GeWuYou d21fac42b0 feat(generator): 添加 AutoScene 和 AutoRegisterExportedCollections 源代码生成器
- 实现 AutoSceneGenerator 为标记了 [AutoScene] 的 Godot 节点生成场景行为样板
- 实现 AutoRegisterExportedCollectionsGenerator 为导出集合生成批量注册方法
- 添加完整的单元测试覆盖两种源代码生成器的功能和诊断
- 支持泛型类型参数约束的正确生成
- 提供详细的诊断信息帮助用户修复配置错误
2026-04-13 11:25:49 +08:00

220 lines
9.3 KiB
C#

using GFramework.Godot.SourceGenerators.Behavior;
using GFramework.Godot.SourceGenerators.Tests.Core;
namespace GFramework.Godot.SourceGenerators.Tests.Behavior;
[TestFixture]
public class AutoSceneGeneratorTests
{
[Test]
public async Task Generates_Scene_Behavior_Boilerplate()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
public sealed class AutoSceneAttribute : Attribute
{
public AutoSceneAttribute(string key) { }
}
}
namespace Godot
{
public class Node { }
public class Node2D : Node { }
}
namespace GFramework.Game.Abstractions.Scene
{
public interface ISceneBehavior { }
}
namespace GFramework.Godot.Scene
{
using GFramework.Game.Abstractions.Scene;
using Godot;
public static class SceneBehaviorFactory
{
public static ISceneBehavior Create<T>(T owner, string key)
where T : Node
{
return null!;
}
}
}
namespace TestApp
{
[AutoScene("Gameplay")]
public partial class GameplayRoot : Node2D
{
}
}
""";
const string expected = """
// <auto-generated />
#nullable enable
namespace TestApp;
partial class GameplayRoot
{
private global::GFramework.Game.Abstractions.Scene.ISceneBehavior? __autoSceneBehavior_Generated;
public static string SceneKeyStr => "Gameplay";
public global::GFramework.Game.Abstractions.Scene.ISceneBehavior GetScene()
{
return __autoSceneBehavior_Generated ??= global::GFramework.Godot.Scene.SceneBehaviorFactory.Create(this, SceneKeyStr);
}
}
""";
await GeneratorTest<AutoSceneGenerator>.RunAsync(
source,
("TestApp_GameplayRoot.AutoScene.g.cs", expected));
}
[Test]
public async Task Reports_Diagnostic_When_AutoScene_Arguments_Are_Invalid()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
public sealed class AutoSceneAttribute : Attribute
{
public AutoSceneAttribute() { }
}
}
namespace Godot
{
public class Node { }
public class Node2D : Node { }
}
namespace TestApp
{
[{|#0:AutoScene|}]
public partial class GameplayRoot : Node2D
{
}
}
""";
var test = new CSharpSourceGeneratorTest<AutoSceneGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" }
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_AutoBehavior_004", DiagnosticSeverity.Error)
.WithLocation(0)
.WithArguments("AutoSceneAttribute", "GameplayRoot", "a single string scene key argument"));
await test.RunAsync();
}
[Test]
public async Task Generates_Type_Constraints_For_Nullable_Reference_NotNull_And_Unmanaged_Parameters()
{
const string source = """
#nullable enable
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
public sealed class AutoSceneAttribute : Attribute
{
public AutoSceneAttribute(string key) { }
}
}
namespace Godot
{
public class Node { }
public class Node2D : Node { }
}
namespace GFramework.Game.Abstractions.Scene
{
public interface ISceneBehavior { }
}
namespace GFramework.Godot.Scene
{
using GFramework.Game.Abstractions.Scene;
using Godot;
public static class SceneBehaviorFactory
{
public static ISceneBehavior Create<T>(T owner, string key)
where T : Node
{
return null!;
}
}
}
namespace TestApp
{
[AutoScene("Gameplay")]
public partial class GameplayRoot<TReference, TNotNull, TValue, TUnmanaged> : Node2D
where TReference : class?
where TNotNull : notnull
where TValue : struct
where TUnmanaged : unmanaged
{
}
}
""";
const string expected = """
// <auto-generated />
#nullable enable
namespace TestApp;
partial class GameplayRoot<TReference, TNotNull, TValue, TUnmanaged>
where TReference : class?
where TNotNull : notnull
where TValue : struct
where TUnmanaged : unmanaged
{
private global::GFramework.Game.Abstractions.Scene.ISceneBehavior? __autoSceneBehavior_Generated;
public static string SceneKeyStr => "Gameplay";
public global::GFramework.Game.Abstractions.Scene.ISceneBehavior GetScene()
{
return __autoSceneBehavior_Generated ??= global::GFramework.Godot.Scene.SceneBehaviorFactory.Create(this, SceneKeyStr);
}
}
""";
await GeneratorTest<AutoSceneGenerator>.RunAsync(
source,
("TestApp_GameplayRoot.AutoScene.g.cs", expected));
}
}