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:
153
packages/framework/network/src/NetworkPlugin.ts
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153
packages/framework/network/src/NetworkPlugin.ts
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import { type IPlugin, Core, type ServiceContainer, type Scene } from '@esengine/ecs-framework';
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import { NetworkService } from './services/NetworkService';
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import { NetworkSyncSystem } from './systems/NetworkSyncSystem';
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import { NetworkSpawnSystem, type PrefabFactory } from './systems/NetworkSpawnSystem';
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import { NetworkInputSystem } from './systems/NetworkInputSystem';
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/**
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* 网络插件
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* Network plugin
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*
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* 提供基于 TSRPC 的网络同步功能。
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* Provides TSRPC-based network synchronization.
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*
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* @example
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* ```typescript
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* import { Core } from '@esengine/ecs-framework';
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* import { NetworkPlugin } from '@esengine/network';
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*
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* const networkPlugin = new NetworkPlugin();
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* await Core.installPlugin(networkPlugin);
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*
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* // 连接到服务器 | Connect to server
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* await networkPlugin.connect('ws://localhost:3000', 'Player1');
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*
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* // 注册预制体 | Register prefab
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* networkPlugin.registerPrefab('player', (scene, spawn) => {
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* const entity = scene.createEntity('Player');
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* return entity;
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* });
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* ```
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*/
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export class NetworkPlugin implements IPlugin {
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public readonly name = '@esengine/network';
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public readonly version = '1.0.0';
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private _networkService!: NetworkService;
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private _syncSystem!: NetworkSyncSystem;
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private _spawnSystem!: NetworkSpawnSystem;
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private _inputSystem!: NetworkInputSystem;
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/**
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* 网络服务
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* Network service
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*/
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get networkService(): NetworkService {
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return this._networkService;
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}
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/**
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* 同步系统
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* Sync system
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*/
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get syncSystem(): NetworkSyncSystem {
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return this._syncSystem;
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}
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/**
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* 生成系统
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* Spawn system
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*/
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get spawnSystem(): NetworkSpawnSystem {
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return this._spawnSystem;
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}
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/**
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* 输入系统
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* Input system
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*/
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get inputSystem(): NetworkInputSystem {
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return this._inputSystem;
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}
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/**
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* 是否已连接
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* Is connected
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*/
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get isConnected(): boolean {
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return this._networkService?.isConnected ?? false;
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}
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/**
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* 安装插件
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* Install plugin
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*/
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install(_core: Core, _services: ServiceContainer): void {
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this._networkService = new NetworkService();
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// 当场景加载时添加系统
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// Add systems when scene loads
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const scene = Core.scene;
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if (scene) {
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this._setupSystems(scene as Scene);
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}
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}
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/**
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* 卸载插件
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* Uninstall plugin
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*/
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uninstall(): void {
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this._networkService?.disconnect();
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}
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private _setupSystems(scene: Scene): void {
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this._syncSystem = new NetworkSyncSystem(this._networkService);
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this._spawnSystem = new NetworkSpawnSystem(this._networkService, this._syncSystem);
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this._inputSystem = new NetworkInputSystem(this._networkService);
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scene.addSystem(this._syncSystem);
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scene.addSystem(this._spawnSystem);
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scene.addSystem(this._inputSystem);
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}
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/**
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* 连接到服务器
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* Connect to server
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*/
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public async connect(serverUrl: string, playerName: string, roomId?: string): Promise<boolean> {
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return this._networkService.connect(serverUrl, playerName, roomId);
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}
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/**
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* 断开连接
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* Disconnect
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*/
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public async disconnect(): Promise<void> {
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await this._networkService.disconnect();
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}
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/**
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* 注册预制体工厂
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* Register prefab factory
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*/
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public registerPrefab(prefabType: string, factory: PrefabFactory): void {
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this._spawnSystem?.registerPrefab(prefabType, factory);
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}
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/**
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* 发送移动输入
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* Send move input
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*/
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public sendMoveInput(x: number, y: number): void {
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this._inputSystem?.addMoveInput(x, y);
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}
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/**
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* 发送动作输入
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* Send action input
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*/
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public sendActionInput(action: string): void {
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this._inputSystem?.addActionInput(action);
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}
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}
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