public void ActorOf_gives_child_unique_name_if_not_specified() { //arrange var system = new ActorSystemImpl("test"); system.Start(); //When we create a system manually we have to start it ourselves //act var child1 = system.ActorOf<TestActor>(); var child2 = system.ActorOf<TestActor>(); //assert Assert.NotEqual(child1.Path, child2.Path); }
public void ActorOf_gives_child_unique_name_if_not_specified() { //arrange var system = new ActorSystemImpl("test"); system.Start(); //When we create a system manually we have to start it ourselves //act var child1 = system.ActorOf <TestActor>(); var child2 = system.ActorOf <TestActor>(); //assert Assert.NotEqual(child1.Path, child2.Path); }
public void ActorSystem_ActorOf_adds_a_child_to_Guardian() { //arrange var system = new ActorSystemImpl("test"); system.Start(); //When we create a system manually we have to start it ourselves //act var child = system.ActorOf<TestActor>("test"); //assert var children = system.Provider.Guardian.Children; Assert.True(children.Any(c => c == child)); }
public void ActorSystem_ActorOf_adds_a_child_to_Guardian() { //arrange var system = new ActorSystemImpl("test"); system.Start(); //When we create a system manually we have to start it ourselves //act var child = system.ActorOf <TestActor>("test"); //assert var children = system.Provider.Guardian.Children; Assert.True(children.Any(c => c == child)); }