public CampModel(Camp camp, int id) { this.id = camp.id; this.name = camp.name; this.lat = camp.location.Latitude.Value; this.lon = camp.location.Longitude.Value; if (camp.owner_id != null) { this.owner_id = camp.owner_id.Value; } else { this.owner_id = -1; } List <Reputation> repl = OwnershipManager.GetUserCampReputation(id, camp.id); if (repl.Count == 0) { this.reputation = 0; } else { this.reputation = repl.First().value.Value; } }
public ActionResult UpdateDelete(OwnershipViewModel OSPViewModel, string command) { string PageAction = ""; bool result = false; user = (UserSession)Session["User"]; if (command == "Save") { OwnershipManager OSPManager = new OwnershipManager(); result = OSPManager.UpdateOwnership(OSPViewModel); PageAction = "UPDATE"; } else if (command == "Delete") { OwnershipManager OSPManager = new OwnershipManager(); result = OSPManager.DeleteOwnership(OSPViewModel); PageAction = "DELETE"; } if (result) { TempData["SuccessMessage"] = PageAction + " successful"; new AuditLogManager().Audit(user.Username, DateTime.Now, "Ownership", PageAction, OSPViewModel.Id, OSPViewModel.OWNSHP); } else { TempData["ErrorMessage"] = PageAction + " failed"; } return(RedirectToAction("Index")); }
// GET: Ownership public ActionResult Index() { // Validate log in and user access UserAccessSession UASession = (UserAccessSession)Session["UserAccess"]; // OWN -> Ownership // Refer to UserAccessSession if (UASession == null || !UASession.OWN) { return(RedirectToAction("Login", "Account")); } user = (UserSession)Session["User"]; Session["CurrentPage"] = new CurrentPageSession("OWN", "HOME", "LOG"); // Get all data stored in DB table OwnershipManager OSPManager = new OwnershipManager(); OwnershipViewModel OSPViewModel = new OwnershipViewModel(); OSPViewModel.OHPList = OSPManager.GetOSP(); if (OSPViewModel.OHPList == null || OSPViewModel.OHPList.Count() == 0) { OSPViewModel.OHPList = new List <OwnershipViewModel>(); } // return View with ViewModel return(View(OSPViewModel)); }
public UserDataModel(int id) { this.userModel = UsersManager.GetUserData(id); minions = new List <MinionModel>(); List <MinionOwnership> ownership = OwnershipManager.GetOwnershipData(id); foreach (MinionOwnership mo in ownership) { Minion m = OwnershipManager.GetMinionsData(mo.minion_id); MinionType mt = OwnershipManager.GetTypeData(m.mtype_id); MinionModel mm = new MinionModel(m, mo, mt, null); minions.Add(mm); } if (userModel.personal_bg_id != null) { personalBg = new BattlegroupModel(userModel.personal_bg_id.Value); } else { userModel.personal_bg_id = -1; } this.remoteBgs = new List <BattlegroupModel>(); List <Battlegroup> remote_bgs = OwnershipManager.GetRemoteBattlegroups(userModel.id, userModel.personal_bg_id.Value); foreach (Battlegroup b in remote_bgs) { remoteBgs.Add(new BattlegroupModel(b.id)); } this.treasury = new List <TreasuryModel>(); List <UserTreasury> ut = ResourceManager.GetUserTreasury(userModel.id); foreach (UserTreasury u in ut) { TreasuryModel tm = new TreasuryModel(u.ResourceType.name, u.amount.Value, u.ResourceType.category); this.treasury.Add(tm); } this.personalCamps = OwnershipManager.GetUserCamps(id); this.reputation = new List <ReputationModel>(); List <Reputation> repList = OwnershipManager.GetUserReputation(id); foreach (Reputation r in repList) { Camp c = CampManager.GetCampInfo(r.camp_id); ReputationModel rm = new ReputationModel(c, r); this.reputation.Add(rm); } this.buildings = CampManager.GetAllBuildings(); }
/// <summary> /// Main entry point for he business logic that the plug-in is to execute. /// </summary> /// <param name="localContext">The <see cref="LocalPluginContext"/> which contains the /// <see cref="IPluginExecutionContext"/>, /// <see cref="IOrganizationService"/> /// and <see cref="ITracingService"/> /// </param> /// <remarks> /// For improved performance, Microsoft Dynamics 365 caches plug-in instances. /// The plug-in's Execute method should be written to be stateless as the constructor /// is not called for every invocation of the plug-in. Also, multiple system threads /// could execute the plug-in at the same time. All per invocation state information /// is stored in the context. This means that you should not use global variables in plug-ins. /// </remarks> protected override void ExecuteCrmPlugin(LocalPluginContext localContext) { if (localContext == null) { throw new InvalidPluginExecutionException("localContext"); } // Assign record automatically to an owner team OwnershipManager manager = new OwnershipManager(localContext.OrganizationService, localContext.PluginExecutionContext, null); manager.SetOwner(); }
public BattlegroupModel(int id) { this.battlegroup = OwnershipManager.GetBattlegroupData(id); this.minions = new List <MinionModel>(); this.currentAmount = 0; List <BattlegroupAssignment> bga = OwnershipManager.GetAssignmentData(id); foreach (BattlegroupAssignment a in bga) { Minion m = OwnershipManager.GetMinionsData(a.minion_id); MinionType mt = OwnershipManager.GetTypeData(m.mtype_id); this.minions.Add(new MinionModel(m, null, mt, a)); this.currentAmount += a.group_count; } }
public override void OnServerAddPlayer(NetworkConnection conn) { _ownershipManager = GameObject.Find("ServerManager").GetComponent <OwnershipManager>(); Transform playerSpawnPoint = numPlayers == 0 ? WhitePlayerSpawnPoint : BlackPlayerSpawnPoint; GameObject player = Instantiate(playerPrefab, playerSpawnPoint.position, playerSpawnPoint.rotation); NetworkServer.AddPlayerForConnection(conn, player); _ownershipManager.SetPieceAuthority(conn, numPlayers == 1 ? Assets._Scripts.Pieces.Enums.PieceColor.White : Assets._Scripts.Pieces.Enums.PieceColor.Black); if (numPlayers == MaximumAmountOfPlayers) { //TODO start game } else { NetworkPlayersHelper.UpdateGameStatusForConnectedPlayers($"Waiting for {MaximumAmountOfPlayers - numPlayers} more player to join."); } }
public ActionResult AddMinionsToGroup(int?o_id, int?amount, int?line, int?bg_id, string name) { string result = OwnershipManager.ProcessAddition(o_id, amount, line, bg_id, name); return(Json(result)); }