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29 Commits

Author SHA1 Message Date
github-actions[bot]
d21caa974e chore: release packages (#393)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 09:41:17 +08:00
YHH
a08a84b7db fix(sync): use GlobalComponentRegistry for network sync decoding (#392)
- Decoder.ts now uses GlobalComponentRegistry.getComponentType() instead of local registry
- @sync decorator uses getComponentTypeName() to get @ECSComponent decorator name
- @ECSComponent decorator updates SYNC_METADATA.typeId when defined
- Removed deprecated registerSyncComponent/autoRegisterSyncComponent functions
- Updated ComponentSync.ts in network package to use GlobalComponentRegistry
- Updated tests to use correct @ECSComponent type names

This ensures that components decorated with @ECSComponent are automatically
available for network sync decoding without any manual registration.
2025-12-30 09:39:17 +08:00
github-actions[bot]
449bd420a6 chore: release packages (#391)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-29 21:10:36 +08:00
YHH
1f297ac769 feat(ecs): ECS 网络状态同步系统 | add ECS network state synchronization (#390)
## @esengine/ecs-framework

新增 @sync 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:

- `sync` 装饰器标记需要同步的字段
- `ChangeTracker` 组件变更追踪
- 二进制编解码器 (BinaryWriter/BinaryReader)
- `encodeSnapshot`/`decodeSnapshot` 批量编解码
- `encodeSpawn`/`decodeSpawn` 实体生成编解码
- `encodeDespawn`/`processDespawn` 实体销毁编解码

将以下方法标记为 @internal,用户应通过 Core.update() 驱动更新:
- Scene.update()
- SceneManager.update()
- WorldManager.updateAll()

## @esengine/network

- 新增 ComponentSyncSystem 基于 @sync 自动同步组件状态
- 将 ecs-framework 从 devDependencies 移到 peerDependencies

## @esengine/server

新增 ECSRoom,带有 ECS World 支持的房间基类:

- 每个 ECSRoom 在 Core.worldManager 中创建独立的 World
- Core.update() 统一更新 Time 和所有 World
- onTick() 只处理状态同步逻辑
- 自动创建/销毁玩家实体
- 增量状态广播
2025-12-29 21:08:34 +08:00
github-actions[bot]
4cf868a769 chore: release packages (#389)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-29 17:14:53 +08:00
YHH
afdeb00b4d feat(server): 添加可插拔速率限制系统 | add pluggable rate limiting system (#388)
* feat(server): 添加可插拔速率限制系统 | add pluggable rate limiting system

- 新增令牌桶策略 (TokenBucketStrategy) - 推荐用于一般场景
- 新增滑动窗口策略 (SlidingWindowStrategy) - 精确跟踪
- 新增固定窗口策略 (FixedWindowStrategy) - 简单高效
- 新增房间速率限制 mixin (withRateLimit)
- 新增速率限制装饰器 (@rateLimit, @noRateLimit)
- 新增按消息类型限流装饰器 (@rateLimitMessage, @noRateLimitMessage)
- 支持与认证系统组合使用
- 添加中英文文档
- 导出路径: @esengine/server/ratelimit

* docs: 更新 README 添加新模块 | update README with new modules

- 添加程序化生成 (procgen) 模块
- 添加 RPC 框架模块
- 添加游戏服务器 (server) 模块
- 添加事务系统 (transaction) 模块
- 添加世界流送 (world-streaming) 模块
- 更新网络模块描述
- 更新项目结构目录
2025-12-29 17:12:54 +08:00
github-actions[bot]
764ce67742 chore: release packages (#387)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-29 16:12:03 +08:00
YHH
61a13baca2 feat(server): 添加可插拔认证系统 | add pluggable authentication system (#386)
* feat(server): 添加可插拔认证系统 | add pluggable authentication system

- 新增 JWT 认证提供者 (createJwtAuthProvider)
- 新增 Session 认证提供者 (createSessionAuthProvider)
- 新增服务器认证 mixin (withAuth)
- 新增房间认证 mixin (withRoomAuth)
- 新增认证装饰器 (@requireAuth, @requireRole)
- 新增测试工具 (MockAuthProvider)
- 新增中英文文档
- 导出路径: @esengine/server/auth, @esengine/server/auth/testing

* fix(server): 使用加密安全的随机数生成 session ID | use crypto-secure random for session ID
2025-12-29 16:10:09 +08:00
github-actions[bot]
1cfa64aa0f chore: release packages (#385)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-29 15:04:07 +08:00
YHH
3b978384c7 feat(framework): server testing utils, transaction storage simplify, pathfinding tests (#384)
## Server Testing Utils
- Add TestServer, TestClient, MockRoom for unit testing
- Export testing utilities from @esengine/server/testing

## Transaction Storage (BREAKING)
- Simplify RedisStorage/MongoStorage to factory pattern only
- Remove DI client injection option
- Add lazy connection and Symbol.asyncDispose support
- Add 161 unit tests with full coverage

## Pathfinding Tests
- Add 150 unit tests covering all components
- BinaryHeap, Heuristics, AStarPathfinder, GridMap, NavMesh, PathSmoother

## Docs
- Update storage.md for new factory pattern API
2025-12-29 15:02:13 +08:00
YHH
10c3891abd docs: 添加缺失的侧边栏导航项 | add missing sidebar items (#383)
- RPC: 添加 server, client, codec 页面
- Network: 添加 prediction, aoi, delta 页面
- Transaction: 添加完整模块导航
- Changelog: 添加 transaction, rpc 链接
2025-12-29 11:29:42 +08:00
github-actions[bot]
18af48a0fc chore: release packages (#382)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-29 11:08:46 +08:00
YHH
d4cef828e1 feat(transaction): 添加游戏事务系统 | add game transaction system (#381)
- TransactionManager/TransactionContext 事务管理
- MemoryStorage/RedisStorage/MongoStorage 存储实现
- CurrencyOperation/InventoryOperation/TradeOperation 内置操作
- SagaOrchestrator 分布式 Saga 编排
- withTransactions() Room 集成
- 完整中英文文档
2025-12-29 10:54:00 +08:00
github-actions[bot]
2d46ccf896 chore: release packages (#380)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-29 10:44:48 +08:00
YHH
fb8bde6485 feat(network): 网络模块增强 - 预测、AOI、增量压缩 (#379)
- 添加 NetworkPredictionSystem 客户端预测系统
- 添加 NetworkAOISystem 兴趣区域管理
- 添加 StateDeltaCompressor 状态增量压缩
- 添加断线重连和状态恢复
- 增强协议支持时间戳、序列号、速度
- 添加中英文文档
2025-12-29 10:42:48 +08:00
yhh
30437dc5d5 docs: add world-streaming to sidebar navigation 2025-12-28 19:50:44 +08:00
YHH
9f84c2f870 chore: bump pathfinding and world-streaming to 1.1.0 (#378) 2025-12-28 19:36:34 +08:00
github-actions[bot]
e9ea52d9b3 chore: release packages (#377)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-28 19:26:41 +08:00
YHH
0662b07445 chore: update pathfinding, add rpc/world-streaming docs, refactor world-streaming location (#376) 2025-12-28 19:18:28 +08:00
github-actions[bot]
838cda91aa chore: release packages (#375)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-28 14:11:27 +08:00
YHH
a000cc07d7 feat(rpc): export RpcClient from main entry point (#374) 2025-12-28 14:09:16 +08:00
github-actions[bot]
1316d7de49 chore: release packages (#373)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-28 13:49:34 +08:00
YHH
9c41181875 fix(server): expose id property on ServerConnection type (#372) 2025-12-28 13:47:27 +08:00
github-actions[bot]
9f3f9a547a chore: release packages (#371)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-28 13:32:44 +08:00
YHH
18df9d1cda fix(server): allow define() to be called before start() (#370) 2025-12-28 13:29:17 +08:00
github-actions[bot]
9a4b3388e0 chore: release packages (#369)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-28 12:51:20 +08:00
YHH
66d5dc27f7 fix(server): 修复发布缺少 dist | fix missing dist (#368)
* fix(server): 修复发布缺少 dist | fix missing dist in publish

* ci: 添加 server 和 create-esengine-server 构建 | add server packages to build

* fix: 添加 create-esengine-server 到 changeset
2025-12-28 12:46:50 +08:00
github-actions[bot]
8a3e54cb45 chore: release packages (#367)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-28 12:25:51 +08:00
YHH
b6f1235239 feat(server): 添加游戏服务器框架 | add game server framework (#366)
**@esengine/server** - 游戏服务器框架 | Game server framework
- 文件路由系统 | File-based routing
- Room 生命周期 (onCreate, onJoin, onLeave, onTick, onDispose)
- @onMessage 装饰器 | Message handler decorator
- 玩家管理与断线处理 | Player management with auto-disconnect
- 内置 JoinRoom/LeaveRoom API | Built-in room APIs
- defineApi/defineMsg 类型安全辅助函数 | Type-safe helpers

**create-esengine-server** - CLI 脚手架工具 | CLI scaffolding
- 生成 shared/server/client 项目结构 | Project structure
- 类型安全的协议定义 | Type-safe protocol definitions
- 包含 GameRoom 示例 | Example implementation

**其他 | Other**
- 删除旧的 network-server 包 | Remove old network-server
- 更新服务器文档 | Update server documentation
2025-12-28 12:23:55 +08:00
235 changed files with 37275 additions and 1083 deletions

View File

@@ -56,7 +56,9 @@ jobs:
pnpm --filter "@esengine/network-protocols" build
pnpm --filter "@esengine/rpc" build
pnpm --filter "@esengine/network" build
pnpm --filter "@esengine/server" build
pnpm --filter "@esengine/cli" build
pnpm --filter "create-esengine-server" build
- name: Create Release Pull Request or Publish
id: changesets

View File

@@ -49,7 +49,12 @@ npm install @esengine/ecs-framework
| **Timer** | Timer and cooldown systems | No |
| **Spatial** | Spatial indexing and queries (QuadTree, Grid) | No |
| **Pathfinding** | A* and navigation mesh pathfinding | No |
| **Network** | Client/server networking with TSRPC | No |
| **Procgen** | Procedural generation (noise, random, sampling) | No |
| **RPC** | High-performance RPC communication framework | No |
| **Server** | Game server framework with rooms, auth, rate limiting | No |
| **Network** | Client networking with prediction, AOI, delta compression | No |
| **Transaction** | Game transaction system with Redis/Memory storage | No |
| **World Streaming** | Open world chunk loading and streaming | No |
> All framework modules can be used standalone with any rendering engine.
@@ -199,7 +204,12 @@ npm install @esengine/fsm # State machines
npm install @esengine/timer # Timers & cooldowns
npm install @esengine/spatial # Spatial indexing
npm install @esengine/pathfinding # Pathfinding
npm install @esengine/network # Networking
npm install @esengine/procgen # Procedural generation
npm install @esengine/rpc # RPC framework
npm install @esengine/server # Game server
npm install @esengine/network # Client networking
npm install @esengine/transaction # Transaction system
npm install @esengine/world-streaming # World streaming
```
### ESEngine Runtime (Optional)
@@ -235,7 +245,11 @@ esengine/
│ │ ├── spatial/ # Spatial queries
│ │ ├── pathfinding/ # Pathfinding
│ │ ├── procgen/ # Procedural generation
│ │ ── network/ # Networking
│ │ ── rpc/ # RPC framework
│ │ ├── server/ # Game server
│ │ ├── network/ # Client networking
│ │ ├── transaction/ # Transaction system
│ │ └── world-streaming/ # World streaming
│ │
│ ├── engine/ # ESEngine runtime
│ ├── rendering/ # Rendering modules

View File

@@ -49,7 +49,12 @@ npm install @esengine/ecs-framework
| **定时器** | 定时器和冷却系统 | 否 |
| **空间索引** | 空间查询(四叉树、网格) | 否 |
| **寻路** | A* 和导航网格寻路 | 否 |
| **网络** | 客户端/服务端网络通信 (TSRPC) | 否 |
| **程序化生成** | 噪声、随机、采样等生成算法 | 否 |
| **RPC** | 高性能 RPC 通信框架 | 否 |
| **服务端** | 游戏服务器框架,支持房间、认证、速率限制 | 否 |
| **网络** | 客户端网络支持预测、AOI、增量压缩 | 否 |
| **事务系统** | 游戏事务系统,支持 Redis/内存存储 | 否 |
| **世界流送** | 开放世界分块加载和流送 | 否 |
> 所有框架模块都可以独立使用,无需依赖特定渲染引擎。
@@ -199,7 +204,12 @@ npm install @esengine/fsm # 状态机
npm install @esengine/timer # 定时器和冷却
npm install @esengine/spatial # 空间索引
npm install @esengine/pathfinding # 寻路
npm install @esengine/network # 网络
npm install @esengine/procgen # 程序化生成
npm install @esengine/rpc # RPC 框架
npm install @esengine/server # 游戏服务器
npm install @esengine/network # 客户端网络
npm install @esengine/transaction # 事务系统
npm install @esengine/world-streaming # 世界流送
```
### ESEngine 运行时(可选)
@@ -235,7 +245,11 @@ esengine/
│ │ ├── spatial/ # 空间查询
│ │ ├── pathfinding/ # 寻路
│ │ ├── procgen/ # 程序化生成
│ │ ── network/ # 网络
│ │ ── rpc/ # RPC 框架
│ │ ├── server/ # 游戏服务器
│ │ ├── network/ # 客户端网络
│ │ ├── transaction/ # 事务系统
│ │ └── world-streaming/ # 世界流送
│ │
│ ├── engine/ # ESEngine 运行时
│ ├── rendering/ # 渲染模块

View File

@@ -255,6 +255,9 @@ export default defineConfig({
translations: { en: 'RPC' },
items: [
{ label: '概述', slug: 'modules/rpc', translations: { en: 'Overview' } },
{ label: '服务端', slug: 'modules/rpc/server', translations: { en: 'Server' } },
{ label: '客户端', slug: 'modules/rpc/client', translations: { en: 'Client' } },
{ label: '编解码', slug: 'modules/rpc/codec', translations: { en: 'Codec' } },
],
},
{
@@ -264,10 +267,37 @@ export default defineConfig({
{ label: '概述', slug: 'modules/network', translations: { en: 'Overview' } },
{ label: '客户端', slug: 'modules/network/client', translations: { en: 'Client' } },
{ label: '服务器', slug: 'modules/network/server', translations: { en: 'Server' } },
{ label: '认证系统', slug: 'modules/network/auth', translations: { en: 'Authentication' } },
{ label: '速率限制', slug: 'modules/network/rate-limit', translations: { en: 'Rate Limiting' } },
{ label: '状态同步', slug: 'modules/network/sync', translations: { en: 'State Sync' } },
{ label: '客户端预测', slug: 'modules/network/prediction', translations: { en: 'Prediction' } },
{ label: 'AOI 兴趣区域', slug: 'modules/network/aoi', translations: { en: 'AOI' } },
{ label: '增量压缩', slug: 'modules/network/delta', translations: { en: 'Delta Compression' } },
{ label: 'API 参考', slug: 'modules/network/api', translations: { en: 'API Reference' } },
],
},
{
label: '事务系统',
translations: { en: 'Transaction' },
items: [
{ label: '概述', slug: 'modules/transaction', translations: { en: 'Overview' } },
{ label: '核心概念', slug: 'modules/transaction/core', translations: { en: 'Core Concepts' } },
{ label: '存储层', slug: 'modules/transaction/storage', translations: { en: 'Storage Layer' } },
{ label: '操作', slug: 'modules/transaction/operations', translations: { en: 'Operations' } },
{ label: '分布式事务', slug: 'modules/transaction/distributed', translations: { en: 'Distributed' } },
],
},
{
label: '世界流式加载',
translations: { en: 'World Streaming' },
items: [
{ label: '概述', slug: 'modules/world-streaming', translations: { en: 'Overview' } },
{ label: '区块管理', slug: 'modules/world-streaming/chunk-manager', translations: { en: 'Chunk Manager' } },
{ label: '流式系统', slug: 'modules/world-streaming/streaming-system', translations: { en: 'Streaming System' } },
{ label: '序列化', slug: 'modules/world-streaming/serialization', translations: { en: 'Serialization' } },
{ label: '实际示例', slug: 'modules/world-streaming/examples', translations: { en: 'Examples' } },
],
},
],
},
{
@@ -292,6 +322,8 @@ export default defineConfig({
{ label: '@esengine/fsm', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/fsm/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/timer', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/timer/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/network', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/network/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/transaction', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/transaction/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/rpc', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/rpc/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/cli', link: 'https://github.com/esengine/esengine/blob/master/packages/tools/cli/CHANGELOG.md', attrs: { target: '_blank' } },
],
},

View File

@@ -20,6 +20,7 @@ ESEngine provides a rich set of modules that can be imported as needed.
| [Timer](/en/modules/timer/) | `@esengine/timer` | Timer and cooldown system |
| [Spatial](/en/modules/spatial/) | `@esengine/spatial` | Spatial queries, AOI management |
| [Pathfinding](/en/modules/pathfinding/) | `@esengine/pathfinding` | A* pathfinding, NavMesh navigation |
| [World Streaming](/en/modules/world-streaming/) | `@esengine/world-streaming` | Chunk-based world streaming for open worlds |
### Tools
@@ -33,6 +34,7 @@ ESEngine provides a rich set of modules that can be imported as needed.
| Module | Package | Description |
|--------|---------|-------------|
| [Network](/en/modules/network/) | `@esengine/network` | Multiplayer game networking |
| [Transaction](/en/modules/transaction/) | `@esengine/transaction` | Game transactions with distributed support |
## Installation

View File

@@ -0,0 +1,283 @@
---
title: "Area of Interest (AOI)"
description: "View range based network entity filtering"
---
AOI (Area of Interest) is a key technique in large-scale multiplayer games for optimizing network bandwidth. By only synchronizing entities within a player's view range, network traffic can be significantly reduced.
## NetworkAOISystem
`NetworkAOISystem` provides grid-based area of interest management.
### Enable AOI
```typescript
import { NetworkPlugin } from '@esengine/network';
const networkPlugin = new NetworkPlugin({
enableAOI: true,
aoiConfig: {
cellSize: 100, // Grid cell size
defaultViewRange: 500, // Default view range
enabled: true,
}
});
await Core.installPlugin(networkPlugin);
```
### Adding Observers
Each player that needs to receive sync data must be added as an observer:
```typescript
// Add observer when player joins
networkPlugin.registerPrefab('player', (scene, spawn) => {
const entity = scene.createEntity(`player_${spawn.netId}`);
// ... setup components
// Add player as AOI observer
networkPlugin.addAOIObserver(
spawn.netId, // Network ID
spawn.pos.x, // Initial X position
spawn.pos.y, // Initial Y position
600 // View range (optional)
);
return entity;
});
// Remove observer when player leaves
networkPlugin.removeAOIObserver(playerNetId);
```
### Updating Observer Position
When a player moves, update their AOI position:
```typescript
// Update in game loop or sync callback
networkPlugin.updateAOIObserverPosition(playerNetId, newX, newY);
```
## AOI Configuration
| Property | Type | Default | Description |
|----------|------|---------|-------------|
| `cellSize` | `number` | 100 | Grid cell size |
| `defaultViewRange` | `number` | 500 | Default view range |
| `enabled` | `boolean` | true | Whether AOI is enabled |
### Grid Size Recommendations
Grid size should be set based on game view range:
```typescript
// Recommendation: cellSize = defaultViewRange / 3 to / 5
aoiConfig: {
cellSize: 100,
defaultViewRange: 500, // Grid is about 1/5 of view range
}
```
## Query Interface
### Get Visible Entities
```typescript
// Get all entities visible to player
const visibleEntities = networkPlugin.getVisibleEntities(playerNetId);
console.log('Visible entities:', visibleEntities);
```
### Check Visibility
```typescript
// Check if player can see an entity
if (networkPlugin.canSee(playerNetId, targetEntityNetId)) {
// Target is in view
}
```
## Event Listening
The AOI system triggers events when entities enter/exit view:
```typescript
const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
aoiSystem.addListener((event) => {
if (event.type === 'enter') {
console.log(`Entity ${event.targetNetId} entered view of ${event.observerNetId}`);
// Can send entity's initial state here
} else if (event.type === 'exit') {
console.log(`Entity ${event.targetNetId} left view of ${event.observerNetId}`);
// Can cleanup resources here
}
});
}
```
## Server-Side Filtering
AOI is most commonly used server-side to filter sync data for each client:
```typescript
// Server-side example
import { NetworkAOISystem, createNetworkAOISystem } from '@esengine/network';
class GameServer {
private aoiSystem = createNetworkAOISystem({
cellSize: 100,
defaultViewRange: 500,
});
// Player joins
onPlayerJoin(playerId: number, x: number, y: number) {
this.aoiSystem.addObserver(playerId, x, y);
}
// Player moves
onPlayerMove(playerId: number, x: number, y: number) {
this.aoiSystem.updateObserverPosition(playerId, x, y);
}
// Send sync data
broadcastSync(allEntities: EntitySyncState[]) {
for (const playerId of this.players) {
// Filter using AOI
const filteredEntities = this.aoiSystem.filterSyncData(
playerId,
allEntities
);
// Send only visible entities
this.sendToPlayer(playerId, { entities: filteredEntities });
}
}
}
```
## How It Works
```
┌─────────────────────────────────────────────────────────────┐
│ Game World │
│ ┌─────┬─────┬─────┬─────┬─────┐ │
│ │ │ │ E │ │ │ │
│ ├─────┼─────┼─────┼─────┼─────┤ E = Enemy entity │
│ │ │ P │ ● │ │ │ P = Player │
│ ├─────┼─────┼─────┼─────┼─────┤ ● = Player view center │
│ │ │ │ E │ E │ │ ○ = View range │
│ ├─────┼─────┼─────┼─────┼─────┤ │
│ │ │ │ │ │ E │ Player only sees E in view│
│ └─────┴─────┴─────┴─────┴─────┘ │
│ │
│ View range (circle): Contains 3 enemies │
│ Grid optimization: Only check cells covered by view │
└─────────────────────────────────────────────────────────────┘
```
### Grid Optimization
AOI uses spatial grid to accelerate queries:
1. **Add Entity**: Calculate grid cell based on position
2. **View Detection**: Only check cells covered by view range
3. **Move Update**: Update cell assignment when crossing cells
4. **Event Trigger**: Detect enter/exit view
## Dynamic View Range
Different player types can have different view ranges:
```typescript
// Regular player
networkPlugin.addAOIObserver(playerId, x, y, 500);
// VIP player (larger view)
networkPlugin.addAOIObserver(vipPlayerId, x, y, 800);
// Adjust view range at runtime
const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
aoiSystem.updateObserverViewRange(playerId, 600);
}
```
## Best Practices
### 1. Server-Side Usage
AOI filtering should be done server-side; clients should not trust their own AOI judgment:
```typescript
// Filter on server before sending
const filtered = aoiSystem.filterSyncData(playerId, entities);
sendToClient(playerId, filtered);
```
### 2. Edge Handling
Add buffer zone at view edge to prevent flickering:
```typescript
// Add immediately when entering view
// Remove with delay when exiting (keep for 1-2 extra seconds)
aoiSystem.addListener((event) => {
if (event.type === 'exit') {
setTimeout(() => {
// Re-check if really exited
if (!aoiSystem.canSee(event.observerNetId, event.targetNetId)) {
removeFromClient(event.observerNetId, event.targetNetId);
}
}, 1000);
}
});
```
### 3. Large Entities
Large entities (like bosses) may need special handling:
```typescript
// Boss is always visible to everyone
function filterWithBoss(playerId: number, entities: EntitySyncState[]) {
const filtered = aoiSystem.filterSyncData(playerId, entities);
// Add boss entity
const bossState = entities.find(e => e.netId === bossNetId);
if (bossState && !filtered.includes(bossState)) {
filtered.push(bossState);
}
return filtered;
}
```
### 4. Performance Considerations
```typescript
// Large-scale game recommended config
aoiConfig: {
cellSize: 200, // Larger grid reduces cell count
defaultViewRange: 800, // Set based on actual view
}
```
## Debugging
```typescript
const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
console.log('AOI enabled:', aoiSystem.enabled);
console.log('Observer count:', aoiSystem.observerCount);
// Get visible entities for specific player
const visible = aoiSystem.getVisibleEntities(playerId);
console.log('Visible entities:', visible.length);
}
```

View File

@@ -0,0 +1,506 @@
---
title: "Authentication"
description: "Add authentication to your game server with JWT and Session providers"
---
The `@esengine/server` package includes a pluggable authentication system that supports JWT, session-based auth, and custom providers.
## Installation
Authentication is included in the server package:
```bash
npm install @esengine/server jsonwebtoken
```
> Note: `jsonwebtoken` is an optional peer dependency, required only for JWT authentication.
## Quick Start
### JWT Authentication
```typescript
import { createServer } from '@esengine/server'
import { withAuth, createJwtAuthProvider, withRoomAuth, requireAuth } from '@esengine/server/auth'
// Create JWT provider
const jwtProvider = createJwtAuthProvider({
secret: process.env.JWT_SECRET!,
expiresIn: 3600, // 1 hour
})
// Wrap server with authentication
const server = withAuth(await createServer({ port: 3000 }), {
provider: jwtProvider,
extractCredentials: (req) => {
const url = new URL(req.url ?? '', 'http://localhost')
return url.searchParams.get('token')
},
})
// Define authenticated room
class GameRoom extends withRoomAuth(Room, { requireAuth: true }) {
onJoin(player) {
console.log(`${player.user?.name} joined!`)
}
}
server.define('game', GameRoom)
await server.start()
```
## Auth Providers
### JWT Provider
Use JSON Web Tokens for stateless authentication:
```typescript
import { createJwtAuthProvider } from '@esengine/server/auth'
const jwtProvider = createJwtAuthProvider({
// Required: secret key
secret: 'your-secret-key',
// Optional: algorithm (default: HS256)
algorithm: 'HS256',
// Optional: expiration in seconds (default: 3600)
expiresIn: 3600,
// Optional: issuer for validation
issuer: 'my-game-server',
// Optional: audience for validation
audience: 'my-game-client',
// Optional: custom user extraction
getUser: async (payload) => {
// Fetch user from database
return await db.users.findById(payload.sub)
},
})
// Sign a token (for login endpoints)
const token = jwtProvider.sign({
sub: user.id,
name: user.name,
roles: ['player'],
})
// Decode without verification (for debugging)
const payload = jwtProvider.decode(token)
```
### Session Provider
Use server-side sessions for stateful authentication:
```typescript
import { createSessionAuthProvider, type ISessionStorage } from '@esengine/server/auth'
// Custom storage implementation
const storage: ISessionStorage = {
async get<T>(key: string): Promise<T | null> {
return await redis.get(key)
},
async set<T>(key: string, value: T): Promise<void> {
await redis.set(key, value)
},
async delete(key: string): Promise<boolean> {
return await redis.del(key) > 0
},
}
const sessionProvider = createSessionAuthProvider({
storage,
sessionTTL: 86400000, // 24 hours in ms
// Optional: validate user on each request
validateUser: (user) => !user.banned,
})
// Create session (for login endpoints)
const sessionId = await sessionProvider.createSession(user, {
ipAddress: req.ip,
userAgent: req.headers['user-agent'],
})
// Revoke session (for logout)
await sessionProvider.revoke(sessionId)
```
## Server Auth Mixin
The `withAuth` function wraps your server to add authentication:
```typescript
import { withAuth } from '@esengine/server/auth'
const server = withAuth(baseServer, {
// Required: auth provider
provider: jwtProvider,
// Required: extract credentials from request
extractCredentials: (req) => {
// From query string
return new URL(req.url, 'http://localhost').searchParams.get('token')
// Or from headers
// return req.headers['authorization']?.replace('Bearer ', '')
},
// Optional: handle auth failure
onAuthFailed: (conn, error) => {
console.log(`Auth failed: ${error}`)
},
})
```
### Accessing Auth Context
After authentication, the auth context is available on connections:
```typescript
import { getAuthContext } from '@esengine/server/auth'
server.onConnect = (conn) => {
const auth = getAuthContext(conn)
if (auth.isAuthenticated) {
console.log(`User ${auth.userId} connected`)
console.log(`Roles: ${auth.roles}`)
}
}
```
## Room Auth Mixin
The `withRoomAuth` function adds authentication checks to rooms:
```typescript
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
interface User {
id: string
name: string
roles: string[]
}
class GameRoom extends withRoomAuth<User>(Room, {
// Require authentication to join
requireAuth: true,
// Optional: require specific roles
allowedRoles: ['player', 'premium'],
// Optional: role check mode ('any' or 'all')
roleCheckMode: 'any',
}) {
// player has .auth and .user properties
onJoin(player: AuthPlayer<User>) {
console.log(`${player.user?.name} joined`)
console.log(`Is premium: ${player.auth.hasRole('premium')}`)
}
// Optional: custom auth validation
async onAuth(player: AuthPlayer<User>): Promise<boolean> {
// Additional validation logic
if (player.auth.hasRole('banned')) {
return false
}
return true
}
@onMessage('Chat')
handleChat(data: { text: string }, player: AuthPlayer<User>) {
this.broadcast('Chat', {
from: player.user?.name ?? 'Guest',
text: data.text,
})
}
}
```
### AuthPlayer Interface
Players in auth rooms have additional properties:
```typescript
interface AuthPlayer<TUser> extends Player {
// Full auth context
readonly auth: IAuthContext<TUser>
// User info (shortcut for auth.user)
readonly user: TUser | null
}
```
### Room Auth Helpers
```typescript
class GameRoom extends withRoomAuth<User>(Room) {
someMethod() {
// Get player by user ID
const player = this.getPlayerByUserId('user-123')
// Get all players with a role
const admins = this.getPlayersByRole('admin')
// Get player with auth info
const authPlayer = this.getAuthPlayer(playerId)
}
}
```
## Auth Decorators
### @requireAuth
Mark message handlers as requiring authentication:
```typescript
import { requireAuth, requireRole, onMessage } from '@esengine/server/auth'
class GameRoom extends withRoomAuth(Room) {
@requireAuth()
@onMessage('Trade')
handleTrade(data: TradeData, player: AuthPlayer) {
// Only authenticated players can trade
}
@requireAuth({ allowGuest: true })
@onMessage('Chat')
handleChat(data: ChatData, player: AuthPlayer) {
// Guests can also chat
}
}
```
### @requireRole
Require specific roles for message handlers:
```typescript
class AdminRoom extends withRoomAuth(Room) {
@requireRole('admin')
@onMessage('Ban')
handleBan(data: BanData, player: AuthPlayer) {
// Only admins can ban
}
@requireRole(['moderator', 'admin'])
@onMessage('Mute')
handleMute(data: MuteData, player: AuthPlayer) {
// Moderators OR admins can mute
}
@requireRole(['verified', 'premium'], { mode: 'all' })
@onMessage('SpecialFeature')
handleSpecial(data: any, player: AuthPlayer) {
// Requires BOTH verified AND premium roles
}
}
```
## Auth Context API
The auth context provides various methods for checking authentication state:
```typescript
interface IAuthContext<TUser> {
// Authentication state
readonly isAuthenticated: boolean
readonly user: TUser | null
readonly userId: string | null
readonly roles: ReadonlyArray<string>
readonly authenticatedAt: number | null
readonly expiresAt: number | null
// Role checking
hasRole(role: string): boolean
hasAnyRole(roles: string[]): boolean
hasAllRoles(roles: string[]): boolean
}
```
The `AuthContext` class (implementation) also provides:
```typescript
class AuthContext<TUser> implements IAuthContext<TUser> {
// Set authentication from result
setAuthenticated(result: AuthResult<TUser>): void
// Clear authentication state
clear(): void
}
```
## Testing
Use the mock auth provider for unit tests:
```typescript
import { createMockAuthProvider } from '@esengine/server/auth/testing'
// Create mock provider with preset users
const mockProvider = createMockAuthProvider({
users: [
{ id: '1', name: 'Alice', roles: ['player'] },
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
],
autoCreate: true, // Create users for unknown tokens
})
// Use in tests
const server = withAuth(testServer, {
provider: mockProvider,
extractCredentials: (req) => req.headers['x-token'],
})
// Verify with user ID as token
const result = await mockProvider.verify('1')
// result.user = { id: '1', name: 'Alice', roles: ['player'] }
// Add/remove users dynamically
mockProvider.addUser({ id: '3', name: 'Charlie', roles: ['guest'] })
mockProvider.removeUser('3')
// Revoke tokens
await mockProvider.revoke('1')
// Reset to initial state
mockProvider.clear()
```
## Error Handling
Auth errors include error codes for programmatic handling:
```typescript
type AuthErrorCode =
| 'INVALID_CREDENTIALS' // Invalid username/password
| 'INVALID_TOKEN' // Token is malformed or invalid
| 'EXPIRED_TOKEN' // Token has expired
| 'USER_NOT_FOUND' // User lookup failed
| 'ACCOUNT_DISABLED' // User account is disabled
| 'RATE_LIMITED' // Too many requests
| 'INSUFFICIENT_PERMISSIONS' // Insufficient permissions
// In your auth failure handler
const server = withAuth(baseServer, {
provider: jwtProvider,
extractCredentials,
onAuthFailed: (conn, error) => {
switch (error.errorCode) {
case 'EXPIRED_TOKEN':
conn.send('AuthError', { code: 'TOKEN_EXPIRED' })
break
case 'INVALID_TOKEN':
conn.send('AuthError', { code: 'INVALID_TOKEN' })
break
default:
conn.close()
}
},
})
```
## Complete Example
Here's a complete example with JWT authentication:
```typescript
// server.ts
import { createServer } from '@esengine/server'
import {
withAuth,
withRoomAuth,
createJwtAuthProvider,
requireAuth,
requireRole,
type AuthPlayer,
} from '@esengine/server/auth'
// Types
interface User {
id: string
name: string
roles: string[]
}
// JWT Provider
const jwtProvider = createJwtAuthProvider<User>({
secret: process.env.JWT_SECRET!,
expiresIn: 3600,
getUser: async (payload) => ({
id: payload.sub as string,
name: payload.name as string,
roles: (payload.roles as string[]) ?? [],
}),
})
// Create authenticated server
const server = withAuth(
await createServer({ port: 3000 }),
{
provider: jwtProvider,
extractCredentials: (req) => {
return new URL(req.url ?? '', 'http://localhost')
.searchParams.get('token')
},
}
)
// Game Room with auth
class GameRoom extends withRoomAuth<User>(Room, {
requireAuth: true,
allowedRoles: ['player'],
}) {
onCreate() {
console.log('Game room created')
}
onJoin(player: AuthPlayer<User>) {
console.log(`${player.user?.name} joined!`)
this.broadcast('PlayerJoined', {
id: player.id,
name: player.user?.name,
})
}
@requireAuth()
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
// Handle movement
}
@requireRole('admin')
@onMessage('Kick')
handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
const target = this.getPlayer(data.playerId)
if (target) {
this.kick(target, 'Kicked by admin')
}
}
}
server.define('game', GameRoom)
await server.start()
```
## Best Practices
1. **Secure your secrets**: Never hardcode JWT secrets. Use environment variables.
2. **Set reasonable expiration**: Balance security and user experience when setting token TTL.
3. **Validate on critical actions**: Use `@requireAuth` on sensitive message handlers.
4. **Use role-based access**: Implement proper role hierarchy for admin functions.
5. **Handle token refresh**: Implement token refresh logic for long sessions.
6. **Log auth events**: Track login attempts and failures for security monitoring.
7. **Test auth flows**: Use `MockAuthProvider` to test authentication scenarios.

View File

@@ -0,0 +1,316 @@
---
title: "State Delta Compression"
description: "Reduce network bandwidth with incremental sync"
---
State delta compression reduces network bandwidth by only sending fields that have changed. For frequently synchronized game state, this can significantly reduce data transmission.
## StateDeltaCompressor
The `StateDeltaCompressor` class is used to compress and decompress state deltas.
### Basic Usage
```typescript
import { createStateDeltaCompressor, type SyncData } from '@esengine/network';
// Create compressor
const compressor = createStateDeltaCompressor({
positionThreshold: 0.01, // Position change threshold
rotationThreshold: 0.001, // Rotation change threshold (radians)
velocityThreshold: 0.1, // Velocity change threshold
fullSnapshotInterval: 60, // Full snapshot interval (frames)
});
// Compress sync data
const syncData: SyncData = {
frame: 100,
timestamp: Date.now(),
entities: [
{ netId: 1, pos: { x: 100, y: 200 }, rot: 0 },
{ netId: 2, pos: { x: 300, y: 400 }, rot: 1.5 },
],
};
const deltaData = compressor.compress(syncData);
// deltaData only contains changed fields
// Decompress delta data
const fullData = compressor.decompress(deltaData);
```
## Configuration Options
| Property | Type | Default | Description |
|----------|------|---------|-------------|
| `positionThreshold` | `number` | 0.01 | Position change threshold |
| `rotationThreshold` | `number` | 0.001 | Rotation change threshold (radians) |
| `velocityThreshold` | `number` | 0.1 | Velocity change threshold |
| `fullSnapshotInterval` | `number` | 60 | Full snapshot interval (frames) |
## Delta Flags
Bit flags indicate which fields have changed:
```typescript
import { DeltaFlags } from '@esengine/network';
// Flag definitions
DeltaFlags.NONE // 0 - No change
DeltaFlags.POSITION // 1 - Position changed
DeltaFlags.ROTATION // 2 - Rotation changed
DeltaFlags.VELOCITY // 4 - Velocity changed
DeltaFlags.ANGULAR_VELOCITY // 8 - Angular velocity changed
DeltaFlags.CUSTOM // 16 - Custom data changed
```
## Data Format
### Full State
```typescript
interface EntitySyncState {
netId: number;
pos?: { x: number; y: number };
rot?: number;
vel?: { x: number; y: number };
angVel?: number;
custom?: Record<string, unknown>;
}
```
### Delta State
```typescript
interface EntityDeltaState {
netId: number;
flags: number; // Change flags
pos?: { x: number; y: number }; // Only present when POSITION flag set
rot?: number; // Only present when ROTATION flag set
vel?: { x: number; y: number }; // Only present when VELOCITY flag set
angVel?: number; // Only present when ANGULAR_VELOCITY flag set
custom?: Record<string, unknown>; // Only present when CUSTOM flag set
}
```
## How It Works
```
Frame 1 (full snapshot):
Entity 1: pos=(100, 200), rot=0
Frame 2 (delta):
Entity 1: flags=POSITION, pos=(101, 200) // Only X changed
Frame 3 (delta):
Entity 1: flags=0 // No change, not sent
Frame 4 (delta):
Entity 1: flags=POSITION|ROTATION, pos=(105, 200), rot=0.5
Frame 60 (forced full snapshot):
Entity 1: pos=(200, 300), rot=1.0, vel=(5, 0)
```
## Server-Side Usage
```typescript
import { createStateDeltaCompressor } from '@esengine/network';
class GameServer {
private compressor = createStateDeltaCompressor();
// Broadcast state updates
broadcastState(entities: EntitySyncState[]) {
const syncData: SyncData = {
frame: this.currentFrame,
timestamp: Date.now(),
entities,
};
// Compress data
const deltaData = this.compressor.compress(syncData);
// Send delta data
this.broadcast('sync', deltaData);
}
// Cleanup when player leaves
onPlayerLeave(netId: number) {
this.compressor.removeEntity(netId);
}
}
```
## Client-Side Usage
```typescript
class GameClient {
private compressor = createStateDeltaCompressor();
// Receive delta data
onSyncReceived(deltaData: DeltaSyncData) {
// Decompress to full state
const fullData = this.compressor.decompress(deltaData);
// Apply state
for (const entity of fullData.entities) {
this.applyEntityState(entity);
}
}
}
```
## Bandwidth Savings Example
Assume each entity has the following data:
| Field | Size (bytes) |
|-------|-------------|
| netId | 4 |
| pos.x | 8 |
| pos.y | 8 |
| rot | 8 |
| vel.x | 8 |
| vel.y | 8 |
| angVel | 8 |
| **Total** | **52** |
With delta compression:
| Scenario | Original | Compressed | Savings |
|----------|----------|------------|---------|
| Only position changed | 52 | 4+1+16 = 21 | 60% |
| Only rotation changed | 52 | 4+1+8 = 13 | 75% |
| Stationary | 52 | 0 | 100% |
| Position + rotation changed | 52 | 4+1+24 = 29 | 44% |
## Forcing Full Snapshot
Some situations require sending full snapshots:
```typescript
// When new player joins
compressor.forceFullSnapshot();
const data = compressor.compress(syncData);
// This will send full state
// On reconnection
compressor.clear(); // Clear history
compressor.forceFullSnapshot();
```
## Custom Data
Support for syncing custom game data:
```typescript
const syncData: SyncData = {
frame: 100,
timestamp: Date.now(),
entities: [
{
netId: 1,
pos: { x: 100, y: 200 },
custom: {
health: 80,
mana: 50,
buffs: ['speed', 'shield'],
},
},
],
};
// Custom data is also delta compressed
const deltaData = compressor.compress(syncData);
```
## Best Practices
### 1. Set Appropriate Thresholds
```typescript
// High precision games (e.g., competitive)
const compressor = createStateDeltaCompressor({
positionThreshold: 0.001,
rotationThreshold: 0.0001,
});
// Casual games
const compressor = createStateDeltaCompressor({
positionThreshold: 0.1,
rotationThreshold: 0.01,
});
```
### 2. Adjust Full Snapshot Interval
```typescript
// High reliability (unstable network)
fullSnapshotInterval: 30, // Full snapshot every 30 frames
// Low bandwidth priority
fullSnapshotInterval: 120, // Full snapshot every 120 frames
```
### 3. Combine with AOI
```typescript
// Filter with AOI first, then delta compress
const filteredEntities = aoiSystem.filterSyncData(playerId, allEntities);
const syncData = { frame, timestamp, entities: filteredEntities };
const deltaData = compressor.compress(syncData);
```
### 4. Handle Entity Removal
```typescript
// Clean up compressor state when entity despawns
function onEntityDespawn(netId: number) {
compressor.removeEntity(netId);
}
```
## Integration with Other Features
```
┌─────────────────┐
│ Game State │
└────────┬────────┘
┌────────▼────────┐
│ AOI Filter │ ← Only process entities in view
└────────┬────────┘
┌────────▼────────┐
│ Delta Compress │ ← Only send changed fields
└────────┬────────┘
┌────────▼────────┐
│ Network Send │
└─────────────────┘
```
## Debugging
```typescript
const compressor = createStateDeltaCompressor();
// Check compression efficiency
const original = syncData;
const compressed = compressor.compress(original);
console.log('Original entities:', original.entities.length);
console.log('Compressed entities:', compressed.entities.length);
console.log('Is full snapshot:', compressed.isFullSnapshot);
// View each entity's changes
for (const delta of compressed.entities) {
console.log(`Entity ${delta.netId}:`, {
hasPosition: !!(delta.flags & DeltaFlags.POSITION),
hasRotation: !!(delta.flags & DeltaFlags.ROTATION),
hasVelocity: !!(delta.flags & DeltaFlags.VELOCITY),
hasCustom: !!(delta.flags & DeltaFlags.CUSTOM),
});
}
```

View File

@@ -147,7 +147,10 @@ service.on('chat', (data) => {
- [Client Usage](/en/modules/network/client/) - NetworkPlugin, components and systems
- [Server Side](/en/modules/network/server/) - GameServer and Room management
- [State Sync](/en/modules/network/sync/) - Interpolation, prediction and snapshots
- [State Sync](/en/modules/network/sync/) - Interpolation and snapshot buffering
- [Client Prediction](/en/modules/network/prediction/) - Input prediction and server reconciliation
- [Area of Interest (AOI)](/en/modules/network/aoi/) - View filtering and bandwidth optimization
- [Delta Compression](/en/modules/network/delta/) - State delta synchronization
- [API Reference](/en/modules/network/api/) - Complete API documentation
## Service Tokens
@@ -159,10 +162,14 @@ import {
NetworkServiceToken,
NetworkSyncSystemToken,
NetworkSpawnSystemToken,
NetworkInputSystemToken
NetworkInputSystemToken,
NetworkPredictionSystemToken,
NetworkAOISystemToken,
} from '@esengine/network';
const networkService = services.get(NetworkServiceToken);
const predictionSystem = services.get(NetworkPredictionSystemToken);
const aoiSystem = services.get(NetworkAOISystemToken);
```
## Blueprint Nodes

View File

@@ -0,0 +1,254 @@
---
title: "Client Prediction"
description: "Local input prediction and server reconciliation"
---
Client prediction is a key technique in networked games to reduce input latency. By immediately applying player inputs locally while waiting for server confirmation, games feel more responsive.
## NetworkPredictionSystem
`NetworkPredictionSystem` is an ECS system dedicated to handling local player prediction.
### Basic Usage
```typescript
import { NetworkPlugin } from '@esengine/network';
const networkPlugin = new NetworkPlugin({
enablePrediction: true,
predictionConfig: {
moveSpeed: 200, // Movement speed (units/second)
maxUnacknowledgedInputs: 60, // Max unacknowledged inputs
reconciliationThreshold: 0.5, // Reconciliation threshold
reconciliationSpeed: 10, // Reconciliation speed
}
});
await Core.installPlugin(networkPlugin);
```
### Setting Up Local Player
After the local player entity spawns, set its network ID:
```typescript
networkPlugin.registerPrefab('player', (scene, spawn) => {
const entity = scene.createEntity(`player_${spawn.netId}`);
const identity = entity.addComponent(new NetworkIdentity());
identity.netId = spawn.netId;
identity.ownerId = spawn.ownerId;
identity.bHasAuthority = spawn.ownerId === networkPlugin.localPlayerId;
identity.bIsLocalPlayer = identity.bHasAuthority;
entity.addComponent(new NetworkTransform());
// Set local player for prediction
if (identity.bIsLocalPlayer) {
networkPlugin.setLocalPlayerNetId(spawn.netId);
}
return entity;
});
```
### Sending Input
```typescript
// Send movement input in game loop
function onUpdate() {
const moveX = Input.getAxis('horizontal');
const moveY = Input.getAxis('vertical');
if (moveX !== 0 || moveY !== 0) {
networkPlugin.sendMoveInput(moveX, moveY);
}
// Send action input
if (Input.isPressed('attack')) {
networkPlugin.sendActionInput('attack');
}
}
```
## Prediction Configuration
| Property | Type | Default | Description |
|----------|------|---------|-------------|
| `moveSpeed` | `number` | 200 | Movement speed (units/second) |
| `enabled` | `boolean` | true | Whether prediction is enabled |
| `maxUnacknowledgedInputs` | `number` | 60 | Max unacknowledged inputs |
| `reconciliationThreshold` | `number` | 0.5 | Position difference threshold for reconciliation |
| `reconciliationSpeed` | `number` | 10 | Reconciliation smoothing speed |
## How It Works
```
Client Server
│ │
├─ 1. Capture input (seq=1) │
├─ 2. Predict movement locally │
├─ 3. Send input to server ─────────►
│ │
├─ 4. Continue capturing (seq=2,3...) │
├─ 5. Continue predicting │
│ │
│ ├─ 6. Process input (seq=1)
│ │
◄──────── 7. Return state (ackSeq=1) ─
│ │
├─ 8. Compare prediction with server │
├─ 9. Replay inputs seq=2,3... │
├─ 10. Smooth correction │
│ │
```
### Step by Step
1. **Input Capture**: Capture player input and assign sequence number
2. **Local Prediction**: Immediately apply input to local state
3. **Send Input**: Send input to server
4. **Cache Input**: Save input for later reconciliation
5. **Receive Acknowledgment**: Server returns authoritative state with ack sequence
6. **State Comparison**: Compare predicted state with server state
7. **Input Replay**: Recalculate state using cached unacknowledged inputs
8. **Smooth Correction**: Interpolate smoothly to correct position
## Low-Level API
For fine-grained control, use the `ClientPrediction` class directly:
```typescript
import { createClientPrediction, type IPredictor } from '@esengine/network';
// Define state type
interface PlayerState {
x: number;
y: number;
rotation: number;
}
// Define input type
interface PlayerInput {
dx: number;
dy: number;
}
// Define predictor
const predictor: IPredictor<PlayerState, PlayerInput> = {
predict(state: PlayerState, input: PlayerInput, dt: number): PlayerState {
return {
x: state.x + input.dx * MOVE_SPEED * dt,
y: state.y + input.dy * MOVE_SPEED * dt,
rotation: state.rotation,
};
}
};
// Create client prediction
const prediction = createClientPrediction(predictor, {
maxUnacknowledgedInputs: 60,
reconciliationThreshold: 0.5,
reconciliationSpeed: 10,
});
// Record input and get predicted state
const input = { dx: 1, dy: 0 };
const predictedState = prediction.recordInput(input, currentState, deltaTime);
// Get input to send
const inputToSend = prediction.getInputToSend();
// Reconcile with server state
prediction.reconcile(
serverState,
serverAckSeq,
(state) => ({ x: state.x, y: state.y }),
deltaTime
);
// Get correction offset
const offset = prediction.correctionOffset;
```
## Enable/Disable Prediction
```typescript
// Toggle prediction at runtime
networkPlugin.setPredictionEnabled(false);
// Check prediction status
if (networkPlugin.isPredictionEnabled) {
console.log('Prediction is active');
}
```
## Best Practices
### 1. Set Appropriate Reconciliation Threshold
```typescript
// Action games: lower threshold, more precise
predictionConfig: {
reconciliationThreshold: 0.1,
}
// Casual games: higher threshold, smoother
predictionConfig: {
reconciliationThreshold: 1.0,
}
```
### 2. Prediction Only for Local Player
Remote players should use interpolation, not prediction:
```typescript
const identity = entity.getComponent(NetworkIdentity);
if (identity.bIsLocalPlayer) {
// Use prediction system
} else {
// Use NetworkSyncSystem interpolation
}
```
### 3. Handle High Latency
```typescript
// High latency network: increase buffer
predictionConfig: {
maxUnacknowledgedInputs: 120, // Increase buffer
reconciliationSpeed: 5, // Slower correction
}
```
### 4. Deterministic Prediction
Ensure client and server use the same physics calculations:
```typescript
// Use fixed timestep
const FIXED_DT = 1 / 60;
function applyInput(state: PlayerState, input: PlayerInput): PlayerState {
// Use fixed timestep instead of actual deltaTime
return {
x: state.x + input.dx * MOVE_SPEED * FIXED_DT,
y: state.y + input.dy * MOVE_SPEED * FIXED_DT,
rotation: state.rotation,
};
}
```
## Debugging
```typescript
// Get prediction system instance
const predictionSystem = networkPlugin.predictionSystem;
if (predictionSystem) {
console.log('Pending inputs:', predictionSystem.pendingInputCount);
console.log('Current sequence:', predictionSystem.inputSequence);
}
```

View File

@@ -0,0 +1,458 @@
---
title: "Rate Limiting"
description: "Protect your game server from abuse with configurable rate limiting"
---
The `@esengine/server` package includes a pluggable rate limiting system to protect against DDoS attacks, message flooding, and other abuse.
## Installation
Rate limiting is included in the server package:
```bash
npm install @esengine/server
```
## Quick Start
```typescript
import { Room, onMessage } from '@esengine/server'
import { withRateLimit, rateLimit, noRateLimit } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room, {
messagesPerSecond: 10,
burstSize: 20,
onLimited: (player, type, result) => {
player.send('Error', {
code: 'RATE_LIMITED',
retryAfter: result.retryAfter,
})
},
}) {
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: Player) {
// Protected by rate limit (10 msg/s default)
}
@rateLimit({ messagesPerSecond: 1 })
@onMessage('Trade')
handleTrade(data: TradeData, player: Player) {
// Stricter limit for trading
}
@noRateLimit()
@onMessage('Heartbeat')
handleHeartbeat(data: any, player: Player) {
// No rate limit for heartbeat
}
}
```
## Rate Limit Strategies
### Token Bucket (Default)
The token bucket algorithm allows burst traffic while maintaining long-term rate limits. Tokens are added at a fixed rate, and each request consumes tokens.
```typescript
import { withRateLimit } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room, {
strategy: 'token-bucket',
messagesPerSecond: 10, // Refill rate
burstSize: 20, // Bucket capacity
}) { }
```
**How it works:**
```
Config: rate=10/s, burstSize=20
[0s] Bucket full: 20 tokens
[0s] 15 messages → allowed, 5 remaining
[0.5s] Refill 5 tokens → 10 tokens
[0.5s] 8 messages → allowed, 2 remaining
[0.6s] Refill 1 token → 3 tokens
[0.6s] 5 messages → 3 allowed, 2 rejected
```
**Best for:** Most general use cases, balances burst tolerance with protection.
### Sliding Window
The sliding window algorithm precisely tracks requests within a time window. More accurate than fixed window but uses slightly more memory.
```typescript
class GameRoom extends withRateLimit(Room, {
strategy: 'sliding-window',
messagesPerSecond: 10,
burstSize: 10,
}) { }
```
**Best for:** When you need precise rate limiting without burst tolerance.
### Fixed Window
The fixed window algorithm divides time into fixed intervals and counts requests per interval. Simple and memory-efficient but allows 2x burst at window boundaries.
```typescript
class GameRoom extends withRateLimit(Room, {
strategy: 'fixed-window',
messagesPerSecond: 10,
burstSize: 10,
}) { }
```
**Best for:** Simple scenarios where boundary burst is acceptable.
## Configuration
### Room Configuration
```typescript
import { withRateLimit } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room, {
// Messages allowed per second (default: 10)
messagesPerSecond: 10,
// Burst capacity / bucket size (default: 20)
burstSize: 20,
// Strategy: 'token-bucket' | 'sliding-window' | 'fixed-window'
strategy: 'token-bucket',
// Callback when rate limited
onLimited: (player, messageType, result) => {
player.send('RateLimited', {
type: messageType,
retryAfter: result.retryAfter,
})
},
// Disconnect on rate limit (default: false)
disconnectOnLimit: false,
// Disconnect after N consecutive limits (0 = never)
maxConsecutiveLimits: 10,
// Custom key function (default: player.id)
getKey: (player) => player.id,
// Cleanup interval in ms (default: 60000)
cleanupInterval: 60000,
}) { }
```
### Per-Message Configuration
Use decorators to configure rate limits for specific messages:
```typescript
import { rateLimit, noRateLimit, rateLimitMessage } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room) {
// Custom rate limit for this message
@rateLimit({ messagesPerSecond: 1, burstSize: 2 })
@onMessage('Trade')
handleTrade(data: TradeData, player: Player) { }
// This message costs 5 tokens
@rateLimit({ cost: 5 })
@onMessage('ExpensiveAction')
handleExpensive(data: any, player: Player) { }
// Exempt from rate limiting
@noRateLimit()
@onMessage('Heartbeat')
handleHeartbeat(data: any, player: Player) { }
// Alternative: specify message type explicitly
@rateLimitMessage('SpecialAction', { messagesPerSecond: 2 })
@onMessage('SpecialAction')
handleSpecial(data: any, player: Player) { }
}
```
## Combining with Authentication
Rate limiting works seamlessly with the authentication system:
```typescript
import { withRoomAuth } from '@esengine/server/auth'
import { withRateLimit } from '@esengine/server/ratelimit'
// Apply both mixins
class GameRoom extends withRateLimit(
withRoomAuth(Room, { requireAuth: true }),
{ messagesPerSecond: 10 }
) {
onJoin(player: AuthPlayer) {
console.log(`${player.user?.name} joined with rate limit protection`)
}
}
```
## Rate Limit Result
When a message is rate limited, the callback receives a result object:
```typescript
interface RateLimitResult {
// Whether the request was allowed
allowed: boolean
// Remaining quota
remaining: number
// When the quota resets (timestamp)
resetAt: number
// How long to wait before retrying (ms)
retryAfter?: number
}
```
## Accessing Rate Limit Context
You can access the rate limit context for any player:
```typescript
import { getPlayerRateLimitContext } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room) {
someMethod(player: Player) {
const context = this.getRateLimitContext(player)
// Check without consuming
const status = context?.check()
console.log(`Remaining: ${status?.remaining}`)
// Get consecutive limit count
console.log(`Consecutive limits: ${context?.consecutiveLimitCount}`)
}
}
// Or use the standalone function
const context = getPlayerRateLimitContext(player)
```
## Custom Strategies
You can use the strategies directly for custom implementations:
```typescript
import {
TokenBucketStrategy,
SlidingWindowStrategy,
FixedWindowStrategy,
createTokenBucketStrategy,
} from '@esengine/server/ratelimit'
// Create strategy directly
const strategy = createTokenBucketStrategy({
rate: 10, // tokens per second
capacity: 20, // max tokens
})
// Check and consume
const result = strategy.consume('player-123')
if (result.allowed) {
// Process message
} else {
// Rate limited, wait result.retryAfter ms
}
// Check without consuming
const status = strategy.getStatus('player-123')
// Reset a key
strategy.reset('player-123')
// Cleanup expired records
strategy.cleanup()
```
## Rate Limit Context
The `RateLimitContext` class manages rate limiting for a single player:
```typescript
import { RateLimitContext, TokenBucketStrategy } from '@esengine/server/ratelimit'
const strategy = new TokenBucketStrategy({ rate: 10, capacity: 20 })
const context = new RateLimitContext('player-123', strategy)
// Check without consuming
context.check()
// Consume quota
context.consume()
// Consume with cost
context.consume(undefined, 5)
// Consume for specific message type
context.consume('Trade')
// Set per-message strategy
context.setMessageStrategy('Trade', new TokenBucketStrategy({ rate: 1, capacity: 2 }))
// Reset
context.reset()
// Get consecutive limit count
console.log(context.consecutiveLimitCount)
```
## Room Lifecycle Hook
You can override the `onRateLimited` hook for custom handling:
```typescript
class GameRoom extends withRateLimit(Room) {
onRateLimited(player: Player, messageType: string, result: RateLimitResult) {
// Log the event
console.log(`Player ${player.id} rate limited on ${messageType}`)
// Send custom error
player.send('SystemMessage', {
type: 'warning',
message: `Slow down! Try again in ${result.retryAfter}ms`,
})
}
}
```
## Best Practices
1. **Start with token bucket**: It's the most flexible algorithm for games.
2. **Set appropriate limits**: Consider your game's mechanics:
- Movement messages: Higher limits (20-60/s)
- Chat messages: Lower limits (1-5/s)
- Trade/purchase: Very low limits (0.5-1/s)
3. **Use burst capacity**: Allow short bursts for responsive gameplay:
```typescript
messagesPerSecond: 10,
burstSize: 30, // Allow 3s worth of burst
```
4. **Exempt critical messages**: Don't rate limit heartbeats or system messages:
```typescript
@noRateLimit()
@onMessage('Heartbeat')
handleHeartbeat() { }
```
5. **Combine with auth**: Rate limit by user ID for authenticated users:
```typescript
getKey: (player) => player.auth?.userId ?? player.id
```
6. **Monitor and adjust**: Log rate limit events to tune your limits:
```typescript
onLimited: (player, type, result) => {
metrics.increment('rate_limit', { messageType: type })
}
```
7. **Graceful degradation**: Send informative errors instead of just disconnecting:
```typescript
onLimited: (player, type, result) => {
player.send('Error', {
code: 'RATE_LIMITED',
message: 'Too many requests',
retryAfter: result.retryAfter,
})
}
```
## Complete Example
```typescript
import { Room, onMessage, type Player } from '@esengine/server'
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
import {
withRateLimit,
rateLimit,
noRateLimit,
type RateLimitResult,
} from '@esengine/server/ratelimit'
interface User {
id: string
name: string
premium: boolean
}
// Combine auth and rate limit
class GameRoom extends withRateLimit(
withRoomAuth<User>(Room, { requireAuth: true }),
{
messagesPerSecond: 10,
burstSize: 30,
strategy: 'token-bucket',
// Use user ID for rate limiting
getKey: (player) => (player as AuthPlayer<User>).user?.id ?? player.id,
// Handle rate limits
onLimited: (player, type, result) => {
player.send('Error', {
code: 'RATE_LIMITED',
messageType: type,
retryAfter: result.retryAfter,
})
},
// Disconnect after 20 consecutive rate limits
maxConsecutiveLimits: 20,
}
) {
onCreate() {
console.log('Room created with auth + rate limit protection')
}
onJoin(player: AuthPlayer<User>) {
this.broadcast('PlayerJoined', { name: player.user?.name })
}
// High-frequency movement (default rate limit)
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
this.broadcast('PlayerMoved', { id: player.id, ...data })
}
// Low-frequency trading (strict limit)
@rateLimit({ messagesPerSecond: 0.5, burstSize: 2 })
@onMessage('Trade')
handleTrade(data: TradeData, player: AuthPlayer<User>) {
// Process trade...
}
// Chat with moderate limit
@rateLimit({ messagesPerSecond: 2, burstSize: 5 })
@onMessage('Chat')
handleChat(data: { text: string }, player: AuthPlayer<User>) {
this.broadcast('Chat', {
from: player.user?.name,
text: data.text,
})
}
// System messages - no limit
@noRateLimit()
@onMessage('Heartbeat')
handleHeartbeat(data: any, player: Player) {
player.send('Pong', { time: Date.now() })
}
// Custom rate limit handling
onRateLimited(player: Player, messageType: string, result: RateLimitResult) {
console.warn(`[RateLimit] Player ${player.id} limited on ${messageType}`)
}
}
```

View File

@@ -1,76 +1,422 @@
---
title: "Server Side"
description: "GameServer and Room management"
description: "Build game servers with @esengine/server"
---
## GameServer
## Quick Start
GameServer is the core server-side class managing WebSocket connections and rooms.
Create a new game server project using the CLI:
### Basic Usage
```bash
# Using npm
npm create esengine-server my-game-server
# Using pnpm
pnpm create esengine-server my-game-server
# Using yarn
yarn create esengine-server my-game-server
```
Generated project structure:
```
my-game-server/
├── src/
│ ├── shared/ # Shared protocol (client & server)
│ │ ├── protocol.ts # Type definitions
│ │ └── index.ts
│ ├── server/ # Server code
│ │ ├── main.ts # Entry point
│ │ └── rooms/
│ │ └── GameRoom.ts # Game room
│ └── client/ # Client example
│ └── index.ts
├── package.json
└── tsconfig.json
```
Start the server:
```bash
# Development mode (hot reload)
npm run dev
# Production mode
npm run start
```
## createServer
Create a game server instance:
```typescript
import { GameServer } from '@esengine/network-server';
import { createServer } from '@esengine/server'
import { GameRoom } from './rooms/GameRoom.js'
const server = new GameServer({
const server = await createServer({
port: 3000,
roomConfig: {
maxPlayers: 16,
tickRate: 20
onConnect(conn) {
console.log('Client connected:', conn.id)
},
onDisconnect(conn) {
console.log('Client disconnected:', conn.id)
},
})
// Register room type
server.define('game', GameRoom)
// Start server
await server.start()
```
### Configuration Options
| Property | Type | Default | Description |
|----------|------|---------|-------------|
| `port` | `number` | `3000` | WebSocket port |
| `tickRate` | `number` | `20` | Global tick rate (Hz) |
| `apiDir` | `string` | `'src/api'` | API handlers directory |
| `msgDir` | `string` | `'src/msg'` | Message handlers directory |
| `onStart` | `(port) => void` | - | Start callback |
| `onConnect` | `(conn) => void` | - | Connection callback |
| `onDisconnect` | `(conn) => void` | - | Disconnect callback |
## Room System
Room is the base class for game rooms, managing players and game state.
### Define a Room
```typescript
import { Room, Player, onMessage } from '@esengine/server'
import type { MsgMove, MsgChat } from '../../shared/index.js'
interface PlayerData {
name: string
x: number
y: number
}
export class GameRoom extends Room<{ players: any[] }, PlayerData> {
// Configuration
maxPlayers = 8
tickRate = 20
autoDispose = true
// Room state
state = {
players: [],
}
});
// Lifecycle
onCreate() {
console.log(`Room ${this.id} created`)
}
onJoin(player: Player<PlayerData>) {
player.data.name = 'Player_' + player.id.slice(-4)
player.data.x = Math.random() * 800
player.data.y = Math.random() * 600
this.broadcast('Joined', {
playerId: player.id,
playerName: player.data.name,
})
}
onLeave(player: Player<PlayerData>) {
this.broadcast('Left', { playerId: player.id })
}
onTick(dt: number) {
// State synchronization
this.broadcast('Sync', { players: this.state.players })
}
onDispose() {
console.log(`Room ${this.id} disposed`)
}
// Message handlers
@onMessage('Move')
handleMove(data: MsgMove, player: Player<PlayerData>) {
player.data.x = data.x
player.data.y = data.y
}
@onMessage('Chat')
handleChat(data: MsgChat, player: Player<PlayerData>) {
this.broadcast('Chat', {
from: player.data.name,
text: data.text,
})
}
}
```
### Room Configuration
| Property | Type | Default | Description |
|----------|------|---------|-------------|
| `maxPlayers` | `number` | `10` | Maximum players |
| `tickRate` | `number` | `20` | Tick rate (Hz) |
| `autoDispose` | `boolean` | `true` | Auto-dispose empty rooms |
### Room API
```typescript
class Room<TState, TPlayerData> {
readonly id: string // Room ID
readonly players: Player[] // All players
readonly playerCount: number // Player count
readonly isLocked: boolean // Lock status
state: TState // Room state
// Broadcast to all players
broadcast<T>(type: string, data: T): void
// Broadcast to all except one
broadcastExcept<T>(type: string, data: T, except: Player): void
// Get player by ID
getPlayer(id: string): Player | undefined
// Kick a player
kick(player: Player, reason?: string): void
// Lock/unlock room
lock(): void
unlock(): void
// Dispose room
dispose(): void
}
```
### Lifecycle Methods
| Method | Trigger | Purpose |
|--------|---------|---------|
| `onCreate()` | Room created | Initialize game state |
| `onJoin(player)` | Player joins | Welcome message, assign position |
| `onLeave(player)` | Player leaves | Cleanup player data |
| `onTick(dt)` | Every frame | Game logic, state sync |
| `onDispose()` | Before disposal | Save data, cleanup resources |
## Player Class
Player represents a connected player in a room.
```typescript
class Player<TData = Record<string, unknown>> {
readonly id: string // Player ID
readonly roomId: string // Room ID
data: TData // Custom data
// Send message to this player
send<T>(type: string, data: T): void
// Leave room
leave(): void
}
```
## @onMessage Decorator
Use decorators to simplify message handling:
```typescript
import { Room, Player, onMessage } from '@esengine/server'
class GameRoom extends Room {
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: Player) {
// Handle movement
}
@onMessage('Attack')
handleAttack(data: { targetId: string }, player: Player) {
// Handle attack
}
}
```
## Protocol Definition
Define shared types in `src/shared/protocol.ts`:
```typescript
// API request/response
export interface JoinRoomReq {
roomType: string
playerName: string
}
export interface JoinRoomRes {
roomId: string
playerId: string
}
// Game messages
export interface MsgMove {
x: number
y: number
}
export interface MsgChat {
text: string
}
// Server broadcasts
export interface BroadcastSync {
players: PlayerState[]
}
export interface PlayerState {
id: string
name: string
x: number
y: number
}
```
## Client Connection
```typescript
import { connect } from '@esengine/rpc/client'
const client = await connect('ws://localhost:3000')
// Join room
const { roomId, playerId } = await client.call('JoinRoom', {
roomType: 'game',
playerName: 'Alice',
})
// Listen for broadcasts
client.onMessage('Sync', (data) => {
console.log('State:', data.players)
})
client.onMessage('Joined', (data) => {
console.log('Player joined:', data.playerName)
})
// Send message
client.send('RoomMessage', {
type: 'Move',
payload: { x: 100, y: 200 },
})
```
## ECSRoom
`ECSRoom` is a room base class with ECS World support, suitable for games that need ECS architecture.
### Server Startup
```typescript
import { Core } from '@esengine/ecs-framework';
import { createServer } from '@esengine/server';
import { GameRoom } from './rooms/GameRoom.js';
// Initialize Core
Core.create();
// Global game loop
setInterval(() => Core.update(1/60), 16);
// Create server
const server = await createServer({ port: 3000 });
server.define('game', GameRoom);
await server.start();
await server.stop();
```
### Configuration
| Property | Type | Description |
|----------|------|-------------|
| `port` | `number` | WebSocket port |
| `roomConfig.maxPlayers` | `number` | Max players per room |
| `roomConfig.tickRate` | `number` | Sync rate (Hz) |
## Room
### Define ECSRoom
```typescript
class Room {
readonly id: string;
readonly playerCount: number;
readonly isFull: boolean;
import { ECSRoom, Player } from '@esengine/server/ecs';
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
addPlayer(name: string, connection: Connection): IPlayer | null;
removePlayer(clientId: number): void;
getPlayer(clientId: number): IPlayer | undefined;
handleInput(clientId: number, input: IPlayerInput): void;
destroy(): void;
// Define sync component
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
}
// Define room
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new MovementSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
const comp = entity.addComponent(new PlayerComponent());
comp.name = player.id;
}
}
```
## Protocol Types
### ECSRoom API
```typescript
interface MsgSync {
time: number;
entities: IEntityState[];
}
abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
protected readonly world: World; // ECS World
protected readonly scene: Scene; // Main scene
interface MsgSpawn {
netId: number;
ownerId: number;
prefab: string;
pos: Vec2;
rot: number;
}
// Scene management
protected addSystem(system: EntitySystem): void;
protected createEntity(name?: string): Entity;
protected createPlayerEntity(playerId: string, name?: string): Entity;
protected getPlayerEntity(playerId: string): Entity | undefined;
protected destroyPlayerEntity(playerId: string): void;
interface MsgDespawn {
netId: number;
// State sync
protected sendFullState(player: Player): void;
protected broadcastSpawn(entity: Entity, prefabType?: string): void;
protected broadcastDelta(): void;
}
```
### @sync Decorator
Mark component fields that need network synchronization:
| Type | Description | Bytes |
|------|-------------|-------|
| `"boolean"` | Boolean | 1 |
| `"int8"` / `"uint8"` | 8-bit integer | 1 |
| `"int16"` / `"uint16"` | 16-bit integer | 2 |
| `"int32"` / `"uint32"` | 32-bit integer | 4 |
| `"float32"` | 32-bit float | 4 |
| `"float64"` | 64-bit float | 8 |
| `"string"` | String | Variable |
## Best Practices
1. **Set appropriate tick rate**: Choose based on game type (20-60 Hz for action games)
2. **Room size control**: Set reasonable `maxPlayers` based on server capacity
3. **State validation**: Server should validate client inputs to prevent cheating
1. **Set Appropriate Tick Rate**
- Turn-based games: 5-10 Hz
- Casual games: 10-20 Hz
- Action games: 20-60 Hz
2. **Use Shared Protocol**
- Define all types in `shared/` directory
- Import from here in both client and server
3. **State Validation**
- Server should validate all client inputs
- Never trust client-sent data
4. **Disconnect Handling**
- Implement reconnection logic
- Use `onLeave` to save player state
5. **Room Lifecycle**
- Use `autoDispose` to clean up empty rooms
- Save important data in `onDispose`

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@@ -1,8 +1,80 @@
---
title: "State Sync"
description: "Interpolation, prediction and snapshot buffers"
description: "Component sync, interpolation, prediction and snapshot buffers"
---
## Component Sync System
ECS component state synchronization based on `@sync` decorator.
### Define Sync Component
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
// Fields without @sync won't be synced
localData: any;
}
```
### Server-side Encoding
```typescript
import { ComponentSyncSystem } from '@esengine/network';
const syncSystem = new ComponentSyncSystem({}, true);
scene.addSystem(syncSystem);
// Encode all entities (initial connection)
const fullData = syncSystem.encodeAllEntities(true);
sendToClient(fullData);
// Encode delta (only send changes)
const deltaData = syncSystem.encodeDelta();
if (deltaData) {
broadcast(deltaData);
}
```
### Client-side Decoding
```typescript
const syncSystem = new ComponentSyncSystem();
scene.addSystem(syncSystem);
// Register component types
syncSystem.registerComponent(PlayerComponent);
// Listen for sync events
syncSystem.addSyncListener((event) => {
if (event.type === 'entitySpawned') {
console.log('New entity:', event.entityId);
}
});
// Apply state
syncSystem.applySnapshot(data);
```
### Sync Types
| Type | Description | Bytes |
|------|-------------|-------|
| `"boolean"` | Boolean | 1 |
| `"int8"` / `"uint8"` | 8-bit integer | 1 |
| `"int16"` / `"uint16"` | 16-bit integer | 2 |
| `"int32"` / `"uint32"` | 32-bit integer | 4 |
| `"float32"` | 32-bit float | 4 |
| `"float64"` | 64-bit float | 8 |
| `"string"` | String | Variable |
## Snapshot Buffer
Stores server state snapshots for interpolation:

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@@ -0,0 +1,251 @@
---
title: "RPC Client API"
description: "RpcClient for connecting to RPC servers"
---
The `RpcClient` class provides a type-safe WebSocket client for RPC communication.
## Basic Usage
```typescript
import { RpcClient } from '@esengine/rpc/client';
import { gameProtocol } from './protocol';
const client = new RpcClient(gameProtocol, 'ws://localhost:3000', {
onConnect: () => console.log('Connected'),
onDisconnect: (reason) => console.log('Disconnected:', reason),
onError: (error) => console.error('Error:', error),
});
await client.connect();
```
## Constructor Options
```typescript
interface RpcClientOptions {
// Codec for serialization (default: json())
codec?: Codec;
// API call timeout in ms (default: 30000)
timeout?: number;
// Auto reconnect on disconnect (default: true)
autoReconnect?: boolean;
// Reconnect interval in ms (default: 3000)
reconnectInterval?: number;
// Custom WebSocket factory (for WeChat Mini Games, etc.)
webSocketFactory?: (url: string) => WebSocketAdapter;
// Callbacks
onConnect?: () => void;
onDisconnect?: (reason?: string) => void;
onError?: (error: Error) => void;
}
```
## Connection
### Connect
```typescript
// Connect returns a promise
await client.connect();
// Or chain
client.connect().then(() => {
console.log('Ready');
});
```
### Check Status
```typescript
// Connection status: 'connecting' | 'open' | 'closing' | 'closed'
console.log(client.status);
// Convenience boolean
if (client.isConnected) {
// Safe to call APIs
}
```
### Disconnect
```typescript
// Manually disconnect (disables auto-reconnect)
client.disconnect();
```
## Calling APIs
APIs use request-response pattern with full type safety:
```typescript
// Define protocol
const protocol = rpc.define({
api: {
login: rpc.api<{ username: string }, { userId: string; token: string }>(),
getProfile: rpc.api<{ userId: string }, { name: string; level: number }>(),
},
msg: {}
});
// Call with type inference
const { userId, token } = await client.call('login', { username: 'player1' });
const profile = await client.call('getProfile', { userId });
```
### Error Handling
```typescript
import { RpcError, ErrorCode } from '@esengine/rpc/client';
try {
await client.call('login', { username: 'player1' });
} catch (error) {
if (error instanceof RpcError) {
switch (error.code) {
case ErrorCode.TIMEOUT:
console.log('Request timed out');
break;
case ErrorCode.CONNECTION_CLOSED:
console.log('Not connected');
break;
case ErrorCode.NOT_FOUND:
console.log('API not found');
break;
default:
console.log('Server error:', error.message);
}
}
}
```
## Sending Messages
Messages are fire-and-forget (no response):
```typescript
// Send message to server
client.send('playerMove', { x: 100, y: 200 });
client.send('chat', { text: 'Hello!' });
```
## Receiving Messages
Listen for server-pushed messages:
```typescript
// Subscribe to message
client.on('newMessage', (data) => {
console.log(`${data.from}: ${data.text}`);
});
client.on('playerJoined', (data) => {
console.log(`${data.name} joined the game`);
});
// Unsubscribe specific handler
const handler = (data) => console.log(data);
client.on('event', handler);
client.off('event', handler);
// Unsubscribe all handlers for a message
client.off('event');
// One-time listener
client.once('gameStart', (data) => {
console.log('Game started!');
});
```
## Custom WebSocket (Platform Adapters)
For platforms like WeChat Mini Games:
```typescript
// WeChat Mini Games adapter
const wxWebSocketFactory = (url: string) => {
const ws = wx.connectSocket({ url });
return {
get readyState() { return ws.readyState; },
send: (data) => ws.send({ data }),
close: (code, reason) => ws.close({ code, reason }),
set onopen(fn) { ws.onOpen(fn); },
set onclose(fn) { ws.onClose((e) => fn({ code: e.code, reason: e.reason })); },
set onerror(fn) { ws.onError(fn); },
set onmessage(fn) { ws.onMessage((e) => fn({ data: e.data })); },
};
};
const client = new RpcClient(protocol, 'wss://game.example.com', {
webSocketFactory: wxWebSocketFactory,
});
```
## Convenience Function
```typescript
import { connect } from '@esengine/rpc/client';
// Connect and return client in one call
const client = await connect(protocol, 'ws://localhost:3000', {
onConnect: () => console.log('Connected'),
});
const result = await client.call('join', { name: 'Alice' });
```
## Full Example
```typescript
import { RpcClient } from '@esengine/rpc/client';
import { gameProtocol } from './protocol';
class GameClient {
private client: RpcClient<typeof gameProtocol>;
private userId: string | null = null;
constructor() {
this.client = new RpcClient(gameProtocol, 'ws://localhost:3000', {
onConnect: () => this.onConnected(),
onDisconnect: () => this.onDisconnected(),
onError: (e) => console.error('RPC Error:', e),
});
// Setup message handlers
this.client.on('gameState', (state) => this.updateState(state));
this.client.on('playerJoined', (p) => this.addPlayer(p));
this.client.on('playerLeft', (p) => this.removePlayer(p));
}
async connect() {
await this.client.connect();
}
private async onConnected() {
const { userId, token } = await this.client.call('login', {
username: localStorage.getItem('username') || 'Guest',
});
this.userId = userId;
console.log('Logged in as', userId);
}
private onDisconnected() {
console.log('Disconnected, will auto-reconnect...');
}
async move(x: number, y: number) {
if (!this.client.isConnected) return;
this.client.send('move', { x, y });
}
async chat(text: string) {
await this.client.call('sendChat', { text });
}
}
```

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@@ -0,0 +1,160 @@
---
title: "RPC Codecs"
description: "Serialization codecs for RPC communication"
---
Codecs handle serialization and deserialization of RPC messages. Two built-in codecs are available.
## Built-in Codecs
### JSON Codec (Default)
Human-readable, widely compatible:
```typescript
import { json } from '@esengine/rpc/codec';
const client = new RpcClient(protocol, url, {
codec: json(),
});
```
**Pros:**
- Human-readable (easy debugging)
- No additional dependencies
- Universal browser support
**Cons:**
- Larger message size
- Slower serialization
### MessagePack Codec
Binary format, more efficient:
```typescript
import { msgpack } from '@esengine/rpc/codec';
const client = new RpcClient(protocol, url, {
codec: msgpack(),
});
```
**Pros:**
- Smaller message size (~30-50% smaller)
- Faster serialization
- Supports binary data natively
**Cons:**
- Not human-readable
- Requires msgpack library
## Codec Interface
```typescript
interface Codec {
/**
* Encode packet to wire format
*/
encode(packet: unknown): string | Uint8Array;
/**
* Decode wire format to packet
*/
decode(data: string | Uint8Array): unknown;
}
```
## Custom Codec
Create your own codec for special needs:
```typescript
import type { Codec } from '@esengine/rpc/codec';
// Example: Compressed JSON codec
const compressedJson: () => Codec = () => ({
encode(packet: unknown): Uint8Array {
const json = JSON.stringify(packet);
return compress(new TextEncoder().encode(json));
},
decode(data: string | Uint8Array): unknown {
const bytes = typeof data === 'string'
? new TextEncoder().encode(data)
: data;
const decompressed = decompress(bytes);
return JSON.parse(new TextDecoder().decode(decompressed));
},
});
// Use custom codec
const client = new RpcClient(protocol, url, {
codec: compressedJson(),
});
```
## Protocol Buffers Codec
For production games, consider Protocol Buffers:
```typescript
import type { Codec } from '@esengine/rpc/codec';
const protobuf = (schema: ProtobufSchema): Codec => ({
encode(packet: unknown): Uint8Array {
return schema.Packet.encode(packet).finish();
},
decode(data: string | Uint8Array): unknown {
const bytes = typeof data === 'string'
? new TextEncoder().encode(data)
: data;
return schema.Packet.decode(bytes);
},
});
```
## Matching Client and Server
Both client and server must use the same codec:
```typescript
// shared/codec.ts
import { msgpack } from '@esengine/rpc/codec';
export const gameCodec = msgpack();
// client.ts
import { gameCodec } from './shared/codec';
const client = new RpcClient(protocol, url, { codec: gameCodec });
// server.ts
import { gameCodec } from './shared/codec';
const server = serve(protocol, {
port: 3000,
codec: gameCodec,
api: { /* ... */ },
});
```
## Performance Comparison
| Codec | Encode Speed | Decode Speed | Size |
|-------|-------------|--------------|------|
| JSON | Medium | Medium | Large |
| MessagePack | Fast | Fast | Small |
| Protobuf | Fastest | Fastest | Smallest |
For most games, MessagePack provides a good balance. Use Protobuf for high-performance requirements.
## Text Encoding Utilities
For custom codecs, utilities are provided:
```typescript
import { textEncode, textDecode } from '@esengine/rpc/codec';
// Works on all platforms (browser, Node.js, WeChat)
const bytes = textEncode('Hello'); // Uint8Array
const text = textDecode(bytes); // 'Hello'
```

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@@ -0,0 +1,350 @@
---
title: "RPC Server API"
description: "RpcServer for handling client connections"
---
The `serve` function creates a type-safe RPC server that handles client connections and API calls.
## Basic Usage
```typescript
import { serve } from '@esengine/rpc/server';
import { gameProtocol } from './protocol';
const server = serve(gameProtocol, {
port: 3000,
api: {
login: async (input, conn) => {
console.log(`${input.username} connected from ${conn.ip}`);
return { userId: conn.id, token: generateToken() };
},
sendChat: async (input, conn) => {
server.broadcast('newMessage', {
from: conn.id,
text: input.text,
time: Date.now(),
});
return { success: true };
},
},
onStart: (port) => console.log(`Server started on port ${port}`),
});
await server.start();
```
## Server Options
```typescript
interface ServeOptions<P, TConnData> {
// Required
port: number;
api: ApiHandlers<P, TConnData>;
// Optional
msg?: MsgHandlers<P, TConnData>;
codec?: Codec;
createConnData?: () => TConnData;
// Callbacks
onConnect?: (conn: Connection<TConnData>) => void | Promise<void>;
onDisconnect?: (conn: Connection<TConnData>, reason?: string) => void | Promise<void>;
onError?: (error: Error, conn?: Connection<TConnData>) => void;
onStart?: (port: number) => void;
}
```
## API Handlers
Each API handler receives the input and connection context:
```typescript
const server = serve(protocol, {
port: 3000,
api: {
// Sync handler
ping: (input, conn) => {
return { pong: true, time: Date.now() };
},
// Async handler
getProfile: async (input, conn) => {
const user = await database.findUser(input.userId);
return { name: user.name, level: user.level };
},
// Access connection context
getMyInfo: (input, conn) => {
return {
connectionId: conn.id,
ip: conn.ip,
data: conn.data,
};
},
},
});
```
### Throwing Errors
```typescript
import { RpcError, ErrorCode } from '@esengine/rpc/server';
const server = serve(protocol, {
port: 3000,
api: {
login: async (input, conn) => {
const user = await database.findUser(input.username);
if (!user) {
throw new RpcError(ErrorCode.NOT_FOUND, 'User not found');
}
if (!await verifyPassword(input.password, user.hash)) {
throw new RpcError('AUTH_FAILED', 'Invalid password');
}
return { userId: user.id, token: generateToken() };
},
},
});
```
## Message Handlers
Handle messages sent by clients:
```typescript
const server = serve(protocol, {
port: 3000,
api: { /* ... */ },
msg: {
playerMove: (data, conn) => {
// Update player position
const player = players.get(conn.id);
if (player) {
player.x = data.x;
player.y = data.y;
}
// Broadcast to others
server.broadcast('playerMoved', {
playerId: conn.id,
x: data.x,
y: data.y,
}, { exclude: conn });
},
chat: async (data, conn) => {
// Async handlers work too
await logChat(conn.id, data.text);
},
},
});
```
## Connection Context
The `Connection` object provides access to client info:
```typescript
interface Connection<TData> {
// Unique connection ID
readonly id: string;
// Client IP address
readonly ip: string;
// Connection status
readonly isOpen: boolean;
// Custom data attached to this connection
data: TData;
// Close the connection
close(reason?: string): void;
}
```
### Custom Connection Data
Store per-connection state:
```typescript
interface PlayerData {
playerId: string;
username: string;
room: string | null;
}
const server = serve(protocol, {
port: 3000,
createConnData: () => ({
playerId: '',
username: '',
room: null,
} as PlayerData),
api: {
login: async (input, conn) => {
// Store data on connection
conn.data.playerId = generateId();
conn.data.username = input.username;
return { playerId: conn.data.playerId };
},
joinRoom: async (input, conn) => {
conn.data.room = input.roomId;
return { success: true };
},
},
onDisconnect: (conn) => {
console.log(`${conn.data.username} left room ${conn.data.room}`);
},
});
```
## Sending Messages
### To Single Connection
```typescript
server.send(conn, 'notification', { text: 'Hello!' });
```
### Broadcast to All
```typescript
// To everyone
server.broadcast('announcement', { text: 'Server restart in 5 minutes' });
// Exclude sender
server.broadcast('playerMoved', { id: conn.id, x, y }, { exclude: conn });
// Exclude multiple
server.broadcast('gameEvent', data, { exclude: [conn1, conn2] });
```
### To Specific Group
```typescript
// Custom broadcasting
function broadcastToRoom(roomId: string, name: string, data: any) {
for (const conn of server.connections) {
if (conn.data.room === roomId) {
server.send(conn, name, data);
}
}
}
broadcastToRoom('room1', 'roomMessage', { text: 'Hello room!' });
```
## Server Lifecycle
```typescript
const server = serve(protocol, { /* ... */ });
// Start
await server.start();
console.log('Server running');
// Access connections
console.log(`${server.connections.length} clients connected`);
// Stop (closes all connections)
await server.stop();
console.log('Server stopped');
```
## Full Example
```typescript
import { serve, RpcError } from '@esengine/rpc/server';
import { gameProtocol } from './protocol';
interface PlayerData {
id: string;
name: string;
x: number;
y: number;
}
const players = new Map<string, PlayerData>();
const server = serve(gameProtocol, {
port: 3000,
createConnData: () => ({ id: '', name: '', x: 0, y: 0 }),
api: {
join: async (input, conn) => {
const player: PlayerData = {
id: conn.id,
name: input.name,
x: 0,
y: 0,
};
players.set(conn.id, player);
conn.data = player;
// Notify others
server.broadcast('playerJoined', {
id: player.id,
name: player.name,
}, { exclude: conn });
// Send current state to new player
return {
playerId: player.id,
players: Array.from(players.values()),
};
},
chat: async (input, conn) => {
server.broadcast('chatMessage', {
from: conn.data.name,
text: input.text,
time: Date.now(),
});
return { sent: true };
},
},
msg: {
move: (data, conn) => {
const player = players.get(conn.id);
if (player) {
player.x = data.x;
player.y = data.y;
server.broadcast('playerMoved', {
id: conn.id,
x: data.x,
y: data.y,
}, { exclude: conn });
}
},
},
onConnect: (conn) => {
console.log(`Client connected: ${conn.id} from ${conn.ip}`);
},
onDisconnect: (conn) => {
const player = players.get(conn.id);
if (player) {
players.delete(conn.id);
server.broadcast('playerLeft', { id: conn.id });
console.log(`${player.name} disconnected`);
}
},
onError: (error, conn) => {
console.error(`Error from ${conn?.id}:`, error);
},
onStart: (port) => {
console.log(`Game server running on ws://localhost:${port}`);
},
});
server.start();
```

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---
title: "Core Concepts"
description: "Transaction system core concepts: context, manager, and Saga pattern"
---
## Transaction State
A transaction can be in the following states:
```typescript
type TransactionState =
| 'pending' // Waiting to execute
| 'executing' // Executing
| 'committed' // Committed
| 'rolledback' // Rolled back
| 'failed' // Failed
```
## TransactionContext
The transaction context encapsulates transaction state, operations, and execution logic.
### Creating Transactions
```typescript
import { TransactionManager } from '@esengine/transaction';
const manager = new TransactionManager();
// Method 1: Manual management with begin()
const tx = manager.begin({ timeout: 5000 });
tx.addOperation(op1);
tx.addOperation(op2);
const result = await tx.execute();
// Method 2: Automatic management with run()
const result = await manager.run((tx) => {
tx.addOperation(op1);
tx.addOperation(op2);
});
```
### Chaining Operations
```typescript
const result = await manager.run((tx) => {
tx.addOperation(new CurrencyOperation({ ... }))
.addOperation(new InventoryOperation({ ... }))
.addOperation(new InventoryOperation({ ... }));
});
```
### Context Data
Operations can share data through the context:
```typescript
class CustomOperation extends BaseOperation<MyData, MyResult> {
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
// Read data set by previous operations
const previousResult = ctx.get<number>('previousValue');
// Set data for subsequent operations
ctx.set('myResult', { value: 123 });
return this.success({ ... });
}
}
```
## TransactionManager
The transaction manager is responsible for creating, executing, and recovering transactions.
### Configuration Options
```typescript
interface TransactionManagerConfig {
storage?: ITransactionStorage; // Storage instance
defaultTimeout?: number; // Default timeout (ms)
serverId?: string; // Server ID (for distributed)
autoRecover?: boolean; // Auto-recover pending transactions
}
const manager = new TransactionManager({
storage: new RedisStorage({ client: redis }),
defaultTimeout: 10000,
serverId: 'server-1',
autoRecover: true,
});
```
### Distributed Locking
```typescript
// Acquire lock
const token = await manager.acquireLock('player:123:inventory', 10000);
if (token) {
try {
// Perform operations
await doSomething();
} finally {
// Release lock
await manager.releaseLock('player:123:inventory', token);
}
}
// Or use withLock for convenience
await manager.withLock('player:123:inventory', async () => {
await doSomething();
}, 10000);
```
### Transaction Recovery
Recover pending transactions after server restart:
```typescript
const manager = new TransactionManager({
storage: new RedisStorage({ client: redis }),
serverId: 'server-1',
});
// Recover pending transactions
const recoveredCount = await manager.recover();
console.log(`Recovered ${recoveredCount} transactions`);
```
## Saga Pattern
The transaction system uses the Saga pattern. Each operation must implement `execute` and `compensate` methods:
```typescript
interface ITransactionOperation<TData, TResult> {
readonly name: string;
readonly data: TData;
// Validate preconditions
validate(ctx: ITransactionContext): Promise<boolean>;
// Forward execution
execute(ctx: ITransactionContext): Promise<OperationResult<TResult>>;
// Compensate (rollback)
compensate(ctx: ITransactionContext): Promise<void>;
}
```
### Execution Flow
```
Begin Transaction
┌─────────────────────┐
│ validate(op1) │──fail──► Return failure
└─────────────────────┘
│success
┌─────────────────────┐
│ execute(op1) │──fail──┐
└─────────────────────┘ │
│success │
▼ │
┌─────────────────────┐ │
│ validate(op2) │──fail──┤
└─────────────────────┘ │
│success │
▼ │
┌─────────────────────┐ │
│ execute(op2) │──fail──┤
└─────────────────────┘ │
│success ▼
▼ ┌─────────────────────┐
Commit Transaction │ compensate(op1) │
└─────────────────────┘
Return failure (rolled back)
```
### Custom Operations
```typescript
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
interface UpgradeData {
playerId: string;
itemId: string;
targetLevel: number;
}
interface UpgradeResult {
newLevel: number;
}
class UpgradeOperation extends BaseOperation<UpgradeData, UpgradeResult> {
readonly name = 'upgrade';
private _previousLevel: number = 0;
async validate(ctx: ITransactionContext): Promise<boolean> {
// Validate item exists and can be upgraded
const item = await this.getItem(ctx);
return item !== null && item.level < this.data.targetLevel;
}
async execute(ctx: ITransactionContext): Promise<OperationResult<UpgradeResult>> {
const item = await this.getItem(ctx);
if (!item) {
return this.failure('Item not found', 'ITEM_NOT_FOUND');
}
this._previousLevel = item.level;
item.level = this.data.targetLevel;
await this.saveItem(ctx, item);
return this.success({ newLevel: item.level });
}
async compensate(ctx: ITransactionContext): Promise<void> {
const item = await this.getItem(ctx);
if (item) {
item.level = this._previousLevel;
await this.saveItem(ctx, item);
}
}
private async getItem(ctx: ITransactionContext) {
// Get item from storage
}
private async saveItem(ctx: ITransactionContext, item: any) {
// Save item to storage
}
}
```
## Transaction Result
```typescript
interface TransactionResult<T = unknown> {
success: boolean; // Whether succeeded
transactionId: string; // Transaction ID
results: OperationResult[]; // Operation results
data?: T; // Final data
error?: string; // Error message
duration: number; // Execution time (ms)
}
const result = await manager.run((tx) => { ... });
console.log(`Transaction ${result.transactionId}`);
console.log(`Success: ${result.success}`);
console.log(`Duration: ${result.duration}ms`);
if (!result.success) {
console.log(`Error: ${result.error}`);
}
```

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---
title: "Distributed Transactions"
description: "Saga orchestrator and cross-server transaction support"
---
## Saga Orchestrator
`SagaOrchestrator` is used to orchestrate distributed transactions across servers.
### Basic Usage
```typescript
import { SagaOrchestrator, RedisStorage } from '@esengine/transaction';
const orchestrator = new SagaOrchestrator({
storage: new RedisStorage({ client: redis }),
timeout: 30000,
serverId: 'orchestrator-1',
});
const result = await orchestrator.execute([
{
name: 'deduct_currency',
serverId: 'game-server-1',
data: { playerId: 'player1', amount: 100 },
execute: async (data) => {
// Call game server API to deduct currency
const response = await gameServerApi.deductCurrency(data);
return { success: response.ok };
},
compensate: async (data) => {
// Call game server API to restore currency
await gameServerApi.addCurrency(data);
},
},
{
name: 'add_item',
serverId: 'inventory-server-1',
data: { playerId: 'player1', itemId: 'sword' },
execute: async (data) => {
const response = await inventoryServerApi.addItem(data);
return { success: response.ok };
},
compensate: async (data) => {
await inventoryServerApi.removeItem(data);
},
},
]);
if (result.success) {
console.log('Saga completed successfully');
} else {
console.log('Saga failed:', result.error);
console.log('Completed steps:', result.completedSteps);
console.log('Failed at:', result.failedStep);
}
```
### Configuration Options
```typescript
interface SagaOrchestratorConfig {
storage?: ITransactionStorage; // Storage instance
timeout?: number; // Timeout in milliseconds
serverId?: string; // Orchestrator server ID
}
```
### Saga Step
```typescript
interface SagaStep<T = unknown> {
name: string; // Step name
serverId?: string; // Target server ID
data: T; // Step data
execute: (data: T) => Promise<OperationResult>; // Execute function
compensate: (data: T) => Promise<void>; // Compensate function
}
```
### Saga Result
```typescript
interface SagaResult {
success: boolean; // Whether succeeded
sagaId: string; // Saga ID
completedSteps: string[]; // Completed steps
failedStep?: string; // Failed step
error?: string; // Error message
duration: number; // Execution time (ms)
}
```
## Execution Flow
```
Start Saga
┌─────────────────────┐
│ Step 1: execute │──fail──┐
└─────────────────────┘ │
│success │
▼ │
┌─────────────────────┐ │
│ Step 2: execute │──fail──┤
└─────────────────────┘ │
│success │
▼ │
┌─────────────────────┐ │
│ Step 3: execute │──fail──┤
└─────────────────────┘ │
│success ▼
▼ ┌─────────────────────┐
Saga Complete │ Step 2: compensate │
└─────────────────────┘
┌─────────────────────┐
│ Step 1: compensate │
└─────────────────────┘
Saga Failed (compensated)
```
## Saga Logs
The orchestrator records detailed execution logs:
```typescript
interface SagaLog {
id: string; // Saga ID
state: SagaLogState; // State
steps: SagaStepLog[]; // Step logs
createdAt: number; // Creation time
updatedAt: number; // Update time
metadata?: Record<string, unknown>;
}
type SagaLogState =
| 'pending' // Waiting to execute
| 'running' // Executing
| 'completed' // Completed
| 'compensating' // Compensating
| 'compensated' // Compensated
| 'failed' // Failed
interface SagaStepLog {
name: string; // Step name
serverId?: string; // Server ID
state: SagaStepState; // State
startedAt?: number; // Start time
completedAt?: number; // Completion time
error?: string; // Error message
}
type SagaStepState =
| 'pending' // Waiting to execute
| 'executing' // Executing
| 'completed' // Completed
| 'compensating' // Compensating
| 'compensated' // Compensated
| 'failed' // Failed
```
### Query Saga Logs
```typescript
const log = await orchestrator.getSagaLog('saga_xxx');
if (log) {
console.log('Saga state:', log.state);
for (const step of log.steps) {
console.log(` ${step.name}: ${step.state}`);
}
}
```
## Cross-Server Transaction Examples
### Scenario: Cross-Server Purchase
A player purchases an item on a game server, with currency on an account server and items on an inventory server.
```typescript
const orchestrator = new SagaOrchestrator({
storage: redisStorage,
serverId: 'purchase-orchestrator',
});
async function crossServerPurchase(
playerId: string,
itemId: string,
price: number
): Promise<SagaResult> {
return orchestrator.execute([
// Step 1: Deduct balance on account server
{
name: 'deduct_balance',
serverId: 'account-server',
data: { playerId, amount: price },
execute: async (data) => {
const result = await accountService.deduct(data.playerId, data.amount);
return { success: result.ok, error: result.error };
},
compensate: async (data) => {
await accountService.refund(data.playerId, data.amount);
},
},
// Step 2: Add item on inventory server
{
name: 'add_item',
serverId: 'inventory-server',
data: { playerId, itemId },
execute: async (data) => {
const result = await inventoryService.addItem(data.playerId, data.itemId);
return { success: result.ok, error: result.error };
},
compensate: async (data) => {
await inventoryService.removeItem(data.playerId, data.itemId);
},
},
// Step 3: Record purchase log
{
name: 'log_purchase',
serverId: 'log-server',
data: { playerId, itemId, price, timestamp: Date.now() },
execute: async (data) => {
await logService.recordPurchase(data);
return { success: true };
},
compensate: async (data) => {
await logService.cancelPurchase(data);
},
},
]);
}
```
### Scenario: Cross-Server Trade
Two players on different servers trade with each other.
```typescript
async function crossServerTrade(
playerA: { id: string; server: string; items: string[] },
playerB: { id: string; server: string; items: string[] }
): Promise<SagaResult> {
const steps: SagaStep[] = [];
// Remove items from player A
for (const itemId of playerA.items) {
steps.push({
name: `remove_${playerA.id}_${itemId}`,
serverId: playerA.server,
data: { playerId: playerA.id, itemId },
execute: async (data) => {
return await inventoryService.removeItem(data.playerId, data.itemId);
},
compensate: async (data) => {
await inventoryService.addItem(data.playerId, data.itemId);
},
});
}
// Add items to player B (from A)
for (const itemId of playerA.items) {
steps.push({
name: `add_${playerB.id}_${itemId}`,
serverId: playerB.server,
data: { playerId: playerB.id, itemId },
execute: async (data) => {
return await inventoryService.addItem(data.playerId, data.itemId);
},
compensate: async (data) => {
await inventoryService.removeItem(data.playerId, data.itemId);
},
});
}
// Similarly handle player B's items...
return orchestrator.execute(steps);
}
```
## Recovering Incomplete Sagas
Recover incomplete Sagas after server restart:
```typescript
const orchestrator = new SagaOrchestrator({
storage: redisStorage,
serverId: 'my-orchestrator',
});
// Recover incomplete Sagas (will execute compensation)
const recoveredCount = await orchestrator.recover();
console.log(`Recovered ${recoveredCount} sagas`);
```
## Best Practices
### 1. Idempotency
Ensure all operations are idempotent:
```typescript
{
execute: async (data) => {
// Use unique ID to ensure idempotency
const result = await service.process(data.requestId, data);
return { success: result.ok };
},
compensate: async (data) => {
// Compensation must also be idempotent
await service.rollback(data.requestId);
},
}
```
### 2. Timeout Handling
Set appropriate timeout values:
```typescript
const orchestrator = new SagaOrchestrator({
timeout: 60000, // Cross-server operations need longer timeout
});
```
### 3. Monitoring and Alerts
Log Saga execution results:
```typescript
const result = await orchestrator.execute(steps);
if (!result.success) {
// Send alert
alertService.send({
type: 'saga_failed',
sagaId: result.sagaId,
failedStep: result.failedStep,
error: result.error,
});
// Log details
const log = await orchestrator.getSagaLog(result.sagaId);
logger.error('Saga failed', { log });
}
```

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@@ -0,0 +1,238 @@
---
title: "Transaction System"
description: "Game transaction system with distributed support for shop purchases, player trading, and more"
---
`@esengine/transaction` provides comprehensive game transaction capabilities based on the Saga pattern, supporting shop purchases, player trading, multi-step tasks, and distributed transactions with Redis/MongoDB.
## Overview
The transaction system solves common data consistency problems in games:
| Scenario | Problem | Solution |
|----------|---------|----------|
| Shop Purchase | Payment succeeded but item not delivered | Atomic transaction with auto-rollback |
| Player Trade | One party transferred items but other didn't receive | Saga compensation mechanism |
| Cross-Server | Data inconsistency across servers | Distributed lock + transaction log |
## Installation
```bash
npm install @esengine/transaction
```
Optional dependencies (install based on storage needs):
```bash
npm install ioredis # Redis storage
npm install mongodb # MongoDB storage
```
## Architecture
```
┌─────────────────────────────────────────────────────────────────┐
│ Transaction Layer │
├─────────────────────────────────────────────────────────────────┤
│ TransactionManager - Manages transaction lifecycle │
│ TransactionContext - Encapsulates operations and state │
│ SagaOrchestrator - Distributed Saga orchestrator │
├─────────────────────────────────────────────────────────────────┤
│ Storage Layer │
├─────────────────────────────────────────────────────────────────┤
│ MemoryStorage - In-memory (dev/test) │
│ RedisStorage - Redis (distributed lock + cache) │
│ MongoStorage - MongoDB (persistent log) │
├─────────────────────────────────────────────────────────────────┤
│ Operation Layer │
├─────────────────────────────────────────────────────────────────┤
│ CurrencyOperation - Currency operations │
│ InventoryOperation - Inventory operations │
│ TradeOperation - Trade operations │
└─────────────────────────────────────────────────────────────────┘
```
## Quick Start
### Basic Usage
```typescript
import {
TransactionManager,
MemoryStorage,
CurrencyOperation,
InventoryOperation,
} from '@esengine/transaction';
// Create transaction manager
const manager = new TransactionManager({
storage: new MemoryStorage(),
defaultTimeout: 10000,
});
// Execute transaction
const result = await manager.run((tx) => {
// Deduct gold
tx.addOperation(new CurrencyOperation({
type: 'deduct',
playerId: 'player1',
currency: 'gold',
amount: 100,
}));
// Add item
tx.addOperation(new InventoryOperation({
type: 'add',
playerId: 'player1',
itemId: 'sword_001',
quantity: 1,
}));
});
if (result.success) {
console.log('Purchase successful!');
} else {
console.log('Purchase failed:', result.error);
}
```
### Player Trading
```typescript
import { TradeOperation } from '@esengine/transaction';
const result = await manager.run((tx) => {
tx.addOperation(new TradeOperation({
tradeId: 'trade_001',
partyA: {
playerId: 'player1',
items: [{ itemId: 'sword', quantity: 1 }],
},
partyB: {
playerId: 'player2',
currencies: [{ currency: 'gold', amount: 1000 }],
},
}));
}, { timeout: 30000 });
```
### Using Redis Storage
```typescript
import Redis from 'ioredis';
import { TransactionManager, RedisStorage } from '@esengine/transaction';
const redis = new Redis('redis://localhost:6379');
const storage = new RedisStorage({ client: redis });
const manager = new TransactionManager({ storage });
```
### Using MongoDB Storage
```typescript
import { MongoClient } from 'mongodb';
import { TransactionManager, MongoStorage } from '@esengine/transaction';
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
const db = client.db('game');
const storage = new MongoStorage({ db });
await storage.ensureIndexes();
const manager = new TransactionManager({ storage });
```
## Room Integration
```typescript
import { Room } from '@esengine/server';
import { withTransactions, CurrencyOperation, RedisStorage } from '@esengine/transaction';
class GameRoom extends withTransactions(Room, {
storage: new RedisStorage({ client: redisClient }),
}) {
@onMessage('Buy')
async handleBuy(data: { itemId: string }, player: Player) {
const result = await this.runTransaction((tx) => {
tx.addOperation(new CurrencyOperation({
type: 'deduct',
playerId: player.id,
currency: 'gold',
amount: getItemPrice(data.itemId),
}));
});
if (result.success) {
player.send('buy_success', { itemId: data.itemId });
} else {
player.send('buy_failed', { error: result.error });
}
}
}
```
## Documentation
- [Core Concepts](/en/modules/transaction/core/) - Transaction context, manager, Saga pattern
- [Storage Layer](/en/modules/transaction/storage/) - MemoryStorage, RedisStorage, MongoStorage
- [Operations](/en/modules/transaction/operations/) - Currency, inventory, trade operations
- [Distributed Transactions](/en/modules/transaction/distributed/) - Saga orchestrator, cross-server transactions
- [API Reference](/en/modules/transaction/api/) - Complete API documentation
## Service Tokens
For dependency injection:
```typescript
import {
TransactionManagerToken,
TransactionStorageToken,
} from '@esengine/transaction';
const manager = services.get(TransactionManagerToken);
```
## Best Practices
### 1. Operation Granularity
```typescript
// ✅ Good: Fine-grained operations, easy to rollback
tx.addOperation(new CurrencyOperation({ type: 'deduct', ... }));
tx.addOperation(new InventoryOperation({ type: 'add', ... }));
// ❌ Bad: Coarse-grained operation, hard to partially rollback
tx.addOperation(new ComplexPurchaseOperation({ ... }));
```
### 2. Timeout Settings
```typescript
// Simple operations: short timeout
await manager.run(tx => { ... }, { timeout: 5000 });
// Complex trades: longer timeout
await manager.run(tx => { ... }, { timeout: 30000 });
// Cross-server: even longer timeout
await manager.run(tx => { ... }, { timeout: 60000, distributed: true });
```
### 3. Error Handling
```typescript
const result = await manager.run((tx) => { ... });
if (!result.success) {
// Log the error
logger.error('Transaction failed', {
transactionId: result.transactionId,
error: result.error,
duration: result.duration,
});
// Notify user
player.send('error', { message: getErrorMessage(result.error) });
}
```

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@@ -0,0 +1,313 @@
---
title: "Operations"
description: "Built-in transaction operations: currency, inventory, trade"
---
## BaseOperation
Base class for all operations, providing a common implementation template.
```typescript
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
class MyOperation extends BaseOperation<MyData, MyResult> {
readonly name = 'myOperation';
async validate(ctx: ITransactionContext): Promise<boolean> {
// Validate preconditions
return true;
}
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
// Execute operation
return this.success({ result: 'ok' });
// or
return this.failure('Something went wrong', 'ERROR_CODE');
}
async compensate(ctx: ITransactionContext): Promise<void> {
// Rollback operation
}
}
```
## CurrencyOperation
Handles currency addition and deduction.
### Deduct Currency
```typescript
import { CurrencyOperation } from '@esengine/transaction';
tx.addOperation(new CurrencyOperation({
type: 'deduct',
playerId: 'player1',
currency: 'gold',
amount: 100,
reason: 'purchase_item',
}));
```
### Add Currency
```typescript
tx.addOperation(new CurrencyOperation({
type: 'add',
playerId: 'player1',
currency: 'diamond',
amount: 50,
reason: 'daily_reward',
}));
```
### Operation Data
```typescript
interface CurrencyOperationData {
type: 'add' | 'deduct'; // Operation type
playerId: string; // Player ID
currency: string; // Currency type
amount: number; // Amount
reason?: string; // Reason/source
}
```
### Operation Result
```typescript
interface CurrencyOperationResult {
beforeBalance: number; // Balance before operation
afterBalance: number; // Balance after operation
}
```
### Custom Data Provider
```typescript
interface ICurrencyProvider {
getBalance(playerId: string, currency: string): Promise<number>;
setBalance(playerId: string, currency: string, amount: number): Promise<void>;
}
class MyCurrencyProvider implements ICurrencyProvider {
async getBalance(playerId: string, currency: string): Promise<number> {
// Get balance from database
return await db.getCurrency(playerId, currency);
}
async setBalance(playerId: string, currency: string, amount: number): Promise<void> {
// Save to database
await db.setCurrency(playerId, currency, amount);
}
}
// Use custom provider
const op = new CurrencyOperation({ ... });
op.setProvider(new MyCurrencyProvider());
tx.addOperation(op);
```
## InventoryOperation
Handles item addition, removal, and updates.
### Add Item
```typescript
import { InventoryOperation } from '@esengine/transaction';
tx.addOperation(new InventoryOperation({
type: 'add',
playerId: 'player1',
itemId: 'sword_001',
quantity: 1,
properties: { enchant: 'fire' },
}));
```
### Remove Item
```typescript
tx.addOperation(new InventoryOperation({
type: 'remove',
playerId: 'player1',
itemId: 'potion_hp',
quantity: 5,
}));
```
### Update Item
```typescript
tx.addOperation(new InventoryOperation({
type: 'update',
playerId: 'player1',
itemId: 'sword_001',
quantity: 1, // Optional, keeps original if not provided
properties: { enchant: 'lightning', level: 5 },
}));
```
### Operation Data
```typescript
interface InventoryOperationData {
type: 'add' | 'remove' | 'update'; // Operation type
playerId: string; // Player ID
itemId: string; // Item ID
quantity: number; // Quantity
properties?: Record<string, unknown>; // Item properties
reason?: string; // Reason/source
}
```
### Operation Result
```typescript
interface InventoryOperationResult {
beforeItem?: ItemData; // Item before operation
afterItem?: ItemData; // Item after operation
}
interface ItemData {
itemId: string;
quantity: number;
properties?: Record<string, unknown>;
}
```
### Custom Data Provider
```typescript
interface IInventoryProvider {
getItem(playerId: string, itemId: string): Promise<ItemData | null>;
setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void>;
hasCapacity?(playerId: string, count: number): Promise<boolean>;
}
class MyInventoryProvider implements IInventoryProvider {
async getItem(playerId: string, itemId: string): Promise<ItemData | null> {
return await db.getItem(playerId, itemId);
}
async setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void> {
if (item) {
await db.saveItem(playerId, itemId, item);
} else {
await db.deleteItem(playerId, itemId);
}
}
async hasCapacity(playerId: string, count: number): Promise<boolean> {
const current = await db.getItemCount(playerId);
const max = await db.getMaxCapacity(playerId);
return current + count <= max;
}
}
```
## TradeOperation
Handles item and currency exchange between players.
### Basic Usage
```typescript
import { TradeOperation } from '@esengine/transaction';
tx.addOperation(new TradeOperation({
tradeId: 'trade_001',
partyA: {
playerId: 'player1',
items: [{ itemId: 'sword', quantity: 1 }],
currencies: [{ currency: 'diamond', amount: 10 }],
},
partyB: {
playerId: 'player2',
currencies: [{ currency: 'gold', amount: 1000 }],
},
reason: 'player_trade',
}));
```
### Operation Data
```typescript
interface TradeOperationData {
tradeId: string; // Trade ID
partyA: TradeParty; // Trade initiator
partyB: TradeParty; // Trade receiver
reason?: string; // Reason/note
}
interface TradeParty {
playerId: string; // Player ID
items?: TradeItem[]; // Items to give
currencies?: TradeCurrency[]; // Currencies to give
}
interface TradeItem {
itemId: string;
quantity: number;
}
interface TradeCurrency {
currency: string;
amount: number;
}
```
### Execution Flow
TradeOperation internally generates the following sub-operation sequence:
```
1. Remove partyA's items
2. Add items to partyB (from partyA)
3. Deduct partyA's currencies
4. Add currencies to partyB (from partyA)
5. Remove partyB's items
6. Add items to partyA (from partyB)
7. Deduct partyB's currencies
8. Add currencies to partyA (from partyB)
```
If any step fails, all previous operations are rolled back.
### Using Custom Providers
```typescript
const op = new TradeOperation({ ... });
op.setProvider({
currencyProvider: new MyCurrencyProvider(),
inventoryProvider: new MyInventoryProvider(),
});
tx.addOperation(op);
```
## Factory Functions
Each operation class provides a factory function:
```typescript
import {
createCurrencyOperation,
createInventoryOperation,
createTradeOperation,
} from '@esengine/transaction';
tx.addOperation(createCurrencyOperation({
type: 'deduct',
playerId: 'player1',
currency: 'gold',
amount: 100,
}));
tx.addOperation(createInventoryOperation({
type: 'add',
playerId: 'player1',
itemId: 'sword',
quantity: 1,
}));
```

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---
title: "Storage Layer"
description: "Transaction storage interface and implementations: MemoryStorage, RedisStorage, MongoStorage"
---
## Storage Interface
All storage implementations must implement the `ITransactionStorage` interface:
```typescript
interface ITransactionStorage {
// Lifecycle
close?(): Promise<void>;
// Distributed lock
acquireLock(key: string, ttl: number): Promise<string | null>;
releaseLock(key: string, token: string): Promise<boolean>;
// Transaction log
saveTransaction(tx: TransactionLog): Promise<void>;
getTransaction(id: string): Promise<TransactionLog | null>;
updateTransactionState(id: string, state: TransactionState): Promise<void>;
updateOperationState(txId: string, opIndex: number, state: string, error?: string): Promise<void>;
getPendingTransactions(serverId?: string): Promise<TransactionLog[]>;
deleteTransaction(id: string): Promise<void>;
// Data operations
get<T>(key: string): Promise<T | null>;
set<T>(key: string, value: T, ttl?: number): Promise<void>;
delete(key: string): Promise<boolean>;
}
```
## MemoryStorage
In-memory storage, suitable for development and testing.
```typescript
import { MemoryStorage } from '@esengine/transaction';
const storage = new MemoryStorage({
maxTransactions: 1000, // Maximum transaction log count
});
const manager = new TransactionManager({ storage });
```
### Characteristics
- ✅ No external dependencies
- ✅ Fast, good for debugging
- ❌ Data only stored in memory
- ❌ No true distributed locking
- ❌ Data lost on restart
### Test Helpers
```typescript
// Clear all data
storage.clear();
// Get transaction count
console.log(storage.transactionCount);
```
## RedisStorage
Redis storage, suitable for production distributed systems. Uses factory pattern with lazy connection.
```typescript
import Redis from 'ioredis';
import { RedisStorage } from '@esengine/transaction';
// Factory pattern: lazy connection, connects on first operation
const storage = new RedisStorage({
factory: () => new Redis('redis://localhost:6379'),
prefix: 'tx:', // Key prefix
transactionTTL: 86400, // Transaction log TTL (seconds)
});
const manager = new TransactionManager({ storage });
// Close connection when done
await storage.close();
// Or use await using for automatic cleanup (TypeScript 5.2+)
await using storage = new RedisStorage({
factory: () => new Redis('redis://localhost:6379')
});
// Automatically closed when scope ends
```
### Characteristics
- ✅ High-performance distributed locking
- ✅ Fast read/write
- ✅ Supports TTL auto-expiration
- ✅ Suitable for high concurrency
- ❌ Requires Redis server
### Distributed Lock Implementation
Uses Redis `SET NX EX` for distributed locking:
```typescript
// Acquire lock (atomic operation)
SET tx:lock:player:123 <token> NX EX 10
// Release lock (Lua script for atomicity)
if redis.call("get", KEYS[1]) == ARGV[1] then
return redis.call("del", KEYS[1])
else
return 0
end
```
### Key Structure
```
tx:lock:{key} - Distributed locks
tx:tx:{id} - Transaction logs
tx:server:{id}:txs - Server transaction index
tx:data:{key} - Business data
```
## MongoStorage
MongoDB storage, suitable for scenarios requiring persistence and complex queries. Uses factory pattern with lazy connection.
```typescript
import { MongoClient } from 'mongodb';
import { MongoStorage } from '@esengine/transaction';
// Factory pattern: lazy connection, connects on first operation
const storage = new MongoStorage({
factory: async () => {
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
return client;
},
database: 'game',
transactionCollection: 'transactions', // Transaction log collection
dataCollection: 'transaction_data', // Business data collection
lockCollection: 'transaction_locks', // Lock collection
});
// Create indexes (run on first startup)
await storage.ensureIndexes();
const manager = new TransactionManager({ storage });
// Close connection when done
await storage.close();
// Or use await using for automatic cleanup (TypeScript 5.2+)
await using storage = new MongoStorage({ ... });
```
### Characteristics
- ✅ Persistent storage
- ✅ Supports complex queries
- ✅ Transaction logs are traceable
- ✅ Suitable for audit requirements
- ❌ Slightly lower performance than Redis
- ❌ Requires MongoDB server
### Index Structure
```javascript
// transactions collection
{ state: 1 }
{ 'metadata.serverId': 1 }
{ createdAt: 1 }
// transaction_locks collection
{ expireAt: 1 } // TTL index
// transaction_data collection
{ expireAt: 1 } // TTL index
```
### Distributed Lock Implementation
Uses MongoDB unique index for distributed locking:
```typescript
// Acquire lock
db.transaction_locks.insertOne({
_id: 'player:123',
token: '<token>',
expireAt: new Date(Date.now() + 10000)
});
// If key exists, check if expired
db.transaction_locks.updateOne(
{ _id: 'player:123', expireAt: { $lt: new Date() } },
{ $set: { token: '<token>', expireAt: new Date(Date.now() + 10000) } }
);
```
## Storage Selection Guide
| Scenario | Recommended Storage | Reason |
|----------|---------------------|--------|
| Development/Testing | MemoryStorage | No dependencies, fast startup |
| Single-machine Production | RedisStorage | High performance, simple |
| Distributed System | RedisStorage | True distributed locking |
| Audit Required | MongoStorage | Persistent logs |
| Mixed Requirements | Redis + Mongo | Redis for locks, Mongo for logs |
## Custom Storage
Implement `ITransactionStorage` interface to create custom storage:
```typescript
import { ITransactionStorage, TransactionLog, TransactionState } from '@esengine/transaction';
class MyCustomStorage implements ITransactionStorage {
async acquireLock(key: string, ttl: number): Promise<string | null> {
// Implement distributed lock acquisition
}
async releaseLock(key: string, token: string): Promise<boolean> {
// Implement distributed lock release
}
async saveTransaction(tx: TransactionLog): Promise<void> {
// Save transaction log
}
// ... implement other methods
}
```

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---
title: "Chunk Manager API"
description: "ChunkManager handles chunk lifecycle, loading queue, and spatial queries"
---
The `ChunkManager` is the core service responsible for managing chunk lifecycle, including loading, unloading, and spatial queries.
## Basic Usage
```typescript
import { ChunkManager } from '@esengine/world-streaming';
// Create manager with 512-unit chunks
const chunkManager = new ChunkManager(512);
chunkManager.setScene(scene);
// Set data provider for loading chunks
chunkManager.setDataProvider(myProvider);
// Set event callbacks
chunkManager.setEvents({
onChunkLoaded: (coord, entities) => {
console.log(`Chunk (${coord.x}, ${coord.y}) loaded with ${entities.length} entities`);
},
onChunkUnloaded: (coord) => {
console.log(`Chunk (${coord.x}, ${coord.y}) unloaded`);
},
onChunkLoadFailed: (coord, error) => {
console.error(`Failed to load chunk (${coord.x}, ${coord.y}):`, error);
}
});
```
## Loading and Unloading
### Request Loading
```typescript
import { EChunkPriority } from '@esengine/world-streaming';
// Request with priority
chunkManager.requestLoad({ x: 0, y: 0 }, EChunkPriority.Immediate);
chunkManager.requestLoad({ x: 1, y: 0 }, EChunkPriority.High);
chunkManager.requestLoad({ x: 2, y: 0 }, EChunkPriority.Normal);
chunkManager.requestLoad({ x: 3, y: 0 }, EChunkPriority.Low);
chunkManager.requestLoad({ x: 4, y: 0 }, EChunkPriority.Prefetch);
```
### Priority Levels
| Priority | Value | Description |
|----------|-------|-------------|
| `Immediate` | 0 | Current chunk (player standing on) |
| `High` | 1 | Adjacent chunks |
| `Normal` | 2 | Nearby chunks |
| `Low` | 3 | Distant visible chunks |
| `Prefetch` | 4 | Movement direction prefetch |
### Request Unloading
```typescript
// Request unload with 3 second delay
chunkManager.requestUnload({ x: 5, y: 5 }, 3000);
// Cancel pending unload (player moved back)
chunkManager.cancelUnload({ x: 5, y: 5 });
```
### Process Queues
```typescript
// In your update loop or system
await chunkManager.processLoads(2); // Load up to 2 chunks per frame
chunkManager.processUnloads(1); // Unload up to 1 chunk per frame
```
## Spatial Queries
### Coordinate Conversion
```typescript
// World position to chunk coordinates
const coord = chunkManager.worldToChunk(1500, 2300);
// Result: { x: 2, y: 4 } for 512-unit chunks
// Get chunk bounds in world space
const bounds = chunkManager.getChunkBounds({ x: 2, y: 4 });
// Result: { minX: 1024, minY: 2048, maxX: 1536, maxY: 2560 }
```
### Chunk Queries
```typescript
// Check if chunk is loaded
if (chunkManager.isChunkLoaded({ x: 0, y: 0 })) {
const chunk = chunkManager.getChunk({ x: 0, y: 0 });
console.log('Entities:', chunk.entities.length);
}
// Get missing chunks in radius
const missing = chunkManager.getMissingChunks({ x: 0, y: 0 }, 2);
for (const coord of missing) {
chunkManager.requestLoad(coord);
}
// Get chunks outside radius (for unloading)
const outside = chunkManager.getChunksOutsideRadius({ x: 0, y: 0 }, 4);
for (const coord of outside) {
chunkManager.requestUnload(coord, 3000);
}
// Iterate all loaded chunks
chunkManager.forEachChunk((info, coord) => {
console.log(`Chunk (${coord.x}, ${coord.y}): ${info.state}`);
});
```
## Statistics
```typescript
console.log('Loaded chunks:', chunkManager.loadedChunkCount);
console.log('Pending loads:', chunkManager.pendingLoadCount);
console.log('Pending unloads:', chunkManager.pendingUnloadCount);
console.log('Chunk size:', chunkManager.chunkSize);
```
## Chunk States
```typescript
import { EChunkState } from '@esengine/world-streaming';
// Chunk lifecycle states
EChunkState.Unloaded // Not in memory
EChunkState.Loading // Being loaded
EChunkState.Loaded // Ready for use
EChunkState.Unloading // Being removed
EChunkState.Failed // Load failed
```
## Data Provider Interface
```typescript
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
class MyChunkProvider implements IChunkDataProvider {
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
// Load from database, file, or procedural generation
const data = await fetchChunkFromServer(coord);
return data;
}
async saveChunkData(data: IChunkData): Promise<void> {
// Save modified chunks
await saveChunkToServer(data);
}
}
```
## Cleanup
```typescript
// Unload all chunks
chunkManager.clear();
// Full disposal (implements IService)
chunkManager.dispose();
```

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---
title: "Examples"
description: "Practical examples of world streaming"
---
## Infinite Procedural World
An infinite world with procedural resource generation.
```typescript
import {
ChunkManager,
ChunkStreamingSystem,
ChunkLoaderComponent,
StreamingAnchorComponent
} from '@esengine/world-streaming';
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
// Procedural world generator
class WorldGenerator implements IChunkDataProvider {
private seed: number;
private nextEntityId = 1;
constructor(seed: number = 12345) {
this.seed = seed;
}
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const rng = this.createChunkRNG(coord);
const entities = [];
// Generate 5-15 resources per chunk
const resourceCount = 5 + Math.floor(rng() * 10);
for (let i = 0; i < resourceCount; i++) {
const type = this.randomResourceType(rng);
entities.push({
name: `Resource_${this.nextEntityId++}`,
localPosition: {
x: rng() * 512,
y: rng() * 512
},
components: {
ResourceNode: {
type,
amount: this.getResourceAmount(type, rng),
regenRate: this.getRegenRate(type)
}
}
});
}
return { coord, entities, version: 1 };
}
async saveChunkData(_data: IChunkData): Promise<void> {
// Procedural - no persistence needed
}
private createChunkRNG(coord: IChunkCoord) {
let seed = this.seed ^ (coord.x * 73856093) ^ (coord.y * 19349663);
return () => {
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
return seed / 0x7fffffff;
};
}
private randomResourceType(rng: () => number) {
const types = ['energyWell', 'oreVein', 'crystalDeposit'];
const weights = [0.5, 0.35, 0.15];
let random = rng();
for (let i = 0; i < types.length; i++) {
random -= weights[i];
if (random <= 0) return types[i];
}
return types[0];
}
private getResourceAmount(type: string, rng: () => number) {
switch (type) {
case 'energyWell': return 300 + Math.floor(rng() * 200);
case 'oreVein': return 500 + Math.floor(rng() * 300);
case 'crystalDeposit': return 100 + Math.floor(rng() * 100);
default: return 100;
}
}
private getRegenRate(type: string) {
switch (type) {
case 'energyWell': return 2;
case 'oreVein': return 1;
case 'crystalDeposit': return 0.2;
default: return 1;
}
}
}
// Setup
const chunkManager = new ChunkManager(512);
chunkManager.setScene(scene);
chunkManager.setDataProvider(new WorldGenerator(12345));
const streamingSystem = new ChunkStreamingSystem();
streamingSystem.setChunkManager(chunkManager);
scene.addSystem(streamingSystem);
```
## MMO Server Chunks
Server-side chunk management for MMO with database persistence.
```typescript
class ServerChunkProvider implements IChunkDataProvider {
private db: Database;
private cache = new Map<string, IChunkData>();
constructor(db: Database) {
this.db = db;
}
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const key = `${coord.x},${coord.y}`;
// Check cache
if (this.cache.has(key)) {
return this.cache.get(key)!;
}
// Load from database
const row = await this.db.query(
'SELECT data FROM chunks WHERE x = ? AND y = ?',
[coord.x, coord.y]
);
if (row) {
const data = JSON.parse(row.data);
this.cache.set(key, data);
return data;
}
// Generate new chunk
const data = this.generateChunk(coord);
await this.saveChunkData(data);
this.cache.set(key, data);
return data;
}
async saveChunkData(data: IChunkData): Promise<void> {
const key = `${data.coord.x},${data.coord.y}`;
this.cache.set(key, data);
await this.db.query(
`INSERT INTO chunks (x, y, data) VALUES (?, ?, ?)
ON DUPLICATE KEY UPDATE data = VALUES(data)`,
[data.coord.x, data.coord.y, JSON.stringify(data)]
);
}
private generateChunk(coord: IChunkCoord): IChunkData {
// Procedural generation for new chunks
return { coord, entities: [], version: 1 };
}
}
// Per-player chunk loading on server
class PlayerChunkManager {
private chunkManager: ChunkManager;
private playerChunks = new Map<string, Set<string>>();
async updatePlayerPosition(playerId: string, x: number, y: number) {
const centerCoord = this.chunkManager.worldToChunk(x, y);
const loadRadius = 2;
const newChunks = new Set<string>();
// Load chunks around player
for (let dx = -loadRadius; dx <= loadRadius; dx++) {
for (let dy = -loadRadius; dy <= loadRadius; dy++) {
const coord = { x: centerCoord.x + dx, y: centerCoord.y + dy };
const key = `${coord.x},${coord.y}`;
newChunks.add(key);
if (!this.chunkManager.isChunkLoaded(coord)) {
await this.chunkManager.requestLoad(coord);
}
}
}
// Track player's loaded chunks
this.playerChunks.set(playerId, newChunks);
}
}
```
## Tile-Based World
Tilemap integration with chunk streaming.
```typescript
import { TilemapComponent } from '@esengine/tilemap';
class TilemapChunkProvider implements IChunkDataProvider {
private tilemapData: number[][]; // Full tilemap
private tileSize = 32;
private chunkTiles = 16; // 16x16 tiles per chunk
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const startTileX = coord.x * this.chunkTiles;
const startTileY = coord.y * this.chunkTiles;
// Extract tiles for this chunk
const tiles: number[][] = [];
for (let y = 0; y < this.chunkTiles; y++) {
const row: number[] = [];
for (let x = 0; x < this.chunkTiles; x++) {
const tileX = startTileX + x;
const tileY = startTileY + y;
row.push(this.getTile(tileX, tileY));
}
tiles.push(row);
}
return {
coord,
entities: [{
name: `TileChunk_${coord.x}_${coord.y}`,
localPosition: { x: 0, y: 0 },
components: {
TilemapChunk: { tiles }
}
}],
version: 1
};
}
private getTile(x: number, y: number): number {
if (x < 0 || y < 0 || y >= this.tilemapData.length) {
return 0; // Out of bounds = empty
}
return this.tilemapData[y]?.[x] ?? 0;
}
}
// Custom serializer for tilemap
class TilemapSerializer extends ChunkSerializer {
protected deserializeComponents(entity: Entity, components: Record<string, unknown>): void {
if (components.TilemapChunk) {
const data = components.TilemapChunk as { tiles: number[][] };
const tilemap = entity.addComponent(new TilemapComponent());
tilemap.loadTiles(data.tiles);
}
}
}
```
## Dynamic Loading Events
React to chunk loading for gameplay.
```typescript
chunkManager.setEvents({
onChunkLoaded: (coord, entities) => {
// Enable physics
for (const entity of entities) {
const collider = entity.getComponent(ColliderComponent);
collider?.enable();
}
// Spawn NPCs for loaded chunks
npcManager.spawnForChunk(coord);
// Update fog of war
fogOfWar.revealChunk(coord);
// Notify clients (server)
broadcast('ChunkLoaded', { coord, entityCount: entities.length });
},
onChunkUnloaded: (coord) => {
// Save NPC states
npcManager.saveAndRemoveForChunk(coord);
// Update fog
fogOfWar.hideChunk(coord);
// Notify clients
broadcast('ChunkUnloaded', { coord });
},
onChunkLoadFailed: (coord, error) => {
console.error(`Failed to load chunk ${coord.x},${coord.y}:`, error);
// Retry after delay
setTimeout(() => {
chunkManager.requestLoad(coord);
}, 5000);
}
});
```
## Performance Optimization
```typescript
// Adjust based on device performance
function configureForDevice(loader: ChunkLoaderComponent) {
const memory = navigator.deviceMemory ?? 4;
const cores = navigator.hardwareConcurrency ?? 4;
if (memory <= 2 || cores <= 2) {
// Low-end device
loader.loadRadius = 1;
loader.unloadRadius = 2;
loader.maxLoadsPerFrame = 1;
loader.bEnablePrefetch = false;
} else if (memory <= 4) {
// Mid-range
loader.loadRadius = 2;
loader.unloadRadius = 3;
loader.maxLoadsPerFrame = 2;
} else {
// High-end
loader.loadRadius = 3;
loader.unloadRadius = 5;
loader.maxLoadsPerFrame = 4;
loader.prefetchRadius = 2;
}
}
```

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---
title: "World Streaming"
description: "Chunk-based world streaming for open world games"
---
`@esengine/world-streaming` provides chunk-based world streaming and management for open world games. It handles dynamic loading/unloading of world chunks based on player position.
## Installation
```bash
npm install @esengine/world-streaming
```
## Quick Start
### Basic Setup
```typescript
import {
ChunkManager,
ChunkStreamingSystem,
StreamingAnchorComponent,
ChunkLoaderComponent
} from '@esengine/world-streaming';
// Create chunk manager (512 unit chunks)
const chunkManager = new ChunkManager(512);
chunkManager.setScene(scene);
// Add streaming system
const streamingSystem = new ChunkStreamingSystem();
streamingSystem.setChunkManager(chunkManager);
scene.addSystem(streamingSystem);
// Create loader entity with config
const loaderEntity = scene.createEntity('ChunkLoader');
const loader = loaderEntity.addComponent(new ChunkLoaderComponent());
loader.chunkSize = 512;
loader.loadRadius = 2;
loader.unloadRadius = 4;
// Create player as streaming anchor
const playerEntity = scene.createEntity('Player');
const anchor = playerEntity.addComponent(new StreamingAnchorComponent());
// Update anchor position each frame
function update() {
anchor.x = player.position.x;
anchor.y = player.position.y;
}
```
### Procedural Generation
```typescript
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
class ProceduralChunkProvider implements IChunkDataProvider {
private seed: number;
constructor(seed: number) {
this.seed = seed;
}
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
// Use deterministic random based on seed + coord
const chunkSeed = this.hashCoord(coord);
const rng = this.createRNG(chunkSeed);
// Generate chunk content
const entities = this.generateEntities(coord, rng);
return {
coord,
entities,
version: 1
};
}
async saveChunkData(data: IChunkData): Promise<void> {
// Optional: persist modified chunks
}
private hashCoord(coord: IChunkCoord): number {
return this.seed ^ (coord.x * 73856093) ^ (coord.y * 19349663);
}
private createRNG(seed: number) {
// Simple seeded random
return () => {
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
return seed / 0x7fffffff;
};
}
private generateEntities(coord: IChunkCoord, rng: () => number) {
// Generate resources, trees, etc.
return [];
}
}
// Use provider
chunkManager.setDataProvider(new ProceduralChunkProvider(12345));
```
## Core Concepts
### Chunk Lifecycle
```
Unloaded → Loading → Loaded → Unloading → Unloaded
↓ ↓
Failed (on error)
```
### Streaming Anchor
`StreamingAnchorComponent` marks entities as chunk loading anchors. The system loads chunks around all anchors and unloads chunks outside the combined range.
```typescript
// StreamingAnchorComponent implements IPositionable
interface IPositionable {
readonly position: { x: number; y: number };
}
```
### Configuration
| Property | Default | Description |
|----------|---------|-------------|
| `chunkSize` | 512 | Chunk size in world units |
| `loadRadius` | 2 | Chunks to load around anchor |
| `unloadRadius` | 4 | Chunks to unload beyond this |
| `maxLoadsPerFrame` | 2 | Max async loads per frame |
| `unloadDelay` | 3000 | MS before unloading |
| `bEnablePrefetch` | true | Prefetch in movement direction |
## Module Setup (Optional)
For quick setup, use the module helper:
```typescript
import { worldStreamingModule } from '@esengine/world-streaming';
const chunkManager = worldStreamingModule.setup(
scene,
services,
componentRegistry,
{ chunkSize: 256, bEnableCulling: true }
);
```
## Documentation
- [Chunk Manager API](./chunk-manager) - Loading queue, chunk lifecycle
- [Streaming System](./streaming-system) - Anchor-based loading
- [Serialization](./serialization) - Custom chunk serialization
- [Examples](./examples) - Procedural worlds, MMO chunks

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---
title: "Chunk Serialization"
description: "Custom serialization for chunk data"
---
The `ChunkSerializer` handles converting between entity data and chunk storage format.
## Default Serializer
```typescript
import { ChunkSerializer, ChunkManager } from '@esengine/world-streaming';
const serializer = new ChunkSerializer();
const chunkManager = new ChunkManager(512, serializer);
```
## Custom Serializer
Override `ChunkSerializer` for custom serialization logic:
```typescript
import { ChunkSerializer } from '@esengine/world-streaming';
import type { Entity, IScene } from '@esengine/ecs-framework';
import type { IChunkCoord, IChunkData, IChunkBounds } from '@esengine/world-streaming';
class GameChunkSerializer extends ChunkSerializer {
/**
* Get position from entity
* Override to use your position component
*/
protected getPositionable(entity: Entity) {
const transform = entity.getComponent(TransformComponent);
if (transform) {
return { position: { x: transform.x, y: transform.y } };
}
return null;
}
/**
* Set position on entity after deserialization
*/
protected setEntityPosition(entity: Entity, x: number, y: number): void {
const transform = entity.addComponent(new TransformComponent());
transform.x = x;
transform.y = y;
}
/**
* Serialize components
*/
protected serializeComponents(entity: Entity): Record<string, unknown> {
const data: Record<string, unknown> = {};
const resource = entity.getComponent(ResourceComponent);
if (resource) {
data.ResourceComponent = {
type: resource.type,
amount: resource.amount,
maxAmount: resource.maxAmount
};
}
const npc = entity.getComponent(NPCComponent);
if (npc) {
data.NPCComponent = {
id: npc.id,
state: npc.state
};
}
return data;
}
/**
* Deserialize components
*/
protected deserializeComponents(entity: Entity, components: Record<string, unknown>): void {
if (components.ResourceComponent) {
const data = components.ResourceComponent as any;
const resource = entity.addComponent(new ResourceComponent());
resource.type = data.type;
resource.amount = data.amount;
resource.maxAmount = data.maxAmount;
}
if (components.NPCComponent) {
const data = components.NPCComponent as any;
const npc = entity.addComponent(new NPCComponent());
npc.id = data.id;
npc.state = data.state;
}
}
/**
* Filter which components to serialize
*/
protected shouldSerializeComponent(componentName: string): boolean {
const include = ['ResourceComponent', 'NPCComponent', 'BuildingComponent'];
return include.includes(componentName);
}
}
```
## Chunk Data Format
```typescript
interface IChunkData {
coord: IChunkCoord; // Chunk coordinates
entities: ISerializedEntity[]; // Entity data
version: number; // Data version
}
interface ISerializedEntity {
name: string; // Entity name
localPosition: { x: number; y: number }; // Position within chunk
components: Record<string, unknown>; // Component data
}
interface IChunkCoord {
x: number; // Chunk X coordinate
y: number; // Chunk Y coordinate
}
```
## Data Provider with Serialization
```typescript
class DatabaseChunkProvider implements IChunkDataProvider {
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const key = `chunk_${coord.x}_${coord.y}`;
const json = await database.get(key);
if (!json) return null;
return JSON.parse(json) as IChunkData;
}
async saveChunkData(data: IChunkData): Promise<void> {
const key = `chunk_${data.coord.x}_${data.coord.y}`;
await database.set(key, JSON.stringify(data));
}
}
```
## Procedural Generation with Serializer
```typescript
class ProceduralProvider implements IChunkDataProvider {
private serializer: GameChunkSerializer;
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const entities = this.generateEntities(coord);
return {
coord,
entities,
version: 1
};
}
private generateEntities(coord: IChunkCoord): ISerializedEntity[] {
const entities: ISerializedEntity[] = [];
const rng = this.createRNG(coord);
// Generate trees
const treeCount = Math.floor(rng() * 10);
for (let i = 0; i < treeCount; i++) {
entities.push({
name: `Tree_${coord.x}_${coord.y}_${i}`,
localPosition: {
x: rng() * 512,
y: rng() * 512
},
components: {
TreeComponent: { type: 'oak', health: 100 }
}
});
}
// Generate resources
if (rng() > 0.7) {
entities.push({
name: `Resource_${coord.x}_${coord.y}`,
localPosition: { x: 256, y: 256 },
components: {
ResourceComponent: {
type: 'iron',
amount: 500,
maxAmount: 500
}
}
});
}
return entities;
}
}
```
## Version Migration
```typescript
class VersionedSerializer extends ChunkSerializer {
private static readonly CURRENT_VERSION = 2;
deserialize(data: IChunkData, scene: IScene): Entity[] {
// Migrate old data
if (data.version < 2) {
data = this.migrateV1toV2(data);
}
return super.deserialize(data, scene);
}
private migrateV1toV2(data: IChunkData): IChunkData {
// Convert old component format
for (const entity of data.entities) {
if (entity.components.OldResource) {
entity.components.ResourceComponent = entity.components.OldResource;
delete entity.components.OldResource;
}
}
data.version = 2;
return data;
}
}
```

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---
title: "Streaming System"
description: "ChunkStreamingSystem manages automatic chunk loading based on anchor positions"
---
The `ChunkStreamingSystem` automatically manages chunk loading and unloading based on `StreamingAnchorComponent` positions.
## Setup
```typescript
import {
ChunkManager,
ChunkStreamingSystem,
ChunkLoaderComponent,
StreamingAnchorComponent
} from '@esengine/world-streaming';
// Create and configure chunk manager
const chunkManager = new ChunkManager(512);
chunkManager.setScene(scene);
chunkManager.setDataProvider(myProvider);
// Create streaming system
const streamingSystem = new ChunkStreamingSystem();
streamingSystem.setChunkManager(chunkManager);
scene.addSystem(streamingSystem);
// Create loader entity with configuration
const loaderEntity = scene.createEntity('ChunkLoader');
const loader = loaderEntity.addComponent(new ChunkLoaderComponent());
loader.chunkSize = 512;
loader.loadRadius = 2;
loader.unloadRadius = 4;
```
## Streaming Anchor
The `StreamingAnchorComponent` marks entities as chunk loading anchors. Chunks are loaded around all anchors.
```typescript
// Create player as streaming anchor
const playerEntity = scene.createEntity('Player');
const anchor = playerEntity.addComponent(new StreamingAnchorComponent());
// Update position each frame
function update() {
anchor.x = player.worldX;
anchor.y = player.worldY;
}
```
### Anchor Properties
| Property | Type | Default | Description |
|----------|------|---------|-------------|
| `x` | number | 0 | World X position |
| `y` | number | 0 | World Y position |
| `weight` | number | 1.0 | Load radius multiplier |
| `bEnablePrefetch` | boolean | true | Enable prefetch for this anchor |
### Multiple Anchors
```typescript
// Main player - full load radius
const playerAnchor = player.addComponent(new StreamingAnchorComponent());
playerAnchor.weight = 1.0;
// Camera preview - smaller radius
const cameraAnchor = camera.addComponent(new StreamingAnchorComponent());
cameraAnchor.weight = 0.5; // Half the load radius
cameraAnchor.bEnablePrefetch = false;
```
## Loader Configuration
The `ChunkLoaderComponent` configures streaming behavior.
```typescript
const loader = entity.addComponent(new ChunkLoaderComponent());
// Chunk dimensions
loader.chunkSize = 512; // World units per chunk
// Loading radius
loader.loadRadius = 2; // Load chunks within 2 chunks of anchor
loader.unloadRadius = 4; // Unload beyond 4 chunks
// Performance tuning
loader.maxLoadsPerFrame = 2; // Max async loads per frame
loader.maxUnloadsPerFrame = 1; // Max unloads per frame
loader.unloadDelay = 3000; // MS before unloading
// Prefetch
loader.bEnablePrefetch = true; // Enable movement-based prefetch
loader.prefetchRadius = 1; // Extra chunks to prefetch
```
### Coordinate Helpers
```typescript
// Convert world position to chunk coordinates
const coord = loader.worldToChunk(1500, 2300);
// Get chunk bounds
const bounds = loader.getChunkBounds(coord);
```
## Prefetch System
When enabled, the system prefetches chunks in the movement direction:
```
Movement Direction →
[ ][ ][ ] [ ][P][P] P = Prefetch
[L][L][L] → [L][L][L] L = Loaded
[ ][ ][ ] [ ][ ][ ]
```
```typescript
// Enable prefetch
loader.bEnablePrefetch = true;
loader.prefetchRadius = 2; // Prefetch 2 chunks ahead
// Per-anchor prefetch control
anchor.bEnablePrefetch = true; // Enable for main player
cameraAnchor.bEnablePrefetch = false; // Disable for camera
```
## System Processing
The system runs each frame and:
1. Updates anchor velocities
2. Requests loads for chunks in range
3. Cancels unloads for chunks back in range
4. Requests unloads for chunks outside range
5. Processes load/unload queues
```typescript
// Access the chunk manager from system
const system = scene.getSystem(ChunkStreamingSystem);
const manager = system?.chunkManager;
if (manager) {
console.log('Loaded:', manager.loadedChunkCount);
}
```
## Priority-Based Loading
Chunks are loaded with priority based on distance:
| Distance | Priority | Description |
|----------|----------|-------------|
| 0 | Immediate | Player's current chunk |
| 1 | High | Adjacent chunks |
| 2-4 | Normal | Nearby chunks |
| 5+ | Low | Distant chunks |
| Prefetch | Prefetch | Movement direction |
## Events
```typescript
chunkManager.setEvents({
onChunkLoaded: (coord, entities) => {
// Chunk ready - spawn NPCs, enable collision
for (const entity of entities) {
entity.getComponent(ColliderComponent)?.enable();
}
},
onChunkUnloaded: (coord) => {
// Cleanup - save state, release resources
}
});
```

View File

@@ -28,12 +28,14 @@ ESEngine 提供了丰富的功能模块,可以按需引入到你的项目中
|------|------|------|
| [可视化脚本](/modules/blueprint/) | `@esengine/blueprint` | 蓝图可视化脚本系统 |
| [程序化生成](/modules/procgen/) | `@esengine/procgen` | 噪声函数、随机工具 |
| [世界流式加载](/modules/world-streaming/) | `@esengine/world-streaming` | 开放世界区块流式加载 |
### 网络模块
| 模块 | 包名 | 描述 |
|------|------|------|
| [网络同步](/modules/network/) | `@esengine/network` | 多人游戏网络同步 |
| [事务系统](/modules/transaction/) | `@esengine/transaction` | 游戏事务处理,支持分布式事务 |
## 安装

View File

@@ -0,0 +1,283 @@
---
title: "兴趣区域管理 (AOI)"
description: "基于视野范围的网络实体过滤"
---
AOIArea of Interest兴趣区域是大规模多人游戏中用于优化网络带宽的关键技术。通过只同步玩家视野范围内的实体可以大幅减少网络流量。
## NetworkAOISystem
`NetworkAOISystem` 提供基于网格的兴趣区域管理。
### 启用 AOI
```typescript
import { NetworkPlugin } from '@esengine/network';
const networkPlugin = new NetworkPlugin({
enableAOI: true,
aoiConfig: {
cellSize: 100, // 网格单元大小
defaultViewRange: 500, // 默认视野范围
enabled: true,
}
});
await Core.installPlugin(networkPlugin);
```
### 添加观察者
每个需要接收同步数据的玩家都需要作为观察者添加:
```typescript
// 玩家加入时添加观察者
networkPlugin.registerPrefab('player', (scene, spawn) => {
const entity = scene.createEntity(`player_${spawn.netId}`);
// ... 设置组件
// 将玩家添加为 AOI 观察者
networkPlugin.addAOIObserver(
spawn.netId, // 网络 ID
spawn.pos.x, // 初始 X 位置
spawn.pos.y, // 初始 Y 位置
600 // 视野范围(可选)
);
return entity;
});
// 玩家离开时移除观察者
networkPlugin.removeAOIObserver(playerNetId);
```
### 更新观察者位置
当玩家移动时,需要更新其 AOI 位置:
```typescript
// 在游戏循环或同步回调中更新
networkPlugin.updateAOIObserverPosition(playerNetId, newX, newY);
```
## AOI 配置
| 属性 | 类型 | 默认值 | 描述 |
|------|------|--------|------|
| `cellSize` | `number` | 100 | 网格单元大小 |
| `defaultViewRange` | `number` | 500 | 默认视野范围 |
| `enabled` | `boolean` | true | 是否启用 AOI |
### 网格大小建议
网格大小应根据游戏视野范围设置:
```typescript
// 建议cellSize = defaultViewRange / 3 到 / 5
aoiConfig: {
cellSize: 100,
defaultViewRange: 500, // 网格大约是视野的 1/5
}
```
## 查询接口
### 获取可见实体
```typescript
// 获取玩家能看到的所有实体
const visibleEntities = networkPlugin.getVisibleEntities(playerNetId);
console.log('Visible entities:', visibleEntities);
```
### 检查可见性
```typescript
// 检查玩家是否能看到某个实体
if (networkPlugin.canSee(playerNetId, targetEntityNetId)) {
// 目标在视野内
}
```
## 事件监听
AOI 系统会在实体进入/离开视野时触发事件:
```typescript
const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
aoiSystem.addListener((event) => {
if (event.type === 'enter') {
console.log(`Entity ${event.targetNetId} entered view of ${event.observerNetId}`);
// 可以在这里发送实体的初始状态
} else if (event.type === 'exit') {
console.log(`Entity ${event.targetNetId} left view of ${event.observerNetId}`);
// 可以在这里清理资源
}
});
}
```
## 服务器端过滤
AOI 最常用于服务器端,过滤发送给每个客户端的同步数据:
```typescript
// 服务器端示例
import { NetworkAOISystem, createNetworkAOISystem } from '@esengine/network';
class GameServer {
private aoiSystem = createNetworkAOISystem({
cellSize: 100,
defaultViewRange: 500,
});
// 玩家加入
onPlayerJoin(playerId: number, x: number, y: number) {
this.aoiSystem.addObserver(playerId, x, y);
}
// 玩家移动
onPlayerMove(playerId: number, x: number, y: number) {
this.aoiSystem.updateObserverPosition(playerId, x, y);
}
// 发送同步数据
broadcastSync(allEntities: EntitySyncState[]) {
for (const playerId of this.players) {
// 使用 AOI 过滤
const filteredEntities = this.aoiSystem.filterSyncData(
playerId,
allEntities
);
// 只发送可见实体
this.sendToPlayer(playerId, { entities: filteredEntities });
}
}
}
```
## 工作原理
```
┌─────────────────────────────────────────────────────────────┐
│ 游戏世界 │
│ ┌─────┬─────┬─────┬─────┬─────┐ │
│ │ │ │ E │ │ │ │
│ ├─────┼─────┼─────┼─────┼─────┤ E = 敌人实体 │
│ │ │ P │ ● │ │ │ P = 玩家 │
│ ├─────┼─────┼─────┼─────┼─────┤ ● = 玩家视野中心 │
│ │ │ │ E │ E │ │ ○ = 视野范围 │
│ ├─────┼─────┼─────┼─────┼─────┤ │
│ │ │ │ │ │ E │ 玩家只能看到视野内的 E │
│ └─────┴─────┴─────┴─────┴─────┘ │
│ │
│ 视野范围(圆形):包含 3 个敌人 │
│ 网格优化:只检查视野覆盖的网格单元 │
└─────────────────────────────────────────────────────────────┘
```
### 网格优化
AOI 使用空间网格加速查询:
1. **添加实体**:根据位置计算所在网格
2. **视野检测**:只检查视野范围覆盖的网格
3. **移动更新**:跨网格时更新网格归属
4. **事件触发**:检测进入/离开视野
## 动态视野范围
可以为不同类型的玩家设置不同的视野:
```typescript
// 普通玩家
networkPlugin.addAOIObserver(playerId, x, y, 500);
// VIP 玩家(更大视野)
networkPlugin.addAOIObserver(vipPlayerId, x, y, 800);
// 运行时调整视野
const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
aoiSystem.updateObserverViewRange(playerId, 600);
}
```
## 最佳实践
### 1. 服务器端使用
AOI 过滤应在服务器端进行,客户端不应信任自己的 AOI 判断:
```typescript
// 服务器端过滤后再发送
const filtered = aoiSystem.filterSyncData(playerId, entities);
sendToClient(playerId, filtered);
```
### 2. 边界处理
在视野边缘添加缓冲区防止闪烁:
```typescript
// 进入视野时立即添加
// 离开视野时延迟移除(保持额外 1-2 秒)
aoiSystem.addListener((event) => {
if (event.type === 'exit') {
setTimeout(() => {
// 再次检查是否真的离开
if (!aoiSystem.canSee(event.observerNetId, event.targetNetId)) {
removeFromClient(event.observerNetId, event.targetNetId);
}
}, 1000);
}
});
```
### 3. 大型实体
对于大型实体(如 Boss可能需要特殊处理
```typescript
// Boss 总是对所有人可见
function filterWithBoss(playerId: number, entities: EntitySyncState[]) {
const filtered = aoiSystem.filterSyncData(playerId, entities);
// 添加 Boss 实体
const bossState = entities.find(e => e.netId === bossNetId);
if (bossState && !filtered.includes(bossState)) {
filtered.push(bossState);
}
return filtered;
}
```
### 4. 性能考虑
```typescript
// 大规模游戏建议配置
aoiConfig: {
cellSize: 200, // 较大的网格减少网格数量
defaultViewRange: 800, // 根据实际视野设置
}
```
## 调试
```typescript
const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
console.log('AOI enabled:', aoiSystem.enabled);
console.log('Observer count:', aoiSystem.observerCount);
// 获取特定玩家的可见实体
const visible = aoiSystem.getVisibleEntities(playerId);
console.log('Visible entities:', visible.length);
}
```

View File

@@ -0,0 +1,506 @@
---
title: "认证系统"
description: "使用 JWT 和 Session 提供者为游戏服务器添加认证功能"
---
`@esengine/server` 包内置了可插拔的认证系统,支持 JWT、会话认证和自定义提供者。
## 安装
认证功能已包含在 server 包中:
```bash
npm install @esengine/server jsonwebtoken
```
> 注意:`jsonwebtoken` 是可选的 peer dependency仅在使用 JWT 认证时需要。
## 快速开始
### JWT 认证
```typescript
import { createServer } from '@esengine/server'
import { withAuth, createJwtAuthProvider, withRoomAuth, requireAuth } from '@esengine/server/auth'
// 创建 JWT 提供者
const jwtProvider = createJwtAuthProvider({
secret: process.env.JWT_SECRET!,
expiresIn: 3600, // 1 小时
})
// 用认证包装服务器
const server = withAuth(await createServer({ port: 3000 }), {
provider: jwtProvider,
extractCredentials: (req) => {
const url = new URL(req.url ?? '', 'http://localhost')
return url.searchParams.get('token')
},
})
// 定义需要认证的房间
class GameRoom extends withRoomAuth(Room, { requireAuth: true }) {
onJoin(player) {
console.log(`${player.user?.name} 加入了游戏!`)
}
}
server.define('game', GameRoom)
await server.start()
```
## 认证提供者
### JWT 提供者
使用 JSON Web Tokens 实现无状态认证:
```typescript
import { createJwtAuthProvider } from '@esengine/server/auth'
const jwtProvider = createJwtAuthProvider({
// 必填:密钥
secret: 'your-secret-key',
// 可选算法默认HS256
algorithm: 'HS256',
// 可选过期时间默认3600
expiresIn: 3600,
// 可选:签发者(用于验证)
issuer: 'my-game-server',
// 可选:受众(用于验证)
audience: 'my-game-client',
// 可选:自定义用户提取
getUser: async (payload) => {
// 从数据库获取用户
return await db.users.findById(payload.sub)
},
})
// 签发令牌(用于登录接口)
const token = jwtProvider.sign({
sub: user.id,
name: user.name,
roles: ['player'],
})
// 解码但不验证(用于调试)
const payload = jwtProvider.decode(token)
```
### Session 提供者
使用服务端会话实现有状态认证:
```typescript
import { createSessionAuthProvider, type ISessionStorage } from '@esengine/server/auth'
// 自定义存储实现
const storage: ISessionStorage = {
async get<T>(key: string): Promise<T | null> {
return await redis.get(key)
},
async set<T>(key: string, value: T): Promise<void> {
await redis.set(key, value)
},
async delete(key: string): Promise<boolean> {
return await redis.del(key) > 0
},
}
const sessionProvider = createSessionAuthProvider({
storage,
sessionTTL: 86400000, // 24 小时(毫秒)
// 可选:每次请求时验证用户
validateUser: (user) => !user.banned,
})
// 创建会话(用于登录接口)
const sessionId = await sessionProvider.createSession(user, {
ipAddress: req.ip,
userAgent: req.headers['user-agent'],
})
// 撤销会话(用于登出)
await sessionProvider.revoke(sessionId)
```
## 服务器认证 Mixin
`withAuth` 函数用于包装服务器添加认证功能:
```typescript
import { withAuth } from '@esengine/server/auth'
const server = withAuth(baseServer, {
// 必填:认证提供者
provider: jwtProvider,
// 必填:从请求中提取凭证
extractCredentials: (req) => {
// 从查询字符串获取
return new URL(req.url, 'http://localhost').searchParams.get('token')
// 或从请求头获取
// return req.headers['authorization']?.replace('Bearer ', '')
},
// 可选:处理认证失败
onAuthFailed: (conn, error) => {
console.log(`认证失败: ${error}`)
},
})
```
### 访问认证上下文
认证后,可以从连接获取认证上下文:
```typescript
import { getAuthContext } from '@esengine/server/auth'
server.onConnect = (conn) => {
const auth = getAuthContext(conn)
if (auth.isAuthenticated) {
console.log(`用户 ${auth.userId} 已连接`)
console.log(`角色: ${auth.roles}`)
}
}
```
## 房间认证 Mixin
`withRoomAuth` 函数为房间添加认证检查:
```typescript
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
interface User {
id: string
name: string
roles: string[]
}
class GameRoom extends withRoomAuth<User>(Room, {
// 要求认证才能加入
requireAuth: true,
// 可选:要求特定角色
allowedRoles: ['player', 'premium'],
// 可选:角色检查模式('any' 或 'all'
roleCheckMode: 'any',
}) {
// player 拥有 .auth 和 .user 属性
onJoin(player: AuthPlayer<User>) {
console.log(`${player.user?.name} 加入了`)
console.log(`是否高级会员: ${player.auth.hasRole('premium')}`)
}
// 可选:自定义认证验证
async onAuth(player: AuthPlayer<User>): Promise<boolean> {
// 额外的验证逻辑
if (player.auth.hasRole('banned')) {
return false
}
return true
}
@onMessage('Chat')
handleChat(data: { text: string }, player: AuthPlayer<User>) {
this.broadcast('Chat', {
from: player.user?.name ?? '访客',
text: data.text,
})
}
}
```
### AuthPlayer 接口
认证房间中的玩家拥有额外属性:
```typescript
interface AuthPlayer<TUser> extends Player {
// 完整认证上下文
readonly auth: IAuthContext<TUser>
// 用户信息auth.user 的快捷方式)
readonly user: TUser | null
}
```
### 房间认证辅助方法
```typescript
class GameRoom extends withRoomAuth<User>(Room) {
someMethod() {
// 通过用户 ID 获取玩家
const player = this.getPlayerByUserId('user-123')
// 获取拥有特定角色的所有玩家
const admins = this.getPlayersByRole('admin')
// 获取带认证信息的玩家
const authPlayer = this.getAuthPlayer(playerId)
}
}
```
## 认证装饰器
### @requireAuth
标记消息处理器需要认证:
```typescript
import { requireAuth, requireRole, onMessage } from '@esengine/server/auth'
class GameRoom extends withRoomAuth(Room) {
@requireAuth()
@onMessage('Trade')
handleTrade(data: TradeData, player: AuthPlayer) {
// 只有已认证玩家才能交易
}
@requireAuth({ allowGuest: true })
@onMessage('Chat')
handleChat(data: ChatData, player: AuthPlayer) {
// 访客也可以聊天
}
}
```
### @requireRole
要求特定角色才能访问消息处理器:
```typescript
class AdminRoom extends withRoomAuth(Room) {
@requireRole('admin')
@onMessage('Ban')
handleBan(data: BanData, player: AuthPlayer) {
// 只有管理员才能封禁
}
@requireRole(['moderator', 'admin'])
@onMessage('Mute')
handleMute(data: MuteData, player: AuthPlayer) {
// 版主或管理员可以禁言
}
@requireRole(['verified', 'premium'], { mode: 'all' })
@onMessage('SpecialFeature')
handleSpecial(data: any, player: AuthPlayer) {
// 需要同时拥有 verified 和 premium 角色
}
}
```
## 认证上下文 API
认证上下文提供多种检查认证状态的方法:
```typescript
interface IAuthContext<TUser> {
// 认证状态
readonly isAuthenticated: boolean
readonly user: TUser | null
readonly userId: string | null
readonly roles: ReadonlyArray<string>
readonly authenticatedAt: number | null
readonly expiresAt: number | null
// 角色检查
hasRole(role: string): boolean
hasAnyRole(roles: string[]): boolean
hasAllRoles(roles: string[]): boolean
}
```
`AuthContext` 类(实现类)还提供:
```typescript
class AuthContext<TUser> implements IAuthContext<TUser> {
// 从认证结果设置认证状态
setAuthenticated(result: AuthResult<TUser>): void
// 清除认证状态
clear(): void
}
```
## 测试
使用模拟认证提供者进行单元测试:
```typescript
import { createMockAuthProvider } from '@esengine/server/auth/testing'
// 创建带预设用户的模拟提供者
const mockProvider = createMockAuthProvider({
users: [
{ id: '1', name: 'Alice', roles: ['player'] },
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
],
autoCreate: true, // 为未知令牌创建用户
})
// 在测试中使用
const server = withAuth(testServer, {
provider: mockProvider,
extractCredentials: (req) => req.headers['x-token'],
})
// 使用用户 ID 作为令牌进行验证
const result = await mockProvider.verify('1')
// result.user = { id: '1', name: 'Alice', roles: ['player'] }
// 动态添加/移除用户
mockProvider.addUser({ id: '3', name: 'Charlie', roles: ['guest'] })
mockProvider.removeUser('3')
// 撤销令牌
await mockProvider.revoke('1')
// 重置到初始状态
mockProvider.clear()
```
## 错误处理
认证错误包含错误码用于程序化处理:
```typescript
type AuthErrorCode =
| 'INVALID_CREDENTIALS' // 用户名/密码无效
| 'INVALID_TOKEN' // 令牌格式错误或无效
| 'EXPIRED_TOKEN' // 令牌已过期
| 'USER_NOT_FOUND' // 用户查找失败
| 'ACCOUNT_DISABLED' // 用户账号已禁用
| 'RATE_LIMITED' // 请求过于频繁
| 'INSUFFICIENT_PERMISSIONS' // 权限不足
// 在认证失败处理器中
const server = withAuth(baseServer, {
provider: jwtProvider,
extractCredentials,
onAuthFailed: (conn, error) => {
switch (error.errorCode) {
case 'EXPIRED_TOKEN':
conn.send('AuthError', { code: 'TOKEN_EXPIRED' })
break
case 'INVALID_TOKEN':
conn.send('AuthError', { code: 'INVALID_TOKEN' })
break
default:
conn.close()
}
},
})
```
## 完整示例
以下是使用 JWT 认证的完整示例:
```typescript
// server.ts
import { createServer } from '@esengine/server'
import {
withAuth,
withRoomAuth,
createJwtAuthProvider,
requireAuth,
requireRole,
type AuthPlayer,
} from '@esengine/server/auth'
// 类型定义
interface User {
id: string
name: string
roles: string[]
}
// JWT 提供者
const jwtProvider = createJwtAuthProvider<User>({
secret: process.env.JWT_SECRET!,
expiresIn: 3600,
getUser: async (payload) => ({
id: payload.sub as string,
name: payload.name as string,
roles: (payload.roles as string[]) ?? [],
}),
})
// 创建带认证的服务器
const server = withAuth(
await createServer({ port: 3000 }),
{
provider: jwtProvider,
extractCredentials: (req) => {
return new URL(req.url ?? '', 'http://localhost')
.searchParams.get('token')
},
}
)
// 带认证的游戏房间
class GameRoom extends withRoomAuth<User>(Room, {
requireAuth: true,
allowedRoles: ['player'],
}) {
onCreate() {
console.log('游戏房间已创建')
}
onJoin(player: AuthPlayer<User>) {
console.log(`${player.user?.name} 加入了!`)
this.broadcast('PlayerJoined', {
id: player.id,
name: player.user?.name,
})
}
@requireAuth()
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
// 处理移动
}
@requireRole('admin')
@onMessage('Kick')
handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
const target = this.getPlayer(data.playerId)
if (target) {
this.kick(target, '被管理员踢出')
}
}
}
server.define('game', GameRoom)
await server.start()
```
## 最佳实践
1. **保护密钥安全**:永远不要硬编码 JWT 密钥,使用环境变量。
2. **设置合理的过期时间**:在安全性和用户体验之间平衡令牌 TTL。
3. **在关键操作上验证**:在敏感消息处理器上使用 `@requireAuth`
4. **使用基于角色的访问控制**:为管理功能实现适当的角色层级。
5. **处理令牌刷新**:为长会话实现令牌刷新逻辑。
6. **记录认证事件**:跟踪登录尝试和失败以进行安全监控。
7. **测试认证流程**:使用 `MockAuthProvider` 测试认证场景。

View File

@@ -0,0 +1,316 @@
---
title: "状态增量压缩"
description: "减少网络带宽的增量同步"
---
状态增量压缩通过只发送变化的字段来减少网络带宽。对于频繁同步的游戏状态,这可以显著降低数据传输量。
## StateDeltaCompressor
`StateDeltaCompressor` 类用于压缩和解压状态增量。
### 基本用法
```typescript
import { createStateDeltaCompressor, type SyncData } from '@esengine/network';
// 创建压缩器
const compressor = createStateDeltaCompressor({
positionThreshold: 0.01, // 位置变化阈值
rotationThreshold: 0.001, // 旋转变化阈值(弧度)
velocityThreshold: 0.1, // 速度变化阈值
fullSnapshotInterval: 60, // 完整快照间隔(帧数)
});
// 压缩同步数据
const syncData: SyncData = {
frame: 100,
timestamp: Date.now(),
entities: [
{ netId: 1, pos: { x: 100, y: 200 }, rot: 0 },
{ netId: 2, pos: { x: 300, y: 400 }, rot: 1.5 },
],
};
const deltaData = compressor.compress(syncData);
// deltaData 只包含变化的字段
// 解压增量数据
const fullData = compressor.decompress(deltaData);
```
## 配置选项
| 属性 | 类型 | 默认值 | 描述 |
|------|------|--------|------|
| `positionThreshold` | `number` | 0.01 | 位置变化阈值 |
| `rotationThreshold` | `number` | 0.001 | 旋转变化阈值(弧度) |
| `velocityThreshold` | `number` | 0.1 | 速度变化阈值 |
| `fullSnapshotInterval` | `number` | 60 | 完整快照间隔(帧数) |
## 增量标志
使用位标志表示哪些字段发生了变化:
```typescript
import { DeltaFlags } from '@esengine/network';
// 位标志定义
DeltaFlags.NONE // 0 - 无变化
DeltaFlags.POSITION // 1 - 位置变化
DeltaFlags.ROTATION // 2 - 旋转变化
DeltaFlags.VELOCITY // 4 - 速度变化
DeltaFlags.ANGULAR_VELOCITY // 8 - 角速度变化
DeltaFlags.CUSTOM // 16 - 自定义数据变化
```
## 数据格式
### 完整状态
```typescript
interface EntitySyncState {
netId: number;
pos?: { x: number; y: number };
rot?: number;
vel?: { x: number; y: number };
angVel?: number;
custom?: Record<string, unknown>;
}
```
### 增量状态
```typescript
interface EntityDeltaState {
netId: number;
flags: number; // 变化标志位
pos?: { x: number; y: number }; // 仅在 POSITION 标志时存在
rot?: number; // 仅在 ROTATION 标志时存在
vel?: { x: number; y: number }; // 仅在 VELOCITY 标志时存在
angVel?: number; // 仅在 ANGULAR_VELOCITY 标志时存在
custom?: Record<string, unknown>; // 仅在 CUSTOM 标志时存在
}
```
## 工作原理
```
帧 1 (完整快照)
Entity 1: pos=(100, 200), rot=0
帧 2 (增量)
Entity 1: flags=POSITION, pos=(101, 200) // 只有 X 变化
帧 3 (增量)
Entity 1: flags=0 // 无变化,不发送
帧 4 (增量)
Entity 1: flags=POSITION|ROTATION, pos=(105, 200), rot=0.5
帧 60 (强制完整快照)
Entity 1: pos=(200, 300), rot=1.0, vel=(5, 0)
```
## 服务器端使用
```typescript
import { createStateDeltaCompressor } from '@esengine/network';
class GameServer {
private compressor = createStateDeltaCompressor();
// 广播状态更新
broadcastState(entities: EntitySyncState[]) {
const syncData: SyncData = {
frame: this.currentFrame,
timestamp: Date.now(),
entities,
};
// 压缩数据
const deltaData = this.compressor.compress(syncData);
// 发送增量数据
this.broadcast('sync', deltaData);
}
// 玩家离开时清理
onPlayerLeave(netId: number) {
this.compressor.removeEntity(netId);
}
}
```
## 客户端使用
```typescript
class GameClient {
private compressor = createStateDeltaCompressor();
// 接收增量数据
onSyncReceived(deltaData: DeltaSyncData) {
// 解压为完整状态
const fullData = this.compressor.decompress(deltaData);
// 应用状态
for (const entity of fullData.entities) {
this.applyEntityState(entity);
}
}
}
```
## 带宽节省示例
假设每个实体有以下数据:
| 字段 | 大小(字节) |
|------|------------|
| netId | 4 |
| pos.x | 8 |
| pos.y | 8 |
| rot | 8 |
| vel.x | 8 |
| vel.y | 8 |
| angVel | 8 |
| **总计** | **52** |
使用增量压缩:
| 场景 | 原始 | 压缩后 | 节省 |
|------|------|--------|------|
| 只有位置变化 | 52 | 4+1+16 = 21 | 60% |
| 只有旋转变化 | 52 | 4+1+8 = 13 | 75% |
| 静止不动 | 52 | 0 | 100% |
| 位置+旋转变化 | 52 | 4+1+24 = 29 | 44% |
## 强制完整快照
某些情况下需要发送完整快照:
```typescript
// 新玩家加入时
compressor.forceFullSnapshot();
const data = compressor.compress(syncData);
// 这次会发送完整状态
// 重连时
compressor.clear(); // 清除历史状态
compressor.forceFullSnapshot();
```
## 自定义数据
支持同步自定义游戏数据:
```typescript
const syncData: SyncData = {
frame: 100,
timestamp: Date.now(),
entities: [
{
netId: 1,
pos: { x: 100, y: 200 },
custom: {
health: 80,
mana: 50,
buffs: ['speed', 'shield'],
},
},
],
};
// 自定义数据也会进行增量压缩
const deltaData = compressor.compress(syncData);
```
## 最佳实践
### 1. 合理设置阈值
```typescript
// 高精度游戏(如竞技游戏)
const compressor = createStateDeltaCompressor({
positionThreshold: 0.001,
rotationThreshold: 0.0001,
});
// 普通游戏
const compressor = createStateDeltaCompressor({
positionThreshold: 0.1,
rotationThreshold: 0.01,
});
```
### 2. 调整完整快照间隔
```typescript
// 高可靠性(网络不稳定)
fullSnapshotInterval: 30, // 每 30 帧发送完整快照
// 低带宽优先
fullSnapshotInterval: 120, // 每 120 帧发送完整快照
```
### 3. 配合 AOI 使用
```typescript
// 先用 AOI 过滤,再用增量压缩
const filteredEntities = aoiSystem.filterSyncData(playerId, allEntities);
const syncData = { frame, timestamp, entities: filteredEntities };
const deltaData = compressor.compress(syncData);
```
### 4. 处理实体移除
```typescript
// 实体销毁时清理压缩器状态
function onEntityDespawn(netId: number) {
compressor.removeEntity(netId);
}
```
## 与其他功能配合
```
┌─────────────────┐
│ 游戏状态 │
└────────┬────────┘
┌────────▼────────┐
│ AOI 过滤 │ ← 只处理视野内实体
└────────┬────────┘
┌────────▼────────┐
│ 增量压缩 │ ← 只发送变化的字段
└────────┬────────┘
┌────────▼────────┐
│ 网络传输 │
└─────────────────┘
```
## 调试
```typescript
const compressor = createStateDeltaCompressor();
// 检查压缩效果
const original = syncData;
const compressed = compressor.compress(original);
console.log('Original entities:', original.entities.length);
console.log('Compressed entities:', compressed.entities.length);
console.log('Is full snapshot:', compressed.isFullSnapshot);
// 查看每个实体的变化
for (const delta of compressed.entities) {
console.log(`Entity ${delta.netId}:`, {
hasPosition: !!(delta.flags & DeltaFlags.POSITION),
hasRotation: !!(delta.flags & DeltaFlags.ROTATION),
hasVelocity: !!(delta.flags & DeltaFlags.VELOCITY),
hasCustom: !!(delta.flags & DeltaFlags.CUSTOM),
});
}
```

View File

@@ -147,7 +147,10 @@ service.on('chat', (data) => {
- [客户端使用](/modules/network/client/) - NetworkPlugin、组件和系统
- [服务器端](/modules/network/server/) - GameServer 和 Room 管理
- [状态同步](/modules/network/sync/) - 插值、预测和快照
- [状态同步](/modules/network/sync/) - 插值和快照缓冲
- [客户端预测](/modules/network/prediction/) - 输入预测和服务器校正
- [兴趣区域 (AOI)](/modules/network/aoi/) - 视野过滤和带宽优化
- [增量压缩](/modules/network/delta/) - 状态增量同步
- [API 参考](/modules/network/api/) - 完整 API 文档
## 服务令牌
@@ -159,10 +162,14 @@ import {
NetworkServiceToken,
NetworkSyncSystemToken,
NetworkSpawnSystemToken,
NetworkInputSystemToken
NetworkInputSystemToken,
NetworkPredictionSystemToken,
NetworkAOISystemToken,
} from '@esengine/network';
const networkService = services.get(NetworkServiceToken);
const predictionSystem = services.get(NetworkPredictionSystemToken);
const aoiSystem = services.get(NetworkAOISystemToken);
```
## 蓝图节点

View File

@@ -0,0 +1,254 @@
---
title: "客户端预测"
description: "本地输入预测和服务器校正"
---
客户端预测是网络游戏中用于减少输入延迟的关键技术。通过在本地立即应用玩家输入,同时等待服务器确认,可以让游戏感觉更加流畅响应。
## NetworkPredictionSystem
`NetworkPredictionSystem` 是专门处理本地玩家预测的 ECS 系统。
### 基本用法
```typescript
import { NetworkPlugin } from '@esengine/network';
const networkPlugin = new NetworkPlugin({
enablePrediction: true,
predictionConfig: {
moveSpeed: 200, // 移动速度(单位/秒)
maxUnacknowledgedInputs: 60, // 最大未确认输入数
reconciliationThreshold: 0.5, // 校正阈值
reconciliationSpeed: 10, // 校正速度
}
});
await Core.installPlugin(networkPlugin);
```
### 设置本地玩家
当本地玩家实体生成后,需要设置其网络 ID
```typescript
networkPlugin.registerPrefab('player', (scene, spawn) => {
const entity = scene.createEntity(`player_${spawn.netId}`);
const identity = entity.addComponent(new NetworkIdentity());
identity.netId = spawn.netId;
identity.ownerId = spawn.ownerId;
identity.bHasAuthority = spawn.ownerId === networkPlugin.localPlayerId;
identity.bIsLocalPlayer = identity.bHasAuthority;
entity.addComponent(new NetworkTransform());
// 设置本地玩家用于预测
if (identity.bIsLocalPlayer) {
networkPlugin.setLocalPlayerNetId(spawn.netId);
}
return entity;
});
```
### 发送输入
```typescript
// 在游戏循环中发送移动输入
function onUpdate() {
const moveX = Input.getAxis('horizontal');
const moveY = Input.getAxis('vertical');
if (moveX !== 0 || moveY !== 0) {
networkPlugin.sendMoveInput(moveX, moveY);
}
// 发送动作输入
if (Input.isPressed('attack')) {
networkPlugin.sendActionInput('attack');
}
}
```
## 预测配置
| 属性 | 类型 | 默认值 | 描述 |
|------|------|--------|------|
| `moveSpeed` | `number` | 200 | 移动速度(单位/秒) |
| `enabled` | `boolean` | true | 是否启用预测 |
| `maxUnacknowledgedInputs` | `number` | 60 | 最大未确认输入数 |
| `reconciliationThreshold` | `number` | 0.5 | 触发校正的位置差异阈值 |
| `reconciliationSpeed` | `number` | 10 | 校正平滑速度 |
## 工作原理
```
客户端 服务器
│ │
├─ 1. 捕获输入 (seq=1) │
├─ 2. 本地预测移动 │
├─ 3. 发送输入到服务器 ──────────────►
│ │
├─ 4. 继续捕获输入 (seq=2,3...) │
├─ 5. 继续本地预测 │
│ │
│ ├─ 6. 处理输入 (seq=1)
│ │
◄──────── 7. 返回状态 (ackSeq=1) ────
│ │
├─ 8. 比较预测和服务器状态 │
├─ 9. 重放 seq=2,3... 的输入 │
├─ 10. 平滑校正到正确位置 │
│ │
```
### 步骤详解
1. **输入捕获**:捕获玩家输入并分配序列号
2. **本地预测**:立即应用输入到本地状态
3. **发送输入**:将输入发送到服务器
4. **缓存输入**:保存输入用于后续校正
5. **接收确认**:服务器返回权威状态和已确认序列号
6. **状态比较**:比较预测状态和服务器状态
7. **输入重放**:使用缓存的未确认输入重新计算状态
8. **平滑校正**:平滑插值到正确位置
## 底层 API
如果需要更细粒度的控制,可以直接使用 `ClientPrediction` 类:
```typescript
import { createClientPrediction, type IPredictor } from '@esengine/network';
// 定义状态类型
interface PlayerState {
x: number;
y: number;
rotation: number;
}
// 定义输入类型
interface PlayerInput {
dx: number;
dy: number;
}
// 定义预测器
const predictor: IPredictor<PlayerState, PlayerInput> = {
predict(state: PlayerState, input: PlayerInput, dt: number): PlayerState {
return {
x: state.x + input.dx * MOVE_SPEED * dt,
y: state.y + input.dy * MOVE_SPEED * dt,
rotation: state.rotation,
};
}
};
// 创建客户端预测
const prediction = createClientPrediction(predictor, {
maxUnacknowledgedInputs: 60,
reconciliationThreshold: 0.5,
reconciliationSpeed: 10,
});
// 记录输入并获取预测状态
const input = { dx: 1, dy: 0 };
const predictedState = prediction.recordInput(input, currentState, deltaTime);
// 获取要发送的输入
const inputToSend = prediction.getInputToSend();
// 与服务器状态校正
prediction.reconcile(
serverState,
serverAckSeq,
(state) => ({ x: state.x, y: state.y }),
deltaTime
);
// 获取校正偏移
const offset = prediction.correctionOffset;
```
## 启用/禁用预测
```typescript
// 运行时切换预测
networkPlugin.setPredictionEnabled(false);
// 检查预测状态
if (networkPlugin.isPredictionEnabled) {
console.log('Prediction is active');
}
```
## 最佳实践
### 1. 合理设置校正阈值
```typescript
// 动作游戏:较低阈值,更精确
predictionConfig: {
reconciliationThreshold: 0.1,
}
// 休闲游戏:较高阈值,更平滑
predictionConfig: {
reconciliationThreshold: 1.0,
}
```
### 2. 预测仅用于本地玩家
远程玩家应使用插值而非预测:
```typescript
const identity = entity.getComponent(NetworkIdentity);
if (identity.bIsLocalPlayer) {
// 使用预测系统
} else {
// 使用 NetworkSyncSystem 的插值
}
```
### 3. 处理高延迟
```typescript
// 高延迟网络增加缓冲
predictionConfig: {
maxUnacknowledgedInputs: 120, // 增加缓冲
reconciliationSpeed: 5, // 减慢校正速度
}
```
### 4. 确定性预测
确保客户端和服务器使用相同的物理计算:
```typescript
// 使用固定时间步长
const FIXED_DT = 1 / 60;
function applyInput(state: PlayerState, input: PlayerInput): PlayerState {
// 使用固定时间步长而非实际 deltaTime
return {
x: state.x + input.dx * MOVE_SPEED * FIXED_DT,
y: state.y + input.dy * MOVE_SPEED * FIXED_DT,
rotation: state.rotation,
};
}
```
## 调试
```typescript
// 获取预测系统实例
const predictionSystem = networkPlugin.predictionSystem;
if (predictionSystem) {
console.log('Pending inputs:', predictionSystem.pendingInputCount);
console.log('Current sequence:', predictionSystem.inputSequence);
}
```

View File

@@ -0,0 +1,458 @@
---
title: "速率限制"
description: "使用可配置的速率限制保护你的游戏服务器免受滥用"
---
`@esengine/server` 包含可插拔的速率限制系统,用于防止 DDoS 攻击、消息洪水和其他滥用行为。
## 安装
速率限制包含在 server 包中:
```bash
npm install @esengine/server
```
## 快速开始
```typescript
import { Room, onMessage } from '@esengine/server'
import { withRateLimit, rateLimit, noRateLimit } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room, {
messagesPerSecond: 10,
burstSize: 20,
onLimited: (player, type, result) => {
player.send('Error', {
code: 'RATE_LIMITED',
retryAfter: result.retryAfter,
})
},
}) {
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: Player) {
// 受速率限制保护(默认 10 msg/s
}
@rateLimit({ messagesPerSecond: 1 })
@onMessage('Trade')
handleTrade(data: TradeData, player: Player) {
// 交易使用更严格的限制
}
@noRateLimit()
@onMessage('Heartbeat')
handleHeartbeat(data: any, player: Player) {
// 心跳不限制
}
}
```
## 速率限制策略
### 令牌桶(默认)
令牌桶算法允许突发流量,同时保持长期速率限制。令牌以固定速率添加,每个请求消耗令牌。
```typescript
import { withRateLimit } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room, {
strategy: 'token-bucket',
messagesPerSecond: 10, // 补充速率
burstSize: 20, // 桶容量
}) { }
```
**工作原理:**
```
配置: rate=10/s, burstSize=20
[0s] 桶满: 20 令牌
[0s] 收到 15 条消息 → 允许,剩余 5
[0.5s] 补充 5 令牌 → 10 令牌
[0.5s] 收到 8 条消息 → 允许,剩余 2
[0.6s] 补充 1 令牌 → 3 令牌
[0.6s] 收到 5 条消息 → 允许 3拒绝 2
```
**最适合:** 大多数通用场景,平衡突发容忍度与保护。
### 滑动窗口
滑动窗口算法精确跟踪时间窗口内的请求。比固定窗口更准确,但内存使用稍多。
```typescript
class GameRoom extends withRateLimit(Room, {
strategy: 'sliding-window',
messagesPerSecond: 10,
burstSize: 10,
}) { }
```
**最适合:** 需要精确限流且不需要突发容忍的场景。
### 固定窗口
固定窗口算法将时间划分为固定间隔,并计算每个间隔内的请求数。简单且内存高效,但在窗口边界允许 2 倍突发。
```typescript
class GameRoom extends withRateLimit(Room, {
strategy: 'fixed-window',
messagesPerSecond: 10,
burstSize: 10,
}) { }
```
**最适合:** 简单场景,可接受边界突发。
## 配置
### 房间配置
```typescript
import { withRateLimit } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room, {
// 每秒允许的消息数(默认: 10
messagesPerSecond: 10,
// 突发容量 / 桶大小(默认: 20
burstSize: 20,
// 策略: 'token-bucket' | 'sliding-window' | 'fixed-window'
strategy: 'token-bucket',
// 被限流时的回调
onLimited: (player, messageType, result) => {
player.send('RateLimited', {
type: messageType,
retryAfter: result.retryAfter,
})
},
// 限流时断开连接(默认: false
disconnectOnLimit: false,
// 连续 N 次限流后断开0 = 永不)
maxConsecutiveLimits: 10,
// 自定义键函数(默认: player.id
getKey: (player) => player.id,
// 清理间隔(毫秒,默认: 60000
cleanupInterval: 60000,
}) { }
```
### 单消息配置
使用装饰器为特定消息配置速率限制:
```typescript
import { rateLimit, noRateLimit, rateLimitMessage } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room) {
// 此消息使用自定义速率限制
@rateLimit({ messagesPerSecond: 1, burstSize: 2 })
@onMessage('Trade')
handleTrade(data: TradeData, player: Player) { }
// 此消息消耗 5 个令牌
@rateLimit({ cost: 5 })
@onMessage('ExpensiveAction')
handleExpensive(data: any, player: Player) { }
// 豁免速率限制
@noRateLimit()
@onMessage('Heartbeat')
handleHeartbeat(data: any, player: Player) { }
// 替代方案:显式指定消息类型
@rateLimitMessage('SpecialAction', { messagesPerSecond: 2 })
@onMessage('SpecialAction')
handleSpecial(data: any, player: Player) { }
}
```
## 与认证系统组合
速率限制可与认证系统无缝配合:
```typescript
import { withRoomAuth } from '@esengine/server/auth'
import { withRateLimit } from '@esengine/server/ratelimit'
// 同时应用两个 mixin
class GameRoom extends withRateLimit(
withRoomAuth(Room, { requireAuth: true }),
{ messagesPerSecond: 10 }
) {
onJoin(player: AuthPlayer) {
console.log(`${player.user?.name} 已加入,受速率限制保护`)
}
}
```
## 速率限制结果
当消息被限流时,回调会收到结果对象:
```typescript
interface RateLimitResult {
// 是否允许请求
allowed: boolean
// 剩余配额
remaining: number
// 配额重置时间(时间戳)
resetAt: number
// 重试等待时间(毫秒)
retryAfter?: number
}
```
## 访问速率限制上下文
你可以访问任何玩家的速率限制上下文:
```typescript
import { getPlayerRateLimitContext } from '@esengine/server/ratelimit'
class GameRoom extends withRateLimit(Room) {
someMethod(player: Player) {
const context = this.getRateLimitContext(player)
// 检查但不消费
const status = context?.check()
console.log(`剩余: ${status?.remaining}`)
// 获取连续限流次数
console.log(`连续限流: ${context?.consecutiveLimitCount}`)
}
}
// 或使用独立函数
const context = getPlayerRateLimitContext(player)
```
## 自定义策略
你可以直接使用策略进行自定义实现:
```typescript
import {
TokenBucketStrategy,
SlidingWindowStrategy,
FixedWindowStrategy,
createTokenBucketStrategy,
} from '@esengine/server/ratelimit'
// 直接创建策略
const strategy = createTokenBucketStrategy({
rate: 10, // 每秒令牌数
capacity: 20, // 最大令牌数
})
// 检查并消费
const result = strategy.consume('player-123')
if (result.allowed) {
// 处理消息
} else {
// 被限流,等待 result.retryAfter 毫秒
}
// 检查但不消费
const status = strategy.getStatus('player-123')
// 重置某个键
strategy.reset('player-123')
// 清理过期记录
strategy.cleanup()
```
## 速率限制上下文
`RateLimitContext` 类管理单个玩家的速率限制:
```typescript
import { RateLimitContext, TokenBucketStrategy } from '@esengine/server/ratelimit'
const strategy = new TokenBucketStrategy({ rate: 10, capacity: 20 })
const context = new RateLimitContext('player-123', strategy)
// 检查但不消费
context.check()
// 消费配额
context.consume()
// 带消耗量消费
context.consume(undefined, 5)
// 为特定消息类型消费
context.consume('Trade')
// 设置单消息策略
context.setMessageStrategy('Trade', new TokenBucketStrategy({ rate: 1, capacity: 2 }))
// 重置
context.reset()
// 获取连续限流次数
console.log(context.consecutiveLimitCount)
```
## 房间生命周期钩子
你可以重写 `onRateLimited` 钩子进行自定义处理:
```typescript
class GameRoom extends withRateLimit(Room) {
onRateLimited(player: Player, messageType: string, result: RateLimitResult) {
// 记录事件
console.log(`玩家 ${player.id}${messageType} 上被限流`)
// 发送自定义错误
player.send('SystemMessage', {
type: 'warning',
message: `请慢一点!${result.retryAfter}ms 后重试`,
})
}
}
```
## 最佳实践
1. **从令牌桶开始**:对于游戏来说是最灵活的算法。
2. **设置合适的限制**:考虑你的游戏机制:
- 移动消息较高限制20-60/s
- 聊天消息较低限制1-5/s
- 交易/购买非常低的限制0.5-1/s
3. **使用突发容量**:允许短暂突发以获得响应式体验:
```typescript
messagesPerSecond: 10,
burstSize: 30, // 允许 3 秒的突发
```
4. **豁免关键消息**:不要限制心跳或系统消息:
```typescript
@noRateLimit()
@onMessage('Heartbeat')
handleHeartbeat() { }
```
5. **与认证结合**:对已认证用户按用户 ID 限流:
```typescript
getKey: (player) => player.auth?.userId ?? player.id
```
6. **监控和调整**:记录限流事件以调整限制:
```typescript
onLimited: (player, type, result) => {
metrics.increment('rate_limit', { messageType: type })
}
```
7. **优雅降级**:发送信息性错误而不是直接断开:
```typescript
onLimited: (player, type, result) => {
player.send('Error', {
code: 'RATE_LIMITED',
message: '请求过于频繁',
retryAfter: result.retryAfter,
})
}
```
## 完整示例
```typescript
import { Room, onMessage, type Player } from '@esengine/server'
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
import {
withRateLimit,
rateLimit,
noRateLimit,
type RateLimitResult,
} from '@esengine/server/ratelimit'
interface User {
id: string
name: string
premium: boolean
}
// 组合认证和速率限制
class GameRoom extends withRateLimit(
withRoomAuth<User>(Room, { requireAuth: true }),
{
messagesPerSecond: 10,
burstSize: 30,
strategy: 'token-bucket',
// 使用用户 ID 进行限流
getKey: (player) => (player as AuthPlayer<User>).user?.id ?? player.id,
// 处理限流
onLimited: (player, type, result) => {
player.send('Error', {
code: 'RATE_LIMITED',
messageType: type,
retryAfter: result.retryAfter,
})
},
// 连续 20 次限流后断开
maxConsecutiveLimits: 20,
}
) {
onCreate() {
console.log('房间已创建,具有认证 + 速率限制保护')
}
onJoin(player: AuthPlayer<User>) {
this.broadcast('PlayerJoined', { name: player.user?.name })
}
// 高频移动(默认速率限制)
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
this.broadcast('PlayerMoved', { id: player.id, ...data })
}
// 低频交易(严格限制)
@rateLimit({ messagesPerSecond: 0.5, burstSize: 2 })
@onMessage('Trade')
handleTrade(data: TradeData, player: AuthPlayer<User>) {
// 处理交易...
}
// 聊天使用中等限制
@rateLimit({ messagesPerSecond: 2, burstSize: 5 })
@onMessage('Chat')
handleChat(data: { text: string }, player: AuthPlayer<User>) {
this.broadcast('Chat', {
from: player.user?.name,
text: data.text,
})
}
// 系统消息 - 不限制
@noRateLimit()
@onMessage('Heartbeat')
handleHeartbeat(data: any, player: Player) {
player.send('Pong', { time: Date.now() })
}
// 自定义限流处理
onRateLimited(player: Player, messageType: string, result: RateLimitResult) {
console.warn(`[限流] 玩家 ${player.id} 在 ${messageType} 上被限流`)
}
}
```

View File

@@ -1,164 +1,21 @@
---
title: "服务器端"
description: "GameServer 和 Room 管理"
description: "使用 @esengine/server 构建游戏服务器"
---
## GameServer
## 快速开始
GameServer 是服务器端的核心类,管理 WebSocket 连接和房间。
### 基本用法
```typescript
import { GameServer } from '@esengine/network-server';
const server = new GameServer({
port: 3000,
roomConfig: {
maxPlayers: 16,
tickRate: 20
}
});
// 启动服务器
await server.start();
console.log('Server started on ws://localhost:3000');
// 停止服务器
await server.stop();
```
### 配置选项
| 属性 | 类型 | 描述 |
|------|------|------|
| `port` | `number` | WebSocket 端口 |
| `roomConfig.maxPlayers` | `number` | 房间最大玩家数 |
| `roomConfig.tickRate` | `number` | 同步频率 (Hz) |
### 房间管理
```typescript
// 获取或创建房间
const room = server.getOrCreateRoom('room-id');
// 获取已存在的房间
const existingRoom = server.getRoom('room-id');
// 销毁房间
server.destroyRoom('room-id');
```
## Room
Room 类管理单个游戏房间的玩家和状态。
### API
```typescript
class Room {
readonly id: string;
readonly playerCount: number;
readonly isFull: boolean;
// 添加玩家
addPlayer(name: string, connection: Connection): IPlayer | null;
// 移除玩家
removePlayer(clientId: number): void;
// 获取玩家
getPlayer(clientId: number): IPlayer | undefined;
// 处理输入
handleInput(clientId: number, input: IPlayerInput): void;
// 销毁房间
destroy(): void;
}
```
### 玩家接口
```typescript
interface IPlayer {
clientId: number; // 客户端 ID
name: string; // 玩家名称
connection: Connection; // 连接对象
netId: number; // 网络实体 ID
}
```
## 协议类型
### 消息类型
```typescript
// 状态同步消息
interface MsgSync {
time: number;
entities: IEntityState[];
}
// 实体状态
interface IEntityState {
netId: number;
pos?: Vec2;
rot?: number;
}
// 生成消息
interface MsgSpawn {
netId: number;
ownerId: number;
prefab: string;
pos: Vec2;
rot: number;
}
// 销毁消息
interface MsgDespawn {
netId: number;
}
// 输入消息
interface MsgInput {
input: IPlayerInput;
}
// 玩家输入
interface IPlayerInput {
seq?: number;
moveDir?: Vec2;
actions?: string[];
}
```
### API 类型
```typescript
// 加入请求
interface ReqJoin {
playerName: string;
roomId?: string;
}
// 加入响应
interface ResJoin {
clientId: number;
roomId: string;
playerCount: number;
}
```
## 使用 CLI 创建服务端
推荐使用 ESEngine CLI 快速创建完整的游戏服务端:
使用 CLI 创建新的游戏服务器项目:
```bash
mkdir my-game-server && cd my-game-server
npm init -y
npx @esengine/cli init -p nodejs
# 使用 npm
npm create esengine-server my-game-server
# 使用 pnpm
pnpm create esengine-server my-game-server
# 使用 yarn
yarn create esengine-server my-game-server
```
生成的项目结构:
@@ -166,24 +23,20 @@ npx @esengine/cli init -p nodejs
```
my-game-server/
├── src/
│ ├── index.ts # 入口文件
│ ├── server/
│ │ └── GameServer.ts # 网络服务器配置
── game/
├── Game.ts # ECS 游戏主类
── scenes/
└── MainScene.ts # 主场景
├── components/ # ECS 组件
│ ├── PositionComponent.ts
│ │ └── VelocityComponent.ts
│ └── systems/ # ECS 系统
│ └── MovementSystem.ts
├── tsconfig.json
│ ├── shared/ # 共享协议(客户端服务端通用)
│ ├── protocol.ts # 类型定义
│ │ └── index.ts
── server/ # 服务端代码
├── main.ts # 入口
── rooms/
└── GameRoom.ts # 游戏房间
└── client/ # 客户端示例
└── index.ts
├── package.json
└── README.md
└── tsconfig.json
```
启动服务
启动服务
```bash
# 开发模式(热重载)
@@ -193,15 +46,377 @@ npm run dev
npm run start
```
## createServer
创建游戏服务器实例:
```typescript
import { createServer } from '@esengine/server'
import { GameRoom } from './rooms/GameRoom.js'
const server = await createServer({
port: 3000,
onConnect(conn) {
console.log('Client connected:', conn.id)
},
onDisconnect(conn) {
console.log('Client disconnected:', conn.id)
},
})
// 注册房间类型
server.define('game', GameRoom)
// 启动服务器
await server.start()
```
### 配置选项
| 属性 | 类型 | 默认值 | 描述 |
|------|------|--------|------|
| `port` | `number` | `3000` | WebSocket 端口 |
| `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 |
| `onStart` | `(port) => void` | - | 启动回调 |
| `onConnect` | `(conn) => void` | - | 连接回调 |
| `onDisconnect` | `(conn) => void` | - | 断开回调 |
## Room 系统
Room 是游戏房间的基类,管理玩家和游戏状态。
### 定义房间
```typescript
import { Room, Player, onMessage } from '@esengine/server'
import type { MsgMove, MsgChat } from '../../shared/index.js'
interface PlayerData {
name: string
x: number
y: number
}
export class GameRoom extends Room<{ players: any[] }, PlayerData> {
// 配置
maxPlayers = 8
tickRate = 20
autoDispose = true
// 房间状态
state = {
players: [],
}
// 生命周期
onCreate() {
console.log(`Room ${this.id} created`)
}
onJoin(player: Player<PlayerData>) {
player.data.name = 'Player_' + player.id.slice(-4)
player.data.x = Math.random() * 800
player.data.y = Math.random() * 600
this.broadcast('Joined', {
playerId: player.id,
playerName: player.data.name,
})
}
onLeave(player: Player<PlayerData>) {
this.broadcast('Left', { playerId: player.id })
}
onTick(dt: number) {
// 状态同步
this.broadcast('Sync', { players: this.state.players })
}
onDispose() {
console.log(`Room ${this.id} disposed`)
}
// 消息处理
@onMessage('Move')
handleMove(data: MsgMove, player: Player<PlayerData>) {
player.data.x = data.x
player.data.y = data.y
}
@onMessage('Chat')
handleChat(data: MsgChat, player: Player<PlayerData>) {
this.broadcast('Chat', {
from: player.data.name,
text: data.text,
})
}
}
```
### Room 配置
| 属性 | 类型 | 默认值 | 描述 |
|------|------|--------|------|
| `maxPlayers` | `number` | `10` | 最大玩家数 |
| `tickRate` | `number` | `20` | Tick 频率 (Hz) |
| `autoDispose` | `boolean` | `true` | 空房间自动销毁 |
### Room API
```typescript
class Room<TState, TPlayerData> {
readonly id: string // 房间 ID
readonly players: Player[] // 所有玩家
readonly playerCount: number // 玩家数量
readonly isLocked: boolean // 是否锁定
state: TState // 房间状态
// 广播消息给所有玩家
broadcast<T>(type: string, data: T): void
// 广播消息给除某玩家外的所有人
broadcastExcept<T>(type: string, data: T, except: Player): void
// 获取玩家
getPlayer(id: string): Player | undefined
// 踢出玩家
kick(player: Player, reason?: string): void
// 锁定/解锁房间
lock(): void
unlock(): void
// 销毁房间
dispose(): void
}
```
### 生命周期方法
| 方法 | 触发时机 | 用途 |
|------|----------|------|
| `onCreate()` | 房间创建时 | 初始化游戏状态 |
| `onJoin(player)` | 玩家加入时 | 欢迎消息、分配位置 |
| `onLeave(player)` | 玩家离开时 | 清理玩家数据 |
| `onTick(dt)` | 每帧调用 | 游戏逻辑、状态同步 |
| `onDispose()` | 房间销毁前 | 保存数据、清理资源 |
## Player 类
Player 代表房间中的一个玩家连接。
```typescript
class Player<TData = Record<string, unknown>> {
readonly id: string // 玩家 ID
readonly roomId: string // 所在房间 ID
data: TData // 自定义数据
// 发送消息给此玩家
send<T>(type: string, data: T): void
// 离开房间
leave(): void
}
```
## @onMessage 装饰器
使用装饰器简化消息处理:
```typescript
import { Room, Player, onMessage } from '@esengine/server'
class GameRoom extends Room {
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: Player) {
// 处理移动
}
@onMessage('Attack')
handleAttack(data: { targetId: string }, player: Player) {
// 处理攻击
}
}
```
## 协议定义
`src/shared/protocol.ts` 中定义客户端和服务端共享的类型:
```typescript
// API 请求/响应
export interface JoinRoomReq {
roomType: string
playerName: string
}
export interface JoinRoomRes {
roomId: string
playerId: string
}
// 游戏消息
export interface MsgMove {
x: number
y: number
}
export interface MsgChat {
text: string
}
// 服务端广播
export interface BroadcastSync {
players: PlayerState[]
}
export interface PlayerState {
id: string
name: string
x: number
y: number
}
```
## 客户端连接
```typescript
import { connect } from '@esengine/rpc/client'
const client = await connect('ws://localhost:3000')
// 加入房间
const { roomId, playerId } = await client.call('JoinRoom', {
roomType: 'game',
playerName: 'Alice',
})
// 监听广播
client.onMessage('Sync', (data) => {
console.log('State:', data.players)
})
client.onMessage('Joined', (data) => {
console.log('Player joined:', data.playerName)
})
// 发送消息
client.send('RoomMessage', {
type: 'Move',
payload: { x: 100, y: 200 },
})
```
## ECSRoom
`ECSRoom` 是带有 ECS World 支持的房间基类,适用于需要 ECS 架构的游戏。
### 服务端启动
```typescript
import { Core } from '@esengine/ecs-framework';
import { createServer } from '@esengine/server';
import { GameRoom } from './rooms/GameRoom.js';
// 初始化 Core
Core.create();
// 全局游戏循环
setInterval(() => Core.update(1/60), 16);
// 创建服务器
const server = await createServer({ port: 3000 });
server.define('game', GameRoom);
await server.start();
```
### 定义 ECSRoom
```typescript
import { ECSRoom, Player } from '@esengine/server/ecs';
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
// 定义同步组件
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
}
// 定义房间
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new MovementSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
const comp = entity.addComponent(new PlayerComponent());
comp.name = player.id;
}
}
```
### ECSRoom API
```typescript
abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
protected readonly world: World; // ECS World
protected readonly scene: Scene; // 主场景
// 场景管理
protected addSystem(system: EntitySystem): void;
protected createEntity(name?: string): Entity;
protected createPlayerEntity(playerId: string, name?: string): Entity;
protected getPlayerEntity(playerId: string): Entity | undefined;
protected destroyPlayerEntity(playerId: string): void;
// 状态同步
protected sendFullState(player: Player): void;
protected broadcastSpawn(entity: Entity, prefabType?: string): void;
protected broadcastDelta(): void;
}
```
### @sync 装饰器
标记需要网络同步的组件字段:
| 类型 | 描述 | 字节数 |
|------|------|--------|
| `"boolean"` | 布尔值 | 1 |
| `"int8"` / `"uint8"` | 8位整数 | 1 |
| `"int16"` / `"uint16"` | 16位整数 | 2 |
| `"int32"` / `"uint32"` | 32位整数 | 4 |
| `"float32"` | 32位浮点 | 4 |
| `"float64"` | 64位浮点 | 8 |
| `"string"` | 字符串 | 变长 |
## 最佳实践
1. **合理设置同步频率**:根据游戏类型选择合适的 `tickRate`
1. **合理设置 Tick 频率**
- 回合制游戏5-10 Hz
- 休闲游戏10-20 Hz
- 动作游戏20-60 Hz
2. **房间大小控制**:根据服务器性能设置合理的 `maxPlayers`
2. **使用共享协议**
-`shared/` 目录定义所有类型
- 客户端和服务端都从这里导入
3. **连接管理**:监听玩家连接/断开事件,处理异常情况
3. **状态验证**
- 服务器应验证客户端输入
- 不信任客户端发送的任何数据
4. **状态验证**:服务器应验证客户端输入,防止作弊
4. **断线处理**
- 实现断线重连逻辑
- 使用 `onLeave` 保存玩家状态
5. **房间生命周期**
- 使用 `autoDispose` 自动清理空房间
-`onDispose` 中保存重要数据

View File

@@ -1,8 +1,80 @@
---
title: "状态同步"
description: "插值、预测和快照缓冲区"
description: "组件同步、插值、预测和快照缓冲区"
---
## 组件同步系统
基于 `@sync` 装饰器的 ECS 组件状态同步。
### 定义同步组件
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
// 不带 @sync 的字段不会同步
localData: any;
}
```
### 服务端编码
```typescript
import { ComponentSyncSystem } from '@esengine/network';
const syncSystem = new ComponentSyncSystem({}, true);
scene.addSystem(syncSystem);
// 编码所有实体(首次连接)
const fullData = syncSystem.encodeAllEntities(true);
sendToClient(fullData);
// 编码增量(只发送变更)
const deltaData = syncSystem.encodeDelta();
if (deltaData) {
broadcast(deltaData);
}
```
### 客户端解码
```typescript
const syncSystem = new ComponentSyncSystem();
scene.addSystem(syncSystem);
// 注册组件类型
syncSystem.registerComponent(PlayerComponent);
// 监听同步事件
syncSystem.addSyncListener((event) => {
if (event.type === 'entitySpawned') {
console.log('New entity:', event.entityId);
}
});
// 应用状态
syncSystem.applySnapshot(data);
```
### 同步类型
| 类型 | 描述 | 字节数 |
|------|------|--------|
| `"boolean"` | 布尔值 | 1 |
| `"int8"` / `"uint8"` | 8位整数 | 1 |
| `"int16"` / `"uint16"` | 16位整数 | 2 |
| `"int32"` / `"uint32"` | 32位整数 | 4 |
| `"float32"` | 32位浮点 | 4 |
| `"float64"` | 64位浮点 | 8 |
| `"string"` | 字符串 | 变长 |
## 快照缓冲区
用于存储服务器状态快照并进行插值:

View File

@@ -0,0 +1,251 @@
---
title: "RPC 客户端 API"
description: "RpcClient 连接 RPC 服务器"
---
`RpcClient` 类提供类型安全的 WebSocket 客户端,用于 RPC 通信。
## 基础用法
```typescript
import { RpcClient } from '@esengine/rpc/client';
import { gameProtocol } from './protocol';
const client = new RpcClient(gameProtocol, 'ws://localhost:3000', {
onConnect: () => console.log('已连接'),
onDisconnect: (reason) => console.log('已断开:', reason),
onError: (error) => console.error('错误:', error),
});
await client.connect();
```
## 构造选项
```typescript
interface RpcClientOptions {
// 序列化编解码器(默认: json()
codec?: Codec;
// API 调用超时,毫秒(默认: 30000
timeout?: number;
// 断开后自动重连(默认: true
autoReconnect?: boolean;
// 重连间隔,毫秒(默认: 3000
reconnectInterval?: number;
// 自定义 WebSocket 工厂(用于微信小游戏等)
webSocketFactory?: (url: string) => WebSocketAdapter;
// 回调函数
onConnect?: () => void;
onDisconnect?: (reason?: string) => void;
onError?: (error: Error) => void;
}
```
## 连接管理
### 连接
```typescript
// connect 返回 Promise
await client.connect();
// 或链式调用
client.connect().then(() => {
console.log('已就绪');
});
```
### 检查状态
```typescript
// 连接状态: 'connecting' | 'open' | 'closing' | 'closed'
console.log(client.status);
// 便捷布尔值
if (client.isConnected) {
// 可以安全调用 API
}
```
### 断开连接
```typescript
// 手动断开(禁用自动重连)
client.disconnect();
```
## 调用 API
API 使用请求-响应模式,完全类型安全:
```typescript
// 定义协议
const protocol = rpc.define({
api: {
login: rpc.api<{ username: string }, { userId: string; token: string }>(),
getProfile: rpc.api<{ userId: string }, { name: string; level: number }>(),
},
msg: {}
});
// 调用时类型自动推断
const { userId, token } = await client.call('login', { username: 'player1' });
const profile = await client.call('getProfile', { userId });
```
### 错误处理
```typescript
import { RpcError, ErrorCode } from '@esengine/rpc/client';
try {
await client.call('login', { username: 'player1' });
} catch (error) {
if (error instanceof RpcError) {
switch (error.code) {
case ErrorCode.TIMEOUT:
console.log('请求超时');
break;
case ErrorCode.CONNECTION_CLOSED:
console.log('未连接');
break;
case ErrorCode.NOT_FOUND:
console.log('API 不存在');
break;
default:
console.log('服务器错误:', error.message);
}
}
}
```
## 发送消息
消息是发送即忘模式(无响应):
```typescript
// 向服务器发送消息
client.send('playerMove', { x: 100, y: 200 });
client.send('chat', { text: 'Hello!' });
```
## 接收消息
监听服务器推送的消息:
```typescript
// 订阅消息
client.on('newMessage', (data) => {
console.log(`${data.from}: ${data.text}`);
});
client.on('playerJoined', (data) => {
console.log(`${data.name} 加入游戏`);
});
// 取消特定处理器
const handler = (data) => console.log(data);
client.on('event', handler);
client.off('event', handler);
// 取消某消息的所有处理器
client.off('event');
// 一次性监听
client.once('gameStart', (data) => {
console.log('游戏开始!');
});
```
## 自定义 WebSocket平台适配器
用于微信小游戏等平台:
```typescript
// 微信小游戏适配器
const wxWebSocketFactory = (url: string) => {
const ws = wx.connectSocket({ url });
return {
get readyState() { return ws.readyState; },
send: (data) => ws.send({ data }),
close: (code, reason) => ws.close({ code, reason }),
set onopen(fn) { ws.onOpen(fn); },
set onclose(fn) { ws.onClose((e) => fn({ code: e.code, reason: e.reason })); },
set onerror(fn) { ws.onError(fn); },
set onmessage(fn) { ws.onMessage((e) => fn({ data: e.data })); },
};
};
const client = new RpcClient(protocol, 'wss://game.example.com', {
webSocketFactory: wxWebSocketFactory,
});
```
## 便捷函数
```typescript
import { connect } from '@esengine/rpc/client';
// 一次调用完成连接
const client = await connect(protocol, 'ws://localhost:3000', {
onConnect: () => console.log('已连接'),
});
const result = await client.call('join', { name: 'Alice' });
```
## 完整示例
```typescript
import { RpcClient } from '@esengine/rpc/client';
import { gameProtocol } from './protocol';
class GameClient {
private client: RpcClient<typeof gameProtocol>;
private userId: string | null = null;
constructor() {
this.client = new RpcClient(gameProtocol, 'ws://localhost:3000', {
onConnect: () => this.onConnected(),
onDisconnect: () => this.onDisconnected(),
onError: (e) => console.error('RPC 错误:', e),
});
// 设置消息处理器
this.client.on('gameState', (state) => this.updateState(state));
this.client.on('playerJoined', (p) => this.addPlayer(p));
this.client.on('playerLeft', (p) => this.removePlayer(p));
}
async connect() {
await this.client.connect();
}
private async onConnected() {
const { userId, token } = await this.client.call('login', {
username: localStorage.getItem('username') || 'Guest',
});
this.userId = userId;
console.log('登录为', userId);
}
private onDisconnected() {
console.log('已断开,将自动重连...');
}
async move(x: number, y: number) {
if (!this.client.isConnected) return;
this.client.send('move', { x, y });
}
async chat(text: string) {
await this.client.call('sendChat', { text });
}
}
```

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---
title: "RPC 编解码器"
description: "RPC 通信的序列化编解码器"
---
编解码器负责 RPC 消息的序列化和反序列化。内置两种编解码器。
## 内置编解码器
### JSON 编解码器(默认)
人类可读,兼容性好:
```typescript
import { json } from '@esengine/rpc/codec';
const client = new RpcClient(protocol, url, {
codec: json(),
});
```
**优点:**
- 人类可读(方便调试)
- 无额外依赖
- 浏览器普遍支持
**缺点:**
- 消息体积较大
- 序列化速度较慢
### MessagePack 编解码器
二进制格式,更高效:
```typescript
import { msgpack } from '@esengine/rpc/codec';
const client = new RpcClient(protocol, url, {
codec: msgpack(),
});
```
**优点:**
- 消息体积更小约小30-50%
- 序列化速度更快
- 原生支持二进制数据
**缺点:**
- 不可读
- 需要 msgpack 库
## 编解码器接口
```typescript
interface Codec {
/**
* 将数据包编码为传输格式
*/
encode(packet: unknown): string | Uint8Array;
/**
* 将传输格式解码为数据包
*/
decode(data: string | Uint8Array): unknown;
}
```
## 自定义编解码器
为特殊需求创建自己的编解码器:
```typescript
import type { Codec } from '@esengine/rpc/codec';
// 示例:压缩 JSON 编解码器
const compressedJson: () => Codec = () => ({
encode(packet: unknown): Uint8Array {
const json = JSON.stringify(packet);
return compress(new TextEncoder().encode(json));
},
decode(data: string | Uint8Array): unknown {
const bytes = typeof data === 'string'
? new TextEncoder().encode(data)
: data;
const decompressed = decompress(bytes);
return JSON.parse(new TextDecoder().decode(decompressed));
},
});
// 使用自定义编解码器
const client = new RpcClient(protocol, url, {
codec: compressedJson(),
});
```
## Protocol Buffers 编解码器
对于生产级游戏,考虑使用 Protocol Buffers
```typescript
import type { Codec } from '@esengine/rpc/codec';
const protobuf = (schema: ProtobufSchema): Codec => ({
encode(packet: unknown): Uint8Array {
return schema.Packet.encode(packet).finish();
},
decode(data: string | Uint8Array): unknown {
const bytes = typeof data === 'string'
? new TextEncoder().encode(data)
: data;
return schema.Packet.decode(bytes);
},
});
```
## 客户端与服务器匹配
客户端和服务器必须使用相同的编解码器:
```typescript
// shared/codec.ts
import { msgpack } from '@esengine/rpc/codec';
export const gameCodec = msgpack();
// client.ts
import { gameCodec } from './shared/codec';
const client = new RpcClient(protocol, url, { codec: gameCodec });
// server.ts
import { gameCodec } from './shared/codec';
const server = serve(protocol, {
port: 3000,
codec: gameCodec,
api: { /* ... */ },
});
```
## 性能对比
| 编解码器 | 编码速度 | 解码速度 | 体积 |
|----------|----------|----------|------|
| JSON | 中等 | 中等 | 大 |
| MessagePack | 快 | 快 | 小 |
| Protobuf | 最快 | 最快 | 最小 |
对于大多数游戏MessagePack 提供了良好的平衡。对于高性能需求使用 Protobuf。
## 文本编码工具
为自定义编解码器提供工具函数:
```typescript
import { textEncode, textDecode } from '@esengine/rpc/codec';
// 在所有平台上工作浏览器、Node.js、微信
const bytes = textEncode('Hello'); // Uint8Array
const text = textDecode(bytes); // 'Hello'
```

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---
title: "RPC 服务器 API"
description: "RpcServer 处理客户端连接"
---
`serve` 函数创建类型安全的 RPC 服务器,处理客户端连接和 API 调用。
## 基础用法
```typescript
import { serve } from '@esengine/rpc/server';
import { gameProtocol } from './protocol';
const server = serve(gameProtocol, {
port: 3000,
api: {
login: async (input, conn) => {
console.log(`${input.username}${conn.ip} 连接`);
return { userId: conn.id, token: generateToken() };
},
sendChat: async (input, conn) => {
server.broadcast('newMessage', {
from: conn.id,
text: input.text,
time: Date.now(),
});
return { success: true };
},
},
onStart: (port) => console.log(`服务器启动于端口 ${port}`),
});
await server.start();
```
## 服务器选项
```typescript
interface ServeOptions<P, TConnData> {
// 必需
port: number;
api: ApiHandlers<P, TConnData>;
// 可选
msg?: MsgHandlers<P, TConnData>;
codec?: Codec;
createConnData?: () => TConnData;
// 回调
onConnect?: (conn: Connection<TConnData>) => void | Promise<void>;
onDisconnect?: (conn: Connection<TConnData>, reason?: string) => void | Promise<void>;
onError?: (error: Error, conn?: Connection<TConnData>) => void;
onStart?: (port: number) => void;
}
```
## API 处理器
每个 API 处理器接收输入和连接上下文:
```typescript
const server = serve(protocol, {
port: 3000,
api: {
// 同步处理器
ping: (input, conn) => {
return { pong: true, time: Date.now() };
},
// 异步处理器
getProfile: async (input, conn) => {
const user = await database.findUser(input.userId);
return { name: user.name, level: user.level };
},
// 访问连接上下文
getMyInfo: (input, conn) => {
return {
connectionId: conn.id,
ip: conn.ip,
data: conn.data,
};
},
},
});
```
### 抛出错误
```typescript
import { RpcError, ErrorCode } from '@esengine/rpc/server';
const server = serve(protocol, {
port: 3000,
api: {
login: async (input, conn) => {
const user = await database.findUser(input.username);
if (!user) {
throw new RpcError(ErrorCode.NOT_FOUND, '用户不存在');
}
if (!await verifyPassword(input.password, user.hash)) {
throw new RpcError('AUTH_FAILED', '密码错误');
}
return { userId: user.id, token: generateToken() };
},
},
});
```
## 消息处理器
处理客户端发送的消息:
```typescript
const server = serve(protocol, {
port: 3000,
api: { /* ... */ },
msg: {
playerMove: (data, conn) => {
// 更新玩家位置
const player = players.get(conn.id);
if (player) {
player.x = data.x;
player.y = data.y;
}
// 广播给其他玩家
server.broadcast('playerMoved', {
playerId: conn.id,
x: data.x,
y: data.y,
}, { exclude: conn });
},
chat: async (data, conn) => {
// 异步处理器也可以
await logChat(conn.id, data.text);
},
},
});
```
## 连接上下文
`Connection` 对象提供客户端信息:
```typescript
interface Connection<TData> {
// 唯一连接 ID
readonly id: string;
// 客户端 IP 地址
readonly ip: string;
// 连接状态
readonly isOpen: boolean;
// 附加到此连接的自定义数据
data: TData;
// 关闭连接
close(reason?: string): void;
}
```
### 自定义连接数据
存储每连接的状态:
```typescript
interface PlayerData {
playerId: string;
username: string;
room: string | null;
}
const server = serve(protocol, {
port: 3000,
createConnData: () => ({
playerId: '',
username: '',
room: null,
} as PlayerData),
api: {
login: async (input, conn) => {
// 在连接上存储数据
conn.data.playerId = generateId();
conn.data.username = input.username;
return { playerId: conn.data.playerId };
},
joinRoom: async (input, conn) => {
conn.data.room = input.roomId;
return { success: true };
},
},
onDisconnect: (conn) => {
console.log(`${conn.data.username} 离开房间 ${conn.data.room}`);
},
});
```
## 发送消息
### 发送给单个连接
```typescript
server.send(conn, 'notification', { text: 'Hello!' });
```
### 广播给所有人
```typescript
// 给所有人
server.broadcast('announcement', { text: '服务器将在5分钟后重启' });
// 排除发送者
server.broadcast('playerMoved', { id: conn.id, x, y }, { exclude: conn });
// 排除多个
server.broadcast('gameEvent', data, { exclude: [conn1, conn2] });
```
### 发送给特定群组
```typescript
// 自定义广播
function broadcastToRoom(roomId: string, name: string, data: any) {
for (const conn of server.connections) {
if (conn.data.room === roomId) {
server.send(conn, name, data);
}
}
}
broadcastToRoom('room1', 'roomMessage', { text: '房间内消息!' });
```
## 服务器生命周期
```typescript
const server = serve(protocol, { /* ... */ });
// 启动
await server.start();
console.log('服务器运行中');
// 访问连接列表
console.log(`${server.connections.length} 个客户端已连接`);
// 停止(关闭所有连接)
await server.stop();
console.log('服务器已停止');
```
## 完整示例
```typescript
import { serve, RpcError } from '@esengine/rpc/server';
import { gameProtocol } from './protocol';
interface PlayerData {
id: string;
name: string;
x: number;
y: number;
}
const players = new Map<string, PlayerData>();
const server = serve(gameProtocol, {
port: 3000,
createConnData: () => ({ id: '', name: '', x: 0, y: 0 }),
api: {
join: async (input, conn) => {
const player: PlayerData = {
id: conn.id,
name: input.name,
x: 0,
y: 0,
};
players.set(conn.id, player);
conn.data = player;
// 通知其他玩家
server.broadcast('playerJoined', {
id: player.id,
name: player.name,
}, { exclude: conn });
// 发送当前状态给新玩家
return {
playerId: player.id,
players: Array.from(players.values()),
};
},
chat: async (input, conn) => {
server.broadcast('chatMessage', {
from: conn.data.name,
text: input.text,
time: Date.now(),
});
return { sent: true };
},
},
msg: {
move: (data, conn) => {
const player = players.get(conn.id);
if (player) {
player.x = data.x;
player.y = data.y;
server.broadcast('playerMoved', {
id: conn.id,
x: data.x,
y: data.y,
}, { exclude: conn });
}
},
},
onConnect: (conn) => {
console.log(`客户端已连接: ${conn.id} 来自 ${conn.ip}`);
},
onDisconnect: (conn) => {
const player = players.get(conn.id);
if (player) {
players.delete(conn.id);
server.broadcast('playerLeft', { id: conn.id });
console.log(`${player.name} 已断开`);
}
},
onError: (error, conn) => {
console.error(`来自 ${conn?.id} 的错误:`, error);
},
onStart: (port) => {
console.log(`游戏服务器运行于 ws://localhost:${port}`);
},
});
server.start();
```

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---
title: "核心概念"
description: "事务系统的核心概念事务上下文、事务管理器、Saga 模式"
---
## 事务状态
事务有以下几种状态:
```typescript
type TransactionState =
| 'pending' // 等待执行
| 'executing' // 执行中
| 'committed' // 已提交
| 'rolledback' // 已回滚
| 'failed' // 失败
```
## TransactionContext
事务上下文封装了事务的状态、操作和执行逻辑。
### 创建事务
```typescript
import { TransactionManager } from '@esengine/transaction';
const manager = new TransactionManager();
// 方式 1使用 begin() 手动管理
const tx = manager.begin({ timeout: 5000 });
tx.addOperation(op1);
tx.addOperation(op2);
const result = await tx.execute();
// 方式 2使用 run() 自动管理
const result = await manager.run((tx) => {
tx.addOperation(op1);
tx.addOperation(op2);
});
```
### 链式添加操作
```typescript
const result = await manager.run((tx) => {
tx.addOperation(new CurrencyOperation({ ... }))
.addOperation(new InventoryOperation({ ... }))
.addOperation(new InventoryOperation({ ... }));
});
```
### 上下文数据
操作之间可以通过上下文共享数据:
```typescript
class CustomOperation extends BaseOperation<MyData, MyResult> {
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
// 读取之前操作设置的数据
const previousResult = ctx.get<number>('previousValue');
// 设置数据供后续操作使用
ctx.set('myResult', { value: 123 });
return this.success({ ... });
}
}
```
## TransactionManager
事务管理器负责创建、执行和恢复事务。
### 配置选项
```typescript
interface TransactionManagerConfig {
storage?: ITransactionStorage; // 存储实例
defaultTimeout?: number; // 默认超时(毫秒)
serverId?: string; // 服务器 ID分布式用
autoRecover?: boolean; // 自动恢复未完成事务
}
const manager = new TransactionManager({
storage: new RedisStorage({ client: redis }),
defaultTimeout: 10000,
serverId: 'server-1',
autoRecover: true,
});
```
### 分布式锁
```typescript
// 获取锁
const token = await manager.acquireLock('player:123:inventory', 10000);
if (token) {
try {
// 执行操作
await doSomething();
} finally {
// 释放锁
await manager.releaseLock('player:123:inventory', token);
}
}
// 或使用 withLock 简化
await manager.withLock('player:123:inventory', async () => {
await doSomething();
}, 10000);
```
### 事务恢复
服务器重启时恢复未完成的事务:
```typescript
const manager = new TransactionManager({
storage: new RedisStorage({ client: redis }),
serverId: 'server-1',
});
// 恢复未完成的事务
const recoveredCount = await manager.recover();
console.log(`Recovered ${recoveredCount} transactions`);
```
## Saga 模式
事务系统采用 Saga 模式,每个操作必须实现 `execute``compensate` 方法:
```typescript
interface ITransactionOperation<TData, TResult> {
readonly name: string;
readonly data: TData;
// 验证前置条件
validate(ctx: ITransactionContext): Promise<boolean>;
// 正向执行
execute(ctx: ITransactionContext): Promise<OperationResult<TResult>>;
// 补偿操作(回滚)
compensate(ctx: ITransactionContext): Promise<void>;
}
```
### 执行流程
```
开始事务
┌─────────────────────┐
│ validate(op1) │──失败──► 返回失败
└─────────────────────┘
│成功
┌─────────────────────┐
│ execute(op1) │──失败──┐
└─────────────────────┘ │
│成功 │
▼ │
┌─────────────────────┐ │
│ validate(op2) │──失败──┤
└─────────────────────┘ │
│成功 │
▼ │
┌─────────────────────┐ │
│ execute(op2) │──失败──┤
└─────────────────────┘ │
│成功 ▼
▼ ┌─────────────────────┐
提交事务 │ compensate(op1) │
└─────────────────────┘
返回失败(已回滚)
```
### 自定义操作
```typescript
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
interface UpgradeData {
playerId: string;
itemId: string;
targetLevel: number;
}
interface UpgradeResult {
newLevel: number;
}
class UpgradeOperation extends BaseOperation<UpgradeData, UpgradeResult> {
readonly name = 'upgrade';
private _previousLevel: number = 0;
async validate(ctx: ITransactionContext): Promise<boolean> {
// 验证物品存在且可升级
const item = await this.getItem(ctx);
return item !== null && item.level < this.data.targetLevel;
}
async execute(ctx: ITransactionContext): Promise<OperationResult<UpgradeResult>> {
const item = await this.getItem(ctx);
if (!item) {
return this.failure('Item not found', 'ITEM_NOT_FOUND');
}
this._previousLevel = item.level;
item.level = this.data.targetLevel;
await this.saveItem(ctx, item);
return this.success({ newLevel: item.level });
}
async compensate(ctx: ITransactionContext): Promise<void> {
const item = await this.getItem(ctx);
if (item) {
item.level = this._previousLevel;
await this.saveItem(ctx, item);
}
}
private async getItem(ctx: ITransactionContext) {
// 从存储获取物品
}
private async saveItem(ctx: ITransactionContext, item: any) {
// 保存物品到存储
}
}
```
## 事务结果
```typescript
interface TransactionResult<T = unknown> {
success: boolean; // 是否成功
transactionId: string; // 事务 ID
results: OperationResult[]; // 各操作结果
data?: T; // 最终数据
error?: string; // 错误信息
duration: number; // 执行时间(毫秒)
}
const result = await manager.run((tx) => { ... });
console.log(`Transaction ${result.transactionId}`);
console.log(`Success: ${result.success}`);
console.log(`Duration: ${result.duration}ms`);
if (!result.success) {
console.log(`Error: ${result.error}`);
}
```

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@@ -0,0 +1,355 @@
---
title: "分布式事务"
description: "Saga 编排器和跨服务器事务支持"
---
## Saga 编排器
`SagaOrchestrator` 用于编排跨服务器的分布式事务。
### 基本用法
```typescript
import { SagaOrchestrator, RedisStorage } from '@esengine/transaction';
const orchestrator = new SagaOrchestrator({
storage: new RedisStorage({ client: redis }),
timeout: 30000,
serverId: 'orchestrator-1',
});
const result = await orchestrator.execute([
{
name: 'deduct_currency',
serverId: 'game-server-1',
data: { playerId: 'player1', amount: 100 },
execute: async (data) => {
// 调用游戏服务器 API 扣除货币
const response = await gameServerApi.deductCurrency(data);
return { success: response.ok };
},
compensate: async (data) => {
// 调用游戏服务器 API 恢复货币
await gameServerApi.addCurrency(data);
},
},
{
name: 'add_item',
serverId: 'inventory-server-1',
data: { playerId: 'player1', itemId: 'sword' },
execute: async (data) => {
const response = await inventoryServerApi.addItem(data);
return { success: response.ok };
},
compensate: async (data) => {
await inventoryServerApi.removeItem(data);
},
},
]);
if (result.success) {
console.log('Saga completed successfully');
} else {
console.log('Saga failed:', result.error);
console.log('Completed steps:', result.completedSteps);
console.log('Failed at:', result.failedStep);
}
```
### 配置选项
```typescript
interface SagaOrchestratorConfig {
storage?: ITransactionStorage; // 存储实例
timeout?: number; // 超时时间(毫秒)
serverId?: string; // 编排器服务器 ID
}
```
### Saga 步骤
```typescript
interface SagaStep<T = unknown> {
name: string; // 步骤名称
serverId?: string; // 目标服务器 ID
data: T; // 步骤数据
execute: (data: T) => Promise<OperationResult>; // 执行函数
compensate: (data: T) => Promise<void>; // 补偿函数
}
```
### Saga 结果
```typescript
interface SagaResult {
success: boolean; // 是否成功
sagaId: string; // Saga ID
completedSteps: string[]; // 已完成的步骤
failedStep?: string; // 失败的步骤
error?: string; // 错误信息
duration: number; // 执行时间(毫秒)
}
```
## 执行流程
```
开始 Saga
┌─────────────────────┐
│ Step 1: execute │──失败──┐
└─────────────────────┘ │
│成功 │
▼ │
┌─────────────────────┐ │
│ Step 2: execute │──失败──┤
└─────────────────────┘ │
│成功 │
▼ │
┌─────────────────────┐ │
│ Step 3: execute │──失败──┤
└─────────────────────┘ │
│成功 ▼
▼ ┌─────────────────────┐
Saga 完成 │ Step 2: compensate │
└─────────────────────┘
┌─────────────────────┐
│ Step 1: compensate │
└─────────────────────┘
Saga 失败(已补偿)
```
## Saga 日志
编排器会记录详细的执行日志:
```typescript
interface SagaLog {
id: string; // Saga ID
state: SagaLogState; // 状态
steps: SagaStepLog[]; // 步骤日志
createdAt: number; // 创建时间
updatedAt: number; // 更新时间
metadata?: Record<string, unknown>;
}
type SagaLogState =
| 'pending' // 等待执行
| 'running' // 执行中
| 'completed' // 已完成
| 'compensating' // 补偿中
| 'compensated' // 已补偿
| 'failed' // 失败
interface SagaStepLog {
name: string; // 步骤名称
serverId?: string; // 服务器 ID
state: SagaStepState; // 状态
startedAt?: number; // 开始时间
completedAt?: number; // 完成时间
error?: string; // 错误信息
}
type SagaStepState =
| 'pending' // 等待执行
| 'executing' // 执行中
| 'completed' // 已完成
| 'compensating' // 补偿中
| 'compensated' // 已补偿
| 'failed' // 失败
```
### 查询 Saga 日志
```typescript
const log = await orchestrator.getSagaLog('saga_xxx');
if (log) {
console.log('Saga state:', log.state);
for (const step of log.steps) {
console.log(` ${step.name}: ${step.state}`);
}
}
```
## 跨服务器事务示例
### 场景:跨服购买
玩家在游戏服务器购买物品,货币在账户服务器,物品在背包服务器。
```typescript
const orchestrator = new SagaOrchestrator({
storage: redisStorage,
serverId: 'purchase-orchestrator',
});
async function crossServerPurchase(
playerId: string,
itemId: string,
price: number
): Promise<SagaResult> {
return orchestrator.execute([
// 步骤 1在账户服务器扣款
{
name: 'deduct_balance',
serverId: 'account-server',
data: { playerId, amount: price },
execute: async (data) => {
const result = await accountService.deduct(data.playerId, data.amount);
return { success: result.ok, error: result.error };
},
compensate: async (data) => {
await accountService.refund(data.playerId, data.amount);
},
},
// 步骤 2在背包服务器添加物品
{
name: 'add_item',
serverId: 'inventory-server',
data: { playerId, itemId },
execute: async (data) => {
const result = await inventoryService.addItem(data.playerId, data.itemId);
return { success: result.ok, error: result.error };
},
compensate: async (data) => {
await inventoryService.removeItem(data.playerId, data.itemId);
},
},
// 步骤 3记录购买日志
{
name: 'log_purchase',
serverId: 'log-server',
data: { playerId, itemId, price, timestamp: Date.now() },
execute: async (data) => {
await logService.recordPurchase(data);
return { success: true };
},
compensate: async (data) => {
await logService.cancelPurchase(data);
},
},
]);
}
```
### 场景:跨服交易
两个玩家在不同服务器上进行交易。
```typescript
async function crossServerTrade(
playerA: { id: string; server: string; items: string[] },
playerB: { id: string; server: string; items: string[] }
): Promise<SagaResult> {
const steps: SagaStep[] = [];
// 移除 A 的物品
for (const itemId of playerA.items) {
steps.push({
name: `remove_${playerA.id}_${itemId}`,
serverId: playerA.server,
data: { playerId: playerA.id, itemId },
execute: async (data) => {
return await inventoryService.removeItem(data.playerId, data.itemId);
},
compensate: async (data) => {
await inventoryService.addItem(data.playerId, data.itemId);
},
});
}
// 添加物品到 B
for (const itemId of playerA.items) {
steps.push({
name: `add_${playerB.id}_${itemId}`,
serverId: playerB.server,
data: { playerId: playerB.id, itemId },
execute: async (data) => {
return await inventoryService.addItem(data.playerId, data.itemId);
},
compensate: async (data) => {
await inventoryService.removeItem(data.playerId, data.itemId);
},
});
}
// 类似地处理 B 的物品...
return orchestrator.execute(steps);
}
```
## 恢复未完成的 Saga
服务器重启后恢复未完成的 Saga
```typescript
const orchestrator = new SagaOrchestrator({
storage: redisStorage,
serverId: 'my-orchestrator',
});
// 恢复未完成的 Saga会执行补偿
const recoveredCount = await orchestrator.recover();
console.log(`Recovered ${recoveredCount} sagas`);
```
## 最佳实践
### 1. 幂等性
确保所有操作都是幂等的:
```typescript
{
execute: async (data) => {
// 使用唯一 ID 确保幂等
const result = await service.process(data.requestId, data);
return { success: result.ok };
},
compensate: async (data) => {
// 补偿也要幂等
await service.rollback(data.requestId);
},
}
```
### 2. 超时处理
设置合适的超时时间:
```typescript
const orchestrator = new SagaOrchestrator({
timeout: 60000, // 跨服务器操作需要更长超时
});
```
### 3. 监控和告警
记录 Saga 执行结果:
```typescript
const result = await orchestrator.execute(steps);
if (!result.success) {
// 发送告警
alertService.send({
type: 'saga_failed',
sagaId: result.sagaId,
failedStep: result.failedStep,
error: result.error,
});
// 记录详细日志
const log = await orchestrator.getSagaLog(result.sagaId);
logger.error('Saga failed', { log });
}
```

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---
title: "事务系统 (Transaction)"
description: "游戏事务处理系统,支持商店购买、玩家交易、分布式事务"
---
`@esengine/transaction` 提供完整的游戏事务处理能力,基于 Saga 模式实现,支持商店购买、玩家交易、多步骤任务等场景,并提供 Redis/MongoDB 分布式事务支持。
## 概述
事务系统解决游戏中常见的数据一致性问题:
| 场景 | 问题 | 解决方案 |
|------|------|----------|
| 商店购买 | 扣款成功但物品未发放 | 原子事务,失败自动回滚 |
| 玩家交易 | 一方物品转移另一方未收到 | Saga 补偿机制 |
| 跨服操作 | 多服务器数据不一致 | 分布式锁 + 事务日志 |
## 安装
```bash
npm install @esengine/transaction
```
可选依赖(根据存储需求安装):
```bash
npm install ioredis # Redis 存储
npm install mongodb # MongoDB 存储
```
## 架构
```
┌─────────────────────────────────────────────────────────────────┐
│ Transaction Layer │
├─────────────────────────────────────────────────────────────────┤
│ TransactionManager - 事务管理器,协调事务生命周期 │
│ TransactionContext - 事务上下文,封装操作和状态 │
│ SagaOrchestrator - 分布式 Saga 编排器 │
├─────────────────────────────────────────────────────────────────┤
│ Storage Layer │
├─────────────────────────────────────────────────────────────────┤
│ MemoryStorage - 内存存储(开发/测试) │
│ RedisStorage - Redis分布式锁 + 缓存) │
│ MongoStorage - MongoDB持久化日志
├─────────────────────────────────────────────────────────────────┤
│ Operation Layer │
├─────────────────────────────────────────────────────────────────┤
│ CurrencyOperation - 货币操作 │
│ InventoryOperation - 背包操作 │
│ TradeOperation - 交易操作 │
└─────────────────────────────────────────────────────────────────┘
```
## 快速开始
### 基础用法
```typescript
import {
TransactionManager,
MemoryStorage,
CurrencyOperation,
InventoryOperation,
} from '@esengine/transaction';
// 创建事务管理器
const manager = new TransactionManager({
storage: new MemoryStorage(),
defaultTimeout: 10000,
});
// 执行事务
const result = await manager.run((tx) => {
// 扣除金币
tx.addOperation(new CurrencyOperation({
type: 'deduct',
playerId: 'player1',
currency: 'gold',
amount: 100,
}));
// 添加物品
tx.addOperation(new InventoryOperation({
type: 'add',
playerId: 'player1',
itemId: 'sword_001',
quantity: 1,
}));
});
if (result.success) {
console.log('购买成功!');
} else {
console.log('购买失败:', result.error);
}
```
### 玩家交易
```typescript
import { TradeOperation } from '@esengine/transaction';
const result = await manager.run((tx) => {
tx.addOperation(new TradeOperation({
tradeId: 'trade_001',
partyA: {
playerId: 'player1',
items: [{ itemId: 'sword', quantity: 1 }],
},
partyB: {
playerId: 'player2',
currencies: [{ currency: 'gold', amount: 1000 }],
},
}));
}, { timeout: 30000 });
```
### 使用 Redis 存储
```typescript
import Redis from 'ioredis';
import { TransactionManager, RedisStorage } from '@esengine/transaction';
const redis = new Redis('redis://localhost:6379');
const storage = new RedisStorage({ client: redis });
const manager = new TransactionManager({ storage });
```
### 使用 MongoDB 存储
```typescript
import { MongoClient } from 'mongodb';
import { TransactionManager, MongoStorage } from '@esengine/transaction';
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
const db = client.db('game');
const storage = new MongoStorage({ db });
await storage.ensureIndexes();
const manager = new TransactionManager({ storage });
```
## 与 Room 集成
```typescript
import { Room } from '@esengine/server';
import { withTransactions, CurrencyOperation, RedisStorage } from '@esengine/transaction';
class GameRoom extends withTransactions(Room, {
storage: new RedisStorage({ client: redisClient }),
}) {
@onMessage('Buy')
async handleBuy(data: { itemId: string }, player: Player) {
const result = await this.runTransaction((tx) => {
tx.addOperation(new CurrencyOperation({
type: 'deduct',
playerId: player.id,
currency: 'gold',
amount: getItemPrice(data.itemId),
}));
});
if (result.success) {
player.send('buy_success', { itemId: data.itemId });
} else {
player.send('buy_failed', { error: result.error });
}
}
}
```
## 文档导航
- [核心概念](/modules/transaction/core/) - 事务上下文、管理器、Saga 模式
- [存储层](/modules/transaction/storage/) - MemoryStorage、RedisStorage、MongoStorage
- [操作类](/modules/transaction/operations/) - 货币、背包、交易操作
- [分布式事务](/modules/transaction/distributed/) - Saga 编排器、跨服务器事务
- [API 参考](/modules/transaction/api/) - 完整 API 文档
## 服务令牌
用于依赖注入:
```typescript
import {
TransactionManagerToken,
TransactionStorageToken,
} from '@esengine/transaction';
const manager = services.get(TransactionManagerToken);
```
## 最佳实践
### 1. 操作粒度
```typescript
// ✅ 好:细粒度操作,便于回滚
tx.addOperation(new CurrencyOperation({ type: 'deduct', ... }));
tx.addOperation(new InventoryOperation({ type: 'add', ... }));
// ❌ 差:粗粒度操作,难以部分回滚
tx.addOperation(new ComplexPurchaseOperation({ ... }));
```
### 2. 超时设置
```typescript
// 简单操作:短超时
await manager.run(tx => { ... }, { timeout: 5000 });
// 复杂交易:长超时
await manager.run(tx => { ... }, { timeout: 30000 });
// 跨服务器:更长超时
await manager.run(tx => { ... }, { timeout: 60000, distributed: true });
```
### 3. 错误处理
```typescript
const result = await manager.run((tx) => { ... });
if (!result.success) {
// 记录日志
logger.error('Transaction failed', {
transactionId: result.transactionId,
error: result.error,
duration: result.duration,
});
// 通知用户
player.send('error', { message: getErrorMessage(result.error) });
}
```

View File

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---
title: "操作类"
description: "内置的事务操作:货币、背包、交易"
---
## BaseOperation
所有操作类的基类,提供通用的实现模板。
```typescript
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
class MyOperation extends BaseOperation<MyData, MyResult> {
readonly name = 'myOperation';
async validate(ctx: ITransactionContext): Promise<boolean> {
// 验证前置条件
return true;
}
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
// 执行操作
return this.success({ result: 'ok' });
// 或
return this.failure('Something went wrong', 'ERROR_CODE');
}
async compensate(ctx: ITransactionContext): Promise<void> {
// 回滚操作
}
}
```
## CurrencyOperation
处理货币的增加和扣除。
### 扣除货币
```typescript
import { CurrencyOperation } from '@esengine/transaction';
tx.addOperation(new CurrencyOperation({
type: 'deduct',
playerId: 'player1',
currency: 'gold',
amount: 100,
reason: 'purchase_item',
}));
```
### 增加货币
```typescript
tx.addOperation(new CurrencyOperation({
type: 'add',
playerId: 'player1',
currency: 'diamond',
amount: 50,
reason: 'daily_reward',
}));
```
### 操作数据
```typescript
interface CurrencyOperationData {
type: 'add' | 'deduct'; // 操作类型
playerId: string; // 玩家 ID
currency: string; // 货币类型
amount: number; // 数量
reason?: string; // 原因/来源
}
```
### 操作结果
```typescript
interface CurrencyOperationResult {
beforeBalance: number; // 操作前余额
afterBalance: number; // 操作后余额
}
```
### 自定义数据提供者
```typescript
interface ICurrencyProvider {
getBalance(playerId: string, currency: string): Promise<number>;
setBalance(playerId: string, currency: string, amount: number): Promise<void>;
}
class MyCurrencyProvider implements ICurrencyProvider {
async getBalance(playerId: string, currency: string): Promise<number> {
// 从数据库获取余额
return await db.getCurrency(playerId, currency);
}
async setBalance(playerId: string, currency: string, amount: number): Promise<void> {
// 保存到数据库
await db.setCurrency(playerId, currency, amount);
}
}
// 使用自定义提供者
const op = new CurrencyOperation({ ... });
op.setProvider(new MyCurrencyProvider());
tx.addOperation(op);
```
## InventoryOperation
处理物品的添加、移除和更新。
### 添加物品
```typescript
import { InventoryOperation } from '@esengine/transaction';
tx.addOperation(new InventoryOperation({
type: 'add',
playerId: 'player1',
itemId: 'sword_001',
quantity: 1,
properties: { enchant: 'fire' },
}));
```
### 移除物品
```typescript
tx.addOperation(new InventoryOperation({
type: 'remove',
playerId: 'player1',
itemId: 'potion_hp',
quantity: 5,
}));
```
### 更新物品
```typescript
tx.addOperation(new InventoryOperation({
type: 'update',
playerId: 'player1',
itemId: 'sword_001',
quantity: 1, // 可选,不传则保持原数量
properties: { enchant: 'lightning', level: 5 },
}));
```
### 操作数据
```typescript
interface InventoryOperationData {
type: 'add' | 'remove' | 'update'; // 操作类型
playerId: string; // 玩家 ID
itemId: string; // 物品 ID
quantity: number; // 数量
properties?: Record<string, unknown>; // 物品属性
reason?: string; // 原因/来源
}
```
### 操作结果
```typescript
interface InventoryOperationResult {
beforeItem?: ItemData; // 操作前物品
afterItem?: ItemData; // 操作后物品
}
interface ItemData {
itemId: string;
quantity: number;
properties?: Record<string, unknown>;
}
```
### 自定义数据提供者
```typescript
interface IInventoryProvider {
getItem(playerId: string, itemId: string): Promise<ItemData | null>;
setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void>;
hasCapacity?(playerId: string, count: number): Promise<boolean>;
}
class MyInventoryProvider implements IInventoryProvider {
async getItem(playerId: string, itemId: string): Promise<ItemData | null> {
return await db.getItem(playerId, itemId);
}
async setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void> {
if (item) {
await db.saveItem(playerId, itemId, item);
} else {
await db.deleteItem(playerId, itemId);
}
}
async hasCapacity(playerId: string, count: number): Promise<boolean> {
const current = await db.getItemCount(playerId);
const max = await db.getMaxCapacity(playerId);
return current + count <= max;
}
}
```
## TradeOperation
处理玩家之间的物品和货币交换。
### 基本用法
```typescript
import { TradeOperation } from '@esengine/transaction';
tx.addOperation(new TradeOperation({
tradeId: 'trade_001',
partyA: {
playerId: 'player1',
items: [{ itemId: 'sword', quantity: 1 }],
currencies: [{ currency: 'diamond', amount: 10 }],
},
partyB: {
playerId: 'player2',
currencies: [{ currency: 'gold', amount: 1000 }],
},
reason: 'player_trade',
}));
```
### 操作数据
```typescript
interface TradeOperationData {
tradeId: string; // 交易 ID
partyA: TradeParty; // 交易发起方
partyB: TradeParty; // 交易接收方
reason?: string; // 原因/备注
}
interface TradeParty {
playerId: string; // 玩家 ID
items?: TradeItem[]; // 给出的物品
currencies?: TradeCurrency[]; // 给出的货币
}
interface TradeItem {
itemId: string;
quantity: number;
}
interface TradeCurrency {
currency: string;
amount: number;
}
```
### 执行流程
TradeOperation 内部会生成以下子操作序列:
```
1. 移除 partyA 的物品
2. 添加 partyB 的物品(来自 partyA
3. 扣除 partyA 的货币
4. 增加 partyB 的货币(来自 partyA
5. 移除 partyB 的物品
6. 添加 partyA 的物品(来自 partyB
7. 扣除 partyB 的货币
8. 增加 partyA 的货币(来自 partyB
```
任何一步失败都会回滚之前的所有操作。
### 使用自定义提供者
```typescript
const op = new TradeOperation({ ... });
op.setProvider({
currencyProvider: new MyCurrencyProvider(),
inventoryProvider: new MyInventoryProvider(),
});
tx.addOperation(op);
```
## 创建工厂函数
每个操作类都提供工厂函数:
```typescript
import {
createCurrencyOperation,
createInventoryOperation,
createTradeOperation,
} from '@esengine/transaction';
tx.addOperation(createCurrencyOperation({
type: 'deduct',
playerId: 'player1',
currency: 'gold',
amount: 100,
}));
tx.addOperation(createInventoryOperation({
type: 'add',
playerId: 'player1',
itemId: 'sword',
quantity: 1,
}));
```

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---
title: "存储层"
description: "事务存储接口和实现MemoryStorage、RedisStorage、MongoStorage"
---
## 存储接口
所有存储实现都需要实现 `ITransactionStorage` 接口:
```typescript
interface ITransactionStorage {
// 生命周期
close?(): Promise<void>;
// 分布式锁
acquireLock(key: string, ttl: number): Promise<string | null>;
releaseLock(key: string, token: string): Promise<boolean>;
// 事务日志
saveTransaction(tx: TransactionLog): Promise<void>;
getTransaction(id: string): Promise<TransactionLog | null>;
updateTransactionState(id: string, state: TransactionState): Promise<void>;
updateOperationState(txId: string, opIndex: number, state: string, error?: string): Promise<void>;
getPendingTransactions(serverId?: string): Promise<TransactionLog[]>;
deleteTransaction(id: string): Promise<void>;
// 数据操作
get<T>(key: string): Promise<T | null>;
set<T>(key: string, value: T, ttl?: number): Promise<void>;
delete(key: string): Promise<boolean>;
}
```
## MemoryStorage
内存存储,适用于开发和测试环境。
```typescript
import { MemoryStorage } from '@esengine/transaction';
const storage = new MemoryStorage({
maxTransactions: 1000, // 最大事务日志数量
});
const manager = new TransactionManager({ storage });
```
### 特点
- ✅ 无需外部依赖
- ✅ 快速,适合开发调试
- ❌ 数据仅保存在内存中
- ❌ 不支持真正的分布式锁
- ❌ 服务重启后数据丢失
### 测试辅助
```typescript
// 清空所有数据
storage.clear();
// 获取事务数量
console.log(storage.transactionCount);
```
## RedisStorage
Redis 存储,适用于生产环境的分布式系统。使用工厂模式实现惰性连接。
```typescript
import Redis from 'ioredis';
import { RedisStorage } from '@esengine/transaction';
// 工厂模式:惰性连接,首次操作时才创建连接
const storage = new RedisStorage({
factory: () => new Redis('redis://localhost:6379'),
prefix: 'tx:', // 键前缀
transactionTTL: 86400, // 事务日志过期时间(秒)
});
const manager = new TransactionManager({ storage });
// 使用后关闭连接
await storage.close();
// 或使用 await using 自动关闭 (TypeScript 5.2+)
await using storage = new RedisStorage({
factory: () => new Redis('redis://localhost:6379')
});
// 作用域结束时自动关闭
```
### 特点
- ✅ 高性能分布式锁
- ✅ 快速读写
- ✅ 支持 TTL 自动过期
- ✅ 适合高并发场景
- ❌ 需要 Redis 服务器
### 分布式锁实现
使用 Redis `SET NX EX` 实现分布式锁:
```typescript
// 获取锁(原子操作)
SET tx:lock:player:123 <token> NX EX 10
// 释放锁Lua 脚本保证原子性)
if redis.call("get", KEYS[1]) == ARGV[1] then
return redis.call("del", KEYS[1])
else
return 0
end
```
### 键结构
```
tx:lock:{key} - 分布式锁
tx:tx:{id} - 事务日志
tx:server:{id}:txs - 服务器事务索引
tx:data:{key} - 业务数据
```
## MongoStorage
MongoDB 存储,适用于需要持久化和复杂查询的场景。使用工厂模式实现惰性连接。
```typescript
import { MongoClient } from 'mongodb';
import { MongoStorage } from '@esengine/transaction';
// 工厂模式:惰性连接,首次操作时才创建连接
const storage = new MongoStorage({
factory: async () => {
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
return client;
},
database: 'game',
transactionCollection: 'transactions', // 事务日志集合
dataCollection: 'transaction_data', // 业务数据集合
lockCollection: 'transaction_locks', // 锁集合
});
// 创建索引(首次运行时执行)
await storage.ensureIndexes();
const manager = new TransactionManager({ storage });
// 使用后关闭连接
await storage.close();
// 或使用 await using 自动关闭 (TypeScript 5.2+)
await using storage = new MongoStorage({ ... });
```
### 特点
- ✅ 持久化存储
- ✅ 支持复杂查询
- ✅ 事务日志可追溯
- ✅ 适合需要审计的场景
- ❌ 相比 Redis 性能略低
- ❌ 需要 MongoDB 服务器
### 索引结构
```javascript
// transactions 集合
{ state: 1 }
{ 'metadata.serverId': 1 }
{ createdAt: 1 }
// transaction_locks 集合
{ expireAt: 1 } // TTL 索引
// transaction_data 集合
{ expireAt: 1 } // TTL 索引
```
### 分布式锁实现
使用 MongoDB 唯一索引实现分布式锁:
```typescript
// 获取锁
db.transaction_locks.insertOne({
_id: 'player:123',
token: '<token>',
expireAt: new Date(Date.now() + 10000)
});
// 如果键已存在,检查是否过期
db.transaction_locks.updateOne(
{ _id: 'player:123', expireAt: { $lt: new Date() } },
{ $set: { token: '<token>', expireAt: new Date(Date.now() + 10000) } }
);
```
## 存储选择指南
| 场景 | 推荐存储 | 理由 |
|------|----------|------|
| 开发/测试 | MemoryStorage | 无依赖,快速启动 |
| 单机生产 | RedisStorage | 高性能,简单 |
| 分布式系统 | RedisStorage | 真正的分布式锁 |
| 需要审计 | MongoStorage | 持久化日志 |
| 混合需求 | Redis + Mongo | Redis 做锁Mongo 做日志 |
## 自定义存储
实现 `ITransactionStorage` 接口创建自定义存储:
```typescript
import { ITransactionStorage, TransactionLog, TransactionState } from '@esengine/transaction';
class MyCustomStorage implements ITransactionStorage {
async acquireLock(key: string, ttl: number): Promise<string | null> {
// 实现分布式锁获取逻辑
}
async releaseLock(key: string, token: string): Promise<boolean> {
// 实现分布式锁释放逻辑
}
async saveTransaction(tx: TransactionLog): Promise<void> {
// 保存事务日志
}
// ... 实现其他方法
}
```

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---
title: "区块管理器 API"
description: "ChunkManager 负责区块生命周期、加载队列和空间查询"
---
`ChunkManager` 是管理区块生命周期的核心服务,包括加载、卸载和空间查询。
## 基础用法
```typescript
import { ChunkManager } from '@esengine/world-streaming';
// 创建 512 单位大小的区块管理器
const chunkManager = new ChunkManager(512);
chunkManager.setScene(scene);
// 设置数据提供器
chunkManager.setDataProvider(myProvider);
// 设置事件回调
chunkManager.setEvents({
onChunkLoaded: (coord, entities) => {
console.log(`区块 (${coord.x}, ${coord.y}) 已加载,包含 ${entities.length} 个实体`);
},
onChunkUnloaded: (coord) => {
console.log(`区块 (${coord.x}, ${coord.y}) 已卸载`);
},
onChunkLoadFailed: (coord, error) => {
console.error(`加载区块 (${coord.x}, ${coord.y}) 失败:`, error);
}
});
```
## 加载与卸载
### 请求加载
```typescript
import { EChunkPriority } from '@esengine/world-streaming';
// 按优先级请求加载
chunkManager.requestLoad({ x: 0, y: 0 }, EChunkPriority.Immediate);
chunkManager.requestLoad({ x: 1, y: 0 }, EChunkPriority.High);
chunkManager.requestLoad({ x: 2, y: 0 }, EChunkPriority.Normal);
chunkManager.requestLoad({ x: 3, y: 0 }, EChunkPriority.Low);
chunkManager.requestLoad({ x: 4, y: 0 }, EChunkPriority.Prefetch);
```
### 优先级说明
| 优先级 | 值 | 说明 |
|--------|------|------|
| `Immediate` | 0 | 当前区块(玩家所在) |
| `High` | 1 | 相邻区块 |
| `Normal` | 2 | 附近区块 |
| `Low` | 3 | 远处可见区块 |
| `Prefetch` | 4 | 移动方向预加载 |
### 请求卸载
```typescript
// 请求卸载,延迟 3 秒
chunkManager.requestUnload({ x: 5, y: 5 }, 3000);
// 取消待卸载请求(玩家返回了)
chunkManager.cancelUnload({ x: 5, y: 5 });
```
### 处理队列
```typescript
// 在更新循环或系统中
await chunkManager.processLoads(2); // 每帧最多加载 2 个区块
chunkManager.processUnloads(1); // 每帧最多卸载 1 个区块
```
## 空间查询
### 坐标转换
```typescript
// 世界坐标转区块坐标
const coord = chunkManager.worldToChunk(1500, 2300);
// 结果: { x: 2, y: 4 }512单位区块
// 获取区块世界边界
const bounds = chunkManager.getChunkBounds({ x: 2, y: 4 });
// 结果: { minX: 1024, minY: 2048, maxX: 1536, maxY: 2560 }
```
### 区块查询
```typescript
// 检查区块是否已加载
if (chunkManager.isChunkLoaded({ x: 0, y: 0 })) {
const chunk = chunkManager.getChunk({ x: 0, y: 0 });
console.log('实体数量:', chunk.entities.length);
}
// 获取半径内未加载的区块
const missing = chunkManager.getMissingChunks({ x: 0, y: 0 }, 2);
for (const coord of missing) {
chunkManager.requestLoad(coord);
}
// 获取超出范围的区块(用于卸载)
const outside = chunkManager.getChunksOutsideRadius({ x: 0, y: 0 }, 4);
for (const coord of outside) {
chunkManager.requestUnload(coord, 3000);
}
// 遍历所有已加载区块
chunkManager.forEachChunk((info, coord) => {
console.log(`区块 (${coord.x}, ${coord.y}): ${info.state}`);
});
```
## 统计信息
```typescript
console.log('已加载区块:', chunkManager.loadedChunkCount);
console.log('待加载:', chunkManager.pendingLoadCount);
console.log('待卸载:', chunkManager.pendingUnloadCount);
console.log('区块大小:', chunkManager.chunkSize);
```
## 区块状态
```typescript
import { EChunkState } from '@esengine/world-streaming';
// 区块生命周期状态
EChunkState.Unloaded // 未加载
EChunkState.Loading // 加载中
EChunkState.Loaded // 已加载
EChunkState.Unloading // 卸载中
EChunkState.Failed // 加载失败
```
## 数据提供器接口
```typescript
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
class MyChunkProvider implements IChunkDataProvider {
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
// 从数据库、文件或程序化生成加载
const data = await fetchChunkFromServer(coord);
return data;
}
async saveChunkData(data: IChunkData): Promise<void> {
// 保存修改过的区块
await saveChunkToServer(data);
}
}
```
## 清理
```typescript
// 卸载所有区块
chunkManager.clear();
// 完全释放(实现 IService 接口)
chunkManager.dispose();
```

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---
title: "示例"
description: "世界流式加载实践示例"
---
## 无限程序化世界
无限大世界的程序化资源生成示例。
```typescript
import {
ChunkManager,
ChunkStreamingSystem,
ChunkLoaderComponent,
StreamingAnchorComponent
} from '@esengine/world-streaming';
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
// 程序化世界生成器
class WorldGenerator implements IChunkDataProvider {
private seed: number;
private nextEntityId = 1;
constructor(seed: number = 12345) {
this.seed = seed;
}
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const rng = this.createChunkRNG(coord);
const entities = [];
// 每区块生成 5-15 个资源
const resourceCount = 5 + Math.floor(rng() * 10);
for (let i = 0; i < resourceCount; i++) {
const type = this.randomResourceType(rng);
entities.push({
name: `Resource_${this.nextEntityId++}`,
localPosition: {
x: rng() * 512,
y: rng() * 512
},
components: {
ResourceNode: {
type,
amount: this.getResourceAmount(type, rng),
regenRate: this.getRegenRate(type)
}
}
});
}
return { coord, entities, version: 1 };
}
async saveChunkData(_data: IChunkData): Promise<void> {
// 程序化生成 - 无需持久化
}
private createChunkRNG(coord: IChunkCoord) {
let seed = this.seed ^ (coord.x * 73856093) ^ (coord.y * 19349663);
return () => {
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
return seed / 0x7fffffff;
};
}
private randomResourceType(rng: () => number) {
const types = ['energyWell', 'oreVein', 'crystalDeposit'];
const weights = [0.5, 0.35, 0.15];
let random = rng();
for (let i = 0; i < types.length; i++) {
random -= weights[i];
if (random <= 0) return types[i];
}
return types[0];
}
private getResourceAmount(type: string, rng: () => number) {
switch (type) {
case 'energyWell': return 300 + Math.floor(rng() * 200);
case 'oreVein': return 500 + Math.floor(rng() * 300);
case 'crystalDeposit': return 100 + Math.floor(rng() * 100);
default: return 100;
}
}
private getRegenRate(type: string) {
switch (type) {
case 'energyWell': return 2;
case 'oreVein': return 1;
case 'crystalDeposit': return 0.2;
default: return 1;
}
}
}
// 设置
const chunkManager = new ChunkManager(512);
chunkManager.setScene(scene);
chunkManager.setDataProvider(new WorldGenerator(12345));
const streamingSystem = new ChunkStreamingSystem();
streamingSystem.setChunkManager(chunkManager);
scene.addSystem(streamingSystem);
```
## MMO 服务端区块
带数据库持久化的 MMO 服务端区块管理。
```typescript
class ServerChunkProvider implements IChunkDataProvider {
private db: Database;
private cache = new Map<string, IChunkData>();
constructor(db: Database) {
this.db = db;
}
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const key = `${coord.x},${coord.y}`;
// 检查缓存
if (this.cache.has(key)) {
return this.cache.get(key)!;
}
// 从数据库加载
const row = await this.db.query(
'SELECT data FROM chunks WHERE x = ? AND y = ?',
[coord.x, coord.y]
);
if (row) {
const data = JSON.parse(row.data);
this.cache.set(key, data);
return data;
}
// 生成新区块
const data = this.generateChunk(coord);
await this.saveChunkData(data);
this.cache.set(key, data);
return data;
}
async saveChunkData(data: IChunkData): Promise<void> {
const key = `${data.coord.x},${data.coord.y}`;
this.cache.set(key, data);
await this.db.query(
`INSERT INTO chunks (x, y, data) VALUES (?, ?, ?)
ON DUPLICATE KEY UPDATE data = VALUES(data)`,
[data.coord.x, data.coord.y, JSON.stringify(data)]
);
}
private generateChunk(coord: IChunkCoord): IChunkData {
// 新区块的程序化生成
return { coord, entities: [], version: 1 };
}
}
// 服务端按玩家加载区块
class PlayerChunkManager {
private chunkManager: ChunkManager;
private playerChunks = new Map<string, Set<string>>();
async updatePlayerPosition(playerId: string, x: number, y: number) {
const centerCoord = this.chunkManager.worldToChunk(x, y);
const loadRadius = 2;
const newChunks = new Set<string>();
// 加载玩家周围的区块
for (let dx = -loadRadius; dx <= loadRadius; dx++) {
for (let dy = -loadRadius; dy <= loadRadius; dy++) {
const coord = { x: centerCoord.x + dx, y: centerCoord.y + dy };
const key = `${coord.x},${coord.y}`;
newChunks.add(key);
if (!this.chunkManager.isChunkLoaded(coord)) {
await this.chunkManager.requestLoad(coord);
}
}
}
// 记录玩家已加载的区块
this.playerChunks.set(playerId, newChunks);
}
}
```
## 瓦片地图世界
瓦片地图与区块流式加载集成。
```typescript
import { TilemapComponent } from '@esengine/tilemap';
class TilemapChunkProvider implements IChunkDataProvider {
private tilemapData: number[][]; // 完整瓦片地图
private tileSize = 32;
private chunkTiles = 16; // 每区块 16x16 瓦片
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const startTileX = coord.x * this.chunkTiles;
const startTileY = coord.y * this.chunkTiles;
// 提取此区块的瓦片
const tiles: number[][] = [];
for (let y = 0; y < this.chunkTiles; y++) {
const row: number[] = [];
for (let x = 0; x < this.chunkTiles; x++) {
const tileX = startTileX + x;
const tileY = startTileY + y;
row.push(this.getTile(tileX, tileY));
}
tiles.push(row);
}
return {
coord,
entities: [{
name: `TileChunk_${coord.x}_${coord.y}`,
localPosition: { x: 0, y: 0 },
components: {
TilemapChunk: { tiles }
}
}],
version: 1
};
}
private getTile(x: number, y: number): number {
if (x < 0 || y < 0 || y >= this.tilemapData.length) {
return 0; // 超出边界 = 空
}
return this.tilemapData[y]?.[x] ?? 0;
}
}
// 瓦片地图自定义序列化器
class TilemapSerializer extends ChunkSerializer {
protected deserializeComponents(entity: Entity, components: Record<string, unknown>): void {
if (components.TilemapChunk) {
const data = components.TilemapChunk as { tiles: number[][] };
const tilemap = entity.addComponent(new TilemapComponent());
tilemap.loadTiles(data.tiles);
}
}
}
```
## 动态加载事件
响应区块加载用于游戏逻辑。
```typescript
chunkManager.setEvents({
onChunkLoaded: (coord, entities) => {
// 启用物理
for (const entity of entities) {
const collider = entity.getComponent(ColliderComponent);
collider?.enable();
}
// 为已加载区块生成 NPC
npcManager.spawnForChunk(coord);
// 更新战争迷雾
fogOfWar.revealChunk(coord);
// 通知客户端(服务端)
broadcast('ChunkLoaded', { coord, entityCount: entities.length });
},
onChunkUnloaded: (coord) => {
// 保存 NPC 状态
npcManager.saveAndRemoveForChunk(coord);
// 更新迷雾
fogOfWar.hideChunk(coord);
// 通知客户端
broadcast('ChunkUnloaded', { coord });
},
onChunkLoadFailed: (coord, error) => {
console.error(`加载区块 ${coord.x},${coord.y} 失败:`, error);
// 延迟后重试
setTimeout(() => {
chunkManager.requestLoad(coord);
}, 5000);
}
});
```
## 性能优化
```typescript
// 根据设备性能调整
function configureForDevice(loader: ChunkLoaderComponent) {
const memory = navigator.deviceMemory ?? 4;
const cores = navigator.hardwareConcurrency ?? 4;
if (memory <= 2 || cores <= 2) {
// 低端设备
loader.loadRadius = 1;
loader.unloadRadius = 2;
loader.maxLoadsPerFrame = 1;
loader.bEnablePrefetch = false;
} else if (memory <= 4) {
// 中端设备
loader.loadRadius = 2;
loader.unloadRadius = 3;
loader.maxLoadsPerFrame = 2;
} else {
// 高端设备
loader.loadRadius = 3;
loader.unloadRadius = 5;
loader.maxLoadsPerFrame = 4;
loader.prefetchRadius = 2;
}
}
```

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---
title: "世界流式加载"
description: "基于区块的开放世界流式加载系统"
---
`@esengine/world-streaming` 提供基于区块的世界流式加载与管理,适用于开放世界游戏。根据玩家位置动态加载/卸载世界区块。
## 安装
```bash
npm install @esengine/world-streaming
```
## 快速开始
### 基础设置
```typescript
import {
ChunkManager,
ChunkStreamingSystem,
StreamingAnchorComponent,
ChunkLoaderComponent
} from '@esengine/world-streaming';
// 创建区块管理器 (512单位区块)
const chunkManager = new ChunkManager(512);
chunkManager.setScene(scene);
// 添加流式加载系统
const streamingSystem = new ChunkStreamingSystem();
streamingSystem.setChunkManager(chunkManager);
scene.addSystem(streamingSystem);
// 创建加载器实体
const loaderEntity = scene.createEntity('ChunkLoader');
const loader = loaderEntity.addComponent(new ChunkLoaderComponent());
loader.chunkSize = 512;
loader.loadRadius = 2;
loader.unloadRadius = 4;
// 创建玩家作为流式锚点
const playerEntity = scene.createEntity('Player');
const anchor = playerEntity.addComponent(new StreamingAnchorComponent());
// 每帧更新锚点位置
function update() {
anchor.x = player.position.x;
anchor.y = player.position.y;
}
```
### 程序化生成
```typescript
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
class ProceduralChunkProvider implements IChunkDataProvider {
private seed: number;
constructor(seed: number) {
this.seed = seed;
}
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
// 使用种子+坐标生成确定性随机数
const chunkSeed = this.hashCoord(coord);
const rng = this.createRNG(chunkSeed);
// 生成区块内容
const entities = this.generateEntities(coord, rng);
return {
coord,
entities,
version: 1
};
}
async saveChunkData(data: IChunkData): Promise<void> {
// 可选:持久化已修改的区块
}
private hashCoord(coord: IChunkCoord): number {
return this.seed ^ (coord.x * 73856093) ^ (coord.y * 19349663);
}
private createRNG(seed: number) {
// 简单的种子随机数生成器
return () => {
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
return seed / 0x7fffffff;
};
}
private generateEntities(coord: IChunkCoord, rng: () => number) {
// 生成资源、树木等
return [];
}
}
// 使用数据提供器
chunkManager.setDataProvider(new ProceduralChunkProvider(12345));
```
## 核心概念
### 区块生命周期
```
未加载 → 加载中 → 已加载 → 卸载中 → 未加载
↓ ↓
失败 (发生错误时)
```
### 流式锚点
`StreamingAnchorComponent` 用于标记作为区块加载锚点的实体。系统会在所有锚点周围加载区块,在超出范围时卸载区块。
```typescript
// StreamingAnchorComponent 实现 IPositionable 接口
interface IPositionable {
readonly position: { x: number; y: number };
}
```
### 配置参数
| 属性 | 默认值 | 说明 |
|------|--------|------|
| `chunkSize` | 512 | 区块大小(世界单位) |
| `loadRadius` | 2 | 锚点周围加载的区块半径 |
| `unloadRadius` | 4 | 超过此半径的区块会被卸载 |
| `maxLoadsPerFrame` | 2 | 每帧最大异步加载数 |
| `unloadDelay` | 3000 | 卸载前的延迟(毫秒) |
| `bEnablePrefetch` | true | 沿移动方向预加载 |
## 模块设置(可选)
使用模块辅助函数快速配置:
```typescript
import { worldStreamingModule } from '@esengine/world-streaming';
const chunkManager = worldStreamingModule.setup(
scene,
services,
componentRegistry,
{ chunkSize: 256, bEnableCulling: true }
);
```
## 文档
- [区块管理器 API](./chunk-manager) - 加载队列、区块生命周期
- [流式系统](./streaming-system) - 基于锚点的加载
- [序列化](./serialization) - 自定义区块序列化
- [示例](./examples) - 程序化世界、MMO 区块

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@@ -0,0 +1,227 @@
---
title: "区块序列化"
description: "自定义区块数据序列化"
---
`ChunkSerializer` 负责实体数据与区块存储格式之间的转换。
## 默认序列化器
```typescript
import { ChunkSerializer, ChunkManager } from '@esengine/world-streaming';
const serializer = new ChunkSerializer();
const chunkManager = new ChunkManager(512, serializer);
```
## 自定义序列化器
继承 `ChunkSerializer` 实现自定义序列化逻辑:
```typescript
import { ChunkSerializer } from '@esengine/world-streaming';
import type { Entity, IScene } from '@esengine/ecs-framework';
import type { IChunkCoord, IChunkData, IChunkBounds } from '@esengine/world-streaming';
class GameChunkSerializer extends ChunkSerializer {
/**
* 获取实体位置
* 重写以使用你的位置组件
*/
protected getPositionable(entity: Entity) {
const transform = entity.getComponent(TransformComponent);
if (transform) {
return { position: { x: transform.x, y: transform.y } };
}
return null;
}
/**
* 反序列化后设置实体位置
*/
protected setEntityPosition(entity: Entity, x: number, y: number): void {
const transform = entity.addComponent(new TransformComponent());
transform.x = x;
transform.y = y;
}
/**
* 序列化组件
*/
protected serializeComponents(entity: Entity): Record<string, unknown> {
const data: Record<string, unknown> = {};
const resource = entity.getComponent(ResourceComponent);
if (resource) {
data.ResourceComponent = {
type: resource.type,
amount: resource.amount,
maxAmount: resource.maxAmount
};
}
const npc = entity.getComponent(NPCComponent);
if (npc) {
data.NPCComponent = {
id: npc.id,
state: npc.state
};
}
return data;
}
/**
* 反序列化组件
*/
protected deserializeComponents(entity: Entity, components: Record<string, unknown>): void {
if (components.ResourceComponent) {
const data = components.ResourceComponent as any;
const resource = entity.addComponent(new ResourceComponent());
resource.type = data.type;
resource.amount = data.amount;
resource.maxAmount = data.maxAmount;
}
if (components.NPCComponent) {
const data = components.NPCComponent as any;
const npc = entity.addComponent(new NPCComponent());
npc.id = data.id;
npc.state = data.state;
}
}
/**
* 过滤需要序列化的组件
*/
protected shouldSerializeComponent(componentName: string): boolean {
const include = ['ResourceComponent', 'NPCComponent', 'BuildingComponent'];
return include.includes(componentName);
}
}
```
## 区块数据格式
```typescript
interface IChunkData {
coord: IChunkCoord; // 区块坐标
entities: ISerializedEntity[]; // 实体数据
version: number; // 数据版本
}
interface ISerializedEntity {
name: string; // 实体名称
localPosition: { x: number; y: number }; // 区块内位置
components: Record<string, unknown>; // 组件数据
}
interface IChunkCoord {
x: number; // 区块 X 坐标
y: number; // 区块 Y 坐标
}
```
## 带序列化的数据提供器
```typescript
class DatabaseChunkProvider implements IChunkDataProvider {
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const key = `chunk_${coord.x}_${coord.y}`;
const json = await database.get(key);
if (!json) return null;
return JSON.parse(json) as IChunkData;
}
async saveChunkData(data: IChunkData): Promise<void> {
const key = `chunk_${data.coord.x}_${data.coord.y}`;
await database.set(key, JSON.stringify(data));
}
}
```
## 程序化生成与序列化器
```typescript
class ProceduralProvider implements IChunkDataProvider {
private serializer: GameChunkSerializer;
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
const entities = this.generateEntities(coord);
return {
coord,
entities,
version: 1
};
}
private generateEntities(coord: IChunkCoord): ISerializedEntity[] {
const entities: ISerializedEntity[] = [];
const rng = this.createRNG(coord);
// 生成树木
const treeCount = Math.floor(rng() * 10);
for (let i = 0; i < treeCount; i++) {
entities.push({
name: `Tree_${coord.x}_${coord.y}_${i}`,
localPosition: {
x: rng() * 512,
y: rng() * 512
},
components: {
TreeComponent: { type: 'oak', health: 100 }
}
});
}
// 生成资源
if (rng() > 0.7) {
entities.push({
name: `Resource_${coord.x}_${coord.y}`,
localPosition: { x: 256, y: 256 },
components: {
ResourceComponent: {
type: 'iron',
amount: 500,
maxAmount: 500
}
}
});
}
return entities;
}
}
```
## 版本迁移
```typescript
class VersionedSerializer extends ChunkSerializer {
private static readonly CURRENT_VERSION = 2;
deserialize(data: IChunkData, scene: IScene): Entity[] {
// 迁移旧数据
if (data.version < 2) {
data = this.migrateV1toV2(data);
}
return super.deserialize(data, scene);
}
private migrateV1toV2(data: IChunkData): IChunkData {
// 转换旧组件格式
for (const entity of data.entities) {
if (entity.components.OldResource) {
entity.components.ResourceComponent = entity.components.OldResource;
delete entity.components.OldResource;
}
}
data.version = 2;
return data;
}
}
```

View File

@@ -0,0 +1,176 @@
---
title: "流式加载系统"
description: "ChunkStreamingSystem 根据锚点位置自动管理区块加载"
---
`ChunkStreamingSystem` 根据 `StreamingAnchorComponent` 的位置自动管理区块的加载和卸载。
## 设置
```typescript
import {
ChunkManager,
ChunkStreamingSystem,
ChunkLoaderComponent,
StreamingAnchorComponent
} from '@esengine/world-streaming';
// 创建并配置区块管理器
const chunkManager = new ChunkManager(512);
chunkManager.setScene(scene);
chunkManager.setDataProvider(myProvider);
// 创建流式系统
const streamingSystem = new ChunkStreamingSystem();
streamingSystem.setChunkManager(chunkManager);
scene.addSystem(streamingSystem);
// 创建加载器实体
const loaderEntity = scene.createEntity('ChunkLoader');
const loader = loaderEntity.addComponent(new ChunkLoaderComponent());
loader.chunkSize = 512;
loader.loadRadius = 2;
loader.unloadRadius = 4;
```
## 流式锚点
`StreamingAnchorComponent` 标记实体为区块加载锚点。区块会在所有锚点周围加载。
```typescript
// 创建玩家作为流式锚点
const playerEntity = scene.createEntity('Player');
const anchor = playerEntity.addComponent(new StreamingAnchorComponent());
// 每帧更新位置
function update() {
anchor.x = player.worldX;
anchor.y = player.worldY;
}
```
### 锚点属性
| 属性 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `x` | number | 0 | 世界 X 坐标 |
| `y` | number | 0 | 世界 Y 坐标 |
| `weight` | number | 1.0 | 加载半径倍数 |
| `bEnablePrefetch` | boolean | true | 是否启用预加载 |
### 多锚点
```typescript
// 主玩家 - 完整加载半径
const playerAnchor = player.addComponent(new StreamingAnchorComponent());
playerAnchor.weight = 1.0;
// 相机预览 - 较小半径
const cameraAnchor = camera.addComponent(new StreamingAnchorComponent());
cameraAnchor.weight = 0.5; // 加载半径减半
cameraAnchor.bEnablePrefetch = false;
```
## 加载器配置
`ChunkLoaderComponent` 配置流式加载行为。
```typescript
const loader = entity.addComponent(new ChunkLoaderComponent());
// 区块尺寸
loader.chunkSize = 512; // 每区块世界单位
// 加载半径
loader.loadRadius = 2; // 锚点周围 2 个区块内加载
loader.unloadRadius = 4; // 超过 4 个区块卸载
// 性能调优
loader.maxLoadsPerFrame = 2; // 每帧最大异步加载数
loader.maxUnloadsPerFrame = 1; // 每帧最大卸载数
loader.unloadDelay = 3000; // 卸载前延迟(毫秒)
// 预加载
loader.bEnablePrefetch = true; // 启用移动方向预加载
loader.prefetchRadius = 1; // 预加载额外区块数
```
### 坐标辅助方法
```typescript
// 世界坐标转区块坐标
const coord = loader.worldToChunk(1500, 2300);
// 获取区块边界
const bounds = loader.getChunkBounds(coord);
```
## 预加载系统
启用后,系统会沿移动方向预加载区块:
```
移动方向 →
[ ][ ][ ] [ ][P][P] P = 预加载
[L][L][L] → [L][L][L] L = 已加载
[ ][ ][ ] [ ][ ][ ]
```
```typescript
// 启用预加载
loader.bEnablePrefetch = true;
loader.prefetchRadius = 2; // 向前预加载 2 个区块
// 单独控制锚点的预加载
anchor.bEnablePrefetch = true; // 主玩家启用
cameraAnchor.bEnablePrefetch = false; // 相机禁用
```
## 系统处理流程
系统每帧运行:
1. 更新锚点速度
2. 请求加载范围内的区块
3. 取消已回到范围内的区块卸载
4. 请求卸载超出范围的区块
5. 处理加载/卸载队列
```typescript
// 从系统访问区块管理器
const system = scene.getSystem(ChunkStreamingSystem);
const manager = system?.chunkManager;
if (manager) {
console.log('已加载:', manager.loadedChunkCount);
}
```
## 基于优先级的加载
区块按距离分配加载优先级:
| 距离 | 优先级 | 说明 |
|------|--------|------|
| 0 | Immediate | 玩家当前区块 |
| 1 | High | 相邻区块 |
| 2-4 | Normal | 附近区块 |
| 5+ | Low | 远处区块 |
| 预加载 | Prefetch | 移动方向 |
## 事件
```typescript
chunkManager.setEvents({
onChunkLoaded: (coord, entities) => {
// 区块就绪 - 生成 NPC启用碰撞
for (const entity of entities) {
entity.getComponent(ColliderComponent)?.enable();
}
},
onChunkUnloaded: (coord) => {
// 清理 - 保存状态,释放资源
}
});
```

View File

@@ -1,5 +1,19 @@
# @esengine/behavior-tree
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
## 1.0.3
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/behavior-tree",
"version": "1.0.3",
"version": "2.0.1",
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",

View File

@@ -1,5 +1,19 @@
# @esengine/blueprint
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
## 1.0.2
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/blueprint",
"version": "1.0.2",
"version": "2.0.1",
"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 +1,118 @@
# @esengine/ecs-framework
## 2.5.1
### Patch Changes
- [#392](https://github.com/esengine/esengine/pull/392) [`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76) Thanks [@esengine](https://github.com/esengine)! - fix(sync): Decoder 现在使用 GlobalComponentRegistry 查找组件 | Decoder now uses GlobalComponentRegistry for component lookup
**问题 | Problem:**
1. `Decoder.ts` 有自己独立的 `componentRegistry` Map`GlobalComponentRegistry` 完全分离。这导致通过 `@ECSComponent` 装饰器注册的组件在网络反序列化时找不到,产生 "Unknown component type" 错误。
2. `@sync` 装饰器使用 `constructor.name` 作为 `typeId`,而不是 `@ECSComponent` 装饰器指定的名称,导致编码和解码使用不同的类型 ID。
3. `Decoder.ts` had its own local `componentRegistry` Map that was completely separate from `GlobalComponentRegistry`. This caused components registered via `@ECSComponent` decorator to not be found during network deserialization, resulting in "Unknown component type" errors.
4. `@sync` decorator used `constructor.name` as `typeId` instead of the name specified by `@ECSComponent` decorator, causing encoding and decoding to use different type IDs.
**修改 | Changes:**
- 从 Decoder.ts 中移除本地 `componentRegistry`
- 更新 `decodeEntity``decodeSpawn` 使用 `GlobalComponentRegistry.getComponentType()`
- 移除已废弃的 `registerSyncComponent``autoRegisterSyncComponent` 函数
- 更新 `@sync` 装饰器使用 `getComponentTypeName()` 获取组件类型名称
- 更新 `@ECSComponent` 装饰器同步更新 `SYNC_METADATA.typeId`
- Removed local `componentRegistry` from Decoder.ts
- Updated `decodeEntity` and `decodeSpawn` to use `GlobalComponentRegistry.getComponentType()`
- Removed deprecated `registerSyncComponent` and `autoRegisterSyncComponent` functions
- Updated `@sync` decorator to use `getComponentTypeName()` for component type name
- Updated `@ECSComponent` decorator to sync update `SYNC_METADATA.typeId`
现在使用 `@ECSComponent` 装饰器的组件会自动可用于网络同步解码,无需手动注册。
Now `@ECSComponent` decorated components are automatically available for network sync decoding without any manual registration.
## 2.5.0
### Minor Changes
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
## @esengine/ecs-framework
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync('string') name: string = '';
@sync('uint16') score: number = 0;
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
}
```
### 新增导出
- `sync` - 标记需要同步的字段装饰器
- `SyncType` - 支持的同步类型
- `SyncOperation` - 同步操作类型FULL/DELTA/SPAWN/DESPAWN
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
- `ChangeTracker` - 字段级变更追踪
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
### 内部方法标记
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
- `Scene.update()`
- `SceneManager.update()`
- `WorldManager.updateAll()`
## @esengine/network
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
```typescript
import { ComponentSyncSystem } from '@esengine/network';
// 服务端:编码状态
const data = syncSystem.encodeAllEntities(false);
// 客户端:解码状态
syncSystem.applySnapshot(data);
```
### 修复
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
## @esengine/server
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
```typescript
import { ECSRoom } from '@esengine/server/ecs';
// 服务端启动
Core.create();
setInterval(() => Core.update(1 / 60), 16);
// 定义房间
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new PhysicsSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
entity.addComponent(new PlayerComponent());
}
}
```
### 设计
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
- `Core.update()` 统一更新 Time 和所有 World
- `onTick()` 只处理状态同步逻辑
## 2.4.4
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/ecs-framework",
"version": "2.4.4",
"version": "2.5.1",
"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",

View File

@@ -10,10 +10,16 @@ import { Int32 } from './Core/SoAStorage';
* @en Components in ECS architecture should be pure data containers.
* All game logic should be implemented in EntitySystem, not inside components.
*
* @zh **重要:所有 Component 子类都必须使用 @ECSComponent 装饰器!**
* @zh 该装饰器用于注册组件类型名称,是序列化、网络同步等功能正常工作的前提。
* @en **IMPORTANT: All Component subclasses MUST use the @ECSComponent decorator!**
* @en This decorator registers the component type name, which is required for serialization, network sync, etc.
*
* @example
* @zh 推荐做法:纯数据组件
* @en Recommended: Pure data component
* @zh 正确做法:使用 @ECSComponent 装饰器
* @en Correct: Use @ECSComponent decorator
* ```typescript
* @ECSComponent('HealthComponent')
* class HealthComponent extends Component {
* public health: number = 100;
* public maxHealth: number = 100;

View File

@@ -19,6 +19,7 @@ import {
type ComponentEditorOptions,
type ComponentType
} from '../Core/ComponentStorage/ComponentTypeUtils';
import { SYNC_METADATA, type SyncMetadata } from '../Sync/types';
/**
* 存储系统类型名称的Symbol键
@@ -138,6 +139,14 @@ export function ECSComponent(typeName: string, options?: ComponentOptions) {
metadata[COMPONENT_EDITOR_OPTIONS] = options.editor;
}
// 更新 @sync 装饰器创建的 SYNC_METADATA.typeId如果存在
// Update SYNC_METADATA.typeId created by @sync decorator (if exists)
// Property decorators execute before class decorators, so @sync may have used constructor.name
const syncMeta = (target as any)[SYNC_METADATA] as SyncMetadata | undefined;
if (syncMeta) {
syncMeta.typeId = typeName;
}
// 自动注册到全局 ComponentRegistry使组件可以通过名称查找
// Auto-register to GlobalComponentRegistry, enabling lookup by name
GlobalComponentRegistry.register(target);

View File

@@ -508,7 +508,9 @@ export class Scene implements IScene {
}
/**
* 更新场景
* @zh 更新场景
* @en Update scene
* @internal 由 SceneManager 或 World 调用,用户不应直接调用
*/
public update() {
this.epochManager.increment();

View File

@@ -240,18 +240,9 @@ export class SceneManager implements IService {
}
/**
* 更新场景
*
* 应该在每帧的游戏循环中调用
* 会自动处理延迟场景切换。
*
* @example
* ```typescript
* function gameLoop(deltaTime: number) {
* Core.update(deltaTime);
* sceneManager.update(); // 每帧调用
* }
* ```
* @zh 更新场景
* @en Update scene
* @internal 由 Core.update() 调用,用户不应直接调用
*/
public update(): void {
// 处理延迟场景切换

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/**
* @zh 组件变更追踪器
* @en Component change tracker
*
* @zh 用于追踪 @sync 标记字段的变更,支持增量同步
* @en Tracks changes to @sync marked fields for delta synchronization
*/
export class ChangeTracker {
/**
* @zh 脏字段索引集合
* @en Set of dirty field indices
*/
private _dirtyFields: Set<number> = new Set();
/**
* @zh 是否有任何变更
* @en Whether there are any changes
*/
private _hasChanges: boolean = false;
/**
* @zh 上次同步的时间戳
* @en Last sync timestamp
*/
private _lastSyncTime: number = 0;
/**
* @zh 标记字段为脏
* @en Mark field as dirty
*
* @param fieldIndex - @zh 字段索引 @en Field index
*/
public setDirty(fieldIndex: number): void {
this._dirtyFields.add(fieldIndex);
this._hasChanges = true;
}
/**
* @zh 检查是否有变更
* @en Check if there are any changes
*/
public hasChanges(): boolean {
return this._hasChanges;
}
/**
* @zh 检查特定字段是否脏
* @en Check if a specific field is dirty
*
* @param fieldIndex - @zh 字段索引 @en Field index
*/
public isDirty(fieldIndex: number): boolean {
return this._dirtyFields.has(fieldIndex);
}
/**
* @zh 获取所有脏字段索引
* @en Get all dirty field indices
*/
public getDirtyFields(): number[] {
return Array.from(this._dirtyFields);
}
/**
* @zh 获取脏字段数量
* @en Get number of dirty fields
*/
public getDirtyCount(): number {
return this._dirtyFields.size;
}
/**
* @zh 清除所有变更标记
* @en Clear all change marks
*/
public clear(): void {
this._dirtyFields.clear();
this._hasChanges = false;
this._lastSyncTime = Date.now();
}
/**
* @zh 清除特定字段的变更标记
* @en Clear change mark for a specific field
*
* @param fieldIndex - @zh 字段索引 @en Field index
*/
public clearField(fieldIndex: number): void {
this._dirtyFields.delete(fieldIndex);
if (this._dirtyFields.size === 0) {
this._hasChanges = false;
}
}
/**
* @zh 获取上次同步时间
* @en Get last sync time
*/
public get lastSyncTime(): number {
return this._lastSyncTime;
}
/**
* @zh 标记所有字段为脏(用于首次同步)
* @en Mark all fields as dirty (for initial sync)
*
* @param fieldCount - @zh 字段数量 @en Field count
*/
public markAllDirty(fieldCount: number): void {
for (let i = 0; i < fieldCount; i++) {
this._dirtyFields.add(i);
}
this._hasChanges = fieldCount > 0;
}
/**
* @zh 重置追踪器
* @en Reset tracker
*/
public reset(): void {
this._dirtyFields.clear();
this._hasChanges = false;
this._lastSyncTime = 0;
}
}

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/**
* @zh 网络同步装饰器
* @en Network synchronization decorators
*
* @zh 提供 @sync 装饰器,用于标记需要网络同步的 Component 字段
* @en Provides @sync decorator to mark Component fields for network synchronization
*/
import type { SyncType, SyncFieldMetadata, SyncMetadata } from './types';
import { SYNC_METADATA, CHANGE_TRACKER } from './types';
import { ChangeTracker } from './ChangeTracker';
import { getComponentTypeName } from '../Core/ComponentStorage/ComponentTypeUtils';
/**
* @zh 获取或创建组件的同步元数据
* @en Get or create sync metadata for a component class
*
* @param target - @zh 组件类的原型 @en Component class prototype
* @returns @zh 同步元数据 @en Sync metadata
*/
function getOrCreateSyncMetadata(target: any): SyncMetadata {
const constructor = target.constructor;
// Check if has own metadata (not inherited)
const hasOwnMetadata = Object.prototype.hasOwnProperty.call(constructor, SYNC_METADATA);
if (hasOwnMetadata) {
return constructor[SYNC_METADATA];
}
// Check for inherited metadata
const inheritedMetadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
// Create new metadata (copy from inherited if exists)
// Use getComponentTypeName to get @ECSComponent decorator name, or fall back to constructor.name
const metadata: SyncMetadata = {
typeId: getComponentTypeName(constructor),
fields: inheritedMetadata ? [...inheritedMetadata.fields] : [],
fieldIndexMap: inheritedMetadata ? new Map(inheritedMetadata.fieldIndexMap) : new Map()
};
constructor[SYNC_METADATA] = metadata;
return metadata;
}
/**
* @zh 同步字段装饰器
* @en Sync field decorator
*
* @zh 标记 Component 字段为可网络同步。被标记的字段会自动追踪变更,
* 并在值修改时触发变更追踪器。
* @en Marks a Component field for network synchronization. Marked fields
* automatically track changes and trigger the change tracker on modification.
*
* @param type - @zh 字段的同步类型 @en Sync type of the field
*
* @example
* ```typescript
* import { Component, ECSComponent } from '@esengine/ecs-framework';
* import { sync } from '@esengine/ecs-framework';
*
* @ECSComponent('Player')
* class PlayerComponent extends Component {
* @sync("string") name: string = "";
* @sync("uint16") score: number = 0;
* @sync("float32") x: number = 0;
* @sync("float32") y: number = 0;
*
* // 不带 @sync 的字段不会同步
* // Fields without @sync will not be synchronized
* localData: any;
* }
* ```
*/
export function sync(type: SyncType) {
return function (target: any, propertyKey: string) {
const metadata = getOrCreateSyncMetadata(target);
// Assign field index (auto-increment based on field count)
const fieldIndex = metadata.fields.length;
// Create field metadata
const fieldMeta: SyncFieldMetadata = {
index: fieldIndex,
name: propertyKey,
type: type
};
// Register field
metadata.fields.push(fieldMeta);
metadata.fieldIndexMap.set(propertyKey, fieldIndex);
// Store original property key for getter/setter
const privateKey = `_sync_${propertyKey}`;
// Define getter/setter to intercept value changes
Object.defineProperty(target, propertyKey, {
get() {
return this[privateKey];
},
set(value: any) {
const oldValue = this[privateKey];
if (oldValue !== value) {
this[privateKey] = value;
// Trigger change tracker if exists
const tracker = this[CHANGE_TRACKER] as ChangeTracker | undefined;
if (tracker) {
tracker.setDirty(fieldIndex);
}
}
},
enumerable: true,
configurable: true
});
};
}
/**
* @zh 获取组件类的同步元数据
* @en Get sync metadata for a component class
*
* @param componentClass - @zh 组件类或组件实例 @en Component class or instance
* @returns @zh 同步元数据,如果不存在则返回 null @en Sync metadata, or null if not exists
*/
export function getSyncMetadata(componentClass: any): SyncMetadata | null {
if (!componentClass) {
return null;
}
const constructor = typeof componentClass === 'function'
? componentClass
: componentClass.constructor;
return constructor[SYNC_METADATA] || null;
}
/**
* @zh 检查组件是否有同步字段
* @en Check if a component has sync fields
*
* @param component - @zh 组件类或组件实例 @en Component class or instance
* @returns @zh 如果有同步字段返回 true @en Returns true if has sync fields
*/
export function hasSyncFields(component: any): boolean {
const metadata = getSyncMetadata(component);
return metadata !== null && metadata.fields.length > 0;
}
/**
* @zh 获取组件实例的变更追踪器
* @en Get change tracker of a component instance
*
* @param component - @zh 组件实例 @en Component instance
* @returns @zh 变更追踪器,如果不存在则返回 null @en Change tracker, or null if not exists
*/
export function getChangeTracker(component: any): ChangeTracker | null {
if (!component) {
return null;
}
return component[CHANGE_TRACKER] || null;
}
/**
* @zh 为组件实例初始化变更追踪器
* @en Initialize change tracker for a component instance
*
* @zh 这个函数应该在组件首次添加到实体时调用。
* 它会创建变更追踪器并标记所有字段为脏(用于首次同步)。
* @en This function should be called when a component is first added to an entity.
* It creates the change tracker and marks all fields as dirty (for initial sync).
*
* @param component - @zh 组件实例 @en Component instance
* @returns @zh 变更追踪器 @en Change tracker
*/
export function initChangeTracker(component: any): ChangeTracker {
const metadata = getSyncMetadata(component);
if (!metadata) {
throw new Error('Component does not have sync metadata. Use @sync decorator on fields.');
}
let tracker = component[CHANGE_TRACKER] as ChangeTracker | undefined;
if (!tracker) {
tracker = new ChangeTracker();
component[CHANGE_TRACKER] = tracker;
}
// Mark all fields as dirty for initial sync
tracker.markAllDirty(metadata.fields.length);
return tracker;
}
/**
* @zh 清除组件实例的变更标记
* @en Clear change marks for a component instance
*
* @zh 通常在同步完成后调用,清除所有脏标记
* @en Usually called after sync is complete, clears all dirty marks
*
* @param component - @zh 组件实例 @en Component instance
*/
export function clearChanges(component: any): void {
const tracker = getChangeTracker(component);
if (tracker) {
tracker.clear();
}
}
/**
* @zh 检查组件是否有变更
* @en Check if a component has changes
*
* @param component - @zh 组件实例 @en Component instance
* @returns @zh 如果有变更返回 true @en Returns true if has changes
*/
export function hasChanges(component: any): boolean {
const tracker = getChangeTracker(component);
return tracker ? tracker.hasChanges() : false;
}

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/**
* @zh 二进制读取器
* @en Binary Reader
*
* @zh 提供高效的二进制数据读取功能
* @en Provides efficient binary data reading
*/
import { decodeVarint } from './varint';
/**
* @zh 文本解码器(使用浏览器原生 API
* @en Text decoder (using browser native API)
*/
const textDecoder = typeof TextDecoder !== 'undefined' ? new TextDecoder() : null;
/**
* @zh 二进制读取器
* @en Binary reader for decoding data
*/
export class BinaryReader {
/**
* @zh 数据缓冲区
* @en Data buffer
*/
private _buffer: Uint8Array;
/**
* @zh DataView 用于读取数值
* @en DataView for reading numbers
*/
private _view: DataView;
/**
* @zh 当前读取位置
* @en Current read position
*/
private _offset: number = 0;
/**
* @zh 创建二进制读取器
* @en Create binary reader
*
* @param buffer - @zh 要读取的数据 @en Data to read
*/
constructor(buffer: Uint8Array) {
this._buffer = buffer;
this._view = new DataView(buffer.buffer, buffer.byteOffset, buffer.byteLength);
}
/**
* @zh 获取当前读取位置
* @en Get current read position
*/
public get offset(): number {
return this._offset;
}
/**
* @zh 设置读取位置
* @en Set read position
*/
public set offset(value: number) {
this._offset = value;
}
/**
* @zh 获取剩余可读字节数
* @en Get remaining readable bytes
*/
public get remaining(): number {
return this._buffer.length - this._offset;
}
/**
* @zh 检查是否有更多数据可读
* @en Check if there's more data to read
*/
public hasMore(): boolean {
return this._offset < this._buffer.length;
}
/**
* @zh 读取单个字节
* @en Read single byte
*/
public readUint8(): number {
this.checkBounds(1);
return this._buffer[this._offset++]!;
}
/**
* @zh 读取有符号字节
* @en Read signed byte
*/
public readInt8(): number {
this.checkBounds(1);
return this._view.getInt8(this._offset++);
}
/**
* @zh 读取布尔值
* @en Read boolean
*/
public readBoolean(): boolean {
return this.readUint8() !== 0;
}
/**
* @zh 读取 16 位无符号整数(小端序)
* @en Read 16-bit unsigned integer (little-endian)
*/
public readUint16(): number {
this.checkBounds(2);
const value = this._view.getUint16(this._offset, true);
this._offset += 2;
return value;
}
/**
* @zh 读取 16 位有符号整数(小端序)
* @en Read 16-bit signed integer (little-endian)
*/
public readInt16(): number {
this.checkBounds(2);
const value = this._view.getInt16(this._offset, true);
this._offset += 2;
return value;
}
/**
* @zh 读取 32 位无符号整数(小端序)
* @en Read 32-bit unsigned integer (little-endian)
*/
public readUint32(): number {
this.checkBounds(4);
const value = this._view.getUint32(this._offset, true);
this._offset += 4;
return value;
}
/**
* @zh 读取 32 位有符号整数(小端序)
* @en Read 32-bit signed integer (little-endian)
*/
public readInt32(): number {
this.checkBounds(4);
const value = this._view.getInt32(this._offset, true);
this._offset += 4;
return value;
}
/**
* @zh 读取 32 位浮点数(小端序)
* @en Read 32-bit float (little-endian)
*/
public readFloat32(): number {
this.checkBounds(4);
const value = this._view.getFloat32(this._offset, true);
this._offset += 4;
return value;
}
/**
* @zh 读取 64 位浮点数(小端序)
* @en Read 64-bit float (little-endian)
*/
public readFloat64(): number {
this.checkBounds(8);
const value = this._view.getFloat64(this._offset, true);
this._offset += 8;
return value;
}
/**
* @zh 读取变长整数
* @en Read variable-length integer
*/
public readVarint(): number {
const [value, newOffset] = decodeVarint(this._buffer, this._offset);
this._offset = newOffset;
return value;
}
/**
* @zh 读取字符串UTF-8 编码,带长度前缀)
* @en Read string (UTF-8 encoded with length prefix)
*/
public readString(): string {
const length = this.readVarint();
this.checkBounds(length);
const bytes = this._buffer.subarray(this._offset, this._offset + length);
this._offset += length;
if (textDecoder) {
return textDecoder.decode(bytes);
} else {
return this.utf8BytesToString(bytes);
}
}
/**
* @zh 读取原始字节
* @en Read raw bytes
*
* @param length - @zh 要读取的字节数 @en Number of bytes to read
*/
public readBytes(length: number): Uint8Array {
this.checkBounds(length);
const bytes = this._buffer.slice(this._offset, this._offset + length);
this._offset += length;
return bytes;
}
/**
* @zh 查看下一个字节但不移动读取位置
* @en Peek next byte without advancing read position
*/
public peekUint8(): number {
this.checkBounds(1);
return this._buffer[this._offset]!;
}
/**
* @zh 跳过指定字节数
* @en Skip specified number of bytes
*/
public skip(count: number): void {
this.checkBounds(count);
this._offset += count;
}
/**
* @zh 检查边界
* @en Check bounds
*/
private checkBounds(size: number): void {
if (this._offset + size > this._buffer.length) {
throw new Error(`BinaryReader: buffer overflow (offset=${this._offset}, size=${size}, bufferLength=${this._buffer.length})`);
}
}
/**
* @zh UTF-8 字节转字符串(后备方案)
* @en UTF-8 bytes to string (fallback)
*/
private utf8BytesToString(bytes: Uint8Array): string {
let result = '';
let i = 0;
while (i < bytes.length) {
let charCode: number;
const byte1 = bytes[i++]!;
if (byte1 < 0x80) {
charCode = byte1;
} else if (byte1 < 0xE0) {
const byte2 = bytes[i++]!;
charCode = ((byte1 & 0x1F) << 6) | (byte2 & 0x3F);
} else if (byte1 < 0xF0) {
const byte2 = bytes[i++]!;
const byte3 = bytes[i++]!;
charCode = ((byte1 & 0x0F) << 12) | ((byte2 & 0x3F) << 6) | (byte3 & 0x3F);
} else {
const byte2 = bytes[i++]!;
const byte3 = bytes[i++]!;
const byte4 = bytes[i++]!;
charCode = ((byte1 & 0x07) << 18) | ((byte2 & 0x3F) << 12) |
((byte3 & 0x3F) << 6) | (byte4 & 0x3F);
// Convert to surrogate pair
if (charCode > 0xFFFF) {
charCode -= 0x10000;
result += String.fromCharCode(0xD800 + (charCode >> 10));
charCode = 0xDC00 + (charCode & 0x3FF);
}
}
result += String.fromCharCode(charCode);
}
return result;
}
}

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/**
* @zh 二进制写入器
* @en Binary Writer
*
* @zh 提供高效的二进制数据写入功能,支持自动扩容
* @en Provides efficient binary data writing with auto-expansion
*/
import { encodeVarint, varintSize } from './varint';
/**
* @zh 文本编码器(使用浏览器原生 API
* @en Text encoder (using browser native API)
*/
const textEncoder = typeof TextEncoder !== 'undefined' ? new TextEncoder() : null;
/**
* @zh 二进制写入器
* @en Binary writer for encoding data
*/
export class BinaryWriter {
/**
* @zh 内部缓冲区
* @en Internal buffer
*/
private _buffer: Uint8Array;
/**
* @zh DataView 用于写入数值
* @en DataView for writing numbers
*/
private _view: DataView;
/**
* @zh 当前写入位置
* @en Current write position
*/
private _offset: number = 0;
/**
* @zh 创建二进制写入器
* @en Create binary writer
*
* @param initialCapacity - @zh 初始容量 @en Initial capacity
*/
constructor(initialCapacity: number = 256) {
this._buffer = new Uint8Array(initialCapacity);
this._view = new DataView(this._buffer.buffer);
}
/**
* @zh 获取当前写入位置
* @en Get current write position
*/
public get offset(): number {
return this._offset;
}
/**
* @zh 获取写入的数据
* @en Get written data
*
* @returns @zh 包含写入数据的 Uint8Array @en Uint8Array containing written data
*/
public toUint8Array(): Uint8Array {
return this._buffer.slice(0, this._offset);
}
/**
* @zh 重置写入器(清空数据但保留缓冲区)
* @en Reset writer (clear data but keep buffer)
*/
public reset(): void {
this._offset = 0;
}
/**
* @zh 确保有足够空间
* @en Ensure enough space
*
* @param size - @zh 需要的额外字节数 @en Extra bytes needed
*/
private ensureCapacity(size: number): void {
const required = this._offset + size;
if (required > this._buffer.length) {
// Double the buffer size or use required size, whichever is larger
const newSize = Math.max(this._buffer.length * 2, required);
const newBuffer = new Uint8Array(newSize);
newBuffer.set(this._buffer);
this._buffer = newBuffer;
this._view = new DataView(this._buffer.buffer);
}
}
/**
* @zh 写入单个字节
* @en Write single byte
*/
public writeUint8(value: number): void {
this.ensureCapacity(1);
this._buffer[this._offset++] = value;
}
/**
* @zh 写入有符号字节
* @en Write signed byte
*/
public writeInt8(value: number): void {
this.ensureCapacity(1);
this._view.setInt8(this._offset++, value);
}
/**
* @zh 写入布尔值
* @en Write boolean
*/
public writeBoolean(value: boolean): void {
this.writeUint8(value ? 1 : 0);
}
/**
* @zh 写入 16 位无符号整数(小端序)
* @en Write 16-bit unsigned integer (little-endian)
*/
public writeUint16(value: number): void {
this.ensureCapacity(2);
this._view.setUint16(this._offset, value, true);
this._offset += 2;
}
/**
* @zh 写入 16 位有符号整数(小端序)
* @en Write 16-bit signed integer (little-endian)
*/
public writeInt16(value: number): void {
this.ensureCapacity(2);
this._view.setInt16(this._offset, value, true);
this._offset += 2;
}
/**
* @zh 写入 32 位无符号整数(小端序)
* @en Write 32-bit unsigned integer (little-endian)
*/
public writeUint32(value: number): void {
this.ensureCapacity(4);
this._view.setUint32(this._offset, value, true);
this._offset += 4;
}
/**
* @zh 写入 32 位有符号整数(小端序)
* @en Write 32-bit signed integer (little-endian)
*/
public writeInt32(value: number): void {
this.ensureCapacity(4);
this._view.setInt32(this._offset, value, true);
this._offset += 4;
}
/**
* @zh 写入 32 位浮点数(小端序)
* @en Write 32-bit float (little-endian)
*/
public writeFloat32(value: number): void {
this.ensureCapacity(4);
this._view.setFloat32(this._offset, value, true);
this._offset += 4;
}
/**
* @zh 写入 64 位浮点数(小端序)
* @en Write 64-bit float (little-endian)
*/
public writeFloat64(value: number): void {
this.ensureCapacity(8);
this._view.setFloat64(this._offset, value, true);
this._offset += 8;
}
/**
* @zh 写入变长整数
* @en Write variable-length integer
*/
public writeVarint(value: number): void {
this.ensureCapacity(varintSize(value));
this._offset = encodeVarint(value, this._buffer, this._offset);
}
/**
* @zh 写入字符串UTF-8 编码,带长度前缀)
* @en Write string (UTF-8 encoded with length prefix)
*/
public writeString(value: string): void {
if (textEncoder) {
const encoded = textEncoder.encode(value);
this.writeVarint(encoded.length);
this.ensureCapacity(encoded.length);
this._buffer.set(encoded, this._offset);
this._offset += encoded.length;
} else {
// Fallback for environments without TextEncoder
const bytes = this.stringToUtf8Bytes(value);
this.writeVarint(bytes.length);
this.ensureCapacity(bytes.length);
this._buffer.set(bytes, this._offset);
this._offset += bytes.length;
}
}
/**
* @zh 写入原始字节
* @en Write raw bytes
*/
public writeBytes(data: Uint8Array): void {
this.ensureCapacity(data.length);
this._buffer.set(data, this._offset);
this._offset += data.length;
}
/**
* @zh 字符串转 UTF-8 字节(后备方案)
* @en String to UTF-8 bytes (fallback)
*/
private stringToUtf8Bytes(str: string): Uint8Array {
const bytes: number[] = [];
for (let i = 0; i < str.length; i++) {
let charCode = str.charCodeAt(i);
// Handle surrogate pairs
if (charCode >= 0xD800 && charCode <= 0xDBFF && i + 1 < str.length) {
const next = str.charCodeAt(i + 1);
if (next >= 0xDC00 && next <= 0xDFFF) {
charCode = 0x10000 + ((charCode - 0xD800) << 10) + (next - 0xDC00);
i++;
}
}
if (charCode < 0x80) {
bytes.push(charCode);
} else if (charCode < 0x800) {
bytes.push(0xC0 | (charCode >> 6));
bytes.push(0x80 | (charCode & 0x3F));
} else if (charCode < 0x10000) {
bytes.push(0xE0 | (charCode >> 12));
bytes.push(0x80 | ((charCode >> 6) & 0x3F));
bytes.push(0x80 | (charCode & 0x3F));
} else {
bytes.push(0xF0 | (charCode >> 18));
bytes.push(0x80 | ((charCode >> 12) & 0x3F));
bytes.push(0x80 | ((charCode >> 6) & 0x3F));
bytes.push(0x80 | (charCode & 0x3F));
}
}
return new Uint8Array(bytes);
}
}

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/**
* @zh 组件状态解码器
* @en Component state decoder
*
* @zh 从二进制格式解码并应用到 ECS Component
* @en Decodes binary format and applies to ECS Components
*/
import type { Entity } from '../../Entity';
import type { Component } from '../../Component';
import type { Scene } from '../../Scene';
import type { SyncType, SyncMetadata } from '../types';
import { SyncOperation, SYNC_METADATA } from '../types';
import { BinaryReader } from './BinaryReader';
import { GlobalComponentRegistry } from '../../Core/ComponentStorage/ComponentRegistry';
/**
* @zh 解码字段值
* @en Decode field value
*/
function decodeFieldValue(reader: BinaryReader, type: SyncType): any {
switch (type) {
case 'boolean':
return reader.readBoolean();
case 'int8':
return reader.readInt8();
case 'uint8':
return reader.readUint8();
case 'int16':
return reader.readInt16();
case 'uint16':
return reader.readUint16();
case 'int32':
return reader.readInt32();
case 'uint32':
return reader.readUint32();
case 'float32':
return reader.readFloat32();
case 'float64':
return reader.readFloat64();
case 'string':
return reader.readString();
}
}
/**
* @zh 解码并应用组件数据
* @en Decode and apply component data
*
* @param component - @zh 组件实例 @en Component instance
* @param metadata - @zh 组件同步元数据 @en Component sync metadata
* @param reader - @zh 二进制读取器 @en Binary reader
*/
export function decodeComponent(
component: Component,
metadata: SyncMetadata,
reader: BinaryReader
): void {
const fieldCount = reader.readVarint();
for (let i = 0; i < fieldCount; i++) {
const fieldIndex = reader.readUint8();
const field = metadata.fields[fieldIndex];
if (field) {
const value = decodeFieldValue(reader, field.type);
// Directly set the private backing field to avoid triggering change tracking
(component as any)[`_sync_${field.name}`] = value;
} else {
// Unknown field, skip based on type info in metadata
console.warn(`Unknown sync field index: ${fieldIndex}`);
}
}
}
/**
* @zh 解码实体快照结果
* @en Decode entity snapshot result
*/
export interface DecodeEntityResult {
/**
* @zh 实体 ID
* @en Entity ID
*/
entityId: number;
/**
* @zh 是否为新实体
* @en Whether it's a new entity
*/
isNew: boolean;
/**
* @zh 解码的组件类型列表
* @en List of decoded component types
*/
componentTypes: string[];
}
/**
* @zh 解码并应用实体数据
* @en Decode and apply entity data
*
* @param scene - @zh 场景 @en Scene
* @param reader - @zh 二进制读取器 @en Binary reader
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
* @returns @zh 解码结果 @en Decode result
*/
export function decodeEntity(
scene: Scene,
reader: BinaryReader,
entityMap?: Map<number, Entity>
): DecodeEntityResult {
const entityId = reader.readUint32();
const componentCount = reader.readVarint();
const componentTypes: string[] = [];
// Find or create entity
let entity: Entity | null | undefined = entityMap?.get(entityId);
let isNew = false;
if (!entity) {
entity = scene.findEntityById(entityId);
}
if (!entity) {
// Entity doesn't exist, create it
entity = scene.createEntity(`entity_${entityId}`);
isNew = true;
entityMap?.set(entityId, entity);
}
for (let i = 0; i < componentCount; i++) {
const typeId = reader.readString();
componentTypes.push(typeId);
// Find component class from GlobalComponentRegistry
const componentClass = GlobalComponentRegistry.getComponentType(typeId) as (new () => Component) | null;
if (!componentClass) {
console.warn(`Unknown component type: ${typeId}`);
// Skip component data - we need to read it to advance the reader
const fieldCount = reader.readVarint();
for (let j = 0; j < fieldCount; j++) {
reader.readUint8(); // fieldIndex
// We can't skip properly without knowing the type, so this is a problem
// For now, log error and break
console.error(`Cannot skip unknown component type: ${typeId}`);
break;
}
continue;
}
const metadata: SyncMetadata | undefined = (componentClass as any)[SYNC_METADATA];
if (!metadata) {
console.warn(`Component ${typeId} has no sync metadata`);
continue;
}
// Find or add component
let component = entity.getComponent(componentClass);
if (!component) {
component = entity.addComponent(new componentClass());
}
// Decode component data
decodeComponent(component, metadata, reader);
}
return { entityId, isNew, componentTypes };
}
/**
* @zh 解码快照结果
* @en Decode snapshot result
*/
export interface DecodeSnapshotResult {
/**
* @zh 操作类型
* @en Operation type
*/
operation: SyncOperation;
/**
* @zh 解码的实体列表
* @en List of decoded entities
*/
entities: DecodeEntityResult[];
}
/**
* @zh 解码状态快照
* @en Decode state snapshot
*
* @param scene - @zh 场景 @en Scene
* @param data - @zh 二进制数据 @en Binary data
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
* @returns @zh 解码结果 @en Decode result
*/
export function decodeSnapshot(
scene: Scene,
data: Uint8Array,
entityMap?: Map<number, Entity>
): DecodeSnapshotResult {
const reader = new BinaryReader(data);
const operation = reader.readUint8() as SyncOperation;
const entityCount = reader.readVarint();
const entities: DecodeEntityResult[] = [];
const map = entityMap || new Map<number, Entity>();
for (let i = 0; i < entityCount; i++) {
const result = decodeEntity(scene, reader, map);
entities.push(result);
}
return { operation, entities };
}
/**
* @zh 解码生成消息结果
* @en Decode spawn message result
*/
export interface DecodeSpawnResult {
/**
* @zh 实体
* @en Entity
*/
entity: Entity;
/**
* @zh 预制体类型
* @en Prefab type
*/
prefabType: string;
/**
* @zh 解码的组件类型列表
* @en List of decoded component types
*/
componentTypes: string[];
}
/**
* @zh 解码实体生成消息
* @en Decode entity spawn message
*
* @param scene - @zh 场景 @en Scene
* @param data - @zh 二进制数据 @en Binary data
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
* @returns @zh 解码结果,如果不是 SPAWN 消息则返回 null @en Decode result, or null if not a SPAWN message
*/
export function decodeSpawn(
scene: Scene,
data: Uint8Array,
entityMap?: Map<number, Entity>
): DecodeSpawnResult | null {
const reader = new BinaryReader(data);
const operation = reader.readUint8();
if (operation !== SyncOperation.SPAWN) {
return null;
}
const entityId = reader.readUint32();
const prefabType = reader.readString();
const componentCount = reader.readVarint();
const componentTypes: string[] = [];
// Create entity
const entity = scene.createEntity(`entity_${entityId}`);
entityMap?.set(entityId, entity);
for (let i = 0; i < componentCount; i++) {
const typeId = reader.readString();
componentTypes.push(typeId);
const componentClass = GlobalComponentRegistry.getComponentType(typeId) as (new () => Component) | null;
if (!componentClass) {
console.warn(`Unknown component type: ${typeId}`);
// Try to skip
const fieldCount = reader.readVarint();
for (let j = 0; j < fieldCount; j++) {
reader.readUint8();
}
continue;
}
const metadata: SyncMetadata | undefined = (componentClass as any)[SYNC_METADATA];
if (!metadata) {
continue;
}
const component = entity.addComponent(new (componentClass as new () => Component)());
decodeComponent(component, metadata, reader);
}
return { entity, prefabType, componentTypes };
}
/**
* @zh 解码销毁消息结果
* @en Decode despawn message result
*/
export interface DecodeDespawnResult {
/**
* @zh 销毁的实体 ID 列表
* @en List of despawned entity IDs
*/
entityIds: number[];
}
/**
* @zh 解码实体销毁消息
* @en Decode entity despawn message
*
* @param data - @zh 二进制数据 @en Binary data
* @returns @zh 解码结果,如果不是 DESPAWN 消息则返回 null @en Decode result, or null if not a DESPAWN message
*/
export function decodeDespawn(data: Uint8Array): DecodeDespawnResult | null {
const reader = new BinaryReader(data);
const operation = reader.readUint8();
if (operation !== SyncOperation.DESPAWN) {
return null;
}
const entityIds: number[] = [];
// Check if it's a single entity or batch
if (reader.remaining === 4) {
// Single entity
entityIds.push(reader.readUint32());
} else {
// Batch
const count = reader.readVarint();
for (let i = 0; i < count; i++) {
entityIds.push(reader.readUint32());
}
}
return { entityIds };
}
/**
* @zh 处理销毁消息(从场景中移除实体)
* @en Process despawn message (remove entities from scene)
*
* @param scene - @zh 场景 @en Scene
* @param data - @zh 二进制数据 @en Binary data
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
* @returns @zh 移除的实体 ID 列表 @en List of removed entity IDs
*/
export function processDespawn(
scene: Scene,
data: Uint8Array,
entityMap?: Map<number, Entity>
): number[] {
const result = decodeDespawn(data);
if (!result) {
return [];
}
for (const entityId of result.entityIds) {
const entity = entityMap?.get(entityId) || scene.findEntityById(entityId);
if (entity) {
entity.destroy();
entityMap?.delete(entityId);
}
}
return result.entityIds;
}

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/**
* @zh 组件状态编码器
* @en Component state encoder
*
* @zh 将 ECS Component 的 @sync 字段编码为二进制格式
* @en Encodes @sync fields of ECS Components to binary format
*/
import type { Entity } from '../../Entity';
import type { Component } from '../../Component';
import type { SyncType, SyncMetadata } from '../types';
import { SyncOperation, SYNC_METADATA, CHANGE_TRACKER } from '../types';
import type { ChangeTracker } from '../ChangeTracker';
import { BinaryWriter } from './BinaryWriter';
/**
* @zh 编码单个字段值
* @en Encode a single field value
*/
function encodeFieldValue(writer: BinaryWriter, value: any, type: SyncType): void {
switch (type) {
case 'boolean':
writer.writeBoolean(value);
break;
case 'int8':
writer.writeInt8(value);
break;
case 'uint8':
writer.writeUint8(value);
break;
case 'int16':
writer.writeInt16(value);
break;
case 'uint16':
writer.writeUint16(value);
break;
case 'int32':
writer.writeInt32(value);
break;
case 'uint32':
writer.writeUint32(value);
break;
case 'float32':
writer.writeFloat32(value);
break;
case 'float64':
writer.writeFloat64(value);
break;
case 'string':
writer.writeString(value ?? '');
break;
}
}
/**
* @zh 编码组件的完整状态
* @en Encode full state of a component
*
* @zh 格式: [fieldCount: varint] ([fieldIndex: uint8] [value])...
* @en Format: [fieldCount: varint] ([fieldIndex: uint8] [value])...
*
* @param component - @zh 组件实例 @en Component instance
* @param metadata - @zh 组件同步元数据 @en Component sync metadata
* @param writer - @zh 二进制写入器 @en Binary writer
*/
export function encodeComponentFull(
component: Component,
metadata: SyncMetadata,
writer: BinaryWriter
): void {
const fields = metadata.fields;
writer.writeVarint(fields.length);
for (const field of fields) {
writer.writeUint8(field.index);
const value = (component as any)[field.name];
encodeFieldValue(writer, value, field.type);
}
}
/**
* @zh 编码组件的增量状态(只编码脏字段)
* @en Encode delta state of a component (only dirty fields)
*
* @zh 格式: [dirtyCount: varint] ([fieldIndex: uint8] [value])...
* @en Format: [dirtyCount: varint] ([fieldIndex: uint8] [value])...
*
* @param component - @zh 组件实例 @en Component instance
* @param metadata - @zh 组件同步元数据 @en Component sync metadata
* @param tracker - @zh 变更追踪器 @en Change tracker
* @param writer - @zh 二进制写入器 @en Binary writer
* @returns @zh 是否有数据编码 @en Whether any data was encoded
*/
export function encodeComponentDelta(
component: Component,
metadata: SyncMetadata,
tracker: ChangeTracker,
writer: BinaryWriter
): boolean {
if (!tracker.hasChanges()) {
return false;
}
const dirtyFields = tracker.getDirtyFields();
writer.writeVarint(dirtyFields.length);
for (const fieldIndex of dirtyFields) {
const field = metadata.fields[fieldIndex];
if (field) {
writer.writeUint8(field.index);
const value = (component as any)[field.name];
encodeFieldValue(writer, value, field.type);
}
}
return dirtyFields.length > 0;
}
/**
* @zh 编码实体的所有同步组件
* @en Encode all sync components of an entity
*
* @zh 格式:
* [entityId: uint32]
* [componentCount: varint]
* ([typeIdLength: varint] [typeId: string] [componentData])...
*
* @en Format:
* [entityId: uint32]
* [componentCount: varint]
* ([typeIdLength: varint] [typeId: string] [componentData])...
*
* @param entity - @zh 实体 @en Entity
* @param writer - @zh 二进制写入器 @en Binary writer
* @param deltaOnly - @zh 只编码增量 @en Only encode delta
* @returns @zh 编码的组件数量 @en Number of components encoded
*/
export function encodeEntity(
entity: Entity,
writer: BinaryWriter,
deltaOnly: boolean = false
): number {
writer.writeUint32(entity.id);
const components = entity.components;
const syncComponents: Array<{
component: Component;
metadata: SyncMetadata;
tracker: ChangeTracker | undefined;
}> = [];
// Collect components with sync metadata
for (const component of components) {
const constructor = component.constructor as any;
const metadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
if (metadata && metadata.fields.length > 0) {
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
// For delta encoding, only include components with changes
if (deltaOnly && tracker && !tracker.hasChanges()) {
continue;
}
syncComponents.push({ component, metadata, tracker });
}
}
writer.writeVarint(syncComponents.length);
for (const { component, metadata, tracker } of syncComponents) {
// Write component type ID
writer.writeString(metadata.typeId);
if (deltaOnly && tracker) {
encodeComponentDelta(component, metadata, tracker, writer);
} else {
encodeComponentFull(component, metadata, writer);
}
}
return syncComponents.length;
}
/**
* @zh 编码状态快照(多个实体)
* @en Encode state snapshot (multiple entities)
*
* @zh 格式:
* [operation: uint8] (FULL=0, DELTA=1, SPAWN=2, DESPAWN=3)
* [entityCount: varint]
* (entityData)...
*
* @en Format:
* [operation: uint8] (FULL=0, DELTA=1, SPAWN=2, DESPAWN=3)
* [entityCount: varint]
* (entityData)...
*
* @param entities - @zh 要编码的实体数组 @en Entities to encode
* @param operation - @zh 同步操作类型 @en Sync operation type
* @returns @zh 编码后的二进制数据 @en Encoded binary data
*/
export function encodeSnapshot(
entities: Entity[],
operation: SyncOperation = SyncOperation.FULL
): Uint8Array {
const writer = new BinaryWriter(1024);
writer.writeUint8(operation);
writer.writeVarint(entities.length);
const deltaOnly = operation === SyncOperation.DELTA;
for (const entity of entities) {
encodeEntity(entity, writer, deltaOnly);
}
return writer.toUint8Array();
}
/**
* @zh 编码实体生成消息
* @en Encode entity spawn message
*
* @param entity - @zh 生成的实体 @en Spawned entity
* @param prefabType - @zh 预制体类型(可选)@en Prefab type (optional)
* @returns @zh 编码后的二进制数据 @en Encoded binary data
*/
export function encodeSpawn(entity: Entity, prefabType?: string): Uint8Array {
const writer = new BinaryWriter(256);
writer.writeUint8(SyncOperation.SPAWN);
writer.writeUint32(entity.id);
writer.writeString(prefabType || '');
// Encode all sync components for initial state
const components = entity.components;
const syncComponents: Array<{ component: Component; metadata: SyncMetadata }> = [];
for (const component of components) {
const constructor = component.constructor as any;
const metadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
if (metadata && metadata.fields.length > 0) {
syncComponents.push({ component, metadata });
}
}
writer.writeVarint(syncComponents.length);
for (const { component, metadata } of syncComponents) {
writer.writeString(metadata.typeId);
encodeComponentFull(component, metadata, writer);
}
return writer.toUint8Array();
}
/**
* @zh 编码实体销毁消息
* @en Encode entity despawn message
*
* @param entityId - @zh 销毁的实体 ID @en Despawned entity ID
* @returns @zh 编码后的二进制数据 @en Encoded binary data
*/
export function encodeDespawn(entityId: number): Uint8Array {
const writer = new BinaryWriter(8);
writer.writeUint8(SyncOperation.DESPAWN);
writer.writeUint32(entityId);
return writer.toUint8Array();
}
/**
* @zh 编码批量实体销毁消息
* @en Encode batch entity despawn message
*
* @param entityIds - @zh 销毁的实体 ID 数组 @en Despawned entity IDs
* @returns @zh 编码后的二进制数据 @en Encoded binary data
*/
export function encodeDespawnBatch(entityIds: number[]): Uint8Array {
const writer = new BinaryWriter(8 + entityIds.length * 4);
writer.writeUint8(SyncOperation.DESPAWN);
writer.writeVarint(entityIds.length);
for (const id of entityIds) {
writer.writeUint32(id);
}
return writer.toUint8Array();
}

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/**
* @zh 二进制编解码模块
* @en Binary encoding/decoding module
*
* @zh 提供 ECS Component 状态的二进制序列化和反序列化功能
* @en Provides binary serialization and deserialization for ECS Component state
*/
// Variable-length integer encoding
export {
varintSize,
encodeVarint,
decodeVarint,
zigzagEncode,
zigzagDecode,
encodeSignedVarint,
decodeSignedVarint
} from './varint';
// Binary writer/reader
export { BinaryWriter } from './BinaryWriter';
export { BinaryReader } from './BinaryReader';
// Encoder
export {
encodeComponentFull,
encodeComponentDelta,
encodeEntity,
encodeSnapshot,
encodeSpawn,
encodeDespawn,
encodeDespawnBatch
} from './Encoder';
// Decoder
export {
decodeComponent,
decodeEntity,
decodeSnapshot,
decodeSpawn,
decodeDespawn,
processDespawn
} from './Decoder';
export type {
DecodeEntityResult,
DecodeSnapshotResult,
DecodeSpawnResult,
DecodeDespawnResult
} from './Decoder';

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/**
* @zh 变长整数编解码
* @en Variable-length integer encoding/decoding
*
* @zh 使用 LEB128 编码方式,可变长度编码正整数。
* 小数值使用更少字节,大数值使用更多字节。
* @en Uses LEB128 encoding for variable-length integer encoding.
* Small values use fewer bytes, large values use more bytes.
*
* | 值范围 | 字节数 |
* |--------|--------|
* | 0-127 | 1 |
* | 128-16383 | 2 |
* | 16384-2097151 | 3 |
* | 2097152-268435455 | 4 |
* | 268435456+ | 5 |
*/
/**
* @zh 计算变长整数所需的字节数
* @en Calculate bytes needed for a varint
*
* @param value - @zh 整数值 @en Integer value
* @returns @zh 所需字节数 @en Bytes needed
*/
export function varintSize(value: number): number {
if (value < 0) {
throw new Error('Varint only supports non-negative integers');
}
if (value < 128) return 1;
if (value < 16384) return 2;
if (value < 2097152) return 3;
if (value < 268435456) return 4;
return 5;
}
/**
* @zh 编码变长整数到字节数组
* @en Encode varint to byte array
*
* @param value - @zh 要编码的整数 @en Integer to encode
* @param buffer - @zh 目标缓冲区 @en Target buffer
* @param offset - @zh 写入偏移 @en Write offset
* @returns @zh 写入后的新偏移 @en New offset after writing
*/
export function encodeVarint(value: number, buffer: Uint8Array, offset: number): number {
if (value < 0) {
throw new Error('Varint only supports non-negative integers');
}
while (value >= 0x80) {
buffer[offset++] = (value & 0x7F) | 0x80;
value >>>= 7;
}
buffer[offset++] = value;
return offset;
}
/**
* @zh 从字节数组解码变长整数
* @en Decode varint from byte array
*
* @param buffer - @zh 源缓冲区 @en Source buffer
* @param offset - @zh 读取偏移 @en Read offset
* @returns @zh [解码值, 新偏移] @en [decoded value, new offset]
*/
export function decodeVarint(buffer: Uint8Array, offset: number): [number, number] {
let result = 0;
let shift = 0;
let byte: number;
do {
if (offset >= buffer.length) {
throw new Error('Varint decode: buffer overflow');
}
byte = buffer[offset++]!;
result |= (byte & 0x7F) << shift;
shift += 7;
} while (byte >= 0x80);
return [result, offset];
}
/**
* @zh 编码有符号整数ZigZag 编码)
* @en Encode signed integer (ZigZag encoding)
*
* @zh ZigZag 编码将有符号整数映射到无符号整数:
* 0 → 0, -1 → 1, 1 → 2, -2 → 3, 2 → 4, ...
* 这样小的负数也能用较少字节表示。
* @en ZigZag encoding maps signed integers to unsigned:
* 0 → 0, -1 → 1, 1 → 2, -2 → 3, 2 → 4, ...
* This allows small negative numbers to use fewer bytes.
*
* @param value - @zh 有符号整数 @en Signed integer
* @returns @zh ZigZag 编码后的值 @en ZigZag encoded value
*/
export function zigzagEncode(value: number): number {
return (value << 1) ^ (value >> 31);
}
/**
* @zh 解码有符号整数ZigZag 解码)
* @en Decode signed integer (ZigZag decoding)
*
* @param value - @zh ZigZag 编码的值 @en ZigZag encoded value
* @returns @zh 原始有符号整数 @en Original signed integer
*/
export function zigzagDecode(value: number): number {
return (value >>> 1) ^ -(value & 1);
}
/**
* @zh 编码有符号变长整数
* @en Encode signed varint
*
* @param value - @zh 有符号整数 @en Signed integer
* @param buffer - @zh 目标缓冲区 @en Target buffer
* @param offset - @zh 写入偏移 @en Write offset
* @returns @zh 写入后的新偏移 @en New offset after writing
*/
export function encodeSignedVarint(value: number, buffer: Uint8Array, offset: number): number {
return encodeVarint(zigzagEncode(value), buffer, offset);
}
/**
* @zh 解码有符号变长整数
* @en Decode signed varint
*
* @param buffer - @zh 源缓冲区 @en Source buffer
* @param offset - @zh 读取偏移 @en Read offset
* @returns @zh [解码值, 新偏移] @en [decoded value, new offset]
*/
export function decodeSignedVarint(buffer: Uint8Array, offset: number): [number, number] {
const [encoded, newOffset] = decodeVarint(buffer, offset);
return [zigzagDecode(encoded), newOffset];
}

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/**
* @zh ECS 网络同步模块
* @en ECS Network Synchronization Module
*
* @zh 提供基于 ECS Component 的网络状态同步功能:
* - @sync 装饰器:标记需要同步的字段
* - ChangeTracker追踪字段级变更
* - 二进制编解码器:高效的网络序列化
*
* @en Provides network state synchronization based on ECS Components:
* - @sync decorator: Mark fields for synchronization
* - ChangeTracker: Track field-level changes
* - Binary encoder/decoder: Efficient network serialization
*
* @example
* ```typescript
* import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
*
* @ECSComponent('Player')
* class PlayerComponent extends Component {
* @sync("string") name: string = "";
* @sync("uint16") score: number = 0;
* @sync("float32") x: number = 0;
* @sync("float32") y: number = 0;
* }
* ```
*/
// Types
export {
SyncType,
SyncFieldMetadata,
SyncMetadata,
SyncOperation,
TYPE_SIZES,
SYNC_METADATA,
CHANGE_TRACKER
} from './types';
// Change Tracker
export { ChangeTracker } from './ChangeTracker';
// Decorators
export {
sync,
getSyncMetadata,
hasSyncFields,
getChangeTracker,
initChangeTracker,
clearChanges,
hasChanges
} from './decorators';
// Encoding
export * from './encoding';

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@@ -0,0 +1,127 @@
/**
* @zh 网络同步类型定义
* @en Network synchronization type definitions
*/
/**
* @zh 支持的同步数据类型
* @en Supported sync data types
*/
export type SyncType =
| 'boolean'
| 'int8'
| 'uint8'
| 'int16'
| 'uint16'
| 'int32'
| 'uint32'
| 'float32'
| 'float64'
| 'string';
/**
* @zh 同步字段元数据
* @en Sync field metadata
*/
export interface SyncFieldMetadata {
/**
* @zh 字段索引(用于二进制编码)
* @en Field index (for binary encoding)
*/
index: number;
/**
* @zh 字段名称
* @en Field name
*/
name: string;
/**
* @zh 字段类型
* @en Field type
*/
type: SyncType;
}
/**
* @zh 组件同步元数据
* @en Component sync metadata
*/
export interface SyncMetadata {
/**
* @zh 组件类型 ID
* @en Component type ID
*/
typeId: string;
/**
* @zh 同步字段列表(按索引排序)
* @en Sync fields list (sorted by index)
*/
fields: SyncFieldMetadata[];
/**
* @zh 字段名到索引的映射
* @en Field name to index mapping
*/
fieldIndexMap: Map<string, number>;
}
/**
* @zh 同步操作类型
* @en Sync operation type
*/
export enum SyncOperation {
/**
* @zh 完整快照
* @en Full snapshot
*/
FULL = 0,
/**
* @zh 增量更新
* @en Delta update
*/
DELTA = 1,
/**
* @zh 实体生成
* @en Entity spawn
*/
SPAWN = 2,
/**
* @zh 实体销毁
* @en Entity despawn
*/
DESPAWN = 3,
}
/**
* @zh 各类型的字节大小
* @en Byte size for each type
*/
export const TYPE_SIZES: Record<SyncType, number> = {
boolean: 1,
int8: 1,
uint8: 1,
int16: 2,
uint16: 2,
int32: 4,
uint32: 4,
float32: 4,
float64: 8,
string: -1, // 动态长度 | dynamic length
};
/**
* @zh 同步元数据的 Symbol 键
* @en Symbol key for sync metadata
*/
export const SYNC_METADATA = Symbol('SyncMetadata');
/**
* @zh 变更追踪器的 Symbol 键
* @en Symbol key for change tracker
*/
export const CHANGE_TRACKER = Symbol('ChangeTracker');

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@@ -317,9 +317,7 @@ export class WorldManager implements IService {
/**
* @zh 更新所有活跃的World
* @en Update all active Worlds
*
* @zh 应该在每帧的游戏循环中调用
* @en Should be called in each frame of game loop
* @internal 由 Core.update() 调用,用户不应直接调用
*/
public updateAll(): void {
if (!this._isRunning) return;

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@@ -57,3 +57,6 @@ export { EpochManager } from './Core/EpochManager';
// Compiled Query
export { CompiledQuery } from './Core/Query/CompiledQuery';
export type { InstanceTypes } from './Core/Query/CompiledQuery';
// Network Synchronization
export * from './Sync';

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@@ -0,0 +1,172 @@
import { ChangeTracker } from '../../../src/ECS/Sync/ChangeTracker';
describe('ChangeTracker - 变更追踪器测试', () => {
let tracker: ChangeTracker;
beforeEach(() => {
tracker = new ChangeTracker();
});
describe('基本功能', () => {
test('初始状态应该没有变更', () => {
expect(tracker.hasChanges()).toBe(false);
expect(tracker.getDirtyCount()).toBe(0);
expect(tracker.getDirtyFields()).toEqual([]);
});
test('setDirty 应该标记字段为脏', () => {
tracker.setDirty(0);
expect(tracker.hasChanges()).toBe(true);
expect(tracker.isDirty(0)).toBe(true);
expect(tracker.getDirtyCount()).toBe(1);
expect(tracker.getDirtyFields()).toEqual([0]);
});
test('多次 setDirty 同一字段应该只记录一次', () => {
tracker.setDirty(0);
tracker.setDirty(0);
tracker.setDirty(0);
expect(tracker.getDirtyCount()).toBe(1);
expect(tracker.getDirtyFields()).toEqual([0]);
});
test('setDirty 不同字段应该都被记录', () => {
tracker.setDirty(0);
tracker.setDirty(1);
tracker.setDirty(2);
expect(tracker.getDirtyCount()).toBe(3);
expect(tracker.getDirtyFields().sort()).toEqual([0, 1, 2]);
});
});
describe('isDirty 方法', () => {
test('未标记的字段应该返回 false', () => {
expect(tracker.isDirty(0)).toBe(false);
expect(tracker.isDirty(5)).toBe(false);
});
test('已标记的字段应该返回 true', () => {
tracker.setDirty(3);
expect(tracker.isDirty(3)).toBe(true);
expect(tracker.isDirty(0)).toBe(false);
});
});
describe('clear 方法', () => {
test('clear 应该清除所有变更', () => {
tracker.setDirty(0);
tracker.setDirty(1);
tracker.setDirty(2);
expect(tracker.hasChanges()).toBe(true);
tracker.clear();
expect(tracker.hasChanges()).toBe(false);
expect(tracker.getDirtyCount()).toBe(0);
expect(tracker.getDirtyFields()).toEqual([]);
});
test('clear 应该更新 lastSyncTime', () => {
const before = tracker.lastSyncTime;
tracker.setDirty(0);
tracker.clear();
expect(tracker.lastSyncTime).toBeGreaterThan(0);
});
});
describe('clearField 方法', () => {
test('clearField 应该只清除指定字段', () => {
tracker.setDirty(0);
tracker.setDirty(1);
tracker.setDirty(2);
tracker.clearField(1);
expect(tracker.isDirty(0)).toBe(true);
expect(tracker.isDirty(1)).toBe(false);
expect(tracker.isDirty(2)).toBe(true);
expect(tracker.getDirtyCount()).toBe(2);
});
test('清除最后一个字段应该使 hasChanges 返回 false', () => {
tracker.setDirty(0);
expect(tracker.hasChanges()).toBe(true);
tracker.clearField(0);
expect(tracker.hasChanges()).toBe(false);
});
});
describe('markAllDirty 方法', () => {
test('markAllDirty 应该标记所有字段', () => {
tracker.markAllDirty(5);
expect(tracker.hasChanges()).toBe(true);
expect(tracker.getDirtyCount()).toBe(5);
expect(tracker.getDirtyFields().sort()).toEqual([0, 1, 2, 3, 4]);
});
test('markAllDirty(0) 应该没有变更', () => {
tracker.markAllDirty(0);
expect(tracker.hasChanges()).toBe(false);
expect(tracker.getDirtyCount()).toBe(0);
});
test('markAllDirty 用于首次同步', () => {
tracker.markAllDirty(3);
expect(tracker.isDirty(0)).toBe(true);
expect(tracker.isDirty(1)).toBe(true);
expect(tracker.isDirty(2)).toBe(true);
expect(tracker.isDirty(3)).toBe(false);
});
});
describe('reset 方法', () => {
test('reset 应该重置所有状态', () => {
tracker.setDirty(0);
tracker.setDirty(1);
tracker.clear();
tracker.reset();
expect(tracker.hasChanges()).toBe(false);
expect(tracker.getDirtyCount()).toBe(0);
expect(tracker.lastSyncTime).toBe(0);
});
});
describe('边界情况', () => {
test('大量字段标记应该正常工作', () => {
const fieldCount = 1000;
for (let i = 0; i < fieldCount; i++) {
tracker.setDirty(i);
}
expect(tracker.getDirtyCount()).toBe(fieldCount);
expect(tracker.hasChanges()).toBe(true);
});
test('交替设置和清除应该正常工作', () => {
tracker.setDirty(0);
tracker.setDirty(1);
tracker.clearField(0);
tracker.setDirty(2);
tracker.clearField(1);
expect(tracker.isDirty(0)).toBe(false);
expect(tracker.isDirty(1)).toBe(false);
expect(tracker.isDirty(2)).toBe(true);
expect(tracker.getDirtyCount()).toBe(1);
});
});
});

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@@ -0,0 +1,327 @@
import { Component } from '../../../src/ECS/Component';
import { ECSComponent } from '../../../src/ECS/Decorators';
import { Scene } from '../../../src/ECS/Scene';
import {
sync,
getSyncMetadata,
hasSyncFields,
getChangeTracker,
initChangeTracker,
clearChanges,
hasChanges
} from '../../../src/ECS/Sync/decorators';
import { SYNC_METADATA, CHANGE_TRACKER } from '../../../src/ECS/Sync/types';
@ECSComponent('SyncTest_PlayerComponent')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
localData: string = "not synced";
}
@ECSComponent('SyncTest_SimpleComponent')
class SimpleComponent extends Component {
@sync("boolean") active: boolean = true;
@sync("int32") value: number = 100;
}
@ECSComponent('SyncTest_NoSyncComponent')
class NoSyncComponent extends Component {
localValue: number = 0;
}
@ECSComponent('SyncTest_AllTypesComponent')
class AllTypesComponent extends Component {
@sync("boolean") boolField: boolean = false;
@sync("int8") int8Field: number = 0;
@sync("uint8") uint8Field: number = 0;
@sync("int16") int16Field: number = 0;
@sync("uint16") uint16Field: number = 0;
@sync("int32") int32Field: number = 0;
@sync("uint32") uint32Field: number = 0;
@sync("float32") float32Field: number = 0;
@sync("float64") float64Field: number = 0;
@sync("string") stringField: string = "";
}
describe('@sync 装饰器测试', () => {
describe('getSyncMetadata', () => {
test('应该返回带 @sync 字段的组件元数据', () => {
const metadata = getSyncMetadata(PlayerComponent);
expect(metadata).not.toBeNull();
expect(metadata!.typeId).toBe('SyncTest_PlayerComponent');
expect(metadata!.fields.length).toBe(4);
});
test('应该正确记录字段信息', () => {
const metadata = getSyncMetadata(PlayerComponent);
const nameField = metadata!.fields.find(f => f.name === 'name');
expect(nameField).toBeDefined();
expect(nameField!.type).toBe('string');
expect(nameField!.index).toBe(0);
const scoreField = metadata!.fields.find(f => f.name === 'score');
expect(scoreField).toBeDefined();
expect(scoreField!.type).toBe('uint16');
const xField = metadata!.fields.find(f => f.name === 'x');
expect(xField).toBeDefined();
expect(xField!.type).toBe('float32');
});
test('没有 @sync 字段的组件应该返回 null', () => {
const metadata = getSyncMetadata(NoSyncComponent);
expect(metadata).toBeNull();
});
test('可以从实例获取元数据', () => {
const component = new PlayerComponent();
const metadata = getSyncMetadata(component);
expect(metadata).not.toBeNull();
expect(metadata!.fields.length).toBe(4);
});
test('fieldIndexMap 应该正确映射字段名到索引', () => {
const metadata = getSyncMetadata(PlayerComponent);
expect(metadata!.fieldIndexMap.get('name')).toBe(0);
expect(metadata!.fieldIndexMap.get('score')).toBe(1);
expect(metadata!.fieldIndexMap.get('x')).toBe(2);
expect(metadata!.fieldIndexMap.get('y')).toBe(3);
});
});
describe('hasSyncFields', () => {
test('有 @sync 字段应该返回 true', () => {
expect(hasSyncFields(PlayerComponent)).toBe(true);
expect(hasSyncFields(new PlayerComponent())).toBe(true);
});
test('没有 @sync 字段应该返回 false', () => {
expect(hasSyncFields(NoSyncComponent)).toBe(false);
expect(hasSyncFields(new NoSyncComponent())).toBe(false);
});
});
describe('支持所有同步类型', () => {
test('AllTypesComponent 应该有所有类型的字段', () => {
const metadata = getSyncMetadata(AllTypesComponent);
expect(metadata).not.toBeNull();
expect(metadata!.fields.length).toBe(10);
const types = metadata!.fields.map(f => f.type);
expect(types).toContain('boolean');
expect(types).toContain('int8');
expect(types).toContain('uint8');
expect(types).toContain('int16');
expect(types).toContain('uint16');
expect(types).toContain('int32');
expect(types).toContain('uint32');
expect(types).toContain('float32');
expect(types).toContain('float64');
expect(types).toContain('string');
});
});
describe('字段值拦截', () => {
test('修改 @sync 字段应该触发变更追踪', () => {
const component = new PlayerComponent();
initChangeTracker(component);
const tracker = getChangeTracker(component);
expect(tracker).not.toBeNull();
tracker!.clear();
component.name = "TestPlayer";
expect(tracker!.hasChanges()).toBe(true);
expect(tracker!.isDirty(0)).toBe(true);
});
test('设置相同值不应该触发变更', () => {
const component = new PlayerComponent();
component.name = "Test";
initChangeTracker(component);
const tracker = getChangeTracker(component);
tracker!.clear();
component.name = "Test";
expect(tracker!.hasChanges()).toBe(false);
});
test('修改非 @sync 字段不应该触发变更', () => {
const component = new PlayerComponent();
initChangeTracker(component);
const tracker = getChangeTracker(component);
tracker!.clear();
component.localData = "new value";
expect(tracker!.hasChanges()).toBe(false);
});
test('多个字段变更应该都被追踪', () => {
const component = new PlayerComponent();
initChangeTracker(component);
const tracker = getChangeTracker(component);
tracker!.clear();
component.name = "NewName";
component.score = 100;
component.x = 1.5;
expect(tracker!.getDirtyCount()).toBe(3);
expect(tracker!.isDirty(0)).toBe(true);
expect(tracker!.isDirty(1)).toBe(true);
expect(tracker!.isDirty(2)).toBe(true);
expect(tracker!.isDirty(3)).toBe(false);
});
});
describe('initChangeTracker', () => {
test('应该创建变更追踪器', () => {
const component = new PlayerComponent();
expect(getChangeTracker(component)).toBeNull();
initChangeTracker(component);
expect(getChangeTracker(component)).not.toBeNull();
});
test('应该标记所有字段为脏(用于首次同步)', () => {
const component = new PlayerComponent();
initChangeTracker(component);
const tracker = getChangeTracker(component);
expect(tracker!.hasChanges()).toBe(true);
expect(tracker!.getDirtyCount()).toBe(4);
});
test('对没有 @sync 字段的组件应该抛出错误', () => {
const component = new NoSyncComponent();
expect(() => {
initChangeTracker(component);
}).toThrow();
});
test('重复初始化应该重新标记所有字段', () => {
const component = new PlayerComponent();
initChangeTracker(component);
const tracker = getChangeTracker(component);
tracker!.clear();
expect(tracker!.hasChanges()).toBe(false);
initChangeTracker(component);
expect(tracker!.hasChanges()).toBe(true);
expect(tracker!.getDirtyCount()).toBe(4);
});
});
describe('clearChanges', () => {
test('应该清除所有变更标记', () => {
const component = new PlayerComponent();
initChangeTracker(component);
expect(hasChanges(component)).toBe(true);
clearChanges(component);
expect(hasChanges(component)).toBe(false);
});
test('对没有追踪器的组件应该安全执行', () => {
const component = new PlayerComponent();
expect(() => {
clearChanges(component);
}).not.toThrow();
});
});
describe('hasChanges', () => {
test('初始化后应该有变更', () => {
const component = new PlayerComponent();
initChangeTracker(component);
expect(hasChanges(component)).toBe(true);
});
test('清除后应该没有变更', () => {
const component = new PlayerComponent();
initChangeTracker(component);
clearChanges(component);
expect(hasChanges(component)).toBe(false);
});
test('修改字段后应该有变更', () => {
const component = new PlayerComponent();
initChangeTracker(component);
clearChanges(component);
component.score = 999;
expect(hasChanges(component)).toBe(true);
});
test('没有追踪器应该返回 false', () => {
const component = new PlayerComponent();
expect(hasChanges(component)).toBe(false);
});
});
describe('与实体集成', () => {
let scene: Scene;
beforeEach(() => {
scene = new Scene();
});
test('添加到实体的组件应该能正常工作', () => {
const entity = scene.createEntity('TestEntity');
const component = new PlayerComponent();
entity.addComponent(component);
initChangeTracker(component);
component.name = "EntityPlayer";
component.x = 100;
const tracker = getChangeTracker(component);
expect(tracker!.hasChanges()).toBe(true);
});
test('从实体获取的组件应该保持追踪状态', () => {
const entity = scene.createEntity('TestEntity');
const component = new PlayerComponent();
entity.addComponent(component);
initChangeTracker(component);
clearChanges(component);
const retrieved = entity.getComponent(PlayerComponent);
retrieved!.score = 50;
expect(hasChanges(component)).toBe(true);
expect(hasChanges(retrieved!)).toBe(true);
});
});
});

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@@ -0,0 +1,530 @@
import { BinaryWriter } from '../../../src/ECS/Sync/encoding/BinaryWriter';
import { BinaryReader } from '../../../src/ECS/Sync/encoding/BinaryReader';
import { Component } from '../../../src/ECS/Component';
import { ECSComponent } from '../../../src/ECS/Decorators';
import { Scene } from '../../../src/ECS/Scene';
import { sync, initChangeTracker, clearChanges } from '../../../src/ECS/Sync/decorators';
import {
encodeSnapshot,
encodeSpawn,
encodeDespawn,
encodeDespawnBatch
} from '../../../src/ECS/Sync/encoding/Encoder';
import {
decodeSnapshot,
decodeSpawn,
processDespawn
} from '../../../src/ECS/Sync/encoding/Decoder';
import { SyncOperation } from '../../../src/ECS/Sync/types';
@ECSComponent('EncodingTest_PlayerComponent')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
}
@ECSComponent('EncodingTest_AllTypesComponent')
class AllTypesComponent extends Component {
@sync("boolean") boolField: boolean = false;
@sync("int8") int8Field: number = 0;
@sync("uint8") uint8Field: number = 0;
@sync("int16") int16Field: number = 0;
@sync("uint16") uint16Field: number = 0;
@sync("int32") int32Field: number = 0;
@sync("uint32") uint32Field: number = 0;
@sync("float32") float32Field: number = 0;
@sync("float64") float64Field: number = 0;
@sync("string") stringField: string = "";
}
describe('BinaryWriter/BinaryReader - 二进制读写器测试', () => {
describe('基本数值类型', () => {
test('writeUint8/readUint8', () => {
const writer = new BinaryWriter();
writer.writeUint8(0);
writer.writeUint8(127);
writer.writeUint8(255);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readUint8()).toBe(0);
expect(reader.readUint8()).toBe(127);
expect(reader.readUint8()).toBe(255);
});
test('writeInt8/readInt8', () => {
const writer = new BinaryWriter();
writer.writeInt8(-128);
writer.writeInt8(0);
writer.writeInt8(127);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readInt8()).toBe(-128);
expect(reader.readInt8()).toBe(0);
expect(reader.readInt8()).toBe(127);
});
test('writeBoolean/readBoolean', () => {
const writer = new BinaryWriter();
writer.writeBoolean(true);
writer.writeBoolean(false);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readBoolean()).toBe(true);
expect(reader.readBoolean()).toBe(false);
});
test('writeUint16/readUint16', () => {
const writer = new BinaryWriter();
writer.writeUint16(0);
writer.writeUint16(32767);
writer.writeUint16(65535);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readUint16()).toBe(0);
expect(reader.readUint16()).toBe(32767);
expect(reader.readUint16()).toBe(65535);
});
test('writeInt16/readInt16', () => {
const writer = new BinaryWriter();
writer.writeInt16(-32768);
writer.writeInt16(0);
writer.writeInt16(32767);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readInt16()).toBe(-32768);
expect(reader.readInt16()).toBe(0);
expect(reader.readInt16()).toBe(32767);
});
test('writeUint32/readUint32', () => {
const writer = new BinaryWriter();
writer.writeUint32(0);
writer.writeUint32(2147483647);
writer.writeUint32(4294967295);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readUint32()).toBe(0);
expect(reader.readUint32()).toBe(2147483647);
expect(reader.readUint32()).toBe(4294967295);
});
test('writeInt32/readInt32', () => {
const writer = new BinaryWriter();
writer.writeInt32(-2147483648);
writer.writeInt32(0);
writer.writeInt32(2147483647);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readInt32()).toBe(-2147483648);
expect(reader.readInt32()).toBe(0);
expect(reader.readInt32()).toBe(2147483647);
});
test('writeFloat32/readFloat32', () => {
const writer = new BinaryWriter();
writer.writeFloat32(0);
writer.writeFloat32(3.14);
writer.writeFloat32(-100.5);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readFloat32()).toBe(0);
expect(reader.readFloat32()).toBeCloseTo(3.14, 5);
expect(reader.readFloat32()).toBeCloseTo(-100.5, 5);
});
test('writeFloat64/readFloat64', () => {
const writer = new BinaryWriter();
writer.writeFloat64(0);
writer.writeFloat64(Math.PI);
writer.writeFloat64(-1e100);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readFloat64()).toBe(0);
expect(reader.readFloat64()).toBe(Math.PI);
expect(reader.readFloat64()).toBe(-1e100);
});
});
describe('变长整数 (Varint)', () => {
test('小值 (1字节)', () => {
const writer = new BinaryWriter();
writer.writeVarint(0);
writer.writeVarint(127);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readVarint()).toBe(0);
expect(reader.readVarint()).toBe(127);
});
test('中等值 (2字节)', () => {
const writer = new BinaryWriter();
writer.writeVarint(128);
writer.writeVarint(16383);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readVarint()).toBe(128);
expect(reader.readVarint()).toBe(16383);
});
test('大值 (多字节)', () => {
const writer = new BinaryWriter();
writer.writeVarint(16384);
writer.writeVarint(1000000);
writer.writeVarint(2147483647);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readVarint()).toBe(16384);
expect(reader.readVarint()).toBe(1000000);
expect(reader.readVarint()).toBe(2147483647);
});
});
describe('字符串', () => {
test('空字符串', () => {
const writer = new BinaryWriter();
writer.writeString("");
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readString()).toBe("");
});
test('ASCII 字符串', () => {
const writer = new BinaryWriter();
writer.writeString("Hello, World!");
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readString()).toBe("Hello, World!");
});
test('Unicode 字符串', () => {
const writer = new BinaryWriter();
writer.writeString("你好世界");
writer.writeString("日本語テスト");
writer.writeString("emoji: 🎮🎯");
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readString()).toBe("你好世界");
expect(reader.readString()).toBe("日本語テスト");
expect(reader.readString()).toBe("emoji: 🎮🎯");
});
test('混合字符串', () => {
const writer = new BinaryWriter();
writer.writeString("Player_玩家_プレイヤー");
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.readString()).toBe("Player_玩家_プレイヤー");
});
});
describe('字节数组', () => {
test('writeBytes/readBytes', () => {
const writer = new BinaryWriter();
const data = new Uint8Array([1, 2, 3, 4, 5]);
writer.writeBytes(data);
const reader = new BinaryReader(writer.toUint8Array());
const result = reader.readBytes(5);
expect(Array.from(result)).toEqual([1, 2, 3, 4, 5]);
});
});
describe('BinaryReader 辅助方法', () => {
test('remaining 应该返回剩余字节数', () => {
const writer = new BinaryWriter();
writer.writeUint32(100);
writer.writeUint32(200);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.remaining).toBe(8);
reader.readUint32();
expect(reader.remaining).toBe(4);
});
test('hasMore 应该正确判断', () => {
const writer = new BinaryWriter();
writer.writeUint8(1);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.hasMore()).toBe(true);
reader.readUint8();
expect(reader.hasMore()).toBe(false);
});
test('peekUint8 不应该移动读取位置', () => {
const writer = new BinaryWriter();
writer.writeUint8(42);
writer.writeUint8(99);
const reader = new BinaryReader(writer.toUint8Array());
expect(reader.peekUint8()).toBe(42);
expect(reader.peekUint8()).toBe(42);
expect(reader.offset).toBe(0);
});
test('skip 应该跳过指定字节', () => {
const writer = new BinaryWriter();
writer.writeUint8(1);
writer.writeUint8(2);
writer.writeUint8(3);
const reader = new BinaryReader(writer.toUint8Array());
reader.skip(2);
expect(reader.readUint8()).toBe(3);
});
test('读取超出范围应该抛出错误', () => {
const reader = new BinaryReader(new Uint8Array([1, 2]));
expect(() => reader.readUint32()).toThrow();
});
});
describe('BinaryWriter 自动扩容', () => {
test('应该自动扩容', () => {
const writer = new BinaryWriter(4);
for (let i = 0; i < 100; i++) {
writer.writeUint32(i);
}
expect(writer.offset).toBe(400);
const reader = new BinaryReader(writer.toUint8Array());
for (let i = 0; i < 100; i++) {
expect(reader.readUint32()).toBe(i);
}
});
test('reset 应该清空数据但保留缓冲区', () => {
const writer = new BinaryWriter();
writer.writeUint32(100);
writer.writeUint32(200);
expect(writer.offset).toBe(8);
writer.reset();
expect(writer.offset).toBe(0);
expect(writer.toUint8Array().length).toBe(0);
});
});
});
describe('Encoder/Decoder - 实体编解码测试', () => {
let scene: Scene;
// Components are auto-registered via @ECSComponent decorator
beforeEach(() => {
scene = new Scene();
});
describe('encodeSnapshot/decodeSnapshot', () => {
test('应该编码和解码单个实体', () => {
const entity = scene.createEntity('Player1');
const comp = entity.addComponent(new PlayerComponent());
comp.name = "TestPlayer";
comp.score = 100;
comp.x = 10.5;
comp.y = 20.5;
initChangeTracker(comp);
const data = encodeSnapshot([entity], SyncOperation.FULL);
const targetScene = new Scene();
const result = decodeSnapshot(targetScene, data);
expect(result.operation).toBe(SyncOperation.FULL);
expect(result.entities.length).toBe(1);
expect(result.entities[0].isNew).toBe(true);
const decodedEntity = targetScene.entities.buffer[0];
expect(decodedEntity).toBeDefined();
const decodedComp = decodedEntity!.getComponent(PlayerComponent);
expect(decodedComp).not.toBeNull();
expect(decodedComp!.name).toBe("TestPlayer");
expect(decodedComp!.score).toBe(100);
expect(decodedComp!.x).toBeCloseTo(10.5, 5);
expect(decodedComp!.y).toBeCloseTo(20.5, 5);
});
test('应该编码和解码多个实体', () => {
const entity1 = scene.createEntity('Player1');
const comp1 = entity1.addComponent(new PlayerComponent());
comp1.name = "Player1";
comp1.score = 50;
initChangeTracker(comp1);
const entity2 = scene.createEntity('Player2');
const comp2 = entity2.addComponent(new PlayerComponent());
comp2.name = "Player2";
comp2.score = 100;
initChangeTracker(comp2);
const data = encodeSnapshot([entity1, entity2], SyncOperation.FULL);
const targetScene = new Scene();
const result = decodeSnapshot(targetScene, data);
expect(result.entities.length).toBe(2);
});
test('DELTA 操作应该只编码变更的字段', () => {
const entity = scene.createEntity('Player1');
const comp = entity.addComponent(new PlayerComponent());
comp.name = "TestPlayer";
comp.score = 0;
initChangeTracker(comp);
clearChanges(comp);
comp.score = 200;
const deltaData = encodeSnapshot([entity], SyncOperation.DELTA);
expect(deltaData[0]).toBe(SyncOperation.DELTA);
expect(deltaData.length).toBeLessThan(50);
});
});
describe('encodeSpawn/decodeSpawn', () => {
test('应该编码和解码实体生成', () => {
const entity = scene.createEntity('SpawnedEntity');
const comp = entity.addComponent(new PlayerComponent());
comp.name = "SpawnedPlayer";
comp.score = 50;
comp.x = 100;
comp.y = 200;
initChangeTracker(comp);
const data = encodeSpawn(entity, 'Player');
const targetScene = new Scene();
const result = decodeSpawn(targetScene, data);
expect(result).not.toBeNull();
expect(result!.prefabType).toBe('Player');
expect(result!.componentTypes).toContain('EncodingTest_PlayerComponent');
const decodedComp = result!.entity.getComponent(PlayerComponent);
expect(decodedComp!.name).toBe("SpawnedPlayer");
expect(decodedComp!.score).toBe(50);
});
test('没有 prefabType 应该也能工作', () => {
const entity = scene.createEntity('Entity');
const comp = entity.addComponent(new PlayerComponent());
initChangeTracker(comp);
const data = encodeSpawn(entity);
const targetScene = new Scene();
const result = decodeSpawn(targetScene, data);
expect(result!.prefabType).toBe('');
});
});
describe('encodeDespawn/processDespawn', () => {
test('应该编码和处理单个实体销毁', () => {
const targetScene = new Scene();
const entity = targetScene.createEntity('ToBeDestroyed');
const entityId = entity.id;
const data = encodeDespawn(entityId);
expect(data[0]).toBe(SyncOperation.DESPAWN);
const removedIds = processDespawn(targetScene, data);
expect(removedIds).toContain(entityId);
});
test('应该编码和处理批量实体销毁', () => {
const targetScene = new Scene();
const entity1 = targetScene.createEntity('Entity1');
const entity2 = targetScene.createEntity('Entity2');
const entity3 = targetScene.createEntity('Entity3');
const data = encodeDespawnBatch([entity1.id, entity2.id, entity3.id]);
expect(data[0]).toBe(SyncOperation.DESPAWN);
const removedIds = processDespawn(targetScene, data);
expect(removedIds.length).toBe(3);
expect(removedIds).toContain(entity1.id);
expect(removedIds).toContain(entity2.id);
expect(removedIds).toContain(entity3.id);
});
});
describe('所有同步类型编解码', () => {
test('应该正确编解码所有类型', () => {
const entity = scene.createEntity('AllTypes');
const comp = entity.addComponent(new AllTypesComponent());
comp.boolField = true;
comp.int8Field = -100;
comp.uint8Field = 200;
comp.int16Field = -30000;
comp.uint16Field = 60000;
comp.int32Field = -2000000000;
comp.uint32Field = 4000000000;
comp.float32Field = 3.14159;
comp.float64Field = Math.PI;
comp.stringField = "测试字符串";
initChangeTracker(comp);
const data = encodeSnapshot([entity], SyncOperation.FULL);
const targetScene = new Scene();
decodeSnapshot(targetScene, data);
const decodedEntity = targetScene.entities.buffer[0];
const decodedComp = decodedEntity!.getComponent(AllTypesComponent);
expect(decodedComp!.boolField).toBe(true);
expect(decodedComp!.int8Field).toBe(-100);
expect(decodedComp!.uint8Field).toBe(200);
expect(decodedComp!.int16Field).toBe(-30000);
expect(decodedComp!.uint16Field).toBe(60000);
expect(decodedComp!.int32Field).toBe(-2000000000);
expect(decodedComp!.uint32Field).toBe(4000000000);
expect(decodedComp!.float32Field).toBeCloseTo(3.14159, 4);
expect(decodedComp!.float64Field).toBe(Math.PI);
expect(decodedComp!.stringField).toBe("测试字符串");
});
});
describe('边界情况', () => {
test('空实体列表应该能编码', () => {
const data = encodeSnapshot([], SyncOperation.FULL);
const targetScene = new Scene();
const result = decodeSnapshot(targetScene, data);
expect(result.entities.length).toBe(0);
});
test('entityMap 应该正确跟踪实体', () => {
const entity = scene.createEntity('Tracked');
const comp = entity.addComponent(new PlayerComponent());
comp.name = "TrackedPlayer";
initChangeTracker(comp);
const data = encodeSnapshot([entity], SyncOperation.FULL);
const targetScene = new Scene();
const entityMap = new Map();
decodeSnapshot(targetScene, data, entityMap);
expect(entityMap.size).toBe(1);
});
});
});

View File

@@ -1,5 +1,21 @@
# @esengine/fsm
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
- @esengine/blueprint@2.0.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
- @esengine/blueprint@2.0.0
## 1.0.3
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/fsm",
"version": "1.0.3",
"version": "2.0.1",
"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 +1,146 @@
# @esengine/network
## 3.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
- @esengine/blueprint@2.0.1
## 3.0.0
### Minor Changes
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
## @esengine/ecs-framework
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync('string') name: string = '';
@sync('uint16') score: number = 0;
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
}
```
### 新增导出
- `sync` - 标记需要同步的字段装饰器
- `SyncType` - 支持的同步类型
- `SyncOperation` - 同步操作类型FULL/DELTA/SPAWN/DESPAWN
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
- `ChangeTracker` - 字段级变更追踪
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
### 内部方法标记
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
- `Scene.update()`
- `SceneManager.update()`
- `WorldManager.updateAll()`
## @esengine/network
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
```typescript
import { ComponentSyncSystem } from '@esengine/network';
// 服务端:编码状态
const data = syncSystem.encodeAllEntities(false);
// 客户端:解码状态
syncSystem.applySnapshot(data);
```
### 修复
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
## @esengine/server
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
```typescript
import { ECSRoom } from '@esengine/server/ecs';
// 服务端启动
Core.create();
setInterval(() => Core.update(1 / 60), 16);
// 定义房间
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new PhysicsSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
entity.addComponent(new PlayerComponent());
}
}
```
### 设计
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
- `Core.update()` 统一更新 Time 和所有 World
- `onTick()` 只处理状态同步逻辑
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
- @esengine/blueprint@2.0.0
## 2.2.0
### Minor Changes
- [#379](https://github.com/esengine/esengine/pull/379) [`fb8bde6`](https://github.com/esengine/esengine/commit/fb8bde64856ef71ea8e20906496682ccfb27f9b3) Thanks [@esengine](https://github.com/esengine)! - feat(network): 网络模块增强
### 新增功能
- **客户端预测 (NetworkPredictionSystem)**
- 本地输入预测和服务器校正
- 平滑的校正偏移应用
- 可配置移动速度、校正阈值等
- **兴趣区域管理 (NetworkAOISystem)**
- 基于网格的 AOI 实现
- 观察者进入/离开事件
- 同步数据过滤
- **状态增量压缩 (StateDeltaCompressor)**
- 只发送变化的字段
- 可配置变化阈值
- 定期完整快照
- **断线重连**
- 自动重连机制
- Token 认证
- 完整状态恢复
### 协议增强
- 添加输入序列号和时间戳
- 添加速度和角速度字段
- 添加自定义数据字段
- 新增重连协议
### 文档
- 添加客户端预测文档(中英文)
- 添加 AOI 文档(中英文)
- 添加增量压缩文档(中英文)
## 2.1.1
### Patch Changes
- Updated dependencies [[`a000cc0`](https://github.com/esengine/esengine/commit/a000cc07d7cebe8ccbfa983fde610296bfba2f1b)]:
- @esengine/rpc@1.1.1
## 2.1.0
### Minor Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/network",
"version": "2.1.0",
"version": "3.0.1",
"description": "Network synchronization for multiplayer games",
"esengine": {
"plugin": true,
@@ -30,6 +30,15 @@
"dependencies": {
"@esengine/rpc": "workspace:*"
},
"peerDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/blueprint": "workspace:*"
},
"peerDependenciesMeta": {
"@esengine/blueprint": {
"optional": true
}
},
"devDependencies": {
"@esengine/blueprint": "workspace:*",
"@esengine/ecs-framework": "workspace:*",

View File

@@ -1,13 +1,126 @@
/**
* @zh 网络插件
* @en Network Plugin
*
* @zh 提供基于 @esengine/rpc 的网络同步功能,支持客户端预测和断线重连
* @en Provides @esengine/rpc based network synchronization with client prediction and reconnection
*/
import { type IPlugin, Core, type ServiceContainer, type Scene } from '@esengine/ecs-framework'
import { GameNetworkService, type NetworkServiceOptions } from './services/NetworkService'
import { NetworkSyncSystem } from './systems/NetworkSyncSystem'
import {
GameNetworkService,
type NetworkServiceOptions,
NetworkState,
} from './services/NetworkService'
import { NetworkSyncSystem, type NetworkSyncConfig } from './systems/NetworkSyncSystem'
import { NetworkSpawnSystem, type PrefabFactory } from './systems/NetworkSpawnSystem'
import { NetworkInputSystem } from './systems/NetworkInputSystem'
import { NetworkInputSystem, type NetworkInputConfig } from './systems/NetworkInputSystem'
import {
NetworkPredictionSystem,
type NetworkPredictionConfig,
} from './systems/NetworkPredictionSystem'
import {
NetworkAOISystem,
type NetworkAOIConfig,
} from './systems/NetworkAOISystem'
import type { FullStateData, SyncData } from './protocol'
// =============================================================================
// Types | 类型定义
// =============================================================================
/**
* @zh 网络插件配置
* @en Network plugin configuration
*/
export interface NetworkPluginConfig {
/**
* @zh 是否启用客户端预测
* @en Whether to enable client prediction
*/
enablePrediction: boolean
/**
* @zh 是否启用自动重连
* @en Whether to enable auto reconnection
*/
enableAutoReconnect: boolean
/**
* @zh 重连最大尝试次数
* @en Maximum reconnection attempts
*/
maxReconnectAttempts: number
/**
* @zh 重连间隔(毫秒)
* @en Reconnection interval in milliseconds
*/
reconnectInterval: number
/**
* @zh 同步系统配置
* @en Sync system configuration
*/
syncConfig?: Partial<NetworkSyncConfig>
/**
* @zh 输入系统配置
* @en Input system configuration
*/
inputConfig?: Partial<NetworkInputConfig>
/**
* @zh 预测系统配置
* @en Prediction system configuration
*/
predictionConfig?: Partial<NetworkPredictionConfig>
/**
* @zh 是否启用 AOI 兴趣管理
* @en Whether to enable AOI interest management
*/
enableAOI: boolean
/**
* @zh AOI 系统配置
* @en AOI system configuration
*/
aoiConfig?: Partial<NetworkAOIConfig>
}
const DEFAULT_CONFIG: NetworkPluginConfig = {
enablePrediction: true,
enableAutoReconnect: true,
maxReconnectAttempts: 5,
reconnectInterval: 2000,
enableAOI: false,
}
/**
* @zh 连接选项
* @en Connection options
*/
export interface ConnectOptions extends NetworkServiceOptions {
playerName: string
roomId?: string
}
/**
* @zh 重连状态
* @en Reconnection state
*/
interface ReconnectState {
token: string
playerId: number
roomId: string
attempts: number
isReconnecting: boolean
}
// =============================================================================
// NetworkPlugin | 网络插件
// =============================================================================
/**
* @zh 网络插件
@@ -21,7 +134,10 @@ import { NetworkInputSystem } from './systems/NetworkInputSystem'
* import { Core } from '@esengine/ecs-framework'
* import { NetworkPlugin } from '@esengine/network'
*
* const networkPlugin = new NetworkPlugin()
* const networkPlugin = new NetworkPlugin({
* enablePrediction: true,
* enableAutoReconnect: true
* })
* await Core.installPlugin(networkPlugin)
*
* // 连接到服务器
@@ -36,13 +152,28 @@ import { NetworkInputSystem } from './systems/NetworkInputSystem'
*/
export class NetworkPlugin implements IPlugin {
public readonly name = '@esengine/network'
public readonly version = '2.0.0'
public readonly version = '2.1.0'
private readonly _config: NetworkPluginConfig
private _networkService!: GameNetworkService
private _syncSystem!: NetworkSyncSystem
private _spawnSystem!: NetworkSpawnSystem
private _inputSystem!: NetworkInputSystem
private _predictionSystem: NetworkPredictionSystem | null = null
private _aoiSystem: NetworkAOISystem | null = null
private _localPlayerId: number = 0
private _reconnectState: ReconnectState | null = null
private _reconnectTimer: ReturnType<typeof setTimeout> | null = null
private _lastConnectOptions: ConnectOptions | null = null
constructor(config?: Partial<NetworkPluginConfig>) {
this._config = { ...DEFAULT_CONFIG, ...config }
}
// =========================================================================
// Getters | 属性访问器
// =========================================================================
/**
* @zh 网络服务
@@ -76,6 +207,22 @@ export class NetworkPlugin implements IPlugin {
return this._inputSystem
}
/**
* @zh 预测系统
* @en Prediction system
*/
get predictionSystem(): NetworkPredictionSystem | null {
return this._predictionSystem
}
/**
* @zh AOI 系统
* @en AOI system
*/
get aoiSystem(): NetworkAOISystem | null {
return this._aoiSystem
}
/**
* @zh 本地玩家 ID
* @en Local player ID
@@ -92,6 +239,34 @@ export class NetworkPlugin implements IPlugin {
return this._networkService?.isConnected ?? false
}
/**
* @zh 是否正在重连
* @en Is reconnecting
*/
get isReconnecting(): boolean {
return this._reconnectState?.isReconnecting ?? false
}
/**
* @zh 是否启用预测
* @en Is prediction enabled
*/
get isPredictionEnabled(): boolean {
return this._config.enablePrediction && this._predictionSystem !== null
}
/**
* @zh 是否启用 AOI
* @en Is AOI enabled
*/
get isAOIEnabled(): boolean {
return this._config.enableAOI && this._aoiSystem !== null
}
// =========================================================================
// Plugin Lifecycle | 插件生命周期
// =========================================================================
/**
* @zh 安装插件
* @en Install plugin
@@ -110,13 +285,28 @@ export class NetworkPlugin implements IPlugin {
* @en Uninstall plugin
*/
uninstall(): void {
this._clearReconnectTimer()
this._networkService?.disconnect()
}
private _setupSystems(scene: Scene): void {
this._syncSystem = new NetworkSyncSystem()
// Create systems
this._syncSystem = new NetworkSyncSystem(this._config.syncConfig)
this._spawnSystem = new NetworkSpawnSystem(this._syncSystem)
this._inputSystem = new NetworkInputSystem(this._networkService)
this._inputSystem = new NetworkInputSystem(this._networkService, this._config.inputConfig)
// Create prediction system if enabled
if (this._config.enablePrediction) {
this._predictionSystem = new NetworkPredictionSystem(this._config.predictionConfig)
this._inputSystem.setPredictionSystem(this._predictionSystem)
scene.addSystem(this._predictionSystem)
}
// Create AOI system if enabled
if (this._config.enableAOI) {
this._aoiSystem = new NetworkAOISystem(this._config.aoiConfig)
scene.addSystem(this._aoiSystem)
}
scene.addSystem(this._syncSystem)
scene.addSystem(this._spawnSystem)
@@ -127,8 +317,14 @@ export class NetworkPlugin implements IPlugin {
private _setupMessageHandlers(): void {
this._networkService
.onSync((data) => {
this._syncSystem.handleSync({ entities: data.entities })
.onSync((data: SyncData) => {
// Use new sync handler with timestamps
this._syncSystem.handleSyncData(data)
// Reconcile prediction if enabled
if (this._predictionSystem) {
this._predictionSystem.reconcileWithServer(data)
}
})
.onSpawn((data) => {
this._spawnSystem.handleSpawn(data)
@@ -136,14 +332,32 @@ export class NetworkPlugin implements IPlugin {
.onDespawn((data) => {
this._spawnSystem.handleDespawn(data)
})
// Handle full state for reconnection
this._networkService.on('fullState', (data: FullStateData) => {
this._handleFullState(data)
})
}
// =========================================================================
// Connection | 连接管理
// =========================================================================
/**
* @zh 连接到服务器
* @en Connect to server
*/
public async connect(options: NetworkServiceOptions & { playerName: string; roomId?: string }): Promise<boolean> {
public async connect(options: ConnectOptions): Promise<boolean> {
this._lastConnectOptions = options
try {
// Setup disconnect handler for auto-reconnect
const originalOnDisconnect = options.onDisconnect
options.onDisconnect = (reason) => {
originalOnDisconnect?.(reason)
this._handleDisconnect(reason)
}
await this._networkService.connect(options)
const result = await this._networkService.call('join', {
@@ -154,8 +368,25 @@ export class NetworkPlugin implements IPlugin {
this._localPlayerId = result.playerId
this._spawnSystem.setLocalPlayerId(this._localPlayerId)
// Setup prediction for local player
if (this._predictionSystem) {
// Will be set when local player entity is spawned
}
// Save reconnect state
if (this._config.enableAutoReconnect) {
this._reconnectState = {
token: this._generateReconnectToken(),
playerId: result.playerId,
roomId: result.roomId,
attempts: 0,
isReconnecting: false,
}
}
return true
} catch (err) {
console.error('[NetworkPlugin] Connection failed:', err)
return false
}
}
@@ -165,14 +396,114 @@ export class NetworkPlugin implements IPlugin {
* @en Disconnect
*/
public async disconnect(): Promise<void> {
this._clearReconnectTimer()
this._reconnectState = null
try {
await this._networkService.call('leave', undefined)
} catch {
// ignore
}
this._networkService.disconnect()
this._cleanup()
}
private _handleDisconnect(reason?: string): void {
console.log('[NetworkPlugin] Disconnected:', reason)
if (this._config.enableAutoReconnect && this._reconnectState && !this._reconnectState.isReconnecting) {
this._attemptReconnect()
}
}
private _attemptReconnect(): void {
if (!this._reconnectState || !this._lastConnectOptions) return
if (this._reconnectState.attempts >= this._config.maxReconnectAttempts) {
console.error('[NetworkPlugin] Max reconnection attempts reached')
this._reconnectState = null
return
}
this._reconnectState.isReconnecting = true
this._reconnectState.attempts++
console.log(`[NetworkPlugin] Attempting reconnection (${this._reconnectState.attempts}/${this._config.maxReconnectAttempts})`)
this._reconnectTimer = setTimeout(async () => {
try {
await this._networkService.connect(this._lastConnectOptions!)
const result = await this._networkService.call('reconnect', {
playerId: this._reconnectState!.playerId,
roomId: this._reconnectState!.roomId,
token: this._reconnectState!.token,
})
if (result.success) {
console.log('[NetworkPlugin] Reconnection successful')
this._reconnectState!.isReconnecting = false
this._reconnectState!.attempts = 0
// Restore state
if (result.state) {
this._handleFullState(result.state)
}
} else {
console.error('[NetworkPlugin] Reconnection rejected:', result.error)
this._attemptReconnect()
}
} catch (err) {
console.error('[NetworkPlugin] Reconnection failed:', err)
if (this._reconnectState) {
this._reconnectState.isReconnecting = false
}
this._attemptReconnect()
}
}, this._config.reconnectInterval)
}
private _handleFullState(data: FullStateData): void {
// Clear existing entities
this._syncSystem.clearSnapshots()
// Spawn all entities from full state
for (const entityData of data.entities) {
this._spawnSystem.handleSpawn(entityData)
// Apply initial state if available
if (entityData.state) {
this._syncSystem.handleSyncData({
frame: data.frame,
timestamp: data.timestamp,
entities: [entityData.state],
})
}
}
}
private _clearReconnectTimer(): void {
if (this._reconnectTimer) {
clearTimeout(this._reconnectTimer)
this._reconnectTimer = null
}
}
private _generateReconnectToken(): string {
return `${Date.now()}-${Math.random().toString(36).substring(2, 15)}`
}
private _cleanup(): void {
this._localPlayerId = 0
this._syncSystem?.clearSnapshots()
this._predictionSystem?.reset()
this._inputSystem?.reset()
}
// =========================================================================
// Game API | 游戏接口
// =========================================================================
/**
* @zh 注册预制体工厂
* @en Register prefab factory
@@ -196,4 +527,78 @@ export class NetworkPlugin implements IPlugin {
public sendActionInput(action: string): void {
this._inputSystem?.addActionInput(action)
}
/**
* @zh 设置本地玩家网络 ID用于预测
* @en Set local player network ID (for prediction)
*/
public setLocalPlayerNetId(netId: number): void {
if (this._predictionSystem) {
this._predictionSystem.setLocalPlayerNetId(netId)
}
}
/**
* @zh 启用/禁用预测
* @en Enable/disable prediction
*/
public setPredictionEnabled(enabled: boolean): void {
if (this._predictionSystem) {
this._predictionSystem.enabled = enabled
}
}
// =========================================================================
// AOI API | AOI 接口
// =========================================================================
/**
* @zh 添加 AOI 观察者(玩家)
* @en Add AOI observer (player)
*/
public addAOIObserver(netId: number, x: number, y: number, viewRange?: number): void {
this._aoiSystem?.addObserver(netId, x, y, viewRange)
}
/**
* @zh 移除 AOI 观察者
* @en Remove AOI observer
*/
public removeAOIObserver(netId: number): void {
this._aoiSystem?.removeObserver(netId)
}
/**
* @zh 更新 AOI 观察者位置
* @en Update AOI observer position
*/
public updateAOIObserverPosition(netId: number, x: number, y: number): void {
this._aoiSystem?.updateObserverPosition(netId, x, y)
}
/**
* @zh 获取观察者可见的实体
* @en Get entities visible to observer
*/
public getVisibleEntities(observerNetId: number): number[] {
return this._aoiSystem?.getVisibleEntities(observerNetId) ?? []
}
/**
* @zh 检查是否可见
* @en Check if visible
*/
public canSee(observerNetId: number, targetNetId: number): boolean {
return this._aoiSystem?.canSee(observerNetId, targetNetId) ?? true
}
/**
* @zh 启用/禁用 AOI
* @en Enable/disable AOI
*/
public setAOIEnabled(enabled: boolean): void {
if (this._aoiSystem) {
this._aoiSystem.enabled = enabled
}
}
}

View File

@@ -35,8 +35,11 @@ export {
type SyncData,
type SpawnData,
type DespawnData,
type FullStateData,
type JoinRequest,
type JoinResponse,
type ReconnectRequest,
type ReconnectResponse,
} from './protocol'
// ============================================================================
@@ -48,6 +51,8 @@ export {
NetworkSyncSystemToken,
NetworkSpawnSystemToken,
NetworkInputSystemToken,
NetworkPredictionSystemToken,
NetworkAOISystemToken,
} from './tokens'
// ============================================================================
@@ -81,10 +86,30 @@ export { NetworkTransform } from './components/NetworkTransform'
// ============================================================================
export { NetworkSyncSystem } from './systems/NetworkSyncSystem'
export type { SyncMessage } from './systems/NetworkSyncSystem'
export type { SyncMessage, NetworkSyncConfig } from './systems/NetworkSyncSystem'
export { NetworkSpawnSystem } from './systems/NetworkSpawnSystem'
export type { PrefabFactory, SpawnMessage, DespawnMessage } from './systems/NetworkSpawnSystem'
export { NetworkInputSystem } from './systems/NetworkInputSystem'
export { NetworkInputSystem, createNetworkInputSystem } from './systems/NetworkInputSystem'
export type { NetworkInputConfig } from './systems/NetworkInputSystem'
export {
NetworkPredictionSystem,
createNetworkPredictionSystem,
} from './systems/NetworkPredictionSystem'
export type {
NetworkPredictionConfig,
MovementInput,
PredictedTransform,
} from './systems/NetworkPredictionSystem'
export {
NetworkAOISystem,
createNetworkAOISystem,
} from './systems/NetworkAOISystem'
export type {
NetworkAOIConfig,
NetworkAOIEvent,
NetworkAOIEventType,
NetworkAOIEventListener,
} from './systems/NetworkAOISystem'
// ============================================================================
// State Sync | 状态同步
@@ -105,6 +130,14 @@ export type {
IPredictedState,
IPredictor,
ClientPredictionConfig,
EntityDeltaState,
DeltaSyncData,
DeltaCompressionConfig,
// Component sync types
ComponentSyncEventType,
ComponentSyncEvent,
ComponentSyncEventListener,
ComponentSyncConfig,
} from './sync'
export {
@@ -119,6 +152,12 @@ export {
createHermiteTransformInterpolator,
ClientPrediction,
createClientPrediction,
DeltaFlags,
StateDeltaCompressor,
createStateDeltaCompressor,
// Component sync
ComponentSyncSystem,
createComponentSyncSystem,
} from './sync'
// ============================================================================

View File

@@ -17,12 +17,24 @@ import { rpc } from '@esengine/rpc'
* @en Player input
*/
export interface PlayerInput {
/**
* @zh 输入序列号(用于客户端预测)
* @en Input sequence number (for client prediction)
*/
seq: number
/**
* @zh 帧序号
* @en Frame number
*/
frame: number
/**
* @zh 客户端时间戳
* @en Client timestamp
*/
timestamp: number
/**
* @zh 移动方向
* @en Move direction
@@ -41,9 +53,41 @@ export interface PlayerInput {
* @en Entity sync state
*/
export interface EntitySyncState {
/**
* @zh 网络实体 ID
* @en Network entity ID
*/
netId: number
/**
* @zh 位置
* @en Position
*/
pos?: { x: number; y: number }
/**
* @zh 旋转角度
* @en Rotation angle
*/
rot?: number
/**
* @zh 速度(用于外推)
* @en Velocity (for extrapolation)
*/
vel?: { x: number; y: number }
/**
* @zh 角速度
* @en Angular velocity
*/
angVel?: number
/**
* @zh 自定义数据
* @en Custom data
*/
custom?: Record<string, unknown>
}
/**
@@ -57,6 +101,18 @@ export interface SyncData {
*/
frame: number
/**
* @zh 服务器时间戳(用于插值)
* @en Server timestamp (for interpolation)
*/
timestamp: number
/**
* @zh 已确认的输入序列号(用于客户端预测校正)
* @en Acknowledged input sequence (for client prediction reconciliation)
*/
ackSeq?: number
/**
* @zh 实体状态列表
* @en Entity state list
@@ -84,6 +140,30 @@ export interface DespawnData {
netId: number
}
/**
* @zh 完整状态快照(用于重连)
* @en Full state snapshot (for reconnection)
*/
export interface FullStateData {
/**
* @zh 服务器帧号
* @en Server frame number
*/
frame: number
/**
* @zh 服务器时间戳
* @en Server timestamp
*/
timestamp: number
/**
* @zh 所有实体状态
* @en All entity states
*/
entities: Array<SpawnData & { state?: EntitySyncState }>
}
// ============================================================================
// API Types | API 类型
// ============================================================================
@@ -106,6 +186,54 @@ export interface JoinResponse {
roomId: string
}
/**
* @zh 重连请求
* @en Reconnect request
*/
export interface ReconnectRequest {
/**
* @zh 之前的玩家 ID
* @en Previous player ID
*/
playerId: number
/**
* @zh 房间 ID
* @en Room ID
*/
roomId: string
/**
* @zh 重连令牌
* @en Reconnection token
*/
token: string
}
/**
* @zh 重连响应
* @en Reconnect response
*/
export interface ReconnectResponse {
/**
* @zh 是否成功
* @en Whether successful
*/
success: boolean
/**
* @zh 完整状态(成功时)
* @en Full state (when successful)
*/
state?: FullStateData
/**
* @zh 错误信息(失败时)
* @en Error message (when failed)
*/
error?: string
}
// ============================================================================
// Protocol Definition | 协议定义
// ============================================================================
@@ -145,6 +273,12 @@ export const gameProtocol = rpc.define({
* @en Leave room
*/
leave: rpc.api<void, void>(),
/**
* @zh 重连
* @en Reconnect
*/
reconnect: rpc.api<ReconnectRequest, ReconnectResponse>(),
},
msg: {
/**
@@ -170,6 +304,12 @@ export const gameProtocol = rpc.define({
* @en Entity despawn
*/
despawn: rpc.msg<DespawnData>(),
/**
* @zh 完整状态快照
* @en Full state snapshot
*/
fullState: rpc.msg<FullStateData>(),
},
})

View File

@@ -0,0 +1,408 @@
/**
* @zh 组件同步系统
* @en Component Sync System
*
* @zh 基于 @sync 装饰器的组件状态同步,与 ecs-framework 的 Sync 模块集成
* @en Component state synchronization based on @sync decorator, integrated with ecs-framework Sync module
*/
import {
EntitySystem,
Matcher,
type Entity,
// Sync types
SyncOperation,
SYNC_METADATA,
CHANGE_TRACKER,
type SyncMetadata,
type ChangeTracker,
// Encoding
encodeSnapshot,
encodeSpawn,
encodeDespawn,
decodeSnapshot,
decodeSpawn,
processDespawn,
GlobalComponentRegistry,
type DecodeSnapshotResult,
type DecodeSpawnResult,
} from '@esengine/ecs-framework';
import { NetworkIdentity } from '../components/NetworkIdentity';
// =============================================================================
// Types | 类型定义
// =============================================================================
/**
* @zh 组件同步事件类型
* @en Component sync event type
*/
export type ComponentSyncEventType =
| 'entitySpawned'
| 'entityDespawned'
| 'stateUpdated';
/**
* @zh 组件同步事件
* @en Component sync event
*/
export interface ComponentSyncEvent {
type: ComponentSyncEventType;
entityId: number;
prefabType?: string;
}
/**
* @zh 组件同步事件监听器
* @en Component sync event listener
*/
export type ComponentSyncEventListener = (event: ComponentSyncEvent) => void;
/**
* @zh 组件同步配置
* @en Component sync configuration
*/
export interface ComponentSyncConfig {
/**
* @zh 是否启用增量同步
* @en Whether to enable delta sync
*/
enableDeltaSync: boolean;
/**
* @zh 同步间隔(毫秒)
* @en Sync interval in milliseconds
*/
syncInterval: number;
}
const DEFAULT_CONFIG: ComponentSyncConfig = {
enableDeltaSync: true,
syncInterval: 50, // 20 Hz
};
// =============================================================================
// ComponentSyncSystem | 组件同步系统
// =============================================================================
/**
* @zh 组件同步系统
* @en Component sync system
*
* @zh 基于 @sync 装饰器自动同步组件状态
* @en Automatically syncs component state based on @sync decorator
*
* @example
* ```typescript
* // Server-side: broadcast state
* const syncSystem = scene.getSystem(ComponentSyncSystem);
* const data = syncSystem.encodeAllEntities(false); // delta
* broadcast(data);
*
* // Client-side: receive state
* const syncSystem = scene.getSystem(ComponentSyncSystem);
* syncSystem.applySnapshot(data);
* ```
*/
export class ComponentSyncSystem extends EntitySystem {
private readonly _config: ComponentSyncConfig;
private readonly _syncEntityMap: Map<number, Entity> = new Map();
private readonly _syncListeners: Set<ComponentSyncEventListener> = new Set();
private _lastSyncTime: number = 0;
private _isServer: boolean = false;
constructor(config?: Partial<ComponentSyncConfig>, isServer: boolean = false) {
super(Matcher.all(NetworkIdentity));
this._config = { ...DEFAULT_CONFIG, ...config };
this._isServer = isServer;
}
/**
* @zh 设置是否为服务端模式
* @en Set whether in server mode
*/
public set isServer(value: boolean) {
this._isServer = value;
}
/**
* @zh 获取是否为服务端模式
* @en Get whether in server mode
*/
public get isServer(): boolean {
return this._isServer;
}
/**
* @zh 获取配置
* @en Get configuration
*/
public get config(): Readonly<ComponentSyncConfig> {
return this._config;
}
/**
* @zh 添加同步事件监听器
* @en Add sync event listener
*/
public addSyncListener(listener: ComponentSyncEventListener): void {
this._syncListeners.add(listener);
}
/**
* @zh 移除同步事件监听器
* @en Remove sync event listener
*/
public removeSyncListener(listener: ComponentSyncEventListener): void {
this._syncListeners.delete(listener);
}
/**
* @zh 注册同步组件类型
* @en Register sync component type
*
* @zh 客户端需要调用此方法注册所有需要同步的组件类型
* @en Client needs to call this to register all component types to be synced
*/
public registerComponent<T extends new () => any>(componentClass: T): void {
GlobalComponentRegistry.register(componentClass as any);
}
// =========================================================================
// Server-side: Encoding | 服务端:编码
// =========================================================================
/**
* @zh 编码所有实体状态
* @en Encode all entities state
*
* @param fullSync - @zh 是否完整同步(首次连接时使用)@en Whether to do full sync (for initial connection)
* @returns @zh 编码后的二进制数据 @en Encoded binary data
*/
public encodeAllEntities(fullSync: boolean = false): Uint8Array {
const entities = this.getMatchingEntities();
const operation = fullSync ? SyncOperation.FULL : SyncOperation.DELTA;
const data = encodeSnapshot(entities, operation);
// Clear change trackers after encoding delta
if (!fullSync) {
this._clearChangeTrackers(entities);
}
return data;
}
/**
* @zh 编码有变更的实体
* @en Encode entities with changes
*
* @returns @zh 编码后的二进制数据,如果没有变更返回 null @en Encoded binary data, or null if no changes
*/
public encodeDelta(): Uint8Array | null {
const entities = this.getMatchingEntities();
const changedEntities = entities.filter(entity => this._hasChanges(entity));
if (changedEntities.length === 0) {
return null;
}
const data = encodeSnapshot(changedEntities, SyncOperation.DELTA);
this._clearChangeTrackers(changedEntities);
return data;
}
/**
* @zh 编码实体生成消息
* @en Encode entity spawn message
*/
public encodeSpawn(entity: Entity, prefabType?: string): Uint8Array {
return encodeSpawn(entity, prefabType);
}
/**
* @zh 编码实体销毁消息
* @en Encode entity despawn message
*/
public encodeDespawn(entityId: number): Uint8Array {
return encodeDespawn(entityId);
}
// =========================================================================
// Client-side: Decoding | 客户端:解码
// =========================================================================
/**
* @zh 应用状态快照
* @en Apply state snapshot
*
* @param data - @zh 二进制数据 @en Binary data
* @returns @zh 解码结果 @en Decode result
*/
public applySnapshot(data: Uint8Array): DecodeSnapshotResult {
if (!this.scene) {
throw new Error('ComponentSyncSystem not attached to a scene');
}
const result = decodeSnapshot(this.scene, data, this._syncEntityMap);
// Emit events
for (const entityResult of result.entities) {
if (entityResult.isNew) {
this._emitEvent({
type: 'entitySpawned',
entityId: entityResult.entityId,
});
} else {
this._emitEvent({
type: 'stateUpdated',
entityId: entityResult.entityId,
});
}
}
return result;
}
/**
* @zh 应用实体生成消息
* @en Apply entity spawn message
*
* @param data - @zh 二进制数据 @en Binary data
* @returns @zh 解码结果,如果不是 SPAWN 消息返回 null @en Decode result, or null if not a SPAWN message
*/
public applySpawn(data: Uint8Array): DecodeSpawnResult | null {
if (!this.scene) {
throw new Error('ComponentSyncSystem not attached to a scene');
}
const result = decodeSpawn(this.scene, data, this._syncEntityMap);
if (result) {
this._emitEvent({
type: 'entitySpawned',
entityId: result.entity.id,
prefabType: result.prefabType,
});
}
return result;
}
/**
* @zh 应用实体销毁消息
* @en Apply entity despawn message
*
* @param data - @zh 二进制数据 @en Binary data
* @returns @zh 销毁的实体 ID 列表 @en List of despawned entity IDs
*/
public applyDespawn(data: Uint8Array): number[] {
if (!this.scene) {
throw new Error('ComponentSyncSystem not attached to a scene');
}
const entityIds = processDespawn(this.scene, data, this._syncEntityMap);
for (const entityId of entityIds) {
this._emitEvent({
type: 'entityDespawned',
entityId,
});
}
return entityIds;
}
// =========================================================================
// Entity Management | 实体管理
// =========================================================================
/**
* @zh 通过网络 ID 获取实体
* @en Get entity by network ID
*/
public getEntityById(entityId: number): Entity | undefined {
return this._syncEntityMap.get(entityId);
}
/**
* @zh 获取所有匹配的实体
* @en Get all matching entities
*/
public getMatchingEntities(): Entity[] {
return this.entities.slice();
}
// =========================================================================
// Internal | 内部方法
// =========================================================================
protected override process(entities: readonly Entity[]): void {
// Server mode: auto-sync at interval
if (this._isServer && this._config.enableDeltaSync) {
const now = Date.now();
if (now - this._lastSyncTime >= this._config.syncInterval) {
// Note: actual broadcast should be done by the user
// This just updates the sync time
this._lastSyncTime = now;
}
}
// Update entity ID map
for (const entity of entities) {
const identity = entity.getComponent(NetworkIdentity);
if (identity) {
this._syncEntityMap.set(entity.id, entity);
}
}
}
private _hasChanges(entity: Entity): boolean {
for (const component of entity.components) {
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
if (tracker?.hasChanges()) {
return true;
}
}
return false;
}
private _clearChangeTrackers(entities: Entity[]): void {
for (const entity of entities) {
for (const component of entity.components) {
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
if (tracker) {
tracker.clear();
}
}
}
}
private _emitEvent(event: ComponentSyncEvent): void {
for (const listener of this._syncListeners) {
try {
listener(event);
} catch (error) {
console.error('ComponentSyncSystem: event listener error:', error);
}
}
}
protected override onDestroy(): void {
this._syncEntityMap.clear();
this._syncListeners.clear();
}
}
/**
* @zh 创建组件同步系统
* @en Create component sync system
*/
export function createComponentSyncSystem(
config?: Partial<ComponentSyncConfig>,
isServer: boolean = false
): ComponentSyncSystem {
return new ComponentSyncSystem(config, isServer);
}

View File

@@ -0,0 +1,440 @@
/**
* @zh 状态增量压缩
* @en State Delta Compression
*
* @zh 通过只发送变化的字段来减少网络带宽
* @en Reduces network bandwidth by only sending changed fields
*/
import type { EntitySyncState, SyncData } from '../protocol'
// =============================================================================
// Types | 类型定义
// =============================================================================
/**
* @zh 增量类型标志
* @en Delta type flags
*/
export const DeltaFlags = {
NONE: 0,
POSITION: 1 << 0,
ROTATION: 1 << 1,
VELOCITY: 1 << 2,
ANGULAR_VELOCITY: 1 << 3,
CUSTOM: 1 << 4,
} as const
/**
* @zh 增量状态(只包含变化的字段)
* @en Delta state (only contains changed fields)
*/
export interface EntityDeltaState {
/**
* @zh 网络标识
* @en Network identity
*/
netId: number
/**
* @zh 变化标志
* @en Change flags
*/
flags: number
/**
* @zh 位置(如果变化)
* @en Position (if changed)
*/
pos?: { x: number; y: number }
/**
* @zh 旋转(如果变化)
* @en Rotation (if changed)
*/
rot?: number
/**
* @zh 速度(如果变化)
* @en Velocity (if changed)
*/
vel?: { x: number; y: number }
/**
* @zh 角速度(如果变化)
* @en Angular velocity (if changed)
*/
angVel?: number
/**
* @zh 自定义数据(如果变化)
* @en Custom data (if changed)
*/
custom?: Record<string, unknown>
}
/**
* @zh 增量同步数据
* @en Delta sync data
*/
export interface DeltaSyncData {
/**
* @zh 帧号
* @en Frame number
*/
frame: number
/**
* @zh 时间戳
* @en Timestamp
*/
timestamp: number
/**
* @zh 已确认的输入序列号
* @en Acknowledged input sequence
*/
ackSeq?: number
/**
* @zh 增量实体状态
* @en Delta entity states
*/
entities: EntityDeltaState[]
/**
* @zh 是否为完整快照
* @en Whether this is a full snapshot
*/
isFullSnapshot?: boolean
}
/**
* @zh 增量压缩配置
* @en Delta compression configuration
*/
export interface DeltaCompressionConfig {
/**
* @zh 位置变化阈值
* @en Position change threshold
*/
positionThreshold: number
/**
* @zh 旋转变化阈值(弧度)
* @en Rotation change threshold (radians)
*/
rotationThreshold: number
/**
* @zh 速度变化阈值
* @en Velocity change threshold
*/
velocityThreshold: number
/**
* @zh 强制完整快照间隔(帧数)
* @en Forced full snapshot interval (frames)
*/
fullSnapshotInterval: number
}
const DEFAULT_CONFIG: DeltaCompressionConfig = {
positionThreshold: 0.01,
rotationThreshold: 0.001,
velocityThreshold: 0.1,
fullSnapshotInterval: 60,
}
// =============================================================================
// StateDeltaCompressor | 状态增量压缩器
// =============================================================================
/**
* @zh 状态增量压缩器
* @en State delta compressor
*
* @zh 追踪实体状态变化,生成增量更新
* @en Tracks entity state changes and generates delta updates
*/
export class StateDeltaCompressor {
private readonly _config: DeltaCompressionConfig
private readonly _lastStates: Map<number, EntitySyncState> = new Map()
private _frameCounter: number = 0
constructor(config?: Partial<DeltaCompressionConfig>) {
this._config = { ...DEFAULT_CONFIG, ...config }
}
/**
* @zh 获取配置
* @en Get configuration
*/
get config(): Readonly<DeltaCompressionConfig> {
return this._config
}
/**
* @zh 压缩同步数据为增量格式
* @en Compress sync data to delta format
*/
compress(data: SyncData): DeltaSyncData {
this._frameCounter++
const isFullSnapshot = this._frameCounter % this._config.fullSnapshotInterval === 0
const deltaEntities: EntityDeltaState[] = []
for (const entity of data.entities) {
const lastState = this._lastStates.get(entity.netId)
if (isFullSnapshot || !lastState) {
// Send full state
deltaEntities.push(this._createFullDelta(entity))
} else {
// Calculate delta
const delta = this._calculateDelta(lastState, entity)
if (delta) {
deltaEntities.push(delta)
}
}
// Update last state
this._lastStates.set(entity.netId, { ...entity })
}
return {
frame: data.frame,
timestamp: data.timestamp,
ackSeq: data.ackSeq,
entities: deltaEntities,
isFullSnapshot,
}
}
/**
* @zh 解压增量数据为完整同步数据
* @en Decompress delta data to full sync data
*/
decompress(data: DeltaSyncData): SyncData {
const entities: EntitySyncState[] = []
for (const delta of data.entities) {
const lastState = this._lastStates.get(delta.netId)
const fullState = this._applyDelta(lastState, delta)
entities.push(fullState)
// Update last state
this._lastStates.set(delta.netId, fullState)
}
return {
frame: data.frame,
timestamp: data.timestamp,
ackSeq: data.ackSeq,
entities,
}
}
/**
* @zh 移除实体状态
* @en Remove entity state
*/
removeEntity(netId: number): void {
this._lastStates.delete(netId)
}
/**
* @zh 清除所有状态
* @en Clear all states
*/
clear(): void {
this._lastStates.clear()
this._frameCounter = 0
}
/**
* @zh 强制下一次发送完整快照
* @en Force next send to be a full snapshot
*/
forceFullSnapshot(): void {
this._frameCounter = this._config.fullSnapshotInterval - 1
}
// =========================================================================
// 私有方法 | Private Methods
// =========================================================================
private _createFullDelta(entity: EntitySyncState): EntityDeltaState {
let flags = 0
if (entity.pos) flags |= DeltaFlags.POSITION
if (entity.rot !== undefined) flags |= DeltaFlags.ROTATION
if (entity.vel) flags |= DeltaFlags.VELOCITY
if (entity.angVel !== undefined) flags |= DeltaFlags.ANGULAR_VELOCITY
if (entity.custom) flags |= DeltaFlags.CUSTOM
return {
netId: entity.netId,
flags,
pos: entity.pos,
rot: entity.rot,
vel: entity.vel,
angVel: entity.angVel,
custom: entity.custom,
}
}
private _calculateDelta(
lastState: EntitySyncState,
currentState: EntitySyncState
): EntityDeltaState | null {
let flags = 0
const delta: EntityDeltaState = {
netId: currentState.netId,
flags: 0,
}
// Check position change
if (currentState.pos) {
const posChanged = !lastState.pos ||
Math.abs(currentState.pos.x - lastState.pos.x) > this._config.positionThreshold ||
Math.abs(currentState.pos.y - lastState.pos.y) > this._config.positionThreshold
if (posChanged) {
flags |= DeltaFlags.POSITION
delta.pos = currentState.pos
}
}
// Check rotation change
if (currentState.rot !== undefined) {
const rotChanged = lastState.rot === undefined ||
Math.abs(currentState.rot - lastState.rot) > this._config.rotationThreshold
if (rotChanged) {
flags |= DeltaFlags.ROTATION
delta.rot = currentState.rot
}
}
// Check velocity change
if (currentState.vel) {
const velChanged = !lastState.vel ||
Math.abs(currentState.vel.x - lastState.vel.x) > this._config.velocityThreshold ||
Math.abs(currentState.vel.y - lastState.vel.y) > this._config.velocityThreshold
if (velChanged) {
flags |= DeltaFlags.VELOCITY
delta.vel = currentState.vel
}
}
// Check angular velocity change
if (currentState.angVel !== undefined) {
const angVelChanged = lastState.angVel === undefined ||
Math.abs(currentState.angVel - lastState.angVel) > this._config.velocityThreshold
if (angVelChanged) {
flags |= DeltaFlags.ANGULAR_VELOCITY
delta.angVel = currentState.angVel
}
}
// Check custom data change (simple reference comparison)
if (currentState.custom) {
const customChanged = !this._customDataEqual(lastState.custom, currentState.custom)
if (customChanged) {
flags |= DeltaFlags.CUSTOM
delta.custom = currentState.custom
}
}
// Return null if no changes
if (flags === 0) {
return null
}
delta.flags = flags
return delta
}
private _applyDelta(
lastState: EntitySyncState | undefined,
delta: EntityDeltaState
): EntitySyncState {
const state: EntitySyncState = {
netId: delta.netId,
}
// Apply position
if (delta.flags & DeltaFlags.POSITION) {
state.pos = delta.pos
} else if (lastState?.pos) {
state.pos = lastState.pos
}
// Apply rotation
if (delta.flags & DeltaFlags.ROTATION) {
state.rot = delta.rot
} else if (lastState?.rot !== undefined) {
state.rot = lastState.rot
}
// Apply velocity
if (delta.flags & DeltaFlags.VELOCITY) {
state.vel = delta.vel
} else if (lastState?.vel) {
state.vel = lastState.vel
}
// Apply angular velocity
if (delta.flags & DeltaFlags.ANGULAR_VELOCITY) {
state.angVel = delta.angVel
} else if (lastState?.angVel !== undefined) {
state.angVel = lastState.angVel
}
// Apply custom data
if (delta.flags & DeltaFlags.CUSTOM) {
state.custom = delta.custom
} else if (lastState?.custom) {
state.custom = lastState.custom
}
return state
}
private _customDataEqual(
a: Record<string, unknown> | undefined,
b: Record<string, unknown> | undefined
): boolean {
if (a === b) return true
if (!a || !b) return false
const keysA = Object.keys(a)
const keysB = Object.keys(b)
if (keysA.length !== keysB.length) return false
for (const key of keysA) {
if (a[key] !== b[key]) return false
}
return true
}
}
// =============================================================================
// 工厂函数 | Factory Functions
// =============================================================================
/**
* @zh 创建状态增量压缩器
* @en Create state delta compressor
*/
export function createStateDeltaCompressor(
config?: Partial<DeltaCompressionConfig>
): StateDeltaCompressor {
return new StateDeltaCompressor(config)
}

View File

@@ -46,3 +46,35 @@ export type {
} from './ClientPrediction';
export { ClientPrediction, createClientPrediction } from './ClientPrediction';
// =============================================================================
// 状态增量压缩 | State Delta Compression
// =============================================================================
export type {
EntityDeltaState,
DeltaSyncData,
DeltaCompressionConfig
} from './StateDelta';
export {
DeltaFlags,
StateDeltaCompressor,
createStateDeltaCompressor
} from './StateDelta';
// =============================================================================
// 组件同步 | Component Sync (@sync decorator based)
// =============================================================================
export type {
ComponentSyncEventType,
ComponentSyncEvent,
ComponentSyncEventListener,
ComponentSyncConfig
} from './ComponentSync';
export {
ComponentSyncSystem,
createComponentSyncSystem
} from './ComponentSync';

View File

@@ -0,0 +1,500 @@
/**
* @zh 网络 AOI 系统
* @en Network AOI System
*
* @zh 集成 AOI 兴趣区域管理,过滤网络同步数据
* @en Integrates AOI interest management to filter network sync data
*/
import { EntitySystem, Matcher, type Entity } from '@esengine/ecs-framework'
import { NetworkIdentity } from '../components/NetworkIdentity'
import { NetworkTransform } from '../components/NetworkTransform'
import type { EntitySyncState } from '../protocol'
// =============================================================================
// Types | 类型定义
// =============================================================================
/**
* @zh AOI 事件类型
* @en AOI event type
*/
export type NetworkAOIEventType = 'enter' | 'exit'
/**
* @zh AOI 事件
* @en AOI event
*/
export interface NetworkAOIEvent {
/**
* @zh 事件类型
* @en Event type
*/
type: NetworkAOIEventType
/**
* @zh 观察者网络 ID玩家
* @en Observer network ID (player)
*/
observerNetId: number
/**
* @zh 目标网络 ID进入/离开视野的实体)
* @en Target network ID (entity entering/exiting view)
*/
targetNetId: number
}
/**
* @zh AOI 事件监听器
* @en AOI event listener
*/
export type NetworkAOIEventListener = (event: NetworkAOIEvent) => void
/**
* @zh 网络 AOI 配置
* @en Network AOI configuration
*/
export interface NetworkAOIConfig {
/**
* @zh 网格单元格大小
* @en Grid cell size
*/
cellSize: number
/**
* @zh 默认视野范围
* @en Default view range
*/
defaultViewRange: number
/**
* @zh 是否启用 AOI 过滤
* @en Whether to enable AOI filtering
*/
enabled: boolean
}
const DEFAULT_CONFIG: NetworkAOIConfig = {
cellSize: 100,
defaultViewRange: 500,
enabled: true,
}
/**
* @zh 观察者数据
* @en Observer data
*/
interface ObserverData {
netId: number
position: { x: number; y: number }
viewRange: number
viewRangeSq: number
cellKey: string
visibleEntities: Set<number>
}
// =============================================================================
// NetworkAOISystem | 网络 AOI 系统
// =============================================================================
/**
* @zh 网络 AOI 系统
* @en Network AOI system
*
* @zh 管理网络实体的兴趣区域,过滤同步数据
* @en Manages network entities' areas of interest and filters sync data
*/
export class NetworkAOISystem extends EntitySystem {
private readonly _config: NetworkAOIConfig
private readonly _observers: Map<number, ObserverData> = new Map()
private readonly _cells: Map<string, Set<number>> = new Map()
private readonly _listeners: Set<NetworkAOIEventListener> = new Set()
private readonly _entityNetIdMap: Map<Entity, number> = new Map()
private readonly _netIdEntityMap: Map<number, Entity> = new Map()
constructor(config?: Partial<NetworkAOIConfig>) {
super(Matcher.all(NetworkIdentity, NetworkTransform))
this._config = { ...DEFAULT_CONFIG, ...config }
}
/**
* @zh 获取配置
* @en Get configuration
*/
get config(): Readonly<NetworkAOIConfig> {
return this._config
}
/**
* @zh 是否启用
* @en Is enabled
*/
get enabled(): boolean {
return this._config.enabled
}
set enabled(value: boolean) {
this._config.enabled = value
}
/**
* @zh 观察者数量
* @en Observer count
*/
get observerCount(): number {
return this._observers.size
}
// =========================================================================
// 观察者管理 | Observer Management
// =========================================================================
/**
* @zh 添加观察者(通常是玩家实体)
* @en Add observer (usually player entity)
*/
addObserver(netId: number, x: number, y: number, viewRange?: number): void {
if (this._observers.has(netId)) {
this.updateObserverPosition(netId, x, y)
return
}
const range = viewRange ?? this._config.defaultViewRange
const cellKey = this._getCellKey(x, y)
const data: ObserverData = {
netId,
position: { x, y },
viewRange: range,
viewRangeSq: range * range,
cellKey,
visibleEntities: new Set(),
}
this._observers.set(netId, data)
this._addToCell(cellKey, netId)
this._updateVisibility(data)
}
/**
* @zh 移除观察者
* @en Remove observer
*/
removeObserver(netId: number): boolean {
const data = this._observers.get(netId)
if (!data) return false
// Emit exit events for all visible entities
for (const visibleNetId of data.visibleEntities) {
this._emitEvent({
type: 'exit',
observerNetId: netId,
targetNetId: visibleNetId,
})
}
this._removeFromCell(data.cellKey, netId)
this._observers.delete(netId)
return true
}
/**
* @zh 更新观察者位置
* @en Update observer position
*/
updateObserverPosition(netId: number, x: number, y: number): void {
const data = this._observers.get(netId)
if (!data) return
const newCellKey = this._getCellKey(x, y)
if (newCellKey !== data.cellKey) {
this._removeFromCell(data.cellKey, netId)
data.cellKey = newCellKey
this._addToCell(newCellKey, netId)
}
data.position.x = x
data.position.y = y
this._updateVisibility(data)
}
/**
* @zh 更新观察者视野范围
* @en Update observer view range
*/
updateObserverViewRange(netId: number, viewRange: number): void {
const data = this._observers.get(netId)
if (!data) return
data.viewRange = viewRange
data.viewRangeSq = viewRange * viewRange
this._updateVisibility(data)
}
// =========================================================================
// 实体管理 | Entity Management
// =========================================================================
/**
* @zh 注册网络实体
* @en Register network entity
*/
registerEntity(entity: Entity, netId: number): void {
this._entityNetIdMap.set(entity, netId)
this._netIdEntityMap.set(netId, entity)
}
/**
* @zh 注销网络实体
* @en Unregister network entity
*/
unregisterEntity(entity: Entity): void {
const netId = this._entityNetIdMap.get(entity)
if (netId !== undefined) {
// Remove from all observers' visible sets
for (const [, data] of this._observers) {
if (data.visibleEntities.has(netId)) {
data.visibleEntities.delete(netId)
this._emitEvent({
type: 'exit',
observerNetId: data.netId,
targetNetId: netId,
})
}
}
this._netIdEntityMap.delete(netId)
}
this._entityNetIdMap.delete(entity)
}
// =========================================================================
// 查询接口 | Query Interface
// =========================================================================
/**
* @zh 获取观察者能看到的实体网络 ID 列表
* @en Get list of entity network IDs visible to observer
*/
getVisibleEntities(observerNetId: number): number[] {
const data = this._observers.get(observerNetId)
return data ? Array.from(data.visibleEntities) : []
}
/**
* @zh 获取能看到指定实体的观察者网络 ID 列表
* @en Get list of observer network IDs that can see the entity
*/
getObserversOf(entityNetId: number): number[] {
const observers: number[] = []
for (const [, data] of this._observers) {
if (data.visibleEntities.has(entityNetId)) {
observers.push(data.netId)
}
}
return observers
}
/**
* @zh 检查观察者是否能看到目标
* @en Check if observer can see target
*/
canSee(observerNetId: number, targetNetId: number): boolean {
const data = this._observers.get(observerNetId)
return data?.visibleEntities.has(targetNetId) ?? false
}
/**
* @zh 过滤同步数据,只保留观察者能看到的实体
* @en Filter sync data to only include entities visible to observer
*/
filterSyncData(observerNetId: number, entities: EntitySyncState[]): EntitySyncState[] {
if (!this._config.enabled) {
return entities
}
const data = this._observers.get(observerNetId)
if (!data) {
return entities
}
return entities.filter(entity => {
// Always include the observer's own entity
if (entity.netId === observerNetId) return true
// Include entities in view
return data.visibleEntities.has(entity.netId)
})
}
// =========================================================================
// 事件系统 | Event System
// =========================================================================
/**
* @zh 添加事件监听器
* @en Add event listener
*/
addListener(listener: NetworkAOIEventListener): void {
this._listeners.add(listener)
}
/**
* @zh 移除事件监听器
* @en Remove event listener
*/
removeListener(listener: NetworkAOIEventListener): void {
this._listeners.delete(listener)
}
// =========================================================================
// 系统生命周期 | System Lifecycle
// =========================================================================
protected override process(entities: readonly Entity[]): void {
if (!this._config.enabled) return
// Update entity positions for AOI calculations
for (const entity of entities) {
const identity = this.requireComponent(entity, NetworkIdentity)
const transform = this.requireComponent(entity, NetworkTransform)
// Register entity if not already registered
if (!this._entityNetIdMap.has(entity)) {
this.registerEntity(entity, identity.netId)
}
// If this entity is an observer (has authority), update its position
if (identity.bHasAuthority && this._observers.has(identity.netId)) {
this.updateObserverPosition(
identity.netId,
transform.currentX,
transform.currentY
)
}
}
// Update all observers' visibility based on entity positions
this._updateAllObserversVisibility(entities)
}
private _updateAllObserversVisibility(entities: readonly Entity[]): void {
for (const [, data] of this._observers) {
const newVisible = new Set<number>()
// Check all entities
for (const entity of entities) {
const identity = this.requireComponent(entity, NetworkIdentity)
const transform = this.requireComponent(entity, NetworkTransform)
// Skip self
if (identity.netId === data.netId) continue
// Check distance
const dx = transform.currentX - data.position.x
const dy = transform.currentY - data.position.y
const distSq = dx * dx + dy * dy
if (distSq <= data.viewRangeSq) {
newVisible.add(identity.netId)
}
}
// Find entities that entered view
for (const netId of newVisible) {
if (!data.visibleEntities.has(netId)) {
this._emitEvent({
type: 'enter',
observerNetId: data.netId,
targetNetId: netId,
})
}
}
// Find entities that exited view
for (const netId of data.visibleEntities) {
if (!newVisible.has(netId)) {
this._emitEvent({
type: 'exit',
observerNetId: data.netId,
targetNetId: netId,
})
}
}
data.visibleEntities = newVisible
}
}
/**
* @zh 清除所有数据
* @en Clear all data
*/
clear(): void {
this._observers.clear()
this._cells.clear()
this._entityNetIdMap.clear()
this._netIdEntityMap.clear()
}
protected override onDestroy(): void {
this.clear()
this._listeners.clear()
}
// =========================================================================
// 私有方法 | Private Methods
// =========================================================================
private _getCellKey(x: number, y: number): string {
const cellX = Math.floor(x / this._config.cellSize)
const cellY = Math.floor(y / this._config.cellSize)
return `${cellX},${cellY}`
}
private _addToCell(cellKey: string, netId: number): void {
let cell = this._cells.get(cellKey)
if (!cell) {
cell = new Set()
this._cells.set(cellKey, cell)
}
cell.add(netId)
}
private _removeFromCell(cellKey: string, netId: number): void {
const cell = this._cells.get(cellKey)
if (cell) {
cell.delete(netId)
if (cell.size === 0) {
this._cells.delete(cellKey)
}
}
}
private _updateVisibility(data: ObserverData): void {
// This is called when an observer moves
// The full visibility update happens in process() with all entities
}
private _emitEvent(event: NetworkAOIEvent): void {
for (const listener of this._listeners) {
try {
listener(event)
} catch (e) {
console.error('[NetworkAOISystem] Listener error:', e)
}
}
}
}
// =============================================================================
// 工厂函数 | Factory Functions
// =============================================================================
/**
* @zh 创建网络 AOI 系统
* @en Create network AOI system
*/
export function createNetworkAOISystem(
config?: Partial<NetworkAOIConfig>
): NetworkAOISystem {
return new NetworkAOISystem(config)
}

View File

@@ -1,11 +1,63 @@
/**
* @zh 网络输入系统
* @en Network Input System
*
* @zh 收集本地玩家输入并发送到服务器,支持与预测系统集成
* @en Collects local player input and sends to server, supports integration with prediction system
*/
import { EntitySystem, Matcher } from '@esengine/ecs-framework'
import type { PlayerInput } from '../protocol'
import type { NetworkService } from '../services/NetworkService'
import type { NetworkPredictionSystem } from './NetworkPredictionSystem'
// =============================================================================
// Types | 类型定义
// =============================================================================
/**
* @zh 输入配置
* @en Input configuration
*/
export interface NetworkInputConfig {
/**
* @zh 发送输入的最小间隔(毫秒)
* @en Minimum interval between input sends (milliseconds)
*/
sendInterval: number
/**
* @zh 是否合并相同输入
* @en Whether to merge identical inputs
*/
mergeIdenticalInputs: boolean
/**
* @zh 最大输入队列长度
* @en Maximum input queue length
*/
maxQueueLength: number
}
const DEFAULT_CONFIG: NetworkInputConfig = {
sendInterval: 16, // ~60fps
mergeIdenticalInputs: true,
maxQueueLength: 10,
}
/**
* @zh 待发送输入
* @en Pending input
*/
interface PendingInput {
moveDir?: { x: number; y: number }
actions?: string[]
timestamp: number
}
// =============================================================================
// NetworkInputSystem | 网络输入系统
// =============================================================================
/**
* @zh 网络输入系统
@@ -15,13 +67,52 @@ import type { NetworkService } from '../services/NetworkService'
* @en Collects local player input and sends to server
*/
export class NetworkInputSystem extends EntitySystem {
private _networkService: NetworkService
private _frame: number = 0
private _inputQueue: PlayerInput[] = []
private readonly _networkService: NetworkService
private readonly _config: NetworkInputConfig
private _predictionSystem: NetworkPredictionSystem | null = null
constructor(networkService: NetworkService) {
private _frame: number = 0
private _inputSequence: number = 0
private _inputQueue: PendingInput[] = []
private _lastSendTime: number = 0
private _lastMoveDir: { x: number; y: number } = { x: 0, y: 0 }
constructor(networkService: NetworkService, config?: Partial<NetworkInputConfig>) {
super(Matcher.nothing())
this._networkService = networkService
this._config = { ...DEFAULT_CONFIG, ...config }
}
/**
* @zh 获取配置
* @en Get configuration
*/
get config(): Readonly<NetworkInputConfig> {
return this._config
}
/**
* @zh 获取当前帧号
* @en Get current frame number
*/
get frame(): number {
return this._frame
}
/**
* @zh 获取当前输入序列号
* @en Get current input sequence
*/
get inputSequence(): number {
return this._inputSequence
}
/**
* @zh 设置预测系统引用
* @en Set prediction system reference
*/
setPredictionSystem(system: NetworkPredictionSystem): void {
this._predictionSystem = system
}
/**
@@ -32,11 +123,64 @@ export class NetworkInputSystem extends EntitySystem {
if (!this._networkService.isConnected) return
this._frame++
const now = Date.now()
while (this._inputQueue.length > 0) {
const input = this._inputQueue.shift()!
input.frame = this._frame
this._networkService.sendInput(input)
// Rate limiting
if (now - this._lastSendTime < this._config.sendInterval) return
// If using prediction system, get input from there
if (this._predictionSystem) {
const predictedInput = this._predictionSystem.getInputToSend()
if (predictedInput) {
this._networkService.sendInput(predictedInput)
this._lastSendTime = now
}
return
}
// Otherwise process queue
if (this._inputQueue.length === 0) return
// Merge inputs if configured
let mergedInput: PendingInput
if (this._config.mergeIdenticalInputs && this._inputQueue.length > 1) {
mergedInput = this._mergeInputs(this._inputQueue)
this._inputQueue.length = 0
} else {
mergedInput = this._inputQueue.shift()!
}
// Build and send input
this._inputSequence++
const input: PlayerInput = {
seq: this._inputSequence,
frame: this._frame,
timestamp: mergedInput.timestamp,
moveDir: mergedInput.moveDir,
actions: mergedInput.actions,
}
this._networkService.sendInput(input)
this._lastSendTime = now
}
private _mergeInputs(inputs: PendingInput[]): PendingInput {
const allActions: string[] = []
let lastMoveDir: { x: number; y: number } | undefined
for (const input of inputs) {
if (input.moveDir) {
lastMoveDir = input.moveDir
}
if (input.actions) {
allActions.push(...input.actions)
}
}
return {
moveDir: lastMoveDir,
actions: allActions.length > 0 ? allActions : undefined,
timestamp: inputs[inputs.length - 1].timestamp,
}
}
@@ -45,10 +189,24 @@ export class NetworkInputSystem extends EntitySystem {
* @en Add move input
*/
public addMoveInput(x: number, y: number): void {
this._inputQueue.push({
frame: 0,
moveDir: { x, y },
})
// Skip if same as last input
if (
this._config.mergeIdenticalInputs &&
this._lastMoveDir.x === x &&
this._lastMoveDir.y === y &&
this._inputQueue.length > 0
) {
return
}
this._lastMoveDir = { x, y }
// Also set input on prediction system
if (this._predictionSystem) {
this._predictionSystem.setInput(x, y)
}
this._addToQueue({ moveDir: { x, y }, timestamp: Date.now() })
}
/**
@@ -56,19 +214,70 @@ export class NetworkInputSystem extends EntitySystem {
* @en Add action input
*/
public addActionInput(action: string): void {
// Try to add to last input in queue
const lastInput = this._inputQueue[this._inputQueue.length - 1]
if (lastInput) {
lastInput.actions = lastInput.actions || []
lastInput.actions.push(action)
} else {
this._inputQueue.push({
frame: 0,
actions: [action],
})
this._addToQueue({ actions: [action], timestamp: Date.now() })
}
// Also set on prediction system
if (this._predictionSystem) {
this._predictionSystem.setInput(
this._lastMoveDir.x,
this._lastMoveDir.y,
[action]
)
}
}
private _addToQueue(input: PendingInput): void {
this._inputQueue.push(input)
// Limit queue size
while (this._inputQueue.length > this._config.maxQueueLength) {
this._inputQueue.shift()
}
}
/**
* @zh 清空输入队列
* @en Clear input queue
*/
public clearQueue(): void {
this._inputQueue.length = 0
this._lastMoveDir = { x: 0, y: 0 }
}
/**
* @zh 重置状态
* @en Reset state
*/
public reset(): void {
this._frame = 0
this._inputSequence = 0
this.clearQueue()
}
protected override onDestroy(): void {
this._inputQueue.length = 0
this._predictionSystem = null
}
}
// =============================================================================
// 工厂函数 | Factory Functions
// =============================================================================
/**
* @zh 创建网络输入系统
* @en Create network input system
*/
export function createNetworkInputSystem(
networkService: NetworkService,
config?: Partial<NetworkInputConfig>
): NetworkInputSystem {
return new NetworkInputSystem(networkService, config)
}

View File

@@ -0,0 +1,309 @@
/**
* @zh 网络预测系统
* @en Network Prediction System
*
* @zh 处理本地玩家的客户端预测和服务器校正
* @en Handles client-side prediction and server reconciliation for local player
*/
import { EntitySystem, Matcher, Time, type Entity } from '@esengine/ecs-framework'
import { NetworkIdentity } from '../components/NetworkIdentity'
import { NetworkTransform } from '../components/NetworkTransform'
import type { SyncData, PlayerInput } from '../protocol'
import {
ClientPrediction,
createClientPrediction,
type IPredictor,
type ClientPredictionConfig,
type ITransformState,
} from '../sync'
// =============================================================================
// Types | 类型定义
// =============================================================================
/**
* @zh 移动输入
* @en Movement input
*/
export interface MovementInput {
x: number
y: number
actions?: string[]
}
/**
* @zh 预测状态(位置 + 旋转)
* @en Predicted state (position + rotation)
*/
export interface PredictedTransform extends ITransformState {
velocityX: number
velocityY: number
}
/**
* @zh 预测系统配置
* @en Prediction system configuration
*/
export interface NetworkPredictionConfig extends Partial<ClientPredictionConfig> {
/**
* @zh 移动速度(单位/秒)
* @en Movement speed (units/second)
*/
moveSpeed: number
/**
* @zh 是否启用预测
* @en Whether prediction is enabled
*/
enabled: boolean
}
const DEFAULT_CONFIG: NetworkPredictionConfig = {
moveSpeed: 200,
enabled: true,
maxUnacknowledgedInputs: 60,
reconciliationThreshold: 0.5,
reconciliationSpeed: 10,
}
// =============================================================================
// 默认预测器 | Default Predictor
// =============================================================================
/**
* @zh 简单移动预测器
* @en Simple movement predictor
*/
class SimpleMovementPredictor implements IPredictor<PredictedTransform, MovementInput> {
constructor(private readonly _moveSpeed: number) {}
predict(state: PredictedTransform, input: MovementInput, deltaTime: number): PredictedTransform {
const velocityX = input.x * this._moveSpeed
const velocityY = input.y * this._moveSpeed
return {
x: state.x + velocityX * deltaTime,
y: state.y + velocityY * deltaTime,
rotation: state.rotation,
velocityX,
velocityY,
}
}
}
// =============================================================================
// NetworkPredictionSystem | 网络预测系统
// =============================================================================
/**
* @zh 网络预测系统
* @en Network prediction system
*
* @zh 处理本地玩家的输入预测和服务器状态校正
* @en Handles local player input prediction and server state reconciliation
*/
export class NetworkPredictionSystem extends EntitySystem {
private readonly _config: NetworkPredictionConfig
private readonly _predictor: IPredictor<PredictedTransform, MovementInput>
private _prediction: ClientPrediction<PredictedTransform, MovementInput> | null = null
private _localPlayerNetId: number = -1
private _currentInput: MovementInput = { x: 0, y: 0 }
private _inputSequence: number = 0
constructor(config?: Partial<NetworkPredictionConfig>) {
super(Matcher.all(NetworkIdentity, NetworkTransform))
this._config = { ...DEFAULT_CONFIG, ...config }
this._predictor = new SimpleMovementPredictor(this._config.moveSpeed)
}
/**
* @zh 获取配置
* @en Get configuration
*/
get config(): Readonly<NetworkPredictionConfig> {
return this._config
}
/**
* @zh 获取当前输入序列号
* @en Get current input sequence number
*/
get inputSequence(): number {
return this._inputSequence
}
/**
* @zh 获取待确认输入数量
* @en Get pending input count
*/
get pendingInputCount(): number {
return this._prediction?.pendingInputCount ?? 0
}
/**
* @zh 是否启用预测
* @en Whether prediction is enabled
*/
get enabled(): boolean {
return this._config.enabled
}
set enabled(value: boolean) {
this._config.enabled = value
}
/**
* @zh 设置本地玩家网络 ID
* @en Set local player network ID
*/
setLocalPlayerNetId(netId: number): void {
this._localPlayerNetId = netId
this._prediction = createClientPrediction<PredictedTransform, MovementInput>(
this._predictor,
{
maxUnacknowledgedInputs: this._config.maxUnacknowledgedInputs,
reconciliationThreshold: this._config.reconciliationThreshold,
reconciliationSpeed: this._config.reconciliationSpeed,
}
)
}
/**
* @zh 设置移动输入
* @en Set movement input
*/
setInput(x: number, y: number, actions?: string[]): void {
this._currentInput = { x, y, actions }
}
/**
* @zh 获取下一个要发送的输入(带序列号)
* @en Get next input to send (with sequence number)
*/
getInputToSend(): PlayerInput | null {
if (!this._prediction) return null
const input = this._prediction.getInputToSend()
if (!input) return null
return {
seq: input.sequence,
frame: 0,
timestamp: input.timestamp,
moveDir: { x: input.input.x, y: input.input.y },
actions: input.input.actions,
}
}
/**
* @zh 处理服务器同步数据进行校正
* @en Process server sync data for reconciliation
*/
reconcileWithServer(data: SyncData): void {
if (!this._prediction || this._localPlayerNetId < 0) return
// Find local player state in sync data
const localState = data.entities.find(e => e.netId === this._localPlayerNetId)
if (!localState || !localState.pos) return
const serverState: PredictedTransform = {
x: localState.pos.x,
y: localState.pos.y,
rotation: localState.rot ?? 0,
velocityX: localState.vel?.x ?? 0,
velocityY: localState.vel?.y ?? 0,
}
// Reconcile prediction with server state
if (data.ackSeq !== undefined) {
this._prediction.reconcile(
serverState,
data.ackSeq,
(state) => ({ x: state.x, y: state.y }),
Time.deltaTime
)
}
}
protected override process(entities: readonly Entity[]): void {
if (!this._config.enabled || !this._prediction) return
const deltaTime = Time.deltaTime
for (const entity of entities) {
const identity = this.requireComponent(entity, NetworkIdentity)
// Only process local player with authority
if (!identity.bHasAuthority || identity.netId !== this._localPlayerNetId) continue
const transform = this.requireComponent(entity, NetworkTransform)
// Get current state
const currentState: PredictedTransform = {
x: transform.currentX,
y: transform.currentY,
rotation: transform.currentRotation,
velocityX: 0,
velocityY: 0,
}
// Record input and get predicted state
if (this._currentInput.x !== 0 || this._currentInput.y !== 0) {
const predicted = this._prediction.recordInput(
this._currentInput,
currentState,
deltaTime
)
// Apply predicted position
transform.currentX = predicted.x
transform.currentY = predicted.y
transform.currentRotation = predicted.rotation
// Update target to match (for rendering)
transform.targetX = predicted.x
transform.targetY = predicted.y
transform.targetRotation = predicted.rotation
this._inputSequence = this._prediction.currentSequence
}
// Apply correction offset smoothly
const offset = this._prediction.correctionOffset
if (Math.abs(offset.x) > 0.01 || Math.abs(offset.y) > 0.01) {
transform.currentX += offset.x * deltaTime * 5
transform.currentY += offset.y * deltaTime * 5
}
}
}
/**
* @zh 重置预测状态
* @en Reset prediction state
*/
reset(): void {
this._prediction?.clear()
this._inputSequence = 0
this._currentInput = { x: 0, y: 0 }
}
protected override onDestroy(): void {
this._prediction?.clear()
this._prediction = null
}
}
// =============================================================================
// 工厂函数 | Factory Functions
// =============================================================================
/**
* @zh 创建网络预测系统
* @en Create network prediction system
*/
export function createNetworkPredictionSystem(
config?: Partial<NetworkPredictionConfig>
): NetworkPredictionSystem {
return new NetworkPredictionSystem(config)
}

View File

@@ -1,10 +1,32 @@
/**
* @zh 网络同步系统
* @en Network Sync System
*
* @zh 处理网络实体的状态同步、快照缓冲和插值
* @en Handles state synchronization, snapshot buffering, and interpolation for networked entities
*/
import { EntitySystem, Matcher, Time, type Entity } from '@esengine/ecs-framework'
import { NetworkIdentity } from '../components/NetworkIdentity'
import { NetworkTransform } from '../components/NetworkTransform'
import type { SyncData, EntitySyncState } from '../protocol'
import {
SnapshotBuffer,
createSnapshotBuffer,
TransformInterpolator,
createTransformInterpolator,
type ITransformState,
type ITransformStateWithVelocity,
type IStateSnapshot,
} from '../sync'
// =============================================================================
// Types | 类型定义
// =============================================================================
/**
* @zh 同步消息接口
* @en Sync message interface
* @zh 同步消息接口(兼容旧版)
* @en Sync message interface (for backwards compatibility)
*/
export interface SyncMessage {
entities: Array<{
@@ -14,25 +36,134 @@ export interface SyncMessage {
}>
}
/**
* @zh 实体快照数据
* @en Entity snapshot data
*/
interface EntitySnapshotData {
buffer: SnapshotBuffer<ITransformStateWithVelocity>
lastServerTime: number
}
/**
* @zh 同步系统配置
* @en Sync system configuration
*/
export interface NetworkSyncConfig {
/**
* @zh 快照缓冲区大小
* @en Snapshot buffer size
*/
bufferSize: number
/**
* @zh 插值延迟(毫秒)
* @en Interpolation delay in milliseconds
*/
interpolationDelay: number
/**
* @zh 是否启用外推
* @en Whether to enable extrapolation
*/
enableExtrapolation: boolean
/**
* @zh 最大外推时间(毫秒)
* @en Maximum extrapolation time in milliseconds
*/
maxExtrapolationTime: number
/**
* @zh 使用赫尔米特插值(更平滑)
* @en Use Hermite interpolation (smoother)
*/
useHermiteInterpolation: boolean
}
const DEFAULT_CONFIG: NetworkSyncConfig = {
bufferSize: 30,
interpolationDelay: 100,
enableExtrapolation: true,
maxExtrapolationTime: 200,
useHermiteInterpolation: false,
}
// =============================================================================
// NetworkSyncSystem | 网络同步系统
// =============================================================================
/**
* @zh 网络同步系统
* @en Network sync system
*
* @zh 处理网络实体的状态同步和插值
* @en Handles state synchronization and interpolation for networked entities
* @zh 处理网络实体的状态同步和插值,支持快照缓冲、平滑插值和外推
* @en Handles state synchronization and interpolation for networked entities,
* supports snapshot buffering, smooth interpolation, and extrapolation
*/
export class NetworkSyncSystem extends EntitySystem {
private _netIdToEntity: Map<number, number> = new Map()
private readonly _netIdToEntity: Map<number, number> = new Map()
private readonly _entitySnapshots: Map<number, EntitySnapshotData> = new Map()
private readonly _interpolator: TransformInterpolator
private readonly _config: NetworkSyncConfig
constructor() {
private _serverTimeOffset: number = 0
private _lastSyncTime: number = 0
private _renderTime: number = 0
constructor(config?: Partial<NetworkSyncConfig>) {
super(Matcher.all(NetworkIdentity, NetworkTransform))
this._config = { ...DEFAULT_CONFIG, ...config }
this._interpolator = createTransformInterpolator()
}
/**
* @zh 处理同步消息
* @en Handle sync message
* @zh 获取配置
* @en Get configuration
*/
get config(): Readonly<NetworkSyncConfig> {
return this._config
}
/**
* @zh 获取服务器时间偏移
* @en Get server time offset
*/
get serverTimeOffset(): number {
return this._serverTimeOffset
}
/**
* @zh 获取当前渲染时间
* @en Get current render time
*/
get renderTime(): number {
return this._renderTime
}
/**
* @zh 处理同步消息(新版,带时间戳)
* @en Handle sync message (new version with timestamp)
*/
handleSyncData(data: SyncData): void {
const serverTime = data.timestamp
// Update server time offset
const clientTime = Date.now()
this._serverTimeOffset = serverTime - clientTime
this._lastSyncTime = clientTime
for (const state of data.entities) {
this._processEntityState(state, serverTime)
}
}
/**
* @zh 处理同步消息(兼容旧版)
* @en Handle sync message (backwards compatible)
*/
handleSync(msg: SyncMessage): void {
const now = Date.now()
for (const state of msg.entities) {
const entityId = this._netIdToEntity.get(state.netId)
if (entityId === undefined) continue
@@ -44,22 +175,133 @@ export class NetworkSyncSystem extends EntitySystem {
if (transform && state.pos) {
transform.setTarget(state.pos.x, state.pos.y, state.rot ?? 0)
}
// Also add to snapshot buffer for interpolation
this._processEntityState({
netId: state.netId,
pos: state.pos,
rot: state.rot,
}, now)
}
}
private _processEntityState(state: EntitySyncState, serverTime: number): void {
const entityId = this._netIdToEntity.get(state.netId)
if (entityId === undefined) return
// Get or create snapshot buffer
let snapshotData = this._entitySnapshots.get(state.netId)
if (!snapshotData) {
snapshotData = {
buffer: createSnapshotBuffer<ITransformStateWithVelocity>(
this._config.bufferSize,
this._config.interpolationDelay
),
lastServerTime: 0,
}
this._entitySnapshots.set(state.netId, snapshotData)
}
// Create snapshot
const transformState: ITransformStateWithVelocity = {
x: state.pos?.x ?? 0,
y: state.pos?.y ?? 0,
rotation: state.rot ?? 0,
velocityX: state.vel?.x ?? 0,
velocityY: state.vel?.y ?? 0,
angularVelocity: state.angVel ?? 0,
}
const snapshot: IStateSnapshot<ITransformStateWithVelocity> = {
timestamp: serverTime,
state: transformState,
}
snapshotData.buffer.push(snapshot)
snapshotData.lastServerTime = serverTime
}
protected override process(entities: readonly Entity[]): void {
const deltaTime = Time.deltaTime
const clientTime = Date.now()
// Calculate render time (current time adjusted for server offset)
this._renderTime = clientTime + this._serverTimeOffset
for (const entity of entities) {
const transform = this.requireComponent(entity, NetworkTransform)
const identity = this.requireComponent(entity, NetworkIdentity)
if (!identity.bHasAuthority && transform.bInterpolate) {
this._interpolate(transform, deltaTime)
// Skip entities with authority (local player handles their own movement)
if (identity.bHasAuthority) continue
if (transform.bInterpolate) {
this._interpolateEntity(identity.netId, transform, deltaTime)
}
}
}
private _interpolateEntity(
netId: number,
transform: NetworkTransform,
deltaTime: number
): void {
const snapshotData = this._entitySnapshots.get(netId)
if (snapshotData && snapshotData.buffer.size >= 2) {
// Use snapshot buffer for interpolation
const result = snapshotData.buffer.getInterpolationSnapshots(this._renderTime)
if (result) {
const [prev, next, t] = result
const interpolated = this._interpolator.interpolate(prev.state, next.state, t)
transform.currentX = interpolated.x
transform.currentY = interpolated.y
transform.currentRotation = interpolated.rotation
// Update target for compatibility
transform.targetX = next.state.x
transform.targetY = next.state.y
transform.targetRotation = next.state.rotation
return
}
// Extrapolation if enabled and we have velocity data
if (this._config.enableExtrapolation) {
const latest = snapshotData.buffer.getLatest()
if (latest) {
const timeSinceLastSnapshot = this._renderTime - latest.timestamp
if (timeSinceLastSnapshot > 0 && timeSinceLastSnapshot < this._config.maxExtrapolationTime) {
const extrapolated = this._interpolator.extrapolate(
latest.state,
timeSinceLastSnapshot / 1000
)
transform.currentX = extrapolated.x
transform.currentY = extrapolated.y
transform.currentRotation = extrapolated.rotation
return
}
}
}
}
// Fallback: simple lerp towards target
this._simpleLerp(transform, deltaTime)
}
private _simpleLerp(transform: NetworkTransform, deltaTime: number): void {
const t = Math.min(1, transform.lerpSpeed * deltaTime)
transform.currentX += (transform.targetX - transform.currentX) * t
transform.currentY += (transform.targetY - transform.currentY) * t
let angleDiff = transform.targetRotation - transform.currentRotation
while (angleDiff > Math.PI) angleDiff -= Math.PI * 2
while (angleDiff < -Math.PI) angleDiff += Math.PI * 2
transform.currentRotation += angleDiff * t
}
/**
* @zh 注册网络实体
* @en Register network entity
@@ -74,6 +316,7 @@ export class NetworkSyncSystem extends EntitySystem {
*/
unregisterEntity(netId: number): void {
this._netIdToEntity.delete(netId)
this._entitySnapshots.delete(netId)
}
/**
@@ -84,19 +327,26 @@ export class NetworkSyncSystem extends EntitySystem {
return this._netIdToEntity.get(netId)
}
private _interpolate(transform: NetworkTransform, deltaTime: number): void {
const t = Math.min(1, transform.lerpSpeed * deltaTime)
/**
* @zh 获取实体的快照缓冲区
* @en Get entity's snapshot buffer
*/
getSnapshotBuffer(netId: number): SnapshotBuffer<ITransformStateWithVelocity> | undefined {
return this._entitySnapshots.get(netId)?.buffer
}
transform.currentX += (transform.targetX - transform.currentX) * t
transform.currentY += (transform.targetY - transform.currentY) * t
let angleDiff = transform.targetRotation - transform.currentRotation
while (angleDiff > Math.PI) angleDiff -= Math.PI * 2
while (angleDiff < -Math.PI) angleDiff += Math.PI * 2
transform.currentRotation += angleDiff * t
/**
* @zh 清空所有快照缓冲
* @en Clear all snapshot buffers
*/
clearSnapshots(): void {
for (const data of this._entitySnapshots.values()) {
data.buffer.clear()
}
}
protected override onDestroy(): void {
this._netIdToEntity.clear()
this._entitySnapshots.clear()
}
}

View File

@@ -8,6 +8,8 @@ import type { NetworkService } from './services/NetworkService';
import type { NetworkSyncSystem } from './systems/NetworkSyncSystem';
import type { NetworkSpawnSystem } from './systems/NetworkSpawnSystem';
import type { NetworkInputSystem } from './systems/NetworkInputSystem';
import type { NetworkPredictionSystem } from './systems/NetworkPredictionSystem';
import type { NetworkAOISystem } from './systems/NetworkAOISystem';
// ============================================================================
// Network 模块导出的令牌 | Tokens exported by Network module
@@ -36,3 +38,15 @@ export const NetworkSpawnSystemToken = createServiceToken<NetworkSpawnSystem>('n
* Network input system token
*/
export const NetworkInputSystemToken = createServiceToken<NetworkInputSystem>('networkInputSystem');
/**
* 网络预测系统令牌
* Network prediction system token
*/
export const NetworkPredictionSystemToken = createServiceToken<NetworkPredictionSystem>('networkPredictionSystem');
/**
* 网络 AOI 系统令牌
* Network AOI system token
*/
export const NetworkAOISystemToken = createServiceToken<NetworkAOISystem>('networkAOISystem');

View File

@@ -1,5 +1,27 @@
# @esengine/pathfinding
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
- @esengine/blueprint@2.0.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
- @esengine/blueprint@2.0.0
## 1.0.4
### Patch Changes
- [#376](https://github.com/esengine/esengine/pull/376) [`0662b07`](https://github.com/esengine/esengine/commit/0662b074454906ad7c0264fe1d3a241f13730ba1) Thanks [@esengine](https://github.com/esengine)! - fix: update pathfinding package to resolve npm version conflict
## 1.0.3
### Patch Changes

View File

@@ -0,0 +1,247 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { AStarPathfinder } from '../../src/core/AStarPathfinder';
import { GridMap } from '../../src/grid/GridMap';
describe('AStarPathfinder', () => {
let grid: GridMap;
let pathfinder: AStarPathfinder;
beforeEach(() => {
grid = new GridMap(10, 10);
pathfinder = new AStarPathfinder(grid);
});
// =========================================================================
// Basic Pathfinding
// =========================================================================
describe('basic pathfinding', () => {
it('should find path between adjacent nodes', () => {
const result = pathfinder.findPath(0, 0, 1, 0);
expect(result.found).toBe(true);
expect(result.path.length).toBe(2);
expect(result.path[0]).toEqual({ x: 0, y: 0 });
expect(result.path[1]).toEqual({ x: 1, y: 0 });
});
it('should return start position for same start and end', () => {
const result = pathfinder.findPath(5, 5, 5, 5);
expect(result.found).toBe(true);
expect(result.path.length).toBe(1);
expect(result.path[0]).toEqual({ x: 5, y: 5 });
expect(result.cost).toBe(0);
});
it('should find diagonal path', () => {
const result = pathfinder.findPath(0, 0, 5, 5);
expect(result.found).toBe(true);
expect(result.path.length).toBeGreaterThan(1);
expect(result.path[0]).toEqual({ x: 0, y: 0 });
expect(result.path[result.path.length - 1]).toEqual({ x: 5, y: 5 });
});
it('should find path across grid', () => {
const result = pathfinder.findPath(0, 0, 9, 9);
expect(result.found).toBe(true);
expect(result.path[0]).toEqual({ x: 0, y: 0 });
expect(result.path[result.path.length - 1]).toEqual({ x: 9, y: 9 });
});
});
// =========================================================================
// Obstacles
// =========================================================================
describe('obstacles', () => {
it('should find path around single obstacle', () => {
grid.setWalkable(5, 5, false);
const result = pathfinder.findPath(4, 5, 6, 5);
expect(result.found).toBe(true);
expect(result.path.length).toBeGreaterThan(2);
});
it('should find path around wall', () => {
// Create vertical wall
for (let y = 2; y <= 7; y++) {
grid.setWalkable(5, y, false);
}
const result = pathfinder.findPath(3, 5, 7, 5);
expect(result.found).toBe(true);
// Path should go around the wall
expect(result.path.every(p => p.x !== 5 || p.y < 2 || p.y > 7)).toBe(true);
});
it('should return empty path when blocked', () => {
// Block completely around start
grid.setWalkable(1, 0, false);
grid.setWalkable(0, 1, false);
grid.setWalkable(1, 1, false);
const result = pathfinder.findPath(0, 0, 9, 9);
expect(result.found).toBe(false);
expect(result.path.length).toBe(0);
});
it('should return empty path when start is blocked', () => {
grid.setWalkable(0, 0, false);
const result = pathfinder.findPath(0, 0, 5, 5);
expect(result.found).toBe(false);
});
it('should return empty path when end is blocked', () => {
grid.setWalkable(5, 5, false);
const result = pathfinder.findPath(0, 0, 5, 5);
expect(result.found).toBe(false);
});
});
// =========================================================================
// Out of Bounds
// =========================================================================
describe('out of bounds', () => {
it('should return empty path for out of bounds start', () => {
const result = pathfinder.findPath(-1, 0, 5, 5);
expect(result.found).toBe(false);
});
it('should return empty path for out of bounds end', () => {
const result = pathfinder.findPath(0, 0, 100, 100);
expect(result.found).toBe(false);
});
});
// =========================================================================
// Cost Calculation
// =========================================================================
describe('cost calculation', () => {
it('should calculate correct cost for straight path', () => {
const grid4 = new GridMap(10, 10, { allowDiagonal: false });
const pathfinder4 = new AStarPathfinder(grid4);
const result = pathfinder4.findPath(0, 0, 5, 0);
expect(result.found).toBe(true);
expect(result.cost).toBe(5);
});
it('should prefer lower cost paths', () => {
// Create high cost area
for (let y = 0; y < 10; y++) {
grid.setCost(5, y, 10);
}
const result = pathfinder.findPath(4, 5, 6, 5);
// Should go around the high cost column if possible
expect(result.found).toBe(true);
});
});
// =========================================================================
// Options
// =========================================================================
describe('options', () => {
it('should respect maxNodes limit', () => {
// Large grid with path
const largeGrid = new GridMap(100, 100);
const largePF = new AStarPathfinder(largeGrid);
const result = largePF.findPath(0, 0, 99, 99, { maxNodes: 10 });
// Should fail due to node limit
expect(result.nodesSearched).toBeLessThanOrEqual(10);
});
it('should use heuristic weight', () => {
const result1 = pathfinder.findPath(0, 0, 9, 9, { heuristicWeight: 1.0 });
const result2 = pathfinder.findPath(0, 0, 9, 9, { heuristicWeight: 2.0 });
expect(result1.found).toBe(true);
expect(result2.found).toBe(true);
// Higher weight may search fewer nodes but may not be optimal
expect(result2.nodesSearched).toBeLessThanOrEqual(result1.nodesSearched);
});
});
// =========================================================================
// Clear
// =========================================================================
describe('clear', () => {
it('should allow reuse after clear', () => {
const result1 = pathfinder.findPath(0, 0, 5, 5);
expect(result1.found).toBe(true);
pathfinder.clear();
const result2 = pathfinder.findPath(0, 0, 9, 9);
expect(result2.found).toBe(true);
});
});
// =========================================================================
// Maze
// =========================================================================
describe('maze solving', () => {
it('should solve simple maze', () => {
const mazeStr = `
..........
.########.
..........
.########.
..........
.########.
..........
.########.
..........
..........`.trim();
grid.loadFromString(mazeStr);
const result = pathfinder.findPath(0, 0, 9, 9);
expect(result.found).toBe(true);
// Path should not pass through walls
for (const point of result.path) {
expect(grid.isWalkable(point.x, point.y)).toBe(true);
}
});
});
// =========================================================================
// Path Quality
// =========================================================================
describe('path quality', () => {
it('should find shortest path in open area', () => {
const result = pathfinder.findPath(0, 0, 3, 0);
expect(result.found).toBe(true);
// Straight line should be 4 points
expect(result.path.length).toBe(4);
});
it('should find optimal diagonal path', () => {
const result = pathfinder.findPath(0, 0, 3, 3);
expect(result.found).toBe(true);
// Pure diagonal should be 4 points
expect(result.path.length).toBe(4);
});
});
// =========================================================================
// Nodes Searched
// =========================================================================
describe('nodesSearched', () => {
it('should track nodes searched', () => {
const result = pathfinder.findPath(0, 0, 9, 9);
expect(result.nodesSearched).toBeGreaterThan(0);
});
it('should search only 1 node for same position', () => {
const result = pathfinder.findPath(5, 5, 5, 5);
expect(result.nodesSearched).toBe(1);
});
});
});

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import { describe, it, expect, beforeEach } from 'vitest';
import { BinaryHeap } from '../../src/core/BinaryHeap';
describe('BinaryHeap', () => {
let heap: BinaryHeap<number>;
beforeEach(() => {
heap = new BinaryHeap<number>((a, b) => a - b);
});
// =========================================================================
// Basic Operations
// =========================================================================
describe('basic operations', () => {
it('should start empty', () => {
expect(heap.isEmpty).toBe(true);
expect(heap.size).toBe(0);
});
it('should push and pop single element', () => {
heap.push(5);
expect(heap.isEmpty).toBe(false);
expect(heap.size).toBe(1);
expect(heap.pop()).toBe(5);
expect(heap.isEmpty).toBe(true);
});
it('should return undefined when popping empty heap', () => {
expect(heap.pop()).toBeUndefined();
});
it('should peek without removing', () => {
heap.push(5);
expect(heap.peek()).toBe(5);
expect(heap.size).toBe(1);
});
it('should return undefined when peeking empty heap', () => {
expect(heap.peek()).toBeUndefined();
});
});
// =========================================================================
// Min-Heap Property
// =========================================================================
describe('min-heap property', () => {
it('should always pop minimum element', () => {
heap.push(5);
heap.push(3);
heap.push(7);
heap.push(1);
heap.push(9);
expect(heap.pop()).toBe(1);
expect(heap.pop()).toBe(3);
expect(heap.pop()).toBe(5);
expect(heap.pop()).toBe(7);
expect(heap.pop()).toBe(9);
});
it('should handle duplicate values', () => {
heap.push(3);
heap.push(3);
heap.push(3);
expect(heap.pop()).toBe(3);
expect(heap.pop()).toBe(3);
expect(heap.pop()).toBe(3);
expect(heap.isEmpty).toBe(true);
});
it('should handle already sorted input', () => {
heap.push(1);
heap.push(2);
heap.push(3);
heap.push(4);
heap.push(5);
expect(heap.pop()).toBe(1);
expect(heap.pop()).toBe(2);
expect(heap.pop()).toBe(3);
expect(heap.pop()).toBe(4);
expect(heap.pop()).toBe(5);
});
it('should handle reverse sorted input', () => {
heap.push(5);
heap.push(4);
heap.push(3);
heap.push(2);
heap.push(1);
expect(heap.pop()).toBe(1);
expect(heap.pop()).toBe(2);
expect(heap.pop()).toBe(3);
expect(heap.pop()).toBe(4);
expect(heap.pop()).toBe(5);
});
});
// =========================================================================
// Update Operation
// =========================================================================
describe('update operation', () => {
it('should update element position after value change', () => {
interface Item { value: number }
const itemHeap = new BinaryHeap<Item>((a, b) => a.value - b.value);
const item1 = { value: 5 };
const item2 = { value: 3 };
const item3 = { value: 7 };
itemHeap.push(item1);
itemHeap.push(item2);
itemHeap.push(item3);
// Change item1 to be smallest
item1.value = 1;
itemHeap.update(item1);
expect(itemHeap.pop()).toBe(item1);
expect(itemHeap.pop()).toBe(item2);
expect(itemHeap.pop()).toBe(item3);
});
it('should handle update of non-existent element gracefully', () => {
heap.push(1);
heap.push(2);
heap.update(999); // Should not throw
expect(heap.size).toBe(2);
});
});
// =========================================================================
// Contains Operation
// =========================================================================
describe('contains operation', () => {
it('should check if element exists', () => {
heap.push(1);
heap.push(2);
heap.push(3);
expect(heap.contains(2)).toBe(true);
expect(heap.contains(5)).toBe(false);
});
it('should return false for empty heap', () => {
expect(heap.contains(1)).toBe(false);
});
});
// =========================================================================
// Clear Operation
// =========================================================================
describe('clear operation', () => {
it('should clear all elements', () => {
heap.push(1);
heap.push(2);
heap.push(3);
heap.clear();
expect(heap.isEmpty).toBe(true);
expect(heap.size).toBe(0);
});
});
// =========================================================================
// Custom Comparator
// =========================================================================
describe('custom comparator', () => {
it('should work as max-heap with reversed comparator', () => {
const maxHeap = new BinaryHeap<number>((a, b) => b - a);
maxHeap.push(5);
maxHeap.push(3);
maxHeap.push(7);
maxHeap.push(1);
maxHeap.push(9);
expect(maxHeap.pop()).toBe(9);
expect(maxHeap.pop()).toBe(7);
expect(maxHeap.pop()).toBe(5);
expect(maxHeap.pop()).toBe(3);
expect(maxHeap.pop()).toBe(1);
});
it('should work with object comparator', () => {
interface Task { priority: number; name: string }
const taskHeap = new BinaryHeap<Task>((a, b) => a.priority - b.priority);
taskHeap.push({ priority: 3, name: 'C' });
taskHeap.push({ priority: 1, name: 'A' });
taskHeap.push({ priority: 2, name: 'B' });
expect(taskHeap.pop()?.name).toBe('A');
expect(taskHeap.pop()?.name).toBe('B');
expect(taskHeap.pop()?.name).toBe('C');
});
});
// =========================================================================
// Large Dataset
// =========================================================================
describe('large dataset', () => {
it('should handle 1000 random elements', () => {
const elements: number[] = [];
for (let i = 0; i < 1000; i++) {
const value = Math.floor(Math.random() * 10000);
elements.push(value);
heap.push(value);
}
elements.sort((a, b) => a - b);
for (const expected of elements) {
expect(heap.pop()).toBe(expected);
}
});
});
});

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import { describe, it, expect } from 'vitest';
import {
manhattanDistance,
euclideanDistance,
chebyshevDistance,
octileDistance,
createPoint
} from '../../src/core/IPathfinding';
describe('Heuristic Functions', () => {
// =========================================================================
// Manhattan Distance
// =========================================================================
describe('manhattanDistance', () => {
it('should return 0 for same point', () => {
const p = createPoint(5, 5);
expect(manhattanDistance(p, p)).toBe(0);
});
it('should calculate horizontal distance', () => {
const a = createPoint(0, 0);
const b = createPoint(5, 0);
expect(manhattanDistance(a, b)).toBe(5);
});
it('should calculate vertical distance', () => {
const a = createPoint(0, 0);
const b = createPoint(0, 5);
expect(manhattanDistance(a, b)).toBe(5);
});
it('should calculate diagonal distance', () => {
const a = createPoint(0, 0);
const b = createPoint(3, 4);
expect(manhattanDistance(a, b)).toBe(7); // |3| + |4| = 7
});
it('should handle negative coordinates', () => {
const a = createPoint(-2, -3);
const b = createPoint(2, 3);
expect(manhattanDistance(a, b)).toBe(10); // |4| + |6| = 10
});
it('should be symmetric', () => {
const a = createPoint(1, 2);
const b = createPoint(4, 6);
expect(manhattanDistance(a, b)).toBe(manhattanDistance(b, a));
});
});
// =========================================================================
// Euclidean Distance
// =========================================================================
describe('euclideanDistance', () => {
it('should return 0 for same point', () => {
const p = createPoint(5, 5);
expect(euclideanDistance(p, p)).toBe(0);
});
it('should calculate horizontal distance', () => {
const a = createPoint(0, 0);
const b = createPoint(5, 0);
expect(euclideanDistance(a, b)).toBe(5);
});
it('should calculate vertical distance', () => {
const a = createPoint(0, 0);
const b = createPoint(0, 5);
expect(euclideanDistance(a, b)).toBe(5);
});
it('should calculate 3-4-5 triangle', () => {
const a = createPoint(0, 0);
const b = createPoint(3, 4);
expect(euclideanDistance(a, b)).toBe(5);
});
it('should calculate diagonal distance', () => {
const a = createPoint(0, 0);
const b = createPoint(1, 1);
expect(euclideanDistance(a, b)).toBeCloseTo(Math.SQRT2, 10);
});
it('should handle negative coordinates', () => {
const a = createPoint(-3, -4);
const b = createPoint(0, 0);
expect(euclideanDistance(a, b)).toBe(5);
});
it('should be symmetric', () => {
const a = createPoint(1, 2);
const b = createPoint(4, 6);
expect(euclideanDistance(a, b)).toBeCloseTo(euclideanDistance(b, a), 10);
});
});
// =========================================================================
// Chebyshev Distance
// =========================================================================
describe('chebyshevDistance', () => {
it('should return 0 for same point', () => {
const p = createPoint(5, 5);
expect(chebyshevDistance(p, p)).toBe(0);
});
it('should calculate horizontal distance', () => {
const a = createPoint(0, 0);
const b = createPoint(5, 0);
expect(chebyshevDistance(a, b)).toBe(5);
});
it('should calculate vertical distance', () => {
const a = createPoint(0, 0);
const b = createPoint(0, 5);
expect(chebyshevDistance(a, b)).toBe(5);
});
it('should calculate diagonal as max of dx, dy', () => {
const a = createPoint(0, 0);
const b = createPoint(3, 4);
expect(chebyshevDistance(a, b)).toBe(4); // max(3, 4) = 4
});
it('should return same value for equal dx and dy', () => {
const a = createPoint(0, 0);
const b = createPoint(5, 5);
expect(chebyshevDistance(a, b)).toBe(5);
});
it('should be symmetric', () => {
const a = createPoint(1, 2);
const b = createPoint(4, 6);
expect(chebyshevDistance(a, b)).toBe(chebyshevDistance(b, a));
});
});
// =========================================================================
// Octile Distance
// =========================================================================
describe('octileDistance', () => {
it('should return 0 for same point', () => {
const p = createPoint(5, 5);
expect(octileDistance(p, p)).toBe(0);
});
it('should calculate horizontal distance', () => {
const a = createPoint(0, 0);
const b = createPoint(5, 0);
expect(octileDistance(a, b)).toBe(5);
});
it('should calculate vertical distance', () => {
const a = createPoint(0, 0);
const b = createPoint(0, 5);
expect(octileDistance(a, b)).toBe(5);
});
it('should calculate pure diagonal distance', () => {
const a = createPoint(0, 0);
const b = createPoint(5, 5);
// 5 diagonal moves = 5 * sqrt(2)
expect(octileDistance(a, b)).toBeCloseTo(5 * Math.SQRT2, 10);
});
it('should calculate mixed diagonal and straight', () => {
const a = createPoint(0, 0);
const b = createPoint(3, 5);
// 3 diagonal + 2 straight = 3*sqrt(2) + 2
const expected = 3 * Math.SQRT2 + 2;
expect(octileDistance(a, b)).toBeCloseTo(expected, 10);
});
it('should be symmetric', () => {
const a = createPoint(1, 2);
const b = createPoint(4, 6);
expect(octileDistance(a, b)).toBeCloseTo(octileDistance(b, a), 10);
});
it('should be between Manhattan and Euclidean for diagonal', () => {
const a = createPoint(0, 0);
const b = createPoint(3, 4);
const manhattan = manhattanDistance(a, b);
const euclidean = euclideanDistance(a, b);
const octile = octileDistance(a, b);
expect(octile).toBeLessThan(manhattan);
expect(octile).toBeGreaterThan(euclidean);
});
});
// =========================================================================
// createPoint
// =========================================================================
describe('createPoint', () => {
it('should create point with correct coordinates', () => {
const p = createPoint(3, 4);
expect(p.x).toBe(3);
expect(p.y).toBe(4);
});
it('should handle negative coordinates', () => {
const p = createPoint(-5, -10);
expect(p.x).toBe(-5);
expect(p.y).toBe(-10);
});
it('should handle decimal coordinates', () => {
const p = createPoint(3.5, 4.7);
expect(p.x).toBe(3.5);
expect(p.y).toBe(4.7);
});
});
});

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import { describe, it, expect, beforeEach } from 'vitest';
import { GridMap, GridNode, DIRECTIONS_4, DIRECTIONS_8 } from '../../src/grid/GridMap';
describe('GridMap', () => {
let grid: GridMap;
beforeEach(() => {
grid = new GridMap(10, 10);
});
// =========================================================================
// Construction
// =========================================================================
describe('construction', () => {
it('should create grid with correct dimensions', () => {
expect(grid.width).toBe(10);
expect(grid.height).toBe(10);
});
it('should have all nodes walkable by default', () => {
for (let y = 0; y < 10; y++) {
for (let x = 0; x < 10; x++) {
expect(grid.isWalkable(x, y)).toBe(true);
}
}
});
it('should create small grid', () => {
const small = new GridMap(1, 1);
expect(small.width).toBe(1);
expect(small.height).toBe(1);
expect(small.getNodeAt(0, 0)).not.toBeNull();
});
});
// =========================================================================
// Node Access
// =========================================================================
describe('getNodeAt', () => {
it('should return node at valid position', () => {
const node = grid.getNodeAt(5, 5);
expect(node).not.toBeNull();
expect(node?.position.x).toBe(5);
expect(node?.position.y).toBe(5);
});
it('should return null for out of bounds', () => {
expect(grid.getNodeAt(-1, 0)).toBeNull();
expect(grid.getNodeAt(0, -1)).toBeNull();
expect(grid.getNodeAt(10, 0)).toBeNull();
expect(grid.getNodeAt(0, 10)).toBeNull();
});
it('should return node with correct id', () => {
const node = grid.getNodeAt(3, 4);
expect(node?.id).toBe('3,4');
});
});
// =========================================================================
// Walkability
// =========================================================================
describe('walkability', () => {
it('should set and get walkability', () => {
grid.setWalkable(5, 5, false);
expect(grid.isWalkable(5, 5)).toBe(false);
grid.setWalkable(5, 5, true);
expect(grid.isWalkable(5, 5)).toBe(true);
});
it('should return false for out of bounds', () => {
expect(grid.isWalkable(-1, 0)).toBe(false);
expect(grid.isWalkable(100, 100)).toBe(false);
});
it('should handle setWalkable on invalid position gracefully', () => {
grid.setWalkable(-1, -1, false); // Should not throw
});
});
// =========================================================================
// Cost
// =========================================================================
describe('cost', () => {
it('should set and get cost', () => {
grid.setCost(5, 5, 2.5);
const node = grid.getNodeAt(5, 5);
expect(node?.cost).toBe(2.5);
});
it('should default cost to 1', () => {
const node = grid.getNodeAt(5, 5);
expect(node?.cost).toBe(1);
});
});
// =========================================================================
// Neighbors (8-direction)
// =========================================================================
describe('getNeighbors (8-direction)', () => {
it('should return 8 neighbors for center node', () => {
const node = grid.getNodeAt(5, 5)!;
const neighbors = grid.getNeighbors(node);
expect(neighbors.length).toBe(8);
});
it('should return 3 neighbors for corner', () => {
const node = grid.getNodeAt(0, 0)!;
const neighbors = grid.getNeighbors(node);
expect(neighbors.length).toBe(3);
});
it('should return 5 neighbors for edge', () => {
const node = grid.getNodeAt(5, 0)!;
const neighbors = grid.getNeighbors(node);
expect(neighbors.length).toBe(5);
});
it('should not include blocked neighbors', () => {
grid.setWalkable(6, 5, false);
const node = grid.getNodeAt(5, 5)!;
const neighbors = grid.getNeighbors(node);
// 8 - 1 blocked - 2 diagonals (corner cutting) = 5
expect(neighbors.length).toBe(5);
expect(neighbors.find(n => n.x === 6 && n.y === 5)).toBeUndefined();
});
it('should avoid corner cutting by default', () => {
// Block horizontal neighbor
grid.setWalkable(6, 5, false);
const node = grid.getNodeAt(5, 5)!;
const neighbors = grid.getNeighbors(node);
// Should not include diagonal (6,4) and (6,6) due to corner cutting
expect(neighbors.find(n => n.x === 6 && n.y === 4)).toBeUndefined();
expect(neighbors.find(n => n.x === 6 && n.y === 6)).toBeUndefined();
});
});
// =========================================================================
// Neighbors (4-direction)
// =========================================================================
describe('getNeighbors (4-direction)', () => {
let grid4: GridMap;
beforeEach(() => {
grid4 = new GridMap(10, 10, { allowDiagonal: false });
});
it('should return 4 neighbors for center node', () => {
const node = grid4.getNodeAt(5, 5)!;
const neighbors = grid4.getNeighbors(node);
expect(neighbors.length).toBe(4);
});
it('should return 2 neighbors for corner', () => {
const node = grid4.getNodeAt(0, 0)!;
const neighbors = grid4.getNeighbors(node);
expect(neighbors.length).toBe(2);
});
it('should return 3 neighbors for edge', () => {
const node = grid4.getNodeAt(5, 0)!;
const neighbors = grid4.getNeighbors(node);
expect(neighbors.length).toBe(3);
});
});
// =========================================================================
// Movement Cost
// =========================================================================
describe('getMovementCost', () => {
it('should return 1 for cardinal movement', () => {
const from = grid.getNodeAt(5, 5)!;
const to = grid.getNodeAt(6, 5)!;
expect(grid.getMovementCost(from, to)).toBe(1);
});
it('should return sqrt(2) for diagonal movement', () => {
const from = grid.getNodeAt(5, 5)!;
const to = grid.getNodeAt(6, 6)!;
expect(grid.getMovementCost(from, to)).toBeCloseTo(Math.SQRT2, 10);
});
it('should factor in destination cost', () => {
grid.setCost(6, 5, 2);
const from = grid.getNodeAt(5, 5)!;
const to = grid.getNodeAt(6, 5)!;
expect(grid.getMovementCost(from, to)).toBe(2);
});
});
// =========================================================================
// Load from Array
// =========================================================================
describe('loadFromArray', () => {
it('should load walkability from 2D array', () => {
const data = [
[0, 0, 1],
[0, 1, 0],
[1, 0, 0]
];
const small = new GridMap(3, 3);
small.loadFromArray(data);
expect(small.isWalkable(0, 0)).toBe(true);
expect(small.isWalkable(2, 0)).toBe(false);
expect(small.isWalkable(1, 1)).toBe(false);
expect(small.isWalkable(0, 2)).toBe(false);
});
it('should handle partial data', () => {
const data = [[0, 1]];
grid.loadFromArray(data);
expect(grid.isWalkable(0, 0)).toBe(true);
expect(grid.isWalkable(1, 0)).toBe(false);
});
});
// =========================================================================
// Load from String
// =========================================================================
describe('loadFromString', () => {
it('should load walkability from string', () => {
const mapStr = `
..#
.#.
#..`.trim();
const small = new GridMap(3, 3);
small.loadFromString(mapStr);
expect(small.isWalkable(0, 0)).toBe(true);
expect(small.isWalkable(2, 0)).toBe(false);
expect(small.isWalkable(1, 1)).toBe(false);
expect(small.isWalkable(0, 2)).toBe(false);
});
});
// =========================================================================
// toString
// =========================================================================
describe('toString', () => {
it('should export grid as string', () => {
const small = new GridMap(3, 2);
small.setWalkable(1, 0, false);
const expected = '.#.\n...\n';
expect(small.toString()).toBe(expected);
});
});
// =========================================================================
// Reset
// =========================================================================
describe('reset', () => {
it('should reset all nodes to walkable', () => {
grid.setWalkable(5, 5, false);
grid.setCost(3, 3, 5);
grid.reset();
expect(grid.isWalkable(5, 5)).toBe(true);
expect(grid.getNodeAt(3, 3)?.cost).toBe(1);
});
});
// =========================================================================
// setRectWalkable
// =========================================================================
describe('setRectWalkable', () => {
it('should set rectangle region walkability', () => {
grid.setRectWalkable(2, 2, 3, 3, false);
for (let y = 2; y < 5; y++) {
for (let x = 2; x < 5; x++) {
expect(grid.isWalkable(x, y)).toBe(false);
}
}
// Outside should still be walkable
expect(grid.isWalkable(1, 2)).toBe(true);
expect(grid.isWalkable(5, 2)).toBe(true);
});
});
// =========================================================================
// Bounds Checking
// =========================================================================
describe('isInBounds', () => {
it('should return true for valid coordinates', () => {
expect(grid.isInBounds(0, 0)).toBe(true);
expect(grid.isInBounds(9, 9)).toBe(true);
expect(grid.isInBounds(5, 5)).toBe(true);
});
it('should return false for invalid coordinates', () => {
expect(grid.isInBounds(-1, 0)).toBe(false);
expect(grid.isInBounds(0, -1)).toBe(false);
expect(grid.isInBounds(10, 0)).toBe(false);
expect(grid.isInBounds(0, 10)).toBe(false);
});
});
});
describe('GridNode', () => {
it('should create node with correct properties', () => {
const node = new GridNode(3, 4, true, 2);
expect(node.x).toBe(3);
expect(node.y).toBe(4);
expect(node.walkable).toBe(true);
expect(node.cost).toBe(2);
expect(node.id).toBe('3,4');
expect(node.position.x).toBe(3);
expect(node.position.y).toBe(4);
});
it('should default to walkable with cost 1', () => {
const node = new GridNode(0, 0);
expect(node.walkable).toBe(true);
expect(node.cost).toBe(1);
});
});
describe('Direction Constants', () => {
it('DIRECTIONS_4 should have 4 cardinal directions', () => {
expect(DIRECTIONS_4.length).toBe(4);
});
it('DIRECTIONS_8 should have 8 directions', () => {
expect(DIRECTIONS_8.length).toBe(8);
});
});

View File

@@ -0,0 +1,386 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { NavMesh, createNavMesh } from '../../src/navmesh/NavMesh';
import { createPoint } from '../../src/core/IPathfinding';
describe('NavMesh', () => {
let navmesh: NavMesh;
beforeEach(() => {
navmesh = new NavMesh();
});
// =========================================================================
// Polygon Management
// =========================================================================
describe('polygon management', () => {
it('should add polygon and return id', () => {
const id = navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(10, 10),
createPoint(0, 10)
]);
expect(id).toBe(0);
expect(navmesh.polygonCount).toBe(1);
});
it('should add multiple polygons with incremental ids', () => {
const id1 = navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(5, 10)
]);
const id2 = navmesh.addPolygon([
createPoint(10, 0),
createPoint(20, 0),
createPoint(15, 10)
]);
expect(id1).toBe(0);
expect(id2).toBe(1);
expect(navmesh.polygonCount).toBe(2);
});
it('should get all polygons', () => {
navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(5, 10)
]);
navmesh.addPolygon([
createPoint(10, 0),
createPoint(20, 0),
createPoint(15, 10)
]);
const polygons = navmesh.getPolygons();
expect(polygons.length).toBe(2);
});
it('should clear all polygons', () => {
navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(5, 10)
]);
navmesh.clear();
expect(navmesh.polygonCount).toBe(0);
});
});
// =========================================================================
// Point in Polygon
// =========================================================================
describe('findPolygonAt', () => {
beforeEach(() => {
// Square from (0,0) to (10,10)
navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(10, 10),
createPoint(0, 10)
]);
});
it('should find polygon containing point', () => {
const polygon = navmesh.findPolygonAt(5, 5);
expect(polygon).not.toBeNull();
expect(polygon?.id).toBe(0);
});
it('should return null for point outside', () => {
expect(navmesh.findPolygonAt(-1, 5)).toBeNull();
expect(navmesh.findPolygonAt(15, 5)).toBeNull();
});
it('should handle point on edge', () => {
const polygon = navmesh.findPolygonAt(0, 5);
// Edge behavior may vary, but should not crash
expect(polygon === null || polygon.id === 0).toBe(true);
});
});
// =========================================================================
// Walkability
// =========================================================================
describe('isWalkable', () => {
beforeEach(() => {
navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(10, 10),
createPoint(0, 10)
]);
});
it('should return true for point in polygon', () => {
expect(navmesh.isWalkable(5, 5)).toBe(true);
});
it('should return false for point outside', () => {
expect(navmesh.isWalkable(15, 5)).toBe(false);
});
});
// =========================================================================
// Connections
// =========================================================================
describe('connections', () => {
it('should manually set connection between polygons', () => {
// Two adjacent squares
const id1 = navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(10, 10),
createPoint(0, 10)
]);
const id2 = navmesh.addPolygon([
createPoint(10, 0),
createPoint(20, 0),
createPoint(20, 10),
createPoint(10, 10)
]);
navmesh.setConnection(id1, id2, {
left: createPoint(10, 0),
right: createPoint(10, 10)
});
const polygons = navmesh.getPolygons();
const poly1 = polygons.find(p => p.id === id1);
expect(poly1?.neighbors).toContain(id2);
});
it('should auto-detect shared edges with build()', () => {
// Two adjacent squares sharing edge at x=10
navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(10, 10),
createPoint(0, 10)
]);
navmesh.addPolygon([
createPoint(10, 0),
createPoint(20, 0),
createPoint(20, 10),
createPoint(10, 10)
]);
navmesh.build();
const polygons = navmesh.getPolygons();
expect(polygons[0].neighbors).toContain(1);
expect(polygons[1].neighbors).toContain(0);
});
});
// =========================================================================
// Pathfinding
// =========================================================================
describe('findPath', () => {
beforeEach(() => {
// Create 3 connected squares
navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(10, 10),
createPoint(0, 10)
]);
navmesh.addPolygon([
createPoint(10, 0),
createPoint(20, 0),
createPoint(20, 10),
createPoint(10, 10)
]);
navmesh.addPolygon([
createPoint(20, 0),
createPoint(30, 0),
createPoint(30, 10),
createPoint(20, 10)
]);
navmesh.build();
});
it('should find path within same polygon', () => {
const result = navmesh.findPath(1, 1, 8, 8);
expect(result.found).toBe(true);
expect(result.path.length).toBe(2);
expect(result.path[0]).toEqual(createPoint(1, 1));
expect(result.path[1]).toEqual(createPoint(8, 8));
});
it('should find path across polygons', () => {
const result = navmesh.findPath(5, 5, 25, 5);
expect(result.found).toBe(true);
expect(result.path.length).toBeGreaterThanOrEqual(2);
expect(result.path[0]).toEqual(createPoint(5, 5));
expect(result.path[result.path.length - 1]).toEqual(createPoint(25, 5));
});
it('should return empty path when start is outside', () => {
const result = navmesh.findPath(-5, 5, 15, 5);
expect(result.found).toBe(false);
});
it('should return empty path when end is outside', () => {
const result = navmesh.findPath(5, 5, 50, 5);
expect(result.found).toBe(false);
});
it('should calculate path cost', () => {
const result = navmesh.findPath(5, 5, 25, 5);
expect(result.found).toBe(true);
expect(result.cost).toBeGreaterThan(0);
});
it('should track nodes searched', () => {
const result = navmesh.findPath(5, 5, 25, 5);
expect(result.nodesSearched).toBeGreaterThan(0);
});
});
// =========================================================================
// IPathfindingMap Interface
// =========================================================================
describe('IPathfindingMap interface', () => {
beforeEach(() => {
// Two adjacent squares with shared edge at x=10
const id1 = navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(10, 10),
createPoint(0, 10)
]);
const id2 = navmesh.addPolygon([
createPoint(10, 0),
createPoint(20, 0),
createPoint(20, 10),
createPoint(10, 10)
]);
// Manual connection to ensure proper setup
navmesh.setConnection(id1, id2, {
left: createPoint(10, 0),
right: createPoint(10, 10)
});
});
it('should return node at position', () => {
const node = navmesh.getNodeAt(5, 5);
expect(node).not.toBeNull();
expect(node?.id).toBe(0);
});
it('should return null for position outside', () => {
const node = navmesh.getNodeAt(50, 50);
expect(node).toBeNull();
});
it('should get neighbors from polygon directly', () => {
// NavMeshNode holds a reference to the original polygon,
// so we check via the polygons map which is updated by setConnection
const polygons = navmesh.getPolygons();
const poly0 = polygons.find(p => p.id === 0);
expect(poly0).toBeDefined();
expect(poly0!.neighbors).toContain(1);
});
it('should calculate heuristic', () => {
const a = createPoint(0, 0);
const b = createPoint(3, 4);
expect(navmesh.heuristic(a, b)).toBe(5); // Euclidean
});
it('should calculate movement cost', () => {
const node1 = navmesh.getNodeAt(5, 5)!;
const node2 = navmesh.getNodeAt(15, 5)!;
const cost = navmesh.getMovementCost(node1, node2);
expect(cost).toBeGreaterThan(0);
});
});
// =========================================================================
// Complex Scenarios
// =========================================================================
describe('complex scenarios', () => {
it('should handle L-shaped navmesh with manual connections', () => {
// Horizontal part
const id1 = navmesh.addPolygon([
createPoint(0, 0),
createPoint(30, 0),
createPoint(30, 10),
createPoint(0, 10)
]);
// Vertical part (shares partial edge, needs manual connection)
const id2 = navmesh.addPolygon([
createPoint(0, 10),
createPoint(10, 10),
createPoint(10, 30),
createPoint(0, 30)
]);
// Manual connection since edges don't match exactly
navmesh.setConnection(id1, id2, {
left: createPoint(0, 10),
right: createPoint(10, 10)
});
const result = navmesh.findPath(25, 5, 5, 25);
expect(result.found).toBe(true);
});
it('should handle disconnected areas', () => {
// Area 1
navmesh.addPolygon([
createPoint(0, 0),
createPoint(10, 0),
createPoint(10, 10),
createPoint(0, 10)
]);
// Area 2 (disconnected)
navmesh.addPolygon([
createPoint(50, 50),
createPoint(60, 50),
createPoint(60, 60),
createPoint(50, 60)
]);
navmesh.build();
const result = navmesh.findPath(5, 5, 55, 55);
expect(result.found).toBe(false);
});
});
// =========================================================================
// Factory Function
// =========================================================================
describe('createNavMesh', () => {
it('should create empty navmesh', () => {
const nm = createNavMesh();
expect(nm).toBeInstanceOf(NavMesh);
expect(nm.polygonCount).toBe(0);
});
});
});

View File

@@ -0,0 +1,288 @@
import { describe, it, expect, beforeEach } from 'vitest';
import {
bresenhamLineOfSight,
raycastLineOfSight,
LineOfSightSmoother,
CatmullRomSmoother,
CombinedSmoother
} from '../../src/smoothing/PathSmoother';
import { GridMap } from '../../src/grid/GridMap';
import { createPoint, type IPoint } from '../../src/core/IPathfinding';
describe('Line of Sight Functions', () => {
let grid: GridMap;
beforeEach(() => {
grid = new GridMap(10, 10);
});
// =========================================================================
// bresenhamLineOfSight
// =========================================================================
describe('bresenhamLineOfSight', () => {
it('should return true for clear line', () => {
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(true);
});
it('should return true for same point', () => {
expect(bresenhamLineOfSight(5, 5, 5, 5, grid)).toBe(true);
});
it('should return true for horizontal line', () => {
expect(bresenhamLineOfSight(0, 5, 9, 5, grid)).toBe(true);
});
it('should return true for vertical line', () => {
expect(bresenhamLineOfSight(5, 0, 5, 9, grid)).toBe(true);
});
it('should return false when blocked', () => {
grid.setWalkable(5, 5, false);
expect(bresenhamLineOfSight(0, 0, 9, 9, grid)).toBe(false);
});
it('should return false when start is blocked', () => {
grid.setWalkable(0, 0, false);
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(false);
});
it('should return false when end is blocked', () => {
grid.setWalkable(5, 5, false);
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(false);
});
it('should detect obstacle in middle', () => {
grid.setWalkable(3, 3, false);
expect(bresenhamLineOfSight(0, 0, 6, 6, grid)).toBe(false);
});
});
// =========================================================================
// raycastLineOfSight
// =========================================================================
describe('raycastLineOfSight', () => {
it('should return true for clear line', () => {
expect(raycastLineOfSight(0, 0, 5, 5, grid)).toBe(true);
});
it('should return true for same point', () => {
expect(raycastLineOfSight(5, 5, 5, 5, grid)).toBe(true);
});
it('should return false when blocked', () => {
grid.setWalkable(5, 5, false);
expect(raycastLineOfSight(0, 0, 9, 9, grid)).toBe(false);
});
it('should work with custom step size', () => {
expect(raycastLineOfSight(0, 0, 5, 5, grid, 0.1)).toBe(true);
grid.setWalkable(2, 2, false);
expect(raycastLineOfSight(0, 0, 5, 5, grid, 0.1)).toBe(false);
});
});
});
describe('LineOfSightSmoother', () => {
let grid: GridMap;
let smoother: LineOfSightSmoother;
beforeEach(() => {
grid = new GridMap(20, 20);
smoother = new LineOfSightSmoother();
});
it('should return same path for 2 or fewer points', () => {
const path1: IPoint[] = [createPoint(0, 0)];
expect(smoother.smooth(path1, grid)).toEqual(path1);
const path2: IPoint[] = [createPoint(0, 0), createPoint(5, 5)];
expect(smoother.smooth(path2, grid)).toEqual(path2);
});
it('should remove unnecessary waypoints on straight line', () => {
const path: IPoint[] = [
createPoint(0, 0),
createPoint(1, 0),
createPoint(2, 0),
createPoint(3, 0),
createPoint(4, 0),
createPoint(5, 0)
];
const result = smoother.smooth(path, grid);
expect(result.length).toBe(2);
expect(result[0]).toEqual(createPoint(0, 0));
expect(result[1]).toEqual(createPoint(5, 0));
});
it('should remove unnecessary waypoints on diagonal', () => {
const path: IPoint[] = [
createPoint(0, 0),
createPoint(1, 1),
createPoint(2, 2),
createPoint(3, 3),
createPoint(4, 4),
createPoint(5, 5)
];
const result = smoother.smooth(path, grid);
expect(result.length).toBe(2);
expect(result[0]).toEqual(createPoint(0, 0));
expect(result[1]).toEqual(createPoint(5, 5));
});
it('should keep waypoints around obstacles', () => {
// Create obstacle
grid.setWalkable(5, 5, false);
const path: IPoint[] = [
createPoint(0, 0),
createPoint(4, 5),
createPoint(6, 5),
createPoint(10, 10)
];
const result = smoother.smooth(path, grid);
// Should keep at least start, one waypoint near obstacle, and end
expect(result.length).toBeGreaterThanOrEqual(3);
});
it('should use custom line of sight function', () => {
const customLOS = (x1: number, y1: number, x2: number, y2: number) => {
// Always blocked
return false;
};
const customSmoother = new LineOfSightSmoother(customLOS);
const path: IPoint[] = [
createPoint(0, 0),
createPoint(1, 1),
createPoint(2, 2)
];
const result = customSmoother.smooth(path, grid);
// Should not simplify because LOS always fails
expect(result).toEqual(path);
});
});
describe('CatmullRomSmoother', () => {
let grid: GridMap;
let smoother: CatmullRomSmoother;
beforeEach(() => {
grid = new GridMap(20, 20);
smoother = new CatmullRomSmoother(5, 0.5);
});
it('should return same path for 2 or fewer points', () => {
const path1: IPoint[] = [createPoint(0, 0)];
expect(smoother.smooth(path1, grid)).toEqual(path1);
const path2: IPoint[] = [createPoint(0, 0), createPoint(5, 5)];
expect(smoother.smooth(path2, grid)).toEqual(path2);
});
it('should add interpolation points', () => {
const path: IPoint[] = [
createPoint(0, 0),
createPoint(5, 0),
createPoint(10, 0)
];
const result = smoother.smooth(path, grid);
// Should have more points due to interpolation
expect(result.length).toBeGreaterThan(path.length);
});
it('should preserve start and end points', () => {
const path: IPoint[] = [
createPoint(0, 0),
createPoint(5, 5),
createPoint(10, 0)
];
const result = smoother.smooth(path, grid);
expect(result[0].x).toBeCloseTo(0, 1);
expect(result[0].y).toBeCloseTo(0, 1);
expect(result[result.length - 1]).toEqual(createPoint(10, 0));
});
it('should create smooth curve', () => {
const path: IPoint[] = [
createPoint(0, 0),
createPoint(5, 5),
createPoint(10, 0)
];
const result = smoother.smooth(path, grid);
// Check that middle points are near the original waypoint
const middlePoints = result.filter(p =>
Math.abs(p.x - 5) < 2 && Math.abs(p.y - 5) < 2
);
expect(middlePoints.length).toBeGreaterThan(0);
});
it('should work with different segment counts', () => {
const smootherLow = new CatmullRomSmoother(2);
const smootherHigh = new CatmullRomSmoother(10);
const path: IPoint[] = [
createPoint(0, 0),
createPoint(5, 5),
createPoint(10, 0)
];
const resultLow = smootherLow.smooth(path, grid);
const resultHigh = smootherHigh.smooth(path, grid);
expect(resultHigh.length).toBeGreaterThan(resultLow.length);
});
});
describe('CombinedSmoother', () => {
let grid: GridMap;
let smoother: CombinedSmoother;
beforeEach(() => {
grid = new GridMap(20, 20);
smoother = new CombinedSmoother(5, 0.5);
});
it('should first simplify then curve smooth', () => {
// Path with redundant points
const path: IPoint[] = [
createPoint(0, 0),
createPoint(1, 0),
createPoint(2, 0),
createPoint(3, 0),
createPoint(4, 0),
createPoint(5, 0),
createPoint(6, 3),
createPoint(7, 6),
createPoint(8, 6),
createPoint(9, 6),
createPoint(10, 6)
];
const result = smoother.smooth(path, grid);
// Should have smoothed the path
expect(result.length).toBeGreaterThan(0);
expect(result[0].x).toBeCloseTo(0, 1);
expect(result[result.length - 1]).toEqual(createPoint(10, 6));
});
it('should handle simple path', () => {
const path: IPoint[] = [
createPoint(0, 0),
createPoint(10, 10)
];
const result = smoother.smooth(path, grid);
expect(result.length).toBe(2);
});
});

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/pathfinding",
"version": "1.0.3",
"version": "2.0.1",
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
"type": "module",
"main": "./dist/index.js",
@@ -20,6 +20,8 @@
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"test": "vitest run",
"test:watch": "vitest",
"clean": "rimraf dist"
},
"devDependencies": {
@@ -27,7 +29,8 @@
"@esengine/ecs-framework-math": "workspace:*",
"@esengine/blueprint": "workspace:*",
"tsup": "^8.0.0",
"typescript": "^5.8.0"
"typescript": "^5.8.0",
"vitest": "^2.1.9"
},
"peerDependencies": {
"@esengine/ecs-framework": "workspace:*",

View File

@@ -0,0 +1,7 @@
import { defineConfig } from 'vitest/config';
export default defineConfig({
test: {
include: ['__tests__/**/*.test.ts'],
},
});

View File

@@ -1,5 +1,21 @@
# @esengine/procgen
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
- @esengine/blueprint@2.0.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
- @esengine/blueprint@2.0.0
## 1.0.3
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/procgen",
"version": "1.0.3",
"version": "2.0.1",
"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 +1,21 @@
# @esengine/rpc
## 1.1.1
### Patch Changes
- [#374](https://github.com/esengine/esengine/pull/374) [`a000cc0`](https://github.com/esengine/esengine/commit/a000cc07d7cebe8ccbfa983fde610296bfba2f1b) Thanks [@esengine](https://github.com/esengine)! - feat: export RpcClient and connect from main entry point
Re-export `RpcClient`, `connect`, and related types from the main entry point for better compatibility with bundlers (Cocos Creator, Vite, etc.) that may have issues with subpath exports.
```typescript
// Now works in all environments:
import { rpc, RpcClient, connect } from '@esengine/rpc';
// Subpath import still supported:
import { RpcClient } from '@esengine/rpc/client';
```
## 1.1.0
### Minor Changes

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