Browse Source

Improve library documentation (#826)

* Improve the Command Service documentation

The following changes have been added to this PR:
•	Fix minor grammatical errors.
•	Capitalize terms such as Commands, Modules and such, as the context is specific to the lib.
•	Wrap methods and properties in code blocks.

The docs page currently has several issues that remains to be fixed.

1. 
```md
>[!WARNING]
>This article is out of date and has not been rewritten yet.
Information is not guaranteed to be accurate.
```

The docs doesn't necessarily seem "out of date" as the warning claims. The basics seem pretty relevant to the latest version of the lib.

2.
>“To manually load a module, invoke [CommandService.AddModuleAsync], by passing in the generic type of your module and optionally, a dependency map.”

The latter part of the sentence seems off. Where should the user pass the dependency map to? It seems to suggest that `AddModuleAsync` has an argument to pass the dependency to. If it is referring to `AddModuleAsync(Type type)`, then I feel like it should be clarified here - or perhaps change the wording of the sentence.

3.
>“First, you need to create an @System.IServiceProvider You may create your own IServiceProvider if you wish.” 

Any mention of @System.IServiceProvider is currently broken on the docs.

4.
>“Submodules are Modules that reside within another one. Typically, submodules are used to create nested groups (although not required to create nested groups).”

Clarification on the part after "although?"

5.
>“Finally, pass the map into the LoadAssembly method. Your modules will automatically be loaded with this dependency map.”

Where is this `LoadAssembly` method?

6.
```md
>[!NOTE]
>Preconditions can be applied to Modules, Groups, or Commands.
```

The docs should mention `ParameterPreconditionAttribute`'s existence.

* Update line breaks to comply with docs standard

* Change "you should..." to "instead, ..."

* Trim trailing spaces

* Change "inherits" to "inherit"

* Fix Context warning note and add ReplyAsync xref

* Fix broken xrefs

* Fix [Command Service] xref

* Fix consistency between TypeReaders and Preconditions returns

* Add missing semi-colons in ServiceProvider sample

* Change CommandContext to SocketCommandContext & change variable naming

* Cleanup TypeReader section

* Wrap [DontInject] in code block

* Fix commands docs linking in intro

* Improve Getting Started - Installation

- Fix character misalignment to comply with docs standard.
- Fix image numbering issues by moving the tooltips above some of the steps.
- Add codeblocks to search terms like `Discord.Net`.
- Remove broken `addons` reference.
- Specify `.NET 4.6.1` as `.NET Framework 4.6.1`.
- Minor cross-reference cleanup.

* Fix Getting Started - Intro

- Minor grammartical fixes.
- Wrap mentions of the methods, properties, and events in code block.
- Replace `Discord.Net` to `Discord.NET`.
- Fix steps numbering under `Creating a Discord Bot` and `Adding your bot to a server`.
- Change `Task-based Asynchronous Pattern ([TAP])` linking to mark the entire term instead.
- Change code block of `Pong!` to quotation mark instead.

* Fix cross references in Sending Voice

* Mention parameter precondition attribute

* Change `Discord.NET` to `Discord.Net` for consistency

* Wrap project names in code blocks & minor fixes in Terminology

* Change `add-ons` to `addons` for consistency

* Fix cross references in Logging

* Fix minor grammatical issues in "Working with Events"

* Missed a tilda

* Remove out-of-date warning in Commands

* Minor grammatical fixes for Entities

* Fix broken xref in Logging

* Adjust service collection sample

...according to f89aecb7bf (r141530227)

* Update Command Handler sample

- Update Main for C# 7.1.
- Inject CommandService and DiscordSocketClient into the service collection.
- Add Async suffix to asynchronous methods.

* Minor grammatical fixes in Events

* Revert 2 incorrect grammar corrections

* Revert async Main sample

* Add hardcode token notice in sample

* Fix missing method for Command Handler

* Modify module samples to use SocketCommandContext instead

* Emphasize CommandContext and SocketCommandContext

* Fix formatting for module sample

* Add SocketCommandContext for Groups sample

* Remove comma

* Fix DepMap sample formatting

* Replace [DontInject] with DontInjectAttribute with cross reference

* Remove connection logic note

There is no reason that this note should still be here since Ready event exists.

* Add a new warning message informing the users the existence of CommandService

* Make command handler private

excellent change
tags/2.0.0-beta
Hsu Still Christopher F 7 years ago
parent
commit
22d79c1004
14 changed files with 394 additions and 341 deletions
  1. +7
    -1
      Discord.Net.sln
  2. +134
    -114
      docs/guides/commands/commands.md
  3. +23
    -20
      docs/guides/commands/samples/command_handler.cs
  4. +16
    -16
      docs/guides/commands/samples/dependency_map_setup.cs
  5. +1
    -1
      docs/guides/commands/samples/empty-module.cs
  6. +2
    -2
      docs/guides/commands/samples/groups.cs
  7. +29
    -30
      docs/guides/commands/samples/module.cs
  8. +7
    -4
      docs/guides/concepts/entities.md
  9. +10
    -10
      docs/guides/concepts/events.md
  10. +7
    -2
      docs/guides/concepts/logging.md
  11. +65
    -60
      docs/guides/getting_started/installing.md
  12. +72
    -62
      docs/guides/getting_started/intro.md
  13. +17
    -15
      docs/guides/getting_started/terminology.md
  14. +4
    -4
      docs/guides/voice/sending-voice.md

+ 7
- 1
Discord.Net.sln View File

@@ -1,6 +1,6 @@
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15 # Visual Studio 15
VisualStudioVersion = 15.0.26228.4
VisualStudioVersion = 15.0.26730.12
MinimumVisualStudioVersion = 10.0.40219.1 MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Discord.Net.Core", "src\Discord.Net.Core\Discord.Net.Core.csproj", "{91E9E7BD-75C9-4E98-84AA-2C271922E5C2}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Discord.Net.Core", "src\Discord.Net.Core\Discord.Net.Core.csproj", "{91E9E7BD-75C9-4E98-84AA-2C271922E5C2}"
EndProject EndProject
@@ -142,4 +142,10 @@ Global
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{9AFAB80E-D2D3-4EDB-B58C-BACA78D1EA30} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A} {9AFAB80E-D2D3-4EDB-B58C-BACA78D1EA30} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A}
EndGlobalSection EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {D2404771-EEC8-45F2-9D71-F3373F6C1495}
EndGlobalSection
GlobalSection(CodealikeProperties) = postSolution
SolutionGuid = a45217b4-a401-4dbf-8654-34d2ec034cd9
EndGlobalSection
EndGlobal EndGlobal

+ 134
- 114
docs/guides/commands/commands.md View File

@@ -1,24 +1,20 @@
# The Command Service # The Command Service


>[!WARNING]
>This article is out of date, and has not been rewritten yet.
Information is not guaranteed to be accurate.

[Discord.Commands](xref:Discord.Commands) provides an Attribute-based [Discord.Commands](xref:Discord.Commands) provides an Attribute-based
Command Parser.
command parser.


## Setup ## Setup


To use Commands, you must create a [Commands Service] and a
Command Handler.
To use Commands, you must create a [Command Service] and a Command
Handler.


Included below is a very bare-bones Command Handler. You can extend
your Command Handler as much as you like, however the below is the
bare minimum.
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 optionally will accept a [CommandServiceConfig],
The `CommandService` will optionally accept a [CommandServiceConfig],
which _does_ set a few default values for you. It is recommended to which _does_ set a few default values for you. It is recommended to
look over the properties in [CommandServiceConfig], and their default
look over the properties in [CommandServiceConfig] and their default
values. values.


[!code-csharp[Command Handler](samples/command_handler.cs)] [!code-csharp[Command Handler](samples/command_handler.cs)]
@@ -28,32 +24,32 @@ values.


## With Attributes ## With Attributes


In 1.0, Commands can be defined ahead of time, with attributes, or
at runtime, with builders.
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.
For most bots, ahead-of-time Commands should be all you need, and this
is the recommended method of defining Commands.


### Modules ### Modules


The first step to creating commands is to create a _module_.
The first step to creating Commands is to create a _module_.


Modules are an organizational pattern that allow you to write your
commands in different classes, and have them automatically loaded.
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 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 being invoked.
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. **Avoid using long-running code** in your modules wherever possible.
You should **not** be implementing very much logic into your modules;
outsource to a service for that.
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 If you are unfamiliar with Inversion of Control, it is recommended to
read the MSDN article on [IoC] and [Dependency Injection]. 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`.
To begin, create a new class somewhere in your project and inherit the
class from [ModuleBase]. This class **must** be `public`.


>[!NOTE] >[!NOTE]
>[ModuleBase] is an _abstract_ class, meaning that you may extend it >[ModuleBase] is an _abstract_ class, meaning that you may extend it
@@ -61,6 +57,7 @@ inherit the class from [ModuleBase]. This class **must** be `public`.
>extension of ModuleBase. >extension of ModuleBase.


By now, your module should look like this: By now, your module should look like this:

[!code-csharp[Empty Module](samples/empty-module.cs)] [!code-csharp[Empty Module](samples/empty-module.cs)]


[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx [IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx
@@ -69,72 +66,75 @@ By now, your module should look like this:


### Adding Commands ### Adding Commands


The next step to creating commands, is actually creating 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.
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
Adding parameters to a Command is done by adding parameters to the
parent Task. parent Task.


For example, to take an integer as an argument, add `int arg`. To take
a user as an argument, 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_.
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 Parameters, by default, are always required. To make a parameter
optional, give it a default value. To accept a comma-separated list, optional, give it a default value. To accept a comma-separated list,
set the parameter to `params Type[]`. set the parameter to `params Type[]`.


Should a parameter include spaces, it **must** be wrapped in quotes. Should a parameter include spaces, it **must** be wrapped in quotes.
For example, for a command with a parameter `string food`, you would
For example, for a Command with a parameter `string food`, you would
execute it with `!favoritefood "Key Lime Pie"`. execute it with `!favoritefood "Key Lime Pie"`.


If you would like a parameter to parse until the end of a command,
If you would like a parameter to parse until the end of a Command,
flag the parameter with the [RemainderAttribute]. This will allow a flag the parameter with the [RemainderAttribute]. This will allow a
user to invoke a command without wrapping a parameter in quotes.
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).
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 [RemainderAttribute]: xref:Discord.Commands.RemainderAttribute
[CommandAttribute]: xref:Discord.Commands.CommandAttribute [CommandAttribute]: xref:Discord.Commands.CommandAttribute


### Command Overloads ### Command Overloads


You may add overloads of your commands, and the command parser will
You may add overloads to your Commands, and the Command parser will
automatically pick up on it. automatically pick up on it.


If, for whatever reason, you have too commands which are ambiguous to
If for whatever reason, you have two Commands which are ambiguous to
each other, you may use the @Discord.Commands.PriorityAttribute to each other, you may use the @Discord.Commands.PriorityAttribute to
specify which should be tested before the other. specify which should be tested before the other.


Priority's are sorted in ascending order; the higher priority will be
called first.
The `Priority` attributes are sorted in ascending order; the higher
priority will be called first.


### CommandContext
### Command Context


Every command can access the execution context through the [Context]
property on [ModuleBase]. CommandContext allows you to access the
message, channel, guild, and user that the command was invoked from,
as well as the underlying discord client the command was invoked from.
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 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. You
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. will not need to cast them.


To reply to messages, you may also invoke [ReplyAsync], instead of To reply to messages, you may also invoke [ReplyAsync], instead of
accessing the channel through the [Context] and sending a message. 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 [Context]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_Context
[SocketCommandContext]: xref:Discord.Commands.SocketCommandContext [SocketCommandContext]: xref:Discord.Commands.SocketCommandContext

>![WARNING]
>Contexts should **NOT** be mixed! You cannot have one module that
>uses CommandContext, and another that uses SocketCommandContext.
[ReplyAsync]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_ReplyAsync_System_String_System_Boolean_Discord_Embed_Discord_RequestOptions_


### Example Module ### Example Module


@@ -144,50 +144,50 @@ At this point, your module should look comparable to this example:
#### Loading Modules Automatically #### Loading Modules Automatically


The Command Service can automatically discover all classes in an The Command Service can automatically discover all classes in an
Assembly that inherit [ModuleBase], and load them.
Assembly that inherit [ModuleBase] and load them.


To opt a module out of auto-loading, flag it with To opt a module out of auto-loading, flag it with
[DontAutoLoadAttribute]
[DontAutoLoadAttribute].


Invoke [CommandService.AddModulesAsync] to discover modules and Invoke [CommandService.AddModulesAsync] to discover modules and
install them. install them.


[DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute [DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute
[CommandService.AddModulesAsync]: xref:Discord_Commands_CommandService#Discord_Commands_CommandService_AddModulesAsync_Assembly_
[CommandService.AddModulesAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModulesAsync_Assembly_


#### Loading Modules Manually #### 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.
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 [CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModuleAsync__1


### Module Constructors ### Module Constructors


Modules are constructed using Dependency Injection. Any parameters Modules are constructed using Dependency Injection. Any parameters
that are placed in the constructor must be injected into an
@System.IServiceProvider. Alternatively, you may accept an
IServiceProvider as an argument and extract services yourself.
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 ### Module Properties


Modules with public settable properties will have them injected after module
construction.
Modules with `public` settable properties will have the dependencies
injected after the construction of the Module.


### Module Groups ### 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 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.
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


Submodules are modules that reside within another module. Typically,
Submodules are Modules that reside within another one. Typically,
submodules are used to create nested groups (although not required to submodules are used to create nested groups (although not required to
create nested groups). create nested groups).


@@ -199,54 +199,62 @@ create nested groups).


## Dependency Injection ## Dependency Injection


The commands service is bundled with a very barebones Dependency
Injection service for your convienence. It is recommended that
you use DI when writing your modules.
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 ### Setup


First, you need to create an @System.IServiceProvider
You may create your own IServiceProvider if you wish.
First, you need to create an @System.IServiceProvider; you may create
your own one if you wish.


Next, add the dependencies your modules will use to the map.
Next, add the dependencies that your modules will use to the map.


Finally, pass the map into the `LoadAssembly` method.
Your modules will automatically be loaded with this dependency 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)] [!code-csharp[IServiceProvider Setup](samples/dependency_map_setup.cs)]


### Usage in Modules ### Usage in Modules


In the constructor of your module, any parameters will be filled in by
the @System.IServiceProvider you pass into `LoadAssembly`.
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.
Any publicly settable properties will also be filled in the same
manner.


>[!NOTE] >[!NOTE]
> Annotating a property with the [DontInject] attribute will prevent it from
being injected.
> Annotating a property with a [DontInjectAttribute] attribute will prevent the
property from being injected.


>[!NOTE] >[!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 the module was loaded from, and the ServiceProvider passed
into it, respectively.
>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)] [!code-csharp[ServiceProvider in Modules](samples/dependency_module.cs)]


[DontInjectAttribute]: xref:Discord.Commands.DontInjectAttribute

# 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.
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] >[!NOTE]
>Preconditions can be applied to Modules, Groups, or Commands.
>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 ## Bundled Preconditions


Commands ships with four bundled preconditions; you may view their
usages on their API page.
Commands ship with four bundled Preconditions; you may view their
usages on their respective API pages.


- @Discord.Commands.RequireContextAttribute - @Discord.Commands.RequireContextAttribute
- @Discord.Commands.RequireOwnerAttribute - @Discord.Commands.RequireOwnerAttribute
@@ -255,21 +263,23 @@ usages on their API page.


## Custom Preconditions ## Custom Preconditions


To write your own preconditions, create a new class that inherits from
@Discord.Commands.PreconditionAttribute
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
[CheckPermissions].
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. Your IDE should provide an option to fill this in for you.


Return [PreconditionResult.FromSuccess] if the context met the
required parameters, otherwise return [PreconditionResult.FromError],
optionally including an error message.
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)] [!code-csharp[Custom Precondition](samples/require_owner.cs)]


[CheckPermissions]: xref:Discord.Commands.PreconditionAttribute#Discord_Commands_PreconditionAttribute_CheckPermissions_Discord_Commands_CommandContext_Discord_Commands_CommandInfo_Discord_Commands_IDependencyMap_
[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.FromSuccess]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromSuccess
[PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromError_System_String_ [PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromError_System_String_


@@ -296,22 +306,28 @@ By default, the following Types are supported arguments:


### Creating a Type Readers ### Creating a Type Readers


To create a TypeReader, create a new class that imports @Discord and
@Discord.Commands. Ensure your class inherits from @Discord.Commands.TypeReader
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 [Read].
Next, satisfy the `TypeReader` class by overriding the [Read] method.


>[!NOTE] >[!NOTE]
>In many cases, Visual Studio can fill this in for you, using the >In many cases, Visual Studio can fill this in for you, using the
>"Implement Abstract Class" IntelliSense hint. >"Implement Abstract Class" IntelliSense hint.


Inside this task, add whatever logic you need to parse the input string.
Inside this task, add whatever logic you need to parse the input
string.


Finally, return a `TypeReaderResult`. If you were able to successfully
parse the input, return `TypeReaderResult.FromSuccess(parsedInput)`.
Otherwise, return `TypeReaderResult.FromError`.
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.


[Read]: xref:Discord.Commands.TypeReader#Discord_Commands_TypeReader_Read_Discord_Commands_CommandContext_System_String_
[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 #### Sample


@@ -319,5 +335,9 @@ Otherwise, return `TypeReaderResult.FromError`.


### Installing TypeReaders ### Installing TypeReaders


TypeReaders are not automatically discovered by the Command Service,
and must be explicitly added. To install a TypeReader, invoke [CommandService.AddTypeReader](xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddTypeReader__1_Discord_Commands_TypeReader_).
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_

+ 23
- 20
docs/guides/commands/samples/command_handler.cs View File

@@ -8,39 +8,42 @@ using Microsoft.Extensions.DependencyInjection;


public class Program public class Program
{ {
private CommandService commands;
private DiscordSocketClient client;
private IServiceProvider services;
private CommandService _commands;
private DiscordSocketClient _client;
private IServiceProvider _services;


static void Main(string[] args) => new Program().Start().GetAwaiter().GetResult();
private static void Main(string[] args) => new Program().StartAsync().GetAwaiter().GetResult();


public async Task Start()
public async Task StartAsync()
{ {
client = new DiscordSocketClient();
commands = new CommandService();
_client = new DiscordSocketClient();
_commands = new CommandService();


// Avoid hard coding your token. Use an external source instead in your code.
string token = "bot token here"; string token = "bot token here";


services = new ServiceCollection()
.BuildServiceProvider();
_services = new ServiceCollection()
.AddSingleton(_client)
.AddSingleton(_commands)
.BuildServiceProvider();


await InstallCommands();
await InstallCommandsAsync();


await client.LoginAsync(TokenType.Bot, token);
await client.StartAsync();
await _client.LoginAsync(TokenType.Bot, token);
await _client.StartAsync();


await Task.Delay(-1); await Task.Delay(-1);
} }


public async Task InstallCommands()
public async Task InstallCommandsAsync()
{ {
// Hook the MessageReceived Event into our Command Handler // Hook the MessageReceived Event into our Command Handler
client.MessageReceived += HandleCommand;
_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());
} }


public async Task HandleCommand(SocketMessage messageParam)
private async Task HandleCommandAsync(SocketMessage messageParam)
{ {
// Don't process the command if it was a System Message // Don't process the command if it was a System Message
var message = messageParam as SocketUserMessage; var message = messageParam as SocketUserMessage;
@@ -48,13 +51,13 @@ public class Program
// Create a number to track where the prefix ends and the command begins // Create a number to track where the prefix ends and the command begins
int argPos = 0; int argPos = 0;
// Determine if the message is a command, based on if it starts with '!' or a mention prefix // 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;
if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(_client.CurrentUser, ref argPos))) return;
// Create a Command Context // Create a Command Context
var context = new CommandContext(client, message);
var context = new SocketCommandContext(_client, message);
// Execute the command. (result does not indicate a return value, // Execute the command. (result does not indicate a return value,
// rather an object stating if the command executed successfully) // rather an object stating if the command executed successfully)
var result = await commands.ExecuteAsync(context, argPos, service);
var result = await _commands.ExecuteAsync(context, argPos, _services);
if (!result.IsSuccess) if (!result.IsSuccess)
await context.Channel.SendMessageAsync(result.ErrorReason); await context.Channel.SendMessageAsync(result.ErrorReason);
} }
}
}

+ 16
- 16
docs/guides/commands/samples/dependency_map_setup.cs View File

@@ -1,18 +1,18 @@
using Discord;
using Discord.Commands;
using Discord.WebSocket;
using foxboat.Services;
private IServiceProvider _services;
private CommandService _commands;


public class Commands
public async Task InstallAsync(DiscordSocketClient client)
{ {
public async Task Install(DiscordSocketClient client)
{
// Here, we will inject the ServiceProvider with
// all of the services our client will use.
_serviceCollection.AddSingleton(client)
_serviceCollection.AddSingleton(new NotificationService())
_serviceCollection.AddSingleton(new DatabaseService())
// ...
await _commands.AddModulesAsync(Assembly.GetEntryAssembly());
}
}
// 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
- 1
docs/guides/commands/samples/empty-module.cs View File

@@ -1,6 +1,6 @@
using Discord.Commands; using Discord.Commands;


public class InfoModule : ModuleBase
public class InfoModule : ModuleBase<SocketCommandContext>
{ {
} }

+ 2
- 2
docs/guides/commands/samples/groups.cs View File

@@ -1,8 +1,8 @@
[Group("admin")] [Group("admin")]
public class AdminModule : ModuleBase
public class AdminModule : ModuleBase<SocketCommandContext>
{ {
[Group("clean")] [Group("clean")]
public class CleanModule : ModuleBase
public class CleanModule : ModuleBase<SocketCommandContext>
{ {
// ~admin clean 15 // ~admin clean 15
[Command] [Command]


+ 29
- 30
docs/guides/commands/samples/module.cs View File

@@ -1,42 +1,41 @@
using Discord;
using Discord.Commands;
using Discord.WebSocket;

// Create a module with no prefix // Create a module with no prefix
public class Info : ModuleBase
public class Info : ModuleBase<SocketCommandContext>
{ {
// ~say hello -> hello
[Command("say"), Summary("Echos a message.")]
public async Task Say([Remainder, Summary("The text to echo")] string echo)
{
// ReplyAsync is a method on ModuleBase
await ReplyAsync(echo);
}
// ~say hello -> hello
[Command("say")]
[Summary("Echos 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 // Create a module with the 'sample' prefix
[Group("sample")] [Group("sample")]
public class Sample : ModuleBase
public class Sample : ModuleBase<SocketCommandContext>
{ {
// ~sample square 20 -> 400
[Command("square"), Summary("Squares a number.")]
public async Task Square([Summary("The number to square.")] int num)
{
// We can also access the channel from the Command Context.
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}");
}
// ~sample square 20 -> 400
[Command("square")]
[Summary("Squares a number.")]
public async Task SquareAsync([Summary("The number to square.")] int num)
{
// We can also access the channel from the Command Context.
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}");
}


// ~sample userinfo --> foxbot#0282
// ~sample userinfo --> foxbot#0282
// ~sample userinfo @Khionu --> Khionu#8708 // ~sample userinfo @Khionu --> Khionu#8708
// ~sample userinfo Khionu#8708 --> Khionu#8708 // ~sample userinfo Khionu#8708 --> Khionu#8708
// ~sample userinfo Khionu --> Khionu#8708 // ~sample userinfo Khionu --> Khionu#8708
// ~sample userinfo 96642168176807936 --> 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 UserInfo([Summary("The (optional) user to get info for")] IUser user = null)
{
var userInfo = user ?? Context.Client.CurrentUser;
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}");
}
}
// ~sample whois 96642168176807936 --> Khionu#8708
[Command("userinfo")]
[Summary("Returns info about the current user, or the user parameter, if one passed.")]
[Alias("user", "whois")]
public async Task UserInfoAsync([Summary("The (optional) user to get info for")] SocketUser user = null)
{
var userInfo = user ?? Context.Client.CurrentUser;
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}");
}
}

+ 7
- 4
docs/guides/concepts/entities.md View File

@@ -12,7 +12,7 @@ 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.
@@ -61,8 +61,11 @@ a variant of the type that you need.
### Tips ### Tips


Avoid using boxing-casts to coerce entities into a variant, use the Avoid using boxing-casts to coerce entities into a variant, use the
`as` keyword, and a null-conditional operator.
[`as`] keyword, and a null-conditional operator instead.


This allows you to write safer code, and avoid InvalidCastExceptions.
This allows you to write safer code and avoid [InvalidCastExceptions].


For example, `(message.Author as SocketGuildUser)?.Nickname`.
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

+ 10
- 10
docs/guides/concepts/events.md View File

@@ -4,27 +4,27 @@ title: Working with Events


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
`System.Threading.Tasks.Task` and instead of using `EventArgs`, the
event's parameters are passed directly into the handler. 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.
This allows for events to be handled in an async context directly
instead of relying on `async void`.


### Usage ### Usage


To receive data from an event, hook into it using C#'s delegate To receive data from an event, hook into it using C#'s delegate
event pattern. event pattern.


You may opt either 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, in that events are executed
synchronously off the gateway task, in the same context as the gateway
All events are designed to be thread-safe; events are executed
synchronously off the gateway task in the same context as the gateway
task. task.


As a side effect, this makes it possible to deadlock 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 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 longer than three seconds should **not** be awaited directly in the
context of an event, but should be wrapped in a `Task.Run` or context of an event, but should be wrapped in a `Task.Run` or
@@ -62,7 +62,7 @@ This pattern is typically only found on `EntityUpdated` events.


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.


See the documentation for [Cacheable] for more information on this See the documentation for [Cacheable] for more information on this
@@ -76,8 +76,8 @@ object.


### Tips ### Tips


Many events relating to a Message entity, e.g. `MessageUpdated`
and `ReactionAdded` rely on the client's message cache, which is
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 **not** enabled by default. Set the `MessageCacheSize` flag in
[DiscordSocketConfig] to enable it. [DiscordSocketConfig] to enable it.



+ 7
- 2
docs/guides/concepts/logging.md View File

@@ -14,12 +14,14 @@ section.
### Usage ### Usage


To receive log events, simply hook the discord client's log method To receive log events, simply hook the discord client's log method
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
lambda for handling logs, because most [addons] accept a reference
lambda for handling logs, because most addons accept a reference
to a logging function to write their own messages. to a logging function to write their own messages.


[LogMessage]: xref:Discord.LogMessage

### Usage in Commands ### Usage in Commands


Discord.Net's [CommandService] also provides a log event, identical Discord.Net's [CommandService] also provides a log event, identical
@@ -29,6 +31,9 @@ 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
and error can be found and handled. and error can be found and handled.


[CommandService]: xref:Discord.Commands.CommandService
[CommandException]: xref:Discord.Commands.CommandException

#### Samples #### Samples


[!code-csharp[Logging Sample](samples/logging.cs)] [!code-csharp[Logging Sample](samples/logging.cs)]


+ 65
- 60
docs/guides/getting_started/installing.md View File

@@ -2,84 +2,87 @@
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 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. Optionally, you may compile from source and install yourself.


# Supported Platforms # 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](#installing-on-net-standard-11).
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 you are not required to. When
using .NET Framework, it is suggested to target `.NET 4.6.1` or higher.
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 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


# Installing with NuGet # Installing with NuGet


Release builds of Discord.Net 1.0 will be published to the Release builds of Discord.Net 1.0 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 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` 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](#configuring-nuget-without-visual-studio)
Not sure how to add a direct feed? See how [with Visual Studio] or
[without Visual Studio].


[official NuGet feed]: https://nuget.org [official NuGet feed]: https://nuget.org
[MyGet feed]: https://www.myget.org/feed/Packages/discord-net [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 [with Visual Studio]: https://docs.microsoft.com/en-us/nuget/tools/package-manager-ui#package-sources
[without Visual Studio]: #configuring-nuget-without-visual-studio


## Using Visual Studio ## Using Visual Studio


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'
![Step 3](images/install-vs-deps.png)
4. In the 'browse' tab, search for 'Discord.Net'

> [!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!

5. Install the 'Discord.Net' package

>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."
![Step 3](images/install-vs-deps.png)
4. In the "Browse" tab, search for `Discord.Net`.
5. Install the `Discord.Net` package.
![Step 5](images/install-vs-nuget.png) ![Step 5](images/install-vs-nuget.png)


## Using JetBrains Rider ## Using JetBrains Rider


1. Create a new solution for your bot
2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for Solution)
![Step 2](images/install-rider-nuget-manager.png)
3. In the 'Packages' tab, search for 'Discord.Net'
![Step 3](images/install-rider-search.png)

> [!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!


4. Install by adding the package to your project
1. Create a new solution for your bot.
2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for
Solution).
![Step 2](images/install-rider-nuget-manager.png)
3. In the "Packages" tab, search for `Discord.Net`.
![Step 3](images/install-rider-search.png)
4. Install by adding the package to your project.
![Step 4](images/install-rider-add.png) ![Step 4](images/install-rider-add.png)


## Using Visual Studio Code ## Using Visual Studio Code


1. Create a new project for your bot
2. Add Discord.Net to your .csproj
> [!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)] [!code-xml[Sample .csproj](samples/project.csproj)]


> [!TIP]
Don't forget to add the package source to a [NuGet.Config file](#configuring-nuget-without-visual-studio) if you're installing from the
developer feed.
[NuGet.Config file]: #configuring-nuget-without-visual-studio


# Compiling from Source # Compiling from Source


@@ -90,8 +93,8 @@ In order to compile Discord.Net, you require the following:
- [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 1.0](https://www.microsoft.com/net/download/core#/sdk)


The .NET Core and Docker (Preview) workload is required during Visual Studio
installation.
The .NET Core and Docker (Preview) workload is required during Visual
Studio installation.


### Using Command Line ### Using Command Line


@@ -101,26 +104,27 @@ installation.


## Installing on .NET Standard 1.1 ## 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.
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:
First, install the following packages through NuGet, or compile
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.
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.
Next, you will need to configure your [DiscordSocketClient] to use
these custom providers over the default ones.


To do this, set the `WebSocketProvider` and optionally `UdpSocketProvider`
properties on the [DiscordSocketConfig] that you are passing into your
client.
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)] [!code-csharp[NET Standard 1.1 Example](samples/netstd11.cs)]


@@ -129,13 +133,14 @@ client.


## Configuring NuGet without Visual Studio ## Configuring NuGet without Visual Studio


If you plan on deploying your bot or developing outside of Visual Studio, you
will need to create a local NuGet configuration file for your project.
If you plan on deploying your bot or developing outside of Visual
Studio, you will need to create a local NuGet configuration file for
your project.


To do this, create a file named `nuget.config` alongside the root of your
application, where the project solution is located.
To do this, create a file named `nuget.config` alongside the root of
your application, where the project solution is located.


Paste the following snippets into this configuration file, adding any additional
feeds as necessary.
Paste the following snippets into this configuration file, adding any
additional feeds as necessary.


[!code-xml[NuGet Configuration](samples/nuget.config)] [!code-xml[NuGet Configuration](samples/nuget.config)]

+ 72
- 62
docs/guides/getting_started/intro.md View File

@@ -13,42 +13,46 @@ diverse commands later, but for now, it is a good starting point.
Before you can begin writing your bot, it is necessary to create a bot Before you can begin writing your bot, it is necessary to create a bot
account on Discord. account on Discord.


1. Visit the [Discord Applications Portal]
2. Create a New Application
1. Visit the [Discord Applications Portal].
2. Create a New Application.
3. Give the application a name (this will be the bot's initial 3. Give the application a name (this will be the bot's initial
username). username).
4. Create the Application
![Step 4](images/intro-create-app.png)
5. In the application review page, click **Create a Bot User**
![Step 5](images/intro-create-bot.png)
6. Confirm the popup
7. If this bot will be public, check 'Public Bot'.
**Do not tick any other options!**
4. Create the Application.
![Step 4](images/intro-create-app.png)
5. In the application review page, click **Create a Bot User**.
![Step 5](images/intro-create-bot.png)
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 [Discord Applications Portal]: https://discordapp.com/developers/applications/me


## Adding your bot to a server ## Adding your bot to a server


Bots **can not** use invite links, they must be explicitly invited
Bots **cannot** use invite links, they must be explicitly invited
through the OAuth2 flow. through the OAuth2 flow.


1. Open your bot's application on the [Discord Applications Portal]
1. Open your bot's application on the [Discord Applications Portal].
2. Retrieve the app's **Client ID**. 2. Retrieve the app's **Client ID**.
![Step 2](images/intro-client-id.png)
![Step 2](images/intro-client-id.png)
3. Create an OAuth2 authorization URL 3. Create an OAuth2 authorization URL
`https://discordapp.com/oauth2/authorize?client_id=<CLIENT ID>&scope=bot` `https://discordapp.com/oauth2/authorize?client_id=<CLIENT ID>&scope=bot`
4. Open the authorization URL in your browser
5. Select a server

>[!NOTE]
Only servers where you have the `MANAGE_SERVER` permission will be
present in this list.
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.
![Step 6](images/intro-add-bot.png)


6. Click authorize

![Step 6](images/intro-add-bot.png)


## Connecting to Discord ## Connecting to Discord


@@ -57,10 +61,10 @@ do that now. (see the [Installing](installing.md) section)


### Async ### Async


Discord.Net uses .NET's Task-based Asynchronous Pattern ([TAP])
Discord.Net uses .NET's [Task-based Asynchronous Pattern (TAP)]
extensively - nearly every operation is asynchronous. extensively - nearly every operation is asynchronous.


It is highly recommended that these operations be awaited in a
It is highly recommended that these operations are awaited in a
properly established async context whenever possible. Establishing an properly established async context whenever possible. Establishing an
async context can be problematic, but not hard. async context can be problematic, but not hard.


@@ -70,27 +74,29 @@ async main.


[!code-csharp[Async Context](samples/intro/async-context.cs)] [!code-csharp[Async Context](samples/intro/async-context.cs)]


As a result of this, your program will now start, and immidiately
jump into an async context. This will allow us later on to create a
connection to Discord, without needing to worry about setting up the
As a result of this, your program will now start and immidiately
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. correct async implementation.


>[!TIP] >[!TIP]
If your application throws any exceptions within an async context, 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
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 means that **all** unhandled exceptions will be thrown up there, which
will crash your application. Discord.Net will prevent exceptions in will crash your application. Discord.Net will prevent exceptions in
event handlers from crashing your program, but any exceptions in your event handlers from crashing your program, but any exceptions in your
async main **will** cause the application to crash. 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 ### Creating a logging method


Before we create and configure a Discord client, we will add a method Before we create and configure a Discord client, we will add a method
to handle Discord.Net's log events. to handle Discord.Net's log events.


To allow agnostic support of as many log providers as possible, we To allow agnostic support of as many log providers as possible, we
log information through a Log event, with a proprietary LogMessage
log information through a `Log` event with a proprietary `LogMessage`
parameter. See the [API Documentation] for this event. parameter. See the [API Documentation] for this event.


If you are using your own logging framework, this is where you would If you are using your own logging framework, this is where you would
@@ -99,10 +105,12 @@ the Console.


[!code-csharp[Async Context](samples/intro/logging.cs)] [!code-csharp[Async Context](samples/intro/logging.cs)]


[API Documentation]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log

### Creating a Discord Client ### Creating a Discord Client


Finally, we can create a connection to Discord. Since we are writing Finally, we can create a connection to Discord. Since we are writing
a bot, we will be using a [DiscordSocketClient], along with socket
a bot, we will be using a [DiscordSocketClient] along with socket
entities. See the [terminology](terminology.md) if you're unsure of entities. See the [terminology](terminology.md) if you're unsure of
the differences. the differences.


@@ -110,22 +118,24 @@ To do so, create an instance of [DiscordSocketClient] in your async
main, passing in a configuration object only if necessary. For most main, passing in a configuration object only if necessary. For most
users, the default will work fine. users, the default will work fine.


Before connecting, we should hook the client's log event to the
Before connecting, we should hook the client's `Log` event to the
log handler that was just created. Events in Discord.Net work log handler that was just created. Events in Discord.Net work
similarly to other events in C#, so hook this event the way that similarly to other events in C#, so hook this event the way that
you typically would. you typically would.


Next, you will need to 'login to Discord' with the `LoginAsync` method.
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 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]). on your bot's application page on the [Discord Applications Portal]).

![Token](images/intro-token.png) ![Token](images/intro-token.png)


>[!IMPORTANT] >[!IMPORTANT]
Your bot's token can be used to gain total access to your bot, so Your bot's token can be used to gain total access to your bot, so
**do __NOT__ share this token with anyone!** It may behoove you to
store this token in an external file if you plan on distributing the
source code for your bot.
**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 We may now invoke the client's `StartAsync` method, which will
start connection/reconnection logic. It is important to note that start connection/reconnection logic. It is important to note that
@@ -134,14 +144,9 @@ start connection/reconnection logic. It is important to note that
Any methods that rely on the client's state should go in an event Any methods that rely on the client's state should go in an event
handler. handler.


>[!NOTE]
Connection logic is incomplete as of the current build. Events will
soon be added to indicate when the client's state is ready for use;
(rewrite this section when possible)

Finally, we will want to block the async main method from returning 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 until after the application is exited. To do this, we can await an
infinite delay, or any other blocking method, such as reading from
infinite delay or any other blocking method, such as reading from
the console. the console.


The following lines can now be added: The following lines can now be added:
@@ -154,51 +159,55 @@ online in Discord.
>[!TIP] >[!TIP]
Encountering a `PlatformNotSupportedException` when starting your bot? Encountering a `PlatformNotSupportedException` when starting your bot?
This means that you are targeting a platform where .NET's default This means that you are targeting a platform where .NET's default
WebSocket client is not supported. Refer to the [installing guide]
WebSocket client is not supported. Refer to the [installation guide]
for how to fix this. for how to fix this.


[TAP]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async
[API Documentation]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient
[installing guide]: installing.md#installing-on-net-standard-11
[installation guide]: installing.md#installing-on-net-standard-11


### Handling a 'ping' ### 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 Now that we have learned how to open a connection to Discord, we can
begin handling messages that users are sending. begin handling messages that users are sending.


To start out, our bot will listen for any message where the content To start out, our bot will listen for any message where the content
is equal to `!ping`, and respond back with `Pong!`.
is equal to `!ping` and respond back with "Pong!".


Since we want to listen for new messages, the event to hook in to
Since we want to listen for new messages, the event to hook into
is [MessageReceived]. is [MessageReceived].


In your program, add a method that matches the signature of the 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,
`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 since we will be sending data to Discord in this method, we will flag
it as `async`. it as `async`.


In this method, we will add an `if` block, to determine if the message
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 content fits the rules of our scenario - recall that it must be equal
to `!ping`. to `!ping`.


Inside the branch of this condition, we will want to send a message Inside the branch of this condition, we will want to send a message
back to the channel from which the message came - `Pong!`. To find the
channel, look for the `Channel` property on the message parameter.
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 Next, we will want to send a message to this channel. Since the
channel object is of type [SocketMessageChannel], we can invoke the channel object is of type [SocketMessageChannel], we can invoke the
`SendMessageAsync` instance method. For the message content, send back `SendMessageAsync` instance method. For the message content, send back
a string containing 'Pong!'.
a string containing "Pong!".


You should have now added the following lines: You should have now added the following lines:


[!code-csharp[Message](samples/intro/message.cs)] [!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 bot that will be carrying out multiple
commands, it is strongly encouraged to use the command framework, as
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. shown below.


For your reference, you may view the [completed program]. For your reference, you may view the [completed program].
@@ -207,13 +216,14 @@ For your reference, you may view the [completed program].
[SocketMessage]: xref:Discord.WebSocket.SocketMessage [SocketMessage]: xref:Discord.WebSocket.SocketMessage
[SocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel [SocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel
[completed program]: samples/intro/complete.cs [completed program]: samples/intro/complete.cs
[Command Guide]: ../commands/commands.md


# Building a bot with commands # Building a bot with commands


This section will show you how to write a program that is ready for This section will show you how to write a program that is ready for
[commands](commands/commands.md). Note that this will not be explaining _how_
to write commands or services, it will only be covering the general
structure.
[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. For reference, view an [annotated example] of this structure.


@@ -224,4 +234,4 @@ should be to separate the program (initialization and command handler),
the modules (handle commands), and the services (persistent storage, the modules (handle commands), and the services (persistent storage,
pure functions, data manipulation). pure functions, data manipulation).


**todo:** diagram of bot structure
**todo:** diagram of bot structure

+ 17
- 15
docs/guides/getting_started/terminology.md View File

@@ -7,32 +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. 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.Rpc,
and Discord.Net.WebSockets.
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,
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 model Discord's
`Discord.Net.Core` provides a set of interfaces that models Discord's
API. These interfaces are consistent throughout all implementations of API. These interfaces are consistent throughout all implementations of
Discord.Net, and if you are writing an implementation-agnostic library Discord.Net, and if you are writing an implementation-agnostic library
or addon, you can rely on the core interfaces to ensure that your 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 `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`.
**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.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`.
`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`).

+ 4
- 4
docs/guides/voice/sending-voice.md View File

@@ -17,7 +17,7 @@ when developing on .NET Core, this is where you execute `dotnet run`
from; typically the same directory as your csproj). from; typically the same directory as your csproj).


For Windows Users, precompiled binaries are available for your For Windows Users, precompiled binaries are available for your
convienence [here](https://discord.foxbot.me/binaries/)
convienence [here](https://discord.foxbot.me/binaries/).


For Linux Users, you will need to compile [Sodium] and [Opus] from For Linux Users, you will need to compile [Sodium] and [Opus] from
source, or install them from your package manager. source, or install them from your package manager.
@@ -31,7 +31,7 @@ Joining a channel is the first step to sending audio, and will return
an [IAudioClient] to send data with. an [IAudioClient] to send data with.


To join a channel, simply await [ConnectAsync] on any instance of an To join a channel, simply await [ConnectAsync] on any instance of an
@Discord.IVoiceChannel.
@Discord.IAudioChannel.


[!code-csharp[Joining a Channel](samples/joining_audio.cs)] [!code-csharp[Joining a Channel](samples/joining_audio.cs)]


@@ -44,7 +44,7 @@ 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.IVoiceChannel#Discord_IVoiceChannel_ConnectAsync
[ConnectAsync]: xref:Discord.IAudioChannel#Discord_IAudioChannel_ConnectAsync_Action_IAudioClient__


## Transmitting Audio ## Transmitting Audio


@@ -84,7 +84,7 @@ Channels should be left at `2`, unless you specified a different value
for `-ac 2` when creating FFmpeg. for `-ac 2` when creating FFmpeg.


[AudioOutStream]: xref:Discord.Audio.AudioOutStream [AudioOutStream]: xref:Discord.Audio.AudioOutStream
[IAudioClient.CreatePCMStream]: xref:Discord.Audio.IAudioClient#Discord_Audio_IAudioClient_CreatePCMStream_System_Int32_System_Int32_System_Nullable_System_Int32__System_Int32_
[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 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 AudioOutStream. This step can be as complex as you'd like it to be, but


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