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); }
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); }
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); }
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); }
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); }