//public static DataAccess.UserGame Map(Library.UserGame userGame) => new DataAccess.UserGame //{ // //GameId = userGame.Game.GameId, // //UserName = userGame.User.UserName, // //there might be a problem here if the game and/or user already exist // //then the map tries to map it again // //the library.usergame might need to be changed aswell // Game = Mapper.Map(userGame.Game), // UserNameNavigation = Mapper.Map(userGame.User), // Review = userGame.Review, // Score = userGame.Score, // DatePurchased = userGame.PurchaseDate, //}; public static Library.UserGame Map(DataAccess.UserGame userGame) => new Library.UserGame { Game = userGame.Game == null ? null : Mapper.Map(userGame.Game), //dont know why the name is so weird here User = userGame.UserNameNavigation == null ? null : Mapper.Map(userGame.UserNameNavigation), Review = userGame.Review, //if score is null then set score as -1? //TODO: decide what this case should be Score = userGame.Score ?? -1, PurchaseDate = userGame.DatePurchased, };
public Library.UserGame GetUserGame(string username, int gameid) { //shouldn't ever be multiple elements returned DataAccess.UserGame ug = _db.UserGame.Include("Game").Include("UserNameNavigation").Where(a => a.UserName == username && a.GameId == gameid).First(); if (ug == null) { return(null); } Library.UserGame lug = Mapper.Map(ug); lug.Game.Tags = GetGameTags(gameid); return(lug); }
/// <summary> /// deletes the review by setting it's values equal to null for the given UserGame /// </summary> /// <param name="review"></param> /// <returns></returns> public bool DeleteReview(Library.UserGame review) { DataAccess.UserGame ug = _db.UserGame.Where(a => a.UserName == review.User.UserName && a.GameId == review.Game.GameId).First(); if (ug != null) { ug.Score = null; //review.Score; ug.Review = null; //review.Review; _db.Entry(_db.UserGame.Find(ug.UserName, ug.GameId)).CurrentValues.SetValues(ug); // _db.UserGame.Update(ug); _db.SaveChanges(); return(true); } return(false); }
public bool AddReview(string username, int id, ScoreReview review) { try { DataAccess.UserGame usergame = _db.UserGame.First(a => a.UserName == username && a.GameId == id); usergame.Score = review.Score; usergame.Review = review.Review; //_db.Entry(_db.UserGame.Find(usergame.GameId, usergame.UserName)).CurrentValues.SetValues(usergame); _db.UserGame.Update(usergame); _db.SaveChanges(); return(true); } catch { return(false); } }
public bool AddReview(Library.UserGame review) { bool success = true; try { //this wouldn't work unless we .Include the UserGame along with the user //User user = _db.User.Find(review.User.UserName); //DataAccess.UserGame usergame = Map3(review); DataAccess.UserGame usergame = _db.UserGame.First(a => a.UserName == review.User.UserName && a.GameId == review.Game.GameId); usergame.Score = review.Score; usergame.Review = review.Review; //_db.Entry(_db.UserGame.Find(usergame.GameId, usergame.UserName)).CurrentValues.SetValues(usergame); _db.UserGame.Update(usergame); _db.SaveChanges(); return(success); } catch { success = false; return(success); } }