public override Task FinishGetSavedAsync() { LoadControls(); int x = SaveRoot !.SetList.Count; //the first time, actually load manually. x.Times(items => { PhaseSet thisSet = new PhaseSet(_gameContainer !); _model !.MainSets.CreateNewSet(thisSet); }); PlayerList !.ForEach(thisPlayer => { if (thisPlayer.AdditionalCards.Count > 0) { thisPlayer.MainHandList.AddRange(thisPlayer.AdditionalCards); //later sorts anyways. thisPlayer.AdditionalCards.Clear(); //i think. } }); SingleInfo = PlayerList.GetSelf(); //hopefully won't cause problems. SortCards(); //has to be this way this time. _model !.MainSets.LoadSets(SaveRoot.SetList); return(base.FinishGetSavedAsync()); }