90 lines
2.2 KiB
Markdown
90 lines
2.2 KiB
Markdown
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---
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"@esengine/ecs-framework": minor
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"@esengine/network": minor
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"@esengine/server": minor
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---
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feat: ECS 网络状态同步系统
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## @esengine/ecs-framework
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新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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}
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```
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### 新增导出
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- `sync` - 标记需要同步的字段装饰器
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- `SyncType` - 支持的同步类型
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- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
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- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
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- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
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- `encodeDespawn` / `processDespawn` - 实体销毁编解码
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- `ChangeTracker` - 字段级变更追踪
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- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
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### 内部方法标记
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将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
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- `Scene.update()`
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- `SceneManager.update()`
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- `WorldManager.updateAll()`
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## @esengine/network
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新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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// 服务端:编码状态
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const data = syncSystem.encodeAllEntities(false);
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// 客户端:解码状态
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syncSystem.applySnapshot(data);
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```
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### 修复
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- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
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## @esengine/server
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新增 `ECSRoom`,带有 ECS World 支持的房间基类:
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```typescript
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import { ECSRoom } from '@esengine/server/ecs';
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// 服务端启动
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Core.create();
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setInterval(() => Core.update(1/60), 16);
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// 定义房间
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new PhysicsSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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entity.addComponent(new PlayerComponent());
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}
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}
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```
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### 设计
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- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
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- `Core.update()` 统一更新 Time 和所有 World
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- `onTick()` 只处理状态同步逻辑
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