Beispiel #1
0
        private void CreateOrder(Order order)
        {
            order.Status = OrderStatus.Created;
            order.Time   = DateTime.UtcNow;

            orders.Add(order);

            Console.WriteLine($"order added to book: {order}");

            var bid = WorkingOrders(Side.Buy).FirstOrDefault();

            if (bid != null && bid.Price > sessionMaxBidPrice)
            {
                sessionMaxBidPrice = bid.Price;
            }

            var ask = WorkingOrders(Side.Sell).FirstOrDefault();

            if (ask != null && ask.Price > sessionMinAskPrice)
            {
                sessionMinAskPrice = ask.Price;
            }

            OrderCreated?.Invoke(this, new OrderCreatedEventArgs(order));
        }
        /// <summary>
        /// Trigger method called to raise the <see cref="OrderCreated"/> event
        /// </summary>
        protected virtual void OnOrderCreated(OrderDTO orderDTO, ICollection <OrderItemDTO> items)
        {
            //null test, without making a copy while keeping thread-safety
            OrderCreatedEventArgs args = new OrderCreatedEventArgs()
            {
                Order = orderDTO, Items = items
            };

            OrderCreated?.Invoke(this, args);
        }
 public void AddOrder(Order order)
 {
     if (_orders.Any(o => o.Id == order.Id))
     {
         OrderRejected?.Invoke(this, new OrderEventArgs(order.Id, order.CustomerName));
     }
     else
     {
         _orders.Add(order);
         OrderCreated?.Invoke(this, new OrderEventArgs(order.Id, order.CustomerName));
     }
 }
Beispiel #4
0
    IEnumerator SpawnOrders()
    {
        while (true)
        {
            if (activeOrders.Count < maxConcurrentOrders)
            {
                var generatedOrder = new Order(GetRandomRecipe(), UnityEngine.Random.Range(recipeExpireTimeSecondsMin, recipeExpireTimeSecondsMax));
                generatedOrder.OrderExpired += OnOrderExpired;
                activeOrders.Add(generatedOrder);
                OrderCreated?.Invoke(generatedOrder);
            }


            yield return(new WaitForSeconds(UnityEngine.Random.Range(waitForSpawningSecondsMin, waitForSpawningSecondsMax)));
        }
    }