I have a class that implements the IDisposable interface.
using System;
using System.Threading;
using System.Threading.Tasks;
/// <summary>
/// <para>
/// The Engine Timer allows for starting a timer that will execute a callback at a given interval.
/// </para>
/// <para>
/// The timer may fire:
/// - infinitely at the given interval
/// - fire once
/// - fire _n_ number of times.
/// </para>
/// <para>
/// The Engine Timer will stop its self when it is disposed of.
/// </para>
/// <para>
/// The Timer requires you to provide it an instance that will have an operation performed against it.
/// The callback will be given the generic instance at each interval fired.
/// </para>
/// <para>
/// In the following example, the timer is given an instance of an IPlayer.
/// It starts the timer off with a 30 second delay before firing the callback for the first time.
/// It tells the timer to fire every 60 seconds with 0 as the number of times to fire. When 0 is provided, it will run infinitely.
/// Lastly, it is given a callback, which will save the player every 60 seconds.
/// @code
/// var timer = new EngineTimer<IPlayer>(new DefaultPlayer());
/// timer.StartAsync(30000, 6000, 0, (player, timer) => player.Save());
/// @endcode
/// </para>
/// </summary>
/// <typeparam name="T">The type that will be provided when the timer callback is invoked.</typeparam>
public sealed class EngineTimer<T> : CancellationTokenSource, IDisposable
{
/// <summary>
/// The timer task
/// </summary>
private Task timerTask;
/// <summary>
/// How many times we have fired the timer thus far.
/// </summary>
private long fireCount = 0;
/// <summary>
/// Initializes a new instance of the <see cref="EngineTimer{T}"/> class.
/// </summary>
/// <param name="callback">The callback.</param>
/// <param name="state">The state.</param>
public EngineTimer(T state)
{
if (state == null)
{
throw new ArgumentNullException(nameof(state), "EngineTimer constructor requires a non-null argument.");
}
this.StateData = state;
}
/// <summary>
/// Gets the object that was provided to the timer when it was instanced.
/// This object will be provided to the callback at each interval when fired.
/// </summary>
public T StateData { get; private set; }
/// <summary>
/// Gets a value indicating whether the engine timer is currently running.
/// </summary>
public bool IsRunning { get; private set; }
/// <summary>
/// <para>
/// Starts the timer, firing a synchronous callback at each interval specified until `numberOfFires` has been reached.
/// If `numberOfFires` is 0, then the callback will be called indefinitely until the timer is manually stopped.
/// </para>
/// <para>
/// The following example shows how to start a timer, providing it a callback.
/// </para>
/// @code
/// var timer = new EngineTimer<IPlayer>(new DefaultPlayer());
/// double startDelay = TimeSpan.FromSeconds(30).TotalMilliseconds;
/// double interval = TimeSpan.FromMinutes(10).TotalMilliseconds;
/// int numberOfFires = 0;
///
/// timer.Start(
/// startDelay,
/// interval,
/// numberOfFires,
/// (player, timer) => player.Save());
/// @endcode
/// </summary>
/// <param name="startDelay">
/// <para>
/// The `startDelay` is used to specify how much time must pass before the timer can invoke the callback for the first time.
/// If 0 is provided, then the callback will be invoked immediately upon starting the timer.
/// </para>
/// <para>
/// The `startDelay` is measured in milliseconds.
/// </para>
/// </param>
/// <param name="interval">The interval in milliseconds.</param>
/// <param name="numberOfFires">Specifies the number of times to invoke the timer callback when the interval is reached. Set to 0 for infinite.</param>
public void Start(double startDelay, double interval, int numberOfFires, Action<T, EngineTimer<T>> callback)
{
this.IsRunning = true;
this.timerTask = Task
.Delay(TimeSpan.FromMilliseconds(startDelay), this.Token)
.ContinueWith(
(task, state) => RunTimer(task, (Tuple<Action<T, EngineTimer<T>>, T>)state, interval, numberOfFires),
Tuple.Create(callback, this.StateData),
CancellationToken.None,
TaskContinuationOptions.ExecuteSynchronously | TaskContinuationOptions.OnlyOnRanToCompletion,
TaskScheduler.Default);
}
/// <summary>
/// Starts the specified start delay.
/// </summary>
/// <param name="startDelay">The start delay in milliseconds.</param>
/// <param name="interval">The interval in milliseconds.</param>
/// <param name="numberOfFires">Specifies the number of times to invoke the timer callback when the interval is reached. Set to 0 for infinite.</param>
public void StartAsync(double startDelay, double interval, int numberOfFires, Func<T, EngineTimer<T>, Task> callback)
{
this.IsRunning = true;
this.timerTask = Task
.Delay(TimeSpan.FromMilliseconds(startDelay), this.Token)
.ContinueWith(
async (task, state) => await RunTimerAsync(task, (Tuple<Func<T, EngineTimer<T>, Task>, T>)state, interval, numberOfFires),
Tuple.Create(callback, this.StateData),
CancellationToken.None,
TaskContinuationOptions.ExecuteSynchronously | TaskContinuationOptions.OnlyOnRanToCompletion,
TaskScheduler.Default);
}
/// <summary>
/// Stops the timer for this instance.
/// Stopping the timer will not dispose of the EngineTimer, allowing you to restart the timer if you need to.
/// </summary>
public void Stop()
{
if (!this.IsCancellationRequested)
{
this.Cancel();
}
this.IsRunning = false;
}
/// <summary>
/// Stops the timer and releases the unmanaged resources used by the <see cref="T:System.Threading.CancellationTokenSource" /> class and optionally releases the managed resources.
/// </summary>
/// <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
protected override void Dispose(bool disposing)
{
if (disposing)
{
this.IsRunning = false;
this.Cancel();
}
base.Dispose(disposing);
}
private async Task RunTimer(Task task, Tuple<Action<T, EngineTimer<T>>, T> state, double interval, int numberOfFires)
{
while (!this.IsCancellationRequested)
{
// Only increment if we are supposed to.
if (numberOfFires > 0)
{
this.fireCount++;
}
state.Item1(state.Item2, this);
await PerformTimerCancellationCheck(interval, numberOfFires);
}
}
private async Task RunTimerAsync(Task task, Tuple<Func<T, EngineTimer<T>, Task>, T> state, double interval, int numberOfFires)
{
while (!this.IsCancellationRequested)
{
// Only increment if we are supposed to.
if (numberOfFires > 0)
{
this.fireCount++;
}
await state.Item1(state.Item2, this);
await PerformTimerCancellationCheck(interval, numberOfFires);
}
}
private async Task PerformTimerCancellationCheck(double interval, int numberOfFires)
{
// If we have reached our fire count, stop. If set to 0 then we fire until manually stopped.
if (numberOfFires > 0 && this.fireCount >= numberOfFires)
{
this.Stop();
}
await Task.Delay(TimeSpan.FromMilliseconds(interval), this.Token).ConfigureAwait(false);
}
}
I then created a series of unit tests for the class.
[TestClass]
public class EngineTimerTests
{
[TestMethod]
[TestCategory("MudDesigner")]
[TestCategory("Engine")]
[TestCategory("Engine Core")]
[Owner("Johnathon Sullinger")]
[ExpectedException(typeof(ArgumentNullException))]
public void Exception_thrown_with_null_ctor_argument()
{
// Act
new EngineTimer<ComponentFixture>(null);
}
[TestMethod]
[TestCategory("MudDesigner")]
[TestCategory("Engine")]
[TestCategory("Engine Core")]
[Owner("Johnathon Sullinger")]
public void Ctor_sets_state_property()
{
// Arrange
var fixture = new ComponentFixture();
// Act
var engineTimer = new EngineTimer<ComponentFixture>(fixture);
// Assert
Assert.IsNotNull(engineTimer.StateData, "State was not assigned from the constructor.");
Assert.AreEqual(fixture, engineTimer.StateData, "An incorrect State object was assigned to the timer.");
}
[TestMethod]
[TestCategory("MudDesigner")]
[TestCategory("Engine")]
[TestCategory("Engine Core")]
[Owner("Johnathon Sullinger")]
public void Start_sets_is_running()
{
// Arrange
var fixture = new ComponentFixture();
var engineTimer = new EngineTimer<ComponentFixture>(fixture);
// Act
engineTimer.Start(0, 1, 0, (component, timer) => { });
// Assert
Assert.IsTrue(engineTimer.IsRunning, "Engine Timer was not started.");
}
[TestMethod]
[TestCategory("MudDesigner")]
[TestCategory("Engine")]
[TestCategory("Engine Core")]
[Owner("Johnathon Sullinger")]
public void Callback_invoked_when_running()
{
// Arrange
var fixture = new ComponentFixture();
var engineTimer = new EngineTimer<ComponentFixture>(fixture);
bool callbackInvoked = false;
// Act
engineTimer.Start(0, 1, 0, (component, timer) => { callbackInvoked = true; });
Task.Delay(20);
// Assert
Assert.IsTrue(callbackInvoked, "Engine Timer did not invoke the callback as expected.");
}
}
When I run the unit test coverage analysis in Visual Studio 2015, it tells me that the class is 100% covered by unit tests. However, I've only tested the constructor and the Start()
method. None of the unit tests touch the Stop()
, StartAsync()
or Dispose()
methods.
Why would Visual Studio tell me I am at 100% code coverage?
Update
I turned on coverage highlights and discovered that the Stop()
method is not covered (if I read this right).
It is interesting that the analysis tells me it's 100% covered, even though the coverage highlights shows that it's not included in any unit test paths.