fix(cli): 修复 Cocos Creator 3.x 项目检测逻辑 (#352)

* docs(network): 添加网络模块文档和 CLI 支持

- 添加中英文网络模块文档
- 将 network、network-protocols、network-server 加入 CLI 模块列表

* fix(cli): 修复 Cocos Creator 3.x 项目检测逻辑

- 重构检测代码,提取通用辅助函数
- 优先检查 package.json 中的 creator.version 字段
- 添加 .creator 和 settings 目录检测
- 使用 getMajorVersion 统一版本号解析

* chore: add changeset
This commit is contained in:
YHH
2025-12-26 23:14:23 +08:00
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commit 33e98b9a75
5 changed files with 1377 additions and 46 deletions

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# Network System
`@esengine/network` provides a TSRPC-based client-server network synchronization solution for multiplayer games, including entity synchronization, input handling, and state interpolation.
## Overview
The network module consists of three packages:
| Package | Description |
|---------|-------------|
| `@esengine/network` | Client-side ECS plugin |
| `@esengine/network-protocols` | Shared protocol definitions |
| `@esengine/network-server` | Server-side implementation |
## Installation
```bash
# Client
npm install @esengine/network
# Server
npm install @esengine/network-server
```
## Quick Start
### Client
```typescript
import { World } from '@esengine/ecs-framework';
import {
NetworkPlugin,
NetworkIdentity,
NetworkTransform
} from '@esengine/network';
// Create World and install network plugin
const world = new World();
const networkPlugin = new NetworkPlugin({
serverUrl: 'ws://localhost:3000'
});
networkPlugin.install(world.services);
// Register prefab factory
networkPlugin.registerPrefab('player', (netId, ownerId) => {
const entity = world.createEntity(`player_${netId}`);
entity.addComponent(new NetworkIdentity(netId, ownerId));
entity.addComponent(new NetworkTransform());
// Add other components...
return entity;
});
// Connect to server
await networkPlugin.connect('PlayerName');
console.log('Connected! Client ID:', networkPlugin.localPlayerId);
// Disconnect
networkPlugin.disconnect();
```
### Server
```typescript
import { GameServer } from '@esengine/network-server';
const server = new GameServer({
port: 3000,
roomConfig: {
maxPlayers: 16,
tickRate: 20
}
});
await server.start();
```
## Core Concepts
### Architecture
```
Client Server
┌────────────────┐ ┌────────────────┐
│ NetworkPlugin │◄──── WS ────► │ GameServer │
│ ├─ Service │ │ ├─ Room │
│ ├─ SyncSystem │ │ └─ Players │
│ ├─ SpawnSystem │ └────────────────┘
│ └─ InputSystem │
└────────────────┘
```
### Components
#### NetworkIdentity
Network identity component, required for every networked entity:
```typescript
class NetworkIdentity extends Component {
netId: number; // Network unique ID
ownerId: number; // Owner client ID
bIsLocalPlayer: boolean; // Whether local player
bHasAuthority: boolean; // Whether has control authority
}
```
#### NetworkTransform
Network transform component for position and rotation sync:
```typescript
class NetworkTransform extends Component {
position: { x: number; y: number };
rotation: number;
velocity: { x: number; y: number };
}
```
### Systems
#### NetworkSyncSystem
Handles server state synchronization and interpolation:
- Receives server state snapshots
- Stores states in snapshot buffer
- Performs interpolation for remote entities
#### NetworkSpawnSystem
Handles network entity spawning and despawning:
- Listens for Spawn/Despawn messages
- Creates entities using registered prefab factories
- Manages networked entity lifecycle
#### NetworkInputSystem
Handles local player input sending:
- Collects local player input
- Sends input to server
- Supports movement and action inputs
## API Reference
### NetworkPlugin
```typescript
class NetworkPlugin {
constructor(config: INetworkPluginConfig);
// Install plugin
install(services: ServiceContainer): void;
// Connect to server
connect(playerName: string, roomId?: string): Promise<void>;
// Disconnect
disconnect(): void;
// Register prefab factory
registerPrefab(prefab: string, factory: PrefabFactory): void;
// Properties
readonly localPlayerId: number | null;
readonly isConnected: boolean;
}
```
**Configuration:**
| Property | Type | Required | Description |
|----------|------|----------|-------------|
| `serverUrl` | `string` | Yes | WebSocket server URL |
### NetworkService
Network service managing WebSocket connections:
```typescript
class NetworkService {
// Connection state
readonly state: ENetworkState;
readonly isConnected: boolean;
readonly clientId: number | null;
readonly roomId: string | null;
// Connection control
connect(serverUrl: string): Promise<void>;
disconnect(): void;
// Join room
join(playerName: string, roomId?: string): Promise<ResJoin>;
// Send input
sendInput(input: IPlayerInput): void;
// Event callbacks
setCallbacks(callbacks: Partial<INetworkCallbacks>): void;
}
```
**Network state enum:**
```typescript
enum ENetworkState {
Disconnected = 'disconnected',
Connecting = 'connecting',
Connected = 'connected',
Joining = 'joining',
Joined = 'joined'
}
```
**Callbacks interface:**
```typescript
interface INetworkCallbacks {
onConnected?: () => void;
onDisconnected?: () => void;
onJoined?: (clientId: number, roomId: string) => void;
onSync?: (msg: MsgSync) => void;
onSpawn?: (msg: MsgSpawn) => void;
onDespawn?: (msg: MsgDespawn) => void;
}
```
### Prefab Factory
```typescript
type PrefabFactory = (netId: number, ownerId: number) => Entity;
```
Register prefab factories for network entity creation:
```typescript
networkPlugin.registerPrefab('enemy', (netId, ownerId) => {
const entity = world.createEntity(`enemy_${netId}`);
entity.addComponent(new NetworkIdentity(netId, ownerId));
entity.addComponent(new NetworkTransform());
entity.addComponent(new EnemyComponent());
return entity;
});
```
### Input System
#### NetworkInputSystem
```typescript
class NetworkInputSystem extends EntitySystem {
// Add movement input
addMoveInput(x: number, y: number): void;
// Add action input
addActionInput(action: string): void;
// Clear input
clearInput(): void;
}
```
Usage example:
```typescript
const inputSystem = world.getSystem(NetworkInputSystem);
// Handle keyboard input
if (keyboard.isPressed('W')) {
inputSystem.addMoveInput(0, 1);
}
if (keyboard.isPressed('Space')) {
inputSystem.addActionInput('jump');
}
```
## State Synchronization
### Snapshot Buffer
Stores server state snapshots for interpolation:
```typescript
import { createSnapshotBuffer, type IStateSnapshot } from '@esengine/network';
const buffer = createSnapshotBuffer<IStateSnapshot>({
maxSnapshots: 30, // Max snapshots
interpolationDelay: 100 // Interpolation delay (ms)
});
// Add snapshot
buffer.addSnapshot({
time: serverTime,
entities: states
});
// Get interpolated state
const interpolated = buffer.getInterpolatedState(clientTime);
```
### Transform Interpolators
#### Linear Interpolator
```typescript
import { createTransformInterpolator } from '@esengine/network';
const interpolator = createTransformInterpolator();
// Add state
interpolator.addState(time, { x: 0, y: 0, rotation: 0 });
// Get interpolated result
const state = interpolator.getInterpolatedState(currentTime);
```
#### Hermite Interpolator
Uses Hermite splines for smoother interpolation:
```typescript
import { createHermiteTransformInterpolator } from '@esengine/network';
const interpolator = createHermiteTransformInterpolator({
bufferSize: 10
});
// Add state with velocity
interpolator.addState(time, {
x: 100,
y: 200,
rotation: 0,
vx: 5,
vy: 0
});
// Get smooth interpolated result
const state = interpolator.getInterpolatedState(currentTime);
```
### Client Prediction
Implement client-side prediction with server reconciliation:
```typescript
import { createClientPrediction } from '@esengine/network';
const prediction = createClientPrediction({
maxPredictedInputs: 60,
reconciliationThreshold: 0.1
});
// Predict input
const seq = prediction.predict(inputState, currentState, (state, input) => {
// Apply input to state
return applyInput(state, input);
});
// Server reconciliation
const corrected = prediction.reconcile(
serverState,
serverSeq,
(state, input) => applyInput(state, input)
);
```
## Server Side
### GameServer
```typescript
import { GameServer } from '@esengine/network-server';
const server = new GameServer({
port: 3000,
roomConfig: {
maxPlayers: 16, // Max players per room
tickRate: 20 // Sync rate (Hz)
}
});
// Start server
await server.start();
// Get room
const room = server.getOrCreateRoom('room-id');
// Stop server
await server.stop();
```
### Room
```typescript
class Room {
readonly id: string;
readonly playerCount: number;
readonly isFull: boolean;
// Add player
addPlayer(name: string, connection: Connection): IPlayer | null;
// Remove player
removePlayer(clientId: number): void;
// Get player
getPlayer(clientId: number): IPlayer | undefined;
// Handle input
handleInput(clientId: number, input: IPlayerInput): void;
// Destroy room
destroy(): void;
}
```
**Player interface:**
```typescript
interface IPlayer {
clientId: number; // Client ID
name: string; // Player name
connection: Connection; // Connection object
netId: number; // Network entity ID
}
```
## Protocol Types
### Message Types
```typescript
// State sync message
interface MsgSync {
time: number;
entities: IEntityState[];
}
// Entity state
interface IEntityState {
netId: number;
pos?: Vec2;
rot?: number;
}
// Spawn message
interface MsgSpawn {
netId: number;
ownerId: number;
prefab: string;
pos: Vec2;
rot: number;
}
// Despawn message
interface MsgDespawn {
netId: number;
}
// Input message
interface MsgInput {
input: IPlayerInput;
}
// Player input
interface IPlayerInput {
seq?: number;
moveDir?: Vec2;
actions?: string[];
}
```
### API Types
```typescript
// Join request
interface ReqJoin {
playerName: string;
roomId?: string;
}
// Join response
interface ResJoin {
clientId: number;
roomId: string;
playerCount: number;
}
```
## Blueprint Nodes
The network module provides blueprint nodes for visual scripting:
- `IsLocalPlayer` - Check if entity is local player
- `IsServer` - Check if running on server
- `HasAuthority` - Check if has authority over entity
- `GetNetworkId` - Get entity's network ID
- `GetLocalPlayerId` - Get local player ID
## Service Tokens
For dependency injection:
```typescript
import {
NetworkServiceToken,
NetworkSyncSystemToken,
NetworkSpawnSystemToken,
NetworkInputSystemToken
} from '@esengine/network';
// Get service
const networkService = services.get(NetworkServiceToken);
```
## Practical Example
### Complete Multiplayer Client
```typescript
import { World, EntitySystem, Matcher } from '@esengine/ecs-framework';
import {
NetworkPlugin,
NetworkIdentity,
NetworkTransform,
NetworkInputSystem
} from '@esengine/network';
// Create game world
const world = new World();
// Configure network plugin
const networkPlugin = new NetworkPlugin({
serverUrl: 'ws://localhost:3000'
});
networkPlugin.install(world.services);
// Register player prefab
networkPlugin.registerPrefab('player', (netId, ownerId) => {
const entity = world.createEntity(`player_${netId}`);
const identity = new NetworkIdentity(netId, ownerId);
entity.addComponent(identity);
entity.addComponent(new NetworkTransform());
// If local player, add input component
if (identity.bIsLocalPlayer) {
entity.addComponent(new LocalInputComponent());
}
return entity;
});
// Connect to server
async function startGame() {
try {
await networkPlugin.connect('Player1');
console.log('Connected! Player ID:', networkPlugin.localPlayerId);
} catch (error) {
console.error('Connection failed:', error);
}
}
// Game loop
function gameLoop(deltaTime: number) {
world.update(deltaTime);
}
startGame();
```
### Handling Input
```typescript
class LocalInputHandler extends EntitySystem {
private _inputSystem: NetworkInputSystem;
constructor() {
super(Matcher.all(NetworkIdentity, LocalInputComponent));
}
protected onAddedToWorld(): void {
this._inputSystem = this.world.getSystem(NetworkInputSystem);
}
protected processEntity(entity: Entity, dt: number): void {
const identity = entity.getComponent(NetworkIdentity);
if (!identity.bIsLocalPlayer) return;
// Read keyboard input
let moveX = 0;
let moveY = 0;
if (keyboard.isPressed('A')) moveX -= 1;
if (keyboard.isPressed('D')) moveX += 1;
if (keyboard.isPressed('W')) moveY += 1;
if (keyboard.isPressed('S')) moveY -= 1;
if (moveX !== 0 || moveY !== 0) {
this._inputSystem.addMoveInput(moveX, moveY);
}
if (keyboard.isJustPressed('Space')) {
this._inputSystem.addActionInput('jump');
}
}
}
```
## Best Practices
1. **Set appropriate sync rate**: Choose `tickRate` based on game type, action games typically need 20-60 Hz
2. **Use interpolation delay**: Set appropriate `interpolationDelay` to balance latency and smoothness
3. **Client prediction**: Use client-side prediction for local players to reduce input lag
4. **Prefab management**: Register prefab factories for each networked entity type
5. **Authority checks**: Use `bHasAuthority` to check entity control permissions
6. **Connection state**: Monitor connection state changes, handle reconnection
```typescript
networkService.setCallbacks({
onConnected: () => console.log('Connected'),
onDisconnected: () => {
console.log('Disconnected');
// Handle reconnection logic
}
});
```