移除eventhandler装饰器
This commit is contained in:
@@ -1,433 +0,0 @@
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import { Scene } from '../../../src/ECS/Scene';
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import { Entity } from '../../../src/ECS/Entity';
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import { Component } from '../../../src/ECS/Component';
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import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
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import { Matcher } from '../../../src/ECS/Utils/Matcher';
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import { EventBus } from '../../../src/ECS/Core/EventBus';
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// 测试组件
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class TransformComponent extends Component {
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public x: number = 0;
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public y: number = 0;
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public rotation: number = 0;
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constructor(...args: unknown[]) {
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super();
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if (args.length >= 1) this.x = args[0] as number;
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if (args.length >= 2) this.y = args[1] as number;
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if (args.length >= 3) this.rotation = args[2] as number;
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}
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}
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class VelocityComponent extends Component {
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public vx: number = 0;
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public vy: number = 0;
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constructor(...args: unknown[]) {
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super();
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if (args.length >= 1) this.vx = args[0] as number;
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if (args.length >= 2) this.vy = args[1] as number;
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}
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}
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class HealthComponent extends Component {
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public health: number = 100;
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public maxHealth: number = 100;
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constructor(...args: unknown[]) {
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super();
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if (args.length >= 1) this.health = args[0] as number;
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if (args.length >= 2) this.maxHealth = args[1] as number;
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}
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}
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// 简单的事件装饰器实现(用于测试)
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function EventHandler(eventType: string, priority: number = 0) {
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return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
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const originalMethod = descriptor.value;
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// 在原型上标记事件处理器信息
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if (!target.constructor._eventHandlers) {
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target.constructor._eventHandlers = [];
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}
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target.constructor._eventHandlers.push({
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eventType,
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methodName: propertyKey,
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priority,
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handler: originalMethod
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});
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return descriptor;
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};
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}
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// 自动初始化事件监听器的基类
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class EventAwareSystem extends EntitySystem {
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private eventListenerIds: string[] = [];
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constructor(matcher: Matcher) {
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super(matcher);
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}
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public override initialize(): void {
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super.initialize();
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this.initializeEventHandlers();
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}
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private initializeEventHandlers(): void {
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const eventHandlers = (this.constructor as any)._eventHandlers;
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if (!eventHandlers || !this.scene?.eventSystem) {
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return;
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}
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// 按优先级排序并注册事件处理器
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eventHandlers
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.sort((a: any, b: any) => b.priority - a.priority)
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.forEach((handlerInfo: any) => {
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const listenerId = this.scene!.eventSystem.on(
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handlerInfo.eventType,
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handlerInfo.handler.bind(this),
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{ priority: handlerInfo.priority }
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);
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this.eventListenerIds.push(listenerId);
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});
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}
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public cleanup(): void {
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// 清理事件监听器
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if (this.scene?.eventSystem) {
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this.eventListenerIds.forEach(id => {
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// 注意:这里需要修改EventSystem来支持通过ID移除监听器
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// this.scene!.eventSystem.removeListener(id);
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});
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}
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this.eventListenerIds = [];
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}
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}
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// 使用装饰器的测试系统
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class DecoratedMovementSystem extends EventAwareSystem {
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public processedEntities: Entity[] = [];
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public receivedEvents: any[] = [];
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public entityMovedEvents: any[] = [];
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constructor() {
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super(Matcher.empty().all(TransformComponent, VelocityComponent));
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}
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protected override process(entities: Entity[]): void {
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this.processedEntities = [...entities];
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for (const entity of entities) {
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const transform = entity.getComponent(TransformComponent)!;
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const velocity = entity.getComponent(VelocityComponent)!;
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const oldX = transform.x;
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const oldY = transform.y;
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// 更新位置
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transform.x += velocity.vx;
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transform.y += velocity.vy;
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// 发射实体移动事件
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if (this.scene?.eventSystem) {
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this.scene.eventSystem.emit('entity:moved', {
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entityId: entity.id,
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entityName: entity.name,
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oldPosition: { x: oldX, y: oldY },
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newPosition: { x: transform.x, y: transform.y }
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});
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}
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}
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}
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@EventHandler('entity:moved', 10)
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onEntityMoved(data: any): void {
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this.entityMovedEvents.push(data);
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}
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@EventHandler('entity:health_changed', 5)
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onHealthChanged(data: any): void {
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this.receivedEvents.push({ type: 'health_changed', data });
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}
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@EventHandler('system:initialized', 15)
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onSystemInitialized(data: any): void {
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this.receivedEvents.push({ type: 'system_initialized', data });
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}
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}
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class HealthSystem extends EventAwareSystem {
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public processedEntities: Entity[] = [];
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public receivedEvents: any[] = [];
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constructor() {
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super(Matcher.empty().all(HealthComponent));
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}
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protected override process(entities: Entity[]): void {
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this.processedEntities = [...entities];
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for (const entity of entities) {
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const health = entity.getComponent(HealthComponent)!;
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// 模拟健康值变化
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if (health.health > 0) {
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const oldHealth = health.health;
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health.health = Math.max(0, health.health - 1);
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// 发射健康值变化事件
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if (this.scene?.eventSystem && oldHealth !== health.health) {
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this.scene.eventSystem.emit('entity:health_changed', {
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entityId: entity.id,
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entityName: entity.name,
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oldHealth,
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newHealth: health.health,
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isDead: health.health <= 0
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});
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}
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}
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}
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}
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@EventHandler('entity:health_changed', 8)
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onHealthChanged(data: any): void {
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this.receivedEvents.push(data);
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// 如果实体死亡,禁用它
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if (data.isDead) {
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const entity = this.scene?.findEntityById(data.entityId);
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if (entity) {
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entity.enabled = false;
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}
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}
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}
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}
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describe('装饰器系统测试', () => {
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let scene: Scene;
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beforeEach(() => {
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scene = new Scene();
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scene.name = "DecoratorTestScene";
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});
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describe('事件装饰器基础功能', () => {
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test('装饰器应该正确注册事件处理器', () => {
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const movementSystem = new DecoratedMovementSystem();
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// 检查装饰器是否正确注册了事件处理器信息
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const eventHandlers = (DecoratedMovementSystem as any)._eventHandlers;
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expect(eventHandlers).toBeDefined();
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expect(eventHandlers.length).toBe(3);
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// 检查事件处理器信息
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const entityMovedHandler = eventHandlers.find((h: any) => h.eventType === 'entity:moved');
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expect(entityMovedHandler).toBeDefined();
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expect(entityMovedHandler.priority).toBe(10);
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expect(entityMovedHandler.methodName).toBe('onEntityMoved');
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});
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test('系统初始化时应该自动注册事件监听器', () => {
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new TransformComponent(0, 0));
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entity.addComponent(new VelocityComponent(1, 1));
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 验证系统正确初始化
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expect(movementSystem.entities.length).toBe(1);
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// 运行一次更新,应该触发entity:moved事件
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scene.update();
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// 检查事件是否被正确处理
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expect(movementSystem.entityMovedEvents.length).toBe(1);
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expect(movementSystem.entityMovedEvents[0].entityId).toBe(entity.id);
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expect(movementSystem.entityMovedEvents[0].newPosition.x).toBe(1);
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expect(movementSystem.entityMovedEvents[0].newPosition.y).toBe(1);
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});
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});
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describe('多系统事件交互', () => {
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test('多个系统应该能够响应同一事件', () => {
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new TransformComponent(0, 0));
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entity.addComponent(new VelocityComponent(1, 1));
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entity.addComponent(new HealthComponent(10));
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const movementSystem = new DecoratedMovementSystem();
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const healthSystem = new HealthSystem();
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scene.addEntityProcessor(movementSystem);
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scene.addEntityProcessor(healthSystem);
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// 运行几次更新
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scene.update();
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scene.update();
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scene.update();
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// 检查健康系统是否处理了健康变化事件
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expect(healthSystem.receivedEvents.length).toBeGreaterThan(0);
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// 检查移动系统是否也接收到了健康变化事件
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const healthChangedEvents = movementSystem.receivedEvents.filter(e => e.type === 'health_changed');
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expect(healthChangedEvents.length).toBeGreaterThan(0);
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});
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test('事件优先级应该正确工作', () => {
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new TransformComponent(0, 0));
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entity.addComponent(new VelocityComponent(1, 1));
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 发射系统初始化事件(如果有的话)
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if (scene.eventSystem) {
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scene.eventSystem.emit('system:initialized', {
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systemName: 'DecoratedMovementSystem',
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timestamp: Date.now()
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});
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}
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// 检查事件是否被接收
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scene.update();
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// 验证不同优先级的事件都被处理了
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const systemInitEvents = movementSystem.receivedEvents.filter(e => e.type === 'system_initialized');
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expect(systemInitEvents.length).toBeGreaterThanOrEqual(0);
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});
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});
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describe('装饰器系统的时序问题', () => {
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test('先添加实体再添加装饰器系统 - 事件应该正常工作', () => {
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// 先创建实体
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new TransformComponent(5, 5));
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entity.addComponent(new VelocityComponent(2, 3));
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// 然后添加装饰器系统
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 验证系统正确识别了实体
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expect(movementSystem.entities.length).toBe(1);
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// 运行更新,应该触发事件
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scene.update();
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// 检查事件装饰器是否正常工作
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expect(movementSystem.entityMovedEvents.length).toBe(1);
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expect(movementSystem.entityMovedEvents[0].oldPosition.x).toBe(5);
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expect(movementSystem.entityMovedEvents[0].newPosition.x).toBe(7);
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});
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test('动态添加组件后装饰器事件应该正常', () => {
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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const entity = scene.createEntity("DynamicEntity");
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entity.addComponent(new TransformComponent(0, 0));
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// 初始状态:系统不匹配
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expect(movementSystem.entities.length).toBe(0);
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// 动态添加速度组件
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entity.addComponent(new VelocityComponent(1, 1));
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// 系统应该匹配
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expect(movementSystem.entities.length).toBe(1);
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// 运行更新,事件应该正常触发
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scene.update();
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expect(movementSystem.entityMovedEvents.length).toBe(1);
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});
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});
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describe('装饰器系统的清理', () => {
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test('系统移除时应该清理事件监听器', () => {
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 验证系统已添加
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expect(scene.entityProcessors.count).toBe(1);
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// 移除系统
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scene.removeEntityProcessor(movementSystem);
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expect(scene.entityProcessors.count).toBe(0);
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// 清理事件监听器
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movementSystem.cleanup();
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// 验证事件监听器已清理(这里主要是检查不抛出异常)
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expect(() => {
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if (scene.eventSystem) {
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scene.eventSystem.emit('entity:moved', { test: true });
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}
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}).not.toThrow();
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});
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});
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describe('边界情况测试', () => {
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test('没有装饰器的系统应该正常工作', () => {
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class SimpleSystem extends EventAwareSystem {
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public processedEntities: Entity[] = [];
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constructor() {
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super(Matcher.empty().all(TransformComponent));
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}
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protected override process(entities: Entity[]): void {
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this.processedEntities = [...entities];
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}
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}
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const entity = scene.createEntity("SimpleEntity");
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entity.addComponent(new TransformComponent(1, 1));
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const simpleSystem = new SimpleSystem();
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expect(() => {
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scene.addEntityProcessor(simpleSystem);
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}).not.toThrow();
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expect(simpleSystem.entities.length).toBe(1);
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scene.update();
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expect(simpleSystem.processedEntities.length).toBe(1);
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});
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test('空事件数据应该正常处理', () => {
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 发射空事件
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if (scene.eventSystem) {
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scene.eventSystem.emit('entity:health_changed', null);
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scene.eventSystem.emit('entity:health_changed', undefined);
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scene.eventSystem.emit('entity:health_changed', {});
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}
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// 系统应该能够处理空数据而不崩溃
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expect(() => {
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scene.update();
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}).not.toThrow();
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});
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});
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afterEach(() => {
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// 清理场景
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scene.destroyAllEntities();
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// 清理系统并清理它们的事件监听器
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const processors = [...scene.entityProcessors.processors];
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processors.forEach(processor => {
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if (processor instanceof EventAwareSystem) {
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processor.cleanup();
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}
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scene.removeEntityProcessor(processor);
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});
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});
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});
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@@ -1,4 +1,4 @@
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import { EventBus, GlobalEventBus, EventHandler, AsyncEventHandler } from '../../../src/ECS/Core/EventBus';
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import { EventBus, GlobalEventBus } from '../../../src/ECS/Core/EventBus';
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import { IEventListenerConfig, IEventStats } from '../../../src/Types';
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import { ECSEventType, EventPriority } from '../../../src/ECS/CoreEvents';
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@@ -477,53 +477,3 @@ describe('GlobalEventBus - 全局事件总线测试', () => {
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});
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});
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describe('事件装饰器测试', () => {
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// Mock class for testing decorators
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class TestClass {
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public receivedEvents: any[] = [];
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@EventHandler('decorator:event')
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handleEvent(data: any) {
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this.receivedEvents.push(data);
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}
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@AsyncEventHandler('async:decorator:event')
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async handleAsyncEvent(data: any) {
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this.receivedEvents.push(data);
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}
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}
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test('EventHandler装饰器应该能够自动注册监听器', () => {
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const instance = new TestClass();
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// 手动调用初始化方法来注册装饰器定义的监听器
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if (typeof (instance as any).initEventListeners === 'function') {
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(instance as any).initEventListeners();
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}
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const eventBus = GlobalEventBus.getInstance();
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eventBus.emit('decorator:event', { message: 'decorated event' });
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expect(instance.receivedEvents.length).toBe(1);
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expect(instance.receivedEvents[0].message).toBe('decorated event');
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});
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test('AsyncEventHandler装饰器应该能够自动注册异步监听器', async () => {
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const instance = new TestClass();
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// 手动调用初始化方法来注册装饰器定义的监听器
|
||||
if (typeof (instance as any).initEventListeners === 'function') {
|
||||
(instance as any).initEventListeners();
|
||||
}
|
||||
|
||||
const eventBus = GlobalEventBus.getInstance();
|
||||
await eventBus.emitAsync('async:decorator:event', { message: 'async decorated event' });
|
||||
|
||||
expect(instance.receivedEvents.length).toBe(1);
|
||||
expect(instance.receivedEvents[0].message).toBe('async decorated event');
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
GlobalEventBus.reset();
|
||||
});
|
||||
});
|
||||
@@ -1,375 +0,0 @@
|
||||
import { Scene } from '../../../src/ECS/Scene';
|
||||
import { Entity } from '../../../src/ECS/Entity';
|
||||
import { Component } from '../../../src/ECS/Component';
|
||||
import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
|
||||
import { Matcher } from '../../../src/ECS/Utils/Matcher';
|
||||
|
||||
// 测试组件
|
||||
class PositionComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [x = 0, y = 0] = args as [number?, number?];
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
class VelocityComponent extends Component {
|
||||
public vx: number = 0;
|
||||
public vy: number = 0;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [vx = 0, vy = 0] = args as [number?, number?];
|
||||
this.vx = vx;
|
||||
this.vy = vy;
|
||||
}
|
||||
}
|
||||
|
||||
class HealthComponent extends Component {
|
||||
public health: number = 100;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [health = 100] = args as [number?];
|
||||
this.health = health;
|
||||
}
|
||||
}
|
||||
|
||||
// 测试系统
|
||||
class MovementSystem extends EntitySystem {
|
||||
public processedEntities: Entity[] = [];
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]): void {
|
||||
this.processedEntities = [...entities];
|
||||
// 简单的移动逻辑
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(PositionComponent)!;
|
||||
const velocity = entity.getComponent(VelocityComponent)!;
|
||||
position.x += velocity.vx;
|
||||
position.y += velocity.vy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class HealthSystem extends EntitySystem {
|
||||
public processedEntities: Entity[] = [];
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(HealthComponent));
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]): void {
|
||||
this.processedEntities = [...entities];
|
||||
// 简单的健康检查逻辑
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(HealthComponent)!;
|
||||
if (health.health <= 0) {
|
||||
// 标记为死亡,但不在这里销毁实体
|
||||
entity.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
describe('ECS系统时序问题测试', () => {
|
||||
let scene: Scene;
|
||||
|
||||
beforeEach(() => {
|
||||
scene = new Scene();
|
||||
scene.name = "TimingTestScene";
|
||||
});
|
||||
|
||||
describe('实体添加时序问题', () => {
|
||||
test(' 先添加实体再添加系统 - 暴露时序问题', () => {
|
||||
// 第一步:先创建并添加实体
|
||||
const player = scene.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(10, 20));
|
||||
player.addComponent(new VelocityComponent(1, 1));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
|
||||
const enemy = scene.createEntity("Enemy");
|
||||
enemy.addComponent(new PositionComponent(50, 60));
|
||||
enemy.addComponent(new VelocityComponent(-1, 0));
|
||||
enemy.addComponent(new HealthComponent(80));
|
||||
|
||||
// 验证实体已创建
|
||||
expect(scene.entities.count).toBe(2);
|
||||
|
||||
// 第二步:然后添加系统(这里可能出现时序问题)
|
||||
const movementSystem = new MovementSystem();
|
||||
const healthSystem = new HealthSystem();
|
||||
|
||||
scene.addEntityProcessor(movementSystem);
|
||||
scene.addEntityProcessor(healthSystem);
|
||||
|
||||
// 验证系统已添加
|
||||
expect(scene.entityProcessors.count).toBe(2);
|
||||
|
||||
// 关键测试:检查系统是否正确识别了已存在的实体
|
||||
console.log("MovementSystem匹配的实体数量:", movementSystem.entities.length);
|
||||
console.log("HealthSystem匹配的实体数量:", healthSystem.entities.length);
|
||||
console.log("Player组件:", player.components.map(c => c.constructor.name));
|
||||
console.log("Enemy组件:", enemy.components.map(c => c.constructor.name));
|
||||
|
||||
// 预期结果:移动系统应该匹配到2个实体(都有Position+Velocity)
|
||||
expect(movementSystem.entities.length).toBe(2);
|
||||
// 预期结果:健康系统应该匹配到2个实体(都有Health)
|
||||
expect(healthSystem.entities.length).toBe(2);
|
||||
|
||||
// 运行一次更新看看
|
||||
scene.update();
|
||||
|
||||
// 检查系统是否处理了实体
|
||||
expect(movementSystem.processedEntities.length).toBe(2);
|
||||
expect(healthSystem.processedEntities.length).toBe(2);
|
||||
|
||||
// 检查移动逻辑是否生效
|
||||
const playerPos = player.getComponent(PositionComponent)!;
|
||||
expect(playerPos.x).toBe(11); // 10 + 1
|
||||
expect(playerPos.y).toBe(21); // 20 + 1
|
||||
});
|
||||
|
||||
test(' 先添加系统再添加实体 - 正常工作的情况', () => {
|
||||
// 第一步:先添加系统
|
||||
const movementSystem = new MovementSystem();
|
||||
const healthSystem = new HealthSystem();
|
||||
|
||||
scene.addEntityProcessor(movementSystem);
|
||||
scene.addEntityProcessor(healthSystem);
|
||||
|
||||
// 验证系统已添加但没有实体
|
||||
expect(scene.entityProcessors.count).toBe(2);
|
||||
expect(movementSystem.entities.length).toBe(0);
|
||||
expect(healthSystem.entities.length).toBe(0);
|
||||
|
||||
// 第二步:然后创建并添加实体
|
||||
const player = scene.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(10, 20));
|
||||
player.addComponent(new VelocityComponent(1, 1));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
|
||||
const enemy = scene.createEntity("Enemy");
|
||||
enemy.addComponent(new PositionComponent(50, 60));
|
||||
enemy.addComponent(new VelocityComponent(-1, 0));
|
||||
enemy.addComponent(new HealthComponent(80));
|
||||
|
||||
// 验证实体已创建
|
||||
expect(scene.entities.count).toBe(2);
|
||||
|
||||
// 关键测试:检查系统是否正确识别了新添加的实体
|
||||
console.log("MovementSystem匹配的实体数量:", movementSystem.entities.length);
|
||||
console.log("HealthSystem匹配的实体数量:", healthSystem.entities.length);
|
||||
|
||||
// 预期结果:系统应该自动匹配到新实体
|
||||
expect(movementSystem.entities.length).toBe(2);
|
||||
expect(healthSystem.entities.length).toBe(2);
|
||||
|
||||
// 运行一次更新
|
||||
scene.update();
|
||||
|
||||
// 检查系统是否处理了实体
|
||||
expect(movementSystem.processedEntities.length).toBe(2);
|
||||
expect(healthSystem.processedEntities.length).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('组件动态修改时序问题', () => {
|
||||
test(' 运行时动态添加组件 - 检查系统响应', () => {
|
||||
// 先设置好系统
|
||||
const movementSystem = new MovementSystem();
|
||||
const healthSystem = new HealthSystem();
|
||||
scene.addEntityProcessor(movementSystem);
|
||||
scene.addEntityProcessor(healthSystem);
|
||||
|
||||
// 创建只有位置组件的实体
|
||||
const entity = scene.createEntity("TestEntity");
|
||||
entity.addComponent(new PositionComponent(0, 0));
|
||||
|
||||
// 初始状态:只有健康系统不匹配,移动系统不匹配
|
||||
expect(movementSystem.entities.length).toBe(0);
|
||||
expect(healthSystem.entities.length).toBe(0);
|
||||
|
||||
// 动态添加速度组件
|
||||
entity.addComponent(new VelocityComponent(5, 5));
|
||||
|
||||
// 关键测试:移动系统是否立即识别到这个实体
|
||||
console.log("添加VelocityComponent后MovementSystem实体数:", movementSystem.entities.length);
|
||||
expect(movementSystem.entities.length).toBe(1);
|
||||
|
||||
// 动态添加健康组件
|
||||
entity.addComponent(new HealthComponent(50));
|
||||
|
||||
// 关键测试:健康系统是否立即识别到这个实体
|
||||
console.log("添加HealthComponent后HealthSystem实体数:", healthSystem.entities.length);
|
||||
expect(healthSystem.entities.length).toBe(1);
|
||||
|
||||
// 运行更新确认处理
|
||||
scene.update();
|
||||
expect(movementSystem.processedEntities.length).toBe(1);
|
||||
expect(healthSystem.processedEntities.length).toBe(1);
|
||||
});
|
||||
|
||||
test(' 运行时动态移除组件 - 检查系统响应', () => {
|
||||
// 先设置好系统
|
||||
const movementSystem = new MovementSystem();
|
||||
scene.addEntityProcessor(movementSystem);
|
||||
|
||||
// 创建完整的可移动实体
|
||||
const entity = scene.createEntity("MovableEntity");
|
||||
entity.addComponent(new PositionComponent(0, 0));
|
||||
entity.addComponent(new VelocityComponent(5, 5));
|
||||
|
||||
// 确认系统识别了实体
|
||||
expect(movementSystem.entities.length).toBe(1);
|
||||
|
||||
// 动态移除速度组件
|
||||
const velocityComponent = entity.getComponent(VelocityComponent);
|
||||
if (velocityComponent) {
|
||||
entity.removeComponent(velocityComponent);
|
||||
}
|
||||
|
||||
// 关键测试:移动系统是否立即移除了这个实体
|
||||
console.log("移除VelocityComponent后MovementSystem实体数:", movementSystem.entities.length);
|
||||
expect(movementSystem.entities.length).toBe(0);
|
||||
|
||||
// 重新添加速度组件
|
||||
entity.addComponent(new VelocityComponent(3, 3));
|
||||
|
||||
// 关键测试:移动系统是否重新识别到这个实体
|
||||
console.log("重新添加VelocityComponent后MovementSystem实体数:", movementSystem.entities.length);
|
||||
expect(movementSystem.entities.length).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('系统初始化时序问题', () => {
|
||||
test(' 系统initialize方法调用时机', () => {
|
||||
// 创建实体
|
||||
const entity1 = scene.createEntity("Entity1");
|
||||
entity1.addComponent(new PositionComponent(10, 10));
|
||||
entity1.addComponent(new VelocityComponent(1, 1));
|
||||
|
||||
const entity2 = scene.createEntity("Entity2");
|
||||
entity2.addComponent(new PositionComponent(20, 20));
|
||||
entity2.addComponent(new VelocityComponent(2, 2));
|
||||
|
||||
// 创建系统但先不添加到场景
|
||||
const movementSystem = new MovementSystem();
|
||||
|
||||
// 检查系统初始状态
|
||||
expect(movementSystem.entities.length).toBe(0);
|
||||
|
||||
// 添加系统到场景
|
||||
scene.addEntityProcessor(movementSystem);
|
||||
|
||||
// 关键测试:系统是否在添加时正确初始化并发现已存在的实体
|
||||
console.log("系统添加后发现的实体数:", movementSystem.entities.length);
|
||||
|
||||
// 这个测试会暴露initialize方法是否被正确调用
|
||||
expect(movementSystem.entities.length).toBe(2);
|
||||
});
|
||||
|
||||
test(' 批量实体操作的时序问题', () => {
|
||||
const movementSystem = new MovementSystem();
|
||||
scene.addEntityProcessor(movementSystem);
|
||||
|
||||
// 批量创建实体
|
||||
const entities = scene.createEntities(5, "BatchEntity");
|
||||
|
||||
// 为所有实体添加组件
|
||||
entities.forEach((entity, index) => {
|
||||
entity.addComponent(new PositionComponent(index * 10, index * 10));
|
||||
entity.addComponent(new VelocityComponent(index, index));
|
||||
});
|
||||
|
||||
// 关键测试:系统是否识别了所有批量创建的实体
|
||||
console.log("批量操作后系统实体数:", movementSystem.entities.length);
|
||||
expect(movementSystem.entities.length).toBe(5);
|
||||
|
||||
// 运行更新确认处理
|
||||
scene.update();
|
||||
expect(movementSystem.processedEntities.length).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('事件装饰器时序问题', () => {
|
||||
// 模拟使用事件装饰器的系统
|
||||
class EventDecoratedSystem extends EntitySystem {
|
||||
public receivedEvents: any[] = [];
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(PositionComponent));
|
||||
// 模拟装饰器初始化
|
||||
this.initEventListeners();
|
||||
}
|
||||
|
||||
// 模拟 @EventListener('entity:moved') 装饰器
|
||||
private initEventListeners() {
|
||||
// 这里应该通过装饰器自动完成
|
||||
scene.eventSystem?.on('entity:moved', (data) => {
|
||||
this.onEntityMoved(data);
|
||||
});
|
||||
}
|
||||
|
||||
public onEntityMoved(data: any) {
|
||||
this.receivedEvents.push(data);
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]): void {
|
||||
// 处理实体移动并发射事件
|
||||
for (const entity of entities) {
|
||||
const pos = entity.getComponent(PositionComponent)!;
|
||||
// 模拟移动
|
||||
pos.x += 1;
|
||||
|
||||
// 发射移动事件
|
||||
scene.eventSystem?.emit('entity:moved', {
|
||||
entityId: entity.id,
|
||||
position: { x: pos.x, y: pos.y }
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
test(' 事件装饰器系统的初始化时序', () => {
|
||||
// 先创建实体
|
||||
const entity = scene.createEntity("EventTestEntity");
|
||||
entity.addComponent(new PositionComponent(0, 0));
|
||||
|
||||
// 然后添加使用事件装饰器的系统
|
||||
const eventSystem = new EventDecoratedSystem();
|
||||
scene.addEntityProcessor(eventSystem);
|
||||
|
||||
// 验证系统正确识别了实体
|
||||
expect(eventSystem.entities.length).toBe(1);
|
||||
|
||||
// 运行更新,应该触发事件
|
||||
scene.update();
|
||||
|
||||
// 关键测试:事件装饰器是否正确工作
|
||||
console.log("接收到的事件数量:", eventSystem.receivedEvents.length);
|
||||
expect(eventSystem.receivedEvents.length).toBe(1);
|
||||
|
||||
// 验证事件数据
|
||||
const event = eventSystem.receivedEvents[0];
|
||||
expect(event.entityId).toBe(entity.id);
|
||||
expect(event.position.x).toBe(1); // 移动后的位置
|
||||
});
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
// 清理场景
|
||||
scene.destroyAllEntities();
|
||||
|
||||
// 手动清理系统
|
||||
const processors = [...scene.entityProcessors.processors];
|
||||
processors.forEach(processor => scene.removeEntityProcessor(processor));
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user