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Author SHA1 Message Date
Toutsu e3e6e841b8 Merge pull request #128: fix(bot): keep Capacity and PickClub wizard steps consistent (v3.9.5)
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Closes #127.
2026-06-08 22:51:04 +03:00
Toutsu a0a84965b3 chore: bump version 3.9.4 -> 3.9.5
PR Checks / test-and-build (pull_request) Successful in 10m22s
Bugfix patch release for issue #127. Sync the four canonical version sources:
- Directory.Build.props
- compose.yaml (bot, discord, web image tags)
- .gitea/workflows/deploy.yml (VERSION env)
- src/GmRelay.Web/Components/Layout/NavMenu.razor (visible nav-version)
2026-06-08 22:34:27 +03:00
Toutsu 67e8d5b558 fix(bot): keep capacity and club wizard steps consistent
Fix two wizard FSM bugs reported after v3.9.4:

1. Capacity waitlist buttons could still advance the draft without a
   numeric MaxPlayers value. The final submit validation then rejected
   the draft with 'Не заполнены поля: лимит мест'. Now waitlist:on/off
   stay on Capacity until MaxPlayers is set; users must either enter a
   numeric limit or explicitly choose '♾ Без лимита'.

2. PickClub computed NextAfterVisibility before SetClubId, so the first
   club click left the wizard on PickClub and the second click advanced.
   Now ClubId is saved first and NextAfterVisibility is evaluated after
   that mutation, so a valid club click advances on the first try.

TDD:
- WaitlistChoiceWithoutCapacity_StaysOnCapacityStep covers waitlist:on/off.
- PickClub_ValidGuid_AdvancesToPublishOnFirstClick covers the single-click club path.
- Stale Capacity waitlist callback test updated to the safer no-advance contract.

Closes #127
2026-06-08 22:34:18 +03:00
Toutsu 593f8a62fb Merge pull request #126: test: cleanup follow-up from PR #124 review (v3.9.4)
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Closes #125.
2026-06-08 19:27:58 +03:00
Toutsu aee0ac1e6c chore: bump version 3.9.3 -> 3.9.4
PR Checks / test-and-build (pull_request) Successful in 10m23s
Test-only patch release. Sync the four canonical version sources:
- Directory.Build.props
- compose.yaml (bot, discord, web image tags)
- .gitea/workflows/deploy.yml (VERSION env)
- src/GmRelay.Web/Components/Layout/NavMenu.razor (visible nav-version)

The new NavMenu_ShouldExposeCurrentProjectVersion test reads the
version from Directory.Build.props, so this bump does NOT need a
hand-edited test literal — verified locally that the test passes
on 3.9.4 with no manual changes.
2026-06-08 19:11:31 +03:00
Toutsu 68945d931f test: cleanup follow-up from PR #124 review
Two non-blocking suggestions from the PR #124 code review:

1. Symmetric coverage for the Discord PoolSlotCapacity no-limit button.
   The Capacity step already had a customId-shape assertion for the
   '♾ Без лимита' button; PoolSlotCapacity only had a label-presence
   assertion. If ChoiceButtonCustomId's wire format ever diverged between
   the two steps, only Capacity would catch it. Convert the single Fact
   to a Theory with two InlineData rows so a regression in either step
   produces a targeted test failure.

2. Brittle hard-coded version literal in NavMenu_ShouldExposeCurrent
   ProjectVersion. The test had to be hand-edited on every version bump
   (we hit this in PR #124 — bumping 3.9.2 -> 3.9.3 broke CI). Read the
   version from Directory.Build.props via XDocument instead so the test
   only fails when the rendered NavMenu actually disagrees with the
   canonical version, not when someone forgot to update a literal.
   Tolerant of whitespace, comments and attribute order; the <Version>
   element is a plain string body in the MSBuild schema.

No production code changes; production version is bumped in a
follow-up commit.

Closes #125
2026-06-08 19:11:28 +03:00
Toutsu 3db2b703d6 Merge pull request #124: fix(bot,discord): allow 'no player limit' option in /newsession wizard (v3.9.3)
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Closes #123.
2026-06-08 18:47:38 +03:00
Toutsu 3c3ef8db5a test(web): update NavMenu_ShouldExposeCurrentProjectVersion to 3.9.3
PR Checks / test-and-build (pull_request) Successful in 9m57s
The version-bump commit changed the visible version in NavMenu.razor
from 3.9.2 to 3.9.3 but this test hard-coded the old literal. Update
the assertion to match the new release tag.
2026-06-08 18:31:17 +03:00
Toutsu 5c0397a5e6 chore: bump version 3.9.2 -> 3.9.3
PR Checks / test-and-build (pull_request) Failing after 10m16s
Sync the four canonical version sources for the patch release:
- Directory.Build.props
- compose.yaml (bot, discord, web image tags)
- .gitea/workflows/deploy.yml (VERSION env)
- src/GmRelay.Web/Components/Layout/NavMenu.razor (visible nav-version)
2026-06-08 18:17:26 +03:00
Toutsu 15040eb954 fix(bot,discord): allow 'no player limit' option in /newsession wizard
In the session creation wizard (Telegram + Discord), the Capacity step
only exposed waitlist on/off buttons. The 'no waitlist' button silently
advanced to the next step without setting MaxPlayers, so users who tried
to create a session with no player cap were blocked with
'Не заполнены поля: лимит мест'.

The DB contract and CreateSessionCommand already supported null
MaxPlayers (int?, ck_sessions_max_players check in V006), and the web
form already exposes 'Без лимита' as an empty InputNumber — only the
wizard flow was broken.

Changes:
- Add '♾ Без лимита' choice button to Capacity in shared
  WizardStepViewBuilder.BuildCapacity (Telegram) and to
  RenderCapacity / RenderPoolSlotCapacity in DiscordWizardStep (Discord).
- Add 'no_limit' branch to GameCreationWizard.ApplyCapacityChoice that
  sets MaxPlayers to null and advances to Visibility.
- Change GameCreationWizard.SetMaxPlayers signature from int to int? so
  the 'no limit' branch compiles.
- Change CreateSessionCommand builder in both Telegram and Discord
  submitters to take int? maxPlayers and drop the '?? 0' that would
  have turned null into 0 (violating the DB CHECK and the 'no limit'
  contract).
- In Discord BuildConfirmDescription, render '👥 Без лимита, waitlist
  вкл/выкл' when MaxPlayers is null (the previous code silently
  omitted the line).
- Expose BuildCommand as internal in both submitters and add
  InternalsVisibleTo('GmRelay.Bot.Tests') to the DiscordBot assembly
  for unit-test access.

Tests (9 new):
- WizardStepRenderTests.CapacityStep_HasWaitlistButtons — asserts the
  'Без лимита' button is present.
- GameCreationWizardStepTransitionsTests.NoLimitCapacityButton_… —
  asserts the choice advances to Visibility and leaves MaxPlayers null
  in the JSON draft.
- GameCreationWizardStepTransitionsTests.ChoiceCallback_AdvancesToExpectedStep —
  new Theory row for Capacity/no_limit.
- CreateSessionHandlerBuildCommandTests (new) — null/value propagation
  through the Telegram submitter's BuildCommand.
- DiscordWizardStepCapacityRenderTests (new) — 'Без лимита' button is
  rendered for both Capacity and PoolSlotCapacity, with the expected
  custom-id shape.
- DiscordWizardSubmitterBuildCommandTests (new) — null/value
  propagation through the Discord submitter's BuildCommand.

Closes #123
2026-06-08 18:17:01 +03:00
17 changed files with 381 additions and 43 deletions
+1 -1
View File
@@ -6,7 +6,7 @@ on:
- main
env:
VERSION: 3.9.2
VERSION: 3.9.5
jobs:
# ЧАСТЬ 1: Собираем образы и кладем в Gitea (чтобы делиться с ребятами)
+1 -1
View File
@@ -1,6 +1,6 @@
<Project>
<PropertyGroup>
<Version>3.9.2</Version>
<Version>3.9.5</Version>
<TargetFramework>net10.0</TargetFramework>
<LangVersion>preview</LangVersion>
<Nullable>enable</Nullable>
+3 -3
View File
@@ -49,7 +49,7 @@ services:
crond -f
bot:
image: git.codeanddice.ru/toutsu/gmrelay-bot:3.9.2
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:3.9.2
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:3.9.2
image: git.codeanddice.ru/toutsu/gmrelay-web:3.9.5
restart: always
depends_on:
db:
@@ -170,7 +170,7 @@ public sealed class CreateSessionHandler
draft,
p,
new[] { p.Single?.ScheduledAt ?? default },
p.Single?.MaxPlayers ?? 0,
p.Single?.MaxPlayers,
isOneShot: true),
};
}
@@ -178,11 +178,11 @@ public sealed class CreateSessionHandler
private static int MaxPlayersForPool(WizardPoolInput pool) =>
pool.Slots.Count == 0 ? 0 : pool.Slots.Max(s => s.MaxPlayers);
private static CreateSessionCommand BuildCommand(
internal static CreateSessionCommand BuildCommand(
WizardDraft draft,
WizardPayload p,
IReadOnlyList<DateTimeOffset> scheduledTimes,
int maxPlayers,
int? maxPlayers,
bool isOneShot)
{
var user = new PlatformUser(
@@ -252,11 +252,12 @@ public static class DiscordWizardStep
private static DiscordWizardRender RenderCapacity() => new(
"👥 Лимит мест",
"Введите лимит (1..50) и выберите waitlist.",
"Введите лимит (1..50), выберите waitlist или сразу «♾ Без лимита».",
new[]
{
Row(ChoiceBtn("✅ Waitlist вкл", WizardStepNames.Capacity, "waitlist:on", ButtonStyle.Success),
ChoiceBtn("❌ Без waitlist", WizardStepNames.Capacity, "waitlist:off", ButtonStyle.Danger)),
Row(ChoiceBtn("♾ Без лимита", WizardStepNames.Capacity, "no_limit", ButtonStyle.Primary)),
Row(ControlBtn("⬅️ Назад", "back"),
ControlBtn("❌ Отмена", "cancel", ButtonStyle.Danger)),
},
@@ -371,11 +372,12 @@ public static class DiscordWizardStep
private static DiscordWizardRender RenderPoolSlotCapacity() => new(
"👥 Лимит слотов",
"Введите лимит (1..50) и выберите waitlist.",
"Введите лимит (1..50), выберите waitlist или сразу «♾ Без лимита».",
new[]
{
Row(ChoiceBtn("✅ Waitlist вкл", WizardStepNames.PoolSlotCapacity, "waitlist:on", ButtonStyle.Success),
ChoiceBtn("❌ Без waitlist", WizardStepNames.PoolSlotCapacity, "waitlist:off", ButtonStyle.Danger)),
Row(ChoiceBtn("♾ Без лимита", WizardStepNames.PoolSlotCapacity, "no_limit", ButtonStyle.Primary)),
Row(ControlBtn("⬅️ Назад", "back"),
ControlBtn("❌ Отмена", "cancel", ButtonStyle.Danger)),
},
@@ -417,6 +419,10 @@ public static class DiscordWizardStep
{
sb.Append("👥 Мест: ").Append(mp).Append(", waitlist ").Append(p.Waitlist == true ? "вкл" : "выкл").AppendLine();
}
else if (p.Type == WizardCreationType.Single)
{
sb.Append("👥 Без лимита, waitlist ").Append(p.Waitlist == true ? "вкл" : "выкл").AppendLine();
}
sb.Append("🔒 Видимость: ").AppendLine(RenderVisibilityText(p.Visibility));
return sb.ToString();
}
@@ -134,7 +134,7 @@ public sealed class DiscordWizardSubmitter
draft,
p,
new[] { p.Single?.ScheduledAt ?? default },
p.Single?.MaxPlayers ?? 0,
p.Single?.MaxPlayers,
isOneShot: true),
};
}
@@ -142,11 +142,11 @@ public sealed class DiscordWizardSubmitter
private static int MaxPlayersForPool(WizardPoolInput pool) =>
pool.Slots.Count == 0 ? 0 : pool.Slots.Max(s => s.MaxPlayers);
private static CreateSessionCommand BuildCommand(
internal static CreateSessionCommand BuildCommand(
WizardDraft draft,
WizardPayload p,
IReadOnlyList<DateTimeOffset> scheduledTimes,
int maxPlayers,
int? maxPlayers,
bool isOneShot)
{
var user = new PlatformUser(
@@ -0,0 +1,3 @@
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("GmRelay.Bot.Tests")]
@@ -298,12 +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)),
_ => (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
{
@@ -315,9 +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
{
@@ -416,7 +435,7 @@ public sealed class GameCreationWizard
private static string? SetDurationMinutes(WizardPayload p, int? v) { p.DurationMinutes = v; return null; }
private static string? SetScheduledAt(WizardPayload p, DateTimeOffset v)
{ p.Single ??= new WizardSingleInput(); p.Single.ScheduledAt = v; return null; }
private static string? SetMaxPlayers(WizardPayload p, int v)
private static string? SetMaxPlayers(WizardPayload p, int? v)
{ p.Single ??= new WizardSingleInput(); p.Single.MaxPlayers = v; return null; }
private static string? SetWaitlist(WizardPayload p, bool v) { p.Waitlist = v; return null; }
private static string? SetVisibility(WizardPayload p, WizardVisibility? v) { p.Visibility = v; return null; }
@@ -97,11 +97,12 @@ public static class WizardStepViewBuilder
BackCancel());
private static (string, IReadOnlyList<WizardAction>) BuildCapacity() => (
"👥 Введите лимит мест (1..50) одним числом.\nЗатем нажмите кнопку waitlist.",
"👥 Введите лимит мест (1..50) одним числом.\nЗатем нажмите кнопку waitlist. Или сразу «♾ Без лимита».",
new List<WizardAction>
{
new("✅ Waitlist вкл", WizardCallbackData.Choice(WizardStepNames.Capacity, "waitlist:on"), WizardActionStyle.Success),
new("❌ Без waitlist", WizardCallbackData.Choice(WizardStepNames.Capacity, "waitlist:off"), WizardActionStyle.Danger),
new("♾ Без лимита", WizardCallbackData.Choice(WizardStepNames.Capacity, "no_limit"), WizardActionStyle.Primary),
});
private static (string, IReadOnlyList<WizardAction>) BuildVisibility() => (
@@ -82,7 +82,7 @@
</button>
</form>
<div class="nav-version">v3.9.2</div>
<div class="nav-version">v3.9.5</div>
</div>
</Authorized>
<NotAuthorized>
@@ -0,0 +1,66 @@
using GmRelay.DiscordBot.Features.Sessions.Wizard;
using GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
using NetCord.Rest;
using Xunit;
namespace GmRelay.Bot.Tests.Discord.Wizard;
/// <summary>
/// Renderer tests for the Discord wizard's Capacity / PoolSlotCapacity steps.
/// Locks in the presence of the "♾ Без лимита" button so the user can pick
/// a session with no player cap (null in <c>sessions.max_players</c>), the
/// same affordance the Telegram wizard provides.
/// </summary>
public sealed class DiscordWizardStepCapacityRenderTests
{
[Fact]
public void RenderCapacity_ContainsNoLimitButton()
{
var draft = new WizardDraft { Step = WizardStepNames.Capacity };
var render = DiscordWizardStep.Render(draft, new WizardPayload());
var labels = ExtractButtonLabels(render);
Assert.Contains(labels, l => l.Contains("Без лимита", System.StringComparison.Ordinal));
}
[Fact]
public void RenderPoolSlotCapacity_ContainsNoLimitButton()
{
var draft = new WizardDraft { Step = WizardStepNames.PoolSlotCapacity };
var render = DiscordWizardStep.Render(draft, new WizardPayload());
var labels = ExtractButtonLabels(render);
Assert.Contains(labels, l => l.Contains("Без лимита", System.StringComparison.Ordinal));
}
[Theory]
[InlineData(WizardStepNames.Capacity, "wizard:btn:choice:Capacity:no_limit")]
[InlineData(WizardStepNames.PoolSlotCapacity, "wizard:btn:choice:PoolSlotCapacity:no_limit")]
public void Render_NoLimitButton_HasChoiceCustomIdForNoLimit(string step, string expectedCustomIdPrefix)
{
var draft = new WizardDraft { Step = step };
var render = DiscordWizardStep.Render(draft, new WizardPayload());
var buttons = ExtractButtons(render);
var noLimit = buttons.SingleOrDefault(b => b.Label?.Contains("Без лимита", System.StringComparison.Ordinal) == true);
Assert.NotNull(noLimit);
Assert.StartsWith(expectedCustomIdPrefix, noLimit!.CustomId);
}
private static System.Collections.Generic.List<string> ExtractButtonLabels(
DiscordWizardStep.DiscordWizardRender render) =>
render.Components
.OfType<ActionRowProperties>()
.SelectMany(r => r.Components)
.OfType<ButtonProperties>()
.Select(b => b.Label ?? string.Empty)
.ToList();
private static System.Collections.Generic.List<ButtonProperties> ExtractButtons(
DiscordWizardStep.DiscordWizardRender render) =>
render.Components
.OfType<ActionRowProperties>()
.SelectMany(r => r.Components)
.OfType<ButtonProperties>()
.ToList();
}
@@ -0,0 +1,85 @@
using GmRelay.DiscordBot.Features.Sessions.Wizard;
using GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
using Xunit;
namespace GmRelay.Bot.Tests.Discord.Wizard;
/// <summary>
/// Regression coverage for <see cref="DiscordWizardSubmitter"/>'s
/// <c>BuildCommand</c>: when the wizard payload carries no player limit
/// (user picked «♾ Без лимита» on the Capacity step), the resulting
/// <c>CreateSessionCommand.MaxPlayers</c> must be <c>null</c> — never
/// <c>0</c>. <c>0</c> would violate the DB CHECK
/// <c>ck_sessions_max_players</c> in V006 and the contract that
/// <c>null</c> means "no limit".
/// </summary>
public sealed class DiscordWizardSubmitterBuildCommandTests
{
[Fact]
public void BuildCommand_WhenSingleMaxPlayersIsNull_PropagatesNull()
{
var draft = new WizardDraft
{
Id = Guid.NewGuid(),
ChatId = "42",
OwnerId = "100",
Step = "confirm",
};
var payload = new WizardPayload
{
Type = WizardCreationType.Single,
Title = "T",
System = "Dnd5e",
DurationMinutes = 240,
Visibility = WizardVisibility.Public,
Single = new WizardSingleInput
{
ScheduledAt = DateTimeOffset.UtcNow.AddDays(1),
MaxPlayers = null,
},
};
var cmd = DiscordWizardSubmitter.BuildCommand(
draft,
payload,
new[] { payload.Single!.ScheduledAt!.Value },
payload.Single.MaxPlayers,
isOneShot: true);
Assert.Null(cmd.MaxPlayers);
}
[Fact]
public void BuildCommand_WhenSingleMaxPlayersIsSet_PropagatesValue()
{
var draft = new WizardDraft
{
Id = Guid.NewGuid(),
ChatId = "42",
OwnerId = "100",
Step = "confirm",
};
var payload = new WizardPayload
{
Type = WizardCreationType.Single,
Title = "T",
System = "Dnd5e",
DurationMinutes = 240,
Visibility = WizardVisibility.Public,
Single = new WizardSingleInput
{
ScheduledAt = DateTimeOffset.UtcNow.AddDays(1),
MaxPlayers = 5,
},
};
var cmd = DiscordWizardSubmitter.BuildCommand(
draft,
payload,
new[] { payload.Single!.ScheduledAt!.Value },
payload.Single.MaxPlayers,
isOneShot: true);
Assert.Equal(5, cmd.MaxPlayers);
}
}
@@ -0,0 +1,85 @@
using GmRelay.Bot.Features.Sessions.CreateSession;
using GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
using Xunit;
namespace GmRelay.Bot.Tests.Features.Sessions.CreateSession.Wizard;
/// <summary>
/// Regression coverage for <see cref="CreateSessionHandler.BuildCommand"/>:
/// when the wizard payload carries no player limit (e.g. user picked
/// «♾ Без лимита» on the Capacity step), the resulting
/// <c>CreateSessionCommand.MaxPlayers</c> must be <c>null</c> — never <c>0</c>.
/// <c>0</c> would violate the DB CHECK constraint
/// (<c>ck_sessions_max_players</c> in V006) by inserting <c>0</c> instead of
/// <c>NULL</c>, which is the wire-level representation of "no limit".
/// </summary>
public sealed class CreateSessionHandlerBuildCommandTests
{
[Fact]
public void BuildCommand_WhenSingleMaxPlayersIsNull_PropagatesNull()
{
var draft = new WizardDraft
{
Id = Guid.NewGuid(),
ChatId = "42",
OwnerId = "100",
Step = "confirm",
};
var payload = new WizardPayload
{
Type = WizardCreationType.Single,
Title = "T",
System = "Dnd5e",
DurationMinutes = 240,
Visibility = WizardVisibility.Public,
Single = new WizardSingleInput
{
ScheduledAt = DateTimeOffset.UtcNow.AddDays(1),
MaxPlayers = null,
},
};
var cmd = CreateSessionHandler.BuildCommand(
draft,
payload,
new[] { payload.Single!.ScheduledAt!.Value },
payload.Single.MaxPlayers,
isOneShot: true);
Assert.Null(cmd.MaxPlayers);
}
[Fact]
public void BuildCommand_WhenSingleMaxPlayersIsSet_PropagatesValue()
{
var draft = new WizardDraft
{
Id = Guid.NewGuid(),
ChatId = "42",
OwnerId = "100",
Step = "confirm",
};
var payload = new WizardPayload
{
Type = WizardCreationType.Single,
Title = "T",
System = "Dnd5e",
DurationMinutes = 240,
Visibility = WizardVisibility.Public,
Single = new WizardSingleInput
{
ScheduledAt = DateTimeOffset.UtcNow.AddDays(1),
MaxPlayers = 5,
},
};
var cmd = CreateSessionHandler.BuildCommand(
draft,
payload,
new[] { payload.Single!.ScheduledAt!.Value },
payload.Single.MaxPlayers,
isOneShot: true);
Assert.Equal(5, cmd.MaxPlayers);
}
}
@@ -20,9 +20,8 @@ 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)]
// Visibility → PickClub
@@ -71,13 +70,37 @@ public sealed class GameCreationWizardStepTransitionsTests
}
[Fact]
public async Task ChoiceCallback_FromMismatchedStep_AdvancesBasedOnCallbackStep()
public async Task NoLimitCapacityButton_AdvancesToVisibility_AndLeavesMaxPlayersNull()
{
// 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.
var wizard = BuildWizard(out var drafts, out _);
var draft = NewDraft(WizardStepNames.Capacity, PayloadForStep(WizardStepNames.Capacity));
drafts.Seed(draft);
var data = WizardCallbackData.Choice(WizardStepNames.Capacity, "no_limit");
await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
Assert.Equal(WizardStepNames.Visibility, draft.Step);
using var doc = JsonDocument.Parse(draft.PayloadJson);
var root = doc.RootElement;
Assert.True(root.TryGetProperty("single", out var single));
// WizardPayloadJsonContext имеет DefaultIgnoreCondition=WhenWritingNull,
// поэтому null-MaxPlayers просто не пишется. Оба варианта
// (отсутствует / JsonValueKind.Null) десериализуются обратно в null
// и уйдут в БД как NULL — то есть «без лимита».
if (single.TryGetProperty("maxPlayers", out var maxPlayers))
{
Assert.True(
maxPlayers.ValueKind == JsonValueKind.Null,
$"expected maxPlayers to be null (no limit), got {maxPlayers.ValueKind}");
}
}
[Fact]
public async Task StaleCapacityWaitlistCallback_WithoutCapacity_StaysOnCurrentStep()
{
// 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);
@@ -85,17 +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
{
@@ -111,8 +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")]
@@ -76,6 +76,7 @@ public sealed class WizardStepRenderTests
var labels = ButtonLabels(kb);
Assert.Contains(labels, l => l.Contains("Waitlist вкл", StringComparison.Ordinal));
Assert.Contains(labels, l => l.Contains("Без waitlist", StringComparison.Ordinal));
Assert.Contains(labels, l => l.Contains("Без лимита", StringComparison.Ordinal));
}
[Fact]
@@ -14,8 +14,16 @@ public sealed class CampaignTemplatesNavigationTests
[Fact]
public async Task NavMenu_ShouldExposeCurrentProjectVersion()
{
// Read the version from Directory.Build.props (the canonical source of
// truth) so the test doesn't need to be hand-edited on every version
// bump. Asserting the rendered NavMenu matches the canonical version
// catches real bugs (e.g. someone bumps Directory.Build.props but
// forgets to update NavMenu.razor) without false alarms from a stale
// hard-coded literal.
var propsPath = FindRepositoryFile("Directory.Build.props");
var version = ReadVersionFromProps(propsPath);
var navMenu = await File.ReadAllTextAsync(FindRepositoryFile("src/GmRelay.Web/Components/Layout/NavMenu.razor"));
Assert.Contains("v3.9.2", navMenu, StringComparison.Ordinal);
Assert.Contains($"v{version}", navMenu, StringComparison.Ordinal);
}
[Fact]
@@ -68,4 +76,23 @@ public sealed class CampaignTemplatesNavigationTests
throw new FileNotFoundException($"Could not locate repository file '{relativePath}'.");
}
/// <summary>
/// Parse the <c>&lt;Version&gt;...&lt;/Version&gt;</c> element from
/// <c>Directory.Build.props</c>. Tolerant of whitespace, comments and
/// attribute shuffling — the MSBuild schema for <c>Version</c> is just
/// a plain element with a string body.
/// </summary>
private static string ReadVersionFromProps(string propsPath)
{
var doc = System.Xml.Linq.XDocument.Load(propsPath);
var versionElement = doc.Descendants()
.FirstOrDefault(e => e.Name.LocalName == "Version");
Assert.NotNull(versionElement);
var version = versionElement!.Value.Trim();
Assert.False(
string.IsNullOrEmpty(version),
$"<Version> in {propsPath} is empty");
return version;
}
}