Add formatting rules
This commit is contained in:
@@ -3,24 +3,34 @@ using System.Collections.Generic;
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using System.Runtime.Serialization;
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using UnityEngine;
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/// <summary>
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/// Test the Progress class
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/// </summary>
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public class TestProgress : MonoBehaviour
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{
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/// <summary>
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/// A dummy serializable struct to perform test operations on
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/// </summary>
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[Serializable]
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// Dummy struct
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private struct SerializableStruct
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{
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public int r, g, b;
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public float x, y, z;
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}
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/// <summary>
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/// A dummy non-serializable struct to perform test operations on
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/// </summary>
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private struct NonSerializableStruct
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{
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public int r, g, b;
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public float x, y, z;
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}
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// Helper method, returns true if `Progress.Get(...)` throws a `KeyNotFoundException`
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/// <summary>
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/// Helper method
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/// </summary>
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/// <returns><c>true</c> if <c>Progress.AddOrUpdate(...)</c> throws a <c>SerializationException</c></returns>
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private bool AddNonSerializableStruct()
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{
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Progress progress = new Progress();
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@@ -30,7 +40,10 @@ public class TestProgress : MonoBehaviour
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return false;
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}
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// Helper method, returns true if `Progress.Get(...)` throws a `KeyNotFoundException`
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/// <summary>
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/// Helper method
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/// </summary>
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/// <returns><c>true</c> if <c>Progress.Get(...)</c> throws a <c>KeyNotFoundException</c></returns>
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private bool AccessInvalidKey()
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{
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Progress progress = new Progress();
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@@ -39,7 +52,10 @@ public class TestProgress : MonoBehaviour
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return false;
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}
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// Helper method, returns true if `Progress.Get(...)` throws a `InvalidCastException`
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/// <summary>
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/// Helper method
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/// </summary>
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/// <returns><c>true</c> if <c>Progress.Get(...)</c> throws a <c>InvalidCastException</c></returns>
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private bool AccessInvalidType()
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{
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Progress progress = new Progress();
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@@ -49,6 +65,9 @@ public class TestProgress : MonoBehaviour
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return false;
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}
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/// <summary>
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/// Start is called before the first frame update
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/// </summary>
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void Start()
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{
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TestNewProgress();
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@@ -68,18 +87,27 @@ public class TestProgress : MonoBehaviour
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TestProgressGetStruct();
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}
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/// <summary>
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/// Test for creation of a new progress
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/// </summary>
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public void TestNewProgress()
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{
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Progress progress = new Progress();
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Debug.Assert(progress != null);
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}
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/// <summary>
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/// Test whether invalid data will not be added
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/// </summary>
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public void TestProgressAddInvalidData()
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{
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Progress progress = new Progress();
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Debug.Assert(!progress.AddOrUpdate<GameObject>("key", null));
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}
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/// <summary>
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/// Test whether a duplicated key will be added
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/// </summary>
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public void TestProgressAddDuplicateKey()
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{
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Progress progress = new Progress();
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@@ -87,45 +115,69 @@ public class TestProgress : MonoBehaviour
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Debug.Assert(progress.AddOrUpdate<int>("key 1", 1));
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}
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/// <summary>
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/// Test whether a <c>int</c> value can be added
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/// </summary>
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public void TestProgressAddInt()
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{
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Progress progress = new Progress();
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Debug.Assert(progress.AddOrUpdate<int>("key", 1));
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}
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/// <summary>
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/// Test whether a <c>double</c> value can be added
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/// </summary>
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public void TestProgressAddDouble()
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{
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Progress progress = new Progress();
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Debug.Assert(progress.AddOrUpdate<double>("key", 1.0));
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}
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/// <summary>
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/// Test whether a <c>string</c> value can be added
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/// </summary>
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public void TestProgressAddString()
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{
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Progress progress = new Progress();
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Debug.Assert(progress.AddOrUpdate<string>("key", "Hello World!"));
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}
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/// <summary>
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/// Test whether a serializable struct can be added
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/// </summary>
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public void TestProgressAddSerializableStruct()
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{
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Progress progress = new Progress();
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Debug.Assert(progress.AddOrUpdate<SerializableStruct>("key", new SerializableStruct()));
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}
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/// <summary>
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/// Test whether a non-serializable struct will throw an error
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/// </summary>
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public void TestProgressAddNonSerializableStruct()
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{
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Debug.Assert(AddNonSerializableStruct());
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}
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/// <summary>
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/// Test whether an invalid key will throw an error
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/// </summary>
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public void TestProgressGetInvalidKey()
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{
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Debug.Assert(AccessInvalidKey());
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}
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/// <summary>
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/// Test whether an invalid type will throw an error
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/// </summary>
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public void TestProgressGetInvalidType()
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{
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Debug.Assert(AccessInvalidType());
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}
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/// <summary>
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/// Test whether a value is correctly updated
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/// </summary>
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public void TestProgressUpdate()
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{
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Progress progress = new Progress();
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@@ -135,6 +187,9 @@ public class TestProgress : MonoBehaviour
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Debug.Assert(progress.Get<int>("key") == 2);
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}
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/// <summary>
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/// Test whether a <c>int</c> value can be read
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/// </summary>
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public void TestProgressGetInt()
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{
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Progress progress = new Progress();
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@@ -142,6 +197,9 @@ public class TestProgress : MonoBehaviour
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Debug.Assert(progress.Get<int>("key") == 1);
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}
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/// <summary>
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/// Test whether a <c>double</c> value can be read
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/// </summary>
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public void TestProgressGetDouble()
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{
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Progress progress = new Progress();
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@@ -149,6 +207,9 @@ public class TestProgress : MonoBehaviour
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Debug.Assert(progress.Get<double>("key") == 1.0);
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}
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/// <summary>
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/// Test whether a <c>string</c> value can be read
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/// </summary>
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public void TestProgressGetString()
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{
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Progress progress = new Progress();
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@@ -156,6 +217,9 @@ public class TestProgress : MonoBehaviour
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Debug.Assert(progress.Get<string>("key") == "Hello World!");
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}
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/// <summary>
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/// Test whether a serializable struct can be read
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/// </summary>
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public void TestProgressGetStruct()
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{
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Progress progress = new Progress();
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168
Assets/Accounts/Tests/TestUser.cs
Normal file
168
Assets/Accounts/Tests/TestUser.cs
Normal file
@@ -0,0 +1,168 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Test the User class
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/// </summary>
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public class TestUser : MonoBehaviour
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{
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/// <summary>
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/// Start is called before the first frame update
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/// </summary>
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void Start()
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{
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TestNewUser();
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TestUserAddCourse();
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TestUserAddMinigame();
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TestGetRecentCoursesEmpty();
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TestGetRecentCoursesAll();
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TestGetRecommendedCoursesEmpty();
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TestGetRecommendedCoursesAll();
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TestGetCourseProgressNull();
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TestGetCourseProgressValid();
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TestGetMinigameProgressNull();
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TestGetMinigameProgressValid();
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}
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/// <summary>
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/// Test for the creation of a new user
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/// </summary>
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public void TestNewUser()
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{
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User user = new User();
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Debug.Assert(user != null);
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Debug.Assert(user.courses.Count == 0);
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Debug.Assert(user.minigames.Count == 0);
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}
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/// <summary>
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/// Test whether progress on a new course can be added
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/// </summary>
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public void TestUserAddCourse()
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{
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User user = new User();
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Progress p = new Progress();
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user.courses.Add(p);
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Debug.Assert(user.courses.Count == 1);
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Debug.Assert(user.minigames.Count == 0);
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}
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/// <summary>
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/// Test whether progress on a new minigame can be added
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/// </summary>
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public void TestUserAddMinigame()
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{
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User user = new User();
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Progress p = new Progress();
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user.minigames.Add(p);
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Debug.Assert(user.courses.Count == 0);
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Debug.Assert(user.minigames.Count == 1);
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}
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/// <summary>
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/// Test GetRecentCourses will return empty when no progress is stored
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/// </summary>
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public void TestGetRecentCoursesEmpty()
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{
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User user = new User();
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Debug.Assert(user.GetRecentCourses().Count == 0);
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}
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/// <summary>
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/// Temporary test for GetRecentCourses will return all progress that is stored
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/// </summary>
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public void TestGetRecentCoursesAll()
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{
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User user = new User();
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Progress p = new Progress();
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p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
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p.AddOrUpdate<float>("courseProgress", 0.5f);
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user.courses.Add(p);
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List<Tuple<CourseIndex, float>> list = user.GetRecentCourses();
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Debug.Assert(list.Count == 1);
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Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
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Debug.Assert(list[0].Item2 == 0.5f);
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}
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/// <summary>
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/// Test GetRecommendedCourses will return <c>Tuple<CourseIndex.FINGERSPELLING, 0.0></c> when no progress is stored
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/// </summary>
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public void TestGetRecommendedCoursesEmpty()
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{
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User user = new User();
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List<Tuple<CourseIndex, float>> list = user.GetRecommendedCourses();
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Debug.Assert(list.Count == 1);
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Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
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Debug.Assert(list[0].Item2 == 0.0f);
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}
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/// <summary>
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/// Temporary test for GetRecommenedCourses will return all progress that is stored
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/// </summary>
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public void TestGetRecommendedCoursesAll()
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{
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User user = new User();
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Progress p = new Progress();
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p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
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p.AddOrUpdate<float>("courseProgress", 0.5f);
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user.courses.Add(p);
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List<Tuple<CourseIndex, float>> list = user.GetRecommendedCourses();
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Debug.Assert(list.Count == 1);
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Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
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Debug.Assert(list[0].Item2 == 0.5f);
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}
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/// <summary>
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/// Test GetCourseProgress returns null when course cannot be found
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/// </summary>
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public void TestGetCourseProgressNull()
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{
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User user = new User();
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Debug.Assert(user.GetCourseProgress(CourseIndex.FINGERSPELLING) == null);
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Debug.Assert(user.GetCourseProgress((CourseIndex)100) == null);
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}
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/// <summary>
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/// Test GetCourseProgress returns correct progress object
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/// </summary>
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public void TestGetCourseProgressValid()
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{
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User user = new User();
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Progress p = new Progress();
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p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
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p.AddOrUpdate<float>("courseProgress", 3.14159265f);
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user.courses.Add(p);
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Progress q = user.GetCourseProgress(CourseIndex.FINGERSPELLING);
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Debug.Assert(q.Get<CourseIndex>("courseIndex") == CourseIndex.FINGERSPELLING);
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Debug.Assert(q.Get<float>("courseProgress") == 3.14159265f);
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}
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/// <summary>
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/// Test GetMinigameProgress returns null when minigame cannot be found
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/// </summary>
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public void TestGetMinigameProgressNull()
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{
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User user = new User();
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Debug.Assert(user.GetMinigameProgress(MinigameIndex.SPELLING_BEE) == null);
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Debug.Assert(user.GetMinigameProgress((MinigameIndex)100) == null);
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Progress p = new Progress();
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p.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
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user.minigames.Add(p);
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Debug.Assert(user.GetMinigameProgress(MinigameIndex.HANGMAN) == null);
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}
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/// <summary>
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/// Test GetMinigameProgress returns correct progress object
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/// </summary>
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public void TestGetMinigameProgressValid()
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{
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User user = new User();
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Progress p = new Progress();
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p.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
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user.minigames.Add(p);
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Progress q = user.GetMinigameProgress(MinigameIndex.SPELLING_BEE);
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Debug.Assert(q.Get<CourseIndex>("minigameIndex") == CourseIndex.FINGERSPELLING);
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}
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}
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11
Assets/Accounts/Tests/TestUser.cs.meta
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11
Assets/Accounts/Tests/TestUser.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 97bd2549f1c48d34db7cbccca17fc336
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,13 +1,22 @@
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using UnityEngine;
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/// <summary>
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/// Test the UserCreationScreen class
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/// </summary>
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public class TestUserCreationScreen : MonoBehaviour
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{
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/// <summary>
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/// Start is called before the first frame update
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/// </summary>
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void Start()
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{
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TestIsValidUsernameTrue();
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TestIsValidUsernameFalse();
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}
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/// <summary>
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/// Tets IsValidUsername will return <c>true</c> for an valid username
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/// </summary>
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public void TestIsValidUsernameTrue()
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{
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foreach (char c in "abcdefghijklmnopqrstuvwxyz")
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@@ -16,6 +25,9 @@ public class TestUserCreationScreen : MonoBehaviour
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Debug.Assert(UserCreationScreen.IsValidUsername("abcdefghijkl"));
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}
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/// <summary>
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/// Tets IsValidUsername will return <c>false</c> for an invalid username
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/// </summary>
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public void TestIsValidUsernameFalse()
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{
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Debug.Assert(!UserCreationScreen.IsValidUsername(string.Empty));
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