private void CheckFixtureStateMsgHandler(CheckFixtureStateMsg msg) { FixtureState fixtureState; _fixturesState.TryGetValue(msg.Resource.Id, out fixtureState); msg.ShouldProcessFixture = fixtureState == null || fixtureState.MatchStatus == MatchStatus.MatchOver; Sender.Tell(msg, Self); }
private void CheckFixtureStateMsgHandler(CheckFixtureStateMsg msg) { FixtureState fixtureState; _fixturesState.TryGetValue(msg.Resource.Id, out fixtureState); //if we don't have the fixture state stored then we should process it //otherwise if the match is not over then it means we should process it msg.ShouldProcessFixture = fixtureState == null || fixtureState.MatchStatus != MatchStatus.MatchOver; Sender.Tell(msg, Self); }
private void CheckFixtureStateMsgHandler(CheckFixtureStateMsg msg) { if (msg.ShouldProcessFixture) { _logger.Debug( $"CheckFixtureStateMsgHandler - {msg.Resource}" + $" - _creationInProgressFixtureIdSetCount={_creationInProgressFixtureIdSet.Count} items"); BuildStreamListenerActorInstance(msg, msg.Resource); } else { _logger.Debug( $"CheckFixtureStateMsgHandler - {msg.Resource}" + $"skip creating StreamListenerActor instance as MatchStatus=MatchOver"); } }