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:
@@ -40,11 +40,15 @@ import { Inspector } from './components/inspectors/Inspector';
|
||||
import { AssetBrowser } from './components/AssetBrowser';
|
||||
import { Viewport } from './components/Viewport';
|
||||
import { AdvancedProfilerWindow } from './components/AdvancedProfilerWindow';
|
||||
import { RenderDebugPanel } from './components/debug/RenderDebugPanel';
|
||||
import { emit, emitTo, listen } from '@tauri-apps/api/event';
|
||||
import { renderDebugService } from './services/RenderDebugService';
|
||||
import { PortManager } from './components/PortManager';
|
||||
import { SettingsWindow } from './components/SettingsWindow';
|
||||
import { AboutDialog } from './components/AboutDialog';
|
||||
import { ErrorDialog } from './components/ErrorDialog';
|
||||
import { ConfirmDialog } from './components/ConfirmDialog';
|
||||
import { ExternalModificationDialog } from './components/ExternalModificationDialog';
|
||||
import { PluginGeneratorWindow } from './components/PluginGeneratorWindow';
|
||||
import { BuildSettingsWindow } from './components/BuildSettingsWindow';
|
||||
import { ForumPanel } from './components/forum';
|
||||
@@ -63,6 +67,7 @@ import { useLocale } from './hooks/useLocale';
|
||||
import { useStoreSubscriptions } from './hooks/useStoreSubscriptions';
|
||||
import { en, zh, es } from './locales';
|
||||
import type { Locale } from '@esengine/editor-core';
|
||||
import { UserCodeService } from '@esengine/editor-core';
|
||||
import { Loader2 } from 'lucide-react';
|
||||
import './styles/App.css';
|
||||
|
||||
@@ -84,12 +89,24 @@ Core.services.registerInstance(ICompilerRegistry, compilerRegistryInstance);
|
||||
|
||||
const logger = createLogger('App');
|
||||
|
||||
// 检查是否为独立窗口模式 | Check if standalone window mode
|
||||
const isFrameDebuggerMode = new URLSearchParams(window.location.search).get('mode') === 'frame-debugger';
|
||||
|
||||
function App() {
|
||||
const initRef = useRef(false);
|
||||
const layoutContainerRef = useRef<FlexLayoutDockContainerHandle>(null);
|
||||
const [pluginLoader] = useState(() => new PluginLoader());
|
||||
const { showToast, hideToast } = useToast();
|
||||
|
||||
// 如果是独立调试窗口模式,只渲染调试面板 | If standalone debugger mode, only render debug panel
|
||||
if (isFrameDebuggerMode) {
|
||||
return (
|
||||
<div style={{ width: '100vw', height: '100vh', overflow: 'hidden' }}>
|
||||
<RenderDebugPanel visible={true} onClose={() => window.close()} standalone />
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
// ===== 本地初始化状态(只用于初始化阶段)| Local init state (only for initialization) =====
|
||||
const [initialized, setInitialized] = useState(false);
|
||||
|
||||
@@ -170,10 +187,40 @@ function App() {
|
||||
showAbout, setShowAbout,
|
||||
showPluginGenerator, setShowPluginGenerator,
|
||||
showBuildSettings, setShowBuildSettings,
|
||||
showRenderDebug, setShowRenderDebug,
|
||||
errorDialog, setErrorDialog,
|
||||
confirmDialog, setConfirmDialog
|
||||
confirmDialog, setConfirmDialog,
|
||||
externalModificationDialog, setExternalModificationDialog
|
||||
} = useDialogStore();
|
||||
|
||||
// 全局监听独立调试窗口的数据请求 | Global listener for standalone debug window requests
|
||||
useEffect(() => {
|
||||
let broadcastInterval: ReturnType<typeof setInterval> | null = null;
|
||||
|
||||
const unlistenPromise = listen('render-debug-request-data', () => {
|
||||
// 开始定时广播数据 | Start broadcasting data periodically
|
||||
if (!broadcastInterval) {
|
||||
const broadcast = () => {
|
||||
renderDebugService.setEnabled(true);
|
||||
const snap = renderDebugService.collectSnapshot();
|
||||
if (snap) {
|
||||
// 使用 emitTo 发送到独立窗口 | Use emitTo to send to standalone window
|
||||
emitTo('frame-debugger', 'render-debug-snapshot', snap).catch(() => {});
|
||||
}
|
||||
};
|
||||
broadcast(); // 立即广播一次 | Broadcast immediately
|
||||
broadcastInterval = setInterval(broadcast, 500);
|
||||
}
|
||||
});
|
||||
|
||||
return () => {
|
||||
unlistenPromise.then(unlisten => unlisten());
|
||||
if (broadcastInterval) {
|
||||
clearInterval(broadcastInterval);
|
||||
}
|
||||
};
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
// 禁用默认右键菜单
|
||||
const handleContextMenu = (e: MouseEvent) => {
|
||||
@@ -483,6 +530,113 @@ function App() {
|
||||
};
|
||||
}, [initialized]);
|
||||
|
||||
// Handle external scene file changes
|
||||
// 处理外部场景文件变更
|
||||
useEffect(() => {
|
||||
if (!initialized || !messageHubRef.current || !sceneManagerRef.current) return;
|
||||
const hub = messageHubRef.current;
|
||||
const sm = sceneManagerRef.current;
|
||||
|
||||
const unsubscribe = hub.subscribe('scene:external-change', (data: {
|
||||
path: string;
|
||||
sceneName: string;
|
||||
}) => {
|
||||
logger.info('Scene externally modified:', data.path);
|
||||
|
||||
// Show confirmation dialog to reload the scene
|
||||
// 显示确认对话框以重新加载场景
|
||||
setConfirmDialog({
|
||||
title: t('scene.externalChange.title'),
|
||||
message: t('scene.externalChange.message', { name: data.sceneName }),
|
||||
confirmText: t('scene.externalChange.reload'),
|
||||
cancelText: t('scene.externalChange.ignore'),
|
||||
onConfirm: async () => {
|
||||
setConfirmDialog(null);
|
||||
try {
|
||||
await sm.openScene(data.path);
|
||||
showToast(t('scene.reloadedSuccess', { name: data.sceneName }), 'success');
|
||||
} catch (error) {
|
||||
console.error('Failed to reload scene:', error);
|
||||
showToast(t('scene.reloadFailed'), 'error');
|
||||
}
|
||||
},
|
||||
onCancel: () => {
|
||||
// User chose to ignore, do nothing
|
||||
// 用户选择忽略,不做任何操作
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
return () => unsubscribe?.();
|
||||
}, [initialized, t, showToast]);
|
||||
|
||||
// Handle external modification when saving scene
|
||||
// 处理保存场景时的外部修改检测
|
||||
useEffect(() => {
|
||||
if (!initialized || !messageHubRef.current || !sceneManagerRef.current) return;
|
||||
const hub = messageHubRef.current;
|
||||
const sm = sceneManagerRef.current;
|
||||
|
||||
const unsubscribe = hub.subscribe('scene:externalModification', (data: {
|
||||
path: string;
|
||||
sceneName: string;
|
||||
}) => {
|
||||
logger.info('Scene file externally modified during save:', data.path);
|
||||
|
||||
// Show external modification dialog with three options
|
||||
// 显示外部修改对话框,提供三个选项
|
||||
setExternalModificationDialog({
|
||||
sceneName: data.sceneName,
|
||||
onReload: async () => {
|
||||
setExternalModificationDialog(null);
|
||||
try {
|
||||
await sm.reloadScene();
|
||||
showToast(t('scene.reloadedSuccess', { name: data.sceneName }), 'success');
|
||||
} catch (error) {
|
||||
console.error('Failed to reload scene:', error);
|
||||
showToast(t('scene.reloadFailed'), 'error');
|
||||
}
|
||||
},
|
||||
onOverwrite: async () => {
|
||||
setExternalModificationDialog(null);
|
||||
try {
|
||||
await sm.saveScene(true); // Force save, overwriting external changes
|
||||
showToast(t('scene.savedSuccess', { name: data.sceneName }), 'success');
|
||||
} catch (error) {
|
||||
console.error('Failed to save scene:', error);
|
||||
showToast(t('scene.saveFailed'), 'error');
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
return () => unsubscribe?.();
|
||||
}, [initialized, t, showToast, setExternalModificationDialog]);
|
||||
|
||||
// Handle user code compilation results
|
||||
// 处理用户代码编译结果
|
||||
useEffect(() => {
|
||||
if (!initialized || !messageHubRef.current) return;
|
||||
const hub = messageHubRef.current;
|
||||
|
||||
const unsubscribe = hub.subscribe('usercode:compilation-result', (data: {
|
||||
success: boolean;
|
||||
exports: string[];
|
||||
errors: string[];
|
||||
}) => {
|
||||
if (data.success) {
|
||||
if (data.exports.length > 0) {
|
||||
showToast(t('usercode.compileSuccess', { count: data.exports.length }), 'success');
|
||||
}
|
||||
} else {
|
||||
const errorMsg = data.errors[0] ?? t('usercode.compileError');
|
||||
showToast(errorMsg, 'error');
|
||||
}
|
||||
});
|
||||
|
||||
return () => unsubscribe?.();
|
||||
}, [initialized, t, showToast]);
|
||||
|
||||
const handleOpenRecentProject = async (projectPath: string) => {
|
||||
try {
|
||||
setIsLoading(true, t('loading.step1'));
|
||||
@@ -523,7 +677,6 @@ function App() {
|
||||
const sceneFiles = await TauriAPI.scanDirectory(`${projectPath}/scenes`, '*.ecs');
|
||||
const sceneNames = sceneFiles.map(f => `scenes/${f.split(/[\\/]/).pop()}`);
|
||||
setAvailableScenes(sceneNames);
|
||||
console.log('[App] Found scenes:', sceneNames);
|
||||
} catch (e) {
|
||||
console.warn('[App] Failed to scan scenes:', e);
|
||||
}
|
||||
@@ -545,12 +698,8 @@ function App() {
|
||||
// Load project plugin config and activate plugins (after engine init, before module system init)
|
||||
if (pluginManagerRef.current) {
|
||||
const pluginSettings = projectService.getPluginSettings();
|
||||
console.log('[App] Plugin settings from project:', pluginSettings);
|
||||
if (pluginSettings && pluginSettings.enabledPlugins.length > 0) {
|
||||
console.log('[App] Loading plugin config:', pluginSettings.enabledPlugins);
|
||||
await pluginManagerRef.current.loadConfig({ enabledPlugins: pluginSettings.enabledPlugins });
|
||||
} else {
|
||||
console.log('[App] No plugin settings found in project config');
|
||||
}
|
||||
}
|
||||
|
||||
@@ -566,6 +715,13 @@ function App() {
|
||||
|
||||
setIsLoading(true, t('loading.step3'));
|
||||
|
||||
// Wait for user code to be compiled and registered before loading scenes
|
||||
// 等待用户代码编译和注册完成后再加载场景
|
||||
const userCodeService = Core.services.tryResolve(UserCodeService);
|
||||
if (userCodeService) {
|
||||
await userCodeService.waitForReady();
|
||||
}
|
||||
|
||||
const sceneManagerService = Core.services.resolve(SceneManagerService);
|
||||
if (sceneManagerService) {
|
||||
await sceneManagerService.newScene();
|
||||
@@ -696,6 +852,13 @@ function App() {
|
||||
}
|
||||
|
||||
try {
|
||||
// Wait for user code to be ready before loading scene
|
||||
// 在加载场景前等待用户代码就绪
|
||||
const userCodeService = Core.services.tryResolve(UserCodeService);
|
||||
if (userCodeService) {
|
||||
await userCodeService.waitForReady();
|
||||
}
|
||||
|
||||
await sceneManager.openScene();
|
||||
const sceneState = sceneManager.getSceneState();
|
||||
setStatus(t('scene.openedSuccess', { name: sceneState.sceneName }));
|
||||
@@ -706,13 +869,25 @@ function App() {
|
||||
};
|
||||
|
||||
const handleOpenSceneByPath = useCallback(async (scenePath: string) => {
|
||||
console.log('[App] handleOpenSceneByPath called:', scenePath);
|
||||
if (!sceneManager) {
|
||||
console.error('SceneManagerService not available');
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
// Wait for user code to be ready before loading scene
|
||||
// 在加载场景前等待用户代码就绪
|
||||
const userCodeService = Core.services.tryResolve(UserCodeService);
|
||||
if (userCodeService) {
|
||||
console.log('[App] Waiting for user code service...');
|
||||
await userCodeService.waitForReady();
|
||||
console.log('[App] User code service ready');
|
||||
}
|
||||
|
||||
console.log('[App] Calling sceneManager.openScene...');
|
||||
await sceneManager.openScene(scenePath);
|
||||
console.log('[App] Scene opened successfully');
|
||||
const sceneState = sceneManager.getSceneState();
|
||||
setStatus(t('scene.openedSuccess', { name: sceneState.sceneName }));
|
||||
} catch (error) {
|
||||
@@ -1087,6 +1262,14 @@ function App() {
|
||||
}}
|
||||
/>
|
||||
)}
|
||||
{externalModificationDialog && (
|
||||
<ExternalModificationDialog
|
||||
sceneName={externalModificationDialog.sceneName}
|
||||
onReload={externalModificationDialog.onReload}
|
||||
onOverwrite={externalModificationDialog.onOverwrite}
|
||||
onCancel={() => setExternalModificationDialog(null)}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
);
|
||||
}
|
||||
@@ -1121,6 +1304,7 @@ function App() {
|
||||
onCreatePlugin={handleCreatePlugin}
|
||||
onReloadPlugins={handleReloadPlugins}
|
||||
onOpenBuildSettings={() => setShowBuildSettings(true)}
|
||||
onOpenRenderDebug={() => setShowRenderDebug(true)}
|
||||
/>
|
||||
<MainToolbar
|
||||
messageHub={messageHub || undefined}
|
||||
@@ -1226,6 +1410,12 @@ function App() {
|
||||
/>
|
||||
)}
|
||||
|
||||
{/* 渲染调试面板 | Render Debug Panel */}
|
||||
<RenderDebugPanel
|
||||
visible={showRenderDebug}
|
||||
onClose={() => setShowRenderDebug(false)}
|
||||
/>
|
||||
|
||||
{errorDialog && (
|
||||
<ErrorDialog
|
||||
title={errorDialog.title}
|
||||
@@ -1252,6 +1442,15 @@ function App() {
|
||||
}}
|
||||
/>
|
||||
)}
|
||||
|
||||
{externalModificationDialog && (
|
||||
<ExternalModificationDialog
|
||||
sceneName={externalModificationDialog.sceneName}
|
||||
onReload={externalModificationDialog.onReload}
|
||||
onOverwrite={externalModificationDialog.onOverwrite}
|
||||
onCancel={() => setExternalModificationDialog(null)}
|
||||
/>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user