【发布时间】:2016-01-10 17:32:18
【问题描述】:
我在 Github (game project) 上有以下开源项目。我目前正在尝试对使用 MSTest 框架编写的代码进行单元测试,但所有测试都返回相同的错误消息:“未处理的异常:System.Security.SecurityException:ECall 方法必须打包到系统模块中。”这发生在我尝试使用 NUnit 模板进行单元测试时。
我看过 ECall methods post must be packaged 找到一些答案,但我没有,因为 OP 说他的解决方案在调试器区域内但不在调试器区域内工作。就我而言,在查看帖子时,OP的问题没有得到解决。
之后,我在我的项目中导入了 UnityTestTools 框架。认为这很容易,因为它基于 NUnit 框架。事实证明,没有。测试本身是相当基础的。我有这个基类,称为 BaseCharacterClass:MonoBehavior,除其他外,它具有 BaseCharacterStats 类型的属性。在统计数据中,有一个 CharacterHealth 类型的对象,它负责照顾玩家的健康。
现在,当我在测试中尝试以下内容时,我似乎没有得到以下两个堆栈跟踪。
单元测试 (NUNIT)
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使用 new 关键字创建 MonoBehavior 对象
[Test] [Category("Mock Character")] public void Mock_Character_With_No_Health() { var mock = new MoqBaseCharacter (); Assert.NotNull (mock.BaseStats); Assert.NotNull (mock.BaseStats.Health); Assert.LessOrEqual (0, mock.BaseStats.Health.CurrentHealth); } //This is not the full file //There "2" classes: 1 for holding tests and that Mock object public MoqBaseCharacter() { this.BaseStats = new BaseCharacterStats (); this.BaseStats.Health = new CharacterHealth (0); }
堆栈跟踪:
Mock_Character_With_No_Health (0.047s) --- System.NullReferenceException:对象引用未设置为对象的实例 --- 在 Assets.Scripts.CharactersUtil.CharacterHealth..ctor (Int32 sh) [0x0002f] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\Scripts\CharactersUtil\CharacterHealth.cs:29
在 UnityTest.MoqBaseCharacter..ctor () [0x00011] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\UnityTestTools\Examples\UnitTestExamples\Editor\SampleTests.cs:14
在 UnityTest.SampleTests.Mock_Character_With_No_Health () [0x00000] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\UnityTestTools\Examples\UnitTestExamples\Editor\SampleTests.cs:32
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使用 NSubstitute.For
[Test] [Category("Mock Character")] public void Mock_Character_With_No_Health() { var mock = NSubstitute.Substitute.For<MoqBaseCharacter> (); Assert.NotNull (mock.BaseStats); Assert.NotNull (mock.BaseStats.Health); Assert.LessOrEqual (0, mock.BaseStats.Health.CurrentHealth); }
堆栈跟踪
Mock_Character_With_No_Health (0.137s) --- System.Reflection.TargetInvocationException :调用的目标已抛出异常。 ----> System.NullReferenceException:对象引用未设置为 对象的实例 --- 在 System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] 参数,System.Globalization.CultureInfo 文化) [0x0012c] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:519
在 System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder 绑定器,System.Object[] 参数, System.Globalization.CultureInfo 文化)[0x00000] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528
在 System.Activator.CreateInstance(System.Type 类型,BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo 文化,System.Object[] 激活属性)[0x001b8] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Activator.cs:338
在 System.Activator.CreateInstance(System.Type 类型,System.Object[] args, System.Object[] activationAttributes) [0x00000] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Activator.cs:268
在 System.Activator.CreateInstance(System.Type 类型,System.Object[] args) [0x00000] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Activator.cs:263
在 Castle.DynamicProxy.ProxyGenerator.CreateClassProxyInstance (System.Type proxyType, System.Collections.Generic.List`1 proxyArguments, System.Type classToProxy, System.Object[] constructorArguments) [0x00000] in :0
在 Castle.DynamicProxy.ProxyGenerator.CreateClassProxy (System.Type classToProxy,System.Type[] 附加InterfacesToProxy, Castle.DynamicProxy.ProxyGenerationOptions 选项,System.Object[] constructorArguments, Castle.DynamicProxy.IInterceptor[] 拦截器) [0x00000] 在 :0
在 NSubstitute.Proxies.CastleDynamicProxy.CastleDynamicProxyFactory.CreateProxyUsingCastleProxyGenerator (System.Type typeToProxy, System.Type[] 附加接口, System.Object[] constructorArguments, IInterceptor 拦截器, Castle.DynamicProxy.ProxyGenerationOptions proxyGenerationOptions) [0x00000] 在 :0
在 NSubstitute.Proxies.CastleDynamicProxy.CastleDynamicProxyFactory.GenerateProxy (ICallRouter callRouter, System.Type typeToProxy, System.Type[] AdditionalInterfaces, System.Object[] constructorArguments) [0x00000] 在:0
在 NSubstitute.Proxies.ProxyFactory.GenerateProxy (ICallRouter callRouter, System.Type typeToProxy, System.Type[] AdditionalInterfaces, System.Object[] constructorArguments) [0x00000] 在:0
在 NSubstitute.Core.SubstituteFactory.Create (System.Type[] typesToProxy, System.Object[] constructorArguments, SubstituteConfig config) [0x00000] in :0
在 NSubstitute.Core.SubstituteFactory.Create (System.Type[] typesToProxy, System.Object[] constructorArguments) [0x00000] in :0
在 NSubstitute.Substitute.For (System.Type[] typesToProxy, System.Object[] constructorArguments) [0x00000] in :0
在 NSubstitute.Substitute.For[MoqBaseCharacter] (System.Object[] constructorArguments) [0x00000] in :0
在 UnityTest.SampleTests.Mock_Character_With_No_Health () [0x00000] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\UnityTestTools\Examples\UnitTestExamples\Editor\SampleTests.cs:32 --NullReferenceException
在 Assets.Scripts.CharactersUtil.CharacterHealth..ctor (Int32 sh) [0x0002f] 在 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\Scripts\CharactersUtil\CharacterHealth.cs:29
在 UnityTest.MoqBaseCharacter..ctor () [0x00011] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\UnityTestTools\Examples\UnitTestExamples\Editor\SampleTests.cs:14
在 Castle.Proxies.MoqBaseCharacterProxy..ctor (ICallRouter , Castle.DynamicProxy.IInterceptor[] ) [0x00000] in :0
at(包装器托管到本机) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
在 System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr,System.Reflection.Binder 绑定器, System.Object[] 参数,System.Globalization.CultureInfo 文化) [0x00119] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513
免责声明
对NSubstitute 的快速阅读告诉我,我应该更好地为潜艇使用接口......在我的情况下,我真的不知道接口如何更适合我的代码。如果有人对此有想法而不是使用 new 关键字,我全力以赴!最后,这是 BaseCharacter、BaseStats 和 Health 的源代码
基本字符实现
using System;
using UnityEngine;
using System.Collections.Generic;
using JetBrains.Annotations;
using Random = System.Random;
namespace Assets.Scripts.CharactersUtil
{
public class BaseCharacterClass : MonoBehaviour
{
//int[] basicUDLRMovementArray = new int[4];
public List<BaseCharacterClass> CurrentEnnemies;
public int StartingHealth = 500;
public BaseCharacterStats BaseStats { get; set; }
// Use this for initialization
private void Start()
{
BaseStats = new BaseCharacterStats {Health = new CharacterHealth(StartingHealth)}; //Testing purposes
BaseStats.ChanceForCriticalStrike = new Random().Next(0,BaseStats.CriticalStrikeCounter);
}
// Update is called once per frame
private void Update()
{
//ExecuteBasicMovement();
}
//During an attack with any kind of character
//TODO: Make sure that people from the same team cannot attack themselves (friendly fire)
private void OnTriggerEnter([NotNull] Collider other)
{
if (other == null) throw new ArgumentNullException(other.tag);
Debug.Log("I'm about to receive some damage");
var characterStats = other.gameObject.GetComponent<BaseCharacterClass>().BaseStats;
var heathToAddOrRemove = other.gameObject.tag == "Healer" || other.gameObject.tag == "AIHealer" ? characterStats.Power : -1 * characterStats.Power;
characterStats.Health.TakeDamageFromCharacter((int)heathToAddOrRemove);
Debug.Log("I should have received damage from a bastard");
if (characterStats.Health.CurrentHealth == 500)
{
Debug.Log("This is a mistake, I believe I'm a god! INVICIBLE");
}
}
/*
public void ExecuteBasicMovement()
{
var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
transform.position += move * BaseStats.Speed * Time.deltaTime;
}
//TODO: Make sure players moves correctly within the environment per cases
public void ExecuteMovementPerCase()
{
}
*/
public bool CanDoExtraDamage()
{
if (BaseStats.ChanceForCriticalStrike*BaseStats.Luck < 50) return false;
BaseStats.CriticalStrikeCounter--;
BaseStats.ChanceForCriticalStrike = new Random().Next(0, BaseStats.CriticalStrikeCounter);
BaseStats.AjustCriticalStrikeChances();
return true;
}
}
}
基础数据
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using JetBrains.Annotations;
namespace Assets.Scripts.CharactersUtil
{
public class BaseCharacterStats
{
public float Power { get; set; }
public float Defense { get; set; }
public float Agility { get; set; }
public float Speed { get; set; }
public float MagicPower { get; set; }
public float MagicResist { get; set; }
public int ChanceForCriticalStrike;
public int Luck { get; set; }
public int CriticalStrikeCounter = 20;
public int TemporaryDefenseBonusValue;
private Random _randomValueGenerator;
public BaseCharacterStats()
{
_randomValueGenerator= new Random();
}
[NotNull]
public CharacterHealth Health
{
get { return _health; }
set { _health = value; }
}
private CharacterHealth _health;
public void AjustCriticalStrikeChances()
{
if (CriticalStrikeCounter <= 5)
{
CriticalStrikeCounter = 5;
}
}
public int DetermineDefenseBonusForTurn()
{
TemporaryDefenseBonusValue = _randomValueGenerator.Next(10,20);
return TemporaryDefenseBonusValue;
}
}
}
健康
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.CharactersUtil
{
public class CharacterHealth {
public int StartingHealth { get; set; }
public int CurrentHealth { get; set; }
public Slider HealthSlider { get; set; }
public bool isDead;
public Color MaxHealthColor = Color.green;
public Color MinHealthColor = Color.red;
private int _counter;
private const int MaxHealth = 200;
public Image Fill;
private void Awake() {
//HealthSlider = GameObject.GetComponent<Slider>();
_counter = MaxHealth; // just for testing purposes
}
// Use this for initialization
public CharacterHealth(int sh)
{
StartingHealth = sh;
CurrentHealth = StartingHealth;
HealthSlider.wholeNumbers = true;
HealthSlider.minValue = 0f;
HealthSlider.maxValue = StartingHealth;
HealthSlider.value = CurrentHealth;
}
public void Start()
{
HealthSlider.wholeNumbers = true;
HealthSlider.minValue = 0f;
HealthSlider.maxValue = MaxHealth;
HealthSlider.value = MaxHealth;
}
public void TakeDamageFromCharacter([NotNull] BaseCharacterClass baseCharacter)
{
CurrentHealth -= (int)baseCharacter.BaseStats.Power;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
if (CurrentHealth <= 0)
isDead = true;
}
public void TakeDamageFromCharacter(int characterStrength)
{
CurrentHealth -= characterStrength;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
if (CurrentHealth <= 0)
isDead = true;
}
public void RestoreHealth(BaseCharacterClass bs)
{
CurrentHealth += (int)bs.BaseStats.Power;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
}
public void RestoreHealth(int characterStrength)
{
CurrentHealth += characterStrength;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
}
public void UpdateHealthBar() {
Fill.color = Color.Lerp(MinHealthColor, MaxHealthColor, (float)CurrentHealth / MaxHealth);
}
}
}
【问题讨论】:
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我可能是错的,但问题本身很可能是由于您正在尝试创建 MonoBehavior 对象的新实例。你永远不应该自己做,因为 Unity 需要为你做这件事,因为有很多底层组件需要放在正确的位置才能让一切正常工作。所以在写单元测试的时候,不能自己测试MonoBehaviors,你必须把“核心游戏逻辑”放在各自的类中,单独测试;并且在单一行为中只有“图形游戏逻辑”。然后你就可以运行你的单元测试了:-)
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另一件事是,您在 CharacterHealth 类的构造函数中引用了“HealthSlider”,这是一个统一的 UI 滑块;并且您没有在代码中的任何位置设置引用。所以那个对象是NULL。并且会抛出 NullPointerException。
-
我应该如何修改我写的代码?
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基本上,我的 BaseCharacterClass(所有人类玩家和我的 AI 类都继承的类)应该是 MonoBehaviour 子类吗? @KarlPatrikJohansson
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你的 BaseCharacterClass 不应该是 MonoBehavior,而是将所有需要成为 monobehavior 的代码放在它自己的 MonoBehavior 中,并从中引用 BaseCharacterClass。例如,当获取另一个玩家的统计数据时(在您的
OnTriggerEnter中),您将改为使用var characterStats = other.gameObject.GetComponent<CharacterWrapperScript>().BaseCharacterClass.BaseStats;。并将 BaseCharacterClass 的逻辑与您从 MonoBehavior 获得的交互分开。
标签: c# .net unit-testing unity3d