public GameItemTests(HoardServiceFixture _hoardFixture, IPFSFixture _ipfsFixture)
        {
            hoardFixture = _hoardFixture;
            ipfsFixture  = _ipfsFixture;

            try
            {
                hoardFixture.Initialize(HoardGameTestName);

                GameID[] games = hoardFixture.HoardService.GetAllHoardGames().Result;
                Assert.NotEmpty(games);

                GameID game = games[0];
                HoardGameItemProvider hoardItemProvider = new HoardGameItemProvider(game);
                gameItemProvider = new BCGameItemMockProvider(game, (BCComm)hoardFixture.HoardService.BCComm);
                hoardItemProvider.SecureProvider = gameItemProvider;
                hoardFixture.HoardService.RegisterGame(game, hoardItemProvider);

                Assert.NotNull(gameItemProvider);

                DefaultPlayer = hoardFixture.UserIDs[2];
            }
            catch (Exception)
            {
                Assert.True(false);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Register default HoardBackend connector with BC fallback.
        /// </summary>
        /// <param name="game"></param>
        public async Task RegisterHoardGame(GameID game)
        {
            if (Providers.ContainsKey(game) && (Providers[game] is HoardGameItemProvider))
            {
                return;
            }

            //assumig this is a hoard game we can use a default hoard provider that connects to Hoard game server backend
            HoardGameItemProvider provider = new HoardGameItemProvider(game);

            //for security reasons (or fallback in case server is down) we will pass a BC provider
            provider.SecureProvider = GameItemProviderFactory.CreateSecureProvider(game, BCComm);
            await RegisterGame(game, provider);
        }