Decouple workflow services from HTTP result types
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@@ -7,22 +7,22 @@ namespace GameList.Endpoints;
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internal sealed class StateWorkflowService(AppDbContext db)
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{
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public async Task<IResult> GetStateAsync(Player player)
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public async Task<ServiceResult<StateSummaryResponse>> GetStateAsync(Player player)
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{
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var state = await db.AppState.AsNoTracking().SingleAsync();
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var phase = EndpointHelpers.GetCurrentPhase(player.CurrentPhase, state.ResultsOpen);
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var summary = new StateSummaryResponse(phase, player.VotesFinal, player.HasJoker, state.ResultsOpen, state.UpdatedAt, await db.Players.CountAsync(), await db.Suggestions.CountAsync(), await db.Votes.CountAsync());
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return Results.Ok(summary);
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return ServiceResult<StateSummaryResponse>.Success(summary);
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}
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public async Task<IResult> GetMeAsync(Player player)
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public async Task<ServiceResult<MeResponse>> GetMeAsync(Player player)
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{
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var state = await db.AppState.AsNoTracking().SingleAsync();
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var phase = EndpointHelpers.GetCurrentPhase(player.CurrentPhase, state.ResultsOpen);
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return Results.Ok(new MeResponse(player.Id, player.Username, player.DisplayName, player.IsAdmin, player.IsOwner, phase, player.VotesFinal, player.HasJoker));
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return ServiceResult<MeResponse>.Success(new MeResponse(player.Id, player.Username, player.DisplayName, player.IsAdmin, player.IsOwner, phase, player.VotesFinal, player.HasJoker));
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}
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public async Task<IResult> NextPhaseAsync(Player player)
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public async Task<ServiceResult<PhaseTransitionResponse>> NextPhaseAsync(Player player)
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{
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var appState = await db.AppState.SingleAsync();
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var shouldSave = EndpointHelpers.ReconcilePlayerPhase(player, appState.ResultsOpen);
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@@ -35,16 +35,16 @@ internal sealed class StateWorkflowService(AppDbContext db)
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{
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var hasSuggestions = await db.Suggestions.AnyAsync(s => s.PlayerId == player.Id);
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if (!hasSuggestions)
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return EndpointHelpers.BadRequestError("Add at least one suggestion before entering the Vote phase.");
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return ServiceResult<PhaseTransitionResponse>.Failure(ServiceError.BadRequest("Add at least one suggestion before entering the Vote phase."));
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}
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if (next == Phase.Results && !appState.ResultsOpen)
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return EndpointHelpers.BadRequestError("Results are locked until the admin enables them.");
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return ServiceResult<PhaseTransitionResponse>.Failure(ServiceError.BadRequest("Results are locked until the admin enables them."));
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player.CurrentPhase = next;
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player.VotesFinal = false; // moving forward clears any prior finalize
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shouldSave = true;
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return Results.Ok(new PhaseTransitionResponse(player.CurrentPhase, appState.ResultsOpen));
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return ServiceResult<PhaseTransitionResponse>.Success(new PhaseTransitionResponse(player.CurrentPhase, appState.ResultsOpen));
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}
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finally
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{
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@@ -53,10 +53,10 @@ internal sealed class StateWorkflowService(AppDbContext db)
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}
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}
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public async Task<IResult> PrevPhaseAsync(Player player)
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public async Task<ServiceResult<PhaseTransitionResponse>> PrevPhaseAsync(Player player)
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{
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if (!player.IsAdmin)
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return EndpointHelpers.BadRequestError("Only admins can move backward.");
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return ServiceResult<PhaseTransitionResponse>.Failure(ServiceError.BadRequest("Only admins can move backward."));
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var appState = await db.AppState.SingleAsync();
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_ = EndpointHelpers.ReconcilePlayerPhase(player, appState.ResultsOpen);
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@@ -64,7 +64,7 @@ internal sealed class StateWorkflowService(AppDbContext db)
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player.CurrentPhase = PrevPhase(player.CurrentPhase);
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player.VotesFinal = false;
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await db.SaveChangesAsync();
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return Results.Ok(new PhaseTransitionResponse(player.CurrentPhase, appState.ResultsOpen));
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return ServiceResult<PhaseTransitionResponse>.Success(new PhaseTransitionResponse(player.CurrentPhase, appState.ResultsOpen));
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}
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private static Phase NextPhase(Phase current) => current switch
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