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using System;
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using System.Linq;
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namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
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{
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public class BoardState : CouchDocument
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{
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public string Name { get; set; }
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public Piece?[,] Board { get; set; }
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public Piece[] Player1Hand { get; set; }
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public Piece[] Player2Hand { get; set; }
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/// <summary>
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/// Move is null for first BoardState of a session - before anybody has made moves.
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/// </summary>
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public Move? Move { get; set; }
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/// <summary>
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/// Default constructor and setters are for deserialization.
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/// </summary>
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public BoardState() : base()
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{
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Name = string.Empty;
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Board = new Piece[9, 9];
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Player1Hand = Array.Empty<Piece>();
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Player2Hand = Array.Empty<Piece>();
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}
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public BoardState(string sessionName, Models.BoardState boardState) : base($"{sessionName}-{DateTime.Now:O}", nameof(BoardState))
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{
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Name = sessionName;
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Board = new Piece[9, 9];
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for (var x = 0; x < 9; x++)
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for (var y = 0; y < 9; y++)
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{
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var piece = boardState.Board[x, y];
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if (piece != null)
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{
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Board[x, y] = new Piece(piece);
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}
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}
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Player1Hand = boardState.Player1Hand.Select(model => new Piece(model)).ToArray();
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Player2Hand = boardState.Player2Hand.Select(model => new Piece(model)).ToArray();
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if (boardState.Move != null)
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{
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Move = new Move(boardState.Move);
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}
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}
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public Models.BoardState ToDomainModel()
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{
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/*
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* Board = new Piece[9, 9];
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for (var x = 0; x < 9; x++)
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for (var y = 0; y < 9; y++)
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{
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var piece = boardState.Board[x, y];
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if (piece != null)
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{
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Board[x, y] = new Piece(piece);
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}
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}
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Player1Hand = boardState.Player1Hand.Select(_ => new Piece(_)).ToList();
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Player2Hand = boardState.Player2Hand.Select(_ => new Piece(_)).ToList();
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if (boardState.Move != null)
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{
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Move = new Move(boardState.Move);
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}
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*/
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return null;
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}
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}
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}
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namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
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{
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public class CouchCreateResult
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{
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public string Id { get; set; }
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public bool Ok { get; set; }
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public string Rev { get; set; }
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public CouchCreateResult()
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{
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Id = string.Empty;
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Rev = string.Empty;
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}
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}
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}
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using Newtonsoft.Json;
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using System;
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namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
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{
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public abstract class CouchDocument
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{
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[JsonProperty("_id")]
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public string Id { get; set; }
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public string Type { get; set; }
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public DateTimeOffset CreatedDate { get; set; }
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public CouchDocument()
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{
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Id = string.Empty;
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Type = string.Empty;
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CreatedDate = DateTimeOffset.UtcNow;
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}
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public CouchDocument(string id, string type)
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{
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Id = id;
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Type = type;
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}
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}
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}
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using System;
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namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
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{
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internal class CouchFindResult<T>
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{
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public T[] docs;
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public CouchFindResult()
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{
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docs = Array.Empty<T>();
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}
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}
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}
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45
Gameboard.ShogiUI.Sockets/Repositories/CouchModels/Move.cs
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45
Gameboard.ShogiUI.Sockets/Repositories/CouchModels/Move.cs
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using Gameboard.ShogiUI.Sockets.Models;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
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namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
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{
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public class Move
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{
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/// <summary>
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/// A board coordinate, like A3 or G6. When null, look for PieceFromHand to exist.
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/// </summary>
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public string? From { get; set; }
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public bool IsPromotion { get; set; }
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/// <summary>
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/// The piece placed from the player's hand.
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/// </summary>
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public WhichPiece? PieceFromHand { get; set; }
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/// <summary>
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/// A board coordinate, like A3 or G6.
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/// </summary>
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public string To { get; set; }
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/// <summary>
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/// Default constructor and setters are for deserialization.
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/// </summary>
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public Move()
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{
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To = string.Empty;
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}
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public Move(Models.Move move)
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{
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From = move.From?.ToBoardNotation();
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IsPromotion = move.IsPromotion;
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To = move.To.ToBoardNotation();
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PieceFromHand = move.PieceFromHand;
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}
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public Models.Move ToDomainModel() => PieceFromHand.HasValue
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? new((ServiceModels.Socket.Types.WhichPiece)PieceFromHand, Coords.FromBoardNotation(To))
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: new(Coords.FromBoardNotation(From!), Coords.FromBoardNotation(To), IsPromotion);
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}
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}
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27
Gameboard.ShogiUI.Sockets/Repositories/CouchModels/Piece.cs
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27
Gameboard.ShogiUI.Sockets/Repositories/CouchModels/Piece.cs
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using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
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namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
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{
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public class Piece
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{
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public bool IsPromoted { get; set; }
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public WhichPlayer Owner { get; set; }
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public WhichPiece WhichPiece { get; set; }
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/// <summary>
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/// Default constructor and setters are for deserialization.
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/// </summary>
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public Piece()
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{
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}
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public Piece(Models.Piece piece)
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{
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IsPromoted = piece.IsPromoted;
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Owner = piece.Owner;
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WhichPiece = piece.WhichPiece;
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}
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public Models.Piece ToDomainModel() => new(IsPromoted, Owner, WhichPiece);
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}
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}
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@@ -0,0 +1,4 @@
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### Couch Models
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Couch models should accept domain models during construction and offer a ToDomainModel method which constructs a domain model.
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In this way, domain models have the freedom to define their valid states.
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@@ -0,0 +1,30 @@
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namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
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{
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public class Session : CouchDocument
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{
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public string Name { get; set; }
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public string Player1 { get; set; }
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public string? Player2 { get; set; }
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public bool IsPrivate { get; set; }
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/// <summary>
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/// Default constructor and setters are for deserialization.
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/// </summary>
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public Session() : base()
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{
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Name = string.Empty;
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Player1 = string.Empty;
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Player2 = string.Empty;
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}
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public Session(string id, Models.Session session) : base(id, nameof(Session))
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{
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Name = session.Name;
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Player1 = session.Player1;
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Player2 = session.Player2;
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IsPrivate = session.IsPrivate;
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}
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public Models.Session ToDomainModel() => new(Name, IsPrivate, Player1, Player2);
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}
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}
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23
Gameboard.ShogiUI.Sockets/Repositories/CouchModels/User.cs
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23
Gameboard.ShogiUI.Sockets/Repositories/CouchModels/User.cs
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using System;
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namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
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{
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public class User : CouchDocument
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{
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public static string GetDocumentId(string userName) => $"org.couchdb.user:{userName}";
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public enum LoginPlatform
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{
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Microsoft,
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Guest
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}
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public string Name { get; set; }
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public LoginPlatform Platform { get; set; }
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public User(string name, LoginPlatform platform) : base($"org.couchdb.user:{name}", nameof(User))
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{
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Name = name;
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Platform = platform;
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}
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}
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}
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