572 lines
20 KiB
TypeScript
572 lines
20 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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// 测试组件
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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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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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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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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.entityProcessors).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.entityProcessors.count).toBe(0);
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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.entityProcessors.count).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.entityProcessors.count).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.entityProcessors.count).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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test('应该能够监听实体事件', () => {
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let entityCreatedEvent: any = null;
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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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scene.eventSystem.on('component:added', (data: any) => {
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componentAddedEvent = data;
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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('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();
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});
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test('应该能够初始化场景', () => {
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testScene.initialize();
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expect(testScene.initializeCalled).toBe(true);
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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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expect(testScene.beginCalled).toBe(true);
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});
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test('应该能够结束场景', () => {
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testScene.end();
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expect(testScene.endCalled).toBe(true);
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});
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test('应该能够更新场景', () => {
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const movementSystem = new MovementSystem();
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testScene.addEntityProcessor(movementSystem);
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// 创建测试实体
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const entity = testScene.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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testScene.update();
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expect(testScene.updateCallCount).toBe(1);
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expect(movementSystem.processCallCount).toBe(1);
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// 验证移动系统是否正确处理了实体
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const position = entity.getComponent(PositionComponent);
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expect(position?.x).toBe(1);
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expect(position?.y).toBe(1);
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});
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});
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describe('统计和调试信息', () => {
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test('应该能够获取场景统计信息', () => {
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// 创建一些实体和系统
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scene.createEntities(5, "Entity");
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scene.addEntityProcessor(new MovementSystem());
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scene.addEntityProcessor(new RenderSystem());
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const stats = scene.getStats();
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expect(stats.entityCount).toBe(5);
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expect(stats.processorCount).toBe(2);
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});
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test('空场景的统计信息应该正确', () => {
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const stats = scene.getStats();
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expect(stats.entityCount).toBe(0);
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expect(stats.processorCount).toBe(0);
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});
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test('查询系统应该有统计信息', () => {
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// 执行一些查询以产生统计数据
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scene.querySystem.queryAll(PositionComponent);
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scene.querySystem.queryAll(VelocityComponent);
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const stats = scene.querySystem.getStats();
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expect(stats.queryStats.totalQueries).toBeGreaterThan(0);
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expect(parseFloat(stats.cacheStats.hitRate)).toBeGreaterThanOrEqual(0);
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});
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});
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describe('内存管理和性能', () => {
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test('销毁大量实体应该正确清理内存', () => {
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const entityCount = 1000;
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const entities = scene.createEntities(entityCount, "Entity");
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// 为每个实体添加组件
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entities.forEach(entity => {
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entity.addComponent(new PositionComponent(Math.random() * 100, Math.random() * 100));
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entity.addComponent(new VelocityComponent(Math.random() * 5, Math.random() * 5));
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});
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expect(scene.entities.count).toBe(entityCount);
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// 销毁所有实体
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scene.destroyAllEntities();
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expect(scene.entities.count).toBe(0);
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// 查询应该返回空结果
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const positionResult = scene.querySystem.queryAll(PositionComponent);
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const velocityResult = scene.querySystem.queryAll(VelocityComponent);
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expect(positionResult.entities.length).toBe(0);
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expect(velocityResult.entities.length).toBe(0);
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});
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test('大量实体的创建和查询性能应该可接受', () => {
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const entityCount = 5000;
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const startTime = performance.now();
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// 创建大量实体
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const entities = scene.createEntities(entityCount, "Entity");
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// 为每个实体添加组件
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entities.forEach((entity, index) => {
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entity.addComponent(new PositionComponent(index, index));
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if (index % 2 === 0) {
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entity.addComponent(new VelocityComponent(1, 1));
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}
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if (index % 3 === 0) {
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entity.addComponent(new HealthComponent(100));
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}
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});
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const creationTime = performance.now() - startTime;
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// 测试查询性能
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const queryStartTime = performance.now();
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const positionResult = scene.querySystem.queryAll(PositionComponent);
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const velocityResult = scene.querySystem.queryAll(VelocityComponent);
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const healthResult = scene.querySystem.queryAll(HealthComponent);
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const queryTime = performance.now() - queryStartTime;
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expect(positionResult.entities.length).toBe(entityCount);
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expect(velocityResult.entities.length).toBe(entityCount / 2);
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expect(healthResult.entities.length).toBe(Math.floor(entityCount / 3) + 1);
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// 性能断言(这些值可能需要根据实际环境调整)
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expect(creationTime).toBeLessThan(2000); // 创建应该在2秒内完成
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expect(queryTime).toBeLessThan(100); // 查询应该在100ms内完成
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console.log(`创建${entityCount}个实体耗时: ${creationTime.toFixed(2)}ms`);
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console.log(`查询操作耗时: ${queryTime.toFixed(2)}ms`);
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});
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});
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describe('错误处理和边界情况', () => {
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test('重复添加同一个系统应该安全处理', () => {
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const system = new MovementSystem();
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scene.addEntityProcessor(system);
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scene.addEntityProcessor(system); // 重复添加
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expect(scene.entityProcessors.count).toBe(1);
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});
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test('系统处理过程中的异常应该被正确处理', () => {
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const consoleSpy = jest.spyOn(console, 'error').mockImplementation(() => {});
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||
|
||
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();
|
||
});
|
||
});
|
||
}); |