Update sample projects & samples in docs (#2823)

* update them all

* more docs

* moar docs
This commit is contained in:
Mihail Gribkov
2024-01-11 18:25:56 +03:00
committed by GitHub
parent 8227d70b86
commit e2e8c0fd6a
31 changed files with 732 additions and 806 deletions

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@@ -1,18 +1,16 @@
using Discord.Interactions;
using Discord.WebSocket;
using System.Threading.Tasks;
namespace ShardedClient.Modules
namespace ShardedClient.Modules;
// A display of portability, which shows how minimal the difference between the 2 frameworks is.
public class InteractionModule : InteractionModuleBase<ShardedInteractionContext>
{
// A display of portability, which shows how minimal the difference between the 2 frameworks is.
public class InteractionModule : InteractionModuleBase<ShardedInteractionContext>
[SlashCommand("info", "Information about this shard.")]
public async Task InfoAsync()
{
[SlashCommand("info", "Information about this shard.")]
public async Task InfoAsync()
{
var msg = $@"Hi {Context.User}! There are currently {Context.Client.Shards.Count} shards!
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);
}
await RespondAsync(msg);
}
}

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@@ -1,17 +1,16 @@
using Discord.Commands;
using System.Threading.Tasks;
namespace ShardedClient.Modules
namespace ShardedClient.Modules;
// Remember to make your module reference the ShardedCommandContext
public class PublicModule : ModuleBase<ShardedCommandContext>
{
// Remember to make your module reference the ShardedCommandContext
public class PublicModule : ModuleBase<ShardedCommandContext>
[Command("info")]
public async Task InfoAsync()
{
[Command("info")]
public async Task InfoAsync()
{
var msg = $@"Hi {Context.User}! There are currently {Context.Client.Shards.Count} shards!
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);
}
await ReplyAsync(msg);
}
}

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@@ -8,78 +8,70 @@ using System;
using System.Threading;
using System.Threading.Tasks;
namespace ShardedClient
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
{
// 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
public static async Task Main(string[] args)
{
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
{
// 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,
GatewayIntents = GatewayIntents.AllUnprivileged | GatewayIntents.MessageContent
};
TotalShards = 2,
GatewayIntents = GatewayIntents.AllUnprivileged | GatewayIntents.MessageContent
};
// 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>();
// 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.
await using var services = ConfigureServices(config);
// 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;
var client = services.GetRequiredService<DiscordShardedClient>();
await services.GetRequiredService<InteractionHandlingService>()
.InitializeAsync();
// 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<CommandHandlingService>()
.InitializeAsync();
await services.GetRequiredService<InteractionHandlingService>()
.InitializeAsync();
// Tokens should be considered secret data, and never hard-coded.
await client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token"));
await client.StartAsync();
await services.GetRequiredService<CommandHandlingService>()
.InitializeAsync();
await Task.Delay(Timeout.Infinite);
}
}
// Tokens should be considered secret data, and never hard-coded.
await client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token"));
await client.StartAsync();
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();
await Task.Delay(Timeout.Infinite);
}
private static 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($"Shard Number {shard.ShardId} is connected and ready!");
return Task.CompletedTask;
}
private static Task ReadyAsync(DiscordSocketClient shard)
{
Console.WriteLine($"Shard Number {shard.ShardId} is connected and ready!");
return Task.CompletedTask;
}
private Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
return Task.CompletedTask;
}
private static Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
return Task.CompletedTask;
}
}

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@@ -6,67 +6,66 @@ using System;
using System.Reflection;
using System.Threading.Tasks;
namespace ShardedClient.Services
namespace ShardedClient.Services;
public class CommandHandlingService
{
public class CommandHandlingService
private readonly CommandService _commands;
private readonly DiscordShardedClient _discord;
private readonly IServiceProvider _services;
public CommandHandlingService(IServiceProvider services)
{
private readonly CommandService _commands;
private readonly DiscordShardedClient _discord;
private readonly IServiceProvider _services;
_commands = services.GetRequiredService<CommandService>();
_discord = services.GetRequiredService<DiscordShardedClient>();
_services = services;
public CommandHandlingService(IServiceProvider services)
{
_commands = services.GetRequiredService<CommandService>();
_discord = services.GetRequiredService<DiscordShardedClient>();
_services = services;
_commands.CommandExecuted += CommandExecutedAsync;
_commands.Log += LogAsync;
_discord.MessageReceived += MessageReceivedAsync;
}
_commands.CommandExecuted += CommandExecutedAsync;
_commands.Log += LogAsync;
_discord.MessageReceived += MessageReceivedAsync;
}
public async Task InitializeAsync()
{
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services);
}
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;
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;
// 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);
}
// 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;
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 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($"error: {result}");
}
// the command failed, let's notify the user that something happened.
await context.Channel.SendMessageAsync($"error: {result}");
}
private Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
private Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
return Task.CompletedTask;
}
return Task.CompletedTask;
}
}

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@@ -1,62 +1,65 @@
using Discord;
using Discord.Interactions;
using Discord.WebSocket;
using Microsoft.Extensions.DependencyInjection;
using System;
using System.Linq;
using System.Threading.Tasks;
namespace ShardedClient.Services
namespace ShardedClient.Services;
public class InteractionHandlingService
{
public class InteractionHandlingService
private readonly InteractionService _service;
private readonly DiscordShardedClient _client;
private readonly IServiceProvider _provider;
public InteractionHandlingService(IServiceProvider services)
{
private readonly InteractionService _service;
private readonly DiscordShardedClient _client;
private readonly IServiceProvider _provider;
_service = services.GetRequiredService<InteractionService>();
_client = services.GetRequiredService<DiscordShardedClient>();
_provider = services;
public InteractionHandlingService(IServiceProvider services)
_service.Log += LogAsync;
_client.InteractionCreated += OnInteractionAsync;
_client.ShardReady += ReadyAsync;
// 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);
}
private async Task OnInteractionAsync(SocketInteraction interaction)
{
_ = Task.Run(async () =>
{
_service = services.GetRequiredService<InteractionService>();
_client = services.GetRequiredService<DiscordShardedClient>();
_provider = services;
var context = new ShardedInteractionContext(_client, interaction);
await _service.ExecuteCommandAsync(context, _provider);
});
await Task.CompletedTask;
}
_service.Log += LogAsync;
_client.InteractionCreated += OnInteractionAsync;
_client.ShardReady += ReadyAsync;
// For examples on how to handle post execution,
// see the InteractionFramework samples.
}
private Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
// Register all modules, and add the commands from these modules to either guild or globally depending on the build state.
public async Task InitializeAsync()
return Task.CompletedTask;
}
private bool _hasRegistered = false;
private async Task ReadyAsync(DiscordSocketClient _)
{
// ShardReady is called for each shard; to avoid getting ratelimited we only want to register commands once.
if (!_hasRegistered)
{
await _service.AddModulesAsync(typeof(InteractionHandlingService).Assembly, _provider);
}
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;
}
private async Task ReadyAsync(DiscordSocketClient _)
{
#if DEBUG
await _service.RegisterCommandsToGuildAsync(1 /* implement */);
#else
await _service.RegisterCommandsGloballyAsync();
#endif
_hasRegistered = true;
}
}
}

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@@ -7,8 +7,8 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Extensions.DependencyInjection" Version="5.0.2" />
<PackageReference Include="Discord.Net" Version="3.10.0" />
<PackageReference Include="Microsoft.Extensions.DependencyInjection" Version="6.0.0" />
<PackageReference Include="Discord.Net" Version="3.13.0" />
</ItemGroup>
</Project>