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@esengine/
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docs/en/modules/network/index.md
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docs/en/modules/network/index.md
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# Network System
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`@esengine/network` provides a TSRPC-based client-server network synchronization solution for multiplayer games, including entity synchronization, input handling, and state interpolation.
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## Overview
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The network module consists of three packages:
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| Package | Description |
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|---------|-------------|
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| `@esengine/network` | Client-side ECS plugin |
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| `@esengine/network-protocols` | Shared protocol definitions |
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| `@esengine/network-server` | Server-side implementation |
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## Installation
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```bash
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# Client
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npm install @esengine/network
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# Server
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npm install @esengine/network-server
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```
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## Quick Start
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### Client
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```typescript
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import { World } from '@esengine/ecs-framework';
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import {
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NetworkPlugin,
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NetworkIdentity,
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NetworkTransform
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} from '@esengine/network';
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// Create World and install network plugin
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const world = new World();
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const networkPlugin = new NetworkPlugin({
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serverUrl: 'ws://localhost:3000'
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});
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networkPlugin.install(world.services);
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// Register prefab factory
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networkPlugin.registerPrefab('player', (netId, ownerId) => {
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const entity = world.createEntity(`player_${netId}`);
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entity.addComponent(new NetworkIdentity(netId, ownerId));
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entity.addComponent(new NetworkTransform());
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// Add other components...
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return entity;
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});
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// Connect to server
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await networkPlugin.connect('PlayerName');
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console.log('Connected! Client ID:', networkPlugin.localPlayerId);
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// Disconnect
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networkPlugin.disconnect();
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```
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### Server
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```typescript
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import { GameServer } from '@esengine/network-server';
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const server = new GameServer({
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port: 3000,
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roomConfig: {
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maxPlayers: 16,
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tickRate: 20
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}
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});
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await server.start();
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```
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## Core Concepts
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### Architecture
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```
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Client Server
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┌────────────────┐ ┌────────────────┐
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│ NetworkPlugin │◄──── WS ────► │ GameServer │
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│ ├─ Service │ │ ├─ Room │
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│ ├─ SyncSystem │ │ └─ Players │
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│ ├─ SpawnSystem │ └────────────────┘
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│ └─ InputSystem │
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└────────────────┘
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```
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### Components
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#### NetworkIdentity
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Network identity component, required for every networked entity:
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```typescript
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class NetworkIdentity extends Component {
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netId: number; // Network unique ID
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ownerId: number; // Owner client ID
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bIsLocalPlayer: boolean; // Whether local player
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bHasAuthority: boolean; // Whether has control authority
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}
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```
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#### NetworkTransform
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Network transform component for position and rotation sync:
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```typescript
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class NetworkTransform extends Component {
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position: { x: number; y: number };
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rotation: number;
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velocity: { x: number; y: number };
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}
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```
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### Systems
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#### NetworkSyncSystem
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Handles server state synchronization and interpolation:
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- Receives server state snapshots
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- Stores states in snapshot buffer
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- Performs interpolation for remote entities
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#### NetworkSpawnSystem
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Handles network entity spawning and despawning:
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- Listens for Spawn/Despawn messages
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- Creates entities using registered prefab factories
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- Manages networked entity lifecycle
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#### NetworkInputSystem
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Handles local player input sending:
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- Collects local player input
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- Sends input to server
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- Supports movement and action inputs
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## API Reference
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### NetworkPlugin
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```typescript
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class NetworkPlugin {
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constructor(config: INetworkPluginConfig);
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// Install plugin
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install(services: ServiceContainer): void;
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// Connect to server
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connect(playerName: string, roomId?: string): Promise<void>;
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// Disconnect
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disconnect(): void;
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// Register prefab factory
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registerPrefab(prefab: string, factory: PrefabFactory): void;
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// Properties
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readonly localPlayerId: number | null;
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readonly isConnected: boolean;
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}
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```
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**Configuration:**
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| Property | Type | Required | Description |
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|----------|------|----------|-------------|
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| `serverUrl` | `string` | Yes | WebSocket server URL |
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### NetworkService
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Network service managing WebSocket connections:
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```typescript
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class NetworkService {
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// Connection state
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readonly state: ENetworkState;
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readonly isConnected: boolean;
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readonly clientId: number | null;
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readonly roomId: string | null;
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// Connection control
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connect(serverUrl: string): Promise<void>;
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disconnect(): void;
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// Join room
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join(playerName: string, roomId?: string): Promise<ResJoin>;
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// Send input
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sendInput(input: IPlayerInput): void;
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// Event callbacks
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setCallbacks(callbacks: Partial<INetworkCallbacks>): void;
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}
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```
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**Network state enum:**
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```typescript
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enum ENetworkState {
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Disconnected = 'disconnected',
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Connecting = 'connecting',
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Connected = 'connected',
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Joining = 'joining',
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Joined = 'joined'
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}
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```
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**Callbacks interface:**
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```typescript
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interface INetworkCallbacks {
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onConnected?: () => void;
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onDisconnected?: () => void;
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onJoined?: (clientId: number, roomId: string) => void;
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onSync?: (msg: MsgSync) => void;
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onSpawn?: (msg: MsgSpawn) => void;
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onDespawn?: (msg: MsgDespawn) => void;
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}
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```
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### Prefab Factory
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```typescript
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type PrefabFactory = (netId: number, ownerId: number) => Entity;
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```
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Register prefab factories for network entity creation:
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```typescript
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networkPlugin.registerPrefab('enemy', (netId, ownerId) => {
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const entity = world.createEntity(`enemy_${netId}`);
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entity.addComponent(new NetworkIdentity(netId, ownerId));
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entity.addComponent(new NetworkTransform());
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entity.addComponent(new EnemyComponent());
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return entity;
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});
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```
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### Input System
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#### NetworkInputSystem
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```typescript
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class NetworkInputSystem extends EntitySystem {
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// Add movement input
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addMoveInput(x: number, y: number): void;
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// Add action input
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addActionInput(action: string): void;
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// Clear input
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clearInput(): void;
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}
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```
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Usage example:
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```typescript
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const inputSystem = world.getSystem(NetworkInputSystem);
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// Handle keyboard input
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if (keyboard.isPressed('W')) {
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inputSystem.addMoveInput(0, 1);
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}
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if (keyboard.isPressed('Space')) {
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inputSystem.addActionInput('jump');
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}
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```
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## State Synchronization
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### Snapshot Buffer
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Stores server state snapshots for interpolation:
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```typescript
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import { createSnapshotBuffer, type IStateSnapshot } from '@esengine/network';
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const buffer = createSnapshotBuffer<IStateSnapshot>({
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maxSnapshots: 30, // Max snapshots
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interpolationDelay: 100 // Interpolation delay (ms)
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});
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// Add snapshot
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buffer.addSnapshot({
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time: serverTime,
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entities: states
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});
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// Get interpolated state
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const interpolated = buffer.getInterpolatedState(clientTime);
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```
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### Transform Interpolators
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#### Linear Interpolator
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```typescript
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import { createTransformInterpolator } from '@esengine/network';
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const interpolator = createTransformInterpolator();
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// Add state
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interpolator.addState(time, { x: 0, y: 0, rotation: 0 });
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// Get interpolated result
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const state = interpolator.getInterpolatedState(currentTime);
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```
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#### Hermite Interpolator
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Uses Hermite splines for smoother interpolation:
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```typescript
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import { createHermiteTransformInterpolator } from '@esengine/network';
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const interpolator = createHermiteTransformInterpolator({
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bufferSize: 10
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});
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// Add state with velocity
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interpolator.addState(time, {
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x: 100,
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y: 200,
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rotation: 0,
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vx: 5,
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vy: 0
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});
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// Get smooth interpolated result
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const state = interpolator.getInterpolatedState(currentTime);
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```
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### Client Prediction
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Implement client-side prediction with server reconciliation:
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```typescript
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import { createClientPrediction } from '@esengine/network';
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const prediction = createClientPrediction({
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maxPredictedInputs: 60,
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reconciliationThreshold: 0.1
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});
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// Predict input
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const seq = prediction.predict(inputState, currentState, (state, input) => {
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// Apply input to state
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return applyInput(state, input);
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});
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// Server reconciliation
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const corrected = prediction.reconcile(
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serverState,
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serverSeq,
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(state, input) => applyInput(state, input)
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);
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```
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## Server Side
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### GameServer
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```typescript
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import { GameServer } from '@esengine/network-server';
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const server = new GameServer({
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port: 3000,
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roomConfig: {
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maxPlayers: 16, // Max players per room
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tickRate: 20 // Sync rate (Hz)
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}
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});
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// Start server
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await server.start();
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// Get room
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const room = server.getOrCreateRoom('room-id');
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// Stop server
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await server.stop();
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```
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### Room
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```typescript
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class Room {
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readonly id: string;
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readonly playerCount: number;
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readonly isFull: boolean;
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// Add player
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addPlayer(name: string, connection: Connection): IPlayer | null;
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// Remove player
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removePlayer(clientId: number): void;
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// Get player
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getPlayer(clientId: number): IPlayer | undefined;
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// Handle input
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handleInput(clientId: number, input: IPlayerInput): void;
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// Destroy room
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destroy(): void;
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}
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```
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**Player interface:**
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```typescript
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interface IPlayer {
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clientId: number; // Client ID
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name: string; // Player name
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connection: Connection; // Connection object
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netId: number; // Network entity ID
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}
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```
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## Protocol Types
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### Message Types
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```typescript
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// State sync message
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interface MsgSync {
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time: number;
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entities: IEntityState[];
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}
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// Entity state
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interface IEntityState {
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netId: number;
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pos?: Vec2;
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rot?: number;
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}
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// Spawn message
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interface MsgSpawn {
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netId: number;
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ownerId: number;
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prefab: string;
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pos: Vec2;
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rot: number;
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}
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// Despawn message
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interface MsgDespawn {
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netId: number;
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}
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// Input message
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interface MsgInput {
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input: IPlayerInput;
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}
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// Player input
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interface IPlayerInput {
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seq?: number;
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moveDir?: Vec2;
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actions?: string[];
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}
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```
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|
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### API Types
|
||||
|
||||
```typescript
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// Join request
|
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interface ReqJoin {
|
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playerName: string;
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roomId?: string;
|
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}
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|
||||
// Join response
|
||||
interface ResJoin {
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clientId: number;
|
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roomId: string;
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playerCount: number;
|
||||
}
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||||
```
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||||
|
||||
## Blueprint Nodes
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||||
|
||||
The network module provides blueprint nodes for visual scripting:
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||||
|
||||
- `IsLocalPlayer` - Check if entity is local player
|
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- `IsServer` - Check if running on server
|
||||
- `HasAuthority` - Check if has authority over entity
|
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- `GetNetworkId` - Get entity's network ID
|
||||
- `GetLocalPlayerId` - Get local player ID
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||||
|
||||
## Service Tokens
|
||||
|
||||
For dependency injection:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
NetworkServiceToken,
|
||||
NetworkSyncSystemToken,
|
||||
NetworkSpawnSystemToken,
|
||||
NetworkInputSystemToken
|
||||
} from '@esengine/network';
|
||||
|
||||
// Get service
|
||||
const networkService = services.get(NetworkServiceToken);
|
||||
```
|
||||
|
||||
## Practical Example
|
||||
|
||||
### Complete Multiplayer Client
|
||||
|
||||
```typescript
|
||||
import { World, EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform,
|
||||
NetworkInputSystem
|
||||
} from '@esengine/network';
|
||||
|
||||
// Create game world
|
||||
const world = new World();
|
||||
|
||||
// Configure network plugin
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
networkPlugin.install(world.services);
|
||||
|
||||
// Register player prefab
|
||||
networkPlugin.registerPrefab('player', (netId, ownerId) => {
|
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const entity = world.createEntity(`player_${netId}`);
|
||||
|
||||
const identity = new NetworkIdentity(netId, ownerId);
|
||||
entity.addComponent(identity);
|
||||
entity.addComponent(new NetworkTransform());
|
||||
|
||||
// If local player, add input component
|
||||
if (identity.bIsLocalPlayer) {
|
||||
entity.addComponent(new LocalInputComponent());
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
|
||||
// Connect to server
|
||||
async function startGame() {
|
||||
try {
|
||||
await networkPlugin.connect('Player1');
|
||||
console.log('Connected! Player ID:', networkPlugin.localPlayerId);
|
||||
} catch (error) {
|
||||
console.error('Connection failed:', error);
|
||||
}
|
||||
}
|
||||
|
||||
// Game loop
|
||||
function gameLoop(deltaTime: number) {
|
||||
world.update(deltaTime);
|
||||
}
|
||||
|
||||
startGame();
|
||||
```
|
||||
|
||||
### Handling Input
|
||||
|
||||
```typescript
|
||||
class LocalInputHandler extends EntitySystem {
|
||||
private _inputSystem: NetworkInputSystem;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(NetworkIdentity, LocalInputComponent));
|
||||
}
|
||||
|
||||
protected onAddedToWorld(): void {
|
||||
this._inputSystem = this.world.getSystem(NetworkInputSystem);
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const identity = entity.getComponent(NetworkIdentity);
|
||||
if (!identity.bIsLocalPlayer) return;
|
||||
|
||||
// Read keyboard input
|
||||
let moveX = 0;
|
||||
let moveY = 0;
|
||||
|
||||
if (keyboard.isPressed('A')) moveX -= 1;
|
||||
if (keyboard.isPressed('D')) moveX += 1;
|
||||
if (keyboard.isPressed('W')) moveY += 1;
|
||||
if (keyboard.isPressed('S')) moveY -= 1;
|
||||
|
||||
if (moveX !== 0 || moveY !== 0) {
|
||||
this._inputSystem.addMoveInput(moveX, moveY);
|
||||
}
|
||||
|
||||
if (keyboard.isJustPressed('Space')) {
|
||||
this._inputSystem.addActionInput('jump');
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Set appropriate sync rate**: Choose `tickRate` based on game type, action games typically need 20-60 Hz
|
||||
|
||||
2. **Use interpolation delay**: Set appropriate `interpolationDelay` to balance latency and smoothness
|
||||
|
||||
3. **Client prediction**: Use client-side prediction for local players to reduce input lag
|
||||
|
||||
4. **Prefab management**: Register prefab factories for each networked entity type
|
||||
|
||||
5. **Authority checks**: Use `bHasAuthority` to check entity control permissions
|
||||
|
||||
6. **Connection state**: Monitor connection state changes, handle reconnection
|
||||
|
||||
```typescript
|
||||
networkService.setCallbacks({
|
||||
onConnected: () => console.log('Connected'),
|
||||
onDisconnected: () => {
|
||||
console.log('Disconnected');
|
||||
// Handle reconnection logic
|
||||
}
|
||||
});
|
||||
```
|
||||
633
docs/modules/network/index.md
Normal file
633
docs/modules/network/index.md
Normal file
@@ -0,0 +1,633 @@
|
||||
# 网络同步系统 (Network)
|
||||
|
||||
`@esengine/network` 提供基于 TSRPC 的客户端-服务器网络同步解决方案,用于多人游戏的实体同步、输入处理和状态插值。
|
||||
|
||||
## 概述
|
||||
|
||||
网络模块由三个包组成:
|
||||
|
||||
| 包名 | 描述 |
|
||||
|------|------|
|
||||
| `@esengine/network` | 客户端 ECS 插件 |
|
||||
| `@esengine/network-protocols` | 共享协议定义 |
|
||||
| `@esengine/network-server` | 服务器端实现 |
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
# 客户端
|
||||
npm install @esengine/network
|
||||
|
||||
# 服务器端
|
||||
npm install @esengine/network-server
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 客户端
|
||||
|
||||
```typescript
|
||||
import { World } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform
|
||||
} from '@esengine/network';
|
||||
|
||||
// 创建 World 并安装网络插件
|
||||
const world = new World();
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
networkPlugin.install(world.services);
|
||||
|
||||
// 注册预制体工厂
|
||||
networkPlugin.registerPrefab('player', (netId, ownerId) => {
|
||||
const entity = world.createEntity(`player_${netId}`);
|
||||
entity.addComponent(new NetworkIdentity(netId, ownerId));
|
||||
entity.addComponent(new NetworkTransform());
|
||||
// 添加其他组件...
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
await networkPlugin.connect('PlayerName');
|
||||
console.log('Connected! Client ID:', networkPlugin.localPlayerId);
|
||||
|
||||
// 断开连接
|
||||
networkPlugin.disconnect();
|
||||
```
|
||||
|
||||
### 服务器端
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
const server = new GameServer({
|
||||
port: 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16,
|
||||
tickRate: 20
|
||||
}
|
||||
});
|
||||
|
||||
await server.start();
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 架构
|
||||
|
||||
```
|
||||
客户端 服务器
|
||||
┌────────────────┐ ┌────────────────┐
|
||||
│ NetworkPlugin │◄──── WS ────► │ GameServer │
|
||||
│ ├─ Service │ │ ├─ Room │
|
||||
│ ├─ SyncSystem │ │ └─ Players │
|
||||
│ ├─ SpawnSystem │ └────────────────┘
|
||||
│ └─ InputSystem │
|
||||
└────────────────┘
|
||||
```
|
||||
|
||||
### 组件
|
||||
|
||||
#### NetworkIdentity
|
||||
|
||||
网络标识组件,每个网络同步的实体必须拥有:
|
||||
|
||||
```typescript
|
||||
class NetworkIdentity extends Component {
|
||||
netId: number; // 网络唯一 ID
|
||||
ownerId: number; // 所有者客户端 ID
|
||||
bIsLocalPlayer: boolean; // 是否为本地玩家
|
||||
bHasAuthority: boolean; // 是否有权限控制
|
||||
}
|
||||
```
|
||||
|
||||
#### NetworkTransform
|
||||
|
||||
网络变换组件,用于位置和旋转同步:
|
||||
|
||||
```typescript
|
||||
class NetworkTransform extends Component {
|
||||
position: { x: number; y: number };
|
||||
rotation: number;
|
||||
velocity: { x: number; y: number };
|
||||
}
|
||||
```
|
||||
|
||||
### 系统
|
||||
|
||||
#### NetworkSyncSystem
|
||||
|
||||
处理服务器状态同步和插值:
|
||||
|
||||
- 接收服务器状态快照
|
||||
- 将状态存入快照缓冲区
|
||||
- 对远程实体进行插值平滑
|
||||
|
||||
#### NetworkSpawnSystem
|
||||
|
||||
处理实体的网络生成和销毁:
|
||||
|
||||
- 监听 Spawn/Despawn 消息
|
||||
- 使用注册的预制体工厂创建实体
|
||||
- 管理网络实体的生命周期
|
||||
|
||||
#### NetworkInputSystem
|
||||
|
||||
处理本地玩家输入的网络发送:
|
||||
|
||||
- 收集本地玩家输入
|
||||
- 发送输入到服务器
|
||||
- 支持移动和动作输入
|
||||
|
||||
## API 参考
|
||||
|
||||
### NetworkPlugin
|
||||
|
||||
```typescript
|
||||
class NetworkPlugin {
|
||||
constructor(config: INetworkPluginConfig);
|
||||
|
||||
// 安装插件
|
||||
install(services: ServiceContainer): void;
|
||||
|
||||
// 连接服务器
|
||||
connect(playerName: string, roomId?: string): Promise<void>;
|
||||
|
||||
// 断开连接
|
||||
disconnect(): void;
|
||||
|
||||
// 注册预制体工厂
|
||||
registerPrefab(prefab: string, factory: PrefabFactory): void;
|
||||
|
||||
// 属性
|
||||
readonly localPlayerId: number | null;
|
||||
readonly isConnected: boolean;
|
||||
}
|
||||
```
|
||||
|
||||
**配置选项:**
|
||||
|
||||
| 属性 | 类型 | 必需 | 描述 |
|
||||
|------|------|------|------|
|
||||
| `serverUrl` | `string` | 是 | WebSocket 服务器地址 |
|
||||
|
||||
### NetworkService
|
||||
|
||||
网络服务,管理 WebSocket 连接:
|
||||
|
||||
```typescript
|
||||
class NetworkService {
|
||||
// 连接状态
|
||||
readonly state: ENetworkState;
|
||||
readonly isConnected: boolean;
|
||||
readonly clientId: number | null;
|
||||
readonly roomId: string | null;
|
||||
|
||||
// 连接控制
|
||||
connect(serverUrl: string): Promise<void>;
|
||||
disconnect(): void;
|
||||
|
||||
// 加入房间
|
||||
join(playerName: string, roomId?: string): Promise<ResJoin>;
|
||||
|
||||
// 发送输入
|
||||
sendInput(input: IPlayerInput): void;
|
||||
|
||||
// 事件回调
|
||||
setCallbacks(callbacks: Partial<INetworkCallbacks>): void;
|
||||
}
|
||||
```
|
||||
|
||||
**网络状态枚举:**
|
||||
|
||||
```typescript
|
||||
enum ENetworkState {
|
||||
Disconnected = 'disconnected',
|
||||
Connecting = 'connecting',
|
||||
Connected = 'connected',
|
||||
Joining = 'joining',
|
||||
Joined = 'joined'
|
||||
}
|
||||
```
|
||||
|
||||
**回调接口:**
|
||||
|
||||
```typescript
|
||||
interface INetworkCallbacks {
|
||||
onConnected?: () => void;
|
||||
onDisconnected?: () => void;
|
||||
onJoined?: (clientId: number, roomId: string) => void;
|
||||
onSync?: (msg: MsgSync) => void;
|
||||
onSpawn?: (msg: MsgSpawn) => void;
|
||||
onDespawn?: (msg: MsgDespawn) => void;
|
||||
}
|
||||
```
|
||||
|
||||
### 预制体工厂
|
||||
|
||||
```typescript
|
||||
type PrefabFactory = (netId: number, ownerId: number) => Entity;
|
||||
```
|
||||
|
||||
注册预制体工厂用于网络实体的创建:
|
||||
|
||||
```typescript
|
||||
networkPlugin.registerPrefab('enemy', (netId, ownerId) => {
|
||||
const entity = world.createEntity(`enemy_${netId}`);
|
||||
entity.addComponent(new NetworkIdentity(netId, ownerId));
|
||||
entity.addComponent(new NetworkTransform());
|
||||
entity.addComponent(new EnemyComponent());
|
||||
return entity;
|
||||
});
|
||||
```
|
||||
|
||||
### 输入系统
|
||||
|
||||
#### NetworkInputSystem
|
||||
|
||||
```typescript
|
||||
class NetworkInputSystem extends EntitySystem {
|
||||
// 添加移动输入
|
||||
addMoveInput(x: number, y: number): void;
|
||||
|
||||
// 添加动作输入
|
||||
addActionInput(action: string): void;
|
||||
|
||||
// 清除输入
|
||||
clearInput(): void;
|
||||
}
|
||||
```
|
||||
|
||||
使用示例:
|
||||
|
||||
```typescript
|
||||
const inputSystem = world.getSystem(NetworkInputSystem);
|
||||
|
||||
// 处理键盘输入
|
||||
if (keyboard.isPressed('W')) {
|
||||
inputSystem.addMoveInput(0, 1);
|
||||
}
|
||||
if (keyboard.isPressed('Space')) {
|
||||
inputSystem.addActionInput('jump');
|
||||
}
|
||||
```
|
||||
|
||||
## 状态同步
|
||||
|
||||
### 快照缓冲区
|
||||
|
||||
用于存储服务器状态快照并进行插值:
|
||||
|
||||
```typescript
|
||||
import { createSnapshotBuffer, type IStateSnapshot } from '@esengine/network';
|
||||
|
||||
const buffer = createSnapshotBuffer<IStateSnapshot>({
|
||||
maxSnapshots: 30, // 最大快照数
|
||||
interpolationDelay: 100 // 插值延迟 (ms)
|
||||
});
|
||||
|
||||
// 添加快照
|
||||
buffer.addSnapshot({
|
||||
time: serverTime,
|
||||
entities: states
|
||||
});
|
||||
|
||||
// 获取插值状态
|
||||
const interpolated = buffer.getInterpolatedState(clientTime);
|
||||
```
|
||||
|
||||
### 变换插值器
|
||||
|
||||
#### 线性插值器
|
||||
|
||||
```typescript
|
||||
import { createTransformInterpolator } from '@esengine/network';
|
||||
|
||||
const interpolator = createTransformInterpolator();
|
||||
|
||||
// 添加状态
|
||||
interpolator.addState(time, { x: 0, y: 0, rotation: 0 });
|
||||
|
||||
// 获取插值结果
|
||||
const state = interpolator.getInterpolatedState(currentTime);
|
||||
```
|
||||
|
||||
#### Hermite 插值器
|
||||
|
||||
使用 Hermite 样条实现更平滑的插值:
|
||||
|
||||
```typescript
|
||||
import { createHermiteTransformInterpolator } from '@esengine/network';
|
||||
|
||||
const interpolator = createHermiteTransformInterpolator({
|
||||
bufferSize: 10
|
||||
});
|
||||
|
||||
// 添加带速度的状态
|
||||
interpolator.addState(time, {
|
||||
x: 100,
|
||||
y: 200,
|
||||
rotation: 0,
|
||||
vx: 5,
|
||||
vy: 0
|
||||
});
|
||||
|
||||
// 获取平滑的插值结果
|
||||
const state = interpolator.getInterpolatedState(currentTime);
|
||||
```
|
||||
|
||||
### 客户端预测
|
||||
|
||||
实现客户端预测和服务器校正:
|
||||
|
||||
```typescript
|
||||
import { createClientPrediction } from '@esengine/network';
|
||||
|
||||
const prediction = createClientPrediction({
|
||||
maxPredictedInputs: 60,
|
||||
reconciliationThreshold: 0.1
|
||||
});
|
||||
|
||||
// 预测输入
|
||||
const seq = prediction.predict(inputState, currentState, (state, input) => {
|
||||
// 应用输入到状态
|
||||
return applyInput(state, input);
|
||||
});
|
||||
|
||||
// 服务器校正
|
||||
const corrected = prediction.reconcile(
|
||||
serverState,
|
||||
serverSeq,
|
||||
(state, input) => applyInput(state, input)
|
||||
);
|
||||
```
|
||||
|
||||
## 服务器端
|
||||
|
||||
### GameServer
|
||||
|
||||
```typescript
|
||||
import { GameServer } from '@esengine/network-server';
|
||||
|
||||
const server = new GameServer({
|
||||
port: 3000,
|
||||
roomConfig: {
|
||||
maxPlayers: 16, // 房间最大玩家数
|
||||
tickRate: 20 // 同步频率 (Hz)
|
||||
}
|
||||
});
|
||||
|
||||
// 启动服务器
|
||||
await server.start();
|
||||
|
||||
// 获取房间
|
||||
const room = server.getOrCreateRoom('room-id');
|
||||
|
||||
// 停止服务器
|
||||
await server.stop();
|
||||
```
|
||||
|
||||
### Room
|
||||
|
||||
```typescript
|
||||
class Room {
|
||||
readonly id: string;
|
||||
readonly playerCount: number;
|
||||
readonly isFull: boolean;
|
||||
|
||||
// 添加玩家
|
||||
addPlayer(name: string, connection: Connection): IPlayer | null;
|
||||
|
||||
// 移除玩家
|
||||
removePlayer(clientId: number): void;
|
||||
|
||||
// 获取玩家
|
||||
getPlayer(clientId: number): IPlayer | undefined;
|
||||
|
||||
// 处理输入
|
||||
handleInput(clientId: number, input: IPlayerInput): void;
|
||||
|
||||
// 销毁房间
|
||||
destroy(): void;
|
||||
}
|
||||
```
|
||||
|
||||
**玩家接口:**
|
||||
|
||||
```typescript
|
||||
interface IPlayer {
|
||||
clientId: number; // 客户端 ID
|
||||
name: string; // 玩家名称
|
||||
connection: Connection; // 连接对象
|
||||
netId: number; // 网络实体 ID
|
||||
}
|
||||
```
|
||||
|
||||
## 协议类型
|
||||
|
||||
### 消息类型
|
||||
|
||||
```typescript
|
||||
// 状态同步消息
|
||||
interface MsgSync {
|
||||
time: number;
|
||||
entities: IEntityState[];
|
||||
}
|
||||
|
||||
// 实体状态
|
||||
interface IEntityState {
|
||||
netId: number;
|
||||
pos?: Vec2;
|
||||
rot?: number;
|
||||
}
|
||||
|
||||
// 生成消息
|
||||
interface MsgSpawn {
|
||||
netId: number;
|
||||
ownerId: number;
|
||||
prefab: string;
|
||||
pos: Vec2;
|
||||
rot: number;
|
||||
}
|
||||
|
||||
// 销毁消息
|
||||
interface MsgDespawn {
|
||||
netId: number;
|
||||
}
|
||||
|
||||
// 输入消息
|
||||
interface MsgInput {
|
||||
input: IPlayerInput;
|
||||
}
|
||||
|
||||
// 玩家输入
|
||||
interface IPlayerInput {
|
||||
seq?: number;
|
||||
moveDir?: Vec2;
|
||||
actions?: string[];
|
||||
}
|
||||
```
|
||||
|
||||
### API 类型
|
||||
|
||||
```typescript
|
||||
// 加入请求
|
||||
interface ReqJoin {
|
||||
playerName: string;
|
||||
roomId?: string;
|
||||
}
|
||||
|
||||
// 加入响应
|
||||
interface ResJoin {
|
||||
clientId: number;
|
||||
roomId: string;
|
||||
playerCount: number;
|
||||
}
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
网络模块提供了可视化脚本支持的蓝图节点:
|
||||
|
||||
- `IsLocalPlayer` - 检查实体是否为本地玩家
|
||||
- `IsServer` - 检查是否运行在服务器端
|
||||
- `HasAuthority` - 检查是否有权限控制实体
|
||||
- `GetNetworkId` - 获取实体的网络 ID
|
||||
- `GetLocalPlayerId` - 获取本地玩家 ID
|
||||
|
||||
## 服务令牌
|
||||
|
||||
用于依赖注入:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
NetworkServiceToken,
|
||||
NetworkSyncSystemToken,
|
||||
NetworkSpawnSystemToken,
|
||||
NetworkInputSystemToken
|
||||
} from '@esengine/network';
|
||||
|
||||
// 获取服务
|
||||
const networkService = services.get(NetworkServiceToken);
|
||||
```
|
||||
|
||||
## 实际示例
|
||||
|
||||
### 完整的多人游戏客户端
|
||||
|
||||
```typescript
|
||||
import { World, EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import {
|
||||
NetworkPlugin,
|
||||
NetworkIdentity,
|
||||
NetworkTransform,
|
||||
NetworkInputSystem
|
||||
} from '@esengine/network';
|
||||
|
||||
// 创建游戏世界
|
||||
const world = new World();
|
||||
|
||||
// 配置网络插件
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:3000'
|
||||
});
|
||||
networkPlugin.install(world.services);
|
||||
|
||||
// 注册玩家预制体
|
||||
networkPlugin.registerPrefab('player', (netId, ownerId) => {
|
||||
const entity = world.createEntity(`player_${netId}`);
|
||||
|
||||
const identity = new NetworkIdentity(netId, ownerId);
|
||||
entity.addComponent(identity);
|
||||
entity.addComponent(new NetworkTransform());
|
||||
|
||||
// 如果是本地玩家,添加输入组件
|
||||
if (identity.bIsLocalPlayer) {
|
||||
entity.addComponent(new LocalInputComponent());
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 连接服务器
|
||||
async function startGame() {
|
||||
try {
|
||||
await networkPlugin.connect('Player1');
|
||||
console.log('已连接! 玩家 ID:', networkPlugin.localPlayerId);
|
||||
} catch (error) {
|
||||
console.error('连接失败:', error);
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
world.update(deltaTime);
|
||||
}
|
||||
|
||||
startGame();
|
||||
```
|
||||
|
||||
### 处理输入
|
||||
|
||||
```typescript
|
||||
class LocalInputHandler extends EntitySystem {
|
||||
private _inputSystem: NetworkInputSystem;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(NetworkIdentity, LocalInputComponent));
|
||||
}
|
||||
|
||||
protected onAddedToWorld(): void {
|
||||
this._inputSystem = this.world.getSystem(NetworkInputSystem);
|
||||
}
|
||||
|
||||
protected processEntity(entity: Entity, dt: number): void {
|
||||
const identity = entity.getComponent(NetworkIdentity);
|
||||
if (!identity.bIsLocalPlayer) return;
|
||||
|
||||
// 读取键盘输入
|
||||
let moveX = 0;
|
||||
let moveY = 0;
|
||||
|
||||
if (keyboard.isPressed('A')) moveX -= 1;
|
||||
if (keyboard.isPressed('D')) moveX += 1;
|
||||
if (keyboard.isPressed('W')) moveY += 1;
|
||||
if (keyboard.isPressed('S')) moveY -= 1;
|
||||
|
||||
if (moveX !== 0 || moveY !== 0) {
|
||||
this._inputSystem.addMoveInput(moveX, moveY);
|
||||
}
|
||||
|
||||
if (keyboard.isJustPressed('Space')) {
|
||||
this._inputSystem.addActionInput('jump');
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **合理设置同步频率**:根据游戏类型选择合适的 `tickRate`,动作游戏通常需要 20-60 Hz
|
||||
|
||||
2. **使用插值延迟**:设置适当的 `interpolationDelay` 来平衡延迟和平滑度
|
||||
|
||||
3. **客户端预测**:对于本地玩家使用客户端预测减少输入延迟
|
||||
|
||||
4. **预制体管理**:为每种网络实体类型注册对应的预制体工厂
|
||||
|
||||
5. **权限检查**:使用 `bHasAuthority` 检查是否有权限修改实体
|
||||
|
||||
6. **连接状态**:监听连接状态变化,处理断线重连
|
||||
|
||||
```typescript
|
||||
networkService.setCallbacks({
|
||||
onConnected: () => console.log('已连接'),
|
||||
onDisconnected: () => {
|
||||
console.log('已断开');
|
||||
// 处理重连逻辑
|
||||
}
|
||||
});
|
||||
```
|
||||
@@ -1,5 +1,14 @@
|
||||
# @esengine/cli
|
||||
|
||||
## 1.2.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#352](https://github.com/esengine/esengine/pull/352) [`33e98b9`](https://github.com/esengine/esengine/commit/33e98b9a750f9fe684c36f1937c1afa38da36315) Thanks [@esengine](https://github.com/esengine)! - fix(cli): 修复 Cocos Creator 3.x 项目检测逻辑
|
||||
- 优先检查 package.json 中的 creator.version 字段
|
||||
- 添加 .creator 和 settings 目录检测
|
||||
- 重构检测代码,提取通用辅助函数
|
||||
|
||||
## 1.2.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/cli",
|
||||
"version": "1.2.0",
|
||||
"version": "1.2.1",
|
||||
"description": "CLI tool for adding ESEngine ECS framework to existing projects",
|
||||
"type": "module",
|
||||
"main": "dist/index.js",
|
||||
|
||||
@@ -26,52 +26,68 @@ function printLogo(): void {
|
||||
console.log();
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 项目检测 | Project Detection
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 检测是否存在 *.laya 文件
|
||||
* @en Check if *.laya file exists
|
||||
* @zh 检查文件或目录是否存在
|
||||
* @en Check if file or directory exists
|
||||
*/
|
||||
function hasLayaProjectFile(cwd: string): boolean {
|
||||
const exists = (cwd: string, ...paths: string[]): boolean =>
|
||||
paths.some(p => fs.existsSync(path.join(cwd, p)));
|
||||
|
||||
/**
|
||||
* @zh 安全读取 JSON 文件
|
||||
* @en Safely read JSON file
|
||||
*/
|
||||
function readJson<T = Record<string, unknown>>(filePath: string): T | null {
|
||||
try {
|
||||
const files = fs.readdirSync(cwd);
|
||||
return files.some(f => f.endsWith('.laya'));
|
||||
return JSON.parse(fs.readFileSync(filePath, 'utf-8'));
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查目录中是否有匹配后缀的文件
|
||||
* @en Check if directory contains files with matching extension
|
||||
*/
|
||||
function hasFileWithExt(cwd: string, ext: string): boolean {
|
||||
try {
|
||||
return fs.readdirSync(cwd).some(f => f.endsWith(ext));
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检测 Cocos Creator 版本
|
||||
* @en Detect Cocos Creator version
|
||||
* @zh 从 package.json 获取 Cocos Creator 版本
|
||||
* @en Get Cocos Creator version from package.json
|
||||
*/
|
||||
function detectCocosVersion(cwd: string): 'cocos' | 'cocos2' | null {
|
||||
// Cocos 3.x: 检查 cc.config.json 或 extensions 目录
|
||||
if (fs.existsSync(path.join(cwd, 'cc.config.json')) ||
|
||||
fs.existsSync(path.join(cwd, 'extensions'))) {
|
||||
return 'cocos';
|
||||
}
|
||||
function getCocosVersionFromPackage(cwd: string): string | null {
|
||||
const pkg = readJson<{ creator?: { version?: string } }>(path.join(cwd, 'package.json'));
|
||||
return pkg?.creator?.version ?? null;
|
||||
}
|
||||
|
||||
// 检查 project.json 中的版本号
|
||||
const projectJsonPath = path.join(cwd, 'project.json');
|
||||
if (fs.existsSync(projectJsonPath)) {
|
||||
try {
|
||||
const project = JSON.parse(fs.readFileSync(projectJsonPath, 'utf-8'));
|
||||
// Cocos 2.x project.json 有 engine-version 字段
|
||||
if (project['engine-version'] || project.engine) {
|
||||
const version = project['engine-version'] || project.engine || '';
|
||||
// 2.x 版本格式: "cocos-creator-js-2.4.x" 或 "2.4.x"
|
||||
if (version.includes('2.') || version.startsWith('2')) {
|
||||
return 'cocos2';
|
||||
}
|
||||
}
|
||||
// 有 project.json 但没有版本信息,假设是 3.x
|
||||
return 'cocos';
|
||||
} catch {
|
||||
// 解析失败,假设是 3.x
|
||||
return 'cocos';
|
||||
}
|
||||
}
|
||||
/**
|
||||
* @zh 从 project.json 获取 Cocos 2.x 版本
|
||||
* @en Get Cocos 2.x version from project.json
|
||||
*/
|
||||
function getCocos2VersionFromProject(cwd: string): string | null {
|
||||
const project = readJson<{ 'engine-version'?: string; engine?: string }>(
|
||||
path.join(cwd, 'project.json')
|
||||
);
|
||||
return project?.['engine-version'] ?? project?.engine ?? null;
|
||||
}
|
||||
|
||||
return null;
|
||||
/**
|
||||
* @zh 判断版本号属于哪个大版本
|
||||
* @en Determine major version from version string
|
||||
*/
|
||||
function getMajorVersion(version: string): number | null {
|
||||
const match = version.match(/^(\d+)\./);
|
||||
return match ? parseInt(match[1], 10) : null;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -79,23 +95,35 @@ function detectCocosVersion(cwd: string): 'cocos' | 'cocos2' | null {
|
||||
* @en Detect project type
|
||||
*/
|
||||
function detectProjectType(cwd: string): PlatformType | null {
|
||||
// Laya: 检查 *.laya 文件 或 .laya 目录 或 laya.json
|
||||
if (hasLayaProjectFile(cwd) ||
|
||||
fs.existsSync(path.join(cwd, '.laya')) ||
|
||||
fs.existsSync(path.join(cwd, 'laya.json'))) {
|
||||
// Laya: *.laya 文件、.laya 目录、laya.json
|
||||
if (hasFileWithExt(cwd, '.laya') || exists(cwd, '.laya', 'laya.json')) {
|
||||
return 'laya';
|
||||
}
|
||||
|
||||
// Cocos Creator: 检查 assets 目录
|
||||
if (fs.existsSync(path.join(cwd, 'assets'))) {
|
||||
const cocosVersion = detectCocosVersion(cwd);
|
||||
if (cocosVersion) {
|
||||
return cocosVersion;
|
||||
}
|
||||
// Cocos Creator: 检查 package.json 中的 creator.version
|
||||
const cocosVersion = getCocosVersionFromPackage(cwd);
|
||||
if (cocosVersion) {
|
||||
const major = getMajorVersion(cocosVersion);
|
||||
if (major === 2) return 'cocos2';
|
||||
if (major && major >= 3) return 'cocos';
|
||||
}
|
||||
|
||||
// Node.js: 检查 package.json
|
||||
if (fs.existsSync(path.join(cwd, 'package.json'))) {
|
||||
// Cocos 3.x: .creator 目录、settings 目录、cc.config.json、extensions 目录
|
||||
if (exists(cwd, '.creator', 'settings', 'cc.config.json', 'extensions')) {
|
||||
return 'cocos';
|
||||
}
|
||||
|
||||
// Cocos 2.x: project.json 中的 engine-version
|
||||
const cocos2Version = getCocos2VersionFromProject(cwd);
|
||||
if (cocos2Version) {
|
||||
if (cocos2Version.includes('2.') || cocos2Version.startsWith('2')) {
|
||||
return 'cocos2';
|
||||
}
|
||||
return 'cocos';
|
||||
}
|
||||
|
||||
// Node.js: 有 package.json 但不是 Cocos
|
||||
if (exists(cwd, 'package.json')) {
|
||||
return 'nodejs';
|
||||
}
|
||||
|
||||
|
||||
@@ -94,6 +94,34 @@ export const AVAILABLE_MODULES: ModuleInfo[] = [
|
||||
version: 'latest',
|
||||
description: '可视化脚本系统 | Visual scripting system',
|
||||
category: 'utility'
|
||||
},
|
||||
|
||||
// Network
|
||||
{
|
||||
id: 'network',
|
||||
name: 'Network',
|
||||
package: '@esengine/network',
|
||||
version: 'latest',
|
||||
description: '网络同步客户端 | Network sync client',
|
||||
category: 'network',
|
||||
dependencies: ['network-protocols']
|
||||
},
|
||||
{
|
||||
id: 'network-protocols',
|
||||
name: 'Network Protocols',
|
||||
package: '@esengine/network-protocols',
|
||||
version: 'latest',
|
||||
description: '网络共享协议 | Shared network protocols',
|
||||
category: 'network'
|
||||
},
|
||||
{
|
||||
id: 'network-server',
|
||||
name: 'Network Server',
|
||||
package: '@esengine/network-server',
|
||||
version: 'latest',
|
||||
description: '网络游戏服务器 | Network game server',
|
||||
category: 'network',
|
||||
dependencies: ['network-protocols']
|
||||
}
|
||||
];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user