Documentation Overhaul (#1161)
* Add XML docs
* Clean up style switcher
* Squash commits on branch docs/faq-n-patches
* Fix broken theme selector
* Add local image embed instruction
* Add a bunch of XML docs
* Add a bunch of XML docs
* Fix broken search
+ DocFX by default ships with an older version of jQuery, switching to a newer version confuses parts of the DocFX Javascript.
* Minor fixes for CONTRIBUTING.md and README.md
* Clean up filterConfig.yml
+ New config exposes Discord.Net namespace since it has several common public exceptions that may be helpful to users
* Add XML docs
* Read token from Environment Variable instead of hardcode
* Add XMLDocs
* Compress some assets & add OAuth2 URL generator
* Fix sample link & add missing pictures
* Add tag examples
* Fix embed docs consistency
* Add details regarding userbot support
* Add XML Docs
* Add XML Docs
* Add XML Docs
* Minor fixes in documentations
+ Fix unescaped '<'
+ Fix typo
* Fix seealso for preconditions and add missing descriptions
* Add missing exceptions
* Document exposed TypeReaders
* Fix letter-casing for files
* Add 'last modified' plugin
Source: https://github.com/Still34/DocFx.Plugin.LastModified
Licensed under MIT License
* XML Docs
* Fix minor consistencies & redundant impl
* Add properties examples to overwrite
* Fix missing Username prop
* Add warning for bulk-delete endpoint
* Replace note block
* Add BaseSocketClient docs
* Add XML docs
* Replace langword null to code block null instead
- Because DocFX sucks at rendering langword
* Replace all langword placements with code block
* Add more IGuild docs
* Add details to SpotifyGame
* Initial proofread of the articles
* Add explanation for RunMode
* Add event docs
- MessageReceived
- ChannelUpdated/Destroyed/Created
* Fix light theme link color
* Fix xml docs error
* Add partial documentation for audit log impl
* Add documentation for some REST-based objects
* Add partial documentation for audit log objects
* Add more XML comments to quotation mark alias map stuff, including an example
* Add reference to CommandServiceConfig from the util docs'
* Add explanation that if " is removed then it wont work
* Fix missing service provider in example
* Add documentation for new INestedChannel
* Add documentation
* Add documentation for new API version & few events
* Revise guide paragraphs/samples
+ Fix various formatting.
+ Provide a more detailed walkthrough for dependency injection.
+ Add C# note at intro.
* Fix typos & formatting
* Improve group module example
* Small amount to see if I'm doing it right
* Remove/cleanup redundant variables
* Fix EnterTypingState impl for doc inheritance
* Fix Test to resolve changes made in 15b58e
* Improve precondition documentation
+ Add precondition usage sample
+ Add precondition group usage sample
+ Move precondition samples to its own sample folder
* Move samples to individual folders
* Clarify token source
* Cleanup styling of README.md for docs
* Replace InvalidPathChars for NS1.3
* InvalidPathChars does not exist in NS1.3; replaced with GetInvalidPathChars instead.
* Add a missing change for 2c7cc738
* Update LastModified to v1.1.0 & add license
* Rewrite installation page for Core 2.1
* Fix anchor link
* Bump post-processor to v1.1.1
* Add fixes to partial file & add license
* Moved theme-switcher code to scripts partial file
+ Add author's MIT license to featherlight javascript
* Remove unused bootstrap plugin
* Bump LastModified plugin
* Changed the path from 'lastmodified' to 'last-modified' for consistency
* Cleanup README & Contribution guide
* Changes to last pr
* Fix GetCategoryAsync docs
* Proofread and cleanup articles
* Change passive voice in "Get Started" to active
* Fix improper preposition in Commands Introduction page
* Fix minor grammar mistakes in "Your First Bot" (future tense -> present tense/subjunctive mood -> indicative mood/proper noun casing/incorrect noun/add missing article)
* Fix minor grammar mistakes in "Installation" (missing article)
* no hablo ingles
* Try try try again
* I'm sure you're having as much fun as I am
* Cleanup TOC & fix titles
* Improve styling
+ Change title font to Noto Sans
+ Add materialized design for commit message box
* Add DescriptionGenerator plugin
* Add nightly section for clarification
* Fix typos in Nightlies & Post-execution
* Bump DescriptionGenerator to v1.1.0
+ This build adds the functionality of generating managed references' summary into the description tag.
* Initial emoji article draft
* Add 'additional information' section for emoji article
* Add cosmetic changes to the master css
* Alter info box color
+ Add transition to article content
* Add clarification in the emoji article
* Emphasize that normal emoji string will not translate to its Unicode representation.
* Clean up or add some of the samples featured in the article.
+ Add emoji/emote declaration section for clarification.
+ Add WebSocket emote sample.
- Remove inconsistent styling ('wacky memes' proves to be too out of place).
* Improve readability for nightlies article
* Move 'Bundled Preconditions' section
* Bump LastModified to fix UTC DateTime parsing
* Add langwordMapping.yml
* Add XML docs
* Add VSC workspace rule
* The root workspace limits the ruler to 120 characters for member documentations and excludes folders such as 'samples' and 'docs'.
* The docs workspace limits the ruler to 70 characters for standard conceptual article to comply with documentation's CONTRIBUTING.md rule, and excludes temprorary folders created by DocFX.
* Update CONTRIBUTING.md
* Add documentation style rule
* Fix styling of several member documentation
* Fix ' />' caused by Agent Smith oddities
* Fix styling to be more specific about the mention of IDs
* Fix exception summary to comply with official Microsoft Docs style
* References
https://docs.microsoft.com/en-us/dotnet/api/system.argumentnullexception?view=netframework-4.7.2
https://docs.microsoft.com/en-us/dotnet/api/system.platformnotsupportedexception?view=netframework-4.7.2
https://docs.microsoft.com/en-us/dotnet/api/system.badimageformatexception?view=netframework-4.7.2
* Add XML documentations
* Shift color return docs
* Fix minor docs
* Added documentation for SocketDMChannel, SocketGuildChannel, and SocketTextChannel
* Add XML docs
* Corrections to SocketGuildChannel
* Corrections to SocketTextChannel
* Corrections to SocketDMChannel
* Swapped out 'id' for 'snowflake identifier
* Swapped out 'id' for 'snowflake identifier'
* SocketDMChannel amendments
* SocketGuildChannel amendments
* SocketTextChannel amendments
* Add XML docs & patch return types
+ Starting from this commit, all return types for tasks will use style similar to most documentations featured on docs.microsoft.com
References:
https://docs.microsoft.com/en-us/dotnet/api/microsoft.entityframeworkcore.dbcontext.-ctor?view=efcore-2.1
https://docs.microsoft.com/en-us/dotnet/api/system.io.filestream.readasync?view=netcore-2.1
https://docs.microsoft.com/en-us/dotnet/api/system.io.textwriter.writelineasync?view=netcore-2.1#System_IO_TextWriter_WriteLineAsync_System_Char___
And many more other asynchronous method documentations featured in the latest BCL.
* Added documentation for many audit log data types, fixed vowel indefinite articles
* Change audit log data types to start with 'Contains' (verb) instead of an article
* Fix some documentation issues and document some more audit log data types
* Fix English posession
* Add XML doc
* Documented two more types
* Documented RoleCreateAuditLogData
* Document remaining audit log data types
* Added RestDMChannel documentation
* Added RestGuildChannel documentation
* Added RestTextChannel documentation
* Added RestVoiceChannel documentation
* Added RestUser documentation
* Added RestRole documentation
* Added RestMessage documentation
* Slightly better wording
* Contains -> Contains a piece of (describe article)
* [EN] Present perf. -> past perf.
* Add XML docs
* Fix arrow alignment
* Clarify supported nullable type
* Fixed a typo in ISnowflakeEntity
* Added RestUser Documentation
* Added RestInvite documentation
* Add XML docs & minor optimizations
* Minor optimization for doc rendering
* Rollback font optimization changes
* Amendments to RestUser
* Added SocketDMChannel documentation
* Added RestDMChannel documentation
* Added RestGuild documentation
* Adjustment to SocketDMChannel
* Added minimal descriptions from the API documentation for Integration types
* Added obsolete mention to the ReadMessages flag.
* Added remarks about 2FA requirement for guild permissions
* Added xmldoc for GuildPermission methods
* Added xml doc for ToAllowList and ToDenyList
* Added specification of how the bits of the color raw value are packed
* Added discord API documentation to IConnection interface
* I can spell :^)
* Fix whitespace in ChannelPermission
* fix spacing of values in guildpermission
* Made changes to get field descriptions from feedback, added returns tag to IConnection
* Added property get standard for IntegrationAccount
* Added property get pattern to xml docs and identical returns tag.
* Change all color class references to struct
...because it isn't a class.
* Add XML docs
* Rewrote the returns tags in IGuildIntegration, removed the ones I was unsure about.
* Rewrote the rest of the returns tags
* Amendments
* Cleanup doc for c1d78189
* Added types to <returns> tags where missing
* Added second sample for adding reactions
* Added some class summaries
* Missed a period
* Amendments
* restored the removed line break
* Removed unnecessary see tag
* Use consistent quotation marks around subscribers, the name for these users are dependant on the source of where they are integrated from (youtube or twitch), so we should not use a name that is specific to one platform
* Add <remarks> tag to the IGuildIntegration xmldocs
* Fix grammar issue
* Update DescriptionGenerator
* Cleanup of https://github.com/Still34/Discord.Net/pull/8
* Cleanup previous PR
* Fix for misleading behaviour in the emoji guide
+ Original lines stated that sending a emoji wrapped in colon will not be parsed, but that was incorrect; replaced with reactions instead of sending messages as the example
* Add strings for dictionary in DotSettings
* Add XML docs
* Fix lots of typos in comments
+ Geez, I didn't know there were so many.
* Add XML docs & rewrite GetMessagesAsync docs
This commit rewrites the remarks section of GetMessagesAsync, as well as adding examples to several methods.
* Update 'Your First Bot'
+ This commit reflects the new changes made to the Discord Application Developer Portal after its major update
* Initial optimization for DocFX render & add missing files
* Add examples in message methods
* Cleanup https://github.com/RogueException/Discord.Net/pull/1128
* Fix first bot note
* Cleanup FAQ structure
* Add XML docs
* Update docfx plugins
* Fix navbar collapsing issue
* Fix broken xref
* Cleanup FAQ section
+ Add introductory paragraphs to each FAQ section.
+ Add 'missing dependency' entry to commands FAQ.
* Split commands FAQ to 'General' and 'DI' sections.
* Cleanup https://github.com/RogueException/Discord.Net/pull/1139
* Fix missing namespace
* Add missing highlighting css for the light theme
* Add additional clarification for installing packages
* Add indentation to example for clarity
* Cleanup several articles to be more human-friendly and easier to read
* Remove RPC-related notes
* Cleanup slow-mode-related documentation strings
* Add an additional note about cross-guild emote usage
* Add CreateTextChannel sample
* Add XMLDocs
This commit is contained in:
@@ -1,343 +0,0 @@
|
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# The Command Service
|
||||
|
||||
[Discord.Commands](xref:Discord.Commands) provides an Attribute-based
|
||||
command parser.
|
||||
|
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## Setup
|
||||
|
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To use Commands, you must create a [Command Service] and a Command
|
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Handler.
|
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|
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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
|
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minimum.
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|
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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.
|
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|
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[!code-csharp[Command Handler](samples/command_handler.cs)]
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|
||||
[Command Service]: xref:Discord.Commands.CommandService
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[CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig
|
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|
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## With Attributes
|
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|
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In 1.0, Commands can be defined ahead of time with attributes, or at
|
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runtime with builders.
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|
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For most bots, ahead-of-time Commands should be all you need, and this
|
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is the recommended method of defining Commands.
|
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|
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### Modules
|
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|
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The first step to creating Commands is to create a _module_.
|
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|
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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
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ASP.NET Core's Controller pattern. This means that the lifetime of a
|
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module instance is only as long as the Command is being invoked.
|
||||
|
||||
**Avoid using long-running code** in your modules wherever possible.
|
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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].
|
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|
||||
To begin, create a new class somewhere in your project and inherit the
|
||||
class from [ModuleBase]. This class **must** be `public`.
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||||
|
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>[!NOTE]
|
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>[ModuleBase] is an _abstract_ class, meaning that you may extend it
|
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>or override it as you see fit. Your module may inherit from any
|
||||
>extension of ModuleBase.
|
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|
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By now, your module should look like this:
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|
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[!code-csharp[Empty Module](samples/empty-module.cs)]
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||||
|
||||
[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx
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[Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx
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[ModuleBase]: xref:Discord.Commands.ModuleBase`1
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||||
|
||||
### Adding Commands
|
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|
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The next step to creating Commands is actually creating the Commands.
|
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|
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To create a Command, add a method to your module of type `Task`.
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Typically, you will want to mark this method as `async`, although it
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is not required.
|
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|
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Adding parameters to a Command is done by adding parameters to the
|
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parent Task.
|
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|
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For example, to take an integer as an argument from the user, add `int
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arg`; to take a user as an argument from the user, add `IUser user`.
|
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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_.
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|
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Parameters, by default, are always required. To make a parameter
|
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optional, give it a default value. To accept a comma-separated list,
|
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set the parameter to `params Type[]`.
|
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|
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Should a parameter include spaces, it **must** be wrapped in quotes.
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For example, for a Command with a parameter `string food`, you would
|
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execute it with `!favoritefood "Key Lime Pie"`.
|
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|
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If you would like a parameter to parse until the end of a Command,
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flag the parameter with the [RemainderAttribute]. This will allow a
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user to invoke a Command without wrapping a parameter in quotes.
|
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|
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Finally, flag your Command with the [CommandAttribute]. (you must
|
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specify a name for this Command, except for when it is part of a
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Module Group - see below)
|
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|
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[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute
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||||
[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
|
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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
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
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
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
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
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
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
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)]
|
||||
Reference in New Issue
Block a user