KoogleV4/GameHandler/GameStateHandler.cs

126 lines
3.8 KiB
C#

using GameModel;
using GameModel.Contract;
using GameModel.Contracts;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GameHandler
{
class GameStateHandlerItem<T>
{
internal Guid GameStateId;
internal bool Saved;
internal T Data;
public GameStateHandlerItem(Guid gameStateId, T data, bool saved)
{
GameStateId = gameStateId;
Saved = saved;
Data = data;
}
}
public class GameStateHandler
{
private Guid _gameStateId;
private List<GameStateHandlerItem<GameState>> gameStates = new List<GameStateHandlerItem<GameState>>();
private List<GameStateHandlerItem<ExpenseModel>> expenseModels = new List<GameStateHandlerItem<ExpenseModel>>();
private List<GameStateHandlerItem<PlayerExpense>> memberExpenses = new List<GameStateHandlerItem<PlayerExpense>>();
private IGameRepository _gameRepository;
private IExpenseRepository _expenseRepository;
public GameStateHandler(IGameRepository gameRepository, IExpenseRepository expenseRepository)
{
_gameRepository = gameRepository;
_expenseRepository = expenseRepository;
}
public ExpenseModel ExpenseModel
{
get
{
var res = expenseModels.LastOrDefault();
if (res != null)
{
return res.Data;
}
return null;
}
}
public GameState GameState
{
get
{
var res = gameStates.LastOrDefault();
if (res != null)
{
return res.Data;
}
return null;
}
}
internal async Task Add(ExpenseModel expenseModel)
{
if (ExpenseModel != null)
{
if (!expenseModel.Equals(ExpenseModel))
{
expenseModels.Add(new GameStateHandlerItem<ExpenseModel>(_gameStateId, expenseModel, false));
}
}
else
{
expenseModels.Add(new GameStateHandlerItem<ExpenseModel>(_gameStateId, expenseModel, false));
}
foreach(var memberExpense in expenseModel.MemberExpenses.Where(_ => !memberExpenses.Any(me => me.Data.Id.Equals(_.Id))))
{
memberExpenses.Add(new GameStateHandlerItem<PlayerExpense>(_gameStateId,memberExpense with { GamestateId = _gameStateId },false));
}
await Save();
}
internal async Task Add(GameState newState, Game game)
{
if (!newState.Equals(GameState))
{
_gameStateId = Guid.NewGuid();
gameStates.Add(new GameStateHandlerItem<GameState>(_gameStateId, newState with { Id = _gameStateId }, false));
await Save();
}
}
private async Task Save()
{
await Task.WhenAll(gameStates.Where(_ => !_.Saved)
.Select(_ => _gameRepository.Save(_.Data)))
.ContinueWith(_ => {
gameStates.ForEach(gs => { gs.Saved = true; });
});
await Task.WhenAll(memberExpenses.Where(_ => !_.Saved)
.Select(_ => _expenseRepository.Save(_.Data)))
.ContinueWith(_ => {
memberExpenses.ForEach(me => { me.Saved = true; });
});
}
public void Undo()
{
}
internal async Task<Game> CreateNewGame()
{
return await _gameRepository.Create(null);
}
}
}