Adding Entity guides, flowcharts, better sample system. (#2054)

* initial

* Interaction glossary entry

* Sharded Interaction sample

* Renames into solution

* Debugging samples

* Modify target location for webhookclient

* Finalizing docs work, resolving docfx errors.

* Adding threaduser to user chart

* Add branch info to readme.

* Edits to user chart

* Resolve format for glossary entries

* Patch sln target

* Issue with file naming fixed

* Patch 1/x for builds

* Appending suggestions
This commit is contained in:
Armano den Boef
2022-01-27 14:50:49 +01:00
committed by GitHub
parent b0f59e3eb9
commit b14af1c008
57 changed files with 1059 additions and 344 deletions

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using Discord.Interactions;
using Discord.WebSocket;
using System.Threading.Tasks;
namespace ShardedClient.Modules
{
// A display of portability, which shows how minimal the difference between the 2 frameworks is.
public class InteractionModule : InteractionModuleBase<ShardedInteractionContext<SocketSlashCommand>>
{
[SlashCommand("info", "Information about this shard.")]
public async Task InfoAsync()
{
var msg = $@"Hi {Context.User}! There are currently {Context.Client.Shards.Count} shards!
This guild is being served by shard number {Context.Client.GetShardFor(Context.Guild).ShardId}";
await RespondAsync(msg);
}
}
}

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using Discord.Commands;
using System.Threading.Tasks;
namespace ShardedClient.Modules
{
// Remember to make your module reference the ShardedCommandContext
public class PublicModule : ModuleBase<ShardedCommandContext>
{
[Command("info")]
public async Task InfoAsync()
{
var msg = $@"Hi {Context.User}! There are currently {Context.Client.Shards.Count} shards!
This guild is being served by shard number {Context.Client.GetShardFor(Context.Guild).ShardId}";
await ReplyAsync(msg);
}
}
}

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using Discord;
using Discord.Commands;
using Discord.Interactions;
using Discord.WebSocket;
using Microsoft.Extensions.DependencyInjection;
using ShardedClient.Services;
using System;
using System.Threading;
using System.Threading.Tasks;
namespace ShardedClient
{
// This is a minimal example of using Discord.Net's Sharded Client
// The provided DiscordShardedClient class simplifies having multiple
// DiscordSocketClient instances (or shards) to serve a large number of guilds.
class Program
{
static void Main(string[] args)
=> new Program()
.MainAsync()
.GetAwaiter()
.GetResult();
public async Task MainAsync()
{
// You specify the amount of shards you'd like to have with the
// DiscordSocketConfig. Generally, it's recommended to
// have 1 shard per 1500-2000 guilds your bot is in.
var config = new DiscordSocketConfig
{
TotalShards = 2
};
// You should dispose a service provider created using ASP.NET
// when you are finished using it, at the end of your app's lifetime.
// If you use another dependency injection framework, you should inspect
// its documentation for the best way to do this.
using (var services = ConfigureServices(config))
{
var client = services.GetRequiredService<DiscordShardedClient>();
// The Sharded Client does not have a Ready event.
// The ShardReady event is used instead, allowing for individual
// control per shard.
client.ShardReady += ReadyAsync;
client.Log += LogAsync;
await services.GetRequiredService<InteractionHandlingService>().InitializeAsync();
await services.GetRequiredService<CommandHandlingService>().InitializeAsync();
// Tokens should be considered secret data, and never hard-coded.
await client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token"));
await client.StartAsync();
await Task.Delay(Timeout.Infinite);
}
}
private ServiceProvider ConfigureServices(DiscordSocketConfig config)
=> new ServiceCollection()
.AddSingleton(new DiscordShardedClient(config))
.AddSingleton<CommandService>()
.AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordShardedClient>()))
.AddSingleton<CommandHandlingService>()
.AddSingleton<InteractionHandlingService>()
.BuildServiceProvider();
private Task ReadyAsync(DiscordSocketClient shard)
{
Console.WriteLine($"Shard Number {shard.ShardId} is connected and ready!");
return Task.CompletedTask;
}
private Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
return Task.CompletedTask;
}
}
}

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using Discord;
using Discord.Commands;
using Discord.WebSocket;
using Microsoft.Extensions.DependencyInjection;
using System;
using System.Reflection;
using System.Threading.Tasks;
namespace ShardedClient.Services
{
public class CommandHandlingService
{
private readonly CommandService _commands;
private readonly DiscordShardedClient _discord;
private readonly IServiceProvider _services;
public CommandHandlingService(IServiceProvider services)
{
_commands = services.GetRequiredService<CommandService>();
_discord = services.GetRequiredService<DiscordShardedClient>();
_services = services;
_commands.CommandExecuted += CommandExecutedAsync;
_commands.Log += LogAsync;
_discord.MessageReceived += MessageReceivedAsync;
}
public async Task InitializeAsync()
{
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services);
}
public async Task MessageReceivedAsync(SocketMessage rawMessage)
{
// Ignore system messages, or messages from other bots
if (rawMessage is not SocketUserMessage message)
return;
if (message.Source != MessageSource.User)
return;
// This value holds the offset where the prefix ends
var argPos = 0;
if (!message.HasMentionPrefix(_discord.CurrentUser, ref argPos))
return;
// A new kind of command context, ShardedCommandContext can be utilized with the commands framework
var context = new ShardedCommandContext(_discord, message);
await _commands.ExecuteAsync(context, argPos, _services);
}
public async Task CommandExecutedAsync(Optional<CommandInfo> command, ICommandContext context, IResult result)
{
// command is unspecified when there was a search failure (command not found); we don't care about these errors
if (!command.IsSpecified)
return;
// the command was successful, we don't care about this result, unless we want to log that a command succeeded.
if (result.IsSuccess)
return;
// the command failed, let's notify the user that something happened.
await context.Channel.SendMessageAsync($"error: {result}");
}
private Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
return Task.CompletedTask;
}
}
}

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using Discord;
using Discord.Interactions;
using Discord.WebSocket;
using Microsoft.Extensions.DependencyInjection;
using System;
using System.Linq;
using System.Threading.Tasks;
namespace ShardedClient.Services
{
public class InteractionHandlingService
{
private readonly InteractionService _service;
private readonly DiscordShardedClient _client;
private readonly IServiceProvider _provider;
public InteractionHandlingService(IServiceProvider services)
{
_service = services.GetRequiredService<InteractionService>();
_client = services.GetRequiredService<DiscordShardedClient>();
_provider = services;
_service.Log += LogAsync;
_client.InteractionCreated += OnInteractionAsync;
// For examples on how to handle post execution,
// see the InteractionFramework samples.
}
// Register all modules, and add the commands from these modules to either guild or globally depending on the build state.
public async Task InitializeAsync()
{
await _service.AddModulesAsync(typeof(InteractionHandlingService).Assembly, _provider);
#if DEBUG
await _service.AddCommandsToGuildAsync(_client.Guilds.First(x => x.Id == 1));
#else
await _service.AddCommandsGloballyAsync();
#endif
}
private async Task OnInteractionAsync(SocketInteraction interaction)
{
_ = Task.Run(async () =>
{
var context = new ShardedInteractionContext(_client, interaction);
await _service.ExecuteCommandAsync(context, _provider);
});
await Task.CompletedTask;
}
private Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
return Task.CompletedTask;
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net5.0</TargetFramework>
<RootNamespace>ShardedClient</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Extensions.DependencyInjection" Version="5.0.2" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\Discord.Net.Commands\Discord.Net.Commands.csproj" />
<ProjectReference Include="..\..\src\Discord.Net.Interactions\Discord.Net.Interactions.csproj" />
<ProjectReference Include="..\..\src\Discord.Net.WebSocket\Discord.Net.WebSocket.csproj" />
</ItemGroup>
</Project>