public void Should_overwrite_existing_mod_object()
        {
            var storageProvider = new Mock <IStorageProvider>();
            var mapper          = new Mock <IMapper>();
            var gameService     = new Mock <IGameService>();
            var modExport       = new Mock <IModCollectionExporter>();

            SetupMockCase(storageProvider, gameService);

            var service = new ModCollectionService(null, null, new Cache(), null, null, null, null, gameService.Object, modExport.Object, storageProvider.Object, mapper.Object);
            var result  = service.Save(new ModCollection()
            {
                Name = "test",
                Game = "test"
            });

            result.Should().BeTrue();
            service.GetAll().Count().Should().Be(2);
        }
        public void Should_throw_exception_when_saving_mod_object_with_no_game()
        {
            var storageProvider = new Mock <IStorageProvider>();
            var mapper          = new Mock <IMapper>();
            var gameService     = new Mock <IGameService>();
            var modExport       = new Mock <IModCollectionExporter>();

            SetupMockCase(storageProvider, gameService);
            var       service   = new ModCollectionService(null, null, new Cache(), null, null, null, null, gameService.Object, modExport.Object, storageProvider.Object, mapper.Object);
            Exception exception = null;

            try
            {
                service.Save(new ModCollection());
            }
            catch (Exception ex)
            {
                exception = ex;
            }
            exception.GetType().Should().Be(typeof(ArgumentNullException));
        }