forked from Misaki/GhostEngine
Refactor application structure and add unit tests
Added: - New `ProgressService` class for managing progress indicators. - New `AssetDatabase`, `AssetOpenHandlerAttribute`, and `AsyncAssetOpenHandlerAttribute` classes for asset handling. - `Ghost.UnitTest` project for unit testing with associated files and configurations. Changed: - `ActivationHandler` class to ensure correct handling of `LaunchActivatedEventArgs`. - `App.xaml.cs` to register `INotificationService` and `IProgressService`, replacing `StackedNotificationService`. - `OnLaunched` method in `App.xaml.cs` to correctly call `ActivationHandler.Handle(args)` and start the host. - `INavigationAware` interface from internal to public for broader access. - `EditorState.cs` to activate `EditorApplication` with the current service provider. - Property names in `AssetItem` and `ExplorerItem` structs to `Name` and `FullName`. - `NotificationService` class to implement `INotificationService` and refactor notification handling. - `AssetPathToGlyphConverter` to handle file extensions consistently. - Bindings in `ProjectPage.xaml` and `ProjectPage.xaml.cs` to use `FullName` instead of `Path`. - `EngineEditorWindow` and `LandingWindow` classes to utilize new notification and progress services. - `Logger` class to include a new method for logging errors with exceptions. Updated: - Manifest files and project files to reflect new structure and dependencies. - Solution file `GhostEngine.sln` to include the new unit test project. - Added several new test classes and methods in `UnitTests.cs`.
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51
Ghost.UnitTest/Test/SerializationTest.cs
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51
Ghost.UnitTest/Test/SerializationTest.cs
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using Ghost.Editor.SceneGraph;
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using Ghost.Entities;
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using Ghost.Test.TestFramework;
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using System.Text.Json;
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namespace Ghost.Test;
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internal class SerializationTest : ITest
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{
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private const string _TEST_FILE_PATH = "C:/Users/Misaki/Downloads/testScene.ghostscene";
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public void Run()
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{
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var testWorld = World.Create();
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var entity1 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 1");
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var entity2 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 2");
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var entity3 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 3");
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var entity4 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 4");
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var entity5 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 5");
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var testScene = new WorldNode(testWorld, "Test Scene");
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testWorld.SystemStorage.AddSystem<TestSystem>();
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SceneGraphHelpers.AttachChild(testScene, entity1, entity2);
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SceneGraphHelpers.AttachChild(testScene, entity1, entity3);
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SceneGraphHelpers.AttachChild(testScene, entity2, entity4);
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testScene.AddChild(entity1);
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testScene.AddChild(entity5);
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var createStream = new FileStream(_TEST_FILE_PATH, FileMode.Create, FileAccess.Write, FileShare.None);
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var options = new JsonSerializerOptions
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{
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WriteIndented = true,
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IncludeFields = true,
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IgnoreReadOnlyProperties = true,
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};
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JsonSerializer.Serialize(createStream, testScene, options);
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createStream.Dispose();
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testWorld.Dispose();
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var readStream = new FileStream(_TEST_FILE_PATH, FileMode.Open, FileAccess.Read, FileShare.Read);
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var deserializedScene = JsonSerializer.Deserialize<WorldNode>(readStream, options) ?? throw new Exception("Deserialization failed.");
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deserializedScene.LoadAsync();
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}
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}
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