mirror of
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201 lines
6.2 KiB
C#
201 lines
6.2 KiB
C#
// Copyright (c) 2025-2026 GeWuYou
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// SPDX-License-Identifier: Apache-2.0
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using GFramework.Core.Architectures;
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namespace GFramework.Core.Tests.Architectures;
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/// <summary>
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/// GameContext类的单元测试
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/// 测试内容包括:
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/// - ArchitectureReadOnlyDictionary在启动时为空
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/// - Bind方法添加上下文到字典
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/// - Bind重复类型时抛出异常
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/// - GetByType返回正确的上下文
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/// - GetByType未找到时抛出异常
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/// - Get泛型方法返回正确的上下文
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/// - TryGet方法在找到时返回true
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/// - TryGet方法在未找到时返回false
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/// - GetFirstArchitectureContext在存在时返回
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/// - GetFirstArchitectureContext为空时抛出异常
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/// - Unbind移除上下文
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/// - Clear移除所有上下文
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/// </summary>
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[TestFixture]
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public class GameContextTests
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{
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/// <summary>
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/// 测试初始化方法,在每个测试方法执行前清空GameContext
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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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GameContext.Clear();
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}
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/// <summary>
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/// 测试清理方法,在每个测试方法执行后清空GameContext
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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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GameContext.Clear();
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}
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/// <summary>
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/// 测试ArchitectureReadOnlyDictionary在启动时返回空字典
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/// </summary>
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[Test]
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public void ArchitectureReadOnlyDictionary_Should_Return_Empty_At_Start()
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{
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var dict = GameContext.ArchitectureReadOnlyDictionary;
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Assert.That(dict.Count, Is.EqualTo(0));
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}
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/// <summary>
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/// 测试Bind方法是否正确将上下文添加到字典中
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/// </summary>
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[Test]
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public void Bind_Should_Add_Context_To_Dictionary()
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{
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var context = new TestArchitectureContext();
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GameContext.Bind(typeof(TestArchitecture), context);
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Assert.That(GameContext.ArchitectureReadOnlyDictionary.Count, Is.EqualTo(1));
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}
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/// <summary>
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/// 测试Bind方法在绑定重复类型时是否抛出InvalidOperationException异常
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/// </summary>
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[Test]
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public void Bind_WithDuplicateType_Should_ThrowInvalidOperationException()
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{
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var context1 = new TestArchitectureContext();
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var context2 = new TestArchitectureContext();
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GameContext.Bind(typeof(TestArchitecture), context1);
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Assert.Throws<InvalidOperationException>(() =>
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GameContext.Bind(typeof(TestArchitecture), context2));
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}
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/// <summary>
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/// 测试GetByType方法是否返回正确的上下文
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/// </summary>
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[Test]
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public void GetByType_Should_Return_Correct_Context()
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{
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var context = new TestArchitectureContext();
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GameContext.Bind(typeof(TestArchitecture), context);
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var result = GameContext.GetByType(typeof(TestArchitecture));
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Assert.That(result, Is.SameAs(context));
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}
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/// <summary>
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/// 测试GetByType方法在未找到对应类型时是否抛出InvalidOperationException异常
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/// </summary>
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[Test]
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public void GetByType_Should_Throw_When_Not_Found()
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{
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Assert.Throws<InvalidOperationException>(() =>
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GameContext.GetByType(typeof(TestArchitecture)));
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}
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/// <summary>
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/// 测试Get泛型方法是否返回正确的上下文
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/// </summary>
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[Test]
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public void GetGeneric_Should_Return_Correct_Context()
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{
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var context = new TestArchitectureContext();
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GameContext.Bind(typeof(TestArchitectureContext), context);
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var result = GameContext.Get<TestArchitectureContext>();
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Assert.That(result, Is.SameAs(context));
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}
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/// <summary>
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/// 测试TryGet方法在找到上下文时是否返回true并正确设置输出参数
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/// </summary>
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[Test]
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public void TryGet_Should_ReturnTrue_When_Found()
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{
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var context = new TestArchitectureContext();
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GameContext.Bind(typeof(TestArchitectureContext), context);
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var result = GameContext.TryGet(out TestArchitectureContext? foundContext);
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Assert.That(result, Is.True);
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Assert.That(foundContext, Is.SameAs(context));
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}
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/// <summary>
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/// 测试TryGet方法在未找到上下文时是否返回false且输出参数为null
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/// </summary>
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[Test]
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public void TryGet_Should_ReturnFalse_When_Not_Found()
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{
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var result = GameContext.TryGet(out TestArchitectureContext? foundContext);
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Assert.That(result, Is.False);
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Assert.That(foundContext, Is.Null);
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}
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/// <summary>
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/// 测试GetFirstArchitectureContext方法在存在上下文时是否返回正确的上下文
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/// </summary>
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[Test]
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public void GetFirstArchitectureContext_Should_Return_When_Exists()
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{
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var context = new TestArchitectureContext();
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GameContext.Bind(typeof(TestArchitecture), context);
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var result = GameContext.GetFirstArchitectureContext();
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Assert.That(result, Is.SameAs(context));
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}
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/// <summary>
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/// 测试GetFirstArchitectureContext方法在没有上下文时是否抛出InvalidOperationException异常
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/// </summary>
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[Test]
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public void GetFirstArchitectureContext_Should_Throw_When_Empty()
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{
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Assert.Throws<InvalidOperationException>(() =>
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GameContext.GetFirstArchitectureContext());
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}
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/// <summary>
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/// 测试Unbind方法是否正确移除指定类型的上下文
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/// </summary>
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[Test]
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public void Unbind_Should_Remove_Context()
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{
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var context = new TestArchitectureContext();
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GameContext.Bind(typeof(TestArchitecture), context);
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GameContext.Unbind(typeof(TestArchitecture));
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Assert.That(GameContext.ArchitectureReadOnlyDictionary.Count, Is.EqualTo(0));
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}
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/// <summary>
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/// 测试Clear方法是否正确移除所有上下文
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/// </summary>
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[Test]
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public void Clear_Should_Remove_All_Contexts()
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{
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GameContext.Bind(typeof(TestArchitecture), new TestArchitectureContext());
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GameContext.Bind(typeof(TestArchitectureContext), new TestArchitectureContext());
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GameContext.Clear();
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Assert.That(GameContext.ArchitectureReadOnlyDictionary.Count, Is.EqualTo(0));
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}
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}
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