public ValidatingModel() { _properties = new KeyedCollectionBase <string, PropertyInfo>(p => p.Name); _propertyValidators = new Dictionary <string, Validator>(); _validationResults = new Dictionary <string, ValidationResults>(); PopulateValidators(); }
public AppContext() { _accessLock = new ReaderWriterLockSlim(LockRecursionPolicy.SupportsRecursion); _dispatcher = Dispatcher.CurrentDispatcher; _allPlayers = new KeyedCollectionBase <int, IPlayer>(o => o.PlayerID); _defaultMusicLibrary.Load(DefaultMusicLibraryPath); _audioTrace = false; // just tracing audio into Log.txt HookEventHandlers(); }
public static void Mutate <TKey, TItem>( this KeyedCollectionBase <TKey, TItem> collection, TKey key, Func <TItem, TItem> mutation ) where TKey : notnull { Check.NotNull(collection, nameof(collection)); Check.NotNull(key, nameof(key)); Check.NotNull(mutation, nameof(mutation)); collection[key] = mutation(collection[key]); }
public DesignTimeAppContext() { if (PlayerContext.Current == null || PlayerContext.Current.Players.Count == 0) { PlayerContext.Current = new PlayerContext( new ArrayWrapper <Player>( new[] { new Player { EmpireID = GameContext.Current.Civilizations.FirstOrDefault(o => o.IsEmpire).CivID, Name = "Local Player", PlayerID = Player.GameHostID } })); } _lobbyData = new LobbyData { Empires = GameContext.Current.Civilizations.Where(o => o.IsEmpire).Select(o => o.Key).ToArray(), GameOptions = GameContext.Current.Options, Players = PlayerContext.Current.Players.ToArray(), Slots = new[] { new PlayerSlot { Claim = SlotClaim.Assigned, EmpireID = PlayerContext.Current.Players[0].EmpireID, EmpireName = PlayerContext.Current.Players[0].Empire.Key, IsClosed = false, Player = PlayerContext.Current.Players[0], SlotID = 0, Status = SlotStatus.Taken } } }; _players = new KeyedCollectionBase <int, IPlayer>(o => o.PlayerID) { PlayerContext.Current.Players[0] }; }
protected KeyedMutatorBase(KeyedCollectionBase <TKey, TItem> collection) => _collection = collection;