[!WARNING]
This article is out of date and has not been rewritten yet.
Information is not guaranteed to be accurate.
Discord.Commands provides an Attribute-based command parser.
To use Commands, you must create a [Commands 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-csharpCommand Handler]
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.
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; you should 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-csharpEmpty Module]
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).
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.
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.
At this point, your module should look comparable to this example:
[!code-csharpExample Module]
The Command Service can automatically discover all classes in an Assembly that inherits 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.
To manually load a module, invoke CommandService.AddModuleAsync, by passing in the generic type of your module and optionally, a dependency map.
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.
Modules with public
settable properties will have the dependencies injected after the construction of the Module.
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 are Modules that reside within another one. Typically, submodules are used to create nested groups (although not required to create nested groups).
[!code-csharpGroups and Submodules]
TODO
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.
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-csharpIServiceProvider Setup]
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 the [DontInject] attribute will prevent it from being injected.
[!NOTE]
If you acceptCommandService
orIServiceProvider
as a parameter in your constructor, or as an injectable property, these entries will be filled by theCommandService
that the Module is loaded from, and theServiceProvider
that is passed into it respectively.
[!code-csharpServiceProvider in Modules]
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]
Preconditions can be applied to Modules, Groups, or Commands.
Commands ship with four bundled preconditions; you may view their usages on their respective API pages.
To write your own precondition, create a new class that inherits from @Discord.Commands.PreconditionAttribute.
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.
Return PreconditionResult.FromSuccess if the context meets the required parameters, otherwise return PreconditionResult.FromError and optionally include an error message.
[!code-csharpCustom Precondition]
Type Readers allow you to parse different types of arguments in your Commands.
By default, the following Types are supported arguments:
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.
Finally, return a TypeReaderResult
. If you were able to successfully
parse the input, return TypeReaderResult.FromSuccess(parsedInput)
, otherwise, return TypeReaderResult.FromError
and optionally include an error message.
[!code-csharpTypeReaders]
TypeReaders are not automatically discovered by the Command Service and must be explicitly added.
To install a TypeReader, invoke CommandService.AddTypeReader.