public async Task <IActionResult> Edit(int id, [Bind("MyGamesId,GameID,ReviewGrade,Review,ReviewDate")] MyGames myGames) { if (id != myGames.MyGamesId) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(myGames); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!MyGamesExists(myGames.MyGamesId)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } ViewData["GameID"] = new SelectList(_context.Game, "GameId", "GameId", myGames.GameID); return(View(myGames)); }
public async Task <IActionResult> Edit(int id, [Bind("GameId,GenreId,Title,ReleaseDate")] Game game) { if (id != game.GameId) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(game); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!GameExists(game.GameId)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(game)); }
public async Task <IActionResult> Edit(int id, [Bind("GenreId,GameGenre,EditDate")] Genre genre) { if (id != genre.GenreId) { return(NotFound()); } bool CheckGenreName = VideoGamesGenre.GenreExistsName(_context, genre.GameGenre); if (CheckGenreName) { ModelState.AddModelError("GameGenre", "Genre Already Exists."); } if (ModelState.IsValid) { try { var currentDateTime = DateTime.Now; var date = currentDateTime.Date; genre.EditDate = date;//doesnt make sense to have user set these when I know what they should be, not allowing edit on create _context.Update(genre); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!GenreExists(genre.GenreId)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(genre)); }