Files
esengine/packages/core/tests/ECS/Serialization/Serialization.test.ts
2025-10-08 20:58:07 +08:00

632 lines
22 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* 序列化系统测试
*/
import { Component } from '../../../src/ECS/Component';
import { Scene } from '../../../src/ECS/Scene';
import { Entity } from '../../../src/ECS/Entity';
import {
Serializable,
Serialize,
SerializeAsMap,
SerializeAsSet,
IgnoreSerialization,
ComponentSerializer,
EntitySerializer,
SceneSerializer,
VersionMigrationManager,
MigrationBuilder
} from '../../../src/ECS/Serialization';
import { ECSComponent } from '../../../src/ECS/Decorators';
import { ComponentRegistry } from '../../../src/ECS/Core/ComponentStorage';
// 测试组件定义
@ECSComponent('Position')
@Serializable({ version: 1 })
class PositionComponent extends Component {
@Serialize()
public x: number = 0;
@Serialize()
public y: number = 0;
constructor(x: number = 0, y: number = 0) {
super();
this.x = x;
this.y = y;
}
}
@ECSComponent('Velocity')
@Serializable({ version: 1 })
class VelocityComponent extends Component {
@Serialize()
public dx: number = 0;
@Serialize()
public dy: number = 0;
}
@ECSComponent('Player')
@Serializable({ version: 1 })
class PlayerComponent extends Component {
@Serialize()
public name: string = '';
@Serialize()
public level: number = 1;
@SerializeAsMap()
public inventory: Map<string, number> = new Map();
@SerializeAsSet()
public tags: Set<string> = new Set();
@IgnoreSerialization()
public tempCache: any = null;
}
@ECSComponent('Health')
@Serializable({ version: 1 })
class HealthComponent extends Component {
@Serialize()
public current: number = 100;
@Serialize()
public max: number = 100;
}
// 非可序列化组件
class NonSerializableComponent extends Component {
public data: any = null;
}
describe('ECS Serialization System', () => {
beforeEach(() => {
// 清空测试环境
ComponentRegistry.reset();
// 重新注册测试组件因为reset会清空所有注册
ComponentRegistry.register(PositionComponent);
ComponentRegistry.register(VelocityComponent);
ComponentRegistry.register(PlayerComponent);
ComponentRegistry.register(HealthComponent);
});
describe('Component Serialization', () => {
it('should serialize a simple component', () => {
const position = new PositionComponent(100, 200);
const serialized = ComponentSerializer.serialize(position);
expect(serialized).not.toBeNull();
expect(serialized!.type).toBe('Position');
expect(serialized!.version).toBe(1);
expect(serialized!.data.x).toBe(100);
expect(serialized!.data.y).toBe(200);
});
it('should deserialize a simple component', () => {
const serializedData = {
type: 'Position',
version: 1,
data: { x: 150, y: 250 }
};
const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
const component = ComponentSerializer.deserialize(serializedData, registry);
expect(component).not.toBeNull();
expect(component).toBeInstanceOf(PositionComponent);
expect((component as PositionComponent).x).toBe(150);
expect((component as PositionComponent).y).toBe(250);
});
it('should serialize Map fields', () => {
const player = new PlayerComponent();
player.name = 'Hero';
player.level = 5;
player.inventory.set('sword', 1);
player.inventory.set('potion', 10);
const serialized = ComponentSerializer.serialize(player);
expect(serialized).not.toBeNull();
expect(serialized!.data.inventory).toEqual([
['sword', 1],
['potion', 10]
]);
});
it('should deserialize Map fields', () => {
const serializedData = {
type: 'Player',
version: 1,
data: {
name: 'Hero',
level: 5,
inventory: [
['sword', 1],
['potion', 10]
],
tags: ['warrior', 'hero']
}
};
const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
const component = ComponentSerializer.deserialize(
serializedData,
registry
) as PlayerComponent;
expect(component).not.toBeNull();
expect(component.inventory.get('sword')).toBe(1);
expect(component.inventory.get('potion')).toBe(10);
expect(component.tags.has('warrior')).toBe(true);
expect(component.tags.has('hero')).toBe(true);
});
it('should ignore fields marked with @IgnoreSerialization', () => {
const player = new PlayerComponent();
player.tempCache = { foo: 'bar' };
const serialized = ComponentSerializer.serialize(player);
expect(serialized).not.toBeNull();
expect(serialized!.data.tempCache).toBeUndefined();
});
it('should return null for non-serializable components', () => {
const nonSerializable = new NonSerializableComponent();
const serialized = ComponentSerializer.serialize(nonSerializable);
expect(serialized).toBeNull();
});
});
describe('Entity Serialization', () => {
it('should serialize an entity with components', () => {
const entity = new Entity('Player', 1);
entity.addComponent(new PositionComponent(50, 100));
entity.addComponent(new VelocityComponent());
entity.tag = 10;
const serialized = EntitySerializer.serialize(entity);
expect(serialized.id).toBe(1);
expect(serialized.name).toBe('Player');
expect(serialized.tag).toBe(10);
expect(serialized.components.length).toBe(2);
});
it('should serialize entity hierarchy', () => {
const parent = new Entity('Parent', 1);
const child = new Entity('Child', 2);
parent.addComponent(new PositionComponent(0, 0));
child.addComponent(new PositionComponent(10, 10));
parent.addChild(child);
const serialized = EntitySerializer.serialize(parent);
expect(serialized.children.length).toBe(1);
expect(serialized.children[0].id).toBe(2);
expect(serialized.children[0].name).toBe('Child');
});
it('should deserialize an entity', () => {
const serializedEntity = {
id: 1,
name: 'TestEntity',
tag: 5,
active: true,
enabled: true,
updateOrder: 0,
components: [
{
type: 'Position',
version: 1,
data: { x: 100, y: 200 }
}
],
children: []
};
const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
let idCounter = 10;
const entity = EntitySerializer.deserialize(
serializedEntity,
registry,
() => idCounter++,
false
);
expect(entity.name).toBe('TestEntity');
expect(entity.tag).toBe(5);
expect(entity.components.length).toBe(1);
});
});
describe('Scene Serialization', () => {
let scene: Scene;
beforeEach(() => {
scene = new Scene({ name: 'TestScene' });
});
afterEach(() => {
scene.end();
});
it('should serialize a scene', () => {
const entity1 = scene.createEntity('Entity1');
entity1.addComponent(new PositionComponent(10, 20));
const entity2 = scene.createEntity('Entity2');
entity2.addComponent(new PlayerComponent());
const saveData = scene.serialize({ format: 'json', pretty: true });
expect(saveData).toBeTruthy();
expect(typeof saveData).toBe('string');
const parsed = JSON.parse(saveData as string);
expect(parsed.name).toBe('TestScene');
expect(parsed.version).toBe(1);
expect(parsed.entities.length).toBe(2);
});
it('should deserialize a scene with replace strategy', () => {
// 创建初始实体
const entity1 = scene.createEntity('Initial');
entity1.addComponent(new PositionComponent(0, 0));
// 序列化
const entity2 = scene.createEntity('ToSave');
entity2.addComponent(new PositionComponent(100, 100));
const saveData = scene.serialize();
// 清空并重新加载
scene.deserialize(saveData, {
strategy: 'replace',
// componentRegistry会自动从ComponentRegistry获取
});
expect(scene.entities.count).toBeGreaterThan(0);
});
it('should filter components during serialization', () => {
const entity = scene.createEntity('Mixed');
entity.addComponent(new PositionComponent(1, 2));
entity.addComponent(new PlayerComponent());
entity.addComponent(new HealthComponent());
const saveData = scene.serialize({
components: [PositionComponent, PlayerComponent],
format: 'json'
});
const parsed = JSON.parse(saveData as string);
expect(parsed.entities.length).toBeGreaterThan(0);
});
it('should preserve entity hierarchy', () => {
const parent = scene.createEntity('Parent');
const child = scene.createEntity('Child');
parent.addChild(child);
parent.addComponent(new PositionComponent(0, 0));
child.addComponent(new PositionComponent(10, 10));
const saveData = scene.serialize({ format: 'json' });
const parsed = JSON.parse(saveData as string);
// 只有父实体在顶层
expect(parsed.entities.length).toBe(1);
expect(parsed.entities[0].children.length).toBe(1);
});
it('should validate save data', () => {
const entity = scene.createEntity('Test');
entity.addComponent(new PositionComponent(5, 5));
const saveData = scene.serialize({ format: 'json' });
const validation = SceneSerializer.validate(saveData as string);
expect(validation.valid).toBe(true);
expect(validation.version).toBe(1);
});
it('should get save data info', () => {
const entity = scene.createEntity('InfoTest');
entity.addComponent(new PositionComponent(1, 1));
const saveData = scene.serialize({ format: 'json' });
const info = SceneSerializer.getInfo(saveData as string);
expect(info).not.toBeNull();
expect(info!.name).toBe('TestScene');
expect(info!.version).toBe(1);
});
});
describe('Version Migration', () => {
@ECSComponent('OldPlayer')
@Serializable({ version: 1 })
class OldPlayerV1 extends Component {
@Serialize()
public name: string = '';
@Serialize()
public hp: number = 100;
}
@ECSComponent('OldPlayer')
@Serializable({ version: 2 })
class OldPlayerV2 extends Component {
@Serialize()
public name: string = '';
@Serialize()
public health: number = 100; // 重命名了字段
@Serialize()
public maxHealth: number = 100; // 新增字段
}
beforeEach(() => {
VersionMigrationManager.clearMigrations();
});
it('should migrate component from v1 to v2', () => {
// 注册迁移
VersionMigrationManager.registerComponentMigration(
'OldPlayer',
1,
2,
(data) => {
return {
name: data.name,
health: data.hp,
maxHealth: data.hp
};
}
);
const v1Data = {
type: 'OldPlayer',
version: 1,
data: { name: 'Hero', hp: 80 }
};
const migrated = VersionMigrationManager.migrateComponent(v1Data, 2);
expect(migrated.version).toBe(2);
expect(migrated.data.health).toBe(80);
expect(migrated.data.maxHealth).toBe(80);
expect(migrated.data.hp).toBeUndefined();
});
it('should use MigrationBuilder for component migration', () => {
new MigrationBuilder()
.forComponent('Player')
.fromVersionToVersion(1, 2)
.migrate((data: any) => {
data.experience = 0;
return data;
});
expect(VersionMigrationManager.canMigrateComponent('Player', 1, 2)).toBe(true);
});
it('should check migration path availability', () => {
VersionMigrationManager.registerComponentMigration('Test', 1, 2, (d) => d);
VersionMigrationManager.registerComponentMigration('Test', 2, 3, (d) => d);
expect(VersionMigrationManager.canMigrateComponent('Test', 1, 3)).toBe(true);
expect(VersionMigrationManager.canMigrateComponent('Test', 1, 4)).toBe(false);
});
it('should get migration path', () => {
VersionMigrationManager.registerComponentMigration('PathTest', 1, 2, (d) => d);
VersionMigrationManager.registerComponentMigration('PathTest', 2, 3, (d) => d);
const path = VersionMigrationManager.getComponentMigrationPath('PathTest');
expect(path).toEqual([1, 2]);
});
});
// ComponentTypeRegistry已被移除现在使用ComponentRegistry自动管理组件类型
describe('Integration Tests', () => {
it('should perform full save/load cycle', () => {
const scene1 = new Scene({ name: 'SaveTest' });
// 创建复杂实体
const player = scene1.createEntity('Player');
const playerComp = new PlayerComponent();
playerComp.name = 'TestHero';
playerComp.level = 10;
playerComp.inventory.set('sword', 1);
playerComp.inventory.set('shield', 1);
playerComp.tags.add('warrior');
player.addComponent(playerComp);
player.addComponent(new PositionComponent(100, 200));
player.addComponent(new HealthComponent());
// 创建子实体
const weapon = scene1.createEntity('Weapon');
weapon.addComponent(new PositionComponent(5, 0));
player.addChild(weapon);
// 序列化
const saveData = scene1.serialize();
// 新场景
const scene2 = new Scene({ name: 'LoadTest' });
// 反序列化
scene2.deserialize(saveData, {
strategy: 'replace',
// componentRegistry会自动从ComponentRegistry获取
});
// 验证
const loadedPlayer = scene2.findEntity('Player');
expect(loadedPlayer).not.toBeNull();
const loadedPlayerComp = loadedPlayer!.getComponent(PlayerComponent as any) as PlayerComponent;
expect(loadedPlayerComp).not.toBeNull();
expect(loadedPlayerComp.name).toBe('TestHero');
expect(loadedPlayerComp.level).toBe(10);
expect(loadedPlayerComp.inventory.get('sword')).toBe(1);
expect(loadedPlayerComp.tags.has('warrior')).toBe(true);
// 验证层级结构
expect(loadedPlayer!.childCount).toBe(1);
scene1.end();
scene2.end();
});
it('should serialize and deserialize scene custom data', () => {
const scene1 = new Scene({ name: 'SceneDataTest' });
// 设置场景自定义数据
scene1.sceneData.set('weather', 'rainy');
scene1.sceneData.set('timeOfDay', 14.5);
scene1.sceneData.set('difficulty', 'hard');
scene1.sceneData.set('checkpoint', { x: 100, y: 200 });
scene1.sceneData.set('tags', new Set(['action', 'adventure']));
scene1.sceneData.set('metadata', new Map([['author', 'test'], ['version', '1.0']]));
// 序列化
const saveData = scene1.serialize();
// 新场景
const scene2 = new Scene({ name: 'LoadTest' });
// 反序列化
scene2.deserialize(saveData, {
strategy: 'replace',
// componentRegistry会自动从ComponentRegistry获取
});
// 验证场景数据
expect(scene2.sceneData.get('weather')).toBe('rainy');
expect(scene2.sceneData.get('timeOfDay')).toBe(14.5);
expect(scene2.sceneData.get('difficulty')).toBe('hard');
expect(scene2.sceneData.get('checkpoint')).toEqual({ x: 100, y: 200 });
const tags = scene2.sceneData.get('tags');
expect(tags).toBeInstanceOf(Set);
expect(tags.has('action')).toBe(true);
expect(tags.has('adventure')).toBe(true);
const metadata = scene2.sceneData.get('metadata');
expect(metadata).toBeInstanceOf(Map);
expect(metadata.get('author')).toBe('test');
expect(metadata.get('version')).toBe('1.0');
scene1.end();
scene2.end();
});
it('should serialize and deserialize using binary format', () => {
const scene1 = new Scene({ name: 'BinaryTest' });
// 创建测试数据
const player = scene1.createEntity('Player');
const playerComp = new PlayerComponent();
playerComp.name = 'BinaryHero';
playerComp.level = 5;
playerComp.inventory.set('sword', 1);
player.addComponent(playerComp);
player.addComponent(new PositionComponent(100, 200));
scene1.sceneData.set('weather', 'sunny');
scene1.sceneData.set('score', 9999);
// 二进制序列化
const binaryData = scene1.serialize({ format: 'binary' });
// 验证是Buffer类型
expect(Buffer.isBuffer(binaryData)).toBe(true);
// JSON序列化对比
const jsonData = scene1.serialize({ format: 'json', pretty: false });
// 二进制应该更小
const binarySize = (binaryData as Buffer).length;
const jsonSize = (jsonData as string).length;
console.log(`Binary size: ${binarySize} bytes, JSON size: ${jsonSize} bytes`);
expect(binarySize).toBeLessThan(jsonSize);
// 新场景反序列化二进制数据
const scene2 = new Scene({ name: 'LoadTest' });
scene2.deserialize(binaryData, {
strategy: 'replace',
// componentRegistry会自动从ComponentRegistry获取
});
// 验证数据完整性
const loadedPlayer = scene2.findEntity('Player');
expect(loadedPlayer).not.toBeNull();
const loadedPlayerComp = loadedPlayer!.getComponent(PlayerComponent as any) as PlayerComponent;
expect(loadedPlayerComp.name).toBe('BinaryHero');
expect(loadedPlayerComp.level).toBe(5);
expect(loadedPlayerComp.inventory.get('sword')).toBe(1);
const loadedPos = loadedPlayer!.getComponent(PositionComponent as any) as PositionComponent;
expect(loadedPos.x).toBe(100);
expect(loadedPos.y).toBe(200);
expect(scene2.sceneData.get('weather')).toBe('sunny');
expect(scene2.sceneData.get('score')).toBe(9999);
scene1.end();
scene2.end();
});
it('should handle complex nested data in binary format', () => {
const scene1 = new Scene({ name: 'NestedBinaryTest' });
// 复杂嵌套数据
scene1.sceneData.set('config', {
graphics: {
quality: 'high',
resolution: { width: 1920, height: 1080 }
},
audio: {
masterVolume: 0.8,
effects: new Map([['music', 0.7], ['sfx', 0.9]])
},
tags: new Set(['multiplayer', 'ranked']),
timestamp: new Date('2024-01-01')
});
// 二进制序列化
const binaryData = scene1.serialize({ format: 'binary' });
// 反序列化
const scene2 = new Scene({ name: 'LoadTest' });
scene2.deserialize(binaryData, {
// componentRegistry会自动从ComponentRegistry获取
});
const config = scene2.sceneData.get('config');
expect(config.graphics.quality).toBe('high');
expect(config.graphics.resolution.width).toBe(1920);
expect(config.audio.masterVolume).toBe(0.8);
expect(config.audio.effects.get('music')).toBe(0.7);
expect(config.tags.has('multiplayer')).toBe(true);
expect(config.timestamp).toBeInstanceOf(Date);
scene1.end();
scene2.end();
});
});
});