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:
@@ -29,6 +29,7 @@
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"devDependencies": {
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"@esengine/ecs-framework": "workspace:*",
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"@esengine/engine-core": "workspace:*",
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"@esengine/ecs-engine-bindgen": "workspace:*",
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"@esengine/build-config": "workspace:*",
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"rimraf": "^5.0.5",
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"tsup": "^8.0.0",
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@@ -1,6 +1,7 @@
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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 { EngineBridgeToken } from '@esengine/ecs-engine-bindgen';
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import {
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UITransformComponent,
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@@ -26,13 +27,20 @@ import {
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UISliderRenderSystem,
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UIScrollViewRenderSystem
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} from './systems/render';
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import {
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UILayoutSystemToken,
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UIInputSystemToken,
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UIRenderProviderToken,
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UITextRenderSystemToken
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} from './tokens';
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export interface UISystemContext extends SystemContext {
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uiLayoutSystem?: UILayoutSystem;
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uiRenderProvider?: UIRenderDataProvider;
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uiInputSystem?: UIInputSystem;
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uiTextRenderSystem?: UITextRenderSystem;
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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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UILayoutSystemToken,
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UIInputSystemToken,
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UIRenderProviderToken,
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UITextRenderSystemToken
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} from './tokens';
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class UIRuntimeModule implements IRuntimeModule {
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registerComponents(registry: typeof ComponentRegistry): void {
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@@ -48,7 +56,8 @@ class UIRuntimeModule implements IRuntimeModule {
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}
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createSystems(scene: IScene, context: SystemContext): void {
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const uiContext = context as UISystemContext;
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// 从服务注册表获取依赖 | Get dependencies from service registry
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const engineBridge = context.services.get(EngineBridgeToken);
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const layoutSystem = new UILayoutSystem();
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scene.addSystem(layoutSystem);
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@@ -77,9 +86,9 @@ class UIRuntimeModule implements IRuntimeModule {
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const textRenderSystem = new UITextRenderSystem();
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scene.addSystem(textRenderSystem);
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if (uiContext.engineBridge) {
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if (engineBridge) {
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textRenderSystem.setTextureCallback((id: number, dataUrl: string) => {
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uiContext.engineBridge.loadTexture(id, dataUrl);
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engineBridge.loadTexture(id, dataUrl);
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});
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}
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@@ -88,10 +97,11 @@ class UIRuntimeModule implements IRuntimeModule {
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inputSystem.setLayoutSystem(layoutSystem);
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scene.addSystem(inputSystem);
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uiContext.uiLayoutSystem = layoutSystem;
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uiContext.uiRenderProvider = uiRenderProvider;
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uiContext.uiInputSystem = inputSystem;
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uiContext.uiTextRenderSystem = textRenderSystem;
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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(UILayoutSystemToken, layoutSystem);
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context.services.register(UIRenderProviderToken, uiRenderProvider);
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context.services.register(UIInputSystemToken, inputSystem);
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context.services.register(UITextRenderSystemToken, textRenderSystem);
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}
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}
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@@ -162,4 +162,12 @@ export {
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} from './UIBuilder';
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// Runtime module and plugin
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export { UIRuntimeModule, UIPlugin, type UISystemContext } from './UIRuntimeModule';
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export { UIRuntimeModule, UIPlugin } from './UIRuntimeModule';
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// Service tokens | 服务令牌
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export {
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UILayoutSystemToken,
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UIInputSystemToken,
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UIRenderProviderToken,
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UITextRenderSystemToken
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} from './tokens';
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38
packages/ui/src/tokens.ts
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38
packages/ui/src/tokens.ts
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@@ -0,0 +1,38 @@
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/**
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* UI 模块服务令牌
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* UI module service tokens
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*/
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import { createServiceToken } from '@esengine/engine-core';
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import type { UILayoutSystem } from './systems/UILayoutSystem';
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import type { UIInputSystem } from './systems/UIInputSystem';
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import type { UIRenderDataProvider } from './systems/UIRenderDataProvider';
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import type { UITextRenderSystem } from './systems/render';
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// ============================================================================
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// UI 模块导出的令牌 | Tokens exported by UI module
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// ============================================================================
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/**
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* UI 布局系统令牌
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* UI layout system token
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*/
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export const UILayoutSystemToken = createServiceToken<UILayoutSystem>('uiLayoutSystem');
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/**
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* UI 输入系统令牌
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* UI input system token
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*/
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export const UIInputSystemToken = createServiceToken<UIInputSystem>('uiInputSystem');
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/**
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* UI 渲染数据提供者令牌
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* UI render data provider token
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*/
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export const UIRenderProviderToken = createServiceToken<UIRenderDataProvider>('uiRenderProvider');
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/**
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* UI 文本渲染系统令牌
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* UI text render system token
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*/
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export const UITextRenderSystemToken = createServiceToken<UITextRenderSystem>('uiTextRenderSystem');
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