test(state): 添加状态机和状态相关单元测试

添加了 StateMachineTests.cs 文件,包含以下测试用例:
- 验证当前状态为空时的行为
- 测试状态注册功能
- 测试状态切换功能,包括 OnEnter 和 OnExit 回调的调用
- 测试状态转换权限控制
- 测试状态注销功能
- 验证多个状态切换的回调逻辑
 添加了 StateTests.cs 文件,包含以下测试用例:
- 验证状态类实现 IState 接口
- 测试 OnEnter、OnExit 方法
- 测试 CanTransitionTo 转换规则
- 验证复杂状态转换逻辑
- [skip ci]
This commit is contained in:
GeWuYou 2026-01-16 10:18:59 +08:00
parent 941cbee0ad
commit 4f1450fc9b
2 changed files with 616 additions and 0 deletions

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using GFramework.Core.Abstractions.state;
using GFramework.Core.state;
using NUnit.Framework;
namespace GFramework.Core.Tests.state;
[TestFixture]
public class StateMachineTests
{
[SetUp]
public void SetUp()
{
_stateMachine = new StateMachine();
}
private StateMachine _stateMachine = null!;
[Test]
public void Current_Should_BeNull_When_NoState_Active()
{
Assert.That(_stateMachine.Current, Is.Null);
}
[Test]
public void Register_Should_AddState_To_StatesDictionary()
{
var state = new TestStateV2();
_stateMachine.Register(state);
Assert.That(_stateMachine.ContainsState<TestStateV2>(), Is.True);
}
[Test]
public void ChangeTo_Should_SetCurrentState()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.ChangeTo<TestStateV2>();
Assert.That(_stateMachine.Current, Is.SameAs(state));
}
[Test]
public void ChangeTo_Should_Invoke_OnEnter()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.ChangeTo<TestStateV2>();
Assert.That(state.EnterCalled, Is.True);
Assert.That(state.EnterFrom, Is.Null);
}
[Test]
public void ChangeTo_When_CurrentStateExists_Should_Invoke_OnExit()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.ChangeTo<TestStateV3>();
Assert.That(state1.ExitCalled, Is.True);
Assert.That(state1.ExitTo, Is.SameAs(state2));
}
[Test]
public void ChangeTo_When_CurrentStateExists_Should_Invoke_OnEnter()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.ChangeTo<TestStateV3>();
Assert.That(state2.EnterCalled, Is.True);
Assert.That(state2.EnterFrom, Is.SameAs(state1));
}
[Test]
public void ChangeTo_ToSameState_Should_NotInvoke_Callbacks()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.ChangeTo<TestStateV2>();
var enterCount = state.EnterCallCount;
var exitCount = state.ExitCallCount;
_stateMachine.ChangeTo<TestStateV2>();
Assert.That(state.EnterCallCount, Is.EqualTo(enterCount));
Assert.That(state.ExitCallCount, Is.EqualTo(exitCount));
}
[Test]
public void ChangeTo_ToUnregisteredState_Should_ThrowInvalidOperationException()
{
Assert.Throws<InvalidOperationException>(() => _stateMachine.ChangeTo<TestStateV2>());
}
[Test]
public void CanChangeTo_WhenStateNotRegistered_Should_ReturnFalse()
{
var result = _stateMachine.CanChangeTo<TestStateV2>();
Assert.That(result, Is.False);
}
[Test]
public void CanChangeTo_WhenStateRegistered_Should_ReturnTrue()
{
var state = new TestStateV2();
_stateMachine.Register(state);
var result = _stateMachine.CanChangeTo<TestStateV2>();
Assert.That(result, Is.True);
}
[Test]
public void CanChangeTo_WhenCurrentStateDeniesTransition_Should_ReturnFalse()
{
var state1 = new TestStateV2 { AllowTransition = false };
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
var result = _stateMachine.CanChangeTo<TestStateV3>();
Assert.That(result, Is.False);
}
[Test]
public void ChangeTo_WhenCurrentStateDeniesTransition_Should_NotChange()
{
var state1 = new TestStateV2 { AllowTransition = false };
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
var oldState = _stateMachine.Current;
_stateMachine.ChangeTo<TestStateV3>();
Assert.That(_stateMachine.Current, Is.SameAs(oldState));
Assert.That(_stateMachine.Current, Is.SameAs(state1));
Assert.That(state2.EnterCalled, Is.False);
}
[Test]
public void Unregister_Should_RemoveState_FromDictionary()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.Unregister<TestStateV2>();
Assert.That(_stateMachine.ContainsState<TestStateV2>(), Is.False);
}
[Test]
public void Unregister_WhenStateIsActive_Should_Invoke_OnExit_AndClearCurrent()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.Unregister<TestStateV2>();
Assert.That(state.ExitCalled, Is.True);
Assert.That(state.ExitTo, Is.Null);
Assert.That(_stateMachine.Current, Is.Null);
}
[Test]
public void Unregister_WhenStateNotActive_Should_Not_Invoke_OnExit()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.Unregister<TestStateV3>();
Assert.That(state1.ExitCalled, Is.False);
Assert.That(_stateMachine.Current, Is.SameAs(state1));
}
[Test]
public void MultipleStateChanges_Should_Invoke_Callbacks_Correctly()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
var state3 = new TestStateV4();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.Register(state3);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.ChangeTo<TestStateV3>();
_stateMachine.ChangeTo<TestStateV4>();
Assert.That(state1.EnterCalled, Is.True);
Assert.That(state1.ExitCalled, Is.True);
Assert.That(state2.EnterCalled, Is.True);
Assert.That(state2.ExitCalled, Is.True);
Assert.That(state3.EnterCalled, Is.True);
Assert.That(state3.ExitCalled, Is.False);
}
[Test]
public void ChangeTo_Should_Respect_CanTransitionTo_Logic()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
var state3 = new TestStateV4();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.Register(state3);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.ChangeTo<TestStateV3>();
Assert.That(state1.EnterCalled, Is.True);
Assert.That(state1.ExitCalled, Is.True);
Assert.That(state2.EnterCalled, Is.True);
}
}
public sealed class TestStateV2 : IState
{
public bool AllowTransition { get; set; } = true;
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public int EnterCallCount { get; private set; }
public int ExitCallCount { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterCallCount++;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitCallCount++;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return AllowTransition;
}
}
public sealed class TestStateV3 : IState
{
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public int EnterCallCount { get; private set; }
public int ExitCallCount { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterCallCount++;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitCallCount++;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return true;
}
}
public sealed class TestStateV4 : IState
{
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public int EnterCallCount { get; private set; }
public int ExitCallCount { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterCallCount++;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitCallCount++;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return true;
}
}
public static class StateMachineExtensions
{
public static bool ContainsState<T>(this StateMachine stateMachine) where T : IState
{
return stateMachine.GetType().GetField("States", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?
.GetValue(stateMachine) is System.Collections.Generic.Dictionary<System.Type, IState> states &&
states.ContainsKey(typeof(T));
}
}

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using GFramework.Core.Abstractions.state;
using GFramework.Core.state;
using NUnit.Framework;
namespace GFramework.Core.Tests.state;
[TestFixture]
public class StateTests
{
[Test]
public void State_Should_Implement_IState_Interface()
{
var state = new ConcreteStateV2();
Assert.That(state is IState);
}
[Test]
public void OnEnter_Should_BeCalled_When_State_Enters()
{
var state = new ConcreteStateV2();
var otherState = new ConcreteStateV3();
state.OnEnter(otherState);
Assert.That(state.EnterCalled, Is.True);
Assert.That(state.EnterFrom, Is.SameAs(otherState));
}
[Test]
public void OnEnter_WithNull_Should_Set_EnterFrom_ToNull()
{
var state = new ConcreteStateV2();
state.OnEnter(null);
Assert.That(state.EnterCalled, Is.True);
Assert.That(state.EnterFrom, Is.Null);
}
[Test]
public void OnExit_Should_BeCalled_When_State_Exits()
{
var state = new ConcreteStateV2();
var otherState = new ConcreteStateV3();
state.OnExit(otherState);
Assert.That(state.ExitCalled, Is.True);
Assert.That(state.ExitTo, Is.SameAs(otherState));
}
[Test]
public void OnExit_WithNull_Should_Set_ExitTo_ToNull()
{
var state = new ConcreteStateV2();
state.OnExit(null);
Assert.That(state.ExitCalled, Is.True);
Assert.That(state.ExitTo, Is.Null);
}
[Test]
public void CanTransitionTo_WithAllowTrue_Should_ReturnTrue()
{
var state = new ConcreteStateV2 { AllowTransitions = true };
var target = new ConcreteStateV3();
var result = state.CanTransitionTo(target);
Assert.That(result, Is.True);
}
[Test]
public void CanTransitionTo_WithAllowFalse_Should_ReturnFalse()
{
var state = new ConcreteStateV2 { AllowTransitions = false };
var target = new ConcreteStateV3();
var result = state.CanTransitionTo(target);
Assert.That(result, Is.False);
}
[Test]
public void CanTransitionTo_Should_Receive_TargetState()
{
var state = new ConcreteStateV2 { AllowTransitions = true };
var target = new ConcreteStateV3();
IState? receivedTarget = null;
state.CanTransitionToAction = s => receivedTarget = s;
state.CanTransitionTo(target);
Assert.That(receivedTarget, Is.SameAs(target));
}
[Test]
public void State_WithComplexTransitionRules_Should_Work()
{
var state1 = new ConditionalStateV2 { AllowedTransitions = new[] { typeof(ConcreteStateV3) } };
var state2 = new ConcreteStateV3();
var state3 = new ConcreteStateV4();
Assert.That(state1.CanTransitionTo(state2), Is.True);
Assert.That(state1.CanTransitionTo(state3), Is.False);
}
[Test]
public void MultipleStates_Should_WorkTogether()
{
var state1 = new ConcreteStateV2();
var state2 = new ConcreteStateV3();
var state3 = new ConcreteStateV4();
state1.OnEnter(null);
state2.OnEnter(state1);
state3.OnEnter(state2);
Assert.That(state1.EnterCalled, Is.True);
Assert.That(state2.EnterCalled, Is.True);
Assert.That(state3.EnterCalled, Is.True);
Assert.That(state2.EnterFrom, Is.SameAs(state1));
Assert.That(state3.EnterFrom, Is.SameAs(state2));
}
[Test]
public void State_Should_Track_MultipleTransitions()
{
var state = new TrackingStateV2();
var other = new ConcreteStateV3();
state.OnEnter(other);
state.OnExit(other);
state.OnEnter(other);
state.OnExit(null);
Assert.That(state.EnterCallCount, Is.EqualTo(2));
Assert.That(state.ExitCallCount, Is.EqualTo(2));
}
[Test]
public void State_Should_Handle_SameState_Transition()
{
var state1 = new ConcreteStateV2();
var state2 = new ConcreteStateV3();
var state3 = new ConcreteStateV2();
state1.OnEnter(null);
state2.OnEnter(state1);
state3.OnEnter(state2);
Assert.That(state1.EnterFrom, Is.Null);
Assert.That(state2.EnterFrom, Is.SameAs(state1));
Assert.That(state3.EnterFrom, Is.SameAs(state2));
}
}
public sealed class ConcreteStateV2 : IState
{
public bool AllowTransitions { get; set; } = true;
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public Action<IState>? CanTransitionToAction { get; set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
CanTransitionToAction?.Invoke(target);
return AllowTransitions;
}
}
public sealed class ConcreteStateV3 : IState
{
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return true;
}
}
public sealed class ConcreteStateV4 : IState
{
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return true;
}
}
public sealed class ConditionalStateV2 : IState
{
public Type[] AllowedTransitions { get; set; } = Array.Empty<Type>();
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return AllowedTransitions.Contains(target.GetType());
}
}
public sealed class TrackingStateV2 : IState
{
public int EnterCallCount { get; private set; }
public int ExitCallCount { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCallCount++;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCallCount++;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return true;
}
}