GFramework/GFramework.Game.Tests/Setting/GodotLocalizationSettingsTests.cs
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2026-05-03 19:39:49 +08:00

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// Copyright (c) 2025-2026 GeWuYou
// SPDX-License-Identifier: Apache-2.0
using GFramework.Core.Abstractions.Localization;
using GFramework.Game.Abstractions.Setting;
using GFramework.Game.Abstractions.Setting.Data;
using GFramework.Godot.Setting;
using GFramework.Godot.Setting.Data;
namespace GFramework.Game.Tests.Setting;
/// <summary>
/// 覆盖 Godot 本地化设置应用器的语言同步行为,防止持久化语言仅影响 Godot 而未同步框架管理器。
/// </summary>
[TestFixture]
public sealed class GodotLocalizationSettingsTests
{
/// <summary>
/// 验证应用英文设置时,会同时同步 Godot locale 与框架语言管理器。
/// </summary>
/// <returns>表示异步断言完成的任务。</returns>
[Test]
public async Task ApplyAsync_ShouldSyncEnglishToGodotLocaleAndFrameworkLanguage()
{
var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
manager.Setup(it => it.SetLanguage("eng"));
string? appliedLocale = null;
var applicator = CreateApplicator("English", manager.Object, locale => appliedLocale = locale);
await applicator.ApplyAsync();
Assert.That(appliedLocale, Is.EqualTo("en"));
manager.Verify(it => it.SetLanguage("eng"), Times.Once);
}
/// <summary>
/// 验证应用简体中文设置时,会同时同步 Godot locale 与框架语言管理器。
/// </summary>
/// <returns>表示异步断言完成的任务。</returns>
[Test]
public async Task ApplyAsync_ShouldSyncChineseToGodotLocaleAndFrameworkLanguage()
{
var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
manager.Setup(it => it.SetLanguage("zhs"));
string? appliedLocale = null;
var applicator = CreateApplicator("简体中文", manager.Object, locale => appliedLocale = locale);
await applicator.ApplyAsync();
Assert.That(appliedLocale, Is.EqualTo("zh_CN"));
manager.Verify(it => it.SetLanguage("zhs"), Times.Once);
}
/// <summary>
/// 验证未知语言会回退到英文 locale并同步默认框架语言代码。
/// </summary>
/// <returns>表示异步断言完成的任务。</returns>
[Test]
public async Task ApplyAsync_ShouldFallbackUnknownLanguageToEnglish()
{
var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
manager.Setup(it => it.SetLanguage("eng"));
string? appliedLocale = null;
var applicator = CreateApplicator("Esperanto", manager.Object, locale => appliedLocale = locale);
await applicator.ApplyAsync();
Assert.That(appliedLocale, Is.EqualTo("en"));
manager.Verify(it => it.SetLanguage("eng"), Times.Once);
}
private static GodotLocalizationSettings CreateApplicator(
string language,
ILocalizationManager manager,
Action<string> applyGodotLocale)
{
var settingsModel = new Mock<ISettingsModel>(MockBehavior.Strict);
settingsModel.Setup(it => it.GetData<LocalizationSettings>()).Returns(new LocalizationSettings
{
Language = language
});
return new GodotLocalizationSettings(settingsModel.Object, new LocalizationMap(), () => manager,
applyGodotLocale);
}
}