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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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@@ -1,5 +1,4 @@
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using System.Text.Json;
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using Bit.Infrastructure.EntityFramework.Models;
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using Bit.SeederApi.Models.Response;
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namespace Bit.SeederApi.Services;
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@@ -14,14 +13,14 @@ public interface ISceneService
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/// <returns>A tuple containing the result and optional seed ID for tracked entities</returns>
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/// <exception cref="SceneNotFoundException">Thrown when the scene template is not found</exception>
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/// <exception cref="SceneExecutionException">Thrown when there's an error executing the scene</exception>
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SceneResponseModel ExecuteScene(string templateName, JsonElement? arguments);
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Task<SceneResponseModel> ExecuteScene(string templateName, JsonElement? arguments);
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/// <summary>
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/// Destroys data created by a scene using the seeded data ID.
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/// </summary>
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/// <param name="seedId">The ID of the seeded data to destroy</param>
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/// <param name="playId">The ID of the seeded data to destroy</param>
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/// <returns>The result of the destroy operation</returns>
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/// <exception cref="SceneExecutionException">Thrown when there's an error destroying the seeded data</exception>
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Task<object?> DestroyScene(Guid seedId);
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List<SeededData> GetAllSeededData();
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Task<object?> DestroyScene(string playId);
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List<string> GetAllPlayIds();
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}
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