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