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:
YHH
2025-12-08 17:02:11 +08:00
committed by GitHub
parent 52bbccd53c
commit dfd0dfc7f9
18 changed files with 2595 additions and 546 deletions

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@@ -123,7 +123,9 @@ class PhysicsWorkerSystem extends WorkerEntitySystem<PhysicsEntityData> {
enableWorker,
workerCount: isSharedArrayBufferAvailable ? (navigator.hardwareConcurrency || 2) : 1,
systemConfig: defaultConfig,
useSharedArrayBuffer: true
useSharedArrayBuffer: true,
// 微信小游戏等平台需要配置此路径CLI 工具会根据此路径生成 Worker 文件
workerScriptPath: 'workers/physics-worker.js'
}
);

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@@ -0,0 +1,277 @@
/**
* Auto-generated Worker file for PhysicsWorkerSystem
* 自动生成的 Worker 文件
*
* Source: F:/ecs-framework/examples/core-demos/src/demos/WorkerSystemDemo.ts
* Generated by @esengine/worker-generator
*
* 使用方式 | Usage:
* 1. 将此文件放入 workers/ 目录
* 2. 在 game.json 中配置 "workers": "workers"
* 3. 在 System 中配置 workerScriptPath: 'workers/physics-worker-system-worker.js'
*/
// 微信小游戏 Worker 环境
// WeChat Mini Game Worker environment
let sharedFloatArray = null;
const ENTITY_DATA_SIZE = 9;
worker.onMessage(function(res) {
// 微信小游戏 Worker 消息直接传递数据,不需要 .data
// WeChat Mini Game Worker passes data directly, no .data wrapper
var type = res.type;
var id = res.id;
var entities = res.entities;
var deltaTime = res.deltaTime;
var systemConfig = res.systemConfig;
var startIndex = res.startIndex;
var endIndex = res.endIndex;
var sharedBuffer = res.sharedBuffer;
try {
// 处理 SharedArrayBuffer 初始化
// Handle SharedArrayBuffer initialization
if (type === 'init' && sharedBuffer) {
sharedFloatArray = new Float32Array(sharedBuffer);
worker.postMessage({ type: 'init', success: true });
return;
}
// 处理 SharedArrayBuffer 数据
// Handle SharedArrayBuffer data
if (type === 'shared' && sharedFloatArray) {
processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig);
worker.postMessage({ id: id, result: null });
return;
}
// 传统处理方式
// Traditional processing
if (entities) {
var result = workerProcess(entities, deltaTime, systemConfig);
// 处理 Promise 返回值
// Handle Promise return value
if (result && typeof result.then === 'function') {
result.then(function(finalResult) {
worker.postMessage({ id: id, result: finalResult });
}).catch(function(error) {
worker.postMessage({ id: id, error: error.message });
});
} else {
worker.postMessage({ id: id, result: result });
}
}
} catch (error) {
worker.postMessage({ id: id, error: error.message });
}
});
/**
* 实体处理函数 - 从 PhysicsWorkerSystem.workerProcess 提取
* Entity processing function - extracted from PhysicsWorkerSystem.workerProcess
*/
function workerProcess(entities, deltaTime, systemConfig) {
var __assign = (this && this.__assign) || function () {
__assign = Object.assign || function(t) {
for (var s, i = 1, n = arguments.length; i < n; i++) {
s = arguments[i];
for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
t[p] = s[p];
}
return t;
};
return __assign.apply(this, arguments);
};
var config = systemConfig || this.physicsConfig;
var result = entities.map(function (e) { return (__assign({}, e)); });
for (var i = 0; i < result.length; i++) {
var entity = result[i];
entity.dy += config.gravity * deltaTime;
entity.x += entity.dx * deltaTime;
entity.y += entity.dy * deltaTime;
if (entity.x <= entity.radius) {
entity.x = entity.radius;
entity.dx = -entity.dx * entity.bounce;
}
else if (entity.x >= config.canvasWidth - entity.radius) {
entity.x = config.canvasWidth - entity.radius;
entity.dx = -entity.dx * entity.bounce;
}
if (entity.y <= entity.radius) {
entity.y = entity.radius;
entity.dy = -entity.dy * entity.bounce;
}
else if (entity.y >= config.canvasHeight - entity.radius) {
entity.y = config.canvasHeight - entity.radius;
entity.dy = -entity.dy * entity.bounce;
entity.dx *= config.groundFriction;
}
entity.dx *= entity.friction;
entity.dy *= entity.friction;
}
for (var i = 0; i < result.length; i++) {
for (var j = i + 1; j < result.length; j++) {
var ball1 = result[i];
var ball2 = result[j];
var dx = ball2.x - ball1.x;
var dy = ball2.y - ball1.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var minDistance = ball1.radius + ball2.radius;
if (distance < minDistance && distance > 0) {
var nx = dx / distance;
var ny = dy / distance;
var overlap = minDistance - distance;
var separationX = nx * overlap * 0.5;
var separationY = ny * overlap * 0.5;
ball1.x -= separationX;
ball1.y -= separationY;
ball2.x += separationX;
ball2.y += separationY;
var relativeVelocityX = ball2.dx - ball1.dx;
var relativeVelocityY = ball2.dy - ball1.dy;
var velocityAlongNormal = relativeVelocityX * nx + relativeVelocityY * ny;
if (velocityAlongNormal > 0)
continue;
var restitution = (ball1.bounce + ball2.bounce) * 0.5;
var impulseScalar = -(1 + restitution) * velocityAlongNormal / (1 / ball1.mass + 1 / ball2.mass);
var impulseX = impulseScalar * nx;
var impulseY = impulseScalar * ny;
ball1.dx -= impulseX / ball1.mass;
ball1.dy -= impulseY / ball1.mass;
ball2.dx += impulseX / ball2.mass;
ball2.dy += impulseY / ball2.mass;
var energyLoss = 0.98;
ball1.dx *= energyLoss;
ball1.dy *= energyLoss;
ball2.dx *= energyLoss;
ball2.dy *= energyLoss;
}
}
}
return result;
}
/**
* SharedArrayBuffer 处理函数
* SharedArrayBuffer processing function
*/
function processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig) {
if (!sharedFloatArray) return;
var config = systemConfig || {
gravity: 100,
canvasWidth: 800,
canvasHeight: 600,
groundFriction: 0.98
};
var actualEntityCount = sharedFloatArray[0];
// 基础物理更新
for (var i = startIndex; i < endIndex && i < actualEntityCount; i++) {
var offset = i * 9 + 9;
var id = sharedFloatArray[offset + 0];
if (id === 0)
continue;
var x = sharedFloatArray[offset + 1];
var y = sharedFloatArray[offset + 2];
var dx = sharedFloatArray[offset + 3];
var dy = sharedFloatArray[offset + 4];
var bounce = sharedFloatArray[offset + 6];
var friction = sharedFloatArray[offset + 7];
var radius = sharedFloatArray[offset + 8];
// 应用重力
dy += config.gravity * deltaTime;
// 更新位置
x += dx * deltaTime;
y += dy * deltaTime;
// 边界碰撞
if (x <= radius) {
x = radius;
dx = -dx * bounce;
}
else if (x >= config.canvasWidth - radius) {
x = config.canvasWidth - radius;
dx = -dx * bounce;
}
if (y <= radius) {
y = radius;
dy = -dy * bounce;
}
else if (y >= config.canvasHeight - radius) {
y = config.canvasHeight - radius;
dy = -dy * bounce;
dx *= config.groundFriction;
}
// 空气阻力
dx *= friction;
dy *= friction;
// 写回数据
sharedFloatArray[offset + 1] = x;
sharedFloatArray[offset + 2] = y;
sharedFloatArray[offset + 3] = dx;
sharedFloatArray[offset + 4] = dy;
}
// 碰撞检测
for (var i = startIndex; i < endIndex && i < actualEntityCount; i++) {
var offset1 = i * 9 + 9;
var id1 = sharedFloatArray[offset1 + 0];
if (id1 === 0)
continue;
var x1 = sharedFloatArray[offset1 + 1];
var y1 = sharedFloatArray[offset1 + 2];
var dx1 = sharedFloatArray[offset1 + 3];
var dy1 = sharedFloatArray[offset1 + 4];
var mass1 = sharedFloatArray[offset1 + 5];
var bounce1 = sharedFloatArray[offset1 + 6];
var radius1 = sharedFloatArray[offset1 + 8];
for (var j = 0; j < actualEntityCount; j++) {
if (i === j)
continue;
var offset2 = j * 9 + 9;
var id2 = sharedFloatArray[offset2 + 0];
if (id2 === 0)
continue;
var x2 = sharedFloatArray[offset2 + 1];
var y2 = sharedFloatArray[offset2 + 2];
var dx2 = sharedFloatArray[offset2 + 3];
var dy2 = sharedFloatArray[offset2 + 4];
var mass2 = sharedFloatArray[offset2 + 5];
var bounce2 = sharedFloatArray[offset2 + 6];
var radius2 = sharedFloatArray[offset2 + 8];
if (isNaN(x2) || isNaN(y2) || isNaN(radius2) || radius2 <= 0)
continue;
var deltaX = x2 - x1;
var deltaY = y2 - y1;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
var minDistance = radius1 + radius2;
if (distance < minDistance && distance > 0) {
var nx = deltaX / distance;
var ny = deltaY / distance;
var overlap = minDistance - distance;
var separationX = nx * overlap * 0.5;
var separationY = ny * overlap * 0.5;
x1 -= separationX;
y1 -= separationY;
var relativeVelocityX = dx2 - dx1;
var relativeVelocityY = dy2 - dy1;
var velocityAlongNormal = relativeVelocityX * nx + relativeVelocityY * ny;
if (velocityAlongNormal > 0)
continue;
var restitution = (bounce1 + bounce2) * 0.5;
var impulseScalar = -(1 + restitution) * velocityAlongNormal / (1 / mass1 + 1 / mass2);
var impulseX = impulseScalar * nx;
var impulseY = impulseScalar * ny;
dx1 -= impulseX / mass1;
dy1 -= impulseY / mass1;
var energyLoss = 0.98;
dx1 *= energyLoss;
dy1 *= energyLoss;
}
}
sharedFloatArray[offset1 + 1] = x1;
sharedFloatArray[offset1 + 2] = y1;
sharedFloatArray[offset1 + 3] = dx1;
sharedFloatArray[offset1 + 4] = dy1;
}
}

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@@ -0,0 +1,6 @@
{
"generatedAt": "2025-12-08T08:57:32.415Z",
"mappings": {
"PhysicsWorkerSystem": "physics-worker.js"
}
}