Update events.rst
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@@ -3,14 +3,26 @@ Events
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Usage
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-----
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Events in Discord.NET are raised using the Event system in c#. Most events are raised on the ``DiscordClient`` class.
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Messages from the Discord server are exposed via events on the DiscordClient class and follow the standard EventHandler<EventArgs> C# pattern.
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Most events in Discord.NET explain theirselves by their name.
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.. warning::
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Note that all synchronous code in an event handler will run on the gateway socket's thread and should be handled as quickly as possible.
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Using the async-await pattern to let the thread continue immediately is recommended and is demonstrated in the examples below.
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Connection State
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----------------
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Connection Events will be raised when the Connection State of your client changes.
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.. warning::
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You should not use DiscordClient.Connected to run code when your client first connects to Discord.
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If you lose connection and automatically reconnect, this code will be ran again, which may lead to unexpected behavior.
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Messages
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--------
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The Four Message Events (MessageReceived, Updated, Deleted, and Acknowledged) are raised when a message has been modified/created.
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MessageReceived, MessageUpdated and MessageDeleted are raised when a new message arrives, an existing one has been updated (by the user, or by Discord itself), or deleted.
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MessageAcknowledged is only triggered in client mode, and occurs when a message is read on another device logged-in with your account.
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Example of MessageReceived:
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@@ -19,24 +31,24 @@ Example of MessageReceived:
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// (Preface: Echo Bots are discouraged, make sure your bot is not running in a public server if you use them)
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// Hook into the MessageReceived event using a Lambda
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_client.MessageReceived += (s, e) => {
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_client.MessageReceived += async (s, e) => {
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// Check to make sure that the bot is not the author
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if (!e.Message.IsAuthor)
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// Echo the message back to the channel
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e.Channel.SendMessage(e.Message);
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await e.Channel.SendMessage(e.Message);
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};
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Users
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-----
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There are Six User Events:
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There are several user events:
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UserBanned: A user has been banned from a Server
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UserUnbanned: A user was unbanned
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UserJoined: A user joins a server
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UserLeft: A user left (or was kicked) from a Server
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UserIsTyping: A user in a channel starts typing
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UserUpdated: A user object was updated. (caused by a presence update, role/permission change, or a voice state update)
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UserBanned: A user has been banned from a server.
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UserUnbanned: A user was unbanned.
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UserJoined: A user joins a server.
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UserLeft: A user left (or was kicked from) a server.
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UserIsTyping: A user in a channel starts typing.
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UserUpdated: A user object was updated (presence update, role/permission change, or a voice state update).
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.. note::
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UserUpdated Events include a ``User`` object for Before and After the change.
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@@ -47,29 +59,20 @@ Examples:
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.. code-block:: c#
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// Register a Hook into the UserBanned event using a Lambda
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_client.UserBanned += (s, e) => {
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_client.UserBanned += async (s, e) => {
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// Create a Channel object by searching for a channel named '#logs' on the server the ban occurred in.
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var logChannel = e.Server.FindChannels("logs").FirstOrDefault();
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// Send a message to the server's log channel, stating that a user was banned.
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logChannel.SendMessage($"User Banned: {e.User.Name}")
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await logChannel.SendMessage($"User Banned: {e.User.Name}");
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};
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// Register a Hook into the UserUpdated event using a Lambda
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_client.UserUpdated += (s, e) => {
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_client.UserUpdated += async (s, e) => {
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// Check that the user is in a Voice channel
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if (e.After.VoiceChannel == null) return;
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// See if they changed Voice channels
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if (e.Before.VoiceChannel == e.After.VoiceChannel) return;
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// do something...
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await logChannel.SendMessage($"User {e.After.Name} changed voice channels!");
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};
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Connection States
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-----------------
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Connection Events will be raised when the Connection State of your client changes.
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.. warning::
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You should not use DiscordClient.Connected to run code when your client first connects to Discord.
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If you lose connection and automatically reconnect, this code will be ran again, which may lead to unexpected behavior.
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