Files
GameList/Endpoints/StateWorkflowService.cs

107 lines
3.9 KiB
C#

using GameList.Contracts;
using GameList.Data;
using GameList.Domain;
using Microsoft.EntityFrameworkCore;
namespace GameList.Endpoints;
internal sealed class StateWorkflowService(AppDbContext db)
{
public async Task<ServiceResult<StateSummaryResponse>> GetStateAsync(Player player)
{
var state = await db.AppState
.AsNoTracking()
.Select(s => new
{
s.ResultsOpen,
s.UpdatedAt,
Players = db.Players.Count(),
Suggestions = db.Suggestions.Count(),
Votes = db.Votes.Count()
})
.SingleAsync();
var phase = EndpointHelpers.GetCurrentPhase(player.CurrentPhase, state.ResultsOpen);
var summary = new StateSummaryResponse(
player.Id,
player.Username,
player.DisplayName,
player.IsAdmin,
player.IsOwner,
phase,
player.VotesFinal,
player.HasJoker,
state.ResultsOpen,
state.UpdatedAt,
state.Players,
state.Suggestions,
state.Votes
);
return ServiceResult<StateSummaryResponse>.Success(summary);
}
public async Task<ServiceResult<MeResponse>> GetMeAsync(Player player)
{
var state = await db.AppState.AsNoTracking().SingleAsync();
var phase = EndpointHelpers.GetCurrentPhase(player.CurrentPhase, state.ResultsOpen);
return ServiceResult<MeResponse>.Success(new MeResponse(player.Id, player.Username, player.DisplayName, player.IsAdmin, player.IsOwner, phase, player.VotesFinal, player.HasJoker));
}
public async Task<ServiceResult<PhaseTransitionResponse>> NextPhaseAsync(Player player)
{
var appState = await db.AppState.SingleAsync();
var shouldSave = EndpointHelpers.ReconcilePlayerPhase(player, appState.ResultsOpen);
try
{
var next = NextPhase(player.CurrentPhase);
if (next == Phase.Vote)
{
var hasSuggestions = await db.Suggestions.AnyAsync(s => s.PlayerId == player.Id);
if (!hasSuggestions)
return ServiceResult<PhaseTransitionResponse>.Failure(ServiceError.BadRequest("Add at least one suggestion before entering the Vote phase."));
}
if (next == Phase.Results && !appState.ResultsOpen)
return ServiceResult<PhaseTransitionResponse>.Failure(ServiceError.BadRequest("Results are locked until the admin enables them."));
player.CurrentPhase = next;
player.VotesFinal = false; // moving forward clears any prior finalize
shouldSave = true;
return ServiceResult<PhaseTransitionResponse>.Success(new PhaseTransitionResponse(player.CurrentPhase, appState.ResultsOpen));
}
finally
{
if (shouldSave)
await db.SaveChangesAsync();
}
}
public async Task<ServiceResult<PhaseTransitionResponse>> PrevPhaseAsync(Player player)
{
if (!player.IsAdmin)
return ServiceResult<PhaseTransitionResponse>.Failure(ServiceError.BadRequest("Only admins can move backward."));
var appState = await db.AppState.SingleAsync();
_ = EndpointHelpers.ReconcilePlayerPhase(player, appState.ResultsOpen);
player.CurrentPhase = PrevPhase(player.CurrentPhase);
player.VotesFinal = false;
await db.SaveChangesAsync();
return ServiceResult<PhaseTransitionResponse>.Success(new PhaseTransitionResponse(player.CurrentPhase, appState.ResultsOpen));
}
private static Phase NextPhase(Phase current) => current switch
{
Phase.Suggest => Phase.Vote,
_ => Phase.Results
};
private static Phase PrevPhase(Phase current) => current switch
{
Phase.Results => Phase.Vote,
_ => Phase.Suggest
};
}