bevy/tests/how_to_test_systems.rs
Cameron 01649f13e2
Refactor App and SubApp internals for better separation (#9202)
# Objective

This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).

Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.

## Solution

Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.

There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.

## Changelog

- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide

- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut`  now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
2024-03-31 03:16:10 +00:00

174 lines
4.0 KiB
Rust

use bevy::{ecs::event::Events, prelude::*};
#[derive(Component, Default)]
struct Enemy {
hit_points: u32,
score_value: u32,
}
#[derive(Event)]
struct EnemyDied(u32);
#[derive(Resource)]
struct Score(u32);
fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
for value in dead_enemies.read() {
score.0 += value.0;
}
}
fn despawn_dead_enemies(
mut commands: Commands,
mut dead_enemies: EventWriter<EnemyDied>,
enemies: Query<(Entity, &Enemy)>,
) {
for (entity, enemy) in &enemies {
if enemy.hit_points == 0 {
commands.entity(entity).despawn_recursive();
dead_enemies.send(EnemyDied(enemy.score_value));
}
}
}
fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
for mut enemy in &mut enemies {
enemy.hit_points -= 1;
}
}
fn spawn_enemy(mut commands: Commands, keyboard_input: Res<ButtonInput<KeyCode>>) {
if keyboard_input.just_pressed(KeyCode::Space) {
commands.spawn(Enemy {
hit_points: 5,
score_value: 3,
});
}
}
#[test]
fn did_hurt_enemy() {
// Setup app
let mut app = App::new();
// Add Score resource
app.insert_resource(Score(0));
// Add `EnemyDied` event
app.add_event::<EnemyDied>();
// Add our two systems
app.add_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
// Setup test entities
let enemy_id = app
.world_mut()
.spawn(Enemy {
hit_points: 5,
score_value: 3,
})
.id();
// Run systems
app.update();
// Check resulting changes
assert!(app.world().get::<Enemy>(enemy_id).is_some());
assert_eq!(app.world().get::<Enemy>(enemy_id).unwrap().hit_points, 4);
}
#[test]
fn did_despawn_enemy() {
// Setup app
let mut app = App::new();
// Add Score resource
app.insert_resource(Score(0));
// Add `EnemyDied` event
app.add_event::<EnemyDied>();
// Add our two systems
app.add_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
// Setup test entities
let enemy_id = app
.world_mut()
.spawn(Enemy {
hit_points: 1,
score_value: 1,
})
.id();
// Run systems
app.update();
// Check enemy was despawned
assert!(app.world().get::<Enemy>(enemy_id).is_none());
// Get `EnemyDied` event reader
let enemy_died_events = app.world().resource::<Events<EnemyDied>>();
let mut enemy_died_reader = enemy_died_events.get_reader();
let enemy_died = enemy_died_reader.read(enemy_died_events).next().unwrap();
// Check the event has been sent
assert_eq!(enemy_died.0, 1);
}
#[test]
fn spawn_enemy_using_input_resource() {
// Setup app
let mut app = App::new();
// Add our systems
app.add_systems(Update, spawn_enemy);
// Setup test resource
let mut input = ButtonInput::<KeyCode>::default();
input.press(KeyCode::Space);
app.insert_resource(input);
// Run systems
app.update();
// Check resulting changes, one entity has been spawned with `Enemy` component
assert_eq!(app.world_mut().query::<&Enemy>().iter(app.world()).len(), 1);
// Clear the `just_pressed` status for all `KeyCode`s
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.clear();
// Run systems
app.update();
// Check resulting changes, no new entity has been spawned
assert_eq!(app.world_mut().query::<&Enemy>().iter(app.world()).len(), 1);
}
#[test]
fn update_score_on_event() {
// Setup app
let mut app = App::new();
// Add Score resource
app.insert_resource(Score(0));
// Add `EnemyDied` event
app.add_event::<EnemyDied>();
// Add our systems
app.add_systems(Update, update_score);
// Send an `EnemyDied` event
app.world_mut()
.resource_mut::<Events<EnemyDied>>()
.send(EnemyDied(3));
// Run systems
app.update();
// Check resulting changes
assert_eq!(app.world().resource::<Score>().0, 3);
}