Store a settings record in the user class. Serialize it for ease of loading / saving. Use this settings class for all storing / retrieving stuff. Works awesome.
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@ -12,7 +12,8 @@ using System.Drawing;
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using System.Media;
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using System.Reflection;
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using System.Text.RegularExpressions;
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using System.Xml.Serialization;
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using System.IO;
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namespace EduNetworkBuilder
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{
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@ -367,6 +368,11 @@ namespace EduNetworkBuilder
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public static NBSettings GetSettings()
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{
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//Try getting the user settings
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PersonClass User = GetUser();
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if (User != null) return User.UserSettings;
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//If no user, get the settings for the program.
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BuilderWindow myWin = (BuilderWindow)Application.OpenForms["BuilderWindow"];
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if (myWin != null)
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{
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@ -580,6 +586,36 @@ namespace EduNetworkBuilder
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}
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}
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/// <summary>
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/// Serialize any serializable class to an XML string.
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/// </summary>
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/// <typeparam name="T">The type of object</typeparam>
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/// <param name="toSerialize">The object to serialize</param>
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/// <returns>A string containing the serialized object in XML</returns>
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public static string SerializeObject<T>(T toSerialize)
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{
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XmlSerializer xmlSerializer = new XmlSerializer(toSerialize.GetType());
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using (StringWriter textWriter = new StringWriter())
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{
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xmlSerializer.Serialize(textWriter, toSerialize);
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return textWriter.ToString();
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}
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}
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/// <summary>
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/// Deserialize (oposite of SerializeObject) an object from an xml string.
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/// </summary>
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/// <typeparam name="T">The type of object to deserialize</typeparam>
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/// <param name="toDeserialize">the xml string containing the object</param>
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/// <returns>An object of the specified type</returns>
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public static T Deserialize<T>(string toDeserialize)
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{
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XmlSerializer xmlSerializer = new XmlSerializer(typeof(T));
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StringReader textReader = new StringReader(toDeserialize);
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return (T)xmlSerializer.Deserialize(textReader);
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}
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public static List<string> GetPuzzleTags()
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{
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BuilderWindow myWin = (BuilderWindow)Application.OpenForms["BuilderWindow"];
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@ -108,12 +108,7 @@ namespace EduNetworkBuilder
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}
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public void MarkAsDone(string PuzzleName)
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{
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PersonClass PC = NB.GetUser();
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if(PC != null)
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{
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PC.MarkAsDone(PuzzleName); //Mark it on the user's personal settings.
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}
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{
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//we just mark it in the settings class
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if (!ScoreList.Contains(PuzzleName))
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{
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@ -123,12 +118,7 @@ namespace EduNetworkBuilder
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}
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public bool CheckIfDone(string PuzzleName)
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{
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PersonClass PC = NB.GetUser();
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if (PC != null)
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{
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return PC.CheckIfDone(PuzzleName); //Mark it on the user's personal settings.
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}
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{
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//we just mark it in the settings class
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if (ScoreList.Contains(PuzzleName))
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return true;
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@ -535,7 +535,7 @@ namespace EduNetworkBuilder
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{
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if ("Level_" + pi.Level.ToString() == LevelName)
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{
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if (!OurSettings.ScoreList.Contains(pi.PuzzleName))
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if (!OurSettings.CheckIfDone(pi.PuzzleName))
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{
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return true; //We have one puzzle in the level which has not been solved
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}
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@ -39,10 +39,13 @@ namespace EduNetworkBuilder
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/// <summary>
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/// EverCompletedPuzzles is a list of puzzles that they have completed once.
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/// </summary>
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List<string> EverCompletedPuzzles = new List<string>();
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public List<SchoolworkClass> Projects = new List<SchoolworkClass>();
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public NBSettings UserSettings = new NBSettings();
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private PersonClass()
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{ }
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@ -121,8 +124,8 @@ namespace EduNetworkBuilder
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case "password":
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Passwords.Add(Individual.InnerText);
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break;
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case "scorelist":
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EverCompletedPuzzles.Add(Individual.InnerText);
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case "settings":
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UserSettings = NB.Deserialize<NBSettings>(Individual.InnerText);
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break;
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case "project":
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case "schoolwork":
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@ -171,10 +174,9 @@ namespace EduNetworkBuilder
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writer.WriteElementString("PasswordHint", PasswordHint);
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writer.WriteElementString("AltPassword", AltPassword);
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writer.WriteElementString("IsAdmin", isAdmin.ToString());
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foreach(string one in EverCompletedPuzzles)
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{
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writer.WriteElementString("ScoreList", one);
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}
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string settingsstring = NB.SerializeObject<NBSettings>(UserSettings);
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writer.WriteElementString("Settings", settingsstring);
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foreach(string One in Passwords)
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writer.WriteElementString("Password", One);
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//Save all the devices
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@ -186,20 +188,5 @@ namespace EduNetworkBuilder
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}
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#endregion
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public void MarkAsDone(string PuzzleName)
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{
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if (!EverCompletedPuzzles.Contains(PuzzleName))
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{
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EverCompletedPuzzles.Add(PuzzleName);
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}
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}
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public bool CheckIfDone(string PuzzleName)
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{
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if (EverCompletedPuzzles.Contains(PuzzleName))
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return true;
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else
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return false;
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}
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}
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}
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