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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{
"id": "script-runtime",
"name": "@esengine/script-runtime",
"globalKey": "scriptRuntime",
"displayName": "Script Runtime",
"description": "Server-side blueprint execution for programmable strategy games | 服务器端蓝图执行,用于可编程策略游戏",
"version": "1.0.0",
"category": "Other",
"icon": "Code",
"tags": [
"scripting",
"server",
"blueprint",
"sandbox",
"programmable"
],
"isCore": false,
"defaultEnabled": false,
"isEngineModule": true,
"canContainContent": false,
"platforms": [
"desktop"
],
"dependencies": [
"core",
"blueprint"
],
"exports": {
"other": [
"ServerBlueprintVM",
"IntentCollector",
"CPULimiter",
"FileMemoryStore"
]
},
"requiresWasm": false,
"outputPath": "dist/index.js",
"pluginExport": "ScriptRuntimePlugin"
}

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{
"name": "@esengine/script-runtime",
"version": "1.0.0",
"description": "Server-side blueprint execution for programmable strategy games | 服务器端蓝图执行,用于可编程策略游戏",
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
"type": "module",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
}
},
"files": [
"dist",
"module.json"
],
"scripts": {
"clean": "rimraf dist tsconfig.tsbuildinfo",
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit"
},
"keywords": [
"ecs",
"script-runtime",
"screeps",
"server-side",
"game-engine"
],
"author": "yhh",
"license": "MIT",
"devDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/engine-core": "workspace:*",
"@esengine/blueprint": "workspace:*",
"@esengine/build-config": "workspace:*",
"@types/node": "^20.19.17",
"rimraf": "^5.0.0",
"tsup": "^8.0.0",
"typescript": "^5.8.3"
},
"dependencies": {
"tslib": "^2.8.1"
},
"publishConfig": {
"access": "public",
"registry": "https://registry.npmjs.org/"
},
"repository": {
"type": "git",
"url": "https://github.com/esengine/esengine.git",
"directory": "packages/script-runtime"
}
}

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/**
* @esengine/script-runtime
*
* Server-side blueprint execution for programmable strategy games
* 服务器端蓝图执行,用于可编程策略游戏
*
* @packageDocumentation
*/
// =============================================================================
// VM | Virtual Machine
// =============================================================================
export { ServerBlueprintVM } from './vm/ServerBlueprintVM';
export type { ServerVMConfig, TickResult } from './vm/ServerBlueprintVM';
export { ServerExecutionContext } from './vm/ServerExecutionContext';
export type { IGameState, LogEntry } from './vm/ServerExecutionContext';
export { CPULimiter, DEFAULT_CPU_CONFIG } from './vm/CPULimiter';
export type { CPULimiterConfig, CPUStats } from './vm/CPULimiter';
// =============================================================================
// Intent System | 意图系统
// =============================================================================
export { IntentCollector } from './intent/IntentCollector';
export type { IIntentCollector } from './intent/IntentCollector';
export type { IIntent, IntentKeyExtractor, Direction } from './intent/IntentTypes';
export { defaultIntentKeyExtractor } from './intent/IntentTypes';
// Result constants
export {
OK,
ERR_GENERIC,
ERR_NOT_OWNER,
ERR_INVALID_TARGET,
ERR_NOT_IN_RANGE,
ERR_NOT_ENOUGH_RESOURCES,
ERR_BUSY,
ERR_INVALID_ARGS,
// Direction constants
TOP,
TOP_RIGHT,
RIGHT,
BOTTOM_RIGHT,
BOTTOM,
BOTTOM_LEFT,
LEFT,
TOP_LEFT
} from './intent/IntentTypes';
// =============================================================================
// Persistence | 持久化
// =============================================================================
export { FileMemoryStore } from './persistence/FileMemoryStore';
export type { FileMemoryStoreConfig } from './persistence/FileMemoryStore';
export type {
IMemoryStore,
PlayerMemory,
WorldState,
MemoryStoreStats
} from './persistence/IMemoryStore';
// =============================================================================
// Service Tokens | 服务令牌
// =============================================================================
export {
ScriptRuntimeServiceToken,
MemoryStoreToken
} from './tokens';
export type { IScriptRuntimeService } from './tokens';
// =============================================================================
// Server | 服务器端
// =============================================================================
export {
// PlayerSession
PlayerSession,
// TickScheduler
TickScheduler,
// IntentProcessor
IntentProcessorBase,
IntentProcessorRegistry,
// GameLoop
GameLoop,
DEFAULT_GAME_LOOP_CONFIG
} from './server';
export type {
// Types
PlayerTickResult,
TickExecutionResult,
IntentProcessingResult,
GameLoopConfig,
GameLoopState,
GameLoopEvents,
// PlayerSession
PlayerSessionConfig,
PlayerSessionState,
// TickScheduler
TickSchedulerConfig,
SchedulerStats,
// IntentProcessor
IIntentProcessor,
SingleIntentResult,
// GameLoop
GameLoopStats
} from './server';
// =============================================================================
// Nodes | 蓝图节点
// =============================================================================
export {
// Registration
registerScriptRuntimeNodes,
AllNodeDefinitions,
// Memory Nodes
GetMemoryTemplate,
SetMemoryTemplate,
HasMemoryKeyTemplate,
DeleteMemoryTemplate,
MemoryNodeDefinitions,
// Log Nodes
LogTemplate,
WarnTemplate,
ErrorTemplate,
LogNodeDefinitions,
// Game Info Nodes
GetTickTemplate,
GetPlayerIdTemplate,
GetDeltaTimeTemplate,
GetGameStateTemplate,
GameInfoNodeDefinitions
} from './nodes';

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/**
* @zh 意图收集器
* @en Intent Collector
*
* @zh 收集玩家蓝图执行过程中产生的所有意图
* @en Collects all intents generated during player blueprint execution
*/
import type { IIntent, IntentKeyExtractor } from './IntentTypes';
import { defaultIntentKeyExtractor } from './IntentTypes';
/**
* @zh 意图收集器接口
* @en Intent collector interface
*/
export interface IIntentCollector<T extends IIntent = IIntent> {
/**
* @zh 添加一个意图
* @en Add an intent
*/
addIntent(intent: T): boolean;
/**
* @zh 获取所有收集的意图
* @en Get all collected intents
*/
getIntents(): T[];
/**
* @zh 按类型获取意图
* @en Get intents by type
*/
getIntentsByType(type: string): T[];
/**
* @zh 清除所有意图
* @en Clear all intents
*/
clear(): void;
/**
* @zh 获取意图数量
* @en Get intent count
*/
readonly count: number;
}
/**
* @zh 意图收集器
* @en Intent Collector
*
* @zh 在蓝图执行过程中收集玩家的操作意图,执行完成后由服务器统一处理
* @en Collects player operation intents during blueprint execution, processed by server after execution
*
* @typeParam T - @zh 意图类型,必须继承 IIntent @en Intent type, must extend IIntent
*
* @example
* ```typescript
* // 游戏项目中定义意图类型 | Define intent types in game project
* interface MyGameIntent extends IIntent {
* readonly type: 'unit.move' | 'unit.attack';
* unitId: string;
* }
*
* // 创建收集器时提供键提取器 | Provide key extractor when creating collector
* const collector = new IntentCollector<MyGameIntent>('player1', {
* keyExtractor: (intent) => `${intent.type}:${intent.unitId}`
* });
*
* collector.addIntent({ type: 'unit.move', unitId: 'unit1' });
* ```
*/
export class IntentCollector<T extends IIntent = IIntent> implements IIntentCollector<T> {
/**
* @zh 玩家 ID
* @en Player ID
*/
private readonly _playerId: string;
/**
* @zh 当前 tick
* @en Current tick
*/
private _currentTick: number = 0;
/**
* @zh 收集的意图列表
* @en Collected intents list
*/
private _intents: T[] = [];
/**
* @zh 按类型索引的意图
* @en Intents indexed by type
*/
private _intentsByType: Map<string, T[]> = new Map();
/**
* @zh 已添加的意图键(防止重复)
* @en Added intent keys (prevent duplicates)
*/
private _intentKeys: Set<string> = new Set();
/**
* @zh 意图键提取器
* @en Intent key extractor
*/
private readonly _keyExtractor: IntentKeyExtractor<T>;
/**
* @param playerId - @zh 玩家 ID @en Player ID
* @param options - @zh 配置选项 @en Configuration options
*/
constructor(
playerId: string,
options: {
keyExtractor?: IntentKeyExtractor<T>;
} = {}
) {
this._playerId = playerId;
this._keyExtractor = options.keyExtractor ?? (defaultIntentKeyExtractor as IntentKeyExtractor<T>);
}
/**
* @zh 获取意图数量
* @en Get intent count
*/
get count(): number {
return this._intents.length;
}
/**
* @zh 获取玩家 ID
* @en Get player ID
*/
get playerId(): string {
return this._playerId;
}
/**
* @zh 设置当前 tick
* @en Set current tick
*/
setTick(tick: number): void {
this._currentTick = tick;
}
/**
* @zh 添加一个意图
* @en Add an intent
*
* @param intent - @zh 要添加的意图 @en Intent to add
* @returns @zh 是否添加成功(重复意图返回 false@en Whether added successfully (duplicate returns false)
*/
addIntent(intent: T): boolean {
const key = this._keyExtractor(intent);
if (this._intentKeys.has(key)) {
return false;
}
// 添加元数据 | Add metadata
const intentWithMeta: T = {
...intent,
playerId: this._playerId,
tick: this._currentTick
};
this._intents.push(intentWithMeta);
this._intentKeys.add(key);
// 按类型索引 | Index by type
if (!this._intentsByType.has(intent.type)) {
this._intentsByType.set(intent.type, []);
}
this._intentsByType.get(intent.type)!.push(intentWithMeta);
return true;
}
/**
* @zh 获取所有收集的意图
* @en Get all collected intents
*/
getIntents(): T[] {
return [...this._intents];
}
/**
* @zh 按类型获取意图
* @en Get intents by type
*/
getIntentsByType(type: string): T[] {
return [...(this._intentsByType.get(type) ?? [])];
}
/**
* @zh 检查是否已有指定键的意图
* @en Check if intent with specified key exists
*/
hasIntentKey(key: string): boolean {
return this._intentKeys.has(key);
}
/**
* @zh 清除所有意图
* @en Clear all intents
*/
clear(): void {
this._intents = [];
this._intentsByType.clear();
this._intentKeys.clear();
}
}

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/**
* @zh 意图类型定义(引擎基础接口)
* @en Intent type definitions (engine base interface)
*
* @zh 引擎只提供基础的 IIntent 接口,具体的意图类型由游戏项目定义
* @en Engine only provides base IIntent interface, specific intent types are defined by game projects
*/
// =============================================================================
// 基础意图接口 | Base Intent Interface
// =============================================================================
/**
* @zh 基础意图接口
* @en Base intent interface
*
* @zh 所有游戏意图都应该继承这个接口
* @en All game intents should extend this interface
*
* @example
* ```typescript
* // 游戏项目中定义具体意图 | Define specific intents in game project
* interface UnitMoveIntent extends IIntent {
* readonly type: 'unit.move';
* unitId: string;
* direction: number;
* }
* ```
*/
export interface IIntent {
/**
* @zh 意图类型(唯一标识符)
* @en Intent type (unique identifier)
*/
readonly type: string;
/**
* @zh 发起者玩家 ID由 IntentCollector 自动填充)
* @en Originator player ID (auto-filled by IntentCollector)
*/
playerId?: string;
/**
* @zh 产生时的 tick由 IntentCollector 自动填充)
* @en Tick when generated (auto-filled by IntentCollector)
*/
tick?: number;
}
// =============================================================================
// 意图键提取器 | Intent Key Extractor
// =============================================================================
/**
* @zh 意图键提取器函数类型
* @en Intent key extractor function type
*
* @zh 用于从意图中提取唯一键,防止同一对象重复操作
* @en Used to extract unique key from intent, preventing duplicate operations on same object
*/
export type IntentKeyExtractor<T extends IIntent = IIntent> = (intent: T) => string;
/**
* @zh 默认的意图键提取器(只使用 type
* @en Default intent key extractor (uses type only)
*/
export const defaultIntentKeyExtractor: IntentKeyExtractor = (intent) => intent.type;
// =============================================================================
// 通用结果常量 | Common Result Constants
// =============================================================================
/**
* @zh 操作成功
* @en Operation successful
*/
export const OK = 0;
/**
* @zh 通用错误
* @en Generic error
*/
export const ERR_GENERIC = -1;
/**
* @zh 不是所有者
* @en Not the owner
*/
export const ERR_NOT_OWNER = -2;
/**
* @zh 目标无效
* @en Invalid target
*/
export const ERR_INVALID_TARGET = -3;
/**
* @zh 不在范围内
* @en Not in range
*/
export const ERR_NOT_IN_RANGE = -4;
/**
* @zh 资源不足
* @en Not enough resources
*/
export const ERR_NOT_ENOUGH_RESOURCES = -5;
/**
* @zh 正忙
* @en Currently busy
*/
export const ERR_BUSY = -6;
/**
* @zh 参数无效
* @en Invalid arguments
*/
export const ERR_INVALID_ARGS = -7;
// =============================================================================
// 通用方向常量 | Common Direction Constants
// =============================================================================
export const TOP = 1;
export const TOP_RIGHT = 2;
export const RIGHT = 3;
export const BOTTOM_RIGHT = 4;
export const BOTTOM = 5;
export const BOTTOM_LEFT = 6;
export const LEFT = 7;
export const TOP_LEFT = 8;
/**
* @zh 方向类型
* @en Direction type
*/
export type Direction = 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8;

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/**
* @zh 游戏信息节点
* @en Game Info Nodes
*
* @zh 提供获取游戏状态信息的能力
* @en Provides access to game state information
*/
import type { BlueprintNodeTemplate, BlueprintNode } from '@esengine/blueprint';
import type { INodeExecutor, ExecutionResult } from '@esengine/blueprint';
import type { IGameState } from '../vm/ServerExecutionContext';
// =============================================================================
// 扩展的执行上下文接口 | Extended Execution Context Interface
// =============================================================================
interface ServerContext {
gameState: IGameState | null;
playerId: string;
deltaTime: number;
}
// =============================================================================
// GetTick Node | 获取 Tick 节点
// =============================================================================
/**
* @zh 获取 Tick 节点模板
* @en Get Tick node template
*/
export const GetTickTemplate: BlueprintNodeTemplate = {
type: 'GetTick',
title: 'Get Tick',
category: 'time',
description: 'Get the current game tick / 获取当前游戏 tick',
keywords: ['tick', 'time', 'frame', 'turn'],
menuPath: ['Game', 'Get Tick'],
isPure: true,
inputs: [],
outputs: [
{
name: 'tick',
displayName: 'Tick',
type: 'int'
}
],
color: '#1e6b8b'
};
/**
* @zh 获取 Tick 节点执行器
* @en Get Tick node executor
*/
export class GetTickExecutor implements INodeExecutor {
execute(_node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
const tick = ctx.gameState?.tick ?? 0;
return {
outputs: { tick }
};
}
}
// =============================================================================
// GetPlayerId Node | 获取玩家 ID 节点
// =============================================================================
/**
* @zh 获取玩家 ID 节点模板
* @en Get Player ID node template
*/
export const GetPlayerIdTemplate: BlueprintNodeTemplate = {
type: 'GetPlayerId',
title: 'Get Player ID',
category: 'entity',
description: 'Get the current player ID / 获取当前玩家 ID',
keywords: ['player', 'id', 'owner', 'me'],
menuPath: ['Game', 'Get Player ID'],
isPure: true,
inputs: [],
outputs: [
{
name: 'playerId',
displayName: 'Player ID',
type: 'string'
}
],
color: '#1e5a8b'
};
/**
* @zh 获取玩家 ID 节点执行器
* @en Get Player ID node executor
*/
export class GetPlayerIdExecutor implements INodeExecutor {
execute(_node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
return {
outputs: { playerId: ctx.playerId }
};
}
}
// =============================================================================
// GetDeltaTime Node | 获取增量时间节点
// =============================================================================
/**
* @zh 获取增量时间节点模板
* @en Get Delta Time node template
*/
export const GetDeltaTimeTemplate: BlueprintNodeTemplate = {
type: 'GetDeltaTime',
title: 'Get Delta Time',
category: 'time',
description: 'Get the time since last tick (seconds) / 获取距上次 tick 的时间(秒)',
keywords: ['delta', 'time', 'dt', 'interval'],
menuPath: ['Game', 'Get Delta Time'],
isPure: true,
inputs: [],
outputs: [
{
name: 'deltaTime',
displayName: 'Delta Time',
type: 'float'
}
],
color: '#1e6b8b'
};
/**
* @zh 获取增量时间节点执行器
* @en Get Delta Time node executor
*/
export class GetDeltaTimeExecutor implements INodeExecutor {
execute(_node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
return {
outputs: { deltaTime: ctx.deltaTime }
};
}
}
// =============================================================================
// GetGameState Node | 获取游戏状态节点
// =============================================================================
/**
* @zh 获取游戏状态节点模板
* @en Get Game State node template
*/
export const GetGameStateTemplate: BlueprintNodeTemplate = {
type: 'GetGameState',
title: 'Get Game State',
category: 'entity',
description: 'Get the current game state object / 获取当前游戏状态对象',
keywords: ['game', 'state', 'world', 'data'],
menuPath: ['Game', 'Get Game State'],
isPure: true,
inputs: [],
outputs: [
{
name: 'state',
displayName: 'State',
type: 'object'
}
],
color: '#1e5a8b'
};
/**
* @zh 获取游戏状态节点执行器
* @en Get Game State node executor
*/
export class GetGameStateExecutor implements INodeExecutor {
execute(_node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
return {
outputs: { state: ctx.gameState }
};
}
}
// =============================================================================
// 节点定义集合 | Node Definition Collection
// =============================================================================
/**
* @zh 游戏信息节点定义
* @en Game info node definitions
*/
export const GameInfoNodeDefinitions = [
{ template: GetTickTemplate, executor: new GetTickExecutor() },
{ template: GetPlayerIdTemplate, executor: new GetPlayerIdExecutor() },
{ template: GetDeltaTimeTemplate, executor: new GetDeltaTimeExecutor() },
{ template: GetGameStateTemplate, executor: new GetGameStateExecutor() }
];

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/**
* @zh 日志节点
* @en Log Nodes
*
* @zh 提供日志记录能力
* @en Provides logging capabilities
*/
import type { BlueprintNodeTemplate, BlueprintNode } from '@esengine/blueprint';
import type { INodeExecutor, ExecutionResult } from '@esengine/blueprint';
// =============================================================================
// 扩展的执行上下文接口 | Extended Execution Context Interface
// =============================================================================
interface ServerContext {
evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
log: (message: string) => void;
warn: (message: string) => void;
error: (message: string) => void;
}
// =============================================================================
// Log Node | 日志节点
// =============================================================================
/**
* @zh 日志节点模板
* @en Log node template
*/
export const LogTemplate: BlueprintNodeTemplate = {
type: 'Log',
title: 'Log',
category: 'debug',
description: 'Log a message / 记录日志消息',
keywords: ['log', 'print', 'debug', 'console'],
menuPath: ['Debug', 'Log'],
inputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
},
{
name: 'message',
displayName: 'Message',
type: 'string',
defaultValue: ''
}
],
outputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
}
],
color: '#5a5a5a'
};
/**
* @zh 日志节点执行器
* @en Log node executor
*/
export class LogExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
const message = ctx.evaluateInput(node.id, 'message', '') as string;
ctx.log(String(message));
return {
nextExec: 'exec'
};
}
}
// =============================================================================
// Warn Node | 警告节点
// =============================================================================
/**
* @zh 警告节点模板
* @en Warn node template
*/
export const WarnTemplate: BlueprintNodeTemplate = {
type: 'Warn',
title: 'Warn',
category: 'debug',
description: 'Log a warning message / 记录警告消息',
keywords: ['warn', 'warning', 'debug', 'console'],
menuPath: ['Debug', 'Warn'],
inputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
},
{
name: 'message',
displayName: 'Message',
type: 'string',
defaultValue: ''
}
],
outputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
}
],
color: '#8b8b1e'
};
/**
* @zh 警告节点执行器
* @en Warn node executor
*/
export class WarnExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
const message = ctx.evaluateInput(node.id, 'message', '') as string;
ctx.warn(String(message));
return {
nextExec: 'exec'
};
}
}
// =============================================================================
// Error Node | 错误节点
// =============================================================================
/**
* @zh 错误节点模板
* @en Error node template
*/
export const ErrorTemplate: BlueprintNodeTemplate = {
type: 'Error',
title: 'Error',
category: 'debug',
description: 'Log an error message / 记录错误消息',
keywords: ['error', 'debug', 'console'],
menuPath: ['Debug', 'Error'],
inputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
},
{
name: 'message',
displayName: 'Message',
type: 'string',
defaultValue: ''
}
],
outputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
}
],
color: '#8b1e1e'
};
/**
* @zh 错误节点执行器
* @en Error node executor
*/
export class ErrorExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
const message = ctx.evaluateInput(node.id, 'message', '') as string;
ctx.error(String(message));
return {
nextExec: 'exec'
};
}
}
// =============================================================================
// 节点定义集合 | Node Definition Collection
// =============================================================================
/**
* @zh 日志节点定义
* @en Log node definitions
*/
export const LogNodeDefinitions = [
{ template: LogTemplate, executor: new LogExecutor() },
{ template: WarnTemplate, executor: new WarnExecutor() },
{ template: ErrorTemplate, executor: new ErrorExecutor() }
];

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/**
* @zh Memory 操作节点
* @en Memory Operation Nodes
*
* @zh 提供玩家持久化数据的读写能力
* @en Provides read/write access to player persistent data
*/
import type { BlueprintNodeTemplate, BlueprintNode } from '@esengine/blueprint';
import type { INodeExecutor, ExecutionResult } from '@esengine/blueprint';
// =============================================================================
// 扩展的执行上下文接口 | Extended Execution Context Interface
// =============================================================================
/**
* @zh 服务器端执行上下文接口(用于节点)
* @en Server-side execution context interface (for nodes)
*/
interface ServerContext {
memory: Record<string, unknown>;
evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
setOutputs(nodeId: string, outputs: Record<string, unknown>): void;
}
// =============================================================================
// GetMemory Node | 获取 Memory 节点
// =============================================================================
/**
* @zh 获取 Memory 节点模板
* @en Get Memory node template
*/
export const GetMemoryTemplate: BlueprintNodeTemplate = {
type: 'GetMemory',
title: 'Get Memory',
category: 'variable',
description: 'Get a value from player Memory / 从玩家 Memory 获取值',
keywords: ['memory', 'get', 'read', 'load', 'data'],
menuPath: ['Memory', 'Get Memory'],
isPure: true,
inputs: [
{
name: 'key',
displayName: 'Key',
type: 'string',
defaultValue: ''
},
{
name: 'defaultValue',
displayName: 'Default',
type: 'any',
defaultValue: null
}
],
outputs: [
{
name: 'value',
displayName: 'Value',
type: 'any'
}
],
color: '#8b5a8b'
};
/**
* @zh 获取 Memory 节点执行器
* @en Get Memory node executor
*/
export class GetMemoryExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
const key = ctx.evaluateInput(node.id, 'key', '') as string;
const defaultValue = ctx.evaluateInput(node.id, 'defaultValue', null);
const value = ctx.memory[key] ?? defaultValue;
return {
outputs: { value }
};
}
}
// =============================================================================
// SetMemory Node | 设置 Memory 节点
// =============================================================================
/**
* @zh 设置 Memory 节点模板
* @en Set Memory node template
*/
export const SetMemoryTemplate: BlueprintNodeTemplate = {
type: 'SetMemory',
title: 'Set Memory',
category: 'variable',
description: 'Set a value in player Memory / 在玩家 Memory 中设置值',
keywords: ['memory', 'set', 'write', 'save', 'data'],
menuPath: ['Memory', 'Set Memory'],
inputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
},
{
name: 'key',
displayName: 'Key',
type: 'string',
defaultValue: ''
},
{
name: 'value',
displayName: 'Value',
type: 'any',
defaultValue: null
}
],
outputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
}
],
color: '#8b5a8b'
};
/**
* @zh 设置 Memory 节点执行器
* @en Set Memory node executor
*/
export class SetMemoryExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
const key = ctx.evaluateInput(node.id, 'key', '') as string;
const value = ctx.evaluateInput(node.id, 'value', null);
if (key) {
ctx.memory[key] = value;
}
return {
nextExec: 'exec'
};
}
}
// =============================================================================
// HasMemoryKey Node | 检查 Memory 键节点
// =============================================================================
/**
* @zh 检查 Memory 键节点模板
* @en Has Memory Key node template
*/
export const HasMemoryKeyTemplate: BlueprintNodeTemplate = {
type: 'HasMemoryKey',
title: 'Has Memory Key',
category: 'variable',
description: 'Check if a key exists in Memory / 检查 Memory 中是否存在某个键',
keywords: ['memory', 'has', 'exists', 'check', 'key'],
menuPath: ['Memory', 'Has Key'],
isPure: true,
inputs: [
{
name: 'key',
displayName: 'Key',
type: 'string',
defaultValue: ''
}
],
outputs: [
{
name: 'exists',
displayName: 'Exists',
type: 'bool'
}
],
color: '#8b5a8b'
};
/**
* @zh 检查 Memory 键节点执行器
* @en Has Memory Key node executor
*/
export class HasMemoryKeyExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
const key = ctx.evaluateInput(node.id, 'key', '') as string;
const exists = key in ctx.memory;
return {
outputs: { exists }
};
}
}
// =============================================================================
// DeleteMemory Node | 删除 Memory 节点
// =============================================================================
/**
* @zh 删除 Memory 节点模板
* @en Delete Memory node template
*/
export const DeleteMemoryTemplate: BlueprintNodeTemplate = {
type: 'DeleteMemory',
title: 'Delete Memory',
category: 'variable',
description: 'Delete a key from Memory / 从 Memory 中删除键',
keywords: ['memory', 'delete', 'remove', 'clear', 'key'],
menuPath: ['Memory', 'Delete'],
inputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
},
{
name: 'key',
displayName: 'Key',
type: 'string',
defaultValue: ''
}
],
outputs: [
{
name: 'exec',
displayName: '',
type: 'exec'
}
],
color: '#8b5a8b'
};
/**
* @zh 删除 Memory 节点执行器
* @en Delete Memory node executor
*/
export class DeleteMemoryExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: unknown): ExecutionResult {
const ctx = context as ServerContext;
const key = ctx.evaluateInput(node.id, 'key', '') as string;
if (key) {
delete ctx.memory[key];
}
return {
nextExec: 'exec'
};
}
}
// =============================================================================
// 节点定义集合 | Node Definition Collection
// =============================================================================
/**
* @zh Memory 节点定义
* @en Memory node definitions
*/
export const MemoryNodeDefinitions = [
{ template: GetMemoryTemplate, executor: new GetMemoryExecutor() },
{ template: SetMemoryTemplate, executor: new SetMemoryExecutor() },
{ template: HasMemoryKeyTemplate, executor: new HasMemoryKeyExecutor() },
{ template: DeleteMemoryTemplate, executor: new DeleteMemoryExecutor() }
];

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/**
* @zh 蓝图节点模块
* @en Blueprint Nodes Module
*
* @zh 提供服务器端蓝图执行所需的通用节点
* @en Provides common nodes for server-side blueprint execution
*/
import { NodeRegistry } from '@esengine/blueprint';
// Memory Nodes
export {
GetMemoryTemplate,
GetMemoryExecutor,
SetMemoryTemplate,
SetMemoryExecutor,
HasMemoryKeyTemplate,
HasMemoryKeyExecutor,
DeleteMemoryTemplate,
DeleteMemoryExecutor,
MemoryNodeDefinitions
} from './MemoryNodes';
// Log Nodes
export {
LogTemplate,
LogExecutor,
WarnTemplate,
WarnExecutor,
ErrorTemplate,
ErrorExecutor,
LogNodeDefinitions
} from './LogNodes';
// Game Info Nodes
export {
GetTickTemplate,
GetTickExecutor,
GetPlayerIdTemplate,
GetPlayerIdExecutor,
GetDeltaTimeTemplate,
GetDeltaTimeExecutor,
GetGameStateTemplate,
GetGameStateExecutor,
GameInfoNodeDefinitions
} from './GameInfoNodes';
// =============================================================================
// 节点注册 | Node Registration
// =============================================================================
import { MemoryNodeDefinitions } from './MemoryNodes';
import { LogNodeDefinitions } from './LogNodes';
import { GameInfoNodeDefinitions } from './GameInfoNodes';
/**
* @zh 所有节点定义
* @en All node definitions
*/
export const AllNodeDefinitions = [
...MemoryNodeDefinitions,
...LogNodeDefinitions,
...GameInfoNodeDefinitions
];
/**
* @zh 注册所有 script-runtime 节点到 NodeRegistry
* @en Register all script-runtime nodes to NodeRegistry
*
* @example
* ```typescript
* import { registerScriptRuntimeNodes } from '@esengine/script-runtime';
*
* // 在应用启动时调用 | Call at application startup
* registerScriptRuntimeNodes();
* ```
*/
export function registerScriptRuntimeNodes(): void {
const registry = NodeRegistry.instance;
for (const { template, executor } of AllNodeDefinitions) {
registry.register(template, executor);
}
}

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/**
* @zh 文件系统 Memory 存储
* @en File System Memory Store
*
* @zh 使用文件系统存储玩家 Memory 和世界状态
* @en Uses file system to store player Memory and world state
*/
import * as fs from 'fs/promises';
import * as path from 'path';
import type {
IMemoryStore,
PlayerMemory,
WorldState,
MemoryStoreStats
} from './IMemoryStore';
/**
* @zh 文件存储配置
* @en File storage configuration
*/
export interface FileMemoryStoreConfig {
/**
* @zh 存储根目录
* @en Storage root directory
*/
basePath: string;
/**
* @zh 是否美化 JSON 输出
* @en Whether to prettify JSON output
*/
prettyPrint?: boolean;
/**
* @zh Memory 大小限制(字节)
* @en Memory size limit (bytes)
*/
memorySizeLimit?: number;
}
/**
* @zh 默认配置
* @en Default configuration
*/
const DEFAULT_CONFIG: Required<FileMemoryStoreConfig> = {
basePath: './data',
prettyPrint: true,
memorySizeLimit: 2 * 1024 * 1024 // 2MB
};
/**
* @zh 文件系统 Memory 存储
* @en File System Memory Store
*
* @zh 简单的文件存储实现,适合开发和小规模部署
* @en Simple file storage implementation, suitable for development and small deployments
*
* @example
* ```typescript
* const store = new FileMemoryStore({ basePath: './game-data' });
* await store.init();
*
* // 保存玩家 Memory | Save player Memory
* await store.savePlayerMemory('player1', { creeps: {} });
*
* // 加载玩家 Memory | Load player Memory
* const memory = await store.loadPlayerMemory('player1');
* ```
*/
export class FileMemoryStore implements IMemoryStore {
/**
* @zh 配置
* @en Configuration
*/
private readonly _config: Required<FileMemoryStoreConfig>;
/**
* @zh Memory 目录路径
* @en Memory directory path
*/
private readonly _memoryPath: string;
/**
* @zh 世界状态文件路径
* @en World state file path
*/
private readonly _worldPath: string;
/**
* @zh 是否已初始化
* @en Whether initialized
*/
private _initialized: boolean = false;
constructor(config: Partial<FileMemoryStoreConfig> = {}) {
this._config = { ...DEFAULT_CONFIG, ...config };
this._memoryPath = path.join(this._config.basePath, 'memory');
this._worldPath = path.join(this._config.basePath, 'world.json');
}
/**
* @zh 初始化存储(创建目录)
* @en Initialize storage (create directories)
*/
async init(): Promise<void> {
if (this._initialized) return;
try {
await fs.mkdir(this._memoryPath, { recursive: true });
this._initialized = true;
} catch (error) {
throw new Error(`Failed to initialize storage: ${error}`);
}
}
/**
* @zh 确保已初始化
* @en Ensure initialized
*/
private async _ensureInit(): Promise<void> {
if (!this._initialized) {
await this.init();
}
}
/**
* @zh 获取玩家 Memory 文件路径
* @en Get player Memory file path
*/
private _getPlayerMemoryPath(playerId: string): string {
// 清理 playerId 以防止路径遍历 | Sanitize playerId to prevent path traversal
const safeId = playerId.replace(/[^a-zA-Z0-9_-]/g, '_');
return path.join(this._memoryPath, `${safeId}.json`);
}
/**
* @zh 加载玩家 Memory
* @en Load player Memory
*/
async loadPlayerMemory(playerId: string): Promise<PlayerMemory> {
await this._ensureInit();
const filePath = this._getPlayerMemoryPath(playerId);
try {
const content = await fs.readFile(filePath, 'utf-8');
return JSON.parse(content) as PlayerMemory;
} catch (error) {
// 文件不存在则返回空对象 | Return empty object if file doesn't exist
if ((error as NodeJS.ErrnoException).code === 'ENOENT') {
return {};
}
throw new Error(`Failed to load Memory for ${playerId}: ${error}`);
}
}
/**
* @zh 保存玩家 Memory
* @en Save player Memory
*/
async savePlayerMemory(playerId: string, memory: PlayerMemory): Promise<void> {
await this._ensureInit();
const content = this._config.prettyPrint
? JSON.stringify(memory, null, 2)
: JSON.stringify(memory);
// 检查大小限制 | Check size limit
if (content.length > this._config.memorySizeLimit) {
throw new Error(
`Memory size (${content.length} bytes) exceeds limit ` +
`(${this._config.memorySizeLimit} bytes) for player ${playerId}`
);
}
const filePath = this._getPlayerMemoryPath(playerId);
try {
await fs.writeFile(filePath, content, 'utf-8');
} catch (error) {
throw new Error(`Failed to save Memory for ${playerId}: ${error}`);
}
}
/**
* @zh 批量保存玩家 Memory
* @en Batch save player Memory
*/
async savePlayerMemoryBatch(
entries: Array<{ playerId: string; memory: PlayerMemory }>
): Promise<void> {
await this._ensureInit();
// 并行保存所有玩家 | Save all players in parallel
await Promise.all(
entries.map(({ playerId, memory }) =>
this.savePlayerMemory(playerId, memory)
)
);
}
/**
* @zh 删除玩家 Memory
* @en Delete player Memory
*/
async deletePlayerMemory(playerId: string): Promise<void> {
await this._ensureInit();
const filePath = this._getPlayerMemoryPath(playerId);
try {
await fs.unlink(filePath);
} catch (error) {
// 文件不存在则忽略 | Ignore if file doesn't exist
if ((error as NodeJS.ErrnoException).code !== 'ENOENT') {
throw new Error(`Failed to delete Memory for ${playerId}: ${error}`);
}
}
}
/**
* @zh 获取所有玩家 ID
* @en Get all player IDs
*/
async getAllPlayerIds(): Promise<string[]> {
await this._ensureInit();
try {
const files = await fs.readdir(this._memoryPath);
return files
.filter(f => f.endsWith('.json'))
.map(f => f.slice(0, -5)); // 移除 .json 后缀 | Remove .json suffix
} catch (error) {
return [];
}
}
/**
* @zh 加载世界状态
* @en Load world state
*/
async loadWorldState(): Promise<WorldState | null> {
await this._ensureInit();
try {
const content = await fs.readFile(this._worldPath, 'utf-8');
return JSON.parse(content) as WorldState;
} catch (error) {
if ((error as NodeJS.ErrnoException).code === 'ENOENT') {
return null;
}
throw new Error(`Failed to load world state: ${error}`);
}
}
/**
* @zh 保存世界状态
* @en Save world state
*/
async saveWorldState(state: WorldState): Promise<void> {
await this._ensureInit();
const stateWithTimestamp: WorldState = {
...state,
lastSaveTime: Date.now()
};
const content = this._config.prettyPrint
? JSON.stringify(stateWithTimestamp, null, 2)
: JSON.stringify(stateWithTimestamp);
try {
await fs.writeFile(this._worldPath, content, 'utf-8');
} catch (error) {
throw new Error(`Failed to save world state: ${error}`);
}
}
/**
* @zh 获取存储统计信息
* @en Get storage statistics
*/
async getStats(): Promise<MemoryStoreStats> {
await this._ensureInit();
const playerIds = await this.getAllPlayerIds();
let totalSize = 0;
let lastSaveTime = 0;
for (const playerId of playerIds) {
try {
const filePath = this._getPlayerMemoryPath(playerId);
const stats = await fs.stat(filePath);
totalSize += stats.size;
if (stats.mtimeMs > lastSaveTime) {
lastSaveTime = stats.mtimeMs;
}
} catch {
// 忽略错误 | Ignore errors
}
}
// 加上世界状态文件大小 | Add world state file size
try {
const worldStats = await fs.stat(this._worldPath);
totalSize += worldStats.size;
if (worldStats.mtimeMs > lastSaveTime) {
lastSaveTime = worldStats.mtimeMs;
}
} catch {
// 忽略错误 | Ignore errors
}
return {
playerCount: playerIds.length,
totalSize,
lastSaveTime
};
}
/**
* @zh 清除所有数据(慎用!)
* @en Clear all data (use with caution!)
*/
async clearAll(): Promise<void> {
await this._ensureInit();
const playerIds = await this.getAllPlayerIds();
await Promise.all(playerIds.map(id => this.deletePlayerMemory(id)));
try {
await fs.unlink(this._worldPath);
} catch {
// 忽略错误 | Ignore errors
}
}
}

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/**
* @zh Memory 存储接口
* @en Memory Store Interface
*
* @zh 定义玩家 Memory 和世界状态的持久化接口
* @en Defines persistence interface for player Memory and world state
*/
/**
* @zh 玩家 Memory 类型
* @en Player Memory type
*/
export type PlayerMemory = Record<string, unknown>;
/**
* @zh 世界状态类型
* @en World state type
*/
export interface WorldState {
/**
* @zh 当前 tick
* @en Current tick
*/
tick: number;
/**
* @zh 上次保存时间
* @en Last save time
*/
lastSaveTime: number;
/**
* @zh 实体状态
* @en Entity states
*/
entities: Record<string, unknown>;
/**
* @zh 房间状态
* @en Room states
*/
rooms: Record<string, unknown>;
}
/**
* @zh Memory 存储接口
* @en Memory store interface
*/
export interface IMemoryStore {
/**
* @zh 加载玩家 Memory
* @en Load player Memory
*
* @param playerId - @zh 玩家 ID @en Player ID
* @returns @zh 玩家 Memory @en Player Memory
*/
loadPlayerMemory(playerId: string): Promise<PlayerMemory>;
/**
* @zh 保存玩家 Memory
* @en Save player Memory
*
* @param playerId - @zh 玩家 ID @en Player ID
* @param memory - @zh Memory 数据 @en Memory data
*/
savePlayerMemory(playerId: string, memory: PlayerMemory): Promise<void>;
/**
* @zh 批量保存玩家 Memory
* @en Batch save player Memory
*
* @param entries - @zh Memory 条目列表 @en Memory entry list
*/
savePlayerMemoryBatch(entries: Array<{ playerId: string; memory: PlayerMemory }>): Promise<void>;
/**
* @zh 删除玩家 Memory
* @en Delete player Memory
*
* @param playerId - @zh 玩家 ID @en Player ID
*/
deletePlayerMemory(playerId: string): Promise<void>;
/**
* @zh 获取所有玩家 ID
* @en Get all player IDs
*/
getAllPlayerIds(): Promise<string[]>;
/**
* @zh 加载世界状态
* @en Load world state
*/
loadWorldState(): Promise<WorldState | null>;
/**
* @zh 保存世界状态
* @en Save world state
*/
saveWorldState(state: WorldState): Promise<void>;
/**
* @zh 获取存储统计信息
* @en Get storage statistics
*/
getStats(): Promise<MemoryStoreStats>;
}
/**
* @zh 存储统计信息
* @en Storage statistics
*/
export interface MemoryStoreStats {
/**
* @zh 玩家数量
* @en Player count
*/
playerCount: number;
/**
* @zh 总存储大小(字节)
* @en Total storage size (bytes)
*/
totalSize: number;
/**
* @zh 上次保存时间
* @en Last save time
*/
lastSaveTime: number;
}

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/**
* @zh 游戏主循环
* @en Game Main Loop
*
* @zh 协调玩家蓝图执行、意图处理和状态更新
* @en Coordinates player blueprint execution, intent processing, and state updates
*/
import type { IIntent } from '../intent/IntentTypes';
import type { IGameState } from '../vm/ServerExecutionContext';
import type { IMemoryStore } from '../persistence/IMemoryStore';
import type { TickScheduler } from './TickScheduler';
import type { IIntentProcessor } from './IIntentProcessor';
import type {
GameLoopConfig,
GameLoopState,
GameLoopEvents,
TickExecutionResult,
IntentProcessingResult
} from './types';
/**
* @zh 默认游戏循环配置
* @en Default game loop configuration
*/
export const DEFAULT_GAME_LOOP_CONFIG: Required<GameLoopConfig> = {
tickInterval: 1000,
maxCatchUpTicks: 5,
autoSaveMemory: true,
memorySaveInterval: 10
};
/**
* @zh 游戏循环统计
* @en Game loop statistics
*/
export interface GameLoopStats {
readonly currentTick: number;
readonly state: GameLoopState;
readonly totalTicksProcessed: number;
readonly averageTickDuration: number;
readonly lastTickDuration: number;
readonly skippedTicks: number;
}
/**
* @zh 游戏主循环
* @en Game Main Loop
*
* @zh 完整的游戏循环实现,协调各组件工作
* @en Complete game loop implementation, coordinating all components
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
* @typeParam TIntent - @zh 意图类型 @en Intent type
*
* @example
* ```typescript
* const gameLoop = new GameLoop<MyGameState, MyIntent>({
* scheduler,
* intentProcessor,
* memoryStore,
* getGameState: () => gameWorld.getState(),
* updateGameState: (state) => gameWorld.setState(state),
* config: { tickInterval: 1000 }
* });
*
* // 启动游戏循环
* await gameLoop.start();
*
* // 稍后停止
* await gameLoop.stop();
* ```
*/
export class GameLoop<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> {
private readonly _scheduler: TickScheduler<TGameState, TIntent>;
private readonly _intentProcessor: IIntentProcessor<TGameState, TIntent>;
private readonly _memoryStore: IMemoryStore | null;
private readonly _getGameState: () => TGameState;
private readonly _updateGameState: (state: TGameState) => void;
private readonly _config: Required<GameLoopConfig>;
private readonly _events: GameLoopEvents<TGameState, TIntent>;
private _state: GameLoopState = 'idle';
private _currentTick: number = 0;
private _timerId: ReturnType<typeof setTimeout> | null = null;
private _lastTickTime: number = 0;
private _totalTicksProcessed: number = 0;
private _totalTickDuration: number = 0;
private _lastTickDuration: number = 0;
private _skippedTicks: number = 0;
private _ticksSinceLastSave: number = 0;
constructor(options: {
scheduler: TickScheduler<TGameState, TIntent>;
intentProcessor: IIntentProcessor<TGameState, TIntent>;
memoryStore?: IMemoryStore;
getGameState: () => TGameState;
updateGameState: (state: TGameState) => void;
config?: GameLoopConfig;
events?: GameLoopEvents<TGameState, TIntent>;
}) {
this._scheduler = options.scheduler;
this._intentProcessor = options.intentProcessor;
this._memoryStore = options.memoryStore ?? null;
this._getGameState = options.getGameState;
this._updateGameState = options.updateGameState;
this._config = { ...DEFAULT_GAME_LOOP_CONFIG, ...options.config };
this._events = options.events ?? {};
}
// =========================================================================
// 属性 | Properties
// =========================================================================
/**
* @zh 获取当前状态
* @en Get current state
*/
get state(): GameLoopState {
return this._state;
}
/**
* @zh 获取当前 tick
* @en Get current tick
*/
get currentTick(): number {
return this._currentTick;
}
/**
* @zh 获取调度器
* @en Get scheduler
*/
get scheduler(): TickScheduler<TGameState, TIntent> {
return this._scheduler;
}
// =========================================================================
// 生命周期 | Lifecycle
// =========================================================================
/**
* @zh 启动游戏循环
* @en Start game loop
*
* @param startTick - @zh 起始 tick可选@en Starting tick (optional)
*/
async start(startTick?: number): Promise<void> {
if (this._state === 'running') {
return;
}
if (startTick !== undefined) {
this._currentTick = startTick;
}
this._state = 'running';
this._lastTickTime = performance.now();
this._scheduleNextTick();
}
/**
* @zh 停止游戏循环
* @en Stop game loop
*/
async stop(): Promise<void> {
if (this._state !== 'running' && this._state !== 'paused') {
return;
}
this._state = 'stopping';
if (this._timerId !== null) {
clearTimeout(this._timerId);
this._timerId = null;
}
if (this._config.autoSaveMemory && this._memoryStore) {
await this._saveAllMemory();
}
this._state = 'idle';
}
/**
* @zh 暂停游戏循环
* @en Pause game loop
*/
pause(): void {
if (this._state === 'running') {
this._state = 'paused';
if (this._timerId !== null) {
clearTimeout(this._timerId);
this._timerId = null;
}
}
}
/**
* @zh 恢复游戏循环
* @en Resume game loop
*/
resume(): void {
if (this._state === 'paused') {
this._state = 'running';
this._lastTickTime = performance.now();
this._scheduleNextTick();
}
}
// =========================================================================
// 手动执行 | Manual Execution
// =========================================================================
/**
* @zh 手动执行单个 tick
* @en Manually execute a single tick
*
* @zh 用于测试或单步调试
* @en For testing or step-by-step debugging
*/
async executeSingleTick(): Promise<{
playerResults: TickExecutionResult<TIntent>;
intentResults: IntentProcessingResult<TGameState>;
}> {
const gameState = this._getGameState();
const stateWithTick = this._withTick(gameState, this._currentTick);
await this._events.onTickStart?.(this._currentTick);
const playerResults = this._scheduler.executeTick(stateWithTick);
await this._events.onPlayersExecuted?.(playerResults);
const intentResults = this._intentProcessor.process(stateWithTick, playerResults.allIntents);
await this._events.onIntentsProcessed?.(intentResults);
this._updateGameState(intentResults.gameState);
await this._events.onTickEnd?.(this._currentTick, intentResults.gameState);
this._currentTick++;
return { playerResults, intentResults };
}
// =========================================================================
// 统计 | Statistics
// =========================================================================
/**
* @zh 获取统计信息
* @en Get statistics
*/
getStats(): GameLoopStats {
return {
currentTick: this._currentTick,
state: this._state,
totalTicksProcessed: this._totalTicksProcessed,
averageTickDuration: this._totalTicksProcessed > 0
? this._totalTickDuration / this._totalTicksProcessed
: 0,
lastTickDuration: this._lastTickDuration,
skippedTicks: this._skippedTicks
};
}
// =========================================================================
// 私有方法 | Private Methods
// =========================================================================
private _scheduleNextTick(): void {
if (this._state !== 'running') {
return;
}
const now = performance.now();
const elapsed = now - this._lastTickTime;
const delay = Math.max(0, this._config.tickInterval - elapsed);
this._timerId = setTimeout(() => {
this._runTick().catch(error => {
this._events.onError?.(error, this._currentTick);
});
}, delay);
}
private async _runTick(): Promise<void> {
if (this._state !== 'running') {
return;
}
const tickStartTime = performance.now();
try {
await this.executeSingleTick();
this._lastTickDuration = performance.now() - tickStartTime;
this._totalTickDuration += this._lastTickDuration;
this._totalTicksProcessed++;
this._ticksSinceLastSave++;
if (
this._config.autoSaveMemory &&
this._memoryStore &&
this._ticksSinceLastSave >= this._config.memorySaveInterval
) {
await this._saveAllMemory();
this._ticksSinceLastSave = 0;
}
this._handleCatchUp(tickStartTime);
} catch (error) {
await this._events.onError?.(
error instanceof Error ? error : new Error(String(error)),
this._currentTick
);
}
this._lastTickTime = performance.now();
this._scheduleNextTick();
}
private _handleCatchUp(tickStartTime: number): void {
const tickEndTime = performance.now();
const tickDuration = tickEndTime - tickStartTime;
if (tickDuration > this._config.tickInterval) {
const missedTicks = Math.floor(tickDuration / this._config.tickInterval);
const ticksToSkip = Math.min(missedTicks, this._config.maxCatchUpTicks);
if (ticksToSkip > 0) {
this._skippedTicks += ticksToSkip;
this._currentTick += ticksToSkip;
}
}
}
private async _saveAllMemory(): Promise<void> {
if (!this._memoryStore) return;
const entries: Array<{ playerId: string; memory: Record<string, unknown> }> = [];
for (const playerId of this._scheduler.playerIds) {
const memory = this._scheduler.getPlayerMemory(playerId);
if (memory) {
entries.push({ playerId, memory: memory as Record<string, unknown> });
}
}
if (entries.length > 0) {
await this._memoryStore.savePlayerMemoryBatch(entries);
}
}
private _withTick(state: TGameState, tick: number): TGameState {
return {
...state,
tick,
deltaTime: this._config.tickInterval / 1000
};
}
}

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/**
* @zh 意图处理器接口
* @en Intent Processor Interface
*
* @zh 定义意图处理的抽象接口,由游戏项目实现
* @en Defines abstract interface for intent processing, implemented by game projects
*/
import type { IIntent } from '../intent/IntentTypes';
import type { IGameState } from '../vm/ServerExecutionContext';
import type { IntentProcessingResult } from './types';
/**
* @zh 意图处理器接口
* @en Intent processor interface
*
* @zh 游戏项目实现此接口以处理玩家蓝图产生的意图
* @en Game projects implement this interface to process intents from player blueprints
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
* @typeParam TIntent - @zh 意图类型 @en Intent type
*
* @example
* ```typescript
* // 游戏项目中实现 | Implement in game project
* class MyIntentProcessor implements IIntentProcessor<MyGameState, MyIntent> {
* process(gameState: MyGameState, intents: MyIntent[]): IntentProcessingResult<MyGameState> {
* let newState = gameState;
* let processedCount = 0;
* let rejectedCount = 0;
* const errors: string[] = [];
*
* for (const intent of intents) {
* const result = this.processIntent(newState, intent);
* if (result.success) {
* newState = result.state;
* processedCount++;
* } else {
* rejectedCount++;
* errors.push(result.error);
* }
* }
*
* return { gameState: newState, processedCount, rejectedCount, errors };
* }
* }
* ```
*/
export interface IIntentProcessor<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> {
/**
* @zh 处理一批意图
* @en Process a batch of intents
*
* @param gameState - @zh 当前游戏状态 @en Current game state
* @param intents - @zh 要处理的意图列表 @en Intents to process
* @returns @zh 处理结果 @en Processing result
*/
process(gameState: TGameState, intents: readonly TIntent[]): IntentProcessingResult<TGameState>;
}
/**
* @zh 单个意图处理结果
* @en Single intent processing result
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
*/
export type SingleIntentResult<TGameState extends IGameState = IGameState> =
| { readonly success: true; readonly state: TGameState }
| { readonly success: false; readonly error: string };
/**
* @zh 意图处理器基类
* @en Intent processor base class
*
* @zh 提供常用的意图处理模式
* @en Provides common intent processing patterns
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
* @typeParam TIntent - @zh 意图类型 @en Intent type
*
* @example
* ```typescript
* class MyProcessor extends IntentProcessorBase<MyGameState, MyIntent> {
* protected processIntent(state: MyGameState, intent: MyIntent): SingleIntentResult<MyGameState> {
* switch (intent.type) {
* case 'unit.move':
* return this.processUnitMove(state, intent);
* case 'unit.attack':
* return this.processUnitAttack(state, intent);
* default:
* return { success: false, error: `Unknown intent type: ${intent.type}` };
* }
* }
* }
* ```
*/
export abstract class IntentProcessorBase<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> implements IIntentProcessor<TGameState, TIntent> {
/**
* @zh 处理一批意图
* @en Process a batch of intents
*/
process(gameState: TGameState, intents: readonly TIntent[]): IntentProcessingResult<TGameState> {
let currentState = gameState;
let processedCount = 0;
let rejectedCount = 0;
const errors: string[] = [];
const sortedIntents = this.sortIntents(intents);
for (const intent of sortedIntents) {
if (!this.validateIntent(currentState, intent)) {
rejectedCount++;
errors.push(`Intent validation failed: ${intent.type}`);
continue;
}
const result = this.processIntent(currentState, intent);
if (result.success) {
currentState = result.state;
processedCount++;
} else {
rejectedCount++;
errors.push(result.error);
}
}
return {
gameState: currentState,
processedCount,
rejectedCount,
errors
};
}
/**
* @zh 处理单个意图
* @en Process a single intent
*
* @zh 子类必须实现此方法
* @en Subclasses must implement this method
*/
protected abstract processIntent(
state: TGameState,
intent: TIntent
): SingleIntentResult<TGameState>;
/**
* @zh 验证意图是否有效
* @en Validate whether intent is valid
*
* @zh 子类可以覆盖此方法添加验证逻辑
* @en Subclasses can override this method to add validation logic
*/
protected validateIntent(_state: TGameState, _intent: TIntent): boolean {
return true;
}
/**
* @zh 对意图进行排序
* @en Sort intents
*
* @zh 子类可以覆盖此方法定义处理顺序
* @en Subclasses can override this method to define processing order
*/
protected sortIntents(intents: readonly TIntent[]): readonly TIntent[] {
return intents;
}
}
/**
* @zh 意图处理器注册表
* @en Intent processor registry
*
* @zh 按意图类型注册处理器
* @en Register processors by intent type
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
* @typeParam TIntent - @zh 意图类型 @en Intent type
*/
export class IntentProcessorRegistry<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> implements IIntentProcessor<TGameState, TIntent> {
private readonly _handlers = new Map<
string,
(state: TGameState, intent: TIntent) => SingleIntentResult<TGameState>
>();
/**
* @zh 注册意图处理器
* @en Register intent handler
*
* @param intentType - @zh 意图类型 @en Intent type
* @param handler - @zh 处理函数 @en Handler function
*/
register(
intentType: string,
handler: (state: TGameState, intent: TIntent) => SingleIntentResult<TGameState>
): this {
this._handlers.set(intentType, handler);
return this;
}
/**
* @zh 处理一批意图
* @en Process a batch of intents
*/
process(gameState: TGameState, intents: readonly TIntent[]): IntentProcessingResult<TGameState> {
let currentState = gameState;
let processedCount = 0;
let rejectedCount = 0;
const errors: string[] = [];
for (const intent of intents) {
const handler = this._handlers.get(intent.type);
if (!handler) {
rejectedCount++;
errors.push(`No handler for intent type: ${intent.type}`);
continue;
}
const result = handler(currentState, intent);
if (result.success) {
currentState = result.state;
processedCount++;
} else {
rejectedCount++;
errors.push(result.error);
}
}
return {
gameState: currentState,
processedCount,
rejectedCount,
errors
};
}
}

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/**
* @zh 玩家会话
* @en Player Session
*
* @zh 封装单个玩家的 VM 实例、蓝图和 Memory 状态
* @en Encapsulates a single player's VM instance, blueprint and Memory state
*/
import type { BlueprintAsset } from '@esengine/blueprint';
import type { IIntent, IntentKeyExtractor } from '../intent/IntentTypes';
import type { IGameState } from '../vm/ServerExecutionContext';
import type { CPULimiterConfig } from '../vm/CPULimiter';
import { ServerBlueprintVM } from '../vm/ServerBlueprintVM';
import type { PlayerTickResult } from './types';
/**
* @zh 玩家会话配置
* @en Player session configuration
*
* @typeParam TIntent - @zh 意图类型 @en Intent type
*/
export interface PlayerSessionConfig<TIntent extends IIntent = IIntent> {
/**
* @zh CPU 限制配置
* @en CPU limit configuration
*/
readonly cpuConfig?: Partial<CPULimiterConfig>;
/**
* @zh 意图键提取器
* @en Intent key extractor
*/
readonly intentKeyExtractor?: IntentKeyExtractor<TIntent>;
/**
* @zh 调试模式
* @en Debug mode
*/
readonly debug?: boolean;
}
/**
* @zh 玩家会话状态
* @en Player session state
*/
export type PlayerSessionState = 'active' | 'suspended' | 'error';
/**
* @zh 玩家会话
* @en Player Session
*
* @zh 管理单个玩家的蓝图执行环境
* @en Manages a single player's blueprint execution environment
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
* @typeParam TIntent - @zh 意图类型 @en Intent type
*
* @example
* ```typescript
* const session = new PlayerSession<MyGameState, MyIntent>(
* 'player1',
* playerBlueprint,
* { cpuConfig: { maxCpuTime: 50 } }
* );
*
* const result = session.executeTick(gameState);
* ```
*/
export class PlayerSession<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> {
private readonly _playerId: string;
private readonly _vm: ServerBlueprintVM<TGameState, TIntent>;
private _memory: Record<string, unknown>;
private _state: PlayerSessionState = 'active';
private _lastError: string | null = null;
private _totalCpuUsed: number = 0;
private _ticksExecuted: number = 0;
/**
* @param playerId - @zh 玩家 ID @en Player ID
* @param blueprint - @zh 蓝图资产 @en Blueprint asset
* @param config - @zh 配置选项 @en Configuration options
*/
constructor(
playerId: string,
blueprint: BlueprintAsset,
config: PlayerSessionConfig<TIntent> = {}
) {
this._playerId = playerId;
this._memory = {};
this._vm = new ServerBlueprintVM<TGameState, TIntent>(playerId, blueprint, {
cpuConfig: config.cpuConfig,
intentKeyExtractor: config.intentKeyExtractor,
debug: config.debug
});
}
// =========================================================================
// 属性 | Properties
// =========================================================================
/**
* @zh 获取玩家 ID
* @en Get player ID
*/
get playerId(): string {
return this._playerId;
}
/**
* @zh 获取会话状态
* @en Get session state
*/
get state(): PlayerSessionState {
return this._state;
}
/**
* @zh 获取最后一次错误
* @en Get last error
*/
get lastError(): string | null {
return this._lastError;
}
/**
* @zh 获取累计 CPU 使用时间
* @en Get total CPU time used
*/
get totalCpuUsed(): number {
return this._totalCpuUsed;
}
/**
* @zh 获取已执行的 tick 数
* @en Get number of ticks executed
*/
get ticksExecuted(): number {
return this._ticksExecuted;
}
/**
* @zh 获取当前 Memory
* @en Get current Memory
*/
get memory(): Readonly<Record<string, unknown>> {
return this._memory;
}
/**
* @zh 获取底层 VM 实例
* @en Get underlying VM instance
*/
get vm(): ServerBlueprintVM<TGameState, TIntent> {
return this._vm;
}
// =========================================================================
// Memory 管理 | Memory Management
// =========================================================================
/**
* @zh 设置 Memory
* @en Set Memory
*/
setMemory(memory: Record<string, unknown>): void {
this._memory = { ...memory };
}
/**
* @zh 更新 Memory合并
* @en Update Memory (merge)
*/
updateMemory(updates: Record<string, unknown>): void {
this._memory = { ...this._memory, ...updates };
}
/**
* @zh 清空 Memory
* @en Clear Memory
*/
clearMemory(): void {
this._memory = {};
}
// =========================================================================
// 执行 | Execution
// =========================================================================
/**
* @zh 执行一个 tick
* @en Execute one tick
*
* @param gameState - @zh 当前游戏状态 @en Current game state
* @returns @zh 执行结果 @en Execution result
*/
executeTick(gameState: TGameState): PlayerTickResult<TIntent> {
if (this._state === 'suspended') {
return this._createSkippedResult('Session is suspended');
}
try {
const result = this._vm.executeTick(gameState, this._memory);
this._memory = result.memory;
this._totalCpuUsed += result.cpu.used;
this._ticksExecuted++;
if (!result.success && result.errors.length > 0) {
this._lastError = result.errors[0];
}
return {
playerId: this._playerId,
success: result.success,
cpu: result.cpu,
intents: result.intents,
logs: result.logs,
errors: result.errors,
memory: result.memory
};
} catch (error) {
const errorMessage = error instanceof Error ? error.message : String(error);
this._state = 'error';
this._lastError = errorMessage;
return this._createSkippedResult(errorMessage);
}
}
// =========================================================================
// 状态管理 | State Management
// =========================================================================
/**
* @zh 暂停会话
* @en Suspend session
*/
suspend(): void {
this._state = 'suspended';
}
/**
* @zh 恢复会话
* @en Resume session
*/
resume(): void {
if (this._state === 'suspended') {
this._state = 'active';
}
}
/**
* @zh 重置会话
* @en Reset session
*/
reset(): void {
this._vm.reset();
this._state = 'active';
this._lastError = null;
this._totalCpuUsed = 0;
this._ticksExecuted = 0;
}
/**
* @zh 从错误状态恢复
* @en Recover from error state
*/
recover(): void {
if (this._state === 'error') {
this._vm.reset();
this._state = 'active';
this._lastError = null;
}
}
// =========================================================================
// 私有方法 | Private Methods
// =========================================================================
private _createSkippedResult(error: string): PlayerTickResult<TIntent> {
return {
playerId: this._playerId,
success: false,
cpu: { used: 0, limit: 0, bucket: 0, steps: 0, maxSteps: 0, exceeded: false },
intents: [],
logs: [],
errors: [error],
memory: this._memory
};
}
}

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/**
* @zh Tick 调度器
* @en Tick Scheduler
*
* @zh 管理所有玩家会话的执行调度
* @en Manages execution scheduling for all player sessions
*/
import type { BlueprintAsset } from '@esengine/blueprint';
import type { IIntent, IntentKeyExtractor } from '../intent/IntentTypes';
import type { IGameState } from '../vm/ServerExecutionContext';
import type { CPULimiterConfig } from '../vm/CPULimiter';
import { PlayerSession, type PlayerSessionConfig } from './PlayerSession';
import type { TickExecutionResult, PlayerTickResult } from './types';
/**
* @zh 调度器配置
* @en Scheduler configuration
*
* @typeParam TIntent - @zh 意图类型 @en Intent type
*/
export interface TickSchedulerConfig<TIntent extends IIntent = IIntent> {
/**
* @zh 默认 CPU 配置
* @en Default CPU configuration
*/
readonly defaultCpuConfig?: Partial<CPULimiterConfig>;
/**
* @zh 默认意图键提取器
* @en Default intent key extractor
*/
readonly defaultIntentKeyExtractor?: IntentKeyExtractor<TIntent>;
/**
* @zh 是否并行执行玩家蓝图
* @en Whether to execute player blueprints in parallel
*
* @default false
*/
readonly parallel?: boolean;
/**
* @zh 调试模式
* @en Debug mode
*/
readonly debug?: boolean;
}
/**
* @zh Tick 调度器
* @en Tick Scheduler
*
* @zh 负责管理玩家会话并在每个 tick 执行所有玩家的蓝图
* @en Responsible for managing player sessions and executing all player blueprints each tick
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
* @typeParam TIntent - @zh 意图类型 @en Intent type
*
* @example
* ```typescript
* const scheduler = new TickScheduler<MyGameState, MyIntent>({
* defaultCpuConfig: { maxCpuTime: 50 },
* defaultIntentKeyExtractor: (i) => `${i.type}:${i.unitId}`
* });
*
* // 添加玩家
* scheduler.addPlayer('player1', blueprint1);
* scheduler.addPlayer('player2', blueprint2);
*
* // 执行 tick
* const result = scheduler.executeTick(gameState);
* ```
*/
export class TickScheduler<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> {
private readonly _sessions: Map<string, PlayerSession<TGameState, TIntent>> = new Map();
private readonly _config: TickSchedulerConfig<TIntent>;
constructor(config: TickSchedulerConfig<TIntent> = {}) {
this._config = config;
}
// =========================================================================
// 属性 | Properties
// =========================================================================
/**
* @zh 获取玩家数量
* @en Get player count
*/
get playerCount(): number {
return this._sessions.size;
}
/**
* @zh 获取所有玩家 ID
* @en Get all player IDs
*/
get playerIds(): string[] {
return Array.from(this._sessions.keys());
}
// =========================================================================
// 玩家管理 | Player Management
// =========================================================================
/**
* @zh 添加玩家
* @en Add player
*
* @param playerId - @zh 玩家 ID @en Player ID
* @param blueprint - @zh 蓝图资产 @en Blueprint asset
* @param config - @zh 会话配置(可选,覆盖默认配置)@en Session config (optional, overrides defaults)
* @returns @zh 创建的会话 @en Created session
*/
addPlayer(
playerId: string,
blueprint: BlueprintAsset,
config?: PlayerSessionConfig<TIntent>
): PlayerSession<TGameState, TIntent> {
if (this._sessions.has(playerId)) {
throw new Error(`Player ${playerId} already exists`);
}
const sessionConfig: PlayerSessionConfig<TIntent> = {
cpuConfig: config?.cpuConfig ?? this._config.defaultCpuConfig,
intentKeyExtractor: config?.intentKeyExtractor ?? this._config.defaultIntentKeyExtractor,
debug: config?.debug ?? this._config.debug
};
const session = new PlayerSession<TGameState, TIntent>(playerId, blueprint, sessionConfig);
this._sessions.set(playerId, session);
return session;
}
/**
* @zh 移除玩家
* @en Remove player
*
* @param playerId - @zh 玩家 ID @en Player ID
* @returns @zh 是否成功移除 @en Whether removed successfully
*/
removePlayer(playerId: string): boolean {
return this._sessions.delete(playerId);
}
/**
* @zh 获取玩家会话
* @en Get player session
*
* @param playerId - @zh 玩家 ID @en Player ID
* @returns @zh 玩家会话(如果存在)@en Player session (if exists)
*/
getSession(playerId: string): PlayerSession<TGameState, TIntent> | undefined {
return this._sessions.get(playerId);
}
/**
* @zh 检查玩家是否存在
* @en Check if player exists
*/
hasPlayer(playerId: string): boolean {
return this._sessions.has(playerId);
}
/**
* @zh 更新玩家蓝图
* @en Update player blueprint
*
* @param playerId - @zh 玩家 ID @en Player ID
* @param blueprint - @zh 新蓝图资产 @en New blueprint asset
*/
updatePlayerBlueprint(
playerId: string,
blueprint: BlueprintAsset,
config?: PlayerSessionConfig<TIntent>
): void {
const existingSession = this._sessions.get(playerId);
const memory = existingSession?.memory ?? {};
this._sessions.delete(playerId);
const newSession = this.addPlayer(playerId, blueprint, config);
newSession.setMemory(memory as Record<string, unknown>);
}
// =========================================================================
// Memory 管理 | Memory Management
// =========================================================================
/**
* @zh 设置玩家 Memory
* @en Set player Memory
*/
setPlayerMemory(playerId: string, memory: Record<string, unknown>): void {
const session = this._sessions.get(playerId);
if (session) {
session.setMemory(memory);
}
}
/**
* @zh 获取玩家 Memory
* @en Get player Memory
*/
getPlayerMemory(playerId: string): Readonly<Record<string, unknown>> | undefined {
return this._sessions.get(playerId)?.memory;
}
/**
* @zh 获取所有玩家的 Memory
* @en Get all players' Memory
*/
getAllMemories(): Map<string, Readonly<Record<string, unknown>>> {
const result = new Map<string, Readonly<Record<string, unknown>>>();
for (const [playerId, session] of this._sessions) {
result.set(playerId, session.memory);
}
return result;
}
// =========================================================================
// 执行 | Execution
// =========================================================================
/**
* @zh 执行一个 tick
* @en Execute one tick
*
* @param gameState - @zh 当前游戏状态 @en Current game state
* @returns @zh Tick 执行结果 @en Tick execution result
*/
executeTick(gameState: TGameState): TickExecutionResult<TIntent> {
const startTime = performance.now();
const playerResults = new Map<string, PlayerTickResult<TIntent>>();
const allIntents: TIntent[] = [];
let successCount = 0;
let failureCount = 0;
for (const [playerId, session] of this._sessions) {
if (session.state === 'active') {
const result = session.executeTick(gameState);
playerResults.set(playerId, result);
if (result.success) {
successCount++;
allIntents.push(...result.intents);
} else {
failureCount++;
}
}
}
const duration = performance.now() - startTime;
return {
tick: gameState.tick,
duration,
playerResults,
allIntents,
successCount,
failureCount
};
}
/**
* @zh 为指定玩家构建游戏状态视图
* @en Build game state view for specified player
*
* @zh 由游戏项目实现,用于过滤玩家可见的游戏状态
* @en Implemented by game project, used to filter player-visible game state
*/
buildPlayerView?(gameState: TGameState, playerId: string): TGameState;
/**
* @zh 使用玩家视图执行 tick
* @en Execute tick with player views
*
* @zh 如果提供了 buildPlayerView则为每个玩家构建独立视图
* @en If buildPlayerView is provided, builds independent view for each player
*/
executeTickWithViews(
gameState: TGameState,
buildView: (gameState: TGameState, playerId: string) => TGameState
): TickExecutionResult<TIntent> {
const startTime = performance.now();
const playerResults = new Map<string, PlayerTickResult<TIntent>>();
const allIntents: TIntent[] = [];
let successCount = 0;
let failureCount = 0;
for (const [playerId, session] of this._sessions) {
if (session.state === 'active') {
const playerView = buildView(gameState, playerId);
const result = session.executeTick(playerView);
playerResults.set(playerId, result);
if (result.success) {
successCount++;
allIntents.push(...result.intents);
} else {
failureCount++;
}
}
}
const duration = performance.now() - startTime;
return {
tick: gameState.tick,
duration,
playerResults,
allIntents,
successCount,
failureCount
};
}
// =========================================================================
// 状态管理 | State Management
// =========================================================================
/**
* @zh 暂停所有玩家
* @en Suspend all players
*/
suspendAll(): void {
for (const session of this._sessions.values()) {
session.suspend();
}
}
/**
* @zh 恢复所有玩家
* @en Resume all players
*/
resumeAll(): void {
for (const session of this._sessions.values()) {
session.resume();
}
}
/**
* @zh 重置所有玩家
* @en Reset all players
*/
resetAll(): void {
for (const session of this._sessions.values()) {
session.reset();
}
}
/**
* @zh 清空所有玩家
* @en Clear all players
*/
clear(): void {
this._sessions.clear();
}
// =========================================================================
// 统计 | Statistics
// =========================================================================
/**
* @zh 获取调度器统计信息
* @en Get scheduler statistics
*/
getStats(): SchedulerStats {
let totalCpuUsed = 0;
let totalTicksExecuted = 0;
let activeCount = 0;
let suspendedCount = 0;
let errorCount = 0;
for (const session of this._sessions.values()) {
totalCpuUsed += session.totalCpuUsed;
totalTicksExecuted += session.ticksExecuted;
switch (session.state) {
case 'active':
activeCount++;
break;
case 'suspended':
suspendedCount++;
break;
case 'error':
errorCount++;
break;
}
}
return {
playerCount: this._sessions.size,
activeCount,
suspendedCount,
errorCount,
totalCpuUsed,
totalTicksExecuted,
averageCpuPerPlayer: this._sessions.size > 0 ? totalCpuUsed / this._sessions.size : 0
};
}
}
/**
* @zh 调度器统计信息
* @en Scheduler statistics
*/
export interface SchedulerStats {
readonly playerCount: number;
readonly activeCount: number;
readonly suspendedCount: number;
readonly errorCount: number;
readonly totalCpuUsed: number;
readonly totalTicksExecuted: number;
readonly averageCpuPerPlayer: number;
}

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/**
* @zh 服务器端模块
* @en Server-side Module
*/
// Types
export type {
PlayerTickResult,
TickExecutionResult,
IntentProcessingResult,
GameLoopConfig,
GameLoopState,
GameLoopEvents
} from './types';
// PlayerSession
export { PlayerSession } from './PlayerSession';
export type { PlayerSessionConfig, PlayerSessionState } from './PlayerSession';
// TickScheduler
export { TickScheduler } from './TickScheduler';
export type { TickSchedulerConfig, SchedulerStats } from './TickScheduler';
// IntentProcessor
export type { IIntentProcessor, SingleIntentResult } from './IIntentProcessor';
export { IntentProcessorBase, IntentProcessorRegistry } from './IIntentProcessor';
// GameLoop
export { GameLoop, DEFAULT_GAME_LOOP_CONFIG } from './GameLoop';
export type { GameLoopStats } from './GameLoop';

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/**
* @zh 服务器端类型定义
* @en Server-side type definitions
*/
import type { IIntent } from '../intent/IntentTypes';
import type { IGameState, LogEntry } from '../vm/ServerExecutionContext';
import type { CPUStats } from '../vm/CPULimiter';
// =============================================================================
// 玩家会话类型 | Player Session Types
// =============================================================================
/**
* @zh 玩家执行结果
* @en Player execution result
*
* @typeParam TIntent - @zh 意图类型 @en Intent type
*/
export interface PlayerTickResult<TIntent extends IIntent = IIntent> {
/**
* @zh 玩家 ID
* @en Player ID
*/
readonly playerId: string;
/**
* @zh 是否执行成功
* @en Whether execution succeeded
*/
readonly success: boolean;
/**
* @zh CPU 使用统计
* @en CPU usage statistics
*/
readonly cpu: CPUStats;
/**
* @zh 收集的意图列表
* @en Collected intents list
*/
readonly intents: readonly TIntent[];
/**
* @zh 日志列表
* @en Log list
*/
readonly logs: readonly LogEntry[];
/**
* @zh 错误列表
* @en Error list
*/
readonly errors: readonly string[];
/**
* @zh 更新后的 Memory
* @en Updated Memory
*/
readonly memory: Record<string, unknown>;
}
// =============================================================================
// Tick 调度类型 | Tick Scheduler Types
// =============================================================================
/**
* @zh Tick 执行结果
* @en Tick execution result
*
* @typeParam TIntent - @zh 意图类型 @en Intent type
*/
export interface TickExecutionResult<TIntent extends IIntent = IIntent> {
/**
* @zh 当前 tick
* @en Current tick
*/
readonly tick: number;
/**
* @zh 执行耗时(毫秒)
* @en Execution duration (milliseconds)
*/
readonly duration: number;
/**
* @zh 所有玩家的执行结果
* @en All players' execution results
*/
readonly playerResults: ReadonlyMap<string, PlayerTickResult<TIntent>>;
/**
* @zh 所有收集的意图(合并后)
* @en All collected intents (merged)
*/
readonly allIntents: readonly TIntent[];
/**
* @zh 成功执行的玩家数
* @en Number of successfully executed players
*/
readonly successCount: number;
/**
* @zh 执行失败的玩家数
* @en Number of failed players
*/
readonly failureCount: number;
}
// =============================================================================
// 意图处理类型 | Intent Processing Types
// =============================================================================
/**
* @zh 意图处理结果
* @en Intent processing result
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
*/
export interface IntentProcessingResult<TGameState extends IGameState = IGameState> {
/**
* @zh 更新后的游戏状态
* @en Updated game state
*/
readonly gameState: TGameState;
/**
* @zh 处理的意图数量
* @en Number of processed intents
*/
readonly processedCount: number;
/**
* @zh 被拒绝的意图数量
* @en Number of rejected intents
*/
readonly rejectedCount: number;
/**
* @zh 处理错误
* @en Processing errors
*/
readonly errors: readonly string[];
}
// =============================================================================
// 游戏循环类型 | Game Loop Types
// =============================================================================
/**
* @zh 游戏循环配置
* @en Game loop configuration
*/
export interface GameLoopConfig {
/**
* @zh Tick 间隔(毫秒)
* @en Tick interval (milliseconds)
*
* @default 1000
*/
readonly tickInterval?: number;
/**
* @zh 最大追赶 tick 数(如果落后太多)
* @en Maximum catch-up ticks (if falling behind)
*
* @default 5
*/
readonly maxCatchUpTicks?: number;
/**
* @zh 是否在 tick 之间保存 Memory
* @en Whether to save Memory between ticks
*
* @default true
*/
readonly autoSaveMemory?: boolean;
/**
* @zh Memory 保存间隔tick 数)
* @en Memory save interval (in ticks)
*
* @default 10
*/
readonly memorySaveInterval?: number;
}
/**
* @zh 游戏循环状态
* @en Game loop state
*/
export type GameLoopState = 'idle' | 'running' | 'paused' | 'stopping';
/**
* @zh 游戏循环事件
* @en Game loop events
*/
export interface GameLoopEvents<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> {
/**
* @zh Tick 开始前
* @en Before tick starts
*/
onTickStart?: (tick: number) => void | Promise<void>;
/**
* @zh 玩家蓝图执行完成后
* @en After player blueprints executed
*/
onPlayersExecuted?: (result: TickExecutionResult<TIntent>) => void | Promise<void>;
/**
* @zh 意图处理完成后
* @en After intents processed
*/
onIntentsProcessed?: (result: IntentProcessingResult<TGameState>) => void | Promise<void>;
/**
* @zh Tick 结束后
* @en After tick ends
*/
onTickEnd?: (tick: number, gameState: TGameState) => void | Promise<void>;
/**
* @zh 发生错误时
* @en When error occurs
*/
onError?: (error: Error, tick: number) => void | Promise<void>;
}

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/**
* @zh Script Runtime 模块服务令牌
* @en Script Runtime module service tokens
*
* @zh 遵循"谁定义接口,谁导出 Token"原则
* @en Following "who defines interface, who exports Token" principle
*/
import { createServiceToken } from '@esengine/ecs-framework';
import type { ServerBlueprintVM } from './vm/ServerBlueprintVM';
import type { IMemoryStore } from './persistence/IMemoryStore';
// =============================================================================
// 服务接口 | Service Interfaces
// =============================================================================
/**
* @zh 脚本运行时服务接口
* @en Script runtime service interface
*/
export interface IScriptRuntimeService {
/**
* @zh 为玩家创建 VM
* @en Create VM for player
*/
createPlayerVM(playerId: string, blueprintPath: string): Promise<ServerBlueprintVM>;
/**
* @zh 获取玩家的 VM
* @en Get player's VM
*/
getPlayerVM(playerId: string): ServerBlueprintVM | undefined;
/**
* @zh 移除玩家的 VM
* @en Remove player's VM
*/
removePlayerVM(playerId: string): void;
/**
* @zh 获取所有活跃玩家 ID
* @en Get all active player IDs
*/
getActivePlayerIds(): string[];
}
// =============================================================================
// 服务令牌 | Service Tokens
// =============================================================================
/**
* @zh 脚本运行时服务令牌
* @en Script runtime service token
*
* @example
* ```typescript
* import { ScriptRuntimeServiceToken } from '@esengine/script-runtime';
*
* const service = context.services.get(ScriptRuntimeServiceToken);
* const vm = await service.createPlayerVM('player1', 'blueprints/main.bp');
* ```
*/
export const ScriptRuntimeServiceToken = createServiceToken<IScriptRuntimeService>('scriptRuntimeService');
/**
* @zh Memory 存储服务令牌
* @en Memory store service token
*
* @example
* ```typescript
* import { MemoryStoreToken } from '@esengine/script-runtime';
*
* const store = context.services.get(MemoryStoreToken);
* const memory = await store.loadPlayerMemory('player1');
* ```
*/
export const MemoryStoreToken = createServiceToken<IMemoryStore>('memoryStore');

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/**
* @zh CPU 限制器
* @en CPU Limiter
*
* @zh 限制蓝图执行的 CPU 时间和执行步数
* @en Limits CPU time and execution steps for blueprint execution
*/
/**
* @zh CPU 限制器配置
* @en CPU limiter configuration
*/
export interface CPULimiterConfig {
/**
* @zh 每 tick 的 CPU 时间限制(毫秒)
* @en CPU time limit per tick (milliseconds)
*/
cpuLimitMs: number;
/**
* @zh 每 tick 的最大执行步数
* @en Maximum execution steps per tick
*/
maxSteps: number;
/**
* @zh CPU 桶最大值
* @en CPU bucket maximum
*/
bucketMax: number;
/**
* @zh 每 tick 恢复的 CPU 量
* @en CPU amount recovered per tick
*/
bucketRecovery: number;
}
/**
* @zh 默认 CPU 限制配置
* @en Default CPU limit configuration
*/
export const DEFAULT_CPU_CONFIG: CPULimiterConfig = {
cpuLimitMs: 100, // 100ms per tick
maxSteps: 10000, // 10000 steps per tick
bucketMax: 10000, // 10000ms max bucket
bucketRecovery: 100 // 100ms per tick recovery
};
/**
* @zh CPU 使用统计
* @en CPU usage statistics
*/
export interface CPUStats {
/**
* @zh 已使用的 CPU 时间(毫秒)
* @en Used CPU time (milliseconds)
*/
used: number;
/**
* @zh CPU 限制(毫秒)
* @en CPU limit (milliseconds)
*/
limit: number;
/**
* @zh 已执行的步数
* @en Executed steps
*/
steps: number;
/**
* @zh 最大步数
* @en Maximum steps
*/
maxSteps: number;
/**
* @zh 当前桶值
* @en Current bucket value
*/
bucket: number;
/**
* @zh 是否超出限制
* @en Whether exceeded limit
*/
exceeded: boolean;
}
/**
* @zh CPU 限制器
* @en CPU Limiter
*
* @zh 用于限制玩家蓝图的执行资源,类似 Screeps 的 CPU 系统
* @en Used to limit player blueprint execution resources, similar to Screeps CPU system
*
* @example
* ```typescript
* const limiter = new CPULimiter('player1', config);
*
* // 开始执行 | Start execution
* limiter.start();
*
* // 在执行节点时检查 | Check during node execution
* if (limiter.checkStep()) {
* // 继续执行 | Continue execution
* } else {
* // 超出限制,停止执行 | Exceeded limit, stop execution
* }
*
* // 结束执行 | End execution
* limiter.end();
* console.log(`Used: ${limiter.getUsed()}ms`);
* ```
*/
export class CPULimiter {
/**
* @zh 玩家 ID
* @en Player ID
*/
private readonly _playerId: string;
/**
* @zh 配置
* @en Configuration
*/
private readonly _config: CPULimiterConfig;
/**
* @zh 开始时间
* @en Start time
*/
private _startTime: number = 0;
/**
* @zh 已使用的 CPU 时间
* @en Used CPU time
*/
private _usedCpu: number = 0;
/**
* @zh 已执行的步数
* @en Executed steps
*/
private _steps: number = 0;
/**
* @zh CPU 桶(累积的 CPU 配额)
* @en CPU bucket (accumulated CPU quota)
*/
private _bucket: number;
/**
* @zh 是否正在执行
* @en Whether currently executing
*/
private _isRunning: boolean = false;
/**
* @zh 是否超出限制
* @en Whether exceeded limit
*/
private _exceeded: boolean = false;
constructor(playerId: string, config: Partial<CPULimiterConfig> = {}) {
this._playerId = playerId;
this._config = { ...DEFAULT_CPU_CONFIG, ...config };
this._bucket = this._config.bucketMax;
}
/**
* @zh 获取玩家 ID
* @en Get player ID
*/
get playerId(): string {
return this._playerId;
}
/**
* @zh 获取当前 CPU 桶值
* @en Get current CPU bucket value
*/
get bucket(): number {
return this._bucket;
}
/**
* @zh 获取 CPU 限制
* @en Get CPU limit
*/
get limit(): number {
return this._config.cpuLimitMs;
}
/**
* @zh 是否超出限制
* @en Whether exceeded limit
*/
get exceeded(): boolean {
return this._exceeded;
}
/**
* @zh 开始计时
* @en Start timing
*/
start(): void {
this._startTime = performance.now();
this._usedCpu = 0;
this._steps = 0;
this._exceeded = false;
this._isRunning = true;
}
/**
* @zh 结束计时并更新桶
* @en End timing and update bucket
*/
end(): void {
if (!this._isRunning) return;
this._usedCpu = performance.now() - this._startTime;
this._isRunning = false;
// 从桶中扣除使用的 CPU | Deduct used CPU from bucket
this._bucket -= this._usedCpu;
if (this._bucket < 0) {
this._bucket = 0;
}
}
/**
* @zh 获取已使用的 CPU 时间
* @en Get used CPU time
*/
getUsed(): number {
if (this._isRunning) {
return performance.now() - this._startTime;
}
return this._usedCpu;
}
/**
* @zh 获取已执行的步数
* @en Get executed steps
*/
getSteps(): number {
return this._steps;
}
/**
* @zh 检查是否可以继续执行一步
* @en Check if can continue executing one step
*
* @returns @zh true 如果可以继续false 如果超出限制 @en true if can continue, false if exceeded
*/
checkStep(): boolean {
this._steps++;
// 检查步数限制 | Check step limit
if (this._steps > this._config.maxSteps) {
this._exceeded = true;
return false;
}
// 检查 CPU 时间限制 | Check CPU time limit
const currentTime = performance.now() - this._startTime;
const effectiveLimit = Math.min(this._config.cpuLimitMs, this._bucket);
if (currentTime > effectiveLimit) {
this._exceeded = true;
return false;
}
return true;
}
/**
* @zh 每 tick 恢复桶
* @en Recover bucket per tick
*/
recoverBucket(): void {
this._bucket += this._config.bucketRecovery;
if (this._bucket > this._config.bucketMax) {
this._bucket = this._config.bucketMax;
}
}
/**
* @zh 获取 CPU 统计信息
* @en Get CPU statistics
*/
getStats(): CPUStats {
return {
used: this.getUsed(),
limit: this._config.cpuLimitMs,
steps: this._steps,
maxSteps: this._config.maxSteps,
bucket: this._bucket,
exceeded: this._exceeded
};
}
/**
* @zh 重置限制器(用于测试)
* @en Reset limiter (for testing)
*/
reset(): void {
this._startTime = 0;
this._usedCpu = 0;
this._steps = 0;
this._exceeded = false;
this._isRunning = false;
this._bucket = this._config.bucketMax;
}
}

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/**
* @zh 服务器端蓝图虚拟机
* @en Server-side Blueprint Virtual Machine
*
* @zh 在服务器端执行玩家蓝图,支持 CPU 限制和意图收集
* @en Executes player blueprints on server with CPU limiting and intent collection
*/
import type {
BlueprintAsset,
BlueprintNode,
BlueprintConnection
} from '@esengine/blueprint';
import { NodeRegistry } from '@esengine/blueprint';
import { ServerExecutionContext, type IGameState, type LogEntry } from './ServerExecutionContext';
import { CPULimiter, type CPULimiterConfig, type CPUStats } from './CPULimiter';
import { IntentCollector } from '../intent/IntentCollector';
import type { IIntent, IntentKeyExtractor } from '../intent/IntentTypes';
/**
* @zh 服务器 VM 配置
* @en Server VM configuration
*
* @typeParam TIntent - @zh 意图类型 @en Intent type
*/
export interface ServerVMConfig<TIntent extends IIntent = IIntent> {
/**
* @zh CPU 限制配置
* @en CPU limit configuration
*/
cpuConfig?: Partial<CPULimiterConfig>;
/**
* @zh 调试模式
* @en Debug mode
*/
debug?: boolean;
/**
* @zh 意图键提取器
* @en Intent key extractor
*/
intentKeyExtractor?: IntentKeyExtractor<TIntent>;
}
/**
* @zh Tick 执行结果
* @en Tick execution result
*
* @typeParam TIntent - @zh 意图类型 @en Intent type
*/
export interface TickResult<TIntent extends IIntent = IIntent> {
/**
* @zh 是否执行成功
* @en Whether execution succeeded
*/
success: boolean;
/**
* @zh CPU 使用统计
* @en CPU usage statistics
*/
cpu: CPUStats;
/**
* @zh 收集的意图列表
* @en Collected intents list
*/
intents: TIntent[];
/**
* @zh 日志列表
* @en Log list
*/
logs: LogEntry[];
/**
* @zh 错误列表
* @en Error list
*/
errors: string[];
/**
* @zh 更新后的 Memory
* @en Updated Memory
*/
memory: Record<string, unknown>;
}
/**
* @zh 待处理的延迟执行
* @en Pending delayed execution
*/
interface PendingExecution {
nodeId: string;
execPin: string;
resumeTick: number;
}
/**
* @zh 节点执行结果
* @en Node execution result
*/
interface ExecutionResult {
nextExec?: string | null;
outputs?: Record<string, unknown>;
yield?: boolean;
delay?: number;
error?: string;
}
/**
* @zh 服务器端蓝图虚拟机
* @en Server-side Blueprint Virtual Machine
*
* @zh 专为服务器端设计的蓝图执行引擎,支持:
* @en Blueprint execution engine designed for server-side, supporting:
*
* @zh - CPU 时间和步数限制
* @en - CPU time and step limiting
*
* @zh - 意图收集(不直接执行操作)
* @en - Intent collection (no direct execution)
*
* @zh - Memory 持久化
* @en - Memory persistence
*
* @typeParam TGameState - @zh 游戏状态类型 @en Game state type
* @typeParam TIntent - @zh 意图类型 @en Intent type
*
* @example
* ```typescript
* // 游戏项目中定义类型 | Define types in game project
* interface MyGameState extends IGameState {
* units: Map<string, IUnit>;
* }
*
* interface MyIntent extends IIntent {
* readonly type: 'unit.move' | 'unit.attack';
* unitId: string;
* }
*
* // 创建 VM | Create VM
* const vm = new ServerBlueprintVM<MyGameState, MyIntent>('player1', blueprint, {
* intentKeyExtractor: (intent) => `${intent.type}:${intent.unitId}`
* });
*
* // 每个 tick 执行 | Execute each tick
* const result = vm.executeTick(gameState, playerMemory);
* ```
*/
export class ServerBlueprintVM<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> {
/**
* @zh 玩家 ID
* @en Player ID
*/
private readonly _playerId: string;
/**
* @zh 蓝图资产
* @en Blueprint asset
*/
private readonly _blueprint: BlueprintAsset;
/**
* @zh 执行上下文
* @en Execution context
*/
private readonly _context: ServerExecutionContext<TGameState, TIntent>;
/**
* @zh CPU 限制器
* @en CPU limiter
*/
private readonly _cpuLimiter: CPULimiter;
/**
* @zh 意图收集器
* @en Intent collector
*/
private readonly _intentCollector: IntentCollector<TIntent>;
/**
* @zh 事件节点缓存
* @en Event nodes cache
*/
private readonly _eventNodes: Map<string, BlueprintNode[]> = new Map();
/**
* @zh 连接查找表(按源)
* @en Connection lookup (by source)
*/
private readonly _connectionsBySource: Map<string, BlueprintConnection[]> = new Map();
/**
* @zh 连接查找表(按目标)
* @en Connection lookup (by target)
*/
private readonly _connectionsByTarget: Map<string, BlueprintConnection[]> = new Map();
/**
* @zh 待处理的延迟执行
* @en Pending delayed executions
*/
private _pendingExecutions: PendingExecution[] = [];
/**
* @zh 当前 tick
* @en Current tick
*/
private _currentTick: number = 0;
/**
* @zh 调试模式
* @en Debug mode
*/
private readonly _debug: boolean;
/**
* @zh 错误列表
* @en Error list
*/
private _errors: string[] = [];
constructor(
playerId: string,
blueprint: BlueprintAsset,
config: ServerVMConfig<TIntent> = {}
) {
this._playerId = playerId;
this._blueprint = blueprint;
this._debug = config.debug ?? false;
this._context = new ServerExecutionContext<TGameState, TIntent>(blueprint, playerId);
this._cpuLimiter = new CPULimiter(playerId, config.cpuConfig);
this._intentCollector = new IntentCollector<TIntent>(playerId, {
keyExtractor: config.intentKeyExtractor
});
this._context.setCPULimiter(this._cpuLimiter);
this._context.setIntentCollector(this._intentCollector);
this._buildLookupTables();
this._cacheEventNodes();
}
/**
* @zh 获取玩家 ID
* @en Get player ID
*/
get playerId(): string {
return this._playerId;
}
/**
* @zh 获取执行上下文
* @en Get execution context
*/
get context(): ServerExecutionContext<TGameState, TIntent> {
return this._context;
}
/**
* @zh 获取 CPU 限制器
* @en Get CPU limiter
*/
get cpuLimiter(): CPULimiter {
return this._cpuLimiter;
}
/**
* @zh 获取意图收集器
* @en Get intent collector
*/
get intentCollector(): IntentCollector<TIntent> {
return this._intentCollector;
}
/**
* @zh 构建连接查找表
* @en Build connection lookup tables
*/
private _buildLookupTables(): void {
for (const conn of this._blueprint.connections) {
const sourceKey = `${conn.fromNodeId}.${conn.fromPin}`;
if (!this._connectionsBySource.has(sourceKey)) {
this._connectionsBySource.set(sourceKey, []);
}
this._connectionsBySource.get(sourceKey)!.push(conn);
const targetKey = `${conn.toNodeId}.${conn.toPin}`;
if (!this._connectionsByTarget.has(targetKey)) {
this._connectionsByTarget.set(targetKey, []);
}
this._connectionsByTarget.get(targetKey)!.push(conn);
}
}
/**
* @zh 缓存事件节点
* @en Cache event nodes
*/
private _cacheEventNodes(): void {
for (const node of this._blueprint.nodes) {
if (node.type.startsWith('Event')) {
const eventType = node.type;
if (!this._eventNodes.has(eventType)) {
this._eventNodes.set(eventType, []);
}
this._eventNodes.get(eventType)!.push(node);
}
}
}
/**
* @zh 执行一个游戏 tick
* @en Execute one game tick
*
* @param gameState - @zh 当前游戏状态 @en Current game state
* @param memory - @zh 玩家 Memory @en Player Memory
* @returns @zh Tick 执行结果 @en Tick execution result
*/
executeTick(gameState: TGameState, memory: Record<string, unknown> = {}): TickResult<TIntent> {
this._currentTick = gameState.tick;
this._errors = [];
this._intentCollector.clear();
this._intentCollector.setTick(this._currentTick);
this._context.clearLogs();
this._context.clearOutputCache();
this._context.setGameState(gameState);
this._context.setMemory(memory);
this._cpuLimiter.start();
try {
this._processPendingExecutions();
this._triggerEvent('EventTick');
} catch (error) {
this._errors.push(`Execution error: ${error}`);
}
this._cpuLimiter.end();
this._cpuLimiter.recoverBucket();
return {
success: this._errors.length === 0,
cpu: this._cpuLimiter.getStats(),
intents: this._intentCollector.getIntents(),
logs: this._context.getLogs(),
errors: this._errors,
memory: this._context.getMemory()
};
}
/**
* @zh 触发事件
* @en Trigger event
*/
private _triggerEvent(eventType: string, data?: Record<string, unknown>): void {
const eventNodes = this._eventNodes.get(eventType);
if (!eventNodes) return;
for (const node of eventNodes) {
if (!this._context.checkCPU()) {
this._errors.push('CPU limit exceeded');
return;
}
this._executeFromNode(node, 'exec', data);
}
}
/**
* @zh 从节点开始执行
* @en Execute from node
*/
private _executeFromNode(
startNode: BlueprintNode,
startPin: string,
eventData?: Record<string, unknown>
): void {
if (eventData) {
this._context.setOutputs(startNode.id, eventData);
}
let currentNodeId: string | null = startNode.id;
let currentPin: string = startPin;
while (currentNodeId) {
if (!this._context.checkCPU()) {
this._errors.push('CPU limit exceeded during execution');
return;
}
const connections = this._getConnectionsFromPin(currentNodeId, currentPin);
if (connections.length === 0) {
break;
}
const nextConn = connections[0];
const result = this._executeNode(nextConn.toNodeId);
if (result.error) {
this._errors.push(`Node ${nextConn.toNodeId}: ${result.error}`);
break;
}
if (result.delay && result.delay > 0) {
this._pendingExecutions.push({
nodeId: nextConn.toNodeId,
execPin: result.nextExec ?? 'exec',
resumeTick: this._currentTick + Math.ceil(result.delay)
});
break;
}
if (result.yield) {
break;
}
if (result.nextExec === null) {
break;
}
currentNodeId = nextConn.toNodeId;
currentPin = result.nextExec ?? 'exec';
}
}
/**
* @zh 执行单个节点
* @en Execute single node
*/
private _executeNode(nodeId: string): ExecutionResult {
const node = this._getNode(nodeId);
if (!node) {
return { error: `Node not found: ${nodeId}` };
}
const executor = NodeRegistry.instance.getExecutor(node.type);
if (!executor) {
return { error: `No executor for node type: ${node.type}` };
}
try {
if (this._debug) {
console.log(`[ServerVM] Executing: ${node.type} (${nodeId})`);
}
const compatContext = this._createCompatibleContext() as unknown as Parameters<typeof executor.execute>[1];
const result = executor.execute(node, compatContext);
if (result.outputs) {
this._context.setOutputs(nodeId, result.outputs);
}
return result;
} catch (error) {
return { error: `Execution error: ${error}` };
}
}
/**
* @zh 创建与 Blueprint 兼容的执行上下文
* @en Create Blueprint-compatible execution context
*/
private _createCompatibleContext(): {
blueprint: BlueprintAsset;
deltaTime: number;
time: number;
getNode: (id: string) => BlueprintNode | undefined;
getConnectionsToPin: (nodeId: string, pinName: string) => BlueprintConnection[];
getConnectionsFromPin: (nodeId: string, pinName: string) => BlueprintConnection[];
evaluateInput: (nodeId: string, pinName: string, defaultValue?: unknown) => unknown;
setOutputs: (nodeId: string, outputs: Record<string, unknown>) => void;
getOutputs: (nodeId: string) => Record<string, unknown> | undefined;
getVariable: (name: string) => unknown;
setVariable: (name: string, value: unknown) => void;
intentCollector: IntentCollector<TIntent>;
gameState: TGameState | null;
playerId: string;
memory: Record<string, unknown>;
log: (message: string) => void;
warn: (message: string) => void;
error: (message: string) => void;
} {
return {
blueprint: this._blueprint,
deltaTime: this._context.deltaTime,
time: this._context.time,
getNode: (id: string) => this._getNode(id),
getConnectionsToPin: (nodeId: string, pinName: string) =>
this._getConnectionsToPin(nodeId, pinName),
getConnectionsFromPin: (nodeId: string, pinName: string) =>
this._getConnectionsFromPin(nodeId, pinName),
evaluateInput: (nodeId: string, pinName: string, defaultValue?: unknown) =>
this._evaluateInput(nodeId, pinName, defaultValue),
setOutputs: (nodeId: string, outputs: Record<string, unknown>) =>
this._context.setOutputs(nodeId, outputs),
getOutputs: (nodeId: string) => this._context.getOutputs(nodeId),
getVariable: (name: string) => this._context.getVariable(name),
setVariable: (name: string, value: unknown) => this._context.setVariable(name, value),
intentCollector: this._intentCollector,
gameState: this._context.getGameState(),
playerId: this._playerId,
memory: this._context.getMemory(),
log: (message: string) => this._context.log(message),
warn: (message: string) => this._context.warn(message),
error: (message: string) => this._context.error(message)
};
}
/**
* @zh 处理待处理的延迟执行
* @en Process pending delayed executions
*/
private _processPendingExecutions(): void {
const stillPending: PendingExecution[] = [];
for (const pending of this._pendingExecutions) {
if (this._currentTick >= pending.resumeTick) {
const node = this._getNode(pending.nodeId);
if (node) {
this._executeFromNode(node, pending.execPin);
}
} else {
stillPending.push(pending);
}
}
this._pendingExecutions = stillPending;
}
/**
* @zh 获取节点
* @en Get node
*/
private _getNode(nodeId: string): BlueprintNode | undefined {
return this._blueprint.nodes.find(n => n.id === nodeId);
}
/**
* @zh 获取从源引脚的连接
* @en Get connections from source pin
*/
private _getConnectionsFromPin(nodeId: string, pinName: string): BlueprintConnection[] {
return this._connectionsBySource.get(`${nodeId}.${pinName}`) ?? [];
}
/**
* @zh 获取到目标引脚的连接
* @en Get connections to target pin
*/
private _getConnectionsToPin(nodeId: string, pinName: string): BlueprintConnection[] {
return this._connectionsByTarget.get(`${nodeId}.${pinName}`) ?? [];
}
/**
* @zh 计算输入引脚值
* @en Evaluate input pin value
*/
private _evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown {
const connections = this._getConnectionsToPin(nodeId, pinName);
if (connections.length === 0) {
const node = this._getNode(nodeId);
return node?.data[pinName] ?? defaultValue;
}
const conn = connections[0];
const cachedOutputs = this._context.getOutputs(conn.fromNodeId);
if (cachedOutputs && conn.fromPin in cachedOutputs) {
return cachedOutputs[conn.fromPin];
}
return defaultValue;
}
/**
* @zh 获取实例变量
* @en Get instance variables
*/
getInstanceVariables(): Map<string, unknown> {
return this._context.getInstanceVariables();
}
/**
* @zh 设置实例变量
* @en Set instance variables
*/
setInstanceVariables(variables: Map<string, unknown>): void {
this._context.setInstanceVariables(variables);
}
/**
* @zh 重置 VM
* @en Reset VM
*/
reset(): void {
this._pendingExecutions = [];
this._currentTick = 0;
this._errors = [];
this._cpuLimiter.reset();
this._intentCollector.clear();
this._context.clearOutputCache();
this._context.clearLogs();
}
}

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/**
* @zh 服务器端执行上下文
* @en Server-side Execution Context
*
* @zh 扩展 Blueprint 的 ExecutionContext添加服务器端特性
* @en Extends Blueprint's ExecutionContext with server-side features
*/
import type { BlueprintAsset } from '@esengine/blueprint';
import type { IIntent } from '../intent/IntentTypes';
import type { IIntentCollector } from '../intent/IntentCollector';
import type { CPULimiter } from './CPULimiter';
// =============================================================================
// 基础游戏状态接口 | Base Game State Interface
// =============================================================================
/**
* @zh 基础游戏状态接口(引擎级别)
* @en Base game state interface (engine level)
*
* @zh 引擎只定义最基础的时间信息,具体的游戏状态由游戏项目扩展
* @en Engine only defines basic timing info, specific game state is extended by game projects
*
* @example
* ```typescript
* // 游戏项目中扩展游戏状态 | Extend game state in game project
* interface MyGameState extends IGameState {
* units: Map<string, IUnitState>;
* buildings: Map<string, IBuildingState>;
* }
* ```
*/
export interface IGameState {
/**
* @zh 当前 tick
* @en Current tick
*/
tick: number;
/**
* @zh 自上次 tick 的时间间隔
* @en Time interval since last tick
*/
deltaTime: number;
}
// =============================================================================
// 日志接口 | Log Interface
// =============================================================================
/**
* @zh 日志条目
* @en Log entry
*/
export interface LogEntry {
level: 'log' | 'warn' | 'error';
message: string;
timestamp: number;
tick: number;
}
// =============================================================================
// 服务器执行上下文 | Server Execution Context
// =============================================================================
/**
* @zh 服务器端执行上下文
* @en Server-side Execution Context
*
* @zh 提供蓝图执行时访问游戏状态和收集意图的能力
* @en Provides ability to access game state and collect intents during blueprint execution
*
* @typeParam TGameState - @zh 游戏状态类型,由游戏项目定义 @en Game state type, defined by game project
* @typeParam TIntent - @zh 意图类型,由游戏项目定义 @en Intent type, defined by game project
*
* @example
* ```typescript
* // 游戏项目中定义具体类型 | Define specific types in game project
* interface MyGameState extends IGameState {
* units: Map<string, IUnit>;
* resources: Map<string, IResource>;
* }
*
* interface MyIntent extends IIntent {
* readonly type: 'unit.move' | 'unit.attack';
* unitId: string;
* }
*
* // 创建上下文 | Create context
* const context = new ServerExecutionContext<MyGameState, MyIntent>(blueprint, 'player1');
* ```
*/
export class ServerExecutionContext<
TGameState extends IGameState = IGameState,
TIntent extends IIntent = IIntent
> {
/**
* @zh 蓝图资产
* @en Blueprint asset
*/
readonly blueprint: BlueprintAsset;
/**
* @zh 玩家 ID
* @en Player ID
*/
readonly playerId: string;
/**
* @zh 当前游戏状态
* @en Current game state
*/
private _gameState: TGameState | null = null;
/**
* @zh 意图收集器
* @en Intent collector
*/
private _intentCollector: IIntentCollector<TIntent> | null = null;
/**
* @zh CPU 限制器
* @en CPU limiter
*/
private _cpuLimiter: CPULimiter | null = null;
/**
* @zh 玩家持久化数据Memory
* @en Player persistent data (Memory)
*/
private _memory: Record<string, unknown> = {};
/**
* @zh 日志列表
* @en Log list
*/
private _logs: LogEntry[] = [];
/**
* @zh 帧增量时间
* @en Frame delta time
*/
deltaTime: number = 0;
/**
* @zh 自开始以来的总时间
* @en Total time since start
*/
time: number = 0;
/**
* @zh 节点输出缓存
* @en Node output cache
*/
private _outputCache: Map<string, Record<string, unknown>> = new Map();
/**
* @zh 实例变量
* @en Instance variables
*/
private _instanceVariables: Map<string, unknown> = new Map();
/**
* @zh 局部变量
* @en Local variables
*/
private _localVariables: Map<string, unknown> = new Map();
/**
* @zh 全局变量(所有玩家共享)
* @en Global variables (shared by all players)
*/
private static _globalVariables: Map<string, unknown> = new Map();
constructor(blueprint: BlueprintAsset, playerId: string) {
this.blueprint = blueprint;
this.playerId = playerId;
for (const variable of blueprint.variables) {
if (variable.scope === 'instance') {
this._instanceVariables.set(variable.name, variable.defaultValue);
}
}
}
// =========================================================================
// 游戏状态访问 | Game State Access
// =========================================================================
/**
* @zh 设置当前游戏状态
* @en Set current game state
*/
setGameState(state: TGameState): void {
this._gameState = state;
this.deltaTime = state.deltaTime;
}
/**
* @zh 获取当前游戏状态
* @en Get current game state
*/
getGameState(): TGameState | null {
return this._gameState;
}
/**
* @zh 获取当前 tick
* @en Get current tick
*/
getTick(): number {
return this._gameState?.tick ?? 0;
}
// =========================================================================
// 意图收集 | Intent Collection
// =========================================================================
/**
* @zh 设置意图收集器
* @en Set intent collector
*/
setIntentCollector(collector: IIntentCollector<TIntent>): void {
this._intentCollector = collector;
}
/**
* @zh 获取意图收集器
* @en Get intent collector
*/
get intentCollector(): IIntentCollector<TIntent> | null {
return this._intentCollector;
}
// =========================================================================
// CPU 限制 | CPU Limiting
// =========================================================================
/**
* @zh 设置 CPU 限制器
* @en Set CPU limiter
*/
setCPULimiter(limiter: CPULimiter): void {
this._cpuLimiter = limiter;
}
/**
* @zh 获取 CPU 限制器
* @en Get CPU limiter
*/
get cpuLimiter(): CPULimiter | null {
return this._cpuLimiter;
}
/**
* @zh 检查是否可以继续执行
* @en Check if can continue execution
*/
checkCPU(): boolean {
return this._cpuLimiter?.checkStep() ?? true;
}
// =========================================================================
// Memory 访问 | Memory Access
// =========================================================================
/**
* @zh 设置玩家 Memory
* @en Set player Memory
*/
setMemory(memory: Record<string, unknown>): void {
this._memory = memory;
}
/**
* @zh 获取玩家 Memory
* @en Get player Memory
*/
getMemory(): Record<string, unknown> {
return this._memory;
}
/**
* @zh 获取 Memory 中的值
* @en Get value from Memory
*/
getMemoryValue<T>(key: string): T | undefined {
return this._memory[key] as T | undefined;
}
/**
* @zh 设置 Memory 中的值
* @en Set value in Memory
*/
setMemoryValue(key: string, value: unknown): void {
this._memory[key] = value;
}
// =========================================================================
// 日志 | Logging
// =========================================================================
/**
* @zh 添加日志
* @en Add log
*/
log(message: string): void {
this._logs.push({
level: 'log',
message,
timestamp: Date.now(),
tick: this.getTick()
});
}
/**
* @zh 添加警告
* @en Add warning
*/
warn(message: string): void {
this._logs.push({
level: 'warn',
message,
timestamp: Date.now(),
tick: this.getTick()
});
}
/**
* @zh 添加错误
* @en Add error
*/
error(message: string): void {
this._logs.push({
level: 'error',
message,
timestamp: Date.now(),
tick: this.getTick()
});
}
/**
* @zh 获取日志列表
* @en Get log list
*/
getLogs(): LogEntry[] {
return [...this._logs];
}
/**
* @zh 清除日志
* @en Clear logs
*/
clearLogs(): void {
this._logs = [];
}
// =========================================================================
// 变量管理 | Variable Management
// =========================================================================
/**
* @zh 获取变量值
* @en Get variable value
*/
getVariable(name: string): unknown {
if (this._localVariables.has(name)) {
return this._localVariables.get(name);
}
if (this._instanceVariables.has(name)) {
return this._instanceVariables.get(name);
}
if (ServerExecutionContext._globalVariables.has(name)) {
return ServerExecutionContext._globalVariables.get(name);
}
const varDef = this.blueprint.variables.find(v => v.name === name);
return varDef?.defaultValue;
}
/**
* @zh 设置变量值
* @en Set variable value
*/
setVariable(name: string, value: unknown): void {
const varDef = this.blueprint.variables.find(v => v.name === name);
if (!varDef) {
this._localVariables.set(name, value);
return;
}
switch (varDef.scope) {
case 'local':
this._localVariables.set(name, value);
break;
case 'instance':
this._instanceVariables.set(name, value);
break;
case 'global':
ServerExecutionContext._globalVariables.set(name, value);
break;
}
}
/**
* @zh 获取实例变量
* @en Get instance variables
*/
getInstanceVariables(): Map<string, unknown> {
return new Map(this._instanceVariables);
}
/**
* @zh 设置实例变量
* @en Set instance variables
*/
setInstanceVariables(variables: Map<string, unknown>): void {
this._instanceVariables = new Map(variables);
}
// =========================================================================
// 输出缓存 | Output Cache
// =========================================================================
/**
* @zh 设置节点输出
* @en Set node outputs
*/
setOutputs(nodeId: string, outputs: Record<string, unknown>): void {
this._outputCache.set(nodeId, outputs);
}
/**
* @zh 获取节点输出
* @en Get node outputs
*/
getOutputs(nodeId: string): Record<string, unknown> | undefined {
return this._outputCache.get(nodeId);
}
/**
* @zh 清除输出缓存
* @en Clear output cache
*/
clearOutputCache(): void {
this._outputCache.clear();
this._localVariables.clear();
}
/**
* @zh 清除全局变量
* @en Clear global variables
*/
static clearGlobalVariables(): void {
ServerExecutionContext._globalVariables.clear();
}
}

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{
"compilerOptions": {
"target": "ES2020",
"module": "ES2020",
"moduleResolution": "bundler",
"lib": ["ES2020", "DOM"],
"outDir": "./dist",
"rootDir": "./src",
"strict": true,
"esModuleInterop": true,
"allowSyntheticDefaultImports": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"declaration": true,
"declarationMap": true,
"resolveJsonModule": true,
"experimentalDecorators": true,
"emitDecoratorMetadata": true
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"]
}

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@@ -0,0 +1,23 @@
{
"extends": "../../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src"
},
"include": [
"src/**/*"
],
"exclude": [
"node_modules",
"dist"
],
"references": [
{
"path": "../../framework/core"
},
{
"path": "../../framework/blueprint"
}
]
}

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import { defineConfig } from 'tsup';
export default defineConfig({
entry: ['src/index.ts'],
format: ['esm'],
dts: true,
sourcemap: true,
clean: true,
external: [
'@esengine/ecs-framework',
'@esengine/engine-core',
'@esengine/blueprint'
],
tsconfig: 'tsconfig.build.json'
});