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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YHH
2025-12-30 17:56:06 +08:00
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commit 1f3a76aabe
12 changed files with 578 additions and 3 deletions

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@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
}
```
## Runtime Environment
For networked games, you can configure the runtime environment to distinguish between server and client logic.
### Global Configuration (Recommended)
Set the runtime environment once at the Core level - all Scenes will inherit this setting:
```typescript
import { Core } from '@esengine/ecs-framework';
// Method 1: Set in Core.create()
Core.create({ runtimeEnvironment: 'server' });
// Method 2: Set static property directly
Core.runtimeEnvironment = 'server';
```
### Per-Scene Override
Individual scenes can override the global setting:
```typescript
const clientScene = new Scene({ runtimeEnvironment: 'client' });
```
### Environment Types
| Environment | Use Case |
|-------------|----------|
| `'standalone'` | Single-player games (default) |
| `'server'` | Game server, authoritative logic |
| `'client'` | Game client, rendering/input |
### Checking Environment in Systems
```typescript
class CollectibleSpawnSystem extends EntitySystem {
private checkCollections(): void {
// Skip on client - only server handles authoritative logic
if (!this.scene.isServer) return;
// Server-authoritative spawn logic...
}
}
```
See [System Runtime Decorators](/en/guide/system/index#runtime-environment-decorators) for decorator-based approach.
### Running a Scene
```typescript

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@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0, executes first
scene.addSystem(new SystemB()); // addOrder = 1, executes second
```
## Runtime Environment Decorators
For networked games, you can use decorators to control which environment a system method runs in.
### Available Decorators
| Decorator | Effect |
|-----------|--------|
| `@ServerOnly()` | Method only executes on server |
| `@ClientOnly()` | Method only executes on client |
| `@NotServer()` | Method skipped on server |
| `@NotClient()` | Method skipped on client |
### Usage Example
```typescript
import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
class GameSystem extends EntitySystem {
@ServerOnly()
private spawnEnemies(): void {
// Only runs on server - authoritative spawn logic
}
@ClientOnly()
private playEffects(): void {
// Only runs on client - visual effects
}
}
```
### Simple Conditional Check
For simple cases, a direct check is often clearer than decorators:
```typescript
class CollectibleSystem extends EntitySystem {
private checkCollections(): void {
if (!this.scene.isServer) return; // Skip on client
// Server-authoritative logic...
}
}
```
See [Scene Runtime Environment](/en/guide/scene/index#runtime-environment) for configuration details.
## Next Steps
- [System Types](/en/guide/system/types) - Learn about different system base classes

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@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
}
```
## 运行时环境
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。
### 全局配置(推荐)
在 Core 层级设置一次运行时环境,所有场景都会继承此设置:
```typescript
import { Core } from '@esengine/ecs-framework';
// 方式1在 Core.create() 中设置
Core.create({ runtimeEnvironment: 'server' });
// 方式2直接设置静态属性
Core.runtimeEnvironment = 'server';
```
### 单个场景覆盖
个别场景可以覆盖全局设置:
```typescript
const clientScene = new Scene({ runtimeEnvironment: 'client' });
```
### 环境类型
| 环境 | 使用场景 |
|------|----------|
| `'standalone'` | 单机游戏(默认) |
| `'server'` | 游戏服务器,权威逻辑 |
| `'client'` | 游戏客户端,渲染/输入 |
### 在系统中检查环境
```typescript
class CollectibleSpawnSystem extends EntitySystem {
private checkCollections(): void {
// 客户端跳过 - 只有服务端处理权威逻辑
if (!this.scene.isServer) return;
// 服务端权威生成逻辑...
}
}
```
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。
### 运行场景
```typescript

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@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0先执行
scene.addSystem(new SystemB()); // addOrder = 1后执行
```
## 运行时环境装饰器
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。
### 可用装饰器
| 装饰器 | 效果 |
|--------|------|
| `@ServerOnly()` | 方法仅在服务端执行 |
| `@ClientOnly()` | 方法仅在客户端执行 |
| `@NotServer()` | 方法在服务端跳过 |
| `@NotClient()` | 方法在客户端跳过 |
### 使用示例
```typescript
import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
class GameSystem extends EntitySystem {
@ServerOnly()
private spawnEnemies(): void {
// 仅在服务端运行 - 权威生成逻辑
}
@ClientOnly()
private playEffects(): void {
// 仅在客户端运行 - 视觉效果
}
}
```
### 简单条件检查
对于简单场景,直接检查通常比装饰器更清晰:
```typescript
class CollectibleSystem extends EntitySystem {
private checkCollections(): void {
if (!this.scene.isServer) return; // 客户端跳过
// 服务端权威逻辑...
}
}
```
参见 [场景运行时环境](/guide/scene/index#运行时环境) 了解配置详情。
## 下一步
- [系统类型](/guide/system/types) - 了解不同类型的系统基类