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DiscordRPC.xml
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2462 lines (2461 loc) · 117 KB
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<?xml version="1.0"?>
<doc>
<assembly>
<name>DiscordRPC</name>
</assembly>
<members>
<member name="T:DiscordRPC.Configuration">
<summary>
Configuration of the current RPC connection
</summary>
</member>
<member name="P:DiscordRPC.Configuration.ApiEndpoint">
<summary>
The Discord API endpoint that should be used.
</summary>
</member>
<member name="P:DiscordRPC.Configuration.CdnHost">
<summary>
The CDN endpoint
</summary>
</member>
<member name="P:DiscordRPC.Configuration.Enviroment">
<summary>
The type of enviroment the connection on. Usually Production.
</summary>
</member>
<member name="T:DiscordRPC.Converters.EnumSnakeCaseConverter">
<summary>
Converts enums with the <see cref="T:DiscordRPC.Converters.EnumValueAttribute"/> into Json friendly terms.
</summary>
</member>
<member name="T:DiscordRPC.DiscordRpcClient">
<summary>
A Discord RPC Client which is used to send Rich Presence updates and receive Join / Spectate events.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.HasRegisteredUriScheme">
<summary>
Gets a value indicating if the client has registered a URI Scheme. If this is false, Join / Spectate events will fail.
<para>To register a URI Scheme, call <see cref="M:DiscordRPC.DiscordRpcClient.RegisterUriScheme(System.String,System.String)"/>.</para>
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.ApplicationID">
<summary>
Gets the Application ID of the RPC Client.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.SteamID">
<summary>
Gets the Steam ID of the RPC Client. This value can be null if none was supplied.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.ProcessID">
<summary>
Gets the ID of the process used to run the RPC Client. Discord tracks this process ID and waits for its termination. Defaults to the current application process ID.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.MaxQueueSize">
<summary>
The maximum size of the message queue received from Discord.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.IsDisposed">
<summary>
The dispose state of the client object.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.Logger">
<summary>
The logger used this client and its associated components. <see cref="T:DiscordRPC.Logging.ILogger"/> are not called safely and can come from any thread. It is upto the <see cref="T:DiscordRPC.Logging.ILogger"/> to account for this and apply appropriate thread safe methods.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.AutoEvents">
<summary>
Indicates if the client will automatically invoke the events without <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> having to be called.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.SkipIdenticalPresence">
<summary>
Skips sending presences that are identical to the current one.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.TargetPipe">
<summary>
The pipe the discord client is on, ranging from 0 to 9. Use -1 to scan through all pipes.
<para>This property can be used for testing multiple clients. For example, if a Discord Client was on pipe 0, the Discord Canary is most likely on pipe 1.</para>
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.CurrentPresence">
<summary>
The current presence that the client has. Gets set with <see cref="M:DiscordRPC.DiscordRpcClient.SetPresence(DiscordRPC.RichPresence)"/> and updated on <see cref="E:DiscordRPC.DiscordRpcClient.OnPresenceUpdate"/>.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.Subscription">
<summary>
Current subscription to events. Gets set with <see cref="M:DiscordRPC.DiscordRpcClient.Subscribe(DiscordRPC.EventType)"/>, <see cref="T:DiscordRPC.Message.UnsubscribeMessage"/> and updated on <see cref="E:DiscordRPC.DiscordRpcClient.OnSubscribe"/>, <see cref="E:DiscordRPC.DiscordRpcClient.OnUnsubscribe"/>.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.CurrentUser">
<summary>
The current discord user. This is updated with the ready event and will be null until the event is fired from the connection.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.Configuration">
<summary>
The current configuration the connection is using. Only becomes available after a ready event.
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.IsInitialized">
<summary>
Represents if the client has been <see cref="M:DiscordRPC.DiscordRpcClient.Initialize"/>
</summary>
</member>
<member name="P:DiscordRPC.DiscordRpcClient.ShutdownOnly">
<summary>
Forces the connection to shutdown gracefully instead of just aborting the connection.
<para>This option helps prevents ghosting in applications where the Process ID is a host and the game is executed within the host (ie: the Unity3D editor). This will tell Discord that we have no presence and we are closing the connection manually, instead of waiting for the process to terminate.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnReady">
<summary>
Called when the discord client is ready to send and receive messages.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnClose">
<summary>
Called when connection to the Discord Client is lost. The connection will remain close and unready to accept messages until the Ready event is called again.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnError">
<summary>
Called when a error has occured during the transmission of a message. For example, if a bad Rich Presence payload is sent, this event will be called explaining what went wrong.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnPresenceUpdate">
<summary>
Called when the Discord Client has updated the presence.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnSubscribe">
<summary>
Called when the Discord Client has subscribed to an event.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnUnsubscribe">
<summary>
Called when the Discord Client has unsubscribed from an event.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnJoin">
<summary>
Called when the Discord Client wishes for this process to join a game.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnSpectate">
<summary>
Called when the Discord Client wishes for this process to spectate a game.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnJoinRequested">
<summary>
Called when another discord user requests permission to join this game.
<para>This event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> is executed.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnConnectionEstablished">
<summary>
The connection to the discord client was succesfull. This is called before <see cref="F:DiscordRPC.Message.MessageType.Ready"/>.
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnConnectionFailed">
<summary>
Failed to establish any connection with discord. Discord is potentially not running?
<para>If <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is true then this event will execute on a different thread. If it is not true however, then this event is not invoked untill <see cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> and will be on the calling thread.</para>
</summary>
</member>
<member name="E:DiscordRPC.DiscordRpcClient.OnRpcMessage">
<summary>
The RPC Connection has sent a message. Called before any other event and executed from the RPC Thread.
</summary>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.#ctor(System.String)">
<summary>
Creates a new Discord RPC Client which can be used to send Rich Presence and receive Join / Spectate events.
</summary>
<param name="applicationID">The ID of the application created at discord's developers portal.</param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.#ctor(System.String,System.Int32,DiscordRPC.Logging.ILogger,System.Boolean,DiscordRPC.IO.INamedPipeClient)">
<summary>
Creates a new Discord RPC Client which can be used to send Rich Presence and receive Join / Spectate events. This constructor exposes more advance features such as custom NamedPipeClients and Loggers.
</summary>
<param name="applicationID">The ID of the application created at discord's developers portal.</param>
<param name="pipe">The pipe to connect too. If -1, then the client will scan for the first available instance of Discord.</param>
<param name="logger">The logger used to report messages. If null, then a <see cref="T:DiscordRPC.Logging.NullLogger"/> will be created and logs will be ignored.</param>
<param name="autoEvents">Should events be automatically invoked from the RPC Thread as they arrive from discord?</param>
<param name="client">The pipe client to use and communicate to discord through. If null, the default <see cref="T:DiscordRPC.IO.ManagedNamedPipeClient"/> will be used.</param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.Invoke">
<summary>
Dequeues all the messages from Discord, processes them and then invoke appropriate event handlers. This will process the message and update the internal state before invoking the events. Returns the messages that were invoked in the order they were invoked.
<para>This method cannot be used if <see cref="P:DiscordRPC.DiscordRpcClient.AutoEvents"/> is enabled.</para>
</summary>
<returns>Returns the messages that were invoked and in the order they were invoked.</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.ProcessMessage(DiscordRPC.Message.IMessage)">
<summary>
Processes the message, updating our internal state and then invokes the events.
</summary>
<param name="message"></param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.Respond(DiscordRPC.Message.JoinRequestMessage,System.Boolean)">
<summary>
Respond to a Join Request. All requests will timeout after 30 seconds.
<para>Because of the 30 second timeout, it is recommended to call <seealso cref="M:DiscordRPC.DiscordRpcClient.Invoke"/> faster than every 15 seconds to give your users adequate time to respond to the request.</para>
</summary>
<param name="request">The request that is being responded too.</param>
<param name="acceptRequest">Accept the join request.</param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.SetPresence(DiscordRPC.RichPresence)">
<summary>
Sets the Rich Presence.
</summary>
<param name="presence">The Rich Presence to set on the current Discord user.</param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateDetails(System.String)">
<summary>
Updates only the <see cref="P:DiscordRPC.RichPresence.Details"/> of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the updated presence to Discord. Returns the newly edited Rich Presence.
</summary>
<param name="details">The details of the Rich Presence</param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateState(System.String)">
<summary>
Updates only the <see cref="P:DiscordRPC.RichPresence.State"/> of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the updated presence to Discord. Returns the newly edited Rich Presence.
</summary>
<param name="state">The state of the Rich Presence</param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateParty(DiscordRPC.Party)">
<summary>
Updates only the <see cref="P:DiscordRPC.RichPresence.Party"/> of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the updated presence to Discord. Returns the newly edited Rich Presence.
</summary>
<param name="party">The party of the Rich Presence</param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdatePartySize(System.Int32)">
<summary>
Updates the <see cref="P:DiscordRPC.Party.Size"/> of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the update presence to Discord. Returns the newly edited Rich Presence.
<para>Will return null if no presence exists and will throw a new <see cref="T:System.NullReferenceException"/> if the Party does not exist.</para>
</summary>
<param name="size">The new size of the party. It cannot be greater than <see cref="P:DiscordRPC.Party.Max"/></param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdatePartySize(System.Int32,System.Int32)">
<summary>
Updates the <see cref="P:DiscordRPC.Party.Size"/> of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the update presence to Discord. Returns the newly edited Rich Presence.
<para>Will return null if no presence exists and will throw a new <see cref="T:System.NullReferenceException"/> if the Party does not exist.</para>
</summary>
<param name="size">The new size of the party. It cannot be greater than <see cref="P:DiscordRPC.Party.Max"/></param>
<param name="max">The new size of the party. It cannot be smaller than <see cref="P:DiscordRPC.Party.Size"/></param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateLargeAsset(System.String,System.String)">
<summary>
Updates the large <see cref="T:DiscordRPC.Assets"/> of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the updated presence to Discord. Both <paramref name="key"/> and <paramref name="tooltip"/> are optional and will be ignored it null.
</summary>
<param name="key">Optional: The new key to set the asset too</param>
<param name="tooltip">Optional: The new tooltip to display on the asset</param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateSmallAsset(System.String,System.String)">
<summary>
Updates the small <see cref="T:DiscordRPC.Assets"/> of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the updated presence to Discord. Both <paramref name="key"/> and <paramref name="tooltip"/> are optional and will be ignored it null.
</summary>
<param name="key">Optional: The new key to set the asset too</param>
<param name="tooltip">Optional: The new tooltip to display on the asset</param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateSecrets(DiscordRPC.Secrets)">
<summary>
Updates the <see cref="T:DiscordRPC.Secrets"/> of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the updated presence to Discord. Will override previous secret entirely.
</summary>
<param name="secrets">The new secret to send to discord.</param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateStartTime">
<summary>
Sets the start time of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> to now and sends the updated presence to Discord.
</summary>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateStartTime(System.DateTime)">
<summary>
Sets the start time of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the updated presence to Discord.
</summary>
<param name="time">The new time for the start</param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateEndTime">
<summary>
Sets the end time of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> to now and sends the updated presence to Discord.
</summary>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateEndTime(System.DateTime)">
<summary>
Sets the end time of the <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> and sends the updated presence to Discord.
</summary>
<param name="time">The new time for the end</param>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.UpdateClearTime">
<summary>
Sets the start and end time of <see cref="P:DiscordRPC.DiscordRpcClient.CurrentPresence"/> to null and sends it to Discord.
</summary>
<returns>Updated Rich Presence</returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.ClearPresence">
<summary>
Clears the Rich Presence. Use this just before disposal to prevent ghosting.
</summary>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.RegisterUriScheme(System.String,System.String)">
<summary>
Registers the application executable to a custom URI Scheme.
<para>This is required for the Join and Spectate features. Discord will run this custom URI Scheme to launch your application when a user presses either of the buttons.</para>
</summary>
<param name="steamAppID">Optional Steam ID. If supplied, Discord will launch the game through steam instead of directly calling it.</param>
<param name="executable">The path to the executable. If null, the path to the current executable will be used instead.</param>
<returns></returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.Subscribe(DiscordRPC.EventType)">
<summary>
Subscribes to an event sent from discord. Used for Join / Spectate feature.
<para>Requires the UriScheme to be registered.</para>
</summary>
<param name="type">The event type to subscribe to</param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.Unubscribe(DiscordRPC.EventType)">
<summary>
</summary>
<param name="type"></param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.Unsubscribe(DiscordRPC.EventType)">
<summary>
Unsubscribe from the event sent by discord. Used for Join / Spectate feature.
<para>Requires the UriScheme to be registered.</para>
</summary>
<param name="type">The event type to unsubscribe from</param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.SetSubscription(DiscordRPC.EventType)">
<summary>
Sets the subscription to the events sent from Discord.
<para>Requires the UriScheme to be registered.</para>
</summary>
<param name="type">The new subscription as a flag. Events selected in the flag will be subscribed too and the other events will be unsubscribed.</param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.SubscribeToTypes(DiscordRPC.EventType,System.Boolean)">
<summary>
Simple helper function that will subscribe to the specified types in the flag.
</summary>
<param name="type">The flag to subscribe to</param>
<param name="isUnsubscribe">Represents if the unsubscribe payload should be sent instead.</param>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.SynchronizeState">
<summary>
Resends the current presence and subscription. This is used when Ready is called to keep the current state within discord.
</summary>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.Initialize">
<summary>
Attempts to initalize a connection to the Discord IPC.
</summary>
<returns></returns>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.Deinitialize">
<summary>
Attempts to disconnect and deinitialize the IPC connection while retaining the settings.
</summary>
</member>
<member name="M:DiscordRPC.DiscordRpcClient.Dispose">
<summary>
Terminates the connection to Discord and disposes of the object.
</summary>
</member>
<member name="T:DiscordRPC.Events.OnReadyEvent">
<summary>
Called when the Discord Client is ready to send and receive messages.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnCloseEvent">
<summary>
Called when connection to the Discord Client is lost. The connection will remain close and unready to accept messages until the Ready event is called again.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnErrorEvent">
<summary>
Called when a error has occured during the transmission of a message. For example, if a bad Rich Presence payload is sent, this event will be called explaining what went wrong.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnPresenceUpdateEvent">
<summary>
Called when the Discord Client has updated the presence.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnSubscribeEvent">
<summary>
Called when the Discord Client has subscribed to an event.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnUnsubscribeEvent">
<summary>
Called when the Discord Client has unsubscribed from an event.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnJoinEvent">
<summary>
Called when the Discord Client wishes for this process to join a game.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnSpectateEvent">
<summary>
Called when the Discord Client wishes for this process to spectate a game.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnJoinRequestedEvent">
<summary>
Called when another discord user requests permission to join this game.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnConnectionEstablishedEvent">
<summary>
The connection to the discord client was succesfull. This is called before <see cref="T:DiscordRPC.Events.OnReadyEvent"/>.
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnConnectionFailedEvent">
<summary>
Failed to establish any connection with discord. Discord is potentially not running?
</summary>
<param name="sender">The Discord client handler that sent this event</param>
<param name="args">The arguments supplied with the event</param>
</member>
<member name="T:DiscordRPC.Events.OnRpcMessageEvent">
<summary>
A RPC Message is received.
</summary>
<param name="sender">The handler that sent this event</param>
<param name="msg">The raw message from the RPC</param>
</member>
<member name="T:DiscordRPC.EventType">
<summary>
The type of event receieved by the RPC. A flag type that can be combined.
</summary>
</member>
<member name="F:DiscordRPC.EventType.None">
<summary>
No event
</summary>
</member>
<member name="F:DiscordRPC.EventType.Spectate">
<summary>
Called when the Discord Client wishes to enter a game to spectate
</summary>
</member>
<member name="F:DiscordRPC.EventType.Join">
<summary>
Called when the Discord Client wishes to enter a game to play.
</summary>
</member>
<member name="F:DiscordRPC.EventType.JoinRequest">
<summary>
Called when another Discord Client has requested permission to join this game.
</summary>
</member>
<member name="T:DiscordRPC.Exceptions.BadPresenceException">
<summary>
A BadPresenceException is thrown when invalid, incompatible or conflicting properties and is unable to be sent.
</summary>
</member>
<member name="T:DiscordRPC.Exceptions.InvalidConfigurationException">
<summary>
A InvalidConfigurationException is thrown when trying to perform a action that conflicts with the current configuration.
</summary>
</member>
<member name="T:DiscordRPC.Exceptions.InvalidPipeException">
<summary>
The exception that is thrown when a error occurs while communicating with a pipe or when a connection attempt fails.
</summary>
</member>
<member name="T:DiscordRPC.Exceptions.StringOutOfRangeException">
<summary>
A StringOutOfRangeException is thrown when the length of a string exceeds the allowed limit.
</summary>
</member>
<member name="P:DiscordRPC.Exceptions.StringOutOfRangeException.MaximumLength">
<summary>
Maximum length the string is allowed to be.
</summary>
</member>
<member name="P:DiscordRPC.Exceptions.StringOutOfRangeException.MinimumLength">
<summary>
Minimum length the string is allowed to be.
</summary>
</member>
<member name="M:DiscordRPC.Exceptions.StringOutOfRangeException.#ctor(System.String,System.Int32,System.Int32)">
<summary>
Creates a new string out of range exception with a range of min to max and a custom message
</summary>
<param name="message">The custom message</param>
<param name="min">Minimum length the string can be</param>
<param name="max">Maximum length the string can be</param>
</member>
<member name="M:DiscordRPC.Exceptions.StringOutOfRangeException.#ctor(System.Int32,System.Int32)">
<summary>
Creates a new sting out of range exception with a range of min to max
</summary>
<param name="minumum"></param>
<param name="max"></param>
</member>
<member name="M:DiscordRPC.Exceptions.StringOutOfRangeException.#ctor(System.Int32)">
<summary>
Creates a new sting out of range exception with a range of 0 to max
</summary>
<param name="max"></param>
</member>
<member name="T:DiscordRPC.Exceptions.UninitializedException">
<summary>
Thrown when an action is performed on a client that has not yet been initialized
</summary>
</member>
<member name="M:DiscordRPC.Exceptions.UninitializedException.#ctor(System.String)">
<summary>
Creates a new unintialized exception
</summary>
<param name="message"></param>
</member>
<member name="M:DiscordRPC.Exceptions.UninitializedException.#ctor">
<summary>
Creates a new uninitialized exception with default message.
</summary>
</member>
<member name="P:DiscordRPC.Helper.BackoffDelay.Maximum">
<summary>
The maximum time the backoff can reach
</summary>
</member>
<member name="P:DiscordRPC.Helper.BackoffDelay.Minimum">
<summary>
The minimum time the backoff can start at
</summary>
</member>
<member name="P:DiscordRPC.Helper.BackoffDelay.Current">
<summary>
The current time of the backoff
</summary>
</member>
<member name="P:DiscordRPC.Helper.BackoffDelay.Fails">
<summary>
The current number of failures
</summary>
</member>
<member name="P:DiscordRPC.Helper.BackoffDelay.Random">
<summary>
The random generator
</summary>
</member>
<member name="M:DiscordRPC.Helper.BackoffDelay.Reset">
<summary>
Resets the backoff
</summary>
</member>
<member name="T:DiscordRPC.Helper.StringTools">
<summary>
Collectin of helpful string extensions
</summary>
</member>
<member name="M:DiscordRPC.Helper.StringTools.GetNullOrString(System.String)">
<summary>
Will return null if the string is whitespace, otherwise it will return the string.
</summary>
<param name="str">The string to check</param>
<returns>Null if the string is empty, otherwise the string</returns>
</member>
<member name="M:DiscordRPC.Helper.StringTools.WithinLength(System.String,System.Int32)">
<summary>
Does the string fit within the given amount of bytes? Uses UTF8 encoding.
</summary>
<param name="str">The string to check</param>
<param name="bytes">The maximum number of bytes the string can take up</param>
<returns>True if the string fits within the number of bytes</returns>
</member>
<member name="M:DiscordRPC.Helper.StringTools.WithinLength(System.String,System.Int32,System.Text.Encoding)">
<summary>
Does the string fit within the given amount of bytes?
</summary>
<param name="str">The string to check</param>
<param name="bytes">The maximum number of bytes the string can take up</param>
<param name="encoding">The encoding to count the bytes with</param>
<returns>True if the string fits within the number of bytes</returns>
</member>
<member name="M:DiscordRPC.Helper.StringTools.ToCamelCase(System.String)">
<summary>
Converts the string into UpperCamelCase (Pascal Case).
</summary>
<param name="str">The string to convert</param>
<returns></returns>
</member>
<member name="M:DiscordRPC.Helper.StringTools.ToSnakeCase(System.String)">
<summary>
Converts the string into UPPER_SNAKE_CASE
</summary>
<param name="str">The string to convert</param>
<returns></returns>
</member>
<member name="P:DiscordRPC.IO.Handshake.Version">
<summary>
Version of the IPC API we are using
</summary>
</member>
<member name="P:DiscordRPC.IO.Handshake.ClientID">
<summary>
The ID of the app.
</summary>
</member>
<member name="T:DiscordRPC.IO.INamedPipeClient">
<summary>
Pipe Client used to communicate with Discord.
</summary>
</member>
<member name="P:DiscordRPC.IO.INamedPipeClient.Logger">
<summary>
The logger for the Pipe client to use
</summary>
</member>
<member name="P:DiscordRPC.IO.INamedPipeClient.IsConnected">
<summary>
Is the pipe client currently connected?
</summary>
</member>
<member name="P:DiscordRPC.IO.INamedPipeClient.ConnectedPipe">
<summary>
The pipe the client is currently connected too
</summary>
</member>
<member name="M:DiscordRPC.IO.INamedPipeClient.Connect(System.Int32)">
<summary>
Attempts to connect to the pipe. If 0-9 is passed to pipe, it should try to only connect to the specified pipe. If -1 is passed, the pipe will find the first available pipe.
</summary>
<param name="pipe">If -1 is passed, the pipe will find the first available pipe, otherwise it connects to the pipe that was supplied</param>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.INamedPipeClient.ReadFrame(DiscordRPC.IO.PipeFrame@)">
<summary>
Reads a frame if there is one available. Returns false if there is none. This should be non blocking (aka use a Peek first).
</summary>
<param name="frame">The frame that has been read. Will be <code>default(PipeFrame)</code> if it fails to read</param>
<returns>Returns true if a frame has been read, otherwise false.</returns>
</member>
<member name="M:DiscordRPC.IO.INamedPipeClient.WriteFrame(DiscordRPC.IO.PipeFrame)">
<summary>
Writes the frame to the pipe. Returns false if any errors occur.
</summary>
<param name="frame">The frame to be written</param>
</member>
<member name="M:DiscordRPC.IO.INamedPipeClient.Close">
<summary>
Closes the connection
</summary>
</member>
<member name="T:DiscordRPC.IO.ManagedNamedPipeClient">
<summary>
A named pipe client using the .NET framework <see cref="T:System.IO.Pipes.NamedPipeClientStream"/>
</summary>
</member>
<member name="F:DiscordRPC.IO.ManagedNamedPipeClient.PIPE_NAME">
<summary>
Name format of the pipe
</summary>
</member>
<member name="P:DiscordRPC.IO.ManagedNamedPipeClient.Logger">
<summary>
The logger for the Pipe client to use
</summary>
</member>
<member name="P:DiscordRPC.IO.ManagedNamedPipeClient.IsConnected">
<summary>
Checks if the client is connected
</summary>
</member>
<member name="P:DiscordRPC.IO.ManagedNamedPipeClient.ConnectedPipe">
<summary>
The pipe we are currently connected too.
</summary>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.#ctor">
<summary>
Creates a new instance of a Managed NamedPipe client. Doesn't connect to anything yet, just setups the values.
</summary>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.Connect(System.Int32)">
<summary>
Connects to the pipe
</summary>
<param name="pipe"></param>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.AttemptConnection(System.Int32,System.Boolean)">
<summary>
Attempts a new connection
</summary>
<param name="pipe">The pipe number to connect too.</param>
<param name="isSandbox">Should the connection to a sandbox be attempted?</param>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.BeginReadStream">
<summary>
Starts a read. Can be executed in another thread.
</summary>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.EndReadStream(System.IAsyncResult)">
<summary>
Ends a read. Can be executed in another thread.
</summary>
<param name="callback"></param>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.ReadFrame(DiscordRPC.IO.PipeFrame@)">
<summary>
Reads a frame, returning false if none are available
</summary>
<param name="frame"></param>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.WriteFrame(DiscordRPC.IO.PipeFrame)">
<summary>
Writes a frame to the pipe
</summary>
<param name="frame"></param>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.Close">
<summary>
Closes the pipe
</summary>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.Dispose">
<summary>
Disposes of the stream
</summary>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.GetPipeName(System.Int32,System.String)">
<summary>
Returns a platform specific path that Discord is hosting the IPC on.
</summary>
<param name="pipe">The pipe number.</param>
<param name="sandbox">The sandbox the pipe is in. Leave blank for no sandbox.</param>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.GetPipeSandbox">
<summary>
Gets the name of the possible sandbox enviroment the pipe might be located within. If the platform doesn't support sandboxed Discord, then it will return null.
</summary>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.GetTemporaryDirectory">
<summary>
Gets the temporary path for the current enviroment. Only applicable for UNIX based systems.
</summary>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.ManagedNamedPipeClient.IsUnix">
<summary>
Returns true if the current OS platform is Unix based (Unix or MacOSX).
</summary>
<returns></returns>
</member>
<member name="T:DiscordRPC.IO.Opcode">
<summary>
The operation code that the <see cref="T:DiscordRPC.IO.PipeFrame"/> was sent under. This defines the type of frame and the data to expect.
</summary>
</member>
<member name="F:DiscordRPC.IO.Opcode.Handshake">
<summary>
Initial handshake frame
</summary>
</member>
<member name="F:DiscordRPC.IO.Opcode.Frame">
<summary>
Generic message frame
</summary>
</member>
<member name="F:DiscordRPC.IO.Opcode.Close">
<summary>
Discord has closed the connection
</summary>
</member>
<member name="F:DiscordRPC.IO.Opcode.Ping">
<summary>
Ping frame (not used?)
</summary>
</member>
<member name="F:DiscordRPC.IO.Opcode.Pong">
<summary>
Pong frame (not used?)
</summary>
</member>
<member name="T:DiscordRPC.IO.PipeFrame">
<summary>
A frame received and sent to the Discord client for RPC communications.
</summary>
</member>
<member name="F:DiscordRPC.IO.PipeFrame.MAX_SIZE">
<summary>
The maxium size of a pipe frame (16kb).
</summary>
</member>
<member name="P:DiscordRPC.IO.PipeFrame.Opcode">
<summary>
The opcode of the frame
</summary>
</member>
<member name="P:DiscordRPC.IO.PipeFrame.Length">
<summary>
The length of the frame data
</summary>
</member>
<member name="P:DiscordRPC.IO.PipeFrame.Data">
<summary>
The data in the frame
</summary>
</member>
<member name="P:DiscordRPC.IO.PipeFrame.Message">
<summary>
The data represented as a string.
</summary>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.#ctor(DiscordRPC.IO.Opcode,System.Object)">
<summary>
Creates a new pipe frame instance
</summary>
<param name="opcode">The opcode of the frame</param>
<param name="data">The data of the frame that will be serialized as JSON</param>
</member>
<member name="P:DiscordRPC.IO.PipeFrame.MessageEncoding">
<summary>
Gets the encoding used for the pipe frames
</summary>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.SetMessage(System.String)">
<summary>
Sets the data based of a string
</summary>
<param name="str"></param>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.GetMessage">
<summary>
Gets a string based of the data
</summary>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.SetObject(System.Object)">
<summary>
Serializes the object into json string then encodes it into <see cref="P:DiscordRPC.IO.PipeFrame.Data"/>.
</summary>
<param name="obj"></param>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.SetObject(DiscordRPC.IO.Opcode,System.Object)">
<summary>
Sets the opcodes and serializes the object into a json string.
</summary>
<param name="opcode"></param>
<param name="obj"></param>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.GetObject``1">
<summary>
Deserializes the data into the supplied type using JSON.
</summary>
<typeparam name="T">The type to deserialize into</typeparam>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.ReadStream(System.IO.Stream)">
<summary>
Attempts to read the contents of the frame from the stream
</summary>
<param name="stream"></param>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.Min(System.Int32,System.UInt32)">
<summary>
Returns minimum value between a int and a unsigned int
</summary>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.TryReadUInt32(System.IO.Stream,System.UInt32@)">
<summary>
Attempts to read a UInt32
</summary>
<param name="stream"></param>
<param name="value"></param>
<returns></returns>
</member>
<member name="M:DiscordRPC.IO.PipeFrame.WriteStream(System.IO.Stream)">
<summary>
Writes the frame into the target frame as one big byte block.
</summary>
<param name="stream"></param>
</member>
<member name="T:DiscordRPC.Logging.ConsoleLogger">
<summary>
Logs the outputs to the console using <see cref="M:System.Console.WriteLine"/>
</summary>
</member>
<member name="P:DiscordRPC.Logging.ConsoleLogger.Level">
<summary>
The level of logging to apply to this logger.
</summary>
</member>
<member name="P:DiscordRPC.Logging.ConsoleLogger.Coloured">
<summary>
Should the output be coloured?
</summary>
</member>
<member name="P:DiscordRPC.Logging.ConsoleLogger.Colored">
<summary>
A alias too <see cref="P:DiscordRPC.Logging.ConsoleLogger.Coloured"/>
</summary>
</member>
<member name="M:DiscordRPC.Logging.ConsoleLogger.#ctor">
<summary>
Creates a new instance of a Console Logger.
</summary>
</member>
<member name="M:DiscordRPC.Logging.ConsoleLogger.#ctor(DiscordRPC.Logging.LogLevel,System.Boolean)">
<summary>
Creates a new instance of a Console Logger with a set log level
</summary>
<param name="level"></param>
<param name="coloured"></param>
</member>
<member name="M:DiscordRPC.Logging.ConsoleLogger.Trace(System.String,System.Object[])">
<summary>
Informative log messages
</summary>
<param name="message"></param>
<param name="args"></param>
</member>
<member name="M:DiscordRPC.Logging.ConsoleLogger.Info(System.String,System.Object[])">
<summary>
Informative log messages
</summary>
<param name="message"></param>
<param name="args"></param>
</member>
<member name="M:DiscordRPC.Logging.ConsoleLogger.Warning(System.String,System.Object[])">
<summary>
Warning log messages
</summary>
<param name="message"></param>
<param name="args"></param>
</member>
<member name="M:DiscordRPC.Logging.ConsoleLogger.Error(System.String,System.Object[])">
<summary>
Error log messsages
</summary>
<param name="message"></param>
<param name="args"></param>
</member>
<member name="T:DiscordRPC.Logging.FileLogger">
<summary>
Logs the outputs to a file
</summary>
</member>