630 lines
21 KiB
TypeScript
630 lines
21 KiB
TypeScript
/**
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* 序列化系统测试
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*/
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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 { Entity } from '../../../src/ECS/Entity';
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import {
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Serializable,
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Serialize,
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SerializeAsMap,
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SerializeAsSet,
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IgnoreSerialization,
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ComponentSerializer,
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EntitySerializer,
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SceneSerializer,
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VersionMigrationManager,
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MigrationBuilder
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} from '../../../src/ECS/Serialization';
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import { ECSComponent } from '../../../src/ECS/Decorators';
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import { ComponentRegistry } from '../../../src/ECS/Core/ComponentStorage';
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// 测试组件定义
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@ECSComponent('Position')
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@Serializable({ version: 1 })
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class PositionComponent extends Component {
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@Serialize()
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public x: number = 0;
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@Serialize()
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public y: number = 0;
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constructor(x: number = 0, y: number = 0) {
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super();
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this.x = x;
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this.y = y;
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}
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}
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@ECSComponent('Velocity')
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@Serializable({ version: 1 })
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class VelocityComponent extends Component {
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@Serialize()
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public dx: number = 0;
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@Serialize()
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public dy: number = 0;
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}
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@ECSComponent('Player')
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@Serializable({ version: 1 })
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class PlayerComponent extends Component {
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@Serialize()
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public name: string = '';
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@Serialize()
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public level: number = 1;
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@SerializeAsMap()
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public inventory: Map<string, number> = new Map();
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@SerializeAsSet()
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public tags: Set<string> = new Set();
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@IgnoreSerialization()
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public tempCache: any = null;
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}
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@ECSComponent('Health')
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@Serializable({ version: 1 })
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class HealthComponent extends Component {
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@Serialize()
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public current: number = 100;
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@Serialize()
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public max: number = 100;
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}
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// 非可序列化组件
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class NonSerializableComponent extends Component {
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public data: any = null;
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}
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describe('ECS Serialization System', () => {
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let scene: Scene;
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beforeEach(() => {
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// 清空测试环境
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ComponentRegistry.reset();
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// 重新注册测试组件(因为reset会清空所有注册)
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ComponentRegistry.register(PositionComponent);
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ComponentRegistry.register(VelocityComponent);
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ComponentRegistry.register(PlayerComponent);
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ComponentRegistry.register(HealthComponent);
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// 创建测试场景
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scene = new Scene();
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});
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describe('Component Serialization', () => {
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it('should serialize a simple component', () => {
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const position = new PositionComponent(100, 200);
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const serialized = ComponentSerializer.serialize(position);
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expect(serialized).not.toBeNull();
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expect(serialized!.type).toBe('Position');
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expect(serialized!.version).toBe(1);
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expect(serialized!.data.x).toBe(100);
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expect(serialized!.data.y).toBe(200);
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});
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it('should deserialize a simple component', () => {
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const serializedData = {
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type: 'Position',
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version: 1,
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data: { x: 150, y: 250 }
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};
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const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
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const component = ComponentSerializer.deserialize(serializedData, registry);
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expect(component).not.toBeNull();
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expect(component).toBeInstanceOf(PositionComponent);
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expect((component as PositionComponent).x).toBe(150);
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expect((component as PositionComponent).y).toBe(250);
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});
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it('should serialize Map fields', () => {
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const player = new PlayerComponent();
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player.name = 'Hero';
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player.level = 5;
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player.inventory.set('sword', 1);
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player.inventory.set('potion', 10);
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const serialized = ComponentSerializer.serialize(player);
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expect(serialized).not.toBeNull();
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expect(serialized!.data.inventory).toEqual([
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['sword', 1],
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['potion', 10]
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]);
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});
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it('should deserialize Map fields', () => {
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const serializedData = {
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type: 'Player',
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version: 1,
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data: {
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name: 'Hero',
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level: 5,
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inventory: [
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['sword', 1],
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['potion', 10]
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],
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tags: ['warrior', 'hero']
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}
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};
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const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
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const component = ComponentSerializer.deserialize(
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serializedData,
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registry
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) as PlayerComponent;
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expect(component).not.toBeNull();
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expect(component.inventory.get('sword')).toBe(1);
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expect(component.inventory.get('potion')).toBe(10);
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expect(component.tags.has('warrior')).toBe(true);
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expect(component.tags.has('hero')).toBe(true);
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});
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it('should ignore fields marked with @IgnoreSerialization', () => {
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const player = new PlayerComponent();
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player.tempCache = { foo: 'bar' };
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const serialized = ComponentSerializer.serialize(player);
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expect(serialized).not.toBeNull();
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expect(serialized!.data.tempCache).toBeUndefined();
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});
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it('should return null for non-serializable components', () => {
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const nonSerializable = new NonSerializableComponent();
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const serialized = ComponentSerializer.serialize(nonSerializable);
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expect(serialized).toBeNull();
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});
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});
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describe('Entity Serialization', () => {
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it('should serialize an entity with components', () => {
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const entity = scene.createEntity('Player');
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entity.addComponent(new PositionComponent(50, 100));
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entity.addComponent(new VelocityComponent());
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entity.tag = 10;
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const serialized = EntitySerializer.serialize(entity);
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expect(serialized.id).toBe(entity.id);
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expect(serialized.name).toBe('Player');
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expect(serialized.tag).toBe(10);
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expect(serialized.components.length).toBe(2);
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});
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it('should serialize entity hierarchy', () => {
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const parent = scene.createEntity('Parent');
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const child = scene.createEntity('Child');
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parent.addComponent(new PositionComponent(0, 0));
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child.addComponent(new PositionComponent(10, 10));
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parent.addChild(child);
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const serialized = EntitySerializer.serialize(parent);
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expect(serialized.children.length).toBe(1);
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expect(serialized.children[0].id).toBe(child.id);
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expect(serialized.children[0].name).toBe('Child');
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});
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it('should deserialize an entity', () => {
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const serializedEntity = {
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id: 1,
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name: 'TestEntity',
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tag: 5,
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active: true,
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enabled: true,
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updateOrder: 0,
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components: [
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{
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type: 'Position',
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version: 1,
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data: { x: 100, y: 200 }
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}
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],
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children: []
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};
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const registry = ComponentRegistry.getAllComponentNames() as Map<string, any>;
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let idCounter = 10;
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const entity = EntitySerializer.deserialize(
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serializedEntity,
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registry,
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() => idCounter++,
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false,
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scene
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);
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expect(entity.name).toBe('TestEntity');
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expect(entity.tag).toBe(5);
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expect(entity.components.length).toBe(1);
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});
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});
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describe('Scene Serialization', () => {
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let scene: Scene;
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beforeEach(() => {
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scene = new Scene({ name: 'TestScene' });
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});
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afterEach(() => {
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scene.end();
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});
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it('should serialize a scene', () => {
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const entity1 = scene.createEntity('Entity1');
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entity1.addComponent(new PositionComponent(10, 20));
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const entity2 = scene.createEntity('Entity2');
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entity2.addComponent(new PlayerComponent());
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const saveData = scene.serialize({ format: 'json', pretty: true });
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expect(saveData).toBeTruthy();
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expect(typeof saveData).toBe('string');
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const parsed = JSON.parse(saveData as string);
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expect(parsed.name).toBe('TestScene');
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expect(parsed.version).toBe(1);
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expect(parsed.entities.length).toBe(2);
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});
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it('should deserialize a scene with replace strategy', () => {
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// 创建初始实体
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const entity1 = scene.createEntity('Initial');
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entity1.addComponent(new PositionComponent(0, 0));
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// 序列化
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const entity2 = scene.createEntity('ToSave');
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entity2.addComponent(new PositionComponent(100, 100));
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const saveData = scene.serialize();
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// 清空并重新加载
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scene.deserialize(saveData, {
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strategy: 'replace',
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// componentRegistry会自动从ComponentRegistry获取
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});
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expect(scene.entities.count).toBeGreaterThan(0);
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});
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it('should filter components during serialization', () => {
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const entity = scene.createEntity('Mixed');
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entity.addComponent(new PositionComponent(1, 2));
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entity.addComponent(new PlayerComponent());
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entity.addComponent(new HealthComponent());
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const saveData = scene.serialize({
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components: [PositionComponent, PlayerComponent],
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format: 'json'
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});
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const parsed = JSON.parse(saveData as string);
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expect(parsed.entities.length).toBeGreaterThan(0);
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});
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it('should preserve entity hierarchy', () => {
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const parent = scene.createEntity('Parent');
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const child = scene.createEntity('Child');
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parent.addChild(child);
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parent.addComponent(new PositionComponent(0, 0));
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child.addComponent(new PositionComponent(10, 10));
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const saveData = scene.serialize({ format: 'json' });
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const parsed = JSON.parse(saveData as string);
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// 只有父实体在顶层
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expect(parsed.entities.length).toBe(1);
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expect(parsed.entities[0].children.length).toBe(1);
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});
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it('should validate save data', () => {
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const entity = scene.createEntity('Test');
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entity.addComponent(new PositionComponent(5, 5));
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const saveData = scene.serialize({ format: 'json' });
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const validation = SceneSerializer.validate(saveData as string);
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expect(validation.valid).toBe(true);
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expect(validation.version).toBe(1);
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});
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it('should get save data info', () => {
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const entity = scene.createEntity('InfoTest');
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entity.addComponent(new PositionComponent(1, 1));
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const saveData = scene.serialize({ format: 'json' });
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const info = SceneSerializer.getInfo(saveData as string);
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expect(info).not.toBeNull();
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expect(info!.name).toBe('TestScene');
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expect(info!.version).toBe(1);
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});
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});
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describe('Version Migration', () => {
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@ECSComponent('OldPlayer')
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@Serializable({ version: 1 })
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class OldPlayerV1 extends Component {
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@Serialize()
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public name: string = '';
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@Serialize()
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public hp: number = 100;
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}
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@ECSComponent('OldPlayer')
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@Serializable({ version: 2 })
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class OldPlayerV2 extends Component {
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@Serialize()
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public name: string = '';
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@Serialize()
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public health: number = 100; // 重命名了字段
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@Serialize()
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public maxHealth: number = 100; // 新增字段
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}
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beforeEach(() => {
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VersionMigrationManager.clearMigrations();
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});
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it('should migrate component from v1 to v2', () => {
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// 注册迁移
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VersionMigrationManager.registerComponentMigration(
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'OldPlayer',
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1,
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2,
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(data) => {
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return {
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name: data.name,
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health: data.hp,
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maxHealth: data.hp
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};
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}
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);
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const v1Data = {
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type: 'OldPlayer',
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version: 1,
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data: { name: 'Hero', hp: 80 }
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};
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const migrated = VersionMigrationManager.migrateComponent(v1Data, 2);
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expect(migrated.version).toBe(2);
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expect(migrated.data.health).toBe(80);
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expect(migrated.data.maxHealth).toBe(80);
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expect(migrated.data.hp).toBeUndefined();
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});
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it('should use MigrationBuilder for component migration', () => {
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new MigrationBuilder()
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.forComponent('Player')
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.fromVersionToVersion(1, 2)
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.migrate((data: any) => {
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data.experience = 0;
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return data;
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});
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expect(VersionMigrationManager.canMigrateComponent('Player', 1, 2)).toBe(true);
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});
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it('should check migration path availability', () => {
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VersionMigrationManager.registerComponentMigration('Test', 1, 2, (d) => d);
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VersionMigrationManager.registerComponentMigration('Test', 2, 3, (d) => d);
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expect(VersionMigrationManager.canMigrateComponent('Test', 1, 3)).toBe(true);
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expect(VersionMigrationManager.canMigrateComponent('Test', 1, 4)).toBe(false);
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});
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it('should get migration path', () => {
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VersionMigrationManager.registerComponentMigration('PathTest', 1, 2, (d) => d);
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VersionMigrationManager.registerComponentMigration('PathTest', 2, 3, (d) => d);
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const path = VersionMigrationManager.getComponentMigrationPath('PathTest');
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expect(path).toEqual([1, 2]);
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});
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});
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// ComponentTypeRegistry已被移除,现在使用ComponentRegistry自动管理组件类型
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describe('Integration Tests', () => {
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it('should perform full save/load cycle', () => {
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const scene1 = new Scene({ name: 'SaveTest' });
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// 创建复杂实体
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const player = scene1.createEntity('Player');
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const playerComp = new PlayerComponent();
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playerComp.name = 'TestHero';
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playerComp.level = 10;
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playerComp.inventory.set('sword', 1);
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playerComp.inventory.set('shield', 1);
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playerComp.tags.add('warrior');
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player.addComponent(playerComp);
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player.addComponent(new PositionComponent(100, 200));
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player.addComponent(new HealthComponent());
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// 创建子实体
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const weapon = scene1.createEntity('Weapon');
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weapon.addComponent(new PositionComponent(5, 0));
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player.addChild(weapon);
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// 序列化
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const saveData = scene1.serialize();
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// 新场景
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const scene2 = new Scene({ name: 'LoadTest' });
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// 反序列化
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scene2.deserialize(saveData, {
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strategy: 'replace',
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// componentRegistry会自动从ComponentRegistry获取
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});
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// 验证
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const loadedPlayer = scene2.findEntity('Player');
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expect(loadedPlayer).not.toBeNull();
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const loadedPlayerComp = loadedPlayer!.getComponent(PlayerComponent as any) as PlayerComponent;
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expect(loadedPlayerComp).not.toBeNull();
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expect(loadedPlayerComp.name).toBe('TestHero');
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expect(loadedPlayerComp.level).toBe(10);
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expect(loadedPlayerComp.inventory.get('sword')).toBe(1);
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expect(loadedPlayerComp.tags.has('warrior')).toBe(true);
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// 验证层级结构
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expect(loadedPlayer!.childCount).toBe(1);
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scene1.end();
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scene2.end();
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});
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it('should serialize and deserialize scene custom data', () => {
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const scene1 = new Scene({ name: 'SceneDataTest' });
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// 设置场景自定义数据
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scene1.sceneData.set('weather', 'rainy');
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scene1.sceneData.set('timeOfDay', 14.5);
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scene1.sceneData.set('difficulty', 'hard');
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scene1.sceneData.set('checkpoint', { x: 100, y: 200 });
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scene1.sceneData.set('tags', new Set(['action', 'adventure']));
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scene1.sceneData.set('metadata', new Map([['author', 'test'], ['version', '1.0']]));
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// 序列化
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const saveData = scene1.serialize();
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// 新场景
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const scene2 = new Scene({ name: 'LoadTest' });
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// 反序列化
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scene2.deserialize(saveData, {
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strategy: 'replace',
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// componentRegistry会自动从ComponentRegistry获取
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});
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// 验证场景数据
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expect(scene2.sceneData.get('weather')).toBe('rainy');
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expect(scene2.sceneData.get('timeOfDay')).toBe(14.5);
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expect(scene2.sceneData.get('difficulty')).toBe('hard');
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expect(scene2.sceneData.get('checkpoint')).toEqual({ x: 100, y: 200 });
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const tags = scene2.sceneData.get('tags');
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expect(tags).toBeInstanceOf(Set);
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expect(tags.has('action')).toBe(true);
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expect(tags.has('adventure')).toBe(true);
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const metadata = scene2.sceneData.get('metadata');
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expect(metadata).toBeInstanceOf(Map);
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expect(metadata.get('author')).toBe('test');
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expect(metadata.get('version')).toBe('1.0');
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scene1.end();
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scene2.end();
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});
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it('should serialize and deserialize using binary format', () => {
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const scene1 = new Scene({ name: 'BinaryTest' });
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// 创建测试数据
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const player = scene1.createEntity('Player');
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const playerComp = new PlayerComponent();
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playerComp.name = 'BinaryHero';
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playerComp.level = 5;
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playerComp.inventory.set('sword', 1);
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player.addComponent(playerComp);
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player.addComponent(new PositionComponent(100, 200));
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scene1.sceneData.set('weather', 'sunny');
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scene1.sceneData.set('score', 9999);
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// 二进制序列化
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||
const binaryData = scene1.serialize({ format: 'binary' });
|
||
|
||
// 验证是Uint8Array类型
|
||
expect(binaryData instanceof Uint8Array).toBe(true);
|
||
expect((binaryData as Uint8Array).length).toBeGreaterThan(0);
|
||
|
||
// 新场景反序列化二进制数据
|
||
const scene2 = new Scene({ name: 'LoadTest' });
|
||
scene2.deserialize(binaryData, {
|
||
strategy: 'replace',
|
||
// componentRegistry会自动从ComponentRegistry获取
|
||
});
|
||
|
||
// 验证数据完整性
|
||
const loadedPlayer = scene2.findEntity('Player');
|
||
expect(loadedPlayer).not.toBeNull();
|
||
|
||
const loadedPlayerComp = loadedPlayer!.getComponent(PlayerComponent as any) as PlayerComponent;
|
||
expect(loadedPlayerComp.name).toBe('BinaryHero');
|
||
expect(loadedPlayerComp.level).toBe(5);
|
||
expect(loadedPlayerComp.inventory.get('sword')).toBe(1);
|
||
|
||
const loadedPos = loadedPlayer!.getComponent(PositionComponent as any) as PositionComponent;
|
||
expect(loadedPos.x).toBe(100);
|
||
expect(loadedPos.y).toBe(200);
|
||
|
||
expect(scene2.sceneData.get('weather')).toBe('sunny');
|
||
expect(scene2.sceneData.get('score')).toBe(9999);
|
||
|
||
scene1.end();
|
||
scene2.end();
|
||
});
|
||
|
||
it('should handle complex nested data in binary format', () => {
|
||
const scene1 = new Scene({ name: 'NestedBinaryTest' });
|
||
|
||
// 复杂嵌套数据
|
||
scene1.sceneData.set('config', {
|
||
graphics: {
|
||
quality: 'high',
|
||
resolution: { width: 1920, height: 1080 }
|
||
},
|
||
audio: {
|
||
masterVolume: 0.8,
|
||
effects: new Map([['music', 0.7], ['sfx', 0.9]])
|
||
},
|
||
tags: new Set(['multiplayer', 'ranked']),
|
||
timestamp: new Date('2024-01-01')
|
||
});
|
||
|
||
// 二进制序列化
|
||
const binaryData = scene1.serialize({ format: 'binary' });
|
||
|
||
// 反序列化
|
||
const scene2 = new Scene({ name: 'LoadTest' });
|
||
scene2.deserialize(binaryData, {
|
||
// componentRegistry会自动从ComponentRegistry获取
|
||
});
|
||
|
||
const config = scene2.sceneData.get('config');
|
||
expect(config.graphics.quality).toBe('high');
|
||
expect(config.graphics.resolution.width).toBe(1920);
|
||
expect(config.audio.masterVolume).toBe(0.8);
|
||
expect(config.audio.effects.get('music')).toBe(0.7);
|
||
expect(config.tags.has('multiplayer')).toBe(true);
|
||
expect(config.timestamp).toBeInstanceOf(Date);
|
||
|
||
scene1.end();
|
||
scene2.end();
|
||
});
|
||
});
|
||
});
|