// Naming player mod common; #[test] fn set_name() { let mut client = common::setup(); client.send(1, ".n 1"); client.read_all(); assert_eq!(client.last(1), String::from("Name set to: 1
ok 1, now ur redy 2 THRUST, try \'.help\' for sum updated information

A current exploration of lobbies that are available to be joined into is as follows below. Simply `.join [ID]` to enter. Lobby 0 is an endless lobby. It's always gonna be there.
ID: 0 | Password: ❌ | Players: 0/18446744073709551615 | Currently: Playing")); } #[test] fn rename() { let mut client = common::setup(); client.send(1, ".n 1"); client.send(1, ".n player1"); client.read_all(); assert_eq!(client.last(1), String::from("Name set to: player1")); } #[test] fn invalid_rename_in_lobby() { let mut client = common::setup(); client.send(1, ".n 1"); client.send(1, ".m"); client.send(1, ".n player1"); client.read_all(); assert_eq!( client.last(1), "Broski that shall be an invalid command. enter .help" ); } #[test] fn invalid_rename_in_game() { let mut client = common::setup(); client.send(1, ".n 1"); client.send(1, ".m"); client.send(1, ".s"); client.send(1, ".n player1"); client.read_all(); assert_eq!(client.last(1), "Brother that is an invalid command."); } #[test] fn duplicate_name_error() { let mut client = common::setup(); client.send(1, ".n 1"); client.send(2, ".n 1"); client.read_all(); assert_eq!( client.last(2), "yo that name exists ya gotta pick something else aight?" ); } #[test] fn duplicate_rename_error() { let mut client = common::setup(); client.send(1, ".n 1"); client.send(2, ".n 2"); client.send(2, ".n 1"); client.read_all(); assert_eq!( client.last(2), "yo that name exists ya gotta pick something else aight?" ); }