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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/**
* Blueprint Component - Attaches a blueprint to an entity
* 蓝图组件 - 将蓝图附加到实体
*/
import type { Entity, IScene } from '@esengine/ecs-framework';
import { BlueprintAsset } from '../types/blueprint';
import { BlueprintVM } from './BlueprintVM';
/**
* Component interface for ECS integration
* 用于 ECS 集成的组件接口
*/
export interface IBlueprintComponent {
/** Entity ID this component belongs to (此组件所属的实体ID) */
entityId: number | null;
/** Blueprint asset reference (蓝图资产引用) */
blueprintAsset: BlueprintAsset | null;
/** Blueprint asset path for serialization (用于序列化的蓝图资产路径) */
blueprintPath: string;
/** Auto-start execution when entity is created (实体创建时自动开始执行) */
autoStart: boolean;
/** Enable debug mode for VM (启用 VM 调试模式) */
debug: boolean;
/** Runtime VM instance (运行时 VM 实例) */
vm: BlueprintVM | null;
/** Whether the blueprint has started (蓝图是否已启动) */
isStarted: boolean;
}
/**
* Creates a blueprint component data object
* 创建蓝图组件数据对象
*/
export function createBlueprintComponentData(): IBlueprintComponent {
return {
entityId: null,
blueprintAsset: null,
blueprintPath: '',
autoStart: true,
debug: false,
vm: null,
isStarted: false
};
}
/**
* Initialize the VM for a blueprint component
* 为蓝图组件初始化 VM
*/
export function initializeBlueprintVM(
component: IBlueprintComponent,
entity: Entity,
scene: IScene
): void {
if (!component.blueprintAsset) {
return;
}
// Create VM instance
// 创建 VM 实例
component.vm = new BlueprintVM(component.blueprintAsset, entity, scene);
component.vm.debug = component.debug;
}
/**
* Start blueprint execution
* 开始蓝图执行
*/
export function startBlueprint(component: IBlueprintComponent): void {
if (component.vm && !component.isStarted) {
component.vm.start();
component.isStarted = true;
}
}
/**
* Stop blueprint execution
* 停止蓝图执行
*/
export function stopBlueprint(component: IBlueprintComponent): void {
if (component.vm && component.isStarted) {
component.vm.stop();
component.isStarted = false;
}
}
/**
* Update blueprint execution
* 更新蓝图执行
*/
export function tickBlueprint(component: IBlueprintComponent, deltaTime: number): void {
if (component.vm && component.isStarted) {
component.vm.tick(deltaTime);
}
}
/**
* Clean up blueprint resources
* 清理蓝图资源
*/
export function cleanupBlueprint(component: IBlueprintComponent): void {
if (component.vm) {
if (component.isStarted) {
component.vm.stop();
}
component.vm = null;
component.isStarted = false;
}
}

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/**
* Blueprint Execution System - Manages blueprint lifecycle and execution
* 蓝图执行系统 - 管理蓝图生命周期和执行
*/
import type { Entity, IScene } from '@esengine/ecs-framework';
import {
IBlueprintComponent,
initializeBlueprintVM,
startBlueprint,
tickBlueprint,
cleanupBlueprint
} from './BlueprintComponent';
/**
* Blueprint system interface for engine integration
* 用于引擎集成的蓝图系统接口
*/
export interface IBlueprintSystem {
/** Process entities with blueprint components (处理带有蓝图组件的实体) */
process(entities: IBlueprintEntity[], deltaTime: number): void;
/** Called when entity is added to system (实体添加到系统时调用) */
onEntityAdded(entity: IBlueprintEntity): void;
/** Called when entity is removed from system (实体从系统移除时调用) */
onEntityRemoved(entity: IBlueprintEntity): void;
}
/**
* Entity with blueprint component
* 带有蓝图组件的实体
*/
export interface IBlueprintEntity extends Entity {
/** Blueprint component data (蓝图组件数据) */
blueprintComponent: IBlueprintComponent;
}
/**
* Creates a blueprint execution system
* 创建蓝图执行系统
*/
export function createBlueprintSystem(scene: IScene): IBlueprintSystem {
return {
process(entities: IBlueprintEntity[], deltaTime: number): void {
for (const entity of entities) {
const component = entity.blueprintComponent;
// Skip if no blueprint asset loaded
// 如果没有加载蓝图资产则跳过
if (!component.blueprintAsset) {
continue;
}
// Initialize VM if needed
// 如果需要则初始化 VM
if (!component.vm) {
initializeBlueprintVM(component, entity, scene);
}
// Auto-start if enabled
// 如果启用则自动启动
if (component.autoStart && !component.isStarted) {
startBlueprint(component);
}
// Tick the blueprint
// 更新蓝图
tickBlueprint(component, deltaTime);
}
},
onEntityAdded(entity: IBlueprintEntity): void {
const component = entity.blueprintComponent;
if (component.blueprintAsset) {
initializeBlueprintVM(component, entity, scene);
if (component.autoStart) {
startBlueprint(component);
}
}
},
onEntityRemoved(entity: IBlueprintEntity): void {
cleanupBlueprint(entity.blueprintComponent);
}
};
}
/**
* Utility to manually trigger blueprint events
* 手动触发蓝图事件的工具
*/
export function triggerBlueprintEvent(
entity: IBlueprintEntity,
eventType: string,
data?: Record<string, unknown>
): void {
const vm = entity.blueprintComponent.vm;
if (vm && entity.blueprintComponent.isStarted) {
vm.triggerEvent(eventType, data);
}
}
/**
* Utility to trigger custom events by name
* 按名称触发自定义事件的工具
*/
export function triggerCustomBlueprintEvent(
entity: IBlueprintEntity,
eventName: string,
data?: Record<string, unknown>
): void {
const vm = entity.blueprintComponent.vm;
if (vm && entity.blueprintComponent.isStarted) {
vm.triggerCustomEvent(eventName, data);
}
}

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/**
* Blueprint Virtual Machine - Executes blueprint graphs
* 蓝图虚拟机 - 执行蓝图图
*/
import type { Entity, IScene } from '@esengine/ecs-framework';
import { BlueprintNode } from '../types/nodes';
import { BlueprintAsset } from '../types/blueprint';
import { ExecutionContext, ExecutionResult } from './ExecutionContext';
import { NodeRegistry } from './NodeRegistry';
/**
* Pending execution frame (for delayed/async execution)
* 待处理的执行帧(用于延迟/异步执行)
*/
interface PendingExecution {
nodeId: string;
execPin: string;
resumeTime: number;
}
/**
* Event trigger types
* 事件触发类型
*/
export type EventType =
| 'BeginPlay'
| 'Tick'
| 'EndPlay'
| 'Collision'
| 'TriggerEnter'
| 'TriggerExit'
| 'Custom';
/**
* Blueprint Virtual Machine
* 蓝图虚拟机
*/
export class BlueprintVM {
/** Execution context (执行上下文) */
private _context: ExecutionContext;
/** Pending executions (delayed nodes) (待处理的执行) */
private _pendingExecutions: PendingExecution[] = [];
/** Event node cache by type (按类型缓存的事件节点) */
private _eventNodes: Map<string, BlueprintNode[]> = new Map();
/** Whether the VM is running (VM 是否运行中) */
private _isRunning: boolean = false;
/** Current execution time (当前执行时间) */
private _currentTime: number = 0;
/** Maximum execution steps per frame (每帧最大执行步骤) */
private _maxStepsPerFrame: number = 1000;
/** Debug mode (调试模式) */
debug: boolean = false;
constructor(blueprint: BlueprintAsset, entity: Entity, scene: IScene) {
this._context = new ExecutionContext(blueprint, entity, scene);
this._cacheEventNodes();
}
get context(): ExecutionContext {
return this._context;
}
get isRunning(): boolean {
return this._isRunning;
}
/**
* Cache event nodes by type for quick lookup
* 按类型缓存事件节点以便快速查找
*/
private _cacheEventNodes(): void {
for (const node of this._context.blueprint.nodes) {
// Event nodes start with "Event"
// 事件节点以 "Event" 开头
if (node.type.startsWith('Event')) {
const eventType = node.type;
if (!this._eventNodes.has(eventType)) {
this._eventNodes.set(eventType, []);
}
this._eventNodes.get(eventType)!.push(node);
}
}
}
/**
* Start the VM
* 启动 VM
*/
start(): void {
this._isRunning = true;
this._currentTime = 0;
// Trigger BeginPlay event
// 触发 BeginPlay 事件
this.triggerEvent('EventBeginPlay');
}
/**
* Stop the VM
* 停止 VM
*/
stop(): void {
// Trigger EndPlay event
// 触发 EndPlay 事件
this.triggerEvent('EventEndPlay');
this._isRunning = false;
this._pendingExecutions = [];
}
/**
* Pause the VM
* 暂停 VM
*/
pause(): void {
this._isRunning = false;
}
/**
* Resume the VM
* 恢复 VM
*/
resume(): void {
this._isRunning = true;
}
/**
* Update the VM (called every frame)
* 更新 VM每帧调用
*/
tick(deltaTime: number): void {
if (!this._isRunning) return;
this._currentTime += deltaTime;
this._context.deltaTime = deltaTime;
this._context.time = this._currentTime;
// Process pending delayed executions
// 处理待处理的延迟执行
this._processPendingExecutions();
// Trigger Tick event
// 触发 Tick 事件
this.triggerEvent('EventTick');
}
/**
* Trigger an event by type
* 按类型触发事件
*/
triggerEvent(eventType: string, data?: Record<string, unknown>): void {
const eventNodes = this._eventNodes.get(eventType);
if (!eventNodes) return;
for (const node of eventNodes) {
this._executeFromNode(node, 'exec', data);
}
}
/**
* Trigger a custom event by name
* 按名称触发自定义事件
*/
triggerCustomEvent(eventName: string, data?: Record<string, unknown>): void {
const eventNodes = this._eventNodes.get('EventCustom');
if (!eventNodes) return;
for (const node of eventNodes) {
if (node.data.eventName === eventName) {
this._executeFromNode(node, 'exec', data);
}
}
}
/**
* Execute from a starting node
* 从起始节点执行
*/
private _executeFromNode(
startNode: BlueprintNode,
startPin: string,
eventData?: Record<string, unknown>
): void {
// Clear output cache for new execution
// 为新执行清除输出缓存
this._context.clearOutputCache();
// Set event data as node outputs
// 设置事件数据为节点输出
if (eventData) {
this._context.setOutputs(startNode.id, eventData);
}
// Follow execution chain
// 跟随执行链
let currentNodeId: string | null = startNode.id;
let currentPin: string = startPin;
let steps = 0;
while (currentNodeId && steps < this._maxStepsPerFrame) {
steps++;
// Get connected nodes from current exec pin
// 从当前执行引脚获取连接的节点
const connections = this._context.getConnectionsFromPin(currentNodeId, currentPin);
if (connections.length === 0) {
// No more connections, end execution
// 没有更多连接,结束执行
break;
}
// Execute connected node
// 执行连接的节点
const nextConn = connections[0];
const result = this._executeNode(nextConn.toNodeId);
if (result.error) {
console.error(`Blueprint error in node ${nextConn.toNodeId}: ${result.error}`);
break;
}
if (result.delay && result.delay > 0) {
// Schedule delayed execution
// 安排延迟执行
this._pendingExecutions.push({
nodeId: nextConn.toNodeId,
execPin: result.nextExec ?? 'exec',
resumeTime: this._currentTime + result.delay
});
break;
}
if (result.yield) {
// Yield execution until next frame
// 暂停执行直到下一帧
break;
}
if (result.nextExec === null) {
// Explicitly stop execution
// 显式停止执行
break;
}
// Continue to next node
// 继续到下一个节点
currentNodeId = nextConn.toNodeId;
currentPin = result.nextExec ?? 'exec';
}
if (steps >= this._maxStepsPerFrame) {
console.warn('Blueprint execution exceeded maximum steps, possible infinite loop');
}
}
/**
* Execute a single node
* 执行单个节点
*/
private _executeNode(nodeId: string): ExecutionResult {
const node = this._context.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(`[Blueprint] Executing: ${node.type} (${nodeId})`);
}
const result = executor.execute(node, this._context);
// Cache outputs
// 缓存输出
if (result.outputs) {
this._context.setOutputs(nodeId, result.outputs);
}
return result;
} catch (error) {
return { error: `Execution error: ${error}` };
}
}
/**
* Process pending delayed executions
* 处理待处理的延迟执行
*/
private _processPendingExecutions(): void {
const stillPending: PendingExecution[] = [];
for (const pending of this._pendingExecutions) {
if (this._currentTime >= pending.resumeTime) {
// Resume execution
// 恢复执行
const node = this._context.getNode(pending.nodeId);
if (node) {
this._executeFromNode(node, pending.execPin);
}
} else {
stillPending.push(pending);
}
}
this._pendingExecutions = stillPending;
}
/**
* Get instance variables for serialization
* 获取实例变量用于序列化
*/
getInstanceVariables(): Map<string, unknown> {
return this._context.getInstanceVariables();
}
/**
* Set instance variables from serialization
* 从序列化设置实例变量
*/
setInstanceVariables(variables: Map<string, unknown>): void {
this._context.setInstanceVariables(variables);
}
}

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/**
* Execution Context - Runtime context for blueprint execution
* 执行上下文 - 蓝图执行的运行时上下文
*/
import type { Entity, IScene } from '@esengine/ecs-framework';
import { BlueprintNode, BlueprintConnection } from '../types/nodes';
import { BlueprintAsset } from '../types/blueprint';
/**
* Result of node execution
* 节点执行的结果
*/
export interface ExecutionResult {
/**
* Next exec pin to follow (null to stop, undefined to continue default)
* 下一个要执行的引脚null 停止undefined 继续默认)
*/
nextExec?: string | null;
/**
* Output values by pin name
* 按引脚名称的输出值
*/
outputs?: Record<string, unknown>;
/**
* Whether to yield execution (for async operations)
* 是否暂停执行(用于异步操作)
*/
yield?: boolean;
/**
* Delay before continuing (in seconds)
* 继续前的延迟(秒)
*/
delay?: number;
/**
* Error message if execution failed
* 执行失败时的错误消息
*/
error?: string;
}
/**
* Execution context provides access to runtime services
* 执行上下文提供对运行时服务的访问
*/
export class ExecutionContext {
/** Current blueprint asset (当前蓝图资产) */
readonly blueprint: BlueprintAsset;
/** Owner entity (所有者实体) */
readonly entity: Entity;
/** Current scene (当前场景) */
readonly scene: IScene;
/** Frame delta time (帧增量时间) */
deltaTime: number = 0;
/** Total time since start (开始以来的总时间) */
time: number = 0;
/** Instance variables (实例变量) */
private _instanceVariables: Map<string, unknown> = new Map();
/** Local variables (per-execution) (局部变量,每次执行) */
private _localVariables: Map<string, unknown> = new Map();
/** Global variables (shared) (全局变量,共享) */
private static _globalVariables: Map<string, unknown> = new Map();
/** Node output cache for current execution (当前执行的节点输出缓存) */
private _outputCache: Map<string, Record<string, unknown>> = new Map();
/** Connection lookup by target (按目标的连接查找) */
private _connectionsByTarget: Map<string, BlueprintConnection[]> = new Map();
/** Connection lookup by source (按源的连接查找) */
private _connectionsBySource: Map<string, BlueprintConnection[]> = new Map();
constructor(blueprint: BlueprintAsset, entity: Entity, scene: IScene) {
this.blueprint = blueprint;
this.entity = entity;
this.scene = scene;
// Initialize instance variables with defaults
// 使用默认值初始化实例变量
for (const variable of blueprint.variables) {
if (variable.scope === 'instance') {
this._instanceVariables.set(variable.name, variable.defaultValue);
}
}
// Build connection lookup maps
// 构建连接查找映射
this._buildConnectionMaps();
}
private _buildConnectionMaps(): void {
for (const conn of this.blueprint.connections) {
// By target
const targetKey = `${conn.toNodeId}.${conn.toPin}`;
if (!this._connectionsByTarget.has(targetKey)) {
this._connectionsByTarget.set(targetKey, []);
}
this._connectionsByTarget.get(targetKey)!.push(conn);
// By source
const sourceKey = `${conn.fromNodeId}.${conn.fromPin}`;
if (!this._connectionsBySource.has(sourceKey)) {
this._connectionsBySource.set(sourceKey, []);
}
this._connectionsBySource.get(sourceKey)!.push(conn);
}
}
/**
* Get a node by ID
* 通过ID获取节点
*/
getNode(nodeId: string): BlueprintNode | undefined {
return this.blueprint.nodes.find(n => n.id === nodeId);
}
/**
* Get connections to a target pin
* 获取到目标引脚的连接
*/
getConnectionsToPin(nodeId: string, pinName: string): BlueprintConnection[] {
return this._connectionsByTarget.get(`${nodeId}.${pinName}`) ?? [];
}
/**
* Get connections from a source pin
* 获取从源引脚的连接
*/
getConnectionsFromPin(nodeId: string, pinName: string): BlueprintConnection[] {
return this._connectionsBySource.get(`${nodeId}.${pinName}`) ?? [];
}
/**
* Evaluate an input pin value (follows connections or uses default)
* 计算输入引脚值(跟随连接或使用默认值)
*/
evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown {
const connections = this.getConnectionsToPin(nodeId, pinName);
if (connections.length === 0) {
// Use default from node data or provided default
// 使用节点数据的默认值或提供的默认值
const node = this.getNode(nodeId);
return node?.data[pinName] ?? defaultValue;
}
// Get value from connected output
// 从连接的输出获取值
const conn = connections[0];
const cachedOutputs = this._outputCache.get(conn.fromNodeId);
if (cachedOutputs && conn.fromPin in cachedOutputs) {
return cachedOutputs[conn.fromPin];
}
// Need to execute the source node first (lazy evaluation)
// 需要先执行源节点(延迟求值)
return defaultValue;
}
/**
* Set output values for a node (cached for current execution)
* 设置节点的输出值(为当前执行缓存)
*/
setOutputs(nodeId: string, outputs: Record<string, unknown>): void {
this._outputCache.set(nodeId, outputs);
}
/**
* Get cached outputs for a node
* 获取节点的缓存输出
*/
getOutputs(nodeId: string): Record<string, unknown> | undefined {
return this._outputCache.get(nodeId);
}
/**
* Clear output cache (call at start of new execution)
* 清除输出缓存(在新执行开始时调用)
*/
clearOutputCache(): void {
this._outputCache.clear();
this._localVariables.clear();
}
/**
* Get a variable value
* 获取变量值
*/
getVariable(name: string): unknown {
// Check local first, then instance, then global
// 先检查局部,然后实例,然后全局
if (this._localVariables.has(name)) {
return this._localVariables.get(name);
}
if (this._instanceVariables.has(name)) {
return this._instanceVariables.get(name);
}
if (ExecutionContext._globalVariables.has(name)) {
return ExecutionContext._globalVariables.get(name);
}
// Return default from variable definition
// 返回变量定义的默认值
const varDef = this.blueprint.variables.find(v => v.name === name);
return varDef?.defaultValue;
}
/**
* Set a variable value
* 设置变量值
*/
setVariable(name: string, value: unknown): void {
const varDef = this.blueprint.variables.find(v => v.name === name);
if (!varDef) {
// Treat unknown variables as local
// 将未知变量视为局部变量
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':
ExecutionContext._globalVariables.set(name, value);
break;
}
}
/**
* Get all instance variables (for serialization)
* 获取所有实例变量(用于序列化)
*/
getInstanceVariables(): Map<string, unknown> {
return new Map(this._instanceVariables);
}
/**
* Set instance variables (for deserialization)
* 设置实例变量(用于反序列化)
*/
setInstanceVariables(variables: Map<string, unknown>): void {
this._instanceVariables = new Map(variables);
}
/**
* Clear global variables (for scene reset)
* 清除全局变量(用于场景重置)
*/
static clearGlobalVariables(): void {
ExecutionContext._globalVariables.clear();
}
}

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/**
* Node Registry - Manages node templates and executors
* 节点注册表 - 管理节点模板和执行器
*/
import { BlueprintNodeTemplate, BlueprintNode } from '../types/nodes';
import { ExecutionContext, ExecutionResult } from './ExecutionContext';
/**
* Node executor interface - implements the logic for a node type
* 节点执行器接口 - 实现节点类型的逻辑
*/
export interface INodeExecutor {
/**
* Execute the node
* 执行节点
*
* @param node - Node instance (节点实例)
* @param context - Execution context (执行上下文)
* @returns Execution result (执行结果)
*/
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult;
}
/**
* Node definition combines template with executor
* 节点定义组合模板和执行器
*/
export interface NodeDefinition {
template: BlueprintNodeTemplate;
executor: INodeExecutor;
}
/**
* Node Registry - singleton that holds all registered node types
* 节点注册表 - 持有所有注册节点类型的单例
*/
export class NodeRegistry {
private static _instance: NodeRegistry;
private _nodes: Map<string, NodeDefinition> = new Map();
private constructor() {}
static get instance(): NodeRegistry {
if (!NodeRegistry._instance) {
NodeRegistry._instance = new NodeRegistry();
}
return NodeRegistry._instance;
}
/**
* Register a node type
* 注册节点类型
*/
register(template: BlueprintNodeTemplate, executor: INodeExecutor): void {
if (this._nodes.has(template.type)) {
console.warn(`Node type "${template.type}" is already registered, overwriting`);
}
this._nodes.set(template.type, { template, executor });
}
/**
* Get a node definition by type
* 通过类型获取节点定义
*/
get(type: string): NodeDefinition | undefined {
return this._nodes.get(type);
}
/**
* Get node template by type
* 通过类型获取节点模板
*/
getTemplate(type: string): BlueprintNodeTemplate | undefined {
return this._nodes.get(type)?.template;
}
/**
* Get node executor by type
* 通过类型获取节点执行器
*/
getExecutor(type: string): INodeExecutor | undefined {
return this._nodes.get(type)?.executor;
}
/**
* Check if a node type is registered
* 检查节点类型是否已注册
*/
has(type: string): boolean {
return this._nodes.has(type);
}
/**
* Get all registered templates
* 获取所有注册的模板
*/
getAllTemplates(): BlueprintNodeTemplate[] {
return Array.from(this._nodes.values()).map(d => d.template);
}
/**
* Get templates by category
* 按类别获取模板
*/
getTemplatesByCategory(category: string): BlueprintNodeTemplate[] {
return this.getAllTemplates().filter(t => t.category === category);
}
/**
* Search templates by keyword
* 按关键词搜索模板
*/
searchTemplates(keyword: string): BlueprintNodeTemplate[] {
const lower = keyword.toLowerCase();
return this.getAllTemplates().filter(t =>
t.title.toLowerCase().includes(lower) ||
t.type.toLowerCase().includes(lower) ||
t.keywords?.some(k => k.toLowerCase().includes(lower)) ||
t.description?.toLowerCase().includes(lower)
);
}
/**
* Clear all registrations (for testing)
* 清除所有注册(用于测试)
*/
clear(): void {
this._nodes.clear();
}
}
/**
* Decorator for registering node executors
* 用于注册节点执行器的装饰器
*
* @example
* ```typescript
* @RegisterNode(EventTickTemplate)
* class EventTickExecutor implements INodeExecutor {
* execute(node, context) { ... }
* }
* ```
*/
export function RegisterNode(template: BlueprintNodeTemplate) {
return function<T extends new () => INodeExecutor>(constructor: T) {
const executor = new constructor();
NodeRegistry.instance.register(template, executor);
return constructor;
};
}

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/**
* Blueprint Runtime - Execution engine for blueprints
* 蓝图运行时 - 蓝图执行引擎
*/
export * from './ExecutionContext';
export * from './NodeRegistry';
export * from './BlueprintVM';
export * from './BlueprintComponent';
export * from './BlueprintSystem';