Greatly reduce code complexity & make IF samples functional (#2205)
* Greatly reduce code complexity * Fixes sharded client IF implementation
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@@ -5,7 +5,7 @@ using System.Threading.Tasks;
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namespace ShardedClient.Modules
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{
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// A display of portability, which shows how minimal the difference between the 2 frameworks is.
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public class InteractionModule : InteractionModuleBase<ShardedInteractionContext<SocketSlashCommand>>
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public class InteractionModule : InteractionModuleBase<ShardedInteractionContext>
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{
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[SlashCommand("info", "Information about this shard.")]
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public async Task InfoAsync()
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@@ -45,8 +45,11 @@ namespace ShardedClient
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client.ShardReady += ReadyAsync;
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client.Log += LogAsync;
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await services.GetRequiredService<InteractionHandlingService>().InitializeAsync();
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await services.GetRequiredService<CommandHandlingService>().InitializeAsync();
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await services.GetRequiredService<InteractionHandlingService>()
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.InitializeAsync();
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await services.GetRequiredService<CommandHandlingService>()
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.InitializeAsync();
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// Tokens should be considered secret data, and never hard-coded.
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await client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token"));
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@@ -31,9 +31,9 @@ namespace ShardedClient.Services
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{
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await _service.AddModulesAsync(typeof(InteractionHandlingService).Assembly, _provider);
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#if DEBUG
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await _service.AddCommandsToGuildAsync(_client.Guilds.First(x => x.Id == 1));
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await _service.RegisterCommandsToGuildAsync(1 /* implement */);
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#else
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await _service.AddCommandsGloballyAsync();
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await _service.RegisterCommandsGloballyAsync();
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#endif
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}
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