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extern crate serenity;
use std::env;
use serenity::{
model::{channel::Message, gateway::Ready},
prelude::*,
};
struct Handler;
impl EventHandler for Handler {
// Set a handler for the `message` event - so that whenever a new message
// is received - the closure (or function) passed will be called.
//
// Event handlers are dispatched through a threadpool, and so multiple
// events can be dispatched simultaneously.
fn message(&self, _: Context, msg: Message) {
if msg.content == "!ping" {
// Sending a message can fail, due to a network error, an
// authentication error, or lack of permissions to post in the
// channel, so log to stdout when some error happens, with a
// description of it.
if let Err(why) = msg.channel_id.say("Pong!") {
println!("Error sending message: {:?}", why);
}
}
}
// Set a handler to be called on the `ready` event. This is called when a
// shard is booted, and a READY payload is sent by Discord. This payload
// contains data like the current user's guild Ids, current user data,
// private channels, and more.
//
// In this case, just print what the current user's username is.
fn ready(&self, _: Context, ready: Ready) {
println!("{} is connected!", ready.user.name);
}
}
fn main() {
// Configure the client with your Discord bot token in the environment.
let token = env::var("DISCORD_TOKEN")
.expect("Expected a token in the environment");
// Create a new instance of the Client, logging in as a bot. This will
// automatically prepend your bot token with "Bot ", which is a requirement
// by Discord for bot users.
let mut client = Client::new(&token, Handler).expect("Err creating client");
// Finally, start a single shard, and start listening to events.
//
// Shards will automatically attempt to reconnect, and will perform
// exponential backoff until it reconnects.
if let Err(why) = client.start() {
println!("Client error: {:?}", why);
}
}
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