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
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@@ -123,7 +123,9 @@ class PhysicsWorkerSystem extends WorkerEntitySystem<PhysicsEntityData> {
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enableWorker,
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workerCount: isSharedArrayBufferAvailable ? (navigator.hardwareConcurrency || 2) : 1,
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systemConfig: defaultConfig,
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useSharedArrayBuffer: true
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useSharedArrayBuffer: true,
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// 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
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workerScriptPath: 'workers/physics-worker.js'
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}
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);
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277
examples/core-demos/workers/physics-worker.js
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277
examples/core-demos/workers/physics-worker.js
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/**
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* Auto-generated Worker file for PhysicsWorkerSystem
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* 自动生成的 Worker 文件
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*
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* Source: F:/ecs-framework/examples/core-demos/src/demos/WorkerSystemDemo.ts
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* Generated by @esengine/worker-generator
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*
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* 使用方式 | Usage:
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* 1. 将此文件放入 workers/ 目录
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* 2. 在 game.json 中配置 "workers": "workers"
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* 3. 在 System 中配置 workerScriptPath: 'workers/physics-worker-system-worker.js'
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*/
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// 微信小游戏 Worker 环境
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// WeChat Mini Game Worker environment
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let sharedFloatArray = null;
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const ENTITY_DATA_SIZE = 9;
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worker.onMessage(function(res) {
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// 微信小游戏 Worker 消息直接传递数据,不需要 .data
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// WeChat Mini Game Worker passes data directly, no .data wrapper
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var type = res.type;
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var id = res.id;
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var entities = res.entities;
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var deltaTime = res.deltaTime;
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var systemConfig = res.systemConfig;
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var startIndex = res.startIndex;
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var endIndex = res.endIndex;
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var sharedBuffer = res.sharedBuffer;
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try {
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// 处理 SharedArrayBuffer 初始化
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// Handle SharedArrayBuffer initialization
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if (type === 'init' && sharedBuffer) {
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sharedFloatArray = new Float32Array(sharedBuffer);
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worker.postMessage({ type: 'init', success: true });
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return;
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}
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// 处理 SharedArrayBuffer 数据
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// Handle SharedArrayBuffer data
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if (type === 'shared' && sharedFloatArray) {
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processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig);
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worker.postMessage({ id: id, result: null });
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return;
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}
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// 传统处理方式
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// Traditional processing
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if (entities) {
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var result = workerProcess(entities, deltaTime, systemConfig);
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// 处理 Promise 返回值
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// Handle Promise return value
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if (result && typeof result.then === 'function') {
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result.then(function(finalResult) {
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worker.postMessage({ id: id, result: finalResult });
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}).catch(function(error) {
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worker.postMessage({ id: id, error: error.message });
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});
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} else {
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worker.postMessage({ id: id, result: result });
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}
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}
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} catch (error) {
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worker.postMessage({ id: id, error: error.message });
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}
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});
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/**
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* 实体处理函数 - 从 PhysicsWorkerSystem.workerProcess 提取
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* Entity processing function - extracted from PhysicsWorkerSystem.workerProcess
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*/
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function workerProcess(entities, deltaTime, systemConfig) {
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var __assign = (this && this.__assign) || function () {
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__assign = Object.assign || function(t) {
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for (var s, i = 1, n = arguments.length; i < n; i++) {
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s = arguments[i];
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for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
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t[p] = s[p];
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}
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return t;
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};
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return __assign.apply(this, arguments);
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};
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var config = systemConfig || this.physicsConfig;
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var result = entities.map(function (e) { return (__assign({}, e)); });
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for (var i = 0; i < result.length; i++) {
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var entity = result[i];
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entity.dy += config.gravity * deltaTime;
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entity.x += entity.dx * deltaTime;
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entity.y += entity.dy * deltaTime;
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if (entity.x <= entity.radius) {
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entity.x = entity.radius;
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entity.dx = -entity.dx * entity.bounce;
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}
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else if (entity.x >= config.canvasWidth - entity.radius) {
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entity.x = config.canvasWidth - entity.radius;
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entity.dx = -entity.dx * entity.bounce;
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}
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if (entity.y <= entity.radius) {
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entity.y = entity.radius;
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entity.dy = -entity.dy * entity.bounce;
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}
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else if (entity.y >= config.canvasHeight - entity.radius) {
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entity.y = config.canvasHeight - entity.radius;
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entity.dy = -entity.dy * entity.bounce;
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entity.dx *= config.groundFriction;
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}
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entity.dx *= entity.friction;
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entity.dy *= entity.friction;
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}
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for (var i = 0; i < result.length; i++) {
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for (var j = i + 1; j < result.length; j++) {
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var ball1 = result[i];
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var ball2 = result[j];
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var dx = ball2.x - ball1.x;
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var dy = ball2.y - ball1.y;
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var distance = Math.sqrt(dx * dx + dy * dy);
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var minDistance = ball1.radius + ball2.radius;
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if (distance < minDistance && distance > 0) {
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var nx = dx / distance;
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var ny = dy / distance;
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var overlap = minDistance - distance;
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var separationX = nx * overlap * 0.5;
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var separationY = ny * overlap * 0.5;
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ball1.x -= separationX;
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ball1.y -= separationY;
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ball2.x += separationX;
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ball2.y += separationY;
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var relativeVelocityX = ball2.dx - ball1.dx;
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var relativeVelocityY = ball2.dy - ball1.dy;
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var velocityAlongNormal = relativeVelocityX * nx + relativeVelocityY * ny;
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if (velocityAlongNormal > 0)
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continue;
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var restitution = (ball1.bounce + ball2.bounce) * 0.5;
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var impulseScalar = -(1 + restitution) * velocityAlongNormal / (1 / ball1.mass + 1 / ball2.mass);
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var impulseX = impulseScalar * nx;
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var impulseY = impulseScalar * ny;
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ball1.dx -= impulseX / ball1.mass;
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ball1.dy -= impulseY / ball1.mass;
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ball2.dx += impulseX / ball2.mass;
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ball2.dy += impulseY / ball2.mass;
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var energyLoss = 0.98;
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ball1.dx *= energyLoss;
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ball1.dy *= energyLoss;
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ball2.dx *= energyLoss;
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ball2.dy *= energyLoss;
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}
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}
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}
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return result;
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}
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/**
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* SharedArrayBuffer 处理函数
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* SharedArrayBuffer processing function
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*/
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function processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig) {
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if (!sharedFloatArray) return;
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var config = systemConfig || {
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gravity: 100,
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canvasWidth: 800,
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canvasHeight: 600,
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groundFriction: 0.98
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};
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var actualEntityCount = sharedFloatArray[0];
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// 基础物理更新
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for (var i = startIndex; i < endIndex && i < actualEntityCount; i++) {
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var offset = i * 9 + 9;
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var id = sharedFloatArray[offset + 0];
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if (id === 0)
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continue;
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var x = sharedFloatArray[offset + 1];
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var y = sharedFloatArray[offset + 2];
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var dx = sharedFloatArray[offset + 3];
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var dy = sharedFloatArray[offset + 4];
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var bounce = sharedFloatArray[offset + 6];
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var friction = sharedFloatArray[offset + 7];
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var radius = sharedFloatArray[offset + 8];
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// 应用重力
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dy += config.gravity * deltaTime;
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// 更新位置
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x += dx * deltaTime;
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y += dy * deltaTime;
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// 边界碰撞
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if (x <= radius) {
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x = radius;
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dx = -dx * bounce;
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}
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else if (x >= config.canvasWidth - radius) {
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x = config.canvasWidth - radius;
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dx = -dx * bounce;
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}
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if (y <= radius) {
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y = radius;
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dy = -dy * bounce;
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}
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else if (y >= config.canvasHeight - radius) {
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y = config.canvasHeight - radius;
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dy = -dy * bounce;
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dx *= config.groundFriction;
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}
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// 空气阻力
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dx *= friction;
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dy *= friction;
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// 写回数据
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sharedFloatArray[offset + 1] = x;
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sharedFloatArray[offset + 2] = y;
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sharedFloatArray[offset + 3] = dx;
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sharedFloatArray[offset + 4] = dy;
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}
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// 碰撞检测
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for (var i = startIndex; i < endIndex && i < actualEntityCount; i++) {
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var offset1 = i * 9 + 9;
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var id1 = sharedFloatArray[offset1 + 0];
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if (id1 === 0)
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continue;
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var x1 = sharedFloatArray[offset1 + 1];
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var y1 = sharedFloatArray[offset1 + 2];
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var dx1 = sharedFloatArray[offset1 + 3];
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var dy1 = sharedFloatArray[offset1 + 4];
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var mass1 = sharedFloatArray[offset1 + 5];
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var bounce1 = sharedFloatArray[offset1 + 6];
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var radius1 = sharedFloatArray[offset1 + 8];
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for (var j = 0; j < actualEntityCount; j++) {
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if (i === j)
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continue;
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var offset2 = j * 9 + 9;
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var id2 = sharedFloatArray[offset2 + 0];
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if (id2 === 0)
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continue;
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var x2 = sharedFloatArray[offset2 + 1];
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var y2 = sharedFloatArray[offset2 + 2];
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var dx2 = sharedFloatArray[offset2 + 3];
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var dy2 = sharedFloatArray[offset2 + 4];
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var mass2 = sharedFloatArray[offset2 + 5];
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var bounce2 = sharedFloatArray[offset2 + 6];
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var radius2 = sharedFloatArray[offset2 + 8];
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if (isNaN(x2) || isNaN(y2) || isNaN(radius2) || radius2 <= 0)
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continue;
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var deltaX = x2 - x1;
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var deltaY = y2 - y1;
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var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
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var minDistance = radius1 + radius2;
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if (distance < minDistance && distance > 0) {
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var nx = deltaX / distance;
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var ny = deltaY / distance;
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var overlap = minDistance - distance;
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var separationX = nx * overlap * 0.5;
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var separationY = ny * overlap * 0.5;
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x1 -= separationX;
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y1 -= separationY;
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var relativeVelocityX = dx2 - dx1;
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var relativeVelocityY = dy2 - dy1;
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var velocityAlongNormal = relativeVelocityX * nx + relativeVelocityY * ny;
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if (velocityAlongNormal > 0)
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continue;
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var restitution = (bounce1 + bounce2) * 0.5;
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var impulseScalar = -(1 + restitution) * velocityAlongNormal / (1 / mass1 + 1 / mass2);
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var impulseX = impulseScalar * nx;
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var impulseY = impulseScalar * ny;
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dx1 -= impulseX / mass1;
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dy1 -= impulseY / mass1;
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var energyLoss = 0.98;
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dx1 *= energyLoss;
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dy1 *= energyLoss;
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}
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}
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sharedFloatArray[offset1 + 1] = x1;
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sharedFloatArray[offset1 + 2] = y1;
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sharedFloatArray[offset1 + 3] = dx1;
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sharedFloatArray[offset1 + 4] = dy1;
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}
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}
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6
examples/core-demos/workers/worker-mapping.json
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6
examples/core-demos/workers/worker-mapping.json
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{
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"generatedAt": "2025-12-08T08:57:32.415Z",
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"mappings": {
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"PhysicsWorkerSystem": "physics-worker.js"
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}
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}
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