public void ShouldDisconnect() { Sut.Start(); MockedClient.Setup(x => x.IsConnected).Returns(true); Sut.Dispose(); MockedClient.Verify(x => x.Disconnect(), Times.Once()); }
public void ShouldNotDisconnect() { Sut.Start(); MockedClient.Setup(x => x.IsConnected).Returns(false); Sut.Dispose(); MockedClient.Verify(x => x.Disconnect(), Times.Never()); }
public void Test_ProcessRequest_ReturnsBuyPackageAction() { // Arrange var correctAction = Action.BuyPackage; var request = new RequestContext { Method = HttpVerb.Post, ResourcePath = "/transactions/packages", }; MockedClient.Setup(client => client.ReceiveRequest()).Returns(() => request); // Act MyServer.ProcessRequest(MockedClient.Object); // Assert MockedEndpointHandler.Verify(x => x.HandleRequest(It.Is <RequestContext>(y => y.Action.Equals(correctAction)))); }
public void Test_ProcessRequest_ReturnsShowScoreboardAction() { // Arrange var correctAction = Action.ShowScoreboard; var request = new RequestContext { Method = HttpVerb.Get, ResourcePath = "/score", }; MockedClient.Setup(client => client.ReceiveRequest()).Returns(() => request); // Act MyServer.ProcessRequest(MockedClient.Object); // Assert MockedEndpointHandler.Verify(x => x.HandleRequest(It.Is <RequestContext>(y => y.Action.Equals(correctAction)))); }
public void ShouldSendMessage(String message, String expectedMessage) { ChatMessage chatMessage = ChatMessageBuilder .Create() .WithMessage(message) .WithChannel(ChannelName) .WithTwitchLibMessage(TwitchLibMessageBuilder .Create() .WithDisplayName(Players[0].Name)) .Build(); Sut.GetHelp(chatMessage); MockedClient.Verify( x => x.SpoolMessage( ChannelName, It.Is <String>(x => x.Contains(expectedMessage)), Priority.Low), Times.Once()); }
public void Start() { Redis redis = new Redis(); redis.Start(); TestDb.Create(); _server = new Server(new Server.ServerStartConfig() { Port = 123, DisableSpawners = true }); // _server.StartGameThread(); GameThread.TIME_MS_NOW = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond; _player = new StoredPlayer() { UserId = "wololo", Login = "******", Password = "******", MoveSpeed = 1, X = 0, Y = 0 }; _client = ServerMocker.GetClient(); _client.FullLoginSequence(_player); _monster = new Skeleton() { HP = 10, Position = new Position(1, 0) }; Server.Events.Call(new EntitySpawnEvent() { Entity = _monster, Position = _monster.Position }); // So we can send move events w/o worryng about cooldown check Server.GetPlayer(_player.UserId).MoveSpeed = int.MaxValue; }
public IMockedEncompassHttpClientService AddDefaultRequestHeaders() { MockedClient.AddDefaultRequestHeaders(Options.Object); return(this); }