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@esengine/
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@esengine/
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fdb19a33fb |
@@ -33,7 +33,6 @@
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"@esengine/physics-rapier2d",
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"@esengine/rapier2d",
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"@esengine/world-streaming",
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"@esengine/network-server",
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"@esengine/editor-core",
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"@esengine/editor-runtime",
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"@esengine/editor-app",
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@@ -22,44 +22,112 @@ npm install @esengine/network
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npm install @esengine/network-server
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```
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## Quick Setup with CLI
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We recommend using ESEngine CLI to quickly create a complete game server project:
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```bash
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# Create project directory
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mkdir my-game-server && cd my-game-server
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npm init -y
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# Initialize Node.js server with CLI
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npx @esengine/cli init -p nodejs
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```
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The CLI will generate the following project structure:
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```
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my-game-server/
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├── src/
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│ ├── index.ts # Entry point
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│ ├── server/
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│ │ └── GameServer.ts # Network server configuration
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│ └── game/
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│ ├── Game.ts # ECS game class
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│ ├── scenes/
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│ │ └── MainScene.ts # Main scene
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│ ├── components/ # ECS components
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│ │ ├── PositionComponent.ts
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│ │ └── VelocityComponent.ts
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│ └── systems/ # ECS systems
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│ └── MovementSystem.ts
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├── tsconfig.json
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├── package.json
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└── README.md
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```
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Start the server:
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```bash
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# Development mode (hot reload)
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npm run dev
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# Production mode
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npm run start
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```
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## Quick Start
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### Client
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```typescript
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import { World } from '@esengine/ecs-framework';
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import { Core, Scene } from '@esengine/ecs-framework';
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import {
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NetworkPlugin,
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NetworkIdentity,
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NetworkTransform
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} from '@esengine/network';
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// Create World and install network plugin
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const world = new World();
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const networkPlugin = new NetworkPlugin({
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serverUrl: 'ws://localhost:3000'
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});
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networkPlugin.install(world.services);
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// Define game scene
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class GameScene extends Scene {
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initialize(): void {
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this.name = 'Game';
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// Network systems are automatically added by NetworkPlugin
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}
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}
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// Initialize Core
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Core.create({ debug: false });
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const scene = new GameScene();
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Core.setScene(scene);
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// Install network plugin
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const networkPlugin = new NetworkPlugin();
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await Core.installPlugin(networkPlugin);
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// Register prefab factory
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networkPlugin.registerPrefab('player', (netId, ownerId) => {
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const entity = world.createEntity(`player_${netId}`);
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entity.addComponent(new NetworkIdentity(netId, ownerId));
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networkPlugin.registerPrefab('player', (scene, spawn) => {
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const entity = scene.createEntity(`player_${spawn.netId}`);
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const identity = entity.addComponent(new NetworkIdentity());
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identity.netId = spawn.netId;
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identity.ownerId = spawn.ownerId;
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identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
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entity.addComponent(new NetworkTransform());
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// Add other components...
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return entity;
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});
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// Connect to server
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await networkPlugin.connect('PlayerName');
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console.log('Connected! Client ID:', networkPlugin.localPlayerId);
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const success = await networkPlugin.connect('ws://localhost:3000', 'PlayerName');
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if (success) {
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console.log('Connected!');
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}
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// Game loop
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function gameLoop(dt: number) {
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Core.update(dt);
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}
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// Disconnect
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networkPlugin.disconnect();
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await networkPlugin.disconnect();
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```
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### Server
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After creating a server project with CLI, the generated code already configures GameServer:
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```typescript
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import { GameServer } from '@esengine/network-server';
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@@ -72,6 +140,7 @@ const server = new GameServer({
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});
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await server.start();
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console.log('Server started on ws://localhost:3000');
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```
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## Core Concepts
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@@ -229,15 +298,19 @@ interface INetworkCallbacks {
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### Prefab Factory
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```typescript
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type PrefabFactory = (netId: number, ownerId: number) => Entity;
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type PrefabFactory = (scene: Scene, spawn: MsgSpawn) => Entity;
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```
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Register prefab factories for network entity creation:
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```typescript
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networkPlugin.registerPrefab('enemy', (netId, ownerId) => {
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const entity = world.createEntity(`enemy_${netId}`);
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entity.addComponent(new NetworkIdentity(netId, ownerId));
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networkPlugin.registerPrefab('enemy', (scene, spawn) => {
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const entity = scene.createEntity(`enemy_${spawn.netId}`);
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const identity = entity.addComponent(new NetworkIdentity());
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identity.netId = spawn.netId;
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identity.ownerId = spawn.ownerId;
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entity.addComponent(new NetworkTransform());
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entity.addComponent(new EnemyComponent());
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return entity;
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@@ -264,9 +337,12 @@ class NetworkInputSystem extends EntitySystem {
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Usage example:
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```typescript
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const inputSystem = world.getSystem(NetworkInputSystem);
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// Send input via NetworkPlugin (recommended)
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networkPlugin.sendMoveInput(0, 1); // Movement
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networkPlugin.sendActionInput('jump'); // Action
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// Handle keyboard input
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// Or use inputSystem directly
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const inputSystem = networkPlugin.inputSystem;
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if (keyboard.isPressed('W')) {
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inputSystem.addMoveInput(0, 1);
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}
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@@ -519,74 +595,92 @@ const networkService = services.get(NetworkServiceToken);
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||||
### Complete Multiplayer Client
|
||||
|
||||
```typescript
|
||||
import { World, EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import { Core, Scene, EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform,
|
||||
NetworkInputSystem
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
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||||
|
||||
// Create game world
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const world = new World();
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// Define game scene
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class GameScene extends Scene {
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initialize(): void {
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this.name = 'MultiplayerGame';
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// Network systems are automatically added by NetworkPlugin
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// Add custom systems
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this.addSystem(new LocalInputHandler());
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}
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}
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||||
// Configure network plugin
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const networkPlugin = new NetworkPlugin({
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||||
serverUrl: 'ws://localhost:3000'
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});
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||||
networkPlugin.install(world.services);
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// Initialize
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||||
async function initGame() {
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Core.create({ debug: false });
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||||
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||||
// Register player prefab
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||||
networkPlugin.registerPrefab('player', (netId, ownerId) => {
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const entity = world.createEntity(`player_${netId}`);
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const scene = new GameScene();
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Core.setScene(scene);
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const identity = new NetworkIdentity(netId, ownerId);
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entity.addComponent(identity);
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entity.addComponent(new NetworkTransform());
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// Install network plugin
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const networkPlugin = new NetworkPlugin();
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await Core.installPlugin(networkPlugin);
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||||
// If local player, add input component
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if (identity.bIsLocalPlayer) {
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entity.addComponent(new LocalInputComponent());
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// Register player prefab
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||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
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const entity = scene.createEntity(`player_${spawn.netId}`);
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const identity = entity.addComponent(new NetworkIdentity());
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identity.netId = spawn.netId;
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identity.ownerId = spawn.ownerId;
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identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
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||||
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entity.addComponent(new NetworkTransform());
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||||
// If local player, add input marker
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if (identity.isLocalPlayer) {
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||||
entity.addComponent(new LocalInputComponent());
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||||
}
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||||
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||||
return entity;
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||||
});
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||||
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||||
// Connect to server
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||||
const success = await networkPlugin.connect('ws://localhost:3000', 'Player1');
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||||
if (success) {
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||||
console.log('Connected!');
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||||
} else {
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||||
console.error('Connection failed');
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||||
}
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||||
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||||
return entity;
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||||
});
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||||
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||||
// Connect to server
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||||
async function startGame() {
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||||
try {
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||||
await networkPlugin.connect('Player1');
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||||
console.log('Connected! Player ID:', networkPlugin.localPlayerId);
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||||
} catch (error) {
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||||
console.error('Connection failed:', error);
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||||
}
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||||
return networkPlugin;
|
||||
}
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||||
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||||
// Game loop
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||||
function gameLoop(deltaTime: number) {
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||||
world.update(deltaTime);
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||||
Core.update(deltaTime);
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||||
}
|
||||
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||||
startGame();
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||||
initGame();
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||||
```
|
||||
|
||||
### Handling Input
|
||||
|
||||
```typescript
|
||||
class LocalInputHandler extends EntitySystem {
|
||||
private _inputSystem: NetworkInputSystem;
|
||||
private _networkPlugin: NetworkPlugin | null = null;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(NetworkIdentity, LocalInputComponent));
|
||||
super(Matcher.empty().all(NetworkIdentity, LocalInputComponent));
|
||||
}
|
||||
|
||||
protected onAddedToWorld(): void {
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||||
this._inputSystem = this.world.getSystem(NetworkInputSystem);
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||||
protected onAddedToScene(): void {
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||||
// Get NetworkPlugin reference
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||||
this._networkPlugin = Core.getPlugin(NetworkPlugin);
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||||
}
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||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
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||||
const identity = entity.getComponent(NetworkIdentity);
|
||||
if (!identity.bIsLocalPlayer) return;
|
||||
if (!this._networkPlugin) return;
|
||||
|
||||
const identity = entity.getComponent(NetworkIdentity)!;
|
||||
if (!identity.isLocalPlayer) return;
|
||||
|
||||
// Read keyboard input
|
||||
let moveX = 0;
|
||||
@@ -598,11 +692,11 @@ class LocalInputHandler extends EntitySystem {
|
||||
if (keyboard.isPressed('S')) moveY -= 1;
|
||||
|
||||
if (moveX !== 0 || moveY !== 0) {
|
||||
this._inputSystem.addMoveInput(moveX, moveY);
|
||||
this._networkPlugin.sendMoveInput(moveX, moveY);
|
||||
}
|
||||
|
||||
if (keyboard.isJustPressed('Space')) {
|
||||
this._inputSystem.addActionInput('jump');
|
||||
this._networkPlugin.sendActionInput('jump');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,44 +22,112 @@ npm install @esengine/network
|
||||
npm install @esengine/network-server
|
||||
```
|
||||
|
||||
## 使用 CLI 快速创建服务端
|
||||
|
||||
推荐使用 ESEngine CLI 快速创建完整的游戏服务端项目:
|
||||
|
||||
```bash
|
||||
# 创建项目目录
|
||||
mkdir my-game-server && cd my-game-server
|
||||
npm init -y
|
||||
|
||||
# 使用 CLI 初始化 Node.js 服务端
|
||||
npx @esengine/cli init -p nodejs
|
||||
```
|
||||
|
||||
CLI 会自动生成以下项目结构:
|
||||
|
||||
```
|
||||
my-game-server/
|
||||
├── src/
|
||||
│ ├── index.ts # 入口文件
|
||||
│ ├── server/
|
||||
│ │ └── GameServer.ts # 网络服务器配置
|
||||
│ └── game/
|
||||
│ ├── Game.ts # ECS 游戏主类
|
||||
│ ├── scenes/
|
||||
│ │ └── MainScene.ts # 主场景
|
||||
│ ├── components/ # ECS 组件
|
||||
│ │ ├── PositionComponent.ts
|
||||
│ │ └── VelocityComponent.ts
|
||||
│ └── systems/ # ECS 系统
|
||||
│ └── MovementSystem.ts
|
||||
├── tsconfig.json
|
||||
├── package.json
|
||||
└── README.md
|
||||
```
|
||||
|
||||
启动服务端:
|
||||
|
||||
```bash
|
||||
# 开发模式(热重载)
|
||||
npm run dev
|
||||
|
||||
# 生产模式
|
||||
npm run start
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 客户端
|
||||
|
||||
```typescript
|
||||
import { World } from '@esengine/ecs-framework';
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
|
||||
|
||||
// 创建 World 并安装网络插件
|
||||
const world = new World();
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
networkPlugin.install(world.services);
|
||||
// 定义游戏场景
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = 'Game';
|
||||
// 网络系统由 NetworkPlugin 自动添加
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化 Core
|
||||
Core.create({ debug: false });
|
||||
const scene = new GameScene();
|
||||
Core.setScene(scene);
|
||||
|
||||
// 安装网络插件
|
||||
const networkPlugin = new NetworkPlugin();
|
||||
await Core.installPlugin(networkPlugin);
|
||||
|
||||
// 注册预制体工厂
|
||||
networkPlugin.registerPrefab('player', (netId, ownerId) => {
|
||||
const entity = world.createEntity(`player_${netId}`);
|
||||
entity.addComponent(new NetworkIdentity(netId, ownerId));
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
// 添加其他组件...
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
await networkPlugin.connect('PlayerName');
|
||||
console.log('Connected! Client ID:', networkPlugin.localPlayerId);
|
||||
const success = await networkPlugin.connect('ws://localhost:3000', 'PlayerName');
|
||||
if (success) {
|
||||
console.log('Connected!');
|
||||
}
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(dt: number) {
|
||||
Core.update(dt);
|
||||
}
|
||||
|
||||
// 断开连接
|
||||
networkPlugin.disconnect();
|
||||
await networkPlugin.disconnect();
|
||||
```
|
||||
|
||||
### 服务器端
|
||||
|
||||
使用 CLI 创建服务端项目后,默认生成的代码已经配置好了 GameServer:
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
@@ -72,6 +140,7 @@ const server = new GameServer({
|
||||
});
|
||||
|
||||
await server.start();
|
||||
console.log('Server started on ws://localhost:3000');
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
@@ -229,15 +298,19 @@ interface INetworkCallbacks {
|
||||
### 预制体工厂
|
||||
|
||||
```typescript
|
||||
type PrefabFactory = (netId: number, ownerId: number) => Entity;
|
||||
type PrefabFactory = (scene: Scene, spawn: MsgSpawn) => Entity;
|
||||
```
|
||||
|
||||
注册预制体工厂用于网络实体的创建:
|
||||
|
||||
```typescript
|
||||
networkPlugin.registerPrefab('enemy', (netId, ownerId) => {
|
||||
const entity = world.createEntity(`enemy_${netId}`);
|
||||
entity.addComponent(new NetworkIdentity(netId, ownerId));
|
||||
networkPlugin.registerPrefab('enemy', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`enemy_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
entity.addComponent(new EnemyComponent());
|
||||
return entity;
|
||||
@@ -264,9 +337,12 @@ class NetworkInputSystem extends EntitySystem {
|
||||
使用示例:
|
||||
|
||||
```typescript
|
||||
const inputSystem = world.getSystem(NetworkInputSystem);
|
||||
// 通过 NetworkPlugin 发送输入(推荐)
|
||||
networkPlugin.sendMoveInput(0, 1); // 移动
|
||||
networkPlugin.sendActionInput('jump'); // 动作
|
||||
|
||||
// 处理键盘输入
|
||||
// 或直接使用 inputSystem
|
||||
const inputSystem = networkPlugin.inputSystem;
|
||||
if (keyboard.isPressed('W')) {
|
||||
inputSystem.addMoveInput(0, 1);
|
||||
}
|
||||
@@ -519,74 +595,92 @@ const networkService = services.get(NetworkServiceToken);
|
||||
### 完整的多人游戏客户端
|
||||
|
||||
```typescript
|
||||
import { World, EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import { Core, Scene, EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform,
|
||||
NetworkInputSystem
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
|
||||
|
||||
// 创建游戏世界
|
||||
const world = new World();
|
||||
// 定义游戏场景
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = 'MultiplayerGame';
|
||||
// 网络系统由 NetworkPlugin 自动添加
|
||||
// 添加自定义系统
|
||||
this.addSystem(new LocalInputHandler());
|
||||
}
|
||||
}
|
||||
|
||||
// 配置网络插件
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
networkPlugin.install(world.services);
|
||||
// 初始化
|
||||
async function initGame() {
|
||||
Core.create({ debug: false });
|
||||
|
||||
// 注册玩家预制体
|
||||
networkPlugin.registerPrefab('player', (netId, ownerId) => {
|
||||
const entity = world.createEntity(`player_${netId}`);
|
||||
const scene = new GameScene();
|
||||
Core.setScene(scene);
|
||||
|
||||
const identity = new NetworkIdentity(netId, ownerId);
|
||||
entity.addComponent(identity);
|
||||
entity.addComponent(new NetworkTransform());
|
||||
// 安装网络插件
|
||||
const networkPlugin = new NetworkPlugin();
|
||||
await Core.installPlugin(networkPlugin);
|
||||
|
||||
// 如果是本地玩家,添加输入组件
|
||||
if (identity.bIsLocalPlayer) {
|
||||
entity.addComponent(new LocalInputComponent());
|
||||
// 注册玩家预制体
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
|
||||
// 如果是本地玩家,添加输入标记
|
||||
if (identity.isLocalPlayer) {
|
||||
entity.addComponent(new LocalInputComponent());
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
const success = await networkPlugin.connect('ws://localhost:3000', 'Player1');
|
||||
if (success) {
|
||||
console.log('已连接!');
|
||||
} else {
|
||||
console.error('连接失败');
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
async function startGame() {
|
||||
try {
|
||||
await networkPlugin.connect('Player1');
|
||||
console.log('已连接! 玩家 ID:', networkPlugin.localPlayerId);
|
||||
} catch (error) {
|
||||
console.error('连接失败:', error);
|
||||
}
|
||||
return networkPlugin;
|
||||
}
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
world.update(deltaTime);
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
|
||||
startGame();
|
||||
initGame();
|
||||
```
|
||||
|
||||
### 处理输入
|
||||
|
||||
```typescript
|
||||
class LocalInputHandler extends EntitySystem {
|
||||
private _inputSystem: NetworkInputSystem;
|
||||
private _networkPlugin: NetworkPlugin | null = null;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(NetworkIdentity, LocalInputComponent));
|
||||
super(Matcher.empty().all(NetworkIdentity, LocalInputComponent));
|
||||
}
|
||||
|
||||
protected onAddedToWorld(): void {
|
||||
this._inputSystem = this.world.getSystem(NetworkInputSystem);
|
||||
protected onAddedToScene(): void {
|
||||
// 获取 NetworkPlugin 引用
|
||||
this._networkPlugin = Core.getPlugin(NetworkPlugin);
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const identity = entity.getComponent(NetworkIdentity);
|
||||
if (!identity.bIsLocalPlayer) return;
|
||||
if (!this._networkPlugin) return;
|
||||
|
||||
const identity = entity.getComponent(NetworkIdentity)!;
|
||||
if (!identity.isLocalPlayer) return;
|
||||
|
||||
// 读取键盘输入
|
||||
let moveX = 0;
|
||||
@@ -598,11 +692,11 @@ class LocalInputHandler extends EntitySystem {
|
||||
if (keyboard.isPressed('S')) moveY -= 1;
|
||||
|
||||
if (moveX !== 0 || moveY !== 0) {
|
||||
this._inputSystem.addMoveInput(moveX, moveY);
|
||||
this._networkPlugin.sendMoveInput(moveX, moveY);
|
||||
}
|
||||
|
||||
if (keyboard.isJustPressed('Space')) {
|
||||
this._inputSystem.addActionInput('jump');
|
||||
this._networkPlugin.sendActionInput('jump');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
17
packages/network-ext/network-server/CHANGELOG.md
Normal file
17
packages/network-ext/network-server/CHANGELOG.md
Normal file
@@ -0,0 +1,17 @@
|
||||
# @esengine/network-server
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#354](https://github.com/esengine/esengine/pull/354) [`1e240e8`](https://github.com/esengine/esengine/commit/1e240e86f2f75672c3609c9d86238a9ec08ebb4e) Thanks [@esengine](https://github.com/esengine)! - feat(cli): 增强 Node.js 服务端适配器
|
||||
|
||||
**@esengine/cli:**
|
||||
- 添加 @esengine/network-server 依赖支持
|
||||
- 生成完整的 ECS 游戏服务器项目结构
|
||||
- 组件使用 @ECSComponent 装饰器注册
|
||||
- tsconfig 启用 experimentalDecorators
|
||||
|
||||
**@esengine/network-server:**
|
||||
- 支持 ESM/CJS 双格式导出
|
||||
- 添加 ws@8.18.0 解决 Node.js 24 兼容性问题
|
||||
@@ -1,15 +1,21 @@
|
||||
{
|
||||
"name": "@esengine/network-server",
|
||||
"version": "1.0.0",
|
||||
"version": "1.0.2",
|
||||
"description": "TSRPC-based network server for ESEngine",
|
||||
"type": "module",
|
||||
"main": "dist/index.js",
|
||||
"main": "dist/index.cjs",
|
||||
"module": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
"exports": {
|
||||
".": {
|
||||
"import": "./dist/index.js",
|
||||
"types": "./dist/index.d.ts"
|
||||
"import": {
|
||||
"types": "./dist/index.d.ts",
|
||||
"default": "./dist/index.js"
|
||||
},
|
||||
"require": {
|
||||
"types": "./dist/index.d.cts",
|
||||
"default": "./dist/index.cjs"
|
||||
}
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
@@ -22,7 +28,8 @@
|
||||
},
|
||||
"dependencies": {
|
||||
"@esengine/network-protocols": "workspace:*",
|
||||
"tsrpc": "^3.4.15"
|
||||
"tsrpc": "^3.4.15",
|
||||
"ws": "^8.18.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"tsup": "^8.5.1",
|
||||
|
||||
@@ -2,7 +2,7 @@ import { defineConfig } from 'tsup';
|
||||
|
||||
export default defineConfig({
|
||||
entry: ['src/index.ts', 'src/main.ts'],
|
||||
format: ['esm'],
|
||||
format: ['esm', 'cjs'],
|
||||
dts: true,
|
||||
sourcemap: true,
|
||||
clean: true,
|
||||
|
||||
@@ -1,5 +1,21 @@
|
||||
# @esengine/cli
|
||||
|
||||
## 1.3.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#354](https://github.com/esengine/esengine/pull/354) [`1e240e8`](https://github.com/esengine/esengine/commit/1e240e86f2f75672c3609c9d86238a9ec08ebb4e) Thanks [@esengine](https://github.com/esengine)! - feat(cli): 增强 Node.js 服务端适配器
|
||||
|
||||
**@esengine/cli:**
|
||||
- 添加 @esengine/network-server 依赖支持
|
||||
- 生成完整的 ECS 游戏服务器项目结构
|
||||
- 组件使用 @ECSComponent 装饰器注册
|
||||
- tsconfig 启用 experimentalDecorators
|
||||
|
||||
**@esengine/network-server:**
|
||||
- 支持 ESM/CJS 双格式导出
|
||||
- 添加 ws@8.18.0 解决 Node.js 24 兼容性问题
|
||||
|
||||
## 1.2.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/cli",
|
||||
"version": "1.2.1",
|
||||
"version": "1.3.0",
|
||||
"description": "CLI tool for adding ESEngine ECS framework to existing projects",
|
||||
"type": "module",
|
||||
"main": "dist/index.js",
|
||||
|
||||
@@ -7,11 +7,12 @@ import type { FileEntry, PlatformAdapter, ProjectConfig } from './types.js';
|
||||
export const nodejsAdapter: PlatformAdapter = {
|
||||
id: 'nodejs',
|
||||
name: 'Node.js',
|
||||
description: 'Generate standalone Node.js project with ECS (for servers, CLI tools, simulations)',
|
||||
description: 'Generate Node.js game server with ECS and networking',
|
||||
|
||||
getDependencies() {
|
||||
return {
|
||||
'@esengine/ecs-framework': 'latest'
|
||||
'@esengine/ecs-framework': 'latest',
|
||||
'@esengine/network-server': 'latest'
|
||||
};
|
||||
},
|
||||
|
||||
@@ -33,147 +34,96 @@ export const nodejsAdapter: PlatformAdapter = {
|
||||
},
|
||||
|
||||
generateFiles(config: ProjectConfig): FileEntry[] {
|
||||
const files: FileEntry[] = [];
|
||||
|
||||
files.push({
|
||||
path: 'src/index.ts',
|
||||
content: generateIndex(config)
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'src/Game.ts',
|
||||
content: generateGame(config)
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'src/components/PositionComponent.ts',
|
||||
content: generatePositionComponent()
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'src/systems/MovementSystem.ts',
|
||||
content: generateMovementSystem()
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'tsconfig.json',
|
||||
content: generateTsConfig()
|
||||
});
|
||||
|
||||
files.push({
|
||||
path: 'README.md',
|
||||
content: generateReadme(config)
|
||||
});
|
||||
|
||||
return files;
|
||||
return [
|
||||
{ path: 'src/index.ts', content: generateIndex(config) },
|
||||
{ path: 'src/server/GameServer.ts', content: generateGameServer(config) },
|
||||
{ path: 'src/game/Game.ts', content: generateGame(config) },
|
||||
{ path: 'src/game/scenes/MainScene.ts', content: generateMainScene(config) },
|
||||
{ path: 'src/game/components/PositionComponent.ts', content: generatePositionComponent() },
|
||||
{ path: 'src/game/components/VelocityComponent.ts', content: generateVelocityComponent() },
|
||||
{ path: 'src/game/systems/MovementSystem.ts', content: generateMovementSystem() },
|
||||
{ path: 'tsconfig.json', content: generateTsConfig() },
|
||||
{ path: 'README.md', content: generateReadme(config) }
|
||||
];
|
||||
}
|
||||
};
|
||||
|
||||
function generateIndex(config: ProjectConfig): string {
|
||||
return `import { Game } from './Game.js';
|
||||
return `import { createGameServer } from './server/GameServer';
|
||||
|
||||
const game = new Game();
|
||||
const PORT = Number(process.env.PORT) || 3000;
|
||||
|
||||
async function main() {
|
||||
const server = createGameServer({ port: PORT });
|
||||
await server.start();
|
||||
|
||||
console.log('========================================');
|
||||
console.log(' ${config.name} Server');
|
||||
console.log('========================================');
|
||||
console.log(\` WebSocket: ws://localhost:\${PORT}\`);
|
||||
console.log(' Press Ctrl+C to stop');
|
||||
console.log('========================================');
|
||||
}
|
||||
|
||||
// Handle graceful shutdown
|
||||
process.on('SIGINT', () => {
|
||||
console.log('\\nShutting down...');
|
||||
game.stop();
|
||||
process.exit(0);
|
||||
});
|
||||
|
||||
process.on('SIGTERM', () => {
|
||||
game.stop();
|
||||
process.exit(0);
|
||||
});
|
||||
main().catch(console.error);
|
||||
`;
|
||||
}
|
||||
|
||||
// Start the game
|
||||
game.start();
|
||||
function generateGameServer(config: ProjectConfig): string {
|
||||
return `import { GameServer, type IServerConfig } from '@esengine/network-server';
|
||||
import { Game } from '../game/Game';
|
||||
|
||||
console.log('[${config.name}] Game started. Press Ctrl+C to stop.');
|
||||
/**
|
||||
* @zh 创建游戏服务器
|
||||
* @en Create game server
|
||||
*/
|
||||
export function createGameServer(config: Partial<IServerConfig> = {}): GameServer {
|
||||
const server = new GameServer({
|
||||
port: config.port ?? 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16,
|
||||
tickRate: 20,
|
||||
...config.roomConfig
|
||||
}
|
||||
});
|
||||
|
||||
// 初始化 ECS 游戏逻辑
|
||||
const game = new Game();
|
||||
game.start();
|
||||
|
||||
return server;
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
function generateGame(config: ProjectConfig): string {
|
||||
return `import { Core, Scene, type ICoreConfig } from '@esengine/ecs-framework';
|
||||
import { MovementSystem } from './systems/MovementSystem.js';
|
||||
return `import { Core, type ICoreConfig } from '@esengine/ecs-framework';
|
||||
import { MainScene } from './scenes/MainScene';
|
||||
|
||||
/**
|
||||
* Game configuration options
|
||||
*/
|
||||
export interface GameOptions {
|
||||
/** @zh 调试模式 @en Debug mode */
|
||||
debug?: boolean;
|
||||
/** @zh 目标帧率 @en Target FPS */
|
||||
targetFPS?: number;
|
||||
/** @zh 远程调试配置 @en Remote debug configuration */
|
||||
remoteDebug?: {
|
||||
/** @zh 启用远程调试 @en Enable remote debugging */
|
||||
enabled: boolean;
|
||||
/** @zh WebSocket地址 @en WebSocket URL */
|
||||
url: string;
|
||||
/** @zh 自动重连 @en Auto reconnect */
|
||||
autoReconnect?: boolean;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Game Scene - Define your game systems here
|
||||
*/
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = '${config.name}';
|
||||
this.addSystem(new MovementSystem());
|
||||
// Add more systems here...
|
||||
}
|
||||
|
||||
onStart(): void {
|
||||
// Create your initial entities here
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Main game class with ECS game loop
|
||||
*
|
||||
* Features:
|
||||
* - Configurable debug mode and FPS
|
||||
* - Remote debugging via WebSocket
|
||||
* - Fixed timestep game loop
|
||||
* - Graceful start/stop
|
||||
* @zh 游戏主类
|
||||
* @en Main game class
|
||||
*/
|
||||
export class Game {
|
||||
private readonly _scene: GameScene;
|
||||
private readonly _targetFPS: number;
|
||||
private _scene: MainScene;
|
||||
private _running = false;
|
||||
private _tickInterval: ReturnType<typeof setInterval> | null = null;
|
||||
private _lastTime = 0;
|
||||
private _targetFPS = 60;
|
||||
|
||||
get scene() { return this._scene; }
|
||||
get running() { return this._running; }
|
||||
|
||||
constructor(options: GameOptions = {}) {
|
||||
const { debug = false, targetFPS = 60, remoteDebug } = options;
|
||||
constructor(options: { debug?: boolean; targetFPS?: number } = {}) {
|
||||
const { debug = false, targetFPS = 60 } = options;
|
||||
this._targetFPS = targetFPS;
|
||||
|
||||
const config: ICoreConfig = { debug };
|
||||
|
||||
// 配置远程调试
|
||||
if (remoteDebug?.enabled && remoteDebug.url) {
|
||||
config.debugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: remoteDebug.url,
|
||||
autoReconnect: remoteDebug.autoReconnect ?? true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
Core.create(config);
|
||||
this._scene = new GameScene();
|
||||
|
||||
this._scene = new MainScene();
|
||||
Core.setScene(this._scene);
|
||||
}
|
||||
|
||||
@@ -203,11 +153,38 @@ export class Game {
|
||||
`;
|
||||
}
|
||||
|
||||
function generateMainScene(config: ProjectConfig): string {
|
||||
return `import { Scene } from '@esengine/ecs-framework';
|
||||
import { MovementSystem } from '../systems/MovementSystem';
|
||||
|
||||
/**
|
||||
* @zh 主场景
|
||||
* @en Main scene
|
||||
*/
|
||||
export class MainScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = '${config.name}';
|
||||
|
||||
// 注册系统
|
||||
this.addSystem(new MovementSystem());
|
||||
|
||||
// 添加更多系统...
|
||||
}
|
||||
|
||||
onStart(): void {
|
||||
// 创建初始实体
|
||||
console.log('[MainScene] Scene started');
|
||||
}
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
function generatePositionComponent(): string {
|
||||
return `import { Component, ECSComponent } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* Position component - stores entity position
|
||||
* @zh 位置组件
|
||||
* @en Position component
|
||||
*/
|
||||
@ECSComponent('Position')
|
||||
export class PositionComponent extends Component {
|
||||
@@ -219,31 +196,61 @@ export class PositionComponent extends Component {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
reset(): void {
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
}
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
function generateVelocityComponent(): string {
|
||||
return `import { Component, ECSComponent } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* @zh 速度组件
|
||||
* @en Velocity component
|
||||
*/
|
||||
@ECSComponent('Velocity')
|
||||
export class VelocityComponent extends Component {
|
||||
vx = 0;
|
||||
vy = 0;
|
||||
|
||||
constructor(vx = 0, vy = 0) {
|
||||
super();
|
||||
this.vx = vx;
|
||||
this.vy = vy;
|
||||
}
|
||||
|
||||
reset(): void {
|
||||
this.vx = 0;
|
||||
this.vy = 0;
|
||||
}
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
function generateMovementSystem(): string {
|
||||
return `import { EntitySystem, Matcher, Entity, Time, ECSSystem } from '@esengine/ecs-framework';
|
||||
import { PositionComponent } from '../components/PositionComponent.js';
|
||||
return `import { EntitySystem, Matcher, Entity, Time } from '@esengine/ecs-framework';
|
||||
import { PositionComponent } from '../components/PositionComponent';
|
||||
import { VelocityComponent } from '../components/VelocityComponent';
|
||||
|
||||
/**
|
||||
* Movement system - processes entities with PositionComponent
|
||||
*
|
||||
* Customize this system for your game logic.
|
||||
* @zh 移动系统
|
||||
* @en Movement system
|
||||
*/
|
||||
@ECSSystem('MovementSystem')
|
||||
export class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(PositionComponent));
|
||||
super(Matcher.empty().all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(PositionComponent)!;
|
||||
// Update position using Time.deltaTime
|
||||
// position.x += velocity.dx * Time.deltaTime;
|
||||
}
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const pos = entity.getComponent(PositionComponent)!;
|
||||
const vel = entity.getComponent(VelocityComponent)!;
|
||||
|
||||
pos.x += vel.vx * dt;
|
||||
pos.y += vel.vy * dt;
|
||||
}
|
||||
}
|
||||
`;
|
||||
@@ -253,8 +260,8 @@ function generateTsConfig(): string {
|
||||
return `{
|
||||
"compilerOptions": {
|
||||
"target": "ES2022",
|
||||
"module": "NodeNext",
|
||||
"moduleResolution": "NodeNext",
|
||||
"module": "CommonJS",
|
||||
"moduleResolution": "Node",
|
||||
"lib": ["ES2022"],
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
@@ -263,7 +270,9 @@ function generateTsConfig(): string {
|
||||
"skipLibCheck": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"declaration": true,
|
||||
"sourceMap": true
|
||||
"sourceMap": true,
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist"]
|
||||
@@ -274,75 +283,54 @@ function generateTsConfig(): string {
|
||||
function generateReadme(config: ProjectConfig): string {
|
||||
return `# ${config.name}
|
||||
|
||||
A Node.js project using ESEngine ECS framework.
|
||||
Node.js 游戏服务器,基于 ESEngine ECS 框架。
|
||||
|
||||
## Quick Start
|
||||
## 快速开始
|
||||
|
||||
\`\`\`bash
|
||||
# Install dependencies
|
||||
# 安装依赖
|
||||
npm install
|
||||
|
||||
# Run in development mode (with hot reload)
|
||||
# 开发模式(热重载)
|
||||
npm run dev
|
||||
|
||||
# Build and run
|
||||
# 构建并运行
|
||||
npm run build:start
|
||||
\`\`\`
|
||||
|
||||
## Project Structure
|
||||
## 项目结构
|
||||
|
||||
\`\`\`
|
||||
src/
|
||||
├── index.ts # Entry point
|
||||
├── Game.ts # Game loop and ECS setup
|
||||
├── components/ # ECS components (data)
|
||||
│ └── PositionComponent.ts
|
||||
└── systems/ # ECS systems (logic)
|
||||
└── MovementSystem.ts
|
||||
├── index.ts # 入口文件
|
||||
├── server/
|
||||
│ └── GameServer.ts # 网络服务器配置
|
||||
└── game/
|
||||
├── Game.ts # ECS 游戏主类
|
||||
├── scenes/
|
||||
│ └── MainScene.ts # 主场景
|
||||
├── components/ # ECS 组件
|
||||
│ ├── PositionComponent.ts
|
||||
│ └── VelocityComponent.ts
|
||||
└── systems/ # ECS 系统
|
||||
└── MovementSystem.ts
|
||||
\`\`\`
|
||||
|
||||
## Creating Components
|
||||
## 客户端连接
|
||||
|
||||
\`\`\`typescript
|
||||
import { Component } from '@esengine/ecs-framework';
|
||||
import { NetworkPlugin } from '@esengine/network';
|
||||
|
||||
export class HealthComponent extends Component {
|
||||
current = 100;
|
||||
max = 100;
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
|
||||
reset(): void {
|
||||
this.current = this.max;
|
||||
}
|
||||
}
|
||||
await networkPlugin.connect('PlayerName');
|
||||
\`\`\`
|
||||
|
||||
## Creating Systems
|
||||
## 文档
|
||||
|
||||
\`\`\`typescript
|
||||
import { EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
import { HealthComponent } from '../components/HealthComponent.js';
|
||||
|
||||
export class HealthSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(HealthComponent));
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const health = entity.getComponent(HealthComponent)!;
|
||||
// Your logic here
|
||||
}
|
||||
}
|
||||
\`\`\`
|
||||
|
||||
## Use Cases
|
||||
|
||||
- Game servers
|
||||
- CLI tools with complex logic
|
||||
- Simulations
|
||||
- Automated testing
|
||||
|
||||
## Documentation
|
||||
|
||||
- [ESEngine ECS Framework](https://github.com/esengine/esengine)
|
||||
- [ESEngine 文档](https://esengine.github.io/esengine/)
|
||||
- [Network 模块](https://esengine.github.io/esengine/modules/network/)
|
||||
`;
|
||||
}
|
||||
|
||||
3
pnpm-lock.yaml
generated
3
pnpm-lock.yaml
generated
@@ -1705,6 +1705,9 @@ importers:
|
||||
tsrpc:
|
||||
specifier: ^3.4.15
|
||||
version: 3.4.21
|
||||
ws:
|
||||
specifier: ^8.18.0
|
||||
version: 8.18.3
|
||||
devDependencies:
|
||||
tsup:
|
||||
specifier: ^8.5.1
|
||||
|
||||
Reference in New Issue
Block a user