refactor: reorganize package structure and decouple framework packages (#338)

* refactor: reorganize package structure and decouple framework packages

## Package Structure Reorganization
- Reorganized 55 packages into categorized subdirectories:
  - packages/framework/ - Generic framework (Laya/Cocos compatible)
  - packages/engine/ - ESEngine core modules
  - packages/rendering/ - Rendering modules (WASM dependent)
  - packages/physics/ - Physics modules
  - packages/streaming/ - World streaming
  - packages/network-ext/ - Network extensions
  - packages/editor/ - Editor framework and plugins
  - packages/rust/ - Rust WASM engine
  - packages/tools/ - Build tools and SDK

## Framework Package Decoupling
- Decoupled behavior-tree and blueprint packages from ESEngine dependencies
- Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent)
- ESEngine-specific code moved to esengine/ subpath exports
- Framework packages now usable with Cocos/Laya without ESEngine

## CI Configuration
- Updated CI to only type-check and lint framework packages
- Added type-check:framework and lint:framework scripts

## Breaking Changes
- Package import paths changed due to directory reorganization
- ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine')

* fix: update es-engine file path after directory reorganization

* docs: update README to focus on framework over engine

* ci: only build framework packages, remove Rust/WASM dependencies

* fix: remove esengine subpath from behavior-tree and blueprint builds

ESEngine integration code will only be available in full engine builds.
Framework packages are now purely engine-agnostic.

* fix: move network-protocols to framework, build both in CI

* fix: update workflow paths from packages/core to packages/framework/core

* fix: exclude esengine folder from type-check in behavior-tree and blueprint

* fix: update network tsconfig references to new paths

* fix: add test:ci:framework to only test framework packages in CI

* fix: only build core and math npm packages in CI

* fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
YHH
2025-12-26 14:50:35 +08:00
committed by GitHub
parent a84ff902e4
commit 155411e743
1936 changed files with 4147 additions and 11578 deletions

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/**
* 粒子编辑器模块
* Particle Editor Module
*
* Registers file handlers, panels, and templates for .particle files.
*/
import type { ServiceContainer, Entity } from '@esengine/ecs-framework';
import { Core } from '@esengine/ecs-framework';
import type {
IEditorModuleLoader,
PanelDescriptor,
EntityCreationTemplate,
ComponentInspectorProviderDef,
FileActionHandler,
FileCreationTemplate,
IEditorPlugin,
ModuleManifest
} from '@esengine/editor-core';
import {
PanelPosition,
InspectorRegistry,
EntityStoreService,
MessageHub,
EditorComponentRegistry,
FileActionRegistry
} from '@esengine/editor-core';
import { TransformComponent } from '@esengine/engine-core';
import {
ParticleSystemComponent,
ParticleRuntimeModule,
createDefaultParticleAsset
} from '@esengine/particle';
import { ParticleEditorPanel } from './panels/ParticleEditorPanel';
import { ParticleInspectorProvider } from './providers/ParticleInspectorProvider';
import { useParticleEditorStore } from './stores/ParticleEditorStore';
import { registerParticleGizmo, unregisterParticleGizmo } from './gizmos/ParticleGizmo';
// 导入编辑器 CSS 样式(会被 vite 自动处理并注入到 DOM
// Import editor CSS styles (automatically handled and injected by vite)
import './styles/ParticleEditor.css';
/**
* 粒子编辑器模块
* Particle Editor Module
*/
export class ParticleEditorModule implements IEditorModuleLoader {
private _assetsRefreshUnsubscribe: (() => void) | null = null;
async install(services: ServiceContainer): Promise<void> {
// 注册检视器提供者 | Register inspector provider
const inspectorRegistry = services.resolve(InspectorRegistry);
if (inspectorRegistry) {
inspectorRegistry.register(new ParticleInspectorProvider());
}
// 注册组件到编辑器组件注册表 | Register to editor component registry
const componentRegistry = services.resolve(EditorComponentRegistry);
if (componentRegistry) {
componentRegistry.register({
name: 'ParticleSystem',
type: ParticleSystemComponent,
category: 'components.category.effects',
description: 'Particle system for 2D visual effects',
icon: 'Sparkles'
});
}
// 注册资产创建消息映射 | Register asset creation message mappings
const fileActionRegistry = services.resolve(FileActionRegistry);
if (fileActionRegistry) {
fileActionRegistry.registerAssetCreationMapping({
extension: '.particle',
createMessage: 'particle:create-asset'
});
}
// 注册 Gizmo | Register gizmo
registerParticleGizmo();
// 监听资产刷新事件,当 .particle 文件保存时重新加载所有粒子组件
// Listen for assets refresh event to reload particle components when .particle files are saved
const messageHub = services.resolve(MessageHub);
if (messageHub) {
this._assetsRefreshUnsubscribe = messageHub.subscribe('assets:refresh', () => {
this._reloadAllParticleAssets();
});
}
}
async uninstall(): Promise<void> {
// 取消订阅事件 | Unsubscribe events
if (this._assetsRefreshUnsubscribe) {
this._assetsRefreshUnsubscribe();
this._assetsRefreshUnsubscribe = null;
}
// 取消注册 Gizmo | Unregister gizmo
unregisterParticleGizmo();
}
/**
* 重新加载所有粒子资产
* Reload all particle assets
*
* 当资产文件变化时调用,强制所有粒子组件重新加载资产。
* Called when asset files change, forcing all particle components to reload.
*/
private _reloadAllParticleAssets(): void {
const scene = Core.scene;
if (!scene) return;
// 遍历所有带有 ParticleSystemComponent 的实体
// Iterate all entities with ParticleSystemComponent
scene.entities.forEach((entity: Entity) => {
const particle = entity.getComponent(ParticleSystemComponent) as ParticleSystemComponent | null;
if (particle && particle.particleAssetGuid) {
// 异步重新加载资产 | Async reload asset
particle.reloadAsset().then((success: boolean) => {
if (success) {
console.log(`[ParticleEditorModule] Reloaded particle asset for entity: ${entity.name}`);
// 标记需要重建并重新播放 | Mark dirty and replay
particle.markDirty();
if (particle.isPlaying) {
particle.stop(true);
particle.play();
}
}
});
}
});
}
getPanels(): PanelDescriptor[] {
return [
{
id: 'particle-editor',
title: 'Particle Editor',
position: PanelPosition.Center,
closable: true,
component: ParticleEditorPanel,
isDynamic: true
}
];
}
getInspectorProviders(): ComponentInspectorProviderDef[] {
return [
{
componentType: 'ParticleSystem',
priority: 100,
render: (component, entity, onChange) => {
const provider = new ParticleInspectorProvider();
return provider.render(
{ entityId: String(entity.id), component },
{ target: component, onChange }
);
}
}
];
}
getEntityCreationTemplates(): EntityCreationTemplate[] {
return [
{
id: 'create-particle-entity',
label: '创建粒子效果',
icon: 'Sparkles',
category: 'effects',
order: 100,
create: (): number => {
const scene = Core.scene;
if (!scene) {
throw new Error('Scene not available');
}
const entityStore = Core.services.resolve(EntityStoreService);
const messageHub = Core.services.resolve(MessageHub);
if (!entityStore || !messageHub) {
throw new Error('EntityStoreService or MessageHub not available');
}
const particleCount = entityStore.getAllEntities()
.filter((e: Entity) => e.name.startsWith('ParticleSystem ')).length;
const entityName = `ParticleSystem ${particleCount + 1}`;
const entity = scene.createEntity(entityName);
entity.addComponent(new TransformComponent());
entity.addComponent(new ParticleSystemComponent());
entityStore.addEntity(entity);
messageHub.publish('entity:added', { entity });
messageHub.publish('scene:modified', {});
entityStore.selectEntity(entity);
return entity.id;
}
}
];
}
getFileActionHandlers(): FileActionHandler[] {
return [
{
extensions: ['particle', 'json'],
onDoubleClick: (filePath: string) => {
// 只处理 .particle 和 .particle.json 文件
// Only handle .particle and .particle.json files
const lowerPath = filePath.toLowerCase();
if (!lowerPath.endsWith('.particle') && !lowerPath.endsWith('.particle.json')) {
return;
}
// 先设置待打开的文件路径到 store
// Set pending file path to store first
useParticleEditorStore.getState().setPendingFilePath(filePath);
const messageHub = Core.services.resolve(MessageHub);
if (messageHub) {
// 打开粒子编辑器面板(面板挂载后会从 store 读取 pendingFilePath
// Open particle editor panel (panel will read pendingFilePath from store after mount)
messageHub.publish('dynamic-panel:open', {
panelId: 'particle-editor',
title: `Particle Editor - ${filePath.split(/[\\/]/).pop()}`
});
}
}
}
];
}
getFileCreationTemplates(): FileCreationTemplate[] {
return [
{
id: 'create-particle',
label: 'Particle Effect',
extension: 'particle',
icon: 'Sparkles',
category: 'effects',
getContent: (fileName: string) => {
const assetData = createDefaultParticleAsset(fileName.replace('.particle', ''));
return JSON.stringify(assetData, null, 2);
}
}
];
}
}
export const particleEditorModule = new ParticleEditorModule();
/**
* 粒子插件清单
* Particle Plugin Manifest
*/
const manifest: ModuleManifest = {
id: '@esengine/particle',
name: '@esengine/particle',
displayName: 'Particle System',
version: '1.0.0',
description: 'Particle system for 2D visual effects',
category: 'Rendering',
isCore: false,
defaultEnabled: true,
isEngineModule: true,
canContainContent: true,
dependencies: ['engine-core'],
exports: {
components: ['ParticleSystemComponent'],
systems: ['ParticleUpdateSystem'],
loaders: ['ParticleLoader']
}
};
/**
* 完整的粒子插件(运行时 + 编辑器)
* Complete Particle Plugin (runtime + editor)
*/
export const ParticlePlugin: IEditorPlugin = {
manifest,
runtimeModule: new ParticleRuntimeModule(),
editorModule: particleEditorModule
};
export default particleEditorModule;