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
@@ -1,343 +0,0 @@
|
||||
# The Command Service
|
||||
|
||||
[Discord.Commands](xref:Discord.Commands) provides an Attribute-based
|
||||
command parser.
|
||||
|
||||
## Setup
|
||||
|
||||
To use Commands, you must create a [Command Service] and a Command
|
||||
Handler.
|
||||
|
||||
Included below is a very barebone Command Handler. You can extend your
|
||||
Command Handler as much as you like; however, the below is the bare
|
||||
minimum.
|
||||
|
||||
The `CommandService` will optionally accept a [CommandServiceConfig],
|
||||
which _does_ set a few default values for you. It is recommended to
|
||||
look over the properties in [CommandServiceConfig] and their default
|
||||
values.
|
||||
|
||||
[!code-csharp[Command Handler](samples/command_handler.cs)]
|
||||
|
||||
[Command Service]: xref:Discord.Commands.CommandService
|
||||
[CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig
|
||||
|
||||
## With Attributes
|
||||
|
||||
In 1.0, Commands can be defined ahead of time with attributes, or at
|
||||
runtime with builders.
|
||||
|
||||
For most bots, ahead-of-time Commands should be all you need, and this
|
||||
is the recommended method of defining Commands.
|
||||
|
||||
### Modules
|
||||
|
||||
The first step to creating Commands is to create a _module_.
|
||||
|
||||
A Module is an organizational pattern that allows you to write your
|
||||
Commands in different classes and have them automatically loaded.
|
||||
|
||||
Discord.Net's implementation of Modules is influenced heavily from
|
||||
ASP.NET Core's Controller pattern. This means that the lifetime of a
|
||||
module instance is only as long as the Command is being invoked.
|
||||
|
||||
**Avoid using long-running code** in your modules wherever possible.
|
||||
You should **not** be implementing very much logic into your modules,
|
||||
instead, outsource to a service for that.
|
||||
|
||||
If you are unfamiliar with Inversion of Control, it is recommended to
|
||||
read the MSDN article on [IoC] and [Dependency Injection].
|
||||
|
||||
To begin, create a new class somewhere in your project and inherit the
|
||||
class from [ModuleBase]. This class **must** be `public`.
|
||||
|
||||
>[!NOTE]
|
||||
>[ModuleBase] is an _abstract_ class, meaning that you may extend it
|
||||
>or override it as you see fit. Your module may inherit from any
|
||||
>extension of ModuleBase.
|
||||
|
||||
By now, your module should look like this:
|
||||
|
||||
[!code-csharp[Empty Module](samples/empty-module.cs)]
|
||||
|
||||
[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx
|
||||
[Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx
|
||||
[ModuleBase]: xref:Discord.Commands.ModuleBase`1
|
||||
|
||||
### Adding Commands
|
||||
|
||||
The next step to creating Commands is actually creating the Commands.
|
||||
|
||||
To create a Command, add a method to your module of type `Task`.
|
||||
Typically, you will want to mark this method as `async`, although it
|
||||
is not required.
|
||||
|
||||
Adding parameters to a Command is done by adding parameters to the
|
||||
parent Task.
|
||||
|
||||
For example, to take an integer as an argument from the user, add `int
|
||||
arg`; to take a user as an argument from the user, add `IUser user`.
|
||||
In 1.0, a Command can accept nearly any type of argument; a full list
|
||||
of types that are parsed by default can be found in the below section
|
||||
on _Type Readers_.
|
||||
|
||||
Parameters, by default, are always required. To make a parameter
|
||||
optional, give it a default value. To accept a comma-separated list,
|
||||
set the parameter to `params Type[]`.
|
||||
|
||||
Should a parameter include spaces, it **must** be wrapped in quotes.
|
||||
For example, for a Command with a parameter `string food`, you would
|
||||
execute it with `!favoritefood "Key Lime Pie"`.
|
||||
|
||||
If you would like a parameter to parse until the end of a Command,
|
||||
flag the parameter with the [RemainderAttribute]. This will allow a
|
||||
user to invoke a Command without wrapping a parameter in quotes.
|
||||
|
||||
Finally, flag your Command with the [CommandAttribute]. (you must
|
||||
specify a name for this Command, except for when it is part of a
|
||||
Module Group - see below)
|
||||
|
||||
[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute
|
||||
[CommandAttribute]: xref:Discord.Commands.CommandAttribute
|
||||
|
||||
### Command Overloads
|
||||
|
||||
You may add overloads to your Commands, and the Command parser will
|
||||
automatically pick up on it.
|
||||
|
||||
If for whatever reason, you have two Commands which are ambiguous to
|
||||
each other, you may use the @Discord.Commands.PriorityAttribute to
|
||||
specify which should be tested before the other.
|
||||
|
||||
The `Priority` attributes are sorted in ascending order; the higher
|
||||
priority will be called first.
|
||||
|
||||
### Command Context
|
||||
|
||||
Every Command can access the execution context through the [Context]
|
||||
property on [ModuleBase]. `ICommandContext` allows you to access the
|
||||
message, channel, guild, and user that the Command was invoked from,
|
||||
as well as the underlying Discord client that the Command was invoked
|
||||
from.
|
||||
|
||||
Different types of Contexts may be specified using the generic variant
|
||||
of [ModuleBase]. When using a [SocketCommandContext], for example, the
|
||||
properties on this context will already be Socket entities, so you
|
||||
will not need to cast them.
|
||||
|
||||
To reply to messages, you may also invoke [ReplyAsync], instead of
|
||||
accessing the channel through the [Context] and sending a message.
|
||||
|
||||
> [!WARNING]
|
||||
>Contexts should **NOT** be mixed! You cannot have one module that
|
||||
>uses `CommandContext` and another that uses `SocketCommandContext`.
|
||||
|
||||
[Context]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_Context
|
||||
[SocketCommandContext]: xref:Discord.Commands.SocketCommandContext
|
||||
[ReplyAsync]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_ReplyAsync_System_String_System_Boolean_Discord_Embed_Discord_RequestOptions_
|
||||
|
||||
### Example Module
|
||||
|
||||
At this point, your module should look comparable to this example:
|
||||
[!code-csharp[Example Module](samples/module.cs)]
|
||||
|
||||
#### Loading Modules Automatically
|
||||
|
||||
The Command Service can automatically discover all classes in an
|
||||
Assembly that inherit [ModuleBase] and load them.
|
||||
|
||||
To opt a module out of auto-loading, flag it with
|
||||
[DontAutoLoadAttribute].
|
||||
|
||||
Invoke [CommandService.AddModulesAsync] to discover modules and
|
||||
install them.
|
||||
|
||||
[DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute
|
||||
[CommandService.AddModulesAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModulesAsync_Assembly_
|
||||
|
||||
#### Loading Modules Manually
|
||||
|
||||
To manually load a module, invoke [CommandService.AddModuleAsync] by
|
||||
passing in the generic type of your module and optionally, a
|
||||
dependency map.
|
||||
|
||||
[CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModuleAsync__1
|
||||
|
||||
### Module Constructors
|
||||
|
||||
Modules are constructed using Dependency Injection. Any parameters
|
||||
that are placed in the Module's constructor must be injected into an
|
||||
@System.IServiceProvider first. Alternatively, you may accept an
|
||||
`IServiceProvider` as an argument and extract services yourself.
|
||||
|
||||
### Module Properties
|
||||
|
||||
Modules with `public` settable properties will have the dependencies
|
||||
injected after the construction of the Module.
|
||||
|
||||
### Module Groups
|
||||
|
||||
Module Groups allow you to create a module where Commands are
|
||||
prefixed. To create a group, flag a module with the
|
||||
@Discord.Commands.GroupAttribute.
|
||||
|
||||
Module groups also allow you to create **nameless Commands**, where
|
||||
the [CommandAttribute] is configured with no name. In this case, the
|
||||
Command will inherit the name of the group it belongs to.
|
||||
|
||||
### Submodules
|
||||
|
||||
Submodules are Modules that reside within another one. Typically,
|
||||
submodules are used to create nested groups (although not required to
|
||||
create nested groups).
|
||||
|
||||
[!code-csharp[Groups and Submodules](samples/groups.cs)]
|
||||
|
||||
## With Builders
|
||||
|
||||
**TODO**
|
||||
|
||||
## Dependency Injection
|
||||
|
||||
The Command Service is bundled with a very barebone Dependency
|
||||
Injection service for your convenience. It is recommended that you use
|
||||
DI when writing your modules.
|
||||
|
||||
### Setup
|
||||
|
||||
First, you need to create an @System.IServiceProvider; you may create
|
||||
your own one if you wish.
|
||||
|
||||
Next, add the dependencies that your modules will use to the map.
|
||||
|
||||
Finally, pass the map into the `LoadAssembly` method. Your modules
|
||||
will be automatically loaded with this dependency map.
|
||||
|
||||
[!code-csharp[IServiceProvider Setup](samples/dependency_map_setup.cs)]
|
||||
|
||||
### Usage in Modules
|
||||
|
||||
In the constructor of your Module, any parameters will be filled in by
|
||||
the @System.IServiceProvider that you've passed into `LoadAssembly`.
|
||||
|
||||
Any publicly settable properties will also be filled in the same
|
||||
manner.
|
||||
|
||||
>[!NOTE]
|
||||
> Annotating a property with a [DontInjectAttribute] attribute will prevent the
|
||||
property from being injected.
|
||||
|
||||
>[!NOTE]
|
||||
>If you accept `CommandService` or `IServiceProvider` as a parameter
|
||||
in your constructor or as an injectable property, these entries will
|
||||
be filled by the `CommandService` that the Module is loaded from and
|
||||
the `ServiceProvider` that is passed into it respectively.
|
||||
|
||||
[!code-csharp[ServiceProvider in Modules](samples/dependency_module.cs)]
|
||||
|
||||
[DontInjectAttribute]: xref:Discord.Commands.DontInjectAttribute
|
||||
|
||||
# Preconditions
|
||||
|
||||
Precondition serve as a permissions system for your Commands. Keep in
|
||||
mind, however, that they are not limited to _just_ permissions and can
|
||||
be as complex as you want them to be.
|
||||
|
||||
>[!NOTE]
|
||||
>There are two types of Preconditions.
|
||||
[PreconditionAttribute] can be applied to Modules, Groups, or Commands;
|
||||
[ParameterPreconditionAttribute] can be applied to Parameters.
|
||||
|
||||
[PreconditionAttribute]: xref:Discord.Commands.PreconditionAttribute
|
||||
[ParameterPreconditionAttribute]: xref:Discord.Commands.ParameterPreconditionAttribute
|
||||
|
||||
## Bundled Preconditions
|
||||
|
||||
Commands ship with four bundled Preconditions; you may view their
|
||||
usages on their respective API pages.
|
||||
|
||||
- @Discord.Commands.RequireContextAttribute
|
||||
- @Discord.Commands.RequireOwnerAttribute
|
||||
- @Discord.Commands.RequireBotPermissionAttribute
|
||||
- @Discord.Commands.RequireUserPermissionAttribute
|
||||
|
||||
## Custom Preconditions
|
||||
|
||||
To write your own Precondition, create a new class that inherits from
|
||||
either [PreconditionAttribute] or [ParameterPreconditionAttribute]
|
||||
depending on your use.
|
||||
|
||||
In order for your Precondition to function, you will need to override
|
||||
the [CheckPermissions] method.
|
||||
|
||||
Your IDE should provide an option to fill this in for you.
|
||||
|
||||
If the context meets the required parameters, return
|
||||
[PreconditionResult.FromSuccess], otherwise return
|
||||
[PreconditionResult.FromError] and include an error message if
|
||||
necessary.
|
||||
|
||||
[!code-csharp[Custom Precondition](samples/require_owner.cs)]
|
||||
|
||||
[CheckPermissions]: xref:Discord.Commands.PreconditionAttribute#Discord_Commands_PreconditionAttribute_CheckPermissions_Discord_Commands_ICommandContext_Discord_Commands_CommandInfo_IServiceProvider_
|
||||
[PreconditionResult.FromSuccess]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromSuccess
|
||||
[PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromError_System_String_
|
||||
|
||||
# Type Readers
|
||||
|
||||
Type Readers allow you to parse different types of arguments in
|
||||
your commands.
|
||||
|
||||
By default, the following Types are supported arguments:
|
||||
|
||||
- bool
|
||||
- char
|
||||
- sbyte/byte
|
||||
- ushort/short
|
||||
- uint/int
|
||||
- ulong/long
|
||||
- float, double, decimal
|
||||
- string
|
||||
- DateTime/DateTimeOffset/TimeSpan
|
||||
- IMessage/IUserMessage
|
||||
- IChannel/IGuildChannel/ITextChannel/IVoiceChannel/IGroupChannel
|
||||
- IUser/IGuildUser/IGroupUser
|
||||
- IRole
|
||||
|
||||
### Creating a Type Readers
|
||||
|
||||
To create a `TypeReader`, create a new class that imports @Discord and
|
||||
@Discord.Commands and ensure the class inherits from
|
||||
@Discord.Commands.TypeReader.
|
||||
|
||||
Next, satisfy the `TypeReader` class by overriding the [Read] method.
|
||||
|
||||
>[!NOTE]
|
||||
>In many cases, Visual Studio can fill this in for you, using the
|
||||
>"Implement Abstract Class" IntelliSense hint.
|
||||
|
||||
Inside this task, add whatever logic you need to parse the input
|
||||
string.
|
||||
|
||||
If you are able to successfully parse the input, return
|
||||
[TypeReaderResult.FromSuccess] with the parsed input, otherwise return
|
||||
[TypeReaderResult.FromError] and include an error message if
|
||||
necessary.
|
||||
|
||||
[TypeReaderResult]: xref:Discord.Commands.TypeReaderResult
|
||||
[TypeReaderResult.FromSuccess]: xref:Discord.Commands.TypeReaderResult#Discord_Commands_TypeReaderResult_FromSuccess_Discord_Commands_TypeReaderValue_
|
||||
[TypeReaderResult.FromError]: xref:Discord.Commands.TypeReaderResult#Discord_Commands_TypeReaderResult_FromError_Discord_Commands_CommandError_System_String_
|
||||
[Read]: xref:Discord.Commands.TypeReader#Discord_Commands_TypeReader_Read_Discord_Commands_ICommandContext_System_String_IServiceProvider_
|
||||
|
||||
#### Sample
|
||||
|
||||
[!code-csharp[TypeReaders](samples/typereader.cs)]
|
||||
|
||||
### Installing TypeReaders
|
||||
|
||||
TypeReaders are not automatically discovered by the Command Service
|
||||
and must be explicitly added.
|
||||
|
||||
To install a TypeReader, invoke [CommandService.AddTypeReader].
|
||||
|
||||
[CommandService.AddTypeReader]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddTypeReader__1_Discord_Commands_TypeReader_
|
||||
47
docs/guides/commands/dependency-injection.md
Normal file
@@ -0,0 +1,47 @@
|
||||
---
|
||||
uid: Guides.Commands.DI
|
||||
title: Dependency Injection
|
||||
---
|
||||
|
||||
# Dependency Injection
|
||||
|
||||
The Command Service is bundled with a very barebone Dependency
|
||||
Injection service for your convenience. It is recommended that you use
|
||||
DI when writing your modules.
|
||||
|
||||
## Setup
|
||||
|
||||
1. Create a @Microsoft.Extensions.DependencyInjection.ServiceCollection.
|
||||
2. Add the dependencies to the service collection that you wish
|
||||
to use in the modules.
|
||||
3. Build the service collection into a service provider.
|
||||
4. Pass the service collection into @Discord.Commands.CommandService.AddModulesAsync* / @Discord.Commands.CommandService.AddModuleAsync* , @Discord.Commands.CommandService.ExecuteAsync* .
|
||||
|
||||
### Example - Setting up Injection
|
||||
|
||||
[!code-csharp[IServiceProvider Setup](samples/dependency-injection/dependency_map_setup.cs)]
|
||||
|
||||
## Usage in Modules
|
||||
|
||||
In the constructor of your module, any parameters will be filled in by
|
||||
the @System.IServiceProvider that you've passed.
|
||||
|
||||
Any publicly settable properties will also be filled in the same
|
||||
manner.
|
||||
|
||||
> [!NOTE]
|
||||
> Annotating a property with a [DontInjectAttribute] attribute will
|
||||
> prevent the property from being injected.
|
||||
|
||||
> [!NOTE]
|
||||
> If you accept `CommandService` or `IServiceProvider` as a parameter
|
||||
> in your constructor or as an injectable property, these entries will
|
||||
> be filled by the `CommandService` that the module is loaded from and
|
||||
> the `IServiceProvider` that is passed into it respectively.
|
||||
|
||||
### Example - Injection in Modules
|
||||
|
||||
[!code-csharp[Injection Modules](samples/dependency-injection/dependency_module.cs)]
|
||||
[!code-csharp[Disallow Dependency Injection](samples/dependency-injection/dependency_module_noinject.cs)]
|
||||
|
||||
[DontInjectAttribute]: xref:Discord.Commands.DontInjectAttribute
|
||||
221
docs/guides/commands/intro.md
Normal file
@@ -0,0 +1,221 @@
|
||||
---
|
||||
uid: Guides.Commands.Intro
|
||||
title: Introduction to Command Service
|
||||
---
|
||||
|
||||
# The Command Service
|
||||
|
||||
[Discord.Commands](xref:Discord.Commands) provides an attribute-based
|
||||
command parser.
|
||||
|
||||
## Get Started
|
||||
|
||||
To use commands, you must create a [Command Service] and a command
|
||||
handler.
|
||||
|
||||
Included below is a barebone command handler. You can extend your
|
||||
command handler as much as you like; however, the below is the bare
|
||||
minimum.
|
||||
|
||||
> [!NOTE]
|
||||
> The `CommandService` will optionally accept a [CommandServiceConfig],
|
||||
> which *does* set a few default values for you. It is recommended to
|
||||
> look over the properties in [CommandServiceConfig] and their default
|
||||
> values.
|
||||
|
||||
[!code-csharp[Command Handler](samples/intro/command_handler.cs)]
|
||||
|
||||
[Command Service]: xref:Discord.Commands.CommandService
|
||||
[CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig
|
||||
|
||||
## With Attributes
|
||||
|
||||
Starting from 1.0, commands can be defined ahead of time with
|
||||
attributes, or at runtime with builders.
|
||||
|
||||
For most bots, ahead-of-time commands should be all you need, and this
|
||||
is the recommended method of defining commands.
|
||||
|
||||
### Modules
|
||||
|
||||
The first step to creating commands is to create a _module_.
|
||||
|
||||
A module is an organizational pattern that allows you to write your
|
||||
commands in different classes and have them automatically loaded.
|
||||
|
||||
Discord.Net's implementation of "modules" is influenced heavily by the
|
||||
ASP.NET Core's Controller pattern. This means that the lifetime of a
|
||||
module instance is only as long as the command is being invoked.
|
||||
|
||||
Before we create a module, it is **crucial** for you to remember that
|
||||
in order to create a module and have it automatically discovered,
|
||||
your module must:
|
||||
|
||||
* Be public
|
||||
* Inherit [ModuleBase]
|
||||
|
||||
By now, your module should look like this:
|
||||
|
||||
[!code-csharp[Empty Module](samples/intro/empty-module.cs)]
|
||||
|
||||
> [!NOTE]
|
||||
> [ModuleBase] is an `abstract` class, meaning that you may extend it
|
||||
> or override it as you see fit. Your module may inherit from any
|
||||
> extension of ModuleBase.
|
||||
|
||||
[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx
|
||||
[Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx
|
||||
[ModuleBase]: xref:Discord.Commands.ModuleBase`1
|
||||
|
||||
### Adding/Creating Commands
|
||||
|
||||
> [!WARNING]
|
||||
> **Avoid using long-running code** in your modules wherever possible.
|
||||
> You should **not** be implementing very much logic into your
|
||||
> modules, instead, outsource to a service for that.
|
||||
>
|
||||
> If you are unfamiliar with Inversion of Control, it is recommended
|
||||
> to read the MSDN article on [IoC] and [Dependency Injection].
|
||||
|
||||
The next step to creating commands is actually creating the commands.
|
||||
|
||||
For a command to be valid, it **must** have a return type of `Task`
|
||||
or `Task<RuntimeResult>`. Typically, you might want to mark this
|
||||
method as `async`, although it is not required.
|
||||
|
||||
Then, flag your command with the [CommandAttribute]. Note that you must
|
||||
specify a name for this command, except for when it is part of a
|
||||
[Module Group](#module-groups).
|
||||
|
||||
### Command Parameters
|
||||
|
||||
Adding parameters to a command is done by adding parameters to the
|
||||
parent `Task`.
|
||||
|
||||
For example:
|
||||
|
||||
* To take an integer as an argument from the user, add `int num`.
|
||||
* To take a user as an argument from the user, add `IUser user`.
|
||||
* ...etc.
|
||||
|
||||
Starting from 1.0, a command can accept nearly any type of argument;
|
||||
a full list of types that are parsed by default can
|
||||
be found in @Guides.Commands.TypeReaders.
|
||||
|
||||
[CommandAttribute]: xref:Discord.Commands.CommandAttribute
|
||||
|
||||
#### Optional Parameters
|
||||
|
||||
Parameters, by default, are always required. To make a parameter
|
||||
optional, give it a default value (i.e., `int num = 0`).
|
||||
|
||||
#### Parameters with Spaces
|
||||
|
||||
To accept a comma-separated list, set the parameter to `params Type[]`.
|
||||
|
||||
Should a parameter include spaces, the parameter **must** be
|
||||
wrapped in quotes. For example, for a command with a parameter
|
||||
`string food`, you would execute it with
|
||||
`!favoritefood "Key Lime Pie"`.
|
||||
|
||||
If you would like a parameter to parse until the end of a command,
|
||||
flag the parameter with the [RemainderAttribute]. This will
|
||||
allow a user to invoke a command without wrapping a
|
||||
parameter in quotes.
|
||||
|
||||
[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute
|
||||
|
||||
### Command Overloads
|
||||
|
||||
You may add overloads to your commands, and the command parser will
|
||||
automatically pick up on it.
|
||||
|
||||
If, for whatever reason, you have two commands which are ambiguous to
|
||||
each other, you may use the @Discord.Commands.PriorityAttribute to
|
||||
specify which should be tested before the other.
|
||||
|
||||
The `Priority` attributes are sorted in ascending order; the higher
|
||||
priority will be called first.
|
||||
|
||||
### Command Context
|
||||
|
||||
Every command can access the execution context through the [Context]
|
||||
property on [ModuleBase]. `ICommandContext` allows you to access the
|
||||
message, channel, guild, user, and the underlying Discord client
|
||||
that the command was invoked from.
|
||||
|
||||
Different types of `Context` may be specified using the generic variant
|
||||
of [ModuleBase]. When using a [SocketCommandContext], for example, the
|
||||
properties on this context will already be Socket entities, so you
|
||||
will not need to cast them.
|
||||
|
||||
To reply to messages, you may also invoke [ReplyAsync], instead of
|
||||
accessing the channel through the [Context] and sending a message.
|
||||
|
||||
> [!WARNING]
|
||||
> Contexts should **NOT** be mixed! You cannot have one module that
|
||||
> uses `CommandContext` and another that uses `SocketCommandContext`.
|
||||
|
||||
[Context]: xref:Discord.Commands.ModuleBase`1.Context
|
||||
[SocketCommandContext]: xref:Discord.Commands.SocketCommandContext
|
||||
[ReplyAsync]: xref:Discord.Commands.ModuleBase`1.ReplyAsync*
|
||||
|
||||
> [!TIP]
|
||||
> At this point, your module should look comparable to this example:
|
||||
> [!code-csharp[Example Module](samples/intro/module.cs)]
|
||||
|
||||
#### Loading Modules Automatically
|
||||
|
||||
The Command Service can automatically discover all classes in an
|
||||
`Assembly` that inherit [ModuleBase] and load them. Invoke
|
||||
[CommandService.AddModulesAsync] to discover modules and
|
||||
install them.
|
||||
|
||||
To opt a module out of auto-loading, flag it with
|
||||
[DontAutoLoadAttribute].
|
||||
|
||||
[DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute
|
||||
[CommandService.AddModulesAsync]: xref:Discord.Commands.CommandService.AddModulesAsync*
|
||||
|
||||
#### Loading Modules Manually
|
||||
|
||||
To manually load a module, invoke [CommandService.AddModuleAsync] by
|
||||
passing in the generic type of your module and optionally, a
|
||||
service provider.
|
||||
|
||||
[CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService.AddModuleAsync*
|
||||
|
||||
### Module Constructors
|
||||
|
||||
Modules are constructed using @Guides.Commands.DI. Any parameters
|
||||
that are placed in the Module's constructor must be injected into an
|
||||
@System.IServiceProvider first.
|
||||
|
||||
> [!TIP]
|
||||
> Alternatively, you may accept an
|
||||
> `IServiceProvider` as an argument and extract services yourself,
|
||||
> although this is discouraged.
|
||||
|
||||
### Module Properties
|
||||
|
||||
Modules with `public` settable properties will have the dependencies
|
||||
injected after the construction of the module. See @Guides.Commands.DI
|
||||
to learn more.
|
||||
|
||||
### Module Groups
|
||||
|
||||
Module Groups allow you to create a module where commands are
|
||||
prefixed. To create a group, flag a module with the
|
||||
@Discord.Commands.GroupAttribute.
|
||||
|
||||
Module Groups also allow you to create **nameless Commands**, where
|
||||
the [CommandAttribute] is configured with no name. In this case, the
|
||||
command will inherit the name of the group it belongs to.
|
||||
|
||||
### Submodules
|
||||
|
||||
Submodules are "modules" that reside within another one. Typically,
|
||||
submodules are used to create nested groups (although not required to
|
||||
create nested groups).
|
||||
|
||||
[!code-csharp[Groups and Submodules](samples/intro/groups.cs)]
|
||||
122
docs/guides/commands/post-execution.md
Normal file
@@ -0,0 +1,122 @@
|
||||
---
|
||||
uid: Guides.Commands.PostExecution
|
||||
title: Post-command Execution Handling
|
||||
---
|
||||
|
||||
# Post-execution Handling for Commands
|
||||
|
||||
When developing commands, you may want to consider building a
|
||||
post-execution handling system so you can have finer control
|
||||
over commands. Discord.Net offers several post-execution workflows
|
||||
for you to work with.
|
||||
|
||||
If you recall, in the [Command Guide], we have shown the following
|
||||
example for executing and handling commands,
|
||||
|
||||
[!code[Command Handler](samples/intro/command_handler.cs)]
|
||||
|
||||
You may notice that after we perform [ExecuteAsync], we store the
|
||||
result and print it to the chat, essentially creating the most
|
||||
fundamental form of a post-execution handler.
|
||||
|
||||
With this in mind, we could start doing things like the following,
|
||||
|
||||
[!code[Basic Command Handler](samples/post-execution/post-execution_basic.cs)]
|
||||
|
||||
However, this may not always be preferred, because you are
|
||||
creating your post-execution logic *with* the essential command
|
||||
handler. This design could lead to messy code and could potentially
|
||||
be a violation of the SRP (Single Responsibility Principle).
|
||||
|
||||
Another major issue is if your command is marked with
|
||||
`RunMode.Async`, [ExecuteAsync] will **always** return a successful
|
||||
[ExecuteResult] instead of the actual result. You can learn more
|
||||
about the impact in the [FAQ](xref:FAQ.Commands.General).
|
||||
|
||||
## CommandExecuted Event
|
||||
|
||||
Enter [CommandExecuted], an event that was introduced in
|
||||
Discord.Net 2.0. This event is raised whenever a command is
|
||||
successfully executed **without any run-time exceptions** or **any
|
||||
parsing or precondition failure**. This means this event can be
|
||||
used to streamline your post-execution design, and the best thing
|
||||
about this event is that it is not prone to `RunMode.Async`'s
|
||||
[ExecuteAsync] drawbacks.
|
||||
|
||||
Thus, we can begin working on code such as:
|
||||
|
||||
[!code[CommandExecuted demo](samples/post-execution/command_executed_demo.cs)]
|
||||
|
||||
So now we have a streamlined post-execution pipeline, great! What's
|
||||
next? We can take this further by using [RuntimeResult].
|
||||
|
||||
### RuntimeResult
|
||||
|
||||
`RuntimeResult` was initially introduced in 1.0 to allow
|
||||
developers to centralize their command result logic.
|
||||
In other words, it is a result type that is designed to be
|
||||
returned when the command has finished its execution.
|
||||
|
||||
However, it wasn't widely adopted due to the aforementioned
|
||||
[ExecuteAsync] drawback. Since we now have access to a proper
|
||||
result-handler via the [CommandExecuted] event, we can start
|
||||
making use of this class.
|
||||
|
||||
The best way to make use of it is to create your version of
|
||||
`RuntimeResult`. You can achieve this by inheriting the `RuntimeResult`
|
||||
class.
|
||||
|
||||
The following creates a bare-minimum required for a sub-class
|
||||
of `RuntimeResult`,
|
||||
|
||||
[!code[Base Use](samples/post-execution/customresult_base.cs)]
|
||||
|
||||
The sky is the limit from here. You can add any additional information
|
||||
you would like regarding the execution result.
|
||||
|
||||
For example, you may want to add your result type or other
|
||||
helpful information regarding the execution, or something
|
||||
simple like static methods to help you create return types easily.
|
||||
|
||||
[!code[Extended Use](samples/post-execution/customresult_extended.cs)]
|
||||
|
||||
After you're done creating your [RuntimeResult], you can
|
||||
implement it in your command by marking the command return type to
|
||||
`Task<RuntimeResult>`.
|
||||
|
||||
> [!NOTE]
|
||||
> You must mark the return type as `Task<RuntimeResult>` instead of
|
||||
> `Task<MyCustomResult>`. Only the former will be picked up when
|
||||
> building the module.
|
||||
|
||||
Here's an example of a command that utilizes such logic:
|
||||
|
||||
[!code[Usage](samples/post-execution/customresult_usage.cs)]
|
||||
|
||||
And now we can check for it in our [CommandExecuted] handler:
|
||||
|
||||
[!code[Usage](samples/post-execution/command_executed_adv_demo.cs)]
|
||||
|
||||
## CommandService.Log Event
|
||||
|
||||
We have so far covered the handling of various result types, but we
|
||||
have not talked about what to do if the command enters a catastrophic
|
||||
failure (i.e., exceptions). To resolve this, we can make use of the
|
||||
[CommandService.Log] event.
|
||||
|
||||
All exceptions thrown during a command execution are caught and sent
|
||||
to the Log event under the [LogMessage.Exception] property
|
||||
as a [CommandException] type. The [CommandException] class allows
|
||||
us to access the exception thrown, as well as the context
|
||||
of the command.
|
||||
|
||||
[!code[Logger Sample](samples/post-execution/command_exception_log.cs)]
|
||||
|
||||
[CommandException]: xref:Discord.Commands.CommandException
|
||||
[LogMessage.Exception]: xref:Discord.LogMessage.Exception
|
||||
[CommandService.Log]: xref:Discord.Commands.CommandService.Log
|
||||
[RuntimeResult]: xref:Discord.Commands.RuntimeResult
|
||||
[CommandExecuted]: xref:Discord.Commands.CommandService.CommandExecuted
|
||||
[ExecuteAsync]: xref:Discord.Commands.CommandService.ExecuteAsync*
|
||||
[ExecuteResult]: xref:Discord.Commands.ExecuteResult
|
||||
[Command Guide]: xref:Guides.Commands.Intro
|
||||
83
docs/guides/commands/preconditions.md
Normal file
@@ -0,0 +1,83 @@
|
||||
---
|
||||
uid: Guides.Commands.Preconditions
|
||||
title: Preconditions
|
||||
---
|
||||
|
||||
# Preconditions
|
||||
|
||||
Preconditions serve as a permissions system for your Commands. Keep in
|
||||
mind, however, that they are not limited to _just_ permissions and can
|
||||
be as complex as you want them to be.
|
||||
|
||||
There are two types of Preconditions you can use:
|
||||
|
||||
* [PreconditionAttribute] can be applied to Modules, Groups, or Commands.
|
||||
* [ParameterPreconditionAttribute] can be applied to Parameters.
|
||||
|
||||
You may visit their respective API documentation to find out more.
|
||||
|
||||
[PreconditionAttribute]: xref:Discord.Commands.PreconditionAttribute
|
||||
[ParameterPreconditionAttribute]: xref:Discord.Commands.ParameterPreconditionAttribute
|
||||
|
||||
## Bundled Preconditions
|
||||
|
||||
@Discord.Commands ships with several bundled Preconditions for you
|
||||
to use.
|
||||
|
||||
* @Discord.Commands.RequireContextAttribute
|
||||
* @Discord.Commands.RequireOwnerAttribute
|
||||
* @Discord.Commands.RequireBotPermissionAttribute
|
||||
* @Discord.Commands.RequireUserPermissionAttribute
|
||||
* @Discord.Commands.RequireNsfwAttribute
|
||||
|
||||
## Using Preconditions
|
||||
|
||||
To use a precondition, simply apply any valid precondition candidate to
|
||||
a command method signature as an attribute.
|
||||
|
||||
### Example - Using a Precondition
|
||||
|
||||
[!code-csharp[Precondition usage](samples/preconditions/precondition_usage.cs)]
|
||||
|
||||
## ORing Preconditions
|
||||
|
||||
When writing commands, you may want to allow some of them to be
|
||||
executed when only some of the precondition checks are passed.
|
||||
|
||||
This is where the [Group] property of a precondition attribute comes in
|
||||
handy. By assigning two or more preconditions to a group, the command
|
||||
system will allow the command to be executed when one of the
|
||||
precondition passes.
|
||||
|
||||
### Example - ORing Preconditions
|
||||
|
||||
[!code-csharp[OR Precondition](samples/preconditions/group_precondition.cs)]
|
||||
|
||||
[Group]: xref:Discord.Commands.PreconditionAttribute.Group
|
||||
|
||||
## Custom Preconditions
|
||||
|
||||
To write your own Precondition, create a new class that inherits from
|
||||
either [PreconditionAttribute] or [ParameterPreconditionAttribute]
|
||||
depending on your use.
|
||||
|
||||
In order for your Precondition to function, you will need to override
|
||||
the [CheckPermissionsAsync] method.
|
||||
|
||||
If the context meets the required parameters, return
|
||||
[PreconditionResult.FromSuccess], otherwise return
|
||||
[PreconditionResult.FromError] and include an error message if
|
||||
necessary.
|
||||
|
||||
> [!NOTE]
|
||||
> Visual Studio can help you implement missing members
|
||||
> from the abstract class by using the "Implement Abstract Class"
|
||||
> IntelliSense hint.
|
||||
|
||||
### Example - Creating a Custom Precondition
|
||||
|
||||
[!code-csharp[Custom Precondition](samples/preconditions/require_owner.cs)]
|
||||
|
||||
[CheckPermissionsAsync]: xref:Discord.Commands.PreconditionAttribute.CheckPermissionsAsync*
|
||||
[PreconditionResult.FromSuccess]: xref:Discord.Commands.PreconditionResult.FromSuccess*
|
||||
[PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult.FromError*
|
||||
@@ -1,63 +0,0 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using System.Reflection;
|
||||
using Discord;
|
||||
using Discord.WebSocket;
|
||||
using Discord.Commands;
|
||||
using Microsoft.Extensions.DependencyInjection;
|
||||
|
||||
public class Program
|
||||
{
|
||||
private CommandService _commands;
|
||||
private DiscordSocketClient _client;
|
||||
private IServiceProvider _services;
|
||||
|
||||
private static void Main(string[] args) => new Program().StartAsync().GetAwaiter().GetResult();
|
||||
|
||||
public async Task StartAsync()
|
||||
{
|
||||
_client = new DiscordSocketClient();
|
||||
_commands = new CommandService();
|
||||
|
||||
// Avoid hard coding your token. Use an external source instead in your code.
|
||||
string token = "bot token here";
|
||||
|
||||
_services = new ServiceCollection()
|
||||
.AddSingleton(_client)
|
||||
.AddSingleton(_commands)
|
||||
.BuildServiceProvider();
|
||||
|
||||
await InstallCommandsAsync();
|
||||
|
||||
await _client.LoginAsync(TokenType.Bot, token);
|
||||
await _client.StartAsync();
|
||||
|
||||
await Task.Delay(-1);
|
||||
}
|
||||
|
||||
public async Task InstallCommandsAsync()
|
||||
{
|
||||
// Hook the MessageReceived Event into our Command Handler
|
||||
_client.MessageReceived += HandleCommandAsync;
|
||||
// Discover all of the commands in this assembly and load them.
|
||||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly());
|
||||
}
|
||||
|
||||
private async Task HandleCommandAsync(SocketMessage messageParam)
|
||||
{
|
||||
// Don't process the command if it was a System Message
|
||||
var message = messageParam as SocketUserMessage;
|
||||
if (message == null) return;
|
||||
// Create a number to track where the prefix ends and the command begins
|
||||
int argPos = 0;
|
||||
// Determine if the message is a command, based on if it starts with '!' or a mention prefix
|
||||
if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(_client.CurrentUser, ref argPos))) return;
|
||||
// Create a Command Context
|
||||
var context = new SocketCommandContext(_client, message);
|
||||
// Execute the command. (result does not indicate a return value,
|
||||
// rather an object stating if the command executed successfully)
|
||||
var result = await _commands.ExecuteAsync(context, argPos, _services);
|
||||
if (!result.IsSuccess)
|
||||
await context.Channel.SendMessageAsync(result.ErrorReason);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
public class Initialize
|
||||
{
|
||||
private readonly CommandService _commands;
|
||||
private readonly DiscordSocketClient _client;
|
||||
|
||||
public Initialize(CommandService commands = null, DiscordSocketClient client = null)
|
||||
{
|
||||
_commands = commands ?? new CommandService();
|
||||
_client = client ?? new DiscordSocketClient();
|
||||
}
|
||||
|
||||
public IServiceProvider BuildServiceProvider() => new ServiceCollection()
|
||||
.AddSingleton(_client)
|
||||
.AddSingleton(_commands)
|
||||
// You can pass in an instance of the desired type
|
||||
.AddSingleton(new NotificationService())
|
||||
// ...or by using the generic method.
|
||||
//
|
||||
// The benefit of using the generic method is that
|
||||
// ASP.NET DI will attempt to inject the required
|
||||
// dependencies that are specified under the constructor
|
||||
// for us.
|
||||
.AddSingleton<DatabaseService>()
|
||||
.AddSingleton<CommandHandler>()
|
||||
.BuildServiceProvider();
|
||||
}
|
||||
public class CommandHandler
|
||||
{
|
||||
private readonly DiscordSocketClient _client;
|
||||
private readonly CommandService _commands;
|
||||
private readonly IServiceProvider _services;
|
||||
|
||||
public CommandHandler(IServiceProvider services, CommandService commands, DiscordSocketClient client)
|
||||
{
|
||||
_commands = commands;
|
||||
_services = services;
|
||||
_client = client;
|
||||
}
|
||||
|
||||
public async Task InitializeAsync()
|
||||
{
|
||||
// Pass the service provider to the second parameter of
|
||||
// AddModulesAsync to inject dependencies to all modules
|
||||
// that may require them.
|
||||
await _commands.AddModulesAsync(
|
||||
assembly: Assembly.GetEntryAssembly(),
|
||||
services: _services);
|
||||
_client.MessageReceived += HandleCommandAsync;
|
||||
}
|
||||
|
||||
public async Task HandleCommandAsync(SocketMessage msg)
|
||||
{
|
||||
// ...
|
||||
// Pass the service provider to the ExecuteAsync method for
|
||||
// precondition checks.
|
||||
await _commands.ExecuteAsync(
|
||||
context: context,
|
||||
argPos: argPos,
|
||||
services: _services);
|
||||
// ...
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
// After setting up dependency injection, modules will need to request
|
||||
// the dependencies to let the library know to pass
|
||||
// them along during execution.
|
||||
|
||||
// Dependency can be injected in two ways with Discord.Net.
|
||||
// You may inject any required dependencies via...
|
||||
// the module constructor
|
||||
// -or-
|
||||
// public settable properties
|
||||
|
||||
// Injection via constructor
|
||||
public class DatabaseModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
private readonly DatabaseService _database;
|
||||
public DatabaseModule(DatabaseService database)
|
||||
{
|
||||
_database = database;
|
||||
}
|
||||
|
||||
[Command("read")]
|
||||
public async Task ReadFromDbAsync()
|
||||
{
|
||||
await ReplyAsync(_database.GetData());
|
||||
}
|
||||
}
|
||||
|
||||
// Injection via public settable properties
|
||||
public class DatabaseModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
public DatabaseService DbService { get; set; }
|
||||
|
||||
[Command("read")]
|
||||
public async Task ReadFromDbAsync()
|
||||
{
|
||||
await ReplyAsync(_database.GetData());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
// Sometimes injecting dependencies automatically with the provided
|
||||
// methods in the prior example may not be desired.
|
||||
|
||||
// You may explicitly tell Discord.Net to **not** inject the properties
|
||||
// by either...
|
||||
// restricting the access modifier
|
||||
// -or-
|
||||
// applying DontInjectAttribute to the property
|
||||
|
||||
// Restricting the access modifier of the property
|
||||
public class ImageModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
public ImageService ImageService { get; }
|
||||
public ImageModule()
|
||||
{
|
||||
ImageService = new ImageService();
|
||||
}
|
||||
}
|
||||
|
||||
// Applying DontInjectAttribute
|
||||
public class ImageModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
[DontInject]
|
||||
public ImageService ImageService { get; set; }
|
||||
public ImageModule()
|
||||
{
|
||||
ImageService = new ImageService();
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
private IServiceProvider _services;
|
||||
private CommandService _commands;
|
||||
|
||||
public async Task InstallAsync(DiscordSocketClient client)
|
||||
{
|
||||
// Here, we will inject the ServiceProvider with
|
||||
// all of the services our client will use.
|
||||
_services = new ServiceCollection()
|
||||
.AddSingleton(client)
|
||||
.AddSingleton(_commands)
|
||||
// You can pass in an instance of the desired type
|
||||
.AddSingleton(new NotificationService())
|
||||
// ...or by using the generic method.
|
||||
.AddSingleton<DatabaseService>()
|
||||
.BuildServiceProvider();
|
||||
// ...
|
||||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly());
|
||||
}
|
||||
@@ -1,40 +0,0 @@
|
||||
using Discord;
|
||||
using Discord.Commands;
|
||||
using Discord.WebSocket;
|
||||
|
||||
public class ModuleA : ModuleBase
|
||||
{
|
||||
private readonly DatabaseService _database;
|
||||
|
||||
// Dependencies can be injected via the constructor
|
||||
public ModuleA(DatabaseService database)
|
||||
{
|
||||
_database = database;
|
||||
}
|
||||
|
||||
public async Task ReadFromDb()
|
||||
{
|
||||
var x = _database.getX();
|
||||
await ReplyAsync(x);
|
||||
}
|
||||
}
|
||||
|
||||
public class ModuleB
|
||||
{
|
||||
|
||||
// Public settable properties will be injected
|
||||
public AnnounceService { get; set; }
|
||||
|
||||
// Public properties without setters will not
|
||||
public CommandService Commands { get; }
|
||||
|
||||
// Public properties annotated with [DontInject] will not
|
||||
[DontInject]
|
||||
public NotificationService { get; set; }
|
||||
|
||||
public ModuleB(CommandService commands)
|
||||
{
|
||||
Commands = commands;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,6 +0,0 @@
|
||||
using Discord.Commands;
|
||||
|
||||
public class InfoModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
|
||||
}
|
||||
63
docs/guides/commands/samples/intro/command_handler.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
public class CommandHandler
|
||||
{
|
||||
private readonly DiscordSocketClient _client;
|
||||
private readonly CommandService _commands;
|
||||
|
||||
public CommandHandler(DiscordSocketClient client, CommandService commands)
|
||||
{
|
||||
_commands = commands;
|
||||
_client = client;
|
||||
}
|
||||
|
||||
public async Task InstallCommandsAsync()
|
||||
{
|
||||
// Hook the MessageReceived event into our command handler
|
||||
_client.MessageReceived += HandleCommandAsync;
|
||||
|
||||
// Here we discover all of the command modules in the entry
|
||||
// assembly and load them. Starting from Discord.NET 2.0, a
|
||||
// service provider is required to be passed into the
|
||||
// module registration method to inject the
|
||||
// required dependencies.
|
||||
//
|
||||
// If you do not use Dependency Injection, pass null.
|
||||
// See Dependency Injection guide for more information.
|
||||
await _commands.AddModulesAsync(assembly: Assembly.GetEntryAssembly(),
|
||||
services: null);
|
||||
}
|
||||
|
||||
private async Task HandleCommandAsync(SocketMessage messageParam)
|
||||
{
|
||||
// Don't process the command if it was a system message
|
||||
var message = messageParam as SocketUserMessage;
|
||||
if (message == null) return;
|
||||
|
||||
// Create a number to track where the prefix ends and the command begins
|
||||
int argPos = 0;
|
||||
|
||||
// Determine if the message is a command based on the prefix
|
||||
if (!(message.HasCharPrefix('!', ref argPos) ||
|
||||
message.HasMentionPrefix(_client.CurrentUser, ref argPos)))
|
||||
return;
|
||||
|
||||
// Create a WebSocket-based command context based on the message
|
||||
var context = new SocketCommandContext(_client, message);
|
||||
|
||||
// Execute the command with the command context we just
|
||||
// created, along with the service provider for precondition checks.
|
||||
|
||||
// Keep in mind that result does not indicate a return value
|
||||
// rather an object stating if the command executed successfully.
|
||||
var result = await _command.ExecuteAsync(
|
||||
context: context,
|
||||
argPos: argPos,
|
||||
services: null);
|
||||
|
||||
// Optionally, we may inform the user if the command fails
|
||||
// to be executed; however, this may not always be desired,
|
||||
// as it may clog up the request queue should a user spam a
|
||||
// command.
|
||||
// if (!result.IsSuccess)
|
||||
// await context.Channel.SendMessageAsync(result.ErrorReason);
|
||||
}
|
||||
}
|
||||
8
docs/guides/commands/samples/intro/empty-module.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using Discord.Commands;
|
||||
|
||||
// Keep in mind your module **must** be public and inherit ModuleBase.
|
||||
// If it isn't, it will not be discovered by AddModulesAsync!
|
||||
public class InfoModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
|
||||
}
|
||||
@@ -4,15 +4,22 @@ public class AdminModule : ModuleBase<SocketCommandContext>
|
||||
[Group("clean")]
|
||||
public class CleanModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
// ~admin clean 15
|
||||
// ~admin clean
|
||||
[Command]
|
||||
public async Task Default(int count = 10) => Messages(count);
|
||||
public async Task DefaultCleanAsync()
|
||||
{
|
||||
// ...
|
||||
}
|
||||
|
||||
// ~admin clean messages 15
|
||||
[Command("messages")]
|
||||
public async Task Messages(int count = 10) { }
|
||||
public async Task CleanAsync(int count)
|
||||
{
|
||||
// ...
|
||||
}
|
||||
}
|
||||
// ~admin ban foxbot#0282
|
||||
[Command("ban")]
|
||||
public async Task Ban(IGuildUser user) { }
|
||||
public Task BanAsync(IGuildUser user) =>
|
||||
Context.Guild.AddBanAsync(user);
|
||||
}
|
||||
@@ -1,24 +1,25 @@
|
||||
// Create a module with no prefix
|
||||
public class Info : ModuleBase<SocketCommandContext>
|
||||
public class InfoModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
// ~say hello -> hello
|
||||
// ~say hello world -> hello world
|
||||
[Command("say")]
|
||||
[Summary("Echoes a message.")]
|
||||
public async Task SayAsync([Remainder] [Summary("The text to echo")] string echo)
|
||||
{
|
||||
// ReplyAsync is a method on ModuleBase
|
||||
await ReplyAsync(echo);
|
||||
}
|
||||
public Task SayAsync([Remainder] [Summary("The text to echo")] string echo)
|
||||
=> ReplyAsync(echo);
|
||||
|
||||
// ReplyAsync is a method on ModuleBase
|
||||
}
|
||||
|
||||
// Create a module with the 'sample' prefix
|
||||
[Group("sample")]
|
||||
public class Sample : ModuleBase<SocketCommandContext>
|
||||
public class SampleModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
// ~sample square 20 -> 400
|
||||
[Command("square")]
|
||||
[Summary("Squares a number.")]
|
||||
public async Task SquareAsync([Summary("The number to square.")] int num)
|
||||
public async Task SquareAsync(
|
||||
[Summary("The number to square.")]
|
||||
int num)
|
||||
{
|
||||
// We can also access the channel from the Command Context.
|
||||
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}");
|
||||
@@ -31,9 +32,12 @@ public class Sample : ModuleBase<SocketCommandContext>
|
||||
// ~sample userinfo 96642168176807936 --> Khionu#8708
|
||||
// ~sample whois 96642168176807936 --> Khionu#8708
|
||||
[Command("userinfo")]
|
||||
[Summary("Returns info about the current user, or the user parameter, if one passed.")]
|
||||
[Summary
|
||||
("Returns info about the current user, or the user parameter, if one passed.")]
|
||||
[Alias("user", "whois")]
|
||||
public async Task UserInfoAsync([Summary("The (optional) user to get info for")] SocketUser user = null)
|
||||
public async Task UserInfoAsync(
|
||||
[Summary("The (optional) user to get info from")]
|
||||
SocketUser user = null)
|
||||
{
|
||||
var userInfo = user ?? Context.Client.CurrentUser;
|
||||
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}");
|
||||
@@ -0,0 +1,13 @@
|
||||
public async Task LogAsync(LogMessage logMessage)
|
||||
{
|
||||
// This casting type requries C#7
|
||||
if (logMessage.Exception is CommandException cmdException)
|
||||
{
|
||||
// We can tell the user that something unexpected has happened
|
||||
await cmdException.Context.Channel.SendMessageAsync("Something went catastrophically wrong!");
|
||||
|
||||
// We can also log this incident
|
||||
Console.WriteLine($"{cmdException.Context.User} failed to execute '{cmdException.Command.Name}' in {cmdException.Context.Channel}.");
|
||||
Console.WriteLine(cmdException.ToString());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
public async Task OnCommandExecutedAsync(CommandInfo command, ICommandContext context, IResult result)
|
||||
{
|
||||
switch(result)
|
||||
{
|
||||
case MyCustomResult customResult:
|
||||
// do something extra with it
|
||||
break;
|
||||
default:
|
||||
if (!string.IsNullOrEmpty(result.ErrorReason))
|
||||
await context.Channel.SendMessageAsync(result.ErrorReason);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
public async Task SetupAsync()
|
||||
{
|
||||
await _command.AddModulesAsync(Assembly.GetEntryAssembly(), _services);
|
||||
// Hook the execution event
|
||||
_command.CommandExecuted += OnCommandExecutedAsync;
|
||||
// Hook the command handler
|
||||
_client.MessageReceived += HandleCommandAsync;
|
||||
}
|
||||
public async Task OnCommandExecutedAsync(CommandInfo command, ICommandContext context, IResult result)
|
||||
{
|
||||
// We have access to the information of the command executed,
|
||||
// the context of the command, and the result returned from the
|
||||
// execution in this event.
|
||||
|
||||
// We can tell the user what went wrong
|
||||
if (!string.IsNullOrEmpty(result?.ErrorReason))
|
||||
{
|
||||
await context.Channel.SendMessageAsync(result.ErrorReason);
|
||||
}
|
||||
|
||||
// ...or even log the result (the method used should fit into
|
||||
// your existing log handler)
|
||||
await _log.LogAsync(new LogMessage(LogSeverity.Info, "CommandExecution", $"{command?.Name} was executed at {DateTime.UtcNow}."));
|
||||
}
|
||||
public async Task HandleCommandAsync(SocketMessage msg)
|
||||
{
|
||||
var message = messageParam as SocketUserMessage;
|
||||
if (message == null) return;
|
||||
int argPos = 0;
|
||||
if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(_client.CurrentUser, ref argPos))) return;
|
||||
var context = new SocketCommandContext(_client, message);
|
||||
var result = await _commands.ExecuteAsync(context, argPos, _services);
|
||||
// Optionally, you may pass the result manually into your
|
||||
// CommandExecuted event handler if you wish to handle parsing or
|
||||
// precondition failures in the same method.
|
||||
|
||||
// await OnCommandExecutedAsync(null, context, result);
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
public class MyCustomResult : RuntimeResult
|
||||
{
|
||||
public MyCustomResult(CommandError? error, string reason) : base(error, reason)
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
public class MyCustomResult : RuntimeResult
|
||||
{
|
||||
public MyCustomResult(CommandError? error, string reason) : base(error, reason)
|
||||
{
|
||||
}
|
||||
public static MyCustomResult FromError(string reason) =>
|
||||
new MyCustomResult(CommandError.Unsuccessful, reason);
|
||||
public static MyCustomResult FromSuccess(string reason = null) =>
|
||||
new MyCustomResult(null, reason);
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
public class MyModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
[Command("eat")]
|
||||
public async Task<RuntimeResult> ChooseAsync(string food)
|
||||
{
|
||||
if (food == "salad")
|
||||
return MyCustomResult.FromError("No, I don't want that!");
|
||||
return MyCustomResult.FromSuccess($"Give me the {food}!").
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
var result = await _commands.ExecuteAsync(context, argPos, _services);
|
||||
if (result.CommandError != null)
|
||||
switch(result.CommandError)
|
||||
{
|
||||
case CommandError.BadArgCount:
|
||||
await context.Channel.SendMessageAsync("Parameter count does not match any command's.");
|
||||
break;
|
||||
default:
|
||||
await context.Channel.SendMessageAsync($"An error has occurred {result.ErrorReason}");
|
||||
break;
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
// The following example only requires the user to either have the
|
||||
// Administrator permission in this guild or own the bot application.
|
||||
[RequireUserPermission(GuildPermission.Administrator, Group = "Permission")]
|
||||
[RequireOwner(Group = "Permission")]
|
||||
public class AdminModule : ModuleBase<SocketCommandContext>
|
||||
{
|
||||
[Command("ban")]
|
||||
public Task BanAsync(IUser user) => Context.Guild.AddBanAsync(user);
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
[RequireOwner]
|
||||
[Command("echo")]
|
||||
public Task EchoAsync(string input) => ReplyAsync(input);
|
||||
@@ -1,4 +1,5 @@
|
||||
// (Note: This precondition is obsolete, it is recommended to use the RequireOwnerAttribute that is bundled with Discord.Commands)
|
||||
// (Note: This precondition is obsolete, it is recommended to use the
|
||||
// RequireOwnerAttribute that is bundled with Discord.Commands)
|
||||
|
||||
using Discord.Commands;
|
||||
using Discord.WebSocket;
|
||||
@@ -10,10 +11,13 @@ using System.Threading.Tasks;
|
||||
public class RequireOwnerAttribute : PreconditionAttribute
|
||||
{
|
||||
// Override the CheckPermissions method
|
||||
public async override Task<PreconditionResult> CheckPermissions(ICommandContext context, CommandInfo command, IServiceProvider services)
|
||||
public async override Task<PreconditionResult> CheckPermissionsAsync(ICommandContext context, CommandInfo command, IServiceProvider services)
|
||||
{
|
||||
// Get the client via Depedency Injection
|
||||
var client = services.GetRequiredService<DiscordSocketClient>();
|
||||
// Get the ID of the bot's owner
|
||||
var ownerId = (await services.GetService<DiscordSocketClient>().GetApplicationInfoAsync()).Owner.Id;
|
||||
var appInfo = await client.GetApplicationInfoAsync().ConfigureAwait(false);
|
||||
var ownerId = appInfo.Owner.Id;
|
||||
// If this command was executed by that user, return a success
|
||||
if (context.User.Id == ownerId)
|
||||
return PreconditionResult.FromSuccess();
|
||||
@@ -0,0 +1,29 @@
|
||||
public class CommandHandler
|
||||
{
|
||||
private readonly CommandService _commands;
|
||||
private readonly DiscordSocketClient _client;
|
||||
private readonly IServiceProvider _services;
|
||||
|
||||
public CommandHandler(CommandService commands, DiscordSocketClient client, IServiceProvider services)
|
||||
{
|
||||
_commands = commands;
|
||||
_client = client;
|
||||
_services = services;
|
||||
}
|
||||
|
||||
public async Task SetupAsync()
|
||||
{
|
||||
_client.MessageReceived += CommandHandleAsync;
|
||||
|
||||
// Add BooleanTypeReader to type read for the type "bool"
|
||||
_commands.AddTypeReader(typeof(bool), new BooleanTypeReader());
|
||||
|
||||
// Then register the modules
|
||||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services);
|
||||
}
|
||||
|
||||
public async Task CommandHandleAsync(SocketMessage msg)
|
||||
{
|
||||
// ...
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,11 @@
|
||||
// Note: This example is obsolete, a boolean type reader is bundled with Discord.Commands
|
||||
// Note: This example is obsolete, a boolean type reader is bundled
|
||||
// with Discord.Commands
|
||||
using Discord;
|
||||
using Discord.Commands;
|
||||
|
||||
public class BooleanTypeReader : TypeReader
|
||||
{
|
||||
public override Task<TypeReaderResult> Read(ICommandContext context, string input, IServiceProvider services)
|
||||
public override Task<TypeReaderResult> ReadAsync(ICommandContext context, string input, IServiceProvider services)
|
||||
{
|
||||
bool result;
|
||||
if (bool.TryParse(input, out result))
|
||||
70
docs/guides/commands/typereaders.md
Normal file
@@ -0,0 +1,70 @@
|
||||
---
|
||||
uid: Guides.Commands.TypeReaders
|
||||
title: Type Readers
|
||||
---
|
||||
|
||||
# Type Readers
|
||||
|
||||
Type Readers allow you to parse different types of arguments in
|
||||
your commands.
|
||||
|
||||
By default, the following Types are supported arguments:
|
||||
|
||||
* `bool`
|
||||
* `char`
|
||||
* `sbyte`/`byte`
|
||||
* `ushort`/`short`
|
||||
* `uint`/`int`
|
||||
* `ulong`/`long`
|
||||
* `float`, `double`, `decimal`
|
||||
* `string`
|
||||
* `enum`
|
||||
* `DateTime`/`DateTimeOffset`/`TimeSpan`
|
||||
* Any nullable value-type (e.g. `int?`, `bool?`)
|
||||
* Any implementation of `IChannel`/`IMessage`/`IUser`/`IRole`
|
||||
|
||||
## Creating a Type Reader
|
||||
|
||||
To create a `TypeReader`, create a new class that imports @Discord and
|
||||
@Discord.Commands and ensure the class inherits from
|
||||
@Discord.Commands.TypeReader. Next, satisfy the `TypeReader` class by
|
||||
overriding the [ReadAsync] method.
|
||||
|
||||
Inside this Task, add whatever logic you need to parse the input
|
||||
string.
|
||||
|
||||
If you are able to successfully parse the input, return
|
||||
[TypeReaderResult.FromSuccess] with the parsed input, otherwise return
|
||||
[TypeReaderResult.FromError] and include an error message if
|
||||
necessary.
|
||||
|
||||
> [!NOTE]
|
||||
> Visual Studio can help you implement missing members
|
||||
> from the abstract class by using the "Implement Abstract Class"
|
||||
> IntelliSense hint.
|
||||
|
||||
[TypeReaderResult]: xref:Discord.Commands.TypeReaderResult
|
||||
[TypeReaderResult.FromSuccess]: xref:Discord.Commands.TypeReaderResult.FromSuccess*
|
||||
[TypeReaderResult.FromError]: xref:Discord.Commands.TypeReaderResult.FromError*
|
||||
[ReadAsync]: xref:Discord.Commands.TypeReader.ReadAsync*
|
||||
|
||||
### Example - Creating a Type Reader
|
||||
|
||||
[!code-csharp[TypeReaders](samples/typereaders/typereader.cs)]
|
||||
|
||||
## Registering a Type Reader
|
||||
|
||||
TypeReaders are not automatically discovered by the Command Service
|
||||
and must be explicitly added.
|
||||
|
||||
To register a TypeReader, invoke [CommandService.AddTypeReader].
|
||||
|
||||
> [!IMPORTANT]
|
||||
> TypeReaders must be added prior to module discovery, otherwise your
|
||||
> TypeReaders may not work!
|
||||
|
||||
[CommandService.AddTypeReader]: xref:Discord.Commands.CommandService.AddTypeReader*
|
||||
|
||||
### Example - Adding a Type Reader
|
||||
|
||||
[!code-csharp[Adding TypeReaders](samples/typereaders/typereader-register.cs)]
|
||||
@@ -1,51 +1,50 @@
|
||||
---
|
||||
uid: Guides.Concepts.ManageConnections
|
||||
title: Managing Connections
|
||||
---
|
||||
|
||||
# Managing Connections with Discord.Net
|
||||
|
||||
In Discord.Net, once a client has been started, it will automatically
|
||||
maintain a connection to Discord's gateway, until it is manually
|
||||
maintain a connection to Discord's gateway until it is manually
|
||||
stopped.
|
||||
|
||||
### Usage
|
||||
## Usage
|
||||
|
||||
To start a connection, invoke the `StartAsync` method on a client that
|
||||
supports a WebSocket connection.
|
||||
|
||||
These clients include the [DiscordSocketClient] and
|
||||
[DiscordRpcClient], as well as Audio clients.
|
||||
|
||||
To end a connection, invoke the `StopAsync` method. This will
|
||||
gracefully close any open WebSocket or UdpSocket connections.
|
||||
supports a WebSocket connection; to end a connection, invoke the
|
||||
`StopAsync` method, which gracefully closes any open WebSocket or
|
||||
UdpSocket connections.
|
||||
|
||||
Since the Start/Stop methods only signal to an underlying connection
|
||||
manager that a connection needs to be started, **they return before a
|
||||
connection is actually made.**
|
||||
manager that a connection needs to be started, **they return before a
|
||||
connection is made.**
|
||||
|
||||
As a result, you will need to hook into one of the connection-state
|
||||
As a result, you need to hook into one of the connection-state
|
||||
based events to have an accurate representation of when a client is
|
||||
ready for use.
|
||||
|
||||
All clients provide a `Connected` and `Disconnected` event, which is
|
||||
raised respectively when a connection opens or closes. In the case of
|
||||
the DiscordSocketClient, this does **not** mean that the client is
|
||||
the [DiscordSocketClient], this does **not** mean that the client is
|
||||
ready to be used.
|
||||
|
||||
A separate event, `Ready`, is provided on DiscordSocketClient, which
|
||||
A separate event, `Ready`, is provided on [DiscordSocketClient], which
|
||||
is raised only when the client has finished guild stream or guild
|
||||
sync, and has a complete guild cache.
|
||||
sync and has a completed guild cache.
|
||||
|
||||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient
|
||||
[DiscordRpcClient]: xref:Discord.Rpc.DiscordRpcClient
|
||||
|
||||
### Samples
|
||||
|
||||
[!code-csharp[Connection Sample](samples/events.cs)]
|
||||
|
||||
### Tips
|
||||
## Reconnection
|
||||
|
||||
Avoid running long-running code on the gateway! If you deadlock the
|
||||
gateway (as explained in [events]), the connection manager will be
|
||||
unable to recover and reconnect.
|
||||
> [!TIP]
|
||||
> Avoid running long-running code on the gateway! If you deadlock the
|
||||
> gateway (as explained in [events]), the connection manager will
|
||||
> **NOT** be able to recover and reconnect.
|
||||
|
||||
Assuming the client disconnected because of a fault on Discord's end,
|
||||
and not a deadlock on your end, we will always attempt to reconnect
|
||||
@@ -53,6 +52,6 @@ and resume a connection.
|
||||
|
||||
Don't worry about trying to maintain your own connections, the
|
||||
connection manager is designed to be bulletproof and never fail - if
|
||||
your client doesn't manage to reconnect, you've found a bug!
|
||||
your client does not manage to reconnect, you have found a bug!
|
||||
|
||||
[events]: events.md
|
||||
[events]: xref:Guides.Concepts.Events
|
||||
|
||||
@@ -1,23 +1,26 @@
|
||||
---
|
||||
uid: Guides.Concepts.Entities
|
||||
title: Entities
|
||||
---
|
||||
|
||||
>[!NOTE]
|
||||
This article is written with the Socket variants of entities in mind,
|
||||
not the general interfaces or Rest/Rpc entities.
|
||||
# Entities in Discord.Net
|
||||
|
||||
> [!NOTE]
|
||||
> This article is written with the Socket variants of entities in mind,
|
||||
> not the general interfaces or Rest/Rpc entities.
|
||||
|
||||
Discord.Net provides a versatile entity system for navigating the
|
||||
Discord API.
|
||||
|
||||
### Inheritance
|
||||
## Inheritance
|
||||
|
||||
Due to the nature of the Discord API, some entities are designed with
|
||||
multiple variants; for example, `SocketUser` and `SocketGuildUser`.
|
||||
|
||||
All models will contain the most detailed version of an entity
|
||||
possible, even if the type is less detailed.
|
||||
possible, even if the type is less detailed.
|
||||
|
||||
For example, in the case of the `MessageReceived` event, a
|
||||
For example, in the case of the `MessageReceived` event, a
|
||||
`SocketMessage` is passed in with a channel property of type
|
||||
`SocketMessageChannel`. All messages come from channels capable of
|
||||
messaging, so this is the only variant of a channel that can cover
|
||||
@@ -28,44 +31,36 @@ But that doesn't mean a message _can't_ come from a
|
||||
retrieve information about a guild from a message entity, you will
|
||||
need to cast its channel object to a `SocketTextChannel`.
|
||||
|
||||
### Navigation
|
||||
You can find out various types of entities in the @FAQ.Misc.Glossary
|
||||
page.
|
||||
|
||||
## Navigation
|
||||
|
||||
All socket entities have navigation properties on them, which allow
|
||||
you to easily navigate to an entity's parent or children. As explained
|
||||
above, you will sometimes need to cast to a more detailed version of
|
||||
an entity to navigate to its parent.
|
||||
|
||||
### Accessing Entities
|
||||
## Accessing Entities
|
||||
|
||||
The most basic forms of entities, `SocketGuild`, `SocketUser`, and
|
||||
`SocketChannel` can be pulled from the DiscordSocketClient's global
|
||||
cache, and can be retrieved using the respective `GetXXX` method on
|
||||
DiscordSocketClient.
|
||||
|
||||
>[!TIP]
|
||||
It is **vital** that you use the proper IDs for an entity when using
|
||||
a GetXXX method. It is recommended that you enable Discord's
|
||||
_developer mode_ to allow easy access to entity IDs, found in
|
||||
Settings > Appearance > Advanced
|
||||
> [!TIP]
|
||||
> It is **vital** that you use the proper IDs for an entity when using
|
||||
> a `GetXXX` method. It is recommended that you enable Discord's
|
||||
> _developer mode_ to allow easy access to entity IDs, found in
|
||||
> Settings > Appearance > Advanced. Read more about it in the
|
||||
> [FAQ](xref:FAQ.Basics.GetStarted) page.
|
||||
|
||||
More detailed versions of entities can be pulled from the basic
|
||||
entities, e.g. `SocketGuild.GetUser`, which returns a
|
||||
`SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a
|
||||
entities, e.g., `SocketGuild.GetUser`, which returns a
|
||||
`SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a
|
||||
`SocketGuildChannel`. Again, you may need to cast these objects to get
|
||||
a variant of the type that you need.
|
||||
|
||||
### Samples
|
||||
## Sample
|
||||
|
||||
[!code-csharp[Entity Sample](samples/entities.cs)]
|
||||
|
||||
### Tips
|
||||
|
||||
Avoid using boxing-casts to coerce entities into a variant, use the
|
||||
[`as`] keyword, and a null-conditional operator instead.
|
||||
|
||||
This allows you to write safer code and avoid [InvalidCastExceptions].
|
||||
|
||||
For example, `(message.Author as SocketGuildUser)?.Nickname`.
|
||||
|
||||
[`as`]: https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/as
|
||||
[InvalidCastExceptions]: https://msdn.microsoft.com/en-us/library/system.invalidcastexception(v=vs.110).aspx
|
||||
[!code-csharp[Entity Sample](samples/entities.cs)]
|
||||
@@ -1,16 +1,19 @@
|
||||
---
|
||||
uid: Guides.Concepts.Events
|
||||
title: Working with Events
|
||||
---
|
||||
|
||||
# Events in Discord.Net
|
||||
|
||||
Events in Discord.Net are consumed in a similar manner to the standard
|
||||
convention, with the exception that every event must be of the type
|
||||
`System.Threading.Tasks.Task` and instead of using `EventArgs`, the
|
||||
event's parameters are passed directly into the handler.
|
||||
@System.Threading.Tasks.Task and instead of using @System.EventArgs,
|
||||
the event's parameters are passed directly into the handler.
|
||||
|
||||
This allows for events to be handled in an async context directly
|
||||
instead of relying on `async void`.
|
||||
|
||||
### Usage
|
||||
## Usage
|
||||
|
||||
To receive data from an event, hook into it using C#'s delegate
|
||||
event pattern.
|
||||
@@ -18,7 +21,7 @@ event pattern.
|
||||
You may either opt to hook an event to an anonymous function (lambda)
|
||||
or a named function.
|
||||
|
||||
### Safety
|
||||
## Safety
|
||||
|
||||
All events are designed to be thread-safe; events are executed
|
||||
synchronously off the gateway task in the same context as the gateway
|
||||
@@ -39,7 +42,7 @@ a deadlock that will be impossible to recover from.
|
||||
Exceptions in commands will be swallowed by the gateway and logged out
|
||||
through the client's log method.
|
||||
|
||||
### Common Patterns
|
||||
## Common Patterns
|
||||
|
||||
As you may know, events in Discord.Net are only given a signature of
|
||||
`Func<T1, ..., Task>`. There is no room for predefined argument names,
|
||||
@@ -49,7 +52,7 @@ directly.
|
||||
That being said, there are a variety of common patterns that allow you
|
||||
to infer what the parameters in an event mean.
|
||||
|
||||
#### Entity, Entity
|
||||
### Entity, Entity
|
||||
|
||||
An event handler with a signature of `Func<Entity, Entity, Task>`
|
||||
typically means that the first object will be a clone of the entity
|
||||
@@ -58,10 +61,10 @@ model of the entity _after_ the change was made.
|
||||
|
||||
This pattern is typically only found on `EntityUpdated` events.
|
||||
|
||||
#### Cacheable
|
||||
### Cacheable
|
||||
|
||||
An event handler with a signature of `Func<Cacheable, Entity, Task>`
|
||||
means that the `before` state of the entity was not provided by the
|
||||
means that the `before` state of the entity was not provided by the
|
||||
API, so it can either be pulled from the client's cache or
|
||||
downloaded from the API.
|
||||
|
||||
@@ -70,15 +73,12 @@ object.
|
||||
|
||||
[Cacheable]: xref:Discord.Cacheable`2
|
||||
|
||||
### Samples
|
||||
> [!NOTE]
|
||||
> Many events relating to a Message entity (i.e., `MessageUpdated` and
|
||||
> `ReactionAdded`) rely on the client's message cache, which is
|
||||
> **not** enabled by default. Set the `MessageCacheSize` flag in
|
||||
> @Discord.WebSocket.DiscordSocketConfig to enable it.
|
||||
|
||||
## Sample
|
||||
|
||||
[!code-csharp[Event Sample](samples/events.cs)]
|
||||
|
||||
### Tips
|
||||
|
||||
Many events relating to a Message entity (i.e. `MessageUpdated` and
|
||||
`ReactionAdded`) rely on the client's message cache, which is
|
||||
**not** enabled by default. Set the `MessageCacheSize` flag in
|
||||
[DiscordSocketConfig] to enable it.
|
||||
|
||||
[DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig
|
||||
@@ -1,19 +1,28 @@
|
||||
---
|
||||
title: Logging
|
||||
uid: Guides.Concepts.Logging
|
||||
title: Logging Events/Data
|
||||
---
|
||||
|
||||
Discord.Net's clients provide a [Log] event that all messages will be
|
||||
disbatched over.
|
||||
# Logging in Discord.Net
|
||||
|
||||
Discord.Net's clients provide a log event that all messages will be
|
||||
dispatched over.
|
||||
|
||||
For more information about events in Discord.Net, see the [Events]
|
||||
section.
|
||||
|
||||
[Log]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log
|
||||
[Events]: events.md
|
||||
[Events]: xref:Guides.Concepts.Events
|
||||
|
||||
### Usage
|
||||
> [!WARNING]
|
||||
> Due to the nature of Discord.Net's event system, all log event
|
||||
> handlers will be executed synchronously on the gateway thread. If your
|
||||
> log output will be dumped to a Web API (e.g., Sentry), you are advised
|
||||
> to wrap your output in a `Task.Run` so the gateway thread does not
|
||||
> become blocked while waiting for logging data to be written.
|
||||
|
||||
To receive log events, simply hook the discord client's log method
|
||||
## Usage in Client(s)
|
||||
|
||||
To receive log events, simply hook the Discord client's @Discord.Rest.BaseDiscordClient.Log
|
||||
to a `Task` with a single parameter of type [LogMessage].
|
||||
|
||||
It is recommended that you use an established function instead of a
|
||||
@@ -22,10 +31,10 @@ to a logging function to write their own messages.
|
||||
|
||||
[LogMessage]: xref:Discord.LogMessage
|
||||
|
||||
### Usage in Commands
|
||||
## Usage in Commands
|
||||
|
||||
Discord.Net's [CommandService] also provides a log event, identical
|
||||
in signature to other log events.
|
||||
Discord.Net's [CommandService] also provides a @Discord.Commands.CommandService.Log
|
||||
event, identical in signature to other log events.
|
||||
|
||||
Data logged through this event is typically coupled with a
|
||||
[CommandException], where information about the command's context
|
||||
@@ -34,14 +43,6 @@ and error can be found and handled.
|
||||
[CommandService]: xref:Discord.Commands.CommandService
|
||||
[CommandException]: xref:Discord.Commands.CommandException
|
||||
|
||||
#### Samples
|
||||
## Sample
|
||||
|
||||
[!code-csharp[Logging Sample](samples/logging.cs)]
|
||||
|
||||
#### Tips
|
||||
|
||||
Due to the nature of Discord.Net's event system, all log event
|
||||
handlers will be executed synchronously on the gateway thread. If your
|
||||
log output will be dumped to a Web API (e.g. Sentry), you are advised
|
||||
to wrap your output in a `Task.Run` so the gateway thread does not
|
||||
become blocked while waiting for logging data to be written.
|
||||
@@ -10,7 +10,7 @@ public class Program
|
||||
{
|
||||
_client = new DiscordSocketClient();
|
||||
|
||||
await _client.LoginAsync(TokenType.Bot, "bot token");
|
||||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken"));
|
||||
await _client.StartAsync();
|
||||
|
||||
Console.WriteLine("Press any key to exit...");
|
||||
|
||||
@@ -1,13 +1,11 @@
|
||||
public string GetChannelTopic(ulong id)
|
||||
{
|
||||
var channel = client.GetChannel(81384956881809408) as SocketTextChannel;
|
||||
if (channel == null) return "";
|
||||
return channel.Topic;
|
||||
return channel?.Topic;
|
||||
}
|
||||
|
||||
public string GuildOwner(SocketChannel channel)
|
||||
public SocketGuildUser GetGuildOwner(SocketChannel channel)
|
||||
{
|
||||
var guild = (channel as SocketGuildChannel)?.Guild;
|
||||
if (guild == null) return "";
|
||||
return Context.Guild.Owner.Username;
|
||||
return guild?.Owner;
|
||||
}
|
||||
@@ -14,7 +14,7 @@ public class Program
|
||||
var _config = new DiscordSocketConfig { MessageCacheSize = 100 };
|
||||
_client = new DiscordSocketClient(_config);
|
||||
|
||||
await _client.LoginAsync(TokenType.Bot, "bot token");
|
||||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken"));
|
||||
await _client.StartAsync();
|
||||
|
||||
_client.MessageUpdated += MessageUpdated;
|
||||
|
||||
@@ -15,7 +15,7 @@ public class Program
|
||||
|
||||
_client.Log += Log;
|
||||
|
||||
await _client.LoginAsync(TokenType.Bot, "bot token");
|
||||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("DiscordToken"));
|
||||
await _client.StartAsync();
|
||||
|
||||
await Task.Delay(-1);
|
||||
|
||||
86
docs/guides/deployment/deployment.md
Normal file
@@ -0,0 +1,86 @@
|
||||
---
|
||||
uid: Guides.Deployment
|
||||
title: Deploying the Bot
|
||||
---
|
||||
|
||||
# Deploying a Discord.Net Bot
|
||||
|
||||
After finishing your application, you may want to deploy your bot to a
|
||||
remote location such as a Virtual Private Server (VPS) or another
|
||||
computer so you can keep the bot up and running 24/7.
|
||||
|
||||
## Recommended VPS
|
||||
|
||||
For small-medium scaled bots, a cheap VPS (~$5) might be sufficient
|
||||
enough. Here is a list of recommended VPS provider.
|
||||
|
||||
* [DigitalOcean](https://www.digitalocean.com/)
|
||||
* Description: American cloud infrastructure provider headquartered
|
||||
in New York City with data centers worldwide.
|
||||
* Location(s):
|
||||
* Asia: Singapore, India
|
||||
* America: Canada, United States
|
||||
* Europe: Netherlands, Germany, United Kingdom
|
||||
* Based in: United States
|
||||
* [Vultr](https://www.vultr.com/)
|
||||
* Description: DigitalOcean-like
|
||||
* Location(s):
|
||||
* Asia: Japan, Australia, Singapore
|
||||
* America: United States
|
||||
* Europe: United Kingdom, France, Netherlands, Germany
|
||||
* Based in: United States
|
||||
* [OVH](https://www.ovh.com/)
|
||||
* Description: French cloud computing company that offers VPS,
|
||||
dedicated servers and other web services.
|
||||
* Location(s):
|
||||
* Asia: Australia, Singapore
|
||||
* America: United States, Canada
|
||||
* Europe: United Kingdom, Poland, Germany
|
||||
* Based in: Europe
|
||||
* [Scaleway](https://www.scaleway.com/)
|
||||
* Description: Cheap but powerful VPS owned by [Online.net](https://online.net/).
|
||||
* Location(s):
|
||||
* Europe: France, Netherlands
|
||||
* Based in: Europe
|
||||
* [Time4VPS](https://www.time4vps.eu/)
|
||||
* Description: Affordable and powerful VPS Hosting in Europe.
|
||||
* Location(s):
|
||||
* Europe: Lithuania
|
||||
* Based in: Europe
|
||||
|
||||
## .NET Core Deployment
|
||||
|
||||
> [!NOTE]
|
||||
> This section only covers the very basics of .NET Core deployment.
|
||||
> To learn more about deployment, visit [.NET Core application deployment]
|
||||
> by Microsoft.
|
||||
|
||||
By default, .NET Core compiles all projects as a DLL file, so that any
|
||||
.NET Core runtime can execute the application.
|
||||
|
||||
You may execute the application via `dotnet myprogram.dll` assuming you
|
||||
have the dotnet CLI installed.
|
||||
|
||||
When redistributing the application, you may want to publish the
|
||||
application, or in other words, create a self-contained package
|
||||
for use on another machine without installing the dependencies first.
|
||||
|
||||
This can be achieved by using the dotnet CLI too on the development
|
||||
machine:
|
||||
|
||||
* `dotnet publish -c Release`
|
||||
|
||||
Additionally, you may want to target a specific platform when
|
||||
publishing the application so you may use the application without
|
||||
having to install the Core runtime on the target machine. To do this,
|
||||
you may specify an [Runtime ID] upon build/publish with the `-r`
|
||||
option.
|
||||
|
||||
For example, when targeting a Windows 10 machine, you may want to use
|
||||
the following to create the application in Windows executable
|
||||
format (.exe):
|
||||
|
||||
* `dotnet publish -c Release -r win10-x64`
|
||||
|
||||
[.NET Core application deployment]: https://docs.microsoft.com/en-us/dotnet/core/deploying/
|
||||
[Runtime ID]: https://docs.microsoft.com/en-us/dotnet/core/rid-catalog
|
||||
100
docs/guides/emoji/emoji.md
Normal file
@@ -0,0 +1,100 @@
|
||||
---
|
||||
uid: Guides.Emoji
|
||||
title: Emoji
|
||||
---
|
||||
|
||||
# Emoji in Discord.Net
|
||||
|
||||
Before we delve into the difference between an @Discord.Emoji and an
|
||||
@Discord.Emote in Discord.Net, it is **crucial** to understand what
|
||||
they both look like behind the scene. When the end-users are sending
|
||||
or receiving an emoji or emote, they are typically in the form of
|
||||
`:ok_hand:` or `:reeee:`; however, what goes under the hood is that,
|
||||
depending on the type of emoji, they are sent in an entirely
|
||||
different format.
|
||||
|
||||
What does this all mean? It means that you should know that by
|
||||
reacting with a string like `“:ok_hand:”` will **NOT** automatically
|
||||
translate to `👌`; rather, it will be treated as-is,
|
||||
like `:ok_hand:`, thus the server will return a `400 Bad Request`.
|
||||
|
||||
## Emoji
|
||||
|
||||
An emoji is a standard emoji that can be found anywhere else outside
|
||||
of Discord, which means strings like `👌`, `♥`, `👀` are all
|
||||
considered an emoji in Discord. However, from the
|
||||
introduction paragraph we have learned that we cannot
|
||||
simply send `:ok_hand:` and have Discord take
|
||||
care of it, but what do we need to send exactly?
|
||||
|
||||
To send an emoji correctly, one must send the emoji in its Unicode
|
||||
form; this can be obtained in several different ways.
|
||||
|
||||
1. (Easiest) Escape the emoji by using the escape character, `\`, in
|
||||
your Discord chat client; this will reveal the emoji’s pure Unicode
|
||||
form, which will allow you to copy-paste into your code.
|
||||
2. Look it up on Emojipedia, from which you can copy the emoji
|
||||
easily into your code.
|
||||

|
||||
3. (Recommended) Look it up in the Emoji list from [FileFormat.Info];
|
||||
this will give you the .NET-compatible code that
|
||||
represents the emoji.
|
||||
* This is the most recommended method because some systems or
|
||||
IDE sometimes do not render the Unicode emoji correctly.
|
||||

|
||||
|
||||
### Emoji Declaration
|
||||
|
||||
After obtaining the Unicode representation of the emoji, you may
|
||||
create the @Discord.Emoji object by passing the string into its
|
||||
constructor (e.g. `new Emoji("👌");` or `new Emoji("\uD83D\uDC4C");`).
|
||||
|
||||
Your method of declaring an @Discord.Emoji should look similar to
|
||||
this:
|
||||
|
||||
[!code-csharp[Emoji Sample](samples/emoji-sample.cs)]
|
||||
|
||||
[FileFormat.Info]: https://www.fileformat.info/info/emoji/list.htm
|
||||
|
||||
## Emote
|
||||
|
||||
The meat of the debate is here; what is an emote and how does it
|
||||
differ from an emoji? An emote refers to a **custom emoji**
|
||||
created on Discord.
|
||||
|
||||
The underlying structure of an emote also differs drastically; an
|
||||
emote looks sort-of like a mention on Discord. It consists of two
|
||||
main elements as illustrated below:
|
||||
|
||||

|
||||
|
||||
As you can see, emote uses a completely different format. To obtain
|
||||
the raw string as shown above for your emote, you would need to
|
||||
escape the emote using the escape character `\` in chat somewhere.
|
||||
|
||||
### Emote Declaration
|
||||
|
||||
After obtaining the raw emote string, you would need to use
|
||||
@Discord.Emote.Parse* or @Discord.Emote.TryParse* to create a valid
|
||||
emote object.
|
||||
|
||||
Your method of declaring an @Discord.Emote should look similar to
|
||||
this:
|
||||
|
||||
[!code[Emote Sample](samples/emote-sample.cs)]
|
||||
|
||||
> [!TIP]
|
||||
> For WebSocket users, you may also consider fetching the Emote
|
||||
> via the @Discord.WebSocket.SocketGuild.Emotes collection.
|
||||
> [!code-csharp[Socket emote sample](samples/socket-emote-sample.cs)]
|
||||
|
||||
> [!TIP]
|
||||
> On Discord, any user with Discord Nitro subscription may use
|
||||
> custom emotes from any guilds they are currently in. This is also
|
||||
> true for _any_ standard bot accounts; this does not require
|
||||
> the bot owner to have a Nitro subscription.
|
||||
|
||||
## Additional Information
|
||||
|
||||
To learn more about emote and emojis and how they could be used,
|
||||
see the documentation of @Discord.IEmote.
|
||||
BIN
docs/guides/emoji/images/emojipedia.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
BIN
docs/guides/emoji/images/emote-format.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
docs/guides/emoji/images/fileformat-emoji-src.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
6
docs/guides/emoji/samples/emoji-sample.cs
Normal file
@@ -0,0 +1,6 @@
|
||||
public async Task ReactAsync(SocketUserMessage userMsg)
|
||||
{
|
||||
// equivalent to "👌"
|
||||
var emoji = new Emoji("\uD83D\uDC4C");
|
||||
await userMsg.AddReactionAsync(emoji);
|
||||
}
|
||||
7
docs/guides/emoji/samples/emote-sample.cs
Normal file
@@ -0,0 +1,7 @@
|
||||
public async Task ReactWithEmoteAsync(SocketUserMessage userMsg, string escapedEmote)
|
||||
{
|
||||
if (Emote.TryParse(escapedEmote, out var emote))
|
||||
{
|
||||
await userMsg.AddReactionAsync(emote);
|
||||
}
|
||||
}
|
||||
11
docs/guides/emoji/samples/socket-emote-sample.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
private readonly DiscordSocketClient _client;
|
||||
|
||||
public async Task ReactAsync(SocketUserMessage userMsg, string emoteName)
|
||||
{
|
||||
var emote = _client.Guilds
|
||||
.SelectMany(x => x.Emotes)
|
||||
.FirstOrDefault(x => x.Name.IndexOf(
|
||||
emoteName, StringComparison.OrdinalIgnoreCase) != -1);
|
||||
if (emote == null) return;
|
||||
await userMsg.AddReactionAsync(emote);
|
||||
}
|
||||
263
docs/guides/getting_started/first-bot.md
Normal file
@@ -0,0 +1,263 @@
|
||||
---
|
||||
uid: Guides.GettingStarted.FirstBot
|
||||
title: Start making a bot
|
||||
---
|
||||
|
||||
# Making Your First Bot with Discord.Net
|
||||
|
||||
One of the ways to get started with the Discord API is to write a
|
||||
basic ping-pong bot. This bot will respond to a simple command "ping."
|
||||
We will expand on this to create more diverse commands later, but for
|
||||
now, it is a good starting point.
|
||||
|
||||
## Creating a Discord Bot
|
||||
|
||||
Before writing your bot, it is necessary to create a bot account via
|
||||
the Discord Applications Portal first.
|
||||
|
||||
1. Visit the [Discord Applications Portal].
|
||||
2. Create a new application.
|
||||
3. Give the application a name (this will be the bot's initial username).
|
||||
4. On the left-hand side, under `Settings`, click `Bot`.
|
||||
|
||||

|
||||
|
||||
5. Click on `Add Bot`.
|
||||
|
||||

|
||||
|
||||
6. Confirm the popup.
|
||||
7. (Optional) If this bot will be public, tick `Public Bot`.
|
||||
|
||||

|
||||
|
||||
[Discord Applications Portal]: https://discordapp.com/developers/applications/
|
||||
|
||||
## Adding your bot to a server
|
||||
|
||||
Bots **cannot** use invite links; they must be explicitly invited
|
||||
through the OAuth2 flow.
|
||||
|
||||
1. Open your bot's application on the [Discord Applications Portal].
|
||||
2. On the left-hand side, under `Settings`, click `OAuth2`.
|
||||
|
||||

|
||||
|
||||
3. Scroll down to `OAuth2 URL Generator` and under `Scopes` tick `bot`.
|
||||
|
||||

|
||||
|
||||
4. Scroll down further to `Bot Permissions` and select the
|
||||
permissions that you wish to assign your bot with.
|
||||
|
||||
> [!NOTE]
|
||||
> This will assign the bot with a special "managed" role that no
|
||||
> one else can use. The permissions can be changed later in the
|
||||
> roles settings if you ever change your mind!
|
||||
|
||||
5. Open the generated authorization URL in your browser.
|
||||
6. Select a server.
|
||||
7. Click on Authorize.
|
||||
|
||||
> [!NOTE]
|
||||
> Only servers where you have the `MANAGE_SERVER` permission will be
|
||||
> present in this list.
|
||||
|
||||

|
||||
|
||||
## Connecting to Discord
|
||||
|
||||
If you have not already created a project and installed Discord.Net,
|
||||
do that now.
|
||||
|
||||
For more information, see @Guides.GettingStarted.Installation.
|
||||
|
||||
### Async
|
||||
|
||||
Discord.Net uses .NET's [Task-based Asynchronous Pattern (TAP)]
|
||||
extensively - nearly every operation is asynchronous. It is highly
|
||||
recommended for these operations to be awaited in a
|
||||
properly established async context whenever possible.
|
||||
|
||||
To establish an async context, we will be creating an async main method
|
||||
in your console application, and rewriting the static main method to
|
||||
invoke the new async main.
|
||||
|
||||
[!code-csharp[Async Context](samples/first-bot/async-context.cs)]
|
||||
|
||||
As a result of this, your program will now start and immediately
|
||||
jump into an async context. This allows us to create a connection
|
||||
to Discord later on without having to worry about setting up the
|
||||
correct async implementation.
|
||||
|
||||
> [!WARNING]
|
||||
> If your application throws any exceptions within an async context,
|
||||
> they will be thrown all the way back up to the first non-async method;
|
||||
> since our first non-async method is the program's `Main` method, this
|
||||
> means that **all** unhandled exceptions will be thrown up there, which
|
||||
> will crash your application.
|
||||
>
|
||||
> Discord.Net will prevent exceptions in event handlers from crashing
|
||||
> your program, but any exceptions in your async main **will** cause
|
||||
> the application to crash.
|
||||
|
||||
[Task-based Asynchronous Pattern (TAP)]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async
|
||||
|
||||
### Creating a logging method
|
||||
|
||||
Before we create and configure a Discord client, we will add a method
|
||||
to handle Discord.Net's log events.
|
||||
|
||||
To allow agnostic support of as many log providers as possible, we
|
||||
log information through a `Log` event with a proprietary `LogMessage`
|
||||
parameter. See the [API Documentation] for this event.
|
||||
|
||||
If you are using your own logging framework, this is where you would
|
||||
invoke it. For the sake of simplicity, we will only be logging to
|
||||
the console.
|
||||
|
||||
You may learn more about this concept in @Guides.Concepts.Logging.
|
||||
|
||||
[!code-csharp[Async Context](samples/first-bot/logging.cs)]
|
||||
|
||||
[API Documentation]: xref:Discord.Rest.BaseDiscordClient.Log
|
||||
|
||||
### Creating a Discord Client
|
||||
|
||||
Finally, we can create a new connection to Discord.
|
||||
|
||||
Since we are writing a bot, we will be using a [DiscordSocketClient]
|
||||
along with socket entities. See @Guides.GettingStarted.Terminology
|
||||
if you are unsure of the differences.
|
||||
|
||||
To establish a new connection, we will create an instance of
|
||||
[DiscordSocketClient] in the new async main. You may pass in an
|
||||
optional @Discord.WebSocket.DiscordSocketConfig if necessary. For most
|
||||
users, the default will work fine.
|
||||
|
||||
Before connecting, we should hook the client's `Log` event to the
|
||||
log handler that we had just created. Events in Discord.Net work
|
||||
similarly to any other events in C#.
|
||||
|
||||
Next, you will need to "log in to Discord" with the [LoginAsync]
|
||||
method with the application's "token."
|
||||
|
||||
> [!NOTE]
|
||||
> Pay attention to what you are copying from the developer portal!
|
||||
> A token is not the same as the application's "client secret."
|
||||
|
||||

|
||||
|
||||
> [!IMPORTANT]
|
||||
> Your bot's token can be used to gain total access to your bot, so
|
||||
> **do __NOT__ share this token with anyone else!** It may behoove you
|
||||
> to store this token in an external source if you plan on distributing
|
||||
> the source code for your bot.
|
||||
|
||||
We may now invoke the client's [StartAsync] method, which will
|
||||
start connection/reconnection logic. It is important to note that
|
||||
**this method will return as soon as connection logic has been started!**
|
||||
|
||||
Any methods that rely on the client's state should go in an event
|
||||
handler. This means that you should **not** directly be interacting with
|
||||
the client before it is fully ready.
|
||||
|
||||
Finally, we will want to block the async main method from returning
|
||||
when running the application. To do this, we can await an infinite delay
|
||||
or any other blocking method, such as reading from the console.
|
||||
|
||||
The following lines can now be added:
|
||||
|
||||
[!code-csharp[Create client](samples/first-bot/client.cs)]
|
||||
|
||||
At this point, feel free to start your program and see your bot come
|
||||
online in Discord.
|
||||
|
||||
> [!TIP]
|
||||
> Getting a warning about `A supplied token was invalid.` and/or
|
||||
> having trouble logging in? Double-check whether you have put in
|
||||
> the correct credentials and make sure that it is _not_ a client
|
||||
> secret, which is different from a token.
|
||||
|
||||
> [!TIP]
|
||||
> Encountering a `PlatformNotSupportedException` when starting your bot?
|
||||
> This means that you are targeting a platform where .NET's default
|
||||
> WebSocket client is not supported. Refer to the [installation guide]
|
||||
> for how to fix this.
|
||||
|
||||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient
|
||||
[LoginAsync]: xref:Discord.Rest.BaseDiscordClient.LoginAsync*
|
||||
[StartAsync]: xref:Discord.WebSocket.DiscordSocketClient.StartAsync*
|
||||
[installation guide]: xref:Guides.GettingStarted.Installation
|
||||
|
||||
### Handling a 'ping'
|
||||
|
||||
> [!WARNING]
|
||||
> Please note that this is *not* a proper way to create a command.
|
||||
> Use the `CommandService` provided by the library instead, as explained
|
||||
> in the [Command Guide](xref:Guides.Commands.Intro) section.
|
||||
|
||||
Now that we have learned to open a connection to Discord, we can
|
||||
begin handling messages that the users are sending. To start out, our
|
||||
bot will listen for any message whose content is equal to `!ping` and
|
||||
will respond back with "Pong!".
|
||||
|
||||
Since we want to listen for new messages, the event to hook into
|
||||
is [MessageReceived].
|
||||
|
||||
In your program, add a method that matches the signature of the
|
||||
`MessageReceived` event - it must be a method (`Func`) that returns
|
||||
the type `Task` and takes a single parameter, a [SocketMessage]. Also,
|
||||
since we will be sending data to Discord in this method, we will flag
|
||||
it as `async`.
|
||||
|
||||
In this method, we will add an `if` block to determine if the message
|
||||
content fits the rules of our scenario - recall that it must be equal
|
||||
to `!ping`.
|
||||
|
||||
Inside the branch of this condition, we will want to send a message,
|
||||
`Pong!`, back to the channel from which the message comes from. To
|
||||
find the channel, look for the `Channel` property on the message
|
||||
parameter.
|
||||
|
||||
Next, we will want to send a message to this channel. Since the
|
||||
channel object is of type [ISocketMessageChannel], we can invoke the
|
||||
[SendMessageAsync] instance method. For the message content, send back
|
||||
a string, "Pong!".
|
||||
|
||||
You should have now added the following lines,
|
||||
|
||||
[!code-csharp[Message](samples/first-bot/message.cs)]
|
||||
|
||||
Now that your first bot is complete. You may continue to add on to this
|
||||
if you desire, but for any bots that will be carrying out multiple
|
||||
commands, it is strongly recommended to use the command framework as
|
||||
shown below.
|
||||
|
||||
> [!NOTE]
|
||||
> For your reference, you may view the [completed program].
|
||||
|
||||
[MessageReceived]: xref:Discord.WebSocket.BaseSocketClient.MessageReceived
|
||||
[SocketMessage]: xref:Discord.WebSocket.SocketMessage
|
||||
[ISocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel
|
||||
[SendMessageAsync]: xref:Discord.WebSocket.ISocketMessageChannel.SendMessageAsync*
|
||||
[completed program]: samples/first-bot/complete.cs
|
||||
|
||||
# Building a bot with commands
|
||||
|
||||
@Guides.Commands.Intro will guide you through how to setup a program
|
||||
that is ready for [CommandService], a service that is ready for
|
||||
advanced command usage.
|
||||
|
||||
For reference, view an [annotated example] of this structure.
|
||||
|
||||
[annotated example]: samples/first-bot/structure.cs
|
||||
|
||||
It is important to know that the recommended design pattern of bots
|
||||
should be to separate...
|
||||
|
||||
1. the program (initialization and command handler)
|
||||
2. the modules (handle commands)
|
||||
3. the services (persistent storage, pure functions, data manipulation)
|
||||
|
||||
[CommandService]: xref:Discord.Commands.CommandService
|
||||
BIN
docs/guides/getting_started/images/appveyor-artifacts.png
Normal file
|
After Width: | Height: | Size: 6.8 KiB |
BIN
docs/guides/getting_started/images/appveyor-nupkg.png
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|
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|
Before Width: | Height: | Size: 117 KiB After Width: | Height: | Size: 48 KiB |
|
Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 6.3 KiB |
BIN
docs/guides/getting_started/images/intro-authorize.png
Normal file
|
After Width: | Height: | Size: 19 KiB |
BIN
docs/guides/getting_started/images/intro-bot-settings.png
Normal file
|
After Width: | Height: | Size: 5.6 KiB |
|
Before Width: | Height: | Size: 5.0 KiB |
|
Before Width: | Height: | Size: 51 KiB |
|
Before Width: | Height: | Size: 45 KiB |
BIN
docs/guides/getting_started/images/intro-oauth-settings.png
Normal file
|
After Width: | Height: | Size: 5.5 KiB |
BIN
docs/guides/getting_started/images/intro-public-bot.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
docs/guides/getting_started/images/intro-scopes-bot.png
Normal file
|
After Width: | Height: | Size: 17 KiB |
|
Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 18 KiB |
BIN
docs/guides/getting_started/images/nightlies-vs-note.png
Normal file
|
After Width: | Height: | Size: 9.9 KiB |
BIN
docs/guides/getting_started/images/nightlies-vs-step1.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
BIN
docs/guides/getting_started/images/nightlies-vs-step2.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
BIN
docs/guides/getting_started/images/nightlies-vs-step4.png
Normal file
|
After Width: | Height: | Size: 8.0 KiB |
@@ -1,146 +1,136 @@
|
||||
---
|
||||
uid: Guides.GettingStarted.Installation
|
||||
title: Installing Discord.Net
|
||||
---
|
||||
|
||||
Discord.Net is distributed through the NuGet package manager, and it
|
||||
is recommended to use NuGet to get started.
|
||||
# Discord.Net Installation
|
||||
|
||||
Optionally, you may compile from source and install yourself.
|
||||
Discord.Net is distributed through the NuGet package manager; the most
|
||||
recommended way for you to install this library. Alternatively, you
|
||||
may also compile this library yourself should you so desire.
|
||||
|
||||
# Supported Platforms
|
||||
## Supported Platforms
|
||||
|
||||
Currently, Discord.Net targets [.NET Standard] 1.3 and offers support
|
||||
for .NET Standard 1.1. If your application will be targeting .NET
|
||||
Standard 1.1, please see the [additional steps].
|
||||
Discord.Net targets [.NET Standard] both 1.3 and 2.0; this also means
|
||||
that creating applications using the latest version of [.NET Core] is
|
||||
the most recommended. If you are bound by Windows-specific APIs or
|
||||
other limitations, you may also consider targeting [.NET Framework]
|
||||
4.6.1 or higher.
|
||||
|
||||
Since Discord.Net is built on the .NET Standard, it is also
|
||||
recommended to create applications using [.NET Core], though not
|
||||
required. When using .NET Framework, it is suggested to target
|
||||
`.NET Framework 4.6.1` or higher.
|
||||
> [!WARNING]
|
||||
> Using this library with [Mono] is not supported until further
|
||||
> notice. It is known to have issues with the library's WebSockets
|
||||
> implementation and may crash the application upon startup.
|
||||
|
||||
[Mono]: https://www.mono-project.com/
|
||||
[.NET Standard]: https://docs.microsoft.com/en-us/dotnet/articles/standard/library
|
||||
[.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/
|
||||
[.NET Framework]: https://docs.microsoft.com/en-us/dotnet/framework/get-started/
|
||||
[additional steps]: #installing-on-net-standard-11
|
||||
|
||||
# Installing with NuGet
|
||||
## Installing with NuGet
|
||||
|
||||
Release builds of Discord.Net 1.0 will be published to the
|
||||
Release builds of Discord.Net will be published to the
|
||||
[official NuGet feed].
|
||||
|
||||
Development builds of Discord.Net 1.0, as well as addons *(TODO)* are
|
||||
published to our development [MyGet feed].
|
||||
|
||||
Direct feed link: `https://www.myget.org/F/discord-net/api/v3/index.json`
|
||||
|
||||
Not sure how to add a direct feed? See how [with Visual Studio] or
|
||||
[without Visual Studio].
|
||||
Development builds of Discord.Net, as well as add-ons, will be
|
||||
published to our [MyGet feed]. See
|
||||
@Guides.GettingStarted.Installation.Nightlies to learn more.
|
||||
|
||||
[official NuGet feed]: https://nuget.org
|
||||
[MyGet feed]: https://www.myget.org/feed/Packages/discord-net
|
||||
[with Visual Studio]: https://docs.microsoft.com/en-us/nuget/tools/package-manager-ui#package-sources
|
||||
[without Visual Studio]: #configuring-nuget-without-visual-studio
|
||||
|
||||
## Using Visual Studio
|
||||
### [Using Visual Studio](#tab/vs-install)
|
||||
|
||||
> [!TIP]
|
||||
>Don't forget to change your package source if you're installing from
|
||||
the developer feed.
|
||||
>Also make sure to check "Enable Prereleases" if installing a dev
|
||||
build!
|
||||
|
||||
1. Create a solution for your bot.
|
||||
2. In Solution Explorer, find the "Dependencies" element under your
|
||||
bot's project.
|
||||
1. Create a new solution for your bot.
|
||||
2. In the Solution Explorer, find the "Dependencies" element under your
|
||||
bot's project.
|
||||
3. Right click on "Dependencies", and select "Manage NuGet packages."
|
||||

|
||||

|
||||
4. In the "Browse" tab, search for `Discord.Net`.
|
||||
5. Install the `Discord.Net` package.
|
||||

|
||||

|
||||
|
||||
## Using JetBrains Rider
|
||||
|
||||
> [!TIP]
|
||||
Make sure to check the "Prerelease" box if installing a dev build!
|
||||
### [Using JetBrains Rider](#tab/rider-install)
|
||||
|
||||
1. Create a new solution for your bot.
|
||||
2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for
|
||||
Solution).
|
||||
Solution).
|
||||

|
||||
3. In the "Packages" tab, search for `Discord.Net`.
|
||||

|
||||
4. Install by adding the package to your project.
|
||||

|
||||
|
||||
## Using Visual Studio Code
|
||||
|
||||
> [!TIP]
|
||||
Don't forget to add the package source to a [NuGet.Config file] if
|
||||
you're installing from the developer feed.
|
||||
### [Using Visual Studio Code](#tab/vs-code)
|
||||
|
||||
1. Create a new project for your bot.
|
||||
2. Add `Discord.Net` to your .csproj.
|
||||
|
||||
[!code-xml[Sample .csproj](samples/project.csproj)]
|
||||
[!code[Sample .csproj](samples/project.xml)]
|
||||
|
||||
[NuGet.Config file]: #configuring-nuget-without-visual-studio
|
||||
### [Using dotnet CLI](#tab/dotnet-cli)
|
||||
|
||||
# Compiling from Source
|
||||
1. Open command-line and navigate to where your .csproj is located.
|
||||
2. Enter `dotnet add package Discord.Net`.
|
||||
|
||||
In order to compile Discord.Net, you require the following:
|
||||
***
|
||||
|
||||
## Compiling from Source
|
||||
|
||||
In order to compile Discord.Net, you will need the following:
|
||||
|
||||
### Using Visual Studio
|
||||
|
||||
- [Visual Studio 2017](https://www.visualstudio.com/)
|
||||
- [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk)
|
||||
* [Visual Studio 2017](https://www.visualstudio.com/)
|
||||
* [.NET Core SDK]
|
||||
|
||||
The .NET Core and Docker (Preview) workload is required during Visual
|
||||
Studio installation.
|
||||
The .NET Core and Docker workload is required during Visual Studio
|
||||
installation.
|
||||
|
||||
### Using Command Line
|
||||
|
||||
- [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk)
|
||||
* [.NET Core SDK]
|
||||
|
||||
# Additional Information
|
||||
## Additional Information
|
||||
|
||||
## Installing on .NET Standard 1.1
|
||||
### Installing on Unsupported WebSocket Platform
|
||||
|
||||
For applications targeting a runtime corresponding with .NET Standard
|
||||
1.1 or 1.2, the builtin WebSocket and UDP provider will not work. For
|
||||
applications which utilize a WebSocket connection to Discord
|
||||
(WebSocket or RPC), third-party provider packages will need to be
|
||||
installed and configured.
|
||||
When running any Discord.Net-powered bot on an older operating system
|
||||
(e.g. Windows 7) that does not natively support WebSocket,
|
||||
you may encounter a @System.PlatformNotSupportedException upon
|
||||
connecting.
|
||||
|
||||
First, install the following packages through NuGet, or compile
|
||||
yourself, if you prefer:
|
||||
You may resolve this by either targeting .NET Core 2.1 or later, or
|
||||
by installing one or more custom packages as listed below.
|
||||
|
||||
- Discord.Net.Providers.WS4Net
|
||||
- Discord.Net.Providers.UDPClient
|
||||
#### [Targeting .NET Core 2.1](#tab/core2-1)
|
||||
|
||||
Note that `Discord.Net.Providers.UDPClient` is _only_ required if your
|
||||
bot will be utilizing voice chat.
|
||||
1. Download the latest [.NET Core SDK].
|
||||
2. Create or move your existing project to use .NET Core.
|
||||
3. Modify your `<TargetFramework>` tag to at least `netcoreapp2.1`, or
|
||||
by adding the `--framework netcoreapp2.1` switch when building.
|
||||
|
||||
Next, you will need to configure your [DiscordSocketClient] to use
|
||||
these custom providers over the default ones.
|
||||
#### [Custom Packages](#tab/custom-pkg)
|
||||
|
||||
To do this, set the `WebSocketProvider` and the optional
|
||||
`UdpSocketProvider` properties on the [DiscordSocketConfig] that you
|
||||
are passing into your client.
|
||||
1. Install or compile the following packages:
|
||||
|
||||
[!code-csharp[NET Standard 1.1 Example](samples/netstd11.cs)]
|
||||
* `Discord.Net.Providers.WS4Net`
|
||||
* `Discord.Net.Providers.UDPClient` (Optional)
|
||||
* This is _only_ required if your bot will be utilizing voice chat.
|
||||
|
||||
2. Configure your [DiscordSocketClient] to use these custom providers
|
||||
over the default ones.
|
||||
|
||||
* To do this, set the `WebSocketProvider` and the optional
|
||||
`UdpSocketProvider` properties on the [DiscordSocketConfig] that you
|
||||
are passing into your client.
|
||||
|
||||
[!code-csharp[Example](samples/netstd11.cs)]
|
||||
|
||||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient
|
||||
[DiscordSocketConfig]: xref:Discord.WebSocket.DiscordSocketConfig
|
||||
|
||||
## Configuring NuGet without Visual Studio
|
||||
***
|
||||
|
||||
If you plan on deploying your bot or developing outside of Visual
|
||||
Studio, you will need to create a local NuGet configuration file for
|
||||
your project.
|
||||
|
||||
To do this, create a file named `nuget.config` alongside the root of
|
||||
your application, where the project solution is located.
|
||||
|
||||
Paste the following snippets into this configuration file, adding any
|
||||
additional feeds as necessary.
|
||||
|
||||
[!code-xml[NuGet Configuration](samples/nuget.config)]
|
||||
[.NET Core SDK]: https://www.microsoft.com/net/download/
|
||||
@@ -1,237 +0,0 @@
|
||||
---
|
||||
title: Getting Started
|
||||
---
|
||||
|
||||
# Making a Ping-Pong bot
|
||||
|
||||
One of the first steps to getting started with the Discord API is to
|
||||
write a basic ping-pong bot. We will expand on this to create more
|
||||
diverse commands later, but for now, it is a good starting point.
|
||||
|
||||
## Creating a Discord Bot
|
||||
|
||||
Before you can begin writing your bot, it is necessary to create a bot
|
||||
account on Discord.
|
||||
|
||||
1. Visit the [Discord Applications Portal].
|
||||
2. Create a New Application.
|
||||
3. Give the application a name (this will be the bot's initial
|
||||
username).
|
||||
4. Create the Application.
|
||||
|
||||

|
||||
|
||||
5. In the application review page, click **Create a Bot User**.
|
||||
|
||||

|
||||
|
||||
6. Confirm the popup.
|
||||
7. If this bot will be public, check "Public Bot." **Do not tick any
|
||||
other options!**
|
||||
|
||||
[Discord Applications Portal]: https://discordapp.com/developers/applications/me
|
||||
|
||||
## Adding your bot to a server
|
||||
|
||||
Bots **cannot** use invite links, they must be explicitly invited
|
||||
through the OAuth2 flow.
|
||||
|
||||
1. Open your bot's application on the [Discord Applications Portal].
|
||||
2. Retrieve the app's **Client ID**.
|
||||
|
||||

|
||||
|
||||
3. Create an OAuth2 authorization URL
|
||||
`https://discordapp.com/oauth2/authorize?client_id=<CLIENT ID>&scope=bot`
|
||||
4. Open the authorization URL in your browser.
|
||||
5. Select a server.
|
||||
6. Click on authorize.
|
||||
|
||||
>[!NOTE]
|
||||
Only servers where you have the `MANAGE_SERVER` permission will be
|
||||
present in this list.
|
||||
|
||||

|
||||
|
||||
|
||||
## Connecting to Discord
|
||||
|
||||
If you have not already created a project and installed Discord.Net,
|
||||
do that now. (see the [Installing](installing.md) section)
|
||||
|
||||
### Async
|
||||
|
||||
Discord.Net uses .NET's [Task-based Asynchronous Pattern (TAP)]
|
||||
extensively - nearly every operation is asynchronous.
|
||||
|
||||
It is highly recommended that these operations are awaited in a
|
||||
properly established async context whenever possible. Establishing an
|
||||
async context can be problematic, but not hard.
|
||||
|
||||
To do so, we will be creating an async main in your console
|
||||
application, and rewriting the static main method to invoke the new
|
||||
async main.
|
||||
|
||||
[!code-csharp[Async Context](samples/intro/async-context.cs)]
|
||||
|
||||
As a result of this, your program will now start and immediately
|
||||
jump into an async context. This will allow us to create a connection
|
||||
to Discord later on without needing to worry about setting up the
|
||||
correct async implementation.
|
||||
|
||||
>[!TIP]
|
||||
If your application throws any exceptions within an async context,
|
||||
they will be thrown all the way back up to the first non-async method;
|
||||
since our first non-async method is the program's `Main` method, this
|
||||
means that **all** unhandled exceptions will be thrown up there, which
|
||||
will crash your application. Discord.Net will prevent exceptions in
|
||||
event handlers from crashing your program, but any exceptions in your
|
||||
async main **will** cause the application to crash.
|
||||
|
||||
[Task-based Asynchronous Pattern (TAP)]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async
|
||||
|
||||
### Creating a logging method
|
||||
|
||||
Before we create and configure a Discord client, we will add a method
|
||||
to handle Discord.Net's log events.
|
||||
|
||||
To allow agnostic support of as many log providers as possible, we
|
||||
log information through a `Log` event with a proprietary `LogMessage`
|
||||
parameter. See the [API Documentation] for this event.
|
||||
|
||||
If you are using your own logging framework, this is where you would
|
||||
invoke it. For the sake of simplicity, we will only be logging to
|
||||
the Console.
|
||||
|
||||
[!code-csharp[Async Context](samples/intro/logging.cs)]
|
||||
|
||||
[API Documentation]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log
|
||||
|
||||
### Creating a Discord Client
|
||||
|
||||
Finally, we can create a connection to Discord. Since we are writing
|
||||
a bot, we will be using a [DiscordSocketClient] along with socket
|
||||
entities. See the [terminology](terminology.md) if you're unsure of
|
||||
the differences.
|
||||
|
||||
To do so, create an instance of [DiscordSocketClient] in your async
|
||||
main, passing in a configuration object only if necessary. For most
|
||||
users, the default will work fine.
|
||||
|
||||
Before connecting, we should hook the client's `Log` event to the
|
||||
log handler that was just created. Events in Discord.Net work
|
||||
similarly to other events in C#, so hook this event the way that
|
||||
you typically would.
|
||||
|
||||
Next, you will need to "login to Discord" with the `LoginAsync`
|
||||
method.
|
||||
|
||||
You may create a variable to hold your bot's token (this can be found
|
||||
on your bot's application page on the [Discord Applications Portal]).
|
||||
|
||||

|
||||
|
||||
>[!IMPORTANT]
|
||||
Your bot's token can be used to gain total access to your bot, so
|
||||
**do __NOT__ share this token with anyone else!** It may behoove you
|
||||
to store this token in an external file if you plan on distributing
|
||||
the source code for your bot.
|
||||
|
||||
We may now invoke the client's `StartAsync` method, which will
|
||||
start connection/reconnection logic. It is important to note that
|
||||
**this method returns as soon as connection logic has been started!**
|
||||
|
||||
Any methods that rely on the client's state should go in an event
|
||||
handler.
|
||||
|
||||
Finally, we will want to block the async main method from returning
|
||||
until after the application is exited. To do this, we can await an
|
||||
infinite delay or any other blocking method, such as reading from
|
||||
the console.
|
||||
|
||||
The following lines can now be added:
|
||||
|
||||
[!code-csharp[Create client](samples/intro/client.cs)]
|
||||
|
||||
At this point, feel free to start your program and see your bot come
|
||||
online in Discord.
|
||||
|
||||
>[!TIP]
|
||||
Encountering a `PlatformNotSupportedException` when starting your bot?
|
||||
This means that you are targeting a platform where .NET's default
|
||||
WebSocket client is not supported. Refer to the [installation guide]
|
||||
for how to fix this.
|
||||
|
||||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient
|
||||
[installation guide]: installing.md#installing-on-net-standard-11
|
||||
|
||||
### Handling a 'ping'
|
||||
|
||||
>[!WARNING]
|
||||
Please note that this is *not* a proper way to create a command.
|
||||
Use the `CommandService` provided by the library instead, as explained
|
||||
in the [Command Guide] section.
|
||||
|
||||
Now that we have learned how to open a connection to Discord, we can
|
||||
begin handling messages that users are sending.
|
||||
|
||||
To start out, our bot will listen for any message where the content
|
||||
is equal to `!ping` and respond back with "Pong!".
|
||||
|
||||
Since we want to listen for new messages, the event to hook into
|
||||
is [MessageReceived].
|
||||
|
||||
In your program, add a method that matches the signature of the
|
||||
`MessageReceived` event - it must be a method (`Func`) that returns
|
||||
the type `Task` and takes a single parameter, a [SocketMessage]. Also,
|
||||
since we will be sending data to Discord in this method, we will flag
|
||||
it as `async`.
|
||||
|
||||
In this method, we will add an `if` block to determine if the message
|
||||
content fits the rules of our scenario - recall that it must be equal
|
||||
to `!ping`.
|
||||
|
||||
Inside the branch of this condition, we will want to send a message
|
||||
back to the channel from which the message comes from - "Pong!". To
|
||||
find the channel, look for the `Channel` property on the message
|
||||
parameter.
|
||||
|
||||
Next, we will want to send a message to this channel. Since the
|
||||
channel object is of type [SocketMessageChannel], we can invoke the
|
||||
`SendMessageAsync` instance method. For the message content, send back
|
||||
a string containing "Pong!".
|
||||
|
||||
You should have now added the following lines:
|
||||
|
||||
[!code-csharp[Message](samples/intro/message.cs)]
|
||||
|
||||
Now your first bot is complete. You may continue to add on to this
|
||||
if you desire, but for any bots that will be carrying out multiple
|
||||
commands, it is strongly recommended to use the command framework as
|
||||
shown below.
|
||||
|
||||
For your reference, you may view the [completed program].
|
||||
|
||||
[MessageReceived]: xref:Discord.WebSocket.DiscordSocketClient#Discord_WebSocket_DiscordSocketClient_MessageReceived
|
||||
[SocketMessage]: xref:Discord.WebSocket.SocketMessage
|
||||
[SocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel
|
||||
[completed program]: samples/intro/complete.cs
|
||||
[Command Guide]: ../commands/commands.md
|
||||
|
||||
# Building a bot with commands
|
||||
|
||||
This section will show you how to write a program that is ready for
|
||||
[Commands](../commands/commands.md). Note that we will not be
|
||||
explaining _how_ to write Commands or Services, it will only be
|
||||
covering the general structure.
|
||||
|
||||
For reference, view an [annotated example] of this structure.
|
||||
|
||||
[annotated example]: samples/intro/structure.cs
|
||||
|
||||
It is important to know that the recommended design pattern of bots
|
||||
should be to separate the program (initialization and command handler),
|
||||
the modules (handle commands), and the services (persistent storage,
|
||||
pure functions, data manipulation).
|
||||
|
||||
**todo:** diagram of bot structure
|
||||
86
docs/guides/getting_started/nightlies.md
Normal file
@@ -0,0 +1,86 @@
|
||||
---
|
||||
uid: Guides.GettingStarted.Installation.Nightlies
|
||||
title: Installing Nightly Build
|
||||
---
|
||||
|
||||
# Installing Discord.Net Nightly Build
|
||||
|
||||
Before Discord.Net pushes a new set of features into the stable
|
||||
version, we use nightly builds to test the features with the
|
||||
community for an extensive period of time. Each nightly build is
|
||||
compiled by AppVeyor whenever a new commit is made and will be pushed
|
||||
to our MyGet feed.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Although nightlies are generally stable and have more features
|
||||
> and bug fixes than the current stable build on NuGet, there
|
||||
> will be breaking changes during the development or
|
||||
> breaking bugs; these bugs are usually fixed as soon as they
|
||||
> are discovered, but you should still be aware of that.
|
||||
|
||||
## Installing with MyGet (Recommended)
|
||||
|
||||
MyGet is typically used by many development teams to publish their
|
||||
latest pre-release packages before the features are finalized and
|
||||
pushed to NuGet.
|
||||
|
||||
The following is the feed link of Discord.Net,
|
||||
|
||||
* `https://www.myget.org/F/discord-net/api/v3/index.json`
|
||||
|
||||
Depending on which IDE you use, there are many different ways of
|
||||
adding the feed to your package source.
|
||||
|
||||
### [Visual Studio](#tab/vs)
|
||||
|
||||
1. Go to `Tools` > `NuGet Package Manager` > `Package Manager Settings`
|
||||

|
||||
2. Go to `Package Sources`
|
||||

|
||||
3. Click on the add icon
|
||||
4. Fill in the desired name and source as shown below and hit `Update`
|
||||

|
||||
|
||||
> [!NOTE]
|
||||
> Remember to tick the `Include prerelease` checkbox to see the
|
||||
> nightly builds!
|
||||
> 
|
||||
|
||||
### [Local NuGet.Config](#tab/local-nuget-config)
|
||||
|
||||
If you plan on deploying your bot or developing outside of Visual
|
||||
Studio, you will need to create a local NuGet configuration file for
|
||||
your project.
|
||||
|
||||
To do this, create a file named `NuGet.Config` alongside the root of
|
||||
your application, where the project is located.
|
||||
|
||||
Paste the following snippets into this configuration file, adding any
|
||||
additional feeds if necessary.
|
||||
|
||||
[!code[NuGet Configuration](samples/nuget.config)]
|
||||
|
||||
After which, you may install the packages by directly modifying the
|
||||
project file and specifying a version, or by using
|
||||
the [Package Manager Console](https://docs.microsoft.com/en-us/nuget/tools/powershell-reference)
|
||||
(`Install-Package Discord.Net -IncludePrerelease`).
|
||||
|
||||
***
|
||||
|
||||
## Installing from AppVeyor Artifacts
|
||||
|
||||
As mentioned in the first paragraph, we utilize AppVeyor to perform
|
||||
automated tests and publish the new build. During the publishing
|
||||
process, we also upload the NuGet packages onto
|
||||
AppVeyor's Artifact collection.
|
||||
|
||||
The latest build status can be found within our [AppVeyor project].
|
||||
|
||||
[AppVeyor project]: https://ci.appveyor.com/project/rogueexception/discord-net
|
||||
|
||||
1. In the project, you may find our latest build including the
|
||||
aforementioned artifacts.
|
||||

|
||||
2. In the artifacts collection, you should see the latest packages
|
||||
packed in `*.nupkg` form which you could download from and use.
|
||||

|
||||
@@ -0,0 +1,9 @@
|
||||
public class Program
|
||||
{
|
||||
public static void Main(string[] args)
|
||||
=> new Program().MainAsync().GetAwaiter().GetResult();
|
||||
|
||||
public async Task MainAsync()
|
||||
{
|
||||
}
|
||||
}
|
||||
21
docs/guides/getting_started/samples/first-bot/client.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
private DiscordSocketClient _client;
|
||||
|
||||
public async Task MainAsync()
|
||||
{
|
||||
_client = new DiscordSocketClient();
|
||||
|
||||
_client.Log += Log;
|
||||
|
||||
// Remember to keep token private or to read it from an
|
||||
// external source! In this case, we are reading the token
|
||||
// from an environment variable. If you do not know how to set-up
|
||||
// environment variables, you may find more information on the
|
||||
// Internet or by using other methods such as reading from
|
||||
// a configuration.
|
||||
await _client.LoginAsync(TokenType.Bot,
|
||||
Environment.GetEnvironmentVariable("DiscordToken"));
|
||||
await _client.StartAsync();
|
||||
|
||||
// Block this task until the program is closed.
|
||||
await Task.Delay(-1);
|
||||
}
|
||||
34
docs/guides/getting_started/samples/first-bot/complete.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
public class Program
|
||||
{
|
||||
private DiscordSocketClient _client;
|
||||
|
||||
public static void Main(string[] args)
|
||||
=> new Program().MainAsync().GetAwaiter().GetResult();
|
||||
|
||||
public async Task MainAsync()
|
||||
{
|
||||
_client = new DiscordSocketClient();
|
||||
_client.Log += Log;
|
||||
_client.MessageReceived += MessageReceivedAsync;
|
||||
await _client.LoginAsync(TokenType.Bot,
|
||||
Environment.GetEnvironmentVariable("DiscordToken"));
|
||||
await _client.StartAsync();
|
||||
|
||||
// Block this task until the program is closed.
|
||||
await Task.Delay(-1);
|
||||
}
|
||||
|
||||
private async Task MessageReceivedAsync(SocketMessage message)
|
||||
{
|
||||
if (message.Content == "!ping")
|
||||
{
|
||||
await message.Channel.SendMessageAsync("Pong!");
|
||||
}
|
||||
}
|
||||
|
||||
private Task Log(LogMessage msg)
|
||||
{
|
||||
Console.WriteLine(msg.ToString());
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
}
|
||||
5
docs/guides/getting_started/samples/first-bot/logging.cs
Normal file
@@ -0,0 +1,5 @@
|
||||
private Task Log(LogMessage msg)
|
||||
{
|
||||
Console.WriteLine(msg.ToString());
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
public async Task MainAsync()
|
||||
{
|
||||
// client.Log ...
|
||||
// ...
|
||||
_client.MessageReceived += MessageReceived;
|
||||
// ...
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace MyBot
|
||||
{
|
||||
public class Program
|
||||
{
|
||||
public static void Main(string[] args)
|
||||
=> new Program().MainAsync().GetAwaiter().GetResult();
|
||||
|
||||
public async Task MainAsync()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
// Program.cs
|
||||
using Discord.WebSocket;
|
||||
// ...
|
||||
private DiscordSocketClient _client;
|
||||
public async Task MainAsync()
|
||||
{
|
||||
_client = new DiscordSocketClient();
|
||||
|
||||
_client.Log += Log;
|
||||
|
||||
string token = "abcdefg..."; // Remember to keep this private!
|
||||
await _client.LoginAsync(TokenType.Bot, token);
|
||||
await _client.StartAsync();
|
||||
|
||||
// Block this task until the program is closed.
|
||||
await Task.Delay(-1);
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
using Discord;
|
||||
using Discord.WebSocket;
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace MyBot
|
||||
{
|
||||
public class Program
|
||||
{
|
||||
private DiscordSocketClient _client;
|
||||
|
||||
public static void Main(string[] args)
|
||||
=> new Program().MainAsync().GetAwaiter().GetResult();
|
||||
|
||||
public async Task MainAsync()
|
||||
{
|
||||
_client = new DiscordSocketClient();
|
||||
|
||||
_client.Log += Log;
|
||||
_client.MessageReceived += MessageReceived;
|
||||
|
||||
string token = "abcdefg..."; // Remember to keep this private!
|
||||
await _client.LoginAsync(TokenType.Bot, token);
|
||||
await _client.StartAsync();
|
||||
|
||||
// Block this task until the program is closed.
|
||||
await Task.Delay(-1);
|
||||
}
|
||||
|
||||
private async Task MessageReceived(SocketMessage message)
|
||||
{
|
||||
if (message.Content == "!ping")
|
||||
{
|
||||
await message.Channel.SendMessageAsync("Pong!");
|
||||
}
|
||||
}
|
||||
|
||||
private Task Log(LogMessage msg)
|
||||
{
|
||||
Console.WriteLine(msg.ToString());
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
using Discord;
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace MyBot
|
||||
{
|
||||
public class Program
|
||||
{
|
||||
public static void Main(string[] args)
|
||||
=> new Program().MainAsync().GetAwaiter().GetResult();
|
||||
|
||||
public async Task MainAsync()
|
||||
{
|
||||
}
|
||||
|
||||
private Task Log(LogMessage msg)
|
||||
{
|
||||
Console.WriteLine(msg.ToString());
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>netcoreapp1.1</TargetFramework>
|
||||
<NoWin32Manifest>true</NoWin32Manifest>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Discord.Net" Version="1.*" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
17
docs/guides/getting_started/samples/project.xml
Normal file
@@ -0,0 +1,17 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<!--
|
||||
The following may differ depending on the latest version of
|
||||
.NET Core or Discord.Net.
|
||||
-->
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>netcoreapp2.1</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Discord.Net" Version="2.0.0" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
@@ -1,5 +1,5 @@
|
||||
---
|
||||
uid: Terminology
|
||||
uid: Guides.GettingStarted.Terminology
|
||||
title: Terminology
|
||||
---
|
||||
|
||||
@@ -7,34 +7,30 @@ title: Terminology
|
||||
|
||||
## Preface
|
||||
|
||||
Most terms for objects remain the same between 0.9 and 1.0. The major
|
||||
difference is that the ``Server`` is now called ``Guild`` to stay in
|
||||
line with Discord internally.
|
||||
Most terms for objects remain the same between 0.9 and 1.0 and above.
|
||||
The major difference is that the ``Server`` is now called ``Guild``
|
||||
to stay in line with Discord internally.
|
||||
|
||||
## Implementation Specific Entities
|
||||
|
||||
Discord.Net 1.0 is split into a core library and three different
|
||||
implementations - `Discord.Net.Core`, `Discord.Net.Rest`,
|
||||
`Discord.Net.Rpc`, and `Discord.Net.WebSockets`.
|
||||
Discord.Net is split into a core library and two different
|
||||
implementations - `Discord.Net.Core`, `Discord.Net.Rest`, and
|
||||
`Discord.Net.WebSockets`.
|
||||
|
||||
As a bot developer, you will only need to use `Discord.Net.WebSockets`,
|
||||
As a bot developer, you will only need to use `Discord.Net.WebSockets`,
|
||||
but you should be aware of the differences between them.
|
||||
|
||||
`Discord.Net.Core` provides a set of interfaces that models Discord's
|
||||
API. These interfaces are consistent throughout all implementations of
|
||||
Discord.Net, and if you are writing an implementation-agnostic library
|
||||
or addon, you can rely on the core interfaces to ensure that your
|
||||
`Discord.Net.Core` provides a set of interfaces that models Discord's
|
||||
API. These interfaces are consistent throughout all implementations of
|
||||
Discord.Net, and if you are writing an implementation-agnostic library
|
||||
or addon, you can rely on the core interfaces to ensure that your
|
||||
addon will run on all platforms.
|
||||
|
||||
`Discord.Net.Rest` provides a set of concrete classes to be used
|
||||
**strictly** with the REST portion of Discord's API. Entities in this
|
||||
implementation are prefixed with `Rest` (e.g. `RestChannel`).
|
||||
`Discord.Net.Rest` provides a set of concrete classes to be used
|
||||
**strictly** with the REST portion of Discord's API. Entities in this
|
||||
implementation are prefixed with `Rest` (e.g., `RestChannel`).
|
||||
|
||||
`Discord.Net.Rpc` provides a set of concrete classes that are used
|
||||
with Discord's RPC API. Entities in this implementation are prefixed
|
||||
with `Rpc` (e.g. `RpcChannel`).
|
||||
|
||||
`Discord.Net.WebSocket` provides a set of concrete classes that are
|
||||
`Discord.Net.WebSocket` provides a set of concrete classes that are
|
||||
used primarily with Discord's WebSocket API or entities that are kept
|
||||
in cache. When developing bots, you will be using this implementation.
|
||||
All entities are prefixed with `Socket` (e.g. `SocketChannel`).
|
||||
in cache. When developing bots, you will be using this implementation.
|
||||
All entities are prefixed with `Socket` (e.g., `SocketChannel`).
|
||||
54
docs/guides/introduction/intro.md
Normal file
@@ -0,0 +1,54 @@
|
||||
---
|
||||
uid: Guides.Introduction
|
||||
title: Introduction to Discord.Net
|
||||
---
|
||||
|
||||
# Introduction
|
||||
|
||||
## Looking to get started?
|
||||
|
||||
Welcome! Before you dive into this library, however, you should have
|
||||
some decent understanding of the language
|
||||
you are about to use. This library touches on
|
||||
[Task-based Asynchronous Pattern] \(TAP), [polymorphism], [interface]
|
||||
and many more advanced topics extensively. Please make sure that you
|
||||
understand these topics to some extent before proceeding. With all
|
||||
that being said, feel free to visit us on Discord at the link below
|
||||
if you have any questions!
|
||||
|
||||
Here are some examples:
|
||||
|
||||
1. [Official samples]
|
||||
2. [Official template]
|
||||
|
||||
> [!NOTE]
|
||||
> Please note that you should *not* try to blindly copy paste
|
||||
> the code. The examples are meant to be a template or a guide.
|
||||
|
||||
[Official template]: https://github.com/foxbot/DiscordBotBase/tree/csharp/src/DiscordBot
|
||||
[Official samples]: https://github.com/RogueException/Discord.Net/tree/dev/samples
|
||||
[Task-based Asynchronous Pattern]: https://docs.microsoft.com/en-us/dotnet/standard/asynchronous-programming-patterns/task-based-asynchronous-pattern-tap
|
||||
[polymorphism]: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/polymorphism
|
||||
[interface]: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/interfaces/
|
||||
|
||||
## New to .NET/C#?
|
||||
|
||||
All examples or snippets featured in this guide and all API
|
||||
documentation will be written in C#.
|
||||
|
||||
If you are new to the language, using this wrapper may prove to be
|
||||
difficult, but don't worry! There are many resources online that can
|
||||
help you get started in the wonderful world of .NET. Here are some
|
||||
resources to get you started.
|
||||
|
||||
- [C# Programming Guide (MSDN/Microsoft, Free)](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/)
|
||||
- [C# Fundamentals For Absolute Beginners (Channel9/Microsoft, Free)](https://channel9.msdn.com/Series/C-Fundamentals-for-Absolute-Beginners)
|
||||
- [C# Path (Pluralsight, Paid)](https://www.pluralsight.com/paths/csharp)
|
||||
|
||||
## Still have questions?
|
||||
|
||||
Please visit us at `#dotnet_discord-net` on the [Discord API] server.
|
||||
Describe the problem in details to us, what you've done, and,
|
||||
if any, the problematic code uploaded onto [Hastebin](https://hastebin.com).
|
||||
|
||||
[Discord API]: https://discord.gg/jkrBmQR
|
||||
@@ -1,61 +0,0 @@
|
||||
# Migrating from 0.9
|
||||
|
||||
**1.0.0 is the biggest breaking change the library has gone through, due to massive
|
||||
changes in the design of the library.**
|
||||
|
||||
>A medium to advanced understanding is recommended when working with this library.
|
||||
|
||||
It is recommended to familiarize yourself with the entities in 1.0 before continuing.
|
||||
Feel free to look through the library's source directly, look through IntelliSense, or
|
||||
look through our hosted [API Documentation](xref:Discord).
|
||||
|
||||
## Entities
|
||||
|
||||
Most API models function _similarly_ to 0.9, however their names have been changed.
|
||||
You should also keep in mind that we now separate different types of Channels and Users.
|
||||
|
||||
Before proceeding, please read over @Terminology to understand the naming behind some objects.
|
||||
|
||||
Below is a table that compares most common 0.9 entities to their 1.0 counterparts.
|
||||
|
||||
>This should be used mostly for migration purposes. Please take some time to consider whether
|
||||
>or not you are using the right "tool for the job" when working with 1.0
|
||||
|
||||
| 0.9 | 1.0 | Notice |
|
||||
| --- | --- | ------ |
|
||||
| Server | @Discord.WebSocket.SocketGuild |
|
||||
| Channel | @Discord.WebSocket.SocketGuildChannel | Applies only to channels that are members of a Guild |
|
||||
| Channel.IsPrivate | @Discord.WebSocket.SocketDMChannel
|
||||
| ChannelType.Text | @Discord.WebSocket.SocketTextChannel | This applies only to Text Channels in Guilds
|
||||
| ChannelType.Voice | @Discord.WebSocket.SocketVoiceChannel | This applies only to Voice Channels in Guilds
|
||||
| User | @Discord.WebSocket.SocketGuildUser | This applies only to users belonging to a Guild*
|
||||
| Profile | @Discord.WebSocket.SocketGuildUser
|
||||
| Message | @Discord.WebSocket.SocketUserMessage
|
||||
|
||||
\* To retrieve an @Discord.WebSocket.SocketGuildUser, you must retrieve the user from an @Discord.WebSocket.SocketGuild.
|
||||
|
||||
## Event Registration
|
||||
|
||||
Prior to 1.0, events were registered using the standard c# `Handler(EventArgs)` pattern. In 1.0,
|
||||
events are delegates, but are still registered the same.
|
||||
|
||||
For example, let's look at [DiscordSocketClient.MessageReceived](xref:Discord.WebSocket.DiscordSocketClient#Discord_WebSocket_DiscordSocketClient_MessageReceived)
|
||||
|
||||
To hook an event into MessageReceived, we now use the following code:
|
||||
[!code-csharp[Event Registration](samples/event.cs)]
|
||||
|
||||
> **All Event Handlers in 1.0 MUST return Task!**
|
||||
|
||||
If your event handler is marked as `async`, it will automatically return `Task`. However,
|
||||
if you do not need to execute asynchronus code, do _not_ mark your handler as `async`, and instead,
|
||||
stick a `return Task.CompletedTask` at the bottom.
|
||||
|
||||
[!code-csharp[Sync Event Registration](samples/sync_event.cs)]
|
||||
|
||||
**Event handlers no longer require a sender.** The only arguments your event handler needs to accept
|
||||
are the parameters used by the event. It is recommended to look at the event in IntelliSense or on the
|
||||
API docs before implementing it.
|
||||
|
||||
## Async
|
||||
|
||||
Nearly everything in 1.0 is an async Task. You should always await any tasks you invoke.
|
||||
@@ -1,4 +0,0 @@
|
||||
_client.MessageReceived += async (msg) =>
|
||||
{
|
||||
await msg.Channel.SendMessageAsync(msg.Content);
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
_client.Log += (msg) =>
|
||||
{
|
||||
Console.WriteLine(msg.ToString());
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
@@ -1,27 +1,41 @@
|
||||
- name: Introduction
|
||||
topicUid: Guides.Introduction
|
||||
- name: Getting Started
|
||||
items:
|
||||
- name: Installation
|
||||
href: getting_started/installing.md
|
||||
topicUid: Guides.GettingStarted.Installation
|
||||
items:
|
||||
- name: Nightly Builds
|
||||
topicUid: Guides.GettingStarted.Installation.Nightlies
|
||||
- name: Your First Bot
|
||||
href: getting_started/intro.md
|
||||
topicUid: Guides.GettingStarted.FirstBot
|
||||
- name: Terminology
|
||||
href: getting_started/terminology.md
|
||||
topicUid: Guides.GettingStarted.Terminology
|
||||
- name: Basic Concepts
|
||||
items:
|
||||
- name: Logging Data
|
||||
href: concepts/logging.md
|
||||
topicUid: Guides.Concepts.Logging
|
||||
- name: Working with Events
|
||||
href: concepts/events.md
|
||||
topicUid: Guides.Concepts.Events
|
||||
- name: Managing Connections
|
||||
href: concepts/connections.md
|
||||
topicUid: Guides.Concepts.ManageConnections
|
||||
- name: Entities
|
||||
href: concepts/entities.md
|
||||
- name: The Command Service
|
||||
topicUid: Guides.Concepts.Entities
|
||||
- name: Working with Commands
|
||||
items:
|
||||
- name: Command Guide
|
||||
href: commands/commands.md
|
||||
- name: Introduction
|
||||
topicUid: Guides.Commands.Intro
|
||||
- name: TypeReaders
|
||||
topicUid: Guides.Commands.TypeReaders
|
||||
- name: Preconditions
|
||||
topicUid: Guides.Commands.Preconditions
|
||||
- name: Dependency Injection
|
||||
topicUid: Guides.Commands.DI
|
||||
- name: Post-execution Handling
|
||||
topicUid: Guides.Commands.PostExecution
|
||||
- name: Emoji
|
||||
topicUid: Guides.Emoji
|
||||
- name: Voice
|
||||
items:
|
||||
- name: Voice Guide
|
||||
href: voice/sending-voice.md
|
||||
- name: Migrating from 0.9
|
||||
topicUid: Guides.Voice.SendingVoice
|
||||
- name: Deployment
|
||||
topicUid: Guides.Deployment
|
||||
@@ -1,4 +1,5 @@
|
||||
---
|
||||
uid: Guides.Voice.SendingVoice
|
||||
title: Sending Voice
|
||||
---
|
||||
|
||||
@@ -44,7 +45,7 @@ guild. To switch channels within a guild, invoke [ConnectAsync] on
|
||||
another voice channel in the guild.
|
||||
|
||||
[IAudioClient]: xref:Discord.Audio.IAudioClient
|
||||
[ConnectAsync]: xref:Discord.IAudioChannel#Discord_IAudioChannel_ConnectAsync_Action_IAudioClient__
|
||||
[ConnectAsync]: xref:Discord.IAudioChannel.ConnectAsync*
|
||||
|
||||
## Transmitting Audio
|
||||
|
||||
@@ -98,4 +99,4 @@ you will want to wait for audio to stop playing before continuing on
|
||||
to the next song. You can await `AudioOutStream.FlushAsync` to wait for
|
||||
the audio client's internal buffer to clear out.
|
||||
|
||||
[!code-csharp[Sending Audio](samples/audio_ffmpeg.cs)]
|
||||
[!code-csharp[Sending Audio](samples/audio_ffmpeg.cs)]
|
||||
|
||||