From 158f98a4654d13dfe088fe4a115cb9c0364b14be Mon Sep 17 00:00:00 2001 From: GeWuYou <95328647+GeWuYou@users.noreply.github.com> Date: Mon, 11 May 2026 10:33:52 +0800 Subject: [PATCH] =?UTF-8?q?fix(input):=20=E4=BF=AE=E5=A4=8D=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E7=BB=91=E5=AE=9A=E9=87=8D=E7=BD=AE=E4=B8=8E=E5=AE=A1?= =?UTF-8?q?=E6=9F=A5=E9=81=97=E7=95=99=E9=97=AE=E9=A2=98?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 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 --- GFramework.Game/Input/InputBindingStore.cs | 2 + .../Input/GodotInputBindingStoreTests.cs | 59 +++++++++++++++++++ .../Input/GodotInputBindingCodec.cs | 5 +- .../Input/GodotInputMapBackend.cs | 4 +- ...input-system-godot-integration-tracking.md | 14 +++-- .../input-system-godot-integration-trace.md | 21 +++++++ 6 files changed, 97 insertions(+), 8 deletions(-) diff --git a/GFramework.Game/Input/InputBindingStore.cs b/GFramework.Game/Input/InputBindingStore.cs index 8cad92a2..a75929d6 100644 --- a/GFramework.Game/Input/InputBindingStore.cs +++ b/GFramework.Game/Input/InputBindingStore.cs @@ -11,6 +11,8 @@ namespace GFramework.Game.Input; /// /// 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。 /// public sealed class InputBindingStore : IInputBindingStore { diff --git a/GFramework.Godot.Tests/Input/GodotInputBindingStoreTests.cs b/GFramework.Godot.Tests/Input/GodotInputBindingStoreTests.cs index 731d112c..0f992040 100644 --- a/GFramework.Godot.Tests/Input/GodotInputBindingStoreTests.cs +++ b/GFramework.Godot.Tests/Input/GodotInputBindingStoreTests.cs @@ -190,6 +190,65 @@ public sealed class GodotInputBindingStoreTests }); } + /// + /// 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。 + /// + [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); + }); + } + /// /// 测试用的纯托管 InputMap 后端。 /// diff --git a/GFramework.Godot/Input/GodotInputBindingCodec.cs b/GFramework.Godot/Input/GodotInputBindingCodec.cs index 6932072f..15432dd7 100644 --- a/GFramework.Godot/Input/GodotInputBindingCodec.cs +++ b/GFramework.Godot/Input/GodotInputBindingCodec.cs @@ -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( diff --git a/GFramework.Godot/Input/GodotInputMapBackend.cs b/GFramework.Godot/Input/GodotInputMapBackend.cs index 49c7c84c..89bcb8e7 100644 --- a/GFramework.Godot/Input/GodotInputMapBackend.cs +++ b/GFramework.Godot/Input/GodotInputMapBackend.cs @@ -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); } } diff --git a/ai-plan/public/input-system-godot-integration/todos/input-system-godot-integration-tracking.md b/ai-plan/public/input-system-godot-integration/todos/input-system-godot-integration-tracking.md index a69cc020..d39cefbd 100644 --- a/ai-plan/public/input-system-godot-integration/todos/input-system-godot-integration-tracking.md +++ b/ai-plan/public/input-system-godot-integration/todos/input-system-godot-integration-tracking.md @@ -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` diff --git a/ai-plan/public/input-system-godot-integration/traces/input-system-godot-integration-trace.md b/ai-plan/public/input-system-godot-integration/traces/input-system-godot-integration-trace.md index 58d5b82b..16fb9bf8 100644 --- a/ai-plan/public/input-system-godot-integration/traces/input-system-godot-integration-trace.md +++ b/ai-plan/public/input-system-godot-integration/traces/input-system-godot-integration-trace.md @@ -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-up(RP-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