// Replace the map with a new map from files
 public static void Reset()
 {
     lock (_deserializationLock) {
         lock (_updateLock) {
             logger.Info("Backing up existing inventory data");
             string inventoryToSave = JsonConvert.SerializeObject(Holder.factionInventories);
             BackupWorker.WriteBoth(FactionInventoryStateManager.ShopFileDirectory, inventoryToSave);
             Holder.factionInventories = new Dictionary <Faction, List <ShopDefItem> >();
         }
     }
 }
 // Replace the map with a new map from files
 public static void Reset()
 {
     lock (_deserializationLock) {
         lock (_updateLock) {
             logger.Info("Backing up existing player history");
             string objectToSave = JsonConvert.SerializeObject(Holder.playerHistory);
             BackupWorker.WriteBoth(PlayerStateManager.StoragePath, objectToSave);
             Holder.playerHistory = null;
             Holder.playerHistory = new HashSet <PlayerHistory>();
         }
     }
 }
Beispiel #3
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 // Replace the map with a new map from files
 public static void Reset()
 {
     lock (_deserializationLock) {
         lock (_updateLock) {
             logger.Info("Backing up existing starmap");
             string mapToSave = JsonConvert.SerializeObject(Holder.currentMap);
             BackupWorker.WriteBoth(StarMapStateManager.MapFileDirectory, mapToSave);
             Holder.currentMap = null;
             Holder.currentMap = InitializeNewMap();
         }
     }
 }