feat(ecs): ECS 网络状态同步系统 | add ECS network state synchronization (#390)
## @esengine/ecs-framework 新增 @sync 装饰器和二进制编解码器,支持基于 Component 的网络状态同步: - `sync` 装饰器标记需要同步的字段 - `ChangeTracker` 组件变更追踪 - 二进制编解码器 (BinaryWriter/BinaryReader) - `encodeSnapshot`/`decodeSnapshot` 批量编解码 - `encodeSpawn`/`decodeSpawn` 实体生成编解码 - `encodeDespawn`/`processDespawn` 实体销毁编解码 将以下方法标记为 @internal,用户应通过 Core.update() 驱动更新: - Scene.update() - SceneManager.update() - WorldManager.updateAll() ## @esengine/network - 新增 ComponentSyncSystem 基于 @sync 自动同步组件状态 - 将 ecs-framework 从 devDependencies 移到 peerDependencies ## @esengine/server 新增 ECSRoom,带有 ECS World 支持的房间基类: - 每个 ECSRoom 在 Core.worldManager 中创建独立的 World - Core.update() 统一更新 Time 和所有 World - onTick() 只处理状态同步逻辑 - 自动创建/销毁玩家实体 - 增量状态广播
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@@ -311,6 +311,93 @@ client.send('RoomMessage', {
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})
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```
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## ECSRoom
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`ECSRoom` is a room base class with ECS World support, suitable for games that need ECS architecture.
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### Server Startup
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```typescript
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import { Core } from '@esengine/ecs-framework';
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import { createServer } from '@esengine/server';
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import { GameRoom } from './rooms/GameRoom.js';
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// Initialize Core
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Core.create();
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// Global game loop
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setInterval(() => Core.update(1/60), 16);
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// Create server
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const server = await createServer({ port: 3000 });
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server.define('game', GameRoom);
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await server.start();
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```
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### Define ECSRoom
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```typescript
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import { ECSRoom, Player } from '@esengine/server/ecs';
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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// Define sync component
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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}
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// Define room
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new MovementSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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const comp = entity.addComponent(new PlayerComponent());
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comp.name = player.id;
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}
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}
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```
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### ECSRoom API
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```typescript
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abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
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protected readonly world: World; // ECS World
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protected readonly scene: Scene; // Main scene
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// Scene management
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protected addSystem(system: EntitySystem): void;
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protected createEntity(name?: string): Entity;
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protected createPlayerEntity(playerId: string, name?: string): Entity;
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protected getPlayerEntity(playerId: string): Entity | undefined;
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protected destroyPlayerEntity(playerId: string): void;
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// State sync
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protected sendFullState(player: Player): void;
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protected broadcastSpawn(entity: Entity, prefabType?: string): void;
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protected broadcastDelta(): void;
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}
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```
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### @sync Decorator
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Mark component fields that need network synchronization:
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| Type | Description | Bytes |
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|------|-------------|-------|
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| `"boolean"` | Boolean | 1 |
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| `"int8"` / `"uint8"` | 8-bit integer | 1 |
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| `"int16"` / `"uint16"` | 16-bit integer | 2 |
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| `"int32"` / `"uint32"` | 32-bit integer | 4 |
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| `"float32"` | 32-bit float | 4 |
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| `"float64"` | 64-bit float | 8 |
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| `"string"` | String | Variable |
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## Best Practices
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1. **Set Appropriate Tick Rate**
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@@ -1,8 +1,80 @@
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---
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title: "State Sync"
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description: "Interpolation, prediction and snapshot buffers"
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description: "Component sync, interpolation, prediction and snapshot buffers"
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---
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## Component Sync System
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ECS component state synchronization based on `@sync` decorator.
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### Define Sync Component
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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// Fields without @sync won't be synced
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localData: any;
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}
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```
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### Server-side Encoding
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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const syncSystem = new ComponentSyncSystem({}, true);
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scene.addSystem(syncSystem);
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// Encode all entities (initial connection)
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const fullData = syncSystem.encodeAllEntities(true);
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sendToClient(fullData);
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// Encode delta (only send changes)
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const deltaData = syncSystem.encodeDelta();
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if (deltaData) {
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broadcast(deltaData);
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}
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```
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### Client-side Decoding
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```typescript
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const syncSystem = new ComponentSyncSystem();
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scene.addSystem(syncSystem);
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// Register component types
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syncSystem.registerComponent(PlayerComponent);
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// Listen for sync events
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syncSystem.addSyncListener((event) => {
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if (event.type === 'entitySpawned') {
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console.log('New entity:', event.entityId);
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}
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});
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// Apply state
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syncSystem.applySnapshot(data);
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```
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### Sync Types
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| Type | Description | Bytes |
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|------|-------------|-------|
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| `"boolean"` | Boolean | 1 |
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| `"int8"` / `"uint8"` | 8-bit integer | 1 |
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| `"int16"` / `"uint16"` | 16-bit integer | 2 |
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| `"int32"` / `"uint32"` | 32-bit integer | 4 |
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| `"float32"` | 32-bit float | 4 |
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| `"float64"` | 64-bit float | 8 |
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| `"string"` | String | Variable |
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## Snapshot Buffer
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Stores server state snapshots for interpolation:
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@@ -311,6 +311,93 @@ client.send('RoomMessage', {
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})
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```
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## ECSRoom
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`ECSRoom` 是带有 ECS World 支持的房间基类,适用于需要 ECS 架构的游戏。
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### 服务端启动
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```typescript
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import { Core } from '@esengine/ecs-framework';
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import { createServer } from '@esengine/server';
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import { GameRoom } from './rooms/GameRoom.js';
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// 初始化 Core
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Core.create();
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// 全局游戏循环
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setInterval(() => Core.update(1/60), 16);
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// 创建服务器
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const server = await createServer({ port: 3000 });
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server.define('game', GameRoom);
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await server.start();
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```
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### 定义 ECSRoom
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```typescript
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import { ECSRoom, Player } from '@esengine/server/ecs';
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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// 定义同步组件
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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}
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// 定义房间
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new MovementSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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const comp = entity.addComponent(new PlayerComponent());
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comp.name = player.id;
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}
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}
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```
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### ECSRoom API
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```typescript
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abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
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protected readonly world: World; // ECS World
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protected readonly scene: Scene; // 主场景
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// 场景管理
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protected addSystem(system: EntitySystem): void;
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protected createEntity(name?: string): Entity;
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protected createPlayerEntity(playerId: string, name?: string): Entity;
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protected getPlayerEntity(playerId: string): Entity | undefined;
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protected destroyPlayerEntity(playerId: string): void;
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// 状态同步
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protected sendFullState(player: Player): void;
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protected broadcastSpawn(entity: Entity, prefabType?: string): void;
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protected broadcastDelta(): void;
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}
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```
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### @sync 装饰器
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标记需要网络同步的组件字段:
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| 类型 | 描述 | 字节数 |
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|------|------|--------|
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| `"boolean"` | 布尔值 | 1 |
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| `"int8"` / `"uint8"` | 8位整数 | 1 |
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| `"int16"` / `"uint16"` | 16位整数 | 2 |
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| `"int32"` / `"uint32"` | 32位整数 | 4 |
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| `"float32"` | 32位浮点 | 4 |
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| `"float64"` | 64位浮点 | 8 |
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| `"string"` | 字符串 | 变长 |
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## 最佳实践
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1. **合理设置 Tick 频率**
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@@ -1,8 +1,80 @@
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---
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title: "状态同步"
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description: "插值、预测和快照缓冲区"
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description: "组件同步、插值、预测和快照缓冲区"
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---
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## 组件同步系统
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基于 `@sync` 装饰器的 ECS 组件状态同步。
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### 定义同步组件
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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// 不带 @sync 的字段不会同步
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localData: any;
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}
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```
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### 服务端编码
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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const syncSystem = new ComponentSyncSystem({}, true);
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scene.addSystem(syncSystem);
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// 编码所有实体(首次连接)
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const fullData = syncSystem.encodeAllEntities(true);
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sendToClient(fullData);
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// 编码增量(只发送变更)
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const deltaData = syncSystem.encodeDelta();
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if (deltaData) {
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broadcast(deltaData);
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}
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```
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### 客户端解码
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```typescript
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const syncSystem = new ComponentSyncSystem();
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scene.addSystem(syncSystem);
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// 注册组件类型
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syncSystem.registerComponent(PlayerComponent);
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// 监听同步事件
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syncSystem.addSyncListener((event) => {
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if (event.type === 'entitySpawned') {
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console.log('New entity:', event.entityId);
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}
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});
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// 应用状态
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syncSystem.applySnapshot(data);
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```
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### 同步类型
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| 类型 | 描述 | 字节数 |
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|------|------|--------|
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| `"boolean"` | 布尔值 | 1 |
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| `"int8"` / `"uint8"` | 8位整数 | 1 |
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| `"int16"` / `"uint16"` | 16位整数 | 2 |
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| `"int32"` / `"uint32"` | 32位整数 | 4 |
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| `"float32"` | 32位浮点 | 4 |
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| `"float64"` | 64位浮点 | 8 |
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| `"string"` | 字符串 | 变长 |
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## 快照缓冲区
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用于存储服务器状态快照并进行插值:
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