/// <summary> /// Serialises a Fief object /// </summary> /// <returns>Fief_Serialised object</returns> /// <param name="f">Fief to be converted</param> public static Fief_Serialised Fief_serialise(Fief f) { Fief_Serialised fOut = null; fOut = new Fief_Serialised(f); return(fOut); }
/// <summary> /// Constructor for Place using Fief_Serialised, Province_Serialised or Kingdom_Serialised object. /// For use when de-serialising. /// </summary> /// <param name="fs">Fief_Serialised object to use as source</param> /// <param name="ps">Province_Serialised object to use as source</param> /// <param name="ks">Kingdom_Serialised object to use as source</param> public Place(Fief_Serialised fs = null, Province_Serialised ps = null, Kingdom_Serialised ks = null) { Place_Serialised placeToUse = null; if (fs != null) { placeToUse = fs; } else if (ps != null) { placeToUse = ps; } else if (ks != null) { placeToUse = ks; } if (placeToUse != null) { this.id = placeToUse.id; this.name = placeToUse.name; // owner to be inserted later this.owner = null; this.titleHolder = placeToUse.titleHolder; // rank to be inserted later this.rank = null; } }
/// <summary> /// Writes a Fief or Fief_Serialised object to the database /// </summary> /// <returns>bool indicating success</returns> /// <param name="gameID">Game (bucket) to write to</param> /// <param name="f">Fief to write</param> /// <param name="fs">Fief_Serialised to write</param> public static bool DatabaseWrite_Fief(string gameID, Fief f = null, Fief_Serialised fs = null) { if (f != null) { // convert Fief to Fief_Serialised fs = DatabaseWrite.Fief_serialise(f); } var rFief = new RiakObject(gameID, fs.id, fs); var putFiefResult = Globals_Server.rClient.Put(rFief); if (!putFiefResult.IsSuccess) { Globals_Server.logError("Write failed: Fief " + rFief.Key + " to bucket " + rFief.Bucket); } return(putFiefResult.IsSuccess); }