public BasePage() { if (unity == null) { unity = new UnityContext(); } }
public ActionResult SayStatus(string password, bool isOnline) { if (password != WebConstants.WebPassword) { return new ContentResult { Content = "password fail" } } ; var context = new UnityContext(); var status = context.UnityStatus.First(); if (status.Online == isOnline) { return new ContentResult { Content = "already know!" } } ; status.Online = isOnline; if (isOnline) { status.UpTime = WebConstants.GetCurrentTime(); } context.SaveChanges(); return(new ContentResult { Content = "successful" }); }
public ActionResult Register(RegisterModel model) { if (!WebConstants.IsRegistrationAvailable) { return(View()); } if (!ModelState.IsValid) { return(View(model)); } // Attempt to register the user try { if (!RegisterModel.IsCorrectUserName(model.UserName)) { ViewBag.Message = "В имени пользователя допустимы только рус/англ буквы, точка, пробел, земля и дефис."; return(View(model)); } WebSecurity.CreateUserAndAccount(model.UserName, model.Password, new { Email = model.Email }); var context = new UnityContext(); context.UserProfiles.First(z => z.UserName == model.UserName).CvarcTag = Guid.NewGuid().ToString(); context.SaveChanges(); WebSecurity.Login(model.UserName, model.Password); return(RedirectToAction("Index", "Home")); } catch (MembershipCreateUserException e) { ModelState.AddModelError("", ErrorCodeToString(e.StatusCode)); } // If we got this far, something failed, redisplay form return(View(model)); }
void BuildEntitiesFromScene(UnityContext contextHolder) { //An EntityDescriptorHolder is a special Svelto.ECS class created to exploit //GameObjects to dynamically retrieve the Entity information attached to it. //Basically a GameObject can be used to hold all the information needed to create //an Entity and later queries to build the entitity itself. //This allow to trigger a sort of polyformic code that can be re-used to //create several type of entities. IEntityDescriptorHolder[] entities = contextHolder.GetComponentsInChildren <IEntityDescriptorHolder>(); //However this common pattern in Svelto.ECS application exists to automatically //create entities from gameobjects already presented in the scene. //I still suggest to avoid this method though and create entities always //manually. Basically EntityDescriptorHolder should be avoided //whenver not strictly necessary. for (int i = 0; i < entities.Length; i++) { var entityDescriptorHolder = entities[i]; var entityDescriptor = entityDescriptorHolder.RetrieveDescriptor(); _entityFactory.BuildEntity (((MonoBehaviour)entityDescriptorHolder).gameObject.GetInstanceID(), entityDescriptor, (entityDescriptorHolder as MonoBehaviour).GetComponentsInChildren <IImplementor>()); } }
protected void Application_Start() { AreaRegistration.RegisterAllAreas(); WebApiConfig.Register(GlobalConfiguration.Configuration); FilterConfig.RegisterGlobalFilters(GlobalFilters.Filters); RouteConfig.RegisterRoutes(RouteTable.Routes); BundleConfig.RegisterBundles(BundleTable.Bundles); AuthConfig.RegisterAuth(); Database.SetInitializer <UnityContext>(new InitUnityDb()); //initialize now //это позволяет отлавливать ошибки с БД сразу же, а не потом. var context = new UnityContext(false); // опасный трай. если вдруг на сервере сработает -- вся база умрет. // наверное. // но без этого локальная не работает. // файл с бд отсутствует, а база данных почему-то есть. // ниже строчка с дропом должна быть всегда закомментирована в гите на всякий случай. // при необходимости запустить локально -- у себя локально раскомментировать. // это лучшее решение, которое я придумал try { context.UnityStatus.ToArray(); } catch (DataException) { //context.Database.Delete(); context = new UnityContext(false); context.UnityStatus.ToArray(); } }
public override void Read(UnityReader reader, UnityContext context, JObject currentObject) { JArray current = new JArray(); currentObject[FieldName] = current; int count = reader.ReadInt32(); if (TemplateTypeName != null) { var template = context.TypeTable[TemplateTypeName]; for (int i = 0; i < count; i++) { JObject instance = new JObject(); current.Add(instance); template.Read(reader, context, instance); } } else { for (int i = 0; i < count; i++) { JObject instance = new JObject(); current.Add(instance); ReadChildren(reader, context, instance); } } }
public ActionResult DeleteGamesByFilter(FormCollection collection) { var gameContext = new UnityContext(); var contextChanged = false; double minutesToDelete; if (double.TryParse(collection["Time"], out minutesToDelete)) { var timeToDeleteFrom = WebConstants.GetCurrentTime() - TimeSpan.FromMinutes(minutesToDelete); var gamesToDeleteByTime = gameContext.GameResults.Where(r => r.Time > timeToDeleteFrom).ToArray(); contextChanged = gamesToDeleteByTime.Length > 0; foreach (var game in gamesToDeleteByTime) { gameContext.GameResults.Remove(game); } } string tag = collection["Tag"]; string subtag = collection["Subtag"]; var gamesToDelete = string.IsNullOrEmpty(subtag) ? gameContext.GameResults.Where(r => r.Type == tag).ToArray() : gameContext.GameResults.Where(r => r.Type == tag && r.Subtype == subtag).ToArray(); contextChanged = contextChanged || gamesToDelete.Length > 0; foreach (var game in gamesToDelete) { gameContext.GameResults.Remove(game); } if (contextChanged) { gameContext.SaveChanges(); } return(View()); }
public ActionResult GetAllUsers() { var context = new UnityContext(); var users = context.UserProfiles.ToArray(); return(View(users)); }
public static void SendEmail(string email, string subject, string body) { try { var unity = new UnityContext(); var configService = unity.GetInstance <IConfigService>(); var cfg = configService.GetConfig(1); var smtp = new SmtpClient(); smtp.Host = cfg.GetValue("host"); smtp.Port = cfg.GetValue("port").TryParseToInt32(); smtp.UseDefaultCredentials = false; smtp.EnableSsl = "ssl".Equals(cfg.GetValue("secure")) ? true : false; System.Net.NetworkCredential nc = new System.Net.NetworkCredential(cfg.GetValue("username"), cfg.GetValue("password")); smtp.Credentials = nc.GetCredential(smtp.Host, smtp.Port, "NTLM"); smtp.DeliveryMethod = System.Net.Mail.SmtpDeliveryMethod.Network; smtp.Send(cfg.GetValue("email"), email, subject, body); } catch (Exception ex) { Logger.GetLogger().Error("发送邮件出错\n", ex); } }
public bool SendOrder(string mobile, string subname, string orderid) { string msg = string.Format("【巨店网】您出售的店铺[{0}]买家已经付款,如有疑问请联系选猫网", subname); var unity = new UnityContext(); var orderService = unity.GetInstance <IOrderService>(); var order = orderService.GetOrder(orderid); #if !DEBUG if (order != null && order.Send_Mail != 1 && order.Mobile.Equals(mobile)) { if (SendText(mobile, msg)) { order.Send_Mail = 1; orderService.Modify(order); return(true); } } #endif #if DEBUG if (SendText(mobile, msg)) { return(true); } #endif return(false); }
public Interfaces.Contexts.Context CreateContext() { Builder builder = new UnityBuilder(); Container container = new HashContainer(); Context ctx = new UnityContext(builder, container); return ctx; }
static UnityHandlerFactory() { //初始化UnityContainer var unityContext = new UnityContext(); unityContainer = unityContext.GetUnityContainer(); }
public ActionResult UploadSolution(SimpleFileView simpleFileView) { if (!Directory.Exists(WebConstants.BasePath + WebConstants.RelativeSolutionsPath)) { Directory.CreateDirectory(WebConstants.BasePath + WebConstants.RelativeSolutionsPath); } if (simpleFileView.UploadedFile == null) { ViewBag.Message = "Ошибка: Выберете файл для загрузки!"; return(View(simpleFileView)); } if (simpleFileView.UploadedFile.ContentLength > 7 * 512 * 1024) // 3.5 MB { ViewBag.Message = "Ошибка: Файл слишком большой! Максимальный размер 3.5 МБ. Попробуйте удалить все бинарные файлы из архива."; return(View(simpleFileView)); } var path = WebConstants.BasePath + WebConstants.RelativeSolutionsPath; var extention = simpleFileView.UploadedFile.FileName.Split('.').Last(); if (extention != "zip") { ViewBag.Message = "Ошибка: вы должны предоставить архив с решением в формате *.zip"; return(View(simpleFileView)); } var expectedFileName = User.Identity.Name + "." + extention; simpleFileView.UploadedFile.SaveAs(path + expectedFileName); var context = new UnityContext(); context.UserProfiles.First(u => u.UserName == User.Identity.Name).SolutionLoaded = WebConstants.GetCurrentTime(); context.SaveChanges(); ViewBag.Message = "Решение было загружено успешно!"; return(View(simpleFileView)); }
public override UnityContext GetUnityContext() { UnityContext unityContext = new UnityContext(); HardwareInfo hardwareInfo = this.GetOSHardwareInfo(); if (hardwareInfo != null) { if (hardwareInfo.Version != null) { String deviceModel = hardwareInfo.Version; if (deviceModel.IndexOf("iPad") >= 0) { unityContext.iPad = true; } else if (deviceModel.IndexOf("iPhone") >= 0) { unityContext.iPhone = true; } else if (deviceModel.IndexOf("iPod") >= 0) { unityContext.iPod = true; } } } return(unityContext); }
protected void ReadChildren(UnityReader reader, UnityContext context, JObject currentObject) { foreach (SerializationNode node in Nodes) { node.Read(reader, context, currentObject); } }
void ICompositionRoot.OnContextCreated(UnityContext contextHolder) { var tasksCount = NumberOfEntities.value; #if FIRST_TIER_EXAMPLE || SECOND_TIER_EXAMPLE || THIRD_TIER_EXAMPLE var boidDescriptor = new BoidEntityDescriptor(new[] { new Boid() }); #else var boidDescriptor = new BoidEntityDescriptor(); #endif #if DONT_TRY_THIS_AT_HOME for (int i = 0; i < tasksCount; i++) { GameObject crazyness = new GameObject(); crazyness.AddComponent <UnityWay>(); } #else IEnginesRoot enginesRoot; IEntityFactory entityFactory = (enginesRoot = new EnginesRoot(new UnitySumbmissionNodeScheduler())) as IEntityFactory; var boidsEngine = new BoidsEngine(); enginesRoot.AddEngine(boidsEngine); _contextNotifier.AddFrameworkDestructionListener(boidsEngine); for (int i = 0; i < tasksCount; i++) { entityFactory.BuildEntity(i, boidDescriptor); } entityFactory.BuildEntity(0, new GenericEntityDescriptor <PrintTimeNode>(contextHolder.GetComponentInChildren <PrintIteration>())); #endif }
public override void Read(UnityReader reader, UnityContext context, JObject currentObject) { JObject current = new JObject(); //Add early to faults show progress currentObject[FieldName] = current; ReadChildren(reader, context, currentObject); }
public void OnContextCreated(UnityContext contextHolder) { // var prefabsDictionary = new PrefabsDictionary(Application.persistentDataPath + "/prefabs.json"); BuildEntitiesFromScene(contextHolder); // BuildPlayerEntities(prefabsDictionary); // BuildNetworkEntities(prefabsDictionary); }
public void Init() { if (!UseUnityContextClock) { _clock = new Clock(); } Blackboard = new Blackboard(UseUnityContextClock ? UnityContext.GetClock() : _clock); }
public void OnContextCreated(UnityContext contextHolder) { IEntityDescriptorHolder[] entities = contextHolder.GetComponentsInChildren <IEntityDescriptorHolder>(); for (int i = 0; i < entities.Length; i++) { _entityFactory.BuildEntity((entities[i] as MonoBehaviour).gameObject.GetInstanceID(), entities[i].BuildDescriptorType()); } }
private Context defaultContext() { Builder builder = new UnityBuilder(); Container container = new HashContainer(); container.Register(typeof(Log), typeof(LogTest)); Context context = new UnityContext(builder, container); return context; }
public void Refresh() { if (this.IsLogged) { var unity = new UnityContext(); var svr = unity.GetInstance <IUserService>(); Context.Session[KEY_SESSION] = svr.GetUser(this.DisplayName); } }
void OnDisable() { if (unityContext != null && updateCycleCoroutine != null) { unityContext.StopCoroutine(updateCycleCoroutine); } updateCycleCoroutine = null; unityContext = null; }
protected void Awake() { sharedBlackboard = UnityContext.GetSharedBlackboard("sharedbb"); blackboard = new Blackboard(sharedBlackboard, UnityContext.GetClock()); RegisterToSharedBlackboard(); mailbox = new Mailbox(this); canCheckMailbox = true; awaitingReconfirmation = false; }
public GameTimer(float interval, Action onFinish, bool loop = false) { _interval = interval; _timer = 0f; _onFinish = onFinish; _loop = loop; UnityContext.AddUpdateAction(Update); }
/// <summary> /// This is a standard approach to create Entities from already existing GameObject in the scene /// It is absolutely not necessary, but convienent in case you prefer this way /// </summary> /// <param name="contextHolder"></param> void ICompositionRoot.OnContextCreated(UnityContext contextHolder) { var prefabsDictionary = new PrefabsDictionary(Application.persistentDataPath + "/prefabs.json"); BuildEntitiesFromScene(contextHolder); //Entities can also be created dynamically in run-time //using the entityFactory; You can, if you wish, create //starting entities here. BuildPlayerEntities(prefabsDictionary); BuildCameraEntity(); }
private void SetupCamera(UnityContext contextHolder) { CameraEntityDescriptorHolder cameraEntityDescriptor = contextHolder.GetComponentInChildren <CameraEntityDescriptorHolder>(); EntityDescriptorInfo entityDescriptor = cameraEntityDescriptor.RetrieveDescriptor(); _EntityFactory.BuildEntity( cameraEntityDescriptor.gameObject.GetInstanceID(), entityDescriptor, cameraEntityDescriptor.GetComponentsInChildren <IImplementor>() ); }
public UnitOfWork(IUnityContext context) { this._context = context as UnityContext ?? new UnityContext(); this._objectContext = ((IObjectContextAdapter)this._context).ObjectContext; if (this._objectContext.Connection.State != ConnectionState.Open) { this._objectContext.Connection.Open(); this._transaction = _objectContext.Connection.BeginTransaction(); } }
void BuildBonusSpawnerEntity(UnityContext contextHolder) { var spawners = contextHolder.GetComponentsInChildren <BonusSpawnerImplementor>(); foreach (var spawner in spawners) { List <IImplementor> implementors = new List <IImplementor>(); spawner.GetComponents(implementors); _entityFactory.BuildEntity <BonusSpawnerEntityDescriptor>(spawner.GetInstanceID(), implementors.ToArray()); } }
public ActionResult RecreateCvarcTag() { if (!WebConstants.IsRecreateTagAvailable) { return(RedirectToAction("Manage", new { Message = ManageMessageId.RecreateCvarcTagFail })); } var context = new UnityContext(); context.UserProfiles.First(u => u.UserName == User.Identity.Name).CvarcTag = Guid.NewGuid().ToString(); context.SaveChanges(); return(RedirectToAction("Manage", new { Message = ManageMessageId.RecreateCvarcTagSuccess })); }
private void BuildGridFromScene(UnityContext unityContext, IEntityFactory entityFactory) { var entities = unityContext.GetComponentsInChildren <IEntityDescriptorHolder>(); foreach (var entityHolder in entities) { entityFactory.BuildEntity( new EGID((uint)((MonoBehaviour)entityHolder).gameObject.GetInstanceID(), EcsGroups.GridGroup), entityHolder.GetDescriptor(), ((MonoBehaviour)entityHolder).GetComponents <IImplementor>() ); } }
public void OnContextCreated(UnityContext contextHolder) { //inject all the gameobjects in the scene child of the GameContext foreach (UnityEngine.Transform transform in contextHolder.transform) { var monobehaviours = transform.GetComponentsInChildren <UnityEngine.MonoBehaviour>(); for (int i = 0; i < monobehaviours.Length; i++) { container.Inject(monobehaviours[i]); } } }