Files
unity-save-system/Tests/Editor/SaveSystemFacadeTests.cs
Sebastian Bularca b5d13e86d9 copy from github
2026-03-27 15:14:08 +01:00

144 lines
5.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
namespace Jovian.SaveSystem.Tests.Editor {
public class SaveSystemFacadeTests {
[Serializable]
private sealed class GameState {
public string playerName;
public int level;
public float health;
}
private InMemorySaveStorage storage;
private SaveSystemSettings settings;
private ISaveSystem saveSystem;
[SetUp]
public void SetUp() {
storage = new InMemorySaveStorage();
settings = new SaveSystemSettings {
maxAutoSavesPerSession = 3,
currentSaveVersion = 1
};
JsonSaveSerializer serializer = new JsonSaveSerializer();
SaveSlotManager slotManager = new SaveSlotManager(storage, settings);
saveSystem = new SaveSystem(serializer, storage, slotManager, settings);
}
[Test]
public void SaveAndLoad_ManualSlot_RoundTrips() {
string sessionId = saveSystem.CreateSession();
GameState original = new GameState {
playerName = "Hero",
level = 10,
health = 95.5f
};
saveSystem.Save(sessionId, original, SaveSlotType.Manual);
IReadOnlyList<SaveSlotInfo> slots = saveSystem.GetSlots(sessionId);
Assert.AreEqual(1, slots.Count);
GameState loaded = saveSystem.Load<GameState>(slots[0]);
Assert.AreEqual(original.playerName, loaded.playerName);
Assert.AreEqual(original.level, loaded.level);
Assert.AreEqual(original.health, loaded.health);
}
[Test]
public void SaveAndLoad_QuickSlot_OverwritesPrevious() {
string sessionId = saveSystem.CreateSession();
saveSystem.Save(sessionId, new GameState { playerName = "First" }, SaveSlotType.Quick);
saveSystem.Save(sessionId, new GameState { playerName = "Second" }, SaveSlotType.Quick);
IReadOnlyList<SaveSlotInfo> slots = saveSystem.GetSlots(sessionId);
SaveSlotInfo quickSlot = slots.First(s => s.slotType == SaveSlotType.Quick);
GameState loaded = saveSystem.Load<GameState>(quickSlot);
Assert.AreEqual("Second", loaded.playerName);
}
[Test]
public void HasAnySaves_ReflectsState() {
Assert.IsFalse(saveSystem.HasAnySaves());
string sessionId = saveSystem.CreateSession();
saveSystem.Save(sessionId, new GameState { playerName = "Test" }, SaveSlotType.Manual);
Assert.IsTrue(saveSystem.HasAnySaves());
}
[Test]
public void DeleteSlot_RemovesSave() {
string sessionId = saveSystem.CreateSession();
saveSystem.Save(sessionId, new GameState { playerName = "Delete Me" }, SaveSlotType.Manual);
IReadOnlyList<SaveSlotInfo> slots = saveSystem.GetSlots(sessionId);
saveSystem.DeleteSlot(slots[0]);
Assert.AreEqual(0, saveSystem.GetSlots(sessionId).Count);
}
[Test]
public void DeleteSession_RemovesEverything() {
string sessionId = saveSystem.CreateSession();
saveSystem.Save(sessionId, new GameState { playerName = "A" }, SaveSlotType.Manual);
saveSystem.Save(sessionId, new GameState { playerName = "B" }, SaveSlotType.Auto);
saveSystem.Save(sessionId, new GameState { playerName = "C" }, SaveSlotType.Quick);
saveSystem.DeleteSession(sessionId);
Assert.AreEqual(0, saveSystem.GetAllSessions().Count);
Assert.IsFalse(saveSystem.HasAnySaves());
}
[Test]
public void MultipleSessions_AreIndependent() {
string session1 = saveSystem.CreateSession();
string session2 = saveSystem.CreateSession();
saveSystem.Save(session1, new GameState { playerName = "Player1" }, SaveSlotType.Manual);
saveSystem.Save(session2, new GameState { playerName = "Player2" }, SaveSlotType.Manual);
Assert.AreEqual(1, saveSystem.GetSlots(session1).Count);
Assert.AreEqual(1, saveSystem.GetSlots(session2).Count);
GameState loaded1 = saveSystem.Load<GameState>(saveSystem.GetSlots(session1)[0]);
GameState loaded2 = saveSystem.Load<GameState>(saveSystem.GetSlots(session2)[0]);
Assert.AreEqual("Player1", loaded1.playerName);
Assert.AreEqual("Player2", loaded2.playerName);
}
/// <summary>
/// In-memory ISaveStorage for testing.
/// </summary>
private sealed class InMemorySaveStorage : ISaveStorage {
private readonly Dictionary<string, byte[]> files = new Dictionary<string, byte[]>();
private readonly HashSet<string> directories = new HashSet<string>();
public void Write(string path, byte[] data) { files[path] = data; }
public byte[] Read(string path) { return files[path]; }
public bool Exists(string path) { return files.ContainsKey(path); }
public void Delete(string path) { files.Remove(path); }
public string[] List(string directoryPath) {
return files.Keys
.Where(k => k.StartsWith(directoryPath))
.ToArray();
}
public void CreateDirectory(string path) { directories.Add(path); }
public Task WriteAsync(string path, byte[] data) { Write(path, data); return Task.CompletedTask; }
public Task<byte[]> ReadAsync(string path) { return Task.FromResult(Read(path)); }
public Task<bool> ExistsAsync(string path) { return Task.FromResult(Exists(path)); }
public Task DeleteAsync(string path) { Delete(path); return Task.CompletedTask; }
public Task<string[]> ListAsync(string directoryPath) { return Task.FromResult(List(directoryPath)); }
}
}
}