* UnixTimestampConverter should now obey a maximum value
This change prevents an issue where the converter would be unable to
handle obscenely large timestamp values - which are actually quite
common on Discord.
OptionalConverter had to be rewritten to support checking whether or not
an InnerConverter returned an Optional. The perf impacts from this
_shouldn't_ be too bad, as types without a custom parser (which should
be the majority of Optionals in the lib) will bypass the type-check.
* optimizations on OptionalConverter
commit a8bafb90cd
Merge: f38dd4c47e04285e
Author: WamWooWam <wamwoowam@gmail.com>
Date: Mon Mar 12 08:05:52 2018 +0000
Merge branch 'dev' of https://github.com/WamWooWam/Discord.Net into dev
commit f38dd4c421
Author: WamWooWam <wamwoowam@gmail.com>
Date: Mon Mar 12 08:05:49 2018 +0000
Cleaned up & fixed code style.
commit 7e04285e5d
Author: Thomas May <wamwoowam@gmail.com>
Date: Sun Mar 11 14:11:28 2018 +0000
Revert changes to DefaultRestClient
Didn't actually need to change this, whoops.
commit 3f5b2c8ef1
Author: WamWooWam <wamwoowam@gmail.com>
Date: Sat Mar 10 19:30:44 2018 +0000
Enabled embeds alongside uploaded files.
God damn Discord is a mess.
Co-authored-by: WamWooWam <wamwoowam@gmail.com>
* Add API-level support for Rich Presences
* Add library-level support for Game presences
* Add model conversions for outgoing+incoming rich presences
* Refactored Game into Activities
* Integrated Activities with user entities
rebase hell from 5f3cb947a9
* Fix JSON converters for Activities
* Finish rebase, activity should be set on BaseSocketClient
* Use ApplicationId to define a rich presence
* Added SetActivityAsync to Base and Sharded Socket clients
* Remove public parameterless Game constructor
* Remove GameAssets, refactored to GameAsset
* Hide constructors for types that should be read-only
* Revert changes to Discord.Net.sln
got damned visual studio caching
* Refactor GameParty to use dedicated current/capacity values
Per feedback from @khionu