public Invite(Token token, Player frm, Player to) { Token = token; From = frm; To = to; Status = InviteStatus.PENDING; }
public void InsertStatus() { var status = new InviteStatus() { Description = "Aceito" }; _service.Insert(status); }
public override void IntegratedTest() { var invitestatus = new InviteStatus(); //var invite = new Invite //{ // SenderId = Guid.NewGuid(), // ReceiverId = Guid.NewGuid(), // InviteStatus = "aguardando" //}; //var id = _service.Insert(invite); //_service.Delete(id); }
/// <summary> /// Helper function for withdrawing and rejecting, i.e. when something is sent to a player before closing the connection /// </summary> private void SendAndClose(IPEndPoint player, InviteStatus expectedStatus, InitRequest request) { if (expectedStatus == InviteStatus.SentByUs && _connections[player].Item1 != InviteStatus.SentByUs) { throw new ArgumentException("Passed player must already be invited"); } if (expectedStatus == InviteStatus.SentByRemote && _connections[player].Item1 != InviteStatus.SentByRemote) { throw new ArgumentException("Passed player must already have sent an invitation"); } TcpWrapper <GameInitializationPacket> wrapper = _connections[player].Item2; wrapper.Send(new GameInitializationPacket(request)); wrapper.Dispose(); _connections[player] = NewEmptyConnection(); }
public static string GetInviteStatusName(InviteStatus inviteStatus) { switch (inviteStatus) { case InviteStatus.BindPhone: return("手机绑定"); case InviteStatus.ApplyTrial: return("报名试听"); case InviteStatus.Invited: return("邀请加入"); case InviteStatus.Paied: return("正式入学"); } return(""); }
public void Put(Guid id, [FromBody] InviteStatus invite) { invite.Id = id; _app.Update(invite); }
public Guid Post([FromBody] InviteStatus invite) { return(_app.Insert(invite)); }