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Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform. The windowed MonoGame host moves to the new MrGameEng.Host library: GameHost, GameHostOptions, visual scene transitions (OverlayTransition, Transitions.Fade/Wipe, TransitionRenderer) and the Input feature (namespace MrGameEng.Input is unchanged). Transition timing stays in Core (SceneManager exposes ActiveTransition/TransitionCoverage/ TransitionPhase; the host draws the overlay). EngineContext loses its GraphicsDevice property: hosts publish the device as a service and graphics code reads it via context.GetGraphicsDevice() in Graphics. Core gains HeadlessHost: a fixed-timestep loop without a window or GPU (Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated servers, batch simulation and tests. Graphics and Audio now carry their own MonoGame.Framework.DesktopGL reference instead of inheriting it from Core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
143 lines
4.9 KiB
C#
143 lines
4.9 KiB
C#
using MrGameEng.Core;
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using Xunit;
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namespace MrGameEng.Core.Tests;
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public class SceneTransitionTests
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{
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private sealed class TrackingScene : Scene
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{
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public int LoadCount;
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public int UnloadCount;
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protected override void OnLoad() => LoadCount++;
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protected override void OnUnload() => UnloadCount++;
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}
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// Тайминг-машина живёт в ядре и не зависит от визуала перехода —
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// тестируем на голой заглушке с длительностями, как у Fade.
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private sealed class TimedTransition(float outDuration, float inDuration)
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: Transition(outDuration, inDuration);
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private static Transition Fade(float duration) =>
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new TimedTransition(duration / 2f, duration / 2f);
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private static void Tick(EngineContext context, float seconds)
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{
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context.Clock.Advance(seconds);
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context.Scenes.Update(context.Clock);
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}
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[Fact]
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public void TransitionSwitch_KeepsOldScene_UntilFullyCovered()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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// Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c.
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context.Scenes.Switch(second, Fade(1f));
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Tick(context, 0.2f);
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Assert.True(context.Scenes.IsTransitioning);
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Assert.Same(first, context.Scenes.Current);
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Assert.Equal(0, second.LoadCount);
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Tick(context, 0.4f); // суммарно 0.6 > 0.5 — экран закрыт, своп произошёл
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Assert.Same(second, context.Scenes.Current);
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Assert.Equal(1, first.UnloadCount);
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Assert.Equal(1, second.LoadCount);
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Assert.True(context.Scenes.IsTransitioning); // идёт фаза открытия
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Tick(context, 0.6f); // открытие завершено
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Assert.False(context.Scenes.IsTransitioning);
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Assert.Same(second, context.Scenes.Current);
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}
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[Fact]
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public void Transition_UsesUnscaledTime_WorksWhilePaused()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Clock.TimeScale = 0f; // игра на паузе
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context.Scenes.Switch(second, Fade(0.2f));
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Tick(context, 0.15f);
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Tick(context, 0.15f);
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Assert.Same(second, context.Scenes.Current);
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Assert.False(context.Scenes.IsTransitioning);
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}
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[Fact]
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public void SwitchDuringTransition_ReplacesPendingTarget()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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var third = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Fade(1f));
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Tick(context, 0.1f);
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context.Scenes.Switch(third); // передумали, пока экран закрывается
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Tick(context, 0.5f);
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Assert.Same(third, context.Scenes.Current);
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Assert.Equal(0, second.LoadCount);
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}
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[Fact]
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public void SwitchDuringReveal_CoversAgain_InsteadOfHardSwap()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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var third = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Fade(1f)); // 0.5 c закрытие + 0.5 c открытие
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Tick(context, 0.6f); // закрыто, своп на second, началось открытие
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Assert.Same(second, context.Scenes.Current);
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Tick(context, 0.25f); // открытие наполовину (coverage ~0.5)
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context.Scenes.Switch(third, Fade(1f)); // передумали во время открытия
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Tick(context, 0.05f); // экран снова закрывается — свопа ещё нет
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Assert.Same(second, context.Scenes.Current);
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Assert.True(context.Scenes.IsTransitioning);
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Tick(context, 0.6f); // полностью закрыт — теперь своп на third
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Assert.Same(third, context.Scenes.Current);
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Assert.Equal(1, third.LoadCount);
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}
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[Fact]
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public void ZeroDurationTransition_SwapsOnNextUpdates()
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{
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var context = new EngineContext();
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var first = new TrackingScene();
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var second = new TrackingScene();
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Fade(0f));
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Tick(context, 0.016f);
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Tick(context, 0.016f);
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Assert.Same(second, context.Scenes.Current);
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Assert.False(context.Scenes.IsTransitioning);
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}
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}
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