新增syncvar高级特性,使用protobuf定义

This commit is contained in:
YHH
2025-08-07 20:23:49 +08:00
parent ea8523be35
commit 2d389308ea
45 changed files with 9656 additions and 454 deletions

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import { NetworkIdentity, NetworkIdentityRegistry } from '../src/Core/NetworkIdentity';
import { SyncVar, SyncVarManager } from '../src/SyncVar';
import { createSyncVarProxy } from '../src/SyncVar/SyncVarProxy';
import { SyncVarSyncScheduler } from '../src/SyncVar/SyncVarSyncScheduler';
import { SyncVarOptimizer } from '../src/SyncVar/SyncVarOptimizer';
import { SyncVarUpdateMessage } from '../src/Messaging/MessageTypes';
import { NetworkComponent } from '../src/NetworkComponent';
import { NetworkEnvironment, NetworkEnvironmentState } from '../src/Core/NetworkEnvironment';
// 测试用网络组件
class TestGameObject extends NetworkComponent {
@SyncVar()
public health: number = 100;
@SyncVar({ hook: 'onPositionChanged' })
public position: { x: number; y: number } = { x: 0, y: 0 };
@SyncVar({ authorityOnly: true })
public serverFlag: boolean = false;
@SyncVar()
public playerName: string = 'TestPlayer';
public positionChangeCount: number = 0;
onPositionChanged(oldPos: any, newPos: any) {
this.positionChangeCount++;
console.log(`Position changed from ${JSON.stringify(oldPos)} to ${JSON.stringify(newPos)}`);
}
}
describe('SyncVar端到端测试', () => {
let gameObject1: TestGameObject;
let gameObject2: TestGameObject;
let identity1: NetworkIdentity;
let identity2: NetworkIdentity;
let syncVarManager: SyncVarManager;
let syncScheduler: SyncVarSyncScheduler;
let optimizer: SyncVarOptimizer;
// 消息交换模拟
let messageExchange: Map<string, SyncVarUpdateMessage[]> = new Map();
beforeEach(async () => {
// 重置环境
const env = NetworkEnvironment['Instance'];
env['_state'] = NetworkEnvironmentState.None;
env['_serverStartTime'] = 0;
env['_clientConnectTime'] = 0;
NetworkEnvironment.SetServerMode();
// 清理组件
syncVarManager = SyncVarManager.Instance;
syncVarManager['_componentChanges'].clear();
syncVarManager['_lastSyncTimes'].clear();
syncScheduler = SyncVarSyncScheduler.Instance;
optimizer = new SyncVarOptimizer();
messageExchange.clear();
// 创建测试对象
gameObject1 = createSyncVarProxy(new TestGameObject()) as TestGameObject;
gameObject2 = createSyncVarProxy(new TestGameObject()) as TestGameObject;
// 创建网络身份
identity1 = new NetworkIdentity('player1', true);
identity2 = new NetworkIdentity('player2', false);
// 初始化SyncVar系统
syncVarManager.initializeComponent(gameObject1);
syncVarManager.initializeComponent(gameObject2);
// 模拟消息发送回调
syncScheduler.setMessageSendCallback(async (message: SyncVarUpdateMessage) => {
// 将消息添加到交换队列
const messages = messageExchange.get(message.networkId) || [];
messages.push(message);
messageExchange.set(message.networkId, messages);
console.log(`[E2E] 模拟发送消息: ${message.networkId} -> ${message.fieldUpdates.length} 字段更新`);
});
});
afterEach(async () => {
// 清理
identity1.cleanup();
identity2.cleanup();
NetworkIdentityRegistry.Instance.clear();
syncScheduler.stop();
optimizer.cleanup();
// NetworkManager.Stop();
});
test('基本SyncVar同步流程', async () => {
// 修改gameObject1的属性
gameObject1.health = 80;
gameObject1.playerName = 'Hero';
gameObject1.position = { x: 10, y: 20 };
// 检查是否有待同步的变化
const changes = syncVarManager.getPendingChanges(gameObject1);
expect(changes.length).toBe(3);
// 创建同步消息
const message = syncVarManager.createSyncVarUpdateMessage(
gameObject1,
identity1.networkId,
'server',
1
);
expect(message).not.toBeNull();
expect(message!.fieldUpdates.length).toBe(3);
expect(message!.networkId).toBe('player1');
// 验证字段更新内容
const healthUpdate = message!.fieldUpdates.find(u => u.propertyKey === 'health');
expect(healthUpdate).toBeDefined();
expect(healthUpdate!.newValue).toBe(80);
expect(healthUpdate!.oldValue).toBe(100);
});
test('消息序列化和反序列化', async () => {
// 修改属性
gameObject1.health = 75;
gameObject1.position = { x: 5, y: 15 };
// 创建消息
const originalMessage = syncVarManager.createSyncVarUpdateMessage(
gameObject1,
identity1.networkId
);
expect(originalMessage).not.toBeNull();
// 序列化
const serialized = originalMessage!.serialize();
expect(serialized.length).toBeGreaterThan(0);
// 反序列化
const deserializedMessage = new SyncVarUpdateMessage();
deserializedMessage.deserialize(serialized);
// 验证反序列化结果
expect(deserializedMessage.networkId).toBe(originalMessage!.networkId);
expect(deserializedMessage.componentType).toBe(originalMessage!.componentType);
expect(deserializedMessage.fieldUpdates.length).toBe(originalMessage!.fieldUpdates.length);
// 验证字段内容
for (let i = 0; i < originalMessage!.fieldUpdates.length; i++) {
const original = originalMessage!.fieldUpdates[i];
const deserialized = deserializedMessage.fieldUpdates[i];
expect(deserialized.fieldNumber).toBe(original.fieldNumber);
expect(deserialized.propertyKey).toBe(original.propertyKey);
expect(deserialized.newValue).toEqual(original.newValue);
}
});
test('SyncVar消息应用', async () => {
// 在gameObject1上创建变化
gameObject1.health = 60;
gameObject1.playerName = 'Warrior';
// 创建消息
const message = syncVarManager.createSyncVarUpdateMessage(
gameObject1,
identity1.networkId
);
expect(message).not.toBeNull();
// 清除gameObject1的变化记录
syncVarManager.clearChanges(gameObject1);
// 应用到gameObject2
syncVarManager.applySyncVarUpdateMessage(gameObject2, message!);
// 验证gameObject2的状态
expect(gameObject2.health).toBe(60);
expect(gameObject2.playerName).toBe('Warrior');
// 验证Hook被触发
expect(gameObject2.positionChangeCount).toBe(0); // position没有改变
});
test('Hook回调触发', async () => {
// 修改position触发hook
gameObject1.position = { x: 100, y: 200 };
// 创建并应用消息
const message = syncVarManager.createSyncVarUpdateMessage(
gameObject1,
identity1.networkId
);
expect(message).not.toBeNull();
// 应用到gameObject2
syncVarManager.applySyncVarUpdateMessage(gameObject2, message!);
// 验证Hook被触发
expect(gameObject2.positionChangeCount).toBe(1);
expect(gameObject2.position).toEqual({ x: 100, y: 200 });
});
test('权威字段保护', async () => {
// 切换到客户端环境
const env = NetworkEnvironment['Instance'];
env['_state'] = NetworkEnvironmentState.None;
NetworkEnvironment.SetClientMode();
// 客户端尝试修改权威字段
gameObject1.serverFlag = true; // 这应该被阻止
// 检查是否有待同步变化
const changes = syncVarManager.getPendingChanges(gameObject1);
expect(changes.length).toBe(0); // 应该没有变化被记录
// 尝试创建消息
const message = syncVarManager.createSyncVarUpdateMessage(
gameObject1,
identity1.networkId
);
expect(message).toBeNull(); // 应该没有消息
});
test('消息优化器功能', async () => {
// 配置优化器
optimizer.configure({
enableMessageMerging: true,
mergeTimeWindow: 50,
enableRateLimit: true,
maxMessagesPerSecond: 10
});
// 快速连续修改属性
gameObject1.health = 90;
gameObject1.health = 80;
gameObject1.health = 70;
const messages: SyncVarUpdateMessage[] = [];
// 创建多个消息
for (let i = 0; i < 3; i++) {
const msg = syncVarManager.createSyncVarUpdateMessage(
gameObject1,
identity1.networkId,
'server',
i + 1
);
if (msg) {
messages.push(msg);
}
}
expect(messages.length).toBeGreaterThan(0);
// 测试优化器处理
let optimizedCount = 0;
for (const message of messages) {
optimizer.optimizeMessage(message, ['observer1'], (optimizedMessages, observers) => {
optimizedCount++;
expect(optimizedMessages.length).toBeGreaterThan(0);
expect(observers.length).toBeGreaterThan(0);
});
}
// 等待合并完成
await new Promise(resolve => setTimeout(resolve, 100));
// 强制刷新优化器
optimizer.flush(() => {
optimizedCount++;
});
expect(optimizedCount).toBeGreaterThan(0);
// 检查统计信息
const stats = optimizer.getStats();
expect(stats.messagesProcessed).toBeGreaterThan(0);
});
test('网络对象身份管理', async () => {
const registry = NetworkIdentityRegistry.Instance;
// 验证对象已注册
const foundIdentity1 = registry.find(identity1.networkId);
const foundIdentity2 = registry.find(identity2.networkId);
expect(foundIdentity1).toBeDefined();
expect(foundIdentity2).toBeDefined();
expect(foundIdentity1!.networkId).toBe('player1');
expect(foundIdentity2!.networkId).toBe('player2');
// 测试权威对象查询
const authorityObjects = registry.getAuthorityObjects();
expect(authorityObjects.length).toBe(1);
expect(authorityObjects[0].networkId).toBe('player1');
// 测试激活状态
identity1.activate();
identity2.activate();
const activeObjects = registry.getActiveObjects();
expect(activeObjects.length).toBe(2);
// 测试统计信息
const stats = registry.getStats();
expect(stats.totalObjects).toBe(2);
expect(stats.activeObjects).toBe(2);
expect(stats.authorityObjects).toBe(1);
});
test('同步调度器集成测试', async () => {
// 配置调度器
syncScheduler.configure({
syncInterval: 50,
maxBatchSize: 5,
enablePrioritySort: true
});
// 激活网络对象
identity1.activate();
identity2.activate();
// 修改多个对象的属性
gameObject1.health = 85;
gameObject1.playerName = 'Hero1';
gameObject2.health = 75;
gameObject2.playerName = 'Hero2';
// 启动调度器
syncScheduler.start();
// 等待调度器处理
await new Promise(resolve => setTimeout(resolve, 200));
// 检查消息交换
const messages1 = messageExchange.get('player1') || [];
const messages2 = messageExchange.get('player2') || [];
console.log(`Player1 messages: ${messages1.length}, Player2 messages: ${messages2.length}`);
// 停止调度器
syncScheduler.stop();
// 检查统计信息
const schedulerStats = syncScheduler.getStats();
expect(schedulerStats.totalSyncCycles).toBeGreaterThan(0);
});
test('完整的客户端-服务端模拟', async () => {
// 服务端环境设置
NetworkEnvironment.SetServerMode();
const serverObject = createSyncVarProxy(new TestGameObject()) as TestGameObject;
const serverIdentity = new NetworkIdentity('server_obj', true);
serverIdentity.activate();
syncVarManager.initializeComponent(serverObject);
// 客户端环境设置
const env = NetworkEnvironment['Instance'];
env['_state'] = NetworkEnvironmentState.None;
NetworkEnvironment.SetClientMode();
const clientObject = createSyncVarProxy(new TestGameObject()) as TestGameObject;
syncVarManager.initializeComponent(clientObject);
// 服务端修改数据
NetworkEnvironment.SetServerMode();
serverObject.health = 50;
serverObject.playerName = 'ServerPlayer';
serverObject.position = { x: 30, y: 40 };
// 创建服务端消息
const serverMessage = syncVarManager.createSyncVarUpdateMessage(
serverObject,
serverIdentity.networkId,
'server'
);
expect(serverMessage).not.toBeNull();
// 切换到客户端接收消息
NetworkEnvironment.SetClientMode();
syncVarManager.applySyncVarUpdateMessage(clientObject, serverMessage!);
// 验证客户端状态
expect(clientObject.health).toBe(50);
expect(clientObject.playerName).toBe('ServerPlayer');
expect(clientObject.position).toEqual({ x: 30, y: 40 });
expect(clientObject.positionChangeCount).toBe(1);
console.log('[E2E] 客户端-服务端同步测试完成');
});
});