private void UpdateFixtureState(Fixture snapshot, bool isSnapshot = false) { _marketsRuleManager.CommitChanges(); var status = (MatchStatus)Enum.Parse(typeof(MatchStatus), snapshot.MatchStatus); var fixtureStateActor = Context.System.ActorSelection(FixtureStateActor.Path); var updateFixtureStateMsg = new UpdateFixtureStateMsg { FixtureId = _fixtureId, Sport = _resource.Sport, Status = status, Sequence = snapshot.Sequence, Epoch = snapshot.Epoch }; fixtureStateActor.Tell(updateFixtureStateMsg); if (isSnapshot) { _lastSequenceProcessedInSnapshot = snapshot.Sequence; } _currentSequence = snapshot.Sequence; _currentEpoch = snapshot.Epoch; }
private void UpdateState(Fixture snapshot, bool isSnapshot = false) { _marketsRuleManager.CommitChanges(); var status = (MatchStatus)Enum.Parse(typeof(MatchStatus), snapshot.MatchStatus); _eventState.UpdateFixtureState(_resource.Sport, _resource.Id, snapshot.Sequence, status, snapshot.Epoch); if (isSnapshot) { _lastSequenceProcessedInSnapshot = snapshot.Sequence; _currentEpoch = snapshot.Epoch; } _currentSequence = snapshot.Sequence; }