feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip
Implements the item-state mirror + appraise round-trip infrastructure on top of Phase F.1's GameEvent dispatcher. Core layer (AcDream.Core/Items): - ItemRepository: ConcurrentDictionary-backed live item state keyed by server ObjectId. Events: ItemAdded, ItemMoved, ItemRemoved, ItemPropertiesUpdated. MoveItem handles container / slot / equip location updates atomically and fires ItemMoved with old+new container ids. UpdateProperties merges a PropertyBundle patch (for appraise results) without clobbering existing untouched keys. Wire layer (AcDream.Core.Net/Messages): - AppraiseRequest (0x00C8 C→S, inside 0xF7B1 GameAction envelope): Build(sequence, targetGuid) → 16-byte body ready for SendGameAction. - GameEvents.ParseIdentifyResponseHeader for 0x00C9 S→C — extracts (guid, appraiseFlags, success). Full PropertyBundle deserialization (the 10-flag bitfield-indexed tables) is a future pass; header alone is enough to route into the repository + surface "appraise complete" to UI. - GameEvents.ParseWieldObject (0x0023) — server-driven equip. - GameEvents.ParsePutObjInContainer (0x0022) — server-driven inventory move (item, container, placement). Tests (11 new): - ItemRepository: add/update fires correct event, move updates fields, missing-id returns false, remove, properties merge, clear. - Wire: AppraiseRequest byte-exact encoding, IdentifyResponse header round-trip, WieldObject round-trip, PutObjInContainer round-trip. Build green, 532 tests pass (up from 521). Phase F.2 unblocks the Paperdoll + Inventory UI panels and the "appraise on right-click" UX. Next pieces: PropertyBundle full deserializer (AppraiseInfo 10-flag bitfield), outbound move/drop/ pickup actions. Ref: r06 §1 (ItemType), §2 (EquipMask), §5 (appraise wire), §7 (pack depth rules). Ref: ACE GameEventIdentifyObjectResponse.cs for AppraiseInfo format. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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42
src/AcDream.Core.Net/Messages/AppraiseRequest.cs
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42
src/AcDream.Core.Net/Messages/AppraiseRequest.cs
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@ -0,0 +1,42 @@
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using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Outbound <c>0x00C8 IdentifyObject / Appraise</c> GameAction.
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///
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/// <para>
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/// Wire shape (inside the <c>0xF7B1</c> envelope):
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/// <code>
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/// u32 0xF7B1 // GameMessage opcode (GameAction envelope)
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/// u32 gameActionSequence // client-tracked sequence
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/// u32 0x00C8 // GameAction sub-opcode
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/// u32 targetGuid // whose appraisal we're requesting
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/// </code>
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/// </para>
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///
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/// <para>
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/// Server replies with a <c>0xF7B0 / 0x00C9 IdentifyObjectResponse</c>
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/// containing the full <c>AppraiseInfo</c> property bundle. See
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/// <c>GameEvents.cs</c> for the matching parser (once wired).
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/// </para>
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/// </summary>
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public static class AppraiseRequest
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{
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public const uint GameActionEnvelope = 0xF7B1u;
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public const uint SubOpcode = 0x00C8u;
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/// <summary>
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/// Pack an AppraiseRequest body (with envelope) ready to be handed
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/// to <c>WorldSession.SendGameAction</c>.
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/// </summary>
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public static byte[] Build(uint gameActionSequence, uint targetGuid)
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{
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byte[] body = new byte[16];
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BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), SubOpcode);
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), targetGuid);
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return body;
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}
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}
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@ -145,6 +145,60 @@ public static class GameEvents
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return BinaryPrimitives.ReadUInt32LittleEndian(payload);
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}
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// ── Appraise / identify ─────────────────────────────────────────────────
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/// <summary>0x00C9 IdentifyObjectResponse header.</summary>
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public readonly record struct IdentifyResponseHeader(
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uint Guid,
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uint AppraiseFlags,
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bool Success);
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/// <summary>
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/// Parse the header of an <c>IdentifyObjectResponse (0x00C9)</c>.
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/// Full property-bundle deserialization (int / bool / float / string
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/// tables per the AppraiseFlags bitfield) is a future pass; this
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/// header alone is enough for the UI to display "Appraise complete
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/// on target X" and to route into the repository.
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/// </summary>
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public static IdentifyResponseHeader? ParseIdentifyResponseHeader(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 12) return null;
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uint guid = BinaryPrimitives.ReadUInt32LittleEndian(payload);
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uint flags = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4));
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uint success = BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(8));
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return new IdentifyResponseHeader(guid, flags, success != 0);
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}
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/// <summary>0x0023 WieldObject: server-driven equip.</summary>
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public readonly record struct WieldObject(
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uint ItemGuid,
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uint EquipLoc,
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uint WielderGuid);
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public static WieldObject? ParseWieldObject(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 12) return null;
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return new WieldObject(
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BinaryPrimitives.ReadUInt32LittleEndian(payload),
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)),
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(8)));
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}
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/// <summary>0x0022 InventoryPutObjInContainer: server puts item into container slot.</summary>
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public readonly record struct InventoryPutObjInContainer(
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uint ItemGuid,
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uint ContainerGuid,
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uint Placement);
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public static InventoryPutObjInContainer? ParsePutObjInContainer(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 12) return null;
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return new InventoryPutObjInContainer(
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BinaryPrimitives.ReadUInt32LittleEndian(payload),
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)),
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(8)));
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}
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// ── Shared string reader (matches LoginRequest.ReadString16L) ───────────
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private static string ReadString16L(ReadOnlySpan<byte> source, ref int pos)
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168
src/AcDream.Core/Items/ItemRepository.cs
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src/AcDream.Core/Items/ItemRepository.cs
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@ -0,0 +1,168 @@
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace AcDream.Core.Items;
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/// <summary>
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/// Live item-state mirror — the client-side view of every item the
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/// server has spawned for this session. Owns <see cref="ItemInstance"/>
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/// records, tracks which container holds each item, and fires events so
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/// UI panels (inventory, paperdoll, hotbars) can redraw on change.
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///
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/// <para>
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/// Retail semantics (r06):
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/// <list type="bullet">
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/// <item><description>
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/// Every item is a <see cref="ItemInstance"/> with a unique
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/// <c>ObjectId</c>. CreateObject seeds it when the server tells us
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/// the item exists (in our inventory, on the ground, in a
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/// vendor's list, etc).
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/// </description></item>
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/// <item><description>
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/// Moves happen via <see cref="GameEventType"/>-carrying messages:
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/// <c>WieldObject</c>, <c>InventoryPutObjInContainer</c>,
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/// <c>InventoryPutObjectIn3D</c>, <c>ViewContents</c>,
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/// <c>CloseGroundContainer</c>.
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/// </description></item>
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/// <item><description>
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/// <c>InventoryServerSaveFailed</c> reverts a speculative local
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/// state change (e.g. when a drag-drop was rejected server-side).
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/// </description></item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// Thread safety: designed for single-threaded use from the render
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/// thread; the event delegates run synchronously on the caller's
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/// thread. A <see cref="ConcurrentDictionary{TKey,TValue}"/> backs the
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/// map so plugin code can look up items from any thread without
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/// corrupting state.
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/// </para>
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/// </summary>
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public sealed class ItemRepository
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{
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private readonly ConcurrentDictionary<uint, ItemInstance> _items = new();
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private readonly ConcurrentDictionary<uint, Container> _containers = new();
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/// <summary>Fires when an item is first added to the session.</summary>
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public event Action<ItemInstance>? ItemAdded;
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/// <summary>
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/// Fires when an item's container / slot changes (moved between
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/// packs, equipped, unequipped, dropped on ground). Old and new
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/// container ids are 0 if origin or destination is "world" / "nowhere".
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/// </summary>
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public event Action<ItemInstance, uint, uint>? ItemMoved;
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/// <summary>Fires when an item is removed from the session.</summary>
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public event Action<ItemInstance>? ItemRemoved;
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/// <summary>Fires when an item's properties are updated (typically after Appraise).</summary>
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public event Action<ItemInstance>? ItemPropertiesUpdated;
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public int ItemCount => _items.Count;
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public int ContainerCount => _containers.Count;
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public IEnumerable<ItemInstance> Items => _items.Values;
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public IEnumerable<Container> Containers => _containers.Values;
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/// <summary>
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/// Look up an item by its server-assigned <c>ObjectId</c>.
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/// </summary>
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public ItemInstance? GetItem(uint objectId) =>
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_items.TryGetValue(objectId, out var item) ? item : null;
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/// <summary>
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/// Look up a container by object id, creating a lightweight stub if
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/// the id doesn't match any known container (defensive — avoids losing
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/// references when the server announces a move into a container it
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/// hasn't described yet).
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/// </summary>
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public Container? GetContainer(uint objectId) =>
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_containers.TryGetValue(objectId, out var c) ? c : null;
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/// <summary>
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/// Register / refresh an item in the repository. Called on
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/// CreateObject for item-typed weenies and on IdentifyObjectResponse
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/// to fill in detail properties.
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/// </summary>
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public void AddOrUpdate(ItemInstance item)
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{
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ArgumentNullException.ThrowIfNull(item);
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bool existed = _items.ContainsKey(item.ObjectId);
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_items[item.ObjectId] = item;
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if (!existed) ItemAdded?.Invoke(item);
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else ItemPropertiesUpdated?.Invoke(item);
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}
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/// <summary>
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/// Register a container. Idempotent.
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/// </summary>
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public void AddContainer(Container container)
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{
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ArgumentNullException.ThrowIfNull(container);
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_containers[container.ObjectId] = container;
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}
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/// <summary>
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/// Handle a server-driven move — called from
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/// InventoryPutObjInContainer (0x0022) and WieldObject (0x0023)
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/// handlers. Updates ContainerId / ContainerSlot / CurrentlyEquippedLocation
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/// and fires ItemMoved.
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/// </summary>
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public bool MoveItem(uint itemId, uint newContainerId, int newSlot = -1,
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EquipMask newEquipLocation = EquipMask.None)
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{
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if (!_items.TryGetValue(itemId, out var item)) return false;
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uint oldContainer = item.ContainerId;
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item.ContainerId = newContainerId;
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item.ContainerSlot = newSlot;
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item.CurrentlyEquippedLocation = newEquipLocation;
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ItemMoved?.Invoke(item, oldContainer, newContainerId);
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return true;
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}
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/// <summary>
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/// Handle a server-driven remove (destroyed item, dropped into 3D
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/// space, stolen, etc).
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/// </summary>
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public bool Remove(uint itemId)
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{
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if (!_items.TryRemove(itemId, out var item)) return false;
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ItemRemoved?.Invoke(item);
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return true;
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}
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/// <summary>
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/// Apply a <see cref="PropertyBundle"/> patch (e.g. from an
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/// <c>IdentifyObjectResponse</c>) to an existing item. Individual
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/// keys in the incoming bundle overwrite existing values; keys not
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/// present are left untouched.
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/// </summary>
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public bool UpdateProperties(uint itemId, PropertyBundle incoming)
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{
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if (!_items.TryGetValue(itemId, out var item)) return false;
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foreach (var kv in incoming.Ints) item.Properties.Ints[kv.Key] = kv.Value;
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foreach (var kv in incoming.Int64s) item.Properties.Int64s[kv.Key] = kv.Value;
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foreach (var kv in incoming.Bools) item.Properties.Bools[kv.Key] = kv.Value;
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foreach (var kv in incoming.Floats) item.Properties.Floats[kv.Key] = kv.Value;
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foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
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foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
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foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
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ItemPropertiesUpdated?.Invoke(item);
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return true;
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}
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/// <summary>
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/// Flush the repository — typically called on logoff or teleport
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/// that drops the session's item state.
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/// </summary>
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public void Clear()
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{
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_items.Clear();
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_containers.Clear();
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}
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}
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70
tests/AcDream.Core.Net.Tests/Messages/AppraiseTests.cs
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70
tests/AcDream.Core.Net.Tests/Messages/AppraiseTests.cs
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using System;
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using System.Buffers.Binary;
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using AcDream.Core.Net.Messages;
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using Xunit;
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namespace AcDream.Core.Net.Tests.Messages;
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public sealed class AppraiseTests
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{
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[Fact]
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public void AppraiseRequest_Build_EmitsCorrectWireBytes()
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{
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byte[] body = AppraiseRequest.Build(gameActionSequence: 7, targetGuid: 0x12345678u);
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Assert.Equal(16, body.Length);
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Assert.Equal(AppraiseRequest.GameActionEnvelope,
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BinaryPrimitives.ReadUInt32LittleEndian(body));
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Assert.Equal(7u,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4)));
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Assert.Equal(AppraiseRequest.SubOpcode,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8)));
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Assert.Equal(0x12345678u,
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BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(12)));
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}
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[Fact]
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public void ParseIdentifyResponseHeader_RoundTrip()
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{
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byte[] payload = new byte[12];
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BinaryPrimitives.WriteUInt32LittleEndian(payload, 0xDEADBEEFu); // guid
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 0x000F); // flags
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), 1u); // success
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var parsed = GameEvents.ParseIdentifyResponseHeader(payload);
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Assert.NotNull(parsed);
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Assert.Equal(0xDEADBEEFu, parsed!.Value.Guid);
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Assert.Equal(0x000Fu, parsed.Value.AppraiseFlags);
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Assert.True(parsed.Value.Success);
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}
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[Fact]
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public void ParseWieldObject_RoundTrip()
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{
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byte[] payload = new byte[12];
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BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1000u);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 0x00400000u); // MeleeWeapon slot
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), 0x2000u); // wielder
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var parsed = GameEvents.ParseWieldObject(payload);
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Assert.NotNull(parsed);
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Assert.Equal(0x1000u, parsed!.Value.ItemGuid);
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Assert.Equal(0x00400000u, parsed.Value.EquipLoc);
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Assert.Equal(0x2000u, parsed.Value.WielderGuid);
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}
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[Fact]
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public void ParsePutObjInContainer_RoundTrip()
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{
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byte[] payload = new byte[12];
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BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1001u);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), 0x2001u);
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BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), 3u);
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var parsed = GameEvents.ParsePutObjInContainer(payload);
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Assert.NotNull(parsed);
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Assert.Equal(0x1001u, parsed!.Value.ItemGuid);
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Assert.Equal(0x2001u, parsed.Value.ContainerGuid);
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Assert.Equal(3u, parsed.Value.Placement);
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}
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}
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119
tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs
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119
tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs
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using AcDream.Core.Items;
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using Xunit;
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namespace AcDream.Core.Tests.Items;
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public sealed class ItemRepositoryTests
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{
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private static ItemInstance MakeItem(uint id, string name = "Widget") =>
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new ItemInstance
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{
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ObjectId = id,
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WeenieClassId = 1,
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Name = name,
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Type = ItemType.Misc,
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StackSize = 1,
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Burden = 10,
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Value = 5,
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};
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[Fact]
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public void AddOrUpdate_FiresAddedEvent()
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{
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var repo = new ItemRepository();
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ItemInstance? added = null;
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repo.ItemAdded += i => added = i;
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var item = MakeItem(100);
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repo.AddOrUpdate(item);
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Assert.Same(item, added);
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Assert.Equal(1, repo.ItemCount);
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Assert.Same(item, repo.GetItem(100));
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}
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[Fact]
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public void AddOrUpdate_ExistingItem_FiresPropertiesUpdated()
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{
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var repo = new ItemRepository();
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var item = MakeItem(100);
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repo.AddOrUpdate(item);
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int propUpdateCount = 0;
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repo.ItemPropertiesUpdated += _ => propUpdateCount++;
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repo.AddOrUpdate(item); // second call is an update
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Assert.Equal(1, propUpdateCount);
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}
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[Fact]
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public void MoveItem_UpdatesContainerAndFiresEvent()
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{
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var repo = new ItemRepository();
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var item = MakeItem(100);
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repo.AddOrUpdate(item);
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uint seenOld = 999, seenNew = 999;
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repo.ItemMoved += (it, oldC, newC) => { seenOld = oldC; seenNew = newC; };
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repo.MoveItem(100, 42, newSlot: 3);
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Assert.Equal(0u, seenOld); // was not in any container initially
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Assert.Equal(42u, seenNew);
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Assert.Equal(42u, item.ContainerId);
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Assert.Equal(3, item.ContainerSlot);
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}
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[Fact]
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public void MoveItem_Nonexistent_ReturnsFalse()
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{
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var repo = new ItemRepository();
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Assert.False(repo.MoveItem(999, 42));
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}
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[Fact]
|
||||
public void Remove_FiresEventAndRemoves()
|
||||
{
|
||||
var repo = new ItemRepository();
|
||||
var item = MakeItem(100);
|
||||
repo.AddOrUpdate(item);
|
||||
|
||||
ItemInstance? removed = null;
|
||||
repo.ItemRemoved += i => removed = i;
|
||||
|
||||
Assert.True(repo.Remove(100));
|
||||
Assert.Same(item, removed);
|
||||
Assert.Null(repo.GetItem(100));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UpdateProperties_MergesIncomingBundle()
|
||||
{
|
||||
var repo = new ItemRepository();
|
||||
var item = MakeItem(100);
|
||||
item.Properties.Ints[1] = 10;
|
||||
repo.AddOrUpdate(item);
|
||||
|
||||
var patch = new PropertyBundle();
|
||||
patch.Ints[2] = 20; // new
|
||||
patch.Ints[1] = 15; // overrides
|
||||
patch.Strings[100] = "desc";
|
||||
repo.UpdateProperties(100, patch);
|
||||
|
||||
Assert.Equal(15, item.Properties.Ints[1]);
|
||||
Assert.Equal(20, item.Properties.Ints[2]);
|
||||
Assert.Equal("desc", item.Properties.Strings[100]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Clear_RemovesAllItems()
|
||||
{
|
||||
var repo = new ItemRepository();
|
||||
repo.AddOrUpdate(MakeItem(1));
|
||||
repo.AddOrUpdate(MakeItem(2));
|
||||
repo.AddOrUpdate(MakeItem(3));
|
||||
|
||||
repo.Clear();
|
||||
Assert.Equal(0, repo.ItemCount);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue