public TraceManager( string cpcPath, string scenarioPath) : base() { _cpcPath = cpcPath; _scenarioGenerator = new ScenarioGenerator(scenarioPath); }
public void should_use_propper_xUnit_attribute() { var Scenario = new Scenario { Tags = { "ignore reason" } }; var backup = Settings.XUnit; Settings.XUnit = XUnits.Framework["mbunit"]; var Sut = new ScenarioGenerator(Scenario); try { Sut.Code.ShouldContain(@"[Ignore(""reason"")]"); } finally { Settings.XUnit = backup; } }
public void TestCommandLogUpdate() { CommandLog c = ScenarioGenerator.GetFilledCommandLog(); string name = "1234"; bool sent = !c.Sent; long time = 1234; c.Name = name; c.Sent = sent; c.Timestamp = time; clRep.Update(c.Id, c); CommandLog act = clRep.GetById(c.Id); Assert.ReferenceEquals(c, act); }
public void StartRoundInternal(int index) { Time.timeScale = 1f; SetShotsFired(0); if (GameManager.ActivePlayerController != null) { GameManager.ActivePlayerController.SetCanFire(false); } m_currentRound = ScenarioGenerator.GenerateRound(index, m_preset); m_nextRoundIndex = index + 1; StartRoundRoutine(RoundStartRoutine()); }
private static void RunIteration(long[, , ,] times, int[, ,] workloadCounts, int[, ,] elementCounts, int sizeIdx, int n, int ratioIdx, ref long sumPoll, ref long sumInc, float ratio, int iteration) { Console.WriteLine("Generating workload for n={0},ratio={1},iteration={2}...", n, ratio, iteration); int employeesCount; var workload = ScenarioGenerator.GenerateScenario(ratio, n, 1000, out employeesCount); workloadCounts[sizeIdx, ratioIdx, iteration] = workload.Count; elementCounts[sizeIdx, ratioIdx, iteration] = employeesCount; Console.WriteLine("Generated workload of {0} items.", workload.Count); var classicTime = PlayWorkloadClassic(workload, employeesCount, "classic.log"); var batchTime = PlayWorkloadBatch(workload, employeesCount, "batch.log"); var incTime = PlayWorkloadIncremental(workload, employeesCount, "inc.log"); times[sizeIdx, ratioIdx, iteration, 0] = classicTime.Initialization; times[sizeIdx, ratioIdx, iteration, 1] = batchTime.Initialization; times[sizeIdx, ratioIdx, iteration, 2] = incTime.Initialization; times[sizeIdx, ratioIdx, iteration, 3] = classicTime.MainWorkload; times[sizeIdx, ratioIdx, iteration, 4] = batchTime.MainWorkload; times[sizeIdx, ratioIdx, iteration, 5] = incTime.MainWorkload; times[sizeIdx, ratioIdx, iteration, 6] = classicTime.MemoryConsumption; times[sizeIdx, ratioIdx, iteration, 7] = batchTime.MemoryConsumption; times[sizeIdx, ratioIdx, iteration, 8] = incTime.MemoryConsumption; if (!FileContentsMatch("classic.log", "inc.log") || !FileContentsMatch("classic.log", "batch.log")) { var consoleColor = Console.ForegroundColor; Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine("!!! The output files do not match !!!"); Console.ForegroundColor = consoleColor; Debugger.Break(); } if (iteration > 0) { sumPoll += batchTime.MainWorkload; sumInc += incTime.MainWorkload; } }
private void GenerateScenario() { LogFile.Info(ScenarioGenerator.WriteScenarioToString(_game)); }
public void GenerateTestScenario() { ScenarioGenerator.WriteScenario(Game); }
public void should_add_Scenario_Tags_to_tests() { var Sut = new ScenarioGenerator(Scenario); Sut.Code.ShouldContain(@"[TestCategory(""tag"")]"); }