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69049c6af1
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0331e7b2c3
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@ -41,7 +41,7 @@ namespace GameData.Repository
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public async Task Delete(IEnumerable<PlayerExpense> items)
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{
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dynamic keys = new JObject();
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keys.keys = items.Select(_ => _.Id).ToArray();
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keys.keys = new JArray(items.Select(_ => _.Id));
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await _client.Delete(keys, UrlPlayerExpense);
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}
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@ -97,10 +97,19 @@ namespace GameData.Repository
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public async Task Delete(IEnumerable<GameState> gameStates)
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{
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dynamic keys = new JObject();
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keys.keys = gameStates.Select(_ => _.Id).ToArray();
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try
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{
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var arr = gameStates.Select(_ => _.Id.ToString()).ToArray();
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dynamic keys = new JObject();
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keys.keys = new JArray(arr);
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await _client.Delete(keys, UrlGameState);
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await _client.Delete(keys, UrlGameState);
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}
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catch (Exception e)
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{
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_log.LogError(e, "error on Delete");
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throw;
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}
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}
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}
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}
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@ -33,12 +33,15 @@ namespace GameHandler
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List<PlayerExpense> memberExpenses = PrepareResult(ref expenseModelToAppend);
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var triggers = gameExenseEventArgs.Triggers;
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await AssignExpenses(gameExenseEventArgs.PlayerId, gameExenseEventArgs.PlayerIds, memberExpenses, triggers);
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await AssignExpenses(gameExenseEventArgs.PlayerId, gameExenseEventArgs.PlayerIds, memberExpenses, triggers,
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gameExenseEventArgs.GameStateId);
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return expenseModelToAppend with { MemberExpenses = memberExpenses.ToArray() };
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}
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private async Task AssignExpenses(int playerId, int[] playerIds, List<PlayerExpense> memberExpenses, ExpenseTrigger[] triggers)
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private async Task AssignExpenses(int playerId, int[] playerIds,
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List<PlayerExpense> memberExpenses, ExpenseTrigger[] triggers,
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Guid gameStateId)
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{
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var list = await _expenseRepository.GetAll();
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var destExpenses = list
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@ -51,17 +54,19 @@ namespace GameHandler
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{
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foreach (var player in inversePlayers)
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{
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memberExpenses.Add(PlayerExpense.Create(player, expense));
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memberExpenses.Add(PlayerExpense.Create(player, expense, gameStateId));
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}
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}
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else
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{
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memberExpenses.Add(PlayerExpense.Create(playerId, expense));
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memberExpenses.Add(PlayerExpense.Create(playerId, expense, gameStateId));
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}
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}
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}
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public async Task<ExpenseModel> CheckThrow(BoardState currentState, PinThrow pinThrow, int[] PlayerIds, ExpenseModel expenseModelToAppend = null)
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public async Task<ExpenseModel> CheckThrow(BoardState currentState, PinThrow pinThrow, int[] PlayerIds,
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Guid gameStateId,
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ExpenseModel expenseModelToAppend = null)
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{
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if (!PlayerIds.Any(_ => _ == pinThrow.PlayerId))
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{
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@ -71,7 +76,7 @@ namespace GameHandler
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List<PlayerExpense> memberExpenses = PrepareResult(ref expenseModelToAppend);
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var triggers = pinThrow.GetExpenseTriggers(currentState);
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await AssignExpenses(pinThrow.PlayerId, PlayerIds, memberExpenses, triggers);
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await AssignExpenses(pinThrow.PlayerId, PlayerIds, memberExpenses, triggers, gameStateId);
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return expenseModelToAppend with { MemberExpenses = memberExpenses.ToArray() };
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}
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@ -11,14 +11,15 @@ namespace GameHandler
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{
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public int[] PlayerIds { get; set; }
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public int PlayerId { get; set; }
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public Guid GameStateId { get; set; }
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public ExpenseTrigger[] Triggers { get; set; }
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public GameExenseEventArgs(int playerId, ExpenseTrigger[] triggers, int[] playerIds)
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public GameExenseEventArgs(int playerId, ExpenseTrigger[] triggers, int[] playerIds, Guid gameStateId)
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{
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PlayerId = playerId;
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Triggers = triggers;
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PlayerIds = playerIds;
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GameStateId = gameStateId;
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}
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}
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}
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@ -72,15 +72,18 @@ namespace GameHandler.DeathGame
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return new DeathGameModel(1, coffins.OrderBy(_ => random.Next()).ToList().ToArray(), deathGameSettings, playerIds);
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}
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public IGameModel Update(PinThrow pinThrow, IGameModel gameModel, BoardState boardStateBeforeUpdate, ThrowState throwStateAfterUpdate)
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public IGameModel Update(PinThrow pinThrow, IGameModel gameModel, BoardState boardStateBeforeUpdate,
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ThrowState throwStateAfterUpdate, Guid gameStateId)
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{
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var isTrowIntoAllPins = boardStateBeforeUpdate.PinPicture.UpCount == 9;
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var boardCleared = pinThrow.IsCleared;
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var firstThrowInRound = throwStateAfterUpdate.ThrowCount == 1;
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return CalcNextModel(gameModel as DeathGameModel, pinThrow.PinCount, isTrowIntoAllPins, boardCleared, firstThrowInRound);
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return CalcNextModel(gameModel as DeathGameModel, pinThrow.PinCount,
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isTrowIntoAllPins, boardCleared, firstThrowInRound, gameStateId);
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}
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public DeathGameModel CalcNextModel(DeathGameModel gm, int pinCount, bool isTrowIntoAllPins, bool boardCleared, bool firstThrowInRound)
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public DeathGameModel CalcNextModel(DeathGameModel gm, int pinCount, bool isTrowIntoAllPins,
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bool boardCleared, bool firstThrowInRound, Guid gameStateId)
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{
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var current = gm.Coffins.First();
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var next = gm.Coffins.Skip(1).First();
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@ -93,7 +96,7 @@ namespace GameHandler.DeathGame
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incX = true;
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if ((pinCount < 3) && firstThrowInRound)
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{
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OnFirstThrowFailed(gm, current);
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OnFirstThrowFailed(gm, current, gameStateId);
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incLine = true;
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}
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}
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@ -192,9 +195,9 @@ namespace GameHandler.DeathGame
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return result;
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}
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private void OnFirstThrowFailed(DeathGameModel gm, Coffin current)
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private void OnFirstThrowFailed(DeathGameModel gm, Coffin current, Guid gameStateId)
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{
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OnGameExpenseOccured(new GameExenseEventArgs(current.PlayerId, new[] { ExpenseTrigger.FirstThrowFail }, gm.PlayerIds));
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OnGameExpenseOccured(new GameExenseEventArgs(current.PlayerId, new[] { ExpenseTrigger.FirstThrowFail }, gm.PlayerIds, gameStateId));
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}
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public static string GameName()
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@ -33,7 +33,8 @@ namespace GameHandler.GameHandler
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return new FreeGameModel(playerIds, playerIds.First(), throws);
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}
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public IGameModel Update(PinThrow pinThrow, IGameModel gameModel, BoardState boardStateBeforeUpdate, ThrowState throwStateAfterUpdate)
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public IGameModel Update(PinThrow pinThrow, IGameModel gameModel, BoardState boardStateBeforeUpdate,
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ThrowState throwStateAfterUpdate, Guid gameStateId)
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{
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if (gameModel == null)
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{
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@ -68,8 +68,10 @@ namespace GameHandler
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InitGameServiceBehaviour(gameName);
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var state = await InitGameState(playerIds, gameSettings, gameName);
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await _gameStateHandler.Add(state);
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await _gameStateHandler.Add(ExpenseModel.Create());
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await _gameStateHandler.Save();
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return state;
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}
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@ -78,8 +80,11 @@ namespace GameHandler
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{
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var gm = _gh.InitGameModel(playerIds, gameSettings);
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var throwState = ThrowState.Create(_gh.ThrowMode(), _gh.ThrowsPerRount());
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_game = await _gameStateHandler.CreateNewGame(gameName);
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return GameState.Create(_game.Id, gameName, throwState, _gh.GetCurrentPlayerId(gm), gm);
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_game = await _gameStateHandler.CreateNewGame(gameName);
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var state = GameState.Create(_game.Id, gameName, throwState, _gh.GetCurrentPlayerId(gm), gm);
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return state;
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}
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private void InitGameServiceBehaviour(string gameName)
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@ -107,20 +112,23 @@ namespace GameHandler
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}
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var lastGameState = _gameStateHandler.GameState;
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var nextGameStateId = Guid.NewGuid();
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var boardStateBeforeUpdate = lastGameState.ThrowState.BoardState;
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pinThrow = AutoCompletePlayerId(pinThrow);
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var throwStateAfterUpdate = _th.Update(lastGameState.ThrowState, pinThrow);
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var gameModel = _gh.Update(pinThrow, lastGameState.GameModel, boardStateBeforeUpdate, throwStateAfterUpdate);
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var expenseModel = await _eh.CheckThrow(throwStateAfterUpdate.BoardState, pinThrow, gameModel.PlayerIds, _gameStateHandler.ExpenseModel);
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var gameModel = _gh.Update(pinThrow, lastGameState.GameModel, boardStateBeforeUpdate, throwStateAfterUpdate, nextGameStateId);
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var expenseModel = await _eh.CheckThrow(throwStateAfterUpdate.BoardState, pinThrow, gameModel.PlayerIds, nextGameStateId,
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_gameStateHandler.ExpenseModel);
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var newGameState = lastGameState with { ThrowState = throwStateAfterUpdate, GameModel = gameModel, NextPlayerId = _gh.GetCurrentPlayerId(gameModel) };
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var newGameState = lastGameState with { Id = nextGameStateId, ThrowState = throwStateAfterUpdate, GameModel = gameModel, NextPlayerId = _gh.GetCurrentPlayerId(gameModel) };
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await _gameStateHandler.Add(expenseModel);
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await _gameStateHandler.Add(newGameState);
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await _gameStateHandler.Add(expenseModel);
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await _gameStateHandler.Save();
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// todo: bei undo wird gamestate nicht korrekt gelöscht
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return newGameState;
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}
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@ -82,18 +82,29 @@ namespace GameHandler
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{
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expenseModels.Add(new GameStateHandlerItem<ExpenseModel>(_gameStateId, expenseModel));
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}
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foreach(var memberExpense in expenseModel.MemberExpenses.Where(_ => !memberExpenses.Any(me => me.Data.Id.Equals(_.Id))))
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{
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var item = new GameStateHandlerItem<PlayerExpense>(_gameStateId, memberExpense with { GamestateId = _gameStateId });
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memberExpenses.Add(item);
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await Save(item);
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}
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await DeleteRedoableStates();
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}
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public async Task Save()
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{
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await DeleteRedoableStates(); // first delete undone items - otherwise ID is not unique in DB
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var gameState = gameStates.FirstOrDefault(_ => _.GameStateId == _gameStateId);
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await Save(gameState);
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var expenseModelItem = expenseModels.FirstOrDefault(_ => _.GameStateId == _gameStateId);
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if (expenseModelItem != null)
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{
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var expenseModel = expenseModelItem.Data;
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foreach (var memberExpense in expenseModel.MemberExpenses.Where(_ => _.GamestateId == _gameStateId))
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{
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var item = new GameStateHandlerItem<PlayerExpense>(memberExpense.GamestateId, memberExpense);
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memberExpenses.Add(item);
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await Save(item);
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}
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}
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}
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private async Task DeleteRedoableStates()
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{
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if (redoableGameStates.Count > 0)
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@ -104,26 +115,27 @@ namespace GameHandler
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if (redoableMeberExpenses.Count > 0)
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{
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await _expenseRepository.Delete(redoableMeberExpenses.Select(_ => _.Data));
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// wird über fremdschlüssel gelöscht
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//await _expenseRepository.Delete(redoableMeberExpenses.Select(_ => _.Data));
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redoableMeberExpenses.Clear();
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}
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}
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private async Task Save(GameStateHandlerItem<PlayerExpense> item)
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{
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await _expenseRepository.Save(item.Data);
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redoableExpenseModels.Clear();
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}
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internal async Task Add(GameState newState)
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{
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if (!newState.Equals(GameState))
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{
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_gameStateId = Guid.NewGuid();
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var item = new GameStateHandlerItem<GameState>(_gameStateId, newState with { Id = _gameStateId, Counter = gameStates.Count + 1 });
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_gameStateId = newState.Id;
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var item = new GameStateHandlerItem<GameState>(_gameStateId, newState with { Counter = gameStates.Count + 1 });
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gameStates.Add(item);
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await Save(item);
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}
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}
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private async Task Save(GameStateHandlerItem<PlayerExpense> item)
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{
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await _expenseRepository.Save(item.Data);
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}
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private async Task Save(GameStateHandlerItem<GameState> item)
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{
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@ -23,7 +23,7 @@ namespace GameModel.Contract
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int GetCurrentPlayerId(IGameModel gameModel);
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IGameModel Update(PinThrow pinThrow, IGameModel gameModel, BoardState boardStateBeforeUpdate,
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ThrowState throwStateAfterUpdate);
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ThrowState throwStateAfterUpdate, Guid gameStateId);
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event EventHandler GameExpenseOccured;
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}
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@ -14,5 +14,11 @@ namespace GameModel
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return new PlayerExpense(Guid.NewGuid(), playerId, expense.Id, expense.ExpenseType,
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DateTime.Now, expense.Price, expense.Name, Guid.Empty);
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}
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public static PlayerExpense Create(int playerId, Expense expense, Guid gameStateId)
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{
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return new PlayerExpense(Guid.NewGuid(), playerId, expense.Id, expense.ExpenseType,
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DateTime.Now, expense.Price, expense.Name, gameStateId);
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}
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}
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}
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