Cleaned up code.
Changed variable names that hide fields. Removed unused imports.
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@ -40,12 +40,12 @@ namespace GameServiceWarden.Core.Games
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this.assemblyName = assemblyName ?? throw new ArgumentNullException("assemblyName");
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this.service.StateChangeEvent += OnServiceStateChange;
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Dictionary<string, IGameConfigurable> configurables = new Dictionary<string, IGameConfigurable>();
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Dictionary<string, IGameConfigurable> tempConfigurables = new Dictionary<string, IGameConfigurable>();
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foreach (IGameConfigurable configurable in service.Configurables)
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{
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configurables.Add(configurable.OptionName, configurable);
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tempConfigurables.Add(configurable.OptionName, configurable);
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}
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this.configurables = new ReadOnlyDictionary<string, IGameConfigurable>(configurables);
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this.configurables = new ReadOnlyDictionary<string, IGameConfigurable>(tempConfigurables);
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}
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/// <summary>
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@ -22,10 +22,10 @@ namespace GameServiceWarden.Core.Games
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public void CreateService(string serviceName, string assemblyName, string moduleName)
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{
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if (!this.modules.ContainsKey(assemblyName)) throw new KeyNotFoundException($"No file \"{assemblyName}\" found.");
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IReadOnlyDictionary<string, IGameServiceModule> modules = this.modules[assemblyName];
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IReadOnlyDictionary<string, IGameServiceModule> assemblyModules = this.modules[assemblyName];
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if (services.ContainsKey(serviceName)) throw new ArgumentException($"Service of Name \"{serviceName}\" already exists.");
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services.Add(serviceName, new GameServiceInfo(modules[moduleName].InstantiateGameService(services.GetPathForKey(serviceName), true), moduleName, assemblyName));
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services.Add(serviceName, new GameServiceInfo(assemblyModules[moduleName].InstantiateGameService(services.GetPathForKey(serviceName), true), moduleName, assemblyName));
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}
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public void DeleteService(string serviceName)
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@ -1,5 +1,3 @@
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using System;
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namespace GameServiceWarden.ModuleAPI
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{
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public enum ServiceState
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