GFramework/GFramework.Godot.Tests/Config/GodotYamlConfigLoaderTests.cs
GeWuYou 0ea3c0ad9d refactor(config): 更新Godot YAML配置加载器的命名空间引用
- 为Godot.FileAccess添加using别名以避免冲突
- 添加GFramework.Game.Config命名空间引用
- 添加NUnit.Framework测试框架引用
- 优化配置加载器的依赖管理
- 提升代码可读性和维护性
- 确保测试类的正确引用关系
2026-04-10 23:10:06 +08:00

289 lines
9.5 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using GFramework.Game.Config;
using GFramework.Godot.Config;
using NUnit.Framework;
namespace GFramework.Godot.Tests.Config;
/// <summary>
/// 验证 Godot YAML 配置加载器能够在编辑器态直读项目目录,并在导出态同步运行时缓存。
/// </summary>
[TestFixture]
public sealed class GodotYamlConfigLoaderTests
{
/// <summary>
/// 为每个测试准备独立的资源根目录与用户目录。
/// </summary>
[SetUp]
public void SetUp()
{
_testRoot = Path.Combine(
Path.GetTempPath(),
"GFramework.GodotYamlConfigLoaderTests",
Guid.NewGuid().ToString("N"));
_resourceRoot = Path.Combine(_testRoot, "res-root");
_userRoot = Path.Combine(_testRoot, "user-root");
Directory.CreateDirectory(_resourceRoot);
Directory.CreateDirectory(_userRoot);
}
/// <summary>
/// 清理测试期间创建的临时目录。
/// </summary>
[TearDown]
public void TearDown()
{
if (Directory.Exists(_testRoot))
{
Directory.Delete(_testRoot, true);
}
}
private string _resourceRoot = null!;
private string _testRoot = null!;
private string _userRoot = null!;
/// <summary>
/// 验证导出态会把注册过的 YAML 与 schema 文本同步到运行时缓存,再交给底层加载器。
/// </summary>
[Test]
public async Task LoadAsync_Should_Copy_Registered_Text_Assets_Into_Runtime_Cache_When_Source_Is_Res_Path()
{
CreateMonsterFiles(_resourceRoot);
var loader = CreateLoader(isEditor: false);
var registry = new ConfigRegistry();
await loader.LoadAsync(registry);
var table = registry.GetTable<int, MonsterConfigStub>("monster");
var cacheRoot = Path.Combine(_userRoot, "config_cache");
Assert.Multiple(() =>
{
Assert.That(loader.CanEnableHotReload, Is.False);
Assert.That(loader.LoaderRootPath, Is.EqualTo(cacheRoot));
Assert.That(table.Count, Is.EqualTo(2));
Assert.That(table.Get(1).Name, Is.EqualTo("Slime"));
Assert.That(File.Exists(Path.Combine(cacheRoot, "monster", "slime.yaml")), Is.True);
Assert.That(File.Exists(Path.Combine(cacheRoot, "monster", "goblin.yml")), Is.True);
Assert.That(File.Exists(Path.Combine(cacheRoot, "schemas", "monster.schema.json")), Is.True);
Assert.That(File.Exists(Path.Combine(cacheRoot, "monster", "notes.txt")), Is.False);
Assert.That(Directory.Exists(Path.Combine(cacheRoot, "monster", "nested")), Is.False);
});
}
/// <summary>
/// 验证编辑器态会直接使用全局化后的项目目录,而不会额外创建运行时缓存副本。
/// </summary>
[Test]
public async Task LoadAsync_Should_Use_Globalized_Res_Directory_Directly_When_Running_In_Editor()
{
CreateMonsterFiles(_resourceRoot);
var loader = CreateLoader(isEditor: true);
var registry = new ConfigRegistry();
await loader.LoadAsync(registry);
var table = registry.GetTable<int, MonsterConfigStub>("monster");
Assert.Multiple(() =>
{
Assert.That(loader.CanEnableHotReload, Is.True);
Assert.That(loader.LoaderRootPath, Is.EqualTo(_resourceRoot));
Assert.That(table.Count, Is.EqualTo(2));
Assert.That(table.Get(2).Hp, Is.EqualTo(30));
Assert.That(Directory.Exists(Path.Combine(_userRoot, "config_cache")), Is.False);
});
}
/// <summary>
/// 验证当实例必须依赖运行时缓存时,不允许再直接启用底层文件热重载。
/// </summary>
[Test]
public void EnableHotReload_Should_Throw_When_Source_Root_Cannot_Be_Used_Directly()
{
var loader = CreateLoader(isEditor: false);
var exception = Assert.Throws<InvalidOperationException>(() =>
loader.EnableHotReload(new ConfigRegistry()));
Assert.That(exception!.Message, Does.Contain("Hot reload"));
}
/// <summary>
/// 创建一个基于临时目录映射的 Godot YAML 配置加载器。
/// </summary>
/// <param name="isEditor">是否模拟编辑器环境。</param>
/// <returns>已配置好的加载器实例。</returns>
private GodotYamlConfigLoader CreateLoader(bool isEditor)
{
return new GodotYamlConfigLoader(
new GodotYamlConfigLoaderOptions
{
SourceRootPath = "res://",
RuntimeCacheRootPath = "user://config_cache",
TableSources =
[
new GodotYamlConfigTableSource(
"monster",
"monster",
"schemas/monster.schema.json")
],
ConfigureLoader = static loader =>
loader.RegisterTable<int, MonsterConfigStub>(
"monster",
"monster",
"schemas/monster.schema.json",
static config => config.Id)
},
CreateEnvironment(isEditor));
}
/// <summary>
/// 创建一个把 <c>res://</c> 与 <c>user://</c> 映射到临时目录的测试环境。
/// </summary>
/// <param name="isEditor">是否模拟编辑器环境。</param>
/// <returns>测试专用环境对象。</returns>
private GodotYamlConfigEnvironment CreateEnvironment(bool isEditor)
{
return new GodotYamlConfigEnvironment(
() => isEditor,
path => MapGodotPath(path),
path =>
{
var absolutePath = MapGodotPath(path);
if (!Directory.Exists(absolutePath))
{
return null;
}
return Directory
.EnumerateFileSystemEntries(absolutePath, "*", SearchOption.TopDirectoryOnly)
.Select(static entryPath => new GodotYamlConfigDirectoryEntry(
Path.GetFileName(entryPath),
Directory.Exists(entryPath)))
.ToArray();
},
path => File.Exists(MapGodotPath(path)),
path => File.ReadAllBytes(MapGodotPath(path)));
}
/// <summary>
/// 创建一组最小可运行的 monster YAML 与 schema 文件。
/// </summary>
/// <param name="rootPath">目标根目录。</param>
private static void CreateMonsterFiles(string rootPath)
{
WriteFile(
rootPath,
"schemas/monster.schema.json",
"""
{
"type": "object",
"required": ["id", "name", "hp"],
"properties": {
"id": { "type": "integer" },
"name": { "type": "string" },
"hp": { "type": "integer" }
}
}
""");
WriteFile(
rootPath,
"monster/slime.yaml",
"""
id: 1
name: Slime
hp: 10
""");
WriteFile(
rootPath,
"monster/goblin.yml",
"""
id: 2
name: Goblin
hp: 30
""");
WriteFile(
rootPath,
"monster/notes.txt",
"ignored");
WriteFile(
rootPath,
"monster/nested/ghost.yaml",
"""
id: 3
name: Ghost
hp: 99
""");
}
/// <summary>
/// 把逻辑相对路径写入指定根目录。
/// </summary>
/// <param name="rootPath">目标根目录。</param>
/// <param name="relativePath">相对文件路径。</param>
/// <param name="content">文件内容。</param>
private static void WriteFile(string rootPath, string relativePath, string content)
{
var fullPath = Path.Combine(rootPath, relativePath.Replace('/', Path.DirectorySeparatorChar));
var directoryPath = Path.GetDirectoryName(fullPath);
if (!string.IsNullOrWhiteSpace(directoryPath))
{
Directory.CreateDirectory(directoryPath);
}
File.WriteAllText(fullPath, content);
}
/// <summary>
/// 将测试中的 Godot 路径映射到本地临时目录。
/// </summary>
/// <param name="path">Godot 路径或普通路径。</param>
/// <returns>映射后的绝对路径。</returns>
private string MapGodotPath(string path)
{
if (path.StartsWith("res://", StringComparison.Ordinal))
{
return Path.Combine(
_resourceRoot,
path["res://".Length..].Replace('/', Path.DirectorySeparatorChar));
}
if (path.StartsWith("user://", StringComparison.Ordinal))
{
return Path.Combine(
_userRoot,
path["user://".Length..].Replace('/', Path.DirectorySeparatorChar));
}
return path;
}
/// <summary>
/// 最小 monster 配置桩类型。
/// </summary>
private sealed class MonsterConfigStub
{
/// <summary>
/// 主键。
/// </summary>
public int Id { get; init; }
/// <summary>
/// 名称。
/// </summary>
public string Name { get; init; } = string.Empty;
/// <summary>
/// 生命值。
/// </summary>
public int Hp { get; init; }
}
}