feat(rpc,network): 新增 RPC 库并迁移网络模块 (#364)

* feat(rpc,network): 新增 RPC 库并迁移网络模块

## @esengine/rpc (新增)
- 新增类型安全的 RPC 库,支持 WebSocket 通信
- 新增 RpcClient 类:connect/disconnect, call/send/on/off/once 方法
- 新增 RpcServer 类:Node.js WebSocket 服务端
- 新增编解码系统:支持 JSON 和 MessagePack
- 新增 TextEncoder/TextDecoder polyfill,兼容微信小游戏平台
- 新增 WebSocketAdapter 接口,支持跨平台 WebSocket 抽象

## @esengine/network (重构)
- 重构 NetworkService:拆分为 RpcService 基类和 GameNetworkService
- 新增 gameProtocol:类型安全的 API 和消息定义
- 新增类型安全便捷方法:sendInput(), onSync(), onSpawn(), onDespawn()
- 更新 NetworkPlugin 使用新的服务架构
- 移除 TSRPC 依赖,改用 @esengine/rpc

## 文档
- 新增 RPC 模块文档(中英文)
- 更新 Network 模块文档(中英文)
- 更新侧边栏导航

* fix(network,cli): 修复 CI 构建和更新 CLI 适配器

## 修复
- 在 tsconfig.build.json 添加 rpc 引用,修复类型声明生成

## CLI 更新
- 更新 nodejs 适配器使用新的 @esengine/rpc
- 生成的服务器代码使用 RpcServer 替代旧的 GameServer
- 添加 ws 和 @types/ws 依赖
- 更新 README 模板中的客户端连接示例

* chore: 添加 CLI changeset

* fix(ci): add @esengine/rpc to build and check scripts

- Add rpc package to CI build step (must build before network)
- Add rpc to type-check:framework, lint:framework, test:ci:framework

* fix(rpc,network): fix tsconfig for declaration generation

- Remove composite mode from rpc (not needed, causes CI issues)
- Remove rpc from network project references (resolves via node_modules)
- Remove unused references from network tsconfig.build.json
This commit is contained in:
YHH
2025-12-28 10:54:51 +08:00
committed by GitHub
parent 8605888f11
commit 7940f581a6
39 changed files with 3505 additions and 784 deletions

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@@ -1,10 +1,10 @@
{
"name": "@esengine/network",
"displayName": "Network",
"description": "TSRPC-based network synchronization for multiplayer games",
"version": "1.0.0",
"description": "RPC-based network synchronization for multiplayer games",
"version": "2.0.0",
"category": "network",
"dependencies": [],
"dependencies": ["@esengine/rpc"],
"components": [
{
"name": "NetworkIdentity",

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@@ -1,7 +1,7 @@
{
"name": "@esengine/network",
"version": "1.0.0",
"description": "Network synchronization for multiplayer games based on TSRPC",
"version": "2.0.0",
"description": "Network synchronization for multiplayer games",
"esengine": {
"plugin": true,
"pluginExport": "NetworkPlugin",
@@ -22,14 +22,13 @@
"dist"
],
"scripts": {
"build": "tsup && tsc --project tsconfig.build.json --declaration --emitDeclarationOnly --outDir dist",
"build": "tsup && tsc -p tsconfig.build.json --emitDeclarationOnly",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"dependencies": {
"@esengine/network-protocols": "workspace:*",
"tsrpc-browser": "^3.4.16"
"@esengine/rpc": "workspace:*"
},
"devDependencies": {
"@esengine/blueprint": "workspace:*",
@@ -48,4 +47,4 @@
],
"author": "yhh",
"license": "MIT"
}
}

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@@ -1,153 +1,199 @@
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';
/**
* @zh 网络插件
* @en Network Plugin
*/
import { type IPlugin, Core, type ServiceContainer, type Scene } from '@esengine/ecs-framework'
import { GameNetworkService, type NetworkServiceOptions } 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
* @zh 网络插件
* @en Network plugin
*
* 提供基于 TSRPC 的网络同步功能
* Provides TSRPC-based network synchronization.
* @zh 提供基于 @esengine/rpc 的网络同步功能
* @en Provides @esengine/rpc based network synchronization
*
* @example
* ```typescript
* import { Core } from '@esengine/ecs-framework';
* import { NetworkPlugin } from '@esengine/network';
* import { Core } from '@esengine/ecs-framework'
* import { NetworkPlugin } from '@esengine/network'
*
* const networkPlugin = new NetworkPlugin();
* await Core.installPlugin(networkPlugin);
* const networkPlugin = new NetworkPlugin()
* await Core.installPlugin(networkPlugin)
*
* // 连接到服务器 | Connect to server
* await networkPlugin.connect('ws://localhost:3000', 'Player1');
* // 连接到服务器
* await networkPlugin.connect({ url: 'ws://localhost:3000', playerName: 'Player1' })
*
* // 注册预制体 | Register prefab
* // 注册预制体
* networkPlugin.registerPrefab('player', (scene, spawn) => {
* const entity = scene.createEntity('Player');
* return entity;
* });
* const entity = scene.createEntity('Player')
* return entity
* })
* ```
*/
export class NetworkPlugin implements IPlugin {
public readonly name = '@esengine/network';
public readonly version = '1.0.0';
public readonly name = '@esengine/network'
public readonly version = '2.0.0'
private _networkService!: NetworkService;
private _syncSystem!: NetworkSyncSystem;
private _spawnSystem!: NetworkSpawnSystem;
private _inputSystem!: NetworkInputSystem;
private _networkService!: GameNetworkService
private _syncSystem!: NetworkSyncSystem
private _spawnSystem!: NetworkSpawnSystem
private _inputSystem!: NetworkInputSystem
private _localPlayerId: number = 0
/**
* 网络服务
* Network service
* @zh 网络服务
* @en Network service
*/
get networkService(): NetworkService {
return this._networkService;
get networkService(): GameNetworkService {
return this._networkService
}
/**
* 同步系统
* Sync system
* @zh 同步系统
* @en Sync system
*/
get syncSystem(): NetworkSyncSystem {
return this._syncSystem;
return this._syncSystem
}
/**
* 生成系统
* Spawn system
* @zh 生成系统
* @en Spawn system
*/
get spawnSystem(): NetworkSpawnSystem {
return this._spawnSystem;
return this._spawnSystem
}
/**
* 输入系统
* Input system
* @zh 输入系统
* @en Input system
*/
get inputSystem(): NetworkInputSystem {
return this._inputSystem;
return this._inputSystem
}
/**
* 是否已连接
* Is connected
* @zh 本地玩家 ID
* @en Local player ID
*/
get localPlayerId(): number {
return this._localPlayerId
}
/**
* @zh 是否已连接
* @en Is connected
*/
get isConnected(): boolean {
return this._networkService?.isConnected ?? false;
return this._networkService?.isConnected ?? false
}
/**
* 安装插件
* Install plugin
* @zh 安装插件
* @en Install plugin
*/
install(_core: Core, _services: ServiceContainer): void {
this._networkService = new NetworkService();
this._networkService = new GameNetworkService()
// 当场景加载时添加系统
// Add systems when scene loads
const scene = Core.scene;
const scene = Core.scene
if (scene) {
this._setupSystems(scene as Scene);
this._setupSystems(scene as Scene)
}
}
/**
* 卸载插件
* Uninstall plugin
* @zh 卸载插件
* @en Uninstall plugin
*/
uninstall(): void {
this._networkService?.disconnect();
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);
this._syncSystem = new NetworkSyncSystem()
this._spawnSystem = new NetworkSpawnSystem(this._syncSystem)
this._inputSystem = new NetworkInputSystem(this._networkService)
scene.addSystem(this._syncSystem);
scene.addSystem(this._spawnSystem);
scene.addSystem(this._inputSystem);
scene.addSystem(this._syncSystem)
scene.addSystem(this._spawnSystem)
scene.addSystem(this._inputSystem)
this._setupMessageHandlers()
}
private _setupMessageHandlers(): void {
this._networkService
.onSync((data) => {
this._syncSystem.handleSync({ entities: data.entities })
})
.onSpawn((data) => {
this._spawnSystem.handleSpawn(data)
})
.onDespawn((data) => {
this._spawnSystem.handleDespawn(data)
})
}
/**
* 连接到服务器
* Connect to server
* @zh 连接到服务器
* @en Connect to server
*/
public async connect(serverUrl: string, playerName: string, roomId?: string): Promise<boolean> {
return this._networkService.connect(serverUrl, playerName, roomId);
public async connect(options: NetworkServiceOptions & { playerName: string; roomId?: string }): Promise<boolean> {
try {
await this._networkService.connect(options)
const result = await this._networkService.call('join', {
playerName: options.playerName,
roomId: options.roomId,
})
this._localPlayerId = result.playerId
this._spawnSystem.setLocalPlayerId(this._localPlayerId)
return true
} catch (err) {
return false
}
}
/**
* 断开连接
* Disconnect
* @zh 断开连接
* @en Disconnect
*/
public async disconnect(): Promise<void> {
await this._networkService.disconnect();
try {
await this._networkService.call('leave', undefined)
} catch {
// ignore
}
this._networkService.disconnect()
}
/**
* 注册预制体工厂
* Register prefab factory
* @zh 注册预制体工厂
* @en Register prefab factory
*/
public registerPrefab(prefabType: string, factory: PrefabFactory): void {
this._spawnSystem?.registerPrefab(prefabType, factory);
this._spawnSystem?.registerPrefab(prefabType, factory)
}
/**
* 发送移动输入
* Send move input
* @zh 发送移动输入
* @en Send move input
*/
public sendMoveInput(x: number, y: number): void {
this._inputSystem?.addMoveInput(x, y);
this._inputSystem?.addMoveInput(x, y)
}
/**
* 发送动作输入
* Send action input
* @zh 发送动作输入
* @en Send action input
*/
public sendActionInput(action: string): void {
this._inputSystem?.addActionInput(action);
this._inputSystem?.addActionInput(action)
}
}

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@@ -1,28 +1,43 @@
/**
* @esengine/network
* @zh @esengine/network 网络同步模块
* @en @esengine/network Network synchronization module
*
* 基于 TSRPC 的网络同步模块(客户端)
* TSRPC-based network synchronization module (client)
* @zh 基于 @esengine/rpc 的网络同步模块,提供类型安全的多人游戏网络通信
* @en Network synchronization module based on @esengine/rpc for type-safe multiplayer game communication
*/
// ============================================================================
// Re-export from protocols | 从协议包重新导出
// Re-export from RPC | 从 RPC 包重新导出
// ============================================================================
export { rpc } from '@esengine/rpc'
export type {
ServiceType,
Vec2,
IEntityState,
IPlayerInput,
MsgSync,
MsgInput,
MsgSpawn,
MsgDespawn,
ReqJoin,
ResJoin
} from '@esengine/network-protocols';
ProtocolDef,
ApiDef,
MsgDef,
ApiInput,
ApiOutput,
MsgData,
ApiNames,
MsgNames,
RpcError,
} from '@esengine/rpc'
export { serviceProto } from '@esengine/network-protocols';
// ============================================================================
// Protocol | 协议
// ============================================================================
export {
gameProtocol,
type GameProtocol,
type PlayerInput,
type EntitySyncState,
type SyncData,
type SpawnData,
type DespawnData,
type JoinRequest,
type JoinResponse,
} from './protocol'
// ============================================================================
// Tokens | 服务令牌
@@ -32,37 +47,44 @@ export {
NetworkServiceToken,
NetworkSyncSystemToken,
NetworkSpawnSystemToken,
NetworkInputSystemToken
} from './tokens';
NetworkInputSystemToken,
} from './tokens'
// ============================================================================
// Plugin | 插件
// ============================================================================
export { NetworkPlugin } from './NetworkPlugin';
export { NetworkPlugin } from './NetworkPlugin'
// ============================================================================
// Services | 服务
// ============================================================================
export { NetworkService, ENetworkState } from './services/NetworkService';
export type { INetworkCallbacks } from './services/NetworkService';
export {
RpcService,
GameNetworkService,
NetworkService,
NetworkState,
createNetworkService,
} from './services/NetworkService'
export type { NetworkServiceOptions } from './services/NetworkService'
// ============================================================================
// Components | 组件
// ============================================================================
export { NetworkIdentity } from './components/NetworkIdentity';
export { NetworkTransform } from './components/NetworkTransform';
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';
export { NetworkSyncSystem } from './systems/NetworkSyncSystem'
export type { SyncMessage } from './systems/NetworkSyncSystem'
export { NetworkSpawnSystem } from './systems/NetworkSpawnSystem'
export type { PrefabFactory, SpawnMessage, DespawnMessage } from './systems/NetworkSpawnSystem'
export { NetworkInputSystem } from './systems/NetworkInputSystem'
// ============================================================================
// State Sync | 状态同步
@@ -73,8 +95,8 @@ export type {
ITransformState,
ITransformStateWithVelocity,
ISnapshotBufferConfig,
ISnapshotBuffer
} from './sync';
ISnapshotBuffer,
} from './sync'
export type {
IInterpolator,
@@ -82,8 +104,8 @@ export type {
IInputSnapshot,
IPredictedState,
IPredictor,
ClientPredictionConfig
} from './sync';
ClientPredictionConfig,
} from './sync'
export {
lerp,
@@ -96,8 +118,8 @@ export {
createTransformInterpolator,
createHermiteTransformInterpolator,
ClientPrediction,
createClientPrediction
} from './sync';
createClientPrediction,
} from './sync'
// ============================================================================
// Blueprint Nodes | 蓝图节点
@@ -114,5 +136,5 @@ export {
HasAuthorityExecutor,
GetNetworkIdExecutor,
GetLocalPlayerIdExecutor,
NetworkNodeDefinitions
} from './nodes';
NetworkNodeDefinitions,
} from './nodes'

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@@ -0,0 +1,180 @@
/**
* @zh 游戏网络协议定义
* @en Game Network Protocol Definition
*
* @zh 定义客户端与服务器之间的通信协议
* @en Defines the communication protocol between client and server
*/
import { rpc } from '@esengine/rpc'
// ============================================================================
// Message Types | 消息类型
// ============================================================================
/**
* @zh 玩家输入
* @en Player input
*/
export interface PlayerInput {
/**
* @zh 帧序号
* @en Frame number
*/
frame: number
/**
* @zh 移动方向
* @en Move direction
*/
moveDir?: { x: number; y: number }
/**
* @zh 动作列表
* @en Action list
*/
actions?: string[]
}
/**
* @zh 实体同步状态
* @en Entity sync state
*/
export interface EntitySyncState {
netId: number
pos?: { x: number; y: number }
rot?: number
}
/**
* @zh 同步消息
* @en Sync message
*/
export interface SyncData {
/**
* @zh 服务器帧号
* @en Server frame number
*/
frame: number
/**
* @zh 实体状态列表
* @en Entity state list
*/
entities: EntitySyncState[]
}
/**
* @zh 生成消息
* @en Spawn message
*/
export interface SpawnData {
netId: number
ownerId: number
prefab: string
pos: { x: number; y: number }
rot?: number
}
/**
* @zh 销毁消息
* @en Despawn message
*/
export interface DespawnData {
netId: number
}
// ============================================================================
// API Types | API 类型
// ============================================================================
/**
* @zh 加入房间请求
* @en Join room request
*/
export interface JoinRequest {
playerName: string
roomId?: string
}
/**
* @zh 加入房间响应
* @en Join room response
*/
export interface JoinResponse {
playerId: number
roomId: string
}
// ============================================================================
// Protocol Definition | 协议定义
// ============================================================================
/**
* @zh 默认游戏网络协议
* @en Default game network protocol
*
* @example
* ```typescript
* // 使用默认协议
* const service = new NetworkService(gameProtocol)
*
* // 或者扩展协议
* const customProtocol = rpc.define({
* api: {
* ...gameProtocol.api,
* customApi: rpc.api<CustomInput, CustomOutput>(),
* },
* msg: {
* ...gameProtocol.msg,
* customMsg: rpc.msg<CustomData>(),
* },
* })
* ```
*/
export const gameProtocol = rpc.define({
api: {
/**
* @zh 加入房间
* @en Join room
*/
join: rpc.api<JoinRequest, JoinResponse>(),
/**
* @zh 离开房间
* @en Leave room
*/
leave: rpc.api<void, void>(),
},
msg: {
/**
* @zh 玩家输入
* @en Player input
*/
input: rpc.msg<PlayerInput>(),
/**
* @zh 状态同步
* @en State sync
*/
sync: rpc.msg<SyncData>(),
/**
* @zh 实体生成
* @en Entity spawn
*/
spawn: rpc.msg<SpawnData>(),
/**
* @zh 实体销毁
* @en Entity despawn
*/
despawn: rpc.msg<DespawnData>(),
},
})
/**
* @zh 游戏协议类型
* @en Game protocol type
*/
export type GameProtocol = typeof gameProtocol

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@@ -1,172 +1,274 @@
import { WsClient } from 'tsrpc-browser';
/**
* @zh 网络服务模块
* @en Network Service Module
*/
import {
serviceProto,
type ServiceType,
type MsgSync,
type MsgSpawn,
type MsgDespawn,
type IPlayerInput
} from '@esengine/network-protocols';
RpcClient,
type ProtocolDef,
type ApiNames,
type MsgNames,
type ApiInput,
type ApiOutput,
type MsgData,
type RpcClientOptions,
} from '@esengine/rpc/client'
import { gameProtocol, type GameProtocol, type PlayerInput } from '../protocol'
// ============================================================================
// Types | 类型定义
// ============================================================================
/**
* 连接状态
* Connection state
* @zh 连接状态
* @en Connection state
*/
export const enum ENetworkState {
export const enum NetworkState {
Disconnected = 0,
Connecting = 1,
Connected = 2
Connected = 2,
}
/**
* 网络事件回调
* Network event callbacks
* @zh 网络服务配置
* @en Network service options
*/
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;
export interface NetworkServiceOptions extends RpcClientOptions {
/**
* @zh 服务器地址
* @en Server URL
*/
url: string
}
/**
* 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'
});
}
// ============================================================================
// RpcService - Base Class | RPC 服务基类
// ============================================================================
/**
* 网络服务
* Network service
* @zh RPC 服务基类
* @en RPC Service base class
*
* 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.
* @zh 纯粹的 RPC 客户端封装,不包含任何游戏特定逻辑
* @en Pure RPC client wrapper without any game-specific logic
*
* @typeParam P - @zh 协议定义类型 @en Protocol definition type
*/
export class NetworkService {
private _client: WsClient<ServiceType> | null = null;
private _state: ENetworkState = ENetworkState.Disconnected;
private _clientId: number = 0;
private _roomId: string = '';
private _callbacks: INetworkCallbacks = {};
export class RpcService<P extends ProtocolDef> {
protected _client: RpcClient<P> | null = null
protected _state: NetworkState = NetworkState.Disconnected
get state(): ENetworkState {
return this._state;
}
get clientId(): number {
return this._clientId;
}
get roomId(): string {
return this._roomId;
constructor(protected readonly _protocol: P) {}
/**
* @zh 获取连接状态
* @en Get connection state
*/
get state(): NetworkState {
return this._state
}
/**
* @zh 是否已连接
* @en Whether connected
*/
get isConnected(): boolean {
return this._state === ENetworkState.Connected;
return this._state === NetworkState.Connected
}
/**
* 设置回调
* Set callbacks
* @zh 获取底层 RPC 客户端
* @en Get underlying RPC client
*/
setCallbacks(callbacks: INetworkCallbacks): void {
this._callbacks = { ...this._callbacks, ...callbacks };
get client(): RpcClient<P> | null {
return this._client
}
/**
* 连接到服务器
* Connect to server
* @zh 连接到服务器
* @en Connect to server
*/
async connect(serverUrl: string, playerName: string, roomId?: string): Promise<boolean> {
if (this._state !== ENetworkState.Disconnected) {
return false;
async connect(options: NetworkServiceOptions): Promise<void> {
if (this._state !== NetworkState.Disconnected) {
throw new Error('Already connected or connecting')
}
this._state = ENetworkState.Connecting;
this._client = createClient(serverUrl);
this._setupListeners();
this._state = NetworkState.Connecting
// 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;
try {
this._client = new RpcClient(this._protocol, options.url, {
...options,
onConnect: () => {
this._state = NetworkState.Connected
options.onConnect?.()
},
onDisconnect: (reason) => {
this._state = NetworkState.Disconnected
options.onDisconnect?.(reason)
},
onError: options.onError,
})
await this._client.connect()
this._state = NetworkState.Connected
} catch (err) {
this._state = NetworkState.Disconnected
this._client = null
throw err
}
// 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
* @zh 断开连接
* @en Disconnect
*/
async disconnect(): Promise<void> {
if (this._client) {
await this._client.disconnect();
}
this._state = ENetworkState.Disconnected;
this._clientId = 0;
this._roomId = '';
this._client = null;
disconnect(): void {
this._client?.disconnect()
this._client = null
this._state = NetworkState.Disconnected
}
/**
* 发送输入
* Send input
* @zh 调用 API
* @en Call API
*/
sendInput(input: IPlayerInput): void {
if (!this.isConnected || !this._client) return;
this._client.sendMsg('Input', { input });
call<K extends ApiNames<P>>(
name: K,
input: ApiInput<P['api'][K]>
): Promise<ApiOutput<P['api'][K]>> {
if (!this._client) {
return Promise.reject(new Error('Not connected'))
}
return this._client.call(name, input)
}
private _setupListeners(): void {
if (!this._client) return;
/**
* @zh 发送消息
* @en Send message
*/
send<K extends MsgNames<P>>(name: K, data: MsgData<P['msg'][K]>): void {
this._client?.send(name, data)
}
this._client.listenMsg('Sync', (msg) => {
this._callbacks.onSync?.(msg);
});
/**
* @zh 监听消息
* @en Listen to message
*/
on<K extends MsgNames<P>>(
name: K,
handler: (data: MsgData<P['msg'][K]>) => void
): this {
this._client?.on(name, handler)
return this
}
this._client.listenMsg('Spawn', (msg) => {
this._callbacks.onSpawn?.(msg);
});
/**
* @zh 取消监听消息
* @en Remove message listener
*/
off<K extends MsgNames<P>>(
name: K,
handler?: (data: MsgData<P['msg'][K]>) => void
): this {
this._client?.off(name, handler)
return this
}
this._client.listenMsg('Despawn', (msg) => {
this._callbacks.onDespawn?.(msg);
});
this._client.flows.postDisconnectFlow.push((v) => {
this._state = ENetworkState.Disconnected;
this._callbacks.onDisconnected?.();
return v;
});
/**
* @zh 监听消息(只触发一次)
* @en Listen to message (once)
*/
once<K extends MsgNames<P>>(
name: K,
handler: (data: MsgData<P['msg'][K]>) => void
): this {
this._client?.once(name, handler)
return this
}
}
// ============================================================================
// GameNetworkService - Game-specific Class | 游戏网络服务
// ============================================================================
/**
* @zh 游戏网络服务
* @en Game network service
*
* @zh 基于默认游戏协议的网络服务,提供游戏特定的便捷方法
* @en Network service based on default game protocol with game-specific convenience methods
*
* @example
* ```typescript
* const network = new GameNetworkService()
* await network.connect({ url: 'ws://localhost:3000' })
*
* // 游戏特定的便捷方法
* network.sendInput({ frame: 1, moveDir: { x: 1, y: 0 } })
*
* network.onSync((data) => {
* for (const entity of data.entities) {
* // 更新实体状态
* }
* })
* ```
*/
export class GameNetworkService extends RpcService<GameProtocol> {
constructor() {
super(gameProtocol)
}
/**
* @zh 发送玩家输入
* @en Send player input
*/
sendInput(input: PlayerInput): void {
this.send('input', input)
}
/**
* @zh 监听状态同步
* @en Listen to state sync
*/
onSync(handler: (data: MsgData<GameProtocol['msg']['sync']>) => void): this {
return this.on('sync', handler)
}
/**
* @zh 监听实体生成
* @en Listen to entity spawn
*/
onSpawn(handler: (data: MsgData<GameProtocol['msg']['spawn']>) => void): this {
return this.on('spawn', handler)
}
/**
* @zh 监听实体销毁
* @en Listen to entity despawn
*/
onDespawn(handler: (data: MsgData<GameProtocol['msg']['despawn']>) => void): this {
return this.on('despawn', handler)
}
}
// ============================================================================
// Exports & Factories | 导出与工厂函数
// ============================================================================
/**
* @zh 网络服务GameNetworkService 的别名)
* @en Network service (alias for GameNetworkService)
*/
export { GameNetworkService as NetworkService }
/**
* @zh 创建网络服务
* @en Create network service
*/
export function createNetworkService(): GameNetworkService
export function createNetworkService<P extends ProtocolDef>(protocol: P): RpcService<P>
export function createNetworkService<P extends ProtocolDef>(protocol?: P): RpcService<P> | GameNetworkService {
if (protocol) {
return new RpcService(protocol)
}
return new GameNetworkService()
}

View File

@@ -1,73 +1,74 @@
import { EntitySystem, Matcher } from '@esengine/ecs-framework';
import type { IPlayerInput } from '@esengine/network-protocols';
import type { NetworkService } from '../services/NetworkService';
/**
* @zh 网络输入系统
* @en Network Input System
*/
import { EntitySystem, Matcher } from '@esengine/ecs-framework'
import type { PlayerInput } from '../protocol'
import type { NetworkService } from '../services/NetworkService'
/**
* 网络输入系统
* Network input system
* @zh 网络输入系统
* @en 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.
* @zh 收集本地玩家输入并发送到服务器
* @en Collects local player input and sends to server
*/
export class NetworkInputSystem extends EntitySystem {
private _networkService: NetworkService;
private _frame: number = 0;
private _inputQueue: IPlayerInput[] = [];
private _networkService: NetworkService
private _frame: number = 0
private _inputQueue: PlayerInput[] = []
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;
super(Matcher.nothing())
this._networkService = networkService
}
/**
* 处理输入队列
* Process input queue
* @zh 处理输入队列
* @en Process input queue
*/
protected override process(): void {
if (!this._networkService.isConnected) return;
if (!this._networkService.isConnected) return
this._frame++;
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);
const input = this._inputQueue.shift()!
input.frame = this._frame
this._networkService.sendInput(input)
}
}
/**
* 添加移动输入
* Add move input
* @zh 添加移动输入
* @en Add move input
*/
public addMoveInput(x: number, y: number): void {
this._inputQueue.push({
frame: 0,
moveDir: { x, y }
});
moveDir: { x, y },
})
}
/**
* 添加动作输入
* Add action input
* @zh 添加动作输入
* @en Add action input
*/
public addActionInput(action: string): void {
const lastInput = this._inputQueue[this._inputQueue.length - 1];
const lastInput = this._inputQueue[this._inputQueue.length - 1]
if (lastInput) {
lastInput.actions = lastInput.actions || [];
lastInput.actions.push(action);
lastInput.actions = lastInput.actions || []
lastInput.actions.push(action)
} else {
this._inputQueue.push({
frame: 0,
actions: [action]
});
actions: [action],
})
}
}
protected override onDestroy(): void {
this._inputQueue.length = 0;
this._inputQueue.length = 0
}
}

View File

@@ -1,101 +1,123 @@
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';
import { EntitySystem, Entity, type Scene, Matcher } from '@esengine/ecs-framework'
import { NetworkIdentity } from '../components/NetworkIdentity'
import { NetworkTransform } from '../components/NetworkTransform'
import type { NetworkSyncSystem } from './NetworkSyncSystem'
/**
* 预制体工厂函数类型
* Prefab factory function type
* @zh 生成消息接口
* @en Spawn message interface
*/
export type PrefabFactory = (scene: Scene, spawn: MsgSpawn) => Entity;
export interface SpawnMessage {
netId: number
ownerId: number
prefab: string
pos: { x: number; y: number }
rot?: number
}
/**
* 网络生成系统
* Network spawn system
* @zh 销毁消息接口
* @en Despawn message interface
*/
export interface DespawnMessage {
netId: number
}
/**
* @zh 预制体工厂函数类型
* @en Prefab factory function type
*/
export type PrefabFactory = (scene: Scene, spawn: SpawnMessage) => Entity
/**
* @zh 网络生成系统
* @en Network spawn system
*
* 处理网络实体的生成和销毁
* Handles spawning and despawning of networked entities.
* @zh 处理网络实体的生成和销毁
* @en 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();
private _syncSystem: NetworkSyncSystem
private _prefabFactories: Map<string, PrefabFactory> = new Map()
private _localPlayerId: number = 0
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)
});
constructor(syncSystem: NetworkSyncSystem) {
super(Matcher.nothing())
this._syncSystem = syncSystem
}
/**
* 注册预制体工厂
* Register prefab factory
* @zh 设置本地玩家 ID
* @en Set local player ID
*/
public registerPrefab(prefabType: string, factory: PrefabFactory): void {
this._prefabFactories.set(prefabType, factory);
setLocalPlayerId(id: number): void {
this._localPlayerId = id
}
/**
* 注销预制体工厂
* Unregister prefab factory
* @zh 处理生成消息
* @en Handle spawn message
*/
public unregisterPrefab(prefabType: string): void {
this._prefabFactories.delete(prefabType);
}
handleSpawn(msg: SpawnMessage): Entity | null {
if (!this.scene) return null
private _handleSpawn(msg: MsgSpawn): void {
if (!this.scene) return;
const factory = this._prefabFactories.get(msg.prefab);
const factory = this._prefabFactories.get(msg.prefab)
if (!factory) {
this.logger.warn(`Unknown prefab: ${msg.prefab}`);
return;
this.logger.warn(`Unknown prefab: ${msg.prefab}`)
return null
}
const entity = factory(this.scene, msg);
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 identity = entity.addComponent(new NetworkIdentity())
identity.netId = msg.netId
identity.ownerId = msg.ownerId
identity.prefabType = msg.prefab
identity.bHasAuthority = msg.ownerId === this._localPlayerId
identity.bIsLocalPlayer = identity.bHasAuthority
const transform = entity.addComponent(new NetworkTransform());
transform.setTarget(msg.pos.x, msg.pos.y, msg.rot);
transform.snap();
const transform = entity.addComponent(new NetworkTransform())
transform.setTarget(msg.pos.x, msg.pos.y, msg.rot ?? 0)
transform.snap()
// 注册到同步系统
// Register to sync system
this._syncSystem.registerEntity(msg.netId, entity.id);
this._syncSystem.registerEntity(msg.netId, entity.id)
return entity
}
private _handleDespawn(msg: MsgDespawn): void {
const entityId = this._syncSystem.getEntityId(msg.netId);
if (entityId === undefined) return;
/**
* @zh 处理销毁消息
* @en Handle despawn message
*/
handleDespawn(msg: DespawnMessage): void {
const entityId = this._syncSystem.getEntityId(msg.netId)
if (entityId === undefined) return
const entity = this.scene?.findEntityById(entityId);
const entity = this.scene?.findEntityById(entityId)
if (entity) {
entity.destroy();
entity.destroy()
}
this._syncSystem.unregisterEntity(msg.netId);
this._syncSystem.unregisterEntity(msg.netId)
}
/**
* @zh 注册预制体工厂
* @en Register prefab factory
*/
registerPrefab(prefabType: string, factory: PrefabFactory): void {
this._prefabFactories.set(prefabType, factory)
}
/**
* @zh 注销预制体工厂
* @en Unregister prefab factory
*/
unregisterPrefab(prefabType: string): void {
this._prefabFactories.delete(prefabType)
}
protected override onDestroy(): void {
this._prefabFactories.clear();
this._prefabFactories.clear()
}
}

View File

@@ -1,104 +1,102 @@
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';
import { EntitySystem, Matcher, Time, type Entity } from '@esengine/ecs-framework'
import { NetworkIdentity } from '../components/NetworkIdentity'
import { NetworkTransform } from '../components/NetworkTransform'
/**
* 网络同步系统
* Network sync system
* @zh 同步消息接口
* @en Sync message interface
*/
export interface SyncMessage {
entities: Array<{
netId: number
pos?: { x: number; y: number }
rot?: number
}>
}
/**
* @zh 网络同步系统
* @en 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.
* @zh 处理网络实体的状态同步和插值
* @en Handles state synchronization and interpolation for networked entities
*/
export class NetworkSyncSystem extends EntitySystem {
private _networkService: NetworkService;
private _netIdToEntity: Map<number, number> = new Map();
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)
});
constructor() {
super(Matcher.all(NetworkIdentity, NetworkTransform))
}
/**
* 处理实体列表
* Process entities
* @zh 处理同步消息
* @en Handle sync message
*/
handleSync(msg: SyncMessage): 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 ?? 0)
}
}
}
protected override process(entities: readonly Entity[]): void {
const deltaTime = Time.deltaTime;
const deltaTime = Time.deltaTime
for (const entity of entities) {
const transform = this.requireComponent(entity, NetworkTransform);
const identity = this.requireComponent(entity, NetworkIdentity);
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);
this._interpolate(transform, deltaTime)
}
}
}
/**
* 注册网络实体
* Register network entity
* @zh 注册网络实体
* @en Register network entity
*/
public registerEntity(netId: number, entityId: number): void {
this._netIdToEntity.set(netId, entityId);
registerEntity(netId: number, entityId: number): void {
this._netIdToEntity.set(netId, entityId)
}
/**
* 注销网络实体
* Unregister network entity
* @zh 注销网络实体
* @en Unregister network entity
*/
public unregisterEntity(netId: number): void {
this._netIdToEntity.delete(netId);
unregisterEntity(netId: number): void {
this._netIdToEntity.delete(netId)
}
/**
* 根据网络 ID 获取实体 ID
* Get entity ID by network ID
* @zh 根据网络 ID 获取实体 ID
* @en 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);
}
}
getEntityId(netId: number): number | undefined {
return this._netIdToEntity.get(netId)
}
private _interpolate(transform: NetworkTransform, deltaTime: number): void {
const t = Math.min(1, transform.lerpSpeed * deltaTime);
const t = Math.min(1, transform.lerpSpeed * deltaTime)
transform.currentX += (transform.targetX - transform.currentX) * t;
transform.currentY += (transform.targetY - transform.currentY) * t;
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;
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();
this._netIdToEntity.clear()
}
}

View File

@@ -5,12 +5,8 @@
"declaration": true,
"declarationMap": true,
"outDir": "./dist",
"rootDir": "./src",
"moduleResolution": "node"
"rootDir": "./src"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist", "**/*.test.ts"],
"references": [
{ "path": "../blueprint" }
]
"exclude": ["node_modules", "dist", "**/*.test.ts"]
}

View File

@@ -3,25 +3,12 @@
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src",
"moduleResolution": "node"
"rootDir": "./src"
},
"include": [
"src/**/*"
],
"exclude": [
"node_modules",
"dist"
],
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"],
"references": [
{
"path": "../core"
},
{
"path": "../network-protocols"
},
{
"path": "../blueprint"
}
{ "path": "../core" },
{ "path": "../blueprint" }
]
}

View File

@@ -1,14 +1,10 @@
import { defineConfig } from 'tsup';
import { runtimeOnlyPreset } from '../../tools/build-config/src/presets/plugin-tsup';
import { defineConfig } from 'tsup'
import { runtimeOnlyPreset } from '../../tools/build-config/src/presets/plugin-tsup'
export default defineConfig({
...runtimeOnlyPreset({
external: [/^tsrpc/, 'tsbuffer', 'tsbuffer-schema']
}),
...runtimeOnlyPreset({}),
tsconfig: 'tsconfig.build.json',
// 禁用 tsup 的 DTS 捆绑器,改用 tsc 生成声明文件
// tsup 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
});
// tsup 的 DTS bundler 无法正确解析 workspace 包的类型继承链
// tsup's DTS bundler cannot correctly resolve workspace package type inheritance
dts: false,
})

View File

@@ -0,0 +1,20 @@
{
"id": "rpc",
"name": "@esengine/rpc",
"globalKey": "rpc",
"displayName": "RPC",
"description": "类型安全的 RPC 通信库 | Type-safe RPC communication library",
"version": "1.0.0",
"category": "Network",
"icon": "Network",
"tags": ["rpc", "websocket", "network", "multiplayer"],
"isCore": false,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": ["web", "desktop", "node"],
"dependencies": [],
"exports": {},
"requiresWasm": false,
"outputPath": "dist/index.js"
}

View File

@@ -0,0 +1,60 @@
{
"name": "@esengine/rpc",
"version": "1.0.0",
"description": "Elegant type-safe RPC library for ESEngine",
"type": "module",
"main": "./dist/index.js",
"module": "./dist/index.js",
"types": "./dist/index.d.ts",
"exports": {
".": {
"import": "./dist/index.js",
"types": "./dist/index.d.ts"
},
"./server": {
"import": "./dist/server/index.js",
"types": "./dist/server/index.d.ts"
},
"./client": {
"import": "./dist/client/index.js",
"types": "./dist/client/index.d.ts"
},
"./codec": {
"import": "./dist/codec/index.js",
"types": "./dist/codec/index.d.ts"
}
},
"files": [
"dist",
"module.json"
],
"scripts": {
"build": "tsup && tsc --emitDeclarationOnly",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"dependencies": {},
"optionalDependencies": {
"msgpackr": "^1.11.0"
},
"devDependencies": {
"@types/ws": "^8.5.13",
"msgpackr": "^1.11.0",
"ws": "^8.18.0",
"tsup": "^8.0.0",
"typescript": "^5.7.0"
},
"peerDependencies": {
"typescript": ">=5.0.0",
"ws": ">=8.0.0"
},
"peerDependenciesMeta": {
"ws": {
"optional": true
}
},
"publishConfig": {
"access": "public"
}
}

View File

@@ -0,0 +1,461 @@
/**
* @zh RPC 客户端模块
* @en RPC Client Module
*/
import type {
ProtocolDef,
ApiNames,
MsgNames,
ApiInput,
ApiOutput,
MsgData,
Packet,
ConnectionStatus,
} from '../types'
import { RpcError, ErrorCode } from '../types'
import { json } from '../codec/json'
import type { Codec } from '../codec/types'
// ============================================================================
// Re-exports | 类型重导出
// ============================================================================
export type {
ProtocolDef,
ApiNames,
MsgNames,
ApiInput,
ApiOutput,
MsgData,
ConnectionStatus,
Codec,
}
export { RpcError, ErrorCode }
// ============================================================================
// Types | 类型定义
// ============================================================================
/**
* @zh WebSocket 适配器接口
* @en WebSocket adapter interface
*
* @zh 用于适配不同平台的 WebSocket 实现(浏览器、微信小游戏等)
* @en Used to adapt different platform WebSocket implementations (browser, WeChat Mini Games, etc.)
*/
export interface WebSocketAdapter {
readonly readyState: number
send(data: string | ArrayBuffer): void
close(code?: number, reason?: string): void
onopen: ((ev: Event) => void) | null
onclose: ((ev: { code: number; reason: string }) => void) | null
onerror: ((ev: Event) => void) | null
onmessage: ((ev: { data: string | ArrayBuffer }) => void) | null
}
/**
* @zh WebSocket 工厂函数类型
* @en WebSocket factory function type
*/
export type WebSocketFactory = (url: string) => WebSocketAdapter
/**
* @zh 客户端配置
* @en Client options
*/
export interface RpcClientOptions {
/**
* @zh 编解码器
* @en Codec
* @defaultValue json()
*/
codec?: Codec
/**
* @zh API 调用超时(毫秒)
* @en API call timeout in milliseconds
* @defaultValue 30000
*/
timeout?: number
/**
* @zh 自动重连
* @en Auto reconnect
* @defaultValue true
*/
autoReconnect?: boolean
/**
* @zh 重连间隔(毫秒)
* @en Reconnect interval in milliseconds
* @defaultValue 3000
*/
reconnectInterval?: number
/**
* @zh WebSocket 工厂函数
* @en WebSocket factory function
*
* @zh 用于自定义 WebSocket 实现,如微信小游戏
* @en Used for custom WebSocket implementation, e.g., WeChat Mini Games
*/
webSocketFactory?: WebSocketFactory
/**
* @zh 连接成功回调
* @en Connection established callback
*/
onConnect?: () => void
/**
* @zh 连接断开回调
* @en Connection closed callback
*/
onDisconnect?: (reason?: string) => void
/**
* @zh 错误回调
* @en Error callback
*/
onError?: (error: Error) => void
}
/** @deprecated Use RpcClientOptions instead */
export type ConnectOptions = RpcClientOptions
// ============================================================================
// Constants | 常量
// ============================================================================
const PacketType = {
ApiRequest: 0,
ApiResponse: 1,
ApiError: 2,
Message: 3,
Heartbeat: 9,
} as const
const defaultWebSocketFactory: WebSocketFactory = (url) =>
new WebSocket(url) as unknown as WebSocketAdapter
// ============================================================================
// RpcClient Class | RPC 客户端类
// ============================================================================
interface PendingCall {
resolve: (value: unknown) => void
reject: (error: Error) => void
timer: ReturnType<typeof setTimeout>
}
/**
* @zh RPC 客户端
* @en RPC Client
*
* @example
* ```typescript
* const client = new RpcClient(protocol, 'ws://localhost:3000')
* await client.connect()
*
* const result = await client.call('join', { name: 'Alice' })
*
* client.on('chat', (msg) => console.log(msg.text))
* ```
*/
export class RpcClient<P extends ProtocolDef> {
private readonly _url: string
private readonly _codec: Codec
private readonly _timeout: number
private readonly _reconnectInterval: number
private readonly _wsFactory: WebSocketFactory
private readonly _options: RpcClientOptions
private _ws: WebSocketAdapter | null = null
private _status: ConnectionStatus = 'closed'
private _callIdCounter = 0
private _shouldReconnect: boolean
private _reconnectTimer: ReturnType<typeof setTimeout> | null = null
private readonly _pendingCalls = new Map<number, PendingCall>()
private readonly _msgHandlers = new Map<string, Set<(data: unknown) => void>>()
constructor(
_protocol: P,
url: string,
options: RpcClientOptions = {}
) {
this._url = url
this._options = options
this._codec = options.codec ?? json()
this._timeout = options.timeout ?? 30000
this._shouldReconnect = options.autoReconnect ?? true
this._reconnectInterval = options.reconnectInterval ?? 3000
this._wsFactory = options.webSocketFactory ?? defaultWebSocketFactory
}
/**
* @zh 连接状态
* @en Connection status
*/
get status(): ConnectionStatus {
return this._status
}
/**
* @zh 是否已连接
* @en Whether connected
*/
get isConnected(): boolean {
return this._status === 'open'
}
/**
* @zh 连接到服务器
* @en Connect to server
*/
connect(): Promise<this> {
return new Promise((resolve, reject) => {
if (this._status === 'open' || this._status === 'connecting') {
resolve(this)
return
}
this._status = 'connecting'
this._ws = this._wsFactory(this._url)
this._ws.onopen = () => {
this._status = 'open'
this._options.onConnect?.()
resolve(this)
}
this._ws.onclose = (e) => {
this._status = 'closed'
this._rejectAllPending()
this._options.onDisconnect?.(e.reason)
this._scheduleReconnect()
}
this._ws.onerror = () => {
const err = new Error('WebSocket error')
this._options.onError?.(err)
if (this._status === 'connecting') {
reject(err)
}
}
this._ws.onmessage = (e) => {
this._handleMessage(e.data as string | ArrayBuffer)
}
})
}
/**
* @zh 断开连接
* @en Disconnect
*/
disconnect(): void {
this._shouldReconnect = false
this._clearReconnectTimer()
if (this._ws) {
this._status = 'closing'
this._ws.close()
this._ws = null
}
}
/**
* @zh 调用 API
* @en Call API
*/
call<K extends ApiNames<P>>(
name: K,
input: ApiInput<P['api'][K]>
): Promise<ApiOutput<P['api'][K]>> {
return new Promise((resolve, reject) => {
if (this._status !== 'open') {
reject(new RpcError(ErrorCode.CONNECTION_CLOSED, 'Not connected'))
return
}
const id = ++this._callIdCounter
const timer = setTimeout(() => {
this._pendingCalls.delete(id)
reject(new RpcError(ErrorCode.TIMEOUT, 'Request timeout'))
}, this._timeout)
this._pendingCalls.set(id, {
resolve: resolve as (v: unknown) => void,
reject,
timer,
})
const packet: Packet = [PacketType.ApiRequest, id, name as string, input]
this._ws!.send(this._codec.encode(packet) as string | ArrayBuffer)
})
}
/**
* @zh 发送消息
* @en Send message
*/
send<K extends MsgNames<P>>(name: K, data: MsgData<P['msg'][K]>): void {
if (this._status !== 'open') return
const packet: Packet = [PacketType.Message, name as string, data]
this._ws!.send(this._codec.encode(packet) as string | ArrayBuffer)
}
/**
* @zh 监听消息
* @en Listen to message
*/
on<K extends MsgNames<P>>(
name: K,
handler: (data: MsgData<P['msg'][K]>) => void
): this {
const key = name as string
let handlers = this._msgHandlers.get(key)
if (!handlers) {
handlers = new Set()
this._msgHandlers.set(key, handlers)
}
handlers.add(handler as (data: unknown) => void)
return this
}
/**
* @zh 取消监听消息
* @en Remove message listener
*/
off<K extends MsgNames<P>>(
name: K,
handler?: (data: MsgData<P['msg'][K]>) => void
): this {
const key = name as string
if (handler) {
this._msgHandlers.get(key)?.delete(handler as (data: unknown) => void)
} else {
this._msgHandlers.delete(key)
}
return this
}
/**
* @zh 监听消息(只触发一次)
* @en Listen to message (once)
*/
once<K extends MsgNames<P>>(
name: K,
handler: (data: MsgData<P['msg'][K]>) => void
): this {
const wrapper = (data: MsgData<P['msg'][K]>) => {
this.off(name, wrapper)
handler(data)
}
return this.on(name, wrapper)
}
// ========================================================================
// Private Methods | 私有方法
// ========================================================================
private _handleMessage(raw: string | ArrayBuffer): void {
try {
const data = typeof raw === 'string' ? raw : new Uint8Array(raw)
const packet = this._codec.decode(data)
const type = packet[0]
switch (type) {
case PacketType.ApiResponse:
this._handleApiResponse(packet as [number, number, unknown])
break
case PacketType.ApiError:
this._handleApiError(packet as [number, number, string, string])
break
case PacketType.Message:
this._handleMsg(packet as [number, string, unknown])
break
}
} catch (err) {
this._options.onError?.(err as Error)
}
}
private _handleApiResponse([, id, result]: [number, number, unknown]): void {
const pending = this._pendingCalls.get(id)
if (pending) {
clearTimeout(pending.timer)
this._pendingCalls.delete(id)
pending.resolve(result)
}
}
private _handleApiError([, id, code, message]: [number, number, string, string]): void {
const pending = this._pendingCalls.get(id)
if (pending) {
clearTimeout(pending.timer)
this._pendingCalls.delete(id)
pending.reject(new RpcError(code, message))
}
}
private _handleMsg([, path, data]: [number, string, unknown]): void {
const handlers = this._msgHandlers.get(path)
if (handlers) {
for (const handler of handlers) {
try {
handler(data)
} catch (err) {
this._options.onError?.(err as Error)
}
}
}
}
private _rejectAllPending(): void {
for (const [, pending] of this._pendingCalls) {
clearTimeout(pending.timer)
pending.reject(new RpcError(ErrorCode.CONNECTION_CLOSED, 'Connection closed'))
}
this._pendingCalls.clear()
}
private _scheduleReconnect(): void {
if (this._shouldReconnect && !this._reconnectTimer) {
this._reconnectTimer = setTimeout(() => {
this._reconnectTimer = null
this.connect().catch(() => {})
}, this._reconnectInterval)
}
}
private _clearReconnectTimer(): void {
if (this._reconnectTimer) {
clearTimeout(this._reconnectTimer)
this._reconnectTimer = null
}
}
}
// ============================================================================
// Factory Function | 工厂函数
// ============================================================================
/**
* @zh 连接到 RPC 服务器(便捷函数)
* @en Connect to RPC server (convenience function)
*
* @example
* ```typescript
* const client = await connect(protocol, 'ws://localhost:3000')
* const result = await client.call('join', { name: 'Alice' })
* ```
*/
export function connect<P extends ProtocolDef>(
protocol: P,
url: string,
options: RpcClientOptions = {}
): Promise<RpcClient<P>> {
return new RpcClient(protocol, url, options).connect()
}

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/**
* @zh 编解码器模块
* @en Codec Module
*/
export type { Codec } from './types'
export { json } from './json'
export { msgpack } from './msgpack'
export { textEncode, textDecode } from './polyfill'

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/**
* @zh JSON 编解码器
* @en JSON Codec
*/
import type { Packet } from '../types'
import type { Codec } from './types'
import { textDecode } from './polyfill'
/**
* @zh 创建 JSON 编解码器
* @en Create JSON codec
*
* @zh 适用于开发调试,可读性好
* @en Suitable for development, human-readable
*/
export function json(): Codec {
return {
encode(packet: Packet): string {
return JSON.stringify(packet)
},
decode(data: string | Uint8Array): Packet {
const str = typeof data === 'string'
? data
: textDecode(data)
return JSON.parse(str) as Packet
},
}
}

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/**
* @zh MessagePack 编解码器
* @en MessagePack Codec
*/
import { Packr, Unpackr } from 'msgpackr'
import type { Packet } from '../types'
import type { Codec } from './types'
import { textEncode } from './polyfill'
/**
* @zh 创建 MessagePack 编解码器
* @en Create MessagePack codec
*
* @zh 适用于生产环境,体积更小、速度更快
* @en Suitable for production, smaller size and faster speed
*/
export function msgpack(): Codec {
const encoder = new Packr({ structuredClone: true })
const decoder = new Unpackr({ structuredClone: true })
return {
encode(packet: Packet): Uint8Array {
return encoder.pack(packet)
},
decode(data: string | Uint8Array): Packet {
const buf = typeof data === 'string'
? textEncode(data)
: data
return decoder.unpack(buf) as Packet
},
}
}

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/**
* @zh 平台兼容性 polyfill
* @en Platform compatibility polyfill
*
* @zh 为微信小游戏等不支持原生 TextEncoder/TextDecoder 的平台提供兼容层
* @en Provides compatibility layer for platforms like WeChat Mini Games that don't support native TextEncoder/TextDecoder
*/
/**
* @zh 获取全局 TextEncoder 实现
* @en Get global TextEncoder implementation
*/
function getTextEncoder(): { encode(str: string): Uint8Array } {
if (typeof TextEncoder !== 'undefined') {
return new TextEncoder()
}
return {
encode(str: string): Uint8Array {
const utf8: number[] = []
for (let i = 0; i < str.length; i++) {
let charCode = str.charCodeAt(i)
if (charCode < 0x80) {
utf8.push(charCode)
} else if (charCode < 0x800) {
utf8.push(0xc0 | (charCode >> 6), 0x80 | (charCode & 0x3f))
} else if (charCode >= 0xd800 && charCode <= 0xdbff) {
i++
const low = str.charCodeAt(i)
charCode = 0x10000 + ((charCode - 0xd800) << 10) + (low - 0xdc00)
utf8.push(
0xf0 | (charCode >> 18),
0x80 | ((charCode >> 12) & 0x3f),
0x80 | ((charCode >> 6) & 0x3f),
0x80 | (charCode & 0x3f)
)
} else {
utf8.push(
0xe0 | (charCode >> 12),
0x80 | ((charCode >> 6) & 0x3f),
0x80 | (charCode & 0x3f)
)
}
}
return new Uint8Array(utf8)
},
}
}
/**
* @zh 获取全局 TextDecoder 实现
* @en Get global TextDecoder implementation
*/
function getTextDecoder(): { decode(data: Uint8Array): string } {
if (typeof TextDecoder !== 'undefined') {
return new TextDecoder()
}
return {
decode(data: Uint8Array): string {
let str = ''
let i = 0
while (i < data.length) {
const byte1 = data[i++]
if (byte1 < 0x80) {
str += String.fromCharCode(byte1)
} else if ((byte1 & 0xe0) === 0xc0) {
const byte2 = data[i++]
str += String.fromCharCode(((byte1 & 0x1f) << 6) | (byte2 & 0x3f))
} else if ((byte1 & 0xf0) === 0xe0) {
const byte2 = data[i++]
const byte3 = data[i++]
str += String.fromCharCode(
((byte1 & 0x0f) << 12) | ((byte2 & 0x3f) << 6) | (byte3 & 0x3f)
)
} else if ((byte1 & 0xf8) === 0xf0) {
const byte2 = data[i++]
const byte3 = data[i++]
const byte4 = data[i++]
const codePoint =
((byte1 & 0x07) << 18) |
((byte2 & 0x3f) << 12) |
((byte3 & 0x3f) << 6) |
(byte4 & 0x3f)
const offset = codePoint - 0x10000
str += String.fromCharCode(
0xd800 + (offset >> 10),
0xdc00 + (offset & 0x3ff)
)
}
}
return str
},
}
}
const encoder = getTextEncoder()
const decoder = getTextDecoder()
/**
* @zh 将字符串编码为 UTF-8 字节数组
* @en Encode string to UTF-8 byte array
*/
export function textEncode(str: string): Uint8Array {
return encoder.encode(str)
}
/**
* @zh 将 UTF-8 字节数组解码为字符串
* @en Decode UTF-8 byte array to string
*/
export function textDecode(data: Uint8Array): string {
return decoder.decode(data)
}

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/**
* @zh 编解码器类型定义
* @en Codec Type Definitions
*/
import type { Packet } from '../types'
/**
* @zh 编解码器接口
* @en Codec interface
*/
export interface Codec {
/**
* @zh 编码数据包
* @en Encode packet
*/
encode(packet: Packet): string | Uint8Array
/**
* @zh 解码数据包
* @en Decode packet
*/
decode(data: string | Uint8Array): Packet
}

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/**
* @zh 协议定义模块
* @en Protocol Definition Module
*/
import type { ApiDef, MsgDef, ProtocolDef } from './types'
/**
* @zh 创建 API 定义
* @en Create API definition
*
* @example
* ```typescript
* const join = rpc.api<{ name: string }, { id: string }>()
* ```
*/
function api<TInput = void, TOutput = void>(): ApiDef<TInput, TOutput> {
return { _type: 'api' } as ApiDef<TInput, TOutput>
}
/**
* @zh 创建消息定义
* @en Create message definition
*
* @example
* ```typescript
* const chat = rpc.msg<{ from: string; text: string }>()
* ```
*/
function msg<TData = void>(): MsgDef<TData> {
return { _type: 'msg' } as MsgDef<TData>
}
/**
* @zh 定义协议
* @en Define protocol
*
* @example
* ```typescript
* export const protocol = rpc.define({
* api: {
* join: rpc.api<{ name: string }, { id: string }>(),
* leave: rpc.api<void, void>(),
* },
* msg: {
* chat: rpc.msg<{ from: string; text: string }>(),
* },
* })
* ```
*/
function define<T extends ProtocolDef>(protocol: T): T {
return protocol
}
/**
* @zh RPC 协议定义工具
* @en RPC protocol definition utilities
*/
export const rpc = {
define,
api,
msg,
} as const

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/**
* @zh ESEngine RPC 库
* @en ESEngine RPC Library
*
* @zh 类型安全的 RPC 通信库,支持 WebSocket 长连接
* @en Type-safe RPC communication library with WebSocket support
*
* @example
* ```typescript
* // 1. 定义协议(共享)
* import { rpc } from '@esengine/rpc'
*
* export const protocol = rpc.define({
* api: {
* join: rpc.api<{ name: string }, { id: string }>(),
* },
* msg: {
* chat: rpc.msg<{ from: string; text: string }>(),
* },
* })
*
* // 2. 服务端
* import { serve } from '@esengine/rpc/server'
*
* const server = serve(protocol, {
* port: 3000,
* api: {
* join: async (input, conn) => ({ id: conn.id }),
* },
* })
* await server.start()
*
* // 3. 客户端
* import { connect } from '@esengine/rpc/client'
*
* const client = await connect(protocol, 'ws://localhost:3000')
* const result = await client.call('join', { name: 'Alice' })
* ```
*/
export { rpc } from './define'
export * from './types'

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/**
* @zh 服务端连接模块
* @en Server Connection Module
*/
import type { Connection, ConnectionStatus } from '../types'
/**
* @zh 服务端连接实现
* @en Server connection implementation
*/
export class ServerConnection<TData = unknown> implements Connection<TData> {
readonly id: string
readonly ip: string
data: TData
private _status: ConnectionStatus = 'open'
private _socket: any
private _onClose?: () => void
constructor(options: {
id: string
ip: string
socket: any
initialData: TData
onClose?: () => void
}) {
this.id = options.id
this.ip = options.ip
this.data = options.initialData
this._socket = options.socket
this._onClose = options.onClose
}
get status(): ConnectionStatus {
return this._status
}
/**
* @zh 发送原始数据
* @en Send raw data
*/
send(data: string | Uint8Array): void {
if (this._status !== 'open') return
this._socket.send(data)
}
/**
* @zh 关闭连接
* @en Close connection
*/
close(reason?: string): void {
if (this._status !== 'open') return
this._status = 'closing'
this._socket.close(1000, reason)
this._status = 'closed'
this._onClose?.()
}
/**
* @zh 标记连接已关闭(内部使用)
* @en Mark connection as closed (internal use)
*/
_markClosed(): void {
this._status = 'closed'
}
}

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/**
* @zh RPC 服务端模块
* @en RPC Server Module
*/
import { WebSocketServer, WebSocket } from 'ws'
import type {
ProtocolDef,
ApiNames,
MsgNames,
ApiInput,
ApiOutput,
MsgData,
Packet,
PacketType,
Connection,
} from '../types'
import { RpcError, ErrorCode } from '../types'
import { json } from '../codec/json'
import type { Codec } from '../codec/types'
import { ServerConnection } from './connection'
// ============ Types ============
/**
* @zh API 处理函数
* @en API handler function
*/
type ApiHandler<TInput, TOutput, TConnData> = (
input: TInput,
conn: Connection<TConnData>
) => TOutput | Promise<TOutput>
/**
* @zh 消息处理函数
* @en Message handler function
*/
type MsgHandler<TData, TConnData> = (
data: TData,
conn: Connection<TConnData>
) => void | Promise<void>
/**
* @zh API 处理器映射
* @en API handlers map
*/
type ApiHandlers<P extends ProtocolDef, TConnData> = {
[K in ApiNames<P>]: ApiHandler<
ApiInput<P['api'][K]>,
ApiOutput<P['api'][K]>,
TConnData
>
}
/**
* @zh 消息处理器映射
* @en Message handlers map
*/
type MsgHandlers<P extends ProtocolDef, TConnData> = {
[K in MsgNames<P>]?: MsgHandler<MsgData<P['msg'][K]>, TConnData>
}
/**
* @zh 服务器配置
* @en Server options
*/
export interface ServeOptions<P extends ProtocolDef, TConnData = unknown> {
/**
* @zh 监听端口
* @en Listen port
*/
port: number
/**
* @zh API 处理器
* @en API handlers
*/
api: ApiHandlers<P, TConnData>
/**
* @zh 消息处理器
* @en Message handlers
*/
msg?: MsgHandlers<P, TConnData>
/**
* @zh 编解码器
* @en Codec
* @defaultValue json()
*/
codec?: Codec
/**
* @zh 连接初始数据工厂
* @en Connection initial data factory
*/
createConnData?: () => TConnData
/**
* @zh 连接建立回调
* @en Connection established callback
*/
onConnect?: (conn: Connection<TConnData>) => void | Promise<void>
/**
* @zh 连接断开回调
* @en Connection closed callback
*/
onDisconnect?: (conn: Connection<TConnData>, reason?: string) => void | Promise<void>
/**
* @zh 错误回调
* @en Error callback
*/
onError?: (error: Error, conn?: Connection<TConnData>) => void
/**
* @zh 服务器启动回调
* @en Server started callback
*/
onStart?: (port: number) => void
}
/**
* @zh RPC 服务器实例
* @en RPC Server instance
*/
export interface RpcServer<P extends ProtocolDef, TConnData = unknown> {
/**
* @zh 启动服务器
* @en Start server
*/
start(): Promise<void>
/**
* @zh 停止服务器
* @en Stop server
*/
stop(): Promise<void>
/**
* @zh 获取所有连接
* @en Get all connections
*/
readonly connections: ReadonlyArray<Connection<TConnData>>
/**
* @zh 向单个连接发送消息
* @en Send message to a single connection
*/
send<K extends MsgNames<P>>(
conn: Connection<TConnData>,
name: K,
data: MsgData<P['msg'][K]>
): void
/**
* @zh 广播消息给所有连接
* @en Broadcast message to all connections
*/
broadcast<K extends MsgNames<P>>(
name: K,
data: MsgData<P['msg'][K]>,
options?: { exclude?: Connection<TConnData> | Connection<TConnData>[] }
): void
}
// ============ Implementation ============
const PT = {
ApiRequest: 0,
ApiResponse: 1,
ApiError: 2,
Message: 3,
Heartbeat: 9,
} as const
/**
* @zh 创建 RPC 服务器
* @en Create RPC server
*
* @example
* ```typescript
* const server = serve(protocol, {
* port: 3000,
* api: {
* join: async (input, conn) => {
* return { id: conn.id }
* },
* },
* })
* await server.start()
* ```
*/
export function serve<P extends ProtocolDef, TConnData = unknown>(
_protocol: P,
options: ServeOptions<P, TConnData>
): RpcServer<P, TConnData> {
const codec = options.codec ?? json()
const connections: ServerConnection<TConnData>[] = []
let wss: WebSocketServer | null = null
let connIdCounter = 0
const getClientIp = (ws: WebSocket, req: any): string => {
return req?.headers?.['x-forwarded-for']?.split(',')[0]?.trim()
|| req?.socket?.remoteAddress
|| 'unknown'
}
const handleMessage = async (
conn: ServerConnection<TConnData>,
data: string | Buffer
): Promise<void> => {
try {
const packet = codec.decode(
typeof data === 'string' ? data : new Uint8Array(data)
)
const type = packet[0]
if (type === PT.ApiRequest) {
const [, id, path, input] = packet as [number, number, string, unknown]
await handleApiRequest(conn, id, path, input)
} else if (type === PT.Message) {
const [, path, msgData] = packet as [number, string, unknown]
await handleMsg(conn, path, msgData)
} else if (type === PT.Heartbeat) {
conn.send(codec.encode([PT.Heartbeat]))
}
} catch (err) {
options.onError?.(err as Error, conn)
}
}
const handleApiRequest = async (
conn: ServerConnection<TConnData>,
id: number,
path: string,
input: unknown
): Promise<void> => {
const handler = (options.api as any)[path]
if (!handler) {
const errPacket: Packet = [PT.ApiError, id, ErrorCode.NOT_FOUND, `API not found: ${path}`]
conn.send(codec.encode(errPacket))
return
}
try {
const result = await handler(input, conn)
const resPacket: Packet = [PT.ApiResponse, id, result]
conn.send(codec.encode(resPacket))
} catch (err) {
if (err instanceof RpcError) {
const errPacket: Packet = [PT.ApiError, id, err.code, err.message]
conn.send(codec.encode(errPacket))
} else {
const errPacket: Packet = [PT.ApiError, id, ErrorCode.INTERNAL_ERROR, 'Internal server error']
conn.send(codec.encode(errPacket))
options.onError?.(err as Error, conn)
}
}
}
const handleMsg = async (
conn: ServerConnection<TConnData>,
path: string,
data: unknown
): Promise<void> => {
const handler = options.msg?.[path as MsgNames<P>]
if (handler) {
await (handler as any)(data, conn)
}
}
const server: RpcServer<P, TConnData> = {
get connections() {
return connections as ReadonlyArray<Connection<TConnData>>
},
async start() {
return new Promise((resolve) => {
wss = new WebSocketServer({ port: options.port })
wss.on('connection', async (ws, req) => {
const id = String(++connIdCounter)
const ip = getClientIp(ws, req)
const initialData = options.createConnData?.() ?? ({} as TConnData)
const conn = new ServerConnection<TConnData>({
id,
ip,
socket: ws,
initialData,
onClose: () => {
const idx = connections.indexOf(conn)
if (idx !== -1) connections.splice(idx, 1)
},
})
connections.push(conn)
ws.on('message', (data) => {
handleMessage(conn, data as string | Buffer)
})
ws.on('close', async (code, reason) => {
conn._markClosed()
const idx = connections.indexOf(conn)
if (idx !== -1) connections.splice(idx, 1)
await options.onDisconnect?.(conn, reason?.toString())
})
ws.on('error', (err) => {
options.onError?.(err, conn)
})
await options.onConnect?.(conn)
})
wss.on('listening', () => {
options.onStart?.(options.port)
resolve()
})
})
},
async stop() {
return new Promise((resolve, reject) => {
if (!wss) {
resolve()
return
}
for (const conn of connections) {
conn.close('Server shutting down')
}
wss.close((err) => {
if (err) reject(err)
else resolve()
})
})
},
send(conn, name, data) {
const packet: Packet = [PT.Message, name as string, data]
;(conn as ServerConnection<TConnData>).send(codec.encode(packet))
},
broadcast(name, data, opts) {
const packet: Packet = [PT.Message, name as string, data]
const encoded = codec.encode(packet)
const excludeSet = new Set(
Array.isArray(opts?.exclude)
? opts.exclude
: opts?.exclude
? [opts.exclude]
: []
)
for (const conn of connections) {
if (!excludeSet.has(conn)) {
conn.send(encoded)
}
}
},
}
return server
}

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@@ -0,0 +1,217 @@
/**
* @zh RPC 核心类型定义
* @en RPC Core Type Definitions
*/
// ============ Protocol Types ============
/**
* @zh API 定义标记
* @en API definition marker
*/
export interface ApiDef<TInput = unknown, TOutput = unknown> {
readonly _type: 'api'
readonly _input: TInput
readonly _output: TOutput
}
/**
* @zh 消息定义标记
* @en Message definition marker
*/
export interface MsgDef<TData = unknown> {
readonly _type: 'msg'
readonly _data: TData
}
/**
* @zh 协议定义
* @en Protocol definition
*/
export interface ProtocolDef {
readonly api: Record<string, ApiDef<any, any>>
readonly msg: Record<string, MsgDef<any>>
}
// ============ Type Inference ============
/**
* @zh 提取 API 输入类型
* @en Extract API input type
*/
export type ApiInput<T> = T extends ApiDef<infer I, any> ? I : never
/**
* @zh 提取 API 输出类型
* @en Extract API output type
*/
export type ApiOutput<T> = T extends ApiDef<any, infer O> ? O : never
/**
* @zh 提取消息数据类型
* @en Extract message data type
*/
export type MsgData<T> = T extends MsgDef<infer D> ? D : never
/**
* @zh 提取协议中所有 API 名称
* @en Extract all API names from protocol
*/
export type ApiNames<P extends ProtocolDef> = keyof P['api'] & string
/**
* @zh 提取协议中所有消息名称
* @en Extract all message names from protocol
*/
export type MsgNames<P extends ProtocolDef> = keyof P['msg'] & string
// ============ Connection Types ============
/**
* @zh 连接状态
* @en Connection status
*/
export type ConnectionStatus = 'connecting' | 'open' | 'closing' | 'closed'
/**
* @zh 连接接口
* @en Connection interface
*/
export interface Connection<TData = unknown> {
/**
* @zh 连接唯一标识
* @en Connection unique identifier
*/
readonly id: string
/**
* @zh 客户端 IP 地址
* @en Client IP address
*/
readonly ip: string
/**
* @zh 连接状态
* @en Connection status
*/
readonly status: ConnectionStatus
/**
* @zh 用户自定义数据
* @en User-defined data
*/
data: TData
/**
* @zh 关闭连接
* @en Close connection
*/
close(reason?: string): void
}
// ============ Packet Types ============
/**
* @zh 数据包类型
* @en Packet types
*/
export const PacketType = {
ApiRequest: 0,
ApiResponse: 1,
ApiError: 2,
Message: 3,
Heartbeat: 9,
} as const
export type PacketType = typeof PacketType[keyof typeof PacketType]
/**
* @zh API 请求包
* @en API request packet
*/
export type ApiRequestPacket = [
type: typeof PacketType.ApiRequest,
id: number,
path: string,
data: unknown
]
/**
* @zh API 响应包(成功)
* @en API response packet (success)
*/
export type ApiResponsePacket = [
type: typeof PacketType.ApiResponse,
id: number,
data: unknown
]
/**
* @zh API 错误包
* @en API error packet
*/
export type ApiErrorPacket = [
type: typeof PacketType.ApiError,
id: number,
code: string,
message: string
]
/**
* @zh 消息包
* @en Message packet
*/
export type MessagePacket = [
type: typeof PacketType.Message,
path: string,
data: unknown
]
/**
* @zh 心跳包
* @en Heartbeat packet
*/
export type HeartbeatPacket = [type: typeof PacketType.Heartbeat]
/**
* @zh 所有数据包类型
* @en All packet types
*/
export type Packet =
| ApiRequestPacket
| ApiResponsePacket
| ApiErrorPacket
| MessagePacket
| HeartbeatPacket
// ============ Error Types ============
/**
* @zh RPC 错误
* @en RPC Error
*/
export class RpcError extends Error {
constructor(
public readonly code: string,
message: string,
public readonly details?: unknown
) {
super(message)
this.name = 'RpcError'
}
}
/**
* @zh 预定义错误码
* @en Predefined error codes
*/
export const ErrorCode = {
INVALID_REQUEST: 'INVALID_REQUEST',
NOT_FOUND: 'NOT_FOUND',
UNAUTHORIZED: 'UNAUTHORIZED',
INTERNAL_ERROR: 'INTERNAL_ERROR',
TIMEOUT: 'TIMEOUT',
CONNECTION_CLOSED: 'CONNECTION_CLOSED',
} as const
export type ErrorCode = typeof ErrorCode[keyof typeof ErrorCode]

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@@ -0,0 +1,11 @@
{
"extends": "../../../tsconfig.base.json",
"compilerOptions": {
"outDir": "./dist",
"rootDir": "./src",
"declaration": true,
"declarationMap": true
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"]
}

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@@ -0,0 +1,15 @@
import { defineConfig } from 'tsup'
export default defineConfig({
entry: {
index: 'src/index.ts',
'server/index': 'src/server/index.ts',
'client/index': 'src/client/index.ts',
'codec/index': 'src/codec/index.ts',
},
format: ['esm'],
dts: false,
clean: true,
sourcemap: true,
external: ['ws', 'msgpackr'],
})