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