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:
YHH
2025-12-16 12:46:14 +08:00
committed by GitHub
parent d834ca5e77
commit ed8f6e283b
107 changed files with 7399 additions and 847 deletions

View File

@@ -197,14 +197,6 @@ impl Engine {
colors: &[u32],
material_ids: &[u32],
) -> Result<()> {
// Debug: log once
use std::sync::atomic::{AtomicBool, Ordering};
static LOGGED: AtomicBool = AtomicBool::new(false);
if !LOGGED.swap(true, Ordering::Relaxed) {
let sprite_count = texture_ids.len();
log::info!("Engine submit_sprite_batch: {} sprites, texture_ids: {:?}", sprite_count, texture_ids);
}
self.renderer.submit_batch(
transforms,
texture_ids,
@@ -382,6 +374,24 @@ impl Engine {
self.texture_manager.clear_all();
}
/// 获取纹理加载状态
/// Get texture loading state
pub fn get_texture_state(&self, id: u32) -> crate::renderer::texture::TextureState {
self.texture_manager.get_texture_state(id)
}
/// 检查纹理是否已就绪
/// Check if texture is ready to use
pub fn is_texture_ready(&self, id: u32) -> bool {
self.texture_manager.is_texture_ready(id)
}
/// 获取正在加载中的纹理数量
/// Get the number of textures currently loading
pub fn get_texture_loading_count(&self) -> u32 {
self.texture_manager.get_loading_count()
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
pub fn is_key_down(&self, key_code: &str) -> bool {

View File

@@ -224,6 +224,42 @@ impl GameEngine {
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// 获取纹理加载状态
/// Get texture loading state
///
/// # Arguments | 参数
/// * `id` - Texture ID | 纹理ID
///
/// # Returns | 返回
/// State string: "loading", "ready", or "failed:reason"
/// 状态字符串:"loading"、"ready" 或 "failed:原因"
#[wasm_bindgen(js_name = getTextureState)]
pub fn get_texture_state(&self, id: u32) -> String {
use crate::renderer::texture::TextureState;
match self.engine.get_texture_state(id) {
TextureState::Loading => "loading".to_string(),
TextureState::Ready => "ready".to_string(),
TextureState::Failed(reason) => format!("failed:{}", reason),
}
}
/// 检查纹理是否已就绪
/// Check if texture is ready to use
///
/// # Arguments | 参数
/// * `id` - Texture ID | 纹理ID
#[wasm_bindgen(js_name = isTextureReady)]
pub fn is_texture_ready(&self, id: u32) -> bool {
self.engine.is_texture_ready(id)
}
/// 获取正在加载中的纹理数量
/// Get the number of textures currently loading
#[wasm_bindgen(js_name = getTextureLoadingCount)]
pub fn get_texture_loading_count(&self) -> u32 {
self.engine.get_texture_loading_count()
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
///

View File

@@ -5,4 +5,4 @@ mod texture;
mod texture_manager;
pub use texture::Texture;
pub use texture_manager::TextureManager;
pub use texture_manager::{TextureManager, TextureState};

View File

@@ -1,7 +1,9 @@
//! Texture loading and management.
//! 纹理加载和管理。
use std::cell::RefCell;
use std::collections::HashMap;
use std::rc::Rc;
use wasm_bindgen::prelude::*;
use wasm_bindgen::JsCast;
use web_sys::{HtmlImageElement, WebGl2RenderingContext, WebGlTexture};
@@ -9,6 +11,21 @@ use web_sys::{HtmlImageElement, WebGl2RenderingContext, WebGlTexture};
use crate::core::error::{EngineError, Result};
use super::Texture;
/// 纹理加载状态
/// Texture loading state
#[derive(Debug, Clone, PartialEq)]
pub enum TextureState {
/// 正在加载中
/// Loading in progress
Loading,
/// 加载完成,可以使用
/// Loaded and ready to use
Ready,
/// 加载失败
/// Load failed
Failed(String),
}
/// Texture manager for loading and caching textures.
/// 用于加载和缓存纹理的纹理管理器。
pub struct TextureManager {
@@ -31,6 +48,10 @@ pub struct TextureManager {
/// Default white texture for untextured rendering.
/// 用于无纹理渲染的默认白色纹理。
default_texture: Option<WebGlTexture>,
/// 纹理加载状态(使用 Rc<RefCell<>> 以便闭包可以修改)
/// Texture loading states (using Rc<RefCell<>> so closures can modify)
texture_states: Rc<RefCell<HashMap<u32, TextureState>>>,
}
impl TextureManager {
@@ -43,6 +64,7 @@ impl TextureManager {
path_to_id: HashMap::new(),
next_id: 1, // Start from 1, 0 is reserved for default
default_texture: None,
texture_states: Rc::new(RefCell::new(HashMap::new())),
};
// Create default white texture | 创建默认白色纹理
@@ -90,17 +112,22 @@ impl TextureManager {
/// 从URL加载纹理。
///
/// Note: This is an async operation. The texture will be available
/// after the image loads.
/// 注意:这是一个异步操作。纹理在图片加载后可用。
/// after the image loads. Use `get_texture_state` to check loading status.
/// 注意:这是一个异步操作。纹理在图片加载后可用。使用 `get_texture_state` 检查加载状态。
pub fn load_texture(&mut self, id: u32, url: &str) -> Result<()> {
// 设置初始状态为 Loading | Set initial state to Loading
self.texture_states.borrow_mut().insert(id, TextureState::Loading);
// Create placeholder texture | 创建占位纹理
let texture = self.gl
.create_texture()
.ok_or_else(|| EngineError::TextureLoadFailed("Failed to create texture".into()))?;
// Set up temporary 1x1 texture | 设置临时1x1纹理
// Set up temporary 1x1 transparent texture | 设置临时1x1透明纹理
// 使用透明而非灰色,这样未加载完成时不会显示奇怪的颜色
// Use transparent instead of gray, so incomplete textures don't show strange colors
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture));
let placeholder: [u8; 4] = [128, 128, 128, 255];
let placeholder: [u8; 4] = [0, 0, 0, 0];
let _ = self.gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
WebGl2RenderingContext::TEXTURE_2D,
0,
@@ -119,6 +146,10 @@ impl TextureManager {
// Store texture with placeholder size | 存储带占位符尺寸的纹理
self.textures.insert(id, Texture::new(texture, 1, 1));
// Clone state map for closures | 克隆状态映射用于闭包
let states_for_onload = Rc::clone(&self.texture_states);
let states_for_onerror = Rc::clone(&self.texture_states);
// Load actual image asynchronously | 异步加载实际图片
let gl = self.gl.clone();
@@ -130,6 +161,7 @@ impl TextureManager {
// Clone image for use in closure | 克隆图片用于闭包
let image_clone = image.clone();
let texture_id = id;
// Set up load callback | 设置加载回调
let onload = Closure::wrap(Box::new(move || {
@@ -146,7 +178,9 @@ impl TextureManager {
);
if let Err(e) = result {
log::error!("Failed to upload texture: {:?} | 纹理上传失败: {:?}", e, e);
log::error!("Failed to upload texture {}: {:?} | 纹理 {} 上传失败: {:?}", texture_id, e, texture_id, e);
states_for_onload.borrow_mut().insert(texture_id, TextureState::Failed(format!("{:?}", e)));
return;
}
// Set texture parameters | 设置纹理参数
@@ -171,10 +205,22 @@ impl TextureManager {
WebGl2RenderingContext::LINEAR as i32,
);
// 标记为就绪 | Mark as ready
states_for_onload.borrow_mut().insert(texture_id, TextureState::Ready);
}) as Box<dyn Fn()>);
// Set up error callback | 设置错误回调
let url_for_error = url.to_string();
let onerror = Closure::wrap(Box::new(move || {
let error_msg = format!("Failed to load image: {}", url_for_error);
states_for_onerror.borrow_mut().insert(texture_id, TextureState::Failed(error_msg));
}) as Box<dyn Fn()>);
image.set_onload(Some(onload.as_ref().unchecked_ref()));
image.set_onerror(Some(onerror.as_ref().unchecked_ref()));
onload.forget(); // Prevent closure from being dropped | 防止闭包被销毁
onerror.forget();
image.set_src(url);
@@ -223,6 +269,56 @@ impl TextureManager {
self.textures.contains_key(&id)
}
/// 获取纹理加载状态
/// Get texture loading state
///
/// 返回纹理的当前加载状态Loading、Ready 或 Failed。
/// Returns the current loading state of the texture: Loading, Ready, or Failed.
#[inline]
pub fn get_texture_state(&self, id: u32) -> TextureState {
// ID 0 是默认纹理,始终就绪
// ID 0 is default texture, always ready
if id == 0 {
return TextureState::Ready;
}
self.texture_states
.borrow()
.get(&id)
.cloned()
.unwrap_or(TextureState::Failed("Texture not found".to_string()))
}
/// 检查纹理是否已就绪可用
/// Check if texture is ready to use
///
/// 这是 `get_texture_state() == TextureState::Ready` 的便捷方法。
/// This is a convenience method for `get_texture_state() == TextureState::Ready`.
#[inline]
pub fn is_texture_ready(&self, id: u32) -> bool {
// ID 0 是默认纹理,始终就绪
// ID 0 is default texture, always ready
if id == 0 {
return true;
}
matches!(
self.texture_states.borrow().get(&id),
Some(TextureState::Ready)
)
}
/// 获取正在加载中的纹理数量
/// Get the number of textures currently loading
#[inline]
pub fn get_loading_count(&self) -> u32 {
self.texture_states
.borrow()
.values()
.filter(|s| matches!(s, TextureState::Loading))
.count() as u32
}
/// Remove texture.
/// 移除纹理。
pub fn remove_texture(&mut self, id: u32) {
@@ -231,6 +327,8 @@ impl TextureManager {
}
// Also remove from path mapping | 同时从路径映射中移除
self.path_to_id.retain(|_, &mut v| v != id);
// Remove state | 移除状态
self.texture_states.borrow_mut().remove(&id);
}
/// Load texture by path, returning texture ID.
@@ -308,6 +406,9 @@ impl TextureManager {
// Clear path mapping | 清除路径映射
self.path_to_id.clear();
// Clear texture states | 清除纹理状态
self.texture_states.borrow_mut().clear();
// Reset ID counter (1 is reserved for first texture, 0 for default)
// 重置ID计数器1保留给第一个纹理0给默认纹理
self.next_id = 1;