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-# Version 10
-Version 10's non-BC changes focus on cleaning up some inconsistencies that exist in previous versions.
-Upgrading from v9 should be quick and painless.
-
-## Client options
-All client options have been converted to camelCase rather than snake_case, and `max_message_cache` was renamed to `messageCacheMaxSize`.
-
-v9 code example:
-```js
-const client = new Discord.Client({
- disable_everyone: true,
- max_message_cache: 500,
- message_cache_lifetime: 120,
- message_sweep_interval: 60
-});
-```
-
-v10 code example:
-```js
-const client = new Discord.Client({
- disableEveryone: true,
- messageCacheMaxSize: 500,
- messageCacheLifetime: 120,
- messageSweepInterval: 60
-});
-```
-
-## Presences
-Presences have been completely restructured.
-Previous versions of discord.js assumed that users had the same presence amongst all guilds - with the introduction of sharding, however, this is no longer the case.
-
-v9 discord.js code may look something like this:
-```js
-User.status; // the status of the user
-User.game; // the game that the user is playing
-ClientUser.setStatus(status, game, url); // set the new status for the user
-```
-
-v10 moves presences to GuildMember instances. For the sake of simplicity, though, User classes also expose presences.
-When accessing a presence on a User object, it simply finds the first GuildMember for the user, and uses its presence.
-Additionally, the introduction of the Presence class keeps all of the presence data organised.
-
-**It is strongly recommended that you use a GuildMember's presence where available, rather than a User.
-A user may have an entirely different presence between two different guilds.**
-
-v10 code:
-```js
-MemberOrUser.presence.status; // the status of the member or user
-MemberOrUser.presence.game; // the game that the member or user is playing
-ClientUser.setStatus(status); // online, idle, dnd, offline
-ClientUser.setGame(game, streamingURL); // a game
-ClientUser.setPresence(fullPresence); // status and game combined
-```
-
-## Voice
-Voice has been rewritten internally, but in a backwards-compatible manner.
-There is only one breaking change here; the `disconnected` event was renamed to `disconnect`.
-Several more events have been made available to a VoiceConnection, so see the documentation.
-
-## Events
-Many events have been renamed or had their arguments change.
-
-### Client events
-| Version 9 | Version 10 |
-|------------------------------------------------------|-----------------------------------------------|
-| guildMemberAdd(guild, member) | guildMemberAdd(member) |
-| guildMemberAvailable(guild, member) | guildMemberAvailable(member) |
-| guildMemberRemove(guild, member) | guildMemberRemove(member) |
-| guildMembersChunk(guild, members) | guildMembersChunk(members) |
-| guildMemberUpdate(guild, oldMember, newMember) | guildMemberUpdate(oldMember, newMember) |
-| guildRoleCreate(guild, role) | roleCreate(role) |
-| guildRoleDelete(guild, role) | roleDelete(role) |
-| guildRoleUpdate(guild, oldRole, newRole) | roleUpdate(oldRole, newRole) |
-
-The guild parameter that has been dropped from the guild-related events can still be derived using `member.guild` or `role.guild`.
-
-### VoiceConnection events
-| Version 9 | Version 10 |
-|--------------|------------|
-| disconnected | disconnect |
-
-## Dates and timestamps
-All dates/timestamps on the structures have been refactored to have a consistent naming scheme and availability.
-All of them are named similarly to this:
-**Date:** `Message.createdAt`
-**Timestamp:** `Message.createdTimestamp`
-See the docs for each structure to see which date/timestamps are available on them.
-
-
-# Version 9
-The version 9 (v9) rewrite takes a much more object-oriented approach than previous versions,
-which allows your code to be much more readable and manageable.
-It's been rebuilt from the ground up and should be much more stable, fixing caching issues that affected
-older versions. It also has support for newer Discord Features, such as emojis.
-
-Version 9, while containing a sizable number of breaking changes, does not require much change in your code's logic -
-most of the concepts are still the same, but loads of functions have been moved around.
-The vast majority of methods you're used to using have been moved out of the Client class,
-into other more relevant classes where they belong.
-Because of this, you will need to convert most of your calls over to the new methods.
-
-Here are a few examples of methods that have changed:
-* `Client.sendMessage(channel, message)` ==> `TextChannel.sendMessage(message)`
- * `Client.sendMessage(user, message)` ==> `User.sendMessage(message)`
-* `Client.updateMessage(message, "New content")` ==> `Message.edit("New Content")`
-* `Client.getChannelLogs(channel, limit)` ==> `TextChannel.fetchMessages({options})`
-* `Server.detailsOfUser(User)` ==> `Server.members.get(User).properties` (retrieving a member gives a GuildMember object)
-* `Client.joinVoiceChannel(voicechannel)` => `VoiceChannel.join()`
-
-A couple more important details:
-* `Client.loginWithToken("token")` ==> `client.login("token")`
-* `Client.servers.length` ==> `client.guilds.size` (all instances of `server` are now `guild`)
-
-## No more callbacks!
-Version 9 eschews callbacks in favour of Promises. This means all code relying on callbacks must be changed.
-For example, the following code:
-
-```js
-client.getChannelLogs(channel, 100, function(messages) {
- console.log(`${messages.length} messages found`);
-});
-```
-
-```js
-channel.fetchMessages({limit: 100}).then(messages => {
- console.log(`${messages.size} messages found`);
-});
-```