464 lines
16 KiB
TypeScript
464 lines
16 KiB
TypeScript
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import { WorldManager, IWorldManagerConfig } from '../../src/ECS/WorldManager';
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import { World, IWorldConfig } from '../../src/ECS/World';
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import { Scene } from '../../src/ECS/Scene';
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import { EntitySystem } from '../../src/ECS/Systems/EntitySystem';
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import { Component } from '../../src/ECS/Component';
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import { Matcher } from '../../src/ECS/Utils/Matcher';
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// 测试用组件
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class TestComponent extends Component {
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public value: number = 0;
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constructor(value: number = 0) {
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super();
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this.value = value;
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}
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}
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// 测试用全局系统
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class TestGlobalSystem {
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public readonly name = 'TestGlobalSystem';
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public updateCount: number = 0;
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public initialize(): void {
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// 初始化
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}
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public update(): void {
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this.updateCount++;
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}
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public reset(): void {
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this.updateCount = 0;
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}
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public destroy(): void {
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// 销毁
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}
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}
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describe('WorldManager', () => {
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let worldManager: WorldManager;
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beforeEach(() => {
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// 重置单例
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WorldManager['_instance'] = null;
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worldManager = WorldManager.getInstance();
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});
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afterEach(() => {
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// 清理所有World
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if (worldManager) {
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const worldIds = worldManager.getWorldIds();
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worldIds.forEach(id => {
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worldManager.removeWorld(id);
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});
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// 清理定时器
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worldManager.destroy();
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}
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WorldManager['_instance'] = null;
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});
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describe('单例模式', () => {
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test('获取实例应该返回相同的实例', () => {
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const instance1 = WorldManager.getInstance();
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const instance2 = WorldManager.getInstance();
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expect(instance1).toBe(instance2);
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});
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test('使用配置创建实例应该正确', () => {
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WorldManager['_instance'] = null;
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const config: IWorldManagerConfig = {
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maxWorlds: 10,
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autoCleanup: true,
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debug: false
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};
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const instance = WorldManager.getInstance(config);
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expect(instance).toBeDefined();
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expect(instance).toBe(WorldManager.getInstance());
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});
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});
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describe('World管理', () => {
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test('创建World应该成功', () => {
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const world = worldManager.createWorld('test-world');
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expect(world).toBeDefined();
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expect(world.name).toBe('test-world');
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expect(worldManager.getWorld('test-world')).toBeDefined();
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expect(worldManager.getWorldIds()).toContain('test-world');
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});
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test('创建World时传入配置应该正确', () => {
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const worldConfig: IWorldConfig = {
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name: 'ConfiguredWorld',
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debug: true,
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maxScenes: 5,
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autoCleanup: false
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};
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const world = worldManager.createWorld('configured-world', worldConfig);
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expect(world.name).toBe('ConfiguredWorld');
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});
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test('重复的World ID应该抛出错误', () => {
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worldManager.createWorld('duplicate-world');
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expect(() => {
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worldManager.createWorld('duplicate-world');
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}).toThrow("World ID 'duplicate-world' 已存在");
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});
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test('超出最大World数量应该抛出错误', () => {
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WorldManager['_instance'] = null;
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const limitedManager = WorldManager.getInstance({ maxWorlds: 2 });
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limitedManager.createWorld('world1');
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limitedManager.createWorld('world2');
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expect(() => {
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limitedManager.createWorld('world3');
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}).toThrow("已达到最大World数量限制: 2");
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// 清理
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limitedManager.removeWorld('world1');
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limitedManager.removeWorld('world2');
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});
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test('获取World应该正确', () => {
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const world = worldManager.createWorld('get-world');
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const retrievedWorld = worldManager.getWorld('get-world');
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expect(retrievedWorld).toBe(world);
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});
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test('获取不存在的World应该返回null', () => {
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const world = worldManager.getWorld('non-existent');
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expect(world).toBeNull();
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});
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test('检查World存在性应该正确', () => {
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expect(worldManager.getWorld('non-existent')).toBeNull();
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worldManager.createWorld('exists');
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expect(worldManager.getWorld('exists')).toBeDefined();
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});
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test('销毁World应该正确清理', () => {
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const world = worldManager.createWorld('destroy-world');
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world.start();
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const destroyed = worldManager.removeWorld('destroy-world');
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expect(destroyed).toBe(true);
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expect(worldManager.getWorld('destroy-world')).toBeNull();
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});
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test('销毁不存在的World应该返回false', () => {
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const destroyed = worldManager.removeWorld('non-existent');
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expect(destroyed).toBe(false);
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});
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test('获取所有World ID应该正确', () => {
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worldManager.createWorld('world1');
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worldManager.createWorld('world2');
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worldManager.createWorld('world3');
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const worldIds = worldManager.getWorldIds();
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expect(worldIds).toHaveLength(3);
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expect(worldIds).toContain('world1');
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expect(worldIds).toContain('world2');
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expect(worldIds).toContain('world3');
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});
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});
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describe('活跃World管理', () => {
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test('启动World应该加入活跃列表', () => {
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const world = worldManager.createWorld('active-world');
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worldManager.setWorldActive('active-world', true);
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const activeWorlds = worldManager.getActiveWorlds();
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expect(activeWorlds).toHaveLength(1);
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expect(activeWorlds[0]).toBe(world);
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});
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test('停止World应该从活跃列表移除', () => {
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const world = worldManager.createWorld('inactive-world');
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worldManager.setWorldActive('inactive-world', true);
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worldManager.setWorldActive('inactive-world', false);
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const activeWorlds = worldManager.getActiveWorlds();
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expect(activeWorlds).toHaveLength(0);
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});
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test('销毁激活的World应该从活跃列表移除', () => {
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const world = worldManager.createWorld('destroy-active');
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worldManager.setWorldActive('destroy-active', true);
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worldManager.removeWorld('destroy-active');
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const activeWorlds = worldManager.getActiveWorlds();
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expect(activeWorlds).toHaveLength(0);
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});
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test('多个World的激活状态应该独立管理', () => {
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const world1 = worldManager.createWorld('world1');
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const world2 = worldManager.createWorld('world2');
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const world3 = worldManager.createWorld('world3');
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worldManager.setWorldActive('world1', true);
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worldManager.setWorldActive('world3', true);
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// world2 保持未启动
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const activeWorlds = worldManager.getActiveWorlds();
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expect(activeWorlds).toHaveLength(2);
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expect(activeWorlds).toContain(world1);
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expect(activeWorlds).toContain(world3);
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expect(activeWorlds).not.toContain(world2);
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});
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});
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describe('统计和监控', () => {
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test('获取WorldManager状态应该正确', () => {
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worldManager.createWorld('status-world1');
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const world2 = worldManager.createWorld('status-world2');
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worldManager.setWorldActive('status-world2', true);
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const status = worldManager.getStats();
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expect(status.totalWorlds).toBe(2);
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expect(status.activeWorlds).toBe(1);
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expect(status.config.maxWorlds).toBeGreaterThan(0);
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expect(status.memoryUsage).toBeGreaterThanOrEqual(0);
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expect(status.isRunning).toBeDefined();
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});
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test('获取所有World统计应该包含详细信息', () => {
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const world1 = worldManager.createWorld('stats-world1');
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const world2 = worldManager.createWorld('stats-world2');
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// 为world1添加一些内容
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const scene1 = world1.createScene('scene1');
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scene1.createEntity('entity1');
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worldManager.setWorldActive('stats-world1', true);
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// world2保持空
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const allStats = worldManager.getDetailedStatus().worlds;
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expect(allStats).toHaveLength(2);
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const world1Stats = allStats.find(stat => stat.id === 'stats-world1');
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const world2Stats = allStats.find(stat => stat.id === 'stats-world2');
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expect(world1Stats).toBeDefined();
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expect(world2Stats).toBeDefined();
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expect(world1Stats?.isActive).toBe(true);
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expect(world2Stats?.isActive).toBe(false);
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});
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test('空WorldManager的统计应该正确', () => {
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const status = worldManager.getStats();
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const allStats = worldManager.getDetailedStatus().worlds;
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expect(status.totalWorlds).toBe(0);
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expect(status.activeWorlds).toBe(0);
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expect(allStats).toHaveLength(0);
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});
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});
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describe('清理功能', () => {
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test('清理空闲World应该移除符合条件的World', () => {
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// 创建一个空的World
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const emptyWorld = worldManager.createWorld('empty-world');
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// 创建一个有内容的World
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const fullWorld = worldManager.createWorld('full-world');
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const scene = fullWorld.createScene('scene');
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scene.createEntity('entity');
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fullWorld.start();
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// 执行清理
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const cleanedCount = worldManager.cleanup();
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// 由于清理逻辑可能基于时间或其他条件,这里主要测试不会出错
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expect(cleanedCount).toBeGreaterThanOrEqual(0);
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expect(() => worldManager.cleanup()).not.toThrow();
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});
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});
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describe('World更新协调', () => {
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test('更新所有活跃World应该正确', () => {
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const world1 = worldManager.createWorld('update-world1');
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const world2 = worldManager.createWorld('update-world2');
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const world3 = worldManager.createWorld('update-world3');
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// 添加一些内容到World中
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const scene1 = world1.createScene('scene1');
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const scene2 = world2.createScene('scene2');
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scene1.createEntity('entity1');
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scene2.createEntity('entity2');
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// 启动部分World
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worldManager.setWorldActive('update-world1', true);
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worldManager.setWorldActive('update-world2', true);
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// world3保持未启动
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// 手动调用更新(通常由Core.update()调用)
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const activeWorlds = worldManager.getActiveWorlds();
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expect(() => {
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activeWorlds.forEach(world => {
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world.updateGlobalSystems();
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world.updateScenes();
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});
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}).not.toThrow();
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expect(activeWorlds).toHaveLength(2);
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});
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});
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describe('边界情况和错误处理', () => {
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test('World ID为空字符串应该抛出错误', () => {
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expect(() => {
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worldManager.createWorld('');
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}).toThrow();
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});
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test('World ID为null或undefined应该抛出错误', () => {
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expect(() => {
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worldManager.createWorld(null as any);
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}).toThrow();
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expect(() => {
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worldManager.createWorld(undefined as any);
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}).toThrow();
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});
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test('极限情况下的大量World管理', () => {
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const worldCount = 50;
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const worldIds: string[] = [];
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// 创建大量World
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for (let i = 0; i < worldCount; i++) {
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const worldId = `mass-world-${i}`;
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worldIds.push(worldId);
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expect(() => {
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worldManager.createWorld(worldId);
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}).not.toThrow();
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}
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expect(worldManager.getWorldIds()).toHaveLength(worldCount);
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// 启动一半的World
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for (let i = 0; i < worldCount / 2; i++) {
|
|||
|
|
worldManager.setWorldActive(worldIds[i], true);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
expect(worldManager.getActiveWorlds()).toHaveLength(worldCount / 2);
|
|||
|
|
|
|||
|
|
// 批量清理
|
|||
|
|
worldIds.forEach(id => {
|
|||
|
|
expect(() => {
|
|||
|
|
worldManager.removeWorld(id);
|
|||
|
|
}).not.toThrow();
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
expect(worldManager.getWorldIds()).toHaveLength(0);
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
test('销毁后获取World应该返回null', () => {
|
|||
|
|
worldManager.createWorld('temp-world');
|
|||
|
|
worldManager.removeWorld('temp-world');
|
|||
|
|
|
|||
|
|
expect(worldManager.getWorld('temp-world')).toBeNull();
|
|||
|
|
});
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
describe('内存管理', () => {
|
|||
|
|
test('销毁所有World后内存应该被释放', () => {
|
|||
|
|
// 创建多个World并添加内容
|
|||
|
|
for (let i = 0; i < 10; i++) {
|
|||
|
|
const world = worldManager.createWorld(`memory-world-${i}`);
|
|||
|
|
const scene = world.createScene('scene');
|
|||
|
|
|
|||
|
|
// 添加一些实体和系统
|
|||
|
|
for (let j = 0; j < 5; j++) {
|
|||
|
|
const entity = scene.createEntity(`entity-${j}`);
|
|||
|
|
entity.addComponent(new TestComponent(j));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
world.addGlobalSystem(new TestGlobalSystem());
|
|||
|
|
worldManager.setWorldActive(`memory-world-${i}`, true);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
const beforeCleanup = worldManager.getStats();
|
|||
|
|
expect(beforeCleanup.totalWorlds).toBe(10);
|
|||
|
|
expect(beforeCleanup.activeWorlds).toBe(10);
|
|||
|
|
|
|||
|
|
// 清理所有World
|
|||
|
|
const worldIds = worldManager.getWorldIds();
|
|||
|
|
worldIds.forEach(id => {
|
|||
|
|
worldManager.removeWorld(id);
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
const afterCleanup = worldManager.getStats();
|
|||
|
|
expect(afterCleanup.totalWorlds).toBe(0);
|
|||
|
|
expect(afterCleanup.activeWorlds).toBe(0);
|
|||
|
|
});
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
describe('配置验证', () => {
|
|||
|
|
test('无效的maxWorlds配置应该使用默认值', () => {
|
|||
|
|
WorldManager['_instance'] = null;
|
|||
|
|
|
|||
|
|
const invalidConfig: IWorldManagerConfig = {
|
|||
|
|
maxWorlds: -1,
|
|||
|
|
autoCleanup: true,
|
|||
|
|
debug: true
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
expect(() => {
|
|||
|
|
WorldManager.getInstance(invalidConfig);
|
|||
|
|
}).not.toThrow();
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
test('配置更新应该影响后续操作', () => {
|
|||
|
|
WorldManager['_instance'] = null;
|
|||
|
|
|
|||
|
|
const config: IWorldManagerConfig = {
|
|||
|
|
maxWorlds: 3,
|
|||
|
|
autoCleanup: true,
|
|||
|
|
debug: true
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
const manager = WorldManager.getInstance(config);
|
|||
|
|
|
|||
|
|
// 创建到限制数量的World
|
|||
|
|
manager.createWorld('world1');
|
|||
|
|
manager.createWorld('world2');
|
|||
|
|
manager.createWorld('world3');
|
|||
|
|
|
|||
|
|
// 第四个应该失败
|
|||
|
|
expect(() => {
|
|||
|
|
manager.createWorld('world4');
|
|||
|
|
}).toThrow();
|
|||
|
|
|
|||
|
|
// 清理
|
|||
|
|
manager.removeWorld('world1');
|
|||
|
|
manager.removeWorld('world2');
|
|||
|
|
manager.removeWorld('world3');
|
|||
|
|
});
|
|||
|
|
});
|
|||
|
|
});
|