oecs-sharp/OECS.Tests/SerializationTests.cs

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using FluentAssertions;
using MessagePack;
using Xunit;
namespace OECS.Tests;
// ── Test components for serialization ─────────────────────────────────
[MessagePackObject]
public struct SerialPos : IMessagePackSerializationCallbackReceiver
{
[Key(0)] public float X { get; set; }
[Key(1)] public float Y { get; set; }
public void OnBeforeSerialize() { }
public void OnAfterDeserialize() { }
}
[MessagePackObject]
public struct SerialHealth : IMessagePackSerializationCallbackReceiver
{
[Key(0)] public int Value { get; set; }
public void OnBeforeSerialize() { }
public void OnAfterDeserialize() { }
}
[MessagePackObject]
public struct SerialConfig : IMessagePackSerializationCallbackReceiver
{
[Key(0)] public float Gravity { get; set; }
[Key(1)] public int MaxPlayers { get; set; }
public void OnBeforeSerialize() { }
public void OnAfterDeserialize() { }
}
// ── Phantom types for relationship serialization ──────────────────────
public struct SerialChildOf { }
public struct SerialParentOf { }
// ── Tests ────────────────────────────────────────────────────────────
public class SerializationTests
{
[Fact]
public void SaveLoad_RoundTrip_PreservesComponents()
{
var world = new World();
var entity = world.CreateEntity();
world.AddComponent(entity, new SerialPos { X = 1.5f, Y = 2.5f });
world.AddComponent(entity, new SerialHealth { Value = 100 });
var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
// Load into a fresh world.
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
// Find the entity in the loaded world.
var found = world2.FindEntity<SerialPos, SerialHealth>();
found.Should().NotBe(Entity.Null);
ref var pos = ref world2.GetComponent<SerialPos>(found);
pos.X.Should().Be(1.5f);
pos.Y.Should().Be(2.5f);
ref var hp = ref world2.GetComponent<SerialHealth>(found);
hp.Value.Should().Be(100);
}
[Fact]
public void SaveLoad_RoundTrip_PreservesMultipleEntities()
{
var world = new World();
var a = world.CreateEntity();
var b = world.CreateEntity();
world.AddComponent(a, new SerialPos { X = 1, Y = 2 });
world.AddComponent(a, new SerialHealth { Value = 10 });
world.AddComponent(b, new SerialPos { X = 3, Y = 4 });
world.AddComponent(b, new SerialHealth { Value = 20 });
var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
var positions = new List<(float X, float Y, int Health)>();
foreach (var it in world2.Select<SerialPos, SerialHealth>())
{
positions.Add((it.Val1.X, it.Val1.Y, it.Val2.Value));
}
positions.Should().BeEquivalentTo([(1, 2, 10), (3, 4, 20)]);
}
[Fact]
public void SaveLoad_RoundTrip_PreservesEntityIds()
{
var world = new World();
var entity = world.CreateEntity();
world.AddComponent(entity, new SerialPos { X = 1, Y = 2 });
var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
var found = world2.FindEntity<SerialPos>();
found.Id.Should().Be(entity.Id);
found.Version.Should().Be(entity.Version);
}
[Fact]
public void SaveLoad_RoundTrip_PreservesSingletons()
{
var world = new World();
world.SetSingleton(new SerialConfig { Gravity = 9.8f, MaxPlayers = 4 });
var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
world2.HasSingleton<SerialConfig>().Should().BeTrue();
ref var config = ref world2.GetSingleton<SerialConfig>();
config.Gravity.Should().Be(9.8f);
config.MaxPlayers.Should().Be(4);
}
[Fact]
public void SaveLoad_RoundTrip_PreservesRelationships()
{
var world = new World();
var child = world.CreateEntity();
var parent = world.CreateEntity();
world.AddComponent(child, new Relationship<SerialChildOf, SerialParentOf>
{
Target = parent
});
var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
// Find the relationship.
var found = world2.FindEntity<Relationship<SerialChildOf, SerialParentOf>>();
found.Should().NotBe(Entity.Null);
ref var rel = ref world2.GetComponent<Relationship<SerialChildOf, SerialParentOf>>(found);
rel.Target.Should().NotBe(Entity.Null);
// The target should be alive and have the same ID as the original parent.
world2.IsAlive(rel.Target).Should().BeTrue();
rel.Target.Id.Should().Be(parent.Id);
}
[Fact]
public void SaveLoad_RoundTrip_PreservesRelationshipTargetIntegrity()
{
var world = new World();
var child = world.CreateEntity();
var parent = world.CreateEntity();
world.AddComponent(parent, new SerialPos { X = 10, Y = 20 });
world.AddComponent(child, new Relationship<SerialChildOf, SerialParentOf>
{
Target = parent
});
var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
var foundChild = world2.FindEntity<Relationship<SerialChildOf, SerialParentOf>>();
ref var rel = ref world2.GetComponent<Relationship<SerialChildOf, SerialParentOf>>(foundChild);
// The target entity should still have its component.
world2.HasComponent<SerialPos>(rel.Target).Should().BeTrue();
ref var pos = ref world2.GetComponent<SerialPos>(rel.Target);
pos.X.Should().Be(10);
pos.Y.Should().Be(20);
}
[Fact]
public void SaveLoad_EmptyWorld_Works()
{
var world = new World();
var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
// Loading an empty world should not throw.
var count = 0;
foreach (var it in world2.Select<SerialPos>())
count++;
count.Should().Be(0);
}
[Fact]
public void SaveLoad_EntityWithNoComponents_IsNotSerialized()
{
var world = new World();
world.CreateEntity(); // Entity with no components.
var stream = new MemoryStream();
WorldSerializer.Save(world, stream);
stream.Position = 0;
var world2 = new World();
WorldSerializer.Load(world2, stream);
// No entities should be loaded since the empty entity wasn't serialized.
var count = 0;
foreach (var it in world2.Select<SerialPos>())
count++;
count.Should().Be(0);
}
}