// This method gets called by the runtime. Use this method to configure the HTTP request pipeline. public void Configure(IApplicationBuilder app, IHostingEnvironment env, IUserSystem userSystem) { app.UseMvc(m => { m.MapRoute( name: "default", template: "{controller}/{action}/{id?}", defaults: new { controller = "Home", action = "Index" }); }); if (env.IsDevelopment()) { app.UseDeveloperExceptionPage(); } app.UseStaticFiles(); //app.Run(async (context) => //{ // await context.Response.WriteAsync("Hello World!"); //}); //User user = new User(); //userSystem.CreateUser(user); //var a = userSystem.GetUser(1); }
public void AddSystem(IUserSystem system) { if (system is IEntityInitSystem) { _entityInitSystems.Add(system as IEntityInitSystem); } if (system is IModuleInitSystem) { _clientModuleInitSystems.Add(system as IModuleInitSystem); } if (system is IUserCmdExecuteSystem) { _userCmdExecuteSystems.Add(system as IUserCmdExecuteSystem); } if (system is IVehicleCmdExecuteSystem) { _vehicleCmdExecuteSystems.Add(system as IVehicleCmdExecuteSystem); } if (system is IGizmosRenderSystem) { _gizmosRenderSystems.Add(system as IGizmosRenderSystem); } if (system is IRenderSystem) { _renderSystems.Add(system as IRenderSystem); } if (system is IEntityCleanUpSystem) { _entityCleanUpSystems.Add(system as IEntityCleanUpSystem); } if (system is IGameStateUpdateSystem) { _gameStateMonitorSystems.Add(system as IGameStateUpdateSystem); } if (system is IPhysicsInitSystem) { _physicsInitSystems.Add(system as IPhysicsInitSystem); } if (system is IPhysicsUpdateSystem) { _physicsUpdateSystems.Add(system as IPhysicsUpdateSystem); } if (system is IPhysicsPostUpdateSystem) { _physicsPostUpdateSystems.Add(system as IPhysicsPostUpdateSystem); } if (system is IResourceLoadSystem) { _resourceLoadSystems.Add(system as IResourceLoadSystem); } if (system is IPlaybackSystem) { _playbackSystems.Add(system as IPlaybackSystem); } if (system is ILateUpdateSystem) { _lateUpdateSystems.Add(system as ILateUpdateSystem); } if (system is IOnGuiSystem) { _onGuiSystems.Add(system as IOnGuiSystem); } if (system is IGamePlaySystem) { _gamePlaySystems.Add(system as IGamePlaySystem); } if (system is IUiSystem) { _uiSystems.Add(system as IUiSystem); } if (system is IUiHfrSystem) { _hfrUiSystems.Add(system as IUiHfrSystem); } }