public User UpdateAccount(User user, string oldEmail, string newEmail, string oldPasswordHash, string newPassword) { User newUser = null; int rowsAffected = 0; string newPasswordHash = HashSha256(newPassword); // try to invoke the access method try { rowsAffected = PlayerAccessor.UpdateAccount(user.GameUserID, oldEmail, newEmail, oldPasswordHash, newPasswordHash); if (rowsAffected == 1) { newUser = user; } else { throw new ApplicationException("Update returned 0 rows affected."); } } catch (Exception ex) { throw new ApplicationException("Account update failed.", ex); } return(newUser); }
public User AuthenticateUser(string username, string password) { User user = null; // user token to build // we need to hash the password first var passwordHash = HashSha256(password); try { var validationResults = PlayerAccessor.VerifyUserNameAndPassword(username, passwordHash); if (validationResults == 1) // user is validated { user = PlayerAccessor.RetrieveUserByUsername(username); } else // User was not validated { // we can throw an exception here. throw new ApplicationException("Login failed. Bad username or password"); } } catch (ApplicationException) // rethrow the application exception? { throw; } catch (Exception ex) // wrap and throw other types of exceptions { throw new ApplicationException("There was a problem connecting to the server.", ex); } return(user); }
public FormulaUnitParamCalculator(FormulaController formula, ContextLogic context, BattleAccessor battle, UnitsAccessor units, PlayerAccessor player) { _formula = formula; _player = player; _context = context; _units = units; _battle = battle; }
public UnitImpactExpExecutor(ImpactController logic, FormulaController formula, ContextLogic context, UnitsAccessor units, PlayerAccessor player, BattleAccessor battle) { _formula = formula; _logic = logic; _units = units; _context = context; _battle = battle; _player = player; }
public void InitData(IPlayerStateClient client, PlayerAccessor accessor, ChangeStorage storage) { _storage = storage; _accessor = accessor; client.Level.Subscribe(x => _Level = x).AddTo(_disposables); client.Exp.Subscribe(x => _Exp = x).AddTo(_disposables); client.RegisterTime.Subscribe(x => _RegisterTime = x).AddTo(_disposables); client.LastLoginTime.Subscribe(x => _LastLoginTime = x).AddTo(_disposables); client.SyncTime.Subscribe(x => _SyncTime = x).AddTo(_disposables); }
public void InitData(string root, ChangeStorage storage, PlayerAccessor accessor) { _accessor = accessor; _storage = storage; DataId = root; Interface_Level = new ReactiveProperty <Int32>(_Level); Interface_Exp = new ReactiveProperty <Int32>(_Exp); Interface_RegisterTime = new ReactiveProperty <String>(_RegisterTime); Interface_LastLoginTime = new ReactiveProperty <String>(_LastLoginTime); Interface_SyncTime = new ReactiveProperty <String>(_SyncTime); }
public int DeleteAccount(int gameUserID) { int results = 0; try { results = PlayerAccessor.DeleteAccount(gameUserID); } catch (Exception ex) { throw new ApplicationException("There was a problem connecting to the server.", ex); } return(results); }
public int CreateAccount(string username, string email, string password) { int results = 0; var passwordHash = HashSha256(password); try { results = PlayerAccessor.CreateUser(username, passwordHash, email); } catch (Exception ex) { throw new ApplicationException("There was a problem connecting to the server.", ex); } return(results); }
public InternalAccessors(LogicData LogicData, IStateFactory factory) { Factory = factory; ConditionController = new ConditionController(); FormulaController = new FormulaController(); AchievementAccessor = new AchievementAccessor(); BattleAccessor = new BattleAccessor(); CutSceneAccessor = new CutSceneAccessor(); ExplorerAccessor = new ExplorerAccessor(); InventoryAccessor = new InventoryAccessor(); LogAccessor = new LogAccessor(); LogAccessor.Data = LogicData; PlayerAccessor = new PlayerAccessor(); ScorersAccessor = new ScorersAccessor(); SettingsAccessor = new SettingsAccessor(); ShopAccessor = new ShopAccessor(); UnitsAccessor = new UnitsAccessor(); }
public static ImpactLogic CreateClient(ScorersAccessor _scorers, PlayerAccessor _player, InventoryAccessor _inventory, ExplorerAccessor _explorer, UnitsAccessor _units, BattleAccessor _battle, SettingsAccessor _settings, AchievementAccessor _achievement, BattleLogic _battleLogic, FormulaLogic _formulaLogic, ConditionController _condition, ApplyChangeLogic _applyChangeLogic, BuffLogic _buff, ScorersLogic _scorersLogic, ContextLogic _contextLogic, ImpactController _impactController, LogicData _data) { return(new ImpactLogic { _scorers = _scorers, _player = _player, _inventory = _inventory, _explorer = _explorer, _units = _units, _battle = _battle, _settings = _settings, _achievement = _achievement, _battleLogic = _battleLogic, _formulaLogic = _formulaLogic, _condition = _condition, _applyChangeLogic = _applyChangeLogic, _buff = _buff, _scorersLogic = _scorersLogic, _contextLogic = _contextLogic, _impactController = _impactController, _data = _data, } ); }
public static ActivationModule CreateClient(FormulaController _formulaLogic, ImpactController _impactLogic, ExplorerAccessor _explorer, ScorersAccessor _scorers, PlayerAccessor Player, UnitsAccessor _units, ApplyChangeLogic _changeLogic) { return(new ActivationModule { _formulaLogic = _formulaLogic, _impactLogic = _impactLogic, _explorer = _explorer, _scorers = _scorers, Player = Player, _units = _units, _changeLogic = _changeLogic, } ); }
public static UnitProgressModule CreateClient(UnitsAccessor _units, ScorersAccessor _scorers, BattleAccessor _battle, FormulaLogic _formuls, PlayerAccessor _player, ImpactController _impact) { return(new UnitProgressModule { _units = _units, _scorers = _scorers, _battle = _battle, _formuls = _formuls, _player = _player, _impact = _impact, } ); }
public ImpactPlayerExpExecutor(ImpactController logic, FormulaLogic formula, PlayerAccessor accessor) { _formula = formula; _logic = logic; _accessor = accessor; }
public static ConditionLogic CreateClient(InventoryAccessor _inventoryAccessor, ScorersAccessor _scorersAccessor, PlayerAccessor _profileAccessor, UnitsAccessor _unitAccessor, BattleAccessor _battleAccessor, ExplorerAccessor _explorerAccessor, SettingsAccessor _settingsAccessor, AchievementAccessor _achievementAccessor, FormulaLogic _formulaLogic, ContextLogic _contextLogic, ScorersLogic _scorerLogic, LogicData _data, ConditionController _controller) { return(new ConditionLogic { _inventoryAccessor = _inventoryAccessor, _scorersAccessor = _scorersAccessor, _profileAccessor = _profileAccessor, _unitAccessor = _unitAccessor, _battleAccessor = _battleAccessor, _explorerAccessor = _explorerAccessor, _settingsAccessor = _settingsAccessor, _achievementAccessor = _achievementAccessor, _formulaLogic = _formulaLogic, _contextLogic = _contextLogic, _scorerLogic = _scorerLogic, _data = _data, _controller = _controller, } ); }
public static FormulaLogic CreateClient(ContextLogic _contextLogic, ScorersAccessor _scorers, UnitsAccessor _units, BattleAccessor _battle, ExplorerAccessor _explorer, LogicData _data, PlayerAccessor _player, SettingsAccessor _settings, ConditionController _controller, FormulaController _formula, ScorersLogic _scorerLogic) { return(new FormulaLogic { _contextLogic = _contextLogic, _scorers = _scorers, _units = _units, _battle = _battle, _explorer = _explorer, _data = _data, _player = _player, _settings = _settings, _controller = _controller, _formula = _formula, _scorerLogic = _scorerLogic, } ); }
public ConditionPlayerLevelChecker(FormulaLogic logic, PlayerAccessor player) { _player = player; _logic = logic; }