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:
@@ -11,9 +11,9 @@ import { useState, useEffect, useCallback, useRef } from 'react';
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import {
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Monitor, Apple, Smartphone, Globe, Server, Gamepad2,
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Plus, Minus, ChevronDown, ChevronRight, Settings,
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Package, Loader2, CheckCircle, XCircle, AlertTriangle, X
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Package, Loader2, CheckCircle, XCircle, AlertTriangle, X, Copy, Check
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} from 'lucide-react';
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import type { BuildService, BuildProgress, BuildConfig, WebBuildConfig, WeChatBuildConfig, SceneManagerService } from '@esengine/editor-core';
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import type { BuildService, BuildProgress, BuildConfig, WebBuildConfig, WeChatBuildConfig, SceneManagerService, ProjectService, BuildSettingsConfig } from '@esengine/editor-core';
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import { BuildPlatform, BuildStatus } from '@esengine/editor-core';
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import { useLocale } from '../hooks/useLocale';
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import '../styles/BuildSettingsPanel.css';
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@@ -63,7 +63,8 @@ interface BuildSettings {
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developmentBuild: boolean;
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sourceMap: boolean;
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compressionMethod: 'Default' | 'LZ4' | 'LZ4HC';
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bundleModules: boolean;
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/** Web build mode | Web 构建模式 */
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buildMode: 'split-bundles' | 'single-bundle' | 'single-file';
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}
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// ==================== Constants | 常量 ====================
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@@ -87,7 +88,7 @@ const DEFAULT_SETTINGS: BuildSettings = {
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developmentBuild: false,
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sourceMap: false,
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compressionMethod: 'Default',
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bundleModules: false,
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buildMode: 'split-bundles',
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};
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// ==================== Status Key Mapping | 状态键映射 ====================
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@@ -105,12 +106,85 @@ const buildStatusKeys: Record<BuildStatus, string> = {
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[BuildStatus.Cancelled]: 'buildSettings.cancelled'
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};
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// ==================== Build Error Display Component | 构建错误显示组件 ====================
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/**
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* Format and display build errors in a readable way.
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* 以可读的方式格式化和显示构建错误。
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*/
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function BuildErrorDisplay({ error }: { error: string }) {
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const { t } = useLocale();
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const [isExpanded, setIsExpanded] = useState(false);
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const [copied, setCopied] = useState(false);
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// Extract first line as summary | 提取第一行作为摘要
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const lines = error.split('\n');
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const firstErrorMatch = error.match(/X \[ERROR\][^\n]*/);
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const firstLine = lines[0] || '';
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const matchedError = firstErrorMatch?.[0] || '';
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const summary = matchedError
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? matchedError.slice(0, 100) + (matchedError.length > 100 ? '...' : '')
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: firstLine.slice(0, 100) + (firstLine.length > 100 ? '...' : '');
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// Check if error is long (needs expansion) | 检查错误是否很长(需要展开)
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const isLongError = error.length > 200 || lines.length > 3;
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// Copy error to clipboard | 复制错误到剪贴板
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const handleCopy = async () => {
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try {
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await navigator.clipboard.writeText(error);
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setCopied(true);
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setTimeout(() => setCopied(false), 2000);
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} catch (e) {
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console.error('Failed to copy:', e);
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}
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};
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return (
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<div className="build-result-error">
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<div className="build-error-header">
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<AlertTriangle size={16} />
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<span className="build-error-summary">{summary}</span>
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<button
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className="build-error-copy-btn"
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onClick={handleCopy}
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title={t('buildSettings.copyError')}
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>
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{copied ? <Check size={14} /> : <Copy size={14} />}
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</button>
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</div>
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{isLongError && (
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<>
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<button
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className="build-error-expand-btn"
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onClick={() => setIsExpanded(!isExpanded)}
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>
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{isExpanded ? t('buildSettings.collapse') : t('buildSettings.showDetails')}
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<ChevronDown
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size={14}
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className={isExpanded ? 'rotated' : ''}
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/>
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</button>
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{isExpanded && (
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<pre className="build-error-details">{error}</pre>
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)}
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</>
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)}
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</div>
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);
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}
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// ==================== Props | 属性 ====================
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interface BuildSettingsPanelProps {
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projectPath?: string;
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buildService?: BuildService;
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sceneManager?: SceneManagerService;
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projectService?: ProjectService;
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/** Available scenes in the project | 项目中可用的场景列表 */
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availableScenes?: string[];
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onBuild?: (profile: BuildProfile, settings: BuildSettings) => void;
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onClose?: () => void;
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}
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@@ -121,6 +195,8 @@ export function BuildSettingsPanel({
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projectPath,
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buildService,
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sceneManager,
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projectService,
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availableScenes,
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onBuild,
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onClose
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}: BuildSettingsPanelProps) {
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@@ -232,9 +308,11 @@ export function BuildSettingsPanel({
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const webConfig: WebBuildConfig = {
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...baseConfig,
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platform: BuildPlatform.Web,
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format: 'iife',
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bundleModules: settings.bundleModules,
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generateHtml: true
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buildMode: settings.buildMode,
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generateHtml: true,
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minify: !settings.developmentBuild,
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generateAssetCatalog: true,
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assetLoadingStrategy: 'on-demand'
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};
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buildConfig = webConfig;
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} else if (platform === BuildPlatform.WeChatMiniGame) {
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@@ -280,6 +358,78 @@ export function BuildSettingsPanel({
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}
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}, [selectedProfile, settings, projectPath, buildService, onBuild, getPlatformEnum]);
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// Load saved build settings from project config
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// 从项目配置加载已保存的构建设置
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useEffect(() => {
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if (!projectService) return;
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const savedSettings = projectService.getBuildSettings();
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if (savedSettings) {
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setSettings(prev => ({
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...prev,
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scriptingDefines: savedSettings.scriptingDefines || [],
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companyName: savedSettings.companyName || prev.companyName,
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productName: savedSettings.productName || prev.productName,
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version: savedSettings.version || prev.version,
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developmentBuild: savedSettings.developmentBuild ?? prev.developmentBuild,
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sourceMap: savedSettings.sourceMap ?? prev.sourceMap,
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compressionMethod: savedSettings.compressionMethod || prev.compressionMethod,
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buildMode: savedSettings.buildMode || prev.buildMode
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}));
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}
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}, [projectService]);
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// Initialize scenes from availableScenes prop and saved settings
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// 从 availableScenes prop 和已保存设置初始化场景列表
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useEffect(() => {
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if (availableScenes && availableScenes.length > 0) {
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const savedSettings = projectService?.getBuildSettings();
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const savedScenes = savedSettings?.scenes || [];
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setSettings(prev => ({
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...prev,
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scenes: availableScenes.map(path => ({
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path,
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enabled: savedScenes.length > 0 ? savedScenes.includes(path) : true
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}))
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}));
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}
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}, [availableScenes, projectService]);
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// Auto-save build settings when changed
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// 设置变化时自动保存
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const saveTimeoutRef = useRef<NodeJS.Timeout | null>(null);
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useEffect(() => {
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if (!projectService) return;
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// Debounce save to avoid too many writes
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// 防抖保存,避免频繁写入
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if (saveTimeoutRef.current) {
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clearTimeout(saveTimeoutRef.current);
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}
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saveTimeoutRef.current = setTimeout(() => {
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const configToSave: BuildSettingsConfig = {
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scenes: settings.scenes.filter(s => s.enabled).map(s => s.path),
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scriptingDefines: settings.scriptingDefines,
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companyName: settings.companyName,
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productName: settings.productName,
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version: settings.version,
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developmentBuild: settings.developmentBuild,
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sourceMap: settings.sourceMap,
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compressionMethod: settings.compressionMethod,
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buildMode: settings.buildMode
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};
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projectService.updateBuildSettings(configToSave);
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}, 500);
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return () => {
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if (saveTimeoutRef.current) {
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clearTimeout(saveTimeoutRef.current);
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}
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};
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}, [settings, projectService]);
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// Monitor build progress from service | 从服务监控构建进度
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useEffect(() => {
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if (!buildService || !isBuilding) {
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@@ -475,11 +625,24 @@ export function BuildSettingsPanel({
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<div className="build-settings-field-content">
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<div className="build-settings-scene-list">
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{settings.scenes.length === 0 ? (
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<div className="build-settings-empty-list"></div>
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<div className="build-settings-empty-list">
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{t('buildSettings.noScenesFound')}
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</div>
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) : (
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settings.scenes.map((scene, index) => (
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<div key={index} className="build-settings-scene-item">
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<input type="checkbox" checked={scene.enabled} readOnly />
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<input
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type="checkbox"
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checked={scene.enabled}
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onChange={e => {
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setSettings(prev => ({
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...prev,
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scenes: prev.scenes.map((s, i) =>
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i === index ? { ...s, enabled: e.target.checked } : s
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)
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}));
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}}
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/>
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<span>{scene.path}</span>
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</div>
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))
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@@ -582,18 +745,25 @@ export function BuildSettingsPanel({
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</select>
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</div>
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<div className="build-settings-form-row">
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<label>{t('buildSettings.bundleModules')}</label>
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<label>{t('buildSettings.buildMode')}</label>
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<div className="build-settings-toggle-group">
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<input
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type="checkbox"
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checked={settings.bundleModules}
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<select
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value={settings.buildMode}
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onChange={e => setSettings(prev => ({
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...prev,
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bundleModules: e.target.checked
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buildMode: e.target.value as 'split-bundles' | 'single-bundle' | 'single-file'
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}))}
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/>
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>
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<option value="split-bundles">{t('buildSettings.splitBundles')}</option>
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<option value="single-bundle">{t('buildSettings.singleBundle')}</option>
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<option value="single-file">{t('buildSettings.singleFile')}</option>
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</select>
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<span className="build-settings-hint">
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{settings.bundleModules ? t('buildSettings.bundleModulesHint') : t('buildSettings.separateModulesHint')}
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{settings.buildMode === 'split-bundles'
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? t('buildSettings.splitBundlesHint')
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: settings.buildMode === 'single-bundle'
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? t('buildSettings.singleBundleHint')
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: t('buildSettings.singleFileHint')}
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</span>
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</div>
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</div>
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@@ -749,10 +919,7 @@ export function BuildSettingsPanel({
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{/* Error Message | 错误消息 */}
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{buildResult.error && (
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<div className="build-result-error">
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<AlertTriangle size={16} />
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<span>{buildResult.error}</span>
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</div>
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<BuildErrorDisplay error={buildResult.error} />
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)}
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{/* Warnings | 警告 */}
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@@ -7,7 +7,7 @@
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*/
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import { X } from 'lucide-react';
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import type { BuildService, SceneManagerService } from '@esengine/editor-core';
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import type { BuildService, SceneManagerService, ProjectService } from '@esengine/editor-core';
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import { BuildSettingsPanel } from './BuildSettingsPanel';
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import { useLocale } from '../hooks/useLocale';
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import '../styles/BuildSettingsWindow.css';
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@@ -16,6 +16,9 @@ interface BuildSettingsWindowProps {
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projectPath?: string;
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buildService?: BuildService;
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sceneManager?: SceneManagerService;
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projectService?: ProjectService;
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/** Available scenes in the project | 项目中可用的场景列表 */
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availableScenes?: string[];
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onClose: () => void;
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}
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@@ -23,6 +26,8 @@ export function BuildSettingsWindow({
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projectPath,
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buildService,
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sceneManager,
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projectService,
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availableScenes,
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onClose
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}: BuildSettingsWindowProps) {
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const { t } = useLocale();
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@@ -45,6 +50,8 @@ export function BuildSettingsWindow({
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projectPath={projectPath}
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buildService={buildService}
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sceneManager={sceneManager}
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projectService={projectService}
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availableScenes={availableScenes}
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onClose={onClose}
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/>
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</div>
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Reference in New Issue
Block a user