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
This commit is contained in:
@@ -1,532 +0,0 @@
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import { World, Entity, Scene, createLogger, Time, Core } from '@esengine/ecs-framework';
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import {
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BehaviorTreeData,
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BehaviorNodeData,
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BehaviorTreeRuntimeComponent,
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BehaviorTreeAssetManager,
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BehaviorTreeExecutionSystem,
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TaskStatus,
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NodeType
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} from '@esengine/behavior-tree';
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import type { BehaviorTreeNode } from '../stores/behaviorTreeStore';
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const logger = createLogger('BehaviorTreeExecutor');
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export interface ExecutionStatus {
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nodeId: string;
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status: 'running' | 'success' | 'failure' | 'idle';
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message?: string;
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executionOrder?: number;
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}
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export interface ExecutionLog {
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timestamp: number;
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message: string;
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level: 'info' | 'success' | 'error' | 'warning';
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nodeId?: string;
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}
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export type ExecutionCallback = (
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statuses: ExecutionStatus[],
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logs: ExecutionLog[],
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blackboardVariables?: Record<string, any>
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) => void;
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/**
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* 行为树执行器
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*
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* 使用新的Runtime架构执行行为树
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*/
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export class BehaviorTreeExecutor {
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private world: World;
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private scene: Scene;
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private entity: Entity | null = null;
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private runtime: BehaviorTreeRuntimeComponent | null = null;
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private treeData: BehaviorTreeData | null = null;
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private callback: ExecutionCallback | null = null;
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private isRunning = false;
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private isPaused = false;
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private executionLogs: ExecutionLog[] = [];
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private lastStatuses: Map<string, 'running' | 'success' | 'failure' | 'idle'> = new Map();
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private persistentStatuses: Map<string, 'running' | 'success' | 'failure' | 'idle'> = new Map();
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private executionOrders: Map<string, number> = new Map();
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private tickCount = 0;
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private nodeIdMap: Map<string, string> = new Map();
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private blackboardKeys: string[] = [];
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private rootNodeId: string = '';
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private assetManager: BehaviorTreeAssetManager;
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private executionSystem: BehaviorTreeExecutionSystem;
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constructor() {
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this.world = new World({ name: 'BehaviorTreeWorld' });
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this.scene = this.world.createScene('BehaviorTreeScene');
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// 尝试获取已存在的 assetManager,如果不存在则创建新的
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try {
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this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
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} catch {
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this.assetManager = new BehaviorTreeAssetManager();
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Core.services.registerInstance(BehaviorTreeAssetManager, this.assetManager);
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}
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this.executionSystem = new BehaviorTreeExecutionSystem();
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this.scene.addSystem(this.executionSystem);
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}
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/**
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* 从编辑器节点构建行为树数据
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*/
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buildTree(
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nodes: BehaviorTreeNode[],
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rootNodeId: string,
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blackboard: Record<string, any>,
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connections: Array<{ from: string; to: string; fromProperty?: string; toProperty?: string; connectionType: 'node' | 'property' }>,
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callback: ExecutionCallback
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): void {
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this.cleanup();
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this.callback = callback;
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this.treeData = this.convertToTreeData(nodes, rootNodeId, blackboard, connections);
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this.rootNodeId = this.treeData.rootNodeId;
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this.assetManager.loadAsset(this.treeData);
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this.entity = this.scene.createEntity('BehaviorTreeEntity');
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this.runtime = new BehaviorTreeRuntimeComponent();
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// 在添加组件之前设置资产ID和autoStart
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this.runtime.treeAssetId = this.treeData.id;
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this.runtime.autoStart = false;
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this.entity.addComponent(this.runtime);
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if (this.treeData.blackboardVariables) {
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this.blackboardKeys = Array.from(this.treeData.blackboardVariables.keys());
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for (const [key, value] of this.treeData.blackboardVariables.entries()) {
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this.runtime.setBlackboardValue(key, value);
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}
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} else {
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this.blackboardKeys = [];
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}
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this.addLog('行为树构建完成', 'info');
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}
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/**
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* 将编辑器节点转换为BehaviorTreeData
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*/
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private convertToTreeData(
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nodes: BehaviorTreeNode[],
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rootNodeId: string,
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blackboard: Record<string, any>,
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connections: Array<{ from: string; to: string; fromProperty?: string; toProperty?: string; connectionType: 'node' | 'property' }>
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): BehaviorTreeData {
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const rootNode = nodes.find((n) => n.id === rootNodeId);
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if (!rootNode) {
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throw new Error('未找到根节点');
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}
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// 如果根节点是编辑器特有的"根节点"且只有一个子节点,使用第一个子节点作为实际根节点
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let actualRootId = rootNodeId;
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if (rootNode.template.displayName === '根节点' && rootNode.children.length === 1) {
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actualRootId = rootNode.children[0]!;
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}
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const treeData: BehaviorTreeData = {
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id: `tree_${Date.now()}`,
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name: 'EditorTree',
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rootNodeId: actualRootId,
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nodes: new Map(),
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blackboardVariables: new Map()
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};
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this.nodeIdMap.clear();
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for (const node of nodes) {
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// 跳过编辑器的虚拟根节点
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if (node.id === rootNodeId && node.template.displayName === '根节点' && rootNode.children.length === 1) {
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continue;
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}
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this.nodeIdMap.set(node.id, node.id);
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const nodeData: BehaviorNodeData = {
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id: node.id,
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name: node.template.displayName,
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nodeType: this.convertNodeType(node.template.type),
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implementationType: node.template.className || this.getImplementationType(node.template.displayName),
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config: { ...node.data },
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children: Array.from(node.children)
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};
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treeData.nodes.set(node.id, nodeData);
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}
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// 处理属性连接,转换为 bindings
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for (const conn of connections) {
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if (conn.connectionType === 'property' && conn.toProperty) {
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const targetNodeData = treeData.nodes.get(conn.to);
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const sourceNode = nodes.find((n) => n.id === conn.from);
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if (targetNodeData && sourceNode) {
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// 检查源节点是否是黑板变量节点
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if (sourceNode.data.nodeType === 'blackboard-variable') {
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// 从黑板变量节点获取实际的变量名
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const variableName = sourceNode.data.variableName as string;
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if (variableName) {
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// 初始化 bindings 如果不存在
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if (!targetNodeData.bindings) {
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targetNodeData.bindings = {};
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}
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// 添加绑定:属性名 -> 黑板变量名
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targetNodeData.bindings[conn.toProperty] = variableName;
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}
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}
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}
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}
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}
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for (const [key, value] of Object.entries(blackboard)) {
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treeData.blackboardVariables!.set(key, value);
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}
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return treeData;
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}
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/**
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* 转换节点类型
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*/
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private convertNodeType(type: string): NodeType {
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if (type === NodeType.Composite) return NodeType.Composite;
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if (type === NodeType.Decorator) return NodeType.Decorator;
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if (type === NodeType.Action) return NodeType.Action;
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if (type === NodeType.Condition) return NodeType.Condition;
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return NodeType.Action;
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}
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/**
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* 根据显示名称获取实现类型
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*/
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private getImplementationType(displayName: string): string {
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const typeMap: Record<string, string> = {
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'序列': 'Sequence',
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'选择': 'Selector',
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'并行': 'Parallel',
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'并行选择': 'ParallelSelector',
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'随机序列': 'RandomSequence',
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'随机选择': 'RandomSelector',
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'反转': 'Inverter',
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'重复': 'Repeater',
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'直到成功': 'UntilSuccess',
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'直到失败': 'UntilFail',
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'总是成功': 'AlwaysSucceed',
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'总是失败': 'AlwaysFail',
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'条件装饰器': 'Conditional',
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'冷却': 'Cooldown',
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'超时': 'Timeout',
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'等待': 'Wait',
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'日志': 'Log',
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'设置变量': 'SetBlackboardValue',
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'修改变量': 'ModifyBlackboardValue',
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'自定义动作': 'ExecuteAction',
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'比较变量': 'BlackboardCompare',
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'变量存在': 'BlackboardExists',
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'随机概率': 'RandomProbability',
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'执行条件': 'ExecuteCondition'
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};
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return typeMap[displayName] || displayName;
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}
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/**
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* 开始执行
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*/
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start(): void {
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if (!this.runtime || !this.treeData) {
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logger.error('未构建行为树');
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return;
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}
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this.isRunning = true;
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this.isPaused = false;
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this.executionLogs = [];
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this.lastStatuses.clear();
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this.persistentStatuses.clear();
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this.tickCount = 0;
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this.runtime.resetAllStates();
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this.runtime.isRunning = true;
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this.addLog('开始执行行为树', 'info');
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}
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/**
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* 暂停执行
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*/
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pause(): void {
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this.isPaused = true;
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if (this.runtime) {
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this.runtime.isRunning = false;
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}
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}
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/**
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* 恢复执行
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*/
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resume(): void {
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this.isPaused = false;
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if (this.runtime) {
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this.runtime.isRunning = true;
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}
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}
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/**
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* 停止执行
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*/
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stop(): void {
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this.isRunning = false;
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this.isPaused = false;
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if (this.runtime) {
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this.runtime.isRunning = false;
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this.runtime.resetAllStates();
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}
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this.addLog('行为树已停止', 'info');
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}
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/**
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* 执行一帧
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*/
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tick(deltaTime: number): void {
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if (!this.isRunning || this.isPaused || !this.runtime) {
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return;
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}
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Time.update(deltaTime);
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this.tickCount++;
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this.scene.update();
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this.collectExecutionStatus();
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}
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/**
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* 收集所有节点的执行状态
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*/
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private collectExecutionStatus(): void {
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if (!this.callback || !this.runtime || !this.treeData) return;
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const rootState = this.runtime.getNodeState(this.rootNodeId);
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let rootCurrentStatus: 'running' | 'success' | 'failure' | 'idle' = 'idle';
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if (rootState) {
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switch (rootState.status) {
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case TaskStatus.Running:
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rootCurrentStatus = 'running';
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break;
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case TaskStatus.Success:
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rootCurrentStatus = 'success';
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break;
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case TaskStatus.Failure:
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rootCurrentStatus = 'failure';
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break;
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default:
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rootCurrentStatus = 'idle';
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||||
}
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}
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const rootLastStatus = this.lastStatuses.get(this.rootNodeId);
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||||
|
||||
if (rootLastStatus &&
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(rootLastStatus === 'success' || rootLastStatus === 'failure') &&
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rootCurrentStatus === 'running') {
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this.persistentStatuses.clear();
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this.executionOrders.clear();
|
||||
}
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||||
|
||||
const statuses: ExecutionStatus[] = [];
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|
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for (const [nodeId, nodeData] of this.treeData.nodes.entries()) {
|
||||
const state = this.runtime.getNodeState(nodeId);
|
||||
|
||||
let currentStatus: 'running' | 'success' | 'failure' | 'idle' = 'idle';
|
||||
|
||||
if (state) {
|
||||
switch (state.status) {
|
||||
case TaskStatus.Success:
|
||||
currentStatus = 'success';
|
||||
break;
|
||||
case TaskStatus.Failure:
|
||||
currentStatus = 'failure';
|
||||
break;
|
||||
case TaskStatus.Running:
|
||||
currentStatus = 'running';
|
||||
break;
|
||||
default:
|
||||
currentStatus = 'idle';
|
||||
}
|
||||
}
|
||||
|
||||
const persistentStatus = this.persistentStatuses.get(nodeId) || 'idle';
|
||||
const lastStatus = this.lastStatuses.get(nodeId);
|
||||
|
||||
let displayStatus: 'running' | 'success' | 'failure' | 'idle' = currentStatus;
|
||||
|
||||
if (currentStatus === 'running') {
|
||||
displayStatus = 'running';
|
||||
this.persistentStatuses.set(nodeId, 'running');
|
||||
} else if (currentStatus === 'success') {
|
||||
displayStatus = 'success';
|
||||
this.persistentStatuses.set(nodeId, 'success');
|
||||
} else if (currentStatus === 'failure') {
|
||||
displayStatus = 'failure';
|
||||
this.persistentStatuses.set(nodeId, 'failure');
|
||||
} else if (currentStatus === 'idle') {
|
||||
if (persistentStatus !== 'idle') {
|
||||
displayStatus = persistentStatus;
|
||||
} else if (this.executionOrders.has(nodeId)) {
|
||||
displayStatus = 'success';
|
||||
this.persistentStatuses.set(nodeId, 'success');
|
||||
} else {
|
||||
displayStatus = 'idle';
|
||||
}
|
||||
}
|
||||
|
||||
// 检测状态变化
|
||||
const hasStateChanged = lastStatus !== currentStatus;
|
||||
|
||||
// 从运行时状态读取执行顺序
|
||||
if (state?.executionOrder !== undefined && !this.executionOrders.has(nodeId)) {
|
||||
this.executionOrders.set(nodeId, state.executionOrder);
|
||||
console.log(`[ExecutionOrder READ] ${nodeData.name} | ID: ${nodeId} | Order: ${state.executionOrder}`);
|
||||
}
|
||||
|
||||
// 记录状态变化日志
|
||||
if (hasStateChanged && currentStatus !== 'idle') {
|
||||
this.onNodeStatusChanged(nodeId, nodeData.name, lastStatus || 'idle', currentStatus);
|
||||
}
|
||||
|
||||
this.lastStatuses.set(nodeId, currentStatus);
|
||||
|
||||
statuses.push({
|
||||
nodeId,
|
||||
status: displayStatus,
|
||||
executionOrder: this.executionOrders.get(nodeId)
|
||||
});
|
||||
}
|
||||
|
||||
const currentBlackboardVars = this.getBlackboardVariables();
|
||||
this.callback(statuses, this.executionLogs, currentBlackboardVars);
|
||||
}
|
||||
|
||||
/**
|
||||
* 节点状态变化时记录日志
|
||||
*/
|
||||
private onNodeStatusChanged(
|
||||
nodeId: string,
|
||||
nodeName: string,
|
||||
oldStatus: string,
|
||||
newStatus: string
|
||||
): void {
|
||||
if (newStatus === 'running') {
|
||||
this.addLog(`[${nodeName}](${nodeId}) 开始执行`, 'info', nodeId);
|
||||
} else if (newStatus === 'success') {
|
||||
this.addLog(`[${nodeName}](${nodeId}) 执行成功`, 'success', nodeId);
|
||||
} else if (newStatus === 'failure') {
|
||||
this.addLog(`[${nodeName}](${nodeId}) 执行失败`, 'error', nodeId);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加日志
|
||||
*/
|
||||
private addLog(message: string, level: 'info' | 'success' | 'error' | 'warning', nodeId?: string): void {
|
||||
this.executionLogs.push({
|
||||
timestamp: Date.now(),
|
||||
message,
|
||||
level,
|
||||
nodeId
|
||||
});
|
||||
|
||||
if (this.executionLogs.length > 1000) {
|
||||
this.executionLogs.shift();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前tick计数
|
||||
*/
|
||||
getTickCount(): number {
|
||||
return this.tickCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取黑板变量
|
||||
*/
|
||||
getBlackboardVariables(): Record<string, any> {
|
||||
if (!this.runtime) return {};
|
||||
|
||||
const variables: Record<string, any> = {};
|
||||
|
||||
for (const name of this.blackboardKeys) {
|
||||
variables[name] = this.runtime.getBlackboardValue(name);
|
||||
}
|
||||
|
||||
return variables;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新黑板变量
|
||||
*/
|
||||
updateBlackboardVariable(key: string, value: any): void {
|
||||
if (!this.runtime) {
|
||||
logger.warn('无法更新黑板变量:未构建行为树');
|
||||
return;
|
||||
}
|
||||
|
||||
this.runtime.setBlackboardValue(key, value);
|
||||
logger.info(`黑板变量已更新: ${key} = ${JSON.stringify(value)}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理资源
|
||||
*/
|
||||
cleanup(): void {
|
||||
this.stop();
|
||||
this.nodeIdMap.clear();
|
||||
this.lastStatuses.clear();
|
||||
this.persistentStatuses.clear();
|
||||
this.blackboardKeys = [];
|
||||
|
||||
if (this.entity) {
|
||||
this.entity.destroy();
|
||||
this.entity = null;
|
||||
}
|
||||
|
||||
// 卸载旧的行为树资产
|
||||
if (this.treeData) {
|
||||
this.assetManager.unloadAsset(this.treeData.id);
|
||||
}
|
||||
|
||||
this.runtime = null;
|
||||
this.treeData = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查节点的执行器是否存在
|
||||
*/
|
||||
hasExecutor(implementationType: string): boolean {
|
||||
const registry = this.executionSystem.getExecutorRegistry();
|
||||
return registry.has(implementationType);
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁
|
||||
*/
|
||||
destroy(): void {
|
||||
this.cleanup();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user