class FakeConnectionFactory : public ConnectionFactory {
public:
FakeConnectionFactory();
- virtual ~FakeConnectionFactory();
+ ~FakeConnectionFactory() override;
// ConnectionFactory implementation.
- virtual void Initialize(
+ void Initialize(
const BuildLoginRequestCallback& request_builder,
const ConnectionHandler::ProtoReceivedCallback& read_callback,
- const ConnectionHandler::ProtoSentCallback& write_callback) OVERRIDE;
- virtual ConnectionHandler* GetConnectionHandler() const OVERRIDE;
- virtual void Connect() OVERRIDE;
- virtual bool IsEndpointReachable() const OVERRIDE;
- virtual std::string GetConnectionStateString() const OVERRIDE;
- virtual base::TimeTicks NextRetryAttempt() const OVERRIDE;
- virtual void SignalConnectionReset(ConnectionResetReason reason) OVERRIDE;
- virtual void SetConnectionListener(ConnectionListener* listener) OVERRIDE;
+ const ConnectionHandler::ProtoSentCallback& write_callback) override;
+ ConnectionHandler* GetConnectionHandler() const override;
+ void Connect() override;
+ bool IsEndpointReachable() const override;
+ std::string GetConnectionStateString() const override;
+ base::TimeTicks NextRetryAttempt() const override;
+ void SignalConnectionReset(ConnectionResetReason reason) override;
+ void SetConnectionListener(ConnectionListener* listener) override;
// Whether a connection reset has been triggered and is yet to run.
bool reconnect_pending() const { return reconnect_pending_; }