feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁 (#395)

* docs: add editor-app README with setup instructions

* docs: add separate EN/CN editor setup guides

* feat(ecs): add @NetworkEntity decorator for auto spawn/despawn broadcasting

- Add @NetworkEntity decorator to mark components for automatic network broadcasting
- ECSRoom now auto-broadcasts spawn on component:added event
- ECSRoom now auto-broadcasts despawn on entity:destroyed event
- Entity.destroy() emits entity:destroyed event via ECSEventType
- Entity active state changes emit ENTITY_ENABLED/ENTITY_DISABLED events
- Add enableAutoNetworkEntity config option to ECSRoom (default true)
- Update documentation for both Chinese and English
This commit is contained in:
YHH
2025-12-30 16:19:01 +08:00
committed by GitHub
parent b28169b186
commit bdbbf8a80a
31 changed files with 692 additions and 37 deletions

View File

@@ -7,14 +7,7 @@ import { getComponentInstanceTypeName, getComponentTypeName } from './Decorators
import { generateGUID } from '../Utils/GUID';
import type { IScene } from './IScene';
import { EntityHandle, NULL_HANDLE } from './Core/EntityHandle';
/**
* @zh 组件活跃状态变化接口
* @en Interface for component active state change
*/
interface IActiveChangeable {
onActiveChanged(): void;
}
import { ECSEventType } from './CoreEvents';
/**
* @zh 比较两个实体的优先级
@@ -482,7 +475,7 @@ export class Entity {
}
if (this.scene.eventSystem) {
this.scene.eventSystem.emitSync('component:added', {
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_ADDED, {
timestamp: Date.now(),
source: 'Entity',
entityId: this.id,
@@ -639,7 +632,7 @@ export class Entity {
component.entityId = null;
if (this.scene?.eventSystem) {
this.scene.eventSystem.emitSync('component:removed', {
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_REMOVED, {
timestamp: Date.now(),
source: 'Entity',
entityId: this.id,
@@ -770,19 +763,23 @@ export class Entity {
}
/**
* 活跃状态改变时的回调
* @zh 活跃状态改变时的回调
* @en Callback when active state changes
*
* @zh 通过事件系统发出 ENTITY_ENABLED 或 ENTITY_DISABLED 事件,
* 组件可以通过监听这些事件来响应实体状态变化。
* @en Emits ENTITY_ENABLED or ENTITY_DISABLED event through the event system.
* Components can listen to these events to respond to entity state changes.
*/
private onActiveChanged(): void {
for (const component of this.components) {
if ('onActiveChanged' in component && typeof component.onActiveChanged === 'function') {
(component as IActiveChangeable).onActiveChanged();
}
}
if (this.scene?.eventSystem) {
const eventType = this._active
? ECSEventType.ENTITY_ENABLED
: ECSEventType.ENTITY_DISABLED;
if (this.scene && this.scene.eventSystem) {
this.scene.eventSystem.emitSync('entity:activeChanged', {
this.scene.eventSystem.emitSync(eventType, {
entity: this,
active: this._active
scene: this.scene,
});
}
}
@@ -801,6 +798,15 @@ export class Entity {
this._isDestroyed = true;
// 在清理之前发出销毁事件(组件仍然可访问)
if (this.scene?.eventSystem) {
this.scene.eventSystem.emitSync(ECSEventType.ENTITY_DESTROYED, {
entity: this,
entityId: this.id,
scene: this.scene,
});
}
if (this.scene && this.scene.referenceTracker) {
this.scene.referenceTracker.clearReferencesTo(this.id);
this.scene.referenceTracker.unregisterEntityScene(this.id);

View File

@@ -0,0 +1,147 @@
/**
* @zh 网络实体装饰器
* @en Network entity decorator
*
* @zh 提供 @NetworkEntity 装饰器,用于标记需要自动广播生成/销毁的组件
* @en Provides @NetworkEntity decorator to mark components for automatic spawn/despawn broadcasting
*/
/**
* @zh 网络实体元数据的 Symbol 键
* @en Symbol key for network entity metadata
*/
export const NETWORK_ENTITY_METADATA = Symbol('NetworkEntityMetadata');
/**
* @zh 网络实体元数据
* @en Network entity metadata
*/
export interface NetworkEntityMetadata {
/**
* @zh 预制体类型名称(用于客户端重建实体)
* @en Prefab type name (used by client to reconstruct entity)
*/
prefabType: string;
/**
* @zh 是否自动广播生成
* @en Whether to auto-broadcast spawn
* @default true
*/
autoSpawn: boolean;
/**
* @zh 是否自动广播销毁
* @en Whether to auto-broadcast despawn
* @default true
*/
autoDespawn: boolean;
}
/**
* @zh 网络实体装饰器配置选项
* @en Network entity decorator options
*/
export interface NetworkEntityOptions {
/**
* @zh 是否自动广播生成
* @en Whether to auto-broadcast spawn
* @default true
*/
autoSpawn?: boolean;
/**
* @zh 是否自动广播销毁
* @en Whether to auto-broadcast despawn
* @default true
*/
autoDespawn?: boolean;
}
/**
* @zh 网络实体装饰器
* @en Network entity decorator
*
* @zh 标记组件类为网络实体。当包含此组件的实体被创建或销毁时,
* ECSRoom 会自动广播相应的 spawn/despawn 消息给所有客户端。
* @en Marks a component class as a network entity. When an entity containing
* this component is created or destroyed, ECSRoom will automatically broadcast
* the corresponding spawn/despawn messages to all clients.
*
* @param prefabType - @zh 预制体类型名称 @en Prefab type name
* @param options - @zh 可选配置 @en Optional configuration
*
* @example
* ```typescript
* import { Component, ECSComponent, NetworkEntity, sync } from '@esengine/ecs-framework';
*
* @ECSComponent('Enemy')
* @NetworkEntity('Enemy')
* class EnemyComponent extends Component {
* @sync('float32') x: number = 0;
* @sync('float32') y: number = 0;
* @sync('uint16') health: number = 100;
* }
*
* // 当添加此组件到实体时ECSRoom 会自动广播 spawn
* const enemy = scene.createEntity('Enemy');
* enemy.addComponent(new EnemyComponent()); // 自动广播给所有客户端
*
* // 当实体销毁时,自动广播 despawn
* enemy.destroy(); // 自动广播给所有客户端
* ```
*
* @example
* ```typescript
* // 只自动广播生成,销毁由手动控制
* @ECSComponent('Bullet')
* @NetworkEntity('Bullet', { autoDespawn: false })
* class BulletComponent extends Component {
* @sync('float32') x: number = 0;
* @sync('float32') y: number = 0;
* }
* ```
*/
export function NetworkEntity(prefabType: string, options?: NetworkEntityOptions) {
return function <T extends new (...args: any[]) => any>(target: T): T {
const metadata: NetworkEntityMetadata = {
prefabType,
autoSpawn: options?.autoSpawn ?? true,
autoDespawn: options?.autoDespawn ?? true,
};
(target as any)[NETWORK_ENTITY_METADATA] = metadata;
return target;
};
}
/**
* @zh 获取组件类的网络实体元数据
* @en Get network entity metadata for a component class
*
* @param componentClass - @zh 组件类或组件实例 @en Component class or instance
* @returns @zh 网络实体元数据,如果不存在则返回 null @en Network entity metadata, or null if not exists
*/
export function getNetworkEntityMetadata(componentClass: any): NetworkEntityMetadata | null {
if (!componentClass) {
return null;
}
const constructor = typeof componentClass === 'function'
? componentClass
: componentClass.constructor;
return constructor[NETWORK_ENTITY_METADATA] || null;
}
/**
* @zh 检查组件是否标记为网络实体
* @en Check if a component is marked as a network entity
*
* @param component - @zh 组件类或组件实例 @en Component class or instance
* @returns @zh 如果是网络实体返回 true @en Returns true if is a network entity
*/
export function isNetworkEntity(component: any): boolean {
return getNetworkEntityMetadata(component) !== null;
}

View File

@@ -51,5 +51,15 @@ export {
hasChanges
} from './decorators';
// Network Entity Decorator
export {
NetworkEntity,
getNetworkEntityMetadata,
isNetworkEntity,
NETWORK_ENTITY_METADATA,
type NetworkEntityMetadata,
type NetworkEntityOptions
} from './NetworkEntityDecorator';
// Encoding
export * from './encoding';