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:
@@ -8,10 +8,8 @@
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import { EntitySystem, Matcher, Entity, ECSSystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
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import { Input, MouseButton, TransformComponent, SortingLayers } from '@esengine/engine-core';
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import type { IAssetManager } from '@esengine/asset-system';
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import { ClickFxComponent, ClickFxTriggerMode } from '../ClickFxComponent';
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import { ParticleSystemComponent, RenderSpace } from '../ParticleSystemComponent';
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import type { IParticleAsset } from '../loaders/ParticleLoader';
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// ============================================================================
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// 本地服务令牌定义 | Local Service Token Definitions
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@@ -66,7 +64,6 @@ const RenderSystemToken = createServiceToken<IEngineRenderSystem>('renderSystem'
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export class ClickFxSystem extends EntitySystem {
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private _engineBridge: IEngineBridge | null = null;
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private _renderSystem: IEngineRenderSystem | null = null;
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private _assetManager: IAssetManager | null = null;
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private _entitiesToDestroy: Entity[] = [];
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private _canvas: HTMLCanvasElement | null = null;
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@@ -74,14 +71,6 @@ export class ClickFxSystem extends EntitySystem {
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super(Matcher.empty().all(ClickFxComponent));
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}
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/**
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* 设置资产管理器
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* Set asset manager
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*/
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setAssetManager(assetManager: IAssetManager | null): void {
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this._assetManager = assetManager;
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}
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/**
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* 设置服务注册表(用于获取 EngineBridge 和 RenderSystem)
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* Set service registry (for getting EngineBridge and RenderSystem)
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@@ -339,8 +328,11 @@ export class ClickFxSystem extends EntitySystem {
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const transform = effectEntity.addComponent(new TransformComponent(screenSpaceX, screenSpaceY));
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transform.setScale(clickFx.scale, clickFx.scale, 1);
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// 添加 ParticleSystem | Add ParticleSystem
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const particleSystem = effectEntity.addComponent(new ParticleSystemComponent());
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// 创建 ParticleSystemComponent 并预先设置 GUID(在添加到实体前)
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// Create ParticleSystemComponent and set GUID before adding to entity
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// 这样 ParticleUpdateSystem.onAdded 触发时已经有 GUID 了
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// So ParticleUpdateSystem.onAdded has the GUID when triggered
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const particleSystem = new ParticleSystemComponent();
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particleSystem.particleAssetGuid = particleGuid;
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particleSystem.autoPlay = true;
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// 使用 ScreenOverlay 层和屏幕空间渲染
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@@ -349,31 +341,12 @@ export class ClickFxSystem extends EntitySystem {
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particleSystem.orderInLayer = 0;
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particleSystem.renderSpace = RenderSpace.Screen;
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// 添加组件到实体(触发 ParticleUpdateSystem 的初始化和资产加载)
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// Add component to entity (triggers ParticleUpdateSystem initialization and asset loading)
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effectEntity.addComponent(particleSystem);
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// 记录活跃特效 | Record active effect
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clickFx.addActiveEffect(effectEntity.id);
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// 异步加载并播放 | Async load and play
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if (this._assetManager) {
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this._assetManager.loadAsset<IParticleAsset>(particleGuid).then(result => {
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if (result?.asset) {
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particleSystem.setAssetData(result.asset);
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// 应用资产的排序属性 | Apply sorting properties from asset
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if (result.asset.sortingLayer) {
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particleSystem.sortingLayer = result.asset.sortingLayer;
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}
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if (result.asset.orderInLayer !== undefined) {
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particleSystem.orderInLayer = result.asset.orderInLayer;
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}
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particleSystem.play();
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} else {
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console.warn(`[ClickFxSystem] Failed to load particle asset: ${particleGuid}`);
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}
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}).catch(error => {
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console.error(`[ClickFxSystem] Error loading particle asset ${particleGuid}:`, error);
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});
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} else {
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console.warn('[ClickFxSystem] AssetManager not set, cannot load particle asset');
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}
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}
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/**
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@@ -185,6 +185,11 @@ export class ParticleUpdateSystem extends EntitySystem {
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}
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}
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// 如果正在初始化中,跳过处理 | Skip processing if initializing
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if (this._loadingComponents.has(particle)) {
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continue;
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}
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// 检测资产 GUID 变化并重新加载 | Detect asset GUID change and reload
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// 这使得编辑器中选择新的粒子资产时能够立即切换
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// This allows immediate switching when selecting a new particle asset in the editor
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@@ -205,8 +210,9 @@ export class ParticleUpdateSystem extends EntitySystem {
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particle.update(deltaTime, worldX, worldY, worldRotation, worldScaleX, worldScaleY);
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}
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// 尝试加载纹理(如果还没有加载)| Try to load texture if not loaded yet
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if (particle.textureId === 0) {
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// 尝试加载纹理(如果还没有加载且不在初始化中)
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// Try to load texture if not loaded yet and not initializing
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if (particle.textureId === 0 && !this._loadingComponents.has(particle)) {
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this.loadParticleTexture(particle);
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}
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@@ -262,56 +268,65 @@ export class ParticleUpdateSystem extends EntitySystem {
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* Async initialize particle system
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*/
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private async _initializeParticle(entity: Entity, particle: ParticleSystemComponent): Promise<void> {
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// 如果有资产 GUID,先加载资产 | Load asset first if GUID is set
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if (particle.particleAssetGuid) {
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const asset = await this._loadParticleAsset(particle.particleAssetGuid);
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if (asset) {
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particle.setAssetData(asset);
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// 应用资产的排序属性 | Apply sorting properties from asset
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if (asset.sortingLayer) {
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particle.sortingLayer = asset.sortingLayer;
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}
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if (asset.orderInLayer !== undefined) {
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particle.orderInLayer = asset.orderInLayer;
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// 标记为正在初始化,防止 process 中重复调用 loadParticleTexture
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// Mark as initializing to prevent duplicate loadParticleTexture calls in process
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this._loadingComponents.add(particle);
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try {
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// 如果有资产 GUID,先加载资产 | Load asset first if GUID is set
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if (particle.particleAssetGuid) {
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const asset = await this._loadParticleAsset(particle.particleAssetGuid);
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if (asset) {
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particle.setAssetData(asset);
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// 应用资产的排序属性 | Apply sorting properties from asset
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if (asset.sortingLayer) {
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particle.sortingLayer = asset.sortingLayer;
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}
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if (asset.orderInLayer !== undefined) {
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particle.orderInLayer = asset.orderInLayer;
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}
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}
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}
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}
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// 初始化粒子系统(不自动播放,由下面的逻辑控制)
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// Initialize particle system (don't auto play, controlled by logic below)
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particle.ensureBuilt();
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// 初始化粒子系统(不自动播放,由下面的逻辑控制)
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// Initialize particle system (don't auto play, controlled by logic below)
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particle.ensureBuilt();
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// 加载纹理 | Load texture
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await this.loadParticleTexture(particle);
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// 加载纹理 | Load texture
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await this.loadParticleTexture(particle);
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// 注册到渲染数据提供者 | Register to render data provider
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// 尝试获取 Transform,如果没有则使用默认位置 | Try to get Transform, use default position if not available
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let transform: ITransformComponent | null = null;
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if (this._transformType) {
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transform = entity.getComponent(this._transformType);
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}
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// 即使没有 Transform,也要注册粒子系统(使用原点位置) | Register particle system even without Transform (use origin position)
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if (transform) {
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this._renderDataProvider.register(particle, transform);
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} else {
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this._renderDataProvider.register(particle, { position: { x: 0, y: 0 } });
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}
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// 记录已加载的资产 GUID | Record loaded asset GUID
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this._lastLoadedGuids.set(particle, particle.particleAssetGuid);
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// 决定是否自动播放 | Decide whether to auto play
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// 编辑器模式:有资产时自动播放预览 | Editor mode: auto play preview if has asset
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// 运行时模式:根据 autoPlay 设置 | Runtime mode: based on autoPlay setting
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const isEditorMode = this.scene?.isEditorMode ?? false;
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if (particle.particleAssetGuid && particle.loadedAsset) {
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if (isEditorMode) {
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// 编辑器模式:始终播放预览 | Editor mode: always play preview
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particle.play();
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} else if (particle.autoPlay) {
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// 运行时模式:根据 autoPlay 设置 | Runtime mode: based on autoPlay
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particle.play();
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// 注册到渲染数据提供者 | Register to render data provider
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// 尝试获取 Transform,如果没有则使用默认位置 | Try to get Transform, use default position if not available
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let transform: ITransformComponent | null = null;
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if (this._transformType) {
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transform = entity.getComponent(this._transformType);
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}
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// 即使没有 Transform,也要注册粒子系统(使用原点位置) | Register particle system even without Transform (use origin position)
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if (transform) {
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this._renderDataProvider.register(particle, transform);
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} else {
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this._renderDataProvider.register(particle, { position: { x: 0, y: 0 } });
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}
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// 记录已加载的资产 GUID | Record loaded asset GUID
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this._lastLoadedGuids.set(particle, particle.particleAssetGuid);
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// 决定是否自动播放 | Decide whether to auto play
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// 编辑器模式:有资产时自动播放预览 | Editor mode: auto play preview if has asset
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// 运行时模式:根据 autoPlay 设置 | Runtime mode: based on autoPlay setting
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const isEditorMode = this.scene?.isEditorMode ?? false;
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if (particle.particleAssetGuid && particle.loadedAsset) {
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if (isEditorMode) {
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// 编辑器模式:始终播放预览 | Editor mode: always play preview
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particle.play();
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} else if (particle.autoPlay) {
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// 运行时模式:根据 autoPlay 设置 | Runtime mode: based on autoPlay
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particle.play();
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}
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}
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} finally {
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// 初始化完成,移除加载标记 | Initialization complete, remove loading mark
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this._loadingComponents.delete(particle);
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}
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}
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@@ -329,9 +344,25 @@ export class ParticleUpdateSystem extends EntitySystem {
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const currentGuid = particle.particleAssetGuid;
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const lastGuid = this._lastLoadedGuids.get(particle);
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// 如果 GUID 没有变化,或者正在加载中,跳过
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// Skip if GUID hasn't changed or already loading
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if (currentGuid === lastGuid || this._loadingComponents.has(particle)) {
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// 如果正在加载中,跳过
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// Skip if already loading
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if (this._loadingComponents.has(particle)) {
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return;
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}
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// 检查是否需要重新加载:
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// 1. GUID 变化了
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// 2. 或者 GUID 相同但资产数据丢失(场景恢复后)
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// 3. 或者 GUID 相同但纹理 ID 无效(纹理被清除后)
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// Check if reload is needed:
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// 1. GUID changed
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// 2. Or GUID is same but asset data is lost (after scene restore)
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// 3. Or GUID is same but texture ID is invalid (after texture clear)
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const needsReload = currentGuid !== lastGuid ||
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(currentGuid && !particle.loadedAsset) ||
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(currentGuid && particle.textureId === 0);
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if (!needsReload) {
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return;
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}
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@@ -410,35 +441,70 @@ export class ParticleUpdateSystem extends EntitySystem {
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} catch (error) {
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console.error('[ParticleUpdateSystem] Failed to load texture by GUID:', textureGuid, error);
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// 加载失败时使用默认纹理 | Use default texture on load failure
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await this._ensureDefaultTexture();
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particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
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const loaded = await this._ensureDefaultTexture();
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if (loaded) {
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particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
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}
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}
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} else {
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// 没有纹理 GUID 时使用默认粒子纹理 | Use default particle texture when no GUID
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await this._ensureDefaultTexture();
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particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
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const loaded = await this._ensureDefaultTexture();
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if (loaded) {
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particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
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}
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}
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}
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/**
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* 确保默认粒子纹理已加载
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* Ensure default particle texture is loaded
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*
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* 使用 loadTextureAsync API 等待纹理实际加载完成,
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* 避免显示灰色占位符的问题。
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* Uses loadTextureAsync API to wait for actual texture completion,
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* avoiding the gray placeholder issue.
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*
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* @returns 是否成功加载 | Whether successfully loaded
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*/
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private async _ensureDefaultTexture(): Promise<void> {
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if (this._defaultTextureLoaded || this._defaultTextureLoading) return;
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if (!this._engineBridge) return;
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private async _ensureDefaultTexture(): Promise<boolean> {
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// 已加载过 | Already loaded
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if (this._defaultTextureLoaded) return true;
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// 正在加载中,等待完成 | Loading in progress, wait for completion
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if (this._defaultTextureLoading) {
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// 轮询等待加载完成 | Poll until loading completes
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while (this._defaultTextureLoading) {
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await new Promise(resolve => setTimeout(resolve, 10));
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}
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return this._defaultTextureLoaded;
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}
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// 没有引擎桥接,无法加载 | No engine bridge, cannot load
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if (!this._engineBridge) {
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console.warn('[ParticleUpdateSystem] EngineBridge not set, cannot load default texture');
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return false;
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}
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this._defaultTextureLoading = true;
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try {
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const dataUrl = generateDefaultParticleTextureDataURL();
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if (dataUrl) {
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await this._engineBridge.loadTexture(DEFAULT_PARTICLE_TEXTURE_ID, dataUrl);
|
||||
// 优先使用 loadTextureAsync(等待纹理就绪)
|
||||
// Prefer loadTextureAsync (waits for texture ready)
|
||||
if (this._engineBridge.loadTextureAsync) {
|
||||
await this._engineBridge.loadTextureAsync(DEFAULT_PARTICLE_TEXTURE_ID, dataUrl);
|
||||
} else {
|
||||
// 回退到旧 API(可能显示灰色占位符)
|
||||
// Fallback to old API (may show gray placeholder)
|
||||
await this._engineBridge.loadTexture(DEFAULT_PARTICLE_TEXTURE_ID, dataUrl);
|
||||
}
|
||||
this._defaultTextureLoaded = true;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('[ParticleUpdateSystem] Failed to create default particle texture:', error);
|
||||
}
|
||||
this._defaultTextureLoading = false;
|
||||
return this._defaultTextureLoaded;
|
||||
}
|
||||
|
||||
protected override onRemoved(entity: Entity): void {
|
||||
|
||||
Reference in New Issue
Block a user