示例#1
0
        public void TestRenderMultiHealthBarSystem()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            HealthBag.Clear();
            ComponentPool.Clear();

            HealthBag.Add(new TestHealthComponent());
            HealthBag.Add(new TestHealthComponent());
            ComponentPool.Add(typeof(TestHealthComponent), HealthBag);

            EntityWorld entityWorld = new EntityWorld();
            entityWorld.EntityManager.RemovedComponentEvent += RemovedComponent;
            entityWorld.EntityManager.RemovedEntityEvent += RemovedEntity;
            entityWorld.SystemManager.SetSystem(new TestRenderHealthBarMultiSystem(), GameLoopType.Update);
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            Debug.WriteLine("Fill EntityWorld with " + Load + " entities: ");
            List<Entity> entities = new List<Entity>();
            for (int index = Load - 1; index >= 0; --index)
            {
                Entity entity = TestEntityFactory.CreateTestHealthEntity(entityWorld);
                entities.Add(entity);
            }

            Debug.WriteLine("OK");

            const int Passes = 9;
            Stopwatch stopwatch = Stopwatch.StartNew();
            for (int index = 0; index < Passes; ++index)
            {
                entityWorld.Update();
                entityWorld.Draw();
            }

            stopwatch.Stop();
            Debug.WriteLine("Update (" + Passes + " passes) duration: {0}", FastDateTime.ToString(stopwatch.Elapsed));

            int expectedPoints = 100 - (Passes * 10);
            if (expectedPoints < 0)
            {
                expectedPoints = 0;
            }

            int df = entities.Count(item => Math.Abs((int)(item.GetComponent<TestHealthComponent>().Points - expectedPoints)) < float.Epsilon);

            Assert.AreEqual(Load, df);

            Debug.WriteLine("Found {0} entities with health of {1}.", df, expectedPoints);
        }
示例#2
0
        public void FTestQueueSystems()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntityWorld entityWorld = new EntityWorld();
            #if !PORTABLE
            TestQueueSystemCopy2 testQueueSystem1 = entityWorld.SystemManager.SetSystem(new TestQueueSystemCopy2(10), GameLoopType.Update, 0, ExecutionType.Asynchronous);
            #else
            TestQueueSystemCopy2 testQueueSystem1 = entityWorld.SystemManager.SetSystem(new TestQueueSystemCopy2(10), GameLoopType.Update);
            #endif
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            QueueSystemProcessingThreadSafe<DummyPlaceHolder>.SetQueueProcessingLimit(20, testQueueSystem1.Id);

            Debug.WriteLine("Fill EntityWorld with first  chunk of " + Load + " entities: ");
            List<DummyPlaceHolder> entities1 = new List<DummyPlaceHolder>();
            for (int index = Load; index >= 0; --index)
            {
                DummyPlaceHolder dph = new DummyPlaceHolder { Component = new TestHealthComponent(100) };
                QueueSystemProcessingThreadSafe<DummyPlaceHolder>.AddToQueue(dph, testQueueSystem1.Id);
                entities1.Add(dph);
            }

            Debug.WriteLine("OK");
            Debug.WriteLine("Begin down tearing of queues...");
            Stopwatch stopwatch = Stopwatch.StartNew();
            int loopCount = 0;
            while (QueueSystemProcessingThreadSafe<DummyPlaceHolder>.QueueCount(testQueueSystem1.Id) > 0 || QueueSystemProcessingThreadSafe<DummyPlaceHolder>.QueueCount(testQueueSystem1.Id) > 0)
            {
                entityWorld.Update();
                entityWorld.Draw();
                ++loopCount;
            #if DEBUG
                Debug.WriteLine("Queue size thread A: {0} ", QueueSystemProcessingThreadSafe<DummyPlaceHolder>.QueueCount(testQueueSystem1.Id));
            #endif
            }

            stopwatch.Stop();
            Debug.WriteLine("End OK. Loops: {0} Time: {1}", loopCount, FastDateTime.ToString(stopwatch.Elapsed));

            Debug.WriteLine("Test entities 1: ");
            const float Expected1 = 90.0f;
            foreach (DummyPlaceHolder entity in entities1)
            {
                TestHealthComponent testHealthComponent = entity.Component as TestHealthComponent;
                if (testHealthComponent != null)
                {
                    Assert.AreEqual(Expected1, testHealthComponent.Points);
                }
            }

            Debug.WriteLine("OK");
        }
示例#3
0
        public void TestSimpleSystem2()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntityWorld entityWorld = new EntityWorld();
            TestEntityProcessingSystem testEntityProcessingSystem = entityWorld.SystemManager.SetSystem(new TestEntityProcessingSystem(), GameLoopType.Update);
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            const float Expected = 0;
            Assert.AreEqual(Expected, testEntityProcessingSystem.Counter);

            Stopwatch stopwatch = Stopwatch.StartNew();
            entityWorld.Update();
            entityWorld.Draw();
            stopwatch.Stop();
            #if DEBUG
            Debug.WriteLine("Processed update and draw with duration {0} for {1} elements", FastDateTime.ToString(stopwatch.Elapsed), entityWorld.EntityManager.EntitiesRequestedCount);
            #else
            Debug.WriteLine("Processed update and draw with duration {0} for {1} elements", FastDateTime.ToString(stopwatch.Elapsed), entityWorld.EntityManager.ActiveEntities.Count);
            #endif
            const float Expected1 = 1;
            Assert.AreEqual(Expected1, testEntityProcessingSystem.Counter);
            Debug.WriteLine("OK");
        }
示例#4
0
        public void TestSystemCommunication()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntitySystem.BlackBoard.SetEntry("Damage", 5);
            EntityWorld entityWorld = new EntityWorld();
            entityWorld.SystemManager.SetSystem(new TestCommunicationSystem(), GameLoopType.Update);
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            Debug.WriteLine("Fill EntityWorld with " + Load + " entities: ");
            List<Entity> entities = new List<Entity>();
            for (int index = Load; index >= 0; --index)
            {
                Entity entity = TestEntityFactory.CreateTestHealthEntity(entityWorld);
                entities.Add(entity);
            }

            Debug.WriteLine("OK");

            Stopwatch stopwatch = Stopwatch.StartNew();
            entityWorld.Update();
            entityWorld.Draw();
            stopwatch.Stop();
            Debug.WriteLine("Update 1 duration: {0}", FastDateTime.ToString(stopwatch.Elapsed));

            EntitySystem.BlackBoard.SetEntry("Damage", 10);

            stopwatch.Restart();
            entityWorld.Update();
            entityWorld.Draw();
            stopwatch.Stop();
            Debug.WriteLine("Update 2 duration: {0}", FastDateTime.ToString(stopwatch.Elapsed));

            Debug.WriteLine("Test entities: ");
            const float Expected = 85.0f;
            foreach (Entity item in entities)
            {
                Assert.AreEqual(Expected, item.GetComponent<TestHealthComponent>().Points);
            }

            Debug.WriteLine("OK");
            EntitySystem.BlackBoard.RemoveEntry("Damage");
        }
示例#5
0
        public void TestQueueSystems()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntityWorld entityWorld = new EntityWorld();
            #if !PORTABLE
            TestQueueSystem testQueueSystem1 = entityWorld.SystemManager.SetSystem(new TestQueueSystem(10), GameLoopType.Update, 0, ExecutionType.Asynchronous);
            TestQueueSystem testQueueSystem2 = entityWorld.SystemManager.SetSystem(new TestQueueSystem(10), GameLoopType.Update, 0, ExecutionType.Asynchronous);
            TestQueueSystemCopy testQueueSystem3 = entityWorld.SystemManager.SetSystem(new TestQueueSystemCopy(20), GameLoopType.Update, 0, ExecutionType.Asynchronous);
            #else
            TestQueueSystem testQueueSystem1 = entityWorld.SystemManager.SetSystem(new TestQueueSystem(10), GameLoopType.Update);
            TestQueueSystem testQueueSystem2 = entityWorld.SystemManager.SetSystem(new TestQueueSystem(10), GameLoopType.Update);
            TestQueueSystemCopy testQueueSystem3 = entityWorld.SystemManager.SetSystem(new TestQueueSystemCopy(20), GameLoopType.Update);
            #endif
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            QueueSystemProcessingThreadSafe.SetQueueProcessingLimit(20, testQueueSystem2.Id);

            int expectedLimit = QueueSystemProcessingThreadSafe.GetQueueProcessingLimit(testQueueSystem2.Id);
            Assert.AreEqual(expectedLimit, QueueSystemProcessingThreadSafe.GetQueueProcessingLimit(testQueueSystem1.Id));
            Assert.AreNotEqual(expectedLimit, QueueSystemProcessingThreadSafe.GetQueueProcessingLimit(testQueueSystem3.Id));

            QueueSystemProcessingThreadSafe.SetQueueProcessingLimit(1024, testQueueSystem1.Id);
            QueueSystemProcessingThreadSafe.SetQueueProcessingLimit(4096, testQueueSystem3.Id);

            Debug.WriteLine("Fill EntityWorld with first  chunk of " + Load + " entities: ");
            List<Entity> entities1 = new List<Entity>();
            for (int index = Load; index >= 0; --index)
            {
                Entity entity = TestEntityFactory.CreateTestHealthEntity(entityWorld);

                QueueSystemProcessingThreadSafe.AddToQueue(entity, testQueueSystem1.Id);
                entities1.Add(entity);
            }

            Debug.WriteLine("OK");
            Debug.WriteLine("Fill EntityWorld with second chunk of " + Load + " entities: ");
            List<Entity> entities2 = new List<Entity>();
            for (int index = Load; index >= 0; --index)
            {
                Entity entity = TestEntityFactory.CreateTestHealthEntity(entityWorld);

                QueueSystemProcessingThreadSafe.AddToQueue(entity, testQueueSystem3.Id);
                entities2.Add(entity);
            }

            Debug.WriteLine("OK");
            Debug.WriteLine("Begin down tearing of queues...");
            Stopwatch stopwatch = Stopwatch.StartNew();
            int loopCount = 0;
            while (QueueSystemProcessingThreadSafe.QueueCount(testQueueSystem1.Id) > 0 || QueueSystemProcessingThreadSafe.QueueCount(testQueueSystem3.Id) > 0)
            {
                entityWorld.Update();
                entityWorld.Draw();
                ++loopCount;
            #if DEBUG
                Debug.WriteLine("Queue size thread A: {0} B: {1}", QueueSystemProcessingThreadSafe.QueueCount(testQueueSystem1.Id), QueueSystemProcessingThreadSafe.QueueCount(testQueueSystem3.Id));
            #endif
            }

            stopwatch.Stop();
            Debug.WriteLine("End OK. Loops: {0} Time: {1}", loopCount, FastDateTime.ToString(stopwatch.Elapsed));

            Debug.WriteLine("Test entities 1: ");
            const float Expected1 = 90.0f;
            foreach (Entity entity in entities1)
            {
                Assert.AreEqual(Expected1, entity.GetComponent<TestHealthComponent>().Points);
            }

            Debug.WriteLine("OK");
            Debug.WriteLine("Test entities 2: ");
            const float Expected2 = 80.0f;
            foreach (Entity entity in entities2)
            {
                Assert.AreEqual(Expected2, entity.GetComponent<TestHealthComponent>().Points);
            }

            Debug.WriteLine("OK");
        }
示例#6
0
        public void TestSimpleSystem()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntityWorld entityWorld = new EntityWorld();
            entityWorld.SystemManager.SetSystem(new TestNormalEntityProcessingSystem1(), GameLoopType.Update);
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            Entity entity1 = TestEntityFactory.CreateTestHealthEntity(entityWorld);
            Assert.IsNotNull(entity1);

            Entity entity2 = TestEntityFactory.CreateTestPowerEntity(entityWorld);
            Assert.IsNotNull(entity2);

            Stopwatch stopwatch = Stopwatch.StartNew();
            entityWorld.Update();
            entityWorld.Draw();
            stopwatch.Stop();
            #if DEBUG
            Debug.WriteLine("Processed update and draw with duration {0} for {1} elements", FastDateTime.ToString(stopwatch.Elapsed), entityWorld.EntityManager.EntitiesRequestedCount);
            #else
            Debug.WriteLine("Processed update and draw with duration {0} for {1} elements", FastDateTime.ToString(stopwatch.Elapsed), entityWorld.EntityManager.ActiveEntities.Count);
            #endif
            const float Expected1 = 90.0f;
            Assert.AreEqual(Expected1, entity1.GetComponent<TestHealthComponent>().Points);

            const float Expected2 = 100.0f;
            Assert.AreEqual(Expected2, entity2.GetComponent<TestHealthComponent>().Points);
            Assert.AreEqual(Expected2, entity2.GetComponent<TestPowerComponent>().Power);
        }
示例#7
0
        public void TestMultipleSystems()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            HealthBag.Clear();
            ComponentPool.Clear();

            HealthBag.Add(new TestHealthComponent());
            HealthBag.Add(new TestHealthComponent());
            ComponentPool.Add(typeof(TestHealthComponent), HealthBag);

            EntityWorld entityWorld = new EntityWorld();
            entityWorld.EntityManager.RemovedComponentEvent += RemovedComponent;
            entityWorld.EntityManager.RemovedEntityEvent += RemovedEntity;
            entityWorld.SystemManager.SetSystem(new TestRenderHealthBarSingleSystem(), GameLoopType.Update);
            entityWorld.SystemManager.SetSystem(new TestEntityProcessingSystem1(), GameLoopType.Update);
            entityWorld.SystemManager.SetSystem(new TestEntityProcessingSystem2(), GameLoopType.Update);
            entityWorld.SystemManager.SetSystem(new TestEntityProcessingSystem3(), GameLoopType.Update);
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            Debug.WriteLine("Fill EntityWorld with " + Load + " entities: ");
            List<Entity> entities = new List<Entity>();
            for (int index = Load - 1; index >= 0; --index)
            {
                Entity entity = TestEntityFactory.CreateTestHealthEntity(entityWorld);
                entities.Add(entity);
            }

            Debug.WriteLine("OK");

            const int Passes = 3;
            Stopwatch stopwatch = Stopwatch.StartNew();
            for (int index = 0; index < Passes; ++index)
            {
                entityWorld.Update();
                entityWorld.Draw();
            }

            stopwatch.Stop();
            Debug.WriteLine("Update (" + Passes + " passes) duration: {0}", FastDateTime.ToString(stopwatch.Elapsed));

            /*
            int df = 0;
            foreach (Entity entity in entities)
            {
                if (Math.Abs(entity.GetComponent<TestHealthComponent>().Points - 90) < float.Epsilon)
                {
                    df++;
                }
                else
                {
                    Debug.WriteLine("Error " + df);
                }
            }
            */
        }
示例#8
0
        public void TestHybridQueueSystem()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntityWorld entityWorld = new EntityWorld();
            TestQueueHybridSystem testQueueHybridSystem = entityWorld.SystemManager.SetSystem(new TestQueueHybridSystem(), GameLoopType.Update);
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            const int Chunk = 500;

            Debug.WriteLine("Fill EntityWorld with first  chunk of " + Chunk + " entities: ");
            List<Entity> entities = new List<Entity>();
            for (int index = Chunk; index > 0; --index)
            {
                entities.Add(TestEntityFactory.CreateTestHealthEntity(entityWorld));
            }

            Debug.WriteLine("OK");
            Debug.WriteLine("Fill EntityWorld with second chunk of " + Chunk + " entities: ");

            for (int index = Chunk; index > 0; --index)
            {
                Entity entity = TestEntityFactory.CreateTestHealthEntity(entityWorld);

                testQueueHybridSystem.AddToQueue(entity);
                entities.Add(entity);
            }

            Debug.WriteLine("OK");

            Stopwatch stopwatch = Stopwatch.StartNew();
            int numberOfQueues = 0;
            while (testQueueHybridSystem.QueueCount > 0)
            {
                ++numberOfQueues;
                entityWorld.Update();
                entityWorld.Draw();
            }

            stopwatch.Stop();
            Debug.WriteLine("Processed {0} hybrid queues with duration {1}", numberOfQueues,  FastDateTime.ToString(stopwatch.Elapsed));

            Debug.WriteLine("Test first  chunk: ");
            float expectedPointsFirstChunk = 100.0f - (10 * numberOfQueues);
            if (expectedPointsFirstChunk < 0.0f)
            {
                Debug.WriteLine("Results may be inaccurate. Please lower chunk size. ");
                expectedPointsFirstChunk = 0.0f;
            }

            for (int index = Chunk - 1; index >= 0; --index)
            {
                Assert.AreEqual(expectedPointsFirstChunk, entities[index].GetComponent<TestHealthComponent>().Points, "Index:<" + index + ">.");
            }

            Debug.WriteLine("OK");

            Debug.WriteLine("Test second chunk: ");
            float expectedPointsSecondChunk = 90.0f - (10 * numberOfQueues);
            if (expectedPointsSecondChunk < 0.0f)
            {
                Debug.WriteLine("Results may be inaccurate. Please lower chunk size. ");
                expectedPointsSecondChunk = 0.0f;
            }

            for (int index = (Chunk * 2) - 1; index >= Chunk; --index)
            {
                Assert.AreEqual(expectedPointsSecondChunk, entities[index].GetComponent<TestHealthComponent>().Points, "Index:<" + index + ">.");
            }

            Debug.WriteLine("OK");
        }
示例#9
0
        public void TestDummies()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntityWorld entityWorld = new EntityWorld();
            entityWorld.SystemManager.SetSystem(new TestCommunicationSystem(), GameLoopType.Update);
            entityWorld.InitializeAll();
            Debug.WriteLine("OK");

            Debug.WriteLine("Fill EntityWorld with " + Load + " grouped entities: ");
            for (int index = Load - 1; index >= 0; --index)
            {
                TestEntityFactory.CreateTestHealthEntity(entityWorld, "test");
            }

            Debug.WriteLine("OK");

            Debug.WriteLine("Add a tagged entity to EntityWorld: ");
            TestEntityFactory.CreateTestHealthEntity(entityWorld, null, "tag");
            Debug.WriteLine("OK");

            Debug.WriteLine("Update EntityWorld: ");
            Stopwatch stopwatch = Stopwatch.StartNew();
            entityWorld.Update();
            entityWorld.Draw();
            stopwatch.Stop();
            Debug.WriteLine("duration " + FastDateTime.ToString(stopwatch.Elapsed) + " ");

            Debug.WriteLine("OK");

            int actualNumberOfSystems = entityWorld.SystemManager.Systems.Count;
            const int ExpectedNumberOfSystems = 1;
            Debug.WriteLine("Number of Systems: {0} ", actualNumberOfSystems);
            Assert.AreEqual(ExpectedNumberOfSystems, actualNumberOfSystems);
            Debug.WriteLine("OK");

            Entity actualTaggedEntity = entityWorld.TagManager.GetEntity("tag");
            Debug.WriteLine("Is tagged entity present: {0} ", actualTaggedEntity != null);
            Assert.IsNotNull(actualTaggedEntity);
            Debug.WriteLine("OK");

            int actualNumberOfGroupedEntities = entityWorld.GroupManager.GetEntities("test").Count;
            const int ExpectedNumberOfGroupedEntities = Load;
            Debug.WriteLine("Number of grouped entities: {0} ", actualNumberOfGroupedEntities);
            Assert.AreEqual(ExpectedNumberOfGroupedEntities, actualNumberOfGroupedEntities);
            Debug.WriteLine("OK");
            #if DEBUG
            int actualNumberOfActiveEntities = entityWorld.EntityManager.EntitiesRequestedCount;
            const int ExpectedNumberOfActiveEntities = ExpectedNumberOfGroupedEntities + ExpectedNumberOfSystems;
            Debug.WriteLine("Number of active entities: {0} ", actualNumberOfActiveEntities);
            Assert.AreEqual(ExpectedNumberOfActiveEntities, actualNumberOfActiveEntities);
            Debug.WriteLine("OK");
            #endif
        }
示例#10
0
        public void TestAttributes()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntityWorld entityWorld = new EntityWorld { PoolCleanupDelay = 1 };
            #if (!FULLDOTNET && !METRO) || CLIENTPROFILE
            entityWorld.InitializeAll(global::System.Reflection.Assembly.GetExecutingAssembly());
            #else
            entityWorld.InitializeAll(true);
            #endif
            Debug.WriteLine("OK");

            const int ExpectedNumberOfSystems = 2;
            int actualNumberOfSystems = entityWorld.SystemManager.Systems.Count;
            Assert.AreEqual(ExpectedNumberOfSystems, actualNumberOfSystems, "Number of initial systems does not fit.");
            Debug.WriteLine("Number of Systems: {0} OK", actualNumberOfSystems);

            Debug.WriteLine("Build up entity with component from pool manually: ");
            Entity entityWithPooledComponent = TestEntityFactory.CreateTestPowerEntityWithPooledComponent(entityWorld);
            Debug.WriteLine("OK");

            Debug.WriteLine("Build up entity from template: ");
            Entity entityFromTemplate = entityWorld.CreateEntityFromTemplate("test");
            Assert.IsNotNull(entityFromTemplate, "Entity from test template is null.");
            Debug.WriteLine("OK");

            entityWorld.Update();
            entityWorld.Draw();

            Debug.WriteLine("Remove component from entity: ");
            entityWithPooledComponent.RemoveComponent<TestPowerComponentPoolable>();

            entityWorld.Update();
            entityWorld.Draw();

            Assert.IsFalse(entityWithPooledComponent.HasComponent<TestPowerComponentPoolable>(), "Entity has still deleted component.");
            Debug.WriteLine("OK");

            Debug.WriteLine("Add component to entity: ");
            entityWithPooledComponent.AddComponentFromPool<TestPowerComponentPoolable>();
            entityWithPooledComponent.GetComponent<TestPowerComponentPoolable>().Power = 100;

            entityWorld.Update();
            entityWorld.Draw();

            Assert.IsTrue(entityWithPooledComponent.HasComponent<TestPowerComponentPoolable>(), "Could not add component to entity.");
            Debug.WriteLine("OK");
        }
示例#11
0
        public void TestAttributes()
        {
            Debug.WriteLine("Initialize EntityWorld: ");
            EntityWorld entityWorld = new EntityWorld(false,true,true) { PoolCleanupDelay = 1 };
#if (!FULLDOTNET && !METRO) || CLIENTPROFILE
            entityWorld.InitializeAll(global::System.Reflection.Assembly.GetExecutingAssembly());       
#endif
            Debug.WriteLine("OK");

            const int ExpectedNumberOfSystems = 2;
            int actualNumberOfSystems = entityWorld.SystemManager.Systems.Count;
            Assert.AreEqual(ExpectedNumberOfSystems, actualNumberOfSystems, "Number of initial systems does not fit.");
            Debug.WriteLine("Number of Systems: {0} OK", actualNumberOfSystems);

            Debug.WriteLine("Build up entity with component from pool manually: ");
            Entity entityWithPooledComponent = TestEntityFactory.CreateTestPowerEntityWithPooledComponent(entityWorld);
            Debug.WriteLine("OK");

            Debug.WriteLine("Build up entity from template: ");
            Entity entityFromTemplate = entityWorld.CreateEntityFromTemplate("test");
            Assert.IsNotNull(entityFromTemplate, "Entity from test template is null.");
            Debug.WriteLine("OK");

            entityWorld.Update();
            entityWorld.Draw();

            Debug.WriteLine("Remove component from entity: ");
            entityWithPooledComponent.RemoveComponent<TestPowerComponentPoolable>();
       
            entityWorld.Update();
            entityWorld.Draw();

            Assert.IsFalse(entityWithPooledComponent.HasComponent<TestPowerComponentPoolable>(), "Entity has still deleted component.");
            Debug.WriteLine("OK");

            Debug.WriteLine("Add component to entity: ");
            entityWithPooledComponent.AddComponentFromPool<TestPowerComponentPoolable>();
            entityWithPooledComponent.GetComponent<TestPowerComponentPoolable>().Power = 100;

            entityWorld.Update();
            entityWorld.Draw();

            Assert.IsTrue(entityWithPooledComponent.HasComponent<TestPowerComponentPoolable>(), "Could not add component to entity.");
            Debug.WriteLine("OK");

            // TestNormalEntityProcessingSystem2 and TestNormalEntityProcessingSystem3 are autoloaded (marked with ArtemisEntitySystem attribute)
            List<TestNormalEntityProcessingSystem2> listOfTestNormalEntityProcessingSystem2 = entityWorld.SystemManager.GetSystems<TestNormalEntityProcessingSystem2>();
            Assert.IsNotNull(listOfTestNormalEntityProcessingSystem2, "Failed to retrieve autoloaded TestNormalEntityProcessingSystem2 system.");
            Assert.AreEqual(1, listOfTestNormalEntityProcessingSystem2.Count, "Invalid count of TestNormalEntityProcessingSystem2 systems");
            Debug.WriteLine("OK");

            List<TestNormalEntityProcessingSystem3> listOfTestNormalEntityProcessingSystem3 = entityWorld.SystemManager.GetSystems<TestNormalEntityProcessingSystem3>();
            Assert.IsNotNull(listOfTestNormalEntityProcessingSystem3, "Failed to retrieve autoloaded TestNormalEntityProcessingSystem3 system.");
            Assert.AreEqual(1, listOfTestNormalEntityProcessingSystem3.Count, "Invalid count of TestNormalEntityProcessingSystem3 systems");
            Debug.WriteLine("OK");

        }