feat(worker): 添加微信小游戏 Worker 支持和 Worker Generator CLI (#297)
* feat(worker): 添加微信小游戏 Worker 支持和 Worker Generator CLI - 新增 @esengine/worker-generator 包,用于从 WorkerEntitySystem 生成 Worker 文件 - WorkerEntitySystem 添加 workerScriptPath 配置项,支持预编译 Worker 脚本 - CLI 工具支持 --wechat 模式,自动转换 ES6+ 为 ES5 语法 - 修复微信小游戏 Worker 消息格式差异(res 直接是数据,无需 .data) - 更新中英文文档,添加微信小游戏支持章节 * docs: 更新 changelog,添加 v2.3.1 说明并标注 v2.3.0 为废弃 * fix: 修复 CI 检查问题 - 移除 cli.ts 中未使用的 toKebabCase 函数 - 修复 generator.ts 中正则表达式的 ReDoS 风险(使用 [ \t] 替代 \s*) - 更新 changelog 版本号(2.3.1 -> 2.3.2) * docs: 移除未发布版本的 changelog 条目 * fix(worker-generator): 使用 TypeScript 编译器替代手写正则进行 ES5 转换 - 修复 CodeQL 检测的 ReDoS 安全问题 - 使用 ts.transpileModule 进行安全可靠的代码转换 - 移除所有可能导致回溯的正则表达式
This commit is contained in:
@@ -6,409 +6,198 @@
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## 特性支持
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- ✅ **Worker**: 支持(通过 `wx.createWorker` 创建,需要配置 game.json)
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- ❌ **SharedArrayBuffer**: 不支持
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- ❌ **Transferable Objects**: 不支持(只支持可序列化对象)
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- ✅ **高精度时间**: 使用 `Date.now()` 或 `wx.getPerformance()`
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- ✅ **设备信息**: 完整的微信小游戏设备信息
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| 特性 | 支持情况 | 说明 |
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|------|----------|------|
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| **Worker** | ✅ 支持 | 需要使用预编译文件,配置 `workerScriptPath` |
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| **SharedArrayBuffer** | ❌ 不支持 | 微信小游戏环境不支持 |
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| **Transferable Objects** | ❌ 不支持 | 只支持可序列化对象 |
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| **高精度时间** | ✅ 支持 | 使用 `wx.getPerformance()` |
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| **设备信息** | ✅ 支持 | 完整的微信小游戏设备信息 |
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## 完整实现
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## WorkerEntitySystem 使用方式
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```typescript
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import type {
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IPlatformAdapter,
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PlatformWorker,
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WorkerCreationOptions,
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PlatformConfig,
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WeChatDeviceInfo
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} from '@esengine/ecs-framework';
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### 重要:微信小游戏 Worker 限制
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/**
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* 微信小游戏平台适配器
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* 支持微信小游戏环境
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*/
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export class WeChatMiniGameAdapter implements IPlatformAdapter {
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public readonly name = 'wechat-minigame';
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public readonly version: string;
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private systemInfo: any;
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微信小游戏的 Worker 有以下限制:
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- **Worker 脚本必须在代码包内**,不能动态生成
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- **必须在 `game.json` 中配置** `workers` 目录
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- **最多只能创建 1 个 Worker**
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constructor() {
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// 获取微信小游戏版本信息
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this.systemInfo = this.getSystemInfo();
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this.version = this.systemInfo.version || 'unknown';
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}
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因此,使用 `WorkerEntitySystem` 时有两种方式:
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1. **推荐:使用 CLI 工具自动生成** Worker 文件
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2. 手动创建 Worker 文件
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/**
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* 检查是否支持Worker
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*/
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public isWorkerSupported(): boolean {
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// 微信小游戏支持Worker,通过wx.createWorker创建
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return typeof wx !== 'undefined' && typeof wx.createWorker === 'function';
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}
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### 方式一:使用 CLI 工具自动生成(推荐)
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/**
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* 检查是否支持SharedArrayBuffer(不支持)
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*/
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public isSharedArrayBufferSupported(): boolean {
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return false; // 微信小游戏不支持SharedArrayBuffer
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}
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我们提供了 `@esengine/worker-generator` 工具,可以自动从你的 TypeScript 代码中提取 `workerProcess` 函数并生成微信小游戏兼容的 Worker 文件。
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/**
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* 获取硬件并发数
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*/
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public getHardwareConcurrency(): number {
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// 微信小游戏官方限制:最多只能创建 1 个 Worker
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return 1;
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}
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#### 安装
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/**
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* 创建Worker
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* @param script 脚本内容或文件路径
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* @param options Worker创建选项
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*/
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public createWorker(script: string, options: WorkerCreationOptions = {}): PlatformWorker {
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if (!this.isWorkerSupported()) {
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throw new Error('微信小游戏不支持Worker');
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}
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```bash
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pnpm add -D @esengine/worker-generator
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# 或
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npm install --save-dev @esengine/worker-generator
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```
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try {
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return new WeChatWorker(script, options);
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} catch (error) {
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throw new Error(`创建微信Worker失败: ${(error as Error).message}`);
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}
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}
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#### 使用
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/**
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* 创建SharedArrayBuffer(不支持)
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*/
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public createSharedArrayBuffer(length: number): SharedArrayBuffer | null {
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return null; // 微信小游戏不支持SharedArrayBuffer
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}
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```bash
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# 扫描 src 目录,生成 Worker 文件到 workers 目录
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npx esengine-worker-gen --src ./src --out ./workers --wechat
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/**
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* 获取高精度时间戳
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*/
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public getHighResTimestamp(): number {
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// 尝试使用微信的性能API,否则使用Date.now()
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if (typeof wx !== 'undefined' && wx.getPerformance) {
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const performance = wx.getPerformance();
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return performance.now();
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}
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return Date.now();
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}
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# 查看帮助
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npx esengine-worker-gen --help
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```
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/**
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* 获取平台配置
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*/
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public getPlatformConfig(): PlatformConfig {
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return {
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maxWorkerCount: 1, // 微信小游戏最多支持 1 个 Worker
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supportsModuleWorker: false, // 不支持模块Worker
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supportsTransferableObjects: this.checkTransferableObjectsSupport(),
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maxSharedArrayBufferSize: 0,
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workerScriptPrefix: '',
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limitations: {
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noEval: true, // 微信小游戏限制eval使用
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requiresWorkerInit: false,
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memoryLimit: this.getMemoryLimit(),
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workerNotSupported: false,
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workerLimitations: [
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'最多只能创建 1 个 Worker',
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'创建新Worker前必须先调用 Worker.terminate()',
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'Worker脚本必须为项目内相对路径',
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'需要在 game.json 中配置 workers 路径',
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'使用 worker.onMessage() 而不是 self.onmessage',
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'需要基础库 1.9.90 及以上版本'
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]
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},
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extensions: {
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platform: 'wechat-minigame',
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systemInfo: this.systemInfo,
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appId: this.systemInfo.host?.appId || 'unknown'
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}
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};
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}
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#### 参数说明
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/**
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* 获取微信小游戏设备信息
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*/
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public getDeviceInfo(): WeChatDeviceInfo {
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return {
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// 设备基础信息
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brand: this.systemInfo.brand,
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model: this.systemInfo.model,
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platform: this.systemInfo.platform,
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system: this.systemInfo.system,
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benchmarkLevel: this.systemInfo.benchmarkLevel,
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cpuType: this.systemInfo.cpuType,
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memorySize: this.systemInfo.memorySize,
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deviceAbi: this.systemInfo.deviceAbi,
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abi: this.systemInfo.abi,
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| 参数 | 说明 | 默认值 |
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|------|------|--------|
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| `-s, --src <dir>` | 源代码目录 | `./src` |
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| `-o, --out <dir>` | 输出目录 | `./workers` |
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| `-w, --wechat` | 生成微信小游戏兼容代码 | `false` |
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| `-m, --mapping` | 生成 worker-mapping.json | `true` |
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| `-t, --tsconfig <path>` | TypeScript 配置文件路径 | 自动查找 |
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| `-v, --verbose` | 详细输出 | `false` |
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// 窗口信息
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screenWidth: this.systemInfo.screenWidth,
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screenHeight: this.systemInfo.screenHeight,
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screenTop: this.systemInfo.screenTop,
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windowWidth: this.systemInfo.windowWidth,
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windowHeight: this.systemInfo.windowHeight,
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pixelRatio: this.systemInfo.pixelRatio,
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statusBarHeight: this.systemInfo.statusBarHeight,
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safeArea: this.systemInfo.safeArea,
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#### 示例输出
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// 应用信息
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version: this.systemInfo.version,
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language: this.systemInfo.language,
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theme: this.systemInfo.theme,
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SDKVersion: this.systemInfo.SDKVersion,
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enableDebug: this.systemInfo.enableDebug,
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fontSizeSetting: this.systemInfo.fontSizeSetting,
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host: this.systemInfo.host
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};
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}
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```
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🔧 ESEngine Worker Generator
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/**
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* 异步获取完整的平台配置
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*/
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public async getPlatformConfigAsync(): Promise<PlatformConfig> {
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// 可以在这里添加异步获取设备性能信息的逻辑
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const baseConfig = this.getPlatformConfig();
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Source directory: /project/src
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Output directory: /project/workers
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WeChat mode: Yes
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// 尝试获取设备性能信息
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try {
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const benchmarkLevel = await this.getBenchmarkLevel();
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baseConfig.extensions = {
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...baseConfig.extensions,
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benchmarkLevel
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};
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} catch (error) {
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console.warn('获取性能基准失败:', error);
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}
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Scanning for WorkerEntitySystem classes...
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return baseConfig;
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}
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✓ Found 1 WorkerEntitySystem class(es):
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- PhysicsSystem (src/systems/PhysicsSystem.ts)
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/**
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* 检查是否支持Transferable Objects
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*/
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private checkTransferableObjectsSupport(): boolean {
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// 微信小游戏不支持 Transferable Objects
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// 基础库 2.20.2 之前只支持可序列化的 key-value 对象
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// 2.20.2 之后支持任意类型数据,但仍然不支持 Transferable Objects
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return false;
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}
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Generating Worker files...
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/**
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* 获取系统信息
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*/
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private getSystemInfo(): any {
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if (typeof wx !== 'undefined' && wx.getSystemInfoSync) {
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try {
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return wx.getSystemInfoSync();
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} catch (error) {
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console.warn('获取微信系统信息失败:', error);
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return {};
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}
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}
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return {};
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}
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✓ Successfully generated 1 Worker file(s):
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- PhysicsSystem -> workers/physics-system-worker.js
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/**
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* 获取内存限制
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*/
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private getMemoryLimit(): number {
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// 微信小游戏通常有内存限制
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const memorySize = this.systemInfo.memorySize;
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if (memorySize) {
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// 解析内存大小字符串(如 "4GB")
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const match = memorySize.match(/(\d+)([GM]B)?/i);
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if (match) {
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const value = parseInt(match[1], 10);
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const unit = match[2]?.toUpperCase();
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📝 Usage:
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1. Copy the generated files to your project's workers/ directory
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2. Configure game.json (WeChat): { "workers": "workers" }
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3. In your System constructor, add:
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workerScriptPath: 'workers/physics-system-worker.js'
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```
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if (unit === 'GB') {
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return value * 1024 * 1024 * 1024;
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} else if (unit === 'MB') {
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return value * 1024 * 1024;
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}
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}
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}
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#### 在构建流程中集成
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// 默认限制为512MB
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return 512 * 1024 * 1024;
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}
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/**
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* 异步获取设备性能基准
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*/
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private async getBenchmarkLevel(): Promise<number> {
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return new Promise((resolve) => {
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if (typeof wx !== 'undefined' && wx.getDeviceInfo) {
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wx.getDeviceInfo({
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success: (res: any) => {
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resolve(res.benchmarkLevel || 0);
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},
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fail: () => {
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resolve(0);
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}
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});
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} else {
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resolve(this.systemInfo.benchmarkLevel || 0);
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}
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});
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}
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}
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/**
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* 微信Worker封装
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*/
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class WeChatWorker implements PlatformWorker {
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private _state: 'running' | 'terminated' = 'running';
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private worker: any;
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private scriptPath: string;
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private isTemporaryFile: boolean = false;
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constructor(script: string, options: WorkerCreationOptions = {}) {
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if (typeof wx === 'undefined' || typeof wx.createWorker !== 'function') {
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throw new Error('微信小游戏不支持Worker');
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}
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try {
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// 判断 script 是文件路径还是脚本内容
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if (this.isFilePath(script)) {
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// 直接使用文件路径
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this.scriptPath = script;
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this.isTemporaryFile = false;
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this.worker = wx.createWorker(this.scriptPath, {
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useExperimentalWorker: true // 启用实验性Worker获得更好性能
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});
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} else {
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// 微信小游戏不支持动态脚本内容,只能使用文件路径
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// 将脚本内容写入文件系统
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this.scriptPath = this.writeScriptToFile(script, options.name);
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this.isTemporaryFile = true;
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this.worker = wx.createWorker(this.scriptPath, {
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useExperimentalWorker: true
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});
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}
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} catch (error) {
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throw new Error(`创建微信Worker失败: ${(error as Error).message}`);
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}
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}
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/**
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* 判断是否为文件路径
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*/
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private isFilePath(script: string): boolean {
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// 简单判断:如果包含 .js 后缀且不包含换行符或分号,认为是文件路径
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return script.endsWith('.js') &&
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!script.includes('\n') &&
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!script.includes(';') &&
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script.length < 200; // 文件路径通常不会太长
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}
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/**
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* 将脚本内容写入文件系统
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* 注意:微信小游戏不支持blob URL,只能使用文件系统
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*/
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private writeScriptToFile(script: string, name?: string): string {
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const fs = wx.getFileSystemManager();
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const fileName = name ? `worker-${name}.js` : `worker-${Date.now()}.js`;
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const filePath = `${wx.env.USER_DATA_PATH}/${fileName}`;
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try {
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fs.writeFileSync(filePath, script, 'utf8');
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return filePath;
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} catch (error) {
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throw new Error(`写入Worker脚本文件失败: ${(error as Error).message}`);
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}
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}
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public get state(): 'running' | 'terminated' {
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return this._state;
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}
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public postMessage(message: any, transfer?: Transferable[]): void {
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if (this._state === 'terminated') {
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throw new Error('Worker已被终止');
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}
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try {
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// 微信小游戏 Worker 只支持可序列化对象,忽略 transfer 参数
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this.worker.postMessage(message);
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} catch (error) {
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throw new Error(`发送消息到微信Worker失败: ${(error as Error).message}`);
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}
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||||
}
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public onMessage(handler: (event: { data: any }) => void): void {
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// 微信小游戏使用 onMessage 方法,不是 onmessage 属性
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this.worker.onMessage((res: any) => {
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handler({ data: res });
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});
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}
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public onError(handler: (error: ErrorEvent) => void): void {
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// 注意:微信小游戏 Worker 的错误处理可能与标准不同
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if (this.worker.onError) {
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this.worker.onError(handler);
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||||
}
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||||
}
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||||
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public terminate(): void {
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if (this._state === 'running') {
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try {
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this.worker.terminate();
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this._state = 'terminated';
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||||
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||||
// 清理临时脚本文件
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this.cleanupScriptFile();
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} catch (error) {
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console.error('终止微信Worker失败:', error);
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||||
}
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||||
}
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||||
}
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||||
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||||
/**
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||||
* 清理临时脚本文件
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||||
*/
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||||
private cleanupScriptFile(): void {
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||||
// 只清理临时创建的文件,不清理用户提供的文件路径
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||||
if (this.scriptPath && this.isTemporaryFile) {
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||||
try {
|
||||
const fs = wx.getFileSystemManager();
|
||||
fs.unlinkSync(this.scriptPath);
|
||||
} catch (error) {
|
||||
console.warn('清理Worker脚本文件失败:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
```json
|
||||
// package.json
|
||||
{
|
||||
"scripts": {
|
||||
"build:workers": "esengine-worker-gen --src ./src --out ./workers --wechat",
|
||||
"build": "pnpm build:workers && your-build-command"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 使用方法
|
||||
### 方式二:手动创建 Worker 文件
|
||||
|
||||
### 1. 复制代码
|
||||
如果你不想使用 CLI 工具,也可以手动创建 Worker 文件。
|
||||
|
||||
将上述代码复制到你的项目中,例如 `src/platform/WeChatMiniGameAdapter.ts`。
|
||||
在项目中创建 `workers/entity-worker.js`:
|
||||
|
||||
### 2. 注册适配器
|
||||
```javascript
|
||||
// workers/entity-worker.js
|
||||
// 微信小游戏 WorkerEntitySystem 通用 Worker 模板
|
||||
|
||||
```typescript
|
||||
import { PlatformManager } from '@esengine/ecs-framework';
|
||||
import { WeChatMiniGameAdapter } from './platform/WeChatMiniGameAdapter';
|
||||
let sharedFloatArray = null;
|
||||
|
||||
// 检查是否在微信小游戏环境
|
||||
if (typeof wx !== 'undefined') {
|
||||
const wechatAdapter = new WeChatMiniGameAdapter();
|
||||
PlatformManager.getInstance().registerAdapter(wechatAdapter);
|
||||
worker.onMessage(function(e) {
|
||||
const { type, id, entities, deltaTime, systemConfig, startIndex, endIndex, sharedBuffer } = e.data;
|
||||
|
||||
try {
|
||||
// 处理 SharedArrayBuffer 初始化
|
||||
if (type === 'init' && sharedBuffer) {
|
||||
sharedFloatArray = new Float32Array(sharedBuffer);
|
||||
worker.postMessage({ type: 'init', success: true });
|
||||
return;
|
||||
}
|
||||
|
||||
// 处理 SharedArrayBuffer 数据
|
||||
if (type === 'shared' && sharedFloatArray) {
|
||||
processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig);
|
||||
worker.postMessage({ id, result: null });
|
||||
return;
|
||||
}
|
||||
|
||||
// 传统处理方式
|
||||
if (entities) {
|
||||
const result = workerProcess(entities, deltaTime, systemConfig);
|
||||
|
||||
// 处理 Promise 返回值
|
||||
if (result && typeof result.then === 'function') {
|
||||
result.then(function(finalResult) {
|
||||
worker.postMessage({ id, result: finalResult });
|
||||
}).catch(function(error) {
|
||||
worker.postMessage({ id, error: error.message });
|
||||
});
|
||||
} else {
|
||||
worker.postMessage({ id, result: result });
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
worker.postMessage({ id, error: error.message });
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 实体处理函数 - 根据你的业务逻辑修改此函数
|
||||
* @param {Array} entities - 实体数据数组
|
||||
* @param {number} deltaTime - 帧间隔时间
|
||||
* @param {Object} systemConfig - 系统配置
|
||||
* @returns {Array} 处理后的实体数据
|
||||
*/
|
||||
function workerProcess(entities, deltaTime, systemConfig) {
|
||||
// ====== 在这里编写你的处理逻辑 ======
|
||||
// 示例:物理计算
|
||||
return entities.map(function(entity) {
|
||||
// 应用重力
|
||||
entity.vy += (systemConfig.gravity || 100) * deltaTime;
|
||||
|
||||
// 更新位置
|
||||
entity.x += entity.vx * deltaTime;
|
||||
entity.y += entity.vy * deltaTime;
|
||||
|
||||
// 应用摩擦力
|
||||
entity.vx *= (systemConfig.friction || 0.95);
|
||||
entity.vy *= (systemConfig.friction || 0.95);
|
||||
|
||||
return entity;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* SharedArrayBuffer 处理函数(可选)
|
||||
*/
|
||||
function processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig) {
|
||||
if (!sharedFloatArray) return;
|
||||
|
||||
// ====== 根据需要实现 SharedArrayBuffer 处理逻辑 ======
|
||||
// 注意:微信小游戏不支持 SharedArrayBuffer,此函数通常不会被调用
|
||||
}
|
||||
```
|
||||
|
||||
### 3. WorkerEntitySystem 使用方式
|
||||
### 步骤 2:配置 game.json
|
||||
|
||||
微信小游戏适配器与 WorkerEntitySystem 配合使用,自动处理 Worker 脚本创建:
|
||||
在 `game.json` 中添加 workers 配置:
|
||||
|
||||
#### 基本使用方式(推荐)
|
||||
```json
|
||||
{
|
||||
"deviceOrientation": "portrait",
|
||||
"showStatusBar": false,
|
||||
"workers": "workers"
|
||||
}
|
||||
```
|
||||
|
||||
### 步骤 3:使用 WorkerEntitySystem
|
||||
|
||||
```typescript
|
||||
import { WorkerEntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
@@ -426,13 +215,17 @@ class PhysicsSystem extends WorkerEntitySystem<PhysicsData> {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity), {
|
||||
enableWorker: true,
|
||||
workerCount: 1, // 微信小游戏限制只能创建1个Worker
|
||||
systemConfig: { gravity: 100, friction: 0.95 }
|
||||
workerCount: 1, // 微信小游戏限制只能创建 1 个 Worker
|
||||
workerScriptPath: 'workers/entity-worker.js', // 指定预编译的 Worker 文件
|
||||
systemConfig: {
|
||||
gravity: 100,
|
||||
friction: 0.95
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
protected getDefaultEntityDataSize(): number {
|
||||
return 6; // id, x, y, vx, vy, mass
|
||||
return 6;
|
||||
}
|
||||
|
||||
protected extractEntityData(entity: Entity): PhysicsData {
|
||||
@@ -450,20 +243,15 @@ class PhysicsSystem extends WorkerEntitySystem<PhysicsData> {
|
||||
};
|
||||
}
|
||||
|
||||
// WorkerEntitySystem 会自动将此函数序列化并写入临时文件
|
||||
// 注意:在微信小游戏中,此方法不会被使用
|
||||
// Worker 的处理逻辑在 workers/entity-worker.js 中的 workerProcess 函数里
|
||||
protected workerProcess(entities: PhysicsData[], deltaTime: number, config: any): PhysicsData[] {
|
||||
return entities.map(entity => {
|
||||
// 应用重力
|
||||
entity.vy += config.gravity * deltaTime;
|
||||
|
||||
// 更新位置
|
||||
entity.x += entity.vx * deltaTime;
|
||||
entity.y += entity.vy * deltaTime;
|
||||
|
||||
// 应用摩擦力
|
||||
entity.vx *= config.friction;
|
||||
entity.vy *= config.friction;
|
||||
|
||||
return entity;
|
||||
});
|
||||
}
|
||||
@@ -477,201 +265,219 @@ class PhysicsSystem extends WorkerEntitySystem<PhysicsData> {
|
||||
velocity.x = result.vx;
|
||||
velocity.y = result.vy;
|
||||
}
|
||||
|
||||
// SharedArrayBuffer 相关方法(微信小游戏不支持,可省略)
|
||||
protected writeEntityToBuffer(data: PhysicsData, offset: number): void {}
|
||||
protected readEntityFromBuffer(offset: number): PhysicsData | null { return null; }
|
||||
}
|
||||
```
|
||||
|
||||
#### 使用预先创建的 Worker 文件(可选)
|
||||
### 临时禁用 Worker(降级到同步模式)
|
||||
|
||||
如果你希望使用预先创建的 Worker 文件:
|
||||
如果遇到问题,可以临时禁用 Worker:
|
||||
|
||||
```typescript
|
||||
// 1. 在 game.json 中配置 Worker 路径
|
||||
/*
|
||||
{
|
||||
"workers": "workers"
|
||||
class PhysicsSystem extends WorkerEntitySystem<PhysicsData> {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity), {
|
||||
enableWorker: false, // 禁用 Worker,使用主线程同步处理
|
||||
// ... 其他配置
|
||||
});
|
||||
}
|
||||
}
|
||||
*/
|
||||
```
|
||||
|
||||
// 2. 创建 workers/physics.js 文件
|
||||
// workers/physics.js 内容:
|
||||
/*
|
||||
// 微信小游戏 Worker 使用标准的 self.onmessage
|
||||
self.onmessage = function(e) {
|
||||
const { type, id, entities, deltaTime, systemConfig } = e.data;
|
||||
## 完整适配器实现
|
||||
|
||||
if (entities) {
|
||||
// 处理物理计算
|
||||
const results = entities.map(entity => {
|
||||
entity.vy += systemConfig.gravity * deltaTime;
|
||||
entity.x += entity.vx * deltaTime;
|
||||
entity.y += entity.vy * deltaTime;
|
||||
return entity;
|
||||
```typescript
|
||||
import type {
|
||||
IPlatformAdapter,
|
||||
PlatformWorker,
|
||||
WorkerCreationOptions,
|
||||
PlatformConfig
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 微信小游戏平台适配器
|
||||
*/
|
||||
export class WeChatMiniGameAdapter implements IPlatformAdapter {
|
||||
public readonly name = 'wechat-minigame';
|
||||
public readonly version: string;
|
||||
private systemInfo: any;
|
||||
|
||||
constructor() {
|
||||
this.systemInfo = this.getSystemInfo();
|
||||
this.version = this.systemInfo.SDKVersion || 'unknown';
|
||||
}
|
||||
|
||||
public isWorkerSupported(): boolean {
|
||||
return typeof wx !== 'undefined' && typeof wx.createWorker === 'function';
|
||||
}
|
||||
|
||||
public isSharedArrayBufferSupported(): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
public getHardwareConcurrency(): number {
|
||||
return 1; // 微信小游戏最多 1 个 Worker
|
||||
}
|
||||
|
||||
public createWorker(scriptPath: string, options: WorkerCreationOptions = {}): PlatformWorker {
|
||||
if (!this.isWorkerSupported()) {
|
||||
throw new Error('微信小游戏环境不支持 Worker');
|
||||
}
|
||||
|
||||
// scriptPath 必须是代码包内的文件路径
|
||||
const worker = wx.createWorker(scriptPath, {
|
||||
useExperimentalWorker: true
|
||||
});
|
||||
|
||||
self.postMessage({ id, result: results });
|
||||
return new WeChatWorker(worker);
|
||||
}
|
||||
};
|
||||
*/
|
||||
|
||||
// 3. 通过平台适配器直接创建(不推荐,WorkerEntitySystem会自动处理)
|
||||
const adapter = PlatformManager.getInstance().getAdapter();
|
||||
const worker = adapter.createWorker('workers/physics.js');
|
||||
public createSharedArrayBuffer(length: number): SharedArrayBuffer | null {
|
||||
return null;
|
||||
}
|
||||
|
||||
public getHighResTimestamp(): number {
|
||||
if (typeof wx !== 'undefined' && wx.getPerformance) {
|
||||
return wx.getPerformance().now();
|
||||
}
|
||||
return Date.now();
|
||||
}
|
||||
|
||||
public getPlatformConfig(): PlatformConfig {
|
||||
return {
|
||||
maxWorkerCount: 1,
|
||||
supportsModuleWorker: false,
|
||||
supportsTransferableObjects: false,
|
||||
maxSharedArrayBufferSize: 0,
|
||||
workerScriptPrefix: '',
|
||||
limitations: {
|
||||
noEval: true, // 重要:标记不支持动态脚本
|
||||
requiresWorkerInit: false,
|
||||
memoryLimit: 512 * 1024 * 1024,
|
||||
workerNotSupported: false,
|
||||
workerLimitations: [
|
||||
'最多只能创建 1 个 Worker',
|
||||
'Worker 脚本必须在代码包内',
|
||||
'需要在 game.json 中配置 workers 路径',
|
||||
'需要使用 workerScriptPath 配置'
|
||||
]
|
||||
},
|
||||
extensions: {
|
||||
platform: 'wechat-minigame',
|
||||
sdkVersion: this.systemInfo.SDKVersion
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private getSystemInfo(): any {
|
||||
if (typeof wx !== 'undefined' && wx.getSystemInfoSync) {
|
||||
try {
|
||||
return wx.getSystemInfoSync();
|
||||
} catch (error) {
|
||||
console.warn('获取微信系统信息失败:', error);
|
||||
}
|
||||
}
|
||||
return {};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 微信 Worker 封装
|
||||
*/
|
||||
class WeChatWorker implements PlatformWorker {
|
||||
private _state: 'running' | 'terminated' = 'running';
|
||||
private worker: any;
|
||||
|
||||
constructor(worker: any) {
|
||||
this.worker = worker;
|
||||
}
|
||||
|
||||
public get state(): 'running' | 'terminated' {
|
||||
return this._state;
|
||||
}
|
||||
|
||||
public postMessage(message: any, transfer?: Transferable[]): void {
|
||||
if (this._state === 'terminated') {
|
||||
throw new Error('Worker 已被终止');
|
||||
}
|
||||
this.worker.postMessage(message);
|
||||
}
|
||||
|
||||
public onMessage(handler: (event: { data: any }) => void): void {
|
||||
this.worker.onMessage((res: any) => {
|
||||
handler({ data: res });
|
||||
});
|
||||
}
|
||||
|
||||
public onError(handler: (error: ErrorEvent) => void): void {
|
||||
if (this.worker.onError) {
|
||||
this.worker.onError(handler);
|
||||
}
|
||||
}
|
||||
|
||||
public terminate(): void {
|
||||
if (this._state === 'running') {
|
||||
this.worker.terminate();
|
||||
this._state = 'terminated';
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 获取设备信息
|
||||
## 注册适配器
|
||||
|
||||
```typescript
|
||||
const manager = PlatformManager.getInstance();
|
||||
if (manager.hasAdapter()) {
|
||||
const adapter = manager.getAdapter();
|
||||
console.log('微信设备信息:', adapter.getDeviceInfo());
|
||||
import { PlatformManager } from '@esengine/ecs-framework';
|
||||
import { WeChatMiniGameAdapter } from './platform/WeChatMiniGameAdapter';
|
||||
|
||||
// 在游戏启动时注册适配器
|
||||
if (typeof wx !== 'undefined') {
|
||||
const adapter = new WeChatMiniGameAdapter();
|
||||
PlatformManager.getInstance().registerAdapter(adapter);
|
||||
}
|
||||
```
|
||||
|
||||
## 官方文档参考
|
||||
|
||||
在使用微信小游戏 Worker 之前,建议先阅读官方文档:
|
||||
|
||||
- [wx.createWorker API](https://developers.weixin.qq.com/minigame/dev/api/worker/wx.createWorker.html)
|
||||
- [Worker.postMessage API](https://developers.weixin.qq.com/minigame/dev/api/worker/Worker.postMessage.html)
|
||||
- [Worker.onMessage API](https://developers.weixin.qq.com/minigame/dev/api/worker/Worker.onMessage.html)
|
||||
- [Worker.terminate API](https://developers.weixin.qq.com/minigame/dev/api/worker/Worker.terminate.html)
|
||||
|
||||
## 重要注意事项
|
||||
|
||||
### Worker 限制和配置
|
||||
### Worker 限制
|
||||
|
||||
微信小游戏的 Worker 有以下限制:
|
||||
|
||||
- **数量限制**: 最多只能创建 1 个 Worker
|
||||
- **版本要求**: 需要基础库 1.9.90 及以上版本
|
||||
- **脚本支持**: 不支持 blob URL,只能使用文件路径或写入文件系统
|
||||
- **文件路径**: Worker 脚本路径必须为绝对路径,但不能以 "/" 开头
|
||||
- **生命周期**: 创建新 Worker 前必须先调用 `Worker.terminate()` 终止当前 Worker
|
||||
- **消息处理**: Worker 内使用标准的 `self.onmessage`,主线程使用 `worker.onMessage()`
|
||||
- **实验性功能**: 支持 `useExperimentalWorker` 选项获得更好的 iOS 性能
|
||||
|
||||
#### Worker 配置(可选)
|
||||
|
||||
如果使用预先创建的 Worker 文件,需要在 `game.json` 中添加 workers 配置:
|
||||
|
||||
```json
|
||||
{
|
||||
"deviceOrientation": "portrait",
|
||||
"showStatusBar": false,
|
||||
"workers": "workers",
|
||||
"subpackages": []
|
||||
}
|
||||
```
|
||||
|
||||
**注意**: 使用 WorkerEntitySystem 时无需此配置,框架会自动将脚本写入临时文件。
|
||||
| 限制项 | 说明 |
|
||||
|--------|------|
|
||||
| 数量限制 | 最多只能创建 1 个 Worker |
|
||||
| 版本要求 | 需要基础库 1.9.90 及以上 |
|
||||
| 脚本位置 | 必须在代码包内,不支持动态生成 |
|
||||
| 生命周期 | 创建新 Worker 前必须先 terminate() |
|
||||
|
||||
### 内存限制
|
||||
|
||||
微信小游戏有严格的内存限制:
|
||||
|
||||
- 通常限制在 256MB - 512MB
|
||||
- 需要及时释放不用的资源
|
||||
- 避免内存泄漏
|
||||
|
||||
### API 限制
|
||||
|
||||
- 不支持 `eval()` 函数
|
||||
- 不支持 `Function` 构造器
|
||||
- DOM API 受限
|
||||
- 文件系统 API 受限
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
### 1. 分帧处理
|
||||
- 建议监听内存警告:
|
||||
|
||||
```typescript
|
||||
class FramedProcessor {
|
||||
private tasks: (() => void)[] = [];
|
||||
private isProcessing = false;
|
||||
|
||||
public addTask(task: () => void): void {
|
||||
this.tasks.push(task);
|
||||
if (!this.isProcessing) {
|
||||
this.processNextFrame();
|
||||
}
|
||||
}
|
||||
|
||||
private processNextFrame(): void {
|
||||
this.isProcessing = true;
|
||||
const startTime = Date.now();
|
||||
const frameTime = 16; // 16ms per frame
|
||||
|
||||
while (this.tasks.length > 0 && Date.now() - startTime < frameTime) {
|
||||
const task = this.tasks.shift();
|
||||
if (task) task();
|
||||
}
|
||||
|
||||
if (this.tasks.length > 0) {
|
||||
setTimeout(() => this.processNextFrame(), 0);
|
||||
} else {
|
||||
this.isProcessing = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 内存管理
|
||||
|
||||
```typescript
|
||||
class MemoryManager {
|
||||
private static readonly MAX_MEMORY = 256 * 1024 * 1024; // 256MB
|
||||
|
||||
public static checkMemoryUsage(): void {
|
||||
if (typeof wx !== 'undefined' && wx.getPerformance) {
|
||||
const performance = wx.getPerformance();
|
||||
const memoryInfo = performance.getEntries().find(
|
||||
(entry: any) => entry.entryType === 'memory'
|
||||
);
|
||||
|
||||
if (memoryInfo && memoryInfo.usedJSHeapSize > this.MAX_MEMORY * 0.8) {
|
||||
console.warn('内存使用率过高,建议清理资源');
|
||||
// 触发垃圾回收或资源清理
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
wx.onMemoryWarning(() => {
|
||||
console.warn('收到内存警告,开始清理资源');
|
||||
// 清理不必要的资源
|
||||
});
|
||||
```
|
||||
|
||||
## 调试技巧
|
||||
|
||||
```typescript
|
||||
// 检查微信小游戏环境
|
||||
if (typeof wx !== 'undefined') {
|
||||
const adapter = new WeChatMiniGameAdapter();
|
||||
// 检查 Worker 配置
|
||||
const adapter = PlatformManager.getInstance().getAdapter();
|
||||
const config = adapter.getPlatformConfig();
|
||||
|
||||
console.log('微信版本:', adapter.version);
|
||||
console.log('设备信息:', adapter.getDeviceInfo());
|
||||
console.log('平台配置:', adapter.getPlatformConfig());
|
||||
|
||||
// 检查功能支持
|
||||
console.log('Worker支持:', adapter.isWorkerSupported());
|
||||
console.log('SharedArrayBuffer支持:', adapter.isSharedArrayBufferSupported());
|
||||
}
|
||||
console.log('Worker 支持:', adapter.isWorkerSupported());
|
||||
console.log('最大 Worker 数:', config.maxWorkerCount);
|
||||
console.log('平台限制:', config.limitations);
|
||||
```
|
||||
|
||||
## 微信小游戏特殊API
|
||||
|
||||
```typescript
|
||||
// 获取设备性能等级
|
||||
if (typeof wx !== 'undefined' && wx.getDeviceInfo) {
|
||||
wx.getDeviceInfo({
|
||||
success: (res) => {
|
||||
console.log('设备性能等级:', res.benchmarkLevel);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 监听内存警告
|
||||
if (typeof wx !== 'undefined' && wx.onMemoryWarning) {
|
||||
wx.onMemoryWarning(() => {
|
||||
console.warn('收到内存警告,开始清理资源');
|
||||
// 清理不必要的资源
|
||||
});
|
||||
}
|
||||
```
|
||||
Reference in New Issue
Block a user