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@esengine/
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@esengine/
| Author | SHA1 | Date | |
|---|---|---|---|
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449bd420a6 | ||
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1f297ac769 |
@@ -311,6 +311,93 @@ client.send('RoomMessage', {
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})
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```
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## ECSRoom
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`ECSRoom` is a room base class with ECS World support, suitable for games that need ECS architecture.
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### Server Startup
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```typescript
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import { Core } from '@esengine/ecs-framework';
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import { createServer } from '@esengine/server';
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import { GameRoom } from './rooms/GameRoom.js';
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// Initialize Core
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Core.create();
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// Global game loop
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setInterval(() => Core.update(1/60), 16);
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// Create server
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const server = await createServer({ port: 3000 });
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server.define('game', GameRoom);
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await server.start();
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```
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### Define ECSRoom
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```typescript
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import { ECSRoom, Player } from '@esengine/server/ecs';
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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// Define sync component
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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}
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// Define room
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new MovementSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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const comp = entity.addComponent(new PlayerComponent());
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comp.name = player.id;
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}
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}
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```
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### ECSRoom API
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```typescript
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abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
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protected readonly world: World; // ECS World
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protected readonly scene: Scene; // Main scene
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// Scene management
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protected addSystem(system: EntitySystem): void;
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protected createEntity(name?: string): Entity;
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protected createPlayerEntity(playerId: string, name?: string): Entity;
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protected getPlayerEntity(playerId: string): Entity | undefined;
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protected destroyPlayerEntity(playerId: string): void;
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// State sync
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protected sendFullState(player: Player): void;
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protected broadcastSpawn(entity: Entity, prefabType?: string): void;
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protected broadcastDelta(): void;
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}
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```
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### @sync Decorator
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Mark component fields that need network synchronization:
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| Type | Description | Bytes |
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|------|-------------|-------|
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| `"boolean"` | Boolean | 1 |
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| `"int8"` / `"uint8"` | 8-bit integer | 1 |
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| `"int16"` / `"uint16"` | 16-bit integer | 2 |
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| `"int32"` / `"uint32"` | 32-bit integer | 4 |
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| `"float32"` | 32-bit float | 4 |
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| `"float64"` | 64-bit float | 8 |
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| `"string"` | String | Variable |
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## Best Practices
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1. **Set Appropriate Tick Rate**
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@@ -1,8 +1,80 @@
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---
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title: "State Sync"
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description: "Interpolation, prediction and snapshot buffers"
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description: "Component sync, interpolation, prediction and snapshot buffers"
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---
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## Component Sync System
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ECS component state synchronization based on `@sync` decorator.
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### Define Sync Component
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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// Fields without @sync won't be synced
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localData: any;
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}
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```
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### Server-side Encoding
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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const syncSystem = new ComponentSyncSystem({}, true);
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scene.addSystem(syncSystem);
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// Encode all entities (initial connection)
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const fullData = syncSystem.encodeAllEntities(true);
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sendToClient(fullData);
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// Encode delta (only send changes)
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const deltaData = syncSystem.encodeDelta();
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if (deltaData) {
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broadcast(deltaData);
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}
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```
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### Client-side Decoding
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```typescript
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const syncSystem = new ComponentSyncSystem();
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scene.addSystem(syncSystem);
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// Register component types
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syncSystem.registerComponent(PlayerComponent);
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// Listen for sync events
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syncSystem.addSyncListener((event) => {
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if (event.type === 'entitySpawned') {
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console.log('New entity:', event.entityId);
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}
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});
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// Apply state
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syncSystem.applySnapshot(data);
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```
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### Sync Types
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| Type | Description | Bytes |
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|------|-------------|-------|
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| `"boolean"` | Boolean | 1 |
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| `"int8"` / `"uint8"` | 8-bit integer | 1 |
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| `"int16"` / `"uint16"` | 16-bit integer | 2 |
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| `"int32"` / `"uint32"` | 32-bit integer | 4 |
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| `"float32"` | 32-bit float | 4 |
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| `"float64"` | 64-bit float | 8 |
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| `"string"` | String | Variable |
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## Snapshot Buffer
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Stores server state snapshots for interpolation:
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@@ -311,6 +311,93 @@ client.send('RoomMessage', {
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})
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```
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## ECSRoom
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`ECSRoom` 是带有 ECS World 支持的房间基类,适用于需要 ECS 架构的游戏。
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### 服务端启动
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```typescript
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import { Core } from '@esengine/ecs-framework';
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import { createServer } from '@esengine/server';
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import { GameRoom } from './rooms/GameRoom.js';
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// 初始化 Core
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Core.create();
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// 全局游戏循环
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setInterval(() => Core.update(1/60), 16);
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// 创建服务器
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const server = await createServer({ port: 3000 });
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server.define('game', GameRoom);
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await server.start();
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```
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### 定义 ECSRoom
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```typescript
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import { ECSRoom, Player } from '@esengine/server/ecs';
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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// 定义同步组件
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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}
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// 定义房间
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new MovementSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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const comp = entity.addComponent(new PlayerComponent());
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comp.name = player.id;
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}
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}
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```
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### ECSRoom API
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```typescript
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abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
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protected readonly world: World; // ECS World
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protected readonly scene: Scene; // 主场景
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// 场景管理
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protected addSystem(system: EntitySystem): void;
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protected createEntity(name?: string): Entity;
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protected createPlayerEntity(playerId: string, name?: string): Entity;
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protected getPlayerEntity(playerId: string): Entity | undefined;
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protected destroyPlayerEntity(playerId: string): void;
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// 状态同步
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protected sendFullState(player: Player): void;
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protected broadcastSpawn(entity: Entity, prefabType?: string): void;
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protected broadcastDelta(): void;
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}
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```
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### @sync 装饰器
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标记需要网络同步的组件字段:
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| 类型 | 描述 | 字节数 |
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|------|------|--------|
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| `"boolean"` | 布尔值 | 1 |
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| `"int8"` / `"uint8"` | 8位整数 | 1 |
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| `"int16"` / `"uint16"` | 16位整数 | 2 |
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| `"int32"` / `"uint32"` | 32位整数 | 4 |
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| `"float32"` | 32位浮点 | 4 |
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| `"float64"` | 64位浮点 | 8 |
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| `"string"` | 字符串 | 变长 |
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## 最佳实践
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1. **合理设置 Tick 频率**
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@@ -1,8 +1,80 @@
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---
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title: "状态同步"
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description: "插值、预测和快照缓冲区"
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description: "组件同步、插值、预测和快照缓冲区"
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---
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## 组件同步系统
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基于 `@sync` 装饰器的 ECS 组件状态同步。
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### 定义同步组件
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync("string") name: string = "";
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@sync("uint16") score: number = 0;
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@sync("float32") x: number = 0;
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@sync("float32") y: number = 0;
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// 不带 @sync 的字段不会同步
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localData: any;
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}
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```
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### 服务端编码
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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const syncSystem = new ComponentSyncSystem({}, true);
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scene.addSystem(syncSystem);
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// 编码所有实体(首次连接)
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const fullData = syncSystem.encodeAllEntities(true);
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sendToClient(fullData);
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// 编码增量(只发送变更)
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const deltaData = syncSystem.encodeDelta();
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if (deltaData) {
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broadcast(deltaData);
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}
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```
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### 客户端解码
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```typescript
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const syncSystem = new ComponentSyncSystem();
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scene.addSystem(syncSystem);
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// 注册组件类型
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syncSystem.registerComponent(PlayerComponent);
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// 监听同步事件
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syncSystem.addSyncListener((event) => {
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if (event.type === 'entitySpawned') {
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console.log('New entity:', event.entityId);
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}
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});
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// 应用状态
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syncSystem.applySnapshot(data);
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```
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### 同步类型
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| 类型 | 描述 | 字节数 |
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|------|------|--------|
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| `"boolean"` | 布尔值 | 1 |
|
||||
| `"int8"` / `"uint8"` | 8位整数 | 1 |
|
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| `"int16"` / `"uint16"` | 16位整数 | 2 |
|
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| `"int32"` / `"uint32"` | 32位整数 | 4 |
|
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| `"float32"` | 32位浮点 | 4 |
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| `"float64"` | 64位浮点 | 8 |
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| `"string"` | 字符串 | 变长 |
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## 快照缓冲区
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用于存储服务器状态快照并进行插值:
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@@ -1,5 +1,12 @@
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# @esengine/behavior-tree
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## 2.0.0
|
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### Patch Changes
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|
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
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- @esengine/ecs-framework@2.5.0
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## 1.0.3
|
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|
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### Patch Changes
|
||||
|
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/behavior-tree",
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"version": "1.0.3",
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"version": "2.0.0",
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"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
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"main": "dist/index.js",
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"module": "dist/index.js",
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@@ -1,5 +1,12 @@
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# @esengine/blueprint
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|
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## 2.0.0
|
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|
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### Patch Changes
|
||||
|
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
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- @esengine/ecs-framework@2.5.0
|
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|
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## 1.0.2
|
||||
|
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### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
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{
|
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"name": "@esengine/blueprint",
|
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"version": "1.0.2",
|
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"version": "2.0.0",
|
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"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
|
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"main": "dist/index.js",
|
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"module": "dist/index.js",
|
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|
||||
@@ -1,5 +1,90 @@
|
||||
# @esengine/ecs-framework
|
||||
|
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## 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
|
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
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|
||||
@ECSComponent('Player')
|
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class PlayerComponent extends Component {
|
||||
@sync('string') name: string = '';
|
||||
@sync('uint16') score: number = 0;
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
### 新增导出
|
||||
- `sync` - 标记需要同步的字段装饰器
|
||||
- `SyncType` - 支持的同步类型
|
||||
- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
|
||||
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
|
||||
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
|
||||
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
|
||||
- `ChangeTracker` - 字段级变更追踪
|
||||
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
|
||||
|
||||
### 内部方法标记
|
||||
|
||||
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
|
||||
- `Scene.update()`
|
||||
- `SceneManager.update()`
|
||||
- `WorldManager.updateAll()`
|
||||
|
||||
## @esengine/network
|
||||
|
||||
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
// 服务端:编码状态
|
||||
const data = syncSystem.encodeAllEntities(false);
|
||||
|
||||
// 客户端:解码状态
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### 修复
|
||||
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
|
||||
|
||||
## @esengine/server
|
||||
|
||||
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
|
||||
|
||||
```typescript
|
||||
import { ECSRoom } from '@esengine/server/ecs';
|
||||
|
||||
// 服务端启动
|
||||
Core.create();
|
||||
setInterval(() => Core.update(1 / 60), 16);
|
||||
|
||||
// 定义房间
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new PhysicsSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
entity.addComponent(new PlayerComponent());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 设计
|
||||
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
|
||||
- `Core.update()` 统一更新 Time 和所有 World
|
||||
- `onTick()` 只处理状态同步逻辑
|
||||
|
||||
## 2.4.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.4.4",
|
||||
"version": "2.5.0",
|
||||
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
|
||||
"main": "dist/index.cjs",
|
||||
"module": "dist/index.mjs",
|
||||
|
||||
@@ -508,7 +508,9 @@ export class Scene implements IScene {
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新场景
|
||||
* @zh 更新场景
|
||||
* @en Update scene
|
||||
* @internal 由 SceneManager 或 World 调用,用户不应直接调用
|
||||
*/
|
||||
public update() {
|
||||
this.epochManager.increment();
|
||||
|
||||
@@ -240,18 +240,9 @@ export class SceneManager implements IService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新场景
|
||||
*
|
||||
* 应该在每帧的游戏循环中调用。
|
||||
* 会自动处理延迟场景切换。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime);
|
||||
* sceneManager.update(); // 每帧调用
|
||||
* }
|
||||
* ```
|
||||
* @zh 更新场景
|
||||
* @en Update scene
|
||||
* @internal 由 Core.update() 调用,用户不应直接调用
|
||||
*/
|
||||
public update(): void {
|
||||
// 处理延迟场景切换
|
||||
|
||||
125
packages/framework/core/src/ECS/Sync/ChangeTracker.ts
Normal file
125
packages/framework/core/src/ECS/Sync/ChangeTracker.ts
Normal file
@@ -0,0 +1,125 @@
|
||||
/**
|
||||
* @zh 组件变更追踪器
|
||||
* @en Component change tracker
|
||||
*
|
||||
* @zh 用于追踪 @sync 标记字段的变更,支持增量同步
|
||||
* @en Tracks changes to @sync marked fields for delta synchronization
|
||||
*/
|
||||
export class ChangeTracker {
|
||||
/**
|
||||
* @zh 脏字段索引集合
|
||||
* @en Set of dirty field indices
|
||||
*/
|
||||
private _dirtyFields: Set<number> = new Set();
|
||||
|
||||
/**
|
||||
* @zh 是否有任何变更
|
||||
* @en Whether there are any changes
|
||||
*/
|
||||
private _hasChanges: boolean = false;
|
||||
|
||||
/**
|
||||
* @zh 上次同步的时间戳
|
||||
* @en Last sync timestamp
|
||||
*/
|
||||
private _lastSyncTime: number = 0;
|
||||
|
||||
/**
|
||||
* @zh 标记字段为脏
|
||||
* @en Mark field as dirty
|
||||
*
|
||||
* @param fieldIndex - @zh 字段索引 @en Field index
|
||||
*/
|
||||
public setDirty(fieldIndex: number): void {
|
||||
this._dirtyFields.add(fieldIndex);
|
||||
this._hasChanges = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有变更
|
||||
* @en Check if there are any changes
|
||||
*/
|
||||
public hasChanges(): boolean {
|
||||
return this._hasChanges;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查特定字段是否脏
|
||||
* @en Check if a specific field is dirty
|
||||
*
|
||||
* @param fieldIndex - @zh 字段索引 @en Field index
|
||||
*/
|
||||
public isDirty(fieldIndex: number): boolean {
|
||||
return this._dirtyFields.has(fieldIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有脏字段索引
|
||||
* @en Get all dirty field indices
|
||||
*/
|
||||
public getDirtyFields(): number[] {
|
||||
return Array.from(this._dirtyFields);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取脏字段数量
|
||||
* @en Get number of dirty fields
|
||||
*/
|
||||
public getDirtyCount(): number {
|
||||
return this._dirtyFields.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除所有变更标记
|
||||
* @en Clear all change marks
|
||||
*/
|
||||
public clear(): void {
|
||||
this._dirtyFields.clear();
|
||||
this._hasChanges = false;
|
||||
this._lastSyncTime = Date.now();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除特定字段的变更标记
|
||||
* @en Clear change mark for a specific field
|
||||
*
|
||||
* @param fieldIndex - @zh 字段索引 @en Field index
|
||||
*/
|
||||
public clearField(fieldIndex: number): void {
|
||||
this._dirtyFields.delete(fieldIndex);
|
||||
if (this._dirtyFields.size === 0) {
|
||||
this._hasChanges = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取上次同步时间
|
||||
* @en Get last sync time
|
||||
*/
|
||||
public get lastSyncTime(): number {
|
||||
return this._lastSyncTime;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 标记所有字段为脏(用于首次同步)
|
||||
* @en Mark all fields as dirty (for initial sync)
|
||||
*
|
||||
* @param fieldCount - @zh 字段数量 @en Field count
|
||||
*/
|
||||
public markAllDirty(fieldCount: number): void {
|
||||
for (let i = 0; i < fieldCount; i++) {
|
||||
this._dirtyFields.add(i);
|
||||
}
|
||||
this._hasChanges = fieldCount > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重置追踪器
|
||||
* @en Reset tracker
|
||||
*/
|
||||
public reset(): void {
|
||||
this._dirtyFields.clear();
|
||||
this._hasChanges = false;
|
||||
this._lastSyncTime = 0;
|
||||
}
|
||||
}
|
||||
217
packages/framework/core/src/ECS/Sync/decorators.ts
Normal file
217
packages/framework/core/src/ECS/Sync/decorators.ts
Normal file
@@ -0,0 +1,217 @@
|
||||
/**
|
||||
* @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';
|
||||
|
||||
/**
|
||||
* @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)
|
||||
const metadata: SyncMetadata = {
|
||||
typeId: constructor.name,
|
||||
fields: inheritedMetadata ? [...inheritedMetadata.fields] : [],
|
||||
fieldIndexMap: inheritedMetadata ? new Map(inheritedMetadata.fieldIndexMap) : new Map()
|
||||
};
|
||||
|
||||
constructor[SYNC_METADATA] = metadata;
|
||||
return metadata;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 同步字段装饰器
|
||||
* @en Sync field decorator
|
||||
*
|
||||
* @zh 标记 Component 字段为可网络同步。被标记的字段会自动追踪变更,
|
||||
* 并在值修改时触发变更追踪器。
|
||||
* @en Marks a Component field for network synchronization. Marked fields
|
||||
* automatically track changes and trigger the change tracker on modification.
|
||||
*
|
||||
* @param type - @zh 字段的同步类型 @en Sync type of the field
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Component, ECSComponent } from '@esengine/ecs-framework';
|
||||
* import { sync } from '@esengine/ecs-framework';
|
||||
*
|
||||
* @ECSComponent('Player')
|
||||
* class PlayerComponent extends Component {
|
||||
* @sync("string") name: string = "";
|
||||
* @sync("uint16") score: number = 0;
|
||||
* @sync("float32") x: number = 0;
|
||||
* @sync("float32") y: number = 0;
|
||||
*
|
||||
* // 不带 @sync 的字段不会同步
|
||||
* // Fields without @sync will not be synchronized
|
||||
* localData: any;
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function sync(type: SyncType) {
|
||||
return function (target: any, propertyKey: string) {
|
||||
const metadata = getOrCreateSyncMetadata(target);
|
||||
|
||||
// Assign field index (auto-increment based on field count)
|
||||
const fieldIndex = metadata.fields.length;
|
||||
|
||||
// Create field metadata
|
||||
const fieldMeta: SyncFieldMetadata = {
|
||||
index: fieldIndex,
|
||||
name: propertyKey,
|
||||
type: type
|
||||
};
|
||||
|
||||
// Register field
|
||||
metadata.fields.push(fieldMeta);
|
||||
metadata.fieldIndexMap.set(propertyKey, fieldIndex);
|
||||
|
||||
// Store original property key for getter/setter
|
||||
const privateKey = `_sync_${propertyKey}`;
|
||||
|
||||
// Define getter/setter to intercept value changes
|
||||
Object.defineProperty(target, propertyKey, {
|
||||
get() {
|
||||
return this[privateKey];
|
||||
},
|
||||
set(value: any) {
|
||||
const oldValue = this[privateKey];
|
||||
if (oldValue !== value) {
|
||||
this[privateKey] = value;
|
||||
// Trigger change tracker if exists
|
||||
const tracker = this[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (tracker) {
|
||||
tracker.setDirty(fieldIndex);
|
||||
}
|
||||
}
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取组件类的同步元数据
|
||||
* @en Get sync metadata for a component class
|
||||
*
|
||||
* @param componentClass - @zh 组件类或组件实例 @en Component class or instance
|
||||
* @returns @zh 同步元数据,如果不存在则返回 null @en Sync metadata, or null if not exists
|
||||
*/
|
||||
export function getSyncMetadata(componentClass: any): SyncMetadata | null {
|
||||
if (!componentClass) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const constructor = typeof componentClass === 'function'
|
||||
? componentClass
|
||||
: componentClass.constructor;
|
||||
|
||||
return constructor[SYNC_METADATA] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查组件是否有同步字段
|
||||
* @en Check if a component has sync fields
|
||||
*
|
||||
* @param component - @zh 组件类或组件实例 @en Component class or instance
|
||||
* @returns @zh 如果有同步字段返回 true @en Returns true if has sync fields
|
||||
*/
|
||||
export function hasSyncFields(component: any): boolean {
|
||||
const metadata = getSyncMetadata(component);
|
||||
return metadata !== null && metadata.fields.length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取组件实例的变更追踪器
|
||||
* @en Get change tracker of a component instance
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @returns @zh 变更追踪器,如果不存在则返回 null @en Change tracker, or null if not exists
|
||||
*/
|
||||
export function getChangeTracker(component: any): ChangeTracker | null {
|
||||
if (!component) {
|
||||
return null;
|
||||
}
|
||||
return component[CHANGE_TRACKER] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 为组件实例初始化变更追踪器
|
||||
* @en Initialize change tracker for a component instance
|
||||
*
|
||||
* @zh 这个函数应该在组件首次添加到实体时调用。
|
||||
* 它会创建变更追踪器并标记所有字段为脏(用于首次同步)。
|
||||
* @en This function should be called when a component is first added to an entity.
|
||||
* It creates the change tracker and marks all fields as dirty (for initial sync).
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @returns @zh 变更追踪器 @en Change tracker
|
||||
*/
|
||||
export function initChangeTracker(component: any): ChangeTracker {
|
||||
const metadata = getSyncMetadata(component);
|
||||
if (!metadata) {
|
||||
throw new Error('Component does not have sync metadata. Use @sync decorator on fields.');
|
||||
}
|
||||
|
||||
let tracker = component[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (!tracker) {
|
||||
tracker = new ChangeTracker();
|
||||
component[CHANGE_TRACKER] = tracker;
|
||||
}
|
||||
|
||||
// Mark all fields as dirty for initial sync
|
||||
tracker.markAllDirty(metadata.fields.length);
|
||||
|
||||
return tracker;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除组件实例的变更标记
|
||||
* @en Clear change marks for a component instance
|
||||
*
|
||||
* @zh 通常在同步完成后调用,清除所有脏标记
|
||||
* @en Usually called after sync is complete, clears all dirty marks
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
*/
|
||||
export function clearChanges(component: any): void {
|
||||
const tracker = getChangeTracker(component);
|
||||
if (tracker) {
|
||||
tracker.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查组件是否有变更
|
||||
* @en Check if a component has changes
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @returns @zh 如果有变更返回 true @en Returns true if has changes
|
||||
*/
|
||||
export function hasChanges(component: any): boolean {
|
||||
const tracker = getChangeTracker(component);
|
||||
return tracker ? tracker.hasChanges() : false;
|
||||
}
|
||||
285
packages/framework/core/src/ECS/Sync/encoding/BinaryReader.ts
Normal file
285
packages/framework/core/src/ECS/Sync/encoding/BinaryReader.ts
Normal file
@@ -0,0 +1,285 @@
|
||||
/**
|
||||
* @zh 二进制读取器
|
||||
* @en Binary Reader
|
||||
*
|
||||
* @zh 提供高效的二进制数据读取功能
|
||||
* @en Provides efficient binary data reading
|
||||
*/
|
||||
|
||||
import { decodeVarint } from './varint';
|
||||
|
||||
/**
|
||||
* @zh 文本解码器(使用浏览器原生 API)
|
||||
* @en Text decoder (using browser native API)
|
||||
*/
|
||||
const textDecoder = typeof TextDecoder !== 'undefined' ? new TextDecoder() : null;
|
||||
|
||||
/**
|
||||
* @zh 二进制读取器
|
||||
* @en Binary reader for decoding data
|
||||
*/
|
||||
export class BinaryReader {
|
||||
/**
|
||||
* @zh 数据缓冲区
|
||||
* @en Data buffer
|
||||
*/
|
||||
private _buffer: Uint8Array;
|
||||
|
||||
/**
|
||||
* @zh DataView 用于读取数值
|
||||
* @en DataView for reading numbers
|
||||
*/
|
||||
private _view: DataView;
|
||||
|
||||
/**
|
||||
* @zh 当前读取位置
|
||||
* @en Current read position
|
||||
*/
|
||||
private _offset: number = 0;
|
||||
|
||||
/**
|
||||
* @zh 创建二进制读取器
|
||||
* @en Create binary reader
|
||||
*
|
||||
* @param buffer - @zh 要读取的数据 @en Data to read
|
||||
*/
|
||||
constructor(buffer: Uint8Array) {
|
||||
this._buffer = buffer;
|
||||
this._view = new DataView(buffer.buffer, buffer.byteOffset, buffer.byteLength);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取当前读取位置
|
||||
* @en Get current read position
|
||||
*/
|
||||
public get offset(): number {
|
||||
return this._offset;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置读取位置
|
||||
* @en Set read position
|
||||
*/
|
||||
public set offset(value: number) {
|
||||
this._offset = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取剩余可读字节数
|
||||
* @en Get remaining readable bytes
|
||||
*/
|
||||
public get remaining(): number {
|
||||
return this._buffer.length - this._offset;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有更多数据可读
|
||||
* @en Check if there's more data to read
|
||||
*/
|
||||
public hasMore(): boolean {
|
||||
return this._offset < this._buffer.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取单个字节
|
||||
* @en Read single byte
|
||||
*/
|
||||
public readUint8(): number {
|
||||
this.checkBounds(1);
|
||||
return this._buffer[this._offset++]!;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取有符号字节
|
||||
* @en Read signed byte
|
||||
*/
|
||||
public readInt8(): number {
|
||||
this.checkBounds(1);
|
||||
return this._view.getInt8(this._offset++);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取布尔值
|
||||
* @en Read boolean
|
||||
*/
|
||||
public readBoolean(): boolean {
|
||||
return this.readUint8() !== 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 16 位无符号整数(小端序)
|
||||
* @en Read 16-bit unsigned integer (little-endian)
|
||||
*/
|
||||
public readUint16(): number {
|
||||
this.checkBounds(2);
|
||||
const value = this._view.getUint16(this._offset, true);
|
||||
this._offset += 2;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 16 位有符号整数(小端序)
|
||||
* @en Read 16-bit signed integer (little-endian)
|
||||
*/
|
||||
public readInt16(): number {
|
||||
this.checkBounds(2);
|
||||
const value = this._view.getInt16(this._offset, true);
|
||||
this._offset += 2;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 32 位无符号整数(小端序)
|
||||
* @en Read 32-bit unsigned integer (little-endian)
|
||||
*/
|
||||
public readUint32(): number {
|
||||
this.checkBounds(4);
|
||||
const value = this._view.getUint32(this._offset, true);
|
||||
this._offset += 4;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 32 位有符号整数(小端序)
|
||||
* @en Read 32-bit signed integer (little-endian)
|
||||
*/
|
||||
public readInt32(): number {
|
||||
this.checkBounds(4);
|
||||
const value = this._view.getInt32(this._offset, true);
|
||||
this._offset += 4;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 32 位浮点数(小端序)
|
||||
* @en Read 32-bit float (little-endian)
|
||||
*/
|
||||
public readFloat32(): number {
|
||||
this.checkBounds(4);
|
||||
const value = this._view.getFloat32(this._offset, true);
|
||||
this._offset += 4;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取 64 位浮点数(小端序)
|
||||
* @en Read 64-bit float (little-endian)
|
||||
*/
|
||||
public readFloat64(): number {
|
||||
this.checkBounds(8);
|
||||
const value = this._view.getFloat64(this._offset, true);
|
||||
this._offset += 8;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取变长整数
|
||||
* @en Read variable-length integer
|
||||
*/
|
||||
public readVarint(): number {
|
||||
const [value, newOffset] = decodeVarint(this._buffer, this._offset);
|
||||
this._offset = newOffset;
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取字符串(UTF-8 编码,带长度前缀)
|
||||
* @en Read string (UTF-8 encoded with length prefix)
|
||||
*/
|
||||
public readString(): string {
|
||||
const length = this.readVarint();
|
||||
this.checkBounds(length);
|
||||
|
||||
const bytes = this._buffer.subarray(this._offset, this._offset + length);
|
||||
this._offset += length;
|
||||
|
||||
if (textDecoder) {
|
||||
return textDecoder.decode(bytes);
|
||||
} else {
|
||||
return this.utf8BytesToString(bytes);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 读取原始字节
|
||||
* @en Read raw bytes
|
||||
*
|
||||
* @param length - @zh 要读取的字节数 @en Number of bytes to read
|
||||
*/
|
||||
public readBytes(length: number): Uint8Array {
|
||||
this.checkBounds(length);
|
||||
const bytes = this._buffer.slice(this._offset, this._offset + length);
|
||||
this._offset += length;
|
||||
return bytes;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 查看下一个字节但不移动读取位置
|
||||
* @en Peek next byte without advancing read position
|
||||
*/
|
||||
public peekUint8(): number {
|
||||
this.checkBounds(1);
|
||||
return this._buffer[this._offset]!;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 跳过指定字节数
|
||||
* @en Skip specified number of bytes
|
||||
*/
|
||||
public skip(count: number): void {
|
||||
this.checkBounds(count);
|
||||
this._offset += count;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查边界
|
||||
* @en Check bounds
|
||||
*/
|
||||
private checkBounds(size: number): void {
|
||||
if (this._offset + size > this._buffer.length) {
|
||||
throw new Error(`BinaryReader: buffer overflow (offset=${this._offset}, size=${size}, bufferLength=${this._buffer.length})`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh UTF-8 字节转字符串(后备方案)
|
||||
* @en UTF-8 bytes to string (fallback)
|
||||
*/
|
||||
private utf8BytesToString(bytes: Uint8Array): string {
|
||||
let result = '';
|
||||
let i = 0;
|
||||
|
||||
while (i < bytes.length) {
|
||||
let charCode: number;
|
||||
const byte1 = bytes[i++]!;
|
||||
|
||||
if (byte1 < 0x80) {
|
||||
charCode = byte1;
|
||||
} else if (byte1 < 0xE0) {
|
||||
const byte2 = bytes[i++]!;
|
||||
charCode = ((byte1 & 0x1F) << 6) | (byte2 & 0x3F);
|
||||
} else if (byte1 < 0xF0) {
|
||||
const byte2 = bytes[i++]!;
|
||||
const byte3 = bytes[i++]!;
|
||||
charCode = ((byte1 & 0x0F) << 12) | ((byte2 & 0x3F) << 6) | (byte3 & 0x3F);
|
||||
} else {
|
||||
const byte2 = bytes[i++]!;
|
||||
const byte3 = bytes[i++]!;
|
||||
const byte4 = bytes[i++]!;
|
||||
charCode = ((byte1 & 0x07) << 18) | ((byte2 & 0x3F) << 12) |
|
||||
((byte3 & 0x3F) << 6) | (byte4 & 0x3F);
|
||||
|
||||
// Convert to surrogate pair
|
||||
if (charCode > 0xFFFF) {
|
||||
charCode -= 0x10000;
|
||||
result += String.fromCharCode(0xD800 + (charCode >> 10));
|
||||
charCode = 0xDC00 + (charCode & 0x3FF);
|
||||
}
|
||||
}
|
||||
|
||||
result += String.fromCharCode(charCode);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
257
packages/framework/core/src/ECS/Sync/encoding/BinaryWriter.ts
Normal file
257
packages/framework/core/src/ECS/Sync/encoding/BinaryWriter.ts
Normal file
@@ -0,0 +1,257 @@
|
||||
/**
|
||||
* @zh 二进制写入器
|
||||
* @en Binary Writer
|
||||
*
|
||||
* @zh 提供高效的二进制数据写入功能,支持自动扩容
|
||||
* @en Provides efficient binary data writing with auto-expansion
|
||||
*/
|
||||
|
||||
import { encodeVarint, varintSize } from './varint';
|
||||
|
||||
/**
|
||||
* @zh 文本编码器(使用浏览器原生 API)
|
||||
* @en Text encoder (using browser native API)
|
||||
*/
|
||||
const textEncoder = typeof TextEncoder !== 'undefined' ? new TextEncoder() : null;
|
||||
|
||||
/**
|
||||
* @zh 二进制写入器
|
||||
* @en Binary writer for encoding data
|
||||
*/
|
||||
export class BinaryWriter {
|
||||
/**
|
||||
* @zh 内部缓冲区
|
||||
* @en Internal buffer
|
||||
*/
|
||||
private _buffer: Uint8Array;
|
||||
|
||||
/**
|
||||
* @zh DataView 用于写入数值
|
||||
* @en DataView for writing numbers
|
||||
*/
|
||||
private _view: DataView;
|
||||
|
||||
/**
|
||||
* @zh 当前写入位置
|
||||
* @en Current write position
|
||||
*/
|
||||
private _offset: number = 0;
|
||||
|
||||
/**
|
||||
* @zh 创建二进制写入器
|
||||
* @en Create binary writer
|
||||
*
|
||||
* @param initialCapacity - @zh 初始容量 @en Initial capacity
|
||||
*/
|
||||
constructor(initialCapacity: number = 256) {
|
||||
this._buffer = new Uint8Array(initialCapacity);
|
||||
this._view = new DataView(this._buffer.buffer);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取当前写入位置
|
||||
* @en Get current write position
|
||||
*/
|
||||
public get offset(): number {
|
||||
return this._offset;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取写入的数据
|
||||
* @en Get written data
|
||||
*
|
||||
* @returns @zh 包含写入数据的 Uint8Array @en Uint8Array containing written data
|
||||
*/
|
||||
public toUint8Array(): Uint8Array {
|
||||
return this._buffer.slice(0, this._offset);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重置写入器(清空数据但保留缓冲区)
|
||||
* @en Reset writer (clear data but keep buffer)
|
||||
*/
|
||||
public reset(): void {
|
||||
this._offset = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 确保有足够空间
|
||||
* @en Ensure enough space
|
||||
*
|
||||
* @param size - @zh 需要的额外字节数 @en Extra bytes needed
|
||||
*/
|
||||
private ensureCapacity(size: number): void {
|
||||
const required = this._offset + size;
|
||||
if (required > this._buffer.length) {
|
||||
// Double the buffer size or use required size, whichever is larger
|
||||
const newSize = Math.max(this._buffer.length * 2, required);
|
||||
const newBuffer = new Uint8Array(newSize);
|
||||
newBuffer.set(this._buffer);
|
||||
this._buffer = newBuffer;
|
||||
this._view = new DataView(this._buffer.buffer);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入单个字节
|
||||
* @en Write single byte
|
||||
*/
|
||||
public writeUint8(value: number): void {
|
||||
this.ensureCapacity(1);
|
||||
this._buffer[this._offset++] = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入有符号字节
|
||||
* @en Write signed byte
|
||||
*/
|
||||
public writeInt8(value: number): void {
|
||||
this.ensureCapacity(1);
|
||||
this._view.setInt8(this._offset++, value);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入布尔值
|
||||
* @en Write boolean
|
||||
*/
|
||||
public writeBoolean(value: boolean): void {
|
||||
this.writeUint8(value ? 1 : 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 16 位无符号整数(小端序)
|
||||
* @en Write 16-bit unsigned integer (little-endian)
|
||||
*/
|
||||
public writeUint16(value: number): void {
|
||||
this.ensureCapacity(2);
|
||||
this._view.setUint16(this._offset, value, true);
|
||||
this._offset += 2;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 16 位有符号整数(小端序)
|
||||
* @en Write 16-bit signed integer (little-endian)
|
||||
*/
|
||||
public writeInt16(value: number): void {
|
||||
this.ensureCapacity(2);
|
||||
this._view.setInt16(this._offset, value, true);
|
||||
this._offset += 2;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 32 位无符号整数(小端序)
|
||||
* @en Write 32-bit unsigned integer (little-endian)
|
||||
*/
|
||||
public writeUint32(value: number): void {
|
||||
this.ensureCapacity(4);
|
||||
this._view.setUint32(this._offset, value, true);
|
||||
this._offset += 4;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 32 位有符号整数(小端序)
|
||||
* @en Write 32-bit signed integer (little-endian)
|
||||
*/
|
||||
public writeInt32(value: number): void {
|
||||
this.ensureCapacity(4);
|
||||
this._view.setInt32(this._offset, value, true);
|
||||
this._offset += 4;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 32 位浮点数(小端序)
|
||||
* @en Write 32-bit float (little-endian)
|
||||
*/
|
||||
public writeFloat32(value: number): void {
|
||||
this.ensureCapacity(4);
|
||||
this._view.setFloat32(this._offset, value, true);
|
||||
this._offset += 4;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入 64 位浮点数(小端序)
|
||||
* @en Write 64-bit float (little-endian)
|
||||
*/
|
||||
public writeFloat64(value: number): void {
|
||||
this.ensureCapacity(8);
|
||||
this._view.setFloat64(this._offset, value, true);
|
||||
this._offset += 8;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入变长整数
|
||||
* @en Write variable-length integer
|
||||
*/
|
||||
public writeVarint(value: number): void {
|
||||
this.ensureCapacity(varintSize(value));
|
||||
this._offset = encodeVarint(value, this._buffer, this._offset);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入字符串(UTF-8 编码,带长度前缀)
|
||||
* @en Write string (UTF-8 encoded with length prefix)
|
||||
*/
|
||||
public writeString(value: string): void {
|
||||
if (textEncoder) {
|
||||
const encoded = textEncoder.encode(value);
|
||||
this.writeVarint(encoded.length);
|
||||
this.ensureCapacity(encoded.length);
|
||||
this._buffer.set(encoded, this._offset);
|
||||
this._offset += encoded.length;
|
||||
} else {
|
||||
// Fallback for environments without TextEncoder
|
||||
const bytes = this.stringToUtf8Bytes(value);
|
||||
this.writeVarint(bytes.length);
|
||||
this.ensureCapacity(bytes.length);
|
||||
this._buffer.set(bytes, this._offset);
|
||||
this._offset += bytes.length;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 写入原始字节
|
||||
* @en Write raw bytes
|
||||
*/
|
||||
public writeBytes(data: Uint8Array): void {
|
||||
this.ensureCapacity(data.length);
|
||||
this._buffer.set(data, this._offset);
|
||||
this._offset += data.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 字符串转 UTF-8 字节(后备方案)
|
||||
* @en String to UTF-8 bytes (fallback)
|
||||
*/
|
||||
private stringToUtf8Bytes(str: string): Uint8Array {
|
||||
const bytes: number[] = [];
|
||||
for (let i = 0; i < str.length; i++) {
|
||||
let charCode = str.charCodeAt(i);
|
||||
|
||||
// Handle surrogate pairs
|
||||
if (charCode >= 0xD800 && charCode <= 0xDBFF && i + 1 < str.length) {
|
||||
const next = str.charCodeAt(i + 1);
|
||||
if (next >= 0xDC00 && next <= 0xDFFF) {
|
||||
charCode = 0x10000 + ((charCode - 0xD800) << 10) + (next - 0xDC00);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
if (charCode < 0x80) {
|
||||
bytes.push(charCode);
|
||||
} else if (charCode < 0x800) {
|
||||
bytes.push(0xC0 | (charCode >> 6));
|
||||
bytes.push(0x80 | (charCode & 0x3F));
|
||||
} else if (charCode < 0x10000) {
|
||||
bytes.push(0xE0 | (charCode >> 12));
|
||||
bytes.push(0x80 | ((charCode >> 6) & 0x3F));
|
||||
bytes.push(0x80 | (charCode & 0x3F));
|
||||
} else {
|
||||
bytes.push(0xF0 | (charCode >> 18));
|
||||
bytes.push(0x80 | ((charCode >> 12) & 0x3F));
|
||||
bytes.push(0x80 | ((charCode >> 6) & 0x3F));
|
||||
bytes.push(0x80 | (charCode & 0x3F));
|
||||
}
|
||||
}
|
||||
return new Uint8Array(bytes);
|
||||
}
|
||||
}
|
||||
404
packages/framework/core/src/ECS/Sync/encoding/Decoder.ts
Normal file
404
packages/framework/core/src/ECS/Sync/encoding/Decoder.ts
Normal file
@@ -0,0 +1,404 @@
|
||||
/**
|
||||
* @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';
|
||||
|
||||
/**
|
||||
* @zh 组件类型注册表
|
||||
* @en Component type registry
|
||||
*/
|
||||
const componentRegistry = new Map<string, new () => Component>();
|
||||
|
||||
/**
|
||||
* @zh 注册组件类型
|
||||
* @en Register component type
|
||||
*
|
||||
* @param typeId - @zh 组件类型 ID @en Component type ID
|
||||
* @param componentClass - @zh 组件类 @en Component class
|
||||
*/
|
||||
export function registerSyncComponent<T extends Component>(
|
||||
typeId: string,
|
||||
componentClass: new () => T
|
||||
): void {
|
||||
componentRegistry.set(typeId, componentClass);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从 @ECSComponent 装饰器自动注册
|
||||
* @en Auto-register from @ECSComponent decorator
|
||||
*
|
||||
* @param componentClass - @zh 组件类 @en Component class
|
||||
*/
|
||||
export function autoRegisterSyncComponent(componentClass: new () => Component): void {
|
||||
const metadata: SyncMetadata | undefined = (componentClass as any)[SYNC_METADATA];
|
||||
if (metadata) {
|
||||
componentRegistry.set(metadata.typeId, componentClass);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @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 registry
|
||||
const componentClass = componentRegistry.get(typeId);
|
||||
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 = componentRegistry.get(typeId);
|
||||
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());
|
||||
decodeComponent(component, metadata, reader);
|
||||
}
|
||||
|
||||
return { entity, prefabType, componentTypes };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码销毁消息结果
|
||||
* @en Decode despawn message result
|
||||
*/
|
||||
export interface DecodeDespawnResult {
|
||||
/**
|
||||
* @zh 销毁的实体 ID 列表
|
||||
* @en List of despawned entity IDs
|
||||
*/
|
||||
entityIds: number[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码实体销毁消息
|
||||
* @en Decode entity despawn message
|
||||
*
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @returns @zh 解码结果,如果不是 DESPAWN 消息则返回 null @en Decode result, or null if not a DESPAWN message
|
||||
*/
|
||||
export function decodeDespawn(data: Uint8Array): DecodeDespawnResult | null {
|
||||
const reader = new BinaryReader(data);
|
||||
const operation = reader.readUint8();
|
||||
|
||||
if (operation !== SyncOperation.DESPAWN) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const entityIds: number[] = [];
|
||||
|
||||
// Check if it's a single entity or batch
|
||||
if (reader.remaining === 4) {
|
||||
// Single entity
|
||||
entityIds.push(reader.readUint32());
|
||||
} else {
|
||||
// Batch
|
||||
const count = reader.readVarint();
|
||||
for (let i = 0; i < count; i++) {
|
||||
entityIds.push(reader.readUint32());
|
||||
}
|
||||
}
|
||||
|
||||
return { entityIds };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 处理销毁消息(从场景中移除实体)
|
||||
* @en Process despawn message (remove entities from scene)
|
||||
*
|
||||
* @param scene - @zh 场景 @en Scene
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @param entityMap - @zh 实体 ID 映射(可选)@en Entity ID mapping (optional)
|
||||
* @returns @zh 移除的实体 ID 列表 @en List of removed entity IDs
|
||||
*/
|
||||
export function processDespawn(
|
||||
scene: Scene,
|
||||
data: Uint8Array,
|
||||
entityMap?: Map<number, Entity>
|
||||
): number[] {
|
||||
const result = decodeDespawn(data);
|
||||
if (!result) {
|
||||
return [];
|
||||
}
|
||||
|
||||
for (const entityId of result.entityIds) {
|
||||
const entity = entityMap?.get(entityId) || scene.findEntityById(entityId);
|
||||
if (entity) {
|
||||
entity.destroy();
|
||||
entityMap?.delete(entityId);
|
||||
}
|
||||
}
|
||||
|
||||
return result.entityIds;
|
||||
}
|
||||
291
packages/framework/core/src/ECS/Sync/encoding/Encoder.ts
Normal file
291
packages/framework/core/src/ECS/Sync/encoding/Encoder.ts
Normal file
@@ -0,0 +1,291 @@
|
||||
/**
|
||||
* @zh 组件状态编码器
|
||||
* @en Component state encoder
|
||||
*
|
||||
* @zh 将 ECS Component 的 @sync 字段编码为二进制格式
|
||||
* @en Encodes @sync fields of ECS Components to binary format
|
||||
*/
|
||||
|
||||
import type { Entity } from '../../Entity';
|
||||
import type { Component } from '../../Component';
|
||||
import type { SyncType, SyncMetadata } from '../types';
|
||||
import { SyncOperation, SYNC_METADATA, CHANGE_TRACKER } from '../types';
|
||||
import type { ChangeTracker } from '../ChangeTracker';
|
||||
import { BinaryWriter } from './BinaryWriter';
|
||||
|
||||
/**
|
||||
* @zh 编码单个字段值
|
||||
* @en Encode a single field value
|
||||
*/
|
||||
function encodeFieldValue(writer: BinaryWriter, value: any, type: SyncType): void {
|
||||
switch (type) {
|
||||
case 'boolean':
|
||||
writer.writeBoolean(value);
|
||||
break;
|
||||
case 'int8':
|
||||
writer.writeInt8(value);
|
||||
break;
|
||||
case 'uint8':
|
||||
writer.writeUint8(value);
|
||||
break;
|
||||
case 'int16':
|
||||
writer.writeInt16(value);
|
||||
break;
|
||||
case 'uint16':
|
||||
writer.writeUint16(value);
|
||||
break;
|
||||
case 'int32':
|
||||
writer.writeInt32(value);
|
||||
break;
|
||||
case 'uint32':
|
||||
writer.writeUint32(value);
|
||||
break;
|
||||
case 'float32':
|
||||
writer.writeFloat32(value);
|
||||
break;
|
||||
case 'float64':
|
||||
writer.writeFloat64(value);
|
||||
break;
|
||||
case 'string':
|
||||
writer.writeString(value ?? '');
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码组件的完整状态
|
||||
* @en Encode full state of a component
|
||||
*
|
||||
* @zh 格式: [fieldCount: varint] ([fieldIndex: uint8] [value])...
|
||||
* @en Format: [fieldCount: varint] ([fieldIndex: uint8] [value])...
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @param metadata - @zh 组件同步元数据 @en Component sync metadata
|
||||
* @param writer - @zh 二进制写入器 @en Binary writer
|
||||
*/
|
||||
export function encodeComponentFull(
|
||||
component: Component,
|
||||
metadata: SyncMetadata,
|
||||
writer: BinaryWriter
|
||||
): void {
|
||||
const fields = metadata.fields;
|
||||
writer.writeVarint(fields.length);
|
||||
|
||||
for (const field of fields) {
|
||||
writer.writeUint8(field.index);
|
||||
const value = (component as any)[field.name];
|
||||
encodeFieldValue(writer, value, field.type);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码组件的增量状态(只编码脏字段)
|
||||
* @en Encode delta state of a component (only dirty fields)
|
||||
*
|
||||
* @zh 格式: [dirtyCount: varint] ([fieldIndex: uint8] [value])...
|
||||
* @en Format: [dirtyCount: varint] ([fieldIndex: uint8] [value])...
|
||||
*
|
||||
* @param component - @zh 组件实例 @en Component instance
|
||||
* @param metadata - @zh 组件同步元数据 @en Component sync metadata
|
||||
* @param tracker - @zh 变更追踪器 @en Change tracker
|
||||
* @param writer - @zh 二进制写入器 @en Binary writer
|
||||
* @returns @zh 是否有数据编码 @en Whether any data was encoded
|
||||
*/
|
||||
export function encodeComponentDelta(
|
||||
component: Component,
|
||||
metadata: SyncMetadata,
|
||||
tracker: ChangeTracker,
|
||||
writer: BinaryWriter
|
||||
): boolean {
|
||||
if (!tracker.hasChanges()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const dirtyFields = tracker.getDirtyFields();
|
||||
writer.writeVarint(dirtyFields.length);
|
||||
|
||||
for (const fieldIndex of dirtyFields) {
|
||||
const field = metadata.fields[fieldIndex];
|
||||
if (field) {
|
||||
writer.writeUint8(field.index);
|
||||
const value = (component as any)[field.name];
|
||||
encodeFieldValue(writer, value, field.type);
|
||||
}
|
||||
}
|
||||
|
||||
return dirtyFields.length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体的所有同步组件
|
||||
* @en Encode all sync components of an entity
|
||||
*
|
||||
* @zh 格式:
|
||||
* [entityId: uint32]
|
||||
* [componentCount: varint]
|
||||
* ([typeIdLength: varint] [typeId: string] [componentData])...
|
||||
*
|
||||
* @en Format:
|
||||
* [entityId: uint32]
|
||||
* [componentCount: varint]
|
||||
* ([typeIdLength: varint] [typeId: string] [componentData])...
|
||||
*
|
||||
* @param entity - @zh 实体 @en Entity
|
||||
* @param writer - @zh 二进制写入器 @en Binary writer
|
||||
* @param deltaOnly - @zh 只编码增量 @en Only encode delta
|
||||
* @returns @zh 编码的组件数量 @en Number of components encoded
|
||||
*/
|
||||
export function encodeEntity(
|
||||
entity: Entity,
|
||||
writer: BinaryWriter,
|
||||
deltaOnly: boolean = false
|
||||
): number {
|
||||
writer.writeUint32(entity.id);
|
||||
|
||||
const components = entity.components;
|
||||
const syncComponents: Array<{
|
||||
component: Component;
|
||||
metadata: SyncMetadata;
|
||||
tracker: ChangeTracker | undefined;
|
||||
}> = [];
|
||||
|
||||
// Collect components with sync metadata
|
||||
for (const component of components) {
|
||||
const constructor = component.constructor as any;
|
||||
const metadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
|
||||
if (metadata && metadata.fields.length > 0) {
|
||||
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
|
||||
// For delta encoding, only include components with changes
|
||||
if (deltaOnly && tracker && !tracker.hasChanges()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
syncComponents.push({ component, metadata, tracker });
|
||||
}
|
||||
}
|
||||
|
||||
writer.writeVarint(syncComponents.length);
|
||||
|
||||
for (const { component, metadata, tracker } of syncComponents) {
|
||||
// Write component type ID
|
||||
writer.writeString(metadata.typeId);
|
||||
|
||||
if (deltaOnly && tracker) {
|
||||
encodeComponentDelta(component, metadata, tracker, writer);
|
||||
} else {
|
||||
encodeComponentFull(component, metadata, writer);
|
||||
}
|
||||
}
|
||||
|
||||
return syncComponents.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码状态快照(多个实体)
|
||||
* @en Encode state snapshot (multiple entities)
|
||||
*
|
||||
* @zh 格式:
|
||||
* [operation: uint8] (FULL=0, DELTA=1, SPAWN=2, DESPAWN=3)
|
||||
* [entityCount: varint]
|
||||
* (entityData)...
|
||||
*
|
||||
* @en Format:
|
||||
* [operation: uint8] (FULL=0, DELTA=1, SPAWN=2, DESPAWN=3)
|
||||
* [entityCount: varint]
|
||||
* (entityData)...
|
||||
*
|
||||
* @param entities - @zh 要编码的实体数组 @en Entities to encode
|
||||
* @param operation - @zh 同步操作类型 @en Sync operation type
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
export function encodeSnapshot(
|
||||
entities: Entity[],
|
||||
operation: SyncOperation = SyncOperation.FULL
|
||||
): Uint8Array {
|
||||
const writer = new BinaryWriter(1024);
|
||||
|
||||
writer.writeUint8(operation);
|
||||
writer.writeVarint(entities.length);
|
||||
|
||||
const deltaOnly = operation === SyncOperation.DELTA;
|
||||
|
||||
for (const entity of entities) {
|
||||
encodeEntity(entity, writer, deltaOnly);
|
||||
}
|
||||
|
||||
return writer.toUint8Array();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体生成消息
|
||||
* @en Encode entity spawn message
|
||||
*
|
||||
* @param entity - @zh 生成的实体 @en Spawned entity
|
||||
* @param prefabType - @zh 预制体类型(可选)@en Prefab type (optional)
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
export function encodeSpawn(entity: Entity, prefabType?: string): Uint8Array {
|
||||
const writer = new BinaryWriter(256);
|
||||
|
||||
writer.writeUint8(SyncOperation.SPAWN);
|
||||
writer.writeUint32(entity.id);
|
||||
writer.writeString(prefabType || '');
|
||||
|
||||
// Encode all sync components for initial state
|
||||
const components = entity.components;
|
||||
const syncComponents: Array<{ component: Component; metadata: SyncMetadata }> = [];
|
||||
|
||||
for (const component of components) {
|
||||
const constructor = component.constructor as any;
|
||||
const metadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
|
||||
if (metadata && metadata.fields.length > 0) {
|
||||
syncComponents.push({ component, metadata });
|
||||
}
|
||||
}
|
||||
|
||||
writer.writeVarint(syncComponents.length);
|
||||
|
||||
for (const { component, metadata } of syncComponents) {
|
||||
writer.writeString(metadata.typeId);
|
||||
encodeComponentFull(component, metadata, writer);
|
||||
}
|
||||
|
||||
return writer.toUint8Array();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体销毁消息
|
||||
* @en Encode entity despawn message
|
||||
*
|
||||
* @param entityId - @zh 销毁的实体 ID @en Despawned entity ID
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
export function encodeDespawn(entityId: number): Uint8Array {
|
||||
const writer = new BinaryWriter(8);
|
||||
|
||||
writer.writeUint8(SyncOperation.DESPAWN);
|
||||
writer.writeUint32(entityId);
|
||||
|
||||
return writer.toUint8Array();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码批量实体销毁消息
|
||||
* @en Encode batch entity despawn message
|
||||
*
|
||||
* @param entityIds - @zh 销毁的实体 ID 数组 @en Despawned entity IDs
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
export function encodeDespawnBatch(entityIds: number[]): Uint8Array {
|
||||
const writer = new BinaryWriter(8 + entityIds.length * 4);
|
||||
|
||||
writer.writeUint8(SyncOperation.DESPAWN);
|
||||
writer.writeVarint(entityIds.length);
|
||||
|
||||
for (const id of entityIds) {
|
||||
writer.writeUint32(id);
|
||||
}
|
||||
|
||||
return writer.toUint8Array();
|
||||
}
|
||||
52
packages/framework/core/src/ECS/Sync/encoding/index.ts
Normal file
52
packages/framework/core/src/ECS/Sync/encoding/index.ts
Normal file
@@ -0,0 +1,52 @@
|
||||
/**
|
||||
* @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 {
|
||||
registerSyncComponent,
|
||||
autoRegisterSyncComponent,
|
||||
decodeComponent,
|
||||
decodeEntity,
|
||||
decodeSnapshot,
|
||||
decodeSpawn,
|
||||
decodeDespawn,
|
||||
processDespawn
|
||||
} from './Decoder';
|
||||
|
||||
export type {
|
||||
DecodeEntityResult,
|
||||
DecodeSnapshotResult,
|
||||
DecodeSpawnResult,
|
||||
DecodeDespawnResult
|
||||
} from './Decoder';
|
||||
137
packages/framework/core/src/ECS/Sync/encoding/varint.ts
Normal file
137
packages/framework/core/src/ECS/Sync/encoding/varint.ts
Normal file
@@ -0,0 +1,137 @@
|
||||
/**
|
||||
* @zh 变长整数编解码
|
||||
* @en Variable-length integer encoding/decoding
|
||||
*
|
||||
* @zh 使用 LEB128 编码方式,可变长度编码正整数。
|
||||
* 小数值使用更少字节,大数值使用更多字节。
|
||||
* @en Uses LEB128 encoding for variable-length integer encoding.
|
||||
* Small values use fewer bytes, large values use more bytes.
|
||||
*
|
||||
* | 值范围 | 字节数 |
|
||||
* |--------|--------|
|
||||
* | 0-127 | 1 |
|
||||
* | 128-16383 | 2 |
|
||||
* | 16384-2097151 | 3 |
|
||||
* | 2097152-268435455 | 4 |
|
||||
* | 268435456+ | 5 |
|
||||
*/
|
||||
|
||||
/**
|
||||
* @zh 计算变长整数所需的字节数
|
||||
* @en Calculate bytes needed for a varint
|
||||
*
|
||||
* @param value - @zh 整数值 @en Integer value
|
||||
* @returns @zh 所需字节数 @en Bytes needed
|
||||
*/
|
||||
export function varintSize(value: number): number {
|
||||
if (value < 0) {
|
||||
throw new Error('Varint only supports non-negative integers');
|
||||
}
|
||||
if (value < 128) return 1;
|
||||
if (value < 16384) return 2;
|
||||
if (value < 2097152) return 3;
|
||||
if (value < 268435456) return 4;
|
||||
return 5;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码变长整数到字节数组
|
||||
* @en Encode varint to byte array
|
||||
*
|
||||
* @param value - @zh 要编码的整数 @en Integer to encode
|
||||
* @param buffer - @zh 目标缓冲区 @en Target buffer
|
||||
* @param offset - @zh 写入偏移 @en Write offset
|
||||
* @returns @zh 写入后的新偏移 @en New offset after writing
|
||||
*/
|
||||
export function encodeVarint(value: number, buffer: Uint8Array, offset: number): number {
|
||||
if (value < 0) {
|
||||
throw new Error('Varint only supports non-negative integers');
|
||||
}
|
||||
|
||||
while (value >= 0x80) {
|
||||
buffer[offset++] = (value & 0x7F) | 0x80;
|
||||
value >>>= 7;
|
||||
}
|
||||
buffer[offset++] = value;
|
||||
return offset;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从字节数组解码变长整数
|
||||
* @en Decode varint from byte array
|
||||
*
|
||||
* @param buffer - @zh 源缓冲区 @en Source buffer
|
||||
* @param offset - @zh 读取偏移 @en Read offset
|
||||
* @returns @zh [解码值, 新偏移] @en [decoded value, new offset]
|
||||
*/
|
||||
export function decodeVarint(buffer: Uint8Array, offset: number): [number, number] {
|
||||
let result = 0;
|
||||
let shift = 0;
|
||||
let byte: number;
|
||||
|
||||
do {
|
||||
if (offset >= buffer.length) {
|
||||
throw new Error('Varint decode: buffer overflow');
|
||||
}
|
||||
byte = buffer[offset++]!;
|
||||
result |= (byte & 0x7F) << shift;
|
||||
shift += 7;
|
||||
} while (byte >= 0x80);
|
||||
|
||||
return [result, offset];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码有符号整数(ZigZag 编码)
|
||||
* @en Encode signed integer (ZigZag encoding)
|
||||
*
|
||||
* @zh ZigZag 编码将有符号整数映射到无符号整数:
|
||||
* 0 → 0, -1 → 1, 1 → 2, -2 → 3, 2 → 4, ...
|
||||
* 这样小的负数也能用较少字节表示。
|
||||
* @en ZigZag encoding maps signed integers to unsigned:
|
||||
* 0 → 0, -1 → 1, 1 → 2, -2 → 3, 2 → 4, ...
|
||||
* This allows small negative numbers to use fewer bytes.
|
||||
*
|
||||
* @param value - @zh 有符号整数 @en Signed integer
|
||||
* @returns @zh ZigZag 编码后的值 @en ZigZag encoded value
|
||||
*/
|
||||
export function zigzagEncode(value: number): number {
|
||||
return (value << 1) ^ (value >> 31);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码有符号整数(ZigZag 解码)
|
||||
* @en Decode signed integer (ZigZag decoding)
|
||||
*
|
||||
* @param value - @zh ZigZag 编码的值 @en ZigZag encoded value
|
||||
* @returns @zh 原始有符号整数 @en Original signed integer
|
||||
*/
|
||||
export function zigzagDecode(value: number): number {
|
||||
return (value >>> 1) ^ -(value & 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码有符号变长整数
|
||||
* @en Encode signed varint
|
||||
*
|
||||
* @param value - @zh 有符号整数 @en Signed integer
|
||||
* @param buffer - @zh 目标缓冲区 @en Target buffer
|
||||
* @param offset - @zh 写入偏移 @en Write offset
|
||||
* @returns @zh 写入后的新偏移 @en New offset after writing
|
||||
*/
|
||||
export function encodeSignedVarint(value: number, buffer: Uint8Array, offset: number): number {
|
||||
return encodeVarint(zigzagEncode(value), buffer, offset);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码有符号变长整数
|
||||
* @en Decode signed varint
|
||||
*
|
||||
* @param buffer - @zh 源缓冲区 @en Source buffer
|
||||
* @param offset - @zh 读取偏移 @en Read offset
|
||||
* @returns @zh [解码值, 新偏移] @en [decoded value, new offset]
|
||||
*/
|
||||
export function decodeSignedVarint(buffer: Uint8Array, offset: number): [number, number] {
|
||||
const [encoded, newOffset] = decodeVarint(buffer, offset);
|
||||
return [zigzagDecode(encoded), newOffset];
|
||||
}
|
||||
55
packages/framework/core/src/ECS/Sync/index.ts
Normal file
55
packages/framework/core/src/ECS/Sync/index.ts
Normal file
@@ -0,0 +1,55 @@
|
||||
/**
|
||||
* @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';
|
||||
127
packages/framework/core/src/ECS/Sync/types.ts
Normal file
127
packages/framework/core/src/ECS/Sync/types.ts
Normal file
@@ -0,0 +1,127 @@
|
||||
/**
|
||||
* @zh 网络同步类型定义
|
||||
* @en Network synchronization type definitions
|
||||
*/
|
||||
|
||||
/**
|
||||
* @zh 支持的同步数据类型
|
||||
* @en Supported sync data types
|
||||
*/
|
||||
export type SyncType =
|
||||
| 'boolean'
|
||||
| 'int8'
|
||||
| 'uint8'
|
||||
| 'int16'
|
||||
| 'uint16'
|
||||
| 'int32'
|
||||
| 'uint32'
|
||||
| 'float32'
|
||||
| 'float64'
|
||||
| 'string';
|
||||
|
||||
/**
|
||||
* @zh 同步字段元数据
|
||||
* @en Sync field metadata
|
||||
*/
|
||||
export interface SyncFieldMetadata {
|
||||
/**
|
||||
* @zh 字段索引(用于二进制编码)
|
||||
* @en Field index (for binary encoding)
|
||||
*/
|
||||
index: number;
|
||||
|
||||
/**
|
||||
* @zh 字段名称
|
||||
* @en Field name
|
||||
*/
|
||||
name: string;
|
||||
|
||||
/**
|
||||
* @zh 字段类型
|
||||
* @en Field type
|
||||
*/
|
||||
type: SyncType;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 组件同步元数据
|
||||
* @en Component sync metadata
|
||||
*/
|
||||
export interface SyncMetadata {
|
||||
/**
|
||||
* @zh 组件类型 ID
|
||||
* @en Component type ID
|
||||
*/
|
||||
typeId: string;
|
||||
|
||||
/**
|
||||
* @zh 同步字段列表(按索引排序)
|
||||
* @en Sync fields list (sorted by index)
|
||||
*/
|
||||
fields: SyncFieldMetadata[];
|
||||
|
||||
/**
|
||||
* @zh 字段名到索引的映射
|
||||
* @en Field name to index mapping
|
||||
*/
|
||||
fieldIndexMap: Map<string, number>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 同步操作类型
|
||||
* @en Sync operation type
|
||||
*/
|
||||
export enum SyncOperation {
|
||||
/**
|
||||
* @zh 完整快照
|
||||
* @en Full snapshot
|
||||
*/
|
||||
FULL = 0,
|
||||
|
||||
/**
|
||||
* @zh 增量更新
|
||||
* @en Delta update
|
||||
*/
|
||||
DELTA = 1,
|
||||
|
||||
/**
|
||||
* @zh 实体生成
|
||||
* @en Entity spawn
|
||||
*/
|
||||
SPAWN = 2,
|
||||
|
||||
/**
|
||||
* @zh 实体销毁
|
||||
* @en Entity despawn
|
||||
*/
|
||||
DESPAWN = 3,
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 各类型的字节大小
|
||||
* @en Byte size for each type
|
||||
*/
|
||||
export const TYPE_SIZES: Record<SyncType, number> = {
|
||||
boolean: 1,
|
||||
int8: 1,
|
||||
uint8: 1,
|
||||
int16: 2,
|
||||
uint16: 2,
|
||||
int32: 4,
|
||||
uint32: 4,
|
||||
float32: 4,
|
||||
float64: 8,
|
||||
string: -1, // 动态长度 | dynamic length
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 同步元数据的 Symbol 键
|
||||
* @en Symbol key for sync metadata
|
||||
*/
|
||||
export const SYNC_METADATA = Symbol('SyncMetadata');
|
||||
|
||||
/**
|
||||
* @zh 变更追踪器的 Symbol 键
|
||||
* @en Symbol key for change tracker
|
||||
*/
|
||||
export const CHANGE_TRACKER = Symbol('ChangeTracker');
|
||||
@@ -317,9 +317,7 @@ export class WorldManager implements IService {
|
||||
/**
|
||||
* @zh 更新所有活跃的World
|
||||
* @en Update all active Worlds
|
||||
*
|
||||
* @zh 应该在每帧的游戏循环中调用
|
||||
* @en Should be called in each frame of game loop
|
||||
* @internal 由 Core.update() 调用,用户不应直接调用
|
||||
*/
|
||||
public updateAll(): void {
|
||||
if (!this._isRunning) return;
|
||||
|
||||
@@ -57,3 +57,6 @@ export { EpochManager } from './Core/EpochManager';
|
||||
// Compiled Query
|
||||
export { CompiledQuery } from './Core/Query/CompiledQuery';
|
||||
export type { InstanceTypes } from './Core/Query/CompiledQuery';
|
||||
|
||||
// Network Synchronization
|
||||
export * from './Sync';
|
||||
|
||||
172
packages/framework/core/tests/ECS/Sync/ChangeTracker.test.ts
Normal file
172
packages/framework/core/tests/ECS/Sync/ChangeTracker.test.ts
Normal file
@@ -0,0 +1,172 @@
|
||||
import { ChangeTracker } from '../../../src/ECS/Sync/ChangeTracker';
|
||||
|
||||
describe('ChangeTracker - 变更追踪器测试', () => {
|
||||
let tracker: ChangeTracker;
|
||||
|
||||
beforeEach(() => {
|
||||
tracker = new ChangeTracker();
|
||||
});
|
||||
|
||||
describe('基本功能', () => {
|
||||
test('初始状态应该没有变更', () => {
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
expect(tracker.getDirtyCount()).toBe(0);
|
||||
expect(tracker.getDirtyFields()).toEqual([]);
|
||||
});
|
||||
|
||||
test('setDirty 应该标记字段为脏', () => {
|
||||
tracker.setDirty(0);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
expect(tracker.isDirty(0)).toBe(true);
|
||||
expect(tracker.getDirtyCount()).toBe(1);
|
||||
expect(tracker.getDirtyFields()).toEqual([0]);
|
||||
});
|
||||
|
||||
test('多次 setDirty 同一字段应该只记录一次', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(0);
|
||||
|
||||
expect(tracker.getDirtyCount()).toBe(1);
|
||||
expect(tracker.getDirtyFields()).toEqual([0]);
|
||||
});
|
||||
|
||||
test('setDirty 不同字段应该都被记录', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.setDirty(2);
|
||||
|
||||
expect(tracker.getDirtyCount()).toBe(3);
|
||||
expect(tracker.getDirtyFields().sort()).toEqual([0, 1, 2]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('isDirty 方法', () => {
|
||||
test('未标记的字段应该返回 false', () => {
|
||||
expect(tracker.isDirty(0)).toBe(false);
|
||||
expect(tracker.isDirty(5)).toBe(false);
|
||||
});
|
||||
|
||||
test('已标记的字段应该返回 true', () => {
|
||||
tracker.setDirty(3);
|
||||
|
||||
expect(tracker.isDirty(3)).toBe(true);
|
||||
expect(tracker.isDirty(0)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('clear 方法', () => {
|
||||
test('clear 应该清除所有变更', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.setDirty(2);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
|
||||
tracker.clear();
|
||||
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
expect(tracker.getDirtyCount()).toBe(0);
|
||||
expect(tracker.getDirtyFields()).toEqual([]);
|
||||
});
|
||||
|
||||
test('clear 应该更新 lastSyncTime', () => {
|
||||
const before = tracker.lastSyncTime;
|
||||
tracker.setDirty(0);
|
||||
tracker.clear();
|
||||
|
||||
expect(tracker.lastSyncTime).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('clearField 方法', () => {
|
||||
test('clearField 应该只清除指定字段', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.setDirty(2);
|
||||
|
||||
tracker.clearField(1);
|
||||
|
||||
expect(tracker.isDirty(0)).toBe(true);
|
||||
expect(tracker.isDirty(1)).toBe(false);
|
||||
expect(tracker.isDirty(2)).toBe(true);
|
||||
expect(tracker.getDirtyCount()).toBe(2);
|
||||
});
|
||||
|
||||
test('清除最后一个字段应该使 hasChanges 返回 false', () => {
|
||||
tracker.setDirty(0);
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
|
||||
tracker.clearField(0);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('markAllDirty 方法', () => {
|
||||
test('markAllDirty 应该标记所有字段', () => {
|
||||
tracker.markAllDirty(5);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
expect(tracker.getDirtyCount()).toBe(5);
|
||||
expect(tracker.getDirtyFields().sort()).toEqual([0, 1, 2, 3, 4]);
|
||||
});
|
||||
|
||||
test('markAllDirty(0) 应该没有变更', () => {
|
||||
tracker.markAllDirty(0);
|
||||
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
expect(tracker.getDirtyCount()).toBe(0);
|
||||
});
|
||||
|
||||
test('markAllDirty 用于首次同步', () => {
|
||||
tracker.markAllDirty(3);
|
||||
|
||||
expect(tracker.isDirty(0)).toBe(true);
|
||||
expect(tracker.isDirty(1)).toBe(true);
|
||||
expect(tracker.isDirty(2)).toBe(true);
|
||||
expect(tracker.isDirty(3)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('reset 方法', () => {
|
||||
test('reset 应该重置所有状态', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.clear();
|
||||
|
||||
tracker.reset();
|
||||
|
||||
expect(tracker.hasChanges()).toBe(false);
|
||||
expect(tracker.getDirtyCount()).toBe(0);
|
||||
expect(tracker.lastSyncTime).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('边界情况', () => {
|
||||
test('大量字段标记应该正常工作', () => {
|
||||
const fieldCount = 1000;
|
||||
|
||||
for (let i = 0; i < fieldCount; i++) {
|
||||
tracker.setDirty(i);
|
||||
}
|
||||
|
||||
expect(tracker.getDirtyCount()).toBe(fieldCount);
|
||||
expect(tracker.hasChanges()).toBe(true);
|
||||
});
|
||||
|
||||
test('交替设置和清除应该正常工作', () => {
|
||||
tracker.setDirty(0);
|
||||
tracker.setDirty(1);
|
||||
tracker.clearField(0);
|
||||
tracker.setDirty(2);
|
||||
tracker.clearField(1);
|
||||
|
||||
expect(tracker.isDirty(0)).toBe(false);
|
||||
expect(tracker.isDirty(1)).toBe(false);
|
||||
expect(tracker.isDirty(2)).toBe(true);
|
||||
expect(tracker.getDirtyCount()).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
327
packages/framework/core/tests/ECS/Sync/decorators.test.ts
Normal file
327
packages/framework/core/tests/ECS/Sync/decorators.test.ts
Normal file
@@ -0,0 +1,327 @@
|
||||
import { Component } from '../../../src/ECS/Component';
|
||||
import { ECSComponent } from '../../../src/ECS/Decorators';
|
||||
import { Scene } from '../../../src/ECS/Scene';
|
||||
import {
|
||||
sync,
|
||||
getSyncMetadata,
|
||||
hasSyncFields,
|
||||
getChangeTracker,
|
||||
initChangeTracker,
|
||||
clearChanges,
|
||||
hasChanges
|
||||
} from '../../../src/ECS/Sync/decorators';
|
||||
import { SYNC_METADATA, CHANGE_TRACKER } from '../../../src/ECS/Sync/types';
|
||||
|
||||
@ECSComponent('SyncTest_PlayerComponent')
|
||||
class PlayerComponent extends Component {
|
||||
@sync("string") name: string = "";
|
||||
@sync("uint16") score: number = 0;
|
||||
@sync("float32") x: number = 0;
|
||||
@sync("float32") y: number = 0;
|
||||
|
||||
localData: string = "not synced";
|
||||
}
|
||||
|
||||
@ECSComponent('SyncTest_SimpleComponent')
|
||||
class SimpleComponent extends Component {
|
||||
@sync("boolean") active: boolean = true;
|
||||
@sync("int32") value: number = 100;
|
||||
}
|
||||
|
||||
@ECSComponent('SyncTest_NoSyncComponent')
|
||||
class NoSyncComponent extends Component {
|
||||
localValue: number = 0;
|
||||
}
|
||||
|
||||
@ECSComponent('SyncTest_AllTypesComponent')
|
||||
class AllTypesComponent extends Component {
|
||||
@sync("boolean") boolField: boolean = false;
|
||||
@sync("int8") int8Field: number = 0;
|
||||
@sync("uint8") uint8Field: number = 0;
|
||||
@sync("int16") int16Field: number = 0;
|
||||
@sync("uint16") uint16Field: number = 0;
|
||||
@sync("int32") int32Field: number = 0;
|
||||
@sync("uint32") uint32Field: number = 0;
|
||||
@sync("float32") float32Field: number = 0;
|
||||
@sync("float64") float64Field: number = 0;
|
||||
@sync("string") stringField: string = "";
|
||||
}
|
||||
|
||||
describe('@sync 装饰器测试', () => {
|
||||
describe('getSyncMetadata', () => {
|
||||
test('应该返回带 @sync 字段的组件元数据', () => {
|
||||
const metadata = getSyncMetadata(PlayerComponent);
|
||||
|
||||
expect(metadata).not.toBeNull();
|
||||
expect(metadata!.typeId).toBe('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);
|
||||
});
|
||||
});
|
||||
});
|
||||
538
packages/framework/core/tests/ECS/Sync/encoding.test.ts
Normal file
538
packages/framework/core/tests/ECS/Sync/encoding.test.ts
Normal file
@@ -0,0 +1,538 @@
|
||||
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,
|
||||
registerSyncComponent
|
||||
} 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;
|
||||
|
||||
beforeAll(() => {
|
||||
registerSyncComponent('PlayerComponent', PlayerComponent);
|
||||
registerSyncComponent('AllTypesComponent', AllTypesComponent);
|
||||
});
|
||||
|
||||
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('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', () => {
|
||||
beforeAll(() => {
|
||||
registerSyncComponent('AllTypesComponent', AllTypesComponent);
|
||||
});
|
||||
|
||||
test('应该正确编解码所有类型', () => {
|
||||
const entity = scene.createEntity('AllTypes');
|
||||
const comp = entity.addComponent(new AllTypesComponent());
|
||||
comp.boolField = true;
|
||||
comp.int8Field = -100;
|
||||
comp.uint8Field = 200;
|
||||
comp.int16Field = -30000;
|
||||
comp.uint16Field = 60000;
|
||||
comp.int32Field = -2000000000;
|
||||
comp.uint32Field = 4000000000;
|
||||
comp.float32Field = 3.14159;
|
||||
comp.float64Field = Math.PI;
|
||||
comp.stringField = "测试字符串";
|
||||
initChangeTracker(comp);
|
||||
|
||||
const data = encodeSnapshot([entity], SyncOperation.FULL);
|
||||
|
||||
const targetScene = new Scene();
|
||||
decodeSnapshot(targetScene, data);
|
||||
|
||||
const decodedEntity = targetScene.entities.buffer[0];
|
||||
const decodedComp = decodedEntity!.getComponent(AllTypesComponent);
|
||||
|
||||
expect(decodedComp!.boolField).toBe(true);
|
||||
expect(decodedComp!.int8Field).toBe(-100);
|
||||
expect(decodedComp!.uint8Field).toBe(200);
|
||||
expect(decodedComp!.int16Field).toBe(-30000);
|
||||
expect(decodedComp!.uint16Field).toBe(60000);
|
||||
expect(decodedComp!.int32Field).toBe(-2000000000);
|
||||
expect(decodedComp!.uint32Field).toBe(4000000000);
|
||||
expect(decodedComp!.float32Field).toBeCloseTo(3.14159, 4);
|
||||
expect(decodedComp!.float64Field).toBe(Math.PI);
|
||||
expect(decodedComp!.stringField).toBe("测试字符串");
|
||||
});
|
||||
});
|
||||
|
||||
describe('边界情况', () => {
|
||||
test('空实体列表应该能编码', () => {
|
||||
const data = encodeSnapshot([], SyncOperation.FULL);
|
||||
|
||||
const targetScene = new Scene();
|
||||
const result = decodeSnapshot(targetScene, data);
|
||||
|
||||
expect(result.entities.length).toBe(0);
|
||||
});
|
||||
|
||||
test('entityMap 应该正确跟踪实体', () => {
|
||||
const entity = scene.createEntity('Tracked');
|
||||
const comp = entity.addComponent(new PlayerComponent());
|
||||
comp.name = "TrackedPlayer";
|
||||
initChangeTracker(comp);
|
||||
|
||||
const data = encodeSnapshot([entity], SyncOperation.FULL);
|
||||
|
||||
const targetScene = new Scene();
|
||||
const entityMap = new Map();
|
||||
decodeSnapshot(targetScene, data, entityMap);
|
||||
|
||||
expect(entityMap.size).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -1,5 +1,13 @@
|
||||
# @esengine/fsm
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/fsm",
|
||||
"version": "1.0.3",
|
||||
"version": "2.0.0",
|
||||
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,96 @@
|
||||
# @esengine/network
|
||||
|
||||
## 3.0.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
|
||||
|
||||
## @esengine/ecs-framework
|
||||
|
||||
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync('string') name: string = '';
|
||||
@sync('uint16') score: number = 0;
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
### 新增导出
|
||||
- `sync` - 标记需要同步的字段装饰器
|
||||
- `SyncType` - 支持的同步类型
|
||||
- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
|
||||
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
|
||||
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
|
||||
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
|
||||
- `ChangeTracker` - 字段级变更追踪
|
||||
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
|
||||
|
||||
### 内部方法标记
|
||||
|
||||
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
|
||||
- `Scene.update()`
|
||||
- `SceneManager.update()`
|
||||
- `WorldManager.updateAll()`
|
||||
|
||||
## @esengine/network
|
||||
|
||||
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
// 服务端:编码状态
|
||||
const data = syncSystem.encodeAllEntities(false);
|
||||
|
||||
// 客户端:解码状态
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### 修复
|
||||
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
|
||||
|
||||
## @esengine/server
|
||||
|
||||
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
|
||||
|
||||
```typescript
|
||||
import { ECSRoom } from '@esengine/server/ecs';
|
||||
|
||||
// 服务端启动
|
||||
Core.create();
|
||||
setInterval(() => Core.update(1 / 60), 16);
|
||||
|
||||
// 定义房间
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new PhysicsSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
entity.addComponent(new PlayerComponent());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 设计
|
||||
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
|
||||
- `Core.update()` 统一更新 Time 和所有 World
|
||||
- `onTick()` 只处理状态同步逻辑
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 2.2.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/network",
|
||||
"version": "2.2.0",
|
||||
"version": "3.0.0",
|
||||
"description": "Network synchronization for multiplayer games",
|
||||
"esengine": {
|
||||
"plugin": true,
|
||||
@@ -30,6 +30,15 @@
|
||||
"dependencies": {
|
||||
"@esengine/rpc": "workspace:*"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@esengine/blueprint": "workspace:*"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"@esengine/blueprint": {
|
||||
"optional": true
|
||||
}
|
||||
},
|
||||
"devDependencies": {
|
||||
"@esengine/blueprint": "workspace:*",
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
|
||||
@@ -133,6 +133,11 @@ export type {
|
||||
EntityDeltaState,
|
||||
DeltaSyncData,
|
||||
DeltaCompressionConfig,
|
||||
// Component sync types
|
||||
ComponentSyncEventType,
|
||||
ComponentSyncEvent,
|
||||
ComponentSyncEventListener,
|
||||
ComponentSyncConfig,
|
||||
} from './sync'
|
||||
|
||||
export {
|
||||
@@ -150,6 +155,9 @@ export {
|
||||
DeltaFlags,
|
||||
StateDeltaCompressor,
|
||||
createStateDeltaCompressor,
|
||||
// Component sync
|
||||
ComponentSyncSystem,
|
||||
createComponentSyncSystem,
|
||||
} from './sync'
|
||||
|
||||
// ============================================================================
|
||||
|
||||
411
packages/framework/network/src/sync/ComponentSync.ts
Normal file
411
packages/framework/network/src/sync/ComponentSync.ts
Normal file
@@ -0,0 +1,411 @@
|
||||
/**
|
||||
* @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,
|
||||
registerSyncComponent,
|
||||
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 {
|
||||
const metadata: SyncMetadata | undefined = (componentClass as any)[SYNC_METADATA];
|
||||
if (metadata) {
|
||||
registerSyncComponent(metadata.typeId, componentClass as any);
|
||||
}
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Server-side: Encoding | 服务端:编码
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 编码所有实体状态
|
||||
* @en Encode all entities state
|
||||
*
|
||||
* @param fullSync - @zh 是否完整同步(首次连接时使用)@en Whether to do full sync (for initial connection)
|
||||
* @returns @zh 编码后的二进制数据 @en Encoded binary data
|
||||
*/
|
||||
public encodeAllEntities(fullSync: boolean = false): Uint8Array {
|
||||
const entities = this.getMatchingEntities();
|
||||
const operation = fullSync ? SyncOperation.FULL : SyncOperation.DELTA;
|
||||
|
||||
const data = encodeSnapshot(entities, operation);
|
||||
|
||||
// Clear change trackers after encoding delta
|
||||
if (!fullSync) {
|
||||
this._clearChangeTrackers(entities);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码有变更的实体
|
||||
* @en Encode entities with changes
|
||||
*
|
||||
* @returns @zh 编码后的二进制数据,如果没有变更返回 null @en Encoded binary data, or null if no changes
|
||||
*/
|
||||
public encodeDelta(): Uint8Array | null {
|
||||
const entities = this.getMatchingEntities();
|
||||
const changedEntities = entities.filter(entity => this._hasChanges(entity));
|
||||
|
||||
if (changedEntities.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const data = encodeSnapshot(changedEntities, SyncOperation.DELTA);
|
||||
this._clearChangeTrackers(changedEntities);
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体生成消息
|
||||
* @en Encode entity spawn message
|
||||
*/
|
||||
public encodeSpawn(entity: Entity, prefabType?: string): Uint8Array {
|
||||
return encodeSpawn(entity, prefabType);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 编码实体销毁消息
|
||||
* @en Encode entity despawn message
|
||||
*/
|
||||
public encodeDespawn(entityId: number): Uint8Array {
|
||||
return encodeDespawn(entityId);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Client-side: Decoding | 客户端:解码
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 应用状态快照
|
||||
* @en Apply state snapshot
|
||||
*
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @returns @zh 解码结果 @en Decode result
|
||||
*/
|
||||
public applySnapshot(data: Uint8Array): DecodeSnapshotResult {
|
||||
if (!this.scene) {
|
||||
throw new Error('ComponentSyncSystem not attached to a scene');
|
||||
}
|
||||
|
||||
const result = decodeSnapshot(this.scene, data, this._syncEntityMap);
|
||||
|
||||
// Emit events
|
||||
for (const entityResult of result.entities) {
|
||||
if (entityResult.isNew) {
|
||||
this._emitEvent({
|
||||
type: 'entitySpawned',
|
||||
entityId: entityResult.entityId,
|
||||
});
|
||||
} else {
|
||||
this._emitEvent({
|
||||
type: 'stateUpdated',
|
||||
entityId: entityResult.entityId,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 应用实体生成消息
|
||||
* @en Apply entity spawn message
|
||||
*
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @returns @zh 解码结果,如果不是 SPAWN 消息返回 null @en Decode result, or null if not a SPAWN message
|
||||
*/
|
||||
public applySpawn(data: Uint8Array): DecodeSpawnResult | null {
|
||||
if (!this.scene) {
|
||||
throw new Error('ComponentSyncSystem not attached to a scene');
|
||||
}
|
||||
|
||||
const result = decodeSpawn(this.scene, data, this._syncEntityMap);
|
||||
|
||||
if (result) {
|
||||
this._emitEvent({
|
||||
type: 'entitySpawned',
|
||||
entityId: result.entity.id,
|
||||
prefabType: result.prefabType,
|
||||
});
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 应用实体销毁消息
|
||||
* @en Apply entity despawn message
|
||||
*
|
||||
* @param data - @zh 二进制数据 @en Binary data
|
||||
* @returns @zh 销毁的实体 ID 列表 @en List of despawned entity IDs
|
||||
*/
|
||||
public applyDespawn(data: Uint8Array): number[] {
|
||||
if (!this.scene) {
|
||||
throw new Error('ComponentSyncSystem not attached to a scene');
|
||||
}
|
||||
|
||||
const entityIds = processDespawn(this.scene, data, this._syncEntityMap);
|
||||
|
||||
for (const entityId of entityIds) {
|
||||
this._emitEvent({
|
||||
type: 'entityDespawned',
|
||||
entityId,
|
||||
});
|
||||
}
|
||||
|
||||
return entityIds;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Entity Management | 实体管理
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 通过网络 ID 获取实体
|
||||
* @en Get entity by network ID
|
||||
*/
|
||||
public getEntityById(entityId: number): Entity | undefined {
|
||||
return this._syncEntityMap.get(entityId);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有匹配的实体
|
||||
* @en Get all matching entities
|
||||
*/
|
||||
public getMatchingEntities(): Entity[] {
|
||||
return this.entities.slice();
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Internal | 内部方法
|
||||
// =========================================================================
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
// Server mode: auto-sync at interval
|
||||
if (this._isServer && this._config.enableDeltaSync) {
|
||||
const now = Date.now();
|
||||
if (now - this._lastSyncTime >= this._config.syncInterval) {
|
||||
// Note: actual broadcast should be done by the user
|
||||
// This just updates the sync time
|
||||
this._lastSyncTime = now;
|
||||
}
|
||||
}
|
||||
|
||||
// Update entity ID map
|
||||
for (const entity of entities) {
|
||||
const identity = entity.getComponent(NetworkIdentity);
|
||||
if (identity) {
|
||||
this._syncEntityMap.set(entity.id, entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _hasChanges(entity: Entity): boolean {
|
||||
for (const component of entity.components) {
|
||||
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (tracker?.hasChanges()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private _clearChangeTrackers(entities: Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
for (const component of entity.components) {
|
||||
const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;
|
||||
if (tracker) {
|
||||
tracker.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _emitEvent(event: ComponentSyncEvent): void {
|
||||
for (const listener of this._syncListeners) {
|
||||
try {
|
||||
listener(event);
|
||||
} catch (error) {
|
||||
console.error('ComponentSyncSystem: event listener error:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override onDestroy(): void {
|
||||
this._syncEntityMap.clear();
|
||||
this._syncListeners.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建组件同步系统
|
||||
* @en Create component sync system
|
||||
*/
|
||||
export function createComponentSyncSystem(
|
||||
config?: Partial<ComponentSyncConfig>,
|
||||
isServer: boolean = false
|
||||
): ComponentSyncSystem {
|
||||
return new ComponentSyncSystem(config, isServer);
|
||||
}
|
||||
@@ -62,3 +62,19 @@ export {
|
||||
StateDeltaCompressor,
|
||||
createStateDeltaCompressor
|
||||
} from './StateDelta';
|
||||
|
||||
// =============================================================================
|
||||
// 组件同步 | Component Sync (@sync decorator based)
|
||||
// =============================================================================
|
||||
|
||||
export type {
|
||||
ComponentSyncEventType,
|
||||
ComponentSyncEvent,
|
||||
ComponentSyncEventListener,
|
||||
ComponentSyncConfig
|
||||
} from './ComponentSync';
|
||||
|
||||
export {
|
||||
ComponentSyncSystem,
|
||||
createComponentSyncSystem
|
||||
} from './ComponentSync';
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
# @esengine/pathfinding
|
||||
|
||||
## 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
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/pathfinding",
|
||||
"version": "1.1.0",
|
||||
"version": "2.0.0",
|
||||
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
# @esengine/procgen
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/procgen",
|
||||
"version": "1.0.3",
|
||||
"version": "2.0.0",
|
||||
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,95 @@
|
||||
# @esengine/server
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
|
||||
|
||||
## @esengine/ecs-framework
|
||||
|
||||
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Player')
|
||||
class PlayerComponent extends Component {
|
||||
@sync('string') name: string = '';
|
||||
@sync('uint16') score: number = 0;
|
||||
@sync('float32') x: number = 0;
|
||||
@sync('float32') y: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
### 新增导出
|
||||
- `sync` - 标记需要同步的字段装饰器
|
||||
- `SyncType` - 支持的同步类型
|
||||
- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
|
||||
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
|
||||
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
|
||||
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
|
||||
- `ChangeTracker` - 字段级变更追踪
|
||||
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
|
||||
|
||||
### 内部方法标记
|
||||
|
||||
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
|
||||
- `Scene.update()`
|
||||
- `SceneManager.update()`
|
||||
- `WorldManager.updateAll()`
|
||||
|
||||
## @esengine/network
|
||||
|
||||
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
|
||||
|
||||
```typescript
|
||||
import { ComponentSyncSystem } from '@esengine/network';
|
||||
|
||||
// 服务端:编码状态
|
||||
const data = syncSystem.encodeAllEntities(false);
|
||||
|
||||
// 客户端:解码状态
|
||||
syncSystem.applySnapshot(data);
|
||||
```
|
||||
|
||||
### 修复
|
||||
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
|
||||
|
||||
## @esengine/server
|
||||
|
||||
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
|
||||
|
||||
```typescript
|
||||
import { ECSRoom } from '@esengine/server/ecs';
|
||||
|
||||
// 服务端启动
|
||||
Core.create();
|
||||
setInterval(() => Core.update(1 / 60), 16);
|
||||
|
||||
// 定义房间
|
||||
class GameRoom extends ECSRoom {
|
||||
onCreate() {
|
||||
this.addSystem(new PhysicsSystem());
|
||||
}
|
||||
|
||||
onJoin(player: Player) {
|
||||
const entity = this.createPlayerEntity(player.id);
|
||||
entity.addComponent(new PlayerComponent());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 设计
|
||||
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
|
||||
- `Core.update()` 统一更新 Time 和所有 World
|
||||
- `onTick()` 只处理状态同步逻辑
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
|
||||
## 1.3.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/server",
|
||||
"version": "1.3.0",
|
||||
"version": "2.0.0",
|
||||
"description": "Game server framework for ESEngine with file-based routing",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
@@ -26,6 +26,10 @@
|
||||
"./testing": {
|
||||
"import": "./dist/testing/index.js",
|
||||
"types": "./dist/testing/index.d.ts"
|
||||
},
|
||||
"./ecs": {
|
||||
"import": "./dist/ecs/index.js",
|
||||
"types": "./dist/ecs/index.d.ts"
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
@@ -46,14 +50,19 @@
|
||||
},
|
||||
"peerDependencies": {
|
||||
"ws": ">=8.0.0",
|
||||
"jsonwebtoken": ">=9.0.0"
|
||||
"jsonwebtoken": ">=9.0.0",
|
||||
"@esengine/ecs-framework": ">=2.5.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"jsonwebtoken": {
|
||||
"optional": true
|
||||
},
|
||||
"@esengine/ecs-framework": {
|
||||
"optional": true
|
||||
}
|
||||
},
|
||||
"devDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@types/jsonwebtoken": "^9.0.0",
|
||||
"@types/node": "^20.0.0",
|
||||
"@types/ws": "^8.5.13",
|
||||
|
||||
348
packages/framework/server/src/ecs/ECSRoom.test.ts
Normal file
348
packages/framework/server/src/ecs/ECSRoom.test.ts
Normal file
@@ -0,0 +1,348 @@
|
||||
/**
|
||||
* @zh ECSRoom 集成测试
|
||||
* @en ECSRoom integration tests
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach, afterEach, beforeAll, afterAll } from 'vitest'
|
||||
import {
|
||||
Core,
|
||||
Component,
|
||||
ECSComponent,
|
||||
sync,
|
||||
initChangeTracker,
|
||||
getSyncMetadata,
|
||||
registerSyncComponent,
|
||||
} from '@esengine/ecs-framework'
|
||||
import { createTestEnv, type TestEnvironment, wait } from '../testing/TestServer.js'
|
||||
import { ECSRoom } from './ECSRoom.js'
|
||||
import type { Player } from '../room/Player.js'
|
||||
import { onMessage } from '../room/decorators.js'
|
||||
|
||||
// ============================================================================
|
||||
// Test Components | 测试组件
|
||||
// ============================================================================
|
||||
|
||||
@ECSComponent('ECSRoomTest_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('ECSRoomTest_HealthComponent')
|
||||
class HealthComponent extends Component {
|
||||
@sync('int32') current: number = 100
|
||||
@sync('int32') max: number = 100
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Test Room | 测试房间
|
||||
// ============================================================================
|
||||
|
||||
interface TestRoomState {
|
||||
gameStarted: boolean
|
||||
}
|
||||
|
||||
interface TestPlayerData {
|
||||
nickname: string
|
||||
}
|
||||
|
||||
class TestECSRoom extends ECSRoom<TestRoomState, TestPlayerData> {
|
||||
state: TestRoomState = {
|
||||
gameStarted: false,
|
||||
}
|
||||
|
||||
onCreate(): void {
|
||||
// 可以在这里添加系统
|
||||
}
|
||||
|
||||
onJoin(player: Player<TestPlayerData>): void {
|
||||
const entity = this.createPlayerEntity(player.id)
|
||||
const comp = entity.addComponent(new PlayerComponent())
|
||||
comp.name = player.data.nickname || `Player_${player.id.slice(-4)}`
|
||||
comp.x = Math.random() * 100
|
||||
comp.y = Math.random() * 100
|
||||
|
||||
this.broadcast('PlayerJoined', {
|
||||
playerId: player.id,
|
||||
name: comp.name,
|
||||
})
|
||||
}
|
||||
|
||||
async onLeave(player: Player<TestPlayerData>, reason?: string): Promise<void> {
|
||||
await super.onLeave(player, reason)
|
||||
this.broadcast('PlayerLeft', { playerId: player.id })
|
||||
}
|
||||
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: Player<TestPlayerData>): void {
|
||||
const entity = this.getPlayerEntity(player.id)
|
||||
if (entity) {
|
||||
const comp = entity.getComponent(PlayerComponent)
|
||||
if (comp) {
|
||||
comp.x = data.x
|
||||
comp.y = data.y
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@onMessage('AddScore')
|
||||
handleAddScore(data: { amount: number }, player: Player<TestPlayerData>): void {
|
||||
const entity = this.getPlayerEntity(player.id)
|
||||
if (entity) {
|
||||
const comp = entity.getComponent(PlayerComponent)
|
||||
if (comp) {
|
||||
comp.score += data.amount
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@onMessage('Ping')
|
||||
handlePing(_data: unknown, player: Player<TestPlayerData>): void {
|
||||
player.send('Pong', { timestamp: Date.now() })
|
||||
}
|
||||
|
||||
getWorld() {
|
||||
return this.world
|
||||
}
|
||||
|
||||
getScene() {
|
||||
return this.scene
|
||||
}
|
||||
|
||||
getPlayerEntityCount(): number {
|
||||
return this.scene.entities.buffer.length
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Test Suites | 测试套件
|
||||
// ============================================================================
|
||||
|
||||
describe('ECSRoom Integration Tests', () => {
|
||||
let env: TestEnvironment
|
||||
|
||||
beforeAll(() => {
|
||||
Core.create()
|
||||
registerSyncComponent('ECSRoomTest_PlayerComponent', PlayerComponent)
|
||||
registerSyncComponent('ECSRoomTest_HealthComponent', HealthComponent)
|
||||
})
|
||||
|
||||
afterAll(() => {
|
||||
Core.destroy()
|
||||
})
|
||||
|
||||
beforeEach(async () => {
|
||||
env = await createTestEnv({ tickRate: 20 })
|
||||
})
|
||||
|
||||
afterEach(async () => {
|
||||
await env.cleanup()
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Room Creation | 房间创建
|
||||
// ========================================================================
|
||||
|
||||
describe('Room Creation', () => {
|
||||
it('should create ECSRoom with World and Scene', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('ecs-test')
|
||||
|
||||
expect(client.roomId).toBeDefined()
|
||||
})
|
||||
|
||||
it('should have World managed by Core.worldManager', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('ecs-test')
|
||||
|
||||
// 验证 World 正常创建(通过消息通信验证)
|
||||
const pongPromise = client.waitForRoomMessage<{ timestamp: number }>('Pong')
|
||||
client.sendToRoom('Ping', {})
|
||||
const pong = await pongPromise
|
||||
|
||||
expect(pong.timestamp).toBeGreaterThan(0)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Player Entity Management | 玩家实体管理
|
||||
// ========================================================================
|
||||
|
||||
describe('Player Entity Management', () => {
|
||||
it('should create player entity on join', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client1 = await env.createClient()
|
||||
const { roomId } = await client1.joinRoom('ecs-test')
|
||||
|
||||
// 等待第二个玩家加入时收到广播
|
||||
const joinPromise = client1.waitForRoomMessage<{ playerId: string; name: string }>(
|
||||
'PlayerJoined'
|
||||
)
|
||||
|
||||
const client2 = await env.createClient()
|
||||
await client2.joinRoomById(roomId)
|
||||
|
||||
const joinMsg = await joinPromise
|
||||
expect(joinMsg.playerId).toBe(client2.playerId)
|
||||
expect(joinMsg.name).toContain('Player_')
|
||||
})
|
||||
|
||||
it('should destroy player entity on leave', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client1 = await env.createClient()
|
||||
const { roomId } = await client1.joinRoom('ecs-test')
|
||||
|
||||
const client2 = await env.createClient()
|
||||
await client2.joinRoomById(roomId)
|
||||
|
||||
const leavePromise = client1.waitForRoomMessage<{ playerId: string }>('PlayerLeft')
|
||||
|
||||
await client2.leaveRoom()
|
||||
|
||||
const leaveMsg = await leavePromise
|
||||
expect(leaveMsg.playerId).toBeDefined()
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Component Sync | 组件同步
|
||||
// ========================================================================
|
||||
|
||||
describe('Component State Updates', () => {
|
||||
it('should update component via message handler', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('ecs-test')
|
||||
|
||||
client.sendToRoom('Move', { x: 100, y: 200 })
|
||||
|
||||
// 等待处理
|
||||
await wait(50)
|
||||
|
||||
// 验证 Ping/Pong 仍能工作(房间仍活跃)
|
||||
const pongPromise = client.waitForRoomMessage<{ timestamp: number }>('Pong')
|
||||
client.sendToRoom('Ping', {})
|
||||
const pong = await pongPromise
|
||||
|
||||
expect(pong.timestamp).toBeGreaterThan(0)
|
||||
})
|
||||
|
||||
it('should handle AddScore message', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('ecs-test')
|
||||
|
||||
client.sendToRoom('AddScore', { amount: 50 })
|
||||
client.sendToRoom('AddScore', { amount: 25 })
|
||||
|
||||
await wait(50)
|
||||
|
||||
// 确认房间仍然活跃
|
||||
const pongPromise = client.waitForRoomMessage<{ timestamp: number }>('Pong')
|
||||
client.sendToRoom('Ping', {})
|
||||
await pongPromise
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Sync Broadcast | 同步广播
|
||||
// ========================================================================
|
||||
|
||||
describe('State Sync Broadcast', () => {
|
||||
it('should receive $sync messages when enabled', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('ecs-test')
|
||||
|
||||
// 触发状态变更
|
||||
client.sendToRoom('Move', { x: 50, y: 75 })
|
||||
|
||||
// 等待 tick 处理
|
||||
await wait(200)
|
||||
|
||||
// 检查是否收到 $sync 消息
|
||||
const hasSync = client.hasReceivedMessage('RoomMessage')
|
||||
expect(hasSync).toBe(true)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Multi-player Sync | 多玩家同步
|
||||
// ========================================================================
|
||||
|
||||
describe('Multi-player Scenarios', () => {
|
||||
it('should handle multiple players in same room', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client1 = await env.createClient()
|
||||
const { roomId } = await client1.joinRoom('ecs-test')
|
||||
|
||||
const client2 = await env.createClient()
|
||||
const joinPromise = client1.waitForRoomMessage<{ playerId: string }>('PlayerJoined')
|
||||
await client2.joinRoomById(roomId)
|
||||
|
||||
const joinMsg = await joinPromise
|
||||
expect(joinMsg.playerId).toBe(client2.playerId)
|
||||
})
|
||||
|
||||
it('should broadcast to all players on state change', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client1 = await env.createClient()
|
||||
const { roomId } = await client1.joinRoom('ecs-test')
|
||||
|
||||
const client2 = await env.createClient()
|
||||
|
||||
// client1 等待收到 client2 加入的广播
|
||||
const joinPromise = client1.waitForRoomMessage<{ playerId: string }>('PlayerJoined')
|
||||
|
||||
await client2.joinRoomById(roomId)
|
||||
|
||||
const joinMsg = await joinPromise
|
||||
expect(joinMsg.playerId).toBe(client2.playerId)
|
||||
|
||||
// 验证每个客户端都能独立通信
|
||||
const pong1Promise = client1.waitForRoomMessage<{ timestamp: number }>('Pong')
|
||||
client1.sendToRoom('Ping', {})
|
||||
const pong1 = await pong1Promise
|
||||
expect(pong1.timestamp).toBeGreaterThan(0)
|
||||
|
||||
const pong2Promise = client2.waitForRoomMessage<{ timestamp: number }>('Pong')
|
||||
client2.sendToRoom('Ping', {})
|
||||
const pong2 = await pong2Promise
|
||||
expect(pong2.timestamp).toBeGreaterThan(0)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Cleanup | 清理
|
||||
// ========================================================================
|
||||
|
||||
describe('Room Cleanup', () => {
|
||||
it('should cleanup World on dispose', async () => {
|
||||
env.server.define('ecs-test', TestECSRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('ecs-test')
|
||||
|
||||
await client.leaveRoom()
|
||||
|
||||
// 等待自动销毁
|
||||
await wait(100)
|
||||
|
||||
// 房间应该已销毁
|
||||
expect(client.roomId).toBeNull()
|
||||
})
|
||||
})
|
||||
})
|
||||
345
packages/framework/server/src/ecs/ECSRoom.ts
Normal file
345
packages/framework/server/src/ecs/ECSRoom.ts
Normal file
@@ -0,0 +1,345 @@
|
||||
/**
|
||||
* @zh ECS 房间基类
|
||||
* @en ECS Room base class
|
||||
*/
|
||||
|
||||
import {
|
||||
Core,
|
||||
Scene,
|
||||
World,
|
||||
Entity,
|
||||
EntitySystem,
|
||||
type Component,
|
||||
// Sync
|
||||
SyncOperation,
|
||||
SYNC_METADATA,
|
||||
CHANGE_TRACKER,
|
||||
type SyncMetadata,
|
||||
type ChangeTracker,
|
||||
encodeSnapshot,
|
||||
encodeSpawn,
|
||||
encodeDespawn,
|
||||
initChangeTracker,
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
import { Room, type RoomOptions } from '../room/Room.js';
|
||||
import type { Player } from '../room/Player.js';
|
||||
|
||||
// =============================================================================
|
||||
// Types | 类型定义
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh ECS 房间配置
|
||||
* @en ECS room configuration
|
||||
*/
|
||||
export interface ECSRoomConfig {
|
||||
/**
|
||||
* @zh 状态同步间隔(毫秒)
|
||||
* @en State sync interval in milliseconds
|
||||
*/
|
||||
syncInterval: number;
|
||||
|
||||
/**
|
||||
* @zh 是否启用增量同步
|
||||
* @en Whether to enable delta sync
|
||||
*/
|
||||
enableDeltaSync: boolean;
|
||||
}
|
||||
|
||||
const DEFAULT_ECS_CONFIG: ECSRoomConfig = {
|
||||
syncInterval: 50, // 20 Hz
|
||||
enableDeltaSync: true,
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 网络实体标识组件
|
||||
* @en Network entity identity component
|
||||
*/
|
||||
const NETWORK_ENTITY_OWNER = Symbol('NetworkEntityOwner');
|
||||
|
||||
// =============================================================================
|
||||
// ECSRoom | ECS 房间
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh ECS 房间基类,带有 ECS World 支持和自动状态同步
|
||||
* @en ECS Room base class with ECS World support and automatic state synchronization
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 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());
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown>> extends Room<TState, TPlayerData> {
|
||||
/**
|
||||
* @zh ECS World(由 Core.worldManager 管理)
|
||||
* @en ECS World (managed by Core.worldManager)
|
||||
*/
|
||||
protected readonly world: World;
|
||||
|
||||
/**
|
||||
* @zh World 在 WorldManager 中的 ID
|
||||
* @en World ID in WorldManager
|
||||
*/
|
||||
protected readonly worldId: string;
|
||||
|
||||
/**
|
||||
* @zh 房间的主场景
|
||||
* @en Room's main scene
|
||||
*/
|
||||
protected readonly scene: Scene;
|
||||
|
||||
/**
|
||||
* @zh ECS 配置
|
||||
* @en ECS configuration
|
||||
*/
|
||||
protected readonly ecsConfig: ECSRoomConfig;
|
||||
|
||||
/**
|
||||
* @zh 玩家 ID 到实体的映射
|
||||
* @en Player ID to Entity mapping
|
||||
*/
|
||||
private readonly _playerEntities: Map<string, Entity> = new Map();
|
||||
|
||||
/**
|
||||
* @zh 上次同步时间
|
||||
* @en Last sync time
|
||||
*/
|
||||
private _lastSyncTime: number = 0;
|
||||
|
||||
constructor(ecsConfig?: Partial<ECSRoomConfig>) {
|
||||
super();
|
||||
this.ecsConfig = { ...DEFAULT_ECS_CONFIG, ...ecsConfig };
|
||||
|
||||
this.worldId = `room_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;
|
||||
this.world = Core.worldManager.createWorld(this.worldId);
|
||||
this.scene = this.world.createScene('game');
|
||||
this.world.setSceneActive('game', true);
|
||||
this.world.start();
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Scene Management | 场景管理
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 添加系统到场景
|
||||
* @en Add system to scene
|
||||
*/
|
||||
protected addSystem(system: EntitySystem): void {
|
||||
this.scene.addSystem(system);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建实体
|
||||
* @en Create entity
|
||||
*/
|
||||
protected createEntity(name?: string): Entity {
|
||||
return this.scene.createEntity(name ?? `entity_${Date.now()}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 为玩家创建实体
|
||||
* @en Create entity for player
|
||||
*
|
||||
* @param playerId - @zh 玩家 ID @en Player ID
|
||||
* @param name - @zh 实体名称 @en Entity name
|
||||
* @returns @zh 创建的实体 @en Created entity
|
||||
*/
|
||||
protected createPlayerEntity(playerId: string, name?: string): Entity {
|
||||
const entityName = name ?? `player_${playerId}`;
|
||||
const entity = this.scene.createEntity(entityName);
|
||||
(entity as any)[NETWORK_ENTITY_OWNER] = playerId;
|
||||
this._playerEntities.set(playerId, entity);
|
||||
return entity;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取玩家的实体
|
||||
* @en Get player's entity
|
||||
*/
|
||||
protected getPlayerEntity(playerId: string): Entity | undefined {
|
||||
return this._playerEntities.get(playerId);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 销毁玩家的实体
|
||||
* @en Destroy player's entity
|
||||
*/
|
||||
protected destroyPlayerEntity(playerId: string): void {
|
||||
const entity = this._playerEntities.get(playerId);
|
||||
if (entity) {
|
||||
const despawnData = encodeDespawn(entity.id);
|
||||
this.broadcastBinary(despawnData);
|
||||
entity.destroy();
|
||||
this._playerEntities.delete(playerId);
|
||||
}
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// State Sync | 状态同步
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 广播二进制数据
|
||||
* @en Broadcast binary data
|
||||
*/
|
||||
protected broadcastBinary(data: Uint8Array): void {
|
||||
for (const player of this.players) {
|
||||
this.sendBinary(player, data);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 发送二进制数据给指定玩家
|
||||
* @en Send binary data to specific player
|
||||
*/
|
||||
protected sendBinary(player: Player<TPlayerData>, data: Uint8Array): void {
|
||||
player.send('$sync', { data: Array.from(data) });
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 发送完整状态给玩家(用于玩家刚加入时)
|
||||
* @en Send full state to player (for when player just joined)
|
||||
*/
|
||||
protected sendFullState(player: Player<TPlayerData>): void {
|
||||
const entities = this._getSyncEntities();
|
||||
if (entities.length === 0) return;
|
||||
|
||||
for (const entity of entities) {
|
||||
this._initComponentTrackers(entity);
|
||||
}
|
||||
|
||||
const data = encodeSnapshot(entities, SyncOperation.FULL);
|
||||
this.sendBinary(player, data);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 广播实体生成
|
||||
* @en Broadcast entity spawn
|
||||
*/
|
||||
protected broadcastSpawn(entity: Entity, prefabType?: string): void {
|
||||
this._initComponentTrackers(entity);
|
||||
const data = encodeSpawn(entity, prefabType);
|
||||
this.broadcastBinary(data);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 广播增量状态更新
|
||||
* @en Broadcast delta state update
|
||||
*/
|
||||
protected broadcastDelta(): void {
|
||||
const entities = this._getSyncEntities();
|
||||
const changedEntities = entities.filter(entity => this._hasChanges(entity));
|
||||
|
||||
if (changedEntities.length === 0) return;
|
||||
|
||||
const data = encodeSnapshot(changedEntities, SyncOperation.DELTA);
|
||||
this.broadcastBinary(data);
|
||||
this._clearChangeTrackers(changedEntities);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Lifecycle Overrides | 生命周期重载
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 游戏循环,处理状态同步
|
||||
* @en Game tick, handles state sync
|
||||
*/
|
||||
override onTick(_dt: number): void {
|
||||
if (this.ecsConfig.enableDeltaSync) {
|
||||
const now = Date.now();
|
||||
if (now - this._lastSyncTime >= this.ecsConfig.syncInterval) {
|
||||
this._lastSyncTime = now;
|
||||
this.broadcastDelta();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 玩家离开时自动销毁其实体
|
||||
* @en Auto destroy player entity when leaving
|
||||
*/
|
||||
override async onLeave(player: Player<TPlayerData>, reason?: string): Promise<void> {
|
||||
this.destroyPlayerEntity(player.id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 房间销毁时从 WorldManager 移除 World
|
||||
* @en Remove World from WorldManager when room is disposed
|
||||
*/
|
||||
override onDispose(): void {
|
||||
this._playerEntities.clear();
|
||||
Core.worldManager.removeWorld(this.worldId);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Internal | 内部方法
|
||||
// =========================================================================
|
||||
|
||||
private _getSyncEntities(): Entity[] {
|
||||
const entities: Entity[] = [];
|
||||
for (const entity of this.scene.entities.buffer) {
|
||||
if (this._hasSyncComponents(entity)) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
return entities;
|
||||
}
|
||||
|
||||
private _hasSyncComponents(entity: Entity): boolean {
|
||||
for (const component of entity.components) {
|
||||
const metadata: SyncMetadata | undefined = (component.constructor as any)[SYNC_METADATA];
|
||||
if (metadata && metadata.fields.length > 0) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
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 _initComponentTrackers(entity: Entity): void {
|
||||
for (const component of entity.components) {
|
||||
const metadata: SyncMetadata | undefined = (component.constructor as any)[SYNC_METADATA];
|
||||
if (metadata && metadata.fields.length > 0) {
|
||||
initChangeTracker(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
59
packages/framework/server/src/ecs/index.ts
Normal file
59
packages/framework/server/src/ecs/index.ts
Normal file
@@ -0,0 +1,59 @@
|
||||
/**
|
||||
* @zh @esengine/server ECS 集成模块
|
||||
* @en @esengine/server ECS integration module
|
||||
*
|
||||
* @zh 提供带 ECS World 的房间类,支持基于 @sync 装饰器的自动状态同步
|
||||
* @en Provides Room class with ECS World, supports automatic state sync based on @sync decorator
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { ECSRoom } from '@esengine/server/ecs';
|
||||
* import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
|
||||
*
|
||||
* @ECSComponent('Player')
|
||||
* class PlayerComponent extends Component {
|
||||
* @sync("string") name: string = "";
|
||||
* @sync("uint16") score: number = 0;
|
||||
* }
|
||||
*
|
||||
* class GameRoom extends ECSRoom {
|
||||
* onCreate() {
|
||||
* this.addSystem(new MovementSystem());
|
||||
* }
|
||||
*
|
||||
* onJoin(player: Player) {
|
||||
* const entity = this.createPlayerEntity(player.id);
|
||||
* entity.addComponent(new PlayerComponent());
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
|
||||
export { ECSRoom } from './ECSRoom.js';
|
||||
export type { ECSRoomConfig } from './ECSRoom.js';
|
||||
|
||||
// Re-export commonly used ECS types for convenience
|
||||
export type {
|
||||
Entity,
|
||||
Component,
|
||||
EntitySystem,
|
||||
Scene,
|
||||
World,
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// Re-export sync types
|
||||
export {
|
||||
sync,
|
||||
getSyncMetadata,
|
||||
hasSyncFields,
|
||||
initChangeTracker,
|
||||
clearChanges,
|
||||
hasChanges,
|
||||
SyncOperation,
|
||||
type SyncType,
|
||||
type SyncFieldMetadata,
|
||||
type SyncMetadata,
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// Re-export room decorators
|
||||
export { onMessage } from '../room/decorators.js';
|
||||
@@ -1,4 +1,4 @@
|
||||
import { defineConfig } from 'tsup'
|
||||
import { defineConfig } from 'tsup';
|
||||
|
||||
export default defineConfig({
|
||||
entry: [
|
||||
@@ -6,12 +6,13 @@ export default defineConfig({
|
||||
'src/auth/index.ts',
|
||||
'src/auth/testing/index.ts',
|
||||
'src/ratelimit/index.ts',
|
||||
'src/testing/index.ts'
|
||||
'src/testing/index.ts',
|
||||
'src/ecs/index.ts',
|
||||
],
|
||||
format: ['esm'],
|
||||
dts: true,
|
||||
clean: true,
|
||||
sourcemap: true,
|
||||
external: ['ws', 'jsonwebtoken', '@esengine/rpc', '@esengine/rpc/codec'],
|
||||
external: ['ws', 'jsonwebtoken', '@esengine/rpc', '@esengine/rpc/codec', '@esengine/ecs-framework'],
|
||||
treeshake: true,
|
||||
})
|
||||
});
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
# @esengine/spatial
|
||||
|
||||
## 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
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/spatial",
|
||||
"version": "1.0.4",
|
||||
"version": "2.0.0",
|
||||
"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
# @esengine/timer
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/ecs-framework@2.5.0
|
||||
- @esengine/blueprint@2.0.0
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/timer",
|
||||
"version": "1.0.3",
|
||||
"version": "2.0.0",
|
||||
"description": "Timer and cooldown system for ECS Framework / ECS 框架的定时器和冷却系统",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,12 @@
|
||||
# @esengine/transaction
|
||||
|
||||
## 2.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
|
||||
- @esengine/server@2.0.0
|
||||
|
||||
## 2.0.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/transaction",
|
||||
"version": "2.0.2",
|
||||
"version": "2.0.3",
|
||||
"description": "Game transaction system with distributed support | 游戏事务系统,支持分布式事务",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,16 @@
|
||||
# @esengine/demos
|
||||
|
||||
## 1.0.5
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies []:
|
||||
- @esengine/fsm@2.0.0
|
||||
- @esengine/pathfinding@2.0.0
|
||||
- @esengine/procgen@2.0.0
|
||||
- @esengine/spatial@2.0.0
|
||||
- @esengine/timer@2.0.0
|
||||
|
||||
## 1.0.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/demos",
|
||||
"version": "1.0.4",
|
||||
"version": "1.0.5",
|
||||
"private": true,
|
||||
"description": "Demo tests for ESEngine modules documentation",
|
||||
"type": "module",
|
||||
|
||||
3
pnpm-lock.yaml
generated
3
pnpm-lock.yaml
generated
@@ -1688,6 +1688,9 @@ importers:
|
||||
specifier: workspace:*
|
||||
version: link:../rpc
|
||||
devDependencies:
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../core/dist
|
||||
'@types/jsonwebtoken':
|
||||
specifier: ^9.0.0
|
||||
version: 9.0.10
|
||||
|
||||
Reference in New Issue
Block a user