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

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/**
*
*/
import { Component } from '../../../src/ECS/Component';
import { Scene } from '../../../src/ECS/Scene';
import { Entity } from '../../../src/ECS/Entity';
import {
Serializable,
Serialize,
SerializeAsMap,
SerializeAsSet,
IgnoreSerialization,
ComponentSerializer,
EntitySerializer,
SceneSerializer,
VersionMigrationManager,
MigrationBuilder
} from '../../../src/ECS/Serialization';
import { ECSComponent } from '../../../src/ECS/Decorators';
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import { ComponentRegistry } from '../../../src/ECS/Core/ComponentStorage';
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// 测试组件定义
@ECSComponent('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('Velocity')
@Serializable({ version: 1 })
class VelocityComponent extends Component {
@Serialize()
public dx: number = 0;
@Serialize()
public dy: number = 0;
}
@ECSComponent('Player')
@Serializable({ version: 1 })
class PlayerComponent extends Component {
@Serialize()
public name: string = '';
@Serialize()
public level: number = 1;
@SerializeAsMap()
public inventory: Map<string, number> = new Map();
@SerializeAsSet()
public tags: Set<string> = new Set();
@IgnoreSerialization()
public tempCache: any = null;
}
@ECSComponent('Health')
@Serializable({ version: 1 })
class HealthComponent extends Component {
@Serialize()
public current: number = 100;
@Serialize()
public max: number = 100;
}
// 非可序列化组件
class NonSerializableComponent extends Component {
public data: any = null;
}
describe('ECS Serialization System', () => {
beforeEach(() => {
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// @ECSComponent装饰器会自动注册组件到ComponentRegistry无需手动注册
ComponentRegistry.reset(); // 清空测试环境
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});
describe('Component Serialization', () => {
it('should serialize a simple component', () => {
const position = new PositionComponent(100, 200);
const serialized = ComponentSerializer.serialize(position);
expect(serialized).not.toBeNull();
expect(serialized!.type).toBe('Position');
expect(serialized!.version).toBe(1);
expect(serialized!.data.x).toBe(100);
expect(serialized!.data.y).toBe(200);
});
it('should deserialize a simple component', () => {
const serializedData = {
type: 'Position',
version: 1,
data: { x: 150, y: 250 }
};
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const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
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const component = ComponentSerializer.deserialize(serializedData, registry);
expect(component).not.toBeNull();
expect(component).toBeInstanceOf(PositionComponent);
expect((component as PositionComponent).x).toBe(150);
expect((component as PositionComponent).y).toBe(250);
});
it('should serialize Map fields', () => {
const player = new PlayerComponent();
player.name = 'Hero';
player.level = 5;
player.inventory.set('sword', 1);
player.inventory.set('potion', 10);
const serialized = ComponentSerializer.serialize(player);
expect(serialized).not.toBeNull();
expect(serialized!.data.inventory).toEqual([
['sword', 1],
['potion', 10]
]);
});
it('should deserialize Map fields', () => {
const serializedData = {
type: 'Player',
version: 1,
data: {
name: 'Hero',
level: 5,
inventory: [
['sword', 1],
['potion', 10]
],
tags: ['warrior', 'hero']
}
};
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const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
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const component = ComponentSerializer.deserialize(
serializedData,
registry
) as PlayerComponent;
expect(component).not.toBeNull();
expect(component.inventory.get('sword')).toBe(1);
expect(component.inventory.get('potion')).toBe(10);
expect(component.tags.has('warrior')).toBe(true);
expect(component.tags.has('hero')).toBe(true);
});
it('should ignore fields marked with @IgnoreSerialization', () => {
const player = new PlayerComponent();
player.tempCache = { foo: 'bar' };
const serialized = ComponentSerializer.serialize(player);
expect(serialized).not.toBeNull();
expect(serialized!.data.tempCache).toBeUndefined();
});
it('should return null for non-serializable components', () => {
const nonSerializable = new NonSerializableComponent();
const serialized = ComponentSerializer.serialize(nonSerializable);
expect(serialized).toBeNull();
});
});
describe('Entity Serialization', () => {
it('should serialize an entity with components', () => {
const entity = new Entity('Player', 1);
entity.addComponent(new PositionComponent(50, 100));
entity.addComponent(new VelocityComponent());
entity.tag = 10;
const serialized = EntitySerializer.serialize(entity);
expect(serialized.id).toBe(1);
expect(serialized.name).toBe('Player');
expect(serialized.tag).toBe(10);
expect(serialized.components.length).toBe(2);
});
it('should serialize entity hierarchy', () => {
const parent = new Entity('Parent', 1);
const child = new Entity('Child', 2);
parent.addComponent(new PositionComponent(0, 0));
child.addComponent(new PositionComponent(10, 10));
parent.addChild(child);
const serialized = EntitySerializer.serialize(parent);
expect(serialized.children.length).toBe(1);
expect(serialized.children[0].id).toBe(2);
expect(serialized.children[0].name).toBe('Child');
});
it('should deserialize an entity', () => {
const serializedEntity = {
id: 1,
name: 'TestEntity',
tag: 5,
active: true,
enabled: true,
updateOrder: 0,
components: [
{
type: 'Position',
version: 1,
data: { x: 100, y: 200 }
}
],
children: []
};
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const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
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let idCounter = 10;
const entity = EntitySerializer.deserialize(
serializedEntity,
registry,
() => idCounter++,
false
);
expect(entity.name).toBe('TestEntity');
expect(entity.tag).toBe(5);
expect(entity.components.length).toBe(1);
});
});
describe('Scene Serialization', () => {
let scene: Scene;
beforeEach(() => {
scene = new Scene({ name: 'TestScene' });
});
afterEach(() => {
scene.end();
});
it('should serialize a scene', () => {
const entity1 = scene.createEntity('Entity1');
entity1.addComponent(new PositionComponent(10, 20));
const entity2 = scene.createEntity('Entity2');
entity2.addComponent(new PlayerComponent());
const saveData = scene.serialize({ format: 'json', pretty: true });
expect(saveData).toBeTruthy();
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expect(typeof saveData).toBe('string');
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const parsed = JSON.parse(saveData as string);
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expect(parsed.name).toBe('TestScene');
expect(parsed.version).toBe(1);
expect(parsed.entities.length).toBe(2);
});
it('should deserialize a scene with replace strategy', () => {
// 创建初始实体
const entity1 = scene.createEntity('Initial');
entity1.addComponent(new PositionComponent(0, 0));
// 序列化
const entity2 = scene.createEntity('ToSave');
entity2.addComponent(new PositionComponent(100, 100));
const saveData = scene.serialize();
// 清空并重新加载
scene.deserialize(saveData, {
strategy: 'replace',
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// componentRegistry会自动从ComponentRegistry获取
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});
expect(scene.entities.count).toBeGreaterThan(0);
});
it('should filter components during serialization', () => {
const entity = scene.createEntity('Mixed');
entity.addComponent(new PositionComponent(1, 2));
entity.addComponent(new PlayerComponent());
entity.addComponent(new HealthComponent());
const saveData = scene.serialize({
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components: [PositionComponent, PlayerComponent],
format: 'json'
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});
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const parsed = JSON.parse(saveData as string);
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expect(parsed.entities.length).toBeGreaterThan(0);
});
it('should preserve entity hierarchy', () => {
const parent = scene.createEntity('Parent');
const child = scene.createEntity('Child');
parent.addChild(child);
parent.addComponent(new PositionComponent(0, 0));
child.addComponent(new PositionComponent(10, 10));
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const saveData = scene.serialize({ format: 'json' });
const parsed = JSON.parse(saveData as string);
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// 只有父实体在顶层
expect(parsed.entities.length).toBe(1);
expect(parsed.entities[0].children.length).toBe(1);
});
it('should validate save data', () => {
const entity = scene.createEntity('Test');
entity.addComponent(new PositionComponent(5, 5));
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const saveData = scene.serialize({ format: 'json' });
const validation = SceneSerializer.validate(saveData as string);
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expect(validation.valid).toBe(true);
expect(validation.version).toBe(1);
});
it('should get save data info', () => {
const entity = scene.createEntity('InfoTest');
entity.addComponent(new PositionComponent(1, 1));
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const saveData = scene.serialize({ format: 'json' });
const info = SceneSerializer.getInfo(saveData as string);
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expect(info).not.toBeNull();
expect(info!.name).toBe('TestScene');
expect(info!.version).toBe(1);
});
});
describe('Version Migration', () => {
@ECSComponent('OldPlayer')
@Serializable({ version: 1 })
class OldPlayerV1 extends Component {
@Serialize()
public name: string = '';
@Serialize()
public hp: number = 100;
}
@ECSComponent('OldPlayer')
@Serializable({ version: 2 })
class OldPlayerV2 extends Component {
@Serialize()
public name: string = '';
@Serialize()
public health: number = 100; // 重命名了字段
@Serialize()
public maxHealth: number = 100; // 新增字段
}
beforeEach(() => {
VersionMigrationManager.clearMigrations();
});
it('should migrate component from v1 to v2', () => {
// 注册迁移
VersionMigrationManager.registerComponentMigration(
'OldPlayer',
1,
2,
(data) => {
return {
name: data.name,
health: data.hp,
maxHealth: data.hp
};
}
);
const v1Data = {
type: 'OldPlayer',
version: 1,
data: { name: 'Hero', hp: 80 }
};
const migrated = VersionMigrationManager.migrateComponent(v1Data, 2);
expect(migrated.version).toBe(2);
expect(migrated.data.health).toBe(80);
expect(migrated.data.maxHealth).toBe(80);
expect(migrated.data.hp).toBeUndefined();
});
it('should use MigrationBuilder for component migration', () => {
new MigrationBuilder()
.forComponent('Player')
.fromVersionToVersion(1, 2)
.migrate((data: any) => {
data.experience = 0;
return data;
});
expect(VersionMigrationManager.canMigrateComponent('Player', 1, 2)).toBe(true);
});
it('should check migration path availability', () => {
VersionMigrationManager.registerComponentMigration('Test', 1, 2, (d) => d);
VersionMigrationManager.registerComponentMigration('Test', 2, 3, (d) => d);
expect(VersionMigrationManager.canMigrateComponent('Test', 1, 3)).toBe(true);
expect(VersionMigrationManager.canMigrateComponent('Test', 1, 4)).toBe(false);
});
it('should get migration path', () => {
VersionMigrationManager.registerComponentMigration('PathTest', 1, 2, (d) => d);
VersionMigrationManager.registerComponentMigration('PathTest', 2, 3, (d) => d);
const path = VersionMigrationManager.getComponentMigrationPath('PathTest');
expect(path).toEqual([1, 2]);
});
});
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// ComponentTypeRegistry已被移除现在使用ComponentRegistry自动管理组件类型
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describe('Integration Tests', () => {
it('should perform full save/load cycle', () => {
const scene1 = new Scene({ name: 'SaveTest' });
// 创建复杂实体
const player = scene1.createEntity('Player');
const playerComp = new PlayerComponent();
playerComp.name = 'TestHero';
playerComp.level = 10;
playerComp.inventory.set('sword', 1);
playerComp.inventory.set('shield', 1);
playerComp.tags.add('warrior');
player.addComponent(playerComp);
player.addComponent(new PositionComponent(100, 200));
player.addComponent(new HealthComponent());
// 创建子实体
const weapon = scene1.createEntity('Weapon');
weapon.addComponent(new PositionComponent(5, 0));
player.addChild(weapon);
// 序列化
const saveData = scene1.serialize();
// 新场景
const scene2 = new Scene({ name: 'LoadTest' });
// 反序列化
scene2.deserialize(saveData, {
strategy: 'replace',
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// componentRegistry会自动从ComponentRegistry获取
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});
// 验证
const loadedPlayer = scene2.findEntity('Player');
expect(loadedPlayer).not.toBeNull();
const loadedPlayerComp = loadedPlayer!.getComponent(PlayerComponent as any) as PlayerComponent;
expect(loadedPlayerComp).not.toBeNull();
expect(loadedPlayerComp.name).toBe('TestHero');
expect(loadedPlayerComp.level).toBe(10);
expect(loadedPlayerComp.inventory.get('sword')).toBe(1);
expect(loadedPlayerComp.tags.has('warrior')).toBe(true);
// 验证层级结构
expect(loadedPlayer!.childCount).toBe(1);
scene1.end();
scene2.end();
});
it('should serialize and deserialize scene custom data', () => {
const scene1 = new Scene({ name: 'SceneDataTest' });
// 设置场景自定义数据
scene1.sceneData.set('weather', 'rainy');
scene1.sceneData.set('timeOfDay', 14.5);
scene1.sceneData.set('difficulty', 'hard');
scene1.sceneData.set('checkpoint', { x: 100, y: 200 });
scene1.sceneData.set('tags', new Set(['action', 'adventure']));
scene1.sceneData.set('metadata', new Map([['author', 'test'], ['version', '1.0']]));
// 序列化
const saveData = scene1.serialize();
// 新场景
const scene2 = new Scene({ name: 'LoadTest' });
// 反序列化
scene2.deserialize(saveData, {
strategy: 'replace',
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// componentRegistry会自动从ComponentRegistry获取
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});
// 验证场景数据
expect(scene2.sceneData.get('weather')).toBe('rainy');
expect(scene2.sceneData.get('timeOfDay')).toBe(14.5);
expect(scene2.sceneData.get('difficulty')).toBe('hard');
expect(scene2.sceneData.get('checkpoint')).toEqual({ x: 100, y: 200 });
const tags = scene2.sceneData.get('tags');
expect(tags).toBeInstanceOf(Set);
expect(tags.has('action')).toBe(true);
expect(tags.has('adventure')).toBe(true);
const metadata = scene2.sceneData.get('metadata');
expect(metadata).toBeInstanceOf(Map);
expect(metadata.get('author')).toBe('test');
expect(metadata.get('version')).toBe('1.0');
scene1.end();
scene2.end();
});
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it('should serialize and deserialize using binary format', () => {
const scene1 = new Scene({ name: 'BinaryTest' });
// 创建测试数据
const player = scene1.createEntity('Player');
const playerComp = new PlayerComponent();
playerComp.name = 'BinaryHero';
playerComp.level = 5;
playerComp.inventory.set('sword', 1);
player.addComponent(playerComp);
player.addComponent(new PositionComponent(100, 200));
scene1.sceneData.set('weather', 'sunny');
scene1.sceneData.set('score', 9999);
// 二进制序列化
const binaryData = scene1.serialize({ format: 'binary' });
// 验证是Buffer类型
expect(Buffer.isBuffer(binaryData)).toBe(true);
// JSON序列化对比
const jsonData = scene1.serialize({ format: 'json', pretty: false });
// 二进制应该更小
const binarySize = (binaryData as Buffer).length;
const jsonSize = (jsonData as string).length;
console.log(`Binary size: ${binarySize} bytes, JSON size: ${jsonSize} bytes`);
expect(binarySize).toBeLessThan(jsonSize);
// 新场景反序列化二进制数据
const scene2 = new Scene({ name: 'LoadTest' });
scene2.deserialize(binaryData, {
strategy: 'replace',
// componentRegistry会自动从ComponentRegistry获取
});
// 验证数据完整性
const loadedPlayer = scene2.findEntity('Player');
expect(loadedPlayer).not.toBeNull();
const loadedPlayerComp = loadedPlayer!.getComponent(PlayerComponent as any) as PlayerComponent;
expect(loadedPlayerComp.name).toBe('BinaryHero');
expect(loadedPlayerComp.level).toBe(5);
expect(loadedPlayerComp.inventory.get('sword')).toBe(1);
const loadedPos = loadedPlayer!.getComponent(PositionComponent as any) as PositionComponent;
expect(loadedPos.x).toBe(100);
expect(loadedPos.y).toBe(200);
expect(scene2.sceneData.get('weather')).toBe('sunny');
expect(scene2.sceneData.get('score')).toBe(9999);
scene1.end();
scene2.end();
});
it('should handle complex nested data in binary format', () => {
const scene1 = new Scene({ name: 'NestedBinaryTest' });
// 复杂嵌套数据
scene1.sceneData.set('config', {
graphics: {
quality: 'high',
resolution: { width: 1920, height: 1080 }
},
audio: {
masterVolume: 0.8,
effects: new Map([['music', 0.7], ['sfx', 0.9]])
},
tags: new Set(['multiplayer', 'ranked']),
timestamp: new Date('2024-01-01')
});
// 二进制序列化
const binaryData = scene1.serialize({ format: 'binary' });
// 反序列化
const scene2 = new Scene({ name: 'LoadTest' });
scene2.deserialize(binaryData, {
// componentRegistry会自动从ComponentRegistry获取
});
const config = scene2.sceneData.get('config');
expect(config.graphics.quality).toBe('high');
expect(config.graphics.resolution.width).toBe(1920);
expect(config.audio.masterVolume).toBe(0.8);
expect(config.audio.effects.get('music')).toBe(0.7);
expect(config.tags.has('multiplayer')).toBe(true);
expect(config.timestamp).toBeInstanceOf(Date);
scene1.end();
scene2.end();
});
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});
});