public static int CheckTimeRemaining(UserCooldownFields cooldown_session)
        {
            // Create a timespan for how much time is left in the active cooldown session.
            TimeSpan time_remaining = cooldown_session.ExpirationTime - DateTime.UtcNow;

            // Cast the result to an int and return.
            return((int)time_remaining.TotalSeconds);
        }
        public static void CreateCooldownSession(SocialLinkerCommand command, string command_type)
        {
            // Create a variable for the command user.
            SocketGuildUser user = (SocketGuildUser)command.User;

            // Create an int initialized at zero.
            int timer_duration = 0;

            // Depending on the type of command used, set the recently created int variable to a different value.
            // These values will represent milliseconds for a timer object.
            switch (command_type)
            {
            // If the command type is "menu", set timer_duration to 15 seconds.
            case "menu":
                timer_duration = 15000;
                break;

            // If the command type is "social", set timer_duration to 5 seconds.
            case "social":
                timer_duration = 5000;
                break;

            // If the command type is "status", set timer_duration to 5 seconds.
            case "status":
                timer_duration = 5000;
                break;

            // If the command type is "scene", set timer_duration to 5 seconds.
            case "scene":
                timer_duration = 5000;
                break;
            }

            // Create a new cooldown session for the command user.
            var cooldown_session = new UserCooldownFields()
            {
                User          = user,
                CommandType   = command_type,
                UsageCount    = 1,
                CooldownTimer = new Timer()
                {
                    // Create a timer that expires as a "time out" duration for the user.
                    Interval  = timer_duration,
                    AutoReset = false,
                    Enabled   = true
                },
                MessageSent    = false,
                ExpirationTime = DateTime.UtcNow.AddMilliseconds(timer_duration)
            };

            // Add the cooldown entry to the global list.
            Global.CooldownList.Add(cooldown_session);

            // If the cooldown timer runs out, activate a function.
            cooldown_session.CooldownTimer.Elapsed += (sender, e) => CooldownTimer_Elapsed(sender, e, command, command_type);
        }