internal static SocketPresence Create(Model model) { var entity = new SocketPresence(); entity.Update(model); return(entity); }
internal override void Update(PresenceModel model) { Presence ??= new SocketPresence(); Presence.Update(model); GlobalUser.Update(model); }
internal static SocketPresence Create(Model model) { var clients = ConvertClientTypesDict(model.ClientStatus.GetValueOrDefault()); var activities = ConvertActivitiesList(model.Activities); return(new SocketPresence(model.Status, model.Game?.ToEntity(), clients, activities)); }
internal static SocketGuildUser Create(SocketGuild guild, ClientState state, PresenceModel model) { var entity = new SocketGuildUser(guild, guild.Discord.GetOrCreateUser(state, model.User)); entity.Update(state, model, false); return(entity); }
public override void Update(PresenceModel model, UpdateSource source) { base.Update(model, source); var game = model.Game != null ? new Game(model.Game) : null; //Presence = new Presence(game, model.Status); User.Update(model, source); }
internal static SocketGuildUser Create(SocketGuild guild, ClientState state, PresenceModel model) { var entity = new SocketGuildUser(guild, guild.Discord.GetOrCreateUser(state, model.User)); entity.Update(state, model, false); if (!model.Roles.IsSpecified) { entity.UpdateRoles(new ulong[0]); } return(entity); }
public void Update(PresenceModel model, UpdateSource source) { //Race conditions are okay here. Multiple shards racing already cant guarantee presence in order. //lock (_lockObj) //{ var game = model.Game != null ? new Game(model.Game) : null; Presence = new Presence(game, model.Status); //} }
internal override void Update(ClientState state, PresenceModel model) { base.Update(state, model); if (model.Roles.IsSpecified) { UpdateRoles(model.Roles.Value); } if (model.Nick.IsSpecified) { Nickname = model.Nick.Value; } }
internal SocketGuildUser AddOrUpdateUser(PresenceModel model) { if (_members.TryGetValue(model.User.Id, out SocketGuildUser member)) { member.Update(Discord.State, model, false); } else { member = SocketGuildUser.Create(this, Discord.State, model); _members[member.Id] = member; DownloadedMemberCount++; } return(member); }
public virtual void Update(PresenceModel model, UpdateSource source) { if (source == UpdateSource.Rest && IsAttached) { return; } if (model.Roles.IsSpecified) { UpdateRoles(model.Roles.Value); } if (model.Nick.IsSpecified) { Nickname = model.Nick.Value; } }
internal void Update(ClientState state, PresenceModel model, bool updatePresence) { if (updatePresence) { Presence = SocketPresence.Create(model); GlobalUser.Update(state, model); } if (model.Nick.IsSpecified) { Nickname = model.Nick.Value; } if (model.Roles.IsSpecified) { UpdateRoles(model.Roles.Value); } }
internal void Update(ClientState state, PresenceModel model, bool updatePresence) { if (updatePresence) { Update(model); } if (model.Nick.IsSpecified) { Nickname = model.Nick.Value; } if (model.Roles.IsSpecified) { UpdateRoles(model.Roles.Value); } if (model.PremiumSince.IsSpecified) { _premiumSinceTicks = model.PremiumSince.Value?.UtcTicks; } }
public SocketGuildUser AddOrUpdateUser(PresenceModel model, DataStore dataStore, ConcurrentDictionary <ulong, SocketGuildUser> members = null) { members = members ?? _members; SocketGuildUser member; if (members.TryGetValue(model.User.Id, out member)) { member.Update(model, UpdateSource.WebSocket); } else { var user = Discord.GetOrAddUser(model.User, dataStore); member = new SocketGuildUser(this, user, model); members[user.Id] = member; DownloadedMemberCount++; } return(member); }
internal override void Update(ClientState state, PresenceModel model) { }
internal void Update(Model model) { Status = model.Status; ActiveClients = ConvertClientTypesDict(model.ClientStatus.GetValueOrDefault()) ?? ImmutableArray <ClientType> .Empty; Activities = ConvertActivitiesList(model.Activities) ?? ImmutableArray <IActivity> .Empty; }
public GuildUser(Guild guild, User user, PresenceModel model) : this(guild, user) { Update(model, UpdateSource.Creation); }
internal void Update(ClientState state, PresenceModel model) { Presence = SocketPresence.Create(model); DMChannel = state.DMChannels.FirstOrDefault(x => x.Recipient.Id == Id); }
internal virtual void Update(ClientState state, PresenceModel model) { Presence = SocketPresence.Create(model); Update(state, model.User); }
public SocketGuildUser(SocketGuild guild, SocketGlobalUser user, PresenceModel model) : base(guild, user, model) { }
internal virtual void Update(PresenceModel model) { Presence ??= new SocketPresence(); Presence.Update(model); }
internal static SocketPresence Create(Model model) { return(new SocketPresence(model.Status, model.Game != null ? model.Game.ToEntity() : (Game?)null)); }
internal static SocketPresence Create(Model model) { return(new SocketPresence(model.Status, model.Game?.ToEntity())); }
public void Update(PresenceModel model, UpdateSource source) { User.Update(model, source); }
internal void Update(ClientState state, PresenceModel model) { Presence = SocketPresence.Create(model); }