/** * create leg-gears for "current-leg" * * if the last leg of the provided games is not closed, it is used. * else a new leg is created, persisted and used for the leg-gears. * * it is the responsibility of the caller to make sure the game actually needs * additional legs. * * @param Game $game * * @return LegGearsInterface */ public function create(Game $game) { $currentLeg = null; $lastLeg = $game->getLegs()->last(); if ($lastLeg instanceof Leg && !$lastLeg->isClosed()) { $currentLeg = $lastLeg; } if (null === $currentLeg) { $currentLeg = new Leg($game); $this->entityManager->persist($currentLeg); } $roundSetup = $game->getGroup()->getRound()->getSetup(); $legMode = $roundSetup->getLegMode(); if (in_array($legMode->getMode(), LegGearsSimple::getSupportedModes())) { $gears = new LegGearsSimple($currentLeg); } else { throw new \InvalidArgumentException('can not create leg-gears for ' . $legMode->getMode()); } $gears->setLogger($this->logger); $this->eventDispatcher->addSubscriber($gears); $this->entityManager->flush(); return $gears; }
/** * check if the provided game completes the associated group and proceed accordingly * * @param Game $game * @param EventDispatcherInterface $dispatcher */ protected function handleGameCompletesGroup(Game $game, EventDispatcherInterface $dispatcher) { $group = $game->getGroup(); if ($group->isClosed()) { $this->log('handleGameCompletesGroup, GROUP COMPLETE!'); $groupCompletedEvent = new GroupEvent(); $groupCompletedEvent->setGroup($group); $dispatcher->dispatch(EngineEvents::GROUP_COMPLETED, $groupCompletedEvent); $this->handleGroupCompletesRound($group, $dispatcher); } }