使用ComponentRegistry来确保与Entity.componentMask使用相同的bitIndex
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109
packages/core/tests/reactive-query-debug.test.ts
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109
packages/core/tests/reactive-query-debug.test.ts
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import { describe, it, expect, beforeEach } from '@jest/globals';
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import { Scene, Entity, Component, EntitySystem, Matcher, ECSComponent } from '../src';
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@ECSComponent('TestTransform')
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class TestTransform extends Component {
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constructor(public x: number = 0, public y: number = 0) {
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super();
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}
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}
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@ECSComponent('TestRenderable')
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class TestRenderable extends Component {
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constructor(public sprite: string = 'default') {
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super();
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}
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}
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class TestRenderSystem extends EntitySystem {
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public entitiesFound: Entity[] = [];
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constructor() {
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super(Matcher.all(TestTransform, TestRenderable));
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}
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protected override process(entities: readonly Entity[]): void {
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this.entitiesFound = Array.from(entities);
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console.log(`TestRenderSystem.process: 找到 ${entities.length} 个实体`);
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}
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protected override onAdded(entity: Entity): void {
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console.log(`TestRenderSystem.onAdded: 实体 ${entity.name}(${entity.id}) 被添加`);
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}
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}
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describe('响应式查询调试', () => {
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let scene: Scene;
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let system: TestRenderSystem;
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beforeEach(() => {
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scene = new Scene();
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system = new TestRenderSystem();
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scene.addEntityProcessor(system);
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scene.begin();
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});
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it('应该在实体添加组件后能被System发现', () => {
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console.log('\n=== 测试开始 ===');
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// 1. 创建实体(此时没有组件)
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console.log('\n步骤1: 创建实体');
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const entity = scene.createEntity('TestEntity');
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console.log(`实体已创建: ${entity.name}(${entity.id})`);
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console.log(`QuerySystem中的实体数量: ${scene.querySystem.getAllEntities().length}`);
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// 2. 添加组件
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console.log('\n步骤2: 添加 TestTransform 组件');
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entity.addComponent(new TestTransform(100, 200));
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console.log(`实体组件数量: ${entity.components.length}`);
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console.log('\n步骤3: 添加 TestRenderable 组件');
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entity.addComponent(new TestRenderable('test-sprite'));
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console.log(`实体组件数量: ${entity.components.length}`);
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// 3. 触发系统更新
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console.log('\n步骤4: 更新Scene');
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scene.update();
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// 4. 检查System是否找到了实体
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console.log(`\nSystem找到的实体数量: ${system.entitiesFound.length}`);
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if (system.entitiesFound.length > 0) {
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console.log(`找到的实体: ${system.entitiesFound.map(e => `${e.name}(${e.id})`).join(', ')}`);
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}
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// 5. 直接查询QuerySystem
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console.log('\n步骤5: 直接查询QuerySystem');
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const queryResult = scene.querySystem.queryAll(TestTransform, TestRenderable);
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console.log(`QuerySystem.queryAll 返回: ${queryResult.entities.length} 个实体`);
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console.log('\n=== 测试结束 ===\n');
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expect(system.entitiesFound.length).toBe(1);
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expect(system.entitiesFound[0]).toBe(entity);
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expect(queryResult.entities.length).toBe(1);
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expect(queryResult.entities[0]).toBe(entity);
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});
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it('应该测试响应式查询的内部状态', () => {
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console.log('\n=== 响应式查询内部状态测试 ===');
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// 创建实体并添加组件
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const entity = scene.createEntity('TestEntity');
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entity.addComponent(new TestTransform(100, 200));
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entity.addComponent(new TestRenderable('test-sprite'));
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// 获取QuerySystem的内部状态
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const querySystem = scene.querySystem as any;
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console.log(`\n响应式查询数量: ${querySystem._reactiveQueries.size}`);
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console.log(`组件索引数量: ${querySystem._reactiveQueriesByComponent.size}`);
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// 检查响应式查询
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for (const [key, query] of querySystem._reactiveQueries) {
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console.log(`\n查询: ${key}`);
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console.log(` 实体数量: ${(query as any)._entities.length}`);
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console.log(` 实体ID集合: ${Array.from((query as any)._entityIdSet).join(', ')}`);
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}
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console.log('\n=== 测试结束 ===\n');
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});
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});
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89
packages/core/tests/reactive-query-timing.test.ts
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89
packages/core/tests/reactive-query-timing.test.ts
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@@ -0,0 +1,89 @@
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import { describe, it, expect } from '@jest/globals';
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import { Scene, Entity, Component, EntitySystem, Matcher, ECSComponent } from '../src';
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@ECSComponent('TestTransform')
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class TestTransform extends Component {
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constructor(public x: number = 0, public y: number = 0) {
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super();
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}
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}
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@ECSComponent('TestRenderable')
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class TestRenderable extends Component {
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constructor(public sprite: string = 'default') {
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super();
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}
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}
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class TestRenderSystem extends EntitySystem {
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public entitiesFound: Entity[] = [];
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constructor() {
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super(Matcher.all(TestTransform, TestRenderable));
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}
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protected override process(entities: readonly Entity[]): void {
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this.entitiesFound = Array.from(entities);
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console.log(`TestRenderSystem.process: 找到 ${entities.length} 个实体`);
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}
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protected override onAdded(entity: Entity): void {
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console.log(`TestRenderSystem.onAdded: 实体 ${entity.name}(${entity.id}) 被添加`);
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}
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}
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class TestGameScene extends Scene {
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private renderSystem: TestRenderSystem | null = null;
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public override initialize(): void {
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super.initialize();
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console.log('\n=== Scene.initialize() 开始 ===');
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// 1. 先添加System(这是GameScene的做法)
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console.log('步骤1: 添加RenderSystem');
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this.renderSystem = new TestRenderSystem();
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this.addEntityProcessor(this.renderSystem);
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// 2. 然后创建实体(这是GameScene的做法)
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console.log('\n步骤2: 创建实体');
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const entity = this.createEntity('Player');
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console.log(`实体已创建: ${entity.name}(${entity.id})`);
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console.log('\n步骤3: 添加组件');
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entity.addComponent(new TestTransform(100, 200));
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entity.addComponent(new TestRenderable('player-sprite'));
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console.log(`实体组件数量: ${entity.components.length}`);
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console.log('=== Scene.initialize() 结束 ===\n');
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}
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public getRenderSystem(): TestRenderSystem | null {
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return this.renderSystem;
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}
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}
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describe('响应式查询时序测试(模拟GameScene)', () => {
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it('应该在Scene.initialize()中先添加System再创建实体时正常工作', () => {
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console.log('\n\n========== 测试开始 ==========');
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const scene = new TestGameScene();
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console.log('\n调用scene.initialize()');
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scene.initialize();
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console.log('\n调用Scene.begin()');
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scene.begin();
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console.log('\n第一次Scene.update()');
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scene.update();
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const renderSystem = scene.getRenderSystem();
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expect(renderSystem).not.toBeNull();
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console.log(`\nRenderSystem找到的实体数量: ${renderSystem!.entitiesFound.length}`);
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expect(renderSystem!.entitiesFound.length).toBe(1);
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console.log('========== 测试结束 ==========\n\n');
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});
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});
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