feat(ecs): 添加运行时环境区分机制 | add runtime environment detection (#398)
- Core 新增静态属性 runtimeEnvironment,支持 'server' | 'client' | 'standalone' - Core 新增 isServer / isClient 静态只读属性 - ICoreConfig 新增 runtimeEnvironment 配置项 - Scene 新增 isServer / isClient 只读属性(默认从 Core 继承,可通过 config 覆盖) - 新增 @ServerOnly() / @ClientOnly() / @NotServer() / @NotClient() 方法装饰器 - 更新中英文文档 用于网络游戏中区分服务端权威逻辑和客户端逻辑
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@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
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}
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```
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## Runtime Environment
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For networked games, you can configure the runtime environment to distinguish between server and client logic.
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### Global Configuration (Recommended)
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Set the runtime environment once at the Core level - all Scenes will inherit this setting:
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```typescript
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import { Core } from '@esengine/ecs-framework';
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// Method 1: Set in Core.create()
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Core.create({ runtimeEnvironment: 'server' });
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// Method 2: Set static property directly
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Core.runtimeEnvironment = 'server';
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```
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### Per-Scene Override
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Individual scenes can override the global setting:
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```typescript
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const clientScene = new Scene({ runtimeEnvironment: 'client' });
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```
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### Environment Types
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| Environment | Use Case |
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|-------------|----------|
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| `'standalone'` | Single-player games (default) |
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| `'server'` | Game server, authoritative logic |
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| `'client'` | Game client, rendering/input |
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### Checking Environment in Systems
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```typescript
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class CollectibleSpawnSystem extends EntitySystem {
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private checkCollections(): void {
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// Skip on client - only server handles authoritative logic
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if (!this.scene.isServer) return;
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// Server-authoritative spawn logic...
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}
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}
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```
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See [System Runtime Decorators](/en/guide/system/index#runtime-environment-decorators) for decorator-based approach.
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### Running a Scene
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```typescript
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@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0, executes first
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scene.addSystem(new SystemB()); // addOrder = 1, executes second
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```
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## Runtime Environment Decorators
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For networked games, you can use decorators to control which environment a system method runs in.
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### Available Decorators
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| Decorator | Effect |
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|-----------|--------|
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| `@ServerOnly()` | Method only executes on server |
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| `@ClientOnly()` | Method only executes on client |
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| `@NotServer()` | Method skipped on server |
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| `@NotClient()` | Method skipped on client |
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### Usage Example
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```typescript
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import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
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class GameSystem extends EntitySystem {
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@ServerOnly()
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private spawnEnemies(): void {
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// Only runs on server - authoritative spawn logic
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}
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@ClientOnly()
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private playEffects(): void {
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// Only runs on client - visual effects
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}
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}
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```
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### Simple Conditional Check
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For simple cases, a direct check is often clearer than decorators:
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```typescript
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class CollectibleSystem extends EntitySystem {
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private checkCollections(): void {
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if (!this.scene.isServer) return; // Skip on client
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// Server-authoritative logic...
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}
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}
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```
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See [Scene Runtime Environment](/en/guide/scene/index#runtime-environment) for configuration details.
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## Next Steps
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- [System Types](/en/guide/system/types) - Learn about different system base classes
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@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
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}
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```
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## 运行时环境
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对于网络游戏,你可以配置运行时环境来区分服务端和客户端逻辑。
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### 全局配置(推荐)
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在 Core 层级设置一次运行时环境,所有场景都会继承此设置:
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```typescript
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import { Core } from '@esengine/ecs-framework';
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// 方式1:在 Core.create() 中设置
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Core.create({ runtimeEnvironment: 'server' });
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// 方式2:直接设置静态属性
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Core.runtimeEnvironment = 'server';
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```
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### 单个场景覆盖
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个别场景可以覆盖全局设置:
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```typescript
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const clientScene = new Scene({ runtimeEnvironment: 'client' });
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```
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### 环境类型
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| 环境 | 使用场景 |
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|------|----------|
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| `'standalone'` | 单机游戏(默认) |
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| `'server'` | 游戏服务器,权威逻辑 |
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| `'client'` | 游戏客户端,渲染/输入 |
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### 在系统中检查环境
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```typescript
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class CollectibleSpawnSystem extends EntitySystem {
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private checkCollections(): void {
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// 客户端跳过 - 只有服务端处理权威逻辑
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if (!this.scene.isServer) return;
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// 服务端权威生成逻辑...
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}
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}
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```
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参见 [系统运行时装饰器](/guide/system/index#运行时环境装饰器) 了解基于装饰器的方式。
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### 运行场景
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```typescript
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@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0,先执行
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scene.addSystem(new SystemB()); // addOrder = 1,后执行
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```
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## 运行时环境装饰器
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对于网络游戏,你可以使用装饰器来控制系统方法在哪个环境下执行。
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### 可用装饰器
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| 装饰器 | 效果 |
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|--------|------|
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| `@ServerOnly()` | 方法仅在服务端执行 |
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| `@ClientOnly()` | 方法仅在客户端执行 |
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| `@NotServer()` | 方法在服务端跳过 |
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| `@NotClient()` | 方法在客户端跳过 |
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### 使用示例
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```typescript
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import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
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class GameSystem extends EntitySystem {
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@ServerOnly()
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private spawnEnemies(): void {
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// 仅在服务端运行 - 权威生成逻辑
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}
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@ClientOnly()
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private playEffects(): void {
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// 仅在客户端运行 - 视觉效果
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}
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}
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```
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### 简单条件检查
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对于简单场景,直接检查通常比装饰器更清晰:
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```typescript
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class CollectibleSystem extends EntitySystem {
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private checkCollections(): void {
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if (!this.scene.isServer) return; // 客户端跳过
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// 服务端权威逻辑...
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}
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}
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```
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参见 [场景运行时环境](/guide/scene/index#运行时环境) 了解配置详情。
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## 下一步
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- [系统类型](/guide/system/types) - 了解不同类型的系统基类
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