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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@@ -1,4 +1,4 @@
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import { defineConfig } from 'tsup'
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import { defineConfig } from 'tsup';
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export default defineConfig({
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entry: [
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@@ -6,12 +6,13 @@ export default defineConfig({
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'src/auth/index.ts',
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'src/auth/testing/index.ts',
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'src/ratelimit/index.ts',
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'src/testing/index.ts'
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'src/testing/index.ts',
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'src/ecs/index.ts',
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],
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format: ['esm'],
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dts: true,
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clean: true,
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sourcemap: true,
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external: ['ws', 'jsonwebtoken', '@esengine/rpc', '@esengine/rpc/codec'],
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external: ['ws', 'jsonwebtoken', '@esengine/rpc', '@esengine/rpc/codec', '@esengine/ecs-framework'],
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treeshake: true,
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})
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});
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