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https://github.com/bitwarden/server
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Use a header to track seeded data. This has benefits client side in simplicity and allows us to track entities added during a test, as long as they include the play id header.
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@@ -2,21 +2,19 @@
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public class SceneResult : SceneResult<object?>
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{
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public SceneResult(Dictionary<string, string?> mangleMap, Dictionary<string, List<Guid>> trackedEntities)
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: base(result: null, mangleMap: mangleMap, trackedEntities: trackedEntities) { }
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public SceneResult(Dictionary<string, string?> mangleMap)
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: base(result: null, mangleMap: mangleMap) { }
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}
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public class SceneResult<TResult>
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{
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public TResult Result { get; init; }
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public Dictionary<string, string?> MangleMap { get; init; }
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public Dictionary<string, List<Guid>> TrackedEntities { get; init; }
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public SceneResult(TResult result, Dictionary<string, string?> mangleMap, Dictionary<string, List<Guid>> trackedEntities)
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public SceneResult(TResult result, Dictionary<string, string?> mangleMap)
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{
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Result = result;
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MangleMap = mangleMap;
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TrackedEntities = trackedEntities;
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}
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public static explicit operator SceneResult<object?>(SceneResult<TResult> v)
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@@ -25,11 +23,11 @@ public class SceneResult<TResult>
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if (result is null)
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{
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return new SceneResult<object?>(result: null, mangleMap: v.MangleMap, trackedEntities: v.TrackedEntities);
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return new SceneResult<object?>(result: null, mangleMap: v.MangleMap);
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}
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else
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{
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return new SceneResult<object?>(result: result, mangleMap: v.MangleMap, trackedEntities: v.TrackedEntities);
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return new SceneResult<object?>(result: result, mangleMap: v.MangleMap);
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}
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}
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}
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