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esengine/packages/framework/server/CHANGELOG.md

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# @esengine/server
## 4.1.0
### Minor Changes
- feat(server): add HTTP file-based routing support
New feature that allows organizing HTTP routes in separate files, similar to API and message handlers:
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server';
export default defineHttp<{ username: string; password: string }>({
method: 'POST',
handler(req, res) {
const { username, password } = req.body;
// ... authentication logic
res.json({ token: '...', userId: '...' });
}
});
```
Server configuration:
```typescript
const server = await createServer({
port: 8080,
httpDir: 'src/http', // HTTP routes directory
httpPrefix: '/api', // Route prefix
cors: true
});
```
File naming convention:
- `login.ts` → POST /api/login
- `users/profile.ts` → POST /api/users/profile
- `users/[id].ts` → POST /api/users/:id (dynamic routes)
- Set `method: 'GET'` in defineHttp for GET requests
Also includes:
- `defineHttp<TBody>()` helper function for type-safe route definitions
- Support for merging file routes with inline `http` config
- RPC server now supports attaching to existing HTTP server via `server` option
### Patch Changes
- Updated dependencies []:
- @esengine/rpc@1.1.2
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 3.0.0
### Minor Changes
- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
### 新功能
**@NetworkEntity 装饰器**
- 标记组件为网络实体,自动广播 spawn/despawn 消息
- 支持 `autoSpawn``autoDespawn` 配置选项
- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
**ECSRoom 增强**
- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
- 自动监听组件添加和实体销毁事件
- 简化 GameRoom 实现,无需手动回调
### 改进
**Entity 事件**
- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
- 使用 `ECSEventType` 常量替代硬编码字符串
### 使用示例
```typescript
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
@ECSComponent('Enemy')
@NetworkEntity('Enemy')
class EnemyComponent extends Component {
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
}
// 服务端
const entity = scene.createEntity('Enemy');
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
entity.destroy(); // 自动广播 despawn
```
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
## 2.0.0
### Minor Changes
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
## @esengine/ecs-framework
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:
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync('string') name: string = '';
@sync('uint16') score: number = 0;
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
}
```
### 新增导出
- `sync` - 标记需要同步的字段装饰器
- `SyncType` - 支持的同步类型
- `SyncOperation` - 同步操作类型FULL/DELTA/SPAWN/DESPAWN
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
- `ChangeTracker` - 字段级变更追踪
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
### 内部方法标记
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
- `Scene.update()`
- `SceneManager.update()`
- `WorldManager.updateAll()`
## @esengine/network
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
```typescript
import { ComponentSyncSystem } from '@esengine/network';
// 服务端:编码状态
const data = syncSystem.encodeAllEntities(false);
// 客户端:解码状态
syncSystem.applySnapshot(data);
```
### 修复
-`@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
## @esengine/server
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
```typescript
import { ECSRoom } from '@esengine/server/ecs';
// 服务端启动
Core.create();
setInterval(() => Core.update(1 / 60), 16);
// 定义房间
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new PhysicsSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
entity.addComponent(new PlayerComponent());
}
}
```
### 设计
- 每个 `ECSRoom``Core.worldManager` 中创建独立的 World
- `Core.update()` 统一更新 Time 和所有 World
- `onTick()` 只处理状态同步逻辑
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
## 1.3.0
### Minor Changes
- [#388](https://github.com/esengine/esengine/pull/388) [`afdeb00`](https://github.com/esengine/esengine/commit/afdeb00b4df9427e7f03b91558bf95804a837b70) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔速率限制系统 | add pluggable rate limiting system
- 新增令牌桶策略 (`TokenBucketStrategy`) - 推荐用于一般场景
- 新增滑动窗口策略 (`SlidingWindowStrategy`) - 精确跟踪
- 新增固定窗口策略 (`FixedWindowStrategy`) - 简单高效
- 新增房间速率限制 mixin (`withRateLimit`)
- 新增速率限制装饰器 (`@rateLimit`, `@noRateLimit`)
- 新增按消息类型限流装饰器 (`@rateLimitMessage`, `@noRateLimitMessage`)
- 支持与认证系统组合使用
- 导出路径: `@esengine/server/ratelimit`
## 1.2.0
### Minor Changes
- [#386](https://github.com/esengine/esengine/pull/386) [`61a13ba`](https://github.com/esengine/esengine/commit/61a13baca2e1e8fba14e23d439521ec0e6b7ca6e) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔认证系统 | add pluggable authentication system
- 新增 JWT 认证提供者 (`createJwtAuthProvider`)
- 新增 Session 认证提供者 (`createSessionAuthProvider`)
- 新增服务器认证 mixin (`withAuth`)
- 新增房间认证 mixin (`withRoomAuth`)
- 新增认证装饰器 (`@requireAuth`, `@requireRole`)
- 新增测试工具 (`MockAuthProvider`)
- 导出路径: `@esengine/server/auth`, `@esengine/server/auth/testing`
## 1.1.4
### Patch Changes
- Updated dependencies [[`a000cc0`](https://github.com/esengine/esengine/commit/a000cc07d7cebe8ccbfa983fde610296bfba2f1b)]:
- @esengine/rpc@1.1.1
## 1.1.3
### Patch Changes
- [#372](https://github.com/esengine/esengine/pull/372) [`9c41181`](https://github.com/esengine/esengine/commit/9c4118187539e39ead48ef2fa7af3ff45285fde5) Thanks [@esengine](https://github.com/esengine)! - fix: expose `id` property on ServerConnection type
TypeScript was not properly resolving the inherited `id` property from the base `Connection` interface in some module resolution scenarios. This fix explicitly declares the `id` property on `ServerConnection` to ensure it's always visible to consumers.
## 1.1.2
### Patch Changes
- [#370](https://github.com/esengine/esengine/pull/370) [`18df9d1`](https://github.com/esengine/esengine/commit/18df9d1cda4d4cf3095841d93125f9d41ce214f1) Thanks [@esengine](https://github.com/esengine)! - fix: allow define() to be called before start()
Previously, calling `server.define()` before `server.start()` would throw an error because `roomManager` was initialized inside `start()`. This fix moves the `roomManager` initialization to `createServer()`, allowing the expected usage pattern:
```typescript
const server = await createServer({ port: 3000 });
server.define('world', WorldRoom); // Now works correctly
await server.start();
```
## 1.1.1
### Patch Changes
- [#368](https://github.com/esengine/esengine/pull/368) [`66d5dc2`](https://github.com/esengine/esengine/commit/66d5dc27f740cc81b0645bde61dabf665743a5a0) Thanks [@esengine](https://github.com/esengine)! - fix: 修复发布缺少 dist 目录 | fix missing dist in published packages
## 1.1.0
### Minor Changes
- [#366](https://github.com/esengine/esengine/pull/366) [`b6f1235`](https://github.com/esengine/esengine/commit/b6f1235239c049abc62b6827554eb941e73dae65) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加游戏服务器框架与房间系统 | add game server framework with Room system
**@esengine/server** - 游戏服务器框架 | Game server framework
- 文件路由系统 | File-based routing
- Room 生命周期管理 (onCreate, onJoin, onLeave, onTick, onDispose) | Room lifecycle management
- `@onMessage` 装饰器处理消息 | Message handler decorator
- 玩家管理与断线处理 | Player management with auto-disconnect
- 内置 JoinRoom/LeaveRoom API | Built-in room APIs
- defineApi/defineMsg 类型安全辅助函数 | Type-safe helper functions
**create-esengine-server** - CLI 脚手架工具 | CLI scaffolding tool
- 生成 shared/server/client 项目结构 | Creates project structure
- 类型安全的协议定义 | Type-safe protocol definitions
- 包含 GameRoom 示例实现 | Includes example implementation