/// <summary> /// The route handler for the request, which removes the user and /// disconnects their Google+ account from this app. /// </summary> /// <param name="context">The request/response context.</param> public override void ProcessRequest(HttpContext context) { // User is signed in. User user = GetUser(context); if (user == null) { context.Response.StatusCode = 401; context.Response.StatusDescription = "Unauthorized request"; } else { // Remove the cached credentials. context.Session[Properties.Resources.CURRENT_USER_SESSION_KEY] = null; context.Response.Cookies.Clear(); // Load the User object that is to be deleted from the model. PhotohuntContext db = new PhotohuntContext(); User toRemove = db.Users.Find(user.id); // Clean up the user data by removing votes and friend edges. DisconnectHelper.RemoveFriendEdges(toRemove); DisconnectHelper.RemoveVotes(toRemove); db.SaveChanges(); // Disconnect the user's account from this app. if (DisconnectHelper.DisconnectAccount(context, toRemove)) { context.Response.StatusCode = 200; context.Response.Write("Successfully disconnected."); } } }
private static void StepGrind(ShipyardItem shipyardItem) { var random = new Random(); float grindAmount = Server.Instance.Config.GrinderSpeedMultiplier * PluginSettings.Instance.GrindMultiplier; HashSet <long> grindersToRemove = new HashSet <long>(); //shorten this to grid for convenience MyCubeGrid grid = shipyardItem.Grid; List <Task> blockTasks = new List <Task>(); if (grid?.Physics == null || grid.Closed) { return; } if (grid.BlocksCount < 1) { return; } //do a raycast to see if the grinder can see the block we're assigning to it foreach (IMyCubeBlock listGrinder in shipyardItem.Tools) { blockTasks.Add(Task.Run(() => { DisconnectHelper localDisconnect = new DisconnectHelper(); MySlimBlock nextBlock; if (!shipyardItem.ProcessBlocks.TryGetValue(listGrinder.EntityId, out nextBlock)) { var tryCount = 0; //TODO: optimize the try count instead of picking an arbitrary value //what the hell does that mean? while (tryCount < 30) { if (grid.Physics.LinearVelocity != Vector3D.Zero || grid.Physics.AngularVelocity != Vector3D.Zero) { grid.Stop(); } //limit the number of tries so we don't get stuck in a loop forever tryCount++; //pick a random block. we don't really care if two grinders hit the same block, so don't check if (grid.BlocksCount > 30) { nextBlock = grid.CubeBlocks.ElementAt(random.Next(0, grid.BlocksCount - 1)); } //if we have less than 30 blocks total, just iterate through them, it's faster than going at random else { nextBlock = grid.CubeBlocks.ElementAt(Math.Min(tryCount, grid.BlocksCount - 1)); } if (nextBlock == null) { continue; } if (shipyardItem.ProcessBlocks.ContainsValue(nextBlock)) { continue; } //this raycast should give us the grid location of the first block it hits //we don't really care if it hits our random block, just grab whatever the grinder sees first Vector3I?blockResult = grid.RayCastBlocks(listGrinder.GetPosition(), grid.GridIntegerToWorld(nextBlock.Position)); if (!blockResult.HasValue) { continue; } //TODO: remove this when my PR is merged //check if removing this block will split the grid if (localDisconnect.TryDisconnect(grid.GetCubeBlock(blockResult.Value))) { //UtilityPlugin.Log.Info( "detected split" ); continue; } nextBlock = grid.GetCubeBlock(blockResult.Value); break; } //we weren't able to find a suitable block somehow, so skip this grinder for now if (nextBlock == null) { return; } //we found a block to pair with our grinder, add it to the dictionary and carry on with destruction lock (shipyardItem.ProcessBlocks) { shipyardItem.ProcessBlocks.Add(listGrinder.EntityId, nextBlock); } } })); if (blockTasks.Count >= 2) { } } Task.WaitAll(blockTasks.ToArray()); blockTasks.Clear(); var tmpItemList = new List <MyPhysicalInventoryItem>(); foreach (IMyCubeBlock grinderBlock in shipyardItem.Tools) { var grinder = (IMyShipGrinder)grinderBlock; var grinderInventory = (MyInventory)grinder.GetInventory(0); MySlimBlock block; if (!shipyardItem.ProcessBlocks.TryGetValue(grinderBlock.EntityId, out block)) { continue; } if (block?.CubeGrid?.Physics == null) { continue; } if (disconnect.TryDisconnect(block)) { //UtilityPlugin.Log.Info( "detected split at grind" ); shipyardItem.ProcessBlocks.Remove(grinderBlock.EntityId); continue; } Wrapper.GameAction(() => { var damageInfo = new MyDamageInformation(false, grindAmount, MyDamageType.Grind, grinder.EntityId); if (block.UseDamageSystem) { MyDamageSystem.Static.RaiseBeforeDamageApplied(block, ref damageInfo); } block.DecreaseMountLevel(damageInfo.Amount, grinderInventory); block.MoveItemsFromConstructionStockpile(grinderInventory); if (block.UseDamageSystem) { MyDamageSystem.Static.RaiseAfterDamageApplied(block, damageInfo); } if (block.IsFullyDismounted) { if (block.FatBlock != null && block.FatBlock.HasInventory) { for (var i = 0; i < block.FatBlock.InventoryCount; ++i) { MyInventory blockInventory = block.FatBlock.GetInventory(i); if (blockInventory == null) { continue; } if (blockInventory.Empty()) { continue; } tmpItemList.Clear(); tmpItemList.AddList(blockInventory.GetItems()); foreach (MyPhysicalInventoryItem item in tmpItemList) { MyInventory.Transfer(blockInventory, grinderInventory, item.ItemId); } } } if (block.UseDamageSystem) { MyDamageSystem.Static.RaiseDestroyed(block, damageInfo); } block.SpawnConstructionStockpile(); block.CubeGrid.RazeBlock(block.Min); grindersToRemove.Add(grinderBlock.EntityId); } }); foreach (var tool in shipyardItem.Tools) { MySlimBlock targetBlock; Communication.MessageStruct message = new Communication.MessageStruct() { toolId = tool.EntityId, gridId = 0, blockPos = new SerializableVector3I(0, 0, 0), packedColor = 0, pulse = false }; if (!shipyardItem.ProcessBlocks.TryGetValue(tool.EntityId, out targetBlock)) { Communication.SendLine(message); continue; } message.gridId = targetBlock.CubeGrid.EntityId; message.blockPos = targetBlock.Position; message.packedColor = Color.OrangeRed.PackedValue; Communication.SendLine(message); } foreach (long removeId in grindersToRemove) { shipyardItem.ProcessBlocks.Remove(removeId); } } }
public EmpoweredSubscriber(DisconnectWorker worker, DisconnectHelper helper) { _worker = worker; _helper = helper; }