public async Task <IActionResult> PutCaliber(int id, Caliber caliber) { if (id != caliber.Id) { return(BadRequest()); } _context.Entry(caliber).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!CaliberExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <IActionResult> PutPowderShape(int id, PowderShape powderShape) { if (id != powderShape.Id) { return(BadRequest()); } _context.Entry(powderShape).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!PowderShapeExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <IActionResult> PutMaterial(int id, Material material) { if (id != material.Id) { return(BadRequest()); } _context.Entry(material).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!MaterialExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <IActionResult> PutBullet(int id, Bullet bullet) { if (id != bullet.Id) { return(BadRequest()); } _context.Entry(bullet).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!BulletExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <IActionResult> PutShootingSession(int id, ShootingSession shootingSession) { if (id != shootingSession.Id) { return(BadRequest()); } _context.Entry(shootingSession).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!ShootingSessionExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <int> AddCaliber(Caliber caliber, ShootingContext context) { using (var transaction = context.Database.BeginTransaction()) { var higherCalibers = from c in context.Caliber where c.SortOrder >= caliber.SortOrder orderby c.SortOrder select c; if (higherCalibers.Any()) { var startOrder = caliber.SortOrder + 1; foreach (var cal in higherCalibers) { } } context.Caliber.Add(caliber); return(await context.SaveChangesAsync()); } }