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esengine/packages/core/tests/ECS/Serialization/SceneSerializer.test.ts

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import { SceneSerializer } from '../../../src/ECS/Serialization/SceneSerializer';
import { Scene } from '../../../src/ECS/Scene';
import { Component } from '../../../src/ECS/Component';
import { HierarchySystem } from '../../../src/ECS/Systems/HierarchySystem';
fix(build): 修复 Web 构建组件注册和用户脚本打包问题 (#302) * refactor(build): 重构 Web 构建管线,支持配置驱动的 Import Maps - 重构 WebBuildPipeline 支持 split-bundles 和 single-bundle 两种构建模式 - 使用 module.json 的 isCore 字段识别核心模块,消除硬编码列表 - 动态生成 Import Map,从模块清单的 name 字段获取包名映射 - 动态扫描 module.json 文件,不再依赖固定模块列表 - 添加 HTTP 服务器启动脚本 (start-server.bat/sh) 支持 ESM 模块 - 更新 BuildSettingsPanel UI 支持新的构建模式选项 - 添加多语言支持 (zh/en/es) * fix(build): 修复 Web 构建组件注册和用户脚本打包问题 主要修复: - 修复组件反序列化时找不到类型的问题 - @ECSComponent 装饰器现在自动注册到 ComponentRegistry - 添加未使用装饰器的组件警告 - 构建管线自动扫描用户脚本(无需入口文件) 架构改进: - 解决 Decorators ↔ ComponentRegistry 循环依赖 - 新建 ComponentTypeUtils.ts 作为底层无依赖模块 - 移除冗余的防御性 register 调用 - 统一 ComponentType 定义位置 * refactor(build): 统一 WASM 配置架构,移除硬编码 - 新增 wasmConfig 统一配置替代 wasmPaths/wasmBindings - wasmConfig.files 支持多候选源路径和明确目标路径 - wasmConfig.runtimePath 指定运行时加载路径 - 重构 _copyWasmFiles 使用统一配置 - HTML 生成使用配置中的 runtimePath - 移除 physics-rapier2d 的冗余 WASM 配置(由 rapier2d 负责) - IBuildFileSystem 新增 deleteFile 方法 * feat(build): 单文件构建模式完善和场景配置驱动 ## 主要改动 ### 单文件构建(single-file mode) - 修复 WASM 初始化问题,支持 initSync 同步初始化 - 配置驱动的 WASM 识别,通过 wasmConfig.isEngineCore 标识核心引擎模块 - 从 wasmConfig.files 动态获取 JS 绑定路径,消除硬编码 ### 场景配置 - 构建验证:必须选择至少一个场景才能构建 - 自动扫描:项目加载时扫描 scenes 目录 - 抽取 _filterScenesByWhitelist 公共方法统一过滤逻辑 ### 构建面板优化 - availableScenes prop 传递场景列表 - 场景复选框可点击切换启用状态 - 移除动态 import,使用 prop 传入数据 * chore(build): 补充构建相关的辅助改动 - 添加 BuildFileSystemService 的 listFilesByExtension 优化 - 更新 module.json 添加 externalDependencies 配置 - BrowserRuntime 支持 wasmModule 参数传递 - GameRuntime 添加 loadSceneFromData 方法 - Rust 构建命令更新 - 国际化文案更新 * feat(build): 持久化构建设置到项目配置 ## 设计架构 ### ProjectService 扩展 - 新增 BuildSettingsConfig 接口定义构建配置字段 - ProjectConfig 添加 buildSettings 字段 - 新增 getBuildSettings / updateBuildSettings 方法 ### BuildSettingsPanel - 组件挂载时从 projectService 加载已保存配置 - 设置变化时自动保存(500ms 防抖) - 场景选择状态与项目配置同步 ### 配置保存位置 保存在项目的 ecs-editor.config.json 中: - scenes: 选中的场景列表 - buildMode: 构建模式 - companyName/productName/version: 产品信息 - developmentBuild/sourceMap: 构建选项 * fix(editor): Ctrl+S 仅在主编辑区域触发保存场景 - 模态窗口打开时跳过(构建设置、设置、关于等) - 焦点在 input/textarea/contenteditable 时跳过 * fix(tests): 修复 ECS 测试中 Component 注册问题 - 为所有测试 Component 类添加 @ECSComponent 装饰器 - 移除 beforeEach 中的 ComponentRegistry.reset() 调用 - 将内联 Component 类移到文件顶层以支持装饰器 - 更新测试预期值匹配新的组件类型名称 - 添加缺失的 HierarchyComponent 导入 所有 1388 个测试现已通过。
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import { HierarchyComponent } from '../../../src/ECS/Components/HierarchyComponent';
import { ECSComponent } from '../../../src/ECS/Decorators';
feat: 纹理路径稳定 ID 与架构改进 (#305) * feat(asset-system): 实现路径稳定 ID 生成器 使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID: - 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定 - 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID - 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID - clearTextureMappings() 不再清除 _pathIdCache 这解决了 Play/Stop 后纹理 ID 失效的根本问题。 * fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用 使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存: - saveSceneSnapshot() 移除 clearTextureMappings() 调用 - restoreSceneSnapshot() 移除 clearTextureMappings() 调用 - 组件保存的 textureId 在 Play/Stop 后仍然有效 * fix(editor-core): 修复场景切换时的资源泄漏 在 openScene() 加载新场景前先卸载旧场景资源: - 调用 sceneResourceManager.unloadSceneResources() 释放旧资源 - 使用引用计数机制,仅卸载不再被引用的资源 - 路径稳定 ID 缓存不受影响,保持 ID 稳定性 * fix(runtime-core): 修复 PluginManager 组件注册类型错误 将 ComponentRegistry 类改为 GlobalComponentRegistry 实例: - registerComponents() 期望 IComponentRegistry 接口实例 - GlobalComponentRegistry 是 ComponentRegistry 的全局实例 * refactor(core): 提取 IComponentRegistry 接口 将组件注册表抽象为接口,支持场景级组件注册: - 新增 IComponentRegistry 接口定义 - Scene 持有独立的 componentRegistry 实例 - 支持从 GlobalComponentRegistry 克隆 - 各系统支持传入自定义注册表 * refactor(engine-core): 改进插件服务注册机制 - 更新 IComponentRegistry 类型引用 - 优化 PluginServiceRegistry 服务管理 * refactor(modules): 适配新的组件注册接口 更新各模块 RuntimeModule 使用 IComponentRegistry 接口: - audio, behavior-tree, camera - sprite, tilemap, world-streaming * fix(physics-rapier2d): 修复物理插件组件注册 - PhysicsEditorPlugin 添加 runtimeModule 引用 - 适配 IComponentRegistry 接口 - 修复物理组件在场景加载时未注册的问题 * feat(editor-core): 添加 UserCodeService 就绪信号机制 - 新增 waitForReady()/signalReady() API - 支持等待用户脚本编译完成 - 解决场景加载时组件未注册的时序问题 * fix(editor-app): 在编译完成后调用 signalReady() 确保用户脚本编译完成后发出就绪信号: - 编译成功后调用 userCodeService.signalReady() - 编译失败也要发出信号,避免阻塞场景加载 * feat(editor-core): 改进编辑器核心服务 - EntityStoreService 添加调试日志 - AssetRegistryService 优化资产注册 - PluginManager 改进插件管理 - IFileAPI 添加 getFileMtime 接口 * feat(engine): 改进 Rust 纹理管理器 - 支持任意 ID 的纹理加载(非递增) - 添加纹理状态追踪 API - 优化纹理缓存清理机制 - 更新 TypeScript 绑定 * feat(ui): 添加场景切换和文本闪烁组件 新增组件: - SceneLoadTriggerComponent: 场景切换触发器 - TextBlinkComponent: 文本闪烁效果 新增系统: - SceneLoadTriggerSystem: 处理场景切换逻辑 - TextBlinkSystem: 处理文本闪烁动画 其他改进: - UIRuntimeModule 适配新组件注册接口 - UI 渲染系统优化 * feat(editor-app): 添加外部文件修改检测 - 新增 ExternalModificationDialog 组件 - TauriFileAPI 支持 getFileMtime - 场景文件被外部修改时提示用户 * feat(editor-app): 添加渲染调试面板 - 新增 RenderDebugService 和调试面板 UI - App/ContentBrowser 添加调试日志 - TitleBar/Viewport 优化 - DialogManager 改进 * refactor(editor-app): 编辑器服务和组件优化 - EngineService 改进引擎集成 - EditorEngineSync 同步优化 - AssetFileInspector 改进 - VectorFieldEditors 优化 - InstantiatePrefabCommand 改进 * feat(i18n): 更新国际化翻译 - 添加新功能相关翻译 - 更新中文、英文、西班牙文 * feat(tauri): 添加文件修改时间查询命令 - 新增 get_file_mtime 命令 - 支持检测文件外部修改 * refactor(particle): 粒子系统改进 - 适配新的组件注册接口 - ParticleSystem 优化 - 添加单元测试 * refactor(platform): 平台适配层优化 - BrowserRuntime 改进 - 新增 RuntimeSceneManager 服务 - 导出优化 * refactor(asset-system-editor): 资产元数据改进 - AssetMetaFile 优化 - 导出调整 * fix(asset-system): 移除未使用的 TextureLoader 导入 * fix(tests): 更新测试以使用 GlobalComponentRegistry 实例 修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更: - ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset() - EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例 - IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例 - SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例 - ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry - SystemTypes.test.ts: 在 Scene 创建前注册组件 - QuerySystem.test.ts: mockScene 添加 componentRegistry
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import { GlobalComponentRegistry, ComponentType } from '../../../src/ECS/Core/ComponentStorage';
import { Serializable, Serialize } from '../../../src/ECS/Serialization';
@ECSComponent('SceneSerTest_Position')
@Serializable({ version: 1 })
class PositionComponent extends Component {
@Serialize()
public x: number = 0;
@Serialize()
public y: number = 0;
constructor(x: number = 0, y: number = 0) {
super();
this.x = x;
this.y = y;
}
}
@ECSComponent('SceneSerTest_Velocity')
@Serializable({ version: 1 })
class VelocityComponent extends Component {
@Serialize()
public vx: number = 0;
@Serialize()
public vy: number = 0;
}
describe('SceneSerializer', () => {
let scene: Scene;
let componentRegistry: Map<string, ComponentType>;
beforeEach(() => {
scene = new Scene({ name: 'SceneSerializerTestScene' });
feat: 纹理路径稳定 ID 与架构改进 (#305) * feat(asset-system): 实现路径稳定 ID 生成器 使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID: - 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定 - 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID - 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID - clearTextureMappings() 不再清除 _pathIdCache 这解决了 Play/Stop 后纹理 ID 失效的根本问题。 * fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用 使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存: - saveSceneSnapshot() 移除 clearTextureMappings() 调用 - restoreSceneSnapshot() 移除 clearTextureMappings() 调用 - 组件保存的 textureId 在 Play/Stop 后仍然有效 * fix(editor-core): 修复场景切换时的资源泄漏 在 openScene() 加载新场景前先卸载旧场景资源: - 调用 sceneResourceManager.unloadSceneResources() 释放旧资源 - 使用引用计数机制,仅卸载不再被引用的资源 - 路径稳定 ID 缓存不受影响,保持 ID 稳定性 * fix(runtime-core): 修复 PluginManager 组件注册类型错误 将 ComponentRegistry 类改为 GlobalComponentRegistry 实例: - registerComponents() 期望 IComponentRegistry 接口实例 - GlobalComponentRegistry 是 ComponentRegistry 的全局实例 * refactor(core): 提取 IComponentRegistry 接口 将组件注册表抽象为接口,支持场景级组件注册: - 新增 IComponentRegistry 接口定义 - Scene 持有独立的 componentRegistry 实例 - 支持从 GlobalComponentRegistry 克隆 - 各系统支持传入自定义注册表 * refactor(engine-core): 改进插件服务注册机制 - 更新 IComponentRegistry 类型引用 - 优化 PluginServiceRegistry 服务管理 * refactor(modules): 适配新的组件注册接口 更新各模块 RuntimeModule 使用 IComponentRegistry 接口: - audio, behavior-tree, camera - sprite, tilemap, world-streaming * fix(physics-rapier2d): 修复物理插件组件注册 - PhysicsEditorPlugin 添加 runtimeModule 引用 - 适配 IComponentRegistry 接口 - 修复物理组件在场景加载时未注册的问题 * feat(editor-core): 添加 UserCodeService 就绪信号机制 - 新增 waitForReady()/signalReady() API - 支持等待用户脚本编译完成 - 解决场景加载时组件未注册的时序问题 * fix(editor-app): 在编译完成后调用 signalReady() 确保用户脚本编译完成后发出就绪信号: - 编译成功后调用 userCodeService.signalReady() - 编译失败也要发出信号,避免阻塞场景加载 * feat(editor-core): 改进编辑器核心服务 - EntityStoreService 添加调试日志 - AssetRegistryService 优化资产注册 - PluginManager 改进插件管理 - IFileAPI 添加 getFileMtime 接口 * feat(engine): 改进 Rust 纹理管理器 - 支持任意 ID 的纹理加载(非递增) - 添加纹理状态追踪 API - 优化纹理缓存清理机制 - 更新 TypeScript 绑定 * feat(ui): 添加场景切换和文本闪烁组件 新增组件: - SceneLoadTriggerComponent: 场景切换触发器 - TextBlinkComponent: 文本闪烁效果 新增系统: - SceneLoadTriggerSystem: 处理场景切换逻辑 - TextBlinkSystem: 处理文本闪烁动画 其他改进: - UIRuntimeModule 适配新组件注册接口 - UI 渲染系统优化 * feat(editor-app): 添加外部文件修改检测 - 新增 ExternalModificationDialog 组件 - TauriFileAPI 支持 getFileMtime - 场景文件被外部修改时提示用户 * feat(editor-app): 添加渲染调试面板 - 新增 RenderDebugService 和调试面板 UI - App/ContentBrowser 添加调试日志 - TitleBar/Viewport 优化 - DialogManager 改进 * refactor(editor-app): 编辑器服务和组件优化 - EngineService 改进引擎集成 - EditorEngineSync 同步优化 - AssetFileInspector 改进 - VectorFieldEditors 优化 - InstantiatePrefabCommand 改进 * feat(i18n): 更新国际化翻译 - 添加新功能相关翻译 - 更新中文、英文、西班牙文 * feat(tauri): 添加文件修改时间查询命令 - 新增 get_file_mtime 命令 - 支持检测文件外部修改 * refactor(particle): 粒子系统改进 - 适配新的组件注册接口 - ParticleSystem 优化 - 添加单元测试 * refactor(platform): 平台适配层优化 - BrowserRuntime 改进 - 新增 RuntimeSceneManager 服务 - 导出优化 * refactor(asset-system-editor): 资产元数据改进 - AssetMetaFile 优化 - 导出调整 * fix(asset-system): 移除未使用的 TextureLoader 导入 * fix(tests): 更新测试以使用 GlobalComponentRegistry 实例 修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更: - ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset() - EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例 - IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例 - SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例 - ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry - SystemTypes.test.ts: 在 Scene 创建前注册组件 - QuerySystem.test.ts: mockScene 添加 componentRegistry
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componentRegistry = GlobalComponentRegistry.getAllComponentNames() as Map<string, ComponentType>;
});
afterEach(() => {
scene.end();
});
describe('serialize', () => {
test('should serialize scene to JSON string', () => {
scene.createEntity('Entity1').addComponent(new PositionComponent(10, 20));
scene.createEntity('Entity2').addComponent(new VelocityComponent());
const result = SceneSerializer.serialize(scene);
expect(typeof result).toBe('string');
const parsed = JSON.parse(result as string);
expect(parsed.name).toBe('SceneSerializerTestScene');
expect(parsed.entities.length).toBe(2);
});
test('should serialize scene to binary format', () => {
scene.createEntity('Entity');
const result = SceneSerializer.serialize(scene, { format: 'binary' });
expect(result).toBeInstanceOf(Uint8Array);
});
test('should include metadata when requested', () => {
scene.createEntity('Entity');
const result = SceneSerializer.serialize(scene, { includeMetadata: true });
const parsed = JSON.parse(result as string);
expect(parsed.metadata).toBeDefined();
expect(parsed.metadata.entityCount).toBe(1);
expect(parsed.timestamp).toBeDefined();
});
test('should pretty print JSON when requested', () => {
scene.createEntity('Entity');
const result = SceneSerializer.serialize(scene, { pretty: true });
expect(typeof result).toBe('string');
expect((result as string).includes('\n')).toBe(true);
expect((result as string).includes(' ')).toBe(true);
});
test('should serialize scene data', () => {
scene.sceneData.set('level', 5);
scene.sceneData.set('config', { difficulty: 'hard' });
const result = SceneSerializer.serialize(scene);
const parsed = JSON.parse(result as string);
expect(parsed.sceneData).toBeDefined();
expect(parsed.sceneData.level).toBe(5);
expect(parsed.sceneData.config.difficulty).toBe('hard');
});
test('should serialize with component filter', () => {
scene.createEntity('Entity1').addComponent(new PositionComponent());
scene.createEntity('Entity2').addComponent(new VelocityComponent());
const result = SceneSerializer.serialize(scene, {
components: [PositionComponent]
});
const parsed = JSON.parse(result as string);
// Only entities with PositionComponent should be included
expect(parsed.entities.length).toBe(1);
});
});
describe('deserialize', () => {
test('should deserialize scene from JSON string', () => {
scene.createEntity('Entity1').addComponent(new PositionComponent(100, 200));
const serialized = SceneSerializer.serialize(scene);
const newScene = new Scene({ name: 'NewScene' });
SceneSerializer.deserialize(newScene, serialized, { componentRegistry });
expect(newScene.entities.count).toBe(1);
const entity = newScene.findEntity('Entity1');
expect(entity).not.toBeNull();
expect(entity!.hasComponent(PositionComponent)).toBe(true);
const pos = entity!.getComponent(PositionComponent)!;
expect(pos.x).toBe(100);
expect(pos.y).toBe(200);
newScene.end();
});
test('should deserialize scene from binary format', () => {
scene.createEntity('BinaryEntity').addComponent(new PositionComponent(50, 75));
const serialized = SceneSerializer.serialize(scene, { format: 'binary' });
const newScene = new Scene({ name: 'NewScene' });
SceneSerializer.deserialize(newScene, serialized, { componentRegistry });
expect(newScene.entities.count).toBe(1);
const entity = newScene.findEntity('BinaryEntity');
expect(entity).not.toBeNull();
newScene.end();
});
test('should replace existing entities with strategy replace', () => {
scene.createEntity('Original');
const serialized = SceneSerializer.serialize(scene);
const targetScene = new Scene({ name: 'Target' });
targetScene.createEntity('Existing1');
targetScene.createEntity('Existing2');
expect(targetScene.entities.count).toBe(2);
SceneSerializer.deserialize(targetScene, serialized, {
strategy: 'replace',
componentRegistry
});
expect(targetScene.entities.count).toBe(1);
expect(targetScene.findEntity('Original')).not.toBeNull();
expect(targetScene.findEntity('Existing1')).toBeNull();
targetScene.end();
});
test('should merge with existing entities with strategy merge', () => {
scene.createEntity('FromSave');
const serialized = SceneSerializer.serialize(scene);
const targetScene = new Scene({ name: 'Target' });
targetScene.createEntity('Existing');
expect(targetScene.entities.count).toBe(1);
SceneSerializer.deserialize(targetScene, serialized, {
strategy: 'merge',
componentRegistry
});
expect(targetScene.entities.count).toBe(2);
expect(targetScene.findEntity('Existing')).not.toBeNull();
expect(targetScene.findEntity('FromSave')).not.toBeNull();
targetScene.end();
});
test('should restore scene data', () => {
scene.sceneData.set('weather', 'sunny');
scene.sceneData.set('time', 12.5);
const serialized = SceneSerializer.serialize(scene);
const newScene = new Scene({ name: 'NewScene' });
SceneSerializer.deserialize(newScene, serialized, { componentRegistry });
expect(newScene.sceneData.get('weather')).toBe('sunny');
expect(newScene.sceneData.get('time')).toBe(12.5);
newScene.end();
});
test('should call migration function when versions differ', () => {
scene.createEntity('Entity');
const serialized = SceneSerializer.serialize(scene);
// Manually modify version
const parsed = JSON.parse(serialized as string);
parsed.version = 0;
const modifiedSerialized = JSON.stringify(parsed);
const migrationFn = jest.fn((oldVersion, newVersion, data) => {
expect(oldVersion).toBe(0);
return data;
});
const newScene = new Scene({ name: 'NewScene' });
SceneSerializer.deserialize(newScene, modifiedSerialized, {
componentRegistry,
migration: migrationFn
});
expect(migrationFn).toHaveBeenCalled();
newScene.end();
});
test('should throw on invalid JSON', () => {
const newScene = new Scene({ name: 'NewScene' });
expect(() => {
SceneSerializer.deserialize(newScene, 'invalid json{{{', { componentRegistry });
}).toThrow();
newScene.end();
});
});
describe('validate', () => {
test('should validate correct save data', () => {
scene.createEntity('Entity');
const serialized = SceneSerializer.serialize(scene);
const result = SceneSerializer.validate(serialized as string);
expect(result.valid).toBe(true);
expect(result.version).toBe(1);
});
test('should return errors for missing version', () => {
const invalid = JSON.stringify({ entities: [], componentTypeRegistry: [] });
const result = SceneSerializer.validate(invalid);
expect(result.valid).toBe(false);
expect(result.errors).toContain('Missing version field');
});
test('should return errors for missing entities', () => {
const invalid = JSON.stringify({ version: 1, componentTypeRegistry: [] });
const result = SceneSerializer.validate(invalid);
expect(result.valid).toBe(false);
expect(result.errors).toContain('Missing or invalid entities field');
});
test('should return errors for missing componentTypeRegistry', () => {
const invalid = JSON.stringify({ version: 1, entities: [] });
const result = SceneSerializer.validate(invalid);
expect(result.valid).toBe(false);
expect(result.errors).toContain('Missing or invalid componentTypeRegistry field');
});
test('should handle JSON parse errors', () => {
const result = SceneSerializer.validate('not valid json');
expect(result.valid).toBe(false);
expect(result.errors).toBeDefined();
expect(result.errors![0]).toContain('JSON parse error');
});
});
describe('getInfo', () => {
test('should return info from save data', () => {
scene.name = 'InfoTestScene';
scene.createEntity('Entity1');
scene.createEntity('Entity2');
scene.createEntity('Entity3');
const serialized = SceneSerializer.serialize(scene);
const info = SceneSerializer.getInfo(serialized as string);
expect(info).not.toBeNull();
expect(info!.name).toBe('InfoTestScene');
expect(info!.entityCount).toBe(3);
expect(info!.version).toBe(1);
});
test('should return null for invalid data', () => {
const info = SceneSerializer.getInfo('invalid');
expect(info).toBeNull();
});
test('should include timestamp when present', () => {
scene.createEntity('Entity');
const serialized = SceneSerializer.serialize(scene, { includeMetadata: true });
const info = SceneSerializer.getInfo(serialized as string);
expect(info!.timestamp).toBeDefined();
});
});
describe('scene data serialization', () => {
test('should serialize Date objects', () => {
const date = new Date('2024-01-01T00:00:00Z');
scene.sceneData.set('createdAt', date);
const serialized = SceneSerializer.serialize(scene);
const parsed = JSON.parse(serialized as string);
expect(parsed.sceneData.createdAt.__type).toBe('Date');
});
test('should deserialize Date objects', () => {
const date = new Date('2024-01-01T00:00:00Z');
scene.sceneData.set('createdAt', date);
const serialized = SceneSerializer.serialize(scene);
const newScene = new Scene({ name: 'NewScene' });
SceneSerializer.deserialize(newScene, serialized, { componentRegistry });
const restoredDate = newScene.sceneData.get('createdAt');
expect(restoredDate).toBeInstanceOf(Date);
expect(restoredDate.getTime()).toBe(date.getTime());
newScene.end();
});
test('should serialize Map objects', () => {
const map = new Map([['key1', 'value1'], ['key2', 'value2']]);
scene.sceneData.set('mapping', map);
const serialized = SceneSerializer.serialize(scene);
const parsed = JSON.parse(serialized as string);
expect(parsed.sceneData.mapping.__type).toBe('Map');
});
test('should deserialize Map objects', () => {
const map = new Map([['key1', 'value1'], ['key2', 'value2']]);
scene.sceneData.set('mapping', map);
const serialized = SceneSerializer.serialize(scene);
const newScene = new Scene({ name: 'NewScene' });
SceneSerializer.deserialize(newScene, serialized, { componentRegistry });
const restoredMap = newScene.sceneData.get('mapping');
expect(restoredMap).toBeInstanceOf(Map);
expect(restoredMap.get('key1')).toBe('value1');
expect(restoredMap.get('key2')).toBe('value2');
newScene.end();
});
test('should serialize Set objects', () => {
const set = new Set([1, 2, 3]);
scene.sceneData.set('numbers', set);
const serialized = SceneSerializer.serialize(scene);
const parsed = JSON.parse(serialized as string);
expect(parsed.sceneData.numbers.__type).toBe('Set');
});
test('should deserialize Set objects', () => {
const set = new Set([1, 2, 3]);
scene.sceneData.set('numbers', set);
const serialized = SceneSerializer.serialize(scene);
const newScene = new Scene({ name: 'NewScene' });
SceneSerializer.deserialize(newScene, serialized, { componentRegistry });
const restoredSet = newScene.sceneData.get('numbers');
expect(restoredSet).toBeInstanceOf(Set);
expect(restoredSet.has(1)).toBe(true);
expect(restoredSet.has(2)).toBe(true);
expect(restoredSet.has(3)).toBe(true);
newScene.end();
});
});
describe('hierarchy serialization', () => {
test('should serialize and deserialize entity hierarchy', () => {
const hierarchySystem = new HierarchySystem();
scene.addSystem(hierarchySystem);
const root = scene.createEntity('Root');
const child1 = scene.createEntity('Child1');
const child2 = scene.createEntity('Child2');
hierarchySystem.setParent(child1, root);
hierarchySystem.setParent(child2, root);
const serialized = SceneSerializer.serialize(scene);
const newScene = new Scene({ name: 'NewScene' });
const newHierarchySystem = new HierarchySystem();
newScene.addSystem(newHierarchySystem);
SceneSerializer.deserialize(newScene, serialized, { componentRegistry });
const newRoot = newScene.findEntity('Root');
expect(newRoot).not.toBeNull();
const children = newHierarchySystem.getChildren(newRoot!);
expect(children.length).toBe(2);
newScene.end();
});
});
});