Refactor Games, support reading Rich Presences (#877)

* Add API-level support for Rich Presences

* Add library-level support for Game presences

* Add model conversions for outgoing+incoming rich presences

* Refactored Game into Activities

* Integrated Activities with user entities

rebase hell from 5f3cb947a92f4fd01cc4df47ca548180036b47f3

* Fix JSON converters for Activities

* Finish rebase, activity should be set on BaseSocketClient

* Use ApplicationId to define a rich presence

* Added SetActivityAsync to Base and Sharded Socket clients

* Remove public parameterless Game constructor

* Remove GameAssets, refactored to GameAsset

* Hide constructors for types that should be read-only

* Revert changes to Discord.Net.sln

got damned visual studio caching

* Refactor GameParty to use dedicated current/capacity values

Per feedback from @khionu
This commit is contained in:
Christopher F
2017-12-23 14:58:35 -05:00
committed by GitHub
parent 678a7238e6
commit 34b4e5a6d2
28 changed files with 376 additions and 58 deletions

View File

@@ -13,7 +13,7 @@ namespace Discord.WebSocket
/// <summary> Gets the estimated round-trip latency, in milliseconds, to the gateway server. </summary>
public abstract int Latency { get; protected set; }
public abstract UserStatus Status { get; protected set; }
public abstract Game? Game { get; protected set; }
public abstract IActivity Activity { get; protected set; }
internal new DiscordSocketApiClient ApiClient => base.ApiClient as DiscordSocketApiClient;
@@ -45,6 +45,7 @@ namespace Discord.WebSocket
public abstract Task StopAsync();
public abstract Task SetStatusAsync(UserStatus status);
public abstract Task SetGameAsync(string name, string streamUrl = null, StreamType streamType = StreamType.NotStreaming);
public abstract Task SetActivityAsync(IActivity activity);
public abstract Task DownloadUsersAsync(IEnumerable<IGuild> guilds);
/// <inheritdoc />