Add script runtime lifecycle skeleton

This commit is contained in:
2026-03-26 20:45:41 +08:00
parent a78593e7e1
commit 9a2d77b81d
10 changed files with 813 additions and 0 deletions

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@@ -5,6 +5,7 @@ project(XCEngine_ScriptingTests)
set(SCRIPTING_TEST_SOURCES
test_script_field_storage.cpp
test_script_component.cpp
test_script_engine.cpp
)
add_executable(scripting_tests ${SCRIPTING_TEST_SOURCES})

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@@ -0,0 +1,239 @@
#include <gtest/gtest.h>
#include <XCEngine/Scene/Scene.h>
#include <XCEngine/Scripting/IScriptRuntime.h>
#include <XCEngine/Scripting/ScriptComponent.h>
#include <XCEngine/Scripting/ScriptEngine.h>
#include <memory>
#include <string>
#include <utility>
#include <vector>
using namespace XCEngine::Components;
using namespace XCEngine::Scripting;
namespace {
std::string LifecycleMethodToString(ScriptLifecycleMethod method) {
switch (method) {
case ScriptLifecycleMethod::Awake: return "Awake";
case ScriptLifecycleMethod::OnEnable: return "OnEnable";
case ScriptLifecycleMethod::Start: return "Start";
case ScriptLifecycleMethod::FixedUpdate: return "FixedUpdate";
case ScriptLifecycleMethod::Update: return "Update";
case ScriptLifecycleMethod::LateUpdate: return "LateUpdate";
case ScriptLifecycleMethod::OnDisable: return "OnDisable";
case ScriptLifecycleMethod::OnDestroy: return "OnDestroy";
}
return "Unknown";
}
class FakeScriptRuntime : public IScriptRuntime {
public:
void OnRuntimeStart(Scene* scene) override {
events.push_back("RuntimeStart:" + (scene ? scene->GetName() : std::string("null")));
}
void OnRuntimeStop(Scene* scene) override {
events.push_back("RuntimeStop:" + (scene ? scene->GetName() : std::string("null")));
}
bool CreateScriptInstance(const ScriptRuntimeContext& context) override {
events.push_back("Create:" + Describe(context));
return context.component != nullptr;
}
void DestroyScriptInstance(const ScriptRuntimeContext& context) override {
events.push_back("Destroy:" + Describe(context));
}
void InvokeMethod(
const ScriptRuntimeContext& context,
ScriptLifecycleMethod method,
float deltaTime) override {
(void)deltaTime;
events.push_back(LifecycleMethodToString(method) + ":" + Describe(context));
}
void Clear() {
events.clear();
}
std::vector<std::string> events;
private:
static std::string Describe(const ScriptRuntimeContext& context) {
const std::string gameObjectName = context.gameObject ? context.gameObject->GetName() : "null";
const std::string className = context.component ? context.component->GetFullClassName() : "null";
return gameObjectName + ":" + className;
}
};
class ScriptEngineTest : public ::testing::Test {
protected:
void SetUp() override {
engine = &ScriptEngine::Get();
engine->OnRuntimeStop();
engine->SetRuntime(&runtime);
}
void TearDown() override {
engine->OnRuntimeStop();
engine->SetRuntime(nullptr);
scene.reset();
}
ScriptComponent* AddScriptComponent(GameObject* gameObject, const std::string& namespaceName, const std::string& className) {
ScriptComponent* component = gameObject->AddComponent<ScriptComponent>();
component->SetScriptClass("GameScripts", namespaceName, className);
return component;
}
Scene* CreateScene(const std::string& sceneName) {
scene = std::make_unique<Scene>(sceneName);
return scene.get();
}
ScriptEngine* engine = nullptr;
FakeScriptRuntime runtime;
std::unique_ptr<Scene> scene;
};
TEST_F(ScriptEngineTest, RuntimeStartTracksActiveScriptsAndInvokesAwakeThenOnEnable) {
Scene* runtimeScene = CreateScene("RuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
ScriptComponent* component = AddScriptComponent(host, "Gameplay", "PlayerController");
engine->OnRuntimeStart(runtimeScene);
EXPECT_TRUE(engine->IsRuntimeRunning());
EXPECT_EQ(engine->GetRuntimeScene(), runtimeScene);
EXPECT_EQ(engine->GetTrackedScriptCount(), 1u);
EXPECT_TRUE(engine->HasTrackedScriptComponent(component));
EXPECT_TRUE(engine->HasRuntimeInstance(component));
const std::vector<std::string> expected = {
"RuntimeStart:RuntimeScene",
"Create:Host:Gameplay.PlayerController",
"Awake:Host:Gameplay.PlayerController",
"OnEnable:Host:Gameplay.PlayerController"
};
EXPECT_EQ(runtime.events, expected);
}
TEST_F(ScriptEngineTest, UpdateInvokesStartOnlyOnceAndRunsPerFrameMethods) {
Scene* runtimeScene = CreateScene("RuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
AddScriptComponent(host, "Gameplay", "Mover");
engine->OnRuntimeStart(runtimeScene);
runtime.Clear();
engine->OnUpdate(0.016f);
engine->OnFixedUpdate(0.02f);
engine->OnUpdate(0.016f);
engine->OnLateUpdate(0.016f);
const std::vector<std::string> expected = {
"Start:Host:Gameplay.Mover",
"Update:Host:Gameplay.Mover",
"FixedUpdate:Host:Gameplay.Mover",
"Update:Host:Gameplay.Mover",
"LateUpdate:Host:Gameplay.Mover"
};
EXPECT_EQ(runtime.events, expected);
}
TEST_F(ScriptEngineTest, InactiveObjectDefersCreationUntilActivated) {
Scene* runtimeScene = CreateScene("RuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
ScriptComponent* component = AddScriptComponent(host, "Gameplay", "SpawnedLater");
host->SetActive(false);
engine->OnRuntimeStart(runtimeScene);
ASSERT_EQ(engine->GetTrackedScriptCount(), 1u);
EXPECT_TRUE(engine->HasTrackedScriptComponent(component));
EXPECT_FALSE(engine->HasRuntimeInstance(component));
ASSERT_EQ(runtime.events.size(), 1u);
EXPECT_EQ(runtime.events[0], "RuntimeStart:RuntimeScene");
runtime.Clear();
host->SetActive(true);
engine->OnUpdate(0.016f);
const std::vector<std::string> expected = {
"Create:Host:Gameplay.SpawnedLater",
"Awake:Host:Gameplay.SpawnedLater",
"OnEnable:Host:Gameplay.SpawnedLater",
"Start:Host:Gameplay.SpawnedLater",
"Update:Host:Gameplay.SpawnedLater"
};
EXPECT_EQ(runtime.events, expected);
}
TEST_F(ScriptEngineTest, RuntimeStopInvokesDisableDestroyAndRuntimeStop) {
Scene* runtimeScene = CreateScene("RuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
AddScriptComponent(host, "Gameplay", "ShutdownWatcher");
engine->OnRuntimeStart(runtimeScene);
runtime.Clear();
engine->OnRuntimeStop();
const std::vector<std::string> expected = {
"OnDisable:Host:Gameplay.ShutdownWatcher",
"OnDestroy:Host:Gameplay.ShutdownWatcher",
"Destroy:Host:Gameplay.ShutdownWatcher",
"RuntimeStop:RuntimeScene"
};
EXPECT_EQ(runtime.events, expected);
EXPECT_FALSE(engine->IsRuntimeRunning());
EXPECT_EQ(engine->GetRuntimeScene(), nullptr);
EXPECT_EQ(engine->GetTrackedScriptCount(), 0u);
}
TEST_F(ScriptEngineTest, ReEnablingScriptDoesNotInvokeStartTwice) {
Scene* runtimeScene = CreateScene("RuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
ScriptComponent* component = AddScriptComponent(host, "Gameplay", "ToggleWatcher");
engine->OnRuntimeStart(runtimeScene);
engine->OnUpdate(0.016f);
runtime.Clear();
component->SetEnabled(false);
component->SetEnabled(true);
engine->OnUpdate(0.016f);
const std::vector<std::string> expected = {
"OnDisable:Host:Gameplay.ToggleWatcher",
"OnEnable:Host:Gameplay.ToggleWatcher",
"Update:Host:Gameplay.ToggleWatcher"
};
EXPECT_EQ(runtime.events, expected);
}
TEST_F(ScriptEngineTest, DestroyingGameObjectWhileRuntimeRunningDestroysTrackedScript) {
Scene* runtimeScene = CreateScene("RuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
AddScriptComponent(host, "Gameplay", "DestroyWatcher");
engine->OnRuntimeStart(runtimeScene);
runtime.Clear();
runtimeScene->DestroyGameObject(host);
const std::vector<std::string> expected = {
"OnDisable:Host:Gameplay.DestroyWatcher",
"OnDestroy:Host:Gameplay.DestroyWatcher",
"Destroy:Host:Gameplay.DestroyWatcher"
};
EXPECT_EQ(runtime.events, expected);
EXPECT_EQ(engine->GetTrackedScriptCount(), 0u);
}
} // namespace