public void RoomFlags_NotPublishUserIdTest()
        {
            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;
            UnifiedTestClient masterClient3 = null;
            UnifiedTestClient masterClient4 = null;

            try
            {
                var roomName    = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name + "_");
                var joinRequest = new OperationRequest
                {
                    OperationCode = OperationCode.JoinGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, roomName },
                        { ParameterCode.JoinMode, JoinModes.CreateIfNotExists },
                        { ParameterCode.CheckUserOnJoin, !string.IsNullOrEmpty(this.Player1) },
                        { ParameterCode.Broadcast, true },
                    }
                };

                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                masterClient2 = this.CreateMasterClientAndAuthenticate(Player2);
                masterClient3 = this.CreateMasterClientAndAuthenticate(Player3);
                masterClient4 = this.CreateMasterClientAndAuthenticate(Player3 != null ? "Player4" : null);

                var joinResponse = masterClient1.SendRequestAndWaitForResponse(joinRequest);
                var address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient1, address);
                masterClient1.SendRequestAndWaitForResponse(joinRequest);

                //var actorProperties = (Hashtable)joinResponse[ParameterCode.PlayerProperties];
                var joinEvent = masterClient1.WaitForEvent(EventCode.Join);

                var actorProperties = (Hashtable)joinEvent[ParameterCode.PlayerProperties];
                Assert.IsNull(actorProperties);

                joinResponse = masterClient2.SendRequestAndWaitForResponse(joinRequest);
                address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient2, address);
                joinResponse = masterClient2.SendRequestAndWaitForResponse(joinRequest);

                actorProperties = (Hashtable)joinResponse[ParameterCode.PlayerProperties];
                Assert.IsNull(actorProperties);

                joinEvent = masterClient1.WaitForEvent(EventCode.Join);

                actorProperties = (Hashtable)joinEvent[ParameterCode.PlayerProperties];
                Assert.IsNull(actorProperties);
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2, masterClient3, masterClient4);
            }
        }
        public void RoomFlags_PublishUserIdTest([Values("UseFlag", "UseFlags", "Conflict")] string testCase)
        {
            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name + "_");

                var joinRequest = new OperationRequest
                {
                    OperationCode = OperationCode.JoinGame,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.RoomName, roomName },
                        { ParameterCode.JoinMode, JoinModes.CreateIfNotExists },
                        { ParameterCode.CheckUserOnJoin, !string.IsNullOrEmpty(this.Player1) },
                        { ParameterCode.Broadcast, true },
                    }
                };

                if (testCase == "UseFlags")
                {
                    joinRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.PublishUserId);
                }
                else if (testCase == "UseFlag")
                {
                    joinRequest.Parameters.Add(ParameterCode.PublishUserId, true);
                }
                else
                {
                    joinRequest.Parameters.Add((byte)ParameterKey.RoomOptionFlags, RoomOptionFlags.PublishUserId);
                    joinRequest.Parameters.Add(ParameterCode.PublishUserId, false);
                }

                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                masterClient2 = this.CreateMasterClientAndAuthenticate(Player2);

                if (string.IsNullOrEmpty(this.Player1) && masterClient1.Token == null)
                {
                    Assert.Ignore("This test does not work correctly for old clients without userId and token");
                }

                var joinResponse = masterClient1.SendRequestAndWaitForResponse(joinRequest);
                var address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient1, address);
                masterClient1.SendRequestAndWaitForResponse(joinRequest);

                //var actorProperties = (Hashtable)joinResponse[ParameterCode.PlayerProperties];
                var joinEvent = masterClient1.WaitForEvent(EventCode.Join);

                var actorProperties = (Hashtable)joinEvent[ParameterCode.PlayerProperties];
                var userId          = (string)actorProperties[(byte)ActorParameter.UserId];
                if (string.IsNullOrEmpty(this.Player1))
                {
                    Assert.IsFalse(string.IsNullOrEmpty(userId));
                }
                else
                {
                    Assert.AreEqual(this.Player1, userId);
                }

                joinResponse = masterClient2.SendRequestAndWaitForResponse(joinRequest);
                address      = (string)joinResponse[ParameterCode.Address];

                // client 1: connect to GS and try to join not existing game on the game server (create if not exists)
                this.ConnectAndAuthenticate(masterClient2, address);

                masterClient2.OperationResponseQueueClear();
                joinResponse = masterClient2.SendRequestAndWaitForResponse(joinRequest);

                actorProperties = (Hashtable)joinResponse[ParameterCode.PlayerProperties];
                var actor0Properties = (Hashtable)actorProperties[1];
                userId = (string)actor0Properties[(byte)ActorParameter.UserId];
                if (string.IsNullOrEmpty(this.Player1))
                {
                    Assert.IsFalse(string.IsNullOrEmpty(userId));
                }
                else
                {
                    Assert.AreEqual(this.Player1, userId);
                }

                joinEvent = masterClient1.WaitForEvent(EventCode.Join);

                actorProperties = (Hashtable)joinEvent[ParameterCode.PlayerProperties];
                userId          = (string)actorProperties[(byte)ActorParameter.UserId];

                if (string.IsNullOrEmpty(this.Player2))
                {
                    Assert.IsFalse(string.IsNullOrEmpty(userId));
                }
                else
                {
                    Assert.AreEqual(this.Player2, userId);
                }
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
            }
        }
        public void RoomFlags_DeleteNullPropsCASTest()
        {
            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;

            try
            {
                // create game on the game server
                string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                var gameProperties = new Hashtable();
                gameProperties["P1"] = 1;
                gameProperties["P2"] = 2;
                gameProperties["L1"] = 1;
                gameProperties["L2"] = 2;
                gameProperties["L3"] = 3;

                var createGameRequest = new CreateGameRequest
                {
                    GameId         = roomName,
                    RoomFlags      = RoomOptionFlags.DeleteNullProps,
                    GameProperties = gameProperties,
                };

                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                var cgResponse = masterClient1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(masterClient1, cgResponse.Address);

                masterClient1.CreateGame(createGameRequest);

                masterClient1.SendRequest(new OperationRequest()
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { (byte)ParameterKey.Properties, new Hashtable {
                              { "P1", null }
                          } },
                        { (byte)ParameterKey.ExpectedValues, new Hashtable {
                              { "P1", 1 }
                          } },
                    }
                });

                masterClient2 = this.CreateMasterClientAndAuthenticate(Player2);

                var joinRequest = new JoinGameRequest()
                {
                    GameId = roomName,
                };

                var jgResponse = masterClient2.JoinGame(joinRequest, ErrorCode.Ok);

                this.ConnectAndAuthenticate(masterClient2, jgResponse.Address);

                jgResponse = masterClient2.JoinGame(joinRequest);

                Assert.That(jgResponse.GameProperties.Contains("P1"), Is.False);

                masterClient1.SendRequest(new OperationRequest()
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { (byte)ParameterKey.Properties, new Hashtable {
                              { "P2", null }
                          } },
                        { (byte)ParameterKey.ExpectedValues, new Hashtable {
                              { "P2", 2 }
                          } },
                    }
                });

                var propertiesChangedEvent = masterClient2.WaitForEvent(EventCode.PropertiesChanged, this.WaitTimeout);

                var properties = (Hashtable)propertiesChangedEvent[(byte)ParameterKey.Properties];

                Assert.That(properties, Is.Not.Null);
                Assert.That(properties.Contains("P2"));
                Assert.That(properties["P2"], Is.Null);
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
            }
        }
        public void RoomFlags_DeleteNullPropsAfterStateRestoreTest()
        {
            if (!this.UsePlugins)
            {
                Assert.Ignore("This test needs plugins");
            }

            UnifiedTestClient masterClient1 = null;
            UnifiedTestClient masterClient2 = null;

            try
            {
                // create game on the game server
                string roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                var gameProperties = new Hashtable();
                gameProperties["P1"] = 1;
                gameProperties["P2"] = 2;
                gameProperties["L1"] = 1;
                gameProperties["L2"] = 2;
                gameProperties["L3"] = 3;

                var createGameRequest = new CreateGameRequest
                {
                    GameId         = roomName,
                    RoomFlags      = RoomOptionFlags.DeleteNullProps,
                    GameProperties = gameProperties,
                    Plugins        = new[] { "SaveLoadStateTestPlugin" },
                };

                masterClient1 = this.CreateMasterClientAndAuthenticate(Player1);
                var cgResponse = masterClient1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(masterClient1, cgResponse.Address);

                masterClient1.CreateGame(createGameRequest);
                Thread.Sleep(100);
                masterClient1.LeaveGame();// leave game, so that game will be persisted

                Thread.Sleep(100);

                this.ConnectAndAuthenticate(masterClient1, this.MasterAddress);

                var joinRequest = new JoinGameRequest()
                {
                    GameId   = roomName,
                    JoinMode = JoinModes.RejoinOrJoin,
                    Plugins  = new[] { "SaveLoadStateTestPlugin" },
                };

                var jgResponse = masterClient1.JoinGame(joinRequest, ErrorCode.Ok);
                this.ConnectAndAuthenticate(masterClient1, jgResponse.Address);
                jgResponse = masterClient1.JoinGame(joinRequest);

                masterClient1.OpSetPropertiesOfRoom
                (
                    new Hashtable
                {
                    { "P1", null }
                }
                );

                masterClient2 = this.CreateMasterClientAndAuthenticate(Player2);
                jgResponse    = masterClient2.JoinGame(joinRequest, ErrorCode.Ok);
                this.ConnectAndAuthenticate(masterClient2, jgResponse.Address);

                jgResponse = masterClient2.JoinGame(joinRequest);

                Assert.That(jgResponse.GameProperties.Contains("P1"), Is.False);

                masterClient1.OpSetPropertiesOfRoom
                (
                    new Hashtable
                {
                    { "P2", null }
                }
                );

                var propertiesChangedEvent = masterClient2.WaitForEvent(EventCode.PropertiesChanged, this.WaitTimeout);

                var properties = (Hashtable)propertiesChangedEvent[(byte)ParameterKey.Properties];

                Assert.That(properties, Is.Not.Null);
                Assert.That(properties.Contains("P2"));
                Assert.That(properties["P2"], Is.Null);
            }
            finally
            {
                DisposeClients(masterClient1, masterClient2);
            }
        }
        public void EventCache_AddGlobalEventRemoveUsing0ActorId()
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                // create room
                client1 = this.CreateMasterClientAndAuthenticate(this.Player1);

                var createGameRequest = new CreateGameRequest
                {
                    GameId          = roomName,
                    CheckUserOnJoin = !string.IsNullOrEmpty(this.Player1),
                };

                var createGameResponse = client1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(client1, createGameResponse.Address);

                // creation on GS
                client1.CreateGame(createGameRequest);
                var data = new Hashtable()
                {
                    { (byte)7, 1 }
                };
                // add cached message
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Code, (byte)1 },
                        { ParameterCode.Data, data },
                        { ParameterCode.Cache, (byte)EventCaching.AddToRoomCacheGlobal },
                    }
                });

                // remove cached message
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Code, (byte)1 },
                        { ParameterCode.ActorList, new int[] { 0 } },
                        { ParameterCode.Data, data },
                        { ParameterCode.Cache, (byte)EventCaching.RemoveFromRoomCache },
                    }
                });

                // second player joins and check that there is no removed event
                client2 = this.CreateMasterClientAndAuthenticate(this.Player2);

                this.ConnectClientToGame(client2, roomName);

                client2.WaitForEvent(EventCode.Join);

                client2.CheckThereIsNoEvent(1);
            }
            finally
            {
                DisposeClients(client1, client2);
            }
        }
        public void EventCache_ActorCacheLimitExceeded()
        {
            if (this.IsOnline)
            {
                Assert.Ignore("Does not support online mode");
            }

            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;
            UnifiedTestClient client3 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                client1 = this.CreateMasterClientAndAuthenticate(Player1);
                client3 = this.CreateMasterClientAndAuthenticate(Player3);

                var createGameResponse = client1.CreateGame(roomName, true, true, 4);

                // switch client 1 to GS
                this.ConnectAndAuthenticate(client1, createGameResponse.Address);
                this.ConnectAndAuthenticate(client3, createGameResponse.Address);

                client1.CreateGame(new CreateGameRequest()
                {
                    GameId             = roomName,
                    PlayerTTL          = -1,
                    SuppressRoomEvents = true,
                    CheckUserOnJoin    = true
                });

                client3.JoinGame(roomName);

                // exceeding limits
                for (byte i = 1; i <= 11; ++i)
                {
                    var raiseEventOp = new OperationRequest
                    {
                        OperationCode = OperationCode.RaiseEvent,
                        Parameters    = new Dictionary <byte, object>
                        {
                            { ParameterCode.Data, new Hashtable() },
                            { ParameterCode.Cache, (byte)CacheOperation.MergeCache },
                            { ParameterCode.Code, i }
                        }
                    };
                    client1.SendRequest(raiseEventOp);
                }
                client1.WaitForEvent(EventCode.PropertiesChanged);
                client1.WaitForEvent(EventCode.ErrorInfo);

                client2 = this.CreateMasterClientAndAuthenticate(Player2);
                client2.JoinGame(roomName, ErrorCode.GameClosed);

                this.ConnectAndAuthenticate(client2, createGameResponse.Address);
                client2.JoinGame(roomName, ErrorCode.GameClosed);

                client3.LeaveGame(true);
                client3.Disconnect();

                this.ConnectAndAuthenticate(client3, createGameResponse.Address);
                client3.JoinGame(new JoinGameRequest
                {
                    GameId   = roomName,
                    JoinMode = JoinModes.RejoinOnly
                }, 32739);//EventCacheExceeded
            }
            finally
            {
                DisposeClients(client1, client2, client3);
            }
        }
        public void EventCache_RemoveUsingActorIdAndEventCode()
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;
            UnifiedTestClient client3 = null;
            UnifiedTestClient client4 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                // create room
                client1 = this.CreateMasterClientAndAuthenticate(this.Player1);

                var createGameRequest = new CreateGameRequest
                {
                    GameId          = roomName,
                    CheckUserOnJoin = !string.IsNullOrEmpty(this.Player1),
                };

                var createGameResponse = client1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(client1, createGameResponse.Address);

                // creation on GS
                client1.CreateGame(createGameRequest);


                // second player joins and check that there is no removed event
                client2 = this.CreateMasterClientAndAuthenticate(this.Player2);
                client3 = this.CreateMasterClientAndAuthenticate(this.Player3);

                this.ConnectClientToGame(client2, roomName);
                this.ConnectClientToGame(client3, roomName);

                var eventsData = new Hashtable {
                    { 1, 1 }
                };
                AddEventCacheData(client1, client2, client3, eventsData);

                client2.Disconnect();
                client3.Disconnect();

                // remove cached message
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.ActorList, new int[] { 3 } },
                        { ParameterCode.Cache, (byte)EventCaching.RemoveFromRoomCache },
                        { ParameterCode.Code, (byte)4 },
                    }
                });


                client4 = this.CreateMasterClientAndAuthenticate("Player4");
                this.ConnectClientToGame(client4, roomName);

                client4.WaitForEvent(EventCode.Join);
                client4.CheckThereIsEvent(1);
                client4.CheckThereIsEvent(2);

                client4.CheckThereIsEvent(3);
                client4.CheckThereIsNoEvent(4);
            }
            finally
            {
                DisposeClients(client1, client2, client3, client4);
            }
        }
        public void EventCache_ActorReplaceData()
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;
            UnifiedTestClient client3 = null;
            UnifiedTestClient client4 = null;

            try
            {
                var roomName = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);

                // create room
                client1 = this.CreateMasterClientAndAuthenticate(this.Player1);

                var createGameRequest = new CreateGameRequest
                {
                    GameId          = roomName,
                    CheckUserOnJoin = !string.IsNullOrEmpty(this.Player1),
                };

                var createGameResponse = client1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(client1, createGameResponse.Address);

                // creation on GS
                client1.CreateGame(createGameRequest);


                // second player joins and check that there is no removed event
                client2 = this.CreateMasterClientAndAuthenticate(this.Player2);
                client3 = this.CreateMasterClientAndAuthenticate(this.Player3);

                this.ConnectClientToGame(client2, roomName);
                this.ConnectClientToGame(client3, roomName);

                var eventsData = new Hashtable {
                    { 1, 1 }
                };
                var eventsData2 = new Hashtable
                {
                    { 2, 2 }
                };
                AddActorEventCacheData(client1, client2, client3, eventsData);

                client2.Disconnect();
                client3.Disconnect();

                // update cached message
                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.RaiseEvent,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Data, eventsData2 },
                        { ParameterCode.Cache, (byte)EventCaching.ReplaceCache },
                        { ParameterCode.Code, (byte)1 },
                    }
                });


                client4 = this.CreateMasterClientAndAuthenticate("Player4");
                this.ConnectClientToGame(client4, roomName);

                client4.WaitForEvent(EventCode.Join);

                EventData ev;
                Assert.That(client4.TryWaitEvent(1, this.WaitTimeout, out ev), Is.True);

                Assert.That(ev[(byte)ParameterKey.Data], Is.EqualTo(eventsData2));
                client4.CheckThereIsEvent(2);
                client4.CheckThereIsEvent(3);
            }
            finally
            {
                DisposeClients(client1, client2, client3, client4);
            }
        }
Пример #9
0
        public void GetGameUpdate_LobbyPropertyRemove([Values(LobbyType.Default, LobbyType.SqlLobby)] LobbyType lobbyType)
        {
            UnifiedTestClient client1 = null;
            UnifiedTestClient client2 = null;

            var    lobbyFilterCase = LobbyFilterContent.LobbyFilterNonEmpty;
            var    lobbyName       = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name + "_Lobby");
            var    lobbyFilter     = SetupLobbyFilter(lobbyFilterCase);
            string propertyName    = "InLobbyFilterList";

            try
            {
                // authenticate client and check if the Lobbystats event will be received
                // Remarks: The event cannot be checked for a specific lobby count because
                // previous tests may have created lobbies.
                client1 = this.CreateMasterClientAndAuthenticate(this.Player1);

                if (string.IsNullOrEmpty(this.Player1) || client1.Token == null)
                {
                    Assert.Ignore("This test does not work correctly for old clients without userId and token");
                }

                client1.JoinLobby(lobbyName, (byte)lobbyType);

                // create a new game for the lobby
                var gameName          = this.GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name);
                var createGameRequest = new CreateGameRequest
                {
                    GameId         = gameName,
                    RoomFlags      = RoomOptionFlags.DeleteNullProps,
                    GameProperties = new Hashtable()
                    {
                        { "z", "w" },
                        { propertyName, "Value" },
                        { (byte)GameParameter.LobbyProperties, lobbyFilter }
                    }
                };
                var createGameResponse = client1.CreateGame(createGameRequest);

                this.ConnectAndAuthenticate(client1, createGameResponse.Address, client1.UserId);
                client1.CreateGame(createGameRequest);

                // give the game server some time to report the game to the master server
                Thread.Sleep(100);

                var authParameter = new Dictionary <byte, object> {
                    { (byte)Operations.ParameterCode.LobbyStats, true }
                };
                // check if new game is listed in lobby statistics
                client2 = this.CreateMasterClientAndAuthenticate(this.Player2, authParameter);
                if (this.AuthPolicy == AuthPolicy.UseAuthOnce) // in this case we should send OpSettings to master
                {
                    client2.SendRequest(new OperationRequest
                    {
                        OperationCode = (byte)OperationCode.ServerSettings,
                        Parameters    = new Dictionary <byte, object> {
                            { SettingsRequestParameters.LobbyStats, true }
                        },
                    });
                }

                client2.JoinLobby(lobbyName, (byte)lobbyType);

                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Properties, new Hashtable {
                              { propertyName, "xx" }
                          } },
                    }
                });

                Thread.Sleep(100);

                var gameListUpdate = client2.WaitForEvent((byte)Events.EventCode.GameListUpdate, this.WaitTimeout);

                var gameList     = (Hashtable)gameListUpdate.Parameters[(byte)ParameterKey.GameList];
                var propertyList = (Hashtable)gameList[gameName];

                Assert.That(propertyList[propertyName], Is.EqualTo("xx"));

                client1.SendRequest(new OperationRequest
                {
                    OperationCode = OperationCode.SetProperties,
                    Parameters    = new Dictionary <byte, object>
                    {
                        { ParameterCode.Properties, new Hashtable {
                              { propertyName, null }
                          } },
                    }
                });

                Thread.Sleep(100);

                gameListUpdate = client2.WaitForEvent((byte)Events.EventCode.GameListUpdate, this.WaitTimeout);
                gameList       = (Hashtable)gameListUpdate.Parameters[(byte)ParameterKey.GameList];
                propertyList   = (Hashtable)gameList[gameName];

                Assert.That(propertyList.Contains(propertyName), Is.False);
            }
            finally
            {
                DisposeClients(client1, client2);
            }
        }