コード例 #1
0
ファイル: InviteLogic.cs プロジェクト: Umut93/BoldQuiz
 //Finding the player (RecipientID) by the invite and giving the player a new room as well.
 //Its roomid is assigned to the requested roomid and then we are updating the player's room to that which it has accepted.
 //After accepting, we remove the recent generated invite.
 public void acceptInvite(Invite invite)
 {
     using (InviteRepository inviteRepository = new InviteRepository("DefaultConnection"))
     {
         Player recipient = userLogic.findPLayer(invite.RecipientID);
         recipient.Room    = new Room();
         recipient.Room.ID = invite.Room_id;
         userLogic.updatePlayer(recipient);
         foreach (Player_Status status in Player_statusLogic.GetAllPlayerStatusForOnePLayer(recipient))
         {
             Player_statusLogic.deletePlayerStatus(status);
         }
         Player_statusLogic.CreatePlayerStatusForARoom(recipient, recipient.Room);
         inviteRepository.removeInvite(invite.SenderID, invite.RecipientID);
     }
 }
コード例 #2
0
        //After registering, you direct to categories.
        //Finding the section by the id, and creating a room for that section.
        //Finding a player by its username and then assigning that player in a room .
        //After finding the section - creating the room and assigning the player in a room (updating the player's room).
        //For creating a room we need to know the sectionID and the userName who has chosen that.
        //We create a section and a room.
        public Room chooseSection(int id, string userName)
        {
            using (PlayerRepository playerRepository = new PlayerRepository("DefaultConnection"))
            {
                Section section = sectionLogic.findOneSection(id);

                Room room = new Room(0, section);

                roomLogic.createRoom(room);
                Player player = playerRepository.findOnePlayer(userName);

                player.Room = room;
                playerRepository.updatePlayer(player);
                player_status.CreatePlayerStatusForARoom(player, room);

                return(room);
            }
        }