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esengine/examples/worker-system-demo/src/main.ts

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import { Core, PlatformManager } from '@esengine/ecs-framework';
import { GameScene } from './GameScene';
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import { BrowserAdapter } from './platform/BrowserAdapter';
// 性能监控
interface PerformanceStats {
fps: number;
frameTime: number;
physicsTime: number;
renderTime: number;
memoryUsage: number;
}
class WorkerDemo {
private gameScene: GameScene;
private canvas: HTMLCanvasElement;
private isRunning = false;
private lastTime = 0;
private frameCount = 0;
private fpsUpdateTime = 0;
private currentFPS = 0;
private lastWorkerStatusUpdate = 0;
// UI元素
private elements: { [key: string]: HTMLElement } = {};
constructor() {
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// 注册浏览器适配器
const browserAdapter = new BrowserAdapter();
PlatformManager.getInstance().registerAdapter(browserAdapter);
// 获取canvas
this.canvas = document.getElementById('gameCanvas') as HTMLCanvasElement;
if (!this.canvas) {
throw new Error('Canvas element not found');
}
// 初始化UI元素引用
this.initializeUIElements();
// 初始化ECS Core
Core.create({
debug: true,
enableEntitySystems: true
});
// 创建游戏场景
this.gameScene = new GameScene(this.canvas);
// 设置场景
Core.setScene(this.gameScene);
// 绑定事件
this.bindEvents();
// 启动演示
this.start();
}
private initializeUIElements(): void {
const elementIds = [
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'entityCount', 'entityCountValue', 'toggleWorker', 'toggleSAB',
'gravity', 'gravityValue', 'friction', 'frictionValue', 'spawnParticles',
'clearEntities', 'resetDemo', 'fps', 'entityCountStat', 'workerStatus', 'workerLoad',
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'physicsTime', 'renderTime', 'frameTime', 'memoryUsage', 'sabStatus'
];
for (const id of elementIds) {
const element = document.getElementById(id);
if (element) {
this.elements[id] = element;
} else {
console.warn(`Element with id '${id}' not found`);
}
}
}
private bindEvents(): void {
// 实体数量滑块
if (this.elements.entityCount && this.elements.entityCountValue) {
const slider = this.elements.entityCount as HTMLInputElement;
slider.addEventListener('input', () => {
this.elements.entityCountValue.textContent = slider.value;
});
slider.addEventListener('change', () => {
const count = parseInt(slider.value);
this.gameScene.spawnInitialEntities(count);
});
}
// Worker切换按钮
if (this.elements.toggleWorker) {
this.elements.toggleWorker.addEventListener('click', () => {
const workerEnabled = this.gameScene.toggleWorker();
this.elements.toggleWorker.textContent = workerEnabled ? '禁用 Worker' : '启用 Worker';
this.updateWorkerStatus();
});
}
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// SharedArrayBuffer切换按钮
if (this.elements.toggleSAB) {
this.elements.toggleSAB.addEventListener('click', () => {
this.gameScene.toggleSharedArrayBuffer();
this.updateWorkerStatus();
});
}
// 重力滑块
if (this.elements.gravity && this.elements.gravityValue) {
const slider = this.elements.gravity as HTMLInputElement;
slider.addEventListener('input', () => {
this.elements.gravityValue.textContent = slider.value;
});
slider.addEventListener('change', () => {
const gravity = parseInt(slider.value);
this.gameScene.updateWorkerConfig({ gravity });
});
}
// 摩擦力滑块
if (this.elements.friction && this.elements.frictionValue) {
const slider = this.elements.friction as HTMLInputElement;
slider.addEventListener('input', () => {
const value = parseInt(slider.value);
this.elements.frictionValue.textContent = `${value}%`;
});
slider.addEventListener('change', () => {
const friction = parseInt(slider.value) / 100;
this.gameScene.updateWorkerConfig({ friction });
});
}
// 生成粒子按钮
if (this.elements.spawnParticles) {
this.elements.spawnParticles.addEventListener('click', () => {
const centerX = this.canvas.width / 2;
const centerY = this.canvas.height / 2;
this.gameScene.spawnParticleExplosion(centerX, centerY, 100);
});
}
// 清空实体按钮
if (this.elements.clearEntities) {
this.elements.clearEntities.addEventListener('click', () => {
this.gameScene.clearAllEntities();
});
}
// 重置演示按钮
if (this.elements.resetDemo) {
this.elements.resetDemo.addEventListener('click', () => {
this.resetDemo();
});
}
// Canvas点击事件 - 在点击位置生成粒子爆发
this.canvas.addEventListener('click', (event) => {
const rect = this.canvas.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
this.gameScene.spawnParticleExplosion(x, y, 30);
});
}
private start(): void {
this.isRunning = true;
this.lastTime = performance.now();
this.gameLoop();
console.log('Worker演示已启动');
}
private gameLoop = (): void => {
if (!this.isRunning) return;
const currentTime = performance.now();
const deltaTime = (currentTime - this.lastTime) / 1000; // 转换为秒
this.lastTime = currentTime;
// 更新ECS框架
const frameStartTime = performance.now();
Core.update(deltaTime);
const frameEndTime = performance.now();
// 更新性能统计
this.updatePerformanceStats({
fps: this.currentFPS,
frameTime: frameEndTime - frameStartTime,
physicsTime: (window as any).physicsExecutionTime || 0,
renderTime: (window as any).renderExecutionTime || 0,
memoryUsage: this.getMemoryUsage()
});
// 更新FPS计算
this.frameCount++;
if (currentTime - this.fpsUpdateTime >= 1000) {
this.currentFPS = this.frameCount;
this.frameCount = 0;
this.fpsUpdateTime = currentTime;
}
// 更新UI
this.updateUI();
// 继续循环
requestAnimationFrame(this.gameLoop);
};
private updatePerformanceStats(stats: PerformanceStats): void {
if (this.elements.fps) {
this.elements.fps.textContent = stats.fps.toString();
this.elements.fps.className = stats.fps >= 55 ? 'performance-high' :
stats.fps >= 30 ? 'performance-medium' : 'performance-low';
}
if (this.elements.frameTime) {
this.elements.frameTime.textContent = stats.frameTime.toFixed(2);
this.elements.frameTime.className = stats.frameTime <= 16 ? 'performance-high' :
stats.frameTime <= 33 ? 'performance-medium' : 'performance-low';
}
if (this.elements.physicsTime) {
this.elements.physicsTime.textContent = stats.physicsTime.toFixed(2);
this.elements.physicsTime.className = stats.physicsTime <= 8 ? 'performance-high' :
stats.physicsTime <= 16 ? 'performance-medium' : 'performance-low';
}
if (this.elements.renderTime) {
this.elements.renderTime.textContent = stats.renderTime.toFixed(2);
this.elements.renderTime.className = stats.renderTime <= 8 ? 'performance-high' :
stats.renderTime <= 16 ? 'performance-medium' : 'performance-low';
}
if (this.elements.memoryUsage) {
this.elements.memoryUsage.textContent = stats.memoryUsage.toFixed(1);
}
}
private updateUI(): void {
const currentTime = performance.now();
const systemInfo = this.gameScene.getSystemInfo();
// 更新实体数量(每帧更新)
if (this.elements.entityCountStat) {
this.elements.entityCountStat.textContent = systemInfo.entityCount.toString();
}
// 更新Worker状态每500ms更新一次即可
if (currentTime - this.lastWorkerStatusUpdate >= 500) {
this.updateWorkerStatus();
this.lastWorkerStatusUpdate = currentTime;
}
// 更新全局Worker信息供其他系统使用
(window as any).workerInfo = systemInfo.physics;
}
private updateWorkerStatus(): void {
const systemInfo = this.gameScene.getSystemInfo();
const workerInfo = systemInfo.physics;
const entityCount = systemInfo.entityCount;
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const status = this.gameScene.getPhysicsSystemStatus();
if (this.elements.workerStatus) {
if (workerInfo.enabled) {
this.elements.workerStatus.textContent = `启用 (${workerInfo.workerCount} Workers)`;
this.elements.workerStatus.className = 'worker-enabled';
} else {
this.elements.workerStatus.textContent = '禁用';
this.elements.workerStatus.className = 'worker-disabled';
}
}
if (this.elements.workerLoad) {
if (workerInfo.enabled && entityCount > 0) {
const entitiesPerWorker = Math.ceil(entityCount / workerInfo.workerCount);
this.elements.workerLoad.textContent = `${entitiesPerWorker}/Worker (共${workerInfo.workerCount}个)`;
} else {
this.elements.workerLoad.textContent = 'N/A';
}
}
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// 更新 SharedArrayBuffer 状态
if (this.elements.sabStatus) {
const modeNames = {
'shared-buffer': 'SharedArrayBuffer模式',
'single-worker': '单Worker模式',
'multi-worker': '多Worker模式',
'sync': '同步模式'
};
this.elements.sabStatus.textContent = modeNames[status.mode] || status.mode;
this.elements.sabStatus.className = status.mode === 'shared-buffer' ? 'worker-enabled' : 'worker-disabled';
}
// 更新 SharedArrayBuffer 按钮文本
if (this.elements.toggleSAB) {
if (status.sharedArrayBufferEnabled) {
this.elements.toggleSAB.textContent = '禁用 SharedArrayBuffer';
} else {
this.elements.toggleSAB.textContent = '启用 SharedArrayBuffer';
this.elements.toggleSAB.setAttribute('disabled', 'true'); // SAB 一旦禁用就无法重新启用
}
}
}
private getMemoryUsage(): number {
if ('memory' in performance) {
const memory = (performance as any).memory;
return memory.usedJSHeapSize / (1024 * 1024); // MB
}
return 0;
}
private resetDemo(): void {
// 重置所有控件到默认值
if (this.elements.entityCount) {
(this.elements.entityCount as HTMLInputElement).value = '1000';
this.elements.entityCountValue.textContent = '1000';
}
if (this.elements.gravity) {
(this.elements.gravity as HTMLInputElement).value = '100';
this.elements.gravityValue.textContent = '100';
}
if (this.elements.friction) {
(this.elements.friction as HTMLInputElement).value = '95';
this.elements.frictionValue.textContent = '95%';
}
// 确保Worker被启用
const workerInfo = this.gameScene.getSystemInfo().physics;
if (!workerInfo.enabled) {
this.gameScene.toggleWorker(); // 只有在禁用时才切换
}
if (this.elements.toggleWorker) {
this.elements.toggleWorker.textContent = '禁用 Worker';
}
// 重新生成实体
this.gameScene.spawnInitialEntities(1000);
// 重置配置
this.gameScene.updateWorkerConfig({
gravity: 100,
friction: 0.95
});
console.log('演示已重置');
}
public stop(): void {
this.isRunning = false;
}
}
// 启动演示
document.addEventListener('DOMContentLoaded', () => {
try {
new WorkerDemo();
} catch (error) {
console.error('启动演示失败:', error);
document.body.innerHTML = `
<div style="padding: 20px; color: red;">
<h1></h1>
<p>错误: ${error}</p>
<p>Web Workers和Canvas API</p>
</div>
`;
}
});