public StateSet Clone(bool newId = false, EntityHeader org = null, EntityHeader user = null) { var stateSet = new StateSet() { CreatedBy = CreatedBy.Clone(), LastUpdatedBy = LastUpdatedBy.Clone(), OwnerOrganization = OwnerOrganization.Clone(), CreationDate = CreationDate, DatabaseName = DatabaseName, Description = Description, EntityType = EntityType, Id = newId ? Guid.NewGuid().ToId() : Id, IsLocked = IsLocked, IsPublic = IsPublic, IsValid = IsValid, Key = Key, LastUpdatedDate = LastUpdatedDate, LockedBy = LockedBy.Clone(), LockedDateStamp = LockedDateStamp, Name = Name, OwnerUser = OwnerUser.Clone(), RequireEnum = RequireEnum, }; if (OwnerUser != null) { stateSet.OwnerUser = user == null?OwnerUser.Clone() : user; } if (IsLocked) { stateSet.LockedBy = user == null?LockedBy.Clone() : user; } foreach (var state in States) { stateSet.States.Add(state.Clone()); } return(stateSet); }
public UnitSet Clone(bool newId = false, EntityHeader org = null, EntityHeader user = null) { var unitSet = new UnitSet() { CreatedBy = user ?? CreatedBy.Clone(), OwnerOrganization = org ?? OwnerOrganization.Clone(), LastUpdatedBy = user ?? LastUpdatedBy.Clone(), CreationDate = CreationDate, DatabaseName = DatabaseName, Description = Description, EntityType = EntityType, Id = newId ? Guid.NewGuid().ToId() : Id, IsLocked = IsLocked, IsPublic = IsPublic, IsValid = IsValid, Key = Key, LastUpdatedDate = LastUpdatedDate, LockedDateStamp = LockedDateStamp, Name = Name, Notes = CloneNotes(), }; if (OwnerUser != null) { unitSet.OwnerUser = user ?? OwnerUser.Clone(); } if (IsLocked) { unitSet.LockedBy = user ?? LockedBy.Clone(); } foreach (var unit in Units) { unitSet.Units.Add(unit.Clone()); } return(unitSet); }
/// <summary> /// Updates the client with the changes that have been made to the UserInventory. /// </summary> public void Update() { // Don't actually grab the PacketWriter from the pool until we know we will need it PacketWriter pw = null; try { // Loop through all slots for (var slot = 0; slot < GameData.MaxInventorySize; slot++) { // Skip unchanged slots if (!_slotChanged[slot]) { continue; } // Get the item in the slot var invSlot = new InventorySlot(slot); var item = UserInventory[invSlot]; // Get the values to send, which depends on if the slot is empty (item == null) or not GrhIndex sendItemGraphic; byte sendItemAmount; if (item == null) { sendItemGraphic = GrhIndex.Invalid; sendItemAmount = 0; } else { sendItemGraphic = item.GraphicIndex; sendItemAmount = item.Amount; } // Grab the PacketWriter if we have not already, or clear it if we have if (pw == null) { pw = ServerPacket.GetWriter(); } else { pw.Reset(); } // Pack the data and send it ServerPacket.SetInventorySlot(pw, invSlot, sendItemGraphic, sendItemAmount); OwnerUser.Send(pw, ServerMessageType.GUIItems); } } finally { // If we grabbed a PacketWriter, make sure we dispose of it! if (pw != null) { pw.Dispose(); } } // Changes complete _slotChanged.SetAll(false); }
public OwnerUser UpdateOwnerUser(OwnerUser user) { _connection.Update(user, typeof(OwnerUser)); return(_connection.Table <OwnerUser>().FirstOrDefault(u => u.OwnerUserId == user.OwnerUserId)); }
public void AddOwner(OwnerUser user) { _connection.Insert(user, typeof(OwnerUser)); }
public IEnumerable <OwnerUser> RegresaUsuarios(OwnerUser user) { throw new NotImplementedException(); }
public OwnerUser ModificaUsuario(OwnerUser user) { throw new NotImplementedException(); }
public void RegistraUsuario(OwnerUser owner) { _service.AddOwner(owner); }