Greatly reduce code complexity & make IF samples functional (#2205)

* Greatly reduce code complexity

* Fixes sharded client IF implementation
This commit is contained in:
Armano den Boef
2022-03-26 13:37:30 +01:00
committed by GitHub
parent c286b9978e
commit 47de5a2fb4
12 changed files with 170 additions and 351 deletions

View File

@@ -9,69 +9,60 @@ using System.Threading.Tasks;
namespace InteractionFramework
{
class Program
public class Program
{
// Entry point of the program.
static void Main ( string[] args )
private readonly IConfiguration _configuration;
private readonly IServiceProvider _services;
private readonly DiscordSocketConfig _socketConfig = new()
{
// One of the more flexable ways to access the configuration data is to use the Microsoft's Configuration model,
// this way we can avoid hard coding the environment secrets. I opted to use the Json and environment variable providers here.
IConfiguration config = new ConfigurationBuilder()
GatewayIntents = GatewayIntents.AllUnprivileged | GatewayIntents.GuildMembers,
AlwaysDownloadUsers = true,
};
public Program()
{
_configuration = new ConfigurationBuilder()
.AddEnvironmentVariables(prefix: "DC_")
.AddJsonFile("appsettings.json", optional: true)
.Build();
RunAsync(config).GetAwaiter().GetResult();
_services = new ServiceCollection()
.AddSingleton(_configuration)
.AddSingleton(_socketConfig)
.AddSingleton<DiscordSocketClient>()
.AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordSocketClient>()))
.AddSingleton<InteractionHandler>()
.BuildServiceProvider();
}
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);
static void Main(string[] args)
=> new Program().RunAsync()
.GetAwaiter()
.GetResult();
var client = services.GetRequiredService<DiscordSocketClient>();
var commands = services.GetRequiredService<InteractionService>();
public async Task RunAsync()
{
var client = _services.GetRequiredService<DiscordSocketClient>();
client.Log += LogAsync;
commands.Log += LogAsync;
// Slash Commands and Context Commands are can be automatically registered, but this process needs to happen after the client enters the READY state.
// Since Global Commands take around 1 hour to register, we should use a test guild to instantly update and test our commands. To determine the method we should
// register the commands with, we can check whether we are in a DEBUG environment and if we are, we can register the commands to a predetermined test guild.
client.Ready += async ( ) =>
{
if (IsDebug())
// Id of the test guild can be provided from the Configuration object
await commands.RegisterCommandsToGuildAsync(configuration.GetValue<ulong>("testGuild"), true);
else
await commands.RegisterCommandsGloballyAsync(true);
};
// Here we can initialize the service that will register and execute our commands
await services.GetRequiredService<CommandHandler>().InitializeAsync();
await _services.GetRequiredService<InteractionHandler>()
.InitializeAsync();
// Bot token can be provided from the Configuration object we set up earlier
await client.LoginAsync(TokenType.Bot, configuration["token"]);
await client.LoginAsync(TokenType.Bot, _configuration["token"]);
await client.StartAsync();
// Never quit the program until manually forced to.
await Task.Delay(Timeout.Infinite);
}
static Task LogAsync(LogMessage message)
{
Console.WriteLine(message.ToString());
return Task.CompletedTask;
}
private async Task LogAsync(LogMessage message)
=> Console.WriteLine(message.ToString());
static ServiceProvider ConfigureServices ( IConfiguration configuration )
=> new ServiceCollection()
.AddSingleton(configuration)
.AddSingleton<DiscordSocketClient>()
.AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordSocketClient>()))
.AddSingleton<CommandHandler>()
.BuildServiceProvider();
static bool IsDebug ( )
public static bool IsDebug()
{
#if DEBUG
return true;