Feature/editor optimization (#251)
* refactor: 编辑器/运行时架构拆分与构建系统升级 * feat(core): 层级系统重构与UI变换矩阵修复 * refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题 * fix(physics): 修复跨包组件类引用问题 * feat: 统一运行时架构与浏览器运行支持 * feat(asset): 实现浏览器运行时资产加载系统 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误 * test: 补齐核心模块测试用例,修复CI构建配置 * fix: 修复测试用例中的类型错误和断言问题 * fix: 修复 turbo build:npm 任务的依赖顺序问题 * fix: 修复 CI 构建错误并优化构建性能
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@@ -1,123 +1,196 @@
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/**
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* Browser Runtime Entry Point
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* 浏览器运行时入口
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*
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* 使用统一的 GameRuntime 架构,静态导入所有插件
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* Uses the unified GameRuntime architecture with static plugin imports
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*/
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import { Core, Scene, SceneSerializer } from '@esengine/ecs-framework';
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import { EngineBridge } from '@esengine/ecs-engine-bindgen';
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import { TransformComponent, SpriteComponent, SpriteAnimatorComponent, CameraComponent } from '@esengine/ecs-components';
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import { AssetManager, EngineIntegration } from '@esengine/asset-system';
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import { initializeRuntime, createRuntimeSystems, type RuntimeSystems } from './RuntimeSystems';
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import { Core } from '@esengine/ecs-framework';
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import {
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GameRuntime,
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createGameRuntime,
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BrowserPlatformAdapter,
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runtimePluginManager,
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BrowserFileSystemService
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} from '@esengine/runtime-core';
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interface RuntimeConfig {
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// 静态导入所有运行时插件(与编辑器保持一致)
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// Static import all runtime plugins (consistent with editor)
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import { EnginePlugin } from '@esengine/engine-core';
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import { CameraPlugin } from '@esengine/camera';
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import { SpritePlugin } from '@esengine/sprite';
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import { AudioPlugin } from '@esengine/audio';
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import { UIPlugin } from '@esengine/ui';
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import { TilemapPlugin } from '@esengine/tilemap';
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import { BehaviorTreePlugin } from '@esengine/behavior-tree';
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// 使用 runtime 子路径导入,包含 WASM 依赖
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import { PhysicsPlugin } from '@esengine/physics-rapier2d/runtime';
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// 预注册所有插件(在 GameRuntime 初始化前)
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// Pre-register all plugins (before GameRuntime initialization)
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const ALL_PLUGINS = [
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EnginePlugin,
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CameraPlugin,
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SpritePlugin,
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AudioPlugin,
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UIPlugin,
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TilemapPlugin,
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BehaviorTreePlugin,
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PhysicsPlugin,
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];
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// 注册并启用所有插件(浏览器运行时默认启用所有功能)
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for (const plugin of ALL_PLUGINS) {
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if (plugin) {
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runtimePluginManager.register(plugin);
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// 确保所有插件都启用(覆盖 enabledByDefault: false)
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runtimePluginManager.enable(plugin.descriptor.id);
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}
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}
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export interface RuntimeConfig {
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canvasId: string;
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width?: number;
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height?: number;
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/** 项目配置文件 URL / Project config file URL */
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projectConfigUrl?: string;
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/** 资产目录文件 URL / Asset catalog file URL */
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assetCatalogUrl?: string;
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/** 资产基础 URL / Asset base URL */
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assetBaseUrl?: string;
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}
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/**
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* 编辑器项目配置文件格式
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* Editor project config file format (ecs-editor.config.json)
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*/
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interface EditorProjectConfig {
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projectType?: string;
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plugins?: {
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enabledPlugins: string[];
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};
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[key: string]: any;
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}
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/**
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* Browser Runtime Wrapper
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* 浏览器运行时包装器
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*/
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class BrowserRuntime {
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private bridge: EngineBridge;
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private systems: RuntimeSystems | null = null;
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private animationId: number | null = null;
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private assetManager: AssetManager;
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private engineIntegration: EngineIntegration;
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private canvasId: string;
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private _runtime: GameRuntime | null = null;
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private _canvasId: string;
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private _configUrl?: string;
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private _assetCatalogUrl?: string;
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private _assetBaseUrl?: string;
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private _fileSystem: BrowserFileSystemService | null = null;
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constructor(config: RuntimeConfig) {
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this.canvasId = config.canvasId;
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if (!Core.Instance) {
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Core.create();
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this._canvasId = config.canvasId;
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this._configUrl = config.projectConfigUrl;
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this._assetCatalogUrl = config.assetCatalogUrl ?? '/asset-catalog.json';
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this._assetBaseUrl = config.assetBaseUrl ?? '/assets';
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}
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/**
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* 从配置文件 URL 加载插件配置
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*/
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private async _loadConfigFromUrl(): Promise<void> {
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if (!this._configUrl) return;
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try {
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const response = await fetch(this._configUrl);
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if (!response.ok) {
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console.warn(`[BrowserRuntime] Failed to load config from ${this._configUrl}: ${response.status}`);
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return;
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}
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const editorConfig: EditorProjectConfig = await response.json();
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// 如果有插件配置,应用到 runtimePluginManager
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if (editorConfig.plugins?.enabledPlugins) {
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runtimePluginManager.loadConfig({ enabledPlugins: editorConfig.plugins.enabledPlugins });
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console.log('[BrowserRuntime] Loaded plugin config:', editorConfig.plugins.enabledPlugins);
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}
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} catch (error) {
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console.warn('[BrowserRuntime] Error loading config file:', error);
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}
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if (!Core.scene) {
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const runtimeScene = new Scene({ name: 'Runtime Scene' });
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Core.setScene(runtimeScene);
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}
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this.bridge = new EngineBridge({
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canvasId: config.canvasId,
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width: config.width || window.innerWidth,
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height: config.height || window.innerHeight
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});
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this.assetManager = new AssetManager();
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this.engineIntegration = new EngineIntegration(this.assetManager, this.bridge);
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}
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async initialize(wasmModule: any): Promise<void> {
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await this.bridge.initializeWithModule(wasmModule);
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// 从配置文件加载插件配置(如果指定了 URL)
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await this._loadConfigFromUrl();
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this.bridge.setPathResolver((path: string) => {
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if (path.startsWith('http://') || path.startsWith('https://') || path.startsWith('/asset?')) {
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return path;
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}
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return `/asset?path=${encodeURIComponent(path)}`;
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// 初始化浏览器文件系统服务(用于资产加载)
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// Initialize browser file system service (for asset loading)
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this._fileSystem = new BrowserFileSystemService({
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baseUrl: this._assetBaseUrl,
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catalogUrl: this._assetCatalogUrl,
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enableCache: true
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});
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await this._fileSystem.initialize();
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// 创建浏览器平台适配器
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const platform = new BrowserPlatformAdapter({
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wasmModule: wasmModule
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});
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this.bridge.setShowGrid(false);
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this.bridge.setShowGizmos(false);
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// 初始化模块系统
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await initializeRuntime(Core);
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// 创建运行时系统(传入 canvasId 用于 UI 输入绑定)
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this.systems = createRuntimeSystems(Core.scene!, this.bridge, {
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canvasId: this.canvasId
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// 创建统一运行时
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// 插件已经预注册了,GameRuntime 会检测到并跳过动态加载
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this._runtime = createGameRuntime({
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platform,
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canvasId: this._canvasId,
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width: window.innerWidth,
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height: window.innerHeight,
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autoStartRenderLoop: false
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});
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await this._runtime.initialize();
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// 注册文件系统服务到 Core.services(必须在 GameRuntime.initialize 之后,因为 Core 在那时才创建)
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// Register file system service to Core.services (must be after GameRuntime.initialize as Core is created there)
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const IFileSystemServiceKey = Symbol.for('IFileSystemService');
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if (!Core.services.isRegistered(IFileSystemServiceKey)) {
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Core.services.registerInstance(IFileSystemServiceKey, this._fileSystem);
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}
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// 设置浏览器特定配置
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this._runtime.setShowGrid(false);
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this._runtime.setShowGizmos(false);
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}
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async loadScene(sceneUrl: string): Promise<void> {
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const response = await fetch(sceneUrl);
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const sceneJson = await response.text();
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if (!Core.scene) {
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throw new Error('Core.scene not initialized');
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if (!this._runtime) {
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throw new Error('Runtime not initialized');
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}
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SceneSerializer.deserialize(Core.scene, sceneJson, {
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strategy: 'replace',
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preserveIds: true
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});
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await this._runtime.loadSceneFromUrl(sceneUrl);
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}
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start(): void {
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if (this.animationId !== null) return;
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let lastTime = performance.now();
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const loop = () => {
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const currentTime = performance.now();
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const deltaTime = (currentTime - lastTime) / 1000;
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lastTime = currentTime;
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Core.update(deltaTime);
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this.animationId = requestAnimationFrame(loop);
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};
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loop();
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if (!this._runtime) return;
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this._runtime.start();
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}
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stop(): void {
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if (this.animationId !== null) {
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cancelAnimationFrame(this.animationId);
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this.animationId = null;
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}
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if (!this._runtime) return;
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this._runtime.stop();
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}
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handleResize(width: number, height: number): void {
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this.bridge.resize(width, height);
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if (!this._runtime) return;
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this._runtime.resize(width, height);
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}
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getAssetManager(): AssetManager {
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return this.assetManager;
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get assetManager() {
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return this._runtime?.assetManager ?? null;
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}
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getEngineIntegration(): EngineIntegration {
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return this.engineIntegration;
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get engineIntegration() {
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return this._runtime?.engineIntegration ?? null;
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}
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getSystems(): RuntimeSystems | null {
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return this.systems;
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get gameRuntime(): GameRuntime | null {
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return this._runtime;
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}
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}
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@@ -125,8 +198,7 @@ export default {
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create: (config: RuntimeConfig) => new BrowserRuntime(config),
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BrowserRuntime,
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Core,
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TransformComponent,
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SpriteComponent,
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SpriteAnimatorComponent,
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CameraComponent
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GameRuntime,
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createGameRuntime,
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BrowserPlatformAdapter
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};
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