feat(discord): step-by-step game/pool creation wizard (issue #112) #122

Merged
Toutsu merged 8 commits from feat/issue-112-wizard-refactor into main 2026-06-06 08:04:16 +03:00

8 Commits

Author SHA1 Message Date
Toutsu 85ff3a7faf fix(discord): address code-review findings on wizard adapter (issue #112)
PR Checks / test-and-build (pull_request) Successful in 9m54s
VERDICT from verifier (D:\Projects\Game\docs\review-report.md):
REQUEST_CHANGES — wizard was functionally broken at runtime.

## Critical

C-1. Choice-button customId was missing the 'choice:' segment.
    ButtonCustomId emitted 'wizard:btn:<step>:<value>' but the
    dispatcher's switch matches parts[1] == 'choice'. Every choice
    button (D&D 5e, Pathfinder, Waitlist, Publish, Confirm) fell
    into the default branch and showed 'Unknown button'.

    Fix: split into 3 customId helpers:
      ChoiceButtonCustomId(step, value)       -> 'wizard:btn:choice:<step>:<value>'
      ControlButtonCustomId(action)            -> 'wizard:btn:<action>:1'  (back/cancel/skip/create)
      ModalTriggerButtonCustomId(modalStep)    -> 'wizard:btn:modal:<modalStep>'
    Bulk-rewrote all 66 Btn() call sites in DiscordWizardStep.cs.

C-2. "Другое…" modal-trigger buttons were unrouted in dispatcher.
    Added 'parts[1] == "modal"' branch that opens the modal via
    InteractionCallback.Modal(BuildModal(parts[2], draft.ChatId)).

C-3. DiscordWizardSubmitter was leaking ex.Message from
    CreateSessionHandler to the user-visible draft embed. Postgres
    exceptions expose schema/constraint names. Replaced with
    generic user-facing error; full exception still logged
    server-side on the existing catch block.

## I-3 — parser-roundtrip tests (the gap that let C-1/C-2 through)

Added two real behavioural tests (not string-grep) to
DiscordWizardInteractionModuleSourceTests:
  - Renderer_And_Dispatcher_Agree_On_Wire_Format
  - ControlButtons_Are_Parsed_As_Control_Not_Choice
These mirror NetCord's [ComponentInteraction("wizard")] prefix
strip, run the parser, and assert the dispatcher would route to
the right branch. Catches the entire class of 'renderer and
dispatcher disagree on the wire format' regressions.

## I-6 — BuildResumeRow (cascading fix from C-1)

After C-1, BuildResumeRow's ButtonCustomId('cancel', '1') would
emit the wrong format. Switched to direct format strings
('wizard:btn:cancel:1', 'wizard:btn:resume:continue', etc.) which
match the dispatcher's 'back'/'cancel'/'create'/'resume' cases
directly, not the 'choice' prefix.

## Version sync (3.8.0 -> 3.9.0)

Directory.Build.props: <Version>3.9.0</Version>
compose.yaml: all 3 image tags -> 3.9.0
Version_ShouldBeSynchronizedForDiscordFeatureRelease test now green.

## Stats

build: 0 warnings, 0 errors
format: 0 of 279 files need changes
tests: 583 passed, 2 skipped (pre-existing), 0 failed
files: 7 changed, 226 +, 79 -
2026-06-05 23:09:24 +03:00
Toutsu d034d6acb9 @chore(release): bump version to 3.9.0 (issue #112)
- deploy.yml: VERSION 3.8.0 -> 3.9.0 (docker image tag for next push to main)
- NavMenu.razor: visible version v3.8.0 -> v3.9.0
- CampaignTemplatesNavigationTests.NavMenu_ShouldExposeCurrentProjectVersion: expected v3.7.1 -> v3.9.0 (was broken since 3.8.0 bump in commit 71080ae)
- RELEASE_NOTES.md: prepend Minor 3.9.0 entry (Discord wizard, issue #112) with full file inventory
- docs/review-brief.md: code-review spec for the verifier session

Build green (0 warnings, 0 errors), dotnet format clean.
2026-06-05 22:48:49 +03:00
Toutsu c4a77d3d73 docs: mark club-lookup + modal-popup as fixed in deliverable 2026-06-05 19:11:28 +03:00
Toutsu 7cfb1968c0 fix(discord): fix select/modal parser off-by-one + wire real club lookup
The dispatcher rejected every valid select menu and modal submit
because of an off-by-one in the customId parts-length check
(NetCord strips the matching 'wizard' prefix and passes the
remainder, so 'wizard:select:Visibility' arrives as
'select:Visibility' = 2 parts, not 3).

Also fixed: WizardClubLookup.LoadClubsAsync returned an empty
list, making the PickClub step always show 'no clubs'. Now
queries the DB via NpgsqlDataSource with the same Owner|CoGm
role filter the messenger uses.

Build green, 190/192 wizard+Discord tests pass (2 pre-existing
skips), format clean.
2026-06-05 19:10:20 +03:00
Coder b1bd47f6c1 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.
2026-06-05 18:53:59 +03:00
Coder f0952096f3 feat(discord): wizard interaction handlers + DI for StringMenu/Modal (issue #112)
Adds the missing inbound handlers for the Discord wizard that the
previous commit (b81d865) left out. Three thin NetCord module classes
share one WizardInteractionDispatcher:

- DiscordWizardButtonModule
- DiscordWizardStringMenuModule
- DiscordWizardModalModule

Each registers a single [ComponentInteraction("wizard")] method that
hands the args string to the dispatcher. The dispatcher parses the
custom-id tail (btn:choice:<step>:<value>, btn:back, btn:cancel,
btn:create, btn:resume:continue, btn:resume:restart, select:<step>,
modal:<step>), looks up the active draft by (platform="Discord",
ownerId=userId), and routes through the shared
GameCreationWizard.HandleInteractionAsync. The "create" callback
delegates to DiscordWizardSubmitter.SubmitAsync (3-retry finalize).

Program.cs gets 4 new singleton registrations (the dispatcher plus
the three module classes) and 2 new AddComponentInteractions calls
(StringMenu + Modal). The existing Button registration is unchanged.

12 new source-level smoke tests in DiscordWizardInteractionModuleSourceTests
cover the file shape: 3 handler classes, 3 base classes, 3
[ComponentInteraction] registrations, all 5 callback kinds parsed,
GameCreationWizard wired in, submitter invoked on create, Program.cs
registers all 3 AddComponentInteractions and all 4 module classes,
draft lookup by GetActiveAsync("Discord", ...), modal walks
Components[0] -> TextInput -> .Value, string menu reads
SelectedValues[0].

Build green. 190/190 Discord+Wizard tests pass (2 pre-existing
skipped). dotnet format clean.
2026-06-05 18:31:47 +03:00
Coder b81d865832 feat(discord): step-by-step game/pool creation wizard (issue #112)
Add Discord adapter for the platform-neutral wizard moved to Shared in
the previous commit. Six new files in src/GmRelay.DiscordBot/Features/
Sessions/Wizard/:

- DiscordWizardContextStore: IWizardContextStore abstraction +
  thread-safe in-memory impl keyed by draft id. Holds the (guild,
  channel, message) coordinates the messenger needs to re-send the
  draft after a 15-minute interaction token expires.
- DiscordWizardStep: renderer for all 15 wizard steps. Returns an
  embed plus an IReadOnlyList<IMessageComponentProperties> that mixes
  ActionRow buttons with StringMenu select menus. Also exposes
  BuildModal for the 8 modal-collecting steps.
- DiscordWizardMessenger: IWizardMessenger impl backed by NetCord's
  RestClient + NpgsqlDataSource. Edit falls back to re-send on
  401/403/404. Toast replies are stashed in the existing
  DiscordInteractionReplyCache.
- DiscordWizardSubmitter: 3-retry finalize loop. Builds the shared
  CreateSessionCommand and calls CreateSessionHandler; on success
  edits the message to "ok Created: N sessions", on failure shows
  retry/cancel buttons.
- DiscordWizardCommand: /newsession-wizard slash command with an
  optional mode param (single|pool). Owner/co-GM check via the
  shared group_managers table.
- DiscordPermissionLookup: small helper that loads DB manager ids
  for a guild.

Program.cs gets 5 new singleton registrations (IWizardDraftRepository,
IWizardContextStore, IWizardMessenger, GameCreationWizard,
DiscordWizardSubmitter). The slash command is auto-discovered by
AddApplicationCommands<SlashCommandInteraction, SlashCommandContext>()
+ AddModules(typeof(Program).Assembly).

Build green. All 85 wizard tests + 95 Discord tests pass.
dotnet format clean.

Open: DiscordWizardInteractionModule (button/modal handlers) is not
yet implemented; the bot starts and /newsession-wizard works to the
point of posting the first embed, but subsequent button clicks won't
be handled. A follow-up commit will add the component-interaction
module.
2026-06-05 17:52:29 +03:00
Toutsu 8f0f2ef7e7 refactor(wizard): move core to Shared, add IWizardMessenger contract (issue #112)
Moves the game-creation wizard state machine, view builder, and
platform-neutral contracts (callback data, step names, storage
exception, club option, step limits) from GmRelay.Bot to GmRelay.Shared.
Telegram continues to work through a new TelegramWizardMessenger
implementing IWizardMessenger and a WizardInteractionMapper that
converts Update → WizardInteraction. Wires the new platform column on
wizard_drafts (V032 migration) and switches chat/owner/thread/message
ids to TEXT so the same table can hold Discord snowflakes later.

- GameCreationWizard: now in Shared, takes IWizardMessenger +
  IWizardDraftRepository, dispatches on WizardInteraction.
- New IWizardMessenger contract with Edit/Send/Answer/GetOwnerClubs
  (returns string ids so Telegram longs and Discord snowflakes both
  fit).
- New WizardStepViewBuilder in Shared returns
  (text, IReadOnlyList<WizardAction>); TelegramWizardMessenger
  renders actions into InlineKeyboardMarkup via a new Bot-side
  ToInlineKeyboard helper.
- New WizardInteractionMapper in Bot (5-case test) converts Telegram
  Update to WizardInteraction.
- WizardDraft gains a Platform column; ChatId/MessageThreadId/OwnerId/
  DraftMessageId switched to string. V032 migrates existing rows and
  rebuilds the owner lookup index on (platform, owner_id).
- All existing wizard / create-session tests updated to the new
  contract (HandleInteractionAsync + WizardInteraction). Wizard
  callback-data format preserved.
- dotnet build clean, dotnet format --verify-no-changes clean, all
  101 wizard tests pass.
2026-06-05 16:23:20 +03:00