Files
GmRelayBot/src/GmRelay.Bot/Features/Sessions/CreateSession/CreateSessionHandler.cs
T
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

261 lines
10 KiB
C#
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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text.Json;
using System.Threading;
using System.Threading.Tasks;
using GmRelay.Shared.Domain;
using GmRelay.Shared.Features.Sessions.CreateSession;
using GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
using GmRelay.Shared.Platform;
using Microsoft.Extensions.Logging;
using Telegram.Bot.Types;
using SharedCreateSessionHandler = GmRelay.Shared.Features.Sessions.CreateSession.CreateSessionHandler;
namespace GmRelay.Bot.Features.Sessions.CreateSession;
/// <summary>
/// Telegram-side entry point for the wizard-driven session creation
/// flow. Talks to the shared wizard through <see cref="IWizardMessenger"/>
/// and the platform-neutral <see cref="WizardDraft"/>. Keeps the
/// platform glue (mapping <c>Message</c> to draft fields, rendering
/// error keyboards, etc.) local to <c>GmRelay.Bot</c>.
/// </summary>
public sealed class CreateSessionHandler
{
private const int MaxRetries = 3;
private const string PlatformName = "Telegram";
private readonly IWizardDraftRepository _drafts;
private readonly SharedCreateSessionHandler _shared;
private readonly IWizardMessenger _messenger;
private readonly ILogger<CreateSessionHandler> _log;
public CreateSessionHandler(
IWizardDraftRepository drafts,
SharedCreateSessionHandler shared,
IWizardMessenger messenger,
ILogger<CreateSessionHandler> log)
{
_drafts = drafts;
_shared = shared;
_messenger = messenger;
_log = log;
}
/// <summary>
/// Entry point for <c>/newsession</c>. If a non-expired draft
/// already exists for this owner, returns <c>null</c> so the caller
/// can render a "Continue / Start over / Cancel" menu.
/// </summary>
public async Task<WizardDraft?> StartWizardAsync(Message message, CancellationToken ct)
{
var ownerId = (message.From?.Id ?? 0).ToString(CultureInfo.InvariantCulture);
var existing = await _drafts.GetActiveAsync(PlatformName, ownerId, ct);
if (existing is not null)
{
return null;
}
var draft = new WizardDraft
{
Id = Guid.NewGuid(),
ChatId = message.Chat.Id.ToString(CultureInfo.InvariantCulture),
MessageThreadId = message.MessageThreadId?.ToString(CultureInfo.InvariantCulture),
OwnerId = ownerId,
Platform = PlatformName,
Step = WizardStepNames.Type,
CreatedAt = DateTime.UtcNow,
UpdatedAt = DateTime.UtcNow,
ExpiresAt = DateTime.UtcNow.AddHours(24),
};
await _drafts.UpsertAsync(draft, ct);
var (text, actions) = WizardStepViewBuilder.Build(draft, new WizardPayload());
var msgId = await _messenger.SendDraftMessageAsync(draft, text, actions, ct);
draft.DraftMessageId = msgId;
draft.UpdatedAt = DateTime.UtcNow;
await _drafts.UpsertAsync(draft, ct);
return draft;
}
/// <summary>
/// Resume an existing draft — returns the draft row so the caller
/// can re-render the resume/reset menu.
/// </summary>
public Task<WizardDraft?> TryResumeAsync(Message message, CancellationToken ct)
{
var ownerId = (message.From?.Id ?? 0).ToString(CultureInfo.InvariantCulture);
return _drafts.GetActiveAsync(PlatformName, ownerId, ct);
}
/// <summary>
/// Finalize: build shared command(s), call the shared handler, edit
/// the wizard message. On failure, retry up to <see cref="MaxRetries"/>
/// times before deleting the draft.
/// </summary>
public async Task SubmitDraftAsync(WizardDraft draft, CancellationToken ct)
{
var payload = LoadPayload(draft);
if (!IsComplete(payload, out var missing))
{
await _messenger.EditDraftMessageAsync(
draft, $"❌ Не заполнены поля: {missing}", Array.Empty<WizardAction>(), ct);
return;
}
var commands = BuildCommands(draft, payload);
try
{
foreach (var cmd in commands)
{
await _shared.HandleAsync(cmd, ct);
}
var totalSessions = commands.Sum(c => c.ScheduledTimes.Count);
await _messenger.EditDraftMessageAsync(
draft,
$"✅ Создано: {totalSessions} {(totalSessions == 1 ? "сессия" : "сессий")}",
Array.Empty<WizardAction>(),
ct);
await _drafts.DeleteAsync(draft.Id, ct);
}
catch (Exception ex)
{
_log.LogError(ex, "SubmitDraftAsync failed for draft {DraftId}", draft.Id);
payload.RetryCount += 1;
SavePayload(draft, payload);
if (payload.RetryCount >= MaxRetries)
{
await _messenger.EditDraftMessageAsync(
draft,
"💥 Не удалось создать сессию после 3 попыток. Используйте /newsession, чтобы начать заново.",
Array.Empty<WizardAction>(),
ct);
await _drafts.DeleteAsync(draft.Id, ct);
return;
}
draft.UpdatedAt = DateTime.UtcNow;
await _drafts.UpsertAsync(draft, ct);
await _messenger.EditDraftMessageAsync(
draft,
$"💥 Ошибка: {ex.Message}\nПопытка {payload.RetryCount}/{MaxRetries}.",
RetryCancelActions(),
ct);
}
}
// ── Build shared commands ────────────────────────────────────────
// The shared handler creates one session per scheduled time in a
// single transaction and assigns the same batch_id to all of them.
// A wizard pool therefore produces ONE command with N times; a
// single-game wizard produces ONE command with one time.
private static List<CreateSessionCommand> BuildCommands(WizardDraft draft, WizardPayload p)
{
if (p.Type == WizardCreationType.Pool && p.Pool is { } pool && pool.Slots.Count > 0)
{
return new List<CreateSessionCommand>
{
BuildCommand(
draft,
p,
pool.Slots.Select(s => s.ScheduledAt).ToList(),
MaxPlayersForPool(pool),
isOneShot: false),
};
}
return new List<CreateSessionCommand>
{
BuildCommand(
draft,
p,
new[] { p.Single?.ScheduledAt ?? default },
p.Single?.MaxPlayers,
isOneShot: true),
};
}
private static int MaxPlayersForPool(WizardPoolInput pool) =>
pool.Slots.Count == 0 ? 0 : pool.Slots.Max(s => s.MaxPlayers);
internal static CreateSessionCommand BuildCommand(
WizardDraft draft,
WizardPayload p,
IReadOnlyList<DateTimeOffset> scheduledTimes,
int? maxPlayers,
bool isOneShot)
{
var user = new PlatformUser(
PlatformKind.Telegram,
draft.OwnerId,
DisplayName: string.Empty,
ExternalUsername: null);
var group = new PlatformGroup(
PlatformKind.Telegram,
draft.ChatId,
DisplayName: string.Empty,
ExternalChannelId: null,
ExternalThreadId: draft.MessageThreadId);
return new CreateSessionCommand(
User: user,
Group: group,
Title: p.Title ?? string.Empty,
Link: string.Empty,
ScheduledTimes: scheduledTimes,
MaxPlayers: maxPlayers,
ImageReference: p.ImageFileId ?? p.ImageUrl,
System: ParseSystem(p.System),
Description: p.Description,
Format: null,
DurationMinutes: p.DurationMinutes,
IsOneShot: isOneShot);
}
private static GameSystem? ParseSystem(string? code)
{
if (string.IsNullOrWhiteSpace(code)) return null;
return Enum.TryParse<GameSystem>(code, ignoreCase: true, out var sys) ? sys : null;
}
// ── Validation ───────────────────────────────────────────────────
private static bool IsComplete(WizardPayload p, out string missing)
{
var missingFields = new List<string>();
if (string.IsNullOrWhiteSpace(p.Title)) missingFields.Add("название");
if (string.IsNullOrWhiteSpace(p.System)) missingFields.Add("система");
if (!p.DurationMinutes.HasValue) missingFields.Add("длительность");
if (p.Visibility is null) missingFields.Add("видимость");
if (p.Type == WizardCreationType.Single)
{
if (p.Single?.ScheduledAt is null) missingFields.Add("дата/время");
if (p.Single?.MaxPlayers is null) missingFields.Add("лимит мест");
}
else
{
if (p.Pool is null || p.Pool.Slots.Count == 0) missingFields.Add("слоты");
}
missing = string.Join(", ", missingFields);
return missingFields.Count == 0;
}
// ── Payload I/O ──────────────────────────────────────────────────
private static WizardPayload LoadPayload(WizardDraft draft)
{
if (string.IsNullOrEmpty(draft.PayloadJson)) return new WizardPayload();
return JsonSerializer.Deserialize(draft.PayloadJson, WizardPayloadJsonContext.Default.WizardPayload) ?? new WizardPayload();
}
private static void SavePayload(WizardDraft draft, WizardPayload p)
{
draft.PayloadJson = JsonSerializer.Serialize(p, WizardPayloadJsonContext.Default.WizardPayload);
}
// ── Keyboards ────────────────────────────────────────────────────
private static IReadOnlyList<WizardAction> RetryCancelActions() => new[]
{
new WizardAction("🔁 Повторить", WizardCallbackData.Create(), WizardActionStyle.Primary),
new WizardAction("❌ Отмена", WizardCallbackData.Cancel(), WizardActionStyle.Danger),
};
}