Merge Labs 3.X into dev (#1923)

* meta: bump version

* Null or empty fix (#176)

* Add components and stickers to ReplyAsync extension

* Fixed null or empty

* Changed Label to Description

* -||-

Co-authored-by: quin lynch <lynchquin@gmail.com>

* More regions (#177)

* Preconditions

* ChannelHelper

* RestDMChannel

* RestGroupChannel

* RestBan

* RestGroupUser

* EntityExtensions

* DiscordSocketClient

* DiscordSocketClient

* Discord.net.core.xml fix (#178)

* Changed Label to Description

* Added Discord- .MessageComponent .ISticker[]

,Discord.MessageComponent,Discord.ISticker[] to ReplyAsync

* Remove references to labs

* Update Discord.Net.sln

* Added SendMessagesInThreads and StartEmbeddedActivities. (#175)

* Added SendMessagesInThreads and StartEmbeddedActivities.

Adjusted owner perms.
Change UsePublicThreads -> CreatePublicThreads
Change UsePrivateThreads -> CreatePrivateThreads

* removed extra ///

* Added UsePublicThreads and UsePrivateThreads back with Obsolete Attribute

* removed 'false' from Obsolete Attribute

* Squashed commit of the following:

commit dca41a348e36a9b4e7006ef3a76377eb32aad276
Author: quin lynch <lynchquin@gmail.com>
Date:   Thu Sep 23 07:02:19 2021 -0300

    Autocomplete commands

* meta: xml. closes #171

* Revert user agent and $device to dnet

* meta: bump version

* meta: bump vers

* Fix sticker args

* Grammer fix (#179)

* Made IVoiceChannel mentionable

* Embeds array for send message async (#181)

* meta: bump version

* meta: bump vers

* Fix sticker args

* Grammer fix (#179)

* Added embeds for SendMessageAsync

* [JsonProperty("embed")] forgot to remove this

 public Optional<Embed> Embed { get; set; }

* It has been done as requested.

* Changed the old way of handeling single embeds

* Moved embeds param and added options param

* xmls

Co-authored-by: quin lynch <lynchquin@gmail.com>

* Fix thread permissions (#183)

* Update GuildPermissionsTests.cs

* Update GuildPermissions.cs

* Use compound assignment (#186)

* Used compound assignment

* -||-

* -||-

* Remove unnecessary suppression (#188)

* Inlined variable declarations (#185)

* Fixed some warnings (#184)

* Fixed some warnings

* Another fixed warning

* Changed the SSendFileAsync to SendFileAsync

* Removed para AlwaysAcknowledgeInteractions

* Moved it back to the previous version

* Added periods to the end like quin requested!! :((

Co-authored-by: MrCakeSlayer <13650699+MrCakeSlayer@users.noreply.github.com>

* Object initialization can be simplified fixed (#189)

* Conditional-expression-simplification (#193)

* Capitlazation fixes (#192)

* Removed-this. (#191)

* Use 'switch' expression (#187)

* Use 'switch' expression

* Reverted it to the old switch case

* Fixed-compiler-error (#194)

* Submitting updates to include new permissions. (#195)

* Submitting updates to include new permissions.

* Make old permissions obsolete and update tests

Co-authored-by: quin lynch <lynchquin@gmail.com>

* Update azure-pipelines.yml

* Update azure-pipelines.yml

* Update azure-pipelines.yml

* Add support for long in autocomplete option

* Add support for sending files with multiple embeds (#196)

* Add support for sending files with multiple embeds

* Simplify prepending single embed to embed array

* Consistency for embeds endpoints (#197)

* Changed the way of handling prepending of embeds.

For consistency.

* reformatted the summary

* Revert pipeline

* Fix duplicate merge conflicts

* Changed minimum slash command name length to 1 per Discord API docs (#198)

* Channel endpoints requirements correction (#199)

* Added some requirements to channels for topic

* Changed check from NotNullOrEmpty to NotNullOrEmpty

* Added some requirements to channels for name

Preconditions.LessThan

* Formatting of file

* Added restriction for description not being null (#200)

* Update azure-pipelines.yml

* Update deploy.yml

* Remove version tag from proj

* Update deploy.yml

* Removed versions from project files

* Removed style of the nuget badge and added logo (#201)

The style was not properly added to it and the plastic version does not look good with the discord badge.
I thought it would look better with a logo

* Fix Type not being set in SocketApplicationCommand

* Remove useless GuildId property

* meta: update XML

* Add Autocomplete to SlashCommandOptionBuilder

* Added autocomplete in SlashCommandOptionBuilder. (#206)

Co-authored-by: Quin Lynch <49576606+quinchs@users.noreply.github.com>

* Fix duplicate autocomplete

* Fix #208

* Fix sub commands being interpreted as a parameter for autocomplete

* Fix exposed optional

* Support the discord:// protocol in buttons (#207)

* Update UrlValidation.cs

* Update ComponentBuilder.cs

* Add docs and better error messages.

* Fix wonky intentation

* Add competing activity status type (#205)

* Update GuildPermissionsTests.cs

* Update GuildPermissions.cs

* Add competing status type

* Add Icons to IRole (#204)

* Added icon field to IRole

* Added GetGuildRoleIconUrl()

* Added Clean Content Function (#174)

* Added Clean Content Function

* Fixed Spelling problems and bad var handling

* Add StripMarkDown Method

* Clean Content Expanded (#212)

* Implement CleanContent In IMessage & RestMessage

* Update Spelling and Documentation

* Add SanatizeMessage to MessageHelper and Refactor Rest and Socket Message

* Add event for autocomplete interaction (#214)

* Spelling corrections (#215)

* Remove null collections

* Followup with file async warnings (#216)

* Changed from NotNullOrWhitespace to NotNullOrEmpty

* Added NotNullOrEmpty on filename

* Added system to interpret from the path

* Added a check for if it contains a period

* It has been done, how ever it will break stuff

* Changed to use ??= how ever still added error check

* Added space under check

* Changed from with a period to valid file extension

* Added checks for SendFileAsync

* Removed filename != null &&

* Add channel types in application command options. (#217)

* add channel types in application command options

* Indent Docs

* Stage instance audit logs as well as thread audit log type

* Update azure-pipelines.yml

* Update azure-pipelines.yml

* Fix system messages not including mentioned users. Added ContextMenuCommand message type

* Remove file extension check (#218)

* Fix NRE in modify guild channel

* Fix 429's not being accounted for in ratelimit updates

* meta: add net5 framework

Co-Authored-By: MrCakeSlayer <13650699+MrCakeSlayer@users.noreply.github.com>

* Proper doc logos (#221)

* Update GuildPermissionsTests.cs

* Update GuildPermissions.cs

* Add competing activity status type

* logo changes

* logo text as path

* add missing logo

* Update package logo and favicon

* Update docfx references

* Remove XML files and use original pipeline format

* Remove console writeline

* Remove Console.WriteLine

* Remove useless log

* Rename Available sticker field to IsAvailable

* Rename Available to IsAvailable in stickers

* Add summary indent for role members

* Add summary indent to SocketInvite

* Rename DefaultPermission to IsDefaultPermission

* Rename Default to IsDefault and Required to IsRequired in IApplicationCommandOption

* Rename Default and Required to IsDefault and IsRequired in IApplicationCommandOption. Rename DefaultPermission to IsDefaultPermission in IApplicationCommand

* Remove extra white spaces

* Renamed Joined, Archived, and Locked to HasJoined, IsArchived, and IsLocked

* Rename Live and DiscoverableDisabled to IsDiscoverableDisabled and IsLive in IStageChannel

* Remove newline

* Add indent to summaries

* Remove unnecessary json serializer field

* Fix ToEntity for roletags incorrectly using IsPremiumSubscriber

* Update RestChannel for new channel types

* Fix different rest channels not deserializing properly

* fully qualify internal for UrlValidation and add indent to summary

* Add missing periods to InteractionResponseType

* Fix summary in IApplicationCommandOptionChoice

* Update IApplicationCommandOption summaries

* Update IApplicationCommandInteractionDataOption summaries

* Update IApplicationCommandInteractionData summaries

* Update IApplicationCommand summaries

* Update ApplicationCommandType summaries

* rename DefaultPermission to IsDefaultPermission in ApplicationCommandProperties

* update ApplicationCommandOptionChoiceProperties summaries

* Rename Default, Required, and Autocomplete to IsDefault, IsRequired, and IsAutocomplete in ApplicationCommandOptionProperties

* Update SlashCommandProperties summaries

* update SlashCommandBuilder boolean field names, summaries, and choice parameters

* Update SelectMenuOption summaries, Rename Default to IsDefault in SelectMenuOption

* update SelectMenuComponent summaries. Rename Disabled to IsDisabled in SelectMenuComponent

* update ComponentBuilder summaries and boolean fields.

* Update ButtonComponent summaries and boolean fields

* update ActionRowComponent summaries

* Update UserCommandBuilder

* Update MessageCommandBuilder summaries and boolean properties

* Update IGuild summary

* Update IGuild summaries

* Update StagePrivacyLevel summary

* update IThreadChannel summaries

* Update IStageChannel summaries

* Refactor summaries and boolean property names

* General cleanup (#223)

* General cleanup

* Add Async suffix to SendAutocompleteResult

* Fix more formatting

* Fix unused RequestOptions in GetActiveThreadsAsync

* Add message to ArgumentNullException

* Ephemeral attachments

* Add missing jsonproperty attribute

* Add IMessage.Interaction

* Update attachment checks for embed urls

* meta: bump version

* Remove old package configs and update image

* Update package logos

* Fix logo reference for azure

* Deprecate old package definitions in favor for target file

* Deprecate old package definitions in favor for target file

Co-authored-by: Jared L <48422312+lhjt@users.noreply.github.com>

* Update package ids

* Fix url validation

* meta: bump version

* Fix assignment of UserMentions (#233)

* Fix CleanContent (#231)

* Fix SocketSlashCommandData access modifier. (#237)

Fixes #229

* Update README with better header (#232)

* Update README with better header

Adds HTML elements that implement the main logo & improve the redirection tag positions.

* Resolving border issue in light-mode

* Update sponsor section

* Implement checks for interaction respond times and multiple interaction responses. closes #236, #235

* Add response check to socket auto complete

* meta: bump versions

* Fix #239

* meta: bump version

* meta: update logo

* meta: bump versions

* Revert received at time, confirmed by discord staff to be accurate

* Merge branch 'release/3.x' of https://github.com/Discord-Net-Labs/Discord.Net-Labs into merger-labs

Update requested changes of obsolete and references to labs.

Added `Interaction` to `IMessage`
Fixed grammar
Fixed bugs relating to interactions.

* Update docs

* Update CHANGELOG.md

* meta: docs building

* Update docs.yml

* Update docs.yml

* Fix docfx version

* Update docs.yml

* Update docs.bat

* Rename docs repo for clone

* update docfx version

* Update docs.bat

* Update docfx version

* Remove docs from pipeline

* FAQ revamped, metadata updated (#241)

* FAQ revamped, metadata updated

* Update FAQ.md

* Update README.md

* Docs index improvement

* Fix InvalidOperationException in modify channel

* feature: guild avatars, closes #238

* feature: modify role icons

* meta: changelog

* meta: bump version

* Update README.md

* Fix non value type options not being included in autocomplete

* Add new activity flags (#254)

* Add new activity flags

* Add missing commas

* Added support for GUILD_JOIN_REQUEST_DELETE event (#253)

Fixes #247

* Adding BotHTTPInteraction user flag (#252)

* animated guild banner support (#255)

* Docs work (WIP) (#242)

* Main page work

* Metadata logo dir

* More main page edits

* Naming change

* Dnet guide entries pruned

* Add student hub guild directory channel (#256)

* animated guild banner support

* Add guild directory channel

* Fix followup with file overwrite having incorrect parameter locations

* Merge labs 3.x

* Update GUILD_JOIN_REQUEST_DELETE event

* Update head.tmpl.partial

* Removed BannerId and AccentColor  (#260)

* Removed BannerId property, GetBannerURL method, and AccentColor property from IUser and socket entities.

* Fixed errors in IUser.cs

* Added back summary for GetAvatarUrl method in IUser.cs

* Support Guild Boost Progress Bars (#262)

* Support Guild Boost Progress Bars

* Update SocketChannel.cs

* Fix non-optional and unnecessary values.

* Spelling

* Reordering and consistency.

* Remove log for reconnect

* Add missing flags to SystemChannelMessageDeny (#267)

* Fix labs reference in analyzer project and provider project

* Rename new activity flags

* Guild feature revamp and smart gateway intent checks

* Get thread user implementation

* Amend creating slash command guide (#269)

* Adding BotHTTPInteraction user flag

* Added comments explaining the Global command create stipulations.

* Fix numeric type check for options

* Add state checking to ConnectionManager.StartAsync (#272)

* initial interface changes

* Multi file upload + attachment editing

* meta: bump versions

* Update CHANGELOG.md

* Update CHANGELOG.md

* Support Min and Max values on ApplicationCommandOptions (#273)

* Support Min and Max values on ApplicationCommandOptions

* Support decimal min/max values

* Docs imrpovments + use ToNullable

* Logomark, doc settings edit (#258)

* Logomark, doc settings edit

* Replace standard logo

* Bumping docfx plugins to latest release

* Bump version metadata

* Logo svg fix

* Change default sticker behavior and add AlwaysResolveSticker to the config

* Implement rest based interactions. Added ED25519 checks. Updated summaries.

* Update package logo

* Automatically fix ordering of optional command options (#276)

* auto fix optional command option order

* clean up indentation

* Fix maximum number of Select Menu Options (#282)

As of https://discord.com/developers/docs/interactions/message-components#select-menu-object-select-menu-structure the maximum number of options is 25, not less than 25. Hopefully the change catches all necessary locations

* Add voice region to modify voice channels

* Update summaries on rest interactions

* Interaction Specific Interfaces (#283)

* added interaction specific interfaces

* fix build error

* implement change requests

* Update application

* Add Guild Scheduled Events (#279)

* guild events initial

* sharded events

* Add new gateway intents and fix bugs

* More work on new changes to guild events

* Update guild scheduled events

* Added events to extended guild and add event start event

* Update preconditions

* Implement breaking changes guild guild events. Add guild event permissions

* Update tests and change privacy level requirements

* Update summaries and add docs for guild events

* meta: bump version

* Increment meta version (#285)

* Increment meta version

* Update docfx.json

* Fix #289 and add configureawaits to rest based interactions

* meta: bump version

* Add GUILD_SCHEDULED_EVENT_USER_ADD and GUILD_SCHEDULED_EVENT_USER_REMOVE (#287)

* Remove newline

* Fix autocomplete result value

* meta: bump versions

* Add `GuildScheduledEventUserAdd` and `GuildScheduledEventUserRemove` to sharded client

* Make RestUserCommand public (#292)

* Fix Components not showing on FUWF (#288) (#293)

Adds Components to Payload JSON Generation

* Implement smarter rest resolvable interaction data. Fixes #294

* Add UseInteractionSnowflakeDate to config #286

* Implement Better Discord Errors (#291)

* Initial error parsing

* Implement better errors

* Add missing error codes

* Add voice disconnect opcodes

* Remove unused class, add summaries to discordjsonerror, and remove public constructor of slash command properties

* Add error code summary

* Update error message summary

* Update src/Discord.Net.Core/DiscordJsonError.cs

Co-authored-by: Jared L <48422312+lhjt@users.noreply.github.com>

* Update src/Discord.Net.WebSocket/API/Voice/VoiceCloseCode.cs

Co-authored-by: Jared L <48422312+lhjt@users.noreply.github.com>

* Fix autocomplete result value

Co-authored-by: Jared L <48422312+lhjt@users.noreply.github.com>

* Change the minimum length of slash commands to 1 (#284)

* Change the minimum length of slash commands to 1. This is the correct value according to the docs and it has been changed after user feedback.

* Fix the limit in 3 other places

Co-authored-by: quin lynch <lynchquin@gmail.com>

* Add new thread creation properties

* Add role emoji. Fixes #295

* Fix mocked text channel

* Fix precondition checks. Closes #281

* Initial fix (#297)

* meta: bump version

* Update from release/3.x

* Remove more labs references

* Remove doc file for Discord.Net.Analyzers

Co-authored-by: Simon Hjorthøj <sh2@live.dk>
Co-authored-by: drobbins329 <drobbins329@gmail.com>
Co-authored-by: MrCakeSlayer <13650699+MrCakeSlayer@users.noreply.github.com>
Co-authored-by: d4n3436 <dan3436@hotmail.com>
Co-authored-by: Will <WilliamWelsh@users.noreply.github.com>
Co-authored-by: Eugene Garbuzov <kkxo.mail@gmail.com>
Co-authored-by: CottageDwellingCat <80918250+CottageDwellingCat@users.noreply.github.com>
Co-authored-by: Emily <89871431+emillly-b@users.noreply.github.com>
Co-authored-by: marens101 <marens101@gmail.com>
Co-authored-by: Jared L <48422312+lhjt@users.noreply.github.com>
Co-authored-by: Armano den Boef <68127614+Rozen4334@users.noreply.github.com>
Co-authored-by: Bill <billchirico@gmail.com>
Co-authored-by: Liege72 <65319395+Liege72@users.noreply.github.com>
Co-authored-by: Floowey <floowey@gmx.at>
Co-authored-by: Cenk Ergen <57065323+Cenngo@users.noreply.github.com>
Co-authored-by: exsersewo <exsersewo@systemexit.co.uk>
Co-authored-by: Dennis Fischer <fischer_dennis@live.de>
This commit is contained in:
Quin Lynch
2021-11-23 09:58:05 -04:00
committed by GitHub
parent 3395700720
commit 933ea42eaa
591 changed files with 34402 additions and 1465 deletions

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@@ -0,0 +1,49 @@
# Ratelimits
Ratelimits are a core concept of any API - Discords API is no exception. each verified library must follow the ratelimit guidelines.
### Using the ratelimit callback
There is a new property within `RequestOptions` called RatelimitCallback. This callback is called when a request is made via the rest api. The callback is called with a `IRateLimitInfo` parameter:
| Name | Type | Description |
| ---------- | --------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
| IsGlobal | bool | Whether or not this ratelimit info is global. |
| Limit | int? | The number of requests that can be made. |
| Remaining | int? | The number of remaining requests that can be made. |
| RetryAfter | int? | The total time (in seconds) of when the current rate limit bucket will reset. Can have decimals to match previous millisecond ratelimit precision. |
| Reset | DateTimeOffset? | The time at which the rate limit resets. |
| ResetAfter | TimeSpan? | The absolute time when this ratelimit resets. |
| Bucket | string | A unique string denoting the rate limit being encountered (non-inclusive of major parameters in the route path). |
| Lag | TimeSpan? | The amount of lag for the request. This is used to denote the precise time of when the ratelimit expires. |
| Endpoint | string | The endpoint that this ratelimit info came from. |
Let's set up a ratelimit callback that will print out the ratelimit info to the console.
```cs
public async Task MyRatelimitCallback(IRateLimitInfo info)
{
Console.WriteLine($"{info.IsGlobal} {info.Limit} {info.Remaining} {info.RetryAfter} {info.Reset} {info.ResetAfter} {info.Bucket} {info.Lag} {info.Endpoint}");
}
```
Let's use this callback in a send message function
```cs
[Command("ping")]
public async Task ping()
{
var options = new RequestOptions()
{
RatelimitCallback = MyRatelimitCallback
};
await Context.Channel.SendMessageAsync("Pong!", options: options);
}
```
Running this produces the following output:
```
False 5 4 2021-09-09 3:48:14 AM +00:00 00:00:05 a06de0de4a08126315431cc0c55ee3dc 00:00:00.9891364 channels/848511736872828929/messages
```

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@@ -46,14 +46,16 @@ form; this can be obtained in several different ways.
### Emoji Declaration
After obtaining the Unicode representation of the emoji, you may
create the @Discord.Emoji object by passing the string into its
create the @Discord.Emoji object by passing the string with unicode into its
constructor (e.g. `new Emoji("👌");` or `new Emoji("\uD83D\uDC4C");`).
Your method of declaring an @Discord.Emoji should look similar to
this:
[!code-csharp[Emoji Sample](samples/emoji-sample.cs)]
Also you can use `Emoji.Parse()` or `Emoji.TryParse()` methods
for parsing emojis from strings like `:heart:`, `<3` or `❤`.
[FileFormat.Info]: https://www.fileformat.info/info/emoji/list.htm
## Emote
@@ -97,4 +99,4 @@ this:
## Additional Information
To learn more about emote and emojis and how they could be used,
see the documentation of @Discord.IEmote.
see the documentation of @Discord.IEmote.

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---
uid: Guides.GuildEvents.Creating
title: Creating Guild Events
---
# Creating guild events
You can create new guild events by using the `CreateEventAsync` function on a guild.
### Parameters
| Name | Type | Summary |
| ------------- | --------------------------------- | ---------------------------------------------------------------------------- |
| name | `string` | Sets the name of the event. |
| startTime | `DateTimeOffset` | Sets the start time of the event. |
| type | `GuildScheduledEventType` | Sets the type of the event. |
| privacyLevel? | `GuildScheduledEventPrivacyLevel` | Sets the privacy level of the event |
| description? | `string` | Sets the description of the event. |
| endTime? | `DateTimeOffset?` | Sets the end time of the event. |
| channelId? | `ulong?` | Sets the channel id of the event, only valid on stage or voice channel types |
| location? | `string` | Sets the location of the event, only valid on external types |
Lets create a basic test event.
```cs
var guild = client.GetGuild(guildId);
var guildEvent = await guild.CreateEventAsync("test event", DateTimeOffset.UtcNow.AddDays(1), GuildScheduledEventType.External, endTime: DateTimeOffset.UtcNow.AddDays(2), location: "Space");
```
This code will create an event that lasts a day and starts tomorrow. It will be an external event thats in space.

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---
uid: Guides.GuildEvents.GettingUsers
title: Getting Guild Event Users
---
# Getting Event Users
You can get a collection of users who are currently interested in the event by calling `GetUsersAsync`. This method works like any other get users method as in it returns an async enumerable. This method also supports pagination by user id.
```cs
// get all users and flatten the result into one collection.
var users = await event.GetUsersAsync().FlattenAsync();
// get users around the 613425648685547541 id.
var aroundUsers = await event.GetUsersAsync(613425648685547541, Direction.Around).FlattenAsync();
```

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---
uid: Guides.GuildEvents.Intro
title: Introduction to Guild Events
---
# Guild Events
Guild events are a way to host events within a guild. They offer alot of features and flexibility.
## Getting started with guild events
You can access any events within a guild by calling `GetEventsAsync` on a guild.
```cs
var guildEvents = await guild.GetEventsAsync();
```
If your working with socket guilds you can just use the `Events` property:
```cs
var guildEvents = guild.Events;
```
There are also new gateway events that you can hook to receive guild scheduled events on.
```cs
// Fired when a guild event is cancelled.
client.GuildScheduledEventCancelled += ...
// Fired when a guild event is completed.
client.GuildScheduledEventCompleted += ...
// Fired when a guild event is started.
client.GuildScheduledEventStarted += ...
// Fired when a guild event is created.
client.GuildScheduledEventCreated += ...
// Fired when a guild event is updated.
client.GuildScheduledEventUpdated += ...
```

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---
uid: Guides.GuildEvents.Modifying
title: Modifying Guild Events
---
# Modifying Events
You can modify events using the `ModifyAsync` method to modify the event, heres the properties you can modify:
| Name | Type | Description |
| ------------ | --------------------------------- | -------------------------------------------- |
| ChannelId | `ulong?` | Gets or sets the channel id of the event. |
| string | `string` | Gets or sets the location of this event. |
| Name | `string` | Gets or sets the name of the event. |
| PrivacyLevel | `GuildScheduledEventPrivacyLevel` | Gets or sets the privacy level of the event. |
| StartTime | `DateTimeOffset` | Gets or sets the start time of the event. |
| EndTime | `DateTimeOffset` | Gets or sets the end time of the event. |
| Description | `string` | Gets or sets the description of the event. |
| Type | `GuildScheduledEventType` | Gets or sets the type of the event. |
| Status | `GuildScheduledEventStatus` | Gets or sets the status of the event. |
> [!NOTE]
> All of these properties are optional.

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---
uid: Guides.SlashCommands.Intro
title: Introduction to slash commands
---
# Getting started with application commands.
Welcome! This guide will show you how to use application commands.
## What is an application command?
Application commands consist of three different types. Slash commands, context menu User commands and context menu Message commands.
Slash commands are made up of a name, description, and a block of options, which you can think of like arguments to a function. The name and description help users find your command among many others, and the options validate user input as they fill out your command.
Message and User commands are only a name, to the user. So try to make the name descriptive. They're accessed by right clicking (or long press, on mobile) a user or a message, respectively.
All three varieties of application commands have both Global and Guild variants. Your global commands are available in every guild that adds your application. You can also make commands for a specific guild; they're only available in that guild. The User and Message commands are more limited in quantity than the slash commands. For specifics, check out their respective guide pages.
An Interaction is the message that your application receives when a user uses a command. It includes the values that the user submitted, as well as some metadata about this particular instance of the command being used: the guild_id, channel_id, member and other fields. You can find all the values in our data models.
## Authorizing your bot for application commands
There is a new special OAuth2 scope for applications called `applications.commands`. In order to make Application Commands work within a guild, the guild must authorize your application with the `applications.commands` scope. The bot scope is not enough.
Head over to your discord applications OAuth2 screen and make sure to select the `application.commands` scope.
![OAuth2 scoping](slash-commands/images/oauth.png)
From there you can then use the link to add your bot to a server.
> [!NOTE]
> In order for users in your guild to use your slash commands, they need to have the "Use Slash Command" permission on the guild.

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---
uid: Guides.ContextCommands.Creating
title: Creating Context Commands
---
# Creating context menu commands.
There are two kinds of Context Menu Commands: User Commands and Message Commands.
Each of these have a Global and Guild variant.
Global menu commands are available for every guild that adds your app. An individual app's global commands are also available in DMs if that app has a bot that shares a mutual guild with the user.
Guild commands are specific to the guild you specify when making them. Guild commands are not available in DMs. Command names are unique per application within each scope (global and guild). That means:
- Your app cannot have two global commands with the same name
- Your app cannot have two guild commands within the same name on the same guild
- Your app can have a global and guild command with the same name
- Multiple apps can have commands with the same names
**Note**: Apps can have a maximum of 5 global context menu commands, and an additional 5 guild-specific context menu commands per guild.
If you don't have the code for a bot ready yet please follow [this guide](https://docs.stillu.cc/guides/getting_started/first-bot.html).
## UserCommandBuilder
The context menu user command builder will help you create user commands. The builder has these available fields and methods:
| Name | Type | Description |
| -------- | -------- | ------------------------------------------------------------------------------------------------ |
| Name | string | The name of this context menu command. |
| WithName | Function | Sets the field name. |
| Build | Function | Builds the builder into the appropriate `UserCommandProperties` class used to make Menu commands |
## MessageCommandBuilder
The context menu message command builder will help you create message commands. The builder has these available fields and methods:
| Name | Type | Description |
| -------- | -------- | --------------------------------------------------------------------------------------------------- |
| Name | string | The name of this context menu command. |
| WithName | Function | Sets the field name. |
| Build | Function | Builds the builder into the appropriate `MessageCommandProperties` class used to make Menu commands |
**Note**: Context Menu command names can be upper and lowercase, and use spaces.
Let's use the user command builder to make a global and guild command.
```cs
// Let's hook the ready event for creating our commands in.
client.Ready += Client_Ready;
...
public async Task Client_Ready()
{
// Let's build a guild command! We're going to need a guild so lets just put that in a variable.
var guild = client.GetGuild(guildId);
// Next, lets create our user and message command builder. This is like the embed builder but for context menu commands.
var guildUserCommand = new UserCommandBuilder();
var guildMessageCommand = new MessageCommandBuilder();
// Note: Names have to be all lowercase and match the regular expression ^[\w -]{3,32}$
guildUserCommand.WithName("Guild User Command");
guildMessageCommand.WithName("Guild Message Command");
// Descriptions are not used with User and Message commands
//guildCommand.WithDescription("");
// Let's do our global commands
var globalUserCommand = new UserCommandBuilder();
globalCommand.WithName("Global User Command");
var globalMessageCommand = new MessageCommandBuilder();
globalMessageCommand.WithName("Global Message Command");
try
{
// Now that we have our builder, we can call the BulkOverwriteApplicationCommandAsync to make our context commands. Note: this will overwrite all your previous commands with this array.
await guild.BulkOverwriteApplicationCommandAsync(new ApplicationCommandProperties[]
{
guildUserCommand.Build(),
guildMessageCommand.Build()
});
// With global commands we dont need the guild.
await client.BulkOverwriteGlobalApplicationCommandsAsync(new ApplicationCommandProperties[]
{
globalUserCommand.Build(),
globalMessageCommand.Build()
})
}
catch(ApplicationCommandException exception)
{
// If our command was invalid, we should catch an ApplicationCommandException. This exception contains the path of the error as well as the error message. You can serialize the Error field in the exception to get a visual of where your error is.
var json = JsonConvert.SerializeObject(exception.Error, Formatting.Indented);
// You can send this error somewhere or just print it to the console, for this example we're just going to print it.
Console.WriteLine(json);
}
}
```
> [!NOTE]
> Application commands only need to be created once. They do _not_ have to be 'created' on every startup or connection. The example simple shows creating them in the ready event as it's simpler than creating normal bot commands to register application commands.

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@@ -0,0 +1,33 @@
---
uid: Guides.ContextCommands.Reveiving
title: Receiving Context Commands
---
# Receiving Context Menu events
User commands and Message commands have their own unique event just like the other interaction types. For user commands the event is `UserCommandExecuted` and for message commands the event is `MessageCommandExecuted`.
```cs
// For message commands
client.MessageCommandExecuted += MessageCommandHandler;
// For user commands
client.UserCommandExecuted += UserCommandHandler;
...
public async Task MessageCommandHandler(SocketMessageCommand arg)
{
Console.Writeline("Message command received!");
}
public async Task UserCommandHandler(SocketUserCommand arg)
{
Console.Writeline("User command received!");
}
```
User commands contain a SocketUser object called `Member` in their data class, showing the user that was clicked to run the command.
Message commands contain a SocketMessage object called `Message` in their data class, showing the message that was clicked to run the command.
Both return the user who ran the command, the guild (if any), channel, etc.

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---
uid: Guides.SlashCommands.Creating
title: Creating Slash Commands
---
# Creating your first slash commands.
There are two kinds of Slash Commands: global commands and guild commands.
Global commands are available for every guild that adds your app. An individual app's global commands are also available in DMs if that app has a bot that shares a mutual guild with the user.
Guild commands are specific to the guild you specify when making them. Guild commands are not available in DMs. Command names are unique per application within each scope (global and guild). That means:
- Your app cannot have two global commands with the same name
- Your app cannot have two guild commands within the same name on the same guild
- Your app can have a global and guild command with the same name
- Multiple apps can have commands with the same names
**Note**: Apps can have a maximum of 100 global commands, and an additional 100 guild-specific commands per guild.
**Note**: Global commands will take up to 1 hour to create, delete or modify on guilds. If you need to update a command quickly for testing you can create it as a guild command.
If you don't have the code for a bot ready yet please follow [this guide](https://docs.stillu.cc/guides/getting_started/first-bot.html).
## SlashCommandBuilder
The slash command builder will help you create slash commands. The builder has these available fields and methods:
| Name | Type | Description |
| --------------------- | -------------------------------- | -------------------------------------------------------------------------------------------- |
| MaxNameLength | const int | The maximum length of a name for a slash command allowed by Discord. |
| MaxDescriptionLength | const int | The maximum length of a commands description allowed by Discord. |
| MaxOptionsCount | const int | The maximum count of command options allowed by Discord |
| Name | string | The name of this slash command. |
| Description | string | A 1-100 length description of this slash command |
| Options | List\<SlashCommandOptionBuilder> | The options for this command. |
| DefaultPermission | bool | Whether the command is enabled by default when the app is added to a guild. |
| WithName | Function | Sets the field name. |
| WithDescription | Function | Sets the description of the current command. |
| WithDefaultPermission | Function | Sets the default permission of the current command. |
| AddOption | Function | Adds an option to the current slash command. |
| Build | Function | Builds the builder into a `SlashCommandCreationProperties` class used to make slash commands |
> [!NOTE]
> Slash command names must be all lowercase!
## Creating a Slash Command
Let's use the slash command builder to make a global and guild command.
```cs
// Let's hook the ready event for creating our commands in.
client.Ready += Client_Ready;
...
public async Task Client_Ready()
{
// Let's build a guild command! We're going to need a guild so lets just put that in a variable.
var guild = client.GetGuild(guildId);
// Next, lets create our slash command builder. This is like the embed builder but for slash commands.
var guildCommand = new SlashCommandBuilder();
// Note: Names have to be all lowercase and match the regular expression ^[\w-]{3,32}$
guildCommand.WithName("first-command");
// Descriptions can have a max length of 100.
guildCommand.WithDescription("This is my first guild slash command!");
// Let's do our global command
var globalCommand = new SlashCommandBuilder();
globalCommand.WithName("first-global-command");
globalCommand.WithDescription("This is my frist global slash command");
try
{
// Now that we have our builder, we can call the CreateApplicationCommandAsync method to make our slash command.
await guild.CreateApplicationCommandAsync(guildCommand.Build());
// With global commands we dont need the guild.
await client.CreateGlobalApplicationCommandAsync(globalCommand.Build());
// Using the ready event is a simple implementation for the sake of the example. Suitable for testing and development.
// For a production bot, it is recommended to only run the CreateGlobalApplicationCommandAsync() once for each command.
}
catch(ApplicationCommandException exception)
{
// If our command was invalid, we should catch an ApplicationCommandException. This exception contains the path of the error as well as the error message. You can serialize the Error field in the exception to get a visual of where your error is.
var json = JsonConvert.SerializeObject(exception.Error, Formatting.Indented);
// You can send this error somewhere or just print it to the console, for this example we're just going to print it.
Console.WriteLine(json);
}
}
```
> [!NOTE]
> Slash commands only need to be created once. They do _not_ have to be 'created' on every startup or connection. The example simple shows creating them in the ready event as it's simpler than creating normal bot commands to register slash commands. The global commands take up to an hour to register every time the CreateGlobalApplicationCommandAsync() is called for a given command.

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---
uid: Guides.SlashCommands.Receiving
title: Receiving and Responding to Slash Commands
---
# Responding to interactions.
Interactions are the base thing sent over by Discord. Slash commands are one of the interaction types. We can listen to the `SlashCommandExecuted` event to respond to them. Lets add this to our code:
```cs
client.SlashCommandExecuted += SlashCommandHandler;
...
private async Task SlashCommandHandler(SocketSlashCommand command)
{
}
```
With every type of interaction there is a `Data` field. This is where the relevant information lives about our command that was executed. In our case, `Data` is a `SocketSlashCommandData` instance. In the data class, we can access the name of the command triggered as well as the options if there were any. For this example, we're just going to respond with the name of the command executed.
```cs
private async Task SlashCommandHandler(SocketSlashCommand command)
{
await command.RespondAsync($"You executed {command.Data.Name}");
}
```
Let's try this out!
![slash command picker](images/slashcommand1.png)
![slash command result](images/slashcommand2.png)
> [!NOTE]
> After receiving an interaction, you must respond to acknowledge it. You can choose to respond with a message immediately using `RespondAsync()` or you can choose to send a deferred response with `DeferAsync()`.
> If choosing a deferred response, the user will see a loading state for the interaction, and you'll have up to 15 minutes to edit the original deferred response using `ModifyOriginalResponseAsync()`. You can read more about response types [here](https://discord.com/developers/docs/interactions/slash-commands#interaction-response)
This seems to be working! Next, we will look at parameters for slash commands.

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---
uid: Guides.SlashCommands.Parameters
title: Slash Command Parameters
---
# Slash command parameters
Slash commands can have a bunch of parameters, each their own type. Let's first go over the types of parameters we can have.
| Name | Description |
| --------------- | -------------------------------------------------- |
| SubCommand | A subcommand inside of a subcommand group. |
| SubCommandGroup | The parent command group of subcommands. |
| String | A string of text. |
| Integer | A number. |
| Boolean | True or False. |
| User | A user |
| Channel | A channel, this includes voice text and categories |
| Role | A role. |
| Mentionable | A role or a user. |
Each one of the parameter types has its own DNET type in the `SocketSlashCommandDataOption`'s Value field:
| Name | C# Type |
| --------------- | ------------------------------------------------ |
| SubCommand | NA |
| SubCommandGroup | NA |
| String | `string` |
| Integer | `int` |
| Boolean | `bool` |
| User | `SocketGuildUser` or `SocketUser` |
| Role | `SocketRole` |
| Channel | `SocketChannel` |
| Mentionable | `SocketUser`, `SocketGuildUser`, or `SocketRole` |
Let's start by making a command that takes in a user and lists their roles.
```cs
client.Ready += Client_Ready;
...
public async Task Client_Ready()
{
ulong guildId = 848176216011046962;
var guildCommand = new SlashCommandBuilder()
.WithName("list-roles")
.WithDescription("Lists all roles of a user.")
.AddOption("user", ApplicationCommandOptionType.User, "The users whos roles you want to be listed", isRequired: true);
try
{
await client.Rest.CreateGuildCommand(guildCommand.Build(), guildId);
}
catch(ApplicationCommandException exception)
{
var json = JsonConvert.SerializeObject(exception.Error, Formatting.Indented);
Console.WriteLine(json);
}
}
```
![list roles command](images/listroles1.png)
That seems to be working, now Let's handle the interaction.
```cs
private async Task SlashCommandHandler(SocketSlashCommand command)
{
// Let's add a switch statement for the command name so we can handle multiple commands in one event.
switch(command.Data.Name)
{
case "list-roles":
await HandleListRoleCommand(command);
break;
}
}
private async Task HandleListRoleCommand(SocketSlashCommand command)
{
// We need to extract the user parameter from the command. since we only have one option and it's required, we can just use the first option.
var guildUser = (SocketGuildUser)command.Data.Options.First().Value;
// We remove the everyone role and select the mention of each role.
var roleList = string.Join(",\n", guildUser.Roles.Where(x => !x.IsEveryone).Select(x => x.Mention));
var embedBuiler = new EmbedBuilder()
.WithAuthor(guildUser.ToString(), guildUser.GetAvatarUrl() ?? guildUser.GetDefaultAvatarUrl())
.WithTitle("Roles")
.WithDescription(roleList)
.WithColor(Color.Green)
.WithCurrentTimestamp();
// Now, Let's respond with the embed.
await command.RespondAsync(embed: embedBuiler.Build());
}
```
![working list roles](images/listroles2.png)
That has worked! Next, we will go over responding ephemerally.

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@@ -0,0 +1,23 @@
---
uid: Guides.SlashCommands.Ephemeral
title: Ephemeral Responses
---
# Responding ephemerally
What is an ephemeral response? Basically, only the user who executed the command can see the result of it, this is pretty simple to implement.
> [!NOTE]
> You don't have to run arg.DeferAsync() to capture the interaction, you can use arg.RespondAsync() with a message to capture it, this also follows the ephemeral rule.
When responding with either `FollowupAsync` or `RespondAsync` you can pass in an `ephemeral` property. When setting it to true it will respond ephemerally, false and it will respond non-ephemerally.
Let's use this in our list role command.
```cs
await command.RespondAsync(embed: embedBuiler.Build(), ephemeral: true);
```
Running the command now only shows the message to us!
![ephemeral command](images/ephemeral1.png)

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@@ -0,0 +1,219 @@
---
uid: Guides.SlashCommands.SubCommand
title: Sub Commands
---
# Subcommands
Subcommands allow you to have multiple commands available in a single command. They can be useful for representing sub options for a command. For example: A settings command. Let's first look at some limitations with subcommands set by discord.
- An app can have up to 25 subcommand groups on a top-level command
- An app can have up to 25 subcommands within a subcommand group
- commands can have up to 25 `options`
- options can have up to 25 `choices`
```
VALID
command
|
|__ subcommand
|
|__ subcommand
----
command
|
|__ subcommand-group
|
|__ subcommand
|
|__ subcommand-group
|
|__ subcommand
-------
INVALID
command
|
|__ subcommand-group
|
|__ subcommand-group
|
|__ subcommand-group
|
|__ subcommand-group
----
INVALID
command
|
|__ subcommand
|
|__ subcommand-group
|
|__ subcommand
|
|__ subcommand-group
```
Let's write a settings command that can change 3 fields in our bot.
```cs
public string FieldA { get; set; } = "test";
public int FieldB { get; set; } = 10;
public bool FieldC { get; set; } = true;
public async Task Client_Ready()
{
ulong guildId = 848176216011046962;
var guildCommand = new SlashCommandBuilder()
.WithName("settings")
.WithDescription("Changes some settings within the bot.")
.AddOption(new SlashCommandOptionBuilder()
.WithName("field-a")
.WithDescription("Gets or sets the field A")
.WithType(ApplicationCommandOptionType.SubCommandGroup)
.AddOption(new SlashCommandOptionBuilder()
.WithName("set")
.WithDescription("Sets the field A")
.WithType(ApplicationCommandOptionType.SubCommand)
.AddOption("value", ApplicationCommandOptionType.String, "the value to set the field", isRequired: true)
).AddOption(new SlashCommandOptionBuilder()
.WithName("get")
.WithDescription("Gets the value of field A.")
.WithType(ApplicationCommandOptionType.SubCommand)
)
).AddOption(new SlashCommandOptionBuilder()
.WithName("field-b")
.WithDescription("Gets or sets the field B")
.WithType(ApplicationCommandOptionType.SubCommandGroup)
.AddOption(new SlashCommandOptionBuilder()
.WithName("set")
.WithDescription("Sets the field B")
.WithType(ApplicationCommandOptionType.SubCommand)
.AddOption("value", ApplicationCommandOptionType.Integer, "the value to set the fie to.", isRequired: true)
).AddOption(new SlashCommandOptionBuilder()
.WithName("get")
.WithDescription("Gets the value of field B.")
.WithType(ApplicationCommandOptionType.SubCommand)
)
).AddOption(new SlashCommandOptionBuilder()
.WithName("field-c")
.WithDescription("Gets or sets the field C")
.WithType(ApplicationCommandOptionType.SubCommandGroup)
.AddOption(new SlashCommandOptionBuilder()
.WithName("set")
.WithDescription("Sets the field C")
.WithType(ApplicationCommandOptionType.SubCommand)
.AddOption("value", ApplicationCommandOptionType.Boolean, "the value to set the fie to.", isRequired: true)
).AddOption(new SlashCommandOptionBuilder()
.WithName("get")
.WithDescription("Gets the value of field C.")
.WithType(ApplicationCommandOptionType.SubCommand)
)
);
try
{
await client.Rest.CreateGuildCommand(guildCommand.Build(), guildId);
}
catch(ApplicationCommandException exception)
{
var json = JsonConvert.SerializeObject(exception.Error, Formatting.Indented);
Console.WriteLine(json);
}
}
```
All that code generates a command that looks like this:
![settings](images/settings1.png)
Now that we have our command made, we need to handle the multiple options with this command. So lets add this into our handler:
```cs
private async Task SlashCommandHandler(SocketSlashCommand command)
{
// Let's add a switch statement for the command name so we can handle multiple commands in one event.
switch(command.Data.Name)
{
case "list-roles":
await HandleListRoleCommand(command);
break;
case "settings":
await HandleSettingsCommand(command);
break;
}
}
private async Task HandleSettingsCommand(SocketSlashCommand command)
{
// First lets extract our variables
var fieldName = command.Data.Options.First().Name;
var getOrSet = command.Data.Options.First().Options.First().Name;
// Since there is no value on a get command, we use the ? operator because "Options" can be null.
var value = command.Data.Options.First().Options.First().Options?.FirstOrDefault().Value;
switch (fieldName)
{
case "field-a":
{
if(getOrSet == "get")
{
await command.RespondAsync($"The value of `field-a` is `{FieldA}`");
}
else if (getOrSet == "set")
{
this.FieldA = (string)value;
await command.RespondAsync($"`field-a` has been set to `{FieldA}`");
}
}
break;
case "field-b":
{
if (getOrSet == "get")
{
await command.RespondAsync($"The value of `field-b` is `{FieldB}`");
}
else if (getOrSet == "set")
{
this.FieldB = (int)value;
await command.RespondAsync($"`field-b` has been set to `{FieldB}`");
}
}
break;
case "field-c":
{
if (getOrSet == "get")
{
await command.RespondAsync($"The value of `field-c` is `{FieldC}`");
}
else if (getOrSet == "set")
{
this.FieldC = (bool)value;
await command.RespondAsync($"`field-c` has been set to `{FieldC}`");
}
}
break;
}
}
```
Now, let's try this out! Running the 3 get commands seems to get the default values we set.
![settings get](images/settings2.png)
Now let's try changing each to a different value.
![settings set](images/settings3.png)
That has worked! Next, let't look at choices in commands.

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---
uid: Guides.SlashCommands.Choices
title: Slash Command Choices
---
# Slash Command Choices.
With slash command options you can add choices, making the user select between some set values. Lets create a command that asks how much they like our bot!
Let's set up our slash command:
```cs
private async Task Client_Ready()
{
ulong guildId = 848176216011046962;
var guildCommand = new SlashCommandBuilder()
.WithName("feedback")
.WithDescription("Tell us how much you are enjoying this bot!")
.AddOption(new SlashCommandOptionBuilder()
.WithName("rating")
.WithDescription("The rating your willing to give our bot")
.WithRequired(true)
.AddChoice("Terrible", 1)
.AddChoice("Meh", 2)
.AddChoice("Good", 3)
.AddChoice("Lovely", 4)
.AddChoice("Excellent!", 5)
.WithType(ApplicationCommandOptionType.Integer)
).Build();
try
{
await client.Rest.CreateGuildCommand(guildCommand.Build(), guildId);
}
catch(ApplicationCommandException exception)
{
var json = JsonConvert.SerializeObject(exception.Error, Formatting.Indented);
Console.WriteLine(json);
}
}
```
> [!NOTE]
> Your `ApplicationCommandOptionType` specifies which type your choices are, you need to use `ApplicationCommandOptionType.Integer` for choices whos values are whole numbers, `ApplicationCommandOptionType.Number` for choices whos values are doubles, and `ApplicationCommandOptionType.String` for string values.
We have defined 5 choices for the user to pick from, each choice has a value assigned to it. The value can either be a string or an int. In our case we're going to use an int. This is what the command looks like:
![feedback style](images/feedback1.png)
Lets add our code for handling the interaction.
```cs
private async Task SlashCommandHandler(SocketSlashCommand command)
{
// Let's add a switch statement for the command name so we can handle multiple commands in one event.
switch(command.Data.Name)
{
case "list-roles":
await HandleListRoleCommand(command);
break;
case "settings":
await HandleSettingsCommand(command);
break;
case "feedback":
await HandleFeedbackCommand(command);
break;
}
}
private async Task HandleFeedbackCommand(SocketSlashCommand command)
{
var embedBuilder = new EmbedBuilder()
.WithAuthor(command.User)
.WithTitle("Feedback")
.WithDescription($"Thanks for your feedback! You rated us {command.Data.Options.First().Value}/5")
.WithColor(Color.Green)
.WithCurrentTimestamp();
await command.RespondAsync(embed: embedBuilder.Build());
}
```
And this is the result:
![feedback working](images/feedback2.png)

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---
uid: Guides.SlashCommands.BulkOverwrite
title: Slash Command Bulk Overwrites
---
If you have too many global commands then you might want to consider using the bulk overwrite function.
```cs
public async Task Client_Ready()
{
List<ApplicationCommandProperties> applicationCommandProperties = new();
try
{
// Simple help slash command.
SlashCommandBuilder globalCommandHelp = new SlashCommandBuilder();
globalCommandHelp.WithName("help");
globalCommandHelp.WithDescription("Shows information about the bot.");
applicationCommandProperties.Add(globalCommandHelp.Build());
// Slash command with name as its parameter.
SlashCommandOptionBuilder slashCommandOptionBuilder = new();
slashCommandOptionBuilder.WithName("name");
slashCommandOptionBuilder.WithType(ApplicationCommandOptionType.String);
slashCommandOptionBuilder.WithDescription("Add a family");
slashCommandOptionBuilder.WithRequired(true); // Only add this if you want it to be required
SlashCommandBuilder globalCommandAddFamily = new SlashCommandBuilder();
globalCommandAddFamily.WithName("add-family");
globalCommandAddFamily.WithDescription("Add a family");
applicationCommandProperties.Add(globalCommandAddFamily.Build());
await _client.BulkOverwriteGlobalApplicationCommandsAsync(applicationCommandProperties.ToArray());
}
catch (ApplicationCommandException exception)
{
var json = JsonConvert.SerializeObject(exception.Error, Formatting.Indented);
Console.WriteLine(json);
}
}
```

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---
uid: Guides.Interactions.Intro
title: Introduction to Interactions
---
# Interactions
Placeholder text does the brrr.
Links to different sections of guides: msg comp / slash commands.

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---
uid: Guides.MessageComponents.GettingStarted
title: Getting Started with Components
---
# Message Components
Message components are a framework for adding interactive elements to a message your app or bot sends. They're accessible, customizable, and easy to use.
## What is a Component
Components are a new parameter you can use when sending messages with your bot. There are currently 2 different types of components you can use: Buttons and Select Menus.
## Creating components
Lets create a simple component that has a button. First thing we need is a way to trigger the message, this can be done via commands or simply a ready event. Lets make a command that triggers our button message.
```cs
[Command("spawner")]
public async Task Spawn()
{
// Reply with some components
}
```
We now have our command, but we need to actually send the buttons with the command. To do that, lets look at the `ComponentBuilder` class:
| Name | Description |
| ---------------- | --------------------------------------------------------------------------- |
| `FromMessage` | Creates a new builder from a message. |
| `FromComponents` | Creates a new builder from the provided list of components. |
| `WithSelectMenu` | Adds a `SelectMenuBuilder` to the `ComponentBuilder` at the specific row. |
| `WithButton` | Adds a `ButtonBuilder` to the `ComponentBuilder` at the specific row. |
| `Build` | Builds this builder into a `MessageComponent` used to send your components. |
We see that we can use the `WithButton` function so lets do that. looking at its parameters it takes:
- `label` - The display text of the button.
- `customId` - The custom id of the button, this is whats sent by discord when your button is clicked.
- `style` - The discord defined style of the button.
- `emote` - An emote to be displayed with the button.
- `url` - The url of the button if its a link button.
- `disabled` - Whether or not the button is disabled.
- `row` - The row the button will occupy.
Since were just making a busic button, we dont have to specify anything else besides the label and custom id.
```cs
var builder = new ComponentBuilder()
.WithButton("label", "custom-id");
```
Lets add this to our command:
```cs
[Command("spawner")]
public async Task Spawn()
{
var builder = new ComponentBuilder()
.WithButton("label", "custom-id");
await ReplyAsync("Here is a button!", components: builder.Build());
}
```
![](images\image1.png)

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---
uid: Guides.MessageComponents.Responding
title: Responding to Components
---
# Responding to button clicks
Responding to buttons is pretty simple, there are a couple ways of doing it and we can cover both.
### Method 1: Hooking the InteractionCreated Event
We can hook the `ButtonExecuted` event for button type interactions:
```cs
client.ButtonExecuted += MyButtonHandler;
```
Now, lets write our handler.
```cs
public async Task MyButtonHandler(SocketMessageComponent component)
{
// We can now check for our custom id
switch(component.Data.CustomId)
{
// Since we set our buttons custom id as 'custom-id', we can check for it like this:
case "custom-id":
// Lets respond by sending a message saying they clicked the button
await component.RespondAsync($"{component.User.Mention} has clicked the button!");
break;
}
}
```
Running it and clicking the button:
![](Images/image2.png)

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---
uid: Guides.MessageComponents.Buttons
title: Buttons in Depth
---
# Buttons in depth
There are many changes you can make to buttons, lets take a look at the parameters in the `WithButton` function"
| Name | Type | Description |
|----------|---------------|----------------------------------------------------------------|
| label | `string` | The label text for the button. |
| customId | `string` | The custom id of the button. |
| style | `ButtonStyle` | The style of the button. |
| emote | `IEmote` | A IEmote to be used with this button. |
| url | `string` | A URL to be used only if the `ButtonStyle` is a Link. |
| disabled | `bool` | Whether or not the button is disabled. |
| row | `int` | The row to place the button if it has enough room, otherwise 0 |
### Label
This is the front facing text that the user sees. The maximum length is 80 characters.
### CustomId
This is the property sent to you by discord when a button is clicked. It is not required for link buttons as they do not emit an event. The maximum length is 100 characters.
### Style
Styling your buttons are important for indicating different actions:
![](Images/image3.png)
You can do this by using the `ButtonStyle` which has all the styles defined.
### Emote
You can specify an `IEmote` when creating buttons to add them to your button. They have the same restrictions as putting guild based emotes in messages.
### Url
If you use the link style with your button you can specify a url. When this button is clicked the user is taken to that url.
### Disabled
You can specify if your button is disabled, meaning users won't be able to click on it.

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---
uid: Guides.MessageComponents.SelectMenus
title: Select Menus
---
# Select menus
Select menus allow users to select from a range of options, this can be quite useful with configuration commands etc.
## Creating a select menu
We can use a `SelectMenuBuilder` to create our menu.
```cs
var menuBuilder = new SelectMenuBuilder()
.WithPlaceholder("Select an option")
.WithCustomId("menu-1")
.WithMinValues(1)
.WithMaxValues(1)
.AddOption("Option A", "opt-a", "Option B is lying!")
.AddOption("Option B", "opt-b", "Option A is telling the truth!");
var builder = new ComponentBuilder()
.WithSelectMenu(menuBuilder);
```
Lets add this to a command:
```cs
[Command("spawner")]
public async Task Spawn()
{
var menuBuilder = new SelectMenuBuilder()
.WithPlaceholder("Select an option")
.WithCustomId("menu-1")
.WithMinValues(1)
.WithMaxValues(1)
.AddOption("Option A", "opt-a", "Option B is lying!")
.AddOption("Option B", "opt-b", "Option A is telling the truth!");
var builder = new ComponentBuilder()
.WithSelectMenu(menuBuilder);
await ReplyAsync("Whos really lying?", components: builder.Build());
}
```
Running this produces this result:
![](Images/image4.png)
And opening the menu we see:
![](Images/image5.png)
Lets handle the selection of an option, We can hook the `SelectMenuExecuted` event to handle our select menu:
```cs
client.SelectMenuExecuted += MyMenuHandler;
```
The `SelectMenuExecuted` also supplies a `SocketMessageComponent` argument, we can confirm that its a select menu by checking the `ComponentType` inside of the data field if we need, but the library will do that for us and only execute our handler if its a select menu.
The values that the user has selected will be inside of the `Values` collection in the Data field. we can list all of them back to the user for this example.
```cs
public async Task MyMenuHandler(SocketMessageComponent arg)
{
var text = string.Join(", ", arg.Data.Values);
await arg.RespondAsync($"You have selected {text}");
}
```
Running this produces this result:
![](Images/image6.png)

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---
uid: Guides.MessageComponents.Advanced
title: Advanced Concepts
---
# Advanced
Lets say you have some components on an ephemeral slash command, and you want to modify the message that the button is on. The issue with this is that ephemeral messages are not stored and can not be get via rest or other means.
Luckily, Discord thought of this and introduced a way to modify them with interactions.
### Using the UpdateAsync method
Components come with an `UpdateAsync` method that can update the message that the component was on. You can use it like a `ModifyAsync` method.
Lets use it with a command, we first create our command, in this example im just going to use a message command:
```cs
var command = new MessageCommandBuilder()
.WithName("testing").Build();
await client.GetGuild(guildId).BulkOverwriteApplicationCommandAsync(new [] { command, buttonCommand });
```
Next, we listen for this command, and respond with some components when its used:
```cs
var menu = new SelectMenuBuilder()
{
CustomId = "select-1",
Placeholder = "Select Somthing!",
MaxValues = 1,
MinValues = 1,
};
menu.AddOption("Meh", "1", "Its not gaming.")
.AddOption("Ish", "2", "Some would say that this is gaming.")
.AddOption("Moderate", "3", "It could pass as gaming")
.AddOption("Confirmed", "4", "We are gaming")
.AddOption("Excellent", "5", "It is renowned as gaming nation wide", new Emoji("🔥"));
var components = new ComponentBuilder()
.WithSelectMenu(menu);
await arg.RespondAsync("On a scale of one to five, how gaming is this?", component: componBuild(), ephemeral: true);
break;
```
Now, let's listen to the select menu executed event and add a case for `select-1`
```cs
client.SelectMenuExecuted += SelectMenuHandler;
...
public async Task SelectMenuHandler(SocketMessageComponent arg)
{
switch (arg.Data.CustomId)
{
case "select-1":
var value = arg.Data.Values.First();
var menu = new SelectMenuBuilder()
{
CustomId = "select-1",
Placeholder = $"{(arg.Message.Components.First().Components.First() as SelectMenu).Options.FirstOrDefault(x => x.Value == value).Label}",
MaxValues = 1,
MinValues = 1,
Disabled = true
};
menu.AddOption("Meh", "1", "Its not gaming.")
.AddOption("Ish", "2", "Some would say that this is gaming.")
.AddOption("Moderate", "3", "It could pass as gaming")
.AddOption("Confirmed", "4", "We are gaming")
.AddOption("Excellent", "5", "It is renowned as gaming nation wide", new Emoji("🔥"));
// We use UpdateAsync to update the message and its original content and components.
await arg.UpdateAsync(x =>
{
x.Content = $"Thank you {arg.User.Mention} for rating us {value}/5 on the gaming scale";
x.Components = new ComponentBuilder().WithSelectMenu(menu).Build();
});
break;
}
}
```

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@@ -1,26 +1,15 @@
- name: Introduction
topicUid: Guides.Introduction
- name: Getting Started
- name: "Working with Guild Events"
items:
- name: Installation
topicUid: Guides.GettingStarted.Installation
items:
- name: Nightly Builds
topicUid: Guides.GettingStarted.Installation.Nightlies
- name: Your First Bot
topicUid: Guides.GettingStarted.FirstBot
- name: Terminology
topicUid: Guides.GettingStarted.Terminology
- name: Basic Concepts
items:
- name: Logging Data
topicUid: Guides.Concepts.Logging
- name: Working with Events
topicUid: Guides.Concepts.Events
- name: Managing Connections
topicUid: Guides.Concepts.ManageConnections
- name: Entities
topicUid: Guides.Concepts.Entities
- name: Introduction
topicUid: Guides.GuildEvents.Intro
- name: Creating Events
topicUid: Guides.GuildEvents.Creating
- name: Getting Event Users
topicUid: Guides.GuildEvents.GettingUsers
- name: Modifying Events
topicUid: Guides.GuildEvents.Modifying
- name: Working with Commands
items:
- name: Introduction
@@ -35,9 +24,45 @@
topicUid: Guides.Commands.DI
- name: Post-execution Handling
topicUid: Guides.Commands.PostExecution
- name: Working with Slash Commands
items:
- name: Introduction
topicUid: Guides.SlashCommands.Intro
- name: Creating slash commands
topicUid: Guides.SlashCommands.Creating
- name: Receiving and responding to slash commands
topicUid: Guides.SlashCommands.Receiving
- name: Slash command parameters
topicUid: Guides.SlashCommands.Parameters
- name: Ephemeral responses
topicUid: Guides.SlashCommands.Ephemeral
- name: Sub commands
topicUid: Guides.SlashCommands.SubCommand
- name: Slash command choices
topicUid: Guides.SlashCommands.Choices
- name: Slash commands Bulk Overwrites
topicUid: Guides.SlashCommands.BulkOverwrite
- name: Working with Context commands
items:
- name: Creating Context Commands
topicUid: Guides.ContextCommands.Creating
- name: Receiving Context Commands
topicUid: Guides.ContextCommands.Reveiving
- name: Working with Message Components
items:
- name: Getting started
topicUid: Guides.MessageComponents.GettingStarted
- name: Responding to Components
topicUid: Guides.MessageComponents.Responding
- name: Buttons in depth
topicUid: Guides.MessageComponents.Buttons
- name: Select menus
topicUid: Guides.MessageComponents.SelectMenus
- name: Advanced Concepts
topicUid: Guides.MessageComponents.Advanced
- name: Emoji
topicUid: Guides.Emoji
- name: Voice
topicUid: Guides.Voice.SendingVoice
- name: Deployment
topicUid: Guides.Deployment
topicUid: Guides.Deployment