[docs] rewrite commands, update samples
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@@ -3,82 +3,152 @@
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[Discord.Commands](xref:Discord.Commands) provides an Attribute-based
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Command Parser.
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### Setup
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## Setup
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To use Commands, you must create a
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[Commands Service](xref:Discord.Commands.CommandService)
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and a Command Handler.
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To use Commands, you must create a [Commands Service] and a
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Command Handler.
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Included below is a very bare-bones Command Handler. You can extend
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your Command Handler as much as you like, however the below is the
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bare minimum.
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[!code-csharp[Barebones Command Handler](samples/command_handler.cs)]
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The CommandService optionally will accept a [CommandServiceConfig],
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which _does_ set a few default values for you. It is recommended to
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look over the properties in [CommandServiceConfig], and their default
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values.
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## Commands
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[!code-csharp[Command Handler](samples/command_handler.cs)]
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In 1.0, Commands are no longer implemented at runtime with a builder
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pattern. While a builder pattern may be provided later, commands are
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created primarily with attributes.
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[Command Service]: xref:Discord.Commands.CommandService
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[CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig
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### Basic Structure
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## With Attributes
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All commands belong to a Module. (See the below section for creating
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modules).
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In 1.0, Commands can be defined ahead of time, with attributes, or
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at runtime, with builders.
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All commands in a module must be defined as a `Task`.
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For most bots, ahead-of-time commands should be all you need, and this
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is the recommended method of defining commands.
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To add parameters to your command, you simply need to add parameters
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to the Task that represents the command. You are _not_ required to
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accept all arguments as `String`, they will be automatically parsed
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into the type you specify for the arument. See the Example Module
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for an example of command parameters.
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### Modules
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## Modules
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The first step to creating commands is to create a _module_.
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Modules are an organizational pattern that allow you to write your
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commands in different classes, and have them automatically loaded.
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Discord.Net's implementation of Modules is influenced heavily from
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ASP.Net Core's Controller pattern. This means that the lifetime of a
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module instance is only as long as the command being ran in it.
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Discord.Net's implementation of Modules is influenced heavily from
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ASP.Net Core's Controller pattern. This means that the lifetime of a
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module instance is only as long as the command being invoked.
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**Avoid using long-running code** in your modules whereever possible.
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You should **not** be implementing very much logic into your modules;
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You should **not** be implementing very much logic into your modules;
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outsource to a service for that.
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If you are unfamiliar with Inversion of Control, it is recommended to
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read the MSDN article on [IoC] and [Dependency Injection].
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To create a module, create a class that inherits from
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@Discord.Commands.ModuleBase.
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To begin, create a new class somewhere in your project, and
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inherit the class from [ModuleBase]. This class **must** be `public`.
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>[!NOTE]
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>[ModuleBase] is an _abstract_ class, meaning that you may extend it
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>or override it as you see fit. Your module may inherit from any
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>extension of ModuleBase.
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By now, your module should look like this:
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[!code-csharp[Empty Module](samples/empty-module.cs)]
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[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx
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[Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx
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[ModuleBase]: xref:Discord.Commands.ModuleBase
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### Example Module
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### Adding Commands
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[!code-csharp[Modules](samples/module.cs)]
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The next step to creating commands, is actually creating commands.
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To create a command, add a method to your module of type `Task`.
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Typically, you will want to mark his method as `async`, although it is
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not required.
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Adding parameters to a command is done by adding parameters to the
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parent Task.
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For example, to take an integer as an argument, add `int arg`. To take
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a user as an argument, add `IUser user`. In 1.0, a command can accept
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nearly any type of argument; a full list of types that are parsed by
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default can be found in the below section on _Type Readers_.
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Parameters, by default, are always required. To make a parameter
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optional, give it a default value. To accept a comma-separated list,
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set the parameter to `params Type[]`.
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Should a parameter include spaces, it **must** be wrapped in quotes.
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For example, for a command with a parameter `string food`, you would
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execute it with `!favoritefood "Key Lime Pie"`.
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If you would like a parameter to parse until the end of a command,
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flag the parameter with the [RemainderAttribute]. This will allow a
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user to invoke a command without wrapping a parameter in quotes.
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Finally, flag your command with the [CommandAttribute]. (You must
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specify a name for this command, except for when it is part of a
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module group - see below).
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[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute
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[CommandAttribute]: xref:Discord.Commands.CommandAttribute
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### Command Overloads
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You may add overloads of your commands, and the command parser will
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automatically pick up on it.
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If, for whatever reason, you have too commands which are ambiguous to
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each other, you may use the @Discord.Commands.PriorityAttribute to
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specify which should be tested before the other.
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Priority's are sorted in ascending order; the higher priority will be
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called first.
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### CommandContext
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Every command can access the execution context through the [Context]
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property on [ModuleBase]. CommandContext allows you to access the
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message, channel, guild, and user that the command was invoked from,
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as well as the underlying discord client the command was invoked from.
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You may need to cast these objects to their Socket counterparts (see
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the terminology section).
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To reply to messages, you may also invoke [ReplyAsync], instead of
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accessing the channel through the [Context] and sending a message.
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### Example Module
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At this point, your module should look comparable to this example:
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[!code-csharp[Example Module](samples/module.cs)]
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#### Loading Modules Automatically
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The Command Service can automatically discover all classes in an
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Assembly that inherit @Discord.Commands.ModuleBase, and load them.
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Assembly that inherit [ModuleBase], and load them.
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To have a module opt-out of auto-loading, pass `autoload: false` in
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the Module attribute.
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To opt a module out of auto-loading, flag it with
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[DontAutoLoadAttribute]
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Invoke [CommandService.AddModules] to discover modules and install them.
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Invoke [CommandService.AddModulesAsync] to discover modules and
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install them.
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[CommandService.AddModules]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModules
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[DontAutoLoadAttribute]: Discord.Commands.DontAutoLoadAttribute
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[CommandService.AddModulesAsync]: xref:Discord_Commands_CommandService#AddModulesAsync_System_Reflection_Assembly_
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#### Loading Modules Manually
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To manually load a module, invoke [CommandService.AddModule],
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To manually load a module, invoke [CommandService.AddModuleAsync],
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by passing in the generic type of your module, and optionally
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a dependency map.
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[CommandService.AddModule]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModule__1_Discord_Commands_IDependencyMap_
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[CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModuleAsync__1
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### Module Constructors
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@@ -87,18 +157,27 @@ that are placed in the constructor must be injected into an
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@Discord.Commands.IDependencyMap. Alternatively, you may accept an
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IDependencyMap as an argument and extract services yourself.
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### Command Groups
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### Module Groups
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Command Groups allow you to create a module where commands are prefixed.
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To create a group, create a new module and flag it with the
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@Discord.Commands.GroupAttribute.
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Module Groups allow you to create a module where commands are prefixed.
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To create a group, flag a module with the
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@Discord.Commands.GroupAttribute
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>[!NOTE]
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>Groups do not _need_ to be modules. Only classes with commands should
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>inherit from ModuleBase. If you plan on using a group for strictly
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>organizational purposes, there is no reason to make it a module.
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Module groups also allow you to create **nameless commands**, where the
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[CommandAttribute] is configured with no name. In this case, the
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command will inherit the name of the group it belongs to.
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[!code-csharp[Groups Sample](samples/groups.cs)]
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### Submodules
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Submodules are modules that reside within another module. Typically,
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submodules are used to create nested groups (although not required to
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create nested groups).
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[!code-csharp[Groups and Submodules](samples/groups.cs)]
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## With Builders
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**TODO**
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## Dependency Injection
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@@ -143,34 +222,13 @@ can be as complex as you want them to be.
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## Bundled Preconditions
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@Discord.Commands ships with two built-in preconditions,
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@Discord.Commands.RequireContextAttribute and
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@Discord.Commands.RequirePermissionAttribute.
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Commands ships with four bundled preconditions; you may view their
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usages on their API page.
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### RequireContext
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@Discord.Commands.RequireContextAttribute is a precondition that
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requires your command to be executed in the specified context.
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You may require three different types of context:
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* Guild
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* DM
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* Group
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Since these are `Flags`, you may OR them together.
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[!code-csharp[RequireContext](samples/require_context.cs)]
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### RequirePermission
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@Discord.Commands.RequirePermissionAttribute is a precondition that
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allows you to quickly specfiy that a user must poesess a permission
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to execute a command.
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You may require either a @Discord.GuildPermission or
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@Discord.ChannelPermission
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[!code-csharp[RequireContext](samples/require_permission.cs)]
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- @Discord.Commands.RequireContextAttribute
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- @Discord.Commands.RequireOwnerAttribute
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- @Discord.Commands.RequireBotPermissionAttribute
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- @Discord.Commands.RequireUserPermissionAttribute
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## Custom Preconditions
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@@ -178,15 +236,20 @@ To write your own preconditions, create a new class that inherits from
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@Discord.Commands.PreconditionAttribute
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In order for your precondition to function, you will need to override
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`CheckPermissions`, which is a `Task<PreconditionResult>`.
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[CheckPermissions].
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Your IDE should provide an option to fill this in for you.
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Return `PreconditionResult.FromSuccess()` if the context met the
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required parameters, otherwise return `PreconditionResult.FromError()`,
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Return [PreconditionResult.FromSuccess] if the context met the
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required parameters, otherwise return [PreconditionResult.FromError],
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optionally including an error message.
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[!code-csharp[Custom Precondition](samples/require_owner.cs)]
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[CheckPermissions]: xref:Discord.Commands.PreconditionAttribute#Discord_Commands_PreconditionAttribute_CheckPermissions_Discord_Commands_CommandContext_Discord_Commands_CommandInfo_Discord_Commands_IDependencyMap_
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[PreconditionResult.FromSuccess]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromSuccess
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[PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromError_System_String_
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# Type Readers
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Type Readers allow you to parse different types of arguments in
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@@ -194,24 +257,26 @@ your commands.
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By default, the following Types are supported arguments:
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- string
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- bool
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- char
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- sbyte/byte
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- ushort/short
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- uint/int
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- ulong/long
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- float, double, decimal
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- DateTime/DateTimeOffset
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- IUser/IGuildUser
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- IChannel/IGuildChannel/ITextChannel/IVoiceChannel/IGroupChannel
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- IRole
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- string
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- DateTime/DateTimeOffset/TimeSpan
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- IMessage/IUserMessage
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- IChannel/IGuildChannel/ITextChannel/IVoiceChannel/IGroupChannel
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- IUser/IGuildUser/IGroupUser
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- IRole
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### Creating a Type Readers
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To create a TypeReader, create a new class that imports @Discord and
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@Discord.Commands. Ensure your class inherits from @Discord.Commands.TypeReader
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Next, satisfy the `TypeReader` class by overriding `Task<TypeReaderResult> Read(CommandContext context, string input)`.
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Next, satisfy the `TypeReader` class by overriding [Read].
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>[!NOTE]
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>In many cases, Visual Studio can fill this in for you, using the
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@@ -223,6 +288,8 @@ Finally, return a `TypeReaderResult`. If you were able to successfully
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parse the input, return `TypeReaderResult.FromSuccess(parsedInput)`.
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Otherwise, return `TypeReaderResult.FromError`.
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[Read]: xref:Discord.Commands.TypeReader#Discord_Commands_TypeReader_Read_Discord_Commands_CommandContext_System_String_
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#### Sample
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[!code-csharp[TypeReaders](samples/typereader.cs)]
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@@ -23,11 +23,19 @@ You may add the MyGet feed to Visual Studio directly from `https://www.myget.org
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You can also pull the latest source from [GitHub](https://github.com/RogueException/Discord.Net).
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>[!WARNING]
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>The versions of Discord.Net on NuGet are behind the versions this documentation is written for.
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>The versions of Discord.Net on NuGet are behind the versions this
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>documentation is written for.
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>You MUST install from MyGet or Source!
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## Async
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Discord.Net uses C# tasks extensiely - nearly all operations return one. It is highly reccomended these tasks be awaited whenever possible. To do so requires the calling method to be marked as async, which can be problematic in a console application. An example of how to get around this is provided below.
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Discord.Net uses C# tasks extensiely - nearly all operations return
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one.
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It is highly reccomended these tasks be awaited whenever possible.
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To do so requires the calling method to be marked as async, which
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can be problematic in a console application. An example of how to
|
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get around this is provided below.
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For more information, go to [MSDN's Async-Await section.](https://msdn.microsoft.com/en-us/library/hh191443.aspx)
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@@ -8,6 +8,7 @@ public class Program
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{
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private CommandService commands;
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private DiscordSocketClient client;
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private DependencyMap map;
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static void Main(string[] args) => new Program().Start().GetAwaiter().GetResult();
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@@ -18,6 +19,8 @@ public class Program
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string token = "bot token here";
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map = new DependencyMap();
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await InstallCommands();
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await client.LoginAsync(TokenType.Bot, token);
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@@ -25,13 +28,12 @@ public class Program
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await Task.Delay(-1);
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}
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public async Task InstallCommands()
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{
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// Hook the MessageReceived Event into our Command Handler
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client.MessageReceived += HandleCommand;
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// Discover all of the commands in this assembly and load them.
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await commands.LoadAssembly(Assembly.GetEntryAssembly());
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await commands.AddModulesAsync(Assembly.GetEntryAssembly());
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}
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public async Task HandleCommand(SocketMessage messageParam)
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{
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@@ -41,16 +43,14 @@ public class Program
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// Create a number to track where the prefix ends and the command begins
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int argPos = 0;
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// Determine if the message is a command, based on if it starts with '!' or a mention prefix
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if (message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(client.CurrentUser, ref argPos))
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{
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// Create a Command Context
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var context = new CommandContext(client, message);
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// Execute the command. (result does not indicate a return value,
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// rather an object stating if the command executed succesfully)
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var result = await _commands.Execute(context, argPos);
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if (!result.IsSuccess)
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await msg.Channel.SendMessageAsync(result.ErrorReason);
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}
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if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(client.CurrentUser, ref argPos))) return;
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// Create a Command Context
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var context = new CommandContext(client, message);
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// Execute the command. (result does not indicate a return value,
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// rather an object stating if the command executed succesfully)
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var result = await commands.ExecuteAsync(context, argPos, map);
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if (!result.IsSuccess)
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await msg.Channel.SendMessageAsync(result.ErrorReason);
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}
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||||
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}
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@@ -2,28 +2,30 @@ using Discord;
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using Discord.Commands;
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using Discord.WebSocket;
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[Module]
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public class ModuleA
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public class ModuleA : ModuleBase
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{
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private DiscordSocketClient client;
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private ISelfUser self;
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private readonly DatabaseService _database;
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public ModuleA(IDiscordClient c, ISelfUser s)
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public ModuleA(DatabaseService database)
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{
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if (!(c is DiscordSocketClient)) throw new InvalidOperationException("This module requires a DiscordSocketClient");
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client = c as DiscordSocketClient;
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self = s;
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_database = database;
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}
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public async Task ReadFromDb()
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{
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var x = _database.getX();
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await ReplyAsync(x);
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||||
}
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||||
}
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||||
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public class ModuleB
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{
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private IDiscordClient client;
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private CommandService commands;
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||||
private CommandService _commands;
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||||
private NotificationService _notification;
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public ModuleB(CommandService c, IDependencyMap m)
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public ModuleB(CommandService commands, IDependencyMap map)
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{
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commands = c;
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client = m.Get<IDiscordClient>();
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_commands = commands;
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_notification = map.Get<NotificationService>();
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}
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||||
}
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||||
6
docs/guides/samples/empty-module.cs
Normal file
6
docs/guides/samples/empty-module.cs
Normal file
@@ -0,0 +1,6 @@
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using Discord.Commands;
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||||
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||||
public class InfoModule : ModuleBase
|
||||
{
|
||||
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||||
}
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||||
@@ -1,6 +1,6 @@
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||||
public async Task SendMessageToChannel(ulong ChannelId)
|
||||
{
|
||||
var channel = _client.GetChannel(ChannelId) as ISocketMessageChannel;
|
||||
var channel = _client.GetChannel(ChannelId) as SocketMessageChannel;
|
||||
await channel?.SendMessageAsync("aaaaaaaaahhh!!!")
|
||||
/* ^ This question mark is used to indicate that 'channel' may sometimes be null, and in cases that it is null, we will do nothing here. */
|
||||
}
|
||||
@@ -1,15 +1,18 @@
|
||||
[Group("admin")]
|
||||
public class AdminModule : ModuleBase
|
||||
{
|
||||
[Group("mod")]
|
||||
public class ModerationGroup : ModuleBase
|
||||
[Group("clean")]
|
||||
public class CleanModule : ModuleBase
|
||||
{
|
||||
// ~admin mod ban foxbot#0282
|
||||
[Command("ban")]
|
||||
public async Task Ban(IGuildUser user) { }
|
||||
}
|
||||
// ~admin clean 15
|
||||
[Command]
|
||||
public async Task Default(int count = 10) => Messages(count);
|
||||
|
||||
// ~admin clean 100
|
||||
[Command("clean")]
|
||||
public async Task Clean(int count = 100) { }
|
||||
// ~admin clean messages 15
|
||||
[Command("messages")]
|
||||
public async Task Messages(int count = 10) { }
|
||||
}
|
||||
// ~admin ban foxbot#0282
|
||||
[Command("ban")]
|
||||
public async Task Ban(IGuildUser user) { }
|
||||
}
|
||||
@@ -13,7 +13,11 @@ public class Program
|
||||
LogLevel = LogSeverity.Info
|
||||
});
|
||||
|
||||
_client.Log += (message) => Console.WriteLine($"{message.ToString()}");
|
||||
_client.Log += (message) =>
|
||||
{
|
||||
Console.WriteLine($"{message.ToString()}");
|
||||
return Task.CompletedTask;
|
||||
};
|
||||
|
||||
await _client.LoginAsync(TokenType.Bot, "bot token");
|
||||
}
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
public class InfoModule : ModuleBase
|
||||
{
|
||||
// Constrain this command to Guilds
|
||||
[RequireContext(ContextType.Guild)]
|
||||
public async Task Whois(IGuildUser user) { }
|
||||
|
||||
// Constrain this command to either Guilds or DMs
|
||||
[RequireContext(ContextType.Guild | ContextType.DM)]
|
||||
public async Task Info() { }
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
// Defining the Precondition
|
||||
// (Note: This precondition is obsolete, it is recommended to use the RequireOwnerAttribute that is bundled with Discord.Commands)
|
||||
|
||||
// Inherit from PreconditionAttribute
|
||||
public class RequireOwnerAttribute : PreconditionAttribute
|
||||
|
||||
@@ -1,6 +0,0 @@
|
||||
public class AdminModule : ModuleBase
|
||||
{
|
||||
[Command("ban")]
|
||||
[RequirePermission(GuildPermission.BanMembers)]
|
||||
public async Task Ban(IGuildUser target) { }
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
// Note: This example is obsolete, a boolean type reader is bundled with Discord.Commands
|
||||
using Discord;
|
||||
using Discord.Commands;
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
# Discord.Net Documentation
|
||||
|
||||
Refer to [Guides](guides/intro.md) for tutorials on using Discord.Net, or the [API documentation](api/index.md) to review individual objects in the library.
|
||||
Refer to [The Intro](guides/intro.md) for tutorials on using Discord.Net, or the [API documentation](api/index.md) to review individual objects in the library.
|
||||
|
||||
**Todo:** Put something meaningful here.
|
||||
Reference in New Issue
Block a user