refactor(plugin): 重构插件系统架构,统一类型导入路径 (#296)
* refactor(plugin): 重构插件系统架构,统一类型导入路径 ## 主要更改 ### 新增 @esengine/plugin-types 包 - 提供打破循环依赖的最小类型定义 - 包含 ServiceToken, createServiceToken, PluginServiceRegistry, IEditorModuleBase ### engine-core 类型统一 - IPlugin<T> 泛型参数改为 T = unknown - 所有运行时类型(IRuntimeModule, ModuleManifest, SystemContext)在此定义 - 新增 PluginServiceRegistry.ts 导出服务令牌相关类型 ### editor-core 类型优化 - 重命名 IPluginLoader.ts 为 EditorModule.ts - 新增 IEditorPlugin = IPlugin<IEditorModuleLoader> 类型别名 - 移除弃用别名 IPluginLoader, IRuntimeModuleLoader ### 编辑器插件更新 - 所有 9 个编辑器插件使用 IEditorPlugin 类型 - 统一从 editor-core 导入编辑器类型 ### 服务令牌规范 - 各模块在 tokens.ts 中定义自己的服务接口和令牌 - 遵循"谁定义接口,谁导出 Token"原则 ## 导入规范 | 场景 | 导入来源 | |------|---------| | 运行时模块 | @esengine/engine-core | | 编辑器插件 | @esengine/editor-core | | 服务令牌 | @esengine/engine-core | * refactor(plugin): 完善服务令牌规范,统一运行时模块 ## 更改内容 ### 运行时模块优化 - particle: 使用 PluginServiceRegistry 获取依赖服务 - physics-rapier2d: 通过服务令牌注册/获取物理查询接口 - tilemap: 使用服务令牌获取物理系统依赖 - sprite: 导出服务令牌 - ui: 导出服务令牌 - behavior-tree: 使用服务令牌系统 ### 资产系统增强 - IAssetManager 接口扩展 - 加载器使用服务令牌获取依赖 ### 运行时核心 - GameRuntime 使用 PluginServiceRegistry - 导出服务令牌相关类型 ### 编辑器服务 - EngineService 适配新的服务令牌系统 - AssetRegistryService 优化 * fix: 修复 editor-app 和 behavior-tree-editor 中的类型引用 - editor-app/PluginLoader.ts: 使用 IPlugin 替代 IPluginLoader - behavior-tree-editor: 使用 IEditorPlugin 替代 IPluginLoader * fix(ui): 添加缺失的 ecs-engine-bindgen 依赖 UIRuntimeModule 使用 EngineBridgeToken,需要声明对 ecs-engine-bindgen 的依赖 * fix(type): 解决 ServiceToken 跨包类型兼容性问题 - 在 engine-core 中直接定义 ServiceToken 和 PluginServiceRegistry 而不是从 plugin-types 重新导出,确保 tsup 生成的类型声明 以 engine-core 作为类型来源 - 移除 RuntimeResolver.ts 中的硬编码模块 ID 检查, 改用 module.json 中的 name 配置 - 修复 pnpm-lock.yaml 中的依赖记录 * refactor(arch): 改进架构设计,移除硬编码 - 统一类型导出:editor-core 从 engine-core 导入 IEditorModuleBase - RuntimeResolver: 将硬编码路径改为配置常量和搜索路径列表 - 添加跨平台安装路径支持(Windows/macOS/Linux) - 使用 ENGINE_WASM_CONFIG 配置引擎 WASM 文件信息 - IBundlePackOptions 添加 preloadBundles 配置项 * fix(particle): 添加缺失的 ecs-engine-bindgen 依赖 ParticleRuntimeModule 导入了 @esengine/ecs-engine-bindgen 的 tokens, 但 package.json 中未声明该依赖,导致 CI 构建失败。 * fix(physics-rapier2d): 移除不存在的 PhysicsSystemContext 导出 PhysicsRuntimeModule 中不存在该类型,导致 type-check 失败
This commit is contained in:
@@ -5,11 +5,22 @@
|
||||
* @packageDocumentation
|
||||
*/
|
||||
|
||||
// Service tokens and interfaces (谁定义接口,谁导出 Token)
|
||||
export {
|
||||
RenderSystemToken,
|
||||
EngineBridgeToken,
|
||||
EngineIntegrationToken,
|
||||
type IRenderSystem,
|
||||
type IEngineBridge,
|
||||
type IEngineIntegration,
|
||||
type IRenderDataProvider
|
||||
} from './tokens';
|
||||
|
||||
export { EngineBridge } from './core/EngineBridge';
|
||||
export type { EngineBridgeConfig } from './core/EngineBridge';
|
||||
export { RenderBatcher } from './core/RenderBatcher';
|
||||
export { SpriteRenderHelper } from './core/SpriteRenderHelper';
|
||||
export type { ITransformComponent } from './core/SpriteRenderHelper';
|
||||
export { EngineRenderSystem, type TransformComponentType, type IRenderDataProvider, type IUIRenderDataProvider, type GizmoDataProviderFn, type HasGizmoProviderFn, type ProviderRenderData, type AssetPathResolverFn } from './systems/EngineRenderSystem';
|
||||
export { EngineRenderSystem, type TransformComponentType, type IUIRenderDataProvider, type GizmoDataProviderFn, type HasGizmoProviderFn, type ProviderRenderData, type AssetPathResolverFn } from './systems/EngineRenderSystem';
|
||||
export { CameraSystem } from './systems/CameraSystem';
|
||||
export * from './types';
|
||||
|
||||
125
packages/ecs-engine-bindgen/src/tokens.ts
Normal file
125
packages/ecs-engine-bindgen/src/tokens.ts
Normal file
@@ -0,0 +1,125 @@
|
||||
/**
|
||||
* ecs-engine-bindgen 服务令牌
|
||||
* ecs-engine-bindgen service tokens
|
||||
*
|
||||
* 定义渲染系统和引擎桥接相关的服务令牌和接口。
|
||||
* 谁定义接口,谁导出 Token。
|
||||
*
|
||||
* Defines service tokens and interfaces for render system and engine bridge.
|
||||
* Who defines the interface, who exports the Token.
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 消费方导入 Token | Consumer imports Token
|
||||
* import { RenderSystemToken, type IRenderSystem } from '@esengine/ecs-engine-bindgen';
|
||||
*
|
||||
* // 获取服务 | Get service
|
||||
* const renderSystem = context.services.get(RenderSystemToken);
|
||||
* if (renderSystem) {
|
||||
* renderSystem.addRenderDataProvider(myProvider);
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
|
||||
import { createServiceToken } from '@esengine/engine-core';
|
||||
import type { EngineBridge } from './core/EngineBridge';
|
||||
import type { IRenderDataProvider as InternalIRenderDataProvider } from './systems/EngineRenderSystem';
|
||||
|
||||
// ============================================================================
|
||||
// 共享渲染接口 | Shared Render Interfaces
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* 渲染数据提供者接口
|
||||
* Render data provider interface
|
||||
*
|
||||
* 由各模块的渲染系统实现,用于向主渲染系统提供渲染数据。
|
||||
* Implemented by render systems of various modules, used to provide render data to main render system.
|
||||
*/
|
||||
export type IRenderDataProvider = InternalIRenderDataProvider;
|
||||
|
||||
/**
|
||||
* 渲染系统接口
|
||||
* Render system interface
|
||||
*
|
||||
* 跨模块共享的渲染系统契约。
|
||||
* Cross-module shared render system contract.
|
||||
*/
|
||||
export interface IRenderSystem {
|
||||
/**
|
||||
* 注册渲染数据提供者
|
||||
* Register a render data provider
|
||||
*
|
||||
* @param provider 渲染数据提供者 | Render data provider
|
||||
*/
|
||||
addRenderDataProvider(provider: IRenderDataProvider): void;
|
||||
|
||||
/**
|
||||
* 移除渲染数据提供者
|
||||
* Remove a render data provider
|
||||
*
|
||||
* @param provider 渲染数据提供者 | Render data provider
|
||||
*/
|
||||
removeRenderDataProvider(provider: IRenderDataProvider): void;
|
||||
}
|
||||
|
||||
/**
|
||||
* 引擎桥接接口
|
||||
* Engine bridge interface
|
||||
*
|
||||
* WASM 引擎桥接契约。
|
||||
* WASM engine bridge contract.
|
||||
*/
|
||||
export interface IEngineBridge {
|
||||
/**
|
||||
* 加载纹理
|
||||
* Load texture
|
||||
*/
|
||||
loadTexture(id: number, url: string): Promise<void>;
|
||||
}
|
||||
|
||||
/**
|
||||
* 引擎集成接口
|
||||
* Engine integration interface
|
||||
*
|
||||
* 纹理加载等引擎集成功能。
|
||||
* Engine integration features like texture loading.
|
||||
*/
|
||||
export interface IEngineIntegration {
|
||||
/**
|
||||
* 为组件加载纹理
|
||||
* Load texture for component
|
||||
*/
|
||||
loadTextureForComponent(texturePath: string): Promise<number>;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 服务令牌 | Service Tokens
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* 渲染系统服务令牌
|
||||
* Render system service token
|
||||
*
|
||||
* 用于获取渲染系统实例。
|
||||
* For getting render system instance.
|
||||
*/
|
||||
export const RenderSystemToken = createServiceToken<IRenderSystem>('renderSystem');
|
||||
|
||||
/**
|
||||
* 引擎桥接服务令牌
|
||||
* Engine bridge service token
|
||||
*
|
||||
* 用于获取 WASM 引擎桥接实例。
|
||||
* For getting WASM engine bridge instance.
|
||||
*/
|
||||
export const EngineBridgeToken = createServiceToken<IEngineBridge>('engineBridge');
|
||||
|
||||
/**
|
||||
* 引擎集成服务令牌
|
||||
* Engine integration service token
|
||||
*
|
||||
* 用于获取引擎集成实例(纹理加载等)。
|
||||
* For getting engine integration instance (texture loading, etc.).
|
||||
*/
|
||||
export const EngineIntegrationToken = createServiceToken<IEngineIntegration>('engineIntegration');
|
||||
Reference in New Issue
Block a user