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;
        }