Added Available to IGuild
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@@ -303,6 +303,7 @@ namespace Discord
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private string DebuggerDisplay => $"{Name} ({Id})";
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bool IGuild.Available => false;
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IRole IGuild.EveryoneRole => EveryoneRole;
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IReadOnlyCollection<Emoji> IGuild.Emojis => Emojis;
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IReadOnlyCollection<string> IGuild.Features => Features;
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@@ -18,6 +18,8 @@ namespace Discord
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string IconUrl { get; }
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/// <summary> Returns the url to this guild's splash image, or null if one is not set. </summary>
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string SplashUrl { get; }
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/// <summary> Returns true if this guild is currently connected and ready to be used. Only applies to the WebSocket client. </summary>
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bool Available { get; }
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/// <summary> Gets the id of the AFK voice channel for this guild if set, or null if not. </summary>
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ulong? AFKChannelId { get; }
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@@ -90,7 +92,7 @@ namespace Discord
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Task<IGuildUser> GetUserAsync(ulong id);
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/// <summary> Gets the current user for this guild. </summary>
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Task<IGuildUser> GetCurrentUserAsync();
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/// <summary> Downloads all users for this guild if the current list is incomplete. </summary>
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/// <summary> Downloads all users for this guild if the current list is incomplete. Only applies to the WebSocket client. </summary>
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Task DownloadUsersAsync();
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/// <summary> Removes all users from this guild if they have not logged on in a provided number of days or, if simulate is true, returns the number of users that would be removed. </summary>
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Task<int> PruneUsersAsync(int days = 30, bool simulate = false);
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@@ -24,7 +24,7 @@ namespace Discord
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private ConcurrentDictionary<ulong, Presence> _presences;
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private ConcurrentDictionary<ulong, VoiceState> _voiceStates;
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public bool Available { get; private set; } //TODO: Add to IGuild
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public bool Available { get; private set; }
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public int MemberCount { get; private set; }
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public int DownloadedMemberCount { get; private set; }
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@@ -102,7 +102,7 @@ namespace Discord
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if (model.VoiceStates != null)
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{
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for (int i = 0; i < model.VoiceStates.Length; i++)
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AddOrUpdateCachedVoiceState(model.VoiceStates[i], _voiceStates);
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AddOrUpdateCachedVoiceState(model.VoiceStates[i], voiceStates);
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}
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_voiceStates = voiceStates;
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}
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