/// <summary> /// Sets up Discord Events. /// </summary> private void SetUpEvents() { this._client.DebugLogger.Log("Setting up events."); this._client.Heartbeated += _client_HeartBeated; this._client.SocketOpened += _client_SocketOpened; this._client.Ready += async(e) => { this._client.DebugLogger.Log("Ready"); this._client.DebugLogger.Log($"Current user is '{_client.CurrentUser.Username}' which is connected to {_client.Guilds.Count} Guild(s)."); SetupMusicModule(); // Lets set the Status to something. await _client.UpdateStatusAsync(new DiscordGame("Emotions are Prohibited")); }; this._client.MessageCreated += async(e) => { if (e.Message.Content.ToLower() == $"{BotConfig.Instance.Prefix}restart mm" && e.Author.IsDeveloper()) { await e.Message.RespondAsync("Restarting Music Module now."); _musMod.EmergencyDisconnect(); await Task.Delay(5000); _musMod = null; _musMod = new MusicModule(); _musMod.StartMusicModule(); await e.Message.RespondAsync("Restart Complete."); } }; }
/// <summary> /// Setup the MusicModule /// </summary> private void SetupMusicModule() { _musMod = new MusicModule(); _musMod.StartMusicModule(); }