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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/**
* @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();
}
}