feat(network): 基于 TSRPC 的网络同步模块 (#318)

- network-protocols: 共享协议包,使用 TSRPC CLI 生成完整类型验证
- network: 浏览器客户端,提供 NetworkPlugin、NetworkService 和同步系统
- network-server: Node.js 服务端,提供 GameServer 和房间管理
This commit is contained in:
YHH
2025-12-24 22:49:29 +08:00
committed by GitHub
parent dbc6793dc4
commit 235c432edb
35 changed files with 2727 additions and 88 deletions

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{
"name": "@esengine/network",
"displayName": "Network",
"description": "TSRPC-based network synchronization for multiplayer games",
"version": "1.0.0",
"category": "network",
"dependencies": [],
"components": [
{
"name": "NetworkIdentity",
"displayName": "Network Identity",
"description": "Identifies an entity on the network"
},
{
"name": "NetworkTransform",
"displayName": "Network Transform",
"description": "Syncs entity position and rotation"
}
],
"systems": [
{
"name": "NetworkSyncSystem",
"description": "Handles state synchronization"
},
{
"name": "NetworkSpawnSystem",
"description": "Handles entity spawning/despawning"
},
{
"name": "NetworkInputSystem",
"description": "Handles input collection and sending"
}
]
}

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{
"name": "@esengine/network",
"version": "1.0.0",
"description": "Network synchronization for multiplayer games based on TSRPC",
"esengine": {
"plugin": true,
"pluginExport": "NetworkPlugin",
"category": "network",
"isEnginePlugin": true
},
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
"type": "module",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
}
},
"files": [
"dist"
],
"scripts": {
"build": "tsup && tsc --project tsconfig.build.json --declaration --emitDeclarationOnly --outDir dist",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"dependencies": {
"@esengine/network-protocols": "workspace:*",
"tsrpc-browser": "^3.4.16"
},
"devDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/build-config": "workspace:*",
"rimraf": "^5.0.5",
"tsup": "^8.0.0",
"typescript": "^5.3.3"
},
"keywords": [
"ecs",
"network",
"multiplayer",
"websocket",
"sync"
],
"author": "yhh",
"license": "MIT"
}

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import { type IPlugin, Core, type ServiceContainer, type Scene } from '@esengine/ecs-framework';
import { NetworkService } from './services/NetworkService';
import { NetworkSyncSystem } from './systems/NetworkSyncSystem';
import { NetworkSpawnSystem, type PrefabFactory } from './systems/NetworkSpawnSystem';
import { NetworkInputSystem } from './systems/NetworkInputSystem';
/**
* 网络插件
* Network plugin
*
* 提供基于 TSRPC 的网络同步功能。
* Provides TSRPC-based network synchronization.
*
* @example
* ```typescript
* import { Core } from '@esengine/ecs-framework';
* import { NetworkPlugin } from '@esengine/network';
*
* const networkPlugin = new NetworkPlugin();
* await Core.installPlugin(networkPlugin);
*
* // 连接到服务器 | Connect to server
* await networkPlugin.connect('ws://localhost:3000', 'Player1');
*
* // 注册预制体 | Register prefab
* networkPlugin.registerPrefab('player', (scene, spawn) => {
* const entity = scene.createEntity('Player');
* return entity;
* });
* ```
*/
export class NetworkPlugin implements IPlugin {
public readonly name = '@esengine/network';
public readonly version = '1.0.0';
private _networkService!: NetworkService;
private _syncSystem!: NetworkSyncSystem;
private _spawnSystem!: NetworkSpawnSystem;
private _inputSystem!: NetworkInputSystem;
/**
* 网络服务
* Network service
*/
get networkService(): NetworkService {
return this._networkService;
}
/**
* 同步系统
* Sync system
*/
get syncSystem(): NetworkSyncSystem {
return this._syncSystem;
}
/**
* 生成系统
* Spawn system
*/
get spawnSystem(): NetworkSpawnSystem {
return this._spawnSystem;
}
/**
* 输入系统
* Input system
*/
get inputSystem(): NetworkInputSystem {
return this._inputSystem;
}
/**
* 是否已连接
* Is connected
*/
get isConnected(): boolean {
return this._networkService?.isConnected ?? false;
}
/**
* 安装插件
* Install plugin
*/
install(_core: Core, _services: ServiceContainer): void {
this._networkService = new NetworkService();
// 当场景加载时添加系统
// Add systems when scene loads
const scene = Core.scene;
if (scene) {
this._setupSystems(scene as Scene);
}
}
/**
* 卸载插件
* Uninstall plugin
*/
uninstall(): void {
this._networkService?.disconnect();
}
private _setupSystems(scene: Scene): void {
this._syncSystem = new NetworkSyncSystem(this._networkService);
this._spawnSystem = new NetworkSpawnSystem(this._networkService, this._syncSystem);
this._inputSystem = new NetworkInputSystem(this._networkService);
scene.addSystem(this._syncSystem);
scene.addSystem(this._spawnSystem);
scene.addSystem(this._inputSystem);
}
/**
* 连接到服务器
* Connect to server
*/
public async connect(serverUrl: string, playerName: string, roomId?: string): Promise<boolean> {
return this._networkService.connect(serverUrl, playerName, roomId);
}
/**
* 断开连接
* Disconnect
*/
public async disconnect(): Promise<void> {
await this._networkService.disconnect();
}
/**
* 注册预制体工厂
* Register prefab factory
*/
public registerPrefab(prefabType: string, factory: PrefabFactory): void {
this._spawnSystem?.registerPrefab(prefabType, factory);
}
/**
* 发送移动输入
* Send move input
*/
public sendMoveInput(x: number, y: number): void {
this._inputSystem?.addMoveInput(x, y);
}
/**
* 发送动作输入
* Send action input
*/
public sendActionInput(action: string): void {
this._inputSystem?.addActionInput(action);
}
}

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import { Component, ECSComponent, Serialize, Serializable, Property } from '@esengine/ecs-framework';
/**
* 网络身份组件
* Network identity component
*
* 标识一个实体在网络上的唯一身份。
* Identifies an entity's unique identity on the network.
*/
@ECSComponent('NetworkIdentity')
@Serializable({ version: 1, typeId: 'NetworkIdentity' })
export class NetworkIdentity extends Component {
/**
* 网络实体 ID
* Network entity ID
*/
@Serialize()
@Property({ type: 'integer', label: 'Net ID', readOnly: true })
public netId: number = 0;
/**
* 所有者客户端 ID
* Owner client ID
*/
@Serialize()
@Property({ type: 'integer', label: 'Owner ID', readOnly: true })
public ownerId: number = 0;
/**
* 是否为本地玩家拥有
* Is owned by local player
*/
public bIsLocalPlayer: boolean = false;
/**
* 是否有权限控制
* Has authority
*/
public bHasAuthority: boolean = false;
/**
* 预制体类型
* Prefab type
*/
@Serialize()
@Property({ type: 'string', label: 'Prefab Type' })
public prefabType: string = '';
/**
* 同步间隔 (ms)
* Sync interval in milliseconds
*/
@Serialize()
@Property({ type: 'number', label: 'Sync Interval', min: 16 })
public syncInterval: number = 100;
/**
* 上次同步时间
* Last sync time
*/
public lastSyncTime: number = 0;
/**
* 检查是否需要同步
* Check if sync is needed
*/
public needsSync(now: number): boolean {
return now - this.lastSyncTime >= this.syncInterval;
}
}

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import { Component, ECSComponent, Serialize, Serializable, Property } from '@esengine/ecs-framework';
/**
* 网络变换组件
* Network transform component
*
* 同步实体的位置和旋转。支持插值平滑。
* Syncs entity position and rotation with interpolation smoothing.
*/
@ECSComponent('NetworkTransform', { requires: ['NetworkIdentity'] })
@Serializable({ version: 1, typeId: 'NetworkTransform' })
export class NetworkTransform extends Component {
/**
* 目标位置 X
* Target position X
*/
public targetX: number = 0;
/**
* 目标位置 Y
* Target position Y
*/
public targetY: number = 0;
/**
* 目标旋转
* Target rotation
*/
public targetRotation: number = 0;
/**
* 当前位置 X
* Current position X
*/
public currentX: number = 0;
/**
* 当前位置 Y
* Current position Y
*/
public currentY: number = 0;
/**
* 当前旋转
* Current rotation
*/
public currentRotation: number = 0;
/**
* 插值速度
* Interpolation speed
*/
@Serialize()
@Property({ type: 'number', label: 'Lerp Speed', min: 0.1, max: 50 })
public lerpSpeed: number = 10;
/**
* 是否启用插值
* Enable interpolation
*/
@Serialize()
@Property({ type: 'boolean', label: 'Interpolate' })
public bInterpolate: boolean = true;
/**
* 同步间隔 (ms)
* Sync interval in milliseconds
*/
@Serialize()
@Property({ type: 'number', label: 'Sync Interval', min: 16 })
public syncInterval: number = 50;
/**
* 上次同步时间
* Last sync time
*/
public lastSyncTime: number = 0;
/**
* 设置目标位置
* Set target position
*/
public setTarget(x: number, y: number, rotation?: number): void {
this.targetX = x;
this.targetY = y;
if (rotation !== undefined) {
this.targetRotation = rotation;
}
}
/**
* 立即跳转到目标位置
* Snap to target position immediately
*/
public snap(): void {
this.currentX = this.targetX;
this.currentY = this.targetY;
this.currentRotation = this.targetRotation;
}
}

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/**
* @esengine/network
*
* 基于 TSRPC 的网络同步模块(客户端)
* TSRPC-based network synchronization module (client)
*/
// ============================================================================
// Re-export from protocols | 从协议包重新导出
// ============================================================================
export type {
ServiceType,
Vec2,
IEntityState,
IPlayerInput,
MsgSync,
MsgInput,
MsgSpawn,
MsgDespawn,
ReqJoin,
ResJoin
} from '@esengine/network-protocols';
export { serviceProto } from '@esengine/network-protocols';
// ============================================================================
// Tokens | 服务令牌
// ============================================================================
export {
NetworkServiceToken,
NetworkSyncSystemToken,
NetworkSpawnSystemToken,
NetworkInputSystemToken
} from './tokens';
// ============================================================================
// Plugin | 插件
// ============================================================================
export { NetworkPlugin } from './NetworkPlugin';
// ============================================================================
// Services | 服务
// ============================================================================
export { NetworkService, ENetworkState } from './services/NetworkService';
export type { INetworkCallbacks } from './services/NetworkService';
// ============================================================================
// Components | 组件
// ============================================================================
export { NetworkIdentity } from './components/NetworkIdentity';
export { NetworkTransform } from './components/NetworkTransform';
// ============================================================================
// Systems | 系统
// ============================================================================
export { NetworkSyncSystem } from './systems/NetworkSyncSystem';
export { NetworkSpawnSystem } from './systems/NetworkSpawnSystem';
export type { PrefabFactory } from './systems/NetworkSpawnSystem';
export { NetworkInputSystem } from './systems/NetworkInputSystem';

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import { WsClient } from 'tsrpc-browser';
import {
serviceProto,
type ServiceType,
type MsgSync,
type MsgSpawn,
type MsgDespawn,
type IPlayerInput
} from '@esengine/network-protocols';
/**
* 连接状态
* Connection state
*/
export const enum ENetworkState {
Disconnected = 0,
Connecting = 1,
Connected = 2
}
/**
* 网络事件回调
* Network event callbacks
*/
export interface INetworkCallbacks {
onConnected?: (clientId: number, roomId: string) => void;
onDisconnected?: () => void;
onSync?: (msg: MsgSync) => void;
onSpawn?: (msg: MsgSpawn) => void;
onDespawn?: (msg: MsgDespawn) => void;
onError?: (error: Error) => void;
}
/**
* 创建 TSRPC 客户端
* Create TSRPC client
*/
function createClient(serverUrl: string): WsClient<ServiceType> {
return new WsClient(serviceProto, {
server: serverUrl,
json: true,
logLevel: 'warn'
});
}
/**
* 网络服务
* Network service
*
* 基于 TSRPC 的网络服务封装,提供类型安全的网络通信。
* TSRPC-based network service wrapper with type-safe communication.
*/
export class NetworkService {
private _client: WsClient<ServiceType> | null = null;
private _state: ENetworkState = ENetworkState.Disconnected;
private _clientId: number = 0;
private _roomId: string = '';
private _callbacks: INetworkCallbacks = {};
get state(): ENetworkState {
return this._state;
}
get clientId(): number {
return this._clientId;
}
get roomId(): string {
return this._roomId;
}
get isConnected(): boolean {
return this._state === ENetworkState.Connected;
}
/**
* 设置回调
* Set callbacks
*/
setCallbacks(callbacks: INetworkCallbacks): void {
this._callbacks = { ...this._callbacks, ...callbacks };
}
/**
* 连接到服务器
* Connect to server
*/
async connect(serverUrl: string, playerName: string, roomId?: string): Promise<boolean> {
if (this._state !== ENetworkState.Disconnected) {
return false;
}
this._state = ENetworkState.Connecting;
this._client = createClient(serverUrl);
this._setupListeners();
// 连接
// Connect
const connectResult = await this._client.connect();
if (!connectResult.isSucc) {
this._state = ENetworkState.Disconnected;
this._callbacks.onError?.(new Error(connectResult.errMsg));
return false;
}
// 加入房间
// Join room
const joinResult = await this._client.callApi('Join', {
playerName,
roomId
});
if (!joinResult.isSucc) {
await this._client.disconnect();
this._state = ENetworkState.Disconnected;
this._callbacks.onError?.(new Error(joinResult.err.message));
return false;
}
this._clientId = joinResult.res.clientId;
this._roomId = joinResult.res.roomId;
this._state = ENetworkState.Connected;
this._callbacks.onConnected?.(this._clientId, this._roomId);
return true;
}
/**
* 断开连接
* Disconnect
*/
async disconnect(): Promise<void> {
if (this._client) {
await this._client.disconnect();
}
this._state = ENetworkState.Disconnected;
this._clientId = 0;
this._roomId = '';
this._client = null;
}
/**
* 发送输入
* Send input
*/
sendInput(input: IPlayerInput): void {
if (!this.isConnected || !this._client) return;
this._client.sendMsg('Input', { input });
}
private _setupListeners(): void {
if (!this._client) return;
this._client.listenMsg('Sync', (msg) => {
this._callbacks.onSync?.(msg);
});
this._client.listenMsg('Spawn', (msg) => {
this._callbacks.onSpawn?.(msg);
});
this._client.listenMsg('Despawn', (msg) => {
this._callbacks.onDespawn?.(msg);
});
this._client.flows.postDisconnectFlow.push((v) => {
this._state = ENetworkState.Disconnected;
this._callbacks.onDisconnected?.();
return v;
});
}
}

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import { EntitySystem, Matcher } from '@esengine/ecs-framework';
import type { IPlayerInput } from '@esengine/network-protocols';
import type { NetworkService } from '../services/NetworkService';
/**
* 网络输入系统
* Network input system
*
* 收集本地玩家输入并发送到服务器。
* Collects local player input and sends to server.
*/
export class NetworkInputSystem extends EntitySystem {
private _networkService: NetworkService;
private _frame: number = 0;
private _inputQueue: IPlayerInput[] = [];
constructor(networkService: NetworkService) {
// 不查询任何实体,此系统只处理输入
// Don't query any entities, this system only handles input
super(Matcher.nothing());
this._networkService = networkService;
}
/**
* 处理输入队列
* Process input queue
*/
protected override process(): void {
if (!this._networkService.isConnected) return;
this._frame++;
// 发送队列中的输入
// Send queued inputs
while (this._inputQueue.length > 0) {
const input = this._inputQueue.shift()!;
input.frame = this._frame;
this._networkService.sendInput(input);
}
}
/**
* 添加移动输入
* Add move input
*/
public addMoveInput(x: number, y: number): void {
this._inputQueue.push({
frame: 0,
moveDir: { x, y }
});
}
/**
* 添加动作输入
* Add action input
*/
public addActionInput(action: string): void {
const lastInput = this._inputQueue[this._inputQueue.length - 1];
if (lastInput) {
lastInput.actions = lastInput.actions || [];
lastInput.actions.push(action);
} else {
this._inputQueue.push({
frame: 0,
actions: [action]
});
}
}
protected override onDestroy(): void {
this._inputQueue.length = 0;
}
}

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import { EntitySystem, Entity, type Scene, Matcher } from '@esengine/ecs-framework';
import type { MsgSpawn, MsgDespawn } from '@esengine/network-protocols';
import { NetworkIdentity } from '../components/NetworkIdentity';
import { NetworkTransform } from '../components/NetworkTransform';
import type { NetworkService } from '../services/NetworkService';
import type { NetworkSyncSystem } from './NetworkSyncSystem';
/**
* 预制体工厂函数类型
* Prefab factory function type
*/
export type PrefabFactory = (scene: Scene, spawn: MsgSpawn) => Entity;
/**
* 网络生成系统
* Network spawn system
*
* 处理网络实体的生成和销毁。
* Handles spawning and despawning of networked entities.
*/
export class NetworkSpawnSystem extends EntitySystem {
private _networkService: NetworkService;
private _syncSystem: NetworkSyncSystem;
private _prefabFactories: Map<string, PrefabFactory> = new Map();
constructor(networkService: NetworkService, syncSystem: NetworkSyncSystem) {
// 不查询任何实体,此系统只响应网络消息
// Don't query any entities, this system only responds to network messages
super(Matcher.nothing());
this._networkService = networkService;
this._syncSystem = syncSystem;
}
protected override onInitialize(): void {
this._networkService.setCallbacks({
onSpawn: this._handleSpawn.bind(this),
onDespawn: this._handleDespawn.bind(this)
});
}
/**
* 注册预制体工厂
* Register prefab factory
*/
public registerPrefab(prefabType: string, factory: PrefabFactory): void {
this._prefabFactories.set(prefabType, factory);
}
/**
* 注销预制体工厂
* Unregister prefab factory
*/
public unregisterPrefab(prefabType: string): void {
this._prefabFactories.delete(prefabType);
}
private _handleSpawn(msg: MsgSpawn): void {
if (!this.scene) return;
const factory = this._prefabFactories.get(msg.prefab);
if (!factory) {
this.logger.warn(`Unknown prefab: ${msg.prefab}`);
return;
}
const entity = factory(this.scene, msg);
// 添加网络组件
// Add network components
const identity = entity.addComponent(new NetworkIdentity());
identity.netId = msg.netId;
identity.ownerId = msg.ownerId;
identity.prefabType = msg.prefab;
identity.bHasAuthority = msg.ownerId === this._networkService.clientId;
identity.bIsLocalPlayer = identity.bHasAuthority;
const transform = entity.addComponent(new NetworkTransform());
transform.setTarget(msg.pos.x, msg.pos.y, msg.rot);
transform.snap();
// 注册到同步系统
// Register to sync system
this._syncSystem.registerEntity(msg.netId, entity.id);
}
private _handleDespawn(msg: MsgDespawn): void {
const entityId = this._syncSystem.getEntityId(msg.netId);
if (entityId === undefined) return;
const entity = this.scene?.findEntityById(entityId);
if (entity) {
entity.destroy();
}
this._syncSystem.unregisterEntity(msg.netId);
}
protected override onDestroy(): void {
this._prefabFactories.clear();
}
}

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import { EntitySystem, Matcher, Time, type Entity } from '@esengine/ecs-framework';
import type { MsgSync } from '@esengine/network-protocols';
import { NetworkIdentity } from '../components/NetworkIdentity';
import { NetworkTransform } from '../components/NetworkTransform';
import type { NetworkService } from '../services/NetworkService';
/**
* 网络同步系统
* Network sync system
*
* 处理网络实体的状态同步和插值。
* Handles state synchronization and interpolation for networked entities.
*/
export class NetworkSyncSystem extends EntitySystem {
private _networkService: NetworkService;
private _netIdToEntity: Map<number, number> = new Map();
constructor(networkService: NetworkService) {
super(Matcher.all(NetworkIdentity, NetworkTransform));
this._networkService = networkService;
}
protected override onInitialize(): void {
this._networkService.setCallbacks({
onSync: this._handleSync.bind(this)
});
}
/**
* 处理实体列表
* Process entities
*/
protected override process(entities: readonly Entity[]): void {
const deltaTime = Time.deltaTime;
for (const entity of entities) {
const transform = this.requireComponent(entity, NetworkTransform);
const identity = this.requireComponent(entity, NetworkIdentity);
// 只有非本地玩家需要插值
// Only non-local players need interpolation
if (!identity.bHasAuthority && transform.bInterpolate) {
this._interpolate(transform, deltaTime);
}
}
}
/**
* 注册网络实体
* Register network entity
*/
public registerEntity(netId: number, entityId: number): void {
this._netIdToEntity.set(netId, entityId);
}
/**
* 注销网络实体
* Unregister network entity
*/
public unregisterEntity(netId: number): void {
this._netIdToEntity.delete(netId);
}
/**
* 根据网络 ID 获取实体 ID
* Get entity ID by network ID
*/
public getEntityId(netId: number): number | undefined {
return this._netIdToEntity.get(netId);
}
private _handleSync(msg: MsgSync): void {
for (const state of msg.entities) {
const entityId = this._netIdToEntity.get(state.netId);
if (entityId === undefined) continue;
const entity = this.scene?.findEntityById(entityId);
if (!entity) continue;
const transform = entity.getComponent(NetworkTransform);
if (transform && state.pos) {
transform.setTarget(state.pos.x, state.pos.y, state.rot);
}
}
}
private _interpolate(transform: NetworkTransform, deltaTime: number): void {
const t = Math.min(1, transform.lerpSpeed * deltaTime);
transform.currentX += (transform.targetX - transform.currentX) * t;
transform.currentY += (transform.targetY - transform.currentY) * t;
// 角度插值需要处理环绕
// Angle interpolation needs to handle wrap-around
let angleDiff = transform.targetRotation - transform.currentRotation;
while (angleDiff > Math.PI) angleDiff -= Math.PI * 2;
while (angleDiff < -Math.PI) angleDiff += Math.PI * 2;
transform.currentRotation += angleDiff * t;
}
protected override onDestroy(): void {
this._netIdToEntity.clear();
}
}

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/**
* Network 模块服务令牌
* Network module service tokens
*/
import { createServiceToken } from '@esengine/ecs-framework';
import type { NetworkService } from './services/NetworkService';
import type { NetworkSyncSystem } from './systems/NetworkSyncSystem';
import type { NetworkSpawnSystem } from './systems/NetworkSpawnSystem';
import type { NetworkInputSystem } from './systems/NetworkInputSystem';
// ============================================================================
// Network 模块导出的令牌 | Tokens exported by Network module
// ============================================================================
/**
* 网络服务令牌
* Network service token
*/
export const NetworkServiceToken = createServiceToken<NetworkService>('networkService');
/**
* 网络同步系统令牌
* Network sync system token
*/
export const NetworkSyncSystemToken = createServiceToken<NetworkSyncSystem>('networkSyncSystem');
/**
* 网络生成系统令牌
* Network spawn system token
*/
export const NetworkSpawnSystemToken = createServiceToken<NetworkSpawnSystem>('networkSpawnSystem');
/**
* 网络输入系统令牌
* Network input system token
*/
export const NetworkInputSystemToken = createServiceToken<NetworkInputSystem>('networkInputSystem');

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{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": false,
"declaration": true,
"declarationMap": true,
"outDir": "./dist",
"rootDir": "./src",
"moduleResolution": "node"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist", "**/*.test.ts"]
}

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{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src",
"moduleResolution": "node"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"],
"references": [
{ "path": "../core" },
{ "path": "../network-protocols" }
]
}

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import { defineConfig } from 'tsup';
import { runtimeOnlyPreset } from '../build-config/src/presets/plugin-tsup';
export default defineConfig({
...runtimeOnlyPreset({
external: [/^tsrpc/, 'tsbuffer', 'tsbuffer-schema']
}),
tsconfig: 'tsconfig.build.json',
// 禁用 tsup 的 DTS 捆绑器,改用 tsc 生成声明文件
// tsup 的 DTS bundler 无法正确解析 tsrpc 的类型继承链
// Disable tsup's DTS bundler, use tsc to generate declarations
// tsup's DTS bundler cannot correctly resolve tsrpc's type inheritance chain
dts: false
});