public void PopulateClans(ClashContext context) { //if the db is empty it does nothing //I intend on populating the production DB Manually so nothing gets out of hand if (context.Clans.Count() > 0) { //Returns all clans in DB ordered by Clan Tag var clans = context.Clans.OrderByDescending(c => c.Tag).ToList(); //cycles through all clans in the DB ordered by Clan Tag clans.ForEach((c => { //if there's nothing in the List it immediately adds a value if (Clans == null) { Clans = new List <Clan>(); Clans.Add(c); } //the recieved list is ordered by tag, it will only enter the first entry per tag by clan if (Clans[Clans.Count() - 1].Tag != c.Tag) { Clans.Add(c); } })); Clans = Clans.OrderByDescending(p => p.ClanScore).ToList(); } }
public void PopulatePlayers(ClashContext context) { //if the db is empty it does nothing //I intend on populating the production DB Manually so nothing gets out of hand if (context.Players.Count() > 0) { //Returns all players in DB ordered by Player Tag var players = context.Players.OrderByDescending(p => p.Tag).ToList(); //cycles through all players in the DB ordered by Player Tag players.ForEach((p => { //if there's nothing in the List it immediately adds a value if (Players == null) { Players = new List <Player>(); Players.Add(p); } //the recieved list is ordered by tag, it will only enter the first entry per tag by player if (Players[Players.Count() - 1].Tag != p.Tag) { Players.Add(p); } })); Players = Players.OrderByDescending(p => p.Trophies).ToList(); } }
public void SetCards(ClashContext context) { Card1 = context.Cards.Find(Card1Id); Card2 = context.Cards.Find(Card2Id); Card3 = context.Cards.Find(Card3Id); Card4 = context.Cards.Find(Card4Id); Card5 = context.Cards.Find(Card5Id); Card6 = context.Cards.Find(Card6Id); Card7 = context.Cards.Find(Card7Id); Card8 = context.Cards.Find(Card8Id); }
public async Task <bool> SaveToDBByClan(ClashContext context) { DateTime now = DateTime.Now; var clan = await ClashJson.GetClanData("#8CYPL8R"); clan.UpdateTime = now; context.Clans.Add(clan); List <Player> playersToAdd = new List <Player>(); List <Battle> battlesToAdd = new List <Battle>(); int savedBattles = 0; //fills the list of player data to add to the DB // for (int m = 0; m < clan.Members; m++) for (int m = 0; m < 15; m++) { //gets basic player var player = await ClashJson.GetPlayerData(clan.MemberList[m].Tag); player = await ClashDB.FillPlayerDBData(player); playersToAdd.Add(player); } context.Players.AddRange(playersToAdd); for (int p = 0; p < playersToAdd.Count(); p++) { var battles = await ClashJson.GetListOfBattles(playersToAdd[p].Tag); battles = battles.ToList().GetRange(0, 10); savedBattles += await ClashDB.SaveBattles(battles); } await context.SaveChangesAsync(); UpdateComplete = true; return(UpdateComplete); }
public ClansModel(ClashContext c) { PopulateClans(c); }
public PlayersModel(ClashContext context) { PopulatePlayers(context); }
public ClashDB(ClashContext c) { context = c; //Player p = await GetPlayerData("#29PGJURQL"); }