2025-12-27 09:55:30 +08:00
# @esengine/ecs-framework
2025-12-30 09:41:17 +08:00
## 2.5.1
### Patch Changes
- [#392 ](https://github.com/esengine/esengine/pull/392 ) [`a08a84b` ](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76 ) Thanks [@esengine ](https://github.com/esengine )! - fix(sync): Decoder 现在使用 GlobalComponentRegistry 查找组件 | Decoder now uses GlobalComponentRegistry for component lookup
**问题 | Problem: **
1. `Decoder.ts` 有自己独立的 `componentRegistry` Map, 与 `GlobalComponentRegistry` 完全分离。这导致通过 `@ECSComponent` 装饰器注册的组件在网络反序列化时找不到,产生 "Unknown component type" 错误。
2. `@sync` 装饰器使用 `constructor.name` 作为 `typeId` ,而不是 `@ECSComponent` 装饰器指定的名称,导致编码和解码使用不同的类型 ID。
3. `Decoder.ts` had its own local `componentRegistry` Map that was completely separate from `GlobalComponentRegistry` . This caused components registered via `@ECSComponent` decorator to not be found during network deserialization, resulting in "Unknown component type" errors.
4. `@sync` decorator used `constructor.name` as `typeId` instead of the name specified by `@ECSComponent` decorator, causing encoding and decoding to use different type IDs.
**修改 | Changes: **
- 从 Decoder.ts 中移除本地 `componentRegistry`
- 更新 `decodeEntity` 和 `decodeSpawn` 使用 `GlobalComponentRegistry.getComponentType()`
- 移除已废弃的 `registerSyncComponent` 和 `autoRegisterSyncComponent` 函数
- 更新 `@sync` 装饰器使用 `getComponentTypeName()` 获取组件类型名称
- 更新 `@ECSComponent` 装饰器同步更新 `SYNC_METADATA.typeId`
- Removed local `componentRegistry` from Decoder.ts
- Updated `decodeEntity` and `decodeSpawn` to use `GlobalComponentRegistry.getComponentType()`
- Removed deprecated `registerSyncComponent` and `autoRegisterSyncComponent` functions
- Updated `@sync` decorator to use `getComponentTypeName()` for component type name
- Updated `@ECSComponent` decorator to sync update `SYNC_METADATA.typeId`
现在使用 `@ECSComponent` 装饰器的组件会自动可用于网络同步解码,无需手动注册。
Now `@ECSComponent` decorated components are automatically available for network sync decoding without any manual registration.
2025-12-29 21:10:36 +08:00
## 2.5.0
### 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
- 将 `@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` 在 `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
2025-12-27 10:31:43 +08:00
## 2.4.4
### Patch Changes
- [`7d74623` ](https://github.com/esengine/esengine/commit/7d746237100084ac3456f1af92ff664db4e50cc8 ) Thanks [@esengine ](https://github.com/esengine )! - fix(core): 修复 npm 发布目录配置,确保从 dist 目录发布以保持与 Cocos Creator 的兼容性
2025-12-27 09:55:30 +08:00
## 2.4.3
### Patch Changes
- [#356 ](https://github.com/esengine/esengine/pull/356 ) [`ce2db4e` ](https://github.com/esengine/esengine/commit/ce2db4e48a7cdac44265420ef16e83f6424f4dea ) Thanks [@esengine ](https://github.com/esengine )! - fix(core): 修复 World cleanup 在打包环境下的兼容性问题
- 使用 forEach 替代 spread + for...of 解构模式,避免某些打包工具(如 Cocos Creator) 转换后的兼容性问题
- 重构 World 和 WorldManager 类,提升代码质量
- 提取默认配置为常量,统一双语注释格式