Esempio n. 1
0
        public string UpdateGameID(FightParameter2Model fight)
        {
            string                 result         = "";
            MessageModel           message        = new MessageModel();
            List <FightStateModel> fightStateList = new List <FightStateModel>();
            HashSet <object>       returnResult   = new HashSet <object>();
            JavaScriptSerializer   jss            = new JavaScriptSerializer();

            using (HiGame_V1Entities context = new HiGame_V1Entities())
            {
                //datefight表更改当前状态
                db_DateFight fightRecord = new db_DateFight();
                fightRecord = context.db_DateFight.Where(c => c.DateID == fight.DateID).FirstOrDefault();
                if (fight.SFightAddress == null)
                {
                    fightRecord.FightAddress1 = fight.EFightAddress;
                    fightRecord.EFightPic     = Common.Base64ToFightImage(fight.EFightPic, fight.DateID.ToString());
                }
                else
                {
                    fightRecord.FightAddress = fight.SFightAddress;
                    fightRecord.SFightPic    = Common.Base64ToFightImage(fight.SFightPic, fight.DateID.ToString());
                }
                context.SaveChanges();

                message.Message     = MESSAGE.OK;
                message.MessageCode = MESSAGE.OK_CODE;
            }

            returnResult.Add(message);
            result = jss.Serialize(returnResult);
            return(result);
        }
Esempio n. 2
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        public HttpResponseMessage UpdateGameID([FromBody] FightParameter2Model fight)
        {
            FightLogic fightLogic = new FightLogic();

            jsonResult = fightLogic.UpdateGameID(fight);

            returnResult.Content = new StringContent(jsonResult, Encoding.UTF8, "application/json");
            return(returnResult);
        }
Esempio n. 3
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        public string Accept(FightParameter2Model fight)
        {
            string                 result         = "";
            MessageModel           message        = new MessageModel();
            List <FightStateModel> fightStateList = new List <FightStateModel>();
            HashSet <object>       returnResult   = new HashSet <object>();
            JavaScriptSerializer   jss            = new JavaScriptSerializer();

            using (HiGame_V1Entities context = new HiGame_V1Entities())
            {
                //判断氦气是否充足
                bool isEnoughMoney = Asset.IsEnoughMoney(fight.UserID, fight.Money);
                //氦气不足
                if (isEnoughMoney == false)
                {
                    message.Message     = MESSAGE.NOMONEY;
                    message.MessageCode = MESSAGE.NOMONEY_CODE;
                }
                else
                {
                    //dategight表更改当前状态
                    var fightRecord = context.db_DateFight.Where(c => c.DateID == fight.DateID).FirstOrDefault();
                    fightRecord.CurrentState = "已应战";
                    //fightstate表新增状态
                    db_FightState fightState = new db_FightState();
                    fightState.DateID    = fight.DateID;
                    fightState.State     = "已应战";
                    fightState.StateTime = DateTime.Now;
                    context.db_FightState.Add(fightState);

                    //扣除约战氦气,资产表插入一条数据
                    db_AssetRecord assetRecord = new db_AssetRecord();
                    assetRecord.UserID       = fight.UserID;
                    assetRecord.VirtualMoney = -fight.Money;
                    assetRecord.TrueMoney    = 0;
                    assetRecord.GainWay      = ASSET.GAINWAY_ACCEPT;
                    assetRecord.GainTime     = DateTime.Now;
                    assetRecord.State        = ASSET.MONEYSTATE_YES;
                    //时间+操作+收入支出金额
                    assetRecord.Remark = assetRecord.GainTime + " " +
                                         assetRecord.GainWay + " "
                                         + ASSET.PAY_OUT +
                                         assetRecord.VirtualMoney.ToString();
                    context.db_AssetRecord.Add(assetRecord);

                    context.SaveChanges();

                    message.Message     = MESSAGE.OK;
                    message.MessageCode = MESSAGE.OK_CODE;
                }
            }

            returnResult.Add(message);
            result = jss.Serialize(returnResult);
            return(result);
        }
Esempio n. 4
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        public string Reject(FightParameter2Model fight)
        {
            string                 result         = "";
            MessageModel           message        = new MessageModel();
            List <FightStateModel> fightStateList = new List <FightStateModel>();
            HashSet <object>       returnResult   = new HashSet <object>();
            JavaScriptSerializer   jss            = new JavaScriptSerializer();

            using (HiGame_V1Entities context = new HiGame_V1Entities())
            {
                //1.dategight表更改当前状态
                var fightRecord = context.db_DateFight.Where(c => c.DateID == fight.DateID).FirstOrDefault();
                fightRecord.CurrentState = "已认怂";
                //2.fightstate表新增状态
                db_FightState fightState = new db_FightState();
                fightState.DateID    = fight.DateID;
                fightState.State     = "已认怂";
                fightState.StateTime = DateTime.Now;
                context.db_FightState.Add(fightState);

                //3.扣取一认怂金,资产表插入一条数据
                db_AssetRecord assetRecord = new db_AssetRecord();
                assetRecord.UserID       = fight.UserID;
                assetRecord.VirtualMoney = -1;
                assetRecord.TrueMoney    = 0;
                assetRecord.GainWay      = ASSET.GAINWAY_REJECT;
                assetRecord.GainTime     = DateTime.Now;
                assetRecord.State        = ASSET.MONEYSTATE_YES;
                assetRecord.Remark       = assetRecord.GainTime + " " +
                                           assetRecord.GainWay + " "
                                           + ASSET.PAY_OUT +
                                           assetRecord.VirtualMoney.ToString();
                context.db_AssetRecord.Add(assetRecord);

                //4.本方Team表认怂数+1,挑战方Team表胜利数+1,归还扣押挑战金
                Fight.UpdateTeamByDateID(fight, context);

                //5.认怂表新增数据
                db_Follow follow = new db_Follow();
                follow.DateID      = fight.DateID;
                follow.FollowMoney = 1;
                follow.FollowTime  = DateTime.Now;
                context.db_Follow.Add(follow);
                context.SaveChanges();

                message.Message     = MESSAGE.OK;
                message.MessageCode = MESSAGE.OK_CODE;
            }

            returnResult.Add(message);
            result = jss.Serialize(returnResult);
            return(result);
        }
Esempio n. 5
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        public static void UpdateTeamByDateID(FightParameter2Model fight, HiGame_V1Entities context)
        {
            db_DateFight dateFight = context.db_DateFight.Where(c => c.DateID == fight.DateID).FirstOrDefault();
            db_Team      sTeam     = context.db_Team.Where(c => c.TeamID == dateFight.STeamID).FirstOrDefault();
            db_Team      eTeam     = context.db_Team.Where(c => c.TeamID == dateFight.ETeamID).FirstOrDefault();

            //挑战方胜场加1
            if (sTeam.WinCount == null)
            {
                sTeam.WinCount = 1;
            }
            else
            {
                sTeam.WinCount = sTeam.WinCount + 1;
            }
            //认怂方认怂数加1
            if (eTeam.FollowCount == null)
            {
                eTeam.FollowCount = 1;
            }
            else
            {
                eTeam.FollowCount = eTeam.FollowCount + 1;
            }
            //归还挑战方押金
            db_AssetRecord assetRecord = new db_AssetRecord();

            assetRecord.UserID       = sTeam.CreateUserID;
            assetRecord.VirtualMoney = fight.Money;
            assetRecord.TrueMoney    = 0;
            assetRecord.GainWay      = ASSET.GAINWAY_BACK;
            assetRecord.GainTime     = DateTime.Now;
            assetRecord.State        = ASSET.MONEYSTATE_YES;
            assetRecord.Remark       = assetRecord.GainTime + " " +
                                       assetRecord.GainWay + " "
                                       + ASSET.PAY_IN +
                                       assetRecord.VirtualMoney.ToString();
            context.db_AssetRecord.Add(assetRecord);
        }