feature: Implement Dispose for types which have disposable data (#1171)
* Initial set of dispose implementations Not handled yet: - Discord.Net.Websocket/Entities/SocketGuild - Discord.Net.Tests * Refactor DiscordSocketClient init into ctor This way we remove an IDisposableAnalyzer warning for not disposing the client when we set the client variable. * Dispose of clients when disposing sharded client * Finish implementing IDisposable where appropriate I opted to use NoWarn in the Tests project as it wasn't really necessary considering that our tests only run once * Tweak samples after feedback
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@@ -16,21 +16,28 @@ namespace _01_basic_ping_bot
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// - https://github.com/foxbot/patek - a more feature-filled bot, utilizing more aspects of the library
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class Program
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{
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private DiscordSocketClient _client;
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private readonly DiscordSocketClient _client;
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// Discord.Net heavily utilizes TAP for async, so we create
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// an asynchronous context from the beginning.
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static void Main(string[] args)
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=> new Program().MainAsync().GetAwaiter().GetResult();
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public async Task MainAsync()
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{
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new Program().MainAsync().GetAwaiter().GetResult();
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}
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public Program()
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{
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// It is recommended to Dispose of a client when you are finished
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// using it, at the end of your app's lifetime.
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_client = new DiscordSocketClient();
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_client.Log += LogAsync;
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_client.Ready += ReadyAsync;
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_client.MessageReceived += MessageReceivedAsync;
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}
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public async Task MainAsync()
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{
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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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await _client.StartAsync();
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@@ -19,24 +19,32 @@ namespace _02_commands_framework
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// - https://github.com/foxbot/patek - a more feature-filled bot, utilizing more aspects of the library
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class Program
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{
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// There is no need to implement IDisposable like before as we are
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// using dependency injection, which handles calling Dispose for us.
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static void Main(string[] args)
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=> new Program().MainAsync().GetAwaiter().GetResult();
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public async Task MainAsync()
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{
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var services = ConfigureServices();
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// You should dispose a service provider created using ASP.NET
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// when you are finished using it, at the end of your app's lifetime.
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// If you use another dependency injection framework, you should inspect
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// its documentation for the best way to do this.
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using (var services = ConfigureServices())
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{
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var client = services.GetRequiredService<DiscordSocketClient>();
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var client = services.GetRequiredService<DiscordSocketClient>();
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client.Log += LogAsync;
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services.GetRequiredService<CommandService>().Log += LogAsync;
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client.Log += LogAsync;
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services.GetRequiredService<CommandService>().Log += LogAsync;
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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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await client.StartAsync();
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await client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token"));
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await client.StartAsync();
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await services.GetRequiredService<CommandHandlingService>().InitializeAsync();
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await services.GetRequiredService<CommandHandlingService>().InitializeAsync();
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await Task.Delay(-1);
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await Task.Delay(-1);
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}
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}
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private Task LogAsync(LogMessage log)
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@@ -46,7 +54,7 @@ namespace _02_commands_framework
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return Task.CompletedTask;
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}
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private IServiceProvider ConfigureServices()
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private ServiceProvider ConfigureServices()
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{
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return new ServiceCollection()
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.AddSingleton<DiscordSocketClient>()
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@@ -13,41 +13,46 @@ namespace _03_sharded_client
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// DiscordSocketClient instances (or shards) to serve a large number of guilds.
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class Program
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{
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private DiscordShardedClient _client;
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static void Main(string[] args)
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=> new Program().MainAsync().GetAwaiter().GetResult();
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public async Task MainAsync()
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{
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// You specify the amount of shards you'd like to have with the
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// DiscordSocketConfig. Generally, it's recommended to
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// DiscordSocketConfig. Generally, it's recommended to
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// have 1 shard per 1500-2000 guilds your bot is in.
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var config = new DiscordSocketConfig
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{
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TotalShards = 2
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};
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_client = new DiscordShardedClient(config);
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var services = ConfigureServices();
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// You should dispose a service provider created using ASP.NET
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// when you are finished using it, at the end of your app's lifetime.
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// If you use another dependency injection framework, you should inspect
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// its documentation for the best way to do this.
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using (var services = ConfigureServices(config))
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{
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var client = services.GetRequiredService<DiscordShardedClient>();
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// The Sharded Client does not have a Ready event.
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// The ShardReady event is used instead, allowing for individual
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// control per shard.
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_client.ShardReady += ReadyAsync;
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_client.Log += LogAsync;
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// The Sharded Client does not have a Ready event.
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// The ShardReady event is used instead, allowing for individual
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// control per shard.
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client.ShardReady += ReadyAsync;
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client.Log += LogAsync;
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await services.GetRequiredService<CommandHandlingService>().InitializeAsync();
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await services.GetRequiredService<CommandHandlingService>().InitializeAsync();
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await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token"));
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await _client.StartAsync();
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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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await client.StartAsync();
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await Task.Delay(-1);
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await Task.Delay(-1);
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}
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}
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private IServiceProvider ConfigureServices()
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private ServiceProvider ConfigureServices(DiscordSocketConfig config)
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{
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return new ServiceCollection()
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.AddSingleton(_client)
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.AddSingleton(new DiscordShardedClient(config))
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.AddSingleton<CommandService>()
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.AddSingleton<CommandHandlingService>()
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.BuildServiceProvider();
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