feat: 纹理路径稳定 ID 与架构改进 (#305)
* feat(asset-system): 实现路径稳定 ID 生成器 使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID: - 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定 - 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID - 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID - clearTextureMappings() 不再清除 _pathIdCache 这解决了 Play/Stop 后纹理 ID 失效的根本问题。 * fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用 使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存: - saveSceneSnapshot() 移除 clearTextureMappings() 调用 - restoreSceneSnapshot() 移除 clearTextureMappings() 调用 - 组件保存的 textureId 在 Play/Stop 后仍然有效 * fix(editor-core): 修复场景切换时的资源泄漏 在 openScene() 加载新场景前先卸载旧场景资源: - 调用 sceneResourceManager.unloadSceneResources() 释放旧资源 - 使用引用计数机制,仅卸载不再被引用的资源 - 路径稳定 ID 缓存不受影响,保持 ID 稳定性 * fix(runtime-core): 修复 PluginManager 组件注册类型错误 将 ComponentRegistry 类改为 GlobalComponentRegistry 实例: - registerComponents() 期望 IComponentRegistry 接口实例 - GlobalComponentRegistry 是 ComponentRegistry 的全局实例 * refactor(core): 提取 IComponentRegistry 接口 将组件注册表抽象为接口,支持场景级组件注册: - 新增 IComponentRegistry 接口定义 - Scene 持有独立的 componentRegistry 实例 - 支持从 GlobalComponentRegistry 克隆 - 各系统支持传入自定义注册表 * refactor(engine-core): 改进插件服务注册机制 - 更新 IComponentRegistry 类型引用 - 优化 PluginServiceRegistry 服务管理 * refactor(modules): 适配新的组件注册接口 更新各模块 RuntimeModule 使用 IComponentRegistry 接口: - audio, behavior-tree, camera - sprite, tilemap, world-streaming * fix(physics-rapier2d): 修复物理插件组件注册 - PhysicsEditorPlugin 添加 runtimeModule 引用 - 适配 IComponentRegistry 接口 - 修复物理组件在场景加载时未注册的问题 * feat(editor-core): 添加 UserCodeService 就绪信号机制 - 新增 waitForReady()/signalReady() API - 支持等待用户脚本编译完成 - 解决场景加载时组件未注册的时序问题 * fix(editor-app): 在编译完成后调用 signalReady() 确保用户脚本编译完成后发出就绪信号: - 编译成功后调用 userCodeService.signalReady() - 编译失败也要发出信号,避免阻塞场景加载 * feat(editor-core): 改进编辑器核心服务 - EntityStoreService 添加调试日志 - AssetRegistryService 优化资产注册 - PluginManager 改进插件管理 - IFileAPI 添加 getFileMtime 接口 * feat(engine): 改进 Rust 纹理管理器 - 支持任意 ID 的纹理加载(非递增) - 添加纹理状态追踪 API - 优化纹理缓存清理机制 - 更新 TypeScript 绑定 * feat(ui): 添加场景切换和文本闪烁组件 新增组件: - SceneLoadTriggerComponent: 场景切换触发器 - TextBlinkComponent: 文本闪烁效果 新增系统: - SceneLoadTriggerSystem: 处理场景切换逻辑 - TextBlinkSystem: 处理文本闪烁动画 其他改进: - UIRuntimeModule 适配新组件注册接口 - UI 渲染系统优化 * feat(editor-app): 添加外部文件修改检测 - 新增 ExternalModificationDialog 组件 - TauriFileAPI 支持 getFileMtime - 场景文件被外部修改时提示用户 * feat(editor-app): 添加渲染调试面板 - 新增 RenderDebugService 和调试面板 UI - App/ContentBrowser 添加调试日志 - TitleBar/Viewport 优化 - DialogManager 改进 * refactor(editor-app): 编辑器服务和组件优化 - EngineService 改进引擎集成 - EditorEngineSync 同步优化 - AssetFileInspector 改进 - VectorFieldEditors 优化 - InstantiatePrefabCommand 改进 * feat(i18n): 更新国际化翻译 - 添加新功能相关翻译 - 更新中文、英文、西班牙文 * feat(tauri): 添加文件修改时间查询命令 - 新增 get_file_mtime 命令 - 支持检测文件外部修改 * refactor(particle): 粒子系统改进 - 适配新的组件注册接口 - ParticleSystem 优化 - 添加单元测试 * refactor(platform): 平台适配层优化 - BrowserRuntime 改进 - 新增 RuntimeSceneManager 服务 - 导出优化 * refactor(asset-system-editor): 资产元数据改进 - AssetMetaFile 优化 - 导出调整 * fix(asset-system): 移除未使用的 TextureLoader 导入 * fix(tests): 更新测试以使用 GlobalComponentRegistry 实例 修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更: - ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset() - EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例 - IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例 - SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例 - ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry - SystemTypes.test.ts: 在 Scene 创建前注册组件 - QuerySystem.test.ts: mockScene 添加 componentRegistry
This commit is contained in:
@@ -7,7 +7,6 @@ import { AssetManager } from '../core/AssetManager';
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import { AssetGUID, AssetType } from '../types/AssetTypes';
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import { ITextureAsset, IAudioAsset, IJsonAsset } from '../interfaces/IAssetLoader';
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import { PathResolutionService, type IPathResolutionService } from '../services/PathResolutionService';
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import { TextureLoader } from '../loaders/TextureLoader';
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/**
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* Texture engine bridge interface (for asset system)
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@@ -67,6 +66,49 @@ export interface ITextureEngineBridge {
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* 清除所有纹理并重置状态(可选)。
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*/
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clearAllTextures?(): void;
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// ===== Texture State API =====
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// ===== 纹理状态 API =====
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/**
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* Get texture loading state.
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* 获取纹理加载状态。
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*
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* @param id Texture ID | 纹理 ID
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* @returns State string: 'loading', 'ready', or 'failed:reason' | 状态字符串
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*/
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getTextureState?(id: number): string;
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/**
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* Check if texture is ready for rendering.
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* 检查纹理是否已就绪可渲染。
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*
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* @param id Texture ID | 纹理 ID
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* @returns true if texture data is loaded | 纹理数据已加载则返回 true
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*/
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isTextureReady?(id: number): boolean;
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/**
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* Get count of textures currently loading.
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* 获取当前正在加载的纹理数量。
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*
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* @returns Number of textures in 'loading' state | 处于加载状态的纹理数量
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*/
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getTextureLoadingCount?(): number;
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/**
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* Load texture asynchronously with Promise.
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* 使用 Promise 异步加载纹理。
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*
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* Unlike loadTexture which returns immediately, this method
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* waits until the texture is actually loaded and ready.
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* 与 loadTexture 立即返回不同,此方法会等待纹理实际加载完成。
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*
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* @param id Texture ID | 纹理 ID
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* @param url Image URL | 图片 URL
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* @returns Promise that resolves when texture is ready | 纹理就绪时解析的 Promise
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*/
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loadTextureAsync?(id: number, url: string): Promise<void>;
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}
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/**
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@@ -100,6 +142,10 @@ export class EngineIntegration {
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private _textureIdMap = new Map<AssetGUID, number>();
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private _pathToTextureId = new Map<string, number>();
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// 路径稳定 ID 缓存(跨 Play/Stop 循环保持稳定)
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// Path-stable ID cache (persists across Play/Stop cycles)
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private static _pathIdCache = new Map<string, number>();
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// Audio resource mappings | 音频资源映射
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private _audioIdMap = new Map<AssetGUID, number>();
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private _pathToAudioId = new Map<string, number>();
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@@ -112,6 +158,39 @@ export class EngineIntegration {
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private _dataAssets = new Map<number, DataAssetEntry>();
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private static _nextDataId = 1;
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/**
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* 根据路径生成稳定的 ID(使用 FNV-1a hash)
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* Generate stable ID from path (using FNV-1a hash)
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*
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* 相同路径永远返回相同 ID,即使在 clearTextureMappings 后
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* Same path always returns same ID, even after clearTextureMappings
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*
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* @param path 资源路径 | Resource path
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* @param type 资源类型 | Resource type
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* @returns 稳定的运行时 ID | Stable runtime ID
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*/
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private static getStableIdForPath(path: string, type: 'texture' | 'audio'): number {
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const cacheKey = `${type}:${path}`;
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const cached = EngineIntegration._pathIdCache.get(cacheKey);
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if (cached !== undefined) {
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return cached;
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}
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// FNV-1a hash 算法 | FNV-1a hash algorithm
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let hash = 2166136261; // FNV offset basis
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for (let i = 0; i < path.length; i++) {
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hash ^= path.charCodeAt(i);
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hash = Math.imul(hash, 16777619); // FNV prime
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hash = hash >>> 0; // Keep as uint32
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}
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// 确保 ID > 0(0 保留给默认纹理)
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// Ensure ID > 0 (0 is reserved for default texture)
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const id = (hash % 0x7FFFFFFF) + 1;
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EngineIntegration._pathIdCache.set(cacheKey, id);
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return id;
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}
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constructor(assetManager: AssetManager, engineBridge?: ITextureEngineBridge, pathResolver?: IPathResolutionService) {
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this._assetManager = assetManager;
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this._engineBridge = engineBridge;
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@@ -138,63 +217,56 @@ export class EngineIntegration {
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* Load texture for component
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* 为组件加载纹理
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*
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* 使用 Rust 引擎作为纹理 ID 的唯一分配源。
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* Uses Rust engine as the single source of truth for texture ID allocation.
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* 使用路径稳定 ID 确保相同路径在 Play/Stop 循环后返回相同 ID。
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* 这样组件保存的 textureId 在恢复场景后仍然有效。
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*
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* Uses path-stable ID to ensure same path returns same ID across Play/Stop cycles.
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* This ensures component's saved textureId remains valid after scene restore.
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*
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* AssetManager 内部会处理路径解析,这里只需传入原始路径。
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* AssetManager handles path resolution internally, just pass the original path here.
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*/
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async loadTextureForComponent(texturePath: string): Promise<number> {
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// 检查缓存(使用原始路径作为键)
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// Check cache (using original path as key)
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// 生成路径稳定 ID(相同路径永远返回相同 ID)
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// Generate path-stable ID (same path always returns same ID)
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const stableId = EngineIntegration.getStableIdForPath(texturePath, 'texture');
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// 检查是否已加载到 GPU
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// Check if already loaded to GPU
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const existingId = this._pathToTextureId.get(texturePath);
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if (existingId) {
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return existingId;
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if (existingId === stableId) {
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return stableId; // 已加载,直接返回 | Already loaded, return directly
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}
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// 解析路径为引擎可用的 URL
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// Resolve path to engine-compatible URL
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const engineUrl = this._pathResolver.catalogToRuntime(texturePath);
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// 优先使用 getOrLoadTextureByPath(Rust 分配 ID)
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// Prefer getOrLoadTextureByPath (Rust allocates ID)
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// 这确保纹理 ID 由 Rust 引擎统一分配,避免 JS/Rust 层 ID 不同步问题
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// This ensures texture IDs are allocated by Rust engine uniformly,
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// avoiding JS/Rust layer ID desync issues
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if (this._engineBridge?.getOrLoadTextureByPath) {
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const rustTextureId = this._engineBridge.getOrLoadTextureByPath(engineUrl);
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if (rustTextureId > 0) {
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// 缓存映射
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// Cache mapping
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this._pathToTextureId.set(texturePath, rustTextureId);
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return rustTextureId;
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// 使用稳定 ID 加载纹理到 GPU
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// Load texture to GPU with stable ID
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if (this._engineBridge) {
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// 优先使用异步加载(支持加载状态追踪)
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// Prefer async loading (supports loading state tracking)
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if (this._engineBridge.loadTextureAsync) {
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await this._engineBridge.loadTextureAsync(stableId, engineUrl);
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} else {
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await this._engineBridge.loadTexture(stableId, engineUrl);
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}
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}
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// 回退:通过资产系统加载(兼容旧流程)
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// Fallback: Load through asset system (for backward compatibility)
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const result = await this._assetManager.loadAssetByPath<ITextureAsset>(texturePath);
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const textureAsset = result.asset;
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// 缓存映射
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// Cache mapping
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this._pathToTextureId.set(texturePath, stableId);
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// 如果有引擎桥接,上传到GPU
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// Upload to GPU if bridge exists
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if (this._engineBridge && textureAsset.data) {
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await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
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}
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// 缓存映射(使用原始路径作为键,避免重复解析)
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// Cache mapping (using original path as key to avoid re-resolving)
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this._pathToTextureId.set(texturePath, textureAsset.textureId);
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return textureAsset.textureId;
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return stableId;
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}
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/**
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* Load texture by GUID
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* 通过GUID加载纹理
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*
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* 使用 Rust 引擎作为纹理 ID 的唯一分配源。
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* Uses Rust engine as the single source of truth for texture ID allocation.
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* 使用路径稳定 ID 确保相同路径在 Play/Stop 循环后返回相同 ID。
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* Uses path-stable ID to ensure same path returns same ID across Play/Stop cycles.
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*/
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async loadTextureByGuid(guid: AssetGUID): Promise<number> {
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// 检查是否已有纹理ID / Check if texture ID exists
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@@ -206,31 +278,38 @@ export class EngineIntegration {
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// 通过资产系统加载获取元数据和路径 / Load through asset system to get metadata and path
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const result = await this._assetManager.loadAsset<ITextureAsset>(guid);
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const metadata = result.metadata;
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const engineUrl = this._pathResolver.catalogToRuntime(metadata.path);
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const assetPath = metadata.path;
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// 优先使用 getOrLoadTextureByPath(Rust 分配 ID)
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// Prefer getOrLoadTextureByPath (Rust allocates ID)
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if (this._engineBridge?.getOrLoadTextureByPath) {
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const rustTextureId = this._engineBridge.getOrLoadTextureByPath(engineUrl);
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if (rustTextureId > 0) {
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// 缓存映射
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// Cache mapping
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this._textureIdMap.set(guid, rustTextureId);
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return rustTextureId;
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// 生成路径稳定 ID
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// Generate path-stable ID
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const stableId = EngineIntegration.getStableIdForPath(assetPath, 'texture');
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// 检查是否已加载到 GPU
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// Check if already loaded to GPU
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if (this._pathToTextureId.get(assetPath) === stableId) {
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this._textureIdMap.set(guid, stableId);
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return stableId;
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}
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// 解析路径为引擎可用的 URL
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// Resolve path to engine-compatible URL
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const engineUrl = this._pathResolver.catalogToRuntime(assetPath);
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// 使用稳定 ID 加载纹理到 GPU
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// Load texture to GPU with stable ID
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if (this._engineBridge) {
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if (this._engineBridge.loadTextureAsync) {
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await this._engineBridge.loadTextureAsync(stableId, engineUrl);
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} else {
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await this._engineBridge.loadTexture(stableId, engineUrl);
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}
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}
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// 回退:使用 TextureLoader 分配的 ID(兼容旧流程)
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// Fallback: Use TextureLoader allocated ID (for backward compatibility)
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const textureAsset = result.asset;
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if (this._engineBridge && textureAsset.data) {
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await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
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}
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// 缓存映射 / Cache mapping
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this._textureIdMap.set(guid, textureAsset.textureId);
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this._textureIdMap.set(guid, stableId);
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this._pathToTextureId.set(assetPath, stableId);
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return textureAsset.textureId;
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return stableId;
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}
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/**
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@@ -561,40 +640,36 @@ export class EngineIntegration {
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}
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/**
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* Clear all texture mappings
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* 清空所有纹理映射
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* Clear all texture mappings (for scene switching)
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* 清空所有纹理映射(用于场景切换)
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*
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* This clears both local texture ID mappings and the AssetManager's
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* texture cache to ensure textures are fully reloaded.
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* 这会清除本地纹理 ID 映射和 AssetManager 的纹理缓存,确保纹理完全重新加载。
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* 注意:使用路径稳定 ID 后,不应在 Play/Stop 循环中调用此方法。
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* 此方法仅用于场景切换时释放旧场景的纹理资源。
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*
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* IMPORTANT: This also clears the Rust engine's texture cache to ensure
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* both JS and Rust layers are in sync.
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* 重要:这也会清除 Rust 引擎的纹理缓存,确保 JS 和 Rust 层同步。
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* NOTE: With path-stable IDs, this should NOT be called during Play/Stop cycle.
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* This method is only for releasing old scene's texture resources during scene switching.
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*
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* _pathIdCache 不会被清除,确保相同路径始终返回相同 ID。
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* _pathIdCache is NOT cleared, ensuring same path always returns same ID.
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*/
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clearTextureMappings(): void {
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// 1. 清除本地映射
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// Clear local mappings
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// 1. 清除加载状态映射(不清除 _pathIdCache)
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// Clear load state mappings (NOT clearing _pathIdCache)
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this._textureIdMap.clear();
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this._pathToTextureId.clear();
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// 2. 清除 Rust 引擎的纹理缓存(如果可用)
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// Clear Rust engine's texture cache (if available)
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// 这确保下次加载时 Rust 会重新分配 ID
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// This ensures Rust will reallocate IDs on next load
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// 2. 清除 Rust 引擎的 GPU 纹理资源
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// Clear Rust engine's GPU texture resources
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if (this._engineBridge?.clearAllTextures) {
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this._engineBridge.clearAllTextures();
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}
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// 3. 清除 AssetManager 中的纹理资产缓存
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// Clear texture asset cache in AssetManager
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// 强制清除以确保纹理使用新的 ID 重新加载
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// Force clear to ensure textures are reloaded with new IDs
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this._assetManager.unloadAssetsByType(AssetType.Texture, true);
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// 4. 重置 TextureLoader 的 ID 计数器(保持向后兼容)
|
||||
// Reset TextureLoader's ID counter (for backward compatibility)
|
||||
TextureLoader.resetTextureIdCounter();
|
||||
// 注意:不再重置 TextureLoader 的 ID 计数器,因为现在使用路径稳定 ID
|
||||
// NOTE: No longer reset TextureLoader's ID counter as we now use path-stable IDs
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user