@@ -24,6 +24,6 @@ Visit the repo's [release tag] to see the latest public pre-release. | |||
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). | |||
[here](https://github.com/Discord-Net-Labs/Discord.Net-Labs/blob/release/3.x/samples/InteractionFramework/Program.cs#L66). | |||
[DependencyInjection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection |
@@ -16,7 +16,5 @@ | |||
topicUid: FAQ.Commands.Interactions | |||
- name: Dependency Injection | |||
topicUid: FAQ.Commands.DI | |||
- name: Glossary | |||
topicUid: FAQ.Glossary | |||
- name: Legacy or Upgrade | |||
topicUid: FAQ.Legacy |
@@ -0,0 +1,68 @@ | |||
--- | |||
uid: Guides.Entities.Casting | |||
title: Casting & Unboxing | |||
--- | |||
# Casting | |||
Casting can be done in many ways, and is the only method to box and unbox types to/from their base definition. | |||
Casting only works for types that inherit the base type that you want to unbox from. | |||
`IUser` cannot be cast to `IMessage`. | |||
> [!NOTE] | |||
> Interfaces CAN be cast to other interfaces, as long as they inherit eachother. | |||
> The same goes for reverse casting. As long as some entity can be simplified into what it inherits, your cast will pass. | |||
## Boxing | |||
A boxed object is the definition of an object that was simplified (or trimmed) by incoming traffic, | |||
but still owns the data of the originally constructed type. Boxing is an implicit operation. | |||
Through casting, we can **unbox** this type, and access the properties that were unaccessible before. | |||
## Unboxing | |||
Unboxing is the most direct way to access the real definition of an object. | |||
If we want to return a type from its interface, we can unbox it directly. | |||
[!code-csharp[Unboxing](images/unboxing.cs)] | |||
## Regular casting | |||
In 'regular' casting, we use the ` as ` keyword to assign the given type to the object. | |||
If the boxed type can indeed be cast into given type, | |||
it will become said type, and its properties can be accessed. | |||
[!code-csharp[Casting](images/casting.cs)] | |||
> [!WARNING] | |||
> If the type you're casting to is null, a ` NullReferenceException ` will be thrown when its called. | |||
> This makes safety casting much more interesting to use, as it prevents this exception from being thrown. | |||
## Safety casting | |||
Safety casting makes sure that the type you're trying to cast to can never be null, as it passes checks upon calling them. | |||
There are 3 different ways to safety cast an object: | |||
### Basic safety casting: | |||
To safety cast an object, all we need to do is check if it is of the member type in a statement. | |||
If this check fails, it will continue below, making sure we don't try to access null. | |||
[!code-csharp[Base](images/safety-cast.cs)] | |||
### Object declaration: | |||
Here we declare the object we are casting to, | |||
making it so that you can immediately work with its properties without reassigning through regular casting. | |||
[!code-csharp[Declare](images/safety-cast-var.cs)] | |||
### Reverse passage: | |||
In previous examples, we want to let code continue running after the check, or if the check fails. | |||
In this example, the cast will return the entire method (ignoring the latter) upon failure, | |||
and declare the variable for further use into the method: | |||
[!code-csharp[Pass](images/safety-cast-pass.cs)] | |||
> [!NOTE] | |||
> Usage of ` is `, ` not ` and ` as ` is required in cast assignment and/or type checks. ==, != and = are invalid assignment, | |||
> as these operators only apply to initialized objects and not their types. |
@@ -1,29 +1,19 @@ | |||
--- | |||
uid: FAQ.Glossary | |||
title: Common Terminologies / Glossary | |||
uid: Guides.Entities.Glossary | |||
title: Glossary & Flowcharts | |||
--- | |||
# Glossary | |||
# Entity Types | |||
This is an additional chapter for quick references to various common | |||
types that you may see within Discord.Net. To see more information | |||
regarding each type of object, click on the object to navigate | |||
to our API documentation page where you might find more explanation | |||
about it. | |||
A list of all Discord.Net entities, what they can be cast to and what their properties are. | |||
## Common Types | |||
> [!IMPORTANT] | |||
> All interfaces have the same inheritance tree for both `Socket` and `Rest` entities. | |||
> Entities with that have been marked red are exclusive to the project they source from. | |||
* 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) | |||
## Channels | |||
[IGuild]: xref:Discord.IGuild | |||
[IChannel]: xref:Discord.IChannel | |||
## Channel Types | |||
 | |||
### Message Channels | |||
* A **Text Channel** ([ITextChannel]) is a message channel from a Guild. | |||
@@ -45,9 +35,6 @@ holds one or more sub-channels. | |||
* A **Nested Channel** ([INestedChannel]) (2.0+) is a channel that can | |||
exist under a category. | |||
> [!NOTE] | |||
> A Channel ([IChannel]) can be all types of channels. | |||
[INestedChannel]: xref:Discord.INestedChannel | |||
[IGuildChannel]: xref:Discord.IGuildChannel | |||
[IMessageChannel]: xref:Discord.IMessageChannel | |||
@@ -62,17 +49,27 @@ exist under a category. | |||
[IStageChannel]: xref:Discord.IStageChannel | |||
[INewsChannel]: xref:Discord.INewsChannel | |||
## Message Types | |||
## Messages | |||
 | |||
* A **Rest Followup Message ([RestFollowupMessage]) is a message returned by followup on on an interaction. | |||
* A **Rest Interaction Message ([RestInteractionMessage]) is a message returned by the interactions' original response. | |||
* A **Rest User Message** ([RestUserMessage]) is a message sent over rest, can be any of the above. | |||
* An **User Message** ([IUserMessage]) is a message sent by a user. | |||
* A **System Message** ([ISystemMessage]) is a message sent by Discord itself. | |||
* A **Message** ([IMessage]) can be any of the above. | |||
[RestFollowupMessage]: xref:Discord.Rest.RestFollowupMessage | |||
[RestInteractionMessage]: xref:Discord.Rest.RestInteractionMessage | |||
[RestUserMEssage]: xref:Discord.Rest.RestUserMessage | |||
[IUserMessage]: xref:Discord.IUserMessage | |||
[ISystemMessage]: xref:Discord.ISystemMessage | |||
[IMessage]: xref:Discord.IMessage | |||
## User Types | |||
## Users | |||
 | |||
* A **Guild User** ([IGuildUser]) is a user available inside a guild. | |||
* A **Group User** ([IGroupUser]) is a user available inside a group. | |||
@@ -85,7 +82,13 @@ exist under a category. | |||
[ISelfUser]: xref:Discord.ISelfUser | |||
[IUser]: xref:Discord.IUser | |||
## Emoji Types | |||
## Interactions | |||
 | |||
## Other types: | |||
### Emoji | |||
* An **Emote** ([Emote]) is a custom emote from a guild. | |||
- Example: `<:dotnet:232902710280716288>` | |||
@@ -96,7 +99,7 @@ exist under a category. | |||
[Emoji]: xref:Discord.Emoji | |||
## Sticker Types | |||
### Stickers | |||
* A **Sticker** ([ISticker]) is a standard Discord sticker. | |||
* A **Custom Sticker ([ICustomSticker]) is a Guild-unique sticker. | |||
@@ -104,7 +107,7 @@ exist under a category. | |||
[ISticker]: xref:Discord.ISticker | |||
[ICustomSticker]: xref:Discord.ICustomSticker | |||
## Activity Types | |||
### Activity | |||
* A **Game** ([Game]) refers to a user's game activity. | |||
* A **Rich Presence** ([RichGame]) refers to a user's detailed |
@@ -1,26 +1,41 @@ | |||
--- | |||
uid: Guides.Concepts.Entities | |||
title: Entities | |||
uid: Guides.Entities.Intro | |||
title: Introduction | |||
--- | |||
# Entities in Discord.Net | |||
> [!NOTE] | |||
> This article is written with the Socket variants of entities in mind, | |||
> not the general interfaces or Rest entities. | |||
Discord.Net provides a versatile entity system for navigating the | |||
Discord API. | |||
> [!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. | |||
## Inheritance | |||
Due to the nature of the Discord API, some entities are designed with | |||
multiple variants; for example, `SocketUser` and `SocketGuildUser`. | |||
multiple variants; for example, `IUser` and `IGuildUser`. | |||
All models will contain the most detailed version of an entity | |||
possible, even if the type is less detailed. | |||
For example, in the case of the `MessageReceived` event, a | |||
## Socket & REST | |||
REST entities are retrieved over REST, and will be disposed after use. | |||
It is suggested to limit the amount of REST calls as much as possible, | |||
as calls over REST interact with the API, and are thus prone to rate-limits. | |||
- [Learn more about REST](https://restfulapi.net/) | |||
Socket entities are created through the gateway, | |||
most commonly through `DiscordSocketClient` events. | |||
These entities will enter the clients' global cache for later use. | |||
In the case of the `MessageReceived` event, a | |||
`SocketMessage` is passed in with a channel property of type | |||
`SocketMessageChannel`. All messages come from channels capable of | |||
messaging, so this is the only variant of a channel that can cover | |||
@@ -31,7 +46,9 @@ But that doesn't mean a message _can't_ come from a | |||
retrieve information about a guild from a message entity, you will | |||
need to cast its channel object to a `SocketTextChannel`. | |||
You can find out various types of entities in the [Glossary page.](xref:FAQ.Glossary) | |||
> [!NOTE] | |||
> You can find out the inheritance tree & definitions of various entities | |||
> [here](xref:Guides.Entities.Glossary) | |||
## Navigation | |||
@@ -40,26 +57,31 @@ you to easily navigate to an entity's parent or children. As explained | |||
above, you will sometimes need to cast to a more detailed version of | |||
an entity to navigate to its parent. | |||
## Accessing Entities | |||
## Accessing Socket Entities | |||
The most basic forms of entities, `SocketGuild`, `SocketUser`, and | |||
`SocketChannel` can be pulled from the DiscordSocketClient's global | |||
cache, and can be retrieved using the respective `GetXXX` method on | |||
DiscordSocketClient. | |||
> [!TIP] | |||
> It is **vital** that you use the proper IDs for an entity when using | |||
> a `GetXXX` method. It is recommended that you enable Discord's | |||
> _developer mode_ to allow easy access to entity IDs, found in | |||
> Settings > Appearance > Advanced. Read more about it in the | |||
> [FAQ](xref:FAQ.Basics.GetStarted) page. | |||
More detailed versions of entities can be pulled from the basic | |||
entities, e.g., `SocketGuild.GetUser`, which returns a | |||
`SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a | |||
`SocketGuildChannel`. Again, you may need to cast these objects to get | |||
a variant of the type that you need. | |||
## Sample | |||
### Sample | |||
[!code-csharp[Socket Sample](samples/socketentities.cs)] | |||
## Accessing REST Entities | |||
REST entities work almost the same as Socket entities, but are much less frequently used. | |||
To access REST entities, the `DiscordSocketClient`'s `Rest` property is required. | |||
Another option here is to create your own [DiscordRestClient], independent of the Socket gateway. | |||
[DiscordRestClient]: xref:Discord.Rest.DiscordRestClient | |||
### Sample | |||
[!code-csharp[Entity Sample](samples/entities.cs)] | |||
[!code-csharp[Rest Sample](samples/restentities.cs)] |
@@ -0,0 +1,7 @@ | |||
// Say we have an entity, for the simplicity of this example, it will appear from thin air. | |||
IChannel channel; | |||
// If I want this to be an ITextChannel so I can access the properties of a text channel inside of a guild, an approach would be: | |||
ITextChannel textChannel = channel as ITextChannel; | |||
await textChannel.DoSomethingICantWithIChannelAsync(); |
@@ -0,0 +1,8 @@ | |||
// RestUser entities expose the accentcolor and banner of a user. | |||
// This being one of the few use-cases for requesting a RestUser instead of depending on the Socket counterpart. | |||
public static EmbedBuilder WithUserColor(this EmbedBuilder builder, IUser user) | |||
{ | |||
var restUser = await _client.Rest.GetUserAsync(user.Id); | |||
return builder.WithColor(restUser.AccentColor ?? Color.Blue); | |||
// The accent color can still be null, so a check for this needs to be done to prevent an exception to be thrown. | |||
} |
@@ -0,0 +1,10 @@ | |||
private void MyFunction(IMessage message) | |||
{ | |||
// Here we do the reverse as in the previous examples, and let it continue the code below if it IS an IUserMessage | |||
if (message is not IUserMessage userMessage) | |||
return; | |||
// Because we do the above check inline (dont give the statement a body), | |||
// the code will still declare `userMessage` as available outside of the above statement. | |||
Console.WriteLine(userMessage.Author); | |||
} |
@@ -0,0 +1,9 @@ | |||
IUser user; | |||
// Here we can pre-define the actual declaration of said IGuildUser object, | |||
// so we dont need to cast additionally inside of the statement. | |||
if (user is IGuildUser guildUser) | |||
{ | |||
Console.WriteLine(guildUser.JoinedAt); | |||
} | |||
// Check failed. |
@@ -0,0 +1,14 @@ | |||
IUser user; | |||
// Here we check if the user is an IGuildUser, if not, let it pass. This ensures its not null. | |||
if (user is IGuildUser) | |||
{ | |||
Console.WriteLine("This user is in a guild!"); | |||
} | |||
// Check failed. | |||
---------------------------- | |||
// Another situation, where we want to get the actual data of said IGuildUser. | |||
---------------------------- | |||
// A final situation, where we dont actually need to do anything code-wise when the check does not pass, so we want to simplify it. |
@@ -0,0 +1,9 @@ | |||
IUser user; | |||
// Here we use inline unboxing to make a call to its member (if available) only once. | |||
// Note that if the entity we're trying to cast to is null, this will throw a NullReferenceException. | |||
Console.WriteLine(((IGuildUser)user).Nickname); | |||
// In case you are certain the entity IS said member, you can also use unboxing to declare variables. | |||
IGuildUser guildUser = (IGuildUser)user; |
@@ -23,6 +23,14 @@ | |||
topicUid: Guides.Concepts.ManageConnections | |||
- name: Entities | |||
topicUid: Guides.Concepts.Entities | |||
- name: Entities | |||
items: | |||
- name: Introduction | |||
topicUid: Guides.Entities.Intro | |||
- name: Casting | |||
topicUid: Guides.Entities.Casting | |||
- name: Glossary & Flowcharts | |||
topicUid: Guides.Entities.Glossary | |||
- name: Working with Text-based Commands | |||
items: | |||
- name: Introduction | |||
@@ -1,77 +0,0 @@ | |||
using System; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
using Discord; | |||
using Discord.WebSocket; | |||
namespace _01_basic_ping_bot | |||
{ | |||
// This is a minimal, bare-bones example of using Discord.Net | |||
// | |||
// If writing a bot with commands, we recommend using the Discord.Net.Commands | |||
// framework, rather than handling commands yourself, like we do in this sample. | |||
// | |||
// You can find samples of using the command framework: | |||
// - Here, under the 02_commands_framework sample | |||
// - https://github.com/foxbot/DiscordBotBase - a bare-bones bot template | |||
// - https://github.com/foxbot/patek - a more feature-filled bot, utilizing more aspects of the library | |||
class Program | |||
{ | |||
private readonly DiscordSocketClient _client; | |||
// Discord.Net heavily utilizes TAP for async, so we create | |||
// an asynchronous context from the beginning. | |||
static void Main(string[] args) | |||
{ | |||
new Program().MainAsync().GetAwaiter().GetResult(); | |||
} | |||
public Program() | |||
{ | |||
// It is recommended to Dispose of a client when you are finished | |||
// using it, at the end of your app's lifetime. | |||
_client = new DiscordSocketClient(); | |||
_client.Log += LogAsync; | |||
_client.Ready += ReadyAsync; | |||
_client.MessageReceived += MessageReceivedAsync; | |||
} | |||
public async Task MainAsync() | |||
{ | |||
// Tokens should be considered secret data, and never hard-coded. | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token")); | |||
await _client.StartAsync(); | |||
// Block the program until it is closed. | |||
await Task.Delay(Timeout.Infinite); | |||
} | |||
private Task LogAsync(LogMessage log) | |||
{ | |||
Console.WriteLine(log.ToString()); | |||
return Task.CompletedTask; | |||
} | |||
// The Ready event indicates that the client has opened a | |||
// connection and it is now safe to access the cache. | |||
private Task ReadyAsync() | |||
{ | |||
Console.WriteLine($"{_client.CurrentUser} is connected!"); | |||
return Task.CompletedTask; | |||
} | |||
// This is not the recommended way to write a bot - consider | |||
// reading over the Commands Framework sample. | |||
private async Task MessageReceivedAsync(SocketMessage message) | |||
{ | |||
// The bot should never respond to itself. | |||
if (message.Author.Id == _client.CurrentUser.Id) | |||
return; | |||
if (message.Content == "!ping") | |||
await message.Channel.SendMessageAsync("pong!"); | |||
} | |||
} | |||
} |
@@ -0,0 +1,112 @@ | |||
using System; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
using Discord; | |||
using Discord.WebSocket; | |||
namespace BasicBot | |||
{ | |||
// This is a minimal, bare-bones example of using Discord.Net | |||
// | |||
// If writing a bot with commands/interactions, we recommend using the Discord.Net.Commands/Discord.Net.Interactions | |||
// framework, rather than handling them yourself, like we do in this sample. | |||
// | |||
// You can find samples of using the command framework: | |||
// - Here, under the TextCommandFramework sample | |||
// - At the guides: https://discordnet.dev/guides/text_commands/intro.html | |||
// | |||
// You can find samples of using the interaction framework: | |||
// - Here, under the InteractionFramework sample | |||
// - At the guides: https://discordnet.dev/guides/int_framework/intro.html | |||
class Program | |||
{ | |||
// Non-static readonly fields can only be assigned in a constructor. | |||
// If you want to assign it elsewhere, consider removing the readonly keyword. | |||
private readonly DiscordSocketClient _client; | |||
// Discord.Net heavily utilizes TAP for async, so we create | |||
// an asynchronous context from the beginning. | |||
static void Main(string[] args) | |||
=> new Program() | |||
.MainAsync() | |||
.GetAwaiter() | |||
.GetResult(); | |||
public Program() | |||
{ | |||
// It is recommended to Dispose of a client when you are finished | |||
// using it, at the end of your app's lifetime. | |||
_client = new DiscordSocketClient(); | |||
// Subscribing to client events, so that we may receive them whenever they're invoked. | |||
_client.Log += LogAsync; | |||
_client.Ready += ReadyAsync; | |||
_client.MessageReceived += MessageReceivedAsync; | |||
_client.InteractionCreated += InteractionCreatedAsync; | |||
} | |||
public async Task MainAsync() | |||
{ | |||
// Tokens should be considered secret data, and never hard-coded. | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token")); | |||
// Different approaches to making your token a secret is by putting them in local .json, .yaml, .xml or .txt files, then reading them on startup. | |||
await _client.StartAsync(); | |||
// Block the program until it is closed. | |||
await Task.Delay(Timeout.Infinite); | |||
} | |||
private Task LogAsync(LogMessage log) | |||
{ | |||
Console.WriteLine(log.ToString()); | |||
return Task.CompletedTask; | |||
} | |||
// The Ready event indicates that the client has opened a | |||
// connection and it is now safe to access the cache. | |||
private Task ReadyAsync() | |||
{ | |||
Console.WriteLine($"{_client.CurrentUser} is connected!"); | |||
return Task.CompletedTask; | |||
} | |||
// This is not the recommended way to write a bot - consider | |||
// reading over the Commands Framework sample. | |||
private async Task MessageReceivedAsync(SocketMessage message) | |||
{ | |||
// The bot should never respond to itself. | |||
if (message.Author.Id == _client.CurrentUser.Id) | |||
return; | |||
if (message.Content == "!ping") | |||
{ | |||
// Create a new componentbuilder, in which dropdowns & buttons can be created. | |||
var cb = new ComponentBuilder() | |||
.WithButton("Click me!", "unique-id", ButtonStyle.Primary); | |||
// Send a message with content 'pong', including a button. | |||
// This button needs to be build by calling .Build() before being passed into the call. | |||
await message.Channel.SendMessageAsync("pong!", components: cb.Build()); | |||
} | |||
} | |||
// For better functionality & a more developer-friendly approach to handling any kind of interaction, refer to: | |||
// https://discordnet.dev/guides/int_framework/intro.html | |||
private async Task InteractionCreatedAsync(SocketInteraction interaction) | |||
{ | |||
// safety-casting is the best way to prevent something being cast from being null. | |||
// If this check does not pass, it could not be cast to said type. | |||
if (interaction is SocketMessageComponent component) | |||
{ | |||
// Check for the ID created in the button mentioned above. | |||
if (component.Data.CustomId == "unique-id") | |||
await interaction.RespondAsync("Thank you for clicking my button!"); | |||
else Console.WriteLine("An ID has been received that has no handler!"); | |||
} | |||
} | |||
} | |||
} |
@@ -0,0 +1,37 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework.Attributes | |||
{ | |||
internal class DoUserCheck : PreconditionAttribute | |||
{ | |||
public override Task<PreconditionResult> CheckRequirementsAsync(IInteractionContext context, ICommandInfo commandInfo, IServiceProvider services) | |||
{ | |||
// Check if the component matches the target properly. | |||
if (context.Interaction is not SocketMessageComponent componentContext) | |||
return Task.FromResult(PreconditionResult.FromError("Context unrecognized as component context.")); | |||
else | |||
{ | |||
// The approach here entirely depends on how you construct your custom ID. In this case, the format is: | |||
// unique-name:*,* | |||
// here the name and wildcards are split by ':' | |||
var param = componentContext.Data.CustomId.Split(':'); | |||
// here we determine that we should always check for the first ',' present. | |||
// This will deal with additional wildcards by always selecting the first wildcard present. | |||
if (param.Length > 1 && ulong.TryParse(param[1].Split(',')[0], out ulong id)) | |||
return (context.User.Id == id) | |||
// If the user ID | |||
? Task.FromResult(PreconditionResult.FromSuccess()) | |||
: Task.FromResult(PreconditionResult.FromError("User ID does not match component ID!")); | |||
else return Task.FromResult(PreconditionResult.FromError("Parse cannot be done if no userID exists.")); | |||
} | |||
} | |||
} | |||
} |
@@ -6,7 +6,7 @@ using System.Linq; | |||
using System.Text; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework | |||
namespace InteractionFramework.Attributes | |||
{ | |||
public class RequireOwnerAttribute : PreconditionAttribute | |||
{ |
@@ -8,7 +8,7 @@ using System.Reflection; | |||
using System.Text; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework | |||
namespace InteractionFramework | |||
{ | |||
public class CommandHandler | |||
{ | |||
@@ -27,6 +27,9 @@ namespace _04_interactions_framework | |||
{ | |||
// Add the public modules that inherit InteractionModuleBase<T> to the InteractionService | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
// Another approach to get the assembly of a specific type is: | |||
// typeof(CommandHandler).Assembly | |||
// Process the InteractionCreated payloads to execute Interactions commands | |||
_client.InteractionCreated += HandleInteraction; | |||
@@ -37,6 +40,8 @@ namespace _04_interactions_framework | |||
_commands.ComponentCommandExecuted += ComponentCommandExecuted; | |||
} | |||
# region Error Handling | |||
private Task ComponentCommandExecuted (ComponentCommandInfo arg1, Discord.IInteractionContext arg2, IResult arg3) | |||
{ | |||
if (!arg3.IsSuccess) | |||
@@ -123,6 +128,9 @@ namespace _04_interactions_framework | |||
return Task.CompletedTask; | |||
} | |||
# endregion | |||
# region Execution | |||
private async Task HandleInteraction (SocketInteraction arg) | |||
{ | |||
@@ -142,5 +150,6 @@ namespace _04_interactions_framework | |||
await arg.GetOriginalResponseAsync().ContinueWith(async (msg) => await msg.Result.DeleteAsync()); | |||
} | |||
} | |||
# endregion | |||
} | |||
} |
@@ -4,7 +4,7 @@ using System.Linq; | |||
using System.Text; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework | |||
namespace InteractionFramework | |||
{ | |||
public enum ExampleEnum | |||
{ |
@@ -0,0 +1,19 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using InteractionFramework.Attributes; | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework | |||
{ | |||
// As with all other modules, we create the context by defining what type of interaction this module is supposed to target. | |||
internal class ComponentModule : InteractionModuleBase<SocketInteractionContext<SocketMessageComponent>> | |||
{ | |||
// With the Attribute DoUserCheck you can make sure that only the user this button targets can click it. This is defined by the first wildcard: *. | |||
// See Attributes/DoUserCheckAttribute.cs for elaboration. | |||
[DoUserCheck] | |||
[ComponentInteraction("myButton:*")] | |||
public async Task ClickButtonAsync(string userId) | |||
=> await RespondAsync(text: ":thumbsup: Clicked!"); | |||
} |
@@ -1,16 +1,17 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using InteractionFramework.Attributes; | |||
using System; | |||
using System.Collections.Generic; | |||
using System.Linq; | |||
using System.Text; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework.Modules | |||
namespace InteractionFramework.Modules | |||
{ | |||
// Interation modules must be public and inherit from an IInterationModuleBase | |||
public class UtilityModule : InteractionModuleBase<SocketInteractionContext> | |||
public class GeneralModule : InteractionModuleBase<SocketInteractionContext> | |||
{ | |||
// Dependencies can be accessed through Property injection, public properties with public setters will be set by the service provider | |||
public InteractionService Commands { get; set; } | |||
@@ -18,7 +19,7 @@ namespace _04_interactions_framework.Modules | |||
private CommandHandler _handler; | |||
// Constructor injection is also a valid way to access the dependecies | |||
public UtilityModule ( CommandHandler handler ) | |||
public GeneralModule(CommandHandler handler) | |||
{ | |||
_handler = handler; | |||
} |
@@ -0,0 +1,30 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework.Modules | |||
{ | |||
// A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||
internal class MessageCommandModule : InteractionModuleBase<SocketInteractionContext<SocketMessageCommand>> | |||
{ | |||
// Pins a message in the channel it is in. | |||
[MessageCommand("pin")] | |||
public async Task PinMessageAsync(IMessage message) | |||
{ | |||
// make a safety cast to check if the message is ISystem- or IUserMessage | |||
if (message is not IUserMessage userMessage) | |||
await RespondAsync(text: ":x: You cant pin system messages!"); | |||
// if the pins in this channel are equal to or above 50, no more messages can be pinned. | |||
else if ((await Context.Channel.GetPinnedMessagesAsync()).Count >= 50) | |||
await RespondAsync(text: ":x: You cant pin any more messages, the max has already been reached in this channel!"); | |||
else | |||
{ | |||
await userMessage.PinAsync(); | |||
await RespondAsync(":white_check_mark: Successfully pinned message!"); | |||
} | |||
} | |||
} | |||
} |
@@ -0,0 +1,51 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework.Modules | |||
{ | |||
public enum Hobby | |||
{ | |||
Gaming, | |||
Art, | |||
Reading | |||
} | |||
// A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||
class SlashCommandModule : InteractionModuleBase<SocketInteractionContext<SocketSlashCommand>> | |||
{ | |||
// Will be called before execution. Here you can populate several entities you may want to retrieve before executing a command. | |||
// I.E. database objects | |||
public override void BeforeExecute(ICommandInfo command) | |||
{ | |||
// Anything | |||
throw new NotImplementedException(); | |||
} | |||
// Will be called after execution | |||
public override void AfterExecute(ICommandInfo command) | |||
{ | |||
// Anything | |||
throw new NotImplementedException(); | |||
} | |||
[SlashCommand("ping", "Pings the bot and returns its latency.")] | |||
public async Task GreetUserAsync() | |||
=> await RespondAsync(text: $":ping_pong: It took me {Context.Client.Latency}ms to respond to you!", ephemeral: true); | |||
[SlashCommand("hobby", "Choose your hobby from the list!")] | |||
public async Task ChooseAsync(Hobby hobby) | |||
=> await RespondAsync(text: $":thumbsup: Your hobby is: {hobby}."); | |||
[SlashCommand("bitrate", "Gets the bitrate of a specific voice channel.")] | |||
public async Task GetBitrateAsync([ChannelTypes(ChannelType.Voice, ChannelType.Stage)] IChannel channel) | |||
{ | |||
var voiceChannel = channel as IVoiceChannel; | |||
await RespondAsync(text: $"This voice channel has a bitrate of {voiceChannel.Bitrate}"); | |||
} | |||
} | |||
} |
@@ -0,0 +1,18 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework.Modules | |||
{ | |||
// A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||
class UserCommandModule : InteractionModuleBase<SocketInteractionContext<SocketUserCommand>> | |||
{ | |||
// This command will greet target user in the channel this was executed in. | |||
[UserCommand("greet")] | |||
public async Task GreetUserAsync(IUser user) | |||
=> await RespondAsync(text: $":wave: {Context.User} said hi to you, <@{user.Id}>!"); | |||
} | |||
} | |||
@@ -8,10 +8,11 @@ using System.Reflection; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework | |||
namespace InteractionFramework | |||
{ | |||
class Program | |||
{ | |||
// Entry point of the program. | |||
static void Main ( string[] args ) | |||
{ | |||
// One of the more flexable ways to access the configuration data is to use the Microsoft's Configuration model, | |||
@@ -24,7 +25,7 @@ namespace _04_interactions_framework | |||
RunAsync(config).GetAwaiter().GetResult(); | |||
} | |||
static async Task RunAsync (IConfiguration configuration ) | |||
static async Task RunAsync (IConfiguration configuration) | |||
{ | |||
// Dependency injection is a key part of the Interactions framework but it needs to be disposed at the end of the app's lifetime. | |||
using var services = ConfigureServices(configuration); | |||
@@ -64,14 +65,12 @@ namespace _04_interactions_framework | |||
} | |||
static ServiceProvider ConfigureServices ( IConfiguration configuration ) | |||
{ | |||
return new ServiceCollection() | |||
=> new ServiceCollection() | |||
.AddSingleton(configuration) | |||
.AddSingleton<DiscordSocketClient>() | |||
.AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordSocketClient>())) | |||
.AddSingleton<CommandHandler>() | |||
.BuildServiceProvider(); | |||
} | |||
static bool IsDebug ( ) | |||
{ |
@@ -3,7 +3,7 @@ | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>net5.0</TargetFramework> | |||
<RootNamespace>_04_interactions_framework</RootNamespace> | |||
<RootNamespace>InteractionFramework</RootNamespace> | |||
<StartupObject></StartupObject> | |||
</PropertyGroup> | |||
@@ -1,7 +1,7 @@ | |||
using System.Threading.Tasks; | |||
using Discord.Commands; | |||
namespace _03_sharded_client.Modules | |||
namespace ShardedClient.Modules | |||
{ | |||
// Remember to make your module reference the ShardedCommandContext | |||
public class PublicModule : ModuleBase<ShardedCommandContext> |
@@ -1,13 +1,13 @@ | |||
using System; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
using _03_sharded_client.Services; | |||
using ShardedClient.Services; | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
using Microsoft.Extensions.DependencyInjection; | |||
namespace _03_sharded_client | |||
namespace ShardedClient | |||
{ | |||
// This is a minimal example of using Discord.Net's Sharded Client | |||
// The provided DiscordShardedClient class simplifies having multiple | |||
@@ -15,7 +15,11 @@ namespace _03_sharded_client | |||
class Program | |||
{ | |||
static void Main(string[] args) | |||
=> new Program().MainAsync().GetAwaiter().GetResult(); | |||
=> new Program() | |||
.MainAsync() | |||
.GetAwaiter() | |||
.GetResult(); | |||
public async Task MainAsync() | |||
{ | |||
// You specify the amount of shards you'd like to have with the | |||
@@ -51,13 +55,11 @@ namespace _03_sharded_client | |||
} | |||
private ServiceProvider ConfigureServices(DiscordSocketConfig config) | |||
{ | |||
return new ServiceCollection() | |||
=> new ServiceCollection() | |||
.AddSingleton(new DiscordShardedClient(config)) | |||
.AddSingleton<CommandService>() | |||
.AddSingleton<CommandHandlingService>() | |||
.BuildServiceProvider(); | |||
} | |||
private Task ReadyAsync(DiscordSocketClient shard) |
@@ -6,7 +6,7 @@ using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
namespace _03_sharded_client.Services | |||
namespace ShardedClient.Services | |||
{ | |||
public class CommandHandlingService | |||
{ |
@@ -3,6 +3,7 @@ | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>net5.0</TargetFramework> | |||
<RootNamespace>ShardedClient</RootNamespace> | |||
</PropertyGroup> | |||
<ItemGroup> |
@@ -2,9 +2,9 @@ using System.IO; | |||
using System.Threading.Tasks; | |||
using Discord; | |||
using Discord.Commands; | |||
using _02_commands_framework.Services; | |||
using TextCommandFramework.Services; | |||
namespace _02_commands_framework.Modules | |||
namespace TextCommandFramework.Modules | |||
{ | |||
// Modules must be public and inherit from an IModuleBase | |||
public class PublicModule : ModuleBase<SocketCommandContext> |
@@ -6,9 +6,9 @@ using Microsoft.Extensions.DependencyInjection; | |||
using Discord; | |||
using Discord.WebSocket; | |||
using Discord.Commands; | |||
using _02_commands_framework.Services; | |||
using TextCommandFramework.Services; | |||
namespace _02_commands_framework | |||
namespace TextCommandFramework | |||
{ | |||
// This is a minimal example of using Discord.Net's command | |||
// framework - by no means does it show everything the framework |
@@ -6,7 +6,7 @@ using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
namespace _02_commands_framework.Services | |||
namespace TextCommandFramework.Services | |||
{ | |||
public class CommandHandlingService | |||
{ |
@@ -2,7 +2,7 @@ using System.IO; | |||
using System.Net.Http; | |||
using System.Threading.Tasks; | |||
namespace _02_commands_framework.Services | |||
namespace TextCommandFramework.Services | |||
{ | |||
public class PictureService | |||
{ |
@@ -3,7 +3,7 @@ | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>net5.0</TargetFramework> | |||
<RootNamespace>_03_sharded_client</RootNamespace> | |||
<RootNamespace>TextCommandFramework</RootNamespace> | |||
</PropertyGroup> | |||
<ItemGroup> |
@@ -2,7 +2,7 @@ using Discord; | |||
using Discord.Webhook; | |||
using System.Threading.Tasks; | |||
namespace _04_webhook_client | |||
namespace WebHookClient | |||
{ | |||
// This is a minimal example of using Discord.Net's Webhook Client | |||
// Webhooks are send-only components of Discord that allow you to make a POST request |
@@ -2,8 +2,8 @@ | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>netcoreapp2.2</TargetFramework> | |||
<RootNamespace>_04_webhook_client</RootNamespace> | |||
<TargetFramework>net5.0</TargetFramework> | |||
<RootNamespace>WebHookClient</RootNamespace> | |||
</PropertyGroup> | |||
<ItemGroup> |