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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import React, { useEffect, useState, useCallback, useMemo } from 'react';
import type { ChunkManager, IChunkCoord, IChunkInfo } from '@esengine/world-streaming';
import { EChunkState } from '@esengine/world-streaming';
import '../styles/ChunkVisualizer.css';
export interface ChunkVisualizerProps {
chunkManager: ChunkManager | null;
cameraX: number;
cameraY: number;
cameraZoom: number;
viewWidth: number;
viewHeight: number;
bShowCoords?: boolean;
bShowStats?: boolean;
bShowRadii?: boolean;
anchorPositions?: Array<{ x: number; y: number }>;
loadRadius?: number;
unloadRadius?: number;
}
interface ChunkDisplayInfo {
coord: IChunkCoord;
state: EChunkState;
screenX: number;
screenY: number;
screenWidth: number;
screenHeight: number;
isAnchorChunk: boolean;
}
/**
* 区块可视化组件
*
* Chunk visualization overlay for editor viewport.
*/
export const ChunkVisualizer: React.FC<ChunkVisualizerProps> = ({
chunkManager,
cameraX,
cameraY,
cameraZoom,
viewWidth,
viewHeight,
bShowCoords = true,
bShowStats = true,
bShowRadii = true,
anchorPositions = [],
loadRadius = 2,
unloadRadius = 4
}) => {
const [chunks, setChunks] = useState<ChunkDisplayInfo[]>([]);
const [stats, setStats] = useState({
loaded: 0,
loading: 0,
pendingLoad: 0,
pendingUnload: 0
});
const chunkSize = chunkManager?.chunkSize ?? 512;
const worldToScreen = useCallback((worldX: number, worldY: number) => {
const screenX = (worldX - cameraX) * cameraZoom + viewWidth / 2;
const screenY = (worldY - cameraY) * cameraZoom + viewHeight / 2;
return { x: screenX, y: screenY };
}, [cameraX, cameraY, cameraZoom, viewWidth, viewHeight]);
const anchorChunkCoords = useMemo(() => {
return anchorPositions.map(pos => ({
x: Math.floor(pos.x / chunkSize),
y: Math.floor(pos.y / chunkSize)
}));
}, [anchorPositions, chunkSize]);
useEffect(() => {
if (!chunkManager) {
setChunks([]);
setStats({ loaded: 0, loading: 0, pendingLoad: 0, pendingUnload: 0 });
return;
}
const updateChunks = () => {
const visibleChunks: ChunkDisplayInfo[] = [];
let loadedCount = 0;
let loadingCount = 0;
const halfViewW = viewWidth / 2 / cameraZoom;
const halfViewH = viewHeight / 2 / cameraZoom;
const margin = chunkSize * 2;
const minChunkX = Math.floor((cameraX - halfViewW - margin) / chunkSize);
const maxChunkX = Math.ceil((cameraX + halfViewW + margin) / chunkSize);
const minChunkY = Math.floor((cameraY - halfViewH - margin) / chunkSize);
const maxChunkY = Math.ceil((cameraY + halfViewH + margin) / chunkSize);
for (let cx = minChunkX; cx <= maxChunkX; cx++) {
for (let cy = minChunkY; cy <= maxChunkY; cy++) {
const coord = { x: cx, y: cy };
const chunkInfo = chunkManager.getChunk(coord);
const worldMinX = cx * chunkSize;
const worldMinY = cy * chunkSize;
const screenPos = worldToScreen(worldMinX, worldMinY);
const screenSize = chunkSize * cameraZoom;
const isAnchorChunk = anchorChunkCoords.some(
ac => ac.x === cx && ac.y === cy
);
const state = chunkInfo?.state ?? EChunkState.Unloaded;
if (state === EChunkState.Loaded) loadedCount++;
if (state === EChunkState.Loading) loadingCount++;
visibleChunks.push({
coord,
state,
screenX: screenPos.x,
screenY: screenPos.y,
screenWidth: screenSize,
screenHeight: screenSize,
isAnchorChunk
});
}
}
setChunks(visibleChunks);
setStats({
loaded: loadedCount,
loading: loadingCount,
pendingLoad: chunkManager.pendingLoadCount,
pendingUnload: chunkManager.pendingUnloadCount
});
};
updateChunks();
const interval = setInterval(updateChunks, 100);
return () => clearInterval(interval);
}, [chunkManager, cameraX, cameraY, cameraZoom, viewWidth, viewHeight, chunkSize, worldToScreen, anchorChunkCoords]);
const getChunkClassName = (chunk: ChunkDisplayInfo): string => {
const classes = ['chunk-grid-cell'];
switch (chunk.state) {
case EChunkState.Loaded:
classes.push('loaded');
break;
case EChunkState.Loading:
classes.push('loading');
break;
case EChunkState.Unloading:
classes.push('unloading');
break;
case EChunkState.Failed:
classes.push('failed');
break;
}
if (chunk.isAnchorChunk) {
classes.push('anchor-chunk');
}
return classes.join(' ');
};
const radiusIndicators = useMemo(() => {
if (!bShowRadii || anchorPositions.length === 0) return null;
return anchorPositions.map((pos, idx) => {
const loadRadiusWorld = (loadRadius + 0.5) * chunkSize;
const unloadRadiusWorld = (unloadRadius + 0.5) * chunkSize;
const anchorChunkX = Math.floor(pos.x / chunkSize);
const anchorChunkY = Math.floor(pos.y / chunkSize);
const anchorChunkCenterX = (anchorChunkX + 0.5) * chunkSize;
const anchorChunkCenterY = (anchorChunkY + 0.5) * chunkSize;
const loadScreenPos = worldToScreen(
anchorChunkCenterX - loadRadiusWorld,
anchorChunkCenterY - loadRadiusWorld
);
const loadScreenSize = loadRadiusWorld * 2 * cameraZoom;
const unloadScreenPos = worldToScreen(
anchorChunkCenterX - unloadRadiusWorld,
anchorChunkCenterY - unloadRadiusWorld
);
const unloadScreenSize = unloadRadiusWorld * 2 * cameraZoom;
return (
<React.Fragment key={idx}>
<div
className="unload-radius-indicator"
style={{
left: unloadScreenPos.x,
top: unloadScreenPos.y,
width: unloadScreenSize,
height: unloadScreenSize
}}
/>
<div
className="load-radius-indicator"
style={{
left: loadScreenPos.x,
top: loadScreenPos.y,
width: loadScreenSize,
height: loadScreenSize
}}
/>
</React.Fragment>
);
});
}, [bShowRadii, anchorPositions, loadRadius, unloadRadius, chunkSize, worldToScreen, cameraZoom]);
const anchorMarkers = useMemo(() => {
return anchorPositions.map((pos, idx) => {
const screenPos = worldToScreen(pos.x, pos.y);
return (
<div
key={`anchor-${idx}`}
className="anchor-marker"
style={{
left: screenPos.x,
top: screenPos.y
}}
/>
);
});
}, [anchorPositions, worldToScreen]);
return (
<div className="chunk-visualizer">
<div className="chunk-visualizer-overlay">
{chunks.map((chunk) => (
<div
key={`${chunk.coord.x},${chunk.coord.y}`}
className={getChunkClassName(chunk)}
style={{
left: chunk.screenX,
top: chunk.screenY,
width: chunk.screenWidth,
height: chunk.screenHeight
}}
>
{bShowCoords && chunk.screenWidth > 40 && (
<span className="chunk-coord-label">
{chunk.coord.x},{chunk.coord.y}
</span>
)}
</div>
))}
{radiusIndicators}
{anchorMarkers}
</div>
{bShowStats && (
<div className="chunk-stats-panel">
<h4>Chunks</h4>
<div className="chunk-stats-row">
<span className="label">Loaded:</span>
<span className="value loaded">{stats.loaded}</span>
</div>
<div className="chunk-stats-row">
<span className="label">Loading:</span>
<span className="value loading">{stats.loading}</span>
</div>
<div className="chunk-stats-row">
<span className="label">Pending:</span>
<span className="value pending">{stats.pendingLoad}</span>
</div>
<div className="chunk-stats-row">
<span className="label">Unload Queue:</span>
<span className="value">{stats.pendingUnload}</span>
</div>
</div>
)}
</div>
);
};