本文整理汇总了C#中Command.HasArgumentWithName方法的典型用法代码示例。如果您正苦于以下问题:C# Command.HasArgumentWithName方法的具体用法?C# Command.HasArgumentWithName怎么用?C# Command.HasArgumentWithName使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Command
的用法示例。
在下文中一共展示了Command.HasArgumentWithName方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ValidateWebService
public bool ValidateWebService(Command command)
{
bool success = true;
string web_service_url= "";
string script_path = "";
TestWebServiceScript testScript= null;
if (command.HasArgumentWithName("S"))
{
script_path= command.GetTypedArgumentByName<CommandArgument_String>("S").ArgumentValue;
}
else
{
_logger.WriteLine("WebServiceValidator: Missing expected validation script parameter");
success = false;
}
if (command.HasArgumentWithName("W"))
{
web_service_url= command.GetTypedArgumentByName<CommandArgument_String>("W").ArgumentValue;
}
else
{
_logger.WriteLine("WebServiceValidator: ERROR: No WebService URL given");
success = false;
}
// Deserialize the web service script
if (success)
{
success = ParseWebServiceScript(script_path, out testScript);
}
if (success)
{
WebSession session = new WebSession();
int command_index = 0;
foreach (TestWebServiceCall webServiceCall in testScript.commands)
{
if (!VerifyWebServiceCommand(session, web_service_url, webServiceCall, command_index))
{
success = false;
break;
}
command_index++;
}
}
return success;
}
示例2: ValidateDungeons
public bool ValidateDungeons(Command command)
{
bool success = true;
string result= SuccessMessages.GENERAL_SUCCESS;
RoomTemplateSet roomTemplateSet = new RoomTemplateSet();
MobTypeSet mobTypeSet = new MobTypeSet();
MobSpawnTableSet mobSpawnTableSet = new MobSpawnTableSet();
int game_id_min = 0;
int game_id_max = 100000; // Int32.MaxValue; This will take ~100 days to finish all 2 billion dungeons
string connection_string = "";
string dumpGeometryPath = "";
if (command.HasArgumentWithName("C"))
{
connection_string = command.GetTypedArgumentByName<CommandArgument_String>("C").ArgumentValue;
}
else
{
_logger.WriteLine("DungeonValidator: Missing expected connection string parameter");
success = false;
}
if (command.HasArgumentWithName("G"))
{
game_id_min = command.GetTypedArgumentByName<CommandArgument_Int32>("G").ArgumentValue;
game_id_max = game_id_min;
}
else
{
_logger.WriteLine("DungeonValidator: No game id given, evaluating all possible game ids");
}
if (game_id_min == game_id_max && command.HasArgumentWithName("D"))
{
dumpGeometryPath = command.GetTypedArgumentByName<CommandArgument_String>("D").ArgumentValue;
}
_logger.WriteLine("Validating layouts for game_ids {0} to {1}", game_id_min, game_id_max);
// Get the room templates from the DB
if (success && !roomTemplateSet.Initialize(connection_string, out result))
{
_logger.WriteLine(string.Format("DungeonValidator: Failed to load the room templates from the DB: {0}", result));
success = false;
}
// Get the mob type set from the DB
if (success && !mobTypeSet.Initialize(connection_string, out result))
{
_logger.WriteLine(string.Format("DungeonValidator: Failed to load the mob types from the DB: {0}", result));
success = false;
}
// Get the mob spawn templates from the DB
if (success && !mobSpawnTableSet.Initialize(connection_string, mobTypeSet, out result))
{
_logger.WriteLine(string.Format("DungeonValidator: Failed to load the mob spawn tables from the DB: {0}", result));
success = false;
}
if (success)
{
DateTime startTime = DateTime.Now;
// Test all possible world size configurations for each desired game id
WorldTemplate[] worldTemplates = new WorldTemplate[] {
new WorldTemplate(GameConstants.eDungeonSize.small, GameConstants.eDungeonDifficulty.normal),
new WorldTemplate(GameConstants.eDungeonSize.medium, GameConstants.eDungeonDifficulty.normal),
new WorldTemplate(GameConstants.eDungeonSize.large, GameConstants.eDungeonDifficulty.normal),
};
for (int game_id = game_id_min; success && game_id <= game_id_max; ++game_id)
{
foreach (WorldTemplate worldTemplate in worldTemplates)
{
DungeonLayout layout = new DungeonLayout(game_id, worldTemplate, roomTemplateSet, mobSpawnTableSet);
// Create the initial set of rooms for the world
if (!layout.BuildRoomLayout(out result))
{
_logger.WriteLine(
string.Format("DungeonValidator: Failed to generate dungeon layout, game_id:{0}, size:{1}",
game_id, worldTemplate.dungeon_size));
_logger.WriteLine(result);
success = false;
}
// Verify that this is a valid dungeon
if (success)
{
Dictionary<int, Portal> portalIdToPortalMap = BuildPortalIdMap(layout);
// Verify that all portals are connected correctly
success &= VerifyRoomPortals(layout, portalIdToPortalMap);
// Verify that every room is accessible to every other room
success &= VerifyRoomAccessibility(layout, portalIdToPortalMap);
//.........这里部分代码省略.........