public List <TurnoverPerGenre> TurnoverPerGenre()
        {
            List <TurnoverPerGenre> turnoverPerGenre = new List <TurnoverPerGenre>();
            List <int> ls = new List <int>();

            foreach (var order in orepository.Orders)
            {
                foreach (var cartline in order.Lines)
                {
                    for (int i = 0; i < cartline.Quantity; i++)
                    {
                        ls.Add(cartline.Game.ID);
                    }
                }
            }
            var GenreTotalCost =
                from Game in repository.Games
                where ls.Contains(Game.ID)
                group Game by Game.Genre into GameGroup
                select new
            {
                Genre       = GameGroup.Key,
                TotalProfit = GameGroup.Sum(x => x.PriceFinal),
            };

            foreach (var s in GenreTotalCost)
            {
                turnoverPerGenre.Add(new TurnoverPerGenre {
                    Genre       = s.Genre,
                    TotalProfit = Convert.ToDouble(s.TotalProfit)
                });
            }

            return(turnoverPerGenre);
        }
Пример #2
0
        public static void CreateOneGroupLoops(List <EntityBase> loopEntities, GameGroup group)
        {
            CheckMemberEvennumber(group);
            int memberCount = group.MemberList.Count;

            //逆时针轮转法
            for (int i = 1; i < memberCount; i++)
            {
                foreach (var member in group.MemberList)
                {
                    int index = group.MemberList.IndexOf(member);
                    if (index + 1 > memberCount / 2)
                    {
                        break;
                    }

                    var loop = CreateLoopGame(group, i, member, index, memberCount - 1 - index);
                    //排除轮空比赛
                    if (loop != null)
                    {
                        loop.LoopOrderNo = index + 1;
                        loopEntities.Add(loop);//数据保存
                    }
                }
                //轮转位置
                var last = group.MemberList[memberCount - 1];
                group.MemberList.Remove(last);
                group.MemberList.Insert(1, last);
            }
        }
Пример #3
0
        private static GameLoop CreateLoopGame(GameGroup group, int i, GameGroupMember member, int index, int indexOther)
        {
            var team1Id = group.MemberList[index].TeamId;
            var team2Id = group.MemberList[indexOther].TeamId;

            //排除轮空比赛
            if (team1Id.IsNullOrEmpty() || team2Id.IsNullOrEmpty())
            {
                return(null);
            }
            GameLoop loop = new GameLoop();

            loop.SetNewId();
            loop.SetCreateDate();
            loop.SetRowAdded();

            loop.OrderNo = i;//分组小轮次
            loop.OrderId = group.OrderId;
            loop.GameId  = member.GameId;
            loop.GroupId = member.GroupId;
            loop.Team1Id = team1Id;
            loop.Team2Id = team2Id;
            loop.IsTeam  = member.IsTeam;
            loop.State   = GameLoopState.NOTSTART.Id;
            loop.IsBye   = group.MemberList[index].TeamId.IsNullOrEmpty() || group.MemberList[indexOther].TeamId.IsNullOrEmpty();
            loop.JudgeId = group.LeaderId.GetId();
            return(loop);
        }
Пример #4
0
 private void StartCountDown(GameGroup gg)
 {
     while (!CountDownQueue.Contains(gg))
     {
         CountDownQueue.Enqueue(gg);
     }
 }
Пример #5
0
        ///for load test harness - convert add game group from GroupList info
        private void addGameGroupAndUsers(string groupID)
        {
            GameGroup newGameGroup = new GameGroup(groupID);
            bool      failedAdd    = false;

            foreach (UserDetail user in GroupList.FirstOrDefault(o => o.id == groupID).users)
            {
                PlayerState playerState = new PlayerState();
                playerState.Id = user.ConnectionId;
                if (!newGameGroup.PlayerStates.TryAdd(user.ConnectionId, playerState))
                {
                    failedAdd = true;
                }                                                                                            //LOW threadsafe Risk, only one client inititates creation of group
            }
            //What if not added initially, requires while loop?
            if (!GameGroups.TryAdd(groupID, newGameGroup))
            {
                failedAdd = true;
            }                                                                    //MEDIUM threadsafe Risk
            if (failedAdd)
            {
                //TODO: Add ClientError() callback
                DebugOut("Failed to Add Player to Group or Group to List");
            }
            else
            {
                DebugOut("Added Following Group " + newGameGroup.id + " !!!!!! ");
            }
        }
Пример #6
0
        public async Task <IActionResult> OnGetAsync(int Id, string Message)
        {
            IdentityUser user = await _userManager.GetUserAsync(User);

            Group = await _context.GameGroups.FindAsync(Id);

            if (Group == null)
            {
                return(RedirectToPage("/error", new { errorMessage = "That's Odd! We weren't able to find that Group" }));
            }
            if (Group.Owner != user.Email)
            {
                return(RedirectToPage("/error", new { errorMessage = "Sorry, Only the owner can manage a Group" }));
            }
            SelectedPath = await _context.Paths.FindAsync(Group.PathId);

            if (SelectedPath == null)
            {
                return(RedirectToPage("/error", new { errorMessage = "That's Odd! We weren't able to find the Path for this Group" }));
            }

            _context.Entry(Group)
            .Collection(g => g.GameTeams)
            .Load();

            ViewData["PathSelectList"] = await GameGroup.GetPathSelectListAsync(_context);

            UserMessage = GetUserMessage(Message);
            return(Page());
        }
Пример #7
0
        private void InitGame(string groupID)
        {
            GameGroup newGroup  = new GameGroup(groupID);
            bool      failedAdd = false;

            foreach (UserDetail user in GroupList.FirstOrDefault(o => o.id == groupID).users)
            {
                PlayerState playerState = new PlayerState();
                playerState.Id = user.ConnectionId;
                if (!newGroup.PlayerStates.TryAdd(user.ConnectionId, playerState))
                {
                    failedAdd = true;
                }                                                                                        //LOW threadsafe Risk, only one client inititates creation of group
            }

            //What if not added initially, requires while loop?
            if (!GameGroups.TryAdd(groupID, newGroup))
            {
                failedAdd = true;
            }                                                              //MEDIUM threadsafe Risk

            if (failedAdd)
            {
                //Clients.Group(groupID).clientError("Couldn't Add Player", "Failed to Add a player(s) to the game"); //failed to add player to group or group list
                DebugOut("failed to add player to group or group list");
            }
            else
            {
                Clients.Group(groupID).showGameScreen();
                this.StartCountDown(GameGroups[groupID]);
            }
        }
Пример #8
0
 public GameGroupUpdated(GameGroup gameGroup)
 {
     Id          = gameGroup.Id;
     Name        = gameGroup.Name;
     UpdatedDate = gameGroup.UpdatedDate.GetValueOrDefault();
     UpdatedBy   = gameGroup.UpdatedBy;
 }
Пример #9
0
        public async Task <ActionResult <GameGroup> > PostGameGroup(GameGroup gameGroup)
        {
            _context.GameGroups.Add(gameGroup);
            await _context.SaveChangesAsync();

            return(CreatedAtAction("GetGameGroup", new { id = gameGroup.Id }, gameGroup));
        }
Пример #10
0
        public async Task <IActionResult> PutGameGroup(int id, GameGroup gameGroup)
        {
            if (id != gameGroup.Id)
            {
                return(BadRequest());
            }

            _context.Entry(gameGroup).State = EntityState.Modified;

            try
            {
                await _context.SaveChangesAsync();
            }
            catch (DbUpdateConcurrencyException)
            {
                if (!GameGroupExists(id))
                {
                    return(NotFound());
                }
                else
                {
                    throw;
                }
            }

            return(NoContent());
        }
Пример #11
0
        private static void CreateSingleRound(GameOrder firstOrder, List <EntityBase> entities, Game game, List <GameTeam> teamList)
        {
            firstOrder.OrderNo = 1;
            firstOrder.Name    = "单循环赛";

            var group = new GameGroup {
                Name = "单循环组", GameId = game.Id, IsTeam = game.IsTeam, OrderNo = 1, LeaderId = game.CreatorId, OrderId = firstOrder.Id, MemberList = new List <GameGroupMember>()
            };

            group.SetNewEntity();
            //构建单分组
            entities.Add(group);

            int memberOrderNo = 0;

            teamList.ForEach(p =>
            {
                memberOrderNo++;
                var member = new GameGroupMember {
                    TeamId = p.Id, GameId = firstOrder.GameId, GroupId = group.Id, IsTeam = firstOrder.IsTeam, OrderNo = memberOrderNo
                };
                member.SetNewEntity();
                group.MemberList.Add(member);
            });

            //构建分组成员
            SaveGameGroup.CreateOneGroupMembers(entities, group);
            //构建单循环比赛
            SaveGameGroup.CreateOneGroupLoops(entities, group);
        }
Пример #12
0
        public void UpdateGameGroup(GameGroup gameGroup)
        {
            gameGroup.UpdatedDate = DateTimeOffset.UtcNow;

            _repository.GameGroups.AddOrUpdate(gameGroup);

            _repository.SaveChanges();
        }
Пример #13
0
 public GameGroupCreated(GameGroup gameGroup)
 {
     Id          = gameGroup.Id;
     Name        = gameGroup.Name;
     Code        = gameGroup.Code;
     CreatedDate = gameGroup.CreatedDate;
     CreatedBy   = gameGroup.CreatedBy;
 }
Пример #14
0
        public async Task <IActionResult> OnGetAsync()
        {
            // IdentityUser user = await _userManager.GetUserAsync(User);

            ViewData["PathSelectList"] = await GameGroup.GetPathSelectListAsync(_context);

            return(Page());
        }
Пример #15
0
        // To protect from overposting attacks, please enable the specific properties you want to bind to, for
        // more details see https://aka.ms/RazorPagesCRUD.
        public async Task <IActionResult> OnPostAsync()
        {
            IdentityUser user = await _userManager.GetUserAsync(User);

            if (!ModelState.IsValid)
            {
                return(RedirectToPage("Group", new { Id = Group.Id }));
            }

            GameGroup UpdateGroup = await _context.GameGroups.FindAsync(Group.Id);

            if (UpdateGroup == null)
            {
                return(RedirectToPage("/error", new { errorMessage = "That's Odd! We weren't able to find that Group" }));
            }
            if (UpdateGroup.Owner != user.Email)
            {
                return(RedirectToPage("/error", new { errorMessage = "Sorry, Only the owner can manage a Group" }));
            }
            _context.Entry(UpdateGroup)
            .Collection(g => g.GameTeams)
            .Load();

            if (await TryUpdateModelAsync <GameGroup>(
                    UpdateGroup,
                    "Group", // Prefix for form value.
                    t => t.PathId))
            {
                UpdateGroup.GroupState = (int)GameGroup.GameGroupState.InPlay;
                UpdateGroup.Modified   = DateTime.Now;

                // go get the Path so we can set first step
                Path path = await _context.Paths.FindAsync(UpdateGroup.PathId);

                if (path == null)
                {
                    return(RedirectToPage("/error", new { errorMessage = "That's Very Odd! We were not able to find the Path for this Group" }));
                }

                // We will need that first step.
                _ = await path.AddCalculatedPropertiesAsync(_context);

                // Now we need to iterate through each Team and reset it.

                foreach (GameTeam Team in UpdateGroup.GameTeams)
                {
                    Team.CurrentStepId = path.FirstStepId;
                    Team.TeamType      = 0;
                    Team.BoardState    = (int)GameTeam.GameBoardState.WordSelect;
                    Team.StepNumber    = 1;
                    Team.Modified      = DateTime.Now;
                }
                await _context.SaveChangesAsync();

                return(RedirectToPage("Group", new { Id = UpdateGroup.Id, Message = String.Format("Group {0} has been Restarted!", UpdateGroup.Name) }));
            }
            return(Page());
        }
        //take in list of bo
        public long Total(List <CalculationBO> calculation)
        {
            long value = (from Game in calculation
                          group Game by Game.GameId into GameGroup
                          orderby GameGroup.Sum(g => g.Price) descending
                          select GameGroup.Key).FirstOrDefault();

            return(value);
        }
Пример #17
0
        public void UpdateGameGroup(GameGroup gameGroup)
        {
            gameGroup.UpdatedBy   = _actorInfoProvider.Actor.UserName;
            gameGroup.UpdatedDate = DateTimeOffset.UtcNow;

            _repository.GameGroups.AddOrUpdate(gameGroup);

            _repository.SaveChanges();
            _eventBus.Publish(new GameGroupUpdated(gameGroup));
        }
Пример #18
0
 private static void CheckMemberEvennumber(GameGroup group)
 {
     if (group.MemberList.Count % 2 != 0)
     {
         var emptyMember = new GameGroupMember {
             TeamId = string.Empty, GameId = group.GameId, GroupId = group.Id, IsTeam = group.IsTeam
         };
         group.MemberList.Add(emptyMember);
     }
 }
Пример #19
0
 public static void CreateOneGroupMembers(List <EntityBase> memberEntities, GameGroup group)
 {
     group.MemberList.ForEach(p =>
     {
         p.SetRowAdded();
         p.TeamId = p.TeamId.GetId();
         p.SetNewId();
         p.SetCreateDate();
         memberEntities.Add(p);
     });//数据保存
 }
Пример #20
0
        /// <summary>
        /// 获取并设置比赛小组成员
        /// </summary>
        /// <param name="group"></param>
        public static void SetGroupMemberList(GameGroup group)
        {
            var cmd = CommandHelper.CreateProcedure <GameGroupMember>(text: "sp_GetGameGroupMemberList");

            cmd.Params.Add(CommandHelper.CreateParam("@gameId", group.GameId));
            cmd.Params.Add(CommandHelper.CreateParam("@groupId", group.Id));
            var result = DbContext.GetInstance().Execute(cmd);

            group.MemberList = new List <GameGroupMember>();
            foreach (var user in result.Entities)
            {
                group.MemberList.Add(user as GameGroupMember);
            }
        }
Пример #21
0
        public Guid CreateGameGroup(GameGroup gameGroup)
        {
            if (gameGroup.Id.Equals(Guid.Empty))
            {
                gameGroup.Id = Guid.NewGuid();
            }

            gameGroup.CreatedDate = DateTimeOffset.UtcNow;

            _repository.GameGroups.Add(gameGroup);

            _repository.SaveChanges();

            return(gameGroup.Id);
        }
Пример #22
0
        public Guid CreateGameGroup(GameGroup gameGroup)
        {
            if (gameGroup.Id.Equals(Guid.Empty))
            {
                gameGroup.Id = Guid.NewGuid();
            }

            gameGroup.CreatedBy   = _actorInfoProvider.Actor.UserName;
            gameGroup.CreatedDate = DateTimeOffset.UtcNow;

            _repository.GameGroups.Add(gameGroup);

            _repository.SaveChanges();
            _eventBus.Publish(new GameGroupCreated(gameGroup));

            return(gameGroup.Id);
        }
Пример #23
0
        private static void createGameGroup(GameOrder firstOrder, List <EntityBase> groupEntities)
        {
            for (int i = 1; i <= firstOrder.GroupCount; i++)
            {
                GameGroup group = new GameGroup();
                group.SetCreateDate();
                group.SetNewId();
                group.SetRowAdded();

                group.GameId  = firstOrder.GameId;
                group.IsTeam  = firstOrder.IsTeam;
                group.Name    = string.Format("第{0}组", i);
                group.OrderId = firstOrder.Id;
                group.OrderNo = i;
                groupEntities.Add(group);
            }
        }
        public async Task <IViewComponentResult> InvokeAsync(int GroupId, int TeamId)
        {
            List <PathNode> TeamSteps = new List <PathNode>();
            GameGroup       Group     = await _context.GameGroups.FindAsync(GroupId);

            GameTeam Team = await _context.GameTeams.FindAsync(TeamId);

            string BibleId = await GameTeam.GetValidBibleIdAsync(_context, null);

            Path Path = await _context.Paths.FindAsync(Group.PathId);

            _ = await Path.AddCalculatedPropertiesAsync(_context);

            if (Team.BoardState == (int)GameTeam.GameBoardState.StepSelect)
            {
                TeamSteps = await Team.GetTeamStepsAsync(_context, BibleId);
            }
            Team.Steps = TeamSteps;
            return(View(Team));
        }
Пример #25
0
        public async Task <IActionResult> OnPostAsync(int?id)
        {
            if (id == null)
            {
                return(NotFound());
            }

            try
            {
                Group = await _context.GameGroups.Include(G => G.GameTeams)
                        .Where(G => G.Id == id).SingleAsync();
            }
            catch {
                return(RedirectToPage("/error", new
                {
                    errorMessage = "That's Odd! We were unable to retrieve this Group... Not sure what to tell you!"
                }));
            }

            // confirm Group Owner
            IdentityUser user = await _userManager.GetUserAsync(User);

            if (Group.Owner != user.Email)
            {
                return(RedirectToPage("/error", new { errorMessage = "Sorry! Only a Group Owner may delete a Group" }));
            }

            // First we need to iterate through each Step and delete them one by one, steps are a leaf node so this should be OK.
            foreach (GameTeam team in Group.GameTeams)
            {
                _context.GameTeams.Remove(team);
            }
            _context.GameGroups.Remove(Group);
            await _context.SaveChangesAsync();

            return(RedirectToPage("./MyGroups"));
        }
Пример #26
0
        // To protect from overposting attacks, please enable the specific properties you want to bind to, for
        // more details see https://aka.ms/RazorPagesCRUD.
        public async Task <IActionResult> OnPostAsync()
        {
            IdentityUser user = await _userManager.GetUserAsync(User);

            if (!ModelState.IsValid)
            {
                ViewData["PathSelectList"] = await GameGroup.GetPathSelectListAsync(_context);

                return(Page());
            }

            // Now let's create an empty group
            var emptyGroup = new GameGroup
            {
                Created    = DateTime.Now,
                Modified   = DateTime.Now,
                GroupState = (int)GameGroup.GameGroupState.Open,
                Owner      = user.Email
            };

            if (await TryUpdateModelAsync <GameGroup>(
                    emptyGroup,
                    "Group", // Prefix for form value.
                    g => g.Name, g => g.PathId))
            {
                _context.GameGroups.Add(emptyGroup);
                await _context.SaveChangesAsync();

                // go get the Path so we can set first step
                Path path = await _context.Paths.FindAsync(emptyGroup.PathId);

                if (path == null)
                {
                    return(RedirectToPage("/error", new { errorMessage = "That's Very Odd! We were not able to find the Path for this Group" }));
                }
                // We will need that first step.
                _ = await path.AddCalculatedPropertiesAsync(_context);

                // Now we need to parse our Teams and add/remove
                foreach (GameTeam Team in Teams)
                {
                    if (Team.Name != null)
                    {
                        if (Team.Name.Length > 0)
                        {
                            var emptyTeam = new GameTeam
                            {
                                CurrentStepId = path.FirstStepId,
                                TeamType      = 0,
                                BoardState    = (int)GameTeam.GameBoardState.WordSelect,
                                StepNumber    = 1,
                                Created       = DateTime.Now,
                                Modified      = DateTime.Now,
                            };
                            emptyTeam.Name  = Team.Name;
                            emptyTeam.Group = emptyGroup;
                            _context.GameTeams.Add(emptyTeam);
                        }
                    }
                }
                await _context.SaveChangesAsync();

                return(RedirectToPage("Group", new { Id = emptyGroup.Id, Message = String.Format("Group {0} successfully created...", emptyGroup.Name) }));
            }

            return(Page());
        }