163 lines
6.4 KiB
C#
163 lines
6.4 KiB
C#
using System;
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using FluentAssertions;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using Nitrox.Test.Client.Communication.MultiplayerSession;
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using NitroxClient.Communication.Abstract;
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using NitroxModel.MultiplayerSession;
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using NitroxModel.Packets;
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using NSubstitute;
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namespace NitroxClient.Communication.MultiplayerSession.ConnectionState
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{
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[TestClass]
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public class AwaitingReservationCredentialsStateTests
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{
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[TestMethod]
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public void NegotiateShouldSendServerAuthorityReservationRequest()
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{
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// Arrange
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IClient serverClient = Substitute.For<IClient>();
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serverClient.IsConnected.Returns(true);
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IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
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connectionContext.Client.Returns(serverClient);
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connectionContext.PlayerSettings.Returns(TestConstants.TEST_PLAYER_SETTINGS);
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connectionContext.AuthenticationContext.Returns(TestConstants.TEST_AUTHENTICATION_CONTEXT);
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AwaitingReservationCredentials connectionState = new AwaitingReservationCredentials();
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// Act
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connectionState.NegotiateReservationAsync(connectionContext);
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// Assert
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serverClient.Received().Send(Arg.Any<MultiplayerSessionReservationRequest>());
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}
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[TestMethod]
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public void NegotiateShouldTransitionToAwaitingSessionReservationState()
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{
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// Arrange
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IClient serverClient = Substitute.For<IClient>();
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serverClient.IsConnected.Returns(true);
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IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
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connectionContext.Client.Returns(serverClient);
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connectionContext.PlayerSettings.Returns(TestConstants.TEST_PLAYER_SETTINGS);
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connectionContext.AuthenticationContext.Returns(TestConstants.TEST_AUTHENTICATION_CONTEXT);
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AwaitingReservationCredentials connectionState = new AwaitingReservationCredentials();
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// Act
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connectionState.NegotiateReservationAsync(connectionContext);
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// Assert
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connectionContext.Received().UpdateConnectionState(Arg.Any<AwaitingSessionReservation>());
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}
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[TestMethod]
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public void NegotiateShouldThrowInvalidOperationExceptionWhenPlayerSettingsIsNull()
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{
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// Arrange
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IClient serverClient = Substitute.For<IClient>();
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serverClient.IsConnected.Returns(true);
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IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
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connectionContext.PlayerSettings.Returns((PlayerSettings)null);
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connectionContext.AuthenticationContext.Returns(TestConstants.TEST_AUTHENTICATION_CONTEXT);
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AwaitingReservationCredentials connectionState = new AwaitingReservationCredentials();
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// Act
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Action action = () => connectionState.NegotiateReservationAsync(connectionContext);
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// Assert
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action.Should().Throw<InvalidOperationException>();
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}
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[TestMethod]
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public void NegotiateShouldThrowInvalidOperationExceptionWhenAuthenticationContextIsNull()
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{
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// Arrange
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IClient serverClient = Substitute.For<IClient>();
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serverClient.IsConnected.Returns(true);
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IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
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connectionContext.SessionPolicy.Returns(TestConstants.TEST_SESSION_POLICY);
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connectionContext.AuthenticationContext.Returns((AuthenticationContext)null);
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AwaitingReservationCredentials connectionState = new AwaitingReservationCredentials();
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// Act
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Action action = () => connectionState.NegotiateReservationAsync(connectionContext);
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// Assert
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action.Should().Throw<InvalidOperationException>();
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}
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[TestMethod]
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public void JoinSessionShouldThrowInvalidOperationException()
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{
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// Arrange
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IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
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AwaitingReservationCredentials connectionState = new AwaitingReservationCredentials();
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// Act
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Action action = () => connectionState.JoinSession(connectionContext);
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// Assert
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action.Should().Throw<InvalidOperationException>();
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}
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[TestMethod]
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public void DisconnectShouldStopTheClient()
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{
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// Arrange
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IClient serverClient = Substitute.For<IClient>();
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IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
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connectionContext.Client.Returns(serverClient);
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AwaitingReservationCredentials connectionState = new AwaitingReservationCredentials();
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// Act
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connectionState.Disconnect(connectionContext);
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// Assert
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serverClient.Received().Stop();
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}
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[TestMethod]
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public void DisconnectShouldResetTheConnectionContext()
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{
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// Arrange
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IClient serverClient = Substitute.For<IClient>();
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IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
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connectionContext.Client.Returns(serverClient);
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AwaitingReservationCredentials connectionState = new AwaitingReservationCredentials();
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// Act
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connectionState.Disconnect(connectionContext);
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// Assert
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connectionContext.Received().ClearSessionState();
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}
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[TestMethod]
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public void DisconnectShouldTransitionToDisconnectedState()
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{
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// Arrange
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IClient serverClient = Substitute.For<IClient>();
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IMultiplayerSessionConnectionContext connectionContext = Substitute.For<IMultiplayerSessionConnectionContext>();
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connectionContext.Client.Returns(serverClient);
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AwaitingReservationCredentials connectionState = new AwaitingReservationCredentials();
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// Act
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connectionState.Disconnect(connectionContext);
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// Assert
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connectionContext.Received().UpdateConnectionState(Arg.Any<Disconnected>());
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}
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}
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}
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