refactor: 代码规范化与依赖清理 (#317)
* refactor(deps): 统一编辑器包依赖配置 & 优化分层架构 - 将 ecs-engine-bindgen 提升为 Layer 1 核心包 - 统一 9 个编辑器包的依赖声明模式 - 清理废弃的包目录 (ui, ui-editor, network-*) * refactor(tokens): 修复 PrefabService 令牌冲突 & 补充 module.json - 将 editor-core 的 PrefabServiceToken 改名为 EditorPrefabServiceToken 避免与 asset-system 的 PrefabServiceToken 冲突 (Symbol.for 冲突) - 为 mesh-3d 添加 module.json - 为 world-streaming 添加 module.json * refactor(editor-core): 整理导出结构 & 添加 blueprint tokens.ts - 按功能分组整理 editor-core 的 65 行导出 - 添加清晰的分组注释 (中英双语) - 为 blueprint 添加占位符 tokens.ts * chore(editor): 为 14 个编辑器插件包添加 module.json 统一编辑器包的模块配置,包含: - isEditorPlugin 标识 - runtimeModule 关联 - exports 导出清单 (inspectors, panels, gizmos) * refactor(core): 改进类型安全 - 减少 as any 使用 - 添加 GlobalTypes.ts 定义小游戏平台和 Chrome API 类型 - SoAStorage 使用 IComponentTypeMetadata 替代 as any - PlatformDetector 使用类型安全的平台检测 - 添加 ISoAStorageStats/ISoAFieldStats 接口 * feat(editor): 添加 EditorServicesContext 解决 prop drilling - 新增 contexts/EditorServicesContext.tsx 提供统一服务访问 - App.tsx 包裹 EditorServicesProvider - 提供 useEditorServices/useMessageHub 等便捷 hooks - SceneHierarchy 添加迁移注释,后续可移除 props * docs(editor): 澄清 inspector 目录架构关系 - inspector/ 标记为内部实现,添加 @deprecated 警告 - inspectors/ 标记为公共 API 入口点 - 添加架构说明文档 * refactor(editor): 添加全局类型声明消除 window as any - 创建 editor-app/src/global.d.ts 声明 Window 接口扩展 - 创建 editor-core/src/global.d.ts 声明 Window 接口扩展 - 更新 App.tsx 使用类型安全的 window 属性访问 - 更新 PluginLoader.ts 使用 window.__ESENGINE_PLUGINS__ - 更新 PluginSDKRegistry.ts 使用 window.__ESENGINE_SDK__ - 更新 UserCodeService.ts 使用类型安全的全局变量访问 * refactor(editor): 提取项目和场景操作到独立 hooks - 创建 useProjectActions hook 封装项目操作 - 创建 useSceneActions hook 封装场景操作 - 为渐进式重构 App.tsx 做准备 * refactor(editor): 清理冗余代码和未使用文件 删除的目录和文件: - application/state/ - 重复的状态管理(与 stores/ 重复) - 8 个孤立 CSS 文件(对应组件不存在) - AssetBrowser.tsx - 仅为 ContentBrowser 的向后兼容包装 - AssetPicker.tsx - 未被使用 - AssetPickerDialog.tsx (顶级) - 已被 dialogs/ 版本取代 - EntityInspector.tsx (顶级) - 已被 inspectors/views/ 版本取代 修复: - 移除 App.tsx 中未使用的导入 - 更新 application/index.ts 移除已删除模块 - 修复 useProjectActions.ts 的 MutableRefObject 类型 * refactor(editor): 统一 inspectors 模块导出结构 - 在 inspectors/index.ts 重新导出 PropertyInspector - 创建 inspectors/fields/index.ts barrel export - 导出 views、fields、common 子模块 - 更新 EntityInspector 使用统一入口导入 * refactor(editor): 删除废弃的 Profiler 组件 删除未使用的组件(共 1059 行): - ProfilerPanel.tsx (229 行) - ProfilerWindow.tsx (589 行) - ProfilerDockPanel.tsx (241 行) - ProfilerPanel.css - ProfilerDockPanel.css 保留:AdvancedProfiler + AdvancedProfilerWindow(正在使用) * refactor(runtime-core): 统一依赖处理与插件状态管理 - 新增 DependencyUtils 统一拓扑排序和依赖验证 - 新增 PluginState 定义插件生命周期状态机 - 合并 UnifiedPluginLoader 到 PluginLoader - 清理 index.ts 移除不必要的 Token re-exports - 新增 RuntimeMode/UserCodeRealm/ImportMapGenerator * refactor(editor-core): 使用统一的 ImportMapGenerator - WebBuildPipeline 使用 runtime-core 的 generateImportMap - UserCodeService 添加 ImportMap 相关接口 * feat(compiler): 增强 esbuild 查找策略 - 支持本地 node_modules、pnpm exec、npx、全局多种来源 - EngineService 使用 RuntimeMode * refactor(runtime-core): 简化 GameRuntime 代码 - 合并 _disableGameLogicSystems/_enableGameLogicSystems 为 _setGameLogicSystemsEnabled - 精简本地 Token 定义的注释 * refactor(editor-core): 引入 BaseRegistry 基类消除代码重复 - 新增 BaseRegistry 和 PrioritizedRegistry 基类 - 重构 CompilerRegistry, InspectorRegistry, FieldEditorRegistry - 统一注册表的日志记录和错误处理 * refactor(editor-core): 扩展 BaseRegistry 重构 - ComponentInspectorRegistry 继承 PrioritizedRegistry - EditorComponentRegistry 继承 BaseRegistry - EntityCreationRegistry 继承 BaseRegistry - PropertyRendererRegistry 继承 PrioritizedRegistry - 导出 BaseRegistry 基类供外部使用 - 统一双语注释格式 * refactor(editor-core): 代码优雅性优化 CommandManager: - 提取 tryMergeWithLast() 和 pushToUndoStack() 消除重复代码 - 统一双语注释格式 FileActionRegistry: - 提取 normalizeExtension() 消除扩展名规范化重复 - 统一私有属性命名风格(_前缀) - 使用 createRegistryToken 统一 Token 创建 BaseRegistry: - 添加 IOrdered 接口 - 添加 sortByOrder() 排序辅助方法 EntityCreationRegistry: - 使用 sortByOrder() 简化排序逻辑 * refactor(editor-core): 统一日志系统 & 代码规范优化 - GizmoRegistry: 使用 createLogger 替代 console.warn - VirtualNodeRegistry: 使用 createLogger 替代 console.warn - WindowRegistry: 使用 logger、添加 _ 前缀、导出 IWindowRegistry token - EditorViewportService: 使用 createLogger 替代 console.warn - ComponentActionRegistry: 使用 logger、添加 _ 前缀、返回值改进 - SettingsRegistry: 使用 logger、提取 ensureCategory/ensureSection 方法 - 添加 WindowRegistry 到主导出 * refactor(editor-core): ModuleRegistry 使用 logger 替代 console * refactor(editor-core): SerializerRegistry/UIRegistry 添加 token 和 _ 前缀 * refactor(editor-core): UIRegistry 代码优雅性 & Token 命名统一 - UIRegistry: 提取 _sortByOrder 消除 6 处重复排序逻辑 - UIRegistry: 添加分节注释和双语文档 - FieldEditorRegistry: Token 重命名为 FieldEditorRegistryToken - PropertyRendererRegistry: Token 重命名为 PropertyRendererRegistryToken * refactor(core): 统一日志系统 - console 替换为 logger - ComponentSerializer: 使用 logger 替代 console.warn - ComponentRegistry: console.warn → logger.warn (已有 logger) - SceneSerializer: 添加 logger,替换 console.warn/error - SystemScheduler: 添加 logger,替换 console.warn - VersionMigration: 添加 logger,替换所有 console.warn - RuntimeModeService: console.error → logger.error - Core.ts: _logger 改为 readonly,双语错误消息 - SceneSerializer 修复:使用 getComponentTypeName 替代 constructor.name * fix(core): 修复 constructor.name 压缩后失效问题 - Scene.ts: 使用 system.systemName 替代 system.constructor.name - CommandBuffer.ts: 使用 getComponentTypeName() 替代 constructor.name * refactor(editor-core): 代码规范优化 - 私有方法命名 & 日志统一 - BuildService: console → logger - FileActionRegistry: 添加 logger, 私有方法 _ 前缀 - SettingsRegistry: 私有方法 _ 前缀 (ensureCategory → _ensureCategory) * refactor(core): Scene.ts 私有变量命名规范化 - logger → _logger (遵循私有变量 _ 前缀规范) * refactor(editor-core): 服务类私有成员命名规范化 - CommandManager: 私有变量/方法添加 _ 前缀 - undoStack/redoStack/config/isExecuting - tryMergeWithLast/pushToUndoStack - LocaleService: 私有变量/方法添加 _ 前缀 - currentLocale/translations/changeListeners - deepMerge/getNestedValue/loadSavedLocale/saveLocale * refactor(core): 私有成员命名规范化 & 单例模式优化 - Component.ts: _idGenerator 私有静态变量规范化 - PlatformManager.ts: _instance, _adapter, _logger 规范化 - AutoProfiler.ts: _instance, _config 及所有私有方法规范化 - ProfilerSDK.ts: _instance, _config 及所有私有方法规范化 - ComponentPoolManager: _instance, _pools, _usageTracker 规范化 - GlobalEventBus: _instance 规范化 - 添加中英双语 JSDoc 注释 * refactor(editor-app,behavior-tree-editor): 私有成员 & 单例模式命名规范化 editor-app: - EngineService: private static instance → _instance - EditorEngineSync: 所有私有成员添加 _ 前缀 - RuntimeResolver: 所有私有成员和方法添加 _ 前缀 - SettingsService: 所有私有成员和方法添加 _ 前缀 behavior-tree-editor: - GlobalBlackboardService: 所有私有成员和方法添加 _ 前缀 - NotificationService: private static instance → _instance - NodeRegistryService: 所有私有成员和方法添加 _ 前缀 - TreeStateAdapter: private static instance → _instance * fix(editor-runtime): 添加 editor-core 到 external 避免传递依赖问题 将 @esengine/editor-core 添加到 vite external 配置, 避免 editor-core → runtime-core → ecs-engine-bindgen 的传递依赖 被错误地打包进 editor-runtime.js,导致 CI 构建失败。 * fix(core): 修复空接口 lint 错误 将 IByteDanceMiniGameAPI、IAlipayMiniGameAPI、IBaiduMiniGameAPI 从空接口改为类型别名,修复 no-empty-object-type 规则报错
This commit is contained in:
@@ -1,140 +1,601 @@
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/**
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* Runtime Plugin Manager
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* 运行时插件管理器
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* @zh 运行时插件管理器
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* @en Runtime Plugin Manager
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*
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* @zh 提供插件生命周期管理的核心实现。
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* @en Provides core implementation for plugin lifecycle management.
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*
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* @zh 设计原则 | Design principles:
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* @en
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* 1. 最小依赖 - 只依赖 ecs-framework 和 engine-core
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* 2. 状态跟踪 - 详细的插件状态用于调试和 UI
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* 3. 依赖验证 - 确保加载顺序正确
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* 4. 错误隔离 - 单个插件失败不影响其他
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*/
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import { GlobalComponentRegistry, ServiceContainer } from '@esengine/ecs-framework';
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import { GlobalComponentRegistry, ServiceContainer, createLogger } from '@esengine/ecs-framework';
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import type { IScene } from '@esengine/ecs-framework';
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import type { IRuntimePlugin, IRuntimeModule, SystemContext, ModuleManifest } from '@esengine/engine-core';
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import {
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topologicalSort,
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resolveDependencyId,
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getReverseDependencies,
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type IDependable
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} from './utils/DependencyUtils';
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import type { PluginState } from './PluginState';
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export type { IRuntimePlugin, IRuntimeModule, SystemContext, ModuleManifest };
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export class RuntimePluginManager {
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private _plugins = new Map<string, IRuntimePlugin>();
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private _enabledPlugins = new Set<string>();
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private _bInitialized = false;
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const logger = createLogger('PluginManager');
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// ============================================================================
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// 类型定义 | Type Definitions
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// ============================================================================
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// PluginState 从 ./PluginState 重新导出
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// PluginState is re-exported from ./PluginState
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/**
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* @zh 已注册的插件信息
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* @en Registered plugin info
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*/
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export interface RegisteredPluginInfo {
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/**
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* @zh 插件实例
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* @en Plugin instance
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*/
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plugin: IRuntimePlugin;
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/**
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* @zh 插件状态
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* @en Plugin state
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*/
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state: PluginState;
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/**
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* @zh 是否启用
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* @en Whether enabled
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*/
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enabled: boolean;
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/**
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* @zh 错误信息
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* @en Error message
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*/
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error?: Error;
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/**
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* @zh 注册时间
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* @en Registration time
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*/
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registeredAt: number;
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/**
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* @zh 激活时间
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* @en Activation time
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*/
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activatedAt?: number;
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/**
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* @zh 创建的系统实例(用于清理)
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* @en Created system instances (for cleanup)
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*/
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systemInstances?: any[];
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}
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/**
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* @zh 插件配置
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* @en Plugin configuration
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*/
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export interface RuntimePluginConfig {
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/**
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* @zh 启用的插件 ID 列表
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* @en Enabled plugin ID list
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*/
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enabledPlugins: string[];
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}
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// ============================================================================
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// RuntimePluginManager
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// ============================================================================
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/**
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* @zh 运行时插件管理器
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* @en Runtime Plugin Manager
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*
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* @zh 管理运行时插件的注册、初始化和生命周期。
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* @en Manages registration, initialization, and lifecycle of runtime plugins.
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*/
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export class RuntimePluginManager {
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private _plugins = new Map<string, RegisteredPluginInfo>();
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private _initialized = false;
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private _currentScene: IScene | null = null;
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private _currentContext: SystemContext | null = null;
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// ============================================================================
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// 注册 | Registration
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// ============================================================================
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/**
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* @zh 注册插件
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* @en Register plugin
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*
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* @param plugin - @zh 插件实例 @en Plugin instance
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*/
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register(plugin: IRuntimePlugin): void {
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const id = plugin.manifest.id;
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if (this._plugins.has(id)) {
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if (!plugin?.manifest?.id) {
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logger.error('Cannot register plugin: invalid manifest');
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return;
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}
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this._plugins.set(id, plugin);
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if (plugin.manifest.defaultEnabled !== false) {
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this._enabledPlugins.add(id);
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const id = plugin.manifest.id;
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if (this._plugins.has(id)) {
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logger.warn(`Plugin ${id} is already registered, skipping`);
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return;
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}
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const enabled = plugin.manifest.isCore === true ||
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plugin.manifest.isEngineModule === true ||
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plugin.manifest.defaultEnabled !== false;
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this._plugins.set(id, {
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plugin,
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state: 'loading', // 已加载但未初始化
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enabled,
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registeredAt: Date.now()
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});
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logger.debug(`Plugin registered: ${id}`, {
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enabled,
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isCore: plugin.manifest.isCore,
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isEngineModule: plugin.manifest.isEngineModule
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});
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}
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/**
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* @zh 批量注册插件
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* @en Register multiple plugins
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*
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* @param plugins - @zh 插件列表 @en Plugin list
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*/
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registerMany(plugins: IRuntimePlugin[]): void {
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for (const plugin of plugins) {
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this.register(plugin);
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}
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}
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enable(pluginId: string): void {
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this._enabledPlugins.add(pluginId);
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}
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// ============================================================================
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// 启用/禁用 | Enable/Disable
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// ============================================================================
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disable(pluginId: string): void {
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this._enabledPlugins.delete(pluginId);
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}
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isEnabled(pluginId: string): boolean {
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return this._enabledPlugins.has(pluginId);
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}
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loadConfig(config: { enabledPlugins: string[] }): void {
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this._enabledPlugins.clear();
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for (const id of config.enabledPlugins) {
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this._enabledPlugins.add(id);
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/**
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* @zh 启用插件
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* @en Enable plugin
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*
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* @param pluginId - @zh 插件 ID @en Plugin ID
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* @returns @zh 是否成功 @en Whether successful
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*/
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enable(pluginId: string): boolean {
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const info = this._plugins.get(pluginId);
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if (!info) {
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logger.error(`Plugin ${pluginId} not found`);
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return false;
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}
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// 始终启用引擎核心模块
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for (const [id, plugin] of this._plugins) {
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if (plugin.manifest.isEngineModule) {
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this._enabledPlugins.add(id);
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if (info.plugin.manifest.isCore) {
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logger.warn(`Core plugin ${pluginId} is always enabled`);
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return true;
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}
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// 检查依赖 | Check dependencies
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const deps = info.plugin.manifest.dependencies || [];
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for (const dep of deps) {
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const depId = resolveDependencyId(dep);
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const depInfo = this._plugins.get(depId);
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if (!depInfo?.enabled) {
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logger.error(`Cannot enable ${pluginId}: dependency ${dep} is not enabled`);
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return false;
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}
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}
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info.enabled = true;
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logger.info(`Plugin enabled: ${pluginId}`);
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return true;
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}
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/**
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* @zh 禁用插件
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* @en Disable plugin
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*
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* @param pluginId - @zh 插件 ID @en Plugin ID
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* @returns @zh 是否成功 @en Whether successful
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*/
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disable(pluginId: string): boolean {
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const info = this._plugins.get(pluginId);
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if (!info) {
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logger.error(`Plugin ${pluginId} not found`);
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return false;
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}
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if (info.plugin.manifest.isCore) {
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logger.warn(`Core plugin ${pluginId} cannot be disabled`);
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return false;
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}
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// 检查是否有其他插件依赖此插件(使用统一工具)
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// Check if other plugins depend on this (using unified util)
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const reverseDeps = this._getReverseDependencies(pluginId);
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const enabledReverseDeps = Array.from(reverseDeps).filter(
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id => this._plugins.get(id)?.enabled
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);
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if (enabledReverseDeps.length > 0) {
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logger.error(`Cannot disable ${pluginId}: plugins ${enabledReverseDeps.join(', ')} depend on it`);
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return false;
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}
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// 清理系统实例 | Cleanup system instances
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if (info.systemInstances && this._currentScene) {
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for (const system of info.systemInstances) {
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try {
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this._currentScene.removeSystem(system);
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} catch (e) {
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logger.warn(`Failed to remove system from ${pluginId}:`, e);
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}
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}
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info.systemInstances = [];
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}
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info.enabled = false;
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info.state = 'disabled';
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logger.info(`Plugin disabled: ${pluginId}`);
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return true;
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}
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/**
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* @zh 检查插件是否启用
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* @en Check if plugin is enabled
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*/
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isEnabled(pluginId: string): boolean {
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return this._plugins.get(pluginId)?.enabled ?? false;
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}
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/**
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* @zh 加载配置
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* @en Load configuration
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*
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* @param config - @zh 插件配置 @en Plugin configuration
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*/
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loadConfig(config: RuntimePluginConfig): void {
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const { enabledPlugins } = config;
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for (const [id, info] of this._plugins) {
|
||||
if (info.plugin.manifest.isCore || info.plugin.manifest.isEngineModule) {
|
||||
info.enabled = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
const shouldEnable = enabledPlugins.includes(id) ||
|
||||
info.plugin.manifest.defaultEnabled === true;
|
||||
info.enabled = shouldEnable;
|
||||
}
|
||||
|
||||
logger.info('Plugin configuration loaded', {
|
||||
enabled: Array.from(this._plugins.values()).filter(p => p.enabled).length,
|
||||
total: this._plugins.size
|
||||
});
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 初始化 | Initialization
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 初始化所有启用的插件
|
||||
* @en Initialize all enabled plugins
|
||||
*
|
||||
* @param services - @zh 服务容器 @en Service container
|
||||
*/
|
||||
async initializeRuntime(services: ServiceContainer): Promise<void> {
|
||||
if (this._bInitialized) {
|
||||
if (this._initialized) {
|
||||
logger.warn('Runtime already initialized');
|
||||
return;
|
||||
}
|
||||
|
||||
for (const [id, plugin] of this._plugins) {
|
||||
if (!this._enabledPlugins.has(id)) continue;
|
||||
const mod = plugin.runtimeModule;
|
||||
const startTime = Date.now();
|
||||
const sortedPlugins = this._topologicalSort();
|
||||
|
||||
// Phase 1: 注册组件 | Register components
|
||||
for (const pluginId of sortedPlugins) {
|
||||
const info = this._plugins.get(pluginId);
|
||||
if (!info?.enabled) continue;
|
||||
|
||||
const mod = info.plugin.runtimeModule;
|
||||
if (mod?.registerComponents) {
|
||||
try {
|
||||
info.state = 'initializing';
|
||||
mod.registerComponents(GlobalComponentRegistry);
|
||||
logger.debug(`Components registered for: ${pluginId}`);
|
||||
} catch (e) {
|
||||
console.error(`[PluginManager] Failed to register components for ${id}:`, e);
|
||||
logger.error(`Failed to register components for ${pluginId}:`, e);
|
||||
info.state = 'error';
|
||||
info.error = e as Error;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const [id, plugin] of this._plugins) {
|
||||
if (!this._enabledPlugins.has(id)) continue;
|
||||
const mod = plugin.runtimeModule;
|
||||
// Phase 2: 注册服务 | Register services
|
||||
for (const pluginId of sortedPlugins) {
|
||||
const info = this._plugins.get(pluginId);
|
||||
if (!info?.enabled || info.state === 'error') continue;
|
||||
|
||||
const mod = info.plugin.runtimeModule;
|
||||
if (mod?.registerServices) {
|
||||
try {
|
||||
mod.registerServices(services);
|
||||
logger.debug(`Services registered for: ${pluginId}`);
|
||||
} catch (e) {
|
||||
console.error(`[PluginManager] Failed to register services for ${id}:`, e);
|
||||
logger.error(`Failed to register services for ${pluginId}:`, e);
|
||||
info.state = 'error';
|
||||
info.error = e as Error;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const [id, plugin] of this._plugins) {
|
||||
if (!this._enabledPlugins.has(id)) continue;
|
||||
const mod = plugin.runtimeModule;
|
||||
// Phase 3: 初始化回调 | Initialize callbacks
|
||||
for (const pluginId of sortedPlugins) {
|
||||
const info = this._plugins.get(pluginId);
|
||||
if (!info?.enabled || info.state === 'error') continue;
|
||||
|
||||
const mod = info.plugin.runtimeModule;
|
||||
if (mod?.onInitialize) {
|
||||
try {
|
||||
await mod.onInitialize();
|
||||
info.state = 'active';
|
||||
info.activatedAt = Date.now();
|
||||
logger.debug(`Initialized: ${pluginId}`);
|
||||
} catch (e) {
|
||||
console.error(`[PluginManager] Failed to initialize ${id}:`, e);
|
||||
logger.error(`Failed to initialize ${pluginId}:`, e);
|
||||
info.state = 'error';
|
||||
info.error = e as Error;
|
||||
}
|
||||
} else {
|
||||
info.state = 'active';
|
||||
info.activatedAt = Date.now();
|
||||
}
|
||||
}
|
||||
|
||||
this._bInitialized = true;
|
||||
this._initialized = true;
|
||||
|
||||
const duration = Date.now() - startTime;
|
||||
const activeCount = Array.from(this._plugins.values())
|
||||
.filter(p => p.state === 'active').length;
|
||||
|
||||
logger.info(`Runtime initialized | 运行时初始化完成`, {
|
||||
active: activeCount,
|
||||
total: this._plugins.size,
|
||||
duration: `${duration}ms`
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 为场景创建系统
|
||||
* @en Create systems for scene
|
||||
*
|
||||
* @param scene - @zh 场景 @en Scene
|
||||
* @param context - @zh 系统上下文 @en System context
|
||||
*/
|
||||
createSystemsForScene(scene: IScene, context: SystemContext): void {
|
||||
// Phase 1: 创建系统
|
||||
for (const [id, plugin] of this._plugins) {
|
||||
if (!this._enabledPlugins.has(id)) continue;
|
||||
const mod = plugin.runtimeModule;
|
||||
this._currentScene = scene;
|
||||
this._currentContext = context;
|
||||
|
||||
const sortedPlugins = this._topologicalSort();
|
||||
|
||||
// Phase 1: 创建系统 | Create systems
|
||||
for (const pluginId of sortedPlugins) {
|
||||
const info = this._plugins.get(pluginId);
|
||||
if (!info?.enabled || info.state === 'error') continue;
|
||||
|
||||
const mod = info.plugin.runtimeModule;
|
||||
if (mod?.createSystems) {
|
||||
try {
|
||||
const systemsBefore = scene.systems.length;
|
||||
mod.createSystems(scene, context);
|
||||
|
||||
// 跟踪创建的系统 | Track created systems
|
||||
const systemsAfter = scene.systems;
|
||||
info.systemInstances = [];
|
||||
for (let i = systemsBefore; i < systemsAfter.length; i++) {
|
||||
info.systemInstances.push(systemsAfter[i]);
|
||||
}
|
||||
|
||||
logger.debug(`Systems created for: ${pluginId}`, {
|
||||
count: info.systemInstances.length
|
||||
});
|
||||
} catch (e) {
|
||||
console.error(`[PluginManager] Failed to create systems for ${id}:`, e);
|
||||
logger.error(`Failed to create systems for ${pluginId}:`, e);
|
||||
info.state = 'error';
|
||||
info.error = e as Error;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Phase 2: 连接跨插件依赖
|
||||
for (const [id, plugin] of this._plugins) {
|
||||
if (!this._enabledPlugins.has(id)) continue;
|
||||
const mod = plugin.runtimeModule;
|
||||
// Phase 2: 系统创建后回调 | Post-creation callbacks
|
||||
for (const pluginId of sortedPlugins) {
|
||||
const info = this._plugins.get(pluginId);
|
||||
if (!info?.enabled || info.state === 'error') continue;
|
||||
|
||||
const mod = info.plugin.runtimeModule;
|
||||
if (mod?.onSystemsCreated) {
|
||||
try {
|
||||
mod.onSystemsCreated(scene, context);
|
||||
logger.debug(`Systems wired for: ${pluginId}`);
|
||||
} catch (e) {
|
||||
console.error(`[PluginManager] Failed to wire dependencies for ${id}:`, e);
|
||||
logger.error(`Failed to wire systems for ${pluginId}:`, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
logger.info('Systems created for scene | 场景系统创建完成');
|
||||
}
|
||||
|
||||
getPlugins(): IRuntimePlugin[] {
|
||||
return Array.from(this._plugins.values());
|
||||
}
|
||||
// ============================================================================
|
||||
// 查询 | Query
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 获取插件
|
||||
* @en Get plugin
|
||||
*/
|
||||
getPlugin(id: string): IRuntimePlugin | undefined {
|
||||
return this._plugins.get(id)?.plugin;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取插件信息
|
||||
* @en Get plugin info
|
||||
*/
|
||||
getPluginInfo(id: string): RegisteredPluginInfo | undefined {
|
||||
return this._plugins.get(id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有插件
|
||||
* @en Get all plugins
|
||||
*/
|
||||
getPlugins(): IRuntimePlugin[] {
|
||||
return Array.from(this._plugins.values()).map(p => p.plugin);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有启用的插件
|
||||
* @en Get all enabled plugins
|
||||
*/
|
||||
getEnabledPlugins(): IRuntimePlugin[] {
|
||||
return Array.from(this._plugins.values())
|
||||
.filter(p => p.enabled)
|
||||
.map(p => p.plugin);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取插件状态
|
||||
* @en Get plugin state
|
||||
*/
|
||||
getState(pluginId: string): PluginState | undefined {
|
||||
return this._plugins.get(pluginId)?.state;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取失败的插件
|
||||
* @en Get failed plugins
|
||||
*/
|
||||
getFailedPlugins(): Array<{ id: string; error: Error }> {
|
||||
const failed: Array<{ id: string; error: Error }> = [];
|
||||
for (const [id, info] of this._plugins) {
|
||||
if (info.state === 'error' && info.error) {
|
||||
failed.push({ id, error: info.error });
|
||||
}
|
||||
}
|
||||
return failed;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否已初始化
|
||||
* @en Whether initialized
|
||||
*/
|
||||
get initialized(): boolean {
|
||||
return this._initialized;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 生命周期 | Lifecycle
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 清理场景系统
|
||||
* @en Clear scene systems
|
||||
*/
|
||||
clearSceneSystems(): void {
|
||||
for (const [pluginId, info] of this._plugins) {
|
||||
if (!info.enabled) continue;
|
||||
|
||||
const mod = info.plugin.runtimeModule;
|
||||
if (mod?.onDestroy) {
|
||||
try {
|
||||
mod.onDestroy();
|
||||
} catch (e) {
|
||||
logger.error(`Error in ${pluginId}.onDestroy:`, e);
|
||||
}
|
||||
}
|
||||
|
||||
info.systemInstances = [];
|
||||
}
|
||||
|
||||
this._currentScene = null;
|
||||
this._currentContext = null;
|
||||
logger.debug('Scene systems cleared');
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重置管理器
|
||||
* @en Reset manager
|
||||
*/
|
||||
reset(): void {
|
||||
this.clearSceneSystems();
|
||||
this._plugins.clear();
|
||||
this._enabledPlugins.clear();
|
||||
this._bInitialized = false;
|
||||
this._initialized = false;
|
||||
logger.info('PluginManager reset');
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 私有方法 | Private Methods
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 拓扑排序(使用统一的 DependencyUtils)
|
||||
* @en Topological sort (using unified DependencyUtils)
|
||||
*/
|
||||
private _topologicalSort(): string[] {
|
||||
// 转换为 IDependable 格式
|
||||
const items: IDependable[] = Array.from(this._plugins.entries()).map(
|
||||
([id, info]) => ({
|
||||
id,
|
||||
dependencies: info.plugin.manifest.dependencies
|
||||
})
|
||||
);
|
||||
|
||||
const result = topologicalSort(items, {
|
||||
algorithm: 'dfs',
|
||||
resolveId: resolveDependencyId
|
||||
});
|
||||
|
||||
if (result.hasCycles) {
|
||||
logger.warn(`Circular dependencies detected: ${result.cycleIds?.join(', ')}`);
|
||||
}
|
||||
|
||||
return result.sorted.map(item => item.id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取反向依赖(使用统一的 DependencyUtils)
|
||||
* @en Get reverse dependencies (using unified DependencyUtils)
|
||||
*/
|
||||
private _getReverseDependencies(pluginId: string): Set<string> {
|
||||
const items: IDependable[] = Array.from(this._plugins.entries()).map(
|
||||
([id, info]) => ({
|
||||
id,
|
||||
dependencies: info.plugin.manifest.dependencies
|
||||
})
|
||||
);
|
||||
|
||||
return getReverseDependencies(pluginId, items, {
|
||||
resolveId: resolveDependencyId
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 全局运行时插件管理器实例
|
||||
* @en Global runtime plugin manager instance
|
||||
*/
|
||||
export const runtimePluginManager = new RuntimePluginManager();
|
||||
|
||||
Reference in New Issue
Block a user