Refactoring
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@@ -10,8 +10,31 @@ class PlayerGroupDao extends DatabaseAccessor<AppDatabase>
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with _$PlayerGroupDaoMixin {
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PlayerGroupDao(super.db);
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/// Adds a [player] to a group with the given [groupId].
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/// If the player is already in the group, no action is taken.
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/// If the player does not exist in the player table, they are added.
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/// Returns `true` if the player was added, otherwise `false`.
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Future<bool> addPlayerToGroup({
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required Player player,
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required String groupId,
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}) async {
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if (await isPlayerInGroup(playerId: player.id, groupId: groupId)) {
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return false;
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}
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if (await db.playerDao.playerExists(playerId: player.id) == false) {
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db.playerDao.addPlayer(player: player);
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}
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await into(playerGroupTable).insert(
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PlayerGroupTableCompanion.insert(playerId: player.id, groupId: groupId),
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);
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return true;
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}
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/// Retrieves all players belonging to a specific group by [groupId].
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Future<List<Player>> getPlayersOfGroupById({required String groupId}) async {
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Future<List<Player>> getPlayersOfGroup({required String groupId}) async {
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final query = select(playerGroupTable)
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..where((pG) => pG.groupId.equals(groupId));
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final result = await query.get();
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@@ -38,29 +61,6 @@ class PlayerGroupDao extends DatabaseAccessor<AppDatabase>
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return rowsAffected > 0;
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}
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/// Adds a [player] to a group with the given [groupId].
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/// If the player is already in the group, no action is taken.
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/// If the player does not exist in the player table, they are added.
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/// Returns `true` if the player was added, otherwise `false`.
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Future<bool> addPlayerToGroup({
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required Player player,
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required String groupId,
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}) async {
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if (await isPlayerInGroup(playerId: player.id, groupId: groupId)) {
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return false;
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}
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if (await db.playerDao.playerExists(playerId: player.id) == false) {
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db.playerDao.addPlayer(player: player);
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}
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await into(playerGroupTable).insert(
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PlayerGroupTableCompanion.insert(playerId: player.id, groupId: groupId),
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);
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return true;
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}
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/// Checks if a player with [playerId] is in the group with [groupId].
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/// Returns `true` if the player is in the group, otherwise `false`.
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Future<bool> isPlayerInGroup({
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