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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/**
* Material asset loader.
* 材质资产加载器。
*/
import {
AssetType,
IAssetContent,
IAssetParseContext
} from '@esengine/asset-system';
import type { IAssetLoader, AssetContentType } from '@esengine/asset-system';
import { Material } from '../Material';
/**
* Material asset data structure.
* 材质资产数据结构。
*/
export interface IMaterialAssetData {
/** Material instance. | 材质实例。 */
material: Material;
/** Material definition data. | 材质定义数据。 */
definition: Record<string, unknown>;
}
/**
* Material file loader.
* 材质文件加载器。
*/
export class MaterialLoader implements IAssetLoader<IMaterialAssetData> {
readonly supportedType = AssetType.Material;
readonly supportedExtensions = ['.mat'];
readonly contentType: AssetContentType = 'text';
/**
* Parse material from content.
* 从内容解析材质。
*/
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IMaterialAssetData> {
if (!content.text) {
throw new Error('Material content is empty');
}
const data = JSON.parse(content.text);
// Support wrapper format: { material: {...} }
const materialDef = data.material || data;
// Create material from definition.
const material = Material.fromDefinition(materialDef);
return {
material,
definition: materialDef
};
}
/**
* Dispose material asset.
* 释放材质资产。
*/
dispose(_asset: IMaterialAssetData): void {
// Material cleanup if needed.
}
}

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@@ -0,0 +1,87 @@
/**
* Shader asset loader.
* 着色器资产加载器。
*/
import {
AssetType,
IAssetContent,
IAssetParseContext
} from '@esengine/asset-system';
import type { IAssetLoader, AssetContentType } from '@esengine/asset-system';
import { Shader } from '../Shader';
import type { ShaderDefinition } from '../types';
/**
* Shader asset data structure.
* 着色器资产数据结构。
*/
export interface IShaderAssetData {
/** Shader instance. | 着色器实例。 */
shader: Shader;
/** Shader definition data. | 着色器定义数据。 */
definition: ShaderDefinition;
}
/**
* Shader file format.
* 着色器文件格式。
*
* ```json
* {
* "version": 1,
* "shader": {
* "name": "CustomShader",
* "vertexSource": "...",
* "fragmentSource": "...",
* "uniforms": { ... }
* }
* }
* ```
*/
export interface ShaderFileFormat {
version: number;
shader: ShaderDefinition;
}
/**
* Shader file loader.
* 着色器文件加载器。
*/
export class ShaderLoader implements IAssetLoader<IShaderAssetData> {
readonly supportedType = AssetType.Shader;
readonly supportedExtensions = ['.shader'];
readonly contentType: AssetContentType = 'text';
/**
* Parse shader from content.
* 从内容解析着色器。
*/
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IShaderAssetData> {
if (!content.text) {
throw new Error('Shader content is empty');
}
const data = JSON.parse(content.text) as ShaderFileFormat;
if (!data.shader) {
throw new Error('Invalid shader file: missing shader definition');
}
const shaderDef = data.shader;
const shader = Shader.fromDefinition(shaderDef);
return {
shader,
definition: shaderDef
};
}
/**
* Dispose shader asset.
* 释放着色器资产。
*/
dispose(_asset: IShaderAssetData): void {
// Shader cleanup if needed.
}
}