chore: release packages (#391)
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@@ -1,89 +0,0 @@
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---
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"@esengine/ecs-framework": minor
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"@esengine/network": minor
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"@esengine/server": minor
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---
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feat: ECS 网络状态同步系统
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## @esengine/ecs-framework
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新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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}
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```
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### 新增导出
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- `sync` - 标记需要同步的字段装饰器
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- `SyncType` - 支持的同步类型
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- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
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- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
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- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
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- `encodeDespawn` / `processDespawn` - 实体销毁编解码
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- `ChangeTracker` - 字段级变更追踪
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- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
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### 内部方法标记
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将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
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- `Scene.update()`
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- `SceneManager.update()`
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- `WorldManager.updateAll()`
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## @esengine/network
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新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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// 服务端:编码状态
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const data = syncSystem.encodeAllEntities(false);
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// 客户端:解码状态
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syncSystem.applySnapshot(data);
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```
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### 修复
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- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
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## @esengine/server
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新增 `ECSRoom`,带有 ECS World 支持的房间基类:
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```typescript
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import { ECSRoom } from '@esengine/server/ecs';
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// 服务端启动
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Core.create();
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setInterval(() => Core.update(1/60), 16);
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// 定义房间
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new PhysicsSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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entity.addComponent(new PlayerComponent());
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}
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}
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```
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### 设计
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- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
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- `Core.update()` 统一更新 Time 和所有 World
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- `onTick()` 只处理状态同步逻辑
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@@ -1,5 +1,12 @@
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# @esengine/behavior-tree
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## 2.0.0
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### Patch Changes
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
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- @esengine/ecs-framework@2.5.0
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## 1.0.3
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### Patch Changes
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/behavior-tree",
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"version": "1.0.3",
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"version": "2.0.0",
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"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
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"main": "dist/index.js",
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"module": "dist/index.js",
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@@ -1,5 +1,12 @@
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# @esengine/blueprint
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## 2.0.0
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### Patch Changes
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
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- @esengine/ecs-framework@2.5.0
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## 1.0.2
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### Patch Changes
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/blueprint",
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"version": "1.0.2",
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"version": "2.0.0",
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"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
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"main": "dist/index.js",
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"module": "dist/index.js",
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@@ -1,5 +1,90 @@
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# @esengine/ecs-framework
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## 2.5.0
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### Minor Changes
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- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
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## @esengine/ecs-framework
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新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync('string') name: string = '';
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@sync('uint16') score: number = 0;
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@sync('float32') x: number = 0;
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@sync('float32') y: number = 0;
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}
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```
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### 新增导出
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- `sync` - 标记需要同步的字段装饰器
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- `SyncType` - 支持的同步类型
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- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
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- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
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- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
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- `encodeDespawn` / `processDespawn` - 实体销毁编解码
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- `ChangeTracker` - 字段级变更追踪
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- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
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### 内部方法标记
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将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
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- `Scene.update()`
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- `SceneManager.update()`
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- `WorldManager.updateAll()`
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## @esengine/network
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新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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// 服务端:编码状态
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const data = syncSystem.encodeAllEntities(false);
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// 客户端:解码状态
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syncSystem.applySnapshot(data);
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```
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### 修复
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- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
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## @esengine/server
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新增 `ECSRoom`,带有 ECS World 支持的房间基类:
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```typescript
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import { ECSRoom } from '@esengine/server/ecs';
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// 服务端启动
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Core.create();
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setInterval(() => Core.update(1 / 60), 16);
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// 定义房间
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new PhysicsSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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entity.addComponent(new PlayerComponent());
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}
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}
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```
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### 设计
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- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
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- `Core.update()` 统一更新 Time 和所有 World
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- `onTick()` 只处理状态同步逻辑
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## 2.4.4
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### Patch Changes
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/ecs-framework",
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"version": "2.4.4",
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"version": "2.5.0",
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"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
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"main": "dist/index.cjs",
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"module": "dist/index.mjs",
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@@ -1,5 +1,13 @@
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# @esengine/fsm
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## 2.0.0
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### Patch Changes
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
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- @esengine/ecs-framework@2.5.0
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- @esengine/blueprint@2.0.0
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## 1.0.3
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### Patch Changes
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/fsm",
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"version": "1.0.3",
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"version": "2.0.0",
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"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
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"type": "module",
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"main": "./dist/index.js",
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@@ -1,5 +1,96 @@
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# @esengine/network
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## 3.0.0
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### Minor Changes
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- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
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## @esengine/ecs-framework
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新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync('string') name: string = '';
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@sync('uint16') score: number = 0;
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@sync('float32') x: number = 0;
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@sync('float32') y: number = 0;
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}
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```
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### 新增导出
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- `sync` - 标记需要同步的字段装饰器
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- `SyncType` - 支持的同步类型
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- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
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- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
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||||
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
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- `encodeDespawn` / `processDespawn` - 实体销毁编解码
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- `ChangeTracker` - 字段级变更追踪
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- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
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### 内部方法标记
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将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
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- `Scene.update()`
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- `SceneManager.update()`
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- `WorldManager.updateAll()`
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## @esengine/network
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新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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// 服务端:编码状态
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const data = syncSystem.encodeAllEntities(false);
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// 客户端:解码状态
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syncSystem.applySnapshot(data);
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```
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### 修复
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- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
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## @esengine/server
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新增 `ECSRoom`,带有 ECS World 支持的房间基类:
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```typescript
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import { ECSRoom } from '@esengine/server/ecs';
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// 服务端启动
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Core.create();
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setInterval(() => Core.update(1 / 60), 16);
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// 定义房间
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new PhysicsSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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entity.addComponent(new PlayerComponent());
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}
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}
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```
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### 设计
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- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
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- `Core.update()` 统一更新 Time 和所有 World
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- `onTick()` 只处理状态同步逻辑
|
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### Patch Changes
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||||
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
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- @esengine/ecs-framework@2.5.0
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- @esengine/blueprint@2.0.0
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## 2.2.0
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### Minor Changes
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/network",
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"version": "2.2.0",
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"version": "3.0.0",
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"description": "Network synchronization for multiplayer games",
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"esengine": {
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"plugin": true,
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@@ -1,5 +1,13 @@
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# @esengine/pathfinding
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## 2.0.0
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### Patch Changes
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
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- @esengine/ecs-framework@2.5.0
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- @esengine/blueprint@2.0.0
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## 1.0.4
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### Patch Changes
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/pathfinding",
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"version": "1.1.0",
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"version": "2.0.0",
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"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
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"type": "module",
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"main": "./dist/index.js",
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@@ -1,5 +1,13 @@
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# @esengine/procgen
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## 2.0.0
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### Patch Changes
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
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- @esengine/ecs-framework@2.5.0
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- @esengine/blueprint@2.0.0
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## 1.0.3
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### Patch Changes
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/procgen",
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"version": "1.0.3",
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"version": "2.0.0",
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"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
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"type": "module",
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"main": "./dist/index.js",
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@@ -1,5 +1,95 @@
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# @esengine/server
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## 2.0.0
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### Minor Changes
|
||||
|
||||
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
|
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|
||||
## @esengine/ecs-framework
|
||||
|
||||
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
|
||||
|
||||
```typescript
|
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
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|
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@ECSComponent('Player')
|
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class PlayerComponent extends Component {
|
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@sync('string') name: string = '';
|
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@sync('uint16') score: number = 0;
|
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@sync('float32') x: number = 0;
|
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@sync('float32') y: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
### 新增导出
|
||||
- `sync` - 标记需要同步的字段装饰器
|
||||
- `SyncType` - 支持的同步类型
|
||||
- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
|
||||
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
|
||||
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
|
||||
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
|
||||
- `ChangeTracker` - 字段级变更追踪
|
||||
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
|
||||
|
||||
### 内部方法标记
|
||||
|
||||
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
|
||||
- `Scene.update()`
|
||||
- `SceneManager.update()`
|
||||
- `WorldManager.updateAll()`
|
||||
|
||||
## @esengine/network
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||||
|
||||
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
// 服务端:编码状态
|
||||
const data = syncSystem.encodeAllEntities(false);
|
||||
|
||||
// 客户端:解码状态
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### 修复
|
||||
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
|
||||
|
||||
## @esengine/server
|
||||
|
||||
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
|
||||
|
||||
```typescript
|
||||
import { ECSRoom } from '@esengine/server/ecs';
|
||||
|
||||
// 服务端启动
|
||||
Core.create();
|
||||
setInterval(() => Core.update(1 / 60), 16);
|
||||
|
||||
// 定义房间
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new PhysicsSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
entity.addComponent(new PlayerComponent());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 设计
|
||||
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
|
||||
- `Core.update()` 统一更新 Time 和所有 World
|
||||
- `onTick()` 只处理状态同步逻辑
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
|
||||
## 1.3.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/server",
|
||||
"version": "1.3.0",
|
||||
"version": "2.0.0",
|
||||
"description": "Game server framework for ESEngine with file-based routing",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
@@ -51,7 +51,7 @@
|
||||
"peerDependencies": {
|
||||
"ws": ">=8.0.0",
|
||||
"jsonwebtoken": ">=9.0.0",
|
||||
"@esengine/ecs-framework": ">=2.0.0"
|
||||
"@esengine/ecs-framework": ">=2.5.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"jsonwebtoken": {
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
# @esengine/spatial
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 1.0.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/spatial",
|
||||
"version": "1.0.4",
|
||||
"version": "2.0.0",
|
||||
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
# @esengine/timer
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/timer",
|
||||
"version": "1.0.3",
|
||||
"version": "2.0.0",
|
||||
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,12 @@
|
||||
# @esengine/transaction
|
||||
|
||||
## 2.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/server@2.0.0
|
||||
|
||||
## 2.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/transaction",
|
||||
"version": "2.0.2",
|
||||
"version": "2.0.3",
|
||||
"description": "Game transaction system with distributed support | 游戏事务系统,支持分布式事务",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,16 @@
|
||||
# @esengine/demos
|
||||
|
||||
## 1.0.5
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@2.0.0
|
||||
- @esengine/pathfinding@2.0.0
|
||||
- @esengine/procgen@2.0.0
|
||||
- @esengine/spatial@2.0.0
|
||||
- @esengine/timer@2.0.0
|
||||
|
||||
## 1.0.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/demos",
|
||||
"version": "1.0.4",
|
||||
"version": "1.0.5",
|
||||
"private": true,
|
||||
"description": "Demo tests for ESEngine modules documentation",
|
||||
"type": "module",
|
||||
|
||||
Reference in New Issue
Block a user