GeWuYou 3db89ab498 refactor(architecture): 重构架构初始化和销毁机制
- 将Init方法统一重命名为Initialize方法以提高一致性
- 修改Architecture类中的组件注册逻辑,优化去重判断
- 更新ECS系统基础类以使用新的初始化接口
- 重构EcsWorld类使用属性自动实现而非私有字段
- 移除过时的EcsUsageExample示例文件
- 更新相关测试类以匹配新的初始化方法命名
- 改进代码注释和文档字符串格式
2026-02-23 12:27:16 +08:00

223 lines
7.5 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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;
/// <summary>
/// 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。
/// </summary>
[TestFixture]
public class EcsBasicTests
{
/// <summary>
/// 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。
/// </summary>
[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);
}
/// <summary>
/// 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。
/// </summary>
[TearDown]
public void TearDown()
{
_ecsWorld?.Dispose();
_ecsWorld = null;
_container?.Clear();
_context = null;
}
private MicrosoftDiContainer? _container;
private ArchitectureContext? _context;
private EcsWorld? _ecsWorld;
/// <summary>
/// 初始化ECS系统并注册指定类型的系统实例。
/// </summary>
/// <param name="systemTypes">需要注册的系统类型数组</param>
private void InitializeEcsWithSystems(params Type[] systemTypes)
{
_ecsWorld = new EcsWorld();
_container!.Register(_ecsWorld);
_container.Register(_ecsWorld as IEcsWorld);
var systems = new List<IEcsSystem>();
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<IEcsSystem>);
}
/// <summary>
/// 测试ECS初始化功能验证是否能正确创建EcsWorld实例。
/// </summary>
[Test]
public void Test_01_InitializeEcs_Should_Create_EcsWorld()
{
_context!.InitializeEcs();
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");
}
/// <summary>
/// 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。
/// </summary>
[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");
}
/// <summary>
/// 测试组件设置功能,验证能否正确存储和获取组件数据。
/// </summary>
[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<Position>(entity), Is.True, "Entity should have Position component");
ref var pos = ref world.Get<Position>(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");
}
/// <summary>
/// 测试移动系统功能,验证系统能否正确更新实体位置。
/// </summary>
[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<IReadOnlyList<IEcsSystem>>();
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<Position>(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");
}
/// <summary>
/// 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。
/// </summary>
[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");
}
/// <summary>
/// 测试世界清理功能,验证能否清除所有实体。
/// </summary>
[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");
}
/// <summary>
/// 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。
/// </summary>
[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<IReadOnlyList<IEcsSystem>>();
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<Position>(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}");
}
}
/// <summary>
/// 测试未初始化情况下获取ECS世界的异常处理。
/// </summary>
[Test]
public void Test_08_GetEcsWorld_Without_Initialize_Should_Throw()
{
Assert.Throws<InvalidOperationException>(() => { _context!.GetEcsWorld(); },
"Getting EcsWorld without initialization should throw");
}
}