@@ -206,3 +206,6 @@ project.lock.json | |||||
docs/api/\.manifest | docs/api/\.manifest | ||||
\.idea/ | \.idea/ | ||||
# Codealike UID | |||||
codealike.json |
@@ -1,18 +1,18 @@ | |||||
# Contributing to Docs | # 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: | but just keep these few guidelines in mind: | ||||
* Keep code samples in the `guides/samples` folder | * 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* | * 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`). | Discord (`foxbot#0282`). | ||||
### Layout | |||||
## Layout | |||||
Documentation should be written in a FAQ/Wiki style format. | 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. | Please consult the [API Documentation] for more information. | ||||
[API Documentation]: xref:System.String | [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 | # 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. | 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-main]: https://dotnet.github.io/docfx/ | ||||
[docfx-installing]: https://dotnet.github.io/docfx/tutorial/docfx_getting_started.html | [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 | # 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": { | "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", | "dest": "_site", | ||||
"template": [ | "template": [ | ||||
"default" | |||||
"default", | |||||
"_template/light-dark-theme", | |||||
"_template/lastmodified" | |||||
], | ], | ||||
"postProcessors": [ "ExtractSearchIndex", "LastModifiedPostProcessor" ], | |||||
"overwrite": "_overwrites/**/**.md", | |||||
"globalMetadata": { | "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: | apiRules: | ||||
- exclude: | - exclude: | ||||
uidRegex: ^Discord\.API$ | |||||
uidRegex: ^Discord\.Net\..*$ | |||||
type: Namespace | |||||
- exclude: | - 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(); | _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() | public async Task InstallCommandsAsync() | ||||
{ | { | ||||
// Hook the MessageReceived Event into our Command Handler | // Hook the MessageReceived Event into our Command Handler | ||||
_client.MessageReceived += HandleCommandAsync; | _client.MessageReceived += HandleCommandAsync; | ||||
// Discover all of the commands in this assembly and load them. | // 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) | 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>() | .AddSingleton<DatabaseService>() | ||||
.BuildServiceProvider(); | .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; | private readonly DatabaseService _database; | ||||
// Dependencies can be injected via the constructor | // Dependencies can be injected via the constructor | ||||
public ModuleA(DatabaseService database) | |||||
public DatabaseModule(DatabaseService database) | |||||
{ | { | ||||
_database = 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 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 | // Public properties annotated with [DontInject] will not | ||||
// be injected | |||||
[DontInject] | [DontInject] | ||||
public NotificationService { get; set; } | |||||
public ModuleB(CommandService commands) | |||||
{ | |||||
Commands = commands; | |||||
} | |||||
} | |||||
public NotificationService NotificationService { get; set; } | |||||
} |
@@ -1,5 +1,7 @@ | |||||
using Discord.Commands; | 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> | public class InfoModule : ModuleBase<SocketCommandContext> | ||||
{ | { | ||||
@@ -1,24 +1,25 @@ | |||||
// Create a module with no prefix | // 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")] | [Command("say")] | ||||
[Summary("Echoes a message.")] | [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 | // Create a module with the 'sample' prefix | ||||
[Group("sample")] | [Group("sample")] | ||||
public class Sample : ModuleBase<SocketCommandContext> | |||||
public class SampleModule : ModuleBase<SocketCommandContext> | |||||
{ | { | ||||
// ~sample square 20 -> 400 | // ~sample square 20 -> 400 | ||||
[Command("square")] | [Command("square")] | ||||
[Summary("Squares a number.")] | [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. | // We can also access the channel from the Command Context. | ||||
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | ||||
@@ -31,9 +32,12 @@ public class Sample : ModuleBase<SocketCommandContext> | |||||
// ~sample userinfo 96642168176807936 --> Khionu#8708 | // ~sample userinfo 96642168176807936 --> Khionu#8708 | ||||
// ~sample whois 96642168176807936 --> Khionu#8708 | // ~sample whois 96642168176807936 --> Khionu#8708 | ||||
[Command("userinfo")] | [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")] | [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; | var userInfo = user ?? Context.Client.CurrentUser; | ||||
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | await ReplyAsync($"{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.Commands; | ||||
using Discord.WebSocket; | using Discord.WebSocket; | ||||
@@ -10,7 +11,7 @@ using System.Threading.Tasks; | |||||
public class RequireOwnerAttribute : PreconditionAttribute | public class RequireOwnerAttribute : PreconditionAttribute | ||||
{ | { | ||||
// Override the CheckPermissions method | // 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 | // Get the ID of the bot's owner | ||||
var ownerId = (await services.GetService<DiscordSocketClient>().GetApplicationInfoAsync()).Owner.Id; | 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; | ||||
using Discord.Commands; | using Discord.Commands; | ||||
public class BooleanTypeReader : TypeReader | 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; | bool result; | ||||
if (bool.TryParse(input, out 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 | title: Managing Connections | ||||
--- | --- | ||||
In Discord.Net, once a client has been started, it will automatically | 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. | stopped. | ||||
### Usage | ### Usage | ||||
To start a connection, invoke the `StartAsync` method on a client that | 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 | 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 | based events to have an accurate representation of when a client is | ||||
ready for use. | ready for use. | ||||
All clients provide a `Connected` and `Disconnected` event, which is | All clients provide a `Connected` and `Disconnected` event, which is | ||||
raised respectively when a connection opens or closes. In the case of | 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. | 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 | 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 | [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | ||||
[DiscordRpcClient]: xref:Discord.Rpc.DiscordRpcClient | |||||
### Samples | ### Samples | ||||
[!code-csharp[Connection Sample](samples/events.cs)] | [!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, | 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 | 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 | Don't worry about trying to maintain your own connections, the | ||||
connection manager is designed to be bulletproof and never fail - if | 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 | 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.Net provides a versatile entity system for navigating the | ||||
Discord API. | Discord API. | ||||
### Inheritance | |||||
## Inheritance | |||||
Due to the nature of the Discord API, some entities are designed with | Due to the nature of the Discord API, some entities are designed with | ||||
multiple variants; for example, `SocketUser` and `SocketGuildUser`. | multiple variants; for example, `SocketUser` and `SocketGuildUser`. | ||||
All models will contain the most detailed version of an entity | All models will contain the most detailed version of an entity | ||||
possible, even if the type is less detailed. | |||||
possible, even if the type is less detailed. | |||||
For example, in the case of the `MessageReceived` event, a | |||||
For example, in the case of the `MessageReceived` event, a | |||||
`SocketMessage` is passed in with a channel property of type | `SocketMessage` is passed in with a channel property of type | ||||
`SocketMessageChannel`. All messages come from channels capable of | `SocketMessageChannel`. All messages come from channels capable of | ||||
messaging, so this is the only variant of a channel that can cover | messaging, so this is the only variant of a channel that can cover | ||||
@@ -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 | retrieve information about a guild from a message entity, you will | ||||
need to cast its channel object to a `SocketTextChannel`. | need to cast its channel object to a `SocketTextChannel`. | ||||
### 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 | All socket entities have navigation properties on them, which allow | ||||
you to easily navigate to an entity's parent or children. As explained | you to easily navigate to an entity's parent or children. As explained | ||||
above, you will sometimes need to cast to a more detailed version of | above, you will sometimes need to cast to a more detailed version of | ||||
an entity to navigate to its parent. | an entity to navigate to its parent. | ||||
### Accessing Entities | |||||
## Accessing Entities | |||||
The most basic forms of entities, `SocketGuild`, `SocketUser`, and | The most basic forms of entities, `SocketGuild`, `SocketUser`, and | ||||
`SocketChannel` can be pulled from the DiscordSocketClient's global | `SocketChannel` can be pulled from the DiscordSocketClient's global | ||||
cache, and can be retrieved using the respective `GetXXX` method on | cache, and can be retrieved using the respective `GetXXX` method on | ||||
DiscordSocketClient. | DiscordSocketClient. | ||||
>[!TIP] | |||||
It is **vital** that you use the proper IDs for an entity when using | |||||
a GetXXX method. It is recommended that you enable Discord's | |||||
_developer mode_ to allow easy access to entity IDs, found in | |||||
Settings > Appearance > Advanced | |||||
> [!TIP] | |||||
> It is **vital** that you use the proper IDs for an entity when using | |||||
> a `GetXXX` method. It is recommended that you enable Discord's | |||||
> _developer mode_ to allow easy access to entity IDs, found in | |||||
> Settings > Appearance > Advanced. Read more about it in the | |||||
> [FAQ](xref:FAQ.Basics.GetStarted) page. | |||||
More detailed versions of entities can be pulled from the basic | More detailed versions of entities can be pulled from the basic | ||||
entities, e.g. `SocketGuild.GetUser`, which returns a | |||||
`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 | `SocketGuildChannel`. Again, you may need to cast these objects to get | ||||
a variant of the type that you need. | a variant of the type that you need. | ||||
### 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 | title: Working with Events | ||||
--- | --- | ||||
# Events in Discord.Net | |||||
Events in Discord.Net are consumed in a similar manner to the standard | 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 | 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 | This allows for events to be handled in an async context directly | ||||
instead of relying on `async void`. | instead of relying on `async void`. | ||||
### Usage | |||||
## Usage | |||||
To receive data from an event, hook into it using C#'s delegate | To receive data from an event, hook into it using C#'s delegate | ||||
event pattern. | event pattern. | ||||
@@ -18,7 +21,7 @@ event pattern. | |||||
You may either opt to hook an event to an anonymous function (lambda) | You may either opt to hook an event to an anonymous function (lambda) | ||||
or a named function. | or a named function. | ||||
### Safety | |||||
## Safety | |||||
All events are designed to be thread-safe; events are executed | All events are designed to be thread-safe; events are executed | ||||
synchronously off the gateway task in the same context as the gateway | 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 | Exceptions in commands will be swallowed by the gateway and logged out | ||||
through the client's log method. | through the client's log method. | ||||
### Common Patterns | |||||
## Common Patterns | |||||
As you may know, events in Discord.Net are only given a signature of | 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, | `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 | That being said, there are a variety of common patterns that allow you | ||||
to infer what the parameters in an event mean. | to infer what the parameters in an event mean. | ||||
#### Entity, Entity | |||||
### Entity, Entity | |||||
An event handler with a signature of `Func<Entity, Entity, Task>` | An event handler with a signature of `Func<Entity, Entity, Task>` | ||||
typically means that the first object will be a clone of the entity | 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. | This pattern is typically only found on `EntityUpdated` events. | ||||
#### Cacheable | |||||
### Cacheable | |||||
An event handler with a signature of `Func<Cacheable, Entity, Task>` | 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 | API, so it can either be pulled from the client's cache or | ||||
downloaded from the API. | downloaded from the API. | ||||
@@ -70,15 +73,12 @@ object. | |||||
[Cacheable]: xref:Discord.Cacheable`2 | [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] | For more information about events in Discord.Net, see the [Events] | ||||
section. | 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]. | to a `Task` with a single parameter of type [LogMessage]. | ||||
It is recommended that you use an established function instead of a | 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 | [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 | Data logged through this event is typically coupled with a | ||||
[CommandException], where information about the command's context | [CommandException], where information about the command's context | ||||
@@ -34,14 +43,6 @@ and error can be found and handled. | |||||
[CommandService]: xref:Discord.Commands.CommandService | [CommandService]: xref:Discord.Commands.CommandService | ||||
[CommandException]: xref:Discord.Commands.CommandException | [CommandException]: xref:Discord.Commands.CommandException | ||||
#### Samples | |||||
## Sample | |||||
[!code-csharp[Logging Sample](samples/logging.cs)] | [!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(); | _client = new DiscordSocketClient(); | ||||
await _client.LoginAsync(TokenType.Bot, "bot token"); | |||||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken")); | |||||
await _client.StartAsync(); | await _client.StartAsync(); | ||||
Console.WriteLine("Press any key to exit..."); | Console.WriteLine("Press any key to exit..."); | ||||
@@ -1,13 +1,11 @@ | |||||
public string GetChannelTopic(ulong id) | public string GetChannelTopic(ulong id) | ||||
{ | { | ||||
var channel = client.GetChannel(81384956881809408) as SocketTextChannel; | 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; | 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 }; | var _config = new DiscordSocketConfig { MessageCacheSize = 100 }; | ||||
_client = new DiscordSocketClient(_config); | _client = new DiscordSocketClient(_config); | ||||
await _client.LoginAsync(TokenType.Bot, "bot token"); | |||||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken")); | |||||
await _client.StartAsync(); | await _client.StartAsync(); | ||||
_client.MessageUpdated += MessageUpdated; | _client.MessageUpdated += MessageUpdated; | ||||
@@ -15,7 +15,7 @@ public class Program | |||||
_client.Log += Log; | _client.Log += Log; | ||||
await _client.LoginAsync(TokenType.Bot, "bot token"); | |||||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken")); | |||||
await _client.StartAsync(); | await _client.StartAsync(); | ||||
await Task.Delay(-1); | 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 | 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 | Currently, Discord.Net targets [.NET Standard] 1.3 and offers support | ||||
for .NET Standard 1.1. If your application will be targeting .NET | for .NET Standard 1.1. If your application will be targeting .NET | ||||
Standard 1.1, please see the [additional steps]. | 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 | required. When using .NET Framework, it is suggested to target | ||||
`.NET Framework 4.6.1` or higher. | `.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 Standard]: https://docs.microsoft.com/en-us/dotnet/articles/standard/library | ||||
[.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/ | [.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/ | ||||
[additional steps]: #installing-on-net-standard-11 | [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]. | [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]. | [without Visual Studio]. | ||||
[official NuGet feed]: https://nuget.org | [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 | [with Visual Studio]: https://docs.microsoft.com/en-us/nuget/tools/package-manager-ui#package-sources | ||||
[without Visual Studio]: #configuring-nuget-without-visual-studio | [without Visual Studio]: #configuring-nuget-without-visual-studio | ||||
## Using Visual Studio | |||||
### [Using Visual Studio](#tab/vs-install) | |||||
> [!TIP] | > [!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." | 3. Right click on "Dependencies", and select "Manage NuGet packages." | ||||
 | |||||
 | |||||
4. In the "Browse" tab, search for `Discord.Net`. | 4. In the "Browse" tab, search for `Discord.Net`. | ||||
5. Install the `Discord.Net` package. | 5. Install the `Discord.Net` package. | ||||
 | |||||
 | |||||
## Using JetBrains Rider | |||||
### [Using JetBrains Rider](#tab/rider-install) | |||||
> [!TIP] | > [!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. | 1. Create a new solution for your bot. | ||||
2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for | 2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for | ||||
Solution). | |||||
Solution). | |||||
 |  | ||||
3. In the "Packages" tab, search for `Discord.Net`. | 3. In the "Packages" tab, search for `Discord.Net`. | ||||
 |  | ||||
4. Install by adding the package to your project. | 4. Install by adding the package to your project. | ||||
 |  | ||||
## Using Visual Studio Code | |||||
### [Using Visual Studio Code](#tab/vs-code) | |||||
> [!TIP] | > [!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. | 1. Create a new project for your bot. | ||||
2. Add `Discord.Net` to your .csproj. | 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 | [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 | ### Using Visual Studio | ||||
- [Visual Studio 2017](https://www.visualstudio.com/) | - [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 | The .NET Core and Docker (Preview) workload is required during Visual | ||||
Studio installation. | Studio installation. | ||||
### Using Command Line | ### 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 | 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. | 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: | yourself, if you prefer: | ||||
- Discord.Net.Providers.WS4Net | - Discord.Net.Providers.WS4Net | ||||
- Discord.Net.Providers.UDPClient | - 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 | Next, you will need to configure your [DiscordSocketClient] to use | ||||
these custom providers over the default ones. | these custom providers over the default ones. | ||||
@@ -131,16 +157,16 @@ are passing into your client. | |||||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | [DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | ||||
[DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig | [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 | If you plan on deploying your bot or developing outside of Visual | ||||
Studio, you will need to create a local NuGet configuration file for | Studio, you will need to create a local NuGet configuration file for | ||||
your project. | 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 | 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; | private DiscordSocketClient _client; | ||||
public async Task MainAsync() | public async Task MainAsync() | ||||
{ | { | ||||
_client = new DiscordSocketClient(); | _client = new DiscordSocketClient(); | ||||
_client.Log += Log; | _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(); | await _client.StartAsync(); | ||||
// Block this task until the program is closed. | // Block this task until the program is closed. | ||||
await Task.Delay(-1); | 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() | public async Task MainAsync() | ||||
{ | { | ||||
// client.Log ... | |||||
// ... | |||||
_client.MessageReceived += MessageReceived; | _client.MessageReceived += MessageReceived; | ||||
// ... | // ... | ||||
} | } |
@@ -36,7 +36,7 @@ class Program | |||||
// you must set the MessageCacheSize. You may adjust the number as needed. | // you must set the MessageCacheSize. You may adjust the number as needed. | ||||
//MessageCacheSize = 50, | //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 Discord.Net.Providers.WS4Net from NuGet, | ||||
// add the `using` at the top, and uncomment this line: | // add the `using` at the top, and uncomment this line: | ||||
//WebSocketProvider = WS4NetProvider.Instance | //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> |