just like user avatars, the client can just send the icon hash, we need
to check that first beforehand.
- guilds: add description update
- utils: move to_update() from blueprints.users to there
this should fix issues with big payloads being sent
as a single big websocket message to a client (potentially crashing it).
chunked sends split the payload into 1KB chunks that are each
sent through the websocket. clients are already supposed to handle
this behavior from the zlib-stream docs.
- utils: add yield_chunks
users can now join guilds!
invites:
- add GET /api/v6/invites/<invite_code>
- add DELETE /api/v6/invites/<invite_code>
- add GET /api/v6/guilds/<guild_id>/invites
- add GET /api/v6/channels/<channel_id>/invites
- add POST /api/v6/invite/<invite_code>
storage:
- add verification_level to invites
- add empty invite.guild.features
gateway.state_manager:
- add StateManager.user_states
- give a dummy offline state on guild_states
- this makes it possible for people to see offline members even when
those members never logged in (since the would have no state being
reffered to them)
- gateway.websocket: use get_member_ids on lazy guild handler
- auth: add GET /api/v6/auth/consent-required
- dispatcher: add dispatch_user_guild and dispatch_user
- run: use Origin header on Access-Control-Allow-Origin