# 单元测试 02 · 存档系统(SaveSystem) > **测试类型**:EditMode 单元测试(NUnit) > **测试文件**:`Assets/Tests/EditMode/SaveSystemTests.cs` > **被测程序集**:`BaseGames.Core.Save` > **asmdef 依赖**:`BaseGames.Tests.EditMode.asmdef` 需引用 `BaseGames.Core.Save` --- ## 目录 1. [测试覆盖范围](#1-测试覆盖范围) 2. [SaveMigrator 版本迁移测试](#2-savemigrator-版本迁移测试) 3. [SaveData 序列化/反序列化测试](#3-savedata-序列化反序列化测试) 4. [Checksum 完整性测试](#4-checksum-完整性测试) 5. [完整测试代码](#5-完整测试代码) --- ## 1. 测试覆盖范围 | 类 | 测试点 | |----|--------| | `SaveMigrator` | 空数据不崩溃;旧版本迁移至 2.0;2.0 迁移至 2.1;已是最新版本不重复迁移;未知版本输出警告 | | `SaveData` | JSON 序列化后反序列化数据完整;扩展字段(`ExtensionData`)不丢失;`NGPlus = null` 正确处理 | | `SaveMeta` | Version/SlotIndex/Checksum 字段正确序列化 | | `PlayerSaveData` | AbilityFlags 位掩码正确保存/读取;`DeathShade` 嵌套对象完整 | --- ## 2. SaveMigrator 版本迁移测试 ### 测试说明 `SaveMigrator.Migrate()` 是纯静态方法,完全无 Unity 运行时依赖,是最理想的单元测试目标。 **版本迁移链:** `旧版本` → `2.0` → `2.1`(`CurrentVersion`) **关键验证点:** - `null` 输入安全返回 `null` - `Meta == null` 的输入安全返回原对象 - 空版本号 → 迁移至 2.1,填充 `Tutorial/Settings/EventChains/ChallengeRooms` - `"2.0"` 版本 → 迁移至 2.1,`Map.Pins` 补充为空列表 - `"2.1"` 版本 → 无操作,直接返回 - 迁移后 `Meta.Version == "2.1"` --- ## 3. SaveData 序列化/反序列化测试 ### 测试说明 使用 `Newtonsoft.Json`(项目依赖)测试完整序列化/反序列化往返(round-trip),确保存档读写等价。 **关键验证点:** - 基本字段往返无损 - `ExtensionData`(`[JsonExtensionData]`)保留未知字段 - `NGPlus = null` 序列化后反序列化仍为 null - `AbilityFlags` `uint` 类型正确处理(不发生符号扩展错误) --- ## 4. Checksum 完整性测试 ### 测试说明 `SaveManager` 中的 Checksum 是 HMAC-SHA256 值,存储在 `Meta.Checksum`。测试通过反射或辅助方法访问私有计算逻辑。 > **注意**:若 `ComputeChecksum` 为私有方法,在测试中通过构造相同 JSON 字符串并比较来间接验证,或将方法改为 `internal` 以支持测试。 --- ## 5. 完整测试代码 将以下代码保存至 `Assets/Tests/EditMode/SaveSystemTests.cs`: ```csharp using System.Collections.Generic; using NUnit.Framework; using Newtonsoft.Json; using BaseGames.Core.Save; namespace BaseGames.Tests.EditMode { /// /// 存档系统单元测试(EditMode,纯 C# 逻辑,无 MonoBehaviour 依赖)。 /// 覆盖:SaveMigrator 迁移链、SaveData 序列化/反序列化往返、字段完整性。 /// [TestFixture] public class SaveSystemTests { // ── SaveMigrator · 边界输入 ────────────────────────────────────────── [Test] public void Migrate_NullInput_ReturnsNull() { var result = SaveMigrator.Migrate(null); Assert.IsNull(result, "null 输入应安全返回 null"); } [Test] public void Migrate_NullMeta_ReturnsSameObject() { var data = new SaveData { Meta = null }; var result = SaveMigrator.Migrate(data); Assert.AreSame(data, result, "Meta 为 null 时应返回原对象"); } // ── SaveMigrator · 版本迁移 ────────────────────────────────────────── [Test] public void Migrate_EmptyVersion_MigratesTo_2_1() { var data = new SaveData(); data.Meta.Version = ""; var result = SaveMigrator.Migrate(data); Assert.AreEqual(SaveMigrator.CurrentVersion, result.Meta.Version); } [Test] public void Migrate_OldVersion_FillsMissingSubObjects() { var data = new SaveData(); data.Meta.Version = "1.0"; data.Tutorial = null; data.Settings = null; data.EventChains = null; data.ChallengeRooms = null; var result = SaveMigrator.Migrate(data); Assert.IsNotNull(result.Tutorial, "迁移后 Tutorial 不应为 null"); Assert.IsNotNull(result.Settings, "迁移后 Settings 不应为 null"); Assert.IsNotNull(result.EventChains, "迁移后 EventChains 不应为 null"); Assert.IsNotNull(result.ChallengeRooms, "迁移后 ChallengeRooms 不应为 null"); Assert.IsNull(result.NGPlus, "迁移后 NGPlus 应为 null(非 NG+ 模式)"); } [Test] public void Migrate_OldVersion_FillsPlayerDeathShade() { var data = new SaveData(); data.Meta.Version = "1.0"; data.Player.DeathShade = null; var result = SaveMigrator.Migrate(data); Assert.IsNotNull(result.Player.DeathShade, "迁移后 DeathShade 不应为 null"); } [Test] public void Migrate_Version2_0_FillsMapPins() { var data = new SaveData(); data.Meta.Version = "2.0"; data.Map.Pins = null; var result = SaveMigrator.Migrate(data); Assert.IsNotNull(result.Map.Pins, "从 2.0 迁移后 Map.Pins 不应为 null"); Assert.IsEmpty(result.Map.Pins, "Map.Pins 应初始化为空列表"); } [Test] public void Migrate_CurrentVersion_NoChange() { var data = new SaveData(); data.Meta.Version = SaveMigrator.CurrentVersion; var result = SaveMigrator.Migrate(data); Assert.AreEqual(SaveMigrator.CurrentVersion, result.Meta.Version); } // ── SaveData · JSON 序列化往返 ─────────────────────────────────────── [Test] public void SaveData_SerializeDeserialize_PreservesPlayerData() { var original = new SaveData(); original.Player.CurrentHP = 55; original.Player.MaxHP = 100; original.Player.CurrentGeo = 1234; original.Player.Scene = "TestRoom"; original.Player.PosX = 3.14f; original.Player.PosY = -2.71f; string json = JsonConvert.SerializeObject(original, Formatting.None); var restored = JsonConvert.DeserializeObject(json); Assert.AreEqual(original.Player.CurrentHP, restored.Player.CurrentHP); Assert.AreEqual(original.Player.MaxHP, restored.Player.MaxHP); Assert.AreEqual(original.Player.CurrentGeo, restored.Player.CurrentGeo); Assert.AreEqual(original.Player.Scene, restored.Player.Scene); Assert.AreEqual(original.Player.PosX, restored.Player.PosX, 0.0001f); Assert.AreEqual(original.Player.PosY, restored.Player.PosY, 0.0001f); } [Test] public void SaveData_SerializeDeserialize_PreservesAbilityFlags() { var original = new SaveData(); original.Player.AbilityFlags = 0xDEADBEEFu; string json = JsonConvert.SerializeObject(original, Formatting.None); var restored = JsonConvert.DeserializeObject(json); Assert.AreEqual(original.Player.AbilityFlags, restored.Player.AbilityFlags, "AbilityFlags uint 不应因符号扩展而错误"); } [Test] public void SaveData_SerializeDeserialize_NGPlusNull_StaysNull() { var original = new SaveData(); original.NGPlus = null; string json = JsonConvert.SerializeObject(original, Formatting.None); var restored = JsonConvert.DeserializeObject(json); Assert.IsNull(restored.NGPlus, "NGPlus null 应序列化/反序列化保持 null"); } [Test] public void SaveData_SerializeDeserialize_MetaVersionPreserved() { var original = new SaveData(); original.Meta.Version = "2.1"; original.Meta.SlotIndex = 2; original.Meta.SaveCount = 42; string json = JsonConvert.SerializeObject(original, Formatting.None); var restored = JsonConvert.DeserializeObject(json); Assert.AreEqual("2.1", restored.Meta.Version); Assert.AreEqual(2, restored.Meta.SlotIndex); Assert.AreEqual(42, restored.Meta.SaveCount); } [Test] public void SaveData_ExtensionData_PreservesUnknownFields() { // 模拟未来版本存档包含当前版本未知的字段 string futureJson = @"{ ""Meta"": { ""Version"": ""3.0"", ""SlotIndex"": 0 }, ""Player"": { ""CurrentHP"": 80 }, ""FutureFeature"": { ""SomeValue"": 123 } }"; var restored = JsonConvert.DeserializeObject(futureJson); Assert.IsNotNull(restored); Assert.AreEqual(80, restored.Player.CurrentHP); // ExtensionData 应保留 FutureFeature Assert.IsTrue(restored.ExtensionData.ContainsKey("FutureFeature"), "ExtensionData 应保留未知字段,确保向前兼容"); } // ── SaveMeta · Checksum 字段 ───────────────────────────────────────── [Test] public void SaveMeta_Checksum_DefaultIsNull() { var meta = new SaveMeta(); Assert.IsNull(meta.Checksum, "新建 SaveMeta 的 Checksum 默认应为 null"); } [Test] public void SaveData_Serialize_WithNullChecksum_NotThrow() { var data = new SaveData(); data.Meta.Checksum = null; Assert.DoesNotThrow( () => JsonConvert.SerializeObject(data, Formatting.None)); } // ── PlayerSaveData · ShieldHP 默认值 ──────────────────────────────── [Test] public void PlayerSaveData_ShieldHP_DefaultIsMinusOne() { var player = new PlayerSaveData(); Assert.AreEqual(-1, player.ShieldHP, "ShieldHP 默认 -1 表示满护盾"); } [Test] public void PlayerSaveData_ShieldIsBroken_DefaultIsFalse() { var player = new PlayerSaveData(); Assert.IsFalse(player.ShieldIsBroken); } // ── SaveData · IsSteelSoul ──────────────────────────────────────────── [Test] public void SaveMeta_IsSteelSoul_DefaultIsFalse() { var meta = new SaveMeta(); Assert.IsFalse(meta.IsSteelSoul, "IsSteelSoul 默认应为 false"); } } } ``` --- ## asmdef 配置 在 `Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef` 的 `references` 中确认包含: ``` "BaseGames.Core.Save" ``` 并在 `precompiledReferences` 中确认包含: ``` "Newtonsoft.Json.dll" ``` --- ## 预期结果 所有 **17 个测试** 全部通过(绿色)。 ### 常见问题排查 | 失败现象 | 排查方向 | |---------|---------| | `SaveMigrator` 找不到 | asmdef 未引用 `BaseGames.Core.Save` | | `JsonConvert` 找不到 | asmdef 的 `precompiledReferences` 未包含 `Newtonsoft.Json.dll` | | `ExtensionData` 测试失败 | 确认 `SaveData.ExtensionData` 字段有 `[JsonExtensionData]` 特性 | | `Map.Pins` 测试失败 | 确认 `MapSaveData` 类有 `Pins` 字段且 `SaveMigrator` 已处理 2.0→2.1 迁移 |