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esengine/packages/platform-web/src/BrowserRuntime.ts

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feat: 添加跨平台运行时、资产系统和UI适配功能 (#256) * feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
2025-12-03 22:15:22 +08:00
/**
* Browser Runtime
*
*
* Lightweight runtime for web game builds.
* Uses dynamic plugin loading via import maps.
*
* Web
* import maps
*/
import { Core } from '@esengine/ecs-framework';
import {
GameRuntime,
createGameRuntime,
BrowserPlatformAdapter,
runtimePluginManager,
BrowserFileSystemService,
type IPlugin
} from '@esengine/runtime-core';
import type { IAssetManager } from '@esengine/asset-system';
import { BrowserAssetReader } from './BrowserAssetReader';
/**
* Runtime configuration
*
*/
export interface RuntimeConfig {
/** Canvas element ID */
canvasId: string;
/** Canvas width (defaults to window.innerWidth) */
width?: number;
/** Canvas height (defaults to window.innerHeight) */
height?: number;
/** Asset catalog file URL (defaults to '/asset-catalog.json') */
assetCatalogUrl?: string;
/** Asset base URL (defaults to '/assets') */
assetBaseUrl?: string;
}
/**
* Browser Runtime
*
*
* Main entry point for running games in browser.
* Supports dynamic plugin registration.
*/
export class BrowserRuntime {
private _runtime: GameRuntime | null = null;
private _canvasId: string;
private _width: number;
private _height: number;
private _assetCatalogUrl: string;
private _assetBaseUrl: string;
private _fileSystem: BrowserFileSystemService | null = null;
private _assetReader: BrowserAssetReader | null = null;
private _initialized = false;
constructor(config: RuntimeConfig) {
this._canvasId = config.canvasId;
this._width = config.width ?? window.innerWidth;
this._height = config.height ?? window.innerHeight;
this._assetCatalogUrl = config.assetCatalogUrl ?? '/asset-catalog.json';
this._assetBaseUrl = config.assetBaseUrl ?? '/assets';
}
/**
* Register a plugin dynamically
*
*
* Call this before initialize() to register plugins.
*/
registerPlugin(plugin: IPlugin): void {
if (plugin) {
runtimePluginManager.register(plugin);
runtimePluginManager.enable(plugin.manifest.id);
console.log(`[Runtime] Registered plugin: ${plugin.manifest.id}`);
}
}
/**
* Register multiple plugins
*
*/
registerPlugins(plugins: IPlugin[]): void {
for (const plugin of plugins) {
this.registerPlugin(plugin);
}
}
/**
* Initialize the runtime
*
*
* @param wasmModule - Optional WASM module (from es_engine.js)
*/
async initialize(wasmModule?: unknown): Promise<void> {
if (this._initialized) {
console.warn('[Runtime] Already initialized');
return;
}
// Initialize browser file system service
this._fileSystem = new BrowserFileSystemService({
baseUrl: this._assetBaseUrl,
catalogUrl: this._assetCatalogUrl,
enableCache: true
});
await this._fileSystem.initialize();
// Initialize asset reader
this._assetReader = new BrowserAssetReader(this._assetBaseUrl);
// Create browser platform adapter
const platform = new BrowserPlatformAdapter({
wasmModule: wasmModule ?? undefined
});
// Create game runtime
this._runtime = createGameRuntime({
platform,
canvasId: this._canvasId,
width: this._width,
height: this._height,
autoStartRenderLoop: false
});
await this._runtime.initialize();
// Register file system service
const IFileSystemServiceKey = Symbol.for('IFileSystemService');
if (!Core.services.isRegistered(IFileSystemServiceKey)) {
Core.services.registerInstance(IFileSystemServiceKey, this._fileSystem);
}
// Set asset reader for AssetManager
if (this._runtime.assetManager && this._assetReader) {
this._runtime.assetManager.setReader(this._assetReader);
}
// Browser-specific settings (no editor UI)
this._runtime.setShowGrid(false);
this._runtime.setShowGizmos(false);
this._initialized = true;
console.log('[Runtime] Initialized');
}
/**
* Load a scene from URL
* URL
*/
async loadScene(sceneUrl: string): Promise<void> {
if (!this._runtime) {
throw new Error('Runtime not initialized. Call initialize() first.');
}
await this._runtime.loadSceneFromUrl(sceneUrl);
}
/**
* Start the game loop
*
*/
start(): void {
this._runtime?.start();
}
/**
* Stop the game loop
*
*/
stop(): void {
this._runtime?.stop();
}
/**
* Handle window resize
*
*/
handleResize(width: number, height: number): void {
this._runtime?.resize(width, height);
}
/**
* Get the underlying GameRuntime
* GameRuntime
*/
get gameRuntime(): GameRuntime | null {
return this._runtime;
}
/**
* Get the asset manager
*
*
* @returns The asset manager instance, or null if not initialized
*/
get assetManager(): IAssetManager | null {
return this._runtime?.assetManager ?? null;
}
/**
* Check if runtime is initialized
*
*/
get isInitialized(): boolean {
return this._initialized;
}
}
/**
* Create a browser runtime instance
*
*/
export function create(config: RuntimeConfig): BrowserRuntime {
return new BrowserRuntime(config);
}
/**
* Default export for convenient usage
* 便使
*
* Usage in game HTML:
* ```js
* const ECSRuntime = (await import('@esengine/platform-web')).default;
* const runtime = ECSRuntime.create({ canvasId: 'game-canvas' });
* ```
*/
export default {
create,
BrowserRuntime,
BrowserAssetReader,
// Re-export useful types from dependencies
Core,
GameRuntime,
createGameRuntime,
BrowserPlatformAdapter,
runtimePluginManager
};