Files
GhostEngine/Ghost.Graphics.Test/Test/SerializationTest.cs
Misaki d2d9f5feb7 Refactor and enhance codebase for maintainability
Refactored and reorganized the codebase to improve readability, performance, and maintainability. Introduced new interfaces and structs for better resource management, updated project configuration files, and refactored shader and graphics pipeline management. Improved error handling, code formatting, and removed unused code and namespaces. Updated DLL references and method signatures for consistency and maintainability.
2025-10-22 18:46:39 +09:00

50 lines
1.8 KiB
C#

using Ghost.Editor.Core.SceneGraph;
using Ghost.Entities;
using System.Text.Json;
namespace Ghost.UnitTest.Test;
internal class SerializationTest : ITest
{
private const string _TEST_FILE_PATH = "C:/Users/Misaki/Downloads/testScene.ghostscene";
public void Run()
{
var testWorld = World.Create();
var testScene = new WorldNode(testWorld, "Test Scene");
var entity1 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 1");
var entity2 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 2");
var entity3 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 3");
var entity4 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 4");
var entity5 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 5");
testWorld.SystemStorage.AddSystem<TestSystem>();
SceneGraphHelpers.AttachChild(testScene, entity1, entity2);
SceneGraphHelpers.AttachChild(testScene, entity1, entity3);
SceneGraphHelpers.AttachChild(testScene, entity2, entity4);
testScene.AddChild(entity1);
testScene.AddChild(entity5);
var createStream = new FileStream(_TEST_FILE_PATH, FileMode.Create, FileAccess.Write, FileShare.None);
var options = new JsonSerializerOptions
{
WriteIndented = true,
IncludeFields = true,
IgnoreReadOnlyProperties = true,
};
JsonSerializer.Serialize(createStream, testScene, options);
createStream.Dispose();
testWorld.Dispose();
var readStream = new FileStream(_TEST_FILE_PATH, FileMode.Open, FileAccess.Read, FileShare.Read);
var deserializedScene = JsonSerializer.Deserialize<WorldNode>(readStream, options) ?? throw new Exception("Deserialization failed.");
deserializedScene.LoadAsync();
}
}