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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@@ -1,60 +1,19 @@
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import type { ComponentRegistry as ComponentRegistryType, IScene } from '@esengine/ecs-framework';
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import type { IRuntimeModule, IPlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
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import { assetManager as globalAssetManager, type AssetManager } from '@esengine/asset-system';
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import { TransformTypeToken } from '@esengine/engine-core';
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import { AssetManagerToken } from '@esengine/asset-system';
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import { RenderSystemToken, EngineBridgeToken, EngineIntegrationToken } from '@esengine/ecs-engine-bindgen';
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import { Physics2DQueryToken } from '@esengine/physics-rapier2d';
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import { assetManager as globalAssetManager } from '@esengine/asset-system';
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import { ParticleSystemComponent } from './ParticleSystemComponent';
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import { ParticleUpdateSystem } from './systems/ParticleSystem';
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import { ParticleLoader, ParticleAssetType } from './loaders/ParticleLoader';
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import type { IPhysics2DQuery } from './modules/Physics2DCollisionModule';
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import { ParticleUpdateSystemToken } from './tokens';
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export type { SystemContext, ModuleManifest, IRuntimeModule as IRuntimeModuleLoader, IPlugin as IPluginLoader };
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export type { SystemContext, ModuleManifest, IRuntimeModule, IPlugin };
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/**
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* 引擎桥接接口(用于直接加载纹理)
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* Engine bridge interface (for direct texture loading)
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*/
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export interface IEngineBridge {
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loadTexture(id: number, url: string): Promise<void>;
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}
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/**
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* 引擎集成接口(用于加载纹理)
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* Engine integration interface (for loading textures)
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*/
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export interface IEngineIntegration {
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loadTextureForComponent(texturePath: string): Promise<number>;
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}
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/**
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* 粒子系统上下文
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* Particle system context
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*/
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export interface ParticleSystemContext extends SystemContext {
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particleUpdateSystem?: ParticleUpdateSystem;
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/** Transform 组件类型 | Transform component type */
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transformType?: new (...args: any[]) => any;
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/** 渲染系统(用于注册渲染数据提供者)| Render system (for registering render data provider) */
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renderSystem?: {
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addRenderDataProvider(provider: any): void;
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removeRenderDataProvider(provider: any): void;
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};
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/** 引擎集成(用于加载纹理)| Engine integration (for loading textures) */
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engineIntegration?: IEngineIntegration;
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/** 引擎桥接(用于直接加载纹理)| Engine bridge (for direct texture loading) */
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engineBridge?: IEngineBridge;
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/** 资产管理器(用于注册加载器)| Asset manager (for registering loaders) */
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assetManager?: AssetManager;
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/**
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* 2D 物理查询接口(可选)
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* 2D Physics query interface (optional)
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*
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* 如果提供,将自动注入到使用 Physics2DCollisionModule 的粒子系统中。
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* 通常传入 Physics2DService 实例。
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*
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* If provided, will be auto-injected into particle systems using Physics2DCollisionModule.
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* Typically pass a Physics2DService instance.
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*/
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physics2DQuery?: IPhysics2DQuery;
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}
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// 重新导出 tokens | Re-export tokens
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export { ParticleUpdateSystemToken } from './tokens';
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class ParticleRuntimeModule implements IRuntimeModule {
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private _updateSystem: ParticleUpdateSystem | null = null;
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@@ -65,7 +24,13 @@ class ParticleRuntimeModule implements IRuntimeModule {
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}
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createSystems(scene: IScene, context: SystemContext): void {
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const particleContext = context as ParticleSystemContext;
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// 从服务注册表获取依赖 | Get dependencies from service registry
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const assetManager = context.services.get(AssetManagerToken);
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const transformType = context.services.get(TransformTypeToken);
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const engineIntegration = context.services.get(EngineIntegrationToken);
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const engineBridge = context.services.get(EngineBridgeToken);
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const physics2DQuery = context.services.get(Physics2DQueryToken);
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const renderSystem = context.services.get(RenderSystemToken);
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// 注册粒子资产加载器到上下文的 assetManager 和全局单例
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// Register particle asset loader to context assetManager AND global singleton
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@@ -73,13 +38,13 @@ class ParticleRuntimeModule implements IRuntimeModule {
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const loader = new ParticleLoader();
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// Register to context's assetManager (used by GameRuntime)
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if (particleContext.assetManager) {
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particleContext.assetManager.registerLoader(ParticleAssetType as any, loader);
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if (assetManager) {
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assetManager.registerLoader(ParticleAssetType, loader);
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}
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// Also register to global singleton (used by ParticleSystemComponent.loadAsset)
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// 同时注册到全局单例(ParticleSystemComponent.loadAsset 使用的是全局单例)
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globalAssetManager.registerLoader(ParticleAssetType as any, loader);
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globalAssetManager.registerLoader(ParticleAssetType, loader);
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this._loaderRegistered = true;
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console.log('[ParticleRuntimeModule] Registered ParticleLoader to both context and global assetManager');
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@@ -88,32 +53,34 @@ class ParticleRuntimeModule implements IRuntimeModule {
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this._updateSystem = new ParticleUpdateSystem();
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// 设置 Transform 组件类型 | Set Transform component type
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if (particleContext.transformType) {
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this._updateSystem.setTransformType(particleContext.transformType);
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if (transformType) {
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this._updateSystem.setTransformType(transformType);
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}
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// 设置引擎集成(用于加载纹理)| Set engine integration (for loading textures)
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if (particleContext.engineIntegration) {
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this._updateSystem.setEngineIntegration(particleContext.engineIntegration);
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if (engineIntegration) {
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this._updateSystem.setEngineIntegration(engineIntegration);
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}
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// 设置引擎桥接(用于加载默认纹理)| Set engine bridge (for loading default texture)
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if (particleContext.engineBridge) {
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this._updateSystem.setEngineBridge(particleContext.engineBridge);
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if (engineBridge) {
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this._updateSystem.setEngineBridge(engineBridge);
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}
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// 设置 2D 物理查询(用于粒子与场景碰撞)| Set 2D physics query (for particle-scene collision)
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if (particleContext.physics2DQuery) {
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this._updateSystem.setPhysics2DQuery(particleContext.physics2DQuery);
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if (physics2DQuery) {
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this._updateSystem.setPhysics2DQuery(physics2DQuery);
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}
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scene.addSystem(this._updateSystem);
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particleContext.particleUpdateSystem = this._updateSystem;
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// 注册粒子更新系统到服务注册表 | Register particle update system to service registry
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context.services.register(ParticleUpdateSystemToken, this._updateSystem);
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// 注册渲染数据提供者 | Register render data provider
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if (particleContext.renderSystem) {
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if (renderSystem) {
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const renderDataProvider = this._updateSystem.getRenderDataProvider();
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particleContext.renderSystem.addRenderDataProvider(renderDataProvider);
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renderSystem.addRenderDataProvider(renderDataProvider);
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}
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}
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