/// <summary>
        /// Analyzes the mods asynchronous.
        /// </summary>
        /// <param name="id">The identifier.</param>
        /// <param name="mode">The mode.</param>
        /// <returns>Task.</returns>
        protected virtual async Task AnalyzeModsAsync(long id, PatchStateMode mode)
        {
            SubscribeToProgressReport(id, Disposables);

            var overlayProgress = Smart.Format(localizationManager.GetResource(LocalizationResources.Mod_Actions.ConflictSolver.Overlay_Conflict_Solver_Progress), new
            {
                PercentDone = 0.ToLocalizedPercentage(),
                Count       = 1,
                TotalCount  = 4
            });
            var message = localizationManager.GetResource(LocalizationResources.Mod_Actions.ConflictSolver.Overlay_Conflict_Solver_Loading_Definitions);

            await TriggerOverlayAsync(id, true, message, overlayProgress);

            modPatchCollectionService.InvalidatePatchModState(CollectionMods.SelectedModCollection.Name);
            modPatchCollectionService.ResetPatchStateCache();

            var definitions = await Task.Run(async() =>
            {
                return(await modPatchCollectionService.GetModObjectsAsync(gameService.GetSelected(), CollectionMods.SelectedMods, CollectionMods.SelectedModCollection.Name).ConfigureAwait(false));
            }).ConfigureAwait(false);

            var conflicts = await Task.Run(() =>
            {
                if (definitions != null)
                {
                    return(modPatchCollectionService.FindConflicts(definitions, CollectionMods.SelectedMods.Select(p => p.Name).ToList(), mode));
                }
                return(null);
            }).ConfigureAwait(false);

            var syncedConflicts = await Task.Run(async() =>
            {
                return(await modPatchCollectionService.InitializePatchStateAsync(conflicts, CollectionMods.SelectedModCollection.Name).ConfigureAwait(false));
            }).ConfigureAwait(false);

            if (syncedConflicts != null)
            {
                conflicts = syncedConflicts;
            }
            var args = new NavigationEventArgs()
            {
                SelectedCollection = CollectionMods.SelectedModCollection,
                Results            = conflicts,
                State        = NavigationState.ConflictSolver,
                SelectedMods = CollectionMods.SelectedMods.Select(p => p.Name).ToList()
            };

            ReactiveUI.MessageBus.Current.SendMessage(args);
            await TriggerOverlayAsync(id, false);

            definitionAnalyzeLoadHandler?.Dispose();
            definitionLoadHandler?.Dispose();
            definitionSyncHandler?.Dispose();
            // I know, I know... but I wanna force a cleanup
            GC.Collect();
        }
        /// <summary>
        /// Analyzes the mods asynchronous.
        /// </summary>
        /// <param name="id">The identifier.</param>
        /// <param name="mode">The mode.</param>
        /// <param name="versions">The versions.</param>
        /// <returns>Task.</returns>
        protected virtual async Task AnalyzeModsAsync(long id, PatchStateMode mode, IEnumerable <string> versions)
        {
            var totalSteps = versions != null && versions.Any() ? 6 : 4;

            SubscribeToProgressReport(id, Disposables, totalSteps);

            var overlayProgress = Smart.Format(localizationManager.GetResource(LocalizationResources.Mod_Actions.ConflictSolver.Overlay_Conflict_Solver_Progress), new
            {
                PercentDone = 0.ToLocalizedPercentage(),
                Count       = 1,
                TotalCount  = totalSteps
            });
            var message = localizationManager.GetResource(LocalizationResources.Mod_Actions.ConflictSolver.Overlay_Conflict_Solver_Loading_Definitions);

            await TriggerOverlayAsync(id, true, message, overlayProgress);

            modPatchCollectionService.InvalidatePatchModState(CollectionMods.SelectedModCollection.Name);
            modPatchCollectionService.ResetPatchStateCache();

            var game        = gameService.GetSelected();
            var definitions = await Task.Run(async() =>
            {
                var result = await modPatchCollectionService.GetModObjectsAsync(gameService.GetSelected(), CollectionMods.SelectedMods, CollectionMods.SelectedModCollection.Name).ConfigureAwait(false);
                // To stop people from whining
                GC.Collect();
                return(result);
            }).ConfigureAwait(false);

            if (versions != null && versions.Any())
            {
                await Task.Run(async() =>
                {
                    await gameIndexService.IndexDefinitionsAsync(game, versions, definitions);
                    // To stop people from whining
                    GC.Collect();
                });

                definitions = await Task.Run(async() =>
                {
                    var result = await gameIndexService.LoadDefinitionsAsync(definitions, game, versions);
                    // To stop people from whining
                    GC.Collect();
                    return(result);
                }).ConfigureAwait(false);
            }
            var conflicts = await Task.Run(() =>
            {
                if (definitions != null)
                {
                    // To stop people from whining
                    var result = modPatchCollectionService.FindConflicts(definitions, CollectionMods.SelectedMods.Select(p => p.Name).ToList(), mode);
                    GC.Collect();
                    return(result);
                }
                return(null);
            }).ConfigureAwait(false);

            var syncedConflicts = await Task.Run(async() =>
            {
                var result = await modPatchCollectionService.InitializePatchStateAsync(conflicts, CollectionMods.SelectedModCollection.Name).ConfigureAwait(false);
                // To stop people from whining
                GC.Collect();
                return(result);
            }).ConfigureAwait(false);

            if (syncedConflicts != null)
            {
                conflicts = syncedConflicts;
            }
            var args = new NavigationEventArgs()
            {
                SelectedCollection = CollectionMods.SelectedModCollection,
                Results            = conflicts,
                State        = mode == PatchStateMode.ReadOnly ? NavigationState.ReadOnlyConflictSolver : NavigationState.ConflictSolver,
                SelectedMods = CollectionMods.SelectedMods.Select(p => p.Name).ToList()
            };

            ReactiveUI.MessageBus.Current.SendMessage(args);
            await TriggerOverlayAsync(id, false);

            definitionAnalyzeLoadHandler?.Dispose();
            definitionLoadHandler?.Dispose();
            definitionSyncHandler?.Dispose();
            gameIndexHandler?.Dispose();
            gameDefinitionLoadHandler?.Dispose();
            // I know, I know... but I wanna force a cleanup
            GC.Collect();
        }