using System;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using GFramework.Core.Architectures;
using GFramework.Core.Extensions;
using GFramework.Core.Utility;
using GFramework.Game.Abstractions.Config;
using GFramework.Game.Config;
using GFramework.Game.Config.Generated;
using NUnit.Framework;
namespace GFramework.Game.Tests.Config;
///
/// 验证 场景下的官方配置模块接入链路。
/// 这些测试覆盖模块安装、utility 初始化顺序以及生成表访问,确保模块化入口能够替代手写 bootstrap 模板。
///
[TestFixture]
public class ArchitectureConfigIntegrationTests
{
///
/// 清理全局架构上下文,避免测试之间残留同类型架构绑定。
///
[SetUp]
[TearDown]
public void ResetGlobalArchitectureContext()
{
GameContext.Clear();
}
///
/// 架构初始化期间,通过 收敛生成表注册、加载与注册表暴露,
/// 并将 作为 utility 暴露给架构上下文读取。
///
[Test]
public async Task ConfigModuleCanRunDuringArchitectureInitialization()
{
var rootPath = CreateTempConfigRoot();
ConsumerArchitecture? architecture = null;
var initialized = false;
try
{
architecture = new ConsumerArchitecture(rootPath);
await architecture.InitializeAsync();
initialized = true;
var table = architecture.MonsterTable;
Assert.Multiple(() =>
{
Assert.That(table.Get(1).Name, Is.EqualTo("Slime"));
Assert.That(table.Get(2).Hp, Is.EqualTo(30));
Assert.That(table.FindByFaction("dungeon").Select(static config => config.Name),
Is.EquivalentTo(new[] { "Slime", "Goblin" }));
Assert.That(architecture.Registry.TryGetMonsterTable(out var retrieved), Is.True);
Assert.That(retrieved, Is.Not.Null);
Assert.That(retrieved!.Get(1).Name, Is.EqualTo("Slime"));
Assert.That(architecture.Registry.TryGetItemTable(out _), Is.False);
Assert.That(architecture.Context.GetUtility(), Is.SameAs(architecture.Registry));
Assert.That(architecture.ConfigModule.IsInitialized, Is.True);
Assert.That(architecture.ConfigModule.IsHotReloadEnabled, Is.False);
});
}
finally
{
if (architecture is not null && initialized)
{
await architecture.DestroyAsync();
}
DeleteDirectoryIfExists(rootPath);
}
}
///
/// 验证配置模块会在其他 utility 初始化之前完成首次加载,
/// 这样依赖配置的 utility 无需再自行阻塞等待配置系统完成启动。
///
[Test]
public async Task ConfigModuleShould_Load_Config_Before_Dependent_Utility_Initialization()
{
var rootPath = CreateTempConfigRoot();
ConsumerArchitecture? architecture = null;
var initialized = false;
try
{
architecture = new ConsumerArchitecture(rootPath);
await architecture.InitializeAsync();
initialized = true;
Assert.Multiple(() =>
{
Assert.That(architecture.ProbeUtility.InitializedWithLoadedConfig, Is.True);
Assert.That(architecture.ProbeUtility.ObservedMonsterName, Is.EqualTo("Slime"));
Assert.That(architecture.ProbeUtility.ObservedDungeonMonsterCount, Is.EqualTo(2));
});
}
finally
{
if (architecture is not null && initialized)
{
await architecture.DestroyAsync();
}
DeleteDirectoryIfExists(rootPath);
}
}
///
/// 验证同一个模块实例不会被重复安装到多个架构中,
/// 避免共享内部 bootstrap 状态导致跨架构生命周期混淆。
///
[Test]
public async Task GameConfigModuleShould_Reject_Reusing_The_Same_Module_Instance()
{
var rootPath = CreateTempConfigRoot();
ModuleOnlyArchitecture? firstArchitecture = null;
var firstDestroyed = false;
try
{
var module = CreateModule(rootPath);
firstArchitecture = new ModuleOnlyArchitecture(module);
await firstArchitecture.InitializeAsync();
var wasInitializedBeforeDestroy = module.IsInitialized;
await firstArchitecture.DestroyAsync();
firstDestroyed = true;
firstArchitecture = null;
GameContext.Clear();
var secondArchitecture = new ModuleOnlyArchitecture(module);
var exception =
Assert.ThrowsAsync(async () => await secondArchitecture.InitializeAsync());
Assert.Multiple(() =>
{
Assert.That(wasInitializedBeforeDestroy, Is.True);
Assert.That(exception, Is.Not.Null);
Assert.That(exception!.Message, Does.Contain("cannot be installed more than once"));
});
}
finally
{
if (firstArchitecture is not null && !firstDestroyed)
{
await firstArchitecture.DestroyAsync();
}
DeleteDirectoryIfExists(rootPath);
}
}
private static string CreateTempConfigRoot()
{
var rootPath = Path.Combine(Path.GetTempPath(), "GFramework.ConfigArchitecture", Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(rootPath);
Directory.CreateDirectory(Path.Combine(rootPath, "schemas"));
Directory.CreateDirectory(Path.Combine(rootPath, "monster"));
File.WriteAllText(Path.Combine(rootPath, "schemas", "monster.schema.json"), MonsterSchemaJson);
File.WriteAllText(Path.Combine(rootPath, "monster", "slime.yaml"), MonsterSlimeYaml);
File.WriteAllText(Path.Combine(rootPath, "monster", "goblin.yaml"), MonsterGoblinYaml);
return rootPath;
}
///
/// 最佳努力尝试删除临时目录。
///
private static void DeleteDirectoryIfExists(string path)
{
if (!Directory.Exists(path))
{
return;
}
try
{
Directory.Delete(path, true);
}
catch (IOException)
{
// Ignored: cleanup is best effort and should not fail the test.
}
catch (UnauthorizedAccessException)
{
// Ignored: cleanup is best effort and can transiently fail when files are still being released.
}
}
///
/// 创建一个使用配置模块的架构实例。
///
/// 测试配置根目录。
/// 已配置的模块实例。
private static GameConfigModule CreateModule(string configRoot)
{
return new GameConfigModule(
new GameConfigBootstrapOptions
{
RootPath = configRoot,
ConfigureLoader = static loader =>
loader.RegisterAllGeneratedConfigTables(
new GeneratedConfigRegistrationOptions
{
IncludedConfigDomains = new[] { MonsterConfigBindings.ConfigDomain }
})
});
}
private const string MonsterSchemaJson = @"{
""title"": ""Monster Config"",
""description"": ""Defines one monster entry for the generated consumer integration test."",
""type"": ""object"",
""required"": [
""id"",
""name"",
""hp"",
""faction""
],
""properties"": {
""id"": {
""type"": ""integer"",
""description"": ""Monster identifier.""
},
""name"": {
""type"": ""string"",
""description"": ""Monster display name.""
},
""hp"": {
""type"": ""integer"",
""description"": ""Monster base health.""
},
""faction"": {
""type"": ""string"",
""description"": ""Used by the integration test to validate generated non-unique queries.""
}
}
}";
private const string MonsterSlimeYaml =
"id: 1\nname: Slime\nhp: 10\nfaction: dungeon\n";
private const string MonsterGoblinYaml =
"id: 2\nname: Goblin\nhp: 30\nfaction: dungeon\n";
private sealed class ConsumerArchitecture : Architecture
{
private readonly GameConfigModule _configModule;
private readonly ConfigAwareProbeUtility _probeUtility = new();
public ConsumerArchitecture(string configRoot)
{
if (configRoot == null)
{
throw new ArgumentNullException(nameof(configRoot));
}
_configModule = CreateModule(configRoot);
}
public GameConfigModule ConfigModule => _configModule;
public IConfigRegistry Registry => _configModule.Registry;
public MonsterTable MonsterTable => Registry.GetMonsterTable();
public ConfigAwareProbeUtility ProbeUtility => _probeUtility;
///
/// 在用户初始化阶段安装配置模块,并注册一个依赖配置的测试 utility,
/// 以验证模块会在 utility 初始化前完成首次加载。
///
protected override void OnInitialize()
{
InstallModule(_configModule);
RegisterUtility(_probeUtility);
}
}
///
/// 用于验证模块复用限制的最小架构。
///
private sealed class ModuleOnlyArchitecture(GameConfigModule configModule) : Architecture
{
public GameConfigModule ConfigModule => configModule;
///
/// 安装外部传入的配置模块。
///
protected override void OnInitialize()
{
InstallModule(configModule);
}
}
///
/// 在 utility 初始化阶段直接读取配置表的探针工具。
/// 如果模块没有在 utility 阶段开始前完成首次加载,这个探针会在初始化时失败。
///
private sealed class ConfigAwareProbeUtility : AbstractContextUtility
{
///
/// 获取一个值,指示初始化时是否已经读取到有效配置。
///
public bool InitializedWithLoadedConfig { get; private set; }
///
/// 获取初始化期间读取到的怪物名称。
///
public string? ObservedMonsterName { get; private set; }
///
/// 获取初始化期间读取到的 dungeon 阵营怪物数量。
///
public int ObservedDungeonMonsterCount { get; private set; }
///
/// 读取架构上下文中的配置注册表并验证目标表已经可用。
///
protected override void OnInit()
{
var registry = this.GetUtility();
var monsterTable = registry.GetMonsterTable();
ObservedMonsterName = monsterTable.Get(1).Name;
ObservedDungeonMonsterCount = monsterTable.FindByFaction("dungeon").Count();
InitializedWithLoadedConfig = true;
}
}
}