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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import { EntitySystem, Matcher } from '@esengine/ecs-framework';
import type { IPlayerInput } from '@esengine/network-protocols';
import type { NetworkService } from '../services/NetworkService';
/**
* 网络输入系统
* Network input system
*
* 收集本地玩家输入并发送到服务器。
* Collects local player input and sends to server.
*/
export class NetworkInputSystem extends EntitySystem {
private _networkService: NetworkService;
private _frame: number = 0;
private _inputQueue: IPlayerInput[] = [];
constructor(networkService: NetworkService) {
// 不查询任何实体,此系统只处理输入
// Don't query any entities, this system only handles input
super(Matcher.nothing());
this._networkService = networkService;
}
/**
* 处理输入队列
* Process input queue
*/
protected override process(): void {
if (!this._networkService.isConnected) return;
this._frame++;
// 发送队列中的输入
// Send queued inputs
while (this._inputQueue.length > 0) {
const input = this._inputQueue.shift()!;
input.frame = this._frame;
this._networkService.sendInput(input);
}
}
/**
* 添加移动输入
* Add move input
*/
public addMoveInput(x: number, y: number): void {
this._inputQueue.push({
frame: 0,
moveDir: { x, y }
});
}
/**
* 添加动作输入
* Add action input
*/
public addActionInput(action: string): void {
const lastInput = this._inputQueue[this._inputQueue.length - 1];
if (lastInput) {
lastInput.actions = lastInput.actions || [];
lastInput.actions.push(action);
} else {
this._inputQueue.push({
frame: 0,
actions: [action]
});
}
}
protected override onDestroy(): void {
this._inputQueue.length = 0;
}
}

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import { EntitySystem, Entity, type Scene, Matcher } from '@esengine/ecs-framework';
import type { MsgSpawn, MsgDespawn } from '@esengine/network-protocols';
import { NetworkIdentity } from '../components/NetworkIdentity';
import { NetworkTransform } from '../components/NetworkTransform';
import type { NetworkService } from '../services/NetworkService';
import type { NetworkSyncSystem } from './NetworkSyncSystem';
/**
* 预制体工厂函数类型
* Prefab factory function type
*/
export type PrefabFactory = (scene: Scene, spawn: MsgSpawn) => Entity;
/**
* 网络生成系统
* Network spawn system
*
* 处理网络实体的生成和销毁。
* Handles spawning and despawning of networked entities.
*/
export class NetworkSpawnSystem extends EntitySystem {
private _networkService: NetworkService;
private _syncSystem: NetworkSyncSystem;
private _prefabFactories: Map<string, PrefabFactory> = new Map();
constructor(networkService: NetworkService, syncSystem: NetworkSyncSystem) {
// 不查询任何实体,此系统只响应网络消息
// Don't query any entities, this system only responds to network messages
super(Matcher.nothing());
this._networkService = networkService;
this._syncSystem = syncSystem;
}
protected override onInitialize(): void {
this._networkService.setCallbacks({
onSpawn: this._handleSpawn.bind(this),
onDespawn: this._handleDespawn.bind(this)
});
}
/**
* 注册预制体工厂
* Register prefab factory
*/
public registerPrefab(prefabType: string, factory: PrefabFactory): void {
this._prefabFactories.set(prefabType, factory);
}
/**
* 注销预制体工厂
* Unregister prefab factory
*/
public unregisterPrefab(prefabType: string): void {
this._prefabFactories.delete(prefabType);
}
private _handleSpawn(msg: MsgSpawn): void {
if (!this.scene) return;
const factory = this._prefabFactories.get(msg.prefab);
if (!factory) {
this.logger.warn(`Unknown prefab: ${msg.prefab}`);
return;
}
const entity = factory(this.scene, msg);
// 添加网络组件
// Add network components
const identity = entity.addComponent(new NetworkIdentity());
identity.netId = msg.netId;
identity.ownerId = msg.ownerId;
identity.prefabType = msg.prefab;
identity.bHasAuthority = msg.ownerId === this._networkService.clientId;
identity.bIsLocalPlayer = identity.bHasAuthority;
const transform = entity.addComponent(new NetworkTransform());
transform.setTarget(msg.pos.x, msg.pos.y, msg.rot);
transform.snap();
// 注册到同步系统
// Register to sync system
this._syncSystem.registerEntity(msg.netId, entity.id);
}
private _handleDespawn(msg: MsgDespawn): void {
const entityId = this._syncSystem.getEntityId(msg.netId);
if (entityId === undefined) return;
const entity = this.scene?.findEntityById(entityId);
if (entity) {
entity.destroy();
}
this._syncSystem.unregisterEntity(msg.netId);
}
protected override onDestroy(): void {
this._prefabFactories.clear();
}
}

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import { EntitySystem, Matcher, Time, type Entity } from '@esengine/ecs-framework';
import type { MsgSync } from '@esengine/network-protocols';
import { NetworkIdentity } from '../components/NetworkIdentity';
import { NetworkTransform } from '../components/NetworkTransform';
import type { NetworkService } from '../services/NetworkService';
/**
* 网络同步系统
* Network sync system
*
* 处理网络实体的状态同步和插值。
* Handles state synchronization and interpolation for networked entities.
*/
export class NetworkSyncSystem extends EntitySystem {
private _networkService: NetworkService;
private _netIdToEntity: Map<number, number> = new Map();
constructor(networkService: NetworkService) {
super(Matcher.all(NetworkIdentity, NetworkTransform));
this._networkService = networkService;
}
protected override onInitialize(): void {
this._networkService.setCallbacks({
onSync: this._handleSync.bind(this)
});
}
/**
* 处理实体列表
* Process entities
*/
protected override process(entities: readonly Entity[]): void {
const deltaTime = Time.deltaTime;
for (const entity of entities) {
const transform = this.requireComponent(entity, NetworkTransform);
const identity = this.requireComponent(entity, NetworkIdentity);
// 只有非本地玩家需要插值
// Only non-local players need interpolation
if (!identity.bHasAuthority && transform.bInterpolate) {
this._interpolate(transform, deltaTime);
}
}
}
/**
* 注册网络实体
* Register network entity
*/
public registerEntity(netId: number, entityId: number): void {
this._netIdToEntity.set(netId, entityId);
}
/**
* 注销网络实体
* Unregister network entity
*/
public unregisterEntity(netId: number): void {
this._netIdToEntity.delete(netId);
}
/**
* 根据网络 ID 获取实体 ID
* Get entity ID by network ID
*/
public getEntityId(netId: number): number | undefined {
return this._netIdToEntity.get(netId);
}
private _handleSync(msg: MsgSync): void {
for (const state of msg.entities) {
const entityId = this._netIdToEntity.get(state.netId);
if (entityId === undefined) continue;
const entity = this.scene?.findEntityById(entityId);
if (!entity) continue;
const transform = entity.getComponent(NetworkTransform);
if (transform && state.pos) {
transform.setTarget(state.pos.x, state.pos.y, state.rot);
}
}
}
private _interpolate(transform: NetworkTransform, deltaTime: number): void {
const t = Math.min(1, transform.lerpSpeed * deltaTime);
transform.currentX += (transform.targetX - transform.currentX) * t;
transform.currentY += (transform.targetY - transform.currentY) * t;
// 角度插值需要处理环绕
// Angle interpolation needs to handle wrap-around
let angleDiff = transform.targetRotation - transform.currentRotation;
while (angleDiff > Math.PI) angleDiff -= Math.PI * 2;
while (angleDiff < -Math.PI) angleDiff += Math.PI * 2;
transform.currentRotation += angleDiff * t;
}
protected override onDestroy(): void {
this._netIdToEntity.clear();
}
}