* initial * Interaction glossary entry * Sharded Interaction sample * Renames into solution * Debugging samples * Modify target location for webhookclient * Finalizing docs work, resolving docfx errors. * Adding threaduser to user chart * Add branch info to readme. * Edits to user chart * Resolve format for glossary entries * Patch sln target * Issue with file naming fixed * Patch 1/x for builds * Appending suggestions
82 lines
3.1 KiB
C#
82 lines
3.1 KiB
C#
using Discord;
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using Discord.Commands;
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using Discord.Interactions;
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using Discord.WebSocket;
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using Microsoft.Extensions.DependencyInjection;
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using ShardedClient.Services;
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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namespace ShardedClient
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{
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// This is a minimal example of using Discord.Net's Sharded Client
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// The provided DiscordShardedClient class simplifies having multiple
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// DiscordSocketClient instances (or shards) to serve a large number of guilds.
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class Program
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{
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static void Main(string[] args)
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=> new Program()
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.MainAsync()
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.GetAwaiter()
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.GetResult();
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public async Task MainAsync()
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{
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// You specify the amount of shards you'd like to have with the
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// DiscordSocketConfig. Generally, it's recommended to
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// have 1 shard per 1500-2000 guilds your bot is in.
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var config = new DiscordSocketConfig
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{
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TotalShards = 2
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};
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// You should dispose a service provider created using ASP.NET
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// when you are finished using it, at the end of your app's lifetime.
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// If you use another dependency injection framework, you should inspect
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// its documentation for the best way to do this.
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using (var services = ConfigureServices(config))
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{
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var client = services.GetRequiredService<DiscordShardedClient>();
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// The Sharded Client does not have a Ready event.
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// The ShardReady event is used instead, allowing for individual
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// control per shard.
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client.ShardReady += ReadyAsync;
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client.Log += LogAsync;
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await services.GetRequiredService<InteractionHandlingService>().InitializeAsync();
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await services.GetRequiredService<CommandHandlingService>().InitializeAsync();
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// Tokens should be considered secret data, and never hard-coded.
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await client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token"));
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await client.StartAsync();
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await Task.Delay(Timeout.Infinite);
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}
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}
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private ServiceProvider ConfigureServices(DiscordSocketConfig config)
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=> new ServiceCollection()
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.AddSingleton(new DiscordShardedClient(config))
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.AddSingleton<CommandService>()
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.AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordShardedClient>()))
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.AddSingleton<CommandHandlingService>()
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.AddSingleton<InteractionHandlingService>()
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.BuildServiceProvider();
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private Task ReadyAsync(DiscordSocketClient shard)
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{
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Console.WriteLine($"Shard Number {shard.ShardId} is connected and ready!");
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return Task.CompletedTask;
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}
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private Task LogAsync(LogMessage log)
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{
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Console.WriteLine(log.ToString());
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return Task.CompletedTask;
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}
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}
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}
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