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Discord.Net/samples/InteractionFramework/InteractionHandler.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

96 lines
3.5 KiB
C#

using Discord;
using Discord.Interactions;
using Discord.WebSocket;
using Microsoft.Extensions.Configuration;
using System;
using System.Reflection;
using System.Threading.Tasks;
namespace InteractionFramework;
public class InteractionHandler
{
private readonly DiscordSocketClient _client;
private readonly InteractionService _handler;
private readonly IServiceProvider _services;
private readonly IConfiguration _configuration;
public InteractionHandler(DiscordSocketClient client, InteractionService handler, IServiceProvider services, IConfiguration config)
{
_client = client;
_handler = handler;
_services = services;
_configuration = config;
}
public async Task InitializeAsync()
{
// Process when the client is ready, so we can register our commands.
_client.Ready += ReadyAsync;
_handler.Log += LogAsync;
// Add the public modules that inherit InteractionModuleBase<T> to the InteractionService
await _handler.AddModulesAsync(Assembly.GetEntryAssembly(), _services);
// Process the InteractionCreated payloads to execute Interactions commands
_client.InteractionCreated += HandleInteraction;
// Also process the result of the command execution.
_handler.InteractionExecuted += HandleInteractionExecute;
}
private async Task LogAsync(LogMessage log)
=> Console.WriteLine(log);
private async Task ReadyAsync()
{
// Register the commands globally.
// alternatively you can use _handler.RegisterCommandsGloballyAsync() to register commands to a specific guild.
await _handler.RegisterCommandsGloballyAsync();
}
private async Task HandleInteraction(SocketInteraction interaction)
{
try
{
// Create an execution context that matches the generic type parameter of your InteractionModuleBase<T> modules.
var context = new SocketInteractionContext(_client, interaction);
// Execute the incoming command.
var result = await _handler.ExecuteCommandAsync(context, _services);
// Due to async nature of InteractionFramework, the result here may always be success.
// That's why we also need to handle the InteractionExecuted event.
if (!result.IsSuccess)
switch (result.Error)
{
case InteractionCommandError.UnmetPrecondition:
// implement
break;
default:
break;
}
}
catch
{
// If Slash Command execution fails it is most likely that the original interaction acknowledgement will persist. It is a good idea to delete the original
// response, or at least let the user know that something went wrong during the command execution.
if (interaction.Type is InteractionType.ApplicationCommand)
await interaction.GetOriginalResponseAsync().ContinueWith(async (msg) => await msg.Result.DeleteAsync());
}
}
private async Task HandleInteractionExecute(ICommandInfo commandInfo, IInteractionContext context, IResult result)
{
if (!result.IsSuccess)
switch (result.Error)
{
case InteractionCommandError.UnmetPrecondition:
// implement
break;
default:
break;
}
}
}