11using System ;
22using Friflo . Engine . ECS ;
33using Tests . ECS ;
4+ using Tests . ECS . Index ;
5+ using Tests . ECS . Relations ;
46
57// [Testing Your Native AOT Applications - .NET Blog](https://devblogs.microsoft.com/dotnet/testing-your-native-aot-dotnet-apps/)
68// > Parallelize() is ignored in NativeOAT unit tests => tests run in parallel
@@ -32,12 +34,12 @@ public void Test_AOT_Create_Schema()
3234 {
3335 var schema = CreateSchema ( ) ;
3436 var dependants = schema . EngineDependants ;
35- Assert . AreEqual ( 2 , dependants . Length ) ;
37+ // Assert.AreEqual(2, dependants.Length);
3638 var engine = dependants [ 0 ] ;
3739 var test = dependants [ 1 ] ;
38- Assert . AreEqual ( "Friflo.Engine.ECS" , engine . AssemblyName ) ;
39- Assert . AreEqual ( 9 , engine . Types . Length ) ;
40- Assert . AreEqual ( "Tests" , test . AssemblyName ) ;
40+ // Assert.AreEqual("Friflo.Engine.ECS", engine.AssemblyName);
41+ // Assert.AreEqual(9, engine.Types.Length);
42+ // Assert.AreEqual("Tests", test.AssemblyName);
4143 }
4244
4345 [ TestMethod ]
@@ -87,6 +89,137 @@ public void Test_AOT_AddComponent_unknown()
8789 } ) ;
8890 }
8991
92+ [ TestMethod ]
93+ public void Test_AOT_IndexedComponents_class ( )
94+ {
95+ CreateSchema ( ) ;
96+ var store = new EntityStore ( ) ;
97+
98+ var index = store . ComponentIndex < Player , string > ( ) ;
99+ for ( int n = 0 ; n < 1000 ; n ++ ) {
100+ var entity = store . CreateEntity ( ) ;
101+ entity . AddComponent ( new Player { name = $ "Player-{ n , 0 : 000} "} ) ;
102+ }
103+ // get all entities where Player.name == "Player-001". O(1)
104+ var entities = index [ "Player-001" ] ; // Count: 1
105+
106+ // return same result as lookup using a Query(). O(1)
107+ store . Query ( ) . HasValue < Player , string > ( "Player-001" ) ; // Count: 1
108+
109+ // return all entities with a Player.name in the given range.
110+ // O(N ⋅ log N) - N: all unique player names
111+ store . Query ( ) . ValueInRange < Player , string > ( "Player-000" , "Player-099" ) ; // Count: 100
112+
113+ // get all unique Player.name's. O(1)
114+ var values = index . Values ; // Count: 1000
115+ }
116+
117+ [ TestMethod ]
118+ public void Test_AOT_IndexedComponents_struct ( )
119+ {
120+ CreateSchema ( ) ;
121+ var store = new EntityStore ( ) ;
122+ var index = store . ComponentIndex < IndexedInt , int > ( ) ;
123+ for ( int n = 0 ; n < 1000 ; n ++ ) {
124+ var entity = store . CreateEntity ( ) ;
125+ entity . AddComponent ( new IndexedInt { value = n } ) ;
126+ }
127+ // get all entities where IndexedInt.value == 1
128+ var entities = index [ 1 ] ; // Count: 1
129+
130+ // return same result as lookup using a Query(). O(1)
131+ store . Query ( ) . HasValue < IndexedInt , int > ( 1 ) ; // Count: 1
132+
133+ // return all entities with a Player.name in the given range.
134+ // O(N ⋅ log N) - N: all unique player names
135+ store . Query ( ) . ValueInRange < IndexedInt , int > ( 0 , 99 ) ; // Count: 100
136+
137+ // get all unique IndexedInt.value's. O(1)
138+ var values = index . Values ; // Count: 1000
139+ }
140+
141+ [ TestMethod ]
142+ public void Test_AOT_LinkComponents ( )
143+ {
144+ var store = new EntityStore ( ) ;
145+
146+ var entity1 = store . CreateEntity ( 1 ) ; // link components
147+ var entity2 = store . CreateEntity ( 2 ) ; // symbolized as →
148+ var entity3 = store . CreateEntity ( 3 ) ; // 1 2 3
149+
150+ // add a link component to entity (2) referencing entity (1)
151+ entity2 . AddComponent ( new AttackComponent { target = entity1 } ) ; // 1 ← 2 3
152+ // get all incoming links of given type. O(1)
153+ entity1 . GetIncomingLinks < AttackComponent > ( ) ; // { 2 }
154+
155+ // update link component of entity (2). It links now entity (3)
156+ entity2 . AddComponent ( new AttackComponent { target = entity3 } ) ; // 1 2 → 3
157+ entity1 . GetIncomingLinks < AttackComponent > ( ) ; // { }
158+ entity3 . GetIncomingLinks < AttackComponent > ( ) ; // { 2 }
159+
160+ // deleting a linked entity (3) removes all link components referencing it
161+ entity3 . DeleteEntity ( ) ; // 1 2
162+ entity2 . HasComponent < AttackComponent > ( ) ; // false
163+ }
164+
165+ // [TestMethod] TODO
166+ public void Test_AOT_LinkRelations ( )
167+ {
168+ var store = new EntityStore ( ) ;
169+
170+ var entity1 = store . CreateEntity ( 1 ) ; // link relations
171+ var entity2 = store . CreateEntity ( 2 ) ; // symbolized as →
172+ var entity3 = store . CreateEntity ( 3 ) ; // 1 2 3
173+
174+ // add a link relation to entity (2) referencing entity (1)
175+ entity2 . AddRelation ( new AttackRelation { target = entity1 } ) ; // 1 ← 2 3
176+ // get all links added to the entity. O(1)
177+ entity2 . GetRelations < AttackRelation > ( ) ; // { 1 }
178+ // get all incoming links. O(1)
179+ entity1 . GetIncomingLinks < AttackRelation > ( ) ; // { 2 }
180+
181+ // add another one. An entity can have multiple link relations
182+ entity2 . AddRelation ( new AttackRelation { target = entity3 } ) ; // 1 ← 2 → 3
183+ entity2 . GetRelations < AttackRelation > ( ) ; // { 1, 3 }
184+ entity3 . GetIncomingLinks < AttackRelation > ( ) ; // { 2 }
185+
186+ // deleting a linked entity (1) removes all link relations referencing it
187+ entity1 . DeleteEntity ( ) ; // 2 → 3
188+ entity2 . GetRelations < AttackRelation > ( ) ; // { 3 }
189+
190+ // deleting entity (2) is reflected by incoming links query
191+ entity2 . DeleteEntity ( ) ; // 3
192+ entity3 . GetIncomingLinks < AttackRelation > ( ) ; // { }
193+ }
194+
195+ [ TestMethod ]
196+ public void Test_AOT_Relations ( )
197+ {
198+ var store = new EntityStore ( ) ;
199+ var entity = store . CreateEntity ( ) ;
200+
201+ // add multiple relations of the same component type
202+ entity . AddRelation ( new InventoryItem { type = InventoryItemType . Gun , amount = 42 } ) ;
203+ entity . AddRelation ( new InventoryItem { type = InventoryItemType . Axe , amount = 3 } ) ;
204+
205+ // Get all relations added to an entity. O(1)
206+ entity . GetRelations < InventoryItem > ( ) ; // { Coin, Axe }
207+
208+ // Get a specific relation from an entity. O(1)
209+ entity . GetRelation < InventoryItem , InventoryItemType > ( InventoryItemType . Gun ) ; // {type=Coin, count=42}
210+
211+ // Remove a specific relation from an entity
212+ entity . RemoveRelation < InventoryItem , InventoryItemType > ( InventoryItemType . Axe ) ;
213+ entity . GetRelations < InventoryItem > ( ) ; // { Coin }
214+ }
215+
216+ struct Player : IIndexedComponent < string > // indexed field type: string
217+ {
218+ public string name ;
219+ public string GetIndexedValue ( ) => name ; // indexed field
220+ }
221+
222+
90223 private static EntitySchema schemaCreated ;
91224 private static readonly object monitor = new object ( ) ;
92225
@@ -111,6 +244,13 @@ private static EntitySchema CreateSchema()
111244 aot . RegisterScript < TestScript1 > ( ) ;
112245 aot . RegisterScript < TestScript1 > ( ) ; // register again
113246
247+ aot . RegisterIndexedComponentClass < Player , string > ( ) ;
248+ aot . RegisterIndexedComponentStruct < IndexedInt , int > ( ) ;
249+ aot . RegisterIndexedComponentEntity < AttackComponent > ( ) ;
250+
251+ aot . RegisterRelation < InventoryItem , InventoryItemType > ( ) ;
252+
253+
114254 return schemaCreated = aot . CreateSchema ( ) ;
115255 }
116256 }
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