using Discord.Net.Udp;
using Discord.Net.WebSockets;
using Discord.Rest;
namespace Discord.WebSocket
{
///
/// Represents a configuration class for .
///
///
/// This configuration, based on , helps determine several key configurations the
/// socket client depend on. For instance, shards and connection timeout.
///
///
/// The following config enables the message cache and configures the client to always download user upon guild
/// availability.
///
/// var config = new DiscordSocketConfig
/// {
/// AlwaysDownloadUsers = true,
/// MessageCacheSize = 100
/// };
/// var client = new DiscordSocketClient(config);
///
///
public class DiscordSocketConfig : DiscordRestConfig
{
///
/// Returns the encoding gateway should use.
///
public const string GatewayEncoding = "json";
///
/// Gets or sets the WebSocket host to connect to. If null, the client will use the
/// /gateway endpoint.
///
public string GatewayHost { get; set; } = null;
///
/// Gets or sets the time, in milliseconds, to wait for a connection to complete before aborting.
///
public int ConnectionTimeout { get; set; } = 30000;
///
/// Gets or sets the ID for this shard. Must be less than .
///
public int? ShardId { get; set; } = null;
///
/// Gets or sets the total number of shards for this application.
///
///
/// If this is left in a sharded client the bot will get the recommended shard
/// count from discord and use that.
///
public int? TotalShards { get; set; } = null;
///
/// Gets or sets whether or not the client should download the default stickers on startup.
///
///
/// When this is set to default stickers arn't present and cannot be resolved by the client.
/// This will make all default stickers have the type of .
///
public bool AlwaysDownloadDefaultStickers { get; set; } = false;
///
/// Gets or sets whether or not the client should automatically resolve the stickers sent on a message.
///
///
/// Note if a sticker isn't cached the client will preform a rest request to resolve it. This
/// may be very rest heavy depending on your bots size, it isn't recommended to use this with large scale bots as you
/// can get ratelimited easily.
///
public bool AlwaysResolveStickers { get; set; } = false;
///
/// Gets or sets the number of messages per channel that should be kept in cache. Setting this to zero
/// disables the message cache entirely.
///
public int MessageCacheSize { get; set; } = 0;
///
/// Gets or sets the max number of users a guild may have for offline users to be included in the READY
/// packet. The maximum value allowed is 250.
///
public int LargeThreshold { get; set; } = 250;
///
/// Gets or sets the provider used to generate new WebSocket connections.
///
public WebSocketProvider WebSocketProvider { get; set; }
///
/// Gets or sets the provider used to generate new UDP sockets.
///
public UdpSocketProvider UdpSocketProvider { get; set; }
///
/// Gets or sets whether or not all users should be downloaded as guilds come available.
///
///
///
/// By default, the Discord gateway will only send offline members if a guild has less than a certain number
/// of members (determined by in this library). This behavior is why
/// sometimes a user may be missing from the WebSocket cache for collections such as
/// .
///
///
/// This property ensures that whenever a guild becomes available (determined by
/// ), incomplete user chunks will be
/// downloaded to the WebSocket cache.
///
///
/// For more information, please see
/// Request Guild Members
/// on the official Discord API documentation.
///
///
/// Please note that it can be difficult to fill the cache completely on large guilds depending on the
/// traffic. If you are using the command system, the default user TypeReader may fail to find the user
/// due to this issue. This may be resolved at v3 of the library. Until then, you may want to consider
/// overriding the TypeReader and use
///
/// or
/// as a backup.
///
///
public bool AlwaysDownloadUsers { get; set; } = false;
///
/// Gets or sets the timeout for event handlers, in milliseconds, after which a warning will be logged.
/// Setting this property to nulldisables this check.
///
public int? HandlerTimeout { get; set; } = 3000;
///
/// Gets or sets the maximum identify concurrency.
///
///
/// This information is provided by Discord.
/// It is only used when using a and auto-sharding is disabled.
///
public int IdentifyMaxConcurrency { get; set; } = 1;
///
/// Gets or sets the maximum wait time in milliseconds between GUILD_AVAILABLE events before firing READY.
/// If zero, READY will fire as soon as it is received and all guilds will be unavailable.
///
///
/// This property is measured in milliseconds; negative values will throw an exception.
/// If a guild is not received before READY, it will be unavailable.
///
///
/// A representing the maximum wait time in milliseconds between GUILD_AVAILABLE events
/// before firing READY.
///
/// Value must be at least 0.
public int MaxWaitBetweenGuildAvailablesBeforeReady
{
get
{
return maxWaitForGuildAvailable;
}
set
{
Preconditions.AtLeast(value, 0, nameof(MaxWaitBetweenGuildAvailablesBeforeReady));
maxWaitForGuildAvailable = value;
}
}
private int maxWaitForGuildAvailable = 10000;
///
/// Gets or sets gateway intents to limit what events are sent from Discord.
/// The default is .
///
///
/// For more information, please see
/// GatewayIntents
/// on the official Discord API documentation.
///
public GatewayIntents GatewayIntents { get; set; } = GatewayIntents.AllUnprivileged;
///
/// Gets or sets whether or not to log warnings related to guild intents and events.
///
public bool LogGatewayIntentWarnings { get; set; } = true;
///
/// Gets or sets whether or not Unknown Dispatch event messages should be logged.
///
public bool SuppressUnknownDispatchWarnings { get; set; } = true;
///
/// Initializes a new instance of the class with the default configuration.
///
public DiscordSocketConfig()
{
WebSocketProvider = DefaultWebSocketProvider.Instance;
UdpSocketProvider = DefaultUdpSocketProvider.Instance;
}
internal DiscordSocketConfig Clone() => MemberwiseClone() as DiscordSocketConfig;
}
}