* refactor(build): 重构 Web 构建管线,支持配置驱动的 Import Maps - 重构 WebBuildPipeline 支持 split-bundles 和 single-bundle 两种构建模式 - 使用 module.json 的 isCore 字段识别核心模块,消除硬编码列表 - 动态生成 Import Map,从模块清单的 name 字段获取包名映射 - 动态扫描 module.json 文件,不再依赖固定模块列表 - 添加 HTTP 服务器启动脚本 (start-server.bat/sh) 支持 ESM 模块 - 更新 BuildSettingsPanel UI 支持新的构建模式选项 - 添加多语言支持 (zh/en/es) * fix(build): 修复 Web 构建组件注册和用户脚本打包问题 主要修复: - 修复组件反序列化时找不到类型的问题 - @ECSComponent 装饰器现在自动注册到 ComponentRegistry - 添加未使用装饰器的组件警告 - 构建管线自动扫描用户脚本(无需入口文件) 架构改进: - 解决 Decorators ↔ ComponentRegistry 循环依赖 - 新建 ComponentTypeUtils.ts 作为底层无依赖模块 - 移除冗余的防御性 register 调用 - 统一 ComponentType 定义位置 * refactor(build): 统一 WASM 配置架构,移除硬编码 - 新增 wasmConfig 统一配置替代 wasmPaths/wasmBindings - wasmConfig.files 支持多候选源路径和明确目标路径 - wasmConfig.runtimePath 指定运行时加载路径 - 重构 _copyWasmFiles 使用统一配置 - HTML 生成使用配置中的 runtimePath - 移除 physics-rapier2d 的冗余 WASM 配置(由 rapier2d 负责) - IBuildFileSystem 新增 deleteFile 方法 * feat(build): 单文件构建模式完善和场景配置驱动 ## 主要改动 ### 单文件构建(single-file mode) - 修复 WASM 初始化问题,支持 initSync 同步初始化 - 配置驱动的 WASM 识别,通过 wasmConfig.isEngineCore 标识核心引擎模块 - 从 wasmConfig.files 动态获取 JS 绑定路径,消除硬编码 ### 场景配置 - 构建验证:必须选择至少一个场景才能构建 - 自动扫描:项目加载时扫描 scenes 目录 - 抽取 _filterScenesByWhitelist 公共方法统一过滤逻辑 ### 构建面板优化 - availableScenes prop 传递场景列表 - 场景复选框可点击切换启用状态 - 移除动态 import,使用 prop 传入数据 * chore(build): 补充构建相关的辅助改动 - 添加 BuildFileSystemService 的 listFilesByExtension 优化 - 更新 module.json 添加 externalDependencies 配置 - BrowserRuntime 支持 wasmModule 参数传递 - GameRuntime 添加 loadSceneFromData 方法 - Rust 构建命令更新 - 国际化文案更新 * feat(build): 持久化构建设置到项目配置 ## 设计架构 ### ProjectService 扩展 - 新增 BuildSettingsConfig 接口定义构建配置字段 - ProjectConfig 添加 buildSettings 字段 - 新增 getBuildSettings / updateBuildSettings 方法 ### BuildSettingsPanel - 组件挂载时从 projectService 加载已保存配置 - 设置变化时自动保存(500ms 防抖) - 场景选择状态与项目配置同步 ### 配置保存位置 保存在项目的 ecs-editor.config.json 中: - scenes: 选中的场景列表 - buildMode: 构建模式 - companyName/productName/version: 产品信息 - developmentBuild/sourceMap: 构建选项 * fix(editor): Ctrl+S 仅在主编辑区域触发保存场景 - 模态窗口打开时跳过(构建设置、设置、关于等) - 焦点在 input/textarea/contenteditable 时跳过 * fix(tests): 修复 ECS 测试中 Component 注册问题 - 为所有测试 Component 类添加 @ECSComponent 装饰器 - 移除 beforeEach 中的 ComponentRegistry.reset() 调用 - 将内联 Component 类移到文件顶层以支持装饰器 - 更新测试预期值匹配新的组件类型名称 - 添加缺失的 HierarchyComponent 导入 所有 1388 个测试现已通过。
429 lines
15 KiB
TypeScript
429 lines
15 KiB
TypeScript
import { Entity } from '../../src/ECS/Entity';
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import { Component } from '../../src/ECS/Component';
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import { Scene } from '../../src/ECS/Scene';
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import { SceneManager } from '../../src/ECS/SceneManager';
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import { EEntityLifecyclePolicy } from '../../src/ECS/Core/EntityLifecyclePolicy';
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import { ECSComponent } from '../../src/ECS/Decorators';
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// 测试组件
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@ECSComponent('Persistent_PositionComponent')
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class PositionComponent extends Component {
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public x: number;
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public y: number;
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constructor(x: number = 0, y: number = 0) {
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super();
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this.x = x;
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this.y = y;
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}
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}
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@ECSComponent('Persistent_PlayerComponent')
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class PlayerComponent extends Component {
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public name: string;
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public score: number;
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constructor(name: string = 'Player', score: number = 0) {
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super();
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this.name = name;
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this.score = score;
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}
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}
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@ECSComponent('Persistent_EnemyComponent')
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class EnemyComponent extends Component {
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public type: string;
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constructor(type: string = 'normal') {
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super();
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this.type = type;
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}
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}
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// 测试场景
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class TestScene extends Scene {
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public initializeCalled = false;
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override initialize(): void {
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this.initializeCalled = true;
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}
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}
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describe('PersistentEntity - 持久化实体测试', () => {
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describe('Entity.setPersistent', () => {
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let scene: Scene;
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beforeEach(() => {
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scene = new Scene();
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});
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test('默认实体应为 SceneLocal 策略', () => {
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const entity = scene.createEntity('NormalEntity');
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expect(entity.lifecyclePolicy).toBe(EEntityLifecyclePolicy.SceneLocal);
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expect(entity.isPersistent).toBe(false);
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});
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test('setPersistent() 应标记实体为持久化', () => {
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const entity = scene.createEntity('Player');
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entity.setPersistent();
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expect(entity.lifecyclePolicy).toBe(EEntityLifecyclePolicy.Persistent);
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expect(entity.isPersistent).toBe(true);
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});
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test('setPersistent() 应支持链式调用', () => {
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const entity = scene.createEntity('Player').setPersistent();
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entity.addComponent(new PositionComponent(100, 200));
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expect(entity.isPersistent).toBe(true);
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expect(entity.hasComponent(PositionComponent)).toBe(true);
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});
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test('setSceneLocal() 应恢复为默认策略', () => {
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const entity = scene.createEntity('Player');
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entity.setPersistent();
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expect(entity.isPersistent).toBe(true);
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entity.setSceneLocal();
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expect(entity.isPersistent).toBe(false);
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expect(entity.lifecyclePolicy).toBe(EEntityLifecyclePolicy.SceneLocal);
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});
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});
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describe('Scene.findPersistentEntities', () => {
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let scene: Scene;
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beforeEach(() => {
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scene = new Scene();
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});
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test('应返回所有持久化实体', () => {
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// 创建混合实体
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const player = scene.createEntity('Player').setPersistent();
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const enemy1 = scene.createEntity('Enemy1');
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const gameManager = scene.createEntity('GameManager').setPersistent();
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const enemy2 = scene.createEntity('Enemy2');
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const persistentEntities = scene.findPersistentEntities();
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expect(persistentEntities.length).toBe(2);
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expect(persistentEntities).toContain(player);
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expect(persistentEntities).toContain(gameManager);
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expect(persistentEntities).not.toContain(enemy1);
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expect(persistentEntities).not.toContain(enemy2);
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});
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test('没有持久化实体时应返回空数组', () => {
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scene.createEntity('Enemy1');
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scene.createEntity('Enemy2');
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const persistentEntities = scene.findPersistentEntities();
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expect(persistentEntities).toEqual([]);
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});
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});
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describe('Scene.extractPersistentEntities', () => {
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let scene: Scene;
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beforeEach(() => {
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scene = new Scene();
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});
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test('应提取并从场景中移除持久化实体', () => {
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const player = scene.createEntity('Player').setPersistent();
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player.addComponent(new PositionComponent(100, 200));
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const enemy = scene.createEntity('Enemy');
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expect(scene.entities.count).toBe(2);
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const extracted = scene.extractPersistentEntities();
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expect(extracted.length).toBe(1);
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expect(extracted[0]).toBe(player);
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expect(scene.entities.count).toBe(1);
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expect(scene.findEntity('Player')).toBeNull();
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expect(scene.findEntity('Enemy')).toBe(enemy);
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});
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test('提取后实体的 scene 引用应为 null', () => {
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const player = scene.createEntity('Player').setPersistent();
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const extracted = scene.extractPersistentEntities();
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expect(extracted[0].scene).toBeNull();
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});
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test('提取后实体的组件数据应保留', () => {
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const player = scene.createEntity('Player').setPersistent();
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player.addComponent(new PositionComponent(100, 200));
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player.addComponent(new PlayerComponent('Hero', 999));
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const extracted = scene.extractPersistentEntities();
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// 组件数据应保留(虽然 scene 为 null,组件缓存仍有效)
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expect(extracted[0].components.length).toBe(2);
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});
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});
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describe('Scene.receiveMigratedEntities', () => {
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test('应将迁移的实体添加到新场景', () => {
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const sourceScene = new Scene();
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const targetScene = new Scene();
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// 在源场景创建持久化实体
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const player = sourceScene.createEntity('Player').setPersistent();
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player.addComponent(new PositionComponent(100, 200));
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player.addComponent(new PlayerComponent('Hero', 500));
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// 提取并迁移
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const extracted = sourceScene.extractPersistentEntities();
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targetScene.receiveMigratedEntities(extracted);
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// 验证实体已迁移
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expect(targetScene.entities.count).toBe(1);
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expect(targetScene.findEntity('Player')).toBe(player);
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expect(player.scene).toBe(targetScene);
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});
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test('迁移后组件数据应完整保留', () => {
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const sourceScene = new Scene();
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const targetScene = new Scene();
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const player = sourceScene.createEntity('Player').setPersistent();
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player.addComponent(new PositionComponent(100, 200));
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player.addComponent(new PlayerComponent('Hero', 999));
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const extracted = sourceScene.extractPersistentEntities();
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targetScene.receiveMigratedEntities(extracted);
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// 验证组件数据
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const migratedPlayer = targetScene.findEntity('Player')!;
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const position = migratedPlayer.getComponent(PositionComponent);
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const playerComp = migratedPlayer.getComponent(PlayerComponent);
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expect(position).not.toBeNull();
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expect(position!.x).toBe(100);
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expect(position!.y).toBe(200);
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expect(playerComp).not.toBeNull();
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expect(playerComp!.name).toBe('Hero');
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expect(playerComp!.score).toBe(999);
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});
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test('迁移后实体应能被查询系统找到', () => {
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const sourceScene = new Scene();
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const targetScene = new Scene();
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const player = sourceScene.createEntity('Player').setPersistent();
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player.addComponent(new PositionComponent(100, 200));
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const extracted = sourceScene.extractPersistentEntities();
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targetScene.receiveMigratedEntities(extracted);
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// 通过查询系统查找
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const result = targetScene.queryAll(PositionComponent);
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expect(result.entities.length).toBe(1);
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expect(result.entities[0]).toBe(player);
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});
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});
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describe('SceneManager 场景切换迁移', () => {
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let sceneManager: SceneManager;
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beforeEach(() => {
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sceneManager = new SceneManager();
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});
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afterEach(() => {
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sceneManager.destroy();
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});
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test('场景切换时应自动迁移持久化实体', () => {
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// 设置初始场景
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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// 创建持久化实体和普通实体
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const player = scene1.createEntity('Player').setPersistent();
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player.addComponent(new PositionComponent(100, 200));
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player.addComponent(new PlayerComponent('Hero', 500));
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const enemy = scene1.createEntity('Enemy');
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enemy.addComponent(new EnemyComponent('boss'));
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expect(scene1.entities.count).toBe(2);
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// 切换到新场景
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const scene2 = new TestScene();
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sceneManager.setScene(scene2);
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// 验证:player 应迁移到新场景,enemy 应被销毁
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expect(scene2.entities.count).toBe(1);
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expect(scene2.findEntity('Player')).toBe(player);
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expect(scene2.findEntity('Enemy')).toBeNull();
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expect(player.scene).toBe(scene2);
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});
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test('迁移后组件状态应保持不变', () => {
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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const player = scene1.createEntity('Player').setPersistent();
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player.addComponent(new PositionComponent(100, 200));
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const playerComp = player.addComponent(new PlayerComponent('Hero', 500));
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// 修改组件状态
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playerComp.score = 999;
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// 切换场景
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const scene2 = new TestScene();
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sceneManager.setScene(scene2);
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// 验证组件状态
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const migratedPlayer = scene2.findEntity('Player')!;
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const position = migratedPlayer.getComponent(PositionComponent);
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const migratedPlayerComp = migratedPlayer.getComponent(PlayerComponent);
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expect(position!.x).toBe(100);
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expect(position!.y).toBe(200);
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expect(migratedPlayerComp!.score).toBe(999);
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});
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test('多个持久化实体应全部迁移', () => {
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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const player = scene1.createEntity('Player').setPersistent();
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const audioManager = scene1.createEntity('AudioManager').setPersistent();
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const gameState = scene1.createEntity('GameState').setPersistent();
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const enemy = scene1.createEntity('Enemy'); // 普通实体
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expect(scene1.entities.count).toBe(4);
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const scene2 = new TestScene();
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sceneManager.setScene(scene2);
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expect(scene2.entities.count).toBe(3);
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expect(scene2.findEntity('Player')).toBe(player);
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expect(scene2.findEntity('AudioManager')).toBe(audioManager);
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expect(scene2.findEntity('GameState')).toBe(gameState);
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expect(scene2.findEntity('Enemy')).toBeNull();
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});
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test('没有持久化实体时场景切换应正常工作', () => {
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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scene1.createEntity('Enemy1');
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scene1.createEntity('Enemy2');
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const scene2 = new TestScene();
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sceneManager.setScene(scene2);
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expect(scene2.entities.count).toBe(0);
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});
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test('延迟场景切换应正确迁移持久化实体', () => {
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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const player = scene1.createEntity('Player').setPersistent();
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player.addComponent(new PlayerComponent('Hero', 100));
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// 延迟加载
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const scene2 = new TestScene();
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sceneManager.loadScene(scene2);
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// 此时还未切换
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expect(sceneManager.currentScene).toBe(scene1);
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expect(scene1.findEntity('Player')).toBe(player);
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// 触发更新,执行延迟切换
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sceneManager.update();
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// 验证迁移
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expect(sceneManager.currentScene).toBe(scene2);
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expect(scene2.findEntity('Player')).toBe(player);
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expect(player.scene).toBe(scene2);
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});
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test('连续场景切换应正确迁移持久化实体', () => {
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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const player = scene1.createEntity('Player').setPersistent();
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// 第一次切换
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const scene2 = new TestScene();
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sceneManager.setScene(scene2);
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expect(scene2.findEntity('Player')).toBe(player);
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// 第二次切换
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const scene3 = new TestScene();
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sceneManager.setScene(scene3);
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expect(scene3.findEntity('Player')).toBe(player);
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// 第三次切换
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const scene4 = new TestScene();
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sceneManager.setScene(scene4);
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expect(scene4.findEntity('Player')).toBe(player);
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expect(player.scene).toBe(scene4);
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});
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});
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describe('边界情况', () => {
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test('实体销毁后不应被迁移', () => {
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const sceneManager = new SceneManager();
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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const player = scene1.createEntity('Player').setPersistent();
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player.destroy();
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const scene2 = new TestScene();
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sceneManager.setScene(scene2);
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expect(scene2.entities.count).toBe(0);
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sceneManager.destroy();
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});
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test('动态切换持久化状态应生效', () => {
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const sceneManager = new SceneManager();
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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const entity = scene1.createEntity('DynamicEntity');
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expect(entity.isPersistent).toBe(false);
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// 动态设为持久化
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entity.setPersistent();
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expect(entity.isPersistent).toBe(true);
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const scene2 = new TestScene();
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sceneManager.setScene(scene2);
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expect(scene2.findEntity('DynamicEntity')).toBe(entity);
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sceneManager.destroy();
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});
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test('动态取消持久化状态应生效', () => {
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const sceneManager = new SceneManager();
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const scene1 = new TestScene();
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sceneManager.setScene(scene1);
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const entity = scene1.createEntity('DynamicEntity').setPersistent();
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// 动态取消持久化
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entity.setSceneLocal();
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const scene2 = new TestScene();
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sceneManager.setScene(scene2);
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expect(scene2.findEntity('DynamicEntity')).toBeNull();
|
||
sceneManager.destroy();
|
||
});
|
||
});
|
||
});
|