/// <summary> Client <-- Server - Used to send most events. </summary>
Dispatch = 0,
/// <summary> Client <-> Server - Used to keep the connection alive and measure latency. </summary>
Heartbeat = 1,
/// <summary> Client --> Server - Used to associate a connection with a token and specify configuration. </summary>
Identify = 2,
/// <summary> Client --> Server - Used to update client's status and current game id. </summary>
StatusUpdate = 3,
/// <summary> Client --> Server - Used to join a particular voice channel. </summary>
VoiceStateUpdate = 4,
//VoiceServerPing = 5, (Unused?)
/// <summary> Client --> Server - Used to ensure the server's voice server is alive. Only send this if voice connection fails or suddenly drops. </summary>
VoiceServerPing = 5,
/// <summary> Client --> Server - Used to resume a connection after a redirect occurs. </summary>
Resume = 6,
/// <summary> Client <-- Server - Used to notify a client that they must reconnect to another gateway. </summary>
Redirect = 7,
/// <summary> Client --> Server - Used to request all members that were withheld by large_threshold </summary>
RequestGuildMembers = 8
}
@@ -92,8 +101,6 @@ namespace Discord.API
}
}
//Commands
internal sealed class JoinVoiceCommand : WebSocketMessage<JoinVoiceCommand.Data>
{
public JoinVoiceCommand() : base((int)GatewayOpCodes.VoiceStateUpdate) { }
@@ -112,7 +119,6 @@ namespace Discord.API
}
}
//Events
internal sealed class ResumeCommand : WebSocketMessage<ResumeCommand.Data>
{
public ResumeCommand() : base((int)GatewayOpCodes.Resume) { }
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