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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/**
* Browser Runtime
* 浏览器运行时
*
* Lightweight runtime for web game builds.
* Uses dynamic plugin loading via import maps.
*
* 轻量级 Web 游戏运行时。
* 通过 import maps 动态加载插件。
*/
import { Core } from '@esengine/ecs-framework';
import {
GameRuntime,
createGameRuntime,
BrowserPlatformAdapter,
runtimePluginManager,
BrowserFileSystemService,
RuntimeSceneManager,
RuntimeSceneManagerToken,
type IRuntimePlugin,
type IRuntimeSceneManager
} from '@esengine/runtime-core';
import { isValidGUID, setGlobalAssetFileLoader, type IAssetManager, type IAssetFileLoader } from '@esengine/asset-system';
import { BrowserAssetReader } from './BrowserAssetReader';
import { WebInputSubsystem } from './subsystems/WebInputSubsystem';
/**
* Runtime configuration
* 运行时配置
*/
export interface RuntimeConfig {
/** Canvas element ID */
canvasId: string;
/** Canvas width (defaults to window.innerWidth) */
width?: number;
/** Canvas height (defaults to window.innerHeight) */
height?: number;
/** Asset catalog file URL (defaults to '/asset-catalog.json') */
assetCatalogUrl?: string;
/** Asset base URL (defaults to '/assets') */
assetBaseUrl?: string;
}
/**
* Browser Runtime
* 浏览器运行时
*
* Main entry point for running games in browser.
* Supports dynamic plugin registration.
*/
export class BrowserRuntime {
private _runtime: GameRuntime | null = null;
private _canvasId: string;
private _width: number;
private _height: number;
private _assetCatalogUrl: string;
private _assetBaseUrl: string;
private _fileSystem: BrowserFileSystemService | null = null;
private _assetReader: BrowserAssetReader | null = null;
private _sceneManager: RuntimeSceneManager | null = null;
private _initialized = false;
constructor(config: RuntimeConfig) {
this._canvasId = config.canvasId;
this._width = config.width ?? window.innerWidth;
this._height = config.height ?? window.innerHeight;
this._assetCatalogUrl = config.assetCatalogUrl ?? '/asset-catalog.json';
this._assetBaseUrl = config.assetBaseUrl ?? '/assets';
}
/**
* Register a plugin dynamically
* 动态注册插件
*
* Call this before initialize() to register plugins.
*/
registerPlugin(plugin: IRuntimePlugin): void {
if (plugin) {
runtimePluginManager.register(plugin);
runtimePluginManager.enable(plugin.manifest.id);
console.log(`[Runtime] Registered plugin: ${plugin.manifest.id}`);
}
}
/**
* Register multiple plugins
* 注册多个插件
*/
registerPlugins(plugins: IRuntimePlugin[]): void {
for (const plugin of plugins) {
this.registerPlugin(plugin);
}
}
/**
* Initialize the runtime
* 初始化运行时
*
* @param wasmModule - Optional WASM module (from es_engine.js)
*/
async initialize(wasmModule?: unknown): Promise<void> {
if (this._initialized) {
console.warn('[Runtime] Already initialized');
return;
}
// Initialize browser file system service
this._fileSystem = new BrowserFileSystemService({
baseUrl: this._assetBaseUrl,
catalogUrl: this._assetCatalogUrl,
enableCache: true
});
await this._fileSystem.initialize();
// Initialize asset reader
this._assetReader = new BrowserAssetReader(this._assetBaseUrl);
// Create browser platform adapter
// 创建输入子系统,用于处理键盘、鼠标、触摸事件
// Create input subsystem for keyboard, mouse, touch events
// 使用 'direct' 模式,因为独立 Web 构建不使用 Tauri 代理
// Use 'direct' mode since standalone web builds don't use Tauri proxy
const platform = new BrowserPlatformAdapter({
wasmModule: wasmModule ?? undefined,
inputSubsystemFactory: () => new WebInputSubsystem(),
assetBaseUrl: this._assetBaseUrl,
pathResolveMode: 'direct'
});
// Create game runtime
this._runtime = createGameRuntime({
platform,
canvasId: this._canvasId,
width: this._width,
height: this._height,
autoStartRenderLoop: false
});
await this._runtime.initialize();
// Register file system service
const IFileSystemServiceKey = Symbol.for('IFileSystemService');
if (!Core.services.isRegistered(IFileSystemServiceKey)) {
Core.services.registerInstance(IFileSystemServiceKey, this._fileSystem);
}
// Set asset reader for AssetManager
// 设置资产读取器
if (this._assetReader && this._runtime.assetManager) {
this._runtime.assetManager.setReader(this._assetReader);
// Initialize AssetManager with catalog from BrowserFileSystemService
// 使用 BrowserFileSystemService 的 catalog 初始化 AssetManager
// Catalog format is now unified - no conversion needed
// 目录格式已统一 - 无需转换
if (this._fileSystem?.catalog) {
const catalog = this._fileSystem.catalog;
this._runtime.assetManager.initializeFromCatalog(catalog);
}
// Set global asset file loader for UI atlas and other subsystems
// 设置全局资产文件加载器供 UI 图集和其他子系统使用
const assetFileLoader: IAssetFileLoader = {
loadImage: (assetPath: string) => this._assetReader!.loadImage(assetPath),
loadText: (assetPath: string) => this._assetReader!.readText(assetPath),
loadBinary: (assetPath: string) => this._assetReader!.readBinary(assetPath),
exists: (assetPath: string) => this._assetReader!.exists(assetPath)
};
setGlobalAssetFileLoader(assetFileLoader);
}
// Disable editor mode (hides grid, gizmos, axis indicator)
// 禁用编辑器模式隐藏网格、gizmos、坐标轴指示器
this._runtime.setEditorMode(false);
// Set up asset path resolver for rendering system
// 为渲染系统设置资产路径解析器
this._setupAssetPathResolver();
// Initialize scene manager
// 初始化场景管理器
this._initializeSceneManager();
this._initialized = true;
console.log('[Runtime] Initialized');
}
/**
* Initialize the runtime scene manager
* 初始化运行时场景管理器
*/
private _initializeSceneManager(): void {
if (!this._runtime) return;
// Create scene manager with scene loader
// 使用场景加载器创建场景管理器
this._sceneManager = new RuntimeSceneManager(
(url: string) => this._runtime!.loadSceneFromUrl(url),
'./scenes'
);
// Auto-discover scenes from catalog
// 从目录自动发现场景
// scenes 是运行时扩展字段,不在 IAssetCatalog 接口中
// scenes is a runtime extension field, not in IAssetCatalog interface
const catalog = this._fileSystem?.catalog as { scenes?: Array<{ name: string; path: string }> } | null;
if (catalog?.scenes) {
const scenes = catalog.scenes.map((scene) => ({
name: scene.name,
path: `./scenes/${scene.name}.ecs`
}));
this._sceneManager.registerScenes(scenes);
}
// Register scene manager as a service
// 注册场景管理器为服务
const serviceRegistry = this._runtime.getServiceRegistry();
if (serviceRegistry) {
serviceRegistry.register(RuntimeSceneManagerToken, this._sceneManager);
}
// Also register in Core.services for global access (systems can access it)
// 同时注册到 Core.services 供全局访问(系统可以访问)
// RuntimeSceneManager 实现了 IService 接口(有 dispose 方法)
// RuntimeSceneManager implements IService interface (has dispose method)
const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
if (!Core.services.isRegistered(GlobalSceneManagerKey)) {
Core.services.registerInstance(GlobalSceneManagerKey, this._sceneManager);
}
console.log('[Runtime] Scene manager initialized');
}
/**
* Set up asset path resolver for the render system
* 为渲染系统设置资产路径解析器
*
* This enables GUID-to-URL resolution for textures in Web runtime.
* 这使得 Web 运行时能够将 GUID 解析为纹理 URL。
*/
private _setupAssetPathResolver(): void {
const renderSystem = this._runtime?.renderSystem;
const assetManager = this._runtime?.assetManager;
if (!renderSystem || !assetManager) return;
const assetBaseUrl = this._assetBaseUrl;
renderSystem.setAssetPathResolver((guidOrPath: string): string => {
// Skip if already a valid URL
// 如果已经是有效的 URL 则跳过
if (!guidOrPath || guidOrPath.startsWith('http') || guidOrPath.startsWith('data:') || guidOrPath.startsWith('/')) {
return guidOrPath;
}
// Check if this is a GUID using the unified validation function
// 使用统一的验证函数检查是否为 GUID
if (isValidGUID(guidOrPath)) {
// Get metadata from runtime's asset manager
// 从运行时资产管理器获取元数据
const metadata = assetManager.getDatabase().getMetadata(guidOrPath);
if (metadata?.path) {
// Construct full URL: baseUrl + relative path
// 构建完整 URLbaseUrl + 相对路径
let relativePath = metadata.path.replace(/\\/g, '/');
// Remove 'assets/' prefix if present to avoid duplication
// 移除 'assets/' 前缀以避免重复assetBaseUrl 已包含 /assets
if (relativePath.startsWith('assets/')) {
relativePath = relativePath.substring(7);
}
return `${assetBaseUrl}/${relativePath}`;
}
// GUID not found in catalog, return original
// 目录中未找到 GUID返回原值
console.warn(`[BrowserRuntime] GUID not found in asset catalog: ${guidOrPath}`);
return guidOrPath;
}
// Not a GUID, treat as relative path
// 不是 GUID视为相对路径
return `${assetBaseUrl}/${guidOrPath}`;
});
console.log('[Runtime] Asset path resolver configured');
}
/**
* Load a scene from URL
* 从 URL 加载场景
*
* @param sceneUrl 场景 URL 或名称 | Scene URL or name
*/
async loadScene(sceneUrl: string): Promise<void> {
if (!this._runtime) {
throw new Error('Runtime not initialized. Call initialize() first.');
}
// Use scene manager if available for proper tracking
// 如果可用,使用场景管理器进行正确跟踪
if (this._sceneManager) {
await this._sceneManager.loadSceneByPath(sceneUrl);
} else {
await this._runtime.loadSceneFromUrl(sceneUrl);
}
}
/**
* Load a scene from data object (for single-file mode)
* 从数据对象加载场景(用于单文件模式)
*/
async loadSceneFromData(sceneData: unknown): Promise<void> {
if (!this._runtime) {
throw new Error('Runtime not initialized. Call initialize() first.');
}
await this._runtime.loadSceneFromData(sceneData);
}
/**
* Start the game loop
* 启动游戏循环
*/
start(): void {
this._runtime?.start();
}
/**
* Stop the game loop
* 停止游戏循环
*/
stop(): void {
this._runtime?.stop();
}
/**
* Handle window resize
* 处理窗口大小变化
*/
handleResize(width: number, height: number): void {
this._runtime?.resize(width, height);
}
/**
* Get the underlying GameRuntime
* 获取底层 GameRuntime
*/
get gameRuntime(): GameRuntime | null {
return this._runtime;
}
/**
* Get the asset manager
* 获取资产管理器
*
* @returns The asset manager instance, or null if not initialized
*/
get assetManager(): IAssetManager | null {
return this._runtime?.assetManager ?? null;
}
/**
* Get the scene manager
* 获取场景管理器
*
* Use this to load scenes, check available scenes, and listen to scene events.
* 使用它来加载场景、检查可用场景和监听场景事件。
*
* @example
* ```typescript
* // Load a scene by name
* await runtime.sceneManager?.loadScene('Level1');
*
* // Get list of available scenes
* const scenes = runtime.sceneManager?.availableScenes;
*
* // Listen to scene load events
* runtime.sceneManager?.onLoadComplete((sceneName) => {
* console.log(`Scene loaded: ${sceneName}`);
* });
* ```
*
* @returns The scene manager instance, or null if not initialized
*/
get sceneManager(): IRuntimeSceneManager | null {
return this._sceneManager;
}
/**
* Check if runtime is initialized
* 检查运行时是否已初始化
*/
get isInitialized(): boolean {
return this._initialized;
}
}
/**
* Create a browser runtime instance
* 创建浏览器运行时实例
*/
export function create(config: RuntimeConfig): BrowserRuntime {
return new BrowserRuntime(config);
}
/**
* Default export for convenient usage
* 默认导出,便于使用
*
* Usage in game HTML:
* ```js
* const ECSRuntime = (await import('@esengine/platform-web')).default;
* const runtime = ECSRuntime.create({ canvasId: 'game-canvas' });
* ```
*/
export default {
create,
BrowserRuntime,
BrowserAssetReader,
// Re-export useful types from dependencies
Core,
GameRuntime,
createGameRuntime,
BrowserPlatformAdapter,
runtimePluginManager
};