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

View File

@@ -12,13 +12,16 @@ export const nodejsAdapter: PlatformAdapter = {
getDependencies() {
return {
'@esengine/ecs-framework': 'latest',
'@esengine/network-server': 'latest'
'@esengine/rpc': 'latest',
'@esengine/network': 'latest',
'ws': '^8.18.0'
};
},
getDevDependencies() {
return {
'@types/node': '^20.0.0',
'@types/ws': '^8.5.13',
'tsx': '^4.0.0',
'typescript': '^5.0.0'
};
@@ -54,7 +57,7 @@ function generateIndex(config: ProjectConfig): string {
const PORT = Number(process.env.PORT) || 3000;
async function main() {
const server = createGameServer({ port: PORT });
const { server } = createGameServer({ port: PORT });
await server.start();
console.log('========================================');
@@ -75,28 +78,73 @@ main().catch(console.error);
}
function generateGameServer(config: ProjectConfig): string {
return `import { GameServer, type IServerConfig } from '@esengine/network-server';
return `import { RpcServer } from '@esengine/rpc/server';
import { gameProtocol, type JoinRequest, type JoinResponse } from '@esengine/network';
import { Game } from '../game/Game';
/**
* @zh 服务器配置
* @en Server configuration
*/
export interface ServerConfig {
port: number;
maxPlayers?: number;
tickRate?: number;
}
/**
* @zh 创建游戏服务器
* @en Create game server
*/
export function createGameServer(config: Partial<IServerConfig> = {}): GameServer {
const server = new GameServer({
port: config.port ?? 3000,
roomConfig: {
maxPlayers: 16,
tickRate: 20,
...config.roomConfig
export function createGameServer(config: Partial<ServerConfig> = {}) {
const port = config.port ?? 3000;
const maxPlayers = config.maxPlayers ?? 16;
const tickRate = config.tickRate ?? 20;
// 创建 RPC 服务器
const server = new RpcServer(gameProtocol, {
port,
onStart: (p) => console.log(\`[Server] Started on ws://localhost:\${p}\`),
onConnection: (id) => console.log(\`[Server] Client connected: \${id}\`),
onDisconnection: (id) => console.log(\`[Server] Client disconnected: \${id}\`),
});
// 玩家管理
const players = new Map<string, { id: number; name: string }>();
let nextPlayerId = 1;
// 注册 API 处理器
server.handle('join', async (input: JoinRequest, ctx): Promise<JoinResponse> => {
const playerId = nextPlayerId++;
players.set(ctx.clientId, { id: playerId, name: input.playerName });
console.log(\`[Server] Player joined: \${input.playerName} (ID: \${playerId})\`);
return {
playerId,
roomId: input.roomId ?? 'default',
};
});
server.handle('leave', async (_input, ctx) => {
const player = players.get(ctx.clientId);
if (player) {
console.log(\`[Server] Player left: \${player.name}\`);
players.delete(ctx.clientId);
}
});
// 初始化 ECS 游戏逻辑
const game = new Game();
const game = new Game({ targetFPS: tickRate });
game.start();
return server;
// 游戏循环:广播状态同步
setInterval(() => {
// 在这里广播游戏状态
// server.broadcast('sync', { entities: [...] });
}, 1000 / tickRate);
return { server, game, players };
}
`;
}
@@ -319,18 +367,24 @@ src/
## 客户端连接
\`\`\`typescript
import { Core } from '@esengine/ecs-framework';
import { NetworkPlugin } from '@esengine/network';
const networkPlugin = new NetworkPlugin({
serverUrl: 'ws://localhost:3000'
});
// 安装网络插件
const networkPlugin = new NetworkPlugin();
await Core.installPlugin(networkPlugin);
await networkPlugin.connect('PlayerName');
// 连接服务器
await networkPlugin.connect({
url: 'ws://localhost:3000',
playerName: 'Player1'
});
\`\`\`
## 文档
- [ESEngine 文档](https://esengine.github.io/esengine/)
- [RPC 模块](https://esengine.github.io/esengine/modules/rpc/)
- [Network 模块](https://esengine.github.io/esengine/modules/network/)
`;
}