public static void ChangeUserStatus(Cxt cxt, int userID, UserStatusE status) { User item = new User(cxt, userID); item.UserStatusIDE = status; item.Save(); }
public static void UserLeaveGame(UserStatusE userStatus, int gameID) { Kv kv = new Kv(); kv.Set("MethodName", (int)MethodNameE.UserLeaveGame); kv.Set("GameID", gameID); kv.Set("UserStatus", (int)userStatus); kv.Set(StdKv.CurrentUserID, App.Model.Ap.CurrentUserID); SocketClient.Instance.InvokeAsync(kv.DataTable); }
public static DataSet GetTournamentRegisterUser(UserStatusE userStatusID, int tournamentID) { Kv kv = new Kv(); kv.Set("MethodName", (int)MethodNameE.GetTournamentRegisterUser); kv.Set(StdKv.CurrentUserID, Ap.CurrentUserID); kv.Set("TournamentID", tournamentID); kv.Set("UserStatusID", userStatusID.ToString("d")); return(SocketClient.Instance.Invoke(kv.DataTable)); }
public static DataSet GetSetIntruptedGameUserEngine(int engineId, UserStatusE userStatus) { Kv kv = new Kv(); kv.Set("MethodName", (int)MethodNameE.GetSetIntruptedGameUserEngine); kv.Set(StdKv.CurrentUserID, Ap.CurrentUserID); kv.Set("UserID", Ap.CurrentUserID); kv.Set("EngineID", engineId); kv.Set("UserStatusID", (int)userStatus); return(SocketClient.Instance.Invoke(kv.DataTable.Copy())); }
public static void SetUserEngine(string engineName, UserStatusE userStatus) { Kv kv = new Kv(); kv.Set("MethodName", (int)MethodNameE.SetUserEngine); kv.Set(StdKv.CurrentUserID, Ap.CurrentUserID); kv.Set("UserID", Ap.CurrentUserID); kv.Set("EngineName", engineName); kv.Set("UserStatus", (int)userStatus); SocketClient.Instance.InvokeAsync(kv.DataTable.Copy()); }
public static DataTable GetTournamentUsers(int TournamentID, int TeamID, UserStatusE UserStatusID, TournamentEntityTypeE TournamentEntityTypeID) { if (TournamentEntityTypeID == TournamentEntityTypeE.RegisteredUser) { return(BaseCollection.Execute("GetTournamentRegisteredUsers", TournamentID, TeamID)); //ExecuteSql("GetTournamentRegisteredUsers @p", ); } else { return(BaseCollection.Execute("GetTournamentUsers", TournamentID, TeamID, UserStatusID.ToString("d"))); } }
public static void LoginUser(int userID, UserStatusE userStatus) { TimeSpan ts = SocketClient.Ping(); Kv kv = new Kv(); kv.Set("MethodName", (int)MethodNameE.UpdateUserStatus); kv.Set(StdKv.CurrentUserID, userID); kv.Set("UserStatusID", (int)userStatus); kv.Set("Internet", ts.TotalSeconds); kv.Set("AccessCode", Options.Instance.ApplicationCode); SocketClient.Instance.InvokeAsync(kv.DataTable); Ap.CurrentUser.UserStatusIDE = userStatus; Ap.CurrentUser.StatusIDE = StatusE.Active; SocketClient.AddSession(); }
private void RefreshGrid(UserStatusE userStatusID) { ProgressForm frmProgress = ProgressForm.Show(this, "Loading players..."); try { dgvRegisterPlayer.AutoGenerateColumns = false; DataSet ds = SocketClient.GetTournamentRegisterUser(userStatusID, this.Tournament.TournamentID); if (ds != null) { table = ds.Tables[0]; } RefreshGrid(table); } catch (Exception ex) { TestDebugger.Instance.WriteError(ex); } frmProgress.Close(); }
public void UserLeaveGame(UserStatusE userStatus) { SocketClient.UserLeaveGame(userStatus, DbGame.GameID); }
public void GameWindowClosed() { ChessTypeE chessType = (ChessTypeE)Ap.PlayingMode.ChessTypeID;// PlayingModeData.Instance.ChessTypeID; UserStatusE userStatus = UserStatusE.Blank; // by default user status set to "Playing" userStatus = UserStatusE.Playing; // if closing playing game window and atleast one kibitzer window is opened, then user status will be "Kibitzer" if (Ap.KibitzersCount > 0 && (!Ap.IsGameInProgress || (Ap.IsGameInProgress && Ap.Game.DbGame.ID == this.DbGame.ID))) { userStatus = UserStatusE.Kibitzer; } // if close playing game window and there is no kibitzer, then user status will be one of the following options (based on chess type)" else if (Ap.KibitzersCount == 0 && Ap.IsGameInProgress && Ap.Game.DbGame.ID == this.DbGame.ID) { switch (chessType) { case ChessTypeE.None: case ChessTypeE.Human: case ChessTypeE.Correspondence: userStatus = UserStatusE.Blank; break; case ChessTypeE.Engine: userStatus = UserStatusE.Engine; break; case ChessTypeE.Centaur: userStatus = UserStatusE.Centaur; break; default: break; } } // if closing kibitzer window and there is no other kibitzer or playing game window, then user status will be one of the following options (based on chess type)" else if (Ap.KibitzersCount == 0 && !Ap.IsGameInProgress) { switch (chessType) { case ChessTypeE.None: case ChessTypeE.Human: case ChessTypeE.Correspondence: userStatus = UserStatusE.Blank; break; case ChessTypeE.Engine: userStatus = UserStatusE.Engine; break; case ChessTypeE.Centaur: userStatus = UserStatusE.Centaur; break; default: break; } } UserLeaveGame(userStatus); Ap.MsgQueue.Clear(this.DbGame.GameID); DbGame = null; }