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using System;
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using System.Threading.Tasks;
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namespace Discord.WebSocket
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{
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public partial class DiscordShardedClient
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{
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//General
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/// <summary> Fired when a shard is connected to the Discord gateway. </summary>
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public event Func<DiscordSocketClient, Task> ShardConnected
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{
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add { _shardConnectedEvent.Add(value); }
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remove { _shardConnectedEvent.Remove(value); }
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}
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private readonly AsyncEvent<Func<DiscordSocketClient, Task>> _shardConnectedEvent = new AsyncEvent<Func<DiscordSocketClient, Task>>();
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/// <summary> Fired when a shard is disconnected from the Discord gateway. </summary>
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public event Func<Exception, DiscordSocketClient, Task> ShardDisconnected
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{
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add { _shardDisconnectedEvent.Add(value); }
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remove { _shardDisconnectedEvent.Remove(value); }
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}
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private readonly AsyncEvent<Func<Exception, DiscordSocketClient, Task>> _shardDisconnectedEvent = new AsyncEvent<Func<Exception, DiscordSocketClient, Task>>();
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/// <summary> Fired when a guild data for a shard has finished downloading. </summary>
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public event Func<DiscordSocketClient, Task> ShardReady
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{
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add { _shardReadyEvent.Add(value); }
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remove { _shardReadyEvent.Remove(value); }
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}
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private readonly AsyncEvent<Func<DiscordSocketClient, Task>> _shardReadyEvent = new AsyncEvent<Func<DiscordSocketClient, Task>>();
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/// <summary> Fired when a shard receives a heartbeat from the Discord gateway. </summary>
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public event Func<int, int, DiscordSocketClient, Task> ShardLatencyUpdated
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{
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add { _shardLatencyUpdatedEvent.Add(value); }
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remove { _shardLatencyUpdatedEvent.Remove(value); }
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}
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private readonly AsyncEvent<Func<int, int, DiscordSocketClient, Task>> _shardLatencyUpdatedEvent = new AsyncEvent<Func<int, int, DiscordSocketClient, Task>>();
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}
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}
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