* 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 suggestionspull/2064/head
@@ -4,43 +4,45 @@ VisualStudioVersion = 17.1.31903.286 | |||
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{137DB209-B357-4EE8-A6EE-4B6127F6DEE9}.Release|x64.Build.0 = Release|Any CPU | |||
{137DB209-B357-4EE8-A6EE-4B6127F6DEE9}.Release|x86.ActiveCfg = Release|Any CPU | |||
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{A23E46D2-1610-4AE5-820F-422D34810887}.Debug|Any CPU.Build.0 = Debug|Any CPU | |||
{A23E46D2-1610-4AE5-820F-422D34810887}.Debug|x64.ActiveCfg = Debug|Any CPU | |||
@@ -232,18 +234,30 @@ Global | |||
{A23E46D2-1610-4AE5-820F-422D34810887}.Release|x64.Build.0 = Release|Any CPU | |||
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{A23E46D2-1610-4AE5-820F-422D34810887}.Release|x86.Build.0 = Release|Any CPU | |||
{24C231FD-8CF3-444A-9E7C-45C18BAD4A0D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | |||
{24C231FD-8CF3-444A-9E7C-45C18BAD4A0D}.Debug|Any CPU.Build.0 = Debug|Any CPU | |||
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{24C231FD-8CF3-444A-9E7C-45C18BAD4A0D}.Debug|x64.Build.0 = Debug|Any CPU | |||
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EndGlobalSection | |||
GlobalSection(SolutionProperties) = preSolution | |||
HideSolutionNode = FALSE | |||
@@ -253,17 +267,18 @@ Global | |||
{078DD7E6-943D-4D09-AFC2-D2BA58B76C9C} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A} | |||
{688FD1D8-7F01-4539-B2E9-F473C5D699C7} = {288C363D-A636-4EAE-9AC1-4698B641B26E} | |||
{9AFAB80E-D2D3-4EDB-B58C-BACA78D1EA30} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A} | |||
{47820065-3CFB-401C-ACEA-862BD564A404} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
{137DB209-B357-4EE8-A6EE-4B6127F6DEE9} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A} | |||
{24C231FD-8CF3-444A-9E7C-45C18BAD4A0D} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A} | |||
{FC67057C-E92F-4E1C-98BE-46F839C8AD71} = {C7CF5621-7D36-433B-B337-5A2E3C101A71} | |||
{DBF8B16E-5967-4480-8EDE-15D98A0DF0C4} = {C7CF5621-7D36-433B-B337-5A2E3C101A71} | |||
{E169E15A-E82C-45BF-8C24-C2CADB7093AA} = {C7CF5621-7D36-433B-B337-5A2E3C101A71} | |||
{F2FF84FB-F6AD-47E5-9EE5-18206CAE136E} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
{4E1F1F40-B1DD-40C9-A4B1-A2046A4C9C76} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
{9B4C4AFB-3D15-44C6-9E36-12ED625AAA26} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
{DBF8B16E-5967-4480-8EDE-15D98A0DF0C4} = {C7CF5621-7D36-433B-B337-5A2E3C101A71} | |||
{E169E15A-E82C-45BF-8C24-C2CADB7093AA} = {C7CF5621-7D36-433B-B337-5A2E3C101A71} | |||
{FC67057C-E92F-4E1C-98BE-46F839C8AD71} = {C7CF5621-7D36-433B-B337-5A2E3C101A71} | |||
{47820065-3CFB-401C-ACEA-862BD564A404} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
{4A03840B-9EBE-47E3-89AB-E0914DF21AFB} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
{137DB209-B357-4EE8-A6EE-4B6127F6DEE9} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A} | |||
{A23E46D2-1610-4AE5-820F-422D34810887} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
{24C231FD-8CF3-444A-9E7C-45C18BAD4A0D} = {CC3D4B1C-9DE0-448B-8AE7-F3F1F3EC5C3A} | |||
{B61AAE66-15CC-40E4-873A-C23E697C3411} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
{4A03840B-9EBE-47E3-89AB-E0914DF21AFB} = {BB59D5B5-E7B0-4BF4-8F82-D14431B2799B} | |||
EndGlobalSection | |||
GlobalSection(ExtensibilityGlobals) = postSolution | |||
SolutionGuid = {D2404771-EEC8-45F2-9D71-F3373F6C1495} | |||
@@ -81,3 +81,22 @@ Due to the nature of the Discord API, we will oftentimes need to add a property | |||
Furthermore, while we will never break the API (outside of interface changes) on minor builds, we will occasionally need to break the ABI, by introducing parameters to a method to match changes upstream with Discord. As such, a minor version increment may require you to recompile your code, and dependencies, such as addons, may also need to be recompiled and republished on the newer version. When a binary breaking change is made, the change will be noted in the release notes. | |||
An increment of the MAJOR component indicates that breaking changes have been made to the library; consumers should check the release notes to determine what changes need to be made. | |||
## Branches | |||
### Release/X.X | |||
Release branch following Major.Minor. Upon release, patches will be pushed to these branches. | |||
New NuGet releases will be tagged on these branches. | |||
### Dev | |||
Development branch, available on MyGet. This branch is what pull requests are targetted to. | |||
### Feature/X | |||
Branches that target Dev, adding new features. Feel free to explore these branches and give feedback where necessary. | |||
### Docs/X | |||
Usually targets Dev. These branches are used to update documentation with either new features or existing feature rework. |
@@ -53,7 +53,7 @@ able to message. | |||
You may check the message channel type. Visit [Glossary] to see the | |||
various types of channels. | |||
[glossary]: xref:FAQ.Glossary#message-channels | |||
[Glossary]: xref:Guides.Entities.Glossary#channels | |||
## How can I get the guild from a message? | |||
@@ -24,6 +24,6 @@ Visit the repo's [release tag] to see the latest public pre-release. | |||
The `DependencyMap` has been replaced with Microsoft's | |||
[DependencyInjection] Abstractions. An example usage can be seen | |||
[here](https://github.com/foxbot/DiscordBotBase/blob/csharp/src/DiscordBot/Program.cs#L36). | |||
[here](https://github.com/Discord-Net-Labs/Discord.Net-Labs/blob/release/3.x/samples/InteractionFramework/Program.cs#L66). | |||
[DependencyInjection]: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection |
@@ -16,7 +16,5 @@ | |||
topicUid: FAQ.Commands.Interactions | |||
- name: Dependency Injection | |||
topicUid: FAQ.Commands.DI | |||
- name: Glossary | |||
topicUid: FAQ.Glossary | |||
- name: Legacy or Upgrade | |||
topicUid: FAQ.Legacy |
@@ -0,0 +1,68 @@ | |||
--- | |||
uid: Guides.Entities.Casting | |||
title: Casting & Unboxing | |||
--- | |||
# Casting | |||
Casting can be done in many ways, and is the only method to box and unbox types to/from their base definition. | |||
Casting only works for types that inherit the base type that you want to unbox from. | |||
`IUser` cannot be cast to `IMessage`. | |||
> [!NOTE] | |||
> Interfaces **can** be cast to other interfaces, as long as they inherit each other. | |||
> The same goes for reverse casting. As long as some entity can be simplified into what it inherits, your cast will pass. | |||
## Boxing | |||
A boxed object is the definition of an object that was simplified (or trimmed) by incoming traffic, | |||
but still owns the data of the originally constructed type. Boxing is an implicit operation. | |||
Through casting, we can **unbox** this type, and access the properties that were unaccessible before. | |||
## Unboxing | |||
Unboxing is the most direct way to access the real definition of an object. | |||
If we want to return a type from its interface, we can unbox it directly. | |||
[!code-csharp[Unboxing](samples/unboxing.cs)] | |||
## Regular casting | |||
In 'regular' casting, we use the `as` keyword to assign the given type to the object. | |||
If the boxed type can indeed be cast into given type, | |||
it will become said type, and its properties can be accessed. | |||
[!code-csharp[Casting](samples/casting.cs)] | |||
> [!WARNING] | |||
> If the type you're casting to is null, a `NullReferenceException` will be thrown when it's called. | |||
> This makes safety casting much more interesting to use, as it prevents this exception from being thrown. | |||
## Safety casting | |||
Safety casting makes sure that the type you're trying to cast to can never be null, as it passes checks upon calling them. | |||
There are 3 different ways to safety cast an object: | |||
### Basic safety casting: | |||
To safety cast an object, all we need to do is check if it is of the member type in a statement. | |||
If this check fails, it will continue below, making sure we don't try to access null. | |||
[!code-csharp[Base](samples/safety-cast.cs)] | |||
### Object declaration: | |||
Here we declare the object we are casting to, | |||
making it so that you can immediately work with its properties without reassigning through regular casting. | |||
[!code-csharp[Declare](samples/safety-cast-var.cs)] | |||
### Reverse passage: | |||
In previous examples, we want to let code continue running after the check, or if the check fails. | |||
In this example, the cast will return the entire method (ignoring the latter) upon failure, | |||
and declare the variable for further use into the method: | |||
[!code-csharp[Pass](samples/safety-cast-pass.cs)] | |||
> [!NOTE] | |||
> Usage of `is`, `not` and `as` is required in cast assignment and/or type checks. `==`, `!=` and `=` are invalid assignment, | |||
> as these operators only apply to initialized objects and not their types. |
@@ -1,29 +1,19 @@ | |||
--- | |||
uid: FAQ.Glossary | |||
title: Common Terminologies / Glossary | |||
uid: Guides.Entities.Glossary | |||
title: Glossary & Flowcharts | |||
--- | |||
# Glossary | |||
# Entity Types | |||
This is an additional chapter for quick references to various common | |||
types that you may see within Discord.Net. To see more information | |||
regarding each type of object, click on the object to navigate | |||
to our API documentation page where you might find more explanation | |||
about it. | |||
A list of all Discord.Net entities, what they can be cast to and what their properties are. | |||
## Common Types | |||
* A **Guild** ([IGuild]) is an isolated collection of users and | |||
channels, and are often referred to as "servers". | |||
- Example: [Discord API](https://discord.gg/jkrBmQR) | |||
* A **Channel** ([IChannel]) represents a generic channel. | |||
- Example: #dotnet_discord-net | |||
- See [Channel Types](#channel-types) | |||
> [!NOTE] | |||
> All interfaces have the same inheritance tree for both `Socket` and `Rest` entities. | |||
> Entities with that have been marked red are exclusive to the project they source from. | |||
[IGuild]: xref:Discord.IGuild | |||
[IChannel]: xref:Discord.IChannel | |||
## Channels | |||
## Channel Types | |||
 | |||
### Message Channels | |||
* A **Text Channel** ([ITextChannel]) is a message channel from a Guild. | |||
@@ -40,14 +30,11 @@ channels, and are often referred to as "servers". | |||
- This can be any channels that may exist in a guild. | |||
* A **Voice Channel** ([IVoiceChannel]) is a voice channel in a guild. | |||
* A **Stage Channel** ([IStageChannel]) is a stage channel in a guild. | |||
* A **Category Channel** ([ICategoryChannel]) (2.0+) is a category that | |||
* A **Category Channel** ([ICategoryChannel]) is a category that | |||
holds one or more sub-channels. | |||
* A **Nested Channel** ([INestedChannel]) (2.0+) is a channel that can | |||
* A **Nested Channel** ([INestedChannel]) is a channel that can | |||
exist under a category. | |||
> [!NOTE] | |||
> A Channel ([IChannel]) can be all types of channels. | |||
[INestedChannel]: xref:Discord.INestedChannel | |||
[IGuildChannel]: xref:Discord.IGuildChannel | |||
[IMessageChannel]: xref:Discord.IMessageChannel | |||
@@ -62,17 +49,27 @@ exist under a category. | |||
[IStageChannel]: xref:Discord.IStageChannel | |||
[INewsChannel]: xref:Discord.INewsChannel | |||
## Message Types | |||
## Messages | |||
 | |||
* A **Rest Followup Message** ([RestFollowupMessage]) is a message returned by followup on on an interaction. | |||
* A **Rest Interaction Message** ([RestInteractionMessage]) is a message returned by the interaction's original response. | |||
* A **Rest User Message** ([RestUserMessage]) is a message sent over rest; it can be any of the above. | |||
* An **User Message** ([IUserMessage]) is a message sent by a user. | |||
* A **System Message** ([ISystemMessage]) is a message sent by Discord itself. | |||
* A **Message** ([IMessage]) can be any of the above. | |||
[RestFollowupMessage]: xref:Discord.Rest.RestFollowupMessage | |||
[RestInteractionMessage]: xref:Discord.Rest.RestInteractionMessage | |||
[RestUserMEssage]: xref:Discord.Rest.RestUserMessage | |||
[IUserMessage]: xref:Discord.IUserMessage | |||
[ISystemMessage]: xref:Discord.ISystemMessage | |||
[IMessage]: xref:Discord.IMessage | |||
## User Types | |||
## Users | |||
 | |||
* A **Guild User** ([IGuildUser]) is a user available inside a guild. | |||
* A **Group User** ([IGroupUser]) is a user available inside a group. | |||
@@ -85,7 +82,29 @@ exist under a category. | |||
[ISelfUser]: xref:Discord.ISelfUser | |||
[IUser]: xref:Discord.IUser | |||
## Emoji Types | |||
## Interactions | |||
 | |||
* A **Slash command** ([ISlashCommandInteraction]) is an application command executed in the text box, with provided parameters. | |||
* A **Message Command** ([IMessageCommandInteraction]) is an application command targetting a message. | |||
* An **User Command** ([IUserCommandInteraction]) is an application command targetting a user. | |||
* An **Application Command** ([IApplicationCommandInteraction]) is any of the above. | |||
* A **Message component** ([IMessageComponent]) is the interaction of a button being clicked/dropdown option(s) entered. | |||
* An **Autocomplete Interaction** ([IAutocompleteinteraction]) is an interaction that has been automatically completed. | |||
* An **Interaction** ([IDiscordInteraction]) is any of the above. | |||
[ISlashCommandInteraction]: xref:Discord.ISlashCommandInteraction | |||
[IMessageCommandInteraction]: xref:Discord.IMessageCommandInteraction | |||
[IUserCommandInteraction]: xref:Discord.IUserCommandInteraction | |||
[IApplicationCommandInteraction]: xref:Discord.IApplicationCommandInteraction | |||
[IMessageComponent]: xref:Discord.IMessageComponent | |||
[IAutocompleteinteraction]: xref:Discord.IAutocompleteInteraction | |||
[IDiscordInteraction]: xref:Discord.IDiscordInteraction | |||
## Other types: | |||
### Emoji | |||
* An **Emote** ([Emote]) is a custom emote from a guild. | |||
- Example: `<:dotnet:232902710280716288>` | |||
@@ -95,8 +114,7 @@ exist under a category. | |||
[Emote]: xref:Discord.Emote | |||
[Emoji]: xref:Discord.Emoji | |||
## Sticker Types | |||
### Stickers | |||
* A **Sticker** ([ISticker]) is a standard Discord sticker. | |||
* A **Custom Sticker ([ICustomSticker]) is a Guild-unique sticker. | |||
@@ -104,7 +122,7 @@ exist under a category. | |||
[ISticker]: xref:Discord.ISticker | |||
[ICustomSticker]: xref:Discord.ICustomSticker | |||
## Activity Types | |||
### Activity | |||
* A **Game** ([Game]) refers to a user's game activity. | |||
* A **Rich Presence** ([RichGame]) refers to a user's detailed |
@@ -1,26 +1,41 @@ | |||
--- | |||
uid: Guides.Concepts.Entities | |||
title: Entities | |||
uid: Guides.Entities.Intro | |||
title: Introduction | |||
--- | |||
# Entities in Discord.Net | |||
> [!NOTE] | |||
> This article is written with the Socket variants of entities in mind, | |||
> not the general interfaces or Rest entities. | |||
Discord.Net provides a versatile entity system for navigating the | |||
Discord API. | |||
> [!TIP] | |||
> It is **vital** that you use the proper IDs for an entity when using | |||
> a `GetXXX` method. It is recommended that you enable Discord's | |||
> _developer mode_ to allow easy access to entity IDs, found in | |||
> Settings > Appearance > Advanced. Read more about it in the | |||
> [FAQ](xref:FAQ.Basics.GetStarted) page. | |||
## 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, `IUser` and `IGuildUser`. | |||
All models will contain the most detailed version of an entity | |||
possible, even if the type is less detailed. | |||
For example, in the case of the `MessageReceived` event, a | |||
## Socket & REST | |||
REST entities are retrieved over REST, and will be disposed after use. | |||
It is suggested to limit the amount of REST calls as much as possible, | |||
as calls over REST interact with the API, and are thus prone to rate-limits. | |||
- [Learn more about REST](https://restfulapi.net/) | |||
Socket entities are created through the gateway, | |||
most commonly through `DiscordSocketClient` events. | |||
These entities will enter the clients' global cache for later use. | |||
In the case of the `MessageReceived` event, a | |||
`SocketMessage` is passed in with a channel property of type | |||
`SocketMessageChannel`. All messages come from channels capable of | |||
messaging, so this is the only variant of a channel that can cover | |||
@@ -31,7 +46,9 @@ But that doesn't mean a message _can't_ come from a | |||
retrieve information about a guild from a message entity, you will | |||
need to cast its channel object to a `SocketTextChannel`. | |||
You can find out various types of entities in the [Glossary page.](xref:FAQ.Glossary) | |||
> [!NOTE] | |||
> You can find out the inheritance tree & definitions of various entities | |||
> [here](xref:Guides.Entities.Glossary) | |||
## Navigation | |||
@@ -40,26 +57,31 @@ you to easily navigate to an entity's parent or children. As explained | |||
above, you will sometimes need to cast to a more detailed version of | |||
an entity to navigate to its parent. | |||
## Accessing Entities | |||
## Accessing Socket Entities | |||
The most basic forms of entities, `SocketGuild`, `SocketUser`, and | |||
`SocketChannel` can be pulled from the DiscordSocketClient's global | |||
cache, and can be retrieved using the respective `GetXXX` method on | |||
DiscordSocketClient. | |||
> [!TIP] | |||
> It is **vital** that you use the proper IDs for an entity when using | |||
> a `GetXXX` method. It is recommended that you enable Discord's | |||
> _developer mode_ to allow easy access to entity IDs, found in | |||
> Settings > Appearance > Advanced. Read more about it in the | |||
> [FAQ](xref:FAQ.Basics.GetStarted) page. | |||
More detailed versions of entities can be pulled from the basic | |||
entities, e.g., `SocketGuild.GetUser`, which returns a | |||
`SocketGuildUser`, or `SocketGuild.GetChannel`, which returns a | |||
`SocketGuildChannel`. Again, you may need to cast these objects to get | |||
a variant of the type that you need. | |||
## Sample | |||
### Sample | |||
[!code-csharp[Socket Sample](samples/socketentities.cs)] | |||
## Accessing REST Entities | |||
REST entities work almost the same as Socket entities, but are much less frequently used. | |||
To access REST entities, the `DiscordSocketClient`'s `Rest` property is required. | |||
Another option here is to create your own [DiscordRestClient], independent of the Socket gateway. | |||
[DiscordRestClient]: xref:Discord.Rest.DiscordRestClient | |||
### Sample | |||
[!code-csharp[Entity Sample](samples/entities.cs)] | |||
[!code-csharp[Rest Sample](samples/restentities.cs)] |
@@ -0,0 +1,7 @@ | |||
// Say we have an entity; for the simplicity of this example, it will appear from thin air. | |||
IChannel channel; | |||
// If we want this to be an ITextChannel so we can access the properties of a text channel inside of a guild, an approach would be: | |||
ITextChannel textChannel = channel as ITextChannel; | |||
await textChannel.DoSomethingICantWithIChannelAsync(); |
@@ -0,0 +1,8 @@ | |||
// RestUser entities expose the accent color and banner of a user. | |||
// This being one of the few use-cases for requesting a RestUser instead of depending on the Socket counterpart. | |||
public static EmbedBuilder WithUserColor(this EmbedBuilder builder, IUser user) | |||
{ | |||
var restUser = await _client.Rest.GetUserAsync(user.Id); | |||
return builder.WithColor(restUser.AccentColor ?? Color.Blue); | |||
// The accent color can still be null, so a check for this needs to be done to prevent an exception to be thrown. | |||
} |
@@ -0,0 +1,10 @@ | |||
private void MyFunction(IMessage message) | |||
{ | |||
// Here we do the reverse as in the previous examples, and let it continue the code below if it IS an IUserMessage | |||
if (message is not IUserMessage userMessage) | |||
return; | |||
// Because we do the above check inline (don't give the statement a body), | |||
// the code will still declare `userMessage` as available outside of the above statement. | |||
Console.WriteLine(userMessage.Author); | |||
} |
@@ -0,0 +1,9 @@ | |||
IUser user; | |||
// Here we can pre-define the actual declaration of said IGuildUser object, | |||
// so we don't need to cast additionally inside of the statement. | |||
if (user is IGuildUser guildUser) | |||
{ | |||
Console.WriteLine(guildUser.JoinedAt); | |||
} | |||
// Check failed. |
@@ -0,0 +1,8 @@ | |||
IUser user; | |||
// Here we check if the user is an IGuildUser, if not, let it pass. This ensures its not null. | |||
if (user is IGuildUser) | |||
{ | |||
Console.WriteLine("This user is in a guild!"); | |||
} | |||
// Check failed. |
@@ -0,0 +1,9 @@ | |||
IUser user; | |||
// Here we use inline unboxing to make a call to its member (if available) only once. | |||
// Note that if the entity we're trying to cast to is null, this will throw a NullReferenceException. | |||
Console.WriteLine(((IGuildUser)user).Nickname); | |||
// In case you are certain the entity IS said member, you can also use unboxing to declare variables. | |||
IGuildUser guildUser = (IGuildUser)user; |
@@ -21,8 +21,14 @@ | |||
topicUid: Guides.Concepts.Events | |||
- name: Managing Connections | |||
topicUid: Guides.Concepts.ManageConnections | |||
- name: Entities | |||
topicUid: Guides.Concepts.Entities | |||
- name: Entities | |||
items: | |||
- name: Introduction | |||
topicUid: Guides.Entities.Intro | |||
- name: Casting | |||
topicUid: Guides.Entities.Casting | |||
- name: Glossary & Flowcharts | |||
topicUid: Guides.Entities.Glossary | |||
- name: Working with Text-based Commands | |||
items: | |||
- name: Introduction | |||
@@ -1,77 +0,0 @@ | |||
using System; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
using Discord; | |||
using Discord.WebSocket; | |||
namespace _01_basic_ping_bot | |||
{ | |||
// This is a minimal, bare-bones example of using Discord.Net | |||
// | |||
// If writing a bot with commands, we recommend using the Discord.Net.Commands | |||
// framework, rather than handling commands yourself, like we do in this sample. | |||
// | |||
// You can find samples of using the command framework: | |||
// - Here, under the 02_commands_framework sample | |||
// - https://github.com/foxbot/DiscordBotBase - a bare-bones bot template | |||
// - https://github.com/foxbot/patek - a more feature-filled bot, utilizing more aspects of the library | |||
class Program | |||
{ | |||
private readonly DiscordSocketClient _client; | |||
// Discord.Net heavily utilizes TAP for async, so we create | |||
// an asynchronous context from the beginning. | |||
static void Main(string[] args) | |||
{ | |||
new Program().MainAsync().GetAwaiter().GetResult(); | |||
} | |||
public Program() | |||
{ | |||
// It is recommended to Dispose of a client when you are finished | |||
// using it, at the end of your app's lifetime. | |||
_client = new DiscordSocketClient(); | |||
_client.Log += LogAsync; | |||
_client.Ready += ReadyAsync; | |||
_client.MessageReceived += MessageReceivedAsync; | |||
} | |||
public async Task MainAsync() | |||
{ | |||
// Tokens should be considered secret data, and never hard-coded. | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token")); | |||
await _client.StartAsync(); | |||
// Block the program until it is closed. | |||
await Task.Delay(Timeout.Infinite); | |||
} | |||
private Task LogAsync(LogMessage log) | |||
{ | |||
Console.WriteLine(log.ToString()); | |||
return Task.CompletedTask; | |||
} | |||
// The Ready event indicates that the client has opened a | |||
// connection and it is now safe to access the cache. | |||
private Task ReadyAsync() | |||
{ | |||
Console.WriteLine($"{_client.CurrentUser} is connected!"); | |||
return Task.CompletedTask; | |||
} | |||
// This is not the recommended way to write a bot - consider | |||
// reading over the Commands Framework sample. | |||
private async Task MessageReceivedAsync(SocketMessage message) | |||
{ | |||
// The bot should never respond to itself. | |||
if (message.Author.Id == _client.CurrentUser.Id) | |||
return; | |||
if (message.Content == "!ping") | |||
await message.Channel.SendMessageAsync("pong!"); | |||
} | |||
} | |||
} |
@@ -1,16 +0,0 @@ | |||
using System; | |||
using System.Collections.Generic; | |||
using System.Linq; | |||
using System.Text; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework | |||
{ | |||
public enum ExampleEnum | |||
{ | |||
First, | |||
Second, | |||
Third, | |||
Fourth | |||
} | |||
} |
@@ -0,0 +1,112 @@ | |||
using System; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
using Discord; | |||
using Discord.WebSocket; | |||
namespace BasicBot | |||
{ | |||
// This is a minimal, bare-bones example of using Discord.Net. | |||
// | |||
// If writing a bot with commands/interactions, we recommend using the Discord.Net.Commands/Discord.Net.Interactions | |||
// framework, rather than handling them yourself, like we do in this sample. | |||
// | |||
// You can find samples of using the command framework: | |||
// - Here, under the TextCommandFramework sample | |||
// - At the guides: https://discordnet.dev/guides/text_commands/intro.html | |||
// | |||
// You can find samples of using the interaction framework: | |||
// - Here, under the InteractionFramework sample | |||
// - At the guides: https://discordnet.dev/guides/int_framework/intro.html | |||
class Program | |||
{ | |||
// Non-static readonly fields can only be assigned in a constructor. | |||
// If you want to assign it elsewhere, consider removing the readonly keyword. | |||
private readonly DiscordSocketClient _client; | |||
// Discord.Net heavily utilizes TAP for async, so we create | |||
// an asynchronous context from the beginning. | |||
static void Main(string[] args) | |||
=> new Program() | |||
.MainAsync() | |||
.GetAwaiter() | |||
.GetResult(); | |||
public Program() | |||
{ | |||
// It is recommended to Dispose of a client when you are finished | |||
// using it, at the end of your app's lifetime. | |||
_client = new DiscordSocketClient(); | |||
// Subscribing to client events, so that we may receive them whenever they're invoked. | |||
_client.Log += LogAsync; | |||
_client.Ready += ReadyAsync; | |||
_client.MessageReceived += MessageReceivedAsync; | |||
_client.InteractionCreated += InteractionCreatedAsync; | |||
} | |||
public async Task MainAsync() | |||
{ | |||
// Tokens should be considered secret data, and never hard-coded. | |||
await _client.LoginAsync(TokenType.Bot, Environment.GetEnvironmentVariable("token")); | |||
// Different approaches to making your token a secret is by putting them in local .json, .yaml, .xml or .txt files, then reading them on startup. | |||
await _client.StartAsync(); | |||
// Block the program until it is closed. | |||
await Task.Delay(Timeout.Infinite); | |||
} | |||
private Task LogAsync(LogMessage log) | |||
{ | |||
Console.WriteLine(log.ToString()); | |||
return Task.CompletedTask; | |||
} | |||
// The Ready event indicates that the client has opened a | |||
// connection and it is now safe to access the cache. | |||
private Task ReadyAsync() | |||
{ | |||
Console.WriteLine($"{_client.CurrentUser} is connected!"); | |||
return Task.CompletedTask; | |||
} | |||
// This is not the recommended way to write a bot - consider | |||
// reading over the Commands Framework sample. | |||
private async Task MessageReceivedAsync(SocketMessage message) | |||
{ | |||
// The bot should never respond to itself. | |||
if (message.Author.Id == _client.CurrentUser.Id) | |||
return; | |||
if (message.Content == "!ping") | |||
{ | |||
// Create a new componentbuilder, in which dropdowns & buttons can be created. | |||
var cb = new ComponentBuilder() | |||
.WithButton("Click me!", "unique-id", ButtonStyle.Primary); | |||
// Send a message with content 'pong', including a button. | |||
// This button needs to be build by calling .Build() before being passed into the call. | |||
await message.Channel.SendMessageAsync("pong!", components: cb.Build()); | |||
} | |||
} | |||
// For better functionality & a more developer-friendly approach to handling any kind of interaction, refer to: | |||
// https://discordnet.dev/guides/int_framework/intro.html | |||
private async Task InteractionCreatedAsync(SocketInteraction interaction) | |||
{ | |||
// safety-casting is the best way to prevent something being cast from being null. | |||
// If this check does not pass, it could not be cast to said type. | |||
if (interaction is SocketMessageComponent component) | |||
{ | |||
// Check for the ID created in the button mentioned above. | |||
if (component.Data.CustomId == "unique-id") | |||
await interaction.RespondAsync("Thank you for clicking my button!"); | |||
else Console.WriteLine("An ID has been received that has no handler!"); | |||
} | |||
} | |||
} | |||
} |
@@ -0,0 +1,37 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework.Attributes | |||
{ | |||
internal class DoUserCheck : PreconditionAttribute | |||
{ | |||
public override Task<PreconditionResult> CheckRequirementsAsync(IInteractionContext context, ICommandInfo commandInfo, IServiceProvider services) | |||
{ | |||
// Check if the component matches the target properly. | |||
if (context.Interaction is not SocketMessageComponent componentContext) | |||
return Task.FromResult(PreconditionResult.FromError("Context unrecognized as component context.")); | |||
else | |||
{ | |||
// The approach here entirely depends on how you construct your custom ID. In this case, the format is: | |||
// unique-name:*,* | |||
// here the name and wildcards are split by ':' | |||
var param = componentContext.Data.CustomId.Split(':'); | |||
// here we determine that we should always check for the first ',' present. | |||
// This will deal with additional wildcards by always selecting the first wildcard present. | |||
if (param.Length > 1 && ulong.TryParse(param[1].Split(',')[0], out ulong id)) | |||
return (context.User.Id == id) | |||
// If the user ID | |||
? Task.FromResult(PreconditionResult.FromSuccess()) | |||
: Task.FromResult(PreconditionResult.FromError("User ID does not match component ID!")); | |||
else return Task.FromResult(PreconditionResult.FromError("Parse cannot be done if no userID exists.")); | |||
} | |||
} | |||
} | |||
} |
@@ -6,7 +6,7 @@ using System.Linq; | |||
using System.Text; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework | |||
namespace InteractionFramework.Attributes | |||
{ | |||
public class RequireOwnerAttribute : PreconditionAttribute | |||
{ |
@@ -2,13 +2,10 @@ using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System; | |||
using System.Collections.Generic; | |||
using System.Linq; | |||
using System.Reflection; | |||
using System.Text; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework | |||
namespace InteractionFramework | |||
{ | |||
public class CommandHandler | |||
{ | |||
@@ -27,6 +24,9 @@ namespace _04_interactions_framework | |||
{ | |||
// Add the public modules that inherit InteractionModuleBase<T> to the InteractionService | |||
await _commands.AddModulesAsync(Assembly.GetEntryAssembly(), _services); | |||
// Another approach to get the assembly of a specific type is: | |||
// typeof(CommandHandler).Assembly | |||
// Process the InteractionCreated payloads to execute Interactions commands | |||
_client.InteractionCreated += HandleInteraction; | |||
@@ -37,6 +37,8 @@ namespace _04_interactions_framework | |||
_commands.ComponentCommandExecuted += ComponentCommandExecuted; | |||
} | |||
# region Error Handling | |||
private Task ComponentCommandExecuted (ComponentCommandInfo arg1, Discord.IInteractionContext arg2, IResult arg3) | |||
{ | |||
if (!arg3.IsSuccess) | |||
@@ -123,6 +125,9 @@ namespace _04_interactions_framework | |||
return Task.CompletedTask; | |||
} | |||
# endregion | |||
# region Execution | |||
private async Task HandleInteraction (SocketInteraction arg) | |||
{ | |||
@@ -142,5 +147,6 @@ namespace _04_interactions_framework | |||
await arg.GetOriginalResponseAsync().ContinueWith(async (msg) => await msg.Result.DeleteAsync()); | |||
} | |||
} | |||
# endregion | |||
} | |||
} |
@@ -0,0 +1,10 @@ | |||
namespace InteractionFramework | |||
{ | |||
public enum ExampleEnum | |||
{ | |||
First, | |||
Second, | |||
Third, | |||
Fourth | |||
} | |||
} |
@@ -0,0 +1,18 @@ | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using InteractionFramework.Attributes; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework | |||
{ | |||
// As with all other modules, we create the context by defining what type of interaction this module is supposed to target. | |||
internal class ComponentModule : InteractionModuleBase<SocketInteractionContext<SocketMessageComponent>> | |||
{ | |||
// With the Attribute DoUserCheck you can make sure that only the user this button targets can click it. This is defined by the first wildcard: *. | |||
// See Attributes/DoUserCheckAttribute.cs for elaboration. | |||
[DoUserCheck] | |||
[ComponentInteraction("myButton:*")] | |||
public async Task ClickButtonAsync(string userId) | |||
=> await RespondAsync(text: ":thumbsup: Clicked!"); | |||
} | |||
} |
@@ -1,16 +1,11 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System; | |||
using System.Collections.Generic; | |||
using System.Linq; | |||
using System.Text; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework.Modules | |||
namespace InteractionFramework.Modules | |||
{ | |||
// Interation modules must be public and inherit from an IInterationModuleBase | |||
public class UtilityModule : InteractionModuleBase<SocketInteractionContext> | |||
public class GeneralModule : InteractionModuleBase<SocketInteractionContext> | |||
{ | |||
// Dependencies can be accessed through Property injection, public properties with public setters will be set by the service provider | |||
public InteractionService Commands { get; set; } | |||
@@ -18,7 +13,7 @@ namespace _04_interactions_framework.Modules | |||
private CommandHandler _handler; | |||
// Constructor injection is also a valid way to access the dependecies | |||
public UtilityModule ( CommandHandler handler ) | |||
public GeneralModule(CommandHandler handler) | |||
{ | |||
_handler = handler; | |||
} | |||
@@ -65,7 +60,7 @@ namespace _04_interactions_framework.Modules | |||
// Message Commands can only have one parameter, which must be a type of SocketMessage | |||
[MessageCommand("Delete")] | |||
[RequireOwner] | |||
[Attributes.RequireOwner] | |||
public async Task DeleteMesage(IMessage message) | |||
{ | |||
await message.DeleteAsync(); |
@@ -0,0 +1,30 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework.Modules | |||
{ | |||
// A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||
internal class MessageCommandModule : InteractionModuleBase<SocketInteractionContext<SocketMessageCommand>> | |||
{ | |||
// Pins a message in the channel it is in. | |||
[MessageCommand("pin")] | |||
public async Task PinMessageAsync(IMessage message) | |||
{ | |||
// make a safety cast to check if the message is ISystem- or IUserMessage | |||
if (message is not IUserMessage userMessage) | |||
await RespondAsync(text: ":x: You cant pin system messages!"); | |||
// if the pins in this channel are equal to or above 50, no more messages can be pinned. | |||
else if ((await Context.Channel.GetPinnedMessagesAsync()).Count >= 50) | |||
await RespondAsync(text: ":x: You cant pin any more messages, the max has already been reached in this channel!"); | |||
else | |||
{ | |||
await userMessage.PinAsync(); | |||
await RespondAsync(":white_check_mark: Successfully pinned message!"); | |||
} | |||
} | |||
} | |||
} |
@@ -0,0 +1,51 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework.Modules | |||
{ | |||
public enum Hobby | |||
{ | |||
Gaming, | |||
Art, | |||
Reading | |||
} | |||
// A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||
class SlashCommandModule : InteractionModuleBase<SocketInteractionContext<SocketSlashCommand>> | |||
{ | |||
// Will be called before execution. Here you can populate several entities you may want to retrieve before executing a command. | |||
// I.E. database objects | |||
public override void BeforeExecute(ICommandInfo command) | |||
{ | |||
// Anything | |||
throw new NotImplementedException(); | |||
} | |||
// Will be called after execution | |||
public override void AfterExecute(ICommandInfo command) | |||
{ | |||
// Anything | |||
throw new NotImplementedException(); | |||
} | |||
[SlashCommand("ping", "Pings the bot and returns its latency.")] | |||
public async Task GreetUserAsync() | |||
=> await RespondAsync(text: $":ping_pong: It took me {Context.Client.Latency}ms to respond to you!", ephemeral: true); | |||
[SlashCommand("hobby", "Choose your hobby from the list!")] | |||
public async Task ChooseAsync(Hobby hobby) | |||
=> await RespondAsync(text: $":thumbsup: Your hobby is: {hobby}."); | |||
[SlashCommand("bitrate", "Gets the bitrate of a specific voice channel.")] | |||
public async Task GetBitrateAsync([ChannelTypes(ChannelType.Voice, ChannelType.Stage)] IChannel channel) | |||
{ | |||
var voiceChannel = channel as IVoiceChannel; | |||
await RespondAsync(text: $"This voice channel has a bitrate of {voiceChannel.Bitrate}"); | |||
} | |||
} | |||
} |
@@ -0,0 +1,17 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System.Threading.Tasks; | |||
namespace InteractionFramework.Modules | |||
{ | |||
// A transient module for executing commands. This module will NOT keep any information after the command is executed. | |||
class UserCommandModule : InteractionModuleBase<SocketInteractionContext<SocketUserCommand>> | |||
{ | |||
// This command will greet target user in the channel this was executed in. | |||
[UserCommand("greet")] | |||
public async Task GreetUserAsync(IUser user) | |||
=> await RespondAsync(text: $":wave: {Context.User} said hi to you, <@{user.Id}>!"); | |||
} | |||
} | |||
@@ -4,14 +4,14 @@ using Discord.WebSocket; | |||
using Microsoft.Extensions.Configuration; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using System; | |||
using System.Reflection; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
namespace _04_interactions_framework | |||
namespace InteractionFramework | |||
{ | |||
class Program | |||
{ | |||
// Entry point of the program. | |||
static void Main ( string[] args ) | |||
{ | |||
// One of the more flexable ways to access the configuration data is to use the Microsoft's Configuration model, | |||
@@ -24,7 +24,7 @@ namespace _04_interactions_framework | |||
RunAsync(config).GetAwaiter().GetResult(); | |||
} | |||
static async Task RunAsync (IConfiguration configuration ) | |||
static async Task RunAsync (IConfiguration configuration) | |||
{ | |||
// Dependency injection is a key part of the Interactions framework but it needs to be disposed at the end of the app's lifetime. | |||
using var services = ConfigureServices(configuration); | |||
@@ -64,14 +64,12 @@ namespace _04_interactions_framework | |||
} | |||
static ServiceProvider ConfigureServices ( IConfiguration configuration ) | |||
{ | |||
return new ServiceCollection() | |||
=> new ServiceCollection() | |||
.AddSingleton(configuration) | |||
.AddSingleton<DiscordSocketClient>() | |||
.AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordSocketClient>())) | |||
.AddSingleton<CommandHandler>() | |||
.BuildServiceProvider(); | |||
} | |||
static bool IsDebug ( ) | |||
{ |
@@ -3,7 +3,7 @@ | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>net5.0</TargetFramework> | |||
<RootNamespace>_04_interactions_framework</RootNamespace> | |||
<RootNamespace>InteractionFramework</RootNamespace> | |||
<StartupObject></StartupObject> | |||
</PropertyGroup> | |||
@@ -0,0 +1,18 @@ | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using System.Threading.Tasks; | |||
namespace ShardedClient.Modules | |||
{ | |||
// A display of portability, which shows how minimal the difference between the 2 frameworks is. | |||
public class InteractionModule : InteractionModuleBase<ShardedInteractionContext<SocketSlashCommand>> | |||
{ | |||
[SlashCommand("info", "Information about this shard.")] | |||
public async Task InfoAsync() | |||
{ | |||
var msg = $@"Hi {Context.User}! There are currently {Context.Client.Shards.Count} shards! | |||
This guild is being served by shard number {Context.Client.GetShardFor(Context.Guild).ShardId}"; | |||
await RespondAsync(msg); | |||
} | |||
} | |||
} |
@@ -1,7 +1,7 @@ | |||
using System.Threading.Tasks; | |||
using Discord.Commands; | |||
using System.Threading.Tasks; | |||
namespace _03_sharded_client.Modules | |||
namespace ShardedClient.Modules | |||
{ | |||
// Remember to make your module reference the ShardedCommandContext | |||
public class PublicModule : ModuleBase<ShardedCommandContext> |
@@ -1,13 +1,14 @@ | |||
using System; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
using _03_sharded_client.Services; | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using ShardedClient.Services; | |||
using System; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
namespace _03_sharded_client | |||
namespace ShardedClient | |||
{ | |||
// This is a minimal example of using Discord.Net's Sharded Client | |||
// The provided DiscordShardedClient class simplifies having multiple | |||
@@ -15,7 +16,11 @@ namespace _03_sharded_client | |||
class Program | |||
{ | |||
static void Main(string[] args) | |||
=> new Program().MainAsync().GetAwaiter().GetResult(); | |||
=> new Program() | |||
.MainAsync() | |||
.GetAwaiter() | |||
.GetResult(); | |||
public async Task MainAsync() | |||
{ | |||
// You specify the amount of shards you'd like to have with the | |||
@@ -40,6 +45,7 @@ namespace _03_sharded_client | |||
client.ShardReady += ReadyAsync; | |||
client.Log += LogAsync; | |||
await services.GetRequiredService<InteractionHandlingService>().InitializeAsync(); | |||
await services.GetRequiredService<CommandHandlingService>().InitializeAsync(); | |||
// Tokens should be considered secret data, and never hard-coded. | |||
@@ -51,13 +57,13 @@ namespace _03_sharded_client | |||
} | |||
private ServiceProvider ConfigureServices(DiscordSocketConfig config) | |||
{ | |||
return new ServiceCollection() | |||
=> new ServiceCollection() | |||
.AddSingleton(new DiscordShardedClient(config)) | |||
.AddSingleton<CommandService>() | |||
.AddSingleton(x => new InteractionService(x.GetRequiredService<DiscordShardedClient>())) | |||
.AddSingleton<CommandHandlingService>() | |||
.AddSingleton<InteractionHandlingService>() | |||
.BuildServiceProvider(); | |||
} | |||
private Task ReadyAsync(DiscordSocketClient shard) |
@@ -1,12 +1,12 @@ | |||
using System; | |||
using System.Reflection; | |||
using System.Threading.Tasks; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using System; | |||
using System.Reflection; | |||
using System.Threading.Tasks; | |||
namespace _03_sharded_client.Services | |||
namespace ShardedClient.Services | |||
{ | |||
public class CommandHandlingService | |||
{ | |||
@@ -33,7 +33,7 @@ namespace _03_sharded_client.Services | |||
public async Task MessageReceivedAsync(SocketMessage rawMessage) | |||
{ | |||
// Ignore system messages, or messages from other bots | |||
if (!(rawMessage is SocketUserMessage message)) | |||
if (rawMessage is not SocketUserMessage message) | |||
return; | |||
if (message.Source != MessageSource.User) | |||
return; | |||
@@ -59,7 +59,7 @@ namespace _03_sharded_client.Services | |||
return; | |||
// the command failed, let's notify the user that something happened. | |||
await context.Channel.SendMessageAsync($"error: {result.ToString()}"); | |||
await context.Channel.SendMessageAsync($"error: {result}"); | |||
} | |||
private Task LogAsync(LogMessage log) |
@@ -0,0 +1,57 @@ | |||
using Discord; | |||
using Discord.Interactions; | |||
using Discord.WebSocket; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using System; | |||
using System.Linq; | |||
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; | |||
// 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); | |||
#if DEBUG | |||
await _service.AddCommandsToGuildAsync(_client.Guilds.First(x => x.Id == 1)); | |||
#else | |||
await _service.AddCommandsGloballyAsync(); | |||
#endif | |||
} | |||
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; | |||
} | |||
} | |||
} |
@@ -3,7 +3,7 @@ | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>net5.0</TargetFramework> | |||
<RootNamespace>_03_sharded_client</RootNamespace> | |||
<RootNamespace>ShardedClient</RootNamespace> | |||
</PropertyGroup> | |||
<ItemGroup> | |||
@@ -12,6 +12,7 @@ | |||
<ItemGroup> | |||
<ProjectReference Include="..\..\src\Discord.Net.Commands\Discord.Net.Commands.csproj" /> | |||
<ProjectReference Include="..\..\src\Discord.Net.Interactions\Discord.Net.Interactions.csproj" /> | |||
<ProjectReference Include="..\..\src\Discord.Net.WebSocket\Discord.Net.WebSocket.csproj" /> | |||
</ItemGroup> | |||
@@ -1,10 +1,10 @@ | |||
using System.IO; | |||
using System.Threading.Tasks; | |||
using Discord; | |||
using Discord.Commands; | |||
using _02_commands_framework.Services; | |||
using System.IO; | |||
using System.Threading.Tasks; | |||
using TextCommandFramework.Services; | |||
namespace _02_commands_framework.Modules | |||
namespace TextCommandFramework.Modules | |||
{ | |||
// Modules must be public and inherit from an IModuleBase | |||
public class PublicModule : ModuleBase<SocketCommandContext> |
@@ -1,14 +1,14 @@ | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using System; | |||
using System.Net.Http; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using Discord; | |||
using Discord.WebSocket; | |||
using Discord.Commands; | |||
using _02_commands_framework.Services; | |||
using TextCommandFramework.Services; | |||
namespace _02_commands_framework | |||
namespace TextCommandFramework | |||
{ | |||
// This is a minimal example of using Discord.Net's command | |||
// framework - by no means does it show everything the framework |
@@ -1,12 +1,12 @@ | |||
using System; | |||
using System.Reflection; | |||
using System.Threading.Tasks; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using Discord; | |||
using Discord.Commands; | |||
using Discord.WebSocket; | |||
using Microsoft.Extensions.DependencyInjection; | |||
using System; | |||
using System.Reflection; | |||
using System.Threading.Tasks; | |||
namespace _02_commands_framework.Services | |||
namespace TextCommandFramework.Services | |||
{ | |||
public class CommandHandlingService | |||
{ | |||
@@ -36,21 +36,24 @@ namespace _02_commands_framework.Services | |||
public async Task MessageReceivedAsync(SocketMessage rawMessage) | |||
{ | |||
// Ignore system messages, or messages from other bots | |||
if (!(rawMessage is SocketUserMessage message)) return; | |||
if (message.Source != MessageSource.User) return; | |||
if (!(rawMessage is SocketUserMessage message)) | |||
return; | |||
if (message.Source != MessageSource.User) | |||
return; | |||
// This value holds the offset where the prefix ends | |||
var argPos = 0; | |||
// Perform prefix check. You may want to replace this with | |||
// (!message.HasCharPrefix('!', ref argPos)) | |||
// for a more traditional command format like !help. | |||
if (!message.HasMentionPrefix(_discord.CurrentUser, ref argPos)) return; | |||
if (!message.HasMentionPrefix(_discord.CurrentUser, ref argPos)) | |||
return; | |||
var context = new SocketCommandContext(_discord, message); | |||
// Perform the execution of the command. In this method, | |||
// the command service will perform precondition and parsing check | |||
// then execute the command if one is matched. | |||
await _commands.ExecuteAsync(context, argPos, _services); | |||
await _commands.ExecuteAsync(context, argPos, _services); | |||
// Note that normally a result will be returned by this format, but here | |||
// we will handle the result in CommandExecutedAsync, | |||
} |
@@ -2,7 +2,7 @@ using System.IO; | |||
using System.Net.Http; | |||
using System.Threading.Tasks; | |||
namespace _02_commands_framework.Services | |||
namespace TextCommandFramework.Services | |||
{ | |||
public class PictureService | |||
{ |
@@ -3,6 +3,7 @@ | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>net5.0</TargetFramework> | |||
<RootNamespace>TextCommandFramework</RootNamespace> | |||
</PropertyGroup> | |||
<ItemGroup> |
@@ -2,7 +2,7 @@ using Discord; | |||
using Discord.Webhook; | |||
using System.Threading.Tasks; | |||
namespace _04_webhook_client | |||
namespace WebHookClient | |||
{ | |||
// This is a minimal example of using Discord.Net's Webhook Client | |||
// Webhooks are send-only components of Discord that allow you to make a POST request |
@@ -2,8 +2,8 @@ | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>netcoreapp2.2</TargetFramework> | |||
<RootNamespace>_04_webhook_client</RootNamespace> | |||
<TargetFramework>net5.0</TargetFramework> | |||
<RootNamespace>WebHookClient</RootNamespace> | |||
</PropertyGroup> | |||
<ItemGroup> |
@@ -0,0 +1,74 @@ | |||
using System.Collections; | |||
using System.Linq; | |||
using System.Reflection; | |||
using System.Text; | |||
namespace Idn | |||
{ | |||
public static class Inspector | |||
{ | |||
public static string Inspect(object value) | |||
{ | |||
var builder = new StringBuilder(); | |||
if (value != null) | |||
{ | |||
var type = value.GetType().GetTypeInfo(); | |||
builder.AppendLine($"[{type.Namespace}.{type.Name}]"); | |||
builder.AppendLine($"{InspectProperty(value)}"); | |||
if (value is IEnumerable) | |||
{ | |||
var items = (value as IEnumerable).Cast<object>().ToArray(); | |||
if (items.Length > 0) | |||
{ | |||
builder.AppendLine(); | |||
foreach (var item in items) | |||
builder.AppendLine($"- {InspectProperty(item)}"); | |||
} | |||
} | |||
else | |||
{ | |||
var groups = type.GetProperties(BindingFlags.Instance | BindingFlags.Public) | |||
.Where(x => x.GetIndexParameters().Length == 0) | |||
.GroupBy(x => x.Name) | |||
.OrderBy(x => x.Key) | |||
.ToArray(); | |||
if (groups.Length > 0) | |||
{ | |||
builder.AppendLine(); | |||
int pad = groups.Max(x => x.Key.Length) + 1; | |||
foreach (var group in groups) | |||
builder.AppendLine($"{group.Key.PadRight(pad, ' ')}{InspectProperty(group.First().GetValue(value))}"); | |||
} | |||
} | |||
} | |||
else | |||
builder.AppendLine("null"); | |||
return builder.ToString(); | |||
} | |||
private static string InspectProperty(object obj) | |||
{ | |||
if (obj == null) | |||
return "null"; | |||
var type = obj.GetType(); | |||
var debuggerDisplay = type.GetProperty("DebuggerDisplay", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); | |||
if (debuggerDisplay != null) | |||
return debuggerDisplay.GetValue(obj).ToString(); | |||
var toString = type.GetMethods(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic) | |||
.Where(x => x.Name == "ToString" && x.DeclaringType != typeof(object)) | |||
.FirstOrDefault(); | |||
if (toString != null) | |||
return obj.ToString(); | |||
var count = type.GetProperty("Count", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); | |||
if (count != null) | |||
return $"[{count.GetValue(obj)} Items]"; | |||
return obj.ToString(); | |||
} | |||
} | |||
} |
@@ -0,0 +1,152 @@ | |||
using Discord; | |||
using Discord.WebSocket; | |||
using Microsoft.CodeAnalysis.CSharp.Scripting; | |||
using Microsoft.CodeAnalysis.Scripting; | |||
using System; | |||
using System.Collections.Concurrent; | |||
using System.Collections.Generic; | |||
using System.Diagnostics; | |||
using System.IO; | |||
using System.Linq; | |||
using System.Reflection; | |||
using System.Text; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
namespace Idn | |||
{ | |||
public class Program | |||
{ | |||
public static readonly string[] Imports = | |||
{ | |||
"System", | |||
"System.Collections.Generic", | |||
"System.Linq", | |||
"System.Threading.Tasks", | |||
"System.Diagnostics", | |||
"System.IO", | |||
"Discord", | |||
"Discord.Rest", | |||
"Discord.WebSocket", | |||
"idn" | |||
}; | |||
static async Task Main(string[] args) | |||
{ | |||
var token = File.ReadAllText("token.ignore"); | |||
var client = new DiscordSocketClient(new DiscordSocketConfig { LogLevel = LogSeverity.Debug }); | |||
var logQueue = new ConcurrentQueue<LogMessage>(); | |||
var logCancelToken = new CancellationTokenSource(); | |||
int presenceUpdates = 0; | |||
client.Log += msg => | |||
{ | |||
logQueue.Enqueue(msg); | |||
return Task.CompletedTask; | |||
}; | |||
Console.CancelKeyPress += (_ev, _s) => | |||
{ | |||
logCancelToken.Cancel(); | |||
}; | |||
var logTask = Task.Run(async () => | |||
{ | |||
var fs = new FileStream("idn.log", FileMode.Append); | |||
var logStringBuilder = new StringBuilder(200); | |||
string logString = ""; | |||
byte[] helloBytes = Encoding.UTF8.GetBytes($"### new log session: {DateTime.Now} ###\n\n"); | |||
await fs.WriteAsync(helloBytes); | |||
while (!logCancelToken.IsCancellationRequested) | |||
{ | |||
if (logQueue.TryDequeue(out var msg)) | |||
{ | |||
if (msg.Message?.IndexOf("PRESENCE_UPDATE)") > 0) | |||
{ | |||
presenceUpdates++; | |||
continue; | |||
} | |||
_ = msg.ToString(builder: logStringBuilder); | |||
logStringBuilder.AppendLine(); | |||
logString = logStringBuilder.ToString(); | |||
Debug.Write(logString, "DNET"); | |||
await fs.WriteAsync(Encoding.UTF8.GetBytes(logString)); | |||
} | |||
await fs.FlushAsync(); | |||
try | |||
{ | |||
await Task.Delay(100, logCancelToken.Token); | |||
} | |||
finally { } | |||
} | |||
byte[] goodbyeBytes = Encoding.UTF8.GetBytes($"#!! end log session: {DateTime.Now} !!#\n\n\n"); | |||
await fs.WriteAsync(goodbyeBytes); | |||
await fs.DisposeAsync(); | |||
}); | |||
await client.LoginAsync(TokenType.Bot, token); | |||
await client.StartAsync(); | |||
var options = ScriptOptions.Default | |||
.AddReferences(GetAssemblies().ToArray()) | |||
.AddImports(Imports); | |||
var globals = new ScriptGlobals | |||
{ | |||
Client = client, | |||
PUCount = -1, | |||
}; | |||
while (true) | |||
{ | |||
Console.Write("> "); | |||
string input = Console.ReadLine(); | |||
if (input == "quit!") | |||
{ | |||
break; | |||
} | |||
object eval; | |||
try | |||
{ | |||
globals.PUCount = presenceUpdates; | |||
eval = await CSharpScript.EvaluateAsync(input, options, globals); | |||
} | |||
catch (Exception e) | |||
{ | |||
eval = e; | |||
} | |||
Console.WriteLine(Inspector.Inspect(eval)); | |||
} | |||
await client.StopAsync(); | |||
client.Dispose(); | |||
logCancelToken.Cancel(); | |||
try | |||
{ await logTask; } | |||
finally { Console.WriteLine("goodbye!"); } | |||
} | |||
static IEnumerable<Assembly> GetAssemblies() | |||
{ | |||
var Assemblies = Assembly.GetEntryAssembly().GetReferencedAssemblies(); | |||
foreach (var a in Assemblies) | |||
{ | |||
var asm = Assembly.Load(a); | |||
yield return asm; | |||
} | |||
yield return Assembly.GetEntryAssembly(); | |||
} | |||
public class ScriptGlobals | |||
{ | |||
public DiscordSocketClient Client { get; set; } | |||
public int PUCount { get; set; } | |||
} | |||
} | |||
} |
@@ -0,0 +1,16 @@ | |||
<Project Sdk="Microsoft.NET.Sdk"> | |||
<PropertyGroup> | |||
<OutputType>Exe</OutputType> | |||
<TargetFramework>net5.0</TargetFramework> | |||
</PropertyGroup> | |||
<ItemGroup> | |||
<PackageReference Include="Microsoft.CodeAnalysis.CSharp.Scripting" Version="3.11.0" /> | |||
</ItemGroup> | |||
<ItemGroup> | |||
<ProjectReference Include="..\..\src\Discord.Net.WebSocket\Discord.Net.WebSocket.csproj" /> | |||
</ItemGroup> | |||
</Project> |
@@ -0,0 +1 @@ | |||
Get-Content .\bin\Debug\netcoreapp3.1\idn.log -Tail 3 -Wait |
@@ -1,17 +1,17 @@ | |||
using Discord; | |||
using Discord.WebSocket; | |||
using Microsoft.CodeAnalysis.CSharp.Scripting; | |||
using Microsoft.CodeAnalysis.Scripting; | |||
using System; | |||
using System.Collections.Concurrent; | |||
using System.Collections.Generic; | |||
using System.Diagnostics; | |||
using System.IO; | |||
using System.Linq; | |||
using System.Reflection; | |||
using System.Threading.Tasks; | |||
using Microsoft.CodeAnalysis.CSharp.Scripting; | |||
using Microsoft.CodeAnalysis.Scripting; | |||
using Discord; | |||
using Discord.WebSocket; | |||
using System.Collections.Concurrent; | |||
using System.Threading; | |||
using System.Text; | |||
using System.Diagnostics; | |||
using System.Threading; | |||
using System.Threading.Tasks; | |||
namespace Idn | |||
{ | |||
@@ -1,6 +1,6 @@ | |||
using JetBrains.Annotations; | |||
using System; | |||
using System.Threading.Tasks; | |||
using JetBrains.Annotations; | |||
namespace Discord.Net.Examples.Core.Entities.Channels | |||
{ | |||
@@ -11,8 +11,10 @@ namespace Discord.Net.Examples.Core.Entities.Channels | |||
public async Task MuteRoleAsync(IRole role, IGuildChannel channel) | |||
{ | |||
if (role == null) throw new ArgumentNullException(nameof(role)); | |||
if (channel == null) throw new ArgumentNullException(nameof(channel)); | |||
if (role == null) | |||
throw new ArgumentNullException(nameof(role)); | |||
if (channel == null) | |||
throw new ArgumentNullException(nameof(channel)); | |||
// Fetches the previous overwrite and bail if one is found | |||
var previousOverwrite = channel.GetPermissionOverwrite(role); | |||
@@ -29,8 +31,10 @@ namespace Discord.Net.Examples.Core.Entities.Channels | |||
public async Task MuteUserAsync(IGuildUser user, IGuildChannel channel) | |||
{ | |||
if (user == null) throw new ArgumentNullException(nameof(user)); | |||
if (channel == null) throw new ArgumentNullException(nameof(channel)); | |||
if (user == null) | |||
throw new ArgumentNullException(nameof(user)); | |||
if (channel == null) | |||
throw new ArgumentNullException(nameof(channel)); | |||
// Fetches the previous overwrite and bail if one is found | |||
var previousOverwrite = channel.GetPermissionOverwrite(user); | |||
@@ -1,8 +1,8 @@ | |||
using JetBrains.Annotations; | |||
using System; | |||
using System.Linq; | |||
using System.Net.Http; | |||
using System.Threading.Tasks; | |||
using JetBrains.Annotations; | |||
namespace Discord.Net.Examples.Core.Entities.Channels | |||
{ | |||
@@ -90,7 +90,7 @@ namespace Discord.Net.Examples.Core.Entities.Channels | |||
#region SendFileAsync.FilePath.EmbeddedImage | |||
await channel.SendFileAsync("b1nzy.jpg", | |||
embed: new EmbedBuilder {ImageUrl = "attachment://b1nzy.jpg"}.Build()); | |||
embed: new EmbedBuilder { ImageUrl = "attachment://b1nzy.jpg" }.Build()); | |||
#endregion | |||
@@ -99,13 +99,14 @@ namespace Discord.Net.Examples.Core.Entities.Channels | |||
using (var b1nzyStream = await httpClient.GetStreamAsync("https://example.com/b1nzy")) | |||
await channel.SendFileAsync(b1nzyStream, "b1nzy.jpg", | |||
embed: new EmbedBuilder {ImageUrl = "attachment://b1nzy.jpg"}.Build()); | |||
embed: new EmbedBuilder { ImageUrl = "attachment://b1nzy.jpg" }.Build()); | |||
#endregion | |||
#region EnterTypingState | |||
using (channel.EnterTypingState()) await LongRunningAsync(); | |||
using (channel.EnterTypingState()) | |||
await LongRunningAsync(); | |||
#endregion | |||
} | |||
@@ -1,7 +1,7 @@ | |||
using JetBrains.Annotations; | |||
using System; | |||
using System.Net; | |||
using System.Threading.Tasks; | |||
using JetBrains.Annotations; | |||
namespace Discord.Net.Examples.Core.Entities.Users | |||
{ | |||
@@ -1,8 +1,8 @@ | |||
using Discord.WebSocket; | |||
using JetBrains.Annotations; | |||
using System; | |||
using System.Linq; | |||
using System.Threading.Tasks; | |||
using Discord.WebSocket; | |||
using JetBrains.Annotations; | |||
namespace Discord.Net.Examples.WebSocket | |||
{ | |||
@@ -74,7 +74,7 @@ namespace Discord.Net.Examples.WebSocket | |||
#region MessageReceived | |||
private readonly ulong[] _targetUserIds = {168693960628371456, 53905483156684800}; | |||
private readonly ulong[] _targetUserIds = { 168693960628371456, 53905483156684800 }; | |||
public void HookMessageReceived(BaseSocketClient client) | |||
=> client.MessageReceived += HandleMessageReceived; | |||
@@ -82,9 +82,11 @@ namespace Discord.Net.Examples.WebSocket | |||
public Task HandleMessageReceived(SocketMessage message) | |||
{ | |||
// check if the message is a user message as opposed to a system message (e.g. Clyde, pins, etc.) | |||
if (!(message is SocketUserMessage userMessage)) return Task.CompletedTask; | |||
if (!(message is SocketUserMessage userMessage)) | |||
return Task.CompletedTask; | |||
// check if the message origin is a guild message channel | |||
if (!(userMessage.Channel is SocketTextChannel textChannel)) return Task.CompletedTask; | |||
if (!(userMessage.Channel is SocketTextChannel textChannel)) | |||
return Task.CompletedTask; | |||
// check if the target user was mentioned | |||
var targetUsers = userMessage.MentionedUsers.Where(x => _targetUserIds.Contains(x.Id)); | |||
foreach (var targetUser in targetUsers) | |||
@@ -103,7 +105,8 @@ namespace Discord.Net.Examples.WebSocket | |||
public async Task HandleMessageDelete(Cacheable<IMessage, ulong> cachedMessage, Cacheable<IMessageChannel, ulong> cachedChannel) | |||
{ | |||
// check if the message exists in cache; if not, we cannot report what was removed | |||
if (!cachedMessage.HasValue) return; | |||
if (!cachedMessage.HasValue) | |||
return; | |||
// gets or downloads the channel if it's not in the cache | |||
IMessageChannel channel = await cachedChannel.GetOrDownloadAsync(); | |||
var message = cachedMessage.Value; | |||