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22
README.md
22
README.md
@@ -49,7 +49,12 @@ npm install @esengine/ecs-framework
|
||||
| **Timer** | Timer and cooldown systems | No |
|
||||
| **Spatial** | Spatial indexing and queries (QuadTree, Grid) | No |
|
||||
| **Pathfinding** | A* and navigation mesh pathfinding | No |
|
||||
| **Network** | Client/server networking with TSRPC | No |
|
||||
| **Procgen** | Procedural generation (noise, random, sampling) | No |
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||||
| **RPC** | High-performance RPC communication framework | No |
|
||||
| **Server** | Game server framework with rooms, auth, rate limiting | No |
|
||||
| **Network** | Client networking with prediction, AOI, delta compression | No |
|
||||
| **Transaction** | Game transaction system with Redis/Memory storage | No |
|
||||
| **World Streaming** | Open world chunk loading and streaming | No |
|
||||
|
||||
> All framework modules can be used standalone with any rendering engine.
|
||||
|
||||
@@ -199,7 +204,12 @@ npm install @esengine/fsm # State machines
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npm install @esengine/timer # Timers & cooldowns
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||||
npm install @esengine/spatial # Spatial indexing
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||||
npm install @esengine/pathfinding # Pathfinding
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||||
npm install @esengine/network # Networking
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||||
npm install @esengine/procgen # Procedural generation
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||||
npm install @esengine/rpc # RPC framework
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||||
npm install @esengine/server # Game server
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||||
npm install @esengine/network # Client networking
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||||
npm install @esengine/transaction # Transaction system
|
||||
npm install @esengine/world-streaming # World streaming
|
||||
```
|
||||
|
||||
### ESEngine Runtime (Optional)
|
||||
@@ -218,6 +228,7 @@ If you want a complete engine solution with rendering:
|
||||
A visual editor built with Tauri for scene management:
|
||||
|
||||
- Download from [Releases](https://github.com/esengine/esengine/releases)
|
||||
- [Build from source](./packages/editor/editor-app/README.md)
|
||||
- Supports behavior tree editing, tilemap painting, visual scripting
|
||||
|
||||
## Project Structure
|
||||
@@ -235,7 +246,11 @@ esengine/
|
||||
│ │ ├── spatial/ # Spatial queries
|
||||
│ │ ├── pathfinding/ # Pathfinding
|
||||
│ │ ├── procgen/ # Procedural generation
|
||||
│ │ └── network/ # Networking
|
||||
│ │ ├── rpc/ # RPC framework
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||||
│ │ ├── server/ # Game server
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||||
│ │ ├── network/ # Client networking
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||||
│ │ ├── transaction/ # Transaction system
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│ │ └── world-streaming/ # World streaming
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||||
│ │
|
||||
│ ├── engine/ # ESEngine runtime
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│ ├── rendering/ # Rendering modules
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@@ -267,6 +282,7 @@ pnpm test
|
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|
||||
- [ECS Framework Guide](./packages/framework/core/README.md)
|
||||
- [Behavior Tree Guide](./packages/framework/behavior-tree/README.md)
|
||||
- [Editor Setup Guide](./packages/editor/editor-app/README.md) ([中文](./packages/editor/editor-app/README_CN.md))
|
||||
- [API Reference](https://esengine.cn/api/README)
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||||
|
||||
## Community
|
||||
|
||||
22
README_CN.md
22
README_CN.md
@@ -49,7 +49,12 @@ npm install @esengine/ecs-framework
|
||||
| **定时器** | 定时器和冷却系统 | 否 |
|
||||
| **空间索引** | 空间查询(四叉树、网格) | 否 |
|
||||
| **寻路** | A* 和导航网格寻路 | 否 |
|
||||
| **网络** | 客户端/服务端网络通信 (TSRPC) | 否 |
|
||||
| **程序化生成** | 噪声、随机、采样等生成算法 | 否 |
|
||||
| **RPC** | 高性能 RPC 通信框架 | 否 |
|
||||
| **服务端** | 游戏服务器框架,支持房间、认证、速率限制 | 否 |
|
||||
| **网络** | 客户端网络,支持预测、AOI、增量压缩 | 否 |
|
||||
| **事务系统** | 游戏事务系统,支持 Redis/内存存储 | 否 |
|
||||
| **世界流送** | 开放世界分块加载和流送 | 否 |
|
||||
|
||||
> 所有框架模块都可以独立使用,无需依赖特定渲染引擎。
|
||||
|
||||
@@ -199,7 +204,12 @@ npm install @esengine/fsm # 状态机
|
||||
npm install @esengine/timer # 定时器和冷却
|
||||
npm install @esengine/spatial # 空间索引
|
||||
npm install @esengine/pathfinding # 寻路
|
||||
npm install @esengine/network # 网络
|
||||
npm install @esengine/procgen # 程序化生成
|
||||
npm install @esengine/rpc # RPC 框架
|
||||
npm install @esengine/server # 游戏服务器
|
||||
npm install @esengine/network # 客户端网络
|
||||
npm install @esengine/transaction # 事务系统
|
||||
npm install @esengine/world-streaming # 世界流送
|
||||
```
|
||||
|
||||
### ESEngine 运行时(可选)
|
||||
@@ -218,6 +228,7 @@ npm install @esengine/network # 网络
|
||||
基于 Tauri 构建的可视化编辑器:
|
||||
|
||||
- 从 [Releases](https://github.com/esengine/esengine/releases) 下载
|
||||
- [从源码构建](./packages/editor/editor-app/README.md)
|
||||
- 支持行为树编辑、Tilemap 绘制、可视化脚本
|
||||
|
||||
## 项目结构
|
||||
@@ -235,7 +246,11 @@ esengine/
|
||||
│ │ ├── spatial/ # 空间查询
|
||||
│ │ ├── pathfinding/ # 寻路
|
||||
│ │ ├── procgen/ # 程序化生成
|
||||
│ │ └── network/ # 网络
|
||||
│ │ ├── rpc/ # RPC 框架
|
||||
│ │ ├── server/ # 游戏服务器
|
||||
│ │ ├── network/ # 客户端网络
|
||||
│ │ ├── transaction/ # 事务系统
|
||||
│ │ └── world-streaming/ # 世界流送
|
||||
│ │
|
||||
│ ├── engine/ # ESEngine 运行时
|
||||
│ ├── rendering/ # 渲染模块
|
||||
@@ -267,6 +282,7 @@ pnpm test
|
||||
|
||||
- [ECS 框架指南](./packages/framework/core/README.md)
|
||||
- [行为树指南](./packages/framework/behavior-tree/README.md)
|
||||
- [编辑器启动指南](./packages/editor/editor-app/README_CN.md) ([English](./packages/editor/editor-app/README.md))
|
||||
- [API 参考](https://esengine.cn/api/README)
|
||||
|
||||
## 社区
|
||||
|
||||
@@ -255,6 +255,9 @@ export default defineConfig({
|
||||
translations: { en: 'RPC' },
|
||||
items: [
|
||||
{ label: '概述', slug: 'modules/rpc', translations: { en: 'Overview' } },
|
||||
{ label: '服务端', slug: 'modules/rpc/server', translations: { en: 'Server' } },
|
||||
{ label: '客户端', slug: 'modules/rpc/client', translations: { en: 'Client' } },
|
||||
{ label: '编解码', slug: 'modules/rpc/codec', translations: { en: 'Codec' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -264,10 +267,26 @@ export default defineConfig({
|
||||
{ label: '概述', slug: 'modules/network', translations: { en: 'Overview' } },
|
||||
{ label: '客户端', slug: 'modules/network/client', translations: { en: 'Client' } },
|
||||
{ label: '服务器', slug: 'modules/network/server', translations: { en: 'Server' } },
|
||||
{ label: '认证系统', slug: 'modules/network/auth', translations: { en: 'Authentication' } },
|
||||
{ label: '速率限制', slug: 'modules/network/rate-limit', translations: { en: 'Rate Limiting' } },
|
||||
{ label: '状态同步', slug: 'modules/network/sync', translations: { en: 'State Sync' } },
|
||||
{ label: '客户端预测', slug: 'modules/network/prediction', translations: { en: 'Prediction' } },
|
||||
{ label: 'AOI 兴趣区域', slug: 'modules/network/aoi', translations: { en: 'AOI' } },
|
||||
{ label: '增量压缩', slug: 'modules/network/delta', translations: { en: 'Delta Compression' } },
|
||||
{ label: 'API 参考', slug: 'modules/network/api', translations: { en: 'API Reference' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
label: '事务系统',
|
||||
translations: { en: 'Transaction' },
|
||||
items: [
|
||||
{ label: '概述', slug: 'modules/transaction', translations: { en: 'Overview' } },
|
||||
{ label: '核心概念', slug: 'modules/transaction/core', translations: { en: 'Core Concepts' } },
|
||||
{ label: '存储层', slug: 'modules/transaction/storage', translations: { en: 'Storage Layer' } },
|
||||
{ label: '操作', slug: 'modules/transaction/operations', translations: { en: 'Operations' } },
|
||||
{ label: '分布式事务', slug: 'modules/transaction/distributed', translations: { en: 'Distributed' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
label: '世界流式加载',
|
||||
translations: { en: 'World Streaming' },
|
||||
@@ -303,6 +322,8 @@ export default defineConfig({
|
||||
{ label: '@esengine/fsm', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/fsm/CHANGELOG.md', attrs: { target: '_blank' } },
|
||||
{ label: '@esengine/timer', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/timer/CHANGELOG.md', attrs: { target: '_blank' } },
|
||||
{ label: '@esengine/network', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/network/CHANGELOG.md', attrs: { target: '_blank' } },
|
||||
{ label: '@esengine/transaction', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/transaction/CHANGELOG.md', attrs: { target: '_blank' } },
|
||||
{ label: '@esengine/rpc', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/rpc/CHANGELOG.md', attrs: { target: '_blank' } },
|
||||
{ label: '@esengine/cli', link: 'https://github.com/esengine/esengine/blob/master/packages/tools/cli/CHANGELOG.md', attrs: { target: '_blank' } },
|
||||
],
|
||||
},
|
||||
|
||||
@@ -34,6 +34,7 @@ ESEngine provides a rich set of modules that can be imported as needed.
|
||||
| Module | Package | Description |
|
||||
|--------|---------|-------------|
|
||||
| [Network](/en/modules/network/) | `@esengine/network` | Multiplayer game networking |
|
||||
| [Transaction](/en/modules/transaction/) | `@esengine/transaction` | Game transactions with distributed support |
|
||||
|
||||
## Installation
|
||||
|
||||
|
||||
506
docs/src/content/docs/en/modules/network/auth.md
Normal file
506
docs/src/content/docs/en/modules/network/auth.md
Normal file
@@ -0,0 +1,506 @@
|
||||
---
|
||||
title: "Authentication"
|
||||
description: "Add authentication to your game server with JWT and Session providers"
|
||||
---
|
||||
|
||||
The `@esengine/server` package includes a pluggable authentication system that supports JWT, session-based auth, and custom providers.
|
||||
|
||||
## Installation
|
||||
|
||||
Authentication is included in the server package:
|
||||
|
||||
```bash
|
||||
npm install @esengine/server jsonwebtoken
|
||||
```
|
||||
|
||||
> Note: `jsonwebtoken` is an optional peer dependency, required only for JWT authentication.
|
||||
|
||||
## Quick Start
|
||||
|
||||
### JWT Authentication
|
||||
|
||||
```typescript
|
||||
import { createServer } from '@esengine/server'
|
||||
import { withAuth, createJwtAuthProvider, withRoomAuth, requireAuth } from '@esengine/server/auth'
|
||||
|
||||
// Create JWT provider
|
||||
const jwtProvider = createJwtAuthProvider({
|
||||
secret: process.env.JWT_SECRET!,
|
||||
expiresIn: 3600, // 1 hour
|
||||
})
|
||||
|
||||
// Wrap server with authentication
|
||||
const server = withAuth(await createServer({ port: 3000 }), {
|
||||
provider: jwtProvider,
|
||||
extractCredentials: (req) => {
|
||||
const url = new URL(req.url ?? '', 'http://localhost')
|
||||
return url.searchParams.get('token')
|
||||
},
|
||||
})
|
||||
|
||||
// Define authenticated room
|
||||
class GameRoom extends withRoomAuth(Room, { requireAuth: true }) {
|
||||
onJoin(player) {
|
||||
console.log(`${player.user?.name} joined!`)
|
||||
}
|
||||
}
|
||||
|
||||
server.define('game', GameRoom)
|
||||
await server.start()
|
||||
```
|
||||
|
||||
## Auth Providers
|
||||
|
||||
### JWT Provider
|
||||
|
||||
Use JSON Web Tokens for stateless authentication:
|
||||
|
||||
```typescript
|
||||
import { createJwtAuthProvider } from '@esengine/server/auth'
|
||||
|
||||
const jwtProvider = createJwtAuthProvider({
|
||||
// Required: secret key
|
||||
secret: 'your-secret-key',
|
||||
|
||||
// Optional: algorithm (default: HS256)
|
||||
algorithm: 'HS256',
|
||||
|
||||
// Optional: expiration in seconds (default: 3600)
|
||||
expiresIn: 3600,
|
||||
|
||||
// Optional: issuer for validation
|
||||
issuer: 'my-game-server',
|
||||
|
||||
// Optional: audience for validation
|
||||
audience: 'my-game-client',
|
||||
|
||||
// Optional: custom user extraction
|
||||
getUser: async (payload) => {
|
||||
// Fetch user from database
|
||||
return await db.users.findById(payload.sub)
|
||||
},
|
||||
})
|
||||
|
||||
// Sign a token (for login endpoints)
|
||||
const token = jwtProvider.sign({
|
||||
sub: user.id,
|
||||
name: user.name,
|
||||
roles: ['player'],
|
||||
})
|
||||
|
||||
// Decode without verification (for debugging)
|
||||
const payload = jwtProvider.decode(token)
|
||||
```
|
||||
|
||||
### Session Provider
|
||||
|
||||
Use server-side sessions for stateful authentication:
|
||||
|
||||
```typescript
|
||||
import { createSessionAuthProvider, type ISessionStorage } from '@esengine/server/auth'
|
||||
|
||||
// Custom storage implementation
|
||||
const storage: ISessionStorage = {
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
return await redis.get(key)
|
||||
},
|
||||
async set<T>(key: string, value: T): Promise<void> {
|
||||
await redis.set(key, value)
|
||||
},
|
||||
async delete(key: string): Promise<boolean> {
|
||||
return await redis.del(key) > 0
|
||||
},
|
||||
}
|
||||
|
||||
const sessionProvider = createSessionAuthProvider({
|
||||
storage,
|
||||
sessionTTL: 86400000, // 24 hours in ms
|
||||
|
||||
// Optional: validate user on each request
|
||||
validateUser: (user) => !user.banned,
|
||||
})
|
||||
|
||||
// Create session (for login endpoints)
|
||||
const sessionId = await sessionProvider.createSession(user, {
|
||||
ipAddress: req.ip,
|
||||
userAgent: req.headers['user-agent'],
|
||||
})
|
||||
|
||||
// Revoke session (for logout)
|
||||
await sessionProvider.revoke(sessionId)
|
||||
```
|
||||
|
||||
## Server Auth Mixin
|
||||
|
||||
The `withAuth` function wraps your server to add authentication:
|
||||
|
||||
```typescript
|
||||
import { withAuth } from '@esengine/server/auth'
|
||||
|
||||
const server = withAuth(baseServer, {
|
||||
// Required: auth provider
|
||||
provider: jwtProvider,
|
||||
|
||||
// Required: extract credentials from request
|
||||
extractCredentials: (req) => {
|
||||
// From query string
|
||||
return new URL(req.url, 'http://localhost').searchParams.get('token')
|
||||
|
||||
// Or from headers
|
||||
// return req.headers['authorization']?.replace('Bearer ', '')
|
||||
},
|
||||
|
||||
// Optional: handle auth failure
|
||||
onAuthFailed: (conn, error) => {
|
||||
console.log(`Auth failed: ${error}`)
|
||||
},
|
||||
})
|
||||
```
|
||||
|
||||
### Accessing Auth Context
|
||||
|
||||
After authentication, the auth context is available on connections:
|
||||
|
||||
```typescript
|
||||
import { getAuthContext } from '@esengine/server/auth'
|
||||
|
||||
server.onConnect = (conn) => {
|
||||
const auth = getAuthContext(conn)
|
||||
|
||||
if (auth.isAuthenticated) {
|
||||
console.log(`User ${auth.userId} connected`)
|
||||
console.log(`Roles: ${auth.roles}`)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Room Auth Mixin
|
||||
|
||||
The `withRoomAuth` function adds authentication checks to rooms:
|
||||
|
||||
```typescript
|
||||
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
|
||||
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
roles: string[]
|
||||
}
|
||||
|
||||
class GameRoom extends withRoomAuth<User>(Room, {
|
||||
// Require authentication to join
|
||||
requireAuth: true,
|
||||
|
||||
// Optional: require specific roles
|
||||
allowedRoles: ['player', 'premium'],
|
||||
|
||||
// Optional: role check mode ('any' or 'all')
|
||||
roleCheckMode: 'any',
|
||||
}) {
|
||||
// player has .auth and .user properties
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
console.log(`${player.user?.name} joined`)
|
||||
console.log(`Is premium: ${player.auth.hasRole('premium')}`)
|
||||
}
|
||||
|
||||
// Optional: custom auth validation
|
||||
async onAuth(player: AuthPlayer<User>): Promise<boolean> {
|
||||
// Additional validation logic
|
||||
if (player.auth.hasRole('banned')) {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
@onMessage('Chat')
|
||||
handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
this.broadcast('Chat', {
|
||||
from: player.user?.name ?? 'Guest',
|
||||
text: data.text,
|
||||
})
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### AuthPlayer Interface
|
||||
|
||||
Players in auth rooms have additional properties:
|
||||
|
||||
```typescript
|
||||
interface AuthPlayer<TUser> extends Player {
|
||||
// Full auth context
|
||||
readonly auth: IAuthContext<TUser>
|
||||
|
||||
// User info (shortcut for auth.user)
|
||||
readonly user: TUser | null
|
||||
}
|
||||
```
|
||||
|
||||
### Room Auth Helpers
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRoomAuth<User>(Room) {
|
||||
someMethod() {
|
||||
// Get player by user ID
|
||||
const player = this.getPlayerByUserId('user-123')
|
||||
|
||||
// Get all players with a role
|
||||
const admins = this.getPlayersByRole('admin')
|
||||
|
||||
// Get player with auth info
|
||||
const authPlayer = this.getAuthPlayer(playerId)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Auth Decorators
|
||||
|
||||
### @requireAuth
|
||||
|
||||
Mark message handlers as requiring authentication:
|
||||
|
||||
```typescript
|
||||
import { requireAuth, requireRole, onMessage } from '@esengine/server/auth'
|
||||
|
||||
class GameRoom extends withRoomAuth(Room) {
|
||||
@requireAuth()
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: AuthPlayer) {
|
||||
// Only authenticated players can trade
|
||||
}
|
||||
|
||||
@requireAuth({ allowGuest: true })
|
||||
@onMessage('Chat')
|
||||
handleChat(data: ChatData, player: AuthPlayer) {
|
||||
// Guests can also chat
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### @requireRole
|
||||
|
||||
Require specific roles for message handlers:
|
||||
|
||||
```typescript
|
||||
class AdminRoom extends withRoomAuth(Room) {
|
||||
@requireRole('admin')
|
||||
@onMessage('Ban')
|
||||
handleBan(data: BanData, player: AuthPlayer) {
|
||||
// Only admins can ban
|
||||
}
|
||||
|
||||
@requireRole(['moderator', 'admin'])
|
||||
@onMessage('Mute')
|
||||
handleMute(data: MuteData, player: AuthPlayer) {
|
||||
// Moderators OR admins can mute
|
||||
}
|
||||
|
||||
@requireRole(['verified', 'premium'], { mode: 'all' })
|
||||
@onMessage('SpecialFeature')
|
||||
handleSpecial(data: any, player: AuthPlayer) {
|
||||
// Requires BOTH verified AND premium roles
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Auth Context API
|
||||
|
||||
The auth context provides various methods for checking authentication state:
|
||||
|
||||
```typescript
|
||||
interface IAuthContext<TUser> {
|
||||
// Authentication state
|
||||
readonly isAuthenticated: boolean
|
||||
readonly user: TUser | null
|
||||
readonly userId: string | null
|
||||
readonly roles: ReadonlyArray<string>
|
||||
readonly authenticatedAt: number | null
|
||||
readonly expiresAt: number | null
|
||||
|
||||
// Role checking
|
||||
hasRole(role: string): boolean
|
||||
hasAnyRole(roles: string[]): boolean
|
||||
hasAllRoles(roles: string[]): boolean
|
||||
}
|
||||
```
|
||||
|
||||
The `AuthContext` class (implementation) also provides:
|
||||
|
||||
```typescript
|
||||
class AuthContext<TUser> implements IAuthContext<TUser> {
|
||||
// Set authentication from result
|
||||
setAuthenticated(result: AuthResult<TUser>): void
|
||||
|
||||
// Clear authentication state
|
||||
clear(): void
|
||||
}
|
||||
```
|
||||
|
||||
## Testing
|
||||
|
||||
Use the mock auth provider for unit tests:
|
||||
|
||||
```typescript
|
||||
import { createMockAuthProvider } from '@esengine/server/auth/testing'
|
||||
|
||||
// Create mock provider with preset users
|
||||
const mockProvider = createMockAuthProvider({
|
||||
users: [
|
||||
{ id: '1', name: 'Alice', roles: ['player'] },
|
||||
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
|
||||
],
|
||||
autoCreate: true, // Create users for unknown tokens
|
||||
})
|
||||
|
||||
// Use in tests
|
||||
const server = withAuth(testServer, {
|
||||
provider: mockProvider,
|
||||
extractCredentials: (req) => req.headers['x-token'],
|
||||
})
|
||||
|
||||
// Verify with user ID as token
|
||||
const result = await mockProvider.verify('1')
|
||||
// result.user = { id: '1', name: 'Alice', roles: ['player'] }
|
||||
|
||||
// Add/remove users dynamically
|
||||
mockProvider.addUser({ id: '3', name: 'Charlie', roles: ['guest'] })
|
||||
mockProvider.removeUser('3')
|
||||
|
||||
// Revoke tokens
|
||||
await mockProvider.revoke('1')
|
||||
|
||||
// Reset to initial state
|
||||
mockProvider.clear()
|
||||
```
|
||||
|
||||
## Error Handling
|
||||
|
||||
Auth errors include error codes for programmatic handling:
|
||||
|
||||
```typescript
|
||||
type AuthErrorCode =
|
||||
| 'INVALID_CREDENTIALS' // Invalid username/password
|
||||
| 'INVALID_TOKEN' // Token is malformed or invalid
|
||||
| 'EXPIRED_TOKEN' // Token has expired
|
||||
| 'USER_NOT_FOUND' // User lookup failed
|
||||
| 'ACCOUNT_DISABLED' // User account is disabled
|
||||
| 'RATE_LIMITED' // Too many requests
|
||||
| 'INSUFFICIENT_PERMISSIONS' // Insufficient permissions
|
||||
|
||||
// In your auth failure handler
|
||||
const server = withAuth(baseServer, {
|
||||
provider: jwtProvider,
|
||||
extractCredentials,
|
||||
onAuthFailed: (conn, error) => {
|
||||
switch (error.errorCode) {
|
||||
case 'EXPIRED_TOKEN':
|
||||
conn.send('AuthError', { code: 'TOKEN_EXPIRED' })
|
||||
break
|
||||
case 'INVALID_TOKEN':
|
||||
conn.send('AuthError', { code: 'INVALID_TOKEN' })
|
||||
break
|
||||
default:
|
||||
conn.close()
|
||||
}
|
||||
},
|
||||
})
|
||||
```
|
||||
|
||||
## Complete Example
|
||||
|
||||
Here's a complete example with JWT authentication:
|
||||
|
||||
```typescript
|
||||
// server.ts
|
||||
import { createServer } from '@esengine/server'
|
||||
import {
|
||||
withAuth,
|
||||
withRoomAuth,
|
||||
createJwtAuthProvider,
|
||||
requireAuth,
|
||||
requireRole,
|
||||
type AuthPlayer,
|
||||
} from '@esengine/server/auth'
|
||||
|
||||
// Types
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
roles: string[]
|
||||
}
|
||||
|
||||
// JWT Provider
|
||||
const jwtProvider = createJwtAuthProvider<User>({
|
||||
secret: process.env.JWT_SECRET!,
|
||||
expiresIn: 3600,
|
||||
getUser: async (payload) => ({
|
||||
id: payload.sub as string,
|
||||
name: payload.name as string,
|
||||
roles: (payload.roles as string[]) ?? [],
|
||||
}),
|
||||
})
|
||||
|
||||
// Create authenticated server
|
||||
const server = withAuth(
|
||||
await createServer({ port: 3000 }),
|
||||
{
|
||||
provider: jwtProvider,
|
||||
extractCredentials: (req) => {
|
||||
return new URL(req.url ?? '', 'http://localhost')
|
||||
.searchParams.get('token')
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
// Game Room with auth
|
||||
class GameRoom extends withRoomAuth<User>(Room, {
|
||||
requireAuth: true,
|
||||
allowedRoles: ['player'],
|
||||
}) {
|
||||
onCreate() {
|
||||
console.log('Game room created')
|
||||
}
|
||||
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
console.log(`${player.user?.name} joined!`)
|
||||
this.broadcast('PlayerJoined', {
|
||||
id: player.id,
|
||||
name: player.user?.name,
|
||||
})
|
||||
}
|
||||
|
||||
@requireAuth()
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
|
||||
// Handle movement
|
||||
}
|
||||
|
||||
@requireRole('admin')
|
||||
@onMessage('Kick')
|
||||
handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
|
||||
const target = this.getPlayer(data.playerId)
|
||||
if (target) {
|
||||
this.kick(target, 'Kicked by admin')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
server.define('game', GameRoom)
|
||||
await server.start()
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Secure your secrets**: Never hardcode JWT secrets. Use environment variables.
|
||||
|
||||
2. **Set reasonable expiration**: Balance security and user experience when setting token TTL.
|
||||
|
||||
3. **Validate on critical actions**: Use `@requireAuth` on sensitive message handlers.
|
||||
|
||||
4. **Use role-based access**: Implement proper role hierarchy for admin functions.
|
||||
|
||||
5. **Handle token refresh**: Implement token refresh logic for long sessions.
|
||||
|
||||
6. **Log auth events**: Track login attempts and failures for security monitoring.
|
||||
|
||||
7. **Test auth flows**: Use `MockAuthProvider` to test authentication scenarios.
|
||||
458
docs/src/content/docs/en/modules/network/rate-limit.md
Normal file
458
docs/src/content/docs/en/modules/network/rate-limit.md
Normal file
@@ -0,0 +1,458 @@
|
||||
---
|
||||
title: "Rate Limiting"
|
||||
description: "Protect your game server from abuse with configurable rate limiting"
|
||||
---
|
||||
|
||||
The `@esengine/server` package includes a pluggable rate limiting system to protect against DDoS attacks, message flooding, and other abuse.
|
||||
|
||||
## Installation
|
||||
|
||||
Rate limiting is included in the server package:
|
||||
|
||||
```bash
|
||||
npm install @esengine/server
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
```typescript
|
||||
import { Room, onMessage } from '@esengine/server'
|
||||
import { withRateLimit, rateLimit, noRateLimit } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 20,
|
||||
onLimited: (player, type, result) => {
|
||||
player.send('Error', {
|
||||
code: 'RATE_LIMITED',
|
||||
retryAfter: result.retryAfter,
|
||||
})
|
||||
},
|
||||
}) {
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: Player) {
|
||||
// Protected by rate limit (10 msg/s default)
|
||||
}
|
||||
|
||||
@rateLimit({ messagesPerSecond: 1 })
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: Player) {
|
||||
// Stricter limit for trading
|
||||
}
|
||||
|
||||
@noRateLimit()
|
||||
@onMessage('Heartbeat')
|
||||
handleHeartbeat(data: any, player: Player) {
|
||||
// No rate limit for heartbeat
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Rate Limit Strategies
|
||||
|
||||
### Token Bucket (Default)
|
||||
|
||||
The token bucket algorithm allows burst traffic while maintaining long-term rate limits. Tokens are added at a fixed rate, and each request consumes tokens.
|
||||
|
||||
```typescript
|
||||
import { withRateLimit } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
strategy: 'token-bucket',
|
||||
messagesPerSecond: 10, // Refill rate
|
||||
burstSize: 20, // Bucket capacity
|
||||
}) { }
|
||||
```
|
||||
|
||||
**How it works:**
|
||||
```
|
||||
Config: rate=10/s, burstSize=20
|
||||
|
||||
[0s] Bucket full: 20 tokens
|
||||
[0s] 15 messages → allowed, 5 remaining
|
||||
[0.5s] Refill 5 tokens → 10 tokens
|
||||
[0.5s] 8 messages → allowed, 2 remaining
|
||||
[0.6s] Refill 1 token → 3 tokens
|
||||
[0.6s] 5 messages → 3 allowed, 2 rejected
|
||||
```
|
||||
|
||||
**Best for:** Most general use cases, balances burst tolerance with protection.
|
||||
|
||||
### Sliding Window
|
||||
|
||||
The sliding window algorithm precisely tracks requests within a time window. More accurate than fixed window but uses slightly more memory.
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
strategy: 'sliding-window',
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 10,
|
||||
}) { }
|
||||
```
|
||||
|
||||
**Best for:** When you need precise rate limiting without burst tolerance.
|
||||
|
||||
### Fixed Window
|
||||
|
||||
The fixed window algorithm divides time into fixed intervals and counts requests per interval. Simple and memory-efficient but allows 2x burst at window boundaries.
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
strategy: 'fixed-window',
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 10,
|
||||
}) { }
|
||||
```
|
||||
|
||||
**Best for:** Simple scenarios where boundary burst is acceptable.
|
||||
|
||||
## Configuration
|
||||
|
||||
### Room Configuration
|
||||
|
||||
```typescript
|
||||
import { withRateLimit } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
// Messages allowed per second (default: 10)
|
||||
messagesPerSecond: 10,
|
||||
|
||||
// Burst capacity / bucket size (default: 20)
|
||||
burstSize: 20,
|
||||
|
||||
// Strategy: 'token-bucket' | 'sliding-window' | 'fixed-window'
|
||||
strategy: 'token-bucket',
|
||||
|
||||
// Callback when rate limited
|
||||
onLimited: (player, messageType, result) => {
|
||||
player.send('RateLimited', {
|
||||
type: messageType,
|
||||
retryAfter: result.retryAfter,
|
||||
})
|
||||
},
|
||||
|
||||
// Disconnect on rate limit (default: false)
|
||||
disconnectOnLimit: false,
|
||||
|
||||
// Disconnect after N consecutive limits (0 = never)
|
||||
maxConsecutiveLimits: 10,
|
||||
|
||||
// Custom key function (default: player.id)
|
||||
getKey: (player) => player.id,
|
||||
|
||||
// Cleanup interval in ms (default: 60000)
|
||||
cleanupInterval: 60000,
|
||||
}) { }
|
||||
```
|
||||
|
||||
### Per-Message Configuration
|
||||
|
||||
Use decorators to configure rate limits for specific messages:
|
||||
|
||||
```typescript
|
||||
import { rateLimit, noRateLimit, rateLimitMessage } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room) {
|
||||
// Custom rate limit for this message
|
||||
@rateLimit({ messagesPerSecond: 1, burstSize: 2 })
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: Player) { }
|
||||
|
||||
// This message costs 5 tokens
|
||||
@rateLimit({ cost: 5 })
|
||||
@onMessage('ExpensiveAction')
|
||||
handleExpensive(data: any, player: Player) { }
|
||||
|
||||
// Exempt from rate limiting
|
||||
@noRateLimit()
|
||||
@onMessage('Heartbeat')
|
||||
handleHeartbeat(data: any, player: Player) { }
|
||||
|
||||
// Alternative: specify message type explicitly
|
||||
@rateLimitMessage('SpecialAction', { messagesPerSecond: 2 })
|
||||
@onMessage('SpecialAction')
|
||||
handleSpecial(data: any, player: Player) { }
|
||||
}
|
||||
```
|
||||
|
||||
## Combining with Authentication
|
||||
|
||||
Rate limiting works seamlessly with the authentication system:
|
||||
|
||||
```typescript
|
||||
import { withRoomAuth } from '@esengine/server/auth'
|
||||
import { withRateLimit } from '@esengine/server/ratelimit'
|
||||
|
||||
// Apply both mixins
|
||||
class GameRoom extends withRateLimit(
|
||||
withRoomAuth(Room, { requireAuth: true }),
|
||||
{ messagesPerSecond: 10 }
|
||||
) {
|
||||
onJoin(player: AuthPlayer) {
|
||||
console.log(`${player.user?.name} joined with rate limit protection`)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Rate Limit Result
|
||||
|
||||
When a message is rate limited, the callback receives a result object:
|
||||
|
||||
```typescript
|
||||
interface RateLimitResult {
|
||||
// Whether the request was allowed
|
||||
allowed: boolean
|
||||
|
||||
// Remaining quota
|
||||
remaining: number
|
||||
|
||||
// When the quota resets (timestamp)
|
||||
resetAt: number
|
||||
|
||||
// How long to wait before retrying (ms)
|
||||
retryAfter?: number
|
||||
}
|
||||
```
|
||||
|
||||
## Accessing Rate Limit Context
|
||||
|
||||
You can access the rate limit context for any player:
|
||||
|
||||
```typescript
|
||||
import { getPlayerRateLimitContext } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room) {
|
||||
someMethod(player: Player) {
|
||||
const context = this.getRateLimitContext(player)
|
||||
|
||||
// Check without consuming
|
||||
const status = context?.check()
|
||||
console.log(`Remaining: ${status?.remaining}`)
|
||||
|
||||
// Get consecutive limit count
|
||||
console.log(`Consecutive limits: ${context?.consecutiveLimitCount}`)
|
||||
}
|
||||
}
|
||||
|
||||
// Or use the standalone function
|
||||
const context = getPlayerRateLimitContext(player)
|
||||
```
|
||||
|
||||
## Custom Strategies
|
||||
|
||||
You can use the strategies directly for custom implementations:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TokenBucketStrategy,
|
||||
SlidingWindowStrategy,
|
||||
FixedWindowStrategy,
|
||||
createTokenBucketStrategy,
|
||||
} from '@esengine/server/ratelimit'
|
||||
|
||||
// Create strategy directly
|
||||
const strategy = createTokenBucketStrategy({
|
||||
rate: 10, // tokens per second
|
||||
capacity: 20, // max tokens
|
||||
})
|
||||
|
||||
// Check and consume
|
||||
const result = strategy.consume('player-123')
|
||||
if (result.allowed) {
|
||||
// Process message
|
||||
} else {
|
||||
// Rate limited, wait result.retryAfter ms
|
||||
}
|
||||
|
||||
// Check without consuming
|
||||
const status = strategy.getStatus('player-123')
|
||||
|
||||
// Reset a key
|
||||
strategy.reset('player-123')
|
||||
|
||||
// Cleanup expired records
|
||||
strategy.cleanup()
|
||||
```
|
||||
|
||||
## Rate Limit Context
|
||||
|
||||
The `RateLimitContext` class manages rate limiting for a single player:
|
||||
|
||||
```typescript
|
||||
import { RateLimitContext, TokenBucketStrategy } from '@esengine/server/ratelimit'
|
||||
|
||||
const strategy = new TokenBucketStrategy({ rate: 10, capacity: 20 })
|
||||
const context = new RateLimitContext('player-123', strategy)
|
||||
|
||||
// Check without consuming
|
||||
context.check()
|
||||
|
||||
// Consume quota
|
||||
context.consume()
|
||||
|
||||
// Consume with cost
|
||||
context.consume(undefined, 5)
|
||||
|
||||
// Consume for specific message type
|
||||
context.consume('Trade')
|
||||
|
||||
// Set per-message strategy
|
||||
context.setMessageStrategy('Trade', new TokenBucketStrategy({ rate: 1, capacity: 2 }))
|
||||
|
||||
// Reset
|
||||
context.reset()
|
||||
|
||||
// Get consecutive limit count
|
||||
console.log(context.consecutiveLimitCount)
|
||||
```
|
||||
|
||||
## Room Lifecycle Hook
|
||||
|
||||
You can override the `onRateLimited` hook for custom handling:
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRateLimit(Room) {
|
||||
onRateLimited(player: Player, messageType: string, result: RateLimitResult) {
|
||||
// Log the event
|
||||
console.log(`Player ${player.id} rate limited on ${messageType}`)
|
||||
|
||||
// Send custom error
|
||||
player.send('SystemMessage', {
|
||||
type: 'warning',
|
||||
message: `Slow down! Try again in ${result.retryAfter}ms`,
|
||||
})
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Start with token bucket**: It's the most flexible algorithm for games.
|
||||
|
||||
2. **Set appropriate limits**: Consider your game's mechanics:
|
||||
- Movement messages: Higher limits (20-60/s)
|
||||
- Chat messages: Lower limits (1-5/s)
|
||||
- Trade/purchase: Very low limits (0.5-1/s)
|
||||
|
||||
3. **Use burst capacity**: Allow short bursts for responsive gameplay:
|
||||
```typescript
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 30, // Allow 3s worth of burst
|
||||
```
|
||||
|
||||
4. **Exempt critical messages**: Don't rate limit heartbeats or system messages:
|
||||
```typescript
|
||||
@noRateLimit()
|
||||
@onMessage('Heartbeat')
|
||||
handleHeartbeat() { }
|
||||
```
|
||||
|
||||
5. **Combine with auth**: Rate limit by user ID for authenticated users:
|
||||
```typescript
|
||||
getKey: (player) => player.auth?.userId ?? player.id
|
||||
```
|
||||
|
||||
6. **Monitor and adjust**: Log rate limit events to tune your limits:
|
||||
```typescript
|
||||
onLimited: (player, type, result) => {
|
||||
metrics.increment('rate_limit', { messageType: type })
|
||||
}
|
||||
```
|
||||
|
||||
7. **Graceful degradation**: Send informative errors instead of just disconnecting:
|
||||
```typescript
|
||||
onLimited: (player, type, result) => {
|
||||
player.send('Error', {
|
||||
code: 'RATE_LIMITED',
|
||||
message: 'Too many requests',
|
||||
retryAfter: result.retryAfter,
|
||||
})
|
||||
}
|
||||
```
|
||||
|
||||
## Complete Example
|
||||
|
||||
```typescript
|
||||
import { Room, onMessage, type Player } from '@esengine/server'
|
||||
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
|
||||
import {
|
||||
withRateLimit,
|
||||
rateLimit,
|
||||
noRateLimit,
|
||||
type RateLimitResult,
|
||||
} from '@esengine/server/ratelimit'
|
||||
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
premium: boolean
|
||||
}
|
||||
|
||||
// Combine auth and rate limit
|
||||
class GameRoom extends withRateLimit(
|
||||
withRoomAuth<User>(Room, { requireAuth: true }),
|
||||
{
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 30,
|
||||
strategy: 'token-bucket',
|
||||
|
||||
// Use user ID for rate limiting
|
||||
getKey: (player) => (player as AuthPlayer<User>).user?.id ?? player.id,
|
||||
|
||||
// Handle rate limits
|
||||
onLimited: (player, type, result) => {
|
||||
player.send('Error', {
|
||||
code: 'RATE_LIMITED',
|
||||
messageType: type,
|
||||
retryAfter: result.retryAfter,
|
||||
})
|
||||
},
|
||||
|
||||
// Disconnect after 20 consecutive rate limits
|
||||
maxConsecutiveLimits: 20,
|
||||
}
|
||||
) {
|
||||
onCreate() {
|
||||
console.log('Room created with auth + rate limit protection')
|
||||
}
|
||||
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
this.broadcast('PlayerJoined', { name: player.user?.name })
|
||||
}
|
||||
|
||||
// High-frequency movement (default rate limit)
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
|
||||
this.broadcast('PlayerMoved', { id: player.id, ...data })
|
||||
}
|
||||
|
||||
// Low-frequency trading (strict limit)
|
||||
@rateLimit({ messagesPerSecond: 0.5, burstSize: 2 })
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: AuthPlayer<User>) {
|
||||
// Process trade...
|
||||
}
|
||||
|
||||
// Chat with moderate limit
|
||||
@rateLimit({ messagesPerSecond: 2, burstSize: 5 })
|
||||
@onMessage('Chat')
|
||||
handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
this.broadcast('Chat', {
|
||||
from: player.user?.name,
|
||||
text: data.text,
|
||||
})
|
||||
}
|
||||
|
||||
// System messages - no limit
|
||||
@noRateLimit()
|
||||
@onMessage('Heartbeat')
|
||||
handleHeartbeat(data: any, player: Player) {
|
||||
player.send('Pong', { time: Date.now() })
|
||||
}
|
||||
|
||||
// Custom rate limit handling
|
||||
onRateLimited(player: Player, messageType: string, result: RateLimitResult) {
|
||||
console.warn(`[RateLimit] Player ${player.id} limited on ${messageType}`)
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -311,6 +311,93 @@ client.send('RoomMessage', {
|
||||
})
|
||||
```
|
||||
|
||||
## ECSRoom
|
||||
|
||||
`ECSRoom` is a room base class with ECS World support, suitable for games that need ECS architecture.
|
||||
|
||||
### Server Startup
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
import { createServer } from '@esengine/server';
|
||||
import { GameRoom } from './rooms/GameRoom.js';
|
||||
|
||||
// Initialize Core
|
||||
Core.create();
|
||||
|
||||
// Global game loop
|
||||
setInterval(() => Core.update(1/60), 16);
|
||||
|
||||
// Create server
|
||||
const server = await createServer({ port: 3000 });
|
||||
server.define('game', GameRoom);
|
||||
await server.start();
|
||||
```
|
||||
|
||||
### Define ECSRoom
|
||||
|
||||
```typescript
|
||||
import { ECSRoom, Player } from '@esengine/server/ecs';
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
// Define sync component
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync("string") name: string = "";
|
||||
@sync("uint16") score: number = 0;
|
||||
@sync("float32") x: number = 0;
|
||||
@sync("float32") y: number = 0;
|
||||
}
|
||||
|
||||
// Define room
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new MovementSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.name = player.id;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### ECSRoom API
|
||||
|
||||
```typescript
|
||||
abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
|
||||
protected readonly world: World; // ECS World
|
||||
protected readonly scene: Scene; // Main scene
|
||||
|
||||
// Scene management
|
||||
protected addSystem(system: EntitySystem): void;
|
||||
protected createEntity(name?: string): Entity;
|
||||
protected createPlayerEntity(playerId: string, name?: string): Entity;
|
||||
protected getPlayerEntity(playerId: string): Entity | undefined;
|
||||
protected destroyPlayerEntity(playerId: string): void;
|
||||
|
||||
// State sync
|
||||
protected sendFullState(player: Player): void;
|
||||
protected broadcastSpawn(entity: Entity, prefabType?: string): void;
|
||||
protected broadcastDelta(): void;
|
||||
}
|
||||
```
|
||||
|
||||
### @sync Decorator
|
||||
|
||||
Mark component fields that need network synchronization:
|
||||
|
||||
| Type | Description | Bytes |
|
||||
|------|-------------|-------|
|
||||
| `"boolean"` | Boolean | 1 |
|
||||
| `"int8"` / `"uint8"` | 8-bit integer | 1 |
|
||||
| `"int16"` / `"uint16"` | 16-bit integer | 2 |
|
||||
| `"int32"` / `"uint32"` | 32-bit integer | 4 |
|
||||
| `"float32"` | 32-bit float | 4 |
|
||||
| `"float64"` | 64-bit float | 8 |
|
||||
| `"string"` | String | Variable |
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Set Appropriate Tick Rate**
|
||||
|
||||
@@ -1,8 +1,176 @@
|
||||
---
|
||||
title: "State Sync"
|
||||
description: "Interpolation, prediction and snapshot buffers"
|
||||
description: "Component sync, interpolation, prediction and snapshot buffers"
|
||||
---
|
||||
|
||||
## @NetworkEntity Decorator
|
||||
|
||||
The `@NetworkEntity` decorator marks components for automatic spawn/despawn broadcasting. When an entity containing this component is created or destroyed, ECSRoom automatically broadcasts the corresponding message to all clients.
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Enemy')
|
||||
@NetworkEntity('Enemy')
|
||||
class EnemyComponent extends Component {
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
@sync('uint16') health: number = 100;
|
||||
}
|
||||
```
|
||||
|
||||
When adding this component to an entity, ECSRoom automatically broadcasts the spawn message:
|
||||
|
||||
```typescript
|
||||
// Server-side
|
||||
const entity = scene.createEntity('Enemy');
|
||||
entity.addComponent(new EnemyComponent()); // Auto-broadcasts spawn
|
||||
|
||||
// Destroying auto-broadcasts despawn
|
||||
entity.destroy(); // Auto-broadcasts despawn
|
||||
```
|
||||
|
||||
### Configuration Options
|
||||
|
||||
```typescript
|
||||
@NetworkEntity('Bullet', {
|
||||
autoSpawn: true, // Auto-broadcast spawn (default true)
|
||||
autoDespawn: false // Disable auto-broadcast despawn
|
||||
})
|
||||
class BulletComponent extends Component { }
|
||||
```
|
||||
|
||||
| Option | Type | Default | Description |
|
||||
|--------|------|---------|-------------|
|
||||
| `autoSpawn` | `boolean` | `true` | Auto-broadcast spawn when component is added |
|
||||
| `autoDespawn` | `boolean` | `true` | Auto-broadcast despawn when entity is destroyed |
|
||||
|
||||
### Initialization Order
|
||||
|
||||
When using `@NetworkEntity`, initialize data **before** adding the component:
|
||||
|
||||
```typescript
|
||||
// ✅ Correct: Initialize first, then add
|
||||
const comp = new PlayerComponent();
|
||||
comp.playerId = player.id;
|
||||
comp.x = 100;
|
||||
comp.y = 200;
|
||||
entity.addComponent(comp); // Data is correct at spawn
|
||||
|
||||
// ❌ Wrong: Add first, then initialize
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.playerId = player.id; // Data has default values at spawn
|
||||
```
|
||||
|
||||
### Simplified GameRoom
|
||||
|
||||
With `@NetworkEntity`, GameRoom becomes much cleaner:
|
||||
|
||||
```typescript
|
||||
// No manual callbacks needed
|
||||
class GameRoom extends ECSRoom {
|
||||
private setupSystems(): void {
|
||||
// Enemy spawn system (auto-broadcasts spawn)
|
||||
this.addSystem(new EnemySpawnSystem());
|
||||
|
||||
// Enemy AI system
|
||||
const enemyAI = new EnemyAISystem();
|
||||
enemyAI.onDeath((enemy) => {
|
||||
enemy.destroy(); // Auto-broadcasts despawn
|
||||
});
|
||||
this.addSystem(enemyAI);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### ECSRoom Configuration
|
||||
|
||||
You can disable the auto network entity feature in ECSRoom:
|
||||
|
||||
```typescript
|
||||
class GameRoom extends ECSRoom {
|
||||
constructor() {
|
||||
super({
|
||||
enableAutoNetworkEntity: false // Disable auto-broadcasting
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Component Sync System
|
||||
|
||||
ECS component state synchronization based on `@sync` decorator.
|
||||
|
||||
### Define Sync Component
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync("string") name: string = "";
|
||||
@sync("uint16") score: number = 0;
|
||||
@sync("float32") x: number = 0;
|
||||
@sync("float32") y: number = 0;
|
||||
|
||||
// Fields without @sync won't be synced
|
||||
localData: any;
|
||||
}
|
||||
```
|
||||
|
||||
### Server-side Encoding
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
const syncSystem = new ComponentSyncSystem({}, true);
|
||||
scene.addSystem(syncSystem);
|
||||
|
||||
// Encode all entities (initial connection)
|
||||
const fullData = syncSystem.encodeAllEntities(true);
|
||||
sendToClient(fullData);
|
||||
|
||||
// Encode delta (only send changes)
|
||||
const deltaData = syncSystem.encodeDelta();
|
||||
if (deltaData) {
|
||||
broadcast(deltaData);
|
||||
}
|
||||
```
|
||||
|
||||
### Client-side Decoding
|
||||
|
||||
```typescript
|
||||
const syncSystem = new ComponentSyncSystem();
|
||||
scene.addSystem(syncSystem);
|
||||
|
||||
// Register component types
|
||||
syncSystem.registerComponent(PlayerComponent);
|
||||
|
||||
// Listen for sync events
|
||||
syncSystem.addSyncListener((event) => {
|
||||
if (event.type === 'entitySpawned') {
|
||||
console.log('New entity:', event.entityId);
|
||||
}
|
||||
});
|
||||
|
||||
// Apply state
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### Sync Types
|
||||
|
||||
| Type | Description | Bytes |
|
||||
|------|-------------|-------|
|
||||
| `"boolean"` | Boolean | 1 |
|
||||
| `"int8"` / `"uint8"` | 8-bit integer | 1 |
|
||||
| `"int16"` / `"uint16"` | 16-bit integer | 2 |
|
||||
| `"int32"` / `"uint32"` | 32-bit integer | 4 |
|
||||
| `"float32"` | 32-bit float | 4 |
|
||||
| `"float64"` | 64-bit float | 8 |
|
||||
| `"string"` | String | Variable |
|
||||
|
||||
## Snapshot Buffer
|
||||
|
||||
Stores server state snapshots for interpolation:
|
||||
|
||||
261
docs/src/content/docs/en/modules/transaction/core.md
Normal file
261
docs/src/content/docs/en/modules/transaction/core.md
Normal file
@@ -0,0 +1,261 @@
|
||||
---
|
||||
title: "Core Concepts"
|
||||
description: "Transaction system core concepts: context, manager, and Saga pattern"
|
||||
---
|
||||
|
||||
## Transaction State
|
||||
|
||||
A transaction can be in the following states:
|
||||
|
||||
```typescript
|
||||
type TransactionState =
|
||||
| 'pending' // Waiting to execute
|
||||
| 'executing' // Executing
|
||||
| 'committed' // Committed
|
||||
| 'rolledback' // Rolled back
|
||||
| 'failed' // Failed
|
||||
```
|
||||
|
||||
## TransactionContext
|
||||
|
||||
The transaction context encapsulates transaction state, operations, and execution logic.
|
||||
|
||||
### Creating Transactions
|
||||
|
||||
```typescript
|
||||
import { TransactionManager } from '@esengine/transaction';
|
||||
|
||||
const manager = new TransactionManager();
|
||||
|
||||
// Method 1: Manual management with begin()
|
||||
const tx = manager.begin({ timeout: 5000 });
|
||||
tx.addOperation(op1);
|
||||
tx.addOperation(op2);
|
||||
const result = await tx.execute();
|
||||
|
||||
// Method 2: Automatic management with run()
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(op1);
|
||||
tx.addOperation(op2);
|
||||
});
|
||||
```
|
||||
|
||||
### Chaining Operations
|
||||
|
||||
```typescript
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(new CurrencyOperation({ ... }))
|
||||
.addOperation(new InventoryOperation({ ... }))
|
||||
.addOperation(new InventoryOperation({ ... }));
|
||||
});
|
||||
```
|
||||
|
||||
### Context Data
|
||||
|
||||
Operations can share data through the context:
|
||||
|
||||
```typescript
|
||||
class CustomOperation extends BaseOperation<MyData, MyResult> {
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
|
||||
// Read data set by previous operations
|
||||
const previousResult = ctx.get<number>('previousValue');
|
||||
|
||||
// Set data for subsequent operations
|
||||
ctx.set('myResult', { value: 123 });
|
||||
|
||||
return this.success({ ... });
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## TransactionManager
|
||||
|
||||
The transaction manager is responsible for creating, executing, and recovering transactions.
|
||||
|
||||
### Configuration Options
|
||||
|
||||
```typescript
|
||||
interface TransactionManagerConfig {
|
||||
storage?: ITransactionStorage; // Storage instance
|
||||
defaultTimeout?: number; // Default timeout (ms)
|
||||
serverId?: string; // Server ID (for distributed)
|
||||
autoRecover?: boolean; // Auto-recover pending transactions
|
||||
}
|
||||
|
||||
const manager = new TransactionManager({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
defaultTimeout: 10000,
|
||||
serverId: 'server-1',
|
||||
autoRecover: true,
|
||||
});
|
||||
```
|
||||
|
||||
### Distributed Locking
|
||||
|
||||
```typescript
|
||||
// Acquire lock
|
||||
const token = await manager.acquireLock('player:123:inventory', 10000);
|
||||
|
||||
if (token) {
|
||||
try {
|
||||
// Perform operations
|
||||
await doSomething();
|
||||
} finally {
|
||||
// Release lock
|
||||
await manager.releaseLock('player:123:inventory', token);
|
||||
}
|
||||
}
|
||||
|
||||
// Or use withLock for convenience
|
||||
await manager.withLock('player:123:inventory', async () => {
|
||||
await doSomething();
|
||||
}, 10000);
|
||||
```
|
||||
|
||||
### Transaction Recovery
|
||||
|
||||
Recover pending transactions after server restart:
|
||||
|
||||
```typescript
|
||||
const manager = new TransactionManager({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
serverId: 'server-1',
|
||||
});
|
||||
|
||||
// Recover pending transactions
|
||||
const recoveredCount = await manager.recover();
|
||||
console.log(`Recovered ${recoveredCount} transactions`);
|
||||
```
|
||||
|
||||
## Saga Pattern
|
||||
|
||||
The transaction system uses the Saga pattern. Each operation must implement `execute` and `compensate` methods:
|
||||
|
||||
```typescript
|
||||
interface ITransactionOperation<TData, TResult> {
|
||||
readonly name: string;
|
||||
readonly data: TData;
|
||||
|
||||
// Validate preconditions
|
||||
validate(ctx: ITransactionContext): Promise<boolean>;
|
||||
|
||||
// Forward execution
|
||||
execute(ctx: ITransactionContext): Promise<OperationResult<TResult>>;
|
||||
|
||||
// Compensate (rollback)
|
||||
compensate(ctx: ITransactionContext): Promise<void>;
|
||||
}
|
||||
```
|
||||
|
||||
### Execution Flow
|
||||
|
||||
```
|
||||
Begin Transaction
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ validate(op1) │──fail──► Return failure
|
||||
└─────────────────────┘
|
||||
│success
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ execute(op1) │──fail──┐
|
||||
└─────────────────────┘ │
|
||||
│success │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ validate(op2) │──fail──┤
|
||||
└─────────────────────┘ │
|
||||
│success │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ execute(op2) │──fail──┤
|
||||
└─────────────────────┘ │
|
||||
│success ▼
|
||||
▼ ┌─────────────────────┐
|
||||
Commit Transaction │ compensate(op1) │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
Return failure (rolled back)
|
||||
```
|
||||
|
||||
### Custom Operations
|
||||
|
||||
```typescript
|
||||
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
|
||||
|
||||
interface UpgradeData {
|
||||
playerId: string;
|
||||
itemId: string;
|
||||
targetLevel: number;
|
||||
}
|
||||
|
||||
interface UpgradeResult {
|
||||
newLevel: number;
|
||||
}
|
||||
|
||||
class UpgradeOperation extends BaseOperation<UpgradeData, UpgradeResult> {
|
||||
readonly name = 'upgrade';
|
||||
|
||||
private _previousLevel: number = 0;
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
// Validate item exists and can be upgraded
|
||||
const item = await this.getItem(ctx);
|
||||
return item !== null && item.level < this.data.targetLevel;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<UpgradeResult>> {
|
||||
const item = await this.getItem(ctx);
|
||||
if (!item) {
|
||||
return this.failure('Item not found', 'ITEM_NOT_FOUND');
|
||||
}
|
||||
|
||||
this._previousLevel = item.level;
|
||||
item.level = this.data.targetLevel;
|
||||
await this.saveItem(ctx, item);
|
||||
|
||||
return this.success({ newLevel: item.level });
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
const item = await this.getItem(ctx);
|
||||
if (item) {
|
||||
item.level = this._previousLevel;
|
||||
await this.saveItem(ctx, item);
|
||||
}
|
||||
}
|
||||
|
||||
private async getItem(ctx: ITransactionContext) {
|
||||
// Get item from storage
|
||||
}
|
||||
|
||||
private async saveItem(ctx: ITransactionContext, item: any) {
|
||||
// Save item to storage
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Transaction Result
|
||||
|
||||
```typescript
|
||||
interface TransactionResult<T = unknown> {
|
||||
success: boolean; // Whether succeeded
|
||||
transactionId: string; // Transaction ID
|
||||
results: OperationResult[]; // Operation results
|
||||
data?: T; // Final data
|
||||
error?: string; // Error message
|
||||
duration: number; // Execution time (ms)
|
||||
}
|
||||
|
||||
const result = await manager.run((tx) => { ... });
|
||||
|
||||
console.log(`Transaction ${result.transactionId}`);
|
||||
console.log(`Success: ${result.success}`);
|
||||
console.log(`Duration: ${result.duration}ms`);
|
||||
|
||||
if (!result.success) {
|
||||
console.log(`Error: ${result.error}`);
|
||||
}
|
||||
```
|
||||
355
docs/src/content/docs/en/modules/transaction/distributed.md
Normal file
355
docs/src/content/docs/en/modules/transaction/distributed.md
Normal file
@@ -0,0 +1,355 @@
|
||||
---
|
||||
title: "Distributed Transactions"
|
||||
description: "Saga orchestrator and cross-server transaction support"
|
||||
---
|
||||
|
||||
## Saga Orchestrator
|
||||
|
||||
`SagaOrchestrator` is used to orchestrate distributed transactions across servers.
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import { SagaOrchestrator, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
timeout: 30000,
|
||||
serverId: 'orchestrator-1',
|
||||
});
|
||||
|
||||
const result = await orchestrator.execute([
|
||||
{
|
||||
name: 'deduct_currency',
|
||||
serverId: 'game-server-1',
|
||||
data: { playerId: 'player1', amount: 100 },
|
||||
execute: async (data) => {
|
||||
// Call game server API to deduct currency
|
||||
const response = await gameServerApi.deductCurrency(data);
|
||||
return { success: response.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
// Call game server API to restore currency
|
||||
await gameServerApi.addCurrency(data);
|
||||
},
|
||||
},
|
||||
{
|
||||
name: 'add_item',
|
||||
serverId: 'inventory-server-1',
|
||||
data: { playerId: 'player1', itemId: 'sword' },
|
||||
execute: async (data) => {
|
||||
const response = await inventoryServerApi.addItem(data);
|
||||
return { success: response.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryServerApi.removeItem(data);
|
||||
},
|
||||
},
|
||||
]);
|
||||
|
||||
if (result.success) {
|
||||
console.log('Saga completed successfully');
|
||||
} else {
|
||||
console.log('Saga failed:', result.error);
|
||||
console.log('Completed steps:', result.completedSteps);
|
||||
console.log('Failed at:', result.failedStep);
|
||||
}
|
||||
```
|
||||
|
||||
### Configuration Options
|
||||
|
||||
```typescript
|
||||
interface SagaOrchestratorConfig {
|
||||
storage?: ITransactionStorage; // Storage instance
|
||||
timeout?: number; // Timeout in milliseconds
|
||||
serverId?: string; // Orchestrator server ID
|
||||
}
|
||||
```
|
||||
|
||||
### Saga Step
|
||||
|
||||
```typescript
|
||||
interface SagaStep<T = unknown> {
|
||||
name: string; // Step name
|
||||
serverId?: string; // Target server ID
|
||||
data: T; // Step data
|
||||
execute: (data: T) => Promise<OperationResult>; // Execute function
|
||||
compensate: (data: T) => Promise<void>; // Compensate function
|
||||
}
|
||||
```
|
||||
|
||||
### Saga Result
|
||||
|
||||
```typescript
|
||||
interface SagaResult {
|
||||
success: boolean; // Whether succeeded
|
||||
sagaId: string; // Saga ID
|
||||
completedSteps: string[]; // Completed steps
|
||||
failedStep?: string; // Failed step
|
||||
error?: string; // Error message
|
||||
duration: number; // Execution time (ms)
|
||||
}
|
||||
```
|
||||
|
||||
## Execution Flow
|
||||
|
||||
```
|
||||
Start Saga
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ Step 1: execute │──fail──┐
|
||||
└─────────────────────┘ │
|
||||
│success │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ Step 2: execute │──fail──┤
|
||||
└─────────────────────┘ │
|
||||
│success │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ Step 3: execute │──fail──┤
|
||||
└─────────────────────┘ │
|
||||
│success ▼
|
||||
▼ ┌─────────────────────┐
|
||||
Saga Complete │ Step 2: compensate │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ Step 1: compensate │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
Saga Failed (compensated)
|
||||
```
|
||||
|
||||
## Saga Logs
|
||||
|
||||
The orchestrator records detailed execution logs:
|
||||
|
||||
```typescript
|
||||
interface SagaLog {
|
||||
id: string; // Saga ID
|
||||
state: SagaLogState; // State
|
||||
steps: SagaStepLog[]; // Step logs
|
||||
createdAt: number; // Creation time
|
||||
updatedAt: number; // Update time
|
||||
metadata?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
type SagaLogState =
|
||||
| 'pending' // Waiting to execute
|
||||
| 'running' // Executing
|
||||
| 'completed' // Completed
|
||||
| 'compensating' // Compensating
|
||||
| 'compensated' // Compensated
|
||||
| 'failed' // Failed
|
||||
|
||||
interface SagaStepLog {
|
||||
name: string; // Step name
|
||||
serverId?: string; // Server ID
|
||||
state: SagaStepState; // State
|
||||
startedAt?: number; // Start time
|
||||
completedAt?: number; // Completion time
|
||||
error?: string; // Error message
|
||||
}
|
||||
|
||||
type SagaStepState =
|
||||
| 'pending' // Waiting to execute
|
||||
| 'executing' // Executing
|
||||
| 'completed' // Completed
|
||||
| 'compensating' // Compensating
|
||||
| 'compensated' // Compensated
|
||||
| 'failed' // Failed
|
||||
```
|
||||
|
||||
### Query Saga Logs
|
||||
|
||||
```typescript
|
||||
const log = await orchestrator.getSagaLog('saga_xxx');
|
||||
|
||||
if (log) {
|
||||
console.log('Saga state:', log.state);
|
||||
for (const step of log.steps) {
|
||||
console.log(` ${step.name}: ${step.state}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Cross-Server Transaction Examples
|
||||
|
||||
### Scenario: Cross-Server Purchase
|
||||
|
||||
A player purchases an item on a game server, with currency on an account server and items on an inventory server.
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: redisStorage,
|
||||
serverId: 'purchase-orchestrator',
|
||||
});
|
||||
|
||||
async function crossServerPurchase(
|
||||
playerId: string,
|
||||
itemId: string,
|
||||
price: number
|
||||
): Promise<SagaResult> {
|
||||
return orchestrator.execute([
|
||||
// Step 1: Deduct balance on account server
|
||||
{
|
||||
name: 'deduct_balance',
|
||||
serverId: 'account-server',
|
||||
data: { playerId, amount: price },
|
||||
execute: async (data) => {
|
||||
const result = await accountService.deduct(data.playerId, data.amount);
|
||||
return { success: result.ok, error: result.error };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await accountService.refund(data.playerId, data.amount);
|
||||
},
|
||||
},
|
||||
|
||||
// Step 2: Add item on inventory server
|
||||
{
|
||||
name: 'add_item',
|
||||
serverId: 'inventory-server',
|
||||
data: { playerId, itemId },
|
||||
execute: async (data) => {
|
||||
const result = await inventoryService.addItem(data.playerId, data.itemId);
|
||||
return { success: result.ok, error: result.error };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
},
|
||||
|
||||
// Step 3: Record purchase log
|
||||
{
|
||||
name: 'log_purchase',
|
||||
serverId: 'log-server',
|
||||
data: { playerId, itemId, price, timestamp: Date.now() },
|
||||
execute: async (data) => {
|
||||
await logService.recordPurchase(data);
|
||||
return { success: true };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await logService.cancelPurchase(data);
|
||||
},
|
||||
},
|
||||
]);
|
||||
}
|
||||
```
|
||||
|
||||
### Scenario: Cross-Server Trade
|
||||
|
||||
Two players on different servers trade with each other.
|
||||
|
||||
```typescript
|
||||
async function crossServerTrade(
|
||||
playerA: { id: string; server: string; items: string[] },
|
||||
playerB: { id: string; server: string; items: string[] }
|
||||
): Promise<SagaResult> {
|
||||
const steps: SagaStep[] = [];
|
||||
|
||||
// Remove items from player A
|
||||
for (const itemId of playerA.items) {
|
||||
steps.push({
|
||||
name: `remove_${playerA.id}_${itemId}`,
|
||||
serverId: playerA.server,
|
||||
data: { playerId: playerA.id, itemId },
|
||||
execute: async (data) => {
|
||||
return await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.addItem(data.playerId, data.itemId);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// Add items to player B (from A)
|
||||
for (const itemId of playerA.items) {
|
||||
steps.push({
|
||||
name: `add_${playerB.id}_${itemId}`,
|
||||
serverId: playerB.server,
|
||||
data: { playerId: playerB.id, itemId },
|
||||
execute: async (data) => {
|
||||
return await inventoryService.addItem(data.playerId, data.itemId);
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// Similarly handle player B's items...
|
||||
|
||||
return orchestrator.execute(steps);
|
||||
}
|
||||
```
|
||||
|
||||
## Recovering Incomplete Sagas
|
||||
|
||||
Recover incomplete Sagas after server restart:
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: redisStorage,
|
||||
serverId: 'my-orchestrator',
|
||||
});
|
||||
|
||||
// Recover incomplete Sagas (will execute compensation)
|
||||
const recoveredCount = await orchestrator.recover();
|
||||
console.log(`Recovered ${recoveredCount} sagas`);
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Idempotency
|
||||
|
||||
Ensure all operations are idempotent:
|
||||
|
||||
```typescript
|
||||
{
|
||||
execute: async (data) => {
|
||||
// Use unique ID to ensure idempotency
|
||||
const result = await service.process(data.requestId, data);
|
||||
return { success: result.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
// Compensation must also be idempotent
|
||||
await service.rollback(data.requestId);
|
||||
},
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Timeout Handling
|
||||
|
||||
Set appropriate timeout values:
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
timeout: 60000, // Cross-server operations need longer timeout
|
||||
});
|
||||
```
|
||||
|
||||
### 3. Monitoring and Alerts
|
||||
|
||||
Log Saga execution results:
|
||||
|
||||
```typescript
|
||||
const result = await orchestrator.execute(steps);
|
||||
|
||||
if (!result.success) {
|
||||
// Send alert
|
||||
alertService.send({
|
||||
type: 'saga_failed',
|
||||
sagaId: result.sagaId,
|
||||
failedStep: result.failedStep,
|
||||
error: result.error,
|
||||
});
|
||||
|
||||
// Log details
|
||||
const log = await orchestrator.getSagaLog(result.sagaId);
|
||||
logger.error('Saga failed', { log });
|
||||
}
|
||||
```
|
||||
238
docs/src/content/docs/en/modules/transaction/index.md
Normal file
238
docs/src/content/docs/en/modules/transaction/index.md
Normal file
@@ -0,0 +1,238 @@
|
||||
---
|
||||
title: "Transaction System"
|
||||
description: "Game transaction system with distributed support for shop purchases, player trading, and more"
|
||||
---
|
||||
|
||||
`@esengine/transaction` provides comprehensive game transaction capabilities based on the Saga pattern, supporting shop purchases, player trading, multi-step tasks, and distributed transactions with Redis/MongoDB.
|
||||
|
||||
## Overview
|
||||
|
||||
The transaction system solves common data consistency problems in games:
|
||||
|
||||
| Scenario | Problem | Solution |
|
||||
|----------|---------|----------|
|
||||
| Shop Purchase | Payment succeeded but item not delivered | Atomic transaction with auto-rollback |
|
||||
| Player Trade | One party transferred items but other didn't receive | Saga compensation mechanism |
|
||||
| Cross-Server | Data inconsistency across servers | Distributed lock + transaction log |
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/transaction
|
||||
```
|
||||
|
||||
Optional dependencies (install based on storage needs):
|
||||
```bash
|
||||
npm install ioredis # Redis storage
|
||||
npm install mongodb # MongoDB storage
|
||||
```
|
||||
|
||||
## Architecture
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────┐
|
||||
│ Transaction Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ TransactionManager - Manages transaction lifecycle │
|
||||
│ TransactionContext - Encapsulates operations and state │
|
||||
│ SagaOrchestrator - Distributed Saga orchestrator │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ Storage Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ MemoryStorage - In-memory (dev/test) │
|
||||
│ RedisStorage - Redis (distributed lock + cache) │
|
||||
│ MongoStorage - MongoDB (persistent log) │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ Operation Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ CurrencyOperation - Currency operations │
|
||||
│ InventoryOperation - Inventory operations │
|
||||
│ TradeOperation - Trade operations │
|
||||
└─────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TransactionManager,
|
||||
MemoryStorage,
|
||||
CurrencyOperation,
|
||||
InventoryOperation,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
// Create transaction manager
|
||||
const manager = new TransactionManager({
|
||||
storage: new MemoryStorage(),
|
||||
defaultTimeout: 10000,
|
||||
});
|
||||
|
||||
// Execute transaction
|
||||
const result = await manager.run((tx) => {
|
||||
// Deduct gold
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
}));
|
||||
|
||||
// Add item
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1,
|
||||
}));
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
console.log('Purchase successful!');
|
||||
} else {
|
||||
console.log('Purchase failed:', result.error);
|
||||
}
|
||||
```
|
||||
|
||||
### Player Trading
|
||||
|
||||
```typescript
|
||||
import { TradeOperation } from '@esengine/transaction';
|
||||
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(new TradeOperation({
|
||||
tradeId: 'trade_001',
|
||||
partyA: {
|
||||
playerId: 'player1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
}));
|
||||
}, { timeout: 30000 });
|
||||
```
|
||||
|
||||
### Using Redis Storage
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { TransactionManager, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
const redis = new Redis('redis://localhost:6379');
|
||||
const storage = new RedisStorage({ client: redis });
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
### Using MongoDB Storage
|
||||
|
||||
```typescript
|
||||
import { MongoClient } from 'mongodb';
|
||||
import { TransactionManager, MongoStorage } from '@esengine/transaction';
|
||||
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
const db = client.db('game');
|
||||
|
||||
const storage = new MongoStorage({ db });
|
||||
await storage.ensureIndexes();
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
## Room Integration
|
||||
|
||||
```typescript
|
||||
import { Room } from '@esengine/server';
|
||||
import { withTransactions, CurrencyOperation, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
class GameRoom extends withTransactions(Room, {
|
||||
storage: new RedisStorage({ client: redisClient }),
|
||||
}) {
|
||||
@onMessage('Buy')
|
||||
async handleBuy(data: { itemId: string }, player: Player) {
|
||||
const result = await this.runTransaction((tx) => {
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: player.id,
|
||||
currency: 'gold',
|
||||
amount: getItemPrice(data.itemId),
|
||||
}));
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
player.send('buy_success', { itemId: data.itemId });
|
||||
} else {
|
||||
player.send('buy_failed', { error: result.error });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Documentation
|
||||
|
||||
- [Core Concepts](/en/modules/transaction/core/) - Transaction context, manager, Saga pattern
|
||||
- [Storage Layer](/en/modules/transaction/storage/) - MemoryStorage, RedisStorage, MongoStorage
|
||||
- [Operations](/en/modules/transaction/operations/) - Currency, inventory, trade operations
|
||||
- [Distributed Transactions](/en/modules/transaction/distributed/) - Saga orchestrator, cross-server transactions
|
||||
- [API Reference](/en/modules/transaction/api/) - Complete API documentation
|
||||
|
||||
## Service Tokens
|
||||
|
||||
For dependency injection:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TransactionManagerToken,
|
||||
TransactionStorageToken,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
const manager = services.get(TransactionManagerToken);
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Operation Granularity
|
||||
|
||||
```typescript
|
||||
// ✅ Good: Fine-grained operations, easy to rollback
|
||||
tx.addOperation(new CurrencyOperation({ type: 'deduct', ... }));
|
||||
tx.addOperation(new InventoryOperation({ type: 'add', ... }));
|
||||
|
||||
// ❌ Bad: Coarse-grained operation, hard to partially rollback
|
||||
tx.addOperation(new ComplexPurchaseOperation({ ... }));
|
||||
```
|
||||
|
||||
### 2. Timeout Settings
|
||||
|
||||
```typescript
|
||||
// Simple operations: short timeout
|
||||
await manager.run(tx => { ... }, { timeout: 5000 });
|
||||
|
||||
// Complex trades: longer timeout
|
||||
await manager.run(tx => { ... }, { timeout: 30000 });
|
||||
|
||||
// Cross-server: even longer timeout
|
||||
await manager.run(tx => { ... }, { timeout: 60000, distributed: true });
|
||||
```
|
||||
|
||||
### 3. Error Handling
|
||||
|
||||
```typescript
|
||||
const result = await manager.run((tx) => { ... });
|
||||
|
||||
if (!result.success) {
|
||||
// Log the error
|
||||
logger.error('Transaction failed', {
|
||||
transactionId: result.transactionId,
|
||||
error: result.error,
|
||||
duration: result.duration,
|
||||
});
|
||||
|
||||
// Notify user
|
||||
player.send('error', { message: getErrorMessage(result.error) });
|
||||
}
|
||||
```
|
||||
313
docs/src/content/docs/en/modules/transaction/operations.md
Normal file
313
docs/src/content/docs/en/modules/transaction/operations.md
Normal file
@@ -0,0 +1,313 @@
|
||||
---
|
||||
title: "Operations"
|
||||
description: "Built-in transaction operations: currency, inventory, trade"
|
||||
---
|
||||
|
||||
## BaseOperation
|
||||
|
||||
Base class for all operations, providing a common implementation template.
|
||||
|
||||
```typescript
|
||||
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
|
||||
|
||||
class MyOperation extends BaseOperation<MyData, MyResult> {
|
||||
readonly name = 'myOperation';
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
// Validate preconditions
|
||||
return true;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
|
||||
// Execute operation
|
||||
return this.success({ result: 'ok' });
|
||||
// or
|
||||
return this.failure('Something went wrong', 'ERROR_CODE');
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
// Rollback operation
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## CurrencyOperation
|
||||
|
||||
Handles currency addition and deduction.
|
||||
|
||||
### Deduct Currency
|
||||
|
||||
```typescript
|
||||
import { CurrencyOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
reason: 'purchase_item',
|
||||
}));
|
||||
```
|
||||
|
||||
### Add Currency
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
currency: 'diamond',
|
||||
amount: 50,
|
||||
reason: 'daily_reward',
|
||||
}));
|
||||
```
|
||||
|
||||
### Operation Data
|
||||
|
||||
```typescript
|
||||
interface CurrencyOperationData {
|
||||
type: 'add' | 'deduct'; // Operation type
|
||||
playerId: string; // Player ID
|
||||
currency: string; // Currency type
|
||||
amount: number; // Amount
|
||||
reason?: string; // Reason/source
|
||||
}
|
||||
```
|
||||
|
||||
### Operation Result
|
||||
|
||||
```typescript
|
||||
interface CurrencyOperationResult {
|
||||
beforeBalance: number; // Balance before operation
|
||||
afterBalance: number; // Balance after operation
|
||||
}
|
||||
```
|
||||
|
||||
### Custom Data Provider
|
||||
|
||||
```typescript
|
||||
interface ICurrencyProvider {
|
||||
getBalance(playerId: string, currency: string): Promise<number>;
|
||||
setBalance(playerId: string, currency: string, amount: number): Promise<void>;
|
||||
}
|
||||
|
||||
class MyCurrencyProvider implements ICurrencyProvider {
|
||||
async getBalance(playerId: string, currency: string): Promise<number> {
|
||||
// Get balance from database
|
||||
return await db.getCurrency(playerId, currency);
|
||||
}
|
||||
|
||||
async setBalance(playerId: string, currency: string, amount: number): Promise<void> {
|
||||
// Save to database
|
||||
await db.setCurrency(playerId, currency, amount);
|
||||
}
|
||||
}
|
||||
|
||||
// Use custom provider
|
||||
const op = new CurrencyOperation({ ... });
|
||||
op.setProvider(new MyCurrencyProvider());
|
||||
tx.addOperation(op);
|
||||
```
|
||||
|
||||
## InventoryOperation
|
||||
|
||||
Handles item addition, removal, and updates.
|
||||
|
||||
### Add Item
|
||||
|
||||
```typescript
|
||||
import { InventoryOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1,
|
||||
properties: { enchant: 'fire' },
|
||||
}));
|
||||
```
|
||||
|
||||
### Remove Item
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player1',
|
||||
itemId: 'potion_hp',
|
||||
quantity: 5,
|
||||
}));
|
||||
```
|
||||
|
||||
### Update Item
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'update',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1, // Optional, keeps original if not provided
|
||||
properties: { enchant: 'lightning', level: 5 },
|
||||
}));
|
||||
```
|
||||
|
||||
### Operation Data
|
||||
|
||||
```typescript
|
||||
interface InventoryOperationData {
|
||||
type: 'add' | 'remove' | 'update'; // Operation type
|
||||
playerId: string; // Player ID
|
||||
itemId: string; // Item ID
|
||||
quantity: number; // Quantity
|
||||
properties?: Record<string, unknown>; // Item properties
|
||||
reason?: string; // Reason/source
|
||||
}
|
||||
```
|
||||
|
||||
### Operation Result
|
||||
|
||||
```typescript
|
||||
interface InventoryOperationResult {
|
||||
beforeItem?: ItemData; // Item before operation
|
||||
afterItem?: ItemData; // Item after operation
|
||||
}
|
||||
|
||||
interface ItemData {
|
||||
itemId: string;
|
||||
quantity: number;
|
||||
properties?: Record<string, unknown>;
|
||||
}
|
||||
```
|
||||
|
||||
### Custom Data Provider
|
||||
|
||||
```typescript
|
||||
interface IInventoryProvider {
|
||||
getItem(playerId: string, itemId: string): Promise<ItemData | null>;
|
||||
setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void>;
|
||||
hasCapacity?(playerId: string, count: number): Promise<boolean>;
|
||||
}
|
||||
|
||||
class MyInventoryProvider implements IInventoryProvider {
|
||||
async getItem(playerId: string, itemId: string): Promise<ItemData | null> {
|
||||
return await db.getItem(playerId, itemId);
|
||||
}
|
||||
|
||||
async setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void> {
|
||||
if (item) {
|
||||
await db.saveItem(playerId, itemId, item);
|
||||
} else {
|
||||
await db.deleteItem(playerId, itemId);
|
||||
}
|
||||
}
|
||||
|
||||
async hasCapacity(playerId: string, count: number): Promise<boolean> {
|
||||
const current = await db.getItemCount(playerId);
|
||||
const max = await db.getMaxCapacity(playerId);
|
||||
return current + count <= max;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## TradeOperation
|
||||
|
||||
Handles item and currency exchange between players.
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import { TradeOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new TradeOperation({
|
||||
tradeId: 'trade_001',
|
||||
partyA: {
|
||||
playerId: 'player1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
currencies: [{ currency: 'diamond', amount: 10 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
reason: 'player_trade',
|
||||
}));
|
||||
```
|
||||
|
||||
### Operation Data
|
||||
|
||||
```typescript
|
||||
interface TradeOperationData {
|
||||
tradeId: string; // Trade ID
|
||||
partyA: TradeParty; // Trade initiator
|
||||
partyB: TradeParty; // Trade receiver
|
||||
reason?: string; // Reason/note
|
||||
}
|
||||
|
||||
interface TradeParty {
|
||||
playerId: string; // Player ID
|
||||
items?: TradeItem[]; // Items to give
|
||||
currencies?: TradeCurrency[]; // Currencies to give
|
||||
}
|
||||
|
||||
interface TradeItem {
|
||||
itemId: string;
|
||||
quantity: number;
|
||||
}
|
||||
|
||||
interface TradeCurrency {
|
||||
currency: string;
|
||||
amount: number;
|
||||
}
|
||||
```
|
||||
|
||||
### Execution Flow
|
||||
|
||||
TradeOperation internally generates the following sub-operation sequence:
|
||||
|
||||
```
|
||||
1. Remove partyA's items
|
||||
2. Add items to partyB (from partyA)
|
||||
3. Deduct partyA's currencies
|
||||
4. Add currencies to partyB (from partyA)
|
||||
5. Remove partyB's items
|
||||
6. Add items to partyA (from partyB)
|
||||
7. Deduct partyB's currencies
|
||||
8. Add currencies to partyA (from partyB)
|
||||
```
|
||||
|
||||
If any step fails, all previous operations are rolled back.
|
||||
|
||||
### Using Custom Providers
|
||||
|
||||
```typescript
|
||||
const op = new TradeOperation({ ... });
|
||||
op.setProvider({
|
||||
currencyProvider: new MyCurrencyProvider(),
|
||||
inventoryProvider: new MyInventoryProvider(),
|
||||
});
|
||||
tx.addOperation(op);
|
||||
```
|
||||
|
||||
## Factory Functions
|
||||
|
||||
Each operation class provides a factory function:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
createCurrencyOperation,
|
||||
createInventoryOperation,
|
||||
createTradeOperation,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(createCurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
}));
|
||||
|
||||
tx.addOperation(createInventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
}));
|
||||
```
|
||||
234
docs/src/content/docs/en/modules/transaction/storage.md
Normal file
234
docs/src/content/docs/en/modules/transaction/storage.md
Normal file
@@ -0,0 +1,234 @@
|
||||
---
|
||||
title: "Storage Layer"
|
||||
description: "Transaction storage interface and implementations: MemoryStorage, RedisStorage, MongoStorage"
|
||||
---
|
||||
|
||||
## Storage Interface
|
||||
|
||||
All storage implementations must implement the `ITransactionStorage` interface:
|
||||
|
||||
```typescript
|
||||
interface ITransactionStorage {
|
||||
// Lifecycle
|
||||
close?(): Promise<void>;
|
||||
|
||||
// Distributed lock
|
||||
acquireLock(key: string, ttl: number): Promise<string | null>;
|
||||
releaseLock(key: string, token: string): Promise<boolean>;
|
||||
|
||||
// Transaction log
|
||||
saveTransaction(tx: TransactionLog): Promise<void>;
|
||||
getTransaction(id: string): Promise<TransactionLog | null>;
|
||||
updateTransactionState(id: string, state: TransactionState): Promise<void>;
|
||||
updateOperationState(txId: string, opIndex: number, state: string, error?: string): Promise<void>;
|
||||
getPendingTransactions(serverId?: string): Promise<TransactionLog[]>;
|
||||
deleteTransaction(id: string): Promise<void>;
|
||||
|
||||
// Data operations
|
||||
get<T>(key: string): Promise<T | null>;
|
||||
set<T>(key: string, value: T, ttl?: number): Promise<void>;
|
||||
delete(key: string): Promise<boolean>;
|
||||
}
|
||||
```
|
||||
|
||||
## MemoryStorage
|
||||
|
||||
In-memory storage, suitable for development and testing.
|
||||
|
||||
```typescript
|
||||
import { MemoryStorage } from '@esengine/transaction';
|
||||
|
||||
const storage = new MemoryStorage({
|
||||
maxTransactions: 1000, // Maximum transaction log count
|
||||
});
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
### Characteristics
|
||||
|
||||
- ✅ No external dependencies
|
||||
- ✅ Fast, good for debugging
|
||||
- ❌ Data only stored in memory
|
||||
- ❌ No true distributed locking
|
||||
- ❌ Data lost on restart
|
||||
|
||||
### Test Helpers
|
||||
|
||||
```typescript
|
||||
// Clear all data
|
||||
storage.clear();
|
||||
|
||||
// Get transaction count
|
||||
console.log(storage.transactionCount);
|
||||
```
|
||||
|
||||
## RedisStorage
|
||||
|
||||
Redis storage, suitable for production distributed systems. Uses factory pattern with lazy connection.
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { RedisStorage } from '@esengine/transaction';
|
||||
|
||||
// Factory pattern: lazy connection, connects on first operation
|
||||
const storage = new RedisStorage({
|
||||
factory: () => new Redis('redis://localhost:6379'),
|
||||
prefix: 'tx:', // Key prefix
|
||||
transactionTTL: 86400, // Transaction log TTL (seconds)
|
||||
});
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
|
||||
// Close connection when done
|
||||
await storage.close();
|
||||
|
||||
// Or use await using for automatic cleanup (TypeScript 5.2+)
|
||||
await using storage = new RedisStorage({
|
||||
factory: () => new Redis('redis://localhost:6379')
|
||||
});
|
||||
// Automatically closed when scope ends
|
||||
```
|
||||
|
||||
### Characteristics
|
||||
|
||||
- ✅ High-performance distributed locking
|
||||
- ✅ Fast read/write
|
||||
- ✅ Supports TTL auto-expiration
|
||||
- ✅ Suitable for high concurrency
|
||||
- ❌ Requires Redis server
|
||||
|
||||
### Distributed Lock Implementation
|
||||
|
||||
Uses Redis `SET NX EX` for distributed locking:
|
||||
|
||||
```typescript
|
||||
// Acquire lock (atomic operation)
|
||||
SET tx:lock:player:123 <token> NX EX 10
|
||||
|
||||
// Release lock (Lua script for atomicity)
|
||||
if redis.call("get", KEYS[1]) == ARGV[1] then
|
||||
return redis.call("del", KEYS[1])
|
||||
else
|
||||
return 0
|
||||
end
|
||||
```
|
||||
|
||||
### Key Structure
|
||||
|
||||
```
|
||||
tx:lock:{key} - Distributed locks
|
||||
tx:tx:{id} - Transaction logs
|
||||
tx:server:{id}:txs - Server transaction index
|
||||
tx:data:{key} - Business data
|
||||
```
|
||||
|
||||
## MongoStorage
|
||||
|
||||
MongoDB storage, suitable for scenarios requiring persistence and complex queries. Uses factory pattern with lazy connection.
|
||||
|
||||
```typescript
|
||||
import { MongoClient } from 'mongodb';
|
||||
import { MongoStorage } from '@esengine/transaction';
|
||||
|
||||
// Factory pattern: lazy connection, connects on first operation
|
||||
const storage = new MongoStorage({
|
||||
factory: async () => {
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
return client;
|
||||
},
|
||||
database: 'game',
|
||||
transactionCollection: 'transactions', // Transaction log collection
|
||||
dataCollection: 'transaction_data', // Business data collection
|
||||
lockCollection: 'transaction_locks', // Lock collection
|
||||
});
|
||||
|
||||
// Create indexes (run on first startup)
|
||||
await storage.ensureIndexes();
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
|
||||
// Close connection when done
|
||||
await storage.close();
|
||||
|
||||
// Or use await using for automatic cleanup (TypeScript 5.2+)
|
||||
await using storage = new MongoStorage({ ... });
|
||||
```
|
||||
|
||||
### Characteristics
|
||||
|
||||
- ✅ Persistent storage
|
||||
- ✅ Supports complex queries
|
||||
- ✅ Transaction logs are traceable
|
||||
- ✅ Suitable for audit requirements
|
||||
- ❌ Slightly lower performance than Redis
|
||||
- ❌ Requires MongoDB server
|
||||
|
||||
### Index Structure
|
||||
|
||||
```javascript
|
||||
// transactions collection
|
||||
{ state: 1 }
|
||||
{ 'metadata.serverId': 1 }
|
||||
{ createdAt: 1 }
|
||||
|
||||
// transaction_locks collection
|
||||
{ expireAt: 1 } // TTL index
|
||||
|
||||
// transaction_data collection
|
||||
{ expireAt: 1 } // TTL index
|
||||
```
|
||||
|
||||
### Distributed Lock Implementation
|
||||
|
||||
Uses MongoDB unique index for distributed locking:
|
||||
|
||||
```typescript
|
||||
// Acquire lock
|
||||
db.transaction_locks.insertOne({
|
||||
_id: 'player:123',
|
||||
token: '<token>',
|
||||
expireAt: new Date(Date.now() + 10000)
|
||||
});
|
||||
|
||||
// If key exists, check if expired
|
||||
db.transaction_locks.updateOne(
|
||||
{ _id: 'player:123', expireAt: { $lt: new Date() } },
|
||||
{ $set: { token: '<token>', expireAt: new Date(Date.now() + 10000) } }
|
||||
);
|
||||
```
|
||||
|
||||
## Storage Selection Guide
|
||||
|
||||
| Scenario | Recommended Storage | Reason |
|
||||
|----------|---------------------|--------|
|
||||
| Development/Testing | MemoryStorage | No dependencies, fast startup |
|
||||
| Single-machine Production | RedisStorage | High performance, simple |
|
||||
| Distributed System | RedisStorage | True distributed locking |
|
||||
| Audit Required | MongoStorage | Persistent logs |
|
||||
| Mixed Requirements | Redis + Mongo | Redis for locks, Mongo for logs |
|
||||
|
||||
## Custom Storage
|
||||
|
||||
Implement `ITransactionStorage` interface to create custom storage:
|
||||
|
||||
```typescript
|
||||
import { ITransactionStorage, TransactionLog, TransactionState } from '@esengine/transaction';
|
||||
|
||||
class MyCustomStorage implements ITransactionStorage {
|
||||
async acquireLock(key: string, ttl: number): Promise<string | null> {
|
||||
// Implement distributed lock acquisition
|
||||
}
|
||||
|
||||
async releaseLock(key: string, token: string): Promise<boolean> {
|
||||
// Implement distributed lock release
|
||||
}
|
||||
|
||||
async saveTransaction(tx: TransactionLog): Promise<void> {
|
||||
// Save transaction log
|
||||
}
|
||||
|
||||
// ... implement other methods
|
||||
}
|
||||
```
|
||||
@@ -35,6 +35,7 @@ ESEngine 提供了丰富的功能模块,可以按需引入到你的项目中
|
||||
| 模块 | 包名 | 描述 |
|
||||
|------|------|------|
|
||||
| [网络同步](/modules/network/) | `@esengine/network` | 多人游戏网络同步 |
|
||||
| [事务系统](/modules/transaction/) | `@esengine/transaction` | 游戏事务处理,支持分布式事务 |
|
||||
|
||||
## 安装
|
||||
|
||||
|
||||
506
docs/src/content/docs/modules/network/auth.md
Normal file
506
docs/src/content/docs/modules/network/auth.md
Normal file
@@ -0,0 +1,506 @@
|
||||
---
|
||||
title: "认证系统"
|
||||
description: "使用 JWT 和 Session 提供者为游戏服务器添加认证功能"
|
||||
---
|
||||
|
||||
`@esengine/server` 包内置了可插拔的认证系统,支持 JWT、会话认证和自定义提供者。
|
||||
|
||||
## 安装
|
||||
|
||||
认证功能已包含在 server 包中:
|
||||
|
||||
```bash
|
||||
npm install @esengine/server jsonwebtoken
|
||||
```
|
||||
|
||||
> 注意:`jsonwebtoken` 是可选的 peer dependency,仅在使用 JWT 认证时需要。
|
||||
|
||||
## 快速开始
|
||||
|
||||
### JWT 认证
|
||||
|
||||
```typescript
|
||||
import { createServer } from '@esengine/server'
|
||||
import { withAuth, createJwtAuthProvider, withRoomAuth, requireAuth } from '@esengine/server/auth'
|
||||
|
||||
// 创建 JWT 提供者
|
||||
const jwtProvider = createJwtAuthProvider({
|
||||
secret: process.env.JWT_SECRET!,
|
||||
expiresIn: 3600, // 1 小时
|
||||
})
|
||||
|
||||
// 用认证包装服务器
|
||||
const server = withAuth(await createServer({ port: 3000 }), {
|
||||
provider: jwtProvider,
|
||||
extractCredentials: (req) => {
|
||||
const url = new URL(req.url ?? '', 'http://localhost')
|
||||
return url.searchParams.get('token')
|
||||
},
|
||||
})
|
||||
|
||||
// 定义需要认证的房间
|
||||
class GameRoom extends withRoomAuth(Room, { requireAuth: true }) {
|
||||
onJoin(player) {
|
||||
console.log(`${player.user?.name} 加入了游戏!`)
|
||||
}
|
||||
}
|
||||
|
||||
server.define('game', GameRoom)
|
||||
await server.start()
|
||||
```
|
||||
|
||||
## 认证提供者
|
||||
|
||||
### JWT 提供者
|
||||
|
||||
使用 JSON Web Tokens 实现无状态认证:
|
||||
|
||||
```typescript
|
||||
import { createJwtAuthProvider } from '@esengine/server/auth'
|
||||
|
||||
const jwtProvider = createJwtAuthProvider({
|
||||
// 必填:密钥
|
||||
secret: 'your-secret-key',
|
||||
|
||||
// 可选:算法(默认:HS256)
|
||||
algorithm: 'HS256',
|
||||
|
||||
// 可选:过期时间(秒,默认:3600)
|
||||
expiresIn: 3600,
|
||||
|
||||
// 可选:签发者(用于验证)
|
||||
issuer: 'my-game-server',
|
||||
|
||||
// 可选:受众(用于验证)
|
||||
audience: 'my-game-client',
|
||||
|
||||
// 可选:自定义用户提取
|
||||
getUser: async (payload) => {
|
||||
// 从数据库获取用户
|
||||
return await db.users.findById(payload.sub)
|
||||
},
|
||||
})
|
||||
|
||||
// 签发令牌(用于登录接口)
|
||||
const token = jwtProvider.sign({
|
||||
sub: user.id,
|
||||
name: user.name,
|
||||
roles: ['player'],
|
||||
})
|
||||
|
||||
// 解码但不验证(用于调试)
|
||||
const payload = jwtProvider.decode(token)
|
||||
```
|
||||
|
||||
### Session 提供者
|
||||
|
||||
使用服务端会话实现有状态认证:
|
||||
|
||||
```typescript
|
||||
import { createSessionAuthProvider, type ISessionStorage } from '@esengine/server/auth'
|
||||
|
||||
// 自定义存储实现
|
||||
const storage: ISessionStorage = {
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
return await redis.get(key)
|
||||
},
|
||||
async set<T>(key: string, value: T): Promise<void> {
|
||||
await redis.set(key, value)
|
||||
},
|
||||
async delete(key: string): Promise<boolean> {
|
||||
return await redis.del(key) > 0
|
||||
},
|
||||
}
|
||||
|
||||
const sessionProvider = createSessionAuthProvider({
|
||||
storage,
|
||||
sessionTTL: 86400000, // 24 小时(毫秒)
|
||||
|
||||
// 可选:每次请求时验证用户
|
||||
validateUser: (user) => !user.banned,
|
||||
})
|
||||
|
||||
// 创建会话(用于登录接口)
|
||||
const sessionId = await sessionProvider.createSession(user, {
|
||||
ipAddress: req.ip,
|
||||
userAgent: req.headers['user-agent'],
|
||||
})
|
||||
|
||||
// 撤销会话(用于登出)
|
||||
await sessionProvider.revoke(sessionId)
|
||||
```
|
||||
|
||||
## 服务器认证 Mixin
|
||||
|
||||
`withAuth` 函数用于包装服务器添加认证功能:
|
||||
|
||||
```typescript
|
||||
import { withAuth } from '@esengine/server/auth'
|
||||
|
||||
const server = withAuth(baseServer, {
|
||||
// 必填:认证提供者
|
||||
provider: jwtProvider,
|
||||
|
||||
// 必填:从请求中提取凭证
|
||||
extractCredentials: (req) => {
|
||||
// 从查询字符串获取
|
||||
return new URL(req.url, 'http://localhost').searchParams.get('token')
|
||||
|
||||
// 或从请求头获取
|
||||
// return req.headers['authorization']?.replace('Bearer ', '')
|
||||
},
|
||||
|
||||
// 可选:处理认证失败
|
||||
onAuthFailed: (conn, error) => {
|
||||
console.log(`认证失败: ${error}`)
|
||||
},
|
||||
})
|
||||
```
|
||||
|
||||
### 访问认证上下文
|
||||
|
||||
认证后,可以从连接获取认证上下文:
|
||||
|
||||
```typescript
|
||||
import { getAuthContext } from '@esengine/server/auth'
|
||||
|
||||
server.onConnect = (conn) => {
|
||||
const auth = getAuthContext(conn)
|
||||
|
||||
if (auth.isAuthenticated) {
|
||||
console.log(`用户 ${auth.userId} 已连接`)
|
||||
console.log(`角色: ${auth.roles}`)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 房间认证 Mixin
|
||||
|
||||
`withRoomAuth` 函数为房间添加认证检查:
|
||||
|
||||
```typescript
|
||||
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
|
||||
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
roles: string[]
|
||||
}
|
||||
|
||||
class GameRoom extends withRoomAuth<User>(Room, {
|
||||
// 要求认证才能加入
|
||||
requireAuth: true,
|
||||
|
||||
// 可选:要求特定角色
|
||||
allowedRoles: ['player', 'premium'],
|
||||
|
||||
// 可选:角色检查模式('any' 或 'all')
|
||||
roleCheckMode: 'any',
|
||||
}) {
|
||||
// player 拥有 .auth 和 .user 属性
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
console.log(`${player.user?.name} 加入了`)
|
||||
console.log(`是否高级会员: ${player.auth.hasRole('premium')}`)
|
||||
}
|
||||
|
||||
// 可选:自定义认证验证
|
||||
async onAuth(player: AuthPlayer<User>): Promise<boolean> {
|
||||
// 额外的验证逻辑
|
||||
if (player.auth.hasRole('banned')) {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
@onMessage('Chat')
|
||||
handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
this.broadcast('Chat', {
|
||||
from: player.user?.name ?? '访客',
|
||||
text: data.text,
|
||||
})
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### AuthPlayer 接口
|
||||
|
||||
认证房间中的玩家拥有额外属性:
|
||||
|
||||
```typescript
|
||||
interface AuthPlayer<TUser> extends Player {
|
||||
// 完整认证上下文
|
||||
readonly auth: IAuthContext<TUser>
|
||||
|
||||
// 用户信息(auth.user 的快捷方式)
|
||||
readonly user: TUser | null
|
||||
}
|
||||
```
|
||||
|
||||
### 房间认证辅助方法
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRoomAuth<User>(Room) {
|
||||
someMethod() {
|
||||
// 通过用户 ID 获取玩家
|
||||
const player = this.getPlayerByUserId('user-123')
|
||||
|
||||
// 获取拥有特定角色的所有玩家
|
||||
const admins = this.getPlayersByRole('admin')
|
||||
|
||||
// 获取带认证信息的玩家
|
||||
const authPlayer = this.getAuthPlayer(playerId)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 认证装饰器
|
||||
|
||||
### @requireAuth
|
||||
|
||||
标记消息处理器需要认证:
|
||||
|
||||
```typescript
|
||||
import { requireAuth, requireRole, onMessage } from '@esengine/server/auth'
|
||||
|
||||
class GameRoom extends withRoomAuth(Room) {
|
||||
@requireAuth()
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: AuthPlayer) {
|
||||
// 只有已认证玩家才能交易
|
||||
}
|
||||
|
||||
@requireAuth({ allowGuest: true })
|
||||
@onMessage('Chat')
|
||||
handleChat(data: ChatData, player: AuthPlayer) {
|
||||
// 访客也可以聊天
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### @requireRole
|
||||
|
||||
要求特定角色才能访问消息处理器:
|
||||
|
||||
```typescript
|
||||
class AdminRoom extends withRoomAuth(Room) {
|
||||
@requireRole('admin')
|
||||
@onMessage('Ban')
|
||||
handleBan(data: BanData, player: AuthPlayer) {
|
||||
// 只有管理员才能封禁
|
||||
}
|
||||
|
||||
@requireRole(['moderator', 'admin'])
|
||||
@onMessage('Mute')
|
||||
handleMute(data: MuteData, player: AuthPlayer) {
|
||||
// 版主或管理员可以禁言
|
||||
}
|
||||
|
||||
@requireRole(['verified', 'premium'], { mode: 'all' })
|
||||
@onMessage('SpecialFeature')
|
||||
handleSpecial(data: any, player: AuthPlayer) {
|
||||
// 需要同时拥有 verified 和 premium 角色
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 认证上下文 API
|
||||
|
||||
认证上下文提供多种检查认证状态的方法:
|
||||
|
||||
```typescript
|
||||
interface IAuthContext<TUser> {
|
||||
// 认证状态
|
||||
readonly isAuthenticated: boolean
|
||||
readonly user: TUser | null
|
||||
readonly userId: string | null
|
||||
readonly roles: ReadonlyArray<string>
|
||||
readonly authenticatedAt: number | null
|
||||
readonly expiresAt: number | null
|
||||
|
||||
// 角色检查
|
||||
hasRole(role: string): boolean
|
||||
hasAnyRole(roles: string[]): boolean
|
||||
hasAllRoles(roles: string[]): boolean
|
||||
}
|
||||
```
|
||||
|
||||
`AuthContext` 类(实现类)还提供:
|
||||
|
||||
```typescript
|
||||
class AuthContext<TUser> implements IAuthContext<TUser> {
|
||||
// 从认证结果设置认证状态
|
||||
setAuthenticated(result: AuthResult<TUser>): void
|
||||
|
||||
// 清除认证状态
|
||||
clear(): void
|
||||
}
|
||||
```
|
||||
|
||||
## 测试
|
||||
|
||||
使用模拟认证提供者进行单元测试:
|
||||
|
||||
```typescript
|
||||
import { createMockAuthProvider } from '@esengine/server/auth/testing'
|
||||
|
||||
// 创建带预设用户的模拟提供者
|
||||
const mockProvider = createMockAuthProvider({
|
||||
users: [
|
||||
{ id: '1', name: 'Alice', roles: ['player'] },
|
||||
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
|
||||
],
|
||||
autoCreate: true, // 为未知令牌创建用户
|
||||
})
|
||||
|
||||
// 在测试中使用
|
||||
const server = withAuth(testServer, {
|
||||
provider: mockProvider,
|
||||
extractCredentials: (req) => req.headers['x-token'],
|
||||
})
|
||||
|
||||
// 使用用户 ID 作为令牌进行验证
|
||||
const result = await mockProvider.verify('1')
|
||||
// result.user = { id: '1', name: 'Alice', roles: ['player'] }
|
||||
|
||||
// 动态添加/移除用户
|
||||
mockProvider.addUser({ id: '3', name: 'Charlie', roles: ['guest'] })
|
||||
mockProvider.removeUser('3')
|
||||
|
||||
// 撤销令牌
|
||||
await mockProvider.revoke('1')
|
||||
|
||||
// 重置到初始状态
|
||||
mockProvider.clear()
|
||||
```
|
||||
|
||||
## 错误处理
|
||||
|
||||
认证错误包含错误码用于程序化处理:
|
||||
|
||||
```typescript
|
||||
type AuthErrorCode =
|
||||
| 'INVALID_CREDENTIALS' // 用户名/密码无效
|
||||
| 'INVALID_TOKEN' // 令牌格式错误或无效
|
||||
| 'EXPIRED_TOKEN' // 令牌已过期
|
||||
| 'USER_NOT_FOUND' // 用户查找失败
|
||||
| 'ACCOUNT_DISABLED' // 用户账号已禁用
|
||||
| 'RATE_LIMITED' // 请求过于频繁
|
||||
| 'INSUFFICIENT_PERMISSIONS' // 权限不足
|
||||
|
||||
// 在认证失败处理器中
|
||||
const server = withAuth(baseServer, {
|
||||
provider: jwtProvider,
|
||||
extractCredentials,
|
||||
onAuthFailed: (conn, error) => {
|
||||
switch (error.errorCode) {
|
||||
case 'EXPIRED_TOKEN':
|
||||
conn.send('AuthError', { code: 'TOKEN_EXPIRED' })
|
||||
break
|
||||
case 'INVALID_TOKEN':
|
||||
conn.send('AuthError', { code: 'INVALID_TOKEN' })
|
||||
break
|
||||
default:
|
||||
conn.close()
|
||||
}
|
||||
},
|
||||
})
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
以下是使用 JWT 认证的完整示例:
|
||||
|
||||
```typescript
|
||||
// server.ts
|
||||
import { createServer } from '@esengine/server'
|
||||
import {
|
||||
withAuth,
|
||||
withRoomAuth,
|
||||
createJwtAuthProvider,
|
||||
requireAuth,
|
||||
requireRole,
|
||||
type AuthPlayer,
|
||||
} from '@esengine/server/auth'
|
||||
|
||||
// 类型定义
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
roles: string[]
|
||||
}
|
||||
|
||||
// JWT 提供者
|
||||
const jwtProvider = createJwtAuthProvider<User>({
|
||||
secret: process.env.JWT_SECRET!,
|
||||
expiresIn: 3600,
|
||||
getUser: async (payload) => ({
|
||||
id: payload.sub as string,
|
||||
name: payload.name as string,
|
||||
roles: (payload.roles as string[]) ?? [],
|
||||
}),
|
||||
})
|
||||
|
||||
// 创建带认证的服务器
|
||||
const server = withAuth(
|
||||
await createServer({ port: 3000 }),
|
||||
{
|
||||
provider: jwtProvider,
|
||||
extractCredentials: (req) => {
|
||||
return new URL(req.url ?? '', 'http://localhost')
|
||||
.searchParams.get('token')
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
// 带认证的游戏房间
|
||||
class GameRoom extends withRoomAuth<User>(Room, {
|
||||
requireAuth: true,
|
||||
allowedRoles: ['player'],
|
||||
}) {
|
||||
onCreate() {
|
||||
console.log('游戏房间已创建')
|
||||
}
|
||||
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
console.log(`${player.user?.name} 加入了!`)
|
||||
this.broadcast('PlayerJoined', {
|
||||
id: player.id,
|
||||
name: player.user?.name,
|
||||
})
|
||||
}
|
||||
|
||||
@requireAuth()
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
|
||||
// 处理移动
|
||||
}
|
||||
|
||||
@requireRole('admin')
|
||||
@onMessage('Kick')
|
||||
handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
|
||||
const target = this.getPlayer(data.playerId)
|
||||
if (target) {
|
||||
this.kick(target, '被管理员踢出')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
server.define('game', GameRoom)
|
||||
await server.start()
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **保护密钥安全**:永远不要硬编码 JWT 密钥,使用环境变量。
|
||||
|
||||
2. **设置合理的过期时间**:在安全性和用户体验之间平衡令牌 TTL。
|
||||
|
||||
3. **在关键操作上验证**:在敏感消息处理器上使用 `@requireAuth`。
|
||||
|
||||
4. **使用基于角色的访问控制**:为管理功能实现适当的角色层级。
|
||||
|
||||
5. **处理令牌刷新**:为长会话实现令牌刷新逻辑。
|
||||
|
||||
6. **记录认证事件**:跟踪登录尝试和失败以进行安全监控。
|
||||
|
||||
7. **测试认证流程**:使用 `MockAuthProvider` 测试认证场景。
|
||||
458
docs/src/content/docs/modules/network/rate-limit.md
Normal file
458
docs/src/content/docs/modules/network/rate-limit.md
Normal file
@@ -0,0 +1,458 @@
|
||||
---
|
||||
title: "速率限制"
|
||||
description: "使用可配置的速率限制保护你的游戏服务器免受滥用"
|
||||
---
|
||||
|
||||
`@esengine/server` 包含可插拔的速率限制系统,用于防止 DDoS 攻击、消息洪水和其他滥用行为。
|
||||
|
||||
## 安装
|
||||
|
||||
速率限制包含在 server 包中:
|
||||
|
||||
```bash
|
||||
npm install @esengine/server
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
```typescript
|
||||
import { Room, onMessage } from '@esengine/server'
|
||||
import { withRateLimit, rateLimit, noRateLimit } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 20,
|
||||
onLimited: (player, type, result) => {
|
||||
player.send('Error', {
|
||||
code: 'RATE_LIMITED',
|
||||
retryAfter: result.retryAfter,
|
||||
})
|
||||
},
|
||||
}) {
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: Player) {
|
||||
// 受速率限制保护(默认 10 msg/s)
|
||||
}
|
||||
|
||||
@rateLimit({ messagesPerSecond: 1 })
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: Player) {
|
||||
// 交易使用更严格的限制
|
||||
}
|
||||
|
||||
@noRateLimit()
|
||||
@onMessage('Heartbeat')
|
||||
handleHeartbeat(data: any, player: Player) {
|
||||
// 心跳不限制
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 速率限制策略
|
||||
|
||||
### 令牌桶(默认)
|
||||
|
||||
令牌桶算法允许突发流量,同时保持长期速率限制。令牌以固定速率添加,每个请求消耗令牌。
|
||||
|
||||
```typescript
|
||||
import { withRateLimit } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
strategy: 'token-bucket',
|
||||
messagesPerSecond: 10, // 补充速率
|
||||
burstSize: 20, // 桶容量
|
||||
}) { }
|
||||
```
|
||||
|
||||
**工作原理:**
|
||||
```
|
||||
配置: rate=10/s, burstSize=20
|
||||
|
||||
[0s] 桶满: 20 令牌
|
||||
[0s] 收到 15 条消息 → 允许,剩余 5
|
||||
[0.5s] 补充 5 令牌 → 10 令牌
|
||||
[0.5s] 收到 8 条消息 → 允许,剩余 2
|
||||
[0.6s] 补充 1 令牌 → 3 令牌
|
||||
[0.6s] 收到 5 条消息 → 允许 3,拒绝 2
|
||||
```
|
||||
|
||||
**最适合:** 大多数通用场景,平衡突发容忍度与保护。
|
||||
|
||||
### 滑动窗口
|
||||
|
||||
滑动窗口算法精确跟踪时间窗口内的请求。比固定窗口更准确,但内存使用稍多。
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
strategy: 'sliding-window',
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 10,
|
||||
}) { }
|
||||
```
|
||||
|
||||
**最适合:** 需要精确限流且不需要突发容忍的场景。
|
||||
|
||||
### 固定窗口
|
||||
|
||||
固定窗口算法将时间划分为固定间隔,并计算每个间隔内的请求数。简单且内存高效,但在窗口边界允许 2 倍突发。
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
strategy: 'fixed-window',
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 10,
|
||||
}) { }
|
||||
```
|
||||
|
||||
**最适合:** 简单场景,可接受边界突发。
|
||||
|
||||
## 配置
|
||||
|
||||
### 房间配置
|
||||
|
||||
```typescript
|
||||
import { withRateLimit } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room, {
|
||||
// 每秒允许的消息数(默认: 10)
|
||||
messagesPerSecond: 10,
|
||||
|
||||
// 突发容量 / 桶大小(默认: 20)
|
||||
burstSize: 20,
|
||||
|
||||
// 策略: 'token-bucket' | 'sliding-window' | 'fixed-window'
|
||||
strategy: 'token-bucket',
|
||||
|
||||
// 被限流时的回调
|
||||
onLimited: (player, messageType, result) => {
|
||||
player.send('RateLimited', {
|
||||
type: messageType,
|
||||
retryAfter: result.retryAfter,
|
||||
})
|
||||
},
|
||||
|
||||
// 限流时断开连接(默认: false)
|
||||
disconnectOnLimit: false,
|
||||
|
||||
// 连续 N 次限流后断开(0 = 永不)
|
||||
maxConsecutiveLimits: 10,
|
||||
|
||||
// 自定义键函数(默认: player.id)
|
||||
getKey: (player) => player.id,
|
||||
|
||||
// 清理间隔(毫秒,默认: 60000)
|
||||
cleanupInterval: 60000,
|
||||
}) { }
|
||||
```
|
||||
|
||||
### 单消息配置
|
||||
|
||||
使用装饰器为特定消息配置速率限制:
|
||||
|
||||
```typescript
|
||||
import { rateLimit, noRateLimit, rateLimitMessage } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room) {
|
||||
// 此消息使用自定义速率限制
|
||||
@rateLimit({ messagesPerSecond: 1, burstSize: 2 })
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: Player) { }
|
||||
|
||||
// 此消息消耗 5 个令牌
|
||||
@rateLimit({ cost: 5 })
|
||||
@onMessage('ExpensiveAction')
|
||||
handleExpensive(data: any, player: Player) { }
|
||||
|
||||
// 豁免速率限制
|
||||
@noRateLimit()
|
||||
@onMessage('Heartbeat')
|
||||
handleHeartbeat(data: any, player: Player) { }
|
||||
|
||||
// 替代方案:显式指定消息类型
|
||||
@rateLimitMessage('SpecialAction', { messagesPerSecond: 2 })
|
||||
@onMessage('SpecialAction')
|
||||
handleSpecial(data: any, player: Player) { }
|
||||
}
|
||||
```
|
||||
|
||||
## 与认证系统组合
|
||||
|
||||
速率限制可与认证系统无缝配合:
|
||||
|
||||
```typescript
|
||||
import { withRoomAuth } from '@esengine/server/auth'
|
||||
import { withRateLimit } from '@esengine/server/ratelimit'
|
||||
|
||||
// 同时应用两个 mixin
|
||||
class GameRoom extends withRateLimit(
|
||||
withRoomAuth(Room, { requireAuth: true }),
|
||||
{ messagesPerSecond: 10 }
|
||||
) {
|
||||
onJoin(player: AuthPlayer) {
|
||||
console.log(`${player.user?.name} 已加入,受速率限制保护`)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 速率限制结果
|
||||
|
||||
当消息被限流时,回调会收到结果对象:
|
||||
|
||||
```typescript
|
||||
interface RateLimitResult {
|
||||
// 是否允许请求
|
||||
allowed: boolean
|
||||
|
||||
// 剩余配额
|
||||
remaining: number
|
||||
|
||||
// 配额重置时间(时间戳)
|
||||
resetAt: number
|
||||
|
||||
// 重试等待时间(毫秒)
|
||||
retryAfter?: number
|
||||
}
|
||||
```
|
||||
|
||||
## 访问速率限制上下文
|
||||
|
||||
你可以访问任何玩家的速率限制上下文:
|
||||
|
||||
```typescript
|
||||
import { getPlayerRateLimitContext } from '@esengine/server/ratelimit'
|
||||
|
||||
class GameRoom extends withRateLimit(Room) {
|
||||
someMethod(player: Player) {
|
||||
const context = this.getRateLimitContext(player)
|
||||
|
||||
// 检查但不消费
|
||||
const status = context?.check()
|
||||
console.log(`剩余: ${status?.remaining}`)
|
||||
|
||||
// 获取连续限流次数
|
||||
console.log(`连续限流: ${context?.consecutiveLimitCount}`)
|
||||
}
|
||||
}
|
||||
|
||||
// 或使用独立函数
|
||||
const context = getPlayerRateLimitContext(player)
|
||||
```
|
||||
|
||||
## 自定义策略
|
||||
|
||||
你可以直接使用策略进行自定义实现:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TokenBucketStrategy,
|
||||
SlidingWindowStrategy,
|
||||
FixedWindowStrategy,
|
||||
createTokenBucketStrategy,
|
||||
} from '@esengine/server/ratelimit'
|
||||
|
||||
// 直接创建策略
|
||||
const strategy = createTokenBucketStrategy({
|
||||
rate: 10, // 每秒令牌数
|
||||
capacity: 20, // 最大令牌数
|
||||
})
|
||||
|
||||
// 检查并消费
|
||||
const result = strategy.consume('player-123')
|
||||
if (result.allowed) {
|
||||
// 处理消息
|
||||
} else {
|
||||
// 被限流,等待 result.retryAfter 毫秒
|
||||
}
|
||||
|
||||
// 检查但不消费
|
||||
const status = strategy.getStatus('player-123')
|
||||
|
||||
// 重置某个键
|
||||
strategy.reset('player-123')
|
||||
|
||||
// 清理过期记录
|
||||
strategy.cleanup()
|
||||
```
|
||||
|
||||
## 速率限制上下文
|
||||
|
||||
`RateLimitContext` 类管理单个玩家的速率限制:
|
||||
|
||||
```typescript
|
||||
import { RateLimitContext, TokenBucketStrategy } from '@esengine/server/ratelimit'
|
||||
|
||||
const strategy = new TokenBucketStrategy({ rate: 10, capacity: 20 })
|
||||
const context = new RateLimitContext('player-123', strategy)
|
||||
|
||||
// 检查但不消费
|
||||
context.check()
|
||||
|
||||
// 消费配额
|
||||
context.consume()
|
||||
|
||||
// 带消耗量消费
|
||||
context.consume(undefined, 5)
|
||||
|
||||
// 为特定消息类型消费
|
||||
context.consume('Trade')
|
||||
|
||||
// 设置单消息策略
|
||||
context.setMessageStrategy('Trade', new TokenBucketStrategy({ rate: 1, capacity: 2 }))
|
||||
|
||||
// 重置
|
||||
context.reset()
|
||||
|
||||
// 获取连续限流次数
|
||||
console.log(context.consecutiveLimitCount)
|
||||
```
|
||||
|
||||
## 房间生命周期钩子
|
||||
|
||||
你可以重写 `onRateLimited` 钩子进行自定义处理:
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRateLimit(Room) {
|
||||
onRateLimited(player: Player, messageType: string, result: RateLimitResult) {
|
||||
// 记录事件
|
||||
console.log(`玩家 ${player.id} 在 ${messageType} 上被限流`)
|
||||
|
||||
// 发送自定义错误
|
||||
player.send('SystemMessage', {
|
||||
type: 'warning',
|
||||
message: `请慢一点!${result.retryAfter}ms 后重试`,
|
||||
})
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **从令牌桶开始**:对于游戏来说是最灵活的算法。
|
||||
|
||||
2. **设置合适的限制**:考虑你的游戏机制:
|
||||
- 移动消息:较高限制(20-60/s)
|
||||
- 聊天消息:较低限制(1-5/s)
|
||||
- 交易/购买:非常低的限制(0.5-1/s)
|
||||
|
||||
3. **使用突发容量**:允许短暂突发以获得响应式体验:
|
||||
```typescript
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 30, // 允许 3 秒的突发
|
||||
```
|
||||
|
||||
4. **豁免关键消息**:不要限制心跳或系统消息:
|
||||
```typescript
|
||||
@noRateLimit()
|
||||
@onMessage('Heartbeat')
|
||||
handleHeartbeat() { }
|
||||
```
|
||||
|
||||
5. **与认证结合**:对已认证用户按用户 ID 限流:
|
||||
```typescript
|
||||
getKey: (player) => player.auth?.userId ?? player.id
|
||||
```
|
||||
|
||||
6. **监控和调整**:记录限流事件以调整限制:
|
||||
```typescript
|
||||
onLimited: (player, type, result) => {
|
||||
metrics.increment('rate_limit', { messageType: type })
|
||||
}
|
||||
```
|
||||
|
||||
7. **优雅降级**:发送信息性错误而不是直接断开:
|
||||
```typescript
|
||||
onLimited: (player, type, result) => {
|
||||
player.send('Error', {
|
||||
code: 'RATE_LIMITED',
|
||||
message: '请求过于频繁',
|
||||
retryAfter: result.retryAfter,
|
||||
})
|
||||
}
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
```typescript
|
||||
import { Room, onMessage, type Player } from '@esengine/server'
|
||||
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
|
||||
import {
|
||||
withRateLimit,
|
||||
rateLimit,
|
||||
noRateLimit,
|
||||
type RateLimitResult,
|
||||
} from '@esengine/server/ratelimit'
|
||||
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
premium: boolean
|
||||
}
|
||||
|
||||
// 组合认证和速率限制
|
||||
class GameRoom extends withRateLimit(
|
||||
withRoomAuth<User>(Room, { requireAuth: true }),
|
||||
{
|
||||
messagesPerSecond: 10,
|
||||
burstSize: 30,
|
||||
strategy: 'token-bucket',
|
||||
|
||||
// 使用用户 ID 进行限流
|
||||
getKey: (player) => (player as AuthPlayer<User>).user?.id ?? player.id,
|
||||
|
||||
// 处理限流
|
||||
onLimited: (player, type, result) => {
|
||||
player.send('Error', {
|
||||
code: 'RATE_LIMITED',
|
||||
messageType: type,
|
||||
retryAfter: result.retryAfter,
|
||||
})
|
||||
},
|
||||
|
||||
// 连续 20 次限流后断开
|
||||
maxConsecutiveLimits: 20,
|
||||
}
|
||||
) {
|
||||
onCreate() {
|
||||
console.log('房间已创建,具有认证 + 速率限制保护')
|
||||
}
|
||||
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
this.broadcast('PlayerJoined', { name: player.user?.name })
|
||||
}
|
||||
|
||||
// 高频移动(默认速率限制)
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
|
||||
this.broadcast('PlayerMoved', { id: player.id, ...data })
|
||||
}
|
||||
|
||||
// 低频交易(严格限制)
|
||||
@rateLimit({ messagesPerSecond: 0.5, burstSize: 2 })
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: AuthPlayer<User>) {
|
||||
// 处理交易...
|
||||
}
|
||||
|
||||
// 聊天使用中等限制
|
||||
@rateLimit({ messagesPerSecond: 2, burstSize: 5 })
|
||||
@onMessage('Chat')
|
||||
handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
this.broadcast('Chat', {
|
||||
from: player.user?.name,
|
||||
text: data.text,
|
||||
})
|
||||
}
|
||||
|
||||
// 系统消息 - 不限制
|
||||
@noRateLimit()
|
||||
@onMessage('Heartbeat')
|
||||
handleHeartbeat(data: any, player: Player) {
|
||||
player.send('Pong', { time: Date.now() })
|
||||
}
|
||||
|
||||
// 自定义限流处理
|
||||
onRateLimited(player: Player, messageType: string, result: RateLimitResult) {
|
||||
console.warn(`[限流] 玩家 ${player.id} 在 ${messageType} 上被限流`)
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -311,6 +311,93 @@ client.send('RoomMessage', {
|
||||
})
|
||||
```
|
||||
|
||||
## ECSRoom
|
||||
|
||||
`ECSRoom` 是带有 ECS World 支持的房间基类,适用于需要 ECS 架构的游戏。
|
||||
|
||||
### 服务端启动
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
import { createServer } from '@esengine/server';
|
||||
import { GameRoom } from './rooms/GameRoom.js';
|
||||
|
||||
// 初始化 Core
|
||||
Core.create();
|
||||
|
||||
// 全局游戏循环
|
||||
setInterval(() => Core.update(1/60), 16);
|
||||
|
||||
// 创建服务器
|
||||
const server = await createServer({ port: 3000 });
|
||||
server.define('game', GameRoom);
|
||||
await server.start();
|
||||
```
|
||||
|
||||
### 定义 ECSRoom
|
||||
|
||||
```typescript
|
||||
import { ECSRoom, Player } from '@esengine/server/ecs';
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
// 定义同步组件
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync("string") name: string = "";
|
||||
@sync("uint16") score: number = 0;
|
||||
@sync("float32") x: number = 0;
|
||||
@sync("float32") y: number = 0;
|
||||
}
|
||||
|
||||
// 定义房间
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new MovementSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.name = player.id;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### ECSRoom API
|
||||
|
||||
```typescript
|
||||
abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
|
||||
protected readonly world: World; // ECS World
|
||||
protected readonly scene: Scene; // 主场景
|
||||
|
||||
// 场景管理
|
||||
protected addSystem(system: EntitySystem): void;
|
||||
protected createEntity(name?: string): Entity;
|
||||
protected createPlayerEntity(playerId: string, name?: string): Entity;
|
||||
protected getPlayerEntity(playerId: string): Entity | undefined;
|
||||
protected destroyPlayerEntity(playerId: string): void;
|
||||
|
||||
// 状态同步
|
||||
protected sendFullState(player: Player): void;
|
||||
protected broadcastSpawn(entity: Entity, prefabType?: string): void;
|
||||
protected broadcastDelta(): void;
|
||||
}
|
||||
```
|
||||
|
||||
### @sync 装饰器
|
||||
|
||||
标记需要网络同步的组件字段:
|
||||
|
||||
| 类型 | 描述 | 字节数 |
|
||||
|------|------|--------|
|
||||
| `"boolean"` | 布尔值 | 1 |
|
||||
| `"int8"` / `"uint8"` | 8位整数 | 1 |
|
||||
| `"int16"` / `"uint16"` | 16位整数 | 2 |
|
||||
| `"int32"` / `"uint32"` | 32位整数 | 4 |
|
||||
| `"float32"` | 32位浮点 | 4 |
|
||||
| `"float64"` | 64位浮点 | 8 |
|
||||
| `"string"` | 字符串 | 变长 |
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **合理设置 Tick 频率**
|
||||
|
||||
@@ -1,8 +1,176 @@
|
||||
---
|
||||
title: "状态同步"
|
||||
description: "插值、预测和快照缓冲区"
|
||||
description: "组件同步、插值、预测和快照缓冲区"
|
||||
---
|
||||
|
||||
## @NetworkEntity 装饰器
|
||||
|
||||
`@NetworkEntity` 装饰器用于标记需要自动广播生成/销毁的组件。当包含此组件的实体被创建或销毁时,ECSRoom 会自动广播相应的消息给所有客户端。
|
||||
|
||||
### 基本用法
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Enemy')
|
||||
@NetworkEntity('Enemy')
|
||||
class EnemyComponent extends Component {
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
@sync('uint16') health: number = 100;
|
||||
}
|
||||
```
|
||||
|
||||
当添加此组件到实体时,ECSRoom 会自动广播 spawn 消息:
|
||||
|
||||
```typescript
|
||||
// 服务端
|
||||
const entity = scene.createEntity('Enemy');
|
||||
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
|
||||
|
||||
// 销毁时自动广播 despawn
|
||||
entity.destroy(); // 自动广播 despawn
|
||||
```
|
||||
|
||||
### 配置选项
|
||||
|
||||
```typescript
|
||||
@NetworkEntity('Bullet', {
|
||||
autoSpawn: true, // 自动广播生成(默认 true)
|
||||
autoDespawn: false // 禁用自动广播销毁
|
||||
})
|
||||
class BulletComponent extends Component { }
|
||||
```
|
||||
|
||||
| 选项 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `autoSpawn` | `boolean` | `true` | 添加组件时自动广播 spawn |
|
||||
| `autoDespawn` | `boolean` | `true` | 销毁实体时自动广播 despawn |
|
||||
|
||||
### 初始化顺序
|
||||
|
||||
使用 `@NetworkEntity` 时,应在添加组件**之前**初始化数据:
|
||||
|
||||
```typescript
|
||||
// ✅ 正确:先初始化,再添加
|
||||
const comp = new PlayerComponent();
|
||||
comp.playerId = player.id;
|
||||
comp.x = 100;
|
||||
comp.y = 200;
|
||||
entity.addComponent(comp); // spawn 时数据已正确
|
||||
|
||||
// ❌ 错误:先添加,再初始化
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.playerId = player.id; // spawn 时数据是默认值
|
||||
```
|
||||
|
||||
### 简化 GameRoom
|
||||
|
||||
使用 `@NetworkEntity` 后,GameRoom 变得更加简洁:
|
||||
|
||||
```typescript
|
||||
// 无需手动回调
|
||||
class GameRoom extends ECSRoom {
|
||||
private setupSystems(): void {
|
||||
// 敌人生成系统(自动广播 spawn)
|
||||
this.addSystem(new EnemySpawnSystem());
|
||||
|
||||
// 敌人 AI 系统
|
||||
const enemyAI = new EnemyAISystem();
|
||||
enemyAI.onDeath((enemy) => {
|
||||
enemy.destroy(); // 自动广播 despawn
|
||||
});
|
||||
this.addSystem(enemyAI);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### ECSRoom 配置
|
||||
|
||||
可以在 ECSRoom 中禁用自动网络实体功能:
|
||||
|
||||
```typescript
|
||||
class GameRoom extends ECSRoom {
|
||||
constructor() {
|
||||
super({
|
||||
enableAutoNetworkEntity: false // 禁用自动广播
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 组件同步系统
|
||||
|
||||
基于 `@sync` 装饰器的 ECS 组件状态同步。
|
||||
|
||||
### 定义同步组件
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync("string") name: string = "";
|
||||
@sync("uint16") score: number = 0;
|
||||
@sync("float32") x: number = 0;
|
||||
@sync("float32") y: number = 0;
|
||||
|
||||
// 不带 @sync 的字段不会同步
|
||||
localData: any;
|
||||
}
|
||||
```
|
||||
|
||||
### 服务端编码
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
const syncSystem = new ComponentSyncSystem({}, true);
|
||||
scene.addSystem(syncSystem);
|
||||
|
||||
// 编码所有实体(首次连接)
|
||||
const fullData = syncSystem.encodeAllEntities(true);
|
||||
sendToClient(fullData);
|
||||
|
||||
// 编码增量(只发送变更)
|
||||
const deltaData = syncSystem.encodeDelta();
|
||||
if (deltaData) {
|
||||
broadcast(deltaData);
|
||||
}
|
||||
```
|
||||
|
||||
### 客户端解码
|
||||
|
||||
```typescript
|
||||
const syncSystem = new ComponentSyncSystem();
|
||||
scene.addSystem(syncSystem);
|
||||
|
||||
// 注册组件类型
|
||||
syncSystem.registerComponent(PlayerComponent);
|
||||
|
||||
// 监听同步事件
|
||||
syncSystem.addSyncListener((event) => {
|
||||
if (event.type === 'entitySpawned') {
|
||||
console.log('New entity:', event.entityId);
|
||||
}
|
||||
});
|
||||
|
||||
// 应用状态
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### 同步类型
|
||||
|
||||
| 类型 | 描述 | 字节数 |
|
||||
|------|------|--------|
|
||||
| `"boolean"` | 布尔值 | 1 |
|
||||
| `"int8"` / `"uint8"` | 8位整数 | 1 |
|
||||
| `"int16"` / `"uint16"` | 16位整数 | 2 |
|
||||
| `"int32"` / `"uint32"` | 32位整数 | 4 |
|
||||
| `"float32"` | 32位浮点 | 4 |
|
||||
| `"float64"` | 64位浮点 | 8 |
|
||||
| `"string"` | 字符串 | 变长 |
|
||||
|
||||
## 快照缓冲区
|
||||
|
||||
用于存储服务器状态快照并进行插值:
|
||||
|
||||
261
docs/src/content/docs/modules/transaction/core.md
Normal file
261
docs/src/content/docs/modules/transaction/core.md
Normal file
@@ -0,0 +1,261 @@
|
||||
---
|
||||
title: "核心概念"
|
||||
description: "事务系统的核心概念:事务上下文、事务管理器、Saga 模式"
|
||||
---
|
||||
|
||||
## 事务状态
|
||||
|
||||
事务有以下几种状态:
|
||||
|
||||
```typescript
|
||||
type TransactionState =
|
||||
| 'pending' // 等待执行
|
||||
| 'executing' // 执行中
|
||||
| 'committed' // 已提交
|
||||
| 'rolledback' // 已回滚
|
||||
| 'failed' // 失败
|
||||
```
|
||||
|
||||
## TransactionContext
|
||||
|
||||
事务上下文封装了事务的状态、操作和执行逻辑。
|
||||
|
||||
### 创建事务
|
||||
|
||||
```typescript
|
||||
import { TransactionManager } from '@esengine/transaction';
|
||||
|
||||
const manager = new TransactionManager();
|
||||
|
||||
// 方式 1:使用 begin() 手动管理
|
||||
const tx = manager.begin({ timeout: 5000 });
|
||||
tx.addOperation(op1);
|
||||
tx.addOperation(op2);
|
||||
const result = await tx.execute();
|
||||
|
||||
// 方式 2:使用 run() 自动管理
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(op1);
|
||||
tx.addOperation(op2);
|
||||
});
|
||||
```
|
||||
|
||||
### 链式添加操作
|
||||
|
||||
```typescript
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(new CurrencyOperation({ ... }))
|
||||
.addOperation(new InventoryOperation({ ... }))
|
||||
.addOperation(new InventoryOperation({ ... }));
|
||||
});
|
||||
```
|
||||
|
||||
### 上下文数据
|
||||
|
||||
操作之间可以通过上下文共享数据:
|
||||
|
||||
```typescript
|
||||
class CustomOperation extends BaseOperation<MyData, MyResult> {
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
|
||||
// 读取之前操作设置的数据
|
||||
const previousResult = ctx.get<number>('previousValue');
|
||||
|
||||
// 设置数据供后续操作使用
|
||||
ctx.set('myResult', { value: 123 });
|
||||
|
||||
return this.success({ ... });
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## TransactionManager
|
||||
|
||||
事务管理器负责创建、执行和恢复事务。
|
||||
|
||||
### 配置选项
|
||||
|
||||
```typescript
|
||||
interface TransactionManagerConfig {
|
||||
storage?: ITransactionStorage; // 存储实例
|
||||
defaultTimeout?: number; // 默认超时(毫秒)
|
||||
serverId?: string; // 服务器 ID(分布式用)
|
||||
autoRecover?: boolean; // 自动恢复未完成事务
|
||||
}
|
||||
|
||||
const manager = new TransactionManager({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
defaultTimeout: 10000,
|
||||
serverId: 'server-1',
|
||||
autoRecover: true,
|
||||
});
|
||||
```
|
||||
|
||||
### 分布式锁
|
||||
|
||||
```typescript
|
||||
// 获取锁
|
||||
const token = await manager.acquireLock('player:123:inventory', 10000);
|
||||
|
||||
if (token) {
|
||||
try {
|
||||
// 执行操作
|
||||
await doSomething();
|
||||
} finally {
|
||||
// 释放锁
|
||||
await manager.releaseLock('player:123:inventory', token);
|
||||
}
|
||||
}
|
||||
|
||||
// 或使用 withLock 简化
|
||||
await manager.withLock('player:123:inventory', async () => {
|
||||
await doSomething();
|
||||
}, 10000);
|
||||
```
|
||||
|
||||
### 事务恢复
|
||||
|
||||
服务器重启时恢复未完成的事务:
|
||||
|
||||
```typescript
|
||||
const manager = new TransactionManager({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
serverId: 'server-1',
|
||||
});
|
||||
|
||||
// 恢复未完成的事务
|
||||
const recoveredCount = await manager.recover();
|
||||
console.log(`Recovered ${recoveredCount} transactions`);
|
||||
```
|
||||
|
||||
## Saga 模式
|
||||
|
||||
事务系统采用 Saga 模式,每个操作必须实现 `execute` 和 `compensate` 方法:
|
||||
|
||||
```typescript
|
||||
interface ITransactionOperation<TData, TResult> {
|
||||
readonly name: string;
|
||||
readonly data: TData;
|
||||
|
||||
// 验证前置条件
|
||||
validate(ctx: ITransactionContext): Promise<boolean>;
|
||||
|
||||
// 正向执行
|
||||
execute(ctx: ITransactionContext): Promise<OperationResult<TResult>>;
|
||||
|
||||
// 补偿操作(回滚)
|
||||
compensate(ctx: ITransactionContext): Promise<void>;
|
||||
}
|
||||
```
|
||||
|
||||
### 执行流程
|
||||
|
||||
```
|
||||
开始事务
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ validate(op1) │──失败──► 返回失败
|
||||
└─────────────────────┘
|
||||
│成功
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ execute(op1) │──失败──┐
|
||||
└─────────────────────┘ │
|
||||
│成功 │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ validate(op2) │──失败──┤
|
||||
└─────────────────────┘ │
|
||||
│成功 │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ execute(op2) │──失败──┤
|
||||
└─────────────────────┘ │
|
||||
│成功 ▼
|
||||
▼ ┌─────────────────────┐
|
||||
提交事务 │ compensate(op1) │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
返回失败(已回滚)
|
||||
```
|
||||
|
||||
### 自定义操作
|
||||
|
||||
```typescript
|
||||
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
|
||||
|
||||
interface UpgradeData {
|
||||
playerId: string;
|
||||
itemId: string;
|
||||
targetLevel: number;
|
||||
}
|
||||
|
||||
interface UpgradeResult {
|
||||
newLevel: number;
|
||||
}
|
||||
|
||||
class UpgradeOperation extends BaseOperation<UpgradeData, UpgradeResult> {
|
||||
readonly name = 'upgrade';
|
||||
|
||||
private _previousLevel: number = 0;
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
// 验证物品存在且可升级
|
||||
const item = await this.getItem(ctx);
|
||||
return item !== null && item.level < this.data.targetLevel;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<UpgradeResult>> {
|
||||
const item = await this.getItem(ctx);
|
||||
if (!item) {
|
||||
return this.failure('Item not found', 'ITEM_NOT_FOUND');
|
||||
}
|
||||
|
||||
this._previousLevel = item.level;
|
||||
item.level = this.data.targetLevel;
|
||||
await this.saveItem(ctx, item);
|
||||
|
||||
return this.success({ newLevel: item.level });
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
const item = await this.getItem(ctx);
|
||||
if (item) {
|
||||
item.level = this._previousLevel;
|
||||
await this.saveItem(ctx, item);
|
||||
}
|
||||
}
|
||||
|
||||
private async getItem(ctx: ITransactionContext) {
|
||||
// 从存储获取物品
|
||||
}
|
||||
|
||||
private async saveItem(ctx: ITransactionContext, item: any) {
|
||||
// 保存物品到存储
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 事务结果
|
||||
|
||||
```typescript
|
||||
interface TransactionResult<T = unknown> {
|
||||
success: boolean; // 是否成功
|
||||
transactionId: string; // 事务 ID
|
||||
results: OperationResult[]; // 各操作结果
|
||||
data?: T; // 最终数据
|
||||
error?: string; // 错误信息
|
||||
duration: number; // 执行时间(毫秒)
|
||||
}
|
||||
|
||||
const result = await manager.run((tx) => { ... });
|
||||
|
||||
console.log(`Transaction ${result.transactionId}`);
|
||||
console.log(`Success: ${result.success}`);
|
||||
console.log(`Duration: ${result.duration}ms`);
|
||||
|
||||
if (!result.success) {
|
||||
console.log(`Error: ${result.error}`);
|
||||
}
|
||||
```
|
||||
355
docs/src/content/docs/modules/transaction/distributed.md
Normal file
355
docs/src/content/docs/modules/transaction/distributed.md
Normal file
@@ -0,0 +1,355 @@
|
||||
---
|
||||
title: "分布式事务"
|
||||
description: "Saga 编排器和跨服务器事务支持"
|
||||
---
|
||||
|
||||
## Saga 编排器
|
||||
|
||||
`SagaOrchestrator` 用于编排跨服务器的分布式事务。
|
||||
|
||||
### 基本用法
|
||||
|
||||
```typescript
|
||||
import { SagaOrchestrator, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
timeout: 30000,
|
||||
serverId: 'orchestrator-1',
|
||||
});
|
||||
|
||||
const result = await orchestrator.execute([
|
||||
{
|
||||
name: 'deduct_currency',
|
||||
serverId: 'game-server-1',
|
||||
data: { playerId: 'player1', amount: 100 },
|
||||
execute: async (data) => {
|
||||
// 调用游戏服务器 API 扣除货币
|
||||
const response = await gameServerApi.deductCurrency(data);
|
||||
return { success: response.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
// 调用游戏服务器 API 恢复货币
|
||||
await gameServerApi.addCurrency(data);
|
||||
},
|
||||
},
|
||||
{
|
||||
name: 'add_item',
|
||||
serverId: 'inventory-server-1',
|
||||
data: { playerId: 'player1', itemId: 'sword' },
|
||||
execute: async (data) => {
|
||||
const response = await inventoryServerApi.addItem(data);
|
||||
return { success: response.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryServerApi.removeItem(data);
|
||||
},
|
||||
},
|
||||
]);
|
||||
|
||||
if (result.success) {
|
||||
console.log('Saga completed successfully');
|
||||
} else {
|
||||
console.log('Saga failed:', result.error);
|
||||
console.log('Completed steps:', result.completedSteps);
|
||||
console.log('Failed at:', result.failedStep);
|
||||
}
|
||||
```
|
||||
|
||||
### 配置选项
|
||||
|
||||
```typescript
|
||||
interface SagaOrchestratorConfig {
|
||||
storage?: ITransactionStorage; // 存储实例
|
||||
timeout?: number; // 超时时间(毫秒)
|
||||
serverId?: string; // 编排器服务器 ID
|
||||
}
|
||||
```
|
||||
|
||||
### Saga 步骤
|
||||
|
||||
```typescript
|
||||
interface SagaStep<T = unknown> {
|
||||
name: string; // 步骤名称
|
||||
serverId?: string; // 目标服务器 ID
|
||||
data: T; // 步骤数据
|
||||
execute: (data: T) => Promise<OperationResult>; // 执行函数
|
||||
compensate: (data: T) => Promise<void>; // 补偿函数
|
||||
}
|
||||
```
|
||||
|
||||
### Saga 结果
|
||||
|
||||
```typescript
|
||||
interface SagaResult {
|
||||
success: boolean; // 是否成功
|
||||
sagaId: string; // Saga ID
|
||||
completedSteps: string[]; // 已完成的步骤
|
||||
failedStep?: string; // 失败的步骤
|
||||
error?: string; // 错误信息
|
||||
duration: number; // 执行时间(毫秒)
|
||||
}
|
||||
```
|
||||
|
||||
## 执行流程
|
||||
|
||||
```
|
||||
开始 Saga
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ Step 1: execute │──失败──┐
|
||||
└─────────────────────┘ │
|
||||
│成功 │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ Step 2: execute │──失败──┤
|
||||
└─────────────────────┘ │
|
||||
│成功 │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ Step 3: execute │──失败──┤
|
||||
└─────────────────────┘ │
|
||||
│成功 ▼
|
||||
▼ ┌─────────────────────┐
|
||||
Saga 完成 │ Step 2: compensate │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ Step 1: compensate │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
Saga 失败(已补偿)
|
||||
```
|
||||
|
||||
## Saga 日志
|
||||
|
||||
编排器会记录详细的执行日志:
|
||||
|
||||
```typescript
|
||||
interface SagaLog {
|
||||
id: string; // Saga ID
|
||||
state: SagaLogState; // 状态
|
||||
steps: SagaStepLog[]; // 步骤日志
|
||||
createdAt: number; // 创建时间
|
||||
updatedAt: number; // 更新时间
|
||||
metadata?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
type SagaLogState =
|
||||
| 'pending' // 等待执行
|
||||
| 'running' // 执行中
|
||||
| 'completed' // 已完成
|
||||
| 'compensating' // 补偿中
|
||||
| 'compensated' // 已补偿
|
||||
| 'failed' // 失败
|
||||
|
||||
interface SagaStepLog {
|
||||
name: string; // 步骤名称
|
||||
serverId?: string; // 服务器 ID
|
||||
state: SagaStepState; // 状态
|
||||
startedAt?: number; // 开始时间
|
||||
completedAt?: number; // 完成时间
|
||||
error?: string; // 错误信息
|
||||
}
|
||||
|
||||
type SagaStepState =
|
||||
| 'pending' // 等待执行
|
||||
| 'executing' // 执行中
|
||||
| 'completed' // 已完成
|
||||
| 'compensating' // 补偿中
|
||||
| 'compensated' // 已补偿
|
||||
| 'failed' // 失败
|
||||
```
|
||||
|
||||
### 查询 Saga 日志
|
||||
|
||||
```typescript
|
||||
const log = await orchestrator.getSagaLog('saga_xxx');
|
||||
|
||||
if (log) {
|
||||
console.log('Saga state:', log.state);
|
||||
for (const step of log.steps) {
|
||||
console.log(` ${step.name}: ${step.state}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 跨服务器事务示例
|
||||
|
||||
### 场景:跨服购买
|
||||
|
||||
玩家在游戏服务器购买物品,货币在账户服务器,物品在背包服务器。
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: redisStorage,
|
||||
serverId: 'purchase-orchestrator',
|
||||
});
|
||||
|
||||
async function crossServerPurchase(
|
||||
playerId: string,
|
||||
itemId: string,
|
||||
price: number
|
||||
): Promise<SagaResult> {
|
||||
return orchestrator.execute([
|
||||
// 步骤 1:在账户服务器扣款
|
||||
{
|
||||
name: 'deduct_balance',
|
||||
serverId: 'account-server',
|
||||
data: { playerId, amount: price },
|
||||
execute: async (data) => {
|
||||
const result = await accountService.deduct(data.playerId, data.amount);
|
||||
return { success: result.ok, error: result.error };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await accountService.refund(data.playerId, data.amount);
|
||||
},
|
||||
},
|
||||
|
||||
// 步骤 2:在背包服务器添加物品
|
||||
{
|
||||
name: 'add_item',
|
||||
serverId: 'inventory-server',
|
||||
data: { playerId, itemId },
|
||||
execute: async (data) => {
|
||||
const result = await inventoryService.addItem(data.playerId, data.itemId);
|
||||
return { success: result.ok, error: result.error };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
},
|
||||
|
||||
// 步骤 3:记录购买日志
|
||||
{
|
||||
name: 'log_purchase',
|
||||
serverId: 'log-server',
|
||||
data: { playerId, itemId, price, timestamp: Date.now() },
|
||||
execute: async (data) => {
|
||||
await logService.recordPurchase(data);
|
||||
return { success: true };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await logService.cancelPurchase(data);
|
||||
},
|
||||
},
|
||||
]);
|
||||
}
|
||||
```
|
||||
|
||||
### 场景:跨服交易
|
||||
|
||||
两个玩家在不同服务器上进行交易。
|
||||
|
||||
```typescript
|
||||
async function crossServerTrade(
|
||||
playerA: { id: string; server: string; items: string[] },
|
||||
playerB: { id: string; server: string; items: string[] }
|
||||
): Promise<SagaResult> {
|
||||
const steps: SagaStep[] = [];
|
||||
|
||||
// 移除 A 的物品
|
||||
for (const itemId of playerA.items) {
|
||||
steps.push({
|
||||
name: `remove_${playerA.id}_${itemId}`,
|
||||
serverId: playerA.server,
|
||||
data: { playerId: playerA.id, itemId },
|
||||
execute: async (data) => {
|
||||
return await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.addItem(data.playerId, data.itemId);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// 添加物品到 B
|
||||
for (const itemId of playerA.items) {
|
||||
steps.push({
|
||||
name: `add_${playerB.id}_${itemId}`,
|
||||
serverId: playerB.server,
|
||||
data: { playerId: playerB.id, itemId },
|
||||
execute: async (data) => {
|
||||
return await inventoryService.addItem(data.playerId, data.itemId);
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// 类似地处理 B 的物品...
|
||||
|
||||
return orchestrator.execute(steps);
|
||||
}
|
||||
```
|
||||
|
||||
## 恢复未完成的 Saga
|
||||
|
||||
服务器重启后恢复未完成的 Saga:
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: redisStorage,
|
||||
serverId: 'my-orchestrator',
|
||||
});
|
||||
|
||||
// 恢复未完成的 Saga(会执行补偿)
|
||||
const recoveredCount = await orchestrator.recover();
|
||||
console.log(`Recovered ${recoveredCount} sagas`);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 幂等性
|
||||
|
||||
确保所有操作都是幂等的:
|
||||
|
||||
```typescript
|
||||
{
|
||||
execute: async (data) => {
|
||||
// 使用唯一 ID 确保幂等
|
||||
const result = await service.process(data.requestId, data);
|
||||
return { success: result.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
// 补偿也要幂等
|
||||
await service.rollback(data.requestId);
|
||||
},
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 超时处理
|
||||
|
||||
设置合适的超时时间:
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
timeout: 60000, // 跨服务器操作需要更长超时
|
||||
});
|
||||
```
|
||||
|
||||
### 3. 监控和告警
|
||||
|
||||
记录 Saga 执行结果:
|
||||
|
||||
```typescript
|
||||
const result = await orchestrator.execute(steps);
|
||||
|
||||
if (!result.success) {
|
||||
// 发送告警
|
||||
alertService.send({
|
||||
type: 'saga_failed',
|
||||
sagaId: result.sagaId,
|
||||
failedStep: result.failedStep,
|
||||
error: result.error,
|
||||
});
|
||||
|
||||
// 记录详细日志
|
||||
const log = await orchestrator.getSagaLog(result.sagaId);
|
||||
logger.error('Saga failed', { log });
|
||||
}
|
||||
```
|
||||
238
docs/src/content/docs/modules/transaction/index.md
Normal file
238
docs/src/content/docs/modules/transaction/index.md
Normal file
@@ -0,0 +1,238 @@
|
||||
---
|
||||
title: "事务系统 (Transaction)"
|
||||
description: "游戏事务处理系统,支持商店购买、玩家交易、分布式事务"
|
||||
---
|
||||
|
||||
`@esengine/transaction` 提供完整的游戏事务处理能力,基于 Saga 模式实现,支持商店购买、玩家交易、多步骤任务等场景,并提供 Redis/MongoDB 分布式事务支持。
|
||||
|
||||
## 概述
|
||||
|
||||
事务系统解决游戏中常见的数据一致性问题:
|
||||
|
||||
| 场景 | 问题 | 解决方案 |
|
||||
|------|------|----------|
|
||||
| 商店购买 | 扣款成功但物品未发放 | 原子事务,失败自动回滚 |
|
||||
| 玩家交易 | 一方物品转移另一方未收到 | Saga 补偿机制 |
|
||||
| 跨服操作 | 多服务器数据不一致 | 分布式锁 + 事务日志 |
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/transaction
|
||||
```
|
||||
|
||||
可选依赖(根据存储需求安装):
|
||||
```bash
|
||||
npm install ioredis # Redis 存储
|
||||
npm install mongodb # MongoDB 存储
|
||||
```
|
||||
|
||||
## 架构
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────┐
|
||||
│ Transaction Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ TransactionManager - 事务管理器,协调事务生命周期 │
|
||||
│ TransactionContext - 事务上下文,封装操作和状态 │
|
||||
│ SagaOrchestrator - 分布式 Saga 编排器 │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ Storage Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ MemoryStorage - 内存存储(开发/测试) │
|
||||
│ RedisStorage - Redis(分布式锁 + 缓存) │
|
||||
│ MongoStorage - MongoDB(持久化日志) │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ Operation Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ CurrencyOperation - 货币操作 │
|
||||
│ InventoryOperation - 背包操作 │
|
||||
│ TradeOperation - 交易操作 │
|
||||
└─────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 基础用法
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TransactionManager,
|
||||
MemoryStorage,
|
||||
CurrencyOperation,
|
||||
InventoryOperation,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
// 创建事务管理器
|
||||
const manager = new TransactionManager({
|
||||
storage: new MemoryStorage(),
|
||||
defaultTimeout: 10000,
|
||||
});
|
||||
|
||||
// 执行事务
|
||||
const result = await manager.run((tx) => {
|
||||
// 扣除金币
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
}));
|
||||
|
||||
// 添加物品
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1,
|
||||
}));
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
console.log('购买成功!');
|
||||
} else {
|
||||
console.log('购买失败:', result.error);
|
||||
}
|
||||
```
|
||||
|
||||
### 玩家交易
|
||||
|
||||
```typescript
|
||||
import { TradeOperation } from '@esengine/transaction';
|
||||
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(new TradeOperation({
|
||||
tradeId: 'trade_001',
|
||||
partyA: {
|
||||
playerId: 'player1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
}));
|
||||
}, { timeout: 30000 });
|
||||
```
|
||||
|
||||
### 使用 Redis 存储
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { TransactionManager, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
const redis = new Redis('redis://localhost:6379');
|
||||
const storage = new RedisStorage({ client: redis });
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
### 使用 MongoDB 存储
|
||||
|
||||
```typescript
|
||||
import { MongoClient } from 'mongodb';
|
||||
import { TransactionManager, MongoStorage } from '@esengine/transaction';
|
||||
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
const db = client.db('game');
|
||||
|
||||
const storage = new MongoStorage({ db });
|
||||
await storage.ensureIndexes();
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
## 与 Room 集成
|
||||
|
||||
```typescript
|
||||
import { Room } from '@esengine/server';
|
||||
import { withTransactions, CurrencyOperation, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
class GameRoom extends withTransactions(Room, {
|
||||
storage: new RedisStorage({ client: redisClient }),
|
||||
}) {
|
||||
@onMessage('Buy')
|
||||
async handleBuy(data: { itemId: string }, player: Player) {
|
||||
const result = await this.runTransaction((tx) => {
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: player.id,
|
||||
currency: 'gold',
|
||||
amount: getItemPrice(data.itemId),
|
||||
}));
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
player.send('buy_success', { itemId: data.itemId });
|
||||
} else {
|
||||
player.send('buy_failed', { error: result.error });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 文档导航
|
||||
|
||||
- [核心概念](/modules/transaction/core/) - 事务上下文、管理器、Saga 模式
|
||||
- [存储层](/modules/transaction/storage/) - MemoryStorage、RedisStorage、MongoStorage
|
||||
- [操作类](/modules/transaction/operations/) - 货币、背包、交易操作
|
||||
- [分布式事务](/modules/transaction/distributed/) - Saga 编排器、跨服务器事务
|
||||
- [API 参考](/modules/transaction/api/) - 完整 API 文档
|
||||
|
||||
## 服务令牌
|
||||
|
||||
用于依赖注入:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TransactionManagerToken,
|
||||
TransactionStorageToken,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
const manager = services.get(TransactionManagerToken);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 操作粒度
|
||||
|
||||
```typescript
|
||||
// ✅ 好:细粒度操作,便于回滚
|
||||
tx.addOperation(new CurrencyOperation({ type: 'deduct', ... }));
|
||||
tx.addOperation(new InventoryOperation({ type: 'add', ... }));
|
||||
|
||||
// ❌ 差:粗粒度操作,难以部分回滚
|
||||
tx.addOperation(new ComplexPurchaseOperation({ ... }));
|
||||
```
|
||||
|
||||
### 2. 超时设置
|
||||
|
||||
```typescript
|
||||
// 简单操作:短超时
|
||||
await manager.run(tx => { ... }, { timeout: 5000 });
|
||||
|
||||
// 复杂交易:长超时
|
||||
await manager.run(tx => { ... }, { timeout: 30000 });
|
||||
|
||||
// 跨服务器:更长超时
|
||||
await manager.run(tx => { ... }, { timeout: 60000, distributed: true });
|
||||
```
|
||||
|
||||
### 3. 错误处理
|
||||
|
||||
```typescript
|
||||
const result = await manager.run((tx) => { ... });
|
||||
|
||||
if (!result.success) {
|
||||
// 记录日志
|
||||
logger.error('Transaction failed', {
|
||||
transactionId: result.transactionId,
|
||||
error: result.error,
|
||||
duration: result.duration,
|
||||
});
|
||||
|
||||
// 通知用户
|
||||
player.send('error', { message: getErrorMessage(result.error) });
|
||||
}
|
||||
```
|
||||
313
docs/src/content/docs/modules/transaction/operations.md
Normal file
313
docs/src/content/docs/modules/transaction/operations.md
Normal file
@@ -0,0 +1,313 @@
|
||||
---
|
||||
title: "操作类"
|
||||
description: "内置的事务操作:货币、背包、交易"
|
||||
---
|
||||
|
||||
## BaseOperation
|
||||
|
||||
所有操作类的基类,提供通用的实现模板。
|
||||
|
||||
```typescript
|
||||
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
|
||||
|
||||
class MyOperation extends BaseOperation<MyData, MyResult> {
|
||||
readonly name = 'myOperation';
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
// 验证前置条件
|
||||
return true;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
|
||||
// 执行操作
|
||||
return this.success({ result: 'ok' });
|
||||
// 或
|
||||
return this.failure('Something went wrong', 'ERROR_CODE');
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
// 回滚操作
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## CurrencyOperation
|
||||
|
||||
处理货币的增加和扣除。
|
||||
|
||||
### 扣除货币
|
||||
|
||||
```typescript
|
||||
import { CurrencyOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
reason: 'purchase_item',
|
||||
}));
|
||||
```
|
||||
|
||||
### 增加货币
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
currency: 'diamond',
|
||||
amount: 50,
|
||||
reason: 'daily_reward',
|
||||
}));
|
||||
```
|
||||
|
||||
### 操作数据
|
||||
|
||||
```typescript
|
||||
interface CurrencyOperationData {
|
||||
type: 'add' | 'deduct'; // 操作类型
|
||||
playerId: string; // 玩家 ID
|
||||
currency: string; // 货币类型
|
||||
amount: number; // 数量
|
||||
reason?: string; // 原因/来源
|
||||
}
|
||||
```
|
||||
|
||||
### 操作结果
|
||||
|
||||
```typescript
|
||||
interface CurrencyOperationResult {
|
||||
beforeBalance: number; // 操作前余额
|
||||
afterBalance: number; // 操作后余额
|
||||
}
|
||||
```
|
||||
|
||||
### 自定义数据提供者
|
||||
|
||||
```typescript
|
||||
interface ICurrencyProvider {
|
||||
getBalance(playerId: string, currency: string): Promise<number>;
|
||||
setBalance(playerId: string, currency: string, amount: number): Promise<void>;
|
||||
}
|
||||
|
||||
class MyCurrencyProvider implements ICurrencyProvider {
|
||||
async getBalance(playerId: string, currency: string): Promise<number> {
|
||||
// 从数据库获取余额
|
||||
return await db.getCurrency(playerId, currency);
|
||||
}
|
||||
|
||||
async setBalance(playerId: string, currency: string, amount: number): Promise<void> {
|
||||
// 保存到数据库
|
||||
await db.setCurrency(playerId, currency, amount);
|
||||
}
|
||||
}
|
||||
|
||||
// 使用自定义提供者
|
||||
const op = new CurrencyOperation({ ... });
|
||||
op.setProvider(new MyCurrencyProvider());
|
||||
tx.addOperation(op);
|
||||
```
|
||||
|
||||
## InventoryOperation
|
||||
|
||||
处理物品的添加、移除和更新。
|
||||
|
||||
### 添加物品
|
||||
|
||||
```typescript
|
||||
import { InventoryOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1,
|
||||
properties: { enchant: 'fire' },
|
||||
}));
|
||||
```
|
||||
|
||||
### 移除物品
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player1',
|
||||
itemId: 'potion_hp',
|
||||
quantity: 5,
|
||||
}));
|
||||
```
|
||||
|
||||
### 更新物品
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'update',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1, // 可选,不传则保持原数量
|
||||
properties: { enchant: 'lightning', level: 5 },
|
||||
}));
|
||||
```
|
||||
|
||||
### 操作数据
|
||||
|
||||
```typescript
|
||||
interface InventoryOperationData {
|
||||
type: 'add' | 'remove' | 'update'; // 操作类型
|
||||
playerId: string; // 玩家 ID
|
||||
itemId: string; // 物品 ID
|
||||
quantity: number; // 数量
|
||||
properties?: Record<string, unknown>; // 物品属性
|
||||
reason?: string; // 原因/来源
|
||||
}
|
||||
```
|
||||
|
||||
### 操作结果
|
||||
|
||||
```typescript
|
||||
interface InventoryOperationResult {
|
||||
beforeItem?: ItemData; // 操作前物品
|
||||
afterItem?: ItemData; // 操作后物品
|
||||
}
|
||||
|
||||
interface ItemData {
|
||||
itemId: string;
|
||||
quantity: number;
|
||||
properties?: Record<string, unknown>;
|
||||
}
|
||||
```
|
||||
|
||||
### 自定义数据提供者
|
||||
|
||||
```typescript
|
||||
interface IInventoryProvider {
|
||||
getItem(playerId: string, itemId: string): Promise<ItemData | null>;
|
||||
setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void>;
|
||||
hasCapacity?(playerId: string, count: number): Promise<boolean>;
|
||||
}
|
||||
|
||||
class MyInventoryProvider implements IInventoryProvider {
|
||||
async getItem(playerId: string, itemId: string): Promise<ItemData | null> {
|
||||
return await db.getItem(playerId, itemId);
|
||||
}
|
||||
|
||||
async setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void> {
|
||||
if (item) {
|
||||
await db.saveItem(playerId, itemId, item);
|
||||
} else {
|
||||
await db.deleteItem(playerId, itemId);
|
||||
}
|
||||
}
|
||||
|
||||
async hasCapacity(playerId: string, count: number): Promise<boolean> {
|
||||
const current = await db.getItemCount(playerId);
|
||||
const max = await db.getMaxCapacity(playerId);
|
||||
return current + count <= max;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## TradeOperation
|
||||
|
||||
处理玩家之间的物品和货币交换。
|
||||
|
||||
### 基本用法
|
||||
|
||||
```typescript
|
||||
import { TradeOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new TradeOperation({
|
||||
tradeId: 'trade_001',
|
||||
partyA: {
|
||||
playerId: 'player1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
currencies: [{ currency: 'diamond', amount: 10 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
reason: 'player_trade',
|
||||
}));
|
||||
```
|
||||
|
||||
### 操作数据
|
||||
|
||||
```typescript
|
||||
interface TradeOperationData {
|
||||
tradeId: string; // 交易 ID
|
||||
partyA: TradeParty; // 交易发起方
|
||||
partyB: TradeParty; // 交易接收方
|
||||
reason?: string; // 原因/备注
|
||||
}
|
||||
|
||||
interface TradeParty {
|
||||
playerId: string; // 玩家 ID
|
||||
items?: TradeItem[]; // 给出的物品
|
||||
currencies?: TradeCurrency[]; // 给出的货币
|
||||
}
|
||||
|
||||
interface TradeItem {
|
||||
itemId: string;
|
||||
quantity: number;
|
||||
}
|
||||
|
||||
interface TradeCurrency {
|
||||
currency: string;
|
||||
amount: number;
|
||||
}
|
||||
```
|
||||
|
||||
### 执行流程
|
||||
|
||||
TradeOperation 内部会生成以下子操作序列:
|
||||
|
||||
```
|
||||
1. 移除 partyA 的物品
|
||||
2. 添加 partyB 的物品(来自 partyA)
|
||||
3. 扣除 partyA 的货币
|
||||
4. 增加 partyB 的货币(来自 partyA)
|
||||
5. 移除 partyB 的物品
|
||||
6. 添加 partyA 的物品(来自 partyB)
|
||||
7. 扣除 partyB 的货币
|
||||
8. 增加 partyA 的货币(来自 partyB)
|
||||
```
|
||||
|
||||
任何一步失败都会回滚之前的所有操作。
|
||||
|
||||
### 使用自定义提供者
|
||||
|
||||
```typescript
|
||||
const op = new TradeOperation({ ... });
|
||||
op.setProvider({
|
||||
currencyProvider: new MyCurrencyProvider(),
|
||||
inventoryProvider: new MyInventoryProvider(),
|
||||
});
|
||||
tx.addOperation(op);
|
||||
```
|
||||
|
||||
## 创建工厂函数
|
||||
|
||||
每个操作类都提供工厂函数:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
createCurrencyOperation,
|
||||
createInventoryOperation,
|
||||
createTradeOperation,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(createCurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
}));
|
||||
|
||||
tx.addOperation(createInventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
}));
|
||||
```
|
||||
234
docs/src/content/docs/modules/transaction/storage.md
Normal file
234
docs/src/content/docs/modules/transaction/storage.md
Normal file
@@ -0,0 +1,234 @@
|
||||
---
|
||||
title: "存储层"
|
||||
description: "事务存储接口和实现:MemoryStorage、RedisStorage、MongoStorage"
|
||||
---
|
||||
|
||||
## 存储接口
|
||||
|
||||
所有存储实现都需要实现 `ITransactionStorage` 接口:
|
||||
|
||||
```typescript
|
||||
interface ITransactionStorage {
|
||||
// 生命周期
|
||||
close?(): Promise<void>;
|
||||
|
||||
// 分布式锁
|
||||
acquireLock(key: string, ttl: number): Promise<string | null>;
|
||||
releaseLock(key: string, token: string): Promise<boolean>;
|
||||
|
||||
// 事务日志
|
||||
saveTransaction(tx: TransactionLog): Promise<void>;
|
||||
getTransaction(id: string): Promise<TransactionLog | null>;
|
||||
updateTransactionState(id: string, state: TransactionState): Promise<void>;
|
||||
updateOperationState(txId: string, opIndex: number, state: string, error?: string): Promise<void>;
|
||||
getPendingTransactions(serverId?: string): Promise<TransactionLog[]>;
|
||||
deleteTransaction(id: string): Promise<void>;
|
||||
|
||||
// 数据操作
|
||||
get<T>(key: string): Promise<T | null>;
|
||||
set<T>(key: string, value: T, ttl?: number): Promise<void>;
|
||||
delete(key: string): Promise<boolean>;
|
||||
}
|
||||
```
|
||||
|
||||
## MemoryStorage
|
||||
|
||||
内存存储,适用于开发和测试环境。
|
||||
|
||||
```typescript
|
||||
import { MemoryStorage } from '@esengine/transaction';
|
||||
|
||||
const storage = new MemoryStorage({
|
||||
maxTransactions: 1000, // 最大事务日志数量
|
||||
});
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
### 特点
|
||||
|
||||
- ✅ 无需外部依赖
|
||||
- ✅ 快速,适合开发调试
|
||||
- ❌ 数据仅保存在内存中
|
||||
- ❌ 不支持真正的分布式锁
|
||||
- ❌ 服务重启后数据丢失
|
||||
|
||||
### 测试辅助
|
||||
|
||||
```typescript
|
||||
// 清空所有数据
|
||||
storage.clear();
|
||||
|
||||
// 获取事务数量
|
||||
console.log(storage.transactionCount);
|
||||
```
|
||||
|
||||
## RedisStorage
|
||||
|
||||
Redis 存储,适用于生产环境的分布式系统。使用工厂模式实现惰性连接。
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { RedisStorage } from '@esengine/transaction';
|
||||
|
||||
// 工厂模式:惰性连接,首次操作时才创建连接
|
||||
const storage = new RedisStorage({
|
||||
factory: () => new Redis('redis://localhost:6379'),
|
||||
prefix: 'tx:', // 键前缀
|
||||
transactionTTL: 86400, // 事务日志过期时间(秒)
|
||||
});
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
|
||||
// 使用后关闭连接
|
||||
await storage.close();
|
||||
|
||||
// 或使用 await using 自动关闭 (TypeScript 5.2+)
|
||||
await using storage = new RedisStorage({
|
||||
factory: () => new Redis('redis://localhost:6379')
|
||||
});
|
||||
// 作用域结束时自动关闭
|
||||
```
|
||||
|
||||
### 特点
|
||||
|
||||
- ✅ 高性能分布式锁
|
||||
- ✅ 快速读写
|
||||
- ✅ 支持 TTL 自动过期
|
||||
- ✅ 适合高并发场景
|
||||
- ❌ 需要 Redis 服务器
|
||||
|
||||
### 分布式锁实现
|
||||
|
||||
使用 Redis `SET NX EX` 实现分布式锁:
|
||||
|
||||
```typescript
|
||||
// 获取锁(原子操作)
|
||||
SET tx:lock:player:123 <token> NX EX 10
|
||||
|
||||
// 释放锁(Lua 脚本保证原子性)
|
||||
if redis.call("get", KEYS[1]) == ARGV[1] then
|
||||
return redis.call("del", KEYS[1])
|
||||
else
|
||||
return 0
|
||||
end
|
||||
```
|
||||
|
||||
### 键结构
|
||||
|
||||
```
|
||||
tx:lock:{key} - 分布式锁
|
||||
tx:tx:{id} - 事务日志
|
||||
tx:server:{id}:txs - 服务器事务索引
|
||||
tx:data:{key} - 业务数据
|
||||
```
|
||||
|
||||
## MongoStorage
|
||||
|
||||
MongoDB 存储,适用于需要持久化和复杂查询的场景。使用工厂模式实现惰性连接。
|
||||
|
||||
```typescript
|
||||
import { MongoClient } from 'mongodb';
|
||||
import { MongoStorage } from '@esengine/transaction';
|
||||
|
||||
// 工厂模式:惰性连接,首次操作时才创建连接
|
||||
const storage = new MongoStorage({
|
||||
factory: async () => {
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
return client;
|
||||
},
|
||||
database: 'game',
|
||||
transactionCollection: 'transactions', // 事务日志集合
|
||||
dataCollection: 'transaction_data', // 业务数据集合
|
||||
lockCollection: 'transaction_locks', // 锁集合
|
||||
});
|
||||
|
||||
// 创建索引(首次运行时执行)
|
||||
await storage.ensureIndexes();
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
|
||||
// 使用后关闭连接
|
||||
await storage.close();
|
||||
|
||||
// 或使用 await using 自动关闭 (TypeScript 5.2+)
|
||||
await using storage = new MongoStorage({ ... });
|
||||
```
|
||||
|
||||
### 特点
|
||||
|
||||
- ✅ 持久化存储
|
||||
- ✅ 支持复杂查询
|
||||
- ✅ 事务日志可追溯
|
||||
- ✅ 适合需要审计的场景
|
||||
- ❌ 相比 Redis 性能略低
|
||||
- ❌ 需要 MongoDB 服务器
|
||||
|
||||
### 索引结构
|
||||
|
||||
```javascript
|
||||
// transactions 集合
|
||||
{ state: 1 }
|
||||
{ 'metadata.serverId': 1 }
|
||||
{ createdAt: 1 }
|
||||
|
||||
// transaction_locks 集合
|
||||
{ expireAt: 1 } // TTL 索引
|
||||
|
||||
// transaction_data 集合
|
||||
{ expireAt: 1 } // TTL 索引
|
||||
```
|
||||
|
||||
### 分布式锁实现
|
||||
|
||||
使用 MongoDB 唯一索引实现分布式锁:
|
||||
|
||||
```typescript
|
||||
// 获取锁
|
||||
db.transaction_locks.insertOne({
|
||||
_id: 'player:123',
|
||||
token: '<token>',
|
||||
expireAt: new Date(Date.now() + 10000)
|
||||
});
|
||||
|
||||
// 如果键已存在,检查是否过期
|
||||
db.transaction_locks.updateOne(
|
||||
{ _id: 'player:123', expireAt: { $lt: new Date() } },
|
||||
{ $set: { token: '<token>', expireAt: new Date(Date.now() + 10000) } }
|
||||
);
|
||||
```
|
||||
|
||||
## 存储选择指南
|
||||
|
||||
| 场景 | 推荐存储 | 理由 |
|
||||
|------|----------|------|
|
||||
| 开发/测试 | MemoryStorage | 无依赖,快速启动 |
|
||||
| 单机生产 | RedisStorage | 高性能,简单 |
|
||||
| 分布式系统 | RedisStorage | 真正的分布式锁 |
|
||||
| 需要审计 | MongoStorage | 持久化日志 |
|
||||
| 混合需求 | Redis + Mongo | Redis 做锁,Mongo 做日志 |
|
||||
|
||||
## 自定义存储
|
||||
|
||||
实现 `ITransactionStorage` 接口创建自定义存储:
|
||||
|
||||
```typescript
|
||||
import { ITransactionStorage, TransactionLog, TransactionState } from '@esengine/transaction';
|
||||
|
||||
class MyCustomStorage implements ITransactionStorage {
|
||||
async acquireLock(key: string, ttl: number): Promise<string | null> {
|
||||
// 实现分布式锁获取逻辑
|
||||
}
|
||||
|
||||
async releaseLock(key: string, token: string): Promise<boolean> {
|
||||
// 实现分布式锁释放逻辑
|
||||
}
|
||||
|
||||
async saveTransaction(tx: TransactionLog): Promise<void> {
|
||||
// 保存事务日志
|
||||
}
|
||||
|
||||
// ... 实现其他方法
|
||||
}
|
||||
```
|
||||
86
packages/editor/editor-app/README.md
Normal file
86
packages/editor/editor-app/README.md
Normal file
@@ -0,0 +1,86 @@
|
||||
# ESEngine Editor
|
||||
|
||||
A cross-platform desktop visual editor built with Tauri 2.x + React 18.
|
||||
|
||||
## Prerequisites
|
||||
|
||||
Before running the editor, ensure you have the following installed:
|
||||
|
||||
- **Node.js** >= 18.x
|
||||
- **pnpm** >= 10.x
|
||||
- **Rust** >= 1.70 (for Tauri)
|
||||
- **Platform-specific dependencies**:
|
||||
- **Windows**: Microsoft Visual Studio C++ Build Tools
|
||||
- **macOS**: Xcode Command Line Tools (`xcode-select --install`)
|
||||
- **Linux**: See [Tauri prerequisites](https://tauri.app/v1/guides/getting-started/prerequisites)
|
||||
|
||||
## Quick Start
|
||||
|
||||
### 1. Clone and Install
|
||||
|
||||
```bash
|
||||
git clone https://github.com/esengine/esengine.git
|
||||
cd esengine
|
||||
pnpm install
|
||||
```
|
||||
|
||||
### 2. Build Dependencies
|
||||
|
||||
From the project root:
|
||||
|
||||
```bash
|
||||
pnpm build:editor
|
||||
```
|
||||
|
||||
### 3. Run Editor
|
||||
|
||||
```bash
|
||||
cd packages/editor/editor-app
|
||||
pnpm tauri:dev
|
||||
```
|
||||
|
||||
## Available Scripts
|
||||
|
||||
| Script | Description |
|
||||
|--------|-------------|
|
||||
| `pnpm tauri:dev` | Run editor in development mode with hot-reload |
|
||||
| `pnpm tauri:build` | Build production application |
|
||||
| `pnpm build:sdk` | Build editor-runtime SDK |
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
editor-app/
|
||||
├── src/ # React application source
|
||||
│ ├── components/ # UI components
|
||||
│ ├── panels/ # Editor panels
|
||||
│ └── services/ # Core services
|
||||
├── src-tauri/ # Tauri (Rust) backend
|
||||
├── public/ # Static assets
|
||||
└── scripts/ # Build scripts
|
||||
```
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Build Errors
|
||||
|
||||
```bash
|
||||
pnpm clean
|
||||
pnpm install
|
||||
pnpm build:editor
|
||||
```
|
||||
|
||||
### Rust/Tauri Errors
|
||||
|
||||
```bash
|
||||
rustup update
|
||||
```
|
||||
|
||||
## Documentation
|
||||
|
||||
- [ESEngine Documentation](https://esengine.cn/)
|
||||
- [Tauri Documentation](https://tauri.app/)
|
||||
|
||||
## License
|
||||
|
||||
MIT License
|
||||
86
packages/editor/editor-app/README_CN.md
Normal file
86
packages/editor/editor-app/README_CN.md
Normal file
@@ -0,0 +1,86 @@
|
||||
# ESEngine 编辑器
|
||||
|
||||
基于 Tauri 2.x + React 18 构建的跨平台桌面可视化编辑器。
|
||||
|
||||
## 环境要求
|
||||
|
||||
运行编辑器前,请确保已安装以下环境:
|
||||
|
||||
- **Node.js** >= 18.x
|
||||
- **pnpm** >= 10.x
|
||||
- **Rust** >= 1.70 (Tauri 需要)
|
||||
- **平台相关依赖**:
|
||||
- **Windows**: Microsoft Visual Studio C++ Build Tools
|
||||
- **macOS**: Xcode Command Line Tools (`xcode-select --install`)
|
||||
- **Linux**: 参考 [Tauri 环境配置](https://tauri.app/v1/guides/getting-started/prerequisites)
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 1. 克隆并安装
|
||||
|
||||
```bash
|
||||
git clone https://github.com/esengine/esengine.git
|
||||
cd esengine
|
||||
pnpm install
|
||||
```
|
||||
|
||||
### 2. 构建依赖
|
||||
|
||||
在项目根目录执行:
|
||||
|
||||
```bash
|
||||
pnpm build:editor
|
||||
```
|
||||
|
||||
### 3. 启动编辑器
|
||||
|
||||
```bash
|
||||
cd packages/editor/editor-app
|
||||
pnpm tauri:dev
|
||||
```
|
||||
|
||||
## 可用脚本
|
||||
|
||||
| 脚本 | 说明 |
|
||||
|------|------|
|
||||
| `pnpm tauri:dev` | 开发模式运行编辑器(支持热重载)|
|
||||
| `pnpm tauri:build` | 构建生产版本应用 |
|
||||
| `pnpm build:sdk` | 构建 editor-runtime SDK |
|
||||
|
||||
## 项目结构
|
||||
|
||||
```
|
||||
editor-app/
|
||||
├── src/ # React 应用源码
|
||||
│ ├── components/ # UI 组件
|
||||
│ ├── panels/ # 编辑器面板
|
||||
│ └── services/ # 核心服务
|
||||
├── src-tauri/ # Tauri (Rust) 后端
|
||||
├── public/ # 静态资源
|
||||
└── scripts/ # 构建脚本
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 构建错误
|
||||
|
||||
```bash
|
||||
pnpm clean
|
||||
pnpm install
|
||||
pnpm build:editor
|
||||
```
|
||||
|
||||
### Rust/Tauri 错误
|
||||
|
||||
```bash
|
||||
rustup update
|
||||
```
|
||||
|
||||
## 文档
|
||||
|
||||
- [ESEngine 文档](https://esengine.cn/)
|
||||
- [Tauri 文档](https://tauri.app/)
|
||||
|
||||
## 许可证
|
||||
|
||||
MIT License
|
||||
@@ -9,7 +9,7 @@
|
||||
"build": "npm run build:sdk && tsc && vite build",
|
||||
"build:watch": "vite build --watch",
|
||||
"tauri": "tauri",
|
||||
"copy-modules": "node ../../scripts/copy-engine-modules.mjs",
|
||||
"copy-modules": "node ../../../scripts/copy-engine-modules.mjs",
|
||||
"tauri:dev": "npm run build:sdk && npm run copy-modules && tauri dev",
|
||||
"bundle:runtime": "node scripts/bundle-runtime.mjs",
|
||||
"tauri:build": "npm run build:sdk && npm run copy-modules && npm run bundle:runtime && tauri build",
|
||||
|
||||
1010
packages/editor/editor-app/src-tauri/Cargo.lock
generated
1010
packages/editor/editor-app/src-tauri/Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@@ -10,16 +10,16 @@ name = "ecs_editor_lib"
|
||||
crate-type = ["staticlib", "cdylib", "rlib"]
|
||||
|
||||
[build-dependencies]
|
||||
tauri-build = { version = "2.0", features = [] }
|
||||
tauri-build = { version = "2", features = [] }
|
||||
|
||||
[dependencies]
|
||||
tauri = { version = "2.0", features = ["protocol-asset"] }
|
||||
tauri-plugin-shell = "2.0"
|
||||
tauri-plugin-dialog = "2.0"
|
||||
tauri-plugin-fs = "2.0"
|
||||
tauri = { version = "2", features = ["protocol-asset"] }
|
||||
tauri-plugin-shell = "2"
|
||||
tauri-plugin-dialog = "2"
|
||||
tauri-plugin-fs = "2"
|
||||
tauri-plugin-updater = "2"
|
||||
tauri-plugin-http = "2.0"
|
||||
tauri-plugin-cli = "2.0"
|
||||
tauri-plugin-http = "2"
|
||||
tauri-plugin-cli = "2"
|
||||
serde = { version = "1", features = ["derive"] }
|
||||
serde_json = "1"
|
||||
glob = "0.3"
|
||||
|
||||
@@ -30,6 +30,7 @@
|
||||
"devDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@esengine/engine-core": "workspace:*",
|
||||
"@esengine/asset-system": "workspace:*",
|
||||
"@esengine/editor-core": "workspace:*",
|
||||
"@esengine/editor-runtime": "workspace:*",
|
||||
"@esengine/node-editor": "workspace:*",
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* @zh ESEngine 行为树运行时模块
|
||||
* @en ESEngine Behavior Tree Runtime Module
|
||||
*
|
||||
* @zh 纯运行时模块,不依赖 asset-system。资产加载由编辑器在 install 时注册。
|
||||
* @en Pure runtime module, no asset-system dependency. Asset loading is registered by editor during install.
|
||||
*/
|
||||
|
||||
import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
|
||||
import type { IRuntimeModule, SystemContext } from '@esengine/engine-core';
|
||||
|
||||
import {
|
||||
BehaviorTreeRuntimeComponent,
|
||||
BehaviorTreeExecutionSystem,
|
||||
BehaviorTreeAssetManager,
|
||||
GlobalBlackboardService,
|
||||
BehaviorTreeSystemToken
|
||||
} from '@esengine/behavior-tree';
|
||||
|
||||
export class BehaviorTreeRuntimeModule implements IRuntimeModule {
|
||||
registerComponents(registry: IComponentRegistry): void {
|
||||
registry.register(BehaviorTreeRuntimeComponent);
|
||||
}
|
||||
|
||||
registerServices(services: ServiceContainer): void {
|
||||
if (!services.isRegistered(GlobalBlackboardService)) {
|
||||
services.registerSingleton(GlobalBlackboardService);
|
||||
}
|
||||
if (!services.isRegistered(BehaviorTreeAssetManager)) {
|
||||
services.registerSingleton(BehaviorTreeAssetManager);
|
||||
}
|
||||
}
|
||||
|
||||
createSystems(scene: IScene, context: SystemContext): void {
|
||||
const ecsServices = (context as { ecsServices?: ServiceContainer }).ecsServices;
|
||||
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(ecsServices);
|
||||
|
||||
if (context.isEditor) {
|
||||
behaviorTreeSystem.enabled = false;
|
||||
}
|
||||
|
||||
scene.addSystem(behaviorTreeSystem);
|
||||
context.services.register(BehaviorTreeSystemToken, behaviorTreeSystem);
|
||||
}
|
||||
}
|
||||
@@ -30,8 +30,11 @@ import {
|
||||
LocaleService,
|
||||
} from '@esengine/editor-runtime';
|
||||
|
||||
// Runtime imports from @esengine/behavior-tree package
|
||||
import { BehaviorTreeRuntimeComponent, BehaviorTreeRuntimeModule } from '@esengine/behavior-tree';
|
||||
// Runtime imports
|
||||
import { BehaviorTreeRuntimeComponent, BehaviorTreeAssetType } from '@esengine/behavior-tree';
|
||||
import { AssetManagerToken } from '@esengine/asset-system';
|
||||
import { BehaviorTreeRuntimeModule } from './BehaviorTreeRuntimeModule';
|
||||
import { BehaviorTreeLoader } from './runtime/BehaviorTreeLoader';
|
||||
|
||||
// Editor components and services
|
||||
import { BehaviorTreeService } from './services/BehaviorTreeService';
|
||||
@@ -71,6 +74,10 @@ export class BehaviorTreeEditorModule implements IEditorModuleLoader {
|
||||
// 设置插件上下文
|
||||
PluginContext.setServices(services);
|
||||
|
||||
// 注册行为树资产加载器到 AssetManager
|
||||
// Register behavior tree asset loader to AssetManager
|
||||
this.registerAssetLoader();
|
||||
|
||||
// 注册服务
|
||||
this.registerServices(services);
|
||||
|
||||
@@ -92,6 +99,22 @@ export class BehaviorTreeEditorModule implements IEditorModuleLoader {
|
||||
logger.info('BehaviorTree editor module installed');
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册行为树资产加载器
|
||||
* Register behavior tree asset loader
|
||||
*/
|
||||
private registerAssetLoader(): void {
|
||||
try {
|
||||
const assetManager = PluginAPI.resolve(AssetManagerToken);
|
||||
if (assetManager) {
|
||||
assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
|
||||
logger.info('BehaviorTree asset loader registered');
|
||||
}
|
||||
} catch (error) {
|
||||
logger.warn('Failed to register asset loader:', error);
|
||||
}
|
||||
}
|
||||
|
||||
private registerAssetCreationMappings(services: ServiceContainer): void {
|
||||
try {
|
||||
const fileActionRegistry = services.resolve<FileActionRegistry>(IFileActionRegistry);
|
||||
@@ -376,7 +399,7 @@ export const BehaviorTreePlugin: IEditorPlugin = {
|
||||
editorModule: new BehaviorTreeEditorModule(),
|
||||
};
|
||||
|
||||
export { BehaviorTreeRuntimeModule };
|
||||
// BehaviorTreeRuntimeModule is internal, not re-exported
|
||||
|
||||
// Re-exports for editor functionality
|
||||
export { PluginContext } from './PluginContext';
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* @zh ESEngine 资产加载器
|
||||
* @en ESEngine asset loader
|
||||
* @internal
|
||||
*/
|
||||
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
import {
|
||||
BehaviorTreeAssetManager,
|
||||
EditorToBehaviorTreeDataConverter,
|
||||
BehaviorTreeAssetType,
|
||||
type BehaviorTreeData
|
||||
} from '@esengine/behavior-tree';
|
||||
|
||||
/**
|
||||
* @zh 行为树资产接口
|
||||
* @en Behavior tree asset interface
|
||||
* @internal
|
||||
*/
|
||||
export interface IBehaviorTreeAsset {
|
||||
data: BehaviorTreeData;
|
||||
path: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 行为树加载器
|
||||
* @en Behavior tree loader implementing IAssetLoader interface
|
||||
* @internal
|
||||
*/
|
||||
export class BehaviorTreeLoader {
|
||||
readonly supportedType = BehaviorTreeAssetType;
|
||||
readonly supportedExtensions = ['.btree'];
|
||||
readonly contentType = 'text' as const;
|
||||
|
||||
async parse(content: { text?: string }, context: { metadata: { path: string } }): Promise<IBehaviorTreeAsset> {
|
||||
if (!content.text) {
|
||||
throw new Error('Behavior tree content is empty');
|
||||
}
|
||||
|
||||
const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content.text);
|
||||
const assetPath = context.metadata.path;
|
||||
treeData.id = assetPath;
|
||||
|
||||
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
|
||||
if (btAssetManager) {
|
||||
btAssetManager.loadAsset(treeData);
|
||||
}
|
||||
|
||||
return {
|
||||
data: treeData,
|
||||
path: assetPath
|
||||
};
|
||||
}
|
||||
|
||||
dispose(asset: IBehaviorTreeAsset): void {
|
||||
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
|
||||
if (btAssetManager && asset.data) {
|
||||
btAssetManager.unloadAsset(asset.data.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,23 +1,15 @@
|
||||
{
|
||||
"extends": "../../../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"target": "ES2020",
|
||||
"module": "ES2020",
|
||||
"moduleResolution": "bundler",
|
||||
"lib": ["ES2020", "DOM"],
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"strict": true,
|
||||
"esModuleInterop": true,
|
||||
"allowSyntheticDefaultImports": true,
|
||||
"skipLibCheck": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"composite": false,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"jsx": "react-jsx",
|
||||
"resolveJsonModule": true,
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true
|
||||
"skipLibCheck": true,
|
||||
"moduleResolution": "bundler"
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist"]
|
||||
"exclude": ["node_modules", "dist", "**/*.test.ts"]
|
||||
}
|
||||
|
||||
@@ -2,6 +2,8 @@ import { defineConfig } from 'tsup';
|
||||
import { editorOnlyPreset } from '../../../tools/build-config/src/presets/plugin-tsup';
|
||||
|
||||
export default defineConfig({
|
||||
...editorOnlyPreset(),
|
||||
...editorOnlyPreset({
|
||||
external: ['@esengine/asset-system']
|
||||
}),
|
||||
tsconfig: 'tsconfig.build.json'
|
||||
});
|
||||
|
||||
13
packages/editor/plugins/fairygui-editor/tsconfig.build.json
Normal file
13
packages/editor/plugins/fairygui-editor/tsconfig.build.json
Normal file
@@ -0,0 +1,13 @@
|
||||
{
|
||||
"extends": "../../../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"composite": false,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"jsx": "react-jsx"
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist", "**/*.test.ts"]
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"extends": "../build-config/tsconfig.json",
|
||||
"extends": "../../../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"composite": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"jsx": "react-jsx",
|
||||
|
||||
@@ -5,6 +5,7 @@ export default defineConfig({
|
||||
format: ['esm'],
|
||||
dts: true,
|
||||
clean: true,
|
||||
tsconfig: 'tsconfig.build.json',
|
||||
external: [
|
||||
'react',
|
||||
'react-dom',
|
||||
|
||||
@@ -1,5 +1,26 @@
|
||||
# @esengine/behavior-tree
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/behavior-tree",
|
||||
"version": "1.0.3",
|
||||
"version": "3.0.0",
|
||||
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
||||
"main": "dist/index.js",
|
||||
"module": "dist/index.js",
|
||||
|
||||
@@ -1,5 +1,26 @@
|
||||
# @esengine/blueprint
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
|
||||
## 1.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/blueprint",
|
||||
"version": "1.0.2",
|
||||
"version": "3.0.0",
|
||||
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
||||
"main": "dist/index.js",
|
||||
"module": "dist/index.js",
|
||||
|
||||
@@ -1,5 +1,161 @@
|
||||
# @esengine/ecs-framework
|
||||
|
||||
## 2.6.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
|
||||
|
||||
### 新功能
|
||||
|
||||
**@NetworkEntity 装饰器**
|
||||
- 标记组件为网络实体,自动广播 spawn/despawn 消息
|
||||
- 支持 `autoSpawn` 和 `autoDespawn` 配置选项
|
||||
- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
|
||||
|
||||
**ECSRoom 增强**
|
||||
- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
|
||||
- 自动监听组件添加和实体销毁事件
|
||||
- 简化 GameRoom 实现,无需手动回调
|
||||
|
||||
### 改进
|
||||
|
||||
**Entity 事件**
|
||||
- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
|
||||
- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
|
||||
- 使用 `ECSEventType` 常量替代硬编码字符串
|
||||
|
||||
### 使用示例
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Enemy')
|
||||
@NetworkEntity('Enemy')
|
||||
class EnemyComponent extends Component {
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
|
||||
// 服务端
|
||||
const entity = scene.createEntity('Enemy');
|
||||
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
|
||||
entity.destroy(); // 自动广播 despawn
|
||||
```
|
||||
|
||||
## 2.5.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#392](https://github.com/esengine/esengine/pull/392) [`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76) Thanks [@esengine](https://github.com/esengine)! - fix(sync): Decoder 现在使用 GlobalComponentRegistry 查找组件 | Decoder now uses GlobalComponentRegistry for component lookup
|
||||
|
||||
**问题 | Problem:**
|
||||
1. `Decoder.ts` 有自己独立的 `componentRegistry` Map,与 `GlobalComponentRegistry` 完全分离。这导致通过 `@ECSComponent` 装饰器注册的组件在网络反序列化时找不到,产生 "Unknown component type" 错误。
|
||||
2. `@sync` 装饰器使用 `constructor.name` 作为 `typeId`,而不是 `@ECSComponent` 装饰器指定的名称,导致编码和解码使用不同的类型 ID。
|
||||
3. `Decoder.ts` had its own local `componentRegistry` Map that was completely separate from `GlobalComponentRegistry`. This caused components registered via `@ECSComponent` decorator to not be found during network deserialization, resulting in "Unknown component type" errors.
|
||||
4. `@sync` decorator used `constructor.name` as `typeId` instead of the name specified by `@ECSComponent` decorator, causing encoding and decoding to use different type IDs.
|
||||
|
||||
**修改 | Changes:**
|
||||
- 从 Decoder.ts 中移除本地 `componentRegistry`
|
||||
- 更新 `decodeEntity` 和 `decodeSpawn` 使用 `GlobalComponentRegistry.getComponentType()`
|
||||
- 移除已废弃的 `registerSyncComponent` 和 `autoRegisterSyncComponent` 函数
|
||||
- 更新 `@sync` 装饰器使用 `getComponentTypeName()` 获取组件类型名称
|
||||
- 更新 `@ECSComponent` 装饰器同步更新 `SYNC_METADATA.typeId`
|
||||
- Removed local `componentRegistry` from Decoder.ts
|
||||
- Updated `decodeEntity` and `decodeSpawn` to use `GlobalComponentRegistry.getComponentType()`
|
||||
- Removed deprecated `registerSyncComponent` and `autoRegisterSyncComponent` functions
|
||||
- Updated `@sync` decorator to use `getComponentTypeName()` for component type name
|
||||
- Updated `@ECSComponent` decorator to sync update `SYNC_METADATA.typeId`
|
||||
|
||||
现在使用 `@ECSComponent` 装饰器的组件会自动可用于网络同步解码,无需手动注册。
|
||||
|
||||
Now `@ECSComponent` decorated components are automatically available for network sync decoding without any manual registration.
|
||||
|
||||
## 2.5.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
|
||||
|
||||
## @esengine/ecs-framework
|
||||
|
||||
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync('string') name: string = '';
|
||||
@sync('uint16') score: number = 0;
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
### 新增导出
|
||||
- `sync` - 标记需要同步的字段装饰器
|
||||
- `SyncType` - 支持的同步类型
|
||||
- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
|
||||
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
|
||||
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
|
||||
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
|
||||
- `ChangeTracker` - 字段级变更追踪
|
||||
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
|
||||
|
||||
### 内部方法标记
|
||||
|
||||
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
|
||||
- `Scene.update()`
|
||||
- `SceneManager.update()`
|
||||
- `WorldManager.updateAll()`
|
||||
|
||||
## @esengine/network
|
||||
|
||||
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
// 服务端:编码状态
|
||||
const data = syncSystem.encodeAllEntities(false);
|
||||
|
||||
// 客户端:解码状态
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### 修复
|
||||
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
|
||||
|
||||
## @esengine/server
|
||||
|
||||
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
|
||||
|
||||
```typescript
|
||||
import { ECSRoom } from '@esengine/server/ecs';
|
||||
|
||||
// 服务端启动
|
||||
Core.create();
|
||||
setInterval(() => Core.update(1 / 60), 16);
|
||||
|
||||
// 定义房间
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new PhysicsSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
entity.addComponent(new PlayerComponent());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 设计
|
||||
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
|
||||
- `Core.update()` 统一更新 Time 和所有 World
|
||||
- `onTick()` 只处理状态同步逻辑
|
||||
|
||||
## 2.4.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
{
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.4.4",
|
||||
"version": "2.6.0",
|
||||
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
|
||||
"main": "dist/index.cjs",
|
||||
"module": "dist/index.mjs",
|
||||
"types": "dist/index.d.ts",
|
||||
"unpkg": "dist/index.umd.js",
|
||||
"sideEffects": false,
|
||||
"exports": {
|
||||
".": {
|
||||
"types": "./dist/index.d.ts",
|
||||
"import": "./dist/index.mjs",
|
||||
"require": "./dist/index.cjs"
|
||||
"require": "./dist/index.cjs",
|
||||
"source": "./src/index.ts"
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
@@ -50,23 +52,24 @@
|
||||
"@babel/plugin-transform-nullish-coalescing-operator": "^7.27.1",
|
||||
"@babel/plugin-transform-optional-chaining": "^7.27.1",
|
||||
"@babel/preset-env": "^7.28.3",
|
||||
"@eslint/js": "^9.37.0",
|
||||
"@jest/globals": "^29.7.0",
|
||||
"@rollup/plugin-babel": "^6.0.4",
|
||||
"@rollup/plugin-commonjs": "^28.0.3",
|
||||
"@rollup/plugin-node-resolve": "^16.0.1",
|
||||
"@rollup/plugin-terser": "^0.4.4",
|
||||
"@jest/globals": "^29.7.0",
|
||||
"@types/jest": "^29.5.14",
|
||||
"@types/node": "^20.19.17",
|
||||
"@eslint/js": "^9.37.0",
|
||||
"eslint": "^9.37.0",
|
||||
"typescript-eslint": "^8.46.1",
|
||||
"jest": "^29.7.0",
|
||||
"jest-environment-jsdom": "^29.7.0",
|
||||
"rimraf": "^5.0.0",
|
||||
"rollup": "^4.42.0",
|
||||
"rollup-plugin-dts": "^6.2.1",
|
||||
"rollup-plugin-sourcemaps": "^0.6.3",
|
||||
"ts-jest": "^29.4.0",
|
||||
"typescript": "^5.8.3"
|
||||
"typescript": "^5.8.3",
|
||||
"typescript-eslint": "^8.46.1"
|
||||
},
|
||||
"publishConfig": {
|
||||
"access": "public",
|
||||
|
||||
@@ -10,10 +10,16 @@ import { Int32 } from './Core/SoAStorage';
|
||||
* @en Components in ECS architecture should be pure data containers.
|
||||
* All game logic should be implemented in EntitySystem, not inside components.
|
||||
*
|
||||
* @zh **重要:所有 Component 子类都必须使用 @ECSComponent 装饰器!**
|
||||
* @zh 该装饰器用于注册组件类型名称,是序列化、网络同步等功能正常工作的前提。
|
||||
* @en **IMPORTANT: All Component subclasses MUST use the @ECSComponent decorator!**
|
||||
* @en This decorator registers the component type name, which is required for serialization, network sync, etc.
|
||||
*
|
||||
* @example
|
||||
* @zh 推荐做法:纯数据组件
|
||||
* @en Recommended: Pure data component
|
||||
* @zh 正确做法:使用 @ECSComponent 装饰器
|
||||
* @en Correct: Use @ECSComponent decorator
|
||||
* ```typescript
|
||||
* @ECSComponent('HealthComponent')
|
||||
* class HealthComponent extends Component {
|
||||
* public health: number = 100;
|
||||
* public maxHealth: number = 100;
|
||||
|
||||
@@ -19,6 +19,7 @@ import {
|
||||
type ComponentEditorOptions,
|
||||
type ComponentType
|
||||
} from '../Core/ComponentStorage/ComponentTypeUtils';
|
||||
import { SYNC_METADATA, type SyncMetadata } from '../Sync/types';
|
||||
|
||||
/**
|
||||
* 存储系统类型名称的Symbol键
|
||||
@@ -138,6 +139,14 @@ export function ECSComponent(typeName: string, options?: ComponentOptions) {
|
||||
metadata[COMPONENT_EDITOR_OPTIONS] = options.editor;
|
||||
}
|
||||
|
||||
// 更新 @sync 装饰器创建的 SYNC_METADATA.typeId(如果存在)
|
||||
// Update SYNC_METADATA.typeId created by @sync decorator (if exists)
|
||||
// Property decorators execute before class decorators, so @sync may have used constructor.name
|
||||
const syncMeta = (target as any)[SYNC_METADATA] as SyncMetadata | undefined;
|
||||
if (syncMeta) {
|
||||
syncMeta.typeId = typeName;
|
||||
}
|
||||
|
||||
// 自动注册到全局 ComponentRegistry,使组件可以通过名称查找
|
||||
// Auto-register to GlobalComponentRegistry, enabling lookup by name
|
||||
GlobalComponentRegistry.register(target);
|
||||
|
||||
@@ -7,14 +7,7 @@ import { getComponentInstanceTypeName, getComponentTypeName } from './Decorators
|
||||
import { generateGUID } from '../Utils/GUID';
|
||||
import type { IScene } from './IScene';
|
||||
import { EntityHandle, NULL_HANDLE } from './Core/EntityHandle';
|
||||
|
||||
/**
|
||||
* @zh 组件活跃状态变化接口
|
||||
* @en Interface for component active state change
|
||||
*/
|
||||
interface IActiveChangeable {
|
||||
onActiveChanged(): void;
|
||||
}
|
||||
import { ECSEventType } from './CoreEvents';
|
||||
|
||||
/**
|
||||
* @zh 比较两个实体的优先级
|
||||
@@ -482,7 +475,7 @@ export class Entity {
|
||||
}
|
||||
|
||||
if (this.scene.eventSystem) {
|
||||
this.scene.eventSystem.emitSync('component:added', {
|
||||
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_ADDED, {
|
||||
timestamp: Date.now(),
|
||||
source: 'Entity',
|
||||
entityId: this.id,
|
||||
@@ -639,7 +632,7 @@ export class Entity {
|
||||
component.entityId = null;
|
||||
|
||||
if (this.scene?.eventSystem) {
|
||||
this.scene.eventSystem.emitSync('component:removed', {
|
||||
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_REMOVED, {
|
||||
timestamp: Date.now(),
|
||||
source: 'Entity',
|
||||
entityId: this.id,
|
||||
@@ -770,19 +763,23 @@ export class Entity {
|
||||
}
|
||||
|
||||
/**
|
||||
* 活跃状态改变时的回调
|
||||
* @zh 活跃状态改变时的回调
|
||||
* @en Callback when active state changes
|
||||
*
|
||||
* @zh 通过事件系统发出 ENTITY_ENABLED 或 ENTITY_DISABLED 事件,
|
||||
* 组件可以通过监听这些事件来响应实体状态变化。
|
||||
* @en Emits ENTITY_ENABLED or ENTITY_DISABLED event through the event system.
|
||||
* Components can listen to these events to respond to entity state changes.
|
||||
*/
|
||||
private onActiveChanged(): void {
|
||||
for (const component of this.components) {
|
||||
if ('onActiveChanged' in component && typeof component.onActiveChanged === 'function') {
|
||||
(component as IActiveChangeable).onActiveChanged();
|
||||
}
|
||||
}
|
||||
if (this.scene?.eventSystem) {
|
||||
const eventType = this._active
|
||||
? ECSEventType.ENTITY_ENABLED
|
||||
: ECSEventType.ENTITY_DISABLED;
|
||||
|
||||
if (this.scene && this.scene.eventSystem) {
|
||||
this.scene.eventSystem.emitSync('entity:activeChanged', {
|
||||
this.scene.eventSystem.emitSync(eventType, {
|
||||
entity: this,
|
||||
active: this._active
|
||||
scene: this.scene,
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -801,6 +798,15 @@ export class Entity {
|
||||
|
||||
this._isDestroyed = true;
|
||||
|
||||
// 在清理之前发出销毁事件(组件仍然可访问)
|
||||
if (this.scene?.eventSystem) {
|
||||
this.scene.eventSystem.emitSync(ECSEventType.ENTITY_DESTROYED, {
|
||||
entity: this,
|
||||
entityId: this.id,
|
||||
scene: this.scene,
|
||||
});
|
||||
}
|
||||
|
||||
if (this.scene && this.scene.referenceTracker) {
|
||||
this.scene.referenceTracker.clearReferencesTo(this.id);
|
||||
this.scene.referenceTracker.unregisterEntityScene(this.id);
|
||||
|
||||
@@ -508,7 +508,9 @@ export class Scene implements IScene {
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新场景
|
||||
* @zh 更新场景
|
||||
* @en Update scene
|
||||
* @internal 由 SceneManager 或 World 调用,用户不应直接调用
|
||||
*/
|
||||
public update() {
|
||||
this.epochManager.increment();
|
||||
|
||||
@@ -240,18 +240,9 @@ export class SceneManager implements IService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新场景
|
||||
*
|
||||
* 应该在每帧的游戏循环中调用。
|
||||
* 会自动处理延迟场景切换。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime);
|
||||
* sceneManager.update(); // 每帧调用
|
||||
* }
|
||||
* ```
|
||||
* @zh 更新场景
|
||||
* @en Update scene
|
||||
* @internal 由 Core.update() 调用,用户不应直接调用
|
||||
*/
|
||||
public update(): void {
|
||||
// 处理延迟场景切换
|
||||
|
||||
125
packages/framework/core/src/ECS/Sync/ChangeTracker.ts
Normal file
125
packages/framework/core/src/ECS/Sync/ChangeTracker.ts
Normal file
@@ -0,0 +1,125 @@
|
||||
/**
|
||||
* @zh 组件变更追踪器
|
||||
* @en Component change tracker
|
||||
*
|
||||
* @zh 用于追踪 @sync 标记字段的变更,支持增量同步
|
||||
* @en Tracks changes to @sync marked fields for delta synchronization
|
||||
*/
|
||||
export class ChangeTracker {
|
||||
/**
|
||||
* @zh 脏字段索引集合
|
||||
* @en Set of dirty field indices
|
||||
*/
|
||||
private _dirtyFields: Set<number> = new Set();
|
||||
|
||||
/**
|
||||
* @zh 是否有任何变更
|
||||
* @en Whether there are any changes
|
||||
*/
|
||||
private _hasChanges: boolean = false;
|
||||
|
||||
/**
|
||||
* @zh 上次同步的时间戳
|
||||
* @en Last sync timestamp
|
||||
*/
|
||||
private _lastSyncTime: number = 0;
|
||||
|
||||
/**
|
||||
* @zh 标记字段为脏
|
||||
* @en Mark field as dirty
|
||||
*
|
||||
* @param fieldIndex - @zh 字段索引 @en Field index
|
||||
*/
|
||||
public setDirty(fieldIndex: number): void {
|
||||
this._dirtyFields.add(fieldIndex);
|
||||
this._hasChanges = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有变更
|
||||
* @en Check if there are any changes
|
||||
*/
|
||||
public hasChanges(): boolean {
|
||||
return this._hasChanges;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查特定字段是否脏
|
||||
* @en Check if a specific field is dirty
|
||||
*
|
||||
* @param fieldIndex - @zh 字段索引 @en Field index
|
||||
*/
|
||||
public isDirty(fieldIndex: number): boolean {
|
||||
return this._dirtyFields.has(fieldIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有脏字段索引
|
||||
* @en Get all dirty field indices
|
||||
*/
|
||||
public getDirtyFields(): number[] {
|
||||
return Array.from(this._dirtyFields);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取脏字段数量
|
||||
* @en Get number of dirty fields
|
||||
*/
|
||||
public getDirtyCount(): number {
|
||||
return this._dirtyFields.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除所有变更标记
|
||||
* @en Clear all change marks
|
||||
*/
|
||||
public clear(): void {
|
||||
this._dirtyFields.clear();
|
||||
this._hasChanges = false;
|
||||
this._lastSyncTime = Date.now();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除特定字段的变更标记
|
||||
* @en Clear change mark for a specific field
|
||||
*
|
||||
* @param fieldIndex - @zh 字段索引 @en Field index
|
||||
*/
|
||||
public clearField(fieldIndex: number): void {
|
||||
this._dirtyFields.delete(fieldIndex);
|
||||
if (this._dirtyFields.size === 0) {
|
||||
this._hasChanges = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取上次同步时间
|
||||
* @en Get last sync time
|
||||
*/
|
||||
public get lastSyncTime(): number {
|
||||
return this._lastSyncTime;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 标记所有字段为脏(用于首次同步)
|
||||
* @en Mark all fields as dirty (for initial sync)
|
||||
*
|
||||
* @param fieldCount - @zh 字段数量 @en Field count
|
||||
*/
|
||||
public markAllDirty(fieldCount: number): void {
|
||||
for (let i = 0; i < fieldCount; i++) {
|
||||
this._dirtyFields.add(i);
|
||||
}
|
||||
this._hasChanges = fieldCount > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重置追踪器
|
||||
* @en Reset tracker
|
||||
*/
|
||||
public reset(): void {
|
||||
this._dirtyFields.clear();
|
||||
this._hasChanges = false;
|
||||
this._lastSyncTime = 0;
|
||||
}
|
||||
}
|
||||
147
packages/framework/core/src/ECS/Sync/NetworkEntityDecorator.ts
Normal file
147
packages/framework/core/src/ECS/Sync/NetworkEntityDecorator.ts
Normal file
@@ -0,0 +1,147 @@
|
||||
/**
|
||||
* @zh 网络实体装饰器
|
||||
* @en Network entity decorator
|
||||
*
|
||||
* @zh 提供 @NetworkEntity 装饰器,用于标记需要自动广播生成/销毁的组件
|
||||
* @en Provides @NetworkEntity decorator to mark components for automatic spawn/despawn broadcasting
|
||||
*/
|
||||
|
||||
/**
|
||||
* @zh 网络实体元数据的 Symbol 键
|
||||
* @en Symbol key for network entity metadata
|
||||
*/
|
||||
export const NETWORK_ENTITY_METADATA = Symbol('NetworkEntityMetadata');
|
||||
|
||||
/**
|
||||
* @zh 网络实体元数据
|
||||
* @en Network entity metadata
|
||||
*/
|
||||
export interface NetworkEntityMetadata {
|
||||
/**
|
||||
* @zh 预制体类型名称(用于客户端重建实体)
|
||||
* @en Prefab type name (used by client to reconstruct entity)
|
||||
*/
|
||||
prefabType: string;
|
||||
|
||||
/**
|
||||
* @zh 是否自动广播生成
|
||||
* @en Whether to auto-broadcast spawn
|
||||
* @default true
|
||||
*/
|
||||
autoSpawn: boolean;
|
||||
|
||||
/**
|
||||
* @zh 是否自动广播销毁
|
||||
* @en Whether to auto-broadcast despawn
|
||||
* @default true
|
||||
*/
|
||||
autoDespawn: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 网络实体装饰器配置选项
|
||||
* @en Network entity decorator options
|
||||
*/
|
||||
export interface NetworkEntityOptions {
|
||||
/**
|
||||
* @zh 是否自动广播生成
|
||||
* @en Whether to auto-broadcast spawn
|
||||
* @default true
|
||||
*/
|
||||
autoSpawn?: boolean;
|
||||
|
||||
/**
|
||||
* @zh 是否自动广播销毁
|
||||
* @en Whether to auto-broadcast despawn
|
||||
* @default true
|
||||
*/
|
||||
autoDespawn?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 网络实体装饰器
|
||||
* @en Network entity decorator
|
||||
*
|
||||
* @zh 标记组件类为网络实体。当包含此组件的实体被创建或销毁时,
|
||||
* ECSRoom 会自动广播相应的 spawn/despawn 消息给所有客户端。
|
||||
* @en Marks a component class as a network entity. When an entity containing
|
||||
* this component is created or destroyed, ECSRoom will automatically broadcast
|
||||
* the corresponding spawn/despawn messages to all clients.
|
||||
*
|
||||
* @param prefabType - @zh 预制体类型名称 @en Prefab type name
|
||||
* @param options - @zh 可选配置 @en Optional configuration
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Component, ECSComponent, NetworkEntity, sync } from '@esengine/ecs-framework';
|
||||
*
|
||||
* @ECSComponent('Enemy')
|
||||
* @NetworkEntity('Enemy')
|
||||
* class EnemyComponent extends Component {
|
||||
* @sync('float32') x: number = 0;
|
||||
* @sync('float32') y: number = 0;
|
||||
* @sync('uint16') health: number = 100;
|
||||
* }
|
||||
*
|
||||
* // 当添加此组件到实体时,ECSRoom 会自动广播 spawn
|
||||
* const enemy = scene.createEntity('Enemy');
|
||||
* enemy.addComponent(new EnemyComponent()); // 自动广播给所有客户端
|
||||
*
|
||||
* // 当实体销毁时,自动广播 despawn
|
||||
* enemy.destroy(); // 自动广播给所有客户端
|
||||
* ```
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 只自动广播生成,销毁由手动控制
|
||||
* @ECSComponent('Bullet')
|
||||
* @NetworkEntity('Bullet', { autoDespawn: false })
|
||||
* class BulletComponent extends Component {
|
||||
* @sync('float32') x: number = 0;
|
||||
* @sync('float32') y: number = 0;
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function NetworkEntity(prefabType: string, options?: NetworkEntityOptions) {
|
||||
return function <T extends new (...args: any[]) => any>(target: T): T {
|
||||
const metadata: NetworkEntityMetadata = {
|
||||
prefabType,
|
||||
autoSpawn: options?.autoSpawn ?? true,
|
||||
autoDespawn: options?.autoDespawn ?? true,
|
||||
};
|
||||
|
||||
(target as any)[NETWORK_ENTITY_METADATA] = metadata;
|
||||
|
||||
return target;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取组件类的网络实体元数据
|
||||
* @en Get network entity metadata for a component class
|
||||
*
|
||||
* @param componentClass - @zh 组件类或组件实例 @en Component class or instance
|
||||
* @returns @zh 网络实体元数据,如果不存在则返回 null @en Network entity metadata, or null if not exists
|
||||
*/
|
||||
export function getNetworkEntityMetadata(componentClass: any): NetworkEntityMetadata | null {
|
||||
if (!componentClass) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const constructor = typeof componentClass === 'function'
|
||||
? componentClass
|
||||
: componentClass.constructor;
|
||||
|
||||
return constructor[NETWORK_ENTITY_METADATA] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查组件是否标记为网络实体
|
||||
* @en Check if a component is marked as a network entity
|
||||
*
|
||||
* @param component - @zh 组件类或组件实例 @en Component class or instance
|
||||
* @returns @zh 如果是网络实体返回 true @en Returns true if is a network entity
|
||||
*/
|
||||
export function isNetworkEntity(component: any): boolean {
|
||||
return getNetworkEntityMetadata(component) !== null;
|
||||
}
|
||||
219
packages/framework/core/src/ECS/Sync/decorators.ts
Normal file
219
packages/framework/core/src/ECS/Sync/decorators.ts
Normal file
@@ -0,0 +1,219 @@
|
||||
/**
|
||||
* @zh 网络同步装饰器
|
||||
* @en Network synchronization decorators
|
||||
*
|
||||
* @zh 提供 @sync 装饰器,用于标记需要网络同步的 Component 字段
|
||||
* @en Provides @sync decorator to mark Component fields for network synchronization
|
||||
*/
|
||||
|
||||
import type { SyncType, SyncFieldMetadata, SyncMetadata } from './types';
|
||||
import { SYNC_METADATA, CHANGE_TRACKER } from './types';
|
||||
import { ChangeTracker } from './ChangeTracker';
|
||||
import { getComponentTypeName } from '../Core/ComponentStorage/ComponentTypeUtils';
|
||||
|
||||
/**
|
||||
* @zh 获取或创建组件的同步元数据
|
||||
* @en Get or create sync metadata for a component class
|
||||
*
|
||||
* @param target - @zh 组件类的原型 @en Component class prototype
|
||||
* @returns @zh 同步元数据 @en Sync metadata
|
||||
*/
|
||||
function getOrCreateSyncMetadata(target: any): SyncMetadata {
|
||||
const constructor = target.constructor;
|
||||
|
||||
// Check if has own metadata (not inherited)
|
||||
const hasOwnMetadata = Object.prototype.hasOwnProperty.call(constructor, SYNC_METADATA);
|
||||
|
||||
if (hasOwnMetadata) {
|
||||
return constructor[SYNC_METADATA];
|
||||
}
|
||||
|
||||
// Check for inherited metadata
|
||||
const inheritedMetadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
|
||||
|
||||
// Create new metadata (copy from inherited if exists)
|
||||
// Use getComponentTypeName to get @ECSComponent decorator name, or fall back to constructor.name
|
||||
const metadata: SyncMetadata = {
|
||||
typeId: getComponentTypeName(constructor),
|
||||
fields: inheritedMetadata ? [...inheritedMetadata.fields] : [],
|
||||
fieldIndexMap: inheritedMetadata ? new Map(inheritedMetadata.fieldIndexMap) : new Map()
|
||||
};
|
||||
|
||||
constructor[SYNC_METADATA] = metadata;
|
||||
return metadata;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 同步字段装饰器
|
||||
* @en Sync field decorator
|
||||
*
|
||||
* @zh 标记 Component 字段为可网络同步。被标记的字段会自动追踪变更,
|
||||
* 并在值修改时触发变更追踪器。
|
||||
* @en Marks a Component field for network synchronization. Marked fields
|
||||
* automatically track changes and trigger the change tracker on modification.
|
||||
*
|
||||
* @param type - @zh 字段的同步类型 @en Sync type of the field
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Component, ECSComponent } from '@esengine/ecs-framework';
|
||||
* import { sync } from '@esengine/ecs-framework';
|
||||
*
|
||||
* @ECSComponent('Player')
|
||||
* class PlayerComponent extends Component {
|
||||
* @sync("string") name: string = "";
|
||||
* @sync("uint16") score: number = 0;
|
||||
* @sync("float32") x: number = 0;
|
||||
* @sync("float32") y: number = 0;
|
||||
*
|
||||
* // 不带 @sync 的字段不会同步
|
||||
* // Fields without @sync will not be synchronized
|
||||
* localData: any;
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function sync(type: SyncType) {
|
||||
return function (target: any, propertyKey: string) {
|
||||
const metadata = getOrCreateSyncMetadata(target);
|
||||
|
||||
// Assign field index (auto-increment based on field count)
|
||||
const fieldIndex = metadata.fields.length;
|
||||
|
||||
// Create field metadata
|
||||
const fieldMeta: SyncFieldMetadata = {
|
||||
index: fieldIndex,
|
||||
name: propertyKey,
|
||||
type: type
|
||||
};
|
||||
|
||||
// Register field
|
||||
metadata.fields.push(fieldMeta);
|
||||
metadata.fieldIndexMap.set(propertyKey, fieldIndex);
|
||||
|
||||
// Store original property key for getter/setter
|
||||
const privateKey = `_sync_${propertyKey}`;
|
||||
|
||||
// Define getter/setter to intercept value changes
|
||||
Object.defineProperty(target, propertyKey, {
|
||||
get() {
|
||||
return this[privateKey];
|
||||
},
|
||||
set(value: any) {
|
||||
const oldValue = this[privateKey];
|
||||
if (oldValue !== value) {
|
||||
this[privateKey] = value;
|
||||
// Trigger change tracker if exists
|
||||
const tracker = this[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (tracker) {
|
||||
tracker.setDirty(fieldIndex);
|
||||
}
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取组件类的同步元数据
|
||||
* @en Get sync metadata for a component class
|
||||
*
|
||||
* @param componentClass - @zh 组件类或组件实例 @en Component class or instance
|
||||
* @returns @zh 同步元数据,如果不存在则返回 null @en Sync metadata, or null if not exists
|
||||
*/
|
||||
export function getSyncMetadata(componentClass: any): SyncMetadata | null {
|
||||
if (!componentClass) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const constructor = typeof componentClass === 'function'
|
||||
? componentClass
|
||||
: componentClass.constructor;
|
||||
|
||||
return constructor[SYNC_METADATA] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查组件是否有同步字段
|
||||
* @en Check if a component has sync fields
|
||||
*
|
||||
* @param component - @zh 组件类或组件实例 @en Component class or instance
|
||||
* @returns @zh 如果有同步字段返回 true @en Returns true if has sync fields
|
||||
*/
|
||||
export function hasSyncFields(component: any): boolean {
|
||||
const metadata = getSyncMetadata(component);
|
||||
return metadata !== null && metadata.fields.length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取组件实例的变更追踪器
|
||||
* @en Get change tracker of a component instance
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @returns @zh 变更追踪器,如果不存在则返回 null @en Change tracker, or null if not exists
|
||||
*/
|
||||
export function getChangeTracker(component: any): ChangeTracker | null {
|
||||
if (!component) {
|
||||
return null;
|
||||
}
|
||||
return component[CHANGE_TRACKER] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 为组件实例初始化变更追踪器
|
||||
* @en Initialize change tracker for a component instance
|
||||
*
|
||||
* @zh 这个函数应该在组件首次添加到实体时调用。
|
||||
* 它会创建变更追踪器并标记所有字段为脏(用于首次同步)。
|
||||
* @en This function should be called when a component is first added to an entity.
|
||||
* It creates the change tracker and marks all fields as dirty (for initial sync).
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @returns @zh 变更追踪器 @en Change tracker
|
||||
*/
|
||||
export function initChangeTracker(component: any): ChangeTracker {
|
||||
const metadata = getSyncMetadata(component);
|
||||
if (!metadata) {
|
||||
throw new Error('Component does not have sync metadata. Use @sync decorator on fields.');
|
||||
}
|
||||
|
||||
let tracker = component[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (!tracker) {
|
||||
tracker = new ChangeTracker();
|
||||
component[CHANGE_TRACKER] = tracker;
|
||||
}
|
||||
|
||||
// Mark all fields as dirty for initial sync
|
||||
tracker.markAllDirty(metadata.fields.length);
|
||||
|
||||
return tracker;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除组件实例的变更标记
|
||||
* @en Clear change marks for a component instance
|
||||
*
|
||||
* @zh 通常在同步完成后调用,清除所有脏标记
|
||||
* @en Usually called after sync is complete, clears all dirty marks
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
*/
|
||||
export function clearChanges(component: any): void {
|
||||
const tracker = getChangeTracker(component);
|
||||
if (tracker) {
|
||||
tracker.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查组件是否有变更
|
||||
* @en Check if a component has changes
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @returns @zh 如果有变更返回 true @en Returns true if has changes
|
||||
*/
|
||||
export function hasChanges(component: any): boolean {
|
||||
const tracker = getChangeTracker(component);
|
||||
return tracker ? tracker.hasChanges() : false;
|
||||
}
|
||||
285
packages/framework/core/src/ECS/Sync/encoding/BinaryReader.ts
Normal file
285
packages/framework/core/src/ECS/Sync/encoding/BinaryReader.ts
Normal file
@@ -0,0 +1,285 @@
|
||||
/**
|
||||
* @zh 二进制读取器
|
||||
* @en Binary Reader
|
||||
*
|
||||
* @zh 提供高效的二进制数据读取功能
|
||||
* @en Provides efficient binary data reading
|
||||
*/
|
||||
|
||||
import { decodeVarint } from './varint';
|
||||
|
||||
/**
|
||||
* @zh 文本解码器(使用浏览器原生 API)
|
||||
* @en Text decoder (using browser native API)
|
||||
*/
|
||||
const textDecoder = typeof TextDecoder !== 'undefined' ? new TextDecoder() : null;
|
||||
|
||||
/**
|
||||
* @zh 二进制读取器
|
||||
* @en Binary reader for decoding data
|
||||
*/
|
||||
export class BinaryReader {
|
||||
/**
|
||||
* @zh 数据缓冲区
|
||||
* @en Data buffer
|
||||
*/
|
||||
private _buffer: Uint8Array;
|
||||
|
||||
/**
|
||||
* @zh DataView 用于读取数值
|
||||
* @en DataView for reading numbers
|
||||
*/
|
||||
private _view: DataView;
|
||||
|
||||
/**
|
||||
* @zh 当前读取位置
|
||||
* @en Current read position
|
||||
*/
|
||||
private _offset: number = 0;
|
||||
|
||||
/**
|
||||
* @zh 创建二进制读取器
|
||||
* @en Create binary reader
|
||||
*
|
||||
* @param buffer - @zh 要读取的数据 @en Data to read
|
||||
*/
|
||||
constructor(buffer: Uint8Array) {
|
||||
this._buffer = buffer;
|
||||
this._view = new DataView(buffer.buffer, buffer.byteOffset, buffer.byteLength);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取当前读取位置
|
||||
* @en Get current read position
|
||||
*/
|
||||
public get offset(): number {
|
||||
return this._offset;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置读取位置
|
||||
* @en Set read position
|
||||
*/
|
||||
public set offset(value: number) {
|
||||
this._offset = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取剩余可读字节数
|
||||
* @en Get remaining readable bytes
|
||||
*/
|
||||
public get remaining(): number {
|
||||
return this._buffer.length - this._offset;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有更多数据可读
|
||||
* @en Check if there's more data to read
|
||||
*/
|
||||
public hasMore(): boolean {
|
||||
return this._offset < this._buffer.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取单个字节
|
||||
* @en Read single byte
|
||||
*/
|
||||
public readUint8(): number {
|
||||
this.checkBounds(1);
|
||||
return this._buffer[this._offset++]!;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取有符号字节
|
||||
* @en Read signed byte
|
||||
*/
|
||||
public readInt8(): number {
|
||||
this.checkBounds(1);
|
||||
return this._view.getInt8(this._offset++);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取布尔值
|
||||
* @en Read boolean
|
||||
*/
|
||||
public readBoolean(): boolean {
|
||||
return this.readUint8() !== 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 16 位无符号整数(小端序)
|
||||
* @en Read 16-bit unsigned integer (little-endian)
|
||||
*/
|
||||
public readUint16(): number {
|
||||
this.checkBounds(2);
|
||||
const value = this._view.getUint16(this._offset, true);
|
||||
this._offset += 2;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 16 位有符号整数(小端序)
|
||||
* @en Read 16-bit signed integer (little-endian)
|
||||
*/
|
||||
public readInt16(): number {
|
||||
this.checkBounds(2);
|
||||
const value = this._view.getInt16(this._offset, true);
|
||||
this._offset += 2;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 32 位无符号整数(小端序)
|
||||
* @en Read 32-bit unsigned integer (little-endian)
|
||||
*/
|
||||
public readUint32(): number {
|
||||
this.checkBounds(4);
|
||||
const value = this._view.getUint32(this._offset, true);
|
||||
this._offset += 4;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 32 位有符号整数(小端序)
|
||||
* @en Read 32-bit signed integer (little-endian)
|
||||
*/
|
||||
public readInt32(): number {
|
||||
this.checkBounds(4);
|
||||
const value = this._view.getInt32(this._offset, true);
|
||||
this._offset += 4;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 32 位浮点数(小端序)
|
||||
* @en Read 32-bit float (little-endian)
|
||||
*/
|
||||
public readFloat32(): number {
|
||||
this.checkBounds(4);
|
||||
const value = this._view.getFloat32(this._offset, true);
|
||||
this._offset += 4;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 64 位浮点数(小端序)
|
||||
* @en Read 64-bit float (little-endian)
|
||||
*/
|
||||
public readFloat64(): number {
|
||||
this.checkBounds(8);
|
||||
const value = this._view.getFloat64(this._offset, true);
|
||||
this._offset += 8;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取变长整数
|
||||
* @en Read variable-length integer
|
||||
*/
|
||||
public readVarint(): number {
|
||||
const [value, newOffset] = decodeVarint(this._buffer, this._offset);
|
||||
this._offset = newOffset;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取字符串(UTF-8 编码,带长度前缀)
|
||||
* @en Read string (UTF-8 encoded with length prefix)
|
||||
*/
|
||||
public readString(): string {
|
||||
const length = this.readVarint();
|
||||
this.checkBounds(length);
|
||||
|
||||
const bytes = this._buffer.subarray(this._offset, this._offset + length);
|
||||
this._offset += length;
|
||||
|
||||
if (textDecoder) {
|
||||
return textDecoder.decode(bytes);
|
||||
} else {
|
||||
return this.utf8BytesToString(bytes);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取原始字节
|
||||
* @en Read raw bytes
|
||||
*
|
||||
* @param length - @zh 要读取的字节数 @en Number of bytes to read
|
||||
*/
|
||||
public readBytes(length: number): Uint8Array {
|
||||
this.checkBounds(length);
|
||||
const bytes = this._buffer.slice(this._offset, this._offset + length);
|
||||
this._offset += length;
|
||||
return bytes;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 查看下一个字节但不移动读取位置
|
||||
* @en Peek next byte without advancing read position
|
||||
*/
|
||||
public peekUint8(): number {
|
||||
this.checkBounds(1);
|
||||
return this._buffer[this._offset]!;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 跳过指定字节数
|
||||
* @en Skip specified number of bytes
|
||||
*/
|
||||
public skip(count: number): void {
|
||||
this.checkBounds(count);
|
||||
this._offset += count;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查边界
|
||||
* @en Check bounds
|
||||
*/
|
||||
private checkBounds(size: number): void {
|
||||
if (this._offset + size > this._buffer.length) {
|
||||
throw new Error(`BinaryReader: buffer overflow (offset=${this._offset}, size=${size}, bufferLength=${this._buffer.length})`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh UTF-8 字节转字符串(后备方案)
|
||||
* @en UTF-8 bytes to string (fallback)
|
||||
*/
|
||||
private utf8BytesToString(bytes: Uint8Array): string {
|
||||
let result = '';
|
||||
let i = 0;
|
||||
|
||||
while (i < bytes.length) {
|
||||
let charCode: number;
|
||||
const byte1 = bytes[i++]!;
|
||||
|
||||
if (byte1 < 0x80) {
|
||||
charCode = byte1;
|
||||
} else if (byte1 < 0xE0) {
|
||||
const byte2 = bytes[i++]!;
|
||||
charCode = ((byte1 & 0x1F) << 6) | (byte2 & 0x3F);
|
||||
} else if (byte1 < 0xF0) {
|
||||
const byte2 = bytes[i++]!;
|
||||
const byte3 = bytes[i++]!;
|
||||
charCode = ((byte1 & 0x0F) << 12) | ((byte2 & 0x3F) << 6) | (byte3 & 0x3F);
|
||||
} else {
|
||||
const byte2 = bytes[i++]!;
|
||||
const byte3 = bytes[i++]!;
|
||||
const byte4 = bytes[i++]!;
|
||||
charCode = ((byte1 & 0x07) << 18) | ((byte2 & 0x3F) << 12) |
|
||||
((byte3 & 0x3F) << 6) | (byte4 & 0x3F);
|
||||
|
||||
// Convert to surrogate pair
|
||||
if (charCode > 0xFFFF) {
|
||||
charCode -= 0x10000;
|
||||
result += String.fromCharCode(0xD800 + (charCode >> 10));
|
||||
charCode = 0xDC00 + (charCode & 0x3FF);
|
||||
}
|
||||
}
|
||||
|
||||
result += String.fromCharCode(charCode);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
257
packages/framework/core/src/ECS/Sync/encoding/BinaryWriter.ts
Normal file
257
packages/framework/core/src/ECS/Sync/encoding/BinaryWriter.ts
Normal file
@@ -0,0 +1,257 @@
|
||||
/**
|
||||
* @zh 二进制写入器
|
||||
* @en Binary Writer
|
||||
*
|
||||
* @zh 提供高效的二进制数据写入功能,支持自动扩容
|
||||
* @en Provides efficient binary data writing with auto-expansion
|
||||
*/
|
||||
|
||||
import { encodeVarint, varintSize } from './varint';
|
||||
|
||||
/**
|
||||
* @zh 文本编码器(使用浏览器原生 API)
|
||||
* @en Text encoder (using browser native API)
|
||||
*/
|
||||
const textEncoder = typeof TextEncoder !== 'undefined' ? new TextEncoder() : null;
|
||||
|
||||
/**
|
||||
* @zh 二进制写入器
|
||||
* @en Binary writer for encoding data
|
||||
*/
|
||||
export class BinaryWriter {
|
||||
/**
|
||||
* @zh 内部缓冲区
|
||||
* @en Internal buffer
|
||||
*/
|
||||
private _buffer: Uint8Array;
|
||||
|
||||
/**
|
||||
* @zh DataView 用于写入数值
|
||||
* @en DataView for writing numbers
|
||||
*/
|
||||
private _view: DataView;
|
||||
|
||||
/**
|
||||
* @zh 当前写入位置
|
||||
* @en Current write position
|
||||
*/
|
||||
private _offset: number = 0;
|
||||
|
||||
/**
|
||||
* @zh 创建二进制写入器
|
||||
* @en Create binary writer
|
||||
*
|
||||
* @param initialCapacity - @zh 初始容量 @en Initial capacity
|
||||
*/
|
||||
constructor(initialCapacity: number = 256) {
|
||||
this._buffer = new Uint8Array(initialCapacity);
|
||||
this._view = new DataView(this._buffer.buffer);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取当前写入位置
|
||||
* @en Get current write position
|
||||
*/
|
||||
public get offset(): number {
|
||||
return this._offset;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取写入的数据
|
||||
* @en Get written data
|
||||
*
|
||||
* @returns @zh 包含写入数据的 Uint8Array @en Uint8Array containing written data
|
||||
*/
|
||||
public toUint8Array(): Uint8Array {
|
||||
return this._buffer.slice(0, this._offset);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重置写入器(清空数据但保留缓冲区)
|
||||
* @en Reset writer (clear data but keep buffer)
|
||||
*/
|
||||
public reset(): void {
|
||||
this._offset = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 确保有足够空间
|
||||
* @en Ensure enough space
|
||||
*
|
||||
* @param size - @zh 需要的额外字节数 @en Extra bytes needed
|
||||
*/
|
||||
private ensureCapacity(size: number): void {
|
||||
const required = this._offset + size;
|
||||
if (required > this._buffer.length) {
|
||||
// Double the buffer size or use required size, whichever is larger
|
||||
const newSize = Math.max(this._buffer.length * 2, required);
|
||||
const newBuffer = new Uint8Array(newSize);
|
||||
newBuffer.set(this._buffer);
|
||||
this._buffer = newBuffer;
|
||||
this._view = new DataView(this._buffer.buffer);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入单个字节
|
||||
* @en Write single byte
|
||||
*/
|
||||
public writeUint8(value: number): void {
|
||||
this.ensureCapacity(1);
|
||||
this._buffer[this._offset++] = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入有符号字节
|
||||
* @en Write signed byte
|
||||
*/
|
||||
public writeInt8(value: number): void {
|
||||
this.ensureCapacity(1);
|
||||
this._view.setInt8(this._offset++, value);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入布尔值
|
||||
* @en Write boolean
|
||||
*/
|
||||
public writeBoolean(value: boolean): void {
|
||||
this.writeUint8(value ? 1 : 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 16 位无符号整数(小端序)
|
||||
* @en Write 16-bit unsigned integer (little-endian)
|
||||
*/
|
||||
public writeUint16(value: number): void {
|
||||
this.ensureCapacity(2);
|
||||
this._view.setUint16(this._offset, value, true);
|
||||
this._offset += 2;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 16 位有符号整数(小端序)
|
||||
* @en Write 16-bit signed integer (little-endian)
|
||||
*/
|
||||
public writeInt16(value: number): void {
|
||||
this.ensureCapacity(2);
|
||||
this._view.setInt16(this._offset, value, true);
|
||||
this._offset += 2;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 32 位无符号整数(小端序)
|
||||
* @en Write 32-bit unsigned integer (little-endian)
|
||||
*/
|
||||
public writeUint32(value: number): void {
|
||||
this.ensureCapacity(4);
|
||||
this._view.setUint32(this._offset, value, true);
|
||||
this._offset += 4;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 32 位有符号整数(小端序)
|
||||
* @en Write 32-bit signed integer (little-endian)
|
||||
*/
|
||||
public writeInt32(value: number): void {
|
||||
this.ensureCapacity(4);
|
||||
this._view.setInt32(this._offset, value, true);
|
||||
this._offset += 4;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 32 位浮点数(小端序)
|
||||
* @en Write 32-bit float (little-endian)
|
||||
*/
|
||||
public writeFloat32(value: number): void {
|
||||
this.ensureCapacity(4);
|
||||
this._view.setFloat32(this._offset, value, true);
|
||||
this._offset += 4;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 64 位浮点数(小端序)
|
||||
* @en Write 64-bit float (little-endian)
|
||||
*/
|
||||
public writeFloat64(value: number): void {
|
||||
this.ensureCapacity(8);
|
||||
this._view.setFloat64(this._offset, value, true);
|
||||
this._offset += 8;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入变长整数
|
||||
* @en Write variable-length integer
|
||||
*/
|
||||
public writeVarint(value: number): void {
|
||||
this.ensureCapacity(varintSize(value));
|
||||
this._offset = encodeVarint(value, this._buffer, this._offset);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入字符串(UTF-8 编码,带长度前缀)
|
||||
* @en Write string (UTF-8 encoded with length prefix)
|
||||
*/
|
||||
public writeString(value: string): void {
|
||||
if (textEncoder) {
|
||||
const encoded = textEncoder.encode(value);
|
||||
this.writeVarint(encoded.length);
|
||||
this.ensureCapacity(encoded.length);
|
||||
this._buffer.set(encoded, this._offset);
|
||||
this._offset += encoded.length;
|
||||
} else {
|
||||
// Fallback for environments without TextEncoder
|
||||
const bytes = this.stringToUtf8Bytes(value);
|
||||
this.writeVarint(bytes.length);
|
||||
this.ensureCapacity(bytes.length);
|
||||
this._buffer.set(bytes, this._offset);
|
||||
this._offset += bytes.length;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入原始字节
|
||||
* @en Write raw bytes
|
||||
*/
|
||||
public writeBytes(data: Uint8Array): void {
|
||||
this.ensureCapacity(data.length);
|
||||
this._buffer.set(data, this._offset);
|
||||
this._offset += data.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 字符串转 UTF-8 字节(后备方案)
|
||||
* @en String to UTF-8 bytes (fallback)
|
||||
*/
|
||||
private stringToUtf8Bytes(str: string): Uint8Array {
|
||||
const bytes: number[] = [];
|
||||
for (let i = 0; i < str.length; i++) {
|
||||
let charCode = str.charCodeAt(i);
|
||||
|
||||
// Handle surrogate pairs
|
||||
if (charCode >= 0xD800 && charCode <= 0xDBFF && i + 1 < str.length) {
|
||||
const next = str.charCodeAt(i + 1);
|
||||
if (next >= 0xDC00 && next <= 0xDFFF) {
|
||||
charCode = 0x10000 + ((charCode - 0xD800) << 10) + (next - 0xDC00);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
if (charCode < 0x80) {
|
||||
bytes.push(charCode);
|
||||
} else if (charCode < 0x800) {
|
||||
bytes.push(0xC0 | (charCode >> 6));
|
||||
bytes.push(0x80 | (charCode & 0x3F));
|
||||
} else if (charCode < 0x10000) {
|
||||
bytes.push(0xE0 | (charCode >> 12));
|
||||
bytes.push(0x80 | ((charCode >> 6) & 0x3F));
|
||||
bytes.push(0x80 | (charCode & 0x3F));
|
||||
} else {
|
||||
bytes.push(0xF0 | (charCode >> 18));
|
||||
bytes.push(0x80 | ((charCode >> 12) & 0x3F));
|
||||
bytes.push(0x80 | ((charCode >> 6) & 0x3F));
|
||||
bytes.push(0x80 | (charCode & 0x3F));
|
||||
}
|
||||
}
|
||||
return new Uint8Array(bytes);
|
||||
}
|
||||
}
|
||||
372
packages/framework/core/src/ECS/Sync/encoding/Decoder.ts
Normal file
372
packages/framework/core/src/ECS/Sync/encoding/Decoder.ts
Normal file
@@ -0,0 +1,372 @@
|
||||
/**
|
||||
* @zh 组件状态解码器
|
||||
* @en Component state decoder
|
||||
*
|
||||
* @zh 从二进制格式解码并应用到 ECS Component
|
||||
* @en Decodes binary format and applies to ECS Components
|
||||
*/
|
||||
|
||||
import type { Entity } from '../../Entity';
|
||||
import type { Component } from '../../Component';
|
||||
import type { Scene } from '../../Scene';
|
||||
import type { SyncType, SyncMetadata } from '../types';
|
||||
import { SyncOperation, SYNC_METADATA } from '../types';
|
||||
import { BinaryReader } from './BinaryReader';
|
||||
import { GlobalComponentRegistry } from '../../Core/ComponentStorage/ComponentRegistry';
|
||||
|
||||
/**
|
||||
* @zh 解码字段值
|
||||
* @en Decode field value
|
||||
*/
|
||||
function decodeFieldValue(reader: BinaryReader, type: SyncType): any {
|
||||
switch (type) {
|
||||
case 'boolean':
|
||||
return reader.readBoolean();
|
||||
case 'int8':
|
||||
return reader.readInt8();
|
||||
case 'uint8':
|
||||
return reader.readUint8();
|
||||
case 'int16':
|
||||
return reader.readInt16();
|
||||
case 'uint16':
|
||||
return reader.readUint16();
|
||||
case 'int32':
|
||||
return reader.readInt32();
|
||||
case 'uint32':
|
||||
return reader.readUint32();
|
||||
case 'float32':
|
||||
return reader.readFloat32();
|
||||
case 'float64':
|
||||
return reader.readFloat64();
|
||||
case 'string':
|
||||
return reader.readString();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码并应用组件数据
|
||||
* @en Decode and apply component data
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @param metadata - @zh 组件同步元数据 @en Component sync metadata
|
||||
* @param reader - @zh 二进制读取器 @en Binary reader
|
||||
*/
|
||||
export function decodeComponent(
|
||||
component: Component,
|
||||
metadata: SyncMetadata,
|
||||
reader: BinaryReader
|
||||
): void {
|
||||
const fieldCount = reader.readVarint();
|
||||
|
||||
for (let i = 0; i < fieldCount; i++) {
|
||||
const fieldIndex = reader.readUint8();
|
||||
const field = metadata.fields[fieldIndex];
|
||||
|
||||
if (field) {
|
||||
const value = decodeFieldValue(reader, field.type);
|
||||
// Directly set the private backing field to avoid triggering change tracking
|
||||
(component as any)[`_sync_${field.name}`] = value;
|
||||
} else {
|
||||
// Unknown field, skip based on type info in metadata
|
||||
console.warn(`Unknown sync field index: ${fieldIndex}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码实体快照结果
|
||||
* @en Decode entity snapshot result
|
||||
*/
|
||||
export interface DecodeEntityResult {
|
||||
/**
|
||||
* @zh 实体 ID
|
||||
* @en Entity ID
|
||||
*/
|
||||
entityId: number;
|
||||
|
||||
/**
|
||||
* @zh 是否为新实体
|
||||
* @en Whether it's a new entity
|
||||
*/
|
||||
isNew: boolean;
|
||||
|
||||
/**
|
||||
* @zh 解码的组件类型列表
|
||||
* @en List of decoded component types
|
||||
*/
|
||||
componentTypes: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码并应用实体数据
|
||||
* @en Decode and apply entity data
|
||||
*
|
||||
* @param scene - @zh 场景 @en Scene
|
||||
* @param reader - @zh 二进制读取器 @en Binary reader
|
||||
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
|
||||
* @returns @zh 解码结果 @en Decode result
|
||||
*/
|
||||
export function decodeEntity(
|
||||
scene: Scene,
|
||||
reader: BinaryReader,
|
||||
entityMap?: Map<number, Entity>
|
||||
): DecodeEntityResult {
|
||||
const entityId = reader.readUint32();
|
||||
const componentCount = reader.readVarint();
|
||||
const componentTypes: string[] = [];
|
||||
|
||||
// Find or create entity
|
||||
let entity: Entity | null | undefined = entityMap?.get(entityId);
|
||||
let isNew = false;
|
||||
|
||||
if (!entity) {
|
||||
entity = scene.findEntityById(entityId);
|
||||
}
|
||||
|
||||
if (!entity) {
|
||||
// Entity doesn't exist, create it
|
||||
entity = scene.createEntity(`entity_${entityId}`);
|
||||
isNew = true;
|
||||
entityMap?.set(entityId, entity);
|
||||
}
|
||||
|
||||
for (let i = 0; i < componentCount; i++) {
|
||||
const typeId = reader.readString();
|
||||
componentTypes.push(typeId);
|
||||
|
||||
// Find component class from GlobalComponentRegistry
|
||||
const componentClass = GlobalComponentRegistry.getComponentType(typeId) as (new () => Component) | null;
|
||||
if (!componentClass) {
|
||||
console.warn(`Unknown component type: ${typeId}`);
|
||||
// Skip component data - we need to read it to advance the reader
|
||||
const fieldCount = reader.readVarint();
|
||||
for (let j = 0; j < fieldCount; j++) {
|
||||
reader.readUint8(); // fieldIndex
|
||||
// We can't skip properly without knowing the type, so this is a problem
|
||||
// For now, log error and break
|
||||
console.error(`Cannot skip unknown component type: ${typeId}`);
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const metadata: SyncMetadata | undefined = (componentClass as any)[SYNC_METADATA];
|
||||
if (!metadata) {
|
||||
console.warn(`Component ${typeId} has no sync metadata`);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Find or add component
|
||||
let component = entity.getComponent(componentClass);
|
||||
if (!component) {
|
||||
component = entity.addComponent(new componentClass());
|
||||
}
|
||||
|
||||
// Decode component data
|
||||
decodeComponent(component, metadata, reader);
|
||||
}
|
||||
|
||||
return { entityId, isNew, componentTypes };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码快照结果
|
||||
* @en Decode snapshot result
|
||||
*/
|
||||
export interface DecodeSnapshotResult {
|
||||
/**
|
||||
* @zh 操作类型
|
||||
* @en Operation type
|
||||
*/
|
||||
operation: SyncOperation;
|
||||
|
||||
/**
|
||||
* @zh 解码的实体列表
|
||||
* @en List of decoded entities
|
||||
*/
|
||||
entities: DecodeEntityResult[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码状态快照
|
||||
* @en Decode state snapshot
|
||||
*
|
||||
* @param scene - @zh 场景 @en Scene
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
|
||||
* @returns @zh 解码结果 @en Decode result
|
||||
*/
|
||||
export function decodeSnapshot(
|
||||
scene: Scene,
|
||||
data: Uint8Array,
|
||||
entityMap?: Map<number, Entity>
|
||||
): DecodeSnapshotResult {
|
||||
const reader = new BinaryReader(data);
|
||||
const operation = reader.readUint8() as SyncOperation;
|
||||
const entityCount = reader.readVarint();
|
||||
const entities: DecodeEntityResult[] = [];
|
||||
|
||||
const map = entityMap || new Map<number, Entity>();
|
||||
|
||||
for (let i = 0; i < entityCount; i++) {
|
||||
const result = decodeEntity(scene, reader, map);
|
||||
entities.push(result);
|
||||
}
|
||||
|
||||
return { operation, entities };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码生成消息结果
|
||||
* @en Decode spawn message result
|
||||
*/
|
||||
export interface DecodeSpawnResult {
|
||||
/**
|
||||
* @zh 实体
|
||||
* @en Entity
|
||||
*/
|
||||
entity: Entity;
|
||||
|
||||
/**
|
||||
* @zh 预制体类型
|
||||
* @en Prefab type
|
||||
*/
|
||||
prefabType: string;
|
||||
|
||||
/**
|
||||
* @zh 解码的组件类型列表
|
||||
* @en List of decoded component types
|
||||
*/
|
||||
componentTypes: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码实体生成消息
|
||||
* @en Decode entity spawn message
|
||||
*
|
||||
* @param scene - @zh 场景 @en Scene
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
|
||||
* @returns @zh 解码结果,如果不是 SPAWN 消息则返回 null @en Decode result, or null if not a SPAWN message
|
||||
*/
|
||||
export function decodeSpawn(
|
||||
scene: Scene,
|
||||
data: Uint8Array,
|
||||
entityMap?: Map<number, Entity>
|
||||
): DecodeSpawnResult | null {
|
||||
const reader = new BinaryReader(data);
|
||||
const operation = reader.readUint8();
|
||||
|
||||
if (operation !== SyncOperation.SPAWN) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const entityId = reader.readUint32();
|
||||
const prefabType = reader.readString();
|
||||
const componentCount = reader.readVarint();
|
||||
const componentTypes: string[] = [];
|
||||
|
||||
// Create entity
|
||||
const entity = scene.createEntity(`entity_${entityId}`);
|
||||
entityMap?.set(entityId, entity);
|
||||
|
||||
for (let i = 0; i < componentCount; i++) {
|
||||
const typeId = reader.readString();
|
||||
componentTypes.push(typeId);
|
||||
|
||||
const componentClass = GlobalComponentRegistry.getComponentType(typeId) as (new () => Component) | null;
|
||||
if (!componentClass) {
|
||||
console.warn(`Unknown component type: ${typeId}`);
|
||||
// Try to skip
|
||||
const fieldCount = reader.readVarint();
|
||||
for (let j = 0; j < fieldCount; j++) {
|
||||
reader.readUint8();
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const metadata: SyncMetadata | undefined = (componentClass as any)[SYNC_METADATA];
|
||||
if (!metadata) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const component = entity.addComponent(new (componentClass as new () => Component)());
|
||||
decodeComponent(component, metadata, reader);
|
||||
}
|
||||
|
||||
return { entity, prefabType, componentTypes };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码销毁消息结果
|
||||
* @en Decode despawn message result
|
||||
*/
|
||||
export interface DecodeDespawnResult {
|
||||
/**
|
||||
* @zh 销毁的实体 ID 列表
|
||||
* @en List of despawned entity IDs
|
||||
*/
|
||||
entityIds: number[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码实体销毁消息
|
||||
* @en Decode entity despawn message
|
||||
*
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @returns @zh 解码结果,如果不是 DESPAWN 消息则返回 null @en Decode result, or null if not a DESPAWN message
|
||||
*/
|
||||
export function decodeDespawn(data: Uint8Array): DecodeDespawnResult | null {
|
||||
const reader = new BinaryReader(data);
|
||||
const operation = reader.readUint8();
|
||||
|
||||
if (operation !== SyncOperation.DESPAWN) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const entityIds: number[] = [];
|
||||
|
||||
// Check if it's a single entity or batch
|
||||
if (reader.remaining === 4) {
|
||||
// Single entity
|
||||
entityIds.push(reader.readUint32());
|
||||
} else {
|
||||
// Batch
|
||||
const count = reader.readVarint();
|
||||
for (let i = 0; i < count; i++) {
|
||||
entityIds.push(reader.readUint32());
|
||||
}
|
||||
}
|
||||
|
||||
return { entityIds };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 处理销毁消息(从场景中移除实体)
|
||||
* @en Process despawn message (remove entities from scene)
|
||||
*
|
||||
* @param scene - @zh 场景 @en Scene
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
|
||||
* @returns @zh 移除的实体 ID 列表 @en List of removed entity IDs
|
||||
*/
|
||||
export function processDespawn(
|
||||
scene: Scene,
|
||||
data: Uint8Array,
|
||||
entityMap?: Map<number, Entity>
|
||||
): number[] {
|
||||
const result = decodeDespawn(data);
|
||||
if (!result) {
|
||||
return [];
|
||||
}
|
||||
|
||||
for (const entityId of result.entityIds) {
|
||||
const entity = entityMap?.get(entityId) || scene.findEntityById(entityId);
|
||||
if (entity) {
|
||||
entity.destroy();
|
||||
entityMap?.delete(entityId);
|
||||
}
|
||||
}
|
||||
|
||||
return result.entityIds;
|
||||
}
|
||||
291
packages/framework/core/src/ECS/Sync/encoding/Encoder.ts
Normal file
291
packages/framework/core/src/ECS/Sync/encoding/Encoder.ts
Normal file
@@ -0,0 +1,291 @@
|
||||
/**
|
||||
* @zh 组件状态编码器
|
||||
* @en Component state encoder
|
||||
*
|
||||
* @zh 将 ECS Component 的 @sync 字段编码为二进制格式
|
||||
* @en Encodes @sync fields of ECS Components to binary format
|
||||
*/
|
||||
|
||||
import type { Entity } from '../../Entity';
|
||||
import type { Component } from '../../Component';
|
||||
import type { SyncType, SyncMetadata } from '../types';
|
||||
import { SyncOperation, SYNC_METADATA, CHANGE_TRACKER } from '../types';
|
||||
import type { ChangeTracker } from '../ChangeTracker';
|
||||
import { BinaryWriter } from './BinaryWriter';
|
||||
|
||||
/**
|
||||
* @zh 编码单个字段值
|
||||
* @en Encode a single field value
|
||||
*/
|
||||
function encodeFieldValue(writer: BinaryWriter, value: any, type: SyncType): void {
|
||||
switch (type) {
|
||||
case 'boolean':
|
||||
writer.writeBoolean(value);
|
||||
break;
|
||||
case 'int8':
|
||||
writer.writeInt8(value);
|
||||
break;
|
||||
case 'uint8':
|
||||
writer.writeUint8(value);
|
||||
break;
|
||||
case 'int16':
|
||||
writer.writeInt16(value);
|
||||
break;
|
||||
case 'uint16':
|
||||
writer.writeUint16(value);
|
||||
break;
|
||||
case 'int32':
|
||||
writer.writeInt32(value);
|
||||
break;
|
||||
case 'uint32':
|
||||
writer.writeUint32(value);
|
||||
break;
|
||||
case 'float32':
|
||||
writer.writeFloat32(value);
|
||||
break;
|
||||
case 'float64':
|
||||
writer.writeFloat64(value);
|
||||
break;
|
||||
case 'string':
|
||||
writer.writeString(value ?? '');
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码组件的完整状态
|
||||
* @en Encode full state of a component
|
||||
*
|
||||
* @zh 格式: [fieldCount: varint] ([fieldIndex: uint8] [value])...
|
||||
* @en Format: [fieldCount: varint] ([fieldIndex: uint8] [value])...
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @param metadata - @zh 组件同步元数据 @en Component sync metadata
|
||||
* @param writer - @zh 二进制写入器 @en Binary writer
|
||||
*/
|
||||
export function encodeComponentFull(
|
||||
component: Component,
|
||||
metadata: SyncMetadata,
|
||||
writer: BinaryWriter
|
||||
): void {
|
||||
const fields = metadata.fields;
|
||||
writer.writeVarint(fields.length);
|
||||
|
||||
for (const field of fields) {
|
||||
writer.writeUint8(field.index);
|
||||
const value = (component as any)[field.name];
|
||||
encodeFieldValue(writer, value, field.type);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码组件的增量状态(只编码脏字段)
|
||||
* @en Encode delta state of a component (only dirty fields)
|
||||
*
|
||||
* @zh 格式: [dirtyCount: varint] ([fieldIndex: uint8] [value])...
|
||||
* @en Format: [dirtyCount: varint] ([fieldIndex: uint8] [value])...
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @param metadata - @zh 组件同步元数据 @en Component sync metadata
|
||||
* @param tracker - @zh 变更追踪器 @en Change tracker
|
||||
* @param writer - @zh 二进制写入器 @en Binary writer
|
||||
* @returns @zh 是否有数据编码 @en Whether any data was encoded
|
||||
*/
|
||||
export function encodeComponentDelta(
|
||||
component: Component,
|
||||
metadata: SyncMetadata,
|
||||
tracker: ChangeTracker,
|
||||
writer: BinaryWriter
|
||||
): boolean {
|
||||
if (!tracker.hasChanges()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const dirtyFields = tracker.getDirtyFields();
|
||||
writer.writeVarint(dirtyFields.length);
|
||||
|
||||
for (const fieldIndex of dirtyFields) {
|
||||
const field = metadata.fields[fieldIndex];
|
||||
if (field) {
|
||||
writer.writeUint8(field.index);
|
||||
const value = (component as any)[field.name];
|
||||
encodeFieldValue(writer, value, field.type);
|
||||
}
|
||||
}
|
||||
|
||||
return dirtyFields.length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体的所有同步组件
|
||||
* @en Encode all sync components of an entity
|
||||
*
|
||||
* @zh 格式:
|
||||
* [entityId: uint32]
|
||||
* [componentCount: varint]
|
||||
* ([typeIdLength: varint] [typeId: string] [componentData])...
|
||||
*
|
||||
* @en Format:
|
||||
* [entityId: uint32]
|
||||
* [componentCount: varint]
|
||||
* ([typeIdLength: varint] [typeId: string] [componentData])...
|
||||
*
|
||||
* @param entity - @zh 实体 @en Entity
|
||||
* @param writer - @zh 二进制写入器 @en Binary writer
|
||||
* @param deltaOnly - @zh 只编码增量 @en Only encode delta
|
||||
* @returns @zh 编码的组件数量 @en Number of components encoded
|
||||
*/
|
||||
export function encodeEntity(
|
||||
entity: Entity,
|
||||
writer: BinaryWriter,
|
||||
deltaOnly: boolean = false
|
||||
): number {
|
||||
writer.writeUint32(entity.id);
|
||||
|
||||
const components = entity.components;
|
||||
const syncComponents: Array<{
|
||||
component: Component;
|
||||
metadata: SyncMetadata;
|
||||
tracker: ChangeTracker | undefined;
|
||||
}> = [];
|
||||
|
||||
// Collect components with sync metadata
|
||||
for (const component of components) {
|
||||
const constructor = component.constructor as any;
|
||||
const metadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
|
||||
if (metadata && metadata.fields.length > 0) {
|
||||
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
|
||||
// For delta encoding, only include components with changes
|
||||
if (deltaOnly && tracker && !tracker.hasChanges()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
syncComponents.push({ component, metadata, tracker });
|
||||
}
|
||||
}
|
||||
|
||||
writer.writeVarint(syncComponents.length);
|
||||
|
||||
for (const { component, metadata, tracker } of syncComponents) {
|
||||
// Write component type ID
|
||||
writer.writeString(metadata.typeId);
|
||||
|
||||
if (deltaOnly && tracker) {
|
||||
encodeComponentDelta(component, metadata, tracker, writer);
|
||||
} else {
|
||||
encodeComponentFull(component, metadata, writer);
|
||||
}
|
||||
}
|
||||
|
||||
return syncComponents.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码状态快照(多个实体)
|
||||
* @en Encode state snapshot (multiple entities)
|
||||
*
|
||||
* @zh 格式:
|
||||
* [operation: uint8] (FULL=0, DELTA=1, SPAWN=2, DESPAWN=3)
|
||||
* [entityCount: varint]
|
||||
* (entityData)...
|
||||
*
|
||||
* @en Format:
|
||||
* [operation: uint8] (FULL=0, DELTA=1, SPAWN=2, DESPAWN=3)
|
||||
* [entityCount: varint]
|
||||
* (entityData)...
|
||||
*
|
||||
* @param entities - @zh 要编码的实体数组 @en Entities to encode
|
||||
* @param operation - @zh 同步操作类型 @en Sync operation type
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
export function encodeSnapshot(
|
||||
entities: Entity[],
|
||||
operation: SyncOperation = SyncOperation.FULL
|
||||
): Uint8Array {
|
||||
const writer = new BinaryWriter(1024);
|
||||
|
||||
writer.writeUint8(operation);
|
||||
writer.writeVarint(entities.length);
|
||||
|
||||
const deltaOnly = operation === SyncOperation.DELTA;
|
||||
|
||||
for (const entity of entities) {
|
||||
encodeEntity(entity, writer, deltaOnly);
|
||||
}
|
||||
|
||||
return writer.toUint8Array();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体生成消息
|
||||
* @en Encode entity spawn message
|
||||
*
|
||||
* @param entity - @zh 生成的实体 @en Spawned entity
|
||||
* @param prefabType - @zh 预制体类型(可选)@en Prefab type (optional)
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
export function encodeSpawn(entity: Entity, prefabType?: string): Uint8Array {
|
||||
const writer = new BinaryWriter(256);
|
||||
|
||||
writer.writeUint8(SyncOperation.SPAWN);
|
||||
writer.writeUint32(entity.id);
|
||||
writer.writeString(prefabType || '');
|
||||
|
||||
// Encode all sync components for initial state
|
||||
const components = entity.components;
|
||||
const syncComponents: Array<{ component: Component; metadata: SyncMetadata }> = [];
|
||||
|
||||
for (const component of components) {
|
||||
const constructor = component.constructor as any;
|
||||
const metadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
|
||||
if (metadata && metadata.fields.length > 0) {
|
||||
syncComponents.push({ component, metadata });
|
||||
}
|
||||
}
|
||||
|
||||
writer.writeVarint(syncComponents.length);
|
||||
|
||||
for (const { component, metadata } of syncComponents) {
|
||||
writer.writeString(metadata.typeId);
|
||||
encodeComponentFull(component, metadata, writer);
|
||||
}
|
||||
|
||||
return writer.toUint8Array();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体销毁消息
|
||||
* @en Encode entity despawn message
|
||||
*
|
||||
* @param entityId - @zh 销毁的实体 ID @en Despawned entity ID
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
export function encodeDespawn(entityId: number): Uint8Array {
|
||||
const writer = new BinaryWriter(8);
|
||||
|
||||
writer.writeUint8(SyncOperation.DESPAWN);
|
||||
writer.writeUint32(entityId);
|
||||
|
||||
return writer.toUint8Array();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码批量实体销毁消息
|
||||
* @en Encode batch entity despawn message
|
||||
*
|
||||
* @param entityIds - @zh 销毁的实体 ID 数组 @en Despawned entity IDs
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
export function encodeDespawnBatch(entityIds: number[]): Uint8Array {
|
||||
const writer = new BinaryWriter(8 + entityIds.length * 4);
|
||||
|
||||
writer.writeUint8(SyncOperation.DESPAWN);
|
||||
writer.writeVarint(entityIds.length);
|
||||
|
||||
for (const id of entityIds) {
|
||||
writer.writeUint32(id);
|
||||
}
|
||||
|
||||
return writer.toUint8Array();
|
||||
}
|
||||
50
packages/framework/core/src/ECS/Sync/encoding/index.ts
Normal file
50
packages/framework/core/src/ECS/Sync/encoding/index.ts
Normal file
@@ -0,0 +1,50 @@
|
||||
/**
|
||||
* @zh 二进制编解码模块
|
||||
* @en Binary encoding/decoding module
|
||||
*
|
||||
* @zh 提供 ECS Component 状态的二进制序列化和反序列化功能
|
||||
* @en Provides binary serialization and deserialization for ECS Component state
|
||||
*/
|
||||
|
||||
// Variable-length integer encoding
|
||||
export {
|
||||
varintSize,
|
||||
encodeVarint,
|
||||
decodeVarint,
|
||||
zigzagEncode,
|
||||
zigzagDecode,
|
||||
encodeSignedVarint,
|
||||
decodeSignedVarint
|
||||
} from './varint';
|
||||
|
||||
// Binary writer/reader
|
||||
export { BinaryWriter } from './BinaryWriter';
|
||||
export { BinaryReader } from './BinaryReader';
|
||||
|
||||
// Encoder
|
||||
export {
|
||||
encodeComponentFull,
|
||||
encodeComponentDelta,
|
||||
encodeEntity,
|
||||
encodeSnapshot,
|
||||
encodeSpawn,
|
||||
encodeDespawn,
|
||||
encodeDespawnBatch
|
||||
} from './Encoder';
|
||||
|
||||
// Decoder
|
||||
export {
|
||||
decodeComponent,
|
||||
decodeEntity,
|
||||
decodeSnapshot,
|
||||
decodeSpawn,
|
||||
decodeDespawn,
|
||||
processDespawn
|
||||
} from './Decoder';
|
||||
|
||||
export type {
|
||||
DecodeEntityResult,
|
||||
DecodeSnapshotResult,
|
||||
DecodeSpawnResult,
|
||||
DecodeDespawnResult
|
||||
} from './Decoder';
|
||||
137
packages/framework/core/src/ECS/Sync/encoding/varint.ts
Normal file
137
packages/framework/core/src/ECS/Sync/encoding/varint.ts
Normal file
@@ -0,0 +1,137 @@
|
||||
/**
|
||||
* @zh 变长整数编解码
|
||||
* @en Variable-length integer encoding/decoding
|
||||
*
|
||||
* @zh 使用 LEB128 编码方式,可变长度编码正整数。
|
||||
* 小数值使用更少字节,大数值使用更多字节。
|
||||
* @en Uses LEB128 encoding for variable-length integer encoding.
|
||||
* Small values use fewer bytes, large values use more bytes.
|
||||
*
|
||||
* | 值范围 | 字节数 |
|
||||
* |--------|--------|
|
||||
* | 0-127 | 1 |
|
||||
* | 128-16383 | 2 |
|
||||
* | 16384-2097151 | 3 |
|
||||
* | 2097152-268435455 | 4 |
|
||||
* | 268435456+ | 5 |
|
||||
*/
|
||||
|
||||
/**
|
||||
* @zh 计算变长整数所需的字节数
|
||||
* @en Calculate bytes needed for a varint
|
||||
*
|
||||
* @param value - @zh 整数值 @en Integer value
|
||||
* @returns @zh 所需字节数 @en Bytes needed
|
||||
*/
|
||||
export function varintSize(value: number): number {
|
||||
if (value < 0) {
|
||||
throw new Error('Varint only supports non-negative integers');
|
||||
}
|
||||
if (value < 128) return 1;
|
||||
if (value < 16384) return 2;
|
||||
if (value < 2097152) return 3;
|
||||
if (value < 268435456) return 4;
|
||||
return 5;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码变长整数到字节数组
|
||||
* @en Encode varint to byte array
|
||||
*
|
||||
* @param value - @zh 要编码的整数 @en Integer to encode
|
||||
* @param buffer - @zh 目标缓冲区 @en Target buffer
|
||||
* @param offset - @zh 写入偏移 @en Write offset
|
||||
* @returns @zh 写入后的新偏移 @en New offset after writing
|
||||
*/
|
||||
export function encodeVarint(value: number, buffer: Uint8Array, offset: number): number {
|
||||
if (value < 0) {
|
||||
throw new Error('Varint only supports non-negative integers');
|
||||
}
|
||||
|
||||
while (value >= 0x80) {
|
||||
buffer[offset++] = (value & 0x7F) | 0x80;
|
||||
value >>>= 7;
|
||||
}
|
||||
buffer[offset++] = value;
|
||||
return offset;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从字节数组解码变长整数
|
||||
* @en Decode varint from byte array
|
||||
*
|
||||
* @param buffer - @zh 源缓冲区 @en Source buffer
|
||||
* @param offset - @zh 读取偏移 @en Read offset
|
||||
* @returns @zh [解码值, 新偏移] @en [decoded value, new offset]
|
||||
*/
|
||||
export function decodeVarint(buffer: Uint8Array, offset: number): [number, number] {
|
||||
let result = 0;
|
||||
let shift = 0;
|
||||
let byte: number;
|
||||
|
||||
do {
|
||||
if (offset >= buffer.length) {
|
||||
throw new Error('Varint decode: buffer overflow');
|
||||
}
|
||||
byte = buffer[offset++]!;
|
||||
result |= (byte & 0x7F) << shift;
|
||||
shift += 7;
|
||||
} while (byte >= 0x80);
|
||||
|
||||
return [result, offset];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码有符号整数(ZigZag 编码)
|
||||
* @en Encode signed integer (ZigZag encoding)
|
||||
*
|
||||
* @zh ZigZag 编码将有符号整数映射到无符号整数:
|
||||
* 0 → 0, -1 → 1, 1 → 2, -2 → 3, 2 → 4, ...
|
||||
* 这样小的负数也能用较少字节表示。
|
||||
* @en ZigZag encoding maps signed integers to unsigned:
|
||||
* 0 → 0, -1 → 1, 1 → 2, -2 → 3, 2 → 4, ...
|
||||
* This allows small negative numbers to use fewer bytes.
|
||||
*
|
||||
* @param value - @zh 有符号整数 @en Signed integer
|
||||
* @returns @zh ZigZag 编码后的值 @en ZigZag encoded value
|
||||
*/
|
||||
export function zigzagEncode(value: number): number {
|
||||
return (value << 1) ^ (value >> 31);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码有符号整数(ZigZag 解码)
|
||||
* @en Decode signed integer (ZigZag decoding)
|
||||
*
|
||||
* @param value - @zh ZigZag 编码的值 @en ZigZag encoded value
|
||||
* @returns @zh 原始有符号整数 @en Original signed integer
|
||||
*/
|
||||
export function zigzagDecode(value: number): number {
|
||||
return (value >>> 1) ^ -(value & 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码有符号变长整数
|
||||
* @en Encode signed varint
|
||||
*
|
||||
* @param value - @zh 有符号整数 @en Signed integer
|
||||
* @param buffer - @zh 目标缓冲区 @en Target buffer
|
||||
* @param offset - @zh 写入偏移 @en Write offset
|
||||
* @returns @zh 写入后的新偏移 @en New offset after writing
|
||||
*/
|
||||
export function encodeSignedVarint(value: number, buffer: Uint8Array, offset: number): number {
|
||||
return encodeVarint(zigzagEncode(value), buffer, offset);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码有符号变长整数
|
||||
* @en Decode signed varint
|
||||
*
|
||||
* @param buffer - @zh 源缓冲区 @en Source buffer
|
||||
* @param offset - @zh 读取偏移 @en Read offset
|
||||
* @returns @zh [解码值, 新偏移] @en [decoded value, new offset]
|
||||
*/
|
||||
export function decodeSignedVarint(buffer: Uint8Array, offset: number): [number, number] {
|
||||
const [encoded, newOffset] = decodeVarint(buffer, offset);
|
||||
return [zigzagDecode(encoded), newOffset];
|
||||
}
|
||||
65
packages/framework/core/src/ECS/Sync/index.ts
Normal file
65
packages/framework/core/src/ECS/Sync/index.ts
Normal file
@@ -0,0 +1,65 @@
|
||||
/**
|
||||
* @zh ECS 网络同步模块
|
||||
* @en ECS Network Synchronization Module
|
||||
*
|
||||
* @zh 提供基于 ECS Component 的网络状态同步功能:
|
||||
* - @sync 装饰器:标记需要同步的字段
|
||||
* - ChangeTracker:追踪字段级变更
|
||||
* - 二进制编解码器:高效的网络序列化
|
||||
*
|
||||
* @en Provides network state synchronization based on ECS Components:
|
||||
* - @sync decorator: Mark fields for synchronization
|
||||
* - ChangeTracker: Track field-level changes
|
||||
* - Binary encoder/decoder: Efficient network serialization
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
*
|
||||
* @ECSComponent('Player')
|
||||
* class PlayerComponent extends Component {
|
||||
* @sync("string") name: string = "";
|
||||
* @sync("uint16") score: number = 0;
|
||||
* @sync("float32") x: number = 0;
|
||||
* @sync("float32") y: number = 0;
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
|
||||
// Types
|
||||
export {
|
||||
SyncType,
|
||||
SyncFieldMetadata,
|
||||
SyncMetadata,
|
||||
SyncOperation,
|
||||
TYPE_SIZES,
|
||||
SYNC_METADATA,
|
||||
CHANGE_TRACKER
|
||||
} from './types';
|
||||
|
||||
// Change Tracker
|
||||
export { ChangeTracker } from './ChangeTracker';
|
||||
|
||||
// Decorators
|
||||
export {
|
||||
sync,
|
||||
getSyncMetadata,
|
||||
hasSyncFields,
|
||||
getChangeTracker,
|
||||
initChangeTracker,
|
||||
clearChanges,
|
||||
hasChanges
|
||||
} from './decorators';
|
||||
|
||||
// Network Entity Decorator
|
||||
export {
|
||||
NetworkEntity,
|
||||
getNetworkEntityMetadata,
|
||||
isNetworkEntity,
|
||||
NETWORK_ENTITY_METADATA,
|
||||
type NetworkEntityMetadata,
|
||||
type NetworkEntityOptions
|
||||
} from './NetworkEntityDecorator';
|
||||
|
||||
// Encoding
|
||||
export * from './encoding';
|
||||
127
packages/framework/core/src/ECS/Sync/types.ts
Normal file
127
packages/framework/core/src/ECS/Sync/types.ts
Normal file
@@ -0,0 +1,127 @@
|
||||
/**
|
||||
* @zh 网络同步类型定义
|
||||
* @en Network synchronization type definitions
|
||||
*/
|
||||
|
||||
/**
|
||||
* @zh 支持的同步数据类型
|
||||
* @en Supported sync data types
|
||||
*/
|
||||
export type SyncType =
|
||||
| 'boolean'
|
||||
| 'int8'
|
||||
| 'uint8'
|
||||
| 'int16'
|
||||
| 'uint16'
|
||||
| 'int32'
|
||||
| 'uint32'
|
||||
| 'float32'
|
||||
| 'float64'
|
||||
| 'string';
|
||||
|
||||
/**
|
||||
* @zh 同步字段元数据
|
||||
* @en Sync field metadata
|
||||
*/
|
||||
export interface SyncFieldMetadata {
|
||||
/**
|
||||
* @zh 字段索引(用于二进制编码)
|
||||
* @en Field index (for binary encoding)
|
||||
*/
|
||||
index: number;
|
||||
|
||||
/**
|
||||
* @zh 字段名称
|
||||
* @en Field name
|
||||
*/
|
||||
name: string;
|
||||
|
||||
/**
|
||||
* @zh 字段类型
|
||||
* @en Field type
|
||||
*/
|
||||
type: SyncType;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 组件同步元数据
|
||||
* @en Component sync metadata
|
||||
*/
|
||||
export interface SyncMetadata {
|
||||
/**
|
||||
* @zh 组件类型 ID
|
||||
* @en Component type ID
|
||||
*/
|
||||
typeId: string;
|
||||
|
||||
/**
|
||||
* @zh 同步字段列表(按索引排序)
|
||||
* @en Sync fields list (sorted by index)
|
||||
*/
|
||||
fields: SyncFieldMetadata[];
|
||||
|
||||
/**
|
||||
* @zh 字段名到索引的映射
|
||||
* @en Field name to index mapping
|
||||
*/
|
||||
fieldIndexMap: Map<string, number>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 同步操作类型
|
||||
* @en Sync operation type
|
||||
*/
|
||||
export enum SyncOperation {
|
||||
/**
|
||||
* @zh 完整快照
|
||||
* @en Full snapshot
|
||||
*/
|
||||
FULL = 0,
|
||||
|
||||
/**
|
||||
* @zh 增量更新
|
||||
* @en Delta update
|
||||
*/
|
||||
DELTA = 1,
|
||||
|
||||
/**
|
||||
* @zh 实体生成
|
||||
* @en Entity spawn
|
||||
*/
|
||||
SPAWN = 2,
|
||||
|
||||
/**
|
||||
* @zh 实体销毁
|
||||
* @en Entity despawn
|
||||
*/
|
||||
DESPAWN = 3,
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 各类型的字节大小
|
||||
* @en Byte size for each type
|
||||
*/
|
||||
export const TYPE_SIZES: Record<SyncType, number> = {
|
||||
boolean: 1,
|
||||
int8: 1,
|
||||
uint8: 1,
|
||||
int16: 2,
|
||||
uint16: 2,
|
||||
int32: 4,
|
||||
uint32: 4,
|
||||
float32: 4,
|
||||
float64: 8,
|
||||
string: -1, // 动态长度 | dynamic length
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 同步元数据的 Symbol 键
|
||||
* @en Symbol key for sync metadata
|
||||
*/
|
||||
export const SYNC_METADATA = Symbol('SyncMetadata');
|
||||
|
||||
/**
|
||||
* @zh 变更追踪器的 Symbol 键
|
||||
* @en Symbol key for change tracker
|
||||
*/
|
||||
export const CHANGE_TRACKER = Symbol('ChangeTracker');
|
||||
@@ -317,9 +317,7 @@ export class WorldManager implements IService {
|
||||
/**
|
||||
* @zh 更新所有活跃的World
|
||||
* @en Update all active Worlds
|
||||
*
|
||||
* @zh 应该在每帧的游戏循环中调用
|
||||
* @en Should be called in each frame of game loop
|
||||
* @internal 由 Core.update() 调用,用户不应直接调用
|
||||
*/
|
||||
public updateAll(): void {
|
||||
if (!this._isRunning) return;
|
||||
|
||||
@@ -57,3 +57,6 @@ export { EpochManager } from './Core/EpochManager';
|
||||
// Compiled Query
|
||||
export { CompiledQuery } from './Core/Query/CompiledQuery';
|
||||
export type { InstanceTypes } from './Core/Query/CompiledQuery';
|
||||
|
||||
// Network Synchronization
|
||||
export * from './Sync';
|
||||
|
||||
172
packages/framework/core/tests/ECS/Sync/ChangeTracker.test.ts
Normal file
172
packages/framework/core/tests/ECS/Sync/ChangeTracker.test.ts
Normal file
@@ -0,0 +1,172 @@
|
||||
import { ChangeTracker } from '../../../src/ECS/Sync/ChangeTracker';
|
||||
|
||||
describe('ChangeTracker - 变更追踪器测试', () => {
|
||||
let tracker: ChangeTracker;
|
||||
|
||||
beforeEach(() => {
|
||||
tracker = new ChangeTracker();
|
||||
});
|
||||
|
||||
describe('基本功能', () => {
|
||||
test('初始状态应该没有变更', () => {
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
expect(tracker.getDirtyCount()).toBe(0);
|
||||
expect(tracker.getDirtyFields()).toEqual([]);
|
||||
});
|
||||
|
||||
test('setDirty 应该标记字段为脏', () => {
|
||||
tracker.setDirty(0);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
expect(tracker.isDirty(0)).toBe(true);
|
||||
expect(tracker.getDirtyCount()).toBe(1);
|
||||
expect(tracker.getDirtyFields()).toEqual([0]);
|
||||
});
|
||||
|
||||
test('多次 setDirty 同一字段应该只记录一次', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(0);
|
||||
|
||||
expect(tracker.getDirtyCount()).toBe(1);
|
||||
expect(tracker.getDirtyFields()).toEqual([0]);
|
||||
});
|
||||
|
||||
test('setDirty 不同字段应该都被记录', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.setDirty(2);
|
||||
|
||||
expect(tracker.getDirtyCount()).toBe(3);
|
||||
expect(tracker.getDirtyFields().sort()).toEqual([0, 1, 2]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('isDirty 方法', () => {
|
||||
test('未标记的字段应该返回 false', () => {
|
||||
expect(tracker.isDirty(0)).toBe(false);
|
||||
expect(tracker.isDirty(5)).toBe(false);
|
||||
});
|
||||
|
||||
test('已标记的字段应该返回 true', () => {
|
||||
tracker.setDirty(3);
|
||||
|
||||
expect(tracker.isDirty(3)).toBe(true);
|
||||
expect(tracker.isDirty(0)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('clear 方法', () => {
|
||||
test('clear 应该清除所有变更', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.setDirty(2);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
|
||||
tracker.clear();
|
||||
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
expect(tracker.getDirtyCount()).toBe(0);
|
||||
expect(tracker.getDirtyFields()).toEqual([]);
|
||||
});
|
||||
|
||||
test('clear 应该更新 lastSyncTime', () => {
|
||||
const before = tracker.lastSyncTime;
|
||||
tracker.setDirty(0);
|
||||
tracker.clear();
|
||||
|
||||
expect(tracker.lastSyncTime).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('clearField 方法', () => {
|
||||
test('clearField 应该只清除指定字段', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.setDirty(2);
|
||||
|
||||
tracker.clearField(1);
|
||||
|
||||
expect(tracker.isDirty(0)).toBe(true);
|
||||
expect(tracker.isDirty(1)).toBe(false);
|
||||
expect(tracker.isDirty(2)).toBe(true);
|
||||
expect(tracker.getDirtyCount()).toBe(2);
|
||||
});
|
||||
|
||||
test('清除最后一个字段应该使 hasChanges 返回 false', () => {
|
||||
tracker.setDirty(0);
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
|
||||
tracker.clearField(0);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('markAllDirty 方法', () => {
|
||||
test('markAllDirty 应该标记所有字段', () => {
|
||||
tracker.markAllDirty(5);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
expect(tracker.getDirtyCount()).toBe(5);
|
||||
expect(tracker.getDirtyFields().sort()).toEqual([0, 1, 2, 3, 4]);
|
||||
});
|
||||
|
||||
test('markAllDirty(0) 应该没有变更', () => {
|
||||
tracker.markAllDirty(0);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
expect(tracker.getDirtyCount()).toBe(0);
|
||||
});
|
||||
|
||||
test('markAllDirty 用于首次同步', () => {
|
||||
tracker.markAllDirty(3);
|
||||
|
||||
expect(tracker.isDirty(0)).toBe(true);
|
||||
expect(tracker.isDirty(1)).toBe(true);
|
||||
expect(tracker.isDirty(2)).toBe(true);
|
||||
expect(tracker.isDirty(3)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('reset 方法', () => {
|
||||
test('reset 应该重置所有状态', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.clear();
|
||||
|
||||
tracker.reset();
|
||||
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
expect(tracker.getDirtyCount()).toBe(0);
|
||||
expect(tracker.lastSyncTime).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('边界情况', () => {
|
||||
test('大量字段标记应该正常工作', () => {
|
||||
const fieldCount = 1000;
|
||||
|
||||
for (let i = 0; i < fieldCount; i++) {
|
||||
tracker.setDirty(i);
|
||||
}
|
||||
|
||||
expect(tracker.getDirtyCount()).toBe(fieldCount);
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
});
|
||||
|
||||
test('交替设置和清除应该正常工作', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.clearField(0);
|
||||
tracker.setDirty(2);
|
||||
tracker.clearField(1);
|
||||
|
||||
expect(tracker.isDirty(0)).toBe(false);
|
||||
expect(tracker.isDirty(1)).toBe(false);
|
||||
expect(tracker.isDirty(2)).toBe(true);
|
||||
expect(tracker.getDirtyCount()).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
327
packages/framework/core/tests/ECS/Sync/decorators.test.ts
Normal file
327
packages/framework/core/tests/ECS/Sync/decorators.test.ts
Normal file
@@ -0,0 +1,327 @@
|
||||
import { Component } from '../../../src/ECS/Component';
|
||||
import { ECSComponent } from '../../../src/ECS/Decorators';
|
||||
import { Scene } from '../../../src/ECS/Scene';
|
||||
import {
|
||||
sync,
|
||||
getSyncMetadata,
|
||||
hasSyncFields,
|
||||
getChangeTracker,
|
||||
initChangeTracker,
|
||||
clearChanges,
|
||||
hasChanges
|
||||
} from '../../../src/ECS/Sync/decorators';
|
||||
import { SYNC_METADATA, CHANGE_TRACKER } from '../../../src/ECS/Sync/types';
|
||||
|
||||
@ECSComponent('SyncTest_PlayerComponent')
|
||||
class PlayerComponent extends Component {
|
||||
@sync("string") name: string = "";
|
||||
@sync("uint16") score: number = 0;
|
||||
@sync("float32") x: number = 0;
|
||||
@sync("float32") y: number = 0;
|
||||
|
||||
localData: string = "not synced";
|
||||
}
|
||||
|
||||
@ECSComponent('SyncTest_SimpleComponent')
|
||||
class SimpleComponent extends Component {
|
||||
@sync("boolean") active: boolean = true;
|
||||
@sync("int32") value: number = 100;
|
||||
}
|
||||
|
||||
@ECSComponent('SyncTest_NoSyncComponent')
|
||||
class NoSyncComponent extends Component {
|
||||
localValue: number = 0;
|
||||
}
|
||||
|
||||
@ECSComponent('SyncTest_AllTypesComponent')
|
||||
class AllTypesComponent extends Component {
|
||||
@sync("boolean") boolField: boolean = false;
|
||||
@sync("int8") int8Field: number = 0;
|
||||
@sync("uint8") uint8Field: number = 0;
|
||||
@sync("int16") int16Field: number = 0;
|
||||
@sync("uint16") uint16Field: number = 0;
|
||||
@sync("int32") int32Field: number = 0;
|
||||
@sync("uint32") uint32Field: number = 0;
|
||||
@sync("float32") float32Field: number = 0;
|
||||
@sync("float64") float64Field: number = 0;
|
||||
@sync("string") stringField: string = "";
|
||||
}
|
||||
|
||||
describe('@sync 装饰器测试', () => {
|
||||
describe('getSyncMetadata', () => {
|
||||
test('应该返回带 @sync 字段的组件元数据', () => {
|
||||
const metadata = getSyncMetadata(PlayerComponent);
|
||||
|
||||
expect(metadata).not.toBeNull();
|
||||
expect(metadata!.typeId).toBe('SyncTest_PlayerComponent');
|
||||
expect(metadata!.fields.length).toBe(4);
|
||||
});
|
||||
|
||||
test('应该正确记录字段信息', () => {
|
||||
const metadata = getSyncMetadata(PlayerComponent);
|
||||
|
||||
const nameField = metadata!.fields.find(f => f.name === 'name');
|
||||
expect(nameField).toBeDefined();
|
||||
expect(nameField!.type).toBe('string');
|
||||
expect(nameField!.index).toBe(0);
|
||||
|
||||
const scoreField = metadata!.fields.find(f => f.name === 'score');
|
||||
expect(scoreField).toBeDefined();
|
||||
expect(scoreField!.type).toBe('uint16');
|
||||
|
||||
const xField = metadata!.fields.find(f => f.name === 'x');
|
||||
expect(xField).toBeDefined();
|
||||
expect(xField!.type).toBe('float32');
|
||||
});
|
||||
|
||||
test('没有 @sync 字段的组件应该返回 null', () => {
|
||||
const metadata = getSyncMetadata(NoSyncComponent);
|
||||
|
||||
expect(metadata).toBeNull();
|
||||
});
|
||||
|
||||
test('可以从实例获取元数据', () => {
|
||||
const component = new PlayerComponent();
|
||||
const metadata = getSyncMetadata(component);
|
||||
|
||||
expect(metadata).not.toBeNull();
|
||||
expect(metadata!.fields.length).toBe(4);
|
||||
});
|
||||
|
||||
test('fieldIndexMap 应该正确映射字段名到索引', () => {
|
||||
const metadata = getSyncMetadata(PlayerComponent);
|
||||
|
||||
expect(metadata!.fieldIndexMap.get('name')).toBe(0);
|
||||
expect(metadata!.fieldIndexMap.get('score')).toBe(1);
|
||||
expect(metadata!.fieldIndexMap.get('x')).toBe(2);
|
||||
expect(metadata!.fieldIndexMap.get('y')).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('hasSyncFields', () => {
|
||||
test('有 @sync 字段应该返回 true', () => {
|
||||
expect(hasSyncFields(PlayerComponent)).toBe(true);
|
||||
expect(hasSyncFields(new PlayerComponent())).toBe(true);
|
||||
});
|
||||
|
||||
test('没有 @sync 字段应该返回 false', () => {
|
||||
expect(hasSyncFields(NoSyncComponent)).toBe(false);
|
||||
expect(hasSyncFields(new NoSyncComponent())).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('支持所有同步类型', () => {
|
||||
test('AllTypesComponent 应该有所有类型的字段', () => {
|
||||
const metadata = getSyncMetadata(AllTypesComponent);
|
||||
|
||||
expect(metadata).not.toBeNull();
|
||||
expect(metadata!.fields.length).toBe(10);
|
||||
|
||||
const types = metadata!.fields.map(f => f.type);
|
||||
expect(types).toContain('boolean');
|
||||
expect(types).toContain('int8');
|
||||
expect(types).toContain('uint8');
|
||||
expect(types).toContain('int16');
|
||||
expect(types).toContain('uint16');
|
||||
expect(types).toContain('int32');
|
||||
expect(types).toContain('uint32');
|
||||
expect(types).toContain('float32');
|
||||
expect(types).toContain('float64');
|
||||
expect(types).toContain('string');
|
||||
});
|
||||
});
|
||||
|
||||
describe('字段值拦截', () => {
|
||||
test('修改 @sync 字段应该触发变更追踪', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
|
||||
const tracker = getChangeTracker(component);
|
||||
expect(tracker).not.toBeNull();
|
||||
tracker!.clear();
|
||||
|
||||
component.name = "TestPlayer";
|
||||
|
||||
expect(tracker!.hasChanges()).toBe(true);
|
||||
expect(tracker!.isDirty(0)).toBe(true);
|
||||
});
|
||||
|
||||
test('设置相同值不应该触发变更', () => {
|
||||
const component = new PlayerComponent();
|
||||
component.name = "Test";
|
||||
initChangeTracker(component);
|
||||
|
||||
const tracker = getChangeTracker(component);
|
||||
tracker!.clear();
|
||||
|
||||
component.name = "Test";
|
||||
|
||||
expect(tracker!.hasChanges()).toBe(false);
|
||||
});
|
||||
|
||||
test('修改非 @sync 字段不应该触发变更', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
|
||||
const tracker = getChangeTracker(component);
|
||||
tracker!.clear();
|
||||
|
||||
component.localData = "new value";
|
||||
|
||||
expect(tracker!.hasChanges()).toBe(false);
|
||||
});
|
||||
|
||||
test('多个字段变更应该都被追踪', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
|
||||
const tracker = getChangeTracker(component);
|
||||
tracker!.clear();
|
||||
|
||||
component.name = "NewName";
|
||||
component.score = 100;
|
||||
component.x = 1.5;
|
||||
|
||||
expect(tracker!.getDirtyCount()).toBe(3);
|
||||
expect(tracker!.isDirty(0)).toBe(true);
|
||||
expect(tracker!.isDirty(1)).toBe(true);
|
||||
expect(tracker!.isDirty(2)).toBe(true);
|
||||
expect(tracker!.isDirty(3)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('initChangeTracker', () => {
|
||||
test('应该创建变更追踪器', () => {
|
||||
const component = new PlayerComponent();
|
||||
|
||||
expect(getChangeTracker(component)).toBeNull();
|
||||
|
||||
initChangeTracker(component);
|
||||
|
||||
expect(getChangeTracker(component)).not.toBeNull();
|
||||
});
|
||||
|
||||
test('应该标记所有字段为脏(用于首次同步)', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
|
||||
const tracker = getChangeTracker(component);
|
||||
expect(tracker!.hasChanges()).toBe(true);
|
||||
expect(tracker!.getDirtyCount()).toBe(4);
|
||||
});
|
||||
|
||||
test('对没有 @sync 字段的组件应该抛出错误', () => {
|
||||
const component = new NoSyncComponent();
|
||||
|
||||
expect(() => {
|
||||
initChangeTracker(component);
|
||||
}).toThrow();
|
||||
});
|
||||
|
||||
test('重复初始化应该重新标记所有字段', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
|
||||
const tracker = getChangeTracker(component);
|
||||
tracker!.clear();
|
||||
|
||||
expect(tracker!.hasChanges()).toBe(false);
|
||||
|
||||
initChangeTracker(component);
|
||||
|
||||
expect(tracker!.hasChanges()).toBe(true);
|
||||
expect(tracker!.getDirtyCount()).toBe(4);
|
||||
});
|
||||
});
|
||||
|
||||
describe('clearChanges', () => {
|
||||
test('应该清除所有变更标记', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
|
||||
expect(hasChanges(component)).toBe(true);
|
||||
|
||||
clearChanges(component);
|
||||
|
||||
expect(hasChanges(component)).toBe(false);
|
||||
});
|
||||
|
||||
test('对没有追踪器的组件应该安全执行', () => {
|
||||
const component = new PlayerComponent();
|
||||
|
||||
expect(() => {
|
||||
clearChanges(component);
|
||||
}).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe('hasChanges', () => {
|
||||
test('初始化后应该有变更', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
|
||||
expect(hasChanges(component)).toBe(true);
|
||||
});
|
||||
|
||||
test('清除后应该没有变更', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
clearChanges(component);
|
||||
|
||||
expect(hasChanges(component)).toBe(false);
|
||||
});
|
||||
|
||||
test('修改字段后应该有变更', () => {
|
||||
const component = new PlayerComponent();
|
||||
initChangeTracker(component);
|
||||
clearChanges(component);
|
||||
|
||||
component.score = 999;
|
||||
|
||||
expect(hasChanges(component)).toBe(true);
|
||||
});
|
||||
|
||||
test('没有追踪器应该返回 false', () => {
|
||||
const component = new PlayerComponent();
|
||||
|
||||
expect(hasChanges(component)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('与实体集成', () => {
|
||||
let scene: Scene;
|
||||
|
||||
beforeEach(() => {
|
||||
scene = new Scene();
|
||||
});
|
||||
|
||||
test('添加到实体的组件应该能正常工作', () => {
|
||||
const entity = scene.createEntity('TestEntity');
|
||||
const component = new PlayerComponent();
|
||||
|
||||
entity.addComponent(component);
|
||||
initChangeTracker(component);
|
||||
|
||||
component.name = "EntityPlayer";
|
||||
component.x = 100;
|
||||
|
||||
const tracker = getChangeTracker(component);
|
||||
expect(tracker!.hasChanges()).toBe(true);
|
||||
});
|
||||
|
||||
test('从实体获取的组件应该保持追踪状态', () => {
|
||||
const entity = scene.createEntity('TestEntity');
|
||||
const component = new PlayerComponent();
|
||||
|
||||
entity.addComponent(component);
|
||||
initChangeTracker(component);
|
||||
clearChanges(component);
|
||||
|
||||
const retrieved = entity.getComponent(PlayerComponent);
|
||||
retrieved!.score = 50;
|
||||
|
||||
expect(hasChanges(component)).toBe(true);
|
||||
expect(hasChanges(retrieved!)).toBe(true);
|
||||
});
|
||||
});
|
||||
});
|
||||
530
packages/framework/core/tests/ECS/Sync/encoding.test.ts
Normal file
530
packages/framework/core/tests/ECS/Sync/encoding.test.ts
Normal file
@@ -0,0 +1,530 @@
|
||||
import { BinaryWriter } from '../../../src/ECS/Sync/encoding/BinaryWriter';
|
||||
import { BinaryReader } from '../../../src/ECS/Sync/encoding/BinaryReader';
|
||||
import { Component } from '../../../src/ECS/Component';
|
||||
import { ECSComponent } from '../../../src/ECS/Decorators';
|
||||
import { Scene } from '../../../src/ECS/Scene';
|
||||
import { sync, initChangeTracker, clearChanges } from '../../../src/ECS/Sync/decorators';
|
||||
import {
|
||||
encodeSnapshot,
|
||||
encodeSpawn,
|
||||
encodeDespawn,
|
||||
encodeDespawnBatch
|
||||
} from '../../../src/ECS/Sync/encoding/Encoder';
|
||||
import {
|
||||
decodeSnapshot,
|
||||
decodeSpawn,
|
||||
processDespawn
|
||||
} from '../../../src/ECS/Sync/encoding/Decoder';
|
||||
import { SyncOperation } from '../../../src/ECS/Sync/types';
|
||||
|
||||
@ECSComponent('EncodingTest_PlayerComponent')
|
||||
class PlayerComponent extends Component {
|
||||
@sync("string") name: string = "";
|
||||
@sync("uint16") score: number = 0;
|
||||
@sync("float32") x: number = 0;
|
||||
@sync("float32") y: number = 0;
|
||||
}
|
||||
|
||||
@ECSComponent('EncodingTest_AllTypesComponent')
|
||||
class AllTypesComponent extends Component {
|
||||
@sync("boolean") boolField: boolean = false;
|
||||
@sync("int8") int8Field: number = 0;
|
||||
@sync("uint8") uint8Field: number = 0;
|
||||
@sync("int16") int16Field: number = 0;
|
||||
@sync("uint16") uint16Field: number = 0;
|
||||
@sync("int32") int32Field: number = 0;
|
||||
@sync("uint32") uint32Field: number = 0;
|
||||
@sync("float32") float32Field: number = 0;
|
||||
@sync("float64") float64Field: number = 0;
|
||||
@sync("string") stringField: string = "";
|
||||
}
|
||||
|
||||
describe('BinaryWriter/BinaryReader - 二进制读写器测试', () => {
|
||||
describe('基本数值类型', () => {
|
||||
test('writeUint8/readUint8', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeUint8(0);
|
||||
writer.writeUint8(127);
|
||||
writer.writeUint8(255);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readUint8()).toBe(0);
|
||||
expect(reader.readUint8()).toBe(127);
|
||||
expect(reader.readUint8()).toBe(255);
|
||||
});
|
||||
|
||||
test('writeInt8/readInt8', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeInt8(-128);
|
||||
writer.writeInt8(0);
|
||||
writer.writeInt8(127);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readInt8()).toBe(-128);
|
||||
expect(reader.readInt8()).toBe(0);
|
||||
expect(reader.readInt8()).toBe(127);
|
||||
});
|
||||
|
||||
test('writeBoolean/readBoolean', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeBoolean(true);
|
||||
writer.writeBoolean(false);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readBoolean()).toBe(true);
|
||||
expect(reader.readBoolean()).toBe(false);
|
||||
});
|
||||
|
||||
test('writeUint16/readUint16', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeUint16(0);
|
||||
writer.writeUint16(32767);
|
||||
writer.writeUint16(65535);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readUint16()).toBe(0);
|
||||
expect(reader.readUint16()).toBe(32767);
|
||||
expect(reader.readUint16()).toBe(65535);
|
||||
});
|
||||
|
||||
test('writeInt16/readInt16', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeInt16(-32768);
|
||||
writer.writeInt16(0);
|
||||
writer.writeInt16(32767);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readInt16()).toBe(-32768);
|
||||
expect(reader.readInt16()).toBe(0);
|
||||
expect(reader.readInt16()).toBe(32767);
|
||||
});
|
||||
|
||||
test('writeUint32/readUint32', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeUint32(0);
|
||||
writer.writeUint32(2147483647);
|
||||
writer.writeUint32(4294967295);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readUint32()).toBe(0);
|
||||
expect(reader.readUint32()).toBe(2147483647);
|
||||
expect(reader.readUint32()).toBe(4294967295);
|
||||
});
|
||||
|
||||
test('writeInt32/readInt32', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeInt32(-2147483648);
|
||||
writer.writeInt32(0);
|
||||
writer.writeInt32(2147483647);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readInt32()).toBe(-2147483648);
|
||||
expect(reader.readInt32()).toBe(0);
|
||||
expect(reader.readInt32()).toBe(2147483647);
|
||||
});
|
||||
|
||||
test('writeFloat32/readFloat32', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeFloat32(0);
|
||||
writer.writeFloat32(3.14);
|
||||
writer.writeFloat32(-100.5);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readFloat32()).toBe(0);
|
||||
expect(reader.readFloat32()).toBeCloseTo(3.14, 5);
|
||||
expect(reader.readFloat32()).toBeCloseTo(-100.5, 5);
|
||||
});
|
||||
|
||||
test('writeFloat64/readFloat64', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeFloat64(0);
|
||||
writer.writeFloat64(Math.PI);
|
||||
writer.writeFloat64(-1e100);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readFloat64()).toBe(0);
|
||||
expect(reader.readFloat64()).toBe(Math.PI);
|
||||
expect(reader.readFloat64()).toBe(-1e100);
|
||||
});
|
||||
});
|
||||
|
||||
describe('变长整数 (Varint)', () => {
|
||||
test('小值 (1字节)', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeVarint(0);
|
||||
writer.writeVarint(127);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readVarint()).toBe(0);
|
||||
expect(reader.readVarint()).toBe(127);
|
||||
});
|
||||
|
||||
test('中等值 (2字节)', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeVarint(128);
|
||||
writer.writeVarint(16383);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readVarint()).toBe(128);
|
||||
expect(reader.readVarint()).toBe(16383);
|
||||
});
|
||||
|
||||
test('大值 (多字节)', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeVarint(16384);
|
||||
writer.writeVarint(1000000);
|
||||
writer.writeVarint(2147483647);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readVarint()).toBe(16384);
|
||||
expect(reader.readVarint()).toBe(1000000);
|
||||
expect(reader.readVarint()).toBe(2147483647);
|
||||
});
|
||||
});
|
||||
|
||||
describe('字符串', () => {
|
||||
test('空字符串', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeString("");
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readString()).toBe("");
|
||||
});
|
||||
|
||||
test('ASCII 字符串', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeString("Hello, World!");
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readString()).toBe("Hello, World!");
|
||||
});
|
||||
|
||||
test('Unicode 字符串', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeString("你好世界");
|
||||
writer.writeString("日本語テスト");
|
||||
writer.writeString("emoji: 🎮🎯");
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readString()).toBe("你好世界");
|
||||
expect(reader.readString()).toBe("日本語テスト");
|
||||
expect(reader.readString()).toBe("emoji: 🎮🎯");
|
||||
});
|
||||
|
||||
test('混合字符串', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeString("Player_玩家_プレイヤー");
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.readString()).toBe("Player_玩家_プレイヤー");
|
||||
});
|
||||
});
|
||||
|
||||
describe('字节数组', () => {
|
||||
test('writeBytes/readBytes', () => {
|
||||
const writer = new BinaryWriter();
|
||||
const data = new Uint8Array([1, 2, 3, 4, 5]);
|
||||
writer.writeBytes(data);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
const result = reader.readBytes(5);
|
||||
expect(Array.from(result)).toEqual([1, 2, 3, 4, 5]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('BinaryReader 辅助方法', () => {
|
||||
test('remaining 应该返回剩余字节数', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeUint32(100);
|
||||
writer.writeUint32(200);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.remaining).toBe(8);
|
||||
|
||||
reader.readUint32();
|
||||
expect(reader.remaining).toBe(4);
|
||||
});
|
||||
|
||||
test('hasMore 应该正确判断', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeUint8(1);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.hasMore()).toBe(true);
|
||||
|
||||
reader.readUint8();
|
||||
expect(reader.hasMore()).toBe(false);
|
||||
});
|
||||
|
||||
test('peekUint8 不应该移动读取位置', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeUint8(42);
|
||||
writer.writeUint8(99);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
expect(reader.peekUint8()).toBe(42);
|
||||
expect(reader.peekUint8()).toBe(42);
|
||||
expect(reader.offset).toBe(0);
|
||||
});
|
||||
|
||||
test('skip 应该跳过指定字节', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeUint8(1);
|
||||
writer.writeUint8(2);
|
||||
writer.writeUint8(3);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
reader.skip(2);
|
||||
expect(reader.readUint8()).toBe(3);
|
||||
});
|
||||
|
||||
test('读取超出范围应该抛出错误', () => {
|
||||
const reader = new BinaryReader(new Uint8Array([1, 2]));
|
||||
|
||||
expect(() => reader.readUint32()).toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe('BinaryWriter 自动扩容', () => {
|
||||
test('应该自动扩容', () => {
|
||||
const writer = new BinaryWriter(4);
|
||||
|
||||
for (let i = 0; i < 100; i++) {
|
||||
writer.writeUint32(i);
|
||||
}
|
||||
|
||||
expect(writer.offset).toBe(400);
|
||||
|
||||
const reader = new BinaryReader(writer.toUint8Array());
|
||||
for (let i = 0; i < 100; i++) {
|
||||
expect(reader.readUint32()).toBe(i);
|
||||
}
|
||||
});
|
||||
|
||||
test('reset 应该清空数据但保留缓冲区', () => {
|
||||
const writer = new BinaryWriter();
|
||||
writer.writeUint32(100);
|
||||
writer.writeUint32(200);
|
||||
|
||||
expect(writer.offset).toBe(8);
|
||||
|
||||
writer.reset();
|
||||
|
||||
expect(writer.offset).toBe(0);
|
||||
expect(writer.toUint8Array().length).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Encoder/Decoder - 实体编解码测试', () => {
|
||||
let scene: Scene;
|
||||
|
||||
// Components are auto-registered via @ECSComponent decorator
|
||||
|
||||
beforeEach(() => {
|
||||
scene = new Scene();
|
||||
});
|
||||
|
||||
describe('encodeSnapshot/decodeSnapshot', () => {
|
||||
test('应该编码和解码单个实体', () => {
|
||||
const entity = scene.createEntity('Player1');
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.name = "TestPlayer";
|
||||
comp.score = 100;
|
||||
comp.x = 10.5;
|
||||
comp.y = 20.5;
|
||||
initChangeTracker(comp);
|
||||
|
||||
const data = encodeSnapshot([entity], SyncOperation.FULL);
|
||||
|
||||
const targetScene = new Scene();
|
||||
const result = decodeSnapshot(targetScene, data);
|
||||
|
||||
expect(result.operation).toBe(SyncOperation.FULL);
|
||||
expect(result.entities.length).toBe(1);
|
||||
expect(result.entities[0].isNew).toBe(true);
|
||||
|
||||
const decodedEntity = targetScene.entities.buffer[0];
|
||||
expect(decodedEntity).toBeDefined();
|
||||
|
||||
const decodedComp = decodedEntity!.getComponent(PlayerComponent);
|
||||
expect(decodedComp).not.toBeNull();
|
||||
expect(decodedComp!.name).toBe("TestPlayer");
|
||||
expect(decodedComp!.score).toBe(100);
|
||||
expect(decodedComp!.x).toBeCloseTo(10.5, 5);
|
||||
expect(decodedComp!.y).toBeCloseTo(20.5, 5);
|
||||
});
|
||||
|
||||
test('应该编码和解码多个实体', () => {
|
||||
const entity1 = scene.createEntity('Player1');
|
||||
const comp1 = entity1.addComponent(new PlayerComponent());
|
||||
comp1.name = "Player1";
|
||||
comp1.score = 50;
|
||||
initChangeTracker(comp1);
|
||||
|
||||
const entity2 = scene.createEntity('Player2');
|
||||
const comp2 = entity2.addComponent(new PlayerComponent());
|
||||
comp2.name = "Player2";
|
||||
comp2.score = 100;
|
||||
initChangeTracker(comp2);
|
||||
|
||||
const data = encodeSnapshot([entity1, entity2], SyncOperation.FULL);
|
||||
|
||||
const targetScene = new Scene();
|
||||
const result = decodeSnapshot(targetScene, data);
|
||||
|
||||
expect(result.entities.length).toBe(2);
|
||||
});
|
||||
|
||||
test('DELTA 操作应该只编码变更的字段', () => {
|
||||
const entity = scene.createEntity('Player1');
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.name = "TestPlayer";
|
||||
comp.score = 0;
|
||||
initChangeTracker(comp);
|
||||
clearChanges(comp);
|
||||
|
||||
comp.score = 200;
|
||||
|
||||
const deltaData = encodeSnapshot([entity], SyncOperation.DELTA);
|
||||
|
||||
expect(deltaData[0]).toBe(SyncOperation.DELTA);
|
||||
expect(deltaData.length).toBeLessThan(50);
|
||||
});
|
||||
});
|
||||
|
||||
describe('encodeSpawn/decodeSpawn', () => {
|
||||
test('应该编码和解码实体生成', () => {
|
||||
const entity = scene.createEntity('SpawnedEntity');
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.name = "SpawnedPlayer";
|
||||
comp.score = 50;
|
||||
comp.x = 100;
|
||||
comp.y = 200;
|
||||
initChangeTracker(comp);
|
||||
|
||||
const data = encodeSpawn(entity, 'Player');
|
||||
|
||||
const targetScene = new Scene();
|
||||
const result = decodeSpawn(targetScene, data);
|
||||
|
||||
expect(result).not.toBeNull();
|
||||
expect(result!.prefabType).toBe('Player');
|
||||
expect(result!.componentTypes).toContain('EncodingTest_PlayerComponent');
|
||||
|
||||
const decodedComp = result!.entity.getComponent(PlayerComponent);
|
||||
expect(decodedComp!.name).toBe("SpawnedPlayer");
|
||||
expect(decodedComp!.score).toBe(50);
|
||||
});
|
||||
|
||||
test('没有 prefabType 应该也能工作', () => {
|
||||
const entity = scene.createEntity('Entity');
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
initChangeTracker(comp);
|
||||
|
||||
const data = encodeSpawn(entity);
|
||||
|
||||
const targetScene = new Scene();
|
||||
const result = decodeSpawn(targetScene, data);
|
||||
|
||||
expect(result!.prefabType).toBe('');
|
||||
});
|
||||
});
|
||||
|
||||
describe('encodeDespawn/processDespawn', () => {
|
||||
test('应该编码和处理单个实体销毁', () => {
|
||||
const targetScene = new Scene();
|
||||
const entity = targetScene.createEntity('ToBeDestroyed');
|
||||
const entityId = entity.id;
|
||||
|
||||
const data = encodeDespawn(entityId);
|
||||
|
||||
expect(data[0]).toBe(SyncOperation.DESPAWN);
|
||||
|
||||
const removedIds = processDespawn(targetScene, data);
|
||||
|
||||
expect(removedIds).toContain(entityId);
|
||||
});
|
||||
|
||||
test('应该编码和处理批量实体销毁', () => {
|
||||
const targetScene = new Scene();
|
||||
const entity1 = targetScene.createEntity('Entity1');
|
||||
const entity2 = targetScene.createEntity('Entity2');
|
||||
const entity3 = targetScene.createEntity('Entity3');
|
||||
|
||||
const data = encodeDespawnBatch([entity1.id, entity2.id, entity3.id]);
|
||||
|
||||
expect(data[0]).toBe(SyncOperation.DESPAWN);
|
||||
|
||||
const removedIds = processDespawn(targetScene, data);
|
||||
|
||||
expect(removedIds.length).toBe(3);
|
||||
expect(removedIds).toContain(entity1.id);
|
||||
expect(removedIds).toContain(entity2.id);
|
||||
expect(removedIds).toContain(entity3.id);
|
||||
});
|
||||
});
|
||||
|
||||
describe('所有同步类型编解码', () => {
|
||||
test('应该正确编解码所有类型', () => {
|
||||
const entity = scene.createEntity('AllTypes');
|
||||
const comp = entity.addComponent(new AllTypesComponent());
|
||||
comp.boolField = true;
|
||||
comp.int8Field = -100;
|
||||
comp.uint8Field = 200;
|
||||
comp.int16Field = -30000;
|
||||
comp.uint16Field = 60000;
|
||||
comp.int32Field = -2000000000;
|
||||
comp.uint32Field = 4000000000;
|
||||
comp.float32Field = 3.14159;
|
||||
comp.float64Field = Math.PI;
|
||||
comp.stringField = "测试字符串";
|
||||
initChangeTracker(comp);
|
||||
|
||||
const data = encodeSnapshot([entity], SyncOperation.FULL);
|
||||
|
||||
const targetScene = new Scene();
|
||||
decodeSnapshot(targetScene, data);
|
||||
|
||||
const decodedEntity = targetScene.entities.buffer[0];
|
||||
const decodedComp = decodedEntity!.getComponent(AllTypesComponent);
|
||||
|
||||
expect(decodedComp!.boolField).toBe(true);
|
||||
expect(decodedComp!.int8Field).toBe(-100);
|
||||
expect(decodedComp!.uint8Field).toBe(200);
|
||||
expect(decodedComp!.int16Field).toBe(-30000);
|
||||
expect(decodedComp!.uint16Field).toBe(60000);
|
||||
expect(decodedComp!.int32Field).toBe(-2000000000);
|
||||
expect(decodedComp!.uint32Field).toBe(4000000000);
|
||||
expect(decodedComp!.float32Field).toBeCloseTo(3.14159, 4);
|
||||
expect(decodedComp!.float64Field).toBe(Math.PI);
|
||||
expect(decodedComp!.stringField).toBe("测试字符串");
|
||||
});
|
||||
});
|
||||
|
||||
describe('边界情况', () => {
|
||||
test('空实体列表应该能编码', () => {
|
||||
const data = encodeSnapshot([], SyncOperation.FULL);
|
||||
|
||||
const targetScene = new Scene();
|
||||
const result = decodeSnapshot(targetScene, data);
|
||||
|
||||
expect(result.entities.length).toBe(0);
|
||||
});
|
||||
|
||||
test('entityMap 应该正确跟踪实体', () => {
|
||||
const entity = scene.createEntity('Tracked');
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.name = "TrackedPlayer";
|
||||
initChangeTracker(comp);
|
||||
|
||||
const data = encodeSnapshot([entity], SyncOperation.FULL);
|
||||
|
||||
const targetScene = new Scene();
|
||||
const entityMap = new Map();
|
||||
decodeSnapshot(targetScene, data, entityMap);
|
||||
|
||||
expect(entityMap.size).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -1,5 +1,29 @@
|
||||
# @esengine/fsm
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/fsm",
|
||||
"version": "1.0.3",
|
||||
"version": "3.0.0",
|
||||
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,112 @@
|
||||
# @esengine/network
|
||||
|
||||
## 4.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 3.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
|
||||
|
||||
## @esengine/ecs-framework
|
||||
|
||||
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync('string') name: string = '';
|
||||
@sync('uint16') score: number = 0;
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
### 新增导出
|
||||
- `sync` - 标记需要同步的字段装饰器
|
||||
- `SyncType` - 支持的同步类型
|
||||
- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
|
||||
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
|
||||
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
|
||||
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
|
||||
- `ChangeTracker` - 字段级变更追踪
|
||||
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
|
||||
|
||||
### 内部方法标记
|
||||
|
||||
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
|
||||
- `Scene.update()`
|
||||
- `SceneManager.update()`
|
||||
- `WorldManager.updateAll()`
|
||||
|
||||
## @esengine/network
|
||||
|
||||
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
// 服务端:编码状态
|
||||
const data = syncSystem.encodeAllEntities(false);
|
||||
|
||||
// 客户端:解码状态
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### 修复
|
||||
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
|
||||
|
||||
## @esengine/server
|
||||
|
||||
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
|
||||
|
||||
```typescript
|
||||
import { ECSRoom } from '@esengine/server/ecs';
|
||||
|
||||
// 服务端启动
|
||||
Core.create();
|
||||
setInterval(() => Core.update(1 / 60), 16);
|
||||
|
||||
// 定义房间
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new PhysicsSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
entity.addComponent(new PlayerComponent());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 设计
|
||||
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
|
||||
- `Core.update()` 统一更新 Time 和所有 World
|
||||
- `onTick()` 只处理状态同步逻辑
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 2.2.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/network",
|
||||
"version": "2.2.0",
|
||||
"version": "4.0.0",
|
||||
"description": "Network synchronization for multiplayer games",
|
||||
"esengine": {
|
||||
"plugin": true,
|
||||
@@ -30,6 +30,15 @@
|
||||
"dependencies": {
|
||||
"@esengine/rpc": "workspace:*"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@esengine/blueprint": "workspace:*"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"@esengine/blueprint": {
|
||||
"optional": true
|
||||
}
|
||||
},
|
||||
"devDependencies": {
|
||||
"@esengine/blueprint": "workspace:*",
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
|
||||
@@ -133,6 +133,11 @@ export type {
|
||||
EntityDeltaState,
|
||||
DeltaSyncData,
|
||||
DeltaCompressionConfig,
|
||||
// Component sync types
|
||||
ComponentSyncEventType,
|
||||
ComponentSyncEvent,
|
||||
ComponentSyncEventListener,
|
||||
ComponentSyncConfig,
|
||||
} from './sync'
|
||||
|
||||
export {
|
||||
@@ -150,6 +155,9 @@ export {
|
||||
DeltaFlags,
|
||||
StateDeltaCompressor,
|
||||
createStateDeltaCompressor,
|
||||
// Component sync
|
||||
ComponentSyncSystem,
|
||||
createComponentSyncSystem,
|
||||
} from './sync'
|
||||
|
||||
// ============================================================================
|
||||
|
||||
408
packages/framework/network/src/sync/ComponentSync.ts
Normal file
408
packages/framework/network/src/sync/ComponentSync.ts
Normal file
@@ -0,0 +1,408 @@
|
||||
/**
|
||||
* @zh 组件同步系统
|
||||
* @en Component Sync System
|
||||
*
|
||||
* @zh 基于 @sync 装饰器的组件状态同步,与 ecs-framework 的 Sync 模块集成
|
||||
* @en Component state synchronization based on @sync decorator, integrated with ecs-framework Sync module
|
||||
*/
|
||||
|
||||
import {
|
||||
EntitySystem,
|
||||
Matcher,
|
||||
type Entity,
|
||||
// Sync types
|
||||
SyncOperation,
|
||||
SYNC_METADATA,
|
||||
CHANGE_TRACKER,
|
||||
type SyncMetadata,
|
||||
type ChangeTracker,
|
||||
// Encoding
|
||||
encodeSnapshot,
|
||||
encodeSpawn,
|
||||
encodeDespawn,
|
||||
decodeSnapshot,
|
||||
decodeSpawn,
|
||||
processDespawn,
|
||||
GlobalComponentRegistry,
|
||||
type DecodeSnapshotResult,
|
||||
type DecodeSpawnResult,
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
import { NetworkIdentity } from '../components/NetworkIdentity';
|
||||
|
||||
// =============================================================================
|
||||
// Types | 类型定义
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 组件同步事件类型
|
||||
* @en Component sync event type
|
||||
*/
|
||||
export type ComponentSyncEventType =
|
||||
| 'entitySpawned'
|
||||
| 'entityDespawned'
|
||||
| 'stateUpdated';
|
||||
|
||||
/**
|
||||
* @zh 组件同步事件
|
||||
* @en Component sync event
|
||||
*/
|
||||
export interface ComponentSyncEvent {
|
||||
type: ComponentSyncEventType;
|
||||
entityId: number;
|
||||
prefabType?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 组件同步事件监听器
|
||||
* @en Component sync event listener
|
||||
*/
|
||||
export type ComponentSyncEventListener = (event: ComponentSyncEvent) => void;
|
||||
|
||||
/**
|
||||
* @zh 组件同步配置
|
||||
* @en Component sync configuration
|
||||
*/
|
||||
export interface ComponentSyncConfig {
|
||||
/**
|
||||
* @zh 是否启用增量同步
|
||||
* @en Whether to enable delta sync
|
||||
*/
|
||||
enableDeltaSync: boolean;
|
||||
|
||||
/**
|
||||
* @zh 同步间隔(毫秒)
|
||||
* @en Sync interval in milliseconds
|
||||
*/
|
||||
syncInterval: number;
|
||||
}
|
||||
|
||||
const DEFAULT_CONFIG: ComponentSyncConfig = {
|
||||
enableDeltaSync: true,
|
||||
syncInterval: 50, // 20 Hz
|
||||
};
|
||||
|
||||
// =============================================================================
|
||||
// ComponentSyncSystem | 组件同步系统
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 组件同步系统
|
||||
* @en Component sync system
|
||||
*
|
||||
* @zh 基于 @sync 装饰器自动同步组件状态
|
||||
* @en Automatically syncs component state based on @sync decorator
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // Server-side: broadcast state
|
||||
* const syncSystem = scene.getSystem(ComponentSyncSystem);
|
||||
* const data = syncSystem.encodeAllEntities(false); // delta
|
||||
* broadcast(data);
|
||||
*
|
||||
* // Client-side: receive state
|
||||
* const syncSystem = scene.getSystem(ComponentSyncSystem);
|
||||
* syncSystem.applySnapshot(data);
|
||||
* ```
|
||||
*/
|
||||
export class ComponentSyncSystem extends EntitySystem {
|
||||
private readonly _config: ComponentSyncConfig;
|
||||
private readonly _syncEntityMap: Map<number, Entity> = new Map();
|
||||
private readonly _syncListeners: Set<ComponentSyncEventListener> = new Set();
|
||||
private _lastSyncTime: number = 0;
|
||||
private _isServer: boolean = false;
|
||||
|
||||
constructor(config?: Partial<ComponentSyncConfig>, isServer: boolean = false) {
|
||||
super(Matcher.all(NetworkIdentity));
|
||||
this._config = { ...DEFAULT_CONFIG, ...config };
|
||||
this._isServer = isServer;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置是否为服务端模式
|
||||
* @en Set whether in server mode
|
||||
*/
|
||||
public set isServer(value: boolean) {
|
||||
this._isServer = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取是否为服务端模式
|
||||
* @en Get whether in server mode
|
||||
*/
|
||||
public get isServer(): boolean {
|
||||
return this._isServer;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取配置
|
||||
* @en Get configuration
|
||||
*/
|
||||
public get config(): Readonly<ComponentSyncConfig> {
|
||||
return this._config;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 添加同步事件监听器
|
||||
* @en Add sync event listener
|
||||
*/
|
||||
public addSyncListener(listener: ComponentSyncEventListener): void {
|
||||
this._syncListeners.add(listener);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除同步事件监听器
|
||||
* @en Remove sync event listener
|
||||
*/
|
||||
public removeSyncListener(listener: ComponentSyncEventListener): void {
|
||||
this._syncListeners.delete(listener);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 注册同步组件类型
|
||||
* @en Register sync component type
|
||||
*
|
||||
* @zh 客户端需要调用此方法注册所有需要同步的组件类型
|
||||
* @en Client needs to call this to register all component types to be synced
|
||||
*/
|
||||
public registerComponent<T extends new () => any>(componentClass: T): void {
|
||||
GlobalComponentRegistry.register(componentClass as any);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Server-side: Encoding | 服务端:编码
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 编码所有实体状态
|
||||
* @en Encode all entities state
|
||||
*
|
||||
* @param fullSync - @zh 是否完整同步(首次连接时使用)@en Whether to do full sync (for initial connection)
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
public encodeAllEntities(fullSync: boolean = false): Uint8Array {
|
||||
const entities = this.getMatchingEntities();
|
||||
const operation = fullSync ? SyncOperation.FULL : SyncOperation.DELTA;
|
||||
|
||||
const data = encodeSnapshot(entities, operation);
|
||||
|
||||
// Clear change trackers after encoding delta
|
||||
if (!fullSync) {
|
||||
this._clearChangeTrackers(entities);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码有变更的实体
|
||||
* @en Encode entities with changes
|
||||
*
|
||||
* @returns @zh 编码后的二进制数据,如果没有变更返回 null @en Encoded binary data, or null if no changes
|
||||
*/
|
||||
public encodeDelta(): Uint8Array | null {
|
||||
const entities = this.getMatchingEntities();
|
||||
const changedEntities = entities.filter(entity => this._hasChanges(entity));
|
||||
|
||||
if (changedEntities.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const data = encodeSnapshot(changedEntities, SyncOperation.DELTA);
|
||||
this._clearChangeTrackers(changedEntities);
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体生成消息
|
||||
* @en Encode entity spawn message
|
||||
*/
|
||||
public encodeSpawn(entity: Entity, prefabType?: string): Uint8Array {
|
||||
return encodeSpawn(entity, prefabType);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体销毁消息
|
||||
* @en Encode entity despawn message
|
||||
*/
|
||||
public encodeDespawn(entityId: number): Uint8Array {
|
||||
return encodeDespawn(entityId);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Client-side: Decoding | 客户端:解码
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 应用状态快照
|
||||
* @en Apply state snapshot
|
||||
*
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @returns @zh 解码结果 @en Decode result
|
||||
*/
|
||||
public applySnapshot(data: Uint8Array): DecodeSnapshotResult {
|
||||
if (!this.scene) {
|
||||
throw new Error('ComponentSyncSystem not attached to a scene');
|
||||
}
|
||||
|
||||
const result = decodeSnapshot(this.scene, data, this._syncEntityMap);
|
||||
|
||||
// Emit events
|
||||
for (const entityResult of result.entities) {
|
||||
if (entityResult.isNew) {
|
||||
this._emitEvent({
|
||||
type: 'entitySpawned',
|
||||
entityId: entityResult.entityId,
|
||||
});
|
||||
} else {
|
||||
this._emitEvent({
|
||||
type: 'stateUpdated',
|
||||
entityId: entityResult.entityId,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 应用实体生成消息
|
||||
* @en Apply entity spawn message
|
||||
*
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @returns @zh 解码结果,如果不是 SPAWN 消息返回 null @en Decode result, or null if not a SPAWN message
|
||||
*/
|
||||
public applySpawn(data: Uint8Array): DecodeSpawnResult | null {
|
||||
if (!this.scene) {
|
||||
throw new Error('ComponentSyncSystem not attached to a scene');
|
||||
}
|
||||
|
||||
const result = decodeSpawn(this.scene, data, this._syncEntityMap);
|
||||
|
||||
if (result) {
|
||||
this._emitEvent({
|
||||
type: 'entitySpawned',
|
||||
entityId: result.entity.id,
|
||||
prefabType: result.prefabType,
|
||||
});
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 应用实体销毁消息
|
||||
* @en Apply entity despawn message
|
||||
*
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @returns @zh 销毁的实体 ID 列表 @en List of despawned entity IDs
|
||||
*/
|
||||
public applyDespawn(data: Uint8Array): number[] {
|
||||
if (!this.scene) {
|
||||
throw new Error('ComponentSyncSystem not attached to a scene');
|
||||
}
|
||||
|
||||
const entityIds = processDespawn(this.scene, data, this._syncEntityMap);
|
||||
|
||||
for (const entityId of entityIds) {
|
||||
this._emitEvent({
|
||||
type: 'entityDespawned',
|
||||
entityId,
|
||||
});
|
||||
}
|
||||
|
||||
return entityIds;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Entity Management | 实体管理
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 通过网络 ID 获取实体
|
||||
* @en Get entity by network ID
|
||||
*/
|
||||
public getEntityById(entityId: number): Entity | undefined {
|
||||
return this._syncEntityMap.get(entityId);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有匹配的实体
|
||||
* @en Get all matching entities
|
||||
*/
|
||||
public getMatchingEntities(): Entity[] {
|
||||
return this.entities.slice();
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Internal | 内部方法
|
||||
// =========================================================================
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
// Server mode: auto-sync at interval
|
||||
if (this._isServer && this._config.enableDeltaSync) {
|
||||
const now = Date.now();
|
||||
if (now - this._lastSyncTime >= this._config.syncInterval) {
|
||||
// Note: actual broadcast should be done by the user
|
||||
// This just updates the sync time
|
||||
this._lastSyncTime = now;
|
||||
}
|
||||
}
|
||||
|
||||
// Update entity ID map
|
||||
for (const entity of entities) {
|
||||
const identity = entity.getComponent(NetworkIdentity);
|
||||
if (identity) {
|
||||
this._syncEntityMap.set(entity.id, entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _hasChanges(entity: Entity): boolean {
|
||||
for (const component of entity.components) {
|
||||
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (tracker?.hasChanges()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private _clearChangeTrackers(entities: Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
for (const component of entity.components) {
|
||||
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (tracker) {
|
||||
tracker.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _emitEvent(event: ComponentSyncEvent): void {
|
||||
for (const listener of this._syncListeners) {
|
||||
try {
|
||||
listener(event);
|
||||
} catch (error) {
|
||||
console.error('ComponentSyncSystem: event listener error:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override onDestroy(): void {
|
||||
this._syncEntityMap.clear();
|
||||
this._syncListeners.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建组件同步系统
|
||||
* @en Create component sync system
|
||||
*/
|
||||
export function createComponentSyncSystem(
|
||||
config?: Partial<ComponentSyncConfig>,
|
||||
isServer: boolean = false
|
||||
): ComponentSyncSystem {
|
||||
return new ComponentSyncSystem(config, isServer);
|
||||
}
|
||||
@@ -62,3 +62,19 @@ export {
|
||||
StateDeltaCompressor,
|
||||
createStateDeltaCompressor
|
||||
} from './StateDelta';
|
||||
|
||||
// =============================================================================
|
||||
// 组件同步 | Component Sync (@sync decorator based)
|
||||
// =============================================================================
|
||||
|
||||
export type {
|
||||
ComponentSyncEventType,
|
||||
ComponentSyncEvent,
|
||||
ComponentSyncEventListener,
|
||||
ComponentSyncConfig
|
||||
} from './ComponentSync';
|
||||
|
||||
export {
|
||||
ComponentSyncSystem,
|
||||
createComponentSyncSystem
|
||||
} from './ComponentSync';
|
||||
|
||||
@@ -1,5 +1,29 @@
|
||||
# @esengine/pathfinding
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 1.0.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -0,0 +1,247 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { AStarPathfinder } from '../../src/core/AStarPathfinder';
|
||||
import { GridMap } from '../../src/grid/GridMap';
|
||||
|
||||
describe('AStarPathfinder', () => {
|
||||
let grid: GridMap;
|
||||
let pathfinder: AStarPathfinder;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(10, 10);
|
||||
pathfinder = new AStarPathfinder(grid);
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Basic Pathfinding
|
||||
// =========================================================================
|
||||
|
||||
describe('basic pathfinding', () => {
|
||||
it('should find path between adjacent nodes', () => {
|
||||
const result = pathfinder.findPath(0, 0, 1, 0);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBe(2);
|
||||
expect(result.path[0]).toEqual({ x: 0, y: 0 });
|
||||
expect(result.path[1]).toEqual({ x: 1, y: 0 });
|
||||
});
|
||||
|
||||
it('should return start position for same start and end', () => {
|
||||
const result = pathfinder.findPath(5, 5, 5, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBe(1);
|
||||
expect(result.path[0]).toEqual({ x: 5, y: 5 });
|
||||
expect(result.cost).toBe(0);
|
||||
});
|
||||
|
||||
it('should find diagonal path', () => {
|
||||
const result = pathfinder.findPath(0, 0, 5, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBeGreaterThan(1);
|
||||
expect(result.path[0]).toEqual({ x: 0, y: 0 });
|
||||
expect(result.path[result.path.length - 1]).toEqual({ x: 5, y: 5 });
|
||||
});
|
||||
|
||||
it('should find path across grid', () => {
|
||||
const result = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path[0]).toEqual({ x: 0, y: 0 });
|
||||
expect(result.path[result.path.length - 1]).toEqual({ x: 9, y: 9 });
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Obstacles
|
||||
// =========================================================================
|
||||
|
||||
describe('obstacles', () => {
|
||||
it('should find path around single obstacle', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
const result = pathfinder.findPath(4, 5, 6, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBeGreaterThan(2);
|
||||
});
|
||||
|
||||
it('should find path around wall', () => {
|
||||
// Create vertical wall
|
||||
for (let y = 2; y <= 7; y++) {
|
||||
grid.setWalkable(5, y, false);
|
||||
}
|
||||
|
||||
const result = pathfinder.findPath(3, 5, 7, 5);
|
||||
expect(result.found).toBe(true);
|
||||
// Path should go around the wall
|
||||
expect(result.path.every(p => p.x !== 5 || p.y < 2 || p.y > 7)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return empty path when blocked', () => {
|
||||
// Block completely around start
|
||||
grid.setWalkable(1, 0, false);
|
||||
grid.setWalkable(0, 1, false);
|
||||
grid.setWalkable(1, 1, false);
|
||||
|
||||
const result = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result.found).toBe(false);
|
||||
expect(result.path.length).toBe(0);
|
||||
});
|
||||
|
||||
it('should return empty path when start is blocked', () => {
|
||||
grid.setWalkable(0, 0, false);
|
||||
const result = pathfinder.findPath(0, 0, 5, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
|
||||
it('should return empty path when end is blocked', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
const result = pathfinder.findPath(0, 0, 5, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Out of Bounds
|
||||
// =========================================================================
|
||||
|
||||
describe('out of bounds', () => {
|
||||
it('should return empty path for out of bounds start', () => {
|
||||
const result = pathfinder.findPath(-1, 0, 5, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
|
||||
it('should return empty path for out of bounds end', () => {
|
||||
const result = pathfinder.findPath(0, 0, 100, 100);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Cost Calculation
|
||||
// =========================================================================
|
||||
|
||||
describe('cost calculation', () => {
|
||||
it('should calculate correct cost for straight path', () => {
|
||||
const grid4 = new GridMap(10, 10, { allowDiagonal: false });
|
||||
const pathfinder4 = new AStarPathfinder(grid4);
|
||||
|
||||
const result = pathfinder4.findPath(0, 0, 5, 0);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.cost).toBe(5);
|
||||
});
|
||||
|
||||
it('should prefer lower cost paths', () => {
|
||||
// Create high cost area
|
||||
for (let y = 0; y < 10; y++) {
|
||||
grid.setCost(5, y, 10);
|
||||
}
|
||||
|
||||
const result = pathfinder.findPath(4, 5, 6, 5);
|
||||
// Should go around the high cost column if possible
|
||||
expect(result.found).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Options
|
||||
// =========================================================================
|
||||
|
||||
describe('options', () => {
|
||||
it('should respect maxNodes limit', () => {
|
||||
// Large grid with path
|
||||
const largeGrid = new GridMap(100, 100);
|
||||
const largePF = new AStarPathfinder(largeGrid);
|
||||
|
||||
const result = largePF.findPath(0, 0, 99, 99, { maxNodes: 10 });
|
||||
// Should fail due to node limit
|
||||
expect(result.nodesSearched).toBeLessThanOrEqual(10);
|
||||
});
|
||||
|
||||
it('should use heuristic weight', () => {
|
||||
const result1 = pathfinder.findPath(0, 0, 9, 9, { heuristicWeight: 1.0 });
|
||||
const result2 = pathfinder.findPath(0, 0, 9, 9, { heuristicWeight: 2.0 });
|
||||
|
||||
expect(result1.found).toBe(true);
|
||||
expect(result2.found).toBe(true);
|
||||
// Higher weight may search fewer nodes but may not be optimal
|
||||
expect(result2.nodesSearched).toBeLessThanOrEqual(result1.nodesSearched);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Clear
|
||||
// =========================================================================
|
||||
|
||||
describe('clear', () => {
|
||||
it('should allow reuse after clear', () => {
|
||||
const result1 = pathfinder.findPath(0, 0, 5, 5);
|
||||
expect(result1.found).toBe(true);
|
||||
|
||||
pathfinder.clear();
|
||||
|
||||
const result2 = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result2.found).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Maze
|
||||
// =========================================================================
|
||||
|
||||
describe('maze solving', () => {
|
||||
it('should solve simple maze', () => {
|
||||
const mazeStr = `
|
||||
..........
|
||||
.########.
|
||||
..........
|
||||
.########.
|
||||
..........
|
||||
.########.
|
||||
..........
|
||||
.########.
|
||||
..........
|
||||
..........`.trim();
|
||||
|
||||
grid.loadFromString(mazeStr);
|
||||
|
||||
const result = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result.found).toBe(true);
|
||||
// Path should not pass through walls
|
||||
for (const point of result.path) {
|
||||
expect(grid.isWalkable(point.x, point.y)).toBe(true);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Path Quality
|
||||
// =========================================================================
|
||||
|
||||
describe('path quality', () => {
|
||||
it('should find shortest path in open area', () => {
|
||||
const result = pathfinder.findPath(0, 0, 3, 0);
|
||||
expect(result.found).toBe(true);
|
||||
// Straight line should be 4 points
|
||||
expect(result.path.length).toBe(4);
|
||||
});
|
||||
|
||||
it('should find optimal diagonal path', () => {
|
||||
const result = pathfinder.findPath(0, 0, 3, 3);
|
||||
expect(result.found).toBe(true);
|
||||
// Pure diagonal should be 4 points
|
||||
expect(result.path.length).toBe(4);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Nodes Searched
|
||||
// =========================================================================
|
||||
|
||||
describe('nodesSearched', () => {
|
||||
it('should track nodes searched', () => {
|
||||
const result = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result.nodesSearched).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should search only 1 node for same position', () => {
|
||||
const result = pathfinder.findPath(5, 5, 5, 5);
|
||||
expect(result.nodesSearched).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
228
packages/framework/pathfinding/__tests__/core/BinaryHeap.test.ts
Normal file
228
packages/framework/pathfinding/__tests__/core/BinaryHeap.test.ts
Normal file
@@ -0,0 +1,228 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { BinaryHeap } from '../../src/core/BinaryHeap';
|
||||
|
||||
describe('BinaryHeap', () => {
|
||||
let heap: BinaryHeap<number>;
|
||||
|
||||
beforeEach(() => {
|
||||
heap = new BinaryHeap<number>((a, b) => a - b);
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Basic Operations
|
||||
// =========================================================================
|
||||
|
||||
describe('basic operations', () => {
|
||||
it('should start empty', () => {
|
||||
expect(heap.isEmpty).toBe(true);
|
||||
expect(heap.size).toBe(0);
|
||||
});
|
||||
|
||||
it('should push and pop single element', () => {
|
||||
heap.push(5);
|
||||
expect(heap.isEmpty).toBe(false);
|
||||
expect(heap.size).toBe(1);
|
||||
expect(heap.pop()).toBe(5);
|
||||
expect(heap.isEmpty).toBe(true);
|
||||
});
|
||||
|
||||
it('should return undefined when popping empty heap', () => {
|
||||
expect(heap.pop()).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should peek without removing', () => {
|
||||
heap.push(5);
|
||||
expect(heap.peek()).toBe(5);
|
||||
expect(heap.size).toBe(1);
|
||||
});
|
||||
|
||||
it('should return undefined when peeking empty heap', () => {
|
||||
expect(heap.peek()).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Min-Heap Property
|
||||
// =========================================================================
|
||||
|
||||
describe('min-heap property', () => {
|
||||
it('should always pop minimum element', () => {
|
||||
heap.push(5);
|
||||
heap.push(3);
|
||||
heap.push(7);
|
||||
heap.push(1);
|
||||
heap.push(9);
|
||||
|
||||
expect(heap.pop()).toBe(1);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(5);
|
||||
expect(heap.pop()).toBe(7);
|
||||
expect(heap.pop()).toBe(9);
|
||||
});
|
||||
|
||||
it('should handle duplicate values', () => {
|
||||
heap.push(3);
|
||||
heap.push(3);
|
||||
heap.push(3);
|
||||
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.isEmpty).toBe(true);
|
||||
});
|
||||
|
||||
it('should handle already sorted input', () => {
|
||||
heap.push(1);
|
||||
heap.push(2);
|
||||
heap.push(3);
|
||||
heap.push(4);
|
||||
heap.push(5);
|
||||
|
||||
expect(heap.pop()).toBe(1);
|
||||
expect(heap.pop()).toBe(2);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(4);
|
||||
expect(heap.pop()).toBe(5);
|
||||
});
|
||||
|
||||
it('should handle reverse sorted input', () => {
|
||||
heap.push(5);
|
||||
heap.push(4);
|
||||
heap.push(3);
|
||||
heap.push(2);
|
||||
heap.push(1);
|
||||
|
||||
expect(heap.pop()).toBe(1);
|
||||
expect(heap.pop()).toBe(2);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(4);
|
||||
expect(heap.pop()).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Update Operation
|
||||
// =========================================================================
|
||||
|
||||
describe('update operation', () => {
|
||||
it('should update element position after value change', () => {
|
||||
interface Item { value: number }
|
||||
const itemHeap = new BinaryHeap<Item>((a, b) => a.value - b.value);
|
||||
|
||||
const item1 = { value: 5 };
|
||||
const item2 = { value: 3 };
|
||||
const item3 = { value: 7 };
|
||||
|
||||
itemHeap.push(item1);
|
||||
itemHeap.push(item2);
|
||||
itemHeap.push(item3);
|
||||
|
||||
// Change item1 to be smallest
|
||||
item1.value = 1;
|
||||
itemHeap.update(item1);
|
||||
|
||||
expect(itemHeap.pop()).toBe(item1);
|
||||
expect(itemHeap.pop()).toBe(item2);
|
||||
expect(itemHeap.pop()).toBe(item3);
|
||||
});
|
||||
|
||||
it('should handle update of non-existent element gracefully', () => {
|
||||
heap.push(1);
|
||||
heap.push(2);
|
||||
heap.update(999); // Should not throw
|
||||
expect(heap.size).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Contains Operation
|
||||
// =========================================================================
|
||||
|
||||
describe('contains operation', () => {
|
||||
it('should check if element exists', () => {
|
||||
heap.push(1);
|
||||
heap.push(2);
|
||||
heap.push(3);
|
||||
|
||||
expect(heap.contains(2)).toBe(true);
|
||||
expect(heap.contains(5)).toBe(false);
|
||||
});
|
||||
|
||||
it('should return false for empty heap', () => {
|
||||
expect(heap.contains(1)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Clear Operation
|
||||
// =========================================================================
|
||||
|
||||
describe('clear operation', () => {
|
||||
it('should clear all elements', () => {
|
||||
heap.push(1);
|
||||
heap.push(2);
|
||||
heap.push(3);
|
||||
|
||||
heap.clear();
|
||||
|
||||
expect(heap.isEmpty).toBe(true);
|
||||
expect(heap.size).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Custom Comparator
|
||||
// =========================================================================
|
||||
|
||||
describe('custom comparator', () => {
|
||||
it('should work as max-heap with reversed comparator', () => {
|
||||
const maxHeap = new BinaryHeap<number>((a, b) => b - a);
|
||||
|
||||
maxHeap.push(5);
|
||||
maxHeap.push(3);
|
||||
maxHeap.push(7);
|
||||
maxHeap.push(1);
|
||||
maxHeap.push(9);
|
||||
|
||||
expect(maxHeap.pop()).toBe(9);
|
||||
expect(maxHeap.pop()).toBe(7);
|
||||
expect(maxHeap.pop()).toBe(5);
|
||||
expect(maxHeap.pop()).toBe(3);
|
||||
expect(maxHeap.pop()).toBe(1);
|
||||
});
|
||||
|
||||
it('should work with object comparator', () => {
|
||||
interface Task { priority: number; name: string }
|
||||
const taskHeap = new BinaryHeap<Task>((a, b) => a.priority - b.priority);
|
||||
|
||||
taskHeap.push({ priority: 3, name: 'C' });
|
||||
taskHeap.push({ priority: 1, name: 'A' });
|
||||
taskHeap.push({ priority: 2, name: 'B' });
|
||||
|
||||
expect(taskHeap.pop()?.name).toBe('A');
|
||||
expect(taskHeap.pop()?.name).toBe('B');
|
||||
expect(taskHeap.pop()?.name).toBe('C');
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Large Dataset
|
||||
// =========================================================================
|
||||
|
||||
describe('large dataset', () => {
|
||||
it('should handle 1000 random elements', () => {
|
||||
const elements: number[] = [];
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
const value = Math.floor(Math.random() * 10000);
|
||||
elements.push(value);
|
||||
heap.push(value);
|
||||
}
|
||||
|
||||
elements.sort((a, b) => a - b);
|
||||
|
||||
for (const expected of elements) {
|
||||
expect(heap.pop()).toBe(expected);
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
219
packages/framework/pathfinding/__tests__/core/Heuristics.test.ts
Normal file
219
packages/framework/pathfinding/__tests__/core/Heuristics.test.ts
Normal file
@@ -0,0 +1,219 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import {
|
||||
manhattanDistance,
|
||||
euclideanDistance,
|
||||
chebyshevDistance,
|
||||
octileDistance,
|
||||
createPoint
|
||||
} from '../../src/core/IPathfinding';
|
||||
|
||||
describe('Heuristic Functions', () => {
|
||||
// =========================================================================
|
||||
// Manhattan Distance
|
||||
// =========================================================================
|
||||
|
||||
describe('manhattanDistance', () => {
|
||||
it('should return 0 for same point', () => {
|
||||
const p = createPoint(5, 5);
|
||||
expect(manhattanDistance(p, p)).toBe(0);
|
||||
});
|
||||
|
||||
it('should calculate horizontal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 0);
|
||||
expect(manhattanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate vertical distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(0, 5);
|
||||
expect(manhattanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate diagonal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
expect(manhattanDistance(a, b)).toBe(7); // |3| + |4| = 7
|
||||
});
|
||||
|
||||
it('should handle negative coordinates', () => {
|
||||
const a = createPoint(-2, -3);
|
||||
const b = createPoint(2, 3);
|
||||
expect(manhattanDistance(a, b)).toBe(10); // |4| + |6| = 10
|
||||
});
|
||||
|
||||
it('should be symmetric', () => {
|
||||
const a = createPoint(1, 2);
|
||||
const b = createPoint(4, 6);
|
||||
expect(manhattanDistance(a, b)).toBe(manhattanDistance(b, a));
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Euclidean Distance
|
||||
// =========================================================================
|
||||
|
||||
describe('euclideanDistance', () => {
|
||||
it('should return 0 for same point', () => {
|
||||
const p = createPoint(5, 5);
|
||||
expect(euclideanDistance(p, p)).toBe(0);
|
||||
});
|
||||
|
||||
it('should calculate horizontal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 0);
|
||||
expect(euclideanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate vertical distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(0, 5);
|
||||
expect(euclideanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate 3-4-5 triangle', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
expect(euclideanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate diagonal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(1, 1);
|
||||
expect(euclideanDistance(a, b)).toBeCloseTo(Math.SQRT2, 10);
|
||||
});
|
||||
|
||||
it('should handle negative coordinates', () => {
|
||||
const a = createPoint(-3, -4);
|
||||
const b = createPoint(0, 0);
|
||||
expect(euclideanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should be symmetric', () => {
|
||||
const a = createPoint(1, 2);
|
||||
const b = createPoint(4, 6);
|
||||
expect(euclideanDistance(a, b)).toBeCloseTo(euclideanDistance(b, a), 10);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Chebyshev Distance
|
||||
// =========================================================================
|
||||
|
||||
describe('chebyshevDistance', () => {
|
||||
it('should return 0 for same point', () => {
|
||||
const p = createPoint(5, 5);
|
||||
expect(chebyshevDistance(p, p)).toBe(0);
|
||||
});
|
||||
|
||||
it('should calculate horizontal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 0);
|
||||
expect(chebyshevDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate vertical distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(0, 5);
|
||||
expect(chebyshevDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate diagonal as max of dx, dy', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
expect(chebyshevDistance(a, b)).toBe(4); // max(3, 4) = 4
|
||||
});
|
||||
|
||||
it('should return same value for equal dx and dy', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 5);
|
||||
expect(chebyshevDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should be symmetric', () => {
|
||||
const a = createPoint(1, 2);
|
||||
const b = createPoint(4, 6);
|
||||
expect(chebyshevDistance(a, b)).toBe(chebyshevDistance(b, a));
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Octile Distance
|
||||
// =========================================================================
|
||||
|
||||
describe('octileDistance', () => {
|
||||
it('should return 0 for same point', () => {
|
||||
const p = createPoint(5, 5);
|
||||
expect(octileDistance(p, p)).toBe(0);
|
||||
});
|
||||
|
||||
it('should calculate horizontal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 0);
|
||||
expect(octileDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate vertical distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(0, 5);
|
||||
expect(octileDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate pure diagonal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 5);
|
||||
// 5 diagonal moves = 5 * sqrt(2)
|
||||
expect(octileDistance(a, b)).toBeCloseTo(5 * Math.SQRT2, 10);
|
||||
});
|
||||
|
||||
it('should calculate mixed diagonal and straight', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 5);
|
||||
// 3 diagonal + 2 straight = 3*sqrt(2) + 2
|
||||
const expected = 3 * Math.SQRT2 + 2;
|
||||
expect(octileDistance(a, b)).toBeCloseTo(expected, 10);
|
||||
});
|
||||
|
||||
it('should be symmetric', () => {
|
||||
const a = createPoint(1, 2);
|
||||
const b = createPoint(4, 6);
|
||||
expect(octileDistance(a, b)).toBeCloseTo(octileDistance(b, a), 10);
|
||||
});
|
||||
|
||||
it('should be between Manhattan and Euclidean for diagonal', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
|
||||
const manhattan = manhattanDistance(a, b);
|
||||
const euclidean = euclideanDistance(a, b);
|
||||
const octile = octileDistance(a, b);
|
||||
|
||||
expect(octile).toBeLessThan(manhattan);
|
||||
expect(octile).toBeGreaterThan(euclidean);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// createPoint
|
||||
// =========================================================================
|
||||
|
||||
describe('createPoint', () => {
|
||||
it('should create point with correct coordinates', () => {
|
||||
const p = createPoint(3, 4);
|
||||
expect(p.x).toBe(3);
|
||||
expect(p.y).toBe(4);
|
||||
});
|
||||
|
||||
it('should handle negative coordinates', () => {
|
||||
const p = createPoint(-5, -10);
|
||||
expect(p.x).toBe(-5);
|
||||
expect(p.y).toBe(-10);
|
||||
});
|
||||
|
||||
it('should handle decimal coordinates', () => {
|
||||
const p = createPoint(3.5, 4.7);
|
||||
expect(p.x).toBe(3.5);
|
||||
expect(p.y).toBe(4.7);
|
||||
});
|
||||
});
|
||||
});
|
||||
346
packages/framework/pathfinding/__tests__/grid/GridMap.test.ts
Normal file
346
packages/framework/pathfinding/__tests__/grid/GridMap.test.ts
Normal file
@@ -0,0 +1,346 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { GridMap, GridNode, DIRECTIONS_4, DIRECTIONS_8 } from '../../src/grid/GridMap';
|
||||
|
||||
describe('GridMap', () => {
|
||||
let grid: GridMap;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(10, 10);
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Construction
|
||||
// =========================================================================
|
||||
|
||||
describe('construction', () => {
|
||||
it('should create grid with correct dimensions', () => {
|
||||
expect(grid.width).toBe(10);
|
||||
expect(grid.height).toBe(10);
|
||||
});
|
||||
|
||||
it('should have all nodes walkable by default', () => {
|
||||
for (let y = 0; y < 10; y++) {
|
||||
for (let x = 0; x < 10; x++) {
|
||||
expect(grid.isWalkable(x, y)).toBe(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('should create small grid', () => {
|
||||
const small = new GridMap(1, 1);
|
||||
expect(small.width).toBe(1);
|
||||
expect(small.height).toBe(1);
|
||||
expect(small.getNodeAt(0, 0)).not.toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Node Access
|
||||
// =========================================================================
|
||||
|
||||
describe('getNodeAt', () => {
|
||||
it('should return node at valid position', () => {
|
||||
const node = grid.getNodeAt(5, 5);
|
||||
expect(node).not.toBeNull();
|
||||
expect(node?.position.x).toBe(5);
|
||||
expect(node?.position.y).toBe(5);
|
||||
});
|
||||
|
||||
it('should return null for out of bounds', () => {
|
||||
expect(grid.getNodeAt(-1, 0)).toBeNull();
|
||||
expect(grid.getNodeAt(0, -1)).toBeNull();
|
||||
expect(grid.getNodeAt(10, 0)).toBeNull();
|
||||
expect(grid.getNodeAt(0, 10)).toBeNull();
|
||||
});
|
||||
|
||||
it('should return node with correct id', () => {
|
||||
const node = grid.getNodeAt(3, 4);
|
||||
expect(node?.id).toBe('3,4');
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Walkability
|
||||
// =========================================================================
|
||||
|
||||
describe('walkability', () => {
|
||||
it('should set and get walkability', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
expect(grid.isWalkable(5, 5)).toBe(false);
|
||||
|
||||
grid.setWalkable(5, 5, true);
|
||||
expect(grid.isWalkable(5, 5)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for out of bounds', () => {
|
||||
expect(grid.isWalkable(-1, 0)).toBe(false);
|
||||
expect(grid.isWalkable(100, 100)).toBe(false);
|
||||
});
|
||||
|
||||
it('should handle setWalkable on invalid position gracefully', () => {
|
||||
grid.setWalkable(-1, -1, false); // Should not throw
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Cost
|
||||
// =========================================================================
|
||||
|
||||
describe('cost', () => {
|
||||
it('should set and get cost', () => {
|
||||
grid.setCost(5, 5, 2.5);
|
||||
const node = grid.getNodeAt(5, 5);
|
||||
expect(node?.cost).toBe(2.5);
|
||||
});
|
||||
|
||||
it('should default cost to 1', () => {
|
||||
const node = grid.getNodeAt(5, 5);
|
||||
expect(node?.cost).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Neighbors (8-direction)
|
||||
// =========================================================================
|
||||
|
||||
describe('getNeighbors (8-direction)', () => {
|
||||
it('should return 8 neighbors for center node', () => {
|
||||
const node = grid.getNodeAt(5, 5)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(8);
|
||||
});
|
||||
|
||||
it('should return 3 neighbors for corner', () => {
|
||||
const node = grid.getNodeAt(0, 0)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(3);
|
||||
});
|
||||
|
||||
it('should return 5 neighbors for edge', () => {
|
||||
const node = grid.getNodeAt(5, 0)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(5);
|
||||
});
|
||||
|
||||
it('should not include blocked neighbors', () => {
|
||||
grid.setWalkable(6, 5, false);
|
||||
const node = grid.getNodeAt(5, 5)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
// 8 - 1 blocked - 2 diagonals (corner cutting) = 5
|
||||
expect(neighbors.length).toBe(5);
|
||||
expect(neighbors.find(n => n.x === 6 && n.y === 5)).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should avoid corner cutting by default', () => {
|
||||
// Block horizontal neighbor
|
||||
grid.setWalkable(6, 5, false);
|
||||
const node = grid.getNodeAt(5, 5)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
|
||||
// Should not include diagonal (6,4) and (6,6) due to corner cutting
|
||||
expect(neighbors.find(n => n.x === 6 && n.y === 4)).toBeUndefined();
|
||||
expect(neighbors.find(n => n.x === 6 && n.y === 6)).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Neighbors (4-direction)
|
||||
// =========================================================================
|
||||
|
||||
describe('getNeighbors (4-direction)', () => {
|
||||
let grid4: GridMap;
|
||||
|
||||
beforeEach(() => {
|
||||
grid4 = new GridMap(10, 10, { allowDiagonal: false });
|
||||
});
|
||||
|
||||
it('should return 4 neighbors for center node', () => {
|
||||
const node = grid4.getNodeAt(5, 5)!;
|
||||
const neighbors = grid4.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(4);
|
||||
});
|
||||
|
||||
it('should return 2 neighbors for corner', () => {
|
||||
const node = grid4.getNodeAt(0, 0)!;
|
||||
const neighbors = grid4.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(2);
|
||||
});
|
||||
|
||||
it('should return 3 neighbors for edge', () => {
|
||||
const node = grid4.getNodeAt(5, 0)!;
|
||||
const neighbors = grid4.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Movement Cost
|
||||
// =========================================================================
|
||||
|
||||
describe('getMovementCost', () => {
|
||||
it('should return 1 for cardinal movement', () => {
|
||||
const from = grid.getNodeAt(5, 5)!;
|
||||
const to = grid.getNodeAt(6, 5)!;
|
||||
expect(grid.getMovementCost(from, to)).toBe(1);
|
||||
});
|
||||
|
||||
it('should return sqrt(2) for diagonal movement', () => {
|
||||
const from = grid.getNodeAt(5, 5)!;
|
||||
const to = grid.getNodeAt(6, 6)!;
|
||||
expect(grid.getMovementCost(from, to)).toBeCloseTo(Math.SQRT2, 10);
|
||||
});
|
||||
|
||||
it('should factor in destination cost', () => {
|
||||
grid.setCost(6, 5, 2);
|
||||
const from = grid.getNodeAt(5, 5)!;
|
||||
const to = grid.getNodeAt(6, 5)!;
|
||||
expect(grid.getMovementCost(from, to)).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Load from Array
|
||||
// =========================================================================
|
||||
|
||||
describe('loadFromArray', () => {
|
||||
it('should load walkability from 2D array', () => {
|
||||
const data = [
|
||||
[0, 0, 1],
|
||||
[0, 1, 0],
|
||||
[1, 0, 0]
|
||||
];
|
||||
const small = new GridMap(3, 3);
|
||||
small.loadFromArray(data);
|
||||
|
||||
expect(small.isWalkable(0, 0)).toBe(true);
|
||||
expect(small.isWalkable(2, 0)).toBe(false);
|
||||
expect(small.isWalkable(1, 1)).toBe(false);
|
||||
expect(small.isWalkable(0, 2)).toBe(false);
|
||||
});
|
||||
|
||||
it('should handle partial data', () => {
|
||||
const data = [[0, 1]];
|
||||
grid.loadFromArray(data);
|
||||
expect(grid.isWalkable(0, 0)).toBe(true);
|
||||
expect(grid.isWalkable(1, 0)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Load from String
|
||||
// =========================================================================
|
||||
|
||||
describe('loadFromString', () => {
|
||||
it('should load walkability from string', () => {
|
||||
const mapStr = `
|
||||
..#
|
||||
.#.
|
||||
#..`.trim();
|
||||
|
||||
const small = new GridMap(3, 3);
|
||||
small.loadFromString(mapStr);
|
||||
|
||||
expect(small.isWalkable(0, 0)).toBe(true);
|
||||
expect(small.isWalkable(2, 0)).toBe(false);
|
||||
expect(small.isWalkable(1, 1)).toBe(false);
|
||||
expect(small.isWalkable(0, 2)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// toString
|
||||
// =========================================================================
|
||||
|
||||
describe('toString', () => {
|
||||
it('should export grid as string', () => {
|
||||
const small = new GridMap(3, 2);
|
||||
small.setWalkable(1, 0, false);
|
||||
|
||||
const expected = '.#.\n...\n';
|
||||
expect(small.toString()).toBe(expected);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Reset
|
||||
// =========================================================================
|
||||
|
||||
describe('reset', () => {
|
||||
it('should reset all nodes to walkable', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
grid.setCost(3, 3, 5);
|
||||
grid.reset();
|
||||
|
||||
expect(grid.isWalkable(5, 5)).toBe(true);
|
||||
expect(grid.getNodeAt(3, 3)?.cost).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// setRectWalkable
|
||||
// =========================================================================
|
||||
|
||||
describe('setRectWalkable', () => {
|
||||
it('should set rectangle region walkability', () => {
|
||||
grid.setRectWalkable(2, 2, 3, 3, false);
|
||||
|
||||
for (let y = 2; y < 5; y++) {
|
||||
for (let x = 2; x < 5; x++) {
|
||||
expect(grid.isWalkable(x, y)).toBe(false);
|
||||
}
|
||||
}
|
||||
|
||||
// Outside should still be walkable
|
||||
expect(grid.isWalkable(1, 2)).toBe(true);
|
||||
expect(grid.isWalkable(5, 2)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Bounds Checking
|
||||
// =========================================================================
|
||||
|
||||
describe('isInBounds', () => {
|
||||
it('should return true for valid coordinates', () => {
|
||||
expect(grid.isInBounds(0, 0)).toBe(true);
|
||||
expect(grid.isInBounds(9, 9)).toBe(true);
|
||||
expect(grid.isInBounds(5, 5)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for invalid coordinates', () => {
|
||||
expect(grid.isInBounds(-1, 0)).toBe(false);
|
||||
expect(grid.isInBounds(0, -1)).toBe(false);
|
||||
expect(grid.isInBounds(10, 0)).toBe(false);
|
||||
expect(grid.isInBounds(0, 10)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('GridNode', () => {
|
||||
it('should create node with correct properties', () => {
|
||||
const node = new GridNode(3, 4, true, 2);
|
||||
expect(node.x).toBe(3);
|
||||
expect(node.y).toBe(4);
|
||||
expect(node.walkable).toBe(true);
|
||||
expect(node.cost).toBe(2);
|
||||
expect(node.id).toBe('3,4');
|
||||
expect(node.position.x).toBe(3);
|
||||
expect(node.position.y).toBe(4);
|
||||
});
|
||||
|
||||
it('should default to walkable with cost 1', () => {
|
||||
const node = new GridNode(0, 0);
|
||||
expect(node.walkable).toBe(true);
|
||||
expect(node.cost).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Direction Constants', () => {
|
||||
it('DIRECTIONS_4 should have 4 cardinal directions', () => {
|
||||
expect(DIRECTIONS_4.length).toBe(4);
|
||||
});
|
||||
|
||||
it('DIRECTIONS_8 should have 8 directions', () => {
|
||||
expect(DIRECTIONS_8.length).toBe(8);
|
||||
});
|
||||
});
|
||||
386
packages/framework/pathfinding/__tests__/navmesh/NavMesh.test.ts
Normal file
386
packages/framework/pathfinding/__tests__/navmesh/NavMesh.test.ts
Normal file
@@ -0,0 +1,386 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { NavMesh, createNavMesh } from '../../src/navmesh/NavMesh';
|
||||
import { createPoint } from '../../src/core/IPathfinding';
|
||||
|
||||
describe('NavMesh', () => {
|
||||
let navmesh: NavMesh;
|
||||
|
||||
beforeEach(() => {
|
||||
navmesh = new NavMesh();
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Polygon Management
|
||||
// =========================================================================
|
||||
|
||||
describe('polygon management', () => {
|
||||
it('should add polygon and return id', () => {
|
||||
const id = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
expect(id).toBe(0);
|
||||
expect(navmesh.polygonCount).toBe(1);
|
||||
});
|
||||
|
||||
it('should add multiple polygons with incremental ids', () => {
|
||||
const id1 = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(5, 10)
|
||||
]);
|
||||
|
||||
const id2 = navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(15, 10)
|
||||
]);
|
||||
|
||||
expect(id1).toBe(0);
|
||||
expect(id2).toBe(1);
|
||||
expect(navmesh.polygonCount).toBe(2);
|
||||
});
|
||||
|
||||
it('should get all polygons', () => {
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(5, 10)
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(15, 10)
|
||||
]);
|
||||
|
||||
const polygons = navmesh.getPolygons();
|
||||
expect(polygons.length).toBe(2);
|
||||
});
|
||||
|
||||
it('should clear all polygons', () => {
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(5, 10)
|
||||
]);
|
||||
|
||||
navmesh.clear();
|
||||
expect(navmesh.polygonCount).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Point in Polygon
|
||||
// =========================================================================
|
||||
|
||||
describe('findPolygonAt', () => {
|
||||
beforeEach(() => {
|
||||
// Square from (0,0) to (10,10)
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
});
|
||||
|
||||
it('should find polygon containing point', () => {
|
||||
const polygon = navmesh.findPolygonAt(5, 5);
|
||||
expect(polygon).not.toBeNull();
|
||||
expect(polygon?.id).toBe(0);
|
||||
});
|
||||
|
||||
it('should return null for point outside', () => {
|
||||
expect(navmesh.findPolygonAt(-1, 5)).toBeNull();
|
||||
expect(navmesh.findPolygonAt(15, 5)).toBeNull();
|
||||
});
|
||||
|
||||
it('should handle point on edge', () => {
|
||||
const polygon = navmesh.findPolygonAt(0, 5);
|
||||
// Edge behavior may vary, but should not crash
|
||||
expect(polygon === null || polygon.id === 0).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Walkability
|
||||
// =========================================================================
|
||||
|
||||
describe('isWalkable', () => {
|
||||
beforeEach(() => {
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
});
|
||||
|
||||
it('should return true for point in polygon', () => {
|
||||
expect(navmesh.isWalkable(5, 5)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for point outside', () => {
|
||||
expect(navmesh.isWalkable(15, 5)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Connections
|
||||
// =========================================================================
|
||||
|
||||
describe('connections', () => {
|
||||
it('should manually set connection between polygons', () => {
|
||||
// Two adjacent squares
|
||||
const id1 = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
const id2 = navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(20, 10),
|
||||
createPoint(10, 10)
|
||||
]);
|
||||
|
||||
navmesh.setConnection(id1, id2, {
|
||||
left: createPoint(10, 0),
|
||||
right: createPoint(10, 10)
|
||||
});
|
||||
|
||||
const polygons = navmesh.getPolygons();
|
||||
const poly1 = polygons.find(p => p.id === id1);
|
||||
|
||||
expect(poly1?.neighbors).toContain(id2);
|
||||
});
|
||||
|
||||
it('should auto-detect shared edges with build()', () => {
|
||||
// Two adjacent squares sharing edge at x=10
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(20, 10),
|
||||
createPoint(10, 10)
|
||||
]);
|
||||
|
||||
navmesh.build();
|
||||
|
||||
const polygons = navmesh.getPolygons();
|
||||
expect(polygons[0].neighbors).toContain(1);
|
||||
expect(polygons[1].neighbors).toContain(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Pathfinding
|
||||
// =========================================================================
|
||||
|
||||
describe('findPath', () => {
|
||||
beforeEach(() => {
|
||||
// Create 3 connected squares
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(20, 10),
|
||||
createPoint(10, 10)
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
createPoint(20, 0),
|
||||
createPoint(30, 0),
|
||||
createPoint(30, 10),
|
||||
createPoint(20, 10)
|
||||
]);
|
||||
|
||||
navmesh.build();
|
||||
});
|
||||
|
||||
it('should find path within same polygon', () => {
|
||||
const result = navmesh.findPath(1, 1, 8, 8);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBe(2);
|
||||
expect(result.path[0]).toEqual(createPoint(1, 1));
|
||||
expect(result.path[1]).toEqual(createPoint(8, 8));
|
||||
});
|
||||
|
||||
it('should find path across polygons', () => {
|
||||
const result = navmesh.findPath(5, 5, 25, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBeGreaterThanOrEqual(2);
|
||||
expect(result.path[0]).toEqual(createPoint(5, 5));
|
||||
expect(result.path[result.path.length - 1]).toEqual(createPoint(25, 5));
|
||||
});
|
||||
|
||||
it('should return empty path when start is outside', () => {
|
||||
const result = navmesh.findPath(-5, 5, 15, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
|
||||
it('should return empty path when end is outside', () => {
|
||||
const result = navmesh.findPath(5, 5, 50, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
|
||||
it('should calculate path cost', () => {
|
||||
const result = navmesh.findPath(5, 5, 25, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.cost).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should track nodes searched', () => {
|
||||
const result = navmesh.findPath(5, 5, 25, 5);
|
||||
expect(result.nodesSearched).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// IPathfindingMap Interface
|
||||
// =========================================================================
|
||||
|
||||
describe('IPathfindingMap interface', () => {
|
||||
beforeEach(() => {
|
||||
// Two adjacent squares with shared edge at x=10
|
||||
const id1 = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
const id2 = navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(20, 10),
|
||||
createPoint(10, 10)
|
||||
]);
|
||||
|
||||
// Manual connection to ensure proper setup
|
||||
navmesh.setConnection(id1, id2, {
|
||||
left: createPoint(10, 0),
|
||||
right: createPoint(10, 10)
|
||||
});
|
||||
});
|
||||
|
||||
it('should return node at position', () => {
|
||||
const node = navmesh.getNodeAt(5, 5);
|
||||
expect(node).not.toBeNull();
|
||||
expect(node?.id).toBe(0);
|
||||
});
|
||||
|
||||
it('should return null for position outside', () => {
|
||||
const node = navmesh.getNodeAt(50, 50);
|
||||
expect(node).toBeNull();
|
||||
});
|
||||
|
||||
it('should get neighbors from polygon directly', () => {
|
||||
// NavMeshNode holds a reference to the original polygon,
|
||||
// so we check via the polygons map which is updated by setConnection
|
||||
const polygons = navmesh.getPolygons();
|
||||
const poly0 = polygons.find(p => p.id === 0);
|
||||
expect(poly0).toBeDefined();
|
||||
expect(poly0!.neighbors).toContain(1);
|
||||
});
|
||||
|
||||
it('should calculate heuristic', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
expect(navmesh.heuristic(a, b)).toBe(5); // Euclidean
|
||||
});
|
||||
|
||||
it('should calculate movement cost', () => {
|
||||
const node1 = navmesh.getNodeAt(5, 5)!;
|
||||
const node2 = navmesh.getNodeAt(15, 5)!;
|
||||
const cost = navmesh.getMovementCost(node1, node2);
|
||||
expect(cost).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Complex Scenarios
|
||||
// =========================================================================
|
||||
|
||||
describe('complex scenarios', () => {
|
||||
it('should handle L-shaped navmesh with manual connections', () => {
|
||||
// Horizontal part
|
||||
const id1 = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(30, 0),
|
||||
createPoint(30, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
// Vertical part (shares partial edge, needs manual connection)
|
||||
const id2 = navmesh.addPolygon([
|
||||
createPoint(0, 10),
|
||||
createPoint(10, 10),
|
||||
createPoint(10, 30),
|
||||
createPoint(0, 30)
|
||||
]);
|
||||
|
||||
// Manual connection since edges don't match exactly
|
||||
navmesh.setConnection(id1, id2, {
|
||||
left: createPoint(0, 10),
|
||||
right: createPoint(10, 10)
|
||||
});
|
||||
|
||||
const result = navmesh.findPath(25, 5, 5, 25);
|
||||
expect(result.found).toBe(true);
|
||||
});
|
||||
|
||||
it('should handle disconnected areas', () => {
|
||||
// Area 1
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
// Area 2 (disconnected)
|
||||
navmesh.addPolygon([
|
||||
createPoint(50, 50),
|
||||
createPoint(60, 50),
|
||||
createPoint(60, 60),
|
||||
createPoint(50, 60)
|
||||
]);
|
||||
|
||||
navmesh.build();
|
||||
|
||||
const result = navmesh.findPath(5, 5, 55, 55);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Factory Function
|
||||
// =========================================================================
|
||||
|
||||
describe('createNavMesh', () => {
|
||||
it('should create empty navmesh', () => {
|
||||
const nm = createNavMesh();
|
||||
expect(nm).toBeInstanceOf(NavMesh);
|
||||
expect(nm.polygonCount).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,288 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import {
|
||||
bresenhamLineOfSight,
|
||||
raycastLineOfSight,
|
||||
LineOfSightSmoother,
|
||||
CatmullRomSmoother,
|
||||
CombinedSmoother
|
||||
} from '../../src/smoothing/PathSmoother';
|
||||
import { GridMap } from '../../src/grid/GridMap';
|
||||
import { createPoint, type IPoint } from '../../src/core/IPathfinding';
|
||||
|
||||
describe('Line of Sight Functions', () => {
|
||||
let grid: GridMap;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(10, 10);
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// bresenhamLineOfSight
|
||||
// =========================================================================
|
||||
|
||||
describe('bresenhamLineOfSight', () => {
|
||||
it('should return true for clear line', () => {
|
||||
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for same point', () => {
|
||||
expect(bresenhamLineOfSight(5, 5, 5, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for horizontal line', () => {
|
||||
expect(bresenhamLineOfSight(0, 5, 9, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for vertical line', () => {
|
||||
expect(bresenhamLineOfSight(5, 0, 5, 9, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false when blocked', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
expect(bresenhamLineOfSight(0, 0, 9, 9, grid)).toBe(false);
|
||||
});
|
||||
|
||||
it('should return false when start is blocked', () => {
|
||||
grid.setWalkable(0, 0, false);
|
||||
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(false);
|
||||
});
|
||||
|
||||
it('should return false when end is blocked', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(false);
|
||||
});
|
||||
|
||||
it('should detect obstacle in middle', () => {
|
||||
grid.setWalkable(3, 3, false);
|
||||
expect(bresenhamLineOfSight(0, 0, 6, 6, grid)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// raycastLineOfSight
|
||||
// =========================================================================
|
||||
|
||||
describe('raycastLineOfSight', () => {
|
||||
it('should return true for clear line', () => {
|
||||
expect(raycastLineOfSight(0, 0, 5, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for same point', () => {
|
||||
expect(raycastLineOfSight(5, 5, 5, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false when blocked', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
expect(raycastLineOfSight(0, 0, 9, 9, grid)).toBe(false);
|
||||
});
|
||||
|
||||
it('should work with custom step size', () => {
|
||||
expect(raycastLineOfSight(0, 0, 5, 5, grid, 0.1)).toBe(true);
|
||||
grid.setWalkable(2, 2, false);
|
||||
expect(raycastLineOfSight(0, 0, 5, 5, grid, 0.1)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('LineOfSightSmoother', () => {
|
||||
let grid: GridMap;
|
||||
let smoother: LineOfSightSmoother;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(20, 20);
|
||||
smoother = new LineOfSightSmoother();
|
||||
});
|
||||
|
||||
it('should return same path for 2 or fewer points', () => {
|
||||
const path1: IPoint[] = [createPoint(0, 0)];
|
||||
expect(smoother.smooth(path1, grid)).toEqual(path1);
|
||||
|
||||
const path2: IPoint[] = [createPoint(0, 0), createPoint(5, 5)];
|
||||
expect(smoother.smooth(path2, grid)).toEqual(path2);
|
||||
});
|
||||
|
||||
it('should remove unnecessary waypoints on straight line', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(1, 0),
|
||||
createPoint(2, 0),
|
||||
createPoint(3, 0),
|
||||
createPoint(4, 0),
|
||||
createPoint(5, 0)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
expect(result.length).toBe(2);
|
||||
expect(result[0]).toEqual(createPoint(0, 0));
|
||||
expect(result[1]).toEqual(createPoint(5, 0));
|
||||
});
|
||||
|
||||
it('should remove unnecessary waypoints on diagonal', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(1, 1),
|
||||
createPoint(2, 2),
|
||||
createPoint(3, 3),
|
||||
createPoint(4, 4),
|
||||
createPoint(5, 5)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
expect(result.length).toBe(2);
|
||||
expect(result[0]).toEqual(createPoint(0, 0));
|
||||
expect(result[1]).toEqual(createPoint(5, 5));
|
||||
});
|
||||
|
||||
it('should keep waypoints around obstacles', () => {
|
||||
// Create obstacle
|
||||
grid.setWalkable(5, 5, false);
|
||||
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(4, 5),
|
||||
createPoint(6, 5),
|
||||
createPoint(10, 10)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
// Should keep at least start, one waypoint near obstacle, and end
|
||||
expect(result.length).toBeGreaterThanOrEqual(3);
|
||||
});
|
||||
|
||||
it('should use custom line of sight function', () => {
|
||||
const customLOS = (x1: number, y1: number, x2: number, y2: number) => {
|
||||
// Always blocked
|
||||
return false;
|
||||
};
|
||||
|
||||
const customSmoother = new LineOfSightSmoother(customLOS);
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(1, 1),
|
||||
createPoint(2, 2)
|
||||
];
|
||||
|
||||
const result = customSmoother.smooth(path, grid);
|
||||
// Should not simplify because LOS always fails
|
||||
expect(result).toEqual(path);
|
||||
});
|
||||
});
|
||||
|
||||
describe('CatmullRomSmoother', () => {
|
||||
let grid: GridMap;
|
||||
let smoother: CatmullRomSmoother;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(20, 20);
|
||||
smoother = new CatmullRomSmoother(5, 0.5);
|
||||
});
|
||||
|
||||
it('should return same path for 2 or fewer points', () => {
|
||||
const path1: IPoint[] = [createPoint(0, 0)];
|
||||
expect(smoother.smooth(path1, grid)).toEqual(path1);
|
||||
|
||||
const path2: IPoint[] = [createPoint(0, 0), createPoint(5, 5)];
|
||||
expect(smoother.smooth(path2, grid)).toEqual(path2);
|
||||
});
|
||||
|
||||
it('should add interpolation points', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(5, 0),
|
||||
createPoint(10, 0)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
// Should have more points due to interpolation
|
||||
expect(result.length).toBeGreaterThan(path.length);
|
||||
});
|
||||
|
||||
it('should preserve start and end points', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(5, 5),
|
||||
createPoint(10, 0)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
expect(result[0].x).toBeCloseTo(0, 1);
|
||||
expect(result[0].y).toBeCloseTo(0, 1);
|
||||
expect(result[result.length - 1]).toEqual(createPoint(10, 0));
|
||||
});
|
||||
|
||||
it('should create smooth curve', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(5, 5),
|
||||
createPoint(10, 0)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
|
||||
// Check that middle points are near the original waypoint
|
||||
const middlePoints = result.filter(p =>
|
||||
Math.abs(p.x - 5) < 2 && Math.abs(p.y - 5) < 2
|
||||
);
|
||||
expect(middlePoints.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should work with different segment counts', () => {
|
||||
const smootherLow = new CatmullRomSmoother(2);
|
||||
const smootherHigh = new CatmullRomSmoother(10);
|
||||
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(5, 5),
|
||||
createPoint(10, 0)
|
||||
];
|
||||
|
||||
const resultLow = smootherLow.smooth(path, grid);
|
||||
const resultHigh = smootherHigh.smooth(path, grid);
|
||||
|
||||
expect(resultHigh.length).toBeGreaterThan(resultLow.length);
|
||||
});
|
||||
});
|
||||
|
||||
describe('CombinedSmoother', () => {
|
||||
let grid: GridMap;
|
||||
let smoother: CombinedSmoother;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(20, 20);
|
||||
smoother = new CombinedSmoother(5, 0.5);
|
||||
});
|
||||
|
||||
it('should first simplify then curve smooth', () => {
|
||||
// Path with redundant points
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(1, 0),
|
||||
createPoint(2, 0),
|
||||
createPoint(3, 0),
|
||||
createPoint(4, 0),
|
||||
createPoint(5, 0),
|
||||
createPoint(6, 3),
|
||||
createPoint(7, 6),
|
||||
createPoint(8, 6),
|
||||
createPoint(9, 6),
|
||||
createPoint(10, 6)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
|
||||
// Should have smoothed the path
|
||||
expect(result.length).toBeGreaterThan(0);
|
||||
expect(result[0].x).toBeCloseTo(0, 1);
|
||||
expect(result[result.length - 1]).toEqual(createPoint(10, 6));
|
||||
});
|
||||
|
||||
it('should handle simple path', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 10)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
expect(result.length).toBe(2);
|
||||
});
|
||||
});
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/pathfinding",
|
||||
"version": "1.1.0",
|
||||
"version": "3.0.0",
|
||||
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
@@ -20,6 +20,8 @@
|
||||
"build": "tsup",
|
||||
"build:watch": "tsup --watch",
|
||||
"type-check": "tsc --noEmit",
|
||||
"test": "vitest run",
|
||||
"test:watch": "vitest",
|
||||
"clean": "rimraf dist"
|
||||
},
|
||||
"devDependencies": {
|
||||
@@ -27,7 +29,8 @@
|
||||
"@esengine/ecs-framework-math": "workspace:*",
|
||||
"@esengine/blueprint": "workspace:*",
|
||||
"tsup": "^8.0.0",
|
||||
"typescript": "^5.8.0"
|
||||
"typescript": "^5.8.0",
|
||||
"vitest": "^2.1.9"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
|
||||
7
packages/framework/pathfinding/vitest.config.ts
Normal file
7
packages/framework/pathfinding/vitest.config.ts
Normal file
@@ -0,0 +1,7 @@
|
||||
import { defineConfig } from 'vitest/config';
|
||||
|
||||
export default defineConfig({
|
||||
test: {
|
||||
include: ['__tests__/**/*.test.ts'],
|
||||
},
|
||||
});
|
||||
@@ -1,5 +1,29 @@
|
||||
# @esengine/procgen
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
- @esengine/blueprint@3.0.0
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
|
||||
- @esengine/ecs-framework@2.5.1
|
||||
- @esengine/blueprint@2.0.1
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/procgen",
|
||||
"version": "1.0.3",
|
||||
"version": "3.0.0",
|
||||
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,170 @@
|
||||
# @esengine/server
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
|
||||
|
||||
### 新功能
|
||||
|
||||
**@NetworkEntity 装饰器**
|
||||
- 标记组件为网络实体,自动广播 spawn/despawn 消息
|
||||
- 支持 `autoSpawn` 和 `autoDespawn` 配置选项
|
||||
- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
|
||||
|
||||
**ECSRoom 增强**
|
||||
- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
|
||||
- 自动监听组件添加和实体销毁事件
|
||||
- 简化 GameRoom 实现,无需手动回调
|
||||
|
||||
### 改进
|
||||
|
||||
**Entity 事件**
|
||||
- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
|
||||
- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
|
||||
- 使用 `ECSEventType` 常量替代硬编码字符串
|
||||
|
||||
### 使用示例
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Enemy')
|
||||
@NetworkEntity('Enemy')
|
||||
class EnemyComponent extends Component {
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
|
||||
// 服务端
|
||||
const entity = scene.createEntity('Enemy');
|
||||
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
|
||||
entity.destroy(); // 自动广播 despawn
|
||||
```
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/ecs-framework@2.6.0
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
|
||||
|
||||
## @esengine/ecs-framework
|
||||
|
||||
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync('string') name: string = '';
|
||||
@sync('uint16') score: number = 0;
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
### 新增导出
|
||||
- `sync` - 标记需要同步的字段装饰器
|
||||
- `SyncType` - 支持的同步类型
|
||||
- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
|
||||
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
|
||||
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
|
||||
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
|
||||
- `ChangeTracker` - 字段级变更追踪
|
||||
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
|
||||
|
||||
### 内部方法标记
|
||||
|
||||
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
|
||||
- `Scene.update()`
|
||||
- `SceneManager.update()`
|
||||
- `WorldManager.updateAll()`
|
||||
|
||||
## @esengine/network
|
||||
|
||||
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
// 服务端:编码状态
|
||||
const data = syncSystem.encodeAllEntities(false);
|
||||
|
||||
// 客户端:解码状态
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### 修复
|
||||
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
|
||||
|
||||
## @esengine/server
|
||||
|
||||
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
|
||||
|
||||
```typescript
|
||||
import { ECSRoom } from '@esengine/server/ecs';
|
||||
|
||||
// 服务端启动
|
||||
Core.create();
|
||||
setInterval(() => Core.update(1 / 60), 16);
|
||||
|
||||
// 定义房间
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new PhysicsSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
entity.addComponent(new PlayerComponent());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 设计
|
||||
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
|
||||
- `Core.update()` 统一更新 Time 和所有 World
|
||||
- `onTick()` 只处理状态同步逻辑
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
|
||||
## 1.3.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#388](https://github.com/esengine/esengine/pull/388) [`afdeb00`](https://github.com/esengine/esengine/commit/afdeb00b4df9427e7f03b91558bf95804a837b70) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔速率限制系统 | add pluggable rate limiting system
|
||||
- 新增令牌桶策略 (`TokenBucketStrategy`) - 推荐用于一般场景
|
||||
- 新增滑动窗口策略 (`SlidingWindowStrategy`) - 精确跟踪
|
||||
- 新增固定窗口策略 (`FixedWindowStrategy`) - 简单高效
|
||||
- 新增房间速率限制 mixin (`withRateLimit`)
|
||||
- 新增速率限制装饰器 (`@rateLimit`, `@noRateLimit`)
|
||||
- 新增按消息类型限流装饰器 (`@rateLimitMessage`, `@noRateLimitMessage`)
|
||||
- 支持与认证系统组合使用
|
||||
- 导出路径: `@esengine/server/ratelimit`
|
||||
|
||||
## 1.2.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#386](https://github.com/esengine/esengine/pull/386) [`61a13ba`](https://github.com/esengine/esengine/commit/61a13baca2e1e8fba14e23d439521ec0e6b7ca6e) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔认证系统 | add pluggable authentication system
|
||||
- 新增 JWT 认证提供者 (`createJwtAuthProvider`)
|
||||
- 新增 Session 认证提供者 (`createSessionAuthProvider`)
|
||||
- 新增服务器认证 mixin (`withAuth`)
|
||||
- 新增房间认证 mixin (`withRoomAuth`)
|
||||
- 新增认证装饰器 (`@requireAuth`, `@requireRole`)
|
||||
- 新增测试工具 (`MockAuthProvider`)
|
||||
- 导出路径: `@esengine/server/auth`, `@esengine/server/auth/testing`
|
||||
|
||||
## 1.1.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/server",
|
||||
"version": "1.1.4",
|
||||
"version": "3.0.0",
|
||||
"description": "Game server framework for ESEngine with file-based routing",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
@@ -10,6 +10,26 @@
|
||||
".": {
|
||||
"import": "./dist/index.js",
|
||||
"types": "./dist/index.d.ts"
|
||||
},
|
||||
"./auth": {
|
||||
"import": "./dist/auth/index.js",
|
||||
"types": "./dist/auth/index.d.ts"
|
||||
},
|
||||
"./auth/testing": {
|
||||
"import": "./dist/auth/testing/index.js",
|
||||
"types": "./dist/auth/testing/index.d.ts"
|
||||
},
|
||||
"./ratelimit": {
|
||||
"import": "./dist/ratelimit/index.js",
|
||||
"types": "./dist/ratelimit/index.d.ts"
|
||||
},
|
||||
"./testing": {
|
||||
"import": "./dist/testing/index.js",
|
||||
"types": "./dist/testing/index.d.ts"
|
||||
},
|
||||
"./ecs": {
|
||||
"import": "./dist/ecs/index.js",
|
||||
"types": "./dist/ecs/index.d.ts"
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
@@ -21,20 +41,36 @@
|
||||
"build:watch": "tsup --watch",
|
||||
"dev": "tsup --watch",
|
||||
"type-check": "tsc --noEmit",
|
||||
"clean": "rimraf dist"
|
||||
"clean": "rimraf dist",
|
||||
"test": "vitest run",
|
||||
"test:watch": "vitest"
|
||||
},
|
||||
"dependencies": {
|
||||
"@esengine/rpc": "workspace:*"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"ws": ">=8.0.0"
|
||||
"ws": ">=8.0.0",
|
||||
"jsonwebtoken": ">=9.0.0",
|
||||
"@esengine/ecs-framework": ">=2.6.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"jsonwebtoken": {
|
||||
"optional": true
|
||||
},
|
||||
"@esengine/ecs-framework": {
|
||||
"optional": true
|
||||
}
|
||||
},
|
||||
"devDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@types/jsonwebtoken": "^9.0.0",
|
||||
"@types/node": "^20.0.0",
|
||||
"@types/ws": "^8.5.13",
|
||||
"jsonwebtoken": "^9.0.0",
|
||||
"rimraf": "^5.0.0",
|
||||
"tsup": "^8.0.0",
|
||||
"typescript": "^5.7.0",
|
||||
"vitest": "^2.0.0",
|
||||
"ws": "^8.18.0"
|
||||
},
|
||||
"publishConfig": {
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { MockAuthProvider, createMockAuthProvider, type MockUser } from '../testing/MockAuthProvider';
|
||||
|
||||
describe('MockAuthProvider', () => {
|
||||
const testUsers: MockUser[] = [
|
||||
{ id: '1', name: 'Alice', roles: ['player'] },
|
||||
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
|
||||
{ id: '3', name: 'Charlie', roles: ['guest'] }
|
||||
];
|
||||
|
||||
let provider: MockAuthProvider;
|
||||
|
||||
beforeEach(() => {
|
||||
provider = createMockAuthProvider({
|
||||
users: testUsers
|
||||
});
|
||||
});
|
||||
|
||||
describe('basic properties', () => {
|
||||
it('should have name "mock"', () => {
|
||||
expect(provider.name).toBe('mock');
|
||||
});
|
||||
});
|
||||
|
||||
describe('verify', () => {
|
||||
it('should verify existing user by id (token)', async () => {
|
||||
const result = await provider.verify('1');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.id).toBe('1');
|
||||
expect(result.user?.name).toBe('Alice');
|
||||
});
|
||||
|
||||
it('should return user roles', async () => {
|
||||
const result = await provider.verify('2');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.roles).toEqual(['admin', 'player']);
|
||||
});
|
||||
|
||||
it('should fail for unknown user', async () => {
|
||||
const result = await provider.verify('unknown');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('USER_NOT_FOUND');
|
||||
});
|
||||
|
||||
it('should fail for empty token', async () => {
|
||||
const result = await provider.verify('');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
|
||||
it('should return expiresAt', async () => {
|
||||
const result = await provider.verify('1');
|
||||
expect(result.expiresAt).toBeTypeOf('number');
|
||||
expect(result.expiresAt).toBeGreaterThan(Date.now());
|
||||
});
|
||||
});
|
||||
|
||||
describe('with defaultUser', () => {
|
||||
it('should return default user for empty token', async () => {
|
||||
const providerWithDefault = createMockAuthProvider({
|
||||
defaultUser: { id: 'default', name: 'Guest' }
|
||||
});
|
||||
|
||||
const result = await providerWithDefault.verify('');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.id).toBe('default');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with autoCreate', () => {
|
||||
it('should auto create user for unknown token', async () => {
|
||||
const autoProvider = createMockAuthProvider({
|
||||
autoCreate: true
|
||||
});
|
||||
|
||||
const result = await autoProvider.verify('new-user-123');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.id).toBe('new-user-123');
|
||||
expect(result.user?.name).toBe('User_new-user-123');
|
||||
expect(result.user?.roles).toEqual(['guest']);
|
||||
});
|
||||
|
||||
it('should persist auto-created users', async () => {
|
||||
const autoProvider = createMockAuthProvider({
|
||||
autoCreate: true
|
||||
});
|
||||
|
||||
await autoProvider.verify('auto-1');
|
||||
const user = autoProvider.getUser('auto-1');
|
||||
expect(user).toBeDefined();
|
||||
expect(user?.id).toBe('auto-1');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with validateToken', () => {
|
||||
it('should validate token format', async () => {
|
||||
const validatingProvider = createMockAuthProvider({
|
||||
users: testUsers,
|
||||
validateToken: (token) => token.length >= 1 && !token.includes('invalid')
|
||||
});
|
||||
|
||||
const validResult = await validatingProvider.verify('1');
|
||||
expect(validResult.success).toBe(true);
|
||||
|
||||
const invalidResult = await validatingProvider.verify('invalid-token');
|
||||
expect(invalidResult.success).toBe(false);
|
||||
expect(invalidResult.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with delay', () => {
|
||||
it('should add artificial delay', async () => {
|
||||
const delayProvider = createMockAuthProvider({
|
||||
users: testUsers,
|
||||
delay: 50
|
||||
});
|
||||
|
||||
const start = Date.now();
|
||||
await delayProvider.verify('1');
|
||||
const elapsed = Date.now() - start;
|
||||
|
||||
expect(elapsed).toBeGreaterThanOrEqual(45);
|
||||
});
|
||||
});
|
||||
|
||||
describe('refresh', () => {
|
||||
it('should refresh token (returns same result as verify)', async () => {
|
||||
const result = await provider.refresh('1');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.id).toBe('1');
|
||||
});
|
||||
});
|
||||
|
||||
describe('revoke', () => {
|
||||
it('should revoke token', async () => {
|
||||
const result1 = await provider.verify('1');
|
||||
expect(result1.success).toBe(true);
|
||||
|
||||
const revoked = await provider.revoke('1');
|
||||
expect(revoked).toBe(true);
|
||||
|
||||
const result2 = await provider.verify('1');
|
||||
expect(result2.success).toBe(false);
|
||||
expect(result2.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
});
|
||||
|
||||
describe('user management', () => {
|
||||
it('should add user', () => {
|
||||
provider.addUser({ id: '4', name: 'Dave', roles: ['tester'] });
|
||||
const user = provider.getUser('4');
|
||||
expect(user?.name).toBe('Dave');
|
||||
});
|
||||
|
||||
it('should remove user', () => {
|
||||
const removed = provider.removeUser('1');
|
||||
expect(removed).toBe(true);
|
||||
|
||||
const user = provider.getUser('1');
|
||||
expect(user).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should return false when removing non-existent user', () => {
|
||||
const removed = provider.removeUser('non-existent');
|
||||
expect(removed).toBe(false);
|
||||
});
|
||||
|
||||
it('should get all users', () => {
|
||||
const users = provider.getUsers();
|
||||
expect(users).toHaveLength(3);
|
||||
expect(users.map(u => u.id)).toContain('1');
|
||||
expect(users.map(u => u.id)).toContain('2');
|
||||
expect(users.map(u => u.id)).toContain('3');
|
||||
});
|
||||
});
|
||||
|
||||
describe('clear', () => {
|
||||
it('should reset to initial state', async () => {
|
||||
provider.addUser({ id: '4', name: 'Dave' });
|
||||
await provider.revoke('1');
|
||||
|
||||
provider.clear();
|
||||
|
||||
const users = provider.getUsers();
|
||||
expect(users).toHaveLength(3);
|
||||
|
||||
const result = await provider.verify('1');
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('generateToken', () => {
|
||||
it('should return user id as token', () => {
|
||||
const token = provider.generateToken('user-123');
|
||||
expect(token).toBe('user-123');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('createMockAuthProvider', () => {
|
||||
it('should create provider with empty config', () => {
|
||||
const provider = createMockAuthProvider();
|
||||
expect(provider.name).toBe('mock');
|
||||
});
|
||||
|
||||
it('should create provider with custom users', () => {
|
||||
const provider = createMockAuthProvider({
|
||||
users: [{ id: 'test', name: 'Test User' }]
|
||||
});
|
||||
|
||||
const user = provider.getUser('test');
|
||||
expect(user?.name).toBe('Test User');
|
||||
});
|
||||
});
|
||||
242
packages/framework/server/src/auth/__tests__/context.test.ts
Normal file
242
packages/framework/server/src/auth/__tests__/context.test.ts
Normal file
@@ -0,0 +1,242 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { AuthContext, createGuestContext, createAuthContext, defaultUserExtractor } from '../context';
|
||||
import type { AuthResult } from '../types';
|
||||
|
||||
describe('AuthContext', () => {
|
||||
let context: AuthContext<{ id: string; name: string; roles: string[] }>;
|
||||
|
||||
beforeEach(() => {
|
||||
context = new AuthContext();
|
||||
});
|
||||
|
||||
describe('initial state', () => {
|
||||
it('should not be authenticated initially', () => {
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
});
|
||||
|
||||
it('should have null user initially', () => {
|
||||
expect(context.user).toBeNull();
|
||||
});
|
||||
|
||||
it('should have null userId initially', () => {
|
||||
expect(context.userId).toBeNull();
|
||||
});
|
||||
|
||||
it('should have empty roles initially', () => {
|
||||
expect(context.roles).toEqual([]);
|
||||
});
|
||||
|
||||
it('should have null authenticatedAt initially', () => {
|
||||
expect(context.authenticatedAt).toBeNull();
|
||||
});
|
||||
|
||||
it('should have null expiresAt initially', () => {
|
||||
expect(context.expiresAt).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('setAuthenticated', () => {
|
||||
it('should set authenticated state on success', () => {
|
||||
const result: AuthResult<{ id: string; name: string; roles: string[] }> = {
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: ['player'] }
|
||||
};
|
||||
|
||||
context.setAuthenticated(result);
|
||||
|
||||
expect(context.isAuthenticated).toBe(true);
|
||||
expect(context.user).toEqual({ id: '123', name: 'Alice', roles: ['player'] });
|
||||
expect(context.userId).toBe('123');
|
||||
expect(context.roles).toEqual(['player']);
|
||||
expect(context.authenticatedAt).toBeTypeOf('number');
|
||||
});
|
||||
|
||||
it('should set expiresAt when provided', () => {
|
||||
const expiresAt = Date.now() + 3600000;
|
||||
const result: AuthResult<{ id: string; name: string; roles: string[] }> = {
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: [] },
|
||||
expiresAt
|
||||
};
|
||||
|
||||
context.setAuthenticated(result);
|
||||
|
||||
expect(context.expiresAt).toBe(expiresAt);
|
||||
});
|
||||
|
||||
it('should clear state on failed result', () => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: ['player'] }
|
||||
});
|
||||
|
||||
context.setAuthenticated({
|
||||
success: false,
|
||||
error: 'Token expired'
|
||||
});
|
||||
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
expect(context.user).toBeNull();
|
||||
});
|
||||
|
||||
it('should clear state when success but no user', () => {
|
||||
context.setAuthenticated({
|
||||
success: true
|
||||
});
|
||||
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('isAuthenticated with expiry', () => {
|
||||
it('should return false when token is expired', () => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: [] },
|
||||
expiresAt: Date.now() - 1000
|
||||
});
|
||||
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
});
|
||||
|
||||
it('should return true when token is not expired', () => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: [] },
|
||||
expiresAt: Date.now() + 3600000
|
||||
});
|
||||
|
||||
expect(context.isAuthenticated).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('role checking', () => {
|
||||
beforeEach(() => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: ['player', 'premium'] }
|
||||
});
|
||||
});
|
||||
|
||||
it('hasRole should return true for existing role', () => {
|
||||
expect(context.hasRole('player')).toBe(true);
|
||||
expect(context.hasRole('premium')).toBe(true);
|
||||
});
|
||||
|
||||
it('hasRole should return false for non-existing role', () => {
|
||||
expect(context.hasRole('admin')).toBe(false);
|
||||
});
|
||||
|
||||
it('hasAnyRole should return true if any role matches', () => {
|
||||
expect(context.hasAnyRole(['admin', 'player'])).toBe(true);
|
||||
expect(context.hasAnyRole(['guest', 'premium'])).toBe(true);
|
||||
});
|
||||
|
||||
it('hasAnyRole should return false if no role matches', () => {
|
||||
expect(context.hasAnyRole(['admin', 'moderator'])).toBe(false);
|
||||
});
|
||||
|
||||
it('hasAllRoles should return true if all roles match', () => {
|
||||
expect(context.hasAllRoles(['player', 'premium'])).toBe(true);
|
||||
});
|
||||
|
||||
it('hasAllRoles should return false if any role is missing', () => {
|
||||
expect(context.hasAllRoles(['player', 'admin'])).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('clear', () => {
|
||||
it('should reset all state', () => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: ['player'] },
|
||||
expiresAt: Date.now() + 3600000
|
||||
});
|
||||
|
||||
context.clear();
|
||||
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
expect(context.user).toBeNull();
|
||||
expect(context.userId).toBeNull();
|
||||
expect(context.roles).toEqual([]);
|
||||
expect(context.authenticatedAt).toBeNull();
|
||||
expect(context.expiresAt).toBeNull();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('defaultUserExtractor', () => {
|
||||
describe('getId', () => {
|
||||
it('should extract id from user object', () => {
|
||||
expect(defaultUserExtractor.getId({ id: '123' })).toBe('123');
|
||||
});
|
||||
|
||||
it('should extract numeric id as string', () => {
|
||||
expect(defaultUserExtractor.getId({ id: 456 })).toBe('456');
|
||||
});
|
||||
|
||||
it('should extract userId', () => {
|
||||
expect(defaultUserExtractor.getId({ userId: 'abc' })).toBe('abc');
|
||||
});
|
||||
|
||||
it('should extract sub (JWT standard)', () => {
|
||||
expect(defaultUserExtractor.getId({ sub: 'jwt-sub' })).toBe('jwt-sub');
|
||||
});
|
||||
|
||||
it('should return empty string for invalid user', () => {
|
||||
expect(defaultUserExtractor.getId(null)).toBe('');
|
||||
expect(defaultUserExtractor.getId(undefined)).toBe('');
|
||||
expect(defaultUserExtractor.getId({})).toBe('');
|
||||
});
|
||||
});
|
||||
|
||||
describe('getRoles', () => {
|
||||
it('should extract roles array', () => {
|
||||
expect(defaultUserExtractor.getRoles({ roles: ['a', 'b'] })).toEqual(['a', 'b']);
|
||||
});
|
||||
|
||||
it('should extract single role', () => {
|
||||
expect(defaultUserExtractor.getRoles({ role: 'admin' })).toEqual(['admin']);
|
||||
});
|
||||
|
||||
it('should filter non-string roles', () => {
|
||||
expect(defaultUserExtractor.getRoles({ roles: ['a', 123, 'b'] })).toEqual(['a', 'b']);
|
||||
});
|
||||
|
||||
it('should return empty array for invalid user', () => {
|
||||
expect(defaultUserExtractor.getRoles(null)).toEqual([]);
|
||||
expect(defaultUserExtractor.getRoles({})).toEqual([]);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('createGuestContext', () => {
|
||||
it('should create unauthenticated context', () => {
|
||||
const guest = createGuestContext();
|
||||
expect(guest.isAuthenticated).toBe(false);
|
||||
expect(guest.user).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('createAuthContext', () => {
|
||||
it('should create authenticated context from result', () => {
|
||||
const result: AuthResult<{ id: string }> = {
|
||||
success: true,
|
||||
user: { id: '123' }
|
||||
};
|
||||
|
||||
const ctx = createAuthContext(result);
|
||||
expect(ctx.isAuthenticated).toBe(true);
|
||||
expect(ctx.userId).toBe('123');
|
||||
});
|
||||
|
||||
it('should create unauthenticated context from failed result', () => {
|
||||
const result: AuthResult<{ id: string }> = {
|
||||
success: false,
|
||||
error: 'Failed'
|
||||
};
|
||||
|
||||
const ctx = createAuthContext(result);
|
||||
expect(ctx.isAuthenticated).toBe(false);
|
||||
});
|
||||
});
|
||||
165
packages/framework/server/src/auth/__tests__/decorators.test.ts
Normal file
165
packages/framework/server/src/auth/__tests__/decorators.test.ts
Normal file
@@ -0,0 +1,165 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { requireAuth, AUTH_METADATA_KEY, getAuthMetadata, type AuthMetadata } from '../decorators/requireAuth';
|
||||
import { requireRole } from '../decorators/requireRole';
|
||||
|
||||
describe('requireAuth decorator', () => {
|
||||
class TestClass {
|
||||
@requireAuth()
|
||||
basicMethod() {
|
||||
return 'basic';
|
||||
}
|
||||
|
||||
@requireAuth({ allowGuest: true })
|
||||
guestAllowedMethod() {
|
||||
return 'guest';
|
||||
}
|
||||
|
||||
@requireAuth({ errorMessage: 'Custom error' })
|
||||
customErrorMethod() {
|
||||
return 'custom';
|
||||
}
|
||||
|
||||
undecorated() {
|
||||
return 'undecorated';
|
||||
}
|
||||
}
|
||||
|
||||
let instance: TestClass;
|
||||
|
||||
beforeEach(() => {
|
||||
instance = new TestClass();
|
||||
});
|
||||
|
||||
describe('metadata storage', () => {
|
||||
it('should store auth metadata on target', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'basicMethod');
|
||||
expect(metadata).toBeDefined();
|
||||
expect(metadata?.requireAuth).toBe(true);
|
||||
});
|
||||
|
||||
it('should store options in metadata', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'guestAllowedMethod');
|
||||
expect(metadata?.options?.allowGuest).toBe(true);
|
||||
});
|
||||
|
||||
it('should store custom error message', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'customErrorMethod');
|
||||
expect(metadata?.options?.errorMessage).toBe('Custom error');
|
||||
});
|
||||
|
||||
it('should return undefined for undecorated methods', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'undecorated');
|
||||
expect(metadata).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should return undefined for non-existent methods', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'nonExistent');
|
||||
expect(metadata).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('method behavior', () => {
|
||||
it('should not alter method behavior', () => {
|
||||
expect(instance.basicMethod()).toBe('basic');
|
||||
expect(instance.guestAllowedMethod()).toBe('guest');
|
||||
expect(instance.customErrorMethod()).toBe('custom');
|
||||
});
|
||||
});
|
||||
|
||||
describe('metadata key', () => {
|
||||
it('should use symbol for metadata storage', () => {
|
||||
expect(typeof AUTH_METADATA_KEY).toBe('symbol');
|
||||
});
|
||||
|
||||
it('should store metadata in a Map', () => {
|
||||
const metadataMap = (TestClass.prototype as any)[AUTH_METADATA_KEY];
|
||||
expect(metadataMap).toBeInstanceOf(Map);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('requireRole decorator', () => {
|
||||
class RoleTestClass {
|
||||
@requireRole('admin')
|
||||
adminOnly() {
|
||||
return 'admin';
|
||||
}
|
||||
|
||||
@requireRole(['moderator', 'admin'])
|
||||
modOrAdmin() {
|
||||
return 'mod';
|
||||
}
|
||||
|
||||
@requireRole(['verified', 'premium'], { mode: 'all' })
|
||||
verifiedPremium() {
|
||||
return 'vip';
|
||||
}
|
||||
|
||||
@requireRole('player', { mode: 'any' })
|
||||
playerExplicit() {
|
||||
return 'player';
|
||||
}
|
||||
}
|
||||
|
||||
describe('single role', () => {
|
||||
it('should store single role as array', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
|
||||
expect(metadata?.roles).toEqual(['admin']);
|
||||
});
|
||||
|
||||
it('should set requireAuth to true', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
|
||||
expect(metadata?.requireAuth).toBe(true);
|
||||
});
|
||||
|
||||
it('should default to any mode', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
|
||||
expect(metadata?.roleMode).toBe('any');
|
||||
});
|
||||
});
|
||||
|
||||
describe('multiple roles', () => {
|
||||
it('should store multiple roles', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'modOrAdmin');
|
||||
expect(metadata?.roles).toEqual(['moderator', 'admin']);
|
||||
});
|
||||
});
|
||||
|
||||
describe('role mode', () => {
|
||||
it('should support all mode', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'verifiedPremium');
|
||||
expect(metadata?.roleMode).toBe('all');
|
||||
expect(metadata?.roles).toEqual(['verified', 'premium']);
|
||||
});
|
||||
|
||||
it('should support explicit any mode', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'playerExplicit');
|
||||
expect(metadata?.roleMode).toBe('any');
|
||||
});
|
||||
});
|
||||
|
||||
describe('method behavior', () => {
|
||||
it('should not alter method behavior', () => {
|
||||
const instance = new RoleTestClass();
|
||||
expect(instance.adminOnly()).toBe('admin');
|
||||
expect(instance.modOrAdmin()).toBe('mod');
|
||||
expect(instance.verifiedPremium()).toBe('vip');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('combined decorators', () => {
|
||||
class CombinedTestClass {
|
||||
@requireAuth({ allowGuest: false })
|
||||
@requireRole('admin')
|
||||
combinedMethod() {
|
||||
return 'combined';
|
||||
}
|
||||
}
|
||||
|
||||
it('should merge metadata from both decorators', () => {
|
||||
const metadata = getAuthMetadata(CombinedTestClass.prototype, 'combinedMethod');
|
||||
expect(metadata?.requireAuth).toBe(true);
|
||||
expect(metadata?.roles).toEqual(['admin']);
|
||||
});
|
||||
});
|
||||
330
packages/framework/server/src/auth/__tests__/providers.test.ts
Normal file
330
packages/framework/server/src/auth/__tests__/providers.test.ts
Normal file
@@ -0,0 +1,330 @@
|
||||
import { describe, it, expect, beforeEach, vi } from 'vitest';
|
||||
import { JwtAuthProvider, createJwtAuthProvider } from '../providers/JwtAuthProvider';
|
||||
import { SessionAuthProvider, createSessionAuthProvider, type ISessionStorage } from '../providers/SessionAuthProvider';
|
||||
|
||||
describe('JwtAuthProvider', () => {
|
||||
const secret = 'test-secret-key-for-testing';
|
||||
let provider: JwtAuthProvider<{ id: string; name: string; roles: string[] }>;
|
||||
|
||||
beforeEach(() => {
|
||||
provider = createJwtAuthProvider({
|
||||
secret,
|
||||
expiresIn: 3600
|
||||
});
|
||||
});
|
||||
|
||||
describe('sign and verify', () => {
|
||||
it('should sign and verify a token', async () => {
|
||||
const payload = { sub: '123', name: 'Alice', roles: ['player'] };
|
||||
const token = provider.sign(payload);
|
||||
|
||||
expect(token).toBeTypeOf('string');
|
||||
expect(token.split('.')).toHaveLength(3);
|
||||
|
||||
const result = await provider.verify(token);
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user).toBeDefined();
|
||||
});
|
||||
|
||||
it('should extract user from payload', async () => {
|
||||
const payload = { sub: '123', name: 'Alice' };
|
||||
const token = provider.sign(payload);
|
||||
|
||||
const result = await provider.verify(token);
|
||||
expect(result.success).toBe(true);
|
||||
expect((result.user as any).sub).toBe('123');
|
||||
expect((result.user as any).name).toBe('Alice');
|
||||
});
|
||||
|
||||
it('should return expiration time', async () => {
|
||||
const token = provider.sign({ sub: '123' });
|
||||
const result = await provider.verify(token);
|
||||
|
||||
expect(result.expiresAt).toBeTypeOf('number');
|
||||
expect(result.expiresAt).toBeGreaterThan(Date.now());
|
||||
});
|
||||
});
|
||||
|
||||
describe('verify errors', () => {
|
||||
it('should fail for empty token', async () => {
|
||||
const result = await provider.verify('');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
|
||||
it('should fail for invalid token', async () => {
|
||||
const result = await provider.verify('invalid.token.here');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
|
||||
it('should fail for expired token', async () => {
|
||||
const shortLivedProvider = createJwtAuthProvider({
|
||||
secret,
|
||||
expiresIn: -1
|
||||
});
|
||||
|
||||
const token = shortLivedProvider.sign({ sub: '123' });
|
||||
const result = await shortLivedProvider.verify(token);
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('EXPIRED_TOKEN');
|
||||
});
|
||||
|
||||
it('should fail for wrong secret', async () => {
|
||||
const token = provider.sign({ sub: '123' });
|
||||
|
||||
const wrongSecretProvider = createJwtAuthProvider({
|
||||
secret: 'wrong-secret'
|
||||
});
|
||||
|
||||
const result = await wrongSecretProvider.verify(token);
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with getUser callback', () => {
|
||||
it('should use getUser to transform payload', async () => {
|
||||
const customProvider = createJwtAuthProvider({
|
||||
secret,
|
||||
getUser: async (payload) => ({
|
||||
id: payload.sub as string,
|
||||
name: payload.name as string,
|
||||
roles: (payload.roles as string[]) || []
|
||||
})
|
||||
});
|
||||
|
||||
const token = customProvider.sign({ sub: '123', name: 'Bob', roles: ['admin'] });
|
||||
const result = await customProvider.verify(token);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user).toEqual({
|
||||
id: '123',
|
||||
name: 'Bob',
|
||||
roles: ['admin']
|
||||
});
|
||||
});
|
||||
|
||||
it('should fail when getUser returns null', async () => {
|
||||
const customProvider = createJwtAuthProvider({
|
||||
secret,
|
||||
getUser: async () => null
|
||||
});
|
||||
|
||||
const token = customProvider.sign({ sub: '123' });
|
||||
const result = await customProvider.verify(token);
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('USER_NOT_FOUND');
|
||||
});
|
||||
});
|
||||
|
||||
describe('refresh', () => {
|
||||
it('should refresh a valid token', async () => {
|
||||
const token = provider.sign({ sub: '123', name: 'Alice' });
|
||||
|
||||
// Wait a bit so iat changes
|
||||
await new Promise(resolve => setTimeout(resolve, 1100));
|
||||
|
||||
const result = await provider.refresh(token);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.token).toBeDefined();
|
||||
expect(result.token).not.toBe(token);
|
||||
});
|
||||
|
||||
it('should return new expiration time', async () => {
|
||||
const token = provider.sign({ sub: '123' });
|
||||
const result = await provider.refresh(token);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.expiresAt).toBeTypeOf('number');
|
||||
expect(result.expiresAt).toBeGreaterThan(Date.now());
|
||||
});
|
||||
|
||||
it('should fail to refresh invalid token', async () => {
|
||||
const result = await provider.refresh('invalid');
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('decode', () => {
|
||||
it('should decode token without verification', () => {
|
||||
const token = provider.sign({ sub: '123', name: 'Alice' });
|
||||
const payload = provider.decode(token);
|
||||
|
||||
expect(payload).toBeDefined();
|
||||
expect(payload?.sub).toBe('123');
|
||||
expect(payload?.name).toBe('Alice');
|
||||
});
|
||||
|
||||
it('should return null for invalid token', () => {
|
||||
const payload = provider.decode('not-a-token');
|
||||
expect(payload).toBeNull();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('SessionAuthProvider', () => {
|
||||
let storage: ISessionStorage;
|
||||
let provider: SessionAuthProvider<{ id: string; name: string }>;
|
||||
let storageData: Map<string, unknown>;
|
||||
|
||||
beforeEach(() => {
|
||||
storageData = new Map();
|
||||
|
||||
storage = {
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
return (storageData.get(key) as T) ?? null;
|
||||
},
|
||||
async set<T>(key: string, value: T): Promise<void> {
|
||||
storageData.set(key, value);
|
||||
},
|
||||
async delete(key: string): Promise<boolean> {
|
||||
return storageData.delete(key);
|
||||
}
|
||||
};
|
||||
|
||||
provider = createSessionAuthProvider({
|
||||
storage,
|
||||
sessionTTL: 3600000
|
||||
});
|
||||
});
|
||||
|
||||
describe('createSession and verify', () => {
|
||||
it('should create and verify a session', async () => {
|
||||
const user = { id: '123', name: 'Alice' };
|
||||
const sessionId = await provider.createSession(user);
|
||||
|
||||
expect(sessionId).toBeTypeOf('string');
|
||||
expect(sessionId.length).toBeGreaterThan(10);
|
||||
|
||||
const result = await provider.verify(sessionId);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user).toEqual(user);
|
||||
});
|
||||
|
||||
it('should store session data', async () => {
|
||||
const user = { id: '123', name: 'Alice' };
|
||||
const sessionId = await provider.createSession(user, { customField: 'value' });
|
||||
|
||||
const session = await provider.getSession(sessionId);
|
||||
|
||||
expect(session).toBeDefined();
|
||||
expect(session?.user).toEqual(user);
|
||||
expect(session?.data?.customField).toBe('value');
|
||||
expect(session?.createdAt).toBeTypeOf('number');
|
||||
expect(session?.lastActiveAt).toBeTypeOf('number');
|
||||
});
|
||||
});
|
||||
|
||||
describe('verify errors', () => {
|
||||
it('should fail for empty session id', async () => {
|
||||
const result = await provider.verify('');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
|
||||
it('should fail for non-existent session', async () => {
|
||||
const result = await provider.verify('non-existent-session');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('EXPIRED_TOKEN');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with validateUser', () => {
|
||||
it('should validate user on verify', async () => {
|
||||
const validatingProvider = createSessionAuthProvider({
|
||||
storage,
|
||||
validateUser: (user) => user.id !== 'banned'
|
||||
});
|
||||
|
||||
const sessionId = await validatingProvider.createSession({ id: 'banned', name: 'Bad User' });
|
||||
const result = await validatingProvider.verify(sessionId);
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('ACCOUNT_DISABLED');
|
||||
});
|
||||
|
||||
it('should pass validation for valid user', async () => {
|
||||
const validatingProvider = createSessionAuthProvider({
|
||||
storage,
|
||||
validateUser: (user) => user.id !== 'banned'
|
||||
});
|
||||
|
||||
const sessionId = await validatingProvider.createSession({ id: '123', name: 'Good User' });
|
||||
const result = await validatingProvider.verify(sessionId);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('refresh', () => {
|
||||
it('should refresh session and update lastActiveAt', async () => {
|
||||
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
|
||||
|
||||
const session1 = await provider.getSession(sessionId);
|
||||
const lastActive1 = session1?.lastActiveAt;
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 10));
|
||||
|
||||
const result = await provider.refresh(sessionId);
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
const session2 = await provider.getSession(sessionId);
|
||||
expect(session2?.lastActiveAt).toBeGreaterThanOrEqual(lastActive1!);
|
||||
});
|
||||
});
|
||||
|
||||
describe('revoke', () => {
|
||||
it('should revoke session', async () => {
|
||||
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
|
||||
|
||||
const revoked = await provider.revoke(sessionId);
|
||||
expect(revoked).toBe(true);
|
||||
|
||||
const result = await provider.verify(sessionId);
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('updateSession', () => {
|
||||
it('should update session data', async () => {
|
||||
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
|
||||
|
||||
const updated = await provider.updateSession(sessionId, { newField: 'newValue' });
|
||||
expect(updated).toBe(true);
|
||||
|
||||
const session = await provider.getSession(sessionId);
|
||||
expect(session?.data?.newField).toBe('newValue');
|
||||
});
|
||||
|
||||
it('should return false for non-existent session', async () => {
|
||||
const updated = await provider.updateSession('non-existent', { field: 'value' });
|
||||
expect(updated).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('createJwtAuthProvider', () => {
|
||||
it('should create provider with default options', () => {
|
||||
const provider = createJwtAuthProvider({ secret: 'test' });
|
||||
expect(provider.name).toBe('jwt');
|
||||
});
|
||||
});
|
||||
|
||||
describe('createSessionAuthProvider', () => {
|
||||
it('should create provider with default options', () => {
|
||||
const storage: ISessionStorage = {
|
||||
get: async () => null,
|
||||
set: async () => {},
|
||||
delete: async () => true
|
||||
};
|
||||
|
||||
const provider = createSessionAuthProvider({ storage });
|
||||
expect(provider.name).toBe('session');
|
||||
});
|
||||
});
|
||||
202
packages/framework/server/src/auth/context.ts
Normal file
202
packages/framework/server/src/auth/context.ts
Normal file
@@ -0,0 +1,202 @@
|
||||
/**
|
||||
* @zh 认证上下文实现
|
||||
* @en Authentication context implementation
|
||||
*/
|
||||
|
||||
import type { IAuthContext, AuthResult } from './types.js';
|
||||
|
||||
/**
|
||||
* @zh 用户信息提取器
|
||||
* @en User info extractor
|
||||
*/
|
||||
export interface UserInfoExtractor<TUser> {
|
||||
/**
|
||||
* @zh 提取用户 ID
|
||||
* @en Extract user ID
|
||||
*/
|
||||
getId(user: TUser): string;
|
||||
|
||||
/**
|
||||
* @zh 提取用户角色
|
||||
* @en Extract user roles
|
||||
*/
|
||||
getRoles(user: TUser): string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 默认用户信息提取器
|
||||
* @en Default user info extractor
|
||||
*/
|
||||
export const defaultUserExtractor: UserInfoExtractor<unknown> = {
|
||||
getId(user: unknown): string {
|
||||
if (user && typeof user === 'object') {
|
||||
const u = user as Record<string, unknown>;
|
||||
if (typeof u.id === 'string') return u.id;
|
||||
if (typeof u.id === 'number') return String(u.id);
|
||||
if (typeof u.userId === 'string') return u.userId;
|
||||
if (typeof u.userId === 'number') return String(u.userId);
|
||||
if (typeof u.sub === 'string') return u.sub;
|
||||
}
|
||||
return '';
|
||||
},
|
||||
|
||||
getRoles(user: unknown): string[] {
|
||||
if (user && typeof user === 'object') {
|
||||
const u = user as Record<string, unknown>;
|
||||
if (Array.isArray(u.roles)) {
|
||||
return u.roles.filter((r): r is string => typeof r === 'string');
|
||||
}
|
||||
if (typeof u.role === 'string') {
|
||||
return [u.role];
|
||||
}
|
||||
}
|
||||
return [];
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 认证上下文
|
||||
* @en Authentication context
|
||||
*
|
||||
* @zh 存储连接的认证状态
|
||||
* @en Stores authentication state for a connection
|
||||
*/
|
||||
export class AuthContext<TUser = unknown> implements IAuthContext<TUser> {
|
||||
private _isAuthenticated: boolean = false;
|
||||
private _user: TUser | null = null;
|
||||
private _userId: string | null = null;
|
||||
private _roles: string[] = [];
|
||||
private _authenticatedAt: number | null = null;
|
||||
private _expiresAt: number | null = null;
|
||||
private _extractor: UserInfoExtractor<TUser>;
|
||||
|
||||
constructor(extractor?: UserInfoExtractor<TUser>) {
|
||||
this._extractor = (extractor ?? defaultUserExtractor) as UserInfoExtractor<TUser>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否已认证
|
||||
* @en Whether authenticated
|
||||
*/
|
||||
get isAuthenticated(): boolean {
|
||||
if (this._expiresAt && Date.now() > this._expiresAt) {
|
||||
return false;
|
||||
}
|
||||
return this._isAuthenticated;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 用户信息
|
||||
* @en User information
|
||||
*/
|
||||
get user(): TUser | null {
|
||||
return this._user;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 用户 ID
|
||||
* @en User ID
|
||||
*/
|
||||
get userId(): string | null {
|
||||
return this._userId;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 用户角色
|
||||
* @en User roles
|
||||
*/
|
||||
get roles(): ReadonlyArray<string> {
|
||||
return this._roles;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 认证时间
|
||||
* @en Authentication timestamp
|
||||
*/
|
||||
get authenticatedAt(): number | null {
|
||||
return this._authenticatedAt;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 令牌过期时间
|
||||
* @en Token expiration time
|
||||
*/
|
||||
get expiresAt(): number | null {
|
||||
return this._expiresAt;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有指定角色
|
||||
* @en Check if has specified role
|
||||
*/
|
||||
hasRole(role: string): boolean {
|
||||
return this._roles.includes(role);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有任一指定角色
|
||||
* @en Check if has any of specified roles
|
||||
*/
|
||||
hasAnyRole(roles: string[]): boolean {
|
||||
return roles.some(role => this._roles.includes(role));
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有所有指定角色
|
||||
* @en Check if has all specified roles
|
||||
*/
|
||||
hasAllRoles(roles: string[]): boolean {
|
||||
return roles.every(role => this._roles.includes(role));
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置认证结果
|
||||
* @en Set authentication result
|
||||
*/
|
||||
setAuthenticated(result: AuthResult<TUser>): void {
|
||||
if (result.success && result.user) {
|
||||
this._isAuthenticated = true;
|
||||
this._user = result.user;
|
||||
this._userId = this._extractor.getId(result.user);
|
||||
this._roles = this._extractor.getRoles(result.user);
|
||||
this._authenticatedAt = Date.now();
|
||||
this._expiresAt = result.expiresAt ?? null;
|
||||
} else {
|
||||
this.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除认证状态
|
||||
* @en Clear authentication state
|
||||
*/
|
||||
clear(): void {
|
||||
this._isAuthenticated = false;
|
||||
this._user = null;
|
||||
this._userId = null;
|
||||
this._roles = [];
|
||||
this._authenticatedAt = null;
|
||||
this._expiresAt = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建访客认证上下文
|
||||
* @en Create guest auth context
|
||||
*/
|
||||
export function createGuestContext<TUser = unknown>(): IAuthContext<TUser> {
|
||||
return new AuthContext<TUser>();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从认证结果创建认证上下文
|
||||
* @en Create auth context from auth result
|
||||
*/
|
||||
export function createAuthContext<TUser = unknown>(
|
||||
result: AuthResult<TUser>,
|
||||
extractor?: UserInfoExtractor<TUser>
|
||||
): AuthContext<TUser> {
|
||||
const context = new AuthContext<TUser>(extractor);
|
||||
context.setAuthenticated(result);
|
||||
return context;
|
||||
}
|
||||
13
packages/framework/server/src/auth/decorators/index.ts
Normal file
13
packages/framework/server/src/auth/decorators/index.ts
Normal file
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @zh 认证装饰器
|
||||
* @en Authentication decorators
|
||||
*/
|
||||
|
||||
export {
|
||||
requireAuth,
|
||||
getAuthMetadata,
|
||||
AUTH_METADATA_KEY,
|
||||
type AuthMetadata
|
||||
} from './requireAuth.js';
|
||||
|
||||
export { requireRole } from './requireRole.js';
|
||||
86
packages/framework/server/src/auth/decorators/requireAuth.ts
Normal file
86
packages/framework/server/src/auth/decorators/requireAuth.ts
Normal file
@@ -0,0 +1,86 @@
|
||||
/**
|
||||
* @zh requireAuth 装饰器
|
||||
* @en requireAuth decorator
|
||||
*/
|
||||
|
||||
import type { RequireAuthOptions } from '../types.js';
|
||||
|
||||
/**
|
||||
* @zh 认证元数据键
|
||||
* @en Auth metadata key
|
||||
*/
|
||||
export const AUTH_METADATA_KEY = Symbol('authMetadata');
|
||||
|
||||
/**
|
||||
* @zh 认证元数据
|
||||
* @en Auth metadata
|
||||
*/
|
||||
export interface AuthMetadata {
|
||||
requireAuth: boolean;
|
||||
options?: RequireAuthOptions;
|
||||
roles?: string[];
|
||||
roleMode?: 'any' | 'all';
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取方法的认证元数据
|
||||
* @en Get auth metadata for method
|
||||
*/
|
||||
export function getAuthMetadata(target: any, propertyKey: string): AuthMetadata | undefined {
|
||||
const metadata = target[AUTH_METADATA_KEY] as Map<string, AuthMetadata> | undefined;
|
||||
return metadata?.get(propertyKey);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置方法的认证元数据
|
||||
* @en Set auth metadata for method
|
||||
*/
|
||||
function setAuthMetadata(target: any, propertyKey: string, metadata: AuthMetadata): void {
|
||||
if (!target[AUTH_METADATA_KEY]) {
|
||||
target[AUTH_METADATA_KEY] = new Map<string, AuthMetadata>();
|
||||
}
|
||||
(target[AUTH_METADATA_KEY] as Map<string, AuthMetadata>).set(propertyKey, metadata);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 要求认证装饰器
|
||||
* @en Require authentication decorator
|
||||
*
|
||||
* @zh 标记方法需要认证才能访问,用于消息处理器
|
||||
* @en Marks method as requiring authentication, used for message handlers
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class GameRoom extends withRoomAuth(Room) {
|
||||
* @requireAuth()
|
||||
* @onMessage('Trade')
|
||||
* handleTrade(data: TradeData, player: AuthPlayer) {
|
||||
* // Only authenticated players can trade
|
||||
* }
|
||||
*
|
||||
* @requireAuth({ allowGuest: true })
|
||||
* @onMessage('Chat')
|
||||
* handleChat(data: ChatData, player: AuthPlayer) {
|
||||
* // Guests can also chat
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function requireAuth(options?: RequireAuthOptions): MethodDecorator {
|
||||
return function (
|
||||
target: any,
|
||||
propertyKey: string | symbol,
|
||||
descriptor: PropertyDescriptor
|
||||
) {
|
||||
const key = String(propertyKey);
|
||||
const existing = getAuthMetadata(target, key);
|
||||
|
||||
setAuthMetadata(target, key, {
|
||||
...existing,
|
||||
requireAuth: true,
|
||||
options
|
||||
});
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
73
packages/framework/server/src/auth/decorators/requireRole.ts
Normal file
73
packages/framework/server/src/auth/decorators/requireRole.ts
Normal file
@@ -0,0 +1,73 @@
|
||||
/**
|
||||
* @zh requireRole 装饰器
|
||||
* @en requireRole decorator
|
||||
*/
|
||||
|
||||
import type { RequireRoleOptions } from '../types.js';
|
||||
import { AUTH_METADATA_KEY, getAuthMetadata, type AuthMetadata } from './requireAuth.js';
|
||||
|
||||
/**
|
||||
* @zh 设置方法的认证元数据
|
||||
* @en Set auth metadata for method
|
||||
*/
|
||||
function setAuthMetadata(target: any, propertyKey: string, metadata: AuthMetadata): void {
|
||||
if (!target[AUTH_METADATA_KEY]) {
|
||||
target[AUTH_METADATA_KEY] = new Map<string, AuthMetadata>();
|
||||
}
|
||||
(target[AUTH_METADATA_KEY] as Map<string, AuthMetadata>).set(propertyKey, metadata);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 要求角色装饰器
|
||||
* @en Require role decorator
|
||||
*
|
||||
* @zh 标记方法需要特定角色才能访问
|
||||
* @en Marks method as requiring specific role(s)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class AdminRoom extends withRoomAuth(Room) {
|
||||
* @requireRole('admin')
|
||||
* @onMessage('Ban')
|
||||
* handleBan(data: BanData, player: AuthPlayer) {
|
||||
* // Only admins can ban
|
||||
* }
|
||||
*
|
||||
* @requireRole(['moderator', 'admin'])
|
||||
* @onMessage('Mute')
|
||||
* handleMute(data: MuteData, player: AuthPlayer) {
|
||||
* // Moderators or admins can mute
|
||||
* }
|
||||
*
|
||||
* @requireRole(['verified', 'premium'], { mode: 'all' })
|
||||
* @onMessage('SpecialFeature')
|
||||
* handleSpecial(data: any, player: AuthPlayer) {
|
||||
* // Requires both verified AND premium roles
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function requireRole(
|
||||
roles: string | string[],
|
||||
options?: RequireRoleOptions
|
||||
): MethodDecorator {
|
||||
return function (
|
||||
target: any,
|
||||
propertyKey: string | symbol,
|
||||
descriptor: PropertyDescriptor
|
||||
) {
|
||||
const key = String(propertyKey);
|
||||
const existing = getAuthMetadata(target, key);
|
||||
const roleArray = Array.isArray(roles) ? roles : [roles];
|
||||
|
||||
setAuthMetadata(target, key, {
|
||||
...existing,
|
||||
requireAuth: true,
|
||||
roles: roleArray,
|
||||
roleMode: options?.mode ?? 'any',
|
||||
options
|
||||
});
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
129
packages/framework/server/src/auth/index.ts
Normal file
129
packages/framework/server/src/auth/index.ts
Normal file
@@ -0,0 +1,129 @@
|
||||
/**
|
||||
* @zh 认证模块
|
||||
* @en Authentication module
|
||||
*
|
||||
* @zh 为 @esengine/server 提供可插拔的认证系统
|
||||
* @en Provides pluggable authentication system for @esengine/server
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createServer, Room, onMessage } from '@esengine/server';
|
||||
* import {
|
||||
* withAuth,
|
||||
* withRoomAuth,
|
||||
* createJwtAuthProvider,
|
||||
* requireAuth,
|
||||
* requireRole,
|
||||
* type AuthPlayer
|
||||
* } from '@esengine/server/auth';
|
||||
*
|
||||
* // 1. Create auth provider
|
||||
* const jwtProvider = createJwtAuthProvider({
|
||||
* secret: process.env.JWT_SECRET!,
|
||||
* expiresIn: 3600,
|
||||
* });
|
||||
*
|
||||
* // 2. Wrap server with auth
|
||||
* const server = withAuth(await createServer({ port: 3000 }), {
|
||||
* provider: jwtProvider,
|
||||
* extractCredentials: (req) => {
|
||||
* const url = new URL(req.url, 'http://localhost');
|
||||
* return url.searchParams.get('token');
|
||||
* },
|
||||
* });
|
||||
*
|
||||
* // 3. Create auth-enabled room
|
||||
* class GameRoom extends withRoomAuth<User>(Room, {
|
||||
* requireAuth: true,
|
||||
* allowedRoles: ['player'],
|
||||
* }) {
|
||||
* onJoin(player: AuthPlayer<User>) {
|
||||
* console.log(`${player.user?.name} joined`);
|
||||
* }
|
||||
*
|
||||
* @requireAuth()
|
||||
* @onMessage('Chat')
|
||||
* handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
* this.broadcast('Chat', { from: player.user?.name, text: data.text });
|
||||
* }
|
||||
*
|
||||
* @requireRole('admin')
|
||||
* @onMessage('Kick')
|
||||
* handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
|
||||
* this.kick(data.playerId);
|
||||
* }
|
||||
* }
|
||||
*
|
||||
* server.define('game', GameRoom);
|
||||
* await server.start();
|
||||
* ```
|
||||
*/
|
||||
|
||||
// Types
|
||||
export type {
|
||||
AuthResult,
|
||||
AuthErrorCode,
|
||||
IAuthProvider,
|
||||
IAuthContext,
|
||||
AuthConnectionData,
|
||||
AuthConnection,
|
||||
AuthApiContext,
|
||||
AuthMsgContext,
|
||||
ConnectionRequest,
|
||||
AuthServerConfig,
|
||||
AuthGameServer,
|
||||
AuthRoomConfig,
|
||||
RequireAuthOptions,
|
||||
RequireRoleOptions
|
||||
} from './types.js';
|
||||
|
||||
// Context
|
||||
export {
|
||||
AuthContext,
|
||||
createGuestContext,
|
||||
createAuthContext,
|
||||
defaultUserExtractor,
|
||||
type UserInfoExtractor
|
||||
} from './context.js';
|
||||
|
||||
// Providers
|
||||
export {
|
||||
JwtAuthProvider,
|
||||
createJwtAuthProvider,
|
||||
type JwtAuthConfig,
|
||||
type JwtPayload
|
||||
} from './providers/JwtAuthProvider.js';
|
||||
|
||||
export {
|
||||
SessionAuthProvider,
|
||||
createSessionAuthProvider,
|
||||
type SessionAuthConfig,
|
||||
type SessionData,
|
||||
type ISessionStorage
|
||||
} from './providers/SessionAuthProvider.js';
|
||||
|
||||
// Mixins
|
||||
export {
|
||||
withAuth,
|
||||
getAuthContext,
|
||||
setAuthContext,
|
||||
requireAuthentication,
|
||||
requireRole as requireRoleCheck
|
||||
} from './mixin/withAuth.js';
|
||||
|
||||
export {
|
||||
withRoomAuth,
|
||||
AuthRoomBase,
|
||||
type AuthPlayer,
|
||||
type IAuthRoom,
|
||||
type AuthRoomClass
|
||||
} from './mixin/withRoomAuth.js';
|
||||
|
||||
// Decorators
|
||||
export {
|
||||
requireAuth,
|
||||
requireRole,
|
||||
getAuthMetadata,
|
||||
AUTH_METADATA_KEY,
|
||||
type AuthMetadata
|
||||
} from './decorators/index.js';
|
||||
20
packages/framework/server/src/auth/mixin/index.ts
Normal file
20
packages/framework/server/src/auth/mixin/index.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* @zh 认证 Mixin
|
||||
* @en Authentication mixins
|
||||
*/
|
||||
|
||||
export {
|
||||
withAuth,
|
||||
getAuthContext,
|
||||
setAuthContext,
|
||||
requireAuthentication,
|
||||
requireRole
|
||||
} from './withAuth.js';
|
||||
|
||||
export {
|
||||
withRoomAuth,
|
||||
AuthRoomBase,
|
||||
type AuthPlayer,
|
||||
type IAuthRoom,
|
||||
type AuthRoomClass
|
||||
} from './withRoomAuth.js';
|
||||
221
packages/framework/server/src/auth/mixin/withAuth.ts
Normal file
221
packages/framework/server/src/auth/mixin/withAuth.ts
Normal file
@@ -0,0 +1,221 @@
|
||||
/**
|
||||
* @zh 服务器认证 Mixin
|
||||
* @en Server authentication mixin
|
||||
*/
|
||||
|
||||
import type { ServerConnection, GameServer } from '../../types/index.js';
|
||||
import type {
|
||||
IAuthProvider,
|
||||
AuthResult,
|
||||
AuthServerConfig,
|
||||
AuthGameServer,
|
||||
IAuthContext,
|
||||
ConnectionRequest
|
||||
} from '../types.js';
|
||||
import { AuthContext } from '../context.js';
|
||||
|
||||
/**
|
||||
* @zh 认证数据键
|
||||
* @en Auth data key
|
||||
*/
|
||||
const AUTH_CONTEXT_KEY = Symbol('authContext');
|
||||
|
||||
/**
|
||||
* @zh 获取连接的认证上下文
|
||||
* @en Get auth context for connection
|
||||
*/
|
||||
export function getAuthContext<TUser = unknown>(conn: ServerConnection): IAuthContext<TUser> | null {
|
||||
const data = conn.data as Record<symbol, unknown>;
|
||||
return (data[AUTH_CONTEXT_KEY] as IAuthContext<TUser>) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置连接的认证上下文
|
||||
* @en Set auth context for connection
|
||||
*/
|
||||
export function setAuthContext<TUser = unknown>(conn: ServerConnection, context: IAuthContext<TUser>): void {
|
||||
const data = conn.data as Record<symbol, unknown>;
|
||||
data[AUTH_CONTEXT_KEY] = context;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 包装服务器添加认证功能
|
||||
* @en Wrap server with authentication functionality
|
||||
*
|
||||
* @zh 使用 mixin 模式为服务器添加认证能力,不修改原始服务器
|
||||
* @en Uses mixin pattern to add authentication to server without modifying original
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createServer } from '@esengine/server';
|
||||
* import { withAuth, createJwtAuthProvider } from '@esengine/server/auth';
|
||||
*
|
||||
* const jwtProvider = createJwtAuthProvider({
|
||||
* secret: 'your-secret-key',
|
||||
* expiresIn: 3600,
|
||||
* });
|
||||
*
|
||||
* const server = withAuth(await createServer({ port: 3000 }), {
|
||||
* provider: jwtProvider,
|
||||
* extractCredentials: (req) => {
|
||||
* const url = new URL(req.url, 'http://localhost');
|
||||
* return url.searchParams.get('token');
|
||||
* },
|
||||
* onAuthSuccess: (conn, user) => {
|
||||
* console.log(`User ${user.name} authenticated`);
|
||||
* },
|
||||
* onAuthFailure: (conn, error) => {
|
||||
* console.log(`Auth failed: ${error.error}`);
|
||||
* }
|
||||
* });
|
||||
*
|
||||
* await server.start();
|
||||
* ```
|
||||
*/
|
||||
export function withAuth<TUser = unknown>(
|
||||
server: GameServer,
|
||||
config: AuthServerConfig<TUser>
|
||||
): AuthGameServer<TUser> {
|
||||
const {
|
||||
provider,
|
||||
extractCredentials,
|
||||
autoAuthOnConnect = true,
|
||||
disconnectOnAuthFailure = false,
|
||||
onAuthSuccess,
|
||||
onAuthFailure
|
||||
} = config;
|
||||
|
||||
const originalConnections = server.connections;
|
||||
const connectionAuthMap = new WeakMap<ServerConnection, AuthContext<TUser>>();
|
||||
|
||||
const authServer: AuthGameServer<TUser> = {
|
||||
...server,
|
||||
|
||||
get authProvider(): IAuthProvider<TUser> {
|
||||
return provider;
|
||||
},
|
||||
|
||||
async authenticate(
|
||||
conn: ServerConnection,
|
||||
credentials: unknown
|
||||
): Promise<AuthResult<TUser>> {
|
||||
const result = await provider.verify(credentials as never);
|
||||
|
||||
let authContext = connectionAuthMap.get(conn);
|
||||
if (!authContext) {
|
||||
authContext = new AuthContext<TUser>();
|
||||
connectionAuthMap.set(conn, authContext);
|
||||
setAuthContext(conn, authContext);
|
||||
}
|
||||
|
||||
if (result.success) {
|
||||
authContext.setAuthenticated(result);
|
||||
await onAuthSuccess?.(conn, result.user!);
|
||||
} else {
|
||||
authContext.clear();
|
||||
await onAuthFailure?.(conn, result);
|
||||
}
|
||||
|
||||
return result;
|
||||
},
|
||||
|
||||
getAuthContext(conn: ServerConnection): IAuthContext<TUser> | null {
|
||||
return connectionAuthMap.get(conn) ?? null;
|
||||
},
|
||||
|
||||
get connections(): ReadonlyArray<ServerConnection> {
|
||||
return originalConnections;
|
||||
}
|
||||
};
|
||||
|
||||
const originalOnConnect = (server as any)._onConnect;
|
||||
(server as any)._onConnect = async (conn: ServerConnection, req?: unknown) => {
|
||||
const authContext = new AuthContext<TUser>();
|
||||
connectionAuthMap.set(conn, authContext);
|
||||
setAuthContext(conn, authContext);
|
||||
|
||||
if (autoAuthOnConnect && extractCredentials && req) {
|
||||
try {
|
||||
const connReq = req as ConnectionRequest;
|
||||
const credentials = await extractCredentials(connReq);
|
||||
|
||||
if (credentials) {
|
||||
const result = await provider.verify(credentials as never);
|
||||
|
||||
if (result.success) {
|
||||
authContext.setAuthenticated(result);
|
||||
await onAuthSuccess?.(conn, result.user!);
|
||||
} else {
|
||||
await onAuthFailure?.(conn, result);
|
||||
|
||||
if (disconnectOnAuthFailure) {
|
||||
(conn as any).close?.();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('[Auth] Error during auto-authentication:', error);
|
||||
}
|
||||
}
|
||||
|
||||
if (originalOnConnect) {
|
||||
await originalOnConnect(conn, req);
|
||||
}
|
||||
};
|
||||
|
||||
const originalOnDisconnect = (server as any)._onDisconnect;
|
||||
(server as any)._onDisconnect = async (conn: ServerConnection) => {
|
||||
connectionAuthMap.delete(conn);
|
||||
|
||||
if (originalOnDisconnect) {
|
||||
await originalOnDisconnect(conn);
|
||||
}
|
||||
};
|
||||
|
||||
return authServer;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建认证中间件
|
||||
* @en Create authentication middleware
|
||||
*
|
||||
* @zh 用于在 API 处理器中检查认证状态
|
||||
* @en Used to check authentication status in API handlers
|
||||
*/
|
||||
export function requireAuthentication<TUser = unknown>(
|
||||
conn: ServerConnection,
|
||||
options?: { errorMessage?: string }
|
||||
): IAuthContext<TUser> {
|
||||
const auth = getAuthContext<TUser>(conn);
|
||||
|
||||
if (!auth || !auth.isAuthenticated) {
|
||||
throw new Error(options?.errorMessage ?? 'Authentication required');
|
||||
}
|
||||
|
||||
return auth;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建角色检查中间件
|
||||
* @en Create role check middleware
|
||||
*/
|
||||
export function requireRole<TUser = unknown>(
|
||||
conn: ServerConnection,
|
||||
roles: string | string[],
|
||||
options?: { mode?: 'any' | 'all'; errorMessage?: string }
|
||||
): IAuthContext<TUser> {
|
||||
const auth = requireAuthentication<TUser>(conn);
|
||||
const roleArray = Array.isArray(roles) ? roles : [roles];
|
||||
const mode = options?.mode ?? 'any';
|
||||
|
||||
const hasRole = mode === 'any'
|
||||
? auth.hasAnyRole(roleArray)
|
||||
: auth.hasAllRoles(roleArray);
|
||||
|
||||
if (!hasRole) {
|
||||
throw new Error(options?.errorMessage ?? 'Insufficient permissions');
|
||||
}
|
||||
|
||||
return auth;
|
||||
}
|
||||
317
packages/framework/server/src/auth/mixin/withRoomAuth.ts
Normal file
317
packages/framework/server/src/auth/mixin/withRoomAuth.ts
Normal file
@@ -0,0 +1,317 @@
|
||||
/**
|
||||
* @zh 房间认证 Mixin
|
||||
* @en Room authentication mixin
|
||||
*/
|
||||
|
||||
import type { Room, Player } from '../../room/index.js';
|
||||
import type { IAuthContext, AuthRoomConfig } from '../types.js';
|
||||
import { getAuthContext } from './withAuth.js';
|
||||
import { createGuestContext } from '../context.js';
|
||||
|
||||
/**
|
||||
* @zh 带认证的玩家
|
||||
* @en Player with authentication
|
||||
*/
|
||||
export interface AuthPlayer<TUser = unknown, TData = Record<string, unknown>> extends Player<TData> {
|
||||
/**
|
||||
* @zh 认证上下文
|
||||
* @en Authentication context
|
||||
*/
|
||||
readonly auth: IAuthContext<TUser>;
|
||||
|
||||
/**
|
||||
* @zh 用户信息(快捷访问)
|
||||
* @en User info (shortcut)
|
||||
*/
|
||||
readonly user: TUser | null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 带认证的房间接口
|
||||
* @en Room with authentication interface
|
||||
*/
|
||||
export interface IAuthRoom<TUser = unknown> {
|
||||
/**
|
||||
* @zh 认证钩子(在 onJoin 之前调用)
|
||||
* @en Auth hook (called before onJoin)
|
||||
*/
|
||||
onAuth?(player: AuthPlayer<TUser>): boolean | Promise<boolean>;
|
||||
|
||||
/**
|
||||
* @zh 获取带认证信息的玩家
|
||||
* @en Get player with auth info
|
||||
*/
|
||||
getAuthPlayer(id: string): AuthPlayer<TUser> | undefined;
|
||||
|
||||
/**
|
||||
* @zh 获取所有带认证信息的玩家
|
||||
* @en Get all players with auth info
|
||||
*/
|
||||
getAuthPlayers(): AuthPlayer<TUser>[];
|
||||
|
||||
/**
|
||||
* @zh 按角色获取玩家
|
||||
* @en Get players by role
|
||||
*/
|
||||
getPlayersByRole(role: string): AuthPlayer<TUser>[];
|
||||
|
||||
/**
|
||||
* @zh 按用户 ID 获取玩家
|
||||
* @en Get player by user ID
|
||||
*/
|
||||
getPlayerByUserId(userId: string): AuthPlayer<TUser> | undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 认证房间构造器类型
|
||||
* @en Auth room constructor type
|
||||
*/
|
||||
export type AuthRoomClass<TUser = unknown> = new (...args: any[]) => Room & IAuthRoom<TUser>;
|
||||
|
||||
/**
|
||||
* @zh 玩家认证上下文存储
|
||||
* @en Player auth context storage
|
||||
*/
|
||||
const playerAuthContexts = new WeakMap<Player, IAuthContext<unknown>>();
|
||||
|
||||
/**
|
||||
* @zh 包装玩家对象添加认证信息
|
||||
* @en Wrap player object with auth info
|
||||
*/
|
||||
function wrapPlayerWithAuth<TUser>(player: Player, authContext: IAuthContext<TUser>): AuthPlayer<TUser> {
|
||||
playerAuthContexts.set(player, authContext);
|
||||
|
||||
Object.defineProperty(player, 'auth', {
|
||||
get: () => playerAuthContexts.get(player) ?? createGuestContext<TUser>(),
|
||||
enumerable: true,
|
||||
configurable: false
|
||||
});
|
||||
|
||||
Object.defineProperty(player, 'user', {
|
||||
get: () => (playerAuthContexts.get(player) as IAuthContext<TUser> | undefined)?.user ?? null,
|
||||
enumerable: true,
|
||||
configurable: false
|
||||
});
|
||||
|
||||
return player as AuthPlayer<TUser>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 包装房间类添加认证功能
|
||||
* @en Wrap room class with authentication functionality
|
||||
*
|
||||
* @zh 使用 mixin 模式为房间添加认证检查,在玩家加入前验证认证状态
|
||||
* @en Uses mixin pattern to add auth checks to room, validates auth before player joins
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Room, onMessage } from '@esengine/server';
|
||||
* import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth';
|
||||
*
|
||||
* interface User {
|
||||
* id: string;
|
||||
* name: string;
|
||||
* roles: string[];
|
||||
* }
|
||||
*
|
||||
* class GameRoom extends withRoomAuth<User>(Room, {
|
||||
* requireAuth: true,
|
||||
* allowedRoles: ['player', 'premium'],
|
||||
* }) {
|
||||
* onJoin(player: AuthPlayer<User>) {
|
||||
* console.log(`${player.user?.name} joined the game`);
|
||||
* this.broadcast('PlayerJoined', {
|
||||
* id: player.id,
|
||||
* name: player.user?.name
|
||||
* });
|
||||
* }
|
||||
*
|
||||
* // Optional: custom auth validation
|
||||
* async onAuth(player: AuthPlayer<User>): Promise<boolean> {
|
||||
* // Additional validation logic
|
||||
* if (player.auth.hasRole('banned')) {
|
||||
* return false;
|
||||
* }
|
||||
* return true;
|
||||
* }
|
||||
*
|
||||
* @onMessage('Chat')
|
||||
* handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
* this.broadcast('Chat', {
|
||||
* from: player.user?.name ?? 'Guest',
|
||||
* text: data.text
|
||||
* });
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function withRoomAuth<TUser = unknown, TBase extends new (...args: any[]) => Room = new (...args: any[]) => Room>(
|
||||
Base: TBase,
|
||||
config: AuthRoomConfig = {}
|
||||
): TBase & (new (...args: any[]) => IAuthRoom<TUser>) {
|
||||
const {
|
||||
requireAuth = true,
|
||||
allowedRoles = [],
|
||||
roleCheckMode = 'any'
|
||||
} = config;
|
||||
|
||||
abstract class AuthRoom extends (Base as new (...args: any[]) => Room) implements IAuthRoom<TUser> {
|
||||
private _originalOnJoin: ((player: Player) => void | Promise<void>) | undefined;
|
||||
|
||||
constructor(...args: any[]) {
|
||||
super(...args);
|
||||
this._originalOnJoin = this.onJoin?.bind(this);
|
||||
this.onJoin = this._authOnJoin.bind(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 认证钩子(可覆盖)
|
||||
* @en Auth hook (can be overridden)
|
||||
*/
|
||||
onAuth?(player: AuthPlayer<TUser>): boolean | Promise<boolean>;
|
||||
|
||||
/**
|
||||
* @zh 包装的 onJoin 方法
|
||||
* @en Wrapped onJoin method
|
||||
*/
|
||||
private async _authOnJoin(player: Player): Promise<void> {
|
||||
const conn = (player as any).connection ?? (player as any)._conn;
|
||||
const authContext = conn
|
||||
? (getAuthContext<TUser>(conn) ?? createGuestContext<TUser>())
|
||||
: createGuestContext<TUser>();
|
||||
|
||||
if (requireAuth && !authContext.isAuthenticated) {
|
||||
console.warn(`[AuthRoom] Rejected unauthenticated player: ${player.id}`);
|
||||
this.kick(player as any, 'Authentication required');
|
||||
return;
|
||||
}
|
||||
|
||||
if (allowedRoles.length > 0) {
|
||||
const hasRole = roleCheckMode === 'any'
|
||||
? authContext.hasAnyRole(allowedRoles)
|
||||
: authContext.hasAllRoles(allowedRoles);
|
||||
|
||||
if (!hasRole) {
|
||||
console.warn(`[AuthRoom] Rejected player ${player.id}: insufficient roles`);
|
||||
this.kick(player as any, 'Insufficient permissions');
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const authPlayer = wrapPlayerWithAuth<TUser>(player, authContext);
|
||||
|
||||
if (typeof this.onAuth === 'function') {
|
||||
try {
|
||||
const allowed = await this.onAuth(authPlayer);
|
||||
if (!allowed) {
|
||||
console.warn(`[AuthRoom] Rejected player ${player.id}: onAuth returned false`);
|
||||
this.kick(player as any, 'Authentication rejected');
|
||||
return;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[AuthRoom] Error in onAuth for player ${player.id}:`, error);
|
||||
this.kick(player as any, 'Authentication error');
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (this._originalOnJoin) {
|
||||
await this._originalOnJoin(authPlayer as unknown as Player);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取带认证信息的玩家
|
||||
* @en Get player with auth info
|
||||
*/
|
||||
getAuthPlayer(id: string): AuthPlayer<TUser> | undefined {
|
||||
const player = this.getPlayer(id);
|
||||
return player as AuthPlayer<TUser> | undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有带认证信息的玩家
|
||||
* @en Get all players with auth info
|
||||
*/
|
||||
getAuthPlayers(): AuthPlayer<TUser>[] {
|
||||
return this.players as AuthPlayer<TUser>[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 按角色获取玩家
|
||||
* @en Get players by role
|
||||
*/
|
||||
getPlayersByRole(role: string): AuthPlayer<TUser>[] {
|
||||
return this.getAuthPlayers().filter(p => p.auth?.hasRole(role));
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 按用户 ID 获取玩家
|
||||
* @en Get player by user ID
|
||||
*/
|
||||
getPlayerByUserId(userId: string): AuthPlayer<TUser> | undefined {
|
||||
return this.getAuthPlayers().find(p => p.auth?.userId === userId);
|
||||
}
|
||||
}
|
||||
|
||||
return AuthRoom as unknown as TBase & (new (...args: any[]) => IAuthRoom<TUser>);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 抽象认证房间基类
|
||||
* @en Abstract auth room base class
|
||||
*
|
||||
* @zh 如果不想使用 mixin,可以直接继承此类
|
||||
* @en If you don't want to use mixin, you can extend this class directly
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { AuthRoomBase } from '@esengine/server/auth';
|
||||
*
|
||||
* class GameRoom extends AuthRoomBase<User> {
|
||||
* protected readonly authConfig = {
|
||||
* requireAuth: true,
|
||||
* allowedRoles: ['player']
|
||||
* };
|
||||
*
|
||||
* onJoin(player: AuthPlayer<User>) {
|
||||
* // player has .auth and .user properties
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export abstract class AuthRoomBase<TUser = unknown, TState = any, TPlayerData = Record<string, unknown>>
|
||||
implements IAuthRoom<TUser> {
|
||||
|
||||
/**
|
||||
* @zh 认证配置(子类可覆盖)
|
||||
* @en Auth config (can be overridden by subclass)
|
||||
*/
|
||||
protected readonly authConfig: AuthRoomConfig = {
|
||||
requireAuth: true,
|
||||
allowedRoles: [],
|
||||
roleCheckMode: 'any'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 认证钩子
|
||||
* @en Auth hook
|
||||
*/
|
||||
onAuth?(player: AuthPlayer<TUser>): boolean | Promise<boolean>;
|
||||
|
||||
getAuthPlayer(id: string): AuthPlayer<TUser> | undefined {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
getAuthPlayers(): AuthPlayer<TUser>[] {
|
||||
return [];
|
||||
}
|
||||
|
||||
getPlayersByRole(role: string): AuthPlayer<TUser>[] {
|
||||
return [];
|
||||
}
|
||||
|
||||
getPlayerByUserId(userId: string): AuthPlayer<TUser> | undefined {
|
||||
return undefined;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
/**
|
||||
* @zh 认证提供者接口
|
||||
* @en Authentication provider interface
|
||||
*/
|
||||
|
||||
export type { IAuthProvider, AuthResult, AuthErrorCode } from '../types.js';
|
||||
253
packages/framework/server/src/auth/providers/JwtAuthProvider.ts
Normal file
253
packages/framework/server/src/auth/providers/JwtAuthProvider.ts
Normal file
@@ -0,0 +1,253 @@
|
||||
/**
|
||||
* @zh JWT 认证提供者
|
||||
* @en JWT authentication provider
|
||||
*/
|
||||
|
||||
import type { IAuthProvider, AuthResult, AuthErrorCode } from '../types.js';
|
||||
import * as jwt from 'jsonwebtoken';
|
||||
|
||||
/**
|
||||
* @zh JWT 载荷
|
||||
* @en JWT payload
|
||||
*/
|
||||
export interface JwtPayload {
|
||||
/**
|
||||
* @zh 主题(用户 ID)
|
||||
* @en Subject (user ID)
|
||||
*/
|
||||
sub?: string;
|
||||
|
||||
/**
|
||||
* @zh 签发时间
|
||||
* @en Issued at
|
||||
*/
|
||||
iat?: number;
|
||||
|
||||
/**
|
||||
* @zh 过期时间
|
||||
* @en Expiration time
|
||||
*/
|
||||
exp?: number;
|
||||
|
||||
/**
|
||||
* @zh 自定义字段
|
||||
* @en Custom fields
|
||||
*/
|
||||
[key: string]: unknown;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh JWT 认证配置
|
||||
* @en JWT authentication configuration
|
||||
*/
|
||||
export interface JwtAuthConfig<TUser = unknown> {
|
||||
/**
|
||||
* @zh 密钥
|
||||
* @en Secret key
|
||||
*/
|
||||
secret: string;
|
||||
|
||||
/**
|
||||
* @zh 算法
|
||||
* @en Algorithm
|
||||
* @defaultValue 'HS256'
|
||||
*/
|
||||
algorithm?: 'HS256' | 'HS384' | 'HS512' | 'RS256' | 'RS384' | 'RS512';
|
||||
|
||||
/**
|
||||
* @zh 令牌过期时间(秒)
|
||||
* @en Token expiration in seconds
|
||||
* @defaultValue 3600
|
||||
*/
|
||||
expiresIn?: number;
|
||||
|
||||
/**
|
||||
* @zh 从载荷获取用户信息
|
||||
* @en Get user from payload
|
||||
*/
|
||||
getUser?: (payload: JwtPayload) => TUser | Promise<TUser | null> | null;
|
||||
|
||||
/**
|
||||
* @zh 签发者
|
||||
* @en Issuer
|
||||
*/
|
||||
issuer?: string;
|
||||
|
||||
/**
|
||||
* @zh 受众
|
||||
* @en Audience
|
||||
*/
|
||||
audience?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh JWT 认证提供者
|
||||
* @en JWT authentication provider
|
||||
*
|
||||
* @zh 使用 jsonwebtoken 库实现 JWT 认证
|
||||
* @en Uses jsonwebtoken library for JWT authentication
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const jwtProvider = createJwtAuthProvider({
|
||||
* secret: 'your-secret-key',
|
||||
* expiresIn: 3600,
|
||||
* getUser: async (payload) => {
|
||||
* return await db.users.findById(payload.sub);
|
||||
* }
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
export class JwtAuthProvider<TUser = unknown> implements IAuthProvider<TUser, string> {
|
||||
readonly name = 'jwt';
|
||||
|
||||
private _config: Required<Pick<JwtAuthConfig<TUser>, 'secret' | 'algorithm' | 'expiresIn'>> & JwtAuthConfig<TUser>;
|
||||
|
||||
constructor(config: JwtAuthConfig<TUser>) {
|
||||
this._config = {
|
||||
algorithm: 'HS256',
|
||||
expiresIn: 3600,
|
||||
...config
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 验证令牌
|
||||
* @en Verify token
|
||||
*/
|
||||
async verify(token: string): Promise<AuthResult<TUser>> {
|
||||
if (!token) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Token is required',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
try {
|
||||
const verifyOptions: jwt.VerifyOptions = {
|
||||
algorithms: [this._config.algorithm]
|
||||
};
|
||||
if (this._config.issuer) {
|
||||
verifyOptions.issuer = this._config.issuer;
|
||||
}
|
||||
if (this._config.audience) {
|
||||
verifyOptions.audience = this._config.audience;
|
||||
}
|
||||
const payload = jwt.verify(token, this._config.secret, verifyOptions) as JwtPayload;
|
||||
|
||||
let user: TUser | null = null;
|
||||
|
||||
if (this._config.getUser) {
|
||||
user = await this._config.getUser(payload);
|
||||
if (!user) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'User not found',
|
||||
errorCode: 'USER_NOT_FOUND'
|
||||
};
|
||||
}
|
||||
} else {
|
||||
user = payload as unknown as TUser;
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
user,
|
||||
token,
|
||||
expiresAt: payload.exp ? payload.exp * 1000 : undefined
|
||||
};
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
|
||||
if (err.name === 'TokenExpiredError') {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Token has expired',
|
||||
errorCode: 'EXPIRED_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
success: false,
|
||||
error: err.message || 'Invalid token',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 刷新令牌
|
||||
* @en Refresh token
|
||||
*/
|
||||
async refresh(token: string): Promise<AuthResult<TUser>> {
|
||||
const result = await this.verify(token);
|
||||
|
||||
if (!result.success || !result.user) {
|
||||
return result;
|
||||
}
|
||||
|
||||
const payload = jwt.decode(token) as JwtPayload;
|
||||
|
||||
// Remove JWT standard claims that will be regenerated
|
||||
const { iat, exp, nbf, ...restPayload } = payload;
|
||||
|
||||
const newToken = this.sign(restPayload);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
user: result.user,
|
||||
token: newToken,
|
||||
expiresAt: Date.now() + this._config.expiresIn * 1000
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成令牌
|
||||
* @en Generate token
|
||||
*/
|
||||
sign(payload: Record<string, unknown>): string {
|
||||
const signOptions: jwt.SignOptions = {
|
||||
algorithm: this._config.algorithm,
|
||||
expiresIn: this._config.expiresIn
|
||||
};
|
||||
if (this._config.issuer) {
|
||||
signOptions.issuer = this._config.issuer;
|
||||
}
|
||||
if (this._config.audience) {
|
||||
signOptions.audience = this._config.audience;
|
||||
}
|
||||
return jwt.sign(payload, this._config.secret, signOptions);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码令牌(不验证)
|
||||
* @en Decode token (without verification)
|
||||
*/
|
||||
decode(token: string): JwtPayload | null {
|
||||
return jwt.decode(token) as JwtPayload | null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 JWT 认证提供者
|
||||
* @en Create JWT authentication provider
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createJwtAuthProvider } from '@esengine/server/auth';
|
||||
*
|
||||
* const jwtProvider = createJwtAuthProvider({
|
||||
* secret: process.env.JWT_SECRET!,
|
||||
* expiresIn: 3600,
|
||||
* getUser: async (payload) => {
|
||||
* return { id: payload.sub, name: payload.name };
|
||||
* }
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
export function createJwtAuthProvider<TUser = unknown>(
|
||||
config: JwtAuthConfig<TUser>
|
||||
): JwtAuthProvider<TUser> {
|
||||
return new JwtAuthProvider<TUser>(config);
|
||||
}
|
||||
@@ -0,0 +1,292 @@
|
||||
/**
|
||||
* @zh Session 认证提供者
|
||||
* @en Session authentication provider
|
||||
*/
|
||||
|
||||
import { randomBytes } from 'crypto';
|
||||
import type { IAuthProvider, AuthResult } from '../types.js';
|
||||
|
||||
/**
|
||||
* @zh Session 存储接口(兼容 ITransactionStorage)
|
||||
* @en Session storage interface (compatible with ITransactionStorage)
|
||||
*/
|
||||
export interface ISessionStorage {
|
||||
get<T>(key: string): Promise<T | null>;
|
||||
set<T>(key: string, value: T, ttl?: number): Promise<void>;
|
||||
delete(key: string): Promise<boolean>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Session 数据
|
||||
* @en Session data
|
||||
*/
|
||||
export interface SessionData<TUser = unknown> {
|
||||
/**
|
||||
* @zh 用户信息
|
||||
* @en User information
|
||||
*/
|
||||
user: TUser;
|
||||
|
||||
/**
|
||||
* @zh 创建时间
|
||||
* @en Created at
|
||||
*/
|
||||
createdAt: number;
|
||||
|
||||
/**
|
||||
* @zh 最后活跃时间
|
||||
* @en Last active at
|
||||
*/
|
||||
lastActiveAt: number;
|
||||
|
||||
/**
|
||||
* @zh 自定义数据
|
||||
* @en Custom data
|
||||
*/
|
||||
data?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Session 认证配置
|
||||
* @en Session authentication configuration
|
||||
*/
|
||||
export interface SessionAuthConfig<TUser = unknown> {
|
||||
/**
|
||||
* @zh Session 存储
|
||||
* @en Session storage
|
||||
*/
|
||||
storage: ISessionStorage;
|
||||
|
||||
/**
|
||||
* @zh Session 过期时间(毫秒)
|
||||
* @en Session expiration in milliseconds
|
||||
* @defaultValue 86400000 (24h)
|
||||
*/
|
||||
sessionTTL?: number;
|
||||
|
||||
/**
|
||||
* @zh Session 键前缀
|
||||
* @en Session key prefix
|
||||
* @defaultValue 'session:'
|
||||
*/
|
||||
prefix?: string;
|
||||
|
||||
/**
|
||||
* @zh 验证用户(可选额外验证)
|
||||
* @en Validate user (optional extra validation)
|
||||
*/
|
||||
validateUser?: (user: TUser) => boolean | Promise<boolean>;
|
||||
|
||||
/**
|
||||
* @zh 是否自动续期
|
||||
* @en Auto renew session
|
||||
* @defaultValue true
|
||||
*/
|
||||
autoRenew?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Session 认证提供者
|
||||
* @en Session authentication provider
|
||||
*
|
||||
* @zh 基于存储的会话认证,支持 Redis、MongoDB 等后端
|
||||
* @en Storage-based session authentication, supports Redis, MongoDB, etc.
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createSessionAuthProvider } from '@esengine/server/auth';
|
||||
* import { createRedisStorage } from '@esengine/transaction';
|
||||
*
|
||||
* const sessionProvider = createSessionAuthProvider({
|
||||
* storage: createRedisStorage({ factory: () => new Redis() }),
|
||||
* sessionTTL: 86400000, // 24 hours
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
export class SessionAuthProvider<TUser = unknown> implements IAuthProvider<TUser, string> {
|
||||
readonly name = 'session';
|
||||
|
||||
private _config: Required<Pick<SessionAuthConfig<TUser>, 'sessionTTL' | 'prefix' | 'autoRenew'>> & SessionAuthConfig<TUser>;
|
||||
|
||||
constructor(config: SessionAuthConfig<TUser>) {
|
||||
this._config = {
|
||||
sessionTTL: 86400000,
|
||||
prefix: 'session:',
|
||||
autoRenew: true,
|
||||
...config
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取存储键
|
||||
* @en Get storage key
|
||||
*/
|
||||
private _getKey(sessionId: string): string {
|
||||
return `${this._config.prefix}${sessionId}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 验证 Session
|
||||
* @en Verify session
|
||||
*/
|
||||
async verify(sessionId: string): Promise<AuthResult<TUser>> {
|
||||
if (!sessionId) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Session ID is required',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
const key = this._getKey(sessionId);
|
||||
const session = await this._config.storage.get<SessionData<TUser>>(key);
|
||||
|
||||
if (!session) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Session not found or expired',
|
||||
errorCode: 'EXPIRED_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
if (this._config.validateUser) {
|
||||
const isValid = await this._config.validateUser(session.user);
|
||||
if (!isValid) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'User validation failed',
|
||||
errorCode: 'ACCOUNT_DISABLED'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
if (this._config.autoRenew) {
|
||||
session.lastActiveAt = Date.now();
|
||||
await this._config.storage.set(key, session, this._config.sessionTTL);
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
user: session.user,
|
||||
token: sessionId,
|
||||
expiresAt: session.createdAt + this._config.sessionTTL
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 刷新 Session
|
||||
* @en Refresh session
|
||||
*/
|
||||
async refresh(sessionId: string): Promise<AuthResult<TUser>> {
|
||||
const result = await this.verify(sessionId);
|
||||
|
||||
if (!result.success) {
|
||||
return result;
|
||||
}
|
||||
|
||||
const key = this._getKey(sessionId);
|
||||
const session = await this._config.storage.get<SessionData<TUser>>(key);
|
||||
|
||||
if (session) {
|
||||
session.lastActiveAt = Date.now();
|
||||
await this._config.storage.set(key, session, this._config.sessionTTL);
|
||||
}
|
||||
|
||||
return {
|
||||
...result,
|
||||
expiresAt: Date.now() + this._config.sessionTTL
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 撤销 Session
|
||||
* @en Revoke session
|
||||
*/
|
||||
async revoke(sessionId: string): Promise<boolean> {
|
||||
const key = this._getKey(sessionId);
|
||||
return await this._config.storage.delete(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 Session
|
||||
* @en Create session
|
||||
*/
|
||||
async createSession(user: TUser, data?: Record<string, unknown>): Promise<string> {
|
||||
const sessionId = this._generateSessionId();
|
||||
const key = this._getKey(sessionId);
|
||||
|
||||
const session: SessionData<TUser> = {
|
||||
user,
|
||||
createdAt: Date.now(),
|
||||
lastActiveAt: Date.now(),
|
||||
data
|
||||
};
|
||||
|
||||
await this._config.storage.set(key, session, this._config.sessionTTL);
|
||||
|
||||
return sessionId;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取 Session 数据
|
||||
* @en Get session data
|
||||
*/
|
||||
async getSession(sessionId: string): Promise<SessionData<TUser> | null> {
|
||||
const key = this._getKey(sessionId);
|
||||
return await this._config.storage.get<SessionData<TUser>>(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新 Session 数据
|
||||
* @en Update session data
|
||||
*/
|
||||
async updateSession(sessionId: string, data: Record<string, unknown>): Promise<boolean> {
|
||||
const key = this._getKey(sessionId);
|
||||
const session = await this._config.storage.get<SessionData<TUser>>(key);
|
||||
|
||||
if (!session) {
|
||||
return false;
|
||||
}
|
||||
|
||||
session.data = { ...session.data, ...data };
|
||||
session.lastActiveAt = Date.now();
|
||||
await this._config.storage.set(key, session, this._config.sessionTTL);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成 Session ID(使用加密安全的随机数)
|
||||
* @en Generate session ID (using cryptographically secure random)
|
||||
*/
|
||||
private _generateSessionId(): string {
|
||||
return randomBytes(32).toString('hex');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 Session 认证提供者
|
||||
* @en Create session authentication provider
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createSessionAuthProvider } from '@esengine/server/auth';
|
||||
* import { MemoryStorage } from '@esengine/transaction';
|
||||
*
|
||||
* const sessionProvider = createSessionAuthProvider({
|
||||
* storage: new MemoryStorage(),
|
||||
* sessionTTL: 3600000, // 1 hour
|
||||
* });
|
||||
*
|
||||
* // Create a session
|
||||
* const sessionId = await sessionProvider.createSession({ id: '1', name: 'Alice' });
|
||||
*
|
||||
* // Verify session
|
||||
* const result = await sessionProvider.verify(sessionId);
|
||||
* ```
|
||||
*/
|
||||
export function createSessionAuthProvider<TUser = unknown>(
|
||||
config: SessionAuthConfig<TUser>
|
||||
): SessionAuthProvider<TUser> {
|
||||
return new SessionAuthProvider<TUser>(config);
|
||||
}
|
||||
8
packages/framework/server/src/auth/providers/index.ts
Normal file
8
packages/framework/server/src/auth/providers/index.ts
Normal file
@@ -0,0 +1,8 @@
|
||||
/**
|
||||
* @zh 认证提供者
|
||||
* @en Authentication providers
|
||||
*/
|
||||
|
||||
export type { IAuthProvider, AuthResult, AuthErrorCode } from './IAuthProvider.js';
|
||||
export { JwtAuthProvider, createJwtAuthProvider, type JwtAuthConfig, type JwtPayload } from './JwtAuthProvider.js';
|
||||
export { SessionAuthProvider, createSessionAuthProvider, type SessionAuthConfig, type SessionData, type ISessionStorage } from './SessionAuthProvider.js';
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user