public async Task SubscribeToFascilityControlChangeWOrks() { // setup PlanetsideService service = new PlanetsideService(SERVICE_ID); TaskCompletionSource <FacilityControlChangedEventArgs> taskCompletionSource = new TaskCompletionSource <FacilityControlChangedEventArgs>(); service.FacilityControlChanged += (o, e) => { taskCompletionSource.SetResult(e); }; await service.StartAsync(); Task timeoutTask = Task.Delay(TimeSpan.FromSeconds(10)); // act Task theTaskThatFinished = await Task.WhenAny(timeoutTask, taskCompletionSource.Task); // verify // See which task finishes first // if the timeoutTask finishes first, then that's bad (no event was raised for FacilityControlChanged within 10 seconds) Assert.AreNotEqual(timeoutTask, theTaskThatFinished); var result = taskCompletionSource.Task.Result; Assert.IsNotNull(result); }
public void ServiceIdIsCorrect() { // setup const string serviceId = SERVICE_ID; // act PlanetsideService service = new PlanetsideService(serviceId); // verify Assert.AreEqual(serviceId, service.ServiceId); }
public void GetCharacterByIdWorks() { // setup PlanetsideService service = new PlanetsideService(SERVICE_ID); const long characterId = 5428010618020694593; // act var character = service.GetCharacter(characterId); //verify Assert.IsNotNull(character); Assert.IsNotNull(character.Name); Assert.IsNotNull(character.Name.First); Assert.AreEqual("Dreadnaut", character.Name.First); }
public DetailedCharacterPage(Character theChar) { BindingContext = new DetailedCharacterPageViewModel(); InitializeComponent(); _characterId = theChar.CharId; titleName = theChar.Name.First; pService = new PlanetsideService("trashpanda"); //hopefully this will do the same as below, except it will get the WHOLE Character. //var a = await pService.GetSingleCharacterAsync(theChar.CharId).Result; //MyCharacter = new CharacterFull() //{ // Name = theChar.Name, // character_id = theChar.CharId, // faction_id = theChar.FactionId, // battleRank = theChar.BattleRank //}; //GetCharacter(); theSource = theChar.ImageSrc; //set the title to whatever the name of the character is }