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26 Commits

Author SHA1 Message Date
github-actions[bot]
87f71e2251 chore: release packages (#409)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-31 14:32:18 +08:00
YHH
b9ea8d14cf feat(behavior-tree): add action() and condition() methods to BehaviorTreeBuilder (#408)
- Add action(implementationType, name?, config?) for custom action executors
- Add condition(implementationType, name?, config?) for custom condition executors
- Update documentation (EN and CN) with usage examples
- Add test script to package.json
2025-12-31 14:30:31 +08:00
yhh
10d0fb1d5c fix(rapier2d): fix external config path mismatch in tsup 2025-12-31 13:25:30 +08:00
github-actions[bot]
71e111415f chore: release packages (#407)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-31 12:18:18 +08:00
YHH
0de45279e6 fix(behavior-tree): export NodeExecutorMetadata as value instead of type (#406) 2025-12-31 12:16:17 +08:00
github-actions[bot]
cc6f12d470 chore: release packages (#405)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-31 10:11:24 +08:00
YHH
902c0a1074 chore: add changeset for HTTP file routing (#404) 2025-12-31 10:06:40 +08:00
yhh
d3e489aad3 feat(server): add HTTP file-based routing support
- Add file-based HTTP routing with httpDir and httpPrefix config options
- Create defineHttp<TBody>() helper for type-safe route definitions
- Support dynamic routes with [param].ts file naming convention
- Add CORS support for cross-origin requests
- Allow merging file routes with inline http config
- RPC server now supports attaching to existing HTTP server via server option
- Add comprehensive documentation for HTTP routing
2025-12-31 09:53:12 +08:00
yhh
12051d987f docs(network): add custom authentication provider documentation
- Add IAuthProvider interface documentation
- Add database password authentication example
- Add OAuth/third-party authentication example
- Add API Key authentication example
- Add guide for using and combining multiple providers
2025-12-30 22:46:40 +08:00
yhh
b38fe5ebf4 docs(editor): improve editor-app build documentation and add build:rapier2d script
- Add `pnpm build:rapier2d` command to automate Rapier2D WASM build process
- Fix gen-src.mjs path to correctly locate thirdparty/rapier.js
- Update init.ts to work with new wasm-pack web target (auto-initialization)
- Fix behavior-tree-editor build config for asset-system dependency
- Update README_CN.md and README.md with simplified build instructions
2025-12-30 22:33:06 +08:00
yhh
f01ce1e320 chore: update lawn-mower-demo submodule (airstrike sync fix) 2025-12-30 21:21:51 +08:00
github-actions[bot]
094133a71a chore: release packages (#403)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 20:55:04 +08:00
YHH
3e5b7783be fix(ecs): resolve ESM require is not defined error (#402)
- Add RuntimeConfig module as standalone runtime environment storage
- Core.runtimeEnvironment and Scene.runtimeEnvironment now read from RuntimeConfig
- Remove require() call in Scene.ts to fix Node.js ESM compatibility

Fixes ReferenceError: require is not defined when using scene.isServer in ESM environment
2025-12-30 20:52:29 +08:00
github-actions[bot]
ebcb4d00a8 chore: release packages (#401)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 20:35:23 +08:00
YHH
d2af9caae9 feat(behavior-tree): add pure BehaviorTreePlugin for Cocos/Laya integration (#400)
- Add BehaviorTreePlugin class that only depends on @esengine/ecs-framework
- Implement IPlugin interface with install(), uninstall(), setupScene() methods
- Remove esengine/ subdirectory that incorrectly depended on engine-core
- Update package documentation with correct usage examples
2025-12-30 20:31:52 +08:00
yhh
bb696c6a60 chore: update lawn-mower-demo submodule to 2.7.0 2025-12-30 18:56:44 +08:00
github-actions[bot]
ffd35a71cd chore: release packages (#399)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 18:08:38 +08:00
YHH
1f3a76aabe feat(ecs): 添加运行时环境区分机制 | add runtime environment detection (#398)
- Core 新增静态属性 runtimeEnvironment,支持 'server' | 'client' | 'standalone'
- Core 新增 isServer / isClient 静态只读属性
- ICoreConfig 新增 runtimeEnvironment 配置项
- Scene 新增 isServer / isClient 只读属性(默认从 Core 继承,可通过 config 覆盖)
- 新增 @ServerOnly() / @ClientOnly() / @NotServer() / @NotClient() 方法装饰器
- 更新中英文文档

用于网络游戏中区分服务端权威逻辑和客户端逻辑
2025-12-30 17:56:06 +08:00
github-actions[bot]
ddc7d1f726 chore: release packages (#397)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 16:59:49 +08:00
YHH
04b08f3f07 fix(ecs): add entity field to COMPONENT_ADDED event (#396)
Fix missing entity field in COMPONENT_ADDED event payload that caused
ECSRoom's @NetworkEntity auto-broadcast to fail with 'Cannot read
properties of undefined'
2025-12-30 16:57:11 +08:00
yhh
d9969d0b08 Merge branch 'master' of https://github.com/esengine/esengine 2025-12-30 16:23:54 +08:00
YHH
bdbbf8a80a feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁 (#395)
* docs: add editor-app README with setup instructions

* docs: add separate EN/CN editor setup guides

* feat(ecs): add @NetworkEntity decorator for auto spawn/despawn broadcasting

- Add @NetworkEntity decorator to mark components for automatic network broadcasting
- ECSRoom now auto-broadcasts spawn on component:added event
- ECSRoom now auto-broadcasts despawn on entity:destroyed event
- Entity.destroy() emits entity:destroyed event via ECSEventType
- Entity active state changes emit ENTITY_ENABLED/ENTITY_DISABLED events
- Add enableAutoNetworkEntity config option to ECSRoom (default true)
- Update documentation for both Chinese and English
2025-12-30 16:19:01 +08:00
yhh
1368473c71 Merge remote master 2025-12-30 12:29:24 +08:00
YHH
b28169b186 fix(editor): fix build errors and refactor behavior-tree architecture (#394)
* docs: add editor-app README with setup instructions

* docs: add separate EN/CN editor setup guides

* fix(editor): fix build errors and refactor behavior-tree architecture

- Fix fairygui-editor tsconfig extends path and add missing tsconfig.build.json
- Refactor behavior-tree-editor to not depend on asset-system in runtime
  - Create local BehaviorTreeRuntimeModule for pure runtime logic
  - Move asset loader registration to editor module install()
  - Add BehaviorTreeLoader for asset system integration
- Fix rapier2d WASM loader to not pass arguments to init()
- Add WASM base64 loader config to rapier2d tsup.config
- Update README documentation and simplify setup steps
2025-12-30 11:13:26 +08:00
yhh
e2598b2292 docs: add separate EN/CN editor setup guides 2025-12-30 10:02:53 +08:00
yhh
2e3889abed docs: add editor-app README with setup instructions 2025-12-30 09:54:41 +08:00
95 changed files with 5155 additions and 885 deletions

View File

@@ -228,6 +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
@@ -281,6 +282,7 @@ pnpm test
- [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)
## Community

View File

@@ -228,6 +228,7 @@ npm install @esengine/world-streaming # 世界流送
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
@@ -281,6 +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

View File

@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
}
```
## Runtime Environment
For networked games, you can configure the runtime environment to distinguish between server and client logic.
### Global Configuration (Recommended)
Set the runtime environment once at the Core level - all Scenes will inherit this setting:
```typescript
import { Core } from '@esengine/ecs-framework';
// Method 1: Set in Core.create()
Core.create({ runtimeEnvironment: 'server' });
// Method 2: Set static property directly
Core.runtimeEnvironment = 'server';
```
### Per-Scene Override
Individual scenes can override the global setting:
```typescript
const clientScene = new Scene({ runtimeEnvironment: 'client' });
```
### Environment Types
| Environment | Use Case |
|-------------|----------|
| `'standalone'` | Single-player games (default) |
| `'server'` | Game server, authoritative logic |
| `'client'` | Game client, rendering/input |
### Checking Environment in Systems
```typescript
class CollectibleSpawnSystem extends EntitySystem {
private checkCollections(): void {
// Skip on client - only server handles authoritative logic
if (!this.scene.isServer) return;
// Server-authoritative spawn logic...
}
}
```
See [System Runtime Decorators](/en/guide/system/index#runtime-environment-decorators) for decorator-based approach.
### Running a Scene
```typescript

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@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0, executes first
scene.addSystem(new SystemB()); // addOrder = 1, executes second
```
## Runtime Environment Decorators
For networked games, you can use decorators to control which environment a system method runs in.
### Available Decorators
| Decorator | Effect |
|-----------|--------|
| `@ServerOnly()` | Method only executes on server |
| `@ClientOnly()` | Method only executes on client |
| `@NotServer()` | Method skipped on server |
| `@NotClient()` | Method skipped on client |
### Usage Example
```typescript
import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
class GameSystem extends EntitySystem {
@ServerOnly()
private spawnEnemies(): void {
// Only runs on server - authoritative spawn logic
}
@ClientOnly()
private playEffects(): void {
// Only runs on client - visual effects
}
}
```
### Simple Conditional Check
For simple cases, a direct check is often clearer than decorators:
```typescript
class CollectibleSystem extends EntitySystem {
private checkCollections(): void {
if (!this.scene.isServer) return; // Skip on client
// Server-authoritative logic...
}
}
```
See [Scene Runtime Environment](/en/guide/scene/index#runtime-environment) for configuration details.
## Next Steps
- [System Types](/en/guide/system/types) - Learn about different system base classes

View File

@@ -182,6 +182,70 @@ export class IsHealthLow implements INodeExecutor {
}
```
## Using Custom Executors in BehaviorTreeBuilder
After defining a custom executor with `@NodeExecutorMetadata`, use the `.action()` method in the builder:
```typescript
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
// Use custom executor in behavior tree
const tree = BehaviorTreeBuilder.create('CombatAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('Root')
.sequence('AttackSequence')
// Use custom action - matches implementationType in decorator
.action('AttackAction', 'Attack', { damage: 25 })
.action('MoveToTarget', 'Chase')
.end()
.action('WaitAction', 'Idle', { duration: 1000 })
.end()
.build();
// Start the behavior tree
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
```
### Builder Methods for Custom Nodes
| Method | Description |
|--------|-------------|
| `.action(type, name?, config?)` | Add custom action node |
| `.condition(type, name?, config?)` | Add custom condition node |
| `.executeAction(name)` | Use blackboard function `action_{name}` |
| `.executeCondition(name)` | Use blackboard function `condition_{name}` |
### Complete Example
```typescript
// 1. Define custom executor
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: 'Attack',
category: 'Combat',
configSchema: {
damage: { type: 'number', default: 10, supportBinding: true }
}
})
class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
console.log(`Attacking with ${damage} damage!`);
return TaskStatus.Success;
}
}
// 2. Build and use
const tree = BehaviorTreeBuilder.create('AI')
.selector('Root')
.action('AttackAction', 'Attack', { damage: 50 })
.end()
.build();
```
## Registering Custom Executors
Executors are auto-registered via the decorator. To manually register:

View File

@@ -92,6 +92,355 @@ const token = jwtProvider.sign({
const payload = jwtProvider.decode(token)
```
### Custom Provider
You can create custom authentication providers by implementing the `IAuthProvider` interface to integrate with any authentication system (OAuth, LDAP, custom database auth, etc.).
#### IAuthProvider Interface
```typescript
interface IAuthProvider<TUser = unknown, TCredentials = unknown> {
/** Provider name */
readonly name: string;
/** Verify credentials */
verify(credentials: TCredentials): Promise<AuthResult<TUser>>;
/** Refresh token (optional) */
refresh?(token: string): Promise<AuthResult<TUser>>;
/** Revoke token (optional) */
revoke?(token: string): Promise<boolean>;
}
interface AuthResult<TUser> {
success: boolean;
user?: TUser;
error?: string;
errorCode?: AuthErrorCode;
token?: string;
expiresAt?: number;
}
type AuthErrorCode =
| 'INVALID_CREDENTIALS'
| 'EXPIRED_TOKEN'
| 'INVALID_TOKEN'
| 'USER_NOT_FOUND'
| 'ACCOUNT_DISABLED'
| 'RATE_LIMITED'
| 'INSUFFICIENT_PERMISSIONS';
```
#### Custom Provider Examples
**Example 1: Database Password Authentication**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface User {
id: string
username: string
roles: string[]
}
interface PasswordCredentials {
username: string
password: string
}
class DatabaseAuthProvider implements IAuthProvider<User, PasswordCredentials> {
readonly name = 'database'
async verify(credentials: PasswordCredentials): Promise<AuthResult<User>> {
const { username, password } = credentials
// Query user from database
const user = await db.users.findByUsername(username)
if (!user) {
return {
success: false,
error: 'User not found',
errorCode: 'USER_NOT_FOUND'
}
}
// Verify password (using bcrypt or similar)
const isValid = await bcrypt.compare(password, user.passwordHash)
if (!isValid) {
return {
success: false,
error: 'Invalid password',
errorCode: 'INVALID_CREDENTIALS'
}
}
// Check account status
if (user.disabled) {
return {
success: false,
error: 'Account is disabled',
errorCode: 'ACCOUNT_DISABLED'
}
}
return {
success: true,
user: {
id: user.id,
username: user.username,
roles: user.roles
}
}
}
}
```
**Example 2: OAuth/Third-party Authentication**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface OAuthUser {
id: string
email: string
name: string
provider: string
roles: string[]
}
interface OAuthCredentials {
provider: 'google' | 'github' | 'discord'
accessToken: string
}
class OAuthProvider implements IAuthProvider<OAuthUser, OAuthCredentials> {
readonly name = 'oauth'
async verify(credentials: OAuthCredentials): Promise<AuthResult<OAuthUser>> {
const { provider, accessToken } = credentials
try {
// Verify token with provider
const profile = await this.fetchUserProfile(provider, accessToken)
// Find or create local user
let user = await db.users.findByOAuth(provider, profile.id)
if (!user) {
user = await db.users.create({
oauthProvider: provider,
oauthId: profile.id,
email: profile.email,
name: profile.name,
roles: ['player']
})
}
return {
success: true,
user: {
id: user.id,
email: user.email,
name: user.name,
provider,
roles: user.roles
}
}
} catch (error) {
return {
success: false,
error: 'OAuth verification failed',
errorCode: 'INVALID_TOKEN'
}
}
}
private async fetchUserProfile(provider: string, token: string) {
switch (provider) {
case 'google':
return fetch('https://www.googleapis.com/oauth2/v2/userinfo', {
headers: { Authorization: `Bearer ${token}` }
}).then(r => r.json())
case 'github':
return fetch('https://api.github.com/user', {
headers: { Authorization: `Bearer ${token}` }
}).then(r => r.json())
// Other providers...
default:
throw new Error(`Unsupported provider: ${provider}`)
}
}
}
```
**Example 3: API Key Authentication**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface ApiUser {
id: string
name: string
roles: string[]
rateLimit: number
}
class ApiKeyAuthProvider implements IAuthProvider<ApiUser, string> {
readonly name = 'api-key'
private revokedKeys = new Set<string>()
async verify(apiKey: string): Promise<AuthResult<ApiUser>> {
if (!apiKey || !apiKey.startsWith('sk_')) {
return {
success: false,
error: 'Invalid API Key format',
errorCode: 'INVALID_TOKEN'
}
}
if (this.revokedKeys.has(apiKey)) {
return {
success: false,
error: 'API Key has been revoked',
errorCode: 'INVALID_TOKEN'
}
}
// Query API Key from database
const keyData = await db.apiKeys.findByKey(apiKey)
if (!keyData) {
return {
success: false,
error: 'API Key not found',
errorCode: 'INVALID_CREDENTIALS'
}
}
// Check expiration
if (keyData.expiresAt && keyData.expiresAt < Date.now()) {
return {
success: false,
error: 'API Key has expired',
errorCode: 'EXPIRED_TOKEN'
}
}
return {
success: true,
user: {
id: keyData.userId,
name: keyData.name,
roles: keyData.roles,
rateLimit: keyData.rateLimit
},
expiresAt: keyData.expiresAt
}
}
async revoke(apiKey: string): Promise<boolean> {
this.revokedKeys.add(apiKey)
await db.apiKeys.revoke(apiKey)
return true
}
}
```
#### Using Custom Providers
```typescript
import { createServer } from '@esengine/server'
import { withAuth } from '@esengine/server/auth'
// Create custom provider
const dbAuthProvider = new DatabaseAuthProvider()
// Or use OAuth provider
const oauthProvider = new OAuthProvider()
// Use custom provider
const server = withAuth(await createServer({ port: 3000 }), {
provider: dbAuthProvider, // or oauthProvider
// Extract credentials from WebSocket connection request
extractCredentials: (req) => {
const url = new URL(req.url, 'http://localhost')
// For database auth: get from query params
const username = url.searchParams.get('username')
const password = url.searchParams.get('password')
if (username && password) {
return { username, password }
}
// For OAuth: get from token param
const provider = url.searchParams.get('provider')
const accessToken = url.searchParams.get('access_token')
if (provider && accessToken) {
return { provider, accessToken }
}
// For API Key: get from header
const apiKey = req.headers['x-api-key']
if (apiKey) {
return apiKey as string
}
return null
},
onAuthFailure: (conn, error) => {
console.log(`Auth failed: ${error.errorCode} - ${error.error}`)
}
})
await server.start()
```
#### Combining Multiple Providers
You can create a composite provider to support multiple authentication methods:
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface MultiAuthCredentials {
type: 'jwt' | 'oauth' | 'apikey' | 'password'
data: unknown
}
class MultiAuthProvider implements IAuthProvider<User, MultiAuthCredentials> {
readonly name = 'multi'
constructor(
private jwtProvider: JwtAuthProvider<User>,
private oauthProvider: OAuthProvider,
private apiKeyProvider: ApiKeyAuthProvider,
private dbProvider: DatabaseAuthProvider
) {}
async verify(credentials: MultiAuthCredentials): Promise<AuthResult<User>> {
switch (credentials.type) {
case 'jwt':
return this.jwtProvider.verify(credentials.data as string)
case 'oauth':
return this.oauthProvider.verify(credentials.data as OAuthCredentials)
case 'apikey':
return this.apiKeyProvider.verify(credentials.data as string)
case 'password':
return this.dbProvider.verify(credentials.data as PasswordCredentials)
default:
return {
success: false,
error: 'Unsupported authentication type',
errorCode: 'INVALID_CREDENTIALS'
}
}
}
}
```
### Session Provider
Use server-side sessions for stateful authentication:

View File

@@ -79,10 +79,140 @@ await server.start()
| `tickRate` | `number` | `20` | Global tick rate (Hz) |
| `apiDir` | `string` | `'src/api'` | API handlers directory |
| `msgDir` | `string` | `'src/msg'` | Message handlers directory |
| `httpDir` | `string` | `'src/http'` | HTTP routes directory |
| `httpPrefix` | `string` | `'/api'` | HTTP routes prefix |
| `cors` | `boolean \| CorsOptions` | - | CORS configuration |
| `onStart` | `(port) => void` | - | Start callback |
| `onConnect` | `(conn) => void` | - | Connection callback |
| `onDisconnect` | `(conn) => void` | - | Disconnect callback |
## HTTP Routing
Supports HTTP API sharing the same port with WebSocket, ideal for login, registration, and similar scenarios.
### File-based Routing
Create route files in the `httpDir` directory, automatically mapped to HTTP endpoints:
```
src/http/
├── login.ts → POST /api/login
├── register.ts → POST /api/register
├── health.ts → GET /api/health (set method: 'GET')
└── users/
└── [id].ts → POST /api/users/:id (dynamic route)
```
### Define Routes
Use `defineHttp` to define type-safe route handlers:
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server'
interface LoginBody {
username: string
password: string
}
export default defineHttp<LoginBody>({
method: 'POST', // Default POST, options: GET/PUT/DELETE/PATCH
handler(req, res) {
const { username, password } = req.body
// Validate credentials...
if (!isValid(username, password)) {
res.error(401, 'Invalid credentials')
return
}
// Generate token...
res.json({ token: '...', userId: '...' })
}
})
```
### Request Object (HttpRequest)
```typescript
interface HttpRequest {
raw: IncomingMessage // Node.js raw request
method: string // Request method
path: string // Request path
query: Record<string, string> // Query parameters
headers: Record<string, string | string[] | undefined>
body: unknown // Parsed JSON body
ip: string // Client IP
}
```
### Response Object (HttpResponse)
```typescript
interface HttpResponse {
raw: ServerResponse // Node.js raw response
status(code: number): HttpResponse // Set status code (chainable)
header(name: string, value: string): HttpResponse // Set header (chainable)
json(data: unknown): void // Send JSON
text(data: string): void // Send text
error(code: number, message: string): void // Send error
}
```
### Usage Example
```typescript
// Complete login server example
import { createServer, defineHttp } from '@esengine/server'
import { createJwtAuthProvider, withAuth } from '@esengine/server/auth'
const jwtProvider = createJwtAuthProvider({
secret: process.env.JWT_SECRET!,
expiresIn: 3600 * 24,
})
const server = await createServer({
port: 8080,
httpDir: 'src/http',
httpPrefix: '/api',
cors: true,
})
// Wrap with auth (WebSocket connections validate token)
const authServer = withAuth(server, {
provider: jwtProvider,
extractCredentials: (req) => {
const url = new URL(req.url, 'http://localhost')
return url.searchParams.get('token')
},
})
await authServer.start()
// HTTP: http://localhost:8080/api/*
// WebSocket: ws://localhost:8080?token=xxx
```
### Inline Routes
Routes can also be defined directly in configuration (merged with file routes, inline takes priority):
```typescript
const server = await createServer({
port: 8080,
http: {
'/health': {
GET: (req, res) => res.json({ status: 'ok' }),
},
'/webhook': async (req, res) => {
// Accepts all methods
await handleWebhook(req.body)
res.json({ received: true })
},
},
})
```
## Room System
Room is the base class for game rooms, managing players and game state.

View File

@@ -3,6 +3,102 @@ title: "State Sync"
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.

View File

@@ -71,6 +71,55 @@ class ConfiguredScene extends Scene {
}
```
## 运行时环境
对于网络游戏,你可以配置运行时环境来区分服务端和客户端逻辑。
### 全局配置(推荐)
在 Core 层级设置一次运行时环境,所有场景都会继承此设置:
```typescript
import { Core } from '@esengine/ecs-framework';
// 方式1在 Core.create() 中设置
Core.create({ runtimeEnvironment: 'server' });
// 方式2直接设置静态属性
Core.runtimeEnvironment = 'server';
```
### 单个场景覆盖
个别场景可以覆盖全局设置:
```typescript
const clientScene = new Scene({ runtimeEnvironment: 'client' });
```
### 环境类型
| 环境 | 使用场景 |
|------|----------|
| `'standalone'` | 单机游戏(默认) |
| `'server'` | 游戏服务器,权威逻辑 |
| `'client'` | 游戏客户端,渲染/输入 |
### 在系统中检查环境
```typescript
class CollectibleSpawnSystem extends EntitySystem {
private checkCollections(): void {
// 客户端跳过 - 只有服务端处理权威逻辑
if (!this.scene.isServer) return;
// 服务端权威生成逻辑...
}
}
```
参见 [系统运行时装饰器](/guide/system/index#运行时环境装饰器) 了解基于装饰器的方式。
### 运行场景
```typescript

View File

@@ -160,6 +160,53 @@ scene.addSystem(new SystemA()); // addOrder = 0先执行
scene.addSystem(new SystemB()); // addOrder = 1后执行
```
## 运行时环境装饰器
对于网络游戏,你可以使用装饰器来控制系统方法在哪个环境下执行。
### 可用装饰器
| 装饰器 | 效果 |
|--------|------|
| `@ServerOnly()` | 方法仅在服务端执行 |
| `@ClientOnly()` | 方法仅在客户端执行 |
| `@NotServer()` | 方法在服务端跳过 |
| `@NotClient()` | 方法在客户端跳过 |
### 使用示例
```typescript
import { EntitySystem, ServerOnly, ClientOnly } from '@esengine/ecs-framework';
class GameSystem extends EntitySystem {
@ServerOnly()
private spawnEnemies(): void {
// 仅在服务端运行 - 权威生成逻辑
}
@ClientOnly()
private playEffects(): void {
// 仅在客户端运行 - 视觉效果
}
}
```
### 简单条件检查
对于简单场景,直接检查通常比装饰器更清晰:
```typescript
class CollectibleSystem extends EntitySystem {
private checkCollections(): void {
if (!this.scene.isServer) return; // 客户端跳过
// 服务端权威逻辑...
}
}
```
参见 [场景运行时环境](/guide/scene/index#运行时环境) 了解配置详情。
## 下一步
- [系统类型](/guide/system/types) - 了解不同类型的系统基类

View File

@@ -606,6 +606,107 @@ export class RetryDecorator implements INodeExecutor {
}
```
## 在代码中使用自定义执行器
定义了自定义执行器后,可以通过 `BehaviorTreeBuilder``.action()``.condition()` 方法在代码中使用:
### 使用 action() 方法
```typescript
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
// 使用自定义执行器构建行为树
const tree = BehaviorTreeBuilder.create('CombatAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('Root')
.sequence('AttackSequence')
// 使用自定义动作 - implementationType 匹配装饰器中的定义
.action('AttackAction', 'Attack', { damage: 25 })
.action('MoveToPosition', 'Chase', { speed: 10 })
.end()
.action('DelayAction', 'Idle', { duration: 1.0 })
.end()
.build();
// 启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
```
### 使用 condition() 方法
```typescript
const tree = BehaviorTreeBuilder.create('AI')
.selector('Root')
.sequence('AttackBranch')
// 使用自定义条件
.condition('CheckHealth', 'IsHealthy', { threshold: 50, operator: 'greater' })
.action('AttackAction', 'Attack')
.end()
.end()
.build();
```
### Builder 方法对照表
| 方法 | 说明 | 使用场景 |
|------|------|----------|
| `.action(type, name?, config?)` | 使用自定义动作执行器 | 自定义 Action 类 |
| `.condition(type, name?, config?)` | 使用自定义条件执行器 | 自定义 Condition 类 |
| `.executeAction(name)` | 调用黑板函数 `action_{name}` | 简单逻辑、快速原型 |
| `.executeCondition(name)` | 调用黑板函数 `condition_{name}` | 简单条件判断 |
### 完整示例
```typescript
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
NodeExecutorMetadata,
INodeExecutor,
NodeExecutionContext,
TaskStatus,
NodeType,
BindingHelper
} from '@esengine/behavior-tree';
// 1. 定义自定义执行器
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击',
category: 'Combat',
configSchema: {
damage: { type: 'number', default: 10, supportBinding: true }
}
})
class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
console.log(`执行攻击,造成 ${damage} 点伤害!`);
return TaskStatus.Success;
}
}
// 2. 构建行为树
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('MainBehavior')
.sequence('AttackBranch')
.condition('CheckHealth', 'HasEnoughHealth', { threshold: 20, operator: 'greater' })
.action('AttackAction', 'Attack', { damage: 50 })
.end()
.log('逃跑', 'Flee')
.end()
.build();
// 3. 启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, enemyAI);
```
## 注册执行器
### 自动注册

View File

@@ -92,6 +92,355 @@ const token = jwtProvider.sign({
const payload = jwtProvider.decode(token)
```
### 自定义提供者
你可以通过实现 `IAuthProvider` 接口来创建自定义认证提供者,以集成任何认证系统(如 OAuth、LDAP、自定义数据库认证等
#### IAuthProvider 接口
```typescript
interface IAuthProvider<TUser = unknown, TCredentials = unknown> {
/** 提供者名称 */
readonly name: string;
/** 验证凭证 */
verify(credentials: TCredentials): Promise<AuthResult<TUser>>;
/** 刷新令牌(可选) */
refresh?(token: string): Promise<AuthResult<TUser>>;
/** 撤销令牌(可选) */
revoke?(token: string): Promise<boolean>;
}
interface AuthResult<TUser> {
success: boolean;
user?: TUser;
error?: string;
errorCode?: AuthErrorCode;
token?: string;
expiresAt?: number;
}
type AuthErrorCode =
| 'INVALID_CREDENTIALS'
| 'EXPIRED_TOKEN'
| 'INVALID_TOKEN'
| 'USER_NOT_FOUND'
| 'ACCOUNT_DISABLED'
| 'RATE_LIMITED'
| 'INSUFFICIENT_PERMISSIONS';
```
#### 自定义提供者示例
**示例 1数据库密码认证**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface User {
id: string
username: string
roles: string[]
}
interface PasswordCredentials {
username: string
password: string
}
class DatabaseAuthProvider implements IAuthProvider<User, PasswordCredentials> {
readonly name = 'database'
async verify(credentials: PasswordCredentials): Promise<AuthResult<User>> {
const { username, password } = credentials
// 从数据库查询用户
const user = await db.users.findByUsername(username)
if (!user) {
return {
success: false,
error: '用户不存在',
errorCode: 'USER_NOT_FOUND'
}
}
// 验证密码(使用 bcrypt 等库)
const isValid = await bcrypt.compare(password, user.passwordHash)
if (!isValid) {
return {
success: false,
error: '密码错误',
errorCode: 'INVALID_CREDENTIALS'
}
}
// 检查账号状态
if (user.disabled) {
return {
success: false,
error: '账号已禁用',
errorCode: 'ACCOUNT_DISABLED'
}
}
return {
success: true,
user: {
id: user.id,
username: user.username,
roles: user.roles
}
}
}
}
```
**示例 2OAuth/第三方认证**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface OAuthUser {
id: string
email: string
name: string
provider: string
roles: string[]
}
interface OAuthCredentials {
provider: 'google' | 'github' | 'discord'
accessToken: string
}
class OAuthProvider implements IAuthProvider<OAuthUser, OAuthCredentials> {
readonly name = 'oauth'
async verify(credentials: OAuthCredentials): Promise<AuthResult<OAuthUser>> {
const { provider, accessToken } = credentials
try {
// 根据提供商验证 token
const profile = await this.fetchUserProfile(provider, accessToken)
// 查找或创建本地用户
let user = await db.users.findByOAuth(provider, profile.id)
if (!user) {
user = await db.users.create({
oauthProvider: provider,
oauthId: profile.id,
email: profile.email,
name: profile.name,
roles: ['player']
})
}
return {
success: true,
user: {
id: user.id,
email: user.email,
name: user.name,
provider,
roles: user.roles
}
}
} catch (error) {
return {
success: false,
error: 'OAuth 验证失败',
errorCode: 'INVALID_TOKEN'
}
}
}
private async fetchUserProfile(provider: string, token: string) {
switch (provider) {
case 'google':
return fetch('https://www.googleapis.com/oauth2/v2/userinfo', {
headers: { Authorization: `Bearer ${token}` }
}).then(r => r.json())
case 'github':
return fetch('https://api.github.com/user', {
headers: { Authorization: `Bearer ${token}` }
}).then(r => r.json())
// 其他提供商...
default:
throw new Error(`不支持的提供商: ${provider}`)
}
}
}
```
**示例 3API Key 认证**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface ApiUser {
id: string
name: string
roles: string[]
rateLimit: number
}
class ApiKeyAuthProvider implements IAuthProvider<ApiUser, string> {
readonly name = 'api-key'
private revokedKeys = new Set<string>()
async verify(apiKey: string): Promise<AuthResult<ApiUser>> {
if (!apiKey || !apiKey.startsWith('sk_')) {
return {
success: false,
error: 'API Key 格式无效',
errorCode: 'INVALID_TOKEN'
}
}
if (this.revokedKeys.has(apiKey)) {
return {
success: false,
error: 'API Key 已被撤销',
errorCode: 'INVALID_TOKEN'
}
}
// 从数据库查询 API Key
const keyData = await db.apiKeys.findByKey(apiKey)
if (!keyData) {
return {
success: false,
error: 'API Key 不存在',
errorCode: 'INVALID_CREDENTIALS'
}
}
// 检查过期
if (keyData.expiresAt && keyData.expiresAt < Date.now()) {
return {
success: false,
error: 'API Key 已过期',
errorCode: 'EXPIRED_TOKEN'
}
}
return {
success: true,
user: {
id: keyData.userId,
name: keyData.name,
roles: keyData.roles,
rateLimit: keyData.rateLimit
},
expiresAt: keyData.expiresAt
}
}
async revoke(apiKey: string): Promise<boolean> {
this.revokedKeys.add(apiKey)
await db.apiKeys.revoke(apiKey)
return true
}
}
```
#### 使用自定义提供者
```typescript
import { createServer } from '@esengine/server'
import { withAuth } from '@esengine/server/auth'
// 创建自定义提供者
const dbAuthProvider = new DatabaseAuthProvider()
// 或使用 OAuth 提供者
const oauthProvider = new OAuthProvider()
// 使用自定义提供者
const server = withAuth(await createServer({ port: 3000 }), {
provider: dbAuthProvider, // 或 oauthProvider
// 从 WebSocket 连接请求中提取凭证
extractCredentials: (req) => {
const url = new URL(req.url, 'http://localhost')
// 对于数据库认证:从查询参数获取
const username = url.searchParams.get('username')
const password = url.searchParams.get('password')
if (username && password) {
return { username, password }
}
// 对于 OAuth从 token 参数获取
const provider = url.searchParams.get('provider')
const accessToken = url.searchParams.get('access_token')
if (provider && accessToken) {
return { provider, accessToken }
}
// 对于 API Key从请求头获取
const apiKey = req.headers['x-api-key']
if (apiKey) {
return apiKey as string
}
return null
},
onAuthFailure: (conn, error) => {
console.log(`认证失败: ${error.errorCode} - ${error.error}`)
}
})
await server.start()
```
#### 组合多个提供者
你可以创建一个复合提供者来支持多种认证方式:
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface MultiAuthCredentials {
type: 'jwt' | 'oauth' | 'apikey' | 'password'
data: unknown
}
class MultiAuthProvider implements IAuthProvider<User, MultiAuthCredentials> {
readonly name = 'multi'
constructor(
private jwtProvider: JwtAuthProvider<User>,
private oauthProvider: OAuthProvider,
private apiKeyProvider: ApiKeyAuthProvider,
private dbProvider: DatabaseAuthProvider
) {}
async verify(credentials: MultiAuthCredentials): Promise<AuthResult<User>> {
switch (credentials.type) {
case 'jwt':
return this.jwtProvider.verify(credentials.data as string)
case 'oauth':
return this.oauthProvider.verify(credentials.data as OAuthCredentials)
case 'apikey':
return this.apiKeyProvider.verify(credentials.data as string)
case 'password':
return this.dbProvider.verify(credentials.data as PasswordCredentials)
default:
return {
success: false,
error: '不支持的认证类型',
errorCode: 'INVALID_CREDENTIALS'
}
}
}
}
```
### Session 提供者
使用服务端会话实现有状态认证:

View File

@@ -79,10 +79,140 @@ await server.start()
| `tickRate` | `number` | `20` | 全局 Tick 频率 (Hz) |
| `apiDir` | `string` | `'src/api'` | API 处理器目录 |
| `msgDir` | `string` | `'src/msg'` | 消息处理器目录 |
| `httpDir` | `string` | `'src/http'` | HTTP 路由目录 |
| `httpPrefix` | `string` | `'/api'` | HTTP 路由前缀 |
| `cors` | `boolean \| CorsOptions` | - | CORS 配置 |
| `onStart` | `(port) => void` | - | 启动回调 |
| `onConnect` | `(conn) => void` | - | 连接回调 |
| `onDisconnect` | `(conn) => void` | - | 断开回调 |
## HTTP 路由
支持 HTTP API 与 WebSocket 共用端口,适用于登录、注册等场景。
### 文件路由
`httpDir` 目录下创建路由文件,自动映射为 HTTP 端点:
```
src/http/
├── login.ts → POST /api/login
├── register.ts → POST /api/register
├── health.ts → GET /api/health (需设置 method: 'GET')
└── users/
└── [id].ts → POST /api/users/:id (动态路由)
```
### 定义路由
使用 `defineHttp` 定义类型安全的路由处理器:
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server'
interface LoginBody {
username: string
password: string
}
export default defineHttp<LoginBody>({
method: 'POST', // 默认 POST可选 GET/PUT/DELETE/PATCH
handler(req, res) {
const { username, password } = req.body
// 验证凭证...
if (!isValid(username, password)) {
res.error(401, 'Invalid credentials')
return
}
// 生成 token...
res.json({ token: '...', userId: '...' })
}
})
```
### 请求对象 (HttpRequest)
```typescript
interface HttpRequest {
raw: IncomingMessage // Node.js 原始请求
method: string // 请求方法
path: string // 请求路径
query: Record<string, string> // 查询参数
headers: Record<string, string | string[] | undefined>
body: unknown // 解析后的 JSON 请求体
ip: string // 客户端 IP
}
```
### 响应对象 (HttpResponse)
```typescript
interface HttpResponse {
raw: ServerResponse // Node.js 原始响应
status(code: number): HttpResponse // 设置状态码(链式)
header(name: string, value: string): HttpResponse // 设置头(链式)
json(data: unknown): void // 发送 JSON
text(data: string): void // 发送文本
error(code: number, message: string): void // 发送错误
}
```
### 使用示例
```typescript
// 完整的登录服务器示例
import { createServer, defineHttp } from '@esengine/server'
import { createJwtAuthProvider, withAuth } from '@esengine/server/auth'
const jwtProvider = createJwtAuthProvider({
secret: process.env.JWT_SECRET!,
expiresIn: 3600 * 24,
})
const server = await createServer({
port: 8080,
httpDir: 'src/http',
httpPrefix: '/api',
cors: true,
})
// 包装认证WebSocket 连接验证 token
const authServer = withAuth(server, {
provider: jwtProvider,
extractCredentials: (req) => {
const url = new URL(req.url, 'http://localhost')
return url.searchParams.get('token')
},
})
await authServer.start()
// HTTP: http://localhost:8080/api/*
// WebSocket: ws://localhost:8080?token=xxx
```
### 内联路由
也可以直接在配置中定义路由(与文件路由合并,内联优先):
```typescript
const server = await createServer({
port: 8080,
http: {
'/health': {
GET: (req, res) => res.json({ status: 'ok' }),
},
'/webhook': async (req, res) => {
// 接受所有方法
await handleWebhook(req.body)
res.json({ received: true })
},
},
})
```
## Room 系统
Room 是游戏房间的基类,管理玩家和游戏状态。

View File

@@ -3,6 +3,102 @@ title: "状态同步"
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`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。

View File

@@ -74,6 +74,7 @@
"lint:fix": "turbo run lint:fix",
"build:wasm": "cd packages/rust/engine && wasm-pack build --dev --out-dir pkg",
"build:wasm:release": "cd packages/rust/engine && wasm-pack build --release --out-dir pkg",
"build:rapier2d": "node scripts/build-rapier2d.mjs",
"copy-modules": "node scripts/copy-engine-modules.mjs"
},
"author": "yhh",

View File

@@ -0,0 +1,132 @@
# 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 and WASM builds)
- **wasm-pack** (for building Rapier2D physics engine)
- **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)
### Installing wasm-pack
```bash
# Using cargo
cargo install wasm-pack
# Or using the official installer script (Linux/macOS)
curl https://rustwasm.github.io/wasm-pack/installer/init.sh -sSf | sh
```
## Quick Start
### 1. Clone and Install
```bash
git clone https://github.com/esengine/esengine.git
cd esengine
pnpm install
```
### 2. Build Rapier2D WASM
The editor depends on Rapier2D physics engine WASM artifacts. First-time setup only requires one command:
```bash
pnpm build:rapier2d
```
This command automatically:
1. Prepares the Rust project
2. Builds WASM
3. Copies artifacts to `packages/physics/rapier2d/pkg`
4. Generates TypeScript source code
> **Note**: Requires Rust and wasm-pack to be installed.
### 3. Build Editor
From the project root:
```bash
pnpm build:editor
```
### 4. Run Editor
```bash
cd packages/editor/editor-app
pnpm tauri:dev
```
## Available Scripts
| Script | Description |
|--------|-------------|
| `pnpm build:rapier2d` | Build Rapier2D WASM (required for first-time setup) |
| `pnpm build:editor` | Build editor and all dependencies |
| `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
### Rapier2D WASM Build Failed
**Error**: `Could not resolve "../pkg/rapier_wasm2d"`
**Cause**: Missing Rapier2D WASM artifacts.
**Solution**:
1. Ensure `wasm-pack` is installed: `cargo install wasm-pack`
2. Run `pnpm build:rapier2d`
3. Verify `packages/physics/rapier2d/pkg/` directory exists and contains `rapier_wasm2d_bg.wasm` file
### Build Errors
```bash
pnpm clean
pnpm install
pnpm build:editor
```
### Rust/Tauri Errors
```bash
rustup update
```
### Windows Users Building WASM
The `pnpm build:rapier2d` script works directly on Windows. If you encounter issues:
1. Use Git Bash or WSL
2. Or download pre-built WASM artifacts from [Releases](https://github.com/esengine/esengine/releases)
## Documentation
- [ESEngine Documentation](https://esengine.cn/)
- [Tauri Documentation](https://tauri.app/)
## License
MIT License

View File

@@ -0,0 +1,132 @@
# 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 和 WASM 构建需要)
- **wasm-pack** (构建 Rapier2D 物理引擎需要)
- **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)
### 安装 wasm-pack
```bash
# 使用 cargo 安装
cargo install wasm-pack
# 或使用官方安装脚本 (Linux/macOS)
curl https://rustwasm.github.io/wasm-pack/installer/init.sh -sSf | sh
```
## 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 Rapier2D WASM
编辑器依赖 Rapier2D 物理引擎的 WASM 产物。首次构建只需执行一条命令:
```bash
pnpm build:rapier2d
```
该命令会自动完成以下步骤:
1. 准备 Rust 项目
2. 构建 WASM
3. 复制产物到 `packages/physics/rapier2d/pkg`
4. 生成 TypeScript 源码
> **注意**:需要已安装 Rust 和 wasm-pack。
### 3. 构建编辑器
在项目根目录执行:
```bash
pnpm build:editor
```
### 4. 启动编辑器
```bash
cd packages/editor/editor-app
pnpm tauri:dev
```
## 可用脚本
| 脚本 | 说明 |
|------|------|
| `pnpm build:rapier2d` | 构建 Rapier2D WASM首次构建必须执行|
| `pnpm build:editor` | 构建编辑器及所有依赖 |
| `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
### Rapier2D WASM 构建失败
**错误**: `Could not resolve "../pkg/rapier_wasm2d"`
**原因**: 缺少 Rapier2D 的 WASM 产物。
**解决方案**:
1. 确保已安装 `wasm-pack``cargo install wasm-pack`
2. 执行 `pnpm build:rapier2d`
3. 确认 `packages/physics/rapier2d/pkg/` 目录存在且包含 `rapier_wasm2d_bg.wasm` 文件
### 构建错误
```bash
pnpm clean
pnpm install
pnpm build:editor
```
### Rust/Tauri 错误
```bash
rustup update
```
### Windows 用户构建 WASM
`pnpm build:rapier2d` 脚本在 Windows 上可以直接运行。如果遇到问题:
1. 使用 Git Bash 或 WSL
2. 或从 [Releases](https://github.com/esengine/esengine/releases) 下载预编译的 WASM 产物
## 文档
- [ESEngine 文档](https://esengine.cn/)
- [Tauri 文档](https://tauri.app/)
## 许可证
MIT License

View File

@@ -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",

File diff suppressed because it is too large Load Diff

View File

@@ -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"

View File

@@ -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:*",

View File

@@ -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);
}
}

View File

@@ -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';

View File

@@ -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);
}
}
}

View File

@@ -1,23 +1,18 @@
{
"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",
"paths": {
"@esengine/asset-system": ["../../../engine/asset-system/src"]
}
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"]
"exclude": ["node_modules", "dist", "**/*.test.ts"]
}

View File

@@ -2,6 +2,7 @@ import { defineConfig } from 'tsup';
import { editorOnlyPreset } from '../../../tools/build-config/src/presets/plugin-tsup';
export default defineConfig({
...editorOnlyPreset(),
tsconfig: 'tsconfig.build.json'
...editorOnlyPreset({}),
tsconfig: 'tsconfig.build.json',
noExternal: ['@esengine/asset-system']
});

View 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"]
}

View File

@@ -1,6 +1,7 @@
{
"extends": "../build-config/tsconfig.json",
"extends": "../../../../tsconfig.base.json",
"compilerOptions": {
"composite": true,
"outDir": "./dist",
"rootDir": "./src",
"jsx": "react-jsx",

View File

@@ -5,6 +5,7 @@ export default defineConfig({
format: ['esm'],
dts: true,
clean: true,
tsconfig: 'tsconfig.build.json',
external: [
'react',
'react-dom',

View File

@@ -1,5 +1,107 @@
# @esengine/behavior-tree
## 4.2.0
### Minor Changes
- [#408](https://github.com/esengine/esengine/pull/408) [`b9ea8d1`](https://github.com/esengine/esengine/commit/b9ea8d14cf38e1480f638c229f9ee150b65f0c60) Thanks [@esengine](https://github.com/esengine)! - feat: add action() and condition() methods to BehaviorTreeBuilder
Added new methods to support custom executor types directly in the builder:
- `action(implementationType, name?, config?)` - Use custom action executors registered via `@NodeExecutorMetadata`
- `condition(implementationType, name?, config?)` - Use custom condition executors
This provides a cleaner API for using custom node executors compared to the existing `executeAction()` which only supports blackboard functions.
Example:
```typescript
// Define custom executor
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: 'Attack',
category: 'Combat'
})
class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
return TaskStatus.Success;
}
}
// Use in builder
const tree = BehaviorTreeBuilder.create('AI')
.selector('Root')
.action('AttackAction', 'Attack', { damage: 50 })
.end()
.build();
```
## 4.1.2
### Patch Changes
- [#406](https://github.com/esengine/esengine/pull/406) [`0de4527`](https://github.com/esengine/esengine/commit/0de45279e612c04ae9be7fbd65ce496e4797a43c) Thanks [@esengine](https://github.com/esengine)! - fix(behavior-tree): export NodeExecutorMetadata as value instead of type
Fixed the export of `NodeExecutorMetadata` decorator in `execution/index.ts`.
Previously it was exported as `export type { NodeExecutorMetadata }` which only
exported the type signature, not the actual function. This caused runtime errors
in Cocos Creator: "TypeError: (intermediate value) is not a function".
Changed to `export { NodeExecutorMetadata }` to properly export the decorator function.
## 4.1.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
## 4.1.0
### Minor Changes
- [#400](https://github.com/esengine/esengine/pull/400) [`d2af9ca`](https://github.com/esengine/esengine/commit/d2af9caae9d5620c5f690272ab80dc246e9b7e10) Thanks [@esengine](https://github.com/esengine)! - feat(behavior-tree): add pure BehaviorTreePlugin class for Cocos/Laya integration
- Added `BehaviorTreePlugin` class that only depends on `@esengine/ecs-framework`
- Implements `IPlugin` interface with `install()`, `uninstall()`, and `setupScene()` methods
- Removed `esengine/` subdirectory that incorrectly depended on `@esengine/engine-core`
- Updated package documentation with correct usage examples
Usage:
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
```
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
## 2.0.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/behavior-tree",
"version": "2.0.1",
"version": "4.2.0",
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",
@@ -29,7 +29,8 @@
"clean": "rimraf dist tsconfig.tsbuildinfo",
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit"
"type-check": "tsc --noEmit",
"test": "node --experimental-vm-modules node_modules/jest/bin/jest.js"
},
"author": "yhh",
"license": "MIT",

View File

@@ -181,12 +181,73 @@ export class BehaviorTreeBuilder {
}
/**
* 添加执行动作
* 添加执行动作(通过黑板函数)
*
* @zh 使用黑板中的 action_{actionName} 函数执行动作
* @en Execute action using action_{actionName} function from blackboard
*
* @example
* ```typescript
* BehaviorTreeBuilder.create("AI")
* .defineBlackboardVariable("action_Attack", (entity) => TaskStatus.Success)
* .selector("Root")
* .executeAction("Attack")
* .end()
* .build();
* ```
*/
executeAction(actionName: string, name?: string): BehaviorTreeBuilder {
return this.addActionNode('ExecuteAction', name || 'ExecuteAction', { actionName });
}
/**
* 添加自定义动作节点
*
* @zh 直接使用注册的执行器类型(通过 @NodeExecutorMetadata 装饰器注册的类)
* @en Use a registered executor type directly (class registered via @NodeExecutorMetadata decorator)
*
* @param implementationType - 执行器类型名称(@NodeExecutorMetadata 中的 implementationType
* @param name - 节点显示名称
* @param config - 节点配置参数
*
* @example
* ```typescript
* // 1. 定义自定义执行器
* @NodeExecutorMetadata({
* implementationType: 'AttackAction',
* nodeType: NodeType.Action,
* displayName: '攻击动作',
* category: 'Action'
* })
* class AttackAction implements INodeExecutor {
* execute(context: NodeExecutionContext): TaskStatus {
* console.log("执行攻击!");
* return TaskStatus.Success;
* }
* }
*
* // 2. 在行为树中使用
* BehaviorTreeBuilder.create("AI")
* .selector("Root")
* .action("AttackAction", "Attack")
* .end()
* .build();
* ```
*/
action(implementationType: string, name?: string, config?: Record<string, any>): BehaviorTreeBuilder {
return this.addActionNode(implementationType, name || implementationType, config || {});
}
/**
* 添加自定义条件节点
*
* @zh 直接使用注册的条件执行器类型
* @en Use a registered condition executor type directly
*/
condition(implementationType: string, name?: string, config?: Record<string, any>): BehaviorTreeBuilder {
return this.addConditionNode(implementationType, name || implementationType, config || {});
}
/**
* 添加黑板比较条件
*/

View File

@@ -0,0 +1,118 @@
import type { Core, ServiceContainer, IPlugin, IScene } from '@esengine/ecs-framework';
import { BehaviorTreeExecutionSystem } from './execution/BehaviorTreeExecutionSystem';
import { BehaviorTreeAssetManager } from './execution/BehaviorTreeAssetManager';
import { GlobalBlackboardService } from './Services/GlobalBlackboardService';
/**
* @zh 行为树插件
* @en Behavior Tree Plugin
*
* @zh 为 ECS 框架提供行为树支持的插件。
* 可与任何基于 @esengine/ecs-framework 的引擎集成Cocos、Laya、Node.js 等)。
*
* @en Plugin that provides behavior tree support for ECS framework.
* Can be integrated with any engine based on @esengine/ecs-framework (Cocos, Laya, Node.js, etc.).
*
* @example
* ```typescript
* import { Core, Scene } from '@esengine/ecs-framework';
* import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
*
* // Initialize
* Core.create();
* const plugin = new BehaviorTreePlugin();
* await Core.installPlugin(plugin);
*
* // Setup scene
* const scene = new Scene();
* plugin.setupScene(scene);
* Core.setScene(scene);
*
* // Create and start behavior tree
* const tree = BehaviorTreeBuilder.create('MyAI')
* .selector('Root')
* .log('Hello from behavior tree!')
* .end()
* .build();
*
* const entity = scene.createEntity('AIEntity');
* BehaviorTreeStarter.start(entity, tree);
* ```
*/
export class BehaviorTreePlugin implements IPlugin {
/**
* @zh 插件名称
* @en Plugin name
*/
readonly name = '@esengine/behavior-tree';
/**
* @zh 插件版本
* @en Plugin version
*/
readonly version = '1.0.0';
/**
* @zh 插件依赖
* @en Plugin dependencies
*/
readonly dependencies: readonly string[] = [];
private _services: ServiceContainer | null = null;
/**
* @zh 安装插件
* @en Install plugin
*
* @param _core - Core 实例
* @param services - 服务容器
*/
install(_core: Core, services: ServiceContainer): void {
this._services = services;
// Register services
if (!services.isRegistered(GlobalBlackboardService)) {
services.registerSingleton(GlobalBlackboardService);
}
if (!services.isRegistered(BehaviorTreeAssetManager)) {
services.registerSingleton(BehaviorTreeAssetManager);
}
}
/**
* @zh 卸载插件
* @en Uninstall plugin
*/
uninstall(): void {
if (this._services) {
const assetManager = this._services.tryResolve(BehaviorTreeAssetManager);
if (assetManager) {
assetManager.dispose();
}
const blackboardService = this._services.tryResolve(GlobalBlackboardService);
if (blackboardService) {
blackboardService.dispose();
}
}
this._services = null;
}
/**
* @zh 设置场景,添加行为树执行系统
* @en Setup scene, add behavior tree execution system
*
* @param scene - 要设置的场景
*
* @example
* ```typescript
* const scene = new Scene();
* plugin.setupScene(scene);
* Core.setScene(scene);
* ```
*/
setupScene(scene: IScene): void {
const system = new BehaviorTreeExecutionSystem(this._services ?? undefined);
scene.addSystem(system);
}
}

View File

@@ -1,82 +0,0 @@
/**
* @zh ESEngine 资产加载器
* @en ESEngine asset loader
*
* @zh 实现 IAssetLoader 接口,用于通过 AssetManager 加载行为树文件。
* 此文件仅在使用 ESEngine 时需要。
*
* @en Implements IAssetLoader interface for loading behavior tree files via AssetManager.
* This file is only needed when using ESEngine.
*/
import type {
IAssetLoader,
IAssetParseContext,
IAssetContent,
AssetContentType
} from '@esengine/asset-system';
import { Core } from '@esengine/ecs-framework';
import { BehaviorTreeData } from '../execution/BehaviorTreeData';
import { BehaviorTreeAssetManager } from '../execution/BehaviorTreeAssetManager';
import { EditorToBehaviorTreeDataConverter } from '../Serialization/EditorToBehaviorTreeDataConverter';
import { BehaviorTreeAssetType } from '../constants';
/**
* @zh 行为树资产接口
* @en Behavior tree asset interface
*/
export interface IBehaviorTreeAsset {
/** @zh 行为树数据 @en Behavior tree data */
data: BehaviorTreeData;
/** @zh 文件路径 @en File path */
path: string;
}
/**
* @zh 行为树加载器
* @en Behavior tree loader implementing IAssetLoader interface
*/
export class BehaviorTreeLoader implements IAssetLoader<IBehaviorTreeAsset> {
readonly supportedType = BehaviorTreeAssetType;
readonly supportedExtensions = ['.btree'];
readonly contentType: AssetContentType = 'text';
/**
* @zh 从内容解析行为树资产
* @en Parse behavior tree asset from content
*/
async parse(content: IAssetContent, context: IAssetParseContext): Promise<IBehaviorTreeAsset> {
if (!content.text) {
throw new Error('Behavior tree content is empty');
}
// Convert to runtime data
const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content.text);
// Use file path as ID
const assetPath = context.metadata.path;
treeData.id = assetPath;
// Also register to BehaviorTreeAssetManager for legacy code
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
if (btAssetManager) {
btAssetManager.loadAsset(treeData);
}
return {
data: treeData,
path: assetPath
};
}
/**
* @zh 释放资产
* @en Dispose asset
*/
dispose(asset: IBehaviorTreeAsset): void {
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
if (btAssetManager && asset.data) {
btAssetManager.unloadAsset(asset.data.id);
}
}
}

View File

@@ -1,93 +0,0 @@
/**
* @zh ESEngine 集成模块
* @en ESEngine integration module
*
* @zh 此文件包含与 ESEngine 引擎核心集成的代码。
* 使用 Cocos/Laya 等其他引擎时不需要此文件。
*
* @en This file contains code for integrating with ESEngine engine-core.
* Not needed when using other engines like Cocos/Laya.
*/
import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
import type { IRuntimeModule, IRuntimePlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
import { AssetManagerToken } from '@esengine/asset-system';
import { BehaviorTreeRuntimeComponent } from '../execution/BehaviorTreeRuntimeComponent';
import { BehaviorTreeExecutionSystem } from '../execution/BehaviorTreeExecutionSystem';
import { BehaviorTreeAssetManager } from '../execution/BehaviorTreeAssetManager';
import { GlobalBlackboardService } from '../Services/GlobalBlackboardService';
import { BehaviorTreeLoader } from './BehaviorTreeLoader';
import { BehaviorTreeAssetType } from '../constants';
import { BehaviorTreeSystemToken } from '../tokens';
// Re-export tokens for ESEngine users
export { BehaviorTreeSystemToken } from '../tokens';
class BehaviorTreeRuntimeModule implements IRuntimeModule {
private _loaderRegistered = false;
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 {
// Get dependencies from service registry
const assetManager = context.services.get(AssetManagerToken);
if (!this._loaderRegistered && assetManager) {
assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
this._loaderRegistered = true;
}
// Use ECS service container from context.services
const ecsServices = (context as { ecsServices?: ServiceContainer }).ecsServices;
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(ecsServices);
if (assetManager) {
behaviorTreeSystem.setAssetManager(assetManager);
}
if (context.isEditor) {
behaviorTreeSystem.enabled = false;
}
scene.addSystem(behaviorTreeSystem);
// Register service to service registry
context.services.register(BehaviorTreeSystemToken, behaviorTreeSystem);
}
}
const manifest: ModuleManifest = {
id: 'behavior-tree',
name: '@esengine/behavior-tree',
displayName: 'Behavior Tree',
version: '1.0.0',
description: 'AI behavior tree system',
category: 'AI',
icon: 'GitBranch',
isCore: false,
defaultEnabled: false,
isEngineModule: true,
canContainContent: true,
dependencies: ['core'],
exports: { components: ['BehaviorTreeComponent'] },
editorPackage: '@esengine/behavior-tree-editor'
};
export const BehaviorTreePlugin: IRuntimePlugin = {
manifest,
runtimeModule: new BehaviorTreeRuntimeModule()
};
export { BehaviorTreeRuntimeModule };

View File

@@ -1,39 +0,0 @@
/**
* @zh ESEngine 集成入口
* @en ESEngine integration entry point
*
* @zh 此模块包含与 ESEngine 引擎核心集成所需的所有代码。
* 使用 Cocos/Laya 等其他引擎时,只需导入主模块即可。
*
* @en This module contains all code required for ESEngine engine-core integration.
* When using other engines like Cocos/Laya, just import the main module.
*
* @example ESEngine 使用方式 / ESEngine usage:
* ```typescript
* import { BehaviorTreePlugin } from '@esengine/behavior-tree/esengine';
*
* // Register with ESEngine plugin system
* engine.registerPlugin(BehaviorTreePlugin);
* ```
*
* @example Cocos/Laya 使用方式 / Cocos/Laya usage:
* ```typescript
* import {
* BehaviorTreeAssetManager,
* BehaviorTreeExecutionSystem
* } from '@esengine/behavior-tree';
*
* // Load behavior tree from JSON
* const assetManager = new BehaviorTreeAssetManager();
* assetManager.loadFromEditorJSON(jsonContent);
*
* // Add system to your ECS world
* world.addSystem(new BehaviorTreeExecutionSystem());
* ```
*/
// Runtime module and plugin
export { BehaviorTreeRuntimeModule, BehaviorTreePlugin, BehaviorTreeSystemToken } from './BehaviorTreeRuntimeModule';
// Asset loader for ESEngine asset-system
export { BehaviorTreeLoader, type IBehaviorTreeAsset } from './BehaviorTreeLoader';

View File

@@ -5,7 +5,7 @@ export { BehaviorTreeAssetManager } from './BehaviorTreeAssetManager';
export type { INodeExecutor, NodeExecutionContext } from './NodeExecutor';
export { NodeExecutorRegistry, BindingHelper } from './NodeExecutor';
export { BehaviorTreeExecutionSystem } from './BehaviorTreeExecutionSystem';
export type { NodeMetadata, ConfigFieldDefinition, NodeExecutorMetadata } from './NodeMetadata';
export { NodeMetadataRegistry } from './NodeMetadata';
export type { NodeMetadata, ConfigFieldDefinition } from './NodeMetadata';
export { NodeMetadataRegistry, NodeExecutorMetadata } from './NodeMetadata';
export * from './Executors';

View File

@@ -4,32 +4,44 @@
* @zh AI 行为树系统,支持运行时执行和可视化编辑
* @en AI Behavior Tree System with runtime execution and visual editor support
*
* @zh 此包是通用的行为树实现,可以与任何 ECS 框架配合使用。
* 对于 ESEngine 集成,请从 '@esengine/behavior-tree/esengine' 导入插件
* @zh 此包是通用的行为树实现,可以与任何基于 @esengine/ecs-framework 的引擎集成
* Cocos Creator、LayaAir、Node.js 等)
*
* @en This package is a generic behavior tree implementation that works with any ECS framework.
* For ESEngine integration, import the plugin from '@esengine/behavior-tree/esengine'.
* @en This package is a generic behavior tree implementation that works with any engine
* based on @esengine/ecs-framework (Cocos Creator, LayaAir, Node.js, etc.).
*
* @example Cocos/Laya/通用 ECS 使用方式:
* @example
* ```typescript
* import { Core, Scene } from '@esengine/ecs-framework';
* import {
* BehaviorTreeAssetManager,
* BehaviorTreeExecutionSystem,
* BehaviorTreeRuntimeComponent
* BehaviorTreePlugin,
* BehaviorTreeBuilder,
* BehaviorTreeStarter
* } from '@esengine/behavior-tree';
*
* // 1. Register service
* Core.services.registerSingleton(BehaviorTreeAssetManager);
* // 1. Initialize Core and install plugin
* Core.create();
* const plugin = new BehaviorTreePlugin();
* await Core.installPlugin(plugin);
*
* // 2. Load behavior tree from JSON
* const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
* assetManager.loadFromEditorJSON(jsonContent);
* // 2. Create scene and setup behavior tree system
* const scene = new Scene();
* plugin.setupScene(scene);
* Core.setScene(scene);
*
* // 3. Add component to entity
* entity.addComponent(new BehaviorTreeRuntimeComponent());
* // 3. Build behavior tree
* const tree = BehaviorTreeBuilder.create('MyAI')
* .selector('Root')
* .log('Hello!')
* .end()
* .build();
*
* // 4. Add system to scene
* scene.addSystem(new BehaviorTreeExecutionSystem());
* // 4. Start behavior tree on entity
* const entity = scene.createEntity('AIEntity');
* BehaviorTreeStarter.start(entity, tree);
*
* // 5. Run game loop
* setInterval(() => Core.update(0.016), 16);
* ```
*
* @packageDocumentation
@@ -65,3 +77,6 @@ export { BlackboardTypes } from './Blackboard/BlackboardTypes';
// Service tokens (using ecs-framework's createServiceToken, not engine-core)
export { BehaviorTreeSystemToken } from './tokens';
// Plugin
export { BehaviorTreePlugin } from './BehaviorTreePlugin';

View File

@@ -1,5 +1,33 @@
# @esengine/blueprint
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
## 2.0.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/blueprint",
"version": "2.0.1",
"version": "4.0.1",
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",

View File

@@ -1,5 +1,104 @@
# @esengine/ecs-framework
## 2.7.1
### Patch Changes
- [#402](https://github.com/esengine/esengine/pull/402) [`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): 修复 ESM 环境下 require 不存在的问题
- 新增 `RuntimeConfig` 模块,作为运行时环境配置的独立存储
- `Core.runtimeEnvironment``Scene.runtimeEnvironment` 现在都从 `RuntimeConfig` 读取
- 移除 `Scene.ts` 中的 `require()` 调用,解决 Node.js ESM 环境下的兼容性问题
此修复解决了在 Node.js ESM 环境(如游戏服务端)中使用 `scene.isServer` 时报错 `ReferenceError: require is not defined` 的问题。
## 2.7.0
### Minor Changes
- [#398](https://github.com/esengine/esengine/pull/398) [`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028) Thanks [@esengine](https://github.com/esengine)! - feat(ecs): 添加运行时环境区分机制 | add runtime environment detection
新增功能:
- `Core` 新增静态属性 `runtimeEnvironment`,支持 `'server' | 'client' | 'standalone'`
- `Core` 新增 `isServer` / `isClient` 静态只读属性
- `ICoreConfig` 新增 `runtimeEnvironment` 配置项
- `Scene` 新增 `isServer` / `isClient` 只读属性(默认从 Core 继承,可通过 config 覆盖)
- 新增 `@ServerOnly()` / `@ClientOnly()` / `@NotServer()` / `@NotClient()` 方法装饰器
用于网络游戏中区分服务端权威逻辑和客户端逻辑:
```typescript
// 方式1: 全局设置(推荐)
Core.create({ runtimeEnvironment: 'server' });
// 或直接设置静态属性
Core.runtimeEnvironment = 'server';
// 所有场景自动继承
const scene = new Scene();
console.log(scene.isServer); // true
// 方式2: 单个场景覆盖(可选)
const clientScene = new Scene({ runtimeEnvironment: 'client' });
// 在系统中检查环境
class CollectibleSpawnSystem extends EntitySystem {
private checkCollections(): void {
if (!this.scene.isServer) return; // 客户端跳过
// ... 服务端权威逻辑
}
}
```
## 2.6.1
### Patch Changes
- [#396](https://github.com/esengine/esengine/pull/396) [`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): COMPONENT_ADDED 事件添加 entity 字段
修复 `ECSEventType.COMPONENT_ADDED` 事件缺少 `entity` 字段的问题,导致 ECSRoom 的 `@NetworkEntity` 自动广播功能报错。
## 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

View File

@@ -1,16 +1,18 @@
{
"name": "@esengine/ecs-framework",
"version": "2.5.1",
"version": "2.7.1",
"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",

View File

@@ -5,7 +5,7 @@ import { Time } from './Utils/Time';
import { PerformanceMonitor } from './Utils/PerformanceMonitor';
import { PoolManager } from './Utils/Pool/PoolManager';
import { DebugManager } from './Utils/Debug';
import { ICoreConfig, IECSDebugConfig } from './Types';
import { ICoreConfig, IECSDebugConfig, RuntimeEnvironment } from './Types';
import { createLogger } from './Utils/Logger';
import { SceneManager } from './ECS/SceneManager';
import { IScene } from './ECS/IScene';
@@ -16,6 +16,7 @@ import { IPlugin } from './Core/Plugin';
import { WorldManager } from './ECS/WorldManager';
import { DebugConfigService } from './Utils/Debug/DebugConfigService';
import { createInstance } from './Core/DI/Decorators';
import { RuntimeConfig } from './RuntimeConfig';
/**
* @zh 游戏引擎核心类
@@ -63,6 +64,53 @@ export class Core {
*/
public static paused = false;
/**
* @zh 运行时环境
* @en Runtime environment
*
* @zh 全局运行时环境设置。所有 Scene 默认继承此值。
* 服务端框架(如 @esengine/server应在启动时设置为 'server'。
* 客户端应用应设置为 'client'。
* 单机游戏使用默认值 'standalone'。
*
* @en Global runtime environment setting. All Scenes inherit this value by default.
* Server frameworks (like @esengine/server) should set this to 'server' at startup.
* Client apps should set this to 'client'.
* Standalone games use the default 'standalone'.
*
* @example
* ```typescript
* // @zh 服务端启动时设置 | @en Set at server startup
* Core.runtimeEnvironment = 'server';
*
* // @zh 或在 Core.create 时配置 | @en Or configure in Core.create
* Core.create({ runtimeEnvironment: 'server' });
* ```
*/
public static get runtimeEnvironment(): RuntimeEnvironment {
return RuntimeConfig.runtimeEnvironment;
}
public static set runtimeEnvironment(value: RuntimeEnvironment) {
RuntimeConfig.runtimeEnvironment = value;
}
/**
* @zh 是否在服务端运行
* @en Whether running on server
*/
public static get isServer(): boolean {
return RuntimeConfig.isServer;
}
/**
* @zh 是否在客户端运行
* @en Whether running on client
*/
public static get isClient(): boolean {
return RuntimeConfig.isClient;
}
/**
* @zh 全局核心实例可能为null表示Core尚未初始化或已被销毁
* @en Global core instance, null means Core is not initialized or destroyed
@@ -133,6 +181,11 @@ export class Core {
this._config = { debug: true, ...config };
this._serviceContainer = new ServiceContainer();
// 设置全局运行时环境
if (config.runtimeEnvironment) {
Core.runtimeEnvironment = config.runtimeEnvironment;
}
this._timerManager = new TimerManager();
this._serviceContainer.registerInstance(TimerManager, this._timerManager);

View File

@@ -0,0 +1,188 @@
/**
* @zh 运行时环境装饰器
* @en Runtime Environment Decorators
*
* @zh 提供 @ServerOnly 和 @ClientOnly 装饰器,用于标记只在特定环境执行的方法
* @en Provides @ServerOnly and @ClientOnly decorators to mark methods that only execute in specific environments
*/
import type { EntitySystem } from '../Systems/EntitySystem';
/**
* @zh 服务端专用方法装饰器
* @en Server-only method decorator
*
* @zh 被装饰的方法只会在服务端环境执行scene.isServer === true
* 在客户端或单机模式下,方法调用会被静默跳过。
*
* @en Decorated methods only execute in server environment (scene.isServer === true).
* In client or standalone mode, method calls are silently skipped.
*
* @example
* ```typescript
* class CollectibleSpawnSystem extends EntitySystem {
* @ServerOnly()
* private checkCollections(players: readonly Entity[]): void {
* // 只在服务端执行收集检测
* // Only check collections on server
* for (const entity of this.scene.entities.buffer) {
* // ...
* }
* }
* }
* ```
*/
export function ServerOnly(): MethodDecorator {
return function <T>(
_target: object,
_propertyKey: string | symbol,
descriptor: TypedPropertyDescriptor<T>
): TypedPropertyDescriptor<T> | void {
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
if (typeof originalMethod !== 'function') {
throw new Error(`@ServerOnly can only be applied to methods, not ${typeof originalMethod}`);
}
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
if (!this.scene?.isServer) {
return undefined;
}
return originalMethod.apply(this, args);
} as unknown as T;
return descriptor;
};
}
/**
* @zh 客户端专用方法装饰器
* @en Client-only method decorator
*
* @zh 被装饰的方法只会在客户端环境执行scene.isClient === true
* 在服务端或单机模式下,方法调用会被静默跳过。
*
* @en Decorated methods only execute in client environment (scene.isClient === true).
* In server or standalone mode, method calls are silently skipped.
*
* @example
* ```typescript
* class RenderSystem extends EntitySystem {
* @ClientOnly()
* private updateVisuals(): void {
* // 只在客户端执行渲染逻辑
* // Only update visuals on client
* }
* }
* ```
*/
export function ClientOnly(): MethodDecorator {
return function <T>(
_target: object,
_propertyKey: string | symbol,
descriptor: TypedPropertyDescriptor<T>
): TypedPropertyDescriptor<T> | void {
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
if (typeof originalMethod !== 'function') {
throw new Error(`@ClientOnly can only be applied to methods, not ${typeof originalMethod}`);
}
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
if (!this.scene?.isClient) {
return undefined;
}
return originalMethod.apply(this, args);
} as unknown as T;
return descriptor;
};
}
/**
* @zh 非客户端环境方法装饰器
* @en Non-client method decorator
*
* @zh 被装饰的方法在服务端和单机模式下执行,但不在客户端执行。
* 用于需要在服务端和单机都运行,但客户端跳过的逻辑。
*
* @en Decorated methods execute in server and standalone mode, but not on client.
* Used for logic that should run on server and standalone, but skip on client.
*
* @example
* ```typescript
* class SpawnSystem extends EntitySystem {
* @NotClient()
* private spawnEntities(): void {
* // 服务端和单机模式执行,客户端跳过
* // Execute on server and standalone, skip on client
* }
* }
* ```
*/
export function NotClient(): MethodDecorator {
return function <T>(
_target: object,
_propertyKey: string | symbol,
descriptor: TypedPropertyDescriptor<T>
): TypedPropertyDescriptor<T> | void {
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
if (typeof originalMethod !== 'function') {
throw new Error(`@NotClient can only be applied to methods, not ${typeof originalMethod}`);
}
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
if (this.scene?.isClient) {
return undefined;
}
return originalMethod.apply(this, args);
} as unknown as T;
return descriptor;
};
}
/**
* @zh 非服务端环境方法装饰器
* @en Non-server method decorator
*
* @zh 被装饰的方法在客户端和单机模式下执行,但不在服务端执行。
* 用于需要在客户端和单机都运行,但服务端跳过的逻辑(如渲染、音效)。
*
* @en Decorated methods execute in client and standalone mode, but not on server.
* Used for logic that should run on client and standalone, but skip on server (like rendering, audio).
*
* @example
* ```typescript
* class AudioSystem extends EntitySystem {
* @NotServer()
* private playSound(): void {
* // 客户端和单机模式执行,服务端跳过
* // Execute on client and standalone, skip on server
* }
* }
* ```
*/
export function NotServer(): MethodDecorator {
return function <T>(
_target: object,
_propertyKey: string | symbol,
descriptor: TypedPropertyDescriptor<T>
): TypedPropertyDescriptor<T> | void {
const originalMethod = descriptor.value as unknown as (...args: unknown[]) => unknown;
if (typeof originalMethod !== 'function') {
throw new Error(`@NotServer can only be applied to methods, not ${typeof originalMethod}`);
}
descriptor.value = function (this: EntitySystem, ...args: unknown[]): unknown {
if (this.scene?.isServer) {
return undefined;
}
return originalMethod.apply(this, args);
} as unknown as T;
return descriptor;
};
}

View File

@@ -82,3 +82,14 @@ export {
hasSchedulingMetadata,
SCHEDULING_METADATA
} from './SystemScheduling';
// ============================================================================
// Runtime Environment Decorators
// 运行时环境装饰器
// ============================================================================
export {
ServerOnly,
ClientOnly,
NotServer,
NotClient
} from './RuntimeEnvironment';

View File

@@ -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
@@ -482,9 +475,10 @@ 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',
entity: this,
entityId: this.id,
entityName: this.name,
entityTag: this.tag?.toString(),
@@ -639,7 +633,7 @@ 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 +764,23 @@ 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 +799,15 @@ 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);

View File

@@ -12,6 +12,10 @@ import type { ServiceContainer, ServiceType } from '../Core/ServiceContainer';
import type { TypedQueryBuilder } from './Core/Query/TypedQuery';
import type { SceneSerializationOptions, SceneDeserializationOptions } from './Serialization/SceneSerializer';
import type { IncrementalSnapshot, IncrementalSerializationOptions } from './Serialization/IncrementalSerializer';
import type { RuntimeEnvironment } from '../Types';
// Re-export for convenience
export type { RuntimeEnvironment };
/**
* 场景接口定义
@@ -113,6 +117,27 @@ export type IScene = {
*/
isEditorMode: boolean;
/**
* @zh 运行时环境
* @en Runtime environment
*
* @zh 标识场景运行在服务端、客户端还是单机模式
* @en Indicates whether scene runs on server, client, or standalone mode
*/
readonly runtimeEnvironment: RuntimeEnvironment;
/**
* @zh 是否在服务端运行
* @en Whether running on server
*/
readonly isServer: boolean;
/**
* @zh 是否在客户端运行
* @en Whether running on client
*/
readonly isClient: boolean;
/**
* 获取系统列表
*/
@@ -395,4 +420,18 @@ export type ISceneConfig = {
* @default 10
*/
maxSystemErrorCount?: number;
/**
* @zh 运行时环境
* @en Runtime environment
*
* @zh 用于区分场景运行在服务端、客户端还是单机模式。
* 配合 @ServerOnly / @ClientOnly 装饰器使用,可以让系统方法只在特定环境执行。
*
* @en Used to distinguish whether scene runs on server, client, or standalone mode.
* Works with @ServerOnly / @ClientOnly decorators to make system methods execute only in specific environments.
*
* @default 'standalone'
*/
runtimeEnvironment?: RuntimeEnvironment;
}

View File

@@ -12,7 +12,8 @@ import type { IComponentRegistry } from './Core/ComponentStorage';
import { QuerySystem } from './Core/QuerySystem';
import { TypeSafeEventSystem } from './Core/EventSystem';
import { ReferenceTracker } from './Core/ReferenceTracker';
import { IScene, ISceneConfig } from './IScene';
import { IScene, ISceneConfig, RuntimeEnvironment } from './IScene';
import { RuntimeConfig } from '../RuntimeConfig';
import { getComponentInstanceTypeName, getSystemInstanceTypeName, getSystemMetadata, getSystemInstanceMetadata } from './Decorators';
import { TypedQueryBuilder } from './Core/Query/TypedQuery';
import {
@@ -180,6 +181,45 @@ export class Scene implements IScene {
*/
public isEditorMode: boolean = false;
/**
* @zh 场景级别的运行时环境覆盖
* @en Scene-level runtime environment override
*
* @zh 如果未设置,则从 Core.runtimeEnvironment 读取
* @en If not set, reads from Core.runtimeEnvironment
*/
private _runtimeEnvironmentOverride: RuntimeEnvironment | undefined;
/**
* @zh 获取运行时环境
* @en Get runtime environment
*
* @zh 优先返回场景级别设置,否则返回 Core 全局设置
* @en Returns scene-level setting if set, otherwise returns Core global setting
*/
public get runtimeEnvironment(): RuntimeEnvironment {
if (this._runtimeEnvironmentOverride) {
return this._runtimeEnvironmentOverride;
}
return RuntimeConfig.runtimeEnvironment;
}
/**
* @zh 是否在服务端运行
* @en Whether running on server
*/
public get isServer(): boolean {
return this.runtimeEnvironment === 'server';
}
/**
* @zh 是否在客户端运行
* @en Whether running on client
*/
public get isClient(): boolean {
return this.runtimeEnvironment === 'client';
}
/**
* 延迟的组件生命周期回调队列
*
@@ -398,6 +438,11 @@ export class Scene implements IScene {
this._logger = createLogger('Scene');
this._maxErrorCount = config?.maxSystemErrorCount ?? 10;
// 只有显式指定时才覆盖,否则从 Core 读取
if (config?.runtimeEnvironment) {
this._runtimeEnvironmentOverride = config.runtimeEnvironment;
}
if (config?.name) {
this.name = config.name;
}

View 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;
}

View File

@@ -51,5 +51,15 @@ export {
hasChanges
} from './decorators';
// Network Entity Decorator
export {
NetworkEntity,
getNetworkEntityMetadata,
isNetworkEntity,
NETWORK_ENTITY_METADATA,
type NetworkEntityMetadata,
type NetworkEntityOptions
} from './NetworkEntityDecorator';
// Encoding
export * from './encoding';

View File

@@ -7,7 +7,7 @@ export * from './Utils';
export * from './Decorators';
export * from './Components';
export { Scene } from './Scene';
export type { IScene, ISceneFactory, ISceneConfig } from './IScene';
export type { IScene, ISceneFactory, ISceneConfig, RuntimeEnvironment } from './IScene';
export { SceneManager } from './SceneManager';
export { World } from './World';
export type { IWorldConfig } from './World';

View File

@@ -0,0 +1,50 @@
import type { RuntimeEnvironment } from './Types';
/**
* @zh 全局运行时配置
* @en Global runtime configuration
*
* @zh 独立模块,避免 Core 和 Scene 之间的循环依赖
* @en Standalone module to avoid circular dependency between Core and Scene
*/
class RuntimeConfigClass {
private _runtimeEnvironment: RuntimeEnvironment = 'standalone';
/**
* @zh 获取运行时环境
* @en Get runtime environment
*/
get runtimeEnvironment(): RuntimeEnvironment {
return this._runtimeEnvironment;
}
/**
* @zh 设置运行时环境
* @en Set runtime environment
*/
set runtimeEnvironment(value: RuntimeEnvironment) {
this._runtimeEnvironment = value;
}
/**
* @zh 是否在服务端运行
* @en Whether running on server
*/
get isServer(): boolean {
return this._runtimeEnvironment === 'server';
}
/**
* @zh 是否在客户端运行
* @en Whether running on client
*/
get isClient(): boolean {
return this._runtimeEnvironment === 'client';
}
}
/**
* @zh 全局运行时配置单例
* @en Global runtime configuration singleton
*/
export const RuntimeConfig = new RuntimeConfigClass();

View File

@@ -267,6 +267,12 @@ export type IECSDebugConfig = {
};
}
/**
* @zh 运行时环境类型
* @en Runtime environment type
*/
export type RuntimeEnvironment = 'server' | 'client' | 'standalone';
/**
* Core配置接口
*/
@@ -277,6 +283,16 @@ export type ICoreConfig = {
debugConfig?: IECSDebugConfig;
/** WorldManager配置 */
worldManagerConfig?: IWorldManagerConfig;
/**
* @zh 运行时环境
* @en Runtime environment
*
* @zh 设置后所有 Scene 默认继承此环境。服务端框架应设置为 'server',客户端应用设置为 'client'。
* @en All Scenes inherit this environment by default. Server frameworks should set 'server', client apps should set 'client'.
*
* @default 'standalone'
*/
runtimeEnvironment?: RuntimeEnvironment;
}
/**

View File

@@ -5,6 +5,7 @@
// 核心模块
export { Core } from './Core';
export { RuntimeConfig } from './RuntimeConfig';
export { ServiceContainer, ServiceLifetime } from './Core/ServiceContainer';
export type { IService, ServiceType, ServiceIdentifier } from './Core/ServiceContainer';

View File

@@ -1,5 +1,37 @@
# @esengine/fsm
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 2.0.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/fsm",
"version": "2.0.1",
"version": "4.0.1",
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,51 @@
# @esengine/network
## 5.0.3
### Patch Changes
- Updated dependencies [[`902c0a1`](https://github.com/esengine/esengine/commit/902c0a10749f80bd8f499b44154646379d359704)]:
- @esengine/rpc@1.1.3
## 5.0.2
### Patch Changes
- Updated dependencies []:
- @esengine/rpc@1.1.2
## 5.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 5.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 4.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 4.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 3.0.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/network",
"version": "3.0.1",
"version": "5.0.3",
"description": "Network synchronization for multiplayer games",
"esengine": {
"plugin": true,

View File

@@ -1,5 +1,37 @@
# @esengine/pathfinding
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 2.0.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/pathfinding",
"version": "2.0.1",
"version": "4.0.1",
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,37 @@
# @esengine/procgen
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 2.0.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/procgen",
"version": "2.0.1",
"version": "4.0.1",
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,93 @@
# @esengine/rpc
## 1.1.3
### Patch Changes
- [#404](https://github.com/esengine/esengine/pull/404) [`902c0a1`](https://github.com/esengine/esengine/commit/902c0a10749f80bd8f499b44154646379d359704) Thanks [@esengine](https://github.com/esengine)! - feat(server): add HTTP file-based routing support / 添加 HTTP 文件路由支持
New feature that allows organizing HTTP routes in separate files, similar to API and message handlers.
新功能:支持将 HTTP 路由组织在独立文件中,类似于 API 和消息处理器的文件路由方式。
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server';
export default defineHttp<{ username: string; password: string }>({
method: 'POST',
handler(req, res) {
const { username, password } = req.body;
res.json({ token: '...', userId: '...' });
}
});
```
Server configuration / 服务器配置:
```typescript
const server = await createServer({
port: 8080,
httpDir: 'src/http', // HTTP routes directory / HTTP 路由目录
httpPrefix: '/api', // Route prefix / 路由前缀
cors: true
});
```
File naming convention / 文件命名规则:
- `login.ts` → POST /api/login
- `users/profile.ts` → POST /api/users/profile
- `users/[id].ts` → POST /api/users/:id (dynamic routes / 动态路由)
- Set `method: 'GET'` in defineHttp for GET requests / 在 defineHttp 中设置 `method: 'GET'` 以处理 GET 请求
Also includes / 还包括:
- `defineHttp<TBody>()` helper for type-safe route definitions / 类型安全的路由定义辅助函数
- Support for merging file routes with inline `http` config / 支持文件路由与内联 `http` 配置合并
- RPC server supports attaching to existing HTTP server via `server` option / RPC 服务器支持通过 `server` 选项附加到现有 HTTP 服务器
## 1.1.2
### Patch Changes
- feat(server): add HTTP file-based routing support
New feature that allows organizing HTTP routes in separate files, similar to API and message handlers:
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server';
export default defineHttp<{ username: string; password: string }>({
method: 'POST',
handler(req, res) {
const { username, password } = req.body;
// ... authentication logic
res.json({ token: '...', userId: '...' });
}
});
```
Server configuration:
```typescript
const server = await createServer({
port: 8080,
httpDir: 'src/http', // HTTP routes directory
httpPrefix: '/api', // Route prefix
cors: true
});
```
File naming convention:
- `login.ts` → POST /api/login
- `users/profile.ts` → POST /api/users/profile
- `users/[id].ts` → POST /api/users/:id (dynamic routes)
- Set `method: 'GET'` in defineHttp for GET requests
Also includes:
- `defineHttp<TBody>()` helper function for type-safe route definitions
- Support for merging file routes with inline `http` config
- RPC server now supports attaching to existing HTTP server via `server` option
## 1.1.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/rpc",
"version": "1.1.1",
"version": "1.1.3",
"description": "Elegant type-safe RPC library for ESEngine",
"type": "module",
"main": "./dist/index.js",

View File

@@ -4,6 +4,7 @@
*/
import { WebSocketServer, WebSocket } from 'ws'
import type { Server as HttpServer } from 'node:http'
import type {
ProtocolDef,
ApiNames,
@@ -66,10 +67,19 @@ type MsgHandlers<P extends ProtocolDef, TConnData> = {
*/
export interface ServeOptions<P extends ProtocolDef, TConnData = unknown> {
/**
* @zh 监听端口
* @en Listen port
* @zh 监听端口(与 server 二选一)
* @en Listen port (mutually exclusive with server)
*/
port: number
port?: number
/**
* @zh 已有的 HTTP 服务器(与 port 二选一)
* @en Existing HTTP server (mutually exclusive with port)
*
* @zh 使用此选项可以在同一端口同时支持 HTTP 和 WebSocket
* @en Use this option to support both HTTP and WebSocket on the same port
*/
server?: HttpServer
/**
* @zh API 处理器
@@ -280,7 +290,16 @@ export function serve<P extends ProtocolDef, TConnData = unknown>(
async start() {
return new Promise((resolve) => {
wss = new WebSocketServer({ port: options.port })
// 根据配置创建 WebSocketServer
if (options.server) {
// 附加到已有的 HTTP 服务器
wss = new WebSocketServer({ server: options.server })
} else if (options.port) {
// 独立创建
wss = new WebSocketServer({ port: options.port })
} else {
throw new Error('Either port or server must be provided')
}
wss.on('connection', async (ws, req) => {
const id = String(++connIdCounter)
@@ -318,10 +337,16 @@ export function serve<P extends ProtocolDef, TConnData = unknown>(
await options.onConnect?.(conn)
})
wss.on('listening', () => {
options.onStart?.(options.port)
// 如果使用已有的 HTTP 服务器WebSocketServer 不会触发 listening 事件
if (options.server) {
options.onStart?.(0) // 端口由 HTTP 服务器管理
resolve()
})
} else {
wss.on('listening', () => {
options.onStart?.(options.port!)
resolve()
})
}
})
},

View File

@@ -1,5 +1,158 @@
# @esengine/server
## 4.2.0
### Minor Changes
- [#404](https://github.com/esengine/esengine/pull/404) [`902c0a1`](https://github.com/esengine/esengine/commit/902c0a10749f80bd8f499b44154646379d359704) Thanks [@esengine](https://github.com/esengine)! - feat(server): add HTTP file-based routing support / 添加 HTTP 文件路由支持
New feature that allows organizing HTTP routes in separate files, similar to API and message handlers.
新功能:支持将 HTTP 路由组织在独立文件中,类似于 API 和消息处理器的文件路由方式。
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server';
export default defineHttp<{ username: string; password: string }>({
method: 'POST',
handler(req, res) {
const { username, password } = req.body;
res.json({ token: '...', userId: '...' });
}
});
```
Server configuration / 服务器配置:
```typescript
const server = await createServer({
port: 8080,
httpDir: 'src/http', // HTTP routes directory / HTTP 路由目录
httpPrefix: '/api', // Route prefix / 路由前缀
cors: true
});
```
File naming convention / 文件命名规则:
- `login.ts` → POST /api/login
- `users/profile.ts` → POST /api/users/profile
- `users/[id].ts` → POST /api/users/:id (dynamic routes / 动态路由)
- Set `method: 'GET'` in defineHttp for GET requests / 在 defineHttp 中设置 `method: 'GET'` 以处理 GET 请求
Also includes / 还包括:
- `defineHttp<TBody>()` helper for type-safe route definitions / 类型安全的路由定义辅助函数
- Support for merging file routes with inline `http` config / 支持文件路由与内联 `http` 配置合并
- RPC server supports attaching to existing HTTP server via `server` option / RPC 服务器支持通过 `server` 选项附加到现有 HTTP 服务器
### Patch Changes
- Updated dependencies [[`902c0a1`](https://github.com/esengine/esengine/commit/902c0a10749f80bd8f499b44154646379d359704)]:
- @esengine/rpc@1.1.3
## 4.1.0
### Minor Changes
- feat(server): add HTTP file-based routing support
New feature that allows organizing HTTP routes in separate files, similar to API and message handlers:
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server';
export default defineHttp<{ username: string; password: string }>({
method: 'POST',
handler(req, res) {
const { username, password } = req.body;
// ... authentication logic
res.json({ token: '...', userId: '...' });
}
});
```
Server configuration:
```typescript
const server = await createServer({
port: 8080,
httpDir: 'src/http', // HTTP routes directory
httpPrefix: '/api', // Route prefix
cors: true
});
```
File naming convention:
- `login.ts` → POST /api/login
- `users/profile.ts` → POST /api/users/profile
- `users/[id].ts` → POST /api/users/:id (dynamic routes)
- Set `method: 'GET'` in defineHttp for GET requests
Also includes:
- `defineHttp<TBody>()` helper function for type-safe route definitions
- Support for merging file routes with inline `http` config
- RPC server now supports attaching to existing HTTP server via `server` option
### Patch Changes
- Updated dependencies []:
- @esengine/rpc@1.1.2
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/server",
"version": "2.0.0",
"version": "4.2.0",
"description": "Game server framework for ESEngine with file-based routing",
"type": "module",
"main": "./dist/index.js",
@@ -51,7 +51,7 @@
"peerDependencies": {
"ws": ">=8.0.0",
"jsonwebtoken": ">=9.0.0",
"@esengine/ecs-framework": ">=2.5.1"
"@esengine/ecs-framework": ">=2.7.1"
},
"peerDependenciesMeta": {
"jsonwebtoken": {

View File

@@ -4,6 +4,7 @@
*/
import * as path from 'node:path'
import { createServer as createHttpServer, type Server as HttpServer } from 'node:http'
import { serve, type RpcServer } from '@esengine/rpc/server'
import { rpc } from '@esengine/rpc'
import type {
@@ -14,18 +15,23 @@ import type {
MsgContext,
LoadedApiHandler,
LoadedMsgHandler,
LoadedHttpHandler,
} from '../types/index.js'
import { loadApiHandlers, loadMsgHandlers } from '../router/loader.js'
import type { HttpRoutes, HttpHandler } from '../http/types.js'
import { loadApiHandlers, loadMsgHandlers, loadHttpHandlers } from '../router/loader.js'
import { RoomManager, type RoomClass, type Room } from '../room/index.js'
import { createHttpRouter } from '../http/router.js'
/**
* @zh 默认配置
* @en Default configuration
*/
const DEFAULT_CONFIG: Required<Omit<ServerConfig, 'onStart' | 'onConnect' | 'onDisconnect'>> = {
const DEFAULT_CONFIG: Required<Omit<ServerConfig, 'onStart' | 'onConnect' | 'onDisconnect' | 'http' | 'cors' | 'httpDir' | 'httpPrefix'>> & { httpDir: string; httpPrefix: string } = {
port: 3000,
apiDir: 'src/api',
msgDir: 'src/msg',
httpDir: 'src/http',
httpPrefix: '/api',
tickRate: 20,
}
@@ -56,12 +62,53 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
const apiHandlers = await loadApiHandlers(path.resolve(cwd, opts.apiDir))
const msgHandlers = await loadMsgHandlers(path.resolve(cwd, opts.msgDir))
// 加载 HTTP 文件路由
const httpDir = config.httpDir ?? opts.httpDir
const httpPrefix = config.httpPrefix ?? opts.httpPrefix
const httpHandlers = await loadHttpHandlers(path.resolve(cwd, httpDir), httpPrefix)
if (apiHandlers.length > 0) {
console.log(`[Server] Loaded ${apiHandlers.length} API handlers`)
}
if (msgHandlers.length > 0) {
console.log(`[Server] Loaded ${msgHandlers.length} message handlers`)
}
if (httpHandlers.length > 0) {
console.log(`[Server] Loaded ${httpHandlers.length} HTTP handlers`)
}
// 合并 HTTP 路由(文件路由 + 内联路由)
const mergedHttpRoutes: HttpRoutes = {}
// 先添加文件路由
for (const handler of httpHandlers) {
const existingRoute = mergedHttpRoutes[handler.route]
if (existingRoute && typeof existingRoute !== 'function') {
(existingRoute as Record<string, HttpHandler>)[handler.method] = handler.definition.handler
} else {
mergedHttpRoutes[handler.route] = {
[handler.method]: handler.definition.handler,
}
}
}
// 再添加内联路由(覆盖文件路由)
if (config.http) {
for (const [route, handlerOrMethods] of Object.entries(config.http)) {
if (typeof handlerOrMethods === 'function') {
mergedHttpRoutes[route] = handlerOrMethods
} else {
const existing = mergedHttpRoutes[route]
if (existing && typeof existing !== 'function') {
Object.assign(existing, handlerOrMethods)
} else {
mergedHttpRoutes[route] = handlerOrMethods
}
}
}
}
const hasHttpRoutes = Object.keys(mergedHttpRoutes).length > 0
// 动态构建协议
const apiDefs: Record<string, ReturnType<typeof rpc.api>> = {
@@ -90,6 +137,7 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
let currentTick = 0
let tickInterval: ReturnType<typeof setInterval> | null = null
let rpcServer: RpcServer<typeof protocol, Record<string, unknown>> | null = null
let httpServer: HttpServer | null = null
// 房间管理器(立即初始化,以便 define() 可在 start() 前调用)
const roomManager = new RoomManager((conn, type, data) => {
@@ -200,26 +248,68 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
}
}
rpcServer = serve(protocol, {
port: opts.port,
createConnData: () => ({}),
onStart: (p) => {
console.log(`[Server] Started on ws://localhost:${p}`)
opts.onStart?.(p)
},
onConnect: async (conn) => {
await config.onConnect?.(conn as ServerConnection)
},
onDisconnect: async (conn) => {
// 玩家断线时自动离开房间
await roomManager?.leave(conn.id, 'disconnected')
await config.onDisconnect?.(conn as ServerConnection)
},
api: apiHandlersObj as any,
msg: msgHandlersObj as any,
})
// 如果有 HTTP 路由,创建 HTTP 服务器
if (hasHttpRoutes) {
const httpRouter = createHttpRouter(mergedHttpRoutes, config.cors ?? true)
await rpcServer.start()
httpServer = createHttpServer(async (req, res) => {
// 先尝试 HTTP 路由
const handled = await httpRouter(req, res)
if (!handled) {
// 未匹配的请求返回 404
res.statusCode = 404
res.setHeader('Content-Type', 'application/json')
res.end(JSON.stringify({ error: 'Not Found' }))
}
})
// 使用 HTTP 服务器创建 RPC
rpcServer = serve(protocol, {
server: httpServer,
createConnData: () => ({}),
onStart: () => {
console.log(`[Server] Started on http://localhost:${opts.port}`)
opts.onStart?.(opts.port)
},
onConnect: async (conn) => {
await config.onConnect?.(conn as ServerConnection)
},
onDisconnect: async (conn) => {
await roomManager?.leave(conn.id, 'disconnected')
await config.onDisconnect?.(conn as ServerConnection)
},
api: apiHandlersObj as any,
msg: msgHandlersObj as any,
})
await rpcServer.start()
// 启动 HTTP 服务器
await new Promise<void>((resolve) => {
httpServer!.listen(opts.port, () => resolve())
})
} else {
// 仅 WebSocket 模式
rpcServer = serve(protocol, {
port: opts.port,
createConnData: () => ({}),
onStart: (p) => {
console.log(`[Server] Started on ws://localhost:${p}`)
opts.onStart?.(p)
},
onConnect: async (conn) => {
await config.onConnect?.(conn as ServerConnection)
},
onDisconnect: async (conn) => {
await roomManager?.leave(conn.id, 'disconnected')
await config.onDisconnect?.(conn as ServerConnection)
},
api: apiHandlersObj as any,
msg: msgHandlersObj as any,
})
await rpcServer.start()
}
// 启动 tick 循环
if (opts.tickRate > 0) {
@@ -238,6 +328,15 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
await rpcServer.stop()
rpcServer = null
}
if (httpServer) {
await new Promise<void>((resolve, reject) => {
httpServer!.close((err) => {
if (err) reject(err)
else resolve()
})
})
httpServer = null
}
},
broadcast(name, data) {

View File

@@ -20,6 +20,11 @@ import {
encodeSpawn,
encodeDespawn,
initChangeTracker,
// Network Entity
NETWORK_ENTITY_METADATA,
type NetworkEntityMetadata,
// Events
ECSEventType,
} from '@esengine/ecs-framework';
import { Room, type RoomOptions } from '../room/Room.js';
@@ -45,11 +50,19 @@ export interface ECSRoomConfig {
* @en Whether to enable delta sync
*/
enableDeltaSync: boolean;
/**
* @zh 是否启用自动网络实体广播(基于 @NetworkEntity 装饰器)
* @en Whether to enable automatic network entity broadcasting (based on @NetworkEntity decorator)
* @default true
*/
enableAutoNetworkEntity: boolean;
}
const DEFAULT_ECS_CONFIG: ECSRoomConfig = {
syncInterval: 50, // 20 Hz
enableDeltaSync: true,
enableAutoNetworkEntity: true,
};
/**
@@ -116,6 +129,12 @@ export abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown
*/
private readonly _playerEntities: Map<string, Entity> = new Map();
/**
* @zh 网络实体映射(实体 ID -> prefabType
* @en Network entity mapping (entity ID -> prefabType)
*/
private readonly _networkEntities: Map<number, string> = new Map();
/**
* @zh 上次同步时间
* @en Last sync time
@@ -131,6 +150,47 @@ export abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown
this.scene = this.world.createScene('game');
this.world.setSceneActive('game', true);
this.world.start();
// 设置自动网络实体广播
if (this.ecsConfig.enableAutoNetworkEntity) {
this._setupAutoNetworkEntity();
}
}
/**
* @zh 设置自动网络实体广播
* @en Setup automatic network entity broadcasting
*/
private _setupAutoNetworkEntity(): void {
// 监听组件添加事件,自动广播 spawn
this.scene.eventSystem.on(ECSEventType.COMPONENT_ADDED, (event: any) => {
const { entity, component } = event;
const metadata: NetworkEntityMetadata | undefined =
(component.constructor as any)[NETWORK_ENTITY_METADATA];
if (metadata?.autoSpawn) {
// 避免重复广播同一实体
if (!this._networkEntities.has(entity.id)) {
this._networkEntities.set(entity.id, metadata.prefabType);
this.broadcastSpawn(entity, metadata.prefabType);
}
}
// 记录需要自动 despawn 的实体
if (metadata?.autoDespawn && !this._networkEntities.has(entity.id)) {
this._networkEntities.set(entity.id, metadata.prefabType);
}
});
// 监听实体销毁事件,自动广播 despawn
this.scene.eventSystem.on(ECSEventType.ENTITY_DESTROYED, (event: any) => {
const { entityId } = event;
if (this._networkEntities.has(entityId)) {
const despawnData = encodeDespawn(entityId);
this.broadcastBinary(despawnData);
this._networkEntities.delete(entityId);
}
});
}
// =========================================================================

View File

@@ -1,9 +1,9 @@
/**
* @zh API 和消息定义助手
* @en API and message definition helpers
* @zh API、消息和 HTTP 定义助手
* @en API, message, and HTTP definition helpers
*/
import type { ApiDefinition, MsgDefinition } from '../types/index.js'
import type { ApiDefinition, MsgDefinition, HttpDefinition } from '../types/index.js'
/**
* @zh 定义 API 处理器
@@ -49,3 +49,33 @@ export function defineMsg<TMsg, TData = Record<string, unknown>>(
): MsgDefinition<TMsg, TData> {
return definition
}
/**
* @zh 定义 HTTP 路由处理器
* @en Define HTTP route handler
*
* @example
* ```typescript
* // src/http/login.ts
* import { defineHttp } from '@esengine/server'
*
* interface LoginBody {
* username: string
* password: string
* }
*
* export default defineHttp<LoginBody>({
* method: 'POST',
* handler(req, res) {
* const { username, password } = req.body
* // ... validate credentials
* res.json({ token: '...', userId: '...' })
* }
* })
* ```
*/
export function defineHttp<TBody = unknown>(
definition: HttpDefinition<TBody>
): HttpDefinition<TBody> {
return definition
}

View File

@@ -0,0 +1,7 @@
/**
* @zh HTTP 模块导出
* @en HTTP module exports
*/
export * from './types.js';
export { createHttpRouter } from './router.js';

View File

@@ -0,0 +1,263 @@
/**
* @zh HTTP 路由器
* @en HTTP Router
*
* @zh 简洁的 HTTP 路由实现,支持与 WebSocket 共用端口
* @en Simple HTTP router implementation, supports sharing port with WebSocket
*/
import type { IncomingMessage, ServerResponse } from 'node:http';
import type {
HttpRequest,
HttpResponse,
HttpHandler,
HttpRoutes,
CorsOptions,
} from './types.js';
/**
* @zh 创建 HTTP 请求对象
* @en Create HTTP request object
*/
async function createRequest(req: IncomingMessage): Promise<HttpRequest> {
const url = new URL(req.url ?? '/', `http://${req.headers.host ?? 'localhost'}`);
// 解析查询参数
const query: Record<string, string> = {};
url.searchParams.forEach((value, key) => {
query[key] = value;
});
// 解析请求体
let body: unknown = null;
if (req.method === 'POST' || req.method === 'PUT' || req.method === 'PATCH') {
body = await parseBody(req);
}
// 获取客户端 IP
const ip =
(req.headers['x-forwarded-for'] as string)?.split(',')[0]?.trim() ||
req.socket?.remoteAddress ||
'unknown';
return {
raw: req,
method: req.method ?? 'GET',
path: url.pathname,
query,
headers: req.headers as Record<string, string | string[] | undefined>,
body,
ip,
};
}
/**
* @zh 解析请求体
* @en Parse request body
*/
function parseBody(req: IncomingMessage): Promise<unknown> {
return new Promise((resolve) => {
const chunks: Buffer[] = [];
req.on('data', (chunk: Buffer) => {
chunks.push(chunk);
});
req.on('end', () => {
const rawBody = Buffer.concat(chunks).toString('utf-8');
if (!rawBody) {
resolve(null);
return;
}
const contentType = req.headers['content-type'] ?? '';
if (contentType.includes('application/json')) {
try {
resolve(JSON.parse(rawBody));
} catch {
resolve(rawBody);
}
} else if (contentType.includes('application/x-www-form-urlencoded')) {
const params = new URLSearchParams(rawBody);
const result: Record<string, string> = {};
params.forEach((value, key) => {
result[key] = value;
});
resolve(result);
} else {
resolve(rawBody);
}
});
req.on('error', () => {
resolve(null);
});
});
}
/**
* @zh 创建 HTTP 响应对象
* @en Create HTTP response object
*/
function createResponse(res: ServerResponse): HttpResponse {
let statusCode = 200;
const response: HttpResponse = {
raw: res,
status(code: number) {
statusCode = code;
return response;
},
header(name: string, value: string) {
res.setHeader(name, value);
return response;
},
json(data: unknown) {
res.setHeader('Content-Type', 'application/json; charset=utf-8');
res.statusCode = statusCode;
res.end(JSON.stringify(data));
},
text(data: string) {
res.setHeader('Content-Type', 'text/plain; charset=utf-8');
res.statusCode = statusCode;
res.end(data);
},
error(code: number, message: string) {
res.setHeader('Content-Type', 'application/json; charset=utf-8');
res.statusCode = code;
res.end(JSON.stringify({ error: message }));
},
};
return response;
}
/**
* @zh 应用 CORS 头
* @en Apply CORS headers
*/
function applyCors(res: ServerResponse, req: IncomingMessage, cors: CorsOptions): void {
const origin = req.headers.origin;
// 处理 origin
if (cors.origin === true || cors.origin === '*') {
res.setHeader('Access-Control-Allow-Origin', origin ?? '*');
} else if (typeof cors.origin === 'string') {
res.setHeader('Access-Control-Allow-Origin', cors.origin);
} else if (Array.isArray(cors.origin) && origin && cors.origin.includes(origin)) {
res.setHeader('Access-Control-Allow-Origin', origin);
}
// 允许的方法
if (cors.methods) {
res.setHeader('Access-Control-Allow-Methods', cors.methods.join(', '));
} else {
res.setHeader('Access-Control-Allow-Methods', 'GET, POST, PUT, DELETE, PATCH, OPTIONS');
}
// 允许的头
if (cors.allowedHeaders) {
res.setHeader('Access-Control-Allow-Headers', cors.allowedHeaders.join(', '));
} else {
res.setHeader('Access-Control-Allow-Headers', 'Content-Type, Authorization');
}
// 凭证
if (cors.credentials) {
res.setHeader('Access-Control-Allow-Credentials', 'true');
}
// 缓存
if (cors.maxAge) {
res.setHeader('Access-Control-Max-Age', String(cors.maxAge));
}
}
/**
* @zh 创建 HTTP 路由器
* @en Create HTTP router
*/
export function createHttpRouter(routes: HttpRoutes, cors?: CorsOptions | boolean) {
// 解析路由
const parsedRoutes: Array<{
method: string;
path: string;
handler: HttpHandler;
}> = [];
for (const [path, handlerOrMethods] of Object.entries(routes)) {
if (typeof handlerOrMethods === 'function') {
// 简单形式:路径 -> 处理器(接受所有方法)
parsedRoutes.push({ method: '*', path, handler: handlerOrMethods });
} else {
// 对象形式:路径 -> { GET, POST, ... }
for (const [method, handler] of Object.entries(handlerOrMethods)) {
if (handler !== undefined) {
parsedRoutes.push({ method, path, handler });
}
}
}
}
// 默认 CORS 配置
const corsOptions: CorsOptions | null =
cors === true
? { origin: true, credentials: true }
: cors === false
? null
: cors ?? null;
/**
* @zh 处理 HTTP 请求
* @en Handle HTTP request
*/
return async function handleRequest(
req: IncomingMessage,
res: ServerResponse
): Promise<boolean> {
const url = new URL(req.url ?? '/', `http://${req.headers.host ?? 'localhost'}`);
const path = url.pathname;
const method = req.method ?? 'GET';
// 应用 CORS
if (corsOptions) {
applyCors(res, req, corsOptions);
// 处理预检请求
if (method === 'OPTIONS') {
res.statusCode = 204;
res.end();
return true;
}
}
// 查找匹配的路由
const route = parsedRoutes.find(
(r) => r.path === path && (r.method === '*' || r.method === method)
);
if (!route) {
return false; // 未找到路由,让其他处理器处理
}
try {
const httpReq = await createRequest(req);
const httpRes = createResponse(res);
await route.handler(httpReq, httpRes);
return true;
} catch (error) {
console.error('[HTTP] Route handler error:', error);
res.statusCode = 500;
res.setHeader('Content-Type', 'application/json');
res.end(JSON.stringify({ error: 'Internal Server Error' }));
return true;
}
};
}

View File

@@ -0,0 +1,161 @@
/**
* @zh HTTP 路由类型定义
* @en HTTP router type definitions
*/
import type { IncomingMessage, ServerResponse } from 'node:http';
/**
* @zh HTTP 请求上下文
* @en HTTP request context
*/
export interface HttpRequest {
/**
* @zh 原始请求对象
* @en Raw request object
*/
raw: IncomingMessage;
/**
* @zh 请求方法
* @en Request method
*/
method: string;
/**
* @zh 请求路径
* @en Request path
*/
path: string;
/**
* @zh 查询参数
* @en Query parameters
*/
query: Record<string, string>;
/**
* @zh 请求头
* @en Request headers
*/
headers: Record<string, string | string[] | undefined>;
/**
* @zh 解析后的 JSON 请求体
* @en Parsed JSON body
*/
body: unknown;
/**
* @zh 客户端 IP
* @en Client IP
*/
ip: string;
}
/**
* @zh HTTP 响应工具
* @en HTTP response utilities
*/
export interface HttpResponse {
/**
* @zh 原始响应对象
* @en Raw response object
*/
raw: ServerResponse;
/**
* @zh 设置状态码
* @en Set status code
*/
status(code: number): HttpResponse;
/**
* @zh 设置响应头
* @en Set response header
*/
header(name: string, value: string): HttpResponse;
/**
* @zh 发送 JSON 响应
* @en Send JSON response
*/
json(data: unknown): void;
/**
* @zh 发送文本响应
* @en Send text response
*/
text(data: string): void;
/**
* @zh 发送错误响应
* @en Send error response
*/
error(code: number, message: string): void;
}
/**
* @zh HTTP 路由处理器
* @en HTTP route handler
*/
export type HttpHandler = (req: HttpRequest, res: HttpResponse) => void | Promise<void>;
/**
* @zh HTTP 路由定义
* @en HTTP route definition
*/
export interface HttpRoute {
method: 'GET' | 'POST' | 'PUT' | 'DELETE' | 'PATCH' | 'OPTIONS' | '*';
path: string;
handler: HttpHandler;
}
/**
* @zh HTTP 路由配置
* @en HTTP routes configuration
*/
export type HttpRoutes = Record<string, HttpHandler | {
GET?: HttpHandler;
POST?: HttpHandler;
PUT?: HttpHandler;
DELETE?: HttpHandler;
PATCH?: HttpHandler;
OPTIONS?: HttpHandler;
}>;
/**
* @zh CORS 配置
* @en CORS configuration
*/
export interface CorsOptions {
/**
* @zh 允许的来源
* @en Allowed origins
*/
origin?: string | string[] | boolean;
/**
* @zh 允许的方法
* @en Allowed methods
*/
methods?: string[];
/**
* @zh 允许的请求头
* @en Allowed headers
*/
allowedHeaders?: string[];
/**
* @zh 是否允许携带凭证
* @en Allow credentials
*/
credentials?: boolean;
/**
* @zh 预检请求缓存时间(秒)
* @en Preflight cache max age
*/
maxAge?: number;
}

View File

@@ -30,7 +30,7 @@
export { createServer } from './core/server.js'
// Helpers
export { defineApi, defineMsg } from './helpers/define.js'
export { defineApi, defineMsg, defineHttp } from './helpers/define.js'
// Room System
export { Room, type RoomOptions } from './room/Room.js'
@@ -46,7 +46,19 @@ export type {
MsgContext,
ApiDefinition,
MsgDefinition,
HttpDefinition,
HttpMethod,
} from './types/index.js'
// HTTP
export { createHttpRouter } from './http/router.js'
export type {
HttpRequest,
HttpResponse,
HttpHandler,
HttpRoutes,
CorsOptions,
} from './http/types.js'
// Re-export useful types from @esengine/rpc
export { RpcError, ErrorCode } from '@esengine/rpc'

View File

@@ -6,7 +6,15 @@
import * as fs from 'node:fs'
import * as path from 'node:path'
import { pathToFileURL } from 'node:url'
import type { ApiDefinition, MsgDefinition, LoadedApiHandler, LoadedMsgHandler } from '../types/index.js'
import type {
ApiDefinition,
MsgDefinition,
HttpDefinition,
LoadedApiHandler,
LoadedMsgHandler,
LoadedHttpHandler,
HttpMethod,
} from '../types/index.js'
/**
* @zh 将文件名转换为 API/消息名称
@@ -110,3 +118,106 @@ export async function loadMsgHandlers(msgDir: string): Promise<LoadedMsgHandler[
return handlers
}
/**
* @zh 递归扫描目录获取所有处理器文件
* @en Recursively scan directory for all handler files
*/
function scanDirectoryRecursive(dir: string, baseDir: string = dir): Array<{ filePath: string; relativePath: string }> {
if (!fs.existsSync(dir)) {
return []
}
const files: Array<{ filePath: string; relativePath: string }> = []
const entries = fs.readdirSync(dir, { withFileTypes: true })
for (const entry of entries) {
const fullPath = path.join(dir, entry.name)
if (entry.isDirectory()) {
files.push(...scanDirectoryRecursive(fullPath, baseDir))
} else if (entry.isFile() && /\.(ts|js|mts|mjs)$/.test(entry.name)) {
if (entry.name.startsWith('_') || entry.name.startsWith('index.')) {
continue
}
const relativePath = path.relative(baseDir, fullPath)
files.push({ filePath: fullPath, relativePath })
}
}
return files
}
/**
* @zh 将文件路径转换为路由路径
* @en Convert file path to route path
*
* @example
* 'login.ts' -> '/login'
* 'users/profile.ts' -> '/users/profile'
* 'users/[id].ts' -> '/users/:id'
*/
function filePathToRoute(relativePath: string, prefix: string): string {
let route = relativePath
.replace(/\.(ts|js|mts|mjs)$/, '')
.replace(/\\/g, '/')
.replace(/\[([^\]]+)\]/g, ':$1')
if (!route.startsWith('/')) {
route = '/' + route
}
const fullRoute = prefix.endsWith('/')
? prefix.slice(0, -1) + route
: prefix + route
return fullRoute
}
/**
* @zh 加载 HTTP 路由处理器
* @en Load HTTP route handlers
*
* @example
* ```typescript
* // Directory structure:
* // src/http/
* // login.ts -> POST /api/login
* // register.ts -> POST /api/register
* // users/
* // [id].ts -> GET /api/users/:id
*
* const handlers = await loadHttpHandlers('src/http', '/api')
* ```
*/
export async function loadHttpHandlers(
httpDir: string,
prefix: string = '/api'
): Promise<LoadedHttpHandler[]> {
const files = scanDirectoryRecursive(httpDir)
const handlers: LoadedHttpHandler[] = []
for (const { filePath, relativePath } of files) {
try {
const fileUrl = pathToFileURL(filePath).href
const module = await import(fileUrl)
const definition = module.default as HttpDefinition<unknown>
if (definition && typeof definition.handler === 'function') {
const route = filePathToRoute(relativePath, prefix)
const method: HttpMethod = definition.method ?? 'POST'
handlers.push({
route,
method,
path: filePath,
definition,
})
}
} catch (err) {
console.warn(`[Server] Failed to load HTTP handler: ${filePath}`, err)
}
}
return handlers
}

View File

@@ -4,6 +4,7 @@
*/
import type { Connection, ProtocolDef } from '@esengine/rpc'
import type { HttpRoutes, CorsOptions, HttpRequest, HttpResponse } from '../http/types.js'
// ============================================================================
// Server Config
@@ -35,6 +36,29 @@ export interface ServerConfig {
*/
msgDir?: string
/**
* @zh HTTP 路由目录路径
* @en HTTP routes directory path
* @default 'src/http'
*
* @zh 文件命名规则:
* - `login.ts` → POST /api/login
* - `users/[id].ts` → /api/users/:id
* - `health.ts` (method: 'GET') → GET /api/health
* @en File naming convention:
* - `login.ts` → POST /api/login
* - `users/[id].ts` → /api/users/:id
* - `health.ts` (method: 'GET') → GET /api/health
*/
httpDir?: string
/**
* @zh HTTP 路由前缀
* @en HTTP routes prefix
* @default '/api'
*/
httpPrefix?: string
/**
* @zh 游戏 Tick 速率 (每秒)
* @en Game tick rate (per second)
@@ -42,6 +66,19 @@ export interface ServerConfig {
*/
tickRate?: number
/**
* @zh HTTP 路由配置(内联定义,与 httpDir 文件路由合并)
* @en HTTP routes configuration (inline definition, merged with httpDir file routes)
*/
http?: HttpRoutes
/**
* @zh CORS 配置
* @en CORS configuration
* @default true
*/
cors?: CorsOptions | boolean
/**
* @zh 服务器启动回调
* @en Server start callback
@@ -232,3 +269,80 @@ export interface LoadedMsgHandler {
path: string
definition: MsgDefinition<any, any>
}
// ============================================================================
// HTTP Definition
// ============================================================================
/**
* @zh HTTP 请求方法
* @en HTTP request method
*/
export type HttpMethod = 'GET' | 'POST' | 'PUT' | 'DELETE' | 'PATCH'
/**
* @zh HTTP 定义选项
* @en HTTP definition options
*
* @example
* ```typescript
* // src/http/login.ts
* import { defineHttp } from '@esengine/server'
*
* export default defineHttp({
* method: 'POST',
* handler: async (req, res) => {
* const { username, password } = req.body
* // ... authentication logic
* res.json({ token: '...', userId: '...' })
* }
* })
* ```
*/
export interface HttpDefinition<TBody = unknown> {
/**
* @zh 请求方法
* @en Request method
* @default 'POST'
*/
method?: HttpMethod
/**
* @zh 处理函数
* @en Handler function
*/
handler: (
req: HttpRequest & { body: TBody },
res: HttpResponse
) => void | Promise<void>
}
/**
* @zh 已加载的 HTTP 处理器
* @en Loaded HTTP handler
*/
export interface LoadedHttpHandler {
/**
* @zh 路由路径(如 /api/login
* @en Route path (e.g., /api/login)
*/
route: string
/**
* @zh 请求方法
* @en Request method
*/
method: HttpMethod
/**
* @zh 源文件路径
* @en Source file path
*/
path: string
/**
* @zh 处理器定义
* @en Handler definition
*/
definition: HttpDefinition<any>
}

View File

@@ -1,5 +1,37 @@
# @esengine/spatial
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 2.0.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/spatial",
"version": "2.0.1",
"version": "4.0.1",
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,37 @@
# @esengine/timer
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 2.0.1
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/timer",
"version": "2.0.1",
"version": "4.0.1",
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,33 @@
# @esengine/transaction
## 2.0.7
### Patch Changes
- Updated dependencies [[`902c0a1`](https://github.com/esengine/esengine/commit/902c0a10749f80bd8f499b44154646379d359704)]:
- @esengine/server@4.2.0
## 2.0.6
### Patch Changes
- Updated dependencies []:
- @esengine/server@4.1.0
## 2.0.5
### Patch Changes
- Updated dependencies []:
- @esengine/server@4.0.0
## 2.0.4
### Patch Changes
- Updated dependencies []:
- @esengine/server@3.0.0
## 2.0.3
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/transaction",
"version": "2.0.3",
"version": "2.0.7",
"description": "Game transaction system with distributed support | 游戏事务系统,支持分布式事务",
"type": "module",
"main": "./dist/index.js",

View File

@@ -121,9 +121,9 @@ export class WeChatRapier2DLoader implements IWasmLibraryLoader<RapierModule> {
// 导入 Rapier2D 标准版
const RAPIER = await import('@esengine/rapier2d');
// 初始化 WASM - 标准版需要提供 WASM 路径
const wasmPath = this._config.minigame?.wasmPath || 'wasm/rapier_wasm2d_bg.wasm';
await RAPIER.init(wasmPath);
// 初始化 WASM - WASM 已经作为 base64 嵌入到包中
// Initialize WASM - WASM is embedded as base64 in the package
await RAPIER.init();
return RAPIER;
} finally {

View File

@@ -53,10 +53,9 @@ export class WebRapier2DLoader implements IWasmLibraryLoader<RapierModule> {
// 动态导入标准版
const RAPIER = await import('@esengine/rapier2d');
// 初始化 WASM - 标准版需要提供 WASM 路径
// 构建时 WASM 文件会被复制到 wasm/ 目录
const wasmPath = this._config.web?.wasmPath || 'wasm/rapier_wasm2d_bg.wasm';
await RAPIER.init(wasmPath);
// 初始化 WASM - WASM 已经作为 base64 嵌入到包中
// Initialize WASM - WASM is embedded as base64 in the package
await RAPIER.init();
console.log(`[${this._config.name}] 加载完成`);
return RAPIER;

View File

@@ -19,11 +19,13 @@
],
"scripts": {
"gen:src": "node scripts/gen-src.mjs",
"build": "pnpm gen:src && tsup",
"clean": "rimraf dist src"
"build": "tsup",
"build:regen": "pnpm gen:src && tsup",
"clean": "rimraf dist"
},
"license": "Apache-2.0",
"devDependencies": {
"base64-js": "^1.5.1",
"rimraf": "^5.0.0",
"tsup": "^8.0.0",
"typescript": "^5.0.0"

View File

@@ -14,7 +14,7 @@ import { fileURLToPath } from 'url';
const __dirname = dirname(fileURLToPath(import.meta.url));
const packageRoot = join(__dirname, '..');
const rapierRoot = join(packageRoot, '..', '..', 'thirdparty', 'rapier.js');
const rapierRoot = join(packageRoot, '..', '..', '..', 'thirdparty', 'rapier.js');
const srcTsDir = join(rapierRoot, 'src.ts');
const src2dDir = join(rapierRoot, 'rapier-compat', 'src2d');
const outputDir = join(packageRoot, 'src');

View File

@@ -91,9 +91,8 @@ export class KinematicCharacterController {
*/
public setUp(vector: Vector) {
let rawVect = VectorOps.intoRaw(vector);
const result = this.raw.setUp(rawVect);
return this.raw.setUp(rawVect);
rawVect.free();
return result;
}
public applyImpulsesToDynamicBodies(): boolean {

View File

@@ -28,9 +28,6 @@ export class DynamicRayCastVehicleController {
bodies: RigidBodySet,
colliders: ColliderSet,
) {
if (typeof RawDynamicRayCastVehicleController === 'undefined') {
throw new Error('DynamicRayCastVehicleController is not available in 2D mode');
}
this.raw = new RawDynamicRayCastVehicleController(chassis.handle);
this.broadPhase = broadPhase;
this.narrowPhase = narrowPhase;

View File

@@ -28,7 +28,7 @@ export class VectorOps {
}
// FIXME: type ram: RawVector?
public static fromRaw(raw: RawVector): Vector | null {
public static fromRaw(raw: RawVector): Vector {
if (!raw) return null;
let res = VectorOps.new(raw.x, raw.y);
@@ -56,7 +56,7 @@ export class RotationOps {
return 0.0;
}
public static fromRaw(raw: RawRotation): Rotation | null {
public static fromRaw(raw: RawRotation): Rotation {
if (!raw) return null;
let res = raw.angle;

View File

@@ -6,5 +6,8 @@ export default defineConfig({
dts: true,
sourcemap: true,
clean: true,
external: ["../pkg/rapier_wasm2d.js"],
external: [/\.\.\/pkg\/rapier_wasm2d/],
loader: {
".wasm": "base64",
},
});

View File

@@ -1,5 +1,49 @@
# @esengine/demos
## 1.0.10
### Patch Changes
- Updated dependencies []:
- @esengine/fsm@4.0.1
- @esengine/pathfinding@4.0.1
- @esengine/procgen@4.0.1
- @esengine/spatial@4.0.1
- @esengine/timer@4.0.1
## 1.0.9
### Patch Changes
- Updated dependencies []:
- @esengine/fsm@4.0.0
- @esengine/pathfinding@4.0.0
- @esengine/procgen@4.0.0
- @esengine/spatial@4.0.0
- @esengine/timer@4.0.0
## 1.0.8
### Patch Changes
- Updated dependencies []:
- @esengine/fsm@3.0.1
- @esengine/pathfinding@3.0.1
- @esengine/procgen@3.0.1
- @esengine/spatial@3.0.1
- @esengine/timer@3.0.1
## 1.0.7
### Patch Changes
- Updated dependencies []:
- @esengine/fsm@3.0.0
- @esengine/pathfinding@3.0.0
- @esengine/procgen@3.0.0
- @esengine/spatial@3.0.0
- @esengine/timer@3.0.0
## 1.0.6
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/demos",
"version": "1.0.6",
"version": "1.0.10",
"private": true,
"description": "Demo tests for ESEngine modules documentation",
"type": "module",

72
pnpm-lock.yaml generated
View File

@@ -569,6 +569,9 @@ importers:
specifier: workspace:*
version: link:../../../framework/behavior-tree
devDependencies:
'@esengine/asset-system':
specifier: workspace:*
version: link:../../../engine/asset-system
'@esengine/build-config':
specifier: workspace:*
version: link:../../../tools/build-config
@@ -1489,6 +1492,9 @@ importers:
rollup-plugin-dts:
specifier: ^6.2.1
version: 6.3.0(rollup@4.54.0)(typescript@5.9.3)
rollup-plugin-sourcemaps:
specifier: ^0.6.3
version: 0.6.3(@types/node@20.19.27)(rollup@4.54.0)
ts-jest:
specifier: ^29.4.0
version: 29.4.6(@babel/core@7.28.5)(@jest/transform@29.7.0)(@jest/types@29.6.3)(babel-jest@29.7.0(@babel/core@7.28.5))(jest-util@29.7.0)(jest@29.7.0(@types/node@20.19.27)(ts-node@10.9.2(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@20.19.27)(typescript@5.9.3)))(typescript@5.9.3)
@@ -1861,6 +1867,9 @@ importers:
packages/physics/rapier2d:
devDependencies:
base64-js:
specifier: ^1.5.1
version: 1.5.1
rimraf:
specifier: ^5.0.0
version: 5.0.10
@@ -4484,6 +4493,12 @@ packages:
rollup:
optional: true
'@rollup/pluginutils@3.1.0':
resolution: {integrity: sha512-GksZ6pr6TpIjHm8h9lSQ8pi8BE9VeubNT0OMJ3B5uZJ8pz73NPiqOtCog/x2/QzM1ENChPKxMDhiQuRHsqc+lg==}
engines: {node: '>= 8.0.0'}
peerDependencies:
rollup: ^1.20.0||^2.0.0
'@rollup/pluginutils@5.3.0':
resolution: {integrity: sha512-5EdhGZtnu3V88ces7s53hhfK5KSASnJZv8Lulpc04cWO3REESroJXg73DFsOmgbU2BhwV0E20bu2IDZb3VKW4Q==}
engines: {node: '>=14.0.0'}
@@ -5150,6 +5165,9 @@ packages:
'@types/estree-jsx@1.0.5':
resolution: {integrity: sha512-52CcUVNFyfb1A2ALocQw/Dd1BQFNmSdkuC3BkZ6iqhdMfQz7JWOFRuJFloOzjk+6WijU56m9oKXFAXc7o3Towg==}
'@types/estree@0.0.39':
resolution: {integrity: sha512-EYNwp3bU+98cpU4lAWYYL7Zz+2gryWH1qbdDTidVd6hkiR6weksdbMadyXKXNPEkQFhXM+hVO9ZygomHXp+AIw==}
'@types/estree@1.0.8':
resolution: {integrity: sha512-dWHzHa2WqEXI/O1E9OjrocMTKJl2mSrEolh1Iomrv6U+JuNwaHXsXx9bLu5gG7BUWFIN0skIQJQ/L1rIex4X6w==}
@@ -5791,6 +5809,11 @@ packages:
asynckit@0.4.0:
resolution: {integrity: sha512-Oei9OH4tRh0YqU3GxhX79dM/mwVgvbZJaSNaRk+bshkj0S5cfHcgYakreBjrHwatXKbz+IoIdYLxrKim2MjW0Q==}
atob@2.1.2:
resolution: {integrity: sha512-Wm6ukoaOGJi/73p/cl2GvLjTI5JM1k/O14isD73YML8StrH/7/lRFgmg8nICZgD3bZZvjwCGxtMOD3wWNAu8cg==}
engines: {node: '>= 4.5.0'}
hasBin: true
axios@1.13.2:
resolution: {integrity: sha512-VPk9ebNqPcy5lRGuSlKx752IlDatOjT9paPlm8A7yOuW2Fbvp4X3JznJtT4f0GzGLLiWE9W8onz51SqLYwzGaA==}
@@ -6434,6 +6457,10 @@ packages:
decode-named-character-reference@1.2.0:
resolution: {integrity: sha512-c6fcElNV6ShtZXmsgNgFFV5tVX2PaV4g+MOAkb8eXHvn6sryJBrZa9r0zV6+dtTyoCKxtDy5tyQ5ZwQuidtd+Q==}
decode-uri-component@0.2.2:
resolution: {integrity: sha512-FqUYQ+8o158GyGTrMFJms9qh3CqTKvAqgqsTnkLI8sKu0028orqBhxNMFkFen0zGyg6epACD32pjVk58ngIErQ==}
engines: {node: '>=0.10'}
dedent@1.5.3:
resolution: {integrity: sha512-NHQtfOOW68WD8lgypbLA5oT+Bt0xXJhiYvoR6SmmNXZfpzOGXwdKWmcwG8N7PwVVWV3eF/68nmD9BaJSsTBhyQ==}
peerDependencies:
@@ -6838,6 +6865,9 @@ packages:
estree-util-visit@2.0.0:
resolution: {integrity: sha512-m5KgiH85xAhhW8Wta0vShLcUvOsh3LLPI2YVwcbio1l7E09NTLL1EyMZFM1OyWowoH0skScNbhOPl4kcBgzTww==}
estree-walker@1.0.1:
resolution: {integrity: sha512-1fMXF3YP4pZZVozF8j/ZLfvnR8NSIljt56UhbZ5PeeDmmGHpgpdwQt7ITlGvYaQukCvuBRMLEiKiYC+oeIg4cg==}
estree-walker@2.0.2:
resolution: {integrity: sha512-Rfkk/Mp/DL7JVje3u18FxFujQlTNR2q6QfMSMB7AvCBx91NGj/ba3kCfza0f6dVDbw7YlRf/nDrn7pQrCCyQ/w==}
@@ -9844,6 +9874,16 @@ packages:
rollup: ^3.29.4 || ^4
typescript: ^4.5 || ^5.0
rollup-plugin-sourcemaps@0.6.3:
resolution: {integrity: sha512-paFu+nT1xvuO1tPFYXGe+XnQvg4Hjqv/eIhG8i5EspfYYPBKL57X7iVbfv55aNVASg3dzWvES9dmWsL2KhfByw==}
engines: {node: '>=10.0.0'}
peerDependencies:
'@types/node': '>=10.0.0'
rollup: '>=0.31.2'
peerDependenciesMeta:
'@types/node':
optional: true
rollup@4.54.0:
resolution: {integrity: sha512-3nk8Y3a9Ea8szgKhinMlGMhGMw89mqule3KWczxhIzqudyHdCIOHw8WJlj/r329fACjKLEh13ZSk7oE22kyeIw==}
engines: {node: '>=18.0.0', npm: '>=8.0.0'}
@@ -10043,6 +10083,10 @@ packages:
resolution: {integrity: sha512-UXWMKhLOwVKb728IUtQPXxfYU+usdybtUrK/8uGE8CQMvrhOpwvzDBwj0QhSL7MQc7vIsISBG8VQ8+IDQxpfQA==}
engines: {node: '>=0.10.0'}
source-map-resolve@0.6.0:
resolution: {integrity: sha512-KXBr9d/fO/bWo97NXsPIAW1bFSBOuCnjbNTBMO7N59hsv5i9yzRDfcYwwt0l04+VqnKC+EwzvJZIP/qkuMgR/w==}
deprecated: See https://github.com/lydell/source-map-resolve#deprecated
source-map-support@0.5.13:
resolution: {integrity: sha512-SHSKFHadjVA5oR4PPqhtAVdcBWwRYVd6g6cAXnIbRiIwc2EhPrTuKUBdSLvlEKyIP3GCf89fltvcZiP9MMFA1w==}
@@ -14128,6 +14172,13 @@ snapshots:
optionalDependencies:
rollup: 4.54.0
'@rollup/pluginutils@3.1.0(rollup@4.54.0)':
dependencies:
'@types/estree': 0.0.39
estree-walker: 1.0.1
picomatch: 2.3.1
rollup: 4.54.0
'@rollup/pluginutils@5.3.0(rollup@4.54.0)':
dependencies:
'@types/estree': 1.0.8
@@ -14878,6 +14929,8 @@ snapshots:
dependencies:
'@types/estree': 1.0.8
'@types/estree@0.0.39': {}
'@types/estree@1.0.8': {}
'@types/express-serve-static-core@5.1.0':
@@ -15745,6 +15798,8 @@ snapshots:
asynckit@0.4.0: {}
atob@2.1.2: {}
axios@1.13.2:
dependencies:
follow-redirects: 1.15.11
@@ -16424,6 +16479,8 @@ snapshots:
dependencies:
character-entities: 2.0.2
decode-uri-component@0.2.2: {}
dedent@1.5.3: {}
dedent@1.7.1: {}
@@ -16874,6 +16931,8 @@ snapshots:
'@types/estree-jsx': 1.0.5
'@types/unist': 3.0.3
estree-walker@1.0.1: {}
estree-walker@2.0.2: {}
estree-walker@3.0.3:
@@ -20696,6 +20755,14 @@ snapshots:
optionalDependencies:
'@babel/code-frame': 7.27.1
rollup-plugin-sourcemaps@0.6.3(@types/node@20.19.27)(rollup@4.54.0):
dependencies:
'@rollup/pluginutils': 3.1.0(rollup@4.54.0)
rollup: 4.54.0
source-map-resolve: 0.6.0
optionalDependencies:
'@types/node': 20.19.27
rollup@4.54.0:
dependencies:
'@types/estree': 1.0.8
@@ -20990,6 +21057,11 @@ snapshots:
source-map-js@1.2.1: {}
source-map-resolve@0.6.0:
dependencies:
atob: 2.1.2
decode-uri-component: 0.2.2
source-map-support@0.5.13:
dependencies:
buffer-from: 1.1.2

146
scripts/build-rapier2d.mjs Normal file
View File

@@ -0,0 +1,146 @@
#!/usr/bin/env node
/**
* Build Rapier2D WASM artifacts
* 构建 Rapier2D WASM 产物
*
* This script automates the entire Rapier2D WASM build process:
* 此脚本自动化整个 Rapier2D WASM 构建流程:
*
* 1. Prepare Rust project from thirdparty/rapier.js
* 2. Build WASM using wasm-pack
* 3. Copy artifacts to packages/physics/rapier2d/pkg
* 4. Generate TypeScript source code
*/
import { execSync, spawn } from 'child_process';
import { existsSync, cpSync, rmSync, mkdirSync } from 'fs';
import { join, dirname } from 'path';
import { fileURLToPath } from 'url';
const __dirname = dirname(fileURLToPath(import.meta.url));
const rootDir = join(__dirname, '..');
const rapierJsDir = join(rootDir, 'thirdparty', 'rapier.js');
const rapier2dBuildDir = join(rapierJsDir, 'builds', 'rapier2d');
const rapier2dPkgSrc = join(rapier2dBuildDir, 'pkg');
const rapier2dPkgDest = join(rootDir, 'packages', 'physics', 'rapier2d', 'pkg');
/**
* Run a command and stream output
*/
function runCommand(command, cwd, description) {
console.log(`\n📦 ${description}...`);
console.log(` Running: ${command}`);
console.log(` In: ${cwd}\n`);
try {
execSync(command, {
cwd,
stdio: 'inherit',
shell: true
});
return true;
} catch (error) {
console.error(`❌ Failed: ${description}`);
return false;
}
}
/**
* Main build function
*/
async function build() {
console.log('🚀 Building Rapier2D WASM...\n');
// Check if rapier.js exists
if (!existsSync(rapierJsDir)) {
console.error('❌ Error: thirdparty/rapier.js not found!');
console.error(' Please clone it first:');
console.error(' git clone https://github.com/esengine/rapier.js.git thirdparty/rapier.js');
process.exit(1);
}
// Check if Rust/Cargo is installed
try {
execSync('cargo --version', { stdio: 'pipe' });
} catch {
console.error('❌ Error: Rust/Cargo not found!');
console.error(' Please install Rust: https://rustup.rs/');
process.exit(1);
}
// Check if wasm-pack is installed
try {
execSync('wasm-pack --version', { stdio: 'pipe' });
} catch {
console.error('❌ Error: wasm-pack not found!');
console.error(' Please install it: cargo install wasm-pack');
process.exit(1);
}
// Step 1: Prepare Rust project
if (!runCommand(
'cargo run -p prepare_builds -- -d dim2 -f non-deterministic',
rapierJsDir,
'Step 1/4: Preparing Rust project'
)) {
process.exit(1);
}
// Step 2: Install npm dependencies for rapier2d build
if (!runCommand(
'npm install',
rapier2dBuildDir,
'Step 2/4: Installing npm dependencies'
)) {
process.exit(1);
}
// Step 3: Build WASM
if (!runCommand(
'npm run build',
rapier2dBuildDir,
'Step 3/4: Building WASM'
)) {
process.exit(1);
}
// Step 4: Copy pkg to packages/physics/rapier2d/pkg
console.log('\n📦 Step 4/4: Copying WASM artifacts...');
console.log(` From: ${rapier2dPkgSrc}`);
console.log(` To: ${rapier2dPkgDest}\n`);
if (!existsSync(rapier2dPkgSrc)) {
console.error('❌ Error: Build output not found at', rapier2dPkgSrc);
process.exit(1);
}
// Remove old pkg if exists
if (existsSync(rapier2dPkgDest)) {
rmSync(rapier2dPkgDest, { recursive: true });
}
// Copy new pkg
cpSync(rapier2dPkgSrc, rapier2dPkgDest, { recursive: true });
console.log(' ✅ Copied successfully!\n');
// Step 5: Generate TypeScript source
if (!runCommand(
'pnpm --filter @esengine/rapier2d gen:src',
rootDir,
'Bonus: Generating TypeScript source'
)) {
console.warn('⚠️ Warning: Failed to generate TypeScript source.');
console.warn(' You can run it manually: pnpm --filter @esengine/rapier2d gen:src');
}
console.log('\n✅ Rapier2D WASM build completed successfully!');
console.log('\nNext steps:');
console.log(' 1. Run: pnpm build:editor');
console.log(' 2. Start editor: cd packages/editor/editor-app && pnpm tauri:dev\n');
}
build().catch(error => {
console.error('❌ Build failed:', error);
process.exit(1);
});