Files
Discord.Net/src/Discord.Net.WebSocket/Entities/Users/SocketPresence.cs
Christopher F 34b4e5a6d2 Refactor Games, support reading Rich Presences (#877)
* Add API-level support for Rich Presences

* Add library-level support for Game presences

* Add model conversions for outgoing+incoming rich presences

* Refactored Game into Activities

* Integrated Activities with user entities

rebase hell from 5f3cb947a92f4fd01cc4df47ca548180036b47f3

* Fix JSON converters for Activities

* Finish rebase, activity should be set on BaseSocketClient

* Use ApplicationId to define a rich presence

* Added SetActivityAsync to Base and Sharded Socket clients

* Remove public parameterless Game constructor

* Remove GameAssets, refactored to GameAsset

* Hide constructors for types that should be read-only

* Revert changes to Discord.Net.sln

got damned visual studio caching

* Refactor GameParty to use dedicated current/capacity values

Per feedback from @khionu
2017-12-23 14:58:35 -05:00

29 lines
855 B
C#

using System.Diagnostics;
using Model = Discord.API.Presence;
namespace Discord.WebSocket
{
//TODO: C#7 Candidate for record type
[DebuggerDisplay(@"{DebuggerDisplay,nq}")]
public struct SocketPresence : IPresence
{
public UserStatus Status { get; }
public IActivity Activity { get; }
internal SocketPresence(UserStatus status, IActivity activity)
{
Status = status;
Activity= activity;
}
internal static SocketPresence Create(Model model)
{
return new SocketPresence(model.Status, model.Game?.ToEntity());
}
public override string ToString() => Status.ToString();
private string DebuggerDisplay => $"{Status}{(Activity != null ? $", {Activity.Name}": "")}";
internal SocketPresence Clone() => this;
}
}