GFramework/GFramework.Core.Tests/state/StateMachineTests.cs
GeWuYou 4f1450fc9b test(state): 添加状态机和状态相关单元测试
添加了 StateMachineTests.cs 文件,包含以下测试用例:
- 验证当前状态为空时的行为
- 测试状态注册功能
- 测试状态切换功能,包括 OnEnter 和 OnExit 回调的调用
- 测试状态转换权限控制
- 测试状态注销功能
- 验证多个状态切换的回调逻辑
 添加了 StateTests.cs 文件,包含以下测试用例:
- 验证状态类实现 IState 接口
- 测试 OnEnter、OnExit 方法
- 测试 CanTransitionTo 转换规则
- 验证复杂状态转换逻辑
- [skip ci]
2026-01-16 10:18:59 +08:00

329 lines
9.3 KiB
C#

using GFramework.Core.Abstractions.state;
using GFramework.Core.state;
using NUnit.Framework;
namespace GFramework.Core.Tests.state;
[TestFixture]
public class StateMachineTests
{
[SetUp]
public void SetUp()
{
_stateMachine = new StateMachine();
}
private StateMachine _stateMachine = null!;
[Test]
public void Current_Should_BeNull_When_NoState_Active()
{
Assert.That(_stateMachine.Current, Is.Null);
}
[Test]
public void Register_Should_AddState_To_StatesDictionary()
{
var state = new TestStateV2();
_stateMachine.Register(state);
Assert.That(_stateMachine.ContainsState<TestStateV2>(), Is.True);
}
[Test]
public void ChangeTo_Should_SetCurrentState()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.ChangeTo<TestStateV2>();
Assert.That(_stateMachine.Current, Is.SameAs(state));
}
[Test]
public void ChangeTo_Should_Invoke_OnEnter()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.ChangeTo<TestStateV2>();
Assert.That(state.EnterCalled, Is.True);
Assert.That(state.EnterFrom, Is.Null);
}
[Test]
public void ChangeTo_When_CurrentStateExists_Should_Invoke_OnExit()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.ChangeTo<TestStateV3>();
Assert.That(state1.ExitCalled, Is.True);
Assert.That(state1.ExitTo, Is.SameAs(state2));
}
[Test]
public void ChangeTo_When_CurrentStateExists_Should_Invoke_OnEnter()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.ChangeTo<TestStateV3>();
Assert.That(state2.EnterCalled, Is.True);
Assert.That(state2.EnterFrom, Is.SameAs(state1));
}
[Test]
public void ChangeTo_ToSameState_Should_NotInvoke_Callbacks()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.ChangeTo<TestStateV2>();
var enterCount = state.EnterCallCount;
var exitCount = state.ExitCallCount;
_stateMachine.ChangeTo<TestStateV2>();
Assert.That(state.EnterCallCount, Is.EqualTo(enterCount));
Assert.That(state.ExitCallCount, Is.EqualTo(exitCount));
}
[Test]
public void ChangeTo_ToUnregisteredState_Should_ThrowInvalidOperationException()
{
Assert.Throws<InvalidOperationException>(() => _stateMachine.ChangeTo<TestStateV2>());
}
[Test]
public void CanChangeTo_WhenStateNotRegistered_Should_ReturnFalse()
{
var result = _stateMachine.CanChangeTo<TestStateV2>();
Assert.That(result, Is.False);
}
[Test]
public void CanChangeTo_WhenStateRegistered_Should_ReturnTrue()
{
var state = new TestStateV2();
_stateMachine.Register(state);
var result = _stateMachine.CanChangeTo<TestStateV2>();
Assert.That(result, Is.True);
}
[Test]
public void CanChangeTo_WhenCurrentStateDeniesTransition_Should_ReturnFalse()
{
var state1 = new TestStateV2 { AllowTransition = false };
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
var result = _stateMachine.CanChangeTo<TestStateV3>();
Assert.That(result, Is.False);
}
[Test]
public void ChangeTo_WhenCurrentStateDeniesTransition_Should_NotChange()
{
var state1 = new TestStateV2 { AllowTransition = false };
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
var oldState = _stateMachine.Current;
_stateMachine.ChangeTo<TestStateV3>();
Assert.That(_stateMachine.Current, Is.SameAs(oldState));
Assert.That(_stateMachine.Current, Is.SameAs(state1));
Assert.That(state2.EnterCalled, Is.False);
}
[Test]
public void Unregister_Should_RemoveState_FromDictionary()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.Unregister<TestStateV2>();
Assert.That(_stateMachine.ContainsState<TestStateV2>(), Is.False);
}
[Test]
public void Unregister_WhenStateIsActive_Should_Invoke_OnExit_AndClearCurrent()
{
var state = new TestStateV2();
_stateMachine.Register(state);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.Unregister<TestStateV2>();
Assert.That(state.ExitCalled, Is.True);
Assert.That(state.ExitTo, Is.Null);
Assert.That(_stateMachine.Current, Is.Null);
}
[Test]
public void Unregister_WhenStateNotActive_Should_Not_Invoke_OnExit()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.Unregister<TestStateV3>();
Assert.That(state1.ExitCalled, Is.False);
Assert.That(_stateMachine.Current, Is.SameAs(state1));
}
[Test]
public void MultipleStateChanges_Should_Invoke_Callbacks_Correctly()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
var state3 = new TestStateV4();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.Register(state3);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.ChangeTo<TestStateV3>();
_stateMachine.ChangeTo<TestStateV4>();
Assert.That(state1.EnterCalled, Is.True);
Assert.That(state1.ExitCalled, Is.True);
Assert.That(state2.EnterCalled, Is.True);
Assert.That(state2.ExitCalled, Is.True);
Assert.That(state3.EnterCalled, Is.True);
Assert.That(state3.ExitCalled, Is.False);
}
[Test]
public void ChangeTo_Should_Respect_CanTransitionTo_Logic()
{
var state1 = new TestStateV2();
var state2 = new TestStateV3();
var state3 = new TestStateV4();
_stateMachine.Register(state1);
_stateMachine.Register(state2);
_stateMachine.Register(state3);
_stateMachine.ChangeTo<TestStateV2>();
_stateMachine.ChangeTo<TestStateV3>();
Assert.That(state1.EnterCalled, Is.True);
Assert.That(state1.ExitCalled, Is.True);
Assert.That(state2.EnterCalled, Is.True);
}
}
public sealed class TestStateV2 : IState
{
public bool AllowTransition { get; set; } = true;
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public int EnterCallCount { get; private set; }
public int ExitCallCount { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterCallCount++;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitCallCount++;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return AllowTransition;
}
}
public sealed class TestStateV3 : IState
{
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public int EnterCallCount { get; private set; }
public int ExitCallCount { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterCallCount++;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitCallCount++;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return true;
}
}
public sealed class TestStateV4 : IState
{
public bool EnterCalled { get; private set; }
public bool ExitCalled { get; private set; }
public int EnterCallCount { get; private set; }
public int ExitCallCount { get; private set; }
public IState? EnterFrom { get; private set; }
public IState? ExitTo { get; private set; }
public void OnEnter(IState? from)
{
EnterCalled = true;
EnterCallCount++;
EnterFrom = from;
}
public void OnExit(IState? to)
{
ExitCalled = true;
ExitCallCount++;
ExitTo = to;
}
public bool CanTransitionTo(IState target)
{
return true;
}
}
public static class StateMachineExtensions
{
public static bool ContainsState<T>(this StateMachine stateMachine) where T : IState
{
return stateMachine.GetType().GetField("States", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?
.GetValue(stateMachine) is System.Collections.Generic.Dictionary<System.Type, IState> states &&
states.ContainsKey(typeof(T));
}
}