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dice_app/Sources/Model/PlayerManager.cs

100 lines
3.5 KiB

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model
{
public class PlayerManager : IManager<Player>
{
/// <summary>
/// a hashset of the players that this manager is in charge of
/// <br/>
/// the hash is based on the player's unique property (name)
/// </summary>
private readonly HashSet<Player> players;
public PlayerManager()
{
players = new();
}
/// <summary>
/// add a new player
/// </summary>
/// <param name="toAdd">player to be added</param>
/// <returns>added player, or null if <paramref name="toAdd"/> was null</returns>
public Player Add(Player toAdd)
{
if (toAdd != null)
{
players.Add(toAdd);
}
return toAdd;
}
/// <summary>
/// may never get implemented in the model, go through GetOneByName() in the meantime
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
/// <exception cref="NotImplementedException"></exception>
public Player GetOneById(int id)
{
throw new NotImplementedException("may never get implemented\ngo through GetOneByName() in the meantime");
}
/// <summary>
/// finds the player with that name and returns A COPY OF IT
/// <br/>
/// that copy does not belong to this manager's players, so it should not be modified
/// </summary>
/// <param name="name">a player's unique name</param>
/// <returns>player with said name</returns>
public Player GetOneByName(string name)
{
if (!String.IsNullOrWhiteSpace(name))
{
Player result = players.FirstOrDefault(p => p.Name.ToUpper().Equals(name.Trim().ToUpper()));
if (result == null) return result; // will return null by default if no such player exists
return new(result); // THIS IS A COPY (using a copy constructor)
}
return null; // we also want ot return null if no name was provided
}
/// </summary>
/// get a READ ONLY enumerable of all players belonging to this manager
/// </summary>
/// <returns>a readonly list of all this manager's players</returns>
public IEnumerable<Player> GetAll() => players.AsEnumerable();
/// <summary>
/// update a player from <paramref name="before"/> to <paramref name="after"/>
/// </summary>
/// <param name="before">player to be updated</param>
/// <param name="after">player in the state that it needs to be in after the update</param>
/// <returns>updated player</returns>
public Player Update(Player before, Player after)
{
Remove(before);
return Add(after);
}
/// <summary>
/// remove a player
/// </summary>
/// <param name="toRemove">player to be removed</param>
public void Remove(Player toRemove)
{
// delegating, making sure we find it even if different case etc.
if (toRemove != null)
{
Player realToRemove = GetOneByName(toRemove.Name);
players.Remove(realToRemove);
}
}
}
}