Add BaseSocketClient object. (#773)
* Add BaseDiscordClient. Add various missing RequestOptions args. DiscordSocketClient and DiscordShardedClient's shared members now exist in this abstract class. * Add ShardReady event. * Style consistency. Remove extraneous overloads. Remove extraneous overloads. * Add BaseSocketClient#DownloadUsersAsync(). Style cleanups. * Add ShardLatencyUpdated event. Style cleanup. * Hook LatencyUpdated for ShardedClient. * Begone whitespace. * I'm good at this, I swear. >_> * Add back DiscordShardedClient.UserPresenceUpdated * Add ObsoleteAttribute * Removing the UserPresenceUpdated event.
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committed by
Christopher F
parent
fc5adca94e
commit
9b7afec4cc
193
src/Discord.Net.WebSocket/BaseSocketClient.Events.cs
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193
src/Discord.Net.WebSocket/BaseSocketClient.Events.cs
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using System;
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using System.Threading.Tasks;
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namespace Discord.WebSocket
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{
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public partial class BaseSocketClient
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{
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//Channels
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/// <summary> Fired when a channel is created. </summary>
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public event Func<SocketChannel, Task> ChannelCreated
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{
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add { _channelCreatedEvent.Add(value); }
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remove { _channelCreatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketChannel, Task>> _channelCreatedEvent = new AsyncEvent<Func<SocketChannel, Task>>();
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/// <summary> Fired when a channel is destroyed. </summary>
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public event Func<SocketChannel, Task> ChannelDestroyed {
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add { _channelDestroyedEvent.Add(value); }
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remove { _channelDestroyedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketChannel, Task>> _channelDestroyedEvent = new AsyncEvent<Func<SocketChannel, Task>>();
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/// <summary> Fired when a channel is updated. </summary>
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public event Func<SocketChannel, SocketChannel, Task> ChannelUpdated {
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add { _channelUpdatedEvent.Add(value); }
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remove { _channelUpdatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketChannel, SocketChannel, Task>> _channelUpdatedEvent = new AsyncEvent<Func<SocketChannel, SocketChannel, Task>>();
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//Messages
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/// <summary> Fired when a message is received. </summary>
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public event Func<SocketMessage, Task> MessageReceived {
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add { _messageReceivedEvent.Add(value); }
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remove { _messageReceivedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketMessage, Task>> _messageReceivedEvent = new AsyncEvent<Func<SocketMessage, Task>>();
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/// <summary> Fired when a message is deleted. </summary>
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public event Func<Cacheable<IMessage, ulong>, ISocketMessageChannel, Task> MessageDeleted {
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add { _messageDeletedEvent.Add(value); }
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remove { _messageDeletedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<Cacheable<IMessage, ulong>, ISocketMessageChannel, Task>> _messageDeletedEvent = new AsyncEvent<Func<Cacheable<IMessage, ulong>, ISocketMessageChannel, Task>>();
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/// <summary> Fired when a message is updated. </summary>
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public event Func<Cacheable<IMessage, ulong>, SocketMessage, ISocketMessageChannel, Task> MessageUpdated {
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add { _messageUpdatedEvent.Add(value); }
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remove { _messageUpdatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<Cacheable<IMessage, ulong>, SocketMessage, ISocketMessageChannel, Task>> _messageUpdatedEvent = new AsyncEvent<Func<Cacheable<IMessage, ulong>, SocketMessage, ISocketMessageChannel, Task>>();
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/// <summary> Fired when a reaction is added to a message. </summary>
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public event Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, SocketReaction, Task> ReactionAdded {
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add { _reactionAddedEvent.Add(value); }
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remove { _reactionAddedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, SocketReaction, Task>> _reactionAddedEvent = new AsyncEvent<Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, SocketReaction, Task>>();
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/// <summary> Fired when a reaction is removed from a message. </summary>
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public event Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, SocketReaction, Task> ReactionRemoved {
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add { _reactionRemovedEvent.Add(value); }
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remove { _reactionRemovedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, SocketReaction, Task>> _reactionRemovedEvent = new AsyncEvent<Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, SocketReaction, Task>>();
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/// <summary> Fired when all reactions to a message are cleared. </summary>
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public event Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, Task> ReactionsCleared {
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add { _reactionsClearedEvent.Add(value); }
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remove { _reactionsClearedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, Task>> _reactionsClearedEvent = new AsyncEvent<Func<Cacheable<IUserMessage, ulong>, ISocketMessageChannel, Task>>();
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//Roles
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/// <summary> Fired when a role is created. </summary>
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public event Func<SocketRole, Task> RoleCreated {
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add { _roleCreatedEvent.Add(value); }
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remove { _roleCreatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketRole, Task>> _roleCreatedEvent = new AsyncEvent<Func<SocketRole, Task>>();
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/// <summary> Fired when a role is deleted. </summary>
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public event Func<SocketRole, Task> RoleDeleted {
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add { _roleDeletedEvent.Add(value); }
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remove { _roleDeletedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketRole, Task>> _roleDeletedEvent = new AsyncEvent<Func<SocketRole, Task>>();
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/// <summary> Fired when a role is updated. </summary>
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public event Func<SocketRole, SocketRole, Task> RoleUpdated {
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add { _roleUpdatedEvent.Add(value); }
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remove { _roleUpdatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketRole, SocketRole, Task>> _roleUpdatedEvent = new AsyncEvent<Func<SocketRole, SocketRole, Task>>();
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//Guilds
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/// <summary> Fired when the connected account joins a guild. </summary>
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public event Func<SocketGuild, Task> JoinedGuild {
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add { _joinedGuildEvent.Add(value); }
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remove { _joinedGuildEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuild, Task>> _joinedGuildEvent = new AsyncEvent<Func<SocketGuild, Task>>();
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/// <summary> Fired when the connected account leaves a guild. </summary>
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public event Func<SocketGuild, Task> LeftGuild {
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add { _leftGuildEvent.Add(value); }
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remove { _leftGuildEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuild, Task>> _leftGuildEvent = new AsyncEvent<Func<SocketGuild, Task>>();
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/// <summary> Fired when a guild becomes available. </summary>
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public event Func<SocketGuild, Task> GuildAvailable {
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add { _guildAvailableEvent.Add(value); }
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remove { _guildAvailableEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuild, Task>> _guildAvailableEvent = new AsyncEvent<Func<SocketGuild, Task>>();
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/// <summary> Fired when a guild becomes unavailable. </summary>
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public event Func<SocketGuild, Task> GuildUnavailable {
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add { _guildUnavailableEvent.Add(value); }
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remove { _guildUnavailableEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuild, Task>> _guildUnavailableEvent = new AsyncEvent<Func<SocketGuild, Task>>();
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/// <summary> Fired when offline guild members are downloaded. </summary>
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public event Func<SocketGuild, Task> GuildMembersDownloaded {
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add { _guildMembersDownloadedEvent.Add(value); }
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remove { _guildMembersDownloadedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuild, Task>> _guildMembersDownloadedEvent = new AsyncEvent<Func<SocketGuild, Task>>();
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/// <summary> Fired when a guild is updated. </summary>
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public event Func<SocketGuild, SocketGuild, Task> GuildUpdated {
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add { _guildUpdatedEvent.Add(value); }
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remove { _guildUpdatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuild, SocketGuild, Task>> _guildUpdatedEvent = new AsyncEvent<Func<SocketGuild, SocketGuild, Task>>();
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//Users
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/// <summary> Fired when a user joins a guild. </summary>
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public event Func<SocketGuildUser, Task> UserJoined {
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add { _userJoinedEvent.Add(value); }
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remove { _userJoinedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuildUser, Task>> _userJoinedEvent = new AsyncEvent<Func<SocketGuildUser, Task>>();
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/// <summary> Fired when a user leaves a guild. </summary>
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public event Func<SocketGuildUser, Task> UserLeft {
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add { _userLeftEvent.Add(value); }
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remove { _userLeftEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuildUser, Task>> _userLeftEvent = new AsyncEvent<Func<SocketGuildUser, Task>>();
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/// <summary> Fired when a user is banned from a guild. </summary>
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public event Func<SocketUser, SocketGuild, Task> UserBanned {
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add { _userBannedEvent.Add(value); }
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remove { _userBannedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketUser, SocketGuild, Task>> _userBannedEvent = new AsyncEvent<Func<SocketUser, SocketGuild, Task>>();
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/// <summary> Fired when a user is unbanned from a guild. </summary>
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public event Func<SocketUser, SocketGuild, Task> UserUnbanned {
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add { _userUnbannedEvent.Add(value); }
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remove { _userUnbannedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketUser, SocketGuild, Task>> _userUnbannedEvent = new AsyncEvent<Func<SocketUser, SocketGuild, Task>>();
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/// <summary> Fired when a user is updated. </summary>
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public event Func<SocketUser, SocketUser, Task> UserUpdated {
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add { _userUpdatedEvent.Add(value); }
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remove { _userUpdatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketUser, SocketUser, Task>> _userUpdatedEvent = new AsyncEvent<Func<SocketUser, SocketUser, Task>>();
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/// <summary> Fired when a guild member is updated, or a member presence is updated. </summary>
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public event Func<SocketGuildUser, SocketGuildUser, Task> GuildMemberUpdated {
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add { _guildMemberUpdatedEvent.Add(value); }
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remove { _guildMemberUpdatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGuildUser, SocketGuildUser, Task>> _guildMemberUpdatedEvent = new AsyncEvent<Func<SocketGuildUser, SocketGuildUser, Task>>();
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/// <summary> Fired when a user joins, leaves, or moves voice channels. </summary>
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public event Func<SocketUser, SocketVoiceState, SocketVoiceState, Task> UserVoiceStateUpdated {
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add { _userVoiceStateUpdatedEvent.Add(value); }
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remove { _userVoiceStateUpdatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketUser, SocketVoiceState, SocketVoiceState, Task>> _userVoiceStateUpdatedEvent = new AsyncEvent<Func<SocketUser, SocketVoiceState, SocketVoiceState, Task>>();
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/// <summary> Fired when the connected account is updated. </summary>
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public event Func<SocketSelfUser, SocketSelfUser, Task> CurrentUserUpdated {
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add { _selfUpdatedEvent.Add(value); }
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remove { _selfUpdatedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketSelfUser, SocketSelfUser, Task>> _selfUpdatedEvent = new AsyncEvent<Func<SocketSelfUser, SocketSelfUser, Task>>();
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/// <summary> Fired when a user starts typing. </summary>
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public event Func<SocketUser, ISocketMessageChannel, Task> UserIsTyping {
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add { _userIsTypingEvent.Add(value); }
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remove { _userIsTypingEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketUser, ISocketMessageChannel, Task>> _userIsTypingEvent = new AsyncEvent<Func<SocketUser, ISocketMessageChannel, Task>>();
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/// <summary> Fired when a user joins a group channel. </summary>
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public event Func<SocketGroupUser, Task> RecipientAdded {
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add { _recipientAddedEvent.Add(value); }
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remove { _recipientAddedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGroupUser, Task>> _recipientAddedEvent = new AsyncEvent<Func<SocketGroupUser, Task>>();
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/// <summary> Fired when a user is removed from a group channel. </summary>
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public event Func<SocketGroupUser, Task> RecipientRemoved {
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add { _recipientRemovedEvent.Add(value); }
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remove { _recipientRemovedEvent.Remove(value); }
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}
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internal readonly AsyncEvent<Func<SocketGroupUser, Task>> _recipientRemovedEvent = new AsyncEvent<Func<SocketGroupUser, Task>>();
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}
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}
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