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:
@@ -43,6 +43,7 @@
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"@esengine/asset-system": "workspace:*",
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"@esengine/engine-core": "workspace:*",
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"@esengine/ecs-engine-bindgen": "workspace:*",
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"@esengine/physics-rapier2d": "workspace:*",
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"@esengine/build-config": "workspace:*",
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"rimraf": "^5.0.0",
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"tsup": "^8.0.0",
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@@ -1,22 +1,26 @@
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import type { IScene } from '@esengine/ecs-framework';
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import { ComponentRegistry } from '@esengine/ecs-framework';
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import type { IRuntimeModule, IPlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
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import type { AssetManager } from '@esengine/asset-system';
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import { AssetManagerToken } from '@esengine/asset-system';
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import { RenderSystemToken } from '@esengine/ecs-engine-bindgen';
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import { Physics2DWorldToken } from '@esengine/physics-rapier2d';
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import { TilemapComponent } from './TilemapComponent';
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import { TilemapRenderingSystem } from './systems/TilemapRenderingSystem';
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import { TilemapCollider2DComponent } from './physics/TilemapCollider2DComponent';
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import { TilemapPhysicsSystem, type IPhysicsWorld } from './physics/TilemapPhysicsSystem';
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import { TilemapPhysicsSystem } from './physics/TilemapPhysicsSystem';
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import { TilemapLoader } from './loaders/TilemapLoader';
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import { TilemapAssetType } from './constants';
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import {
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TilemapSystemToken,
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TilemapPhysicsSystemToken
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} from './tokens';
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export interface TilemapSystemContext extends SystemContext {
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tilemapSystem?: TilemapRenderingSystem;
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tilemapPhysicsSystem?: TilemapPhysicsSystem;
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physics2DWorld?: IPhysicsWorld;
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assetManager?: AssetManager;
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renderSystem?: any;
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}
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// 重新导出 tokens | Re-export tokens
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export {
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TilemapSystemToken,
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TilemapPhysicsSystemToken
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} from './tokens';
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class TilemapRuntimeModule implements IRuntimeModule {
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private _tilemapPhysicsSystem: TilemapPhysicsSystem | null = null;
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@@ -28,33 +32,36 @@ class TilemapRuntimeModule implements IRuntimeModule {
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}
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createSystems(scene: IScene, context: SystemContext): void {
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const tilemapContext = context as TilemapSystemContext;
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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 renderSystem = context.services.get(RenderSystemToken);
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if (!this._loaderRegistered && tilemapContext.assetManager) {
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tilemapContext.assetManager.registerLoader(TilemapAssetType, new TilemapLoader());
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if (!this._loaderRegistered && assetManager) {
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assetManager.registerLoader(TilemapAssetType, new TilemapLoader());
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this._loaderRegistered = true;
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}
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const tilemapSystem = new TilemapRenderingSystem();
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scene.addSystem(tilemapSystem);
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if (tilemapContext.renderSystem) {
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tilemapContext.renderSystem.addRenderDataProvider(tilemapSystem);
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if (renderSystem) {
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renderSystem.addRenderDataProvider(tilemapSystem);
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}
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tilemapContext.tilemapSystem = tilemapSystem;
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this._tilemapPhysicsSystem = new TilemapPhysicsSystem();
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scene.addSystem(this._tilemapPhysicsSystem);
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tilemapContext.tilemapPhysicsSystem = this._tilemapPhysicsSystem;
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// 注册服务到服务注册表 | Register services to service registry
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context.services.register(TilemapSystemToken, tilemapSystem);
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context.services.register(TilemapPhysicsSystemToken, this._tilemapPhysicsSystem);
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}
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onSystemsCreated(_scene: IScene, context: SystemContext): void {
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const tilemapContext = context as TilemapSystemContext;
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// 从服务注册表获取物理世界 | Get physics world from service registry
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const physics2DWorld = context.services.get(Physics2DWorldToken);
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if (this._tilemapPhysicsSystem && tilemapContext.physics2DWorld) {
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this._tilemapPhysicsSystem.setPhysicsWorld(tilemapContext.physics2DWorld);
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if (this._tilemapPhysicsSystem && physics2DWorld) {
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this._tilemapPhysicsSystem.setPhysicsWorld(physics2DWorld);
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}
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}
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@@ -35,4 +35,10 @@ export { TiledConverter } from './loaders/TiledConverter';
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export type { ITiledMap, ITiledConversionResult } from './loaders/TiledConverter';
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// Runtime module and plugin
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export { TilemapRuntimeModule, TilemapPlugin, type TilemapSystemContext } from './TilemapRuntimeModule';
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export { TilemapRuntimeModule, TilemapPlugin } from './TilemapRuntimeModule';
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// Service tokens | 服务令牌
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export {
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TilemapSystemToken,
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TilemapPhysicsSystemToken
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} from './tokens';
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@@ -81,8 +81,13 @@ export class TilemapLoader implements IAssetLoader<ITilemapAsset> {
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* 释放已加载的资产
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*/
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dispose(asset: ITilemapAsset): void {
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(asset as any).data = null;
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(asset as any).layers = null;
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(asset as any).collisionData = null;
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// 清理瓦片数据 | Clean up tile data
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asset.data.length = 0;
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if (asset.layers) {
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asset.layers.length = 0;
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}
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if (asset.collisionData) {
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asset.collisionData.length = 0;
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}
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}
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}
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@@ -94,6 +94,9 @@ export class TilesetLoader implements IAssetLoader<ITilesetAsset> {
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* 释放已加载的资产
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*/
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dispose(asset: ITilesetAsset): void {
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(asset as any).tiles = null;
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// 清理瓦片元数据 | Clean up tile metadata
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if (asset.tiles) {
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asset.tiles.length = 0;
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}
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}
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}
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@@ -10,23 +10,10 @@ import { EntitySystem, Matcher, ECSSystem, type Entity, type Scene } from '@esen
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import { TransformComponent } from '@esengine/engine-core';
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import { TilemapComponent } from '../TilemapComponent';
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import { TilemapCollider2DComponent, type CollisionRect } from './TilemapCollider2DComponent';
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import type { IPhysics2DWorld } from '@esengine/physics-rapier2d';
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/**
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* 物理世界接口(避免直接依赖 physics-rapier2d)
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*/
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export interface IPhysicsWorld {
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createStaticCollider(
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entityId: number,
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position: { x: number; y: number },
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halfExtents: { x: number; y: number },
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collisionLayer: number,
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collisionMask: number,
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friction: number,
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restitution: number,
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isTrigger: boolean
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): number | null;
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removeCollider(handle: number): void;
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}
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// 重新导出类型以保持向后兼容 | Re-export types for backward compatibility
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export type IPhysicsWorld = IPhysics2DWorld;
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/**
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* 物理系统接口
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27
packages/tilemap/src/tokens.ts
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27
packages/tilemap/src/tokens.ts
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@@ -0,0 +1,27 @@
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/**
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* Tilemap 模块服务令牌
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* Tilemap module service tokens
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*
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* 定义 tilemap 模块导出的服务令牌。
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* Defines service tokens exported by tilemap module.
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*/
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import { createServiceToken } from '@esengine/engine-core';
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import type { TilemapRenderingSystem } from './systems/TilemapRenderingSystem';
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import type { TilemapPhysicsSystem } from './physics/TilemapPhysicsSystem';
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// ============================================================================
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// Tilemap 模块导出的令牌 | Tokens exported by Tilemap module
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// ============================================================================
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/**
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* Tilemap 渲染系统令牌
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* Tilemap rendering system token
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*/
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export const TilemapSystemToken = createServiceToken<TilemapRenderingSystem>('tilemapSystem');
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/**
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* Tilemap 物理系统令牌
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* Tilemap physics system token
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*/
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export const TilemapPhysicsSystemToken = createServiceToken<TilemapPhysicsSystem>('tilemapPhysicsSystem');
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