Correct upload asset code (#1805)

1. Remove incorrect usage of await on synchronous method
2. Dispose of stream after use
This commit is contained in:
Mark Adamson
2018-06-02 03:49:17 +01:00
committed by Ryan Gribble
parent fc3e9c2cd2
commit 03ee6d7bb8

View File

@@ -48,15 +48,16 @@ var result = await client.Repository.Release.Edit("octokit", "octokit.net", 1, u
If you have any assets to include with the release, you can upload them after creating the release:
```csharp
var archiveContents = await File.OpenRead("output.zip"); // TODO: better sample
var assetUpload = new ReleaseAssetUpload()
{
FileName = "my-cool-project-1.0.zip",
ContentType = "application/zip",
RawData = archiveContents
};
var release = client.Repository.Release.Get("octokit", "octokit.net", 1);
var asset = await client.Repository.Release.UploadAsset(release, assetUpload);
using(var archiveContents = File.OpenRead("output.zip")) { // TODO: better sample
var assetUpload = new ReleaseAssetUpload()
{
FileName = "my-cool-project-1.0.zip",
ContentType = "application/zip",
RawData = archiveContents
};
var release = client.Repository.Release.Get("octokit", "octokit.net", 1);
var asset = await client.Repository.Release.UploadAsset(release, assetUpload);
}
```
**TODO:** are there any known limits documented to upload assets?