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

@@ -0,0 +1,172 @@
import { WsClient } from 'tsrpc-browser';
import {
serviceProto,
type ServiceType,
type MsgSync,
type MsgSpawn,
type MsgDespawn,
type IPlayerInput
} from '@esengine/network-protocols';
/**
* 连接状态
* Connection state
*/
export const enum ENetworkState {
Disconnected = 0,
Connecting = 1,
Connected = 2
}
/**
* 网络事件回调
* Network event callbacks
*/
export interface INetworkCallbacks {
onConnected?: (clientId: number, roomId: string) => void;
onDisconnected?: () => void;
onSync?: (msg: MsgSync) => void;
onSpawn?: (msg: MsgSpawn) => void;
onDespawn?: (msg: MsgDespawn) => void;
onError?: (error: Error) => void;
}
/**
* 创建 TSRPC 客户端
* Create TSRPC client
*/
function createClient(serverUrl: string): WsClient<ServiceType> {
return new WsClient(serviceProto, {
server: serverUrl,
json: true,
logLevel: 'warn'
});
}
/**
* 网络服务
* Network service
*
* 基于 TSRPC 的网络服务封装,提供类型安全的网络通信。
* TSRPC-based network service wrapper with type-safe communication.
*/
export class NetworkService {
private _client: WsClient<ServiceType> | null = null;
private _state: ENetworkState = ENetworkState.Disconnected;
private _clientId: number = 0;
private _roomId: string = '';
private _callbacks: INetworkCallbacks = {};
get state(): ENetworkState {
return this._state;
}
get clientId(): number {
return this._clientId;
}
get roomId(): string {
return this._roomId;
}
get isConnected(): boolean {
return this._state === ENetworkState.Connected;
}
/**
* 设置回调
* Set callbacks
*/
setCallbacks(callbacks: INetworkCallbacks): void {
this._callbacks = { ...this._callbacks, ...callbacks };
}
/**
* 连接到服务器
* Connect to server
*/
async connect(serverUrl: string, playerName: string, roomId?: string): Promise<boolean> {
if (this._state !== ENetworkState.Disconnected) {
return false;
}
this._state = ENetworkState.Connecting;
this._client = createClient(serverUrl);
this._setupListeners();
// 连接
// Connect
const connectResult = await this._client.connect();
if (!connectResult.isSucc) {
this._state = ENetworkState.Disconnected;
this._callbacks.onError?.(new Error(connectResult.errMsg));
return false;
}
// 加入房间
// Join room
const joinResult = await this._client.callApi('Join', {
playerName,
roomId
});
if (!joinResult.isSucc) {
await this._client.disconnect();
this._state = ENetworkState.Disconnected;
this._callbacks.onError?.(new Error(joinResult.err.message));
return false;
}
this._clientId = joinResult.res.clientId;
this._roomId = joinResult.res.roomId;
this._state = ENetworkState.Connected;
this._callbacks.onConnected?.(this._clientId, this._roomId);
return true;
}
/**
* 断开连接
* Disconnect
*/
async disconnect(): Promise<void> {
if (this._client) {
await this._client.disconnect();
}
this._state = ENetworkState.Disconnected;
this._clientId = 0;
this._roomId = '';
this._client = null;
}
/**
* 发送输入
* Send input
*/
sendInput(input: IPlayerInput): void {
if (!this.isConnected || !this._client) return;
this._client.sendMsg('Input', { input });
}
private _setupListeners(): void {
if (!this._client) return;
this._client.listenMsg('Sync', (msg) => {
this._callbacks.onSync?.(msg);
});
this._client.listenMsg('Spawn', (msg) => {
this._callbacks.onSpawn?.(msg);
});
this._client.listenMsg('Despawn', (msg) => {
this._callbacks.onDespawn?.(msg);
});
this._client.flows.postDisconnectFlow.push((v) => {
this._state = ENetworkState.Disconnected;
this._callbacks.onDisconnected?.();
return v;
});
}
}