Merge pull request #128: fix(bot): keep Capacity and PickClub wizard steps consistent (v3.9.5)
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Closes #127.
This commit is contained in:
2026-06-08 22:51:04 +03:00
7 changed files with 69 additions and 33 deletions
+1 -1
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@@ -6,7 +6,7 @@ on:
- main
env:
VERSION: 3.9.4
VERSION: 3.9.5
jobs:
# ЧАСТЬ 1: Собираем образы и кладем в Gitea (чтобы делиться с ребятами)
+1 -1
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@@ -1,6 +1,6 @@
<Project>
<PropertyGroup>
<Version>3.9.4</Version>
<Version>3.9.5</Version>
<TargetFramework>net10.0</TargetFramework>
<LangVersion>preview</LangVersion>
<Nullable>enable</Nullable>
+3 -3
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@@ -49,7 +49,7 @@ services:
crond -f
bot:
image: git.codeanddice.ru/toutsu/gmrelay-bot:3.9.4
image: git.codeanddice.ru/toutsu/gmrelay-bot:3.9.5
restart: always
depends_on:
db:
@@ -67,7 +67,7 @@ services:
retries: 3
discord:
image: git.codeanddice.ru/toutsu/gmrelay-discord-bot:3.9.4
image: git.codeanddice.ru/toutsu/gmrelay-discord-bot:3.9.5
restart: always
depends_on:
db:
@@ -86,7 +86,7 @@ services:
retries: 3
web:
image: git.codeanddice.ru/toutsu/gmrelay-web:3.9.4
image: git.codeanddice.ru/toutsu/gmrelay-web:3.9.5
restart: always
depends_on:
db:
@@ -298,13 +298,25 @@ public sealed class GameCreationWizard
: (null, "Неверная длительность"),
};
private static (string?, string?) ApplyCapacityChoice(WizardPayload p, string choice) => choice switch
private static (string?, string?) ApplyCapacityChoice(WizardPayload p, string choice)
{
"waitlist:on" => (WizardStepNames.Visibility, SetWaitlist(p, true)),
"waitlist:off" => (WizardStepNames.Visibility, SetWaitlist(p, false)),
"no_limit" => (WizardStepNames.Visibility, SetMaxPlayers(p, null)),
_ => (null, "Неизвестный выбор"),
};
if (choice is "no_limit")
{
return (WizardStepNames.Visibility, SetMaxPlayers(p, null));
}
if (choice is "waitlist:on" or "waitlist:off" && p.Single?.MaxPlayers is null)
{
return (null, "Сначала введите лимит мест или нажмите «♾ Без лимита»");
}
return choice switch
{
"waitlist:on" => (WizardStepNames.Visibility, SetWaitlist(p, true)),
"waitlist:off" => (WizardStepNames.Visibility, SetWaitlist(p, false)),
_ => (null, "Неизвестный выбор"),
};
}
private static (string?, string?) ApplyVisibilityChoice(WizardPayload p, string choice) => choice switch
{
@@ -316,9 +328,15 @@ public sealed class GameCreationWizard
};
private static (string?, string?) ApplyPickClubChoice(WizardPayload p, string choice)
=> Guid.TryParse(choice, out var id)
? (NextAfterVisibility(p), SetClubId(p, id))
: (null, "Неверный идентификатор клуба");
{
if (!Guid.TryParse(choice, out var id))
{
return (null, "Неверный идентификатор клуба");
}
var error = SetClubId(p, id);
return (NextAfterVisibility(p), error);
}
private static (string?, string?) ApplyPublishChoice(WizardPayload p, string choice) => choice switch
{
@@ -82,7 +82,7 @@
</button>
</form>
<div class="nav-version">v3.9.4</div>
<div class="nav-version">v3.9.5</div>
</div>
</Authorized>
<NotAuthorized>
@@ -20,9 +20,7 @@ public sealed class GameCreationWizardStepTransitionsTests
[InlineData(WizardStepNames.System, "Dnd5e", WizardStepNames.Duration)]
// Duration → DateTime (single, no maxPlayers yet)
[InlineData(WizardStepNames.Duration, "240", WizardStepNames.DateTime)]
// Capacity → Visibility
[InlineData(WizardStepNames.Capacity, "waitlist:on", WizardStepNames.Visibility)]
[InlineData(WizardStepNames.Capacity, "waitlist:off", WizardStepNames.Visibility)]
// Capacity → Visibility (only explicit no-limit can skip numeric capacity)
[InlineData(WizardStepNames.Capacity, "no_limit", WizardStepNames.Visibility)]
// Visibility → Publish (public, no club)
[InlineData(WizardStepNames.Visibility, "public", WizardStepNames.Publish)]
@@ -98,13 +96,11 @@ public sealed class GameCreationWizardStepTransitionsTests
}
[Fact]
public async Task ChoiceCallback_FromMismatchedStep_AdvancesBasedOnCallbackStep()
public async Task StaleCapacityWaitlistCallback_WithoutCapacity_StaysOnCurrentStep()
{
// The wizard's callback parser uses the step encoded in the callback
// (not the draft's current step) to drive transitions. So a stale
// "Capacity" button pressed while the user is on System will in fact
// move the draft forward as if they had pressed it on Capacity. We
// lock that behaviour in.
// A stale waitlist button from Capacity must not move a draft forward
// unless MaxPlayers is already set. Otherwise users can reach Confirm
// with a missing capacity and get "Не заполнены поля: лимит мест".
var wizard = BuildWizard(out var drafts, out _);
var draft = NewDraft(WizardStepNames.System);
drafts.Seed(draft);
@@ -112,17 +108,13 @@ public sealed class GameCreationWizardStepTransitionsTests
var data = WizardCallbackData.Choice(WizardStepNames.Capacity, "waitlist:on");
await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
Assert.Equal(WizardStepNames.Visibility, draft.Step);
Assert.Equal(WizardStepNames.System, draft.Step);
}
[Fact]
public async Task PickClub_ValidGuid_ReachesStableStep()
public async Task PickClub_ValidGuid_AdvancesToPublishOnFirstClick()
{
// The wizard has a quirk: NextAfterVisibility is evaluated before
// SetClubId, so a single click leaves the draft still on PickClub.
// We assert that the wizard does NOT throw and the messenger is asked
// to re-render (i.e. the handler ran end-to-end).
var wizard = BuildWizard(out var drafts, out var messenger);
var wizard = BuildWizard(out var drafts, out _);
var clubId = Guid.NewGuid();
var payload = new WizardPayload
{
@@ -138,8 +130,11 @@ public sealed class GameCreationWizardStepTransitionsTests
var data = WizardCallbackData.Choice(WizardStepNames.PickClub, clubId.ToString());
await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
// Wizard acknowledged the callback and re-rendered the (still PickClub) step.
Assert.NotEmpty(messenger.Edits);
Assert.Equal(WizardStepNames.Publish, draft.Step);
using var doc = JsonDocument.Parse(draft.PayloadJson);
var root = doc.RootElement;
Assert.True(root.TryGetProperty("clubId", out var clubIdJson));
Assert.Equal(clubId, clubIdJson.GetGuid());
}
[Fact]
@@ -136,6 +136,29 @@ public sealed class GameCreationWizardValidationTests
Assert.Equal(WizardStepNames.Capacity, draft.Step);
}
[Theory]
[InlineData("waitlist:on")]
[InlineData("waitlist:off")]
public async Task WaitlistChoiceWithoutCapacity_StaysOnCapacityStep(string choice)
{
var wizard = BuildWizard(out var drafts, out _);
var draft = NewDraft(WizardStepNames.Capacity,
new WizardPayload
{
Type = WizardCreationType.Single,
Title = "T",
System = "Dnd5e",
DurationMinutes = 240,
Single = new WizardSingleInput { ScheduledAt = DateTimeOffset.UtcNow.AddDays(1) },
});
drafts.Seed(draft);
var data = WizardCallbackData.Choice(WizardStepNames.Capacity, choice);
await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
Assert.Equal(WizardStepNames.Capacity, draft.Step);
}
[Theory]
[InlineData("0")]
[InlineData("13")]