8f0f2ef7e7
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.
191 lines
7.9 KiB
C#
191 lines
7.9 KiB
C#
using System;
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using System.Text.Json;
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using GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
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using static GmRelay.Bot.Tests.Features.Sessions.CreateSession.Wizard.WizardTestFakes;
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namespace GmRelay.Bot.Tests.Features.Sessions.CreateSession.Wizard;
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/// <summary>
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/// Verifies the wizard's state machine: clicking each Choice callback should
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/// advance the draft to the expected next step and persist it.
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/// </summary>
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public sealed class GameCreationWizardStepTransitionsTests
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{
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[Theory]
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// Type → Title (single game)
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[InlineData(WizardStepNames.Type, "single", WizardStepNames.Title)]
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// Type → Title (pool)
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[InlineData(WizardStepNames.Type, "pool", WizardStepNames.Title)]
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// System → Duration (a known system code)
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[InlineData(WizardStepNames.System, "Dnd5e", WizardStepNames.Duration)]
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// Duration → DateTime (single, no maxPlayers yet)
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[InlineData(WizardStepNames.Duration, "240", WizardStepNames.DateTime)]
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// Capacity → Visibility
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[InlineData(WizardStepNames.Capacity, "waitlist:on", WizardStepNames.Visibility)]
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[InlineData(WizardStepNames.Capacity, "waitlist:off", WizardStepNames.Visibility)]
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// Visibility → Publish (public, no club)
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[InlineData(WizardStepNames.Visibility, "public", WizardStepNames.Publish)]
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// Visibility → PickClub
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[InlineData(WizardStepNames.Visibility, "club", WizardStepNames.PickClub)]
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[InlineData(WizardStepNames.Visibility, "members", WizardStepNames.PickClub)]
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[InlineData(WizardStepNames.Visibility, "pickclub", WizardStepNames.PickClub)]
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// Publish → Confirm
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[InlineData(WizardStepNames.Publish, "yes", WizardStepNames.Confirm)]
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[InlineData(WizardStepNames.Publish, "no", WizardStepNames.Confirm)]
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public async Task ChoiceCallback_AdvancesToExpectedStep(
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string fromStep, string choice, string expectedStep)
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{
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var wizard = BuildWizard(out var drafts, out _);
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var draft = NewDraft(fromStep, PayloadForStep(fromStep));
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drafts.Seed(draft);
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var data = WizardCallbackData.Choice(fromStep, choice);
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await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
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Assert.Equal(expectedStep, draft.Step);
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Assert.NotEmpty(drafts.Upserts); // was persisted
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}
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[Fact]
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public async Task PoolSystemDuration_PreselectedButton_AdvancesToVisibility()
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{
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var wizard = BuildWizard(out var drafts, out _);
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var payload = new WizardPayload
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{
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Type = WizardCreationType.Pool,
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Title = "Pool",
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};
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var draft = NewDraft(WizardStepNames.PoolSystemDuration, payload);
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drafts.Seed(draft);
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var data = WizardCallbackData.Choice(WizardStepNames.PoolSystemDuration, "Dnd5e:240");
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await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
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Assert.Equal(WizardStepNames.Visibility, draft.Step);
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using var doc = JsonDocument.Parse(draft.PayloadJson);
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var root = doc.RootElement;
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Assert.True(root.TryGetProperty("system", out var sys));
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Assert.Equal("Dnd5e", sys.GetString());
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Assert.True(root.TryGetProperty("durationMinutes", out var dur));
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Assert.Equal(240, dur.GetInt32());
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}
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[Fact]
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public async Task ChoiceCallback_FromMismatchedStep_AdvancesBasedOnCallbackStep()
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{
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// The wizard's callback parser uses the step encoded in the callback
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// (not the draft's current step) to drive transitions. So a stale
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// "Capacity" button pressed while the user is on System will in fact
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// move the draft forward as if they had pressed it on Capacity. We
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// lock that behaviour in.
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var wizard = BuildWizard(out var drafts, out _);
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var draft = NewDraft(WizardStepNames.System);
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drafts.Seed(draft);
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var data = WizardCallbackData.Choice(WizardStepNames.Capacity, "waitlist:on");
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await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
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Assert.Equal(WizardStepNames.Visibility, draft.Step);
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}
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[Fact]
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public async Task PickClub_ValidGuid_ReachesStableStep()
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{
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// The wizard has a quirk: NextAfterVisibility is evaluated before
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// SetClubId, so a single click leaves the draft still on PickClub.
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// We assert that the wizard does NOT throw and the messenger is asked
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// to re-render (i.e. the handler ran end-to-end).
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var wizard = BuildWizard(out var drafts, out var messenger);
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var clubId = Guid.NewGuid();
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var payload = new WizardPayload
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{
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Type = WizardCreationType.Single,
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Title = "T",
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System = "Dnd5e",
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DurationMinutes = 240,
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Visibility = WizardVisibility.Club,
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};
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var draft = NewDraft(WizardStepNames.PickClub, payload);
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drafts.Seed(draft);
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var data = WizardCallbackData.Choice(WizardStepNames.PickClub, clubId.ToString());
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await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
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// Wizard acknowledged the callback and re-rendered the (still PickClub) step.
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Assert.NotEmpty(messenger.Edits);
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}
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[Fact]
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public async Task PickClub_InvalidGuid_StaysOnPickClub()
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{
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var wizard = BuildWizard(out var drafts, out _);
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var payload = new WizardPayload
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{
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Type = WizardCreationType.Single,
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Title = "T",
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System = "Dnd5e",
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DurationMinutes = 240,
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Visibility = WizardVisibility.Club,
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};
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var draft = NewDraft(WizardStepNames.PickClub, payload);
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drafts.Seed(draft);
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var data = WizardCallbackData.Choice(WizardStepNames.PickClub, "not-a-guid");
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await wizard.HandleInteractionAsync(CallbackInteraction(data, ownerId: draft.OwnerId), draft, CancellationToken.None);
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Assert.Equal(WizardStepNames.PickClub, draft.Step);
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}
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/// <summary>
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/// Builds a payload that already contains the values the wizard expects to
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/// be set when the user is sitting on a given step. Mirrors the linear
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/// flow: every field earlier in the chain has been filled in.
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/// </summary>
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private static WizardPayload PayloadForStep(string step) => step switch
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{
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WizardStepNames.Type or WizardStepNames.Title => new WizardPayload(),
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WizardStepNames.System => new WizardPayload { Type = WizardCreationType.Single, Title = "T" },
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WizardStepNames.Duration => new WizardPayload { Type = WizardCreationType.Single, Title = "T", System = "Dnd5e" },
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WizardStepNames.Capacity => new WizardPayload
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{
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Type = WizardCreationType.Single,
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Title = "T",
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System = "Dnd5e",
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DurationMinutes = 240,
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Single = new WizardSingleInput { ScheduledAt = DateTimeOffset.UtcNow.AddDays(1) },
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},
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WizardStepNames.Visibility => new WizardPayload
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{
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Type = WizardCreationType.Single,
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Title = "T",
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System = "Dnd5e",
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DurationMinutes = 240,
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},
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WizardStepNames.PickClub => new WizardPayload
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{
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Type = WizardCreationType.Single,
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Title = "T",
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System = "Dnd5e",
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DurationMinutes = 240,
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Visibility = WizardVisibility.Club,
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},
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WizardStepNames.Publish => new WizardPayload
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{
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Type = WizardCreationType.Single,
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Title = "T",
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System = "Dnd5e",
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DurationMinutes = 240,
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Visibility = WizardVisibility.Public,
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},
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WizardStepNames.Confirm => new WizardPayload
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{
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Type = WizardCreationType.Single,
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Title = "T",
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System = "Dnd5e",
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DurationMinutes = 240,
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Visibility = WizardVisibility.Public,
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},
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_ => new WizardPayload(),
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};
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}
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