ncdc/libdc/include/dc/session.h

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2019-07-10 14:30:37 +02:00
#ifndef DC_SESSION_H
#define DC_SESSION_H
#include <stdint.h>
#include <dc/api.h>
#include <dc/loop.h>
#include <dc/account.h>
#include <dc/channel.h>
#include <dc/gateway.h>
/**
* A session object will contain all information gathered after a user
* authenticated to the services. It is the "god emperor object" of libdiscord,
* that stores, caches, and provides all information after a log in. From
* available channel objects, account objects of friends, and guild mates,
* to a list of available guilds.
*
* If you consider writing a fully fledged client, or a very sophisticated
* bot, you should consider using this session object in your application.
*
* Please note that the session object attempts to use as little API calls as
* necessary, relying heavily on data provided by the gateway. So it may take
* a bit before appropriate information (i.e. friends) have been loaded.
*/
struct dc_session_;
typedef struct dc_session_ *dc_session_t;
/**
* Creates a new session that will attach itself to the given loop.
*/
dc_session_t dc_session_new(dc_loop_t loop);
/**
* Logs the given user out, and clears all internal data.
*/
bool dc_session_logout(dc_session_t s);
/**
* Logs the given user into the system, starts a websocket and begins to
* collect information about the given login user (channels, guilds,
* friends).
*/
bool dc_session_login(dc_session_t s, dc_account_t login);
bool dc_session_has_token(dc_session_t s);
/**
* Returns the currently logged in user. Which is often called "@me" in
* Discord API.
*/
dc_account_t dc_session_me(dc_session_t s);
/**
* access to the internal account cache
*/
void dc_session_add_account(dc_session_t s, dc_account_t u);
/**
* access to the internal channel cache
*/
void dc_session_add_channel(dc_session_t s, dc_channel_t u);
/**
* comparision functions for sorting, and finding
*/
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bool dc_session_equal_me(dc_session_t s, dc_account_t a);
bool dc_session_equal_me_fullname(dc_session_t s, char const *a);
#endif