Make changes per feedback, remove invocations of GuildMemberUpdated
Nickname changes/role changes are no longer sent over PRESENCE_UPDATE, making it obsolete to check for changes there.
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@@ -1439,15 +1439,12 @@ namespace Discord.WebSocket
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}
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SocketPresence beforePresence;
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SocketGuildUser beforeGuild;
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SocketGlobalUser beforeGlobal;
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var user = guild.GetUser(data.User.Id);
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if (user != null)
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{
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beforePresence = user.Presence.Clone();
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beforeGlobal = user.GlobalUser.Clone();
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beforeGuild = user.Clone();
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user.Update(State, data);
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}
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else
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@@ -1455,19 +1452,14 @@ namespace Discord.WebSocket
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beforePresence = new SocketPresence(UserStatus.Offline, null);
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user = guild.AddOrUpdateUser(data);
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beforeGlobal = user.GlobalUser.Clone();
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beforeGuild = user.Clone();
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}
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await _userPresenceUpdatedEvent.InvokeAsync(guild, user, beforePresence, user.Presence).ConfigureAwait(false);
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if (data.Roles.IsSpecified || data.Nick.IsSpecified)
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{
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await _guildMemberUpdatedEvent.InvokeAsync(beforeGuild, user).ConfigureAwait(false);
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}
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if (data.User.Username.IsSpecified || data.User.Avatar.IsSpecified)
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{
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await _userUpdatedEvent.InvokeAsync(beforeGlobal, user).ConfigureAwait(false);
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return;
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}
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await _userPresenceUpdatedEvent.InvokeAsync(guild, user, beforePresence, user.Presence).ConfigureAwait(false);
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}
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else
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{
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@@ -88,14 +88,11 @@ namespace Discord.WebSocket
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internal override void Update(ClientState state, PresenceModel model)
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{
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base.Update(state, model);
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GlobalUser.Update(state, model.User);
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if (model.Roles.IsSpecified)
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UpdateRoles(model.Roles.Value);
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if (model.Nick.IsSpecified)
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Nickname = model.Nick.Value;
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if (model.User.Username.IsSpecified)
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GlobalUser.Username = model.User.Username.Value;
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if (model.User.Avatar.IsSpecified)
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GlobalUser.AvatarId = model.User.Avatar.Value;
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}
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private void UpdateRoles(ulong[] roleIds)
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{
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