* 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。
935 lines
32 KiB
TypeScript
935 lines
32 KiB
TypeScript
import { Scene } from '../../src/ECS/Scene';
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import { Entity } from '../../src/ECS/Entity';
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import { Component } from '../../src/ECS/Component';
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import { EntitySystem } from '../../src/ECS/Systems/EntitySystem';
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import { Matcher } from '../../src/ECS/Utils/Matcher';
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import { ECSComponent } from '../../src/ECS/Decorators';
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// 测试组件
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@ECSComponent('SceneTest_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(...args: unknown[]) {
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super();
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const [x = 0, y = 0] = args as [number?, number?];
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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('SceneTest_VelocityComponent')
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class VelocityComponent extends Component {
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public vx: number;
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public vy: number;
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constructor(...args: unknown[]) {
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super();
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const [vx = 0, vy = 0] = args as [number?, number?];
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this.vx = vx;
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this.vy = vy;
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}
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}
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@ECSComponent('SceneTest_HealthComponent')
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class HealthComponent extends Component {
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public health: number;
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constructor(...args: unknown[]) {
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super();
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const [health = 100] = args as [number?];
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this.health = health;
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}
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}
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@ECSComponent('SceneTest_RenderComponent')
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class RenderComponent extends Component {
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public visible: boolean;
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constructor(...args: unknown[]) {
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super();
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const [visible = true] = args as [boolean?];
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this.visible = visible;
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}
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}
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// 测试系统
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class MovementSystem extends EntitySystem {
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public processCallCount = 0;
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public lastProcessedEntities: Entity[] = [];
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constructor() {
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super(Matcher.empty().all(PositionComponent, VelocityComponent));
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}
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protected override process(entities: Entity[]): void {
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this.processCallCount++;
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this.lastProcessedEntities = [...entities];
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for (const entity of entities) {
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const position = entity.getComponent(PositionComponent);
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const velocity = entity.getComponent(VelocityComponent);
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if (position && velocity) {
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position.x += velocity.vx;
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position.y += velocity.vy;
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}
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}
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}
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}
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class RenderSystem extends EntitySystem {
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public processCallCount = 0;
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public lastProcessedEntities: Entity[] = [];
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constructor() {
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super(Matcher.empty().all(PositionComponent, RenderComponent));
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}
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protected override process(entities: Entity[]): void {
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this.processCallCount++;
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this.lastProcessedEntities = [...entities];
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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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public beginCalled = false;
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public endCalled = false;
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public updateCallCount = 0;
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public override initialize(): void {
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this.initializeCalled = true;
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super.initialize();
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}
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public override begin(): void {
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this.beginCalled = true;
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super.begin();
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}
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public override end(): void {
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this.endCalled = true;
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super.end();
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}
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public override update(): void {
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this.updateCallCount++;
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super.update();
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}
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}
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describe('Scene - 场景管理系统测试', () => {
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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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describe('基本功能测试', () => {
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test('应该能够创建场景', () => {
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expect(scene).toBeDefined();
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expect(scene).toBeInstanceOf(Scene);
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expect(scene.name).toBe("");
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expect(scene.entities).toBeDefined();
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expect(scene.systems).toBeDefined();
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expect(scene.identifierPool).toBeDefined();
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});
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test('应该能够设置场景名称', () => {
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scene.name = "TestScene";
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expect(scene.name).toBe("TestScene");
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});
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test('场景应该有正确的初始状态', () => {
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expect(scene.entities.count).toBe(0);
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expect(scene.systems.length).toBe(0);
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});
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test('应该能够使用配置创建场景', () => {
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const configScene = new Scene({ name: "ConfigScene" });
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expect(configScene.name).toBe("ConfigScene");
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});
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test('应该能够获取调试信息', () => {
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scene.name = "DebugScene";
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scene.createEntity("TestEntity");
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scene.addEntityProcessor(new MovementSystem());
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const debugInfo = scene.getDebugInfo();
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expect(debugInfo.name).toBe("DebugScene");
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expect(debugInfo.entityCount).toBe(1);
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expect(debugInfo.processorCount).toBe(1);
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expect(debugInfo.isRunning).toBe(false);
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expect(debugInfo.entities).toBeDefined();
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expect(debugInfo.processors).toBeDefined();
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expect(debugInfo.componentStats).toBeDefined();
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});
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});
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describe('实体管理', () => {
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test('应该能够创建实体', () => {
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const entity = scene.createEntity("TestEntity");
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expect(entity).toBeDefined();
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expect(entity.name).toBe("TestEntity");
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expect(entity.id).toBeGreaterThan(0);
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expect(scene.entities.count).toBe(1);
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});
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test('应该能够批量创建实体', () => {
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const entities = scene.createEntities(5, "Entity");
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expect(entities.length).toBe(5);
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expect(scene.entities.count).toBe(5);
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for (let i = 0; i < entities.length; i++) {
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expect(entities[i].name).toBe(`Entity_${i}`);
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expect(entities[i].id).toBeGreaterThan(0);
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}
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});
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test('应该能够通过ID查找实体', () => {
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const entity = scene.createEntity("TestEntity");
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const found = scene.findEntityById(entity.id);
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expect(found).toBe(entity);
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});
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test('查找不存在的实体应该返回null', () => {
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const found = scene.findEntityById(999999);
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expect(found).toBeNull();
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});
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test('应该能够销毁实体', () => {
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const entity = scene.createEntity("TestEntity");
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const entityId = entity.id;
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scene.entities.remove(entity);
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expect(scene.entities.count).toBe(0);
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expect(scene.findEntityById(entityId)).toBeNull();
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});
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test('应该能够通过ID销毁实体', () => {
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const entity = scene.createEntity("TestEntity");
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const entityId = entity.id;
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const entityToRemove = scene.findEntityById(entityId)!;
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scene.entities.remove(entityToRemove);
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expect(scene.entities.count).toBe(0);
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expect(scene.findEntityById(entityId)).toBeNull();
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});
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test('销毁不存在的实体应该安全处理', () => {
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expect(() => {
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// Scene doesn't have destroyEntity method
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expect(scene.findEntityById(999999)).toBeNull();
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}).not.toThrow();
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});
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test('应该能够销毁所有实体', () => {
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scene.createEntities(10, "Entity");
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expect(scene.entities.count).toBe(10);
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scene.destroyAllEntities();
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expect(scene.entities.count).toBe(0);
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});
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});
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describe('实体系统管理', () => {
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let movementSystem: MovementSystem;
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let renderSystem: RenderSystem;
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beforeEach(() => {
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movementSystem = new MovementSystem();
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renderSystem = new RenderSystem();
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});
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test('应该能够添加实体系统', () => {
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scene.addEntityProcessor(movementSystem);
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expect(scene.systems.length).toBe(1);
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expect(movementSystem.scene).toBe(scene);
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});
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test('应该能够移除实体系统', () => {
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scene.addEntityProcessor(movementSystem);
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scene.removeEntityProcessor(movementSystem);
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expect(scene.systems.length).toBe(0);
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expect(movementSystem.scene).toBeNull();
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});
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test('移除不存在的系统应该安全处理', () => {
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expect(() => {
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scene.removeEntityProcessor(movementSystem);
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}).not.toThrow();
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});
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test('应该能够管理多个实体系统', () => {
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scene.addEntityProcessor(movementSystem);
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scene.addEntityProcessor(renderSystem);
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expect(scene.systems.length).toBe(2);
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});
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test('系统应该按更新顺序执行', () => {
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movementSystem.updateOrder = 1;
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renderSystem.updateOrder = 0;
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scene.addEntityProcessor(movementSystem);
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scene.addEntityProcessor(renderSystem);
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// 创建测试实体
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new PositionComponent(0, 0));
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entity.addComponent(new VelocityComponent(1, 1));
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entity.addComponent(new RenderComponent(true));
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scene.update();
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// RenderSystem应该先执行(updateOrder = 0)
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// MovementSystem应该后执行(updateOrder = 1)
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expect(renderSystem.processCallCount).toBe(1);
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expect(movementSystem.processCallCount).toBe(1);
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});
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});
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describe('组件查询系统', () => {
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beforeEach(() => {
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// 创建测试实体
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const entity1 = scene.createEntity("Entity1");
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entity1.addComponent(new PositionComponent(10, 20));
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entity1.addComponent(new VelocityComponent(1, 0));
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const entity2 = scene.createEntity("Entity2");
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entity2.addComponent(new PositionComponent(30, 40));
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entity2.addComponent(new HealthComponent(80));
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const entity3 = scene.createEntity("Entity3");
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entity3.addComponent(new VelocityComponent(0, 1));
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entity3.addComponent(new HealthComponent(120));
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});
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test('应该能够查询具有特定组件的实体', () => {
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const result = scene.querySystem.queryAll(PositionComponent);
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expect(result.entities.length).toBe(2);
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expect(result.entities[0].name).toBe("Entity1");
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expect(result.entities[1].name).toBe("Entity2");
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});
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test('应该能够查询具有多个组件的实体', () => {
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const result = scene.querySystem.queryAll(PositionComponent, VelocityComponent);
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expect(result.entities.length).toBe(1);
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expect(result.entities[0].name).toBe("Entity1");
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});
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test('查询不存在的组件应该返回空结果', () => {
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const result = scene.querySystem.queryAll(RenderComponent);
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expect(result.entities.length).toBe(0);
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});
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test('查询系统应该支持缓存', () => {
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// 第一次查询
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const result1 = scene.querySystem.queryAll(PositionComponent);
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// 第二次查询(应该使用缓存)
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const result2 = scene.querySystem.queryAll(PositionComponent);
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// 实体数组应该相同,并且第二次查询应该来自缓存
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expect(result1.entities).toEqual(result2.entities);
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expect(result2.fromCache).toBe(true);
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});
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test('组件变化应该更新查询缓存', () => {
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const result1 = scene.querySystem.queryAll(PositionComponent);
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expect(result1.entities.length).toBe(2);
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// 添加新实体
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const entity4 = scene.createEntity("Entity4");
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entity4.addComponent(new PositionComponent(50, 60));
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const result2 = scene.querySystem.queryAll(PositionComponent);
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expect(result2.entities.length).toBe(3);
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});
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});
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describe('事件系统', () => {
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test('场景应该有事件系统', () => {
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expect(scene.eventSystem).toBeDefined();
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});
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||
|
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test('应该能够监听实体事件', () => {
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let entityCreatedEvent: any = null;
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||
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scene.eventSystem.on('entity:created', (data: any) => {
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entityCreatedEvent = data;
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});
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const entity = scene.createEntity("TestEntity");
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expect(entityCreatedEvent).toBeDefined();
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expect(entityCreatedEvent.entityName).toBe("TestEntity");
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});
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test('应该能够监听组件事件', () => {
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let componentAddedEvent: any = null;
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||
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scene.eventSystem.on('component:added', (data: any) => {
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componentAddedEvent = data;
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});
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||
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new PositionComponent(10, 20));
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expect(componentAddedEvent).toBeDefined();
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expect(componentAddedEvent.componentType).toBe('SceneTest_PositionComponent');
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});
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});
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|
||
describe('场景生命周期管理', () => {
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||
let testScene: TestScene;
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||
|
||
beforeEach(() => {
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testScene = new TestScene();
|
||
});
|
||
|
||
test('应该能够初始化场景', () => {
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testScene.initialize();
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||
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expect(testScene.initializeCalled).toBe(true);
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});
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||
|
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test('应该能够开始场景', () => {
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testScene.begin();
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||
|
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expect(testScene.beginCalled).toBe(true);
|
||
});
|
||
|
||
test('应该能够结束场景', () => {
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||
testScene.end();
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||
|
||
expect(testScene.endCalled).toBe(true);
|
||
});
|
||
|
||
test('应该能够更新场景', () => {
|
||
const movementSystem = new MovementSystem();
|
||
testScene.addEntityProcessor(movementSystem);
|
||
|
||
// 创建测试实体
|
||
const entity = testScene.createEntity("TestEntity");
|
||
entity.addComponent(new PositionComponent(0, 0));
|
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entity.addComponent(new VelocityComponent(1, 1));
|
||
|
||
testScene.update();
|
||
|
||
expect(testScene.updateCallCount).toBe(1);
|
||
expect(movementSystem.processCallCount).toBe(1);
|
||
|
||
// 验证移动系统是否正确处理了实体
|
||
const position = entity.getComponent(PositionComponent);
|
||
expect(position?.x).toBe(1);
|
||
expect(position?.y).toBe(1);
|
||
});
|
||
});
|
||
|
||
describe('统计和调试信息', () => {
|
||
test('应该能够获取场景统计信息', () => {
|
||
// 创建一些实体和系统
|
||
scene.createEntities(5, "Entity");
|
||
scene.addEntityProcessor(new MovementSystem());
|
||
scene.addEntityProcessor(new RenderSystem());
|
||
|
||
const stats = scene.getStats();
|
||
|
||
expect(stats.entityCount).toBe(5);
|
||
expect(stats.processorCount).toBe(2);
|
||
});
|
||
|
||
test('空场景的统计信息应该正确', () => {
|
||
const stats = scene.getStats();
|
||
|
||
expect(stats.entityCount).toBe(0);
|
||
expect(stats.processorCount).toBe(0);
|
||
});
|
||
|
||
test('查询系统应该有统计信息', () => {
|
||
// 执行一些查询以产生统计数据
|
||
scene.querySystem.queryAll(PositionComponent);
|
||
scene.querySystem.queryAll(VelocityComponent);
|
||
|
||
const stats = scene.querySystem.getStats();
|
||
|
||
expect(stats.queryStats.totalQueries).toBeGreaterThan(0);
|
||
expect(parseFloat(stats.cacheStats.hitRate)).toBeGreaterThanOrEqual(0);
|
||
});
|
||
|
||
});
|
||
|
||
describe('内存管理和性能', () => {
|
||
test('销毁大量实体应该正确清理内存', () => {
|
||
const entityCount = 1000;
|
||
const entities = scene.createEntities(entityCount, "Entity");
|
||
|
||
// 为每个实体添加组件
|
||
entities.forEach(entity => {
|
||
entity.addComponent(new PositionComponent(Math.random() * 100, Math.random() * 100));
|
||
entity.addComponent(new VelocityComponent(Math.random() * 5, Math.random() * 5));
|
||
});
|
||
|
||
expect(scene.entities.count).toBe(entityCount);
|
||
|
||
// 销毁所有实体
|
||
scene.destroyAllEntities();
|
||
|
||
expect(scene.entities.count).toBe(0);
|
||
|
||
// 查询应该返回空结果
|
||
const positionResult = scene.querySystem.queryAll(PositionComponent);
|
||
const velocityResult = scene.querySystem.queryAll(VelocityComponent);
|
||
|
||
expect(positionResult.entities.length).toBe(0);
|
||
expect(velocityResult.entities.length).toBe(0);
|
||
});
|
||
|
||
test('大量实体的创建和查询性能应该可接受', () => {
|
||
const entityCount = 5000;
|
||
const startTime = performance.now();
|
||
|
||
// 创建大量实体
|
||
const entities = scene.createEntities(entityCount, "Entity");
|
||
|
||
// 为每个实体添加组件
|
||
entities.forEach((entity, index) => {
|
||
entity.addComponent(new PositionComponent(index, index));
|
||
if (index % 2 === 0) {
|
||
entity.addComponent(new VelocityComponent(1, 1));
|
||
}
|
||
if (index % 3 === 0) {
|
||
entity.addComponent(new HealthComponent(100));
|
||
}
|
||
});
|
||
|
||
const creationTime = performance.now() - startTime;
|
||
|
||
// 测试查询性能
|
||
const queryStartTime = performance.now();
|
||
|
||
const positionResult = scene.querySystem.queryAll(PositionComponent);
|
||
const velocityResult = scene.querySystem.queryAll(VelocityComponent);
|
||
const healthResult = scene.querySystem.queryAll(HealthComponent);
|
||
|
||
const queryTime = performance.now() - queryStartTime;
|
||
|
||
expect(positionResult.entities.length).toBe(entityCount);
|
||
expect(velocityResult.entities.length).toBe(entityCount / 2);
|
||
expect(healthResult.entities.length).toBe(Math.floor(entityCount / 3) + 1);
|
||
|
||
console.log(`创建${entityCount}个实体耗时: ${creationTime.toFixed(2)}ms`);
|
||
console.log(`查询操作耗时: ${queryTime.toFixed(2)}ms`);
|
||
});
|
||
});
|
||
|
||
describe('错误处理和边界情况', () => {
|
||
test('重复添加同一个系统应该安全处理', () => {
|
||
const system = new MovementSystem();
|
||
|
||
|
||
scene.addEntityProcessor(system);
|
||
scene.addEntityProcessor(system);
|
||
|
||
expect(scene.systems.length).toBe(1);
|
||
});
|
||
|
||
test('系统处理过程中的异常应该被正确处理', () => {
|
||
const consoleSpy = jest.spyOn(console, 'error').mockImplementation(() => {});
|
||
|
||
class ErrorSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.empty().all(PositionComponent));
|
||
}
|
||
|
||
protected override process(entities: Entity[]): void {
|
||
throw new Error("Test system error");
|
||
}
|
||
}
|
||
|
||
const errorSystem = new ErrorSystem();
|
||
scene.addEntityProcessor(errorSystem);
|
||
|
||
const entity = scene.createEntity("TestEntity");
|
||
entity.addComponent(new PositionComponent(0, 0));
|
||
|
||
// 更新不应该抛出异常
|
||
expect(() => {
|
||
scene.update();
|
||
}).not.toThrow();
|
||
|
||
consoleSpy.mockRestore();
|
||
});
|
||
|
||
test('空场景的更新应该安全', () => {
|
||
expect(() => {
|
||
scene.update();
|
||
}).not.toThrow();
|
||
});
|
||
|
||
test('对已销毁实体的操作应该安全处理', () => {
|
||
const entity = scene.createEntity("TestEntity");
|
||
scene.entities.remove(entity);
|
||
|
||
// 对已销毁实体的操作应该安全
|
||
expect(() => {
|
||
entity.addComponent(new PositionComponent(0, 0));
|
||
}).not.toThrow();
|
||
});
|
||
});
|
||
|
||
describe('性能监控', () => {
|
||
test('Scene应该自动创建PerformanceMonitor', () => {
|
||
const customScene = new Scene({
|
||
name: 'CustomScene'
|
||
});
|
||
|
||
class TestSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.empty().all(PositionComponent));
|
||
}
|
||
}
|
||
|
||
const system = new TestSystem();
|
||
customScene.addEntityProcessor(system);
|
||
|
||
expect(customScene).toBeDefined();
|
||
|
||
customScene.end();
|
||
});
|
||
|
||
test('每个Scene应该有独立的PerformanceMonitor', () => {
|
||
const scene1 = new Scene({ name: 'Scene1' });
|
||
const scene2 = new Scene({ name: 'Scene2' });
|
||
|
||
class TestSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.empty().all(PositionComponent));
|
||
}
|
||
}
|
||
|
||
scene1.addEntityProcessor(new TestSystem());
|
||
scene2.addEntityProcessor(new TestSystem());
|
||
|
||
expect(scene1).toBeDefined();
|
||
expect(scene2).toBeDefined();
|
||
|
||
scene1.end();
|
||
scene2.end();
|
||
});
|
||
});
|
||
|
||
describe('扩展测试 - 补齐覆盖率', () => {
|
||
describe('实体标签查找', () => {
|
||
test('findEntitiesByTag 应该返回具有指定标签的实体', () => {
|
||
const entity1 = scene.createEntity('Entity1');
|
||
entity1.tag = 0x01;
|
||
|
||
const entity2 = scene.createEntity('Entity2');
|
||
entity2.tag = 0x02;
|
||
|
||
const entity3 = scene.createEntity('Entity3');
|
||
entity3.tag = 0x01;
|
||
|
||
const found = scene.findEntitiesByTag(0x01);
|
||
|
||
expect(found.length).toBe(2);
|
||
expect(found).toContain(entity1);
|
||
expect(found).toContain(entity3);
|
||
});
|
||
|
||
test('findEntitiesByTag 应该在没有匹配时返回空数组', () => {
|
||
scene.createEntity('Entity1');
|
||
|
||
const found = scene.findEntitiesByTag(0xFF);
|
||
|
||
expect(found).toEqual([]);
|
||
});
|
||
});
|
||
|
||
describe('批量实体操作', () => {
|
||
test('destroyEntities 应该批量销毁实体', () => {
|
||
const entities = scene.createEntities(5, 'Entity');
|
||
expect(scene.entities.count).toBe(5);
|
||
|
||
const toDestroy = entities.slice(0, 3);
|
||
scene.destroyEntities(toDestroy);
|
||
|
||
expect(scene.entities.count).toBe(2);
|
||
});
|
||
|
||
test('destroyEntities 应该处理空数组', () => {
|
||
scene.createEntities(3, 'Entity');
|
||
|
||
expect(() => {
|
||
scene.destroyEntities([]);
|
||
}).not.toThrow();
|
||
|
||
expect(scene.entities.count).toBe(3);
|
||
});
|
||
});
|
||
|
||
describe('查询方法', () => {
|
||
test('queryAny 应该返回具有任意一个组件的实体', () => {
|
||
const entity1 = scene.createEntity('Entity1');
|
||
entity1.addComponent(new PositionComponent());
|
||
|
||
const entity2 = scene.createEntity('Entity2');
|
||
entity2.addComponent(new VelocityComponent());
|
||
|
||
const entity3 = scene.createEntity('Entity3');
|
||
entity3.addComponent(new HealthComponent());
|
||
|
||
const result = scene.queryAny(PositionComponent, VelocityComponent);
|
||
|
||
expect(result.entities.length).toBe(2);
|
||
});
|
||
|
||
test('queryNone 应该返回不包含指定组件的实体', () => {
|
||
const entity1 = scene.createEntity('Entity1');
|
||
entity1.addComponent(new PositionComponent());
|
||
|
||
const entity2 = scene.createEntity('Entity2');
|
||
entity2.addComponent(new VelocityComponent());
|
||
|
||
const entity3 = scene.createEntity('Entity3');
|
||
|
||
const result = scene.queryNone(PositionComponent);
|
||
|
||
expect(result.entities.length).toBe(2);
|
||
expect(result.entities).toContain(entity2);
|
||
expect(result.entities).toContain(entity3);
|
||
});
|
||
|
||
test('query 应该创建类型安全的查询构建器', () => {
|
||
const builder = scene.query();
|
||
expect(builder).toBeDefined();
|
||
|
||
const matcher = builder.withAll(PositionComponent).buildMatcher();
|
||
expect(matcher).toBeDefined();
|
||
});
|
||
});
|
||
|
||
describe('服务容器', () => {
|
||
test('scene.services 应该返回服务容器', () => {
|
||
expect(scene.services).toBeDefined();
|
||
});
|
||
});
|
||
|
||
describe('系统错误处理', () => {
|
||
test('频繁出错的系统应该被自动禁用', () => {
|
||
const consoleSpy = jest.spyOn(console, 'error').mockImplementation(() => {});
|
||
|
||
class ErrorProneSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.empty().all(PositionComponent));
|
||
}
|
||
|
||
protected override process(): void {
|
||
throw new Error('Intentional error');
|
||
}
|
||
}
|
||
|
||
const system = new ErrorProneSystem();
|
||
scene.addEntityProcessor(system);
|
||
|
||
const entity = scene.createEntity('TestEntity');
|
||
entity.addComponent(new PositionComponent(0, 0));
|
||
|
||
// 多次更新以触发错误阈值
|
||
for (let i = 0; i < 15; i++) {
|
||
scene.update();
|
||
}
|
||
|
||
// 系统应该被禁用
|
||
expect(system.enabled).toBe(false);
|
||
|
||
consoleSpy.mockRestore();
|
||
});
|
||
});
|
||
|
||
describe('已废弃方法', () => {
|
||
test('getEntityByName 应该作为 findEntity 的别名工作', () => {
|
||
const entity = scene.createEntity('TestEntity');
|
||
|
||
const found = scene.getEntityByName('TestEntity');
|
||
|
||
expect(found).toBe(entity);
|
||
});
|
||
|
||
test('getEntitiesByTag 应该作为 findEntitiesByTag 的别名工作', () => {
|
||
const entity = scene.createEntity('Entity');
|
||
entity.tag = 0x10;
|
||
|
||
const found = scene.getEntitiesByTag(0x10);
|
||
|
||
expect(found.length).toBe(1);
|
||
expect(found[0]).toBe(entity);
|
||
});
|
||
});
|
||
|
||
describe('系统管理扩展', () => {
|
||
test('getSystem 应该返回指定类型的系统', () => {
|
||
const movementSystem = new MovementSystem();
|
||
scene.addEntityProcessor(movementSystem);
|
||
|
||
const found = scene.getSystem(MovementSystem);
|
||
|
||
expect(found).toBe(movementSystem);
|
||
});
|
||
|
||
test('getSystem 应该在系统不存在时返回 null', () => {
|
||
const found = scene.getSystem(MovementSystem);
|
||
|
||
expect(found).toBeNull();
|
||
});
|
||
|
||
test('markSystemsOrderDirty 应该标记系统顺序为脏', () => {
|
||
const system1 = new MovementSystem();
|
||
const system2 = new RenderSystem();
|
||
|
||
scene.addEntityProcessor(system1);
|
||
scene.addEntityProcessor(system2);
|
||
|
||
// 访问 systems 以清除脏标记
|
||
const _ = scene.systems;
|
||
|
||
// 标记为脏
|
||
scene.markSystemsOrderDirty();
|
||
|
||
// 再次访问应该重新构建缓存
|
||
const systems = scene.systems;
|
||
expect(systems).toBeDefined();
|
||
});
|
||
});
|
||
|
||
describe('延迟缓存清理', () => {
|
||
test('addEntity 应该支持延迟缓存清理', () => {
|
||
scene.createEntity('Entity1');
|
||
const entity2 = new Entity('Entity2', scene.identifierPool.checkOut());
|
||
|
||
// 延迟缓存清理
|
||
scene.addEntity(entity2, true);
|
||
|
||
expect(scene.entities.count).toBe(2);
|
||
});
|
||
});
|
||
|
||
describe('系统排序稳定性', () => {
|
||
test('相同 updateOrder 的系统应按添加顺序稳定排序', () => {
|
||
// 创建多个 updateOrder 都为 0 的系统
|
||
// Create multiple systems with updateOrder = 0
|
||
class SystemA extends EntitySystem {
|
||
name = 'SystemA';
|
||
constructor() { super(); }
|
||
}
|
||
class SystemB extends EntitySystem {
|
||
name = 'SystemB';
|
||
constructor() { super(); }
|
||
}
|
||
class SystemC extends EntitySystem {
|
||
name = 'SystemC';
|
||
constructor() { super(); }
|
||
}
|
||
|
||
const systemA = new SystemA();
|
||
const systemB = new SystemB();
|
||
const systemC = new SystemC();
|
||
|
||
// 按 A, B, C 顺序添加
|
||
scene.addEntityProcessor(systemA);
|
||
scene.addEntityProcessor(systemB);
|
||
scene.addEntityProcessor(systemC);
|
||
|
||
// 验证 addOrder 按添加顺序递增
|
||
expect(systemA.addOrder).toBe(0);
|
||
expect(systemB.addOrder).toBe(1);
|
||
expect(systemC.addOrder).toBe(2);
|
||
|
||
// 验证系统列表按添加顺序排列
|
||
const systems = scene.systems;
|
||
expect(systems[0]).toBe(systemA);
|
||
expect(systems[1]).toBe(systemB);
|
||
expect(systems[2]).toBe(systemC);
|
||
});
|
||
|
||
test('updateOrder 优先于 addOrder 排序', () => {
|
||
class SystemA extends EntitySystem {
|
||
name = 'SystemA';
|
||
constructor() { super(); }
|
||
}
|
||
class SystemB extends EntitySystem {
|
||
name = 'SystemB';
|
||
constructor() { super(); }
|
||
}
|
||
class SystemC extends EntitySystem {
|
||
name = 'SystemC';
|
||
constructor() { super(); }
|
||
}
|
||
|
||
const systemA = new SystemA();
|
||
const systemB = new SystemB();
|
||
const systemC = new SystemC();
|
||
|
||
// 按 A, B, C 顺序添加,但设置不同的 updateOrder
|
||
scene.addEntityProcessor(systemA);
|
||
systemA.updateOrder = 10;
|
||
|
||
scene.addEntityProcessor(systemB);
|
||
systemB.updateOrder = 5;
|
||
|
||
scene.addEntityProcessor(systemC);
|
||
systemC.updateOrder = 5; // 与 B 相同
|
||
|
||
// 验证排序:B(5,1), C(5,2), A(10,0)
|
||
const systems = scene.systems;
|
||
expect(systems[0]).toBe(systemB); // updateOrder=5, addOrder=1
|
||
expect(systems[1]).toBe(systemC); // updateOrder=5, addOrder=2
|
||
expect(systems[2]).toBe(systemA); // updateOrder=10, addOrder=0
|
||
});
|
||
|
||
test('多次重新排序后仍保持稳定性', () => {
|
||
class SystemA extends EntitySystem {
|
||
name = 'SystemA';
|
||
constructor() { super(); }
|
||
}
|
||
class SystemB extends EntitySystem {
|
||
name = 'SystemB';
|
||
constructor() { super(); }
|
||
}
|
||
|
||
const systemA = new SystemA();
|
||
const systemB = new SystemB();
|
||
|
||
scene.addEntityProcessor(systemA);
|
||
scene.addEntityProcessor(systemB);
|
||
|
||
// 多次触发重新排序
|
||
for (let i = 0; i < 10; i++) {
|
||
scene.markSystemsOrderDirty();
|
||
const systems = scene.systems;
|
||
|
||
// 每次排序后顺序应该相同
|
||
expect(systems[0]).toBe(systemA);
|
||
expect(systems[1]).toBe(systemB);
|
||
}
|
||
});
|
||
});
|
||
});
|
||
}); |