* Improve the Command Service documentation
The following changes have been added to this PR:
• Fix minor grammatical errors.
• Capitalize terms such as Commands, Modules and such, as the context is specific to the lib.
• Wrap methods and properties in code blocks.
The docs page currently has several issues that remains to be fixed.
1.
```md
>[!WARNING]
>This article is out of date and has not been rewritten yet.
Information is not guaranteed to be accurate.
```
The docs doesn't necessarily seem "out of date" as the warning claims. The basics seem pretty relevant to the latest version of the lib.
2.
>“To manually load a module, invoke [CommandService.AddModuleAsync], by passing in the generic type of your module and optionally, a dependency map.”
The latter part of the sentence seems off. Where should the user pass the dependency map to? It seems to suggest that `AddModuleAsync` has an argument to pass the dependency to. If it is referring to `AddModuleAsync(Type type)`, then I feel like it should be clarified here - or perhaps change the wording of the sentence.
3.
>“First, you need to create an @System.IServiceProvider You may create your own IServiceProvider if you wish.”
Any mention of @System.IServiceProvider is currently broken on the docs.
4.
>“Submodules are Modules that reside within another one. Typically, submodules are used to create nested groups (although not required to create nested groups).”
Clarification on the part after "although?"
5.
>“Finally, pass the map into the LoadAssembly method. Your modules will automatically be loaded with this dependency map.”
Where is this `LoadAssembly` method?
6.
```md
>[!NOTE]
>Preconditions can be applied to Modules, Groups, or Commands.
```
The docs should mention `ParameterPreconditionAttribute`'s existence.
* Update line breaks to comply with docs standard
* Change "you should..." to "instead, ..."
* Trim trailing spaces
* Change "inherits" to "inherit"
* Fix Context warning note and add ReplyAsync xref
* Fix broken xrefs
* Fix [Command Service] xref
* Fix consistency between TypeReaders and Preconditions returns
* Add missing semi-colons in ServiceProvider sample
* Change CommandContext to SocketCommandContext & change variable naming
* Cleanup TypeReader section
* Wrap [DontInject] in code block
* Fix commands docs linking in intro
* Improve Getting Started - Installation
- Fix character misalignment to comply with docs standard.
- Fix image numbering issues by moving the tooltips above some of the steps.
- Add codeblocks to search terms like `Discord.Net`.
- Remove broken `addons` reference.
- Specify `.NET 4.6.1` as `.NET Framework 4.6.1`.
- Minor cross-reference cleanup.
* Fix Getting Started - Intro
- Minor grammartical fixes.
- Wrap mentions of the methods, properties, and events in code block.
- Replace `Discord.Net` to `Discord.NET`.
- Fix steps numbering under `Creating a Discord Bot` and `Adding your bot to a server`.
- Change `Task-based Asynchronous Pattern ([TAP])` linking to mark the entire term instead.
- Change code block of `Pong!` to quotation mark instead.
* Fix cross references in Sending Voice
* Mention parameter precondition attribute
* Change `Discord.NET` to `Discord.Net` for consistency
* Wrap project names in code blocks & minor fixes in Terminology
* Change `add-ons` to `addons` for consistency
* Fix cross references in Logging
* Fix minor grammatical issues in "Working with Events"
* Missed a tilda
* Remove out-of-date warning in Commands
* Minor grammatical fixes for Entities
* Fix broken xref in Logging
* Adjust service collection sample
...according to f89aecb7bf (r141530227)
* Update Command Handler sample
- Update Main for C# 7.1.
- Inject CommandService and DiscordSocketClient into the service collection.
- Add Async suffix to asynchronous methods.
* Minor grammatical fixes in Events
* Revert 2 incorrect grammar corrections
* Revert async Main sample
* Add hardcode token notice in sample
* Fix missing method for Command Handler
* Modify module samples to use SocketCommandContext instead
* Emphasize CommandContext and SocketCommandContext
* Fix formatting for module sample
* Add SocketCommandContext for Groups sample
* Remove comma
* Fix DepMap sample formatting
* Replace [DontInject] with DontInjectAttribute with cross reference
* Remove connection logic note
There is no reason that this note should still be here since Ready event exists.
* Add a new warning message informing the users the existence of CommandService
* Make command handler private
excellent change
pull/839/head
@@ -1,6 +1,6 @@ | |||
Microsoft Visual Studio Solution File, Format Version 12.00 | |||
# Visual Studio 15 | |||
VisualStudioVersion = 15.0.26228.4 | |||
VisualStudioVersion = 15.0.26730.12 | |||
MinimumVisualStudioVersion = 10.0.40219.1 | |||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Discord.Net.Core", "src\Discord.Net.Core\Discord.Net.Core.csproj", "{91E9E7BD-75C9-4E98-84AA-2C271922E5C2}" | |||
EndProject | |||
@@ -142,4 +142,10 @@ Global | |||
{6BDEEC08-417B-459F-9CA3-FF8BAB18CAC7} = {B0657AAE-DCC5-4FBF-8E5D-1FB578CF3012} | |||
{9AFAB80E-D2D3-4EDB-B58C-BACA78D1EA30} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A} | |||
EndGlobalSection | |||
GlobalSection(ExtensibilityGlobals) = postSolution | |||
SolutionGuid = {D2404771-EEC8-45F2-9D71-F3373F6C1495} | |||
EndGlobalSection | |||
GlobalSection(CodealikeProperties) = postSolution | |||
SolutionGuid = a45217b4-a401-4dbf-8654-34d2ec034cd9 | |||
EndGlobalSection | |||
EndGlobal |
@@ -1,24 +1,20 @@ | |||
# The Command Service | |||
>[!WARNING] | |||
>This article is out of date, and has not been rewritten yet. | |||
Information is not guaranteed to be accurate. | |||
[Discord.Commands](xref:Discord.Commands) provides an Attribute-based | |||
Command Parser. | |||
command parser. | |||
## Setup | |||
To use Commands, you must create a [Commands Service] and a | |||
Command Handler. | |||
To use Commands, you must create a [Command Service] and a Command | |||
Handler. | |||
Included below is a very bare-bones Command Handler. You can extend | |||
your Command Handler as much as you like, however the below is the | |||
bare minimum. | |||
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 | |||
minimum. | |||
The CommandService optionally will accept a [CommandServiceConfig], | |||
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 | |||
look over the properties in [CommandServiceConfig] and their default | |||
values. | |||
[!code-csharp[Command Handler](samples/command_handler.cs)] | |||
@@ -28,32 +24,32 @@ values. | |||
## With Attributes | |||
In 1.0, Commands can be defined ahead of time, with attributes, or | |||
at runtime, with builders. | |||
In 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. | |||
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_. | |||
The first step to creating Commands is to create a _module_. | |||
Modules are an organizational pattern that allow you to write your | |||
commands in different classes, and have them automatically loaded. | |||
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 | |||
ASP.Net Core's Controller pattern. This means that the lifetime of a | |||
module instance is only as long as the command being invoked. | |||
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. | |||
**Avoid using long-running code** in your modules wherever possible. | |||
You should **not** be implementing very much logic into your modules; | |||
outsource to a service for that. | |||
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]. | |||
To begin, create a new class somewhere in your project, and | |||
inherit the class from [ModuleBase]. This class **must** be `public`. | |||
To begin, create a new class somewhere in your project and inherit the | |||
class from [ModuleBase]. This class **must** be `public`. | |||
>[!NOTE] | |||
>[ModuleBase] is an _abstract_ class, meaning that you may extend it | |||
@@ -61,6 +57,7 @@ inherit the class from [ModuleBase]. This class **must** be `public`. | |||
>extension of ModuleBase. | |||
By now, your module should look like this: | |||
[!code-csharp[Empty Module](samples/empty-module.cs)] | |||
[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx | |||
@@ -69,72 +66,75 @@ By now, your module should look like this: | |||
### Adding Commands | |||
The next step to creating commands, is actually creating commands. | |||
The next step to creating Commands is actually creating the Commands. | |||
To create a command, add a method to your module of type `Task`. | |||
Typically, you will want to mark this method as `async`, although it is | |||
not required. | |||
To create a Command, add a method to your module of type `Task`. | |||
Typically, you will want to mark this method as `async`, although it | |||
is not required. | |||
Adding parameters to a command is done by adding parameters to the | |||
Adding parameters to a Command is done by adding parameters to the | |||
parent Task. | |||
For example, to take an integer as an argument, add `int arg`. To take | |||
a user as an argument, add `IUser user`. 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_. | |||
For example, to take an integer as an argument from the user, add `int | |||
arg`; to take a user as an argument from the user, add `IUser user`. | |||
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_. | |||
Parameters, by default, are always required. To make a parameter | |||
optional, give it a default value. To accept a comma-separated list, | |||
set the parameter to `params Type[]`. | |||
Should a parameter include spaces, it **must** be wrapped in quotes. | |||
For example, for a command with a parameter `string food`, you would | |||
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, | |||
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. | |||
user to invoke a Command without wrapping a parameter in quotes. | |||
Finally, flag your command with the [CommandAttribute]. (You must | |||
specify a name for this command, except for when it is part of a | |||
module group - see below). | |||
Finally, flag your Command with the [CommandAttribute] (you must | |||
specify a name for this Command, except for when it is part of a | |||
Module Group - see below). | |||
[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute | |||
[CommandAttribute]: xref:Discord.Commands.CommandAttribute | |||
### Command Overloads | |||
You may add overloads of your commands, and the command parser will | |||
You may add overloads to your Commands, and the Command parser will | |||
automatically pick up on it. | |||
If, for whatever reason, you have too commands which are ambiguous to | |||
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. | |||
Priority's are sorted in ascending order; the higher priority will be | |||
called first. | |||
The `Priority` attributes are sorted in ascending order; the higher | |||
priority will be called first. | |||
### CommandContext | |||
### Command Context | |||
Every command can access the execution context through the [Context] | |||
property on [ModuleBase]. CommandContext allows you to access the | |||
message, channel, guild, and user that the command was invoked from, | |||
as well as the underlying discord client the command was invoked from. | |||
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. You | |||
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#Discord_Commands_ModuleBase_1_Context | |||
[SocketCommandContext]: xref:Discord.Commands.SocketCommandContext | |||
>![WARNING] | |||
>Contexts should **NOT** be mixed! You cannot have one module that | |||
>uses CommandContext, and another that uses SocketCommandContext. | |||
[ReplyAsync]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_ReplyAsync_System_String_System_Boolean_Discord_Embed_Discord_RequestOptions_ | |||
### Example Module | |||
@@ -144,50 +144,50 @@ At this point, your module should look comparable to this example: | |||
#### Loading Modules Automatically | |||
The Command Service can automatically discover all classes in an | |||
Assembly that inherit [ModuleBase], and load them. | |||
Assembly that inherit [ModuleBase] and load them. | |||
To opt a module out of auto-loading, flag it with | |||
[DontAutoLoadAttribute] | |||
[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_ | |||
[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. | |||
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 constructor must be injected into an | |||
@System.IServiceProvider. Alternatively, you may accept an | |||
IServiceProvider as an argument and extract services yourself. | |||
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 them injected after module | |||
construction. | |||
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 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. | |||
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 module. Typically, | |||
Submodules are Modules that reside within another one. Typically, | |||
submodules are used to create nested groups (although not required to | |||
create nested groups). | |||
@@ -199,54 +199,62 @@ create nested groups). | |||
## Dependency Injection | |||
The commands service is bundled with a very barebones Dependency | |||
Injection service for your convienence. It is recommended that | |||
you use DI when writing your modules. | |||
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 IServiceProvider if you wish. | |||
First, you need to create an @System.IServiceProvider; you may create | |||
your own one if you wish. | |||
Next, add the dependencies your modules will use to the map. | |||
Next, add the dependencies that your modules will use to the map. | |||
Finally, pass the map into the `LoadAssembly` method. | |||
Your modules will automatically be loaded with this dependency 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 you pass into `LoadAssembly`. | |||
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. | |||
Any publicly settable properties will also be filled in the same | |||
manner. | |||
>[!NOTE] | |||
> Annotating a property with the [DontInject] attribute will prevent it from | |||
being injected. | |||
> 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 the module was loaded from, and the ServiceProvider passed | |||
into it, respectively. | |||
>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 | |||
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. | |||
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] | |||
>Preconditions can be applied to Modules, Groups, or Commands. | |||
>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 ships with four bundled preconditions; you may view their | |||
usages on their API page. | |||
Commands ship with four bundled Preconditions; you may view their | |||
usages on their respective API pages. | |||
- @Discord.Commands.RequireContextAttribute | |||
- @Discord.Commands.RequireOwnerAttribute | |||
@@ -255,21 +263,23 @@ usages on their API page. | |||
## Custom Preconditions | |||
To write your own preconditions, create a new class that inherits from | |||
@Discord.Commands.PreconditionAttribute | |||
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 | |||
[CheckPermissions]. | |||
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. | |||
Return [PreconditionResult.FromSuccess] if the context met the | |||
required parameters, otherwise return [PreconditionResult.FromError], | |||
optionally including an error message. | |||
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_CommandContext_Discord_Commands_CommandInfo_Discord_Commands_IDependencyMap_ | |||
[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_ | |||
@@ -296,22 +306,28 @@ By default, the following Types are supported arguments: | |||
### Creating a Type Readers | |||
To create a TypeReader, create a new class that imports @Discord and | |||
@Discord.Commands. Ensure your class inherits from @Discord.Commands.TypeReader | |||
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 [Read]. | |||
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. | |||
Inside this task, add whatever logic you need to parse the input | |||
string. | |||
Finally, return a `TypeReaderResult`. If you were able to successfully | |||
parse the input, return `TypeReaderResult.FromSuccess(parsedInput)`. | |||
Otherwise, return `TypeReaderResult.FromError`. | |||
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. | |||
[Read]: xref:Discord.Commands.TypeReader#Discord_Commands_TypeReader_Read_Discord_Commands_CommandContext_System_String_ | |||
[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 | |||
@@ -319,5 +335,9 @@ Otherwise, return `TypeReaderResult.FromError`. | |||
### Installing TypeReaders | |||
TypeReaders are not automatically discovered by the Command Service, | |||
and must be explicitly added. To install a TypeReader, invoke [CommandService.AddTypeReader](xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddTypeReader__1_Discord_Commands_TypeReader_). | |||
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_ |
@@ -8,39 +8,42 @@ using Microsoft.Extensions.DependencyInjection; | |||
public class Program | |||
{ | |||
private CommandService commands; | |||
private DiscordSocketClient client; | |||
private IServiceProvider services; | |||
private CommandService _commands; | |||
private DiscordSocketClient _client; | |||
private IServiceProvider _services; | |||
static void Main(string[] args) => new Program().Start().GetAwaiter().GetResult(); | |||
private static void Main(string[] args) => new Program().StartAsync().GetAwaiter().GetResult(); | |||
public async Task Start() | |||
public async Task StartAsync() | |||
{ | |||
client = new DiscordSocketClient(); | |||
commands = new CommandService(); | |||
_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() | |||
.BuildServiceProvider(); | |||
_services = new ServiceCollection() | |||
.AddSingleton(_client) | |||
.AddSingleton(_commands) | |||
.BuildServiceProvider(); | |||
await InstallCommands(); | |||
await InstallCommandsAsync(); | |||
await client.LoginAsync(TokenType.Bot, token); | |||
await client.StartAsync(); | |||
await _client.LoginAsync(TokenType.Bot, token); | |||
await _client.StartAsync(); | |||
await Task.Delay(-1); | |||
} | |||
public async Task InstallCommands() | |||
public async Task InstallCommandsAsync() | |||
{ | |||
// Hook the MessageReceived Event into our Command Handler | |||
client.MessageReceived += HandleCommand; | |||
_client.MessageReceived += HandleCommandAsync; | |||
// Discover all of the commands in this assembly and load them. | |||
await commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
} | |||
public async Task HandleCommand(SocketMessage messageParam) | |||
private async Task HandleCommandAsync(SocketMessage messageParam) | |||
{ | |||
// Don't process the command if it was a System Message | |||
var message = messageParam as SocketUserMessage; | |||
@@ -48,13 +51,13 @@ public class Program | |||
// 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; | |||
if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(_client.CurrentUser, ref argPos))) return; | |||
// Create a Command Context | |||
var context = new CommandContext(client, message); | |||
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, service); | |||
var result = await _commands.ExecuteAsync(context, argPos, _services); | |||
if (!result.IsSuccess) | |||
await context.Channel.SendMessageAsync(result.ErrorReason); | |||
} | |||
} | |||
} |
@@ -1,18 +1,18 @@ | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
using foxboat.Services; | |||
private IServiceProvider _services; | |||
private CommandService _commands; | |||
public class Commands | |||
public async Task InstallAsync(DiscordSocketClient client) | |||
{ | |||
public async Task Install(DiscordSocketClient client) | |||
{ | |||
// Here, we will inject the ServiceProvider with | |||
// all of the services our client will use. | |||
_serviceCollection.AddSingleton(client) | |||
_serviceCollection.AddSingleton(new NotificationService()) | |||
_serviceCollection.AddSingleton(new DatabaseService()) | |||
// ... | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly()); | |||
} | |||
} | |||
// 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()); | |||
} |
@@ -1,6 +1,6 @@ | |||
using Discord.Commands; | |||
public class InfoModule : ModuleBase | |||
public class InfoModule : ModuleBase<SocketCommandContext> | |||
{ | |||
} |
@@ -1,8 +1,8 @@ | |||
[Group("admin")] | |||
public class AdminModule : ModuleBase | |||
public class AdminModule : ModuleBase<SocketCommandContext> | |||
{ | |||
[Group("clean")] | |||
public class CleanModule : ModuleBase | |||
public class CleanModule : ModuleBase<SocketCommandContext> | |||
{ | |||
// ~admin clean 15 | |||
[Command] | |||
@@ -1,42 +1,41 @@ | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
// Create a module with no prefix | |||
public class Info : ModuleBase | |||
public class Info : ModuleBase<SocketCommandContext> | |||
{ | |||
// ~say hello -> hello | |||
[Command("say"), Summary("Echos a message.")] | |||
public async Task Say([Remainder, Summary("The text to echo")] string echo) | |||
{ | |||
// ReplyAsync is a method on ModuleBase | |||
await ReplyAsync(echo); | |||
} | |||
// ~say hello -> hello | |||
[Command("say")] | |||
[Summary("Echos a message.")] | |||
public async Task SayAsync([Remainder] [Summary("The text to echo")] string echo) | |||
{ | |||
// ReplyAsync is a method on ModuleBase | |||
await ReplyAsync(echo); | |||
} | |||
} | |||
// Create a module with the 'sample' prefix | |||
[Group("sample")] | |||
public class Sample : ModuleBase | |||
public class Sample : ModuleBase<SocketCommandContext> | |||
{ | |||
// ~sample square 20 -> 400 | |||
[Command("square"), Summary("Squares a number.")] | |||
public async Task Square([Summary("The number to square.")] int num) | |||
{ | |||
// We can also access the channel from the Command Context. | |||
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | |||
} | |||
// ~sample square 20 -> 400 | |||
[Command("square")] | |||
[Summary("Squares a number.")] | |||
public async Task SquareAsync([Summary("The number to square.")] int num) | |||
{ | |||
// We can also access the channel from the Command Context. | |||
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}"); | |||
} | |||
// ~sample userinfo --> foxbot#0282 | |||
// ~sample userinfo --> foxbot#0282 | |||
// ~sample userinfo @Khionu --> Khionu#8708 | |||
// ~sample userinfo Khionu#8708 --> Khionu#8708 | |||
// ~sample userinfo Khionu --> Khionu#8708 | |||
// ~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.")] | |||
[Alias("user", "whois")] | |||
public async Task UserInfo([Summary("The (optional) user to get info for")] IUser user = null) | |||
{ | |||
var userInfo = user ?? Context.Client.CurrentUser; | |||
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | |||
} | |||
} | |||
// ~sample whois 96642168176807936 --> Khionu#8708 | |||
[Command("userinfo")] | |||
[Summary("Returns info about the current user, or the user parameter, if one passed.")] | |||
[Alias("user", "whois")] | |||
public async Task UserInfoAsync([Summary("The (optional) user to get info for")] SocketUser user = null) | |||
{ | |||
var userInfo = user ?? Context.Client.CurrentUser; | |||
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}"); | |||
} | |||
} |
@@ -12,7 +12,7 @@ Discord API. | |||
### Inheritance | |||
Due to the nature of the Discord API, some entities are designed with | |||
multiple variants, for example, `SocketUser` and `SocketGuildUser`. | |||
multiple variants; for example, `SocketUser` and `SocketGuildUser`. | |||
All models will contain the most detailed version of an entity | |||
possible, even if the type is less detailed. | |||
@@ -61,8 +61,11 @@ a variant of the type that you need. | |||
### Tips | |||
Avoid using boxing-casts to coerce entities into a variant, use the | |||
`as` keyword, and a null-conditional operator. | |||
[`as`] keyword, and a null-conditional operator instead. | |||
This allows you to write safer code, and avoid InvalidCastExceptions. | |||
This allows you to write safer code and avoid [InvalidCastExceptions]. | |||
For example, `(message.Author as SocketGuildUser)?.Nickname`. | |||
For example, `(message.Author as SocketGuildUser)?.Nickname`. | |||
[`as`]: https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/as | |||
[InvalidCastExceptions]: https://msdn.microsoft.com/en-us/library/system.invalidcastexception(v=vs.110).aspx |
@@ -4,27 +4,27 @@ title: Working with Events | |||
Events in Discord.Net are consumed in a similar manner to the standard | |||
convention, with the exception that every event must be of the type | |||
`System.Threading.Tasks.Task`, and instead of using EventArgs, the | |||
`System.Threading.Tasks.Task` and instead of using `EventArgs`, the | |||
event's parameters are passed directly into the handler. | |||
This allows for events to be handled in an async context directly, | |||
instead of relying on async void. | |||
This allows for events to be handled in an async context directly | |||
instead of relying on `async void`. | |||
### Usage | |||
To receive data from an event, hook into it using C#'s delegate | |||
event pattern. | |||
You may opt either to hook an event to an anonymous function (lambda) | |||
You may either opt to hook an event to an anonymous function (lambda) | |||
or a named function. | |||
### Safety | |||
All events are designed to be thread-safe, in that events are executed | |||
synchronously off the gateway task, in the same context as the gateway | |||
All events are designed to be thread-safe; events are executed | |||
synchronously off the gateway task in the same context as the gateway | |||
task. | |||
As a side effect, this makes it possible to deadlock the gateway task, | |||
As a side effect, this makes it possible to deadlock the gateway task | |||
and kill a connection. As a general rule of thumb, any task that takes | |||
longer than three seconds should **not** be awaited directly in the | |||
context of an event, but should be wrapped in a `Task.Run` or | |||
@@ -62,7 +62,7 @@ This pattern is typically only found on `EntityUpdated` events. | |||
An event handler with a signature of `Func<Cacheable, Entity, Task>` | |||
means that the `before` state of the entity was not provided by the | |||
API, so it can either be pulled from the client's cache, or | |||
API, so it can either be pulled from the client's cache or | |||
downloaded from the API. | |||
See the documentation for [Cacheable] for more information on this | |||
@@ -76,8 +76,8 @@ object. | |||
### Tips | |||
Many events relating to a Message entity, e.g. `MessageUpdated` | |||
and `ReactionAdded` rely on the client's message cache, which is | |||
Many events relating to a Message entity (i.e. `MessageUpdated` and | |||
`ReactionAdded`) rely on the client's message cache, which is | |||
**not** enabled by default. Set the `MessageCacheSize` flag in | |||
[DiscordSocketConfig] to enable it. | |||
@@ -14,12 +14,14 @@ section. | |||
### Usage | |||
To receive log events, simply hook the discord client's log method | |||
to a Task with a single parameter of type [LogMessage] | |||
to a `Task` with a single parameter of type [LogMessage]. | |||
It is recommended that you use an established function instead of a | |||
lambda for handling logs, because most [addons] accept a reference | |||
lambda for handling logs, because most addons accept a reference | |||
to a logging function to write their own messages. | |||
[LogMessage]: xref:Discord.LogMessage | |||
### Usage in Commands | |||
Discord.Net's [CommandService] also provides a log event, identical | |||
@@ -29,6 +31,9 @@ Data logged through this event is typically coupled with a | |||
[CommandException], where information about the command's context | |||
and error can be found and handled. | |||
[CommandService]: xref:Discord.Commands.CommandService | |||
[CommandException]: xref:Discord.Commands.CommandException | |||
#### Samples | |||
[!code-csharp[Logging Sample](samples/logging.cs)] | |||
@@ -2,84 +2,87 @@ | |||
title: Installing Discord.Net | |||
--- | |||
Discord.Net is distributed through the NuGet package manager, and it is | |||
recommended to use NuGet to get started. | |||
Discord.Net is distributed through the NuGet package manager, and it | |||
is recommended to use NuGet to get started. | |||
Optionally, you may compile from source and install yourself. | |||
# Supported Platforms | |||
Currently, Discord.Net targets [.NET Standard] 1.3, and offers support for | |||
.NET Standard 1.1. If your application will be targeting .NET Standard 1.1, | |||
please see the [additional steps](#installing-on-net-standard-11). | |||
Currently, Discord.Net targets [.NET Standard] 1.3 and offers support | |||
for .NET Standard 1.1. If your application will be targeting .NET | |||
Standard 1.1, please see the [additional steps]. | |||
Since Discord.Net is built on the .NET Standard, it is also recommended to | |||
create applications using [.NET Core], though you are not required to. When | |||
using .NET Framework, it is suggested to target `.NET 4.6.1` or higher. | |||
Since Discord.Net is built on the .NET Standard, it is also | |||
recommended to create applications using [.NET Core], though not | |||
required. When using .NET Framework, it is suggested to target | |||
`.NET Framework 4.6.1` or higher. | |||
[.NET Standard]: https://docs.microsoft.com/en-us/dotnet/articles/standard/library | |||
[.NET Core]: https://docs.microsoft.com/en-us/dotnet/articles/core/ | |||
[additional steps]: #installing-on-net-standard-11 | |||
# Installing with NuGet | |||
Release builds of Discord.Net 1.0 will be published to the | |||
[official NuGet feed]. | |||
Development builds of Discord.Net 1.0, as well as [addons](TODO) are published | |||
to our development [MyGet feed]. | |||
Development builds of Discord.Net 1.0, as well as addons *(TODO)* are | |||
published to our development [MyGet feed]. | |||
Direct feed link: `https://www.myget.org/F/discord-net/api/v3/index.json` | |||
Not sure how to add a direct feed? See how [with Visual Studio] | |||
or [without Visual Studio](#configuring-nuget-without-visual-studio) | |||
Not sure how to add a direct feed? See how [with Visual Studio] or | |||
[without Visual Studio]. | |||
[official NuGet feed]: https://nuget.org | |||
[MyGet feed]: https://www.myget.org/feed/Packages/discord-net | |||
[with Visual Studio]: https://docs.microsoft.com/en-us/nuget/tools/package-manager-ui#package-sources | |||
[without Visual Studio]: #configuring-nuget-without-visual-studio | |||
## Using Visual Studio | |||
1. Create a solution for your bot | |||
2. In Solution Explorer, find the 'Dependencies' element under your bot's | |||
project | |||
3. Right click on 'Dependencies', and select 'Manage NuGet packages' | |||
 | |||
4. In the 'browse' tab, search for 'Discord.Net' | |||
> [!TIP] | |||
Don't forget to change your package source if you're installing from the | |||
developer feed. | |||
Also make sure to check 'Enable Prereleases' if installing a dev build! | |||
5. Install the 'Discord.Net' package | |||
>Don't forget to change your package source if you're installing from | |||
the developer feed. | |||
>Also make sure to check "Enable Prereleases" if installing a dev | |||
build! | |||
1. Create a solution for your bot. | |||
2. In Solution Explorer, find the "Dependencies" element under your | |||
bot's project. | |||
3. Right click on "Dependencies", and select "Manage NuGet packages." | |||
 | |||
4. In the "Browse" tab, search for `Discord.Net`. | |||
5. Install the `Discord.Net` package. | |||
 | |||
## Using JetBrains Rider | |||
1. Create a new solution for your bot | |||
2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for Solution) | |||
 | |||
3. In the 'Packages' tab, search for 'Discord.Net' | |||
 | |||
> [!TIP] | |||
Make sure to check the 'Prerelease' box if installing a dev build! | |||
Make sure to check the "Prerelease" box if installing a dev build! | |||
4. Install by adding the package to your project | |||
1. Create a new solution for your bot. | |||
2. Open the NuGet window (Tools > NuGet > Manage NuGet packages for | |||
Solution). | |||
 | |||
3. In the "Packages" tab, search for `Discord.Net`. | |||
 | |||
4. Install by adding the package to your project. | |||
 | |||
## Using Visual Studio Code | |||
1. Create a new project for your bot | |||
2. Add Discord.Net to your .csproj | |||
> [!TIP] | |||
Don't forget to add the package source to a [NuGet.Config file] if | |||
you're installing from the developer feed. | |||
1. Create a new project for your bot. | |||
2. Add `Discord.Net` to your .csproj. | |||
[!code-xml[Sample .csproj](samples/project.csproj)] | |||
> [!TIP] | |||
Don't forget to add the package source to a [NuGet.Config file](#configuring-nuget-without-visual-studio) if you're installing from the | |||
developer feed. | |||
[NuGet.Config file]: #configuring-nuget-without-visual-studio | |||
# Compiling from Source | |||
@@ -90,8 +93,8 @@ In order to compile Discord.Net, you require the following: | |||
- [Visual Studio 2017](https://www.visualstudio.com/) | |||
- [.NET Core SDK 1.0](https://www.microsoft.com/net/download/core#/sdk) | |||
The .NET Core and Docker (Preview) workload is required during Visual Studio | |||
installation. | |||
The .NET Core and Docker (Preview) workload is required during Visual | |||
Studio installation. | |||
### Using Command Line | |||
@@ -101,26 +104,27 @@ installation. | |||
## Installing on .NET Standard 1.1 | |||
For applications targeting a runtime corresponding with .NET Standard 1.1 or 1.2, | |||
the builtin WebSocket and UDP provider will not work. For applications which | |||
utilize a WebSocket connection to Discord (WebSocket or RPC), third-party | |||
provider packages will need to be installed and configured. | |||
For applications targeting a runtime corresponding with .NET Standard | |||
1.1 or 1.2, the builtin WebSocket and UDP provider will not work. For | |||
applications which utilize a WebSocket connection to Discord | |||
(WebSocket or RPC), third-party provider packages will need to be | |||
installed and configured. | |||
First, install the following packages through NuGet, or compile yourself, if | |||
you prefer: | |||
First, install the following packages through NuGet, or compile | |||
yourself, if you prefer: | |||
- Discord.Net.Providers.WS4Net | |||
- Discord.Net.Providers.UDPClient | |||
Note that `Discord.Net.Providers.UDPClient` is _only_ required if your bot will | |||
be utilizing voice chat. | |||
Note that `Discord.Net.Providers.UDPClient` is _only_ required if your | |||
bot will be utilizing voice chat. | |||
Next, you will need to configure your [DiscordSocketClient] to use these custom | |||
providers over the default ones. | |||
Next, you will need to configure your [DiscordSocketClient] to use | |||
these custom providers over the default ones. | |||
To do this, set the `WebSocketProvider` and optionally `UdpSocketProvider` | |||
properties on the [DiscordSocketConfig] that you are passing into your | |||
client. | |||
To do this, set the `WebSocketProvider` and the optional | |||
`UdpSocketProvider` properties on the [DiscordSocketConfig] that you | |||
are passing into your client. | |||
[!code-csharp[NET Standard 1.1 Example](samples/netstd11.cs)] | |||
@@ -129,13 +133,14 @@ client. | |||
## Configuring NuGet without Visual Studio | |||
If you plan on deploying your bot or developing outside of Visual Studio, you | |||
will need to create a local NuGet configuration file for your project. | |||
If you plan on deploying your bot or developing outside of Visual | |||
Studio, you will need to create a local NuGet configuration file for | |||
your project. | |||
To do this, create a file named `nuget.config` alongside the root of your | |||
application, where the project solution is located. | |||
To do this, create a file named `nuget.config` alongside the root of | |||
your application, where the project solution is located. | |||
Paste the following snippets into this configuration file, adding any additional | |||
feeds as necessary. | |||
Paste the following snippets into this configuration file, adding any | |||
additional feeds as necessary. | |||
[!code-xml[NuGet Configuration](samples/nuget.config)] |
@@ -13,42 +13,46 @@ diverse commands later, but for now, it is a good starting point. | |||
Before you can begin writing your bot, it is necessary to create a bot | |||
account on Discord. | |||
1. Visit the [Discord Applications Portal] | |||
2. Create a New Application | |||
1. Visit the [Discord Applications Portal]. | |||
2. Create a New Application. | |||
3. Give the application a name (this will be the bot's initial | |||
username). | |||
4. Create the Application | |||
 | |||
5. In the application review page, click **Create a Bot User** | |||
 | |||
6. Confirm the popup | |||
7. If this bot will be public, check 'Public Bot'. | |||
**Do not tick any other options!** | |||
4. Create the Application. | |||
 | |||
5. In the application review page, click **Create a Bot User**. | |||
 | |||
6. Confirm the popup. | |||
7. If this bot will be public, check "Public Bot." **Do not tick any | |||
other options!** | |||
[Discord Applications Portal]: https://discordapp.com/developers/applications/me | |||
## Adding your bot to a server | |||
Bots **can not** use invite links, they must be explicitly invited | |||
Bots **cannot** use invite links, they must be explicitly invited | |||
through the OAuth2 flow. | |||
1. Open your bot's application on the [Discord Applications Portal] | |||
1. Open your bot's application on the [Discord Applications Portal]. | |||
2. Retrieve the app's **Client ID**. | |||
 | |||
 | |||
3. Create an OAuth2 authorization URL | |||
`https://discordapp.com/oauth2/authorize?client_id=<CLIENT ID>&scope=bot` | |||
4. Open the authorization URL in your browser | |||
5. Select a server | |||
>[!NOTE] | |||
Only servers where you have the `MANAGE_SERVER` permission will be | |||
present in this list. | |||
4. Open the authorization URL in your browser. | |||
5. Select a server. | |||
6. Click on authorize. | |||
>[!NOTE] | |||
Only servers where you have the `MANAGE_SERVER` permission will be | |||
present in this list. | |||
 | |||
6. Click authorize | |||
 | |||
## Connecting to Discord | |||
@@ -57,10 +61,10 @@ do that now. (see the [Installing](installing.md) section) | |||
### Async | |||
Discord.Net uses .NET's Task-based Asynchronous Pattern ([TAP]) | |||
Discord.Net uses .NET's [Task-based Asynchronous Pattern (TAP)] | |||
extensively - nearly every operation is asynchronous. | |||
It is highly recommended that these operations be awaited in a | |||
It is highly recommended that these operations are awaited in a | |||
properly established async context whenever possible. Establishing an | |||
async context can be problematic, but not hard. | |||
@@ -70,27 +74,29 @@ async main. | |||
[!code-csharp[Async Context](samples/intro/async-context.cs)] | |||
As a result of this, your program will now start, and immidiately | |||
jump into an async context. This will allow us later on to create a | |||
connection to Discord, without needing to worry about setting up the | |||
As a result of this, your program will now start and immidiately | |||
jump into an async context. This will allow us to create a connection | |||
to Discord later on without needing to worry about setting up the | |||
correct async implementation. | |||
>[!TIP] | |||
If your application throws any exceptions within an async context, | |||
they will be thrown all the way back up to the first non-async method. | |||
Since our first non-async method is the program's Main method, this | |||
they will be thrown all the way back up to the first non-async method; | |||
since our first non-async method is the program's `Main` method, this | |||
means that **all** unhandled exceptions will be thrown up there, which | |||
will crash your application. Discord.Net will prevent exceptions in | |||
event handlers from crashing your program, but any exceptions in your | |||
async main **will** cause the application to crash. | |||
[Task-based Asynchronous Pattern (TAP)]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async | |||
### Creating a logging method | |||
Before we create and configure a Discord client, we will add a method | |||
to handle Discord.Net's log events. | |||
To allow agnostic support of as many log providers as possible, we | |||
log information through a Log event, with a proprietary LogMessage | |||
log information through a `Log` event with a proprietary `LogMessage` | |||
parameter. See the [API Documentation] for this event. | |||
If you are using your own logging framework, this is where you would | |||
@@ -99,10 +105,12 @@ the Console. | |||
[!code-csharp[Async Context](samples/intro/logging.cs)] | |||
[API Documentation]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log | |||
### Creating a Discord Client | |||
Finally, we can create a connection to Discord. Since we are writing | |||
a bot, we will be using a [DiscordSocketClient], along with socket | |||
a bot, we will be using a [DiscordSocketClient] along with socket | |||
entities. See the [terminology](terminology.md) if you're unsure of | |||
the differences. | |||
@@ -110,22 +118,24 @@ To do so, create an instance of [DiscordSocketClient] in your async | |||
main, passing in a configuration object only if necessary. For most | |||
users, the default will work fine. | |||
Before connecting, we should hook the client's log event to the | |||
Before connecting, we should hook the client's `Log` event to the | |||
log handler that was just created. Events in Discord.Net work | |||
similarly to other events in C#, so hook this event the way that | |||
you typically would. | |||
Next, you will need to 'login to Discord' with the `LoginAsync` method. | |||
Next, you will need to "login to Discord" with the `LoginAsync` | |||
method. | |||
You may create a variable to hold your bot's token (this can be found | |||
on your bot's application page on the [Discord Applications Portal]). | |||
 | |||
>[!IMPORTANT] | |||
Your bot's token can be used to gain total access to your bot, so | |||
**do __NOT__ share this token with anyone!** It may behoove you to | |||
store this token in an external file if you plan on distributing the | |||
source code for your bot. | |||
**do __NOT__ share this token with anyone else!** It may behoove you | |||
to store this token in an external file if you plan on distributing | |||
the source code for your bot. | |||
We may now invoke the client's `StartAsync` method, which will | |||
start connection/reconnection logic. It is important to note that | |||
@@ -134,14 +144,9 @@ start connection/reconnection logic. It is important to note that | |||
Any methods that rely on the client's state should go in an event | |||
handler. | |||
>[!NOTE] | |||
Connection logic is incomplete as of the current build. Events will | |||
soon be added to indicate when the client's state is ready for use; | |||
(rewrite this section when possible) | |||
Finally, we will want to block the async main method from returning | |||
until after the application is exited. To do this, we can await an | |||
infinite delay, or any other blocking method, such as reading from | |||
infinite delay or any other blocking method, such as reading from | |||
the console. | |||
The following lines can now be added: | |||
@@ -154,51 +159,55 @@ online in Discord. | |||
>[!TIP] | |||
Encountering a `PlatformNotSupportedException` when starting your bot? | |||
This means that you are targeting a platform where .NET's default | |||
WebSocket client is not supported. Refer to the [installing guide] | |||
WebSocket client is not supported. Refer to the [installation guide] | |||
for how to fix this. | |||
[TAP]: https://docs.microsoft.com/en-us/dotnet/articles/csharp/async | |||
[API Documentation]: xref:Discord.Rest.BaseDiscordClient#Discord_Rest_BaseDiscordClient_Log | |||
[DiscordSocketClient]: xref:Discord.WebSocket.DiscordSocketClient | |||
[installing guide]: installing.md#installing-on-net-standard-11 | |||
[installation guide]: installing.md#installing-on-net-standard-11 | |||
### Handling a 'ping' | |||
>[!WARNING] | |||
Please note that this is *not* a proper way to create a command. | |||
Use the `CommandService` provided by the library instead, as explained | |||
in the [Command Guide] section. | |||
Now that we have learned how to open a connection to Discord, we can | |||
begin handling messages that users are sending. | |||
To start out, our bot will listen for any message where the content | |||
is equal to `!ping`, and respond back with `Pong!`. | |||
is equal to `!ping` and respond back with "Pong!". | |||
Since we want to listen for new messages, the event to hook in to | |||
Since we want to listen for new messages, the event to hook into | |||
is [MessageReceived]. | |||
In your program, add a method that matches the signature of the | |||
MessageReceived event - it must be a method (`Func`) that returns the | |||
type `Task`, and takes a single parameter, a [SocketMessage]. Also, | |||
`MessageReceived` event - it must be a method (`Func`) that returns | |||
the type `Task` and takes a single parameter, a [SocketMessage]. Also, | |||
since we will be sending data to Discord in this method, we will flag | |||
it as `async`. | |||
In this method, we will add an `if` block, to determine if the message | |||
In this method, we will add an `if` block to determine if the message | |||
content fits the rules of our scenario - recall that it must be equal | |||
to `!ping`. | |||
Inside the branch of this condition, we will want to send a message | |||
back to the channel from which the message came - `Pong!`. To find the | |||
channel, look for the `Channel` property on the message parameter. | |||
back to the channel from which the message comes from - "Pong!". To | |||
find the channel, look for the `Channel` property on the message | |||
parameter. | |||
Next, we will want to send a message to this channel. Since the | |||
channel object is of type [SocketMessageChannel], we can invoke the | |||
`SendMessageAsync` instance method. For the message content, send back | |||
a string containing 'Pong!'. | |||
a string containing "Pong!". | |||
You should have now added the following lines: | |||
[!code-csharp[Message](samples/intro/message.cs)] | |||
Now, your first bot is complete. You may continue to add on to this | |||
if you desire, but for any bot that will be carrying out multiple | |||
commands, it is strongly encouraged to use the command framework, as | |||
Now your first bot is complete. You may continue to add on to this | |||
if you desire, but for any bots that will be carrying out multiple | |||
commands, it is strongly recommended to use the command framework as | |||
shown below. | |||
For your reference, you may view the [completed program]. | |||
@@ -207,13 +216,14 @@ For your reference, you may view the [completed program]. | |||
[SocketMessage]: xref:Discord.WebSocket.SocketMessage | |||
[SocketMessageChannel]: xref:Discord.WebSocket.ISocketMessageChannel | |||
[completed program]: samples/intro/complete.cs | |||
[Command Guide]: ../commands/commands.md | |||
# Building a bot with commands | |||
This section will show you how to write a program that is ready for | |||
[commands](commands/commands.md). Note that this will not be explaining _how_ | |||
to write commands or services, it will only be covering the general | |||
structure. | |||
[Commands](../commands/commands.md). Note that we will not be | |||
explaining _how_ to write Commands or Services, it will only be | |||
covering the general structure. | |||
For reference, view an [annotated example] of this structure. | |||
@@ -224,4 +234,4 @@ should be to separate the program (initialization and command handler), | |||
the modules (handle commands), and the services (persistent storage, | |||
pure functions, data manipulation). | |||
**todo:** diagram of bot structure | |||
**todo:** diagram of bot structure |
@@ -7,32 +7,34 @@ title: Terminology | |||
## Preface | |||
Most terms for objects remain the same between 0.9 and 1.0. The major difference is that the ``Server`` is now called ``Guild``, to stay in line with Discord internally | |||
Most terms for objects remain the same between 0.9 and 1.0. The major | |||
difference is that the ``Server`` is now called ``Guild`` to stay in | |||
line with Discord internally. | |||
## Implementation Specific Entities | |||
Discord.Net 1.0 is split into a core library, and three different | |||
implementations - Discord.Net.Core, Discord.Net.Rest, Discord.Net.Rpc, | |||
and Discord.Net.WebSockets. | |||
Discord.Net 1.0 is split into a core library and three different | |||
implementations - `Discord.Net.Core`, `Discord.Net.Rest`, | |||
`Discord.Net.Rpc`, and `Discord.Net.WebSockets`. | |||
As a bot developer, you will only need to use Discord.Net.WebSockets, | |||
As a bot developer, you will only need to use `Discord.Net.WebSockets`, | |||
but you should be aware of the differences between them. | |||
`Discord.Net.Core` provides a set of interfaces that model Discord's | |||
`Discord.Net.Core` provides a set of interfaces that models Discord's | |||
API. These interfaces are consistent throughout all implementations of | |||
Discord.Net, and if you are writing an implementation-agnostic library | |||
or addon, you can rely on the core interfaces to ensure that your | |||
addon will run on all platforms. | |||
`Discord.Net.Rest` provides a set of concrete classes to be used | |||
**strictly** with the REST portion of Discord's API. Entities in | |||
this implementation are prefixed with `Rest`, e.g. `RestChannel`. | |||
**strictly** with the REST portion of Discord's API. Entities in this | |||
implementation are prefixed with `Rest` (e.g. `RestChannel`). | |||
`Discord.Net.Rpc` provides a set of concrete classes that are used with | |||
Discord's RPC API. Entities in this implementation are prefixed with | |||
`Rpc`, e.g. `RpcChannel`. | |||
`Discord.Net.Rpc` provides a set of concrete classes that are used | |||
with Discord's RPC API. Entities in this implementation are prefixed | |||
with `Rpc` (e.g. `RpcChannel`). | |||
`Discord.Net.WebSocket` provides a set of concrete classes that are used | |||
primarily with Discord's WebSocket API, or entities that are kept in | |||
cache. When developing bots, you will be using this implementation. All | |||
entities are prefixed with `Socket`, e.g. `SocketChannel`. | |||
`Discord.Net.WebSocket` provides a set of concrete classes that are | |||
used primarily with Discord's WebSocket API or entities that are kept | |||
in cache. When developing bots, you will be using this implementation. | |||
All entities are prefixed with `Socket` (e.g. `SocketChannel`). |
@@ -17,7 +17,7 @@ when developing on .NET Core, this is where you execute `dotnet run` | |||
from; typically the same directory as your csproj). | |||
For Windows Users, precompiled binaries are available for your | |||
convienence [here](https://discord.foxbot.me/binaries/) | |||
convienence [here](https://discord.foxbot.me/binaries/). | |||
For Linux Users, you will need to compile [Sodium] and [Opus] from | |||
source, or install them from your package manager. | |||
@@ -31,7 +31,7 @@ Joining a channel is the first step to sending audio, and will return | |||
an [IAudioClient] to send data with. | |||
To join a channel, simply await [ConnectAsync] on any instance of an | |||
@Discord.IVoiceChannel. | |||
@Discord.IAudioChannel. | |||
[!code-csharp[Joining a Channel](samples/joining_audio.cs)] | |||
@@ -44,7 +44,7 @@ guild. To switch channels within a guild, invoke [ConnectAsync] on | |||
another voice channel in the guild. | |||
[IAudioClient]: xref:Discord.Audio.IAudioClient | |||
[ConnectAsync]: xref:Discord.IVoiceChannel#Discord_IVoiceChannel_ConnectAsync | |||
[ConnectAsync]: xref:Discord.IAudioChannel#Discord_IAudioChannel_ConnectAsync_Action_IAudioClient__ | |||
## Transmitting Audio | |||
@@ -84,7 +84,7 @@ Channels should be left at `2`, unless you specified a different value | |||
for `-ac 2` when creating FFmpeg. | |||
[AudioOutStream]: xref:Discord.Audio.AudioOutStream | |||
[IAudioClient.CreatePCMStream]: xref:Discord.Audio.IAudioClient#Discord_Audio_IAudioClient_CreatePCMStream_System_Int32_System_Int32_System_Nullable_System_Int32__System_Int32_ | |||
[IAudioClient.CreatePCMStream]: xref:Discord.Audio.IAudioClient#Discord_Audio_IAudioClient_CreateDirectPCMStream_Discord_Audio_AudioApplication_System_Nullable_System_Int32__System_Int32_ | |||
Finally, audio will need to be piped from FFmpeg's stdout into your | |||
AudioOutStream. This step can be as complex as you'd like it to be, but | |||