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
This commit is contained in:
@@ -26,6 +26,10 @@
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"./testing": {
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"import": "./dist/testing/index.js",
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"types": "./dist/testing/index.d.ts"
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},
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"./ecs": {
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"import": "./dist/ecs/index.js",
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"types": "./dist/ecs/index.d.ts"
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}
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},
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"files": [
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@@ -46,14 +50,19 @@
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},
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"peerDependencies": {
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"ws": ">=8.0.0",
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"jsonwebtoken": ">=9.0.0"
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"jsonwebtoken": ">=9.0.0",
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"@esengine/ecs-framework": ">=2.0.0"
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},
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"peerDependenciesMeta": {
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"jsonwebtoken": {
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"optional": true
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},
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"@esengine/ecs-framework": {
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"optional": true
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}
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},
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"devDependencies": {
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"@esengine/ecs-framework": "workspace:*",
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"@types/jsonwebtoken": "^9.0.0",
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"@types/node": "^20.0.0",
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"@types/ws": "^8.5.13",
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348
packages/framework/server/src/ecs/ECSRoom.test.ts
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348
packages/framework/server/src/ecs/ECSRoom.test.ts
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@@ -0,0 +1,348 @@
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/**
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* @zh ECSRoom 集成测试
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* @en ECSRoom integration tests
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*/
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import { describe, it, expect, beforeEach, afterEach, beforeAll, afterAll } from 'vitest'
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import {
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Core,
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Component,
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ECSComponent,
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sync,
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initChangeTracker,
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getSyncMetadata,
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registerSyncComponent,
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} from '@esengine/ecs-framework'
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import { createTestEnv, type TestEnvironment, wait } from '../testing/TestServer.js'
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import { ECSRoom } from './ECSRoom.js'
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import type { Player } from '../room/Player.js'
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import { onMessage } from '../room/decorators.js'
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// ============================================================================
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// Test Components | 测试组件
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// ============================================================================
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@ECSComponent('ECSRoomTest_PlayerComponent')
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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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@ECSComponent('ECSRoomTest_HealthComponent')
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class HealthComponent extends Component {
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@sync('int32') current: number = 100
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@sync('int32') max: number = 100
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}
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// ============================================================================
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// Test Room | 测试房间
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// ============================================================================
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interface TestRoomState {
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gameStarted: boolean
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}
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interface TestPlayerData {
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nickname: string
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}
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class TestECSRoom extends ECSRoom<TestRoomState, TestPlayerData> {
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state: TestRoomState = {
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gameStarted: false,
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}
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onCreate(): void {
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// 可以在这里添加系统
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}
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onJoin(player: Player<TestPlayerData>): void {
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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.data.nickname || `Player_${player.id.slice(-4)}`
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comp.x = Math.random() * 100
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comp.y = Math.random() * 100
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this.broadcast('PlayerJoined', {
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playerId: player.id,
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name: comp.name,
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})
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}
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async onLeave(player: Player<TestPlayerData>, reason?: string): Promise<void> {
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await super.onLeave(player, reason)
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this.broadcast('PlayerLeft', { playerId: player.id })
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}
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@onMessage('Move')
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handleMove(data: { x: number; y: number }, player: Player<TestPlayerData>): void {
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const entity = this.getPlayerEntity(player.id)
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if (entity) {
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const comp = entity.getComponent(PlayerComponent)
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if (comp) {
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comp.x = data.x
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comp.y = data.y
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}
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}
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}
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@onMessage('AddScore')
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handleAddScore(data: { amount: number }, player: Player<TestPlayerData>): void {
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const entity = this.getPlayerEntity(player.id)
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if (entity) {
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const comp = entity.getComponent(PlayerComponent)
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if (comp) {
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comp.score += data.amount
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}
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}
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}
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@onMessage('Ping')
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handlePing(_data: unknown, player: Player<TestPlayerData>): void {
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player.send('Pong', { timestamp: Date.now() })
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}
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getWorld() {
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return this.world
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}
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getScene() {
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return this.scene
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}
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getPlayerEntityCount(): number {
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return this.scene.entities.buffer.length
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}
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}
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// ============================================================================
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// Test Suites | 测试套件
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// ============================================================================
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describe('ECSRoom Integration Tests', () => {
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let env: TestEnvironment
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beforeAll(() => {
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Core.create()
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registerSyncComponent('ECSRoomTest_PlayerComponent', PlayerComponent)
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registerSyncComponent('ECSRoomTest_HealthComponent', HealthComponent)
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})
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afterAll(() => {
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Core.destroy()
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})
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beforeEach(async () => {
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env = await createTestEnv({ tickRate: 20 })
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})
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afterEach(async () => {
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await env.cleanup()
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})
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// ========================================================================
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// Room Creation | 房间创建
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// ========================================================================
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describe('Room Creation', () => {
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it('should create ECSRoom with World and Scene', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client = await env.createClient()
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await client.joinRoom('ecs-test')
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expect(client.roomId).toBeDefined()
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})
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it('should have World managed by Core.worldManager', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client = await env.createClient()
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await client.joinRoom('ecs-test')
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// 验证 World 正常创建(通过消息通信验证)
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const pongPromise = client.waitForRoomMessage<{ timestamp: number }>('Pong')
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client.sendToRoom('Ping', {})
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const pong = await pongPromise
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expect(pong.timestamp).toBeGreaterThan(0)
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})
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})
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// ========================================================================
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// Player Entity Management | 玩家实体管理
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// ========================================================================
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describe('Player Entity Management', () => {
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it('should create player entity on join', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client1 = await env.createClient()
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const { roomId } = await client1.joinRoom('ecs-test')
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// 等待第二个玩家加入时收到广播
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const joinPromise = client1.waitForRoomMessage<{ playerId: string; name: string }>(
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'PlayerJoined'
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)
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const client2 = await env.createClient()
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await client2.joinRoomById(roomId)
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const joinMsg = await joinPromise
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expect(joinMsg.playerId).toBe(client2.playerId)
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expect(joinMsg.name).toContain('Player_')
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})
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it('should destroy player entity on leave', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client1 = await env.createClient()
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const { roomId } = await client1.joinRoom('ecs-test')
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const client2 = await env.createClient()
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await client2.joinRoomById(roomId)
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const leavePromise = client1.waitForRoomMessage<{ playerId: string }>('PlayerLeft')
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await client2.leaveRoom()
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const leaveMsg = await leavePromise
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expect(leaveMsg.playerId).toBeDefined()
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})
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})
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// ========================================================================
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// Component Sync | 组件同步
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// ========================================================================
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describe('Component State Updates', () => {
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it('should update component via message handler', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client = await env.createClient()
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await client.joinRoom('ecs-test')
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client.sendToRoom('Move', { x: 100, y: 200 })
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// 等待处理
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await wait(50)
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// 验证 Ping/Pong 仍能工作(房间仍活跃)
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const pongPromise = client.waitForRoomMessage<{ timestamp: number }>('Pong')
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client.sendToRoom('Ping', {})
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const pong = await pongPromise
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expect(pong.timestamp).toBeGreaterThan(0)
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})
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it('should handle AddScore message', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client = await env.createClient()
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await client.joinRoom('ecs-test')
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client.sendToRoom('AddScore', { amount: 50 })
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client.sendToRoom('AddScore', { amount: 25 })
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await wait(50)
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// 确认房间仍然活跃
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const pongPromise = client.waitForRoomMessage<{ timestamp: number }>('Pong')
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client.sendToRoom('Ping', {})
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await pongPromise
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})
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})
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// ========================================================================
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// Sync Broadcast | 同步广播
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// ========================================================================
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describe('State Sync Broadcast', () => {
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it('should receive $sync messages when enabled', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client = await env.createClient()
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await client.joinRoom('ecs-test')
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// 触发状态变更
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client.sendToRoom('Move', { x: 50, y: 75 })
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// 等待 tick 处理
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await wait(200)
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// 检查是否收到 $sync 消息
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const hasSync = client.hasReceivedMessage('RoomMessage')
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expect(hasSync).toBe(true)
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})
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})
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// ========================================================================
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// Multi-player Sync | 多玩家同步
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// ========================================================================
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describe('Multi-player Scenarios', () => {
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it('should handle multiple players in same room', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client1 = await env.createClient()
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const { roomId } = await client1.joinRoom('ecs-test')
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const client2 = await env.createClient()
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const joinPromise = client1.waitForRoomMessage<{ playerId: string }>('PlayerJoined')
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await client2.joinRoomById(roomId)
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const joinMsg = await joinPromise
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expect(joinMsg.playerId).toBe(client2.playerId)
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})
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it('should broadcast to all players on state change', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client1 = await env.createClient()
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const { roomId } = await client1.joinRoom('ecs-test')
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const client2 = await env.createClient()
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// client1 等待收到 client2 加入的广播
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const joinPromise = client1.waitForRoomMessage<{ playerId: string }>('PlayerJoined')
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await client2.joinRoomById(roomId)
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const joinMsg = await joinPromise
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expect(joinMsg.playerId).toBe(client2.playerId)
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// 验证每个客户端都能独立通信
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const pong1Promise = client1.waitForRoomMessage<{ timestamp: number }>('Pong')
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client1.sendToRoom('Ping', {})
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const pong1 = await pong1Promise
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expect(pong1.timestamp).toBeGreaterThan(0)
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const pong2Promise = client2.waitForRoomMessage<{ timestamp: number }>('Pong')
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client2.sendToRoom('Ping', {})
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const pong2 = await pong2Promise
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expect(pong2.timestamp).toBeGreaterThan(0)
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})
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})
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// ========================================================================
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// Cleanup | 清理
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// ========================================================================
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describe('Room Cleanup', () => {
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it('should cleanup World on dispose', async () => {
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env.server.define('ecs-test', TestECSRoom)
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const client = await env.createClient()
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await client.joinRoom('ecs-test')
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await client.leaveRoom()
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// 等待自动销毁
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await wait(100)
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// 房间应该已销毁
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expect(client.roomId).toBeNull()
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})
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})
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})
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345
packages/framework/server/src/ecs/ECSRoom.ts
Normal file
345
packages/framework/server/src/ecs/ECSRoom.ts
Normal file
@@ -0,0 +1,345 @@
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/**
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* @zh ECS 房间基类
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* @en ECS Room base class
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*/
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import {
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Core,
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Scene,
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World,
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Entity,
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EntitySystem,
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type Component,
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// Sync
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SyncOperation,
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SYNC_METADATA,
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CHANGE_TRACKER,
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type SyncMetadata,
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type ChangeTracker,
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encodeSnapshot,
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encodeSpawn,
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encodeDespawn,
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initChangeTracker,
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} from '@esengine/ecs-framework';
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import { Room, type RoomOptions } from '../room/Room.js';
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import type { Player } from '../room/Player.js';
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// =============================================================================
|
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// Types | 类型定义
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// =============================================================================
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/**
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* @zh ECS 房间配置
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* @en ECS room configuration
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*/
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export interface ECSRoomConfig {
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/**
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* @zh 状态同步间隔(毫秒)
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* @en State sync interval in milliseconds
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*/
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syncInterval: number;
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/**
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* @zh 是否启用增量同步
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* @en Whether to enable delta sync
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*/
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enableDeltaSync: boolean;
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}
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const DEFAULT_ECS_CONFIG: ECSRoomConfig = {
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syncInterval: 50, // 20 Hz
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enableDeltaSync: true,
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};
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|
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/**
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||||
* @zh 网络实体标识组件
|
||||
* @en Network entity identity component
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||||
*/
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||||
const NETWORK_ENTITY_OWNER = Symbol('NetworkEntityOwner');
|
||||
|
||||
// =============================================================================
|
||||
// ECSRoom | ECS 房间
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh ECS 房间基类,带有 ECS World 支持和自动状态同步
|
||||
* @en ECS Room base class with ECS World support and automatic state synchronization
|
||||
*
|
||||
* @example
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||||
* ```typescript
|
||||
* // 服务端启动
|
||||
* Core.create();
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||||
* setInterval(() => Core.update(1/60), 16);
|
||||
*
|
||||
* // 定义房间
|
||||
* class GameRoom extends ECSRoom {
|
||||
* onCreate() {
|
||||
* this.addSystem(new PhysicsSystem());
|
||||
* }
|
||||
*
|
||||
* onJoin(player: Player) {
|
||||
* const entity = this.createPlayerEntity(player.id);
|
||||
* entity.addComponent(new PlayerComponent());
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown>> extends Room<TState, TPlayerData> {
|
||||
/**
|
||||
* @zh ECS World(由 Core.worldManager 管理)
|
||||
* @en ECS World (managed by Core.worldManager)
|
||||
*/
|
||||
protected readonly world: World;
|
||||
|
||||
/**
|
||||
* @zh World 在 WorldManager 中的 ID
|
||||
* @en World ID in WorldManager
|
||||
*/
|
||||
protected readonly worldId: string;
|
||||
|
||||
/**
|
||||
* @zh 房间的主场景
|
||||
* @en Room's main scene
|
||||
*/
|
||||
protected readonly scene: Scene;
|
||||
|
||||
/**
|
||||
* @zh ECS 配置
|
||||
* @en ECS configuration
|
||||
*/
|
||||
protected readonly ecsConfig: ECSRoomConfig;
|
||||
|
||||
/**
|
||||
* @zh 玩家 ID 到实体的映射
|
||||
* @en Player ID to Entity mapping
|
||||
*/
|
||||
private readonly _playerEntities: Map<string, Entity> = new Map();
|
||||
|
||||
/**
|
||||
* @zh 上次同步时间
|
||||
* @en Last sync time
|
||||
*/
|
||||
private _lastSyncTime: number = 0;
|
||||
|
||||
constructor(ecsConfig?: Partial<ECSRoomConfig>) {
|
||||
super();
|
||||
this.ecsConfig = { ...DEFAULT_ECS_CONFIG, ...ecsConfig };
|
||||
|
||||
this.worldId = `room_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;
|
||||
this.world = Core.worldManager.createWorld(this.worldId);
|
||||
this.scene = this.world.createScene('game');
|
||||
this.world.setSceneActive('game', true);
|
||||
this.world.start();
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Scene Management | 场景管理
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 添加系统到场景
|
||||
* @en Add system to scene
|
||||
*/
|
||||
protected addSystem(system: EntitySystem): void {
|
||||
this.scene.addSystem(system);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建实体
|
||||
* @en Create entity
|
||||
*/
|
||||
protected createEntity(name?: string): Entity {
|
||||
return this.scene.createEntity(name ?? `entity_${Date.now()}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 为玩家创建实体
|
||||
* @en Create entity for player
|
||||
*
|
||||
* @param playerId - @zh 玩家 ID @en Player ID
|
||||
* @param name - @zh 实体名称 @en Entity name
|
||||
* @returns @zh 创建的实体 @en Created entity
|
||||
*/
|
||||
protected createPlayerEntity(playerId: string, name?: string): Entity {
|
||||
const entityName = name ?? `player_${playerId}`;
|
||||
const entity = this.scene.createEntity(entityName);
|
||||
(entity as any)[NETWORK_ENTITY_OWNER] = playerId;
|
||||
this._playerEntities.set(playerId, entity);
|
||||
return entity;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取玩家的实体
|
||||
* @en Get player's entity
|
||||
*/
|
||||
protected getPlayerEntity(playerId: string): Entity | undefined {
|
||||
return this._playerEntities.get(playerId);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 销毁玩家的实体
|
||||
* @en Destroy player's entity
|
||||
*/
|
||||
protected destroyPlayerEntity(playerId: string): void {
|
||||
const entity = this._playerEntities.get(playerId);
|
||||
if (entity) {
|
||||
const despawnData = encodeDespawn(entity.id);
|
||||
this.broadcastBinary(despawnData);
|
||||
entity.destroy();
|
||||
this._playerEntities.delete(playerId);
|
||||
}
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// State Sync | 状态同步
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 广播二进制数据
|
||||
* @en Broadcast binary data
|
||||
*/
|
||||
protected broadcastBinary(data: Uint8Array): void {
|
||||
for (const player of this.players) {
|
||||
this.sendBinary(player, data);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 发送二进制数据给指定玩家
|
||||
* @en Send binary data to specific player
|
||||
*/
|
||||
protected sendBinary(player: Player<TPlayerData>, data: Uint8Array): void {
|
||||
player.send('$sync', { data: Array.from(data) });
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 发送完整状态给玩家(用于玩家刚加入时)
|
||||
* @en Send full state to player (for when player just joined)
|
||||
*/
|
||||
protected sendFullState(player: Player<TPlayerData>): void {
|
||||
const entities = this._getSyncEntities();
|
||||
if (entities.length === 0) return;
|
||||
|
||||
for (const entity of entities) {
|
||||
this._initComponentTrackers(entity);
|
||||
}
|
||||
|
||||
const data = encodeSnapshot(entities, SyncOperation.FULL);
|
||||
this.sendBinary(player, data);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 广播实体生成
|
||||
* @en Broadcast entity spawn
|
||||
*/
|
||||
protected broadcastSpawn(entity: Entity, prefabType?: string): void {
|
||||
this._initComponentTrackers(entity);
|
||||
const data = encodeSpawn(entity, prefabType);
|
||||
this.broadcastBinary(data);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 广播增量状态更新
|
||||
* @en Broadcast delta state update
|
||||
*/
|
||||
protected broadcastDelta(): void {
|
||||
const entities = this._getSyncEntities();
|
||||
const changedEntities = entities.filter(entity => this._hasChanges(entity));
|
||||
|
||||
if (changedEntities.length === 0) return;
|
||||
|
||||
const data = encodeSnapshot(changedEntities, SyncOperation.DELTA);
|
||||
this.broadcastBinary(data);
|
||||
this._clearChangeTrackers(changedEntities);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Lifecycle Overrides | 生命周期重载
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 游戏循环,处理状态同步
|
||||
* @en Game tick, handles state sync
|
||||
*/
|
||||
override onTick(_dt: number): void {
|
||||
if (this.ecsConfig.enableDeltaSync) {
|
||||
const now = Date.now();
|
||||
if (now - this._lastSyncTime >= this.ecsConfig.syncInterval) {
|
||||
this._lastSyncTime = now;
|
||||
this.broadcastDelta();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 玩家离开时自动销毁其实体
|
||||
* @en Auto destroy player entity when leaving
|
||||
*/
|
||||
override async onLeave(player: Player<TPlayerData>, reason?: string): Promise<void> {
|
||||
this.destroyPlayerEntity(player.id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 房间销毁时从 WorldManager 移除 World
|
||||
* @en Remove World from WorldManager when room is disposed
|
||||
*/
|
||||
override onDispose(): void {
|
||||
this._playerEntities.clear();
|
||||
Core.worldManager.removeWorld(this.worldId);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Internal | 内部方法
|
||||
// =========================================================================
|
||||
|
||||
private _getSyncEntities(): Entity[] {
|
||||
const entities: Entity[] = [];
|
||||
for (const entity of this.scene.entities.buffer) {
|
||||
if (this._hasSyncComponents(entity)) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
return entities;
|
||||
}
|
||||
|
||||
private _hasSyncComponents(entity: Entity): boolean {
|
||||
for (const component of entity.components) {
|
||||
const metadata: SyncMetadata | undefined = (component.constructor as any)[SYNC_METADATA];
|
||||
if (metadata && metadata.fields.length > 0) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private _hasChanges(entity: Entity): boolean {
|
||||
for (const component of entity.components) {
|
||||
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (tracker?.hasChanges()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private _initComponentTrackers(entity: Entity): void {
|
||||
for (const component of entity.components) {
|
||||
const metadata: SyncMetadata | undefined = (component.constructor as any)[SYNC_METADATA];
|
||||
if (metadata && metadata.fields.length > 0) {
|
||||
initChangeTracker(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _clearChangeTrackers(entities: Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
for (const component of entity.components) {
|
||||
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (tracker) {
|
||||
tracker.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
59
packages/framework/server/src/ecs/index.ts
Normal file
59
packages/framework/server/src/ecs/index.ts
Normal file
@@ -0,0 +1,59 @@
|
||||
/**
|
||||
* @zh @esengine/server ECS 集成模块
|
||||
* @en @esengine/server ECS integration module
|
||||
*
|
||||
* @zh 提供带 ECS World 的房间类,支持基于 @sync 装饰器的自动状态同步
|
||||
* @en Provides Room class with ECS World, supports automatic state sync based on @sync decorator
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { ECSRoom } from '@esengine/server/ecs';
|
||||
* import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
*
|
||||
* @ECSComponent('Player')
|
||||
* class PlayerComponent extends Component {
|
||||
* @sync("string") name: string = "";
|
||||
* @sync("uint16") score: number = 0;
|
||||
* }
|
||||
*
|
||||
* class GameRoom extends ECSRoom {
|
||||
* onCreate() {
|
||||
* this.addSystem(new MovementSystem());
|
||||
* }
|
||||
*
|
||||
* onJoin(player: Player) {
|
||||
* const entity = this.createPlayerEntity(player.id);
|
||||
* entity.addComponent(new PlayerComponent());
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
|
||||
export { ECSRoom } from './ECSRoom.js';
|
||||
export type { ECSRoomConfig } from './ECSRoom.js';
|
||||
|
||||
// Re-export commonly used ECS types for convenience
|
||||
export type {
|
||||
Entity,
|
||||
Component,
|
||||
EntitySystem,
|
||||
Scene,
|
||||
World,
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// Re-export sync types
|
||||
export {
|
||||
sync,
|
||||
getSyncMetadata,
|
||||
hasSyncFields,
|
||||
initChangeTracker,
|
||||
clearChanges,
|
||||
hasChanges,
|
||||
SyncOperation,
|
||||
type SyncType,
|
||||
type SyncFieldMetadata,
|
||||
type SyncMetadata,
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// Re-export room decorators
|
||||
export { onMessage } from '../room/decorators.js';
|
||||
@@ -1,4 +1,4 @@
|
||||
import { defineConfig } from 'tsup'
|
||||
import { defineConfig } from 'tsup';
|
||||
|
||||
export default defineConfig({
|
||||
entry: [
|
||||
@@ -6,12 +6,13 @@ export default defineConfig({
|
||||
'src/auth/index.ts',
|
||||
'src/auth/testing/index.ts',
|
||||
'src/ratelimit/index.ts',
|
||||
'src/testing/index.ts'
|
||||
'src/testing/index.ts',
|
||||
'src/ecs/index.ts',
|
||||
],
|
||||
format: ['esm'],
|
||||
dts: true,
|
||||
clean: true,
|
||||
sourcemap: true,
|
||||
external: ['ws', 'jsonwebtoken', '@esengine/rpc', '@esengine/rpc/codec'],
|
||||
external: ['ws', 'jsonwebtoken', '@esengine/rpc', '@esengine/rpc/codec', '@esengine/ecs-framework'],
|
||||
treeshake: true,
|
||||
})
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user