Extract game state persistence
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62
RpgRoller.Tests/Services/ServiceStateInfrastructureTests.cs
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62
RpgRoller.Tests/Services/ServiceStateInfrastructureTests.cs
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namespace RpgRoller.Tests;
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public sealed class ServiceStateInfrastructureTests
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{
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[Fact]
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public void GameStateStore_StartsWithEmptyMutableCollections()
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{
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var store = new GameStateStore();
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Assert.NotNull(store.Gate);
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Assert.Empty(store.UsersById);
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Assert.Empty(store.UserIdsByUsername);
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Assert.Empty(store.SessionsByToken);
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Assert.Empty(store.CampaignsById);
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Assert.Empty(store.CampaignStateById);
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Assert.Empty(store.CharactersById);
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Assert.Empty(store.SkillGroupsById);
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Assert.Empty(store.SkillsById);
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Assert.Empty(store.RollLog);
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}
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[Fact]
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public void GameStateCloneFactory_ProducesDetachedCopies()
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{
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var user = new UserAccount
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{
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Id = Guid.NewGuid(),
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Username = "user",
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UsernameNormalized = "USER",
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PasswordHash = "hash",
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DisplayName = "User",
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Roles = "admin",
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ActiveCharacterId = Guid.NewGuid()
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};
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var session = new UserSession { Token = "token", UserId = user.Id, CreatedAtUtc = DateTimeOffset.UtcNow };
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var campaign = new Campaign { Id = Guid.NewGuid(), GmUserId = user.Id, Name = "Main", Ruleset = RulesetKind.D6, Version = 3 };
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var character = new Character { Id = Guid.NewGuid(), OwnerUserId = user.Id, CampaignId = campaign.Id, Name = "Hero" };
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var skillGroup = new SkillGroup { Id = Guid.NewGuid(), CharacterId = character.Id, Name = "Group", DiceRollDefinition = "2D+1", WildDice = 1, AllowFumble = true, FumbleRange = null };
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var skill = new Skill { Id = Guid.NewGuid(), CharacterId = character.Id, SkillGroupId = skillGroup.Id, Name = "Skill", DiceRollDefinition = "2D+2", WildDice = 1, AllowFumble = true, FumbleRange = null };
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var logEntry = new RollLogEntry
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{
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Id = Guid.NewGuid(),
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CampaignId = campaign.Id,
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CharacterId = character.Id,
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SkillId = skill.Id,
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RollerUserId = user.Id,
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Visibility = RollVisibility.Public,
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Result = 12,
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Breakdown = "6 + 6 = 12",
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Dice = "[]",
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TimestampUtc = DateTimeOffset.UtcNow
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};
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Assert.NotSame(user, GameStateCloneFactory.CloneUser(user));
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Assert.NotSame(session, GameStateCloneFactory.CloneSession(session));
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Assert.NotSame(campaign, GameStateCloneFactory.CloneCampaign(campaign));
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Assert.NotSame(character, GameStateCloneFactory.CloneCharacter(character));
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Assert.NotSame(skillGroup, GameStateCloneFactory.CloneSkillGroup(skillGroup));
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Assert.NotSame(skill, GameStateCloneFactory.CloneSkill(skill));
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Assert.NotSame(logEntry, GameStateCloneFactory.CloneRollLogEntry(logEntry));
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}
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}
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