public Example8ViewModel() { Quantity = Validator.Build <int>() .Must(value => value > 0, "Need to specify the quantity"); var monkeyList = new List <string>(); monkeyList.Add("Baboon"); monkeyList.Add("Capuchin Monkey"); monkeyList.Add("Blue Monkey"); monkeyList.Add("Squirrel Monkey"); monkeyList.Add("Golden Lion Tamarin"); monkeyList.Add("Howler Monkey"); monkeyList.Add("Japanese Macaque"); MonkeyList = ValidatorList.Build <string>() .AddItemsSource(monkeyList) .IsRequired("An item is required.") .Must(value => { if (MonkeyList.SelectedIndex == 2 && Quantity.Value < 5) // == blue monkey { return(false); } return(true); }, "Minimum quantity of this monkey is 5"); UnitValidation = new ValidationUnit(Quantity, MonkeyList); }
public void TestNumberForLesserCondition() { IValidatorList<int> numberValidator2 = new ValidatorList<int>(); numberValidator2.Add(typeof(MyNumberValidator), () => new NumberValidationParam<int>(11)); var numberValidation = ValidationContext.Validate(Validation.On(10) .For(numberValidator2) .ValidationStyle(ValidationStyle.Any)); Assert.IsTrue(numberValidation); }
public void TestEmailValidation() { IValidatorList<string> emailValidator = new ValidatorList<string>(); emailValidator.Add(new EmailValidator()); const string EmailAddress = "*****@*****.**"; var emailValidation = ValidationContext.Validate(Validation.On(EmailAddress) .For(emailValidator) .ValidationStyle(ValidationStyle.Any)); Assert.IsTrue(emailValidation); }
public void TestNumberForGreaterCondition() { IValidatorList<int> numberValidator = new ValidatorList<int>(); MyNumberValidator myNumberValidator = new MyNumberValidator(new NumberValidationParam<int>(9)); numberValidator.Add(myNumberValidator); var numberValidation = ValidationContext.Validate(Validation.On(10) .For(numberValidator) .ValidationStyle(ValidationStyle.Any)); Assert.IsFalse(numberValidation); }
public void TestEmailBlockExecutionForStringResult() { IEmailValidationParm emailValidationParm = new EmailValidationParm(); IValidatorList<string> emailValidator = new ValidatorList<string>(); emailValidator.Add(new EmailExecuter4()); emailValidator.Add(typeof(EmailExecuter3), () => emailValidationParm); const string EmailAddress = "*****@*****.**"; emailValidationParm.EmailAddress = "*****@*****.**"; var emailValidation = ValidationContext.Execute<string, string>(Validation.On(EmailAddress) .For(emailValidator) .ValidationStyle(ValidationStyle.Any)); Assert.AreEqual(emailValidation, "Pass"); }
public void TestEmailBlockExecution() { IEmailValidationParm emailValidationParm = new EmailValidationParm(); IValidatorList<string> emailValidator = new ValidatorList<string>(); emailValidator.Add(typeof(EmailExecuter1), () => emailValidationParm); emailValidator.Add(new EmailExecuter2()); const string EmailAddress = "*****@*****.**"; emailValidationParm.EmailAddress = "*****@*****.**"; var emailValidation = ValidationContext.Execute<string, bool>(Validation.On(EmailAddress) .For(emailValidator) .ValidationStyle(ValidationStyle.Any)); Assert.IsTrue(emailValidation); }
public GameHost() { World = new GameWorld(); World.LoadMap(); TCPServerSettings setting = new TCPServerSettings( NET_MAX_CONNECTIONS, NET_SOCKET_BACKLOG, NET_MAX_ACCEPT_OPS, NET_BUFFER_SIZE, NET_PORT); _netServer = new TCPServer(setting); _netServer.ClientConnected += TCPClientConnected; _netServer.ClientDisonnected += TCPClientDisonnected; _netServer.ClientDataReceived += TCPClientDataReceived; _netServer.ClientDataReceiveError += TCPClientDataReceiveError; _netServer.ClientDataSent += TCPClientDataSent; _netServer.ClientDataSendError += NetServerOnClientDataSendError; _netServer.Start(); _loggedPlayers = new Dictionary <int, int>(); _tcpClients = new Dictionary <int, int>(); _playerClients = new Dictionary <int, int>(); _responses = new List <Pair <int, BaseResponse> >(); _actions = new Dictionary <PacketType, OnAcceptPacket <BasePacket> > { { PacketType.UserLogin, Login }, { PacketType.UserEnter, Enter }, { PacketType.UserLogout, Logout }, { PacketType.PlayerRotate, PlayerRotate }, { PacketType.PlayerMove, PlayerMove }, { PacketType.MapData, MapData } }; _validators = new ValidatorList { (_vCheckPosition = new VCheckPosition(this)) }; _responsesPool = new Pool <Pair <int, BaseResponse> >(1000, true); _threadSendResponses = new Thread(SendResponsesProc); _threadSendResponses.Priority = ThreadPriority.AboveNormal; _threadSendResponses.IsBackground = true; _threadSendResponses.Start(); }
public GameHost() { World = new GameWorld(); World.LoadMap(); TCPServerSettings setting = new TCPServerSettings( NET_MAX_CONNECTIONS, NET_SOCKET_BACKLOG, NET_MAX_ACCEPT_OPS, NET_BUFFER_SIZE, NET_PORT); _netServer = new TCPServer(setting); _netServer.ClientConnected += TCPClientConnected; _netServer.ClientDisonnected += TCPClientDisonnected; _netServer.ClientDataReceived += TCPClientDataReceived; _netServer.ClientDataReceiveError += TCPClientDataReceiveError; _netServer.ClientDataSent += TCPClientDataSent; _netServer.ClientDataSendError += NetServerOnClientDataSendError; _netServer.Start(); _loggedPlayers = new Dictionary<int, int>(); _tcpClients = new Dictionary<int, int>(); _playerClients = new Dictionary<int, int>(); _responses = new List<Pair<int, BaseResponse>>(); _actions = new Dictionary<PacketType, OnAcceptPacket<BasePacket>> { {PacketType.UserLogin, Login}, {PacketType.UserEnter, Enter}, {PacketType.UserLogout, Logout}, {PacketType.PlayerRotate, PlayerRotate}, {PacketType.PlayerMove, PlayerMove}, {PacketType.MapData, MapData} }; _validators = new ValidatorList { (_vCheckPosition = new VCheckPosition(this)) }; _responsesPool = new Pool<Pair<int, BaseResponse>>(1000, true); _threadSendResponses = new Thread(SendResponsesProc); _threadSendResponses.Priority = ThreadPriority.AboveNormal; _threadSendResponses.IsBackground = true; _threadSendResponses.Start(); }