public static QuakeLoggerContext AddFakeGames(this QuakeLoggerContext context) { if (context.Games.Any()) { return(context); } var Games = new List <Game>() { new Game() { Id = 1 }, new Game() { Id = 2 } }; context.Games.AddRange(Games); context.SaveChanges(); foreach (var game in Games) { context.Entry <Game>(game).State = EntityState.Detached; } return(context); }
public static QuakeLoggerContext AddFakePlayers(this QuakeLoggerContext context) { if (context.Players.Any()) { return(context); } var Players = new List <Player>() { new Player() { Id = 1, Name = "<world>" }, new Player() { Id = 2, Name = "Isgalamido " }, new Player() { Id = 3, Name = "Mocinha " }, }; context.Players.AddRange(Players); context.SaveChanges(); foreach (var player in Players) { context.Entry <Player>(player).State = EntityState.Detached; } return(context); }
public static QuakeLoggerContext AddFakeGamePlayers(this QuakeLoggerContext context) { if (context.GamePlayers.Any()) { return(context); } var GamePlayers = new List <GamePlayer>() { new GamePlayer() { GameId = 1, PlayerId = 1 }, new GamePlayer() { GameId = 1, PlayerId = 2 }, new GamePlayer() { GameId = 1, PlayerId = 3 }, new GamePlayer() { GameId = 2, PlayerId = 1 }, new GamePlayer() { GameId = 2, PlayerId = 2 }, new GamePlayer() { GameId = 2, PlayerId = 3 } }; context.GamePlayers.AddRange(GamePlayers); context.SaveChanges(); foreach (var gamePlayer in GamePlayers) { context.Entry <GamePlayer>(gamePlayer).State = EntityState.Detached; } return(context); }
public static QuakeLoggerContext AddFakeKillMethods(this QuakeLoggerContext context) { if (context.KillMethods.Any()) { return(context); } var KillMethods = new List <KillMethod>() { new KillMethod() { Id = 1, NameId = "MOD_TRIGGER_HURT", GameId = 1 }, new KillMethod() { Id = 2, NameId = "MOD_ROCKET_SPLASH", GameId = 1 }, new KillMethod() { Id = 4, NameId = "MOD_TRIGGER_HURT", GameId = 2 }, new KillMethod() { Id = 5, NameId = "MOD_ROCKET_SPLASH", GameId = 2 } }; context.KillMethods.AddRange(KillMethods); context.SaveChanges(); foreach (var killMethod in KillMethods) { context.Entry <KillMethod>(killMethod).State = EntityState.Detached; } return(context); }