using System.Diagnostics.CodeAnalysis;
using System.Reflection;
using Arch.Core;
using GFramework.Core.Abstractions.ecs;
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;
///
/// 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。
///
[TestFixture]
[Experimental("GFrameworkECS")]
public class EcsBasicTests
{
///
/// 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。
///
[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);
}
///
/// 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。
///
[TearDown]
public void TearDown()
{
_ecsWorld?.Dispose();
_ecsWorld = null;
_container?.Clear();
_context = null;
}
private MicrosoftDiContainer? _container;
private ArchitectureContext? _context;
private EcsWorld? _ecsWorld;
///
/// 初始化ECS系统并注册指定类型的系统实例。
///
/// 需要注册的系统类型数组
private void InitializeEcsWithSystems(params Type[] systemTypes)
{
_ecsWorld = new EcsWorld();
_container!.Register(_ecsWorld);
_container.Register(_ecsWorld as IEcsWorld);
var systems = new List();
foreach (var systemType in systemTypes)
{
var system = (IEcsSystem)Activator.CreateInstance(systemType)!;
system.SetContext(_context!);
system.Initialize();
systems.Add(system);
_container.RegisterPlurality(system);
}
_container.Register(systems as IReadOnlyList);
}
///
/// 测试ECS初始化功能,验证是否能正确创建EcsWorld实例。
///
[Test]
[Experimental("GFrameworkECS")]
public void Test_01_InitializeEcs_Should_Create_EcsWorld()
{
_ecsWorld = new EcsWorld();
_container!.Register(_ecsWorld);
_container.Register(_ecsWorld);
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");
}
///
/// 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。
///
[Test]
public void Test_02_CreateEntity_Should_Work()
{
_ecsWorld = new EcsWorld();
var entity = _ecsWorld.CreateEntity(typeof(Position), typeof(Velocity));
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(1), "Entity count should be 1");
Assert.That(_ecsWorld.IsAlive(entity), Is.True, "Entity should be alive");
}
///
/// 测试组件设置功能,验证能否正确存储和获取组件数据。
///
[Test]
public void Test_03_SetComponent_Should_Store_Data()
{
_ecsWorld = new EcsWorld();
var entity = _ecsWorld.CreateEntity(typeof(Position));
var world = _ecsWorld.InternalWorld;
world.Set(entity, new Position(10, 20));
Assert.That(world.Has(entity), Is.True, "Entity should have Position component");
ref var pos = ref world.Get(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");
}
///
/// 测试移动系统功能,验证系统能否正确更新实体位置。
///
[Test]
public void Test_04_MovementSystem_Should_Update_Position()
{
InitializeEcsWithSystems(typeof(MovementSystem));
var entity = _ecsWorld!.CreateEntity(typeof(Position), typeof(Velocity));
var world = _ecsWorld.InternalWorld;
world.Set(entity, new Position(0, 0));
world.Set(entity, new Velocity(10, 5));
var systems = _container!.Get>();
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(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");
}
///
/// 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。
///
[Test]
public void Test_05_DestroyEntity_Should_Work()
{
_ecsWorld = new EcsWorld();
var entity = _ecsWorld.CreateEntity(typeof(Position));
_ecsWorld.DestroyEntity(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");
}
///
/// 测试世界清理功能,验证能否清除所有实体。
///
[Test]
public void Test_06_ClearWorld_Should_Remove_All_Entities()
{
_ecsWorld = new EcsWorld();
for (int i = 0; i < 10; i++)
{
_ecsWorld.CreateEntity(typeof(Position));
}
_ecsWorld.Clear();
Assert.That(_ecsWorld.EntityCount, Is.EqualTo(0), "Entity count should be 0 after clear");
}
///
/// 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。
///
[Test]
public void Test_07_Multiple_Entities_Should_Update_Correctly()
{
InitializeEcsWithSystems(typeof(MovementSystem));
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));
}
var systems = _container!.Get>();
var movementSystem = systems!.First(s => s is MovementSystem) as MovementSystem;
movementSystem!.Update(1.0f);
for (int i = 0; i < 10; i++)
{
ref var pos = ref world.Get(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}");
}
}
///
/// 测试未初始化情况下获取ECS世界的异常处理。
///
[Test]
public void Test_08_GetEcsWorld_Without_Initialize_Should_Throw()
{
Assert.Throws(() => { _context!.GetEcsWorld(); },
"ECS World not initialized. Enable ECS in configuration.");
}
}