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; }
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; }