public void CanProcess_Without_SiteEnginInfoAttribute_Should_Return_False() { var engine = new DummyEngine(); var context = new SiteContext(); Assert.False(engine.CanProcess(context)); }
public SECSContext() { Runner = new GameRunner(); Root = new EnginesRoot(Runner.SubmissionScheduler); Engine = new DummyEngine(); Root.AddEngine(Engine); EntitiesDB = Engine.entitiesDB; EntityFactory = Root.GenerateEntityFactory(); EntityFunctions = Root.GenerateEntityFunctions(); ConsumerFactory = Root.GenerateConsumerFactory(); Scheduler = Runner.SubmissionScheduler; GameObjectFactory = new GameObjectFactory(); Time = Runner.Time; }
protected void AssertCode(string code, [CallerMemberName] string path = "") { int caret = 0; var assertCodeSnippets = GetAsserts(ref code, ref caret); var ubProject = _project; var filePath = AbsoluteDirectoryPath.Parse(Directory.GetCurrentDirectory()) / new FileName(path); _log = new DummyLogger(); var editors = new DummyEditorManager(); var mainPackage = new PackageCache(new Log(_log.TextWriter), ubProject.Config).GetPackage(ubProject); mainPackage.SetCacheDirectory((AbsoluteDirectoryPath.Parse(mainPackage.CacheDirectory) / new DirectoryName("CodeCompletion")).NativePath); var build = new CodeNinjaBuild(_log, ubProject, editors, mainPackage, mainPackage.References.ToList(), code, filePath); build.Execute(); var engine = new DummyEngine(build.Compiler); var codeCompleter = new CodeCompleter(engine.Compiler, new Source(build.ProjectPackage, filePath.NativePath), new CodeReader(code, caret), caret, Parser.Parse(code)); if (codeCompleter.Context.NodePath.Count < 1) { throw new TestException("Invalid node path was generated for the test case"); } ConfidenceLevel confidenceLevel; var suggestions = codeCompleter.SuggestCompletion("", out confidenceLevel); if (assertCodeSnippets != null) { foreach (var codeSnippet in assertCodeSnippets) { OnAssert(code, codeSnippet, suggestions); } } }
private void InitializeCompositionRoot(UnityContext contextHolder) { _unityEntitiesSubmissionScheduler = new UnityEntitiesSubmissionScheduler(); _enginesRoot = new EnginesRoot(_unityEntitiesSubmissionScheduler); var entityFactory = _enginesRoot.GenerateEntityFactory(); var entityFunctions = _enginesRoot.GenerateEntityFunctions(); var entityStreamConsumerFactory = _enginesRoot.GenerateConsumerFactory(); var gameObjectFactory = new GameObjectFactory(); // Create engines var dummyEngine = new DummyEngine(); var gridSpawnEngine = new GridSpawnEngine(gameObjectFactory, entityFactory); // Register engines _enginesRoot.AddEngine(dummyEngine); _enginesRoot.AddEngine(gridSpawnEngine); // BuildGridFromScene(contextHolder, entityFactory); }