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); } }
/// <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); }