mean. | to infer what the parameters in an event mean. | ||||
| #### Entity, Entity | |||||
| ### Entity, Entity | |||||
| An event handler with a signature of `Func<Entity, Entity, Task>` | An event handler with a signature of `Func<Entity, Entity, Task>` | ||||
| typically means that the first object will be a clone of the entity | 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. | This pattern is typically only found on `EntityUpdated` events. | ||||
| #### Cacheable | |||||
| ### Cacheable | |||||
| An event handler with a signature of `Func<Cacheable, Entity, Task>` | 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 | API, so it can either be pulled from the client's cache or | ||||
| downloaded from the API. | downloaded from the API. | ||||
| @@ -70,15 +73,12 @@ object. | |||||
| [Cacheable]: xref:Discord.Cacheable`2 | [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] | For more information about events in Discord.Net, see the [Events] | ||||
| section. | 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]. | to a `Task` with a single parameter of type [LogMessage]. | ||||
| It is recommended that you use an established function instead of a | 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 | [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 | Data logged through this event is typically coupled with a | ||||
| [CommandException], where information about the command's context | [CommandException], where information about the command's context | ||||
| @@ -34,14 +43,6 @@ and error can be found and handled. | |||||
| [CommandService]: xref:Discord.Commands.CommandService | [CommandService]: xref:Discord.Commands.CommandService | ||||
| [CommandException]: xref:Discord.Commands.CommandException | [CommandException]: xref:Discord.Commands.CommandException | ||||
| #### Samples | |||||
| ## Sample | |||||
| [!code-csharp[Logging Sample](samples/logging.cs)] | [!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) | public string GetChannelTopic(ulong id) | ||||
| { | { | ||||
| var channel = client.GetChannel(81384956881809408) as SocketTextChannel; | 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; | 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 | 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 | Currently, Discord.Net targets [.NET Standard] 1.3 and offers support | ||||
| for .NET Standard 1.1. If your application will be targeting .NET | for .NET Standard 1.1. If your application will be targeting .NET | ||||
| Standard 1.1, please see the [additional steps]. | 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 | required. When using .NET Framework, it is suggested to target | ||||
| `.NET Framework 4.6.1` or higher. | `.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 Standard]: https://docs.microsoft.com/en-us/dotnet/articles/standard/library | ||||
| [.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/ | [.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/ | ||||
| [additional steps]: #installing-on-net-standard-11 | [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]. | [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` | 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]. | [without Visual Studio]. | ||||
| [official NuGet feed]: https://nuget.org | [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 | [with Visual Studio]: https://docs.microsoft.com/en-us/nuget/tools/package-manager-ui#package-sources | ||||
| [without Visual Studio]: #configuring-nuget-without-visual-studio | [without Visual Studio]: #configuring-nuget-without-visual-studio | ||||
| ## Using Visual Studio | |||||
| ### [Using Visual Studio](#tab/vs-install) | |||||
| > [!TIP] | > [!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." | 3. Right click on "Dependencies", and select "Manage NuGet packages." | ||||
|  | |||||
|  | |||||
| 4. In the "Browse" tab, search for `Discord.Net`. | 4. In the "Browse" tab, search for `Discord.Net`. | ||||
| 5. Install the `Discord.Net` package. | 5. Install the `Discord.Net` package. | ||||
|  | |||||
|  | |||||
| ## Using JetBrains Rider | |||||
| ### [Using JetBrains Rider](#tab/rider-install) | |||||
| > [!TIP] | > [!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. | 1. Create a new solution for your bot. | ||||
| 2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for | 2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for | ||||
| Solution). | |||||
| Solution). | |||||
|  |  | ||||
| 3. In the "Packages" tab, search for `Discord.Net`. | 3. In the "Packages" tab, search for `Discord.Net`. | ||||
|  |  | ||||
| 4. Install by adding the package to your project. | 4. Install by adding the package to your project. | ||||
|  |  | ||||
| ## Using Visual Studio Code | |||||
| ### [Using Visual Studio Code](#tab/vs-code) | |||||
| > [!TIP] | > [!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. | 1. Create a new project for your bot. | ||||
| 2. Add `Discord.Net` to your .csproj. | 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 | [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 | ### Using Visual Studio | ||||
| - [Visual Studio 2017](https://www.visualstudio.com/) | - [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 | The .NET Core and Docker (Preview) workload is required during Visual | ||||
| Studio installation. | Studio installation. | ||||
| ### Using Command Line | ### 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 | 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. | 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: | yourself, if you prefer: | ||||
| - Discord.Net.Providers.WS4Net | - Discord.Net.Providers.WS4Net | ||||
| - Discord.Net.Providers.UDPClient | - 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 | Next, you will need to configure your [DiscordSocketClient] to use | ||||
| these custom providers over the default ones. | these custom providers over the default ones. | ||||
| @@ -131,16 +157,16 @@ are passing into your client. | |||||
| [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | ||||
| [DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | [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 | If you plan on deploying your bot or developing outside of Visual | ||||
| Studio, you will need to create a local NuGet configuration file for | Studio, you will need to create a local NuGet configuration file for | ||||
| your project. | 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 | 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; | private DiscordSocketClient _client; | ||||
| public async Task MainAsync() | public async Task MainAsync() | ||||
| { | { | ||||
| _client = new DiscordSocketClient(); | _client = new DiscordSocketClient(); | ||||
| _client.Log += Log; | _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.LoginAsync(TokenType.Bot, token); | ||||
| await _client.StartAsync(); | await _client.StartAsync(); | ||||
| // Block this task until the program is closed. | // Block this task until the program is closed. | ||||
| await Task.Delay(-1); | 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() | public async Task MainAsync() | ||||
| { | { | ||||
| // client.Log ... | |||||
| // ... | |||||
| _client.MessageReceived += MessageReceived; | _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 | title: Terminology | ||||
| --- | --- | ||||
| @@ -7,34 +7,34 @@ title: Terminology | |||||
| ## Preface | ## 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 | ## 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`. | `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. | 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. | 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`). | 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`). | 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 | 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`). | 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 | - name: Getting Started | ||||
| items: | items: | ||||
| - name: Installation | - name: Installation | ||||
| href: getting_started/installing.md | |||||
| topicUid: Guides.GettingStarted.Installation | |||||
| - name: Your First Bot | - name: Your First Bot | ||||
| href: getting_started/intro.md | |||||
| topicUid: Guides.GettingStarted.FirstBot | |||||
| - name: Terminology | - name: Terminology | ||||
| href: getting_started/terminology.md | |||||
| topicUid: Guides.GettingStarted.Terminology | |||||
| - name: Basic Concepts | - name: Basic Concepts | ||||
| items: | items: | ||||
| - name: Logging Data | - name: Logging Data | ||||
| href: concepts/logging.md | |||||
| topicUid: Guides.Concepts.Logging | |||||
| - name: Working with Events | - name: Working with Events | ||||
| href: concepts/events.md | |||||
| topicUid: Guides.Concepts.Events | |||||
| - name: Managing Connections | - name: Managing Connections | ||||
| href: concepts/connections.md | |||||
| topicUid: Guides.Concepts.ManageConnections | |||||
| - name: Entities | - name: Entities | ||||
| href: concepts/entities.md | |||||
| topicUid: Guides.Concepts.Entities | |||||
| - name: Deployment | |||||
| topicUid: Guides.Concepts.Deployment | |||||
| - name: The Command Service | - name: The Command Service | ||||
| items: | 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 | - 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 | title: Sending Voice | ||||
| --- | --- | ||||
| @@ -44,7 +45,7 @@ guild. To switch channels within a guild, invoke [ConnectAsync] on | |||||
| another voice channel in the guild. | another voice channel in the guild. | ||||
| [IAudioClient]: xref:Discord.Audio.IAudioClient | [IAudioClient]: xref:Discord.Audio.IAudioClient | ||||
| [ConnectAsync]: xref:Discord.IAudioChannel#Discord_IAudioChannel_ConnectAsync_Action_IAudioClient__ | |||||
| [ConnectAsync]: xref:Discord.IAudioChannel.ConnectAsync* | |||||
| ## Transmitting Audio | ## 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 | to the next song. You can await `AudioOutStream.FlushAsync` to wait for | ||||
| the audio client's internal buffer to clear out. | 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 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 | - name: Guides | ||||
| href: guides/ | href: guides/ | ||||
| topicUid: Guides.Introduction | |||||
| - name: FAQ | |||||
| href: faq/ | |||||
| topicUid: FAQ.Basics.GetStarted | |||||
| - name: API Documentation | - name: API Documentation | ||||
| href: api/ | href: api/ | ||||
| homepage: api/index.md | |||||
| topicUid: API.Docs | |||||
| @@ -2,11 +2,11 @@ using System; | |||||
| namespace Discord.Commands | 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)] | [AttributeUsage(AttributeTargets.Class | AttributeTargets.Method, AllowMultiple = false, Inherited = true)] | ||||
| public class AliasAttribute : Attribute | 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; } | public string[] Aliases { get; } | ||||
| /// <summary> Creates a new <see cref="AliasAttribute"/> with the given aliases. </summary> | /// <summary> Creates a new <see cref="AliasAttribute"/> with the given aliases. </summary> | ||||
| @@ -2,16 +2,29 @@ using System; | |||||
| namespace Discord.Commands | namespace Discord.Commands | ||||
| { | { | ||||
| /// <summary> Marks the execution information for a command. </summary> | |||||
| [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = true)] | [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = true)] | ||||
| public class CommandAttribute : Attribute | public class CommandAttribute : Attribute | ||||
| { | { | ||||
| /// <summary> | |||||
| /// Gets the text that has been set to be recognized as a command. | |||||
| /// </summary> | |||||
| public string Text { get; } | 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; | public RunMode RunMode { get; set; } = RunMode.Default; | ||||
| /// <inheritdoc /> | |||||
| public CommandAttribute() | public CommandAttribute() | ||||
| { | { | ||||
| Text = null; | 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) | public CommandAttribute(string text) | ||||
| { | { | ||||
| Text = text; | Text = text; | ||||
| @@ -2,6 +2,7 @@ using System; | |||||
| namespace Discord.Commands | namespace Discord.Commands | ||||
| { | { | ||||
| /// <summary> Prevents the marked module from being loaded automatically. </summary> | |||||
| [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)] | [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)] | ||||
| public class DontAutoLoadAttribute : Attribute | public class DontAutoLoadAttribute : Attribute | ||||
| { | { | ||||
| @@ -1,9 +1,12 @@ | |||||
| using System; | 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 | |||||
| { | |||||
| } | |||||
| } | } | ||||