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- 将 HistoryEntries 属性替换为 GetHistoryEntriesSnapshot() 方法,明确表达会返回集合副本 - 在批处理清理逻辑中添加 else 条件避免无效操作 - 更新测试代码使用新的快照获取方法 - 添加 System.Diagnostics 命名空间引用 - 修复批处理深度为零时的异常处理逻辑
879 lines
32 KiB
C#
879 lines
32 KiB
C#
namespace GFramework.Core.Tests.StateManagement;
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/// <summary>
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/// Store 状态管理能力的单元测试。
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/// 这些测试覆盖集中式状态容器的核心职责:状态归约、订阅通知、选择器桥接和诊断行为。
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/// </summary>
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[TestFixture]
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public class StoreTests
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{
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/// <summary>
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/// 测试 Store 在创建后能够暴露初始状态。
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/// </summary>
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[Test]
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public void State_Should_Return_Initial_State()
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{
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var store = CreateStore(new CounterState(1, "Player"));
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Assert.That(store.State.Count, Is.EqualTo(1));
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Assert.That(store.State.Name, Is.EqualTo("Player"));
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}
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/// <summary>
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/// 测试 Dispatch 能够执行 reducer 并向订阅者广播新状态。
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/// </summary>
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[Test]
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public void Dispatch_Should_Update_State_And_Notify_Subscribers()
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{
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var store = CreateStore();
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var receivedStates = new List<CounterState>();
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store.Subscribe(receivedStates.Add);
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store.Dispatch(new IncrementAction(2));
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Assert.That(store.State.Count, Is.EqualTo(2));
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Assert.That(receivedStates.Count, Is.EqualTo(1));
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Assert.That(receivedStates[0].Count, Is.EqualTo(2));
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}
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/// <summary>
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/// 测试当 reducer 返回逻辑相等状态时不会触发通知。
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/// </summary>
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[Test]
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public void Dispatch_Should_Not_Notify_When_State_Does_Not_Change()
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{
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var store = CreateStore();
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var notifyCount = 0;
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store.Subscribe(_ => notifyCount++);
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store.Dispatch(new RenameAction("Player"));
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Assert.That(store.State.Name, Is.EqualTo("Player"));
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Assert.That(notifyCount, Is.EqualTo(0));
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}
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/// <summary>
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/// 测试同一 action 类型的多个 reducer 会按注册顺序执行。
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/// </summary>
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[Test]
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public void Dispatch_Should_Run_Multiple_Reducers_In_Registration_Order()
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{
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var store = CreateStore();
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store.RegisterReducer<IncrementAction>((state, action) =>
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state with { Count = state.Count + action.Amount * 10 });
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store.Dispatch(new IncrementAction(1));
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Assert.That(store.State.Count, Is.EqualTo(11));
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}
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/// <summary>
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/// 测试 SubscribeWithInitValue 会立即回放当前状态并继续接收后续变化。
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/// </summary>
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[Test]
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public void SubscribeWithInitValue_Should_Replay_Current_State_And_Future_Changes()
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{
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var store = CreateStore(new CounterState(5, "Player"));
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var receivedCounts = new List<int>();
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store.SubscribeWithInitValue(state => receivedCounts.Add(state.Count));
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store.Dispatch(new IncrementAction(3));
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Assert.That(receivedCounts, Is.EqualTo(new[] { 5, 8 }));
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}
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/// <summary>
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/// 测试 Store 的 SubscribeWithInitValue 在初始化回放期间不会漏掉后续状态变化。
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/// </summary>
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[Test]
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public void SubscribeWithInitValue_Should_Not_Miss_Changes_During_Init_Callback()
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{
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var store = CreateStore();
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var receivedCounts = new List<int>();
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store.SubscribeWithInitValue(state =>
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{
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receivedCounts.Add(state.Count);
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if (receivedCounts.Count == 1)
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{
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store.Dispatch(new IncrementAction(1));
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}
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});
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Assert.That(receivedCounts, Is.EqualTo(new[] { 0, 1 }));
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}
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/// <summary>
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/// 测试注销订阅后不会再收到后续通知。
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/// </summary>
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[Test]
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public void UnRegister_Handle_Should_Stop_Future_Notifications()
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{
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var store = CreateStore();
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var notifyCount = 0;
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var unRegister = store.Subscribe(_ => notifyCount++);
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store.Dispatch(new IncrementAction(1));
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unRegister.UnRegister();
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store.Dispatch(new IncrementAction(1));
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Assert.That(notifyCount, Is.EqualTo(1));
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}
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/// <summary>
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/// 测试选择器仅在所选状态片段变化时触发通知。
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/// </summary>
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[Test]
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public void Select_Should_Only_Notify_When_Selected_Slice_Changes()
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{
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var store = CreateStore();
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var selectedCounts = new List<int>();
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var selection = store.Select(state => state.Count);
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selection.Register(selectedCounts.Add);
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store.Dispatch(new RenameAction("Renamed"));
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store.Dispatch(new IncrementAction(2));
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Assert.That(selectedCounts, Is.EqualTo(new[] { 2 }));
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}
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/// <summary>
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/// 测试选择器支持自定义比较器,从而抑制无意义的局部状态通知。
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/// </summary>
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[Test]
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public void Select_Should_Respect_Custom_Selected_Value_Comparer()
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{
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var store = CreateStore();
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var selectedCounts = new List<int>();
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var selection = store.Select(
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state => state.Count,
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new TensBucketEqualityComparer());
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selection.Register(selectedCounts.Add);
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store.Dispatch(new IncrementAction(5));
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store.Dispatch(new IncrementAction(6));
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Assert.That(selectedCounts, Is.EqualTo(new[] { 11 }));
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}
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/// <summary>
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/// 测试 StoreSelection 的 RegisterWithInitValue 在初始化回放期间不会漏掉后续局部状态变化。
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/// </summary>
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[Test]
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public void Selection_RegisterWithInitValue_Should_Not_Miss_Changes_During_Init_Callback()
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{
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var store = CreateStore();
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var selection = store.Select(state => state.Count);
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var receivedCounts = new List<int>();
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selection.RegisterWithInitValue(value =>
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{
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receivedCounts.Add(value);
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if (receivedCounts.Count == 1)
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{
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store.Dispatch(new IncrementAction(1));
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}
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});
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Assert.That(receivedCounts, Is.EqualTo(new[] { 0, 1 }));
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}
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/// <summary>
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/// 测试 ToBindableProperty 可桥接到现有 BindableProperty 风格用法,并与旧属性系统共存。
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/// </summary>
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[Test]
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public void ToBindableProperty_Should_Work_With_Existing_BindableProperty_Pattern()
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{
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var store = CreateStore();
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var mirror = new BindableProperty<int>(0);
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IReadonlyBindableProperty<int> bindableProperty = store.ToBindableProperty(state => state.Count);
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bindableProperty.Register(value => mirror.Value = value);
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store.Dispatch(new IncrementAction(3));
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Assert.That(mirror.Value, Is.EqualTo(3));
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}
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/// <summary>
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/// 测试 IStateSelector 接口重载能够复用显式选择逻辑。
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/// </summary>
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[Test]
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public void Select_With_IStateSelector_Should_Project_Selected_Value()
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{
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var store = CreateStore();
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var selection = store.Select(new CounterNameSelector());
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Assert.That(selection.Value, Is.EqualTo("Player"));
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}
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/// <summary>
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/// 测试 Store 在中间件内部发生同一实例的嵌套分发时会抛出异常。
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/// </summary>
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[Test]
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public void Dispatch_Should_Throw_When_Nested_Dispatch_Happens_On_Same_Store()
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{
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var store = CreateStore();
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store.UseMiddleware(new NestedDispatchMiddleware(store));
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Assert.That(
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() => store.Dispatch(new IncrementAction(1)),
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Throws.InvalidOperationException.With.Message.Contain("Nested dispatch"));
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}
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/// <summary>
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/// 测试中间件链执行顺序和 Store 诊断信息更新。
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/// </summary>
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[Test]
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public void Dispatch_Should_Run_Middlewares_In_Order_And_Update_Diagnostics()
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{
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var store = CreateStore();
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var logs = new List<string>();
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store.UseMiddleware(new RecordingMiddleware(logs, "first"));
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store.UseMiddleware(new RecordingMiddleware(logs, "second"));
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store.Dispatch(new IncrementAction(2));
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Assert.That(logs, Is.EqualTo(new[]
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{
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"first:before",
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"second:before",
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"second:after",
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"first:after"
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}));
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Assert.That(store.LastActionType, Is.EqualTo(typeof(IncrementAction)));
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Assert.That(store.LastStateChangedAt, Is.Not.Null);
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Assert.That(store.LastDispatchRecord, Is.Not.Null);
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Assert.That(store.LastDispatchRecord!.HasStateChanged, Is.True);
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Assert.That(store.LastDispatchRecord.NextState.Count, Is.EqualTo(2));
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}
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/// <summary>
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/// 测试 reducer 句柄注销后,后续同类型 action 不会再命中该 reducer。
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/// </summary>
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[Test]
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public void RegisterReducerHandle_UnRegister_Should_Stop_Future_Reductions()
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{
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var store = new Store<CounterState>(new CounterState(0, "Player"));
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var reducerHandle = store.RegisterReducerHandle<IncrementAction>((state, action) =>
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state with { Count = state.Count + action.Amount });
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store.Dispatch(new IncrementAction(2));
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reducerHandle.UnRegister();
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store.Dispatch(new IncrementAction(2));
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Assert.That(store.State.Count, Is.EqualTo(2));
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}
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/// <summary>
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/// 测试 middleware 句柄注销后,后续 dispatch 不会再经过该中间件。
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/// </summary>
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[Test]
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public void RegisterMiddleware_UnRegister_Should_Stop_Future_Pipeline_Execution()
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{
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var store = CreateStore();
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var logs = new List<string>();
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var middlewareHandle = store.RegisterMiddleware(new RecordingMiddleware(logs, "dynamic"));
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store.Dispatch(new IncrementAction(1));
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middlewareHandle.UnRegister();
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store.Dispatch(new IncrementAction(1));
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Assert.That(store.State.Count, Is.EqualTo(2));
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Assert.That(logs, Is.EqualTo(new[] { "dynamic:before", "dynamic:after" }));
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}
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/// <summary>
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/// 测试移除同一 action 类型中的某个 reducer 后,其余 reducer 仍保持原有注册顺序。
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/// </summary>
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[Test]
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public void RegisterReducerHandle_UnRegister_Should_Preserve_Remaining_Order()
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{
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var executionOrder = new List<string>();
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var store = new Store<CounterState>(new CounterState(0, "Player"));
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store.RegisterReducerHandle<IncrementAction>((state, action) =>
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{
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executionOrder.Add("first");
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return state with { Count = state.Count + action.Amount };
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});
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var middleReducer = store.RegisterReducerHandle<IncrementAction>((state, action) =>
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{
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executionOrder.Add("middle");
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return state with { Count = state.Count + action.Amount * 10 };
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});
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store.RegisterReducerHandle<IncrementAction>((state, action) =>
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{
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executionOrder.Add("last");
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return state with { Count = state.Count + action.Amount * 100 };
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});
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middleReducer.UnRegister();
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store.Dispatch(new IncrementAction(1));
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Assert.That(executionOrder, Is.EqualTo(new[] { "first", "last" }));
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Assert.That(store.State.Count, Is.EqualTo(101));
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}
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/// <summary>
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/// 测试注册句柄的注销操作是幂等的,多次调用不会抛异常或影响其他注册项。
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/// </summary>
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[Test]
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public void RegisterHandles_UnRegister_Should_Be_Idempotent()
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{
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var logs = new List<string>();
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var store = new Store<CounterState>(new CounterState(0, "Player"));
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var reducerHandle = store.RegisterReducerHandle<IncrementAction>((state, action) =>
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state with { Count = state.Count + action.Amount });
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var middlewareHandle = store.RegisterMiddleware(new RecordingMiddleware(logs, "dynamic"));
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Assert.That(() =>
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{
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reducerHandle.UnRegister();
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reducerHandle.UnRegister();
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middlewareHandle.UnRegister();
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middlewareHandle.UnRegister();
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}, Throws.Nothing);
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store.Dispatch(new IncrementAction(1));
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Assert.That(store.State.Count, Is.EqualTo(0));
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Assert.That(logs, Is.Empty);
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}
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/// <summary>
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/// 测试 dispatch 进行中注销 reducer 和 middleware 时,
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/// 当前 dispatch 仍使用开始时的快照,而后续 dispatch 会看到注销结果。
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/// </summary>
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[Test]
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public void UnRegister_During_Dispatch_Should_Affect_Next_Dispatch_But_Not_Current_One()
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{
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using var entered = new ManualResetEventSlim(false);
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using var release = new ManualResetEventSlim(false);
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var logs = new List<string>();
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var store = new Store<CounterState>(new CounterState(0, "Player"));
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var reducerHandle = store.RegisterReducerHandle<IncrementAction>((state, action) =>
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state with { Count = state.Count + action.Amount });
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var blockingHandle = store.RegisterMiddleware(new BlockingMiddleware(entered, release));
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var recordingHandle = store.RegisterMiddleware(new RecordingMiddleware(logs, "dynamic"));
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var dispatchTask = Task.Run(() => store.Dispatch(new IncrementAction(1)));
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Assert.That(entered.Wait(TimeSpan.FromSeconds(2)), Is.True, "middleware 未按预期进入阻塞阶段");
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reducerHandle.UnRegister();
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blockingHandle.UnRegister();
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recordingHandle.UnRegister();
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release.Set();
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Assert.That(dispatchTask.Wait(TimeSpan.FromSeconds(2)), Is.True, "dispatch 未在释放 middleware 后完成");
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Assert.That(store.State.Count, Is.EqualTo(1), "当前 dispatch 应继续使用启动时抓取的 reducer 快照");
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Assert.That(logs, Is.EqualTo(new[] { "dynamic:before", "dynamic:after" }));
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store.Dispatch(new IncrementAction(1));
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Assert.That(store.State.Count, Is.EqualTo(1), "后续 dispatch 应看到 reducer 已被注销");
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Assert.That(logs, Is.EqualTo(new[] { "dynamic:before", "dynamic:after" }));
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}
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/// <summary>
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/// 测试未命中的 action 仍会记录诊断信息,但不会改变状态。
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/// </summary>
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[Test]
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public void Dispatch_Without_Matching_Reducer_Should_Update_Record_Without_Changing_State()
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{
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var store = CreateStore();
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store.Dispatch(new NoopAction());
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Assert.That(store.State.Count, Is.EqualTo(0));
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Assert.That(store.LastActionType, Is.EqualTo(typeof(NoopAction)));
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Assert.That(store.LastDispatchRecord, Is.Not.Null);
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Assert.That(store.LastDispatchRecord!.HasStateChanged, Is.False);
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Assert.That(store.LastStateChangedAt, Is.Null);
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}
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/// <summary>
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/// 测试 Store 能够复用同一个缓存选择视图实例。
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/// </summary>
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[Test]
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public void GetOrCreateSelection_Should_Return_Cached_Instance_For_Same_Key()
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{
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var store = CreateStore();
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var first = store.GetOrCreateSelection("count", state => state.Count);
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var second = store.GetOrCreateSelection("count", state => state.Count);
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Assert.That(second, Is.SameAs(first));
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}
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/// <summary>
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/// 测试 StoreBuilder 能够应用 reducer、中间件和状态比较器配置。
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/// </summary>
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[Test]
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public void StoreBuilder_Should_Apply_Configured_Reducers_Middlewares_And_Comparer()
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{
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var logs = new List<string>();
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var store = (Store<CounterState>)Store<CounterState>
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.CreateBuilder()
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.WithComparer(new CounterStateNameInsensitiveComparer())
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.AddReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount })
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.AddReducer<RenameAction>((state, action) => state with { Name = action.Name })
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.UseMiddleware(new RecordingMiddleware(logs, "builder"))
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.Build(new CounterState(0, "Player"));
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var notifyCount = 0;
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store.Subscribe(_ => notifyCount++);
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store.Dispatch(new RenameAction("player"));
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store.Dispatch(new IncrementAction(2));
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Assert.That(notifyCount, Is.EqualTo(1));
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Assert.That(store.State.Count, Is.EqualTo(2));
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Assert.That(logs, Is.EqualTo(new[] { "builder:before", "builder:after", "builder:before", "builder:after" }));
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}
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/// <summary>
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/// 测试批处理会折叠多次状态变化通知,只在最外层结束时发布最终状态。
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/// </summary>
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[Test]
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public void RunInBatch_Should_Collapse_Notifications_To_Final_State()
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{
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var store = CreateStore();
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var receivedCounts = new List<int>();
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store.Subscribe(state => receivedCounts.Add(state.Count));
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store.RunInBatch(() =>
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{
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Assert.That(store.IsBatching, Is.True);
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store.Dispatch(new IncrementAction(1));
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store.Dispatch(new IncrementAction(2));
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});
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Assert.That(store.IsBatching, Is.False);
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Assert.That(store.State.Count, Is.EqualTo(3));
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Assert.That(receivedCounts, Is.EqualTo(new[] { 3 }));
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}
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/// <summary>
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/// 测试嵌套批处理只会在最外层结束时发出一次通知。
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/// </summary>
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[Test]
|
||
public void RunInBatch_Should_Support_Nested_Batches()
|
||
{
|
||
var store = CreateStore();
|
||
var receivedCounts = new List<int>();
|
||
|
||
store.Subscribe(state => receivedCounts.Add(state.Count));
|
||
|
||
store.RunInBatch(() =>
|
||
{
|
||
store.Dispatch(new IncrementAction(1));
|
||
|
||
store.RunInBatch(() =>
|
||
{
|
||
Assert.That(store.IsBatching, Is.True);
|
||
store.Dispatch(new IncrementAction(1));
|
||
});
|
||
|
||
store.Dispatch(new IncrementAction(1));
|
||
});
|
||
|
||
Assert.That(store.State.Count, Is.EqualTo(3));
|
||
Assert.That(receivedCounts, Is.EqualTo(new[] { 3 }));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 测试启用历史记录后支持撤销、重做、时间旅行和 redo 分支裁剪。
|
||
/// </summary>
|
||
[Test]
|
||
public void History_Should_Support_Undo_Redo_Time_Travel_And_Branch_Reset()
|
||
{
|
||
var store = new Store<CounterState>(new CounterState(0, "Player"), historyCapacity: 8);
|
||
store.RegisterReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount });
|
||
|
||
store.Dispatch(new IncrementAction(1));
|
||
store.Dispatch(new IncrementAction(1));
|
||
store.Dispatch(new IncrementAction(1));
|
||
|
||
Assert.That(store.HistoryCount, Is.EqualTo(4));
|
||
Assert.That(store.HistoryIndex, Is.EqualTo(3));
|
||
Assert.That(store.CanUndo, Is.True);
|
||
Assert.That(store.CanRedo, Is.False);
|
||
|
||
store.Undo();
|
||
Assert.That(store.State.Count, Is.EqualTo(2));
|
||
Assert.That(store.HistoryIndex, Is.EqualTo(2));
|
||
Assert.That(store.CanRedo, Is.True);
|
||
|
||
store.Undo();
|
||
Assert.That(store.State.Count, Is.EqualTo(1));
|
||
Assert.That(store.HistoryIndex, Is.EqualTo(1));
|
||
|
||
store.Redo();
|
||
Assert.That(store.State.Count, Is.EqualTo(2));
|
||
Assert.That(store.HistoryIndex, Is.EqualTo(2));
|
||
|
||
store.TimeTravelTo(0);
|
||
Assert.That(store.State.Count, Is.EqualTo(0));
|
||
Assert.That(store.HistoryIndex, Is.EqualTo(0));
|
||
|
||
store.TimeTravelTo(2);
|
||
Assert.That(store.State.Count, Is.EqualTo(2));
|
||
Assert.That(store.HistoryIndex, Is.EqualTo(2));
|
||
|
||
store.Dispatch(new IncrementAction(10));
|
||
|
||
Assert.That(store.State.Count, Is.EqualTo(12));
|
||
Assert.That(store.CanRedo, Is.False, "新 dispatch 应清除 redo 分支");
|
||
Assert.That(store.GetHistoryEntriesSnapshot().Select(entry => entry.State.Count),
|
||
Is.EqualTo(new[] { 0, 1, 2, 12 }));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 测试 ClearHistory 会以当前状态重置历史锚点,而不会修改当前状态。
|
||
/// </summary>
|
||
[Test]
|
||
public void ClearHistory_Should_Reset_To_Current_State_Anchor()
|
||
{
|
||
var store = new Store<CounterState>(new CounterState(0, "Player"), historyCapacity: 4);
|
||
store.RegisterReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount });
|
||
|
||
store.Dispatch(new IncrementAction(1));
|
||
store.Dispatch(new IncrementAction(1));
|
||
store.ClearHistory();
|
||
|
||
Assert.That(store.State.Count, Is.EqualTo(2));
|
||
Assert.That(store.HistoryCount, Is.EqualTo(1));
|
||
Assert.That(store.HistoryIndex, Is.EqualTo(0));
|
||
Assert.That(store.CanUndo, Is.False);
|
||
Assert.That(store.GetHistoryEntriesSnapshot()[0].State.Count, Is.EqualTo(2));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 测试默认 action 匹配策略仍然只命中精确类型 reducer。
|
||
/// </summary>
|
||
[Test]
|
||
public void Dispatch_Should_Remain_Exact_Type_Only_By_Default()
|
||
{
|
||
var store = new Store<CounterState>(new CounterState(0, "Player"));
|
||
store.RegisterReducer<IncrementActionBase>((state, action) =>
|
||
state with { Count = state.Count + action.Amount * 10 });
|
||
store.RegisterReducer<IIncrementActionMarker>((state, action) =>
|
||
state with { Count = state.Count + action.Amount * 100 });
|
||
|
||
store.Dispatch(new DerivedIncrementAction(1));
|
||
|
||
Assert.That(store.State.Count, Is.EqualTo(0));
|
||
Assert.That(store.ActionMatchingMode, Is.EqualTo(StoreActionMatchingMode.ExactTypeOnly));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 测试启用多态匹配后,Store 会按“精确类型 -> 基类 -> 接口”的稳定顺序执行 reducer。
|
||
/// </summary>
|
||
[Test]
|
||
public void Dispatch_Should_Use_Polymorphic_Action_Matching_In_Deterministic_Order()
|
||
{
|
||
var executionOrder = new List<string>();
|
||
var store = new Store<CounterState>(
|
||
new CounterState(0, "Player"),
|
||
actionMatchingMode: StoreActionMatchingMode.IncludeAssignableTypes);
|
||
|
||
store.RegisterReducer<IncrementActionBase>((state, action) =>
|
||
{
|
||
executionOrder.Add("base");
|
||
return state with { Count = state.Count + action.Amount * 10 };
|
||
});
|
||
|
||
store.RegisterReducer<IIncrementActionMarker>((state, action) =>
|
||
{
|
||
executionOrder.Add("interface");
|
||
return state with { Count = state.Count + action.Amount * 100 };
|
||
});
|
||
|
||
store.RegisterReducer<DerivedIncrementAction>((state, action) =>
|
||
{
|
||
executionOrder.Add("exact");
|
||
return state with { Count = state.Count + action.Amount };
|
||
});
|
||
|
||
store.Dispatch(new DerivedIncrementAction(1));
|
||
|
||
Assert.That(executionOrder, Is.EqualTo(new[] { "exact", "base", "interface" }));
|
||
Assert.That(store.State.Count, Is.EqualTo(111));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 测试 StoreBuilder 能够应用历史容量和 action 匹配策略配置。
|
||
/// </summary>
|
||
[Test]
|
||
public void StoreBuilder_Should_Apply_History_And_Action_Matching_Configuration()
|
||
{
|
||
var store = (Store<CounterState>)Store<CounterState>
|
||
.CreateBuilder()
|
||
.WithHistoryCapacity(6)
|
||
.WithActionMatching(StoreActionMatchingMode.IncludeAssignableTypes)
|
||
.AddReducer<IncrementActionBase>((state, action) => state with { Count = state.Count + action.Amount })
|
||
.Build(new CounterState(0, "Player"));
|
||
|
||
store.Dispatch(new DerivedIncrementAction(2));
|
||
|
||
Assert.That(store.ActionMatchingMode, Is.EqualTo(StoreActionMatchingMode.IncludeAssignableTypes));
|
||
Assert.That(store.HistoryCapacity, Is.EqualTo(6));
|
||
Assert.That(store.HistoryCount, Is.EqualTo(2));
|
||
Assert.That(store.State.Count, Is.EqualTo(2));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 测试长时间运行的 middleware 不会长时间占用状态锁,
|
||
/// 使读取状态和新增订阅仍能在 dispatch 进行期间完成。
|
||
/// </summary>
|
||
[Test]
|
||
public void Dispatch_Should_Not_Block_State_Read_Or_Subscribe_While_Middleware_Is_Running()
|
||
{
|
||
using var entered = new ManualResetEventSlim(false);
|
||
using var release = new ManualResetEventSlim(false);
|
||
|
||
var store = CreateStore();
|
||
store.UseMiddleware(new BlockingMiddleware(entered, release));
|
||
|
||
var dispatchTask = Task.Run(() => store.Dispatch(new IncrementAction(1)));
|
||
|
||
Assert.That(entered.Wait(TimeSpan.FromSeconds(2)), Is.True, "middleware 未按预期进入阻塞阶段");
|
||
|
||
var stateReadTask = Task.Run(() => store.State.Count);
|
||
Assert.That(stateReadTask.Wait(TimeSpan.FromMilliseconds(200)), Is.True, "State 读取被 dispatch 长时间阻塞");
|
||
Assert.That(stateReadTask.Result, Is.EqualTo(0), "middleware 执行期间应仍能读取到提交前的状态快照");
|
||
|
||
var subscribeTask = Task.Run(() =>
|
||
{
|
||
var unRegister = store.Subscribe(_ => { });
|
||
unRegister.UnRegister();
|
||
});
|
||
Assert.That(subscribeTask.Wait(TimeSpan.FromMilliseconds(200)), Is.True, "Subscribe 被 dispatch 长时间阻塞");
|
||
|
||
release.Set();
|
||
|
||
Assert.That(dispatchTask.Wait(TimeSpan.FromSeconds(2)), Is.True, "dispatch 未在释放 middleware 后完成");
|
||
Assert.That(store.State.Count, Is.EqualTo(1));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建一个带有基础 reducer 的测试 Store。
|
||
/// </summary>
|
||
/// <param name="initialState">可选初始状态。</param>
|
||
/// <returns>已配置基础 reducer 的 Store 实例。</returns>
|
||
private static Store<CounterState> CreateStore(CounterState? initialState = null)
|
||
{
|
||
var store = new Store<CounterState>(initialState ?? new CounterState(0, "Player"));
|
||
store.RegisterReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount });
|
||
store.RegisterReducer<RenameAction>((state, action) => state with { Name = action.Name });
|
||
return store;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 用于测试的计数器状态。
|
||
/// 使用 record 保持逻辑不可变语义,便于 Store 基于状态快照进行比较和断言。
|
||
/// </summary>
|
||
/// <param name="Count">当前计数值。</param>
|
||
/// <param name="Name">当前名称。</param>
|
||
private sealed record CounterState(int Count, string Name);
|
||
|
||
/// <summary>
|
||
/// 表示增加计数的 action。
|
||
/// </summary>
|
||
/// <param name="Amount">要增加的数量。</param>
|
||
private sealed record IncrementAction(int Amount);
|
||
|
||
/// <summary>
|
||
/// 表示修改名称的 action。
|
||
/// </summary>
|
||
/// <param name="Name">新的名称。</param>
|
||
private sealed record RenameAction(string Name);
|
||
|
||
/// <summary>
|
||
/// 表示没有匹配 reducer 的 action,用于验证无变更分发路径。
|
||
/// </summary>
|
||
private sealed record NoopAction;
|
||
|
||
/// <summary>
|
||
/// 表示参与多态匹配测试的 action 标记接口。
|
||
/// </summary>
|
||
private interface IIncrementActionMarker
|
||
{
|
||
/// <summary>
|
||
/// 获取增量值。
|
||
/// </summary>
|
||
int Amount { get; }
|
||
}
|
||
|
||
/// <summary>
|
||
/// 表示多态匹配测试中的基类 action。
|
||
/// </summary>
|
||
/// <param name="Amount">要增加的数量。</param>
|
||
private abstract record IncrementActionBase(int Amount);
|
||
|
||
/// <summary>
|
||
/// 表示多态匹配测试中的派生 action。
|
||
/// </summary>
|
||
/// <param name="Amount">要增加的数量。</param>
|
||
private sealed record DerivedIncrementAction(int Amount)
|
||
: IncrementActionBase(Amount), IIncrementActionMarker;
|
||
|
||
/// <summary>
|
||
/// 显式选择器实现,用于验证 IStateSelector 重载。
|
||
/// </summary>
|
||
private sealed class CounterNameSelector : IStateSelector<CounterState, string>
|
||
{
|
||
/// <summary>
|
||
/// 从状态中选择名称字段。
|
||
/// </summary>
|
||
/// <param name="state">完整状态。</param>
|
||
/// <returns>名称字段。</returns>
|
||
public string Select(CounterState state)
|
||
{
|
||
return state.Name;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将计数值按十位分桶比较的测试比较器。
|
||
/// 该比较器用于验证选择器只在局部状态“语义变化”时才触发通知。
|
||
/// </summary>
|
||
private sealed class TensBucketEqualityComparer : IEqualityComparer<int>
|
||
{
|
||
/// <summary>
|
||
/// 判断两个值是否落在同一个十位分桶中。
|
||
/// </summary>
|
||
/// <param name="x">左侧值。</param>
|
||
/// <param name="y">右侧值。</param>
|
||
/// <returns>若位于同一分桶则返回 <see langword="true"/>,否则返回 <see langword="false"/>。</returns>
|
||
public bool Equals(int x, int y)
|
||
{
|
||
return x / 10 == y / 10;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 返回基于十位分桶的哈希码。
|
||
/// </summary>
|
||
/// <param name="obj">目标值。</param>
|
||
/// <returns>分桶哈希码。</returns>
|
||
public int GetHashCode(int obj)
|
||
{
|
||
return obj / 10;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 用于测试 StoreBuilder 自定义状态比较器的比较器实现。
|
||
/// 该比较器忽略名称字段的大小写差异,并保持计数字段严格比较。
|
||
/// </summary>
|
||
private sealed class CounterStateNameInsensitiveComparer : IEqualityComparer<CounterState>
|
||
{
|
||
/// <summary>
|
||
/// 判断两个状态是否在业务语义上相等。
|
||
/// </summary>
|
||
/// <param name="x">左侧状态。</param>
|
||
/// <param name="y">右侧状态。</param>
|
||
/// <returns>若两个状态在计数相同且名称仅大小写不同,则返回 <see langword="true"/>。</returns>
|
||
public bool Equals(CounterState? x, CounterState? y)
|
||
{
|
||
if (ReferenceEquals(x, y))
|
||
{
|
||
return true;
|
||
}
|
||
|
||
if (x is null || y is null)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
return x.Count == y.Count &&
|
||
string.Equals(x.Name, y.Name, StringComparison.OrdinalIgnoreCase);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 返回与业务语义一致的哈希码。
|
||
/// </summary>
|
||
/// <param name="obj">目标状态。</param>
|
||
/// <returns>忽略名称大小写后的哈希码。</returns>
|
||
public int GetHashCode(CounterState obj)
|
||
{
|
||
return HashCode.Combine(obj.Count, StringComparer.OrdinalIgnoreCase.GetHashCode(obj.Name));
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 记录中间件调用顺序的测试中间件。
|
||
/// </summary>
|
||
private sealed class RecordingMiddleware(List<string> logs, string name) : IStoreMiddleware<CounterState>
|
||
{
|
||
/// <summary>
|
||
/// 记录当前中间件在分发前后的调用顺序。
|
||
/// </summary>
|
||
/// <param name="context">当前分发上下文。</param>
|
||
/// <param name="next">后续处理节点。</param>
|
||
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
|
||
{
|
||
logs.Add($"{name}:before");
|
||
next();
|
||
logs.Add($"{name}:after");
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 用于验证 dispatch 管线在 middleware 执行期间不会占用状态锁的测试中间件。
|
||
/// </summary>
|
||
private sealed class BlockingMiddleware(ManualResetEventSlim entered, ManualResetEventSlim release)
|
||
: IStoreMiddleware<CounterState>
|
||
{
|
||
/// <summary>
|
||
/// 通知测试线程 middleware 已进入阻塞点,并等待释放信号后继续执行。
|
||
/// </summary>
|
||
/// <param name="context">当前分发上下文。</param>
|
||
/// <param name="next">后续处理节点。</param>
|
||
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
|
||
{
|
||
entered.Set();
|
||
release.Wait(TimeSpan.FromSeconds(2));
|
||
next();
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 在中间件阶段尝试二次分发的测试中间件,用于验证重入保护。
|
||
/// </summary>
|
||
private sealed class NestedDispatchMiddleware(Store<CounterState> store) : IStoreMiddleware<CounterState>
|
||
{
|
||
/// <summary>
|
||
/// 标记是否已经触发过一次嵌套分发,避免因测试实现本身导致无限递归。
|
||
/// </summary>
|
||
private bool _hasTriggered;
|
||
|
||
/// <summary>
|
||
/// 在第一次进入中间件时执行嵌套分发。
|
||
/// </summary>
|
||
/// <param name="context">当前分发上下文。</param>
|
||
/// <param name="next">后续处理节点。</param>
|
||
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
|
||
{
|
||
if (!_hasTriggered)
|
||
{
|
||
_hasTriggered = true;
|
||
store.Dispatch(new IncrementAction(1));
|
||
}
|
||
|
||
next();
|
||
}
|
||
}
|
||
} |