| @@ -1,10 +0,0 @@ | |||
| ############### | |||
| # folder # | |||
| ############### | |||
| /**/DROP/ | |||
| /**/TEMP/ | |||
| /**/packages/ | |||
| /**/bin/ | |||
| /**/obj/ | |||
| _site | |||
| @@ -1,46 +0,0 @@ | |||
| # Contributing to Docs | |||
| I don't really have any strict conditions for writing documentation, | |||
| but just keep these few guidelines in mind: | |||
| * Keep code samples in the `guides/samples` folder | |||
| * When referencing an object in the API, link to it's page in the | |||
| API documentation. | |||
| * Documentation should be written in clear and proper English* | |||
| \* If anyone is interested in translating documentation into other | |||
| languages, please open an issue or contact me on | |||
| Discord (`foxbot#0282`). | |||
| ### Layout | |||
| Documentation should be written in a FAQ/Wiki style format. | |||
| Recommended reads: | |||
| * http://docs.microsoft.com | |||
| * http://flask.pocoo.org/docs/0.12/ | |||
| Style consistencies: | |||
| * Use a ruler set at 70 characters | |||
| * Links should use long syntax | |||
| * Pages should be short and concise, not broad and long | |||
| Example of long link syntax: | |||
| ``` | |||
| Please consult the [API Documentation] for more information. | |||
| [API Documentation]: xref:System.String | |||
| ``` | |||
| ### Compiling | |||
| Documentation is compiled into a static site using [DocFx]. | |||
| We currently use the most recent build off the dev branch. | |||
| After making changes, compile your changes into the static site with | |||
| `docfx`. You can also view your changes live with `docfx --serve`. | |||
| [DocFx]: https://dotnet.github.io/docfx/ | |||
| @@ -1,16 +0,0 @@ | |||
| # 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 | |||
| @@ -1,6 +0,0 @@ | |||
| ############### | |||
| # temp file # | |||
| ############### | |||
| *.yml | |||
| .manifest | |||
| @@ -1,13 +0,0 @@ | |||
| # API Documentation | |||
| This is where you will find documentation for all members and objects in Discord.Net | |||
| __Commonly Used Entities__ | |||
| * @Discord.WebSocket | |||
| * @Discord.WebSocket.DiscordSocketClient | |||
| * @Discord.WebSocket.SocketGuildChannel | |||
| * @Discord.WebSocket.SocketGuildUser | |||
| * @Discord.WebSocket.SocketMessage | |||
| * @Discord.WebSocket.SocketRole | |||
| @@ -1,74 +0,0 @@ | |||
| { | |||
| "metadata": [ | |||
| { | |||
| "src": [ | |||
| { | |||
| "src": "..", | |||
| "files": [ | |||
| "src/**/*.cs" | |||
| ], | |||
| "exclude": [ | |||
| "**/obj/**", | |||
| "**/bin/**", | |||
| "_site/**" | |||
| ] | |||
| } | |||
| ], | |||
| "dest": "api", | |||
| "filter": "filterConfig.yml" | |||
| } | |||
| ], | |||
| "build": { | |||
| "content": [ | |||
| { | |||
| "files": [ | |||
| "api/**.yml", | |||
| "api/index.md" | |||
| ] | |||
| }, | |||
| { | |||
| "files": [ | |||
| "guides/**.md", | |||
| "guides/**/toc.yml", | |||
| "toc.yml", | |||
| "*.md" | |||
| ], | |||
| "exclude": [ | |||
| "obj/**", | |||
| "_site/**" | |||
| ] | |||
| } | |||
| ], | |||
| "resource": [ | |||
| { | |||
| "files": [ | |||
| "**/images/**", | |||
| "**/samples/**" | |||
| ], | |||
| "exclude": [ | |||
| "obj/**", | |||
| "_site/**" | |||
| ] | |||
| } | |||
| ], | |||
| "overwrite": [ | |||
| { | |||
| "files": [ | |||
| "apidoc/**.md" | |||
| ], | |||
| "exclude": [ | |||
| "obj/**", | |||
| "_site/**" | |||
| ] | |||
| } | |||
| ], | |||
| "dest": "_site", | |||
| "template": [ | |||
| "default" | |||
| ], | |||
| "globalMetadata": { | |||
| "_appFooter": "Discord.Net (c) 2015-2018 2.0.0-beta" | |||
| }, | |||
| "noLangKeyword": false | |||
| } | |||
| } | |||
| @@ -1,11 +0,0 @@ | |||
| apiRules: | |||
| - exclude: | |||
| uidRegex: ^Discord\.API$ | |||
| - exclude: | |||
| uidRegex: ^Discord\.API.*$ | |||
| - exclude: | |||
| uidRegex: ^Discord\.Net\.Converters$ | |||
| - exclude: | |||
| uidRegex: ^Discord\.Net.*$ | |||
| - exclude: | |||
| uidRegex: ^RegexAnalyzer$ | |||
| @@ -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_ | |||
| @@ -1,63 +0,0 @@ | |||
| using System; | |||
| using System.Threading.Tasks; | |||
| using System.Reflection; | |||
| using Discord; | |||
| using Discord.WebSocket; | |||
| using Discord.Commands; | |||
| using Microsoft.Extensions.DependencyInjection; | |||
| public class Program | |||
| { | |||
| private CommandService _commands; | |||
| private DiscordSocketClient _client; | |||
| private IServiceProvider _services; | |||
| private static void Main(string[] args) => new Program().StartAsync().GetAwaiter().GetResult(); | |||
| public async Task StartAsync() | |||
| { | |||
| _client = new DiscordSocketClient(); | |||
| _commands = new CommandService(); | |||
| // Avoid hard coding your token. Use an external source instead in your code. | |||
| string token = "bot token here"; | |||
| _services = new ServiceCollection() | |||
| .AddSingleton(_client) | |||
| .AddSingleton(_commands) | |||
| .BuildServiceProvider(); | |||
| await InstallCommandsAsync(); | |||
| await _client.LoginAsync(TokenType.Bot, token); | |||
| await _client.StartAsync(); | |||
| await Task.Delay(-1); | |||
| } | |||
| public async Task InstallCommandsAsync() | |||
| { | |||
| // Hook the MessageReceived Event into our Command Handler | |||
| _client.MessageReceived += HandleCommandAsync; | |||
| // Discover all of the commands in this assembly and load them. | |||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
| } | |||
| private async Task HandleCommandAsync(SocketMessage messageParam) | |||
| { | |||
| // Don't process the command if it was a System Message | |||
| var message = messageParam as SocketUserMessage; | |||
| if (message == null) return; | |||
| // Create a number to track where the prefix ends and the command begins | |||
| int argPos = 0; | |||
| // Determine if the message is a command, based on if it starts with '!' or a mention prefix | |||
| if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(_client.CurrentUser, ref argPos))) return; | |||
| // Create a Command Context | |||
| var context = new SocketCommandContext(_client, message); | |||
| // Execute the command. (result does not indicate a return value, | |||
| // rather an object stating if the command executed successfully) | |||
| var result = await _commands.ExecuteAsync(context, argPos, _services); | |||
| if (!result.IsSuccess) | |||
| await context.Channel.SendMessageAsync(result.ErrorReason); | |||
| } | |||
| } | |||
| @@ -1,18 +0,0 @@ | |||
| private IServiceProvider _services; | |||
| private CommandService _commands; | |||
| public async Task InstallAsync(DiscordSocketClient client) | |||
| { | |||
| // Here, we will inject the ServiceProvider with | |||
| // all of the services our client will use. | |||
| _services = new ServiceCollection() | |||
| .AddSingleton(client) | |||
| .AddSingleton(_commands) | |||
| // You can pass in an instance of the desired type | |||
| .AddSingleton(new NotificationService()) | |||
| // ...or by using the generic method. | |||
| .AddSingleton<DatabaseService>() | |||
| .BuildServiceProvider(); | |||
| // ... | |||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
| } | |||
| @@ -1,40 +0,0 @@ | |||
| using Discord; | |||
| using Discord.Commands; | |||
| using Discord.WebSocket; | |||
| public class ModuleA : ModuleBase | |||
| { | |||
| private readonly DatabaseService _database; | |||
| // Dependencies can be injected via the constructor | |||
| public ModuleA(DatabaseService database) | |||
| { | |||
| _database = database; | |||
| } | |||
| public async Task ReadFromDb() | |||
| { | |||
| var x = _database.getX(); | |||
| await ReplyAsync(x); | |||
| } | |||
| } | |||
| public class ModuleB | |||
| { | |||
| // Public settable properties will be injected | |||
| public AnnounceService { get; set; } | |||
| // Public properties without setters will not | |||
| public CommandService Commands { get; } | |||
| // Public properties annotated with [DontInject] will not | |||
| [DontInject] | |||
| public NotificationService { get; set; } | |||
| public ModuleB(CommandService commands) | |||
| { | |||
| Commands = commands; | |||
| } | |||
| } | |||
| @@ -1,6 +0,0 @@ | |||
| using Discord.Commands; | |||
| public class InfoModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| } | |||
| @@ -1,18 +0,0 @@ | |||
| [Group("admin")] | |||
| public class AdminModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| [Group("clean")] | |||
| public class CleanModule : ModuleBase<SocketCommandContext> | |||
| { | |||
| // ~admin clean 15 | |||
| [Command] | |||
| public async Task Default(int count = 10) => Messages(count); | |||
| // ~admin clean messages 15 | |||
| [Command("messages")] | |||
| public async Task Messages(int count = 10) { } | |||
| } | |||
| // ~admin ban foxbot#0282 | |||
| [Command("ban")] | |||
| public async Task Ban(IGuildUser user) { } | |||
| } | |||
| @@ -1,41 +0,0 @@ | |||
| // Create a module with no prefix | |||
| public class Info : ModuleBase<SocketCommandContext> | |||
| { | |||
| // ~say hello -> hello | |||
| [Command("say")] | |||
| [Summary("Echoes a message.")] | |||
| public async Task SayAsync([Remainder] [Summary("The text to echo")] string echo) | |||
| { | |||
| // ReplyAsync is a method on ModuleBase | |||
| await ReplyAsync(echo); | |||
| } | |||
| } | |||
| // Create a module with the 'sample' prefix | |||
| [Group("sample")] | |||
| public class Sample : ModuleBase<SocketCommandContext> | |||
| { | |||
| // ~sample square 20 -> 400 | |||
| [Command("square")] | |||
| [Summary("Squares a number.")] | |||
| public async Task SquareAsync([Summary("The number to square.")] int num) | |||
| { | |||
| // We can also access the channel from the Command Context. | |||
| await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | |||
| } | |||
| // ~sample userinfo --> foxbot#0282 | |||
| // ~sample userinfo @Khionu --> Khionu#8708 | |||
| // ~sample userinfo Khionu#8708 --> Khionu#8708 | |||
| // ~sample userinfo Khionu --> Khionu#8708 | |||
| // ~sample userinfo 96642168176807936 --> Khionu#8708 | |||
| // ~sample whois 96642168176807936 --> Khionu#8708 | |||
| [Command("userinfo")] | |||
| [Summary("Returns info about the current user, or the user parameter, if one passed.")] | |||
| [Alias("user", "whois")] | |||
| public async Task UserInfoAsync([Summary("The (optional) user to get info for")] SocketUser user = null) | |||
| { | |||
| var userInfo = user ?? Context.Client.CurrentUser; | |||
| await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | |||
| } | |||
| } | |||
| @@ -1,24 +0,0 @@ | |||
| // (Note: This precondition is obsolete, it is recommended to use the RequireOwnerAttribute that is bundled with Discord.Commands) | |||
| using Discord.Commands; | |||
| using Discord.WebSocket; | |||
| using Microsoft.Extensions.DependencyInjection; | |||
| using System; | |||
| using System.Threading.Tasks; | |||
| // Inherit from PreconditionAttribute | |||
| public class RequireOwnerAttribute : PreconditionAttribute | |||
| { | |||
| // Override the CheckPermissions method | |||
| public async override Task<PreconditionResult> CheckPermissions(ICommandContext context, CommandInfo command, IServiceProvider services) | |||
| { | |||
| // Get the ID of the bot's owner | |||
| var ownerId = (await services.GetService<DiscordSocketClient>().GetApplicationInfoAsync()).Owner.Id; | |||
| // If this command was executed by that user, return a success | |||
| if (context.User.Id == ownerId) | |||
| return PreconditionResult.FromSuccess(); | |||
| // Since it wasn't, fail | |||
| else | |||
| return PreconditionResult.FromError("You must be the owner of the bot to run this command."); | |||
| } | |||
| } | |||
| @@ -1,15 +0,0 @@ | |||
| // Note: This example is obsolete, a boolean type reader is bundled with Discord.Commands | |||
| using Discord; | |||
| using Discord.Commands; | |||
| public class BooleanTypeReader : TypeReader | |||
| { | |||
| public override Task<TypeReaderResult> Read(ICommandContext context, string input, IServiceProvider services) | |||
| { | |||
| bool result; | |||
| if (bool.TryParse(input, out result)) | |||
| return Task.FromResult(TypeReaderResult.FromSuccess(result)); | |||
| return Task.FromResult(TypeReaderResult.FromError(CommandError.ParseFailed, "Input could not be parsed as a boolean.")); | |||
| } | |||
| } | |||
| @@ -1,58 +0,0 @@ | |||
| --- | |||
| title: Managing Connections | |||
| --- | |||
| In Discord.Net, once a client has been started, it will automatically | |||
| maintain a connection to Discord's gateway, until it is manually | |||
| stopped. | |||
| ### Usage | |||
| To start a connection, invoke the `StartAsync` method on a client that | |||
| supports a WebSocket connection. | |||
| These clients include the [DiscordSocketClient] and | |||
| [DiscordRpcClient], as well as Audio clients. | |||
| To end a connection, invoke the `StopAsync` method. This will | |||
| gracefully close any open WebSocket or UdpSocket connections. | |||
| Since the Start/Stop methods only signal to an underlying connection | |||
| manager that a connection needs to be started, **they return before a | |||
| connection is actually made.** | |||
| As a result, you will need to hook into one of the connection-state | |||
| based events to have an accurate representation of when a client is | |||
| ready for use. | |||
| All clients provide a `Connected` and `Disconnected` event, which is | |||
| raised respectively when a connection opens or closes. In the case of | |||
| the DiscordSocketClient, this does **not** mean that the client is | |||
| ready to be used. | |||
| A separate event, `Ready`, is provided on DiscordSocketClient, which | |||
| is raised only when the client has finished guild stream or guild | |||
| sync, and has a complete guild cache. | |||
| [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
| [DiscordRpcClient]: xref:Discord.Rpc.DiscordRpcClient | |||
| ### Samples | |||
| [!code-csharp[Connection Sample](samples/events.cs)] | |||
| ### Tips | |||
| Avoid running long-running code on the gateway! If you deadlock the | |||
| gateway (as explained in [events]), the connection manager will be | |||
| unable to recover and reconnect. | |||
| Assuming the client disconnected because of a fault on Discord's end, | |||
| and not a deadlock on your end, we will always attempt to reconnect | |||
| and resume a connection. | |||
| Don't worry about trying to maintain your own connections, the | |||
| connection manager is designed to be bulletproof and never fail - if | |||
| your client doesn't manage to reconnect, you've found a bug! | |||
| [events]: events.md | |||
| @@ -1,71 +0,0 @@ | |||
| --- | |||
| title: Entities | |||
| --- | |||
| >[!NOTE] | |||
| This article is written with the Socket variants of entities in mind, | |||
| not the general interfaces or Rest/Rpc entities. | |||
| Discord.Net provides a versatile entity system for navigating the | |||
| Discord API. | |||
| ### Inheritance | |||
| Due to the nature of the Discord API, some entities are designed with | |||
| multiple variants; for example, `SocketUser` and `SocketGuildUser`. | |||
| All models will contain the most detailed version of an entity | |||
| possible, even if the type is less detailed. | |||
| For example, in the case of the `MessageReceived` event, a | |||
| `SocketMessage` is passed in with a channel property of type | |||
| `SocketMessageChannel`. All messages come from channels capable of | |||
| messaging, so this is the only variant of a channel that can cover | |||
| every single case. | |||
| But that doesn't mean a message _can't_ come from a | |||
| `SocketTextChannel`, which is a message channel in a guild. To | |||
| retrieve information about a guild from a message entity, you will | |||
| need to cast its channel object to a `SocketTextChannel`. | |||
| ### Navigation | |||
| All socket entities have navigation properties on them, which allow | |||
| you to easily navigate to an entity's parent or children. As explained | |||
| above, you will sometimes need to cast to a more detailed version of | |||
| an entity to navigate to its parent. | |||
| ### Accessing Entities | |||
| The most basic forms of entities, `SocketGuild`, `SocketUser`, and | |||
| `SocketChannel` can be pulled from the DiscordSocketClient's global | |||
| cache, and can be retrieved using the respective `GetXXX` method on | |||
| DiscordSocketClient. | |||
| >[!TIP] | |||
| It is **vital** that you use the proper IDs for an entity when using | |||
| a GetXXX method. It is recommended that you enable Discord's | |||
| _developer mode_ to allow easy access to entity IDs, found in | |||
| Settings > Appearance > Advanced | |||
| 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 | |||
| `SocketGuildChannel`. Again, you may need to cast these objects to get | |||
| a variant of the type that you need. | |||
| ### Samples | |||
| [!code-csharp[Entity Sample](samples/entities.cs)] | |||
| ### Tips | |||
| Avoid using boxing-casts to coerce entities into a variant, use the | |||
| [`as`] keyword, and a null-conditional operator instead. | |||
| This allows you to write safer code and avoid [InvalidCastExceptions]. | |||
| For example, `(message.Author as SocketGuildUser)?.Nickname`. | |||
| [`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 | |||
| @@ -1,84 +0,0 @@ | |||
| --- | |||
| title: Working with Events | |||
| --- | |||
| Events in Discord.Net are consumed in a similar manner to the standard | |||
| convention, with the exception that every event must be of the type | |||
| `System.Threading.Tasks.Task` and instead of using `EventArgs`, the | |||
| event's parameters are passed directly into the handler. | |||
| This allows for events to be handled in an async context directly | |||
| instead of relying on `async void`. | |||
| ### Usage | |||
| To receive data from an event, hook into it using C#'s delegate | |||
| event pattern. | |||
| You may either opt to hook an event to an anonymous function (lambda) | |||
| or a named function. | |||
| ### Safety | |||
| All events are designed to be thread-safe; events are executed | |||
| synchronously off the gateway task in the same context as the gateway | |||
| task. | |||
| As a side effect, this makes it possible to deadlock the gateway task | |||
| and kill a connection. As a general rule of thumb, any task that takes | |||
| longer than three seconds should **not** be awaited directly in the | |||
| context of an event, but should be wrapped in a `Task.Run` or | |||
| offloaded to another task. | |||
| This also means that you should not await a task that requests data | |||
| from Discord's gateway in the same context of an event. Since the | |||
| gateway will wait on all invoked event handlers to finish before | |||
| processing any additional data from the gateway, this will create | |||
| a deadlock that will be impossible to recover from. | |||
| Exceptions in commands will be swallowed by the gateway and logged out | |||
| through the client's log method. | |||
| ### Common Patterns | |||
| 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, | |||
| so you must either consult IntelliSense, or view the API documentation | |||
| directly. | |||
| That being said, there are a variety of common patterns that allow you | |||
| to infer what the parameters in an event mean. | |||
| #### Entity, Entity | |||
| An event handler with a signature of `Func<Entity, Entity, Task>` | |||
| typically means that the first object will be a clone of the entity | |||
| _before_ a change was made, and the latter object will be an attached | |||
| model of the entity _after_ the change was made. | |||
| This pattern is typically only found on `EntityUpdated` events. | |||
| #### Cacheable | |||
| An event handler with a signature of `Func<Cacheable, Entity, Task>` | |||
| means that the `before` state of the entity was not provided by the | |||
| API, so it can either be pulled from the client's cache or | |||
| downloaded from the API. | |||
| See the documentation for [Cacheable] for more information on this | |||
| object. | |||
| [Cacheable]: xref:Discord.Cacheable`2 | |||
| ### Samples | |||
| [!code-csharp[Event Sample](samples/events.cs)] | |||
| ### Tips | |||
| 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 | |||
| @@ -1,47 +0,0 @@ | |||
| --- | |||
| title: Logging | |||
| --- | |||
| Discord.Net's clients provide a [Log] event that all messages will be | |||
| disbatched over. | |||
| For more information about events in Discord.Net, see the [Events] | |||
| section. | |||
| [Log]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log | |||
| [Events]: events.md | |||
| ### Usage | |||
| To receive log events, simply hook the discord client's log method | |||
| to a `Task` with a single parameter of type [LogMessage]. | |||
| It is recommended that you use an established function instead of a | |||
| lambda for handling logs, because most addons accept a reference | |||
| to a logging function to write their own messages. | |||
| [LogMessage]: xref:Discord.LogMessage | |||
| ### Usage in Commands | |||
| Discord.Net's [CommandService] also provides a log event, identical | |||
| in signature to other log events. | |||
| Data logged through this event is typically coupled with a | |||
| [CommandException], where information about the command's context | |||
| and error can be found and handled. | |||
| [CommandService]: xref:Discord.Commands.CommandService | |||
| [CommandException]: xref:Discord.Commands.CommandException | |||
| #### Samples | |||
| [!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. | |||
| @@ -1,23 +0,0 @@ | |||
| using Discord; | |||
| using Discord.WebSocket; | |||
| public class Program | |||
| { | |||
| private DiscordSocketClient _client; | |||
| static void Main(string[] args) => new Program().MainAsync().GetAwaiter().GetResult(); | |||
| public async Task MainAsync() | |||
| { | |||
| _client = new DiscordSocketClient(); | |||
| await _client.LoginAsync(TokenType.Bot, "bot token"); | |||
| await _client.StartAsync(); | |||
| Console.WriteLine("Press any key to exit..."); | |||
| Console.ReadKey(); | |||
| await _client.StopAsync(); | |||
| // Wait a little for the client to finish disconnecting before allowing the program to return | |||
| await Task.Delay(500); | |||
| } | |||
| } | |||
| @@ -1,13 +0,0 @@ | |||
| public string GetChannelTopic(ulong id) | |||
| { | |||
| var channel = client.GetChannel(81384956881809408) as SocketTextChannel; | |||
| if (channel == null) return ""; | |||
| return channel.Topic; | |||
| } | |||
| public string GuildOwner(SocketChannel channel) | |||
| { | |||
| var guild = (channel as SocketGuildChannel)?.Guild; | |||
| if (guild == null) return ""; | |||
| return Context.Guild.Owner.Username; | |||
| } | |||
| @@ -1,36 +0,0 @@ | |||
| using Discord; | |||
| using Discord.WebSocket; | |||
| public class Program | |||
| { | |||
| private DiscordSocketClient _client; | |||
| static void Main(string[] args) => new Program().MainAsync().GetAwaiter().GetResult(); | |||
| public async Task MainAsync() | |||
| { | |||
| // When working with events that have Cacheable<IMessage, ulong> parameters, | |||
| // you must enable the message cache in your config settings if you plan to | |||
| // use the cached message entity. | |||
| var _config = new DiscordSocketConfig { MessageCacheSize = 100 }; | |||
| _client = new DiscordSocketClient(_config); | |||
| await _client.LoginAsync(TokenType.Bot, "bot token"); | |||
| await _client.StartAsync(); | |||
| _client.MessageUpdated += MessageUpdated; | |||
| _client.Ready += () => | |||
| { | |||
| Console.WriteLine("Bot is connected!"); | |||
| return Task.CompletedTask; | |||
| } | |||
| await Task.Delay(-1); | |||
| } | |||
| private async Task MessageUpdated(Cacheable<IMessage, ulong> before, SocketMessage after, ISocketMessageChannel channel) | |||
| { | |||
| // If the message was not in the cache, downloading it will result in getting a copy of `after`. | |||
| var message = await before.GetOrDownloadAsync(); | |||
| Console.WriteLine($"{message} -> {after}"); | |||
| } | |||
| } | |||
| @@ -1,29 +0,0 @@ | |||
| using Discord; | |||
| using Discord.WebSocket; | |||
| public class Program | |||
| { | |||
| private DiscordSocketClient _client; | |||
| static void Main(string[] args) => new Program().MainAsync().GetAwaiter().GetResult(); | |||
| public async Task MainAsync() | |||
| { | |||
| _client = new DiscordSocketClient(new DiscordSocketConfig | |||
| { | |||
| LogLevel = LogSeverity.Info | |||
| }); | |||
| _client.Log += Log; | |||
| await _client.LoginAsync(TokenType.Bot, "bot token"); | |||
| await _client.StartAsync(); | |||
| await Task.Delay(-1); | |||
| } | |||
| private Task Log(LogMessage message) | |||
| { | |||
| Console.WriteLine(message.ToString()); | |||
| return Task.CompletedTask; | |||
| } | |||
| } | |||
| @@ -1,146 +0,0 @@ | |||
| --- | |||
| title: Installing Discord.Net | |||
| --- | |||
| Discord.Net is distributed through the NuGet package manager, and it | |||
| is recommended to use NuGet to get started. | |||
| Optionally, you may compile from source and install yourself. | |||
| # Supported Platforms | |||
| Currently, Discord.Net targets [.NET Standard] 1.3 and offers support | |||
| for .NET Standard 1.1. If your application will be targeting .NET | |||
| Standard 1.1, please see the [additional steps]. | |||
| Since Discord.Net is built on the .NET Standard, it is also | |||
| recommended to create applications using [.NET Core], though not | |||
| required. When using .NET Framework, it is suggested to target | |||
| `.NET Framework 4.6.1` or higher. | |||
| [.NET Standard]: https://docs.microsoft.com/en-us/dotnet/articles/standard/library | |||
| [.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/ | |||
| [additional steps]: #installing-on-net-standard-11 | |||
| # Installing with NuGet | |||
| Release builds of Discord.Net 1.0 will be published to the | |||
| [official NuGet feed]. | |||
| Development builds of Discord.Net 1.0, as well as addons *(TODO)* are | |||
| published to our development [MyGet feed]. | |||
| 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 | |||
| [without Visual Studio]. | |||
| [official NuGet feed]: https://nuget.org | |||
| [MyGet feed]: https://www.myget.org/feed/Packages/discord-net | |||
| [with Visual Studio]: https://docs.microsoft.com/en-us/nuget/tools/package-manager-ui#package-sources | |||
| [without Visual Studio]: #configuring-nuget-without-visual-studio | |||
| ## Using Visual Studio | |||
| > [!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. | |||
| 3. Right click on "Dependencies", and select "Manage NuGet packages." | |||
|  | |||
| 4. In the "Browse" tab, search for `Discord.Net`. | |||
| 5. Install the `Discord.Net` package. | |||
|  | |||
| ## Using JetBrains Rider | |||
| > [!TIP] | |||
| Make sure to check the "Prerelease" box if installing a dev build! | |||
| 1. Create a new solution for your bot. | |||
| 2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for | |||
| Solution). | |||
|  | |||
| 3. In the "Packages" tab, search for `Discord.Net`. | |||
|  | |||
| 4. Install by adding the package to your project. | |||
|  | |||
| ## Using Visual Studio Code | |||
| > [!TIP] | |||
| Don't forget to add the package source to a [NuGet.Config file] if | |||
| you're installing from the developer feed. | |||
| 1. Create a new project for your bot. | |||
| 2. Add `Discord.Net` to your .csproj. | |||
| [!code-xml[Sample .csproj](samples/project.csproj)] | |||
| [NuGet.Config file]: #configuring-nuget-without-visual-studio | |||
| # Compiling from Source | |||
| In order to compile Discord.Net, you require the following: | |||
| ### Using Visual Studio | |||
| - [Visual Studio 2017](https://www.visualstudio.com/) | |||
| - [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk) | |||
| The .NET Core and Docker (Preview) workload is required during Visual | |||
| Studio installation. | |||
| ### Using Command Line | |||
| - [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk) | |||
| # Additional Information | |||
| ## Installing on .NET Standard 1.1 | |||
| For applications targeting a runtime corresponding with .NET Standard | |||
| 1.1 or 1.2, the builtin WebSocket and UDP provider will not work. For | |||
| applications which utilize a WebSocket connection to Discord | |||
| (WebSocket or RPC), third-party provider packages will need to be | |||
| installed and configured. | |||
| First, install the following packages through NuGet, or compile | |||
| yourself, if you prefer: | |||
| - Discord.Net.Providers.WS4Net | |||
| - Discord.Net.Providers.UDPClient | |||
| Note that `Discord.Net.Providers.UDPClient` is _only_ required if your | |||
| bot will be utilizing voice chat. | |||
| Next, you will need to configure your [DiscordSocketClient] to use | |||
| these custom providers over the default ones. | |||
| To do this, set the `WebSocketProvider` and the optional | |||
| `UdpSocketProvider` properties on the [DiscordSocketConfig] that you | |||
| are passing into your client. | |||
| [!code-csharp[NET Standard 1.1 Example](samples/netstd11.cs)] | |||
| [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
| [DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | |||
| ## Configuring NuGet without Visual Studio | |||
| If you plan on deploying your bot or developing outside of Visual | |||
| Studio, you will need to create a local NuGet configuration file for | |||
| your project. | |||
| To do this, create a file named `nuget.config` alongside the root of | |||
| your application, where the project solution is located. | |||
| Paste the following snippets into this configuration file, adding any | |||
| additional feeds as necessary. | |||
| [!code-xml[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 | |||
| @@ -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() | |||
| { | |||
| } | |||
| } | |||
| } | |||
| @@ -1,17 +0,0 @@ | |||
| // Program.cs | |||
| using Discord.WebSocket; | |||
| // ... | |||
| private DiscordSocketClient _client; | |||
| public async Task MainAsync() | |||
| { | |||
| _client = new DiscordSocketClient(); | |||
| _client.Log += Log; | |||
| string token = "abcdefg..."; // Remember to keep this private! | |||
| await _client.LoginAsync(TokenType.Bot, token); | |||
| await _client.StartAsync(); | |||
| // Block this task until the program is closed. | |||
| await Task.Delay(-1); | |||
| } | |||
| @@ -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; | |||
| } | |||
| } | |||
| } | |||
| @@ -1,14 +0,0 @@ | |||
| public async Task MainAsync() | |||
| { | |||
| // client.Log ... | |||
| _client.MessageReceived += MessageReceived; | |||
| // ... | |||
| } | |||
| private async Task MessageReceived(SocketMessage message) | |||
| { | |||
| if (message.Content == "!ping") | |||
| { | |||
| await message.Channel.SendMessageAsync("Pong!"); | |||
| } | |||
| } | |||
| @@ -1,173 +0,0 @@ | |||
| using System; | |||
| using System.Reflection; | |||
| using System.Threading; | |||
| using System.Threading.Tasks; | |||
| using Microsoft.Extensions.DependencyInjection; | |||
| using Discord; | |||
| using Discord.Commands; | |||
| using Discord.WebSocket; | |||
| class Program | |||
| { | |||
| // Program entry point | |||
| static void Main(string[] args) | |||
| { | |||
| // Call the Program constructor, followed by the | |||
| // MainAsync method and wait until it finishes (which should be never). | |||
| new Program().MainAsync().GetAwaiter().GetResult(); | |||
| } | |||
| private readonly DiscordSocketClient _client; | |||
| // Keep the CommandService and DI container around for use with commands. | |||
| // These two types require you install the Discord.Net.Commands package. | |||
| private readonly CommandService _commands; | |||
| private readonly IServiceProvider _services; | |||
| private Program() | |||
| { | |||
| _client = new DiscordSocketClient(new DiscordSocketConfig | |||
| { | |||
| // How much logging do you want to see? | |||
| LogLevel = LogSeverity.Info, | |||
| // If you or another service needs to do anything with messages | |||
| // (eg. checking Reactions, checking the content of edited/deleted messages), | |||
| // you must set the MessageCacheSize. You may adjust the number as needed. | |||
| //MessageCacheSize = 50, | |||
| // If your platform doesn't have native websockets, | |||
| // add Discord.Net.Providers.WS4Net from NuGet, | |||
| // add the `using` at the top, and uncomment this line: | |||
| //WebSocketProvider = WS4NetProvider.Instance | |||
| }); | |||
| _commands = new CommandService(new CommandServiceConfig | |||
| { | |||
| // Again, log level: | |||
| LogLevel = LogSeverity.Info, | |||
| // There's a few more properties you can set, | |||
| // for example, case-insensitive commands. | |||
| CaseSensitiveCommands = false, | |||
| }); | |||
| // Subscribe the logging handler to both the client and the CommandService. | |||
| _client.Log += Log; | |||
| _commands.Log += Log; | |||
| // Setup your DI container. | |||
| _services = ConfigureServices(), | |||
| } | |||
| // If any services require the client, or the CommandService, or something else you keep on hand, | |||
| // pass them as parameters into this method as needed. | |||
| // If this method is getting pretty long, you can seperate it out into another file using partials. | |||
| private static IServiceProvider ConfigureServices() | |||
| { | |||
| var map = new ServiceCollection() | |||
| // Repeat this for all the service classes | |||
| // and other dependencies that your commands might need. | |||
| .AddSingleton(new SomeServiceClass()); | |||
| // When all your required services are in the collection, build the container. | |||
| // Tip: There's an overload taking in a 'validateScopes' bool to make sure | |||
| // you haven't made any mistakes in your dependency graph. | |||
| return map.BuildServiceProvider(); | |||
| } | |||
| // Example of a logging handler. This can be re-used by addons | |||
| // that ask for a Func<LogMessage, Task>. | |||
| private static Task Log(LogMessage message) | |||
| { | |||
| switch (message.Severity) | |||
| { | |||
| case LogSeverity.Critical: | |||
| case LogSeverity.Error: | |||
| Console.ForegroundColor = ConsoleColor.Red; | |||
| break; | |||
| case LogSeverity.Warning: | |||
| Console.ForegroundColor = ConsoleColor.Yellow; | |||
| break; | |||
| case LogSeverity.Info: | |||
| Console.ForegroundColor = ConsoleColor.White; | |||
| break; | |||
| case LogSeverity.Verbose: | |||
| case LogSeverity.Debug: | |||
| Console.ForegroundColor = ConsoleColor.DarkGray; | |||
| break; | |||
| } | |||
| Console.WriteLine($"{DateTime.Now,-19} [{message.Severity,8}] {message.Source}: {message.Message} {message.Exception}"); | |||
| Console.ResetColor(); | |||
| // If you get an error saying 'CompletedTask' doesn't exist, | |||
| // your project is targeting .NET 4.5.2 or lower. You'll need | |||
| // to adjust your project's target framework to 4.6 or higher | |||
| // (instructions for this are easily Googled). | |||
| // If you *need* to run on .NET 4.5 for compat/other reasons, | |||
| // the alternative is to 'return Task.Delay(0);' instead. | |||
| return Task.CompletedTask; | |||
| } | |||
| private async Task MainAsync() | |||
| { | |||
| // Centralize the logic for commands into a separate method. | |||
| await InitCommands(); | |||
| // Login and connect. | |||
| await _client.LoginAsync(TokenType.Bot, /* <DON'T HARDCODE YOUR TOKEN> */); | |||
| await _client.StartAsync(); | |||
| // Wait infinitely so your bot actually stays connected. | |||
| await Task.Delay(Timeout.Infinite); | |||
| } | |||
| private async Task InitCommands() | |||
| { | |||
| // Either search the program and add all Module classes that can be found. | |||
| // Module classes MUST be marked 'public' or they will be ignored. | |||
| // You also need to pass your 'IServiceProvider' instance now, | |||
| // so make sure that's done before you get here. | |||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
| // Or add Modules manually if you prefer to be a little more explicit: | |||
| await _commands.AddModuleAsync<SomeModule>(_services); | |||
| // Note that the first one is 'Modules' (plural) and the second is 'Module' (singular). | |||
| // Subscribe a handler to see if a message invokes a command. | |||
| _client.MessageReceived += HandleCommandAsync; | |||
| } | |||
| private async Task HandleCommandAsync(SocketMessage arg) | |||
| { | |||
| // Bail out if it's a System Message. | |||
| var msg = arg as SocketUserMessage; | |||
| if (msg == null) return; | |||
| // We don't want the bot to respond to itself or other bots. | |||
| if (msg.Author.Id == _client.CurrentUser.Id || msg.Author.IsBot) return; | |||
| // Create a number to track where the prefix ends and the command begins | |||
| int pos = 0; | |||
| // Replace the '!' with whatever character | |||
| // you want to prefix your commands with. | |||
| // Uncomment the second half if you also want | |||
| // commands to be invoked by mentioning the bot instead. | |||
| if (msg.HasCharPrefix('!', ref pos) /* || msg.HasMentionPrefix(_client.CurrentUser, ref pos) */) | |||
| { | |||
| // Create a Command Context. | |||
| var context = new SocketCommandContext(_client, msg); | |||
| // Execute the command. (result does not indicate a return value, | |||
| // rather an object stating if the command executed successfully). | |||
| var result = await _commands.ExecuteAsync(context, pos); | |||
| // Uncomment the following lines if you want the bot | |||
| // to send a message if it failed. | |||
| // This does not catch errors from commands with 'RunMode.Async', | |||
| // subscribe a handler for '_commands.CommandExecuted' to see those. | |||
| //if (!result.IsSuccess && result.Error != CommandError.UnknownCommand) | |||
| // await msg.Channel.SendMessageAsync(result.ErrorReason); | |||
| } | |||
| } | |||
| } | |||
| @@ -1,9 +0,0 @@ | |||
| using Discord.Providers.WS4Net; | |||
| using Discord.Providers.UDPClient; | |||
| using Discord.WebSocket; | |||
| // ... | |||
| var client = new DiscordSocketClient(new DiscordSocketConfig | |||
| { | |||
| WebSocketProvider = WS4NetProvider.Instance, | |||
| UdpSocketProvider = UDPClientProvider.Instance, | |||
| }); | |||
| @@ -1,6 +0,0 @@ | |||
| <?xml version="1.0" encoding="utf-8"?> | |||
| <configuration> | |||
| <packageSources> | |||
| <add key="discord.net ci feed" value="https://www.myget.org/F/discord-net/api/v3/index.json" /> | |||
| </packageSources> | |||
| </configuration> | |||
| @@ -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> | |||
| @@ -1,40 +0,0 @@ | |||
| --- | |||
| uid: Terminology | |||
| title: Terminology | |||
| --- | |||
| # Terminology | |||
| ## Preface | |||
| Most terms for objects remain the same between 0.9 and 1.0. The major | |||
| difference is that the ``Server`` is now called ``Guild`` to stay in | |||
| line with Discord internally. | |||
| ## 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.Rpc`, and `Discord.Net.WebSockets`. | |||
| As a bot developer, you will only need to use `Discord.Net.WebSockets`, | |||
| but you should be aware of the differences between them. | |||
| `Discord.Net.Core` provides a set of interfaces that models Discord's | |||
| API. These interfaces are consistent throughout all implementations of | |||
| Discord.Net, and if you are writing an implementation-agnostic library | |||
| or addon, you can rely on the core interfaces to ensure that your | |||
| 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 | |||
| 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 | |||
| with `Rpc` (e.g. `RpcChannel`). | |||
| `Discord.Net.WebSocket` provides a set of concrete classes that are | |||
| used primarily with Discord's WebSocket API or entities that are kept | |||
| in cache. When developing bots, you will be using this implementation. | |||
| All entities are prefixed with `Socket` (e.g. `SocketChannel`). | |||
| @@ -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 +0,0 @@ | |||
| - name: Getting Started | |||
| items: | |||
| - name: Installation | |||
| href: getting_started/installing.md | |||
| - name: Your First Bot | |||
| href: getting_started/intro.md | |||
| - name: Terminology | |||
| href: getting_started/terminology.md | |||
| - name: Basic Concepts | |||
| items: | |||
| - name: Logging Data | |||
| href: concepts/logging.md | |||
| - name: Working with Events | |||
| href: concepts/events.md | |||
| - name: Managing Connections | |||
| href: concepts/connections.md | |||
| - name: Entities | |||
| href: concepts/entities.md | |||
| - name: The Command Service | |||
| items: | |||
| - name: Command Guide | |||
| href: commands/commands.md | |||
| - name: Voice | |||
| items: | |||
| - name: Voice Guide | |||
| href: voice/sending-voice.md | |||
| - name: Migrating from 0.9 | |||
| @@ -1,10 +0,0 @@ | |||
| private Process CreateStream(string path) | |||
| { | |||
| return Process.Start(new ProcessStartInfo | |||
| { | |||
| FileName = "ffmpeg", | |||
| Arguments = $"-hide_banner -loglevel panic -i \"{path}\" -ac 2 -f s16le -ar 48000 pipe:1", | |||
| UseShellExecute = false, | |||
| RedirectStandardOutput = true, | |||
| }); | |||
| } | |||
| @@ -1,11 +0,0 @@ | |||
| private async Task SendAsync(IAudioClient client, string path) | |||
| { | |||
| // Create FFmpeg using the previous example | |||
| using (var ffmpeg = CreateStream(path)) | |||
| using (var output = ffmpeg.StandardOutput.BaseStream) | |||
| using (var discord = client.CreatePCMStream(AudioApplication.Mixed)) | |||
| { | |||
| try { await output.CopyToAsync(discord); } | |||
| finally { await discord.FlushAsync(); } | |||
| } | |||
| } | |||
| @@ -1,10 +0,0 @@ | |||
| [Command("join")] | |||
| public async Task JoinChannel(IVoiceChannel channel = null) | |||
| { | |||
| // Get the audio channel | |||
| channel = channel ?? (msg.Author as IGuildUser)?.VoiceChannel; | |||
| if (channel == null) { await msg.Channel.SendMessageAsync("User must be in a voice channel, or a voice channel must be passed as an argument."); return; } | |||
| // For the next step with transmitting audio, you would want to pass this Audio Client in to a service. | |||
| var audioClient = await channel.ConnectAsync(); | |||
| } | |||
| @@ -1,101 +0,0 @@ | |||
| --- | |||
| title: Sending Voice | |||
| --- | |||
| **Information on this page is subject to change!** | |||
| >[!WARNING] | |||
| >This article is out of date, and has not been rewritten yet. | |||
| Information is not guaranteed to be accurate. | |||
| ## Installing | |||
| Audio requires two native libraries, `libsodium` and `opus`. | |||
| Both of these libraries must be placed in the runtime directory of your | |||
| bot. (When developing on .NET Framework, this would be `bin/debug`, | |||
| when developing on .NET Core, this is where you execute `dotnet run` | |||
| from; typically the same directory as your csproj). | |||
| For Windows Users, precompiled binaries are available for your | |||
| convienence [here](https://discord.foxbot.me/binaries/). | |||
| For Linux Users, you will need to compile [Sodium] and [Opus] from | |||
| source, or install them from your package manager. | |||
| [Sodium]: https://download.libsodium.org/libsodium/releases/ | |||
| [Opus]: http://downloads.xiph.org/releases/opus/ | |||
| ## Joining a Channel | |||
| Joining a channel is the first step to sending audio, and will return | |||
| an [IAudioClient] to send data with. | |||
| To join a channel, simply await [ConnectAsync] on any instance of an | |||
| @Discord.IAudioChannel. | |||
| [!code-csharp[Joining a Channel](samples/joining_audio.cs)] | |||
| The client will sustain a connection to this channel until it is | |||
| kicked, disconnected from Discord, or told to disconnect. | |||
| It should be noted that voice connections are created on a per-guild | |||
| basis; only one audio connection may be open by the bot in a single | |||
| guild. To switch channels within a guild, invoke [ConnectAsync] on | |||
| another voice channel in the guild. | |||
| [IAudioClient]: xref:Discord.Audio.IAudioClient | |||
| [ConnectAsync]: xref:Discord.IAudioChannel#Discord_IAudioChannel_ConnectAsync_Action_IAudioClient__ | |||
| ## Transmitting Audio | |||
| ### With FFmpeg | |||
| [FFmpeg] is an open source, highly versatile AV-muxing tool. This is | |||
| the recommended method of transmitting audio. | |||
| Before you begin, you will need to have a version of FFmpeg downloaded | |||
| and placed somewhere in your PATH (or alongside the bot, in the same | |||
| location as libsodium and opus). Windows binaries are available on | |||
| [FFmpeg's download page]. | |||
| [FFmpeg]: https://ffmpeg.org/ | |||
| [FFmpeg's download page]: https://ffmpeg.org/download.html | |||
| First, you will need to create a Process that starts FFmpeg. An | |||
| example of how to do this is included below, though it is important | |||
| that you return PCM at 48000hz. | |||
| >[!NOTE] | |||
| >As of the time of this writing, Discord.Audio struggles significantly | |||
| >with processing audio that is already opus-encoded; you will need to | |||
| >use the PCM write streams. | |||
| [!code-csharp[Creating FFmpeg](samples/audio_create_ffmpeg.cs)] | |||
| Next, to transmit audio from FFmpeg to Discord, you will need to | |||
| pull an [AudioOutStream] from your [IAudioClient]. Since we're using | |||
| PCM audio, use [IAudioClient.CreatePCMStream]. | |||
| The sample rate argument doesn't particularly matter, so long as it is | |||
| a valid rate (120, 240, 480, 960, 1920, or 2880). For the sake of | |||
| simplicity, I recommend using 1920. | |||
| Channels should be left at `2`, unless you specified a different value | |||
| for `-ac 2` when creating FFmpeg. | |||
| [AudioOutStream]: xref:Discord.Audio.AudioOutStream | |||
| [IAudioClient.CreatePCMStream]: xref:Discord.Audio.IAudioClient#Discord_Audio_IAudioClient_CreateDirectPCMStream_Discord_Audio_AudioApplication_System_Nullable_System_Int32__System_Int32_ | |||
| Finally, audio will need to be piped from FFmpeg's stdout into your | |||
| AudioOutStream. This step can be as complex as you'd like it to be, but | |||
| for the majority of cases, you can just use [Stream.CopyToAsync], as | |||
| shown below. | |||
| [Stream.CopyToAsync]: https://msdn.microsoft.com/en-us/library/hh159084(v=vs.110).aspx | |||
| If you are implementing a queue for sending songs, it's likely that | |||
| you will want to wait for audio to stop playing before continuing on | |||
| to the next song. You can await `AudioOutStream.FlushAsync` to wait for | |||
| the audio client's internal buffer to clear out. | |||
| [!code-csharp[Sending Audio](samples/audio_ffmpeg.cs)] | |||
| @@ -1,13 +0,0 @@ | |||
| # Discord.Net Documentation | |||
| Discord.Net is an asynchronous, multiplatform .NET Library used to interface with the [Discord API](https://discordapp.com/). | |||
| 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. | |||
| 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 | |||
| @@ -1,6 +0,0 @@ | |||
| - name: Guides | |||
| href: guides/ | |||
| - name: API Documentation | |||
| href: api/ | |||
| homepage: api/index.md | |||