优化性能结构/延迟加载
新增测试代码用于测试性能
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import { Component } from '@esengine/ecs-framework';
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/**
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* 网络组件 - 模拟复杂的网络连接和数据同步(已移除循环引用)
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*/
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export class NetworkComponent extends Component {
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/** 网络ID */
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public networkId: string = '';
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/** 连接状态 */
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public connectionState: 'disconnected' | 'connecting' | 'connected' | 'error' = 'disconnected';
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/** 网络连接信息 */
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public connection: {
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sessionId: string;
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serverId: string;
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roomId: string;
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playerId: string;
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ping: number;
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packetLoss: number;
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bandwidth: number;
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lastHeartbeat: number;
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};
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/** 同步数据 */
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public syncData: {
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dirtyFlags: Set<string>;
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lastSyncTime: number;
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syncHistory: Array<{
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timestamp: number;
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dataSize: number;
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properties: string[];
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success: boolean;
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}>;
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queuedUpdates: Array<{
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property: string;
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value: any;
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timestamp: number;
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priority: number;
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}>;
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};
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/** 网络统计 */
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public networkStats: {
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totalBytesSent: number;
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totalBytesReceived: number;
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packetsPerSecond: number;
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averageLatency: number;
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latencyHistory: number[];
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connectionQuality: 'excellent' | 'good' | 'fair' | 'poor';
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errorCount: number;
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reconnectCount: number;
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lastErrorTime: number;
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errorLog: Array<{
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timestamp: number;
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errorType: string;
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message: string;
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stack?: string;
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}>;
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};
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/** 连接的玩家ID列表(避免循环引用) */
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public connectedPlayerIds: Set<string> = new Set();
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/** 群组成员ID(避免循环引用) */
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public groupMemberIds: string[] = [];
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/** 群组领导者ID(避免循环引用) */
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public groupLeaderId: string | null = null;
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/** 复杂的网络配置 */
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public config: {
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autoReconnect: boolean;
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maxReconnectAttempts: number;
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heartbeatInterval: number;
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syncFrequency: number;
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compressionEnabled: boolean;
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encryptionEnabled: boolean;
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priorityLevels: Map<string, number>;
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filters: Array<{
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property: string;
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condition: (value: any) => boolean;
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action: 'allow' | 'deny' | 'transform';
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transformer?: (value: any) => any;
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}>;
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bufferSettings: {
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maxBufferSize: number;
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flushInterval: number;
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compressionThreshold: number;
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};
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};
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/** 消息队列 */
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public messageQueue: {
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incoming: Array<{
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senderId: string;
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messageType: string;
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data: any;
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timestamp: number;
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processed: boolean;
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}>;
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outgoing: Array<{
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targetId: string;
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messageType: string;
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data: any;
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priority: number;
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attempts: number;
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maxAttempts: number;
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}>;
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processing: Map<string, {
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messageId: string;
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startTime: number;
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expectedDuration: number;
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status: 'processing' | 'completed' | 'failed';
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}>;
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};
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/** 复杂的网络缓存系统 */
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public cacheSystem: {
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playerCache: Map<string, {
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playerId: string;
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lastSeen: number;
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cachedData: any;
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cacheExpiry: number;
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}>;
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messageCache: Map<string, {
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messageId: string;
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content: any;
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timestamp: number;
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recipients: string[];
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}>;
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syncCache: Map<string, {
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propertyPath: string;
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value: any;
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lastUpdated: number;
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version: number;
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}>;
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};
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constructor(networkId: string = '') {
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super();
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this.networkId = networkId || this.generateNetworkId();
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this.connection = {
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sessionId: '',
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serverId: '',
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roomId: '',
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playerId: '',
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ping: 0,
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packetLoss: 0,
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bandwidth: 0,
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lastHeartbeat: 0
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};
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this.syncData = {
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dirtyFlags: new Set(),
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lastSyncTime: 0,
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syncHistory: [],
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queuedUpdates: []
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};
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this.networkStats = {
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totalBytesSent: 0,
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totalBytesReceived: 0,
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packetsPerSecond: 0,
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averageLatency: 0,
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latencyHistory: [],
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connectionQuality: 'excellent',
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errorCount: 0,
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reconnectCount: 0,
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lastErrorTime: 0,
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errorLog: []
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};
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this.config = {
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autoReconnect: true,
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maxReconnectAttempts: 5,
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heartbeatInterval: 1000,
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syncFrequency: 60,
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compressionEnabled: true,
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encryptionEnabled: false,
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priorityLevels: new Map([
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['critical', 10],
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['high', 7],
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['medium', 5],
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['low', 2]
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]),
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filters: [],
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bufferSettings: {
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maxBufferSize: 1024 * 1024, // 1MB
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flushInterval: 100,
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compressionThreshold: 1024
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}
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};
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this.messageQueue = {
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incoming: [],
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outgoing: [],
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processing: new Map()
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};
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this.cacheSystem = {
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playerCache: new Map(),
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messageCache: new Map(),
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syncCache: new Map()
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};
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}
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/**
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* 生成网络ID
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*/
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private generateNetworkId(): string {
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return 'net_' + Math.random().toString(36).substring(2, 15) +
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Math.random().toString(36).substring(2, 15);
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}
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/**
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* 连接到其他网络组件(避免循环引用)
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*/
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public connectToPlayer(playerNetworkId: string): void {
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if (!this.connectedPlayerIds.has(playerNetworkId)) {
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this.connectedPlayerIds.add(playerNetworkId);
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// 记录连接事件
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this.logNetworkEvent('player_connected', {
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playerId: playerNetworkId,
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timestamp: Date.now()
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});
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}
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}
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/**
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* 加入群组(避免循环引用)
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*/
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public joinGroup(memberIds: string[], leaderId?: string): void {
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this.groupMemberIds = [...memberIds];
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this.groupLeaderId = leaderId || null;
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// 更新缓存
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memberIds.forEach(memberId => {
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this.cacheSystem.playerCache.set(memberId, {
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playerId: memberId,
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lastSeen: Date.now(),
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cachedData: {},
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cacheExpiry: Date.now() + 300000 // 5分钟缓存
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});
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});
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}
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/**
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* 发送消息
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*/
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public sendMessage(targetId: string, messageType: string, data: any, priority: number = 5): void {
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const message = {
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targetId,
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messageType,
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data: this.processOutgoingData(data),
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priority,
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attempts: 0,
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maxAttempts: 3
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};
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this.messageQueue.outgoing.push(message);
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this.messageQueue.outgoing.sort((a, b) => b.priority - a.priority);
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// 更新统计
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this.networkStats.totalBytesSent += JSON.stringify(data).length;
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}
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/**
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* 处理传出数据
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*/
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private processOutgoingData(data: any): any {
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let processedData = data;
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// 应用过滤器
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this.config.filters.forEach(filter => {
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if (filter.condition(processedData)) {
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if (filter.action === 'transform' && filter.transformer) {
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processedData = filter.transformer(processedData);
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}
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}
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});
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// 压缩数据
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if (this.config.compressionEnabled) {
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processedData = this.compressData(processedData);
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}
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return processedData;
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}
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/**
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* 压缩数据(模拟)
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*/
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private compressData(data: any): any {
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// 模拟压缩算法
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const serialized = JSON.stringify(data);
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if (serialized.length > this.config.bufferSettings.compressionThreshold) {
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// 模拟压缩
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return {
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compressed: true,
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originalSize: serialized.length,
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compressedSize: Math.floor(serialized.length * 0.6),
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data: serialized.substring(0, Math.floor(serialized.length * 0.6))
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};
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}
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return data;
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}
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/**
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* 标记属性为脏
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*/
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public markDirty(property: string): void {
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this.syncData.dirtyFlags.add(property);
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}
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/**
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* 更新网络统计
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*/
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public updateNetworkStats(deltaTime: number): void {
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// 更新延迟历史
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if (this.networkStats.latencyHistory.length > 100) {
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this.networkStats.latencyHistory.shift();
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}
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this.networkStats.latencyHistory.push(this.connection.ping);
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// 计算平均延迟
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this.networkStats.averageLatency = this.networkStats.latencyHistory.reduce((a, b) => a + b, 0) /
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this.networkStats.latencyHistory.length;
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// 更新连接质量
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if (this.networkStats.averageLatency < 50) {
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this.networkStats.connectionQuality = 'excellent';
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} else if (this.networkStats.averageLatency < 100) {
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this.networkStats.connectionQuality = 'good';
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} else if (this.networkStats.averageLatency < 200) {
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this.networkStats.connectionQuality = 'fair';
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} else {
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this.networkStats.connectionQuality = 'poor';
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}
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// 更新包率
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this.networkStats.packetsPerSecond = this.messageQueue.outgoing.length / deltaTime;
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// 清理过期缓存
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this.cleanupExpiredCache();
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}
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/**
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* 清理过期缓存
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*/
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private cleanupExpiredCache(): void {
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const now = Date.now();
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// 清理玩家缓存
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for (const [key, value] of this.cacheSystem.playerCache) {
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if (value.cacheExpiry < now) {
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this.cacheSystem.playerCache.delete(key);
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}
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}
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// 清理消息缓存
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for (const [key, value] of this.cacheSystem.messageCache) {
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if (value.timestamp < now - 600000) { // 10分钟过期
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this.cacheSystem.messageCache.delete(key);
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}
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}
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}
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/**
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* 记录网络事件
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*/
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private logNetworkEvent(eventType: string, data: any): void {
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this.networkStats.errorLog.push({
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timestamp: Date.now(),
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errorType: eventType,
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message: JSON.stringify(data)
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});
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// 限制日志大小
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if (this.networkStats.errorLog.length > 1000) {
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this.networkStats.errorLog = this.networkStats.errorLog.slice(-500);
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}
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}
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/**
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* 重置组件
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*/
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public reset(): void {
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// 清理ID列表(不再需要处理循环引用)
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this.connectedPlayerIds.clear();
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this.groupMemberIds = [];
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this.groupLeaderId = null;
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this.connectionState = 'disconnected';
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this.syncData.dirtyFlags.clear();
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this.syncData.syncHistory = [];
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this.syncData.queuedUpdates = [];
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this.messageQueue.incoming = [];
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this.messageQueue.outgoing = [];
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this.messageQueue.processing.clear();
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this.cacheSystem.playerCache.clear();
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this.cacheSystem.messageCache.clear();
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this.cacheSystem.syncCache.clear();
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this.networkStats.errorLog = [];
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this.networkStats.latencyHistory = [];
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}
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}
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