| @@ -24,6 +24,6 @@ Visit the repo's [release tag] to see the latest public pre-release. | |||||
| The `DependencyMap` has been replaced with Microsoft's | The `DependencyMap` has been replaced with Microsoft's | ||||
| [DependencyInjection] Abstractions. An example usage can be seen | [DependencyInjection] Abstractions. An example usage can be seen | ||||
| [here](https://github.com/foxbot/DiscordBotBase/blob/csharp/src/DiscordBot/Program.cs#L36). | |||||
| [here](https://github.com/Discord-Net-Labs/Discord.Net-Labs/blob/release/3.x/samples/InteractionFramework/Program.cs#L66). | |||||
| [DependencyInjection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection | [DependencyInjection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection | ||||
| @@ -16,7 +16,5 @@ | |||||
| topicUid: FAQ.Commands.Interactions | topicUid: FAQ.Commands.Interactions | ||||
| - name: Dependency Injection | - name: Dependency Injection | ||||
| topicUid: FAQ.Commands.DI | topicUid: FAQ.Commands.DI | ||||
| - name: Glossary | |||||
| topicUid: FAQ.Glossary | |||||
| - name: Legacy or Upgrade | - name: Legacy or Upgrade | ||||
| topicUid: FAQ.Legacy | topicUid: FAQ.Legacy | ||||
| @@ -0,0 +1,68 @@ | |||||
| --- | |||||
| uid: Guides.Entities.Casting | |||||
| title: Casting & Unboxing | |||||
| --- | |||||
| # Casting | |||||
| Casting can be done in many ways, and is the only method to box and unbox types to/from their base definition. | |||||
| Casting only works for types that inherit the base type that you want to unbox from. | |||||
| `IUser` cannot be cast to `IMessage`. | |||||
| > [!NOTE] | |||||
| > Interfaces CAN be cast to other interfaces, as long as they inherit eachother. | |||||
| > The same goes for reverse casting. As long as some entity can be simplified into what it inherits, your cast will pass. | |||||
| ## Boxing | |||||
| A boxed object is the definition of an object that was simplified (or trimmed) by incoming traffic, | |||||
| but still owns the data of the originally constructed type. Boxing is an implicit operation. | |||||
| Through casting, we can **unbox** this type, and access the properties that were unaccessible before. | |||||
| ## Unboxing | |||||
| Unboxing is the most direct way to access the real definition of an object. | |||||
| If we want to return a type from its interface, we can unbox it directly. | |||||
| [!code-csharp[Unboxing](images/unboxing.cs)] | |||||
| ## Regular casting | |||||
| In 'regular' casting, we use the ` as ` keyword to assign the given type to the object. | |||||
| If the boxed type can indeed be cast into given type, | |||||
| it will become said type, and its properties can be accessed. | |||||
| [!code-csharp[Casting](images/casting.cs)] | |||||
| > [!WARNING] | |||||
| > If the type you're casting to is null, a ` NullReferenceException ` will be thrown when its called. | |||||
| > This makes safety casting much more interesting to use, as it prevents this exception from being thrown. | |||||
| ## Safety casting | |||||
| Safety casting makes sure that the type you're trying to cast to can never be null, as it passes checks upon calling them. | |||||
| There are 3 different ways to safety cast an object: | |||||
| ### Basic safety casting: | |||||
| To safety cast an object, all we need to do is check if it is of the member type in a statement. | |||||
| If this check fails, it will continue below, making sure we don't try to access null. | |||||
| [!code-csharp[Base](images/safety-cast.cs)] | |||||
| ### Object declaration: | |||||
| Here we declare the object we are casting to, | |||||
| making it so that you can immediately work with its properties without reassigning through regular casting. | |||||
| [!code-csharp[Declare](images/safety-cast-var.cs)] | |||||
| ### Reverse passage: | |||||
| In previous examples, we want to let code continue running after the check, or if the check fails. | |||||
| In this example, the cast will return the entire method (ignoring the latter) upon failure, | |||||
| and declare the variable for further use into the method: | |||||
| [!code-csharp[Pass](images/safety-cast-pass.cs)] | |||||
| > [!NOTE] | |||||
| > Usage of ` is `, ` not ` and ` as ` is required in cast assignment and/or type checks. ==, != and = are invalid assignment, | |||||
| > as these operators only apply to initialized objects and not their types. | |||||
| @@ -1,29 +1,19 @@ | |||||
| --- | --- | ||||
| uid: FAQ.Glossary | |||||
| title: Common Terminologies / Glossary | |||||
| uid: Guides.Entities.Glossary | |||||
| title: Glossary & Flowcharts | |||||
| --- | --- | ||||
| # Glossary | |||||
| # Entity Types | |||||
| This is an additional chapter for quick references to various common | |||||
| types that you may see within Discord.Net. To see more information | |||||
| regarding each type of object, click on the object to navigate | |||||
| to our API documentation page where you might find more explanation | |||||
| about it. | |||||
| A list of all Discord.Net entities, what they can be cast to and what their properties are. | |||||
| ## Common Types | |||||
| > [!IMPORTANT] | |||||
| > All interfaces have the same inheritance tree for both `Socket` and `Rest` entities. | |||||
| > Entities with that have been marked red are exclusive to the project they source from. | |||||
| * A **Guild** ([IGuild]) is an isolated collection of users and | |||||
| channels, and are often referred to as "servers". | |||||
| - Example: [Discord API](https://discord.gg/jkrBmQR) | |||||
| * A **Channel** ([IChannel]) represents a generic channel. | |||||
| - Example: #dotnet_discord-net | |||||
| - See [Channel Types](#channel-types) | |||||
| ## Channels | |||||
| [IGuild]: xref:Discord.IGuild | |||||
| [IChannel]: xref:Discord.IChannel | |||||
| ## Channel Types | |||||
|  | |||||
| ### Message Channels | ### Message Channels | ||||
| * A **Text Channel** ([ITextChannel]) is a message channel from a Guild. | * A **Text Channel** ([ITextChannel]) is a message channel from a Guild. | ||||
| @@ -45,9 +35,6 @@ holds one or more sub-channels. | |||||
| * A **Nested Channel** ([INestedChannel]) (2.0+) is a channel that can | * A **Nested Channel** ([INestedChannel]) (2.0+) is a channel that can | ||||
| exist under a category. | exist under a category. | ||||
| > [!NOTE] | |||||
| > A Channel ([IChannel]) can be all types of channels. | |||||
| [INestedChannel]: xref:Discord.INestedChannel | [INestedChannel]: xref:Discord.INestedChannel | ||||
| [IGuildChannel]: xref:Discord.IGuildChannel | [IGuildChannel]: xref:Discord.IGuildChannel | ||||
| [IMessageChannel]: xref:Discord.IMessageChannel | [IMessageChannel]: xref:Discord.IMessageChannel | ||||
| @@ -62,17 +49,27 @@ exist under a category. | |||||
| [IStageChannel]: xref:Discord.IStageChannel | [IStageChannel]: xref:Discord.IStageChannel | ||||
| [INewsChannel]: xref:Discord.INewsChannel | [INewsChannel]: xref:Discord.INewsChannel | ||||
| ## Message Types | |||||
| ## Messages | |||||
|  | |||||
| * A **Rest Followup Message ([RestFollowupMessage]) is a message returned by followup on on an interaction. | |||||
| * A **Rest Interaction Message ([RestInteractionMessage]) is a message returned by the interactions' original response. | |||||
| * A **Rest User Message** ([RestUserMessage]) is a message sent over rest, can be any of the above. | |||||
| * An **User Message** ([IUserMessage]) is a message sent by a user. | * An **User Message** ([IUserMessage]) is a message sent by a user. | ||||
| * A **System Message** ([ISystemMessage]) is a message sent by Discord itself. | * A **System Message** ([ISystemMessage]) is a message sent by Discord itself. | ||||
| * A **Message** ([IMessage]) can be any of the above. | * A **Message** ([IMessage]) can be any of the above. | ||||
| [RestFollowupMessage]: xref:Discord.Rest.RestFollowupMessage | |||||
| [RestInteractionMessage]: xref:Discord.Rest.RestInteractionMessage | |||||
| [RestUserMEssage]: xref:Discord.Rest.RestUserMessage | |||||
| [IUserMessage]: xref:Discord.IUserMessage | [IUserMessage]: xref:Discord.IUserMessage | ||||
| [ISystemMessage]: xref:Discord.ISystemMessage | [ISystemMessage]: xref:Discord.ISystemMessage | ||||
| [IMessage]: xref:Discord.IMessage | [IMessage]: xref:Discord.IMessage | ||||
| ## User Types | |||||
| ## Users | |||||
|  | |||||
| * A **Guild User** ([IGuildUser]) is a user available inside a guild. | * A **Guild User** ([IGuildUser]) is a user available inside a guild. | ||||
| * A **Group User** ([IGroupUser]) is a user available inside a group. | * A **Group User** ([IGroupUser]) is a user available inside a group. | ||||
| @@ -85,7 +82,13 @@ exist under a category. | |||||
| [ISelfUser]: xref:Discord.ISelfUser | [ISelfUser]: xref:Discord.ISelfUser | ||||
| [IUser]: xref:Discord.IUser | [IUser]: xref:Discord.IUser | ||||
| ## Emoji Types | |||||
| ## Interactions | |||||
|  | |||||
| ## Other types: | |||||
| ### Emoji | |||||
| * An **Emote** ([Emote]) is a custom emote from a guild. | * An **Emote** ([Emote]) is a custom emote from a guild. | ||||
| - Example: `<:dotnet:232902710280716288>` | - Example: `<:dotnet:232902710280716288>` | ||||
| @@ -96,7 +99,7 @@ exist under a category. | |||||
| [Emoji]: xref:Discord.Emoji | [Emoji]: xref:Discord.Emoji | ||||
| ## Sticker Types | |||||
| ### Stickers | |||||
| * A **Sticker** ([ISticker]) is a standard Discord sticker. | * A **Sticker** ([ISticker]) is a standard Discord sticker. | ||||
| * A **Custom Sticker ([ICustomSticker]) is a Guild-unique sticker. | * A **Custom Sticker ([ICustomSticker]) is a Guild-unique sticker. | ||||
| @@ -104,7 +107,7 @@ exist under a category. | |||||
| [ISticker]: xref:Discord.ISticker | [ISticker]: xref:Discord.ISticker | ||||
| [ICustomSticker]: xref:Discord.ICustomSticker | [ICustomSticker]: xref:Discord.ICustomSticker | ||||
| ## Activity Types | |||||
| ### Activity | |||||
| * A **Game** ([Game]) refers to a user's game activity. | * A **Game** ([Game]) refers to a user's game activity. | ||||
| * A **Rich Presence** ([RichGame]) refers to a user's detailed | * A **Rich Presence** ([RichGame]) refers to a user's detailed | ||||
| @@ -1,26 +1,41 @@ | |||||
| --- | --- | ||||
| uid: Guides.Concepts.Entities | |||||
| title: Entities | |||||
| uid: Guides.Entities.Intro | |||||
| title: Introduction | |||||
| --- | --- | ||||
| # Entities in Discord.Net | # Entities in Discord.Net | ||||
| > [!NOTE] | |||||
| > This article is written with the Socket variants of entities in mind, | |||||
| > not the general interfaces or Rest entities. | |||||
| Discord.Net provides a versatile entity system for navigating the | Discord.Net provides a versatile entity system for navigating the | ||||
| Discord API. | Discord API. | ||||
| > [!TIP] | |||||
| > It is **vital** that you use the proper IDs for an entity when using | |||||
| > a `GetXXX` method. It is recommended that you enable Discord's | |||||
| > _developer mode_ to allow easy access to entity IDs, found in | |||||
| > Settings > Appearance > Advanced. Read more about it in the | |||||
| > [FAQ](xref:FAQ.Basics.GetStarted) page. | |||||
| ## 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, `IUser` and `IGuildUser`. | |||||
| All models will contain the most detailed version of an entity | All models will contain the most detailed version of an entity | ||||
| possible, even if the type is less detailed. | possible, even if the type is less detailed. | ||||
| For example, in the case of the `MessageReceived` event, a | |||||
| ## Socket & REST | |||||
| REST entities are retrieved over REST, and will be disposed after use. | |||||
| It is suggested to limit the amount of REST calls as much as possible, | |||||
| as calls over REST interact with the API, and are thus prone to rate-limits. | |||||
| - [Learn more about REST](https://restfulapi.net/) | |||||
| Socket entities are created through the gateway, | |||||
| most commonly through `DiscordSocketClient` events. | |||||
| These entities will enter the clients' global cache for later use. | |||||
| In the case of the `MessageReceived` event, a | |||||
| `SocketMessage` is passed in with a channel property of type | `SocketMessage` is passed in with a channel property of type | ||||
| `SocketMessageChannel`. All messages come from channels capable of | `SocketMessageChannel`. All messages come from channels capable of | ||||
| messaging, so this is the only variant of a channel that can cover | messaging, so this is the only variant of a channel that can cover | ||||
| @@ -31,7 +46,9 @@ But that doesn't mean a message _can't_ come from a | |||||
| retrieve information about a guild from a message entity, you will | retrieve information about a guild from a message entity, you will | ||||
| need to cast its channel object to a `SocketTextChannel`. | need to cast its channel object to a `SocketTextChannel`. | ||||
| You can find out various types of entities in the [Glossary page.](xref:FAQ.Glossary) | |||||
| > [!NOTE] | |||||
| > You can find out the inheritance tree & definitions of various entities | |||||
| > [here](xref:Guides.Entities.Glossary) | |||||
| ## Navigation | ## Navigation | ||||
| @@ -40,26 +57,31 @@ you to easily navigate to an entity's parent or children. As explained | |||||
| above, you will sometimes need to cast to a more detailed version of | above, you will sometimes need to cast to a more detailed version of | ||||
| an entity to navigate to its parent. | an entity to navigate to its parent. | ||||
| ## Accessing Entities | |||||
| ## Accessing Socket Entities | |||||
| The most basic forms of entities, `SocketGuild`, `SocketUser`, and | The most basic forms of entities, `SocketGuild`, `SocketUser`, and | ||||
| `SocketChannel` can be pulled from the DiscordSocketClient's global | `SocketChannel` can be pulled from the DiscordSocketClient's global | ||||
| cache, and can be retrieved using the respective `GetXXX` method on | cache, and can be retrieved using the respective `GetXXX` method on | ||||
| DiscordSocketClient. | DiscordSocketClient. | ||||
| > [!TIP] | |||||
| > It is **vital** that you use the proper IDs for an entity when using | |||||
| > a `GetXXX` method. It is recommended that you enable Discord's | |||||
| > _developer mode_ to allow easy access to entity IDs, found in | |||||
| > Settings > Appearance > Advanced. Read more about it in the | |||||
| > [FAQ](xref:FAQ.Basics.GetStarted) page. | |||||
| More detailed versions of entities can be pulled from the basic | More detailed versions of entities can be pulled from the basic | ||||
| entities, e.g., `SocketGuild.GetUser`, which returns a | entities, e.g., `SocketGuild.GetUser`, which returns a | ||||
| `SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a | `SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a | ||||
| `SocketGuildChannel`. Again, you may need to cast these objects to get | `SocketGuildChannel`. Again, you may need to cast these objects to get | ||||
| a variant of the type that you need. | a variant of the type that you need. | ||||
| ## Sample | |||||
| ### Sample | |||||
| [!code-csharp[Socket Sample](samples/socketentities.cs)] | |||||
| ## Accessing REST Entities | |||||
| REST entities work almost the same as Socket entities, but are much less frequently used. | |||||
| To access REST entities, the `DiscordSocketClient`'s `Rest` property is required. | |||||
| Another option here is to create your own [DiscordRestClient], independent of the Socket gateway. | |||||
| [DiscordRestClient]: xref:Discord.Rest.DiscordRestClient | |||||
| ### Sample | |||||
| [!code-csharp[Entity Sample](samples/entities.cs)] | |||||
| [!code-csharp[Rest Sample](samples/restentities.cs)] | |||||
| @@ -0,0 +1,7 @@ | |||||
| // Say we have an entity, for the simplicity of this example, it will appear from thin air. | |||||
| IChannel channel; | |||||
| // If I want this to be an ITextChannel so I can access the properties of a text channel inside of a guild, an approach would be: | |||||
| ITextChannel textChannel = channel as ITextChannel; | |||||
| await textChannel.DoSomethingICantWithIChannelAsync(); | |||||
| @@ -0,0 +1,8 @@ | |||||
| // RestUser entities expose the accentcolor and banner of a user. | |||||
| // This being one of the few use-cases for requesting a RestUser instead of depending on the Socket counterpart. | |||||
| public static EmbedBuilder WithUserColor(this EmbedBuilder builder, IUser user) | |||||
| { | |||||
| var restUser = await _client.Rest.GetUserAsync(user.Id); | |||||
| return builder.WithColor(restUser.AccentColor ?? Color.Blue); | |||||
| // The accent color can still be null, so a check for this needs to be done to prevent an exception to be thrown. | |||||
| } | |||||
| @@ -0,0 +1,10 @@ | |||||
| private void MyFunction(IMessage message) | |||||
| { | |||||
| // Here we do the reverse as in the previous examples, and let it continue the code below if it IS an IUserMessage | |||||
| if (message is not IUserMessage userMessage) | |||||
| return; | |||||
| // Because we do the above check inline (dont give the statement a body), | |||||
| // the code will still declare `userMessage` as available outside of the above statement. | |||||
| Console.WriteLine(userMessage.Author); | |||||
| } | |||||
| @@ -0,0 +1,9 @@ | |||||
| IUser user; | |||||
| // Here we can pre-define the actual declaration of said IGuildUser object, | |||||
| // so we dont need to cast additionally inside of the statement. | |||||
| if (user is IGuildUser guildUser) | |||||
| { | |||||
| Console.WriteLine(guildUser.JoinedAt); | |||||
| } | |||||
| // Check failed. | |||||
| @@ -0,0 +1,14 @@ | |||||
| IUser user; | |||||
| // Here we check if the user is an IGuildUser, if not, let it pass. This ensures its not null. | |||||
| if (user is IGuildUser) | |||||
| { | |||||
| Console.WriteLine("This user is in a guild!"); | |||||
| } | |||||
| // Check failed. | |||||
| ---------------------------- | |||||
| // Another situation, where we want to get the actual data of said IGuildUser. | |||||
| ---------------------------- | |||||
| // A final situation, where we dont actually need to do anything code-wise when the check does not pass, so we want to simplify it. | |||||
| @@ -0,0 +1,9 @@ | |||||
| IUser user; | |||||
| // Here we use inline unboxing to make a call to its member (if available) only once. | |||||
| // Note that if the entity we're trying to cast to is null, this will throw a NullReferenceException. | |||||
| Console.WriteLine(((IGuildUser)user).Nickname); | |||||
| // In case you are certain the entity IS said member, you can also use unboxing to declare variables. | |||||
| IGuildUser guildUser = (IGuildUser)user; | |||||
| @@ -23,6 +23,14 @@ | |||||
| topicUid: Guides.Concepts.ManageConnections | topicUid: Guides.Concepts.ManageConnections | ||||
| - name: Entities | - name: Entities | ||||
| topicUid: Guides.Concepts.Entities | topicUid: Guides.Concepts.Entities | ||||
| - name: Entities | |||||
| items: | |||||
| - name: Introduction | |||||
| topicUid: Guides.Entities.Intro | |||||
| - name: Casting | |||||
| topicUid: Guides.Entities.Casting | |||||
| - name: Glossary & Flowcharts | |||||
| topicUid: Guides.Entities.Glossary | |||||
| - name: Working with Text-based Commands | - name: Working with Text-based Commands | ||||
| items: | items: | ||||
| - name: Introduction | - name: Introduction | ||||
| @@ -1,77 +0,0 @@ | |||||
| using System; | |||||
| using System.Threading; | |||||
| using System.Threading.Tasks; | |||||
| using Discord; | |||||
| using Discord.WebSocket; | |||||
| namespace _01_basic_ping_bot | |||||
| { | |||||
| // This is a minimal, bare-bones example of using Discord.Net | |||||
| // | |||||
| // If writing a bot with commands, we recommend using the Discord.Net.Commands | |||||
| // framework, rather than handling commands yourself, like we do in this sample. | |||||
| // | |||||
| // You can find samples of using the command framework: | |||||
| // - Here, under the 02_commands_framework sample | |||||
| // - https://github.com/foxbot/DiscordBotBase - a bare-bones bot template | |||||
| // - https://github.com/foxbot/patek - a more feature-filled bot, utilizing more aspects of the library | |||||
| class Program | |||||
| { | |||||
| private readonly DiscordSocketClient _client; | |||||
| // Discord.Net heavily utilizes TAP for async, so we create | |||||
| // an asynchronous context from the beginning. | |||||
| static void Main(string[] args) | |||||
| { | |||||
| new Program().MainAsync().GetAwaiter().GetResult(); | |||||
| } | |||||
| public Program() | |||||
| { | |||||
| // It is recommended to Dispose of a client when you are finished | |||||
| // using it, at the end of your app's lifetime. | |||||
| _client = new DiscordSocketClient(); | |||||
| _client.Log += LogAsync; | |||||
| _client.Ready += ReadyAsync; | |||||
| _client.MessageReceived += MessageReceivedAsync; | |||||
| } | |||||
| public async Task MainAsync() | |||||
| { | |||||
| // Tokens should be considered secret data, and never hard-coded. | |||||
| await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token")); | |||||
| await _client.StartAsync(); | |||||
| // Block the program until it is closed. | |||||
| await Task.Delay(Timeout.Infinite); | |||||
| } | |||||
| private Task LogAsync(LogMessage log) | |||||
| { | |||||
| Console.WriteLine(log.ToString()); | |||||
| return Task.CompletedTask; | |||||
| } | |||||
| // The Ready event indicates that the client has opened a | |||||
| // connection and it is now safe to access the cache. | |||||
| private Task ReadyAsync() | |||||
| { | |||||
| Console.WriteLine($"{_client.CurrentUser} is connected!"); | |||||
| return Task.CompletedTask; | |||||
| } | |||||
| // This is not the recommended way to write a bot - consider | |||||
| // reading over the Commands Framework sample. | |||||
| private async Task MessageReceivedAsync(SocketMessage message) | |||||
| { | |||||
| // The bot should never respond to itself. | |||||
| if (message.Author.Id == _client.CurrentUser.Id) | |||||
| return; | |||||
| if (message.Content == "!ping") | |||||
| await message.Channel.SendMessageAsync("pong!"); | |||||
| } | |||||
| } | |||||
| } | |||||
| @@ -0,0 +1,112 @@ | |||||
| using System; | |||||
| using System.Threading; | |||||
| using System.Threading.Tasks; | |||||
| using Discord; | |||||
| using Discord.WebSocket; | |||||
| namespace BasicBot | |||||
| { | |||||
| // This is a minimal, bare-bones example of using Discord.Net | |||||
| // | |||||
| // If writing a bot with commands/interactions, we recommend using the Discord.Net.Commands/Discord.Net.Interactions | |||||
| // framework, rather than handling them yourself, like we do in this sample. | |||||
| // | |||||
| // You can find samples of using the command framework: | |||||
| // - Here, under the TextCommandFramework sample | |||||
| // - At the guides: https://discordnet.dev/guides/text_commands/intro.html | |||||
| // | |||||
| // You can find samples of using the interaction framework: | |||||
| // - Here, under the InteractionFramework sample | |||||
| // - At the guides: https://discordnet.dev/guides/int_framework/intro.html | |||||
| class Program | |||||
| { | |||||
| // Non-static readonly fields can only be assigned in a constructor. | |||||
| // If you want to assign it elsewhere, consider removing the readonly keyword. | |||||
| private readonly DiscordSocketClient _client; | |||||
| // Discord.Net heavily utilizes TAP for async, so we create | |||||
| // an asynchronous context from the beginning. | |||||
| static void Main(string[] args) | |||||
| => new Program() | |||||
| .MainAsync() | |||||
| .GetAwaiter() | |||||
| .GetResult(); | |||||
| public Program() | |||||
| { | |||||
| // It is recommended to Dispose of a client when you are finished | |||||
| // using it, at the end of your app's lifetime. | |||||
| _client = new DiscordSocketClient(); | |||||
| // Subscribing to client events, so that we may receive them whenever they're invoked. | |||||
| _client.Log += LogAsync; | |||||
| _client.Ready += ReadyAsync; | |||||
| _client.MessageReceived += MessageReceivedAsync; | |||||
| _client.InteractionCreated += InteractionCreatedAsync; | |||||
| } | |||||
| public async Task MainAsync() | |||||
| { | |||||
| // Tokens should be considered secret data, and never hard-coded. | |||||
| await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token")); | |||||
| // Different approaches to making your token a secret is by putting them in local .json, .yaml, .xml or .txt files, then reading them on startup. | |||||
| await _client.StartAsync(); | |||||
| // Block the program until it is closed. | |||||
| await Task.Delay(Timeout.Infinite); | |||||
| } | |||||
| private Task LogAsync(LogMessage log) | |||||
| { | |||||
| Console.WriteLine(log.ToString()); | |||||
| return Task.CompletedTask; | |||||
| } | |||||
| // The Ready event indicates that the client has opened a | |||||
| // connection and it is now safe to access the cache. | |||||
| private Task ReadyAsync() | |||||
| { | |||||
| Console.WriteLine($"{_client.CurrentUser} is connected!"); | |||||
| return Task.CompletedTask; | |||||
| } | |||||
| // This is not the recommended way to write a bot - consider | |||||
| // reading over the Commands Framework sample. | |||||
| private async Task MessageReceivedAsync(SocketMessage message) | |||||
| { | |||||
| // The bot should never respond to itself. | |||||
| if (message.Author.Id == _client.CurrentUser.Id) | |||||
| return; | |||||
| if (message.Content == "!ping") | |||||
| { | |||||
| // Create a new componentbuilder, in which dropdowns & buttons can be created. | |||||
| var cb = new ComponentBuilder() | |||||
| .WithButton("Click me!", "unique-id", ButtonStyle.Primary); | |||||
| // Send a message with content 'pong', including a button. | |||||
| // This button needs to be build by calling .Build() before being passed into the call. | |||||
| await message.Channel.SendMessageAsync("pong!", components: cb.Build()); | |||||
| } | |||||
| } | |||||
| // For better functionality & a more developer-friendly approach to handling any kind of interaction, refer to: | |||||
| // https://discordnet.dev/guides/int_framework/intro.html | |||||
| private async Task InteractionCreatedAsync(SocketInteraction interaction) | |||||
| { | |||||
| // safety-casting is the best way to prevent something being cast from being null. | |||||
| // If this check does not pass, it could not be cast to said type. | |||||
| if (interaction is SocketMessageComponent component) | |||||
| { | |||||
| // Check for the ID created in the button mentioned above. | |||||
| if (component.Data.CustomId == "unique-id") | |||||
| await interaction.RespondAsync("Thank you for clicking my button!"); | |||||
| else Console.WriteLine("An ID has been received that has no handler!"); | |||||
| } | |||||
| } | |||||
| } | |||||
| } | |||||
| @@ -0,0 +1,37 @@ | |||||
| using Discord; | |||||
| using Discord.Interactions; | |||||
| using Discord.WebSocket; | |||||
| using System; | |||||
| using System.Threading.Tasks; | |||||
| namespace InteractionFramework.Attributes | |||||
| { | |||||
| internal class DoUserCheck : PreconditionAttribute | |||||
| { | |||||
| public override Task<PreconditionResult> CheckRequirementsAsync(IInteractionContext context, ICommandInfo commandInfo, IServiceProvider services) | |||||
| { | |||||
| // Check if the component matches the target properly. | |||||
| if (context.Interaction is not SocketMessageComponent componentContext) | |||||
| return Task.FromResult(PreconditionResult.FromError("Context unrecognized as component context.")); | |||||
| else | |||||
| { | |||||
| // The approach here entirely depends on how you construct your custom ID. In this case, the format is: | |||||
| // unique-name:*,* | |||||
| // here the name and wildcards are split by ':' | |||||
| var param = componentContext.Data.CustomId.Split(':'); | |||||
| // here we determine that we should always check for the first ',' present. | |||||
| // This will deal with additional wildcards by always selecting the first wildcard present. | |||||
| if (param.Length > 1 && ulong.TryParse(param[1].Split(',')[0], out ulong id)) | |||||
| return (context.User.Id == id) | |||||
| // If the user ID | |||||
| ? Task.FromResult(PreconditionResult.FromSuccess()) | |||||
| : Task.FromResult(PreconditionResult.FromError("User ID does not match component ID!")); | |||||
| else return Task.FromResult(PreconditionResult.FromError("Parse cannot be done if no userID exists.")); | |||||
| } | |||||
| } | |||||
| } | |||||
| } | |||||
| @@ -6,7 +6,7 @@ using System.Linq; | |||||
| using System.Text; | using System.Text; | ||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| namespace _04_interactions_framework | |||||
| namespace InteractionFramework.Attributes | |||||
| { | { | ||||
| public class RequireOwnerAttribute : PreconditionAttribute | public class RequireOwnerAttribute : PreconditionAttribute | ||||
| { | { | ||||
| @@ -8,7 +8,7 @@ using System.Reflection; | |||||
| using System.Text; | using System.Text; | ||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| namespace _04_interactions_framework | |||||
| namespace InteractionFramework | |||||
| { | { | ||||
| public class CommandHandler | public class CommandHandler | ||||
| { | { | ||||
| @@ -27,6 +27,9 @@ namespace _04_interactions_framework | |||||
| { | { | ||||
| // Add the public modules that inherit InteractionModuleBase<T> to the InteractionService | // Add the public modules that inherit InteractionModuleBase<T> to the InteractionService | ||||
| await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | ||||
| // Another approach to get the assembly of a specific type is: | |||||
| // typeof(CommandHandler).Assembly | |||||
| // Process the InteractionCreated payloads to execute Interactions commands | // Process the InteractionCreated payloads to execute Interactions commands | ||||
| _client.InteractionCreated += HandleInteraction; | _client.InteractionCreated += HandleInteraction; | ||||
| @@ -37,6 +40,8 @@ namespace _04_interactions_framework | |||||
| _commands.ComponentCommandExecuted += ComponentCommandExecuted; | _commands.ComponentCommandExecuted += ComponentCommandExecuted; | ||||
| } | } | ||||
| # region Error Handling | |||||
| private Task ComponentCommandExecuted (ComponentCommandInfo arg1, Discord.IInteractionContext arg2, IResult arg3) | private Task ComponentCommandExecuted (ComponentCommandInfo arg1, Discord.IInteractionContext arg2, IResult arg3) | ||||
| { | { | ||||
| if (!arg3.IsSuccess) | if (!arg3.IsSuccess) | ||||
| @@ -123,6 +128,9 @@ namespace _04_interactions_framework | |||||
| return Task.CompletedTask; | return Task.CompletedTask; | ||||
| } | } | ||||
| # endregion | |||||
| # region Execution | |||||
| private async Task HandleInteraction (SocketInteraction arg) | private async Task HandleInteraction (SocketInteraction arg) | ||||
| { | { | ||||
| @@ -142,5 +150,6 @@ namespace _04_interactions_framework | |||||
| await arg.GetOriginalResponseAsync().ContinueWith(async (msg) => await msg.Result.DeleteAsync()); | await arg.GetOriginalResponseAsync().ContinueWith(async (msg) => await msg.Result.DeleteAsync()); | ||||
| } | } | ||||
| } | } | ||||
| # endregion | |||||
| } | } | ||||
| } | } | ||||
| @@ -4,7 +4,7 @@ using System.Linq; | |||||
| using System.Text; | using System.Text; | ||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| namespace _04_interactions_framework | |||||
| namespace InteractionFramework | |||||
| { | { | ||||
| public enum ExampleEnum | public enum ExampleEnum | ||||
| { | { | ||||
| @@ -0,0 +1,19 @@ | |||||
| using Discord; | |||||
| using Discord.Interactions; | |||||
| using Discord.WebSocket; | |||||
| using InteractionFramework.Attributes; | |||||
| using System; | |||||
| using System.Threading.Tasks; | |||||
| namespace InteractionFramework | |||||
| { | |||||
| // As with all other modules, we create the context by defining what type of interaction this module is supposed to target. | |||||
| internal class ComponentModule : InteractionModuleBase<SocketInteractionContext<SocketMessageComponent>> | |||||
| { | |||||
| // With the Attribute DoUserCheck you can make sure that only the user this button targets can click it. This is defined by the first wildcard: *. | |||||
| // See Attributes/DoUserCheckAttribute.cs for elaboration. | |||||
| [DoUserCheck] | |||||
| [ComponentInteraction("myButton:*")] | |||||
| public async Task ClickButtonAsync(string userId) | |||||
| => await RespondAsync(text: ":thumbsup: Clicked!"); | |||||
| } | |||||
| @@ -1,16 +1,17 @@ | |||||
| using Discord; | using Discord; | ||||
| using Discord.Interactions; | using Discord.Interactions; | ||||
| using Discord.WebSocket; | using Discord.WebSocket; | ||||
| using InteractionFramework.Attributes; | |||||
| using System; | using System; | ||||
| using System.Collections.Generic; | using System.Collections.Generic; | ||||
| using System.Linq; | using System.Linq; | ||||
| using System.Text; | using System.Text; | ||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| namespace _04_interactions_framework.Modules | |||||
| namespace InteractionFramework.Modules | |||||
| { | { | ||||
| // Interation modules must be public and inherit from an IInterationModuleBase | // Interation modules must be public and inherit from an IInterationModuleBase | ||||
| public class UtilityModule : InteractionModuleBase<SocketInteractionContext> | |||||
| public class GeneralModule : InteractionModuleBase<SocketInteractionContext> | |||||
| { | { | ||||
| // Dependencies can be accessed through Property injection, public properties with public setters will be set by the service provider | // Dependencies can be accessed through Property injection, public properties with public setters will be set by the service provider | ||||
| public InteractionService Commands { get; set; } | public InteractionService Commands { get; set; } | ||||
| @@ -18,7 +19,7 @@ namespace _04_interactions_framework.Modules | |||||
| private CommandHandler _handler; | private CommandHandler _handler; | ||||
| // Constructor injection is also a valid way to access the dependecies | // Constructor injection is also a valid way to access the dependecies | ||||
| public UtilityModule ( CommandHandler handler ) | |||||
| public GeneralModule(CommandHandler handler) | |||||
| { | { | ||||
| _handler = handler; | _handler = handler; | ||||
| } | } | ||||
| @@ -0,0 +1,30 @@ | |||||
| using Discord; | |||||
| using Discord.Interactions; | |||||
| using Discord.WebSocket; | |||||
| using System.Threading.Tasks; | |||||
| namespace InteractionFramework.Modules | |||||
| { | |||||
| // A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||||
| internal class MessageCommandModule : InteractionModuleBase<SocketInteractionContext<SocketMessageCommand>> | |||||
| { | |||||
| // Pins a message in the channel it is in. | |||||
| [MessageCommand("pin")] | |||||
| public async Task PinMessageAsync(IMessage message) | |||||
| { | |||||
| // make a safety cast to check if the message is ISystem- or IUserMessage | |||||
| if (message is not IUserMessage userMessage) | |||||
| await RespondAsync(text: ":x: You cant pin system messages!"); | |||||
| // if the pins in this channel are equal to or above 50, no more messages can be pinned. | |||||
| else if ((await Context.Channel.GetPinnedMessagesAsync()).Count >= 50) | |||||
| await RespondAsync(text: ":x: You cant pin any more messages, the max has already been reached in this channel!"); | |||||
| else | |||||
| { | |||||
| await userMessage.PinAsync(); | |||||
| await RespondAsync(":white_check_mark: Successfully pinned message!"); | |||||
| } | |||||
| } | |||||
| } | |||||
| } | |||||
| @@ -0,0 +1,51 @@ | |||||
| using Discord; | |||||
| using Discord.Interactions; | |||||
| using Discord.WebSocket; | |||||
| using System; | |||||
| using System.Threading.Tasks; | |||||
| namespace InteractionFramework.Modules | |||||
| { | |||||
| public enum Hobby | |||||
| { | |||||
| Gaming, | |||||
| Art, | |||||
| Reading | |||||
| } | |||||
| // A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||||
| class SlashCommandModule : InteractionModuleBase<SocketInteractionContext<SocketSlashCommand>> | |||||
| { | |||||
| // Will be called before execution. Here you can populate several entities you may want to retrieve before executing a command. | |||||
| // I.E. database objects | |||||
| public override void BeforeExecute(ICommandInfo command) | |||||
| { | |||||
| // Anything | |||||
| throw new NotImplementedException(); | |||||
| } | |||||
| // Will be called after execution | |||||
| public override void AfterExecute(ICommandInfo command) | |||||
| { | |||||
| // Anything | |||||
| throw new NotImplementedException(); | |||||
| } | |||||
| [SlashCommand("ping", "Pings the bot and returns its latency.")] | |||||
| public async Task GreetUserAsync() | |||||
| => await RespondAsync(text: $":ping_pong: It took me {Context.Client.Latency}ms to respond to you!", ephemeral: true); | |||||
| [SlashCommand("hobby", "Choose your hobby from the list!")] | |||||
| public async Task ChooseAsync(Hobby hobby) | |||||
| => await RespondAsync(text: $":thumbsup: Your hobby is: {hobby}."); | |||||
| [SlashCommand("bitrate", "Gets the bitrate of a specific voice channel.")] | |||||
| public async Task GetBitrateAsync([ChannelTypes(ChannelType.Voice, ChannelType.Stage)] IChannel channel) | |||||
| { | |||||
| var voiceChannel = channel as IVoiceChannel; | |||||
| await RespondAsync(text: $"This voice channel has a bitrate of {voiceChannel.Bitrate}"); | |||||
| } | |||||
| } | |||||
| } | |||||
| @@ -0,0 +1,18 @@ | |||||
| using Discord; | |||||
| using Discord.Interactions; | |||||
| using Discord.WebSocket; | |||||
| using System; | |||||
| using System.Threading.Tasks; | |||||
| namespace InteractionFramework.Modules | |||||
| { | |||||
| // A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||||
| class UserCommandModule : InteractionModuleBase<SocketInteractionContext<SocketUserCommand>> | |||||
| { | |||||
| // This command will greet target user in the channel this was executed in. | |||||
| [UserCommand("greet")] | |||||
| public async Task GreetUserAsync(IUser user) | |||||
| => await RespondAsync(text: $":wave: {Context.User} said hi to you, <@{user.Id}>!"); | |||||
| } | |||||
| } | |||||
| @@ -8,10 +8,11 @@ using System.Reflection; | |||||
| using System.Threading; | using System.Threading; | ||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| namespace _04_interactions_framework | |||||
| namespace InteractionFramework | |||||
| { | { | ||||
| class Program | class Program | ||||
| { | { | ||||
| // Entry point of the program. | |||||
| static void Main ( string[] args ) | static void Main ( string[] args ) | ||||
| { | { | ||||
| // One of the more flexable ways to access the configuration data is to use the Microsoft's Configuration model, | // One of the more flexable ways to access the configuration data is to use the Microsoft's Configuration model, | ||||
| @@ -24,7 +25,7 @@ namespace _04_interactions_framework | |||||
| RunAsync(config).GetAwaiter().GetResult(); | RunAsync(config).GetAwaiter().GetResult(); | ||||
| } | } | ||||
| static async Task RunAsync (IConfiguration configuration ) | |||||
| static async Task RunAsync (IConfiguration configuration) | |||||
| { | { | ||||
| // Dependency injection is a key part of the Interactions framework but it needs to be disposed at the end of the app's lifetime. | // Dependency injection is a key part of the Interactions framework but it needs to be disposed at the end of the app's lifetime. | ||||
| using var services = ConfigureServices(configuration); | using var services = ConfigureServices(configuration); | ||||
| @@ -64,14 +65,12 @@ namespace _04_interactions_framework | |||||
| } | } | ||||
| static ServiceProvider ConfigureServices ( IConfiguration configuration ) | static ServiceProvider ConfigureServices ( IConfiguration configuration ) | ||||
| { | |||||
| return new ServiceCollection() | |||||
| => new ServiceCollection() | |||||
| .AddSingleton(configuration) | .AddSingleton(configuration) | ||||
| .AddSingleton<DiscordSocketClient>() | .AddSingleton<DiscordSocketClient>() | ||||
| .AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordSocketClient>())) | .AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordSocketClient>())) | ||||
| .AddSingleton<CommandHandler>() | .AddSingleton<CommandHandler>() | ||||
| .BuildServiceProvider(); | .BuildServiceProvider(); | ||||
| } | |||||
| static bool IsDebug ( ) | static bool IsDebug ( ) | ||||
| { | { | ||||
| @@ -3,7 +3,7 @@ | |||||
| <PropertyGroup> | <PropertyGroup> | ||||
| <OutputType>Exe</OutputType> | <OutputType>Exe</OutputType> | ||||
| <TargetFramework>net5.0</TargetFramework> | <TargetFramework>net5.0</TargetFramework> | ||||
| <RootNamespace>_04_interactions_framework</RootNamespace> | |||||
| <RootNamespace>InteractionFramework</RootNamespace> | |||||
| <StartupObject></StartupObject> | <StartupObject></StartupObject> | ||||
| </PropertyGroup> | </PropertyGroup> | ||||
| @@ -1,7 +1,7 @@ | |||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| using Discord.Commands; | using Discord.Commands; | ||||
| namespace _03_sharded_client.Modules | |||||
| namespace ShardedClient.Modules | |||||
| { | { | ||||
| // Remember to make your module reference the ShardedCommandContext | // Remember to make your module reference the ShardedCommandContext | ||||
| public class PublicModule : ModuleBase<ShardedCommandContext> | public class PublicModule : ModuleBase<ShardedCommandContext> | ||||
| @@ -1,13 +1,13 @@ | |||||
| using System; | using System; | ||||
| using System.Threading; | using System.Threading; | ||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| using _03_sharded_client.Services; | |||||
| using ShardedClient.Services; | |||||
| using Discord; | using Discord; | ||||
| using Discord.Commands; | using Discord.Commands; | ||||
| using Discord.WebSocket; | using Discord.WebSocket; | ||||
| using Microsoft.Extensions.DependencyInjection; | using Microsoft.Extensions.DependencyInjection; | ||||
| namespace _03_sharded_client | |||||
| namespace ShardedClient | |||||
| { | { | ||||
| // This is a minimal example of using Discord.Net's Sharded Client | // This is a minimal example of using Discord.Net's Sharded Client | ||||
| // The provided DiscordShardedClient class simplifies having multiple | // The provided DiscordShardedClient class simplifies having multiple | ||||
| @@ -15,7 +15,11 @@ namespace _03_sharded_client | |||||
| class Program | class Program | ||||
| { | { | ||||
| static void Main(string[] args) | static void Main(string[] args) | ||||
| => new Program().MainAsync().GetAwaiter().GetResult(); | |||||
| => new Program() | |||||
| .MainAsync() | |||||
| .GetAwaiter() | |||||
| .GetResult(); | |||||
| public async Task MainAsync() | public async Task MainAsync() | ||||
| { | { | ||||
| // You specify the amount of shards you'd like to have with the | // You specify the amount of shards you'd like to have with the | ||||
| @@ -51,13 +55,11 @@ namespace _03_sharded_client | |||||
| } | } | ||||
| private ServiceProvider ConfigureServices(DiscordSocketConfig config) | private ServiceProvider ConfigureServices(DiscordSocketConfig config) | ||||
| { | |||||
| return new ServiceCollection() | |||||
| => new ServiceCollection() | |||||
| .AddSingleton(new DiscordShardedClient(config)) | .AddSingleton(new DiscordShardedClient(config)) | ||||
| .AddSingleton<CommandService>() | .AddSingleton<CommandService>() | ||||
| .AddSingleton<CommandHandlingService>() | .AddSingleton<CommandHandlingService>() | ||||
| .BuildServiceProvider(); | .BuildServiceProvider(); | ||||
| } | |||||
| private Task ReadyAsync(DiscordSocketClient shard) | private Task ReadyAsync(DiscordSocketClient shard) | ||||
| @@ -6,7 +6,7 @@ using Discord; | |||||
| using Discord.Commands; | using Discord.Commands; | ||||
| using Discord.WebSocket; | using Discord.WebSocket; | ||||
| namespace _03_sharded_client.Services | |||||
| namespace ShardedClient.Services | |||||
| { | { | ||||
| public class CommandHandlingService | public class CommandHandlingService | ||||
| { | { | ||||
| @@ -3,6 +3,7 @@ | |||||
| <PropertyGroup> | <PropertyGroup> | ||||
| <OutputType>Exe</OutputType> | <OutputType>Exe</OutputType> | ||||
| <TargetFramework>net5.0</TargetFramework> | <TargetFramework>net5.0</TargetFramework> | ||||
| <RootNamespace>ShardedClient</RootNamespace> | |||||
| </PropertyGroup> | </PropertyGroup> | ||||
| <ItemGroup> | <ItemGroup> | ||||
| @@ -2,9 +2,9 @@ using System.IO; | |||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| using Discord; | using Discord; | ||||
| using Discord.Commands; | using Discord.Commands; | ||||
| using _02_commands_framework.Services; | |||||
| using TextCommandFramework.Services; | |||||
| namespace _02_commands_framework.Modules | |||||
| namespace TextCommandFramework.Modules | |||||
| { | { | ||||
| // Modules must be public and inherit from an IModuleBase | // Modules must be public and inherit from an IModuleBase | ||||
| public class PublicModule : ModuleBase<SocketCommandContext> | public class PublicModule : ModuleBase<SocketCommandContext> | ||||
| @@ -6,9 +6,9 @@ using Microsoft.Extensions.DependencyInjection; | |||||
| using Discord; | using Discord; | ||||
| using Discord.WebSocket; | using Discord.WebSocket; | ||||
| using Discord.Commands; | using Discord.Commands; | ||||
| using _02_commands_framework.Services; | |||||
| using TextCommandFramework.Services; | |||||
| namespace _02_commands_framework | |||||
| namespace TextCommandFramework | |||||
| { | { | ||||
| // This is a minimal example of using Discord.Net's command | // This is a minimal example of using Discord.Net's command | ||||
| // framework - by no means does it show everything the framework | // framework - by no means does it show everything the framework | ||||
| @@ -6,7 +6,7 @@ using Discord; | |||||
| using Discord.Commands; | using Discord.Commands; | ||||
| using Discord.WebSocket; | using Discord.WebSocket; | ||||
| namespace _02_commands_framework.Services | |||||
| namespace TextCommandFramework.Services | |||||
| { | { | ||||
| public class CommandHandlingService | public class CommandHandlingService | ||||
| { | { | ||||
| @@ -2,7 +2,7 @@ using System.IO; | |||||
| using System.Net.Http; | using System.Net.Http; | ||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| namespace _02_commands_framework.Services | |||||
| namespace TextCommandFramework.Services | |||||
| { | { | ||||
| public class PictureService | public class PictureService | ||||
| { | { | ||||
| @@ -3,7 +3,7 @@ | |||||
| <PropertyGroup> | <PropertyGroup> | ||||
| <OutputType>Exe</OutputType> | <OutputType>Exe</OutputType> | ||||
| <TargetFramework>net5.0</TargetFramework> | <TargetFramework>net5.0</TargetFramework> | ||||
| <RootNamespace>_03_sharded_client</RootNamespace> | |||||
| <RootNamespace>TextCommandFramework</RootNamespace> | |||||
| </PropertyGroup> | </PropertyGroup> | ||||
| <ItemGroup> | <ItemGroup> | ||||
| @@ -2,7 +2,7 @@ using Discord; | |||||
| using Discord.Webhook; | using Discord.Webhook; | ||||
| using System.Threading.Tasks; | using System.Threading.Tasks; | ||||
| namespace _04_webhook_client | |||||
| namespace WebHookClient | |||||
| { | { | ||||
| // This is a minimal example of using Discord.Net's Webhook Client | // This is a minimal example of using Discord.Net's Webhook Client | ||||
| // Webhooks are send-only components of Discord that allow you to make a POST request | // Webhooks are send-only components of Discord that allow you to make a POST request | ||||
| @@ -2,8 +2,8 @@ | |||||
| <PropertyGroup> | <PropertyGroup> | ||||
| <OutputType>Exe</OutputType> | <OutputType>Exe</OutputType> | ||||
| <TargetFramework>netcoreapp2.2</TargetFramework> | |||||
| <RootNamespace>_04_webhook_client</RootNamespace> | |||||
| <TargetFramework>net5.0</TargetFramework> | |||||
| <RootNamespace>WebHookClient</RootNamespace> | |||||
| </PropertyGroup> | </PropertyGroup> | ||||
| <ItemGroup> | <ItemGroup> | ||||