refactor(editor): 提取行为树编辑器为独立包并重构编辑器架构 (#216)
* refactor(editor): 提取行为树编辑器为独立包并重构编辑器架构 * feat(editor): 添加插件市场功能 * feat(editor): 重构插件市场以支持版本管理和ZIP打包 * feat(editor): 重构插件发布流程并修复React渲染警告 * fix(plugin): 修复插件发布和市场的路径不一致问题 * feat: 重构插件发布流程并添加插件删除功能 * fix(editor): 完善插件删除功能并修复多个关键问题 * fix(auth): 修复自动登录与手动登录的竞态条件问题 * feat(editor): 重构插件管理流程 * feat(editor): 支持 ZIP 文件直接发布插件 - 新增 PluginSourceParser 解析插件源 - 重构发布流程支持文件夹和 ZIP 两种方式 - 优化发布向导 UI * feat(editor): 插件市场支持多版本安装 - 插件解压到项目 plugins 目录 - 新增 Tauri 后端安装/卸载命令 - 支持选择任意版本安装 - 修复打包逻辑,保留完整 dist 目录结构 * feat(editor): 个人中心支持多版本管理 - 合并同一插件的不同版本 - 添加版本历史展开/折叠功能 - 禁止有待审核 PR 时更新插件 * fix(editor): 修复 InspectorRegistry 服务注册 - InspectorRegistry 实现 IService 接口 - 注册到 Core.services 供插件使用 * feat(behavior-tree-editor): 完善插件注册和文件操作 - 添加文件创建模板和操作处理器 - 实现右键菜单创建行为树功能 - 修复文件读取权限问题(使用 Tauri 命令) - 添加 BehaviorTreeEditorPanel 组件 - 修复 rollup 配置支持动态导入 * feat(plugin): 完善插件构建和发布流程 * fix(behavior-tree-editor): 完整恢复编辑器并修复 Toast 集成 * fix(behavior-tree-editor): 修复节点选中、连线跟随和文件加载问题并优化性能 * fix(behavior-tree-editor): 修复端口连接失败问题并优化连线样式 * refactor(behavior-tree-editor): 移除调试面板功能简化代码结构 * refactor(behavior-tree-editor): 清理冗余代码合并重复逻辑 * feat(behavior-tree-editor): 完善编辑器核心功能增强扩展性 * fix(lint): 修复ESLint错误确保CI通过 * refactor(behavior-tree-editor): 优化编辑器工具栏和编译器功能 * refactor(behavior-tree-editor): 清理技术债务,优化代码质量 * fix(editor-app): 修复字符串替换安全问题
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import { useState, useEffect, useMemo, useRef } from 'react';
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import { ExecutionController, ExecutionMode } from '../application/services/ExecutionController';
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import { BlackboardManager } from '../application/services/BlackboardManager';
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import { BehaviorTreeNode, Connection, useBehaviorTreeDataStore } from '../stores';
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import { ExecutionLog } from '../utils/BehaviorTreeExecutor';
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import { BlackboardValue } from '../domain/models/Blackboard';
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import { createLogger } from '@esengine/ecs-framework';
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const logger = createLogger('useExecutionController');
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type BlackboardVariables = Record<string, BlackboardValue>;
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interface UseExecutionControllerParams {
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rootNodeId: string;
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projectPath: string | null;
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blackboardVariables: BlackboardVariables;
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nodes: BehaviorTreeNode[];
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connections: Connection[];
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initialBlackboardVariables: BlackboardVariables;
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onBlackboardUpdate: (variables: BlackboardVariables) => void;
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onInitialBlackboardSave: (variables: BlackboardVariables) => void;
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onExecutingChange: (isExecuting: boolean) => void;
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onSaveNodesDataSnapshot: () => void;
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onRestoreNodesData: () => void;
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sortChildrenByPosition: () => void;
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}
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export function useExecutionController(params: UseExecutionControllerParams) {
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const {
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rootNodeId,
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projectPath,
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blackboardVariables,
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nodes,
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connections,
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onBlackboardUpdate,
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onInitialBlackboardSave,
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onExecutingChange,
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onSaveNodesDataSnapshot,
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onRestoreNodesData,
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sortChildrenByPosition
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} = params;
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const [executionMode, setExecutionMode] = useState<ExecutionMode>('idle');
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const [executionLogs, setExecutionLogs] = useState<ExecutionLog[]>([]);
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const [executionSpeed, setExecutionSpeed] = useState<number>(1.0);
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const [tickCount, setTickCount] = useState(0);
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const controller = useMemo(() => {
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return new ExecutionController({
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rootNodeId,
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projectPath,
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onLogsUpdate: setExecutionLogs,
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onBlackboardUpdate,
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onTickCountUpdate: setTickCount,
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onExecutionStatusUpdate: (statuses, orders) => {
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const store = useBehaviorTreeDataStore.getState();
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store.updateNodeExecutionStatuses(statuses, orders);
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}
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// 不在这里传递 onBreakpointHit,避免频繁重建
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});
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}, [rootNodeId, projectPath, onBlackboardUpdate]);
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const blackboardManager = useMemo(() => new BlackboardManager(), []);
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useEffect(() => {
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// 保存当前 controller 的引用,确保清理时使用正确的实例
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const currentController = controller;
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return () => {
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currentController.destroy();
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};
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}, [controller]);
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useEffect(() => {
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controller.setConnections(connections);
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}, [connections, controller]);
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useEffect(() => {
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if (executionMode === 'idle') return;
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const executorVars = controller.getBlackboardVariables();
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Object.entries(blackboardVariables).forEach(([key, value]) => {
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if (executorVars[key] !== value) {
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controller.updateBlackboardVariable(key, value);
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}
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});
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}, [blackboardVariables, executionMode, controller]);
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useEffect(() => {
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if (executionMode === 'idle') return;
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controller.updateNodes(nodes);
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}, [nodes, executionMode, controller]);
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const handlePlay = async () => {
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try {
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sortChildrenByPosition();
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logger.info('[Execute] Sorted children by position before execution');
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blackboardManager.setInitialVariables(blackboardVariables);
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blackboardManager.setCurrentVariables(blackboardVariables);
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onInitialBlackboardSave(blackboardManager.getInitialVariables());
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onSaveNodesDataSnapshot();
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onExecutingChange(true);
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setExecutionMode('running');
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await controller.play(nodes, blackboardVariables, connections);
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} catch (error) {
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logger.error('Failed to start execution:', error);
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setExecutionMode('idle');
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onExecutingChange(false);
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}
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};
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const handlePause = async () => {
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try {
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await controller.pause();
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const newMode = controller.getMode();
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setExecutionMode(newMode);
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} catch (error) {
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logger.error('Failed to pause/resume execution:', error);
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}
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};
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const handleStop = async () => {
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try {
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await controller.stop();
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setExecutionMode('idle');
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setTickCount(0);
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const restoredVars = blackboardManager.restoreInitialVariables();
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onBlackboardUpdate(restoredVars);
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onRestoreNodesData();
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useBehaviorTreeDataStore.getState().clearNodeExecutionStatuses();
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onExecutingChange(false);
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} catch (error) {
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logger.error('Failed to stop execution:', error);
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}
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};
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const handleStep = () => {
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controller.step();
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// 单步执行后保持idle状态,不需要专门的step状态
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};
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const handleReset = async () => {
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try {
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await controller.reset();
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setExecutionMode('idle');
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setTickCount(0);
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} catch (error) {
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logger.error('Failed to reset execution:', error);
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}
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};
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const handleSpeedChange = (speed: number) => {
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setExecutionSpeed(speed);
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controller.setSpeed(speed);
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};
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return {
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executionMode,
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executionLogs,
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executionSpeed,
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tickCount,
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handlePlay,
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handlePause,
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handleStop,
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handleStep,
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handleReset,
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handleSpeedChange,
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setExecutionLogs,
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controller,
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blackboardManager
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};
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}
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