fix(build): 修复 Web 构建组件注册和用户脚本打包问题 (#302)
* refactor(build): 重构 Web 构建管线,支持配置驱动的 Import Maps - 重构 WebBuildPipeline 支持 split-bundles 和 single-bundle 两种构建模式 - 使用 module.json 的 isCore 字段识别核心模块,消除硬编码列表 - 动态生成 Import Map,从模块清单的 name 字段获取包名映射 - 动态扫描 module.json 文件,不再依赖固定模块列表 - 添加 HTTP 服务器启动脚本 (start-server.bat/sh) 支持 ESM 模块 - 更新 BuildSettingsPanel UI 支持新的构建模式选项 - 添加多语言支持 (zh/en/es) * fix(build): 修复 Web 构建组件注册和用户脚本打包问题 主要修复: - 修复组件反序列化时找不到类型的问题 - @ECSComponent 装饰器现在自动注册到 ComponentRegistry - 添加未使用装饰器的组件警告 - 构建管线自动扫描用户脚本(无需入口文件) 架构改进: - 解决 Decorators ↔ ComponentRegistry 循环依赖 - 新建 ComponentTypeUtils.ts 作为底层无依赖模块 - 移除冗余的防御性 register 调用 - 统一 ComponentType 定义位置 * refactor(build): 统一 WASM 配置架构,移除硬编码 - 新增 wasmConfig 统一配置替代 wasmPaths/wasmBindings - wasmConfig.files 支持多候选源路径和明确目标路径 - wasmConfig.runtimePath 指定运行时加载路径 - 重构 _copyWasmFiles 使用统一配置 - HTML 生成使用配置中的 runtimePath - 移除 physics-rapier2d 的冗余 WASM 配置(由 rapier2d 负责) - IBuildFileSystem 新增 deleteFile 方法 * feat(build): 单文件构建模式完善和场景配置驱动 ## 主要改动 ### 单文件构建(single-file mode) - 修复 WASM 初始化问题,支持 initSync 同步初始化 - 配置驱动的 WASM 识别,通过 wasmConfig.isEngineCore 标识核心引擎模块 - 从 wasmConfig.files 动态获取 JS 绑定路径,消除硬编码 ### 场景配置 - 构建验证:必须选择至少一个场景才能构建 - 自动扫描:项目加载时扫描 scenes 目录 - 抽取 _filterScenesByWhitelist 公共方法统一过滤逻辑 ### 构建面板优化 - availableScenes prop 传递场景列表 - 场景复选框可点击切换启用状态 - 移除动态 import,使用 prop 传入数据 * chore(build): 补充构建相关的辅助改动 - 添加 BuildFileSystemService 的 listFilesByExtension 优化 - 更新 module.json 添加 externalDependencies 配置 - BrowserRuntime 支持 wasmModule 参数传递 - GameRuntime 添加 loadSceneFromData 方法 - Rust 构建命令更新 - 国际化文案更新 * feat(build): 持久化构建设置到项目配置 ## 设计架构 ### ProjectService 扩展 - 新增 BuildSettingsConfig 接口定义构建配置字段 - ProjectConfig 添加 buildSettings 字段 - 新增 getBuildSettings / updateBuildSettings 方法 ### BuildSettingsPanel - 组件挂载时从 projectService 加载已保存配置 - 设置变化时自动保存(500ms 防抖) - 场景选择状态与项目配置同步 ### 配置保存位置 保存在项目的 ecs-editor.config.json 中: - scenes: 选中的场景列表 - buildMode: 构建模式 - companyName/productName/version: 产品信息 - developmentBuild/sourceMap: 构建选项 * fix(editor): Ctrl+S 仅在主编辑区域触发保存场景 - 模态窗口打开时跳过(构建设置、设置、关于等) - 焦点在 input/textarea/contenteditable 时跳过 * fix(tests): 修复 ECS 测试中 Component 注册问题 - 为所有测试 Component 类添加 @ECSComponent 装饰器 - 移除 beforeEach 中的 ComponentRegistry.reset() 调用 - 将内联 Component 类移到文件顶层以支持装饰器 - 更新测试预期值匹配新的组件类型名称 - 添加缺失的 HierarchyComponent 导入 所有 1388 个测试现已通过。
This commit is contained in:
@@ -120,7 +120,7 @@ export class AssetManager implements IAssetManager {
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* 可在构造后调用以加载目录条目。
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*/
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initializeFromCatalog(catalog: IAssetCatalog): void {
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catalog.entries.forEach((entry, guid) => {
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for (const [guid, entry] of Object.entries(catalog.entries)) {
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const metadata: IAssetMetadata = {
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guid,
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path: entry.path,
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@@ -137,7 +137,7 @@ export class AssetManager implements IAssetManager {
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this._database.addAsset(metadata);
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this._pathToGuid.set(entry.path, guid);
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});
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}
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}
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/**
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@@ -55,6 +55,13 @@ export type { IResourceLoader } from './services/SceneResourceManager';
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// Utils
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export { UVHelper } from './utils/UVHelper';
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export {
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isValidGUID,
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generateGUID,
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hashBuffer,
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hashString,
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hashFileInfo
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} from './utils/AssetUtils';
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// Default instance
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import { AssetManager } from './core/AssetManager';
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@@ -357,40 +357,164 @@ export interface IAssetLoadProgress {
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progress: number;
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}
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/**
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* Asset loading strategy
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* 资产加载策略
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*
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* - 'file': Load assets directly via HTTP (development, simple builds)
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* - 'bundle': Load assets from binary bundles (optimized production builds)
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*
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* - 'file': 通过 HTTP 直接加载资产(开发模式、简单构建)
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* - 'bundle': 从二进制包加载资产(优化的生产构建)
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*/
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export type AssetLoadStrategy = 'file' | 'bundle';
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/**
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* Asset catalog entry for runtime lookups
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* 运行时查找的资产目录条目
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*
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* This is a unified format supporting both file-based and bundle-based loading.
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* 这是一个统一格式,同时支持基于文件和基于包的加载。
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*/
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export interface IAssetCatalogEntry {
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/** 资产GUID */
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/** 资产 GUID / Asset GUID */
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guid: AssetGUID;
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/** 资产路径 */
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/** 资产相对路径 / Asset relative path (e.g., 'assets/textures/player.png') */
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path: string;
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/** 资产类型 */
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/** 资产类型 / Asset type */
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type: AssetType;
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/** 所在包名称 / Bundle containing this asset */
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bundleName?: string;
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/** 可用变体 / Available variants */
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variants?: IAssetVariant[];
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/** 大小(字节) / Size in bytes */
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/** 文件大小(字节) / File size in bytes */
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size: number;
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/** 内容哈希 / Content hash */
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/** 内容哈希(用于缓存校验) / Content hash for cache validation */
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hash: string;
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// ===== Bundle mode fields (optional) =====
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// ===== Bundle 模式字段(可选)=====
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/** 所在包名称(仅 bundle 模式) / Bundle name (bundle mode only) */
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bundle?: string;
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/** 包内偏移(仅 bundle 模式) / Offset within bundle (bundle mode only) */
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offset?: number;
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// ===== Optional metadata =====
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// ===== 可选元数据 =====
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/** 可用变体 / Available variants (platform/quality specific) */
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variants?: IAssetVariant[];
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}
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/**
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* Asset bundle info for runtime loading
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* 运行时加载的资产包信息
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*/
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export interface IAssetBundleInfo {
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/** 包 URL(相对于 catalog) / Bundle URL relative to catalog */
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url: string;
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/** 包大小(字节) / Bundle size in bytes */
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size: number;
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/** 内容哈希 / Content hash for integrity check */
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hash: string;
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/** 是否预加载 / Whether to preload this bundle */
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preload?: boolean;
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/** 压缩类型 / Compression type */
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compression?: 'none' | 'gzip' | 'brotli';
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/** 依赖的其他包 / Dependencies on other bundles */
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dependencies?: string[];
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}
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/**
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* Runtime asset catalog
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* 运行时资产目录
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*
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* This is the canonical format for asset catalogs in ESEngine.
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* Both WebBuildPipeline and AssetPacker generate this format.
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* 这是 ESEngine 中资产目录的标准格式。
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* WebBuildPipeline 和 AssetPacker 都生成此格式。
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*
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* @example File mode (development/simple builds)
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* ```json
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* {
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* "version": "1.0.0",
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* "createdAt": 1702185600000,
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* "loadStrategy": "file",
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* "entries": {
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* "550e8400-e29b-41d4-a716-446655440000": {
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* "guid": "550e8400-e29b-41d4-a716-446655440000",
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* "path": "assets/textures/player.png",
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* "type": "texture",
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* "size": 12345,
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* "hash": "abc123"
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* }
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* }
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* }
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* ```
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*
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* @example Bundle mode (optimized production)
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* ```json
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* {
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* "version": "1.0.0",
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* "createdAt": 1702185600000,
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* "loadStrategy": "bundle",
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* "entries": {
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* "550e8400-e29b-41d4-a716-446655440000": {
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* "guid": "550e8400-e29b-41d4-a716-446655440000",
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* "path": "assets/textures/player.png",
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* "type": "texture",
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* "size": 12345,
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* "hash": "abc123",
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* "bundle": "textures",
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* "offset": 1024
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* }
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* },
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* "bundles": {
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* "textures": {
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* "url": "bundles/textures.bundle",
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* "size": 1048576,
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* "hash": "def456",
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* "preload": true
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* }
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* }
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* }
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* ```
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*/
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export interface IAssetCatalog {
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/** 版本号 */
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/** 目录版本号 / Catalog version */
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version: string;
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/** 创建时间戳 / Creation timestamp */
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/** 创建时间戳 / Creation timestamp (Unix ms) */
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createdAt: number;
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/** 所有目录条目 / All catalog entries */
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entries: Map<AssetGUID, IAssetCatalogEntry>;
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/** 此目录中的包 / Bundles in this catalog */
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bundles: Map<string, IAssetBundleManifest>;
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/**
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* 加载策略 / Loading strategy
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* - 'file': 直接 HTTP 加载
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* - 'bundle': 从二进制包加载
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*/
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loadStrategy: AssetLoadStrategy;
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/**
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* 资产条目(GUID 到条目的映射)
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* Asset entries (GUID to entry mapping)
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*
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* Uses Record for JSON serialization compatibility.
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* 使用 Record 以兼容 JSON 序列化。
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*/
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entries: Record<AssetGUID, IAssetCatalogEntry>;
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/**
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* 包信息(仅 bundle 模式)
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* Bundle info (bundle mode only)
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*/
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bundles?: Record<string, IAssetBundleInfo>;
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}
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/**
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119
packages/asset-system/src/utils/AssetUtils.ts
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119
packages/asset-system/src/utils/AssetUtils.ts
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@@ -0,0 +1,119 @@
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/**
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* Asset Utilities
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* 资产工具函数
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*
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* Provides common utilities for asset management:
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* - GUID validation and generation
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* - Content hashing
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* 提供资产管理的通用工具:
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* - GUID 验证和生成
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* - 内容哈希
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*/
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import type { AssetGUID } from '../types/AssetTypes';
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// ============================================================================
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// GUID Utilities
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// GUID 工具
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// ============================================================================
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/**
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* UUID v4 regex pattern
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* UUID v4 正则表达式
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*/
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const UUID_REGEX = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
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/**
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* Check if a string is a valid UUID v4 format
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* 检查字符串是否为有效的 UUID v4 格式
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*/
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export function isValidGUID(guid: string): boolean {
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return UUID_REGEX.test(guid);
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}
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/**
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* Generate a new UUID v4
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* 生成新的 UUID v4
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*
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* Uses crypto.randomUUID() if available, otherwise falls back to manual generation.
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* 如果可用则使用 crypto.randomUUID(),否则回退到手动生成。
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*/
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export function generateGUID(): AssetGUID {
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// Use native crypto if available (Node.js, modern browsers)
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// 如果可用则使用原生 crypto(Node.js、现代浏览器)
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if (typeof crypto !== 'undefined' && crypto.randomUUID) {
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return crypto.randomUUID();
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}
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// Fallback: manual UUID v4 generation
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// 回退:手动生成 UUID v4
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return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, (c) => {
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const r = Math.random() * 16 | 0;
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const v = c === 'x' ? r : (r & 0x3 | 0x8);
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return v.toString(16);
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});
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}
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// ============================================================================
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// Hash Utilities
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// 哈希工具
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// ============================================================================
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/**
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* Compute SHA-256 hash of an ArrayBuffer
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* 计算 ArrayBuffer 的 SHA-256 哈希
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*
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* Returns first 16 hex characters of the hash.
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* 返回哈希的前 16 个十六进制字符。
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*
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* @param buffer - The buffer to hash
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* @returns Hash string (16 hex characters)
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*/
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export async function hashBuffer(buffer: ArrayBuffer): Promise<string> {
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// Use Web Crypto API if available
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// 如果可用则使用 Web Crypto API
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if (typeof crypto !== 'undefined' && crypto.subtle) {
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const hashBuffer = await crypto.subtle.digest('SHA-256', buffer);
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const hashArray = Array.from(new Uint8Array(hashBuffer));
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return hashArray.map(b => b.toString(16).padStart(2, '0')).join('').slice(0, 16);
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}
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// Fallback: simple DJB2 hash
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// 回退:简单的 DJB2 哈希
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const view = new Uint8Array(buffer);
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let hash = 5381;
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for (let i = 0; i < view.length; i++) {
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hash = ((hash << 5) + hash) ^ view[i];
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}
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return Math.abs(hash).toString(16).padStart(16, '0');
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}
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/**
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* Compute hash of a string
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* 计算字符串的哈希
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*
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* @param str - The string to hash
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* @returns Hash string (8 hex characters)
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*/
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export function hashString(str: string): string {
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let hash = 5381;
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for (let i = 0; i < str.length; i++) {
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hash = ((hash << 5) + hash) ^ str.charCodeAt(i);
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}
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return Math.abs(hash).toString(16).padStart(8, '0');
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}
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/**
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* Compute content hash from file path and size
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* 从文件路径和大小计算内容哈希
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*
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* This is a lightweight hash for quick comparison, not cryptographically secure.
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* 这是一个用于快速比较的轻量级哈希,不具有加密安全性。
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*
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* @param path - File path
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* @param size - File size in bytes
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* @returns Hash string (8 hex characters)
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*/
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export function hashFileInfo(path: string, size: number): string {
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return hashString(`${path}:${size}`);
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}
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Reference in New Issue
Block a user