private async Task HandleInitialGameStates() { // TODO: Only states of games that are actually used in the session (so progressively?) var context = _locator.GetReadOnlyGameContext(); await context.LoadAll().ConfigureAwait(false); foreach (var g in context.Games) { Games[g.Id] = new GameStateHandler( new ConcurrentDictionary <Guid, ContentStatus>( g.InstalledContent.Concat(g.IncompleteContent).GetStates() .ToDictionary(x => x.Key, x => x.Value))); } }
public IContentEngineGame Get(Guid gameId) => _contextLocator.GetReadOnlyGameContext().FindGame(gameId);