mirror of
https://github.com/GeWuYou/GFramework.git
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- 在初始化方法中添加了针对GF_ContextRegistration_003警告的禁用指令 - 通过#pragma warning disable和#pragma warning restore临时禁用了特定警告 - 保持了原有的配置注册表获取和怪物表格数据读取逻辑 - 确保了测试代码的编译清洁性同时维持功能完整性
559 lines
21 KiB
C#
559 lines
21 KiB
C#
using System.IO;
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using System.Threading;
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using GFramework.Core.Architectures;
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using GFramework.Core.Extensions;
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using GFramework.Core.Utility;
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using GFramework.Game.Abstractions.Config;
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using GFramework.Game.Config;
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using GFramework.Game.Config.Generated;
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namespace GFramework.Game.Tests.Config;
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/// <summary>
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/// 验证 <see cref="Architecture" /> 场景下的官方配置模块接入链路。
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/// 这些测试覆盖模块安装、utility 初始化顺序以及生成表访问,确保模块化入口能够替代手写 bootstrap 模板。
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/// </summary>
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[TestFixture]
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public class ArchitectureConfigIntegrationTests
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{
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/// <summary>
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/// 清理全局架构上下文,避免测试之间残留同类型架构绑定。
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/// </summary>
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[SetUp]
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[TearDown]
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public void ResetGlobalArchitectureContext()
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{
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GameContext.Clear();
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}
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/// <summary>
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/// 架构初始化期间,通过 <see cref="GameConfigModule" /> 收敛生成表注册、加载与注册表暴露,
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/// 并将 <see cref="IConfigRegistry" /> 作为 utility 暴露给架构上下文读取。
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/// </summary>
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[Test]
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public async Task ConfigModuleCanRunDuringArchitectureInitialization()
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{
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var rootPath = CreateTempConfigRoot();
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ConsumerArchitecture? architecture = null;
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var initialized = false;
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try
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{
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architecture = new ConsumerArchitecture(rootPath);
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await architecture.InitializeAsync();
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initialized = true;
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var table = architecture.MonsterTable;
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Assert.Multiple(() =>
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{
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Assert.That(table.Get(1).Name, Is.EqualTo("Slime"));
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Assert.That(table.Get(2).Hp, Is.EqualTo(30));
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Assert.That(table.FindByFaction("dungeon").Select(static config => config.Name),
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Is.EquivalentTo(new[] { "Slime", "Goblin" }));
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Assert.That(architecture.Registry.TryGetMonsterTable(out var retrieved), Is.True);
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Assert.That(retrieved, Is.Not.Null);
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Assert.That(retrieved!.Get(1).Name, Is.EqualTo("Slime"));
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Assert.That(architecture.Registry.TryGetItemTable(out _), Is.False);
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Assert.That(architecture.Context.GetUtility<IConfigRegistry>(), Is.SameAs(architecture.Registry));
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Assert.That(architecture.ConfigModule.IsInitialized, Is.True);
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Assert.That(architecture.ConfigModule.IsHotReloadEnabled, Is.False);
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});
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}
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finally
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{
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if (architecture is not null && initialized)
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{
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await architecture.DestroyAsync();
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}
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DeleteDirectoryIfExists(rootPath);
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}
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}
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/// <summary>
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/// 验证配置模块会在其他 utility 初始化之前完成首次加载,
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/// 这样依赖配置的 utility 无需再自行阻塞等待配置系统完成启动。
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/// </summary>
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[Test]
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public async Task ConfigModuleShouldLoadConfigBeforeDependentUtilityInitialization()
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{
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var rootPath = CreateTempConfigRoot();
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ConsumerArchitecture? architecture = null;
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var initialized = false;
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try
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{
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architecture = new ConsumerArchitecture(rootPath);
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await architecture.InitializeAsync();
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initialized = true;
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Assert.Multiple(() =>
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{
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Assert.That(architecture.ProbeUtility.InitializedWithLoadedConfig, Is.True);
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Assert.That(architecture.ProbeUtility.ObservedMonsterName, Is.EqualTo("Slime"));
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Assert.That(architecture.ProbeUtility.ObservedDungeonMonsterCount, Is.EqualTo(2));
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});
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}
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finally
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{
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if (architecture is not null && initialized)
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{
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await architecture.DestroyAsync();
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}
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DeleteDirectoryIfExists(rootPath);
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}
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}
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/// <summary>
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/// 验证同一个模块实例不会被重复安装到多个架构中,
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/// 避免共享内部 bootstrap 状态导致跨架构生命周期混淆。
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/// </summary>
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[Test]
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public async Task GameConfigModuleShouldRejectReusingTheSameModuleInstance()
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{
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var rootPath = CreateTempConfigRoot();
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ModuleOnlyArchitecture? firstArchitecture = null;
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var firstDestroyed = false;
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try
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{
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var module = CreateModule(rootPath);
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firstArchitecture = new ModuleOnlyArchitecture(module);
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await firstArchitecture.InitializeAsync();
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var wasInitializedBeforeDestroy = module.IsInitialized;
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await firstArchitecture.DestroyAsync();
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firstDestroyed = true;
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firstArchitecture = null;
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GameContext.Clear();
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var secondArchitecture = new ModuleOnlyArchitecture(module);
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var exception =
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Assert.ThrowsAsync<InvalidOperationException>(async () => await secondArchitecture.InitializeAsync());
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Assert.Multiple(() =>
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{
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Assert.That(wasInitializedBeforeDestroy, Is.True);
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Assert.That(exception, Is.Not.Null);
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Assert.That(exception!.Message, Does.Contain("cannot be installed more than once"));
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});
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}
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finally
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{
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if (firstArchitecture is not null && !firstDestroyed)
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{
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await firstArchitecture.DestroyAsync();
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}
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DeleteDirectoryIfExists(rootPath);
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}
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}
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/// <summary>
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/// 验证配置模块在同步阻塞且存在 <see cref="SynchronizationContext" /> 的线程上仍可完成架构初始化,
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/// 直接覆盖 <see cref="GameConfigModule" /> 通过生命周期钩子执行同步桥接的真实路径。
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/// </summary>
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[Test]
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public void GameConfigModuleShouldSupportSynchronousBridgeOnBlockingSynchronizationContext()
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{
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var rootPath = CreateTempConfigRoot();
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ConsumerArchitecture? architecture = null;
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var initialized = false;
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try
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{
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architecture = new ConsumerArchitecture(rootPath);
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RunBlockingOnSynchronizationContext(
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() => architecture.InitializeAsync(),
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TimeSpan.FromSeconds(5));
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initialized = true;
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var monsterTable = architecture.Registry.GetMonsterTable();
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Assert.Multiple(() =>
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{
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Assert.That(architecture.ConfigModule.IsInitialized, Is.True);
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Assert.That(monsterTable.Get(1).Name, Is.EqualTo("Slime"));
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Assert.That(monsterTable.FindByFaction("dungeon").Count(), Is.EqualTo(2));
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});
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}
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finally
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{
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if (architecture is not null && initialized)
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{
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architecture.DestroyAsync().GetAwaiter().GetResult();
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}
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DeleteDirectoryIfExists(rootPath);
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}
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}
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/// <summary>
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/// 验证模块在架构已经越过安装窗口时会拒绝安装,
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/// 并且失败不会消耗模块实例,便于后续在新的架构上重试安装。
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/// </summary>
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[Test]
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public async Task GameConfigModuleShouldRejectLateInstallationWithoutConsumingTheModuleInstance()
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{
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var rootPath = CreateTempConfigRoot();
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ReadyOnlyArchitecture? readyArchitecture = null;
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ModuleOnlyArchitecture? retryArchitecture = null;
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var readyArchitectureInitialized = false;
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var retryArchitectureInitialized = false;
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try
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{
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var module = CreateModule(rootPath);
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readyArchitecture = new ReadyOnlyArchitecture();
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await readyArchitecture.InitializeAsync();
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readyArchitectureInitialized = true;
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var exception = Assert.Throws<InvalidOperationException>(() => readyArchitecture.InstallModule(module));
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Assert.Multiple(() =>
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{
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Assert.That(exception, Is.Not.Null);
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Assert.That(exception!.Message, Does.Contain("BeforeUtilityInit"));
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Assert.That(readyArchitecture.Context.GetUtilities<IConfigRegistry>(), Is.Empty);
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Assert.That(module.IsInitialized, Is.False);
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});
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await readyArchitecture.DestroyAsync();
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readyArchitectureInitialized = false;
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readyArchitecture = null;
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GameContext.Clear();
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retryArchitecture = new ModuleOnlyArchitecture(module);
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await retryArchitecture.InitializeAsync();
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retryArchitectureInitialized = true;
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Assert.Multiple(() =>
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{
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Assert.That(module.IsInitialized, Is.True);
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Assert.That(retryArchitecture.Registry.GetMonsterTable().Get(1).Name, Is.EqualTo("Slime"));
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});
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}
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finally
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{
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if (retryArchitecture is not null && retryArchitectureInitialized)
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{
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await retryArchitecture.DestroyAsync();
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}
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if (readyArchitecture is not null && readyArchitectureInitialized)
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{
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await readyArchitecture.DestroyAsync();
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}
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DeleteDirectoryIfExists(rootPath);
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}
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}
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private static string CreateTempConfigRoot()
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{
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var rootPath = Path.Combine(Path.GetTempPath(), "GFramework.ConfigArchitecture", Guid.NewGuid().ToString("N"));
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Directory.CreateDirectory(rootPath);
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Directory.CreateDirectory(Path.Combine(rootPath, "schemas"));
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Directory.CreateDirectory(Path.Combine(rootPath, "monster"));
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File.WriteAllText(Path.Combine(rootPath, "schemas", "monster.schema.json"), MonsterSchemaJson);
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File.WriteAllText(Path.Combine(rootPath, "monster", "slime.yaml"), MonsterSlimeYaml);
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File.WriteAllText(Path.Combine(rootPath, "monster", "goblin.yaml"), MonsterGoblinYaml);
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return rootPath;
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}
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/// <summary>
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/// 最佳努力尝试删除临时目录。
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/// </summary>
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private static void DeleteDirectoryIfExists(string path)
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{
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if (!Directory.Exists(path))
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{
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return;
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}
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try
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{
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Directory.Delete(path, true);
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}
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catch (IOException)
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{
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// Ignored: cleanup is best effort and should not fail the test.
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}
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catch (UnauthorizedAccessException)
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{
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// Ignored: cleanup is best effort and can transiently fail when files are still being released.
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}
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}
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/// <summary>
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/// 在不处理消息队列的同步上下文线程上执行阻塞等待,
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/// 用于回归验证初始化异步链不会依赖原上下文恢复 continuation。
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/// </summary>
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/// <param name="action">要同步阻塞执行的异步操作。</param>
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/// <param name="timeout">等待线程结束的超时时间。</param>
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private static void RunBlockingOnSynchronizationContext(Func<Task> action, TimeSpan timeout)
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{
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ArgumentNullException.ThrowIfNull(action);
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Exception? capturedException = null;
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var workerThread = new Thread(() =>
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{
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SynchronizationContext.SetSynchronizationContext(new NonPumpingSynchronizationContext());
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try
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{
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action().GetAwaiter().GetResult();
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}
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catch (Exception exception)
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{
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capturedException = exception;
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}
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})
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{
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IsBackground = true
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};
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workerThread.Start();
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if (!workerThread.Join(timeout))
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{
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Assert.Fail("The blocking synchronization-context bridge did not complete within the expected timeout.");
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}
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if (capturedException != null)
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{
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throw new AssertionException(
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$"The blocking synchronization-context bridge failed: {capturedException}");
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}
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}
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/// <summary>
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/// 创建一个使用配置模块的模块实例。
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/// </summary>
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/// <param name="configRoot">测试配置根目录。</param>
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/// <returns>已配置的模块实例。</returns>
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private static GameConfigModule CreateModule(string configRoot)
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{
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return new GameConfigModule(CreateBootstrapOptions(configRoot));
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}
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/// <summary>
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/// 创建供测试复用的配置启动选项。
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/// </summary>
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/// <param name="configRoot">测试配置根目录。</param>
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/// <returns>可用于模块或直接 bootstrap 的启动选项。</returns>
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private static GameConfigBootstrapOptions CreateBootstrapOptions(string configRoot)
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{
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return new GameConfigBootstrapOptions
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{
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RootPath = configRoot,
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ConfigureLoader = static loader =>
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loader.RegisterAllGeneratedConfigTables(
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new GeneratedConfigRegistrationOptions
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{
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IncludedConfigDomains = new[] { MonsterConfigBindings.ConfigDomain }
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})
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};
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}
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private const string MonsterSchemaJson = @"{
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""title"": ""Monster Config"",
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""description"": ""Defines one monster entry for the generated consumer integration test."",
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""type"": ""object"",
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""required"": [
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""id"",
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""name"",
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""hp"",
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""faction""
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],
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""properties"": {
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""id"": {
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""type"": ""integer"",
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""description"": ""Monster identifier.""
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},
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""name"": {
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""type"": ""string"",
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""description"": ""Monster display name.""
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},
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""hp"": {
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""type"": ""integer"",
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""description"": ""Monster base health.""
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},
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""faction"": {
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""type"": ""string"",
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""description"": ""Used by the integration test to validate generated non-unique queries.""
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}
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}
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}";
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private const string MonsterSlimeYaml =
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"id: 1\nname: Slime\nhp: 10\nfaction: dungeon\n";
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private const string MonsterGoblinYaml =
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"id: 2\nname: Goblin\nhp: 30\nfaction: dungeon\n";
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private sealed class ConsumerArchitecture : Architecture
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{
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private readonly GameConfigModule _configModule;
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private readonly ConfigAwareProbeUtility _probeUtility = new();
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/// <summary>
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/// 使用指定配置根目录创建一个消费者测试架构。
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/// </summary>
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/// <param name="configRoot">测试配置根目录。</param>
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/// <exception cref="ArgumentNullException">当 <paramref name="configRoot" /> 为空时抛出。</exception>
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public ConsumerArchitecture(string configRoot)
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{
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if (configRoot == null)
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{
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throw new ArgumentNullException(nameof(configRoot));
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}
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_configModule = CreateModule(configRoot);
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}
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/// <summary>
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/// 获取当前架构安装的配置模块。
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/// </summary>
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/// <remarks>
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/// 该模块会在 <see cref="OnInitialize" /> 中安装,并在架构进入
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/// <see cref="GFramework.Core.Abstractions.Enums.ArchitecturePhase.BeforeUtilityInit" /> 时完成首次加载。
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/// 调用方可通过该属性观察模块初始化状态,但不应在架构初始化完成前假定加载已经成功。
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/// </remarks>
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public GameConfigModule ConfigModule => _configModule;
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/// <summary>
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/// 获取由配置模块暴露到架构上下文中的注册表。
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/// </summary>
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/// <remarks>
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/// 该属性在模块安装后即可访问同一个注册表实例,但只有在模块首次加载完成后,
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/// 其中的生成配置表读取才具备成功契约。
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/// </remarks>
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public IConfigRegistry Registry => _configModule.Registry;
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/// <summary>
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/// 获取测试使用的怪物配置表。
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/// </summary>
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/// <returns>已经从 <see cref="Registry" /> 中解析出的怪物表包装。</returns>
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/// <exception cref="InvalidOperationException">当模块首次加载尚未完成时抛出。</exception>
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/// <remarks>
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/// 该属性用于断言生成访问器在架构初始化完成后可直接读取;
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/// 它依赖模块在 utility 初始化阶段之前已经完成首次加载。
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/// </remarks>
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public MonsterTable MonsterTable => Registry.GetMonsterTable();
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/// <summary>
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/// 获取用于观测 utility 初始化阶段配置可见性的探针 utility。
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/// </summary>
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/// <remarks>
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/// 该 utility 会在 <see cref="OnInitialize" /> 中注册,并在 utility 初始化阶段读取配置表,
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/// 用于验证配置模块是否按约定在更早的生命周期阶段完成首载。
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/// </remarks>
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public ConfigAwareProbeUtility ProbeUtility => _probeUtility;
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/// <summary>
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/// 在用户初始化阶段安装配置模块,并注册一个依赖配置的测试 utility,
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/// 以验证模块会在 utility 初始化前完成首次加载。
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/// </summary>
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protected override void OnInitialize()
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{
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InstallModule(_configModule);
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RegisterUtility(_probeUtility);
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}
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}
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/// <summary>
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/// 用于验证模块复用限制的最小架构。
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/// </summary>
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private sealed class ModuleOnlyArchitecture(GameConfigModule configModule) : Architecture
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{
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/// <summary>
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/// 获取安装到当前测试架构中的配置模块。
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/// </summary>
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/// <remarks>
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/// 该属性直接暴露传入的模块实例,便于测试验证同一模块实例跨架构复用时的生命周期约束。
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/// </remarks>
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public GameConfigModule ConfigModule => configModule;
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/// <summary>
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/// 获取当前模块共享的配置注册表。
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/// </summary>
|
||
/// <remarks>
|
||
/// 该注册表实例在模块安装后即与架构绑定,但只有在架构完成配置首载后,
|
||
/// 其中的强类型配置表访问才应被视为可用。
|
||
/// </remarks>
|
||
public IConfigRegistry Registry => configModule.Registry;
|
||
|
||
/// <summary>
|
||
/// 安装外部传入的配置模块。
|
||
/// </summary>
|
||
protected override void OnInitialize()
|
||
{
|
||
InstallModule(configModule);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 仅用于把架构推进到 Ready 阶段的空壳架构。
|
||
/// </summary>
|
||
private sealed class ReadyOnlyArchitecture : Architecture
|
||
{
|
||
/// <summary>
|
||
/// 该测试架构不注册任何组件,仅验证模块的安装窗口约束。
|
||
/// </summary>
|
||
protected override void OnInitialize()
|
||
{
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 在 utility 初始化阶段直接读取配置表的探针工具。
|
||
/// 如果模块没有在 utility 阶段开始前完成首次加载,这个探针会在初始化时失败。
|
||
/// </summary>
|
||
private sealed class ConfigAwareProbeUtility : AbstractContextUtility
|
||
{
|
||
/// <summary>
|
||
/// 获取一个值,指示初始化时是否已经读取到有效配置。
|
||
/// </summary>
|
||
public bool InitializedWithLoadedConfig { get; private set; }
|
||
|
||
/// <summary>
|
||
/// 获取初始化期间读取到的怪物名称。
|
||
/// </summary>
|
||
public string? ObservedMonsterName { get; private set; }
|
||
|
||
/// <summary>
|
||
/// 获取初始化期间读取到的 dungeon 阵营怪物数量。
|
||
/// </summary>
|
||
public int ObservedDungeonMonsterCount { get; private set; }
|
||
|
||
/// <summary>
|
||
/// 读取架构上下文中的配置注册表并验证目标表已经可用。
|
||
/// </summary>
|
||
protected override void OnInit()
|
||
{
|
||
#pragma warning disable GF_ContextRegistration_003
|
||
var registry = this.GetUtility<IConfigRegistry>();
|
||
#pragma warning restore GF_ContextRegistration_003
|
||
var monsterTable = registry.GetMonsterTable();
|
||
|
||
ObservedMonsterName = monsterTable.Get(1).Name;
|
||
ObservedDungeonMonsterCount = monsterTable.FindByFaction("dungeon").Count();
|
||
InitializedWithLoadedConfig = true;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 模拟一个不会主动处理 <see cref="SynchronizationContext.Post" /> 回调的阻塞线程上下文。
|
||
/// 如果初始化链错误地捕获该上下文,continuation 会永久悬挂,从而暴露同步桥接死锁。
|
||
/// </summary>
|
||
private sealed class NonPumpingSynchronizationContext : SynchronizationContext
|
||
{
|
||
/// <summary>
|
||
/// 丢弃异步投递的 continuation,模拟被同步阻塞且未泵消息的宿主线程。
|
||
/// </summary>
|
||
/// <param name="d">要执行的回调。</param>
|
||
/// <param name="state">回调状态。</param>
|
||
public override void Post(SendOrPostCallback d, object? state)
|
||
{
|
||
}
|
||
}
|
||
}
|