public async Task <IActionResult> PutMstStatus([FromRoute] int id, [FromBody] MstStatus mstStatus) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != mstStatus.StatusId) { return(BadRequest()); } _context.Entry(mstStatus).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!MstStatusExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <IActionResult> PostMstStatus([FromBody] MstStatus mstStatus) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _context.MstStatus.Add(mstStatus); await _context.SaveChangesAsync(); return(CreatedAtAction("GetMstStatus", new { id = mstStatus.StatusId }, mstStatus)); }
/// <summary> /// This method sends a master server status response message to a game /// server, or game client. /// </summary> /// <param name="Address">Supplies the message recipient.</param> /// <param name="StatusFlags">Supplies the master server status flags. /// </param> public void SendMstStatusResponse(IPEndPoint Address, MstStatus StatusFlags) { using (ExoBuildBuffer Builder = new ExoBuildBuffer()) { Builder.WriteDWORD((uint)MstCmd.StatusResponse); Builder.WriteDWORD((ushort)StatusFlags); Logger.Log(LogLevel.Verbose, "NWMasterServer.SendMstStatusResponse(): Sending status response to {0}.", Address); SendRawDataToMstClient(Address, Builder); } }