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Selfbot.NET/Discord.NET/Discord.Net.WebSocket/DiscordSocketClient.Events.cs

50 lines
2.0 KiB

using System;
using System.Threading.Tasks;
using Discord.API;
namespace Discord.WebSocket
{
public partial class DiscordSocketClient
{
//General
/// <summary> Fired when connected to the Discord gateway. </summary>
public event Func<Task> Connected
{
add { _connectedEvent.Add(value); }
remove { _connectedEvent.Remove(value); }
}
private readonly AsyncEvent<Func<Task>> _connectedEvent = new AsyncEvent<Func<Task>>();
/// <summary> Fired when disconnected to the Discord gateway. </summary>
public event Func<Exception, Task> Disconnected
{
add { _disconnectedEvent.Add(value); }
remove { _disconnectedEvent.Remove(value); }
}
private readonly AsyncEvent<Func<Exception, Task>> _disconnectedEvent = new AsyncEvent<Func<Exception, Task>>();
/// <summary>
/// Fired when guild data has finished downloading.
/// </summary>
/// <remarks>
/// It is possible that some guilds might be unsynced if <see cref="DiscordSocketConfig.MaxWaitBetweenGuildAvailablesBeforeReady" />
/// was not long enough to receive all GUILD_AVAILABLEs before READY.
/// </remarks>
public event Func<Task> Ready
{
add { _readyEvent.Add(value); }
remove { _readyEvent.Remove(value); }
}
private readonly AsyncEvent<Func<Task>> _readyEvent = new AsyncEvent<Func<Task>>();
/// <summary> Fired when a heartbeat is received from the Discord gateway. </summary>
public event Func<int, int, Task> LatencyUpdated
{
add { _latencyUpdatedEvent.Add(value); }
remove { _latencyUpdatedEvent.Remove(value); }
}
private readonly AsyncEvent<Func<int, int, Task>> _latencyUpdatedEvent = new AsyncEvent<Func<int, int, Task>>();
internal DiscordSocketClient(DiscordSocketConfig config, DiscordRestApiClient client) : base(config, client)
{
}
}
}