GFramework/GFramework.Ecs.Arch.Tests/Ecs/EcsIntegrationTests.cs
GeWuYou aeed1f903c refactor(GFramework.Ecs.Arch): 移除未使用的抽象依赖
- 从 ArchEcsModule.cs 中移除未使用的 GFramework.Ecs.Arch.Abstractions 引用
- 清理项目中不必要的命名空间引用以优化代码结构
2026-03-10 08:48:35 +08:00

203 lines
5.3 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Arch.Core;
using GFramework.Core.Abstractions.Rule;
using GFramework.Core.Architectures;
using GFramework.Core.IoC;
using GFramework.Ecs.Arch.Components;
using GFramework.Ecs.Arch.Systems;
namespace GFramework.Ecs.Arch.Tests.ECS;
/// <summary>
/// ECS 集成测试类 - 使用 Arch 原生 API
/// </summary>
[TestFixture]
[Experimental("GFrameworkECS")]
public class EcsIntegrationTests
{
[SetUp]
public void Setup()
{
_container = new MicrosoftDiContainer();
_context = new ArchitectureContext(_container);
}
[TearDown]
public void TearDown()
{
if (_world != null)
{
World.Destroy(_world);
_world = null;
}
_container?.Clear();
_context = null;
_ecsModule = null;
}
private MicrosoftDiContainer? _container;
private ArchitectureContext? _context;
private World? _world;
private ArchEcsModule? _ecsModule;
/// <summary>
/// 初始化 ECS 模块
/// </summary>
private void InitializeEcsModule()
{
// 注册系统
var movementSystem = new MovementSystem();
((IContextAware)movementSystem).SetContext(_context!);
_container!.RegisterPlurality(movementSystem);
// 创建并注册 ArchEcsModule
_ecsModule = new ArchEcsModule(enabled: true);
_ecsModule.Register(_container);
_ecsModule.Initialize();
// 获取 World
_world = _container.Get<World>();
}
[Test]
public void InitializeEcs_Should_Create_World()
{
InitializeEcsModule();
Assert.That(_world, Is.Not.Null);
Assert.That(_world!.Size, Is.EqualTo(0));
}
[Test]
public void CreateEntity_Should_Increase_EntityCount()
{
InitializeEcsModule();
var entity = _world!.Create(new Position(0, 0), new Velocity(1, 1));
Assert.That(_world.Size, Is.EqualTo(1));
Assert.That(_world.IsAlive(entity), Is.True);
}
[Test]
public void DestroyEntity_Should_Decrease_EntityCount()
{
InitializeEcsModule();
var entity = _world!.Create(new Position(0, 0));
_world.Destroy(entity);
Assert.That(_world.Size, Is.EqualTo(0));
Assert.That(_world.IsAlive(entity), Is.False);
}
[Test]
public void SetComponent_Should_Store_ComponentData()
{
InitializeEcsModule();
var entity = _world!.Create(new Position(10, 20));
Assert.That(_world.Has<Position>(entity), Is.True);
ref var pos = ref _world.Get<Position>(entity);
Assert.That(pos.X, Is.EqualTo(10));
Assert.That(pos.Y, Is.EqualTo(20));
}
[Test]
public void ClearWorld_Should_Remove_All_Entities()
{
InitializeEcsModule();
for (int i = 0; i < 10; i++)
{
_world!.Create(new Position(0, 0));
}
_world!.Clear();
Assert.That(_world.Size, Is.EqualTo(0));
}
[Test]
public void RegisterEcsSystem_Should_Add_System_To_Module()
{
InitializeEcsModule();
var adapters = _container!.GetAll<ArchSystemAdapter<float>>();
Assert.That(adapters, Is.Not.Null);
Assert.That(adapters.Count, Is.EqualTo(1));
Assert.That(adapters[0], Is.InstanceOf<MovementSystem>());
}
[Test]
public void MovementSystem_Should_Update_Position()
{
InitializeEcsModule();
var entity = _world!.Create(new Position(0, 0), new Velocity(10, 5));
_ecsModule!.Update(1.0f);
ref var pos = ref _world.Get<Position>(entity);
Assert.That(pos.X, Is.EqualTo(10).Within(0.001f));
Assert.That(pos.Y, Is.EqualTo(5).Within(0.001f));
}
[Test]
public void MovementSystem_Should_Update_Multiple_Entities()
{
InitializeEcsModule();
var entities = new Entity[100];
for (var i = 0; i < 100; i++)
{
entities[i] = _world!.Create(new Position(0, 0), new Velocity(i, i * 2));
}
_ecsModule!.Update(0.5f);
for (var i = 0; i < 100; i++)
{
ref var pos = ref _world!.Get<Position>(entities[i]);
Assert.That(pos.X, Is.EqualTo(i * 0.5f).Within(0.001f));
Assert.That(pos.Y, Is.EqualTo(i * 2 * 0.5f).Within(0.001f));
}
}
[Test]
public void Performance_Test_10000_Entities()
{
InitializeEcsModule();
for (int i = 0; i < 10000; i++)
{
_world!.Create(new Position(0, 0), new Velocity(1, 1));
}
var startTime = DateTime.UtcNow;
_ecsModule!.Update(0.016f);
var elapsed = (DateTime.UtcNow - startTime).TotalMilliseconds;
Assert.That(_world!.Size, Is.EqualTo(10000));
Assert.That(elapsed, Is.LessThan(100), $"Updating 10000 entities took: {elapsed}ms");
}
[Test]
public void Performance_Test_1000_Entities_Creation()
{
InitializeEcsModule();
var startTime = DateTime.UtcNow;
for (int i = 0; i < 1000; i++)
{
_world!.Create(new Position(0, 0), new Velocity(1, 1));
}
var elapsed = (DateTime.UtcNow - startTime).TotalMilliseconds;
Assert.That(_world!.Size, Is.EqualTo(1000));
Assert.That(elapsed, Is.LessThan(50), $"Creating 1000 entities took: {elapsed}ms");
}
}