The return type of an async method must be void - asp.net

I am currently following a course on how to build a ASP.NET blazor app and have reached a dead end. As the title states, the method CreateMauiApp() requires a void return type. One critical difference is that I am following a course that is 1 year old and does not cover Maui which I am using. Is there any work-around to this issue that anyone knows of?
public static class MauiProgram
{
public static async MauiApp CreateMauiApp()
{
var builder = MauiApp.CreateBuilder();
builder
.RegisterBlazorMauiWebView()
.UseMauiApp<App>()
.ConfigureFonts(fonts =>
{
fonts.AddFont("OpenSans-Regular.ttf", "OpenSansRegular");
});
//builder.Services.AddSingleton<IUserManager, UserManager>();
//builder.Services.AddSingleton<WeatherForecastService>();
builder.Services.AddSingleton<IUserManager, UserManagerFake>();
builder.Services.AddScoped<ICurrentUserService, CurrentUserService>();
builder.Services.AddBlazorWebView();
var host = builder.Build();
var currentUserService = host.Services.GetRequiredService<ICurrentUserService>();
TestData.CreateTestUser();
currentUserService.CurrentUser = TestData.TestUser;
await host.RunAsync();
}
}
}
Error messages:
Error CS0161 'MauiProgram.CreateMauiApp()': not all code paths return a value UdemyCourseIntro (net6.0-android), UdemyCourseIntro (net6.0-ios), UdemyCourseIntro (net6.0-maccatalyst), UdemyCourseIntro (net6.0-windows10.0.19041) C:\Users\matej\source\repos\UdemyCourseIntro\UdemyCourseIntro\MauiProgram.cs 11 Active
Error CS1983 The return type of an async method must be void, Task, Task, a task-like type, IAsyncEnumerable, or IAsyncEnumerator UdemyCourseIntro (net6.0-android), UdemyCourseIntro (net6.0-ios), UdemyCourseIntro (net6.0-maccatalyst), UdemyCourseIntro (net6.0-windows10.0.19041) C:\Users\matej\source\repos\UdemyCourseIntro\UdemyCourseIntro\MauiProgram.cs 11 Active

So the issue was exactly as someone politely stated in one of the comments. All I had to do is delete the async and return a MauiApp object.
public static class MauiProgram
{
public static MauiApp CreateMauiApp()
{
var builder = MauiApp.CreateBuilder();
builder
.RegisterBlazorMauiWebView()
.UseMauiApp<App>()
.ConfigureFonts(fonts =>
{
fonts.AddFont("OpenSans-Regular.ttf", "OpenSansRegular");
});
//builder.Services.AddSingleton<IUserManager, UserManager>();
builder.Services.AddSingleton<IUserManager, UserManagerFake>();
builder.Services.AddScoped<ICurrentUserService, CurrentUserService>();
builder.Services.AddBlazorWebView();
//builder.Services.AddSingleton<WeatherForecastService>();
var host = builder.Build();
var currentUserService = host.Services.GetRequiredService<ICurrentUserService>();
TestData.CreateTestUser();
currentUserService.CurrentUser = TestData.TestUser;
host.RunAsync();
return host;
}
}
}

Related

How to return Future<List<Object>> from List<DocuementReference>>?

I am trying to create a method to convert a List to Future<List>.
This is the method I created.
static Future<List<Product?>> fromProductRefList(
List<DocumentReference> ref) async {
List<Product> shopProductList = [];
ref.forEach((productRef) async {
final productDoc = productRef.get();
final product = await Product.fromDocument(await productDoc);
shopProductList.add(product!);
});
print('shopProductList: $shopProductList');
return shopProductList;
}
and called it in cubit,
void mapProductToState() async {
emit(state.copyWith(status: MyProductStatus.loadding));
final shop = _shopBloc.state.shop;
List<Product?> productList = [];
if (shop.shopProductRef.isNotEmpty) {
final productList = Product.fromProductRefList(shop.shopProductRef);
}
emit(state.copyWith(
shop: shop,
productList: productList,
status: MyProductStatus.loaded,
));
}
VScode shows no error but when I run the code, fromProductRefList return empty list. Seems like fromProductRefList did not wait for the Document actually get() from the database and just return.
When I add a second delay in fromProductRefList before returning the shopProductList, everything works as expected.
I have read another question on stackoverflow suggest using asyncMap() but I am not sure how to apply it in my case.
Edit:
When I add a delay, the method return without any issue. If not, it will return a empty list
static Future<List<Product?>> fromProductRefList(
List<DocumentReference> ref) async {
List<Product> shopProductList = [];
ref.forEach((productRef) async {
final productDoc = productRef.get();
final product = await Product.fromDocument(await productDoc);
shopProductList.add(product!);
});
await Future.delayed(const Duration(milliseconds: 500));
print('shopProductList: $shopProductList');
return shopProductList;
}
Thank you.
You are missing the await keyword, to actually wait for the call. It only compiles, because you also declare a new variable of name productList, shadowing the already existing one.
So this line:
final productList = Product.fromProductRefList(shop.shopProductRef);
should read:
productList = await Product.fromProductRefList(shop.shopProductRef);
In addition, this does not do what you think it does:
ref.forEach((productRef) async {
It does not wait for each call. Please use a normal for flow control structure and await the async call, not the forEach method. The forEach method will no wait for the Futures returned from the methods.

Unity3d with Firebase: Can't Start Coroutine

Greeting,
I'm currently facing a problem that my coroutine can't start. This is the first time I facing this issues and I can't find a proper solution online. Much appreciated if anyone can point me to the right direction to solve this issue.
Here are the code.
path_reference.GetDownloadUrlAsync().ContinueWith((Task<Uri> task) => {
if (!task.IsFaulted && !task.IsCanceled)
{
Debug.Log("Download URL: " + task.Result);
StartCoroutine(DownloadStuff(task.Result));
}
else
{
Debug.Log(task.Exception.ToString());
}
});
}
IEnumerator DownloadStuff(Uri uri)
{
Debug.Log("Start Download");
using (var www = UnityWebRequestTexture.GetTexture(uri))
{
yield return www.SendWebRequest();
if (www.isNetworkError || www.isHttpError)
{
Debug.Log(www.error);
}
else
{
var texture = DownloadHandlerTexture.GetContent(www);
//Texture2D texture = new Texture2D(1, 1);
//if you need sprite for SpriteRenderer or Image
Sprite sprite = Sprite.Create(texture, new Rect(0.0f, 0.0f, texture.width,
texture.height), new Vector2(0.5f, 0.5f), 100.0f);
Debug.Log("Finished downloading!");
}
Debug.Log(www.downloadProgress);
}
}'
The task returned by Firebase probably finishes execution on a thread other than the main thread, and Unity coroutines can only run on the main thread.
Unity's support of multithreading and async is pretty spotty, including "eating" some errors if the continuations of those errors would execute on another thread other than the main thread.
To fix this, you need to change the function that starts your coroutine:
try {
// Important: ConfigureAwait(true) ensures the code after this will run in the
// same thread as the code before (which is the main thread!)
var url = await path_reference.GetDownloadUrlAsync().ConfigureAwait(true);
StartCoroutine(DownloadStuff(url));
} catch (Exception ex) {
// Tip: when logging errors, use LogException and pass the whole exception,
// that way you will get pretty links to the error line in the whole stack trace.
Debug.LogException(ex);
}
As an aside, I usually have a few extension methods on all my projects to deal with that while staying in async-world instead of coroutine-world (because at least with async I can catch errors and not just "halt and catch fire" like Unity's coroutines)
The main ones are:
public static Task ToTask(this YieldInstruction self, MonoBehaviour owner) {
var source = new TaskCompletionSource<object>();
IEnumerable Routine() {
yield return self;
source.SetResult(null);
}
return source.Task;
}
private static Task SendAsync(this UnityWebRequest self, MonoBehaviour owner) {
var source = new TaskCompletionSource<object>();
await self.SendWebRequest().ToTask(owner);
if (
self.isHttpError
|| self.isNetworkError
) {
source.SetException(new Exception(request.error));
yield break;
}
source.SetResult(null);
}
Which you can use like this, inside a MonoBehaviour:
await new WaitForSeconds(0.2f).ToTask(this);
UnityWebRequest request = /* etc */;
await request.SendAsync(this);
var texture = DownloadHandlerTexture.GetContent(request);
Note that these methods do not require ConfigureAwait, since their SetResult/SetException invocations are ran from Unity-provided coroutine continuations.

Obscure Unity Firebase Realtime Database Error: "Custom Run loops are not supported"?

I am currently attemping to build a custom Editor tool for Unity that utilizes the Firebase Realtime Database. This tool would allow someone to right-click on a scene asset in the inspector and select to 'lock' or 'unlock' the scene. Within our Firebase Database, this locking is represented by a dictionary, with each scene name as a key and each value being either "locked" or "unlocked". This funcitonality will be expanded later, but for now, I'm just trying to get things set up so that I can actually connect to and use the Firebase Realtime Database.
I had looked at the Firebase Quickstart Unity project for the Realtime Database (the one that functions like a leaderboard) and saw that it worked fine. I could replace the database URL in the project with the URL for my app's database, and when I entered in values, they appeared inside my realtime database.
So, I based the code for my custom editor script on the code from the quickstart. In fact, I copy-pasted most of it. I will post the script itself, and then describe the errors I receive, as well as the lines that give the errors:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Firebase;
using Firebase.Unity.Editor;
using Firebase.Database;
[CustomEditor(typeof(SceneAsset))]
[ExecuteInEditMode]
public class SceneLockingEditor : Editor
{
static string sceneName;
DependencyStatus dependencyStatus = DependencyStatus.UnavailableOther;
protected virtual void OnEnable()
{
Debug.Log("OnEnable Called");
sceneName = target.name;
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => {
dependencyStatus = task.Result;
if (dependencyStatus == DependencyStatus.Available)
{
InitializeFirebase();
}
else
{
Debug.LogError(
"Could not resolve all Firebase dependencies: " + dependencyStatus);
}
});
}
// Initialize the Firebase database:
protected virtual void InitializeFirebase()
{
Debug.Log("Initializing Firebase");
FirebaseApp app = FirebaseApp.DefaultInstance;
app.SetEditorDatabaseUrl(CENSORING MY DATABASE SORRY);
if (app.Options.DatabaseUrl != null) app.SetEditorDatabaseUrl(app.Options.DatabaseUrl);
}
static TransactionResult SceneLockTransaction(MutableData mutableData)
{
List<object> sceneLocks = mutableData.Value as List<object>;
if (sceneLocks == null)
{
sceneLocks = new List<object>();
}
if(mutableData.ChildrenCount > 0)
{
//Look at every child in the scene locks directory.
foreach (var child in sceneLocks)
{
Debug.Log("Checking next child.");
if (!(child is Dictionary<string, object>))
continue;
//If we find the scene we're looking for...
Debug.Log("Checking if the scene has the name we want");
foreach(string key in ((Dictionary<string, object>)child).Keys)
{
Debug.Log("Key: " + key);
}
if(((Dictionary<string, object>)child).ContainsKey(sceneName))
{
string childLockStatus = (string)((Dictionary<string, object>)child)["lockStatus"];
//If the scene is already locked, just abort.
if (childLockStatus == "locked")
{
Debug.Log("Scene is already locked. Abort.");
return TransactionResult.Abort();
}
else
{
Debug.Log("Scene existed in the database and was not locked. Locking it.");
// If the scene existed in the database but was not locked, we will lock it.
((Dictionary<string, object>)child)[sceneName] = "locked";
// You must set the Value to indicate data at that location has changed.
mutableData.Value = sceneLocks;
return TransactionResult.Success(mutableData);
}
}
}
}
Debug.Log("Scene did not exist in the database. Adding it as locked.");
// If the scene didn't exist in the database before, we will add it as locked.
Dictionary<string, object> newSceneLock = new Dictionary<string, object>();
newSceneLock[sceneName] = "locked";
sceneLocks.Add(newSceneLock);
// You must set the Value to indicate data at that location has changed.
mutableData.Value = sceneLocks;
return TransactionResult.Success(mutableData);
}
static TransactionResult SceneUnlockTransaction(MutableData mutableData)
{
List<object> sceneLocks = mutableData.Value as List<object>;
if (sceneLocks == null)
{
sceneLocks = new List<object>();
}
if (mutableData.ChildrenCount > 0)
{
//Look at every child in the scene locks directory.
foreach (var child in sceneLocks)
{
Debug.Log("Checking next child.");
if (!(child is Dictionary<string, object>))
continue;
//If we find the scene we're looking for...
Debug.Log("Checking if the scene has the name we want");
foreach (string key in ((Dictionary<string, object>)child).Keys)
{
Debug.Log("Key: " + key);
}
if (((Dictionary<string, object>)child).ContainsKey(sceneName))
{
string childLockStatus = (string)((Dictionary<string, object>)child)["lockStatus"];
//If the scene is already locked, just abort.
if (childLockStatus == "unlocked")
{
Debug.Log("Scene is already unlocked. Abort.");
return TransactionResult.Abort();
}
else
{
Debug.Log("Scene existed in the database and was locked. Unlocking it.");
// If the scene existed in the database but was not locked, we will lock it.
((Dictionary<string, object>)child)[sceneName] = "unlocked";
// You must set the Value to indicate data at that location has changed.
mutableData.Value = sceneLocks;
return TransactionResult.Success(mutableData);
}
}
}
}
Debug.Log("Scene did not exist in the database. Adding it as unlocked.");
// If the scene didn't exist in the database before, we will add it as locked.
Dictionary<string, object> newSceneLock = new Dictionary<string, object>();
newSceneLock[sceneName] = "unlocked";
sceneLocks.Add(newSceneLock);
// You must set the Value to indicate data at that location has changed.
mutableData.Value = sceneLocks;
return TransactionResult.Success(mutableData);
}
static public void AddSceneLock()
{
Debug.Log("Attempting to add scene lock to database.");
DatabaseReference reference = FirebaseDatabase.DefaultInstance.GetReference("SceneLocks");
Debug.Log("Running Transaction...");
// Use a transaction to ensure that we do not encounter issues with
// simultaneous updates that otherwise might create more than MaxScores top scores.
reference.RunTransaction(SceneLockTransaction)
.ContinueWith(task => {
if (task.Exception != null)
{
Debug.Log(task.Exception.ToString());
}
else if (task.IsCompleted)
{
Debug.Log("Transaction complete.");
}
});
}
static public void RemoveSceneLock()
{
Debug.Log("Attempting to add scene lock to database.");
DatabaseReference reference = FirebaseDatabase.DefaultInstance.GetReference("SceneLocks");
Debug.Log("Running Transaction...");
// Use a transaction to ensure that we do not encounter issues with
// simultaneous updates that otherwise might create more than MaxScores top scores.
reference.RunTransaction(SceneUnlockTransaction)
.ContinueWith(task => {
if (task.Exception != null)
{
Debug.Log(task.Exception.ToString());
}
else if (task.IsCompleted)
{
Debug.Log("Transaction complete.");
}
});
}
[MenuItem("CONTEXT/SceneAsset/Lock Scene", false, 0)]
public static void LockScene()
{
Debug.Log("LockScene Called for scene " + sceneName + ".");
AddSceneLock();
}
[MenuItem("CONTEXT/SceneAsset/Unlock Scene", false, 0)]
public static void UnlockScene()
{
Debug.Log("UnlockScene Called for scene " + sceneName + ".");
RemoveSceneLock();
}
}
The errors always come from this line:
FirebaseDatabase.DefaultInstance.GetReference("SceneLocks");
Any line that has to do with "FirebaseDatabase.DefaultInstance" will throw one of the following two errors
Error 1:
InvalidOperationException: SyncContext not initialized.
Firebase.Unity.UnitySynchronizationContext.get_Instance ()
Firebase.Platform.PlatformInformation.get_SynchronizationContext ()
Firebase.FirebaseApp.get_ThreadSynchronizationContext ()
Firebase.Database.DotNet.DotNetPlatform+SynchronizationContextTarget..ctor ()
Firebase.Database.DotNet.DotNetPlatform.NewEventTarget (Firebase.Database.Internal.Core.Context c)
Firebase.Database.Internal.Core.Context.EnsureEventTarget ()
Firebase.Database.Internal.Core.Context.InitServices ()
Firebase.Database.Internal.Core.Context.Freeze ()
Firebase.Database.Internal.Core.RepoManager.CreateLocalRepo (Firebase.Database.Internal.Core.Context ctx, Firebase.Database.Internal.Core.RepoInfo info, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.Internal.Core.RepoManager.CreateRepo (Firebase.Database.Internal.Core.Context ctx, Firebase.Database.Internal.Core.RepoInfo info, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.FirebaseDatabase.EnsureRepo ()
Firebase.Database.FirebaseDatabase.get_RootReference ()
SceneLockingEditor.OnInspectorGUI () (at Assets/Bitloft/SCRIPTS/Editor/SceneLockingEditor.cs:37)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1242)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Error 2:
Exception: Custom Run loops are not supported!
Firebase.Database.Internal.Core.Context.GetExecutorService ()
Firebase.Database.Internal.Core.Context.GetConnectionContext ()
Firebase.Database.Internal.Core.Context.NewPersistentConnection (Firebase.Database.Internal.Connection.HostInfo info, IDelegate delegate_)
Firebase.Database.Internal.Core.Repo..ctor (Firebase.Database.Internal.Core.RepoInfo repoInfo, Firebase.Database.Internal.Core.Context ctx, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.Internal.Core.RepoManager.CreateLocalRepo (Firebase.Database.Internal.Core.Context ctx, Firebase.Database.Internal.Core.RepoInfo info, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.Internal.Core.RepoManager.CreateRepo (Firebase.Database.Internal.Core.Context ctx, Firebase.Database.Internal.Core.RepoInfo info, Firebase.Database.FirebaseDatabase firebaseDatabase)
Firebase.Database.FirebaseDatabase.EnsureRepo ()
Firebase.Database.FirebaseDatabase.get_RootReference ()
SceneLockingEditor.OnInspectorGUI () (at Assets/Bitloft/SCRIPTS/Editor/SceneLockingEditor.cs:37)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1242)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
It's always one error or the other, and I can't determine what causes one error to appear rather than the other. Both errors stop whatever operation I'm trying to do on the database, which means I can't interact with my database at all.
I've taken a look at the quickstart projects and watched some videos of people setting up Firebase to work with their projects, and I can't seem to determine what I have messed up during the process. I have imported my google-services.json into the unity project. The quickstart projects worked just fine interacting with my database. It's just this particular script that won't work. I cannot find any mention of these two errors anywhere on Google. I even contacted the official Firebase support and they couldn't give me any advice on what the errors mean or what could be causing them.
I considered one problem might be in my initialization function. Instead of doing:
FirebaseApp app = FirebaseApp.DefaultInstance;
I figured that maybe I am supposed to use FirebaseApp.Create() with a custom name passed in, but that resulted in the same errors being thrown on the same line. I am at a loss for how to proceed with this problem. I don't know of anyone else who has had these particular errors, and I've done very much experimentation with different ways to access the database over the past several days. If anybody has an idea of what I am doing wrong here, or what causes these errors (and, how to fix them), I would really appreciate it.
At first you should initialize firebase with new instance of FirebaseApp with unique name. I do it like this:
FirebaseApp firebaseApp = FirebaseApp.Create(
FirebaseApp.DefaultInstance.Options,
"FIREBASE_EDITOR");
The second is setup references (DatabaseReference, StorageReference etc.) with this firebaseApp instance and use it only after FirebaseApp.CheckAndFixDependenciesAsync()
Overall code will look like this:
public static void Initialize(bool isEditor = false)
{
if (isEditor)
{
FirebaseApp firebaseApp = FirebaseApp.Create(
FirebaseApp.DefaultInstance.Options,
"FIREBASE_EDITOR");
firebaseApp.SetEditorDatabaseUrl("https://project.firebaseio.com/");
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
{
if (task.Result == DependencyStatus.Available)
{
database = FirebaseDatabase.GetInstance(firebaseApp).RootReference;
storage = FirebaseStorage.GetInstance(firebaseApp).RootReference;
auth = FirebaseAuth.GetAuth(firebaseApp);
}
else
{
Debug.LogError(
"Could not resolve all Firebase dependencies: " + task.Result);
}
});
}
else
{
FirebaseApp.DefaultInstance.SetEditorDatabaseUrl("https://project.firebaseio.com/");
database = FirebaseDatabase.DefaultInstance.RootReference;
storage = FirebaseStorage.DefaultInstance.RootReference;
auth = FirebaseAuth.DefaultInstance;
}
IsInitialized = true;
}
I had the same errors. I spent several hours solving this and it worked for me

rxjava - Combine onerror and timout handling

I will start with what I want to achieve.
I want to call a method that returns an Observabe.
I do not know if the called method handles exceptions and timeouts
I want to combine observables in my call (merge/zip etc)
if one method fails, I want the answers from the methods that succeeded -
I don't want to break the flow.
In case of exception, I am capable of handling it and continuing with the flow,
but when I try to add timeoutmanagement I fail.
Here is my code
public static void main(String[] args) {
createObservables(false, true); // stalls for timeout
zip();
}
private static void createObservables(final boolean throwException,
final boolean stall) {
obs1 = Observable.just(1);
obs1 = obs1.map(new Func1<Integer, Integer>() {
#Override public Integer call(Integer integer) {
int i = 0;
if (throwException)
getObj().equals("");
if (stall)
zzz(10);
return ++integer;
}
});
obs2 = Observable.just(111);
}
private static void zip() {
System.out.println("**Zip**");
obs1 = obs1.onErrorReturn(new Func1<Throwable, Integer>() {
#Override public Integer call(Throwable throwable) {
return 999;
}
});
obs1 = obs1.timeout(5, TimeUnit.SECONDS);
Observable.zip(obs1, obs2, new Func2<Integer, Integer, ArrayList<Integer>>() {
#Override
public ArrayList<Integer> call(Integer integer1, Integer integer2) {
ArrayList<Integer> integers = new ArrayList<Integer>();
integers.add(integer1);
integers.add(integer2);
return integers;
}
}).subscribe(new Observer<Object>() {....}
);
}
Now, when I call
createObservables(false , false); // no exceptions and timeouts
I get onNext - [2, 111].
then I call
createObservables(true, false); // throw exception in one method only
I get onNext - [999, 111] - which is what I want. Exception and the result from the second method.
But when I call
createObservables(false, true); // stall on timeout
I get only onError.
But I want to get the other method answer.
Thanks.
Try creating an observable for your timeout value, in this case you want the same value as your error case:
Observable obs1Timeout = Observable.just(999);
Then in your timeout policy give it this observable as the fallback to use in the case of a timeout:
obs1 = obs1.timeout(5, TimeUnit.SECONDS, obs1Timeout);

Verifying method with array passed by reference using Moq

Given the following interface
public interface ISomething {
void DoMany(string[] strs);
void DoManyRef(ref string[] strs);
}
I would like to verify that the DoManyRef method is called, and passed any string array as the strs parameter. The following test fails:
public void CanVerifyMethodsWithArrayRefParameter() {
var a = new Mock<ISomething>().Object;
var strs = new string[0];
a.DoManyRef(ref strs);
var other = It.IsAny<string[]>();
Mock.Get(a).Verify(t => t.DoManyRef(ref other));
}
While the following not requiring the array passed by reference passes:
public void CanVerifyMethodsWithArrayParameter() {
var a = new Mock<ISomething>().Object;
a.DoMany(new[] { "a", "b" });
Mock.Get(a).Verify(t => t.DoMany(It.IsAny<string[]>()));
}
I am not able to change the interface to eliminate the by reference requirement.
For verifying against ref arguments, you need to pass the actual instance into the verify call. This means your first test should appear as follows:
[Test]
public void CanVerifyMethodsWithArrayRefParameter()
{
var a = new Mock<ISomething>().Object;
var strs = new string[0];
a.DoManyRef(ref strs);
Mock.Get(a).Verify(t => t.DoManyRef(ref strs));
}
The final sentence of the question leads me to believe you might not be able to make that change, but that is what is required for the Verify call to succeed. Hope this helps.

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