- Updated editorconfig rules to hopefully look a bit nicer.

- Removed configureawait(false) from everywhere as it doesnt' do anything in a console app and just makes the code look ugly
- Started using .WhenAll extension instead of Task.WhenAll to make it look nicer when chaining methods
This commit is contained in:
Kwoth
2021-12-28 21:14:26 +01:00
parent d093f7eed7
commit 723447c7d4
171 changed files with 1523 additions and 1594 deletions

View File

@@ -1,4 +1,4 @@
#nullable disable
#nullable disable
using CommandLine;
using System.Collections.Immutable;
@@ -88,15 +88,15 @@ public sealed class Connect4Game : IDisposable
return;
var _ = Task.Run(async () =>
{
await Task.Delay(15000).ConfigureAwait(false);
await _locker.WaitAsync().ConfigureAwait(false);
await Task.Delay(15000);
await _locker.WaitAsync();
try
{
if (_players[1] is null)
{
var __ = OnGameFailedToStart?.Invoke(this);
CurrentPhase = Phase.Ended;
await _cs.AddAsync(_players[0].Value.UserId, "Connect4-refund", _options.Bet, true).ConfigureAwait(false);
await _cs.AddAsync(_players[0].Value.UserId, "Connect4-refund", _options.Bet, true);
return;
}
}
@@ -106,7 +106,7 @@ public sealed class Connect4Game : IDisposable
public async Task<bool> Join(ulong userId, string userName, int bet)
{
await _locker.WaitAsync().ConfigureAwait(false);
await _locker.WaitAsync();
try
{
if (CurrentPhase != Phase.Joining) //can't join if its not a joining phase
@@ -118,7 +118,7 @@ public sealed class Connect4Game : IDisposable
if (bet != _options.Bet) // can't join if bet amount is not the same
return false;
if (!await _cs.RemoveAsync(userId, "Connect4-bet", bet, true).ConfigureAwait(false)) // user doesn't have enough money to gamble
if (!await _cs.RemoveAsync(userId, "Connect4-bet", bet, true)) // user doesn't have enough money to gamble
return false;
if (_rng.Next(0, 2) == 0) //rolling from 0-1, if number is 0, join as first player
@@ -132,7 +132,7 @@ public sealed class Connect4Game : IDisposable
CurrentPhase = Phase.P1Move; //start the game
_playerTimeoutTimer = new(async state =>
{
await _locker.WaitAsync().ConfigureAwait(false);
await _locker.WaitAsync();
try
{
EndGame(Result.OtherPlayerWon, OtherPlayer.UserId);
@@ -148,7 +148,7 @@ public sealed class Connect4Game : IDisposable
public async Task<bool> Input(ulong userId, int inputCol)
{
await _locker.WaitAsync().ConfigureAwait(false);
await _locker.WaitAsync();
try
{
inputCol -= 1;