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:
@@ -0,0 +1,237 @@
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/**
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* 微信小游戏平台 Rapier2D 加载器
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*
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* 使用 WXWebAssembly 加载独立的 .wasm 文件
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*/
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import type {
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IWasmLibraryLoader,
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WasmLibraryConfig,
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PlatformInfo
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} from '@esengine/platform-common';
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import {
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PlatformType,
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installTextDecoderPolyfill,
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installTextEncoderPolyfill
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} from '@esengine/platform-common';
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/**
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* Rapier2D 模块类型
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*/
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type RapierModule = typeof import('@esengine/rapier2d');
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/**
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* 微信小游戏 WASM API 类型声明
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*/
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declare const WXWebAssembly: {
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instantiate(
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path: string,
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imports?: WebAssembly.Imports
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): Promise<WebAssembly.Instance>;
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Memory: typeof WebAssembly.Memory;
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Table: typeof WebAssembly.Table;
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};
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/**
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* 微信小游戏平台 Rapier2D 加载器
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*
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* 特殊处理:
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* 1. 安装 TextDecoder/TextEncoder polyfill
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* 2. 使用 WXWebAssembly 加载 .wasm 文件
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* 3. 临时替换全局 WebAssembly 对象
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*
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* @example
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* ```typescript
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* const loader = new WeChatRapier2DLoader(config);
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* if (loader.isSupported()) {
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* const RAPIER = await loader.load();
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* // 使用 RAPIER...
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* }
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* ```
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*/
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export class WeChatRapier2DLoader implements IWasmLibraryLoader<RapierModule> {
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private _config: WasmLibraryConfig;
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/**
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* 创建微信小游戏平台 Rapier2D 加载器
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*
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* @param config - 加载器配置
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*/
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constructor(config: WasmLibraryConfig) {
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this._config = config;
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}
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/**
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* 加载 Rapier2D 模块
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*
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* @returns 初始化完成的 Rapier2D 模块
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*/
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async load(): Promise<RapierModule> {
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console.log(`[${this._config.name}] 正在加载微信小游戏版本...`);
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// 1. 安装必要的 polyfills
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this.installPolyfills();
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// 2. 检查 WXWebAssembly 支持
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if (typeof WXWebAssembly === 'undefined') {
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throw new Error(
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`[${this._config.name}] 当前微信基础库版本不支持 WebAssembly,` +
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'请升级微信或使用更高版本的基础库'
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);
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}
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// 3. 加载 Rapier2D
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const RAPIER = await this.loadRapierWithWXWasm();
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console.log(`[${this._config.name}] 加载完成`);
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return RAPIER;
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}
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/**
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* 安装必要的 polyfills
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*/
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private installPolyfills(): void {
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const config = this._config.minigame;
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if (config?.needsTextDecoderPolyfill) {
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installTextDecoderPolyfill();
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}
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if (config?.needsTextEncoderPolyfill) {
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installTextEncoderPolyfill();
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}
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}
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/**
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* 使用 WXWebAssembly 加载 Rapier2D
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*
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* 通过临时替换全局 WebAssembly 对象来使 Rapier2D 使用 WXWebAssembly
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*
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* @returns 初始化完成的 Rapier2D 模块
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*/
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private async loadRapierWithWXWasm(): Promise<RapierModule> {
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// 保存原始 WebAssembly 对象
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const originalWebAssembly = (globalThis as any).WebAssembly;
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try {
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// 创建一个包装的 WebAssembly 对象
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// 让 Rapier2D 的初始化代码使用 WXWebAssembly
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(globalThis as any).WebAssembly = this.createWXWebAssemblyWrapper();
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// 导入 Rapier2D 标准版
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const RAPIER = await import('@esengine/rapier2d');
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// 初始化 WASM - 标准版需要提供 WASM 路径
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const wasmPath = this._config.minigame?.wasmPath || 'wasm/rapier_wasm2d_bg.wasm';
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await RAPIER.init(wasmPath);
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return RAPIER;
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} finally {
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// 恢复原始 WebAssembly 对象
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if (originalWebAssembly) {
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(globalThis as any).WebAssembly = originalWebAssembly;
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}
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}
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}
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/**
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* 创建 WXWebAssembly 包装器
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*
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* 将 WXWebAssembly 包装成与标准 WebAssembly API 兼容的形式
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*
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* @returns 包装后的 WebAssembly 对象
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*/
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private createWXWebAssemblyWrapper(): typeof WebAssembly {
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const wasmPath = this._config.minigame?.wasmPath || 'wasm/rapier2d_bg.wasm';
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return {
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instantiate: async (
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bufferSource: BufferSource | WebAssembly.Module,
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imports?: WebAssembly.Imports
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): Promise<WebAssembly.WebAssemblyInstantiatedSource> => {
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// WXWebAssembly.instantiate 直接接受文件路径
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const instance = await WXWebAssembly.instantiate(wasmPath, imports);
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return {
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instance,
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module: {} as WebAssembly.Module
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};
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},
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instantiateStreaming: async (
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response: Response | PromiseLike<Response>,
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imports?: WebAssembly.Imports
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): Promise<WebAssembly.WebAssemblyInstantiatedSource> => {
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// 微信不支持 streaming,直接使用 instantiate
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const instance = await WXWebAssembly.instantiate(wasmPath, imports);
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return {
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instance,
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module: {} as WebAssembly.Module
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};
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},
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compile: async (bytes: BufferSource): Promise<WebAssembly.Module> => {
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// 微信小游戏不支持单独编译
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throw new Error('WXWebAssembly 不支持 compile 方法');
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},
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compileStreaming: async (source: Response | PromiseLike<Response>): Promise<WebAssembly.Module> => {
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throw new Error('WXWebAssembly 不支持 compileStreaming 方法');
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},
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validate: (bytes: BufferSource): boolean => {
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// 简单返回 true,实际验证在 instantiate 时进行
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return true;
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},
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Memory: WXWebAssembly.Memory,
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Table: WXWebAssembly.Table,
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Global: (globalThis as any).WebAssembly?.Global,
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Tag: (globalThis as any).WebAssembly?.Tag,
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Exception: (globalThis as any).WebAssembly?.Exception,
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CompileError: (globalThis as any).WebAssembly?.CompileError || Error,
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LinkError: (globalThis as any).WebAssembly?.LinkError || Error,
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RuntimeError: (globalThis as any).WebAssembly?.RuntimeError || Error,
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} as unknown as typeof WebAssembly;
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}
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/**
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* 检查是否支持 WXWebAssembly
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*
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* @returns 是否支持
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*/
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isSupported(): boolean {
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return typeof WXWebAssembly !== 'undefined';
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}
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/**
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* 获取平台信息
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* Get platform information
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*/
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getPlatformInfo(): PlatformInfo {
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const needsPolyfills: string[] = [];
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if (typeof globalThis.TextDecoder === 'undefined') {
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needsPolyfills.push('TextDecoder');
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}
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if (typeof globalThis.TextEncoder === 'undefined') {
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needsPolyfills.push('TextEncoder');
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}
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return {
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type: PlatformType.WeChatMiniGame,
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supportsWasm: typeof WXWebAssembly !== 'undefined',
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supportsSharedArrayBuffer: false,
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needsPolyfills,
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isEditor: false // 微信小游戏不可能是编辑器环境 | WeChat cannot be editor
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};
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}
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/**
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* 获取加载器配置
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*
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* @returns 配置对象
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*/
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getConfig(): WasmLibraryConfig {
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return this._config;
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}
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}
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