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:
@@ -7,9 +7,87 @@
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*/
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import { Core, Scene, SceneSerializer, HierarchySystem } from '@esengine/ecs-framework';
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import { EngineBridge, EngineRenderSystem, CameraSystem } from '@esengine/ecs-engine-bindgen';
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import { TransformComponent, TransformSystem, InputSystem, Input } from '@esengine/engine-core';
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import { AssetManager, EngineIntegration } from '@esengine/asset-system';
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import {
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EngineBridge,
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EngineRenderSystem,
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CameraSystem,
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EngineBridgeToken,
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RenderSystemToken,
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EngineIntegrationToken,
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type IUIRenderDataProvider
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} from '@esengine/ecs-engine-bindgen';
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import {
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TransformComponent,
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TransformSystem,
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InputSystem,
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Input,
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PluginServiceRegistry,
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TransformTypeToken,
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createServiceToken
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} from '@esengine/engine-core';
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import { AssetManager, EngineIntegration, AssetManagerToken } from '@esengine/asset-system';
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// ============================================================================
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// 本地服务令牌定义 | Local Service Token Definitions
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// 用于访问各模块注册的服务 | For accessing services registered by modules
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// ============================================================================
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/**
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* UI 输入系统接口(最小化定义,用于类型安全的服务访问)
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* UI input system interface (minimal definition for type-safe service access)
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*/
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interface IUIInputSystem {
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bindToCanvas(canvas: HTMLCanvasElement): void;
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unbind?(): void;
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}
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/**
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* 可启用/禁用的系统接口
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* Interface for systems that can be enabled/disabled
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*/
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interface IEnableableSystem {
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enabled: boolean;
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}
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/**
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* 行为树系统接口
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* Behavior tree system interface
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*/
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interface IBehaviorTreeSystem extends IEnableableSystem {
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startAllAutoStartTrees?(): void;
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}
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/**
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* 物理系统接口
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* Physics system interface
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*/
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interface IPhysicsSystem extends IEnableableSystem {
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reset?(): void;
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}
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/**
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* Tilemap 系统接口
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* Tilemap system interface
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*/
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interface ITilemapSystem {
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clearCache?(): void;
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}
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// UI 模块服务令牌 | UI module service tokens
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const UIRenderProviderToken = createServiceToken<IUIRenderDataProvider>('uiRenderProvider');
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const UIInputSystemToken = createServiceToken<IUIInputSystem>('uiInputSystem');
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// Sprite 模块服务令牌 | Sprite module service tokens
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const SpriteAnimatorSystemToken = createServiceToken<IEnableableSystem>('spriteAnimatorSystem');
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// BehaviorTree 模块服务令牌 | BehaviorTree module service tokens
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const BehaviorTreeSystemToken = createServiceToken<IBehaviorTreeSystem>('behaviorTreeSystem');
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// Physics 模块服务令牌 | Physics module service tokens
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const Physics2DSystemToken = createServiceToken<IPhysicsSystem>('physics2DSystem');
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// Tilemap 模块服务令牌 | Tilemap module service tokens
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const TilemapSystemToken = createServiceToken<ITilemapSystem>('tilemapSystem');
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import {
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runtimePluginManager,
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type SystemContext,
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@@ -158,13 +236,11 @@ export class GameRuntime {
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}
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/**
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* 更新系统上下文(用于编辑器模式下同步外部创建的系统引用)
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* Update system context (for syncing externally created system references in editor mode)
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* 获取服务注册表(用于编辑器模式下注册外部创建的系统)
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* Get service registry (for registering externally created systems in editor mode)
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*/
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updateSystemContext(updates: Partial<SystemContext>): void {
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if (this._systemContext) {
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Object.assign(this._systemContext, updates);
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}
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getServiceRegistry(): PluginServiceRegistry | null {
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return this._systemContext?.services ?? null;
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}
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/**
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@@ -266,15 +342,19 @@ export class GameRuntime {
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await this._initializePlugins();
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}
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// 10. 创建系统上下文
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// 10. 创建系统上下文(使用 PluginServiceRegistry)
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const services = new PluginServiceRegistry();
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// 注册核心服务 | Register core services
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services.register(EngineBridgeToken, this._bridge);
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services.register(RenderSystemToken, this._renderSystem);
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services.register(EngineIntegrationToken, this._engineIntegration);
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services.register(AssetManagerToken, this._assetManager);
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services.register(TransformTypeToken, TransformComponent);
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this._systemContext = {
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isEditor: this._platform.isEditorMode(),
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engineBridge: this._bridge,
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engineIntegration: this._engineIntegration,
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renderSystem: this._renderSystem,
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assetManager: this._assetManager,
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inputSystem: this._inputSystem,
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inputManager: Input
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services
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};
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// 11. 让插件创建系统(编辑器模式下跳过,由 EngineService.initializeModuleSystems 处理)
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@@ -283,8 +363,9 @@ export class GameRuntime {
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}
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// 11. 设置 UI 渲染数据提供者(如果有)
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if (this._systemContext.uiRenderProvider) {
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this._renderSystem.setUIRenderDataProvider(this._systemContext.uiRenderProvider);
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const uiRenderProvider = this._systemContext.services.get(UIRenderProviderToken);
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if (uiRenderProvider) {
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this._renderSystem.setUIRenderDataProvider(uiRenderProvider);
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}
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// 12. 添加渲染系统(在所有其他系统之后)
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@@ -339,18 +420,23 @@ export class GameRuntime {
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* 禁用游戏逻辑系统(编辑器模式)
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*/
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private _disableGameLogicSystems(): void {
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const ctx = this._systemContext;
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if (!ctx) return;
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const services = this._systemContext?.services;
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if (!services) return;
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// 这些系统由插件创建,通过 context 传递引用
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if (ctx.animatorSystem) {
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ctx.animatorSystem.enabled = false;
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// 这些系统由插件创建,通过服务注册表获取引用
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const animatorSystem = services.get(SpriteAnimatorSystemToken);
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if (animatorSystem) {
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animatorSystem.enabled = false;
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}
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if (ctx.behaviorTreeSystem) {
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ctx.behaviorTreeSystem.enabled = false;
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const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
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if (behaviorTreeSystem) {
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behaviorTreeSystem.enabled = false;
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}
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if (ctx.physicsSystem) {
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ctx.physicsSystem.enabled = false;
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const physicsSystem = services.get(Physics2DSystemToken);
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if (physicsSystem) {
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physicsSystem.enabled = false;
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}
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}
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@@ -358,18 +444,23 @@ export class GameRuntime {
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* 启用游戏逻辑系统(预览/运行模式)
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*/
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private _enableGameLogicSystems(): void {
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const ctx = this._systemContext;
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if (!ctx) return;
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const services = this._systemContext?.services;
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if (!services) return;
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if (ctx.animatorSystem) {
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ctx.animatorSystem.enabled = true;
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const animatorSystem = services.get(SpriteAnimatorSystemToken);
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if (animatorSystem) {
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animatorSystem.enabled = true;
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}
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if (ctx.behaviorTreeSystem) {
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ctx.behaviorTreeSystem.enabled = true;
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ctx.behaviorTreeSystem.startAllAutoStartTrees?.();
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const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
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if (behaviorTreeSystem) {
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behaviorTreeSystem.enabled = true;
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behaviorTreeSystem.startAllAutoStartTrees?.();
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}
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if (ctx.physicsSystem) {
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ctx.physicsSystem.enabled = true;
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const physicsSystem = services.get(Physics2DSystemToken);
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if (physicsSystem) {
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physicsSystem.enabled = true;
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}
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}
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@@ -435,11 +526,11 @@ export class GameRuntime {
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this._enableGameLogicSystems();
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// 绑定 UI 输入
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const ctx = this._systemContext;
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if (ctx?.uiInputSystem && this._config.canvasId) {
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const uiInputSystem = this._systemContext?.services.get(UIInputSystemToken);
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if (uiInputSystem && this._config.canvasId) {
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const canvas = document.getElementById(this._config.canvasId) as HTMLCanvasElement;
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if (canvas) {
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ctx.uiInputSystem.bindToCanvas(canvas);
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uiInputSystem.bindToCanvas(canvas);
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}
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}
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@@ -487,17 +578,19 @@ export class GameRuntime {
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}
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// 解绑 UI 输入
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const ctx = this._systemContext;
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if (ctx?.uiInputSystem) {
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ctx.uiInputSystem.unbind?.();
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const services = this._systemContext?.services;
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const uiInputSystem = services?.get(UIInputSystemToken);
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if (uiInputSystem) {
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uiInputSystem.unbind?.();
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}
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// 禁用游戏逻辑系统
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this._disableGameLogicSystems();
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// 重置物理系统
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if (ctx?.physicsSystem) {
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ctx.physicsSystem.reset?.();
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const physicsSystem = services?.get(Physics2DSystemToken);
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if (physicsSystem) {
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physicsSystem.reset?.();
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}
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}
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@@ -778,9 +871,9 @@ export class GameRuntime {
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try {
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// 清除缓存
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const ctx = this._systemContext;
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if (ctx?.tilemapSystem) {
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ctx.tilemapSystem.clearCache?.();
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const tilemapSystem = this._systemContext?.services.get(TilemapSystemToken);
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if (tilemapSystem) {
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tilemapSystem.clearCache?.();
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}
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// 反序列化场景
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@@ -87,3 +87,28 @@ export {
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type TouchInfo,
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type TouchEvent
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} from '@esengine/engine-core';
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// Re-export Plugin Service Registry from engine-core
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export {
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PluginServiceRegistry,
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createServiceToken,
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TransformTypeToken,
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type ServiceToken
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} from '@esengine/engine-core';
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// Re-export service tokens from their respective modules
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export {
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EngineBridgeToken,
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RenderSystemToken,
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EngineIntegrationToken,
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type IEngineBridge,
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type IRenderSystem,
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type IRenderDataProvider,
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type IEngineIntegration
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} from '@esengine/ecs-engine-bindgen';
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export {
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AssetManagerToken,
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type IAssetManager,
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type IAssetLoadResult
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} from '@esengine/asset-system';
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Block a user