@@ -206,3 +206,6 @@ project.lock.json | |||
docs/api/\.manifest | |||
\.idea/ | |||
# Codealike UID | |||
codealike.json |
@@ -1,18 +1,18 @@ | |||
# Contributing to Docs | |||
I don't really have any strict conditions for writing documentation, | |||
We don't really have any strict conditions for writing documentation, | |||
but just keep these few guidelines in mind: | |||
* Keep code samples in the `guides/samples` folder | |||
* When referencing an object in the API, link to it's page in the | |||
API documentation. | |||
* When referencing an object in the API, link to it's page in the | |||
API documentation. | |||
* Documentation should be written in clear and proper English* | |||
\* If anyone is interested in translating documentation into other | |||
languages, please open an issue or contact me on | |||
\* If anyone is interested in translating documentation into other | |||
languages, please open an issue or contact me on | |||
Discord (`foxbot#0282`). | |||
### Layout | |||
## Layout | |||
Documentation should be written in a FAQ/Wiki style format. | |||
@@ -33,14 +33,4 @@ Example of long link syntax: | |||
Please consult the [API Documentation] for more information. | |||
[API Documentation]: xref:System.String | |||
``` | |||
### Compiling | |||
Documentation is compiled into a static site using [DocFx]. | |||
We currently use the most recent build off the dev branch. | |||
After making changes, compile your changes into the static site with | |||
`docfx`. You can also view your changes live with `docfx --serve`. | |||
[DocFx]: https://dotnet.github.io/docfx/ | |||
``` |
@@ -1,16 +1,16 @@ | |||
# Instructions for Building Documentation | |||
The documentation for the Discord.NET library uses [DocFX][docfx-main]. [Instructions for installing this tool can be found here.][docfx-installing] | |||
The documentation for the Discord.Net library uses [DocFX][docfx-main]. | |||
[Instructions for installing this tool can be found here.][docfx-installing] | |||
1. Navigate to the root of the repository. | |||
2. (Optional) If you intend to target a specific version, ensure that you | |||
have the correct version checked out. | |||
3. Build the library. Run `dotnet build` in the root of this repository. | |||
Ensure that the build passes without errors. | |||
4. Build the docs using `docfx .\docs\docfx.json`. Add the `--serve` parameter | |||
to preview the site locally. Some elements of the page may appear incorrect | |||
when not hosted by a server. | |||
- Remarks: According to the docfx website, this tool does work on Linux under mono. | |||
2. (Optional) If you intend to target a specific version, ensure that | |||
you have the correct version checked out. | |||
3. Build the docs using `docfx docs/docfx.json`. Add the `--serve` | |||
parameter to preview the site locally. Some elements of the page | |||
may appear incorrect when not hosted by a server. | |||
- Remarks: According to the docfx website, this tool does work on | |||
Linux under Mono. | |||
[docfx-main]: https://dotnet.github.io/docfx/ | |||
[docfx-installing]: https://dotnet.github.io/docfx/tutorial/docfx_getting_started.html |
@@ -0,0 +1,31 @@ | |||
--- | |||
uid: Discord.Commands.CommandException | |||
remarks: *content | |||
--- | |||
This @System.Exception class is typically used when diagnosing | |||
an error thrown during the execution of a command. You will find the | |||
thrown exception passed into | |||
[LogMessage.Exception](xref:Discord.LogMessage.Exception), which is | |||
sent to your [CommandService.Log](xref:Discord.Commands.CommandService.Log) | |||
event handler. | |||
--- | |||
uid: Discord.Commands.CommandException | |||
example: [*content] | |||
--- | |||
You may use this information to handle runtime exceptions after | |||
execution. Below is an example of how you may use this: | |||
```cs | |||
public Task LogHandlerAsync(LogMessage logMessage) | |||
{ | |||
// Note that this casting method requires C#7 and up. | |||
if (logMessage?.Exception is CommandException cmdEx) | |||
{ | |||
Console.WriteLine($"{cmdEx.GetBaseException().GetType()} was thrown while executing {cmdEx.Command.Aliases.First()} in {cmdEx.Context.Channel} by {cmdEx.Context.User}."); | |||
} | |||
return Task.CompletedTask; | |||
} | |||
``` |
@@ -0,0 +1,22 @@ | |||
--- | |||
uid: Discord.Commands.DontAutoLoadAttribute | |||
remarks: *content | |||
--- | |||
The attribute can be applied to a public class that inherits | |||
@Discord.Commands.ModuleBase. By applying this attribute, | |||
@Discord.Commands.CommandService.AddModulesAsync* will not discover and | |||
add the marked module to the CommandService. | |||
--- | |||
uid: Discord.Commands.DontAutoLoadAttribute | |||
example: [*content] | |||
--- | |||
```cs | |||
[DontAutoLoad] | |||
public class MyModule : ModuleBase<SocketCommandContext> | |||
{ | |||
// ... | |||
} | |||
``` |
@@ -0,0 +1,27 @@ | |||
--- | |||
uid: Discord.Commands.DontInjectAttribute | |||
remarks: *content | |||
--- | |||
The attribute can be applied to a public settable property inside a | |||
@Discord.Commands.ModuleBase based class. By applying this attribute, | |||
the marked property will not be automatically injected of the | |||
dependency. See @Guides.Commands.DI to learn more. | |||
--- | |||
uid: Discord.Commands.DontInjectAttribute | |||
example: [*content] | |||
--- | |||
```cs | |||
public class MyModule : ModuleBase<SocketCommandContext> | |||
{ | |||
[DontInject] | |||
public MyService MyService { get; set; } | |||
public MyModule() | |||
{ | |||
MyService = new MyService(); | |||
} | |||
} | |||
``` |
@@ -0,0 +1,5 @@ | |||
An example of how this class is used the command system can be seen | |||
below: | |||
[!code[Sample module](../../guides/commands/samples/empty-module.cs)] | |||
[!code[Command handler](../../guides/commands/samples/command_handler.cs)] |
@@ -0,0 +1,27 @@ | |||
--- | |||
uid: Discord.Commands.ICommandContext | |||
example: [*content] | |||
--- | |||
[!include[Example Section](ICommandContext.Inclusion.md)] | |||
--- | |||
uid: Discord.Commands.CommandContext | |||
example: [*content] | |||
--- | |||
[!include[Example Section](ICommandContext.Inclusion.md)] | |||
--- | |||
uid: Discord.Commands.SocketCommandContext | |||
example: [*content] | |||
--- | |||
[!include[Example Section](ICommandContext.Inclusion.md)] | |||
--- | |||
uid: Discord.Commands.ShardCommandContext | |||
example: [*content] | |||
--- | |||
[!include[Example Section](ICommandContext.Inclusion.md)] |
@@ -0,0 +1,103 @@ | |||
--- | |||
uid: Discord.Commands.PreconditionAttribute | |||
remarks: *content | |||
--- | |||
This precondition attribute can be applied on module-level or | |||
method-level for a command. | |||
[!include[Additional Remarks](PreconditionAttribute.Remarks.Inclusion.md)] | |||
--- | |||
uid: Discord.Commands.ParameterPreconditionAttribute | |||
remarks: *content | |||
--- | |||
This precondition attribute can be applied on parameter-level for a | |||
command. | |||
[!include[Additional Remarks](PreconditionAttribute.Remarks.Inclusion.md)] | |||
--- | |||
uid: Discord.Commands.PreconditionAttribute | |||
example: [*content] | |||
--- | |||
The following example creates a precondition to see if the user has | |||
sufficient role required to access the command. | |||
```cs | |||
public class RequireRoleAttribute : PreconditionAttribute | |||
{ | |||
private readonly ulong _roleId; | |||
public RequireRoleAttribute(ulong roleId) | |||
{ | |||
_roleId = roleId; | |||
} | |||
public override async Task<PreconditionResult> CheckPermissionsAsync(ICommandContext context, | |||
CommandInfo command, IServiceProvider services) | |||
{ | |||
var guildUser = context.User as IGuildUser; | |||
if (guildUser == null) | |||
return PreconditionResult.FromError("This command cannot be executed outside of a guild."); | |||
var guild = guildUser.Guild; | |||
if (guild.Roles.All(r => r.Id != _roleId)) | |||
return PreconditionResult.FromError( | |||
$"The guild does not have the role ({_roleId}) required to access this command."); | |||
return guildUser.RoleIds.Any(rId => rId == _roleId) | |||
? PreconditionResult.FromSuccess() | |||
: PreconditionResult.FromError("You do not have the sufficient role required to access this command."); | |||
} | |||
} | |||
``` | |||
--- | |||
uid: Discord.Commands.ParameterPreconditionAttribute | |||
example: [*content] | |||
--- | |||
The following example creates a precondition on a parameter-level to | |||
see if the targeted user has a lower hierarchy than the user who | |||
executed the command. | |||
```cs | |||
public class RequireHierarchyAttribute : ParameterPreconditionAttribute | |||
{ | |||
public override async Task<PreconditionResult> CheckPermissionsAsync(ICommandContext context, | |||
ParameterInfo parameter, object value, IServiceProvider services) | |||
{ | |||
// Hierarchy is only available under the socket variant of the user. | |||
if (!(context.User is SocketGuildUser guildUser)) | |||
return PreconditionResult.FromError("This command cannot be used outside of a guild."); | |||
SocketGuildUser targetUser; | |||
switch (value) | |||
{ | |||
case SocketGuildUser targetGuildUser: | |||
targetUser = targetGuildUser; | |||
break; | |||
case ulong userId: | |||
targetUser = await context.Guild.GetUserAsync(userId).ConfigureAwait(false) as SocketGuildUser; | |||
break; | |||
default: | |||
throw new ArgumentOutOfRangeException(); | |||
} | |||
if (targetUser == null) | |||
return PreconditionResult.FromError("Target user not found."); | |||
if (guildUser.Hierarchy < targetUser.Hierarchy) | |||
return PreconditionResult.FromError("You cannot target anyone else whose roles are higher than yours."); | |||
var currentUser = await context.Guild.GetCurrentUserAsync().ConfigureAwait(false) as SocketGuildUser; | |||
if (currentUser?.Hierarchy < targetUser.Hierarchy) | |||
return PreconditionResult.FromError("The bot's role is lower than the targeted user."); | |||
return PreconditionResult.FromSuccess(); | |||
} | |||
} | |||
``` |
@@ -0,0 +1,6 @@ | |||
A "precondidtion" in the command system is used to determine if a | |||
condition is met before entering the command task. Using a | |||
precondidtion may aid in keeping a well-organized command logic. | |||
The most common use case being whether a user has sufficient | |||
permission to execute the command. |
@@ -0,0 +1,68 @@ | |||
--- | |||
uid: Discord.EmbedBuilder | |||
seealso: | |||
- linkId: Discord.EmbedFooterBuilder | |||
- linkId: Discord.EmbedAuthorBuilder | |||
- linkId: Discord.EmbedFieldBuilder | |||
remarks: *content | |||
--- | |||
This builder class is used to build an @Discord.Embed (rich embed) | |||
object that will be ready to be sent via @Discord.IMessageChannel.SendMessageAsync* | |||
after @Discord.EmbedBuilder.Build* is called. | |||
--- | |||
uid: Discord.EmbedBuilder | |||
example: [*content] | |||
--- | |||
#### Basic Usage | |||
The example below builds an embed and sends it to the chat using the | |||
command system. | |||
```cs | |||
[Command("embed")] | |||
public async Task SendRichEmbedAsync() | |||
{ | |||
var embed = new EmbedBuilder | |||
{ | |||
// Embed property can be set within object initializer | |||
Title = "Hello world!" | |||
Description = "I am a description set by initializer." | |||
}; | |||
// Or with methods | |||
embed.AddField("Field title", | |||
"Field value. I also support [hyperlink markdown](https://example.com)!") | |||
.WithAuthor(Context.Client.CurrentUser) | |||
.WithFooter(footer => footer.Text = "I am a footer.") | |||
.WithColor(Color.Blue) | |||
.WithTitle("I overwrote \"Hello world!\"") | |||
.WithDescription("I am a description.") | |||
.WithUrl("https://example.com") | |||
.WithCurrentTimestamp() | |||
.Build(); | |||
await ReplyAsync(embed: embed); | |||
} | |||
``` | |||
 | |||
#### Usage with Local Images | |||
The example below sends an image and has the image embedded in the rich | |||
embed. See @Discord.IMessageChannel.SendFileAsync* for more information | |||
about uploading a file or image. | |||
```cs | |||
[Command("embedimage")] | |||
public async Task SendEmbedWithImageAsync() | |||
{ | |||
var fileName = "image.png"; | |||
var embed = new EmbedBuilder() | |||
{ | |||
ImageUrl = $"attachment://{fileName}" | |||
}.Build(); | |||
await Context.Channel.SendFileAsync(fileName, embed: embed); | |||
} | |||
``` |
@@ -0,0 +1,25 @@ | |||
The example will build a rich embed with an author field, a footer | |||
field, and 2 normal fields using an @Discord.EmbedBuilder: | |||
```cs | |||
var exampleAuthor = new EmbedAuthorBuilder() | |||
.WithName("I am a bot") | |||
.WithIconUrl("https://discordapp.com/assets/e05ead6e6ebc08df9291738d0aa6986d.png"); | |||
var exampleFooter = new EmbedFooterBuilder() | |||
.WithText("I am a nice footer") | |||
.WithIconUrl("https://discordapp.com/assets/28174a34e77bb5e5310ced9f95cb480b.png"); | |||
var exampleField = new EmbedFieldBuilder() | |||
.WithName("Title of Another Field") | |||
.WithValue("I am an [example](https://example.com).") | |||
.WithInline(true); | |||
var otherField = new EmbedFieldBuilder() | |||
.WithName("Title of a Field") | |||
.WithValue("Notice how I'm inline with that other field next to me.") | |||
.WithInline(true); | |||
var embed = new EmbedBuilder() | |||
.AddField(exampleField) | |||
.AddField(otherField) | |||
.WithAuthor(exampleAuthor) | |||
.WithFooter(exampleFooter) | |||
.Build(); | |||
``` |
@@ -0,0 +1,20 @@ | |||
--- | |||
uid: Discord.EmbedAuthorBuilder | |||
example: [*content] | |||
--- | |||
[!include[Embed Object Builder Sample](EmbedObjectBuilder.Inclusion.md)] | |||
--- | |||
uid: Discord.EmbedFooterBuilder | |||
example: [*content] | |||
--- | |||
[!include[Embed Object Builder Sample](EmbedObjectBuilder.Inclusion.md)] | |||
--- | |||
uid: Discord.EmbedFieldBuilder | |||
example: [*content] | |||
--- | |||
[!include[Embed Object Builder Sample](EmbedObjectBuilder.Inclusion.md)] |
@@ -0,0 +1,26 @@ | |||
The sample below sends a message and adds an @Discord.Emoji and a custom | |||
@Discord.Emote to the message. | |||
```cs | |||
public async Task SendAndReactAsync(ISocketMessageChannel channel) | |||
{ | |||
var message = await channel.SendMessageAsync("I am a message."); | |||
// Creates a Unicode-based emoji based on the Unicode string. | |||
// This is effectively the same as new Emoji("💕"). | |||
var heartEmoji = new Emoji("\U0001f495"); | |||
// Reacts to the message with the Emoji. | |||
await message.AddReactionAsync(heartEmoji); | |||
// Parses a custom emote based on the provided Discord emote format. | |||
// Please note that this does not guarantee the existence of | |||
// the emote. | |||
var emote = Emote.Parse("<:thonkang:282745590985523200>"); | |||
// Reacts to the message with the Emote. | |||
await message.AddReactionAsync(emote); | |||
} | |||
``` | |||
#### Result | |||
 |
@@ -0,0 +1,81 @@ | |||
--- | |||
uid: Discord.IEmote | |||
seealso: | |||
- linkId: Discord.Emote | |||
- linkId: Discord.Emoji | |||
- linkId: Discord.GuildEmote | |||
- linkId: Discord.IUserMessage | |||
remarks: *content | |||
--- | |||
This interface is often used with reactions. It can represent an | |||
unicode-based @Discord.Emoji, or a custom @Discord.Emote. | |||
--- | |||
uid: Discord.Emote | |||
seealso: | |||
- linkId: Discord.IEmote | |||
- linkId: Discord.GuildEmote | |||
- linkId: Discord.Emoji | |||
- linkId: Discord.IUserMessage | |||
remarks: *content | |||
--- | |||
> [!NOTE] | |||
> A valid @Discord.Emote format is `<:emoteName:emoteId>`. This can be | |||
> obtained by escaping with a `\` in front of the emote using the | |||
> Discord chat client. | |||
This class represents a custom emoji. This type of emoji can be | |||
created via the @Discord.Emote.Parse* or @Discord.Emote.TryParse* | |||
method. | |||
--- | |||
uid: Discord.Emoji | |||
seealso: | |||
- linkId: Discord.Emote | |||
- linkId: Discord.GuildEmote | |||
- linkId: Discord.Emoji | |||
- linkId: Discord.IUserMessage | |||
remarks: *content | |||
--- | |||
> [!NOTE] | |||
> A valid @Discord.Emoji format is Unicode-based. This means only | |||
> something like `🙃` or `\U0001f643` would work, instead of | |||
> `:upside_down:`. | |||
> | |||
> A Unicode-based emoji can be obtained by escaping with a `\` in | |||
> front of the emote using the Discord chat client or by looking up on | |||
> [Emojipedia](https://emojipedia.org). | |||
This class represents a standard Unicode-based emoji. This type of emoji | |||
can be created by passing the Unicode into the constructor. | |||
--- | |||
uid: Discord.IEmote | |||
example: [*content] | |||
--- | |||
[!include[Example Section](IEmote.Inclusion.md)] | |||
--- | |||
uid: Discord.Emoji | |||
example: [*content] | |||
--- | |||
[!include[Example Section](IEmote.Inclusion.md)] | |||
--- | |||
uid: Discord.Emote | |||
example: [*content] | |||
--- | |||
[!include[Example Section](IEmote.Inclusion.md)] | |||
--- | |||
uid: Discord.GuildEmote | |||
example: [*content] | |||
--- | |||
[!include[Example Section](IEmote.Inclusion.md)] |
@@ -0,0 +1,174 @@ | |||
--- | |||
uid: Discord.GuildChannelProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.IGuildChannel.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
var channel = _client.GetChannel(id) as IGuildChannel; | |||
if (channel == null) return; | |||
await channel.ModifyAsync(x => | |||
{ | |||
x.Name = "new-name"; | |||
x.Position = channel.Position - 1; | |||
}); | |||
``` | |||
--- | |||
uid: Discord.TextChannelProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.ITextChannel.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
var channel = _client.GetChannel(id) as ITextChannel; | |||
if (channel == null) return; | |||
await channel.ModifyAsync(x => | |||
{ | |||
x.Name = "cool-guys-only"; | |||
x.Topic = "This channel is only for cool guys and adults!!!"; | |||
x.Position = channel.Position - 1; | |||
x.IsNsfw = true; | |||
}); | |||
``` | |||
--- | |||
uid: Discord.VoiceChannelProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.IVoiceChannel.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
var channel = _client.GetChannel(id) as IVoiceChannel; | |||
if (channel == null) return; | |||
await channel.ModifyAsync(x => | |||
{ | |||
x.UserLimit = 5; | |||
}); | |||
``` | |||
--- | |||
uid: Discord.EmoteProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.IGuild.ModifyEmoteAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
await guild.ModifyEmoteAsync(x => | |||
{ | |||
x.Name = "blobo"; | |||
}); | |||
``` | |||
--- | |||
uid: Discord.MessageProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.IUserMessage.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
var message = await channel.SendMessageAsync("boo"); | |||
await Task.Delay(TimeSpan.FromSeconds(1)); | |||
await message.ModifyAsync(x => x.Content = "boi"); | |||
``` | |||
--- | |||
uid: Discord.GuildProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.IGuild.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
var guild = _client.GetGuild(id); | |||
if (guild == null) return; | |||
await guild.ModifyAsync(x => | |||
{ | |||
x.Name = "VERY Fast Discord Running at Incredible Hihg Speed"; | |||
}); | |||
``` | |||
--- | |||
uid: Discord.RoleProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.IRole.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
var role = guild.GetRole(id); | |||
if (role == null) return; | |||
await role.ModifyAsync(x => | |||
{ | |||
x.Name = "cool boi"; | |||
x.Color = Color.Gold; | |||
x.Hoist = true; | |||
x.Mentionable = true; | |||
}); | |||
``` | |||
--- | |||
uid: Discord.GuildUserProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.IGuildUser.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
var user = guild.GetUser(id); | |||
if (user == null) return; | |||
await user.ModifyAsync(x => | |||
{ | |||
x.Nickname = "I need healing"; | |||
}); | |||
``` | |||
--- | |||
uid: Discord.SelfUserProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.ISelfUser.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
await selfUser.ModifyAsync(x => | |||
{ | |||
x.Username = "Mercy"; | |||
}); | |||
``` | |||
--- | |||
uid: Discord.WebhookProperties | |||
example: [*content] | |||
--- | |||
The following example uses @Discord.IWebhook.ModifyAsync* to | |||
apply changes specified in the properties, | |||
```cs | |||
await webhook.ModifyAsync(x => | |||
{ | |||
x.Name = "very fast fox"; | |||
x.ChannelId = newChannelId; | |||
}); | |||
``` |
@@ -0,0 +1,24 @@ | |||
--- | |||
uid: Discord.Commands.OverrideTypeReaderAttribute | |||
remarks: *content | |||
--- | |||
This attribute is used to override a command parameter's type reading | |||
behaviour. This may be useful when you have multiple custom | |||
@Discord.Commands.TypeReader and would like to specify one. | |||
--- | |||
uid: Discord.Commands.OverrideTypeReaderAttribute | |||
examples: [*content] | |||
--- | |||
The following example will override the @Discord.Commands.TypeReader | |||
of @Discord.IUser to `MyUserTypeReader`. | |||
```cs | |||
public async Task PrintUserAsync( | |||
[OverrideTypeReader(typeof(MyUserTypeReader))] IUser user) | |||
{ | |||
//... | |||
} | |||
``` |
@@ -0,0 +1,32 @@ | |||
{{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}} | |||
<div class="hidden-sm col-md-2" role="complementary"> | |||
<div class="sideaffix"> | |||
<div class="theme-switch-field"> | |||
<p>Theme</p> | |||
<select id="theme-switcher"> | |||
<option value="dark">Dark</option> | |||
<option value="light">Light</option> | |||
</select> | |||
</div> | |||
{{^_disableContribution}} | |||
<div class="contribution"> | |||
<ul class="nav"> | |||
{{#docurl}} | |||
<li> | |||
<a href="{{docurl}}" class="contribution-link">{{__global.improveThisDoc}}</a> | |||
</li> | |||
{{/docurl}} | |||
{{#sourceurl}} | |||
<li> | |||
<a href="{{sourceurl}}" class="contribution-link">{{__global.viewSource}}</a> | |||
</li> | |||
{{/sourceurl}} | |||
</ul> | |||
</div> | |||
{{/_disableContribution}} | |||
<nav class="bs-docs-sidebar hidden-print hidden-xs hidden-sm affix" id="affix"> | |||
<!-- <p><a class="back-to-top" href="#top">Back to top</a><p> --> | |||
</nav> | |||
</div> | |||
</div> |
@@ -0,0 +1,25 @@ | |||
{{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}} | |||
<head> | |||
<meta charset="utf-8"> | |||
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"> | |||
<title>{{#title}}{{title}}{{/title}}{{^title}}{{>partials/title}}{{/title}} {{#_appTitle}}| {{_appTitle}} {{/_appTitle}}</title> | |||
<meta name="viewport" content="width=device-width"> | |||
<meta name="title" content="{{#title}}{{title}}{{/title}}{{^title}}{{>partials/title}}{{/title}} {{#_appTitle}}| {{_appTitle}} {{/_appTitle}}"> | |||
<meta name="generator" content="docfx {{_docfxVersion}}"> | |||
{{#_description}}<meta name="description" content="{{_description}}">{{/_description}} | |||
<link rel="shortcut icon" href="{{_rel}}{{{_appFaviconPath}}}{{^_appFaviconPath}}favicon.ico{{/_appFaviconPath}}"> | |||
<link rel="stylesheet" href="{{_rel}}styles/docfx.vendor.css"> | |||
<link rel="stylesheet" href="{{_rel}}styles/docfx.css"> | |||
<link rel="stylesheet" href="{{_rel}}styles/master.css"> | |||
<link rel="stylesheet" href="{{_rel}}styles/main.css"> | |||
<link rel="stylesheet" href="{{_rel}}styles/theme-switcher.css"> | |||
<link href="//cdn.rawgit.com/noelboss/featherlight/1.7.6/release/featherlight.min.css" type="text/css" rel="stylesheet" /> | |||
<meta property="docfx:navrel" content="{{_navRel}}"> | |||
<meta property="docfx:tocrel" content="{{_tocRel}}"> | |||
<meta id="docfx-style:rel" content="{{_rel}}"> | |||
{{#_noindex}}<meta name="searchOption" content="noindex">{{/_noindex}} | |||
{{#_enableSearch}}<meta property="docfx:rel" content="{{_rel}}">{{/_enableSearch}} | |||
{{#_enableNewTab}}<meta property="docfx:newtab" content="true">{{/_enableNewTab}} | |||
<script type="text/javascript" src="{{_rel}}styles/styleswitcher.js"></script> | |||
</head> |
@@ -0,0 +1,10 @@ | |||
{{!Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.}} | |||
<script type="text/javascript" src="{{_rel}}styles/docfx.vendor.js"></script> | |||
<script type="text/javascript" src="{{_rel}}styles/docfx.js"></script> | |||
<script type="text/javascript" src="{{_rel}}styles/main.js"></script> | |||
<script src="//cdn.rawgit.com/noelboss/featherlight/1.7.6/release/featherlight.min.js" type="text/javascript" charset="utf-8"></script> | |||
<script type="text/javascript" src="{{_rel}}styles/plugin-featherlight.js"></script> | |||
<script type="text/javascript" src="{{_rel}}styles/styleswitcher.js"></script> | |||
<script type="text/javascript" src="//malsup.github.io/jquery.corner.js"></script> | |||
<script type="text/javascript" src="{{_rel}}styles/cornerify.js"></script> |
@@ -0,0 +1,3 @@ | |||
window.onload = function (e) { | |||
$('img').corner(); | |||
} |
@@ -0,0 +1,263 @@ | |||
/* Copyright (c) Microsoft Corporation. All Rights Reserved. Licensed under the MIT License. See License.txt in the project root for license information. */ | |||
@import url('vs2015.css'); | |||
html, | |||
body { | |||
background: #212121; | |||
color: #C0C0C0; | |||
} | |||
button, | |||
a { | |||
color: #64B5F6; | |||
} | |||
.sidenav{ | |||
background-color: rgb(30, 30, 30); | |||
} | |||
button:hover, | |||
button:focus, | |||
a:hover, | |||
a:focus, | |||
.btn:focus, | |||
.btn:hover{ | |||
color: #2196F3; | |||
} | |||
a.disable, | |||
a.disable:hover { | |||
color: #EEEEEE; | |||
} | |||
.divider { | |||
color: #37474F; | |||
} | |||
hr { | |||
border-color: #37474F; | |||
} | |||
.subnav { | |||
background: #383838 | |||
} | |||
.inheritance h5, | |||
.inheritedMembers h5 { | |||
border-bottom: 1px solid #37474F; | |||
} | |||
article h4 { | |||
border-bottom: 1px solid #37474F; | |||
} | |||
.docs-search { | |||
background: #424242; | |||
} | |||
.search-results-group-heading { | |||
color: #424242; | |||
} | |||
.search-close { | |||
color: #424242; | |||
} | |||
.sidetoc { | |||
background-color: #1b1b1b; | |||
border-left: 0px solid #37474F; | |||
border-right: 0px solid #37474F; | |||
} | |||
.sideaffix { | |||
overflow: visible; | |||
} | |||
.sideaffix>div.contribution>ul>li>a.contribution-link:hover { | |||
background-color: #333333; | |||
} | |||
.toc .nav>li>a { | |||
color: rgb(218, 218, 218); | |||
} | |||
.toc .nav>li>a:hover, | |||
.toc .nav>li>a:focus { | |||
color: #E0E0E0; | |||
} | |||
.toc .nav>li.active>a { | |||
color: #90CAF9; | |||
} | |||
.toc .nav>li.active>a:hover, | |||
.toc .nav>li.active>a:focus { | |||
background-color: #37474F; | |||
color: #4FC3F7; | |||
} | |||
.sidefilter { | |||
background-color: #1b1b1b; | |||
border-left: 0px solid #37474F; | |||
border-right: 0px solid #37474F; | |||
} | |||
.affix ul>li>a:hover { | |||
background: none; | |||
color: #EEEEEE; | |||
} | |||
.affix ul>li.active>a, | |||
.affix ul>li.active>a:before { | |||
color: #B3E5FC; | |||
} | |||
.affix ul>li>a { | |||
color: #EEEEEE; | |||
} | |||
.affix>ul>li.active>a, | |||
.affix>ul>li.active>a:before { | |||
color: #B3E5FC; | |||
} | |||
.tryspan { | |||
border-color: #37474F; | |||
} | |||
.footer { | |||
border-top: 1px solid #5F5F5F; | |||
background: #616161; | |||
} | |||
.alert-info { | |||
color: #d9edf7; | |||
background: #004458; | |||
border-color: #005873 | |||
} | |||
.alert-warning { | |||
color: #fffaf2; | |||
background: #80551a; | |||
border-color: #99661f | |||
} | |||
.alert-danger { | |||
color: #fff2f2; | |||
background: #4d0000; | |||
border-color: #660000 | |||
} | |||
/* For tabbed content */ | |||
.tabGroup { | |||
margin-top: 1rem; | |||
} | |||
.tabGroup ul[role="tablist"] { | |||
margin: 0; | |||
padding: 0; | |||
list-style: none; | |||
} | |||
.tabGroup ul[role="tablist"]>li { | |||
list-style: none; | |||
display: inline-block; | |||
} | |||
.tabGroup a[role="tab"] { | |||
color: white; | |||
box-sizing: border-box; | |||
display: inline-block; | |||
padding: 5px 7.5px; | |||
text-decoration: none; | |||
border-bottom: 2px solid #fff; | |||
} | |||
.tabGroup a[role="tab"]:hover, | |||
.tabGroup a[role="tab"]:focus, | |||
.tabGroup a[role="tab"][aria-selected="true"] { | |||
border-bottom: 2px solid #607D8B; | |||
} | |||
.tabGroup a[role="tab"][aria-selected="true"] { | |||
color: #81D4FA; | |||
} | |||
.tabGroup a[role="tab"]:hover, | |||
.tabGroup a[role="tab"]:focus { | |||
color: #29B6F6; | |||
} | |||
.tabGroup a[role="tab"]:focus { | |||
outline: 1px solid #607D8B; | |||
outline-offset: -1px; | |||
} | |||
@media (min-width: 768px) { | |||
.tabGroup a[role="tab"] { | |||
padding: 5px 15px; | |||
} | |||
} | |||
.tabGroup section[role="tabpanel"] { | |||
border: 1px solid #607D8B; | |||
padding: 15px; | |||
margin: 0; | |||
overflow: hidden; | |||
} | |||
.tabGroup section[role="tabpanel"]>.codeHeader, | |||
.tabGroup section[role="tabpanel"]>pre { | |||
margin-left: -16px; | |||
margin-right: -16px; | |||
} | |||
.tabGroup section[role="tabpanel"]> :first-child { | |||
margin-top: 0; | |||
} | |||
.tabGroup section[role="tabpanel"]>pre:last-child { | |||
display: block; | |||
margin-bottom: -16px; | |||
} | |||
.mainContainer[dir='rtl'] main ul[role="tablist"] { | |||
margin: 0; | |||
} | |||
/* code */ | |||
code { | |||
color: white; | |||
background-color: #4a4c52; | |||
border-radius: 4px; | |||
padding: 3px 7px; | |||
} | |||
pre { | |||
background-color: #282a36; | |||
} | |||
/* table */ | |||
.table-striped>tbody>tr:nth-of-type(odd) { | |||
background-color: #333333; | |||
color: #d3d3d3 | |||
} | |||
tbody>tr { | |||
background-color: #424242; | |||
color: #c0c0c0 | |||
} | |||
.table>tbody+tbody { | |||
border-top: 2px solid rgb(173, 173, 173) | |||
} | |||
/* select */ | |||
select { | |||
background-color: #3b3b3b; | |||
border-color: #2e2e2e; | |||
} |
@@ -0,0 +1,56 @@ | |||
/* Copyright (c) Microsoft Corporation. All Rights Reserved. Licensed under the MIT License. See License.txt in the project root for license information. */ | |||
html, | |||
body { | |||
background: #fff; | |||
color: #000; | |||
} | |||
.sideaffix { | |||
overflow: visible; | |||
} | |||
/* links */ | |||
a:active, a:hover, a:visited { | |||
color: #0078d7; | |||
} | |||
a { | |||
color: #0050c5; | |||
cursor: pointer; | |||
text-decoration: none; | |||
word-wrap: break-word; | |||
} | |||
/* code */ | |||
code { | |||
color: #3b5269; | |||
background-color: #ececec; | |||
border-radius: 4px; | |||
padding: 3px 7px; | |||
} | |||
/* table */ | |||
.table-striped>tbody>tr:nth-of-type(odd) { | |||
color: #333333; | |||
background-color: #d3d3d3 | |||
} | |||
tbody>tr { | |||
color: #424242; | |||
background-color: #c0c0c0 | |||
} | |||
.table>tbody+tbody { | |||
border-top: 2px solid rgb(173, 173, 173) | |||
} | |||
/* select */ | |||
select { | |||
background-color: #fcfcfc; | |||
border-color: #aeb1b5; | |||
} |
@@ -0,0 +1,65 @@ | |||
@import url('https://fonts.googleapis.com/css?family=Titillium+Web'); | |||
html, | |||
body { | |||
font-family: 'Titillium Web', 'Segoe UI', Tahoma, Helvetica, sans-serif; | |||
height: 100%; | |||
font-size: 15px; | |||
} | |||
p, | |||
li, | |||
.toc { | |||
line-height: 160%; | |||
} | |||
img { | |||
box-shadow: 0px 0px 3px 0px rgb(66, 66, 66); | |||
max-width: 95% !important; | |||
margin-top: 15px; | |||
margin-bottom: 15px; | |||
} | |||
h1, | |||
h2, | |||
h3, | |||
h4, | |||
h5, | |||
h6 { | |||
line-height: 130%; | |||
} | |||
.sideaffix { | |||
line-height: 140%; | |||
} | |||
header .navbar { | |||
border-width: 0 0 0px; | |||
border-radius: 0; | |||
} | |||
body .toc { | |||
background-color: inherit; | |||
overflow: visible; | |||
} | |||
select { | |||
display: inline-block; | |||
overflow: auto; | |||
-webkit-box-sizing: border-box; | |||
box-sizing: border-box; | |||
margin: 0; | |||
padding: 0 30px 0 6px; | |||
vertical-align: middle; | |||
height: 28px; | |||
border: 1px solid #e3e3e3; | |||
line-height: 16px; | |||
outline: 0; | |||
text-overflow: ellipsis; | |||
-webkit-appearance: none; | |||
-moz-appearance: none; | |||
cursor: pointer; | |||
background-image: linear-gradient(45deg, transparent 50%, #707070 0), linear-gradient(135deg, #707070 50%, transparent 0); | |||
background-position: calc(100% - 13px) 11px, calc(100% - 8px) 11px; | |||
background-size: 5px 5px, 5px 6px; | |||
background-repeat: no-repeat; | |||
} |
@@ -0,0 +1,15 @@ | |||
$(document).ready(function() { | |||
//find all images, but not the logo, and add the lightbox | |||
$('img').not('#logo').each(function(){ | |||
var $img = $(this); | |||
var filename = $img.attr('src') | |||
//add cursor | |||
$img.css('cursor','zoom-in'); | |||
$img.css('cursor','-moz-zoom-in'); | |||
$img.css('cursor','-webkit-zoom-in'); | |||
//add featherlight | |||
$img.attr('alt', filename); | |||
$img.featherlight(filename); | |||
}); | |||
}); |
@@ -0,0 +1,26 @@ | |||
const baseUrl = document.getElementById("docfx-style:rel").content; | |||
function onThemeSelect(event) { | |||
const theme = event.target.value; | |||
window.localStorage.setItem("theme", theme); | |||
window.themeElement.href = getUrl(theme); | |||
} | |||
function getUrl(slug) { | |||
return baseUrl + "styles/" + slug + ".css"; | |||
} | |||
const themeElement = document.createElement("link"); | |||
themeElement.rel = "stylesheet"; | |||
const theme = window.localStorage.getItem("theme") || "light"; | |||
themeElement.href = getUrl(theme); | |||
document.head.appendChild(themeElement); | |||
window.themeElement = themeElement; | |||
document.addEventListener("DOMContentLoaded", function() { | |||
const themeSwitcher = document.getElementById("theme-switcher"); | |||
themeSwitcher.onchange = onThemeSelect; | |||
themeSwitcher.value = theme; | |||
}, false); |
@@ -0,0 +1,9 @@ | |||
div.theme-switch-field { | |||
padding-left: 10px; | |||
padding-bottom: 15px | |||
} | |||
div.theme-switch-field > p{ | |||
font-weight: bold; | |||
font-size: 1.2em; | |||
} |
@@ -0,0 +1,115 @@ | |||
/* | |||
* Visual Studio 2015 dark style | |||
* Author: Nicolas LLOBERA <nllobera@gmail.com> | |||
*/ | |||
.hljs { | |||
display: block; | |||
overflow-x: auto; | |||
padding: 0.5em; | |||
background: #282a36; | |||
color: #DCDCDC; | |||
} | |||
.hljs-keyword, | |||
.hljs-literal, | |||
.hljs-symbol, | |||
.hljs-name { | |||
color: #569CD6; | |||
} | |||
.hljs-link { | |||
color: #569CD6; | |||
text-decoration: underline; | |||
} | |||
.hljs-built_in, | |||
.hljs-type { | |||
color: #4EC9B0; | |||
} | |||
.hljs-number, | |||
.hljs-class { | |||
color: #B8D7A3; | |||
} | |||
.hljs-string, | |||
.hljs-meta-string { | |||
color: #D69D85; | |||
} | |||
.hljs-regexp, | |||
.hljs-template-tag { | |||
color: #9A5334; | |||
} | |||
.hljs-subst, | |||
.hljs-function, | |||
.hljs-title, | |||
.hljs-params, | |||
.hljs-formula { | |||
color: #DCDCDC; | |||
} | |||
.hljs-comment, | |||
.hljs-quote { | |||
color: #57A64A; | |||
font-style: italic; | |||
} | |||
.hljs-doctag { | |||
color: #608B4E; | |||
} | |||
.hljs-meta, | |||
.hljs-meta-keyword, | |||
.hljs-tag { | |||
color: #9B9B9B; | |||
} | |||
.hljs-variable, | |||
.hljs-template-variable { | |||
color: #BD63C5; | |||
} | |||
.hljs-attr, | |||
.hljs-attribute, | |||
.hljs-builtin-name { | |||
color: #9CDCFE; | |||
} | |||
.hljs-section { | |||
color: gold; | |||
} | |||
.hljs-emphasis { | |||
font-style: italic; | |||
} | |||
.hljs-strong { | |||
font-weight: bold; | |||
} | |||
/*.hljs-code { | |||
font-family:'Monospace'; | |||
}*/ | |||
.hljs-bullet, | |||
.hljs-selector-tag, | |||
.hljs-selector-id, | |||
.hljs-selector-class, | |||
.hljs-selector-attr, | |||
.hljs-selector-pseudo { | |||
color: #D7BA7D; | |||
} | |||
.hljs-addition { | |||
background-color: #144212; | |||
display: inline-block; | |||
width: 100%; | |||
} | |||
.hljs-deletion { | |||
background-color: #600; | |||
display: inline-block; | |||
width: 100%; | |||
} |
@@ -1,13 +1,16 @@ | |||
--- | |||
uid: API.Docs | |||
--- | |||
# API Documentation | |||
This is where you will find documentation for all members and objects in Discord.Net | |||
This is where you will find documentation for all members and objects in Discord.Net. | |||
__Commonly Used Entities__ | |||
# Commonly Used Entities | |||
* @Discord.WebSocket | |||
* @Discord.WebSocket.DiscordSocketClient | |||
* @Discord.WebSocket.SocketGuildChannel | |||
* @Discord.WebSocket.SocketGuildUser | |||
* @Discord.WebSocket.SocketMessage | |||
* @Discord.WebSocket.SocketRole | |||
* @Discord.WebSocket | |||
* @Discord.WebSocket.DiscordSocketClient | |||
* @Discord.WebSocket.SocketGuildChannel | |||
* @Discord.WebSocket.SocketGuildUser | |||
* @Discord.WebSocket.SocketMessage | |||
* @Discord.WebSocket.SocketRole |
@@ -1,74 +1,53 @@ | |||
{ | |||
"metadata": [ | |||
{ | |||
"src": [ | |||
{ | |||
"src": "..", | |||
"files": [ | |||
"src/**/*.cs" | |||
], | |||
"exclude": [ | |||
"**/obj/**", | |||
"**/bin/**", | |||
"_site/**" | |||
] | |||
} | |||
], | |||
"dest": "api", | |||
"filter": "filterConfig.yml" | |||
"metadata": [{ | |||
"src": [{ | |||
"src": "../src", | |||
"files": [ | |||
"**.csproj" | |||
] | |||
}], | |||
"dest": "api", | |||
"filter": "filterConfig.yml", | |||
"properties": { | |||
"TargetFramework": "netstandard1.3" | |||
} | |||
], | |||
}], | |||
"build": { | |||
"content": [ | |||
{ | |||
"files": [ | |||
"api/**.yml", | |||
"api/index.md" | |||
] | |||
"content": [{ | |||
"files": ["api/**.yml", "api/index.md"] | |||
}, | |||
{ | |||
"files": [ | |||
"guides/**.md", | |||
"guides/**/toc.yml", | |||
"toc.yml", | |||
"*.md" | |||
], | |||
"exclude": [ | |||
"obj/**", | |||
"_site/**" | |||
] | |||
} | |||
], | |||
"resource": [ | |||
"files": ["toc.yml", "index.md"] | |||
}, | |||
{ | |||
"files": [ | |||
"**/images/**", | |||
"**/samples/**" | |||
], | |||
"exclude": [ | |||
"obj/**", | |||
"_site/**" | |||
] | |||
} | |||
], | |||
"overwrite": [ | |||
"files": ["faq/**.md", "faq/**/toc.yml"] | |||
}, | |||
{ | |||
"files": [ | |||
"apidoc/**.md" | |||
], | |||
"exclude": [ | |||
"obj/**", | |||
"_site/**" | |||
] | |||
"files": ["guides/**.md", "guides/**/toc.yml"] | |||
} | |||
], | |||
"resource": [{ | |||
"files": [ | |||
"**/images/**", | |||
"**/samples/**" | |||
] | |||
}], | |||
"dest": "_site", | |||
"template": [ | |||
"default" | |||
"default", | |||
"_template/light-dark-theme", | |||
"_template/lastmodified" | |||
], | |||
"postProcessors": [ "ExtractSearchIndex", "LastModifiedPostProcessor" ], | |||
"overwrite": "_overwrites/**/**.md", | |||
"globalMetadata": { | |||
"_appFooter": "Discord.Net (c) 2015-2018 2.0.0-beta" | |||
"_appTitle": "Discord.Net Documentation", | |||
"_appFooter": "Discord.Net (c) 2015-2018 2.0.0-beta", | |||
"_enableSearch": true | |||
}, | |||
"noLangKeyword": false | |||
"noLangKeyword": false, | |||
"xrefService": [ | |||
"https://xref.docs.microsoft.com/query?uid={uid}" | |||
] | |||
} | |||
} |
@@ -0,0 +1,111 @@ | |||
--- | |||
uid: FAQ.Basics.BasicOp | |||
title: Questions about Basic Operations | |||
--- | |||
# Basic Operations Questions | |||
## How should I safely check a type? | |||
> [!WARNING] | |||
> Direct casting (e.g., `(Type)type`) is **the least recommended** | |||
> way of casting, as it *can* throw an [InvalidCastException] | |||
> when the object isn't the desired type. | |||
> | |||
> Please refer to [this post] for more details. | |||
In Discord.Net, the idea of polymorphism is used throughout. You may | |||
need to cast the object as a certain type before you can perform any | |||
action. | |||
A good and safe casting example: | |||
[!code-csharp[Casting](samples/cast.cs)] | |||
[InvalidCastException]: https://docs.microsoft.com/en-us/dotnet/api/system.invalidcastexception | |||
[this post]: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/types/how-to-safely-cast-by-using-as-and-is-operators | |||
## How do I send a message? | |||
> [!TIP] | |||
> The [GetChannel] method by default returns an [IChannel], allowing | |||
> channel types such as [IVoiceChannel], [ICategoryChannel] | |||
> to be returned; consequently, you cannot send a message | |||
> to channels like those. | |||
Any implementation of [IMessageChannel] has a [SendMessageAsync] | |||
method. You can get the channel via [GetChannel] under the client. | |||
Remember, when using Discord.Net, polymorphism is a common recurring | |||
theme. This means an object may take in many shapes or form, which | |||
means casting is your friend. You should attempt to cast the channel | |||
as an [IMessageChannel] or any other entity that implements it to be | |||
able to message. | |||
[SendMessageAsync]: xref:Discord.IMessageChannel.SendMessageAsync* | |||
[GetChannel]: xref:Discord.WebSocket.DiscordSocketClient.GetChannel* | |||
## How can I tell if a message is from X, Y, Z channel? | |||
You may check the message channel type. Visit [Glossary] to see the | |||
various types of channels. | |||
[Glossary]: xref:FAQ.Misc.Glossary#message-channels | |||
## How can I get the guild from a message? | |||
There are 2 ways to do this. You can do either of the following, | |||
1. Cast the user as an [IGuildUser] and use its [IGuild] property. | |||
2. Cast the channel as an [IGuildChannel] and use its [IGuild] property. | |||
## How do I add hyperlink text to an embed? | |||
Embeds can use standard [markdown] in the description field as well | |||
as in field values. With that in mind, links can be added with | |||
`[text](link)`. | |||
[markdown]: https://support.discordapp.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline- | |||
## How do I add reactions to a message? | |||
Any entity that implements [IUserMessage] has an [AddReactionAsync] | |||
method. This method expects an [IEmote] as a parameter. | |||
In Discord.Net, an Emote represents a custom-image emote, while an | |||
Emoji is a Unicode emoji (standard emoji). Both [Emoji] and [Emote] | |||
implement [IEmote] and are valid options. | |||
[!code-csharp[Emoji](samples/emoji.cs)] | |||
[AddReactionAsync]: xref:Discord.IUserMessage.AddReactionAsync* | |||
## What is a "preemptive rate limit?" | |||
A preemptive rate limit is Discord.Net's way of telling you to slow | |||
down before you get hit by the real rate limit. Hitting a real rate | |||
limit might prevent your entire client from sending any requests for | |||
a period of time. This is calculated based on the HTTP header | |||
returned by a Discord response. | |||
## Why am I getting so many preemptive rate limits when I try to add more than one reactions? | |||
This is due to how HTML header works, mistreating | |||
0.25sec/action to 1sec. This causes the lib to throw preemptive rate | |||
limit more frequently than it should for methods such as adding | |||
reactions. | |||
## Can I opt-out of preemptive rate limits? | |||
Unfortunately, not at the moment. See [#401](https://github.com/RogueException/Discord.Net/issues/401). | |||
[IChannel]: xref:Discord.IChannel | |||
[ICategoryChannel]: xref:Discord.ICategoryChannel | |||
[IGuildChannel]: xref:Discord.IGuildChannel | |||
[ITextChannel]: xref:Discord.ITextChannel | |||
[IGuild]: xref:Discord.IGuild | |||
[IVoiceChannel]: xref:Discord.IVoiceChannel | |||
[IGuildUser]: xref:Discord.IGuildUser | |||
[IMessageChannel]: xref:Discord.IMessageChannel | |||
[IUserMessage]: xref:Discord.IUserMessage | |||
[IEmote]: xref:Discord.IEmote | |||
[Emote]: xref:Discord.Emote | |||
[Emoji]: xref:Discord.Emoji |
@@ -0,0 +1,62 @@ | |||
--- | |||
uid: FAQ.Basics.ClientBasics | |||
title: Basic Questions about Client | |||
--- | |||
# Client Basics Questions | |||
## My client keeps returning 401 upon logging in! | |||
> [!WARNING] | |||
> Userbot/selfbot (logging in with a user token) is no | |||
> longer supported with this library starting from 2.0, as | |||
> logging in under a user account may result in account termination. | |||
> | |||
> For more information, see issue [827] & [958], as well as the official | |||
> [Discord API Terms of Service]. | |||
There are few possible reasons why this may occur. | |||
1. You are not using the appropriate [TokenType]. If you are using a | |||
bot account created from the Discord Developer portal, you should | |||
be using `TokenType.Bot`. | |||
2. You are not using the correct login credentials. Please keep in | |||
mind that a token is **different** from a *client secret*. | |||
[TokenType]: xref:Discord.TokenType | |||
[827]: https://github.com/RogueException/Discord.Net/issues/827 | |||
[958]: https://github.com/RogueException/Discord.Net/issues/958 | |||
[Discord API Terms of Service]: https://discordapp.com/developers/docs/legal | |||
## How do I do X, Y, Z when my bot connects/logs on? Why do I get a `NullReferenceException` upon calling any client methods after connect? | |||
Your bot should **not** attempt to interact in any way with | |||
guilds/servers until the [Ready] event fires. When the bot | |||
connects, it first has to download guild information from | |||
Discord for you to get access to any server | |||
information; the client is not ready at this point. | |||
Technically, the [GuildAvailable] event fires once the data for a | |||
particular guild has downloaded; however, it is best to wait for all | |||
guilds to be downloaded. Once all downloads are complete, the [Ready] | |||
event is triggered, then you can proceed to do whatever you like. | |||
[Ready]: xref:Discord.WebSocket.DiscordSocketClient.Ready | |||
[GuildAvailable]: xref:Discord.WebSocket.BaseSocketClient.GuildAvailable | |||
## How do I get a message's previous content when that message is edited? | |||
If you need to do anything with messages (e.g., checking Reactions, | |||
checking the content of edited/deleted messages), you must set the | |||
[MessageCacheSize] in your [DiscordSocketConfig] settings in order to | |||
use the cached message entity. Read more about it [here](xref:Guides.Concepts.Events#cacheable). | |||
1. Message Cache must be enabled. | |||
2. Hook the MessageUpdated event. This event provides a *before* and | |||
*after* object. | |||
3. Only messages received *after* the bot comes online will be | |||
available in the cache. | |||
[MessageCacheSize]: xref:Discord.WebSocket.DiscordSocketConfig.MessageCacheSize | |||
[DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | |||
[MessageUpdated]: xref:Discord.WebSocket.BaseSocketClient.MessageUpdated |
@@ -0,0 +1,75 @@ | |||
--- | |||
uid: FAQ.Basics.GetStarted | |||
title: Beginner Questions / How to Get Started | |||
--- | |||
# Basic Concepts / Getting Started | |||
## How do I add my bot to my server/guild? | |||
You can do so by using the [permission calculator] provided | |||
by [FiniteReality]. | |||
This tool allows you to set permissions that the bot will be assigned | |||
with, and invite the bot into your guild. With this method, bots will | |||
also be assigned a unique role that a regular user cannot use; this | |||
is what we call a `Managed` role. Because you cannot assign this | |||
role to any other users, it is much safer than creating a single | |||
role which, intentionally or not, can be applied to other users | |||
to escalate their privilege. | |||
[FiniteReality]: https://github.com/FiniteReality/permissions-calculator | |||
[permission calculator]: https://finitereality.github.io/permissions-calculator | |||
## What is a token? | |||
A token is a credential used to log into an account. This information | |||
should be kept **private** and for your eyes only. Anyone with your | |||
token can log into your account. This risk applies to both user | |||
and bot accounts. That also means that you should **never** hardcode | |||
your token or add it into source control, as your identity may be | |||
stolen by scrape bots on the internet that scours through | |||
constantly to obtain a token. | |||
## What is a client/user/object ID? | |||
Each user and object on Discord has its own snowflake ID generated | |||
based on various conditions. | |||
 | |||
The ID can be seen by anyone; it is public. It is merely used to | |||
identify an object in the Discord ecosystem. Many things in the | |||
Discord ecosystem require an ID to retrieve or identify the said | |||
object. | |||
There are 2 common ways to obtain the said ID. | |||
### [Discord Developer Mode](#tab/dev-mode) | |||
By enabling the developer mode you can right click on most objects | |||
to obtain their snowflake IDs (please note that this may not apply to | |||
all objects, such as role IDs, or DM channel IDs). | |||
 | |||
### [Escape Character](#tab/escape-char) | |||
You can escape an object by using `\` in front the object in the | |||
Discord client. For example, when you do `\@Example#1234` in chat, | |||
it will return the user ID of the aforementioned user. | |||
 | |||
*** | |||
## How do I get the role ID? | |||
> [!WARNING] | |||
> Right-clicking on the role and copying the ID will **not** work. | |||
> This will only copy the message ID. | |||
Several common ways to do this: | |||
1. Make the role mentionable and mention the role, and escape it | |||
using the `\` character in front. | |||
2. Inspect the roles collection within the guild via your debugger. |
@@ -0,0 +1,15 @@ | |||
public async Task MessageReceivedHandler(SocketMessage msg) | |||
{ | |||
// Option 1: | |||
// Using the `as` keyword, which will return `null` if the object isn't the desired type. | |||
var usermsg = msg as SocketUserMessage; | |||
// We bail when the message isn't the desired type. | |||
if (msg == null) return; | |||
// Option 2: | |||
// Using the `is` keyword to cast (C#7 or above only) | |||
if (msg is SocketUserMessage usermsg) | |||
{ | |||
// Do things | |||
} | |||
} |
@@ -0,0 +1,18 @@ | |||
// bail if the message is not a user one (system messages cannot have reactions) | |||
var usermsg = msg as IUserMessage; | |||
if (usermsg == null) return; | |||
// standard Unicode emojis | |||
Emoji emoji = new Emoji("👍"); | |||
// or | |||
// Emoji emoji = new Emoji("\uD83D\uDC4D"); | |||
// custom guild emotes | |||
Emote emote = Emote.Parse("<:dotnet:232902710280716288>"); | |||
// using Emote.TryParse may be safer in regards to errors being thrown; | |||
// please note that the method does not verify if the emote exists, | |||
// it simply creates the Emote object for you. | |||
// add the reaction to the message | |||
await usermsg.AddReactionAsync(emoji); | |||
await usermsg.AddReactionAsync(emote); |
@@ -0,0 +1,162 @@ | |||
--- | |||
uid: FAQ.Commands | |||
title: Questions about Commands | |||
--- | |||
# Command-related Questions | |||
## How can I restrict some of my commands so only specific users can execute them? | |||
Based on how you want to implement the restrictions, you can use the | |||
built-in [RequireUserPermission] precondition, which allows you to | |||
restrict the command based on the user's current permissions in the | |||
guild or channel (*e.g., `GuildPermission.Administrator`, | |||
`ChannelPermission.ManageMessages`*). | |||
If, however, you wish to restrict the commands based on the user's | |||
role, you can either create your custom precondition or use | |||
Joe4evr's [Preconditions Addons] that provides a few custom | |||
preconditions that aren't provided in the stock library. | |||
Its source can also be used as an example for creating your | |||
custom preconditions. | |||
[RequireUserPermission]: xref:Discord.Commands.RequireUserPermissionAttribute | |||
[Preconditions Addons]: https://github.com/Joe4evr/Discord.Addons/tree/master/src/Discord.Addons.Preconditions | |||
## Why am I getting an error about `Assembly.GetEntryAssembly`? | |||
You may be confusing @Discord.Commands.CommandService.AddModulesAsync* | |||
with @Discord.Commands.CommandService.AddModuleAsync*. The former | |||
is used to add modules via the assembly, while the latter is used to | |||
add a single module. | |||
## What does [Remainder] do in the command signature? | |||
The [RemainderAttribute] leaves the string unparsed, meaning you | |||
do not have to add quotes around the text for the text to be | |||
recognized as a single object. Please note that if your method has | |||
multiple parameters, the remainder attribute can only be applied to | |||
the last parameter. | |||
[!code-csharp[Remainder](samples/Remainder.cs)] | |||
[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute | |||
## What is a service? Why does my module not hold any data after execution? | |||
In Discord.Net, modules are created similarly to ASP.NET, meaning | |||
that they have a transient nature; modules are spawned whenever a | |||
request is received, and are killed from memory when the execution | |||
finishes. In other words, you cannot store persistent | |||
data inside a module. Consider using a service if you wish to | |||
workaround this. | |||
Service is often used to hold data externally so that they persist | |||
throughout execution. Think of it like a chest that holds | |||
whatever you throw at it that won't be affected by anything unless | |||
you want it to. Note that you should also learn Microsoft's | |||
implementation of [Dependency Injection] \([video]) before proceeding, | |||
as well as how it works in [Discord.Net](xref:Guides.Commands.DI#usage-in-modules). | |||
A brief example of service and dependency injection can be seen below. | |||
[!code-csharp[DI](samples/DI.cs)] | |||
[Dependency Injection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection | |||
[video]: https://www.youtube.com/watch?v=QtDTfn8YxXg | |||
## Discord.Net keeps saying that a `MessageReceived` handler is blocking the gateway, what should I do? | |||
By default, the library warns the user about any long-running event | |||
handler that persists for **more than 3 seconds**. Any event | |||
handlers that are run on the same thread as the gateway task, the task | |||
in charge of keeping the connection alive, may block the processing of | |||
heartbeat, and thus terminating the connection. | |||
In this case, the library detects that a `MessageReceived` | |||
event handler is blocking the gateway thread. This warning is | |||
typically associated with the command handler as it listens for that | |||
particular event. If the command handler is blocking the thread, then | |||
this **might** mean that you have a long-running command. | |||
> [!NOTE] | |||
> In rare cases, runtime errors can also cause blockage, usually | |||
> associated with Mono, which is not supported by this library. | |||
To prevent a long-running command from blocking the gateway | |||
thread, a flag called [RunMode] is explicitly designed to resolve | |||
this issue. | |||
There are 2 main `RunMode`s. | |||
1. `RunMode.Sync` | |||
2. `RunMode.Async` | |||
`Sync` is the default behavior and makes the command to be run on the | |||
same thread as the gateway one. `Async` will spin the task off to a | |||
different thread from the gateway one. | |||
> [!IMPORTANT] | |||
> While specifying `RunMode.Async` allows the command to be spun off | |||
> to a different thread, keep in mind that by doing so, there will be | |||
> **potentially unwanted consequences**. Before applying this flag, | |||
> please consider whether it is necessary to do so. | |||
> | |||
> Further details regarding `RunMode.Async` can be found below. | |||
You can set the `RunMode` either by specifying it individually via | |||
the `CommandAttribute` or by setting the global default with | |||
the [DefaultRunMode] flag under `CommandServiceConfig`. | |||
# [CommandAttribute](#tab/cmdattrib) | |||
[!code-csharp[Command Attribute](samples/runmode-cmdattrib.cs)] | |||
# [CommandServiceConfig](#tab/cmdconfig) | |||
[!code-csharp[Command Service Config](samples/runmode-cmdconfig.cs)] | |||
*** | |||
*** | |||
[RunMode]: xref:Discord.Commands.RunMode | |||
[CommandAttribute]: xref:Discord.Commands.CommandAttribute | |||
[DefaultRunMode]: xref:Discord.Commands.CommandServiceConfig.DefaultRunMode | |||
## How does `RunMode.Async` work, and why is Discord.Net *not* using it by default? | |||
`RunMode.Async` works by spawning a new `Task` with an unawaited | |||
[Task.Run], essentially making the task that is used to invoke the | |||
command task to be finished on a different thread. This design means | |||
that [ExecuteAsync] will be forced to return a successful | |||
[ExecuteResult] regardless of the actual execution result. | |||
The following are the known caveats with `RunMode.Async`, | |||
1. You can potentially introduce a race condition. | |||
2. Unnecessary overhead caused by the [async state machine]. | |||
3. [ExecuteAsync] will immediately return [ExecuteResult] instead of | |||
other result types (this is particularly important for those who wish | |||
to utilize [RuntimeResult] in 2.0). | |||
4. Exceptions are swallowed. | |||
However, there are ways to remedy some of these. | |||
For #3, in Discord.Net 2.0, the library introduces a new event called | |||
[CommandExecuted], which is raised whenever the command is | |||
**successfully executed**. This event will be raised regardless of | |||
the `RunMode` type and will return the appropriate execution result. | |||
For #4, exceptions are caught in [CommandService.Log] event under | |||
[LogMessage.Exception] as [CommandException]. | |||
[Task.Run]: https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.task.run | |||
[async state machine]: https://www.red-gate.com/simple-talk/dotnet/net-tools/c-async-what-is-it-and-how-does-it-work/ | |||
[ExecuteAsync]: xref:Discord.Commands.CommandService.ExecuteAsync* | |||
[ExecuteResult]: xref:Discord.Commands.ExecuteResult | |||
[RuntimeResult]: xref:Discord.Commands.RuntimeResult | |||
[CommandExecuted]: xref:Discord.Commands.CommandService.CommandExecuted | |||
[CommandService.Log]: xref:Discord.Commands.CommandService.Log | |||
[LogMessage.Exception]: xref:Discord.LogMessage.Exception* | |||
[CommandException]: xref:Discord.Commands.CommandException |
@@ -0,0 +1,27 @@ | |||
public class MyService | |||
{ | |||
public string MyCoolString {get; set;} | |||
} | |||
public class Setup | |||
{ | |||
public IServiceProvider BuildProvider() => | |||
new ServiceCollection() | |||
.AddSingleton<MyService>() | |||
.BuildServiceProvider(); | |||
} | |||
public class MyModule : ModuleBase<SocketCommandContext> | |||
{ | |||
// Inject via public settable prop | |||
public MyService MyService {get; set;} | |||
// or via ctor | |||
private readonly MyService _myService; | |||
public MyModule (MyService myService) => _myService = myService; | |||
[Command("string")] | |||
public Task GetOrSetStringAsync(string input) | |||
{ | |||
if (_myService.MyCoolString == null) _myService.MyCoolString = input; | |||
return ReplyAsync(_myService.MyCoolString); | |||
} | |||
} |
@@ -0,0 +1,20 @@ | |||
// Input: | |||
// !echo Coffee Cake | |||
// Output: | |||
// Coffee Cake | |||
[Command("echo")] | |||
public Task EchoRemainderAsync([Remainder]string text) => ReplyAsync(text); | |||
// Output: | |||
// CommandError.BadArgCount | |||
[Command("echo-hassle")] | |||
public Task EchoAsync(string text) => ReplyAsync(text); | |||
// The message would be seen as having multiple parameters, | |||
// while the method only accepts one. | |||
// Wrapping the message in quotes solves this. | |||
// This way, the system knows the entire message is to be parsed as a | |||
// single String. | |||
// e.g., | |||
// !echo "Coffee Cake" |
@@ -0,0 +1,7 @@ | |||
[Command("process", RunMode = RunMode.Async)] | |||
public async Task ProcessAsync(string input) | |||
{ | |||
// Does heavy calculation here. | |||
await Task.Delay(TimeSpan.FromMinute(1)); | |||
await ReplyAsync(input); | |||
} |
@@ -0,0 +1,9 @@ | |||
public class Setup | |||
{ | |||
private readonly CommandService _command; | |||
public Setup() | |||
{ | |||
var config = new CommandServiceConfig{DefaultRunMode = RunMode.Async}; | |||
_command = new CommandService(config); | |||
} | |||
} |
@@ -0,0 +1,73 @@ | |||
--- | |||
uid: FAQ.Misc.Glossary | |||
title: Common Terminologies / Glossary | |||
--- | |||
# Glossary | |||
## Common Types | |||
* 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) | |||
[IGuild]: xref:Discord.IGuild | |||
[IChannel]: xref:Discord.IChannel | |||
## Channel Types | |||
### Message Channels | |||
* A **Text channel** ([ITextChannel]) is a message channel from a | |||
Guild. | |||
* A **DM channel** ([IDMChannel]) is a message channel from a DM. | |||
* A **Group channel** ([IGroupChannel]) is a message channel from a | |||
Group. | |||
- This is rarely used due to the bot's inability to join groups. | |||
* A **Private channel** ([IPrivateChannel]) is a DM or a Group. | |||
* A **Message channel** ([IMessageChannel]) can be any of the above. | |||
### Misc Channels | |||
* A **Guild channel** ([IGuildChannel]) is a guild channel in a guild. | |||
- This can be any channels that may exist in a guild. | |||
* A **Voice channel** ([IVoiceChannel]) is a voice channel in a guild. | |||
* A **Category channel** ([ICategoryChannel]) (2.0+) is a category that | |||
holds one or more sub-channels. | |||
[IGuildChannel]: xref:Discord.IGuildChannel | |||
[IMessageChannel]: xref:Discord.IMessageChannel | |||
[ITextChannel]: xref:Discord.ITextChannel | |||
[IGroupChannel]: xref:Discord.IGroupChannel | |||
[IDMChannel]: xref:Discord.IDMChannel | |||
[IPrivateChannel]: xref:Discord.IPrivateChannel | |||
[IVoiceChannel]: xref:Discord.IVoiceChannel | |||
[ICategoryChannel]: xref:Discord.ICategoryChannel | |||
## Emoji Types | |||
* An **Emote** ([Emote]) is a custom emote from a guild. | |||
- Example: `<:dotnet:232902710280716288>` | |||
* An **Emoji** ([Emoji]) is a Unicode emoji. | |||
- Example: `👍` | |||
[Emote]: xref:Discord.Emote | |||
[Emoji]: xref:Discord.Emoji | |||
## Activity Types | |||
* A **Game** ([Game]) refers to a user's game activity. | |||
* A **Rich Presence** ([RichGame]) refers to a user's detailed | |||
gameplay status. | |||
- Visit [Rich Presence Intro] on Discord docs for more info. | |||
* A **Streaming Status** ([StreamingGame]) refers to user's activity | |||
for streaming on services such as Twitch. | |||
* A **Spotify Status** ([SpotifyGame]) (2.0+) refers to a user's | |||
activity for listening to a song on Spotify. | |||
[Game]: xref:Discord.Game | |||
[RichGame]: xref:Discord.RichGame | |||
[StreamingGame]: xref:Discord.StreamingGame | |||
[SpotifyGame]: xref:Discord.SpotifyGame | |||
[Rich Presence Intro]: https://discordapp.com/developers/docs/rich-presence/best-practices |
@@ -0,0 +1,26 @@ | |||
--- | |||
uid: FAQ.Misc.Legacy | |||
title: Questions about Legacy Versions | |||
--- | |||
# Legacy Questions | |||
## X, Y, Z does not work! It doesn't return a valid value anymore | |||
If you are currently using an older version of the stable branch, | |||
please upgrade to the latest pre-release version to ensure maximum | |||
compatibility. Several features may be broken in older | |||
versions and will likely not be fixed in the version branch due to | |||
their breaking nature. | |||
Visit the repo's [release tag] to see the latest public pre-release. | |||
[release tag]: https://github.com/RogueException/Discord.Net/releases | |||
## I came from an earlier version of Discord.Net 1.0, and DependencyMap doesn't seem to exist anymore in the later revision? What happened to it? | |||
The `DependencyMap` has been replaced with Microsoft's | |||
[DependencyInjection] Abstractions. An example usage can be seen | |||
[here](https://github.com/foxbot/DiscordBotBase/blob/csharp/src/DiscordBot/Program.cs#L36). | |||
[DependencyInjection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection |
@@ -0,0 +1,18 @@ | |||
- name: Basic Concepts | |||
items: | |||
- name: Getting Started | |||
topicUid: FAQ.Basics.GetStarted | |||
- name: Basic Operations | |||
topicUid: FAQ.Basics.BasicOp | |||
- name: Client Basics | |||
topicUid: FAQ.Basics.ClientBasics | |||
- name: Command | |||
items: | |||
- name: Commands | |||
topicUid: FAQ.Commands | |||
- name: Misc | |||
items: | |||
- name: Glossary | |||
topicUid: FAQ.Misc.Glossary | |||
- name: Legacy or Upgrade | |||
topicUid: FAQ.Misc.Legacy |
@@ -1,11 +1,7 @@ | |||
apiRules: | |||
- exclude: | |||
uidRegex: ^Discord\.API$ | |||
uidRegex: ^Discord\.Net\..*$ | |||
type: Namespace | |||
- exclude: | |||
uidRegex: ^Discord\.API.*$ | |||
- exclude: | |||
uidRegex: ^Discord\.Net\.Converters$ | |||
- exclude: | |||
uidRegex: ^Discord\.Net.*$ | |||
- exclude: | |||
uidRegex: ^RegexAnalyzer$ | |||
uidRegex: ^Discord\.Analyzers$ | |||
type: Namespace |
@@ -1,343 +0,0 @@ | |||
# The Command Service | |||
[Discord.Commands](xref:Discord.Commands) provides an Attribute-based | |||
command parser. | |||
## Setup | |||
To use Commands, you must create a [Command Service] and a Command | |||
Handler. | |||
Included below is a very barebone Command Handler. You can extend your | |||
Command Handler as much as you like; however, the below is the bare | |||
minimum. | |||
The `CommandService` will optionally accept a [CommandServiceConfig], | |||
which _does_ set a few default values for you. It is recommended to | |||
look over the properties in [CommandServiceConfig] and their default | |||
values. | |||
[!code-csharp[Command Handler](samples/command_handler.cs)] | |||
[Command Service]: xref:Discord.Commands.CommandService | |||
[CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig | |||
## With Attributes | |||
In 1.0, Commands can be defined ahead of time with attributes, or at | |||
runtime with builders. | |||
For most bots, ahead-of-time Commands should be all you need, and this | |||
is the recommended method of defining Commands. | |||
### Modules | |||
The first step to creating Commands is to create a _module_. | |||
A Module is an organizational pattern that allows you to write your | |||
Commands in different classes and have them automatically loaded. | |||
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 is being invoked. | |||
**Avoid using long-running code** in your modules wherever possible. | |||
You should **not** be implementing very much logic into your modules, | |||
instead, 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 begin, create a new class somewhere in your project and inherit the | |||
class from [ModuleBase]. This class **must** be `public`. | |||
>[!NOTE] | |||
>[ModuleBase] is an _abstract_ class, meaning that you may extend it | |||
>or override it as you see fit. Your module may inherit from any | |||
>extension of ModuleBase. | |||
By now, your module should look like this: | |||
[!code-csharp[Empty Module](samples/empty-module.cs)] | |||
[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx | |||
[Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx | |||
[ModuleBase]: xref:Discord.Commands.ModuleBase`1 | |||
### Adding Commands | |||
The next step to creating Commands is actually creating the Commands. | |||
To create a Command, add a method to your module of type `Task`. | |||
Typically, you will want to mark this method as `async`, although it | |||
is not required. | |||
Adding parameters to a Command is done by adding parameters to the | |||
parent Task. | |||
For example, to take an integer as an argument from the user, add `int | |||
arg`; to take a user as an argument from the user, add `IUser user`. | |||
In 1.0, a Command can accept nearly any type of argument; a full list | |||
of types that are parsed by default can be found in the below section | |||
on _Type Readers_. | |||
Parameters, by default, are always required. To make a parameter | |||
optional, give it a default value. To accept a comma-separated list, | |||
set the parameter to `params Type[]`. | |||
Should a parameter include spaces, it **must** be wrapped in quotes. | |||
For example, for a Command with a parameter `string food`, you would | |||
execute it with `!favoritefood "Key Lime Pie"`. | |||
If you would like a parameter to parse until the end of a Command, | |||
flag the parameter with the [RemainderAttribute]. This will allow a | |||
user to invoke a Command without wrapping a parameter in quotes. | |||
Finally, flag your Command with the [CommandAttribute]. (you must | |||
specify a name for this Command, except for when it is part of a | |||
Module Group - see below) | |||
[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute | |||
[CommandAttribute]: xref:Discord.Commands.CommandAttribute | |||
### Command Overloads | |||
You may add overloads to your Commands, and the Command parser will | |||
automatically pick up on it. | |||
If for whatever reason, you have two Commands which are ambiguous to | |||
each other, you may use the @Discord.Commands.PriorityAttribute to | |||
specify which should be tested before the other. | |||
The `Priority` attributes are sorted in ascending order; the higher | |||
priority will be called first. | |||
### Command Context | |||
Every Command can access the execution context through the [Context] | |||
property on [ModuleBase]. `ICommandContext` allows you to access the | |||
message, channel, guild, and user that the Command was invoked from, | |||
as well as the underlying Discord client that the Command was invoked | |||
from. | |||
Different types of Contexts may be specified using the generic variant | |||
of [ModuleBase]. When using a [SocketCommandContext], for example, the | |||
properties on this context will already be Socket entities, so you | |||
will not need to cast them. | |||
To reply to messages, you may also invoke [ReplyAsync], instead of | |||
accessing the channel through the [Context] and sending a message. | |||
> [!WARNING] | |||
>Contexts should **NOT** be mixed! You cannot have one module that | |||
>uses `CommandContext` and another that uses `SocketCommandContext`. | |||
[Context]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_Context | |||
[SocketCommandContext]: xref:Discord.Commands.SocketCommandContext | |||
[ReplyAsync]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_ReplyAsync_System_String_System_Boolean_Discord_Embed_Discord_RequestOptions_ | |||
### Example Module | |||
At this point, your module should look comparable to this example: | |||
[!code-csharp[Example Module](samples/module.cs)] | |||
#### Loading Modules Automatically | |||
The Command Service can automatically discover all classes in an | |||
Assembly that inherit [ModuleBase] and load them. | |||
To opt a module out of auto-loading, flag it with | |||
[DontAutoLoadAttribute]. | |||
Invoke [CommandService.AddModulesAsync] to discover modules and | |||
install them. | |||
[DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute | |||
[CommandService.AddModulesAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModulesAsync_Assembly_ | |||
#### Loading Modules Manually | |||
To manually load a module, invoke [CommandService.AddModuleAsync] by | |||
passing in the generic type of your module and optionally, a | |||
dependency map. | |||
[CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModuleAsync__1 | |||
### Module Constructors | |||
Modules are constructed using Dependency Injection. Any parameters | |||
that are placed in the Module's constructor must be injected into an | |||
@System.IServiceProvider first. Alternatively, you may accept an | |||
`IServiceProvider` as an argument and extract services yourself. | |||
### Module Properties | |||
Modules with `public` settable properties will have the dependencies | |||
injected after the construction of the Module. | |||
### Module Groups | |||
Module Groups allow you to create a module where Commands are | |||
prefixed. To create a group, flag a module with the | |||
@Discord.Commands.GroupAttribute. | |||
Module groups also allow you to create **nameless Commands**, where | |||
the [CommandAttribute] is configured with no name. In this case, the | |||
Command will inherit the name of the group it belongs to. | |||
### Submodules | |||
Submodules are Modules that reside within another one. Typically, | |||
submodules are used to create nested groups (although not required to | |||
create nested groups). | |||
[!code-csharp[Groups and Submodules](samples/groups.cs)] | |||
## With Builders | |||
**TODO** | |||
## Dependency Injection | |||
The Command Service is bundled with a very barebone Dependency | |||
Injection service for your convenience. It is recommended that you use | |||
DI when writing your modules. | |||
### Setup | |||
First, you need to create an @System.IServiceProvider; you may create | |||
your own one if you wish. | |||
Next, add the dependencies that your modules will use to the map. | |||
Finally, pass the map into the `LoadAssembly` method. Your modules | |||
will be automatically loaded with this dependency map. | |||
[!code-csharp[IServiceProvider Setup](samples/dependency_map_setup.cs)] | |||
### Usage in Modules | |||
In the constructor of your Module, any parameters will be filled in by | |||
the @System.IServiceProvider that you've passed into `LoadAssembly`. | |||
Any publicly settable properties will also be filled in the same | |||
manner. | |||
>[!NOTE] | |||
> Annotating a property with a [DontInjectAttribute] attribute will prevent the | |||
property from being injected. | |||
>[!NOTE] | |||
>If you accept `CommandService` or `IServiceProvider` as a parameter | |||
in your constructor or as an injectable property, these entries will | |||
be filled by the `CommandService` that the Module is loaded from and | |||
the `ServiceProvider` that is passed into it respectively. | |||
[!code-csharp[ServiceProvider in Modules](samples/dependency_module.cs)] | |||
[DontInjectAttribute]: xref:Discord.Commands.DontInjectAttribute | |||
# Preconditions | |||
Precondition 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] | |||
>There are two types of Preconditions. | |||
[PreconditionAttribute] can be applied to Modules, Groups, or Commands; | |||
[ParameterPreconditionAttribute] can be applied to Parameters. | |||
[PreconditionAttribute]: xref:Discord.Commands.PreconditionAttribute | |||
[ParameterPreconditionAttribute]: xref:Discord.Commands.ParameterPreconditionAttribute | |||
## Bundled Preconditions | |||
Commands ship with four bundled Preconditions; you may view their | |||
usages on their respective API pages. | |||
- @Discord.Commands.RequireContextAttribute | |||
- @Discord.Commands.RequireOwnerAttribute | |||
- @Discord.Commands.RequireBotPermissionAttribute | |||
- @Discord.Commands.RequireUserPermissionAttribute | |||
## Custom Preconditions | |||
To write your own Precondition, create a new class that inherits from | |||
either [PreconditionAttribute] or [ParameterPreconditionAttribute] | |||
depending on your use. | |||
In order for your Precondition to function, you will need to override | |||
the [CheckPermissions] method. | |||
Your IDE should provide an option to fill this in for you. | |||
If the context meets the required parameters, return | |||
[PreconditionResult.FromSuccess], otherwise return | |||
[PreconditionResult.FromError] and include an error message if | |||
necessary. | |||
[!code-csharp[Custom Precondition](samples/require_owner.cs)] | |||
[CheckPermissions]: xref:Discord.Commands.PreconditionAttribute#Discord_Commands_PreconditionAttribute_CheckPermissions_Discord_Commands_ICommandContext_Discord_Commands_CommandInfo_IServiceProvider_ | |||
[PreconditionResult.FromSuccess]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromSuccess | |||
[PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromError_System_String_ | |||
# Type Readers | |||
Type Readers allow you to parse different types of arguments in | |||
your commands. | |||
By default, the following Types are supported arguments: | |||
- bool | |||
- char | |||
- sbyte/byte | |||
- ushort/short | |||
- uint/int | |||
- ulong/long | |||
- float, double, decimal | |||
- string | |||
- DateTime/DateTimeOffset/TimeSpan | |||
- IMessage/IUserMessage | |||
- IChannel/IGuildChannel/ITextChannel/IVoiceChannel/IGroupChannel | |||
- IUser/IGuildUser/IGroupUser | |||
- IRole | |||
### Creating a Type Readers | |||
To create a `TypeReader`, create a new class that imports @Discord and | |||
@Discord.Commands and ensure the class inherits from | |||
@Discord.Commands.TypeReader. | |||
Next, satisfy the `TypeReader` class by overriding the [Read] method. | |||
>[!NOTE] | |||
>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. | |||
If you are able to successfully parse the input, return | |||
[TypeReaderResult.FromSuccess] with the parsed input, otherwise return | |||
[TypeReaderResult.FromError] and include an error message if | |||
necessary. | |||
[TypeReaderResult]: xref:Discord.Commands.TypeReaderResult | |||
[TypeReaderResult.FromSuccess]: xref:Discord.Commands.TypeReaderResult#Discord_Commands_TypeReaderResult_FromSuccess_Discord_Commands_TypeReaderValue_ | |||
[TypeReaderResult.FromError]: xref:Discord.Commands.TypeReaderResult#Discord_Commands_TypeReaderResult_FromError_Discord_Commands_CommandError_System_String_ | |||
[Read]: xref:Discord.Commands.TypeReader#Discord_Commands_TypeReader_Read_Discord_Commands_ICommandContext_System_String_IServiceProvider_ | |||
#### Sample | |||
[!code-csharp[TypeReaders](samples/typereader.cs)] | |||
### Installing TypeReaders | |||
TypeReaders are not automatically discovered by the Command Service | |||
and must be explicitly added. | |||
To install a TypeReader, invoke [CommandService.AddTypeReader]. | |||
[CommandService.AddTypeReader]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddTypeReader__1_Discord_Commands_TypeReader_ |
@@ -0,0 +1,45 @@ | |||
--- | |||
uid: Guides.Commands.DI | |||
title: Dependency Injection | |||
--- | |||
# Dependency Injection | |||
The Command Service is bundled with a very barebone Dependency | |||
Injection service for your convenience. It is recommended that you use | |||
DI when writing your modules. | |||
## Setup | |||
1. Create an @System.IServiceProvider. | |||
2. Add the dependencies to the service collection that you wish | |||
to use in the modules. | |||
3. Pass the service collection into `AddModulesAsync`. | |||
### Example - Setting up Injection | |||
[!code-csharp[IServiceProvider Setup](samples/dependency_map_setup.cs)] | |||
## Usage in Modules | |||
In the constructor of your module, any parameters will be filled in by | |||
the @System.IServiceProvider that you've passed. | |||
Any publicly settable properties will also be filled in the same | |||
manner. | |||
> [!NOTE] | |||
> Annotating a property with a [DontInjectAttribute] attribute will | |||
> prevent the property from being injected. | |||
> [!NOTE] | |||
> If you accept `CommandService` or `IServiceProvider` as a parameter | |||
> in your constructor or as an injectable property, these entries will | |||
> be filled by the `CommandService` that the module is loaded from and | |||
> the `IServiceProvider` that is passed into it respectively. | |||
### Example - Injection in Modules | |||
[!code-csharp[IServiceProvider in Modules](samples/dependency_module.cs)] | |||
[DontInjectAttribute]: xref:Discord.Commands.DontInjectAttribute |
@@ -0,0 +1,221 @@ | |||
--- | |||
uid: Guides.Commands.Intro | |||
title: Introduction to Command Service | |||
--- | |||
# The Command Service | |||
[Discord.Commands](xref:Discord.Commands) provides an attribute-based | |||
command parser. | |||
## Get Started | |||
To use commands, you must create a [Command Service] and a command | |||
handler. | |||
Included below is a barebone command handler. You can extend your | |||
command handler as much as you like; however, the below is the bare | |||
minimum. | |||
> [!NOTE] | |||
> The `CommandService` will optionally accept a [CommandServiceConfig], | |||
> which *does* set a few default values for you. It is recommended to | |||
> look over the properties in [CommandServiceConfig] and their default | |||
> values. | |||
[!code-csharp[Command Handler](samples/command_handler.cs)] | |||
[Command Service]: xref:Discord.Commands.CommandService | |||
[CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig | |||
## With Attributes | |||
Starting from 1.0, commands can be defined ahead of time with | |||
attributes, or at runtime with builders. | |||
For most bots, ahead-of-time commands should be all you need, and this | |||
is the recommended method of defining commands. | |||
### Modules | |||
The first step to creating commands is to create a _module_. | |||
A module is an organizational pattern that allows you to write your | |||
commands in different classes and have them automatically loaded. | |||
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 is being invoked. | |||
Before we create a module, it is **crucial** for you to remember that | |||
in order to create a module and have it automatically discovered, | |||
your module must: | |||
* Be public | |||
* Inherit [ModuleBase] | |||
By now, your module should look like this: | |||
[!code-csharp[Empty Module](samples/empty-module.cs)] | |||
> [!NOTE] | |||
> [ModuleBase] is an `abstract` class, meaning that you may extend it | |||
> or override it as you see fit. Your module may inherit from any | |||
> extension of ModuleBase. | |||
[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx | |||
[Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx | |||
[ModuleBase]: xref:Discord.Commands.ModuleBase`1 | |||
### Adding/Creating Commands | |||
> [!WARNING] | |||
> **Avoid using long-running code** in your modules wherever possible. | |||
> You should **not** be implementing very much logic into your | |||
> modules, instead, 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]. | |||
The next step to creating commands is actually creating the commands. | |||
For a command to be valid, it **must** have a return type of `Task` | |||
or `Task<RuntimeResult>`. Typically, you might want to mark this | |||
method as `async`, although it is not required. | |||
Then, flag your command with the [CommandAttribute]. Note that you must | |||
specify a name for this command, except for when it is part of a | |||
[Module Group](#module-groups). | |||
### Command Parameters | |||
Adding parameters to a command is done by adding parameters to the | |||
parent `Task`. | |||
For example: | |||
* To take an integer as an argument from the user, add `int num`. | |||
* To take a user as an argument from the user, add `IUser user`. | |||
* ...etc. | |||
Starting from 1.0, a command can accept nearly any type of argument; | |||
a full list of types that are parsed by default can | |||
be found in @Guides.Commands.TypeReaders. | |||
[CommandAttribute]: xref:Discord.Commands.CommandAttribute | |||
#### Optional Parameters | |||
Parameters, by default, are always required. To make a parameter | |||
optional, give it a default value (i.e., `int num = 0`). | |||
#### Parameters with Spaces | |||
To accept a comma-separated list, set the parameter to `params Type[]`. | |||
Should a parameter include spaces, the parameter **must** be | |||
wrapped in quotes. For example, for a command with a parameter | |||
`string food`, you would execute it with | |||
`!favoritefood "Key Lime Pie"`. | |||
If you would like a parameter to parse until the end of a command, | |||
flag the parameter with the [RemainderAttribute]. This will | |||
allow a user to invoke a command without wrapping a | |||
parameter in quotes. | |||
[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute | |||
### Command Overloads | |||
You may add overloads to your commands, and the command parser will | |||
automatically pick up on it. | |||
If, for whatever reason, you have two commands which are ambiguous to | |||
each other, you may use the @Discord.Commands.PriorityAttribute to | |||
specify which should be tested before the other. | |||
The `Priority` attributes are sorted in ascending order; the higher | |||
priority will be called first. | |||
### Command Context | |||
Every command can access the execution context through the [Context] | |||
property on [ModuleBase]. `ICommandContext` allows you to access the | |||
message, channel, guild, user, and the underlying Discord client | |||
that the command was invoked from. | |||
Different types of `Context` may be specified using the generic variant | |||
of [ModuleBase]. When using a [SocketCommandContext], for example, the | |||
properties on this context will already be Socket entities, so you | |||
will not need to cast them. | |||
To reply to messages, you may also invoke [ReplyAsync], instead of | |||
accessing the channel through the [Context] and sending a message. | |||
> [!WARNING] | |||
> Contexts should **NOT** be mixed! You cannot have one module that | |||
> uses `CommandContext` and another that uses `SocketCommandContext`. | |||
[Context]: xref:Discord.Commands.ModuleBase`1.Context | |||
[SocketCommandContext]: xref:Discord.Commands.SocketCommandContext | |||
[ReplyAsync]: xref:Discord.Commands.ModuleBase`1.ReplyAsync* | |||
> [!TIP] | |||
> At this point, your module should look comparable to this example: | |||
> [!code-csharp[Example Module](samples/module.cs)] | |||
#### Loading Modules Automatically | |||
The Command Service can automatically discover all classes in an | |||
`Assembly` that inherit [ModuleBase] and load them. Invoke | |||
[CommandService.AddModulesAsync] to discover modules and | |||
install them. | |||
To opt a module out of auto-loading, flag it with | |||
[DontAutoLoadAttribute]. | |||
[DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute | |||
[CommandService.AddModulesAsync]: xref:Discord.Commands.CommandService.AddModulesAsync* | |||
#### Loading Modules Manually | |||
To manually load a module, invoke [CommandService.AddModuleAsync] by | |||
passing in the generic type of your module and optionally, a | |||
service provider. | |||
[CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService.AddModuleAsync* | |||
### Module Constructors | |||
Modules are constructed using @Guides.Commands.DI. Any parameters | |||
that are placed in the Module's constructor must be injected into an | |||
@System.IServiceProvider first. | |||
> [!TIP] | |||
> Alternatively, you may accept an | |||
> `IServiceProvider` as an argument and extract services yourself, | |||
> although this is discouraged. | |||
### Module Properties | |||
Modules with `public` settable properties will have the dependencies | |||
injected after the construction of the module. See @Guides.Commands.DI | |||
to learn more. | |||
### Module Groups | |||
Module Groups allow you to create a module where commands are | |||
prefixed. To create a group, flag a module with the | |||
@Discord.Commands.GroupAttribute. | |||
Module Groups also allow you to create **nameless Commands**, where | |||
the [CommandAttribute] is configured with no name. In this case, the | |||
command will inherit the name of the group it belongs to. | |||
### Submodules | |||
Submodules are "modules" that reside within another one. Typically, | |||
submodules are used to create nested groups (although not required to | |||
create nested groups). | |||
[!code-csharp[Groups and Submodules](samples/groups.cs)] |
@@ -0,0 +1,122 @@ | |||
--- | |||
uid: Guides.Commands.PostExecution | |||
title: Post-command Execution Handling | |||
--- | |||
# Preface | |||
When developing commands, you may want to consider building a | |||
post-execution handling system so you can have finer control | |||
over commands. Discord.Net offers several post-execution workflows | |||
for you to work with. | |||
If you recall, in the [Command Guide], we have shown the following | |||
example for executing and handling commands, | |||
[!code[Command Handler](samples/command_handler.cs)] | |||
You may notice that after we perform [ExecuteAsync], we store the | |||
result and print it to the chat, essentially creating the most | |||
fundamental form of a post-execution handler. | |||
With this in mind, we could start doing things like the following, | |||
[!code[Basic Command Handler](samples/post-execution_basic.cs)] | |||
However, this may not always be preferred, because you are | |||
creating your post-execution logic *with* the essential command | |||
handler. This design could lead to messy code and could potentially | |||
be a violation of the SRP (Single Responsibility Principle). | |||
Another major issue is if your command is marked with | |||
`RunMode.Async`, [ExecuteAsync] will **always** return a successful | |||
[ExecuteResult] instead of the actual result. You can learn more | |||
about the impact in the [FAQ](xref:FAQ.Commands). | |||
## CommandExecuted Event | |||
Enter [CommandExecuted], an event that was introduced in | |||
Discord.Net 2.0. This event is raised whenever a command is | |||
successfully executed **without any run-time exceptions** or **any | |||
parsing or precondition failure**. This means this event can be | |||
used to streamline your post-execution design, and the best thing | |||
about this event is that it is not prone to `RunMode.Async`'s | |||
[ExecuteAsync] drawbacks. | |||
Thus, we can begin working on code such as: | |||
[!code[CommandExecuted demo](samples/command_executed_demo.cs)] | |||
So now we have a streamlined post-execution pipeline, great! What's | |||
next? We can take this further by using [RuntimeResult]. | |||
### RuntimeResult | |||
`RuntimeResult` was initially introduced in 1.0 to allow | |||
developers to centralize their command result logic. | |||
In other words, it is a result type that is designed to be | |||
returned when the command has finished its execution. | |||
However, it wasn't widely adopted due to the aforementioned | |||
[ExecuteAsync] drawback. Since we now have access to a proper | |||
result-handler via the [CommandExecuted] event, we can start | |||
making use of this class. | |||
The best way to make use of it is to create your version of | |||
`RuntimeResult`. You can achieve this by inheriting the `RuntimeResult` | |||
class. | |||
The following creates a bare-minimum required for a sub-class | |||
of `RuntimeResult`, | |||
[!code[Base Use](samples/customresult_base.cs)] | |||
The sky is the limit from here. You can add any additional information | |||
you would like regarding the execution result. | |||
For example, you may want to add your result type or other | |||
helpful information regarding the execution, or something | |||
simple like static methods to help you create return types easily. | |||
[!code[Extended Use](samples/customresult_extended.cs)] | |||
After you're done creating your [RuntimeResult], you can | |||
implement it in your command by marking the command return type to | |||
`Task<RuntimeResult>`. | |||
> [!NOTE] | |||
> You must mark the return type as `Task<RuntimeResult>` instead of | |||
> `Task<MyCustomResult>`. Only the former will be picked up when | |||
> building the module. | |||
Here's an example of a command that utilizes such logic: | |||
[!code[Usage](samples/customresult_usage.cs)] | |||
And now we can check for it in our [CommandExecuted] handler: | |||
[!code[Usage](samples/command_executed_adv_demo.cs)] | |||
## CommandService.Log Event | |||
We have so far covered the handling of various result types, but we | |||
have not talked about what to do if the command enters a catastrophic | |||
failure (i.e., exceptions). To resolve this, we can make use of the | |||
[CommandService.Log] event. | |||
All exceptions thrown during a command execution are caught and sent | |||
to the Log event under the [LogMessage.Exception] property | |||
as a [CommandException] type. The [CommandException] class allows | |||
us to access the exception thrown, as well as the context | |||
of the command. | |||
[!code[Logger Sample](samples/command_exception_log.cs)] | |||
[CommandException]: xref:Discord.Commands.CommandException | |||
[LogMessage.Exception]: xref:Discord.LogMessage.Exception | |||
[CommandService.Log]: xref:Discord.Commands.CommandService.Log | |||
[RuntimeResult]: xref:Discord.Commands.RuntimeResult | |||
[CommandExecuted]: xref:Discord.Commands.CommandService.CommandExecuted | |||
[ExecuteAsync]: xref:Discord.Commands.CommandService.ExecuteAsync* | |||
[ExecuteResult]: xref:Discord.Commands.ExecuteResult | |||
[Command Guide]: xref:Guides.Commands.Intro |
@@ -0,0 +1,58 @@ | |||
--- | |||
uid: Guides.Commands.Preconditions | |||
title: Preconditions | |||
--- | |||
# 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. | |||
There are two types of Preconditions you can use: | |||
* [PreconditionAttribute] can be applied to Modules, Groups, or Commands. | |||
* [ParameterPreconditionAttribute] can be applied to Parameters. | |||
You may visit their respective API documentation to find out more. | |||
[PreconditionAttribute]: xref:Discord.Commands.PreconditionAttribute | |||
[ParameterPreconditionAttribute]: xref:Discord.Commands.ParameterPreconditionAttribute | |||
## Bundled Preconditions | |||
@Discord.Commands ships with several bundled Preconditions for you | |||
to use. | |||
* @Discord.Commands.RequireContextAttribute | |||
* @Discord.Commands.RequireOwnerAttribute | |||
* @Discord.Commands.RequireBotPermissionAttribute | |||
* @Discord.Commands.RequireUserPermissionAttribute | |||
* @Discord.Commands.RequireNsfwAttribute | |||
## Custom Preconditions | |||
To write your own Precondition, create a new class that inherits from | |||
either [PreconditionAttribute] or [ParameterPreconditionAttribute] | |||
depending on your use. | |||
In order for your Precondition to function, you will need to override | |||
the [CheckPermissionsAsync] method. | |||
If the context meets the required parameters, return | |||
[PreconditionResult.FromSuccess], otherwise return | |||
[PreconditionResult.FromError] and include an error message if | |||
necessary. | |||
> [!NOTE] | |||
> Visual Studio can help you implement missing members | |||
> from the abstract class by using the "Implement Abstract Class" | |||
> IntelliSense hint. | |||
### Example - Creating a Custom Precondition | |||
[!code-csharp[Custom Precondition](samples/require_owner.cs)] | |||
[CheckPermissionsAsync]: xref:Discord.Commands.PreconditionAttribute.CheckPermissionsAsync* | |||
[PreconditionResult.FromSuccess]: xref:Discord.Commands.PreconditionResult.FromSuccess* | |||
[PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult.FromError* |
@@ -0,0 +1,13 @@ | |||
public async Task LogAsync(LogMessage logMessage) | |||
{ | |||
// This casting type requries C#7 | |||
if (logMessage.Exception is CommandException cmdException) | |||
{ | |||
// We can tell the user that something unexpected has happened | |||
await cmdException.Context.Channel.SendMessageAsync("Something went catastrophically wrong!"); | |||
// We can also log this incident | |||
Console.WriteLine($"{cmdException.Context.User} failed to execute '{cmdException.Command.Name}' in {cmdException.Context.Channel}."); | |||
Console.WriteLine(cmdException.ToString()); | |||
} | |||
} |
@@ -0,0 +1,13 @@ | |||
public async Task OnCommandExecutedAsync(CommandInfo command, ICommandContext context, IResult result) | |||
{ | |||
switch(result) | |||
{ | |||
case MyCustomResult customResult: | |||
// do something extra with it | |||
break; | |||
default: | |||
if (!string.IsNullOrEmpty(result.ErrorReason)) | |||
await context.Channel.SendMessageAsync(result.ErrorReason); | |||
break; | |||
} | |||
} |
@@ -0,0 +1,38 @@ | |||
public async Task SetupAsync() | |||
{ | |||
await _command.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
// Hook the execution event | |||
_command.CommandExecuted += OnCommandExecutedAsync; | |||
// Hook the command handler | |||
_client.MessageReceived += HandleCommandAsync; | |||
} | |||
public async Task OnCommandExecutedAsync(CommandInfo command, ICommandContext context, IResult result) | |||
{ | |||
// We have access to the information of the command executed, | |||
// the context of the command, and the result returned from the | |||
// execution in this event. | |||
// We can tell the user what went wrong | |||
if (!string.IsNullOrEmpty(result?.ErrorReason)) | |||
{ | |||
await context.Channel.SendMessageAsync(result.ErrorReason); | |||
} | |||
// ...or even log the result (the method used should fit into | |||
// your existing log handler) | |||
await _log.LogAsync(new LogMessage(LogSeverity.Info, "CommandExecution", $"{command?.Name} was executed at {DateTime.UtcNow}.")); | |||
} | |||
public async Task HandleCommandAsync(SocketMessage msg) | |||
{ | |||
var message = messageParam as SocketUserMessage; | |||
if (message == null) return; | |||
int argPos = 0; | |||
if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(_client.CurrentUser, ref argPos))) return; | |||
var context = new SocketCommandContext(_client, message); | |||
var result = await _commands.ExecuteAsync(context, argPos, _services); | |||
// Optionally, you may pass the result manually into your | |||
// CommandExecuted event handler if you wish to handle parsing or | |||
// precondition failures in the same method. | |||
// await OnCommandExecutedAsync(null, context, result); | |||
} |
@@ -1,46 +1,20 @@ | |||
using System; | |||
using System.Threading.Tasks; | |||
using System.Reflection; | |||
using Discord; | |||
using Discord.WebSocket; | |||
using Discord.Commands; | |||
using Microsoft.Extensions.DependencyInjection; | |||
public class Program | |||
public class CommandHandle | |||
{ | |||
private CommandService _commands; | |||
private DiscordSocketClient _client; | |||
private IServiceProvider _services; | |||
private static void Main(string[] args) => new Program().StartAsync().GetAwaiter().GetResult(); | |||
private readonly DiscordSocketClient _client; | |||
private readonly CommandService _commands; | |||
public async Task StartAsync() | |||
public CommandHandle(DiscordSocketClient client) | |||
{ | |||
_client = new DiscordSocketClient(); | |||
_client = client; | |||
_commands = new CommandService(); | |||
// Avoid hard coding your token. Use an external source instead in your code. | |||
string token = "bot token here"; | |||
_services = new ServiceCollection() | |||
.AddSingleton(_client) | |||
.AddSingleton(_commands) | |||
.BuildServiceProvider(); | |||
await InstallCommandsAsync(); | |||
await _client.LoginAsync(TokenType.Bot, token); | |||
await _client.StartAsync(); | |||
await Task.Delay(-1); | |||
} | |||
public async Task InstallCommandsAsync() | |||
{ | |||
// Hook the MessageReceived Event into our Command Handler | |||
_client.MessageReceived += HandleCommandAsync; | |||
// Discover all of the commands in this assembly and load them. | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
} | |||
private async Task HandleCommandAsync(SocketMessage messageParam) | |||
@@ -0,0 +1,6 @@ | |||
public class MyCustomResult : RuntimeResult | |||
{ | |||
public MyCustomResult(CommandError? error, string reason) : base(error, reason) | |||
{ | |||
} | |||
} |
@@ -0,0 +1,10 @@ | |||
public class MyCustomResult : RuntimeResult | |||
{ | |||
public MyCustomResult(CommandError? error, string reason) : base(error, reason) | |||
{ | |||
} | |||
public static MyCustomResult FromError(string reason) => | |||
new MyCustomResult(CommandError.Unsuccessful, reason); | |||
public static MyCustomResult FromSuccess(string reason = null) => | |||
new MyCustomResult(null, reason); | |||
} |
@@ -0,0 +1,10 @@ | |||
public class MyModule : ModuleBase<SocketCommandContext> | |||
{ | |||
[Command("eat")] | |||
public async Task<RuntimeResult> ChooseAsync(string food) | |||
{ | |||
if (food == "salad") | |||
return MyCustomResult.FromError("No salad allowed!"); | |||
return MyCustomResult.FromSuccess($"I'll take a {food}!"). | |||
} | |||
} |
@@ -14,5 +14,5 @@ public async Task InstallAsync(DiscordSocketClient client) | |||
.AddSingleton<DatabaseService>() | |||
.BuildServiceProvider(); | |||
// ... | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
} |
@@ -1,40 +1,30 @@ | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
public class ModuleA : ModuleBase | |||
public class DatabaseModule : ModuleBase<SocketCommandContext> | |||
{ | |||
private readonly DatabaseService _database; | |||
// Dependencies can be injected via the constructor | |||
public ModuleA(DatabaseService database) | |||
public DatabaseModule(DatabaseService database) | |||
{ | |||
_database = database; | |||
} | |||
public async Task ReadFromDb() | |||
[Command("read")] | |||
public async Task ReadFromDbAsync() | |||
{ | |||
var x = _database.getX(); | |||
await ReplyAsync(x); | |||
await ReplyAsync(_database.GetData()); | |||
} | |||
} | |||
public class ModuleB | |||
public class MixModule : ModuleBase<SocketCommandContext> | |||
{ | |||
// Public settable properties will be injected | |||
public AnnounceService { get; set; } | |||
public AnnounceService AnnounceService { get; set; } | |||
// Public properties without setters will not | |||
public CommandService Commands { get; } | |||
// Public properties without setters will not be injected | |||
public ImageService ImageService { get; } | |||
// Public properties annotated with [DontInject] will not | |||
// be injected | |||
[DontInject] | |||
public NotificationService { get; set; } | |||
public ModuleB(CommandService commands) | |||
{ | |||
Commands = commands; | |||
} | |||
} | |||
public NotificationService NotificationService { get; set; } | |||
} |
@@ -1,5 +1,7 @@ | |||
using Discord.Commands; | |||
// Keep in mind your module **must** be public and inherit ModuleBase. | |||
// If it isn't, it will not be discovered by AddModulesAsync! | |||
public class InfoModule : ModuleBase<SocketCommandContext> | |||
{ | |||
@@ -1,24 +1,25 @@ | |||
// Create a module with no prefix | |||
public class Info : ModuleBase<SocketCommandContext> | |||
public class InfoModule : ModuleBase<SocketCommandContext> | |||
{ | |||
// ~say hello -> hello | |||
// ~say hello world -> hello world | |||
[Command("say")] | |||
[Summary("Echoes a message.")] | |||
public async Task SayAsync([Remainder] [Summary("The text to echo")] string echo) | |||
{ | |||
// ReplyAsync is a method on ModuleBase | |||
await ReplyAsync(echo); | |||
} | |||
public Task SayAsync([Remainder] [Summary("The text to echo")] string echo) | |||
=> ReplyAsync(echo); | |||
// ReplyAsync is a method on ModuleBase | |||
} | |||
// Create a module with the 'sample' prefix | |||
[Group("sample")] | |||
public class Sample : ModuleBase<SocketCommandContext> | |||
public class SampleModule : ModuleBase<SocketCommandContext> | |||
{ | |||
// ~sample square 20 -> 400 | |||
[Command("square")] | |||
[Summary("Squares a number.")] | |||
public async Task SquareAsync([Summary("The number to square.")] int num) | |||
public async Task SquareAsync( | |||
[Summary("The number to square.")] | |||
int num) | |||
{ | |||
// We can also access the channel from the Command Context. | |||
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | |||
@@ -31,9 +32,12 @@ public class Sample : ModuleBase<SocketCommandContext> | |||
// ~sample userinfo 96642168176807936 --> Khionu#8708 | |||
// ~sample whois 96642168176807936 --> Khionu#8708 | |||
[Command("userinfo")] | |||
[Summary("Returns info about the current user, or the user parameter, if one passed.")] | |||
[Summary | |||
("Returns info about the current user, or the user parameter, if one passed.")] | |||
[Alias("user", "whois")] | |||
public async Task UserInfoAsync([Summary("The (optional) user to get info for")] SocketUser user = null) | |||
public async Task UserInfoAsync( | |||
[Summary("The (optional) user to get info from")] | |||
SocketUser user = null) | |||
{ | |||
var userInfo = user ?? Context.Client.CurrentUser; | |||
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | |||
@@ -0,0 +1,11 @@ | |||
var result = await _commands.ExecuteAsync(context, argPos, _services); | |||
if (result.CommandError != null) | |||
switch(result.CommandError) | |||
{ | |||
case CommandError.BadArgCount: | |||
await context.Channel.SendMessageAsync("Parameter count does not match any command's."); | |||
break; | |||
default: | |||
await context.Channel.SendMessageAsync($"An error has occurred {result.ErrorReason}"); | |||
break; | |||
} |
@@ -1,4 +1,5 @@ | |||
// (Note: This precondition is obsolete, it is recommended to use the RequireOwnerAttribute that is bundled with Discord.Commands) | |||
// (Note: This precondition is obsolete, it is recommended to use the | |||
// RequireOwnerAttribute that is bundled with Discord.Commands) | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
@@ -10,7 +11,7 @@ using System.Threading.Tasks; | |||
public class RequireOwnerAttribute : PreconditionAttribute | |||
{ | |||
// Override the CheckPermissions method | |||
public async override Task<PreconditionResult> CheckPermissions(ICommandContext context, CommandInfo command, IServiceProvider services) | |||
public async override Task<PreconditionResult> CheckPermissionsAsync(ICommandContext context, CommandInfo command, IServiceProvider services) | |||
{ | |||
// Get the ID of the bot's owner | |||
var ownerId = (await services.GetService<DiscordSocketClient>().GetApplicationInfoAsync()).Owner.Id; | |||
@@ -0,0 +1,29 @@ | |||
public class CommandHandler | |||
{ | |||
private readonly CommandService _commands; | |||
private readonly DiscordSocketClient _client; | |||
private readonly IServiceProvider _services; | |||
public CommandHandler(CommandService commands, DiscordSocketClient client, IServiceProvider services) | |||
{ | |||
_commands = commands; | |||
_client = client; | |||
_services = services; | |||
} | |||
public async Task SetupAsync() | |||
{ | |||
_client.MessageReceived += CommandHandleAsync; | |||
// Add BooleanTypeReader to type read for the type "bool" | |||
_commands.AddTypeReader(typeof(bool), new BooleanTypeReader()); | |||
// Then register the modules | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
} | |||
public async Task CommandHandleAsync(SocketMessage msg) | |||
{ | |||
// ... | |||
} | |||
} |
@@ -1,10 +1,11 @@ | |||
// Note: This example is obsolete, a boolean type reader is bundled with Discord.Commands | |||
// Note: This example is obsolete, a boolean type reader is bundled | |||
// with Discord.Commands | |||
using Discord; | |||
using Discord.Commands; | |||
public class BooleanTypeReader : TypeReader | |||
{ | |||
public override Task<TypeReaderResult> Read(ICommandContext context, string input, IServiceProvider services) | |||
public override Task<TypeReaderResult> ReadAsync(ICommandContext context, string input, IServiceProvider services) | |||
{ | |||
bool result; | |||
if (bool.TryParse(input, out result)) | |||
@@ -0,0 +1,69 @@ | |||
--- | |||
uid: Guides.Commands.TypeReaders | |||
title: Type Readers | |||
--- | |||
# Type Readers | |||
Type Readers allow you to parse different types of arguments in | |||
your commands. | |||
By default, the following Types are supported arguments: | |||
* `bool` | |||
* `char` | |||
* `sbyte`/`byte` | |||
* `ushort`/`short` | |||
* `uint`/`int` | |||
* `ulong`/`long` | |||
* `float`, `double`, `decimal` | |||
* `string` | |||
* `DateTime`/`DateTimeOffset`/`TimeSpan` | |||
* `Nullable<T>` where applicible | |||
* Any implementation of `IChannel`/`IMessage`/`IUser`/`IRole` | |||
## Creating a Type Reader | |||
To create a `TypeReader`, create a new class that imports @Discord and | |||
@Discord.Commands and ensure the class inherits from | |||
@Discord.Commands.TypeReader. Next, satisfy the `TypeReader` class by | |||
overriding the [ReadAsync] method. | |||
Inside this Task, add whatever logic you need to parse the input | |||
string. | |||
If you are able to successfully parse the input, return | |||
[TypeReaderResult.FromSuccess] with the parsed input, otherwise return | |||
[TypeReaderResult.FromError] and include an error message if | |||
necessary. | |||
> [!NOTE] | |||
> Visual Studio can help you implement missing members | |||
> from the abstract class by using the "Implement Abstract Class" | |||
> IntelliSense hint. | |||
[TypeReaderResult]: xref:Discord.Commands.TypeReaderResult | |||
[TypeReaderResult.FromSuccess]: xref:Discord.Commands.TypeReaderResult.FromSuccess* | |||
[TypeReaderResult.FromError]: xref:Discord.Commands.TypeReaderResult.FromError* | |||
[ReadAsync]: xref:Discord.Commands.TypeReader.ReadAsync* | |||
### Example - Creating a Type Reader | |||
[!code-csharp[TypeReaders](samples/typereader.cs)] | |||
## Registering a Type Reader | |||
TypeReaders are not automatically discovered by the Command Service | |||
and must be explicitly added. | |||
To register a TypeReader, invoke [CommandService.AddTypeReader]. | |||
> [!IMPORTANT] | |||
> TypeReaders must be added prior to module discovery, otherwise your | |||
> TypeReaders may not work! | |||
[CommandService.AddTypeReader]: xref:Discord.Commands.CommandService.AddTypeReader* | |||
### Example - Adding a Type Reader | |||
[!code-csharp[Adding TypeReaders](samples/typereader-register.cs)] |
@@ -1,51 +1,48 @@ | |||
--- | |||
uid: Guides.Concepts.ManageConnections | |||
title: Managing Connections | |||
--- | |||
In Discord.Net, once a client has been started, it will automatically | |||
maintain a connection to Discord's gateway, until it is manually | |||
maintain a connection to Discord's gateway until it is manually | |||
stopped. | |||
### Usage | |||
To start a connection, invoke the `StartAsync` method on a client that | |||
supports a WebSocket connection. | |||
These clients include the [DiscordSocketClient] and | |||
[DiscordRpcClient], as well as Audio clients. | |||
To end a connection, invoke the `StopAsync` method. This will | |||
gracefully close any open WebSocket or UdpSocket connections. | |||
supports a WebSocket connection; to end a connection, invoke the | |||
`StopAsync` method, which gracefully closes any open WebSocket or | |||
UdpSocket connections. | |||
Since the Start/Stop methods only signal to an underlying connection | |||
manager that a connection needs to be started, **they return before a | |||
connection is actually made.** | |||
manager that a connection needs to be started, **they return before a | |||
connection is made.** | |||
As a result, you will need to hook into one of the connection-state | |||
As a result, you need to hook into one of the connection-state | |||
based events to have an accurate representation of when a client is | |||
ready for use. | |||
All clients provide a `Connected` and `Disconnected` event, which is | |||
raised respectively when a connection opens or closes. In the case of | |||
the DiscordSocketClient, this does **not** mean that the client is | |||
the [DiscordSocketClient], this does **not** mean that the client is | |||
ready to be used. | |||
A separate event, `Ready`, is provided on DiscordSocketClient, which | |||
A separate event, `Ready`, is provided on [DiscordSocketClient], which | |||
is raised only when the client has finished guild stream or guild | |||
sync, and has a complete guild cache. | |||
sync and has a completed guild cache. | |||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
[DiscordRpcClient]: xref:Discord.Rpc.DiscordRpcClient | |||
### Samples | |||
[!code-csharp[Connection Sample](samples/events.cs)] | |||
### Tips | |||
### Reconnection | |||
Avoid running long-running code on the gateway! If you deadlock the | |||
gateway (as explained in [events]), the connection manager will be | |||
unable to recover and reconnect. | |||
> [!TIP] | |||
> Avoid running long-running code on the gateway! If you deadlock the | |||
> gateway (as explained in [events]), the connection manager will | |||
> **NOT** be able to recover and reconnect. | |||
Assuming the client disconnected because of a fault on Discord's end, | |||
and not a deadlock on your end, we will always attempt to reconnect | |||
@@ -53,6 +50,6 @@ and resume a connection. | |||
Don't worry about trying to maintain your own connections, the | |||
connection manager is designed to be bulletproof and never fail - if | |||
your client doesn't manage to reconnect, you've found a bug! | |||
your client does not manage to reconnect, you have found a bug! | |||
[events]: events.md | |||
[events]: xref:Guides.Concepts.Events |
@@ -0,0 +1,86 @@ | |||
--- | |||
uid: Guides.Concepts.Deployment | |||
title: Deploying the Bot | |||
--- | |||
# Deploying the Bot | |||
After finishing your application, you may want to deploy your bot to a | |||
remote location such as a Virtual Private Server (VPS) or another | |||
computer so you can keep the bot up and running 24/7. | |||
## Recommended VPS | |||
For small-medium scaled bots, a cheap VPS (~$5) might be sufficient | |||
enough. Here is a list of recommended VPS provider. | |||
* [DigitalOcean](https://www.digitalocean.com/) | |||
* Description: American cloud infrastructure provider headquartered | |||
in New York City with data centers worldwide. | |||
* Location(s): | |||
* Asia: Singapore, India | |||
* America: Canada, United States | |||
* Europe: Netherlands, Germany, United Kingdom | |||
* Based in: United States | |||
* [Vultr](https://www.vultr.com/) | |||
* Description: DigitalOcean-like | |||
* Location(s): | |||
* Asia: Japan, Australia, Singapore | |||
* America: United States | |||
* Europe: United Kingdom, France, Netherlands, Germany | |||
* Based in: United States | |||
* [OVH](https://www.ovh.com/) | |||
* Description: French cloud computing company that offers VPS, | |||
dedicated servers and other web services. | |||
* Location(s): | |||
* Asia: Australia, Singapore | |||
* America: United States, Canada | |||
* Europe: United Kingdom, Poland, Germany | |||
* Based in: Europe | |||
* [Scaleway](https://www.scaleway.com/) | |||
* Description: Cheap but powerful VPS owned by [Online.net](https://online.net/). | |||
* Location(s): | |||
* Europe: France, Netherlands | |||
* Based in: Europe | |||
* [Time4VPS](https://www.time4vps.eu/) | |||
* Description: Affordable and powerful VPS Hosting in Europe. | |||
* Location(s): | |||
* Europe: Lithuania | |||
* Based in: Europe | |||
## .NET Core Deployment | |||
> [!NOTE] | |||
> This section only covers the very basics of .NET Core deployment. | |||
> To learn more about deployment, visit [.NET Core application deployment] | |||
> by Microsoft. | |||
By default, .NET Core compiles all projects as a DLL file, so that any | |||
.NET Core runtime can execute the application. | |||
You may execute the application via `dotnet myprogram.dll` assuming you | |||
have the dotnet CLI installed. | |||
When redistributing the application, you may want to publish the | |||
application, or in other words, create a self-contained package | |||
for use on another machine without installing the dependencies first. | |||
This can be achieved by using the dotnet CLI too on the development | |||
machine: | |||
* `dotnet publish -c Release` | |||
Additionally, you may want to target a specific platform when | |||
publishing the application so you may use the application without | |||
having to install the Core runtime on the target machine. To do this, | |||
you may specify an [Runtime ID] upon build/publish with the `-r` | |||
option. | |||
For example, when targeting a Windows 10 machine, you may want to use | |||
the following to create the application in Windows executable | |||
format (.exe): | |||
* `dotnet publish -c Release -r win10-x64` | |||
[.NET Core application deployment]: https://docs.microsoft.com/en-us/dotnet/core/deploying/ | |||
[Runtime ID]: https://docs.microsoft.com/en-us/dotnet/core/rid-catalog |
@@ -1,23 +1,26 @@ | |||
--- | |||
uid: Guides.Concepts.Entities | |||
title: Entities | |||
--- | |||
>[!NOTE] | |||
This article is written with the Socket variants of entities in mind, | |||
not the general interfaces or Rest/Rpc entities. | |||
# Entities in Discord.Net | |||
> [!NOTE] | |||
> This article is written with the Socket variants of entities in mind, | |||
> not the general interfaces or Rest/Rpc entities. | |||
Discord.Net provides a versatile entity system for navigating the | |||
Discord API. | |||
### Inheritance | |||
## Inheritance | |||
Due to the nature of the Discord API, some entities are designed with | |||
multiple variants; for example, `SocketUser` and `SocketGuildUser`. | |||
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 | |||
For example, in the case of the `MessageReceived` event, a | |||
`SocketMessage` is passed in with a channel property of type | |||
`SocketMessageChannel`. All messages come from channels capable of | |||
messaging, so this is the only variant of a channel that can cover | |||
@@ -28,44 +31,36 @@ But that doesn't mean a message _can't_ come from a | |||
retrieve information about a guild from a message entity, you will | |||
need to cast its channel object to a `SocketTextChannel`. | |||
### Navigation | |||
You can find out various types of entities in the @FAQ.Misc.Glossary | |||
page. | |||
## Navigation | |||
All socket entities have navigation properties on them, which allow | |||
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 | |||
an entity to navigate to its parent. | |||
### Accessing Entities | |||
## Accessing Entities | |||
The most basic forms of entities, `SocketGuild`, `SocketUser`, and | |||
`SocketChannel` can be pulled from the DiscordSocketClient's global | |||
cache, and can be retrieved using the respective `GetXXX` method on | |||
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 | |||
> [!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 | |||
entities, e.g. `SocketGuild.GetUser`, which returns a | |||
`SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a | |||
entities, e.g., `SocketGuild.GetUser`, which returns a | |||
`SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a | |||
`SocketGuildChannel`. Again, you may need to cast these objects to get | |||
a variant of the type that you need. | |||
### Samples | |||
[!code-csharp[Entity Sample](samples/entities.cs)] | |||
### Tips | |||
Avoid using boxing-casts to coerce entities into a variant, use the | |||
[`as`] keyword, and a null-conditional operator instead. | |||
This allows you to write safer code and avoid [InvalidCastExceptions]. | |||
For example, `(message.Author as SocketGuildUser)?.Nickname`. | |||
## Sample | |||
[`as`]: https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/as | |||
[InvalidCastExceptions]: https://msdn.microsoft.com/en-us/library/system.invalidcastexception(v=vs.110).aspx | |||
[!code-csharp[Entity Sample](samples/entities.cs)] |
@@ -1,16 +1,19 @@ | |||
--- | |||
uid: Guides.Concepts.Events | |||
title: Working with Events | |||
--- | |||
# Events in Discord.Net | |||
Events in Discord.Net are consumed in a similar manner to the standard | |||
convention, with the exception that every event must be of the type | |||
`System.Threading.Tasks.Task` and instead of using `EventArgs`, the | |||
event's parameters are passed directly into the handler. | |||
@System.Threading.Tasks.Task and instead of using @System.EventArgs, | |||
the event's parameters are passed directly into the handler. | |||
This allows for events to be handled in an async context directly | |||
instead of relying on `async void`. | |||
### Usage | |||
## Usage | |||
To receive data from an event, hook into it using C#'s delegate | |||
event pattern. | |||
@@ -18,7 +21,7 @@ event pattern. | |||
You may either opt to hook an event to an anonymous function (lambda) | |||
or a named function. | |||
### Safety | |||
## Safety | |||
All events are designed to be thread-safe; events are executed | |||
synchronously off the gateway task in the same context as the gateway | |||
@@ -39,7 +42,7 @@ a deadlock that will be impossible to recover from. | |||
Exceptions in commands will be swallowed by the gateway and logged out | |||
through the client's log method. | |||
### Common Patterns | |||
## Common Patterns | |||
As you may know, events in Discord.Net are only given a signature of | |||
`Func<T1, ..., Task>`. There is no room for predefined argument names, | |||
@@ -49,7 +52,7 @@ directly. | |||
That being said, there are a variety of common patterns that allow you | |||
to infer what the parameters in an event mean. | |||
#### Entity, Entity | |||
### Entity, Entity | |||
An event handler with a signature of `Func<Entity, Entity, Task>` | |||
typically means that the first object will be a clone of the entity | |||
@@ -58,10 +61,10 @@ model of the entity _after_ the change was made. | |||
This pattern is typically only found on `EntityUpdated` events. | |||
#### Cacheable | |||
### Cacheable | |||
An event handler with a signature of `Func<Cacheable, Entity, Task>` | |||
means that the `before` state of the entity was not provided by the | |||
means that the `before` state of the entity was not provided by the | |||
API, so it can either be pulled from the client's cache or | |||
downloaded from the API. | |||
@@ -70,15 +73,12 @@ object. | |||
[Cacheable]: xref:Discord.Cacheable`2 | |||
### Samples | |||
[!code-csharp[Event Sample](samples/events.cs)] | |||
> [!NOTE] | |||
> Many events relating to a Message entity (i.e., `MessageUpdated` and | |||
> `ReactionAdded`) rely on the client's message cache, which is | |||
> **not** enabled by default. Set the `MessageCacheSize` flag in | |||
> @Discord.WebSocket.DiscordSocketConfig to enable it. | |||
### Tips | |||
## Sample | |||
Many events relating to a Message entity (i.e. `MessageUpdated` and | |||
`ReactionAdded`) rely on the client's message cache, which is | |||
**not** enabled by default. Set the `MessageCacheSize` flag in | |||
[DiscordSocketConfig] to enable it. | |||
[DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | |||
[!code-csharp[Event Sample](samples/events.cs)] |
@@ -1,19 +1,28 @@ | |||
--- | |||
title: Logging | |||
uid: Guides.Concepts.Logging | |||
title: Logging Events/Data | |||
--- | |||
Discord.Net's clients provide a [Log] event that all messages will be | |||
disbatched over. | |||
# Logging in Discord.Net | |||
Discord.Net's clients provide a log event that all messages will be | |||
dispatched over. | |||
For more information about events in Discord.Net, see the [Events] | |||
section. | |||
[Log]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log | |||
[Events]: events.md | |||
[Events]: xref:Guides.Concepts.Events | |||
> [!WARNING] | |||
> Due to the nature of Discord.Net's event system, all log event | |||
> handlers will be executed synchronously on the gateway thread. If your | |||
> log output will be dumped to a Web API (e.g., Sentry), you are advised | |||
> to wrap your output in a `Task.Run` so the gateway thread does not | |||
> become blocked while waiting for logging data to be written. | |||
### Usage | |||
## Usage in Client(s) | |||
To receive log events, simply hook the discord client's log method | |||
To receive log events, simply hook the Discord client's @Discord.Rest.BaseDiscordClient.Log | |||
to a `Task` with a single parameter of type [LogMessage]. | |||
It is recommended that you use an established function instead of a | |||
@@ -22,10 +31,10 @@ to a logging function to write their own messages. | |||
[LogMessage]: xref:Discord.LogMessage | |||
### Usage in Commands | |||
## Usage in Commands | |||
Discord.Net's [CommandService] also provides a log event, identical | |||
in signature to other log events. | |||
Discord.Net's [CommandService] also provides a @Discord.Commands.CommandService.Log | |||
event, identical in signature to other log events. | |||
Data logged through this event is typically coupled with a | |||
[CommandException], where information about the command's context | |||
@@ -34,14 +43,6 @@ and error can be found and handled. | |||
[CommandService]: xref:Discord.Commands.CommandService | |||
[CommandException]: xref:Discord.Commands.CommandException | |||
#### Samples | |||
## Sample | |||
[!code-csharp[Logging Sample](samples/logging.cs)] | |||
#### Tips | |||
Due to the nature of Discord.Net's event system, all log event | |||
handlers will be executed synchronously on the gateway thread. If your | |||
log output will be dumped to a Web API (e.g. Sentry), you are advised | |||
to wrap your output in a `Task.Run` so the gateway thread does not | |||
become blocked while waiting for logging data to be written. |
@@ -10,7 +10,7 @@ public class Program | |||
{ | |||
_client = new DiscordSocketClient(); | |||
await _client.LoginAsync(TokenType.Bot, "bot token"); | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken")); | |||
await _client.StartAsync(); | |||
Console.WriteLine("Press any key to exit..."); | |||
@@ -1,13 +1,11 @@ | |||
public string GetChannelTopic(ulong id) | |||
{ | |||
var channel = client.GetChannel(81384956881809408) as SocketTextChannel; | |||
if (channel == null) return ""; | |||
return channel.Topic; | |||
return channel?.Topic; | |||
} | |||
public string GuildOwner(SocketChannel channel) | |||
public SocketGuildUser GetGuildOwner(SocketChannel channel) | |||
{ | |||
var guild = (channel as SocketGuildChannel)?.Guild; | |||
if (guild == null) return ""; | |||
return Context.Guild.Owner.Username; | |||
return guild?.Owner; | |||
} |
@@ -14,7 +14,7 @@ public class Program | |||
var _config = new DiscordSocketConfig { MessageCacheSize = 100 }; | |||
_client = new DiscordSocketClient(_config); | |||
await _client.LoginAsync(TokenType.Bot, "bot token"); | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken")); | |||
await _client.StartAsync(); | |||
_client.MessageUpdated += MessageUpdated; | |||
@@ -15,7 +15,7 @@ public class Program | |||
_client.Log += Log; | |||
await _client.LoginAsync(TokenType.Bot, "bot token"); | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken")); | |||
await _client.StartAsync(); | |||
await Task.Delay(-1); | |||
@@ -0,0 +1,251 @@ | |||
--- | |||
uid: Guides.GettingStarted.FirstBot | |||
title: Start making a bot | |||
--- | |||
# Making a Ping-Pong bot | |||
One of ways to get started with the Discord API is to write a basic | |||
ping-pong bot. This bot will respond to a simple command "ping." | |||
We will expand on this to create more diverse commands later, but for | |||
now, it is a good starting point. | |||
## Creating a Discord Bot | |||
Before writing your bot, it is necessary to create a bot account via the | |||
Discord Applications Portal first. | |||
1. Visit the [Discord Applications Portal]. | |||
2. Create a New Application. | |||
3. Give the application a name (this will be the bot's initial username). | |||
4. Create the Application. | |||
 | |||
5. In the application review page, click **Create a Bot User**. | |||
 | |||
6. Confirm the popup. | |||
7. (Optional) If this bot will be public, check "Public Bot." | |||
* **Do not tick any other options!** | |||
[Discord Applications Portal]: https://discordapp.com/developers/applications/me | |||
## Adding your bot to a server | |||
Bots **cannot** use invite links; they must be explicitly invited | |||
through the OAuth2 flow. | |||
1. Open your bot's application on the [Discord Applications Portal]. | |||
2. Navigate to `OAuth2 URL Generator` and click on `Generate OAuth2 URL`. | |||
 | |||
3. Select the permissions that you wish to assign your bot with. | |||
> [!NOTE] | |||
> This will assign the bot with a special "managed" role that no | |||
> one else can use. The permissions can be changed later in the | |||
> roles settings if you ever change your mind! | |||
4. Open the generated authorization URL in your browser. | |||
5. Select a server. | |||
6. Click on authorize. | |||
> [!NOTE] | |||
> Only servers where you have the `MANAGE_SERVER` permission will be | |||
> present in this list. | |||
 | |||
## Connecting to Discord | |||
If you have not already created a project and installed Discord.Net, | |||
do that now. | |||
For more information, see @Guides.GettingStarted.Installation. | |||
### Async | |||
Discord.Net uses .NET's [Task-based Asynchronous Pattern (TAP)] | |||
extensively - nearly every operation is asynchronous. It is highly | |||
recommended that these operations are awaited in a | |||
properly established async context whenever possible. | |||
To establish an async context, we will be creating an async main method | |||
in your console application, and rewriting the static main method to | |||
invoke the new async main. | |||
[!code-csharp[Async Context](samples/first-bot/async-context.cs)] | |||
As a result of this, your program will now start and immediately | |||
jump into an async context. This will allow us to create a connection | |||
to Discord later on without having to worry about setting up the | |||
correct async implementation. | |||
> [!WARNING] | |||
> If your application throws any exceptions within an async context, | |||
> they will be thrown all the way back up to the first non-async method; | |||
> since our first non-async method is the program's `Main` method, this | |||
> means that **all** unhandled exceptions will be thrown up there, which | |||
> will crash your application. | |||
> | |||
> Discord.Net will prevent exceptions in event handlers from crashing | |||
> your program, but any exceptions in your async main **will** cause | |||
> the application to crash. | |||
[Task-based Asynchronous Pattern (TAP)]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async | |||
### Creating a logging method | |||
Before we create and configure a Discord client, we will add a method | |||
to handle Discord.Net's log events. | |||
To allow agnostic support of as many log providers as possible, we | |||
log information through a `Log` event with a proprietary `LogMessage` | |||
parameter. See the [API Documentation] for this event. | |||
If you are using your own logging framework, this is where you would | |||
invoke it. For the sake of simplicity, we will only be logging to | |||
the console. | |||
You may learn more about this concept in @Guides.Concepts.Logging. | |||
[!code-csharp[Async Context](samples/first-bot/logging.cs)] | |||
[API Documentation]: xref:Discord.Rest.BaseDiscordClient.Log | |||
### Creating a Discord Client | |||
Finally, we can create a new connection to Discord. | |||
Since we are writing a bot, we will be using a [DiscordSocketClient] | |||
along with socket entities. See @Guides.GettingStarted.Terminology | |||
if you are unsure of the differences. | |||
To establish a new connection, we will create an instance of | |||
[DiscordSocketClient] in the new async main. You may pass in an | |||
optional @Discord.WebSocket.DiscordSocketConfig if necessary. For most | |||
users, the default will work fine. | |||
Before connecting, we should hook the client's `Log` event to the | |||
log handler that we had just created. Events in Discord.Net work | |||
similarly to any other events in C#. | |||
Next, you will need to "login to Discord" with the [LoginAsync] | |||
method with the application's "token." | |||
> [!NOTE] | |||
> Pay attention to what you are copying from the developer portal! | |||
> A token is not the same as the application's "client secret." | |||
 | |||
> [!IMPORTANT] | |||
> Your bot's token can be used to gain total access to your bot, so | |||
> **do __NOT__ share this token with anyone else!** It may behoove you | |||
> to store this token in an external source if you plan on distributing | |||
> the source code for your bot. | |||
We may now invoke the client's [StartAsync] method, which will | |||
start connection/reconnection logic. It is important to note that | |||
**this method will return as soon as connection logic has been started!** | |||
Any methods that rely on the client's state should go in an event | |||
handler. This means that you should **not** directly be interacting with | |||
the client before it is fully ready. | |||
Finally, we will want to block the async main method from returning | |||
when running the application. To do this, we can await an infinite delay | |||
or any other blocking method, such as reading from the console. | |||
The following lines can now be added: | |||
[!code-csharp[Create client](samples/first-bot/client.cs)] | |||
At this point, feel free to start your program and see your bot come | |||
online in Discord. | |||
> [!TIP] | |||
> Encountering a `PlatformNotSupportedException` when starting your bot? | |||
> This means that you are targeting a platform where .NET's default | |||
> WebSocket client is not supported. Refer to the [installation guide] | |||
> for how to fix this. | |||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
[LoginAsync]: xref:Discord.Rest.BaseDiscordClient.LoginAsync* | |||
[StartAsync]: xref:Discord.WebSocket.DiscordSocketClient.StartAsync* | |||
[installation guide]: xref:Guides.GettingStarted.Installation#installing-on-net-standard-11 | |||
### Handling a 'ping' | |||
> [!WARNING] | |||
> Please note that this is *not* a proper way to create a command. | |||
> Use the `CommandService` provided by the library instead, as explained | |||
> in the [Command Guide](xref:Guides.Commands.Intro) section. | |||
Now that we have learned to open a connection to Discord, we can | |||
begin handling messages that the users are sending. To start out, our | |||
bot will listen for any message whose content is equal to `!ping` and | |||
will respond back with "Pong!". | |||
Since we want to listen for new messages, the event to hook into | |||
is [MessageReceived]. | |||
In your program, add a method that matches the signature of the | |||
`MessageReceived` event - it must be a method (`Func`) that returns | |||
the type `Task` and takes a single parameter, a [SocketMessage]. Also, | |||
since we will be sending data to Discord in this method, we will flag | |||
it as `async`. | |||
In this method, we will add an `if` block to determine if the message | |||
content fits the rules of our scenario - recall that it must be equal | |||
to `!ping`. | |||
Inside the branch of this condition, we will want to send a message, | |||
`Pong!`, back to the channel from which the message comes from. To | |||
find the channel, look for the `Channel` property on the message | |||
parameter. | |||
Next, we will want to send a message to this channel. Since the | |||
channel object is of type [ISocketMessageChannel], we can invoke the | |||
[SendMessageAsync] instance method. For the message content, send back | |||
a string, "Pong!". | |||
You should have now added the following lines, | |||
[!code-csharp[Message](samples/first-bot/message.cs)] | |||
Now that your first bot is complete. You may continue to add on to this | |||
if you desire, but for any bots that will be carrying out multiple | |||
commands, it is strongly recommended to use the command framework as | |||
shown below. | |||
> [!NOTE] | |||
> For your reference, you may view the [completed program]. | |||
[MessageReceived]: xref:Discord.WebSocket.BaseSocketClient.MessageReceived | |||
[SocketMessage]: xref:Discord.WebSocket.SocketMessage | |||
[ISocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel | |||
[SendMessageAsync]: xref:Discord.WebSocket.ISocketMessageChannel.SendMessageAsync* | |||
[completed program]: samples/first-bot/complete.cs | |||
# Building a bot with commands | |||
@Guides.Commands.Intro will guide you through how to setup a program | |||
that is ready for [CommandService], a service that is ready for | |||
advanced command usage. | |||
For reference, view an [annotated example] of this structure. | |||
[annotated example]: samples/first-bot/structure.cs | |||
It is important to know that the recommended design pattern of bots | |||
should be to separate... | |||
1. the program (initialization and command handler) | |||
2. the modules (handle commands) | |||
3. the services (persistent storage, pure functions, data manipulation) | |||
[CommandService]: xref:Discord.Commands.CommandService |
@@ -1,38 +1,48 @@ | |||
--- | |||
uid: Guides.GettingStarted.Installation | |||
title: Installing Discord.Net | |||
--- | |||
Discord.Net is distributed through the NuGet package manager, and it | |||
is recommended to use NuGet to get started. | |||
# Discord.Net Installation | |||
Optionally, you may compile from source and install yourself. | |||
Discord.Net is distributed through the NuGet package manager, so it is | |||
recommended for you to install the library that way. | |||
# Supported Platforms | |||
Alternatively, you may compile from the source and install the library | |||
yourself. | |||
## Supported Platforms | |||
Currently, Discord.Net targets [.NET Standard] 1.3 and offers support | |||
for .NET Standard 1.1. If your application will be targeting .NET | |||
Standard 1.1, please see the [additional steps]. | |||
Since Discord.Net is built on the .NET Standard, it is also | |||
recommended to create applications using [.NET Core], though not | |||
Since Discord.Net is built on top of .NET Standard, it is also | |||
recommended to create applications using [.NET Core], although it is not | |||
required. When using .NET Framework, it is suggested to target | |||
`.NET Framework 4.6.1` or higher. | |||
> [!WARNING] | |||
> Using this library with [Mono] is not recommended until further | |||
> notice. It is known to have issues with the library's WebSockets | |||
> implementation and may crash the application upon startup. | |||
[Mono]: https://www.mono-project.com/ | |||
[.NET Standard]: https://docs.microsoft.com/en-us/dotnet/articles/standard/library | |||
[.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/ | |||
[additional steps]: #installing-on-net-standard-11 | |||
# Installing with NuGet | |||
## Installing with NuGet | |||
Release builds of Discord.Net 1.0 will be published to the | |||
Release builds of Discord.Net will be published to the | |||
[official NuGet feed]. | |||
Development builds of Discord.Net 1.0, as well as addons *(TODO)* are | |||
published to our development [MyGet feed]. | |||
Development builds of Discord.Net, as well as add-ons, will be | |||
published to our [MyGet feed]. | |||
Direct feed link: `https://www.myget.org/F/discord-net/api/v3/index.json` | |||
* Direct feed link: `https://www.myget.org/F/discord-net/api/v3/index.json` | |||
Not sure how to add a direct feed? See how [with Visual Studio] or | |||
Not sure how to add a direct feed? See how [with Visual Studio] or | |||
[without Visual Studio]. | |||
[official NuGet feed]: https://nuget.org | |||
@@ -40,85 +50,101 @@ Not sure how to add a direct feed? See how [with Visual Studio] or | |||
[with Visual Studio]: https://docs.microsoft.com/en-us/nuget/tools/package-manager-ui#package-sources | |||
[without Visual Studio]: #configuring-nuget-without-visual-studio | |||
## Using Visual Studio | |||
### [Using Visual Studio](#tab/vs-install) | |||
> [!TIP] | |||
>Don't forget to change your package source if you're installing from | |||
the developer feed. | |||
>Also make sure to check "Enable Prereleases" if installing a dev | |||
build! | |||
1. Create a solution for your bot. | |||
2. In Solution Explorer, find the "Dependencies" element under your | |||
bot's project. | |||
> Don't forget to change your package source if you're installing from | |||
> the developer feed. | |||
> Also make sure to check "Enable Prereleases" if installing a dev | |||
> build! | |||
1. Create a new solution for your bot. | |||
2. In the Solution Explorer, find the "Dependencies" element under your | |||
bot's project. | |||
3. Right click on "Dependencies", and select "Manage NuGet packages." | |||
 | |||
 | |||
4. In the "Browse" tab, search for `Discord.Net`. | |||
5. Install the `Discord.Net` package. | |||
 | |||
 | |||
## Using JetBrains Rider | |||
### [Using JetBrains Rider](#tab/rider-install) | |||
> [!TIP] | |||
Make sure to check the "Prerelease" box if installing a dev build! | |||
> Make sure to check the "Prerelease" box if installing a dev build! | |||
1. Create a new solution for your bot. | |||
2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for | |||
Solution). | |||
Solution). | |||
 | |||
3. In the "Packages" tab, search for `Discord.Net`. | |||
 | |||
4. Install by adding the package to your project. | |||
 | |||
## Using Visual Studio Code | |||
### [Using Visual Studio Code](#tab/vs-code) | |||
> [!TIP] | |||
Don't forget to add the package source to a [NuGet.Config file] if | |||
you're installing from the developer feed. | |||
> Don't forget to add the package source to a [NuGet.Config file] if | |||
> you're installing from the developer feed. | |||
1. Create a new project for your bot. | |||
2. Add `Discord.Net` to your .csproj. | |||
[!code-xml[Sample .csproj](samples/project.csproj)] | |||
[!code[Sample .csproj](samples/project.xml)] | |||
[NuGet.Config file]: #configuring-nuget-without-visual-studio | |||
### [Using dotnet CLI](#tab/dotnet-cli) | |||
> [!TIP] | |||
> Don't forget to add the package source to a [NuGet.Config file] if | |||
> you're installing from the developer feed. | |||
1. Open command-line and navigate to where your .csproj is located. | |||
2. Enter `dotnet add package Discord.Net`. | |||
[NuGet.Config file]: #configuring-nuget-without-visual-studio | |||
# Compiling from Source | |||
*** | |||
## Compiling from Source | |||
In order to compile Discord.Net, you require the following: | |||
In order to compile Discord.Net, you will need the following: | |||
### Using Visual Studio | |||
- [Visual Studio 2017](https://www.visualstudio.com/) | |||
- [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk) | |||
- [.NET Core SDK] | |||
The .NET Core and Docker (Preview) workload is required during Visual | |||
Studio installation. | |||
### Using Command Line | |||
- [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk) | |||
- [.NET Core SDK] | |||
# Additional Information | |||
[.NET Core SDK]: https://www.microsoft.com/net/download/ | |||
## Installing on .NET Standard 1.1 | |||
## Additional Information | |||
### Installing on .NET Standard 1.1 | |||
For applications targeting a runtime corresponding with .NET Standard | |||
1.1 or 1.2, the builtin WebSocket and UDP provider will not work. For | |||
applications which utilize a WebSocket connection to Discord | |||
(WebSocket or RPC), third-party provider packages will need to be | |||
1.1 or 1.2, the built-in WebSocket and UDP provider will not work. For | |||
applications which utilize a WebSocket connection to Discord, such as | |||
WebSocket or RPC, third-party provider packages will need to be | |||
installed and configured. | |||
First, install the following packages through NuGet, or compile | |||
> [!NOTE] | |||
> `Discord.Net.Providers.UDPClient` is _only_ required if your | |||
> bot will be utilizing voice chat. | |||
First, install the following packages through NuGet, or compile them | |||
yourself, if you prefer: | |||
- Discord.Net.Providers.WS4Net | |||
- Discord.Net.Providers.UDPClient | |||
Note that `Discord.Net.Providers.UDPClient` is _only_ required if your | |||
bot will be utilizing voice chat. | |||
Next, you will need to configure your [DiscordSocketClient] to use | |||
these custom providers over the default ones. | |||
@@ -131,16 +157,16 @@ are passing into your client. | |||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
[DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | |||
## Configuring NuGet without Visual Studio | |||
### Configuring NuGet without Visual Studio | |||
If you plan on deploying your bot or developing outside of Visual | |||
Studio, you will need to create a local NuGet configuration file for | |||
your project. | |||
To do this, create a file named `nuget.config` alongside the root of | |||
your application, where the project solution is located. | |||
To do this, create a file named `NuGet.Config` alongside the root of | |||
your application, where the project is located. | |||
Paste the following snippets into this configuration file, adding any | |||
additional feeds as necessary. | |||
additional feeds if necessary. | |||
[!code-xml[NuGet Configuration](samples/nuget.config)] | |||
[!code[NuGet Configuration](samples/nuget.config)] |
@@ -1,237 +0,0 @@ | |||
--- | |||
title: Getting Started | |||
--- | |||
# Making a Ping-Pong bot | |||
One of the first steps to getting started with the Discord API is to | |||
write a basic ping-pong bot. We will expand on this to create more | |||
diverse commands later, but for now, it is a good starting point. | |||
## Creating a Discord Bot | |||
Before you can begin writing your bot, it is necessary to create a bot | |||
account on Discord. | |||
1. Visit the [Discord Applications Portal]. | |||
2. Create a New Application. | |||
3. Give the application a name (this will be the bot's initial | |||
username). | |||
4. Create the Application. | |||
 | |||
5. In the application review page, click **Create a Bot User**. | |||
 | |||
6. Confirm the popup. | |||
7. If this bot will be public, check "Public Bot." **Do not tick any | |||
other options!** | |||
[Discord Applications Portal]: https://discordapp.com/developers/applications/me | |||
## Adding your bot to a server | |||
Bots **cannot** use invite links, they must be explicitly invited | |||
through the OAuth2 flow. | |||
1. Open your bot's application on the [Discord Applications Portal]. | |||
2. Retrieve the app's **Client ID**. | |||
 | |||
3. Create an OAuth2 authorization URL | |||
`https://discordapp.com/oauth2/authorize?client_id=<CLIENT ID>&scope=bot` | |||
4. Open the authorization URL in your browser. | |||
5. Select a server. | |||
6. Click on authorize. | |||
>[!NOTE] | |||
Only servers where you have the `MANAGE_SERVER` permission will be | |||
present in this list. | |||
 | |||
## Connecting to Discord | |||
If you have not already created a project and installed Discord.Net, | |||
do that now. (see the [Installing](installing.md) section) | |||
### Async | |||
Discord.Net uses .NET's [Task-based Asynchronous Pattern (TAP)] | |||
extensively - nearly every operation is asynchronous. | |||
It is highly recommended that these operations are awaited in a | |||
properly established async context whenever possible. Establishing an | |||
async context can be problematic, but not hard. | |||
To do so, we will be creating an async main in your console | |||
application, and rewriting the static main method to invoke the new | |||
async main. | |||
[!code-csharp[Async Context](samples/intro/async-context.cs)] | |||
As a result of this, your program will now start and immediately | |||
jump into an async context. This will allow us to create a connection | |||
to Discord later on without needing to worry about setting up the | |||
correct async implementation. | |||
>[!TIP] | |||
If your application throws any exceptions within an async context, | |||
they will be thrown all the way back up to the first non-async method; | |||
since our first non-async method is the program's `Main` method, this | |||
means that **all** unhandled exceptions will be thrown up there, which | |||
will crash your application. Discord.Net will prevent exceptions in | |||
event handlers from crashing your program, but any exceptions in your | |||
async main **will** cause the application to crash. | |||
[Task-based Asynchronous Pattern (TAP)]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async | |||
### Creating a logging method | |||
Before we create and configure a Discord client, we will add a method | |||
to handle Discord.Net's log events. | |||
To allow agnostic support of as many log providers as possible, we | |||
log information through a `Log` event with a proprietary `LogMessage` | |||
parameter. See the [API Documentation] for this event. | |||
If you are using your own logging framework, this is where you would | |||
invoke it. For the sake of simplicity, we will only be logging to | |||
the Console. | |||
[!code-csharp[Async Context](samples/intro/logging.cs)] | |||
[API Documentation]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log | |||
### Creating a Discord Client | |||
Finally, we can create a connection to Discord. Since we are writing | |||
a bot, we will be using a [DiscordSocketClient] along with socket | |||
entities. See the [terminology](terminology.md) if you're unsure of | |||
the differences. | |||
To do so, create an instance of [DiscordSocketClient] in your async | |||
main, passing in a configuration object only if necessary. For most | |||
users, the default will work fine. | |||
Before connecting, we should hook the client's `Log` event to the | |||
log handler that was just created. Events in Discord.Net work | |||
similarly to other events in C#, so hook this event the way that | |||
you typically would. | |||
Next, you will need to "login to Discord" with the `LoginAsync` | |||
method. | |||
You may create a variable to hold your bot's token (this can be found | |||
on your bot's application page on the [Discord Applications Portal]). | |||
 | |||
>[!IMPORTANT] | |||
Your bot's token can be used to gain total access to your bot, so | |||
**do __NOT__ share this token with anyone else!** It may behoove you | |||
to store this token in an external file if you plan on distributing | |||
the source code for your bot. | |||
We may now invoke the client's `StartAsync` method, which will | |||
start connection/reconnection logic. It is important to note that | |||
**this method returns as soon as connection logic has been started!** | |||
Any methods that rely on the client's state should go in an event | |||
handler. | |||
Finally, we will want to block the async main method from returning | |||
until after the application is exited. To do this, we can await an | |||
infinite delay or any other blocking method, such as reading from | |||
the console. | |||
The following lines can now be added: | |||
[!code-csharp[Create client](samples/intro/client.cs)] | |||
At this point, feel free to start your program and see your bot come | |||
online in Discord. | |||
>[!TIP] | |||
Encountering a `PlatformNotSupportedException` when starting your bot? | |||
This means that you are targeting a platform where .NET's default | |||
WebSocket client is not supported. Refer to the [installation guide] | |||
for how to fix this. | |||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
[installation guide]: installing.md#installing-on-net-standard-11 | |||
### Handling a 'ping' | |||
>[!WARNING] | |||
Please note that this is *not* a proper way to create a command. | |||
Use the `CommandService` provided by the library instead, as explained | |||
in the [Command Guide] section. | |||
Now that we have learned how to open a connection to Discord, we can | |||
begin handling messages that users are sending. | |||
To start out, our bot will listen for any message where the content | |||
is equal to `!ping` and respond back with "Pong!". | |||
Since we want to listen for new messages, the event to hook into | |||
is [MessageReceived]. | |||
In your program, add a method that matches the signature of the | |||
`MessageReceived` event - it must be a method (`Func`) that returns | |||
the type `Task` and takes a single parameter, a [SocketMessage]. Also, | |||
since we will be sending data to Discord in this method, we will flag | |||
it as `async`. | |||
In this method, we will add an `if` block to determine if the message | |||
content fits the rules of our scenario - recall that it must be equal | |||
to `!ping`. | |||
Inside the branch of this condition, we will want to send a message | |||
back to the channel from which the message comes from - "Pong!". To | |||
find the channel, look for the `Channel` property on the message | |||
parameter. | |||
Next, we will want to send a message to this channel. Since the | |||
channel object is of type [SocketMessageChannel], we can invoke the | |||
`SendMessageAsync` instance method. For the message content, send back | |||
a string containing "Pong!". | |||
You should have now added the following lines: | |||
[!code-csharp[Message](samples/intro/message.cs)] | |||
Now your first bot is complete. You may continue to add on to this | |||
if you desire, but for any bots that will be carrying out multiple | |||
commands, it is strongly recommended to use the command framework as | |||
shown below. | |||
For your reference, you may view the [completed program]. | |||
[MessageReceived]: xref:Discord.WebSocket.DiscordSocketClient#Discord_WebSocket_DiscordSocketClient_MessageReceived | |||
[SocketMessage]: xref:Discord.WebSocket.SocketMessage | |||
[SocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel | |||
[completed program]: samples/intro/complete.cs | |||
[Command Guide]: ../commands/commands.md | |||
# Building a bot with commands | |||
This section will show you how to write a program that is ready for | |||
[Commands](../commands/commands.md). Note that we will not be | |||
explaining _how_ to write Commands or Services, it will only be | |||
covering the general structure. | |||
For reference, view an [annotated example] of this structure. | |||
[annotated example]: samples/intro/structure.cs | |||
It is important to know that the recommended design pattern of bots | |||
should be to separate the program (initialization and command handler), | |||
the modules (handle commands), and the services (persistent storage, | |||
pure functions, data manipulation). | |||
**todo:** diagram of bot structure |
@@ -0,0 +1,9 @@ | |||
public class Program | |||
{ | |||
public static void Main(string[] args) | |||
=> new Program().MainAsync().GetAwaiter().GetResult(); | |||
public async Task MainAsync() | |||
{ | |||
} | |||
} |
@@ -1,17 +1,16 @@ | |||
// Program.cs | |||
using Discord.WebSocket; | |||
// ... | |||
private DiscordSocketClient _client; | |||
public async Task MainAsync() | |||
{ | |||
_client = new DiscordSocketClient(); | |||
_client.Log += Log; | |||
string token = "abcdefg..."; // Remember to keep this private! | |||
await _client.LoginAsync(TokenType.Bot, token); | |||
// Remember to keep token private or to read it | |||
// from an external source! | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken")); | |||
await _client.StartAsync(); | |||
// Block this task until the program is closed. | |||
await Task.Delay(-1); | |||
} | |||
} |
@@ -0,0 +1,37 @@ | |||
public class Program | |||
{ | |||
private DiscordSocketClient _client; | |||
public static void Main(string[] args) | |||
=> new Program().MainAsync().GetAwaiter().GetResult(); | |||
public async Task MainAsync() | |||
{ | |||
_client = new DiscordSocketClient(); | |||
_client.Log += Log; | |||
_client.MessageReceived += MessageReceivedAsync; | |||
// Remember to keep this private or to read this | |||
// from an external source! | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken")); | |||
await _client.StartAsync(); | |||
// Block this task until the program is closed. | |||
await Task.Delay(-1); | |||
} | |||
private async Task MessageReceivedAsync(SocketMessage message) | |||
{ | |||
if (message.Content == "!ping") | |||
{ | |||
await message.Channel.SendMessageAsync("Pong!"); | |||
} | |||
} | |||
private Task Log(LogMessage msg) | |||
{ | |||
Console.WriteLine(msg.ToString()); | |||
return Task.CompletedTask; | |||
} | |||
} |
@@ -0,0 +1,5 @@ | |||
private Task Log(LogMessage msg) | |||
{ | |||
Console.WriteLine(msg.ToString()); | |||
return Task.CompletedTask; | |||
} |
@@ -1,6 +1,6 @@ | |||
public async Task MainAsync() | |||
{ | |||
// client.Log ... | |||
// ... | |||
_client.MessageReceived += MessageReceived; | |||
// ... | |||
} |
@@ -36,7 +36,7 @@ class Program | |||
// you must set the MessageCacheSize. You may adjust the number as needed. | |||
//MessageCacheSize = 50, | |||
// If your platform doesn't have native websockets, | |||
// If your platform doesn't have native WebSockets, | |||
// add Discord.Net.Providers.WS4Net from NuGet, | |||
// add the `using` at the top, and uncomment this line: | |||
//WebSocketProvider = WS4NetProvider.Instance |
@@ -1,15 +0,0 @@ | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace MyBot | |||
{ | |||
public class Program | |||
{ | |||
public static void Main(string[] args) | |||
=> new Program().MainAsync().GetAwaiter().GetResult(); | |||
public async Task MainAsync() | |||
{ | |||
} | |||
} | |||
} |
@@ -1,44 +0,0 @@ | |||
using Discord; | |||
using Discord.WebSocket; | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace MyBot | |||
{ | |||
public class Program | |||
{ | |||
private DiscordSocketClient _client; | |||
public static void Main(string[] args) | |||
=> new Program().MainAsync().GetAwaiter().GetResult(); | |||
public async Task MainAsync() | |||
{ | |||
_client = new DiscordSocketClient(); | |||
_client.Log += Log; | |||
_client.MessageReceived += MessageReceived; | |||
string token = "abcdefg..."; // Remember to keep this private! | |||
await _client.LoginAsync(TokenType.Bot, token); | |||
await _client.StartAsync(); | |||
// Block this task until the program is closed. | |||
await Task.Delay(-1); | |||
} | |||
private async Task MessageReceived(SocketMessage message) | |||
{ | |||
if (message.Content == "!ping") | |||
{ | |||
await message.Channel.SendMessageAsync("Pong!"); | |||
} | |||
} | |||
private Task Log(LogMessage msg) | |||
{ | |||
Console.WriteLine(msg.ToString()); | |||
return Task.CompletedTask; | |||
} | |||
} | |||
} |
@@ -1,22 +0,0 @@ | |||
using Discord; | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace MyBot | |||
{ | |||
public class Program | |||
{ | |||
public static void Main(string[] args) | |||
=> new Program().MainAsync().GetAwaiter().GetResult(); | |||
public async Task MainAsync() | |||
{ | |||
} | |||
private Task Log(LogMessage msg) | |||
{ | |||
Console.WriteLine(msg.ToString()); | |||
return Task.CompletedTask; | |||
} | |||
} | |||
} |
@@ -1,13 +0,0 @@ | |||
<Project Sdk="Microsoft.NET.Sdk"> | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>netcoreapp1.1</TargetFramework> | |||
<NoWin32Manifest>true</NoWin32Manifest> | |||
</PropertyGroup> | |||
<ItemGroup> | |||
<PackageReference Include="Discord.Net" Version="1.*" /> | |||
</ItemGroup> | |||
</Project> |