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:
YHH
2025-12-10 18:23:29 +08:00
committed by GitHub
parent 1b0d38edce
commit a716d8006c
67 changed files with 3671 additions and 1455 deletions

View File

@@ -11,9 +11,9 @@ import { useState, useEffect, useCallback, useRef } from 'react';
import {
Monitor, Apple, Smartphone, Globe, Server, Gamepad2,
Plus, Minus, ChevronDown, ChevronRight, Settings,
Package, Loader2, CheckCircle, XCircle, AlertTriangle, X
Package, Loader2, CheckCircle, XCircle, AlertTriangle, X, Copy, Check
} from 'lucide-react';
import type { BuildService, BuildProgress, BuildConfig, WebBuildConfig, WeChatBuildConfig, SceneManagerService } from '@esengine/editor-core';
import type { BuildService, BuildProgress, BuildConfig, WebBuildConfig, WeChatBuildConfig, SceneManagerService, ProjectService, BuildSettingsConfig } from '@esengine/editor-core';
import { BuildPlatform, BuildStatus } from '@esengine/editor-core';
import { useLocale } from '../hooks/useLocale';
import '../styles/BuildSettingsPanel.css';
@@ -63,7 +63,8 @@ interface BuildSettings {
developmentBuild: boolean;
sourceMap: boolean;
compressionMethod: 'Default' | 'LZ4' | 'LZ4HC';
bundleModules: boolean;
/** Web build mode | Web 构建模式 */
buildMode: 'split-bundles' | 'single-bundle' | 'single-file';
}
// ==================== Constants | 常量 ====================
@@ -87,7 +88,7 @@ const DEFAULT_SETTINGS: BuildSettings = {
developmentBuild: false,
sourceMap: false,
compressionMethod: 'Default',
bundleModules: false,
buildMode: 'split-bundles',
};
// ==================== Status Key Mapping | 状态键映射 ====================
@@ -105,12 +106,85 @@ const buildStatusKeys: Record<BuildStatus, string> = {
[BuildStatus.Cancelled]: 'buildSettings.cancelled'
};
// ==================== Build Error Display Component | 构建错误显示组件 ====================
/**
* Format and display build errors in a readable way.
* 以可读的方式格式化和显示构建错误。
*/
function BuildErrorDisplay({ error }: { error: string }) {
const { t } = useLocale();
const [isExpanded, setIsExpanded] = useState(false);
const [copied, setCopied] = useState(false);
// Extract first line as summary | 提取第一行作为摘要
const lines = error.split('\n');
const firstErrorMatch = error.match(/X \[ERROR\][^\n]*/);
const firstLine = lines[0] || '';
const matchedError = firstErrorMatch?.[0] || '';
const summary = matchedError
? matchedError.slice(0, 100) + (matchedError.length > 100 ? '...' : '')
: firstLine.slice(0, 100) + (firstLine.length > 100 ? '...' : '');
// Check if error is long (needs expansion) | 检查错误是否很长(需要展开)
const isLongError = error.length > 200 || lines.length > 3;
// Copy error to clipboard | 复制错误到剪贴板
const handleCopy = async () => {
try {
await navigator.clipboard.writeText(error);
setCopied(true);
setTimeout(() => setCopied(false), 2000);
} catch (e) {
console.error('Failed to copy:', e);
}
};
return (
<div className="build-result-error">
<div className="build-error-header">
<AlertTriangle size={16} />
<span className="build-error-summary">{summary}</span>
<button
className="build-error-copy-btn"
onClick={handleCopy}
title={t('buildSettings.copyError')}
>
{copied ? <Check size={14} /> : <Copy size={14} />}
</button>
</div>
{isLongError && (
<>
<button
className="build-error-expand-btn"
onClick={() => setIsExpanded(!isExpanded)}
>
{isExpanded ? t('buildSettings.collapse') : t('buildSettings.showDetails')}
<ChevronDown
size={14}
className={isExpanded ? 'rotated' : ''}
/>
</button>
{isExpanded && (
<pre className="build-error-details">{error}</pre>
)}
</>
)}
</div>
);
}
// ==================== Props | 属性 ====================
interface BuildSettingsPanelProps {
projectPath?: string;
buildService?: BuildService;
sceneManager?: SceneManagerService;
projectService?: ProjectService;
/** Available scenes in the project | 项目中可用的场景列表 */
availableScenes?: string[];
onBuild?: (profile: BuildProfile, settings: BuildSettings) => void;
onClose?: () => void;
}
@@ -121,6 +195,8 @@ export function BuildSettingsPanel({
projectPath,
buildService,
sceneManager,
projectService,
availableScenes,
onBuild,
onClose
}: BuildSettingsPanelProps) {
@@ -232,9 +308,11 @@ export function BuildSettingsPanel({
const webConfig: WebBuildConfig = {
...baseConfig,
platform: BuildPlatform.Web,
format: 'iife',
bundleModules: settings.bundleModules,
generateHtml: true
buildMode: settings.buildMode,
generateHtml: true,
minify: !settings.developmentBuild,
generateAssetCatalog: true,
assetLoadingStrategy: 'on-demand'
};
buildConfig = webConfig;
} else if (platform === BuildPlatform.WeChatMiniGame) {
@@ -280,6 +358,78 @@ export function BuildSettingsPanel({
}
}, [selectedProfile, settings, projectPath, buildService, onBuild, getPlatformEnum]);
// Load saved build settings from project config
// 从项目配置加载已保存的构建设置
useEffect(() => {
if (!projectService) return;
const savedSettings = projectService.getBuildSettings();
if (savedSettings) {
setSettings(prev => ({
...prev,
scriptingDefines: savedSettings.scriptingDefines || [],
companyName: savedSettings.companyName || prev.companyName,
productName: savedSettings.productName || prev.productName,
version: savedSettings.version || prev.version,
developmentBuild: savedSettings.developmentBuild ?? prev.developmentBuild,
sourceMap: savedSettings.sourceMap ?? prev.sourceMap,
compressionMethod: savedSettings.compressionMethod || prev.compressionMethod,
buildMode: savedSettings.buildMode || prev.buildMode
}));
}
}, [projectService]);
// Initialize scenes from availableScenes prop and saved settings
// 从 availableScenes prop 和已保存设置初始化场景列表
useEffect(() => {
if (availableScenes && availableScenes.length > 0) {
const savedSettings = projectService?.getBuildSettings();
const savedScenes = savedSettings?.scenes || [];
setSettings(prev => ({
...prev,
scenes: availableScenes.map(path => ({
path,
enabled: savedScenes.length > 0 ? savedScenes.includes(path) : true
}))
}));
}
}, [availableScenes, projectService]);
// Auto-save build settings when changed
// 设置变化时自动保存
const saveTimeoutRef = useRef<NodeJS.Timeout | null>(null);
useEffect(() => {
if (!projectService) return;
// Debounce save to avoid too many writes
// 防抖保存,避免频繁写入
if (saveTimeoutRef.current) {
clearTimeout(saveTimeoutRef.current);
}
saveTimeoutRef.current = setTimeout(() => {
const configToSave: BuildSettingsConfig = {
scenes: settings.scenes.filter(s => s.enabled).map(s => s.path),
scriptingDefines: settings.scriptingDefines,
companyName: settings.companyName,
productName: settings.productName,
version: settings.version,
developmentBuild: settings.developmentBuild,
sourceMap: settings.sourceMap,
compressionMethod: settings.compressionMethod,
buildMode: settings.buildMode
};
projectService.updateBuildSettings(configToSave);
}, 500);
return () => {
if (saveTimeoutRef.current) {
clearTimeout(saveTimeoutRef.current);
}
};
}, [settings, projectService]);
// Monitor build progress from service | 从服务监控构建进度
useEffect(() => {
if (!buildService || !isBuilding) {
@@ -475,11 +625,24 @@ export function BuildSettingsPanel({
<div className="build-settings-field-content">
<div className="build-settings-scene-list">
{settings.scenes.length === 0 ? (
<div className="build-settings-empty-list"></div>
<div className="build-settings-empty-list">
{t('buildSettings.noScenesFound')}
</div>
) : (
settings.scenes.map((scene, index) => (
<div key={index} className="build-settings-scene-item">
<input type="checkbox" checked={scene.enabled} readOnly />
<input
type="checkbox"
checked={scene.enabled}
onChange={e => {
setSettings(prev => ({
...prev,
scenes: prev.scenes.map((s, i) =>
i === index ? { ...s, enabled: e.target.checked } : s
)
}));
}}
/>
<span>{scene.path}</span>
</div>
))
@@ -582,18 +745,25 @@ export function BuildSettingsPanel({
</select>
</div>
<div className="build-settings-form-row">
<label>{t('buildSettings.bundleModules')}</label>
<label>{t('buildSettings.buildMode')}</label>
<div className="build-settings-toggle-group">
<input
type="checkbox"
checked={settings.bundleModules}
<select
value={settings.buildMode}
onChange={e => setSettings(prev => ({
...prev,
bundleModules: e.target.checked
buildMode: e.target.value as 'split-bundles' | 'single-bundle' | 'single-file'
}))}
/>
>
<option value="split-bundles">{t('buildSettings.splitBundles')}</option>
<option value="single-bundle">{t('buildSettings.singleBundle')}</option>
<option value="single-file">{t('buildSettings.singleFile')}</option>
</select>
<span className="build-settings-hint">
{settings.bundleModules ? t('buildSettings.bundleModulesHint') : t('buildSettings.separateModulesHint')}
{settings.buildMode === 'split-bundles'
? t('buildSettings.splitBundlesHint')
: settings.buildMode === 'single-bundle'
? t('buildSettings.singleBundleHint')
: t('buildSettings.singleFileHint')}
</span>
</div>
</div>
@@ -749,10 +919,7 @@ export function BuildSettingsPanel({
{/* Error Message | 错误消息 */}
{buildResult.error && (
<div className="build-result-error">
<AlertTriangle size={16} />
<span>{buildResult.error}</span>
</div>
<BuildErrorDisplay error={buildResult.error} />
)}
{/* Warnings | 警告 */}

View File

@@ -7,7 +7,7 @@
*/
import { X } from 'lucide-react';
import type { BuildService, SceneManagerService } from '@esengine/editor-core';
import type { BuildService, SceneManagerService, ProjectService } from '@esengine/editor-core';
import { BuildSettingsPanel } from './BuildSettingsPanel';
import { useLocale } from '../hooks/useLocale';
import '../styles/BuildSettingsWindow.css';
@@ -16,6 +16,9 @@ interface BuildSettingsWindowProps {
projectPath?: string;
buildService?: BuildService;
sceneManager?: SceneManagerService;
projectService?: ProjectService;
/** Available scenes in the project | 项目中可用的场景列表 */
availableScenes?: string[];
onClose: () => void;
}
@@ -23,6 +26,8 @@ export function BuildSettingsWindow({
projectPath,
buildService,
sceneManager,
projectService,
availableScenes,
onClose
}: BuildSettingsWindowProps) {
const { t } = useLocale();
@@ -45,6 +50,8 @@ export function BuildSettingsWindow({
projectPath={projectPath}
buildService={buildService}
sceneManager={sceneManager}
projectService={projectService}
availableScenes={availableScenes}
onClose={onClose}
/>
</div>