Tool/everything-claude-code/skills/swift-protocol-di-testing/SKILL.md
Protocol-based dependency injection for testable Swift code — mock file system, network, and external APIs using focused protocols and Swift Testing.
npx skillsauth add lyxjack/toolbox swift-protocol-di-testingInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
Patterns for making Swift code testable by abstracting external dependencies (file system, network, iCloud) behind small, focused protocols. Enables deterministic tests without I/O.
Each protocol handles exactly one external concern.
// File system access
public protocol FileSystemProviding: Sendable {
func containerURL(for purpose: Purpose) -> URL?
}
// File read/write operations
public protocol FileAccessorProviding: Sendable {
func read(from url: URL) throws -> Data
func write(_ data: Data, to url: URL) throws
func fileExists(at url: URL) -> Bool
}
// Bookmark storage (e.g., for sandboxed apps)
public protocol BookmarkStorageProviding: Sendable {
func saveBookmark(_ data: Data, for key: String) throws
func loadBookmark(for key: String) throws -> Data?
}
public struct DefaultFileSystemProvider: FileSystemProviding {
public init() {}
public func containerURL(for purpose: Purpose) -> URL? {
FileManager.default.url(forUbiquityContainerIdentifier: nil)
}
}
public struct DefaultFileAccessor: FileAccessorProviding {
public init() {}
public func read(from url: URL) throws -> Data {
try Data(contentsOf: url)
}
public func write(_ data: Data, to url: URL) throws {
try data.write(to: url, options: .atomic)
}
public func fileExists(at url: URL) -> Bool {
FileManager.default.fileExists(atPath: url.path)
}
}
public final class MockFileAccessor: FileAccessorProviding, @unchecked Sendable {
public var files: [URL: Data] = [:]
public var readError: Error?
public var writeError: Error?
public init() {}
public func read(from url: URL) throws -> Data {
if let error = readError { throw error }
guard let data = files[url] else {
throw CocoaError(.fileReadNoSuchFile)
}
return data
}
public func write(_ data: Data, to url: URL) throws {
if let error = writeError { throw error }
files[url] = data
}
public func fileExists(at url: URL) -> Bool {
files[url] != nil
}
}
Production code uses defaults; tests inject mocks.
public actor SyncManager {
private let fileSystem: FileSystemProviding
private let fileAccessor: FileAccessorProviding
public init(
fileSystem: FileSystemProviding = DefaultFileSystemProvider(),
fileAccessor: FileAccessorProviding = DefaultFileAccessor()
) {
self.fileSystem = fileSystem
self.fileAccessor = fileAccessor
}
public func sync() async throws {
guard let containerURL = fileSystem.containerURL(for: .sync) else {
throw SyncError.containerNotAvailable
}
let data = try fileAccessor.read(
from: containerURL.appendingPathComponent("data.json")
)
// Process data...
}
}
import Testing
@Test("Sync manager handles missing container")
func testMissingContainer() async {
let mockFileSystem = MockFileSystemProvider(containerURL: nil)
let manager = SyncManager(fileSystem: mockFileSystem)
await #expect(throws: SyncError.containerNotAvailable) {
try await manager.sync()
}
}
@Test("Sync manager reads data correctly")
func testReadData() async throws {
let mockFileAccessor = MockFileAccessor()
mockFileAccessor.files[testURL] = testData
let manager = SyncManager(fileAccessor: mockFileAccessor)
let result = try await manager.loadData()
#expect(result == expectedData)
}
@Test("Sync manager handles read errors gracefully")
func testReadError() async {
let mockFileAccessor = MockFileAccessor()
mockFileAccessor.readError = CocoaError(.fileReadCorruptFile)
let manager = SyncManager(fileAccessor: mockFileAccessor)
await #expect(throws: SyncError.self) {
try await manager.sync()
}
}
#if DEBUG conditionals instead of proper dependency injectionSendable conformance when used with actorstools
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
development
Use when implementing any feature or bugfix, before writing implementation code
development
Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes
testing
Use when creating new skills, editing existing skills, or verifying skills work before deployment