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:
641
packages/engine/runtime-core/src/UserCodeRealm.ts
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641
packages/engine/runtime-core/src/UserCodeRealm.ts
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@@ -0,0 +1,641 @@
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/**
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* @zh 用户代码隔离域
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* @en User Code Realm
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*
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* @zh 提供用户代码(组件、系统、服务)与引擎核心的隔离。
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* @en Provides isolation between user code (components, systems, services) and engine core.
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*
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* @zh 设计目标 | Design goals:
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* @en
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* 1. 隔离注册 - 用户组件/系统不污染引擎核心注册表
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* 2. 干净卸载 - 切换项目或热更新时可完全清理用户代码
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* 3. 类型安全 - 使用 ServiceToken 提供类型安全的服务访问
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* 4. 热更新友好 - 支持组件/系统的原地更新
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*/
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import type { Component, EntitySystem, IScene } from '@esengine/ecs-framework';
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import {
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ComponentRegistry,
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GlobalComponentRegistry,
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PluginServiceRegistry,
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createServiceToken,
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type ServiceToken
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} from '@esengine/ecs-framework';
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import { createLogger } from '@esengine/ecs-framework';
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const logger = createLogger('UserCodeRealm');
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/**
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* @zh 用户代码隔离域配置
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* @en User Code Realm configuration
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*/
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export interface UserCodeRealmConfig {
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/**
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* @zh 是否启用热更新模式
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* @en Whether to enable hot reload mode
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* @default true
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*/
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hotReloadEnabled?: boolean;
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/**
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* @zh 是否在初始化时从全局注册表继承组件
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* @en Whether to inherit components from global registry on initialization
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* @default true
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*/
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inheritGlobalComponents?: boolean;
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}
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/**
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* @zh 已注册的用户系统信息
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* @en Registered user system info
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*/
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export interface UserSystemInfo {
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/**
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* @zh 系统名称
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* @en System name
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*/
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name: string;
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/**
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* @zh 系统类
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* @en System class
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*/
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systemClass: new (...args: unknown[]) => EntitySystem;
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/**
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* @zh 系统实例
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* @en System instance
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*/
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instance: EntitySystem;
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/**
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* @zh 系统所属场景
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* @en Scene the system belongs to
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*/
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scene: IScene;
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/**
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* @zh 更新顺序
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* @en Update order
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*/
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updateOrder: number;
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}
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/**
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* @zh 已注册的用户组件信息
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* @en Registered user component info
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*/
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export interface UserComponentInfo {
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/**
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* @zh 组件名称
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* @en Component name
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*/
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name: string;
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||||
|
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/**
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* @zh 组件类
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* @en Component class
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*/
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componentClass: new (...args: unknown[]) => Component;
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/**
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* @zh 分配的位索引
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* @en Allocated bit index
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*/
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bitIndex: number;
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}
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/**
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* @zh 用户代码隔离域
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* @en User Code Realm
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*
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* @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。
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* @en Manages user-defined components, systems, and services with isolation from engine core.
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*
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* @example
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* ```typescript
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* const realm = new UserCodeRealm();
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*
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* // 注册用户组件 | Register user component
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* realm.registerComponent(MyComponent);
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*
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* // 创建用户系统实例 | Create user system instance
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* const system = realm.createSystem(MySystem, scene);
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*
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* // 注册用户服务 | Register user service
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* realm.registerService(MyServiceToken, myServiceInstance);
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*
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* // 清理所有用户代码 | Clean up all user code
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* realm.dispose();
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* ```
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*/
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export class UserCodeRealm {
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/**
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* @zh 用户组件注册表
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* @en User component registry
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*/
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private _componentRegistry: ComponentRegistry;
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/**
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* @zh 用户服务注册表
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* @en User service registry
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*/
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private _serviceRegistry: PluginServiceRegistry;
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/**
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* @zh 已注册的用户系统
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* @en Registered user systems
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*/
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private _systems: UserSystemInfo[] = [];
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/**
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* @zh 已注册的用户组件信息
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* @en Registered user component info
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*/
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private _components: Map<string, UserComponentInfo> = new Map();
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/**
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* @zh 配置
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* @en Configuration
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*/
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private _config: Required<UserCodeRealmConfig>;
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/**
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* @zh 是否已释放
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* @en Whether disposed
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*/
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private _disposed = false;
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/**
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* @zh 创建用户代码隔离域
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* @en Create user code realm
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*
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* @param config - @zh 配置选项 @en Configuration options
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*/
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constructor(config?: UserCodeRealmConfig) {
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this._config = {
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hotReloadEnabled: config?.hotReloadEnabled ?? true,
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inheritGlobalComponents: config?.inheritGlobalComponents ?? true
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};
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this._componentRegistry = new ComponentRegistry();
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this._serviceRegistry = new PluginServiceRegistry();
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if (this._config.hotReloadEnabled) {
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this._componentRegistry.enableHotReload();
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}
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if (this._config.inheritGlobalComponents) {
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this._componentRegistry.cloneFrom(GlobalComponentRegistry);
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}
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logger.debug('UserCodeRealm created', {
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hotReloadEnabled: this._config.hotReloadEnabled,
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inheritGlobalComponents: this._config.inheritGlobalComponents
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||||
});
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}
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||||
|
||||
// ============================================================================
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||||
// 组件管理 | Component Management
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||||
// ============================================================================
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||||
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/**
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* @zh 注册用户组件类
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* @en Register user component class
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*
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* @param componentClass - @zh 组件类 @en Component class
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* @returns @zh 分配的位索引 @en Allocated bit index
|
||||
*/
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||||
registerComponent<T extends Component>(
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componentClass: new (...args: unknown[]) => T
|
||||
): number {
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this._ensureNotDisposed();
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const name = componentClass.name;
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const bitIndex = this._componentRegistry.register(componentClass as any);
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||||
|
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// 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)
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||||
try {
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||||
GlobalComponentRegistry.register(componentClass as any);
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||||
} catch {
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||||
// 已注册则忽略 | Ignore if already registered
|
||||
}
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||||
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||||
this._components.set(name, {
|
||||
name,
|
||||
componentClass,
|
||||
bitIndex
|
||||
});
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||||
|
||||
logger.debug(`Component registered: ${name}`, { bitIndex });
|
||||
|
||||
return bitIndex;
|
||||
}
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||||
|
||||
/**
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||||
* @zh 注销用户组件
|
||||
* @en Unregister user component
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||||
*
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* @param componentName - @zh 组件名称 @en Component name
|
||||
*/
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||||
unregisterComponent(componentName: string): void {
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this._ensureNotDisposed();
|
||||
|
||||
this._componentRegistry.unregister(componentName);
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||||
this._components.delete(componentName);
|
||||
|
||||
logger.debug(`Component unregistered: ${componentName}`);
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||||
}
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|
||||
/**
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* @zh 获取用户组件类
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* @en Get user component class
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*
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* @param componentName - @zh 组件名称 @en Component name
|
||||
* @returns @zh 组件类或 undefined @en Component class or undefined
|
||||
*/
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||||
getComponent(componentName: string): UserComponentInfo | undefined {
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||||
return this._components.get(componentName);
|
||||
}
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||||
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/**
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||||
* @zh 获取所有已注册的用户组件
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||||
* @en Get all registered user components
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||||
*/
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getAllComponents(): UserComponentInfo[] {
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||||
return Array.from(this._components.values());
|
||||
}
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||||
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||||
/**
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||||
* @zh 获取用户组件注册表
|
||||
* @en Get user component registry
|
||||
*/
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||||
get componentRegistry(): ComponentRegistry {
|
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return this._componentRegistry;
|
||||
}
|
||||
|
||||
// ============================================================================
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||||
// 系统管理 | System Management
|
||||
// ============================================================================
|
||||
|
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/**
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* @zh 创建并注册用户系统
|
||||
* @en Create and register user system
|
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*
|
||||
* @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
|
||||
*/
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||||
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');
|
||||
Reference in New Issue
Block a user