public void Should_Throw_Check_If_User_Is_Connected_After_Disconnect_Connect() { //arrange var server = new ChatServer(); var user = new User(String.Empty); server.Users.Add(user); //act server.Connect(user); server.Disconnect(user); server.Connect(user); var result = server.IsConnected(user); //assert result.ShouldBeEquivalentTo(true); }
public void Should_Not_Connect_To_Chat_Server() { //arrange var user = new User(string.Empty); var server = new ChatServer(); //act server.Connect(user); //assert user.IsConnected.ShouldBeEquivalentTo(false); }
public void Should_Disconnect_From_Chat_Server() { //arrange var user = new User(string.Empty); var server = new ChatServer(); server.Users.Add(user); server.Connect(user); //act server.Disconnect(user); //assert user.IsConnected.ShouldBeEquivalentTo(false); }
public void Should_Check_If_User_Is_Connected_False() { //arrange var server = new ChatServer(); var user = new User(String.Empty); server.Users.Add(user); server.Connect(user); var newUser = new User(string.Empty); //act var result = server.IsConnected(newUser); //assert result.ShouldBeEquivalentTo(false); }