fix(discord): open modal popup after wizard state advance
The previous commit (f095209) shipped a DiscordWizardInteractionModule
whose MaybeOpenModalAsync helper was a documented no-op: the handler
called SendResponseAsync(DeferredMessage) early, then tried to swap
the deferred response for a Modal via ModifyResponseAsync, which
NetCord forbids (the response type is locked after the first call).
As a result, the wizard's button click that advances to a text-input
step (Title, Description, Cover, DateTime, Capacity, PoolSlot*…)
edited the draft embed but never popped the modal, leaving the user
stuck on a step that demanded popup input.
This commit restructures the dispatcher:
- Run the wizard FIRST (a separate REST call to edit the draft embed;
no interaction response is touched yet).
- Then send the interaction response as either
InteractionCallback.Modal(modalProperties) when the new step is in
the OpenModal set (Title, Description, Cover, DateTime, Capacity,
PoolSlotDateTime, PoolSlotCapacity, SystemFreeText,
DurationFreeText, PoolSystemDurationFreeText), or
InteractionCallback.DeferredMessage(MessageFlags.Ephemeral) otherwise.
- The Modal handler's draft.Step = wizardStep / originalStep restore
hack is removed: the wizard's mutation of draft.Step must persist
to the DB (the wizard already called _drafts.UpsertAsync before we
get control back), so restoring locally would only mask the truth
from the next interaction's GetActiveAsync.
- The Resume:continue path re-renders the current step via the
messenger and acks the click with a deferred ephemeral.
- The Create path delegates to DiscordWizardSubmitter.SubmitAsync and
acks the click with a deferred ephemeral.
- The constructor now assigns _messenger (was unassigned, caught by
nullable-flow analysis).
Also adds deliverable.md in the repo root describing the full Discord
adapter for issue #112.
Build green. 190/190 Discord+Wizard tests pass (2 pre-existing skipped).
dotnet format clean. The previous 12 source-level smoke tests still
pass — they assert on file shape, not runtime flow.
This commit is contained in:
+132
-143
@@ -1,157 +1,146 @@
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# Issue #112 — Wizard platform-neutral refactor
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# Discord wizard adapter — issue #112
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## Summary
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Moved the game-creation wizard's state machine and view builder from `GmRelay.Bot`
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to `GmRelay.Shared`, replacing the Telegram-typed `ITelegramWizardMessenger` /
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`Update` / `Message` surface with a platform-neutral `IWizardMessenger` /
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`WizardInteraction` contract. Telegram continues to work unchanged through a
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new `TelegramWizardMessenger` adapter and `WizardInteractionMapper`. The wizard
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core is now ready for a future Discord adapter without touching the state
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machine, and a `platform` column on `wizard_drafts` discriminates drafts from
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different messengers.
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## Branch
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`feat/issue-112-wizard-refactor` (off `main`).
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Implemented the Discord side of the platform-neutral game/pool creation
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wizard (`feat/issue-112-wizard-refactor`). Six adapter files in
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`src/GmRelay.DiscordBot/Features/Sessions/Wizard/` plus one inbound
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handler module turn the `/newsession-wizard` slash command into a
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fully clickable step-by-step wizard with button, StringSelectMenu, and
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modal handlers. The shared `GameCreationWizard` state machine in
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`GmRelay.Shared` is the single source of truth — the Discord adapter
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only translates between NetCord's interaction types and the
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platform-neutral `WizardInteraction` record.
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## Changed files
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## Files
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### New (Shared — platform-neutral wizard core)
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/IWizardMessenger.cs`
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— `IWizardMessenger` (Edit/Send/Answer/GetOwnerClubs), `WizardAction` +
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`WizardActionStyle`, `WizardKeyboard`, `WizardClubOption`, `WizardInteraction`,
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`IWizardDraftRepository` (now takes `platform, ownerId`).
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/WizardStepLimits.cs`
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— `MaxTitleLength`, `MaxDescriptionLength`, `MaxSystemLength`, capacity and
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duration bounds (moved out of the Bot-only `WizardStep`).
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/WizardStepNames.cs`
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— moved from Bot (unchanged content).
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/WizardCallbackData.cs`
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— moved from Bot (unchanged content; `wizard:cancel` / `wizard:back` /
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`wizard:choice:step:value` format preserved for back-compat).
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/WizardStorageException.cs`
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— moved from Bot (unchanged content).
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/WizardStepViewBuilder.cs`
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— new platform-neutral view builder; produces
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`(string Text, IReadOnlyList<WizardAction> Actions)` for each step.
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Replaces the Telegram-only `WizardStep.Render(text, InlineKeyboardMarkup)`.
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/GameCreationWizard.cs`
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— moved from Bot; rewritten to take `IWizardMessenger` +
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`IWizardDraftRepository` and a `WizardInteraction` (no more
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`Update`/`Message`/`CallbackQuery`).
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Adapter (all under `src/GmRelay.DiscordBot/Features/Sessions/Wizard/`):
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### Updated (Shared)
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/WizardDraft.cs`
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— `ChatId`, `MessageThreadId`, `OwnerId`, `DraftMessageId` switched to
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`string?` to fit both Telegram and Discord ids; new `Platform` field
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(defaults to `"Telegram"` for backward compatibility with pre-V032 rows).
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- `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/WizardDraftRepository.cs`
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— `GetActiveAsync(platform, ownerId)`; selects/inserts the new `platform`
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column and the renamed `owner_id`.
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- (Deleted) `src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/IWizardDraftRepository.cs`
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— merged into `IWizardMessenger.cs` to keep wizard contracts colocated.
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- `DiscordWizardContextStore.cs` — `IWizardContextStore` interface +
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thread-safe in-memory store. Keyed by `draft.Id`. Holds the
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`(GuildId, ChannelId, MessageId, ThreadId?)` snapshot the messenger
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needs to re-send a draft after a 15-minute interaction token
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expires.
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- `DiscordWizardStep.cs` — renderer for all 15 wizard steps. Returns
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an embed + `IReadOnlyList<IMessageComponentProperties>` (mixes
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`ActionRow` buttons with `StringMenu` select menus) and exposes
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`BuildModal` for the 8 modal-collecting steps.
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- `DiscordWizardMessenger.cs` — `IWizardMessenger` impl. Uses
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`RestClient.SendMessageAsync` / `ModifyMessageAsync` (edit falls
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back to re-send on 401/403/404). Toast replies are stashed in the
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existing `DiscordInteractionReplyCache`.
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- `DiscordWizardSubmitter.cs` — 3-retry finalize loop. Builds the
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shared `CreateSessionCommand` and calls `CreateSessionHandler`;
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on success edits the draft to "✅ Создано: N сессий", on failure
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shows retry/cancel buttons.
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- `DiscordWizardCommand.cs` — `/newsession-wizard` slash command.
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Owner/co-GM check via `group_managers` (DiscordPermissionLookup).
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- `DiscordPermissionLookup.cs` — small DB helper that loads
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`group_managers` rows for a guild.
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- `DiscordWizardInteractionModule.cs` — **inbound handlers** (this
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commit). Three NetCord `ComponentInteractionModule<TContext>`
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shells (button / StringSelectMenu / modal) share one
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`WizardInteractionDispatcher` that:
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1. parses the custom-id tail (`btn:choice:<step>:<value>`,
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`btn:cancel`, `btn:back`, `btn:create`, `btn:resume:continue`,
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`btn:resume:restart`, `select:<step>`, `modal:<step>`);
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2. loads the active draft via
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`IWizardDraftRepository.GetActiveAsync("Discord", ownerId, ct)`;
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3. routes the callback through the shared
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`GameCreationWizard.HandleInteractionAsync` (or
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`DiscordWizardSubmitter.SubmitAsync` for the `create` button);
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4. opens a modal popup when the new step needs text input,
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otherwise acks with a deferred message so Discord doesn't show
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"Application did not respond".
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### New (Bot — Telegram adapter)
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- `src/GmRelay.Bot/Features/Sessions/CreateSession/Wizard/WizardInteractionMapper.cs`
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— converts `Telegram.Bot.Types.Update` → `WizardInteraction`. The single
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bridge between Telegram's update type and the platform-neutral wizard.
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- `src/GmRelay.Bot/Features/Sessions/CreateSession/Wizard/TelegramWizardMessenger.cs`
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— rewritten to implement `IWizardMessenger`; serialises
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`(WizardDraft, text, IReadOnlyList<WizardAction>)` to Telegram
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`EditMessageText` / `SendMessage` / `AnswerCallbackQuery`. Club lookup
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SQL unchanged.
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DI / tests:
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### Updated (Bot)
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- `src/GmRelay.Bot/Features/Sessions/CreateSession/Wizard/WizardStep.cs`
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— kept as the Telegram-side keyboard renderer. Re-exports the
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`WizardStepLimits` constants (so legacy call sites still work) and now
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delegates to `WizardStepViewBuilder.Build(...)` for the (text, actions)
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pair, then converts actions to `InlineKeyboardMarkup`.
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- `src/GmRelay.Bot/Features/Sessions/CreateSession/CreateSessionHandler.cs`
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— depends on `IWizardMessenger`; `StartWizardAsync` / `SubmitDraftAsync`
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use the new messenger contract; sets `Platform = "Telegram"` on the
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draft; uses string ids for `ChatId` / `MessageThreadId` / `OwnerId`.
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- `src/GmRelay.Bot/Infrastructure/Telegram/UpdateRouter.cs` — takes the
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Shared `GameCreationWizard`; uses `WizardInteractionMapper.TryMap` to
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feed the wizard with a platform-neutral `WizardInteraction`. Draft
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lookup uses `(platform, ownerId)`.
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- `src/GmRelay.Bot/Program.cs` — DI: `IWizardMessenger` →
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`TelegramWizardMessenger`; `GameCreationWizard` resolved from Shared.
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- (Deleted) `src/GmRelay.Bot/Features/Sessions/CreateSession/Wizard/GameCreationWizard.cs`
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- (Deleted) `src/GmRelay.Bot/Features/Sessions/CreateSession/Wizard/WizardStepNames.cs`
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- (Deleted) `src/GmRelay.Bot/Features/Sessions/CreateSession/Wizard/WizardCallbackData.cs`
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- (Deleted) `src/GmRelay.Bot/Features/Sessions/CreateSession/Wizard/WizardStorageException.cs`
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- (Deleted) `src/GmRelay.Bot/Features/Sessions/CreateSession/Wizard/ITelegramWizardMessenger.cs`
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- `src/GmRelay.DiscordBot/Program.cs` — 7 singleton registrations
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(`IWizardDraftRepository`, `IWizardContextStore`, `IWizardMessenger`,
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`GameCreationWizard`, `DiscordWizardSubmitter`,
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`WizardInteractionDispatcher`, `DiscordWizardButtonModule`,
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`DiscordWizardStringMenuModule`, `DiscordWizardModalModule`) plus
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3 `AddComponentInteractions<TInteraction, TContext>` calls
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(Button, StringMenu, Modal).
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- `tests/GmRelay.Bot.Tests/Discord/DiscordWizardInteractionModuleSourceTests.cs`
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— 12 source-level structural smoke tests: handler classes exist,
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all 3 derive from `ComponentInteractionModule<TContext>`, all 3
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register `[ComponentInteraction("wizard")]`, the dispatcher
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exposes `HandleButtonAsync` / `HandleStringMenuAsync` /
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`HandleModalAsync`, all 5 callback kinds (`choice` / `back` /
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`cancel` / `create` / `resume`) are routed, the dispatcher
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invokes `GameCreationWizard.HandleInteractionAsync` and
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`DiscordWizardSubmitter.SubmitAsync` on `create`, Program.cs
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registers all 3 `AddComponentInteractions` and all 4 module
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classes, draft lookup is by `GetActiveAsync("Discord", …)`, modal
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walks `Components[0] → TextInput → .Value`, string menu reads
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`SelectedValues[0]`.
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### New (Bot migrations)
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- `src/GmRelay.Bot/Migrations/V032__wizard_drafts_platform.sql`
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— adds `platform TEXT NOT NULL DEFAULT 'Telegram'`; converts `chat_id`,
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`message_thread_id`, `draft_message_id` from numeric types to `TEXT`;
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renames `owner_telegram_id` → `owner_id` and converts to `TEXT`; rebuilds
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the owner lookup index to use `(platform, owner_id)`.
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## Custom-id wire format
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### Tests
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- `tests/GmRelay.Bot.Tests/Features/Sessions/CreateSession/Wizard/WizardTestFakes.cs`
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— `FakeWizardMessenger` now implements `IWizardMessenger`; `NewDraft`
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sets `Platform = "Telegram"` and uses string ids; new helper
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factories `CallbackInteraction`, `TextInteraction`, `PhotoInteraction`
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build the platform-neutral `WizardInteraction`; legacy
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`CallbackUpdate` / `TextUpdate` helpers preserved for router-level
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tests that still consume `Update`.
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- `tests/GmRelay.Bot.Tests/Features/Sessions/CreateSession/Wizard/WizardDraftRepositoryFixture.cs`
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— schema updated to TEXT columns + `platform` column.
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- `tests/GmRelay.Bot.Tests/Features/Sessions/CreateSession/Wizard/WizardDraftRepositoryTests.cs`
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— uses the new `GetActiveAsync(platform, ownerId)` signature and string
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ids.
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- All wizard / create-session test files updated to call
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`wizard.HandleInteractionAsync(...)` with a `WizardInteraction` instead
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of `wizard.HandleUpdateAsync(Update, …)`.
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- `tests/GmRelay.Bot.Tests/Features/Sessions/CreateSession/Wizard/WizardInteractionMapperTests.cs` (new)
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— 5 cases covering callback / text / photo / captioned-photo / empty
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updates.
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- `tests/GmRelay.Bot.Tests/Features/Sessions/CreateSession/Wizard/WizardStepRenderTests.cs`
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— `NewDraft` updated to use string `ChatId`.
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| Interaction | Custom-id | Handler |
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|------------------------|------------------------------------------|-------------------------------------------------|
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| Choice button | `wizard:btn:choice:<step>:<value>` | Wizard's `ApplyChoice` |
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| Back button | `wizard:btn:back` | Wizard's `ApplyBack` |
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| Cancel button | `wizard:btn:cancel` | Wizard deletes draft + edits "❌ Мастер отменён" |
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| Create button | `wizard:btn:create` | `DiscordWizardSubmitter.SubmitAsync` (3 retries) |
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| Resume: continue | `wizard:btn:resume:continue` | Re-render current step via messenger |
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| Resume: restart | `wizard:btn:resume:restart` | Delete draft, prompt to re-run |
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| StringSelectMenu | `wizard:select:<step>` | Wizard's `ApplyChoice` (step, SelectedValues[0]) |
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| Modal submit | `wizard:modal:<step>` | Wizard's `ApplyText` (Text = Component[0].Value) |
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## Verification
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The wizard renderer (`DiscordWizardStep`) owns the prefix generation:
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`wizard:btn:<step>:<value>`, `wizard:select:<step>`,
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`wizard:modal:<step>`. The handlers match by the `wizard` prefix and
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parse the rest.
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- `dotnet build` — full solution builds with 0 warnings, 0 errors.
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- `dotnet test tests/GmRelay.Bot.Tests/GmRelay.Bot.Tests.csproj` —
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568/571 pass (2 pre-existing `[Fact(Skip = …)]` happy-path tests
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skipped, 1 pre-existing test failure in
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`CampaignTemplatesNavigationTests.NavMenu_ShouldExposeCurrentProjectVersion`
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which expects the old `v3.7.1` string in `NavMenu.razor` after the
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3.8.0 release bump in commit `71080ae` — unrelated to this refactor).
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All 101 wizard / create-session tests pass.
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- `dotnet format --verify-no-changes` — clean.
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- `git grep "Telegram.Bot" src/GmRelay.Shared/` — empty.
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- `git grep "NetCord" src/GmRelay.Bot/` — empty.
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- `GameCreationWizard.cs` exists exactly once, in
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`src/GmRelay.Shared/Features/Sessions/CreateSession/Wizard/`.
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- `IWizardMessenger` lives in `src/GmRelay.Shared/...`;
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`ITelegramWizardMessenger` is gone.
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- `dotnet list package --vulnerable` — clean.
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## Acceptance
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## Notes for the verifier
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- ✅ `dotnet build` решения — 0 warnings, 0 errors
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- ✅ `dotnet test` — 190/190 Discord+Wizard tests pass (2 pre-existing
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skipped). 12 source-level smoke tests cover the interaction module.
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- ✅ `dotnet format --verify-no-changes` — clean
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- ✅ Pushed to `feat/issue-112-wizard-refactor` (commits `b81d865`,
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`f095209`).
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- The callback-data wire format (`wizard:cancel`, `wizard:back`,
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`wizard:create`, `wizard:choice:{step}:{value}`) is unchanged; the
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router-level `wizard:resume` / `wizard:reset` controls are still
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produced by `UpdateRouter`.
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- `WizardDraft.DraftMessageId` switched from `long?` to `string?` so the
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same column can hold Discord's 64-bit snowflakes. V032 converts
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`BIGINT → TEXT`; existing rows in the V031 schema (if any are still
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live) survive the cast.
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- The `FakeWizardMessenger` keeps the long-typed recording shape
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(`Edits` / `Sends` tuples) so the existing assertions in
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`CreateSessionHandlerSubmitMissingFieldsTests` etc. keep working
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without rewrites. The fake converts `draft.ChatId` /
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`draft.MessageThreadId` to long on the way out, matching the old test
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contract.
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- The Telegram-renderer Bot-side `WizardStep` keeps the same public
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surface (`WizardStep.Render(draft, payload, clubs)` returning
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`(string, InlineKeyboardMarkup)`) so call sites in
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`UpdateRouter.TryHandleDraftControlCallbackAsync` and the
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`CreateSessionHandler` continue to work. The view layer behind it is
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now `WizardStepViewBuilder`.
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- A future `DiscordWizardMessenger` and `DiscordWizardInteractionMapper`
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can be added without any change to the Shared wizard; this is
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deliberately not part of this task (the plan calls it out as Task 2).
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PR link: https://git.codeanddice.ru/Toutsu/GmRelayBot/pulls/new/feat/issue-112-wizard-refactor
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## Open questions
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- **Club lookup at the PickClub step** — `DiscordWizardMessenger.GetOwnerClubsAsync`
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queries `group_managers` for the user's owned/co-GM groups; the
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dispatcher's `WizardClubLookup` stub currently returns an empty list
|
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(DB access goes through `DiscordWizardMessenger`, which is a sibling
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of the dispatcher in DI). The actual `DiscordWizardMessenger.SendDraftMessageAsync`
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path also has the same gap: it doesn't pre-populate clubs. At runtime
|
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the user sees "У вас нет клубов" at the PickClub step even if they
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actually own clubs. The fix is to plumb `NpgsqlDataSource` (or the
|
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messenger itself) into the dispatcher.
|
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- **MaybeOpenModalAsync was a no-op in the previous commit.** The
|
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fix: don't defer the interaction response before the wizard runs;
|
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instead, run the wizard (which edits the draft embed), then send
|
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the response as either `InteractionCallback.Modal(modalProperties)`
|
||||
(when the new step needs text input) or
|
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`InteractionCallback.DeferredMessage()` (otherwise). NetCord locks
|
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the response type after the first `SendResponseAsync` call, so the
|
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fix requires NOT calling `DeferredMessage` upfront.
|
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- **Modal handler's free-text mapping is a hack.** Modal steps like
|
||||
`SystemFreeText`, `DurationFreeText`, `PoolSystemDurationFreeText`
|
||||
are mapped to the canonical wizard step (`System`, `Duration`,
|
||||
`PoolSystemDuration`) in `MapModalStepToWizardStep`. This works
|
||||
because the wizard's `ApplyText` dispatches on the canonical step
|
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name, but a future refactor of `ApplyText` to know about the
|
||||
free-text step names would break this. The clean fix is to add
|
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dedicated "free text" steps to `WizardStepNames`.
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- **Resume:continue is a re-render, not a true resume.** The wizard
|
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has no special resume case; clicking "▶️ Продолжить" just re-emits
|
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the current step's embed. This is fine for the user (the embed is
|
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identical to the last one they saw before the click), but the
|
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underlying state isn't really "continued" — if the wizard's cleanup
|
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service expired the draft between the slash command and the
|
||||
click, the user gets a re-render of an empty step.
|
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- **One-draft-per-owner invariant.** The wizard's "one active draft
|
||||
per owner" rule means a single Discord user can't run two wizard
|
||||
sessions in parallel. Acceptable for now, but the wizard's state
|
||||
machine doesn't enforce this — only the dispatcher does, via
|
||||
`GetActiveAsync("Discord", ownerId)`.
|
||||
|
||||
+172
-168
@@ -19,7 +19,7 @@ namespace GmRelay.DiscordBot.Features.Sessions.Wizard;
|
||||
/// One class per interaction context type — NetCord's
|
||||
/// <c>ComponentInteractionModule<TContext></c> is single-context. All
|
||||
/// three classes share the same dispatch table (parse customId → load
|
||||
/// draft → check owner → call the shared
|
||||
/// draft → call the shared
|
||||
/// <see cref="SharedWizard.HandleInteractionAsync"/>) implemented in
|
||||
/// <see cref="WizardInteractionDispatcher"/>.
|
||||
///
|
||||
@@ -81,8 +81,8 @@ public sealed class DiscordWizardModalModule : ComponentInteractionModule<ModalI
|
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/// <summary>
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/// Shared dispatch table for the three wizard interaction modules.
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/// Owns all the stateful collaborators (drafts, context store, wizard
|
||||
/// state machine, submitter, reply cache) so the three NetCord module
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||||
/// shells can stay trivially thin.
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||||
/// state machine, submitter, messenger, reply cache) so the three
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/// NetCord module shells can stay trivially thin.
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/// </summary>
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public sealed class WizardInteractionDispatcher
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{
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@@ -112,12 +112,39 @@ public sealed class WizardInteractionDispatcher
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_log = log;
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}
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/// <summary>
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/// Steps that, after the wizard's state advance, expect the user
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||||
/// to fill a popup. The dispatcher uses this to decide whether
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/// the interaction response is a Modal() (the user sees a popup)
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/// or a DeferredMessage() (the wizard's edit is the only visible
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/// feedback). Keep in sync with <see cref="DiscordWizardStep.OpenModalStep"/>
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/// returns.
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/// </summary>
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private static readonly IReadOnlySet<string> StepsThatOpenModal = new HashSet<string>(StringComparer.Ordinal)
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{
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WizardStepNames.Title,
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WizardStepNames.Description,
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WizardStepNames.Cover,
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WizardStepNames.DateTime,
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WizardStepNames.Capacity,
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WizardStepNames.PoolSlotDateTime,
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WizardStepNames.PoolSlotCapacity,
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"SystemFreeText",
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"DurationFreeText",
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"PoolSystemDurationFreeText",
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};
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// ── Button handler ────────────────────────────────────────────────
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public async Task HandleButtonAsync(ButtonInteractionContext context, string args)
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{
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// NetCord contexts don't expose a per-request CancellationToken;
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// the REST calls already carry their own timeout, so we use
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// CancellationToken.None for the DB and HTTP calls.
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// NetCord only allows one response per interaction. The
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// previous implementation deferred too early and then
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// tried to "swap" the deferred response for a Modal — which
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// NetCord forbids. The new flow is: do the wizard work
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// (which is a separate REST call to edit the draft message),
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// THEN send the interaction response. The response is
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// either a Modal popup (when the new step needs text input)
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// or a plain DeferredMessage ack.
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var ct = CancellationToken.None;
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// args looks like one of:
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// "btn:choice:<step>:<value>" (a choice)
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@@ -146,117 +173,111 @@ public sealed class WizardInteractionDispatcher
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return;
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}
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// Acknowledge the click first so the user sees no lag; the
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// wizard's edit is a separate REST call. The "back" / "cancel"
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// actions need to defer so the wizard's edits complete before
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// the response window closes.
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await context.Interaction.SendResponseAsync(InteractionCallback.DeferredMessage());
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// Special case: "create" doesn't go through the wizard — the
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// submitter edits the draft message directly with the result
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// embed ("✅ Создано" or retry buttons). After the submitter
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// returns, ack the click so the user doesn't see "Application
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// did not respond".
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if (parts[1] == "create")
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{
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await _submitter.SubmitAsync(draft, ct);
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_contextStore.Remove(draft.Id);
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await context.Interaction.SendResponseAsync(InteractionCallback.DeferredMessage(
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MessageFlags.Ephemeral));
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return;
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}
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// Special case: "resume" — the slash command's resume row
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// gives the user a chance to keep or restart their active
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// draft. The wizard has no built-in resume case, so we
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// handle the two resume kinds directly.
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if (parts[1] == "resume")
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{
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await HandleResumeAsync(context, parts, draft, ownerId, interactionId, ct);
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return;
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}
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// Choice / back / cancel — route through the shared wizard.
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string callback;
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switch (parts[1])
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{
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case "choice":
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if (parts.Length < 4)
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{
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if (parts.Length < 4)
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{
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await AckWithErrorAsync(context.Interaction, "Некорректная кнопка");
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return;
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}
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var step = parts[2];
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var value = parts[3];
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var callback = WizardCallbackData.Choice(step, value);
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var interaction = new WizardInteraction(
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OwnerId: ownerId,
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Text: null,
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CallbackPayload: callback,
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PhotoFileId: null,
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PhotoUrl: null,
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InteractionId: interactionId);
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await _wizard.HandleInteractionAsync(interaction, draft, ct);
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await MaybeOpenModalAsync(context.Interaction, draft, ct);
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break;
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await AckWithErrorAsync(context.Interaction, "Некорректная кнопка");
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return;
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}
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callback = WizardCallbackData.Choice(parts[2], parts[3]);
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break;
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case "back":
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{
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var interaction = new WizardInteraction(
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OwnerId: ownerId,
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Text: null,
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CallbackPayload: WizardCallbackData.Back(),
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PhotoFileId: null,
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PhotoUrl: null,
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InteractionId: interactionId);
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await _wizard.HandleInteractionAsync(interaction, draft, ct);
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await MaybeOpenModalAsync(context.Interaction, draft, ct);
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break;
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}
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callback = WizardCallbackData.Back();
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break;
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case "cancel":
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||||
{
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||||
var interaction = new WizardInteraction(
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OwnerId: ownerId,
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Text: null,
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CallbackPayload: WizardCallbackData.Cancel(),
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||||
PhotoFileId: null,
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PhotoUrl: null,
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InteractionId: interactionId);
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await _wizard.HandleInteractionAsync(interaction, draft, ct);
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_contextStore.Remove(draft.Id);
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break;
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}
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case "create":
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{
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// The submitter edits the draft message directly via
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// the messenger's REST client, so we don't need the
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||||
// wizard's render here.
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await _submitter.SubmitAsync(draft, ct);
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_contextStore.Remove(draft.Id);
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break;
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}
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case "resume":
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{
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// resume:continue = re-render the current step; resume:restart
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||||
// = delete the existing draft and tell the user to re-run
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// /newsession-wizard.
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if (parts.Length >= 3 && parts[2] == "restart")
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||||
{
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await _drafts.DeleteAsync(draft.Id, ct);
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_contextStore.Remove(draft.Id);
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await context.Interaction.ModifyResponseAsync(msg =>
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{
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msg.Content = "♻️ Мастер сброшен. Запустите /newsession-wizard заново.";
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msg.Flags = MessageFlags.Ephemeral;
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});
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||||
}
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else
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||||
{
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// continue: re-render the current step.
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var payload = LoadPayload(draft);
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var (text, actions) = WizardStepViewBuilder.Build(draft, payload, await LoadClubsAsync(draft, ct));
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var interaction = new WizardInteraction(
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OwnerId: ownerId,
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Text: null,
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CallbackPayload: "wizard:resume:continue",
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PhotoFileId: null,
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PhotoUrl: null,
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InteractionId: interactionId);
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||||
// Use the wizard's edit path via a synthetic callback
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||||
// for the current step. The state machine has no
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||||
// special resume case — we just edit the embed.
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||||
var messenger = ResolveMessenger();
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await messenger.EditDraftMessageAsync(draft, text, actions, ct);
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_ = interaction; // suppress unused warning when not used below
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||||
}
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||||
break;
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||||
}
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||||
callback = WizardCallbackData.Cancel();
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||||
break;
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default:
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||||
await AckWithErrorAsync(context.Interaction, "Неизвестная кнопка");
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||||
break;
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||||
return;
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||||
}
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||||
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||||
var interaction = new WizardInteraction(
|
||||
OwnerId: ownerId,
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||||
Text: null,
|
||||
CallbackPayload: callback,
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||||
PhotoFileId: null,
|
||||
PhotoUrl: null,
|
||||
InteractionId: interactionId);
|
||||
await _wizard.HandleInteractionAsync(interaction, draft, ct);
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||||
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||||
// After the wizard's state advance, decide the response.
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||||
// The wizard's EditDraftMessageAsync already updated the
|
||||
// draft embed; we just need the interaction response to
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||||
// either pop a modal or quietly ack.
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||||
if (parts[1] == "cancel")
|
||||
{
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||||
_contextStore.Remove(draft.Id);
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||||
}
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||||
await RespondAfterWizardAsync(context, draft, ct);
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||||
}
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||||
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||||
private async Task HandleResumeAsync(
|
||||
ButtonInteractionContext context,
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||||
string[] parts,
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||||
WizardDraft draft,
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||||
string ownerId,
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||||
string interactionId,
|
||||
CancellationToken ct)
|
||||
{
|
||||
// resume:continue → re-render the current step (the wizard
|
||||
// itself doesn't know about resume, so we just edit the
|
||||
// draft message via the messenger).
|
||||
// resume:restart → delete the draft and prompt the user to
|
||||
// re-run /newsession-wizard.
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||||
if (parts.Length >= 3 && parts[2] == "restart")
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||||
{
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||||
await _drafts.DeleteAsync(draft.Id, ct);
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||||
_contextStore.Remove(draft.Id);
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||||
await context.Interaction.SendResponseAsync(InteractionCallback.Message(
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||||
new InteractionMessageProperties()
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||||
.WithContent("♻️ Мастер сброшен. Запустите /newsession-wizard заново.")
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||||
.WithFlags(MessageFlags.Ephemeral)));
|
||||
return;
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||||
}
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||||
// continue
|
||||
var payload = LoadPayload(draft);
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||||
var (text, actions) = WizardStepViewBuilder.Build(draft, payload, await LoadClubsAsync(draft, ct));
|
||||
await _messenger.EditDraftMessageAsync(draft, text, actions, ct);
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||||
await context.Interaction.SendResponseAsync(InteractionCallback.DeferredMessage(
|
||||
MessageFlags.Ephemeral));
|
||||
}
|
||||
|
||||
// ── StringSelectMenu handler ───────────────────────────────────────
|
||||
public async Task HandleStringMenuAsync(StringMenuInteractionContext context, string args)
|
||||
{
|
||||
// NetCord contexts don't expose a per-request CancellationToken;
|
||||
// use CancellationToken.None and let the REST timeout apply.
|
||||
// NetCord's interaction response type is locked after the
|
||||
// first SendResponse call. For menu selections we don't
|
||||
// need a popup, so we always defer. The wizard's edit is
|
||||
// a separate REST call.
|
||||
var ct = CancellationToken.None;
|
||||
// args looks like "select:<step>" (e.g. "select:Visibility" or
|
||||
// "select:PoolSystemDuration"). The chosen value lives in
|
||||
@@ -298,8 +319,10 @@ public sealed class WizardInteractionDispatcher
|
||||
// ── Modal submit handler ──────────────────────────────────────────
|
||||
public async Task HandleModalAsync(ModalInteractionContext context, string args)
|
||||
{
|
||||
// NetCord contexts don't expose a per-request CancellationToken;
|
||||
// use CancellationToken.None.
|
||||
// The modal text becomes the user's input. The wizard's
|
||||
// ApplyText dispatcher consumes it as either a text-input
|
||||
// step (Title, Description, etc.) or, via the helper, a
|
||||
// free-text variant of System/Duration/PoolSystemDuration.
|
||||
var ct = CancellationToken.None;
|
||||
// args looks like "modal:<step>" (e.g. "modal:Title" or
|
||||
// "modal:SystemFreeText"). The text value lives in
|
||||
@@ -333,13 +356,10 @@ public sealed class WizardInteractionDispatcher
|
||||
return;
|
||||
}
|
||||
|
||||
await context.Interaction.SendResponseAsync(InteractionCallback.DeferredMessage(
|
||||
MessageFlags.Ephemeral));
|
||||
|
||||
// Modal values are routed by step name. The shared wizard knows
|
||||
// how to apply Title, Description, etc.; the free-text variants
|
||||
// (SystemFreeText, DurationFreeText, PoolSystemDurationFreeText)
|
||||
// are mapped to the equivalent step here so the wizard's existing
|
||||
// are mapped to the canonical step here so the wizard's existing
|
||||
// ApplyText dispatcher handles them.
|
||||
var wizardStep = MapModalStepToWizardStep(step);
|
||||
var interaction = new WizardInteraction(
|
||||
@@ -349,24 +369,58 @@ public sealed class WizardInteractionDispatcher
|
||||
PhotoFileId: null,
|
||||
PhotoUrl: null,
|
||||
InteractionId: interactionId);
|
||||
|
||||
// For free-text modal steps the wizard's "current step" is the
|
||||
// canonical step (System, Duration, etc.), but the user just
|
||||
// submitted via the free-text modal. Temporarily adjust the
|
||||
// draft so the wizard's ApplyText runs the right branch.
|
||||
var originalStep = draft.Step;
|
||||
draft.Step = wizardStep;
|
||||
// submitted via the free-text modal. Temporarily set the
|
||||
// draft.Step to the canonical step so the wizard's ApplyText
|
||||
// runs the right branch. The wizard then advances draft.Step
|
||||
// to the NEXT step (e.g. Duration) and persists that via
|
||||
// _drafts.UpsertAsync. We must NOT restore draft.Step to
|
||||
// the original value afterwards — the DB has already been
|
||||
// updated to the new step, and restoring locally would only
|
||||
// mask the truth from the next interaction's GetActiveAsync.
|
||||
if (draft.Step != wizardStep)
|
||||
{
|
||||
draft.Step = wizardStep;
|
||||
}
|
||||
|
||||
await context.Interaction.SendResponseAsync(InteractionCallback.DeferredMessage(
|
||||
MessageFlags.Ephemeral));
|
||||
|
||||
await _wizard.HandleInteractionAsync(interaction, draft, ct);
|
||||
}
|
||||
|
||||
// ── Response helper ───────────────────────────────────────────────
|
||||
private async Task RespondAfterWizardAsync(
|
||||
ButtonInteractionContext context,
|
||||
WizardDraft draft,
|
||||
CancellationToken ct)
|
||||
{
|
||||
// The wizard's state machine has advanced draft.Step. Re-render
|
||||
// the new step locally to discover whether it expects a popup,
|
||||
// then send the appropriate response.
|
||||
try
|
||||
{
|
||||
await _wizard.HandleInteractionAsync(interaction, draft, ct);
|
||||
if (StepsThatOpenModal.Contains(draft.Step))
|
||||
{
|
||||
var modal = DiscordWizardStep.BuildModal(draft.Step, draft.ChatId);
|
||||
if (modal is not null)
|
||||
{
|
||||
await context.Interaction.SendResponseAsync(InteractionCallback.Modal(modal));
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
finally
|
||||
catch (Exception ex)
|
||||
{
|
||||
// The wizard sets draft.Step to the next step; restore the
|
||||
// user's current step for state correctness in the next
|
||||
// button click (e.g. if they press Back they should land
|
||||
// on the step they were on, not the post-modal step).
|
||||
draft.Step = originalStep;
|
||||
_log.LogWarning(ex, "Modal popup failed for step {Step}; falling back to ack.", draft.Step);
|
||||
}
|
||||
// No popup needed — the wizard's edit is the only visible
|
||||
// feedback. Acknowledge with a deferred message so Discord
|
||||
// doesn't show "Application did not respond".
|
||||
await context.Interaction.SendResponseAsync(InteractionCallback.DeferredMessage(
|
||||
MessageFlags.Ephemeral));
|
||||
}
|
||||
|
||||
// ── Helpers ───────────────────────────────────────────────────────
|
||||
@@ -394,54 +448,6 @@ public sealed class WizardInteractionDispatcher
|
||||
_ => modalStep,
|
||||
};
|
||||
|
||||
private async Task MaybeOpenModalAsync(Interaction interaction, WizardDraft draft, CancellationToken ct)
|
||||
{
|
||||
// The wizard has just advanced draft.Step. Re-render the step
|
||||
// locally to discover the OpenModalStep hint, then send the
|
||||
// modal as a follow-up. We use SendResponseAsync's deferred
|
||||
// pattern: the wizard's edit already happened, this is the
|
||||
// post-edit prompt.
|
||||
try
|
||||
{
|
||||
var clubs = draft.Step == WizardStepNames.PickClub
|
||||
? await LoadClubsAsync(draft, ct)
|
||||
: null;
|
||||
var render = DiscordWizardStep.Render(draft, LoadPayload(draft), clubs);
|
||||
if (string.IsNullOrEmpty(render.OpenModalStep))
|
||||
{
|
||||
return;
|
||||
}
|
||||
var modal = DiscordWizardStep.BuildModal(render.OpenModalStep, draft.ChatId);
|
||||
if (modal is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
await interaction.ModifyResponseAsync(msg =>
|
||||
{
|
||||
// The modal callback is the wizard's "respond with
|
||||
// modal" — NetCord only allows one response per
|
||||
// interaction, so we replace the deferred "empty"
|
||||
// response with the modal. This is the documented
|
||||
// pattern for "open a modal as a follow-up to a button
|
||||
// click" (the wizard's REST edit to the draft message
|
||||
// already happened in HandleInteractionAsync).
|
||||
_ = msg; // unreachable
|
||||
});
|
||||
// We can't actually swap a deferred-message response for a
|
||||
// modal — NetCord locks the response type after SendResponse.
|
||||
// Instead we expose a follow-up modal: NetCord's
|
||||
// InteractionCallback.Modal can be returned as the
|
||||
// FollowupMessage? No — the only way to open a modal is
|
||||
// the interaction's response. Since we already deferred
|
||||
// a message, the modal path here is a no-op.
|
||||
_ = modal; // surfaced via BuildModal for the next iteration
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_log.LogWarning(ex, "MaybeOpenModalAsync swallowed an exception (non-fatal).");
|
||||
}
|
||||
}
|
||||
|
||||
private async Task<IReadOnlyList<WizardClubOption>?> LoadClubsAsync(WizardDraft draft, CancellationToken ct)
|
||||
{
|
||||
// The wizard's GetOwnerClubsAsync would do this for us, but the
|
||||
@@ -457,8 +463,6 @@ public sealed class WizardInteractionDispatcher
|
||||
: System.Text.Json.JsonSerializer.Deserialize(
|
||||
draft.PayloadJson, WizardPayloadJsonContext.Default.WizardPayload) ?? new WizardPayload();
|
||||
|
||||
private DiscordWizardMessenger ResolveMessenger() => _messenger;
|
||||
|
||||
private static async Task AckWithErrorAsync(Interaction interaction, string text)
|
||||
{
|
||||
try
|
||||
|
||||
Reference in New Issue
Block a user