상속: ServerQueryBase, IMasterServerQuery, IEnableLogging
 public async Task ServerInfo() {
     var mq = new SourceMasterQuery("dayz");
     var servers = await mq.GetParsedServers(false, 200).ConfigureAwait(false);
     //TODO: not all servers returned will respond, allow timeout or verify good servers?
     servers = servers.OrderBy(x => Guid.NewGuid()).Take(3);
     foreach (var d in servers) {
         var split = d.Settings["address"].Split(':');
         var sq = new SourceServerQuery(new ServerAddress(IPAddress.Parse(split[0]), Convert.ToInt32(split[1])),
             "dayz", new SourceQueryParser());
         var state = new ServerQueryState {Server = A.Fake<Server>()};
         await sq.UpdateAsync(state).ConfigureAwait(false);
         state.Exception.Should().BeNull();
         state.Success.Should().BeTrue();
     }
 }
 public Task<IEnumerable<ServerQueryResult>> Query(SourceServersQuery query) {
     var gamespyQuery = new SourceMasterQuery(query.Tag);
     return gamespyQuery.GetParsedServers();
 }
 public async Task ServerList() {
     var mq = new SourceMasterQuery("");
     var result = await mq.GetParsedServers().ConfigureAwait(false);
     result = result.ToArray();
     result.Should().NotBeEmpty();
 }