Files
esengine/packages/core/tests/ECS/World.test.ts
YHH a716d8006c fix(build): 修复 Web 构建组件注册和用户脚本打包问题 (#302)
* 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。
2025-12-10 18:23:29 +08:00

528 lines
17 KiB
TypeScript

import { World, IWorldConfig, IGlobalSystem } from '../../src/ECS/World';
import { Scene } from '../../src/ECS/Scene';
import { EntitySystem } from '../../src/ECS/Systems/EntitySystem';
import { Entity } from '../../src/ECS/Entity';
import { Component } from '../../src/ECS/Component';
import { Matcher } from '../../src/ECS/Utils/Matcher';
import { IService } from '../../src/Core/ServiceContainer';
import { ECSComponent } from '../../src/ECS/Decorators';
// 测试用组件
@ECSComponent('WorldTest_TestComponent')
class TestComponent extends Component {
public value: number = 0;
constructor(value: number = 0) {
super();
this.value = value;
}
}
@ECSComponent('WorldTest_PlayerComponent')
class PlayerComponent extends Component {
public playerId: string;
constructor(playerId: string) {
super();
this.playerId = playerId;
}
}
// 测试用全局系统
class TestGlobalSystem implements IGlobalSystem {
public readonly name = 'TestGlobalSystem';
public updateCount: number = 0;
public initialize(): void {
// 初始化逻辑
}
public update(): void {
this.updateCount++;
}
public reset(): void {
this.updateCount = 0;
}
public destroy(): void {
// 销毁逻辑
}
}
class TestSceneSystem extends EntitySystem {
public updateCount = 0;
constructor() {
super(Matcher.empty().all(PlayerComponent));
}
protected override process(): void {
this.updateCount++;
}
}
// 测试用服务
class TestWorldService implements IService {
public disposed = false;
public value = 'test';
dispose(): void {
this.disposed = true;
}
}
// 测试用Scene
class TestScene extends Scene {
public initializeCalled = false;
public beginCalled = false;
public endCalled = false;
public override initialize(): void {
this.initializeCalled = true;
super.initialize();
}
public override begin(): void {
this.beginCalled = true;
super.begin();
}
public override end(): void {
this.endCalled = true;
super.end();
}
}
describe('World', () => {
let world: World;
beforeEach(() => {
world = new World({ name: 'TestWorld' });
});
afterEach(() => {
if (world) {
world.destroy();
}
});
describe('基础功能', () => {
test('创建World时应该设置正确的配置', () => {
const config: IWorldConfig = {
name: 'GameWorld',
debug: true,
maxScenes: 5,
autoCleanup: false
};
const testWorld = new World(config);
expect(testWorld.name).toBe('GameWorld');
expect(testWorld.sceneCount).toBe(0);
expect(testWorld.isActive).toBe(false);
expect(testWorld.createdAt).toBeGreaterThan(0);
testWorld.destroy();
});
test('默认配置应该正确', () => {
const defaultWorld = new World();
expect(defaultWorld.name).toBe('World');
expect(defaultWorld.sceneCount).toBe(0);
expect(defaultWorld.isActive).toBe(false);
defaultWorld.destroy();
});
});
describe('Scene管理', () => {
test('创建Scene应该成功', () => {
const scene = world.createScene('test-scene');
expect(scene).toBeDefined();
expect(world.sceneCount).toBe(1);
expect(world.getSceneIds()).toContain('test-scene');
});
test('创建Scene时传入自定义Scene实例', () => {
const customScene = new TestScene();
const scene = world.createScene('custom-scene', customScene);
expect(scene).toBe(customScene);
expect(scene.initializeCalled).toBe(true);
expect(world.sceneCount).toBe(1);
});
test('空的Scene name应该抛出错误', () => {
expect(() => {
world.createScene('');
}).toThrow('Scene name不能为空');
expect(() => {
world.createScene(' ');
}).toThrow('Scene name不能为空');
});
test('重复的Scene ID应该抛出错误', () => {
world.createScene('duplicate');
expect(() => {
world.createScene('duplicate');
}).toThrow("Scene name 'duplicate' 已存在于World 'TestWorld' 中");
});
test('超出最大Scene数量限制应该抛出错误', () => {
const limitedWorld = new World({ maxScenes: 2 });
limitedWorld.createScene('scene1');
limitedWorld.createScene('scene2');
expect(() => {
limitedWorld.createScene('scene3');
}).toThrow("World 'World' 已达到最大Scene数量限制: 2");
limitedWorld.destroy();
});
test('获取Scene应该正确', () => {
const scene = world.createScene('get-test');
const retrievedScene = world.getScene('get-test');
expect(retrievedScene).toBe(scene);
});
test('获取不存在的Scene应该返回null', () => {
const scene = world.getScene('non-existent');
expect(scene).toBeNull();
});
test('移除Scene应该正确清理', () => {
const testScene = new TestScene();
world.createScene('remove-test', testScene);
world.setSceneActive('remove-test', true);
const removed = world.removeScene('remove-test');
expect(removed).toBe(true);
expect(world.sceneCount).toBe(0);
expect(world.getScene('remove-test')).toBeNull();
expect(testScene.endCalled).toBe(true);
});
test('移除不存在的Scene应该返回false', () => {
const removed = world.removeScene('non-existent');
expect(removed).toBe(false);
});
test('获取所有Scene应该正确', () => {
const scene1 = world.createScene('scene1');
const scene2 = world.createScene('scene2');
const allScenes = world.getAllScenes();
expect(allScenes).toHaveLength(2);
expect(allScenes).toContain(scene1);
expect(allScenes).toContain(scene2);
});
});
describe('Scene激活管理', () => {
test('激活Scene应该正确', () => {
const testScene = new TestScene();
world.createScene('active-test', testScene);
world.setSceneActive('active-test', true);
expect(world.isSceneActive('active-test')).toBe(true);
expect(world.getActiveSceneCount()).toBe(1);
expect(testScene.beginCalled).toBe(true);
});
test('停用Scene应该正确', () => {
world.createScene('deactive-test');
world.setSceneActive('deactive-test', true);
world.setSceneActive('deactive-test', false);
expect(world.isSceneActive('deactive-test')).toBe(false);
expect(world.getActiveSceneCount()).toBe(0);
});
test('激活不存在的Scene应该记录警告', () => {
const consoleSpy = jest.spyOn(console, 'warn').mockImplementation();
world.setSceneActive('non-existent', true);
// 注意:这里需要检查具体的日志实现,可能需要调整
consoleSpy.mockRestore();
});
});
describe('全局System管理', () => {
test('添加全局System应该成功', () => {
const globalSystem = new TestGlobalSystem();
const addedSystem = world.addGlobalSystem(globalSystem);
expect(addedSystem).toBe(globalSystem);
expect(world.getGlobalSystem(TestGlobalSystem)).toBe(globalSystem);
});
test('重复添加相同System应该返回原System', () => {
const globalSystem = new TestGlobalSystem();
const firstAdd = world.addGlobalSystem(globalSystem);
const secondAdd = world.addGlobalSystem(globalSystem);
expect(firstAdd).toBe(secondAdd);
expect(firstAdd).toBe(globalSystem);
});
test('移除全局System应该成功', () => {
const globalSystem = new TestGlobalSystem();
world.addGlobalSystem(globalSystem);
const removed = world.removeGlobalSystem(globalSystem);
expect(removed).toBe(true);
expect(world.getGlobalSystem(TestGlobalSystem)).toBeNull();
});
test('移除不存在的System应该返回false', () => {
const globalSystem = new TestGlobalSystem();
const removed = world.removeGlobalSystem(globalSystem);
expect(removed).toBe(false);
});
test('获取不存在的System类型应该返回null', () => {
const system = world.getGlobalSystem(TestGlobalSystem);
expect(system).toBeNull();
});
});
describe('World生命周期', () => {
test('启动World应该正确', () => {
const globalSystem = new TestGlobalSystem();
world.addGlobalSystem(globalSystem);
world.start();
expect(world.isActive).toBe(true);
});
test('重复启动World应该无效果', () => {
world.start();
const firstActive = world.isActive;
world.start();
expect(world.isActive).toBe(firstActive);
});
test('停止World应该停用所有Scene', () => {
const testScene = new TestScene();
world.createScene('stop-test', testScene);
world.setSceneActive('stop-test', true);
world.start();
world.stop();
expect(world.isActive).toBe(false);
expect(world.isSceneActive('stop-test')).toBe(false);
});
test('销毁World应该清理所有资源', () => {
const testScene = new TestScene();
const globalSystem = new TestGlobalSystem();
world.createScene('destroy-test', testScene);
world.addGlobalSystem(globalSystem);
world.start();
world.destroy();
expect(world.sceneCount).toBe(0);
expect(world.isActive).toBe(false);
expect(testScene.endCalled).toBe(true);
});
});
describe('更新逻辑', () => {
test('updateGlobalSystems应该更新全局系统', () => {
const globalSystem = new TestGlobalSystem();
world.addGlobalSystem(globalSystem);
world.start();
// 创建测试Scene
const scene = world.createScene('update-test');
world.setSceneActive('update-test', true);
// 直接测试全局系统更新
world.updateGlobalSystems();
// 验证全局System被正确调用
expect(globalSystem.updateCount).toBeGreaterThan(0);
});
test('未激活的World不应该更新', () => {
const globalSystem = new TestGlobalSystem();
world.addGlobalSystem(globalSystem);
// 不启动World
world.updateGlobalSystems();
expect(globalSystem.updateCount).toBe(0);
});
test('updateScenes应该更新激活的Scene', () => {
const scene1 = world.createScene('scene1');
const scene2 = world.createScene('scene2');
scene1.addEntityProcessor(new TestSceneSystem());
scene2.addEntityProcessor(new TestSceneSystem());
world.start();
world.setSceneActive('scene1', true);
// scene2保持未激活
world.updateScenes();
// 这里需要根据具体的Scene更新实现来验证
// 由于Scene.update()的具体实现可能不同,这里主要测试调用不出错
expect(() => world.updateScenes()).not.toThrow();
});
});
describe('状态和统计', () => {
test('获取World状态应该正确', () => {
world.createScene('status-scene1');
world.createScene('status-scene2');
world.setSceneActive('status-scene1', true);
world.addGlobalSystem(new TestGlobalSystem());
world.start();
const status = world.getStatus();
expect(status.name).toBe('TestWorld');
expect(status.isActive).toBe(true);
expect(status.sceneCount).toBe(2);
expect(status.activeSceneCount).toBe(1);
expect(status.globalSystemCount).toBe(1);
expect(status.createdAt).toBeGreaterThan(0);
expect(status.scenes).toHaveLength(2);
const activeScene = status.scenes.find(s => s.id === 'status-scene1');
expect(activeScene?.isActive).toBe(true);
const inactiveScene = status.scenes.find(s => s.id === 'status-scene2');
expect(inactiveScene?.isActive).toBe(false);
});
test('获取World统计应该包含基本信息', () => {
world.addGlobalSystem(new TestGlobalSystem());
const scene = world.createScene('stats-scene');
const entity = scene.createEntity('stats-entity');
entity.addComponent(new TestComponent());
const stats = world.getStats();
expect(stats).toHaveProperty('totalEntities');
expect(stats).toHaveProperty('totalSystems');
expect(stats).toHaveProperty('memoryUsage');
expect(stats).toHaveProperty('performance');
expect(stats.totalSystems).toBeGreaterThanOrEqual(1);
});
});
describe('自动清理功能', () => {
test('自动清理应该移除空闲Scene', async () => {
// 创建一个启用自动清理的World
const autoCleanWorld = new World({
name: 'AutoCleanWorld',
autoCleanup: true,
maxScenes: 10
});
// 创建一个空Scene
autoCleanWorld.createScene('empty-scene');
autoCleanWorld.start();
// 手动触发清理检查
autoCleanWorld.updateScenes();
// 由于清理策略基于时间,这里主要测试不会出错
expect(() => autoCleanWorld.updateScenes()).not.toThrow();
autoCleanWorld.destroy();
});
});
describe('服务容器', () => {
test('应该能访问World级别的服务容器', () => {
const services = world.services;
expect(services).toBeDefined();
expect(services).toHaveProperty('registerSingleton');
expect(services).toHaveProperty('resolve');
});
test('应该能在World服务容器中注册和解析服务', () => {
world.services.registerSingleton(TestWorldService);
const service = world.services.resolve(TestWorldService);
expect(service).toBeDefined();
expect(service.value).toBe('test');
expect(service.disposed).toBe(false);
});
test('World销毁时应该清理服务容器中的服务', () => {
const service = new TestWorldService();
world.services.registerInstance(TestWorldService, service);
world.destroy();
expect(service.disposed).toBe(true);
});
test('World服务容器应该独立于Scene服务容器', () => {
const scene = world.createScene('test-scene');
world.services.registerSingleton(TestWorldService);
expect(world.services.isRegistered(TestWorldService)).toBe(true);
expect(scene.services.isRegistered(TestWorldService)).toBe(false);
});
});
describe('错误处理', () => {
test('Scene name为空时应该抛出错误', () => {
expect(() => {
world.createScene('');
}).toThrow('Scene name不能为空');
});
test('极限情况下的资源管理', () => {
// 创建大量Scene
for (let i = 0; i < 5; i++) {
world.createScene(`scene_${i}`);
world.setSceneActive(`scene_${i}`, true);
}
// 添加多个全局System
for (let i = 0; i < 3; i++) {
world.addGlobalSystem(new TestGlobalSystem());
}
world.start();
// 测试批量清理
expect(() => world.destroy()).not.toThrow();
});
});
});