public Task <IActionResult> GetGroup(GroupRequest request)
        {
            var entity = BasicLayer.GetGroup(request.GroupId);

            //verifico validità dell'entità
            if (entity == null)
            {
                return(Task.FromResult <IActionResult>(NotFound()));
            }

            //var shooters = BasicLayer.FetchShootersByGroupId(entity.Id);
            var shooterGroup = BasicLayer.FetchGroupShootersByGroupId(entity.Id);

            var shooterIds = shooterGroup.Select(x => x.ShooterId).ToList();
            var shooters   = BasicLayer.FetchShootersByIds(shooterIds);

            var match       = BasicLayer.GetMatch(entity.MatchId);
            var association = BasicLayer.GetAssociation(match.AssociationId);

            var shooterAssociation = BasicLayer.FetchShooterAssociationByShooterIds(shooterIds, entity.MatchId);
            var shooterTeams       = BasicLayer.FetchTeamsFromShooterIds(shooterIds);

            var teamsIds = shooterTeams.Select(x => x.TeamId).ToList();
            var teams    = BasicLayer.FetchTeamsByIds(teamsIds);

            var result = ContractUtils.GenerateContract(entity, match, association, null, shooterGroup, shooters,
                                                        shooterAssociation, shooterTeams, teams);

            //Serializzazione e conferma
            return(Reply(result));
        }
예제 #2
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        public Task <IActionResult> FetchGroupShooterStage(GroupStageRequest request)
        {
            //Invocazione del service layer
            var groupShooter = BasicLayer.FetchGroupShootersByGroupId(request.GroupId);
            var shooterIds   = groupShooter.Select(x => x.ShooterId).ToList();

            var shooters = BasicLayer.FetchShootersByIds(shooterIds);

            var shooterStages = BasicLayer.FetchShootersResultsOnStage(request.StageId, shooterIds);

            var shooterWarning = BasicLayer.FetchShootersWarningsDisqualifiedOnStage(request.StageId, shooterIds);

            //Return contract
            return(Reply(groupShooter.As(x => ContractUtils.GenerateContract(x,
                                                                             shooters.FirstOrDefault(y => y.Id == x.ShooterId),
                                                                             shooterStages.FirstOrDefault(y => y.ShooterId == x.ShooterId),
                                                                             shooterWarning.FirstOrDefault(y => y.ShooterId == x.ShooterId)))));
        }
        public Task <IActionResult> FetchDataForMatch(MatchRequest request)
        {
            //Match/GetMatch
            var match = BasicLayer.GetMatch(request.MatchId);

            if (match == null)
            {
                return(Task.FromResult <IActionResult>(NotFound()));
            }

            var groups = BasicLayer.FetchAllGroupsByMatchId(match.Id);
            var stages = BasicLayer.FetchAllStagesByMatchId(match.Id);

            var association = BasicLayer.GetAssociation(match.AssociationId);
            var place       = BasicLayer.GetPlace(match.PlaceId);

            //Match/FetchAllMatchDirector
            //Recupero la lista dal layer
            var matchDirectors = BasicLayer.FetchShooterMatchesByMatchId(request.MatchId);

            var shooterIds = matchDirectors.Select(x => x.ShooterId).ToList();

            //shooter list to fetch
            var shooterIdsSum = new List <string>(shooterIds);

            var stageIds = stages.Select(x => x.Id).ToList();

            //Match/FetchAllShooterSOStages
            var shooterSoStages = BasicLayer.FetchShooterSOStagesByStageIds(stageIds);

            var stageShooterIds = shooterSoStages.Select(x => x.ShooterId).ToList();

            shooterIdsSum.AddRange(stageShooterIds);

            // load MDs and SOs

            var shooters = BasicLayer.FetchShootersByIds(shooterIdsSum);

            var shooterMatches  = shooters.Where(x => shooterIds.Contains(x.Id));
            var stageSoShooters = shooters.Where(x => stageShooterIds.Contains(x.Id));

            // GroupShooter/FetchGroupShooterStage

            var groupIds = groups.Select(x => x.Id).ToList();

            IList <(string groupId, IList <GroupShooter> groupShooter, IList <Shooter> shooters)> groupAggregate = new List <(string groupId, IList <GroupShooter>, IList <Shooter>)>();

            foreach (var groupId in groupIds)
            {
                var groupShooter = BasicLayer.FetchGroupShootersByGroupId(groupId);
                var shootersIds  = groupShooter.Select(x => x.ShooterId).ToList();

                groupAggregate.Add((groupId,
                                    groupShooter,
                                    BasicLayer.FetchShootersByIds(shootersIds)
                                    ));
            }

            var groupAggregateGroupShooters = groupAggregate.SelectMany(x => x.groupShooter).ToList();
            var groupAggregateShooters      = groupAggregate.SelectMany(x => x.shooters).ToList();

            var groupShootersIds = groupAggregateShooters.Select(x => x.Id).ToList();

            var shooterStageResults = BasicLayer.FetchShootersResultsOnStages(stageIds, groupShootersIds);

            var finalStageResults = new List <ShooterStage>();

            // fill empty stages results

            foreach (var stageId in stageIds)
            {
                foreach (var shooter in groupAggregateShooters)
                {
                    var existingResult = shooterStageResults.FirstOrDefault(x => x.StageId == stageId && x.ShooterId == shooter.Id);
                    if (existingResult != null)
                    {
                        finalStageResults.Add(existingResult);
                        continue;
                    }
                    finalStageResults.Add(new ShooterStage
                    {
                        StageId   = stageId,
                        ShooterId = shooter.Id
                    });
                }
            }

            var shooterWarnings = BasicLayer.FetchShootersWarningsDisqualifiedOnStages(stageIds, groupShootersIds);

            //Ritorno i contratti
            return(Reply(new MatchDataAssociationContract
            {
                Match = ContractUtils.GenerateContractCasting(match, association, place, groups.Select(x => (x, groupAggregateGroupShooters.Where(g => g.GroupId == x.Id).ToList())).ToList(), stages),

                ShooterMatches = matchDirectors.As(x => ContractUtils.GenerateContract(x, shooterMatches.FirstOrDefault(s => s.Id == x.ShooterId))),

                ShooterSoStages = shooterSoStages.As(x =>
                                                     ContractUtils.GenerateContract(x, stageSoShooters.FirstOrDefault(s => s.Id == x.ShooterId))),

                ShooterStages = finalStageResults.As(x =>
                                                     ContractUtils.GenerateContract(
                                                         groupAggregateGroupShooters.FirstOrDefault(y => y.ShooterId == x.ShooterId),
                                                         groupAggregateShooters.FirstOrDefault(y => y.Id == x.ShooterId),
                                                         x,
                                                         shooterWarnings.FirstOrDefault(y => y.ShooterId == x.ShooterId),
                                                         groupAggregate.FirstOrDefault(g => g.shooters.Any(c => c.Id == x.ShooterId)).groupId ?? string.Empty))
            }));