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:
@@ -641,6 +641,15 @@ export class GameRuntime {
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await this.loadScene(sceneJson);
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}
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/**
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* 从数据对象加载场景(用于单文件模式)
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* Load scene from data object (for single-file mode)
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*/
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async loadSceneFromData(sceneData: unknown): Promise<void> {
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const sceneJson = JSON.stringify(sceneData);
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await this.loadScene(sceneJson);
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}
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/**
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* 调整视口大小
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* Resize viewport
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@@ -66,11 +66,18 @@ export {
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export {
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BrowserFileSystemService,
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createBrowserFileSystem,
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type AssetCatalog,
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type AssetCatalogEntry,
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type BrowserFileSystemOptions
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} from './services/BrowserFileSystemService';
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// Re-export catalog types from asset-system (canonical source)
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// 从 asset-system 重新导出目录类型(规范来源)
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export type {
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IAssetCatalog,
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IAssetCatalogEntry,
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IAssetBundleInfo,
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AssetLoadStrategy
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} from '@esengine/asset-system';
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// Re-export Input System from engine-core for convenience
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export {
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Input,
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@@ -9,28 +9,16 @@
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* Uses asset catalog to resolve GUIDs to actual URLs.
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*/
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/**
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* Asset catalog entry
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*/
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export interface AssetCatalogEntry {
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guid: string;
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path: string;
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type: string;
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size: number;
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hash: string;
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}
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/**
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* Asset catalog loaded from JSON
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*/
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export interface AssetCatalog {
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version: string;
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createdAt: number;
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entries: Record<string, AssetCatalogEntry>;
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}
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import type {
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IAssetCatalog,
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IAssetCatalogEntry,
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IAssetBundleInfo,
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AssetLoadStrategy
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} from '@esengine/asset-system';
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/**
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* Browser file system service options
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* 浏览器文件系统服务配置
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*/
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export interface BrowserFileSystemOptions {
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/** Base URL for assets (e.g., '/assets' or 'https://cdn.example.com/assets') */
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@@ -43,15 +31,19 @@ export interface BrowserFileSystemOptions {
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/**
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* Browser File System Service
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* 浏览器文件系统服务
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*
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* Provides file system-like API for browser environments
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* by fetching files over HTTP.
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* by fetching files over HTTP. Supports both file-based and bundle-based loading.
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* 为浏览器环境提供类文件系统 API,通过 HTTP fetch 加载文件。
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* 支持基于文件和基于包的两种加载模式。
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*/
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export class BrowserFileSystemService {
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private _baseUrl: string;
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private _catalogUrl: string;
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private _catalog: AssetCatalog | null = null;
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private _catalog: IAssetCatalog | null = null;
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private _cache = new Map<string, string>();
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private _bundleCache = new Map<string, ArrayBuffer>();
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private _enableCache: boolean;
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private _initialized = false;
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@@ -63,6 +55,7 @@ export class BrowserFileSystemService {
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/**
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* Initialize service and load catalog
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* 初始化服务并加载目录
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*/
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async initialize(): Promise<void> {
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if (this._initialized) return;
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@@ -70,24 +63,62 @@ export class BrowserFileSystemService {
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try {
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await this._loadCatalog();
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this._initialized = true;
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console.log('[BrowserFileSystem] Initialized with',
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Object.keys(this._catalog?.entries ?? {}).length, 'assets');
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const strategy = this._catalog?.loadStrategy ?? 'file';
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const assetCount = Object.keys(this._catalog?.entries ?? {}).length;
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console.log(`[BrowserFileSystem] Initialized: ${assetCount} assets, strategy=${strategy}`);
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} catch (error) {
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console.warn('[BrowserFileSystem] Failed to load catalog:', error);
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// Continue without catalog - will use path-based loading
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// 无目录时继续,使用基于路径的加载
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this._initialized = true;
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}
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}
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/**
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* Load asset catalog
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* 加载资产目录
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*/
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private async _loadCatalog(): Promise<void> {
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const response = await fetch(this._catalogUrl);
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if (!response.ok) {
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throw new Error(`Failed to fetch catalog: ${response.status}`);
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}
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this._catalog = await response.json();
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const rawCatalog = await response.json();
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// Normalize catalog format (handle legacy format without loadStrategy)
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// 规范化目录格式(处理没有 loadStrategy 的旧格式)
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this._catalog = this._normalizeCatalog(rawCatalog);
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}
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/**
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* Normalize catalog to ensure it has all required fields
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* 规范化目录,确保包含所有必需字段
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*/
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private _normalizeCatalog(raw: Record<string, unknown>): IAssetCatalog {
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// Determine load strategy
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// 确定加载策略
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let loadStrategy: AssetLoadStrategy = 'file';
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if (raw.loadStrategy === 'bundle' || raw.bundles) {
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loadStrategy = 'bundle';
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}
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return {
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version: (raw.version as string) ?? '1.0.0',
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createdAt: (raw.createdAt as number) ?? Date.now(),
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loadStrategy,
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entries: (raw.entries as Record<string, IAssetCatalogEntry>) ?? {},
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bundles: (raw.bundles as Record<string, IAssetBundleInfo>) ?? undefined
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};
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}
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/**
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* Get current load strategy
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* 获取当前加载策略
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*/
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get loadStrategy(): AssetLoadStrategy {
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return this._catalog?.loadStrategy ?? 'file';
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}
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/**
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@@ -237,8 +268,9 @@ export class BrowserFileSystemService {
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/**
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* Get asset metadata from catalog
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* 从目录获取资产元数据
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*/
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getAssetMetadata(guidOrPath: string): AssetCatalogEntry | null {
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getAssetMetadata(guidOrPath: string): IAssetCatalogEntry | null {
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if (!this._catalog) return null;
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// Try as GUID
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@@ -258,8 +290,9 @@ export class BrowserFileSystemService {
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/**
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* Get all assets of a specific type
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* 获取指定类型的所有资产
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*/
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getAssetsByType(type: string): AssetCatalogEntry[] {
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getAssetsByType(type: string): IAssetCatalogEntry[] {
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if (!this._catalog) return [];
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return Object.values(this._catalog.entries)
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@@ -268,6 +301,7 @@ export class BrowserFileSystemService {
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/**
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* Clear cache
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* 清除缓存
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*/
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clearCache(): void {
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this._cache.clear();
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@@ -275,8 +309,9 @@ export class BrowserFileSystemService {
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/**
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* Get catalog
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* 获取目录
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*/
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get catalog(): AssetCatalog | null {
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get catalog(): IAssetCatalog | null {
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return this._catalog;
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}
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