更新序列化文档

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### [事件系统 (Event)](./event-system.md) ### [事件系统 (Event)](./event-system.md)
掌握类型安全的事件系统,实现组件间通信和系统协作。 掌握类型安全的事件系统,实现组件间通信和系统协作。
### [序列化系统 (Serialization)](./serialization.md)
掌握场景、实体和组件的序列化方案,支持全量序列化和增量序列化,实现游戏存档、网络同步等功能。
### [时间和定时器 (Time)](./time-and-timers.md) ### [时间和定时器 (Time)](./time-and-timers.md)
学习时间管理和定时器系统,实现游戏逻辑的精确时间控制。 学习时间管理和定时器系统,实现游戏逻辑的精确时间控制。

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# 序列化系统
序列化系统提供了完整的场景、实体和组件数据持久化方案,支持全量序列化和增量序列化两种模式,适用于游戏存档、网络同步、场景编辑器、时间回溯等场景。
## 基本概念
序列化系统分为两个层次:
- **全量序列化**:序列化完整的场景状态,包括所有实体、组件和场景数据
- **增量序列化**:只序列化相对于基础快照的变更部分,大幅减少数据量
### 支持的数据格式
- **JSON格式**:人类可读,便于调试和编辑
- **Binary格式**使用MessagePack体积更小性能更高
## 全量序列化
### 基础用法
#### 1. 标记可序列化组件
使用 `@Serializable``@Serialize` 装饰器标记需要序列化的组件和字段:
```typescript
import { Component, ECSComponent, Serializable, Serialize } from '@esengine/ecs-framework';
@ECSComponent('Player')
@Serializable({ version: 1 })
class PlayerComponent extends Component {
@Serialize()
public name: string = '';
@Serialize()
public level: number = 1;
@Serialize()
public experience: number = 0;
@Serialize()
public position: { x: number; y: number } = { x: 0, y: 0 };
// 不使用 @Serialize() 的字段不会被序列化
private tempData: any = null;
}
```
#### 2. 序列化场景
```typescript
// JSON格式序列化
const jsonData = scene.serialize({
format: 'json',
pretty: true // 美化输出
});
// 保存到本地存储
localStorage.setItem('gameSave', jsonData);
// Binary格式序列化更小的体积
const binaryData = scene.serialize({
format: 'binary'
});
// 保存为文件Node.js环境
fs.writeFileSync('save.bin', binaryData);
```
#### 3. 反序列化场景
```typescript
// 从JSON恢复
const saveData = localStorage.getItem('gameSave');
if (saveData) {
scene.deserialize(saveData, {
strategy: 'replace' // 替换当前场景内容
});
}
// 从Binary恢复
const binaryData = fs.readFileSync('save.bin');
scene.deserialize(binaryData, {
strategy: 'merge' // 合并到现有场景
});
```
### 序列化选项
#### SerializationOptions
```typescript
interface SceneSerializationOptions {
// 指定要序列化的组件类型(可选)
components?: ComponentType[];
// 序列化格式:'json' 或 'binary'
format?: 'json' | 'binary';
// JSON美化输出
pretty?: boolean;
// 包含元数据
includeMetadata?: boolean;
}
```
示例:
```typescript
// 只序列化特定组件类型
const saveData = scene.serialize({
format: 'json',
components: [PlayerComponent, InventoryComponent],
pretty: true,
includeMetadata: true
});
```
#### DeserializationOptions
```typescript
interface SceneDeserializationOptions {
// 反序列化策略
strategy?: 'merge' | 'replace';
// 组件类型注册表(可选,默认使用全局注册表)
componentRegistry?: Map<string, ComponentType>;
}
```
### 高级装饰器
#### 字段序列化选项
```typescript
@ECSComponent('Advanced')
@Serializable({ version: 1 })
class AdvancedComponent extends Component {
// 使用别名
@Serialize({ alias: 'playerName' })
public name: string = '';
// 自定义序列化器
@Serialize({
serializer: (value: Date) => value.toISOString(),
deserializer: (value: string) => new Date(value)
})
public createdAt: Date = new Date();
// 忽略序列化
@IgnoreSerialization()
public cachedData: any = null;
}
```
#### 集合类型序列化
```typescript
@ECSComponent('Collections')
@Serializable({ version: 1 })
class CollectionsComponent extends Component {
// Map序列化
@SerializeAsMap()
public inventory: Map<string, number> = new Map();
// Set序列化
@SerializeAsSet()
public acquiredSkills: Set<string> = new Set();
constructor() {
super();
this.inventory.set('gold', 100);
this.inventory.set('silver', 50);
this.acquiredSkills.add('attack');
this.acquiredSkills.add('defense');
}
}
```
### 场景自定义数据
除了实体和组件,还可以序列化场景级别的配置数据:
```typescript
// 设置场景数据
scene.sceneData.set('weather', 'rainy');
scene.sceneData.set('difficulty', 'hard');
scene.sceneData.set('checkpoint', { x: 100, y: 200 });
// 序列化时会自动包含场景数据
const saveData = scene.serialize({ format: 'json' });
// 反序列化后场景数据会恢复
scene.deserialize(saveData);
console.log(scene.sceneData.get('weather')); // 'rainy'
```
## 增量序列化
增量序列化只保存场景的变更部分,适用于网络同步、撤销/重做、时间回溯等需要频繁保存状态的场景。
### 基础用法
#### 1. 创建基础快照
```typescript
// 在需要开始记录变更前创建基础快照
scene.createIncrementalSnapshot();
```
#### 2. 修改场景
```typescript
// 添加实体
const enemy = scene.createEntity('Enemy');
enemy.addComponent(new PositionComponent(100, 200));
enemy.addComponent(new HealthComponent(50));
// 修改组件
const player = scene.findEntity('Player');
const pos = player.getComponent(PositionComponent);
pos.x = 300;
pos.y = 400;
// 删除组件
player.removeComponentByType(BuffComponent);
// 删除实体
const oldEntity = scene.findEntity('ToDelete');
oldEntity.destroy();
// 修改场景数据
scene.sceneData.set('score', 1000);
```
#### 3. 获取增量变更
```typescript
// 获取相对于基础快照的所有变更
const incremental = scene.serializeIncremental();
// 查看变更统计
const stats = IncrementalSerializer.getIncrementalStats(incremental);
console.log('总变更数:', stats.totalChanges);
console.log('新增实体:', stats.addedEntities);
console.log('删除实体:', stats.removedEntities);
console.log('新增组件:', stats.addedComponents);
console.log('更新组件:', stats.updatedComponents);
```
#### 4. 序列化增量数据
```typescript
// 转换为JSON字符串
const json = IncrementalSerializer.serializeIncremental(incremental);
// 发送到服务器或保存
socket.send(json);
// 或
localStorage.setItem('changes', json);
```
#### 5. 应用增量变更
```typescript
// 在另一个场景应用变更
const otherScene = new Scene();
// 从JSON字符串应用
otherScene.applyIncremental(json);
// 或直接应用增量对象
otherScene.applyIncremental(incremental);
```
### 增量快照管理
#### 更新快照基准
在应用增量变更后,可以更新快照基准:
```typescript
// 创建初始快照
scene.createIncrementalSnapshot();
// 第一次修改
entity.addComponent(new VelocityComponent(5, 0));
const incremental1 = scene.serializeIncremental();
// 更新基准(将当前状态设为新的基准)
scene.updateIncrementalSnapshot();
// 第二次修改(增量将基于更新后的基准)
entity.getComponent(VelocityComponent).dx = 10;
const incremental2 = scene.serializeIncremental();
```
#### 清除快照
```typescript
// 释放快照占用的内存
scene.clearIncrementalSnapshot();
// 检查是否有快照
if (scene.hasIncrementalSnapshot()) {
console.log('存在增量快照');
}
```
### 增量序列化选项
```typescript
interface IncrementalSerializationOptions {
// 是否进行组件数据的深度对比
// 默认true设为false可提升性能但可能漏掉组件内部字段变更
deepComponentComparison?: boolean;
// 是否跟踪场景数据变更
// 默认true
trackSceneData?: boolean;
// 是否压缩快照使用JSON序列化
// 默认false
compressSnapshot?: boolean;
}
// 使用选项
scene.createIncrementalSnapshot({
deepComponentComparison: true,
trackSceneData: true
});
```
### 增量数据结构
增量快照包含以下变更类型:
```typescript
interface IncrementalSnapshot {
version: number; // 快照版本号
timestamp: number; // 时间戳
sceneName: string; // 场景名称
baseVersion: number; // 基础版本号
entityChanges: EntityChange[]; // 实体变更
componentChanges: ComponentChange[]; // 组件变更
sceneDataChanges: SceneDataChange[]; // 场景数据变更
}
// 变更操作类型
enum ChangeOperation {
EntityAdded = 'entity_added',
EntityRemoved = 'entity_removed',
EntityUpdated = 'entity_updated',
ComponentAdded = 'component_added',
ComponentRemoved = 'component_removed',
ComponentUpdated = 'component_updated',
SceneDataUpdated = 'scene_data_updated'
}
```
## 版本迁移
当组件结构发生变化时,版本迁移系统可以自动升级旧版本的存档数据。
### 注册迁移函数
```typescript
import { VersionMigrationManager } from '@esengine/ecs-framework';
// 假设 PlayerComponent v1 有 hp 字段
// v2 改为 health 和 maxHealth 字段
// 注册从版本1到版本2的迁移
VersionMigrationManager.registerComponentMigration(
'Player',
1, // 从版本
2, // 到版本
(data) => {
// 迁移逻辑
const newData = {
...data,
health: data.hp,
maxHealth: data.hp,
};
delete newData.hp;
return newData;
}
);
```
### 使用迁移构建器
```typescript
import { MigrationBuilder } from '@esengine/ecs-framework';
new MigrationBuilder()
.forComponent('Player')
.fromVersionToVersion(2, 3)
.migrate((data) => {
// 从版本2迁移到版本3
data.experience = data.exp || 0;
delete data.exp;
return data;
});
```
### 场景级迁移
```typescript
// 注册场景级迁移
VersionMigrationManager.registerSceneMigration(
1, // 从版本
2, // 到版本
(scene) => {
// 迁移场景结构
scene.metadata = {
...scene.metadata,
migratedFrom: 1
};
return scene;
}
);
```
### 检查迁移路径
```typescript
// 检查是否可以迁移
const canMigrate = VersionMigrationManager.canMigrateComponent(
'Player',
1, // 从版本
3 // 到版本
);
if (canMigrate) {
// 可以安全迁移
scene.deserialize(oldSaveData);
}
// 获取迁移路径
const path = VersionMigrationManager.getComponentMigrationPath('Player');
console.log('可用迁移版本:', path); // [1, 2, 3]
```
## 使用场景
### 游戏存档系统
```typescript
class SaveSystem {
private static SAVE_KEY = 'game_save';
// 保存游戏
public static saveGame(scene: Scene): void {
const saveData = scene.serialize({
format: 'json',
pretty: false
});
localStorage.setItem(this.SAVE_KEY, saveData);
console.log('游戏已保存');
}
// 加载游戏
public static loadGame(scene: Scene): boolean {
const saveData = localStorage.getItem(this.SAVE_KEY);
if (saveData) {
scene.deserialize(saveData, {
strategy: 'replace'
});
console.log('游戏已加载');
return true;
}
return false;
}
// 检查是否有存档
public static hasSave(): boolean {
return localStorage.getItem(this.SAVE_KEY) !== null;
}
}
```
### 网络同步
```typescript
class NetworkSync {
private baseSnapshot?: any;
private syncInterval: number = 100; // 100ms同步一次
constructor(private scene: Scene, private socket: WebSocket) {
this.setupSync();
}
private setupSync(): void {
// 创建基础快照
this.scene.createIncrementalSnapshot();
// 定期发送增量
setInterval(() => {
this.sendIncremental();
}, this.syncInterval);
// 接收远程增量
this.socket.onmessage = (event) => {
this.receiveIncremental(event.data);
};
}
private sendIncremental(): void {
const incremental = this.scene.serializeIncremental();
const stats = IncrementalSerializer.getIncrementalStats(incremental);
// 只在有变更时发送
if (stats.totalChanges > 0) {
const json = IncrementalSerializer.serializeIncremental(incremental);
this.socket.send(json);
// 更新基准
this.scene.updateIncrementalSnapshot();
}
}
private receiveIncremental(data: string): void {
const incremental = IncrementalSerializer.deserializeIncremental(data);
this.scene.applyIncremental(incremental);
}
}
```
### 撤销/重做系统
```typescript
class UndoRedoSystem {
private history: IncrementalSnapshot[] = [];
private currentIndex: number = -1;
private maxHistory: number = 50;
constructor(private scene: Scene) {
// 创建初始快照
this.scene.createIncrementalSnapshot();
this.saveState('Initial');
}
// 保存当前状态
public saveState(label: string): void {
const incremental = this.scene.serializeIncremental();
// 删除当前位置之后的历史
this.history = this.history.slice(0, this.currentIndex + 1);
// 添加新状态
this.history.push(incremental);
this.currentIndex++;
// 限制历史记录数量
if (this.history.length > this.maxHistory) {
this.history.shift();
this.currentIndex--;
}
// 更新快照基准
this.scene.updateIncrementalSnapshot();
}
// 撤销
public undo(): boolean {
if (this.currentIndex > 0) {
this.currentIndex--;
const incremental = this.history[this.currentIndex];
this.scene.applyIncremental(incremental);
return true;
}
return false;
}
// 重做
public redo(): boolean {
if (this.currentIndex < this.history.length - 1) {
this.currentIndex++;
const incremental = this.history[this.currentIndex];
this.scene.applyIncremental(incremental);
return true;
}
return false;
}
public canUndo(): boolean {
return this.currentIndex > 0;
}
public canRedo(): boolean {
return this.currentIndex < this.history.length - 1;
}
}
```
### 关卡编辑器
```typescript
class LevelEditor {
// 导出关卡
public exportLevel(scene: Scene, filename: string): void {
const levelData = scene.serialize({
format: 'json',
pretty: true,
includeMetadata: true
});
// 浏览器环境
const blob = new Blob([levelData], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename;
a.click();
URL.revokeObjectURL(url);
}
// 导入关卡
public importLevel(scene: Scene, fileContent: string): void {
scene.deserialize(fileContent, {
strategy: 'replace'
});
}
// 验证关卡数据
public validateLevel(saveData: string): boolean {
const validation = SceneSerializer.validate(saveData);
if (!validation.valid) {
console.error('关卡数据无效:', validation.errors);
return false;
}
return true;
}
// 获取关卡信息(不完全反序列化)
public getLevelInfo(saveData: string): any {
const info = SceneSerializer.getInfo(saveData);
return info;
}
}
```
## 性能优化建议
### 1. 选择合适的格式
- **开发阶段**使用JSON格式便于调试和查看
- **生产环境**使用Binary格式减少30-50%的数据大小
### 2. 按需序列化
```typescript
// 只序列化需要持久化的组件
const saveData = scene.serialize({
format: 'binary',
components: [PlayerComponent, InventoryComponent, QuestComponent]
});
```
### 3. 增量序列化优化
```typescript
// 对于高频同步,关闭深度对比以提升性能
scene.createIncrementalSnapshot({
deepComponentComparison: false // 只检测组件的添加/删除
});
```
### 4. 批量操作
```typescript
// 批量修改后再序列化
scene.entities.buffer.forEach(entity => {
// 批量修改
});
// 一次性序列化所有变更
const incremental = scene.serializeIncremental();
```
## 最佳实践
### 1. 明确序列化字段
```typescript
// 明确标记需要序列化的字段
@ECSComponent('Player')
@Serializable({ version: 1 })
class PlayerComponent extends Component {
@Serialize()
public name: string = '';
@Serialize()
public level: number = 1;
// 运行时数据不序列化
private _cachedSprite: any = null;
}
```
### 2. 使用版本控制
```typescript
// 为组件指定版本
@Serializable({ version: 2 })
class PlayerComponent extends Component {
// 版本2的字段
}
// 注册迁移函数确保兼容性
VersionMigrationManager.registerComponentMigration('Player', 1, 2, migrateV1ToV2);
```
### 3. 避免循环引用
```typescript
// 不要在组件中直接引用其他实体
@ECSComponent('Follower')
@Serializable({ version: 1 })
class FollowerComponent extends Component {
// 存储实体ID而不是实体引用
@Serialize()
public targetId: number = 0;
// 通过场景查找目标实体
public getTarget(scene: Scene): Entity | null {
return scene.entities.findEntityById(this.targetId);
}
}
```
### 4. 压缩大数据
```typescript
// 对于大型数据结构,使用自定义序列化
@ECSComponent('LargeData')
@Serializable({ version: 1 })
class LargeDataComponent extends Component {
@Serialize({
serializer: (data: LargeObject) => compressData(data),
deserializer: (data: CompressedData) => decompressData(data)
})
public data: LargeObject;
}
```
## API参考
### 全量序列化API
- `scene.serialize(options?): string | Buffer` - 序列化场景
- `scene.deserialize(data, options?)` - 反序列化场景
- `SceneSerializer.validate(data)` - 验证序列化数据
- `SceneSerializer.getInfo(data)` - 获取序列化数据信息
### 增量序列化API
- `scene.createIncrementalSnapshot(options?)` - 创建基础快照
- `scene.serializeIncremental(options?)` - 获取增量变更
- `scene.applyIncremental(incremental)` - 应用增量变更
- `scene.updateIncrementalSnapshot(options?)` - 更新快照基准
- `scene.clearIncrementalSnapshot()` - 清除快照
- `scene.hasIncrementalSnapshot()` - 检查是否有快照
- `IncrementalSerializer.getIncrementalStats(incremental)` - 获取统计信息
### 版本迁移API
- `VersionMigrationManager.registerComponentMigration()` - 注册组件迁移
- `VersionMigrationManager.registerSceneMigration()` - 注册场景迁移
- `VersionMigrationManager.canMigrateComponent()` - 检查是否可以迁移
- `VersionMigrationManager.getComponentMigrationPath()` - 获取迁移路径
序列化系统是构建完整游戏的重要基础设施,合理使用可以实现强大的功能,如存档系统、网络同步、关卡编辑器等。

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import { ArchetypeSystem } from '../src/ECS/Core/ArchetypeSystem';
import { ComponentIndexManager } from '../src/ECS/Core/ComponentIndex';
import { Entity } from '../src/ECS/Entity';
import { Component } from '../src/ECS/Component';
class PositionComponent extends Component {
public x: number;
public y: number;
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;
public vy: number;
constructor(...args: unknown[]) {
super();
const [vx = 0, vy = 0] = args as [number?, number?];
this.vx = vx;
this.vy = vy;
}
}
class HealthComponent extends Component {
public hp: number;
constructor(...args: unknown[]) {
super();
const [hp = 100] = args as [number?];
this.hp = hp;
}
}
describe('ArchetypeSystem vs ComponentIndexManager 对比测试', () => {
let archetypeSystem: ArchetypeSystem;
let componentIndexManager: ComponentIndexManager;
let entities: Entity[];
beforeEach(() => {
archetypeSystem = new ArchetypeSystem();
componentIndexManager = new ComponentIndexManager();
entities = [];
});
describe('功能等价性验证', () => {
test('单组件查询应该返回相同结果', () => {
// 创建测试实体
for (let i = 0; i < 100; i++) {
const entity = new Entity(`Entity${i}`, i);
entity.addComponent(new PositionComponent(i, i));
if (i % 2 === 0) {
entity.addComponent(new VelocityComponent(1, 1));
}
entities.push(entity);
archetypeSystem.addEntity(entity);
componentIndexManager.addEntity(entity);
}
// 使用 ArchetypeSystem 查询
const archetypeEntities = archetypeSystem.getEntitiesByComponent(PositionComponent);
// 使用 ComponentIndexManager 查询
const indexEntities = Array.from(componentIndexManager.query(PositionComponent));
// 应该返回相同数量
expect(archetypeEntities.length).toBe(indexEntities.length);
expect(archetypeEntities.length).toBe(100);
// 应该包含相同的实体
const archetypeIds = new Set(archetypeEntities.map(e => e.id));
const indexIds = new Set(indexEntities.map(e => e.id));
expect(archetypeIds).toEqual(indexIds);
});
test('多组件 AND 查询应该返回相同结果', () => {
// 创建测试实体
for (let i = 0; i < 100; i++) {
const entity = new Entity(`Entity${i}`, i);
entity.addComponent(new PositionComponent(i, i));
if (i % 2 === 0) {
entity.addComponent(new VelocityComponent(1, 1));
}
if (i % 3 === 0) {
entity.addComponent(new HealthComponent(100));
}
entities.push(entity);
archetypeSystem.addEntity(entity);
componentIndexManager.addEntity(entity);
}
// ArchetypeSystem 查询
const archetypeResult = archetypeSystem.queryArchetypes([PositionComponent, VelocityComponent], 'AND');
const archetypeEntities: Entity[] = [];
for (const archetype of archetypeResult.archetypes) {
for (const entity of archetype.entities) {
archetypeEntities.push(entity);
}
}
// ComponentIndexManager 查询
const indexEntities = Array.from(componentIndexManager.queryMultiple([PositionComponent, VelocityComponent], 'AND'));
// 验证结果
expect(archetypeEntities.length).toBe(indexEntities.length);
expect(archetypeEntities.length).toBe(50); // i % 2 === 0
const archetypeIds = new Set(archetypeEntities.map(e => e.id));
const indexIds = new Set(indexEntities.map(e => e.id));
expect(archetypeIds).toEqual(indexIds);
});
test('多组件 OR 查询应该返回相同结果', () => {
// 创建测试实体
for (let i = 0; i < 100; i++) {
const entity = new Entity(`Entity${i}`, i);
if (i % 2 === 0) {
entity.addComponent(new PositionComponent(i, i));
}
if (i % 3 === 0) {
entity.addComponent(new VelocityComponent(1, 1));
}
entities.push(entity);
archetypeSystem.addEntity(entity);
componentIndexManager.addEntity(entity);
}
// ArchetypeSystem 查询
const archetypeResult = archetypeSystem.queryArchetypes([PositionComponent, VelocityComponent], 'OR');
const archetypeEntities: Entity[] = [];
for (const archetype of archetypeResult.archetypes) {
for (const entity of archetype.entities) {
archetypeEntities.push(entity);
}
}
// ComponentIndexManager 查询
const indexEntities = Array.from(componentIndexManager.queryMultiple([PositionComponent, VelocityComponent], 'OR'));
// 验证结果 - 有 Position 或 Velocity 的实体
expect(archetypeEntities.length).toBe(indexEntities.length);
const archetypeIds = new Set(archetypeEntities.map(e => e.id));
const indexIds = new Set(indexEntities.map(e => e.id));
expect(archetypeIds).toEqual(indexIds);
});
test('空查询应该返回空结果', () => {
// 创建一些实体但不添加 HealthComponent
for (let i = 0; i < 10; i++) {
const entity = new Entity(`Entity${i}`, i);
entity.addComponent(new PositionComponent(i, i));
archetypeSystem.addEntity(entity);
componentIndexManager.addEntity(entity);
}
// 查询不存在的组件
const archetypeEntities = archetypeSystem.getEntitiesByComponent(HealthComponent);
const indexEntities = Array.from(componentIndexManager.query(HealthComponent));
expect(archetypeEntities.length).toBe(0);
expect(indexEntities.length).toBe(0);
});
});
describe('性能对比', () => {
test('单组件查询性能对比', () => {
// 准备大量数据
for (let i = 0; i < 1000; i++) {
const entity = new Entity(`Entity${i}`, i);
entity.addComponent(new PositionComponent(i, i));
archetypeSystem.addEntity(entity);
componentIndexManager.addEntity(entity);
}
// ArchetypeSystem 性能测试
const archetypeStart = performance.now();
for (let i = 0; i < 100; i++) {
archetypeSystem.getEntitiesByComponent(PositionComponent);
}
const archetypeDuration = performance.now() - archetypeStart;
// ComponentIndexManager 性能测试
const indexStart = performance.now();
for (let i = 0; i < 100; i++) {
componentIndexManager.query(PositionComponent);
}
const indexDuration = performance.now() - indexStart;
console.log(`ArchetypeSystem: ${archetypeDuration.toFixed(2)}ms`);
console.log(`ComponentIndexManager: ${indexDuration.toFixed(2)}ms`);
console.log(`Ratio: ${(archetypeDuration / indexDuration).toFixed(2)}x`);
// 两者应该都很快
expect(archetypeDuration).toBeLessThan(100);
expect(indexDuration).toBeLessThan(100);
});
});
});