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    Class WizardFinishedRunSummaryContractTests

    Once a run has created what it set out to create, the run is over. Going back from the Done step to the Summary must show what the run wrote and offer what comes after the run — never a pending "Will create" for an asset that now exists, never the creator's own "already exists" collision against it, and never a primary button that would run the same create a second time.

    Every stepped wizard with a Summary step is covered one of three ways, and the sweep prints which. A wizard with a WizardRealRunDriverBase is driven for real: its real primary action writes into a fixture folder, then Done → Back → Summary. Where that real run latches the run finished, it is proven END TO END. Where it does not — the window finishes through PingAndGoTo or a plain GoTo and keeps its run open — the window is named in Serenity.Tests.Shared.Editor.WizardFinishedRunSummaryContractTests.RealRunLeavesTheRunOpen and the sweep pins that it still does, so the day it latches it moves to the end-to-end list instead of passing unnoticed. A wizard whose real run cannot be built headless is proven only through the base's own completion path (CompletePrimaryAction) and named in Serenity.Tests.Shared.Editor.WizardFinishedRunSummaryContractTests.BasePlumbingOnlyReasons with the reason. A new wizard must take one of the three.

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

    Constructors

    WizardFinishedRunSummaryContractTests()

    Declaration
    public WizardFinishedRunSummaryContractTests()

    Methods

    ARealRunThatLeavesTheRunOpen_StillLeavesItOpen(Type)

    Declaration
    public void ARealRunThatLeavesTheRunOpen_StillLeavesItOpen(Type windowType)
    Parameters
    Type Name Description
    Type windowType

    ARealRun_ShowsWhatItWroteOnTheSummary_AndOffersWhatComesNext(Type)

    Declaration
    public void ARealRun_ShowsWhatItWroteOnTheSummary_AndOffersWhatComesNext(Type windowType)
    Parameters
    Type Name Description
    Type windowType

    ARunFinishedThroughTheBasePlumbing_ShowsWhatItWroteOnTheSummary_AndOffersWhatComesNext(Type)

    Declaration
    public void ARunFinishedThroughTheBasePlumbing_ShowsWhatItWroteOnTheSummary_AndOffersWhatComesNext(Type windowType)
    Parameters
    Type Name Description
    Type windowType

    EveryWizardWithASummary_IsDrivenForReal_OrNamedWithTheReasonItIsNot()

    Declaration
    public void EveryWizardWithASummary_IsDrivenForReal_OrNamedWithTheReasonItIsNot()

    TearDown()

    Unity resets UnityEngine.TestTools.LogAssert.ignoreFailingMessages per log scope, so the flag each test sets in its own body has to be cleared here rather than leaked into whichever fixture runs next.

    Declaration
    public void TearDown()
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