refactor: load/save state as ptr
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@@ -15,15 +15,15 @@ type Repo interface {
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Release() error
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// SaveTurn stores just generated new turn
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SaveTurn(uint, game.Game) error
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SaveTurn(uint, *game.Game) error
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// SaveState stores current game state updated between turns
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SaveState(game.Game) error
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SaveState(*game.Game) error
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// LoadState retrieves game current state
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LoadState() (game.Game, error)
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LoadState() (*game.Game, error)
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LoadStateSafe() (game.Game, error)
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LoadStateSafe() (*game.Game, error)
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}
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type Controller struct {
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@@ -62,7 +62,7 @@ func (c *Controller) ExecuteState(consumer func(Repo)) error {
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return c.Repo.Release()
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}
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func (c *Controller) ExecuteGame(consumer func(Repo, game.Game)) error {
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func (c *Controller) ExecuteGame(consumer func(Repo, *game.Game)) error {
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if err := c.Repo.Lock(); err != nil {
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return fmt.Errorf("execute: lock failed: %s", err)
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}
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