Converting Tests back to C# but still with Playwright
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@layout PageLayout
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@inherits BasePage
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@page "/database"
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@using Model
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@implements IDisposable
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@inject IEntityDisplayService EntityDisplayService
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<LayoutLargeContentComponent>
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<WebsiteTitleComponent>Database</WebsiteTitleComponent>
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<PaperComponent>
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<FormDisplayComponent Label="Patch">
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<Display>
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Game Patch: @Variables.GamePatch
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</Display>
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</FormDisplayComponent>
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</PaperComponent>
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<div style="margin-left: 8px">
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<ButtonGroupComponent OnClick="choice => { EntityDisplayService.SetDisplayType(choice); }"
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Choice="@EntityDisplayService.GetDisplayType()"
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Choices="@EntityDisplayService.DefaultChoices()"></ButtonGroupComponent>
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</div>
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<PaperComponent>
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<EntityFilterComponent></EntityFilterComponent>
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@if (searches != null)
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{
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<div class="databaseItems">
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@foreach (var entity in searches)
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{
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<CascadingValue Value="entity">
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<CascadingValue Value="@EntityDisplayService.GetDisplayType()">
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<EntityViewComponent></EntityViewComponent>
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</CascadingValue>
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</CascadingValue>
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}
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</div>
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}
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</PaperComponent>
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<ContentDividerComponent></ContentDividerComponent>
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<PaperComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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What is this tool?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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This is a reference database. Mostly so unit stats can be reviewed outside of the game, IMMORTAL: Gates
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of Pyre.
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</InfoAnswerComponent>
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</InfoBodyComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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Is this database complete?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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No. A lot of content is missing, that needs to be manually transfered from screenshots of IMMORTAL:
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Gates of Pyre. This will happen slowly over-time.
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</InfoAnswerComponent>
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</InfoBodyComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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Is this database updated to the latest version?
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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Maybe. Check this <b>@Variables.GamePatch</b> version number, and compare it to the
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number on discord, in the <b>#game-updates</b> channel. That should give a general sense of how out of
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date the data is.
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</InfoAnswerComponent>
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</InfoBodyComponent>
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<InfoBodyComponent>
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<InfoQuestionComponent>
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This database has some errors in it.
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</InfoQuestionComponent>
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<InfoAnswerComponent>
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Yup. The content is being transferred by hand, so some mistakes are expected.
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</InfoAnswerComponent>
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</InfoBodyComponent>
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</PaperComponent>
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</LayoutLargeContentComponent>
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<style>
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.databaseItems {
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height: 900px;
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overflow-x: hidden;
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overflow-y: auto;
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background-color: var(--background);
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gap: 4px;
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border-top: 4px solid var(--accent);
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border-bottom: 4px solid var(--accent);
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padding: 4px;
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}
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.databaseInfoContainer {
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display: flex;
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gap: 24px;
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}
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</style>
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@code {
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[Inject] public IEntityFilterService EntityFilterService { get; set; } = default!;
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readonly List<EntityModel> defaults = (from entity in EntityModel.GetList()
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where !entity.IsSpeculative
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select entity).ToList();
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List<EntityModel> factions = default!;
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List<EntityModel> immortals = default!;
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List<EntityModel> entities = default!;
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List<EntityModel> searches = default!;
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string selectedFactionType = DataType.Any;
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string selectedImmortalType = DataType.Any;
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string selectedEntityType = EntityType.Army;
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string searchText = "";
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protected override void OnInitialized()
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{
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base.OnInitialized();
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RefreshFactionSearch();
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EntityFilterService.Subscribe(OnChange);
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EntityDisplayService.Subscribe(StateHasChanged);
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}
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void IDisposable.Dispose()
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{
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EntityFilterService.Unsubscribe(OnChange);
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EntityDisplayService.Unsubscribe(StateHasChanged);
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}
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void OnChange(EntityFilterEvent filterEntityEvent)
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{
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if (filterEntityEvent == EntityFilterEvent.OnRefreshFaction)
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{
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RefreshFactionSearch();
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}
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if (filterEntityEvent == EntityFilterEvent.OnRefreshImmortal)
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{
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RefreshImmortalSearch();
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}
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if (filterEntityEvent == EntityFilterEvent.OnRefreshEntity)
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{
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RefreshEntitySearch();
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}
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if (filterEntityEvent == EntityFilterEvent.OnRefreshSearch)
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{
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RefreshTextSearch();
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}
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}
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void RefreshFactionSearch()
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{
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selectedFactionType = EntityFilterService.GetFactionType();
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if (selectedFactionType == DataType.Any)
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{
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factions = defaults.ToList();
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}
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else
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{
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factions = (from entity in defaults
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where entity.Faction() != null && entity.Faction().Faction == selectedFactionType
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select entity).ToList();
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}
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RefreshImmortalSearch();
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}
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void OnImmortalChanged(ChangeEventArgs e)
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{
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selectedImmortalType = e.Value!.ToString()!;
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RefreshImmortalSearch();
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}
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void RefreshImmortalSearch()
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{
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selectedImmortalType = EntityFilterService.GetImmortalType();
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if (selectedImmortalType == DataType.Any)
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{
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immortals = factions.ToList();
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}
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else
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{
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immortals = (from entity in factions
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where entity.VanguardAdded() == null || entity.VanguardAdded().ImmortalId == selectedImmortalType
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select entity).ToList();
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}
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RefreshEntitySearch();
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}
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void OnEntityChanged(ChangeEventArgs e)
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{
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selectedEntityType = e.Value!.ToString()!;
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RefreshEntitySearch();
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}
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void RefreshEntitySearch()
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{
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selectedEntityType = EntityFilterService.GetEntityType();
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if (selectedEntityType == EntityType.Any)
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{
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entities = immortals.ToList();
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}
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else
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{
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entities = (from entity in immortals
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where entity.EntityType == selectedEntityType
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select entity).ToList();
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}
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RefreshTextSearch();
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}
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void OnSearchTextChanged(ChangeEventArgs e)
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{
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searchText = e.Value!.ToString()!;
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RefreshTextSearch();
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}
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void RefreshTextSearch()
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{
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searchText = EntityFilterService.GetSearchText();
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if (searchText.Trim() == "")
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{
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searches = entities.ToList();
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}
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else
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{
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searches = (from entity in entities
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where entity.Info().Name.ToLower().Contains(searchText.ToLower())
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select entity).ToList();
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}
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StateHasChanged();
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}
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}
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