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BepInEx插件测试框架:自动化测试与CI集成

2026-02-04 04:54:59作者:沈韬淼Beryl

引言:插件开发的质量痛点与解决方案

你是否曾经历过这些场景:开发的BepInEx插件在A游戏中运行正常,却在B游戏中崩溃?更新插件后,旧版本功能突然失效?提交代码后,因环境差异导致CI构建失败?本文将系统讲解如何为BepInEx插件构建完整的测试体系,从单元测试到CI/CD全流程自动化,帮助开发者提升插件质量与开发效率。

读完本文,你将获得:

  • 一套完整的BepInEx插件测试框架实现方案
  • 自动化测试用例编写指南(含15+代码示例)
  • GitHub Actions CI/CD流水线配置模板
  • 跨游戏兼容性测试策略
  • 测试覆盖率分析与优化方法

BepInEx插件测试框架设计

测试框架架构概览

BepInEx插件测试框架采用分层架构设计,涵盖从单元测试到端到端测试的全流程验证:

flowchart TD
    A[单元测试] -->|验证独立组件| B(BasePlugin核心逻辑)
    C[集成测试] -->|验证模块交互| D(插件间依赖关系)
    E[兼容性测试] -->|多环境验证| F(Unity Mono/IL2CPP/.NET)
    G[性能测试] -->|基准测试| H(内存/CPU占用监控)
    I[端到端测试] -->|模拟用户场景| J(游戏内功能验证)
    A --> K[测试报告生成]
    C --> K
    E --> K
    G --> K
    I --> K
    K --> L[CI/CD集成]

核心测试组件设计

1. 测试脚手架实现

基于BepInEx的BasePlugin类,构建测试专用的插件基类:

public abstract class TestPlugin : BasePlugin
{
    protected TestContext TestContext { get; private set; }
    
    public override void Load()
    {
        // 初始化测试上下文
        TestContext = new TestContext(Logger, Config);
        
        // 自动发现并执行测试方法
        RunTests();
        
        // 生成测试报告
        GenerateReport();
    }
    
    private void RunTests()
    {
        var testMethods = GetType().GetMethods(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
            .Where(m => m.GetCustomAttribute<TestAttribute>() != null);
            
        foreach (var method in testMethods)
        {
            try
            {
                method.Invoke(this, null);
                TestContext.RecordSuccess(method.Name);
            }
            catch (Exception ex)
            {
                TestContext.RecordFailure(method.Name, ex);
            }
        }
    }
    
    // 其他辅助方法...
}

2. 断言库扩展

针对Unity游戏特性,扩展断言方法:

public static class UnityAssert
{
    public static void IsActive(GameObject obj)
    {
        if (!obj.activeSelf)
            throw new AssertionException($"GameObject {obj.name} is not active");
    }
    
    public static void HasComponent<T>(GameObject obj) where T : Component
    {
        if (obj.GetComponent<T>() == null)
            throw new AssertionException($"GameObject {obj.name} missing {typeof(T)} component");
    }
    
    public static void IsWithinRange(float value, float min, float max)
    {
        if (value < min || value > max)
            throw new AssertionException($"Value {value} not in range [{min}, {max}]");
    }
    
    // 更多Unity专用断言...
}

测试用例编写指南

单元测试示例

测试插件配置系统:

[TestPlugin]
public class ConfigSystemTests : TestPlugin
{
    [Test]
    public void TestConfigEntryCreation()
    {
        // Arrange
        var configEntry = Config.Bind<float>(
            "TestCategory", 
            "TestKey", 
            10f, 
            new ConfigDescription("Test description", new AcceptableValueRange<float>(0f, 100f)));
            
        // Act
        configEntry.Value = 50f;
        var savedValue = configEntry.Value;
        
        // Assert
        Assert.AreEqual(50f, savedValue);
        UnityAssert.IsWithinRange(savedValue, 0f, 100f);
    }
    
    [Test]
    public void TestConfigFilePersistence()
    {
        // Arrange
        var testPath = Path.Combine(Paths.ConfigPath, "test_config.cfg");
        var configFile = new ConfigFile(testPath, true);
        
        // Act
        configFile.Bind<string>("Test", "Key", "Default");
        configFile.Save();
        var newConfigFile = new ConfigFile(testPath, true);
        var loadedValue = newConfigFile.Bind<string>("Test", "Key", "Default").Value;
        
        // Assert
        Assert.AreEqual("Default", loadedValue);
        
        // Cleanup
        File.Delete(testPath);
    }
}

集成测试示例

测试插件依赖加载顺序:

[TestPlugin]
public class DependencyLoadingTests : TestPlugin
{
    [Test]
    public void TestPluginDependencyResolution()
    {
        // Arrange
        var chainloader = new UnityChainloader();
        var pluginA = new MockPlugin("PluginA", new[] { "PluginB" });
        var pluginB = new MockPlugin("PluginB", new string[0]);
        
        // Act
        chainloader.AddPlugin(pluginA);
        chainloader.AddPlugin(pluginB);
        chainloader.ResolveDependencies();
        
        // Assert
        Assert.IsTrue(chainloader.Plugins[0].Info.Id == "PluginB");
        Assert.IsTrue(chainloader.Plugins[1].Info.Id == "PluginA");
    }
    
    private class MockPlugin : BaseUnityPlugin
    {
        public PluginInfo Info { get; }
        
        public MockPlugin(string id, string[] dependencies)
        {
            Info = new PluginInfo
            {
                Id = id,
                Dependencies = dependencies.Select(d => new DependencyInfo(d, DependencyFlags.HardDependency)).ToArray()
            };
        }
    }
}

兼容性测试矩阵

针对不同Unity运行时环境的测试矩阵:

测试场景 Unity Mono Unity IL2CPP .NET Framework .NET Core
基础插件加载 ✅ 测试用例1.1 ✅ 测试用例1.2 ✅ 测试用例1.3 ✅ 测试用例1.4
配置系统 ✅ 测试用例2.1 ✅ 测试用例2.2 ✅ 测试用例2.3 ✅ 测试用例2.4
日志系统 ✅ 测试用例3.1 ✅ 测试用例3.2 ✅ 测试用例3.3 ✅ 测试用例3.4
插件间通信 ✅ 测试用例4.1 ⚠️ 测试用例4.2 ✅ 测试用例4.3 ✅ 测试用例4.4
内存管理 ✅ 测试用例5.1 ❌ 测试用例5.2 ✅ 测试用例5.3 ✅ 测试用例5.4

CI/CD集成方案

GitHub Actions工作流配置

name: BepInEx Plugin CI

on:
  push:
    branches: [ main, dev ]
  pull_request:
    branches: [ main ]

jobs:
  build-and-test:
    runs-on: ubuntu-latest
    strategy:
      matrix:
        unity-version: ["2019.4", "2020.3", "2021.3"]
        runtime: ["mono", "il2cpp"]
        
    steps:
    - uses: actions/checkout@v3
    
    - name: Setup .NET
      uses: actions/setup-dotnet@v3
      with:
        dotnet-version: '6.0.x'
        
    - name: Restore dependencies
      run: dotnet restore BepInEx.sln
      
    - name: Build
      run: dotnet build BepInEx.sln --configuration Release
      
    - name: Run unit tests
      run: dotnet test BepInEx.Tests/BepInEx.Tests.csproj --configuration Release
      
    - name: Setup Unity
      uses: game-ci/unity-builder@v4
      with:
        unity-version: ${{ matrix.unity-version }}
        project-path: test-project
        build-target: StandaloneLinux64
        custom-parameters: -runtime ${{ matrix.runtime }}
        
    - name: Run integration tests
      run: ./test-project/Builds/Linux/test-project.x86_64 --run-tests
      
    - name: Upload test results
      uses: actions/upload-artifact@v3
      with:
        name: test-results-${{ matrix.unity-version }}-${{ matrix.runtime }}
        path: test-results/

测试覆盖率报告

使用Coverlet生成测试覆盖率报告:

<!-- BepInEx.Tests.csproj -->
<Project Sdk="Microsoft.NET.Sdk">
  <PropertyGroup>
    <TargetFramework>net6.0</TargetFramework>
    <IsPackable>false</IsPackable>
  </PropertyGroup>
  
  <ItemGroup>
    <PackageReference Include="xunit" Version="2.4.2" />
    <PackageReference Include="xunit.runner.visualstudio" Version="2.4.5">
      <PrivateAssets>all</PrivateAssets>
      <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
    </PackageReference>
    <PackageReference Include="coverlet.collector" Version="3.2.0">
      <PrivateAssets>all</PrivateAssets>
      <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
    </PackageReference>
  </ItemGroup>
  
  <ItemGroup>
    <ProjectReference Include="..\BepInEx.Core\BepInEx.Core.csproj" />
    <ProjectReference Include="..\BepInEx.Unity.Mono\BepInEx.Unity.Mono.csproj" />
  </ItemGroup>
</Project>

运行覆盖率测试命令:

dotnet test BepInEx.Tests/BepInEx.Tests.csproj --collect:"XPlat Code Coverage"

高级测试策略

模拟与存根技术

使用Moq框架模拟Unity引擎API:

[Test]
public void TestInputSystemWrapper()
{
    // Arrange
    var mockInput = new Mock<IUnityInput>();
    mockInput.Setup(i => i.GetKeyDown(KeyCode.Space)).Returns(true);
    
    var inputHandler = new PlayerInputHandler(mockInput.Object);
    
    // Act
    var result = inputHandler.IsJumpPressed();
    
    // Assert
    Assert.IsTrue(result);
    mockInput.Verify(i => i.GetKeyDown(KeyCode.Space), Times.Once);
}

性能基准测试

使用BenchmarkDotNet测量关键代码路径性能:

[MemoryDiagnoser]
public class PluginLoadPerformanceTests
{
    [Benchmark]
    public void Load_10_Plugins()
    {
        var chainloader = new UnityChainloader();
        for (int i = 0; i < 10; i++)
        {
            chainloader.AddPlugin(new MockPlugin($"Plugin{i}", new string[0]));
        }
        chainloader.Initialize();
    }
    
    [Benchmark]
    public void Resolve_Complex_Dependency_Graph()
    {
        var chainloader = new UnityChainloader();
        // 创建包含20个插件的复杂依赖图
        // ...
        chainloader.ResolveDependencies();
    }
}

测试环境搭建指南

本地开发环境配置

  1. 安装必要依赖:
# 克隆仓库
git clone https://gitcode.com/GitHub_Trending/be/BepInEx.git
cd BepInEx

# 安装.NET SDK 6.0+
# 参考: https://dotnet.microsoft.com/download

# 还原项目依赖
dotnet restore

# 构建项目
dotnet build --configuration Release
  1. 设置测试项目:
# 创建测试项目
dotnet new xunit -n BepInEx.Tests
cd BepInEx.Tests

# 添加项目引用
dotnet add reference ../BepInEx.Core/BepInEx.Core.csproj
dotnet add reference ../BepInEx.Unity.Mono/BepInEx.Unity.Mono.csproj

# 安装测试工具包
dotnet add package Moq
dotnet add package BenchmarkDotNet

测试数据管理

使用嵌入式资源存储测试数据:

public static class TestDataHelper
{
    public static string LoadTestConfig()
    {
        var assembly = typeof(TestDataHelper).Assembly;
        using var stream = assembly.GetManifestResourceStream("BepInEx.Tests.Resources.test_config.cfg");
        using var reader = new StreamReader(stream);
        return reader.ReadToEnd();
    }
    
    public static IEnumerable<object[]> GetPluginCompatibilityTestCases()
    {
        yield return new object[] { "Unity 2019.4", "mono", "PluginA" };
        yield return new object[] { "Unity 2020.3", "il2cpp", "PluginB" };
        yield return new object[] { "Unity 2021.3", "mono", "PluginC" };
    }
}

常见问题与解决方案

测试环境隔离

问题:多个测试用例之间存在状态污染

解决方案:实现测试隔离上下文

public class IsolatedTestContext : IDisposable
{
    private readonly string originalConfigPath;
    private readonly string tempConfigPath;
    
    public IsolatedTestContext()
    {
        // 保存原始路径
        originalConfigPath = Paths.ConfigPath;
        
        // 创建临时目录
        tempConfigPath = Path.Combine(Path.GetTempPath(), Guid.NewGuid().ToString());
        Directory.CreateDirectory(tempConfigPath);
        
        // 覆盖静态路径
        Paths.ConfigPath = tempConfigPath;
    }
    
    public void Dispose()
    {
        // 恢复原始路径
        Paths.ConfigPath = originalConfigPath;
        
        // 清理临时文件
        Directory.Delete(tempConfigPath, recursive: true);
    }
}

// 使用方式
[Test]
public void TestIsolatedConfiguration()
{
    using (new IsolatedTestContext())
    {
        // 在此上下文中运行的测试将使用临时路径
        var configFile = new ConfigFile(Path.Combine(Paths.ConfigPath, "test.cfg"), true);
        // ...测试逻辑...
    }
}

Unity版本兼容性

问题:不同Unity版本API差异导致测试失败

解决方案:使用适配层隔离版本差异

public interface IUnityVersionAdapter
{
    void SetActive(GameObject obj, bool active);
    T AddComponent<T>(GameObject obj) where T : Component;
}

public class Unity2019Adapter : IUnityVersionAdapter
{
    public void SetActive(GameObject obj, bool active) => obj.SetActive(active);
    
    public T AddComponent<T>(GameObject obj) where T : Component => obj.AddComponent<T>();
}

public class Unity2021Adapter : IUnityVersionAdapter
{
    public void SetActive(GameObject obj, bool active) => obj.SetActive(active);
    
    public T AddComponent<T>(GameObject obj) where T : Component => obj.AddComponent<T>();
}

// 测试中使用
[Test]
public void TestGameObjectActivation()
{
    var adapter = GetAdapterForCurrentUnityVersion();
    var obj = new GameObject();
    
    adapter.SetActive(obj, true);
    
    Assert.IsTrue(obj.activeSelf);
}

总结与展望

本文详细介绍了BepInEx插件测试框架的设计与实现,包括:

  1. 测试框架架构设计与核心组件实现
  2. 单元测试、集成测试和兼容性测试的编写方法
  3. GitHub Actions CI/CD流水线配置
  4. 测试覆盖率分析与性能基准测试
  5. 高级测试策略与常见问题解决方案

未来发展方向:

  • 开发专用的BepInEx测试IDE插件
  • 构建插件测试云平台,支持多游戏环境测试
  • 实现AI辅助的测试用例自动生成
  • 开发实时测试反馈工具链

通过实施本文介绍的测试策略,开发者可以显著提升BepInEx插件的质量和稳定性,减少兼容性问题,加速开发迭代。

资源与互动

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