public static bool WaitFor(int milliseconds, float timestamp, WaitStep.enStep step) { var waitstep = Steps.FirstOrDefault(a => a.Step == step); if (waitstep == null) { waitstep = new WaitStep() { Step = step, TimeStamp = timestamp }; Steps.Add(waitstep); } if (waitstep.Complete) { return(true); } if (timestamp - waitstep.TimeStamp > milliseconds) { waitstep.Complete = true; return(true); } else { return(false); } }
public void TestIfWaitCanBeSkipped() { var builder = new StepBuilder(new MockEntitySupplier()); WaitStep step = builder.BuildStep("wait 1000 !!") as WaitStep; Assert.IsFalse(step.Wait); }
private static TransportProcess CreateSampleProcess() { TransportProcess process = new TransportProcess(); WaitStep stepA; DeliverStepDummy stepB; process.Add(stepA = new WaitStep() { Duration = 12.0 }); process.Add(stepB = new DeliverStepDummy()); process.Add(new Edge() { Source = stepA, Destination = stepB, SourceExit = ExitPointDefinition.Default }); process.Add(new Edge() { Source = stepB, Destination = stepA, SourceExit = stepB.Done.Definition }); process.Add(new Edge() { Source = stepB, Destination = stepB, SourceExit = stepB.Failed.Definition }); process.InitialState = stepA; return(process); }
public override IEnumerator ReceivePayload(VisualPayload payload) { WaitStep.UnwaitGroupId(GroupId.GetFirstValue(payload.Data)); var iterator = Router.TransmitAll(payload); while (iterator.MoveNext()) { yield return(null); } }
public void WaitStepExeptionTest() { TimeSpan ts = TimeSpan.FromSeconds(2); Stopwatch sw = new Stopwatch(); sw.Start(); var step = new WaitStep("wait", ts); step.Execuite(); sw.Stop(); sw.Elapsed.Should().BeGreaterThan(ts); }
public static void DoOnce(Action action, WaitStep.enStep step) { var waitstep = Steps.FirstOrDefault(a => a.Step == step); if (waitstep == null) { waitstep = new WaitStep() { Step = step, Complete = true }; Steps.Add(waitstep); action.Invoke(); } }
public NewStep() { InitializeComponent(); /******** Instanciation du TreeView *********/ treeView1.Nodes.Add("Step de base"); foreach (StepsName item in Enum.GetValues(typeof(StepsName))) { TreeNode itemTreeNode = new TreeNode(item.ToString()); itemTreeNode.Name = item.ToString(); switch (item) { case StepsName.Appel: { CallStep action = new CallStep(); itemTreeNode.Tag = action; break; } case StepsName.Attente: { WaitStep action = new WaitStep(); itemTreeNode.Tag = action; break; } case StepsName.DTMF: { DTMFStep action = new DTMFStep(); itemTreeNode.Tag = action; break; } case StepsName.Raccrochage: { HangupStep action = new HangupStep(); itemTreeNode.Tag = action; break; } default: break; } treeView1.Nodes[0].Nodes.Add(itemTreeNode); // treeView1.Nodes[0].Tag } treeView1.ExpandAll(); treeView1.MouseClick += new MouseEventHandler(treeView1_MouseClick); }
void TurnPointsIntoSteps() { for (int i = 0; i < points.Length; i += 2) { GoToStep step1 = new GoToStep(); step1.dest = points[i].transform.position; steps.Add(step1); TurnToStep step2 = new TurnToStep(); step2.dest = points[i + 1].transform.position; steps.Add(step2); WaitStep step3 = new WaitStep(); step3.interval = 2; steps.Add(step3); } }
public ExecuteWaitStepCommand(Item item, WaitStep waitStep) { Item = item; Step = waitStep; }
public EventStep TypeToStep(GameEventType t) { EventStep s = null; if(GameEventType.WAIT.Equals(t)) s = new WaitStep(t); else if(GameEventType.GO_TO.Equals(t)) s = new GoToStep(t); else if(GameEventType.RANDOM_STEP.Equals(t)) s = new RandomStep(t); else if(GameEventType.CHECK_RANDOM.Equals(t)) s = new CheckRandomStep(t); else if(GameEventType.CHECK_FORMULA.Equals(t)) s = new CheckFormulaStep(t); else if(GameEventType.END_EVENT.Equals(t)) s = new EndEventStep(t); else if(GameEventType.LOAD_SCENE.Equals(t)) s = new LoadSceneStep(t); else if(GameEventType.WAIT_FOR_BUTTON.Equals(t)) s = new WaitForButtonStep(t); else if(GameEventType.CHECK_DIFFICULTY.Equals(t)) s = new CheckDifficultyStep(t); // spawn steps else if(GameEventType.SPAWN_PLAYER.Equals(t)) s = new SpawnPlayerStep(t); else if(GameEventType.DESTROY_PLAYER.Equals(t)) s = new DestroyPlayerStep(t); else if(GameEventType.SPAWN_PREFAB.Equals(t)) s = new SpawnPrefabStep(t); else if(GameEventType.DESTROY_PREFAB.Equals(t)) s = new DestroyPrefabStep(t); else if(GameEventType.TELEPORT.Equals(t)) s = new TeleportStep(t); // dialogue steps else if(GameEventType.SHOW_DIALOGUE.Equals(t)) s = new ShowDialogueStep(t); else if(GameEventType.SHOW_CHOICE.Equals(t)) s = new ShowChoiceStep(t); else if(GameEventType.TELEPORT_CHOICE.Equals(t)) s = new TeleportChoiceStep(t); // function steps else if(GameEventType.SEND_MESSAGE.Equals(t)) s = new SendMessageStep(t); else if(GameEventType.BROADCAST_MESSAGE.Equals(t)) s = new BroadcastMessageStep(t); else if(GameEventType.ADD_COMPONENT.Equals(t)) s = new AddComponentStep(t); else if(GameEventType.REMOVE_COMPONENT.Equals(t)) s = new RemoveComponentStep(t); else if(GameEventType.ACTIVATE_OBJECT.Equals(t)) s = new ActivateObjectStep(t); else if(GameEventType.OBJECT_VISIBLE.Equals(t)) s = new ObjectVisibleStep(t); else if(GameEventType.PARENT_OBJECT.Equals(t)) s = new ParentObjectStep(t); else if(GameEventType.CALL_GLOBAL_EVENT.Equals(t)) s = new CallGlobalEventStep(t); // statistic steps else if(GameEventType.CUSTOM_STATISTIC.Equals(t)) s = new CustomStatisticStep(t); else if(GameEventType.CLEAR_STATISTIC.Equals(t)) s = new ClearStatisticStep(t); // camera steps else if(GameEventType.SET_CAMERA_POSITION.Equals(t)) s = new SetCamPosStep(t); else if(GameEventType.FADE_CAMERA_POSITION.Equals(t)) s = new FadeCamPosStep(t); else if(GameEventType.SET_INITIAL_CAMPOS.Equals(t)) s = new SetInitialCamPosStep(t); else if(GameEventType.FADE_TO_INITIAL_CAMPOS.Equals(t)) s = new FadeToInitialCamPosStep(t); else if(GameEventType.SHAKE_CAMERA.Equals(t)) s = new ShakeCameraStep(t); else if(GameEventType.ROTATE_CAMERA_AROUND.Equals(t)) s = new RotateCamAroundStep(t); // move steps else if(GameEventType.SET_TO_POSITION.Equals(t)) s = new SetToPositionStep(t); else if(GameEventType.MOVE_TO_WAYPOINT.Equals(t)) s = new MoveToWaypointStep(t); else if(GameEventType.MOVE_TO_DIRECTION.Equals(t)) s = new MoveToDirectionStep(t); else if(GameEventType.MOVE_TO_PREFAB.Equals(t)) s = new MoveToPrefabStep(t); // rotate steps else if(GameEventType.ROTATE_TO_WAYPOINT.Equals(t)) s = new RotateToWaypointStep(t); else if(GameEventType.ROTATION.Equals(t)) s = new RotationStep(t); // animation steps else if(GameEventType.PLAY_ANIMATION.Equals(t)) s = new PlayAnimationStep(t); else if(GameEventType.STOP_ANIMATION.Equals(t)) s = new StopAnimationStep(t); // audio steps else if(GameEventType.PLAY_SOUND.Equals(t)) s = new PlaySoundStep(t); else if(GameEventType.STOP_SOUND.Equals(t)) s = new StopSoundStep(t); else if(GameEventType.PLAY_MUSIC.Equals(t)) s = new PlayMusicStep(t); else if(GameEventType.STORE_MUSIC.Equals(t)) s = new StoreMusicStep(t); // fade steps else if(GameEventType.FADE_OBJECT.Equals(t)) s = new FadeObjectStep(t); else if(GameEventType.FADE_CAMERA.Equals(t)) s = new FadeCameraStep(t); // item steps else if(GameEventType.ADD_ITEM.Equals(t)) s = new AddItemStep(t); else if(GameEventType.REMOVE_ITEM.Equals(t)) s = new RemoveItemStep(t); else if(GameEventType.CHECK_ITEM.Equals(t)) s = new CheckItemStep(t); else if(GameEventType.LEARN_ITEM_RECIPE.Equals(t)) s = new LearnItemRecipeStep(t); else if(GameEventType.ITEM_RECIPE_KNOWN.Equals(t)) s = new ItemRecipeKnownStep(t); // weapon steps else if(GameEventType.ADD_WEAPON.Equals(t)) s = new AddWeaponStep(t); else if(GameEventType.REMOVE_WEAPON.Equals(t)) s = new RemoveWeaponStep(t); else if(GameEventType.CHECK_WEAPON.Equals(t)) s = new CheckWeaponStep(t); // armor steps else if(GameEventType.ADD_ARMOR.Equals(t)) s = new AddArmorStep(t); else if(GameEventType.REMOVE_ARMOR.Equals(t)) s = new RemoveArmorStep(t); else if(GameEventType.CHECK_ARMOR.Equals(t)) s = new CheckArmorStep(t); // money steps else if(GameEventType.ADD_MONEY.Equals(t)) s = new AddMoneyStep(t); else if(GameEventType.REMOVE_MONEY.Equals(t)) s = new RemoveMoneyStep(t); else if(GameEventType.SET_MONEY.Equals(t)) s = new SetMoneyStep(t); else if(GameEventType.CHECK_MONEY.Equals(t)) s = new CheckMoneyStep(t); // party steps else if(GameEventType.JOIN_PARTY.Equals(t)) s = new JoinPartyStep(t); else if(GameEventType.LEAVE_PARTY.Equals(t)) s = new LeavePartyStep(t); else if(GameEventType.IS_IN_PARTY.Equals(t)) s = new IsInPartyStep(t); else if(GameEventType.HAS_LEFT_PARTY.Equals(t)) s = new HasLeftPartyStep(t); else if(GameEventType.CHECK_PLAYER.Equals(t)) s = new CheckPlayerStep(t); else if(GameEventType.SET_PLAYER.Equals(t)) s = new SetPlayerStep(t); else if(GameEventType.SET_CHARACTER_NAME.Equals(t)) s = new SetCharacterNameStep(t); // battle party steps else if(GameEventType.JOIN_BATTLE_PARTY.Equals(t)) s = new JoinBattlePartyStep(t); else if(GameEventType.LEAVE_BATTLE_PARTY.Equals(t)) s = new LeaveBattlePartyStep(t); else if(GameEventType.IS_IN_BATTLE_PARTY.Equals(t)) s = new IsInBattlePartyStep(t); else if(GameEventType.LOCK_BP_MEMBER.Equals(t)) s = new LockBattlePartyMemberStep(t); else if(GameEventType.UNLOCK_BP_MEMBER.Equals(t)) s = new UnlockBattlePartyMemberStep(t); else if(GameEventType.IS_LOCKED_BP_MEMBER.Equals(t)) s = new IsLockedBattlePartyMemberStep(t); // skill steps else if(GameEventType.LEARN_SKILL.Equals(t)) s = new LearnSkillStep(t); else if(GameEventType.FORGET_SKILL.Equals(t)) s = new ForgetSkillStep(t); else if(GameEventType.HAS_SKILL.Equals(t)) s = new HasSkillStep(t); // equip steps else if(GameEventType.EQUIP_WEAPON.Equals(t)) s = new EquipWeaponStep(t); else if(GameEventType.EQUIP_ARMOR.Equals(t)) s = new EquipArmorStep(t); else if(GameEventType.UNEQUIP.Equals(t)) s = new UnequipStep(t); // status steps else if(GameEventType.REGENERATE.Equals(t)) s = new RegenerateStep(t); else if(GameEventType.CHECK_STATUS_VALUE.Equals(t)) s = new CheckStatusValueStep(t); else if(GameEventType.SET_STATUS_VALUE.Equals(t)) s = new SetStatusValueStep(t); else if(GameEventType.CHANGE_STATUS_EFFECT.Equals(t)) s = new ChangeStatusEffectStep(t); else if(GameEventType.LEVEL_UP.Equals(t)) s = new LevelUpStep(t); else if(GameEventType.CHECK_LEVEL.Equals(t)) s = new CheckLevelStep(t); // class steps else if(GameEventType.CHECK_CLASS.Equals(t)) s = new CheckClassStep(t); else if(GameEventType.CHANGE_CLASS.Equals(t)) s = new ChangeClassStep(t); // variable steps else if(GameEventType.SET_VARIABLE.Equals(t)) s = new SetVariableStep(t); else if(GameEventType.REMOVE_VARIABLE.Equals(t)) s = new RemoveVariableStep(t); else if(GameEventType.CHECK_VARIABLE.Equals(t)) s = new CheckVariableStep(t); else if(GameEventType.SET_NUMBER_VARIABLE.Equals(t)) s = new SetNumberVariableStep(t); else if(GameEventType.REMOVE_NUMBER_VARIABLE.Equals(t)) s = new RemoveNumberVariableStep(t); else if(GameEventType.CHECK_NUMBER_VARIABLE.Equals(t)) s = new CheckNumberVariableStep(t); else if(GameEventType.SET_PLAYERPREFS.Equals(t)) s = new SetPlayerPrefsStep(t); else if(GameEventType.GET_PLAYERPREFS.Equals(t)) s = new GetPlayerPrefsStep(t); else if(GameEventType.HAS_PLAYERPREFS.Equals(t)) s = new HasPlayerPrefsStep(t); return s; }
public void Init2WayMock() { using (Init2WayMockMessagingService twoWayTarget = new Init2WayMockMessagingService { StepName = "Init 2-Way mock service", ServiceURI = "http://*****:*****@"BizWTF.Testing.Sample.Messages.Mock-Demo-2WayMockService-Response.xml", System.Reflection.Assembly.GetExecutingAssembly()); twoWayTarget.ResolutionSettings.Clear(); twoWayTarget.ResolutionSettings.Add(setting); // Add as many resolution setting as needed /// OPTIONAL : if you need to fire some custom code when a message is received //MockServiceEventHub.ResetMessageReceivedEventHandler(); // Optional, if you need to flush all event handlers MockServiceEventHub.OnMessageReceived += (string uri, MultipartMessageDefinition message) => { if (uri == twoWayTarget.ServiceURI) { // Do something } }; /// OPTIONAL : if you need to fire some custom code when a message is resolved //MockServiceEventHub.ResetMessageResolvedEventHandler(); // Optional, if you need to flush all event handlers MockServiceEventHub.OnMessageResolved += (string uri, MultipartMessageDefinition message) => { if (uri == twoWayTarget.ServiceURI) { setting.TargetMessage.Description = message == null ? "empy message received" : message.Description; } }; /// Following code must complete (this is were we start the mock service) /// In case of any error, the user that runs the test may need som additional right to reserve the URL. /// If so, consider using the following command : netsh http add urlacl url=... user=... if (!twoWayTarget.ExecuteStep()) { Assert.Fail(twoWayTarget.ResultDescription); } #endregion /// Add the rest of your test here WaitStep ws = new WaitStep("Wait for 10min"); ws.Seconds = 600; if (!ws.ExecuteStep()) { Assert.Fail(ws.ResultDescription); } } }