public IStateHandler <T> Create <T>(T state, string file, StateHandlerFlags flags) where T : IState { if (flags.HasFlag(StateHandlerFlags.Exportable)) { _exportableStateFiles.Add(new StateFile(file, flags)); } return(new JsonStateHandler <T>(state, file, flags)); }
private byte[] _hash = new byte[0]; // We use this to check for changes. public JsonStateHandler(T state, string file, StateHandlerFlags flags) { _state = state; _file = Path.IsPathRooted(file) ? file : Path.Combine(Env.Config.DataDir, file + (flags.HasFlag(StateHandlerFlags.UseCipher) ? "" : ".json")); _flags = flags; if (_flags.HasFlag(StateHandlerFlags.SavePeriodically)) { Env.App.AddSaveAction(SaveAsync); } }
public IStateHandler <T> Create <T>(T state, string file, StateHandlerFlags flags) where T : IState { return(new Mock <IStateHandler <T> >().Object); }
private void InitStateHandler() { var stateHandlerPlayers = new StateHandlerPlayers(GameRoom.State.statePlayers, this); var stateHandlerUnits = new StateHandlerUnits(GameRoom.State.stateUnits, this); var stateHandlerFlags = new StateHandlerFlags(GameRoom.State.stateFlags, this); }