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
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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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// 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)
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await this.copyChunkFiles(moduleDistDir, dstModuleDir);
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// Add to import map
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importMap[`@esengine/${module.id}`] = `./libs/${module.id}/${module.id}.js`;
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// Also add common aliases
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if (module.id === 'core') {
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importMap['@esengine/ecs-framework'] = `./libs/${module.id}/${module.id}.js`;
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}
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if (module.id === 'math') {
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importMap['@esengine/ecs-framework-math'] = `./libs/${module.id}/${module.id}.js`;
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// Add to import map using module.name from module.json
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// 使用 module.json 中的 module.name 作为 import map 的 key
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// e.g., core/module.json: { "name": "@esengine/ecs-framework" }
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if (module.name) {
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importMap[module.name] = `./libs/${module.id}/${module.id}.js`;
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}
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copiedModules.push(module.id);
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@@ -330,28 +375,45 @@ export class RuntimeResolver {
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}
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}
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/**
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* 获取引擎 WASM 文件的搜索路径
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* Get search paths for engine WASM files
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*/
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private getEngineWasmSearchPaths(): string[] {
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const paths: string[] = [];
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// 1. 开发模式:工作区内的 engine 包 | Dev mode: engine package in workspace
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paths.push(`${this.baseDir}\\packages\\${ENGINE_WASM_CONFIG.packageName}\\pkg`);
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// 2. 相对于引擎模块路径 | Relative to engine modules path
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paths.push(`${this.engineModulesPath}\\..\\..\\${ENGINE_WASM_CONFIG.packageName}\\pkg`);
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// 3. 生产模式:安装目录中的 wasm 文件夹 | Production mode: wasm folder in install dir
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for (const installedPath of this.getInstalledEnginePaths()) {
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// 将 /engine 替换为 /wasm | Replace /engine with /wasm
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const wasmPath = installedPath.replace(/[/\\]engine$/, '/wasm');
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paths.push(wasmPath);
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}
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return paths;
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}
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/**
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* Copy engine WASM files
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* 复制引擎 WASM 文件
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*/
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private async copyEngineWasm(libsDir: string): Promise<void> {
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const esEngineDir = `${libsDir}\\es-engine`;
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const esEngineDir = `${libsDir}\\${ENGINE_WASM_CONFIG.dirName}`;
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if (!await TauriAPI.pathExists(esEngineDir)) {
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await TauriAPI.createDirectory(esEngineDir);
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}
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// Try different locations for engine WASM
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const wasmSearchPaths = [
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`${this.baseDir}\\packages\\engine\\pkg`,
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`${this.engineModulesPath}\\..\\..\\engine\\pkg`,
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'C:/Program Files/ESEngine Editor/wasm'
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];
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const filesToCopy = ['es_engine_bg.wasm', 'es_engine.js', 'es_engine_bg.js'];
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const wasmSearchPaths = this.getEngineWasmSearchPaths();
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for (const searchPath of wasmSearchPaths) {
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if (await TauriAPI.pathExists(searchPath)) {
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for (const file of filesToCopy) {
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for (const file of ENGINE_WASM_CONFIG.files) {
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const srcFile = `${searchPath}\\${file}`;
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if (await TauriAPI.pathExists(srcFile)) {
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const dstFile = `${esEngineDir}\\${file}`;
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