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Migrating from v3.0 to v3.1

Before you start

note

If you encounter an issue while following this guide or discover something missing, feel free to suggest changes or discuss them in our server. Thanks!

This document is meant to help you migrate your application to Discord4J v3.1 if you're already on v3.0. If not, please check our guild first.

Discord4J is transitioning to a new architecture where users are able to work with the library REST capabilities separately from real-time Gateway operations in an easier way than before.

In addition, spawning Gateway connections is treated separately from DiscordClient, allowing users to have all joining shards publish events and entities to a single location, removing the need of using separate classes for handling multiple shards in a single process.

While this means that a single EventDispatcher and StateHolder are shared across all shards controlled by a single GatewayDiscordClient, you are in control of what shards are connected to it (DiscordClient + Gateway capabilities = GatewayDiscordClient). This enables you to more easily setup distributed architectures where certain actions are coordinated even across multiple JVMs.

For a more in-depth explanation of the new features and changes introduced check What's new in v3.1 and glossary.

Updating dependencies

Discord4J v3.1 depends on Reactor Dysprosium release train (Reactor Core 3.3.x and Reactor Netty 0.9.x).

One important change in Reactor is the addition of the Schedulers.boundedElastic() scheduler that caps the number of threads. It should help for cases when you do blocking operations whilst keeping a limit on the amount of threads created.

Gradle

repositories {
mavenCentral()
}

dependencies {
implementation 'com.discord4j:discord4j-core:3.1.0'
}

Maven

<dependencies>
<dependency>
<groupId>com.discord4j</groupId>
<artifactId>discord4j-core</artifactId>
<version>3.1.0</version>
</dependency>
</dependencies>

Quick migration

Most notable change from v3.0 to v3.1 is the behavior of the login() method. We feel that the method makes most sense if it returns a Mono that completes as login is completed, instead of logout, and to return a handle for the underlying gateway connections.

This change is needed to allow separation between a DiscordClient and the real-time Gateway, represented by a GatewayDiscordClient. To acquire one and perform actions with a bot, you need to login to the Gateway first.

Following is the quickstart example from v3.0 migrated to v3.1 as a starting point. Just move the code you had before login() into the .withGateway(client -> ...) block and add return client.onDisconnect().

DiscordClientBuilder.create(System.getenv("token"))
.build()
.withGateway(client -> {
client.getEventDispatcher().on(ReadyEvent.class)
.subscribe(ready ->
System.out.println("Logged in as " + ready.getSelf().getUsername())
);

client.getEventDispatcher().on(MessageCreateEvent.class)
.map(MessageCreateEvent::getMessage)
.filter(msg -> msg.getContent().equals("!ping"))
.flatMap(Message::getChannel)
.flatMap(channel -> channel.createMessage("Pong!"))
.subscribe();

return client.onDisconnect();
})
.block();

As you could have noticed, another important change is the return type of the Message::getContent() method. Starting from v3.1 this method will return String instead of Optional<String>. This means that to directly migrate you now have to wrap message.getContent() like this: Optional.of(message.getContent())

If the IDE warns you when calling subscribe, it's because the sequences could be wired together instead of calling .subscribe() within a reactive pipeline. To remove them you can transform the code into:

DiscordClientBuilder.create(System.getenv("token"))
.build()
.withGateway(client -> {
Mono<Void> onReady = client.getEventDispatcher().on(ReadyEvent.class)
.doOnNext(ready ->
System.out.println(
"Logged in as " + ready.getSelf().getUsername()
)
).then();

Mono<Void> ping = client.getEventDispatcher().on(MessageCreateEvent.class)
.map(MessageCreateEvent::getMessage)
.filter(msg -> msg.getContent().equals("!ping"))
.flatMap(Message::getChannel)
.flatMap(channel -> channel.createMessage("Pong!"))
.then();

return Mono.when(onReady, ping);
})
.block();

Converting each event listener into a Mono<Void> allows us to wire both together and avoid calling client.onDisconnect().

Discord4J features

Connecting to the Gateway

We added convenience methods to DiscordClient, namely static DiscordClient.builder(token) and DiscordClient.create(token) to quickly get started.

To connect using the default options:

DiscordClient client = DiscordClient.create(System.getenv("token")); // (1)
GatewayDiscordClient gateway = client.login().block(); // (2)

gateway.on(ReadyEvent.class) // (3)
.subscribe(ready ->
System.out.println("Logged in as " + ready.getSelf().getUsername())
);

gateway.onDisconnect().block(); // (4)
  • (1) Shortcut to new DiscordClientBuilder(token).build()
  • (2) Acquire a synchronous handle on gateway connections, can be used to register events, get cached entities, etc.
  • (3) Shortcut to gateway.getEventDispatcher().on(ReadyEvent.class)
  • (4) To keep the main thread alive, await until bot disconnects through logout()

You can also connect using a traditional flatMap style, but if you're going this route we recommend the new withGateway API:

DiscordClient client = DiscordClient.create(System.getenv("token"));
client.withGateway(gateway -> {
Flux<ReadyEvent> hello = gateway.on(ReadyEvent.class)
.doOnNext(ready ->
System.out.println("Logged in as " + ready.getSelf().getUsername())
);

Flux<MessageCreateEvent> messages = gateway.on(MessageCreateEvent.class)
.doOnNext(event ->
System.out.println("> " + event.getMessage().getContent())
);

return Mono.when(hello, messages); // (1)
}).block(); // (2)
  • (1) Can use Mono.when to await for the completion of multiple sequences
  • (2) Blocking here establishes the connections and waits until the bot logs out.

Adding event listeners

Access to the EventDispatcher is through GatewayDiscordClient. Calling #getEventDispatcher() is optional as shortcut .on(...) methods have been added to it.

// Alternative 1
gateway.on(MessageCreateEvent.class)
.map(MessageCreateEvent::getMessage)
.filter(msg -> Optional.of(msg.getContent()).map("!ping"::equals).orElse(false))
.flatMap(Message::getChannel)
.flatMap(channel -> channel.createMessage("Pong!")
.onErrorResume(t -> Mono.empty())) // (1)
.subscribe();

// Alternative 2
gateway.on(MessageCreateEvent.class,
event -> Mono.just(event.getMessage())
.filter(message ->
Optional.of(message.getContent())
.map("!ping"::equals)
.orElse(false))
.flatMap(Message::getChannel)
.flatMap(channel -> channel.createMessage("Pong!")))
.subscribe(); // (2)
  • (1) Needs error handling code along the chain
  • (2) Error handling provided for you within the event -> { ... } block

Customizing Gateway features

Discord4J v3.1 introduces a new architecture where a GatewayBootstrap creates a shard group that will share events and caches.

Most of the options you would previously set at the DiscordClientBuilder or ShardingClientBuilder level in v3.0, are now located at GatewayBootstrap. This is a builder to establish gateway connections from a DiscordClient by calling gateway().

Migrating from setShardCount(n) or setShardIndex(i)

Get a builder with client.gateway() and then call setSharding(ShardingStrategy). Creating a ShardingStrategy can be done using the following factories:

  • ShardingStrategy.recommended() will provide the recommended amount of shards and include all of them in the group
  • ShardingStrategy.fixed(n) will use the given shardCount and include all shards 0..N in the group
  • ShardingStrategy.single() will use a simple [0,1] configuration, for small bots and distributed bot architectures

You can also customize the strategy using ShardingStrategy.builder() allowing you to configure:

  • Total count of shards parameter through count
  • Shards identified to the Gateway using indices
  • Can be also combined with filter to connect a subset of shards

Migrating from setInitialPresence

Similar to above, call setInitialStatus which now takes a Function<ShardInfo, StatusUpdate>. If you used setInitialPresence(Presence.invisible()) you should now use setInitialStatus(shard -> Presence.invisible())

Migrating from setIdentifyOptions

IdentifyOptions cannot be set directly now and you'll have to use a mix of setSharding and setResumeOptions depending on your use case.

Migrating from setStoreService(service)

Get a builder with client.gateway() and then call setStoreService(service). If you used ShardingClientBuilder before, Discord4J can automatically prepare your StoreService with shard invalidation capabilities.

Migrating from setEventProcessor and setEventScheduler

A new interface EventDispatcher is added to more easily customize both options. There are a few built-in factories:

  • EventDispatcher.buffering() that stores all events until the first subscription, then events are published to all subscribers as they are received. This is identical to the one used in v3.0.
  • EventDispatcher.withEarliestEvents(int) keeps only the earliest events and the rest are dropped until the first subscription, then events are published to all subscribers as they are received.
  • EventDispatcher.withLatestEvents(int) keeps only the latest events until the first subscription, then events are published to all subscribers as they are received. Initial events like ReadyEvent might be dropped.
  • EventDispatcher.replayingWithTimeout(Duration) that buffers and replays all events up to Duration maximum age.
  • EventDispatcher.replayingWithSize(int) that buffers and replays the latest events.

To customize the above options, get a builder with client.gateway() and then call setEventDispatcher(...).

The current default is a ReplayingEventDispatcher, created using ReplayingEventDispatcher.create(). It can be customized through ReplayingEventDispatcher.builder() and it works in the following way:

  • Buffers all events before a subscription exists, as long as they match a filter. By default, GatewayLifecycleEvent and GuildCreateEvent types. This can be customized through replayEventFilter.
  • Early subscribers get all previously buffered events, until a given timeout. By default, 5 seconds after the first subscriber arrives and can be changed in stopReplayingTrigger.
  • Late subscribers only get events as they are published, no replay capabilities until all subscribers are disposed.

Migrating from setGatewayClientFactory

Use login(Function) overload after calling client.gateway(). Used to build distributed bot architectures.

Migrating from setRetryOptions

Use setReconnectOptions after calling client.gateway(). By default, Discord4J will always attempt to reconnect using an exponential backoff with jitter strategy.

Migrating from setGatewayObserver

Use setGatewayObserver after calling client.gateway().

Migrating from setIdentifyLimiter

Discord4J v3.1 introduced a new API called ShardCoordinator which groups all options related to coordinating multiple shard identification. We supply LocalShardCoordinator by default and can be replaced by one capable of working with a distributed bot architecture.

Migrating from setVoiceConnectionScheduler

Use setVoiceReactorResources after calling client.gateway(). It takes a ReactorResource object that will replace the one set at the DiscordClientBuilder level only for voice. A similar override exists for gateway in setGatewayReactorResources.

Gateway options

Gateway options are set in GatewayBootstrap. You can obtain one by calling gateway() from DiscordClient.

DiscordClient client = DiscordClient.create(token);
GatewayDiscordClient gateway = client.gateway()
.setInitialStatus(shard -> Presence.online()) // (1)
.setSharding(ShardingStrategy.recommended()) // (2)
.setShardCoordinator(LocalShardCoordinator.create()) // (3)
.setAwaitConnections(true) // (4)
.setStoreService(new JdkStoreService()) // (5)
.setEventDispatcher(EventDispatcher.buffering()) // (6)
.login()
.block();
  • (1) Set the initial presence depending on the shard.
  • (2) Sharding policy used by this shard group builder.
  • (3) Allows coordinating shard login across multiple instances.
  • (4) Configures how to obtain a GatewayDiscordClient: if false, once the connection process begins (at least 1 shard connects, this is the default) or if true, await until all shards have connected.
  • (5) Configure the backing store.
  • (6) Configure the event dispatcher model.

Customizing REST features

Core options for REST operations are set at DiscordClientBuilder before building a DiscordClient, similar to v3.0. These core resources can later by retrieved through DiscordClient::getCoreResources() or GatewayDiscordClient::getCoreResources() methods.

JacksonResources jackson = new JacksonResources();
DiscordClient.builder(System.getenv("token")) // (1)
.setJacksonResources(jackson) // (2)
.setGlobalRateLimiter(BucketGlobalRateLimiter.create()) // (3)
.setExchangeStrategies(ExchangeStrategies.jackson(jackson)) // (4)
.setReactorResources(ReactorResources.create()) // (5)
.onClientResponse(ResponseFunction.emptyIfNotFound()) // (6)
.build()
.gateway()
.login()
.onDisconnect()
.block();
  • (1) Make sure you begin with obtaining a builder.
  • (2) Can customize how the Jackson object mapper works.
  • (3) Can customize how the global rate limiter works.
  • (4) Can customize how are REST requests written and REST responses read.
  • (5) Can customize the underlying HttpClient used and the threading model
  • (6) Can customize how the REST client handles response codes under given scenarios.

Requesting Discord entities

Starting from v3.1, Discord4J allows you to access REST entities, which identifies a given Discord entity in terms of their key parameters, without querying the REST API until you require access to the data they represent. This is expressed across two kinds of classes:

  • RestEntity classes provide a way to query the REST API for a specific entity. They are located in the discord4j.rest.entity package.
  • EntityData classes represent a JSON response encapsulated in an immutable object. They are located in the discord4j.discordjson.json package.

Creating REST entities

Here are the multiple locations you can get a REST entity from:

  • Replace "Entity" in the following examples with the one you're looking for: Channel, Emoji, Guild, Invite, Member, Message, Role, User, Webhook.
  • Any of the getEntityById() methods in DiscordClient or GatewayDiscordClient::rest() and you'll get a RestEntity class
  • Create them directly by ID: RestEntity.create(123456789012345L)

The classes available are: RestChannel, RestEmoji, RestGuild, RestInvite, RestMember, RestMessage, RestRole, RestUser and RestWebhook

To retrieve these objects you should call methods in DiscordClient, obtained from calling getClient().rest() from most library objects, like Event and Entity instances.

Once you acquire one of these objects, you can perform API methods without querying the contents. Alternative, you can perform an API request to get its content through getData() and will return a Mono<EntityData>.

Fetching entities

To obtain cached entities you can use the same methods as in v3.0: getEntityById(Snowflake) from within GatewayDiscordClient. These methods will fallback to a REST API request if they are not found in cache.

Starting from v3.1 you can customize how these entities are fetched, using the EntityRetrievalStrategy. This is configured when bootstrapping a Gateway group:

GatewayDiscordClient gateway = discordClient.gateway()
.setEntityRetrievalStrategy(EntityRetrievalStrategy.STORE) // (1)
.login()
.block();
  • (1) Only retrieve entities from store by default

The following strategies are available:

  • EntityRetrievalStrategy.STORE to only fetch from the Store (cache) and therefore return empty if a request entity is missing.
  • EntityRetrievalStrategy.REST to fetch from REST directly, without attempting to hit the Store.
  • EntityRetrievalStrategy.STORE_FALLBACK_REST to use the default setting from v3.0, which is attempting to hit the Store and if it's missed, fall back to a REST API call.

Logging

Logger structure has changed for v3.1, adding contextual information regarding gateway ID, shard ID, request bucket and request ID. For more details about the available loggers in this version, check our Logging page.

Advanced features

For more detailed list of changes and migration notes, please check What's new in v3.1.