182 lines
6.0 KiB
C#
182 lines
6.0 KiB
C#
using GameModel;
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using GameModel.Contract;
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using GameModel.Contracts;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace GameHandler
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{
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class GameStateHandlerItem<T>
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{
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internal Guid GameStateId;
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internal bool Saved;
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internal T Data;
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public GameStateHandlerItem(Guid gameStateId, T data)
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{
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GameStateId = gameStateId;
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Data = data;
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}
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}
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public class GameStateHandler
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{
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private Guid _gameStateId;
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private List<GameStateHandlerItem<GameState>> gameStates = new List<GameStateHandlerItem<GameState>>();
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private List<GameStateHandlerItem<ExpenseModel>> expenseModels = new List<GameStateHandlerItem<ExpenseModel>>();
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private List<GameStateHandlerItem<PlayerExpense>> memberExpenses = new List<GameStateHandlerItem<PlayerExpense>>();
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private List<GameStateHandlerItem<GameState>> redoableGameStates = new List<GameStateHandlerItem<GameState>>();
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private List<GameStateHandlerItem<ExpenseModel>> redoableExpenseModels = new List<GameStateHandlerItem<ExpenseModel>>();
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private List<GameStateHandlerItem<PlayerExpense>> redoableemberExpenses = new List<GameStateHandlerItem<PlayerExpense>>();
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private IGameRepository _gameRepository;
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private IExpenseRepository _expenseRepository;
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public GameStateHandler(IGameRepository gameRepository, IExpenseRepository expenseRepository)
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{
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_gameRepository = gameRepository;
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_expenseRepository = expenseRepository;
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}
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public ExpenseModel ExpenseModel
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{
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get
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{
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var res = expenseModels.LastOrDefault();
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if (res != null)
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{
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return res.Data;
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}
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return null;
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}
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}
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public GameState GameState
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{
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get
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{
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var res = gameStates.LastOrDefault();
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if (res != null)
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{
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return res.Data;
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}
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return null;
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}
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}
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internal async Task Add(ExpenseModel expenseModel)
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{
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if (ExpenseModel != null)
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{
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if (!expenseModel.Equals(ExpenseModel))
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{
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expenseModels.Add(new GameStateHandlerItem<ExpenseModel>(_gameStateId, expenseModel));
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}
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}
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else
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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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}
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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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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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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<GameState> item)
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{
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await _gameRepository.Save(item.Data);
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}
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public GameState Redo()
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{
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if (gameStates.Count == 0)
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{
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return null;
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}
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if (redoableGameStates.Count > 0)
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{
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var redoId = redoableGameStates.Last().GameStateId;
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gameStates.AddRange(redoableGameStates.Where(_ => _.GameStateId == redoId));
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expenseModels.AddRange(redoableExpenseModels.Where(_ => _.GameStateId == redoId));
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memberExpenses.AddRange(redoableemberExpenses.Where(_ => _.GameStateId == redoId));
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redoableGameStates.RemoveAll(_ => _.GameStateId == redoId);
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redoableExpenseModels.RemoveAll(_ => _.GameStateId == redoId);
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redoableemberExpenses.RemoveAll(_ => _.GameStateId == redoId);
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}
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_gameStateId = gameStates.Last().GameStateId;
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return GameState;
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}
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public GameState Undo()
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{
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if (gameStates.Count <= 1)
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{
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return null;
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}
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redoableGameStates.AddRange(gameStates.Where(_ => _.GameStateId == _gameStateId));
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redoableExpenseModels.AddRange(expenseModels.Where(_ => _.GameStateId == _gameStateId));
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redoableemberExpenses.AddRange(memberExpenses.Where(_ => _.GameStateId == _gameStateId));
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gameStates.RemoveAll(_ => _.GameStateId == _gameStateId);
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expenseModels.RemoveAll(_ => _.GameStateId == _gameStateId);
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memberExpenses.RemoveAll(_ => _.GameStateId == _gameStateId);
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_gameStateId = gameStates.Last().GameStateId;
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return GameState;
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}
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internal async Task<Game> CreateNewGame(string gameName)
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{
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return await _gameRepository.Create(gameName);
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}
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internal async Task<GameState> LoadState(Guid gameId)
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{
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var existingGameStates = await _gameRepository.LoadStates(gameId);
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gameStates.AddRange(existingGameStates.Select(_ => new GameStateHandlerItem<GameState>(_.Id,_)));
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_gameStateId = gameStates.Last().GameStateId;
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return existingGameStates.Last();
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}
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internal async Task<Game?> LoadGame(Guid gameId)
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{
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return await _gameRepository.LoadGame(gameId);
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}
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}
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}
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