Files
esengine/packages/framework/network/src/NetworkPlugin.ts

154 lines
3.9 KiB
TypeScript
Raw Normal View History

import { type IPlugin, Core, type ServiceContainer, type Scene } from '@esengine/ecs-framework';
import { NetworkService } from './services/NetworkService';
import { NetworkSyncSystem } from './systems/NetworkSyncSystem';
import { NetworkSpawnSystem, type PrefabFactory } from './systems/NetworkSpawnSystem';
import { NetworkInputSystem } from './systems/NetworkInputSystem';
/**
*
* Network plugin
*
* TSRPC
* Provides TSRPC-based network synchronization.
*
* @example
* ```typescript
* import { Core } from '@esengine/ecs-framework';
* import { NetworkPlugin } from '@esengine/network';
*
* const networkPlugin = new NetworkPlugin();
* await Core.installPlugin(networkPlugin);
*
* // 连接到服务器 | Connect to server
* await networkPlugin.connect('ws://localhost:3000', 'Player1');
*
* // 注册预制体 | Register prefab
* networkPlugin.registerPrefab('player', (scene, spawn) => {
* const entity = scene.createEntity('Player');
* return entity;
* });
* ```
*/
export class NetworkPlugin implements IPlugin {
public readonly name = '@esengine/network';
public readonly version = '1.0.0';
private _networkService!: NetworkService;
private _syncSystem!: NetworkSyncSystem;
private _spawnSystem!: NetworkSpawnSystem;
private _inputSystem!: NetworkInputSystem;
/**
*
* Network service
*/
get networkService(): NetworkService {
return this._networkService;
}
/**
*
* Sync system
*/
get syncSystem(): NetworkSyncSystem {
return this._syncSystem;
}
/**
*
* Spawn system
*/
get spawnSystem(): NetworkSpawnSystem {
return this._spawnSystem;
}
/**
*
* Input system
*/
get inputSystem(): NetworkInputSystem {
return this._inputSystem;
}
/**
*
* Is connected
*/
get isConnected(): boolean {
return this._networkService?.isConnected ?? false;
}
/**
*
* Install plugin
*/
install(_core: Core, _services: ServiceContainer): void {
this._networkService = new NetworkService();
// 当场景加载时添加系统
// Add systems when scene loads
const scene = Core.scene;
if (scene) {
this._setupSystems(scene as Scene);
}
}
/**
*
* Uninstall plugin
*/
uninstall(): void {
this._networkService?.disconnect();
}
private _setupSystems(scene: Scene): void {
this._syncSystem = new NetworkSyncSystem(this._networkService);
this._spawnSystem = new NetworkSpawnSystem(this._networkService, this._syncSystem);
this._inputSystem = new NetworkInputSystem(this._networkService);
scene.addSystem(this._syncSystem);
scene.addSystem(this._spawnSystem);
scene.addSystem(this._inputSystem);
}
/**
*
* Connect to server
*/
public async connect(serverUrl: string, playerName: string, roomId?: string): Promise<boolean> {
return this._networkService.connect(serverUrl, playerName, roomId);
}
/**
*
* Disconnect
*/
public async disconnect(): Promise<void> {
await this._networkService.disconnect();
}
/**
*
* Register prefab factory
*/
public registerPrefab(prefabType: string, factory: PrefabFactory): void {
this._spawnSystem?.registerPrefab(prefabType, factory);
}
/**
*
* Send move input
*/
public sendMoveInput(x: number, y: number): void {
this._inputSystem?.addMoveInput(x, y);
}
/**
*
* Send action input
*/
public sendActionInput(action: string): void {
this._inputSystem?.addActionInput(action);
}
}