feat(cli): 增强 Node.js 服务端适配器 (#354)

* docs(network): 添加网络模块文档和 CLI 支持

- 添加中英文网络模块文档
- 将 network、network-protocols、network-server 加入 CLI 模块列表

* feat(cli): 增强 Node.js 服务端适配器

- 添加 @esengine/network-server 依赖支持
- 生成完整的 ECS 游戏服务器项目结构
- 修复 network-server 包支持 ESM/CJS 双格式
- 添加 ws@8.18.0 解决 Node.js 24 兼容性问题
- 组件使用 @ECSComponent 装饰器注册
- tsconfig 启用 experimentalDecorators
This commit is contained in:
YHH
2025-12-27 00:13:58 +08:00
committed by GitHub
parent 67c06720c5
commit 1e240e86f2
7 changed files with 507 additions and 305 deletions

View File

@@ -7,11 +7,12 @@ import type { FileEntry, PlatformAdapter, ProjectConfig } from './types.js';
export const nodejsAdapter: PlatformAdapter = {
id: 'nodejs',
name: 'Node.js',
description: 'Generate standalone Node.js project with ECS (for servers, CLI tools, simulations)',
description: 'Generate Node.js game server with ECS and networking',
getDependencies() {
return {
'@esengine/ecs-framework': 'latest'
'@esengine/ecs-framework': 'latest',
'@esengine/network-server': 'latest'
};
},
@@ -33,147 +34,96 @@ export const nodejsAdapter: PlatformAdapter = {
},
generateFiles(config: ProjectConfig): FileEntry[] {
const files: FileEntry[] = [];
files.push({
path: 'src/index.ts',
content: generateIndex(config)
});
files.push({
path: 'src/Game.ts',
content: generateGame(config)
});
files.push({
path: 'src/components/PositionComponent.ts',
content: generatePositionComponent()
});
files.push({
path: 'src/systems/MovementSystem.ts',
content: generateMovementSystem()
});
files.push({
path: 'tsconfig.json',
content: generateTsConfig()
});
files.push({
path: 'README.md',
content: generateReadme(config)
});
return files;
return [
{ path: 'src/index.ts', content: generateIndex(config) },
{ path: 'src/server/GameServer.ts', content: generateGameServer(config) },
{ path: 'src/game/Game.ts', content: generateGame(config) },
{ path: 'src/game/scenes/MainScene.ts', content: generateMainScene(config) },
{ path: 'src/game/components/PositionComponent.ts', content: generatePositionComponent() },
{ path: 'src/game/components/VelocityComponent.ts', content: generateVelocityComponent() },
{ path: 'src/game/systems/MovementSystem.ts', content: generateMovementSystem() },
{ path: 'tsconfig.json', content: generateTsConfig() },
{ path: 'README.md', content: generateReadme(config) }
];
}
};
function generateIndex(config: ProjectConfig): string {
return `import { Game } from './Game.js';
return `import { createGameServer } from './server/GameServer';
const game = new Game();
const PORT = Number(process.env.PORT) || 3000;
async function main() {
const server = createGameServer({ port: PORT });
await server.start();
console.log('========================================');
console.log(' ${config.name} Server');
console.log('========================================');
console.log(\` WebSocket: ws://localhost:\${PORT}\`);
console.log(' Press Ctrl+C to stop');
console.log('========================================');
}
// Handle graceful shutdown
process.on('SIGINT', () => {
console.log('\\nShutting down...');
game.stop();
process.exit(0);
});
process.on('SIGTERM', () => {
game.stop();
process.exit(0);
});
main().catch(console.error);
`;
}
// Start the game
game.start();
function generateGameServer(config: ProjectConfig): string {
return `import { GameServer, type IServerConfig } from '@esengine/network-server';
import { Game } from '../game/Game';
console.log('[${config.name}] Game started. Press Ctrl+C to stop.');
/**
* @zh 创建游戏服务器
* @en Create game server
*/
export function createGameServer(config: Partial<IServerConfig> = {}): GameServer {
const server = new GameServer({
port: config.port ?? 3000,
roomConfig: {
maxPlayers: 16,
tickRate: 20,
...config.roomConfig
}
});
// 初始化 ECS 游戏逻辑
const game = new Game();
game.start();
return server;
}
`;
}
function generateGame(config: ProjectConfig): string {
return `import { Core, Scene, type ICoreConfig } from '@esengine/ecs-framework';
import { MovementSystem } from './systems/MovementSystem.js';
return `import { Core, type ICoreConfig } from '@esengine/ecs-framework';
import { MainScene } from './scenes/MainScene';
/**
* Game configuration options
*/
export interface GameOptions {
/** @zh 调试模式 @en Debug mode */
debug?: boolean;
/** @zh 目标帧率 @en Target FPS */
targetFPS?: number;
/** @zh 远程调试配置 @en Remote debug configuration */
remoteDebug?: {
/** @zh 启用远程调试 @en Enable remote debugging */
enabled: boolean;
/** @zh WebSocket地址 @en WebSocket URL */
url: string;
/** @zh 自动重连 @en Auto reconnect */
autoReconnect?: boolean;
};
}
/**
* Game Scene - Define your game systems here
*/
class GameScene extends Scene {
initialize(): void {
this.name = '${config.name}';
this.addSystem(new MovementSystem());
// Add more systems here...
}
onStart(): void {
// Create your initial entities here
}
}
/**
* Main game class with ECS game loop
*
* Features:
* - Configurable debug mode and FPS
* - Remote debugging via WebSocket
* - Fixed timestep game loop
* - Graceful start/stop
* @zh 游戏主类
* @en Main game class
*/
export class Game {
private readonly _scene: GameScene;
private readonly _targetFPS: number;
private _scene: MainScene;
private _running = false;
private _tickInterval: ReturnType<typeof setInterval> | null = null;
private _lastTime = 0;
private _targetFPS = 60;
get scene() { return this._scene; }
get running() { return this._running; }
constructor(options: GameOptions = {}) {
const { debug = false, targetFPS = 60, remoteDebug } = options;
constructor(options: { debug?: boolean; targetFPS?: number } = {}) {
const { debug = false, targetFPS = 60 } = options;
this._targetFPS = targetFPS;
const config: ICoreConfig = { debug };
// 配置远程调试
if (remoteDebug?.enabled && remoteDebug.url) {
config.debugConfig = {
enabled: true,
websocketUrl: remoteDebug.url,
autoReconnect: remoteDebug.autoReconnect ?? true,
channels: {
entities: true,
systems: true,
performance: true,
components: true,
scenes: true
}
};
}
Core.create(config);
this._scene = new GameScene();
this._scene = new MainScene();
Core.setScene(this._scene);
}
@@ -203,11 +153,38 @@ export class Game {
`;
}
function generateMainScene(config: ProjectConfig): string {
return `import { Scene } from '@esengine/ecs-framework';
import { MovementSystem } from '../systems/MovementSystem';
/**
* @zh 主场景
* @en Main scene
*/
export class MainScene extends Scene {
initialize(): void {
this.name = '${config.name}';
// 注册系统
this.addSystem(new MovementSystem());
// 添加更多系统...
}
onStart(): void {
// 创建初始实体
console.log('[MainScene] Scene started');
}
}
`;
}
function generatePositionComponent(): string {
return `import { Component, ECSComponent } from '@esengine/ecs-framework';
/**
* Position component - stores entity position
* @zh 位置组件
* @en Position component
*/
@ECSComponent('Position')
export class PositionComponent extends Component {
@@ -219,31 +196,61 @@ export class PositionComponent extends Component {
this.x = x;
this.y = y;
}
reset(): void {
this.x = 0;
this.y = 0;
}
}
`;
}
function generateVelocityComponent(): string {
return `import { Component, ECSComponent } from '@esengine/ecs-framework';
/**
* @zh 速度组件
* @en Velocity component
*/
@ECSComponent('Velocity')
export class VelocityComponent extends Component {
vx = 0;
vy = 0;
constructor(vx = 0, vy = 0) {
super();
this.vx = vx;
this.vy = vy;
}
reset(): void {
this.vx = 0;
this.vy = 0;
}
}
`;
}
function generateMovementSystem(): string {
return `import { EntitySystem, Matcher, Entity, Time, ECSSystem } from '@esengine/ecs-framework';
import { PositionComponent } from '../components/PositionComponent.js';
return `import { EntitySystem, Matcher, Entity, Time } from '@esengine/ecs-framework';
import { PositionComponent } from '../components/PositionComponent';
import { VelocityComponent } from '../components/VelocityComponent';
/**
* Movement system - processes entities with PositionComponent
*
* Customize this system for your game logic.
* @zh 移动系统
* @en Movement system
*/
@ECSSystem('MovementSystem')
export class MovementSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(PositionComponent));
super(Matcher.empty().all(PositionComponent, VelocityComponent));
}
protected process(entities: readonly Entity[]): void {
for (const entity of entities) {
const position = entity.getComponent(PositionComponent)!;
// Update position using Time.deltaTime
// position.x += velocity.dx * Time.deltaTime;
}
protected processEntity(entity: Entity, dt: number): void {
const pos = entity.getComponent(PositionComponent)!;
const vel = entity.getComponent(VelocityComponent)!;
pos.x += vel.vx * dt;
pos.y += vel.vy * dt;
}
}
`;
@@ -253,8 +260,8 @@ function generateTsConfig(): string {
return `{
"compilerOptions": {
"target": "ES2022",
"module": "NodeNext",
"moduleResolution": "NodeNext",
"module": "CommonJS",
"moduleResolution": "Node",
"lib": ["ES2022"],
"outDir": "./dist",
"rootDir": "./src",
@@ -263,7 +270,9 @@ function generateTsConfig(): string {
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"declaration": true,
"sourceMap": true
"sourceMap": true,
"experimentalDecorators": true,
"emitDecoratorMetadata": true
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"]
@@ -274,75 +283,54 @@ function generateTsConfig(): string {
function generateReadme(config: ProjectConfig): string {
return `# ${config.name}
A Node.js project using ESEngine ECS framework.
Node.js 游戏服务器,基于 ESEngine ECS 框架。
## Quick Start
## 快速开始
\`\`\`bash
# Install dependencies
# 安装依赖
npm install
# Run in development mode (with hot reload)
# 开发模式(热重载)
npm run dev
# Build and run
# 构建并运行
npm run build:start
\`\`\`
## Project Structure
## 项目结构
\`\`\`
src/
├── index.ts # Entry point
├── Game.ts # Game loop and ECS setup
├── components/ # ECS components (data)
│ └── PositionComponent.ts
└── systems/ # ECS systems (logic)
── MovementSystem.ts
├── index.ts # 入口文件
├── server/
│ └── GameServer.ts # 网络服务器配置
└── game/
├── Game.ts # ECS 游戏主类
── scenes/
│ └── MainScene.ts # 主场景
├── components/ # ECS 组件
│ ├── PositionComponent.ts
│ └── VelocityComponent.ts
└── systems/ # ECS 系统
└── MovementSystem.ts
\`\`\`
## Creating Components
## 客户端连接
\`\`\`typescript
import { Component } from '@esengine/ecs-framework';
import { NetworkPlugin } from '@esengine/network';
export class HealthComponent extends Component {
current = 100;
max = 100;
const networkPlugin = new NetworkPlugin({
serverUrl: 'ws://localhost:3000'
});
reset(): void {
this.current = this.max;
}
}
await networkPlugin.connect('PlayerName');
\`\`\`
## Creating Systems
## 文档
\`\`\`typescript
import { EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
import { HealthComponent } from '../components/HealthComponent.js';
export class HealthSystem extends EntitySystem {
constructor() {
super(Matcher.all(HealthComponent));
}
protected processEntity(entity: Entity, dt: number): void {
const health = entity.getComponent(HealthComponent)!;
// Your logic here
}
}
\`\`\`
## Use Cases
- Game servers
- CLI tools with complex logic
- Simulations
- Automated testing
## Documentation
- [ESEngine ECS Framework](https://github.com/esengine/esengine)
- [ESEngine 文档](https://esengine.github.io/esengine/)
- [Network 模块](https://esengine.github.io/esengine/modules/network/)
`;
}