// 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); }
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(); } }
public int CalculateTeamCountDifference() { int teamCount = CityCount.Sum(x => x.Item2); return(numberOfTeams - teamCount); }