* 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。
1085 lines
37 KiB
TypeScript
1085 lines
37 KiB
TypeScript
import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
|
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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 { Scene } from '../../../src/ECS/Scene';
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import { Matcher } from '../../../src/ECS/Utils/Matcher';
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import { GlobalEventBus } from '../../../src/ECS/Core/EventBus';
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import { TypeSafeEventSystem } from '../../../src/ECS/Core/EventSystem';
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import { ECSComponent } from '../../../src/ECS/Decorators';
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// 测试组件
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@ECSComponent('EntitySysTest_TestComponent')
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class TestComponent extends Component {
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public value: number = 0;
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constructor(...args: unknown[]) {
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super();
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const [value = 0] = args as [number?];
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this.value = value;
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}
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}
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// 额外测试组件 - 用于内联测试
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@ECSComponent('EntitySysTest_TagComponent2')
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class TagComponent2 extends Component {}
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@ECSComponent('EntitySysTest_NonExistent')
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class NonExistentComponent extends Component {}
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@ECSComponent('EntitySysTest_ClickComponent')
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class ClickComponent extends Component {
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public element: string;
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constructor(element: string = '') {
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super();
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this.element = element;
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}
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}
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@ECSComponent('EntitySysTest_A')
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class AComponent extends Component {}
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@ECSComponent('EntitySysTest_B')
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class BComponent extends Component {}
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@ECSComponent('EntitySysTest_C')
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class CComponent extends Component {
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public aId: number;
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public bId: number;
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constructor(aId: number = 0, bId: number = 0) {
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super();
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this.aId = aId;
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this.bId = bId;
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}
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}
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@ECSComponent('EntitySysTest_D')
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class DComponent extends Component {}
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@ECSComponent('EntitySysTest_TagComponent')
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class TagComponent extends TestComponent {}
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// 测试事件
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interface TestEvent {
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id: number;
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message: string;
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}
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// 具体的实体系统实现
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class ConcreteEntitySystem extends EntitySystem {
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public processCallCount = 0;
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public eventHandlerCallCount = 0;
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constructor() {
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super(Matcher.all(TestComponent));
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}
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protected override process(entities: readonly Entity[]): void {
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this.processCallCount++;
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}
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// 测试用的手动事件监听器
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public addManualEventListener(): void {
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this.addEventListener('manual_event', (event: any) => {
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this.eventHandlerCallCount++;
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});
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}
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// 测试用的移除事件监听器
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public removeManualEventListener(): void {
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const handler = (event: any) => {
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this.eventHandlerCallCount++;
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};
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const listenerRef = this.addEventListener('manual_event', handler);
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if (listenerRef) {
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this.removeEventListener('manual_event', listenerRef);
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}
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}
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// 公开测试方法
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public testAddEventListener(eventType: string, handler: (event: any) => void): string | null {
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return this.addEventListener(eventType, handler);
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}
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public testRemoveEventListener(eventType: string, listenerRef: string): void {
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this.removeEventListener(eventType, listenerRef);
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}
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}
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// 没有装饰器的系统(用于对比测试)
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class PlainEntitySystem extends EntitySystem {
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public processCallCount = 0;
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public onDestroyCallCount = 0;
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constructor() {
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super(Matcher.all(TestComponent));
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}
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protected override process(entities: readonly Entity[]): void {
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this.processCallCount++;
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}
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protected override onDestroy(): void {
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this.onDestroyCallCount++;
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}
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}
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describe('EntitySystem', () => {
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let scene: Scene;
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let system: ConcreteEntitySystem;
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let entity: Entity;
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beforeEach(() => {
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scene = new Scene();
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system = new ConcreteEntitySystem();
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entity = scene.createEntity('test_entity');
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entity.addComponent(new TestComponent(10));
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scene.addEntity(entity);
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scene.addSystem(system);
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});
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afterEach(() => {
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// 清理场景
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scene.removeSystem(system);
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});
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describe('手动事件监听器管理', () => {
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it('应该能够手动添加事件监听器', () => {
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system.addManualEventListener();
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// 发射手动事件
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scene.eventSystem.emitSync('manual_event', { test: true });
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// 验证手动事件监听器被调用
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expect(system.eventHandlerCallCount).toBe(1);
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});
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it('应该能够手动移除事件监听器', () => {
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const handler = jest.fn();
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// 添加监听器
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const listenerRef = system.testAddEventListener('manual_remove_event', handler);
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// 发射事件验证监听器工作
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scene.eventSystem.emitSync('manual_remove_event', {});
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expect(handler).toHaveBeenCalledTimes(1);
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// 移除监听器
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if (listenerRef) {
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system.testRemoveEventListener('manual_remove_event', listenerRef);
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}
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// 再次发射事件
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scene.eventSystem.emitSync('manual_remove_event', {});
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// 验证监听器已被移除
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expect(handler).toHaveBeenCalledTimes(1);
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});
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it('当系统被销毁时,应该清理手动添加的事件监听器', () => {
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const handler = jest.fn();
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// 添加手动监听器
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system.testAddEventListener('destroy_test_event', handler);
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// 验证监听器工作
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scene.eventSystem.emitSync('destroy_test_event', {});
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expect(handler).toHaveBeenCalledTimes(1);
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// 销毁系统
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scene.removeSystem(system);
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// 再次发射事件
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scene.eventSystem.emitSync('destroy_test_event', {});
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// 验证监听器已被清理
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expect(handler).toHaveBeenCalledTimes(1);
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});
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});
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describe('生命周期管理', () => {
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it('应该按正确的顺序执行销毁流程', () => {
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const plainSystem = new PlainEntitySystem();
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scene.addSystem(plainSystem);
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// 销毁系统
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scene.removeSystem(plainSystem);
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// 验证用户的 onDestroy 被调用
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expect(plainSystem.onDestroyCallCount).toBe(1);
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});
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it('框架的 destroy 方法应该清理所有资源并调用用户回调', () => {
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const testEvent: TestEvent = { id: 3, message: 'destroy test' };
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const handler = jest.fn();
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// 添加手动监听器
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system.testAddEventListener('destroy_order_test', handler);
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// 验证手动监听器工作
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scene.eventSystem.emitSync('destroy_order_test', {});
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expect(handler).toHaveBeenCalledTimes(1);
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// 直接调用框架的销毁方法
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system.destroy();
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// 重置计数器并验证监听器被清理
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handler.mockClear();
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scene.eventSystem.emitSync('destroy_order_test', {});
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expect(handler).not.toHaveBeenCalled();
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});
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it('dispose 方法应该调用 onDestroy 回调', () => {
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const plainSystem = new PlainEntitySystem();
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scene.addSystem(plainSystem);
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// 直接调用 dispose
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plainSystem.dispose();
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// 验证 onDestroy 被调用
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expect(plainSystem.onDestroyCallCount).toBe(1);
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});
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it('多次调用 dispose 或 destroy 不应该重复调用 onDestroy', () => {
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const plainSystem = new PlainEntitySystem();
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scene.addSystem(plainSystem);
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// 调用 dispose
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plainSystem.dispose();
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expect(plainSystem.onDestroyCallCount).toBe(1);
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// 再次调用 dispose
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plainSystem.dispose();
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expect(plainSystem.onDestroyCallCount).toBe(1);
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// 调用 destroy
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plainSystem.destroy();
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expect(plainSystem.onDestroyCallCount).toBe(1);
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});
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it('先调用 destroy 再调用 dispose 不应该重复调用 onDestroy', () => {
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const plainSystem = new PlainEntitySystem();
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scene.addSystem(plainSystem);
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// 先调用 destroy
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plainSystem.destroy();
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expect(plainSystem.onDestroyCallCount).toBe(1);
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// 再调用 dispose
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plainSystem.dispose();
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expect(plainSystem.onDestroyCallCount).toBe(1);
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});
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});
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describe('错误处理', () => {
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it('当事件系统不可用时,应该安全地处理监听器注册', () => {
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// 创建没有事件系统的场景
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const sceneWithoutEvents = new Scene();
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(sceneWithoutEvents as any).eventSystem = null;
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const systemWithoutEvents = new ConcreteEntitySystem();
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// 应该不会抛出错误
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expect(() => {
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sceneWithoutEvents.addSystem(systemWithoutEvents);
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}).not.toThrow();
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});
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it('当移除不存在的监听器时,应该安全处理', () => {
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const nonExistentListenerRef = 'non_existent_listener_ref';
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// 应该不会抛出错误
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expect(() => {
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system.testRemoveEventListener('non_existent_event', nonExistentListenerRef);
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}).not.toThrow();
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});
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});
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describe('日志器命名', () => {
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it('应该使用类名作为日志器名称', () => {
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const loggerName = (system as any).getLoggerName();
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expect(loggerName).toBe('ConcreteEntitySystem');
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});
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});
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describe('nothing 匹配器与系统', () => {
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class NothingSystem extends EntitySystem {
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public onBeginCallCount = 0;
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public processCallCount = 0;
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public onEndCallCount = 0;
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constructor() {
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super(Matcher.nothing());
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}
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protected override onBegin(): void {
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this.onBeginCallCount++;
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}
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protected override process(entities: readonly Entity[]): void {
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this.processCallCount++;
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// nothing 匹配器不应该有任何实体
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expect(entities).toHaveLength(0);
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}
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protected override onEnd(): void {
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this.onEndCallCount++;
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}
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}
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it('使用 nothing 匹配器的系统应该正常运行生命周期方法', () => {
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const nothingSystem = new NothingSystem();
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scene.addSystem(nothingSystem);
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// 手动触发更新
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nothingSystem.update();
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nothingSystem.lateUpdate();
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// 生命周期方法应该被调用
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expect(nothingSystem.onBeginCallCount).toBe(1);
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expect(nothingSystem.processCallCount).toBe(1);
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expect(nothingSystem.onEndCallCount).toBe(1);
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// 清理
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scene.removeSystem(nothingSystem);
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});
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it('nothing 匹配器系统的 entities 应该为空', () => {
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const nothingSystem = new NothingSystem();
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scene.addSystem(nothingSystem);
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// 即使场景中有实体,entities 也应该为空
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expect(nothingSystem.entities).toHaveLength(0);
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scene.removeSystem(nothingSystem);
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});
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});
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describe('系统更新顺序', () => {
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it('setUpdateOrder 应该能够设置更新顺序', () => {
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const plainSystem = new PlainEntitySystem();
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scene.addSystem(plainSystem);
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expect(plainSystem.updateOrder).toBe(0);
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plainSystem.setUpdateOrder(10);
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expect(plainSystem.updateOrder).toBe(10);
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plainSystem.updateOrder = 20;
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expect(plainSystem.updateOrder).toBe(20);
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scene.removeSystem(plainSystem);
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});
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it('设置相同的 updateOrder 不应该触发重排序', () => {
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const plainSystem = new PlainEntitySystem();
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scene.addSystem(plainSystem);
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plainSystem.setUpdateOrder(10);
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// 设置相同的值不应该有问题
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plainSystem.setUpdateOrder(10);
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expect(plainSystem.updateOrder).toBe(10);
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scene.removeSystem(plainSystem);
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});
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});
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describe('系统启用/禁用', () => {
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it('禁用系统时不应该调用 process', () => {
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const plainSystem = new PlainEntitySystem();
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scene.addSystem(plainSystem);
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plainSystem.enabled = false;
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plainSystem.update();
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||
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expect(plainSystem.processCallCount).toBe(0);
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scene.removeSystem(plainSystem);
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});
|
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it('重新启用系统后应该正常调用 process', () => {
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const plainSystem = new PlainEntitySystem();
|
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scene.addSystem(plainSystem);
|
||
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plainSystem.enabled = false;
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plainSystem.update();
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expect(plainSystem.processCallCount).toBe(0);
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||
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plainSystem.enabled = true;
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plainSystem.update();
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expect(plainSystem.processCallCount).toBe(1);
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||
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scene.removeSystem(plainSystem);
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||
});
|
||
});
|
||
|
||
describe('实体跟踪回调', () => {
|
||
class TrackingSystem extends EntitySystem {
|
||
public addedEntities: Entity[] = [];
|
||
public removedEntities: Entity[] = [];
|
||
|
||
constructor() {
|
||
super(Matcher.all(TestComponent));
|
||
}
|
||
|
||
protected override process(entities: readonly Entity[]): void {
|
||
// 处理实体
|
||
}
|
||
|
||
protected override onAdded(entity: Entity): void {
|
||
this.addedEntities.push(entity);
|
||
}
|
||
|
||
protected override onRemoved(entity: Entity): void {
|
||
this.removedEntities.push(entity);
|
||
}
|
||
}
|
||
|
||
it('当实体添加组件后应该触发 onAdded', () => {
|
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const trackingSystem = new TrackingSystem();
|
||
scene.addSystem(trackingSystem);
|
||
|
||
// 创建新实体并添加组件
|
||
const newEntity = scene.createEntity('new_entity');
|
||
newEntity.addComponent(new TestComponent(5));
|
||
scene.addEntity(newEntity);
|
||
|
||
// 触发更新以检测变化
|
||
trackingSystem.update();
|
||
|
||
// 应该检测到新实体
|
||
expect(trackingSystem.addedEntities.length).toBeGreaterThan(0);
|
||
|
||
scene.removeSystem(trackingSystem);
|
||
});
|
||
|
||
it('当实体移除组件后应该触发 onRemoved', () => {
|
||
const trackingSystem = new TrackingSystem();
|
||
scene.addSystem(trackingSystem);
|
||
|
||
// 先触发更新来跟踪现有实体
|
||
trackingSystem.update();
|
||
|
||
// 移除组件
|
||
const comp = entity.getComponent(TestComponent);
|
||
if (comp) {
|
||
entity.removeComponent(comp);
|
||
}
|
||
|
||
// 再次更新
|
||
trackingSystem.update();
|
||
|
||
// 应该检测到实体被移除
|
||
expect(trackingSystem.removedEntities.length).toBeGreaterThan(0);
|
||
|
||
scene.removeSystem(trackingSystem);
|
||
});
|
||
|
||
it('在系统 process 中添加组件时应立即触发其他系统的 onAdded', () => {
|
||
const testScene = new Scene();
|
||
|
||
// SystemA: 匹配 TestComponent + TagComponent
|
||
class SystemA extends EntitySystem {
|
||
public onAddedEntities: Entity[] = [];
|
||
|
||
constructor() {
|
||
super(Matcher.all(TestComponent, TagComponent));
|
||
}
|
||
|
||
protected override onAdded(entity: Entity): void {
|
||
this.onAddedEntities.push(entity);
|
||
}
|
||
}
|
||
|
||
// TriggerSystem: 在 process 中添加 TagComponent
|
||
class TriggerSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.all(TestComponent));
|
||
}
|
||
|
||
protected override process(entities: readonly Entity[]): void {
|
||
for (const entity of entities) {
|
||
if (!entity.hasComponent(TagComponent)) {
|
||
entity.addComponent(new TagComponent());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
const systemA = new SystemA();
|
||
const triggerSystem = new TriggerSystem();
|
||
|
||
// 注意:SystemA 先注册,TriggerSystem 后注册
|
||
// 事件驱动设计确保即使 SystemA 已执行完毕,也能收到 onAdded 通知
|
||
testScene.addSystem(systemA);
|
||
testScene.addSystem(triggerSystem);
|
||
|
||
// 创建实体(已有 TestComponent)
|
||
const testEntity = testScene.createEntity('test');
|
||
testEntity.addComponent(new TestComponent());
|
||
|
||
// 执行一帧:TriggerSystem 会添加 TagComponent,SystemA 应立即收到 onAdded
|
||
testScene.update();
|
||
|
||
expect(systemA.onAddedEntities.length).toBe(1);
|
||
expect(systemA.onAddedEntities[0]).toBe(testEntity);
|
||
|
||
testScene.removeSystem(systemA);
|
||
testScene.removeSystem(triggerSystem);
|
||
});
|
||
|
||
it('同一帧内添加后移除组件,onAdded 和 onRemoved 都应触发', () => {
|
||
const testScene = new Scene();
|
||
|
||
class TrackingSystemWithTag extends EntitySystem {
|
||
public onAddedEntities: Entity[] = [];
|
||
public onRemovedEntities: Entity[] = [];
|
||
|
||
constructor() {
|
||
super(Matcher.all(TestComponent, TagComponent));
|
||
}
|
||
|
||
protected override onAdded(entity: Entity): void {
|
||
this.onAddedEntities.push(entity);
|
||
}
|
||
|
||
protected override onRemoved(entity: Entity): void {
|
||
this.onRemovedEntities.push(entity);
|
||
}
|
||
}
|
||
|
||
// AddSystem: 在 process 中添加 TagComponent
|
||
class AddSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.all(TestComponent));
|
||
}
|
||
|
||
protected override process(entities: readonly Entity[]): void {
|
||
for (const entity of entities) {
|
||
if (!entity.hasComponent(TagComponent)) {
|
||
entity.addComponent(new TagComponent());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// RemoveSystem: 在 lateProcess 中移除 TagComponent
|
||
class RemoveSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.all(TagComponent));
|
||
}
|
||
|
||
protected override lateProcess(entities: readonly Entity[]): void {
|
||
for (const entity of entities) {
|
||
const tag = entity.getComponent(TagComponent);
|
||
if (tag) {
|
||
entity.removeComponent(tag);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
const trackingSystem = new TrackingSystemWithTag();
|
||
const addSystem = new AddSystem();
|
||
const removeSystem = new RemoveSystem();
|
||
|
||
testScene.addSystem(trackingSystem);
|
||
testScene.addSystem(addSystem);
|
||
testScene.addSystem(removeSystem);
|
||
|
||
const testEntity = testScene.createEntity('test');
|
||
testEntity.addComponent(new TestComponent());
|
||
|
||
// 执行一帧
|
||
testScene.update();
|
||
|
||
// AddSystem 添加了 TagComponent,RemoveSystem 在 lateProcess 中移除
|
||
expect(testEntity.hasComponent(TagComponent)).toBe(false);
|
||
|
||
// 事件驱动:onAdded 应该在组件添加时立即触发
|
||
expect(trackingSystem.onAddedEntities.length).toBe(1);
|
||
// onRemoved 应该在组件移除时立即触发
|
||
expect(trackingSystem.onRemovedEntities.length).toBe(1);
|
||
|
||
testScene.removeSystem(trackingSystem);
|
||
testScene.removeSystem(addSystem);
|
||
testScene.removeSystem(removeSystem);
|
||
});
|
||
|
||
it('多个系统监听同一组件变化时都应收到 onAdded 通知', () => {
|
||
// 使用独立的场景,避免 beforeEach 创建的实体干扰
|
||
// Use independent scene to avoid interference from beforeEach entities
|
||
const testScene = new Scene();
|
||
|
||
// 使用文件顶部定义的 TagComponent2
|
||
// Use TagComponent2 defined at file top
|
||
|
||
class SystemA extends EntitySystem {
|
||
public onAddedEntities: Entity[] = [];
|
||
|
||
constructor() {
|
||
super(Matcher.all(TestComponent, TagComponent2));
|
||
}
|
||
|
||
protected override onAdded(entity: Entity): void {
|
||
this.onAddedEntities.push(entity);
|
||
}
|
||
}
|
||
|
||
class SystemB extends EntitySystem {
|
||
public onAddedEntities: Entity[] = [];
|
||
|
||
constructor() {
|
||
super(Matcher.all(TestComponent, TagComponent2));
|
||
}
|
||
|
||
protected override onAdded(entity: Entity): void {
|
||
this.onAddedEntities.push(entity);
|
||
}
|
||
}
|
||
|
||
class TriggerSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.all(TestComponent));
|
||
}
|
||
|
||
protected override process(entities: readonly Entity[]): void {
|
||
for (const entity of entities) {
|
||
if (!entity.hasComponent(TagComponent2)) {
|
||
entity.addComponent(new TagComponent2());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
const systemA = new SystemA();
|
||
const systemB = new SystemB();
|
||
const triggerSystem = new TriggerSystem();
|
||
|
||
testScene.addSystem(systemA);
|
||
testScene.addSystem(systemB);
|
||
testScene.addSystem(triggerSystem);
|
||
|
||
const testEntity = testScene.createEntity('test');
|
||
testEntity.addComponent(new TestComponent());
|
||
|
||
testScene.update();
|
||
|
||
// 两个系统都应收到 onAdded 通知
|
||
expect(systemA.onAddedEntities.length).toBe(1);
|
||
expect(systemB.onAddedEntities.length).toBe(1);
|
||
|
||
testScene.removeSystem(systemA);
|
||
testScene.removeSystem(systemB);
|
||
testScene.removeSystem(triggerSystem);
|
||
});
|
||
});
|
||
|
||
describe('reset 方法', () => {
|
||
it('reset 后系统应该可以重新初始化', () => {
|
||
const plainSystem = new PlainEntitySystem();
|
||
scene.addSystem(plainSystem);
|
||
|
||
// 调用 reset
|
||
plainSystem.reset();
|
||
|
||
// 验证系统被重置
|
||
expect(plainSystem.scene).toBeNull();
|
||
});
|
||
|
||
it('已销毁的系统调用 reset 不应该执行任何操作', () => {
|
||
const plainSystem = new PlainEntitySystem();
|
||
scene.addSystem(plainSystem);
|
||
|
||
// 先销毁系统
|
||
plainSystem.destroy();
|
||
|
||
// reset 不应该有任何效果
|
||
plainSystem.reset();
|
||
|
||
// onDestroy 只应被调用一次
|
||
expect(plainSystem.onDestroyCallCount).toBe(1);
|
||
});
|
||
});
|
||
|
||
describe('辅助方法', () => {
|
||
class HelperSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.all(TestComponent));
|
||
}
|
||
|
||
protected override process(entities: readonly Entity[]): void {}
|
||
|
||
// 暴露 protected 方法供测试
|
||
public testRequireComponent<T extends new (...args: any[]) => Component>(
|
||
entity: Entity,
|
||
componentType: T
|
||
): InstanceType<T> {
|
||
return this.requireComponent(entity, componentType) as InstanceType<T>;
|
||
}
|
||
|
||
public testForEach(
|
||
entities: readonly Entity[],
|
||
processor: (entity: Entity, index: number) => void
|
||
): void {
|
||
this.forEach(entities, processor);
|
||
}
|
||
|
||
public testFilterEntities(
|
||
entities: readonly Entity[],
|
||
predicate: (entity: Entity, index: number) => boolean
|
||
): Entity[] {
|
||
return this.filterEntities(entities, predicate);
|
||
}
|
||
|
||
public testFindEntity(
|
||
entities: readonly Entity[],
|
||
predicate: (entity: Entity, index: number) => boolean
|
||
): Entity | undefined {
|
||
return this.findEntity(entities, predicate);
|
||
}
|
||
|
||
public testSomeEntity(
|
||
entities: readonly Entity[],
|
||
predicate: (entity: Entity, index: number) => boolean
|
||
): boolean {
|
||
return this.someEntity(entities, predicate);
|
||
}
|
||
|
||
public testEveryEntity(
|
||
entities: readonly Entity[],
|
||
predicate: (entity: Entity, index: number) => boolean
|
||
): boolean {
|
||
return this.everyEntity(entities, predicate);
|
||
}
|
||
}
|
||
|
||
let helperSystem: HelperSystem;
|
||
|
||
beforeEach(() => {
|
||
helperSystem = new HelperSystem();
|
||
scene.addSystem(helperSystem);
|
||
});
|
||
|
||
afterEach(() => {
|
||
scene.removeSystem(helperSystem);
|
||
});
|
||
|
||
it('requireComponent 应该返回存在的组件', () => {
|
||
const component = helperSystem.testRequireComponent(entity, TestComponent);
|
||
expect(component).toBeDefined();
|
||
expect(component.value).toBe(10);
|
||
});
|
||
|
||
it('requireComponent 应该在组件不存在时抛出错误', () => {
|
||
// 使用文件顶部定义的 NonExistentComponent
|
||
expect(() => {
|
||
helperSystem.testRequireComponent(entity, NonExistentComponent);
|
||
}).toThrow();
|
||
});
|
||
|
||
it('forEach 应该遍历所有实体', () => {
|
||
const entities = [entity];
|
||
const visited: Entity[] = [];
|
||
|
||
helperSystem.testForEach(entities, (e) => {
|
||
visited.push(e);
|
||
});
|
||
|
||
expect(visited).toHaveLength(1);
|
||
expect(visited[0]).toBe(entity);
|
||
});
|
||
|
||
it('filterEntities 应该正确过滤实体', () => {
|
||
const entity2 = scene.createEntity('entity2');
|
||
entity2.addComponent(new TestComponent(20));
|
||
scene.addEntity(entity2);
|
||
|
||
const entities = [entity, entity2];
|
||
|
||
const filtered = helperSystem.testFilterEntities(entities, (e) => {
|
||
const comp = e.getComponent(TestComponent);
|
||
return comp !== null && comp.value > 15;
|
||
});
|
||
|
||
expect(filtered).toHaveLength(1);
|
||
expect(filtered[0]).toBe(entity2);
|
||
});
|
||
|
||
it('findEntity 应该返回第一个匹配的实体', () => {
|
||
const entities = [entity];
|
||
|
||
const found = helperSystem.testFindEntity(entities, (e) => {
|
||
const comp = e.getComponent(TestComponent);
|
||
return comp !== null && comp.value === 10;
|
||
});
|
||
|
||
expect(found).toBe(entity);
|
||
});
|
||
|
||
it('findEntity 应该在未找到时返回 undefined', () => {
|
||
const entities = [entity];
|
||
|
||
const found = helperSystem.testFindEntity(entities, () => false);
|
||
|
||
expect(found).toBeUndefined();
|
||
});
|
||
|
||
it('someEntity 应该正确判断是否存在匹配实体', () => {
|
||
const entities = [entity];
|
||
|
||
const hasMatch = helperSystem.testSomeEntity(entities, (e) => {
|
||
const comp = e.getComponent(TestComponent);
|
||
return comp !== null && comp.value === 10;
|
||
});
|
||
|
||
expect(hasMatch).toBe(true);
|
||
|
||
const noMatch = helperSystem.testSomeEntity(entities, () => false);
|
||
expect(noMatch).toBe(false);
|
||
});
|
||
|
||
it('everyEntity 应该正确判断是否所有实体都匹配', () => {
|
||
const entities = [entity];
|
||
|
||
const allMatch = helperSystem.testEveryEntity(entities, (e) => {
|
||
return e.getComponent(TestComponent) !== null;
|
||
});
|
||
|
||
expect(allMatch).toBe(true);
|
||
|
||
const notAllMatch = helperSystem.testEveryEntity(entities, () => false);
|
||
expect(notAllMatch).toBe(false);
|
||
});
|
||
});
|
||
|
||
describe('addComponent 后立即 getComponent', () => {
|
||
it('addComponent 后应该能立即 getComponent 获取到组件', () => {
|
||
// 使用独立场景 | Use independent scene
|
||
const testScene = new Scene();
|
||
|
||
// 使用文件顶部定义的 ClickComponent
|
||
|
||
const testEntity = testScene.createEntity('panel');
|
||
|
||
// 添加组件后立即获取 | Get component immediately after adding
|
||
const comp = testEntity.addComponent(new ClickComponent('button'));
|
||
const comp1 = testEntity.getComponent(ClickComponent);
|
||
|
||
expect(comp).not.toBeNull();
|
||
expect(comp1).not.toBeNull();
|
||
expect(comp).toBe(comp1);
|
||
expect(comp1!.element).toBe('button');
|
||
});
|
||
|
||
it('有系统监听时 addComponent 后应该能立即 getComponent', () => {
|
||
// 使用独立场景 | Use independent scene
|
||
const testScene = new Scene();
|
||
|
||
// 使用文件顶部定义的 ClickComponent
|
||
|
||
// 添加一个监听该组件的系统 | Add a system that listens to this component
|
||
class ClickSystem extends EntitySystem {
|
||
public onAddedCount = 0;
|
||
|
||
constructor() {
|
||
super(Matcher.all(ClickComponent));
|
||
}
|
||
|
||
protected override onAdded(entity: Entity): void {
|
||
this.onAddedCount++;
|
||
}
|
||
}
|
||
|
||
const clickSystem = new ClickSystem();
|
||
testScene.addSystem(clickSystem);
|
||
|
||
const testEntity = testScene.createEntity('panel');
|
||
|
||
// 添加组件后立即获取 | Get component immediately after adding
|
||
const comp = testEntity.addComponent(new ClickComponent('button'));
|
||
const comp1 = testEntity.getComponent(ClickComponent);
|
||
|
||
expect(comp).not.toBeNull();
|
||
expect(comp1).not.toBeNull();
|
||
expect(comp).toBe(comp1);
|
||
expect(comp1!.element).toBe('button');
|
||
|
||
// onAdded 应该被触发 | onAdded should be triggered
|
||
expect(clickSystem.onAddedCount).toBe(1);
|
||
|
||
testScene.removeSystem(clickSystem);
|
||
});
|
||
|
||
it('系统在 onAdded 中移除组件时 getComponent 应返回 null', () => {
|
||
// 使用独立场景 | Use independent scene
|
||
const testScene = new Scene();
|
||
|
||
// 使用文件顶部定义的 ClickComponent
|
||
|
||
// 这个系统在 onAdded 中移除组件(模拟可能的用户代码)
|
||
// This system removes component in onAdded (simulating possible user code)
|
||
class RemoveOnAddSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.all(ClickComponent));
|
||
}
|
||
|
||
protected override onAdded(entity: Entity): void {
|
||
// 在 onAdded 中移除组件 | Remove component in onAdded
|
||
const comp = entity.getComponent(ClickComponent);
|
||
if (comp) {
|
||
entity.removeComponent(comp);
|
||
}
|
||
}
|
||
}
|
||
|
||
const removeSystem = new RemoveOnAddSystem();
|
||
testScene.addSystem(removeSystem);
|
||
|
||
const testEntity = testScene.createEntity('panel');
|
||
|
||
// 添加组件 - 会触发 onAdded,然后组件被移除
|
||
// Add component - triggers onAdded, then component is removed
|
||
const comp = testEntity.addComponent(new ClickComponent('button'));
|
||
|
||
// 此时 getComponent 应该返回 null,因为组件在 onAdded 中被移除了
|
||
// getComponent should return null because component was removed in onAdded
|
||
const comp1 = testEntity.getComponent(ClickComponent);
|
||
|
||
expect(comp).not.toBeNull(); // addComponent 返回值仍然有效
|
||
expect(comp1).toBeNull(); // 但 getComponent 返回 null
|
||
|
||
testScene.removeSystem(removeSystem);
|
||
});
|
||
|
||
it('模拟 lawn-mower-demo: CSystem 在 process 中添加 D 组件', () => {
|
||
// 模拟 lawn-mower-demo 的场景 | Simulate lawn-mower-demo scenario
|
||
const testScene = new Scene();
|
||
|
||
// 使用顶层已装饰的组件类 | Use top-level decorated component classes
|
||
// AComponent, BComponent, CComponent, DComponent
|
||
|
||
// ASystem: 匹配 A + D | Matches A + D
|
||
class ASystem extends EntitySystem {
|
||
public onAddedEntities: Entity[] = [];
|
||
constructor() {
|
||
super(Matcher.all(AComponent, DComponent));
|
||
}
|
||
protected override onAdded(entity: Entity): void {
|
||
console.log('ASystem onAdded:', entity.name);
|
||
this.onAddedEntities.push(entity);
|
||
}
|
||
}
|
||
|
||
// BSystem: 匹配 B + D | Matches B + D
|
||
class BSystem extends EntitySystem {
|
||
public onAddedEntities: Entity[] = [];
|
||
constructor() {
|
||
super(Matcher.all(BComponent, DComponent));
|
||
}
|
||
protected override onAdded(entity: Entity): void {
|
||
console.log('BSystem onAdded:', entity.name);
|
||
this.onAddedEntities.push(entity);
|
||
}
|
||
}
|
||
|
||
// CSystem: 在 process 中给 A 和 B 实体添加 D 组件
|
||
// CSystem: Adds D component to A and B entities in process
|
||
class CSystem extends EntitySystem {
|
||
constructor() {
|
||
super(Matcher.all(CComponent));
|
||
}
|
||
protected override process(entities: readonly Entity[]): void {
|
||
for (const entity of entities) {
|
||
const c = entity.getComponent(CComponent);
|
||
if (c) {
|
||
const a = this.scene!.findEntityById(c.aId);
|
||
if (a && !a.hasComponent(DComponent)) {
|
||
console.log('CSystem: Adding D to Entity A');
|
||
a.addComponent(new DComponent());
|
||
}
|
||
const b = this.scene!.findEntityById(c.bId);
|
||
if (b && !b.hasComponent(DComponent)) {
|
||
console.log('CSystem: Adding D to Entity B');
|
||
b.addComponent(new DComponent());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// DSystem: 在 lateProcess 中移除 D 组件
|
||
// DSystem: Removes D component in lateProcess
|
||
class DSystemImpl extends EntitySystem {
|
||
public lateProcessEntities: Entity[] = [];
|
||
constructor() {
|
||
super(Matcher.all(DComponent));
|
||
}
|
||
protected override lateProcess(entities: readonly Entity[]): void {
|
||
console.log('DSystem lateProcess, entities count:', entities.length);
|
||
for (const entity of entities) {
|
||
console.log('DSystem removing D from:', entity.name);
|
||
this.lateProcessEntities.push(entity);
|
||
const d = entity.getComponent(DComponent);
|
||
if (d) {
|
||
entity.removeComponent(d);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 按顺序添加系统(与 demo 一致)
|
||
// Add systems in order (same as demo)
|
||
const aSystem = new ASystem();
|
||
const bSystem = new BSystem();
|
||
const cSystem = new CSystem();
|
||
const dSystem = new DSystemImpl();
|
||
|
||
testScene.addSystem(aSystem);
|
||
testScene.addSystem(bSystem);
|
||
testScene.addSystem(cSystem);
|
||
testScene.addSystem(dSystem);
|
||
|
||
// 创建实体 | Create entities
|
||
const entity1 = testScene.createEntity('Entity1');
|
||
entity1.addComponent(new AComponent());
|
||
|
||
const entity2 = testScene.createEntity('Entity2');
|
||
entity2.addComponent(new BComponent());
|
||
|
||
const entity3 = testScene.createEntity('Entity3');
|
||
entity3.addComponent(new CComponent(entity1.id, entity2.id));
|
||
|
||
// 执行一帧 | Execute one frame
|
||
testScene.update();
|
||
|
||
// 验证 ASystem 和 BSystem 都收到了 onAdded 通知
|
||
// Verify ASystem and BSystem both received onAdded notification
|
||
expect(aSystem.onAddedEntities.length).toBe(1);
|
||
expect(aSystem.onAddedEntities[0]).toBe(entity1);
|
||
|
||
expect(bSystem.onAddedEntities.length).toBe(1);
|
||
expect(bSystem.onAddedEntities[0]).toBe(entity2);
|
||
|
||
// 检查 DSystem 处理了哪些实体
|
||
console.log('DSystem processed entities:', dSystem.lateProcessEntities.map(e => e.name));
|
||
|
||
// D 组件应该在 lateProcess 中被移除
|
||
// D component should be removed in lateProcess
|
||
expect(entity1.hasComponent(DComponent)).toBe(false);
|
||
expect(entity2.hasComponent(DComponent)).toBe(false);
|
||
|
||
testScene.removeSystem(aSystem);
|
||
testScene.removeSystem(bSystem);
|
||
testScene.removeSystem(cSystem);
|
||
testScene.removeSystem(dSystem);
|
||
});
|
||
});
|
||
|
||
}); |