Files
2025-07-06 00:23:46 +02:00

92 lines
3.1 KiB
C#

using System;
using FluentAssertions;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using NitroxClient.Communication.Abstract;
using NSubstitute;
namespace NitroxClient.Communication.MultiplayerSession.ConnectionState
{
[TestClass]
public class SessionJoinedStateTests
{
[TestMethod]
public void NegotiateShouldThrowInvalidOperationException()
{
// Arrange
IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
SessionJoined connectionState = new SessionJoined();
// Act
Action action = () => connectionState.NegotiateReservationAsync(connectionContext);
// Assert
action.Should().Throw<InvalidOperationException>();
}
[TestMethod]
public void JoinSessionShouldThrowInvalidOperationExcepion()
{
// Arrange
IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
SessionJoined connectionState = new SessionJoined();
// Act
Action action = () => connectionState.JoinSession(connectionContext);
// Assert
action.Should().Throw<InvalidOperationException>();
}
[TestMethod]
public void DisconnectShouldStopTheClient()
{
// Arrange
IClient serverClient = Substitute.For<IClient>();
IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
connectionContext.Client.Returns(serverClient);
SessionJoined connectionState = new SessionJoined();
// Act
connectionState.Disconnect(connectionContext);
// Assert
serverClient.Received().Stop();
}
[TestMethod]
public void DisconnectShouldResetTheConnectionContext()
{
// Arrange
IClient serverClient = Substitute.For<IClient>();
IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
connectionContext.Client.Returns(serverClient);
SessionJoined connectionState = new SessionJoined();
// Act
connectionState.Disconnect(connectionContext);
// Assert
connectionContext.Received().ClearSessionState();
}
[TestMethod]
public void DisconnectShouldTransitionToDisconnectedState()
{
// Arrange
IClient serverClient = Substitute.For<IClient>();
IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
connectionContext.Client.Returns(serverClient);
SessionJoined connection = new SessionJoined();
// Act
connection.Disconnect(connectionContext);
// Assert
connectionContext.Received().UpdateConnectionState(Arg.Any<Disconnected>());
}
}
}