优化性能结构/延迟加载

新增测试代码用于测试性能
This commit is contained in:
YHH
2025-07-02 00:13:29 +08:00
parent 6bd9c1055c
commit bb19f752a1
23 changed files with 3425 additions and 512 deletions

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import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
import { AIComponent, Transform, Health } from '../components';
/**
* AI系统 - 处理AI行为和状态机
*/
export class AISystem extends EntitySystem {
/** 系统处理的实体计数器 */
private processedEntityCount: number = 0;
/** 状态转换计数器 */
private stateTransitionCount: number = 0;
constructor() {
// 处理具有AI组件的实体
super(Matcher.empty().all(AIComponent));
}
/**
* 处理所有实体
*/
protected process(entities: Entity[]): void {
const deltaTime = Time.deltaTime;
const currentTime = Time.totalTime;
this.processedEntityCount = entities.length;
for (const entity of entities) {
this.processEntity(entity, deltaTime, currentTime);
}
// 批量处理AI间的交互
this.processAIInteractions(entities);
}
/**
* 处理单个实体
*/
private processEntity(entity: Entity, deltaTime: number, currentTime: number): void {
const ai = entity.getComponent(AIComponent);
const transform = entity.getComponent(Transform);
const health = entity.getComponent(Health);
if (!ai) return;
// 更新感知系统
ai.updatePerception(deltaTime);
// 处理状态机
this.updateStateMachine(ai, deltaTime);
// 更新行为树
this.updateBehaviorTree(ai, deltaTime);
// 处理AI能力如果有Transform和Health组件
if (transform && health) {
this.updateAICapabilities(ai, transform, health, deltaTime);
}
// 处理记忆衰减
this.updateMemory(ai, deltaTime);
}
/**
* 更新状态机
*/
private updateStateMachine(ai: AIComponent, deltaTime: number): void {
const currentStateName = ai.currentState;
const transitions = ai.stateMachine.transitions.get(currentStateName);
if (transitions) {
// 按优先级排序转换条件
const sortedTransitions = transitions.sort((a, b) => b.priority - a.priority);
for (const transition of sortedTransitions) {
if (transition.condition()) {
// 执行状态转换
const currentState = ai.stateMachine.states.get(currentStateName);
const newState = ai.stateMachine.states.get(transition.targetState);
if (currentState && newState) {
currentState.exit();
ai.currentState = transition.targetState as any;
newState.enter();
this.stateTransitionCount++;
break;
}
}
}
}
}
/**
* 更新行为树
*/
private updateBehaviorTree(ai: AIComponent, deltaTime: number): void {
const behaviorTree = ai.config.behaviorTree;
const blackboard = behaviorTree.blackboard;
// 更新黑板数据
blackboard.set('deltaTime', deltaTime);
blackboard.set('currentTime', Date.now());
// 模拟行为树执行
const executionResult = this.executeBehaviorNode(behaviorTree.rootNode, ai);
// 记录执行历史
behaviorTree.executionHistory.push({
nodeName: behaviorTree.rootNode.name,
startTime: Date.now(),
endTime: Date.now() + Math.random() * 10,
result: executionResult,
data: { deltaTime }
});
// 保持历史记录在合理范围内
if (behaviorTree.executionHistory.length > 50) {
behaviorTree.executionHistory.shift();
}
}
/**
* 执行行为树节点(模拟)
*/
private executeBehaviorNode(node: any, ai: AIComponent): 'success' | 'failure' | 'running' {
// 简单的行为树执行模拟
switch (node.name) {
case 'root':
case 'selector':
// 选择器节点:尝试执行子节点直到一个成功
for (const child of node.children) {
const result = this.executeBehaviorNode(child, ai);
if (result === 'success' || result === 'running') {
return result;
}
}
return 'failure';
case 'sequence':
// 序列节点:按顺序执行所有子节点
for (const child of node.children) {
const result = this.executeBehaviorNode(child, ai);
if (result === 'failure' || result === 'running') {
return result;
}
}
return 'success';
case 'condition':
// 条件节点检查AI状态
return ai.config.personality.intelligence > 0.5 ? 'success' : 'failure';
case 'action':
// 动作节点执行AI行为
return Math.random() > 0.3 ? 'success' : 'running';
default:
return 'failure';
}
}
/**
* 更新AI能力
*/
private updateAICapabilities(ai: AIComponent, transform: Transform, health: Health, deltaTime: number): void {
const capabilities = ai.config.capabilities;
// 根据健康状况调整能力
const healthRatio = health.currentHealth / health.maxHealth;
const effectiveSpeed = capabilities.movementSpeed * healthRatio;
// 更新移动速度
transform.speed = effectiveSpeed;
// 根据个性调整行为
if (ai.config.personality.aggression > 0.7 && healthRatio > 0.5) {
// 高攻击性且健康状况良好时更主动
ai.currentState = 'chase';
} else if (healthRatio < 0.3) {
// 生命值低时逃跑
ai.currentState = 'flee';
}
}
/**
* 更新记忆系统
*/
private updateMemory(ai: AIComponent, deltaTime: number): void {
const memory = ai.config.memory;
const currentTime = Date.now();
// 衰减已知位置的可信度
memory.knownLocations.forEach(location => {
const timeSinceVisit = currentTime - location.lastVisited;
const decayFactor = Math.exp(-timeSinceVisit / 30000); // 30秒衰减率
location.confidence *= decayFactor;
});
// 移除可信度过低的位置
memory.knownLocations = memory.knownLocations.filter(location => location.confidence > 0.1);
// 衰减关系信任度
memory.relationships.forEach(relation => {
const timeSinceInteraction = currentTime - relation.lastInteraction;
if (timeSinceInteraction > 60000) { // 60秒没有交互
relation.trustLevel *= 0.99; // 缓慢衰减
}
});
}
/**
* 处理AI间的交互
*/
private processAIInteractions(entities: Entity[]): void {
const aiEntities = entities.filter(e => e.getComponent(AIComponent));
for (let i = 0; i < aiEntities.length; i++) {
for (let j = i + 1; j < aiEntities.length; j++) {
this.processAIPair(aiEntities[i], aiEntities[j]);
}
}
}
/**
* 处理两个AI实体间的交互
*/
private processAIPair(entity1: Entity, entity2: Entity): void {
const ai1 = entity1.getComponent(AIComponent);
const ai2 = entity2.getComponent(AIComponent);
const transform1 = entity1.getComponent(Transform);
const transform2 = entity2.getComponent(Transform);
if (!ai1 || !ai2 || !transform1 || !transform2) return;
// 计算距离
const distance = Math.sqrt(
Math.pow(transform1.position.x - transform2.position.x, 2) +
Math.pow(transform1.position.y - transform2.position.y, 2)
);
// 视线范围内的交互
if (distance <= ai1.config.capabilities.sightRange) {
this.handleVisualContact(ai1, ai2, entity1, entity2, distance);
}
// 听力范围内的交互
if (distance <= ai1.config.capabilities.hearingRange) {
this.handleAudioContact(ai1, ai2, distance);
}
// 创建盟友关系(随机)
if (Math.random() < 0.001 && !ai1.allyIds.includes(entity2.id)) { // 0.1%概率每帧
ai1.addAlly(entity2.id);
}
}
/**
* 处理视觉接触
*/
private handleVisualContact(ai1: AIComponent, ai2: AIComponent, entity1: Entity, entity2: Entity, distance: number): void {
const currentTime = Date.now();
// 添加到可见实体列表
const existingEntry = ai1.perception.visibleEntities.find(e => e.entityId === entity2.id);
if (existingEntry) {
existingEntry.distance = distance;
existingEntry.lastSeen = currentTime;
existingEntry.componentId = ai2.id; // 使用组件ID避免循环引用
} else {
ai1.perception.visibleEntities.push({
entityId: entity2.id,
position: entity2.getComponent(Transform)!.position.clone(),
distance: distance,
angle: Math.atan2(
entity2.getComponent(Transform)!.position.y - entity1.getComponent(Transform)!.position.y,
entity2.getComponent(Transform)!.position.x - entity1.getComponent(Transform)!.position.x
),
lastSeen: currentTime,
componentId: ai2.id
});
}
}
/**
* 处理音频接触
*/
private handleAudioContact(ai1: AIComponent, ai2: AIComponent, distance: number): void {
const soundVolume = 1.0 - (distance / ai1.config.capabilities.hearingRange);
ai1.perception.audibleSounds.push({
source: ai2.entity.getComponent(Transform)!.position.clone(),
volume: soundVolume,
type: 'movement',
timestamp: Date.now()
});
}
/**
* 系统初始化时调用
*/
public initialize(): void {
super.initialize();
console.log('🤖 AI系统已启动');
}
/**
* 获取系统统计信息
*/
public getSystemStats(): any {
return {
processedEntities: this.processedEntityCount,
stateTransitions: this.stateTransitionCount,
systemName: 'AISystem'
};
}
}

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import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
import { NetworkComponent } from '../components';
/**
* 网络系统 - 处理网络同步和连接管理
*/
export class NetworkSystem extends EntitySystem {
/** 网络统计 */
private networkStats = {
totalEntities: 0,
connectedEntities: 0,
totalMessagesSent: 0,
totalMessagesReceived: 0,
averagePing: 0,
networkTraffic: 0
};
/** 消息处理队列 */
private globalMessageQueue: Array<{
from: string;
to: string;
messageType: string;
data: any;
timestamp: number;
priority: number;
}> = [];
constructor() {
// 处理具有网络组件的实体
super(Matcher.empty().all(NetworkComponent));
}
/**
* 处理所有实体
*/
protected process(entities: Entity[]): void {
const deltaTime = Time.deltaTime;
this.networkStats.totalEntities = entities.length;
this.networkStats.connectedEntities = entities.filter(e =>
e.getComponent(NetworkComponent)?.connectionState === 'connected'
).length;
for (const entity of entities) {
this.processEntity(entity, deltaTime);
}
// 处理全局消息队列
this.processGlobalMessages();
// 更新网络统计
this.updateGlobalNetworkStats(entities);
}
/**
* 处理单个实体
*/
private processEntity(entity: Entity, deltaTime: number): void {
const network = entity.getComponent(NetworkComponent);
if (!network) return;
// 更新网络统计
network.updateNetworkStats(deltaTime);
// 处理连接状态
this.updateConnectionState(network, deltaTime);
// 处理消息队列
this.processEntityMessages(network, entity);
// 处理数据同步
this.processSynchronization(network, deltaTime);
// 处理群组通信
this.processGroupCommunication(network);
}
/**
* 更新连接状态
*/
private updateConnectionState(network: NetworkComponent, deltaTime: number): void {
const currentTime = Date.now();
switch (network.connectionState) {
case 'disconnected':
// 尝试连接
if (network.config.autoReconnect &&
network.networkStats.reconnectCount < network.config.maxReconnectAttempts) {
network.connectionState = 'connecting';
network.connection.lastHeartbeat = currentTime;
}
break;
case 'connecting':
// 模拟连接过程
if (Math.random() > 0.1) { // 90% 成功率
network.connectionState = 'connected';
network.connection.sessionId = this.generateSessionId();
network.connection.serverId = 'server_001';
network.connection.lastHeartbeat = currentTime;
} else if (currentTime - network.connection.lastHeartbeat > 5000) {
// 连接超时
network.connectionState = 'error';
network.networkStats.errorCount++;
}
break;
case 'connected':
// 维持连接心跳
if (currentTime - network.connection.lastHeartbeat > network.config.heartbeatInterval) {
this.sendHeartbeat(network);
network.connection.lastHeartbeat = currentTime;
}
// 模拟网络质量变化
network.connection.ping = Math.random() * 100 + 20; // 20-120ms
network.connection.packetLoss = Math.random() * 0.05; // 0-5%
network.connection.bandwidth = 1000 + Math.random() * 500; // 1000-1500 Kbps
break;
case 'error':
// 错误状态,尝试重连
if (network.config.autoReconnect &&
network.networkStats.reconnectCount < network.config.maxReconnectAttempts) {
network.connectionState = 'disconnected';
network.networkStats.reconnectCount++;
}
break;
}
}
/**
* 处理实体消息
*/
private processEntityMessages(network: NetworkComponent, entity: Entity): void {
// 处理传出消息
const outgoingMessages = network.messageQueue.outgoing.slice();
network.messageQueue.outgoing = [];
for (const message of outgoingMessages) {
if (this.sendMessage(network, message)) {
this.networkStats.totalMessagesSent++;
network.networkStats.totalBytesSent += this.estimateMessageSize(message);
} else {
// 发送失败,重新加入队列
message.attempts++;
if (message.attempts < message.maxAttempts) {
network.messageQueue.outgoing.push(message);
}
}
}
// 处理传入消息
this.processIncomingMessages(network, entity);
}
/**
* 发送消息
*/
private sendMessage(network: NetworkComponent, message: any): boolean {
if (network.connectionState !== 'connected') {
return false;
}
// 模拟网络延迟和丢包
const shouldDelay = Math.random() < 0.3; // 30% 概率有延迟
const shouldDrop = Math.random() < network.connection.packetLoss;
if (shouldDrop) {
network.networkStats.errorCount++;
return false;
}
// 添加到全局消息队列
this.globalMessageQueue.push({
from: network.networkId,
to: message.targetId,
messageType: message.messageType,
data: message.data,
timestamp: Date.now() + (shouldDelay ? Math.random() * 200 : 0),
priority: message.priority
});
return true;
}
/**
* 处理传入消息
*/
private processIncomingMessages(network: NetworkComponent, entity: Entity): void {
// 从全局队列中获取发给此实体的消息
const incomingMessages = this.globalMessageQueue.filter(msg =>
msg.to === network.networkId && msg.timestamp <= Date.now()
);
// 从全局队列中移除这些消息
this.globalMessageQueue = this.globalMessageQueue.filter(msg =>
!(msg.to === network.networkId && msg.timestamp <= Date.now())
);
// 处理消息
for (const message of incomingMessages) {
network.messageQueue.incoming.push({
senderId: message.from,
messageType: message.messageType,
data: message.data,
timestamp: message.timestamp,
processed: false
});
this.networkStats.totalMessagesReceived++;
network.networkStats.totalBytesReceived += this.estimateMessageSize(message);
// 立即处理某些类型的消息
this.handleSpecialMessages(network, message);
}
}
/**
* 处理特殊消息类型
*/
private handleSpecialMessages(network: NetworkComponent, message: any): void {
switch (message.messageType) {
case 'player_join_group':
// 处理加入群组消息
const groupData = message.data;
if (groupData.members && Array.isArray(groupData.members)) {
// 查找对应的网络组件并建立连接
groupData.members.forEach((memberId: string) => {
// 直接使用成员ID建立连接
network.connectToPlayer(memberId);
});
}
break;
case 'heartbeat':
// 心跳响应
network.connection.ping = Date.now() - message.data.timestamp;
break;
case 'sync_request':
// 同步请求
this.handleSyncRequest(network, message);
break;
}
}
/**
* 处理数据同步
*/
private processSynchronization(network: NetworkComponent, deltaTime: number): void {
const currentTime = Date.now();
const syncInterval = 1000 / network.config.syncFrequency; // 转换为毫秒
if (currentTime - network.syncData.lastSyncTime >= syncInterval) {
this.performSynchronization(network);
network.syncData.lastSyncTime = currentTime;
}
// 处理排队的更新
this.processQueuedUpdates(network);
}
/**
* 执行同步
*/
private performSynchronization(network: NetworkComponent): void {
if (network.syncData.dirtyFlags.size === 0) {
return; // 没有需要同步的数据
}
const syncData = {
networkId: network.networkId,
timestamp: Date.now(),
properties: Array.from(network.syncData.dirtyFlags),
checksum: this.calculateChecksum(network)
};
// 发送同步数据给连接的玩家
network.connectedPlayerIds.forEach(playerId => {
network.sendMessage(playerId, 'sync_data', syncData, 7);
});
// 记录同步历史
network.syncData.syncHistory.push({
timestamp: syncData.timestamp,
dataSize: this.estimateMessageSize(syncData),
properties: syncData.properties,
success: true
});
// 清理脏标记
network.syncData.dirtyFlags.clear();
}
/**
* 处理排队的更新
*/
private processQueuedUpdates(network: NetworkComponent): void {
// 按优先级和时间戳排序
network.syncData.queuedUpdates.sort((a, b) => {
if (a.priority !== b.priority) {
return b.priority - a.priority; // 高优先级优先
}
return a.timestamp - b.timestamp; // 时间戳早的优先
});
// 处理前10个更新
const updatesToProcess = network.syncData.queuedUpdates.splice(0, 10);
for (const update of updatesToProcess) {
network.markDirty(update.property);
}
}
/**
* 处理群组通信
*/
private processGroupCommunication(network: NetworkComponent): void {
if (network.groupMemberIds.length === 0) {
return;
}
// 群组消息广播
if (Math.random() < 0.01) { // 1% 概率发送群组消息
const groupMessage = {
type: 'group_update',
data: {
sender: network.networkId,
timestamp: Date.now(),
groupSize: network.groupMemberIds.length,
status: network.connectionState
}
};
network.groupMemberIds.forEach(memberId => {
if (memberId !== network.networkId) {
network.sendMessage(memberId, 'group_message', groupMessage, 5);
}
});
}
}
/**
* 处理全局消息
*/
private processGlobalMessages(): void {
// 移除过期消息
const currentTime = Date.now();
this.globalMessageQueue = this.globalMessageQueue.filter(msg =>
currentTime - msg.timestamp < 30000 // 30秒过期
);
// 按优先级排序
this.globalMessageQueue.sort((a, b) => b.priority - a.priority);
}
/**
* 更新全局网络统计
*/
private updateGlobalNetworkStats(entities: Entity[]): void {
let totalPing = 0;
let connectedCount = 0;
let totalTraffic = 0;
for (const entity of entities) {
const network = entity.getComponent(NetworkComponent);
if (network && network.connectionState === 'connected') {
totalPing += network.connection.ping;
connectedCount++;
totalTraffic += network.networkStats.totalBytesSent + network.networkStats.totalBytesReceived;
}
}
this.networkStats.averagePing = connectedCount > 0 ? totalPing / connectedCount : 0;
this.networkStats.networkTraffic = totalTraffic;
}
/**
* 辅助方法
*/
private generateSessionId(): string {
return 'session_' + Math.random().toString(36).substring(2, 15);
}
private estimateMessageSize(message: any): number {
return JSON.stringify(message).length;
}
private calculateChecksum(network: NetworkComponent): string {
// 简单的校验和计算
const data = JSON.stringify({
networkId: network.networkId,
connectionState: network.connectionState
});
return btoa(data).substring(0, 8);
}
private sendHeartbeat(network: NetworkComponent): void {
network.sendMessage('server', 'heartbeat', { timestamp: Date.now() }, 10);
}
private findNetworkComponentById(networkId: string): NetworkComponent | null {
// 这里应该有一个全局的网络组件注册表
// 为了简化我们返回null
return null;
}
private handleSyncRequest(network: NetworkComponent, message: any): void {
// 处理同步请求
const response = {
requestId: message.data.requestId,
data: this.gatherSyncData(network),
timestamp: Date.now()
};
network.sendMessage(message.from, 'sync_response', response, 8);
}
private gatherSyncData(network: NetworkComponent): any {
return {
networkId: network.networkId,
connectionState: network.connectionState,
ping: network.connection.ping,
groupSize: network.groupMemberIds.length
};
}
/**
* 系统初始化时调用
*/
public initialize(): void {
super.initialize();
console.log('🌐 网络系统已启动');
}
/**
* 获取系统统计信息
*/
public getSystemStats(): any {
return {
...this.networkStats,
globalMessageQueueSize: this.globalMessageQueue.length,
systemName: 'NetworkSystem'
};
}
}

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import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
import { NodeComponent, Transform, Renderer } from '../components';
import { Node, Vec3, Color } from 'cc';
/**
* 节点渲染系统 - 处理NodeComponent和Cocos Creator节点的同步
*/
export class NodeRenderSystem extends EntitySystem {
/** 渲染统计 */
private renderStats = {
totalNodes: 0,
visibleNodes: 0,
renderCalls: 0,
averageRenderTime: 0,
totalRenderTime: 0,
frameCount: 0
};
/** 节点池 */
private nodePool: Node[] = [];
/** 性能监控 */
private performanceMonitor = {
frameStartTime: 0,
renderTimeHistory: [] as number[],
cullCount: 0,
frustumCullCount: 0
};
constructor() {
// 处理具有NodeComponent的实体
super(Matcher.empty().all(NodeComponent));
}
/**
* 处理所有实体
*/
protected process(entities: Entity[]): void {
this.performanceMonitor.frameStartTime = performance.now();
this.renderStats.totalNodes = entities.length;
this.renderStats.visibleNodes = 0;
this.renderStats.renderCalls = 0;
for (const entity of entities) {
this.processEntity(entity);
}
// 处理节点层次结构
this.updateNodeHierarchy(entities);
// 更新性能统计
this.updatePerformanceStats();
// 清理过期的性能缓存
this.cleanupPerformanceCache(entities);
}
/**
* 处理单个实体
*/
private processEntity(entity: Entity): void {
const nodeComponent = entity.getComponent(NodeComponent);
const transform = entity.getComponent(Transform);
const renderer = entity.getComponent(Renderer);
if (!nodeComponent) return;
const renderStartTime = performance.now();
// 确保有对应的Cocos Creator节点
this.ensureNode(nodeComponent, entity);
// 同步Transform数据
if (transform && nodeComponent.node) {
this.syncTransform(nodeComponent, transform);
}
// 同步渲染数据
if (renderer && nodeComponent.node) {
this.syncRenderer(nodeComponent, renderer);
}
// 更新节点配置
this.updateNodeConfig(nodeComponent);
// 执行视锥体剔除
const isVisible = this.performCulling(nodeComponent);
if (isVisible) {
this.renderStats.visibleNodes++;
this.performRender(nodeComponent);
}
// 更新性能统计
const renderTime = performance.now() - renderStartTime;
nodeComponent.updatePerformance(renderTime);
this.renderStats.renderCalls++;
this.renderStats.totalRenderTime += renderTime;
}
/**
* 确保节点存在
*/
private ensureNode(nodeComponent: NodeComponent, entity: Entity): void {
if (!nodeComponent.node) {
// 从对象池中获取节点或创建新节点
nodeComponent.node = this.getNodeFromPool() || new Node(nodeComponent.nodeConfig.name);
// 初始化节点
this.initializeNode(nodeComponent.node, nodeComponent, entity);
}
}
/**
* 从对象池获取节点
*/
private getNodeFromPool(): Node | null {
return this.nodePool.pop() || null;
}
/**
* 初始化节点
*/
private initializeNode(node: Node, nodeComponent: NodeComponent, entity: Entity): void {
const config = nodeComponent.nodeConfig;
// 设置基本属性
node.name = config.name;
node.layer = config.layer;
node.active = config.renderData.visible;
// 设置变换
node.setPosition(config.transformData.position);
node.setRotationFromEuler(config.transformData.rotation);
node.setScale(config.transformData.scale);
// 设置渲染属性
const opacity = Math.floor(config.renderData.opacity * 255);
// 这里可以设置更多Cocos Creator特定的属性
// 添加用户数据
config.userData.entityId = entity.id;
config.userData.componentId = nodeComponent.id;
}
/**
* 同步Transform数据
*/
private syncTransform(nodeComponent: NodeComponent, transform: Transform): void {
const node = nodeComponent.node!;
const config = nodeComponent.nodeConfig;
// 更新配置中的变换数据
config.transformData.position.set(transform.position);
config.transformData.rotation.set(transform.rotation);
config.transformData.scale.set(transform.scale);
// 同步到Cocos Creator节点
node.setPosition(transform.position);
node.setRotationFromEuler(transform.rotation);
node.setScale(transform.scale);
// 更新缓存数据
nodeComponent.complexData.cache.textureCache.set('lastPosition', transform.position.clone());
}
/**
* 同步渲染数据
*/
private syncRenderer(nodeComponent: NodeComponent, renderer: Renderer): void {
const node = nodeComponent.node!;
const config = nodeComponent.nodeConfig;
// 更新配置中的渲染数据
config.renderData.color.set(renderer.color);
config.renderData.opacity = renderer.alpha;
config.renderData.visible = renderer.visible && renderer.alpha > 0;
// 同步到Cocos Creator节点
node.active = config.renderData.visible;
// 更新材质缓存
nodeComponent.complexData.cache.materialCache.set('currentColor', renderer.color.clone());
nodeComponent.complexData.cache.materialCache.set('alpha', renderer.alpha);
}
/**
* 更新节点配置
*/
private updateNodeConfig(nodeComponent: NodeComponent): void {
const config = nodeComponent.nodeConfig;
const currentTime = Date.now();
// 更新统计信息
nodeComponent.complexData.statistics.frameCount++;
nodeComponent.complexData.statistics.lastUpdateTime = currentTime;
// 更新用户数据
config.userData.lastFrameUpdate = currentTime;
config.userData.frameCount = nodeComponent.complexData.statistics.frameCount;
// 动态调整配置
if (Math.random() < 0.01) { // 1% 概率调整
config.renderData.opacity *= (0.95 + Math.random() * 0.1); // 轻微透明度变化
config.renderData.opacity = Math.max(0.1, Math.min(1.0, config.renderData.opacity));
}
}
/**
* 执行视锥体剔除
*/
private performCulling(nodeComponent: NodeComponent): boolean {
if (!nodeComponent.node) {
return false;
}
const config = nodeComponent.nodeConfig;
// 简单的可见性检查
if (!config.renderData.visible || config.renderData.opacity <= 0) {
this.performanceMonitor.cullCount++;
return false;
}
// 距离剔除
const position = config.transformData.position;
const distance = position.length();
if (distance > 1000) { // 超过1000单位距离的对象被剔除
this.performanceMonitor.frustumCullCount++;
return false;
}
// 层级剔除
if (config.layer < 0) {
this.performanceMonitor.cullCount++;
return false;
}
return true;
}
/**
* 执行渲染
*/
private performRender(nodeComponent: NodeComponent): void {
if (!nodeComponent.node) return;
const renderStartTime = performance.now();
// 模拟复杂的渲染过程
this.simulateRenderingWork(nodeComponent);
// 更新子节点
this.updateChildNodes(nodeComponent);
// 更新着色器缓存
this.updateShaderCache(nodeComponent);
const renderTime = performance.now() - renderStartTime;
// 更新性能统计
const perf = nodeComponent.complexData.statistics.performance;
perf.renderHistory.push(renderTime);
if (perf.renderHistory.length > 100) {
perf.renderHistory.shift();
}
perf.avgRenderTime = perf.renderHistory.reduce((a, b) => a + b, 0) / perf.renderHistory.length;
perf.maxRenderTime = Math.max(perf.maxRenderTime, renderTime);
}
/**
* 模拟渲染工作
*/
private simulateRenderingWork(nodeComponent: NodeComponent): void {
const complexity = nodeComponent.complexData.cache.materialCache.size +
nodeComponent.complexData.cache.textureCache.size;
// 模拟基于复杂度的计算工作
let iterations = Math.min(complexity * 10, 1000);
let result = 0;
for (let i = 0; i < iterations; i++) {
result += Math.sin(i * 0.001) * Math.cos(i * 0.002);
}
// 存储计算结果到缓存
nodeComponent.complexData.cache.shaderCache.set('computeResult', result);
}
/**
* 更新子节点
*/
private updateChildNodes(nodeComponent: NodeComponent): void {
if (nodeComponent.children.length === 0) return;
const parentNode = nodeComponent.node!;
// 同步子节点
for (let i = 0; i < nodeComponent.children.length; i++) {
const childNode = nodeComponent.children[i];
if (childNode && childNode.parent !== parentNode) {
parentNode.addChild(childNode);
}
}
// 更新层次结构数据
nodeComponent.complexData.hierarchy.siblingIndex = parentNode.getSiblingIndex();
// 更新子组件的层次深度(需要通过实体管理器查找)
// 这里省略了复杂的查找逻辑,避免循环引用
if (nodeComponent.nodeConfig.childIds.length > 0) {
// 实际项目中应该通过实体管理器查找子实体并更新深度
// 为了示例简化,我们只更新自己的深度
nodeComponent.complexData.hierarchy.depth = Math.max(0, nodeComponent.complexData.hierarchy.depth);
}
}
/**
* 更新着色器缓存
*/
private updateShaderCache(nodeComponent: NodeComponent): void {
const shaderCache = nodeComponent.complexData.cache.shaderCache;
// 模拟着色器参数更新
const currentTime = Date.now();
shaderCache.set('time', currentTime);
shaderCache.set('frameCount', nodeComponent.complexData.statistics.frameCount);
// 清理过期的着色器缓存
if (shaderCache.size > 50) {
const keys = Array.from(shaderCache.keys());
const oldestKey = keys[0];
shaderCache.delete(oldestKey);
}
}
/**
* 更新节点层次结构
*/
private updateNodeHierarchy(entities: Entity[]): void {
// 构建层次结构映射
const nodeMap = new Map<number, NodeComponent>();
entities.forEach(entity => {
const nodeComponent = entity.getComponent(NodeComponent);
if (nodeComponent) {
nodeMap.set(entity.id, nodeComponent);
}
});
// 更新层次关系使用ID避免循环引用
nodeMap.forEach((nodeComponent, entityId) => {
// 更新根节点ID
if (!nodeComponent.complexData.hierarchy.parentId) {
nodeComponent.complexData.hierarchy.rootId = entityId;
} else {
// 查找根节点ID简化版本避免深度遍历
let currentParentId = nodeComponent.complexData.hierarchy.parentId;
let depth = 0;
// 限制深度以避免无限循环
while (currentParentId && depth < 10) {
const parentNode = nodeMap.get(currentParentId);
if (parentNode && parentNode.complexData.hierarchy.parentId) {
currentParentId = parentNode.complexData.hierarchy.parentId;
depth++;
} else {
break;
}
}
nodeComponent.complexData.hierarchy.rootId = currentParentId || entityId;
}
});
}
/**
* 更新性能统计
*/
private updatePerformanceStats(): void {
const frameTime = performance.now() - this.performanceMonitor.frameStartTime;
this.performanceMonitor.renderTimeHistory.push(frameTime);
if (this.performanceMonitor.renderTimeHistory.length > 60) {
this.performanceMonitor.renderTimeHistory.shift();
}
this.renderStats.frameCount++;
if (this.renderStats.renderCalls > 0) {
this.renderStats.averageRenderTime = this.renderStats.totalRenderTime / this.renderStats.renderCalls;
}
}
/**
* 清理性能缓存
*/
private cleanupPerformanceCache(entities: Entity[]): void {
entities.forEach(entity => {
const nodeComponent = entity.getComponent(NodeComponent);
if (nodeComponent) {
const caches = nodeComponent.complexData.cache;
// 清理纹理缓存
if (caches.textureCache.size > 100) {
const keys = Array.from(caches.textureCache.keys());
const toDelete = keys.slice(0, 20); // 删除最旧的20个
toDelete.forEach(key => caches.textureCache.delete(key));
}
// 清理材质缓存
if (caches.materialCache.size > 50) {
const keys = Array.from(caches.materialCache.keys());
const toDelete = keys.slice(0, 10); // 删除最旧的10个
toDelete.forEach(key => caches.materialCache.delete(key));
}
}
});
}
/**
* 回收节点到对象池
*/
public recycleNode(node: Node): void {
if (this.nodePool.length < 100) { // 限制对象池大小
node.removeFromParent();
node.destroyAllChildren();
this.nodePool.push(node);
} else {
node.destroy();
}
}
/**
* 系统初始化时调用
*/
public initialize(): void {
super.initialize();
console.log('🎨 节点渲染系统已启动');
// 预热对象池
for (let i = 0; i < 10; i++) {
this.nodePool.push(new Node(`PooledNode_${i}`));
}
}
/**
* 当实体被移除时
*/
protected onRemoved(entity: Entity): void {
const nodeComponent = entity.getComponent(NodeComponent);
if (nodeComponent && nodeComponent.node) {
this.recycleNode(nodeComponent.node);
nodeComponent.node = null;
}
}
/**
* 获取系统统计信息
*/
public getSystemStats(): any {
return {
...this.renderStats,
cullCount: this.performanceMonitor.cullCount,
frustumCullCount: this.performanceMonitor.frustumCullCount,
nodePoolSize: this.nodePool.length,
averageFrameTime: this.performanceMonitor.renderTimeHistory.length > 0
? this.performanceMonitor.renderTimeHistory.reduce((a, b) => a + b, 0) / this.performanceMonitor.renderTimeHistory.length
: 0,
systemName: 'NodeRenderSystem'
};
}
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "b4593488-685b-4e52-800b-b2a2990305d6",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,4 +1,7 @@
// 导出所有系统
export { MovementSystem } from './MovementSystem';
export { HealthSystem } from './HealthSystem';
export { RandomMovementSystem } from './RandomMovementSystem';
export { RandomMovementSystem } from './RandomMovementSystem';
export { AISystem } from './AISystem';
export { NetworkSystem } from './NetworkSystem';
export { NodeRenderSystem } from './NodeRenderSystem';