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:
@@ -7,11 +7,11 @@
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*/
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import { GizmoRegistry, EntityStoreService, MessageHub, SceneManagerService, ProjectService, PluginManager, IPluginManager, AssetRegistryService, type SystemContext } from '@esengine/editor-core';
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import { Core, Scene, Entity, SceneSerializer, ProfilerSDK } from '@esengine/ecs-framework';
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import { CameraConfig } from '@esengine/ecs-engine-bindgen';
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import { TransformComponent } from '@esengine/engine-core';
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import { SpriteComponent, SpriteAnimatorComponent } from '@esengine/sprite';
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import { invalidateUIRenderCaches } from '@esengine/ui';
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import { Core, Scene, Entity, SceneSerializer, ProfilerSDK, createLogger } from '@esengine/ecs-framework';
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import { CameraConfig, EngineBridgeToken, RenderSystemToken, EngineIntegrationToken } from '@esengine/ecs-engine-bindgen';
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import { TransformComponent, PluginServiceRegistry, TransformTypeToken } from '@esengine/engine-core';
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import { SpriteComponent, SpriteAnimatorComponent, SpriteAnimatorSystemToken } from '@esengine/sprite';
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import { invalidateUIRenderCaches, UIRenderProviderToken, UIInputSystemToken } from '@esengine/ui';
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import * as esEngine from '@esengine/engine';
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import {
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AssetManager,
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@@ -21,7 +21,8 @@ import {
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globalPathResolver,
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SceneResourceManager,
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assetManager as globalAssetManager,
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AssetType
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AssetType,
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AssetManagerToken
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} from '@esengine/asset-system';
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import {
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GameRuntime,
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@@ -29,12 +30,16 @@ import {
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EditorPlatformAdapter,
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type GameRuntimeConfig
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} from '@esengine/runtime-core';
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import { BehaviorTreeSystemToken } from '@esengine/behavior-tree';
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import { Physics2DSystemToken } from '@esengine/physics-rapier2d';
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import { getMaterialManager } from '@esengine/material-system';
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import { resetEngineState } from '../hooks/useEngine';
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import { convertFileSrc } from '@tauri-apps/api/core';
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import { IdGenerator } from '../utils/idGenerator';
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import { TauriAssetReader } from './TauriAssetReader';
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const logger = createLogger('EngineService');
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/**
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* Engine service singleton for editor integration.
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* 用于编辑器集成的引擎服务单例。
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@@ -198,15 +203,19 @@ export class EngineService {
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// 初始化所有插件的运行时模块
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await pluginManager.initializeRuntime(Core.services);
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// 创建服务注册表并注册核心服务
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// Create service registry and register core services
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const services = new PluginServiceRegistry();
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services.register(EngineBridgeToken, this._runtime.bridge);
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services.register(RenderSystemToken, this._runtime.renderSystem);
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services.register(AssetManagerToken, this._assetManager);
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services.register(EngineIntegrationToken, this._engineIntegration);
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services.register(TransformTypeToken, TransformComponent);
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// 创建系统上下文
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const context: SystemContext = {
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services: Core.services,
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engineBridge: this._runtime.bridge,
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renderSystem: this._runtime.renderSystem,
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assetManager: this._assetManager,
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engineIntegration: this._engineIntegration,
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isEditor: true,
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transformType: TransformComponent
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services
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};
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// 让插件为场景创建系统
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@@ -216,29 +225,44 @@ export class EngineService {
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// 插件注册完加载器后,重新同步资产(确保类型正确)
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await this._syncAssetRegistryToManager();
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// 同步系统引用到 GameRuntime 的 systemContext(用于 start/stop 时启用/禁用系统)
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this._runtime.updateSystemContext({
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animatorSystem: context.animatorSystem,
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behaviorTreeSystem: context.behaviorTreeSystem,
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physicsSystem: context.physicsSystem,
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uiInputSystem: context.uiInputSystem,
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uiRenderProvider: context.uiRenderProvider
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});
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// 同步服务注册表到 GameRuntime(用于 start/stop 时启用/禁用系统)
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// Sync service registry to GameRuntime (for enabling/disabling systems on start/stop)
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const runtimeServices = this._runtime.getServiceRegistry();
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if (runtimeServices) {
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// 复制所有已注册的服务到 runtime 的服务注册表
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// 这样 runtime 的 start/stop 方法可以正确访问这些服务
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const animatorSystem = services.get(SpriteAnimatorSystemToken);
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const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
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const physicsSystem = services.get(Physics2DSystemToken);
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const uiInputSystem = services.get(UIInputSystemToken);
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const uiRenderProvider = services.get(UIRenderProviderToken);
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if (animatorSystem) runtimeServices.register(SpriteAnimatorSystemToken, animatorSystem);
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if (behaviorTreeSystem) runtimeServices.register(BehaviorTreeSystemToken, behaviorTreeSystem);
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if (physicsSystem) runtimeServices.register(Physics2DSystemToken, physicsSystem);
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if (uiInputSystem) runtimeServices.register(UIInputSystemToken, uiInputSystem);
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if (uiRenderProvider) runtimeServices.register(UIRenderProviderToken, uiRenderProvider);
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}
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// 设置 UI 渲染数据提供者
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if (context.uiRenderProvider && this._runtime.renderSystem) {
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this._runtime.renderSystem.setUIRenderDataProvider(context.uiRenderProvider);
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const uiRenderProvider = services.get(UIRenderProviderToken);
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if (uiRenderProvider && this._runtime.renderSystem) {
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this._runtime.renderSystem.setUIRenderDataProvider(uiRenderProvider);
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}
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// 在编辑器模式下,禁用游戏逻辑系统
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if (context.animatorSystem) {
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context.animatorSystem.enabled = false;
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const animatorSystem = services.get(SpriteAnimatorSystemToken);
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const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
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const physicsSystem = services.get(Physics2DSystemToken);
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if (animatorSystem) {
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animatorSystem.enabled = false;
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}
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if (context.behaviorTreeSystem) {
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context.behaviorTreeSystem.enabled = false;
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if (behaviorTreeSystem) {
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behaviorTreeSystem.enabled = false;
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}
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if (context.physicsSystem) {
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context.physicsSystem.enabled = false;
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if (physicsSystem) {
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physicsSystem.enabled = false;
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}
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this._modulesInitialized = true;
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@@ -253,9 +277,14 @@ export class EngineService {
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pluginManager.clearSceneSystems();
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}
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const ctx = this._runtime?.systemContext;
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if (ctx?.uiInputSystem) {
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ctx.uiInputSystem.unbind?.();
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// 使用服务注册表获取 UI 输入系统
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// Use service registry to get UI input system
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const runtimeServices = this._runtime?.getServiceRegistry();
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if (runtimeServices) {
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const uiInputSystem = runtimeServices.get(UIInputSystemToken);
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if (uiInputSystem && uiInputSystem.unbind) {
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uiInputSystem.unbind();
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}
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}
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// 清理 viewport | Clear viewport
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@@ -475,7 +504,7 @@ export class EngineService {
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const allAssets = assetRegistry.getAllAssets();
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const metaManager = assetRegistry.metaManager;
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console.log(`[EngineService] Syncing ${allAssets.length} assets from AssetRegistry to AssetManager`);
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logger.debug(`Syncing ${allAssets.length} assets from AssetRegistry to AssetManager`);
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// Use loaderFactory to determine asset type from path
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// This allows plugins to register their own loaders and types
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@@ -533,7 +562,7 @@ export class EngineService {
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});
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}
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console.log(`[EngineService] Asset sync complete`);
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logger.debug('Asset sync complete');
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}
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/**
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@@ -694,10 +723,18 @@ export class EngineService {
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* Enable animation preview in editor mode.
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*/
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enableAnimationPreview(): void {
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const ctx = this._runtime?.systemContext;
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if (ctx?.animatorSystem && !this._running) {
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ctx.animatorSystem.clearEntityCache?.();
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ctx.animatorSystem.enabled = true;
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if (this._running) return;
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const runtimeServices = this._runtime?.getServiceRegistry();
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if (runtimeServices) {
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const animatorSystem = runtimeServices.get(SpriteAnimatorSystemToken);
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if (animatorSystem) {
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// 如果有 clearEntityCache 方法则调用
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// Call clearEntityCache if available
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const system = animatorSystem as { clearEntityCache?: () => void; enabled: boolean };
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system.clearEntityCache?.();
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system.enabled = true;
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}
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}
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}
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@@ -705,9 +742,14 @@ export class EngineService {
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* Disable animation preview in editor mode.
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*/
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disableAnimationPreview(): void {
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const ctx = this._runtime?.systemContext;
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if (ctx?.animatorSystem && !this._running) {
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ctx.animatorSystem.enabled = false;
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if (this._running) return;
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const runtimeServices = this._runtime?.getServiceRegistry();
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if (runtimeServices) {
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const animatorSystem = runtimeServices.get(SpriteAnimatorSystemToken);
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if (animatorSystem) {
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animatorSystem.enabled = false;
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}
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}
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}
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@@ -715,7 +757,12 @@ export class EngineService {
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* Check if animation preview is enabled.
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*/
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isAnimationPreviewEnabled(): boolean {
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return this._runtime?.systemContext?.animatorSystem?.enabled ?? false;
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const runtimeServices = this._runtime?.getServiceRegistry();
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if (runtimeServices) {
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const animatorSystem = runtimeServices.get(SpriteAnimatorSystemToken);
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return animatorSystem?.enabled ?? false;
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}
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return false;
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}
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/**
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@@ -4,7 +4,7 @@
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*/
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import { PluginManager, LocaleService, MessageHub } from '@esengine/editor-core';
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import type { IPluginLoader, ModuleManifest } from '@esengine/editor-core';
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import type { IPlugin, ModuleManifest } from '@esengine/editor-core';
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import { Core } from '@esengine/ecs-framework';
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import { TauriAPI } from '../api/tauri';
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import { PluginSDKRegistry } from './PluginSDKRegistry';
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@@ -158,7 +158,7 @@ export class PluginLoader {
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code: string,
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pluginName: string,
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_pluginDirName: string
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): Promise<IPluginLoader | null> {
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): Promise<IPlugin | null> {
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const pluginKey = this.sanitizePluginKey(pluginName);
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try {
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@@ -257,9 +257,9 @@ export class PluginLoader {
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}
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/**
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* 查找模块中的插件加载器
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* 查找模块中的插件
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*/
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private findPluginLoader(module: any): IPluginLoader | null {
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private findPluginLoader(module: any): IPlugin | null {
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// 优先检查 default 导出
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if (module.default && this.isPluginLoader(module.default)) {
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return module.default;
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@@ -277,14 +277,14 @@ export class PluginLoader {
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}
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/**
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* 验证对象是否为有效的插件加载器
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* 验证对象是否为有效的插件
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*/
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private isPluginLoader(obj: any): obj is IPluginLoader {
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private isPluginLoader(obj: any): obj is IPlugin {
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if (!obj || typeof obj !== 'object') {
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return false;
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}
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// 新的 IPluginLoader 接口检查
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// 新的 IPlugin 接口检查
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if (obj.manifest && this.isModuleManifest(obj.manifest)) {
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return true;
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}
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@@ -307,13 +307,15 @@ export class PluginLoader {
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/**
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* 同步插件语言设置
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*/
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private syncPluginLocale(plugin: IPluginLoader, pluginName: string): void {
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private syncPluginLocale(plugin: IPlugin, pluginName: string): void {
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try {
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const localeService = Core.services.resolve(LocaleService);
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const currentLocale = localeService.getCurrentLocale();
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if (plugin.editorModule?.setLocale) {
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plugin.editorModule.setLocale(currentLocale);
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// 类型安全地检查 editorModule 是否有 setLocale 方法
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const editorModule = plugin.editorModule as { setLocale?: (locale: string) => void } | undefined;
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if (editorModule?.setLocale) {
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editorModule.setLocale(currentLocale);
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}
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// 通知 UI 刷新
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@@ -5,6 +5,26 @@
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import { TauriAPI } from '../api/tauri';
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// ============================================================================
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// 配置常量 | Configuration Constants
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// ============================================================================
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/**
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* 引擎 WASM 模块配置
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* Engine WASM module configuration
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*
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* 避免硬编码目录名,使用配置驱动
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* Avoid hardcoded directory names, use configuration-driven approach
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*/
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const ENGINE_WASM_CONFIG = {
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/** 引擎 WASM 目录名 | Engine WASM directory name */
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dirName: 'es-engine',
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/** 引擎包名 | Engine package name */
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packageName: 'engine',
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/** WASM 文件列表 | WASM file list */
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files: ['es_engine_bg.wasm', 'es_engine.js', 'es_engine_bg.js']
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} as const;
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/**
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* 运行时模块清单
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* Module manifest for runtime modules
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@@ -93,15 +113,44 @@ export class RuntimeResolver {
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return startPath;
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}
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/**
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* 获取可能的安装路径列表
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* Get list of possible installation paths
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*
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* 使用环境变量和标准路径,避免硬编码
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* Use environment variables and standard paths, avoid hardcoding
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*/
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private getInstalledEnginePaths(): string[] {
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const paths: string[] = [];
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// 1. 使用环境变量(如果设置) | Use environment variable if set
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// 可以在 Tauri 配置或系统环境变量中设置 ESENGINE_INSTALL_DIR
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// 注意:Tauri 目前无法直接读取环境变量,此处为将来扩展预留
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// 2. 使用标准安装位置(按平台) | Use standard install locations (by platform)
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// 这些路径仍然是硬编码的,但集中在一处便于维护
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// Windows
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paths.push('C:/Program Files/ESEngine Editor/engine');
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paths.push('C:/Program Files (x86)/ESEngine Editor/engine');
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// macOS (future support)
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paths.push('/Applications/ESEngine Editor.app/Contents/Resources/engine');
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// Linux (future support)
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paths.push('/opt/esengine-editor/engine');
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paths.push('/usr/local/share/esengine-editor/engine');
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return paths;
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}
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/**
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* Find engine modules path (where compiled modules with module.json are)
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* 查找引擎模块路径(编译后的模块和 module.json 所在位置)
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*/
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private async findEngineModulesPath(): Promise<string> {
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// Try installed editor location first
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const installedPath = 'C:/Program Files/ESEngine Editor/engine';
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if (await TauriAPI.pathExists(`${installedPath}/index.json`)) {
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return installedPath;
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// Try installed editor locations first (production mode)
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for (const installedPath of this.getInstalledEnginePaths()) {
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if (await TauriAPI.pathExists(`${installedPath}/index.json`)) {
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return installedPath;
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}
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}
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|
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// Try workspace packages directory (dev mode)
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@@ -237,15 +286,11 @@ export class RuntimeResolver {
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||||
// 复制所有 chunk 文件(代码分割会创建 chunk-*.js 文件)
|
||||
await this.copyChunkFiles(moduleDistDir, dstModuleDir);
|
||||
|
||||
// Add to import map
|
||||
importMap[`@esengine/${module.id}`] = `./libs/${module.id}/${module.id}.js`;
|
||||
|
||||
// Also add common aliases
|
||||
if (module.id === 'core') {
|
||||
importMap['@esengine/ecs-framework'] = `./libs/${module.id}/${module.id}.js`;
|
||||
}
|
||||
if (module.id === 'math') {
|
||||
importMap['@esengine/ecs-framework-math'] = `./libs/${module.id}/${module.id}.js`;
|
||||
// Add to import map using module.name from module.json
|
||||
// 使用 module.json 中的 module.name 作为 import map 的 key
|
||||
// e.g., core/module.json: { "name": "@esengine/ecs-framework" }
|
||||
if (module.name) {
|
||||
importMap[module.name] = `./libs/${module.id}/${module.id}.js`;
|
||||
}
|
||||
|
||||
copiedModules.push(module.id);
|
||||
@@ -330,28 +375,45 @@ export class RuntimeResolver {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取引擎 WASM 文件的搜索路径
|
||||
* Get search paths for engine WASM files
|
||||
*/
|
||||
private getEngineWasmSearchPaths(): string[] {
|
||||
const paths: string[] = [];
|
||||
|
||||
// 1. 开发模式:工作区内的 engine 包 | Dev mode: engine package in workspace
|
||||
paths.push(`${this.baseDir}\\packages\\${ENGINE_WASM_CONFIG.packageName}\\pkg`);
|
||||
|
||||
// 2. 相对于引擎模块路径 | Relative to engine modules path
|
||||
paths.push(`${this.engineModulesPath}\\..\\..\\${ENGINE_WASM_CONFIG.packageName}\\pkg`);
|
||||
|
||||
// 3. 生产模式:安装目录中的 wasm 文件夹 | Production mode: wasm folder in install dir
|
||||
for (const installedPath of this.getInstalledEnginePaths()) {
|
||||
// 将 /engine 替换为 /wasm | Replace /engine with /wasm
|
||||
const wasmPath = installedPath.replace(/[/\\]engine$/, '/wasm');
|
||||
paths.push(wasmPath);
|
||||
}
|
||||
|
||||
return paths;
|
||||
}
|
||||
|
||||
/**
|
||||
* Copy engine WASM files
|
||||
* 复制引擎 WASM 文件
|
||||
*/
|
||||
private async copyEngineWasm(libsDir: string): Promise<void> {
|
||||
const esEngineDir = `${libsDir}\\es-engine`;
|
||||
const esEngineDir = `${libsDir}\\${ENGINE_WASM_CONFIG.dirName}`;
|
||||
if (!await TauriAPI.pathExists(esEngineDir)) {
|
||||
await TauriAPI.createDirectory(esEngineDir);
|
||||
}
|
||||
|
||||
// Try different locations for engine WASM
|
||||
const wasmSearchPaths = [
|
||||
`${this.baseDir}\\packages\\engine\\pkg`,
|
||||
`${this.engineModulesPath}\\..\\..\\engine\\pkg`,
|
||||
'C:/Program Files/ESEngine Editor/wasm'
|
||||
];
|
||||
|
||||
const filesToCopy = ['es_engine_bg.wasm', 'es_engine.js', 'es_engine_bg.js'];
|
||||
const wasmSearchPaths = this.getEngineWasmSearchPaths();
|
||||
|
||||
for (const searchPath of wasmSearchPaths) {
|
||||
if (await TauriAPI.pathExists(searchPath)) {
|
||||
for (const file of filesToCopy) {
|
||||
for (const file of ENGINE_WASM_CONFIG.files) {
|
||||
const srcFile = `${searchPath}\\${file}`;
|
||||
if (await TauriAPI.pathExists(srcFile)) {
|
||||
const dstFile = `${esEngineDir}\\${file}`;
|
||||
|
||||
Reference in New Issue
Block a user