refactor(core): 统一参数命名 - worldId/sceneId 改为 worldName/sceneName (#225)
* refactor(core): 统一参数命名 - worldId/sceneId 改为 worldName/sceneName * test(core): 更新测试用例以匹配新的错误消息 * refactor(core): 提高代码覆盖率 - 添加参数验证和测试
This commit is contained in:
@@ -136,9 +136,13 @@ export class World {
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/**
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* 创建并添加Scene到World
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*/
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public createScene<T extends IScene>(sceneId: string, sceneInstance?: T): T {
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if (this._scenes.has(sceneId)) {
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throw new Error(`Scene ID '${sceneId}' 已存在于World '${this.name}' 中`);
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public createScene<T extends IScene>(sceneName: string, sceneInstance?: T): T {
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if (!sceneName || typeof sceneName !== 'string' || sceneName.trim() === '') {
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throw new Error('Scene name不能为空');
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}
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if (this._scenes.has(sceneName)) {
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throw new Error(`Scene name '${sceneName}' 已存在于World '${this.name}' 中`);
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}
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if (this._scenes.size >= this._config.maxScenes!) {
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@@ -157,13 +161,13 @@ export class World {
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// 设置Scene的标识
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if ('id' in scene) {
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(scene as any).id = sceneId;
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(scene as any).id = sceneName;
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}
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if ('name' in scene && !scene.name) {
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scene.name = sceneId;
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scene.name = sceneName;
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}
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this._scenes.set(sceneId, scene);
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this._scenes.set(sceneName, scene);
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// 初始化Scene
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scene.initialize();
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@@ -174,30 +178,30 @@ export class World {
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/**
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* 移除Scene
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*/
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public removeScene(sceneId: string): boolean {
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const scene = this._scenes.get(sceneId);
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public removeScene(sceneName: string): boolean {
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const scene = this._scenes.get(sceneName);
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if (!scene) {
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return false;
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}
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// 如果Scene正在运行,先停止它
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if (this._activeScenes.has(sceneId)) {
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this.setSceneActive(sceneId, false);
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if (this._activeScenes.has(sceneName)) {
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this.setSceneActive(sceneName, false);
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}
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// 清理Scene资源
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scene.end();
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this._scenes.delete(sceneId);
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this._scenes.delete(sceneName);
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logger.info(`从World '${this.name}' 中移除Scene: ${sceneId}`);
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logger.info(`从World '${this.name}' 中移除Scene: ${sceneName}`);
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return true;
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}
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/**
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* 获取Scene
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*/
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public getScene<T extends IScene>(sceneId: string): T | null {
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return this._scenes.get(sceneId) as T || null;
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public getScene<T extends IScene>(sceneName: string): T | null {
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return this._scenes.get(sceneName) as T || null;
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}
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/**
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@@ -218,9 +222,9 @@ export class World {
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* 移除所有Scene
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*/
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public removeAllScenes(): void {
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const sceneIds = Array.from(this._scenes.keys());
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for (const sceneId of sceneIds) {
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this.removeScene(sceneId);
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const sceneNames = Array.from(this._scenes.keys());
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for (const sceneName of sceneNames) {
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this.removeScene(sceneName);
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}
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logger.info(`从World '${this.name}' 中移除所有Scene`);
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}
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@@ -228,32 +232,32 @@ export class World {
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/**
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* 设置Scene激活状态
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*/
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public setSceneActive(sceneId: string, active: boolean): void {
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const scene = this._scenes.get(sceneId);
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public setSceneActive(sceneName: string, active: boolean): void {
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const scene = this._scenes.get(sceneName);
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if (!scene) {
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logger.warn(`Scene '${sceneId}' 不存在于World '${this.name}' 中`);
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logger.warn(`Scene '${sceneName}' 不存在于World '${this.name}' 中`);
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return;
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}
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if (active) {
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this._activeScenes.add(sceneId);
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this._activeScenes.add(sceneName);
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// 启动Scene
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if (scene.begin) {
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scene.begin();
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}
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logger.debug(`在World '${this.name}' 中激活Scene: ${sceneId}`);
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logger.debug(`在World '${this.name}' 中激活Scene: ${sceneName}`);
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} else {
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this._activeScenes.delete(sceneId);
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this._activeScenes.delete(sceneName);
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// 可选择性地停止Scene,或者让它继续运行但不更新
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logger.debug(`在World '${this.name}' 中停用Scene: ${sceneId}`);
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logger.debug(`在World '${this.name}' 中停用Scene: ${sceneName}`);
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}
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}
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/**
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* 检查Scene是否激活
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*/
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public isSceneActive(sceneId: string): boolean {
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return this._activeScenes.has(sceneId);
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public isSceneActive(sceneName: string): boolean {
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return this._activeScenes.has(sceneName);
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}
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/**
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@@ -344,8 +348,8 @@ export class World {
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}
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// 停止所有Scene
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for (const sceneId of this._activeScenes) {
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this.setSceneActive(sceneId, false);
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for (const sceneName of this._activeScenes) {
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this.setSceneActive(sceneName, false);
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}
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// 重置所有全局System
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@@ -386,8 +390,8 @@ export class World {
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}
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// 更新所有激活的Scene
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for (const sceneId of this._activeScenes) {
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const scene = this._scenes.get(sceneId);
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for (const sceneName of this._activeScenes) {
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const scene = this._scenes.get(sceneName);
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if (scene && scene.update) {
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scene.update();
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}
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@@ -409,9 +413,9 @@ export class World {
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this.stop();
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// 销毁所有Scene
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const sceneIds = Array.from(this._scenes.keys());
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for (const sceneId of sceneIds) {
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this.removeScene(sceneId);
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const sceneNames = Array.from(this._scenes.keys());
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for (const sceneName of sceneNames) {
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this.removeScene(sceneName);
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}
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// 清理全局System
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@@ -445,10 +449,10 @@ export class World {
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globalSystemCount: this._globalSystems.length,
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createdAt: this._createdAt,
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config: { ...this._config },
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scenes: Array.from(this._scenes.keys()).map((sceneId) => ({
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id: sceneId,
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isActive: this._activeScenes.has(sceneId),
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name: this._scenes.get(sceneId)?.name || sceneId
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scenes: Array.from(this._scenes.keys()).map((sceneName) => ({
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id: sceneName,
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isActive: this._activeScenes.has(sceneName),
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name: this._scenes.get(sceneName)?.name || sceneName
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}))
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};
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}
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@@ -490,8 +494,8 @@ export class World {
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const currentTime = Date.now();
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const cleanupThreshold = 5 * 60 * 1000; // 5分钟
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for (const [sceneId, scene] of this._scenes) {
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if (!this._activeScenes.has(sceneId) &&
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for (const [sceneName, scene] of this._scenes) {
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if (!this._activeScenes.has(sceneName) &&
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scene.entities &&
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scene.entities.count === 0 &&
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(currentTime - this._createdAt) > cleanupThreshold) {
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@@ -506,20 +510,20 @@ export class World {
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* 执行清理操作
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*/
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private cleanup(): void {
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const sceneIds = Array.from(this._scenes.keys());
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const sceneNames = Array.from(this._scenes.keys());
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const currentTime = Date.now();
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const cleanupThreshold = 5 * 60 * 1000; // 5分钟
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for (const sceneId of sceneIds) {
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const scene = this._scenes.get(sceneId);
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for (const sceneName of sceneNames) {
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const scene = this._scenes.get(sceneName);
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if (scene &&
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!this._activeScenes.has(sceneId) &&
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!this._activeScenes.has(sceneName) &&
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scene.entities &&
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scene.entities.count === 0 &&
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(currentTime - this._createdAt) > cleanupThreshold) {
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this.removeScene(sceneId);
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logger.debug(`自动清理空Scene: ${sceneId} from World ${this.name}`);
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this.removeScene(sceneName);
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logger.debug(`自动清理空Scene: ${sceneName} from World ${this.name}`);
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}
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}
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}
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@@ -92,13 +92,13 @@ export class WorldManager implements IService {
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/**
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* 创建新World
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*/
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public createWorld(worldId: string, config?: IWorldConfig): World {
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if (!worldId || typeof worldId !== 'string' || worldId.trim() === '') {
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throw new Error('World ID不能为空');
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public createWorld(worldName: string, config?: IWorldConfig): World {
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if (!worldName || typeof worldName !== 'string' || worldName.trim() === '') {
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throw new Error('World name不能为空');
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}
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if (this._worlds.has(worldId)) {
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throw new Error(`World ID '${worldId}' 已存在`);
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if (this._worlds.has(worldName)) {
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throw new Error(`World name '${worldName}' 已存在`);
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}
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if (this._worlds.size >= this._config.maxWorlds!) {
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@@ -107,14 +107,14 @@ export class WorldManager implements IService {
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// 优先级:config.debug > WorldManager.debug > 默认
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const worldConfig: IWorldConfig = {
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name: worldId,
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name: worldName,
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debug: config?.debug ?? this._config.debug ?? false,
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...(config?.maxScenes !== undefined && { maxScenes: config.maxScenes }),
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...(config?.autoCleanup !== undefined && { autoCleanup: config.autoCleanup })
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};
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const world = new World(worldConfig);
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this._worlds.set(worldId, world);
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this._worlds.set(worldName, world);
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return world;
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}
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@@ -122,25 +122,25 @@ export class WorldManager implements IService {
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/**
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* 移除World
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*/
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public removeWorld(worldId: string): boolean {
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const world = this._worlds.get(worldId);
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public removeWorld(worldName: string): boolean {
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const world = this._worlds.get(worldName);
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if (!world) {
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return false;
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}
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// 销毁World
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world.destroy();
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this._worlds.delete(worldId);
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this._worlds.delete(worldName);
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logger.info(`移除World: ${worldId}`);
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logger.info(`移除World: ${worldName}`);
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return true;
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}
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/**
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* 获取World
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*/
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public getWorld(worldId: string): World | null {
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return this._worlds.get(worldId) || null;
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public getWorld(worldName: string): World | null {
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return this._worlds.get(worldName) || null;
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}
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/**
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@@ -160,27 +160,27 @@ export class WorldManager implements IService {
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/**
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* 设置World激活状态
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*/
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public setWorldActive(worldId: string, active: boolean): void {
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const world = this._worlds.get(worldId);
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public setWorldActive(worldName: string, active: boolean): void {
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const world = this._worlds.get(worldName);
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if (!world) {
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logger.warn(`World '${worldId}' 不存在`);
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logger.warn(`World '${worldName}' 不存在`);
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return;
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}
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if (active) {
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world.start();
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logger.debug(`激活World: ${worldId}`);
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logger.debug(`激活World: ${worldName}`);
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} else {
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world.stop();
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logger.debug(`停用World: ${worldId}`);
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logger.debug(`停用World: ${worldName}`);
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}
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}
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/**
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* 检查World是否激活
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*/
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public isWorldActive(worldId: string): boolean {
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const world = this._worlds.get(worldId);
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public isWorldActive(worldName: string): boolean {
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const world = this._worlds.get(worldName);
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return world?.isActive ?? false;
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}
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@@ -310,14 +310,14 @@ export class WorldManager implements IService {
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worlds: [] as any[]
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};
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for (const [worldId, world] of this._worlds) {
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for (const [worldName, world] of this._worlds) {
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const worldStats = world.getStats();
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stats.totalScenes += worldStats.totalSystems; // World的getStats可能需要调整
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stats.totalEntities += worldStats.totalEntities;
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stats.totalSystems += worldStats.totalSystems;
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stats.worlds.push({
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id: worldId,
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id: worldName,
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name: world.name,
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isActive: world.isActive,
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sceneCount: world.sceneCount,
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@@ -334,8 +334,8 @@ export class WorldManager implements IService {
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public getDetailedStatus() {
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return {
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...this.getStats(),
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worlds: Array.from(this._worlds.entries()).map(([worldId, world]) => ({
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id: worldId,
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worlds: Array.from(this._worlds.entries()).map(([worldName, world]) => ({
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id: worldName,
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isActive: world.isActive,
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status: world.getStatus()
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}))
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@@ -350,14 +350,14 @@ export class WorldManager implements IService {
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public cleanup(): number {
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const worldsToRemove: string[] = [];
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for (const [worldId, world] of this._worlds) {
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for (const [worldName, world] of this._worlds) {
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if (this.shouldCleanupWorld(world)) {
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worldsToRemove.push(worldId);
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worldsToRemove.push(worldName);
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}
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}
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for (const worldId of worldsToRemove) {
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this.removeWorld(worldId);
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for (const worldName of worldsToRemove) {
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this.removeWorld(worldName);
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}
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if (worldsToRemove.length > 0) {
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@@ -377,9 +377,9 @@ export class WorldManager implements IService {
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this.stopAll();
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// 销毁所有World
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const worldIds = Array.from(this._worlds.keys());
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for (const worldId of worldIds) {
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this.removeWorld(worldId);
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const worldNames = Array.from(this._worlds.keys());
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for (const worldName of worldNames) {
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this.removeWorld(worldName);
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}
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this._worlds.clear();
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@@ -275,7 +275,7 @@ export class DebugPlugin implements IPlugin, IService {
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* @param filter - 查询过滤器
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*/
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public queryEntities(filter: {
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sceneId?: string;
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sceneName?: string;
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tag?: number;
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name?: string;
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hasComponent?: string;
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@@ -289,7 +289,7 @@ export class DebugPlugin implements IPlugin, IService {
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for (const world of worlds) {
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for (const scene of world.getAllScenes()) {
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if (filter.sceneId && scene.name !== filter.sceneId) {
|
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if (filter.sceneName && scene.name !== filter.sceneName) {
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continue;
|
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}
|
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|
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@@ -152,14 +152,24 @@ describe('World', () => {
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expect(world.sceneCount).toBe(1);
|
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});
|
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test('空的Scene name应该抛出错误', () => {
|
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expect(() => {
|
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world.createScene('');
|
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}).toThrow('Scene name不能为空');
|
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|
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expect(() => {
|
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world.createScene(' ');
|
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}).toThrow('Scene name不能为空');
|
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});
|
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|
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test('重复的Scene ID应该抛出错误', () => {
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world.createScene('duplicate');
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|
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expect(() => {
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world.createScene('duplicate');
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}).toThrow("Scene ID 'duplicate' 已存在于World 'TestWorld' 中");
|
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}).toThrow("Scene name 'duplicate' 已存在于World 'TestWorld' 中");
|
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});
|
||||
|
||||
|
||||
test('超出最大Scene数量限制应该抛出错误', () => {
|
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const limitedWorld = new World({ maxScenes: 2 });
|
||||
|
||||
@@ -488,10 +498,10 @@ describe('World', () => {
|
||||
});
|
||||
|
||||
describe('错误处理', () => {
|
||||
test('Scene ID为空时应该创建默认ID', () => {
|
||||
test('Scene name为空时应该抛出错误', () => {
|
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expect(() => {
|
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world.createScene('');
|
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}).not.toThrow();
|
||||
}).toThrow('Scene name不能为空');
|
||||
});
|
||||
|
||||
test('极限情况下的资源管理', () => {
|
||||
|
||||
@@ -109,12 +109,22 @@ describe('WorldManager', () => {
|
||||
expect(world.name).toBe('configured-world');
|
||||
});
|
||||
|
||||
test('空的World name应该抛出错误', () => {
|
||||
expect(() => {
|
||||
worldManager.createWorld('');
|
||||
}).toThrow('World name不能为空');
|
||||
|
||||
expect(() => {
|
||||
worldManager.createWorld(' ');
|
||||
}).toThrow('World name不能为空');
|
||||
});
|
||||
|
||||
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");
|
||||
}).toThrow("World name 'duplicate-world' 已存在");
|
||||
});
|
||||
|
||||
test('超出最大World数量应该抛出错误', () => {
|
||||
|
||||
@@ -198,6 +198,14 @@ describe('DebugPlugin', () => {
|
||||
const results = debugPlugin.queryEntities({ tag: 999 });
|
||||
expect(results.length).toBe(0);
|
||||
});
|
||||
|
||||
it('应该能够按 sceneName 过滤实体', () => {
|
||||
// 查询特定场景的实体
|
||||
const results = debugPlugin.queryEntities({ sceneName: 'test-scene' });
|
||||
|
||||
// 应该返回 test-scene 中的所有实体(Player, Enemy, Item)
|
||||
expect(results.length).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('监控功能', () => {
|
||||
|
||||
Reference in New Issue
Block a user