fix(input): 修复输入绑定重置与审查遗留问题

- 修复 InputBindingStore 的线程安全使用说明并消除 GodotInputBindingCodec 的重复键码计算\n- 修复 GodotInputMapBackend 在全量重置时未移除运行时新增动作的语义偏差并补回归测试\n- 更新 input-system-godot-integration 的 tracking 与 trace,补录 PR review follow-up 验证结果
This commit is contained in:
GeWuYou 2026-05-11 10:33:52 +08:00
parent 5f9589ed3c
commit 158f98a465
6 changed files with 97 additions and 8 deletions

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@ -11,6 +11,8 @@ namespace GFramework.Game.Input;
/// <remarks>
/// 该实现聚焦于框架级动作绑定管理语义:默认值恢复、主绑定替换、冲突交换与快照导入导出。
/// 它不依赖具体宿主输入事件,适合作为 `Game` 层默认运行时与单元测试基线。
/// 该类型内部使用普通 `Dictionary` / `List` 保存可变状态,不提供额外同步原语。
/// 宿主应在同一输入线程或受控的串行配置阶段访问它;如果存在跨线程读写需求,应由外层协调同步。
/// </remarks>
public sealed class InputBindingStore : IInputBindingStore
{

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@ -190,6 +190,65 @@ public sealed class GodotInputBindingStoreTests
});
}
/// <summary>
/// 验证重置全部绑定时,会移除运行时新增且默认快照中不存在的动作。
/// </summary>
[Test]
public void ResetAll_WhenRuntimeActionIsNotInDefaults_Should_RemoveAction()
{
var backend = new FakeInputMapBackend(
new InputBindingSnapshot(
[
new InputActionBinding(
"ui_accept",
[
new InputBindingDescriptor(
InputDeviceKind.KeyboardMouse,
InputBindingKind.Key,
"key:13",
"Enter")
])
]));
var store = new GodotInputBindingStore(backend);
store.ImportSnapshot(
new InputBindingSnapshot(
[
new InputActionBinding(
"ui_accept",
[
new InputBindingDescriptor(
InputDeviceKind.KeyboardMouse,
InputBindingKind.Key,
"key:13",
"Enter")
]),
new InputActionBinding(
"debug_toggle",
[
new InputBindingDescriptor(
InputDeviceKind.KeyboardMouse,
InputBindingKind.Key,
"key:192",
"QuoteLeft")
])
]));
store.ResetAll();
var snapshot = store.ExportSnapshot();
Assert.Multiple(() =>
{
Assert.That(
snapshot.Actions.Any(action => string.Equals(action.ActionName, "ui_accept", StringComparison.Ordinal)),
Is.True);
Assert.That(
snapshot.Actions.Any(action => string.Equals(action.ActionName, "debug_toggle", StringComparison.Ordinal)),
Is.False);
});
}
/// <summary>
/// 测试用的纯托管 InputMap 后端。
/// </summary>

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@ -24,11 +24,12 @@ internal static class GodotInputBindingCodec
switch (inputEvent)
{
case InputEventKey keyEvent:
var keyCode = GetKeyCode(keyEvent);
binding = new InputBindingDescriptor(
InputDeviceKind.KeyboardMouse,
InputBindingKind.Key,
FormattableString.Invariant($"key:{(int)GetKeyCode(keyEvent)}"),
GetKeyCode(keyEvent).ToString());
FormattableString.Invariant($"key:{(int)keyCode}"),
keyCode.ToString());
return true;
case InputEventMouseButton mouseButtonEvent:
binding = new InputBindingDescriptor(

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@ -82,7 +82,9 @@ internal sealed class GodotInputMapBackend : IGodotInputMapBackend
if (InputMap.HasAction(actionName))
{
InputMap.ActionEraseEvents(actionName);
// Actions absent from the captured default snapshot should disappear after reset
// so the live InputMap matches the original project defaults exactly.
InputMap.EraseAction(actionName);
}
}

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@ -22,6 +22,7 @@ Godot `InputMap` 适配,优先服务 UI 语义动作桥接和绑定重映射
- `GodotInputBindingStore` 当前把 `InputMap` 默认绑定和主绑定替换接到框架抽象,允许导出 / 导入 `InputBindingSnapshot`
- `InputBindingStore.GetBindings(...)` 已改为纯读取语义,不再因查询缺失动作而把空条目带进导出快照
- `GodotInputBindingStore.ImportSnapshot(...)` 已改为快照级覆盖语义,会清空快照中未出现动作的后端绑定
- `GodotInputMapBackend.ResetAction(...)` / `ResetAll()` 已对齐默认快照替换语义,运行时新增动作在全量重置后不会残留在 `InputMap`
- `project.godot -> InputActions` 生成器链路保持不变,新的输入系统直接复用动作名常量,而不是替代它
## 当前风险
@ -44,11 +45,14 @@ Godot `InputMap` 适配,优先服务 UI 语义动作桥接和绑定重映射
- `dotnet test GFramework.Godot.Tests/GFramework.Godot.Tests.csproj -c Release --filter "FullyQualifiedName~GodotInputBindingStoreTests" -m:1 -p:RestoreFallbackFolders= -nodeReuse:false`
- 结果:通过
- `python3 scripts/license-header.py --check --paths GFramework.Game.Abstractions/README.md GFramework.Game.Tests/Input/InputBindingStoreTests.cs GFramework.Game/Input/InputBindingStore.cs GFramework.Game/Input/InputDeviceTracker.cs GFramework.Game/Input/UiInputDispatcher.cs GFramework.Game/README.md GFramework.Godot.Tests/Input/GodotInputBindingStoreTests.cs GFramework.Godot/Input/GodotInputBindingStore.cs GFramework.Godot/Input/GodotInputMapBackend.cs GFramework.Godot/Input/IGodotInputMapBackend.cs ai-plan/public/input-system-godot-integration/traces/input-system-godot-integration-trace.md`
- 结果:待本轮验证补录
- 结果通过All supported files include an Apache-2.0 license header.
- `dotnet build GFramework.Game/GFramework.Game.csproj -c Release -m:1 -nodeReuse:false`
- 结果通过0 warning, 0 error
- `dotnet build GFramework.Godot/GFramework.Godot.csproj -c Release -m:1 -nodeReuse:false`
- 结果通过0 warning, 0 error
## 下一步
1. 若继续扩展输入系统,优先补更多逻辑动作与 gameplay 输入场景,而不是先扩面到品牌图标、震动预设或平台文案
2. 若要增强 Godot 宿主覆盖,优先补真实 `InputMap` / `InputEvent` 集成测试宿主,而不是把更多原生对象直接放进普通 `dotnet test`
3. 若要开放给消费者使用,继续完善 `README.md`、模块 README 与教程中的采用路径示例
4. 若继续处理 PR review可再评估值对象改成 `record` 的收益与兼容性,而不是把该风格建议与行为修复混在同一波提交
1. 若继续处理 PR review可再单独评估值对象切换到 `record` 是否值得进入同一个 PR
2. 若继续扩展输入系统,优先补更多逻辑动作与 gameplay 输入场景,而不是先扩面到品牌图标、震动预设或平台文案
3. 若要增强 Godot 宿主覆盖,优先补真实 `InputMap` / `InputEvent` 集成测试宿主,而不是把更多原生对象直接放进普通 `dotnet test`

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@ -68,6 +68,27 @@
- `dotnet test GFramework.Game.Tests/GFramework.Game.Tests.csproj -c Release --filter "FullyQualifiedName~InputBindingStoreTests|FullyQualifiedName~UiInputDispatcherTests"` 通过
- `dotnet test GFramework.Godot.Tests/GFramework.Godot.Tests.csproj -c Release --filter "FullyQualifiedName~GodotInputBindingStoreTests"` 通过
### 阶段PR #346 review 二次 follow-upRP-001
- 再次抓取当前分支 PR `#346` 的 latest-head review threads区分已在本地修复但 GitHub 线程仍未折叠的问题与仍然有效的问题
- 确认以下 review 点已在本地代码中成立并继续处理:
- `InputBindingStore` 缺少共享可变状态的线程安全使用约束说明
- `GodotInputBindingCodec.TryCreateBinding(...)` 在键盘事件分支重复计算 `GetKeyCode(...)`
- `GodotInputMapBackend.ResetAll()` 对运行时新增动作只清空事件、不移除动作本身,和默认快照替换语义不一致
- 新增回归测试:
- `GodotInputBindingStoreTests.ResetAll_WhenRuntimeActionIsNotInDefaults_Should_RemoveAction`
- 验证结果:
- `dotnet test GFramework.Godot.Tests/GFramework.Godot.Tests.csproj -c Release --filter "FullyQualifiedName~GodotInputBindingStoreTests"` 通过5/5
- `python3 scripts/license-header.py --check --paths GFramework.Game.Abstractions/README.md GFramework.Game.Tests/Input/InputBindingStoreTests.cs GFramework.Game/Input/InputBindingStore.cs GFramework.Game/Input/InputDeviceTracker.cs GFramework.Game/Input/UiInputDispatcher.cs GFramework.Game/README.md GFramework.Godot.Tests/Input/GodotInputBindingStoreTests.cs GFramework.Godot/Input/GodotInputBindingStore.cs GFramework.Godot/Input/GodotInputMapBackend.cs GFramework.Godot/Input/IGodotInputMapBackend.cs ai-plan/public/input-system-godot-integration/traces/input-system-godot-integration-trace.md` 通过
- `dotnet build GFramework.Game/GFramework.Game.csproj -c Release -m:1 -nodeReuse:false` 通过0 warning, 0 error
- `dotnet build GFramework.Godot/GFramework.Godot.csproj -c Release -m:1 -nodeReuse:false` 通过0 warning, 0 error
- `git ... diff --check` 通过
### 下一步
1. 如需继续消化 open review threads可再评估值对象切换到 `record` 的收益与兼容性
2. 若需要更高置信度的宿主验证,再补真实 Godot `InputMap` 集成测试宿主
### 下一步
1. 运行针对本次改动文件的 license-header 检查并补录结果