refactor: reorganize package structure and decouple framework packages (#338)

* refactor: reorganize package structure and decouple framework packages

## Package Structure Reorganization
- Reorganized 55 packages into categorized subdirectories:
  - packages/framework/ - Generic framework (Laya/Cocos compatible)
  - packages/engine/ - ESEngine core modules
  - packages/rendering/ - Rendering modules (WASM dependent)
  - packages/physics/ - Physics modules
  - packages/streaming/ - World streaming
  - packages/network-ext/ - Network extensions
  - packages/editor/ - Editor framework and plugins
  - packages/rust/ - Rust WASM engine
  - packages/tools/ - Build tools and SDK

## Framework Package Decoupling
- Decoupled behavior-tree and blueprint packages from ESEngine dependencies
- Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent)
- ESEngine-specific code moved to esengine/ subpath exports
- Framework packages now usable with Cocos/Laya without ESEngine

## CI Configuration
- Updated CI to only type-check and lint framework packages
- Added type-check:framework and lint:framework scripts

## Breaking Changes
- Package import paths changed due to directory reorganization
- ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine')

* fix: update es-engine file path after directory reorganization

* docs: update README to focus on framework over engine

* ci: only build framework packages, remove Rust/WASM dependencies

* fix: remove esengine subpath from behavior-tree and blueprint builds

ESEngine integration code will only be available in full engine builds.
Framework packages are now purely engine-agnostic.

* fix: move network-protocols to framework, build both in CI

* fix: update workflow paths from packages/core to packages/framework/core

* fix: exclude esengine folder from type-check in behavior-tree and blueprint

* fix: update network tsconfig references to new paths

* fix: add test:ci:framework to only test framework packages in CI

* fix: only build core and math npm packages in CI

* fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
YHH
2025-12-26 14:50:35 +08:00
committed by GitHub
parent a84ff902e4
commit 155411e743
1936 changed files with 4147 additions and 11578 deletions

View File

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import { describe, it, expect } from '@jest/globals';
import { Scene, Entity, Component, EntitySystem, Matcher, ECSComponent } from '../src';
@ECSComponent('TestTransform')
class TestTransform extends Component {
constructor(public x: number = 0, public y: number = 0) {
super();
}
}
@ECSComponent('TestRenderable')
class TestRenderable extends Component {
constructor(public sprite: string = 'default') {
super();
}
}
class TestRenderSystem extends EntitySystem {
public entitiesFound: Entity[] = [];
constructor() {
super(Matcher.all(TestTransform, TestRenderable));
}
protected override process(entities: readonly Entity[]): void {
this.entitiesFound = Array.from(entities);
console.log(`TestRenderSystem.process: 找到 ${entities.length} 个实体`);
}
protected override onAdded(entity: Entity): void {
console.log(`TestRenderSystem.onAdded: 实体 ${entity.name}(${entity.id}) 被添加`);
}
}
class TestGameScene extends Scene {
private renderSystem: TestRenderSystem | null = null;
public override initialize(): void {
super.initialize();
console.log('\n=== Scene.initialize() 开始 ===');
// 1. 先添加System这是GameScene的做法
console.log('步骤1: 添加RenderSystem');
this.renderSystem = new TestRenderSystem();
this.addEntityProcessor(this.renderSystem);
// 2. 然后创建实体这是GameScene的做法
console.log('\n步骤2: 创建实体');
const entity = this.createEntity('Player');
console.log(`实体已创建: ${entity.name}(${entity.id})`);
console.log('\n步骤3: 添加组件');
entity.addComponent(new TestTransform(100, 200));
entity.addComponent(new TestRenderable('player-sprite'));
console.log(`实体组件数量: ${entity.components.length}`);
console.log('=== Scene.initialize() 结束 ===\n');
}
public getRenderSystem(): TestRenderSystem | null {
return this.renderSystem;
}
}
describe('响应式查询时序测试模拟GameScene', () => {
it('应该在Scene.initialize()中先添加System再创建实体时正常工作', () => {
console.log('\n\n========== 测试开始 ==========');
const scene = new TestGameScene();
console.log('\n调用scene.initialize()');
scene.initialize();
console.log('\n调用Scene.begin()');
scene.begin();
console.log('\n第一次Scene.update()');
scene.update();
const renderSystem = scene.getRenderSystem();
expect(renderSystem).not.toBeNull();
console.log(`\nRenderSystem找到的实体数量: ${renderSystem!.entitiesFound.length}`);
expect(renderSystem!.entitiesFound.length).toBe(1);
console.log('========== 测试结束 ==========\n\n');
});
});