b1bd47f6c1
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.
147 lines
8.2 KiB
Markdown
147 lines
8.2 KiB
Markdown
# Discord wizard adapter — issue #112
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## Summary
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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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## Files
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Adapter (all under `src/GmRelay.DiscordBot/Features/Sessions/Wizard/`):
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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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DI / tests:
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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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## Custom-id wire format
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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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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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## Acceptance
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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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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)`
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(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
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`SystemFreeText`, `DurationFreeText`, `PoolSystemDurationFreeText`
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are mapped to the canonical wizard step (`System`, `Duration`,
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`PoolSystemDuration`) in `MapModalStepToWizardStep`. This works
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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
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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
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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
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per owner" rule means a single Discord user can't run two wizard
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sessions in parallel. Acceptable for now, but the wizard's state
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machine doesn't enforce this — only the dispatcher does, via
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`GetActiveAsync("Discord", ownerId)`.
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