Details:
There's nothing much to say, just added a variable to track with modules/commands/command groups have the global attribute and depending on that I register them globally or locally. There is currently no way to implement two commands with the same name, but one on the guild level and one on the global level. There is also currently no implemented way to register only some commands to only some guilds - this could be done through attributes, but another solution for users who want to do complex stuff would be to just give them the built commands and let them maually register them as they see fit.
Details:
To implement them I had to get creative. First thing i did was manually register a command that uses sub commands and sub command groups. Two things I noticed immediately:
1) I can create a subcommand on a "root" command - where no SubCommandGroup is used
2) The current implementation of the Interactions doesn't know what type of value an option is. Good thing is that there is only 1 option when querying subcommands and subcommand groups, so I can find out what the "path" of the subcommand is.
TOP/root/rng
TOP/root/usr/zero
TOP/root/usr/johnny (i misspelled it in the source files, woops)
[See SlashCommandsExample/DiscordClient.cs]
Next I wanted to make command groups (I'll use this term as to mean a slash command with subcommands and regular slash command groups) to be implemented in code in a sort of hierarchical manner - so I made them classes with attributes. Unfortunately to make this work I had to make them re-inherit the same things as the base module - UGLY but I see no other option to do this other than making them inherit from another class that remembers the instance of the upper class and implements the same methods aka a whole mess that I decided I won't want to partake in.
[See SlashCommandsExample/Modules/DevModule.cs]
Next-up is to search for these sub-groups. I decided that the most intuitive way of implementing these was to make SlashModuleInfo have children and parent of the same type -- from which arose different problems, but we'll get to that.
So I gave them some children and a parent and a reference to the CommandGroup attribute they have on themselves. The boolean isCommandGroup is unused, but could be useful in the future... maybe. Also I've added a path variable to internally store structure.
I wanted (after the whole reflections business) for commands to be easly accessed and deal WITH NO REFLECTION because those are slow, so I changed the final string - SlashCommandInfo dictionary to containt paths instead of command infos, something like what I exemplefied above.
In any case, I edited the service helper (the search for modules method) to ignore command groups and only store top level commands. After that I made a command to instantiate command groups, and the command creation and registration were changed as to be recursive - because recurion is the simpest way to do this and it's efficient enough for what we want - we only run this once anyway.
The biggest change was with command building - commands no longer build themselves, but now we command each module to build itself. There are 3 cases:
Top-Level commands
Top-Level subcommands (or level 1 command group)
subcommands within slash command groups
The code is uncommented, untidy and I'll fix that in a future commit. One last thing to note is that SlashCommands can have 0 options! - fixed that bug. Also SlashCommandBuilder.WithName() for some reason was implemented wrongly - I pressume a copy-paste error,
Also I implemented 0 types of enforcing rules - I'm going to leave this to other people to do.
Details:
Subcommands and Subcommand groups not yet implemented, they will require for some parts of the code to be re-done. More attributes can and should be implemented, such as [Required] and [Choice(... , ...)].
Breakdown:
* Rectified line endings to LF, as per the settings of the project.
* Added a new command to SlashCommandService and SlashCommandServiceHelper to register the found commands to discord.
* Implemented CommandRegistrationOptions that can be used to configure the behaviour on registration - what to do with old commands, and with commands that already exist with the same name. A default version exists and can be accessed with CommandRegistrationOptions.Default
* Modified the sample program to reflect the changes made to the SlashCommandService and to also register a new command that tests all 6 types of CommandOptions (except subcommand and subcommand group)
* At the moment all commands are registered in my test guild, because the update for global commands is not instant. See SlashCommandServiceHelper.RegisterCommands(...) or line 221.
* Modified SlashCommandInfo to parse arguments given from Interaction, unde in ExecuteAsync, and added method BuilDcommand that returns SlashCommandCreationProperties - which can be registered to Discord.
* Renamed in the sample project PingCommand.cs to DevModule.cs
* Added custom attribute Description for the command method's parameters.
* Implemented SlashParameterInfo - and extension of the OptionBuilder that implements a method name Parse - takes DataOptions and gives out a cast object to be passed to the command Delegate. Planning on doing more with it.
* Moved SlashCommandBuilder.cs to the same directory structure
* Moved SlashCommandModule.cs and ISlashCommandModule.cs to its own folder.