コード例 #1
0
    // handle received messages
    static async Task MessageHandler(ProcessMessageEventArgs args)
    {
        string body = args.Message.Body.ToString();

        Console.WriteLine($"Received Message: {body}");
        CityCount oldCC = new CityCount();
        CityCount newCC = new CityCount();
        bool      found = false;

        foreach (var CityCount in cityCountList)
        {
            if (CityCount.CityName == body)
            {
                int currentCount = CityCount.Count;
                oldCC = CityCount;
                newCC = new CityCount()
                {
                    CityName = body, Count = ++currentCount
                };                                                                    //new  KeyValuePair<string, int>(body,);
                string newerx = newCC.CityName + ":" + newCC.Count;
                Console.WriteLine("\n oldetimer...", newerx);
                found = true;
            }
        }
        if (!found)
        {
            newCC = new CityCount {
                CityName = body, Count = 1
            };
            string newerx = newCC.CityName + ":" + newCC.Count;
            Console.WriteLine("\n firsttimer... " + body);
        }

        cityCountList.Remove(oldCC);
        cityCountList.Add(newCC);
        string older = oldCC.CityName + ":" + oldCC.Count;

        Console.WriteLine("\n older... " + older);
        string newer = newCC.CityName + ":" + newCC.Count;

        Console.WriteLine("\n newer... " + newer);
        await UploadMessageAsync();

        // complete the message. messages is deleted from the queue.
        await args.CompleteMessageAsync(args.Message);
    }
コード例 #2
0
    public void SaveCities()
    {
        numberOfCities = 0;
        if (!encrypted)
        {
            INIParser ini = new INIParser();

            File.Delete(Application.dataPath + "/SAVES/" + saveName + ".SAV");
            ini.Open(Application.dataPath + "/SAVES/" + saveName + ".SAV");
            ini.SectionDelete("NUMBER_OF_CITIES");
            foreach (GameObject g in StaticCitiesList.Cities)
            {
                numberOfCities += 1;
                City cityInfo = g.GetComponent <City>();
                //print(cityInfo._Y);
                ini.WriteValue("City" + numberOfCities, "CityName", cityInfo._CityName);
                //City ints
                ini.WriteValue("City" + numberOfCities, "XPos", cityInfo._X * 10000f);
                ini.WriteValue("City" + numberOfCities, "YPos", cityInfo._Y * 10000f);
                ini.WriteValue("City" + numberOfCities, "ZPos", cityInfo._Z * 10000f);
                ini.WriteValue("City" + numberOfCities, "Castle", cityInfo._Castle);
                ini.WriteValue("City" + numberOfCities, "KnightsCastle", cityInfo._KnightsCastle);
                ini.WriteValue("City" + numberOfCities, "Wall", cityInfo._Wall);
                ini.WriteValue("City" + numberOfCities, "SecondWall", cityInfo._SecondWall);
                ini.WriteValue("City" + numberOfCities, "ThirdWall", cityInfo._ThirdWall);
                ini.WriteValue("City" + numberOfCities, "GuardTowers", cityInfo._GuardTowers);
                ini.WriteValue("City" + numberOfCities, "Barracks", cityInfo._Barracks);
                ini.WriteValue("City" + numberOfCities, "PatrollCentre", cityInfo._PatrollCentre);
                ini.WriteValue("City" + numberOfCities, "Blacksmith", cityInfo._Blacksmith);
                ini.WriteValue("City" + numberOfCities, "Housing", cityInfo._Housing);
                ini.WriteValue("City" + numberOfCities, "Aphothecary", cityInfo._Aphothecary);
                ini.WriteValue("City" + numberOfCities, "Treasurery", cityInfo._Treasurery);
                ini.WriteValue("City" + numberOfCities, "Granary", cityInfo._Granary);
                ini.WriteValue("City" + numberOfCities, "StorageHouse", cityInfo._StorageHouse);
                ini.WriteValue("City" + numberOfCities, "TradingGuild", cityInfo._TradingGuild);
                ini.WriteValue("City" + numberOfCities, "School", cityInfo._School);
                ini.WriteValue("City" + numberOfCities, "Mill", cityInfo._Mill);
                ini.WriteValue("City" + numberOfCities, "GoldMine", cityInfo._GoldMine);
                ini.WriteValue("City" + numberOfCities, "IronMine", cityInfo._IronMine);
                ini.WriteValue("City" + numberOfCities, "CoalMine", cityInfo._CoalMine);
                ini.WriteValue("City" + numberOfCities, "WoodcuttersCamp", cityInfo._WoodcuttersCamp);
                ini.WriteValue("City" + numberOfCities, "WoodMill", cityInfo._WoodMill);
                ini.WriteValue("City" + numberOfCities, "Plains", cityInfo._Plains);
            }
            ini.WriteValue("NUMBER_OF_CITIES", "ammount", numberOfCities);
            ini.Close();
        }
        else
        {
            SaveCityData    saveCityData = new SaveCityData();
            BinaryFormatter bf           = new BinaryFormatter();
            FileStream      file         = File.Create(Application.dataPath + "/SAVES/save.SAV");

            foreach (GameObject g in StaticCitiesList.Cities)
            {
                numberOfCities += 1;
                City cityInfo = g.GetComponent <City>();

                saveCityData.CityName = cityInfo._CityName;
                //City ints
                saveCityData.castle          = cityInfo._Castle;
                saveCityData.knightsCastle   = cityInfo._KnightsCastle;
                saveCityData.wall            = cityInfo._Wall;
                saveCityData.secondWall      = cityInfo._SecondWall;
                saveCityData.thirdWall       = cityInfo._ThirdWall;
                saveCityData.guardTowers     = cityInfo._GuardTowers;
                saveCityData.barracks        = cityInfo._Barracks;
                saveCityData.patrollCentre   = cityInfo._PatrollCentre;
                saveCityData.blacksmith      = cityInfo._Blacksmith;
                saveCityData.housing         = cityInfo._Housing;
                saveCityData.aphothecary     = cityInfo._Aphothecary;
                saveCityData.treasurery      = cityInfo._Treasurery;
                saveCityData.granary         = cityInfo._Granary;
                saveCityData.storageHouse    = cityInfo._StorageHouse;
                saveCityData.tradingGuild    = cityInfo._TradingGuild;
                saveCityData.school          = cityInfo._School;
                saveCityData.mill            = cityInfo._Mill;
                saveCityData.goldMine        = cityInfo._GoldMine;
                saveCityData.ironMine        = cityInfo._IronMine;
                saveCityData.coalMine        = cityInfo._CoalMine;
                saveCityData.woodcuttersCamp = cityInfo._WoodcuttersCamp;
                saveCityData.woodMill        = cityInfo._WoodMill;
                saveCityData.plains          = cityInfo._Plains;

                bf.Serialize(file, saveCityData);
            }
            CityCount cityCount = new CityCount();
            cityCount.cities = numberOfCities;

            bf.Serialize(file, cityCount);

            file.Close();
        }
    }
コード例 #3
0
        public int CalculateTeamCountDifference()
        {
            int teamCount = CityCount.Sum(x => x.Item2);

            return(numberOfTeams - teamCount);
        }