using GFramework.Core.Architectures; namespace GFramework.Core.Tests.Architectures; /// /// GameContext类的单元测试 /// 测试内容包括: /// - ArchitectureReadOnlyDictionary在启动时为空 /// - Bind方法添加上下文到字典 /// - Bind重复类型时抛出异常 /// - GetByType返回正确的上下文 /// - GetByType未找到时抛出异常 /// - Get泛型方法返回正确的上下文 /// - TryGet方法在找到时返回true /// - TryGet方法在未找到时返回false /// - GetFirstArchitectureContext在存在时返回 /// - GetFirstArchitectureContext为空时抛出异常 /// - Unbind移除上下文 /// - Clear移除所有上下文 /// [TestFixture] public class GameContextTests { /// /// 测试初始化方法,在每个测试方法执行前清空GameContext /// [SetUp] public void SetUp() { GameContext.Clear(); } /// /// 测试清理方法,在每个测试方法执行后清空GameContext /// [TearDown] public void TearDown() { GameContext.Clear(); } /// /// 测试ArchitectureReadOnlyDictionary在启动时返回空字典 /// [Test] public void ArchitectureReadOnlyDictionary_Should_Return_Empty_At_Start() { var dict = GameContext.ArchitectureReadOnlyDictionary; Assert.That(dict.Count, Is.EqualTo(0)); } /// /// 测试Bind方法是否正确将上下文添加到字典中 /// [Test] public void Bind_Should_Add_Context_To_Dictionary() { var context = new TestArchitectureContext(); GameContext.Bind(typeof(TestArchitecture), context); Assert.That(GameContext.ArchitectureReadOnlyDictionary.Count, Is.EqualTo(1)); } /// /// 测试Bind方法在绑定重复类型时是否抛出InvalidOperationException异常 /// [Test] public void Bind_WithDuplicateType_Should_ThrowInvalidOperationException() { var context1 = new TestArchitectureContext(); var context2 = new TestArchitectureContext(); GameContext.Bind(typeof(TestArchitecture), context1); Assert.Throws(() => GameContext.Bind(typeof(TestArchitecture), context2)); } /// /// 测试GetByType方法是否返回正确的上下文 /// [Test] public void GetByType_Should_Return_Correct_Context() { var context = new TestArchitectureContext(); GameContext.Bind(typeof(TestArchitecture), context); var result = GameContext.GetByType(typeof(TestArchitecture)); Assert.That(result, Is.SameAs(context)); } /// /// 测试GetByType方法在未找到对应类型时是否抛出InvalidOperationException异常 /// [Test] public void GetByType_Should_Throw_When_Not_Found() { Assert.Throws(() => GameContext.GetByType(typeof(TestArchitecture))); } /// /// 测试Get泛型方法是否返回正确的上下文 /// [Test] public void GetGeneric_Should_Return_Correct_Context() { var context = new TestArchitectureContext(); GameContext.Bind(typeof(TestArchitectureContext), context); var result = GameContext.Get(); Assert.That(result, Is.SameAs(context)); } /// /// 测试TryGet方法在找到上下文时是否返回true并正确设置输出参数 /// [Test] public void TryGet_Should_ReturnTrue_When_Found() { var context = new TestArchitectureContext(); GameContext.Bind(typeof(TestArchitectureContext), context); var result = GameContext.TryGet(out TestArchitectureContext? foundContext); Assert.That(result, Is.True); Assert.That(foundContext, Is.SameAs(context)); } /// /// 测试TryGet方法在未找到上下文时是否返回false且输出参数为null /// [Test] public void TryGet_Should_ReturnFalse_When_Not_Found() { var result = GameContext.TryGet(out TestArchitectureContext? foundContext); Assert.That(result, Is.False); Assert.That(foundContext, Is.Null); } /// /// 测试GetFirstArchitectureContext方法在存在上下文时是否返回正确的上下文 /// [Test] public void GetFirstArchitectureContext_Should_Return_When_Exists() { var context = new TestArchitectureContext(); GameContext.Bind(typeof(TestArchitecture), context); var result = GameContext.GetFirstArchitectureContext(); Assert.That(result, Is.SameAs(context)); } /// /// 测试GetFirstArchitectureContext方法在没有上下文时是否抛出InvalidOperationException异常 /// [Test] public void GetFirstArchitectureContext_Should_Throw_When_Empty() { Assert.Throws(() => GameContext.GetFirstArchitectureContext()); } /// /// 测试Unbind方法是否正确移除指定类型的上下文 /// [Test] public void Unbind_Should_Remove_Context() { var context = new TestArchitectureContext(); GameContext.Bind(typeof(TestArchitecture), context); GameContext.Unbind(typeof(TestArchitecture)); Assert.That(GameContext.ArchitectureReadOnlyDictionary.Count, Is.EqualTo(0)); } /// /// 测试Clear方法是否正确移除所有上下文 /// [Test] public void Clear_Should_Remove_All_Contexts() { GameContext.Bind(typeof(TestArchitecture), new TestArchitectureContext()); GameContext.Bind(typeof(TestArchitectureContext), new TestArchitectureContext()); GameContext.Clear(); Assert.That(GameContext.ArchitectureReadOnlyDictionary.Count, Is.EqualTo(0)); } }