public Response Execute(User currentUser, string request) { var res = GameLoopTempletHelper.GetTempletList(currentUser.Id, "", 2); res.SetRowCount(); return(res); }
public Response Execute(User currentUser, string request) { var req = JsonConvert.DeserializeObject <Request <GameTeamLoopTempletFilter> >(request); Response res = GameLoopTempletHelper.GetTempletList(currentUser.Id, req.Filter.Name, 2); return(res); }
public Response Execute(User currentUser, string request) { var req = JsonConvert.DeserializeObject <Request <GetCoachRelatedFilter> >(request); UserMyPagePermission permission = new UserMyPagePermission(); var currentUserId = req.Filter.CurrentUserId; //一般用户(简单说就是所有用户)权限设置 SetGeneralUserPermission(permission); //教练权限设置 if (CoachHelper.Instance.IsCoach(currentUserId)) { SetCoachPermission(permission); } //教练管理员权限设置 if (PermissionCheck.Instance.IsCoachManager(currentUserId)) { SetCoachManagerPermission(permission); } //系统管理员权限设置 if (PermissionCheck.Instance.IsSystemManager(currentUserId)) { SetSystemManagerPermission(permission); } //封闭机构管理员权限设置 if (PermissionCheck.Instance.IsSealedOrganizationManager(currentUserId)) { SetOrganizationManagerPermission(permission); } //封闭机构教练权限设置 if (CoachHelper.Instance.IsSealedCoach(currentUserId)) { SetSealedCoachPermission(permission, currentUserId); } //特殊权限处理 SetSpecialPermission(permission, currentUserId); //默认所有用户都有的权限 permission.IsShowMyPermission = true; permission.IsShowSetting = true; //处理有冲突的权限 SetConflictPermission(permission); //最后返回 Response rsp = new Response(); rsp.IsSuccess = true; rsp.Entities = new List <EntityBase>(); ///////////////获取我的团体模板能使用的总数 var res = GameLoopTempletHelper.GetTempletList(currentUser.Id, "", 2); res.SetRowCount(); permission.TempletCount = res.RowCount; res = null; /////////////// rsp.Entities.Add(permission); return(rsp); }