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refactor(ecs): 将 ECS 系统重构为基于 Arch 的原生实现
- 将 MovementSystem 从继承 EcsSystemBase 改为继承 ArchSystemAdapter - 更新 MovementSystem 的初始化和更新方法以适配 Arch 架构 - 移除测试代码中的 ECS 相关接口实现和抽象层 - 将测试用例从 GFramework ECS API 迁移到 Arch 原生 API - 更新 ECS 测试类以使用 Arch World 和实体操作方法 - 重构 ECS 模块初始化流程以支持 Arch 系统注册和管理
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@ -1,6 +1,5 @@
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using GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.command;
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using GFramework.Core.Abstractions.ecs;
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using GFramework.Core.Abstractions.environment;
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using GFramework.Core.Abstractions.events;
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using GFramework.Core.Abstractions.ioc;
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@ -428,16 +427,6 @@ public class TestArchitectureContextV3 : IArchitectureContext
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{
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return _environment;
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}
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public IEcsWorld GetEcsWorld()
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{
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throw new NotImplementedException("ECS not implemented in test context");
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}
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public void RegisterEcsSystem<T>() where T : class, IEcsSystem
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{
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throw new NotImplementedException("ECS not implemented in test context");
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}
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}
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#endregion
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@ -1,6 +1,5 @@
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using GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.command;
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using GFramework.Core.Abstractions.ecs;
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using GFramework.Core.Abstractions.environment;
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using GFramework.Core.Abstractions.events;
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using GFramework.Core.Abstractions.ioc;
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@ -452,14 +451,4 @@ public class TestArchitectureContext : IArchitectureContext
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{
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return Environment;
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}
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public IEcsWorld GetEcsWorld()
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{
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throw new NotImplementedException("ECS not implemented in test context");
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}
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public void RegisterEcsSystem<T>() where T : class, IEcsSystem
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{
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throw new NotImplementedException("ECS not implemented in test context");
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}
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}
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@ -1,303 +1,158 @@
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using System.Reflection;
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using System.Diagnostics.CodeAnalysis;
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using Arch.Core;
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using GFramework.Core.Abstractions.ecs;
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using GFramework.Core.Abstractions.rule;
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using GFramework.Core.architecture;
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using GFramework.Core.ecs;
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using GFramework.Core.ecs.components;
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using GFramework.Core.ecs.systems;
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using GFramework.Core.ioc;
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using GFramework.Core.logging;
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using NUnit.Framework;
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namespace GFramework.Core.Tests.ecs;
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/// <summary>
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/// ECS 高级功能测试类 - 使用 Arch 原生 API
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/// </summary>
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[TestFixture]
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[Experimental("GFrameworkECS")]
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public class EcsAdvancedTests
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{
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[SetUp]
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public void Setup()
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{
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LoggerFactoryResolver.Provider = new ConsoleLoggerFactoryProvider();
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_container = new MicrosoftDiContainer();
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var loggerField = typeof(MicrosoftDiContainer).GetField("_logger",
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BindingFlags.NonPublic | BindingFlags.Instance);
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loggerField?.SetValue(_container,
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LoggerFactoryResolver.Provider.CreateLogger(nameof(EcsAdvancedTests)));
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_context = new ArchitectureContext(_container);
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}
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[TearDown]
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public void TearDown()
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{
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_ecsWorld?.Dispose();
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_ecsWorld = null;
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if (_world != null)
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{
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World.Destroy(_world);
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_world = null;
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}
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_container?.Clear();
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_context = null;
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_ecsModule = null;
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}
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private MicrosoftDiContainer? _container;
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private ArchitectureContext? _context;
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private EcsWorld? _ecsWorld;
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private World? _world;
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private ArchEcsModule? _ecsModule;
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private void InitializeEcsWithSystems(params Type[] systemTypes)
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private void InitializeEcsModule()
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{
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_ecsWorld = new EcsWorld();
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_container!.Register(_ecsWorld);
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_container.Register(_ecsWorld as IEcsWorld);
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var systems = new List<IEcsSystem>();
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foreach (var systemType in systemTypes)
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{
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var system = (IEcsSystem)Activator.CreateInstance(systemType)!;
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((IContextAware)system).SetContext(_context!);
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system.Initialize();
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systems.Add(system);
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_container.RegisterPlurality(system);
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}
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_container.Register(systems as IReadOnlyList<IEcsSystem>);
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}
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private EcsSystemRunner CreateRunner()
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{
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var runner = new EcsSystemRunner();
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((IContextAware)runner).SetContext(_context!);
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runner.Initialize();
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return runner;
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}
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[Test]
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public void EcsWorld_Dispose_Should_Be_Idempotent()
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{
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_ecsWorld = new EcsWorld();
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_ecsWorld.CreateEntity(typeof(Position));
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Assert.DoesNotThrow(() =>
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{
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_ecsWorld.Dispose();
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_ecsWorld.Dispose();
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});
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_ecsWorld = null;
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}
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[Test]
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public void EcsWorld_CreateEntity_WithNoComponents_Should_Work()
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{
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_ecsWorld = new EcsWorld();
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var entity = _ecsWorld.CreateEntity();
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Assert.That(_ecsWorld.EntityCount, Is.EqualTo(1));
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Assert.That(_ecsWorld.IsAlive(entity), Is.True);
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}
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[Test]
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public void EcsWorld_CreateEntity_WithMultipleComponents_Should_Work()
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{
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_ecsWorld = new EcsWorld();
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var entity = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
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var world = _ecsWorld.InternalWorld;
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Assert.That(world.Has<Position>(entity), Is.True);
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Assert.That(world.Has<Velocity>(entity), Is.True);
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}
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[Test]
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public void EcsWorld_IsAlive_AfterDestroy_Should_ReturnFalse()
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{
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_ecsWorld = new EcsWorld();
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var entity = _ecsWorld.CreateEntity(typeof(Position));
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Assert.That(_ecsWorld.IsAlive(entity), Is.True);
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_ecsWorld.DestroyEntity(entity);
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Assert.That(_ecsWorld.IsAlive(entity), Is.False);
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}
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[Test]
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public void EcsSystemRunner_Update_WithoutStart_Should_NotUpdate()
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{
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InitializeEcsWithSystems(typeof(MovementSystem));
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var entity = _ecsWorld!.CreateEntity(typeof(Position), typeof(Velocity));
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var world = _ecsWorld.InternalWorld;
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world.Set(entity, new Position(0, 0));
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world.Set(entity, new Velocity(10, 5));
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var runner = CreateRunner();
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runner.Update(1.0f);
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ref var pos = ref world.Get<Position>(entity);
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Assert.That(pos.X, Is.EqualTo(0), "Position should not change without Start()");
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Assert.That(pos.Y, Is.EqualTo(0), "Position should not change without Start()");
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}
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[Test]
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public void EcsSystemRunner_StartStop_Should_ControlUpdates()
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{
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InitializeEcsWithSystems(typeof(MovementSystem));
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var entity = _ecsWorld!.CreateEntity(typeof(Position), typeof(Velocity));
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var world = _ecsWorld.InternalWorld;
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world.Set(entity, new Position(0, 0));
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world.Set(entity, new Velocity(10, 5));
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var runner = CreateRunner();
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runner.Start();
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runner.Update(1.0f);
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runner.Stop();
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runner.Update(1.0f);
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ref var pos = ref world.Get<Position>(entity);
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Assert.That(pos.X, Is.EqualTo(10).Within(0.001f), "Only first update should apply");
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Assert.That(pos.Y, Is.EqualTo(5).Within(0.001f), "Only first update should apply");
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}
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[Test]
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public void EcsSystemRunner_WithNoSystems_Should_NotThrow()
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{
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_ecsWorld = new EcsWorld();
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_container!.Register(_ecsWorld);
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_container.Register(new List<IEcsSystem>() as IReadOnlyList<IEcsSystem>);
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var runner = CreateRunner();
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Assert.DoesNotThrow(() =>
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{
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runner.Start();
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runner.Update(1.0f);
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runner.Stop();
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});
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}
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[Test]
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public void EcsSystemRunner_OnDestroy_Should_ClearSystems()
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{
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InitializeEcsWithSystems(typeof(MovementSystem));
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var entity = _ecsWorld!.CreateEntity(typeof(Position), typeof(Velocity));
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var world = _ecsWorld.InternalWorld;
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world.Set(entity, new Position(0, 0));
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world.Set(entity, new Velocity(10, 5));
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var runner = CreateRunner();
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runner.Start();
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// 销毁前先更新一次,记录初始位置
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runner.Update(1.0f);
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ref var posBeforeDestroy = ref world.Get<Position>(entity);
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var xBefore = posBeforeDestroy.X;
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var yBefore = posBeforeDestroy.Y;
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runner.Destroy();
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// 销毁后再更新,位置应该保持不变
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runner.Update(1.0f);
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ref var posAfterDestroy = ref world.Get<Position>(entity);
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Assert.That(posAfterDestroy.X, Is.EqualTo(xBefore), "Position should not change after Destroy()");
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Assert.That(posAfterDestroy.Y, Is.EqualTo(yBefore), "Position should not change after Destroy()");
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}
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[Test]
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public void MultipleSystems_Should_ExecuteInPriorityOrder()
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{
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var executionOrder = new List<string>();
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_ecsWorld = new EcsWorld();
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_container!.Register(_ecsWorld);
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var systemA = new OrderTrackingSystem("A", 10, executionOrder);
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var systemB = new OrderTrackingSystem("B", -10, executionOrder);
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var systemC = new OrderTrackingSystem("C", 0, executionOrder);
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foreach (var system in new[] { systemA, systemB, systemC })
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{
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((IContextAware)system).SetContext(_context!);
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system.Initialize();
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_container.RegisterPlurality(system);
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}
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_container.Register(new List<IEcsSystem> { systemA, systemB, systemC } as IReadOnlyList<IEcsSystem>);
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var runner = CreateRunner();
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runner.Start();
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runner.Update(1.0f);
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Assert.That(executionOrder, Is.EqualTo(["B", "C", "A"]),
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"Systems should execute in priority order (B=-10, C=0, A=10)");
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}
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[Test]
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public void ChainedSystems_Should_PassDataBetweenSystems()
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{
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_ecsWorld = new EcsWorld();
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_container!.Register(_ecsWorld);
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var entity = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
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var world = _ecsWorld.InternalWorld;
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world.Set(entity, new Position(0, 0));
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world.Set(entity, new Velocity(10, 0));
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var movementSystem = new MovementSystem();
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((IContextAware)movementSystem).SetContext(_context!);
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movementSystem.Initialize();
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_container.RegisterPlurality(movementSystem);
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_container!.RegisterPlurality(movementSystem);
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_container.Register(new List<IEcsSystem> { movementSystem } as IReadOnlyList<IEcsSystem>);
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_ecsModule = new ArchEcsModule(enabled: true);
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_ecsModule.Register(_container);
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_ecsModule.Initialize();
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var runner = CreateRunner();
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runner.Start();
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runner.Update(1.0f);
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runner.Update(1.0f);
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_world = _container.Get<World>();
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}
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ref var pos = ref world.Get<Position>(entity);
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[Test]
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public void World_Destroy_Should_Be_Safe()
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{
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InitializeEcsModule();
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_world!.Create(new Position(0, 0));
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Assert.DoesNotThrow(() =>
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{
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World.Destroy(_world);
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_world = null;
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});
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}
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[Test]
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public void World_CreateEntity_WithNoComponents_Should_Work()
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{
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InitializeEcsModule();
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var entity = _world!.Create();
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Assert.That(_world.Size, Is.EqualTo(1));
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Assert.That(_world.IsAlive(entity), Is.True);
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}
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[Test]
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public void World_CreateEntity_WithMultipleComponents_Should_Work()
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{
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InitializeEcsModule();
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var entity = _world!.Create(new Position(0, 0), new Velocity(1, 1));
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Assert.That(_world.Has<Position>(entity), Is.True);
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Assert.That(_world.Has<Velocity>(entity), Is.True);
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}
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[Test]
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public void World_IsAlive_AfterDestroy_Should_ReturnFalse()
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{
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InitializeEcsModule();
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var entity = _world!.Create(new Position(0, 0));
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Assert.That(_world.IsAlive(entity), Is.True);
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_world.Destroy(entity);
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Assert.That(_world.IsAlive(entity), Is.False);
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}
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[Test]
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public void ArchEcsModule_Update_Should_UpdateSystems()
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{
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InitializeEcsModule();
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var entity = _world!.Create(new Position(0, 0), new Velocity(10, 5));
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_ecsModule!.Update(1.0f);
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ref var pos = ref _world.Get<Position>(entity);
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Assert.That(pos.X, Is.EqualTo(10).Within(0.001f));
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Assert.That(pos.Y, Is.EqualTo(5).Within(0.001f));
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}
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[Test]
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public void ArchEcsModule_WithNoSystems_Should_NotThrow()
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{
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// 不注册任何系统
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_ecsModule = new ArchEcsModule(enabled: true);
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_ecsModule.Register(_container!);
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_ecsModule.Initialize();
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_world = _container!.Get<World>();
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Assert.DoesNotThrow(() => { _ecsModule.Update(1.0f); });
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}
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[Test]
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public void ChainedUpdates_Should_AccumulateChanges()
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{
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InitializeEcsModule();
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var entity = _world!.Create(new Position(0, 0), new Velocity(10, 0));
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_ecsModule!.Update(1.0f);
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_ecsModule.Update(1.0f);
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ref var pos = ref _world.Get<Position>(entity);
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Assert.That(pos.X, Is.EqualTo(20).Within(0.001f), "Position should accumulate over multiple updates");
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}
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[Test]
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public void InitializeEcs_CalledTwice_Should_BeIdempotent()
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{
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_ecsWorld = new EcsWorld();
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_container!.Register(_ecsWorld);
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_container.Register<IEcsWorld>(_ecsWorld);
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var ecsWorld1 = _context!.GetEcsWorld();
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var ecsWorld2 = _context.GetEcsWorld();
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Assert.That(ecsWorld2, Is.SameAs(ecsWorld1), "Should return same world instance");
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}
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[Test]
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public void GetEcsWorld_Should_ReturnIEcsWorld()
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{
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_ecsWorld = new EcsWorld();
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_container!.Register(_ecsWorld);
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_container.Register<IEcsWorld>(_ecsWorld);
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var ecsWorld = _context!.GetEcsWorld();
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Assert.That(ecsWorld, Is.InstanceOf<IEcsWorld>());
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Assert.That(ecsWorld, Is.InstanceOf<EcsWorld>());
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}
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[Test]
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public void Component_AddAfterCreation_Should_Work()
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{
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_ecsWorld = new EcsWorld();
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var entity = _ecsWorld.CreateEntity(Array.Empty<ComponentType>());
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var world = _ecsWorld.InternalWorld;
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InitializeEcsModule();
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var entity = _world!.Create();
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world.Add(entity, new Position(5, 10));
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_world.Add(entity, new Position(5, 10));
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Assert.That(world.Has<Position>(entity), Is.True);
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ref var pos = ref world.Get<Position>(entity);
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Assert.That(_world.Has<Position>(entity), Is.True);
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ref var pos = ref _world.Get<Position>(entity);
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Assert.That(pos.X, Is.EqualTo(5));
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Assert.That(pos.Y, Is.EqualTo(10));
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}
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@ -305,42 +160,57 @@ public class EcsAdvancedTests
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[Test]
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public void Component_Remove_Should_Work()
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{
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_ecsWorld = new EcsWorld();
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var entity = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
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var world = _ecsWorld.InternalWorld;
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InitializeEcsModule();
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var entity = _world!.Create(new Position(0, 0), new Velocity(1, 1));
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world.Remove<Velocity>(entity);
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_world.Remove<Velocity>(entity);
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Assert.That(world.Has<Position>(entity), Is.True);
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Assert.That(world.Has<Velocity>(entity), Is.False);
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Assert.That(_world.Has<Position>(entity), Is.True);
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Assert.That(_world.Has<Velocity>(entity), Is.False);
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}
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[Test]
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public void Component_Replace_Should_Work()
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{
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_ecsWorld = new EcsWorld();
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var entity = _ecsWorld.CreateEntity(typeof(Position));
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var world = _ecsWorld.InternalWorld;
|
||||
InitializeEcsModule();
|
||||
var entity = _world!.Create(new Position(1, 1));
|
||||
|
||||
world.Set(entity, new Position(1, 1));
|
||||
world.Set(entity, new Position(100, 200));
|
||||
_world.Set(entity, new Position(100, 200));
|
||||
|
||||
ref var pos = ref world.Get<Position>(entity);
|
||||
ref var pos = ref _world.Get<Position>(entity);
|
||||
Assert.That(pos.X, Is.EqualTo(100));
|
||||
Assert.That(pos.Y, Is.EqualTo(200));
|
||||
}
|
||||
}
|
||||
|
||||
internal class OrderTrackingSystem(string name, int priority, List<string> executionOrder) : EcsSystemBase
|
||||
{
|
||||
public override int Priority { get; } = priority;
|
||||
|
||||
protected override void OnEcsInit()
|
||||
[Test]
|
||||
public async Task ArchEcsModule_DestroyAsync_Should_CleanupResources()
|
||||
{
|
||||
InitializeEcsModule();
|
||||
|
||||
_world!.Create(new Position(0, 0));
|
||||
Assert.That(_world.Size, Is.EqualTo(1));
|
||||
|
||||
await _ecsModule!.DestroyAsync();
|
||||
|
||||
// World 应该已经被销毁
|
||||
_world = null;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
[Test]
|
||||
public void MultipleEntities_WithDifferentComponents_Should_CoExist()
|
||||
{
|
||||
executionOrder.Add(name);
|
||||
InitializeEcsModule();
|
||||
|
||||
var entity1 = _world!.Create(new Position(0, 0), new Velocity(1, 1));
|
||||
var entity2 = _world.Create(new Position(10, 10));
|
||||
var entity3 = _world.Create(new Velocity(5, 5));
|
||||
|
||||
Assert.That(_world.Size, Is.EqualTo(3));
|
||||
Assert.That(_world.Has<Position>(entity1), Is.True);
|
||||
Assert.That(_world.Has<Velocity>(entity1), Is.True);
|
||||
Assert.That(_world.Has<Position>(entity2), Is.True);
|
||||
Assert.That(_world.Has<Velocity>(entity2), Is.False);
|
||||
Assert.That(_world.Has<Position>(entity3), Is.False);
|
||||
Assert.That(_world.Has<Velocity>(entity3), Is.True);
|
||||
}
|
||||
}
|
||||
@ -1,229 +1,161 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Reflection;
|
||||
using Arch.Core;
|
||||
using GFramework.Core.Abstractions.ecs;
|
||||
using GFramework.Core.Abstractions.rule;
|
||||
using GFramework.Core.architecture;
|
||||
using GFramework.Core.ecs;
|
||||
using GFramework.Core.ecs.components;
|
||||
using GFramework.Core.ecs.systems;
|
||||
using GFramework.Core.ioc;
|
||||
using GFramework.Core.logging;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace GFramework.Core.Tests.ecs;
|
||||
|
||||
/// <summary>
|
||||
/// ECS基础功能测试类,用于验证ECS系统的核心功能。
|
||||
/// 包括实体创建、组件设置、系统更新、实体销毁等基本操作。
|
||||
/// ECS 基础功能测试类 - 使用 Arch 原生 API
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
[Experimental("GFrameworkECS")]
|
||||
public class EcsBasicTests
|
||||
{
|
||||
/// <summary>
|
||||
/// 测试初始化方法,在每个测试方法执行前运行。
|
||||
/// 负责初始化日志工厂、依赖注入容器和架构上下文。
|
||||
/// </summary>
|
||||
[SetUp]
|
||||
public void Setup()
|
||||
{
|
||||
LoggerFactoryResolver.Provider = new ConsoleLoggerFactoryProvider();
|
||||
|
||||
_container = new MicrosoftDiContainer();
|
||||
var loggerField = typeof(MicrosoftDiContainer).GetField("_logger",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
loggerField?.SetValue(_container,
|
||||
LoggerFactoryResolver.Provider.CreateLogger(nameof(EcsBasicTests)));
|
||||
|
||||
_context = new ArchitectureContext(_container);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试清理方法,在每个测试方法执行后运行。
|
||||
/// 负责释放ECS世界资源并清空容器和上下文。
|
||||
/// </summary>
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
_ecsWorld?.Dispose();
|
||||
_ecsWorld = null;
|
||||
if (_world != null)
|
||||
{
|
||||
World.Destroy(_world);
|
||||
_world = null;
|
||||
}
|
||||
|
||||
_container?.Clear();
|
||||
_context = null;
|
||||
_ecsModule = null;
|
||||
}
|
||||
|
||||
private MicrosoftDiContainer? _container;
|
||||
private ArchitectureContext? _context;
|
||||
private EcsWorld? _ecsWorld;
|
||||
private World? _world;
|
||||
private ArchEcsModule? _ecsModule;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化ECS系统并注册指定类型的系统实例。
|
||||
/// 初始化 ECS 模块
|
||||
/// </summary>
|
||||
/// <param name="systemTypes">需要注册的系统类型数组</param>
|
||||
private void InitializeEcsWithSystems(params Type[] systemTypes)
|
||||
private void InitializeEcsModule()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
_container!.Register(_ecsWorld);
|
||||
_container.Register(_ecsWorld as IEcsWorld);
|
||||
// 注册系统(直接继承 ArchSystemAdapter,它继承自 AbstractSystem)
|
||||
var movementSystem = new MovementSystem();
|
||||
((IContextAware)movementSystem).SetContext(_context!);
|
||||
_container!.RegisterPlurality(movementSystem);
|
||||
|
||||
var systems = new List<IEcsSystem>();
|
||||
foreach (var systemType in systemTypes)
|
||||
{
|
||||
var system = (IEcsSystem)Activator.CreateInstance(systemType)!;
|
||||
system.SetContext(_context!);
|
||||
system.Initialize();
|
||||
systems.Add(system);
|
||||
_container.RegisterPlurality(system);
|
||||
}
|
||||
// 创建并注册 ArchEcsModule
|
||||
_ecsModule = new ArchEcsModule(enabled: true);
|
||||
_ecsModule.Register(_container);
|
||||
_ecsModule.Initialize();
|
||||
|
||||
_container.Register(systems as IReadOnlyList<IEcsSystem>);
|
||||
// 获取 World
|
||||
_world = _container.Get<World>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试ECS初始化功能,验证是否能正确创建EcsWorld实例。
|
||||
/// </summary>
|
||||
[Test]
|
||||
[Experimental("GFrameworkECS")]
|
||||
public void Test_01_InitializeEcs_Should_Create_EcsWorld()
|
||||
public void Test_01_InitializeEcs_Should_Create_World()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
_container!.Register(_ecsWorld);
|
||||
_container.Register<IEcsWorld>(_ecsWorld);
|
||||
InitializeEcsModule();
|
||||
|
||||
var ecsWorld = _context!.GetEcsWorld();
|
||||
|
||||
Assert.That(ecsWorld, Is.Not.Null, "EcsWorld should be created");
|
||||
Assert.That(ecsWorld.EntityCount, Is.EqualTo(0), "Initial entity count should be 0");
|
||||
Assert.That(_world, Is.Not.Null, "World should be created");
|
||||
Assert.That(_world!.Size, Is.EqualTo(0), "Initial entity count should be 0");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试实体创建功能,验证能否成功创建带有指定组件的实体。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Test_02_CreateEntity_Should_Work()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
var entity = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
|
||||
InitializeEcsModule();
|
||||
|
||||
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(1), "Entity count should be 1");
|
||||
Assert.That(_ecsWorld.IsAlive(entity), Is.True, "Entity should be alive");
|
||||
var entity = _world!.Create(new Position(0, 0), new Velocity(1, 1));
|
||||
|
||||
Assert.That(_world.Size, Is.EqualTo(1), "Entity count should be 1");
|
||||
Assert.That(_world.IsAlive(entity), Is.True, "Entity should be alive");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试组件设置功能,验证能否正确存储和获取组件数据。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Test_03_SetComponent_Should_Store_Data()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
var entity = _ecsWorld.CreateEntity(typeof(Position));
|
||||
var world = _ecsWorld.InternalWorld;
|
||||
InitializeEcsModule();
|
||||
|
||||
world.Set(entity, new Position(10, 20));
|
||||
var entity = _world!.Create(new Position(10, 20));
|
||||
|
||||
Assert.That(world.Has<Position>(entity), Is.True, "Entity should have Position component");
|
||||
ref var pos = ref world.Get<Position>(entity);
|
||||
Assert.That(_world.Has<Position>(entity), Is.True, "Entity should have Position component");
|
||||
ref var pos = ref _world.Get<Position>(entity);
|
||||
Assert.That(pos.X, Is.EqualTo(10), "Position.X should be 10");
|
||||
Assert.That(pos.Y, Is.EqualTo(20), "Position.Y should be 20");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试移动系统功能,验证系统能否正确更新实体位置。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Test_04_MovementSystem_Should_Update_Position()
|
||||
{
|
||||
InitializeEcsWithSystems(typeof(MovementSystem));
|
||||
InitializeEcsModule();
|
||||
|
||||
var entity = _ecsWorld!.CreateEntity(typeof(Position), typeof(Velocity));
|
||||
var entity = _world!.Create(new Position(0, 0), new Velocity(10, 5));
|
||||
|
||||
var world = _ecsWorld.InternalWorld;
|
||||
world.Set(entity, new Position(0, 0));
|
||||
world.Set(entity, new Velocity(10, 5));
|
||||
// 更新系统
|
||||
_ecsModule!.Update(1.0f);
|
||||
|
||||
var systems = _container!.Get<IReadOnlyList<IEcsSystem>>();
|
||||
Assert.That(systems, Is.Not.Null);
|
||||
Assert.That(systems!.Count, Is.GreaterThan(0));
|
||||
|
||||
var movementSystem = systems.First(s => s is MovementSystem) as MovementSystem;
|
||||
Assert.That(movementSystem, Is.Not.Null);
|
||||
|
||||
movementSystem!.Update(1.0f);
|
||||
|
||||
ref var pos = ref world.Get<Position>(entity);
|
||||
ref var pos = ref _world.Get<Position>(entity);
|
||||
Assert.That(pos.X, Is.EqualTo(10).Within(0.001f), "X position should be 10");
|
||||
Assert.That(pos.Y, Is.EqualTo(5).Within(0.001f), "Y position should be 5");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试实体销毁功能,验证能否正确销毁实体并更新实体计数。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Test_05_DestroyEntity_Should_Work()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
var entity = _ecsWorld.CreateEntity(typeof(Position));
|
||||
InitializeEcsModule();
|
||||
|
||||
_ecsWorld.DestroyEntity(entity);
|
||||
var entity = _world!.Create(new Position(0, 0));
|
||||
_world.Destroy(entity);
|
||||
|
||||
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(0), "Entity count should be 0");
|
||||
Assert.That(_ecsWorld.IsAlive(entity), Is.False, "Entity should not be alive");
|
||||
Assert.That(_world.Size, Is.EqualTo(0), "Entity count should be 0");
|
||||
Assert.That(_world.IsAlive(entity), Is.False, "Entity should not be alive");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试世界清理功能,验证能否清除所有实体。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Test_06_ClearWorld_Should_Remove_All_Entities()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
InitializeEcsModule();
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
_ecsWorld.CreateEntity(typeof(Position));
|
||||
_world!.Create(new Position(0, 0));
|
||||
}
|
||||
|
||||
_ecsWorld.Clear();
|
||||
_world!.Clear();
|
||||
|
||||
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(0), "Entity count should be 0 after clear");
|
||||
Assert.That(_world.Size, Is.EqualTo(0), "Entity count should be 0 after clear");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试多个实体的批量更新功能,验证系统能否正确处理多个实体的更新。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Test_07_Multiple_Entities_Should_Update_Correctly()
|
||||
{
|
||||
InitializeEcsWithSystems(typeof(MovementSystem));
|
||||
InitializeEcsModule();
|
||||
|
||||
var world = _ecsWorld!.InternalWorld;
|
||||
var entities = new Entity[10];
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
entities[i] = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
|
||||
world.Set(entities[i], new Position(0, 0));
|
||||
world.Set(entities[i], new Velocity(i, i * 2));
|
||||
entities[i] = _world!.Create(new Position(0, 0), new Velocity(i, i * 2));
|
||||
}
|
||||
|
||||
var systems = _container!.Get<IReadOnlyList<IEcsSystem>>();
|
||||
var movementSystem = systems!.First(s => s is MovementSystem) as MovementSystem;
|
||||
|
||||
movementSystem!.Update(1.0f);
|
||||
// 更新系统
|
||||
_ecsModule!.Update(1.0f);
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
ref var pos = ref world.Get<Position>(entities[i]);
|
||||
ref var pos = ref _world!.Get<Position>(entities[i]);
|
||||
Assert.That(pos.X, Is.EqualTo(i).Within(0.001f), $"Entity {i} X position should be {i}");
|
||||
Assert.That(pos.Y, Is.EqualTo(i * 2).Within(0.001f), $"Entity {i} Y position should be {i * 2}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试未初始化情况下获取ECS世界的异常处理。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Test_08_GetEcsWorld_Without_Initialize_Should_Throw()
|
||||
{
|
||||
Assert.Throws<InvalidOperationException>(() => { _context!.GetEcsWorld(); },
|
||||
"ECS World not initialized. Enable ECS in configuration.");
|
||||
}
|
||||
}
|
||||
@ -1,358 +1,205 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Reflection;
|
||||
using Arch.Core;
|
||||
using GFramework.Core.Abstractions.ecs;
|
||||
using GFramework.Core.Abstractions.rule;
|
||||
using GFramework.Core.architecture;
|
||||
using GFramework.Core.ecs;
|
||||
using GFramework.Core.ecs.components;
|
||||
using GFramework.Core.ecs.systems;
|
||||
using GFramework.Core.ioc;
|
||||
using GFramework.Core.logging;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace GFramework.Core.Tests.ecs;
|
||||
|
||||
/// <summary>
|
||||
/// ECS集成测试类,用于验证ECS系统的整体功能和性能表现。
|
||||
/// 包括实体管理、组件操作、系统调度、优先级控制以及性能基准测试。
|
||||
/// ECS 集成测试类 - 使用 Arch 原生 API
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
[Experimental("GFrameworkECS")]
|
||||
public class EcsIntegrationTests
|
||||
{
|
||||
/// <summary>
|
||||
/// 测试初始化方法,在每个测试方法执行前运行。
|
||||
/// 负责初始化日志工厂、依赖注入容器和架构上下文。
|
||||
/// </summary>
|
||||
[SetUp]
|
||||
public void Setup()
|
||||
{
|
||||
LoggerFactoryResolver.Provider = new ConsoleLoggerFactoryProvider();
|
||||
|
||||
_container = new MicrosoftDiContainer();
|
||||
var loggerField = typeof(MicrosoftDiContainer).GetField("_logger",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
loggerField?.SetValue(_container,
|
||||
LoggerFactoryResolver.Provider.CreateLogger(nameof(EcsIntegrationTests)));
|
||||
|
||||
_context = new ArchitectureContext(_container);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试清理方法,在每个测试方法执行后运行。
|
||||
/// 负责释放ECS世界资源并清空容器和上下文。
|
||||
/// </summary>
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
_ecsWorld?.Dispose();
|
||||
_ecsWorld = null;
|
||||
if (_world != null)
|
||||
{
|
||||
World.Destroy(_world);
|
||||
_world = null;
|
||||
}
|
||||
|
||||
_container?.Clear();
|
||||
_context = null;
|
||||
_ecsModule = null;
|
||||
}
|
||||
|
||||
private MicrosoftDiContainer? _container;
|
||||
private ArchitectureContext? _context;
|
||||
private EcsWorld? _ecsWorld;
|
||||
private World? _world;
|
||||
private ArchEcsModule? _ecsModule;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化ECS系统并注册指定类型的系统实例。
|
||||
/// 初始化 ECS 模块
|
||||
/// </summary>
|
||||
/// <param name="systemTypes">需要注册的系统类型数组</param>
|
||||
private void InitializeEcsWithSystems(params Type[] systemTypes)
|
||||
private void InitializeEcsModule()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
_container!.Register(_ecsWorld);
|
||||
_container.Register(_ecsWorld as IEcsWorld);
|
||||
// 注册系统
|
||||
var movementSystem = new MovementSystem();
|
||||
((IContextAware)movementSystem).SetContext(_context!);
|
||||
_container!.RegisterPlurality(movementSystem);
|
||||
|
||||
var systems = new List<IEcsSystem>();
|
||||
foreach (var systemType in systemTypes)
|
||||
{
|
||||
var system = (IEcsSystem)Activator.CreateInstance(systemType)!;
|
||||
system.SetContext(_context!);
|
||||
system.Initialize();
|
||||
systems.Add(system);
|
||||
_container.RegisterPlurality(system);
|
||||
}
|
||||
// 创建并注册 ArchEcsModule
|
||||
_ecsModule = new ArchEcsModule(enabled: true);
|
||||
_ecsModule.Register(_container);
|
||||
_ecsModule.Initialize();
|
||||
|
||||
_container.Register(systems as IReadOnlyList<IEcsSystem>);
|
||||
// 获取 World
|
||||
_world = _container.Get<World>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试ECS初始化功能,验证是否能正确创建EcsWorld实例。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void InitializeEcs_Should_Create_EcsWorld()
|
||||
public void InitializeEcs_Should_Create_World()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
_container!.Register(_ecsWorld);
|
||||
_container.Register<IEcsWorld>(_ecsWorld);
|
||||
InitializeEcsModule();
|
||||
|
||||
var ecsWorld = _context!.GetEcsWorld();
|
||||
|
||||
Assert.That(ecsWorld, Is.Not.Null);
|
||||
Assert.That(ecsWorld.EntityCount, Is.EqualTo(0));
|
||||
Assert.That(_world, Is.Not.Null);
|
||||
Assert.That(_world!.Size, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试实体创建功能,验证创建实体后实体计数是否正确增加。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void CreateEntity_Should_Increase_EntityCount()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
var entity = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
|
||||
InitializeEcsModule();
|
||||
|
||||
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(1));
|
||||
Assert.That(_ecsWorld.IsAlive(entity), Is.True);
|
||||
var entity = _world!.Create(new Position(0, 0), new Velocity(1, 1));
|
||||
|
||||
Assert.That(_world.Size, Is.EqualTo(1));
|
||||
Assert.That(_world.IsAlive(entity), Is.True);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试实体销毁功能,验证销毁实体后实体计数是否正确减少。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void DestroyEntity_Should_Decrease_EntityCount()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
var entity = _ecsWorld.CreateEntity(typeof(Position));
|
||||
InitializeEcsModule();
|
||||
|
||||
_ecsWorld.DestroyEntity(entity);
|
||||
var entity = _world!.Create(new Position(0, 0));
|
||||
_world.Destroy(entity);
|
||||
|
||||
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(0));
|
||||
Assert.That(_ecsWorld.IsAlive(entity), Is.False);
|
||||
Assert.That(_world.Size, Is.EqualTo(0));
|
||||
Assert.That(_world.IsAlive(entity), Is.False);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试组件设置功能,验证能否正确存储和获取组件数据。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void SetComponent_Should_Store_ComponentData()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
var entity = _ecsWorld.CreateEntity(typeof(Position));
|
||||
InitializeEcsModule();
|
||||
|
||||
var world = _ecsWorld.InternalWorld;
|
||||
world.Set(entity, new Position(10, 20));
|
||||
var entity = _world!.Create(new Position(10, 20));
|
||||
|
||||
Assert.That(world.Has<Position>(entity), Is.True);
|
||||
ref var pos = ref world.Get<Position>(entity);
|
||||
Assert.That(_world.Has<Position>(entity), Is.True);
|
||||
ref var pos = ref _world.Get<Position>(entity);
|
||||
Assert.That(pos.X, Is.EqualTo(10));
|
||||
Assert.That(pos.Y, Is.EqualTo(20));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试世界清理功能,验证能否清除所有实体。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void ClearWorld_Should_Remove_All_Entities()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
InitializeEcsModule();
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
_ecsWorld.CreateEntity(typeof(Position));
|
||||
_world!.Create(new Position(0, 0));
|
||||
}
|
||||
|
||||
_ecsWorld.Clear();
|
||||
_world!.Clear();
|
||||
|
||||
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(0));
|
||||
Assert.That(_world.Size, Is.EqualTo(0));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试ECS系统注册功能,验证系统能否正确添加到运行器中。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void RegisterEcsSystem_Should_Add_System_To_Runner()
|
||||
public void RegisterEcsSystem_Should_Add_System_To_Module()
|
||||
{
|
||||
InitializeEcsWithSystems(typeof(MovementSystem));
|
||||
InitializeEcsModule();
|
||||
|
||||
var systems = _container!.Get<IReadOnlyList<IEcsSystem>>();
|
||||
Assert.That(systems, Is.Not.Null);
|
||||
Assert.That(systems!.Count, Is.EqualTo(1));
|
||||
Assert.That(systems[0], Is.InstanceOf<MovementSystem>());
|
||||
var adapters = _container!.GetAll<ArchSystemAdapter<float>>();
|
||||
Assert.That(adapters, Is.Not.Null);
|
||||
Assert.That(adapters.Count, Is.EqualTo(1));
|
||||
Assert.That(adapters[0], Is.InstanceOf<MovementSystem>());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试移动系统功能,验证系统能否正确更新单个实体的位置。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void MovementSystem_Should_Update_Position()
|
||||
{
|
||||
InitializeEcsWithSystems(typeof(MovementSystem));
|
||||
InitializeEcsModule();
|
||||
|
||||
var entity = _ecsWorld!.CreateEntity(typeof(Position), typeof(Velocity));
|
||||
var entity = _world!.Create(new Position(0, 0), new Velocity(10, 5));
|
||||
|
||||
var world = _ecsWorld.InternalWorld;
|
||||
world.Set(entity, new Position(0, 0));
|
||||
world.Set(entity, new Velocity(10, 5));
|
||||
_ecsModule!.Update(1.0f);
|
||||
|
||||
var systems = _container!.Get<IReadOnlyList<IEcsSystem>>();
|
||||
var movementSystem = systems!.First(s => s is MovementSystem) as MovementSystem;
|
||||
|
||||
movementSystem!.Update(1.0f);
|
||||
|
||||
ref var pos = ref world.Get<Position>(entity);
|
||||
ref var pos = ref _world.Get<Position>(entity);
|
||||
Assert.That(pos.X, Is.EqualTo(10).Within(0.001f));
|
||||
Assert.That(pos.Y, Is.EqualTo(5).Within(0.001f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试移动系统功能,验证系统能否正确批量更新多个实体的位置。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void MovementSystem_Should_Update_Multiple_Entities()
|
||||
{
|
||||
InitializeEcsWithSystems(typeof(MovementSystem));
|
||||
InitializeEcsModule();
|
||||
|
||||
var world = _ecsWorld!.InternalWorld;
|
||||
var entities = new Entity[100];
|
||||
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
entities[i] = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
|
||||
world.Set(entities[i], new Position(0, 0));
|
||||
world.Set(entities[i], new Velocity(i, i * 2));
|
||||
entities[i] = _world!.Create(new Position(0, 0), new Velocity(i, i * 2));
|
||||
}
|
||||
|
||||
var systems = _container!.Get<IReadOnlyList<IEcsSystem>>();
|
||||
var movementSystem = systems!.First(s => s is MovementSystem) as MovementSystem;
|
||||
|
||||
movementSystem!.Update(0.5f);
|
||||
_ecsModule!.Update(0.5f);
|
||||
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
ref var pos = ref world.Get<Position>(entities[i]);
|
||||
ref var pos = ref _world!.Get<Position>(entities[i]);
|
||||
Assert.That(pos.X, Is.EqualTo(i * 0.5f).Within(0.001f));
|
||||
Assert.That(pos.Y, Is.EqualTo(i * 2 * 0.5f).Within(0.001f));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试ECS系统运行器的优先级调度功能,验证系统是否按优先级顺序执行。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void EcsSystemRunner_Should_Respect_Priority()
|
||||
{
|
||||
InitializeEcsWithSystems(typeof(LowPrioritySystem), typeof(HighPrioritySystem));
|
||||
|
||||
var systems = _container!.Get<IReadOnlyList<IEcsSystem>>();
|
||||
Assert.That(systems, Is.Not.Null);
|
||||
Assert.That(systems!.Count, Is.EqualTo(2));
|
||||
|
||||
var sortedSystems = systems.OrderBy(s => s.Priority).ToList();
|
||||
Assert.That(sortedSystems[0], Is.InstanceOf<HighPrioritySystem>());
|
||||
Assert.That(sortedSystems[1], Is.InstanceOf<LowPrioritySystem>());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 测试未初始化情况下获取ECS世界的异常处理。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void GetEcsWorld_Without_Initialize_Should_Throw()
|
||||
{
|
||||
Assert.Throws<InvalidOperationException>(() => { _context!.GetEcsWorld(); },
|
||||
"ECS World not initialized. Enable ECS in configuration.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 性能基准测试:验证更新10000个实体的性能表现。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Performance_Test_10000_Entities()
|
||||
{
|
||||
InitializeEcsWithSystems(typeof(MovementSystem));
|
||||
|
||||
var world = _ecsWorld!.InternalWorld;
|
||||
InitializeEcsModule();
|
||||
|
||||
for (int i = 0; i < 10000; i++)
|
||||
{
|
||||
var entity = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
|
||||
world.Set(entity, new Position(0, 0));
|
||||
world.Set(entity, new Velocity(1, 1));
|
||||
_world!.Create(new Position(0, 0), new Velocity(1, 1));
|
||||
}
|
||||
|
||||
var systems = _container!.Get<IReadOnlyList<IEcsSystem>>();
|
||||
var movementSystem = systems!.First(s => s is MovementSystem) as MovementSystem;
|
||||
|
||||
var startTime = DateTime.UtcNow;
|
||||
movementSystem!.Update(0.016f);
|
||||
_ecsModule!.Update(0.016f);
|
||||
var elapsed = (DateTime.UtcNow - startTime).TotalMilliseconds;
|
||||
|
||||
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(10000));
|
||||
Assert.That(_world!.Size, Is.EqualTo(10000));
|
||||
Assert.That(elapsed, Is.LessThan(100), $"Updating 10000 entities took: {elapsed}ms");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 性能基准测试:验证创建1000个实体的性能表现。
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void Performance_Test_1000_Entities_Creation()
|
||||
{
|
||||
_ecsWorld = new EcsWorld();
|
||||
var world = _ecsWorld.InternalWorld;
|
||||
InitializeEcsModule();
|
||||
|
||||
var startTime = DateTime.UtcNow;
|
||||
for (int i = 0; i < 1000; i++)
|
||||
{
|
||||
var entity = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
|
||||
world.Set(entity, new Position(0, 0));
|
||||
world.Set(entity, new Velocity(1, 1));
|
||||
_world!.Create(new Position(0, 0), new Velocity(1, 1));
|
||||
}
|
||||
|
||||
var elapsed = (DateTime.UtcNow - startTime).TotalMilliseconds;
|
||||
|
||||
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(1000));
|
||||
Assert.That(_world!.Size, Is.EqualTo(1000));
|
||||
Assert.That(elapsed, Is.LessThan(50), $"Creating 1000 entities took: {elapsed}ms");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 高优先级系统示例,用于测试系统调度优先级功能。
|
||||
/// </summary>
|
||||
public class HighPrioritySystem : EcsSystemBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取系统优先级,数值越小优先级越高。
|
||||
/// </summary>
|
||||
public override int Priority => -100;
|
||||
|
||||
/// <summary>
|
||||
/// ECS初始化回调方法。
|
||||
/// </summary>
|
||||
protected override void OnEcsInit()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 系统更新方法。
|
||||
/// </summary>
|
||||
/// <param name="deltaTime">帧间隔时间</param>
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 低优先级系统示例,用于测试系统调度优先级功能。
|
||||
/// </summary>
|
||||
public class LowPrioritySystem : EcsSystemBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取系统优先级,数值越大优先级越低。
|
||||
/// </summary>
|
||||
public override int Priority => 100;
|
||||
|
||||
/// <summary>
|
||||
/// ECS初始化回调方法。
|
||||
/// </summary>
|
||||
protected override void OnEcsInit()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 系统更新方法。
|
||||
/// </summary>
|
||||
/// <param name="deltaTime">帧间隔时间</param>
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
}
|
||||
}
|
||||
@ -4,7 +4,7 @@ using GFramework.Core.ecs.components;
|
||||
namespace GFramework.Core.ecs.systems;
|
||||
|
||||
/// <summary>
|
||||
/// 移动系统 - Arch 原生实现
|
||||
/// 移动系统 - 继承 ArchSystemAdapter
|
||||
/// 负责更新具有位置和速度组件的实体的位置
|
||||
/// </summary>
|
||||
public sealed class MovementSystem : ArchSystemAdapter<float>
|
||||
@ -12,28 +12,27 @@ public sealed class MovementSystem : ArchSystemAdapter<float>
|
||||
private QueryDescription _query;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化系统
|
||||
/// Arch 系统初始化
|
||||
/// </summary>
|
||||
public void Initialize(World world)
|
||||
protected override void OnArchInitialize()
|
||||
{
|
||||
// 创建查询:查找所有同时拥有Position和Velocity组件的实体
|
||||
_query = new QueryDescription()
|
||||
.WithAll<Position, Velocity>();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 系统更新方法,每帧调用一次
|
||||
/// </summary>
|
||||
/// <param name="world">ECS 世界</param>
|
||||
/// <param name="deltaTime">帧间隔时间</param>
|
||||
public void Update(World world, float deltaTime)
|
||||
protected override void OnUpdate(in float deltaTime)
|
||||
{
|
||||
// 查询并更新所有符合条件的实体
|
||||
world.Query(in _query, (ref Position pos, ref Velocity vel) =>
|
||||
var f = deltaTime;
|
||||
World.Query(in _query, (ref Position pos, ref Velocity vel) =>
|
||||
{
|
||||
pos.X += vel.X * deltaTime;
|
||||
pos.Y += vel.Y * deltaTime;
|
||||
pos.X += vel.X * f;
|
||||
pos.Y += vel.Y * f;
|
||||
});
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user