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    Class CreateGameGraphicsSettingsWindowReloadSafetyTests

    EditMode tests proving CreateGameGraphicsSettingsWindow re-attaches to its surviving scratch draft after a domain reload instead of rebuilding from disk and losing unsaved edits. A real script recompile cannot be driven from this suite, so Serenity.GameGraphics.Installation.Settings.Editor.Builder.CreateGameGraphicsSettingsWindow.SimulateDomainReloadForTests reproduces only what a reload leaves behind — see that seam's own remarks for what stays unverified. Mirrors CreateSystemConfigurationSettingsWindowReloadSafetyTests.

    Inheritance
    object
    CreateGameGraphicsSettingsWindowReloadSafetyTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.GameGraphics.Tests.Editor.Builder
    Assembly: Serenity.GameGraphics.Tests.Editor.dll
    Syntax
    public class CreateGameGraphicsSettingsWindowReloadSafetyTests

    Constructors

    CreateGameGraphicsSettingsWindowReloadSafetyTests()

    Declaration
    public CreateGameGraphicsSettingsWindowReloadSafetyTests()

    Methods

    EnsureBuilt_AfterSimulatedReload_ReattachesTheSurvivingScratchInsteadOfRebuilding()

    Declaration
    public void EnsureBuilt_AfterSimulatedReload_ReattachesTheSurvivingScratchInsteadOfRebuilding()

    OnEnable_OnAFreshWindowWithNoSurvivingScratch_BuildsADraftImmediately()

    Declaration
    public void OnEnable_OnAFreshWindowWithNoSurvivingScratch_BuildsADraftImmediately()

    OneTimeTearDown()

    Declaration
    public void OneTimeTearDown()

    SetUp()

    Declaration
    public void SetUp()

    TearDown()

    Declaration
    public void TearDown()
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