protected override IEnumerator RunAllTests() { bool completedMission = ShouldMarkMissionsComplete(); yield return(IntegrationTestUtils.SetPlayerCurrencyAndWait(0)); yield return(SetMissionDataOnServer()); yield return(SetMissionProgressOnServer(completedMission)); yield return(ClearUnitModifierData()); yield return(SetPlayerDataOnServer()); yield return(InitiateMissionComplete()); if (IsTestExpectedToFail()) { FailTestIfClientInSync(GetType().ToString()); } else { FailTestIfClientOutOfSync(GetType().ToString()); } yield return(RunOtherFailureChecks()); }
private void SetProgressData() { IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.TRAINER_DATA_KEY, TRAINER_SAVE_DATA); IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_BUILDINGS, BUILDING_SAVE_DATA); IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_UNITS, UNIT_SAVE_DATA); IntegrationTestUtils.SetReadOnlyData(BackendConstants.WORLD_PROGRESS, WORLD_PROGRESS_SAVE_DATA); }
protected IEnumerator SetDataForTestPrep() { IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_UNITS, SAVE_VALUE_UNITS); IntegrationTestUtils.SetReadOnlyData(SAVE_KEY_BUILDINGS, SAVE_VALUE_BUILDINGS); yield return(mBackend.WaitUntilNotBusy()); }
private IEnumerator SetSomePlayerSaveData() { yield return(IntegrationTestUtils.SetPlayerCurrencyAndWait(1000)); IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_GUILDS, "{\"GUILD_1\":{\"Level\":1,\"Points\":0}}"); yield return(mBackend.WaitUntilNotBusy()); }
protected IEnumerator SetStartingSaveLevelAndData(int i_level) { mCurrentTestData.SaveValue = DrsStringUtils.Replace(mCurrentTestData.SaveValue, "LEVEL", i_level); IntegrationTestUtils.SetReadOnlyData(mCurrentTestData.SaveKey, mCurrentTestData.SaveValue); yield return(mBackend.WaitUntilNotBusy()); }
private IEnumerator SetPlayerDataOnServer() { IntegrationTestUtils.CreateAndSetRandomMapSaveData(TEST_WORLD, GetMapLevel(), TEST_SIZE, null); yield return(mBackend.WaitUntilNotBusy()); // do this AFTER setting map data because that test method RESETS progress SetProgressData(); yield return(mBackend.WaitUntilNotBusy()); }
protected override IEnumerator SetMissionDataOnServer() { MapData map = CreateMapData(); string data = JsonConvert.SerializeObject(map); IntegrationTestUtils.SetReadOnlyData("Map_" + MISSION_WORLD, data); yield return(mBackend.WaitUntilNotBusy()); }
private void SetGameMetricData() { GameMetrics metrics = new GameMetrics(); metrics.Metrics = new Dictionary <string, int>(); metrics.Metrics.Add(GameMetricsList.TOTAL_MISSIONS_DONE, GetTotalMissionsCompleted()); IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_METRICS, JsonConvert.SerializeObject(metrics)); }
protected override IEnumerator RunAllTests() { SetBuildingProgressData(); yield return(mBackend.WaitUntilNotBusy()); yield return(IntegrationTestUtils.SetInternalData(BackendConstants.LOGGED_IN_TIME, LOGGED_IN_TIME.ToString())); yield return(RunTrainingTests()); }
private IEnumerator RunTest() { yield return(SetDataForTestPrep()); yield return(IntegrationTestUtils.SetInternalData(BackendConstants.LOGGED_IN_TIME, LOGGED_IN_TIME.ToString())); yield return(IntegrationTestUtils.TrainUnit(UNIT_BEING_COUNTED, 1)); yield return(FailTestIfLastCountTimeNotUpdated()); }
protected void SetProgressData(int i_level, int i_trainers) { string data = PROGRESS_DATA; data = DrsStringUtils.Replace(data, "LEVEL", i_level); data = DrsStringUtils.Replace(data, "TRAINERS", i_trainers); data = DrsStringUtils.Replace(data, "TIME", CURRENT_CLIENT_TIMESTAMP); IntegrationTestUtils.SetReadOnlyData(PROGRESS_KEY, data); }
private IEnumerator CannotAffordNewTrainer() { IntegrationTestUtils.SetReadOnlyData(SAVE_KEY, DrsStringUtils.Replace(SAVE_VALUE, "NUM", 1)); IntegrationTestUtils.SetPlayerCurrency(0); yield return(mBackend.WaitUntilNotBusy()); yield return(MakePurchaseCall()); FailTestIfClientInSync("CannotAffordNewTrainer"); }
protected override IEnumerator RunTest() { IntegrationTestUtils.SetReadOnlyData(mCurrentTestData.SaveKey, DrsStringUtils.Replace(mCurrentTestData.SaveValue, "NUM", 1)); IntegrationTestUtils.SetPlayerCurrency(0); yield return(mBackend.WaitUntilNotBusy()); yield return(MakeUpgradeCall()); FailTestIfClientInSync("Test_CannotAffordUpgrade"); }
private IEnumerator SetPlayerDataOnServer() { IntegrationTestUtils.CreateAndSetRandomMapSaveData(TEST_WORLD, TEST_LEVEL, IntegrationTestUtils.DEFAULT_MAP_SIZE, (result) => { mMapData = result; }); yield return(mBackend.WaitUntilNotBusy()); // do this AFTER setting map data because that test method RESETS progress SetMissionProgressSaveData(); yield return(mBackend.WaitUntilNotBusy()); }
protected override IEnumerator RunTest() { IntegrationTestUtils.SetReadOnlyData(mCurrentTestData.SaveKey, DrsStringUtils.Replace(mCurrentTestData.SaveValue, "NUM", 1)); IntegrationTestUtils.SetPlayerCurrency(mCurrentTestData.Cost); yield return(mBackend.WaitUntilNotBusy()); yield return(MakeUpgradeCall()); FailTestIfCurrencyDoesNotEqual(0); yield return(FailTestIfNotProgressLevel <ProgressBase>(mCurrentTestData.TestClass, mCurrentTestData.TestID, 2)); }
private IEnumerator RunTest() { yield return(SetDataForTestPrep()); yield return(UpdateUnitCounts(TIME_ELAPSED)); yield return(IntegrationTestUtils.UpgradeTarget_NoRules(UNIT_BEING_COUNTED, GenericDataLoader.UNITS)); yield return(FailTestIfUnitCountDoesNotEqual(EXPECTED_COUNT)); yield return(FailTestIfLastCountTimeNotUpdated()); }
private IEnumerator CanAffordNewTrainer() { IntegrationTestUtils.SetReadOnlyData(SAVE_KEY, DrsStringUtils.Replace(SAVE_VALUE, "NUM", 1)); IntegrationTestUtils.SetPlayerCurrency(COST); yield return(mBackend.WaitUntilNotBusy()); yield return(MakePurchaseCall()); FailTestIfCurrencyDoesNotEqual(0); FailTestIfReturnedCallDoesNotEqual(CloudTestMethods.getTrainerCount.ToString(), 2); yield return(mBackend.WaitUntilNotBusy()); }
private IEnumerator SetInitialProgress() { RepeatableQuestProgress questProgress = new RepeatableQuestProgress(); questProgress.CompletedCount = 0; questProgress.CurrentlyAvailable = false; questProgress.World = BackendConstants.WORLD_BASE; Dictionary <string, RepeatableQuestProgress> allQuestProgress = new Dictionary <string, RepeatableQuestProgress>(); allQuestProgress[BackendConstants.WORLD_BASE] = questProgress; string data = JsonConvert.SerializeObject(allQuestProgress); IntegrationTestUtils.SetReadOnlyData(BackendConstants.REPEATABLE_QUEST_PROGRESS, data); yield return(mBackend.WaitUntilNotBusy()); }
protected override IEnumerator SetMissionDataOnServer() { RepeatableQuestProgress questProgress = new RepeatableQuestProgress(); questProgress.CompletedCount = 0; questProgress.CurrentlyAvailable = ShouldQuestBeAvailable(); questProgress.World = MISSION_WORLD; questProgress.Mission = CreateMissionData(); Dictionary <string, RepeatableQuestProgress> allQuestProgress = new Dictionary <string, RepeatableQuestProgress>(); allQuestProgress[MISSION_WORLD] = questProgress; string data = JsonConvert.SerializeObject(allQuestProgress); IntegrationTestUtils.SetReadOnlyData(BackendConstants.REPEATABLE_QUEST_PROGRESS, data); yield return(mBackend.WaitUntilNotBusy()); }
protected IEnumerator SetMissionProgressOnServer(bool i_bCompleted) { List <SingleMissionProgress> listProgress = new List <SingleMissionProgress>(); listProgress.Add(new SingleMissionProgress() { Completed = i_bCompleted }); WorldMissionProgress progressForWorld = new WorldMissionProgress(); progressForWorld.World = MISSION_WORLD; progressForWorld.Missions = listProgress; Dictionary <string, WorldMissionProgress> dictData = new Dictionary <string, WorldMissionProgress>() { { MISSION_WORLD, progressForWorld } }; IntegrationTestUtils.SetReadOnlyData(BackendConstants.MISSION_PROGRESS, JsonConvert.SerializeObject(dictData)); yield return(mBackend.WaitUntilNotBusy()); }
private void SetUnitProgressData() { string unitProgressData = GetUnitProgressData(); IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_UNITS, unitProgressData); }
private IEnumerator ClearUnitModifierData() { IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_GUILDS, "{\"GUILD_1\":{\"Level\":0,\"Points\":0}}"); yield return(mBackend.WaitUntilNotBusy()); }
private void SetBuildingProgressData() { string progressData = "{\"BASE_WARRIOR_BUILDING_1\":{\"Level\":100}}"; IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_BUILDINGS, progressData); }
private void SetBuildingDataOnServer() { IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_BUILDINGS, START_BUILDING_PROGRESS); }
private void SetUnitDataOnServer() { IntegrationTestUtils.SetReadOnlyData(IntegrationTestUtils.SAVE_KEY_UNITS, START_UNIT_PROGRESS); }
protected void SetTrainerCount(int i_trainers) { IntegrationTestUtils.SetReadOnlyData(TRAINER_DATA_KEY, DrsStringUtils.Replace(TRAINER_DATA, "NUM", i_trainers)); }
private void SetMissionProgressSaveData() { Dictionary <string, WorldMissionProgress> progress = GetMissionProgressForPlayer(); IntegrationTestUtils.SetReadOnlyData(BackendConstants.MISSION_PROGRESS, JsonConvert.SerializeObject(progress)); }