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

View File

@@ -0,0 +1,641 @@
/**
* @zh 用户代码隔离域
* @en User Code Realm
*
* @zh 提供用户代码(组件、系统、服务)与引擎核心的隔离。
* @en Provides isolation between user code (components, systems, services) and engine core.
*
* @zh 设计目标 | Design goals:
* @en
* 1. 隔离注册 - 用户组件/系统不污染引擎核心注册表
* 2. 干净卸载 - 切换项目或热更新时可完全清理用户代码
* 3. 类型安全 - 使用 ServiceToken 提供类型安全的服务访问
* 4. 热更新友好 - 支持组件/系统的原地更新
*/
import type { Component, EntitySystem, IScene } from '@esengine/ecs-framework';
import {
ComponentRegistry,
GlobalComponentRegistry,
PluginServiceRegistry,
createServiceToken,
type ServiceToken
} from '@esengine/ecs-framework';
import { createLogger } from '@esengine/ecs-framework';
const logger = createLogger('UserCodeRealm');
/**
* @zh 用户代码隔离域配置
* @en User Code Realm configuration
*/
export interface UserCodeRealmConfig {
/**
* @zh 是否启用热更新模式
* @en Whether to enable hot reload mode
* @default true
*/
hotReloadEnabled?: boolean;
/**
* @zh 是否在初始化时从全局注册表继承组件
* @en Whether to inherit components from global registry on initialization
* @default true
*/
inheritGlobalComponents?: boolean;
}
/**
* @zh 已注册的用户系统信息
* @en Registered user system info
*/
export interface UserSystemInfo {
/**
* @zh 系统名称
* @en System name
*/
name: string;
/**
* @zh 系统类
* @en System class
*/
systemClass: new (...args: unknown[]) => EntitySystem;
/**
* @zh 系统实例
* @en System instance
*/
instance: EntitySystem;
/**
* @zh 系统所属场景
* @en Scene the system belongs to
*/
scene: IScene;
/**
* @zh 更新顺序
* @en Update order
*/
updateOrder: number;
}
/**
* @zh 已注册的用户组件信息
* @en Registered user component info
*/
export interface UserComponentInfo {
/**
* @zh 组件名称
* @en Component name
*/
name: string;
/**
* @zh 组件类
* @en Component class
*/
componentClass: new (...args: unknown[]) => Component;
/**
* @zh 分配的位索引
* @en Allocated bit index
*/
bitIndex: number;
}
/**
* @zh 用户代码隔离域
* @en User Code Realm
*
* @zh 管理用户定义的组件、系统和服务,提供与引擎核心的隔离。
* @en Manages user-defined components, systems, and services with isolation from engine core.
*
* @example
* ```typescript
* const realm = new UserCodeRealm();
*
* // 注册用户组件 | Register user component
* realm.registerComponent(MyComponent);
*
* // 创建用户系统实例 | Create user system instance
* const system = realm.createSystem(MySystem, scene);
*
* // 注册用户服务 | Register user service
* realm.registerService(MyServiceToken, myServiceInstance);
*
* // 清理所有用户代码 | Clean up all user code
* realm.dispose();
* ```
*/
export class UserCodeRealm {
/**
* @zh 用户组件注册表
* @en User component registry
*/
private _componentRegistry: ComponentRegistry;
/**
* @zh 用户服务注册表
* @en User service registry
*/
private _serviceRegistry: PluginServiceRegistry;
/**
* @zh 已注册的用户系统
* @en Registered user systems
*/
private _systems: UserSystemInfo[] = [];
/**
* @zh 已注册的用户组件信息
* @en Registered user component info
*/
private _components: Map<string, UserComponentInfo> = new Map();
/**
* @zh 配置
* @en Configuration
*/
private _config: Required<UserCodeRealmConfig>;
/**
* @zh 是否已释放
* @en Whether disposed
*/
private _disposed = false;
/**
* @zh 创建用户代码隔离域
* @en Create user code realm
*
* @param config - @zh 配置选项 @en Configuration options
*/
constructor(config?: UserCodeRealmConfig) {
this._config = {
hotReloadEnabled: config?.hotReloadEnabled ?? true,
inheritGlobalComponents: config?.inheritGlobalComponents ?? true
};
this._componentRegistry = new ComponentRegistry();
this._serviceRegistry = new PluginServiceRegistry();
if (this._config.hotReloadEnabled) {
this._componentRegistry.enableHotReload();
}
if (this._config.inheritGlobalComponents) {
this._componentRegistry.cloneFrom(GlobalComponentRegistry);
}
logger.debug('UserCodeRealm created', {
hotReloadEnabled: this._config.hotReloadEnabled,
inheritGlobalComponents: this._config.inheritGlobalComponents
});
}
// ============================================================================
// 组件管理 | Component Management
// ============================================================================
/**
* @zh 注册用户组件类
* @en Register user component class
*
* @param componentClass - @zh 组件类 @en Component class
* @returns @zh 分配的位索引 @en Allocated bit index
*/
registerComponent<T extends Component>(
componentClass: new (...args: unknown[]) => T
): number {
this._ensureNotDisposed();
const name = componentClass.name;
const bitIndex = this._componentRegistry.register(componentClass as any);
// 同时注册到全局注册表(用于序列化/反序列化)
// Also register to global registry (for serialization/deserialization)
try {
GlobalComponentRegistry.register(componentClass as any);
} catch {
// 已注册则忽略 | Ignore if already registered
}
this._components.set(name, {
name,
componentClass,
bitIndex
});
logger.debug(`Component registered: ${name}`, { bitIndex });
return bitIndex;
}
/**
* @zh 注销用户组件
* @en Unregister user component
*
* @param componentName - @zh 组件名称 @en Component name
*/
unregisterComponent(componentName: string): void {
this._ensureNotDisposed();
this._componentRegistry.unregister(componentName);
this._components.delete(componentName);
logger.debug(`Component unregistered: ${componentName}`);
}
/**
* @zh 获取用户组件类
* @en Get user component class
*
* @param componentName - @zh 组件名称 @en Component name
* @returns @zh 组件类或 undefined @en Component class or undefined
*/
getComponent(componentName: string): UserComponentInfo | undefined {
return this._components.get(componentName);
}
/**
* @zh 获取所有已注册的用户组件
* @en Get all registered user components
*/
getAllComponents(): UserComponentInfo[] {
return Array.from(this._components.values());
}
/**
* @zh 获取用户组件注册表
* @en Get user component registry
*/
get componentRegistry(): ComponentRegistry {
return this._componentRegistry;
}
// ============================================================================
// 系统管理 | System Management
// ============================================================================
/**
* @zh 创建并注册用户系统
* @en Create and register user system
*
* @param systemClass - @zh 系统类 @en System class
* @param scene - @zh 目标场景 @en Target scene
* @param updateOrder - @zh 更新顺序 @en Update order
* @returns @zh 创建的系统实例 @en Created system instance
*/
createSystem<T extends EntitySystem>(
systemClass: new (...args: unknown[]) => T,
scene: IScene,
updateOrder = 0
): T {
this._ensureNotDisposed();
const instance = new systemClass();
const name = systemClass.name;
// 设置系统属性 | Set system properties
if ('updateOrder' in instance) {
(instance as any).updateOrder = updateOrder;
}
// 添加到场景 | Add to scene
scene.addSystem(instance);
// 记录系统信息 | Record system info
this._systems.push({
name,
systemClass,
instance,
scene,
updateOrder
});
logger.debug(`System created: ${name}`, { updateOrder });
return instance;
}
/**
* @zh 移除用户系统
* @en Remove user system
*
* @param system - @zh 系统实例 @en System instance
*/
removeSystem(system: EntitySystem): void {
this._ensureNotDisposed();
const index = this._systems.findIndex(s => s.instance === system);
if (index !== -1) {
const info = this._systems[index];
// 从场景移除 | Remove from scene
try {
info.scene.removeSystem(system);
} catch (err) {
logger.warn(`Failed to remove system from scene: ${info.name}`, err);
}
this._systems.splice(index, 1);
logger.debug(`System removed: ${info.name}`);
}
}
/**
* @zh 移除场景的所有用户系统
* @en Remove all user systems from a scene
*
* @param scene - @zh 目标场景 @en Target scene
*/
removeSystemsFromScene(scene: IScene): void {
this._ensureNotDisposed();
const toRemove = this._systems.filter(s => s.scene === scene);
for (const info of toRemove) {
try {
scene.removeSystem(info.instance);
} catch (err) {
logger.warn(`Failed to remove system from scene: ${info.name}`, err);
}
}
this._systems = this._systems.filter(s => s.scene !== scene);
logger.debug(`Removed ${toRemove.length} systems from scene`);
}
/**
* @zh 获取所有用户系统
* @en Get all user systems
*/
getAllSystems(): UserSystemInfo[] {
return [...this._systems];
}
/**
* @zh 获取场景的用户系统
* @en Get user systems of a scene
*
* @param scene - @zh 目标场景 @en Target scene
*/
getSystemsForScene(scene: IScene): UserSystemInfo[] {
return this._systems.filter(s => s.scene === scene);
}
// ============================================================================
// 服务管理 | Service Management
// ============================================================================
/**
* @zh 注册用户服务
* @en Register user service
*
* @param token - @zh 服务令牌 @en Service token
* @param service - @zh 服务实例 @en Service instance
*/
registerService<T>(token: ServiceToken<T>, service: T): void {
this._ensureNotDisposed();
this._serviceRegistry.register(token, service);
logger.debug(`Service registered: ${token.name}`);
}
/**
* @zh 获取用户服务
* @en Get user service
*
* @param token - @zh 服务令牌 @en Service token
* @returns @zh 服务实例或 undefined @en Service instance or undefined
*/
getService<T>(token: ServiceToken<T>): T | undefined {
return this._serviceRegistry.get(token);
}
/**
* @zh 获取用户服务(必需)
* @en Get user service (required)
*
* @param token - @zh 服务令牌 @en Service token
* @throws @zh 如果服务未注册 @en If service not registered
*/
requireService<T>(token: ServiceToken<T>): T {
return this._serviceRegistry.require(token);
}
/**
* @zh 检查服务是否已注册
* @en Check if service is registered
*
* @param token - @zh 服务令牌 @en Service token
*/
hasService<T>(token: ServiceToken<T>): boolean {
return this._serviceRegistry.has(token);
}
/**
* @zh 注销用户服务
* @en Unregister user service
*
* @param token - @zh 服务令牌 @en Service token
*/
unregisterService<T>(token: ServiceToken<T>): boolean {
const result = this._serviceRegistry.unregister(token);
if (result) {
logger.debug(`Service unregistered: ${token.name}`);
}
return result;
}
/**
* @zh 获取用户服务注册表
* @en Get user service registry
*/
get serviceRegistry(): PluginServiceRegistry {
return this._serviceRegistry;
}
// ============================================================================
// 热更新 | Hot Reload
// ============================================================================
/**
* @zh 热更新组件类
* @en Hot reload component class
*
* @zh 更新已注册组件的类定义,保持位索引不变。
* @en Update registered component class definition while keeping bit index unchanged.
*
* @param componentClass - @zh 新的组件类 @en New component class
* @returns @zh 是否成功更新 @en Whether update succeeded
*/
hotReloadComponent<T extends Component>(
componentClass: new (...args: unknown[]) => T
): boolean {
this._ensureNotDisposed();
if (!this._config.hotReloadEnabled) {
logger.warn('Hot reload is disabled');
return false;
}
const name = componentClass.name;
const existing = this._components.get(name);
if (!existing) {
// 新组件,直接注册 | New component, register directly
this.registerComponent(componentClass);
return true;
}
// 复用位索引,更新类引用 | Reuse bit index, update class reference
const bitIndex = this._componentRegistry.register(componentClass as any);
this._components.set(name, {
name,
componentClass,
bitIndex
});
// 更新全局注册表 | Update global registry
try {
GlobalComponentRegistry.register(componentClass as any);
} catch {
// 忽略 | Ignore
}
logger.debug(`Component hot reloaded: ${name}`, { bitIndex });
return true;
}
/**
* @zh 热更新系统
* @en Hot reload systems
*
* @zh 移除旧系统实例,创建新系统实例。
* @en Remove old system instances and create new ones.
*
* @param systemClasses - @zh 新的系统类列表 @en New system class list
* @param scene - @zh 目标场景 @en Target scene
* @returns @zh 新创建的系统实例 @en Newly created system instances
*/
hotReloadSystems<T extends EntitySystem>(
systemClasses: Array<new (...args: unknown[]) => T>,
scene: IScene
): T[] {
this._ensureNotDisposed();
// 移除场景的旧系统 | Remove old systems from scene
this.removeSystemsFromScene(scene);
// 创建新系统 | Create new systems
const newSystems: T[] = [];
for (const systemClass of systemClasses) {
const metadata = (systemClass as any).__systemMetadata__;
const updateOrder = metadata?.updateOrder ?? 0;
const system = this.createSystem(systemClass, scene, updateOrder);
newSystems.push(system);
}
logger.info(`Hot reloaded ${newSystems.length} systems`);
return newSystems;
}
// ============================================================================
// 生命周期 | Lifecycle
// ============================================================================
/**
* @zh 重置隔离域
* @en Reset the realm
*
* @zh 清除所有用户组件、系统和服务,但不释放隔离域。
* @en Clear all user components, systems, and services without disposing the realm.
*/
reset(): void {
this._ensureNotDisposed();
// 移除所有系统 | Remove all systems
for (const info of this._systems) {
try {
info.scene.removeSystem(info.instance);
} catch {
// 忽略错误 | Ignore errors
}
}
this._systems = [];
// 清除组件记录(不重置注册表,保持引擎组件)
// Clear component records (don't reset registry, keep engine components)
this._components.clear();
// 清除服务 | Clear services
this._serviceRegistry.clear();
logger.info('UserCodeRealm reset');
}
/**
* @zh 释放隔离域
* @en Dispose the realm
*
* @zh 完全清理所有资源。释放后隔离域不可再使用。
* @en Completely clean up all resources. Realm cannot be used after disposal.
*/
dispose(): void {
if (this._disposed) {
return;
}
// 移除所有系统 | Remove all systems
for (const info of this._systems) {
try {
info.scene.removeSystem(info.instance);
} catch {
// 忽略错误 | Ignore errors
}
}
this._systems = [];
// 清除组件 | Clear components
this._components.clear();
this._componentRegistry.reset();
// 清除服务 | Clear services
this._serviceRegistry.dispose();
this._disposed = true;
logger.info('UserCodeRealm disposed');
}
/**
* @zh 检查是否已释放
* @en Check if disposed
*/
get isDisposed(): boolean {
return this._disposed;
}
// ============================================================================
// 私有方法 | Private Methods
// ============================================================================
/**
* @zh 确保未释放
* @en Ensure not disposed
*/
private _ensureNotDisposed(): void {
if (this._disposed) {
throw new Error('UserCodeRealm has been disposed');
}
}
}
/**
* @zh 用户代码隔离域服务令牌
* @en User Code Realm service token
*/
export const UserCodeRealmToken = createServiceToken<UserCodeRealm>('userCodeRealm');