private void CloseSilent(bool saveReplay)
 {
     lock (_activeBattlesLockObj)
     {
         _activeBattles.Remove(this);
         if (_battler0 != null)
         {
             _activeBattlers.Remove(_battler0);
         }
         if (_battler1 != null)
         {
             _activeBattlers.Remove(_battler1);
         }
         _activeChannels.Remove(_channel);
         _activeGuilds[_channel.Guild].Remove(this);
         // Only save replay if ((saveReplay is true) and (not battling an AI or (battling an AI and should save AI replays)))
         if (saveReplay && ((_battler0 != null && _battler1 != null) || ReplaySaver.ShouldSaveAIBattles))
         {
             ReplaySaver.SaveReplay(_battle, BattleId); // Save battle in the lock so they don't conflict while directory checking
         }
     }
     _battle.OnNewEvent     -= Battle_OnNewEvent;
     _battle.OnStateChanged -= Battle_OnStateChanged;
     ReactionHandler.RemoveListeners(_battler0, _battler1);
 }
示例#2
0
 private Task OnReactionAdded(Cacheable <IUserMessage, ulong> message, ISocketMessageChannel channel, SocketReaction reaction)
 {
     ReactionHandler.OnReactionAdded(reaction);
     return(Task.CompletedTask);
 }