* refactor: 编辑器/运行时架构拆分与构建系统升级 * feat(core): 层级系统重构与UI变换矩阵修复 * refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题 * fix(physics): 修复跨包组件类引用问题 * feat: 统一运行时架构与浏览器运行支持 * feat(asset): 实现浏览器运行时资产加载系统 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误 * test: 补齐核心模块测试用例,修复CI构建配置 * fix: 修复测试用例中的类型错误和断言问题 * fix: 修复 turbo build:npm 任务的依赖顺序问题 * fix: 修复 CI 构建错误并优化构建性能
829 lines
28 KiB
TypeScript
829 lines
28 KiB
TypeScript
import { Scene } from '../../src/ECS/Scene';
|
||
import { Entity } from '../../src/ECS/Entity';
|
||
import { Component } from '../../src/ECS/Component';
|
||
import { EntitySystem } from '../../src/ECS/Systems/EntitySystem';
|
||
import { Matcher } from '../../src/ECS/Utils/Matcher';
|
||
|
||
// 测试组件
|
||
class PositionComponent extends Component {
|
||
public x: number;
|
||
public y: number;
|
||
|
||
constructor(...args: unknown[]) {
|
||
super();
|
||
const [x = 0, y = 0] = args as [number?, number?];
|
||
this.x = x;
|
||
this.y = y;
|
||
}
|
||
}
|
||
|
||
class VelocityComponent extends Component {
|
||
public vx: number;
|
||
public vy: number;
|
||
|
||
constructor(...args: unknown[]) {
|
||
super();
|
||
const [vx = 0, vy = 0] = args as [number?, number?];
|
||
this.vx = vx;
|
||
this.vy = vy;
|
||
}
|
||
}
|
||
|
||
class HealthComponent extends Component {
|
||
public health: number;
|
||
|
||
constructor(...args: unknown[]) {
|
||
super();
|
||
const [health = 100] = args as [number?];
|
||
this.health = health;
|
||
}
|
||
}
|
||
|
||
class RenderComponent extends Component {
|
||
public visible: boolean;
|
||
|
||
constructor(...args: unknown[]) {
|
||
super();
|
||
const [visible = true] = args as [boolean?];
|
||
this.visible = visible;
|
||
}
|
||
}
|
||
|
||
// 测试系统
|
||
class MovementSystem extends EntitySystem {
|
||
public processCallCount = 0;
|
||
public lastProcessedEntities: Entity[] = [];
|
||
|
||
constructor() {
|
||
super(Matcher.empty().all(PositionComponent, VelocityComponent));
|
||
}
|
||
|
||
protected override process(entities: Entity[]): void {
|
||
this.processCallCount++;
|
||
this.lastProcessedEntities = [...entities];
|
||
|
||
for (const entity of entities) {
|
||
const position = entity.getComponent(PositionComponent);
|
||
const velocity = entity.getComponent(VelocityComponent);
|
||
|
||
if (position && velocity) {
|
||
position.x += velocity.vx;
|
||
position.y += velocity.vy;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
class RenderSystem extends EntitySystem {
|
||
public processCallCount = 0;
|
||
public lastProcessedEntities: Entity[] = [];
|
||
|
||
constructor() {
|
||
super(Matcher.empty().all(PositionComponent, RenderComponent));
|
||
}
|
||
|
||
protected override process(entities: Entity[]): void {
|
||
this.processCallCount++;
|
||
this.lastProcessedEntities = [...entities];
|
||
}
|
||
}
|
||
|
||
// 测试场景
|
||
class TestScene extends Scene {
|
||
public initializeCalled = false;
|
||
public beginCalled = false;
|
||
public endCalled = false;
|
||
public updateCallCount = 0;
|
||
|
||
public override initialize(): void {
|
||
this.initializeCalled = true;
|
||
super.initialize();
|
||
}
|
||
|
||
public override begin(): void {
|
||
this.beginCalled = true;
|
||
super.begin();
|
||
}
|
||
|
||
public override end(): void {
|
||
this.endCalled = true;
|
||
super.end();
|
||
}
|
||
|
||
public override update(): void {
|
||
this.updateCallCount++;
|
||
super.update();
|
||
}
|
||
}
|
||
|
||
describe('Scene - 场景管理系统测试', () => {
|
||
let scene: Scene;
|
||
|
||
beforeEach(() => {
|
||
scene = new Scene();
|
||
});
|
||
|
||
describe('基本功能测试', () => {
|
||
test('应该能够创建场景', () => {
|
||
expect(scene).toBeDefined();
|
||
expect(scene).toBeInstanceOf(Scene);
|
||
expect(scene.name).toBe("");
|
||
expect(scene.entities).toBeDefined();
|
||
expect(scene.systems).toBeDefined();
|
||
expect(scene.identifierPool).toBeDefined();
|
||
});
|
||
|
||
test('应该能够设置场景名称', () => {
|
||
scene.name = "TestScene";
|
||
expect(scene.name).toBe("TestScene");
|
||
});
|
||
|
||
test('场景应该有正确的初始状态', () => {
|
||
expect(scene.entities.count).toBe(0);
|
||
expect(scene.systems.length).toBe(0);
|
||
});
|
||
|
||
test('应该能够使用配置创建场景', () => {
|
||
const configScene = new Scene({ name: "ConfigScene" });
|
||
expect(configScene.name).toBe("ConfigScene");
|
||
});
|
||
|
||
test('应该能够获取调试信息', () => {
|
||
scene.name = "DebugScene";
|
||
scene.createEntity("TestEntity");
|
||
scene.addEntityProcessor(new MovementSystem());
|
||
|
||
const debugInfo = scene.getDebugInfo();
|
||
|
||
expect(debugInfo.name).toBe("DebugScene");
|
||
expect(debugInfo.entityCount).toBe(1);
|
||
expect(debugInfo.processorCount).toBe(1);
|
||
expect(debugInfo.isRunning).toBe(false);
|
||
expect(debugInfo.entities).toBeDefined();
|
||
expect(debugInfo.processors).toBeDefined();
|
||
expect(debugInfo.componentStats).toBeDefined();
|
||
});
|
||
});
|
||
|
||
describe('实体管理', () => {
|
||
test('应该能够创建实体', () => {
|
||
const entity = scene.createEntity("TestEntity");
|
||
|
||
expect(entity).toBeDefined();
|
||
expect(entity.name).toBe("TestEntity");
|
||
expect(entity.id).toBeGreaterThan(0);
|
||
expect(scene.entities.count).toBe(1);
|
||
});
|
||
|
||
test('应该能够批量创建实体', () => {
|
||
const entities = scene.createEntities(5, "Entity");
|
||
|
||
expect(entities.length).toBe(5);
|
||
expect(scene.entities.count).toBe(5);
|
||
|
||
for (let i = 0; i < entities.length; i++) {
|
||
expect(entities[i].name).toBe(`Entity_${i}`);
|
||
expect(entities[i].id).toBeGreaterThan(0);
|
||
}
|
||
});
|
||
|
||
test('应该能够通过ID查找实体', () => {
|
||
const entity = scene.createEntity("TestEntity");
|
||
const found = scene.findEntityById(entity.id);
|
||
|
||
expect(found).toBe(entity);
|
||
});
|
||
|
||
test('查找不存在的实体应该返回null', () => {
|
||
const found = scene.findEntityById(999999);
|
||
expect(found).toBeNull();
|
||
});
|
||
|
||
test('应该能够销毁实体', () => {
|
||
const entity = scene.createEntity("TestEntity");
|
||
const entityId = entity.id;
|
||
|
||
scene.entities.remove(entity);
|
||
|
||
expect(scene.entities.count).toBe(0);
|
||
expect(scene.findEntityById(entityId)).toBeNull();
|
||
});
|
||
|
||
test('应该能够通过ID销毁实体', () => {
|
||
const entity = scene.createEntity("TestEntity");
|
||
const entityId = entity.id;
|
||
|
||
const entityToRemove = scene.findEntityById(entityId)!;
|
||
scene.entities.remove(entityToRemove);
|
||
|
||
expect(scene.entities.count).toBe(0);
|
||
expect(scene.findEntityById(entityId)).toBeNull();
|
||
});
|
||
|
||
test('销毁不存在的实体应该安全处理', () => {
|
||
expect(() => {
|
||
// Scene doesn't have destroyEntity method
|
||
expect(scene.findEntityById(999999)).toBeNull();
|
||
}).not.toThrow();
|
||
});
|
||
|
||
test('应该能够销毁所有实体', () => {
|
||
scene.createEntities(10, "Entity");
|
||
expect(scene.entities.count).toBe(10);
|
||
|
||
scene.destroyAllEntities();
|
||
|
||
expect(scene.entities.count).toBe(0);
|
||
});
|
||
});
|
||
|
||
describe('实体系统管理', () => {
|
||
let movementSystem: MovementSystem;
|
||
let renderSystem: RenderSystem;
|
||
|
||
beforeEach(() => {
|
||
movementSystem = new MovementSystem();
|
||
renderSystem = new RenderSystem();
|
||
});
|
||
|
||
test('应该能够添加实体系统', () => {
|
||
scene.addEntityProcessor(movementSystem);
|
||
|
||
expect(scene.systems.length).toBe(1);
|
||
expect(movementSystem.scene).toBe(scene);
|
||
});
|
||
|
||
test('应该能够移除实体系统', () => {
|
||
scene.addEntityProcessor(movementSystem);
|
||
scene.removeEntityProcessor(movementSystem);
|
||
|
||
expect(scene.systems.length).toBe(0);
|
||
expect(movementSystem.scene).toBeNull();
|
||
});
|
||
|
||
test('移除不存在的系统应该安全处理', () => {
|
||
expect(() => {
|
||
scene.removeEntityProcessor(movementSystem);
|
||
}).not.toThrow();
|
||
});
|
||
|
||
test('应该能够管理多个实体系统', () => {
|
||
scene.addEntityProcessor(movementSystem);
|
||
scene.addEntityProcessor(renderSystem);
|
||
|
||
expect(scene.systems.length).toBe(2);
|
||
});
|
||
|
||
test('系统应该按更新顺序执行', () => {
|
||
movementSystem.updateOrder = 1;
|
||
renderSystem.updateOrder = 0;
|
||
|
||
scene.addEntityProcessor(movementSystem);
|
||
scene.addEntityProcessor(renderSystem);
|
||
|
||
// 创建测试实体
|
||
const entity = scene.createEntity("TestEntity");
|
||
entity.addComponent(new PositionComponent(0, 0));
|
||
entity.addComponent(new VelocityComponent(1, 1));
|
||
entity.addComponent(new RenderComponent(true));
|
||
|
||
scene.update();
|
||
|
||
// RenderSystem应该先执行(updateOrder = 0)
|
||
// MovementSystem应该后执行(updateOrder = 1)
|
||
expect(renderSystem.processCallCount).toBe(1);
|
||
expect(movementSystem.processCallCount).toBe(1);
|
||
});
|
||
});
|
||
|
||
describe('组件查询系统', () => {
|
||
beforeEach(() => {
|
||
// 创建测试实体
|
||
const entity1 = scene.createEntity("Entity1");
|
||
entity1.addComponent(new PositionComponent(10, 20));
|
||
entity1.addComponent(new VelocityComponent(1, 0));
|
||
|
||
const entity2 = scene.createEntity("Entity2");
|
||
entity2.addComponent(new PositionComponent(30, 40));
|
||
entity2.addComponent(new HealthComponent(80));
|
||
|
||
const entity3 = scene.createEntity("Entity3");
|
||
entity3.addComponent(new VelocityComponent(0, 1));
|
||
entity3.addComponent(new HealthComponent(120));
|
||
});
|
||
|
||
test('应该能够查询具有特定组件的实体', () => {
|
||
const result = scene.querySystem.queryAll(PositionComponent);
|
||
|
||
expect(result.entities.length).toBe(2);
|
||
expect(result.entities[0].name).toBe("Entity1");
|
||
expect(result.entities[1].name).toBe("Entity2");
|
||
});
|
||
|
||
test('应该能够查询具有多个组件的实体', () => {
|
||
const result = scene.querySystem.queryAll(PositionComponent, VelocityComponent);
|
||
|
||
expect(result.entities.length).toBe(1);
|
||
expect(result.entities[0].name).toBe("Entity1");
|
||
});
|
||
|
||
test('查询不存在的组件应该返回空结果', () => {
|
||
const result = scene.querySystem.queryAll(RenderComponent);
|
||
|
||
expect(result.entities.length).toBe(0);
|
||
});
|
||
|
||
test('查询系统应该支持缓存', () => {
|
||
// 第一次查询
|
||
const result1 = scene.querySystem.queryAll(PositionComponent);
|
||
|
||
// 第二次查询(应该使用缓存)
|
||
const result2 = scene.querySystem.queryAll(PositionComponent);
|
||
|
||
// 实体数组应该相同,并且第二次查询应该来自缓存
|
||
expect(result1.entities).toEqual(result2.entities);
|
||
expect(result2.fromCache).toBe(true);
|
||
});
|
||
|
||
test('组件变化应该更新查询缓存', () => {
|
||
const result1 = scene.querySystem.queryAll(PositionComponent);
|
||
expect(result1.entities.length).toBe(2);
|
||
|
||
// 添加新实体
|
||
const entity4 = scene.createEntity("Entity4");
|
||
entity4.addComponent(new PositionComponent(50, 60));
|
||
|
||
const result2 = scene.querySystem.queryAll(PositionComponent);
|
||
expect(result2.entities.length).toBe(3);
|
||
});
|
||
});
|
||
|
||
describe('事件系统', () => {
|
||
test('场景应该有事件系统', () => {
|
||
expect(scene.eventSystem).toBeDefined();
|
||
});
|
||
|
||
test('应该能够监听实体事件', () => {
|
||
let entityCreatedEvent: any = null;
|
||
|
||
scene.eventSystem.on('entity:created', (data: any) => {
|
||
entityCreatedEvent = data;
|
||
});
|
||
|
||
const entity = scene.createEntity("TestEntity");
|
||
|
||
expect(entityCreatedEvent).toBeDefined();
|
||
expect(entityCreatedEvent.entityName).toBe("TestEntity");
|
||
});
|
||
|
||
test('应该能够监听组件事件', () => {
|
||
let componentAddedEvent: any = null;
|
||
|
||
scene.eventSystem.on('component:added', (data: any) => {
|
||
componentAddedEvent = data;
|
||
});
|
||
|
||
const entity = scene.createEntity("TestEntity");
|
||
entity.addComponent(new PositionComponent(10, 20));
|
||
|
||
expect(componentAddedEvent).toBeDefined();
|
||
expect(componentAddedEvent.componentType).toBe('PositionComponent');
|
||
});
|
||
});
|
||
|
||
describe('场景生命周期管理', () => {
|
||
let testScene: TestScene;
|
||
|
||
beforeEach(() => {
|
||
testScene = new TestScene();
|
||
});
|
||
|
||
test('应该能够初始化场景', () => {
|
||
testScene.initialize();
|
||
|
||
expect(testScene.initializeCalled).toBe(true);
|
||
});
|
||
|
||
test('应该能够开始场景', () => {
|
||
testScene.begin();
|
||
|
||
expect(testScene.beginCalled).toBe(true);
|
||
});
|
||
|
||
test('应该能够结束场景', () => {
|
||
testScene.end();
|
||
|
||
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));
|
||
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);
|
||
});
|
||
});
|
||
});
|
||
}); |