Documentation Overhaul (#1161)

* Add XML docs

* Clean up style switcher

* Squash commits on branch docs/faq-n-patches

* Fix broken theme selector

* Add local image embed instruction

* Add a bunch of XML docs

* Add a bunch of XML docs

* Fix broken search
+ DocFX by default ships with an older version of jQuery, switching to a newer version confuses parts of the DocFX Javascript.

* Minor fixes for CONTRIBUTING.md and README.md

* Clean up filterConfig.yml

+ New config exposes Discord.Net namespace since it has several common public exceptions that may be helpful to users

* Add XML docs

* Read token from Environment Variable instead of hardcode

* Add XMLDocs

* Compress some assets & add OAuth2 URL generator

* Fix sample link & add missing pictures

* Add tag examples

* Fix embed docs consistency

* Add details regarding userbot support

* Add XML Docs

* Add XML Docs

* Add XML Docs

* Minor fixes in documentations
+ Fix unescaped '<'
+ Fix typo

* Fix seealso for preconditions and add missing descriptions

* Add missing exceptions

* Document exposed TypeReaders

* Fix letter-casing for files

* Add 'last modified' plugin

Source: https://github.com/Still34/DocFx.Plugin.LastModified
Licensed under MIT License

* XML Docs

* Fix minor consistencies & redundant impl

* Add properties examples to overwrite

* Fix missing Username prop

* Add warning for bulk-delete endpoint

* Replace note block

* Add BaseSocketClient docs

* Add XML docs

* Replace langword null to code block null instead

- Because DocFX sucks at rendering langword

* Replace all langword placements with code block

* Add more IGuild docs

* Add details to SpotifyGame

* Initial proofread of the articles

* Add explanation for RunMode

* Add event docs

- MessageReceived
- ChannelUpdated/Destroyed/Created

* Fix light theme link color

* Fix xml docs error

* Add partial documentation for audit log impl

* Add documentation for some REST-based objects

* Add partial documentation for audit log objects

* Add more XML comments to quotation mark alias map stuff, including an example

* Add reference to CommandServiceConfig from the util docs'

* Add explanation that if " is removed then it wont work

* Fix missing service provider in example

* Add documentation for new INestedChannel

* Add documentation

* Add documentation for new API version & few events

* Revise guide paragraphs/samples

+ Fix various formatting.
+ Provide a more detailed walkthrough for dependency injection.
+ Add C# note at intro.

* Fix typos & formatting

* Improve group module example

* Small amount to see if I'm doing it right

* Remove/cleanup redundant variables

* Fix EnterTypingState impl for doc inheritance

* Fix Test to resolve changes made in 15b58e

* Improve precondition documentation

+ Add precondition usage sample
+ Add precondition group usage sample
+ Move precondition samples to its own sample folder

* Move samples to individual folders

* Clarify token source

* Cleanup styling of README.md for docs

* Replace InvalidPathChars for NS1.3

* InvalidPathChars does not exist in NS1.3; replaced with GetInvalidPathChars instead.

* Add a missing change for 2c7cc738

* Update LastModified to v1.1.0 & add license

* Rewrite installation page for Core 2.1

* Fix anchor link

* Bump post-processor to v1.1.1

* Add fixes to partial file & add license

* Moved theme-switcher code to scripts partial file
+ Add author's MIT license to featherlight javascript

* Remove unused bootstrap plugin

* Bump LastModified plugin

* Changed the path from 'lastmodified' to 'last-modified' for consistency

* Cleanup README & Contribution guide

* Changes to last pr

* Fix GetCategoryAsync docs

* Proofread and cleanup articles

* Change passive voice in "Get Started" to active
* Fix improper preposition in Commands Introduction page
* Fix minor grammar mistakes in "Your First Bot" (future tense -> present tense/subjunctive mood -> indicative mood/proper noun casing/incorrect noun/add missing article)
* Fix minor grammar mistakes in "Installation" (missing article)

* no hablo ingles

* Try try try again

* I'm sure you're having as much fun as I am

* Cleanup TOC & fix titles

* Improve styling

+ Change title font to Noto Sans
+ Add materialized design for commit message box

* Add DescriptionGenerator plugin

* Add nightly section for clarification

* Fix typos in Nightlies & Post-execution

* Bump DescriptionGenerator to v1.1.0

+ This build adds the functionality of generating managed references' summary into the description tag.

* Initial emoji article draft

* Add 'additional information' section for emoji article

* Add cosmetic changes to the master css

* Alter info box color
+ Add transition to article content

* Add clarification in the emoji article

* Emphasize that normal emoji string will not translate to its Unicode representation.
* Clean up or add some of the samples featured in the article.
+ Add emoji/emote declaration section for clarification.
+ Add WebSocket emote sample.
- Remove inconsistent styling ('wacky memes' proves to be too out of place).

* Improve readability for nightlies article

* Move 'Bundled Preconditions' section

* Bump LastModified to fix UTC DateTime parsing

* Add langwordMapping.yml

* Add XML docs

* Add VSC workspace rule

* The root workspace limits the ruler to 120 characters for member documentations and excludes folders such as 'samples' and 'docs'.
* The docs workspace limits the ruler to 70 characters for standard conceptual article to comply with documentation's CONTRIBUTING.md rule, and excludes temprorary folders created by DocFX.

* Update CONTRIBUTING.md

* Add documentation style rule

* Fix styling of several member documentation

* Fix ' />' caused by Agent Smith oddities
* Fix styling to be more specific about the mention of IDs

* Fix exception summary to comply with official Microsoft Docs style

* References
https://docs.microsoft.com/en-us/dotnet/api/system.argumentnullexception?view=netframework-4.7.2
https://docs.microsoft.com/en-us/dotnet/api/system.platformnotsupportedexception?view=netframework-4.7.2
https://docs.microsoft.com/en-us/dotnet/api/system.badimageformatexception?view=netframework-4.7.2

* Add XML documentations

* Shift color return docs

* Fix minor docs

* Added documentation for SocketDMChannel, SocketGuildChannel, and SocketTextChannel

* Add XML docs

* Corrections to SocketGuildChannel

* Corrections to SocketTextChannel

* Corrections to SocketDMChannel

* Swapped out 'id' for 'snowflake identifier

* Swapped out 'id' for 'snowflake identifier'

* SocketDMChannel amendments

* SocketGuildChannel amendments

* SocketTextChannel amendments

* Add XML docs & patch return types
+ Starting from this commit, all return types for tasks will use style similar to most documentations featured on docs.microsoft.com

References:
https://docs.microsoft.com/en-us/dotnet/api/microsoft.entityframeworkcore.dbcontext.-ctor?view=efcore-2.1
https://docs.microsoft.com/en-us/dotnet/api/system.io.filestream.readasync?view=netcore-2.1
https://docs.microsoft.com/en-us/dotnet/api/system.io.textwriter.writelineasync?view=netcore-2.1#System_IO_TextWriter_WriteLineAsync_System_Char___
And many more other asynchronous method documentations featured in the latest BCL.

* Added documentation for many audit log data types, fixed vowel indefinite articles

* Change audit log data types to start with 'Contains' (verb) instead of an article

* Fix some documentation issues and document some more audit log data types

* Fix English posession

* Add XML doc

* Documented two more types

* Documented RoleCreateAuditLogData

* Document remaining audit log data types

* Added RestDMChannel documentation

* Added RestGuildChannel documentation

* Added RestTextChannel documentation

* Added RestVoiceChannel documentation

* Added RestUser documentation

* Added RestRole documentation

* Added RestMessage documentation

* Slightly better wording

* Contains -> Contains a piece of (describe article)

* [EN] Present perf. -> past perf.

* Add XML docs

* Fix arrow alignment

* Clarify supported nullable type

* Fixed a typo in ISnowflakeEntity

* Added RestUser Documentation

* Added RestInvite documentation

* Add XML docs & minor optimizations

* Minor optimization for doc rendering

* Rollback font optimization changes

* Amendments to RestUser

* Added SocketDMChannel documentation

* Added RestDMChannel documentation

* Added RestGuild documentation

* Adjustment to SocketDMChannel

* Added minimal descriptions from the API documentation for Integration types

* Added obsolete mention to the ReadMessages flag.

* Added remarks about 2FA requirement for guild permissions

* Added xmldoc for GuildPermission methods

* Added xml doc for ToAllowList and ToDenyList

* Added specification of how the bits of the color raw value are packed

* Added discord API documentation to IConnection interface

* I can spell :^)

* Fix whitespace in ChannelPermission

* fix spacing of values in guildpermission

* Made changes to get field descriptions from feedback, added returns tag to IConnection

* Added property get standard for IntegrationAccount

* Added property get pattern to xml docs and identical returns tag.

* Change all color class references to struct
...because it isn't a class.

* Add XML docs

* Rewrote the returns tags in IGuildIntegration, removed the ones I was unsure about.

* Rewrote the rest of the returns tags

* Amendments

* Cleanup doc for c1d78189

* Added types to <returns> tags where missing

* Added second sample for adding reactions

* Added some class summaries

* Missed a period

* Amendments

* restored the removed line break

* Removed unnecessary see tag

* Use consistent quotation marks around subscribers, the name for these users are dependant on the source of where they are integrated from (youtube or twitch), so we should not use a name that is specific to one platform

* Add <remarks> tag to the IGuildIntegration xmldocs

* Fix grammar issue

* Update DescriptionGenerator

* Cleanup of https://github.com/Still34/Discord.Net/pull/8

* Cleanup previous PR

* Fix for misleading behaviour in the emoji guide
+ Original lines stated that sending a emoji wrapped in colon will not be parsed, but that was incorrect; replaced with reactions instead of sending messages as the example

* Add strings for dictionary in DotSettings

* Add XML docs

* Fix lots of typos in comments
+ Geez, I didn't know there were so many.

* Add XML docs & rewrite GetMessagesAsync docs

This commit rewrites the remarks section of GetMessagesAsync, as well as adding examples to several methods.

* Update 'Your First Bot'
+ This commit reflects the new changes made to the Discord Application Developer Portal after its major update

* Initial optimization for DocFX render & add missing files

* Add examples in message methods

* Cleanup https://github.com/RogueException/Discord.Net/pull/1128

* Fix first bot note

* Cleanup FAQ structure

* Add XML docs

* Update docfx plugins

* Fix navbar collapsing issue

* Fix broken xref

* Cleanup FAQ section
+ Add introductory paragraphs to each FAQ section.
+ Add 'missing dependency' entry to commands FAQ.
* Split commands FAQ to 'General' and 'DI' sections.

* Cleanup https://github.com/RogueException/Discord.Net/pull/1139

* Fix missing namespace

* Add missing highlighting css for the light theme

* Add additional clarification for installing packages

* Add indentation to example for clarity

* Cleanup several articles to be more human-friendly and easier to read

* Remove RPC-related notes

* Cleanup slow-mode-related documentation strings

* Add an additional note about cross-guild emote usage

* Add CreateTextChannel sample

* Add XMLDocs
This commit is contained in:
Still Hsu
2018-10-01 05:44:33 +08:00
committed by Christopher F
parent 6b21b11f7d
commit ff0fea98a6
498 changed files with 16064 additions and 2633 deletions

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---
uid: FAQ.Basics.BasicOp
title: Questions about Basic Operations
---
# Basic Operations Questions
In the following section, you will find commonly asked questions and
answers regarding basic usage of the library, as well as
language-specific tips when using this library.
## How should I safely check a type?
> [!WARNING]
> Direct casting (e.g., `(Type)type`) is **the least recommended**
> way of casting, as it *can* throw an [InvalidCastException]
> when the object isn't the desired type.
>
> Please refer to [this post] for more details.
In Discord.Net, the idea of polymorphism is used throughout. You may
need to cast the object as a certain type before you can perform any
action.
A good and safe casting example:
[!code-csharp[Casting](samples/cast.cs)]
[InvalidCastException]: https://docs.microsoft.com/en-us/dotnet/api/system.invalidcastexception
[this post]: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/types/how-to-safely-cast-by-using-as-and-is-operators
## How do I send a message?
> [!TIP]
> The [GetChannel] method by default returns an [IChannel], allowing
> channel types such as [IVoiceChannel], [ICategoryChannel]
> to be returned; consequently, you cannot send a message
> to channels like those.
Any implementation of [IMessageChannel] has a [SendMessageAsync]
method. You can get the channel via [GetChannel] under the client.
Remember, when using Discord.Net, polymorphism is a common recurring
theme. This means an object may take in many shapes or form, which
means casting is your friend. You should attempt to cast the channel
as an [IMessageChannel] or any other entity that implements it to be
able to message.
[SendMessageAsync]: xref:Discord.IMessageChannel.SendMessageAsync*
[GetChannel]: xref:Discord.WebSocket.DiscordSocketClient.GetChannel*
## How can I tell if a message is from X, Y, Z channel?
You may check the message channel type. Visit [Glossary] to see the
various types of channels.
[Glossary]: xref:FAQ.Glossary#message-channels
## How can I get the guild from a message?
There are 2 ways to do this. You can do either of the following,
1. Cast the user as an [IGuildUser] and use its [IGuild] property.
2. Cast the channel as an [IGuildChannel] and use its [IGuild] property.
## How do I add hyperlink text to an embed?
Embeds can use standard [markdown] in the description field as well
as in field values. With that in mind, links can be added with
`[text](link)`.
[markdown]: https://support.discordapp.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-
## How do I add reactions to a message?
Any entity that implements [IUserMessage] has an [AddReactionAsync]
method. This method expects an [IEmote] as a parameter.
In Discord.Net, an Emote represents a custom-image emote, while an
Emoji is a Unicode emoji (standard emoji). Both [Emoji] and [Emote]
implement [IEmote] and are valid options.
# [Adding a reaction to another message](#tab/emoji-others)
[!code-csharp[Emoji](samples/emoji-others.cs)]
# [Adding a reaction to a sent message](#tab/emoji-self)
[!code-csharp[Emoji](samples/emoji-self.cs)]
***
[AddReactionAsync]: xref:Discord.IUserMessage.AddReactionAsync*
## What is a "preemptive rate limit?"
A preemptive rate limit is Discord.Net's way of telling you to slow
down before you get hit by the real rate limit. Hitting a real rate
limit might prevent your entire client from sending any requests for
a period of time. This is calculated based on the HTTP header
returned by a Discord response.
## Why am I getting so many preemptive rate limits when I try to add more than one reactions?
This is due to how HTML header works, mistreating
0.25sec/action to 1sec. This causes the lib to throw preemptive rate
limit more frequently than it should for methods such as adding
reactions.
## Can I opt-out of preemptive rate limits?
Unfortunately, not at the moment. See [#401](https://github.com/RogueException/Discord.Net/issues/401).
[IChannel]: xref:Discord.IChannel
[ICategoryChannel]: xref:Discord.ICategoryChannel
[IGuildChannel]: xref:Discord.IGuildChannel
[ITextChannel]: xref:Discord.ITextChannel
[IGuild]: xref:Discord.IGuild
[IVoiceChannel]: xref:Discord.IVoiceChannel
[IGuildUser]: xref:Discord.IGuildUser
[IMessageChannel]: xref:Discord.IMessageChannel
[IUserMessage]: xref:Discord.IUserMessage
[IEmote]: xref:Discord.IEmote
[Emote]: xref:Discord.Emote
[Emoji]: xref:Discord.Emoji

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---
uid: FAQ.Basics.ClientBasics
title: Basic Questions about Client
---
# Client Basics Questions
In the following section, you will find commonly asked questions and
answers about common issues that you may face when utilizing the
various clients offered by the library.
## My client keeps returning 401 upon logging in!
> [!WARNING]
> Userbot/selfbot (logging in with a user token) is no
> longer supported with this library starting from 2.0, as
> logging in under a user account may result in account termination.
>
> For more information, see issue [827] & [958], as well as the official
> [Discord API Terms of Service].
There are few possible reasons why this may occur.
1. You are not using the appropriate [TokenType]. If you are using a
bot account created from the Discord Developer portal, you should
be using `TokenType.Bot`.
2. You are not using the correct login credentials. Please keep in
mind that a token is **different** from a *client secret*.
[TokenType]: xref:Discord.TokenType
[827]: https://github.com/RogueException/Discord.Net/issues/827
[958]: https://github.com/RogueException/Discord.Net/issues/958
[Discord API Terms of Service]: https://discordapp.com/developers/docs/legal
## How do I do X, Y, Z when my bot connects/logs on? Why do I get a `NullReferenceException` upon calling any client methods after connect?
Your bot should **not** attempt to interact in any way with
guilds/servers until the [Ready] event fires. When the bot
connects, it first has to download guild information from
Discord for you to get access to any server
information; the client is not ready at this point.
Technically, the [GuildAvailable] event fires once the data for a
particular guild has downloaded; however, it is best to wait for all
guilds to be downloaded. Once all downloads are complete, the [Ready]
event is triggered, then you can proceed to do whatever you like.
[Ready]: xref:Discord.WebSocket.DiscordSocketClient.Ready
[GuildAvailable]: xref:Discord.WebSocket.BaseSocketClient.GuildAvailable
## How do I get a message's previous content when that message is edited?
If you need to do anything with messages (e.g., checking Reactions,
checking the content of edited/deleted messages), you must set the
[MessageCacheSize] in your [DiscordSocketConfig] settings in order to
use the cached message entity. Read more about it [here](xref:Guides.Concepts.Events#cacheable).
1. Message Cache must be enabled.
2. Hook the MessageUpdated event. This event provides a *before* and
*after* object.
3. Only messages received *after* the bot comes online will be
available in the cache.
[MessageCacheSize]: xref:Discord.WebSocket.DiscordSocketConfig.MessageCacheSize
[DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig
[MessageUpdated]: xref:Discord.WebSocket.BaseSocketClient.MessageUpdated

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---
uid: FAQ.Basics.GetStarted
title: Beginner Questions / How to Get Started
---
# Basic Concepts / Getting Started
In this following section, you will find commonly asked questions and
answers about how to get started with Discord.Net, as well as basic
introduction to the Discord API ecosystem.
## How do I add my bot to my server/guild?
You can do so by using the [permission calculator] provided
by [FiniteReality].
This tool allows you to set permissions that the bot will be assigned
with, and invite the bot into your guild. With this method, bots will
also be assigned a unique role that a regular user cannot use; this
is what we call a `Managed` role. Because you cannot assign this
role to any other users, it is much safer than creating a single
role which, intentionally or not, can be applied to other users
to escalate their privilege.
[FiniteReality]: https://github.com/FiniteReality/permissions-calculator
[permission calculator]: https://finitereality.github.io/permissions-calculator
## What is a token?
A token is a credential used to log into an account. This information
should be kept **private** and for your eyes only. Anyone with your
token can log into your account. This risk applies to both user
and bot accounts. That also means that you should **never** hardcode
your token or add it into source control, as your identity may be
stolen by scrape bots on the internet that scours through
constantly to obtain a token.
## What is a client/user/object ID?
Each user and object on Discord has its own snowflake ID generated
based on various conditions.
![Snowflake Generation](images/snowflake.png)
Anyone can see the ID; it is public. It is merely used to
identify an object in the Discord ecosystem. Many things in the
Discord ecosystem require an ID to retrieve or identify the said
object.
There are 2 common ways to obtain the said ID.
### [Discord Developer Mode](#tab/dev-mode)
By enabling the developer mode you can right click on most objects
to obtain their snowflake IDs (please note that this may not apply to
all objects, such as role IDs, or DM channel IDs).
![Developer Mode](images/dev-mode.png)
### [Escape Character](#tab/escape-char)
You can escape an object by using `\` in front the object in the
Discord client. For example, when you do `\@Example#1234` in chat,
it will return the user ID of the aforementioned user.
![Escaping mentions](images/mention-escape.png)
***
## How do I get the role ID?
> [!WARNING]
> Right-clicking on the role and copying the ID will **not** work.
> This will only copy the message ID.
Several common ways to do this:
1. Make the role mentionable and mention the role, and escape it
using the `\` character in front.
2. Inspect the roles collection within the guild via your debugger.

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public async Task MessageReceivedHandler(SocketMessage msg)
{
// Option 1:
// Using the `as` keyword, which will return `null` if the object isn't the desired type.
var usermsg = msg as SocketUserMessage;
// We bail when the message isn't the desired type.
if (msg == null) return;
// Option 2:
// Using the `is` keyword to cast (C#7 or above only)
if (msg is SocketUserMessage usermsg)
{
// Do things
}
}

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// bail if the message is not a user one (system messages cannot have reactions)
var usermsg = msg as IUserMessage;
if (usermsg == null) return;
// standard Unicode emojis
Emoji emoji = new Emoji("👍");
// or
// Emoji emoji = new Emoji("\uD83D\uDC4D");
// custom guild emotes
Emote emote = Emote.Parse("<:dotnet:232902710280716288>");
// using Emote.TryParse may be safer in regards to errors being thrown;
// please note that the method does not verify if the emote exists,
// it simply creates the Emote object for you.
// add the reaction to the message
await usermsg.AddReactionAsync(emoji);
await usermsg.AddReactionAsync(emote);

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// capture the message you're sending in a variable
var msg = await channel.SendMessageAsync("This will have reactions added.");
// standard Unicode emojis
Emoji emoji = new Emoji("👍");
// or
// Emoji emoji = new Emoji("\uD83D\uDC4D");
// custom guild emotes
Emote emote = Emote.Parse("<:dotnet:232902710280716288>");
// using Emote.TryParse may be safer in regards to errors being thrown;
// please note that the method does not verify if the emote exists,
// it simply creates the Emote object for you.
// add the reaction to the message
await msg.AddReactionAsync(emoji);
await msg.AddReactionAsync(emote);

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---
uid: FAQ.Commands.DI
title: Questions about Dependency Injection with Commands
---
# Dependency-injection-related Questions
In the following section, you will find common questions and answers
to utilizing dependency injection with @Discord.Commands, as well as
common troubleshooting steps regarding DI.
## What is a service? Why does my module not hold any data after execution?
In Discord.Net, modules are created similarly to ASP.NET, meaning
that they have a transient nature; modules are spawned whenever a
request is received, and are killed from memory when the execution
finishes. In other words, you cannot store persistent
data inside a module. Consider using a service if you wish to
workaround this.
Service is often used to hold data externally so that they persist
throughout execution. Think of it like a chest that holds
whatever you throw at it that won't be affected by anything unless
you want it to. Note that you should also learn Microsoft's
implementation of [Dependency Injection] \([video]) before proceeding,
as well as how it works in [Discord.Net](xref:Guides.Commands.DI#usage-in-modules).
A brief example of service and dependency injection can be seen below.
[!code-csharp[DI](samples/DI.cs)]
[Dependency Injection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection
[video]: https://www.youtube.com/watch?v=QtDTfn8YxXg
## Why is my `CommandService` complaining about a missing dependency?
If you encounter an error similar to `Failed to create MyModule,
dependency MyExternalDependency was not found.`, you may have
forgotten to add the external dependency to the dependency container.
Starting from Discord.Net 2.0, all dependencies required by each
module must be present when the module is loaded into the
[CommandService]. This means when loading the module, you must pass a
valid [IServiceProvider] with the dependency loaded before the module
can be successfully registered.
For example, if your module, `MyModule`, requests a `DatabaseService`
in its constructor, the `DatabaseService` must be present in the
[IServiceProvider] when registering `MyModule`.
[!code-csharp[Missing Dependencies](samples/missing-dep.cs)]
[IServiceProvider]: xref:System.IServiceProvider
[CommandService]: xref:Discord.Commands.CommandService

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---
uid: FAQ.Commands.General
title: General Questions about Commands
---
# Command-related Questions
In the following section, you will find commonly asked questions and
answered regarding general command usage when using @Discord.Commands.
## How can I restrict some of my commands so only specific users can execute them?
Based on how you want to implement the restrictions, you can use the
built-in [RequireUserPermission] precondition, which allows you to
restrict the command based on the user's current permissions in the
guild or channel (*e.g., `GuildPermission.Administrator`,
`ChannelPermission.ManageMessages`*).
If, however, you wish to restrict the commands based on the user's
role, you can either create your custom precondition or use
Joe4evr's [Preconditions Addons] that provides a few custom
preconditions that aren't provided in the stock library.
Its source can also be used as an example for creating your
custom preconditions.
[RequireUserPermission]: xref:Discord.Commands.RequireUserPermissionAttribute
[Preconditions Addons]: https://github.com/Joe4evr/Discord.Addons/tree/master/src/Discord.Addons.Preconditions
## Why am I getting an error about `Assembly.GetEntryAssembly`?
You may be confusing @Discord.Commands.CommandService.AddModulesAsync*
with @Discord.Commands.CommandService.AddModuleAsync*. The former
is used to add modules via the assembly, while the latter is used to
add a single module.
## What does [Remainder] do in the command signature?
The [RemainderAttribute] leaves the string unparsed, meaning you
do not have to add quotes around the text for the text to be
recognized as a single object. Please note that if your method has
multiple parameters, the remainder attribute can only be applied to
the last parameter.
[!code-csharp[Remainder](samples/Remainder.cs)]
[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute
## Discord.Net keeps saying that a `MessageReceived` handler is blocking the gateway, what should I do?
By default, the library warns the user about any long-running event
handler that persists for **more than 3 seconds**. Any event
handlers that are run on the same thread as the gateway task, the task
in charge of keeping the connection alive, may block the processing of
heartbeat, and thus terminating the connection.
In this case, the library detects that a `MessageReceived`
event handler is blocking the gateway thread. This warning is
typically associated with the command handler as it listens for that
particular event. If the command handler is blocking the thread, then
this **might** mean that you have a long-running command.
> [!NOTE]
> In rare cases, runtime errors can also cause blockage, usually
> associated with Mono, which is not supported by this library.
To prevent a long-running command from blocking the gateway
thread, a flag called [RunMode] is explicitly designed to resolve
this issue.
There are 2 main `RunMode`s.
1. `RunMode.Sync`
2. `RunMode.Async`
`Sync` is the default behavior and makes the command to be run on the
same thread as the gateway one. `Async` will spin the task off to a
different thread from the gateway one.
> [!IMPORTANT]
> While specifying `RunMode.Async` allows the command to be spun off
> to a different thread, keep in mind that by doing so, there will be
> **potentially unwanted consequences**. Before applying this flag,
> please consider whether it is necessary to do so.
>
> Further details regarding `RunMode.Async` can be found below.
You can set the `RunMode` either by specifying it individually via
the `CommandAttribute` or by setting the global default with
the [DefaultRunMode] flag under `CommandServiceConfig`.
# [CommandAttribute](#tab/cmdattrib)
[!code-csharp[Command Attribute](samples/runmode-cmdattrib.cs)]
# [CommandServiceConfig](#tab/cmdconfig)
[!code-csharp[Command Service Config](samples/runmode-cmdconfig.cs)]
***
***
[RunMode]: xref:Discord.Commands.RunMode
[CommandAttribute]: xref:Discord.Commands.CommandAttribute
[DefaultRunMode]: xref:Discord.Commands.CommandServiceConfig.DefaultRunMode
## How does `RunMode.Async` work, and why is Discord.Net *not* using it by default?
`RunMode.Async` works by spawning a new `Task` with an unawaited
[Task.Run], essentially making the task that is used to invoke the
command task to be finished on a different thread. This design means
that [ExecuteAsync] will be forced to return a successful
[ExecuteResult] regardless of the actual execution result.
The following are the known caveats with `RunMode.Async`,
1. You can potentially introduce a race condition.
2. Unnecessary overhead caused by the [async state machine].
3. [ExecuteAsync] will immediately return [ExecuteResult] instead of
other result types (this is particularly important for those who wish
to utilize [RuntimeResult] in 2.0).
4. Exceptions are swallowed.
However, there are ways to remedy some of these.
For #3, in Discord.Net 2.0, the library introduces a new event called
[CommandExecuted], which is raised whenever the command is
**successfully executed**. This event will be raised regardless of
the `RunMode` type and will return the appropriate execution result.
For #4, exceptions are caught in [CommandService.Log] event under
[LogMessage.Exception] as [CommandException].
[Task.Run]: https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.task.run
[async state machine]: https://www.red-gate.com/simple-talk/dotnet/net-tools/c-async-what-is-it-and-how-does-it-work/
[ExecuteAsync]: xref:Discord.Commands.CommandService.ExecuteAsync*
[ExecuteResult]: xref:Discord.Commands.ExecuteResult
[RuntimeResult]: xref:Discord.Commands.RuntimeResult
[CommandExecuted]: xref:Discord.Commands.CommandService.CommandExecuted
[CommandService.Log]: xref:Discord.Commands.CommandService.Log
[LogMessage.Exception]: xref:Discord.LogMessage.Exception*
[CommandException]: xref:Discord.Commands.CommandException

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public class MyService
{
public string MyCoolString { get; set; }
}
public class Setup
{
public IServiceProvider BuildProvider() =>
new ServiceCollection()
.AddSingleton<MyService>()
.BuildServiceProvider();
}
public class MyModule : ModuleBase<SocketCommandContext>
{
// Inject via public settable prop
public MyService MyService { get; set; }
// ...or via the module's constructor
// private readonly MyService _myService;
// public MyModule (MyService myService) => _myService = myService;
[Command("string")]
public Task GetOrSetStringAsync(string input)
{
if (string.IsNullOrEmpty(_myService.MyCoolString)) _myService.MyCoolString = input;
return ReplyAsync(_myService.MyCoolString);
}
}

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// Input:
// !echo Coffee Cake
// Output:
// Coffee Cake
[Command("echo")]
public Task EchoRemainderAsync([Remainder]string text) => ReplyAsync(text);
// Output:
// CommandError.BadArgCount
[Command("echo-hassle")]
public Task EchoAsync(string text) => ReplyAsync(text);
// The message would be seen as having multiple parameters,
// while the method only accepts one.
// Wrapping the message in quotes solves this.
// This way, the system knows the entire message is to be parsed as a
// single String.
// e.g.,
// !echo "Coffee Cake"

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public class MyModule : ModuleBase<SocketCommandContext>
{
private readonly DatabaseService _dbService;
public MyModule(DatabaseService dbService)
=> _dbService = dbService;
}
public class CommandHandler
{
private readonly CommandService _commands;
private readonly IServiceProvider _services;
public CommandHandler(DiscordSocketClient client)
{
_services = new ServiceCollection()
.AddService<CommandService>()
.AddService(client)
// We are missing DatabaseService!
.BuildServiceProvider();
}
public async Task RegisterCommandsAsync()
{
// ...
// The method fails here because DatabaseService is a required
// dependency and cannot be resolved by the dependency
// injection service at runtime since the service is not
// registered in this instance of _services.
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services);
// ...
}
}

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[Command("process", RunMode = RunMode.Async)]
public async Task ProcessAsync(string input)
{
// Does heavy calculation here.
await Task.Delay(TimeSpan.FromMinute(1));
await ReplyAsync(input);
}

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public class Setup
{
private readonly CommandService _command;
public Setup()
{
var config = new CommandServiceConfig{ DefaultRunMode = RunMode.Async };
_command = new CommandService(config);
}
}

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---
uid: FAQ.Glossary
title: Common Terminologies / Glossary
---
# Glossary
This is an additional chapter for quick references to various common
types that you may see within Discord.Net. To see more information
regarding each type of object, click on the object to navigate
to our API documentation page where you might find more explanation
about it.
## Common Types
* A **Guild** ([IGuild]) is an isolated collection of users and
channels, and are often referred to as "servers".
- Example: [Discord API](https://discord.gg/jkrBmQR)
* A **Channel** ([IChannel]) represents a generic channel.
- Example: #dotnet_discord-net
- See [Channel Types](#channel-types)
[IGuild]: xref:Discord.IGuild
[IChannel]: xref:Discord.IChannel
## Channel Types
### Message Channels
* A **Text Channel** ([ITextChannel]) is a message channel from a
Guild.
* A **DM Channel** ([IDMChannel]) is a message channel from a DM.
* A **Group Channel** ([IGroupChannel]) is a message channel from a
Group.
- This is rarely used due to the bot's inability to join groups.
* A **Private Channel** ([IPrivateChannel]) is a DM or a Group.
* A **Message Channel** ([IMessageChannel]) can be any of the above.
### Misc Channels
* A **Guild Channel** ([IGuildChannel]) is a guild channel in a guild.
- This can be any channels that may exist in a guild.
* A **Voice Channel** ([IVoiceChannel]) is a voice channel in a guild.
* A **Category Channel** ([ICategoryChannel]) (2.0+) is a category that
holds one or more sub-channels.
* A **Nested Channel** ([INestedChannel]) (2.0+) is a channel that can
exist under a category.
[INestedChannel]: xref:Discord.INestedChannel
[IGuildChannel]: xref:Discord.IGuildChannel
[IMessageChannel]: xref:Discord.IMessageChannel
[ITextChannel]: xref:Discord.ITextChannel
[IGroupChannel]: xref:Discord.IGroupChannel
[IDMChannel]: xref:Discord.IDMChannel
[IPrivateChannel]: xref:Discord.IPrivateChannel
[IVoiceChannel]: xref:Discord.IVoiceChannel
[ICategoryChannel]: xref:Discord.ICategoryChannel
## Emoji Types
* An **Emote** ([Emote]) is a custom emote from a guild.
- Example: `<:dotnet:232902710280716288>`
* An **Emoji** ([Emoji]) is a Unicode emoji.
- Example: `👍`
[Emote]: xref:Discord.Emote
[Emoji]: xref:Discord.Emoji
## Activity Types
* A **Game** ([Game]) refers to a user's game activity.
* A **Rich Presence** ([RichGame]) refers to a user's detailed
gameplay status.
- Visit [Rich Presence Intro] on Discord docs for more info.
* A **Streaming Status** ([StreamingGame]) refers to user's activity
for streaming on services such as Twitch.
* A **Spotify Status** ([SpotifyGame]) (2.0+) refers to a user's
activity for listening to a song on Spotify.
[Game]: xref:Discord.Game
[RichGame]: xref:Discord.RichGame
[StreamingGame]: xref:Discord.StreamingGame
[SpotifyGame]: xref:Discord.SpotifyGame
[Rich Presence Intro]: https://discordapp.com/developers/docs/rich-presence/best-practices

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---
uid: FAQ.Legacy
title: Questions about Legacy Versions
---
# Legacy Questions
This section refers to legacy library-related questions that do not
apply to the latest or recent version of the Discord.Net library.
## X, Y, Z does not work! It doesn't return a valid value anymore.
If you are currently using an older version of the stable branch,
please upgrade to the latest pre-release version to ensure maximum
compatibility. Several features may be broken in older
versions and will likely not be fixed in the version branch due to
their breaking nature.
Visit the repo's [release tag] to see the latest public pre-release.
[release tag]: https://github.com/RogueException/Discord.Net/releases
## I came from an earlier version of Discord.Net 1.0, and DependencyMap doesn't seem to exist anymore in the later revision? What happened to it?
The `DependencyMap` has been replaced with Microsoft's
[DependencyInjection] Abstractions. An example usage can be seen
[here](https://github.com/foxbot/DiscordBotBase/blob/csharp/src/DiscordBot/Program.cs#L36).
[DependencyInjection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection

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- name: Basic Concepts
items:
- name: Getting Started
topicUid: FAQ.Basics.GetStarted
- name: Basic Operations
topicUid: FAQ.Basics.BasicOp
- name: Client Basics
topicUid: FAQ.Basics.ClientBasics
- name: Commands
items:
- name: General
topicUid: FAQ.Commands.General
- name: Dependency Injection
topicUid: FAQ.Commands.DI
- name: Glossary
topicUid: FAQ.Glossary
- name: Legacy or Upgrade
topicUid: FAQ.Legacy