* feat: radio group and checkbox component in modal
* chore: some doc and type fixes
* chore: missing types
* chore: update component names
* docs: radio group value now returns null if not selected
* Remove empty line at the beginning of ModalSubmitInteraction.js
* Change value property to be nullable in RadioGroupModalData
* chore: review
* chore: missing "type"
* chore: suggestion
Co-authored-by: Almeida <github@almeidx.dev>
* chore: review
Co-authored-by: Almeida <github@almeidx.dev>
---------
Co-authored-by: Almeida <github@almeidx.dev>
fix(structures): add missing `toJSON` method on Subscription
When writing tests for #11407, it became apparent that I had forgotten to add the `toJSON` method for this structure when I was initially wrote the structure. I have now added this method and it passes when running the tests that I have written for this (which will be merged in a following PR).
Signed-off-by: Asad Humayun <asad.humayun@asadh.io>
fix(builders): edited docs to correctly link to splice
StringSelectMenuBuilder.splice()'s docs incorrectly linked to slice instead of splice in MDN docs, fixed that
* feat: add Bun templates for create-discord-bot
- Add TypeScript Bun template with complete src structure
- Add JavaScript Bun template with complete src structure
- Both templates mirror the Node.js versions with Bun-specific configuration
Closes#11346
* fix: update template and bun template loading
---------
Co-authored-by: almeidx <github@almeidx.dev>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* types(UserManager): fix send() return type to Promise<Message<false>>
UserManager.send() always sends a direct message (DM), so the return type should b Promise<Message<false>> instead of Promise<Message> to correctly indicate that the message is not in a guild context.
Closes#11331
* fix: requested changes
---------
Co-authored-by: almeidx <github@almeidx.dev>
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* feat(guide): update member fetch errors
* member count is no longer relevant, since the timeout resets on each chunk
* add link to the dev portal on members didn't arrive in time
* add section about opcode 8 gateway rate limit
resolves#11245#11277
* chore: add missing period on list item
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* chore: update deps & search indice action refactor
- Updated pnpm, dependencies and regenerated the lockfile
- Removed immer and some eslint plugins that weren't being used
- Updated the version of `@types/node` to v24 on internal packages as
that's the version that is being used on github actions
- Refactored the uploadSearchIndices action slightly and upgraded the
meilisearch dependency
* chore: remove more deps
* fix(builders): handle 0 as valid attachment ID
Fixes#11314
The AttachmentBuilder.getRawFile() method was using a falsy check that treated 0 as invalid. Changed to use the 'in' operator to properly check for the existence of the id property.
* Update packages/builders/__tests__/messages/fileBody.test.ts
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* Apply suggestion from @almeidx
* fix: lint
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: Almeida <github@almeidx.dev>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
- Replaced deprecated `@storybook/addon-styling` with `@storybook/addon-themes`
- Removed deprecated `@storybook/addon-essentials` and `@storybook/addon-interactions`
- Upgraded `chromatic`, although it's seemingly unused anywhere
- Upgraded `@types/node` to match the ones in the guide and website
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix: buttons with custom id
* fix: button labels
* fix: also add refinement to link buttons
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: WebhookClient has been removed, use @discordjs/core instead or fetch webhooks. Alternative solutions are in the works
BREAKING CHANGE: `WebhookURLInvalid` is no longer an error code (obsolete).
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
BREAKING CHANGE: `TimestampStyles.LongTime` has been removed. Use `TimestampStyles.MediumTime` instead.
BREAKING CHANGE: `TimestampStyles.ShortDateTime` has been removed. Use `TimestampStyles.LongDateShortTime` instead.
BREAKING CHANGE: `TimestampStyles.LongDateTime` has been removed. Use `TimestampStyles.FullDateShortTime` instead.
* fix: use D1 for indices
* fix: use D1 for indices
* build: remove unused packages
* fix: pass variables
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* build: bump versions
* build: specify `monoRepo`
Specifying that this is a monorepo seems to fix changelog generation and the conventional bumping.
* chore(create-discord-bot): release create-discord-bot@4.1.0
BREAKING CHANGE: `Options.makeCache` now sends all of its parameters in an object rather than 3 individual parameters
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* ci: implement workflow to publish dev versions
* ci: refactor into the other dev job
* fix: use dev tag
* chore: clarify
* fix: always use actions from main
* fix: conditionally
* chore: don't ask for meaningless perm
* ci(release): handling for create-discord-app
* ci(deprecate): cda support
* ci: update our custom action to handle the renaming when invoked
* fix: don't double release on github
* chore: just in case
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: Third parameter of `ThreadsAPI#getMember()` is now `query`, pushing `options` to the fourth.
* feat(thread): add query to getting a thread member
* Apply suggestion from @almeidx
Co-authored-by: Almeida <github@almeidx.dev>
* Apply suggestion from @almeidx
Co-authored-by: Almeida <github@almeidx.dev>
---------
Co-authored-by: Almeida <github@almeidx.dev>
* ci(release): use main action always
* ci(release): use more descriptive names
* ci: review fixes
* ci(release): fixes from testing
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: `GuildMemberManager#edit()` no longer handles the /@me route for editing the current application's guild member. This has split out into `GuildMemberManager#editMe()`
BREAKING CHANGE: `ModalSubmitFields` is no longer exported
BREAKING CHANGE: `ModalSubmitInteraction#fields` is removed
BREAKING CHANGE: `ModalSubmitInteraction#components` is now `ModalOptionResolver`
BREAKING CHANGE: `DjsErrorCodes#ModalSubmitInteractionFieldNotFound` & `DjsErrorCodes#ModalSubmitInteractionFieldType` are now renamed to `DjsErrorCodes#ModalSubmitInteractionComponentNotFound` & `DjsErrorCodes#ModalSubmitInteractionComponentType` respectively
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
BREAKING CHANGE: TextInputComponentData no longer accepts label
BREAKING CHANGE: ActionRow and ActionRowData no longer accept TextInput
BREAKING CHANGE: `ModalSubmitInteraction#transformComponent` is now private and no longer exposed publicly
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
BREAKING CHANGE: The `PollAnswer#fetchVoters` method has been removed. Use `PollAnswer#voters#fetch` instead.
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
When calculating permissions after overwrites, the base permission of the at-everyone role need to be accounted for.
Role#permissions is not sufficient, as it only describes base permissions of the role itself.
fixes#11052
* ci(release): set git user
* ci(release): refactor to use app
* ci(release): use only app token
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: API related to guild ownership has been removed, such as setting the MFA level, deleting a guild, creating a guild, and creating a guild from a guild template.
* feat: support user guilds
* chore: add cdn test
* chore: suggested changes
* refactor: move to user primary guild to its own class
* docs: update description of `badgeHash` parameter
* chore: export UserPrimaryGuild
* refactor: revert to no `UserPrimaryGuild`
* fix: use key in data
* fix: both `in` and is truthy check
* docs: remove `-`
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* types: remove unintended nullables from app and base guild emojis
* feat: add ApplicationEmoji#available
* types(BaseGuildEmoji): fix incorrect JSDoc type for BaseGuildEmoji#name
Co-authored-by: Qjuh <76154676+Qjuh@users.noreply.github.com>
* types(Emoji): switch from # to . for property deprecation links
Co-authored-by: Qjuh <76154676+Qjuh@users.noreply.github.com>
* fix: remove default nulls in app emoji constructor on non-nullables
* types(Emoji): replace raw data type pre 78d512c
* types(Emoji): switch to ImageURLOptions for imageURL()
Re-applies changes from #10613
Co-authored-by: Qjuh <76154676+Qjuh@users.noreply.github.com>
* types(Emoji): remove deprecated `url` props types and descriptions
Added by mistake in PR that used to target v14
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* refactor(Emoji): wording and formatting changes to prop descriptions
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* refactor(Emoji): missed wording and formatting change to prop descriptions
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* fix(Emoji)!: remove non present Emoji#url from typings
* fix(Emoji): re-apply emoji url types from 2c35084
---------
Co-authored-by: Qjuh <76154676+Qjuh@users.noreply.github.com>
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix: 🔧 don't error out if no options are provided
This commit stops calls to `options.withResponse`, etc erroring out when `interaction.update();` is called alone with no params.
* tweak: ⚙️ make options optional on typedef
* fix: 🔧 update index.d.ts
Update types to allow options to be optional
* types: add tests
---------
Co-authored-by: Almeida <github@almeidx.dev>
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* feat(api-extractor): support multiple entrypoints
* chore: initial support in generateSplitDocumentation
* chore: bring in line with upstream
* refactor: multiple entrypoints in scripts
* fix: split docs
* feat: website
* fix: docs failing on next
* fix: don't include dtypes for now
* refactor: don't fetch entrypoint if there is none
---------
Co-authored-by: iCrawl <buechler.noel@outlook.com>
* ci: update list of packages in coverage upload
* build: remove test dependencies
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix: message builders
- Added `clearParse`, `clearRoles`, and `clearUsers` methods to the `AllowedMentionsBuilder`, since passing an empty array and omitting the these fields behave differently
- Strictened assertions
- Removed `AttachmentBuilder#clearId`, as it is a required field
- Added missing `MessageBuilder#setEmbeds`
- Added missing `MessageReferenceBuilder#setFailIfNotExists`
- Improve/fix documentation
- Consistency™️
* fix: updater functions return type
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* docs(readme): add import statement for pure REST usage to align with other examples
Added missing `import` statements in the "Independent REST API Usage" section to maintain consistency with the rest of the README examples.
This change also ensures that the usage of `@discordjs/core` reflects a REST-only setup by importing from `@discordjs/core/http-only`, which avoids dependency issues like `Can't resolve 'zlib-sync'`.
* fix: standardize import quotes in README.md
* style: organise imports
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* Ensure his.answers is set sooner if it's null during a patch
* Move data.answers block up as well to ensure the patched answers are set
* Ensure collection is set in constructor instead
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: It also doesn't have a `options.channel_id`, so I stopped `.extra.channel` from being set to `{ id: undefined }`
BREAKING CHANGE: Fixed both types and runtime logic here, it previously created a broken `AutoModerationRule`
BREAKING CHANGE: Removed `Targets.GuildOnboarding`, it will fallback to `Targets.Unknown` and generate a placeholder `target` from the `changes`
---------
Signed-off-by: cobalt <61329810+cobaltt7@users.noreply.github.com>
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: Denis-Adrian Cristea <didinele.dev@gmail.com>
Co-authored-by: Almeida <github@almeidx.dev>
* types: remove fields that cannot be set by the client
* chore: cleanup JS lands too
* chore: requested changes
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: `ApplicationCommandManager#fetch` and `GuildApplicationCommandManager#fetch` no longer accept 2 parameters. Instead, the first parameter accepts `id` or `options` which can now also have the `id` property.
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Co-authored-by: Micah Benac <OfficialSirH@users.noreply.github.com>
Co-authored-by: Almeida <github@almeidx.dev>
BREAKING CHANGE: Image URLs of emojis now automatically return GIF or static extensions.
BREAKING CHANGE: `CDN#emoji()` now has an `animated` required parameter.
Removed actions that were only being used in their
respective websocket handlers. The remaining
actions either were either being used elsewhere or
were using methods from the `GenericAction` class.
Co-authored-by: Vlad Frangu <me@vladfrangu.dev>
* fix: mark stream as ended
refactor: prefer destroying the stream
* refactor: callback for nextTick
test: wait duration ms to check end
chore: eslint
test: end before timeout
---------
Co-authored-by: Almeida <github@almeidx.dev>
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: `GuildsAPI#editUserVoiceState()` has been removed. Use `VoiceAPI#editUserVoiceState()` instead.
BREAKING CHANGE: `GuildsAPI#setUserVoiceState()` has been removed. Use `VoiceAPI#setUserVoiceState()` instead.
BREAKING CHANGE: `InteractionsAPI#sendPremiumRequired()` has been removed.
BREAKING CHANGE: `StickersAPI#getNitroStickers()` has been removed. Use `StickersAPI#getStickers()` instead.
BREAKING CHANGE: `BaseInteraction#isAnySelectMenu()` has been removed. Use `BaseInteraction#isSelectMenu()` instead.
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
refactor: remove deprecations
BREAKING CHANGE: `ApplicationCommand#dmPermission` has been removed. Use `ApplicationCommand#contexts` instead.
BREAKING CHANGE: `ApplicationCommandData#dmPermission` has been removed. Use `ApplicationCommandData#contexts` instead.
BREAKING CHANGE: `ApplicationCommandData#setDMPermission` has been removed.
BREAKING CHANGE: `Message#setcon` has been removed. Use `Message#interactionMetadata` instead.
feat: support markdown
BREAKING CHANGE: `heading`, `bulletedList`, `numberedList`, `maskedLink` in `EscapeMarkdownOptions` now defaults to `true`.
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
BREAKING CHANGE: This replaces the previously inaccurate default sort algorithm, which may alter sort results where a user-defined comparison function is not provided.
BREAKING CHANGE: This library no longer supports using `tweetnacl` as an encryption library due to Discord deprecating the algorithms that `tweetnacl` helped us support (read more [here](https://discord.com/developers/docs/change-log#voice-encryption-modes)). Please migrate to one of: `sodium-native`, `sodium`, `@stablelib/xchacha20poly1305`, `@noble/ciphers` or `libsodium-wrappers` unless your system supports `aes-256-gcm` (verify by running `require('node:crypto').getCiphers().includes('aes-256-gcm')`).
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: Vlad Frangu <me@vladfrangu.dev>
* perf: `merge()`: deduplicate boolean checks
* perf: `toSorted()`: remove redundant closure
* perf: `last[Key]()`: order of operations
- do not perform iterable-to-array until required
- test ! before <
* perf: `{at,keyAt}()`: manually iterate to target
* perf: `first[Key]()`: avoid `Array.from()`
* perf: `map()`: avoid `Array.from()`
* perf: `random[Key]()`: avoid `Array.from()`
* test: `.{at,keyAt}()` indices
* perf: `last[Key]()`: use `.at()`/`.keyAt()` for single element
* perf: `first[Key]()`: use iterable-to-array if returning all
* perf: `random[Key]()`: use `{at,keyAt}()` for single value
- skip iterable-to-array for returning single value
- short-circuit if amount or collection size is zero
* perf: `random[Key]()`: use Durstenfeld shuffle
* refactor: `{key,keyAt}()`: reorder index check
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* feat: initial support for guild member banners
* feat: serialise in `toJSON()`
* feat: serialise in `toJSON()`
* docs: lowercase i
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Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: MessagePayload#isInteraction no longer serves a purpose and has been removed.
BREAKING CHANGE: InteractionDeferReplyOptions no longer accepts ephemeral. Use flags instead.
BREAKING CHANGE: InteractionReplyOptions no longer accepts ephemeral. Use flags instead.
* feat(website): links to type parameters, builtin doc links in api.json
* feat(website): show default values for params and props in excerpt
* fix: link in jsdoc
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* Edit manager descriptions
Some managers had incorrect descriptions, which applied only to the cache of the manager
* Update Client.js
* remove trailing space
BREAKING CHANGE: Removed the following members from `Events` enum: `Raw`, `ShardResume`, `ShardError`, `ShardReady`, `ShardReconnecting`, `ShardResume`, `ShardDisconnect`
BREAKING CHANGE: Removed `Reconnecting` from `ShardEvents` enum
BREAKING CHANGE: `Client#ws` is now a `@discordjs/ws#WebSocketManager`
BREAKING CHANGE: `WebSocketManager` and `WebSocketShard` are now re-exports from `@discordjs/ws`
BREAKING CHANGE: Removed the `WebSocketShardEvents` enum
BREAKING CHANGE: Renamed the `Client#ready` event to `Client#clientReady` event to not confuse it with the gateway `READY` event
BREAKING CHANGE: Added `Client#ping` to replace the old `WebSocketManager#ping`
BREAKING CHANGE: Removed the `Shard#reconnecting` event which wasn’t emitted anymore since 14.8.0 anyway
BREAKING CHANGE: Removed `ShardClientUtil#ids` and `ShardClientUtil#count` in favor of `Client#ws#getShardIds()` and `Client#ws#getShardCount()`
BREAKING CHANGE: `ClientUser#setPresence()` and `ClientPresence#set()` now return a Promise which resolves when the gateway call was sent successfully
BREAKING CHANGE: Removed `Guild#shard` as `WebSocketShard`s are now handled by `@discordjs/ws`
BREAKING CHANGE: Removed the following deprecated `Client` events: `raw`, `shardDisconnect`, `shardError`, `shardReady`, `shardReconnecting`, `shardResume` in favor of events from `@discordjs/ws#WebSocketManager`
BREAKING CHANGE: Removed `ClientOptions#shards` and `ClientOptions#shardCount` in favor of `ClientOptions#ws#shardIds` and `ClientOptions#ws#shardCount`
* types: remove newMessage partial on messageUpdate event typing
* types: omit partial group DM for newMessage on messageUpdate
* types: omit partial group DM for oldMessage on messageUpdate
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Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
BREAKING CHANGE: formatters export removed (prev. deprecated)
BREAKING CHANGE: `SelectMenuBuilder` and `SelectMenuOptionBuilder` have been removed (prev. deprecated)
BREAKING CHANGE: `EmbedBuilder` no longer takes camalCase options
BREAKING CHANGE: `ActionRowBuilder` now has specialized `[add/set]X` methods as opposed to the current `[add/set]Components`
BREAKING CHANGE: Removed `equals` methods
BREAKING CHANGE: Sapphire -> zod for validation
BREAKING CHANGE: Removed the ability to pass `null`/`undefined` to clear fields, use `clearX()` instead
BREAKING CHANGE: Renamed all "slash command" symbols to instead use "chat input command"
BREAKING CHANGE: Removed `ContextMenuCommandBuilder` in favor of `MessageCommandBuilder` and `UserCommandBuilder`
BREAKING CHANGE: Removed support for passing the "string key"s of enums
BREAKING CHANGE: Removed `Button` class in favor for specialized classes depending on the style
BREAKING CHANGE: Removed nested `addX` styled-methods in favor of plural `addXs`
Co-authored-by: Vlad Frangu <me@vladfrangu.dev>
Co-authored-by: Almeida <github@almeidx.dev>
* refactor: use get guild role endpoint
* style: import order
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Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix(Shard): add env, execArgv, and argv to worker-based threads
* chore: remove process only docs assertion from certain shard options
* chore: update comments for Shard.js
* refactor: Use SHARE_ENV for worker shard's env
* chore: import order
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Co-authored-by: Cat++ <69035887+NotGhex@users.noreply.github.com>
* feat(VoiceState): add methods for fetching voice state
* fix: links to new methods
* chore: remove unused import
* chore: use member id
* chore: requested changes
* chore: '@me' as fetch param
* chore: add ediUserVoiceState return type
* refactor: redirect function calls to VoiceAPI
---------
Co-authored-by: Almeida <almeidx@pm.me>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* Add support for Automated Message nonce handling
* Fix options property
* Address PR feedback
* Handled case where it was explicitly set to false for that iteration to not generate a nonce, and PR feedback
* Fix lint issue
* Fix lint issue
* Move to MessagePayload.resolveBody instead
* Fix test errors
* Update packages/discord.js/src/structures/MessagePayload.js
Co-authored-by: Almeida <github@almeidx.dev>
* PR feedback
* Merge
* Let and not const
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Co-authored-by: Almeida <github@almeidx.dev>
Co-authored-by: Almeida <almeidx@pm.me>
* refactor(ws): event layout
BREAKING CHANGE: All events now emit shard id as its own param
* fix: worker event forwarding
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Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
docs(SelectMenuBuilder): correct documentation
Corrects gramatical errors in the documentation for various set methods.
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
feat(builders): fix text input docs
Fixes incorrect references to select menu options in text input docs.
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix(BaseRedis): remove listeners on destroy and stop pooling when no subscription
* refactor(BaseRedis): group as constructor param and cleanup subscribers
* fix(BaseRedis): remove listeners on destroy and stop pooling when no subscription
* refactor(BaseRedis): group as constructor param and cleanup subscribers
* chore(RPCRedis): group
* Update packages/brokers/src/brokers/Broker.ts
* Update packages/brokers/src/brokers/Broker.ts
* Update packages/brokers/src/brokers/redis/BaseRedis.ts
Removed `removeAllListeners` from destroy
* chore(BaseRedis): destroy unsubscribe spread array
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Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* docs(MessageReference): ? is nullable, not `undefined`
* docs(MessageReference): sort by message type
* fix(Message): add throw
* docs(MessageReference): fix English
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Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* refactor(brokers): make option props more correct
BREAKING CHANGE: Classes now take redis client as standalone parameter, various props from the base option interface moved to redis options
* chore: update comment
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Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix(actions): always emit message create for own messages
* fix: don't re-cache
* fix: user can be missing
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Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
Prefer boolean client status comparison before activity checks
Co-authored-by: Jacob Morrison <jake@matchmd.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* feat(discord.js): added support to setting bot banner
added feature to set banner for bot from code level
the function is in the experimental phase of Discord.
* fix: resolve requested changes
* fix: add missing type in ClientUserEditOptions
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* chore: enable npm provenance
* chore: do the same for dev releases
* chore: actually enable it in normal releases
* chore: specify provenance in `package.json`
* chore: remove `publishConfig` from api-extractor-utils as it's `private`
* feat: add support for `using` keyword on client
* fix: use async dispose
* feat: add support for web socket manager disposing
* fix: use interface for client
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix(website): resolve linkTags in summaries
* fix: case body as block
* fix: add discord-api-types support
* fix: remove urlDestination when undefined
* fix: breaks to if/else
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* refactor: make builders types great again
* fix: subcommands only type
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* Skip sweeping if the guild is not available
* Typo
* Fix formatting
* Fix lint
* Check if key in guild
* Bwck to guild a ailable
---------
Co-authored-by: Jake Morrison <jake.morrison@pinnsg.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* feat: add support for name param and object in `formatEmoji()`
* Update formatters.ts
* refactor: swap priority
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* refactor: mark data resolver as internal
* docs: mark relevant TypeScript symbols as `@internal`
* docs: extra additions
* style: prefer at end
* docs: add more `@internal`s
* test: update template code
* feat(website): show union members of type aliases
* refactor: suggestions from code review
* Apply suggestions from code review
---------
Co-authored-by: Noel <buechler.noel@outlook.com>
* refactor: minify api.json by shortening keys
* fix: links to other packages
* refactor: get doclink from canonicalReference, not model
* fix: types
* fix: again
* fix: @link tags with alt texts
* fix(website): cross-package links in @deprecated
* refactor: minify api.json by shortening keys
* fix: links to other packages
* refactor: get doclink from canonicalReference, not model
* fix: types
* fix: again
* fix: @link tags with alt texts
* types: use `Awaitable<T>` instead of `Promise<T> | T`
* types: use `JSONEncodable<T>` over raw definition
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
feat(collection): align/add methods with/from Set Methods proposal
BREAKING CHANGE: The `intersect` method has been renamed to `intersection`
BREAKING CHANGE: The `difference` method has been renamed to `symmetricDifference`
BREAKING CHANGE: The `subtract` method has been renamed to `difference`
* Move the getNode/canEnableFFMPEGOptimizations into a lazy loaded call the first time it's actually ever referenced
* PR feedback: Make initializeNodes return a map then nullably assign NODES, this removes an extra variable and cleans up the code
* chore: lint suggestion
Co-authored-by: Aura Román <kyradiscord@gmail.com>
* Use local map instead of recursive
* Run prettier
* Fix lint
---------
Co-authored-by: Vlad Frangu <kingdgrizzle@gmail.com>
Co-authored-by: Aura Román <kyradiscord@gmail.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* feat(cleanContent): add missing commands and emojis
Co-authored-by: Vlad Frangu <kingdgrizzle@gmail.com>
* fix: check for every possible name
* fix: use non capturing group
---------
Co-authored-by: Vlad Frangu <kingdgrizzle@gmail.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix(Webhook): do not call `client.deleteWebhook` in `delete`
Partially reverts #9777 which caused a regression (#9785) when using `WebhookClient`
* chore: add comment
Co-Authored-By: Souji <timoqueezle@gmail.com>
* fix: move `deleteWebhook` from `Client` to `BaseClient`
---------
Co-authored-by: Souji <timoqueezle@gmail.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
docs(formatters): remove markdown
The documentation website does not support rendering markdown
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
fix(Message): remove duplicated word 'of' in description
This commit removes the secondary 'of' in the description for the Message structure. This doesn't change anything drastically in terms of the actual code as it's just a JSDoc comment.
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* feat: onboarding mode and edit method
* feat(guild): add `editOnboarding`
* fix: use discord-api-types
* types: make arrays readonly
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* fix: bring up to date
* docs: id is a snowflake
* fix: requested changes
* refactor: make most options optional
* refactor: provide GuildEmoji or Emoji instance
* revert: changes to Util
* fix: rebase leftovers
* fix: allow passing option id
* fix: requested changes
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* types(Partials): add toString() method to supported Partials
- includes `PartialDMChannel`, `PartialGuildMember` and `PartialUser`
- does not include
- `PartialMessage`, since `<PartialMessage>.content` is always null
- `PartialMessageReaction`, since `MessageReaction` has no `toString()` method
- `PartialThreadMember`, since `ThreadMember` has no `toString()` method
* types(Partials): replace type of `toString()` methods with return type
* test(Partials): add tests
* types(Partialize): refactor Partialize
* test(PartialThreadMember): fix typo
* types(Partials): clean up unnecessary type overrides
* test(Partials): add tests for <Partials>.partial property
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* feat(GuildAuditLogsEntry): expose ingrationType
* fix: not optional, if extra is present on these types
not necessary, as it is conditionally assigned
* fix: remove non-extra approach
* fix(types): string is not guaranteed to be the known enum
* fix: adapt type tests to new extra properties
* fix: include null in type, since extra is not always populated
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* refactor(TeamMember): deprecate permissions property
* feat: add support for team member roles
* feat: add reference to external team member role enum
* docs: suggested changes
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
Explicitly add input args for readable input cases instead of just for string input cases.
Change also ensures that constant arrays are passed by value instead of by reference, preventing them from accidentally being modified.
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
* feat: add `Client#webhooksUpdate`
* feat: add deprecation in the types
* docs: add full stops
* types: reference non-deprecated type
This helps with future-proofing (deduplication).
* docs(ClientEvents): fix reference link
This now hyperlinks correctly with IntelliSense.
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* refactor(REST): remove double classing
BREAKING CHANGE: `REST` and `RequestManager` have been combined, most of the properties, methods, and events from both classes can now be found on `REST`
BREAKING CHANGE: `REST#raw` has been removed in favor of `REST#queueRequest`
BREAKING CHANGE: `REST#getAgent` has been removed in favor of `REST#agent`
* chore: update for /rest changes
BREAKING CHANGE: The REST and RequestManager classes now extend AsyncEventEmitter
from `@vladfrangu/async_event_emitter`, which aids in cross-compatibility
between Node, Deno, Bun, CF Workers, Vercel Functions, etc.
BREAKING CHANGE: DefaultUserAgentAppendix has been adapted to support multiple
different platforms (previously mentioned Deno, Bun, CF Workers, etc)
BREAKING CHANGE: the entry point for `@discordjs/rest` will now differ
in non-node-like environments (CF Workers, etc.)
Co-authored-by: Suneet Tipirneni <77477100+suneettipirneni@users.noreply.github.com>
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: suneettipirneni <suneettipirneni@icloud.com>
* perf(Channel): linear speed position getter
* fix: add another set of parens
* perf: lower memory and CPU usage
* refactor: add shared private utility for group types
* perf: improve readability and performance
Co-authored-by: Vlad Frangu <kingdgrizzle@gmail.com>
* feat: add support for voice sortables
---------
Co-authored-by: Vlad Frangu <kingdgrizzle@gmail.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix(Action): use existing recipients if available
* fix: account for message delete -> interaction
* fix(Action): use `last_message_id` if it exists
* refactor(Action): use ternary
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* spotify, youtube, twitch
* regression born from misunderstanding in 9a6e691
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* types(ModalSubmitFields): components is an array
* types(ModalSubmitFields): make type coherent with docs
* refactor(ModalSubmitInteraction): remove undefined props
* Importing Token
Importing token was missing, so I added it. It is getting the token from configuration file.
It could have been done with defining a constant variable too, but importing makes more sense.
* Updated Token Field to "dotenv"
From now, user's can use dotenv package to keep their Discord client token.
* Referring token as DISCORD_TOKEN
Co-authored-by: Jaw0r3k <jaworekwiadomosci@gmail.com>
---------
Co-authored-by: Jaw0r3k <jaworekwiadomosci@gmail.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
Small option update cnd REST.ts
I just add "``" to uniform cdn @defaultValue with others one (like api).
The link is not broken anymore, because it do not work anymore.
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* docs(ClientOptions): change default value of sweepers in docs
* docs(ClientOptions): set sweeper defaults by type
* docs(ClientOptions): add 'this.' to DefaultSweeperSettings in docs
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* types(GuildsAPI): fix `getWidgetSettings()` result type
* types(GuildsAPI): fix `beginPrune()` result type
* types(GuildsAPI): fix `editAutoModerationRule()` result type
* types(ApplicationCommandsAPI): fix guild application types
* types(GuildsAPI): fix `createTemplate()` body type
* fix(InteractionsAPI): make `followUp()` return the message
According to the Discord docs, creating a followup message is the same as executing a webhook, but *wait is always true*, meaning we always get the message.
* types(WebhooksAPI): fix result types
BREAKING CHANGE: NodeJS v18+ is required when using node due to the use of global `fetch`
BREAKING CHANGE: The raw method of REST now returns a web compatible `Respone` object.
BREAKING CHANGE: The `parseResponse` utility method has been updated to operate on a web compatible `Response` object.
BREAKING CHANGE: Many underlying internals have changed, some of which were exported.
BREAKING CHANGE: `DefaultRestOptions` used to contain a default `agent`, which is now set to `null` instead.
* fix(WebSocketShard): wait a little before reconnecting
* chore: leftover comment
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* Update AutoModerationRule.js
Update the docs descriptions for some of the AutoModerationRule methods to make them clearer and easier to understand
* Update AutoModerationRule.js
Updated the `exemptRoles` and `exemptChannels` parameter descriptions for their respective helper methods to match the typedef `AutoModerationRuleEditOptions`.
* Update AutoModerationRule.js
Update the `mentionTotalLimit` description to match the one in the `AutoModerationTriggerMetadataOptions` typdef.
* Update packages/discord.js/src/structures/AutoModerationRule.js
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
---------
Co-authored-by: Jiralite <33201955+Jiralite@users.noreply.github.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* refactor(GuildMember): make _roles a getter and roles a normal prop
* types(AutoModerationActionMetadataOptions): make channel property optional
* fix: revert changes from another PR
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* Update InteractionResponses.js
Update the parameters for the showModal method
* Update APITypes.js
Add APIModalInteractionResponseCallbackData link for docs link for showModal method
* Update InteractionResponses.js
Change the order of parameters so the ModalBuilder is listed first
* Update APITypes.js
Disable the ESline line length rule for the APITypes file
* Update InteractionResponses.js
Add ModalComponentData to the JSDoc, it was omitted before.
* feat: port over FAQ
* refactor: use async/await
Co-authored-by: Almeida <almeidx@pm.me>
* style: spacing
* refactor: use role id
* feat: more links!
* refactor: move comment up
* refactor: consistent naming style
---------
Co-authored-by: Almeida <almeidx@pm.me>
* fix(Message#editable): update editable check in threads locked
* fix(Message#editable): add check in archived threads
* fix: check manage threads permission only if thread is locked
* fix: adding a full stop at the end of a sentence
Co-authored-by: Jaworek <jaworekwiadomosci@gmail.com>
---------
Co-authored-by: Jaworek <jaworekwiadomosci@gmail.com>
Co-authored-by: Vlad Frangu <kingdgrizzle@gmail.com>
* fix(ThreadManager): Respect `cache` and `force` in fetching
* refactor: remove defaults
These are already defaulted down the line.
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix(rest): remove `const enum`s in favour of regular enums
The motivation is that `const enum` produces ambient const enums when
compiling which in turn causes issues with TypeScript 5.x when `verbatimModuleSyntax`
is enabled.
Furthermore, the generally accepted best practice is to avoid `const enum`s
when writing libraries. Can back this up with statements from TS maintainers
if needed, I know they made them, I just can't be bothered to find the GitHub
links lmao. @vladfrangu will probably be able to find those links much easier
than me as it was also the motivation to remove `const enum`'s from discord-api-types
* refactor(rest): restore `const enum` for internal enum
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
The issue was two-fold.
First of all, tsup starts using swc when `emitDecoratorMetadata` and `@swc/core` is installed.
`@swc/core` is installed transiently, which still causes the problem.
Okay, sure, so we move the `emitDecoratorMetadata` option to just
`packages/builders/tsconfig.json` seeing as the other packages don't use decorators anyway.
But that still leaves solving the issue for builders. @vladfrangu ended
up finding out that there was a bug in how esbuild handles plugins causing
the esbuild-plugin-version-injector plugin to not get loaded. This is solved
in v1.1.0 where the content is also replaced using the `onEnd` hook, if it
wasn't replaced by `onLoad` yet.
* docs(MessageManager): add clarification to fetch messages
[Discord's documentation](https://discord.com/developers/docs/resources/channel#get-channel-messages) mentions that you can only use before, after or around. This is not mentioned in D.JS documentation, and after some time trying to figure out why I was getting more messages than I should, decided to read the documentation.
* docs(MessageManager): remove mutually exclusive description
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
This fixes the hard crash encountered from message component interactions
where a `channel` property was added to them, causing hard crashes
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix(Message): permissions check should be done later
the getter will error if used on a message originating from a DM
* refactor: remove unessercary chaining
* refactor(GuildMemberManager): tidy up fetching guild members
* refactor: no destructure
* fix: throw `nonce` error correctly
* refactor: simplify `resolve()` with ternary
* refactor: prioritise `nonce` check
* fix: allow single user
* refactor: do not use `null`
This is not documented to request over the gateway.
* refactor: better name
* fix: extract correct property
* feat: add role subscription data
* docs: specify message type
* types: use interface
* docs: add word
---------
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* docs: fix version export
* types: assert `[VI]{{inject}}[/VI]` as string
* types: typo
* Revert "types: typo"
This reverts commit ba983f02be.
* types: typo
I hate my local repo. It can't install deps with `--immutable` and a have weird error on `yarn test`, but the CI passes
* refactor: moved escapeX funcs from discord.js to @discord.js/formatters
- moved escapeX functions from discord.js to @discord.js/formatters
- converted code from JS to TS (including JSDoc and TSDoc)
- made linter happy
- modified the escapeHeading's RegExp to pass the RegExp safety test
- escapeBulletedList now conserves the bullet style (- or *)
* fix: removed useless exports and eslint command
removed useless exports and eslint command
* fix(escapeX): emojis with underlines
porting the fix made in 2c4c5c23d6 into the refactorization PR
Co-authored-by: space <spaceeec@yahoo.com>
* feat(GuildAuditLogs): support `after`
* refactor: remove variables
They were only being used once each.
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* feat(core): implement some ws send events
* fix: check guild id and add a timeout
* fix: only check for nonce
* chore: update readme
* chore: make requested changes
* chore: make methods consistent
* chore: fix readme example
* chore: move shard ID calculation to util
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix: zombie connection
- Fix backport #7626 missing changes
- Reverted the pull request #8956
- Removed unref of wsCloseTimeout
- We are resuming the connection for zombie instead of starting a new
Co-authored-by: DraftMan <nicovanaarsen@gmail.com>
* refactor: ♻️ Format code and remove useless assignation
Co-authored-by: DraftMan <nicovanaarsen@gmail.com>
* refactor(GuildManager): tidy up guild creation
* refactor: emit once only
Co-authored-by: Aura Román <kyradiscord@gmail.com>
* fix: allow `0`/`0n`
* refactor: modify name
Co-authored-by: Aura Román <kyradiscord@gmail.com>
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* docs: updated ws's readme to include optional packages
- added optional packages to the README.md
- added an example on how to add a listener to the ws manager, in the README.md
* docs: changed "addEventListener" to "on" in ws's readme
changed "addEventListener" to "on" in @discord.js/ws README.md
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* types(AutoModerationRuleCreateOptions): fix actions type
* types: update setActions
* docs: use array type for actions
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
* fix: return only boolean for `disabled`
* fix: return only boolean for `disabled`
Co-authored-by: kodiakhq[bot] <49736102+kodiakhq[bot]@users.noreply.github.com>
@@ -11,22 +11,20 @@ is a great boon to your development process.
To get ready to work on the codebase, please do the following:
1. Fork & clone the repository, and make sure you're on the **main** branch
2. Run `yarn --immutable` ([install](https://yarnpkg.com/getting-started/install))
3. Run `yarn build` to build local packages
2. Run `pnpm install --frozen-lockfile` ([install](https://pnpm.io/installation))
3. Run `pnpm run build` to build local packages
4. Code your heart out!
5. Run `yarn test` to run ESLint and ensure any JSDoc changes are valid
5. Run `pnpm run test` to run ESLint and ensure any JSDoc changes are valid
6. [Submit a pull request](https://github.com/discordjs/discord.js/compare) (Make sure you follow the [conventional commit format](https://github.com/discordjs/discord.js/blob/main/.github/COMMIT_CONVENTION.md))
## Testing changes locally
If you want to test changes you've made locally, you can do so by using `yarn link`. This will create a symlink to your local copy of the discord.js libraries.
If you want to test changes you've made locally, you can do so by using `pnpm link <package-you-want-to-link-to-your-current-package>`. This will create a symlink to your local copy of the discord.js libraries.
1. Create a new directory `mkdir discordjs-test` and move into it `cd discordjs-test`
2. Initialize a new yarn 3 project `yarn init -2`
3.Disable pnp `yarn config set nodeLinker node-modules`
4.Now link the local discord.js project you cloned earlier `yarn link -A {PATH_TO_DISCORDJS_REPO}`
5. Install packages you'd like to test locally `yarn add discord.js@latest`, `yarn add @discordjs/rest@latest`, etc. **Note: Make sure you use `latest` tag or else yarn will try to install the remote package from npm**
6. Import the package in your source code and test them out!
2. Initialize a new pnpm project `pnpm init`
3.Now link the discord.js package from the directory you cloned earlier `pnpm link {PATH_TO_DISCORDJS_REPO}/packages/<package>`. (e.g. `pnpm link ~/discord.js/packages/rest`)
4.Import the package in your source code and test them out!
### Working with TypeScript packages
@@ -34,15 +32,18 @@ When testing local changes, you may notice you need to manually recompile TypeSc
To avoid this you can use the `--watch` parameter in the package build script to automatically recompile the project when changes are detected.
For example, to automatically recompile the `@discordjs/rest` project when changes are detected, run `yarn turbo run build --filter=@discordjs/rest -- --watch` in the root folder of where you cloned the discord.js repo.
For example, to automatically recompile the `@discordjs/rest` project when changes are detected, run `pnpm turbo run build --filter='@discordjs/rest' -- --watch` in the root folder of where you cloned the discord.js repo.
## Adding new packages
If you'd like to create another package under the `@discordjs` organization run the following command:
+ const jsonSchemaContent = "{\"title\":\"TSDoc Configuration\",\"description\":\"Describes the TSDoc configuration for a TypeScript project\",\"type\":\"object\",\"properties\":{\"$schema\":{\"description\":\"Part of the JSON Schema standard, this optional keyword declares the URL of the schema that the file conforms to. Editors may download the schema and use it to perform syntax highlighting.\",\"type\":\"string\"},\"extends\":{\"description\":\"Optionally specifies one or more JSON config files that will be combined with this file. This provides a way for standard settings to be shared across multiple projects. Important: The \\\"extends\\\" paths are resolved using NodeJS module resolution, so a path to a local file MUST be prefixed with \\\"./\\\".\",\"type\":\"array\",\"items\":{\"type\":\"string\"}},\"noStandardTags\":{\"description\":\"By default, the config file loader will predefine all of the standardized TSDoc tags. To disable this and start with a completely empty configuration, set \\\"noStandardTags\\\"=true.\",\"type\":\"boolean\"},\"tagDefinitions\":{\"description\":\"Additional tags to support when parsing documentation comments with TSDoc.\",\"type\":\"array\",\"items\":{\"$ref\":\"#/definitions/tsdocTagDefinition\"}},\"supportedHtmlElements\":{\"description\":\"The HTML element names that are supported in this configuration. Used in conjunction with the \\\"reportUnsupportedHtmlElements\\\" setting.\",\"type\":\"array\",\"items\":{\"type\":\"string\",\"pattern\":\"^[a-zA-Z0-9-]+$\"}},\"reportUnsupportedHtmlElements\":{\"description\":\"Whether an error should be reported when an unsupported HTML element is encountered in a doc comment. Defaults to \\\"true\\\" if the \\\"supportedHtmlElements\\\" field is present in this file, \\\"false\\\" if not.\",\"type\":\"boolean\"},\"supportForTags\":{\"description\":\"A collection of key/value pairs. The key is a TSDoc tag name (e.g. \\\"@myTag\\\") that must be defined in this configuration. The value is a boolean indicating whether the tag is supported. The TSDoc parser may report warnings when unsupported tags are encountered. If \\\"supportForTags\\\" is specified for at least one tag, then the \\\"reportUnsupportedTags\\\" validation check is enabled by default.\",\"type\":\"object\",\"patternProperties\":{\"@[a-zA-Z][a-zA-Z0-9]*$\":{\"type\":\"boolean\"}},\"additionalItems\":false}},\"required\":[\"$schema\"],\"additionalProperties\":false,\"definitions\":{\"tsdocTagDefinition\":{\"description\":\"Configuration for a custom supported TSDoc tag.\",\"type\":\"object\",\"properties\":{\"tagName\":{\"description\":\"Name of the custom tag. TSDoc tag names start with an at-sign (@) followed by ASCII letters using camelCase capitalization.\",\"type\":\"string\"},\"syntaxKind\":{\"description\":\"Syntax kind of the custom tag. \\\"inline\\\" means that this tag can appear inside other documentation sections (example: {@link}). \\\"block\\\" means that this tag starts a new documentation section (example: @remarks). \\\"modifier\\\" means that this tag's presence indicates an aspect of the associated API item (example: @internal).\",\"type\":\"string\",\"enum\":[\"inline\",\"block\",\"modifier\"]},\"allowMultiple\":{\"description\":\"If true, then this tag may appear multiple times in a doc comment. By default, a tag may only appear once.\",\"type\":\"boolean\"}},\"required\":[\"tagName\",\"syntaxKind\"],\"additionalProperties\":false}}}";
This repository contains multiple packages with separate [releases][github-releases]. You can find the assembled Discord API wrapper at [`discord.js`][source]. It is a powerful [Node.js](https://nodejs.org/en) module that allows you to easily interact with the [Discord API](https://discord.com/developers/docs/intro).
- Object-oriented
- Predictable abstractions
- Performant
- 100% coverage of the Discord API
## Packages
## Installation
-`discord.js` ([source][source]) - A powerful Node.js module for interacting with the Discord API
-`create-discord-bot` ([source][create-discord-bot-source]) - A CLI tool to quickly scaffold a Discord bot project
-`@discordjs/brokers` ([source][brokers-source]) - A collection of brokers for use with discord.js
-`@discordjs/builders` ([source][builders-source]) - A utility package for easily building Discord API payloads
-`@discordjs/collection` ([source][collection-source]) - A powerful utility data structure
-`@discordjs/core` ([source][core-source]) - A thinly abstracted wrapper around the core components of the Discord API
-`@discordjs/formatters` ([source][formatters-source]) - A collection of functions for formatting strings
-`@discordjs/proxy` ([source][proxy-source]) - A wrapper around `@discordjs/rest` for running an HTTP proxy
-`@discordjs/rest` ([source][rest-source]) - A module for interacting with the Discord REST API
-`@discordjs/structures` ([source][structures-source]) - A wrapper around Discord's structures
-`@discordjs/util` ([source][util-source]) - A collection of utility functions
-`@discordjs/voice` ([source][voice-source]) - A module for interacting with the Discord Voice API
-`@discordjs/ws` ([source][ws-source]) - A wrapper around Discord's gateway
**Node.js 16.9.0 or newer is required.**
## Containers
```sh-session
npm install discord.js
yarn add discord.js
pnpm add discord.js
```
### Optional packages
- [zlib-sync](https://www.npmjs.com/package/zlib-sync) for WebSocket data compression and inflation (`npm install zlib-sync`)
- [erlpack](https://github.com/discord/erlpack) for significantly faster WebSocket data (de)serialisation (`npm install discord/erlpack`)
- [bufferutil](https://www.npmjs.com/package/bufferutil) for a much faster WebSocket connection (`npm install bufferutil`)
- [utf-8-validate](https://www.npmjs.com/package/utf-8-validate) in combination with `bufferutil` for much faster WebSocket processing (`npm install utf-8-validate`)
- [@discordjs/voice](https://www.npmjs.com/package/@discordjs/voice) for interacting with the Discord Voice API (`npm install @discordjs/voice`)
## Example usage
Install discord.js:
```sh-session
npm install discord.js
yarn add discord.js
pnpm add discord.js
```
Register a slash command against the Discord API:
```js
const { REST, Routes } = require('discord.js');
const commands = [
{
name: 'ping',
description: 'Replies with Pong!',
},
];
const rest = new REST({ version: '10' }).setToken(TOKEN);
Before creating an issue, please ensure that it hasn't already been reported/suggested, and double-check the
[documentation][documentation].
See [the contribution guide][contributing] if you'd like to submit a PR.
Please read through our [contribution guidelines][contributing] before starting a pull request. We welcome contributions of all kinds, not just code! If you're stuck for ideas, look for the [good first issue][good-first-issue] label on issues in the repository. If you have any questions about the project, feel free to ask them on [Discord][discord]. Before creating your own issue or pull request, always check to see if one already exists! Don't rush contributions, take your time and ensure you're doing it correctly.
## Help
If you don't understand something in the documentation, you are experiencing problems, or you just need a gentle
nudge in the right direction, please don't hesitate to join our official [discord.js Server][discord].
If you don't understand something in the documentation, you are experiencing problems, or you just need a gentle nudge in the right direction, please join our [Discord server][discord].
You can and should use `pnpm dev` to check your changes out locally before pushing them for review.
## Adding pages
To add a new page to the guide, create a `filename.mdx` file in the folder of your choice located under `/content`. Fumadocs will pick it up and route appropriately. To list the section in the sidebar, make sure it is listed in the `meta.json` file of the directory you placed it in under the `pages` key. The order in the `pages` array determines the order pages have in the sidebar.
## Framework and components
The guide uses the fumadocs documentation framework for Next.js. You can find examples as well as documentation for the components you can use at <https://fumadocs.dev/docs/ui>.
## General guidelines
Please try your best to follow the guidelines below. They help to make the guide appear as a coherent piece of work rather than a collection of disconnected pieces with different writing styles.
### Spelling, grammar, and wording
Improper grammar, strange wording, and incorrect spelling are all things that may lead to confusion when a user reads a guide page. It's important to attempt to keep the content clear and consistent. Re-read what you've written and place yourself in the shoes of someone else for a moment to see if you can fully understand everything without any confusion.
Don't worry if you aren't super confident with your grammar/spelling/wording skills; all pull requests get thoroughly reviewed, and comments are left in areas that need to be fixed or could be done better/differently.
#### "You"/"your" instead of "we"/"our"
When explaining parts of the guide, we recommend to use "you" instead of "we" when referring to the read or things they can do:
```diff
- To check our Node version, we can run `node -v`.
+ To check your Node version, you can run `node -v`.
- To delete a message, we can do: `message.delete();`
+ To delete a message, you can do: `message.delete();`
- Our final code should look like this: ...
+ Your final code should look like this: ...
- Before we can actually do this, we need to update our configuration file.
+ Before you can actually do this, you need to update your configuration file.
```
#### "We" instead of "I"
When referring to yourself, use "we" (as in "the writers of this guide") instead of "I". For example:
```diff
- If you don't already have this package installed, I would highly recommend doing so.
+ If you don't already have this package installed, we would highly recommend doing so.
# Valid alternative:
+ If you don't already have this package installed, it's highly recommended that you do so.
- In this section, I'll be covering how to do that really cool thing everyone's asking about.
+ In this section, we'll be covering how to do that really cool thing everyone's asking about.
```
#### Inclusive language
Try to avoid using gendered and otherwise non-inclusive language. The following are just examples to give you an idea of what we expect. Don't understand this as a complete list of "banned terms":
- Use they/them/their instead of gendered pronouns (he/him/his, she/her/hers).
- Avoid using "master" and "slave", you can use "primary" and "replica" or "secondary" instead.
- Avoid gendered terms like "guys", "folks" and "people" work just as well.
- Avoid ableist terms "sanity check", use "confidence check" or "coherence check" instead.
- Avoid talking about "dummy" values, call them "placeholder" or "sample value" instead.
### Paragraph structure
Try to keep guide articles formatted nicely and easy to read. If paragraphs get too long, you can usually split them up where they introduce a new concept or facet. Adding a bit of spacing can make the guide easier to digest and follow! Try to avoid run-on sentences with many embedded clauses.
## Semantic components
You can find the full documentation for the guide framework at <https://fumadocs.dev/docs/ui/>. If you are unsure what to use when, consider looking through the existing guide pages and how they approach things.
### Callouts
You can use [Callouts](https://fumadocs.dev/docs/ui/markdown#callouts) to describe additional context that doesn't fully fit into the flow of the paragraph or requires special attention. Prefer to MDX syntax `<Callout />` over Remark `:::` admonitions.
### Code
Fumadocs integrates [Shiki transformers](https://fumadocs.dev/docs/ui/markdown#shiki-transformers) for visual highlighting through the use of [Rhype Code](https://fumadocs.dev/docs/headless/mdx/rehype-code).
When describing changes or additions to code, prefer using the appropriate language (`js` in most cases for this guide) with diff transformers over `diff` highlights:
```js
console.log('Hello');// [!code --]
console.log('Hello World');// [!code ++]
```
You can put the transformer syntax above the respective line and declare ranges instead of repeating formatting intsructions. You can also combine different transformers on the same line. Note that word highlights highlight the word across the code block by default, but do respect ranges.
```js
console.log('Hello');// [!code --:2]
console.log('World');
// [!code ++]
console.log('Hello World');
```
```js
// ...
// [!code focus:2] [!code word:log:1]
console.log('Hello World!');// this instance of "log" is highlighted
console.log('Foobar');// this one is not
// ...
```
When introducing new functions in a paragraph, consider highlighting them in the following code snippet to draw additional attention to their use. For example, if you just described the `log` function:
```js
console.log('Hello World');// [!code word:log]
```
Make sure to denote the file names or paths if you describe progress in a specific code sample. When descrbing multiple files, use [tab groups](https://fumadocs.dev/docs/ui/markdown#tab-groups).
````md
```json title="package.json" tab="Configuration"
{ ... }
```
```js tab="Usage"
// code showing how to use what is being configured
```
````
### Directory Structure
You can use the [Files](https://fumadocs.dev/docs/ui/components/files) component to visualize the expected directory structure, if it is relevant to the approach you describe.
See also the [Update Guide][guide-update], including updated and removed items in the library.
- [discord.js Discord server][discord]
- [Discord API Discord server][discord-api]
- [GitHub][source]
- [Related libraries][related-libs]
## Contributing
See [the contribution guide][contributing] if you'd like to submit a PR.
Before creating an issue, please ensure that it hasn't already been reported/suggested, and double-check the existing guide. See [the contributing guide][contributing] if you'd like to submit a pull request.
## Local Development
To install and run just the guide portion of the repository for development, you can install dependencies with `pnpm --filter guide install` and serve a development version of the guide on localhost with `pnpm dev`.
## Help
If you don't understand something in the documentation, you are experiencing problems, or you just need a gentle
nudge in the right direction, please don't hesitate to join our official [discord.js Server][discord].
If you don't understand something in the documentation, you are experiencing problems, or you just need a gentle nudge in the right direction, please don't hesitate to join our official [discord.js Server][discord].
data: new SlashCommandBuilder().setName('ping').setDescription('Replies with Pong!'),
async execute(interaction) {
// ...
},
};
```
In your main file, initialize a [Collection](../additional-info/collections) to store cooldowns of commands:
```js
client.cooldowns = new Collection();
```
The key will be the command names, and the values will be Collections associating the user's id (key) to the last time (value) this user used this command. Overall the logical path to get a user's last usage of a command will be `cooldowns > command > user > timestamp`.
In your `InteractionCreate` event handler, add the following code:
```js title="index.js / interactionCreate.js (if you followed the event handler section)"
// ...
// [!code ++:14]
const { cooldowns } = interaction.client;
if (!cooldowns.has(command.data.name)) {
cooldowns.set(command.data.name, new Collection());
You check if the `cooldowns` Collection already has an entry for the command being used. If this is not the case, you can add a new entry, where the value is initialized as an empty Collection. Next, create the following variables:
1. `now`: The current timestamp.
2. `timestamps`: A reference to the Collection of user ids and timestamp key/value pairs for the triggered command.
3. `cooldownAmount`: The specified cooldown for the command, converted to milliseconds for straightforward calculation. If none is specified, this defaults to three seconds.
If the user has already used this command in this session, get the timestamp, calculate the expiration time, and inform the user of the amount of time they need to wait before using this command again. Note the use of the `return` statement here, causing the code below this snippet to execute only if the user has not used this command in this session or the wait has already expired.
Continuing with your current setup, this is the complete `if` statement:
```js title="index.js / interactionCreate.js (if you followed the event handler section)"
content: `Please wait, you are on a cooldown for \`${command.data.name}\`. You can use it again <t:${expiredTimestamp}:R>.`,
flags: MessageFlags.Ephemeral,
});
}
}
```
Since the `timestamps` Collection has the user's id as the key, you can use the `get()` method on it to get the value and sum it up with the `cooldownAmount` variable to get the correct expiration timestamp and further check to see if it's expired or not.
The previous user check serves as a precaution in case the user leaves the guild. You can now use the `setTimeout` method, which will allow you to execute a function after a specified amount of time and remove the timeout.
When writing your commands, you may find it tedious to restart your bot every time for testing the smallest changes. With a command handler, you can eliminate this issue and reload your commands while your bot is running.
<Callout>
ESM does not support require and clearing import cache. You can use [hot-esm](https://www.npmjs.com/package/hot-esm)
to import files without cache. Windows support is experimental per [this
return interaction.reply(`There is no command with name \`${commandName}\`!`);
}
},
};
```
<Callout type="warn">
The reload command ideally should not be used by every user. You should deploy it as a guild command in a private
guild.
</Callout>
To build the correct file path, you will need the file name. You can use `command.data.name` for doing that.
In theory, all there is to do is delete the previous command from `client.commands` and require the file again. In practice, you cannot do this easily as `require()` caches the file. If you were to require it again, you would load the previously cached file without any changes. You first need to delete the file from `require.cache`, and only then should you require and set the command file to `client.commands`:
await interaction.reply(`Command \`${newCommand.data.name}\` was reloaded!`);
} catch (error) {
console.error(error);
await interaction.reply(
`There was an error while reloading a command \`${command.data.name}\`:\n\`${error.message}\``,
);
}
```
The snippet above uses a `try...catch` block to load the command file and add it to `client.commands`. In case of an error, it will log the full error to the console and notify the user about it with the error's message component `error.message`. Note that you never actually delete the command from the commands Collection and instead overwrite it. This behavior prevents you from deleting a command and ending up with no command at all after a failed `require()` call, as each use of the reload command checks that Collection again.
If you aren't very familiar with ECMAScript 2017, you may not know about async/await. It's a useful way to handle Promises in a hoisted manner. It's also slightly faster and increases overall readability.
## How do Promises work?
Before we can get into async/await, you should know what Promises are and how they work because async/await is just a way to handle Promises. If you know what Promises are and how to deal with them, you can skip this part.
Promises are a way to handle asynchronous tasks in JavaScript; they are the newer alternative to callbacks. A Promise has many similarities to a progress bar; they represent an unfinished and ongoing process. An excellent example of this is a request to a server (e.g., discord.js sends requests to Discord's API).
A Promise can have three states; pending, resolved, and rejected.
- The **pending** state means that the Promise still is ongoing and neither resolved nor rejected.
- The **resolved** state means that the Promise is done and executed without any errors.
- The **rejected** state means that the Promise encountered an error and could not execute correctly.
One important thing to know is that a Promise can only have one state simultaneously; it can never be pending and resolved, rejected and resolved, or pending and rejected. You may be asking, "How would that look in code?". Here is a small example:
<Callout>
This example uses ES6 code. If you do not know what that is, you should read up on that [here](./es6-syntax).
</Callout>
```js
function deleteMessages(amount) {
// [!code word:Promise]
return new Promise((resolve, reject) => {
if (amount > 10) return reject(new Error("You can't delete more than 10 Messages at a time."));
// `deleteMessages` is complete and has not encountered any errors
// the resolved value will be the string "Deleted 10 messages"
})
// [!code word:catch]
.catch((error) => {
// `deleteMessages` encountered an error
// the error will be an Error Object
});
```
In this scenario, the `deleteMessages` function returns a Promise. The `.then()` method will trigger if the Promise resolves, and the `.catch()` method if the Promise rejects. In the `deleteMessages` function, the Promise is resolved after 2 seconds with the string "Deleted 10 messages.", so the `.catch()` method will never be executed. You can also pass the `.catch()` function as the second parameter of `.then()`.
## How to implement async/await
### Theory
The following information is essential to know before working with async/await. You can only use the `await` keyword inside a function declared as `async` (you put the `async` keyword before the `function` keyword or before the parameters when using a callback function).
A simple example would be:
```js
// [!code word:async]
async function declaredAsAsync() {
// ...
}
```
or
```js
// [!code word:async]
const declaredAsAsync = async () => {
// ...
};
```
You can use that as well if you use the arrow function as an event listener.
```js
client.on('event', async (first, last) => {
// ...
});
```
An important thing to know is that a function declared as `async` will always return a Promise. In addition to this, if you return something, the Promise will resolve with that value, and if you throw an error, it will reject the Promise with that error.
### Execution with discord.js code
Now that you know how Promises work and what they are used for, let's look at an example that handles multiple Promises. Let's say you want to react with letters (regional indicators) in a specific order. For this example, here's a basic template for a discord.js bot with some ES6 adjustments.
But since all of these methods are started at the same time, it would just be a race to which server request finished first, so there would be no guarantee that it would react at all (if the message isn't fetched) or in the order you wanted it to. In order to make sure it reacts after the message is sent and in order (a, b, c), you'd need to use the `.then()` callback from the Promises that these methods return. The code would look like this:
// handle failure of any Promise rejection inside here
});
});
}
});
```
In this piece of code, the Promises are [chain resolved](https://developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Promise/then#Chaining) with each other, and if one of the Promises gets rejected, the function passed to `.catch()` gets called. Here's the same code but with async/await:
It's mostly the same code, but how would you catch Promise rejections now since `.catch()` isn't there anymore? That is also a useful feature with async/await; the error will be thrown if you await it so that you can wrap the awaited Promises inside a try/catch, and you're good to go.
The return value of a `.reply()` with the `withResponse` option set to `true` is a promise which resolves with `InteractionCallbackResponse`, but how would the same code with async/await look?
Make sure you're using the latest LTS version of Node. To check your Node version, use `node -v` in your terminal or command prompt, and if it's not high enough, update it! There are many resources online to help you with this step based on your host system.
### Various packages are now included in v14
If you previously had `@discordjs/builders`, `@discordjs/formatters`, `@discordjs/rest`, or `discord-api-types` manually installed, it's _highly_ recommended that you uninstall the packages to avoid package version conflicts.
discord.js v14 makes the switch to Discord API v10!
### Common Breakages
### Enum Values
Any areas that used to accept a `string` or `number` type for an enum parameter will now only accept exclusively `number`s.
In addition, the old enums exported by discord.js v13 and lower are replaced with new enums from [discord-api-types](https://discord-api-types.dev/api/discord-api-types-v10).
#### New enum differences
Most of the difference between enums from discord.js and discord-api-types can be summarized as so:
1. Enums are singular, i.e., `ApplicationCommandOptionTypes` -> `ApplicationCommandOptionType`
2. Enums that are prefixed with `Message` no longer have the `Message` prefix, i.e., `MessageButtonStyles` -> `ButtonStyle`
3. Enum values are `PascalCase` rather than `SCREAMING_SNAKE_CASE`, i.e., `.CHAT_INPUT` -> `.ChatInput`
<Callout>
You might be inclined to use raw `number`s (most commonly referred to as [magic numbers](<https://en.wikipedia.org/wiki/Magic_number_(programming)>)) instead of enum values. This is highly discouraged. Enums provide more readability and are more resistant to changes in the API. Magic numbers can obscure the meaning of your code in many ways, check out this [blog post](https://blog.webdevsimplified.com/2020-02/magic-numbers/) if you want more context on as to why they shouldn't be used.
</Callout>
#### Common enum breakages
Areas like `Client` initialization, JSON slash commands and JSON message components will likely need to be modified to accommodate these changes:
Some channel type guard methods that narrowed to one channel type have been removed. Instead compare the `type` property against a [ChannelType](https://discord-api-types.dev/api/discord-api-types-v10/enum/ChannelType) enum member to narrow channels.
Builders are no longer returned by the API like they were previously. For example you send the API an `EmbedBuilder` but you receive an `Embed` of the same data from the API. This may affect how your code handles received structures such as components. Refer to [message component changes section](#messagecomponent) for more details.
Added `disableValidators()` and `enableValidators()` as top-level exports which disable or enable validation (enabled by default).
### Consolidation of `create()` & `edit()` parameters
Various `create()` and `edit()` methods on managers and objects have had their parameters consolidated. The changes are below:
- `Guild#edit()` now takes `reason` in the `data` parameter
- `GuildChannel#edit()` now takes `reason` in the `data` parameter
- `GuildEmoji#edit()` now takes `reason` in the `data` parameter
- `Role#edit()` now takes `reason` in the `data` parameter
- `Sticker#edit()` now takes `reason` in the `data` parameter
- `ThreadChannel#edit()` now takes `reason` in the `data` parameter
- `GuildChannelManager#create()` now takes `name` in the `options` parameter
- `GuildChannelManager#createWebhook()` (and other text-based channels) now takes `channel` and `name` in the `options` parameter
- `GuildChannelManager#edit()` now takes `reason` as a part of `data`
- `GuildEmojiManager#edit()` now takes `reason` as a part of `data`
- `GuildManager#create()` now takes `name` as a part of `options`
- `GuildMemberManager#edit()` now takes `reason` as a part of `data`
- `GuildMember#edit()` now takes `reason` as a part of `data`
- `GuildStickerManager#edit()` now takes `reason` as a part of `data`
- `RoleManager#edit()` now takes `reason` as a part of `options`
- `Webhook#edit()` now takes `reason` as a part of `options`
- `GuildEmojiManager#create()` now takes `attachment` and `name` as a part of `options`
- `GuildStickerManager#create()` now takes `file`, `name`, and `tags` as a part of `options`
### Activity
The following properties have been removed as they are not documented by Discord:
- `Activity#id`
- `Activity#platform`
- `Activity#sessionId`
- `Activity#syncId`
### Application
`Application#fetchAssets()` has been removed as it is no longer supported by the API.
### BitField
- BitField constituents now have a `BitField` suffix to avoid naming conflicts with the enum names:
```js
new Permissions(); // [!code --]
new PermissionsBitField(); // [!code ++]
new MessageFlags(); // [!code --]
new MessageFlagsBitField(); // [!code ++]
new ThreadMemberFlags(); // [!code --]
new ThreadMemberFlagsBitField(); // [!code ++]
new UserFlags(); // [!code --]
new UserFlagsBitField(); // [!code ++]
new SystemChannelFlags(); // [!code --]
new SystemChannelFlagsBitField(); // [!code ++]
new ApplicationFlags(); // [!code --]
new ApplicationFlagsBitField(); // [!code ++]
new Intents(); // [!code --]
new IntentsBitField(); // [!code ++]
new ActivityFlags(); // [!code --]
new ActivityFlagsBitField(); // [!code ++]
```
- `#FLAGS` has been renamed to `#Flags`
### CDN
The methods that return CDN URLs have changed. Here is an example on a User:
Dynamic URLs use `ImageURLOptions` and static URLs use `BaseImageURLOptions`. Since dynamic URLs are returned by default, this option has been renamed to `forceStatic` which forces the return of a static URL. Additionally, `format` has been renamed to `extension`.
### CategoryChannel
`CategoryChannel#children` is no longer a `Collection` of channels the category contains. It is now a manager (`CategoryChannelChildManager`). This also means `CategoryChannel#createChannel()` has been moved to the `CategoryChannelChildManager`.
### Channel
The following type guards have been removed:
- `Channel#isText()`
- `Channel#isVoice()`
- `Channel#isDirectory()`
- `Channel#isDM()`
- `Channel#isGroupDM()`
- `Channel#isCategory()`
- `Channel#isNews()`
Refer to [this section](#channels) for more context.
The base channel class is now `BaseChannel`.
### Client
The `restWsBridgeTimeout` client option has been removed.
### CommandInteractionOptionResolver
`CommandInteractionOptionResolver#getMember()` no longer has a parameter for `required`. See [this pull request](https://github.com/discordjs/discord.js/pull/7188) for more information.
### Constants
- Many constant objects and key arrays are now top-level exports for example:
- The refactored constants structures have `PascalCase` member names as opposed to `SCREAMING_SNAKE_CASE` member names.
- Many of the exported constants structures have been replaced and renamed:
```js
Opcodes; // [!code --]
GatewayOpcodes; // [!code ++]
WSEvents; // [!code --]
GatewayDispatchEvents; // [!code ++]
WSCodes; // [!code --]
GatewayCloseCodes; // [!code ++]
InviteScopes; // [!code --]
OAuth2Scopes; // [!code ++]
```
### Events
The `message` and `interaction` events are now removed. Use `messageCreate` and `interactionCreate` instead.
`applicationCommandCreate`, `applicationCommandDelete` and `applicationCommandUpdate` have all been removed. See [this pull request](https://github.com/discordjs/discord.js/pull/6492) for more information.
The `threadMembersUpdate` event now emits the users who were added, the users who were removed, and the thread respectively.
### GuildBanManager
Developers should utilise `deleteMessageSeconds` instead of `days` and `deleteMessageDays`:
`deleteMessageDays` (introduced with version 14) and `days` are both deprecated and will be removed in the future.
### Guild
`Guild#setRolePositions()` and `Guild#setChannelPositions()` have been removed. Use `RoleManager#setPositions()` and `GuildChannelManager#setPositions()` instead respectively.
`Guild#maximumPresences` no longer has a default value of 25,000.
`Guild#me` has been moved to `GuildMemberManager#me`. See [this pull request](https://github.com/discordjs/discord.js/pull/7669) for more information.
### GuildAuditLogs & GuildAuditLogsEntry
`GuildAuditLogs.build()` has been removed as it has been deemed defunct. There is no alternative.
The following properties & methods have been moved to the `GuildAuditLogsEntry` class:
- `GuildAuditLogs.Targets`
- `GuildAuditLogs.actionType()`
- `GuildAuditLogs.targetType()`
### GuildMember
`GuildMember#pending` is now nullable to account for partial guild members. See [this issue](https://github.com/discordjs/discord.js/issues/6546) for more information.
### IntegrationApplication
`IntegrationApplication#summary` has been removed as it is no longer supported by the API.
### Interaction
Whenever an interaction is replied to and one fetches the reply, it could possibly give an `APIMessage` if the guild was not cached. However, interaction replies now always return an `InteractionCallbackResponse` with `withResponse` set to `true`.
The base interaction class is now `BaseInteraction`.
### Invite
`Invite#inviter` is now a getter and resolves structures from the cache.
### MessageAttachment
`MessageAttachment` has now been renamed to `AttachmentBuilder`. // [!code --]
```js
new MessageAttachment(buffer, 'image.png'); // [!code --]
new AttachmentBuilder(buffer, { name: 'image.png' }); // [!code ++]
```
### MessageComponent
- MessageComponents have been renamed as well. They no longer have the `Message` prefix, and now have a `Builder` suffix:
```js
const button = new MessageButton(); // [!code --]
const button = new ButtonBuilder(); // [!code ++]
const selectMenu = new MessageSelectMenu(); // [!code --]
const selectMenu = new StringSelectMenuBuilder(); // [!code ++]
const actionRow = new MessageActionRow(); // [!code --]
const actionRow = new ActionRowBuilder(); // [!code ++]
const textInput = new TextInputComponent(); // [!code --]
const textInput = new TextInputBuilder(); // [!code ++]
```
- Components received from the API are no longer directly mutable. If you wish to mutate a component from the API, use `ComponentBuilder#from`. For example, if you want to make a button mutable:
`MessageManager#fetch()`'s second parameter has been removed. The `BaseFetchOptions` the second parameter once was is now merged into the first parameter.
- `Modal` has been renamed as well and now has a `Builder` suffix:
```js
const modal = new Modal(); // [!code --]
const modal = new ModalBuilder(); // [!code ++]
```
### PartialTypes
The `PartialTypes` string array has been removed. Use the `Partials` enum instead.
In addition to this, there is now a new partial: `Partials.ThreadMember`.
### Permissions
Thread permissions `USE_PUBLIC_THREADS` and `USE_PRIVATE_THREADS` have been removed as they are deprecated in the API. Use `CREATE_PUBLIC_THREADS` and `CREATE_PRIVATE_THREADS` respectively.
`ManageEmojisAndStickers` has been deprecated due to API changes. Its replacement is `ManageGuildExpressions`. See [this pull request](https://github.com/discord/discord-api-docs/pull/6017) for more information.
### PermissionOverwritesManager
Overwrites are now keyed by the `PascalCase` permission key rather than the `SCREAMING_SNAKE_CASE` permission key.
### REST Events
#### apiRequest
This REST event has been removed as discord.js now uses [Undici](https://github.com/nodejs/undici) as the underlying request handler. You must now use a [Diagnostics Channel](https://undici.nodejs.org/#/docs/api/DiagnosticsChannel). Here is a simple example:
```js
import diagnosticsChannel from 'node:diagnostics_channel';
This REST event has been renamed to `rateLimited` and moved to `Client#rest`:
```js
client.on('rateLimit', ...); // [!code --]
client.rest.on('rateLimited', ...); // [!code ++]
```
### RoleManager
`Role.comparePositions()` has been removed. Use `RoleManager#comparePositions()` instead.
### Sticker
`Sticker#tags` is now a nullable string (`string | null`). Previously, it was a nullable array of strings (`string[] | null`). See [this pull request](https://github.com/discordjs/discord.js/pull/8010) for more information.
### ThreadChannel
The `MAX` helper used in `ThreadAutoArchiveDuration` has been removed. Discord has since allowed any guild to use any auto archive time which makes this helper redundant.
### ThreadMemberManager
`ThreadMemberManager#fetch()`'s second parameter has been removed. The `BaseFetchOptions` the second parameter once was is now merged into the first parameter. In addition, the boolean helper to specify `cache` has been removed.
Usage is now as follows:
```js
// The second parameter is merged into the first parameter.
`Util.removeMentions()` has been removed. To control mentions, you should use `allowedMentions` on `BaseMessageOptions` instead.
`Util.splitMessage()` has been removed. This utility method is something the developer themselves should do.
`Util.resolveAutoArchiveMaxLimit()` has been removed. Discord has since allowed any guild to use any auto archive time which makes this method redundant.
Other functions in `Util` have been moved to top-level exports so you can directly import them from `discord.js`.
```js
import { Util } from 'discord.js'; // [!code --]
Util.escapeMarkdown(message); // [!code --]
import { escapeMarkdown } from 'discord.js'; // [!code ++]
escapeMarkdown(message); // [!code ++]
```
### `.deleted` Field(s) have been removed
You can no longer use the `deleted` property to check if a structure was deleted. See [this issue](https://github.com/discordjs/discord.js/issues/7091) for more information.
### VoiceChannel
`VoiceChannel#editable` has been removed. You should use `GuildChannel#manageable` instead.
### VoiceRegion
`VoiceRegion#vip` has been removed as it is no longer part of the API.
### Webhook
`Webhook#fetchMessage()`'s second parameter no longer allows a boolean to be passed. The `cache` option in `WebhookFetchMessageOptions` should be used instead.
## Features
### ApplicationCommand
NSFW commands are supported.
### Attachment
Added support for voice message metadata fields.
### AutocompleteInteraction
`AutocompleteInteraction#commandGuildId` has been added which is the id of the guild the invoked application command is registered to.
### BaseChannel
Added support for `BaseChannel#flags`.
Store channels have been removed as they are no longer part of the API.
`BaseChannel#url` has been added which is a link to a channel, just like in the client.
Additionally, new typeguards have been added:
- `BaseChannel#isDMBased()`
- `BaseChannel#isTextBased()`
- `BaseChannel#isVoiceBased()`
### BaseInteraction
Added `BaseInteraction#isRepliable()` to check whether a given interaction can be replied to.
### ClientApplication
Added support for role connection metadata.
### Collection
- Added `Collection#merge()` and `Collection#combineEntries()`.
- New type: `ReadonlyCollection` which indicates an immutable `Collection`.
### Collector
A new `ignore` event has been added which is emitted whenever an element is not collected by the collector.
Component collector options now use the `ComponentType` enum values:
`CommandInteraction#commandGuildId` has been added which is the id of the guild the invoked application command is registered to.
### CommandInteractionOptionResolver
`CommandInteractionOptionResolver#getChannel()` now has a third parameter which narrows the channel type.
### Events
Added support for `guildAuditLogEntryCreate` event.
### ForumChannel
Added support for forum channels.
Added support for `ForumChannel#defaultForumLayout`.
### Guild
Added `Guild#setMFALevel()` which sets the guild's MFA level.
Added `Guild#maxVideoChannelUsers` which indicates the maximum number of video channel users.
Added `Guild#maxStageVideoChannelUsers` which indicates the maximum number of video channel users for stage channels.
Added `Guild#disableInvites()` which disables the guild's invites.
Added support for the `after` parameter in `Guild#fetchAuditLogs()`.
### GuildChannelManager
`videoQualityMode` may be used whilst creating a channel to initially set the camera video quality mode.
### GuildEmojiManager
Added `GuildEmojiManager#delete()` and `GuildEmojiManager#edit()` for managing existing guild emojis.
### GuildForumThreadManager
Added `GuildForumThreadManager` as manager for threads in forum channels.
### GuildMember
Added support for `GuildMember#flags`.
### GuildMembersChunk
This object now supports the `GuildMembersChunk#notFound` property.
### GuildMemberManager
Added `GuildMemberManager#fetchMe()` to fetch the client user in the guild.
Added `GuildMemberManager#addRole()` and `GuildMemberManager#removeRole()`. These methods allow a single addition or removal of a role respectively to a guild member, even if uncached.
### GuildTextThreadManager
Added `GuildTextThreadManager` as manager for threads in text channels and announcement channels.
### Message
`Message#position` has been added as an approximate position in a thread.
Added support for role subscription data.
### MessageReaction
Added `MessageReaction#react()` to make the client user react with the reaction the class belongs to.
### Role
Added support for role subscriptions.
Added support for `Role#tags#guildConnections`.
### StageChannel
Stage channels now allow messages to be sent in them, much like voice channels.
### Sticker
Added support for GIF stickers.
### ThreadMemberManager
The new `withMember` options returns the associated guild member with the thread member.
When fetching multiple thread members alongside `withMember`, paginated results will be returned. The `after` and `limit` option are supported in this scenario.
### Webhook
Added `Webhook#applicationId`.
Added the `threadName` property in `Webhook#send()` options which allows a webhook to create a post in a forum channel.
The interface of the callback function is very similar between the two.
For arrays, callbacks usually pass the parameters `(value, index, array)`, where `value` is the value iterated to,
`index` is the current index, and `array` is the array. For collections, you would have `(value, key, collection)`.
Here, `value` is the same, but `key` is the key of the value, and `collection` is the collection itself instead.
Methods that follow this philosophy of staying close to the `Array` interface are as follows:
- `find`
- `filter` - Note that this returns a `Collection` rather than an `Array`.
- `map` - Yet this returns an `Array` of values instead of a `Collection`!
- `every`
- `some`
- `reduce`
- `concat`
- `sort`
## Converting to Array
Since `Collection` extends `Map`, it is an [iterable](https://developer.mozilla.org/docs/Web/JavaScript/Reference/Iteration_protocols), and can be converted to an `Array` through either `Array.from()` or spread syntax (`...collection`).
```js
// For values.
Array.from(collection.values());
[...collection.values()];
// For keys.
Array.from(collection.keys());
[...collection.keys()];
// For [key, value] pairs.
Array.from(collection);
[...collection];
```
<Callout>
Many people convert Collections to Arrays way too much!
This can lead to unnecessary and confusing code. Before you use `Array.from()` or similar, ask yourself if whatever you are trying to do can't be done with the given `Map` or `Collection` methods or with a for-of loop. Not being familiar with a new data structure should not mean you default to transforming it into the other.
There is usually a reason, why a `Map` or `Collection` is used. Most structures in Discord can be identified with an `id`, which lends itself well to `key -> value` associations like in `Map`s.
</Callout>
## Extra Utilities
Some methods are not from `Array` and are instead entirely new to standard JavaScript.
```js
// A random value.
collection.random();
// The first value.
collection.first();
// The first 5 values.
collection.first(5);
// Similar to `first`, but from the end.
collection.last();
collection.last(2);
// Removes anything that meets the condition from the collection.
If you've used JavaScript for only a (relatively) small amount of time or don't have much experience with it, you might not be aware of what ES6 is and what beneficial features it includes. Since this is a guide primarily for Discord bots, we'll be using some discord.js code as an example of what you might have versus what you could do to benefit from ES6.
If you haven't noticed, this piece of code is already using a bit of ES6 here! The `const` keyword and arrow function declaration (`() => ...`) is ES6 syntax, and we recommend using it whenever possible.
As for the code above, there are a few places where things can be done better. Let's look at them.
## Template literals
If you check the code above, it's currently doing things like `'Guild name: ' + interaction.guild.name` and `'Your username: ' + interaction.user.username`, which is perfectly valid. It is a bit hard to read, though, and it's not too fun to constantly type out. Fortunately, there's a better alternative.
Easier to read and write! The best of both worlds.
### Template literals vs string concatenation
If you've used other programming languages, you might be familiar with the term "string interpolation". Template literals would be JavaScript's implementation of string interpolation. If you're familiar with the heredoc syntax, it's very much like that; it allows for string interpolation, as well as multiline strings.
The example below won't go too much into detail about it, but if you're interested in reading more, you can [read about them on MDN](https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Template_literals).
console.log('Your password is: **' + password + '**.');
console.log(`Your username is: **${username}**.`); // [!code ++:2]
console.log(`Your password is: **${password}**.`);
console.log('1 + 1 = ' + (1 + 1)); // [!code --]
console.log(`1 + 1 = ${1 + 1}`); // [!code ++]
console.log("And here's a function call: " + letsPretendThisDoesSomething()); // [!code --]
console.log(`And here's a function call: ${letsPretendThisDoesSomething()}`); // [!code ++]
console.log('Putting strings on new lines\n' + 'can be a bit painful\n' + 'with string concatenation.'); // [!code --]
// [!code ++:5]
console.log(`
Putting strings on new lines
is a breeze
with template literals!
`);
```
<Callout>
As you will notice, template literals will also render the white space inside them, including the indentation! There
are ways around this, which we will discuss in another section.
</Callout>
You can see how it makes things easier and more readable. In some cases, it can even make your code shorter! This one is something you'll want to take advantage of as much as possible.
## Arrow functions
Arrow functions are shorthand for regular functions, with the addition that they use a lexical `this` context inside of their own. If you don't know what the `this` keyword is referring to, don't worry about it; you'll learn more about it as you advance.
Here are some examples of ways you can benefit from arrow functions over regular functions:
There are a few important things you should note here:
- The parentheses around function parameters are optional when you have only one parameter but are required otherwise. If you feel like this will confuse you, it may be a good idea to use parentheses.
- You can cleanly put what you need on a single line without curly braces.
- Omitting curly braces will make arrow functions use **implicit return**, but only if you have a single-line expression. The `doubleAge` and `filter` variables are a good example of this.
- Unlike the `function someFunc() { ... }` declaration, arrow functions cannot be used to create functions with such syntax. You can create a variable and give it an anonymous arrow function as the value, though (as seen with the `doubleAge` and `filter` variables).
We won't be covering the lexical `this` scope with arrow functions in here, but you can Google around if you're still curious. Again, if you aren't sure what `this` is or when you need it, reading about lexical `this` first may only confuse you.
## Destructuring
Destructuring is an easy way to extract items from an object or array. If you've never seen the syntax for it before, it can be a bit confusing, but it's straightforward to understand once explained!
### Object destructuring
Here's a common example where object destructuring would come in handy:
```js
const config = require('./config.json');
const prefix = config.prefix;
const token = config.token;
```
This code is a bit verbose and not the most fun to write out each time. Object destructuring simplifies this, making it easier to both read and write. Take a look:
Object destructuring takes those properties from the object and stores them in variables. If the property doesn't exist, it'll still create a variable but with the value of `undefined`. So instead of using `config.token` in your `client.login()` method, you'd simply use `token`. And since destructuring creates a variable for each item, you don't even need that `const prefix = config.prefix` line. Pretty cool!
Additionally, you could do this for your commands:
The code is shorter and looks cleaner, but it shouldn't be necessary if you follow along with the [command handler](../app-creation/handling-commands) part of the guide.
You can also rename variables when destructuring, if necessary. A good example is when you're extracting a property with a name already being used or conflicts with a reserved keyword. The syntax is as follows:
```js
// `default` is a reserved keyword
const { default: defaultValue } = someObject;
console.log(defaultValue);
// 'Some default value here'
```
### Array destructuring
Array destructuring syntax is very similar to object destructuring, except that you use brackets instead of curly braces. In addition, since you're using it on an array, you destructure the items in the same order the array is. Without array destructuring, this is how you'd extract items from an array:
```js
// assuming we're in a `profile` command and have an `args` variable
const name = args[0];
const age = args[1];
const location = args[2];
```
Like the first example with object destructuring, this is a bit verbose and not fun to write out. Array destructuring eases this pain.
```js
const name = args[0]; // [!code --:3]
const age = args[1];
const location = args[2];
const [name, age, location] = args; // [!code ++]
```
A single line of code that makes things much cleaner! In some cases, you may not even need all the array's items (e.g., when using `string.match(regex)`). Array destructuring still allows you to operate in the same sense.
In this snippet, we use a comma without providing a name for the item in the array we don't need. You can also give it a placeholder name (`_match` or similar) if you prefer, of course; it's entirely preference at that point.
<Callout>
The underscore `_` prefix is a convention for unused variables. Some lint rules will error or warn if you define
identifiers without using them in your code but ignore identifiers starting with `_`.
</Callout>
## var, let, and const
Since there are many, many articles out there that can explain this part more in-depth, we'll only be giving you a TL;DR and an article link if you choose to read more about it.
1. The `var` keyword is what was (and can still be) used in JavaScript before `let` and `const` came to surface. There are many issues with `var`, though, such as it being function-scoped, hoisting related issues, and allowing redeclaration.
2. The `let` keyword is essentially the new `var`; it addresses many of the issues `var` has, but its most significant factor would be that it's block-scoped and disallows redeclaration (_not_ reassignment).
3. The `const` keyword is for giving variables a constant value that is unable to be reassigned. `const`, like `let`, is also block-scoped.
The general rule of thumb recommended by this guide is to use `const` wherever possible, `let` otherwise, and avoid using `var`. Here's a [helpful article](https://madhatted.com/2016/1/25/let-it-be) if you want to read more about this subject.
Throughout the discord.js docs and when asking for help on the official server, you will run into many different kinds of notations. To help you understand the texts that you read, we will be going over some standard notations.
<Callout>
Always keep in mind that notation is not always rigorous. There will be typos, misunderstandings, or contexts that
will cause notation to differ from the usual meanings.
</Callout>
## Classes
Some common notations refer to a class or the properties, methods, or events of a class. There are many variations on these notations, and they are very flexible depending on the person, so use your best judgment when reading them.
The notation `<Class>` means an instance of the `Class` class. For example, a snippet like `<BaseInteraction>.reply('Hello')` is asking you to replace `<BaseInteraction>` with some value that is an instance of `BaseInteraction`, e.g. `interaction.reply('Hello')`. It could also just be a placeholder, e.g., `<id>` would mean a placeholder for some ID.
The notation `Class#foo` can refer to the `foo` property, method, or event of the `Class` class. Which one the writer meant needs to be determined from context. For example:
- `BaseInteraction#user` means that you should refer to the `user` property on a `BaseInteraction`.
- `TextChannel#send` means that you should refer to the `send` method on a `TextChannel`.
- `Client#interactionCreate` means that you should refer to the `interactionCreate` event on a `Client`.
<Callout>
Remember that this notation is not valid JavaScript; it is a shorthand to refer to a specific piece of code.
</Callout>
Sometimes, the notation is extended, which can help you determine which one the writer meant. For example, `TextChannel#send(options)` is definitely a method of `TextChannel`, since it uses function notation. `Client#event:messageCreate` is an event since it says it is an event.
The vital thing to take away from this notation is that the `#` symbol signifies that the property, method, or event can only be accessed through an instance of the class. Unfortunately, many abuse this notation, e.g., `<Message>#send` or `Util#resolveColor`. `<Message>` is already an instance, so this makes no sense, and `resolveColor` is a static method–you should write it as `Util.resolveColor`. Always refer back to the docs if you are confused.
As an example, the documentation's search feature uses this notation.

Notice the use of the `.` operator for the static method, `Role.comparePositions` and the `#` notation for the method, `Role#comparePositionsTo`.
## Types
In the discord.js docs, there are type signatures everywhere, such as in properties, parameters, or return values. If you do not come from a statically typed language, you may not know what specific notations mean.
The symbol `*` means any type. For example, methods that return `*` mean that they can return anything, and a parameter of type `*` can be anything.
The symbol `?` means that the type is nullable. You can see it before or after the type (e.g. `?T` or `T?`). This symbol means that the value can be of the type `T` or `null`. An example is `GuildMember#nickname`; its type is `?string` since a member may or may not have a nickname.
The expression `T[]` means an array of `T`. You can sometimes see multiple brackets `[]`, indicating that the array is multi-dimensional, e.g., `string[][]`.
The expression `...T` signifies a rest parameter of type `T`. This means that the function can take any amount of arguments, and all those arguments must be of the type `T`.
The operator `|`, which can read as "or", creates a union type, e.g. `A|B|C`. Simply, it means the value can be of any one of the types given.
The angle brackets `<>` are used for generic types or parameterized types, signifying a type that uses another type(s). The notation looks like `A<B>` where `A` is the type and `B` is a type parameter. If this is hard to follow, it is enough to keep in mind that whenever you see `A<B>`, you can think of an `A` containing `B`. Examples:
- `Array<String>` means an array of strings.
- `Promise<User>` means a `Promise` that contains a `User`.
- `Array<Promise<User|GuildMember>>` would be an array of `Promise`s, each containing a `User` or a `GuildMember`.
- `Collection<Snowflake, User>` would be a `Collection`, containing key-value pairs where the keys are `Snowflake`s, and the values are `User`s.

In this piece of the docs, you can see two type signatures, `string`, `MessagePayload`, or `MessageOptions`, and `Promise<(Message|Array<Message>)>`. The meaning of the word "or" here is the same as `|`.
This guide will show you how to set up a proxy with discord.js. This may be necessary if you are deploying your bot to a server with a firewall only allowing outside traffic through the proxy.
Proxying discord.js requires two components: a REST proxy and a WebSocket proxy.
## Prerequisites
To achieve these two components you can utilize the `undici` and `global-agent` packages:
```sh tab="npm"
npm install undici global-agent
```
```sh tab="yarn"
yarn add undici global-agent
```
```sh tab="pnpm"
pnpm add undici global-agent
```
```sh tab="bun"
bun add undici global-agent
```
## Setting up the proxy for REST calls
The `@discordjs/rest` package handling HTTP requests in discord.js uses the `undici` package. Accordingly, you can provide a custom `ProxyAgent` configuration to the client constructor:
## Setting up the proxy for the WebSocket connection
To set up a proxy for WebSocket, you can use the `global-agent` package. You will need to import and call the `bootstrap()` function and set the required `GLOBAL_AGENT` globals as shown below:
REST APIs are extremely popular on the web and allow you to freely grab a site's data if it has an available API over an HTTP connection.
## Making HTTP requests with Node
In these examples, we will be using [undici](https://www.npmjs.com/package/undici), an excellent library for making HTTP requests.
To install undici, run the following command:
```sh tab="npm"
npm i install undici
```
```sh tab="yarn"
yarn add undici
```
```sh tab="pnpm"
pnpm add undici
```
## Skeleton code
To start off, you will be using the following skeleton code. Since both the commands you will be adding in this section require an interaction with external APIs, you will defer the reply, so your application responds with a "thinking..." state. You can then edit the reply once you got the data you need:
We're taking advantage of [destructuring](./es6-syntax#destructuring) in this tutorial to maintain readability.
</Callout>
## Using undici
Undici is a Promise-based HTTP/1.1 client, written from scratch for Node.js. If you aren't already familiar with Promises, you should read up on them [here](./async-await).
In this tutorial, you will be making a bot with two API-based commands using the [random.cat](https://aws.random.cat) and [Urban Dictionary](https://www.urbandictionary.com) APIs.
On top of your file, import the library function you will be using:
```js
const { request } = require('undici');
```
### Random Cat
<Callout title="No more cats :(" type="error">
Unfortunately, the `aws.random.cat` API doesn't work anymore. We will keep the example as-is until we find a better
showcase!
</Callout>
Random cat's API is available at [https://aws.random.cat/meow](https://aws.random.cat/meow) and returns a [JSON](https://developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/JSON) response. To actually fetch data from the API, you're going to do the following:
If you just add this code, it will seem like nothing happens. What you do not see, is that you are launching a request to the random.cat server, which responds some JSON data. The helper function parses the response data to a JavaScript object you can work with. The object will have a `file` property with the value of a link to a random cat image.
Next, you will implement this approach into an application command:
1. Your application sends a `GET` request to random.cat.
2. random.cat sees the request and gets a random file url from their database.
3. random.cat then sends that file's URL as a JSON object in a stringified form that contains a link to the image.
4. undici receives the response and you parse the body to a JSON object.
5. Your application then attaches the image and sends it in Discord.
### Urban Dictionary
Urban Dictionary's API is available at [https://api.urbandictionary.com/v0/define](https://api.urbandictionary.com/v0/define), accepts a `term` parameter, and returns a JSON response.
Here, you are using JavaScript's native [URLSearchParams class](https://developer.mozilla.org/docs/Web/API/URLSearchParams) to create a [query string](https://en.wikipedia.org/wiki/Query_string) for the URL so that the Urban Dictionary server can parse it and know what you want to look up.
If you were to do `/urban hello world`, then the URL would become https://api.urbandictionary.com/v0/define?term=hello%20world since the string `"hello world"` is encoded.
You can get the respective properties from the returned JSON. If you were to view it in your browser, it usually looks like a bunch of mumbo jumbo. If it doesn't, great! If it does, then you should get a JSON formatter/viewer. If you're using Chrome, [JSON Formatter](https://chrome.google.com/webstore/detail/json-formatter/bcjindcccaagfpapjjmafapmmgkkhgoa) is one of the more popular extensions. If you're not using Chrome, search for "JSON formatter/viewer <your browser>" and get one.
Now, if you look at the JSON, you can see that it has a `list` property, which is an array of objects containing various definitions for the term (maximum 10). Something you always want to do when making API-based commands is to handle the case when no results are available. So, if you throw a random term in there (e.g. `njaksdcas`) and then look at the response the `list` array should be empty. Now you are ready to start writing!
As explained above, you'll want to check if the API returned any answers for your query, and send back the definition if that's the case:
```js
if (commandName === 'urban') {
// ...
if (!list.length) {
return interaction.editReply(`No results found for **${term}**.`);
Here, you are only getting the first object from the array of objects called `list` and grabbing its `definition` property.
If you've followed the tutorial, you should have something like this:
Now, you can make it an [embed](../popular-topics/embeds) for easier formatting.
You can define the following helper function at the top of your file. In the code below, you can use this function to truncate the returned data and make sure the embed doesn't error, because field values exceed 1024 characters.
```js
const trim = (str, max) => (str.length > max ? `${str.slice(0, max - 3)}...` : str);
```
And here is how you can build the embed from the API data:
import { Step, Steps } from 'fumadocs-ui/components/steps';
import { File, Folder, Files } from 'fumadocs-ui/components/files';
Discord allows developers to register [slash commands](https://discord.com/developers/docs/interactions/application-commands), which provide users a first-class way of interacting directly with your application.
Slash commands provide a huge number of benefits over manual message parsing, including:
- Integration with the Discord client interface.
- Automatic command detection and parsing of the associated options/arguments.
- Typed argument inputs for command options, e.g. "String", "User", or "Role".
- Validated or dynamic choices for command options.
- Pop-up form-style inputs for capturing additional information.
...and many more!
## Before you continue
Assuming you've followed the guide so far, your project directory should look something like this:
<Files>
<Folder name="discord-bot" defaultOpen>
<Folder name="node_modules" defaultOpen />
<File name="config.json" />
<File name="index.js" />
<File name="package-lock.json" />
<File name="package.json" />
</Folder>
</Files>
<Steps>
<Step>
### Command Files
The individual command files, containing slash command definitions and functionality.
</Step>
<Step>
### Command Handler
The [command handler](./handling-commands), dynamically reads the command files and executes commands.
</Step>
<Step>
### Command Deployment
The command [deployment script](./deploying-commands) to register your slash commands with Discord.
</Step>
</Steps>
These steps can be followed in any order, but are all required to make your bot work. This page details step **1**. Make sure you also check out the other linked pages.
## Individual command files
Create a new folder named `commands` and a subfolder named `utility` inside it, which is where you'll store all of your utility command files. You'll be using the class to construct the command definitions.
At a minimum, the definition of a slash command must have a name and a description. Slash command names must be between 1-32 characters and contain no capital letters, spaces, or symbols other than `-` and `_`. Using the builder, a simple `ping` command definition would look like this:
```js
new SlashCommandBuilder().setName('ping').setDescription('Replies with Pong!');
```
A slash command also requires a function to run when the command is used, to respond to the interaction. Using an interaction response method confirms to Discord that your bot successfully received the interaction, and has responded to the user. Discord enforces this to ensure that all slash commands provide a good user experience (UX). Failing to respond will cause Discord to show that the command failed, even if your bot is performing other actions as a result.
The simplest way to acknowledge and respond to an interaction is the `interaction.reply()` method. Other methods of replying are covered on the [Response methods](../slash-commands/response-methods) page later in this section.
```js
async execute(interaction) {
await interaction.reply('Pong!')
}
```
Put these two together by creating a `ping.js` file in the `commands/utility` folder for your first command. Inside this file, you're going to define and export two items.
- The `data` property, which will provide the command definition shown above for registering to Discord.
- The `execute` method, which will contain the functionality to run from our event handler when the command is used.
These are placed inside `module.exports` so they can be read by other files; namely the command loader and command deployment scripts mentioned earlier.
data: new SlashCommandBuilder().setName('ping').setDescription('Replies with Pong!'),
async execute(interaction) {
await interaction.reply('Pong!');
},
};
```
<Callout>
[`module.exports`](https://nodejs.org/api/modules.html#modules_module_exports) is how you export data in Node.js so that you can [`require()`](https://nodejs.org/api/modules.html#modules_require_id) it in other files.
If you need to access your client instance from inside a command file, you can access it via `interaction.client`. If you need to access external files, packages, etc., you should `require()` them at the top of the file.
</Callout>
That's it for your basic ping command. Below are examples of two more commands we're going to build upon throughout the guide, so create two more files for these before you continue reading.
data: new SlashCommandBuilder().setName('server').setDescription('Provides information about the server.'),
async execute(interaction) {
// interaction.guild is the object representing the Guild in which the command was run
await interaction.reply(
`This server is ${interaction.guild.name} and has ${interaction.guild.memberCount} members.`,
);
},
};
```
#### Next steps
You can implement additional commands by creating new files within a dedicated subfolder in the `commands` folder, but these three are the ones we're going to use for the examples as we go on. For now let's move on to the code you'll need for command handling, to load the files and respond to incoming interactions.
import { Step, Steps } from 'fumadocs-ui/components/steps';
For fully functional slash commands, you need three important pieces of code:
<Steps>
<Step>
### Command Files
The individual command files, containing [slash command](./creating-commands) definitions and functionality.
</Step>
<Step>
### Command Handler
The [command handler](./handling-commands), dynamically reads the command files and executes commands.
</Step>
<Step>
### Command Deployment
The command deployment script to register your slash commands with Discord.
</Step>
</Steps>
These steps can be followed in any order, but are all required to make your bot work. This page details step **3**. Make sure you also check out the other linked pages.
## Command registration
Slash commands can be registered in two ways; in one specific guild, or for every guild the bot is in. We're going to look at single-guild registration first, as this is a good way to develop and test your commands before a global deployment.
Your application will need the `applications.commands` scope authorized in a guild for any of its slash commands to appear, and to be able to register them in a specific guild without error.
Slash commands only need to be registered once, and updated when the definition (description, options etc) is changed. As there is a daily limit on command creations, it's not necessary nor desirable to connect a whole client to the gateway or do this on every `ready` event. As such, a standalone script using the lighter REST manager is preferred.
This script is intended to be run separately, only when you need to make changes to your slash command **definitions** - you're free to modify parts such as the execute function as much as you like without redeployment.
### Guild commands
Create a `deploy-commands.js` file in your project directory. This file will be used to register and update the slash commands for your bot application.
Add two more properties to your `config.json` file, which we'll need in the deployment script:
- `clientId`: Your application's client id ([Discord Developer Portal](https://discord.com/developers/applications) > "General Information" > application id)
- `guildId`: Your development server's id ([Enable developer mode](https://support.discord.com/hc/articles/206346498) > Right-click the server title > "Copy ID")
```json title="config.json"
{
"token": "your-token-goes-here",
// [!code ++:2]
"clientId": "your-application-id-goes-here",
"guildId": "your-server-id-goes-here"
}
```
With these defined, you can use the deployment script below:
// And of course, make sure you catch and log any errors!
console.error(error);
}
})();
```
Once you fill in these values, run `node deploy-commands.js` in your project directory to register your commands to the guild specified. If you see the success message, check for the commands in the server by typing `/`! If all goes well, you should be able to run them and see your bot's response in Discord!
### Global commands
Global application commands will be available in all the guilds your application has the `applications.commands` scope authorized in, and in direct messages by default.
To deploy global commands, you can use the same script from the guild commands section above and simply adjust the route in the script to `.applicationCommands(clientId)`
Guild-based deployment of commands is best suited for development and testing in your own personal server. Once you're satisfied that it's ready, deploy the command globally to publish it to all guilds that your bot is in.
You may wish to have a separate application and token in the Discord Dev Portal for your dev application, to avoid duplication between your guild-based commands and the global deployment.
</Callout>
#### Further reading
You've successfully sent a response to a slash command! However, this is only the most basic of command event and response functionality. Much more is available to enhance the user experience including:
import { Step, Steps } from 'fumadocs-ui/components/steps';
Unless your bot project is small, it's not a very good idea to have a single file with a giant `if`/`else if` chain for commands. If you want to implement features into your bot and make your development process a lot less painful, you'll want to implement a command handler. Let's get started on that!
For fully functional slash commands, you need three important pieces of code:
<Steps>
<Step>
### Command Files
The individual command files, containing [slash command](./creating-commands) definitions and functionality.
</Step>
<Step>
### Command Handler
The command handler, dynamically reads the command files and executes commands.
</Step>
<Step>
### Command Deployment
The command [deployment script](./deploying-commands) to register your slash commands with Discord.
</Step>
</Steps>
These steps can be followed in any order, but are all required to make your bot work. This page details step **2**. Make sure you also check out the other linked pages.
## Loading command files
Now that your command files have been created, your bot needs to load these files on startup.
In your `index.js` file, make these additions to the base template:
console.log(`Ready! Logged in as ${readyClient.user.tag}`);
});
client.commands = new Collection(); // [!code ++]
```
We recommend attaching a `.commands` property to your client instance so that you can access your commands in other files. The rest of the examples in this guide will follow this convention. For TypeScript users, we recommend extending the base Client class to add this property, [casting](https://www.typescripttutorial.net/typescript-tutorial/type-casting/), or [augmenting the module type](https://www.typescriptlang.org/docs/handbook/declaration-merging.html#module-augmentation).
<Callout>
- The [`fs`](https://nodejs.org/api/fs.html) module is Node's native file system module. `fs` is used to read the
`commands` directory and identify our command files. - The [`path`](https://nodejs.org/api/path.html) module is Node's
native path utility module. `path` helps construct paths to access files and directories. One of the advantages of the
`path` module is that it automatically detects the operating system and uses the appropriate joiners. - The
`Collection` class extends JavaScript's native
[`Map`](https://developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Map) class, and includes more
extensive, useful functionality. `Collection` is used to store and efficiently retrieve commands for execution.
</Callout>
Next, using the modules imported above, dynamically retrieve your command files with a few more additions to the `index.js` file:
// Set a new item in the Collection with the key as the command name and the value as the exported module
if ('data' in command && 'execute' in command) {
client.commands.set(command.data.name, command);
} else {
console.log(`[WARNING] The command at ${filePath} is missing a required "data" or "execute" property.`);
}
}
}
```
First, [`path.join()`](https://nodejs.org/api/path.html#pathjoinpaths) helps to construct a path to the `commands` directory. The first [`fs.readdirSync()`](https://nodejs.org/api/fs.html#fs_fs_readdirsync_path_options) method then reads the path to the directory and returns an array of all the folder names it contains, currently `['utility']`. The second `fs.readdirSync()` method reads the path to this directory and returns an array of all the file names they contain, currently `['ping.js', 'server.js', 'user.js']`. To ensure only command files get processed, `Array.filter()` removes any non-JavaScript files from the array.
With the correct files identified, the last step is dynamically set each command into the `client.commands` Collection. For each file being loaded, check that it has at least the `data` and `execute` properties. This helps to prevent errors resulting from loading empty, unfinished, or otherwise incorrect command files while you're still developing.
## Receiving command interactions
You will receive an interaction for every slash command executed. To respond to a command, you need to create a listener for the `interactionCreate` event that will execute code when your application receives an interaction. Place the code below in the `index.js` file you created earlier.
Not every interaction is a slash command (e.g. `MessageComponent` interactions). Make sure to only handle slash commands in this function by making use of the `BaseInteraction#isChatInputCommand` method to exit the handler if another type is encountered. This method also provides typeguarding for TypeScript users, narrowing the type from `BaseInteraction` to a `ChatInputCommandInteraction`.
if (!interaction.isChatInputCommand()) return; // [!code ++]
console.log(interaction);
});
```
## Executing commands
When your bot receives a `interactionCreate` event, the interaction object contains all the information you need to dynamically retrieve and execute your commands!
Let's take a look at the `ping` command again. Note the `execute()` function that will reply to the interaction with "Pong!".
```js title="commands/utility/ping.js"
// [!code word:execute]
module.exports = {
data: new SlashCommandBuilder().setName('ping').setDescription('Replies with Pong!'),
async execute(interaction) {
await interaction.reply('Pong!');
},
};
```
First, you need to get the matching command from the `client.commands` Collection based on the `interaction.commandName`. Your `Client` instance is always available via `interaction.client`. If no matching command is found, log an error to the console and ignore the event.
With the right command identified, all that's left to do is call the command's `.execute()` method and pass in the `interaction` variable as its argument. In case something goes wrong, catch and log any error to the console.
console.error(`No command matching ${interaction.commandName} was found.`);
return;
}
try {
await command.execute(interaction);
} catch (error) {
console.error(error);
if (interaction.replied || interaction.deferred) {
await interaction.followUp({
content: 'There was an error while executing this command!',
flags: MessageFlags.Ephemeral,
});
} else {
await interaction.reply({
content: 'There was an error while executing this command!',
flags: MessageFlags.Ephemeral,
});
}
}
});
```
#### Next steps
Your command files are now loaded into your bot, and the event listener is prepared and ready to respond. In the next section, we cover the final step: a command deployment script you'll need to register your commands so they appear in the Discord client.
import { File, Folder, Files } from 'fumadocs-ui/components/files';
Node.js uses an event-driven architecture, making it possible to execute code when a specific event occurs. The discord.js library takes full advantage of this. You can visit the `Client` documentation to see the full list of events.
<Callout>
This page assumes you've followed the guide up to this point, and created your `index.js` and individual slash
commands according to those pages.
</Callout>
At this point, your `index.js` file has listeners for two events: `ClientReady` and `InteractionCreate`.
console.error(`No command matching ${interaction.commandName} was found.`);
return;
}
try {
await command.execute(interaction);
} catch (error) {
console.error(error);
if (interaction.replied || interaction.deferred) {
await interaction.followUp({
content: 'There was an error while executing this command!',
flags: MessageFlags.Ephemeral,
});
} else {
await interaction.reply({
content: 'There was an error while executing this command!',
flags: MessageFlags.Ephemeral,
});
}
}
});
```
Currently, the event listeners are in the `index.js` file. `Client#ready`emits once when the `Client` becomes ready for use, and `Client#interactionCreate` emits whenever an interaction is received. Moving the event listener code into individual files is simple, and we'll be taking a similar approach to the command handler.
<Callout type="warn">
You're only going to move these two events from `index.js`. The code for [loading command
files](./handling-commands#loading-command-files) will stay here!
</Callout>
## Individual event files
Your project directory should look something like this:
<Files>
<Folder name="discord-bot" defaultOpen>
<Folder name="commands" defaultOpen />
<Folder name="node_modules" defaultOpen />
<File name="config.json" />
<File name="deploy-commands.js" />
<File name="index.js" />
<File name="package-lock.json" />
<File name="package.json" />
</Folder>
</Files>
Create an `events` folder in the same directory. You can then move the code from your event listeners in `index.js` to separate files: `events/ready.js` and `events/interactionCreate.js`.
```js tab="Ready Handler" title="events/ready.js"
const { Events } = require('discord.js');
module.exports = {
name: Events.ClientReady,
once: true,
execute(client) {
console.log(`Ready! Logged in as ${client.user.tag}`);
console.log(`[WARNING] The command at ${filePath} is missing a required "data" or "execute" property.`);
}
}
}
client.login(token);
```
The `name` property states which event this file is for, and the `once` property holds a boolean value that specifies if the event should run only once. You don't need to specify this in `interactionCreate.js` as the default behavior will be to run on every event instance. The `execute` function holds your event logic, which will be called by the event handler whenever the event emits.
## Reading event files
Next, let's write the code for dynamically retrieving all the event files in the `events` folder. We'll be taking a similar approach to our [command handler](./handling-commands). Place the new code highlighted below in your `index.js`.
`fs.readdirSync().filter()` returns an array of all the file names in the given directory and filters for only `.js` files, i.e. `['ready.js', 'interactionCreate.js']`.
You'll notice the code looks very similar to the command loading above it - read the files in the events folder and load each one individually.
The `Client` class in discord.js extends the [`EventEmitter`](https://nodejs.org/api/events.html#events_class_eventemitter) class. Therefore, the `client` object exposes the [`.on()`](https://nodejs.org/api/events.html#events_emitter_on_eventname_listener) and [`.once()`](https://nodejs.org/api/events.html#events_emitter_once_eventname_listener) methods that you can use to register event listeners. These methods take two arguments: the event name and a callback function. These are defined in your separate event files as `name` and `execute`.
The callback function passed takes argument(s) returned by its respective event, collects them in an `args` array using the `...` [rest parameter syntax](https://developer.mozilla.org/docs/Web/JavaScript/Reference/Functions/rest_parameters), then calls `event.execute()` while passing in the `args` array using the `...` [spread syntax](https://developer.mozilla.org/docs/Web/JavaScript/Reference/Operators/Spread_syntax). They are used here because different events in discord.js have different numbers of arguments. The rest parameter collects these variable number of arguments into a single array, and the spread syntax then takes these elements and passes them to the `execute` function.
After this, listening for other events is as easy as creating a new file in the `events` folder. The event handler will automatically retrieve and register it whenever you restart your bot.
<Callout>
In most cases, you can access your `client` instance in other files by obtaining it from one of the other discord.js
structures, e.g. `interaction.client` in the `interactionCreate` event. You do not need to manually pass it to your
console.log(`Ready! Logged in as ${readyClient.user.tag}`);
});
// Log in to Discord with your client's token
client.login(token);
```
This is how you create a client instance for your Discord bot and log in to Discord. The `GatewayIntentBits.Guilds` intents option is necessary for the discord.js client to work as you expect it to, as it ensures that the caches for guilds, channels, and roles are populated and available for internal use.
<Callout>The term "guild" is used by the Discord API and in discord.js to refer to a Discord server.</Callout>
Intents also define which events Discord should send to your bot, and you may wish to enable more than just the minimum. You can read more about the other intents in the [Intents topic](../popular-topics/intents).
## Running your application
Open your terminal and run `node index.js` to start the process. If you see "Ready!" after a few seconds, you're good to go! The next step is to start adding slash commands to develop your app's functionality.
<Callout>
You can open your `package.json` file and edit the `"main": "index.js"` field to point to your main file. You can then run `node .` in your terminal to start the process!
After closing the process with <kbd>Ctrl</kbd> <kbd>C</kbd>, you can press the up arrow on your keyboard to bring up the latest commands you've run. Pressing up and then enter after closing the process is a quick way to start it up again.
Once you [add your bot to a server](../preparations/adding-your-app), the next step is to start coding and get it online! Let's start by creating a config file for your client token and a main file for your bot application.
As explained in the ["What is a token, anyway?"](../preparations/app-setup#what-is-a-token-anyway) section, your token is essentially your bot's password, and you should protect it as best as possible. This can be done through a `config.json` file or by using environment variables.
Open your application in the [Discord Developer Portal](https://discord.com/developers/applications) and go to the "Bot" page to copy your token.
## Using `config.json`
Storing data in a `config.json` file is a common way of keeping your sensitive values safe. Create a `config.json` file in your project directory and paste in your token. You can access your token inside other files by using `require()`.
```json tab="Config" title="config.json"
{
"token": "your-token-goes-here"
}
```
```js tab="Usage"
const { token } = require('./config.json');
console.log(token);
```
<Callout title="Danger" type="error">
If you're using Git, you should not commit files containing secrets. Read on to find out how to [exclude them from
versioning by using `.gitignore`](#git-and-gitignore).
</Callout>
## Using environment variables
Environment variables are, as the name suggests, values you can pass to your environment (e.g. terminal session, Docker container, node process). This has the benefit that you can keep your code the same for different execution contexts.
If you're using Git, you should not commit `.env` or other environment files containing secrets. Read on to find out
how to [exclude them from versioning by using `.gitignore`](#git-and-gitignore).
</Callout>
To use environment variables in Node.js, we recommend you use the command line interface flag `--env-file` to point to the `.env` file you want to use. Note that the file name `.env` is just a convention. You could for example have a `.env.development` and `.env.production` file with different values depending on the Discord application you want to run your code.
You can also read multiple environment files by using the `--env-file` flag multiple times.
```sh
node --env-file=.env index.js
```
<Callout>You don't need to pass any special flags when using Bun! Bun reads `.env` files automatically.</Callout>
The values you specify in `.env` files this way are exposed through the `process.env` global variable in any file. Note that values passed this way will always be strings. If you want to do calculations on environment numbers, you will have to parse them:
```js title="index.js"
// [!code word:env]
console.log(process.env.A);
console.log(process.env.B + 9); // 1239 (this concatenates the number to the string!)
console.log(Number(process.env.C) + 9); // 132
console.log(process.env.DISCORD_TOKEN);
```
## Online editors
While we generally do not recommend using online editors as hosting solutions, but rather invest in a proper virtual private server, these services do offer ways to keep your credentials safe as well! Please see the respective service's documentation and help articles for more information on how to keep sensitive values safe:
Learn more about secrets and environment variables in Replit
</Card>
</Cards>
## Git and `.gitignore`
Git is a fantastic tool to keep track of your code changes and allows you to upload progress to services like [GitHub](https://github.com/), [GitLab](https://about.gitlab.com/), or [Bitbucket](https://bitbucket.org/product). While this is super useful to share code with other developers, it also bears the risk of uploading your configuration files with sensitive values!
You can specify files that Git should ignore in its versioning systems with a `.gitignore` file. Create a `.gitignore` file in your project directory and add the names of the files and folders you want to ignore. The following example ignores the `config.json` and `.env` files as well as the `node_modules` directory:
```txt title=".gitignore"
node_modules
.env
config.json
```
<Callout>
`.gitignore` files can specify intricate patterns and help with your general development flow. Apart from keeping your
credentials safe, you should exclude `node_modules` from version control as well, its contents can be restored from
the entries in your `package.json` and `package-lock.json` files.
An easy way to run scripts like a script to start your bot, a script to lint your bot's files, or whatever scripts you use is by storing them in your `package.json` file. After you store these scripts in your `package.json` file, you can run the `start` script to start your bot or the `lint` script to lint your code for errors.
```sh tab="npm"
npm run start
npm run lint
```
```sh tab="yarn"
yarn run start
yarn run lint
```
```sh tab="pnpm"
pnpm run start
pnpm run lint
```
```sh tab="bun"
bun run start
bun run lint
```
## Getting started
<Callout>
Before getting started, you'll need to have a `package.json` file. If you don't have a `package.json` file yet, you can run the following command in the console to generate one.
```sh tab="npm"
npm init -y
```
```sh tab="yarn"
yarn init -y
```
```sh tab="pnpm"
pnpm init
```
```sh tab="bun"
bun init -y
```
</Callout>
If you haven't touched your `package.json` file yet (excluding installing dependencies), your `package.json` file should look similar to the following:
```json title="package.json"
{
"name": "my-bot",
"version": "1.0.0",
"description": "A Discord bot!",
"main": "index.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1"
},
"keywords": [],
"author": "",
"license": "ISC"
}
```
Let's zoom in more. Below `main`, you'll see `scripts`. You can specify your scripts there. In this guide, we'll show how to start and lint your bot using a `package.json` script.
## Adding your first script
<Callout>
We'll assume you have finished the [creating your app](../app-creation/project-setup) section of the guide. If you
haven't, ensure to follow it first!
</Callout>
Over at your `package.json` file, add the following line to the `scripts`:
```json title="package.json"
{
"name": "my-bot",
"version": "1.0.0",
"description": "A Discord bot!",
"main": "index.js",
"scripts": { // [!code focus:5]
"test": "echo \"Error: no test specified\" && exit 1" // needs a comma // [!code --]
"test": "echo \"Error: no test specified\" && exit 1", // [!code ++]
"start": "node ." // [!code ++]
},
"keywords": [],
"author": "",
"license": "ISC"
}
```
<Callout>
The `node .` script will run the file you have specified at the `main` entry in your `package.json` file. If you don't
have it set yet, make sure to select your bot's main file as `main`!
</Callout>
Now, whenever you run the `start` script in your bot's directory, it will run the `node .` command.
```sh tab="npm"
npm run start
```
```sh tab="yarn"
yarn run start
```
```sh tab="pnpm"
pnpm run start
```
```sh tab="bun"
bun run start
```
Let's create another script to lint your code via the command line. Add the following line to your scripts:
```json title="package.json"
{
"name": "my-bot",
"version": "1.0.0",
"description": "A Discord bot!",
"main": "index.js",
"scripts": { // [!code focus:6]
"test": "echo \"Error: no test specified\" && exit 1",
"start": "node ." // needs a comma // [!code --]
"start": "node .", // [!code ++]
"lint": "eslint ." // [!code ++]
},
"keywords": [],
"author": "",
"license": "ISC"
}
```
Now, whenever you run the `lint` script, ESLint will lint your `index.js` file.
```sh tab="npm"
npm run lint
```
```sh tab="yarn"
yarn run lint
```
```sh tab="pnpm"
pnpm run lint
```
```sh tab="bun"
bun run lint
```
Your `package.json` file should now look similar to the following:
```json
{
"name": "my-bot",
"version": "1.0.0",
"description": "A Discord bot!",
"main": "index.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1",
"start": "node .",
"lint": "eslint ."
},
"keywords": [],
"author": "",
"license": "ISC"
}
```
And that's it! You can always add more scripts now, running them with:
PM2 is a process manager. It manages your applications' states, so you can start, stop, restart, and delete processes. It offers features such as monitoring running processes and setting up a "start with operating system" (be that Windows, Linux, or Mac) so your processes start when you boot your system.
## Installation
You can install PM2 via the following command:
```sh tab="npm"
npm install --global pm2
```
```sh tab="yarn"
yarn global add pm2
```
```sh tab="pnpm"
pnpm add --global pm2
```
```sh tab="bun"
bun add --global pm2
```
## Starting your app
After you install PM2, the easiest way you can start your app is by going to the directory your bot is in and then run the following:
```sh
pm2 start your-app-name.js
```
### Additional notes
The `pm2 start` script allows for more optional command-line arguments.
- `--name`: This allows you to set the name of your process when listing it up with `pm2 list` or `pm2 monit`:
- `--watch`: This option will automatically restart your process as soon as a file change is detected, which can be useful for development environments:
```bash
pm2 start your-app-name.js --watch
```
<Callout>
The `pm2 start` command can take more optional parameters, but only these two are relevant. If you want to see all the
parameters available, you can check the documentation of pm2
Once the process launches with pm2, you can run `pm2 monit` to monitor all console outputs from the processes started by pm2. This accounts for any `console.log()` in your code or outputted errors.
In a similar fashion to how you start the process, running `pm2 stop` will stop the current process without removing it from PM2's interface:
```sh
pm2 stop your-app-name.js
```
## Setting up booting with your system
Perhaps one of the more useful features of PM2 is being able to boot up with your Operating System. This feature will ensure that your bot processes will always be started after an (unexpected) reboot (e.g., after a power outage).
The initial steps differ per OS. In this guide, we'll cover those for Windows and Linux/macOS.
### Initial steps for Windows
It is recommended to use `pm2-installer`. Follow the steps over at their [`GitHub`](https://github.com/jessety/pm2-installer).
### Initial steps for Linux/macOS
You'll need a start script, which you can get by running the following command:
```sh
# Detects the available init system, generates the config, and enables startup system
pm2 startup
```
Or, if you want to specify your machine manually, select one of the options with the command:
If you're reading this, it probably means you want to learn how to make a bot with discord.js. Awesome! You've come to the right place.
This guide will teach you things such as:
- How to get a bot [up and running](/preparations/) from scratch;
- How to properly [create](/creating-your-bot/), [organize](/creating-your-bot/command-handling.md), and expand on your commands;
- In-depth explanations and examples regarding popular topics (e.g. [reactions](/popular-topics/reactions.md), [embeds](/popular-topics/embeds.md), [canvas](/popular-topics/canvas.md));
- Working with databases (e.g. [sequelize](/sequelize/) and [keyv](/keyv/));
- Getting started with [sharding](/sharding/);
- How to get a bot [up and running](./legacy/preparations/app-setup) from scratch;
- How to properly [create](./legacy/app-creation/project-setup), [organize](./legacy/app-creation/handling-commands), and expand on your commands;
- In-depth explanations and examples regarding popular topics (e.g. [components](./legacy/popular-topics/display-components), [reactions](./legacy/popular-topics/reactions), [embeds](./legacy/popular-topics/embeds), [canvas](./legacy/popular-topics/canvas));
- Working with databases (e.g. [sequelize](./legacy/sequelize/) and [keyv](./legacy/keyv/keyv));
- Getting started with [sharding](./legacy/sharding/);
- And much more.
This guide will also cover subjects like common errors and how to solve them, keeping your code clean, setting up a proper development environment, etc.
@@ -30,7 +30,7 @@ If you don't know JavaScript but would like to learn about it, here are a few li
- [JavaScript.info, a modern javascript tutorial](https://javascript.info/)
Context Menus are application commands which appear when right clicking or tapping a user or a message, in the Apps submenu.
<Callout>
This page is a follow-up to the [slash commands](../slash-commands/advanced-creation) section. Please carefully read
those pages first so that you can understand the methods used in this section.
</Callout>
## Registering context menu commands
To create a context menu command, use the `ContextMenuCommandBuilder` class. You can then set the type of the context menu (user or message) using the `setType()` method.
const data = new ContextMenuCommandBuilder().setName('User Information').setType(ApplicationCommandType.User);
```
## Receiving context menu command interactions
Context menus commands, just like slash commands, are received via an interaction. You can check if a given interaction is a context menu by invoking the `isContextMenuCommand()` method, or the `isMessageContextMenuCommand()` and `isUserContextMenuCommand()` methods to check for the specific type of context menu interaction:
if (!interaction.isUserContextMenuCommand()) return;
console.log(interaction);
});
```
## Extracting data from context menus
For user context menus, you can get the targeted user by accessing the `targetUser` or `targetMember` property from the `UserContextMenuCommandInteraction`.
For message context menus, you can get the targeted message by accessing the `targetMessage` property from the `MessageContextMenuCommandInteraction`.
if (!interaction.isUserContextMenuCommand()) return;
// Get the User's username from context menu
const { username } = interaction.targetUser;
console.log(username);
});
```
## Notes
- Context menu commands cannot have subcommands or any options.
- Responding to context menu commands functions the same as slash commands. Refer to our [slash command responses](../slash-commands/response-methods) guide for more information.
- Context menu command permissions also function the same as slash commands. Refer to our [slash command permissions](../slash-commands/permissions) guide for more information.
Modals are pop-up forms that allow you to prompt users for additional input. This form-like interaction response blocks the user from interacting with Discord until the modal is submitted or dismissed. In this section, we will cover how to create, show, and receive modals using discord.js!
<Callout>
This page is a follow-up to the [interactions (slash commands) page](../slash-commands/advanced-creation). Reading
that page first will help you understand the concepts introduced in this page.
</Callout>
## Building and responding with modals
With the `ModalBuilder` class, discord.js offers a convenient way to build modals step by step using setters and callbacks.
<Callout>
You can have a maximum of five top-level components per modal, each of which can be a label or a text display
// The label is a large header that identifies the interactive component for the user.
.setLabel("What's some of your favorite hobbies?")
//The description is an additional optional subtext that aids the label.
.setDescription('Activities you like to participate in')
// [!code ++:2]
// Set text input as the component of the label
.setTextInputComponent(hobbiesInput);
// Add the label to the modal
modal.addLabelComponents(hobbiesLabel);
}
});
```
#### Input styles
Discord offers two different input styles:
- `Short`, a single-line text entry
- `Paragraph`, a multi-line text entry
#### Input properties
A text input field can be customized in a number of ways to apply validation or set default values via the following `TextInputBuilder` methods:
```js
const input = new TextInputBuilder()
// Set the component id (this is not the custom id)
.setId(1)
// Set the maximum number of characters allowed
.setMaxLength(1_000)
// Set the minimum number of characters required for submission
.setMinLength(10)
// Set a default value to prefill the text input
.setValue('Default')
// Require a value in this text input field (defaults to true)
.setRequired(true);
```
<Callout>
The `id` field is used to differentiate components within interactions (which text input, selection, etc.). In
contrast, the `customId` covered earlier identifies the interaction (which modal, command, etc.).
</Callout>
### Select menu
Select menus allow you to limit user input to a preselected list of values. Discord also offers select menus linked directly to native Discord entities like users, roles, and channels.
Since they behave very similarly to how they do in messages, please refer to the [corresponding guide page](../interactive-components/select-menus) for more information on configuring select menus.
Here again, you wrap the select menu with a label component to add context to the selection and add the label to the modal:
Text display components offer you a way to give additional context to the user that doesn't fit into labels or isn't directly connected to any specific input field.
Restart your bot and invoke the `/ping` command again. You should see the modal as shown below:

## Receiving modal submissions
### Interaction collectors
Modal submissions can be collected within the scope of the interaction that sent the modal by utilizing an `InteractionCollector`, or the `ChatInputCommandInteraction#awaitModalSubmit` promisified version. These both provide instances of the `ModalSubmitInteraction` class as collected items.
For a detailed guide on handling interactions with collectors, please refer to the [collectors guide](../popular-topics/collectors#interaction-collectors).
### The interactionCreate event
To receive a `ModalSubmitInteraction` event, attach an `Client#interactionCreate` event listener to your client and use the `BaseInteraction#isModalSubmit` type guard to make sure you only receive modals:
await interaction.reply({ content: 'Your submission was received successfully!' });
}
});
```
<Callout>
If you're using TypeScript, you can use the `ModalSubmitInteraction#isFromMessage()` type guard to make sure the
received interaction originated from a `MessageComponentInteraction`.
</Callout>
## Extracting data from modal submissions
You can process the submitted input fields through the use of convenience getters on `ModalSubmitInteraction#fields`. The library provides getters for all modal components with user submitted data:
Empty text input submissions return an empty string `""`. Select menus without a selection return an empty array `[]`.
</Callout>
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