/// <summary> /// Serialises a PlayerCharacter object /// </summary> /// <returns>PlayerCharacter_Serialised object</returns> /// <param name="pc">PlayerCharacter to be converted</param> public static PlayerCharacter_Serialised PC_serialise(PlayerCharacter pc) { PlayerCharacter_Serialised pcSerialisedOut = null; pcSerialisedOut = new PlayerCharacter_Serialised(pc); return(pcSerialisedOut); }
/// <summary> /// Writes a PlayerCharacter or PlayerCharacter_Serialised object to the database /// </summary> /// <returns>bool indicating success</returns> /// <param name="gameID">Game (bucket) to write to</param> /// <param name="pc">PlayerCharacter to write</param> /// <param name="pcs">PlayerCharacter_Serialised to write</param> public static bool DatabaseWrite_PC(string gameID, PlayerCharacter pc = null, PlayerCharacter_Serialised pcs = null) { if (pc != null) { // convert PlayerCharacter into PlayerCharacter_Serialised pcs = DatabaseWrite.PC_serialise(pc); } // write PlayerCharacter_Serialised to database var rPC = new RiakObject(gameID, pcs.charID, pcs); var putPCresult = Globals_Server.rClient.Put(rPC); if (!putPCresult.IsSuccess) { Globals_Server.logError("Write failed: PC " + rPC.Key + " to bucket " + rPC.Bucket); } return(putPCresult.IsSuccess); }