public RuleProcessor(IProcessorExecutor processorExecutor, ISingleClubRuleProcessor singleClubRuleProcessor, ICheckMaximumGamesForHigherRankedTeamPerCompetitionProcessor checkMaximumGamesForHigherRankedTeamPerCompetitionProcessor,
                      ICheckMaximumGamesForHigherRankedCompetitionProcessor checkMaximumGamesForHigherRankedCompetitionProcessor, ISingleTeamRuleProcessor singleTeamRuleProcessor, ICheckTiedToTeam checkTiedToTeam, ISingleGamePerMatchGameNumber singleGamePerMatchGameNumber,
                      ICheckMaximumGamesForHigherRankedTeamAnyCompetition checkMaximumGamesForHigherRankedTeamAnyCompetition)
 {
     this._processorExecutor       = processorExecutor;
     this._singleClubRuleProcessor = singleClubRuleProcessor;
     this._checkMaximumGamesForHigherRankedTeamPerCompetitionProcessor = checkMaximumGamesForHigherRankedTeamPerCompetitionProcessor;
     this._checkMaximumGamesForHigherRankedCompetitionProcessor        = checkMaximumGamesForHigherRankedCompetitionProcessor;
     this._singleTeamRuleProcessor      = singleTeamRuleProcessor;
     this._checkTiedToTeam              = checkTiedToTeam;
     this._singleGamePerMatchGameNumber = singleGamePerMatchGameNumber;
     this._checkMaximumGamesForHigherRankedTeamAnyCompetition = checkMaximumGamesForHigherRankedTeamAnyCompetition;
 }
Beispiel #2
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 public RevertTeamResultAction(ILogger <RevertTeamResultAction> logger, IUnitOfWork unitOfWork, IRevertTeamResultProcessorFactory processorFactory, IProcessorExecutor processorExecutor)
 {
     this._unitOfWork        = unitOfWork;
     this._processorFactory  = processorFactory;
     this._processorExecutor = processorExecutor;
 }
 public UpdatePendingTeamFixtureAction(ILogger <UpdatePendingTeamFixtureAction> logger, IUnitOfWork unitOfWork, IUpdatePendingTeamFixtureProcessorFactory processorFactory, IProcessorExecutor processorExecutor)
 {
     this._unitOfWork        = unitOfWork;
     this._processorFactory  = processorFactory;
     this._processorExecutor = processorExecutor;
 }
 public SaveStandardPlayerResultAction(ILogger <SaveStandardPlayerResultAction> logger, IUnitOfWork unitOfWork, ISaveStandardPlayerResultProcessorFactory processorFactory, IProcessorExecutor processorExecutor)
 {
     this._unitOfWork        = unitOfWork;
     this._processorFactory  = processorFactory;
     this._processorExecutor = processorExecutor;
 }
 public SetTeamMatchWalkoverAction(ILogger <SaveStandardTeamResultAction> logger, IUnitOfWork unitOfWork, ISetMatchWalkoverProcessorFactory processorFactory, IProcessorExecutor processorExecutor)
 {
     this._unitOfWork        = unitOfWork;
     this._processorFactory  = processorFactory;
     this._processorExecutor = processorExecutor;
 }