public bool CreateNewGameFromInstance(GameClient game) { IGame client; Collection <UserManagement.User> users = new Collection <UserManagement.User>(); bool val; foreach (KeyValuePair <string, User> entry in game.Players) { User tmp = entry.Value; UserManagement.User U = new UserManagement.User(tmp.UserName, tmp.Password, 0); U.Set_email(tmp.Email.Address); U.SetMoney(100); U.ChangePlayerState(PlayerState.Player); users.Add(U); } try { client = new GameLogic.Game_Client.GameClient(users, GameType.Limit, 2, 10, 2, 10, true, new GameLogic.Chip(10)); _game.ActivateGame(client); val = true; } catch (Exception) { val = false; } return(val); }
public User EditUserDetails(User oldeuser, User newuser) { UserManagement.User user = new UserManagement.User(oldeuser.UserName, oldeuser.Password, 0); user.Set_email(oldeuser.Email.Address); bool mail = _user.ChangeEmail(user, newuser.Email.Address); bool pass = _user.ChangePassword(user, oldeuser.Password, newuser.Password); return((mail && pass && oldeuser.UserName == newuser.UserName) ? newuser : null); }
public bool Logout(User User) { bool isExistOnSys = _user.CanAddNewUser(User.UserName, User.Password); if (!isExistOnSys) { return(true); } return(false); }
public bool JoinToGame(GameClient game, User user, State state) { GameLogic.Game_Client.GameClient client; UserManagement.User userToJoin = _user.GetUserFromUserList(user.UserName); Collection <UserManagement.User> users = new Collection <UserManagement.User>(); bool val = false; foreach (KeyValuePair <string, User> entry in game.Players) { User tmp = entry.Value; UserManagement.User U = new UserManagement.User(tmp.UserName, tmp.Password, 0); U.Set_email(tmp.Email.Address); U.ChangePlayerState(PlayerState.Player); U.SetMoney(100); users.Add(U); } client = new GameLogic.Game_Client.GameClient(users, GameType.Limit, 0, game.AmountOfPlayers, 4, game.AmountOfPlayers, true, new GameLogic.Chip(20)); int before = client.GetPlayers().Count; if (state == State.Player) { try { _game.JoinGameAsPlayer(userToJoin, client); if (client.GetPlayers().Count == before + 1) { val = true; } } catch (Exception) { return(false); } } else if (state == State.Spectator) { try { _game.JoinGameAsSpectator(userToJoin, client); val = true; } catch (Exception) { return(false); } } return(val); }
public bool JoinUserToFirstActiveGame(User user, State state) { try { IGame client = _game.GetAllActiveGames()[0]; UserManagement.User U = new UserManagement.User(user.UserName, user.Password, 0); U.SetMoney(100); U.ChangePlayerState(PlayerState.Player); client.AddPlayer(U); _game.JoinGameAsPlayer(U, client); return(true); } catch (Exception) { return(false); } }
public User TestfindUserByUserName(string userName) { User u; try { UserManagement.User user = _user.GetUserFromUserList(userName); u = new User(user.PlayerName, "not relevanr", "*****@*****.**"); switch (user.GetRank()) { case 0: { u.LeagueRank = LeagueType.Beginner; break; } case 1: { u.LeagueRank = LeagueType.Normal; break; } case 3: { u.LeagueRank = LeagueType.Advanced; break; } } } catch (Exception e) { u = new User("undef", "not relevanr", "*****@*****.**"); u.LeagueRank = LeagueType.Undefined; } return(u); }
public bool LeaveActiveGame(GameClient game, User user) { GameLogic.Game_Client.GameClient client; UserManagement.User userToDelete = new UserManagement.User(user.UserName, user.Password, 0); Collection <UserManagement.User> users = new Collection <UserManagement.User>(); bool val; foreach (KeyValuePair <string, User> entry in game.Players) { User tmp = entry.Value; UserManagement.User U = new UserManagement.User(tmp.UserName, tmp.Password, _userId); U.Set_email(tmp.Email.Address); U.ChangePlayerState(PlayerState.Player); U.SetMoney(100); users.Add(U); _userId++; } client = new GameLogic.Game_Client.GameClient(users, GameType.Limit, 2, 10, 2, 10, true, new GameLogic.Chip(10)); _game.ActivateGame(client); try { if (_game.LeaveGame(userToDelete, client)) { val = true; } else { val = false; } } catch (Exception) { val = false; } return(val); }