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:
633
docs/modules/network/index.md
Normal file
633
docs/modules/network/index.md
Normal file
@@ -0,0 +1,633 @@
|
||||
# 网络同步系统 (Network)
|
||||
|
||||
`@esengine/network` 提供基于 TSRPC 的客户端-服务器网络同步解决方案,用于多人游戏的实体同步、输入处理和状态插值。
|
||||
|
||||
## 概述
|
||||
|
||||
网络模块由三个包组成:
|
||||
|
||||
| 包名 | 描述 |
|
||||
|------|------|
|
||||
| `@esengine/network` | 客户端 ECS 插件 |
|
||||
| `@esengine/network-protocols` | 共享协议定义 |
|
||||
| `@esengine/network-server` | 服务器端实现 |
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
# 客户端
|
||||
npm install @esengine/network
|
||||
|
||||
# 服务器端
|
||||
npm install @esengine/network-server
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 客户端
|
||||
|
||||
```typescript
|
||||
import { World } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
|
||||
|
||||
// 创建 World 并安装网络插件
|
||||
const world = new World();
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
networkPlugin.install(world.services);
|
||||
|
||||
// 注册预制体工厂
|
||||
networkPlugin.registerPrefab('player', (netId, ownerId) => {
|
||||
const entity = world.createEntity(`player_${netId}`);
|
||||
entity.addComponent(new NetworkIdentity(netId, ownerId));
|
||||
entity.addComponent(new NetworkTransform());
|
||||
// 添加其他组件...
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
await networkPlugin.connect('PlayerName');
|
||||
console.log('Connected! Client ID:', networkPlugin.localPlayerId);
|
||||
|
||||
// 断开连接
|
||||
networkPlugin.disconnect();
|
||||
```
|
||||
|
||||
### 服务器端
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
const server = new GameServer({
|
||||
port: 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16,
|
||||
tickRate: 20
|
||||
}
|
||||
});
|
||||
|
||||
await server.start();
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 架构
|
||||
|
||||
```
|
||||
客户端 服务器
|
||||
┌────────────────┐ ┌────────────────┐
|
||||
│ NetworkPlugin │◄──── WS ────► │ GameServer │
|
||||
│ ├─ Service │ │ ├─ Room │
|
||||
│ ├─ SyncSystem │ │ └─ Players │
|
||||
│ ├─ SpawnSystem │ └────────────────┘
|
||||
│ └─ InputSystem │
|
||||
└────────────────┘
|
||||
```
|
||||
|
||||
### 组件
|
||||
|
||||
#### NetworkIdentity
|
||||
|
||||
网络标识组件,每个网络同步的实体必须拥有:
|
||||
|
||||
```typescript
|
||||
class NetworkIdentity extends Component {
|
||||
netId: number; // 网络唯一 ID
|
||||
ownerId: number; // 所有者客户端 ID
|
||||
bIsLocalPlayer: boolean; // 是否为本地玩家
|
||||
bHasAuthority: boolean; // 是否有权限控制
|
||||
}
|
||||
```
|
||||
|
||||
#### NetworkTransform
|
||||
|
||||
网络变换组件,用于位置和旋转同步:
|
||||
|
||||
```typescript
|
||||
class NetworkTransform extends Component {
|
||||
position: { x: number; y: number };
|
||||
rotation: number;
|
||||
velocity: { x: number; y: number };
|
||||
}
|
||||
```
|
||||
|
||||
### 系统
|
||||
|
||||
#### NetworkSyncSystem
|
||||
|
||||
处理服务器状态同步和插值:
|
||||
|
||||
- 接收服务器状态快照
|
||||
- 将状态存入快照缓冲区
|
||||
- 对远程实体进行插值平滑
|
||||
|
||||
#### NetworkSpawnSystem
|
||||
|
||||
处理实体的网络生成和销毁:
|
||||
|
||||
- 监听 Spawn/Despawn 消息
|
||||
- 使用注册的预制体工厂创建实体
|
||||
- 管理网络实体的生命周期
|
||||
|
||||
#### NetworkInputSystem
|
||||
|
||||
处理本地玩家输入的网络发送:
|
||||
|
||||
- 收集本地玩家输入
|
||||
- 发送输入到服务器
|
||||
- 支持移动和动作输入
|
||||
|
||||
## API 参考
|
||||
|
||||
### NetworkPlugin
|
||||
|
||||
```typescript
|
||||
class NetworkPlugin {
|
||||
constructor(config: INetworkPluginConfig);
|
||||
|
||||
// 安装插件
|
||||
install(services: ServiceContainer): void;
|
||||
|
||||
// 连接服务器
|
||||
connect(playerName: string, roomId?: string): Promise<void>;
|
||||
|
||||
// 断开连接
|
||||
disconnect(): void;
|
||||
|
||||
// 注册预制体工厂
|
||||
registerPrefab(prefab: string, factory: PrefabFactory): void;
|
||||
|
||||
// 属性
|
||||
readonly localPlayerId: number | null;
|
||||
readonly isConnected: boolean;
|
||||
}
|
||||
```
|
||||
|
||||
**配置选项:**
|
||||
|
||||
| 属性 | 类型 | 必需 | 描述 |
|
||||
|------|------|------|------|
|
||||
| `serverUrl` | `string` | 是 | WebSocket 服务器地址 |
|
||||
|
||||
### NetworkService
|
||||
|
||||
网络服务,管理 WebSocket 连接:
|
||||
|
||||
```typescript
|
||||
class NetworkService {
|
||||
// 连接状态
|
||||
readonly state: ENetworkState;
|
||||
readonly isConnected: boolean;
|
||||
readonly clientId: number | null;
|
||||
readonly roomId: string | null;
|
||||
|
||||
// 连接控制
|
||||
connect(serverUrl: string): Promise<void>;
|
||||
disconnect(): void;
|
||||
|
||||
// 加入房间
|
||||
join(playerName: string, roomId?: string): Promise<ResJoin>;
|
||||
|
||||
// 发送输入
|
||||
sendInput(input: IPlayerInput): void;
|
||||
|
||||
// 事件回调
|
||||
setCallbacks(callbacks: Partial<INetworkCallbacks>): void;
|
||||
}
|
||||
```
|
||||
|
||||
**网络状态枚举:**
|
||||
|
||||
```typescript
|
||||
enum ENetworkState {
|
||||
Disconnected = 'disconnected',
|
||||
Connecting = 'connecting',
|
||||
Connected = 'connected',
|
||||
Joining = 'joining',
|
||||
Joined = 'joined'
|
||||
}
|
||||
```
|
||||
|
||||
**回调接口:**
|
||||
|
||||
```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;
|
||||
}
|
||||
```
|
||||
|
||||
### 预制体工厂
|
||||
|
||||
```typescript
|
||||
type PrefabFactory = (netId: number, ownerId: number) => Entity;
|
||||
```
|
||||
|
||||
注册预制体工厂用于网络实体的创建:
|
||||
|
||||
```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;
|
||||
});
|
||||
```
|
||||
|
||||
### 输入系统
|
||||
|
||||
#### NetworkInputSystem
|
||||
|
||||
```typescript
|
||||
class NetworkInputSystem extends EntitySystem {
|
||||
// 添加移动输入
|
||||
addMoveInput(x: number, y: number): void;
|
||||
|
||||
// 添加动作输入
|
||||
addActionInput(action: string): void;
|
||||
|
||||
// 清除输入
|
||||
clearInput(): void;
|
||||
}
|
||||
```
|
||||
|
||||
使用示例:
|
||||
|
||||
```typescript
|
||||
const inputSystem = world.getSystem(NetworkInputSystem);
|
||||
|
||||
// 处理键盘输入
|
||||
if (keyboard.isPressed('W')) {
|
||||
inputSystem.addMoveInput(0, 1);
|
||||
}
|
||||
if (keyboard.isPressed('Space')) {
|
||||
inputSystem.addActionInput('jump');
|
||||
}
|
||||
```
|
||||
|
||||
## 状态同步
|
||||
|
||||
### 快照缓冲区
|
||||
|
||||
用于存储服务器状态快照并进行插值:
|
||||
|
||||
```typescript
|
||||
import { createSnapshotBuffer, type IStateSnapshot } from '@esengine/network';
|
||||
|
||||
const buffer = createSnapshotBuffer<IStateSnapshot>({
|
||||
maxSnapshots: 30, // 最大快照数
|
||||
interpolationDelay: 100 // 插值延迟 (ms)
|
||||
});
|
||||
|
||||
// 添加快照
|
||||
buffer.addSnapshot({
|
||||
time: serverTime,
|
||||
entities: states
|
||||
});
|
||||
|
||||
// 获取插值状态
|
||||
const interpolated = buffer.getInterpolatedState(clientTime);
|
||||
```
|
||||
|
||||
### 变换插值器
|
||||
|
||||
#### 线性插值器
|
||||
|
||||
```typescript
|
||||
import { createTransformInterpolator } from '@esengine/network';
|
||||
|
||||
const interpolator = createTransformInterpolator();
|
||||
|
||||
// 添加状态
|
||||
interpolator.addState(time, { x: 0, y: 0, rotation: 0 });
|
||||
|
||||
// 获取插值结果
|
||||
const state = interpolator.getInterpolatedState(currentTime);
|
||||
```
|
||||
|
||||
#### Hermite 插值器
|
||||
|
||||
使用 Hermite 样条实现更平滑的插值:
|
||||
|
||||
```typescript
|
||||
import { createHermiteTransformInterpolator } from '@esengine/network';
|
||||
|
||||
const interpolator = createHermiteTransformInterpolator({
|
||||
bufferSize: 10
|
||||
});
|
||||
|
||||
// 添加带速度的状态
|
||||
interpolator.addState(time, {
|
||||
x: 100,
|
||||
y: 200,
|
||||
rotation: 0,
|
||||
vx: 5,
|
||||
vy: 0
|
||||
});
|
||||
|
||||
// 获取平滑的插值结果
|
||||
const state = interpolator.getInterpolatedState(currentTime);
|
||||
```
|
||||
|
||||
### 客户端预测
|
||||
|
||||
实现客户端预测和服务器校正:
|
||||
|
||||
```typescript
|
||||
import { createClientPrediction } from '@esengine/network';
|
||||
|
||||
const prediction = createClientPrediction({
|
||||
maxPredictedInputs: 60,
|
||||
reconciliationThreshold: 0.1
|
||||
});
|
||||
|
||||
// 预测输入
|
||||
const seq = prediction.predict(inputState, currentState, (state, input) => {
|
||||
// 应用输入到状态
|
||||
return applyInput(state, input);
|
||||
});
|
||||
|
||||
// 服务器校正
|
||||
const corrected = prediction.reconcile(
|
||||
serverState,
|
||||
serverSeq,
|
||||
(state, input) => applyInput(state, input)
|
||||
);
|
||||
```
|
||||
|
||||
## 服务器端
|
||||
|
||||
### GameServer
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
const server = new GameServer({
|
||||
port: 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16, // 房间最大玩家数
|
||||
tickRate: 20 // 同步频率 (Hz)
|
||||
}
|
||||
});
|
||||
|
||||
// 启动服务器
|
||||
await server.start();
|
||||
|
||||
// 获取房间
|
||||
const room = server.getOrCreateRoom('room-id');
|
||||
|
||||
// 停止服务器
|
||||
await server.stop();
|
||||
```
|
||||
|
||||
### Room
|
||||
|
||||
```typescript
|
||||
class Room {
|
||||
readonly id: string;
|
||||
readonly playerCount: number;
|
||||
readonly isFull: boolean;
|
||||
|
||||
// 添加玩家
|
||||
addPlayer(name: string, connection: Connection): IPlayer | null;
|
||||
|
||||
// 移除玩家
|
||||
removePlayer(clientId: number): void;
|
||||
|
||||
// 获取玩家
|
||||
getPlayer(clientId: number): IPlayer | undefined;
|
||||
|
||||
// 处理输入
|
||||
handleInput(clientId: number, input: IPlayerInput): void;
|
||||
|
||||
// 销毁房间
|
||||
destroy(): void;
|
||||
}
|
||||
```
|
||||
|
||||
**玩家接口:**
|
||||
|
||||
```typescript
|
||||
interface IPlayer {
|
||||
clientId: number; // 客户端 ID
|
||||
name: string; // 玩家名称
|
||||
connection: Connection; // 连接对象
|
||||
netId: number; // 网络实体 ID
|
||||
}
|
||||
```
|
||||
|
||||
## 协议类型
|
||||
|
||||
### 消息类型
|
||||
|
||||
```typescript
|
||||
// 状态同步消息
|
||||
interface MsgSync {
|
||||
time: number;
|
||||
entities: IEntityState[];
|
||||
}
|
||||
|
||||
// 实体状态
|
||||
interface IEntityState {
|
||||
netId: number;
|
||||
pos?: Vec2;
|
||||
rot?: number;
|
||||
}
|
||||
|
||||
// 生成消息
|
||||
interface MsgSpawn {
|
||||
netId: number;
|
||||
ownerId: number;
|
||||
prefab: string;
|
||||
pos: Vec2;
|
||||
rot: number;
|
||||
}
|
||||
|
||||
// 销毁消息
|
||||
interface MsgDespawn {
|
||||
netId: number;
|
||||
}
|
||||
|
||||
// 输入消息
|
||||
interface MsgInput {
|
||||
input: IPlayerInput;
|
||||
}
|
||||
|
||||
// 玩家输入
|
||||
interface IPlayerInput {
|
||||
seq?: number;
|
||||
moveDir?: Vec2;
|
||||
actions?: string[];
|
||||
}
|
||||
```
|
||||
|
||||
### API 类型
|
||||
|
||||
```typescript
|
||||
// 加入请求
|
||||
interface ReqJoin {
|
||||
playerName: string;
|
||||
roomId?: string;
|
||||
}
|
||||
|
||||
// 加入响应
|
||||
interface ResJoin {
|
||||
clientId: number;
|
||||
roomId: string;
|
||||
playerCount: number;
|
||||
}
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
网络模块提供了可视化脚本支持的蓝图节点:
|
||||
|
||||
- `IsLocalPlayer` - 检查实体是否为本地玩家
|
||||
- `IsServer` - 检查是否运行在服务器端
|
||||
- `HasAuthority` - 检查是否有权限控制实体
|
||||
- `GetNetworkId` - 获取实体的网络 ID
|
||||
- `GetLocalPlayerId` - 获取本地玩家 ID
|
||||
|
||||
## 服务令牌
|
||||
|
||||
用于依赖注入:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
NetworkServiceToken,
|
||||
NetworkSyncSystemToken,
|
||||
NetworkSpawnSystemToken,
|
||||
NetworkInputSystemToken
|
||||
} from '@esengine/network';
|
||||
|
||||
// 获取服务
|
||||
const networkService = services.get(NetworkServiceToken);
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 完整的多人游戏客户端
|
||||
|
||||
```typescript
|
||||
import { World, EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform,
|
||||
NetworkInputSystem
|
||||
} from '@esengine/network';
|
||||
|
||||
// 创建游戏世界
|
||||
const world = new World();
|
||||
|
||||
// 配置网络插件
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
networkPlugin.install(world.services);
|
||||
|
||||
// 注册玩家预制体
|
||||
networkPlugin.registerPrefab('player', (netId, ownerId) => {
|
||||
const entity = world.createEntity(`player_${netId}`);
|
||||
|
||||
const identity = new NetworkIdentity(netId, ownerId);
|
||||
entity.addComponent(identity);
|
||||
entity.addComponent(new NetworkTransform());
|
||||
|
||||
// 如果是本地玩家,添加输入组件
|
||||
if (identity.bIsLocalPlayer) {
|
||||
entity.addComponent(new LocalInputComponent());
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
async function startGame() {
|
||||
try {
|
||||
await networkPlugin.connect('Player1');
|
||||
console.log('已连接! 玩家 ID:', networkPlugin.localPlayerId);
|
||||
} catch (error) {
|
||||
console.error('连接失败:', error);
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
world.update(deltaTime);
|
||||
}
|
||||
|
||||
startGame();
|
||||
```
|
||||
|
||||
### 处理输入
|
||||
|
||||
```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;
|
||||
|
||||
// 读取键盘输入
|
||||
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');
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **合理设置同步频率**:根据游戏类型选择合适的 `tickRate`,动作游戏通常需要 20-60 Hz
|
||||
|
||||
2. **使用插值延迟**:设置适当的 `interpolationDelay` 来平衡延迟和平滑度
|
||||
|
||||
3. **客户端预测**:对于本地玩家使用客户端预测减少输入延迟
|
||||
|
||||
4. **预制体管理**:为每种网络实体类型注册对应的预制体工厂
|
||||
|
||||
5. **权限检查**:使用 `bHasAuthority` 检查是否有权限修改实体
|
||||
|
||||
6. **连接状态**:监听连接状态变化,处理断线重连
|
||||
|
||||
```typescript
|
||||
networkService.setCallbacks({
|
||||
onConnected: () => console.log('已连接'),
|
||||
onDisconnected: () => {
|
||||
console.log('已断开');
|
||||
// 处理重连逻辑
|
||||
}
|
||||
});
|
||||
```
|
||||
Reference in New Issue
Block a user