mirror of
https://github.com/discordeno/discordeno.git
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chore: apps/site/ > site/
This commit is contained in:
4
site/tutorial/nodejs/CommandHandler/_category_.json
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4
site/tutorial/nodejs/CommandHandler/_category_.json
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@@ -0,0 +1,4 @@
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{
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||||
"label": "Command Handler",
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"position": 9
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||||
}
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||||
92
site/tutorial/nodejs/CommandHandler/command-manager.md
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92
site/tutorial/nodejs/CommandHandler/command-manager.md
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||||
---
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||||
sidebar_position: 2
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||||
---
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||||
|
||||
# Command Manager
|
||||
|
||||
Currently, you probably have something like this in your code:
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno.js");
|
||||
// Ideally you should move to an `.env` file
|
||||
const config = require("./config.json");
|
||||
|
||||
const bot = Discord.createBot({
|
||||
events: {
|
||||
messageCreate(client, message) {
|
||||
if (message.content === "!ping") {
|
||||
client.helpers.sendMessage(message.channelId, { content: "pong" });
|
||||
}
|
||||
},
|
||||
},
|
||||
intents: Discord.Intents.Guilds | Discord.Intents.GuildMessages,
|
||||
token: config.token,
|
||||
});
|
||||
const client = Discord.enableCachePlugin(bot, {});
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||||
|
||||
Discord.startBot(client);
|
||||
```
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||||
|
||||
Of course, if you add more and more commands and as your code base grows, you can lose track very quickly.
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||||
|
||||
To avoid this, it is recommended to store the commands in separate folders divided into different categories.
|
||||
|
||||
[Previously, we introduced you to our plugin structure, which has a lot of advantages.](../design.md)
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||||
|
||||
```root
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||||
├Plugins/
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||||
├── General/
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||||
│ ├── commands/
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||||
│ │ ├── ping.js
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│ │ └── ...
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||||
├── Developer/
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||||
│ ├── commands/
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│ │ ├── eval.js
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||||
│ │ └── ...
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||||
└── ...
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||||
```
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||||
|
||||
**Get [this file](https://github.com/discordeno/discordeno/tree/main/template/nodejs/Managers/CommandManager.js) from
|
||||
the [nodejs template](https://github.com/discordeno/discordeno/tree/main/template)**
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||||
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```js
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const CommandManager = require("./template/Managers/CommandManager.js");
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const manager = new CommandManager({});
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manager.load({ plugin: true }); // Load the commands
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client.commands = manager;
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client.commands.cache.get("ping"); // Get the `ping` command
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```
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The Manager will automatically iterate through all files in the folder and then load them into the cache property, which
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is mapped on the command name.
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|
||||
**Take a look at [Create Command](./create-command.md) to learn how to create a command.**
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|
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## Handle Command
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The manager also contains a handler for executing the command when a message is received.
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|
||||
:::important
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||||
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Currently checks for permissions, cooldowns, and rate limits are not covered, but these will be added soon.
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|
||||
:::
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### Message Create Event:
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||||
|
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```js
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module.exports = async (client, message) => {
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client.commands.isCommand(message);
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||||
};
|
||||
```
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||||
|
||||
### Interaction Create Event:
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||||
|
||||
```js
|
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module.exports = async (client, interaction) => {
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client.commands.isInteraction(interaction);
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};
|
||||
```
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|
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You can also customize the `isCommand` function to your use case.
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61
site/tutorial/nodejs/CommandHandler/create-command.md
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61
site/tutorial/nodejs/CommandHandler/create-command.md
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||||
---
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||||
sidebar_position: 3
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||||
---
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||||
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# Create Command
|
||||
|
||||
One of the most important features we wanted in our template, was that you can use the same code for handling
|
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`slash commands` and `message based commands`.
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|
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This can be done by saving the static class in the command cache, creating a constructor and passing the desired data.
|
||||
Moreover the `BaseCommand` is extended with the `Response Command` class, so you can take advantage of functions such as
|
||||
`.reply()`
|
||||
|
||||
**Copy the [`BaseCommand`](https://github.com/discordeno/discordeno/tree/main/template/nodejs/Structures/BaseCommand.js)
|
||||
&
|
||||
[`CommandResponses`](https://github.com/discordeno/discordeno/tree/main/template/nodejs/Structures/CommandResponses.js)
|
||||
code from the template**
|
||||
|
||||
### Creating a Ping Command:
|
||||
|
||||
```js
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const BaseCommand = require("../../../Structures/BaseCommand.js");
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const Embed = require("../../../Structures/Embed.js");
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||||
|
||||
class pingCommand extends BaseCommand {
|
||||
static name = "ping";
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||||
static description = "See if the bot latency is okay";
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static usage = "";
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static category = "General";
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||||
static slash = { name: "ping", category: "info" };
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||||
constructor(data) {
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||||
super(data);
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}
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|
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async execute() {
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const msg = await this.reply({content: `Pinging...`});
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// Assign properties to the response
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const ping = msg.timestamp - this.message.timestamp;
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|
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const embed = new Embed()
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.setTitle(`The Bots ping is ${ping} ms`)
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.toJSON();
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|
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// Edit Message with the Embed
|
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return await msg.edit({embeds: [embed] });
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});
|
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}
|
||||
}
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||||
|
||||
module.exports = pingCommand;
|
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```
|
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|
||||
- The `BaseCommand` is extended with the `CommandResponses` class.
|
||||
- The ping command class is extended with the `BaseCommand` class.
|
||||
- Some static properties are assigned to the ping command class, in order to access it in the cache, such as `name`,
|
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`description`, `usage`, `category` and `slash`...
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- The `execute()` function will be called, when the command has been run by the user.
|
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- The constructor allows to access data, such as `this.message`, `this.args`, `this.client`...
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|
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You can customize the `CommandManager` file, in order to pass arguments in the `execute()` function.
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22
site/tutorial/nodejs/CommandHandler/getting-started.md
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22
site/tutorial/nodejs/CommandHandler/getting-started.md
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|
||||
---
|
||||
sidebar_position: 1
|
||||
---
|
||||
|
||||
# Getting Started with the Command Manager
|
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|
||||
One of the most important characteristics of bots is that they have commands that can be used to interact with the bot.
|
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|
||||
Hard coding your commands in an event function is not the best code practice and should be strictly prevented.
|
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|
||||
In the following we will show you how to create a command manager, which is compatible with Discordeno's Client.
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||||
|
||||
- Load Commands
|
||||
- Handle Commands
|
||||
- Reload Commands
|
||||
|
||||
:::info template
|
||||
|
||||
You can also copy the
|
||||
[`CommandManager` from the template repo](https://github.com/discordeno/discordeno/tree/main/template/nodejs/Managers/CommandManager.js).
|
||||
|
||||
:::
|
||||
4
site/tutorial/nodejs/EventHandler/_category_.json
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4
site/tutorial/nodejs/EventHandler/_category_.json
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||||
{
|
||||
"label": "Event Handler",
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||||
"position": 8
|
||||
}
|
||||
119
site/tutorial/nodejs/EventHandler/event-manager.md
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119
site/tutorial/nodejs/EventHandler/event-manager.md
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|
||||
---
|
||||
sidebar_position: 2
|
||||
---
|
||||
|
||||
# Create Event Manager
|
||||
|
||||
In order to process certain events, you must provide the Discordeno client with functions for these events.
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno");
|
||||
const config = require("./config.json");
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||||
|
||||
const client = Discord.createBot({
|
||||
events: {
|
||||
ready(client, payload) {
|
||||
console.log(`Successfully connected Shard ${payload.shardId} to the gateway`);
|
||||
},
|
||||
|
||||
async messageCreate(client, message) {
|
||||
if (message.content === "!ping") {
|
||||
await client.helpers.sendMessage(message.channelId, { content: "pong" });
|
||||
}
|
||||
|
||||
console.log(`Received message: ${message.content || message.embeds}`);
|
||||
},
|
||||
},
|
||||
intents: ["Guilds", "GuildMessages"],
|
||||
token: config.token,
|
||||
});
|
||||
|
||||
Discord.startBot(client);
|
||||
```
|
||||
|
||||
As you listen to more and more events, the functions code grows along with them, so you can quickly lose track.
|
||||
|
||||
To avoid this, we recommend storing the event functions divided into files in a separate folder.
|
||||
|
||||
## Create Event Folder
|
||||
|
||||
Create a folder called `events` in your project folder.
|
||||
|
||||
:::info note
|
||||
|
||||
The event files have to be named using camelCase so that they can be understood by the client. e.g `message` ->
|
||||
`messageCreate.js`. You can check the typings see how the events are called.
|
||||
|
||||
:::
|
||||
|
||||
Ready Event:
|
||||
|
||||
```js
|
||||
module.exports = (client, payload) => {
|
||||
if (payload.shardId + 1 === client.gateway.maxShards) {
|
||||
// All Shards are ready
|
||||
console.log(`Successfully connected to the gateway as ${payload.user.username}#${payload.user.discriminator}`);
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
## Load your Events
|
||||
|
||||
```js
|
||||
const fs = require("fs");
|
||||
const path = require("path");
|
||||
|
||||
const resolveFolder = (folderName) => path.resolve(__dirname, ".", folderName);
|
||||
|
||||
class EventManager {
|
||||
constructor(client) {
|
||||
this.cache = new Map();
|
||||
this._events = {};
|
||||
}
|
||||
|
||||
load(options = {}) {
|
||||
const eventsFolder = resolveFolder("../events");
|
||||
fs.readdirSync(eventsFolder).map(async (file) => {
|
||||
if (!file.endsWith(".js")) return;
|
||||
|
||||
const fileName = path.join(eventsFolder, file);
|
||||
const event = require(fileName);
|
||||
const eventName = file.split(".")[0];
|
||||
|
||||
this._events[`${eventName}`] = event;
|
||||
});
|
||||
|
||||
return this._events;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = EventManager;
|
||||
```
|
||||
|
||||
The code above, which can also be found in the
|
||||
[template repo](https://github.com/discordeno/discordeno/tree/main/template/nodejs/Managers/EventManager.js) will loop
|
||||
through all the files in the `events` folder and load the functions into the `_events` object.
|
||||
|
||||
In order to let the client know which events should be processed, you need to pass the functions in the
|
||||
`createBot<options>.events` object.
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno");
|
||||
const config = require("./config.json");
|
||||
|
||||
const EventManager = require("./Managers/EventManager.js");
|
||||
const events = new EventManager({});
|
||||
|
||||
const client = Discord.createBot({
|
||||
events: events.load({}),
|
||||
intents: ["Guilds", "GuildMessages"],
|
||||
token: config.token,
|
||||
});
|
||||
|
||||
Discord.startBot(client);
|
||||
```
|
||||
|
||||
Moreover, you can customize the `EventManager` and add more functionality to it and make it exactly fit your needs or
|
||||
even emit events, by extending it.
|
||||
|
||||
Of course you wonder what you can do with all of this now. We will explain this further on the next page.
|
||||
29
site/tutorial/nodejs/EventHandler/getting-started.md
Normal file
29
site/tutorial/nodejs/EventHandler/getting-started.md
Normal file
@@ -0,0 +1,29 @@
|
||||
---
|
||||
sidebar_position: 1
|
||||
---
|
||||
|
||||
# Getting Started with the Event Handler
|
||||
|
||||
An event handler is essential to process the data, which Discord sends to you.
|
||||
|
||||
With a good implementation, you will have a nice code structure and thus have a good overview in long term.
|
||||
|
||||
Since the `EventEmitter` class is commonly used you probably already know it from other libraries.
|
||||
|
||||
Discordeno decided against it as it comes with several downsides which are mentioned below.
|
||||
|
||||
- It's easy to create memory leaks, when you add too many listeners or go carelessly with it.
|
||||
- Many fragmented parts of event code complicate maintenance.
|
||||
- ErrorHandling is difficult and debugging is harder when many listeners are open for the same events.
|
||||
|
||||
Performance plays a more important role than handling, however this event management system can be easily implemented
|
||||
since it only needs a few changes in your code.
|
||||
|
||||
In the following we will show you, how to create an event manager, which is compatible with Discordeno's Client.
|
||||
|
||||
:::info template
|
||||
|
||||
You can also copy the
|
||||
[`EventManager` from the template repo](https://github.com/discordeno/discordeno/tree/main/template/nodejs/Managers/EventManager.js).
|
||||
|
||||
:::
|
||||
75
site/tutorial/nodejs/EventHandler/handle-event.md
Normal file
75
site/tutorial/nodejs/EventHandler/handle-event.md
Normal file
@@ -0,0 +1,75 @@
|
||||
---
|
||||
sidebar_position: 3
|
||||
---
|
||||
|
||||
# Handle Events
|
||||
|
||||
When an event is fired, Discordeno sends two important things: the `client` instance and the `payload`.
|
||||
|
||||
As mentioned in the `Structure` section, the `payload` object does not contain any functions as it's a plain json
|
||||
object.
|
||||
|
||||
In order to take use of our nice built structures, we need to transform the payload into a structure.
|
||||
|
||||
:::info
|
||||
|
||||
The Structures can be found [here](https://github.com/discordeno/discordeno/tree/main/template/nodejs/Structures)
|
||||
|
||||
:::
|
||||
|
||||
Sometimes it's important to listen to events, in order to get informed of changes and updating the cache based on it.
|
||||
|
||||
### Message Event
|
||||
|
||||
This file should be called `messageCreate.js`.
|
||||
|
||||
```js
|
||||
const Message = require("./structures/Message");
|
||||
|
||||
module.exports = async (client, payload) => {
|
||||
const message = client.messages.forge(payload);
|
||||
|
||||
if (message.author.bot) return;
|
||||
if (message.content === "!ping") return await message.reply("pong");
|
||||
};
|
||||
```
|
||||
|
||||
### Interaction Event
|
||||
|
||||
This file should be called `interactionCreate.js`.
|
||||
|
||||
```js
|
||||
const Interaction = require("./structures/Interaction");
|
||||
|
||||
module.exports = async (client, payload) => {
|
||||
const interaction = client.interactions.forge(payload);
|
||||
|
||||
if (interaction.data.name === "ping") return await interaction.reply({ content: "pong" });
|
||||
};
|
||||
```
|
||||
|
||||
### Ready Event
|
||||
|
||||
This file should be called `ready.js`.
|
||||
|
||||
:::tip
|
||||
|
||||
There is a small difference with the `ready` Event. The Event is fired `shard` wise, in other words it fires every time
|
||||
a `shard` becomes ready.
|
||||
|
||||
:::
|
||||
|
||||
In order to fire the "real event" a small code snippet has to be added to the `ready` Event.
|
||||
|
||||
```js
|
||||
const User = require("../Structures/User");
|
||||
|
||||
module.exports = async (client, payload) => {
|
||||
client.user = client.users.forge(payload.user);
|
||||
|
||||
if (payload.shardId + 1 === client.gateway.maxShards) {
|
||||
// All Shards are ready
|
||||
console.log(`Successfully connected to the gateway as ${client.user.tag}`);
|
||||
}
|
||||
};
|
||||
```
|
||||
4
site/tutorial/nodejs/Structures/_category_.json
Normal file
4
site/tutorial/nodejs/Structures/_category_.json
Normal file
@@ -0,0 +1,4 @@
|
||||
{
|
||||
"label": "Structures",
|
||||
"position": 7
|
||||
}
|
||||
55
site/tutorial/nodejs/Structures/collectors.md
Normal file
55
site/tutorial/nodejs/Structures/collectors.md
Normal file
@@ -0,0 +1,55 @@
|
||||
---
|
||||
sidebar_position: 5
|
||||
---
|
||||
|
||||
# Create Collectors
|
||||
|
||||
Some of your commands or features are sometimes based on user interactions. E.g. if a user presses a button and you want
|
||||
to know whether it was pressed. This is actually done by listening to the `interactionCreate` event.
|
||||
|
||||
But sometimes you need to access locale variables or don't want to "hardcode" the part.
|
||||
|
||||
That's why it's sometimes recommended to create collectors.
|
||||
|
||||
Collectors are listeners that listen to a specific event. In addition, you can provide a filter, so you only receive
|
||||
certain interactions.
|
||||
|
||||
## Use a Collector
|
||||
|
||||
:::note Template The template code is used below. You must have the EventManager part to use the collector feature. :::
|
||||
|
||||
We have a pre-made class for collectors which you can find
|
||||
[here](https://github.com/meister03/discordeno.js/blob/master/Util/Collectors.js).
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno.js");
|
||||
const filter = (m) => m.data?.customId === "warn_modal" && m.user.id === interaction.user.id;
|
||||
const listener = client.eventListener; // When the eventListener property is named different
|
||||
const collector = new Discord.Collector("interactionCreate", {
|
||||
client: client,
|
||||
timeout: 60000,
|
||||
filter,
|
||||
max: 20,
|
||||
listener,
|
||||
});
|
||||
collector.on("collect", (m) => {
|
||||
const interaction = client.interactions.forge(m);
|
||||
// Stop Collector
|
||||
// collector.stop();
|
||||
});
|
||||
|
||||
// Fires on a timeout, when the collector has reached the max amount of interactions or when it has been closed
|
||||
collector.on("end", (collected) => {
|
||||
// Map of Collected Interactions
|
||||
console.log(collected);
|
||||
});
|
||||
```
|
||||
|
||||
As you can see, this opens up many possibilities. You can listen to any event and get the interaction you need.
|
||||
|
||||
### Collector Options
|
||||
|
||||
`filter`: Function, just fire the event if the filter returns true. `timeout`: Number, the time in milliseconds until
|
||||
the collector times out. `max`: Number, the max amount of interactions the collector can collect. `listener`: Function,
|
||||
the listener that will be fired when the collector collects an interaction. Just required when client property is named
|
||||
differently.
|
||||
223
site/tutorial/nodejs/Structures/components.md
Normal file
223
site/tutorial/nodejs/Structures/components.md
Normal file
@@ -0,0 +1,223 @@
|
||||
---
|
||||
sidebar_position: 4
|
||||
---
|
||||
|
||||
# Create Components
|
||||
|
||||
Since Discord has decided to make message content accessible only to privileged bots, components will play an
|
||||
increasingly important role in the future. Discord has released some components already and many more will follow. Of
|
||||
course, this opens up completely new possibilities. On the one hand, it improves the user experience and on the other
|
||||
hand, the interactions can be easily handled by the developer.
|
||||
|
||||
To take advantage of this, we'll go into more detail on how to use them.
|
||||
|
||||
:::note Runtime Overhead
|
||||
|
||||
Constructor classes are nice to use and make your code look better, but they incur a slight runtime overhead compared to
|
||||
just using raw data because they still execute methods, which takes more time to process.
|
||||
|
||||
:::
|
||||
|
||||
We already have a Template for `Components`, which can be found
|
||||
[here](https://github.com/meister03/discordeno.js/tree/master/Structures/Component.js).
|
||||
|
||||
## Different Components:
|
||||
|
||||
There are many different components, which you can quickly read about here:
|
||||
|
||||
### Action Row (`type: 1`):
|
||||
|
||||
This is a top level component, which contains a limited amount of other components. It can be described as container.
|
||||
|
||||
An Action Row ...
|
||||
|
||||
- can not include an action row
|
||||
- can maximal have 5 Buttons
|
||||
- can have 1 SelectMenu
|
||||
- can have 1 Text Input (only available in modal responses)
|
||||
|
||||
### Button (`type: 2`):
|
||||
|
||||
Buttons are interactive components, are bound to a message and they sent an interaction payload, when a user clicks on
|
||||
it.
|
||||
|
||||

|
||||
|
||||
- Needs a customId, except the Link Button
|
||||
- An Action Row can have maximal 5 Buttons
|
||||
|
||||
There are different styles of buttons, which can be used:
|
||||
|
||||
- `1` - PRIMARY - blurple - customId required
|
||||
- `2` - DEFAULT - grey - customId required
|
||||
- `3` - SUCCESS - green - customId required
|
||||
- `4` - DANGER - red - customId required
|
||||
- `5` - LINK - grey - url required
|
||||
|
||||
### Select Menu (`type: 3`):
|
||||
|
||||
Select Menus are a simple drop-down with selectable options. They accept a set of allowed selects, which sends an
|
||||
interaction payload, when a user selects sth. from the menu.
|
||||
|
||||

|
||||
|
||||
- You can specify a range of allowed selects (`minValue` and `maxValue`)
|
||||
- Every Select Item can have an `emoji` and has a `value`, in order to identify the selected item
|
||||
- A default Select Item can be set
|
||||
- An Action Row can have maximal 1 Select Menu
|
||||
|
||||
### Text Input (`type: 4`):
|
||||
|
||||
Text Inputs are interactive components, which can just be sent with a modal response.
|
||||
|
||||
- You can specify a range of text length (`minLength` and `maxLength`)
|
||||
- You can add a placeholder, a pre-filled value and specify whether the text input is required
|
||||
- An Action Row can have maximal 1 Text Input
|
||||
|
||||
## Send Components
|
||||
|
||||
As mentioned above there are different types of components. This requires to define a type, so that Discord knows, which
|
||||
component you want to use.
|
||||
|
||||
```js
|
||||
class ActionRow {
|
||||
constructor(options = {}) {
|
||||
this.type = 1;
|
||||
}
|
||||
|
||||
setComponents(...components) {
|
||||
this.components = components;
|
||||
return this;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
```js
|
||||
const button = new Button();
|
||||
const button2 = new Button();
|
||||
const actionRow = new ActionRow().setComponents(button, button2);
|
||||
```
|
||||
|
||||
This code will obviously not work because it's a missing a lot required of data. The other reason is that we can't send
|
||||
a class to Discord, we need sth. to transform it to a json object.
|
||||
|
||||
We have a pre-made class for components which you can find
|
||||
[here](https://github.com/meister03/discordeno.js/tree/master/Structures/Component.js).
|
||||
|
||||
### Button
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno.js");
|
||||
const message = client.messages.forge(rawMessage);
|
||||
|
||||
const button = new Discord.Component()
|
||||
.setType("BUTTON")
|
||||
.setStyle("LINK")
|
||||
.setLabel("Click me!")
|
||||
.setUrl("https://google.com")
|
||||
.toJSON();
|
||||
|
||||
// Button with raw types
|
||||
const button2 = new Discord.Component()
|
||||
.setType(2)
|
||||
.setStyle(4)
|
||||
.setLabel("DO NOT CLICK")
|
||||
.setCustomId("12345")
|
||||
.toJSON();
|
||||
|
||||
const actionRow = new Discord.Component()
|
||||
.setType("ACTION_ROW")
|
||||
.setComponents(button, button2)
|
||||
.toJSON();
|
||||
|
||||
// Message to send
|
||||
const messageOptions = { content: "hello", components: [actionRow] };
|
||||
|
||||
// await client.helpers.sendMessage(channelId, messageOptions); // Do it the raw way
|
||||
message.channel.send(messageOptions); // Do it with the structure
|
||||
```
|
||||
|
||||
As you can see, for simplicity you can use strings instead of numbers (types), which are hard to remember.
|
||||
|
||||
### Select Menu
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno.js");
|
||||
const message = client.messages.forge(rawMessage);
|
||||
|
||||
const selectMenu = new Discord.Component()
|
||||
.setType("SELECT_MENU")
|
||||
.setCustomId("12345")
|
||||
.setOptions([
|
||||
{
|
||||
label: "Option 1",
|
||||
value: "1",
|
||||
description: `This is option 1`,
|
||||
},
|
||||
{
|
||||
label: "Option 2",
|
||||
value: "2",
|
||||
description: `This is option 2`,
|
||||
},
|
||||
{
|
||||
label: "Default Option",
|
||||
value: "3",
|
||||
description: `Default option...`,
|
||||
default: true,
|
||||
},
|
||||
])
|
||||
.setPlaceholder("Select an option")
|
||||
.toJSON();
|
||||
|
||||
const actionRow = new Discord.Component()
|
||||
.setType("ACTION_ROW")
|
||||
.setComponents(selectMenu)
|
||||
.toJSON();
|
||||
|
||||
const messageOptions = { content: "hello", components: [actionRow] };
|
||||
|
||||
// await client.helpers.sendMessage(channelId, messageOptions); // Do it the raw way
|
||||
message.channel.send(messageOptions); // Do it with the structure
|
||||
```
|
||||
|
||||
### Text Input
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno.js");
|
||||
const interaction = client.messages.forge(rawInteraction);
|
||||
|
||||
const textInput = new Component()
|
||||
.setType("TEXT_INPUT")
|
||||
.setStyle("SHORT")
|
||||
.setCustomId("t1")
|
||||
.setLabel("User ID")
|
||||
.setPlaceholder("User ID")
|
||||
.setRequired(true)
|
||||
.setMaxLength(20)
|
||||
.setMinLength(1)
|
||||
.toJSON();
|
||||
|
||||
const textInput2 = new Component()
|
||||
.setType("TEXT_INPUT")
|
||||
.setStyle("PARAGRAPH")
|
||||
.setCustomId("t2")
|
||||
.setLabel("Reason")
|
||||
.setPlaceholder("Reason for Ban")
|
||||
.setRequired(false)
|
||||
.setMaxLength(300)
|
||||
.toJSON();
|
||||
|
||||
const actionRow = new Component().setType("ACTION_ROW").setComponents(textInput).toJSON();
|
||||
const actionRow2 = new Component().setType("ACTION_ROW").setComponents(textInput2).toJSON();
|
||||
|
||||
interaction.popupModal({
|
||||
customId: "ban_modal",
|
||||
title: "Ban User",
|
||||
components: [actionRow, actionRow2],
|
||||
});
|
||||
```
|
||||
|
||||
### Receive Interactions
|
||||
|
||||
When a user clicks a button or selects an option from a Select Menu, Discord sends an `interactionCreate` event, which
|
||||
contains the information necessary to process it.
|
||||
100
site/tutorial/nodejs/Structures/create-structure.md
Normal file
100
site/tutorial/nodejs/Structures/create-structure.md
Normal file
@@ -0,0 +1,100 @@
|
||||
---
|
||||
sidebar_position: 2
|
||||
---
|
||||
|
||||
# Create Structure
|
||||
|
||||
Structures are often used to transform data and add methods to existing objects. To make it easier to work with them.
|
||||
|
||||
Imagine you have a channel object to which you want to send a message.
|
||||
|
||||
```js
|
||||
const data = {
|
||||
id: 806947972004839444n,
|
||||
name: "spam-and-bots",
|
||||
};
|
||||
```
|
||||
|
||||
The recommended way would be:
|
||||
|
||||
```js
|
||||
await client.helpers.sendMessage(data.id, { content: "hello" });
|
||||
```
|
||||
|
||||
However, you probably want to use something shorter, such as the following:
|
||||
|
||||
```js
|
||||
class Channel {
|
||||
constructor(client, data) {
|
||||
this.client = client;
|
||||
this.id = data.id;
|
||||
this.name = data.name;
|
||||
}
|
||||
|
||||
async send(options) {
|
||||
return await this.client.helpers.sendMessage(this.id, options);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Now you can use the `.send()` method on the channel object without using such a long code:
|
||||
|
||||
```js
|
||||
const channel = new Channel(client, data);
|
||||
await channel.send({ content: "hello" });
|
||||
```
|
||||
|
||||
Moreover, you can modify the `.send()` method to better suit your use case e.g not send the message if the channel is
|
||||
blacklisted.
|
||||
|
||||
This naturally opens a lot of opportunities and makes coding a lot easier. Because you decide what you want to do with
|
||||
the data, how the methods are named and how you want to process the request.
|
||||
|
||||
## Using Template Structures:
|
||||
|
||||
When you are migrating from another library and you want to utilize the djs-like wrapper, you'll likely choose to
|
||||
continue using special structures. Therefore we have ready-made structures for the wrapper `Discordeno.js`.
|
||||
|
||||
- [Guild](https://github.com/meister03/discordeno.js/tree/master/Structures/Guild.js)
|
||||
- [Channel](https://github.com/meister03/discordeno.js/tree/master/Structures/Channel.js)
|
||||
- [Role](https://github.com/meister03/discordeno.js/tree/master/Structures/Role.js)
|
||||
- [Member](https://github.com/meister03/discordeno.js/tree/master/Structures/Member.js)
|
||||
- [User](https://github.com/meister03/discordeno.js/tree/master/Structures/User.js)
|
||||
- [Message](https://github.com/meister03/discordeno.js/tree/master/Structures/Message.js)
|
||||
- [Interaction](https://github.com/meister03/discordeno.js/tree/master/Structures/Interaction.js)
|
||||
- [Emoji](https://github.com/meister03/discordeno.js/tree/master/Structures/Emoji.js)
|
||||
- [Webhook](https://github.com/meister03/discordeno.js/tree/master/Structures/Webhook.js)
|
||||
- [Embed](https://github.com/meister03/discordeno.js/tree/master/Structures/Embed.js)
|
||||
- [Component](https://github.com/meister03/discordeno.js/tree/master/Structures/Component.js)
|
||||
- [Collection](https://github.com/meister03/discordeno.js/tree/master/Structures/Collection.js)
|
||||
|
||||
We recommend that you check the wrappers [Readme](https://github.com/meister03/discordeno.js#discordclient) in order to
|
||||
construct the client for following the Guide
|
||||
|
||||
**Using the Structures:**
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno.js");
|
||||
const client = new Discord.Client(clientOptions, cacheOptions); //See the Readme above
|
||||
Discord.startBot(client);
|
||||
const guild = client.guilds.forge(guildData);
|
||||
const channel = guild.channels.forge(channelData);
|
||||
const role = guild.roles.forge(roleData);
|
||||
const member = guild.members.forge(memberData);
|
||||
const user = guild.users.forge(userData);
|
||||
const message = guild.messages.forge(messageData);
|
||||
const interaction = guild.interactions.forge(interactionData);
|
||||
const emoji = guild.emojis.forge(emojiData);
|
||||
|
||||
const webhook = new Discord.Webhook(client, webhookData);
|
||||
const embed = new Discord.Embed(embedData); // embedData is optional
|
||||
const component = new Discord.Component(componentData); // componentData is optional
|
||||
const collection = new Discord.Collection();
|
||||
```
|
||||
|
||||
Some popular methods have been added to the structures so that you can use them without having to come up with your own.
|
||||
In order to use the Structures from the Wrapper, you need to invoke the `.forge` method with the raw discord data,
|
||||
whereas it will construct the structure for you.
|
||||
|
||||
Next we're going to give a better insight into how create [`Embeds`](embeds) and [`Components`](components) with the
|
||||
wrappers structures.
|
||||
106
site/tutorial/nodejs/Structures/embeds.md
Normal file
106
site/tutorial/nodejs/Structures/embeds.md
Normal file
@@ -0,0 +1,106 @@
|
||||
---
|
||||
sidebar_position: 3
|
||||
---
|
||||
|
||||
# Create Embeds
|
||||
|
||||
Embeds are widely used by bots in order to display messages in a fancy way.
|
||||
|
||||
Unfortunately, the Discord API does not accept funky classes such as `new MessageEmbed().setTitle("hello")`, instead it
|
||||
takes a json object, e.g. `{ title: "hello" }`. Therefore, we need to create an embed Structure that converts the
|
||||
user-supplied data into the format which Discord uses.
|
||||
|
||||
:::note Runtime Overhead
|
||||
|
||||
Constructor classes are nice to use and make your code look better, but they incur a slight runtime overhead compared to
|
||||
just using raw data because they still execute methods, which takes more time to process.
|
||||
|
||||
:::
|
||||
|
||||
```js
|
||||
class Embed() {
|
||||
constructor() {}
|
||||
|
||||
setTitle(title) {
|
||||
this.title = title;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Now we have created a class which we can use to create embeds. But we can't just send this to Discord.
|
||||
|
||||
So we need an additional method which will convert the data from the class to the correct format.
|
||||
|
||||
```js
|
||||
class Embed(){
|
||||
constructor() {}
|
||||
|
||||
setTitle(title) {
|
||||
this.title = title;
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
return {
|
||||
title: this.title
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Wow, now you can create a embed and send it to Discord.
|
||||
|
||||
```js
|
||||
const Channel = require("./structures/Channel"); // Path to structure
|
||||
|
||||
const channel = new Channel(client, data);
|
||||
await channel.send({ embeds: [embed] });
|
||||
```
|
||||
|
||||
You probably want more methods which you can use to create embeds.
|
||||
[Here is how the Embed Structure looks like](https://github.com/meister03/discordeno.js/blob/master/Structures/Embed.js)
|
||||
|
||||
### Using the Embed Structure:
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno.js");
|
||||
|
||||
const channel = client.channels.forge(channelData);
|
||||
const showCaseEmbed = new Discord.Embed()
|
||||
.setColor(0x00AE86)
|
||||
.setTitle("A Random Title")
|
||||
.setURL("https://github.com/discordeno")
|
||||
.setAuthor({
|
||||
name: "Author name",
|
||||
iconUrl: "https://raw.githubusercontent.com/discordeno/discordeno/main/site/static/img/logo.png",
|
||||
url: "https://github.com/discordeno",
|
||||
})
|
||||
.setDescription("A Random Description")
|
||||
.setThumbnail("https://raw.githubusercontent.com/discordeno/discordeno/main/site/static/img/logo.png")
|
||||
.addFields(
|
||||
{ name: "Field 1 Name", value: "Normal Field Value" },
|
||||
{ name: "\u200B", value: "\u200B" },
|
||||
{ name: "Field 2 Name", value: "Inline Field Value", inline: true },
|
||||
{ name: "Field 3 Name", value: "Inline Field Value", inline: true },
|
||||
)
|
||||
.addField({ name: "Field 4", value: "Field Value" })
|
||||
.setImage("https://raw.githubusercontent.com/discordeno/discordeno/main/site/static/img/logo.png")
|
||||
.setTimestamp()
|
||||
.setFooter({
|
||||
text: "A Footer Text",
|
||||
iconUrl: "https://raw.githubusercontent.com/discordeno/discordeno/main/site/static/img/logo.png",
|
||||
})
|
||||
.toJSON();
|
||||
|
||||
await channel.send({ embeds: [showCaseEmbed] });
|
||||
```
|
||||
|
||||
### Embed Limits:
|
||||
|
||||
- Title: 256 characters
|
||||
- Description: 4096 characters
|
||||
- Field Name: 256 characters
|
||||
- Field Value: 1024 characters
|
||||
- Footer Text: 2048 characters
|
||||
- Author Name: 256 characters
|
||||
- 10 Embeds per message
|
||||
- In total over all 10 Embeds not more than 6000 characters
|
||||
30
site/tutorial/nodejs/Structures/getting-started.md
Normal file
30
site/tutorial/nodejs/Structures/getting-started.md
Normal file
@@ -0,0 +1,30 @@
|
||||
---
|
||||
sidebar_position: 1
|
||||
---
|
||||
|
||||
# Getting Started with Structures
|
||||
|
||||
As previously mentioned, Discordeno was built with as few classes as possible, this is in favor of performance.
|
||||
|
||||
For example, you cannot execute functions on objects.
|
||||
|
||||
```diff
|
||||
- message.channel.send({content: "hello"})
|
||||
+ client.helpers.sendMessage(message.channel.id, {content: "hello"})
|
||||
```
|
||||
|
||||
This seems to be more complicated at first, but has many advantages:
|
||||
|
||||
- You get full control over the actions
|
||||
- Errors are easier to debug
|
||||
- A validation by classes does not have to take place
|
||||
|
||||
One of the disadvantages is that you have to change a lot in your code.
|
||||
|
||||
Of course, we recommend that you try out the upper way, but we will introduce structures in this guide because they are
|
||||
used by many users who eventually want to migrate.
|
||||
|
||||
For example, if you want to get correctly formatted objects, structures are obviously beneficial, because they support
|
||||
the readability of the code by their ease of use
|
||||
|
||||
In the following, we will introduce how to create your own structures and how to use the ones available in the template.
|
||||
4
site/tutorial/nodejs/_category_.json
Normal file
4
site/tutorial/nodejs/_category_.json
Normal file
@@ -0,0 +1,4 @@
|
||||
{
|
||||
"label": "Nodejs",
|
||||
"position": 3
|
||||
}
|
||||
29
site/tutorial/nodejs/create-application.md
Normal file
29
site/tutorial/nodejs/create-application.md
Normal file
@@ -0,0 +1,29 @@
|
||||
---
|
||||
sidebar_position: 3
|
||||
---
|
||||
|
||||
# Create Application
|
||||
|
||||
1. Go to the [Developer Portal](https://discord.com/developers/applications) and create a new application.
|
||||
2. Navigate to the Section `Bot` and confirm with "Yes, do it!"
|
||||
3. Now copy your token and save it under a safe environment.
|
||||
|
||||
:::caution Token Security
|
||||
|
||||
Keep your token safe, because it is like a password that grants access to your bot, which then can be used for mass
|
||||
DMing, mass banning or any other kind of malicious activity.
|
||||
|
||||
:::
|
||||
|
||||
## Add your Bot to your Server
|
||||
|
||||
In order to use your Bot, it should be in a server where you can interact with it.
|
||||
|
||||
1. Go to the [Developer Portal](https://discord.com/developers/applications) and click on your previously created bot.
|
||||
2. Click on `OAuth2` and there go to the `URL Generator`.
|
||||
3. Select the `bot` and the `applications.commands` scope.
|
||||
4. Scroll down and select the `Administrator` permission.
|
||||
5. Copy the generated URL and open it in your browser.
|
||||
6. Select your Server and click the invite button.
|
||||
|
||||
The bot should now have been added to your server and show as an offline user.
|
||||
203
site/tutorial/nodejs/design.md
Normal file
203
site/tutorial/nodejs/design.md
Normal file
@@ -0,0 +1,203 @@
|
||||
---
|
||||
sidebar_position: 6
|
||||
---
|
||||
|
||||
# Design
|
||||
|
||||
In order to ensure long-term scalability and maintainability, the code structure is of enormous importance. In the
|
||||
following, we show how such a code structure could look like.
|
||||
|
||||
The essential parts are a `CommandHandler/CommandManager`, `EventHandler/EventManager`, lots of `Structures` in order to
|
||||
code faster and `Plugins`, where your different features will be, such as `Commands`, `DB Stuff`...
|
||||
|
||||
## Code Structure
|
||||
|
||||
We recommend following structure for your code:
|
||||
|
||||
```root
|
||||
├index.js
|
||||
├─Structures/
|
||||
├─Managers/
|
||||
├─events/
|
||||
├─Plugins/
|
||||
├── General/
|
||||
│ ├── commands/
|
||||
│ │ ├── ping.js
|
||||
│ │ └── ...
|
||||
├── Developer/
|
||||
│ ├── commands/
|
||||
│ │ ├── eval.js
|
||||
│ │ └── ...
|
||||
├─Util/
|
||||
└── ...
|
||||
```
|
||||
|
||||
The following explains why this structure is suitable. If you want to follow this guide further, you should create these
|
||||
folders.
|
||||
|
||||
In the `Managers` folder the Managers will be added e.g. `CommandManager.js`, `EventManager.js`. Generally codes, which
|
||||
manage the system.
|
||||
|
||||
While in the `Structures` folder mainly classes are added like `BaseCommand.js`, `CommandResponse.js`, `Embed.js`,
|
||||
`Components.js`, which make it easier to add methods to objects.
|
||||
|
||||
The `events` folder will contain the event handlers such as `messageCreate.js`, `debug.js`
|
||||
|
||||
Your many useful features and categories end up in the `Plugins` folder, where they should be categorically divided into
|
||||
many folders.
|
||||
|
||||
The `Util` folder contains functions or classes that help you convert certain things, such as timestamps, into a
|
||||
human-readable format.
|
||||
|
||||
## CommandHandler & BaseCommand
|
||||
|
||||
The `CommandHandler` is the main class of the bot, which will handle all the commands and the events received from
|
||||
Discord.
|
||||
|
||||
The `BaseCommand` is the base class of all commands, which will be extended with the`CommandResponse` class.
|
||||
|
||||
### Steps showed in the following Guide
|
||||
|
||||
- Loading commands from different plugins
|
||||
- Deploying slash commands
|
||||
- Handling `messageCreate` & `interactionCreate` events
|
||||
- Command rate limit handling
|
||||
- Handle `Interaction` & `Message` commands with the same code
|
||||
- Validating user provided arguments
|
||||
- Correct permission and error handling
|
||||
- Hot reloading commands
|
||||
- Creating message and interaction collectors
|
||||
|
||||
## EventHandler
|
||||
|
||||
You probably realized that Discordeno does not use an `EventEmitter` to fire the events, but your own event function is
|
||||
fired.
|
||||
|
||||
There are ways to adapt to an `EventEmitter`, but we decided against it for the following reasons:
|
||||
|
||||
- It's easy to create memory leaks, when you add too many listeners or go carelessly with it.
|
||||
- Many fragmented parts of event code complicate maintenance.
|
||||
- ErrorHandling is difficult and debugging is harder when many listeners are open for the same events.
|
||||
|
||||
## Structures
|
||||
|
||||
Structures are essential to abstract larger parts of code in smaller ready-made methods and to modify them if necessary.
|
||||
|
||||
Example:
|
||||
|
||||
```js
|
||||
class Command {
|
||||
static name = "ping";
|
||||
static aliases = ["pong"];
|
||||
static botPermission = ["SEND_EMBED_LINKS"];
|
||||
|
||||
run(message, args) {
|
||||
// do something
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
It would be annoying adding everytime the `botPermission` property to the class Command, when the Permission is used
|
||||
from every Command, then it is unnecessary to add it, when you can extend the class.
|
||||
|
||||
It would be annoying to add the `botPermission` property to the command class every time the same permissions are used
|
||||
by each command. Extending the class makes this extra step obsolete.
|
||||
|
||||
```js
|
||||
class BaseCommand {
|
||||
constructor(client) {
|
||||
this.client = client;
|
||||
this.basePermission = ["SEND_EMBED_LINKS"];
|
||||
}
|
||||
}
|
||||
|
||||
class Command extends BaseCommand {
|
||||
static name = "ping";
|
||||
static aliases = ["pong"];
|
||||
|
||||
constructor(data) {
|
||||
super(data);
|
||||
}
|
||||
|
||||
run(message, args) {
|
||||
// do something
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Plugins
|
||||
|
||||
The plugins folder helps you categorize your code into many parts to give some structure.
|
||||
|
||||
Of course, this has many advantages, you have a much clearer code, you can debug problems much easier.
|
||||
|
||||
This also opens possibilities for open source contributions, since not all parts of the code have to be published in
|
||||
order to add new plugins, since they are "independent".
|
||||
|
||||
There will be the main `Plugins` folder, which by default contains a `General` folder for all your base commands. The
|
||||
`Plugins` folder will also contain all your other plugins.
|
||||
|
||||
## Error Handling
|
||||
|
||||
One of the most important things is how to handle errors. This is done to provide a user-friendly experience and to find
|
||||
errors faster.
|
||||
|
||||
You should catch errors and log them in your logger so you can fix them later. There are several open source `Sentry`'s
|
||||
that give you a good overview of the latest errors through a website.
|
||||
|
||||
Sometimes errors have a positive effect on maintainability and scalability.
|
||||
|
||||
In addition, handling errors caused by users is very important to increase transparency. If they don't know why the
|
||||
error happened, then they'll be very surprised with what they did wrong and might even remove your bot from their
|
||||
server.
|
||||
|
||||
## Caching
|
||||
|
||||
Normally libraries cache all the info they get, which can of course be helpful at the beginning to discover all
|
||||
functionalities but later it turns out to be a resource-consuming method. Therefore, this way should be avoided.
|
||||
|
||||
Discordeno allows `Custom Caching` and even `Custom Property Caching` which gives you fine-grained control over the
|
||||
caching of data. Normally you only need 20% of the data received by Discord, which makes caching unnecessary in most
|
||||
cases.
|
||||
|
||||
There are also some `Filter` and `Sweeper` methods which help you to empty unused cache values.
|
||||
|
||||
## Cross Communication & Scaling
|
||||
|
||||
If you are running many different processes, such as a Welcomer API, communication is of central importance in order to
|
||||
send or receive data, with which you can then perform certain actions.
|
||||
|
||||
Cross communication can be easily done with sockets or a TCP client.
|
||||
|
||||
This brings up this Structure:
|
||||
|
||||
```js
|
||||
Bridge (Heart)
|
||||
- Machine 1
|
||||
- Cluster [0-9]
|
||||
- Machine 2
|
||||
- Cluster [10-18]
|
||||
- Machine 3 -> Welcomer Api
|
||||
- Machine 4 -> Dashboard
|
||||
```
|
||||
|
||||
It's important to use something fast to have a proper "real time" communication.
|
||||
|
||||
Discordeno already offers many internal options for scaling bots, no matter what size.
|
||||
|
||||
As you scale, you will likely separate many parts of your bot and put them in separate processes, such as a
|
||||
`RestManager`, a `Gateway Manager` etc.
|
||||
|
||||
This of course opens up a lot of possibilities:
|
||||
|
||||
- Zero downtime updates
|
||||
- Global cache
|
||||
- Synced rate limits
|
||||
|
||||
[Check the Github Readme for more information](https://github.com/discordeno/discordeno#features)
|
||||
|
||||
:::tip congratulations
|
||||
|
||||
You just learned how to design a scalable bot, let's get into implementing it with the next pages.
|
||||
|
||||
:::
|
||||
48
site/tutorial/nodejs/getting-started.md
Normal file
48
site/tutorial/nodejs/getting-started.md
Normal file
@@ -0,0 +1,48 @@
|
||||
---
|
||||
sidebar_position: 1
|
||||
---
|
||||
|
||||
# Getting Started
|
||||
|
||||
If you are reading this, you probably want to create a Discord bot with Discordeno or migrate from popular libraries like Discord.js.
|
||||
|
||||
If this is going to be your first time making a bot, you should use Deno instead of Node.js. Although in some cases, Deno might not be suitable for you because of missing packages or a code base that is too large to migrate to a slightly different language.
|
||||
|
||||
This guide will help you make your first Discord bot using Node.js or even migrate your bot from another library.
|
||||
|
||||
Moreover this guide will utilize two different options. One option to use the Discordeno package without any frameworks
|
||||
and one, which uses the wrapper called `Discordeno.js`, which aims to achieve a djs-like interface.
|
||||
|
||||
:::important Disclaimer
|
||||
|
||||
Some features are not documented yet. If you want to know more about them, kindly ask for help in the
|
||||
[Discord Server](https://discord.gg/ddeno).
|
||||
|
||||
:::
|
||||
|
||||
## Why should I switch?
|
||||
|
||||
Discordeno was built with the purpose of being scalable, flexible and easy to use.
|
||||
|
||||
Libraries like `Discord.js` and `Eris` often have excessive caching behavior that can only be changed slightly without
|
||||
breaking the entire library. There is a lack of customization and many nested classes, which makes it almost impossible
|
||||
to edit the code without having unwanted side effects. Moreover scalability is only possible on a limited extend.
|
||||
|
||||
Discordeno has been kept plain and simple, which opens up a lot of opportunities for customization such as
|
||||
`custom-caching (custom-property-caching)`, [`Standalone Rest`](../big-bot-guide/rest.md),
|
||||
[`Gateway`](../big-bot-guide/gateway.md), [`Cache`](../big-bot-guide/cache.md) and more. Check the detailed advantages
|
||||
[here](https://github.com/discordeno/discordeno#features).
|
||||
|
||||
This guide will also help you making your code more scalable and easier to maintain with bringing you closer to the
|
||||
Discord API.
|
||||
|
||||
# Before you start
|
||||
|
||||
Before you start digging in this guide, you should have a solid understanding of `javascript`. If you are not familiar
|
||||
with it, then you should take a look at some popular resources.
|
||||
|
||||
- [W3Schools Course](https://www.w3schools.com/js/DEFAULT.asp)
|
||||
- [Mozilla Docs](https://developer.mozilla.org/en-US/docs/Web/JavaScript)
|
||||
- [JavaScript.Info](https://javascript.info)
|
||||
|
||||
A basic understanding is of great importance in order to solve problems skillfully.
|
||||
46
site/tutorial/nodejs/initial-setup.md
Normal file
46
site/tutorial/nodejs/initial-setup.md
Normal file
@@ -0,0 +1,46 @@
|
||||
---
|
||||
sidebar_position: 4
|
||||
---
|
||||
|
||||
# Initial Setup
|
||||
|
||||
## Config File
|
||||
|
||||
Ideally, you should save your configs in an `.env` file. Out of simplicity for this guide, we are saving it in a
|
||||
`config.json` file.
|
||||
|
||||
Create a file named `config.json` in your project folder and insert the following content:
|
||||
|
||||
```json
|
||||
{
|
||||
"token": "YOUR_TOKEN_HERE",
|
||||
"prefix": "!"
|
||||
}
|
||||
```
|
||||
|
||||
## Edit the main file
|
||||
|
||||
Open the `index.js` file which you have created earlier and then insert the following content:
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno");
|
||||
const config = require("./config.json");
|
||||
|
||||
const client = Discord.createBot({
|
||||
events: {
|
||||
ready(client, payload) {
|
||||
console.log(`Successfully connected Shard ${payload.shardId} to the gateway`);
|
||||
},
|
||||
},
|
||||
intents: ["Guilds", "GuildMessages"],
|
||||
token: config.token,
|
||||
});
|
||||
|
||||
Discord.startBot(client);
|
||||
```
|
||||
|
||||
Now you can start your bot by running the following command in your terminal:
|
||||
|
||||
```cli
|
||||
$ node index.js
|
||||
```
|
||||
30
site/tutorial/nodejs/installion.md
Normal file
30
site/tutorial/nodejs/installion.md
Normal file
@@ -0,0 +1,30 @@
|
||||
---
|
||||
sidebar_position: 2
|
||||
---
|
||||
|
||||
# Installing Node.js and Discordeno
|
||||
|
||||
To use the Discordeno library you first need to install Node.js and then Discordeno from NPM.
|
||||
|
||||
Go to [nodejs.org](https://nodejs.org/en/) and download the latest version of Node.js. Open the downloaded file and
|
||||
follow the instructions of the installer to install Node.js.
|
||||
|
||||
## Create a Folder
|
||||
|
||||
Open your file manager and create a new folder (e.g.: `discordbot`) in your desired directory. Then open the code editor
|
||||
of your choice and create a new file (e.g.: `index.js`) in the folder you just have created.
|
||||
|
||||
### Initalize NPM & Install Discordeno
|
||||
|
||||
In order to keep track of the dependencies, you need to initialize NPM, which generates a `package.json` file.
|
||||
|
||||
```cli
|
||||
$ npm init --yes
|
||||
```
|
||||
|
||||
Then you need to install Discordeno. When you want to go along with the wrapper named `Discordeno.js`, then install it
|
||||
too. Go to your terminal and run the following command:
|
||||
|
||||
```cli
|
||||
$ npm install discordeno
|
||||
```
|
||||
64
site/tutorial/nodejs/slash-command.md
Normal file
64
site/tutorial/nodejs/slash-command.md
Normal file
@@ -0,0 +1,64 @@
|
||||
---
|
||||
sidebar_position: 5
|
||||
---
|
||||
|
||||
# Slash Commands
|
||||
|
||||
Since Discord has decided to make message content accessible only to privileged bots, message commands will play a
|
||||
subordinate role in the future. Discord users will be more used to slash commands. That's why it's essential that every
|
||||
bot offers them.
|
||||
|
||||
In the following we will show you how to create slash commands:
|
||||
|
||||
## Deploying Slash Commands
|
||||
|
||||
There is a difference between global and guild commands. Global commands take a while to appear in all guilds. Guild
|
||||
commands show up directly.
|
||||
|
||||
For this reason, we will now show how to create guild commands, in order to test them immediately.
|
||||
|
||||
```js
|
||||
const guildId = BigInt("YOUR_GUILD_ID");
|
||||
const command = {
|
||||
name: "ping",
|
||||
description: "Retrieves the Bot latency",
|
||||
options: [],
|
||||
};
|
||||
|
||||
client.helpers.createApplicationCommand(command, guildId);
|
||||
```
|
||||
|
||||
This is just very simple example, you can also add sub commands, select options and much more.
|
||||
|
||||
## Handling Slash Commands
|
||||
|
||||
Discord sends a WebSocket Event when a user runs a slash command. You can listen to this event by adding the
|
||||
`interactionCreate` function in the client.
|
||||
|
||||
```js
|
||||
const Discord = require("discordeno");
|
||||
const config = require("./config.json");
|
||||
|
||||
const client = Discord.createBot({
|
||||
events: {
|
||||
ready(client, payload) {
|
||||
console.log(`Successfully connected Shard ${payload.shardId} to the gateway`);
|
||||
},
|
||||
async interactionCreate(client, interaction) {
|
||||
if (interaction.data?.name === "ping") {
|
||||
return await client.helpers.sendInteractionResponse(interaction.id, interaction.token, {
|
||||
type: Discord.InteractionResponseTypes.ChannelMessageWithSource,
|
||||
data: { content: "🏓 Pong!" },
|
||||
});
|
||||
}
|
||||
},
|
||||
},
|
||||
intents: Discord.Intents.Guilds | Discord.Intents.GuildMessages,
|
||||
token: config.token,
|
||||
});
|
||||
|
||||
Discord.startBot(client);
|
||||
```
|
||||
|
||||
The handling may see complicated in the beginning, but as mentioned before, we will introduce structures to make it
|
||||
easier.
|
||||
Reference in New Issue
Block a user