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
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@@ -20,6 +20,11 @@ import {
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encodeSpawn,
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encodeDespawn,
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initChangeTracker,
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// Network Entity
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NETWORK_ENTITY_METADATA,
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type NetworkEntityMetadata,
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// Events
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ECSEventType,
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} from '@esengine/ecs-framework';
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import { Room, type RoomOptions } from '../room/Room.js';
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@@ -45,11 +50,19 @@ export interface ECSRoomConfig {
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* @en Whether to enable delta sync
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*/
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enableDeltaSync: boolean;
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/**
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* @zh 是否启用自动网络实体广播(基于 @NetworkEntity 装饰器)
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* @en Whether to enable automatic network entity broadcasting (based on @NetworkEntity decorator)
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* @default true
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*/
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enableAutoNetworkEntity: boolean;
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}
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const DEFAULT_ECS_CONFIG: ECSRoomConfig = {
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syncInterval: 50, // 20 Hz
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enableDeltaSync: true,
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enableAutoNetworkEntity: true,
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};
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/**
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@@ -116,6 +129,12 @@ export abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown
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*/
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private readonly _playerEntities: Map<string, Entity> = new Map();
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/**
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* @zh 网络实体映射(实体 ID -> prefabType)
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* @en Network entity mapping (entity ID -> prefabType)
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*/
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private readonly _networkEntities: Map<number, string> = new Map();
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/**
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* @zh 上次同步时间
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* @en Last sync time
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@@ -131,6 +150,47 @@ export abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown
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this.scene = this.world.createScene('game');
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this.world.setSceneActive('game', true);
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this.world.start();
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// 设置自动网络实体广播
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if (this.ecsConfig.enableAutoNetworkEntity) {
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this._setupAutoNetworkEntity();
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}
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}
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/**
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* @zh 设置自动网络实体广播
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* @en Setup automatic network entity broadcasting
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*/
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private _setupAutoNetworkEntity(): void {
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// 监听组件添加事件,自动广播 spawn
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this.scene.eventSystem.on(ECSEventType.COMPONENT_ADDED, (event: any) => {
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const { entity, component } = event;
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const metadata: NetworkEntityMetadata | undefined =
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(component.constructor as any)[NETWORK_ENTITY_METADATA];
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if (metadata?.autoSpawn) {
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// 避免重复广播同一实体
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if (!this._networkEntities.has(entity.id)) {
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this._networkEntities.set(entity.id, metadata.prefabType);
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this.broadcastSpawn(entity, metadata.prefabType);
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}
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}
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// 记录需要自动 despawn 的实体
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if (metadata?.autoDespawn && !this._networkEntities.has(entity.id)) {
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this._networkEntities.set(entity.id, metadata.prefabType);
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}
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});
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// 监听实体销毁事件,自动广播 despawn
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this.scene.eventSystem.on(ECSEventType.ENTITY_DESTROYED, (event: any) => {
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const { entityId } = event;
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if (this._networkEntities.has(entityId)) {
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const despawnData = encodeDespawn(entityId);
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this.broadcastBinary(despawnData);
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this._networkEntities.delete(entityId);
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}
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});
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}
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// =========================================================================
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