async def test_on_timer_update(current_status: GameConnectionStatus, skip_qtbot, mocker): # Setup inventory = {} game_connection = MagicMock() game_connection.pretty_current_status = "Pretty Status" mock_create_tracker: MagicMock = mocker.patch( "randovania.gui.auto_tracker_window.AutoTrackerWindow.create_tracker") window = AutoTrackerWindow(game_connection, MagicMock()) window._update_tracker_from_hook = MagicMock() mock_create_tracker.reset_mock() game_connection.get_current_inventory.return_value = inventory game_connection.current_status = current_status # Run await window._on_timer_update() # Assert if current_status != GameConnectionStatus.Disconnected: mock_create_tracker.assert_called_once_with( game_connection.backend.patches.game) window._update_tracker_from_hook.assert_called_once_with(inventory) else: mock_create_tracker.assert_not_called() window._update_tracker_from_hook.assert_not_called()
async def test_on_timer_update(current_status: GameConnectionStatus, correct_game, skip_qtbot, mocker): # Setup inventory = {} game_connection = MagicMock() game_connection.pretty_current_status = "Pretty Status" window = AutoTrackerWindow(game_connection, MagicMock()) skip_qtbot.addWidget(window) window._update_timer = MagicMock() window._update_tracker_from_hook = MagicMock() game_connection.get_current_inventory.return_value = inventory game_connection.current_status = current_status if correct_game: window._current_tracker_game = game_connection.connector.game_enum # Run await window._on_timer_update_raw() # Assert if current_status != GameConnectionStatus.Disconnected and correct_game: window._update_tracker_from_hook.assert_called_once_with(inventory) else: window._update_tracker_from_hook.assert_not_called() window._update_timer.start.assert_called_once_with()
async def test_on_timer_update(current_status: GameConnectionStatus, window): # Setup inventory = {} game_connection = MagicMock() game_connection.pretty_current_status = "Pretty Status" window = AutoTrackerWindow(game_connection, MagicMock()) window._update_tracker_from_hook = MagicMock() game_connection.get_current_inventory.return_value = inventory game_connection.current_status = current_status # Run await window._on_timer_update() # Assert if current_status != GameConnectionStatus.Disconnected: window._update_tracker_from_hook.assert_called_once_with(inventory) else: window._update_tracker_from_hook.assert_not_called()
async def test_on_timer_update(is_in_game: bool, window): # Setup inventory = {} game_connection = MagicMock() window = AutoTrackerWindow(game_connection) window._update_tracker_from_hook = MagicMock() game_connection.get_inventory = AsyncMock(return_value=inventory) game_connection.current_status = ConnectionStatus.InGame if is_in_game else ConnectionStatus.Disconnected # Run await window._on_timer_update() # Assert if is_in_game: window._update_tracker_from_hook.assert_called_once_with(inventory) else: window._update_tracker_from_hook.assert_not_called()