feat(discord): enable session join leave buttons
PR Checks / test-and-build (pull_request) Successful in 6m6s
PR Checks / test-and-build (pull_request) Successful in 6m6s
Move neutral join/leave handlers into GmRelay.Shared so Telegram and Discord share capacity, waitlist, duplicate-click, and schedule-update behavior. Add Discord component routing for join_session and leave_session buttons with deferred ephemeral replies and serialized schedule message updates. Bump version to 2.5.0 and update Discord docs. Refs #29
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using GmRelay.Shared.Features.Sessions.CreateSession;
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using GmRelay.Shared.Platform;
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namespace GmRelay.DiscordBot.Features.Sessions;
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public sealed record DiscordSessionInteractionInput(
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Guid SessionId,
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string InteractionId,
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string GuildId,
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string ChannelId,
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string MessageId,
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ulong UserId,
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string Username,
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string? DisplayName);
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public static class DiscordSessionInteractionMapper
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{
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public static bool TryParseCustomId(string customId, string expectedAction, out Guid sessionId)
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{
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sessionId = default;
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var parts = customId.Split(':', 2);
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return parts.Length == 2
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&& string.Equals(parts[0], expectedAction, StringComparison.Ordinal)
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&& Guid.TryParse(parts[1], out sessionId);
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}
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public static JoinSessionCommand CreateJoinCommand(DiscordSessionInteractionInput input) =>
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new(
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SessionId: input.SessionId,
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User: CreateUser(input),
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InteractionId: input.InteractionId,
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Group: CreateGroup(input),
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ScheduleMessage: CreateMessageRef(input));
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public static LeaveSessionCommand CreateLeaveCommand(DiscordSessionInteractionInput input) =>
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new(
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SessionId: input.SessionId,
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User: CreateUser(input),
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InteractionId: input.InteractionId,
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Group: CreateGroup(input),
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ScheduleMessage: CreateMessageRef(input));
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private static PlatformUser CreateUser(DiscordSessionInteractionInput input) =>
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new(
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PlatformKind.Discord,
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input.UserId.ToString(System.Globalization.CultureInfo.InvariantCulture),
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string.IsNullOrWhiteSpace(input.DisplayName) ? input.Username : input.DisplayName,
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input.Username);
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private static PlatformGroup CreateGroup(DiscordSessionInteractionInput input) =>
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new(
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PlatformKind.Discord,
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input.GuildId,
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input.GuildId,
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input.ChannelId);
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private static PlatformMessageRef CreateMessageRef(DiscordSessionInteractionInput input) =>
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new(
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PlatformKind.Discord,
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input.GuildId,
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null,
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input.MessageId);
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}
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@@ -0,0 +1,101 @@
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using GmRelay.DiscordBot.Infrastructure.Discord;
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using GmRelay.Shared.Features.Sessions.CreateSession;
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using NetCord;
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using NetCord.Rest;
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using NetCord.Services.ComponentInteractions;
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namespace GmRelay.DiscordBot.Features.Sessions;
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public sealed class DiscordSessionInteractionModule(
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JoinSessionHandler joinSessionHandler,
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LeaveSessionHandler leaveSessionHandler,
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DiscordInteractionReplyCache interactionReplies,
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ILogger<DiscordSessionInteractionModule> logger) : ComponentInteractionModule<ButtonInteractionContext>
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{
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[ComponentInteraction("join_session")]
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public async Task JoinAsync(string sessionId)
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{
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if (!Guid.TryParse(sessionId, out var parsedSessionId))
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{
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await RespondAsync(CreateEphemeralReply("Session button is outdated."));
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return;
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}
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var input = CreateInput(parsedSessionId);
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await RespondAsync(InteractionCallback.DeferredMessage(MessageFlags.Ephemeral));
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try
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{
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await joinSessionHandler.HandleAsync(
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DiscordSessionInteractionMapper.CreateJoinCommand(input),
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CancellationToken.None);
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}
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catch (Exception ex)
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{
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logger.LogError(ex, "Failed to handle Discord join interaction for session {SessionId}", parsedSessionId);
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await CompleteResponseAsync("Не удалось обработать кнопку.");
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return;
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}
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await CompleteWithStoredReplyAsync(input.InteractionId);
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}
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[ComponentInteraction("leave_session")]
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public async Task LeaveAsync(string sessionId)
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{
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if (!Guid.TryParse(sessionId, out var parsedSessionId))
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{
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await RespondAsync(CreateEphemeralReply("Session button is outdated."));
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return;
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}
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var input = CreateInput(parsedSessionId);
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await RespondAsync(InteractionCallback.DeferredMessage(MessageFlags.Ephemeral));
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try
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{
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await leaveSessionHandler.HandleAsync(
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DiscordSessionInteractionMapper.CreateLeaveCommand(input),
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CancellationToken.None);
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}
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catch (Exception ex)
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{
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logger.LogError(ex, "Failed to handle Discord leave interaction for session {SessionId}", parsedSessionId);
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await CompleteResponseAsync("Не удалось обработать кнопку.");
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return;
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}
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await CompleteWithStoredReplyAsync(input.InteractionId);
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}
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private DiscordSessionInteractionInput CreateInput(Guid sessionId)
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{
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var guild = Context.Guild
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?? throw new InvalidOperationException("Session buttons can only be used in a guild.");
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var message = Context.Interaction.Message
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?? throw new InvalidOperationException("Session button interaction must include a message.");
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return new DiscordSessionInteractionInput(
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SessionId: sessionId,
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InteractionId: Context.Interaction.Id.ToString(System.Globalization.CultureInfo.InvariantCulture),
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GuildId: guild.Id.ToString(System.Globalization.CultureInfo.InvariantCulture),
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ChannelId: Context.Channel.Id.ToString(System.Globalization.CultureInfo.InvariantCulture),
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MessageId: message.Id.ToString(System.Globalization.CultureInfo.InvariantCulture),
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UserId: Context.User.Id,
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Username: Context.User.Username,
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DisplayName: Context.User.GlobalName);
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}
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private async Task CompleteWithStoredReplyAsync(string interactionId)
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{
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var reply = interactionReplies.Take(interactionId);
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await CompleteResponseAsync(reply?.Text ?? "Session updated.");
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}
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private Task CompleteResponseAsync(string text) =>
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ModifyResponseAsync(options => options.Content = text);
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private static InteractionCallbackProperties CreateEphemeralReply(string text) =>
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InteractionCallback.Message(
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new InteractionMessageProperties()
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.WithContent(text)
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.WithFlags(MessageFlags.Ephemeral));
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}
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