Migrate guild objects to the patch system
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@@ -319,9 +319,8 @@ namespace PluralKit.Bot
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{
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CheckEditMemberPermission(ctx, target);
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await _db.Execute(c =>
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c.ExecuteAsync("update member_guild set display_name = null where member = @member and guild = @guild",
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new {member = target.Id, guild = ctx.Guild.Id}));
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var patch = new MemberGuildPatch {DisplayName = null};
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await _db.Execute(conn => conn.UpsertMemberGuild(target.Id, ctx.Guild.Id, patch));
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if (target.DisplayName != null)
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await ctx.Reply($"{Emojis.Success} Member server name cleared. This member will now be proxied using their global display name \"{target.DisplayName}\" in this server ({ctx.Guild.Name}).");
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@@ -341,10 +340,9 @@ namespace PluralKit.Bot
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CheckEditMemberPermission(ctx, target);
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var newServerName = ctx.RemainderOrNull();
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await _db.Execute(c =>
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c.ExecuteAsync("insert into member_guild(member, guild, display_name) values (@member, @guild, @newServerName) on conflict (member, guild) do update set display_name = @newServerName",
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new {member = target.Id, guild = ctx.Guild.Id, newServerName}));
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var patch = new MemberGuildPatch {DisplayName = newServerName};
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await _db.Execute(conn => conn.UpsertMemberGuild(target.Id, ctx.Guild.Id, patch));
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await ctx.Reply($"{Emojis.Success} Member server name changed. This member will now be proxied using the name \"{newServerName}\" in this server ({ctx.Guild.Name}).");
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}
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