Ejemplo n.º 1
0
 private void Portals_Detach(Portals entity)
 {
     this.SendPropertyChanging();
     entity.Games = null;
 }
Ejemplo n.º 2
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        public static Portal CreatePortal(Portals dbPortal)
        {
            Portal portal = new Portal();

            portal.portal_id = dbPortal.PortalID;
            portal.target_portal_id = dbPortal.TargetPortalID;
            portal.room_x = dbPortal.RoomX;
            portal.room_y = dbPortal.RoomY;
            portal.room_z = dbPortal.RoomZ;
            portal.room_side = (MathConstants.eSignedDirection)dbPortal.RoomSide;
            portal.bounding_box.SetPointBounds(
                new Point3d((float)dbPortal.BboxX0, (float)dbPortal.BboxY0, 0F),
                new Point3d((float)dbPortal.BboxX1, (float)dbPortal.BboxY1, 0F));

            return portal;
        }
Ejemplo n.º 3
0
 private void Portals_Attach(Portals entity)
 {
     this.SendPropertyChanging();
     entity.Games = this;
 }
Ejemplo n.º 4
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        public static void InsertWorld(
            AsyncRPGDataContext db_context,
            World world)
        {
            Dictionary<int, Portal> portalIdMap = new Dictionary<int, Portal>();
            Dictionary<int, int> portalIdRemapping = new Dictionary<int, int>();
            Dictionary<int, int> reversePortalIdRemapping = new Dictionary<int, int>();

            // Insert all the rooms and portals with their initial IDs
            {
                foreach (Room room in world.Rooms)
                {
                    // Save each room into the database
                    {
                        Rooms dbRoom = new Rooms
                        {
                            X = room.room_key.x,
                            Y = room.room_key.y,
                            Z = room.room_key.z,
                            GameID = world.GameID,
                            RandomSeed = room.random_seed,
                            StaticData = JsonMapper.ToJson(room.static_room_data)
                        };

                        db_context.Rooms.InsertOnSubmit(dbRoom);
                        db_context.SubmitChanges();
                    }

                    // Save each portal into the database
                    foreach (Portal portal in room.portals)
                    {
                        Portals dbPortal = new Portals
                        {
                            PortalType = (int)portal.portal_type,
                            TargetPortalID = -1,
                            GameID = world.GameID,
                            RoomX = portal.room_x,
                            RoomY = portal.room_y,
                            RoomZ = portal.room_z,
                            RoomSide = (int)portal.room_side,
                            BboxX0 = portal.bounding_box.Min.x,
                            BboxY0 = portal.bounding_box.Min.y,
                            BboxX1 = portal.bounding_box.Max.x,
                            BboxY1 = portal.bounding_box.Max.y
                        };

                        db_context.Portals.InsertOnSubmit(dbPortal);
                        db_context.SubmitChanges();

                        portalIdMap.Add(portal.portal_id, portal);
                        portalIdRemapping.Add(portal.portal_id, dbPortal.PortalID);
                        reversePortalIdRemapping.Add(dbPortal.PortalID, portal.portal_id);

                        // Portal ID assignment has to happen after all the portals are inserted
                    }

                    // Save each mob spawner to the database
                    foreach (MobSpawner spawner in room.mobSpawners)
                    {
                        MobSpawners dbMobSpawner = new MobSpawners
                        {
                            GameID = world.GameID,
                            RoomX = room.room_key.x,
                            RoomY = room.room_key.y,
                            RoomZ = room.room_key.z,
                            X = spawner.Position.x,
                            Y = spawner.Position.y,
                            Z = spawner.Position.z,
                            MobSpawnerTableID = spawner.SpawnTable.ID,
                            RemainingSpawnCount = spawner.RemainingSpawnCount,
                            RandomSeed = spawner.RandomSeed
                        };

                        db_context.MobSpawners.InsertOnSubmit(dbMobSpawner);
                        db_context.SubmitChanges();

                        // Assign an id once the spawner has been inserted into the DB
                        spawner.ID = dbMobSpawner.MobSpawnerID;
                    }

                    // Save each energy tank to the database
                    if (room is RoomLayout)
                    {
                        RoomLayout roomLayout = (RoomLayout)room;

                        foreach (EnergyTank energyTank in roomLayout.energyTanks)
                        {
                            EnergyTanks dbEnergyTank = new EnergyTanks
                            {
                                GameID = world.GameID,
                                RoomX = room.room_key.x,
                                RoomY = room.room_key.y,
                                RoomZ = room.room_key.z,
                                X = energyTank.Position.x,
                                Y = energyTank.Position.y,
                                Z = energyTank.Position.z,
                                Ownership = (int)energyTank.Faction,
                                Energy = energyTank.Energy
                            };

                            db_context.EnergyTanks.InsertOnSubmit(dbEnergyTank);
                            db_context.SubmitChanges();

                            // Assign an id once the energy tank has been inserted into the DB
                            energyTank.ID = dbEnergyTank.EnergyTankID;
                        }

                        // Drop the energy tanks now that we've saved them
                        roomLayout.energyTanks = null;
                    }
                }
            }

            // Fix up portal IDs
            {
                // Fixed the cached portal ids to match the ids in the database
                var query =
                    from dbPortal in db_context.Portals
                    where dbPortal.GameID == world.GameID
                    select dbPortal;

                foreach (Portals dbPortal in query)
                {
                    // Find the cache portal id from the db portal id using the reverse mapping
                    int cachePortalId = reversePortalIdRemapping[dbPortal.PortalID];

                    // Get the cached portal using the cached portal
                    Portal cachePortal = portalIdMap[cachePortalId];

                    // Remap the cached portal's target id to be a db portal id
                    int dbTargetPortalId = portalIdRemapping[cachePortal.target_portal_id];

                    // Set the target portal id in the database
                    dbPortal.TargetPortalID = dbTargetPortalId;

                    // Fix-up the portal ids on the cached portal
                    cachePortal.portal_id = dbPortal.PortalID;
                    cachePortal.target_portal_id = dbTargetPortalId;
                }

                db_context.SubmitChanges();
            }
        }