优化EntitySystem初始化逻辑/防止多次初始化

增加matcher和entitysystem的测试
This commit is contained in:
YHH
2025-07-30 15:42:19 +08:00
parent 01fa33e122
commit 65386ff731
13 changed files with 2685 additions and 5 deletions

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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';
import { EventBus } from '../../../src/ECS/Core/EventBus';
// 测试组件
class TransformComponent extends Component {
constructor(public x: number = 0, public y: number = 0, public rotation: number = 0) {
super();
}
}
class VelocityComponent extends Component {
constructor(public vx: number = 0, public vy: number = 0) {
super();
}
}
class HealthComponent extends Component {
constructor(public health: number = 100, public maxHealth: number = 100) {
super();
}
}
// 简单的事件装饰器实现(用于测试)
function EventHandler(eventType: string, priority: number = 0) {
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
const originalMethod = descriptor.value;
// 在原型上标记事件处理器信息
if (!target.constructor._eventHandlers) {
target.constructor._eventHandlers = [];
}
target.constructor._eventHandlers.push({
eventType,
methodName: propertyKey,
priority,
handler: originalMethod
});
return descriptor;
};
}
// 自动初始化事件监听器的基类
class EventAwareSystem extends EntitySystem {
private eventListenerIds: string[] = [];
constructor(matcher: Matcher) {
super(matcher);
}
public override initialize(): void {
super.initialize();
this.initializeEventHandlers();
}
private initializeEventHandlers(): void {
const eventHandlers = (this.constructor as any)._eventHandlers;
if (!eventHandlers || !this.scene?.eventSystem) {
return;
}
// 按优先级排序并注册事件处理器
eventHandlers
.sort((a: any, b: any) => b.priority - a.priority)
.forEach((handlerInfo: any) => {
const listenerId = this.scene!.eventSystem.on(
handlerInfo.eventType,
handlerInfo.handler.bind(this),
{ priority: handlerInfo.priority }
);
this.eventListenerIds.push(listenerId);
});
}
public cleanup(): void {
// 清理事件监听器
if (this.scene?.eventSystem) {
this.eventListenerIds.forEach(id => {
// 注意这里需要修改EventSystem来支持通过ID移除监听器
// this.scene!.eventSystem.removeListener(id);
});
}
this.eventListenerIds = [];
}
}
// 使用装饰器的测试系统
class DecoratedMovementSystem extends EventAwareSystem {
public processedEntities: Entity[] = [];
public receivedEvents: any[] = [];
public entityMovedEvents: any[] = [];
constructor() {
super(Matcher.empty().all(TransformComponent, VelocityComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
for (const entity of entities) {
const transform = entity.getComponent(TransformComponent)!;
const velocity = entity.getComponent(VelocityComponent)!;
const oldX = transform.x;
const oldY = transform.y;
// 更新位置
transform.x += velocity.vx;
transform.y += velocity.vy;
// 发射实体移动事件
if (this.scene?.eventSystem) {
this.scene.eventSystem.emit('entity:moved', {
entityId: entity.id,
entityName: entity.name,
oldPosition: { x: oldX, y: oldY },
newPosition: { x: transform.x, y: transform.y }
});
}
}
}
@EventHandler('entity:moved', 10)
onEntityMoved(data: any): void {
this.entityMovedEvents.push(data);
}
@EventHandler('entity:health_changed', 5)
onHealthChanged(data: any): void {
this.receivedEvents.push({ type: 'health_changed', data });
}
@EventHandler('system:initialized', 15)
onSystemInitialized(data: any): void {
this.receivedEvents.push({ type: 'system_initialized', data });
}
}
class HealthSystem extends EventAwareSystem {
public processedEntities: Entity[] = [];
public receivedEvents: any[] = [];
constructor() {
super(Matcher.empty().all(HealthComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
for (const entity of entities) {
const health = entity.getComponent(HealthComponent)!;
// 模拟健康值变化
if (health.health > 0) {
const oldHealth = health.health;
health.health = Math.max(0, health.health - 1);
// 发射健康值变化事件
if (this.scene?.eventSystem && oldHealth !== health.health) {
this.scene.eventSystem.emit('entity:health_changed', {
entityId: entity.id,
entityName: entity.name,
oldHealth,
newHealth: health.health,
isDead: health.health <= 0
});
}
}
}
}
@EventHandler('entity:health_changed', 8)
onHealthChanged(data: any): void {
this.receivedEvents.push(data);
// 如果实体死亡,禁用它
if (data.isDead) {
const entity = this.scene?.findEntityById(data.entityId);
if (entity) {
entity.enabled = false;
}
}
}
}
describe('装饰器系统测试', () => {
let scene: Scene;
beforeEach(() => {
scene = new Scene();
scene.name = "DecoratorTestScene";
});
describe('事件装饰器基础功能', () => {
test('装饰器应该正确注册事件处理器', () => {
const movementSystem = new DecoratedMovementSystem();
// 检查装饰器是否正确注册了事件处理器信息
const eventHandlers = (DecoratedMovementSystem as any)._eventHandlers;
expect(eventHandlers).toBeDefined();
expect(eventHandlers.length).toBe(3);
// 检查事件处理器信息
const entityMovedHandler = eventHandlers.find((h: any) => h.eventType === 'entity:moved');
expect(entityMovedHandler).toBeDefined();
expect(entityMovedHandler.priority).toBe(10);
expect(entityMovedHandler.methodName).toBe('onEntityMoved');
});
test('系统初始化时应该自动注册事件监听器', () => {
const entity = scene.createEntity("TestEntity");
entity.addComponent(new TransformComponent(0, 0));
entity.addComponent(new VelocityComponent(1, 1));
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 验证系统正确初始化
expect(movementSystem.entities.length).toBe(1);
// 运行一次更新应该触发entity:moved事件
scene.update();
// 检查事件是否被正确处理
expect(movementSystem.entityMovedEvents.length).toBe(1);
expect(movementSystem.entityMovedEvents[0].entityId).toBe(entity.id);
expect(movementSystem.entityMovedEvents[0].newPosition.x).toBe(1);
expect(movementSystem.entityMovedEvents[0].newPosition.y).toBe(1);
});
});
describe('多系统事件交互', () => {
test('多个系统应该能够响应同一事件', () => {
const entity = scene.createEntity("TestEntity");
entity.addComponent(new TransformComponent(0, 0));
entity.addComponent(new VelocityComponent(1, 1));
entity.addComponent(new HealthComponent(10));
const movementSystem = new DecoratedMovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 运行几次更新
scene.update();
scene.update();
scene.update();
// 检查健康系统是否处理了健康变化事件
expect(healthSystem.receivedEvents.length).toBeGreaterThan(0);
// 检查移动系统是否也接收到了健康变化事件
const healthChangedEvents = movementSystem.receivedEvents.filter(e => e.type === 'health_changed');
expect(healthChangedEvents.length).toBeGreaterThan(0);
});
test('事件优先级应该正确工作', () => {
const entity = scene.createEntity("TestEntity");
entity.addComponent(new TransformComponent(0, 0));
entity.addComponent(new VelocityComponent(1, 1));
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 发射系统初始化事件(如果有的话)
if (scene.eventSystem) {
scene.eventSystem.emit('system:initialized', {
systemName: 'DecoratedMovementSystem',
timestamp: Date.now()
});
}
// 检查事件是否被接收
scene.update();
// 验证不同优先级的事件都被处理了
const systemInitEvents = movementSystem.receivedEvents.filter(e => e.type === 'system_initialized');
expect(systemInitEvents.length).toBeGreaterThanOrEqual(0);
});
});
describe('装饰器系统的时序问题', () => {
test('先添加实体再添加装饰器系统 - 事件应该正常工作', () => {
// 先创建实体
const entity = scene.createEntity("TestEntity");
entity.addComponent(new TransformComponent(5, 5));
entity.addComponent(new VelocityComponent(2, 3));
// 然后添加装饰器系统
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 验证系统正确识别了实体
expect(movementSystem.entities.length).toBe(1);
// 运行更新,应该触发事件
scene.update();
// 检查事件装饰器是否正常工作
expect(movementSystem.entityMovedEvents.length).toBe(1);
expect(movementSystem.entityMovedEvents[0].oldPosition.x).toBe(5);
expect(movementSystem.entityMovedEvents[0].newPosition.x).toBe(7);
});
test('动态添加组件后装饰器事件应该正常', () => {
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
const entity = scene.createEntity("DynamicEntity");
entity.addComponent(new TransformComponent(0, 0));
// 初始状态:系统不匹配
expect(movementSystem.entities.length).toBe(0);
// 动态添加速度组件
entity.addComponent(new VelocityComponent(1, 1));
// 系统应该匹配
expect(movementSystem.entities.length).toBe(1);
// 运行更新,事件应该正常触发
scene.update();
expect(movementSystem.entityMovedEvents.length).toBe(1);
});
});
describe('装饰器系统的清理', () => {
test('系统移除时应该清理事件监听器', () => {
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 验证系统已添加
expect(scene.entityProcessors.count).toBe(1);
// 移除系统
scene.removeEntityProcessor(movementSystem);
expect(scene.entityProcessors.count).toBe(0);
// 清理事件监听器
movementSystem.cleanup();
// 验证事件监听器已清理(这里主要是检查不抛出异常)
expect(() => {
if (scene.eventSystem) {
scene.eventSystem.emit('entity:moved', { test: true });
}
}).not.toThrow();
});
});
describe('边界情况测试', () => {
test('没有装饰器的系统应该正常工作', () => {
class SimpleSystem extends EventAwareSystem {
public processedEntities: Entity[] = [];
constructor() {
super(Matcher.empty().all(TransformComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
}
}
const entity = scene.createEntity("SimpleEntity");
entity.addComponent(new TransformComponent(1, 1));
const simpleSystem = new SimpleSystem();
expect(() => {
scene.addEntityProcessor(simpleSystem);
}).not.toThrow();
expect(simpleSystem.entities.length).toBe(1);
scene.update();
expect(simpleSystem.processedEntities.length).toBe(1);
});
test('空事件数据应该正常处理', () => {
const movementSystem = new DecoratedMovementSystem();
scene.addEntityProcessor(movementSystem);
// 发射空事件
if (scene.eventSystem) {
scene.eventSystem.emit('entity:health_changed', null);
scene.eventSystem.emit('entity:health_changed', undefined);
scene.eventSystem.emit('entity:health_changed', {});
}
// 系统应该能够处理空数据而不崩溃
expect(() => {
scene.update();
}).not.toThrow();
});
});
afterEach(() => {
// 清理场景
scene.destroyAllEntities();
// 清理系统并清理它们的事件监听器
const processors = [...scene.entityProcessors.processors];
processors.forEach(processor => {
if (processor instanceof EventAwareSystem) {
processor.cleanup();
}
scene.removeEntityProcessor(processor);
});
});
});

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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';
import { ComponentTypeManager } from '../../../src/ECS/Utils/ComponentTypeManager';
class PositionComponent extends Component {
constructor(public x: number = 0, public y: number = 0) {
super();
}
}
class VelocityComponent extends Component {
constructor(public vx: number = 0, public vy: number = 0) {
super();
}
}
class HealthComponent extends Component {
constructor(public health: number = 100) {
super();
}
}
class MovementSystem extends EntitySystem {
public processedEntities: Entity[] = [];
constructor() {
super(Matcher.empty().all(PositionComponent, VelocityComponent));
}
public override onChanged(entity: Entity): void {
if (this.matcher.isInterestedEntity(entity)) {
if (!this.processedEntities.includes(entity)) {
this.processedEntities.push(entity);
}
} else {
const index = this.processedEntities.indexOf(entity);
if (index !== -1) {
this.processedEntities.splice(index, 1);
}
}
}
}
class HealthSystem extends EntitySystem {
public processedEntities: Entity[] = [];
constructor() {
super(Matcher.empty().all(HealthComponent).exclude(VelocityComponent));
}
public override onChanged(entity: Entity): void {
if (this.matcher.isInterestedEntity(entity)) {
if (!this.processedEntities.includes(entity)) {
this.processedEntities.push(entity);
}
} else {
const index = this.processedEntities.indexOf(entity);
if (index !== -1) {
this.processedEntities.splice(index, 1);
}
}
}
}
class CombatSystem extends EntitySystem {
public processedEntities: Entity[] = [];
constructor() {
super(Matcher.empty()
.all(PositionComponent)
.one(VelocityComponent, HealthComponent));
}
public override onChanged(entity: Entity): void {
if (this.matcher.isInterestedEntity(entity)) {
if (!this.processedEntities.includes(entity)) {
this.processedEntities.push(entity);
}
} else {
const index = this.processedEntities.indexOf(entity);
if (index !== -1) {
this.processedEntities.splice(index, 1);
}
}
}
}
describe('Matcher时序集成测试', () => {
let scene: Scene;
let movementSystem: MovementSystem;
let healthSystem: HealthSystem;
let combatSystem: CombatSystem;
beforeEach(() => {
ComponentTypeManager.instance.reset();
scene = new Scene();
movementSystem = new MovementSystem();
healthSystem = new HealthSystem();
combatSystem = new CombatSystem();
});
describe('先添加实体,再添加系统', () => {
test('MovementSystem应该正确过滤实体', () => {
// 创建各种类型的实体
const movingEntity = scene.createEntity('MovingEntity');
movingEntity.addComponent(new PositionComponent(10, 20));
movingEntity.addComponent(new VelocityComponent(1, 1));
const staticEntity = scene.createEntity('StaticEntity');
staticEntity.addComponent(new PositionComponent(30, 40));
const healthEntity = scene.createEntity('HealthEntity');
healthEntity.addComponent(new HealthComponent(80));
const complexEntity = scene.createEntity('ComplexEntity');
complexEntity.addComponent(new PositionComponent(50, 60));
complexEntity.addComponent(new VelocityComponent(2, 2));
complexEntity.addComponent(new HealthComponent(120));
// 添加系统 - 应该发现已存在的匹配实体
scene.addEntityProcessor(movementSystem);
// MovementSystem需要Position + Velocity
expect(movementSystem.processedEntities).toHaveLength(2);
expect(movementSystem.processedEntities).toContain(movingEntity);
expect(movementSystem.processedEntities).toContain(complexEntity);
expect(movementSystem.processedEntities).not.toContain(staticEntity);
expect(movementSystem.processedEntities).not.toContain(healthEntity);
});
test('HealthSystem应该正确过滤实体', () => {
// 创建实体
const healthOnlyEntity = scene.createEntity('HealthOnly');
healthOnlyEntity.addComponent(new HealthComponent(100));
const movingHealthEntity = scene.createEntity('MovingHealth');
movingHealthEntity.addComponent(new HealthComponent(80));
movingHealthEntity.addComponent(new VelocityComponent(1, 1));
const positionHealthEntity = scene.createEntity('PositionHealth');
positionHealthEntity.addComponent(new PositionComponent(10, 20));
positionHealthEntity.addComponent(new HealthComponent(90));
// 添加系统
scene.addEntityProcessor(healthSystem);
// HealthSystem需要Health但不要Velocity
expect(healthSystem.processedEntities).toHaveLength(2);
expect(healthSystem.processedEntities).toContain(healthOnlyEntity);
expect(healthSystem.processedEntities).toContain(positionHealthEntity);
expect(healthSystem.processedEntities).not.toContain(movingHealthEntity); // 被exclude排除
});
test('CombatSystem复杂匹配应该正确工作', () => {
// 创建实体
const warriorEntity = scene.createEntity('Warrior');
warriorEntity.addComponent(new PositionComponent(10, 20));
warriorEntity.addComponent(new VelocityComponent(1, 1));
const guardEntity = scene.createEntity('Guard');
guardEntity.addComponent(new PositionComponent(30, 40));
guardEntity.addComponent(new HealthComponent(100));
const archerEntity = scene.createEntity('Archer');
archerEntity.addComponent(new PositionComponent(50, 60));
archerEntity.addComponent(new VelocityComponent(2, 2));
archerEntity.addComponent(new HealthComponent(80));
const structureEntity = scene.createEntity('Structure');
structureEntity.addComponent(new PositionComponent(70, 80));
// 添加系统
scene.addEntityProcessor(combatSystem);
// CombatSystem需要Position + (Velocity OR Health)
expect(combatSystem.processedEntities).toHaveLength(3);
expect(combatSystem.processedEntities).toContain(warriorEntity); // Position + Velocity
expect(combatSystem.processedEntities).toContain(guardEntity); // Position + Health
expect(combatSystem.processedEntities).toContain(archerEntity); // Position + Both
expect(combatSystem.processedEntities).not.toContain(structureEntity); // 只有Position
});
});
describe('先添加系统,再添加实体', () => {
test('系统应该动态发现新添加的实体', () => {
// 先添加系统
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
scene.addEntityProcessor(combatSystem);
expect(movementSystem.processedEntities).toHaveLength(0);
expect(healthSystem.processedEntities).toHaveLength(0);
expect(combatSystem.processedEntities).toHaveLength(0);
// 添加匹配MovementSystem的实体
const movingEntity = scene.createEntity('MovingEntity');
movingEntity.addComponent(new PositionComponent(10, 20));
movingEntity.addComponent(new VelocityComponent(1, 1));
expect(movementSystem.processedEntities).toHaveLength(1);
expect(movementSystem.processedEntities).toContain(movingEntity);
expect(combatSystem.processedEntities).toContain(movingEntity); // 也匹配CombatSystem
// 添加只匹配HealthSystem的实体
const healthEntity = scene.createEntity('HealthEntity');
healthEntity.addComponent(new HealthComponent(100));
expect(healthSystem.processedEntities).toHaveLength(1);
expect(healthSystem.processedEntities).toContain(healthEntity);
expect(movementSystem.processedEntities).toHaveLength(1); // 不变
// 添加匹配CombatSystem但不匹配其他的实体
const guardEntity = scene.createEntity('GuardEntity');
guardEntity.addComponent(new PositionComponent(30, 40));
guardEntity.addComponent(new HealthComponent(120));
expect(combatSystem.processedEntities).toHaveLength(2);
expect(combatSystem.processedEntities).toContain(guardEntity);
expect(movementSystem.processedEntities).toHaveLength(1); // 不变
expect(healthSystem.processedEntities).toHaveLength(2); // 增加
});
});
describe('混合时序和动态组件变化', () => {
test('实体组件的动态添加移除应该正确更新所有系统', () => {
// 先添加一些系统
scene.addEntityProcessor(movementSystem);
// 创建一个只有位置的实体
const entity = scene.createEntity('DynamicEntity');
entity.addComponent(new PositionComponent(10, 20));
expect(movementSystem.processedEntities).toHaveLength(0); // 缺少Velocity
// 后添加健康系统
scene.addEntityProcessor(healthSystem);
expect(healthSystem.processedEntities).toHaveLength(0); // 实体没有Health
// 添加速度组件 - 应该被MovementSystem发现
entity.addComponent(new VelocityComponent(1, 1));
expect(movementSystem.processedEntities).toHaveLength(1);
expect(movementSystem.processedEntities).toContain(entity);
// 添加战斗系统
scene.addEntityProcessor(combatSystem);
expect(combatSystem.processedEntities).toContain(entity); // Position + Velocity
// 添加健康组件
entity.addComponent(new HealthComponent(100));
expect(healthSystem.processedEntities).toHaveLength(0); // 被Velocity排除
expect(combatSystem.processedEntities).toContain(entity); // 仍然匹配
// 移除速度组件
const velocityComponent = entity.getComponent(VelocityComponent);
if (velocityComponent) {
entity.removeComponent(velocityComponent);
}
expect(movementSystem.processedEntities).toHaveLength(0); // 不再匹配
expect(healthSystem.processedEntities).toContain(entity); // 现在匹配了
expect(combatSystem.processedEntities).toContain(entity); // Position + Health
});
});
describe('场景生命周期测试', () => {
test('场景begin()后系统过滤仍然正常工作', () => {
// 添加实体和系统
const entity1 = scene.createEntity('Entity1');
entity1.addComponent(new PositionComponent(10, 20));
entity1.addComponent(new VelocityComponent(1, 1));
scene.addEntityProcessor(movementSystem);
expect(movementSystem.processedEntities).toContain(entity1);
// 调用场景begin
scene.begin();
// 添加新实体应该仍然正常工作
const entity2 = scene.createEntity('Entity2');
entity2.addComponent(new PositionComponent(30, 40));
entity2.addComponent(new VelocityComponent(2, 2));
expect(movementSystem.processedEntities).toHaveLength(2);
expect(movementSystem.processedEntities).toContain(entity2);
// 动态添加系统也应该正常工作
scene.addEntityProcessor(healthSystem);
const healthEntity = scene.createEntity('HealthEntity');
healthEntity.addComponent(new HealthComponent(100));
expect(healthSystem.processedEntities).toContain(healthEntity);
});
});
});

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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 {
constructor(public x: number = 0, public y: number = 0) {
super();
}
}
class VelocityComponent extends Component {
constructor(public vx: number = 0, public vy: number = 0) {
super();
}
}
class HealthComponent extends Component {
constructor(public health: number = 100) {
super();
}
}
class TagComponent extends Component {
constructor(public tag: string = '') {
super();
}
}
// 测试系统
class MovementSystem extends EntitySystem {
public processedEntities: Entity[] = [];
public initializeCalled = false;
public onAddedEntities: Entity[] = [];
public onRemovedEntities: Entity[] = [];
constructor() {
super(Matcher.empty().all(PositionComponent, VelocityComponent));
}
public override initialize(): void {
this.initializeCalled = true;
super.initialize();
}
protected override onAdded(entity: Entity): void {
this.onAddedEntities.push(entity);
}
protected override onRemoved(entity: Entity): void {
this.onRemovedEntities.push(entity);
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
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[] = [];
public initializeCalled = false;
public onAddedEntities: Entity[] = [];
public onRemovedEntities: Entity[] = [];
constructor() {
super(Matcher.empty().all(HealthComponent));
}
public override initialize(): void {
this.initializeCalled = true;
super.initialize();
}
protected override onAdded(entity: Entity): void {
this.onAddedEntities.push(entity);
}
protected override onRemoved(entity: Entity): void {
this.onRemovedEntities.push(entity);
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
for (const entity of entities) {
const health = entity.getComponent(HealthComponent)!;
if (health.health <= 0) {
entity.enabled = false;
}
}
}
}
class MultiComponentSystem extends EntitySystem {
public processedEntities: Entity[] = [];
public initializeCalled = false;
constructor() {
super(Matcher.empty().all(PositionComponent, HealthComponent, TagComponent));
}
public override initialize(): void {
this.initializeCalled = true;
super.initialize();
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
}
}
describe('ECS系统初始化时序问题深度测试', () => {
let scene: Scene;
beforeEach(() => {
scene = new Scene();
scene.name = "InitializeTestScene";
});
describe('基础时序问题测试', () => {
test('先添加实体再添加系统 - 系统应该正确初始化', () => {
// 创建实体并添加组件
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);
// 添加系统
const movementSystem = new MovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 验证initialize方法被调用
expect(movementSystem.initializeCalled).toBe(true);
expect(healthSystem.initializeCalled).toBe(true);
// 验证系统正确识别已存在的实体
expect(movementSystem.entities.length).toBe(2);
expect(healthSystem.entities.length).toBe(2);
// 验证onAdded回调被正确调用
expect(movementSystem.onAddedEntities.length).toBe(2);
expect(movementSystem.onAddedEntities).toContain(player);
expect(movementSystem.onAddedEntities).toContain(enemy);
// 运行更新确认处理
scene.update();
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);
expect(playerPos.y).toBe(21);
});
test('先添加系统再添加实体 - 正常工作', () => {
// 先添加系统
const movementSystem = new MovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 验证initialize被调用但没有发现实体
expect(movementSystem.initializeCalled).toBe(true);
expect(healthSystem.initializeCalled).toBe(true);
expect(movementSystem.entities.length).toBe(0);
expect(healthSystem.entities.length).toBe(0);
// 创建实体
const player = scene.createEntity("Player");
player.addComponent(new PositionComponent(10, 20));
player.addComponent(new VelocityComponent(1, 1));
player.addComponent(new HealthComponent(100));
// 系统应该自动识别新实体
expect(movementSystem.entities.length).toBe(1);
expect(healthSystem.entities.length).toBe(1);
expect(movementSystem.onAddedEntities.length).toBe(1);
});
});
describe('复杂场景的时序测试', () => {
test('部分匹配实体的初始化', () => {
// 创建不同类型的实体
const fullEntity = scene.createEntity("FullEntity");
fullEntity.addComponent(new PositionComponent(0, 0));
fullEntity.addComponent(new VelocityComponent(1, 1));
fullEntity.addComponent(new HealthComponent(100));
const partialEntity1 = scene.createEntity("PartialEntity1");
partialEntity1.addComponent(new PositionComponent(10, 10));
partialEntity1.addComponent(new HealthComponent(50));
// 缺少VelocityComponent
const partialEntity2 = scene.createEntity("PartialEntity2");
partialEntity2.addComponent(new PositionComponent(20, 20));
partialEntity2.addComponent(new VelocityComponent(2, 2));
// 缺少HealthComponent
// 添加系统
const movementSystem = new MovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 验证选择性匹配
expect(movementSystem.entities).toContain(fullEntity);
expect(movementSystem.entities).not.toContain(partialEntity1);
expect(movementSystem.entities).toContain(partialEntity2);
expect(movementSystem.entities.length).toBe(2);
expect(healthSystem.entities).toContain(fullEntity);
expect(healthSystem.entities).toContain(partialEntity1);
expect(healthSystem.entities).not.toContain(partialEntity2);
expect(healthSystem.entities.length).toBe(2);
});
test('多组件要求系统的初始化', () => {
// 创建具有不同组件组合的实体
const entity1 = scene.createEntity("Entity1");
entity1.addComponent(new PositionComponent(0, 0));
entity1.addComponent(new HealthComponent(100));
entity1.addComponent(new TagComponent("player"));
const entity2 = scene.createEntity("Entity2");
entity2.addComponent(new PositionComponent(10, 10));
entity2.addComponent(new HealthComponent(80));
// 缺少TagComponent
const entity3 = scene.createEntity("Entity3");
entity3.addComponent(new PositionComponent(20, 20));
entity3.addComponent(new TagComponent("enemy"));
// 缺少HealthComponent
// 添加要求三个组件的系统
const multiSystem = new MultiComponentSystem();
scene.addEntityProcessor(multiSystem);
// 只有entity1应该匹配
expect(multiSystem.entities.length).toBe(1);
expect(multiSystem.entities).toContain(entity1);
expect(multiSystem.entities).not.toContain(entity2);
expect(multiSystem.entities).not.toContain(entity3);
});
test('批量实体创建后的系统初始化', () => {
// 批量创建实体
const entities = scene.createEntities(10, "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));
if (index % 2 === 0) {
entity.addComponent(new HealthComponent(100 - index * 10));
}
});
// 添加系统
const movementSystem = new MovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
// 验证系统正确处理批量实体
expect(movementSystem.entities.length).toBe(10); // 所有实体都有Position+Velocity
expect(healthSystem.entities.length).toBe(5); // 只有偶数索引的实体有Health
// 验证onAdded回调被正确调用
expect(movementSystem.onAddedEntities.length).toBe(10);
expect(healthSystem.onAddedEntities.length).toBe(5);
});
});
describe('动态组件修改后的系统响应', () => {
test('运行时添加组件 - 系统自动响应', () => {
const movementSystem = new MovementSystem();
scene.addEntityProcessor(movementSystem);
// 创建只有位置组件的实体
const entity = scene.createEntity("TestEntity");
entity.addComponent(new PositionComponent(0, 0));
// 系统不应该匹配
expect(movementSystem.entities.length).toBe(0);
// 添加速度组件
entity.addComponent(new VelocityComponent(5, 5));
// 系统应该立即识别
expect(movementSystem.entities.length).toBe(1);
expect(movementSystem.entities).toContain(entity);
expect(movementSystem.onAddedEntities).toContain(entity);
});
test('运行时移除组件 - 系统自动响应', () => {
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));
// 系统应该识别
expect(movementSystem.entities.length).toBe(1);
// 移除速度组件
const velocityComponent = entity.getComponent(VelocityComponent);
if (velocityComponent) {
entity.removeComponent(velocityComponent);
}
// 系统应该移除实体
expect(movementSystem.entities.length).toBe(0);
expect(movementSystem.onRemovedEntities).toContain(entity);
});
test('复杂的组件添加移除序列', () => {
const movementSystem = new MovementSystem();
const healthSystem = new HealthSystem();
scene.addEntityProcessor(movementSystem);
scene.addEntityProcessor(healthSystem);
const entity = scene.createEntity("ComplexEntity");
// 初始状态:无组件
expect(movementSystem.entities.length).toBe(0);
expect(healthSystem.entities.length).toBe(0);
// 添加位置组件
entity.addComponent(new PositionComponent(0, 0));
expect(movementSystem.entities.length).toBe(0);
expect(healthSystem.entities.length).toBe(0);
// 添加健康组件
entity.addComponent(new HealthComponent(100));
expect(movementSystem.entities.length).toBe(0);
expect(healthSystem.entities.length).toBe(1);
// 添加速度组件
entity.addComponent(new VelocityComponent(1, 1));
expect(movementSystem.entities.length).toBe(1);
expect(healthSystem.entities.length).toBe(1);
// 移除健康组件
const healthComponent = entity.getComponent(HealthComponent);
if (healthComponent) {
entity.removeComponent(healthComponent);
}
expect(movementSystem.entities.length).toBe(1);
expect(healthSystem.entities.length).toBe(0);
// 移除位置组件
const positionComponent = entity.getComponent(PositionComponent);
if (positionComponent) {
entity.removeComponent(positionComponent);
}
expect(movementSystem.entities.length).toBe(0);
expect(healthSystem.entities.length).toBe(0);
});
});
describe('系统重复添加和移除测试', () => {
test('重复添加同一个系统 - 应该忽略', () => {
const movementSystem = new MovementSystem();
// 第一次添加
scene.addEntityProcessor(movementSystem);
expect(scene.entityProcessors.count).toBe(1);
expect(movementSystem.initializeCalled).toBe(true);
// 重置标志
movementSystem.initializeCalled = false;
// 第二次添加同一个系统
scene.addEntityProcessor(movementSystem);
expect(scene.entityProcessors.count).toBe(1); // 没有增加
expect(movementSystem.initializeCalled).toBe(false); // initialize不应该再次调用
});
test('添加后移除再添加 - 应该重新初始化', () => {
const entity = scene.createEntity("TestEntity");
entity.addComponent(new PositionComponent(0, 0));
entity.addComponent(new VelocityComponent(1, 1));
const movementSystem = new MovementSystem();
// 第一次添加
scene.addEntityProcessor(movementSystem);
expect(movementSystem.entities.length).toBe(1);
expect(movementSystem.initializeCalled).toBe(true);
// 移除系统
scene.removeEntityProcessor(movementSystem);
expect(scene.entityProcessors.count).toBe(0);
// 重置状态
movementSystem.initializeCalled = false;
movementSystem.onAddedEntities = [];
// 重新添加
scene.addEntityProcessor(movementSystem);
expect(movementSystem.entities.length).toBe(1);
expect(movementSystem.initializeCalled).toBe(true);
expect(movementSystem.onAddedEntities.length).toBe(1);
});
});
describe('空场景和空系统的边界情况', () => {
test('空场景添加系统 - 不应该出错', () => {
const movementSystem = new MovementSystem();
expect(() => {
scene.addEntityProcessor(movementSystem);
}).not.toThrow();
expect(movementSystem.initializeCalled).toBe(true);
expect(movementSystem.entities.length).toBe(0);
});
test('有实体但没有匹配组件 - 系统应该为空', () => {
// 创建只有健康组件的实体
const entity = scene.createEntity("HealthOnlyEntity");
entity.addComponent(new HealthComponent(100));
// 添加移动系统需要Position+Velocity
const movementSystem = new MovementSystem();
scene.addEntityProcessor(movementSystem);
expect(movementSystem.entities.length).toBe(0);
expect(movementSystem.onAddedEntities.length).toBe(0);
});
test('实体被禁用 - 系统仍应包含但不处理', () => {
const entity = scene.createEntity("DisabledEntity");
entity.addComponent(new PositionComponent(0, 0));
entity.addComponent(new VelocityComponent(1, 1));
const movementSystem = new MovementSystem();
scene.addEntityProcessor(movementSystem);
expect(movementSystem.entities.length).toBe(1);
// 禁用实体
entity.enabled = false;
// 系统仍然包含实体,但处理时应该跳过
expect(movementSystem.entities.length).toBe(1);
scene.update();
// 处理逻辑中应该检查enabled状态
// 由于实体被禁用,位置不应该改变(这取决于系统实现)
});
});
afterEach(() => {
scene.destroyAllEntities();
const processors = [...scene.entityProcessors.processors];
processors.forEach(processor => scene.removeEntityProcessor(processor));
});
});

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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 { ComponentTypeManager } from '../../../src/ECS/Utils/ComponentTypeManager';
class TestComponent extends Component {
constructor(public value: number = 0) {
super();
}
}
class TrackingSystem extends EntitySystem {
public initializeCallCount = 0;
public onChangedCallCount = 0;
public trackedEntities: Entity[] = [];
public override initialize(): void {
// 必须先调用父类的initialize来检查防重复逻辑
const wasInitialized = (this as any)._initialized;
super.initialize();
// 只有在真正执行初始化时才增加计数
if (!wasInitialized) {
this.initializeCallCount++;
}
}
public override onChanged(entity: Entity): void {
this.onChangedCallCount++;
if (this.isInterestedEntity(entity)) {
if (!this.trackedEntities.includes(entity)) {
this.trackedEntities.push(entity);
}
} else {
const index = this.trackedEntities.indexOf(entity);
if (index !== -1) {
this.trackedEntities.splice(index, 1);
}
}
}
public isInterestedEntity(entity: Entity): boolean {
return entity.hasComponent(TestComponent);
}
}
describe('系统多次初始化问题测试', () => {
let scene: Scene;
let system: TrackingSystem;
beforeEach(() => {
ComponentTypeManager.instance.reset();
scene = new Scene();
system = new TrackingSystem();
});
test('系统被多次添加到场景 - 应该防止重复初始化', () => {
const entity = scene.createEntity('TestEntity');
entity.addComponent(new TestComponent(10));
// 第一次添加系统
scene.addEntityProcessor(system);
expect(system.initializeCallCount).toBe(1);
expect(system.trackedEntities.length).toBe(1);
expect(system.onChangedCallCount).toBe(1);
// 再次添加同一个系统 - 应该被忽略
scene.addEntityProcessor(system);
expect(system.initializeCallCount).toBe(1); // 不应该增加
expect(system.trackedEntities.length).toBe(1); // 实体不应该重复
expect(system.onChangedCallCount).toBe(1); // onChanged不应该重复调用
});
test('手动多次调用initialize - 应该防止重复处理', () => {
const entity = scene.createEntity('TestEntity');
entity.addComponent(new TestComponent(10));
scene.addEntityProcessor(system);
expect(system.initializeCallCount).toBe(1);
expect(system.trackedEntities.length).toBe(1);
expect(system.onChangedCallCount).toBe(1);
// 手动再次调用initialize - 应该被防止
system.initialize();
expect(system.initializeCallCount).toBe(1); // 不应该增加
expect(system.onChangedCallCount).toBe(1); // onChanged不应该重复调用
expect(system.trackedEntities.length).toBe(1);
});
test('系统被移除后重新添加 - 应该重新初始化', () => {
const entity = scene.createEntity('TestEntity');
entity.addComponent(new TestComponent(10));
// 添加系统
scene.addEntityProcessor(system);
expect(system.initializeCallCount).toBe(1);
expect(system.trackedEntities.length).toBe(1);
// 移除系统
scene.removeEntityProcessor(system);
// 重新添加系统 - 应该重新初始化
scene.addEntityProcessor(system);
expect(system.initializeCallCount).toBe(2); // 应该重新初始化
expect(system.trackedEntities.length).toBe(1);
});
test('多个实体的重复初始化应该被防止', () => {
// 创建多个实体
const entities = [];
for (let i = 0; i < 5; i++) {
const entity = scene.createEntity(`Entity${i}`);
entity.addComponent(new TestComponent(i));
entities.push(entity);
}
scene.addEntityProcessor(system);
expect(system.initializeCallCount).toBe(1);
expect(system.trackedEntities.length).toBe(5);
expect(system.onChangedCallCount).toBe(5);
// 手动再次初始化 - 应该被防止
system.initialize();
expect(system.initializeCallCount).toBe(1); // 不应该增加
expect(system.onChangedCallCount).toBe(5); // 不应该重复处理
expect(system.trackedEntities.length).toBe(5);
});
});

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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 {
constructor(public x: number = 0, public y: number = 0) {
super();
}
}
class VelocityComponent extends Component {
constructor(public vx: number = 0, public vy: number = 0) {
super();
}
}
class HealthComponent extends Component {
constructor(public health: number = 100) {
super();
}
}
// 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));
});
});