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- 新增面向静态游戏内容的 AI-First 配表方案介绍 - 详细说明 YAML 作为配置源文件和 JSON Schema 结构描述功能 - 提供推荐目录结构和 Schema 示例配置 - 添加 VS Code 插件工具支持说明 - 包含 Godot 文本配置桥接使用指南 - 提供运行时读取和热重载模板示例 - 说明生成器接入约定和运行时校验行为 - 添加开发期热重载和工具支持详细说明 - 创建 Godot 测试项目配置文件 - 实现 GodotYamlConfigLoader 配置加载适配层
287 lines
9.5 KiB
C#
287 lines
9.5 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using GFramework.Godot.Config;
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namespace GFramework.Godot.Tests.Config;
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/// <summary>
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/// 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。
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/// </summary>
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[TestFixture]
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public sealed class GodotYamlConfigLoaderTests
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{
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private string _resourceRoot = null!;
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private string _testRoot = null!;
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private string _userRoot = null!;
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/// <summary>
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/// 为每个测试准备独立的资源根目录与用户目录。
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/// </summary>
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[SetUp]
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public void SetUp()
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{
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_testRoot = Path.Combine(
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Path.GetTempPath(),
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"GFramework.GodotYamlConfigLoaderTests",
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Guid.NewGuid().ToString("N"));
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_resourceRoot = Path.Combine(_testRoot, "res-root");
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_userRoot = Path.Combine(_testRoot, "user-root");
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Directory.CreateDirectory(_resourceRoot);
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Directory.CreateDirectory(_userRoot);
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}
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/// <summary>
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/// 清理测试期间创建的临时目录。
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/// </summary>
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[TearDown]
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public void TearDown()
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{
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if (Directory.Exists(_testRoot))
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{
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Directory.Delete(_testRoot, true);
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}
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}
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/// <summary>
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/// 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。
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/// </summary>
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[Test]
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public async Task LoadAsync_Should_Copy_Registered_Text_Assets_Into_Runtime_Cache_When_Source_Is_Res_Path()
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{
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CreateMonsterFiles(_resourceRoot);
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var loader = CreateLoader(isEditor: false);
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var registry = new ConfigRegistry();
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await loader.LoadAsync(registry);
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var table = registry.GetTable<int, MonsterConfigStub>("monster");
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var cacheRoot = Path.Combine(_userRoot, "config_cache");
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Assert.Multiple(() =>
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{
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Assert.That(loader.CanEnableHotReload, Is.False);
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Assert.That(loader.LoaderRootPath, Is.EqualTo(cacheRoot));
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Assert.That(table.Count, Is.EqualTo(2));
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Assert.That(table.Get(1).Name, Is.EqualTo("Slime"));
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Assert.That(File.Exists(Path.Combine(cacheRoot, "monster", "slime.yaml")), Is.True);
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Assert.That(File.Exists(Path.Combine(cacheRoot, "monster", "goblin.yml")), Is.True);
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Assert.That(File.Exists(Path.Combine(cacheRoot, "schemas", "monster.schema.json")), Is.True);
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Assert.That(File.Exists(Path.Combine(cacheRoot, "monster", "notes.txt")), Is.False);
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Assert.That(Directory.Exists(Path.Combine(cacheRoot, "monster", "nested")), Is.False);
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});
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}
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/// <summary>
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/// 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。
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/// </summary>
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[Test]
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public async Task LoadAsync_Should_Use_Globalized_Res_Directory_Directly_When_Running_In_Editor()
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{
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CreateMonsterFiles(_resourceRoot);
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var loader = CreateLoader(isEditor: true);
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var registry = new ConfigRegistry();
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await loader.LoadAsync(registry);
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var table = registry.GetTable<int, MonsterConfigStub>("monster");
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Assert.Multiple(() =>
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{
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Assert.That(loader.CanEnableHotReload, Is.True);
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Assert.That(loader.LoaderRootPath, Is.EqualTo(_resourceRoot));
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Assert.That(table.Count, Is.EqualTo(2));
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Assert.That(table.Get(2).Hp, Is.EqualTo(30));
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Assert.That(Directory.Exists(Path.Combine(_userRoot, "config_cache")), Is.False);
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});
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}
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/// <summary>
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/// 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。
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/// </summary>
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[Test]
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public void EnableHotReload_Should_Throw_When_Source_Root_Cannot_Be_Used_Directly()
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{
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var loader = CreateLoader(isEditor: false);
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var exception = Assert.Throws<InvalidOperationException>(() =>
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loader.EnableHotReload(new ConfigRegistry()));
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Assert.That(exception!.Message, Does.Contain("Hot reload"));
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}
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/// <summary>
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/// 创建一个基于临时目录映射的 Godot YAML 配置加载器。
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/// </summary>
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/// <param name="isEditor">是否模拟编辑器环境。</param>
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/// <returns>已配置好的加载器实例。</returns>
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private GodotYamlConfigLoader CreateLoader(bool isEditor)
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{
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return new GodotYamlConfigLoader(
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new GodotYamlConfigLoaderOptions
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{
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SourceRootPath = "res://",
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RuntimeCacheRootPath = "user://config_cache",
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TableSources =
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[
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new GodotYamlConfigTableSource(
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"monster",
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"monster",
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"schemas/monster.schema.json")
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],
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ConfigureLoader = static loader =>
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loader.RegisterTable<int, MonsterConfigStub>(
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"monster",
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"monster",
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"schemas/monster.schema.json",
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static config => config.Id)
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},
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CreateEnvironment(isEditor));
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}
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/// <summary>
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/// 创建一个把 <c>res://</c> 与 <c>user://</c> 映射到临时目录的测试环境。
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/// </summary>
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/// <param name="isEditor">是否模拟编辑器环境。</param>
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/// <returns>测试专用环境对象。</returns>
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private GodotYamlConfigEnvironment CreateEnvironment(bool isEditor)
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{
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return new GodotYamlConfigEnvironment(
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() => isEditor,
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path => MapGodotPath(path),
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path =>
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{
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var absolutePath = MapGodotPath(path);
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if (!Directory.Exists(absolutePath))
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{
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return null;
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}
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return Directory
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.EnumerateFileSystemEntries(absolutePath, "*", SearchOption.TopDirectoryOnly)
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.Select(static entryPath => new GodotYamlConfigDirectoryEntry(
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Path.GetFileName(entryPath),
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Directory.Exists(entryPath)))
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.ToArray();
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},
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path => File.Exists(MapGodotPath(path)),
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path => File.ReadAllBytes(MapGodotPath(path)));
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}
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/// <summary>
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/// 创建一组最小可运行的 monster YAML 与 schema 文件。
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/// </summary>
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/// <param name="rootPath">目标根目录。</param>
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private static void CreateMonsterFiles(string rootPath)
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{
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WriteFile(
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rootPath,
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"schemas/monster.schema.json",
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"""
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{
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"type": "object",
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"required": ["id", "name", "hp"],
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"properties": {
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"id": { "type": "integer" },
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"name": { "type": "string" },
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"hp": { "type": "integer" }
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}
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}
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""");
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WriteFile(
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rootPath,
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"monster/slime.yaml",
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"""
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id: 1
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name: Slime
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hp: 10
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""");
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WriteFile(
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rootPath,
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"monster/goblin.yml",
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"""
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id: 2
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name: Goblin
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hp: 30
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""");
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WriteFile(
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rootPath,
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"monster/notes.txt",
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"ignored");
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WriteFile(
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rootPath,
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"monster/nested/ghost.yaml",
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"""
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id: 3
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name: Ghost
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hp: 99
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""");
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}
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/// <summary>
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/// 把逻辑相对路径写入指定根目录。
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/// </summary>
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/// <param name="rootPath">目标根目录。</param>
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/// <param name="relativePath">相对文件路径。</param>
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/// <param name="content">文件内容。</param>
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private static void WriteFile(string rootPath, string relativePath, string content)
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{
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var fullPath = Path.Combine(rootPath, relativePath.Replace('/', Path.DirectorySeparatorChar));
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var directoryPath = Path.GetDirectoryName(fullPath);
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if (!string.IsNullOrWhiteSpace(directoryPath))
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{
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Directory.CreateDirectory(directoryPath);
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}
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File.WriteAllText(fullPath, content);
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}
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/// <summary>
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/// 将测试中的 Godot 路径映射到本地临时目录。
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/// </summary>
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/// <param name="path">Godot 路径或普通路径。</param>
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/// <returns>映射后的绝对路径。</returns>
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private string MapGodotPath(string path)
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{
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if (path.StartsWith("res://", StringComparison.Ordinal))
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{
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return Path.Combine(
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_resourceRoot,
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path["res://".Length..].Replace('/', Path.DirectorySeparatorChar));
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}
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if (path.StartsWith("user://", StringComparison.Ordinal))
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{
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return Path.Combine(
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_userRoot,
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path["user://".Length..].Replace('/', Path.DirectorySeparatorChar));
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}
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return path;
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}
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/// <summary>
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/// 最小 monster 配置桩类型。
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/// </summary>
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private sealed class MonsterConfigStub
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{
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/// <summary>
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/// 主键。
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/// </summary>
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public int Id { get; init; }
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/// <summary>
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/// 名称。
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/// </summary>
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public string Name { get; init; } = string.Empty;
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/// <summary>
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/// 生命值。
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/// </summary>
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public int Hp { get; init; }
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}
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}
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