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The Solution Rating System
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With so many solutions, how can you tell which solutions are most likely to help you and which ones are not? To provide you with a tool to use, we rate our solutions based on various elements that most accurately determine if a solution is a quality solution. To explain what factors affect the solution rating, here are the elements we take into consideration when formulating our solution rating.
Your Input Matters If you have any suggestions that you would like to make for our rating system, please ask a question in the Suggestions Zone of Community Support. Thank you! |
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static readonly object locker = new object();
static List<string> EastGameList = new List<string>();
static List<string> WestGameList = new List<string>();
static List<string> EuropeGameList = new List<string>();
static List<string> AsiaGameList = new List<string>();
internal static string GetGameToJoin(List<SpamGame> gameList, Server realm)
{
//string[] GameList = gameList.ToArray();
lock (locker)
{
IEnumerable<string> GameList;
switch (realm)
{
case Server.UsEast:
if (EastGameList.Count > 1000)
EastGameList.Clear();
GameList = from k in gameList orderby k.Players descending select k.GameName;
foreach (string game in GameList)
{
if (!EastGameList.Contains(game))
{
EastGameList.Add(game);
return game;
}
}
break;
case Server.UsWest:
if (WestGameList.Count > 1000)
WestGameList.Clear();
GameList = from k in gameList orderby k.Players descending select k.GameName;
foreach (string game in GameList)
{
if (!WestGameList.Contains(game))
{
WestGameList.Add(game);
return game;
}
}
break;
case Server.Europe:
if (EuropeGameList.Count > 1000)
EuropeGameList.Clear();
GameList = from k in gameList orderby k.Players descending select k.GameName;
foreach (string game in GameList)
{
if (!EuropeGameList.Contains(game))
{
EuropeGameList.Add(game);
return game;
}
}
break;
case Server.Asia:
if (AsiaGameList.Count > 1000)
AsiaGameList.Clear();
GameList = from k in gameList orderby k.Players descending select k.GameName;
foreach (string game in GameList)
{
if (!AsiaGameList.Contains(game))
{
AsiaGameList.Add(game);
return game;
}
}
break;
}
}
return null;
}
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