feat(platform-common): 添加WASM加载器和环境检测API

This commit is contained in:
yhh
2025-12-03 16:18:21 +08:00
parent 88af781d78
commit e6fb80d0be
8 changed files with 1025 additions and 0 deletions

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{
"id": "platform-common",
"name": "@esengine/platform-common",
"displayName": "Platform Common",
"description": "Common platform interfaces | 平台通用接口定义",
"version": "1.0.0",
"category": "Core",
"icon": "Layers",
"tags": ["platform", "common", "interface"],
"isCore": true,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": ["web", "desktop", "mobile"],
"dependencies": [],
"exports": {
"other": ["WasmLibraryLoaderFactory", "IPlatformAdapter"]
},
"requiresWasm": false,
"outputPath": "dist/index.mjs"
}

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@@ -40,3 +40,50 @@ export type {
// 系统信息 // 系统信息
SystemInfo SystemInfo
} from './IPlatformSubsystems'; } from './IPlatformSubsystems';
// WASM 库加载器
export {
PlatformType,
WasmLibraryLoaderFactory
} from './wasm';
export type {
WasmLibraryConfig,
PlatformInfo,
IWasmLibraryLoader,
IPlatformWasmLoader
} from './wasm';
// Polyfills
export {
installTextDecoderPolyfill,
installTextEncoderPolyfill,
isTextDecoderAvailable,
isTextEncoderAvailable,
installAllPolyfills,
getRequiredPolyfills,
TextDecoderPolyfill,
TextEncoderPolyfill
} from './polyfills';
/**
* 检测是否在编辑器环境Tauri 桌面应用)
* Detect if running in editor environment (Tauri desktop app)
*/
export function isEditorEnvironment(): boolean {
if (typeof window === 'undefined') {
return false;
}
// Tauri 桌面应用 | Tauri desktop app
if ('__TAURI__' in window || '__TAURI_INTERNALS__' in window) {
return true;
}
// 编辑器标记 | Editor marker
if ('__ESENGINE_EDITOR__' in window) {
return true;
}
return false;
}

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/**
* TextDecoder polyfill
*
* 用于不原生支持 TextDecoder 的平台(如微信小游戏 iOS 环境)
*
* 支持以下编码格式:
* - UTF-8包含1-4字节字符、代理对
* - ASCII
* - UTF-16LE
*/
class TextDecoderPolyfill {
/**
* 编码格式
*/
readonly encoding: string;
/**
* 是否在遇到无效序列时抛出错误
*/
readonly fatal: boolean = false;
/**
* 是否忽略 BOM字节顺序标记
*/
readonly ignoreBOM: boolean = false;
/**
* 创建 TextDecoder 实例
*
* @param encoding - 编码格式,默认 'utf-8'
* @param options - 解码选项
*/
constructor(encoding: string = 'utf-8', options?: TextDecoderOptions) {
this.encoding = encoding.toLowerCase().replace('-', '');
if (options?.fatal) {
this.fatal = options.fatal;
}
if (options?.ignoreBOM) {
this.ignoreBOM = options.ignoreBOM;
}
}
/**
* 将二进制数据解码为字符串
*
* @param input - 要解码的二进制数据
* @param options - 解码选项
* @returns 解码后的字符串
*/
decode(input?: BufferSource | null, options?: TextDecodeOptions): string {
if (!input) return '';
const bytes = input instanceof Uint8Array
? input
: input instanceof ArrayBuffer
? new Uint8Array(input)
: new Uint8Array(input.buffer, input.byteOffset, input.byteLength);
if (this.encoding === 'utf8' || this.encoding === 'utf-8') {
return this.decodeUTF8(bytes);
}
if (this.encoding === 'ascii' || this.encoding === 'usascii') {
return this.decodeASCII(bytes);
}
if (this.encoding === 'utf16le' || this.encoding === 'utf-16le') {
return this.decodeUTF16LE(bytes);
}
// 降级:作为 ASCII 处理
return this.decodeASCII(bytes);
}
/**
* 解码 UTF-8 数据
*
* @param bytes - 字节数组
* @returns 解码后的字符串
*/
private decodeUTF8(bytes: Uint8Array): string {
const result: string[] = [];
let i = 0;
// 跳过 BOM如果存在且不忽略
if (!this.ignoreBOM && bytes.length >= 3 &&
bytes[0] === 0xEF && bytes[1] === 0xBB && bytes[2] === 0xBF) {
i = 3;
}
while (i < bytes.length) {
const byte1 = bytes[i++];
if (byte1 < 0x80) {
// 1字节字符ASCII: 0xxxxxxx
result.push(String.fromCharCode(byte1));
} else if ((byte1 & 0xE0) === 0xC0) {
// 2字节字符110xxxxx 10xxxxxx
if (i >= bytes.length) {
if (this.fatal) throw new TypeError('无效的 UTF-8 序列');
result.push('\uFFFD');
break;
}
const byte2 = bytes[i++];
if ((byte2 & 0xC0) !== 0x80) {
if (this.fatal) throw new TypeError('无效的 UTF-8 序列');
result.push('\uFFFD');
i--;
continue;
}
result.push(String.fromCharCode(
((byte1 & 0x1F) << 6) | (byte2 & 0x3F)
));
} else if ((byte1 & 0xF0) === 0xE0) {
// 3字节字符1110xxxx 10xxxxxx 10xxxxxx
if (i + 1 >= bytes.length) {
if (this.fatal) throw new TypeError('无效的 UTF-8 序列');
result.push('\uFFFD');
break;
}
const byte2 = bytes[i++];
const byte3 = bytes[i++];
if ((byte2 & 0xC0) !== 0x80 || (byte3 & 0xC0) !== 0x80) {
if (this.fatal) throw new TypeError('无效的 UTF-8 序列');
result.push('\uFFFD');
i -= 2;
continue;
}
result.push(String.fromCharCode(
((byte1 & 0x0F) << 12) | ((byte2 & 0x3F) << 6) | (byte3 & 0x3F)
));
} else if ((byte1 & 0xF8) === 0xF0) {
// 4字节字符11110xxx 10xxxxxx 10xxxxxx 10xxxxxx
if (i + 2 >= bytes.length) {
if (this.fatal) throw new TypeError('无效的 UTF-8 序列');
result.push('\uFFFD');
break;
}
const byte2 = bytes[i++];
const byte3 = bytes[i++];
const byte4 = bytes[i++];
if ((byte2 & 0xC0) !== 0x80 || (byte3 & 0xC0) !== 0x80 || (byte4 & 0xC0) !== 0x80) {
if (this.fatal) throw new TypeError('无效的 UTF-8 序列');
result.push('\uFFFD');
i -= 3;
continue;
}
// 计算码点并转换为代理对
const codePoint = ((byte1 & 0x07) << 18) | ((byte2 & 0x3F) << 12) |
((byte3 & 0x3F) << 6) | (byte4 & 0x3F);
if (codePoint > 0x10FFFF) {
if (this.fatal) throw new TypeError('无效的 UTF-8 序列');
result.push('\uFFFD');
continue;
}
const surrogate = codePoint - 0x10000;
result.push(
String.fromCharCode(0xD800 + (surrogate >> 10)),
String.fromCharCode(0xDC00 + (surrogate & 0x3FF))
);
} else {
// 无效字节
if (this.fatal) throw new TypeError('无效的 UTF-8 序列');
result.push('\uFFFD');
}
}
return result.join('');
}
/**
* 解码 ASCII 数据
*
* @param bytes - 字节数组
* @returns 解码后的字符串
*/
private decodeASCII(bytes: Uint8Array): string {
const result: string[] = [];
for (let i = 0; i < bytes.length; i++) {
result.push(String.fromCharCode(bytes[i] & 0x7F));
}
return result.join('');
}
/**
* 解码 UTF-16LE 数据
*
* @param bytes - 字节数组
* @returns 解码后的字符串
*/
private decodeUTF16LE(bytes: Uint8Array): string {
const result: string[] = [];
// 跳过 BOM如果存在
let i = 0;
if (!this.ignoreBOM && bytes.length >= 2 &&
bytes[0] === 0xFF && bytes[1] === 0xFE) {
i = 2;
}
for (; i + 1 < bytes.length; i += 2) {
const codeUnit = bytes[i] | (bytes[i + 1] << 8);
result.push(String.fromCharCode(codeUnit));
}
return result.join('');
}
}
/**
* 安装 TextDecoder polyfill
*
* 如果当前环境不支持 TextDecoder则安装 polyfill
*
* @returns 是否安装了 polyfill
*/
export function installTextDecoderPolyfill(): boolean {
if (typeof globalThis.TextDecoder === 'undefined') {
(globalThis as any).TextDecoder = TextDecoderPolyfill;
console.log('[Polyfill] TextDecoder 已安装');
return true;
}
return false;
}
/**
* 检查 TextDecoder 是否可用(原生或 polyfill
*
* @returns 是否可用
*/
export function isTextDecoderAvailable(): boolean {
return typeof globalThis.TextDecoder !== 'undefined';
}
export { TextDecoderPolyfill };

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/**
* TextEncoder polyfill
*
* 用于不原生支持 TextEncoder 的平台(如微信小游戏 iOS 环境)
*
* 支持 UTF-8 编码,包含:
* - ASCII 字符1字节输出
* - 扩展 Unicode2-4字节输出
* - BMP 外字符的代理对处理
*/
class TextEncoderPolyfill {
/**
* 编码格式(始终为 'utf-8'
*/
readonly encoding: string = 'utf-8';
/**
* 将字符串编码为 UTF-8 字节数组
*
* @param input - 要编码的字符串
* @returns UTF-8 编码的字节数组
*/
encode(input: string = ''): Uint8Array {
const bytes: number[] = [];
for (let i = 0; i < input.length; i++) {
let codePoint = input.charCodeAt(i);
// 处理代理对BMP 外的字符)
if (codePoint >= 0xD800 && codePoint <= 0xDBFF) {
// 高代理项
if (i + 1 < input.length) {
const next = input.charCodeAt(i + 1);
if (next >= 0xDC00 && next <= 0xDFFF) {
// 低代理项 - 组合成完整码点
codePoint = 0x10000 + ((codePoint - 0xD800) << 10) + (next - 0xDC00);
i++; // 跳过低代理项
}
}
} else if (codePoint >= 0xDC00 && codePoint <= 0xDFFF) {
// 孤立的低代理项 - 替换为替换字符
codePoint = 0xFFFD;
}
if (codePoint < 0x80) {
// 1字节字符ASCII
bytes.push(codePoint);
} else if (codePoint < 0x800) {
// 2字节字符
bytes.push(0xC0 | (codePoint >> 6));
bytes.push(0x80 | (codePoint & 0x3F));
} else if (codePoint < 0x10000) {
// 3字节字符
bytes.push(0xE0 | (codePoint >> 12));
bytes.push(0x80 | ((codePoint >> 6) & 0x3F));
bytes.push(0x80 | (codePoint & 0x3F));
} else if (codePoint <= 0x10FFFF) {
// 4字节字符
bytes.push(0xF0 | (codePoint >> 18));
bytes.push(0x80 | ((codePoint >> 12) & 0x3F));
bytes.push(0x80 | ((codePoint >> 6) & 0x3F));
bytes.push(0x80 | (codePoint & 0x3F));
} else {
// 无效码点 - 使用替换字符
bytes.push(0xEF, 0xBF, 0xBD); // U+FFFD 的 UTF-8 编码
}
}
return new Uint8Array(bytes);
}
/**
* 将字符串编码到目标缓冲区
*
* 尽可能多地将源字符串编码到目标缓冲区中
*
* @param source - 要编码的字符串
* @param destination - 目标缓冲区
* @returns 包含已读取字符数和已写入字节数的对象
*/
encodeInto(source: string, destination: Uint8Array): TextEncoderEncodeIntoResult {
let read = 0;
let written = 0;
for (let i = 0; i < source.length; i++) {
let codePoint = source.charCodeAt(i);
let bytesNeeded: number;
// 处理代理对
if (codePoint >= 0xD800 && codePoint <= 0xDBFF && i + 1 < source.length) {
const next = source.charCodeAt(i + 1);
if (next >= 0xDC00 && next <= 0xDFFF) {
codePoint = 0x10000 + ((codePoint - 0xD800) << 10) + (next - 0xDC00);
}
}
// 计算所需字节数
if (codePoint < 0x80) {
bytesNeeded = 1;
} else if (codePoint < 0x800) {
bytesNeeded = 2;
} else if (codePoint < 0x10000) {
bytesNeeded = 3;
} else {
bytesNeeded = 4;
}
// 检查是否有足够空间
if (written + bytesNeeded > destination.length) {
break;
}
// 写入字节
if (codePoint < 0x80) {
destination[written++] = codePoint;
} else if (codePoint < 0x800) {
destination[written++] = 0xC0 | (codePoint >> 6);
destination[written++] = 0x80 | (codePoint & 0x3F);
} else if (codePoint < 0x10000) {
destination[written++] = 0xE0 | (codePoint >> 12);
destination[written++] = 0x80 | ((codePoint >> 6) & 0x3F);
destination[written++] = 0x80 | (codePoint & 0x3F);
} else {
destination[written++] = 0xF0 | (codePoint >> 18);
destination[written++] = 0x80 | ((codePoint >> 12) & 0x3F);
destination[written++] = 0x80 | ((codePoint >> 6) & 0x3F);
destination[written++] = 0x80 | (codePoint & 0x3F);
}
read++;
// 如果处理了代理对,跳过低代理项
if (codePoint >= 0x10000) {
read++;
i++;
}
}
return { read, written };
}
}
/**
* 安装 TextEncoder polyfill
*
* 如果当前环境不支持 TextEncoder则安装 polyfill
*
* @returns 是否安装了 polyfill
*/
export function installTextEncoderPolyfill(): boolean {
if (typeof globalThis.TextEncoder === 'undefined') {
(globalThis as any).TextEncoder = TextEncoderPolyfill;
console.log('[Polyfill] TextEncoder 已安装');
return true;
}
return false;
}
/**
* 检查 TextEncoder 是否可用(原生或 polyfill
*
* @returns 是否可用
*/
export function isTextEncoderAvailable(): boolean {
return typeof globalThis.TextEncoder !== 'undefined';
}
export { TextEncoderPolyfill };

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/**
* 平台 polyfills
*
* 提供跨平台兼容性支持,用于填补不同平台的 API 差异
*/
export {
TextDecoderPolyfill,
installTextDecoderPolyfill,
isTextDecoderAvailable
} from './TextDecoderPolyfill';
export {
TextEncoderPolyfill,
installTextEncoderPolyfill,
isTextEncoderAvailable
} from './TextEncoderPolyfill';
import { installTextDecoderPolyfill } from './TextDecoderPolyfill';
import { installTextEncoderPolyfill } from './TextEncoderPolyfill';
/**
* 安装当前平台所需的所有 polyfills
*
* @returns 已安装的 polyfill 列表
*/
export function installAllPolyfills(): { installed: string[] } {
const installed: string[] = [];
if (installTextDecoderPolyfill()) {
installed.push('TextDecoder');
}
if (installTextEncoderPolyfill()) {
installed.push('TextEncoder');
}
return { installed };
}
/**
* 检查当前平台需要哪些 polyfills
*
* @returns 需要的 polyfill 名称列表
*/
export function getRequiredPolyfills(): string[] {
const required: string[] = [];
if (typeof globalThis.TextDecoder === 'undefined') {
required.push('TextDecoder');
}
if (typeof globalThis.TextEncoder === 'undefined') {
required.push('TextEncoder');
}
return required;
}

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/**
* WASM 库平台适配层
*
* 提供统一的 WASM 库加载接口,屏蔽不同平台的差异
*
* 支持的平台:
* - Web 浏览器(标准 WebAssembly API
* - 微信小游戏WXWebAssembly
* - 字节跳动小游戏
* - 支付宝小游戏
* - 百度小游戏
*/
/**
* 平台类型枚举
*/
export enum PlatformType {
/** Web 浏览器 */
Web = 'web',
/** 微信小游戏 */
WeChatMiniGame = 'wechat-minigame',
/** 字节跳动小游戏 */
ByteDanceMiniGame = 'bytedance-minigame',
/** 支付宝小游戏 */
AlipayMiniGame = 'alipay-minigame',
/** 百度小游戏 */
BaiduMiniGame = 'baidu-minigame',
/** Node.js */
NodeJS = 'nodejs',
/** 未知平台 */
Unknown = 'unknown'
}
/**
* WASM 库加载配置
*
* @example
* ```typescript
* const config: WasmLibraryConfig = {
* name: 'Rapier2D',
* web: {
* useCompat: true, // Web 使用 compat 版本
* },
* minigame: {
* wasmPath: 'wasm/rapier2d_bg.wasm',
* needsTextDecoderPolyfill: true,
* }
* };
* ```
*/
export interface WasmLibraryConfig {
/**
* 库名称(用于日志和错误提示)
*/
name: string;
/**
* Web 平台配置
*/
web?: {
/**
* 使用 -compat 版本WASM 以 base64 嵌入 JS
*
* 优点:无需额外配置,开箱即用
* 缺点:包体积较大,首次加载慢
*/
useCompat?: boolean;
/**
* 模块路径(非 compat 版本时使用)
*/
modulePath?: string;
/**
* WASM 文件路径(非 compat 版本时使用)
*/
wasmPath?: string;
};
/**
* 小游戏平台配置
*/
minigame?: {
/**
* WASM 文件路径(相对于小游戏根目录)
*/
wasmPath: string;
/**
* JS glue 文件路径(可选)
*/
gluePath?: string;
/**
* 是否需要 TextDecoder polyfill
*
* iOS 微信小游戏通常需要此 polyfill
*/
needsTextDecoderPolyfill?: boolean;
/**
* 是否需要 TextEncoder polyfill
*
* iOS 微信小游戏通常需要此 polyfill
*/
needsTextEncoderPolyfill?: boolean;
};
/**
* 自定义初始化函数
*
* 用于库特定的初始化逻辑
*
* @param wasmInstance - WASM 实例
* @returns 初始化后的模块
*/
customInit?: (wasmInstance: any) => Promise<any>;
}
/**
* 平台信息
* Platform information
*/
export interface PlatformInfo {
/** 平台类型 | Platform type */
type: PlatformType;
/** 是否支持 WebAssembly | Supports WebAssembly */
supportsWasm: boolean;
/** 是否支持 SharedArrayBuffer | Supports SharedArrayBuffer */
supportsSharedArrayBuffer: boolean;
/** 需要安装的 polyfills 列表 | Required polyfills */
needsPolyfills: string[];
/**
* 是否在编辑器环境Tauri 桌面应用)
* Whether running in editor environment (Tauri desktop app)
*/
isEditor: boolean;
}
/**
* WASM 库加载器接口
*
* 每个 WASM 库需要实现此接口以支持跨平台加载
*
* @typeParam T - WASM 库模块类型
*
* @example
* ```typescript
* class Rapier2DLoader implements IWasmLibraryLoader<typeof RAPIER> {
* async load(): Promise<typeof RAPIER> {
* const RAPIER = await import('@dimforge/rapier2d-compat');
* await RAPIER.init();
* return RAPIER;
* }
*
* isSupported(): boolean {
* return typeof WebAssembly !== 'undefined';
* }
*
* getPlatformInfo(): PlatformInfo {
* return {
* type: PlatformType.Web,
* supportsWasm: true,
* supportsSharedArrayBuffer: true,
* needsPolyfills: []
* };
* }
* }
* ```
*/
export interface IWasmLibraryLoader<T> {
/**
* 加载 WASM 库
*
* @returns 加载完成的库模块
* @throws 如果加载失败或平台不支持
*/
load(): Promise<T>;
/**
* 检查当前平台是否支持此库
*
* @returns 是否支持
*/
isSupported(): boolean;
/**
* 获取当前平台信息
*
* @returns 平台信息
*/
getPlatformInfo(): PlatformInfo;
/**
* 获取库配置
*
* @returns 库配置
*/
getConfig(): WasmLibraryConfig;
}
/**
* 平台特定 WASM 加载器接口
*
* 提供平台级别的 WASM 加载能力
*/
export interface IPlatformWasmLoader {
/**
* 平台类型
*/
readonly platformType: PlatformType;
/**
* 加载 WASM 模块
*
* @param wasmPath - WASM 文件路径
* @param imports - WASM 导入对象
* @returns WASM 实例
*/
loadWasmModule(
wasmPath: string,
imports?: WebAssembly.Imports
): Promise<WebAssembly.Instance>;
/**
* 检查是否支持 WASM
*
* @returns 是否支持
*/
isSupported(): boolean;
/**
* 安装必要的 polyfills
*/
installPolyfills(): void;
}

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/**
* WASM 库加载器工厂
*
* 提供自动平台检测和加载器创建功能
*
* @example
* ```typescript
* // 注册加载器
* WasmLibraryLoaderFactory.registerLoader(
* 'rapier2d',
* PlatformType.Web,
* () => new WebRapier2DLoader(config)
* );
*
* // 创建加载器(自动选择平台)
* const loader = WasmLibraryLoaderFactory.createLoader<typeof RAPIER>('rapier2d');
* const rapier = await loader.load();
* ```
*/
import { PlatformType, IWasmLibraryLoader } from './IWasmLibraryLoader';
/**
* 加载器创建函数类型
*/
type LoaderFactory<T> = () => IWasmLibraryLoader<T>;
/**
* 已注册的加载器映射
*
* 结构libraryName -> platformType -> loaderFactory
*/
const registeredLoaders = new Map<string, Map<PlatformType, LoaderFactory<any>>>();
/**
* 缓存的平台检测结果
*/
let detectedPlatform: PlatformType | null = null;
/**
* WASM 库加载器工厂
*/
export class WasmLibraryLoaderFactory {
/**
* 注册 WASM 库加载器
*
* @param libraryName - 库名称(如 'rapier2d'
* @param platform - 目标平台
* @param factory - 加载器工厂函数
*
* @example
* ```typescript
* WasmLibraryLoaderFactory.registerLoader(
* 'rapier2d',
* PlatformType.Web,
* () => new WebRapier2DLoader(config)
* );
* ```
*/
static registerLoader<T>(
libraryName: string,
platform: PlatformType,
factory: LoaderFactory<T>
): void {
if (!registeredLoaders.has(libraryName)) {
registeredLoaders.set(libraryName, new Map());
}
registeredLoaders.get(libraryName)!.set(platform, factory);
}
/**
* 检测当前运行平台
*
* 检测顺序:
* 1. 微信小游戏wx 全局对象)
* 2. 字节跳动小游戏tt 全局对象)
* 3. 支付宝小游戏my 全局对象)
* 4. 百度小游戏swan 全局对象)
* 5. Node.jsprocess 对象)
* 6. Web 浏览器window + document
*
* @returns 检测到的平台类型
*/
static detectPlatform(): PlatformType {
if (detectedPlatform !== null) {
return detectedPlatform;
}
// 微信小游戏
if (typeof (globalThis as any).wx !== 'undefined') {
const wx = (globalThis as any).wx;
if (wx.getSystemInfo && wx.createCanvas) {
detectedPlatform = PlatformType.WeChatMiniGame;
return detectedPlatform;
}
}
// 字节跳动小游戏
if (typeof (globalThis as any).tt !== 'undefined') {
const tt = (globalThis as any).tt;
if (tt.getSystemInfo) {
detectedPlatform = PlatformType.ByteDanceMiniGame;
return detectedPlatform;
}
}
// 支付宝小游戏
if (typeof (globalThis as any).my !== 'undefined') {
const my = (globalThis as any).my;
if (my.getSystemInfo) {
detectedPlatform = PlatformType.AlipayMiniGame;
return detectedPlatform;
}
}
// 百度小游戏
if (typeof (globalThis as any).swan !== 'undefined') {
const swan = (globalThis as any).swan;
if (swan.getSystemInfo) {
detectedPlatform = PlatformType.BaiduMiniGame;
return detectedPlatform;
}
}
// Node.js
if (typeof process !== 'undefined' && process.versions?.node) {
detectedPlatform = PlatformType.NodeJS;
return detectedPlatform;
}
// Web 浏览器
if (typeof window !== 'undefined' && typeof document !== 'undefined') {
detectedPlatform = PlatformType.Web;
return detectedPlatform;
}
detectedPlatform = PlatformType.Unknown;
return detectedPlatform;
}
/**
* 创建 WASM 库加载器
*
* 自动检测平台并选择对应的加载器
*
* @param libraryName - 库名称
* @returns 对应平台的加载器实例
* @throws 如果库未注册或平台不支持
*
* @example
* ```typescript
* const loader = WasmLibraryLoaderFactory.createLoader<typeof RAPIER>('rapier2d');
* const rapier = await loader.load();
* ```
*/
static createLoader<T>(libraryName: string): IWasmLibraryLoader<T> {
const platform = this.detectPlatform();
const libraryLoaders = registeredLoaders.get(libraryName);
if (!libraryLoaders) {
throw new Error(`[WasmLibraryLoaderFactory] 未注册的库: ${libraryName}`);
}
const factory = libraryLoaders.get(platform);
if (!factory) {
// 尝试使用 Web 加载器作为降级方案
const webFactory = libraryLoaders.get(PlatformType.Web);
if (webFactory && platform !== PlatformType.Unknown) {
console.warn(
`[WasmLibraryLoaderFactory] 平台 ${platform} 没有专用加载器,使用 Web 加载器作为降级方案`
);
return webFactory() as IWasmLibraryLoader<T>;
}
throw new Error(
`[WasmLibraryLoaderFactory] 库 "${libraryName}" 不支持平台: ${platform}`
);
}
return factory() as IWasmLibraryLoader<T>;
}
/**
* 检查指定库是否支持当前平台
*
* @param libraryName - 库名称
* @returns 是否支持
*/
static isLibrarySupported(libraryName: string): boolean {
const platform = this.detectPlatform();
const libraryLoaders = registeredLoaders.get(libraryName);
if (!libraryLoaders) {
return false;
}
return libraryLoaders.has(platform) || libraryLoaders.has(PlatformType.Web);
}
/**
* 获取库支持的所有平台
*
* @param libraryName - 库名称
* @returns 支持的平台列表
*/
static getSupportedPlatforms(libraryName: string): PlatformType[] {
const libraryLoaders = registeredLoaders.get(libraryName);
if (!libraryLoaders) {
return [];
}
return Array.from(libraryLoaders.keys());
}
/**
* 获取所有已注册的库名称
*
* @returns 库名称列表
*/
static getRegisteredLibraries(): string[] {
return Array.from(registeredLoaders.keys());
}
/**
* 清除平台检测缓存
*
* 主要用于测试
*/
static clearPlatformCache(): void {
detectedPlatform = null;
}
/**
* 清除所有已注册的加载器
*
* 主要用于测试
*/
static clearAllLoaders(): void {
registeredLoaders.clear();
}
}

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/**
* WASM 库加载器
*
* 提供跨平台的 WASM 库加载支持
*/
export { PlatformType } from './IWasmLibraryLoader';
export type {
WasmLibraryConfig,
PlatformInfo,
IWasmLibraryLoader,
IPlatformWasmLoader
} from './IWasmLibraryLoader';
export { WasmLibraryLoaderFactory } from './WasmLibraryLoaderFactory';