新增world概念(多world管理多scene概念)现在支持多个world多个scene同时更新

This commit is contained in:
YHH
2025-08-20 17:48:31 +08:00
parent 69616bbddc
commit a44251cc55
15 changed files with 3539 additions and 783 deletions

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@@ -1,6 +1,6 @@
{
"name": "@esengine/ecs-framework",
"version": "2.1.44",
"version": "2.1.45",
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
"main": "bin/index.js",
"types": "bin/index.d.ts",

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@@ -6,8 +6,8 @@ import { Time } from './Utils/Time';
import { PerformanceMonitor } from './Utils/PerformanceMonitor';
import { PoolManager } from './Utils/Pool/PoolManager';
import { ECSFluentAPI, createECSAPI } from './ECS/Core/FluentAPI';
import { Scene } from './ECS/Scene';
import { IScene } from './ECS/IScene';
import { WorldManager } from './ECS/WorldManager';
import { DebugManager } from './Utils/Debug';
import { ICoreConfig, IECSDebugConfig } from './Types';
import { BigIntFactory, EnvironmentInfo } from './ECS/Utils/BigIntCompatibility';
@@ -46,6 +46,20 @@ export class Core {
* 当设置为true时游戏循环将暂停执行。
*/
public static paused = false;
/**
* 默认World ID
*
* 用于单Scene模式的默认World标识
*/
private static readonly DEFAULT_WORLD_ID = '__default__';
/**
* 默认Scene ID
*
* 用于单Scene模式的默认Scene标识
*/
private static readonly DEFAULT_SCENE_ID = '__main__';
/**
* 全局核心实例
@@ -71,12 +85,6 @@ export class Core {
*/
public readonly debug: boolean;
/**
* 待切换的场景
*
* 存储下一帧要切换到的场景实例。
*/
public _nextScene: IScene | null = null;
/**
* 全局管理器集合
@@ -113,10 +121,6 @@ export class Core {
*/
public _ecsAPI?: ECSFluentAPI;
/**
* 当前活动场景
*/
public _scene?: IScene;
/**
* 调试管理器
@@ -125,6 +129,13 @@ export class Core {
*/
public _debugManager?: DebugManager;
/**
* World管理器
*
* 管理多个World实例支持多房间/多世界架构。
*/
public _worldManager?: WorldManager;
/**
* Core配置
*/
@@ -194,82 +205,63 @@ export class Core {
}
/**
* 获取当前活动的场景
* 获取当前活动的场景(属性访问器)
*
* @returns 当前场景实例如果没有则返回null
*/
public static get scene(): IScene | null {
if (!this._instance)
return null;
return this._instance._scene || null;
return this.getScene();
}
/**
* 设置当前场景(已废弃
* 获取当前活动的场景(方法调用
*
* @deprecated 请使用 Core.setScene() 方法代替。scene setter 可能导致场景延迟激活的时序问题,
* 而 setScene() 提供更好的类型安全性和可预测的激活时序。
*
* 迁移示例:
* ```typescript
* // 旧方式(已废弃)
* Core.scene = myScene;
*
* // 新方式(推荐)
* Core.setScene(myScene);
* ```
*
* 如果当前没有场景,会立即切换;否则会在下一帧切换。
*
* @param value - 场景实例
* @returns 当前场景实例如果没有则返回null
*/
public static set scene(value: IScene | null) {
if (!value) return;
if (this._instance._scene == null) {
this._instance.setSceneInternal(value);
} else {
this._instance._nextScene = value;
public static getScene<T extends IScene>(): T | null {
if (!this._instance) {
return null;
}
// 确保默认World存在
this._instance.ensureDefaultWorld();
const defaultWorld = this._instance._worldManager!.getWorld(this.DEFAULT_WORLD_ID);
return defaultWorld?.getScene(this.DEFAULT_SCENE_ID) as T || null;
}
/**
* 类型安全的场景设置方法(推荐)
*
* 这是设置场景的推荐方法,提供更好的类型安全性和可预测的激活时序。
* 相比于 scene setter此方法能确保场景正确初始化和激活。
*
* 如果当前没有场景,会立即切换;否则会在下一帧切换。
* 设置当前场景
*
* @param scene - 要设置的场景实例
* @returns 设置的场景实例,便于链式调用
*
* @example
* ```typescript
* const myScene = new MyScene();
* Core.setScene(myScene);
*
* // 链式调用
* const scene = Core.setScene(new MyScene()).addSystem(new MySystem());
* ```
*/
public static setScene<T extends IScene>(scene: T): T {
if (this._instance._scene == null) {
this._instance.setSceneInternal(scene);
} else {
this._instance._nextScene = scene;
if (!this._instance) {
throw new Error("Core实例未创建请先调用Core.create()");
}
// 确保默认World存在
this._instance.ensureDefaultWorld();
const defaultWorld = this._instance._worldManager!.getWorld(this.DEFAULT_WORLD_ID)!;
// 移除旧的主Scene如果存在
if (defaultWorld.getScene(this.DEFAULT_SCENE_ID)) {
defaultWorld.removeScene(this.DEFAULT_SCENE_ID);
}
// 添加新Scene到默认World
defaultWorld.createScene(this.DEFAULT_SCENE_ID, scene);
defaultWorld.setSceneActive(this.DEFAULT_SCENE_ID, true);
// 触发场景切换回调
this._instance.onSceneChanged();
return scene;
}
/**
* 类型安全的场景获取方法
*
* @returns 当前场景实例
*/
public static getScene<T extends IScene>(): T | null {
return this._instance?._scene as T || null;
}
/**
* 创建Core实例
@@ -466,15 +458,61 @@ export class Core {
}
/**
* 内部场景设置方法
* 获取WorldManager实例
*
* @param scene - 要设置的场景实例
* @returns WorldManager实例如果未初始化则自动创建
*/
private setSceneInternal(scene: IScene): void {
this._scene = scene;
this.onSceneChanged();
this._scene.initialize();
this._scene.begin();
public static getWorldManager(): WorldManager {
if (!this._instance) {
throw new Error("Core实例未创建请先调用Core.create()");
}
if (!this._instance._worldManager) {
// 多World模式的配置用户主动获取WorldManager
this._instance._worldManager = WorldManager.getInstance({
maxWorlds: 50,
autoCleanup: true,
cleanupInterval: 60000,
debug: this._instance._config.debug
});
}
return this._instance._worldManager;
}
/**
* 启用World管理
*
* 显式启用World功能用于多房间/多世界架构
*/
public static enableWorldManager(): WorldManager {
return this.getWorldManager();
}
/**
* 确保默认World存在
*
* 内部方法用于懒初始化默认World
*/
private ensureDefaultWorld(): void {
if (!this._worldManager) {
this._worldManager = WorldManager.getInstance({
maxWorlds: 1, // 单场景用户只需要1个World
autoCleanup: false, // 单场景不需要自动清理
cleanupInterval: 0, // 禁用清理定时器
debug: this._config.debug
});
}
// 检查默认World是否存在
if (!this._worldManager.getWorld(Core.DEFAULT_WORLD_ID)) {
this._worldManager.createWorld(Core.DEFAULT_WORLD_ID, {
name: 'DefaultWorld',
maxScenes: 1,
autoCleanup: false
});
this._worldManager.setWorldActive(Core.DEFAULT_WORLD_ID, true);
}
}
/**
@@ -485,28 +523,19 @@ export class Core {
public onSceneChanged() {
Time.sceneChanged();
// 获取当前Scene从默认World
const currentScene = Core.getScene();
// 初始化ECS API如果场景支持
if (this._scene && this._scene.querySystem && this._scene.eventSystem) {
this._ecsAPI = createECSAPI(this._scene, this._scene.querySystem, this._scene.eventSystem);
if (currentScene && currentScene.querySystem && currentScene.eventSystem) {
this._ecsAPI = createECSAPI(currentScene, currentScene.querySystem, currentScene.eventSystem);
}
// 延迟调试管理器通知,避免在场景初始化过程中干扰属性
if (this._debugManager) {
// 使用 requestAnimationFrame 确保在场景完全初始化后再收集数据
if (typeof requestAnimationFrame !== 'undefined') {
requestAnimationFrame(() => {
if (this._debugManager) {
this._debugManager.onSceneChanged();
}
});
} else {
// 兜底:使用 setTimeout
setTimeout(() => {
if (this._debugManager) {
this._debugManager.onSceneChanged();
}
}, 0);
}
queueMicrotask(() => {
this._debugManager?.onSceneChanged();
});
}
}
@@ -567,23 +596,25 @@ export class Core {
// 更新对象池管理器
this._poolManager.update();
// 处理场景切换
if (this._nextScene != null) {
if (this._scene != null)
this._scene.end();
// 更新所有World
if (this._worldManager) {
const worldsStartTime = this._performanceMonitor.startMonitoring('Worlds.update');
const activeWorlds = this._worldManager.getActiveWorlds();
let totalWorldEntities = 0;
this._scene = this._nextScene;
this._nextScene = null;
this.onSceneChanged();
this._scene.begin();
}
for (const world of activeWorlds) {
// 更新World的全局System
world.updateGlobalSystems();
// 更新World中的所有Scene
world.updateScenes();
// 更新当前场景
if (this._scene != null && this._scene.update) {
const sceneStartTime = this._performanceMonitor.startMonitoring('Scene.update');
this._scene.update();
const entityCount = this._scene.entities?.count || 0;
this._performanceMonitor.endMonitoring('Scene.update', sceneStartTime, entityCount);
// 统计实体数量(用于性能监控)
const worldStats = world.getStats();
totalWorldEntities += worldStats.totalEntities;
}
this._performanceMonitor.endMonitoring('Worlds.update', worldsStartTime, totalWorldEntities);
}
// 更新调试管理器基于FPS的数据发送

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@@ -0,0 +1,504 @@
import { IScene } from './IScene';
import { Scene } from './Scene';
import { createLogger } from '../Utils/Logger';
const logger = createLogger('World');
/**
* 全局系统接口
* 全局系统是在World级别运行的系统不依赖特定Scene
*/
export interface IGlobalSystem {
/**
* 系统名称
*/
readonly name: string;
/**
* 初始化系统
*/
initialize?(): void;
/**
* 更新系统
*/
update(deltaTime?: number): void;
/**
* 重置系统
*/
reset?(): void;
/**
* 销毁系统
*/
destroy?(): void;
}
/**
* World配置接口
*/
export interface IWorldConfig {
/**
* World名称
*/
name?: string;
/**
* 是否启用调试模式
*/
debug?: boolean;
/**
* 最大Scene数量限制
*/
maxScenes?: number;
/**
* 是否自动清理空Scene
*/
autoCleanup?: boolean;
}
/**
* World类 - ECS世界管理器
*
* World是Scene的容器每个World可以管理多个Scene。
* 这种设计允许创建独立的游戏世界,如:
* - 游戏房间每个房间一个World
* - 不同的游戏模式
* - 独立的模拟环境
*
* @example
* ```typescript
* // 创建游戏房间的World
* const roomWorld = new World({ name: 'Room_001' });
*
* // 在World中创建Scene
* const gameScene = roomWorld.createScene('game', new Scene());
* const uiScene = roomWorld.createScene('ui', new Scene());
*
* // 更新整个World
* roomWorld.update(deltaTime);
* ```
*/
export class World {
public readonly name: string;
private readonly _config: IWorldConfig;
private readonly _scenes: Map<string, IScene> = new Map();
private readonly _activeScenes: Set<string> = new Set();
private readonly _globalSystems: IGlobalSystem[] = [];
private _isActive: boolean = false;
private _createdAt: number;
constructor(config: IWorldConfig = {}) {
this._config = {
name: 'World',
debug: false,
maxScenes: 10,
autoCleanup: true,
...config
};
this.name = this._config.name!;
this._createdAt = Date.now();
logger.info(`创建World: ${this.name}`);
}
// ===== Scene管理 =====
/**
* 创建并添加Scene到World
*/
public createScene<T extends IScene>(sceneId: string, sceneInstance?: T): T {
if (this._scenes.has(sceneId)) {
throw new Error(`Scene ID '${sceneId}' 已存在于World '${this.name}' 中`);
}
if (this._scenes.size >= this._config.maxScenes!) {
throw new Error(`World '${this.name}' 已达到最大Scene数量限制: ${this._config.maxScenes}`);
}
// 如果没有提供Scene实例创建默认Scene
const scene = sceneInstance || (new Scene() as unknown as T);
// 设置Scene的标识
if ('id' in scene) {
(scene as any).id = sceneId;
}
if ('name' in scene && !scene.name) {
scene.name = sceneId;
}
this._scenes.set(sceneId, scene);
// 初始化Scene
scene.initialize();
logger.info(`在World '${this.name}' 中创建Scene: ${sceneId}`);
return scene;
}
/**
* 移除Scene
*/
public removeScene(sceneId: string): boolean {
const scene = this._scenes.get(sceneId);
if (!scene) {
return false;
}
// 如果Scene正在运行先停止它
if (this._activeScenes.has(sceneId)) {
this.setSceneActive(sceneId, false);
}
// 清理Scene资源
scene.end();
this._scenes.delete(sceneId);
logger.info(`从World '${this.name}' 中移除Scene: ${sceneId}`);
return true;
}
/**
* 获取Scene
*/
public getScene<T extends IScene>(sceneId: string): T | null {
return this._scenes.get(sceneId) as T || null;
}
/**
* 获取所有Scene ID
*/
public getSceneIds(): string[] {
return Array.from(this._scenes.keys());
}
/**
* 获取所有Scene
*/
public getAllScenes(): IScene[] {
return Array.from(this._scenes.values());
}
/**
* 设置Scene激活状态
*/
public setSceneActive(sceneId: string, active: boolean): void {
const scene = this._scenes.get(sceneId);
if (!scene) {
logger.warn(`Scene '${sceneId}' 不存在于World '${this.name}' 中`);
return;
}
if (active) {
this._activeScenes.add(sceneId);
// 启动Scene
if (scene.begin) {
scene.begin();
}
logger.debug(`在World '${this.name}' 中激活Scene: ${sceneId}`);
} else {
this._activeScenes.delete(sceneId);
// 可选择性地停止Scene或者让它继续运行但不更新
logger.debug(`在World '${this.name}' 中停用Scene: ${sceneId}`);
}
}
/**
* 检查Scene是否激活
*/
public isSceneActive(sceneId: string): boolean {
return this._activeScenes.has(sceneId);
}
/**
* 获取活跃Scene数量
*/
public getActiveSceneCount(): number {
return this._activeScenes.size;
}
// ===== 全局System管理 =====
/**
* 添加全局System
* 全局System会在所有激活Scene之前更新
*/
public addGlobalSystem<T extends IGlobalSystem>(system: T): T {
if (this._globalSystems.includes(system)) {
return system;
}
this._globalSystems.push(system);
if (system.initialize) {
system.initialize();
}
logger.debug(`在World '${this.name}' 中添加全局System: ${system.name}`);
return system;
}
/**
* 移除全局System
*/
public removeGlobalSystem(system: IGlobalSystem): boolean {
const index = this._globalSystems.indexOf(system);
if (index === -1) {
return false;
}
this._globalSystems.splice(index, 1);
if (system.reset) {
system.reset();
}
logger.debug(`从World '${this.name}' 中移除全局System: ${system.name}`);
return true;
}
/**
* 获取全局System
*/
public getGlobalSystem<T extends IGlobalSystem>(type: new (...args: any[]) => T): T | null {
for (const system of this._globalSystems) {
if (system instanceof type) {
return system as T;
}
}
return null;
}
// ===== World生命周期 =====
/**
* 启动World
*/
public start(): void {
if (this._isActive) {
return;
}
this._isActive = true;
// 启动所有全局System
for (const system of this._globalSystems) {
if (system.initialize) {
system.initialize();
}
}
logger.info(`启动World: ${this.name}`);
}
/**
* 停止World
*/
public stop(): void {
if (!this._isActive) {
return;
}
// 停止所有Scene
for (const sceneId of this._activeScenes) {
this.setSceneActive(sceneId, false);
}
// 重置所有全局System
for (const system of this._globalSystems) {
if (system.reset) {
system.reset();
}
}
this._isActive = false;
logger.info(`停止World: ${this.name}`);
}
/**
* 更新World中的全局System
* 注意此方法由Core.update()调用,不应直接调用
*/
public updateGlobalSystems(): void {
if (!this._isActive) {
return;
}
// 更新全局System
for (const system of this._globalSystems) {
if (system.update) {
system.update();
}
}
}
/**
* 更新World中的所有激活Scene
* 注意此方法由Core.update()调用,不应直接调用
*/
public updateScenes(): void {
if (!this._isActive) {
return;
}
// 更新所有激活的Scene
for (const sceneId of this._activeScenes) {
const scene = this._scenes.get(sceneId);
if (scene && scene.update) {
scene.update();
}
}
// 自动清理(如果启用)
if (this._config.autoCleanup && this.shouldAutoCleanup()) {
this.cleanup();
}
}
/**
* 销毁World
*/
public destroy(): void {
logger.info(`销毁World: ${this.name}`);
// 停止World
this.stop();
// 销毁所有Scene
const sceneIds = Array.from(this._scenes.keys());
for (const sceneId of sceneIds) {
this.removeScene(sceneId);
}
// 清理全局System
for (const system of this._globalSystems) {
if (system.destroy) {
system.destroy();
} else if (system.reset) {
system.reset();
}
}
this._globalSystems.length = 0;
this._scenes.clear();
this._activeScenes.clear();
}
// ===== 状态信息 =====
/**
* 获取World状态
*/
public getStatus() {
return {
name: this.name,
isActive: this._isActive,
sceneCount: this._scenes.size,
activeSceneCount: this._activeScenes.size,
globalSystemCount: this._globalSystems.length,
createdAt: this._createdAt,
config: { ...this._config },
scenes: Array.from(this._scenes.keys()).map(sceneId => ({
id: sceneId,
isActive: this._activeScenes.has(sceneId),
name: this._scenes.get(sceneId)?.name || sceneId
}))
};
}
/**
* 获取World统计信息
*/
public getStats() {
const stats = {
totalEntities: 0,
totalSystems: this._globalSystems.length,
memoryUsage: 0,
performance: {
averageUpdateTime: 0,
maxUpdateTime: 0
}
};
// 统计所有Scene的实体数量
for (const scene of this._scenes.values()) {
if (scene.entities) {
stats.totalEntities += scene.entities.count;
}
if (scene.systems) {
stats.totalSystems += scene.systems.length;
}
}
return stats;
}
// ===== 私有方法 =====
/**
* 检查是否应该执行自动清理
*/
private shouldAutoCleanup(): boolean {
// 简单的清理策略如果有空Scene且超过5分钟没有实体
const currentTime = Date.now();
const cleanupThreshold = 5 * 60 * 1000; // 5分钟
for (const [sceneId, scene] of this._scenes) {
if (!this._activeScenes.has(sceneId) &&
scene.entities &&
scene.entities.count === 0 &&
(currentTime - this._createdAt) > cleanupThreshold) {
return true;
}
}
return false;
}
/**
* 执行清理操作
*/
private cleanup(): void {
const sceneIds = Array.from(this._scenes.keys());
const currentTime = Date.now();
const cleanupThreshold = 5 * 60 * 1000; // 5分钟
for (const sceneId of sceneIds) {
const scene = this._scenes.get(sceneId);
if (scene &&
!this._activeScenes.has(sceneId) &&
scene.entities &&
scene.entities.count === 0 &&
(currentTime - this._createdAt) > cleanupThreshold) {
this.removeScene(sceneId);
logger.debug(`自动清理空Scene: ${sceneId} from World ${this.name}`);
}
}
}
// ===== 访问器 =====
/**
* 检查World是否激活
*/
public get isActive(): boolean {
return this._isActive;
}
/**
* 获取Scene数量
*/
public get sceneCount(): number {
return this._scenes.size;
}
/**
* 获取创建时间
*/
public get createdAt(): number {
return this._createdAt;
}
}

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@@ -0,0 +1,463 @@
import { World, IWorldConfig } from './World';
import { createLogger } from '../Utils/Logger';
const logger = createLogger('WorldManager');
/**
* WorldManager配置接口
*/
export interface IWorldManagerConfig {
/**
* 最大World数量
*/
maxWorlds?: number;
/**
* 是否自动清理空World
*/
autoCleanup?: boolean;
/**
* 清理间隔(毫秒)
*/
cleanupInterval?: number;
/**
* 是否启用调试模式
*/
debug?: boolean;
}
/**
* World管理器 - 管理所有World实例
*
* WorldManager是全局单例负责管理所有World的生命周期。
* 每个World都是独立的ECS环境可以包含多个Scene。
*
* 设计理念:
* - Core负责单Scene的传统ECS管理
* - World负责多Scene的管理和协调
* - WorldManager负责多World的全局管理
*
* @example
* ```typescript
* // 获取全局WorldManager
* const worldManager = WorldManager.getInstance();
*
* // 创建游戏房间World
* const roomWorld = worldManager.createWorld('room_001', {
* name: 'GameRoom_001',
* maxScenes: 5
* });
*
* // 在游戏循环中更新所有World
* worldManager.updateAll(deltaTime);
* ```
*/
export class WorldManager {
private static _instance: WorldManager | null = null;
private readonly _config: IWorldManagerConfig;
private readonly _worlds: Map<string, World> = new Map();
private readonly _activeWorlds: Set<string> = new Set();
private _cleanupTimer: NodeJS.Timeout | null = null;
private _isRunning: boolean = false;
private constructor(config: IWorldManagerConfig = {}) {
this._config = {
maxWorlds: 50,
autoCleanup: true,
cleanupInterval: 30000, // 30秒
debug: false,
...config
};
logger.info('WorldManager已初始化', {
maxWorlds: this._config.maxWorlds,
autoCleanup: this._config.autoCleanup,
cleanupInterval: this._config.cleanupInterval
});
this.startCleanupTimer();
}
/**
* 获取WorldManager单例实例
*/
public static getInstance(config?: IWorldManagerConfig): WorldManager {
if (!this._instance) {
this._instance = new WorldManager(config);
}
return this._instance;
}
/**
* 重置WorldManager实例主要用于测试
*/
public static reset(): void {
if (this._instance) {
this._instance.destroy();
this._instance = null;
}
}
// ===== World管理 =====
/**
* 创建新World
*/
public createWorld(worldId: string, config?: IWorldConfig): World {
if (!worldId || typeof worldId !== 'string' || worldId.trim() === '') {
throw new Error('World ID不能为空');
}
if (this._worlds.has(worldId)) {
throw new Error(`World ID '${worldId}' 已存在`);
}
if (this._worlds.size >= this._config.maxWorlds!) {
throw new Error(`已达到最大World数量限制: ${this._config.maxWorlds}`);
}
const worldConfig: IWorldConfig = {
name: worldId,
debug: this._config.debug,
...config
};
const world = new World(worldConfig);
this._worlds.set(worldId, world);
logger.info(`创建World: ${worldId}`, { config: worldConfig });
return world;
}
/**
* 移除World
*/
public removeWorld(worldId: string): boolean {
const world = this._worlds.get(worldId);
if (!world) {
return false;
}
// 如果World正在运行先停止它
if (this._activeWorlds.has(worldId)) {
this.setWorldActive(worldId, false);
}
// 销毁World
world.destroy();
this._worlds.delete(worldId);
logger.info(`移除World: ${worldId}`);
return true;
}
/**
* 获取World
*/
public getWorld(worldId: string): World | null {
return this._worlds.get(worldId) || null;
}
/**
* 获取所有World ID
*/
public getWorldIds(): string[] {
return Array.from(this._worlds.keys());
}
/**
* 获取所有World
*/
public getAllWorlds(): World[] {
return Array.from(this._worlds.values());
}
/**
* 设置World激活状态
*/
public setWorldActive(worldId: string, active: boolean): void {
const world = this._worlds.get(worldId);
if (!world) {
logger.warn(`World '${worldId}' 不存在`);
return;
}
if (active) {
this._activeWorlds.add(worldId);
world.start();
logger.debug(`激活World: ${worldId}`);
} else {
this._activeWorlds.delete(worldId);
world.stop();
logger.debug(`停用World: ${worldId}`);
}
}
/**
* 检查World是否激活
*/
public isWorldActive(worldId: string): boolean {
return this._activeWorlds.has(worldId);
}
// ===== 批量操作 =====
/**
* 获取所有激活的World
* 注意此方法供Core.update()使用
*/
public getActiveWorlds(): World[] {
const activeWorlds: World[] = [];
for (const worldId of this._activeWorlds) {
const world = this._worlds.get(worldId);
if (world) {
activeWorlds.push(world);
}
}
return activeWorlds;
}
/**
* 启动所有World
*/
public startAll(): void {
this._isRunning = true;
for (const worldId of this._worlds.keys()) {
this.setWorldActive(worldId, true);
}
logger.info('启动所有World');
}
/**
* 停止所有World
*/
public stopAll(): void {
this._isRunning = false;
for (const worldId of this._activeWorlds) {
this.setWorldActive(worldId, false);
}
logger.info('停止所有World');
}
/**
* 查找满足条件的World
*/
public findWorlds(predicate: (world: World) => boolean): World[] {
const results: World[] = [];
for (const world of this._worlds.values()) {
if (predicate(world)) {
results.push(world);
}
}
return results;
}
/**
* 根据名称查找World
*/
public findWorldByName(name: string): World | null {
for (const world of this._worlds.values()) {
if (world.name === name) {
return world;
}
}
return null;
}
// ===== 统计和监控 =====
/**
* 获取WorldManager统计信息
*/
public getStats() {
const stats = {
totalWorlds: this._worlds.size,
activeWorlds: this._activeWorlds.size,
totalScenes: 0,
totalEntities: 0,
totalSystems: 0,
memoryUsage: 0,
isRunning: this._isRunning,
config: { ...this._config },
worlds: [] as any[]
};
for (const [worldId, world] of this._worlds) {
const worldStats = world.getStats();
stats.totalScenes += worldStats.totalSystems; // World的getStats可能需要调整
stats.totalEntities += worldStats.totalEntities;
stats.totalSystems += worldStats.totalSystems;
stats.worlds.push({
id: worldId,
name: world.name,
isActive: this._activeWorlds.has(worldId),
sceneCount: world.sceneCount,
...worldStats
});
}
return stats;
}
/**
* 获取详细状态信息
*/
public getDetailedStatus() {
return {
...this.getStats(),
worlds: Array.from(this._worlds.entries()).map(([worldId, world]) => ({
id: worldId,
isActive: this._activeWorlds.has(worldId),
status: world.getStatus()
}))
};
}
// ===== 生命周期管理 =====
/**
* 清理空World
*/
public cleanup(): number {
const worldsToRemove: string[] = [];
for (const [worldId, world] of this._worlds) {
if (this.shouldCleanupWorld(world)) {
worldsToRemove.push(worldId);
}
}
for (const worldId of worldsToRemove) {
this.removeWorld(worldId);
}
if (worldsToRemove.length > 0) {
logger.debug(`清理了 ${worldsToRemove.length} 个World`);
}
return worldsToRemove.length;
}
/**
* 销毁WorldManager
*/
public destroy(): void {
logger.info('正在销毁WorldManager...');
// 停止清理定时器
this.stopCleanupTimer();
// 停止所有World
this.stopAll();
// 销毁所有World
const worldIds = Array.from(this._worlds.keys());
for (const worldId of worldIds) {
this.removeWorld(worldId);
}
this._worlds.clear();
this._activeWorlds.clear();
this._isRunning = false;
logger.info('WorldManager已销毁');
}
// ===== 私有方法 =====
/**
* 启动清理定时器
*/
private startCleanupTimer(): void {
if (!this._config.autoCleanup || this._cleanupTimer) {
return;
}
this._cleanupTimer = setInterval(() => {
this.cleanup();
}, this._config.cleanupInterval);
logger.debug(`启动World清理定时器间隔: ${this._config.cleanupInterval}ms`);
}
/**
* 停止清理定时器
*/
private stopCleanupTimer(): void {
if (this._cleanupTimer) {
clearInterval(this._cleanupTimer);
this._cleanupTimer = null;
logger.debug('停止World清理定时器');
}
}
/**
* 判断World是否应该被清理
*/
private shouldCleanupWorld(world: World): boolean {
// 清理策略:
// 1. World未激活
// 2. 没有Scene或所有Scene都是空的
// 3. 创建时间超过10分钟
if (world.isActive) {
return false;
}
if (world.sceneCount === 0) {
const age = Date.now() - world.createdAt;
return age > 10 * 60 * 1000; // 10分钟
}
// 检查是否所有Scene都是空的
const allScenes = world.getAllScenes();
const hasEntities = allScenes.some(scene =>
scene.entities && scene.entities.count > 0
);
if (!hasEntities) {
const age = Date.now() - world.createdAt;
return age > 10 * 60 * 1000; // 10分钟
}
return false;
}
// ===== 访问器 =====
/**
* 获取World总数
*/
public get worldCount(): number {
return this._worlds.size;
}
/**
* 获取激活World数量
*/
public get activeWorldCount(): number {
return this._activeWorlds.size;
}
/**
* 检查是否正在运行
*/
public get isRunning(): boolean {
return this._isRunning;
}
/**
* 获取配置
*/
public get config(): IWorldManagerConfig {
return { ...this._config };
}
}

View File

@@ -6,6 +6,8 @@ export * from './Utils';
export * from './Decorators';
export { Scene } from './Scene';
export { IScene, ISceneFactory, ISceneConfig } from './IScene';
export { World, IWorldConfig } from './World';
export { WorldManager, IWorldManagerConfig } from './WorldManager';
export { EntityManager, EntityQueryBuilder } from './Core/EntityManager';
export * from './Core/Events';
export * from './Core/Query';

View File

@@ -0,0 +1,589 @@
import { Core } from '../../../src/Core';
import { Scene } from '../../../src/ECS/Scene';
import { World, IGlobalSystem } from '../../../src/ECS/World';
import { WorldManager } from '../../../src/ECS/WorldManager';
import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
import { Component } from '../../../src/ECS/Component';
import { Matcher } from '../../../src/ECS/Utils/Matcher';
import { Entity } from '../../../src/ECS/Entity';
// 测试用组件
class TestComponent extends Component {
public value: number = 0;
constructor(value: number = 0) {
super();
this.value = value;
}
public reset(): void {
this.value = 0;
}
}
class NetworkComponent extends Component {
public playerId: string;
constructor(playerId: string) {
super();
this.playerId = playerId;
}
public reset(): void {
this.playerId = '';
}
}
// 测试用系统
class TestGlobalSystem extends EntitySystem {
public processedEntities: Entity[] = [];
public updateCount: number = 0;
constructor() {
super(Matcher.empty().all(TestComponent));
}
protected override process(entities: Entity[]): void {
this.processedEntities = [...entities];
this.updateCount++;
}
}
// 正确的全局系统实现
class NetworkSyncGlobalSystem implements IGlobalSystem {
public readonly name = 'NetworkSyncSystem';
public updateCount: number = 0;
public initialize(): void {
// 初始化网络连接等
}
public update(): void {
this.updateCount++;
// 同步网络数据等全局逻辑
}
public reset(): void {
this.updateCount = 0;
}
public destroy(): void {
// 清理网络连接等
}
}
// Scene级别的EntitySystem正确的用法
class NetworkSyncSystem extends EntitySystem {
public syncCount: number = 0;
constructor() {
super(Matcher.empty().all(NetworkComponent));
}
protected override process(entities: Entity[]): void {
this.syncCount++;
}
}
// World级别的网络同步全局系统
class NetworkGlobalSystem implements IGlobalSystem {
public readonly name = 'NetworkGlobalSystem';
public syncCount: number = 0;
public initialize(): void {
// 初始化网络连接
}
public update(): void {
this.syncCount++;
// 全局网络同步逻辑
}
public reset(): void {
this.syncCount = 0;
}
public destroy(): void {
// 清理网络连接
}
}
// 测试用Scene
class TestScene extends Scene {
public updateCallCount: number = 0;
public override update(): void {
super.update();
this.updateCallCount++;
}
}
describe('World与Core集成测试', () => {
beforeEach(() => {
// 重置Core和WorldManager
if ((Core as any)._instance) {
(Core as any)._instance = null;
}
WorldManager['_instance'] = null;
});
afterEach(() => {
// 清理资源
if ((Core as any)._instance) {
const worldManager = Core.getWorldManager?.();
if (worldManager) {
const worldIds = worldManager.getWorldIds();
worldIds.forEach(id => {
worldManager.removeWorld(id);
});
}
(Core as any)._instance = null;
}
WorldManager['_instance'] = null;
});
describe('融合设计基础功能', () => {
test('单Scene模式应该保持向后兼容', () => {
Core.create({ debug: false });
// 传统单Scene用法
const scene = new Scene();
scene.name = 'TestScene';
Core.setScene(scene);
const retrievedScene = Core.getScene();
expect(retrievedScene).toBe(scene);
expect(retrievedScene?.name).toBe('TestScene');
});
test('启用WorldManager后应该支持多World功能', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
expect(worldManager).toBeDefined();
const world = worldManager.createWorld('TestWorld');
expect(world).toBeDefined();
expect(world.name).toBe('TestWorld');
});
test('getWorldManager应该自动创建WorldManager', () => {
Core.create({ debug: false });
// 获取WorldManager会自动创建实例
const worldManager = Core.getWorldManager();
expect(worldManager).toBeDefined();
// 多次获取应该返回同一个实例
const worldManager2 = Core.getWorldManager();
expect(worldManager2).toBe(worldManager);
});
test('单Scene模式下Core.update应该正常工作', () => {
Core.create({ debug: false });
const scene = new TestScene();
Core.setScene(scene);
// 模拟更新
Core.update(0.016);
expect(scene.updateCallCount).toBeGreaterThan(0);
});
});
describe('默认World机制', () => {
test('设置Scene应该自动创建默认World', () => {
Core.create({ debug: false });
const scene = new Scene();
Core.setScene(scene);
// 启用WorldManager后应该能看到默认World
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
expect(worldManager.getWorld('__default__')).toBeDefined();
const defaultWorld = worldManager.getWorld('__default__');
expect(defaultWorld).toBeDefined();
expect(defaultWorld?.getScene('__main__')).toBe(scene);
});
test('默认World的Scene应该正确激活', () => {
Core.create({ debug: false });
const scene = new Scene();
Core.setScene(scene);
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
const defaultWorld = worldManager.getWorld('__default__');
expect(defaultWorld?.isSceneActive('__main__')).toBe(true);
});
test('替换默认Scene应该正确处理', () => {
Core.create({ debug: false });
const scene1 = new Scene();
scene1.name = 'Scene1';
Core.setScene(scene1);
const scene2 = new Scene();
scene2.name = 'Scene2';
Core.setScene(scene2);
const currentScene = Core.getScene();
expect(currentScene).toBe(scene2);
expect(currentScene?.name).toBe('Scene2');
});
});
describe('多World更新机制', () => {
test('Core.update应该更新所有活跃World', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
// 创建多个World
const world1 = worldManager.createWorld('World1');
const world2 = worldManager.createWorld('World2');
const world3 = worldManager.createWorld('World3');
// 为每个World创建Scene和System
const scene1 = world1.createScene('scene1', new TestScene());
const scene2 = world2.createScene('scene2', new TestScene());
const scene3 = world3.createScene('scene3', new TestScene());
// 启动部分World
worldManager.setWorldActive('World1', true);
worldManager.setWorldActive('World2', true);
// world3保持未启动
world1.setSceneActive('scene1', true);
world2.setSceneActive('scene2', true);
// 执行更新
Core.update(0.016);
// 检查只有激活的World被更新
expect(scene1.updateCallCount).toBeGreaterThan(0);
expect(scene2.updateCallCount).toBeGreaterThan(0);
expect(scene3.updateCallCount).toBe(0);
});
test('全局系统应该在Scene更新前执行', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
const world = worldManager.createWorld('TestWorld');
// 添加正确设计的全局系统业务逻辑系统不是EntitySystem
const globalSystem = new NetworkSyncGlobalSystem();
world.addGlobalSystem(globalSystem);
// 创建Scene
const scene = world.createScene('testScene');
worldManager.setWorldActive('TestWorld', true);
world.setSceneActive('testScene', true);
// 执行更新
Core.update(0.016);
// 验证全局System被正确更新
expect(globalSystem.updateCount).toBeGreaterThan(0);
});
});
describe('多房间游戏服务器场景', () => {
test('多个游戏房间应该独立运行', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
// 创建两个游戏房间
const room1 = worldManager.createWorld('Room_001');
const room2 = worldManager.createWorld('Room_002');
// 为每个房间设置Scene
const gameScene1 = room1.createScene('game');
const gameScene2 = room2.createScene('game');
// 为每个房间添加全局网络系统
const netSystem1 = new NetworkGlobalSystem();
const netSystem2 = new NetworkGlobalSystem();
room1.addGlobalSystem(netSystem1);
room2.addGlobalSystem(netSystem2);
// 在每个房间创建玩家
const player1 = gameScene1.createEntity('Player1');
player1.addComponent(new NetworkComponent('player_123'));
const player2 = gameScene2.createEntity('Player2');
player2.addComponent(new NetworkComponent('player_456'));
// 启动房间
worldManager.setWorldActive('Room_001', true);
worldManager.setWorldActive('Room_002', true);
room1.setSceneActive('game', true);
room2.setSceneActive('game', true);
// 模拟游戏循环
for (let i = 0; i < 5; i++) {
Core.update(0.016);
}
// 验证每个房间独立运行
expect(netSystem1.syncCount).toBeGreaterThan(0);
expect(netSystem2.syncCount).toBeGreaterThan(0);
expect(room1.getActiveSceneCount()).toBe(1);
expect(room2.getActiveSceneCount()).toBe(1);
});
test('房间销毁应该完全清理资源', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
// 创建房间
const room = worldManager.createWorld('TempRoom');
const scene = room.createScene('game');
// 添加内容
for (let i = 0; i < 10; i++) {
const entity = scene.createEntity(`Entity${i}`);
entity.addComponent(new TestComponent(i));
}
room.addGlobalSystem(new NetworkSyncGlobalSystem());
worldManager.setWorldActive('TempRoom', true);
room.setSceneActive('game', true);
// 验证房间正常运行
Core.update(0.016);
const beforeDestroy = worldManager.getStats();
expect(beforeDestroy.totalWorlds).toBe(1);
expect(beforeDestroy.activeWorlds).toBe(1);
// 销毁房间
worldManager.removeWorld('TempRoom');
const afterDestroy = worldManager.getStats();
expect(afterDestroy.totalWorlds).toBe(0);
expect(afterDestroy.activeWorlds).toBe(0);
});
});
describe('客户端多层Scene架构', () => {
test('分层Scene应该同时运行', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
const clientWorld = worldManager.createWorld('ClientWorld');
// 创建不同层的Scene
const gameplayScene = clientWorld.createScene('gameplay', new TestScene());
const uiScene = clientWorld.createScene('ui', new TestScene());
const effectsScene = clientWorld.createScene('effects', new TestScene());
// 启动世界并激活所有Scene
worldManager.setWorldActive('ClientWorld', true);
clientWorld.setSceneActive('gameplay', true);
clientWorld.setSceneActive('ui', true);
clientWorld.setSceneActive('effects', true);
// 执行更新
Core.update(0.016);
// 验证所有Scene都被更新
expect(gameplayScene.updateCallCount).toBeGreaterThan(0);
expect(uiScene.updateCallCount).toBeGreaterThan(0);
expect(effectsScene.updateCallCount).toBeGreaterThan(0);
});
test('Scene的动态激活和停用', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
const world = worldManager.createWorld('DynamicWorld');
const gameScene = world.createScene('game', new TestScene());
const menuScene = world.createScene('menu', new TestScene());
worldManager.setWorldActive('DynamicWorld', true);
// 初始状态只有游戏Scene激活
world.setSceneActive('game', true);
world.setSceneActive('menu', false);
Core.update(0.016);
const gameCount1 = gameScene.updateCallCount;
const menuCount1 = menuScene.updateCallCount;
// 切换到菜单
world.setSceneActive('game', false);
world.setSceneActive('menu', true);
Core.update(0.016);
const gameCount2 = gameScene.updateCallCount;
const menuCount2 = menuScene.updateCallCount;
// 验证Scene状态切换
expect(gameCount2).toBe(gameCount1); // 游戏Scene停止更新
expect(menuCount2).toBeGreaterThan(menuCount1); // 菜单Scene开始更新
});
});
describe('性能和稳定性', () => {
test('大量World和Scene应该稳定运行', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
const worldCount = 20;
const scenePerWorld = 3;
// 创建大量World和Scene
for (let i = 0; i < worldCount; i++) {
const world = worldManager.createWorld(`World${i}`);
for (let j = 0; j < scenePerWorld; j++) {
const scene = world.createScene(`Scene${j}`, new TestScene());
// 添加一些实体
for (let k = 0; k < 5; k++) {
const entity = scene.createEntity(`Entity${k}`);
entity.addComponent(new TestComponent(k));
}
world.setSceneActive(`Scene${j}`, true);
}
worldManager.setWorldActive(`World${i}`, true);
}
// 验证所有资源创建成功
expect(worldManager.getWorldIds()).toHaveLength(worldCount);
expect(worldManager.getActiveWorlds()).toHaveLength(worldCount);
// 执行多次更新测试稳定性
for (let i = 0; i < 10; i++) {
expect(() => {
Core.update(0.016);
}).not.toThrow();
}
// 验证更新正常工作
const activeWorlds = worldManager.getActiveWorlds();
activeWorlds.forEach(world => {
const scenes = world.getAllScenes();
scenes.forEach(scene => {
if (scene instanceof TestScene && world.isSceneActive(scene.name)) {
expect(scene.updateCallCount).toBeGreaterThan(0);
}
});
});
});
test('频繁的World创建和销毁应该不影响性能', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
// 频繁创建和销毁World
for (let cycle = 0; cycle < 10; cycle++) {
// 创建批次World
const worldIds: string[] = [];
for (let i = 0; i < 5; i++) {
const worldId = `Cycle${cycle}_World${i}`;
worldIds.push(worldId);
const world = worldManager.createWorld(worldId);
const scene = world.createScene('test');
scene.createEntity('entity');
worldManager.setWorldActive(worldId, true);
world.setSceneActive('test', true);
}
// 更新一次
Core.update(0.016);
// 销毁批次World
worldIds.forEach(id => {
worldManager.removeWorld(id);
});
// 验证清理完成
expect(worldManager.getWorldIds()).toHaveLength(0);
expect(worldManager.getActiveWorlds()).toHaveLength(0);
}
});
});
describe('错误处理和边界情况', () => {
test('Core未初始化时操作应该抛出合适错误', () => {
// getScene 会返回 null 而不是抛出错误
expect(Core.getScene()).toBeNull();
expect(() => {
Core.setScene(new Scene());
}).toThrow();
});
test('在World销毁后继续操作应该安全', () => {
Core.create({ debug: false });
Core.enableWorldManager();
const worldManager = Core.getWorldManager();
const world = worldManager.createWorld('DestroyTest');
worldManager.setWorldActive('DestroyTest', true);
worldManager.removeWorld('DestroyTest');
// 对已销毁的World进行操作应该不会崩溃
expect(() => {
world.updateGlobalSystems();
world.updateScenes();
}).not.toThrow();
});
test('混合使用单Scene和多World模式', () => {
Core.create({ debug: false });
// 直接启用WorldManager避免先使用单Scene创建限制性配置
const worldManager = Core.getWorldManager();
// 然后使用单Scene模式
const singleScene = new Scene();
Core.setScene(singleScene);
// 验证默认World被创建
expect(worldManager.getWorld('__default__')).toBeDefined();
// 创建额外的World
const extraWorld = worldManager.createWorld('ExtraWorld');
worldManager.setWorldActive('ExtraWorld', true);
// 两种模式应该能共存
expect(() => {
Core.update(0.016);
}).not.toThrow();
});
});
});

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import { World, IWorldConfig, IGlobalSystem } from '../../src/ECS/World';
import { Scene } from '../../src/ECS/Scene';
import { EntitySystem } from '../../src/ECS/Systems/EntitySystem';
import { Entity } from '../../src/ECS/Entity';
import { Component } from '../../src/ECS/Component';
import { Matcher } from '../../src/ECS/Utils/Matcher';
// 测试用组件
class TestComponent extends Component {
public value: number = 0;
constructor(value: number = 0) {
super();
this.value = value;
}
}
class PlayerComponent extends Component {
public playerId: string;
constructor(playerId: string) {
super();
this.playerId = playerId;
}
}
// 测试用全局系统
class TestGlobalSystem implements IGlobalSystem {
public readonly name = 'TestGlobalSystem';
public updateCount: number = 0;
public initialize(): void {
// 初始化逻辑
}
public update(): void {
this.updateCount++;
}
public reset(): void {
this.updateCount = 0;
}
public destroy(): void {
// 销毁逻辑
}
}
class TestSceneSystem extends EntitySystem {
public updateCount = 0;
constructor() {
super(Matcher.empty().all(PlayerComponent));
}
protected override process(): void {
this.updateCount++;
}
}
// 测试用Scene
class TestScene extends Scene {
public initializeCalled = false;
public beginCalled = false;
public endCalled = false;
public override initialize(): void {
this.initializeCalled = true;
super.initialize();
}
public override begin(): void {
this.beginCalled = true;
super.begin();
}
public override end(): void {
this.endCalled = true;
super.end();
}
}
describe('World', () => {
let world: World;
beforeEach(() => {
world = new World({ name: 'TestWorld' });
});
afterEach(() => {
if (world) {
world.destroy();
}
});
describe('基础功能', () => {
test('创建World时应该设置正确的配置', () => {
const config: IWorldConfig = {
name: 'GameWorld',
debug: true,
maxScenes: 5,
autoCleanup: false
};
const testWorld = new World(config);
expect(testWorld.name).toBe('GameWorld');
expect(testWorld.sceneCount).toBe(0);
expect(testWorld.isActive).toBe(false);
expect(testWorld.createdAt).toBeGreaterThan(0);
testWorld.destroy();
});
test('默认配置应该正确', () => {
const defaultWorld = new World();
expect(defaultWorld.name).toBe('World');
expect(defaultWorld.sceneCount).toBe(0);
expect(defaultWorld.isActive).toBe(false);
defaultWorld.destroy();
});
});
describe('Scene管理', () => {
test('创建Scene应该成功', () => {
const scene = world.createScene('test-scene');
expect(scene).toBeDefined();
expect(world.sceneCount).toBe(1);
expect(world.getSceneIds()).toContain('test-scene');
});
test('创建Scene时传入自定义Scene实例', () => {
const customScene = new TestScene();
const scene = world.createScene('custom-scene', customScene);
expect(scene).toBe(customScene);
expect(scene.initializeCalled).toBe(true);
expect(world.sceneCount).toBe(1);
});
test('重复的Scene ID应该抛出错误', () => {
world.createScene('duplicate');
expect(() => {
world.createScene('duplicate');
}).toThrow("Scene ID 'duplicate' 已存在于World 'TestWorld' 中");
});
test('超出最大Scene数量限制应该抛出错误', () => {
const limitedWorld = new World({ maxScenes: 2 });
limitedWorld.createScene('scene1');
limitedWorld.createScene('scene2');
expect(() => {
limitedWorld.createScene('scene3');
}).toThrow("World 'World' 已达到最大Scene数量限制: 2");
limitedWorld.destroy();
});
test('获取Scene应该正确', () => {
const scene = world.createScene('get-test');
const retrievedScene = world.getScene('get-test');
expect(retrievedScene).toBe(scene);
});
test('获取不存在的Scene应该返回null', () => {
const scene = world.getScene('non-existent');
expect(scene).toBeNull();
});
test('移除Scene应该正确清理', () => {
const testScene = new TestScene();
world.createScene('remove-test', testScene);
world.setSceneActive('remove-test', true);
const removed = world.removeScene('remove-test');
expect(removed).toBe(true);
expect(world.sceneCount).toBe(0);
expect(world.getScene('remove-test')).toBeNull();
expect(testScene.endCalled).toBe(true);
});
test('移除不存在的Scene应该返回false', () => {
const removed = world.removeScene('non-existent');
expect(removed).toBe(false);
});
test('获取所有Scene应该正确', () => {
const scene1 = world.createScene('scene1');
const scene2 = world.createScene('scene2');
const allScenes = world.getAllScenes();
expect(allScenes).toHaveLength(2);
expect(allScenes).toContain(scene1);
expect(allScenes).toContain(scene2);
});
});
describe('Scene激活管理', () => {
test('激活Scene应该正确', () => {
const testScene = new TestScene();
world.createScene('active-test', testScene);
world.setSceneActive('active-test', true);
expect(world.isSceneActive('active-test')).toBe(true);
expect(world.getActiveSceneCount()).toBe(1);
expect(testScene.beginCalled).toBe(true);
});
test('停用Scene应该正确', () => {
world.createScene('deactive-test');
world.setSceneActive('deactive-test', true);
world.setSceneActive('deactive-test', false);
expect(world.isSceneActive('deactive-test')).toBe(false);
expect(world.getActiveSceneCount()).toBe(0);
});
test('激活不存在的Scene应该记录警告', () => {
const consoleSpy = jest.spyOn(console, 'warn').mockImplementation();
world.setSceneActive('non-existent', true);
// 注意:这里需要检查具体的日志实现,可能需要调整
consoleSpy.mockRestore();
});
});
describe('全局System管理', () => {
test('添加全局System应该成功', () => {
const globalSystem = new TestGlobalSystem();
const addedSystem = world.addGlobalSystem(globalSystem);
expect(addedSystem).toBe(globalSystem);
expect(world.getGlobalSystem(TestGlobalSystem)).toBe(globalSystem);
});
test('重复添加相同System应该返回原System', () => {
const globalSystem = new TestGlobalSystem();
const firstAdd = world.addGlobalSystem(globalSystem);
const secondAdd = world.addGlobalSystem(globalSystem);
expect(firstAdd).toBe(secondAdd);
expect(firstAdd).toBe(globalSystem);
});
test('移除全局System应该成功', () => {
const globalSystem = new TestGlobalSystem();
world.addGlobalSystem(globalSystem);
const removed = world.removeGlobalSystem(globalSystem);
expect(removed).toBe(true);
expect(world.getGlobalSystem(TestGlobalSystem)).toBeNull();
});
test('移除不存在的System应该返回false', () => {
const globalSystem = new TestGlobalSystem();
const removed = world.removeGlobalSystem(globalSystem);
expect(removed).toBe(false);
});
test('获取不存在的System类型应该返回null', () => {
const system = world.getGlobalSystem(TestGlobalSystem);
expect(system).toBeNull();
});
});
describe('World生命周期', () => {
test('启动World应该正确', () => {
const globalSystem = new TestGlobalSystem();
world.addGlobalSystem(globalSystem);
world.start();
expect(world.isActive).toBe(true);
});
test('重复启动World应该无效果', () => {
world.start();
const firstActive = world.isActive;
world.start();
expect(world.isActive).toBe(firstActive);
});
test('停止World应该停用所有Scene', () => {
const testScene = new TestScene();
world.createScene('stop-test', testScene);
world.setSceneActive('stop-test', true);
world.start();
world.stop();
expect(world.isActive).toBe(false);
expect(world.isSceneActive('stop-test')).toBe(false);
});
test('销毁World应该清理所有资源', () => {
const testScene = new TestScene();
const globalSystem = new TestGlobalSystem();
world.createScene('destroy-test', testScene);
world.addGlobalSystem(globalSystem);
world.start();
world.destroy();
expect(world.sceneCount).toBe(0);
expect(world.isActive).toBe(false);
expect(testScene.endCalled).toBe(true);
});
});
describe('更新逻辑', () => {
test('updateGlobalSystems应该更新全局系统', () => {
const globalSystem = new TestGlobalSystem();
world.addGlobalSystem(globalSystem);
world.start();
// 创建测试Scene
const scene = world.createScene('update-test');
world.setSceneActive('update-test', true);
// 直接测试全局系统更新
world.updateGlobalSystems();
// 验证全局System被正确调用
expect(globalSystem.updateCount).toBeGreaterThan(0);
});
test('未激活的World不应该更新', () => {
const globalSystem = new TestGlobalSystem();
world.addGlobalSystem(globalSystem);
// 不启动World
world.updateGlobalSystems();
expect(globalSystem.updateCount).toBe(0);
});
test('updateScenes应该更新激活的Scene', () => {
const scene1 = world.createScene('scene1');
const scene2 = world.createScene('scene2');
scene1.addEntityProcessor(new TestSceneSystem());
scene2.addEntityProcessor(new TestSceneSystem());
world.start();
world.setSceneActive('scene1', true);
// scene2保持未激活
world.updateScenes();
// 这里需要根据具体的Scene更新实现来验证
// 由于Scene.update()的具体实现可能不同,这里主要测试调用不出错
expect(() => world.updateScenes()).not.toThrow();
});
});
describe('状态和统计', () => {
test('获取World状态应该正确', () => {
world.createScene('status-scene1');
world.createScene('status-scene2');
world.setSceneActive('status-scene1', true);
world.addGlobalSystem(new TestGlobalSystem());
world.start();
const status = world.getStatus();
expect(status.name).toBe('TestWorld');
expect(status.isActive).toBe(true);
expect(status.sceneCount).toBe(2);
expect(status.activeSceneCount).toBe(1);
expect(status.globalSystemCount).toBe(1);
expect(status.createdAt).toBeGreaterThan(0);
expect(status.scenes).toHaveLength(2);
const activeScene = status.scenes.find(s => s.id === 'status-scene1');
expect(activeScene?.isActive).toBe(true);
const inactiveScene = status.scenes.find(s => s.id === 'status-scene2');
expect(inactiveScene?.isActive).toBe(false);
});
test('获取World统计应该包含基本信息', () => {
world.addGlobalSystem(new TestGlobalSystem());
const scene = world.createScene('stats-scene');
const entity = scene.createEntity('stats-entity');
entity.addComponent(new TestComponent());
const stats = world.getStats();
expect(stats).toHaveProperty('totalEntities');
expect(stats).toHaveProperty('totalSystems');
expect(stats).toHaveProperty('memoryUsage');
expect(stats).toHaveProperty('performance');
expect(stats.totalSystems).toBeGreaterThanOrEqual(1);
});
});
describe('自动清理功能', () => {
test('自动清理应该移除空闲Scene', async () => {
// 创建一个启用自动清理的World
const autoCleanWorld = new World({
name: 'AutoCleanWorld',
autoCleanup: true,
maxScenes: 10
});
// 创建一个空Scene
autoCleanWorld.createScene('empty-scene');
autoCleanWorld.start();
// 手动触发清理检查
autoCleanWorld.updateScenes();
// 由于清理策略基于时间,这里主要测试不会出错
expect(() => autoCleanWorld.updateScenes()).not.toThrow();
autoCleanWorld.destroy();
});
});
describe('错误处理', () => {
test('Scene ID为空时应该创建默认ID', () => {
expect(() => {
world.createScene('');
}).not.toThrow();
});
test('极限情况下的资源管理', () => {
// 创建大量Scene
for (let i = 0; i < 5; i++) {
world.createScene(`scene_${i}`);
world.setSceneActive(`scene_${i}`, true);
}
// 添加多个全局System
for (let i = 0; i < 3; i++) {
world.addGlobalSystem(new TestGlobalSystem());
}
world.start();
// 测试批量清理
expect(() => world.destroy()).not.toThrow();
});
});
});

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import { WorldManager, IWorldManagerConfig } from '../../src/ECS/WorldManager';
import { World, IWorldConfig } from '../../src/ECS/World';
import { Scene } from '../../src/ECS/Scene';
import { EntitySystem } from '../../src/ECS/Systems/EntitySystem';
import { Component } from '../../src/ECS/Component';
import { Matcher } from '../../src/ECS/Utils/Matcher';
// 测试用组件
class TestComponent extends Component {
public value: number = 0;
constructor(value: number = 0) {
super();
this.value = value;
}
}
// 测试用全局系统
class TestGlobalSystem {
public readonly name = 'TestGlobalSystem';
public updateCount: number = 0;
public initialize(): void {
// 初始化
}
public update(): void {
this.updateCount++;
}
public reset(): void {
this.updateCount = 0;
}
public destroy(): void {
// 销毁
}
}
describe('WorldManager', () => {
let worldManager: WorldManager;
beforeEach(() => {
// 重置单例
WorldManager['_instance'] = null;
worldManager = WorldManager.getInstance();
});
afterEach(() => {
// 清理所有World
if (worldManager) {
const worldIds = worldManager.getWorldIds();
worldIds.forEach(id => {
worldManager.removeWorld(id);
});
// 清理定时器
worldManager.destroy();
}
WorldManager['_instance'] = null;
});
describe('单例模式', () => {
test('获取实例应该返回相同的实例', () => {
const instance1 = WorldManager.getInstance();
const instance2 = WorldManager.getInstance();
expect(instance1).toBe(instance2);
});
test('使用配置创建实例应该正确', () => {
WorldManager['_instance'] = null;
const config: IWorldManagerConfig = {
maxWorlds: 10,
autoCleanup: true,
debug: false
};
const instance = WorldManager.getInstance(config);
expect(instance).toBeDefined();
expect(instance).toBe(WorldManager.getInstance());
});
});
describe('World管理', () => {
test('创建World应该成功', () => {
const world = worldManager.createWorld('test-world');
expect(world).toBeDefined();
expect(world.name).toBe('test-world');
expect(worldManager.getWorld('test-world')).toBeDefined();
expect(worldManager.getWorldIds()).toContain('test-world');
});
test('创建World时传入配置应该正确', () => {
const worldConfig: IWorldConfig = {
name: 'ConfiguredWorld',
debug: true,
maxScenes: 5,
autoCleanup: false
};
const world = worldManager.createWorld('configured-world', worldConfig);
expect(world.name).toBe('ConfiguredWorld');
});
test('重复的World ID应该抛出错误', () => {
worldManager.createWorld('duplicate-world');
expect(() => {
worldManager.createWorld('duplicate-world');
}).toThrow("World ID 'duplicate-world' 已存在");
});
test('超出最大World数量应该抛出错误', () => {
WorldManager['_instance'] = null;
const limitedManager = WorldManager.getInstance({ maxWorlds: 2 });
limitedManager.createWorld('world1');
limitedManager.createWorld('world2');
expect(() => {
limitedManager.createWorld('world3');
}).toThrow("已达到最大World数量限制: 2");
// 清理
limitedManager.removeWorld('world1');
limitedManager.removeWorld('world2');
});
test('获取World应该正确', () => {
const world = worldManager.createWorld('get-world');
const retrievedWorld = worldManager.getWorld('get-world');
expect(retrievedWorld).toBe(world);
});
test('获取不存在的World应该返回null', () => {
const world = worldManager.getWorld('non-existent');
expect(world).toBeNull();
});
test('检查World存在性应该正确', () => {
expect(worldManager.getWorld('non-existent')).toBeNull();
worldManager.createWorld('exists');
expect(worldManager.getWorld('exists')).toBeDefined();
});
test('销毁World应该正确清理', () => {
const world = worldManager.createWorld('destroy-world');
world.start();
const destroyed = worldManager.removeWorld('destroy-world');
expect(destroyed).toBe(true);
expect(worldManager.getWorld('destroy-world')).toBeNull();
});
test('销毁不存在的World应该返回false', () => {
const destroyed = worldManager.removeWorld('non-existent');
expect(destroyed).toBe(false);
});
test('获取所有World ID应该正确', () => {
worldManager.createWorld('world1');
worldManager.createWorld('world2');
worldManager.createWorld('world3');
const worldIds = worldManager.getWorldIds();
expect(worldIds).toHaveLength(3);
expect(worldIds).toContain('world1');
expect(worldIds).toContain('world2');
expect(worldIds).toContain('world3');
});
});
describe('活跃World管理', () => {
test('启动World应该加入活跃列表', () => {
const world = worldManager.createWorld('active-world');
worldManager.setWorldActive('active-world', true);
const activeWorlds = worldManager.getActiveWorlds();
expect(activeWorlds).toHaveLength(1);
expect(activeWorlds[0]).toBe(world);
});
test('停止World应该从活跃列表移除', () => {
const world = worldManager.createWorld('inactive-world');
worldManager.setWorldActive('inactive-world', true);
worldManager.setWorldActive('inactive-world', false);
const activeWorlds = worldManager.getActiveWorlds();
expect(activeWorlds).toHaveLength(0);
});
test('销毁激活的World应该从活跃列表移除', () => {
const world = worldManager.createWorld('destroy-active');
worldManager.setWorldActive('destroy-active', true);
worldManager.removeWorld('destroy-active');
const activeWorlds = worldManager.getActiveWorlds();
expect(activeWorlds).toHaveLength(0);
});
test('多个World的激活状态应该独立管理', () => {
const world1 = worldManager.createWorld('world1');
const world2 = worldManager.createWorld('world2');
const world3 = worldManager.createWorld('world3');
worldManager.setWorldActive('world1', true);
worldManager.setWorldActive('world3', true);
// world2 保持未启动
const activeWorlds = worldManager.getActiveWorlds();
expect(activeWorlds).toHaveLength(2);
expect(activeWorlds).toContain(world1);
expect(activeWorlds).toContain(world3);
expect(activeWorlds).not.toContain(world2);
});
});
describe('统计和监控', () => {
test('获取WorldManager状态应该正确', () => {
worldManager.createWorld('status-world1');
const world2 = worldManager.createWorld('status-world2');
worldManager.setWorldActive('status-world2', true);
const status = worldManager.getStats();
expect(status.totalWorlds).toBe(2);
expect(status.activeWorlds).toBe(1);
expect(status.config.maxWorlds).toBeGreaterThan(0);
expect(status.memoryUsage).toBeGreaterThanOrEqual(0);
expect(status.isRunning).toBeDefined();
});
test('获取所有World统计应该包含详细信息', () => {
const world1 = worldManager.createWorld('stats-world1');
const world2 = worldManager.createWorld('stats-world2');
// 为world1添加一些内容
const scene1 = world1.createScene('scene1');
scene1.createEntity('entity1');
worldManager.setWorldActive('stats-world1', true);
// world2保持空
const allStats = worldManager.getDetailedStatus().worlds;
expect(allStats).toHaveLength(2);
const world1Stats = allStats.find(stat => stat.id === 'stats-world1');
const world2Stats = allStats.find(stat => stat.id === 'stats-world2');
expect(world1Stats).toBeDefined();
expect(world2Stats).toBeDefined();
expect(world1Stats?.isActive).toBe(true);
expect(world2Stats?.isActive).toBe(false);
});
test('空WorldManager的统计应该正确', () => {
const status = worldManager.getStats();
const allStats = worldManager.getDetailedStatus().worlds;
expect(status.totalWorlds).toBe(0);
expect(status.activeWorlds).toBe(0);
expect(allStats).toHaveLength(0);
});
});
describe('清理功能', () => {
test('清理空闲World应该移除符合条件的World', () => {
// 创建一个空的World
const emptyWorld = worldManager.createWorld('empty-world');
// 创建一个有内容的World
const fullWorld = worldManager.createWorld('full-world');
const scene = fullWorld.createScene('scene');
scene.createEntity('entity');
fullWorld.start();
// 执行清理
const cleanedCount = worldManager.cleanup();
// 由于清理逻辑可能基于时间或其他条件,这里主要测试不会出错
expect(cleanedCount).toBeGreaterThanOrEqual(0);
expect(() => worldManager.cleanup()).not.toThrow();
});
});
describe('World更新协调', () => {
test('更新所有活跃World应该正确', () => {
const world1 = worldManager.createWorld('update-world1');
const world2 = worldManager.createWorld('update-world2');
const world3 = worldManager.createWorld('update-world3');
// 添加一些内容到World中
const scene1 = world1.createScene('scene1');
const scene2 = world2.createScene('scene2');
scene1.createEntity('entity1');
scene2.createEntity('entity2');
// 启动部分World
worldManager.setWorldActive('update-world1', true);
worldManager.setWorldActive('update-world2', true);
// world3保持未启动
// 手动调用更新通常由Core.update()调用)
const activeWorlds = worldManager.getActiveWorlds();
expect(() => {
activeWorlds.forEach(world => {
world.updateGlobalSystems();
world.updateScenes();
});
}).not.toThrow();
expect(activeWorlds).toHaveLength(2);
});
});
describe('边界情况和错误处理', () => {
test('World ID为空字符串应该抛出错误', () => {
expect(() => {
worldManager.createWorld('');
}).toThrow();
});
test('World ID为null或undefined应该抛出错误', () => {
expect(() => {
worldManager.createWorld(null as any);
}).toThrow();
expect(() => {
worldManager.createWorld(undefined as any);
}).toThrow();
});
test('极限情况下的大量World管理', () => {
const worldCount = 50;
const worldIds: string[] = [];
// 创建大量World
for (let i = 0; i < worldCount; i++) {
const worldId = `mass-world-${i}`;
worldIds.push(worldId);
expect(() => {
worldManager.createWorld(worldId);
}).not.toThrow();
}
expect(worldManager.getWorldIds()).toHaveLength(worldCount);
// 启动一半的World
for (let i = 0; i < worldCount / 2; i++) {
worldManager.setWorldActive(worldIds[i], true);
}
expect(worldManager.getActiveWorlds()).toHaveLength(worldCount / 2);
// 批量清理
worldIds.forEach(id => {
expect(() => {
worldManager.removeWorld(id);
}).not.toThrow();
});
expect(worldManager.getWorldIds()).toHaveLength(0);
});
test('销毁后获取World应该返回null', () => {
worldManager.createWorld('temp-world');
worldManager.removeWorld('temp-world');
expect(worldManager.getWorld('temp-world')).toBeNull();
});
});
describe('内存管理', () => {
test('销毁所有World后内存应该被释放', () => {
// 创建多个World并添加内容
for (let i = 0; i < 10; i++) {
const world = worldManager.createWorld(`memory-world-${i}`);
const scene = world.createScene('scene');
// 添加一些实体和系统
for (let j = 0; j < 5; j++) {
const entity = scene.createEntity(`entity-${j}`);
entity.addComponent(new TestComponent(j));
}
world.addGlobalSystem(new TestGlobalSystem());
worldManager.setWorldActive(`memory-world-${i}`, true);
}
const beforeCleanup = worldManager.getStats();
expect(beforeCleanup.totalWorlds).toBe(10);
expect(beforeCleanup.activeWorlds).toBe(10);
// 清理所有World
const worldIds = worldManager.getWorldIds();
worldIds.forEach(id => {
worldManager.removeWorld(id);
});
const afterCleanup = worldManager.getStats();
expect(afterCleanup.totalWorlds).toBe(0);
expect(afterCleanup.activeWorlds).toBe(0);
});
});
describe('配置验证', () => {
test('无效的maxWorlds配置应该使用默认值', () => {
WorldManager['_instance'] = null;
const invalidConfig: IWorldManagerConfig = {
maxWorlds: -1,
autoCleanup: true,
debug: true
};
expect(() => {
WorldManager.getInstance(invalidConfig);
}).not.toThrow();
});
test('配置更新应该影响后续操作', () => {
WorldManager['_instance'] = null;
const config: IWorldManagerConfig = {
maxWorlds: 3,
autoCleanup: true,
debug: true
};
const manager = WorldManager.getInstance(config);
// 创建到限制数量的World
manager.createWorld('world1');
manager.createWorld('world2');
manager.createWorld('world3');
// 第四个应该失败
expect(() => {
manager.createWorld('world4');
}).toThrow();
// 清理
manager.removeWorld('world1');
manager.removeWorld('world2');
manager.removeWorld('world3');
});
});
});