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
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packages/engine/asset-system/src/index.ts
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packages/engine/asset-system/src/index.ts
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/**
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* Asset System for ECS Framework
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* ECS框架的资产系统
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*
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* Runtime-focused asset management:
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* - Asset loading and caching
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* - GUID-based asset resolution
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* - Bundle loading
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*
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* For editor-side functionality (meta files, packing), use @esengine/asset-system-editor
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*/
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// Service tokens (谁定义接口,谁导出 Token)
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export {
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AssetManagerToken,
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PrefabServiceToken,
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PathResolutionServiceToken,
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type IAssetManager,
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type IPrefabService,
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type IPrefabAsset,
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type IPrefabData,
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type IPrefabMetadata,
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type IPathResolutionService
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} from './tokens';
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// Types
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export * from './types/AssetTypes';
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// Bundle format (shared types for runtime and editor)
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export * from './bundle/BundleFormat';
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// Runtime catalog
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export { RuntimeCatalog, runtimeCatalog } from './runtime/RuntimeCatalog';
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// Interfaces
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export * from './interfaces/IAssetLoader';
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export * from './interfaces/IAssetManager';
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export * from './interfaces/IAssetReader';
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export * from './interfaces/IAssetFileLoader';
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export * from './interfaces/IResourceComponent';
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// Core
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export { AssetManager } from './core/AssetManager';
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export { AssetCache } from './core/AssetCache';
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export { AssetDatabase } from './core/AssetDatabase';
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export { AssetLoadQueue } from './core/AssetLoadQueue';
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export { AssetReference, WeakAssetReference, AssetReferenceArray } from './core/AssetReference';
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export { AssetPathResolver } from './core/AssetPathResolver';
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export type { IAssetPathConfig } from './core/AssetPathResolver';
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// Loaders
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export { AssetLoaderFactory } from './loaders/AssetLoaderFactory';
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export { TextureLoader } from './loaders/TextureLoader';
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export { JsonLoader } from './loaders/JsonLoader';
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export { TextLoader } from './loaders/TextLoader';
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export { BinaryLoader } from './loaders/BinaryLoader';
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export { AudioLoader } from './loaders/AudioLoader';
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export { PrefabLoader } from './loaders/PrefabLoader';
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// 3D Model Loaders | 3D 模型加载器
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export { GLTFLoader } from './loaders/GLTFLoader';
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export { OBJLoader } from './loaders/OBJLoader';
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export { FBXLoader } from './loaders/FBXLoader';
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// Integration
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export { EngineIntegration } from './integration/EngineIntegration';
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export type { ITextureEngineBridge, TextureLoadCallback } from './integration/EngineIntegration';
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// Services
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export { SceneResourceManager } from './services/SceneResourceManager';
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export type { IResourceLoader } from './services/SceneResourceManager';
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export { PathResolutionService } from './services/PathResolutionService';
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// Asset Metadata Service (primary API for sprite info)
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// 资产元数据服务(sprite 信息的主要 API)
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export {
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setGlobalAssetDatabase,
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getGlobalAssetDatabase,
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setGlobalEngineBridge,
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getGlobalEngineBridge,
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getTextureSpriteInfo
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} from './services/AssetMetadataService';
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export type { ITextureSpriteInfo } from './core/AssetDatabase';
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// Utils
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export { UVHelper } from './utils/UVHelper';
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export {
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isValidGUID,
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generateGUID,
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hashBuffer,
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hashString,
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hashFileInfo
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} from './utils/AssetUtils';
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export {
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collectAssetReferences,
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extractUniqueGuids,
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groupByComponentType,
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DEFAULT_ASSET_PATTERNS,
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type SceneAssetRef,
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type AssetFieldPattern
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} from './utils/AssetCollector';
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// Re-export for initializeAssetSystem
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import { AssetManager } from './core/AssetManager';
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import type { IAssetCatalog } from './types/AssetTypes';
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/**
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* Initialize asset system with catalog
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* 使用目录初始化资产系统
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*
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* @param catalog 资产目录 | Asset catalog
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* @returns 新的 AssetManager 实例 | New AssetManager instance
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*/
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export function initializeAssetSystem(catalog?: IAssetCatalog): AssetManager {
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return new AssetManager(catalog);
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}
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