@@ -3,4 +3,10 @@ | |||
This is where you will find documentation for all members and objects in Discord.Net | |||
**TODO:** Think of something useful to put on this page. | |||
__Commonly Used Entities__ | |||
@Discord.WebSocket | |||
@Discord.WebSocket.DiscordSocketClient | |||
@Discord.WebSocket.SocketGuildChannel | |||
@Discord.WebSocket.SocketGuildUser | |||
@Discord.WebSocket.SocketMessage | |||
@Discord.WebSocket.SocketRole |
@@ -1,37 +1,60 @@ | |||
# The Command Service | |||
[Discord.Commands](xref:Discord.Commands) provides an Attribute-based Command Parser. | |||
[Discord.Commands](xref:Discord.Commands) provides an Attribute-based | |||
Command Parser. | |||
### Setup | |||
To use Commands, you must create a [Commands Service](xref:Discord.Commands.CommandService) and a Command Handler. | |||
To use Commands, you must create a | |||
[Commands Service](xref:Discord.Commands.CommandService) | |||
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 bare-bones Command Handler. You can extend | |||
your Command Handler as much as you like, however the below is the | |||
bare minimum. | |||
[!code-csharp[Barebones Command Handler](samples/command_handler.cs)] | |||
## Commands | |||
In 1.0, Commands are no longer implemented at runtime with a builder pattern. | |||
While a builder pattern may be provided later, commands are created primarily with | |||
attributes. | |||
In 1.0, Commands are no longer implemented at runtime with a builder | |||
pattern. While a builder pattern may be provided later, commands are | |||
created primarily with attributes. | |||
### Basic Structure | |||
All commands belong to a Module. (See the below section for creating modules.) | |||
All commands belong to a Module. (See the below section for creating | |||
modules). | |||
All commands in a module must be defined as an `Task`, with at least one argument, | |||
being the @Discord.IUserMessage representing the context of the command. | |||
All commands in a module must be defined as a `Task`. | |||
To add parameters to your command, add additional arguments to the `Task` of the command. | |||
You are _not_ required to accept all arguments as `String`, they will be automatically parsed | |||
into the type you specify for the arument. See the Example Module for an example of command parameters. | |||
To add parameters to your command, you simply need to add parameters | |||
to the Task that represents the command. You are _not_ required to | |||
accept all arguments as `String`, they will be automatically parsed | |||
into the type you specify for the arument. See the Example Module | |||
for an example of command parameters. | |||
## Modules | |||
Modules serve as a host for commands you create. | |||
Modules are an organizational pattern that allow you to write your | |||
commands in different classes, and have them automatically loaded. | |||
To create a module, create a class that you will place commands in. Flag this class with the `[Module]` attribute. You may optionally pass in a string to the `Module` attribute to set a prefix for all of the commands inside the module. | |||
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 ran in it. | |||
**Avoid using long-running code** in your modules whereever possible. | |||
You should **not** be implementing very much logic into your modules; | |||
outsource to a service for that. | |||
If you are unfamiliar with Inversion of Control, it is recommended to | |||
read the MSDN article on [IoC] and [Dependency Injection]. | |||
To create a module, create a class that inherits from | |||
@Discord.Commands.ModuleBase. | |||
[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx | |||
[Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx | |||
### Example Module | |||
@@ -39,68 +62,95 @@ To create a module, create a class that you will place commands in. Flag this cl | |||
#### Loading Modules Automatically | |||
The Command Service can automatically discover all classes in an Assembly that are flagged with the `Module` attribute, and load them. | |||
The Command Service can automatically discover all classes in an | |||
Assembly that inherit @Discord.Commands.ModuleBase, and load them. | |||
To have a module opt-out of auto-loading, pass `autoload: false` in the Module attribute. | |||
To have a module opt-out of auto-loading, pass `autoload: false` in | |||
the Module attribute. | |||
Invoke [CommandService.LoadAssembly](xref:Discord.Commands.CommandService#Discord_Commands_CommandService_LoadAssembly) to discover modules and install them. | |||
Invoke [CommandService.AddModules] to discover modules and install them. | |||
[CommandService.AddModules]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModules | |||
#### Loading Modules Manually | |||
To manually load a module, invoke [CommandService.Load](xref:Discord.Commands.CommandService#Discord_Commands_CommandService_Load), and pass in an instance of your module. | |||
To manually load a module, invoke [CommandService.AddModule], | |||
by passing in the generic type of your module, and optionally | |||
a dependency map. | |||
### Module Constructors | |||
[CommandService.AddModule]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModule__1_Discord_Commands_IDependencyMap_ | |||
When automatically loading modules, you are limited in your constructor. Using a constructor that accepts _no arguments_, or a constructor that accepts a @Discord.Commands.CommandService will always work. | |||
### Module Constructors | |||
Alternatively, you can use an @Discord.Commands.IDependencyMap, as shown below. | |||
Modules are constructed using Dependency Injection. Any parameters | |||
that are placed in the constructor must be injected into an | |||
@Discord.Commands.IDependencyMap. Alternatively, you may accept an | |||
IDependencyMap as an argument and extract services yourself. | |||
### Command Groups | |||
Command groups function similarly to Modules, but they must be contained inside a module. Simply create a **public** class inside a module, and flag it with the @Discord.Commands.GroupAttribute | |||
Command Groups allow you to create a module where commands are prefixed. | |||
To create a group, create a new module and flag it with the | |||
@Discord.Commands.GroupAttribute. | |||
>![NOTE] | |||
>Groups do not _need_ to be modules. Only classes with commands should | |||
>inherit from ModuleBase. If you plan on using a group for strictly | |||
>organizational purposes, there is no reason to make it a module. | |||
[!code-csharp[Groups Sample](samples/groups.cs)] | |||
## Dependency Injection | |||
The Commands Service includes a very basic implementation of Dependency Injection that allows you to have completely custom constructors, within certain limitations. | |||
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. | |||
### Setup | |||
First, you need to create an @Discord.Commands.IDependencyMap . The library includes @Discord.Commands.DependencyMap to help with this, however you may create your own IDependencyMap if you wish. | |||
First, you need to create an @Discord.Commands.IDependencyMap. | |||
The library includes @Discord.Commands.DependencyMap to help with | |||
this, however you may create your own IDependencyMap if you wish. | |||
Next, add the dependencies 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 automatically be loaded with this dependency map. | |||
[!code-csharp[DependencyMap Setup](samples/dependency_map_setup.cs)] | |||
### Usage in Modules | |||
In the constructor of your module, any parameters will be filled in by the @Discord.Commands.IDependencyMap you pass into `LoadAssembly`. | |||
In the constructor of your module, any parameters will be filled in by | |||
the @Discord.Commands.IDependencyMap you pass into `LoadAssembly`. | |||
>[!NOTE] | |||
>If you accept `CommandService` or `IDependencyMap` as a parameter in your constructor, these parameters will be filled by the CommandService the module was loaded from, and the DependencyMap passed into it, respectively. | |||
>If you accept `CommandService` or `IDependencyMap` as a parameter in | |||
your constructor, these parameters will be filled by the | |||
CommandService the module was loaded from, and the DependencyMap passed | |||
into it, respectively. | |||
[!code-csharp[DependencyMap in Modules](samples/dependency_module.cs)] | |||
# 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. | |||
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. | |||
>[!NOTE] | |||
>Preconditions can be applied to Modules, Groups, or Commands. | |||
## Bundled Preconditions | |||
@Discord.Commands ships with two built-in preconditions, @Discord.Commands.RequireContextAttribute | |||
and @Discord.Commands.RequirePermissionAttribute. | |||
@Discord.Commands ships with two built-in preconditions, | |||
@Discord.Commands.RequireContextAttribute and | |||
@Discord.Commands.RequirePermissionAttribute. | |||
### RequireContext | |||
@Discord.Commands.RequireContextAttribute is a precondition that requires your command to be | |||
executed in the specified context. | |||
@Discord.Commands.RequireContextAttribute is a precondition that | |||
requires your command to be executed in the specified context. | |||
You may require three different types of context: | |||
* Guild | |||
@@ -113,29 +163,34 @@ Since these are `Flags`, you may OR them together. | |||
### RequirePermission | |||
@Discord.Commands.RequirePermissionAttribute is a precondition that allows you to quickly | |||
specfiy that a user must poesess a permission to execute a command. | |||
@Discord.Commands.RequirePermissionAttribute is a precondition that | |||
allows you to quickly specfiy that a user must poesess a permission | |||
to execute a command. | |||
You may require either a @Discord.GuildPermission or @Discord.ChannelPermission | |||
You may require either a @Discord.GuildPermission or | |||
@Discord.ChannelPermission | |||
[!code-csharp[RequireContext](samples/require_permission.cs)] | |||
## Custom Preconditions | |||
To write your own preconditions, create a new class that inherits from @Discord.Commands.PreconditionAttribute | |||
To write your own preconditions, create a new class that inherits from | |||
@Discord.Commands.PreconditionAttribute | |||
In order for your precondition to function, you will need to override `CheckPermissions`, | |||
which is a `Task<PreconditionResult>`. | |||
In order for your precondition to function, you will need to override | |||
`CheckPermissions`, which is a `Task<PreconditionResult>`. | |||
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. | |||
Return `PreconditionResult.FromSuccess()` if the context met the | |||
required parameters, otherwise return `PreconditionResult.FromError()`, | |||
optionally including an error message. | |||
[!code-csharp[Custom Precondition](samples/require_owner.cs)] | |||
# Type Readers | |||
Type Readers allow you to parse different types of arguments in your commands. | |||
Type Readers allow you to parse different types of arguments in | |||
your commands. | |||
By default, the following Types are supported arguments: | |||
@@ -153,16 +208,20 @@ By default, the following Types are supported arguments: | |||
### 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. Ensure your class inherits from @Discord.Commands.TypeReader | |||
Next, satisfy the `TypeReader` class by overriding `Task<TypeReaderResult> Read(IUserMessage context, string input)`. | |||
Next, satisfy the `TypeReader` class by overriding `Task<TypeReaderResult> Read(CommandContext context, string input)`. | |||
>[!NOTE] | |||
>In many cases, Visual Studio can fill this in for you, using the "Implement Abstract Class" IntelliSense hint. | |||
>In many cases, Visual Studio can fill this in for you, using the | |||
>"Implement Abstract Class" IntelliSense hint. | |||
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`. | |||
Finally, return a `TypeReaderResult`. If you were able to successfully | |||
parse the input, return `TypeReaderResult.FromSuccess(parsedInput)`. | |||
Otherwise, return `TypeReaderResult.FromError`. | |||
#### Sample | |||
@@ -170,4 +229,5 @@ Finally, return a `TypeReaderResult`. If you were able to successfully parse the | |||
### 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](xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddTypeReader__1_Discord_Commands_TypeReader_). |
@@ -16,6 +16,8 @@ Bot accounts must be added to a server, you must use the [OAuth 2 Flow](https:// | |||
You can install Discord.Net 1.0 from our [MyGet Feed](https://www.myget.org/feed/Packages/discord-net). | |||
**For most users writing bots, install only `Discord.Net.WebSocket`.** | |||
You may add the MyGet feed to Visual Studio directly from `https://www.myget.org/F/discord-net/api/v3/index.json`. | |||
You can also pull the latest source from [GitHub](https://github.com/RogueException/Discord.Net). | |||
@@ -17,8 +17,4 @@ title: Samples | |||
#### Sending a message to a channel | |||
[!code-csharp[Message to Channel](samples/faq/send_message.cs)] | |||
#### Retrieving an IGuild from an IUserMessage | |||
[!code-csharp[Message to Guild](samples/faq/guild_from_message.cs)] | |||
[!code-csharp[Message to Channel](samples/faq/send_message.cs)] |
@@ -33,21 +33,21 @@ public class Program | |||
// Discover all of the commands in this assembly and load them. | |||
await commands.LoadAssembly(Assembly.GetEntryAssembly()); | |||
} | |||
public async Task HandleCommand(IMessage paramMessage) | |||
public async Task HandleCommand(SocketMessage messageParam) | |||
{ | |||
// Cast paramMessage to an IUserMessage, return if the message was a System message. | |||
var msg = paramMessage as IUserMessage; | |||
if (msg == null) return; | |||
// Internal integer, marks where the command begins | |||
// Don't process the command if it was a System Message | |||
var message = messageParam as SocketUserMessage; | |||
if (message == null) return; | |||
// Create a number to track where the prefix ends and the command begins | |||
int argPos = 0; | |||
// Get the current user (used for Mention parsing) | |||
var currentUser = await client.GetCurrentUserAsync(); | |||
// Determine if the message is a command, based on if it starts with '!' or a mention prefix | |||
if (msg.HasCharPrefix('!', ref argPos) || msg.HasMentionPrefix(currentUser, ref argPos)) | |||
if (message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(client.CurrentUser, ref argPos)) | |||
{ | |||
// Execute the command. (result does not indicate a return value, | |||
// Create a Command Context | |||
var context = new CommandContext(client, message); | |||
// Execute the command. (result does not indicate a return value, | |||
// rather an object stating if the command executed succesfully) | |||
var result = await _commands.Execute(msg, argPos); | |||
var result = await _commands.Execute(context, argPos); | |||
if (!result.IsSuccess) | |||
await msg.Channel.SendMessageAsync(result.ErrorReason); | |||
} | |||
@@ -1,6 +1,7 @@ | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
using foxboat.Services; | |||
public class Commands | |||
{ | |||
@@ -8,10 +9,16 @@ public class Commands | |||
{ | |||
var commands = new CommandService(); | |||
var map = new DependencyMap(); | |||
map.Add<IDiscordClient>(client); | |||
var self = await client.GetCurrentUserAsync(); | |||
map.Add<ISelfUser>(self); | |||
map.Add(client); | |||
map.Add(commands); | |||
await commands.LoadAssembly(Assembly.GetCurrentAssembly(), map); | |||
} | |||
// In ConfigureServices, we will inject the Dependency Map with | |||
// all of the services our client will use. | |||
public Task ConfigureServices(IDependencyMap map) | |||
{ | |||
map.Add(new NotificationService(map)); | |||
map.Add(new DatabaseService(map)); | |||
} | |||
// ... | |||
} |
@@ -1,5 +1,5 @@ | |||
public async Task ChangeAvatar() | |||
{ | |||
var fileStream = new FileStream("./newAvatar.png", FileMode.Open); | |||
await (await _client.GetCurrentUserAsync()).ModifyAsync(x => x.Avatar = fileStream); | |||
await _client.CurrentUser.ModifyAsync(x => x.Avatar = fileStream); | |||
} |
@@ -1,4 +0,0 @@ | |||
public async Task MessageReceived(IMessage msg) | |||
{ | |||
var guild = (msg.Channel as IGuildChannel)?.Guild; | |||
} |
@@ -1,6 +1,6 @@ | |||
public async Task SendMessageToChannel(ulong ChannelId) | |||
{ | |||
var channel = await _client.GetChannelAsync(ChannelId) as IMessageChannel; | |||
var channel = _client.GetChannel(ChannelId) as ISocketMessageChannel; | |||
await channel?.SendMessageAsync("aaaaaaaaahhh!!!") | |||
/* ^ This question mark is used to indicate that 'channel' may sometimes be null, and in cases that it is null, we will do nothing here. */ | |||
} |
@@ -1,15 +1,15 @@ | |||
[Module("admin")] | |||
public class AdminModule | |||
[Group("admin")] | |||
public class AdminModule : ModuleBase | |||
{ | |||
[Group("mod")] | |||
public class ModerationGroup | |||
public class ModerationGroup : ModuleBase | |||
{ | |||
// ~admin mod ban foxbot#0282 | |||
[Command("ban")] | |||
public async Task Ban(IUserMessage msg, IGuildUser user) { } | |||
public async Task Ban(IGuildUser user) { } | |||
} | |||
// ~admin clean 100 | |||
[Command("clean")] | |||
public async Task Clean(IUserMessage msg, int count = 100) { } | |||
public async Task Clean(int count = 100) { } | |||
} |
@@ -1,29 +1,29 @@ | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
// Create a module with no prefix | |||
[Module] | |||
public class Info | |||
public class Info : ModuleBase | |||
{ | |||
// ~say hello -> hello | |||
[Command("say"), Summary("Echos a message.")] | |||
public async Task Say(IUserMessage msg, | |||
[Unparsed, Summary("The text to echo")] string echo) | |||
public async Task Say([Unparsed, Summary("The text to echo")] string echo) | |||
{ | |||
await msg.Channel.SendMessageAsync(echo); | |||
// ReplyAsync is a method on ModuleBase | |||
await ReplyAsync(echo); | |||
} | |||
} | |||
// Create a module with the 'sample' prefix | |||
[Module("sample")] | |||
public class Sample | |||
[Group("sample")] | |||
public class Sample : ModuleBase | |||
{ | |||
// ~sample square 20 -> | |||
// ~sample square 20 -> 400 | |||
[Command("square"), Summary("Squares a number.")] | |||
public async Task Square(IUserMessage msg, | |||
[Summary("The number to square.")] int num) | |||
public async Task Square([Summary("The number to square.")] int num) | |||
{ | |||
await msg.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | |||
// We can also access the channel from the Command Context. | |||
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | |||
} | |||
// ~sample userinfo --> foxbot#0282 | |||
@@ -34,10 +34,9 @@ public class Sample | |||
// ~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(IUserMessage msg, | |||
[Summary("The (optional) user to get info for")] IUser user = null) | |||
public async Task UserInfo([Summary("The (optional) user to get info for")] IUser user = null) | |||
{ | |||
var userInfo = user ?? await Program.Client.GetCurrentUserAsync(); | |||
await msg.Channel.SendMessageAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | |||
var userInfo = user ?? Context.Client.CurrentUser; | |||
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | |||
} | |||
} |
@@ -1,11 +1,10 @@ | |||
[Module] | |||
public class InfoModule | |||
public class InfoModule : ModuleBase | |||
{ | |||
// Constrain this command to Guilds | |||
[RequireContext(ContextType.Guild)] | |||
public async Task Whois(IUserMessage msg, IGuildUser user) { } | |||
public async Task Whois(IGuildUser user) { } | |||
// Constrain this command to either Guilds or DMs | |||
[RequireContext(ContextType.Guild | ContextType.DM)] | |||
public async Task Info(IUserMessage msg) { } | |||
public async Task Info() { } | |||
} |
@@ -1,16 +1,18 @@ | |||
// Defining the Precondition | |||
// Specify that this precondition can target a Class (Module/Group) or Method (Command) | |||
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Method, AllowMultiple = false, Inherited = true)] | |||
// Inherit from PreconditionAttribute | |||
public class RequireOwnerAttribute : PreconditionAttribute | |||
{ | |||
public readonly ulong OwnerId = 66078337084162048; | |||
// Override the CheckPermissions method | |||
public override Task<PreconditionResult> CheckPermissions(IUserMessage context, Command executingCommand, object moduleInstance) | |||
public override Task<PreconditionResult> CheckPermissions(CommandContext context, CommandInfo command, IDependencyMap map) | |||
{ | |||
// If the author of the message is '66078337084162048', return success; otherwise fail. | |||
return Task.FromResult(context.Author.Id == OwnerId ? PreconditionResult.FromSuccess() : PreconditionResult.FromError("You must be the owner of the bot.")); | |||
// Get the ID of the bot's owner | |||
var ownerId = (await map.Get<DiscordSocketClient>().GetApplicationInfoAsync()).Owner.Id; | |||
// If this command was executed by that user, return a success | |||
if (context.User.Id == ownerId) | |||
return PreconditionResult.FromSuccess(); | |||
// Since it wasn't, fail | |||
else | |||
return PreconditionResult.FromError("You must be the owner of the bot to run this command."); | |||
} | |||
} |
@@ -1,7 +1,6 @@ | |||
[Module] | |||
public class AdminModule | |||
public class AdminModule : ModuleBase | |||
{ | |||
[Command("ban")] | |||
[RequirePermission(GuildPermission.BanMembers)] | |||
public async Task Ban(IUserMessage msg) { } | |||
public async Task Ban(IGuildUser target) { } | |||
} |
@@ -3,7 +3,7 @@ using Discord.Commands; | |||
public class BooleanTypeReader : TypeReader | |||
{ | |||
public override Task<TypeReaderResult> Read(IUserMessage context, string input) | |||
public override Task<TypeReaderResult> Read(CommandContext context, string input) | |||
{ | |||
bool result; | |||
if (bool.TryParse(input, out result)) | |||
@@ -9,17 +9,30 @@ title: Terminology | |||
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 | |||
## Introduction to Interfaces | |||
## Implementation Specific Entities | |||
Discord.Net 1.0 is built strictly around Interfaces. There are no methods that return a concrete object, only an interface. | |||
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. | |||
Many of the interfaces in Discord.Net are linked through inheritance. For example, @Discord.IChannel represents any channel in Discord. @Discord.IGuildChannel inherits from IChannel, and represents all channels belonging to a Guild. As a result, @Discord.IChannel can sometimes be cast to @Discord.IGuildChannel, and you may find yourself doing this frequently in order to properly utilize the library. | |||
As a bot developer, you will only need to use Discord.Net.WebSockets, | |||
but you should be aware of the differences between them. | |||
### The Inheritance Tree | |||
`Discord.Net.Core` provides a set of interfaces that model Discord's | |||
API. These interfaces are consistent throughout all implementations of | |||
Discord.Net, and if you are writing an implementation-agnostic library | |||
or addon, you can rely on the core interfaces to ensure that your | |||
addon will run on all platforms. | |||
You may want to familiarize yourself with the inheritance in Discord.Net. An inheritance tree is provided below. | |||
`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`. | |||
 | |||
 | |||
 | |||
 | |||
`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`. |
@@ -5,11 +5,6 @@ changes in the design of the library.** | |||
>A medium to advanced understanding is recommended when working with this library. | |||
One of the biggest major changes from `0.9.x` is the exclusive use of interfaces. | |||
For the most part, your usability will be very similar to the 0.9 approach of concrete | |||
classes. You **will** be required to cast some entities; this is outlined in a later | |||
section. | |||
It is recommended to familiarize yourself with the entities in 1.0 before continuing. | |||
Feel free to look through the library's source directly, look through IntelliSense, or | |||
look through our hosted [API Documentation](xref:Discord). | |||
@@ -19,8 +14,7 @@ look through our hosted [API Documentation](xref:Discord). | |||
Most API models function _similarly_ to 0.9, however their names have been changed. | |||
You should also keep in mind that we now separate different types of Channels and Users. | |||
Take a look at inheritance section of @Terminology for an example of how inheritance and interfaces | |||
work in 1.0 | |||
Before proceeding, please read over @Terminology to understand the naming behind some objects. | |||
Below is a table that compares most common 0.9 entities to their 1.0 counterparts. | |||
@@ -29,18 +23,16 @@ Below is a table that compares most common 0.9 entities to their 1.0 counterpart | |||
| 0.9 | 1.0 | Notice | | |||
| --- | --- | ------ | | |||
| Server | @Discord.IGuild | | |||
| Channel | @Discord.IGuildChannel | Applies only to channels that are members of a Guild | | |||
| Channel.IsPrivate | @Discord.IDMChannel | |||
| ChannelType.Text | @Discord.ITextChannel | This applies only to Text Channels in Guilds | |||
| ChannelType.Voice | @Discord.IVoiceChannel | This applies only to Voice Channels in Guilds | |||
| User | @Discord.IGuildUser | This applies only to users belonging to a Guild* | |||
| Profile | @Discord.ISelfUser | |||
| Message | @Discord.IUserMessage | |||
\* To retrieve an @Discord.IGuildUser, you must retrieve the user from an @Discord.IGuild. | |||
[IDiscordClient.GetUserAsync](xref:Discord.IDiscordClient#Discord_IDiscordClient_GetUserAsync_System_UInt64_) | |||
returns a @Discord.IUser, which only contains the information that Discord exposes for public users. | |||
| Server | @Discord.WebSocket.SocketGuild | | |||
| Channel | @Discord.WebSocket.SocketGuildChannel | Applies only to channels that are members of a Guild | | |||
| Channel.IsPrivate | @Discord.WebSocket.SocketDMChannel | |||
| ChannelType.Text | @Discord.WebSocket.SocketTextChannel | This applies only to Text Channels in Guilds | |||
| ChannelType.Voice | @Discord.WebSocket.SocketVoiceChannel | This applies only to Voice Channels in Guilds | |||
| User | @Discord.WebSocket.SocketGuildUser | This applies only to users belonging to a Guild* | |||
| Profile | @Discord.WebSocket.SocketGuildUser | |||
| Message | @Discord.WebSocket.SocketUserMessage | |||
\* To retrieve an @Discord.WebSocket.SocketGuildUser, you must retrieve the user from an @Discord.WebSocket.SocketGuild. | |||
## Event Registration | |||
@@ -67,15 +59,3 @@ API docs before implementing it. | |||
## Async | |||
Nearly everything in 1.0 is an async Task. You should always await any tasks you invoke. | |||
However, when using WebSockets, you may find this both inconvienent, and unnecessary, as many of the | |||
WebSocket implementations of the interfaces keep their own local cache of objects, rendering the use | |||
of async redundant. | |||
**As of right now,** there are extension methods you can use, located in `Discord.WebSocket` that will | |||
provide java-esque, synchronus `GetXXX` methods to replace the asynchronus methods on WebSocket entities. | |||
This functionality may be changed at a later date, we are currently reviewing this implementation and | |||
alternative methods. | |||
For your reference, you may want to look through the extension classes located in @Discord.WebSocket |