feat(server): 添加游戏服务器框架 | add game server framework (#366)
**@esengine/server** - 游戏服务器框架 | Game server framework - 文件路由系统 | File-based routing - Room 生命周期 (onCreate, onJoin, onLeave, onTick, onDispose) - @onMessage 装饰器 | Message handler decorator - 玩家管理与断线处理 | Player management with auto-disconnect - 内置 JoinRoom/LeaveRoom API | Built-in room APIs - defineApi/defineMsg 类型安全辅助函数 | Type-safe helpers **create-esengine-server** - CLI 脚手架工具 | CLI scaffolding - 生成 shared/server/client 项目结构 | Project structure - 类型安全的协议定义 | Type-safe protocol definitions - 包含 GameRoom 示例 | Example implementation **其他 | Other** - 删除旧的 network-server 包 | Remove old network-server - 更新服务器文档 | Update server documentation
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packages/framework/server/src/room/RoomManager.ts
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packages/framework/server/src/room/RoomManager.ts
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/**
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* @zh 房间管理器
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* @en Room manager
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*/
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import { Room, type RoomOptions } from './Room.js'
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import type { Player } from './Player.js'
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/**
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* @zh 房间类型
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* @en Room class type
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*/
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export type RoomClass<T extends Room = Room> = new () => T
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/**
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* @zh 房间定义
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* @en Room definition
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*/
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interface RoomDefinition {
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roomClass: RoomClass
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}
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/**
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* @zh 房间管理器
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* @en Room manager
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*/
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export class RoomManager {
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private _definitions: Map<string, RoomDefinition> = new Map()
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private _rooms: Map<string, Room> = new Map()
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private _playerToRoom: Map<string, string> = new Map()
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private _nextRoomId = 1
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private _sendFn: (conn: any, type: string, data: unknown) => void
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constructor(sendFn: (conn: any, type: string, data: unknown) => void) {
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this._sendFn = sendFn
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}
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/**
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* @zh 注册房间类型
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* @en Define room type
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*/
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define<T extends Room>(name: string, roomClass: RoomClass<T>): void {
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this._definitions.set(name, { roomClass })
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}
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/**
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* @zh 创建房间
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* @en Create room
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*/
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async create(name: string, options?: RoomOptions): Promise<Room | null> {
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const def = this._definitions.get(name)
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if (!def) {
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console.warn(`[RoomManager] Room type not found: ${name}`)
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return null
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}
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const roomId = this._generateRoomId()
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const room = new def.roomClass()
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room._init({
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id: roomId,
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sendFn: this._sendFn,
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broadcastFn: (type, data) => {
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for (const player of room.players) {
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player.send(type, data)
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}
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},
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disposeFn: () => {
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this._rooms.delete(roomId)
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},
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})
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this._rooms.set(roomId, room)
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await room._create(options)
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console.log(`[Room] Created: ${name} (${roomId})`)
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return room
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}
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/**
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* @zh 加入或创建房间
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* @en Join or create room
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*/
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async joinOrCreate(
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name: string,
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playerId: string,
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conn: any,
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options?: RoomOptions
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): Promise<{ room: Room; player: Player } | null> {
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// 查找可加入的房间
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let room = this._findAvailableRoom(name)
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// 没有则创建
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if (!room) {
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room = await this.create(name, options)
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if (!room) return null
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}
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// 加入房间
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const player = await room._addPlayer(playerId, conn)
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if (!player) return null
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this._playerToRoom.set(playerId, room.id)
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console.log(`[Room] Player ${playerId} joined ${room.id}`)
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return { room, player }
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}
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/**
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* @zh 加入指定房间
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* @en Join specific room
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*/
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async joinById(
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roomId: string,
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playerId: string,
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conn: any
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): Promise<{ room: Room; player: Player } | null> {
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const room = this._rooms.get(roomId)
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if (!room) return null
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const player = await room._addPlayer(playerId, conn)
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if (!player) return null
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this._playerToRoom.set(playerId, room.id)
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console.log(`[Room] Player ${playerId} joined ${room.id}`)
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return { room, player }
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}
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/**
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* @zh 玩家离开
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* @en Player leave
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*/
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async leave(playerId: string, reason?: string): Promise<void> {
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const roomId = this._playerToRoom.get(playerId)
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if (!roomId) return
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const room = this._rooms.get(roomId)
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if (room) {
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await room._removePlayer(playerId, reason)
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}
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this._playerToRoom.delete(playerId)
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console.log(`[Room] Player ${playerId} left ${roomId}`)
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}
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/**
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* @zh 处理消息
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* @en Handle message
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*/
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handleMessage(playerId: string, type: string, data: unknown): void {
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const roomId = this._playerToRoom.get(playerId)
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if (!roomId) return
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const room = this._rooms.get(roomId)
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if (room) {
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room._handleMessage(type, data, playerId)
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}
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}
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/**
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* @zh 获取房间
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* @en Get room
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*/
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getRoom(roomId: string): Room | undefined {
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return this._rooms.get(roomId)
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}
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/**
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* @zh 获取玩家所在房间
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* @en Get player's room
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*/
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getPlayerRoom(playerId: string): Room | undefined {
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const roomId = this._playerToRoom.get(playerId)
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return roomId ? this._rooms.get(roomId) : undefined
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}
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/**
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* @zh 获取所有房间
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* @en Get all rooms
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*/
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getRooms(): ReadonlyArray<Room> {
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return Array.from(this._rooms.values())
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}
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/**
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* @zh 获取指定类型的所有房间
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* @en Get all rooms of a type
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*/
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getRoomsByType(name: string): Room[] {
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const def = this._definitions.get(name)
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if (!def) return []
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return Array.from(this._rooms.values()).filter(
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room => room instanceof def.roomClass
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)
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}
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private _findAvailableRoom(name: string): Room | undefined {
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const def = this._definitions.get(name)
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if (!def) return undefined
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for (const room of this._rooms.values()) {
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if (
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room instanceof def.roomClass &&
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!room.isFull &&
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!room.isLocked &&
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!room.isDisposed
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) {
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return room
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}
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}
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return undefined
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}
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private _generateRoomId(): string {
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return `room_${this._nextRoomId++}`
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}
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}
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