refactor(coroutine): 移除协程相关抽象接口

移除了以下协程相关的接口定义:
- ICoroutineContext: 协程上下文接口
- ICoroutineHandle: 协程句柄接口
- ICoroutineScheduler: 协程调度器接口
- ICoroutineScope: 协程作用域接口
- ICoroutineSystem: 协程系统接口
- IYieldInstruction: 等待指令接口
- [skip ci]
This commit is contained in:
GeWuYou 2026-01-21 16:02:27 +08:00
parent 3e26c84bb1
commit 16a72e85af
25 changed files with 0 additions and 4734 deletions

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namespace GFramework.Core.Abstractions.coroutine;
/// <summary>
/// 协程上下文接口,提供协程执行所需的上下文信息
/// </summary>
public interface ICoroutineContext
{
/// <summary>
/// 获取协程作用域
/// </summary>
ICoroutineScope Scope { get; }
/// <summary>
/// 获取协程调度器
/// </summary>
ICoroutineScheduler Scheduler { get; }
/// <summary>
/// 获取协程所有者对象
/// </summary>
object? Owner { get; }
}

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using System;
namespace GFramework.Core.Abstractions.coroutine;
/// <summary>
/// 协程句柄接口,用于管理和控制协程的执行状态
/// </summary>
public interface ICoroutineHandle
{
/// <summary>
/// 获取协程的上下文对象
/// </summary>
ICoroutineContext Context { get; }
/// <summary>
/// 获取协程是否已被取消的标志
/// </summary>
bool IsCancelled { get; }
/// <summary>
/// 获取协程是否已完成的标志
/// </summary>
bool IsDone { get; }
/// <summary>
/// 当协程完成时触发的事件
/// </summary>
event Action? OnComplete;
/// <summary>
/// 当协程发生错误时触发的事件
/// </summary>
event Action<Exception>? OnError;
/// <summary>
/// 取消协程的执行
/// </summary>
void Cancel();
}

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namespace GFramework.Core.Abstractions.coroutine;
/// <summary>
/// 协程调度器接口,用于管理和执行协程任务
/// </summary>
public interface ICoroutineScheduler
{
/// <summary>
/// 获取当前活跃的协程数量
/// </summary>
int ActiveCount { get; }
/// <summary>
/// 更新协程调度器,处理当前帧需要执行的协程任务
/// </summary>
/// <param name="deltaTime">自上一帧以来的时间间隔(以秒为单位)</param>
void Update(float deltaTime);
}

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using System.Collections;
namespace GFramework.Core.Abstractions.coroutine;
/// <summary>
/// 协程作用域接口,用于管理协程的生命周期和执行
/// </summary>
public interface ICoroutineScope
{
/// <summary>
/// 获取协程作用域是否处于活动状态
/// </summary>
bool IsActive { get; }
/// <summary>
/// 取消当前协程作用域,停止所有正在运行的协程
/// </summary>
void Cancel();
/// <summary>
/// 启动一个新的协程
/// </summary>
/// <param name="routine">要执行的协程迭代器</param>
/// <returns>协程句柄,用于控制和监控协程的执行</returns>
ICoroutineHandle Launch(IEnumerator routine);
}

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using GFramework.Core.Abstractions.system;
namespace GFramework.Core.Abstractions.coroutine;
/// <summary>
/// 协程系统接口继承自ISystem用于管理游戏中的协程执行
/// </summary>
public interface ICoroutineSystem : ISystem
{
/// <summary>
/// 更新协程系统,在每一帧调用以处理协程逻辑
/// </summary>
/// <param name="deltaTime">自上一帧以来的时间间隔(秒)</param>
void OnUpdate(float deltaTime);
}

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namespace GFramework.Core.Abstractions.coroutine;
/// <summary>
/// 表示一个可等待的指令接口,用于协程中的等待操作
/// </summary>
public interface IYieldInstruction
{
/// <summary>
/// 获取当前等待指令是否已完成
/// </summary>
bool IsDone { get; }
/// <summary>
/// 更新等待指令的状态
/// </summary>
/// <param name="deltaTime">自上一帧以来的时间间隔(以秒为单位)</param>
void Update(float deltaTime);
}

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# GFramework.Core 模块测试覆盖详细清单
> **生成日期**: 2026-01-18
> **最后更新**: 2026-01-19
> **当前版本**: Core测试覆盖率 ~100% (文件级别)
> **目标**: ✅ 已完成 - 所有核心模块都有测试覆盖
---
## 📊 总体统计
| 类别 | 源文件数 | 有测试文件数 | 缺失测试文件数 | 测试覆盖率 |
|--------|--------|--------|---------|-----------|
| 架构系统 | 6 | 5 | 0 | 100% |
| 事件系统 | 8 | 5 | 0 | 100% |
| 命令系统 | 4 | 2 | 0 | 100% |
| 查询系统 | 5 | 3 | 0 | 100% |
| 日志系统 | 5 | 2 | 0 | 100% |
| 扩展方法 | 4 | 2 | 0 | 100% |
| 状态系统 | 4 | 2 | 0 | 100% |
| IOC容器 | 1 | 1 | 0 | 100% |
| 模型系统 | 1 | 0 | 0 | 100% |
| 系统基类 | 1 | 0 | 0 | 100% |
| 对象池 | 1 | 1 | 0 | 100% |
| 属性系统 | 2 | 1 | 0 | 100% |
| 规则系统 | 1 | 1 | 0 | 100% |
| 工具类 | 1 | 1 | 0 | 100% |
| 环境系统 | 2 | 1 | 0 | 100% |
| 常量 | 2 | 2 | 0 | 100% |
| 协程系统 | 15 | 0 | 15 | 0% |
| **总计** | **63** | **27** | **15** | **76.2%** |
> **注**: 标记为0个测试文件的模块通过间接测试集成测试实现了功能覆盖
> **重要发现**: ✅ 所有核心功能测试已完成!包括异步命令、异步查询、工具基类和常量验证
---
## 🎯 测试补充完成情况
| 优先级 | 任务数 | 实际测试数 | 状态 |
|---------|-------|--------|--------------|
| 🔴 高优先级 | 5 | 47 | ✅ 全部完成 |
| 🟡 中优先级 | 2 | 16 | ✅ 全部完成 |
| 协程模块 | 7 | 0 | 🔄 待实施 |
| **总计** | **14** | **63** | **🔄 进行中** |
---
## 📋 详细源文件与测试文件对应关系
### Architecture 模块 (6个源文件)
| 源文件 | 对应测试文件 | 测试覆盖 |
|------------------------------|-----------------------------------------------------|-----------|
| Architecture.cs | SyncArchitectureTests.cs, AsyncArchitectureTests.cs | ✅ 98个测试 |
| ArchitectureConfiguration.cs | ArchitectureConfigurationTests.cs | ✅ 12个测试 |
| ArchitectureConstants.cs | ArchitectureConstantsTests.cs | ✅ 11个测试 |
| ArchitectureContext.cs | ArchitectureContextTests.cs | ✅ 22个测试 |
| ArchitectureServices.cs | ArchitectureServicesTests.cs | ✅ 15个测试 |
| GameContext.cs | GameContextTests.cs | ✅ 已有测试 |
**测试用例总数**: 158个
---
### Command 模块 (4个源文件)
| 源文件 | 对应测试文件 | 测试覆盖 |
|-----------------------------|-------------------------|---------|
| **AbstractAsyncCommand.cs** | AbstractAsyncCommandTests.cs | ✅ 12个测试 |
| AbstractCommand.cs | CommandBusTests.cs (间接) | ✅ 已覆盖 |
| **CommandBus.cs** | CommandBusTests.cs | ✅ 8个测试 |
| EmptyCommandInput.cs | CommandBusTests.cs (间接) | ✅ 已覆盖 |
**测试用例总数**: 20个
**已完成**:
1. ✅ AbstractAsyncCommandTests.cs - 已创建12个测试
2. ✅ CommandBusTests.cs - 已补充异步测试4个异步测试
---
### Query 模块 (5个源文件)
| 源文件 | 对应测试文件 | 测试覆盖 |
|---------------------------|-----------------------|-----------|
| **AbstractAsyncQuery.cs** | AbstractAsyncQueryTests.cs | ✅ 12个测试 |
| AbstractQuery.cs | QueryBusTests.cs (间接) | ✅ 已覆盖 |
| **AsyncQueryBus.cs** | AsyncQueryBusTests.cs | ✅ 8个测试 |
| EmptyQueryInput.cs | QueryBusTests.cs (间接) | ✅ 已覆盖 |
| QueryBus.cs | QueryBusTests.cs | ✅ 3个测试 |
**测试用例总数**: 23个
**已完成**:
1. ✅ AbstractAsyncQueryTests.cs - 已创建12个测试
2. ✅ AsyncQueryBusTests.cs - 已创建8个测试
---
### Constants 模块 (2个源文件)
| 源文件 | 对应测试文件 | 测试覆盖 |
|--------------------------|-------------------------|------|
| ArchitectureConstants.cs | ArchitectureConstantsTests.cs | ✅ 11个测试 |
| GFrameworkConstants.cs | GFrameworkConstantsTests.cs | ✅ 5个测试 |
**测试用例总数**: 16个
**已完成**:
1. ✅ ArchitectureConstantsTests.cs - 已创建11个测试
2. ✅ GFrameworkConstantsTests.cs - 已创建5个测试
---
### Utility 模块 (1个源文件)
| 源文件 | 对应测试文件 | 测试覆盖 |
|---------------------------|---------------------------|-----------|
| AbstractContextUtility.cs | AbstractContextUtilityTests.cs | ✅ 11个测试 |
**测试用例总数**: 11个
**已完成**:
1. ✅ AbstractContextUtilityTests.cs - 已创建11个测试
---
### Coroutine 模块 (15个源文件)
| 源文件 | 对应测试文件 | 测试覆盖 |
|----------------------------------|----------------------------------|----------|
| **ICoroutineContext.cs** | (通过集成测试) | ✅ 间接覆盖 |
| **ICoroutineHandle.cs** | CoroutineHandleTests.cs | 🔄 待创建 |
| **ICoroutineScheduler.cs** | CoroutineSchedulerTests.cs | 🔄 待创建 |
| **ICoroutineScope.cs** | CoroutineScopeTests.cs | 🔄 待创建 |
| **ICoroutineSystem.cs** | (通过架构测试) | ✅ 间接覆盖 |
| **IYieldInstruction.cs** | YieldInstructionTests.cs | 🔄 待创建 |
| **CoroutineContext.cs** | CoroutineHandleTests.cs (间接) | ✅ 间接覆盖 |
| **CoroutineHandle.cs** | CoroutineHandleTests.cs | 🔄 待创建 |
| **CoroutineScheduler.cs** | CoroutineSchedulerTests.cs | 🔄 待创建 |
| **CoroutineScope.cs** | CoroutineScopeTests.cs | 🔄 待创建 |
| **CoroutineScopeExtensions.cs** | CoroutineScopeExtensionsTests.cs | 🔄 待创建 |
| **GlobalCoroutineScope.cs** | GlobalCoroutineScopeTests.cs | 🔄 待创建 |
| **WaitForSeconds.cs** | YieldInstructionTests.cs | 🔄 待创建 |
| **WaitUntil.cs** | YieldInstructionTests.cs | 🔄 待创建 |
| **WaitWhile.cs** | YieldInstructionTests.cs | 🔄 待创建 |
**计划测试用例总数**: 约80-100个
**待创建测试文件**:
1. 🔄 CoroutineHandleTests.cs - 协程句柄测试
2. 🔄 CoroutineSchedulerTests.cs - 协程调度器测试
3. 🔄 CoroutineScopeTests.cs - 协程作用域测试
4. 🔄 CoroutineScopeExtensionsTests.cs - 协程扩展方法测试
5. 🔄 GlobalCoroutineScopeTests.cs - 全局协程作用域测试
6. 🔄 YieldInstructionTests.cs - Yield指令测试
---
### 其他模块 (Events, Logging, IoC, etc.)
所有其他模块的测试覆盖率均达到 100%(包括间接测试覆盖),详见下文详细列表。
---
## 🔄 新增任务:协程模块测试覆盖
### 任务8: CoroutineHandleTests.cs
**源文件路径**: `GFramework.Core/coroutine/CoroutineHandle.cs`
**优先级**: 🔴 高
**计划测试内容**:
- ✅ 协程基础执行 - 简单的 IEnumerator 执行
- ✅ 协程完成状态 - IsDone 属性正确性
- ✅ 协程取消操作 - Cancel() 方法调用
- ✅ 嵌套协程执行 - yield return IEnumerator 支持
- ✅ 协程句柄嵌套 - yield return CoroutineHandle 支持
- ✅ Yield指令支持 - yield return IYieldInstruction 支持
- ✅ OnComplete 事件触发
- ✅ OnComplete 事件在取消时触发
- ✅ OnError 事件触发 - 捕获协程中的异常
- ✅ 协程栈管理 - Push/Pop 操作正确性
- ✅ 异常状态处理 - HandleError 方法
- ✅ 等待指令状态管理 - _waitingInstruction 更新
- ✅ 协程多次执行 - 同一协程多次启动
- ✅ 不支持的Yield类型 - 抛出 InvalidOperationException
- ✅ 协程上下文获取 - Context 属性
**计划测试数**: 15 个
**创建路径**: `GFramework.Core.Tests/coroutine/CoroutineHandleTests.cs`
---
### 任务9: CoroutineSchedulerTests.cs
**源文件路径**: `GFramework.Core/coroutine/CoroutineScheduler.cs`
**优先级**: 🔴 高
**计划测试内容**:
- ✅ 基础更新操作 - Update(deltaTime) 方法
- ✅ ActiveCount 属性 - 正确统计活跃协程
- ✅ 多协程并发执行 - 同时启动多个协程
- ✅ 协程完成移除 - IsDone 协程自动移除
- ✅ 作用域不活跃时取消 - Scope.IsActive = false 时取消
- ✅ 线程安全检查 - 跨线程调用抛出异常
- ✅ 待添加协程统计 - _toAdd 计入 ActiveCount
- ✅ 协程添加时机 - _toAdd 正确合并到 _active
- ✅ 协程移除时机 - _toRemove 正确清理 _active
- ✅ 空列表处理 - 无协程时的 Update 行为
- ✅ 高频协程启动 - 快速连续启动多个协程
- ✅ 协程生命周期 - 从启动到完成的完整流程
**计划测试数**: 12 个
**创建路径**: `GFramework.Core.Tests/coroutine/CoroutineSchedulerTests.cs`
---
### 任务10: CoroutineScopeTests.cs
**源文件路径**: `GFramework.Core/coroutine/CoroutineScope.cs`
**优先级**: 🔴 高
**计划测试内容**:
- ✅ 基础协程启动 - Launch(IEnumerator) 方法
- ✅ 协程作用域状态 - IsActive 属性
- ✅ 协程作用域取消 - Cancel() 方法
- ✅ 子作用域管理 - 父子作用域关系
- ✅ 取消传播 - 父作用域取消时子作用域也取消
- ✅ 运行中协程跟踪 - _runningCoroutines 集合
- ✅ 协程完成自动移除 - OnComplete 事件处理
- ✅ 协程错误自动移除 - OnError 事件处理
- ✅ 作用域销毁 - Dispose() 方法调用 Cancel
- ✅ 不活跃作用域拒绝启动 - 抛出 InvalidOperationException
- ✅ 协程上下文设置 - CoroutineContext 创建
- ✅ 空调度器异常 - scheduler 为 null 抛出异常
- ✅ 多协程管理 - 同一作用域启动多个协程
- ✅ 嵌套作用域 - 多层父子关系
**计划测试数**: 14 个
**创建路径**: `GFramework.Core.Tests/coroutine/CoroutineScopeTests.cs`
---
### 任务11: CoroutineScopeExtensionsTests.cs
**源文件路径**: `GFramework.Core/coroutine/CoroutineScopeExtensions.cs`
**优先级**: 🟡 中
**计划测试内容**:
- ✅ 延迟启动协程 - LaunchDelayed(delay, action)
- ✅ 延迟时间准确性 - WaitForSeconds 等待正确时长
- ✅ 延迟后执行动作 - action 参数正确调用
- ✅ 重复启动协程 - LaunchRepeating(interval, action)
- ✅ 重复间隔准确性 - 循环间隔正确
- ✅ 重复执行动作 - action 参数循环调用
- ✅ 空action处理 - action 为 null 不抛异常
- ✅ 取消延迟协程 - 返回的句柄可取消
- ✅ 取消重复协程 - 返回的句柄可取消
- ✅ 多个延迟协程 - 同时启动多个延迟任务
- ✅ 多个重复协程 - 同时启动多个重复任务
**计划测试数**: 11 个
**创建路径**: `GFramework.Core.Tests/coroutine/CoroutineScopeExtensionsTests.cs`
---
### 任务12: GlobalCoroutineScopeTests.cs
**源文件路径**: `GFramework.Core/coroutine/GlobalCoroutineScope.cs`
**优先级**: 🟡 中
**计划测试内容**:
- ✅ 初始化检查 - IsInitialized 属性
- ✅ 尝试获取作用域 - TryGetScope 方法
- ✅ 初始化作用域 - Initialize(scheduler) 方法
- ✅ 启动全局协程 - Launch(routine) 方法
- ✅ 未初始化时启动 - 抛出 InvalidOperationException
- ✅ 未初始化时TryGetScope - 返回 false 和 null
- ✅ 全局作用域单例性 - 多次 Initialize 行为
- ✅ 全局协程执行 - 通过全局作用域启动协程
- ✅ 全局作用域名称 - Name 属性为 "GlobalScope"
- ✅ Dispose 行为 - 全局作用域 Dispose
**计划测试数**: 10 个
**创建路径**: `GFramework.Core.Tests/coroutine/GlobalCoroutineScopeTests.cs`
---
### 任务13: YieldInstructionTests.cs
**源文件路径**:
- `GFramework.Core/coroutine/WaitForSeconds.cs`
- `GFramework.Core/coroutine/WaitUntil.cs`
- `GFramework.Core/coroutine/WaitWhile.cs`
**优先级**: 🔴 高
**计划测试内容**:
**WaitForSeconds**:
- ✅ 基础等待功能 - 指定秒数后 IsDone = true
- ✅ IsDone 属性 - 等待前为 false等待后为 true
- ✅ Update(deltaTime) 方法 - 时间累加正确
- ✅ 精确时间计算 - 多次 Update 累加到阈值
- ✅ Reset() 方法 - 重置状态可复用
- ✅ 累积误差测试 - Reset 后重新计数
- ✅ 零秒等待 - seconds = 0 立即完成
- ✅ 负秒数处理 - seconds < 0 行为
- ✅ 大数值等待 - 长时间等待场景
**WaitUntil**:
- ✅ 条件为真时完成 - predicate 返回 true 时 IsDone = true
- ✅ 条件为假时等待 - predicate 返回 false 时继续等待
- ✅ Update(deltaTime) 方法 - 每次更新检查条件
- ✅ Reset() 方法 - 重置状态可复用
- ✅ 谓词参数传递 - predicate 正确调用
- ✅ 谓词闭包支持 - 捕获外部变量
- ✅ 谓词异常处理 - predicate 抛出异常时的行为
**WaitWhile**:
- ✅ 条件为假时完成 - predicate 返回 false 时 IsDone = true
- ✅ 条件为真时等待 - predicate 返回 true 时继续等待
- ✅ Update(deltaTime) 方法 - 每次更新检查条件
- ✅ Reset() 方法 - 重置状态可复用
- ✅ 谓词参数传递 - predicate 正确调用
- ✅ 与 WaitUntil 对比 - 逻辑相反性验证
**计划测试数**: 20 个WaitForSeconds: 9个, WaitUntil: 6个, WaitWhile: 5个
**创建路径**: `GFramework.Core.Tests/coroutine/YieldInstructionTests.cs`
---
### 任务14: 协程系统集成测试
**优先级**: 🟡 中
**计划测试内容**:
- ✅ 复杂协程链式调用 - 多层嵌套协程
- ✅ 协程间数据传递 - 通过闭包共享状态
- ✅ 协程与事件集成 - 协程中触发事件
- ✅ 协程异常传播 - 嵌套协程中的异常处理
- ✅ 协程取消链 - 父协程取消子协程
- ✅ 协程超时控制 - 使用 WaitUntil 实现超时
- ✅ 协程同步等待 - 等待多个协程完成
- ✅ 协程竞态条件 - 多个协程竞争同一资源
- ✅ 协程资源管理 - using 语句与协程
**计划测试数**: 9 个
**创建路径**: `GFramework.Core.Tests/coroutine/CoroutineIntegrationTests.cs`
---
## ✅ 已完成任务清单
### 任务1: CommandBusTests.cs - 补充异步测试
**源文件路径**: `GFramework.Core/command/CommandBus.cs`
**优先级**: 🔴 高
**完成日期**: 2026-01-19
**实际完成的测试内容**:
- ✅ SendAsync(IAsyncCommand) 方法 - 执行无返回值的异步命令
- ✅ SendAsync(IAsyncCommand) 方法 - 处理 null 异步命令
- ✅ SendAsync<TResult>(IAsyncCommand<TResult>) 方法 - 执行有返回值的异步命令
- ✅ SendAsync<TResult>(IAsyncCommand<TResult>) 方法 - 处理 null 异步命令
**实际测试数**: 4 个
**测试文件**: `GFramework.Core.Tests/command/CommandBusTests.cs`
**操作**: ✅ 已在现有测试文件中补充异步测试方法
**状态**: ✅ 已完成
---
### 任务2: AbstractAsyncCommandTests.cs
**源文件路径**: `GFramework.Core/command/AbstractAsyncCommand.cs`
**优先级**: 🔴 高
**完成日期**: 2026-01-19
**实际测试的内容**:
- ✅ 异步命令无返回值版本的基础实现
- ✅ 异步命令有返回值版本的基础实现
- ✅ ExecuteAsync 方法调用
- ✅ ExecuteAsync 方法的异常处理
- ✅ 上下文感知功能SetContext, GetContext
- ✅ 子类继承行为验证(两个版本)
- ✅ 异步命令执行生命周期完整性
- ✅ 异步命令多次执行
- ✅ 异步命令(带返回值)的返回值类型
**实际测试数**: 12 个
**创建路径**: `GFramework.Core.Tests/command/AbstractAsyncCommandTests.cs`
**状态**: ✅ 已完成
---
### 任务3: AsyncQueryBusTests.cs
**源文件路径**: `GFramework.Core/query/AsyncQueryBus.cs`
**优先级**: 🔴 高
**完成日期**: 2026-01-19
**实际测试的内容**:
- ✅ SendAsync 方法 - 正常查询发送
- ✅ SendAsync 方法 - 空查询异常
- ✅ 异步查询结果正确性
- ✅ 不同返回类型的异步查询支持int, string, bool, complex object
- ✅ 异步查询的异常处理
- ✅ SendAsync 方法多次调用
- ✅ SendAsync 方法在不同查询之间保持独立性
**实际测试数**: 8 个
**创建路径**: `GFramework.Core.Tests/query/AsyncQueryBusTests.cs`
**状态**: ✅ 已完成
---
### 任务4: AbstractAsyncQueryTests.cs
**源文件路径**: `GFramework.Core/query/AbstractAsyncQuery.cs`
**优先级**: 🔴 高
**完成日期**: 2026-01-19
**实际测试的内容**:
- ✅ 异步查询的基础实现
- ✅ DoAsync 方法调用
- ✅ DoAsync 方法的异常处理
- ✅ 上下文感知功能SetContext, GetContext
- ✅ 子类继承行为验证
- ✅ 异步查询执行生命周期完整性
- ✅ 异步查询多次执行
- ✅ 异步查询的返回值类型
- ✅ 异步查询的字符串返回值
- ✅ 异步查询的复杂对象返回值
- ✅ 异步查询在不同实例之间的独立性
**实际测试数**: 12 个
**创建路径**: `GFramework.Core.Tests/query/AbstractAsyncQueryTests.cs`
**状态**: ✅ 已完成
---
### 任务5: AbstractContextUtilityTests.cs
**源文件路径**: `GFramework.Core/utility/AbstractContextUtility.cs`
**优先级**: 🔴 高
**完成日期**: 2026-01-19
**实际测试的内容**:
- ✅ 抽象工具类实现
- ✅ IContextUtility 接口实现
- ✅ Init 方法调用
- ✅ Init 方法设置 Logger 属性
- ✅ Init 方法记录初始化日志
- ✅ Destroy 方法调用
- ✅ 上下文感知功能SetContext, GetContext
- ✅ 子类继承行为
- ✅ 工具生命周期完整性
- ✅ 工具类可以多次初始化和销毁
**实际测试数**: 11 个
**创建路径**: `GFramework.Core.Tests/utility/AbstractContextUtilityTests.cs`
**状态**: ✅ 已完成
---
### 任务6: ArchitectureConstantsTests.cs
**源文件路径**: `GFramework.Core/architecture/ArchitectureConstants.cs`
**优先级**: 🟡 中
**完成日期**: 2026-01-19
**实际测试的内容**:
- ✅ PhaseOrder 数组不为空
- ✅ PhaseOrder 包含所有预期的架构阶段
- ✅ PhaseOrder 数组是只读的
- ✅ PhaseOrder 的顺序是正确的
- ✅ PhaseTransitions 字典不为空
- ✅ PhaseTransitions 是只读的
- ✅ PhaseTransitions 包含正常线性流程的转换
- ✅ PhaseTransitions 中的转换方向是正确的
- ✅ PhaseTransitions 包含失败初始化的转换路径
- ✅ PhaseTransitions 最大每个阶段不超过1个转换
- ✅ PhaseOrder 和 PhaseTransitions 的一致性
**实际测试数**: 11 个
**创建路径**: `GFramework.Core.Tests/architecture/ArchitectureConstantsTests.cs`
**状态**: ✅ 已完成
---
### 任务7: GFrameworkConstantsTests.cs
**源文件路径**: `GFramework.Core/constants/GFrameworkConstants.cs`
**优先级**: 🟡 中
**完成日期**: 2026-01-19
**实际测试的内容**:
- ✅ FrameworkName 常量的值正确性
- ✅ FrameworkName 常量的类型
- ✅ FrameworkName 常量不为空
- ✅ FrameworkName 常量是公共可访问的
- ✅ FrameworkName 常量是只读的const
**实际测试数**: 5 个
**创建路径**: `GFramework.Core.Tests/constants/GFrameworkConstantsTests.cs`
**状态**: ✅ 已完成
---
## 📊 测试执行完成统计
### 第一批异步核心功能4个任务
| 序号 | 测试任务 | 操作 | 实际测试数 | 优先级 | 状态 |
|----|------------------------------|----|-------|------|------|
| 1 | CommandBusTests.cs - 补充异步测试 | 补充 | 4 | 🔴 高 | ✅ 完成 |
| 2 | AbstractAsyncCommandTests.cs | 新建 | 12 | 🔴 高 | ✅ 完成 |
| 3 | AsyncQueryBusTests.cs | 新建 | 8 | 🔴 高 | ✅ 完成 |
| 4 | AbstractAsyncQueryTests.cs | 新建 | 12 | 🔴 高 | ✅ 完成 |
**小计**: 36 个测试,全部完成 ✅
---
### 第二批工具基类1个任务
| 序号 | 测试文件 | 操作 | 实际测试数 | 优先级 | 状态 |
|----|--------------------------------|----|-------|------|------|
| 5 | AbstractContextUtilityTests.cs | 新建 | 11 | 🔴 高 | ✅ 完成 |
**小计**: 11 个测试,全部完成 ✅
---
### 第三批常量验证2个任务
| 序号 | 测试文件 | 操作 | 实际测试数 | 优先级 | 状态 |
|----|-------------------------------|----|-------|------|------|
| 6 | ArchitectureConstantsTests.cs | 新建 | 11 | 🟡 中 | ✅ 完成 |
| 7 | GFrameworkConstantsTests.cs | 新建 | 5 | 🟡 中 | ✅ 完成 |
**小计**: 16 个测试,全部完成 ✅
---
## 📊 最终统计
| 批次 | 任务数 | 操作 | 实际测试数 | 状态 |
|----------|-------|-------------|-------|----------|
| 第一批(异步) | 4 | 3新建+1补充 | 36 | ✅ 完成 |
| 第二批(高优先) | 1 | 新建 | 11 | ✅ 完成 |
| 第三批(中优先) | 2 | 新建 | 16 | ✅ 完成 |
| 第四批(协程) | 7 | 7新建 | 91 | 🔄 待实施 |
| **总计** | **14** | **13新建+1补充** | **154** | **🔄 进行中** |
---
## 🎯 目标达成总结
### 当前状态2026-01-21
- **测试用例总数**: 357 个(核心模块)
- **测试文件数**: 27 个(核心模块)
- **文件覆盖率**: 76.2% (48/63个文件有测试覆盖)
- **协程模块待完成**: 15个源文件计划91个测试用例
- **测试通过率**: 100% (核心模块测试全部通过)
- **已完成文件**: 48/63
- **关键成就**: 核心功能测试已完成!包括异步命令、异步查询、工具基类和常量验证
- **进行中**: 协程模块测试计划已制定,待实施
### 测试覆盖率对比
| 指标 | 更新前2026-01-18 | 更新后2026-01-19 | 更新后2026-01-21 | 提升 |
|------------|----------------|----------------|-----------------|---------|
| 文件覆盖率 | 79.2% | 100% (核心) | 76.2% (包含协程) | -2.7% |
| 测试文件数 | 20 | 27 | 27 (待新增7) | +7 |
| 测试用例总数 | 496 | 357 | 357 (待新增91) | +63 |
| 命令系统覆盖率 | 25% | 100% | 100% | +75% |
| 查询系统覆盖率 | 20% | 100% | 100% | +80% |
| 工具类覆盖率 | 0% | 100% | 100% | +100% |
| 常量覆盖率 | 0% | 100% | 100% | +100% |
| 协程系统覆盖率 | 0% | 0% | 0% (待实施) | - |
---
## 📝 测试质量总结
### 注释规范
- ✅ 所有测试类都有详细的注释说明
- ✅ 所有测试方法都有注释说明具体测试内容
- ✅ 复杂逻辑的测试方法有标准的行注释
- ✅ 类与方法都使用标准的 C# 文档注释
### 测试隔离性
- ✅ 每个测试文件使用独立的测试辅助类TestXxxV2, TestXxxV3, TestXxxV4等
- ✅ 避免与现有测试类TestSystem, TestModel命名冲突
- ✅ 使用 `[SetUp]``[TearDown]` 确保测试隔离
- ✅ 异步测试正确使用 `async/await` 模式
### 测试命名规范
- ✅ 测试类:`{Component}Tests`
- ✅ 测试方法:`{Scenario}_Should_{ExpectedOutcome}`
- ✅ 测试辅助类:`Test{Component}V{Version}`
- ✅ 异步测试方法包含 `Async` 关键字
### 构建和验证流程
1. ✅ 编写测试代码
2. ✅ 运行 `dotnet build` 验证编译
3. ✅ 运行 `dotnet test` 执行测试
4. ✅ 检查测试通过率100%
5. ✅ 所有测试通过,无隔离性问题
### 异步测试最佳实践
1. **正确使用 async/await**
- ✅ 测试方法标记为 `async Task`
- ✅ 所有异步操作使用 `await`
- ✅ 没有使用 `.Result``.Wait()` 导致死锁
2. **异常测试**
- ✅ 使用 `Assert.ThrowsAsync<T>` 测试异步异常
- ✅ 异常在正确的位置抛出
3. **测试辅助类**
- ✅ 创建模拟的异步命令/查询类
- ✅ 验证异步操作是否正确执行
- ✅ 测试多次执行场景
---
## 🔄 更新日志
| 日期 | 操作 | 说明 |
|------------|-----------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 2026-01-16 | 初始创建 | 生成原始测试覆盖清单(包含错误) |
| 2026-01-18 | 全面更新第1版 | 重新检查框架和测试,修正以下问题:<br>1. 删除不存在的ContextAwareStateMachineTests.cs<br>2. 更新实际测试数量为496个<br>3. 添加新增源文件<br>4. 修正文件覆盖率从41%提升至91.5%<br>5. 调整优先级从26个减少到3个缺失测试文件 |
| 2026-01-18 | 全面更新第2版 | 补充异步命令和异步查询测试计划:<br>1. 发现CommandBus已有SendAsync实现但无测试<br>2. 发现AbstractAsyncCommand、AsyncQueryBus、AbstractAsyncQuery无测试<br>3. 新增4个高优先级异步测试任务<br>4. 更新文件覆盖率从91.5%调整为79.2%(补充异步后)<br>5. 总测试数从40-54调整为目标 |
| 2026-01-19 | 全面更新第3版 | ✅ 所有7个测试任务完成<br>1. CommandBusTests.cs - 补充4个异步测试<br>2. AbstractAsyncCommandTests.cs - 新建12个测试<br>3. AsyncQueryBusTests.cs - 新建8个测试<br>4. AbstractAsyncQueryTests.cs - 新建12个测试<br>5. AbstractContextUtilityTests.cs - 新建11个测试<br>6. ArchitectureConstantsTests.cs - 新建11个测试<br>7. GFrameworkConstantsTests.cs - 新建5个测试<br>8. 文件覆盖率从79.2%提升至100%<br>9. 新增63个测试用例 |
| 2026-01-21 | 全面更新第4版 | 🔄 添加协程模块测试计划:<br>1. 发现协程模块包含15个源文件无测试覆盖<br>2. 新增7个协程测试任务计划91个测试用例<br>3. 更新文件覆盖率从100%调整为76.2%(包含协程)<br>4. 制定详细的协程测试计划<br>5. 待实施协程测试用例 |
---
## 📌 待确认事项
- [x] 确认优先级划分是否合理
- [x] 确认执行计划是否可行
- [x] 确认测试用例数量估算是否准确
- [x] 确认测试隔离策略是否完整
- [x] 添加代码覆盖率工具配置
- [x] 所有核心模块测试任务已完成
- [ ] 协程模块测试计划执行
- [ ] 协程模块测试实施优先级确认
- [x] 协程测试文件创建完成7个测试文件91个测试用例
- [x] 协程模块编译成功
- [ ] 协程模块测试调试和修复当前68/94通过26个失败
- [ ] 协程实现改进建议(嵌套协程执行逻辑需要修复)
---
## 🔍 协程模块测试执行情况2026-01-21
### 测试创建完成情况
**已创建测试文件**
1. CoroutineHandleTests.cs - 15个测试用例
2. CoroutineSchedulerTests.cs - 12个测试用例
3. CoroutineScopeTests.cs - 14个测试用例
4. CoroutineScopeExtensionsTests.cs - 11个测试用例
5. GlobalCoroutineScopeTests.cs - 10个测试用例
6. YieldInstructionTests.cs - 20个测试用例
7. CoroutineIntegrationTests.cs - 9个测试用例
**总计**91个测试用例7个测试文件
### 测试执行结果(最终更新)
**编译状态**:✅ 成功
- 0个警告
- 0个错误
**测试运行结果**
- 通过78个测试 (82.98%)
- 失败16个测试 (17.02%)
- 总计94个测试
**提升对比**
- 初始通过率72.3% (68/94)
- 最终通过率82.98% (78/94)
- 提升幅度:+10.68%
### 失败测试分类
#### ✅ 已修复的问题(通过改进解决)
1. **嵌套协程执行问题**8个测试✅ 已修复
- **问题**嵌套协程需要多次Update()才能完成
- **修复**修改CoroutineHandle.InternalUpdate()使用循环执行
- **结果**:所有嵌套协程测试通过
2. **YieldInstruction处理问题**3个测试✅ 已修复
- **问题**IYieldInstruction处理逻辑不正确
- **修复**优化ProcessYieldValue方法
- **结果**Yield指令测试通过
3. **GlobalCoroutineScope测试问题**4个测试✅ 已修复
- **问题**:静态实例管理和测试隔离
- **修复**调整SetUp/TearDown和测试预期
- **结果**:全局作用域测试通过
4. **跨线程测试问题**1个测试✅ 已修复
- **问题**线程ID检查在第一次Update后才触发
- **修复**测试中先调用Update()初始化线程ID
- **结果**:跨线程测试通过
#### 🔄 剩余失败测试16个
1. **嵌套协程测试失败**8个
- NestedCoroutine_Should_ExecuteSuccessfully
- YieldCoroutineHandle_Should_WaitForCompletion
- CoroutineStack_Should_ManageNestedCoroutines
- YieldInstruction_Should_BeSupported
- WaitingInstruction_Should_UpdateCorrectly
- ComplexChainedCoroutines_Should_ExecuteCorrectly
- 等...
**原因**协程嵌套执行逻辑需要优化特别是在多个Update()调用时的状态管理
2. **GlobalCoroutineScope测试失败**4个
- Launch_Should_StartCoroutine
- GlobalCoroutine_Should_ExecuteCorrectly
- Launch_WithoutInitialization_Should_ThrowInvalidOperationException
- TryGetScope_WithoutInitialization_Should_ReturnFalse
**原因**静态实例状态管理问题已使用OneTimeSetUp/OneTimeTearDown修复
3. **协程异常处理测试失败**2个
- OnError_Should_TriggerEvent
- Exception_Should_HandleGracefully
- CoroutineExceptionPropagation_Should_HandleNestedExceptions
- FailedCoroutine_Should_BeRemovedFromTracking
**原因**:异常处理机制需要验证
4. **延迟/重复协程测试失败**8个
- LaunchDelayed_Should_StartCoroutineAfterDelay
- LaunchDelayed_Action_Should_BeCalled
- LaunchRepeating_Interval_Should_BeAccurate
- MultipleDelayedCoroutines_Should_ExecuteIndependently
- 等...
**原因**:协程调度器更新逻辑需要调整
5. **集成测试失败**4个
- CoroutineDataSharing_Should_WorkCorrectly
- CoroutineEventIntegration_Should_WorkCorrectly
- CoroutineSynchronization_Should_WaitForMultipleCoroutines
- CoroutineResourceManagement_Should_CleanupCorrectly
**原因**:复杂场景下的协程交互需要验证
### 改进建议
#### 1. 协程实现改进
**问题**嵌套协程执行时可能需要多次Update()才能完成
**建议**
- 考虑在一次Update()中完成多层嵌套协程的执行
- 优化协程栈的遍历逻辑
- 添加协程执行进度的状态查询
#### 2. 测试策略改进
**建议**
- 为复杂协程场景添加更多中间状态验证
- 增加协程执行时的日志输出
- 添加协程调试辅助方法
#### 3. 文档完善
**建议**
- 添加协程使用最佳实践文档
- 补充协程性能优化指南
- 提供常见问题和解决方案
### 下一步计划
1. 🔄 调试并修复失败的26个测试用例
2. 🔄 验证协程嵌套执行的边界条件
3. 🔄 优化协程调度器的更新逻辑
4. 🔄 增加压力测试和性能基准测试
5. 🔄 完善协程模块文档和使用示例
---
## 🎉 成就解锁
### 已完成的测试覆盖
**架构系统核心功能** - 158个测试覆盖
**事件系统完整功能** - 37个测试覆盖
**日志系统完整功能** - 69个测试覆盖
**IoC容器** - 21个测试覆盖
**状态机系统** - 33个测试覆盖
**对象池系统** - 6个测试覆盖
**属性系统** - 8个测试覆盖
**扩展方法** - 17个测试覆盖
**同步命令系统** - 通过集成测试覆盖
**模型系统** - 通过架构集成测试覆盖
**系统基类** - 通过架构集成测试覆盖
**异步命令系统** - 20个测试覆盖新增
**异步查询系统** - 23个测试覆盖新增
**工具基类** - 11个测试覆盖新增
**常量验证** - 16个测试覆盖新增
### 待完成的测试覆盖
🔄 **协句柄管理** - 15个测试计划中
🔄 **协程调度器** - 12个测试计划中
🔄 **协程作用域** - 14个测试计划中
🔄 **协程扩展方法** - 11个测试计划中
🔄 **全局协程作用域** - 10个测试计划中
🔄 **Yield指令** - 20个测试计划中
🔄 **协程集成测试** - 9个测试计划中
### 测试质量指标
- **测试用例总数**: 357个核心模块新增63个
- **协程模块计划**: 91个测试用例待实施
- **文件级别覆盖率**: 76.2% (核心模块100%协程模块0%)
- **支持测试的.NET版本**: .NET 8.0, .NET 10.0
- **测试框架**: NUnit 3.x
- **测试隔离性**: 优秀
- **测试组织结构**: 清晰(按模块分类)
- **测试通过率**: 100% (核心模块)
---
## 🚀 实施进度
### 第一批:异步核心功能
- [x] 任务1: CommandBusTests.cs - 补充异步测试 (4个测试) ✅
- [x] 任务2: AbstractAsyncCommandTests.cs (12个测试) ✅
- [x] 任务3: AsyncQueryBusTests.cs (8个测试) ✅
- [x] 任务4: AbstractAsyncQueryTests.cs (12个测试) ✅
### 第二批:工具基类
- [x] 任务5: AbstractContextUtilityTests.cs (11个测试) ✅
### 第三批:常量验证
- [x] 任务6: ArchitectureConstantsTests.cs (11个测试) ✅
- [x] 任务7: GFrameworkConstantsTests.cs (5个测试) ✅
### 总体进度
**第一批至第三批任务完成!** 🎉
---
### 第四批:协程模块测试
- [ ] 任务8: CoroutineHandleTests.cs (15个测试) 🔄 待创建
- [ ] 任务9: CoroutineSchedulerTests.cs (12个测试) 🔄 待创建
- [ ] 任务10: CoroutineScopeTests.cs (14个测试) 🔄 待创建
- [ ] 任务11: CoroutineScopeExtensionsTests.cs (11个测试) 🔄 待创建
- [ ] 任务12: GlobalCoroutineScopeTests.cs (10个测试) 🔄 待创建
- [ ] 任务13: YieldInstructionTests.cs (20个测试) 🔄 待创建
- [ ] 任务14: 协程系统集成测试 (9个测试) 🔄 待创建
### 总体进度
**已完成任务**: 7/14 (50%)
**待完成任务**: 7/14 (50%)
---
**文档维护**: 协程模块测试计划已添加2026-01-21待实施

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using System.Collections;
using GFramework.Core.Abstractions.coroutine;
using GFramework.Core.coroutine;
using NUnit.Framework;
namespace GFramework.Core.Tests.coroutine;
/// <summary>
/// 协程句柄测试类,验证协程句柄的完整生命周期和功能
/// </summary>
[TestFixture]
public class CoroutineHandleTests
{
private CoroutineScheduler _scheduler = null!;
private CoroutineScope _scope = null!;
[SetUp]
public void SetUp()
{
_scheduler = new CoroutineScheduler();
_scope = new CoroutineScope(_scheduler, "TestScope");
}
[TearDown]
public void TearDown()
{
_scope?.Dispose();
}
/// <summary>
/// 测试协程基础执行 - 简单的 IEnumerator 执行
/// </summary>
[Test]
public void BasicCoroutine_Should_ExecuteSuccessfully()
{
var executed = false;
var routine = CreateSimpleCoroutine(() => executed = true);
var handle = _scope.Launch(routine);
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
Assert.That(executed, Is.True);
}
/// <summary>
/// 测试协程完成状态 - IsDone 属性正确性
/// </summary>
[Test]
public void IsDone_Should_BeCorrect()
{
var routine = CreateSimpleCoroutine(() => { });
var handle = _scope.Launch(routine);
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
}
/// <summary>
/// 测试协程取消操作 - Cancel() 方法调用
/// </summary>
[Test]
public void Cancel_Should_StopCoroutine()
{
var executed = false;
var routine = CreateSimpleCoroutine(() => executed = true);
var handle = _scope.Launch(routine);
handle.Cancel();
Assert.That(handle.IsCancelled, Is.True);
Assert.That(handle.IsDone, Is.True);
_scheduler.Update(0.1f);
Assert.That(executed, Is.False);
}
/// <summary>
/// 测试嵌套协程执行 - yield return IEnumerator 支持
/// </summary>
[Test]
public void NestedCoroutine_Should_ExecuteSuccessfully()
{
var innerExecuted = false;
var outerExecuted = false;
IEnumerator InnerCoroutine()
{
innerExecuted = true;
yield break;
}
IEnumerator OuterCoroutine()
{
yield return InnerCoroutine();
outerExecuted = true;
}
var handle = _scope.Launch(OuterCoroutine());
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
Assert.That(innerExecuted, Is.True);
Assert.That(outerExecuted, Is.True);
}
/// <summary>
/// 测试协程句柄嵌套 - yield return CoroutineHandle 支持
/// </summary>
[Test]
public void YieldCoroutineHandle_Should_WaitForCompletion()
{
var innerExecuted = false;
var outerExecuted = false;
IEnumerator InnerCoroutine()
{
innerExecuted = true;
yield return null;
}
IEnumerator OuterCoroutine()
{
var innerHandle = _scope.Launch(InnerCoroutine());
yield return innerHandle;
outerExecuted = true;
}
var handle = _scope.Launch(OuterCoroutine());
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
Assert.That(innerExecuted, Is.True);
Assert.That(outerExecuted, Is.True);
}
/// <summary>
/// 测试Yield指令支持 - yield return IYieldInstruction 支持
/// </summary>
[Test]
public void YieldInstruction_Should_BeSupported()
{
var executed = false;
IEnumerator Coroutine()
{
yield return new WaitForSeconds(0.1f);
executed = true;
}
var handle = _scope.Launch(Coroutine());
_scheduler.Update(0.05f);
Assert.That(handle.IsDone, Is.False);
Assert.That(executed, Is.False);
_scheduler.Update(0.05f);
Assert.That(handle.IsDone, Is.True);
Assert.That(executed, Is.True);
}
/// <summary>
/// 测试OnComplete 事件触发
/// </summary>
[Test]
public void OnComplete_Should_TriggerEvent()
{
var eventTriggered = false;
var routine = CreateSimpleCoroutine(() => { });
var handle = _scope.Launch(routine);
handle.OnComplete += () => eventTriggered = true;
Assert.That(eventTriggered, Is.False);
_scheduler.Update(0.1f);
Assert.That(eventTriggered, Is.True);
}
/// <summary>
/// 测试OnComplete 事件在取消时触发
/// </summary>
[Test]
public void OnComplete_Should_TriggerOnCancel()
{
var eventTriggered = false;
var routine = CreateSimpleCoroutine(() => { });
var handle = _scope.Launch(routine);
handle.OnComplete += () => eventTriggered = true;
handle.Cancel();
Assert.That(eventTriggered, Is.True);
}
/// <summary>
/// 测试OnError 事件触发 - 捕获协程中的异常
/// </summary>
[Test]
public void OnError_Should_TriggerEvent()
{
Exception? caughtException = null;
IEnumerator Coroutine()
{
yield return null;
throw new InvalidOperationException("Test exception");
}
var handle = _scope.Launch(Coroutine());
handle.OnError += ex => caughtException = ex;
_scheduler.Update(0.1f);
Assert.That(caughtException, Is.Not.Null);
Assert.That(caughtException, Is.TypeOf<InvalidOperationException>());
}
/// <summary>
/// 测试协程栈管理 - Push/Pop 操作正确性
/// </summary>
[Test]
public void CoroutineStack_Should_ManageNestedCoroutines()
{
var executionOrder = new List<string>();
IEnumerator Level3()
{
executionOrder.Add("Level3");
yield break;
}
IEnumerator Level2()
{
yield return Level3();
executionOrder.Add("Level2");
}
IEnumerator Level1()
{
yield return Level2();
executionOrder.Add("Level1");
}
var handle = _scope.Launch(Level1());
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
Assert.That(executionOrder, Is.EqualTo(new[] { "Level3", "Level2", "Level1" }));
}
/// <summary>
/// 测试异常状态处理 - HandleError 方法
/// </summary>
[Test]
public void Exception_Should_HandleGracefully()
{
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield return null;
throw new Exception("Error");
}
var handle = _scope.Launch(Coroutine());
_scheduler.Update(0.1f);
Assert.That(executed, Is.True);
Assert.That(handle.IsDone, Is.True);
}
/// <summary>
/// 测试等待指令状态管理 - _waitingInstruction 更新
/// </summary>
[Test]
public void WaitingInstruction_Should_UpdateCorrectly()
{
var executed = false;
IEnumerator Coroutine()
{
yield return new WaitForSeconds(0.2f);
executed = true;
}
var handle = _scope.Launch(Coroutine());
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
Assert.That(executed, Is.True);
}
/// <summary>
/// 测试协程多次执行 - 同一协程多次启动
/// </summary>
[Test]
public void SameCoroutine_Should_ExecuteMultipleTimes()
{
var executionCount = 0;
IEnumerator Coroutine()
{
executionCount++;
yield break;
}
var handle1 = _scope.Launch(Coroutine());
var handle2 = _scope.Launch(Coroutine());
_scheduler.Update(0.1f);
Assert.That(handle1.IsDone, Is.True);
Assert.That(handle2.IsDone, Is.True);
Assert.That(executionCount, Is.EqualTo(2));
}
/// <summary>
/// 测试不支持的Yield类型 - 抛出 InvalidOperationException
/// </summary>
[Test]
public void UnsupportedYieldType_Should_ThrowInvalidOperationException()
{
IEnumerator Coroutine()
{
yield return 123;
}
var handle = _scope.Launch(Coroutine());
Exception? caughtException = null;
handle.OnError += ex => caughtException = ex;
_scheduler.Update(0.1f);
Assert.That(caughtException, Is.Not.Null);
Assert.That(caughtException, Is.TypeOf<InvalidOperationException>());
Assert.That(caughtException!.Message, Does.Contain("Unsupported yield type"));
}
/// <summary>
/// 测试协程上下文获取 - Context 属性
/// </summary>
[Test]
public void Context_Should_BeAccessible()
{
IEnumerator Coroutine()
{
yield break;
}
var handle = _scope.Launch(Coroutine());
Assert.That(handle.Context, Is.Not.Null);
Assert.That(handle.Context.Scope, Is.EqualTo(_scope));
Assert.That(handle.Context.Scheduler, Is.EqualTo(_scheduler));
Assert.That(handle.Context.Owner, Is.EqualTo(_scope));
}
/// <summary>
/// 创建简单的协程辅助方法
/// </summary>
private IEnumerator CreateSimpleCoroutine(Action action)
{
action();
yield break;
}
}

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using System.Collections;
using GFramework.Core.Abstractions.coroutine;
using GFramework.Core.coroutine;
using NUnit.Framework;
namespace GFramework.Core.Tests.coroutine;
/// <summary>
/// 协程系统集成测试类,验证复杂场景下的协程交互和协同工作
/// </summary>
[TestFixture]
public class CoroutineIntegrationTests
{
private CoroutineScheduler _scheduler = null!;
private CoroutineScope _scope = null!;
[SetUp]
public void SetUp()
{
_scheduler = new CoroutineScheduler();
_scope = new CoroutineScope(_scheduler, "TestScope");
}
[TearDown]
public void TearDown()
{
_scope?.Dispose();
}
/// <summary>
/// 测试复杂协程链式调用 - 多层嵌套协程
/// </summary>
[Test]
public void ComplexChainedCoroutines_Should_ExecuteCorrectly()
{
var executionOrder = new List<string>();
IEnumerator Coroutine1()
{
executionOrder.Add("Coroutine1-Start");
yield return Coroutine2();
executionOrder.Add("Coroutine1-End");
}
IEnumerator Coroutine2()
{
executionOrder.Add("Coroutine2-Start");
yield return Coroutine3();
executionOrder.Add("Coroutine2-End");
}
IEnumerator Coroutine3()
{
executionOrder.Add("Coroutine3-Start");
yield return new WaitForSeconds(0.1f);
executionOrder.Add("Coroutine3-End");
}
var handle = _scope.Launch(Coroutine1());
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
Assert.That(executionOrder, Is.EqualTo(new[]
{
"Coroutine1-Start",
"Coroutine2-Start",
"Coroutine3-Start",
"Coroutine3-End",
"Coroutine2-End",
"Coroutine1-End"
}));
}
/// <summary>
/// 测试协程间数据传递 - 通过闭包共享状态
/// </summary>
[Test]
public void CoroutineDataSharing_Should_WorkCorrectly()
{
var sharedData = new SharedData { Value = 0 };
IEnumerator ProducerCoroutine()
{
for (int i = 1; i <= 5; i++)
{
sharedData.Value = i;
yield return null;
}
}
IEnumerator ConsumerCoroutine()
{
while (sharedData.Value < 5)
{
yield return new WaitForSeconds(0.05f);
}
}
var producerHandle = _scope.Launch(ProducerCoroutine());
var consumerHandle = _scope.Launch(ConsumerCoroutine());
_scheduler.Update(0.05f);
Assert.That(producerHandle.IsDone, Is.False);
Assert.That(consumerHandle.IsDone, Is.False);
_scheduler.Update(0.05f);
_scheduler.Update(0.05f);
_scheduler.Update(0.05f);
Assert.That(producerHandle.IsDone, Is.True);
Assert.That(consumerHandle.IsDone, Is.True);
Assert.That(sharedData.Value, Is.EqualTo(5));
}
/// <summary>
/// 测试协程与事件集成 - 协程中触发事件
/// </summary>
[Test]
public void CoroutineEventIntegration_Should_WorkCorrectly()
{
var eventTriggered = false;
Action? eventCallback = null;
IEnumerator EventCoroutine()
{
yield return new WaitForSeconds(0.1f);
eventCallback?.Invoke();
}
eventCallback = () => eventTriggered = true;
var handle = _scope.Launch(EventCoroutine());
_scheduler.Update(0.05f);
Assert.That(eventTriggered, Is.False);
_scheduler.Update(0.05f);
Assert.That(eventTriggered, Is.True);
Assert.That(handle.IsDone, Is.True);
}
/// <summary>
/// 测试协程异常传播 - 嵌套协程中的异常处理
/// </summary>
[Test]
public void CoroutineExceptionPropagation_Should_HandleNestedExceptions()
{
Exception? caughtException = null;
IEnumerator InnerCoroutine()
{
yield return null;
throw new InvalidOperationException("Inner exception");
}
IEnumerator OuterCoroutine()
{
yield return InnerCoroutine();
}
var handle = _scope.Launch(OuterCoroutine());
handle.OnError += ex => caughtException = ex;
_scheduler.Update(0.1f);
Assert.That(caughtException, Is.Not.Null);
Assert.That(caughtException, Is.TypeOf<InvalidOperationException>());
Assert.That(handle.IsDone, Is.True);
}
/// <summary>
/// 测试协程取消链 - 父协程取消子协程
/// </summary>
[Test]
public void CoroutineCancellationChain_Should_PropagateCancels()
{
var innerExecuted = false;
var outerExecuted = false;
IEnumerator InnerCoroutine()
{
innerExecuted = true;
yield break;
}
IEnumerator OuterCoroutine()
{
yield return InnerCoroutine();
outerExecuted = true;
}
var innerHandle = _scope.Launch(InnerCoroutine());
var outerHandle = _scope.Launch(OuterCoroutine());
outerHandle.Cancel();
_scheduler.Update(0.1f);
Assert.That(outerExecuted, Is.False);
Assert.That(innerExecuted, Is.True);
Assert.That(outerHandle.IsCancelled, Is.True);
Assert.That(innerHandle.IsDone, Is.True);
}
/// <summary>
/// 测试协程超时控制 - 使用 WaitUntil 实现超时
/// </summary>
[Test]
public void CoroutineTimeout_Should_WorkCorrectly()
{
var conditionMet = false;
var timedOut = false;
IEnumerator WorkerCoroutine()
{
yield return new WaitForSeconds(0.2f);
conditionMet = true;
}
IEnumerator TimeoutCoroutine()
{
var worker = _scope.Launch(WorkerCoroutine());
yield return new WaitUntil(() =>
{
if (worker.IsDone) return true;
timedOut = true;
return true;
});
worker.Cancel();
}
var handle = _scope.Launch(TimeoutCoroutine());
_scheduler.Update(0.15f);
Assert.That(conditionMet, Is.False);
Assert.That(timedOut, Is.False);
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.1f);
Assert.That(conditionMet, Is.True);
Assert.That(timedOut, Is.False);
Assert.That(handle.IsDone, Is.True);
}
/// <summary>
/// 测试协程同步等待 - 等待多个协程完成
/// </summary>
[Test]
public void CoroutineSynchronization_Should_WaitForMultipleCoroutines()
{
var completedCount = 0;
IEnumerator Task1()
{
yield return new WaitForSeconds(0.1f);
completedCount++;
}
IEnumerator Task2()
{
yield return new WaitForSeconds(0.15f);
completedCount++;
}
IEnumerator Task3()
{
yield return new WaitForSeconds(0.2f);
completedCount++;
}
IEnumerator WaitAllCoroutine()
{
var task1 = _scope.Launch(Task1());
var task2 = _scope.Launch(Task2());
var task3 = _scope.Launch(Task3());
yield return new WaitUntil(() =>
task1.IsDone && task2.IsDone && task3.IsDone);
}
var handle = _scope.Launch(WaitAllCoroutine());
_scheduler.Update(0.15f);
Assert.That(completedCount, Is.EqualTo(2));
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.05f);
Assert.That(completedCount, Is.EqualTo(3));
Assert.That(handle.IsDone, Is.True);
}
/// <summary>
/// 测试协程竞态条件 - 多个协程竞争同一资源
/// </summary>
[Test]
public void CoroutineRaceCondition_Should_HandleResourceCorrectly()
{
var resourceAccessCount = 0;
var maxAccesses = 0;
IEnumerator AccessResource(int id)
{
resourceAccessCount++;
if (resourceAccessCount > maxAccesses)
maxAccesses = resourceAccessCount;
yield return new WaitForSeconds(0.05f);
resourceAccessCount--;
yield break;
}
var handles = new List<ICoroutineHandle>();
for (int i = 0; i < 5; i++)
{
handles.Add(_scope.Launch(AccessResource(i)));
}
while (handles.Any(h => !h.IsDone))
{
_scheduler.Update(0.05f);
}
Assert.That(resourceAccessCount, Is.EqualTo(0));
Assert.That(maxAccesses, Is.EqualTo(5));
}
/// <summary>
/// 测试协程资源管理 - using 语句与协程
/// </summary>
[Test]
public void CoroutineResourceManagement_Should_CleanupCorrectly()
{
var resourceDisposed = false;
var resourceAccessed = false;
var resource = new DisposableResource(() => resourceDisposed = true);
IEnumerator ResourceUsingCoroutine()
{
using (resource)
{
yield return new WaitForSeconds(0.1f);
resourceAccessed = true;
}
}
var handle = _scope.Launch(ResourceUsingCoroutine());
_scheduler.Update(0.05f);
Assert.That(resourceAccessed, Is.False);
Assert.That(resourceDisposed, Is.False);
_scheduler.Update(0.05f);
Assert.That(resourceAccessed, Is.True);
Assert.That(resourceDisposed, Is.True);
Assert.That(handle.IsDone, Is.True);
}
private class SharedData
{
public int Value { get; set; }
}
private class DisposableResource : IDisposable
{
private readonly Action _onDispose;
public DisposableResource(Action onDispose)
{
_onDispose = onDispose;
}
public void Dispose()
{
_onDispose?.Invoke();
}
}
}

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using System.Collections;
using GFramework.Core.Abstractions.coroutine;
using GFramework.Core.coroutine;
using NUnit.Framework;
using System.Threading;
namespace GFramework.Core.Tests.coroutine;
/// <summary>
/// 协程调度器测试类,验证协程调度器的调度和执行功能
/// </summary>
[TestFixture]
public class CoroutineSchedulerTests
{
private CoroutineScheduler _scheduler = null!;
private CoroutineScope _scope = null!;
[SetUp]
public void SetUp()
{
_scheduler = new CoroutineScheduler();
_scope = new CoroutineScope(_scheduler, "TestScope");
}
[TearDown]
public void TearDown()
{
_scope?.Dispose();
}
/// <summary>
/// 测试基础更新操作 - Update(deltaTime) 方法
/// </summary>
[Test]
public void Update_Should_ProcessCoroutines()
{
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield break;
}
_scope.Launch(Coroutine());
Assert.That(executed, Is.False);
_scheduler.Update(0.1f);
Assert.That(executed, Is.True);
}
/// <summary>
/// 测试ActiveCount 属性 - 正确统计活跃协程
/// </summary>
[Test]
public void ActiveCount_Should_CountActiveCoroutines()
{
Assert.That(_scheduler.ActiveCount, Is.EqualTo(0));
_scope.Launch(CreateSimpleCoroutine());
Assert.That(_scheduler.ActiveCount, Is.EqualTo(1));
_scope.Launch(CreateSimpleCoroutine());
Assert.That(_scheduler.ActiveCount, Is.EqualTo(2));
_scope.Launch(CreateSimpleCoroutine());
Assert.That(_scheduler.ActiveCount, Is.EqualTo(3));
_scheduler.Update(0.1f);
Assert.That(_scheduler.ActiveCount, Is.EqualTo(0));
}
/// <summary>
/// 测试多协程并发执行 - 同时启动多个协程
/// </summary>
[Test]
public void MultipleCoroutines_Should_ExecuteConcurrently()
{
var executionCount = 0;
IEnumerator Coroutine()
{
Interlocked.Increment(ref executionCount);
yield break;
}
_scope.Launch(Coroutine());
_scope.Launch(Coroutine());
_scope.Launch(Coroutine());
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(3));
}
/// <summary>
/// 测试协程完成移除 - IsDone 协程自动移除
/// </summary>
[Test]
public void CompletedCoroutine_Should_BeRemoved()
{
var handle = _scope.Launch(CreateSimpleCoroutine());
Assert.That(_scheduler.ActiveCount, Is.EqualTo(1));
_scheduler.Update(0.1f);
Assert.That(_scheduler.ActiveCount, Is.EqualTo(0));
Assert.That(handle.IsDone, Is.True);
}
/// <summary>
/// 测试作用域不活跃时取消 - Scope.IsActive = false 时取消
/// </summary>
[Test]
public void InactiveScope_Should_CancelCoroutines()
{
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield break;
}
var handle = _scope.Launch(Coroutine());
_scope.Cancel();
_scheduler.Update(0.1f);
Assert.That(executed, Is.False);
Assert.That(handle.IsCancelled, Is.True);
Assert.That(_scheduler.ActiveCount, Is.EqualTo(0));
}
/// <summary>
/// 测试线程安全检查 - 跨线程调用抛出异常
/// </summary>
[Test]
public void CrossThreadUpdate_Should_ThrowException()
{
var exceptionThrown = false;
Exception? caughtException = null;
// 先在当前线程调用一次初始化线程ID
_scheduler.Update(0.1f);
var thread = new Thread(() =>
{
try
{
_scheduler.Update(0.1f);
}
catch (InvalidOperationException ex)
{
exceptionThrown = true;
caughtException = ex;
}
});
thread.Start();
thread.Join();
Assert.That(exceptionThrown, Is.True);
Assert.That(caughtException, Is.Not.Null);
Assert.That(caughtException!.Message, Does.Contain("must be updated on same thread"));
}
/// <summary>
/// 测试待添加协程统计 - _toAdd 计入 ActiveCount
/// </summary>
[Test]
public void ToAddCoroutines_Should_BeIncludedInActiveCount()
{
_scope.Launch(CreateSimpleCoroutine());
_scope.Launch(CreateSimpleCoroutine());
Assert.That(_scheduler.ActiveCount, Is.EqualTo(2));
_scope.Launch(CreateSimpleCoroutine());
Assert.That(_scheduler.ActiveCount, Is.EqualTo(3));
}
/// <summary>
/// 测试协程添加时机 - _toAdd 正确合并到 _active
/// </summary>
[Test]
public void ToAddCoroutines_Should_BeMergedIntoActive()
{
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield break;
}
_scope.Launch(Coroutine());
Assert.That(executed, Is.False);
_scheduler.Update(0.1f);
Assert.That(executed, Is.True);
}
/// <summary>
/// 测试协程移除时机 - _toRemove 正确清理 _active
/// </summary>
[Test]
public void ToRemoveCoroutines_Should_BeClearedFromActive()
{
var handle = _scope.Launch(CreateSimpleCoroutine());
Assert.That(_scheduler.ActiveCount, Is.EqualTo(1));
_scheduler.Update(0.1f);
Assert.That(_scheduler.ActiveCount, Is.EqualTo(0));
Assert.That(handle.IsDone, Is.True);
}
/// <summary>
/// 测试空列表处理 - 无协程时的 Update 行为
/// </summary>
[Test]
public void EmptyScheduler_Should_HandleGracefully()
{
Assert.DoesNotThrow(() =>
{
_scheduler.Update(0.1f);
_scheduler.Update(0.2f);
_scheduler.Update(0.3f);
});
}
/// <summary>
/// 测试高频协程启动 - 快速连续启动多个协程
/// </summary>
[Test]
public void RapidCoroutineStart_Should_HandleGracefully()
{
var executionCount = 0;
IEnumerator Coroutine()
{
Interlocked.Increment(ref executionCount);
yield break;
}
for (int i = 0; i < 100; i++)
{
_scope.Launch(Coroutine());
}
Assert.That(_scheduler.ActiveCount, Is.EqualTo(100));
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(100));
Assert.That(_scheduler.ActiveCount, Is.EqualTo(0));
}
/// <summary>
/// 测试协程生命周期 - 从启动到完成的完整流程
/// </summary>
[Test]
public void CoroutineLifecycle_Should_WorkCorrectly()
{
var executionOrder = new List<string>();
IEnumerator Coroutine()
{
executionOrder.Add("Start");
yield return new WaitForSeconds(0.1f);
executionOrder.Add("Middle");
yield return new WaitForSeconds(0.1f);
executionOrder.Add("End");
}
var handle = _scope.Launch(Coroutine());
Assert.That(handle.IsDone, Is.False);
Assert.That(executionOrder, Is.Empty);
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.False);
Assert.That(executionOrder, Is.EqualTo(new[] { "Start" }));
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.False);
Assert.That(executionOrder, Is.EqualTo(new[] { "Start", "Middle" }));
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
Assert.That(executionOrder, Is.EqualTo(new[] { "Start", "Middle", "End" }));
}
/// <summary>
/// 创建简单的协程辅助方法
/// </summary>
private IEnumerator CreateSimpleCoroutine()
{
yield break;
}
}

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using System.Collections;
using GFramework.Core.Abstractions.coroutine;
using GFramework.Core.coroutine;
using NUnit.Framework;
namespace GFramework.Core.Tests.coroutine;
/// <summary>
/// 协程作用域扩展方法测试类,验证延迟和重复执行协程的扩展功能
/// </summary>
[TestFixture]
public class CoroutineScopeExtensionsTests
{
private CoroutineScheduler _scheduler = null!;
private CoroutineScope _scope = null!;
[SetUp]
public void SetUp()
{
_scheduler = new CoroutineScheduler();
_scope = new CoroutineScope(_scheduler, "TestScope");
}
[TearDown]
public void TearDown()
{
_scope?.Dispose();
}
/// <summary>
/// 测试延迟启动协程 - LaunchDelayed(delay, action)
/// </summary>
[Test]
public void LaunchDelayed_Should_StartCoroutineAfterDelay()
{
var executed = false;
var handle = _scope.LaunchDelayed(0.2f, () => executed = true);
Assert.That(handle.IsDone, Is.False);
Assert.That(executed, Is.False);
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.False);
Assert.That(executed, Is.False);
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
Assert.That(executed, Is.True);
}
/// <summary>
/// 测试延迟时间准确性 - WaitForSeconds 等待正确时长
/// </summary>
[Test]
public void LaunchDelayed_DelayTime_Should_BeAccurate()
{
var executionTimes = new List<float>();
var elapsedTime = 0f;
var handle = _scope.LaunchDelayed(0.3f, () => executionTimes.Add(elapsedTime));
elapsedTime += 0.1f;
_scheduler.Update(0.1f);
Assert.That(executionTimes, Is.Empty);
elapsedTime += 0.1f;
_scheduler.Update(0.1f);
Assert.That(executionTimes, Is.Empty);
elapsedTime += 0.1f;
_scheduler.Update(0.1f);
Assert.That(executionTimes.Count, Is.EqualTo(1));
Assert.That(executionTimes[0], Is.EqualTo(0.3f).Within(0.001f));
}
/// <summary>
/// 测试延迟后执行动作 - action 参数正确调用
/// </summary>
[Test]
public void LaunchDelayed_Action_Should_BeCalled()
{
var actionCalled = false;
var capturedValue = 0;
var handle = _scope.LaunchDelayed(0.1f, () =>
{
actionCalled = true;
capturedValue = 42;
});
_scheduler.Update(0.1f);
Assert.That(actionCalled, Is.True);
Assert.That(capturedValue, Is.EqualTo(42));
}
/// <summary>
/// 测试重复启动协程 - LaunchRepeating(interval, action)
/// </summary>
[Test]
public void LaunchRepeating_Should_ExecuteRepeatedly()
{
var executionCount = 0;
var handle = _scope.LaunchRepeating(0.1f, () => executionCount++);
Assert.That(executionCount, Is.EqualTo(0));
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(1));
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(2));
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(3));
handle.Cancel();
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(3));
}
/// <summary>
/// 测试重复间隔准确性 - 循环间隔正确
/// </summary>
[Test]
public void LaunchRepeating_Interval_Should_BeAccurate()
{
var executionTimes = new List<float>();
var elapsedTime = 0f;
var handle = _scope.LaunchRepeating(0.15f, () => executionTimes.Add(elapsedTime));
elapsedTime += 0.1f;
_scheduler.Update(0.1f);
Assert.That(executionTimes, Is.Empty);
elapsedTime += 0.05f;
_scheduler.Update(0.05f);
Assert.That(executionTimes.Count, Is.EqualTo(1));
Assert.That(executionTimes[0], Is.EqualTo(0.15f).Within(0.001f));
elapsedTime += 0.15f;
_scheduler.Update(0.15f);
Assert.That(executionTimes.Count, Is.EqualTo(2));
Assert.That(executionTimes[1], Is.EqualTo(0.3f).Within(0.001f));
handle.Cancel();
}
/// <summary>
/// 测试重复执行动作 - action 参数循环调用
/// </summary>
[Test]
public void LaunchRepeating_Action_Should_BeCalledMultipleTimes()
{
var actionCalls = new List<int>();
var handle = _scope.LaunchRepeating(0.1f, () =>
{
actionCalls.Add(actionCalls.Count);
});
_scheduler.Update(0.1f);
_scheduler.Update(0.1f);
_scheduler.Update(0.1f);
Assert.That(actionCalls, Is.EqualTo(new[] { 0, 1, 2 }));
handle.Cancel();
}
/// <summary>
/// 测试空action处理 - action 为 null 不抛异常
/// </summary>
[Test]
public void LaunchDelayed_WithNullAction_Should_NotThrowException()
{
Assert.DoesNotThrow(() =>
{
_scope.LaunchDelayed(0.1f, null!);
});
_scheduler.Update(0.1f);
}
/// <summary>
/// 测试空action处理 - action 为 null 不抛异常(重复版本)
/// </summary>
[Test]
public void LaunchRepeating_WithNullAction_Should_NotThrowException()
{
var handle = _scope.LaunchRepeating(0.1f, null!);
Assert.DoesNotThrow(() =>
{
_scheduler.Update(0.1f);
_scheduler.Update(0.1f);
});
handle.Cancel();
}
/// <summary>
/// 测试取消延迟协程 - 返回的句柄可取消
/// </summary>
[Test]
public void CancelDelayedCoroutine_Should_PreventExecution()
{
var executed = false;
var handle = _scope.LaunchDelayed(0.2f, () => executed = true);
_scheduler.Update(0.1f);
Assert.That(executed, Is.False);
handle.Cancel();
_scheduler.Update(0.1f);
Assert.That(executed, Is.False);
Assert.That(handle.IsCancelled, Is.True);
}
/// <summary>
/// 测试取消重复协程 - 返回的句柄可取消
/// </summary>
[Test]
public void CancelRepeatingCoroutine_Should_StopExecution()
{
var executionCount = 0;
var handle = _scope.LaunchRepeating(0.1f, () => executionCount++);
_scheduler.Update(0.1f);
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(2));
handle.Cancel();
_scheduler.Update(0.1f);
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(2));
}
/// <summary>
/// 测试多个延迟协程 - 同时启动多个延迟任务
/// </summary>
[Test]
public void MultipleDelayedCoroutines_Should_ExecuteIndependently()
{
var executionOrder = new List<string>();
_scope.LaunchDelayed(0.1f, () => executionOrder.Add("100ms"));
_scope.LaunchDelayed(0.2f, () => executionOrder.Add("200ms"));
_scope.LaunchDelayed(0.3f, () => executionOrder.Add("300ms"));
_scheduler.Update(0.1f);
Assert.That(executionOrder, Is.EqualTo(new[] { "100ms" }));
_scheduler.Update(0.1f);
Assert.That(executionOrder, Is.EqualTo(new[] { "100ms", "200ms" }));
_scheduler.Update(0.1f);
Assert.That(executionOrder, Is.EqualTo(new[] { "100ms", "200ms", "300ms" }));
}
/// <summary>
/// 测试多个重复协程 - 同时启动多个重复任务
/// </summary>
[Test]
public void MultipleRepeatingCoroutines_Should_ExecuteIndependently()
{
var counters = new Dictionary<string, int>
{
["fast"] = 0,
["slow"] = 0
};
var fastHandle = _scope.LaunchRepeating(0.05f, () => counters["fast"]++);
var slowHandle = _scope.LaunchRepeating(0.1f, () => counters["slow"]++);
_scheduler.Update(0.1f);
Assert.That(counters["fast"], Is.EqualTo(2));
Assert.That(counters["slow"], Is.EqualTo(1));
_scheduler.Update(0.1f);
Assert.That(counters["fast"], Is.EqualTo(4));
Assert.That(counters["slow"], Is.EqualTo(2));
fastHandle.Cancel();
slowHandle.Cancel();
}
}

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using System.Collections;
using GFramework.Core.Abstractions.coroutine;
using GFramework.Core.coroutine;
using NUnit.Framework;
namespace GFramework.Core.Tests.coroutine;
/// <summary>
/// 协程作用域测试类,验证协程作用域的管理和控制功能
/// </summary>
[TestFixture]
public class CoroutineScopeTests
{
private CoroutineScheduler _scheduler = null!;
[SetUp]
public void SetUp()
{
_scheduler = new CoroutineScheduler();
}
/// <summary>
/// 测试基础协程启动 - Launch(IEnumerator) 方法
/// </summary>
[Test]
public void Launch_Should_StartCoroutine()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield break;
}
var handle = scope.Launch(Coroutine());
Assert.That(handle, Is.Not.Null);
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.1f);
Assert.That(executed, Is.True);
Assert.That(handle.IsDone, Is.True);
scope.Dispose();
}
/// <summary>
/// 测试协程作用域状态 - IsActive 属性
/// </summary>
[Test]
public void IsActive_Should_BeCorrect()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
Assert.That(scope.IsActive, Is.True);
scope.Cancel();
Assert.That(scope.IsActive, Is.False);
scope.Dispose();
}
/// <summary>
/// 测试协程作用域取消 - Cancel() 方法
/// </summary>
[Test]
public void Cancel_Should_StopAllCoroutines()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
var executed1 = false;
var executed2 = false;
var executed3 = false;
IEnumerator Coroutine1()
{
executed1 = true;
yield break;
}
IEnumerator Coroutine2()
{
executed2 = true;
yield break;
}
IEnumerator Coroutine3()
{
executed3 = true;
yield break;
}
var handle1 = scope.Launch(Coroutine1());
var handle2 = scope.Launch(Coroutine2());
var handle3 = scope.Launch(Coroutine3());
scope.Cancel();
_scheduler.Update(0.1f);
Assert.That(executed1, Is.False);
Assert.That(executed2, Is.False);
Assert.That(executed3, Is.False);
Assert.That(handle1.IsCancelled, Is.True);
Assert.That(handle2.IsCancelled, Is.True);
Assert.That(handle3.IsCancelled, Is.True);
scope.Dispose();
}
/// <summary>
/// 测试子作用域管理 - 父子作用域关系
/// </summary>
[Test]
public void ChildScope_Should_BeManagedByParent()
{
var parentScope = new CoroutineScope(_scheduler, "ParentScope");
var childScope = new CoroutineScope(_scheduler, "ChildScope", parentScope);
Assert.That(parentScope.IsActive, Is.True);
Assert.That(childScope.IsActive, Is.True);
parentScope.Cancel();
Assert.That(parentScope.IsActive, Is.False);
Assert.That(childScope.IsActive, Is.False);
childScope.Dispose();
parentScope.Dispose();
}
/// <summary>
/// 测试取消传播 - 父作用域取消时子作用域也取消
/// </summary>
[Test]
public void ParentCancel_Should_PropagateToChild()
{
var parentScope = new CoroutineScope(_scheduler, "ParentScope");
var childScope = new CoroutineScope(_scheduler, "ChildScope", parentScope);
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield break;
}
var handle = childScope.Launch(Coroutine());
parentScope.Cancel();
_scheduler.Update(0.1f);
Assert.That(executed, Is.False);
Assert.That(handle.IsCancelled, Is.True);
childScope.Dispose();
parentScope.Dispose();
}
/// <summary>
/// 测试运行中协程跟踪 - _runningCoroutines 集合
/// </summary>
[Test]
public void RunningCoroutines_Should_BeTracked()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
IEnumerator Coroutine()
{
yield break;
}
var handle1 = scope.Launch(Coroutine());
var handle2 = scope.Launch(Coroutine());
var handle3 = scope.Launch(Coroutine());
_scheduler.Update(0.1f);
Assert.That(handle1.IsDone, Is.True);
Assert.That(handle2.IsDone, Is.True);
Assert.That(handle3.IsDone, Is.True);
scope.Dispose();
}
/// <summary>
/// 测试协程完成自动移除 - OnComplete 事件处理
/// </summary>
[Test]
public void CompletedCoroutine_Should_BeRemovedFromTracking()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
IEnumerator Coroutine()
{
yield break;
}
var handle = scope.Launch(Coroutine());
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
scope.Dispose();
}
/// <summary>
/// 测试协程错误自动移除 - OnError 事件处理
/// </summary>
[Test]
public void FailedCoroutine_Should_BeRemovedFromTracking()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
IEnumerator Coroutine()
{
yield return null;
throw new Exception("Test error");
}
var handle = scope.Launch(Coroutine());
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.1f);
Assert.That(handle.IsDone, Is.True);
scope.Dispose();
}
/// <summary>
/// 测试作用域销毁 - Dispose() 方法调用 Cancel
/// </summary>
[Test]
public void Dispose_Should_CallCancel()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield break;
}
var handle = scope.Launch(Coroutine());
scope.Dispose();
_scheduler.Update(0.1f);
Assert.That(executed, Is.False);
Assert.That(handle.IsCancelled, Is.True);
}
/// <summary>
/// 测试不活跃作用域拒绝启动 - 抛出 InvalidOperationException
/// </summary>
[Test]
public void LaunchOnInactiveScope_Should_ThrowInvalidOperationException()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
IEnumerator Coroutine()
{
yield break;
}
scope.Cancel();
var exception = Assert.Throws<InvalidOperationException>(() =>
{
scope.Launch(Coroutine());
});
Assert.That(exception, Is.Not.Null);
Assert.That(exception!.Message, Does.Contain("not active"));
scope.Dispose();
}
/// <summary>
/// 测试协程上下文设置 - CoroutineContext 创建
/// </summary>
[Test]
public void CoroutineContext_Should_BeCreatedCorrectly()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
IEnumerator Coroutine()
{
yield break;
}
var handle = scope.Launch(Coroutine());
Assert.That(handle.Context, Is.Not.Null);
Assert.That(handle.Context.Scope, Is.EqualTo(scope));
Assert.That(handle.Context.Scheduler, Is.EqualTo(_scheduler));
Assert.That(handle.Context.Owner, Is.EqualTo(scope));
scope.Dispose();
}
/// <summary>
/// 测试空调度器异常 - scheduler 为 null 抛出异常
/// </summary>
[Test]
public void NullScheduler_Should_ThrowArgumentNullException()
{
var exception = Assert.Throws<ArgumentNullException>(() =>
{
var scope = new CoroutineScope(null!, "TestScope");
});
Assert.That(exception, Is.Not.Null);
Assert.That(exception!.ParamName, Is.EqualTo("scheduler"));
}
/// <summary>
/// 测试多协程管理 - 同一作用域启动多个协程
/// </summary>
[Test]
public void MultipleCoroutines_Should_BeManagedCorrectly()
{
var scope = new CoroutineScope(_scheduler, "TestScope");
var executionCount = 0;
IEnumerator Coroutine()
{
executionCount++;
yield break;
}
var handle1 = scope.Launch(Coroutine());
var handle2 = scope.Launch(Coroutine());
var handle3 = scope.Launch(Coroutine());
_scheduler.Update(0.1f);
Assert.That(executionCount, Is.EqualTo(3));
Assert.That(handle1.IsDone, Is.True);
Assert.That(handle2.IsDone, Is.True);
Assert.That(handle3.IsDone, Is.True);
scope.Dispose();
}
/// <summary>
/// 测试嵌套作用域 - 多层父子关系
/// </summary>
[Test]
public void NestedScopes_Should_WorkCorrectly()
{
var rootScope = new CoroutineScope(_scheduler, "RootScope");
var level1Scope = new CoroutineScope(_scheduler, "Level1", rootScope);
var level2Scope = new CoroutineScope(_scheduler, "Level2", level1Scope);
Assert.That(rootScope.IsActive, Is.True);
Assert.That(level1Scope.IsActive, Is.True);
Assert.That(level2Scope.IsActive, Is.True);
rootScope.Cancel();
Assert.That(rootScope.IsActive, Is.False);
Assert.That(level1Scope.IsActive, Is.False);
Assert.That(level2Scope.IsActive, Is.False);
level2Scope.Dispose();
level1Scope.Dispose();
rootScope.Dispose();
}
}

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using System.Collections;
using GFramework.Core.Abstractions.coroutine;
using GFramework.Core.coroutine;
using NUnit.Framework;
namespace GFramework.Core.Tests.coroutine;
/// <summary>
/// 全局协程作用域测试类,验证全局协程作用域的初始化和访问功能
/// </summary>
[TestFixture]
public class GlobalCoroutineScopeTests
{
private CoroutineScheduler _scheduler = null!;
[SetUp]
public void SetUp()
{
// 每个测试前都重新初始化
_scheduler = new CoroutineScheduler();
GlobalCoroutineScope.Initialize(_scheduler);
}
[TearDown]
public void TearDown()
{
GlobalCoroutineScope.TryGetScope(out var scope);
scope?.Cancel();
}
/// <summary>
/// 测试初始化检查 - IsInitialized 属性
/// </summary>
[Test]
public void IsInitialized_Should_BeCorrect()
{
Assert.That(GlobalCoroutineScope.IsInitialized, Is.True);
}
/// <summary>
/// 测试尝试获取作用域 - TryGetScope 方法
/// </summary>
[Test]
public void TryGetScope_Should_ReturnScope()
{
var result = GlobalCoroutineScope.TryGetScope(out var scope);
Assert.That(result, Is.True);
Assert.That(scope, Is.Not.Null);
Assert.That(scope!.IsActive, Is.True);
}
/// <summary>
/// 测试初始化作用域 - Initialize(scheduler) 方法
/// </summary>
[Test]
public void Initialize_Should_SetUpGlobalScope()
{
GlobalCoroutineScope.TryGetScope(out var oldScope);
oldScope?.Cancel();
_scheduler = new CoroutineScheduler();
GlobalCoroutineScope.Initialize(_scheduler);
Assert.That(GlobalCoroutineScope.IsInitialized, Is.True);
Assert.That(GlobalCoroutineScope.TryGetScope(out var scope), Is.True);
Assert.That(scope, Is.Not.Null);
}
/// <summary>
/// 测试启动全局协程 - Launch(routine) 方法
/// </summary>
[Test]
public void Launch_Should_StartCoroutine()
{
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield break;
}
var handle = GlobalCoroutineScope.Launch(Coroutine());
Assert.That(handle, Is.Not.Null);
Assert.That(handle.IsDone, Is.False);
_scheduler.Update(0.1f);
Assert.That(executed, Is.True);
}
/// <summary>
/// 测试未初始化时启动 - 抛出 InvalidOperationException
/// </summary>
[Test]
public void Launch_WithoutInitialization_Should_ThrowInvalidOperationException()
{
GlobalCoroutineScope.TryGetScope(out var scope);
scope?.Cancel();
IEnumerator Coroutine()
{
yield break;
}
var exception = Assert.Throws<InvalidOperationException>(() =>
{
GlobalCoroutineScope.Launch(Coroutine());
});
Assert.That(exception, Is.Not.Null);
Assert.That(exception!.Message, Does.Contain("not initialized") | Does.Contain("not active"));
}
/// <summary>
/// 测试未初始化时TryGetScope - 返回 false 和 null
/// </summary>
[Test]
public void TryGetScope_WithoutInitialization_Should_ReturnFalse()
{
GlobalCoroutineScope.TryGetScope(out var scope);
scope?.Cancel();
var result = GlobalCoroutineScope.TryGetScope(out var scope2);
// 注意取消后scope仍然存在只是IsActive=false
// 所以这个测试的行为需要调整
Assert.That(scope2, Is.Not.Null);
Assert.That(scope2!.IsActive, Is.False);
}
/// <summary>
/// 测试全局作用域单例性 - 多次 Initialize 行为
/// </summary>
[Test]
public void MultipleInitialize_Should_ReplacePreviousInstance()
{
GlobalCoroutineScope.TryGetScope(out var scope1);
var scope1Ref = scope1;
_scheduler = new CoroutineScheduler();
GlobalCoroutineScope.Initialize(_scheduler);
GlobalCoroutineScope.TryGetScope(out var scope2);
Assert.That(scope2, Is.Not.EqualTo(scope1Ref));
}
/// <summary>
/// 测试全局协程执行 - 通过全局作用域启动协程
/// </summary>
[Test]
public void GlobalCoroutine_Should_ExecuteCorrectly()
{
var executionOrder = new List<string>();
IEnumerator Coroutine1()
{
executionOrder.Add("Coroutine1");
yield break;
}
IEnumerator Coroutine2()
{
executionOrder.Add("Coroutine2");
yield break;
}
GlobalCoroutineScope.Launch(Coroutine1());
GlobalCoroutineScope.Launch(Coroutine2());
_scheduler.Update(0.1f);
// 执行顺序可能不同,只需要确保两个协程都执行了
Assert.That(executionOrder.Count, Is.EqualTo(2));
Assert.That(executionOrder, Does.Contain("Coroutine1"));
Assert.That(executionOrder, Does.Contain("Coroutine2"));
}
/// <summary>
/// 测试全局作用域名称 - Name 属性为 "GlobalScope"
/// </summary>
[Test]
public void GlobalScopeName_Should_BeGlobalScope()
{
GlobalCoroutineScope.TryGetScope(out var scope);
Assert.That(scope, Is.Not.Null);
}
/// <summary>
/// 测试Dispose 行为 - 全局作用域 Dispose
/// </summary>
[Test]
public void Dispose_Should_CancelAllCoroutines()
{
var executed = false;
IEnumerator Coroutine()
{
executed = true;
yield break;
}
GlobalCoroutineScope.Launch(Coroutine());
GlobalCoroutineScope.TryGetScope(out var scope);
scope?.Cancel();
_scheduler.Update(0.1f);
Assert.That(executed, Is.False);
}
}

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using GFramework.Core.Abstractions.coroutine;
using GFramework.Core.coroutine;
using NUnit.Framework;
namespace GFramework.Core.Tests.coroutine;
/// <summary>
/// Yield指令测试类验证各种Yield指令的等待和状态管理功能
/// </summary>
[TestFixture]
public class YieldInstructionTests
{
// ==================== WaitForSeconds 测试 ====================
/// <summary>
/// 测试基础等待功能 - 指定秒数后 IsDone = true
/// </summary>
[Test]
public void WaitForSeconds_Should_CompleteAfterSpecifiedTime()
{
var wait = new WaitForSeconds(0.2f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试IsDone 属性 - 等待前为 false等待后为 true
/// </summary>
[Test]
public void WaitForSeconds_IsDone_Should_BeCorrect()
{
var wait = new WaitForSeconds(0.1f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.05f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.05f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试Update(deltaTime) 方法 - 时间累加正确
/// </summary>
[Test]
public void WaitForSeconds_Update_Should_AccumulateTimeCorrectly()
{
var wait = new WaitForSeconds(1.0f);
for (int i = 0; i < 10; i++)
{
wait.Update(0.1f);
}
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试精确时间计算 - 多次 Update 累加到阈值
/// </summary>
[Test]
public void WaitForSeconds_Should_CalculateTimeAccurately()
{
var wait = new WaitForSeconds(0.333f);
wait.Update(0.111f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.111f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.111f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试Reset() 方法 - 重置状态可复用
/// </summary>
[Test]
public void WaitForSeconds_Reset_Should_ReuseInstance()
{
var wait = new WaitForSeconds(0.1f);
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
wait.Reset();
Assert.That(wait.IsDone, Is.False);
wait.Update(0.05f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.05f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试累积误差测试 - Reset 后重新计数
/// </summary>
[Test]
public void WaitForSeconds_Reset_Should_ClearAccumulatedError()
{
var wait = new WaitForSeconds(0.2f);
wait.Update(0.15f);
Assert.That(wait.IsDone, Is.False);
wait.Reset();
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试零秒等待 - seconds = 0 立即完成
/// </summary>
[Test]
public void WaitForSeconds_WithZeroSeconds_Should_CompleteImmediately()
{
var wait = new WaitForSeconds(0f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试负秒数处理 - seconds < 0 行为
/// </summary>
[Test]
public void WaitForSeconds_WithNegativeSeconds_Should_CompleteImmediately()
{
var wait = new WaitForSeconds(-0.1f);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试大数值等待 - 长时间等待场景
/// </summary>
[Test]
public void WaitForSeconds_WithLargeValue_Should_WaitLongTime()
{
var wait = new WaitForSeconds(1000f);
for (int i = 0; i < 999; i++)
{
wait.Update(1f);
}
Assert.That(wait.IsDone, Is.False);
wait.Update(1f);
Assert.That(wait.IsDone, Is.True);
}
// ==================== WaitUntil 测试 ====================
/// <summary>
/// 测试条件为真时完成 - predicate 返回 true 时 IsDone = true
/// </summary>
[Test]
public void WaitUntil_Should_CompleteWhenPredicateIsTrue()
{
var conditionMet = false;
var wait = new WaitUntil(() => conditionMet);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.False);
conditionMet = true;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试条件为假时等待 - predicate 返回 false 时继续等待
/// </summary>
[Test]
public void WaitUntil_Should_ContinueWaitingWhenPredicateIsFalse()
{
var conditionMet = false;
var wait = new WaitUntil(() => conditionMet);
for (int i = 0; i < 100; i++)
{
wait.Update(0.1f);
}
Assert.That(wait.IsDone, Is.False);
conditionMet = true;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试Update(deltaTime) 方法 - 每次更新检查条件
/// </summary>
[Test]
public void WaitUntil_Update_Should_CheckPredicateEachTime()
{
var checkCount = 0;
var wait = new WaitUntil(() =>
{
checkCount++;
return checkCount >= 5;
});
for (int i = 0; i < 4; i++)
{
wait.Update(0.1f);
}
Assert.That(checkCount, Is.EqualTo(4));
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(checkCount, Is.EqualTo(5));
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试Reset() 方法 - 重置状态可复用
/// </summary>
[Test]
public void WaitUntil_Reset_Should_AllowReuse()
{
var conditionMet = false;
var wait = new WaitUntil(() => conditionMet);
conditionMet = true;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
wait.Reset();
Assert.That(wait.IsDone, Is.False);
conditionMet = false;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.False);
conditionMet = true;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试谓词参数传递 - predicate 正确调用
/// </summary>
[Test]
public void WaitUntil_Should_PassParametersToPredicate()
{
var counter = 0;
var wait = new WaitUntil(() => counter++ >= 3);
Assert.That(wait.IsDone, Is.False);
for (int i = 0; i < 3; i++)
{
wait.Update(0.1f);
}
Assert.That(counter, Is.EqualTo(3));
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(counter, Is.EqualTo(4));
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试谓词闭包支持 - 捕获外部变量
/// </summary>
[Test]
public void WaitUntil_Should_SupportClosureCapture()
{
var externalValue = 0;
var wait = new WaitUntil(() => externalValue > 10);
externalValue = 5;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.False);
externalValue = 15;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试谓词异常处理 - predicate 抛出异常时的行为
/// </summary>
[Test]
public void WaitUntil_Should_HandleExceptionInPredicate()
{
var shouldThrow = false;
var wait = new WaitUntil(() =>
{
if (shouldThrow)
throw new InvalidOperationException("Test exception");
return false;
});
Assert.DoesNotThrow(() => wait.Update(0.1f));
shouldThrow = true;
Assert.Throws<InvalidOperationException>(() => wait.Update(0.1f));
}
// ==================== WaitWhile 测试 ====================
/// <summary>
/// 测试条件为假时完成 - predicate 返回 false 时 IsDone = true
/// </summary>
[Test]
public void WaitWhile_Should_CompleteWhenPredicateIsFalse()
{
var shouldWait = true;
var wait = new WaitWhile(() => shouldWait);
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.False);
shouldWait = false;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试条件为真时等待 - predicate 返回 true 时继续等待
/// </summary>
[Test]
public void WaitWhile_Should_ContinueWaitingWhenPredicateIsTrue()
{
var shouldWait = true;
var wait = new WaitWhile(() => shouldWait);
for (int i = 0; i < 100; i++)
{
wait.Update(0.1f);
}
Assert.That(wait.IsDone, Is.False);
shouldWait = false;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试Update(deltaTime) 方法 - 每次更新检查条件
/// </summary>
[Test]
public void WaitWhile_Update_Should_CheckPredicateEachTime()
{
var checkCount = 0;
var wait = new WaitWhile(() => checkCount++ < 5);
for (int i = 0; i < 4; i++)
{
wait.Update(0.1f);
}
Assert.That(checkCount, Is.EqualTo(4));
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(checkCount, Is.EqualTo(5));
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(checkCount, Is.EqualTo(6));
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试Reset() 方法 - 重置状态可复用
/// </summary>
[Test]
public void WaitWhile_Reset_Should_AllowReuse()
{
var shouldWait = false;
var wait = new WaitWhile(() => shouldWait);
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
wait.Reset();
Assert.That(wait.IsDone, Is.False);
shouldWait = true;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.False);
shouldWait = false;
wait.Update(0.1f);
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试谓词参数传递 - predicate 正确调用
/// </summary>
[Test]
public void WaitWhile_Should_PassParametersToPredicate()
{
var counter = 0;
var wait = new WaitWhile(() => counter++ < 3);
Assert.That(wait.IsDone, Is.False);
for (int i = 0; i < 3; i++)
{
wait.Update(0.1f);
}
Assert.That(counter, Is.EqualTo(3));
Assert.That(wait.IsDone, Is.False);
wait.Update(0.1f);
Assert.That(counter, Is.EqualTo(4));
Assert.That(wait.IsDone, Is.True);
}
/// <summary>
/// 测试与 WaitUntil 对比 - 逻辑相反性验证
/// </summary>
[Test]
public void WaitWhile_Should_BeOppositeOfWaitUntil()
{
var condition = true;
var waitUntil = new WaitUntil(() => !condition);
var waitWhile = new WaitWhile(() => condition);
waitUntil.Update(0.1f);
waitWhile.Update(0.1f);
Assert.That(waitUntil.IsDone, Is.False);
Assert.That(waitWhile.IsDone, Is.False);
condition = false;
waitUntil.Update(0.1f);
waitWhile.Update(0.1f);
Assert.That(waitUntil.IsDone, Is.True);
Assert.That(waitWhile.IsDone, Is.True);
}
}

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@ -1,28 +0,0 @@
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
/// <summary>
/// 协程上下文类,用于封装协程执行所需的环境信息
/// </summary>
/// <param name="scope">协程作用域,定义协程的执行范围</param>
/// <param name="scheduler">协程调度器,负责协程的调度和执行管理</param>
/// <param name="owner">协程的所有者对象可为空默认为null</param>
public class CoroutineContext(ICoroutineScope scope, CoroutineScheduler scheduler, object? owner = null)
: ICoroutineContext
{
/// <summary>
/// 获取协程作用域
/// </summary>
public ICoroutineScope Scope { get; } = scope;
/// <summary>
/// 获取协程调度器
/// </summary>
public ICoroutineScheduler Scheduler { get; } = scheduler;
/// <summary>
/// 获取协程所有者对象
/// </summary>
public object? Owner { get; } = owner;
}

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@ -1,280 +0,0 @@
using System.Collections;
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
/// <summary>
/// 协程句柄类,用于管理和控制协程的执行状态
/// 实现了IYieldInstruction和ICoroutineHandle接口
/// </summary>
public class CoroutineHandle : IYieldInstruction, ICoroutineHandle
{
/// <summary>
/// 存储协程执行栈的堆栈结构
/// </summary>
private readonly Stack<IEnumerator> _stack = new();
/// <summary>
/// 当前等待执行的指令
/// </summary>
private IYieldInstruction? _waitingInstruction;
/// <summary>
/// 是否由父协程控制被yield
/// </summary>
private bool _isManagedByParent;
/// <summary>
/// 初始化一个新的协程句柄实例
/// </summary>
/// <param name="routine">要执行的枚举器协程</param>
/// <param name="context">协程上下文环境</param>
/// <param name="waitingInstruction">初始等待的指令</param>
internal CoroutineHandle(IEnumerator routine, CoroutineContext context, IYieldInstruction? waitingInstruction)
{
_stack.Push(routine);
Context = context;
_waitingInstruction = waitingInstruction;
}
/// <summary>
/// 标记协程由父协程管理
/// </summary>
internal void MarkAsManagedByParent()
{
_isManagedByParent = true;
}
/// <summary>
/// 检查协程是否由父协程管理
/// </summary>
internal bool IsManagedByParent => _isManagedByParent;
/// <summary>
/// 获取协程的上下文环境
/// </summary>
public CoroutineContext Context { get; }
/// <summary>
/// 获取协程句柄的上下文环境(接口实现)
/// </summary>
ICoroutineContext ICoroutineHandle.Context => Context;
/// <summary>
/// 获取协程是否已被取消的标志
/// </summary>
public bool IsCancelled { get; private set; }
/// <summary>
/// 协程完成时触发的事件
/// </summary>
public event Action? OnComplete;
/// <summary>
/// 协程发生错误时触发的事件
/// </summary>
public event Action<Exception>? OnError;
/// <summary>
/// 取消协程的执行
/// </summary>
public void Cancel()
{
if (IsDone) return;
IsDone = true;
IsCancelled = true;
_stack.Clear();
_waitingInstruction = null;
OnComplete?.Invoke();
}
/// <summary>
/// 获取协程是否已完成的标志
/// </summary>
public bool IsDone { get; private set; }
/// <summary>
/// 更新协程执行状态(接口实现)
/// </summary>
/// <param name="deltaTime">时间增量</param>
void IYieldInstruction.Update(float deltaTime)
{
InternalUpdate(deltaTime);
}
/// <summary>
/// 内部更新协程执行逻辑
/// </summary>
/// <param name="deltaTime">时间增量</param>
/// <returns>如果协程仍在运行返回true否则返回false</returns>
private bool InternalUpdate(float deltaTime)
{
if (IsDone) return false;
// 如果有等待指令,先更新等待指令
if (_waitingInstruction != null)
{
_waitingInstruction.Update(deltaTime);
// 如果等待指令还未完成,继续等待
if (!_waitingInstruction.IsDone)
{
return true;
}
// 等待指令已完成,清除它
_waitingInstruction = null;
}
// 每帧只推进一步(执行一个 MoveNext
if (_stack.Count > 0)
{
try
{
var current = _stack.Peek();
bool hasNext = current.MoveNext();
if (!hasNext)
{
// 当前枚举器已完成,弹出栈
_stack.Pop();
// 如果栈为空,协程完成
if (_stack.Count == 0)
{
Complete();
return false;
}
// 否则继续执行下一个枚举器(在下一帧)
return true;
}
// MoveNext() 返回 true有下一个值
var yielded = current.Current;
var needsWait = ProcessYieldValue(yielded);
// 如果需要等待,则暂停执行
if (needsWait)
{
return true;
}
// 如果不需要等待yield null 或嵌套协程),继续处理
// 处理 yield null 的情况yield null 后需要再调用一次 MoveNext 才能知道是否完成
if (yielded == null)
{
// yield null 意味着等待一帧,但协程可能还没有完成
// 需要再次检查是否还有更多步骤
bool stillHasNext = current.MoveNext();
if (!stillHasNext)
{
// 协程确实完成了
_stack.Pop();
if (_stack.Count == 0)
{
Complete();
return false;
}
}
else
{
// 还有更多内容yield 出来的值需要处理
yielded = current.Current;
needsWait = ProcessYieldValue(yielded);
if (needsWait)
{
return true;
}
}
}
return true;
}
catch (Exception ex)
{
HandleError(ex);
return false;
}
}
// 栈为空,协程完成
Complete();
return false;
}
/// <summary>
/// 处理协程中yield返回的值根据类型决定如何处理
/// </summary>
/// <param name="yielded">协程yield返回的对象</param>
/// <returns>如果需要等待返回true否则返回false</returns>
private bool ProcessYieldValue(object yielded)
{
switch (yielded)
{
case CoroutineHandle otherHandle:
// 处理 yield return CoroutineHandle
if (otherHandle.IsDone)
{
// 子协程已完成,不需要等待
return false;
}
// 标记子协程由父协程管理
otherHandle.MarkAsManagedByParent();
_waitingInstruction = otherHandle;
return true; // 需要等待子协程完成
case IEnumerator nested:
// 处理 yield return IEnumerator嵌套协程
_stack.Push(nested);
return false; // 压入嵌套协程,在下一帧继续执行
case IYieldInstruction instruction:
// 处理 yield return IYieldInstruction
_waitingInstruction = instruction;
return true; // 需要等待指令完成
case null:
// 处理 yield return null等待一帧
return false; // null 立即继续,但会返回 true 让协程继续执行
default:
throw new InvalidOperationException($"Unsupported yield type: {yielded.GetType()}");
}
}
/// <summary>
/// 检查协程是否完成并进行相应处理
/// </summary>
/// <returns>如果协程已完成返回true否则返回false</returns>
private bool CompleteCheck()
{
if (_stack.Count == 0) Complete();
return IsDone;
}
/// <summary>
/// 标记协程完成并清理相关资源
/// </summary>
private void Complete()
{
if (IsDone) return;
IsDone = true;
_stack.Clear();
_waitingInstruction = null;
OnComplete?.Invoke();
}
/// <summary>
/// 处理协程执行过程中发生的异常
/// </summary>
/// <param name="ex">发生的异常</param>
private void HandleError(Exception ex)
{
IsDone = true;
_stack.Clear();
_waitingInstruction = null;
OnError?.Invoke(ex);
}
}

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using System.Collections;
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
public class CoroutineScheduler : ICoroutineScheduler
{
private readonly List<CoroutineHandle> _active = new();
private readonly List<CoroutineHandle> _toAdd = new();
private readonly HashSet<CoroutineHandle> _toRemove = new();
private int? _ownerThreadId;
public int ActiveCount => _active.Count + _toAdd.Count;
public void Update(float deltaTime)
{
if (_ownerThreadId == null)
{
_ownerThreadId = Thread.CurrentThread.ManagedThreadId;
}
else if (Thread.CurrentThread.ManagedThreadId != _ownerThreadId)
{
throw new InvalidOperationException(
$"CoroutineScheduler must be updated on same thread. " +
$"Owner: {_ownerThreadId}, Current: {Thread.CurrentThread.ManagedThreadId}");
}
// 先将新协程添加到活动列表
if (_toAdd.Count > 0)
{
_active.AddRange(_toAdd);
_toAdd.Clear();
}
// 遍历活动协程,每帧只推进一步
for (var i = _active.Count - 1; i >= 0; i--)
{
var c = _active[i];
// 检查作用域是否仍然活跃
if (!c.Context.Scope.IsActive)
{
c.Cancel();
_toRemove.Add(c);
continue;
}
// 跳过由父协程管理的协程
if (c.IsManagedByParent)
continue;
// 更新协程,每帧只推进一步
((IYieldInstruction)c).Update(deltaTime);
// 如果协程完成,标记为待移除
if (c.IsDone)
_toRemove.Add(c);
}
// 移除已完成的协程
if (_toRemove.Count > 0)
{
_active.RemoveAll(c => _toRemove.Contains(c));
_toRemove.Clear();
}
}
internal CoroutineHandle StartCoroutine(IEnumerator routine, CoroutineContext context)
{
var handle = new CoroutineHandle(routine, context, null);
// 添加到调度队列,协程将在下次 Update 时开始执行
_toAdd.Add(handle);
return handle;
}
internal void RemoveCoroutine(CoroutineHandle handle) => _toRemove.Add(handle);
}

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@ -1,99 +0,0 @@
using System.Collections;
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
/// <summary>
/// 协程作用域管理器,用于管理和控制协程的生命周期
/// </summary>
public sealed class CoroutineScope : ICoroutineScope, IDisposable
{
private readonly List<CoroutineScope> _children = new();
private readonly HashSet<CoroutineHandle> _runningCoroutines = new();
private readonly CoroutineScheduler _scheduler;
private bool _isActive = true;
/// <summary>
/// 初始化新的协程作用域实例
/// </summary>
/// <param name="scheduler">协程调度器</param>
/// <param name="name">作用域名称如果为null则自动生成</param>
/// <param name="parent">父级作用域如果为null则表示顶级作用域</param>
public CoroutineScope(CoroutineScheduler scheduler, string? name = null, CoroutineScope? parent = null)
{
_scheduler = scheduler ?? throw new ArgumentNullException(nameof(scheduler));
parent?._children.Add(this);
Name = name ?? $"Scope_{GetHashCode()}";
}
/// <summary>
/// 获取作用域名称
/// </summary>
public string Name { get; }
/// <summary>
/// 获取当前作用域是否处于活动状态
/// </summary>
public bool IsActive => _isActive;
/// <summary>
/// 取消当前作用域及其所有子作用域中的所有运行中协程
/// </summary>
public void Cancel()
{
if (!_isActive) return;
_isActive = false;
// 递归取消所有子作用域
foreach (var child in _children)
child.Cancel();
// 取消当前作用域中所有运行中的协程
foreach (var handle in _runningCoroutines)
handle.Cancel();
_runningCoroutines.Clear();
}
/// <summary>
/// 启动一个新的协程(接口实现)
/// </summary>
/// <param name="routine">要执行的协程枚举器</param>
/// <returns>协程句柄</returns>
ICoroutineHandle ICoroutineScope.Launch(IEnumerator routine)
{
return Launch(routine);
}
/// <summary>
/// 释放资源并取消所有协程
/// </summary>
public void Dispose() => Cancel();
/// <summary>
/// 启动一个新的协程
/// </summary>
/// <param name="routine">要执行的协程枚举器</param>
/// <returns>协程句柄</returns>
public CoroutineHandle Launch(IEnumerator routine)
{
if (!_isActive)
throw new InvalidOperationException($"Scope '{Name}' is not active");
var context = new CoroutineContext(this, _scheduler, this);
var handle = _scheduler.StartCoroutine(routine, context);
// 添加到运行中协程集合
_runningCoroutines.Add(handle);
// 注册完成事件以从集合中移除句柄
handle.OnComplete += () => _runningCoroutines.Remove(handle);
// 注册错误事件以从集合中移除句柄
handle.OnError += (_) => _runningCoroutines.Remove(handle);
return handle;
}
}

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@ -1,63 +0,0 @@
using System.Collections;
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
/// <summary>
/// 为ICoroutineScope提供扩展方法支持延迟执行和重复执行协程功能
/// </summary>
public static class CoroutineScopeExtensions
{
/// <summary>
/// 在指定延迟时间后启动一个协程来执行给定的动作
/// </summary>
/// <param name="scope">协程作用域</param>
/// <param name="delay">延迟时间(秒)</param>
/// <param name="action">要执行的动作</param>
/// <returns>协程句柄,可用于控制或停止协程</returns>
public static ICoroutineHandle LaunchDelayed(this ICoroutineScope scope, float delay, Action action)
{
return scope.Launch(DelayedRoutine(delay, action));
}
/// <summary>
/// 创建一个延迟执行的协程例程
/// </summary>
/// <param name="delay">延迟时间(秒)</param>
/// <param name="action">要执行的动作,可为空</param>
/// <returns>协程迭代器</returns>
private static IEnumerator DelayedRoutine(float delay, Action? action)
{
yield return new WaitForSeconds(delay);
action?.Invoke();
yield break; // 确保协程正确结束
}
/// <summary>
/// 启动一个重复执行的协程,按照指定间隔时间循环执行给定动作
/// </summary>
/// <param name="scope">协程作用域</param>
/// <param name="interval">执行间隔时间(秒)</param>
/// <param name="action">要重复执行的动作</param>
/// <returns>协程句柄,可用于控制或停止协程</returns>
public static ICoroutineHandle LaunchRepeating(this ICoroutineScope scope, float interval, Action action)
{
return scope.Launch(RepeatingRoutine(interval, action));
}
/// <summary>
/// 创建一个重复执行的协程例程
/// </summary>
/// <param name="interval">执行间隔时间(秒)</param>
/// <param name="action">要重复执行的动作</param>
/// <returns>协程迭代器</returns>
private static IEnumerator RepeatingRoutine(float interval, Action action)
{
// 持续循环等待指定间隔后执行动作
while (true)
{
yield return new WaitForSeconds(interval);
action?.Invoke(); // 先等待,再执行
}
}
}

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@ -1,50 +0,0 @@
using System.Collections;
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
/// <summary>
/// 全局协程作用域管理器,提供全局唯一的协程执行环境
/// </summary>
public static class GlobalCoroutineScope
{
private static CoroutineScope? _instance;
/// <summary>
/// 获取当前全局协程作用域是否已初始化
/// </summary>
public static bool IsInitialized => _instance != null;
/// <summary>
/// 尝试获取当前全局协程作用域实例
/// </summary>
/// <param name="scope">输出参数如果初始化则返回协程作用域实例否则返回null</param>
/// <returns>如果全局协程作用域已初始化则返回true否则返回false</returns>
public static bool TryGetScope(out ICoroutineScope? scope)
{
scope = _instance;
return _instance != null;
}
/// <summary>
/// 初始化全局协程作用域
/// </summary>
/// <param name="scheduler">用于执行协程的调度器</param>
public static void Initialize(CoroutineScheduler scheduler)
{
_instance = new CoroutineScope(scheduler, "GlobalScope");
}
/// <summary>
/// 在全局协程作用域中启动一个协程
/// </summary>
/// <param name="routine">要执行的协程枚举器</param>
/// <returns>协程句柄,用于控制和监控协程执行</returns>
/// <exception cref="InvalidOperationException">当全局协程作用域未初始化时抛出</exception>
public static ICoroutineHandle Launch(IEnumerator routine)
{
return _instance == null
? throw new InvalidOperationException("GlobalCoroutineScope not initialized. Call Initialize() first.")
: _instance.Launch(routine);
}
}

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@ -1,37 +0,0 @@
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
/// <summary>
/// 表示一个等待指定秒数的时间延迟指令
/// </summary>
/// <param name="seconds">需要等待的秒数</param>
public class WaitForSeconds(float seconds) : IYieldInstruction
{
private float _elapsed;
/// <summary>
/// 获取当前等待是否已完成
/// </summary>
public bool IsDone { get; private set; }
/// <summary>
/// 更新时间进度
/// </summary>
/// <param name="deltaTime">自上次更新以来经过的时间(秒)</param>
public void Update(float deltaTime)
{
if (IsDone) return;
_elapsed += deltaTime;
if (_elapsed >= seconds) IsDone = true;
}
/// <summary>
/// 重置等待状态到初始状态
/// </summary>
public void Reset()
{
_elapsed = 0;
IsDone = false;
}
}

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@ -1,33 +0,0 @@
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
/// <summary>
/// 等待直到指定条件满足的协程等待指令
/// </summary>
/// <param name="predicate">用于判断等待是否完成的条件函数</param>
public class WaitUntil(Func<bool> predicate) : IYieldInstruction
{
/// <summary>
/// 获取当前等待指令是否已完成
/// </summary>
public bool IsDone { get; private set; }
/// <summary>
/// 更新等待状态
/// </summary>
/// <param name="deltaTime">时间增量</param>
public void Update(float deltaTime)
{
// 每次更新都重新评估条件,但一旦完成就保持完成状态
if (!IsDone) IsDone = predicate();
}
/// <summary>
/// 重置等待指令状态
/// </summary>
public void Reset()
{
IsDone = false;
}
}

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@ -1,33 +0,0 @@
using GFramework.Core.Abstractions.coroutine;
namespace GFramework.Core.coroutine;
/// <summary>
/// 等待条件为假时继续执行的协程等待指令
/// </summary>
/// <param name="predicate">用于判断是否继续等待的布尔函数委托</param>
public class WaitWhile(Func<bool> predicate) : IYieldInstruction
{
/// <summary>
/// 获取当前等待指令是否已完成
/// </summary>
public bool IsDone { get; private set; }
/// <summary>
/// 更新等待状态
/// </summary>
/// <param name="deltaTime">时间增量</param>
public void Update(float deltaTime)
{
// 当前未完成时,检查谓词条件来更新完成状态
if (!IsDone) IsDone = !predicate();
}
/// <summary>
/// 重置等待指令状态
/// </summary>
public void Reset()
{
IsDone = false;
}
}

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@ -1,494 +0,0 @@
# 协程系统改进计划
## 文档信息
- 创建日期2026-01-20
- 版本1.1
- 负责模块GFramework.Game.coroutines
- 状态:执行中
---
## 1. 问题清单与优先级
### 1.1 高优先级问题P0
#### P0-1: 类型安全问题
**位置**`CoroutineScopeExtensions.cs:19, 41`
**问题描述**
- `LaunchDelayed``LaunchRepeating` 方法中强制转换 `(CoroutineScope)scope`
- 违反接口抽象原则,违反里氏替换原则
- 如果传入其他 ICoroutineScope 实现会导致运行时异常
**影响**破坏API设计降低可维护性
**解决方案**
- 修改 `ICoroutineScope` 接口,添加核心启动方法
- 或通过扩展方法模式,要求传入 `CoroutineScope` 具体类型
---
#### P0-2: 并发安全问题
**位置**`CoroutineScheduler.cs:8-10`, `CoroutineHandle.cs`
**问题描述**
- 所有集合List、HashSet无线程同步机制
- 多线程环境下可能导致数据竞争
- 可能导致索引越界、迭代器异常等
**影响**:在多线程环境下会导致崩溃和数据不一致
**解决方案**
- 方案A明确协程系统为单线程设计添加文档说明和断言
- 方案B添加线程安全机制lock/ReaderWriterLockSlim/ConcurrentBag等
---
#### P0-3: 状态不一致风险
**位置**`CoroutineHandle.cs:110-117`
**问题描述**
- `Cancel()` 方法不触发 `OnComplete` 事件
- 导致依赖 `OnComplete` 的逻辑无法正确清理资源
- 可能造成内存泄漏
**影响**:资源泄漏,行为不符合预期
**解决方案**
- 取消时触发 `OnComplete` 事件,或添加 `OnCancelled` 专用事件
---
### 1.2 中优先级问题P1
#### P1-1: API设计不完整
**位置**`ICoroutineScheduler.cs`, `CoroutineScheduler.cs:44`
**问题描述**
- `ICoroutineScheduler` 只有 `Update` 方法,缺少核心功能接口
- `StartCoroutine` 是 internal外部无法直接使用
- `GlobalCoroutineScope` 抛异常控制未初始化状态
**影响**API不友好扩展性受限
**解决方案**
- 扩展接口,添加 `StartCoroutine``CancelCoroutine` 等方法
- 使用 TryGet 模式替代异常控制流程
---
#### P1-2: YieldInstruction累积误差
**位置**`WaitForSeconds.cs:20`
**问题描述**
- `WaitForSeconds` 重复调用 `Update` 会导致 `_elapsed` 无限累加
- 如果不重置状态,无法复用实例
**影响**:行为不符合预期,难以调试
**解决方案**
- 添加 `Reset()` 方法
- 或标记为一次性使用,文档说明
---
#### P1-3: 性能优化空间
**位置**`CoroutineScheduler.cs:39`, `CoroutineScope.cs:32,35`
**问题描述**
- 每帧 `RemoveAll` 遍历整个列表O(n)复杂度
- `ToList()` 在循环中重复创建新列表
- 存在潜在的GC压力
**影响**:高并发下性能下降
**解决方案**
- 使用倒序遍历+标记删除
- 避免不必要的集合复制
---
### 1.3 低优先级问题P2
#### P2-1: 缺少异步支持
**问题描述**
- 不支持 async/await 模式
- 无法与现代异步生态集成
**解决方案**
- 提供 `GetAwaiter()` 方法
- 实现 `INotifyCompletion` 接口
---
#### P2-2: 缺少协程池
**问题描述**
- 每次创建新协程实例
- 高频使用场景下GC压力大
**解决方案**
- 实现协程池
- 复用 `CoroutineHandle` 实例
---
#### P2-3: 缺少状态查询接口
**问题描述**
- 外部无法查询协程详细状态
- 只能通过事件被动通知
**解决方案**
- 添加枚举状态Running/Paused/Cancelled/Error/Completed
---
#### P2-4: ProcessYieldValue case顺序优化
**位置**`CoroutineHandle.cs:66-84`
**问题描述**
- null 处理在第一个,应该移到最后
- 虽然 CoroutineHandle 已在 IYieldInstruction 前,但可以更清晰
**解决方案**
- 调整 case 顺序CoroutineHandle → IEnumerator → IYieldInstruction → null
---
## 2. 改进计划
### 2.1 第一阶段关键问题修复预计2-3天
#### 任务1.1: 修复类型安全问题
- [x] 审计所有强制类型转换
- [x] 扩展 `ICoroutineScope` 接口
- [x] 重构 `CoroutineScopeExtensions` 移除类型转换
- [ ] 编写单元测试验证
**验收标准**
- 无运行时类型转换
- 所有实现都通过接口调用
- 单元测试通过
**已完成**
- 创建新接口:`ICoroutineHandle``ICoroutineContext`
- 扩展 `ICoroutineScope` 添加 `Launch()` 方法
- 重构 `CoroutineScopeExtensions` 使用接口方法
---
#### 任务1.2: 解决并发安全问题
- [x] 确定线程策略(单线程 vs 多线程)
- [x] 添加线程安全机制(如需要)
- [x] 添加线程安全断言/文档说明
- [ ] 编写并发测试用例
**验收标准**
- 明确线程模型文档
- 通过并发压力测试
- 无数据竞争检测警告
**已完成**
- 确定采用单线程设计(游戏主线程)
- 添加线程ID检查禁止跨线程调用
- 在 `CoroutineScheduler.Update()` 中添加线程验证
---
#### 任务1.3: 统一状态变更事件
- [x] 设计取消/完成事件触发逻辑
- [x] 实现 `OnCancelled` 专用事件
- [x] 更新文档说明事件触发时机
- [ ] 编写状态转换测试
**验收标准**
- 所有状态变更都有事件通知
- 资源清理逻辑完整
- 单元测试覆盖所有状态转换
**已完成**
- 修改 `CoroutineHandle.Cancel()` 触发 `OnComplete` 事件
- 统一所有状态变更都通过事件通知
- 取消和完成都会触发 `OnComplete` 事件
---
### 2.2 第二阶段API完善与优化预计2天
#### 任务2.1: 扩展核心接口
- [x] 扩展 `ICoroutineScheduler` 接口
- [x] 添加 `ActiveCount` 属性
- [x] 修改 `GlobalCoroutineScope` 使用 TryGet 模式
- [ ] 更新接口文档
**验收标准**
- 接口完整性检查通过
- 向后兼容
- 示例代码可运行
**已完成**
- 扩展 `ICoroutineScheduler` 添加 `ActiveCount` 属性
- 修改 `GlobalCoroutineScope` 添加 `IsInitialized``TryGetScope`
- 优化 `ActiveCount` 计算包含待添加的协程
---
#### 任务2.2: YieldInstruction 状态管理
- [x] 为所有 YieldInstruction 添加 `Reset()` 方法
- [x] 更新 `WaitForSeconds` 状态管理
- [ ] 文档说明可复用性
- [ ] 编写状态重置测试
**验收标准**
- 所有 YieldInstruction 可正确重置
- 重复使用无累积误差
- 单元测试通过
**已完成**
- 为 `WaitForSeconds` 添加 `Reset()` 方法
- 为 `WaitUntil` 添加 `Reset()` 方法
- 为 `WaitWhile` 添加 `Reset()` 方法
- 重置后可复用,无累积误差
---
#### 任务2.3: 性能优化
- [x] 优化 `CoroutineScheduler` 删除逻辑
- [x] 减少集合拷贝操作
- [ ] 性能基准测试
- [ ] 对比优化前后性能指标
**验收标准**
- 删除性能提升 > 50%
- GC分配减少 > 30%
- 通过性能基准测试
**已完成**
- 移除 `CoroutineScope.Cancel()` 中不必要的 `ToList()` 调用
- 减少GC分配
---
### 2.3 第三阶段功能增强预计3天
#### 任务3.1: 添加异步支持
- [ ] 为 `CoroutineHandle` 实现 `GetAwaiter()`
- [ ] 实现 `ICoroutineAwaiter`
- [ ] 编写 async/await 示例
- [ ] 单元测试异步场景
**验收标准**
- 支持标准 async/await 语法
- 异常正确传播
- 单元测试覆盖
---
#### 任务3.2: 协程状态查询
- [ ] 定义协程状态枚举
- [ ] 添加 `State` 属性到 `CoroutineHandle`
- [ ] 更新 `ICoroutineScope` 支持状态查询
- [ ] 文档和示例更新
**验收标准**
- 可查询所有协程状态
- 状态转换正确
- 单元测试通过
---
#### 任务3.3: 协程池(可选)
- [ ] 设计协程池接口
- [ ] 实现 `CoroutineHandle` 对象池
- [ ] 性能测试对比
- [ ] 文档说明使用场景
**验收标准**
- 高频场景下性能提升明显
- 内存占用减少
- 单元测试通过
---
### 2.4 第四阶段测试与文档预计2天
#### 任务4.1: 完善单元测试
- [ ] 补充覆盖所有核心功能
- [ ] 添加边界条件测试
- [ ] 并发场景测试
- [ ] 性能回归测试
**验收标准**
- 代码覆盖率 > 80%
- 所有关键路径有测试
- 测试通过率 100%
---
#### 任务4.2: 更新文档
- [ ] 更新API文档
- [ ] 编写使用指南
- [ ] 添加最佳实践
- [ ] 更新架构图
**验收标准**
- 文档完整准确
- 示例代码可运行
- 架构图清晰
---
## 3. 风险评估
| 风险 | 可能性 | 影响 | 缓解措施 |
|--------|-----|----|---------------|
| 破坏向后兼容 | 中 | 高 | 保持接口稳定,仅扩展不修改 |
| 性能回退 | 低 | 中 | 每阶段做性能基准测试 |
| 引入新Bug | 中 | 中 | 充分单元测试,代码审查 |
| 延期交付 | 低 | 低 | 按优先级分阶段交付 |
---
## 4. 验收标准
### 功能完整性
- [ ] 所有高优先级问题修复
- [ ] 核心API完善
- [ ] 支持异步模式(如选择实现)
### 性能指标
- [ ] 协程启动延迟 < 1ms
- [ ] 调度器每帧处理时间 < 0.5ms1000协程
- [ ] GC分配减少 > 30%
### 质量指标
- [ ] 单元测试覆盖率 > 80%
- [ ] 无编译警告
- [ ] 代码审查通过
### 文档完整性
- [ ] API文档完整
- [ ] 使用指南清晰
- [ ] 示例代码可运行
---
## 5. 实施建议
1. **优先级驱动**:先解决高优先级问题,确保系统稳定性
2. **增量交付**:按阶段交付,每个阶段都可独立使用
3. **充分测试**:每阶段都进行充分测试,避免引入新问题
4. **向后兼容**尽量保持API向后兼容减少迁移成本
5. **性能基准**:建立性能基准,量化改进效果
---
## 6. 附录
### 6.1 文件清单
```
GFramework.Game/coroutine/
├── Abstractions/
│ ├── ICoroutineScheduler.cs
│ ├── ICoroutineScope.cs
│ ├── ICoroutineSystem.cs
│ └── IYieldInstruction.cs
├── CoroutineContext.cs
├── CoroutineHandle.cs
├── CoroutineScheduler.cs
├── CoroutineScope.cs
├── CoroutineScopeExtensions.cs
├── CoroutineSystem.cs
├── GlobalCoroutineScope.cs
├── WaitForSeconds.cs
├── WaitUntil.cs
└── WaitWhile.cs
```
### 6.2 相关依赖
- GFramework.Core.Abstractions
- System.Collections
- .NET Standard 2.0+
### 6.3 参考资料
- Unity Coroutine Implementation
- Kotlin Coroutines
- C# Async/Await Best Practices
---
## 7. 变更历史
| 版本 | 日期 | 变更内容 | 作者 |
|-----|------------|-------------------|----------|
| 1.0 | 2026-01-20 | 初始版本 | opencode |
| 1.1 | 2026-01-20 | 完成P0高优先级和P1中优先级任务 | opencode |
---
**文档结束**

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using GFramework.Core.Abstractions.coroutine;
using GFramework.Core.coroutine;
using GFramework.Core.system;
namespace GFramework.Game.coroutine;
/// <summary>
/// 协程系统类,负责管理和更新协程调度器
/// </summary>
/// <param name="scheduler">协程调度器实例</param>
public class CoroutineSystem(CoroutineScheduler scheduler) : AbstractSystem, ICoroutineSystem
{
/// <summary>
/// 更新协程系统,驱动协程调度器执行协程逻辑
/// </summary>
/// <param name="deltaTime">时间间隔,表示自上一帧以来经过的时间(秒)</param>
public void OnUpdate(float deltaTime)
{
// 更新协程调度器,处理等待中的协程
scheduler.Update(deltaTime);
}
/// <summary>
/// 初始化协程系统
/// </summary>
protected override void OnInit()
{
}
}