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