Files
Discord.Net/samples/ShardedClient/Services/InteractionHandlingService.cs
Mihail Gribkov e2e8c0fd6a Update sample projects & samples in docs (#2823)
* update them all

* more docs

* moar docs
2024-01-11 15:25:56 +00:00

66 lines
1.9 KiB
C#

using Discord;
using Discord.Interactions;
using Discord.WebSocket;
using Microsoft.Extensions.DependencyInjection;
using System;
using System.Threading.Tasks;
namespace ShardedClient.Services;
public class InteractionHandlingService
{
private readonly InteractionService _service;
private readonly DiscordShardedClient _client;
private readonly IServiceProvider _provider;
public InteractionHandlingService(IServiceProvider services)
{
_service = services.GetRequiredService<InteractionService>();
_client = services.GetRequiredService<DiscordShardedClient>();
_provider = services;
_service.Log += LogAsync;
_client.InteractionCreated += OnInteractionAsync;
_client.ShardReady += ReadyAsync;
// For examples on how to handle post execution,
// see the InteractionFramework samples.
}
// Register all modules, and add the commands from these modules to either guild or globally depending on the build state.
public async Task InitializeAsync()
{
await _service.AddModulesAsync(typeof(InteractionHandlingService).Assembly, _provider);
}
private async Task OnInteractionAsync(SocketInteraction interaction)
{
_ = Task.Run(async () =>
{
var context = new ShardedInteractionContext(_client, interaction);
await _service.ExecuteCommandAsync(context, _provider);
});
await Task.CompletedTask;
}
private Task LogAsync(LogMessage log)
{
Console.WriteLine(log.ToString());
return Task.CompletedTask;
}
private bool _hasRegistered = false;
private async Task ReadyAsync(DiscordSocketClient _)
{
// ShardReady is called for each shard; to avoid getting ratelimited we only want to register commands once.
if (!_hasRegistered)
{
await _service.RegisterCommandsGloballyAsync();
_hasRegistered = true;
}
}
}