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8 Commits

Author SHA1 Message Date
github-actions[bot]
ffd35a71cd chore: release packages (#399)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 18:08:38 +08:00
YHH
1f3a76aabe feat(ecs): 添加运行时环境区分机制 | add runtime environment detection (#398)
- Core 新增静态属性 runtimeEnvironment,支持 'server' | 'client' | 'standalone'
- Core 新增 isServer / isClient 静态只读属性
- ICoreConfig 新增 runtimeEnvironment 配置项
- Scene 新增 isServer / isClient 只读属性(默认从 Core 继承,可通过 config 覆盖)
- 新增 @ServerOnly() / @ClientOnly() / @NotServer() / @NotClient() 方法装饰器
- 更新中英文文档

用于网络游戏中区分服务端权威逻辑和客户端逻辑
2025-12-30 17:56:06 +08:00
github-actions[bot]
ddc7d1f726 chore: release packages (#397)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 16:59:49 +08:00
YHH
04b08f3f07 fix(ecs): add entity field to COMPONENT_ADDED event (#396)
Fix missing entity field in COMPONENT_ADDED event payload that caused
ECSRoom's @NetworkEntity auto-broadcast to fail with 'Cannot read
properties of undefined'
2025-12-30 16:57:11 +08:00
yhh
d9969d0b08 Merge branch 'master' of https://github.com/esengine/esengine 2025-12-30 16:23:54 +08:00
yhh
1368473c71 Merge remote master 2025-12-30 12:29:24 +08:00
yhh
e2598b2292 docs: add separate EN/CN editor setup guides 2025-12-30 10:02:53 +08:00
yhh
2e3889abed docs: add editor-app README with setup instructions 2025-12-30 09:54:41 +08:00
36 changed files with 761 additions and 16 deletions

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

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

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

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

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@@ -1,5 +1,19 @@
# @esengine/behavior-tree
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
## 3.0.0
### Patch Changes

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@@ -1,6 +1,6 @@
{
"name": "@esengine/behavior-tree",
"version": "3.0.0",
"version": "4.0.0",
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",

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@@ -1,5 +1,19 @@
# @esengine/blueprint
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
## 3.0.0
### Patch Changes

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@@ -1,6 +1,6 @@
{
"name": "@esengine/blueprint",
"version": "3.0.0",
"version": "4.0.0",
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",

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@@ -1,5 +1,50 @@
# @esengine/ecs-framework
## 2.7.0
### Minor Changes
- [#398](https://github.com/esengine/esengine/pull/398) [`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028) Thanks [@esengine](https://github.com/esengine)! - feat(ecs): 添加运行时环境区分机制 | add runtime environment detection
新增功能:
- `Core` 新增静态属性 `runtimeEnvironment`,支持 `'server' | 'client' | 'standalone'`
- `Core` 新增 `isServer` / `isClient` 静态只读属性
- `ICoreConfig` 新增 `runtimeEnvironment` 配置项
- `Scene` 新增 `isServer` / `isClient` 只读属性(默认从 Core 继承,可通过 config 覆盖)
- 新增 `@ServerOnly()` / `@ClientOnly()` / `@NotServer()` / `@NotClient()` 方法装饰器
用于网络游戏中区分服务端权威逻辑和客户端逻辑:
```typescript
// 方式1: 全局设置(推荐)
Core.create({ runtimeEnvironment: 'server' });
// 或直接设置静态属性
Core.runtimeEnvironment = 'server';
// 所有场景自动继承
const scene = new Scene();
console.log(scene.isServer); // true
// 方式2: 单个场景覆盖(可选)
const clientScene = new Scene({ runtimeEnvironment: 'client' });
// 在系统中检查环境
class CollectibleSpawnSystem extends EntitySystem {
private checkCollections(): void {
if (!this.scene.isServer) return; // 客户端跳过
// ... 服务端权威逻辑
}
}
```
## 2.6.1
### Patch Changes
- [#396](https://github.com/esengine/esengine/pull/396) [`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): COMPONENT_ADDED 事件添加 entity 字段
修复 `ECSEventType.COMPONENT_ADDED` 事件缺少 `entity` 字段的问题,导致 ECSRoom 的 `@NetworkEntity` 自动广播功能报错。
## 2.6.0
### Minor Changes

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@@ -1,6 +1,6 @@
{
"name": "@esengine/ecs-framework",
"version": "2.6.0",
"version": "2.7.0",
"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",

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@@ -5,7 +5,7 @@ import { Time } from './Utils/Time';
import { PerformanceMonitor } from './Utils/PerformanceMonitor';
import { PoolManager } from './Utils/Pool/PoolManager';
import { DebugManager } from './Utils/Debug';
import { ICoreConfig, IECSDebugConfig } from './Types';
import { ICoreConfig, IECSDebugConfig, RuntimeEnvironment } from './Types';
import { createLogger } from './Utils/Logger';
import { SceneManager } from './ECS/SceneManager';
import { IScene } from './ECS/IScene';
@@ -63,6 +63,47 @@ export class Core {
*/
public static paused = false;
/**
* @zh 运行时环境
* @en Runtime environment
*
* @zh 全局运行时环境设置。所有 Scene 默认继承此值。
* 服务端框架(如 @esengine/server应在启动时设置为 'server'。
* 客户端应用应设置为 'client'。
* 单机游戏使用默认值 'standalone'。
*
* @en Global runtime environment setting. All Scenes inherit this value by default.
* Server frameworks (like @esengine/server) should set this to 'server' at startup.
* Client apps should set this to 'client'.
* Standalone games use the default 'standalone'.
*
* @example
* ```typescript
* // @zh 服务端启动时设置 | @en Set at server startup
* Core.runtimeEnvironment = 'server';
*
* // @zh 或在 Core.create 时配置 | @en Or configure in Core.create
* Core.create({ runtimeEnvironment: 'server' });
* ```
*/
public static runtimeEnvironment: RuntimeEnvironment = 'standalone';
/**
* @zh 是否在服务端运行
* @en Whether running on server
*/
public static get isServer(): boolean {
return Core.runtimeEnvironment === 'server';
}
/**
* @zh 是否在客户端运行
* @en Whether running on client
*/
public static get isClient(): boolean {
return Core.runtimeEnvironment === 'client';
}
/**
* @zh 全局核心实例可能为null表示Core尚未初始化或已被销毁
* @en Global core instance, null means Core is not initialized or destroyed
@@ -133,6 +174,11 @@ export class Core {
this._config = { debug: true, ...config };
this._serviceContainer = new ServiceContainer();
// 设置全局运行时环境
if (config.runtimeEnvironment) {
Core.runtimeEnvironment = config.runtimeEnvironment;
}
this._timerManager = new TimerManager();
this._serviceContainer.registerInstance(TimerManager, this._timerManager);

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

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

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@@ -478,6 +478,7 @@ export class Entity {
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_ADDED, {
timestamp: Date.now(),
source: 'Entity',
entity: this,
entityId: this.id,
entityName: this.name,
entityTag: this.tag?.toString(),

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

View File

@@ -12,7 +12,7 @@ import type { IComponentRegistry } from './Core/ComponentStorage';
import { QuerySystem } from './Core/QuerySystem';
import { TypeSafeEventSystem } from './Core/EventSystem';
import { ReferenceTracker } from './Core/ReferenceTracker';
import { IScene, ISceneConfig } from './IScene';
import { IScene, ISceneConfig, RuntimeEnvironment } from './IScene';
import { getComponentInstanceTypeName, getSystemInstanceTypeName, getSystemMetadata, getSystemInstanceMetadata } from './Decorators';
import { TypedQueryBuilder } from './Core/Query/TypedQuery';
import {
@@ -180,6 +180,48 @@ export class Scene implements IScene {
*/
public isEditorMode: boolean = false;
/**
* @zh 场景级别的运行时环境覆盖
* @en Scene-level runtime environment override
*
* @zh 如果未设置,则从 Core.runtimeEnvironment 读取
* @en If not set, reads from Core.runtimeEnvironment
*/
private _runtimeEnvironmentOverride: RuntimeEnvironment | undefined;
/**
* @zh 获取运行时环境
* @en Get runtime environment
*
* @zh 优先返回场景级别设置,否则返回 Core 全局设置
* @en Returns scene-level setting if set, otherwise returns Core global setting
*/
public get runtimeEnvironment(): RuntimeEnvironment {
if (this._runtimeEnvironmentOverride) {
return this._runtimeEnvironmentOverride;
}
// 动态导入避免循环依赖
// eslint-disable-next-line @typescript-eslint/no-require-imports
const { Core } = require('../Core') as typeof import('../Core');
return Core.runtimeEnvironment;
}
/**
* @zh 是否在服务端运行
* @en Whether running on server
*/
public get isServer(): boolean {
return this.runtimeEnvironment === 'server';
}
/**
* @zh 是否在客户端运行
* @en Whether running on client
*/
public get isClient(): boolean {
return this.runtimeEnvironment === 'client';
}
/**
* 延迟的组件生命周期回调队列
*
@@ -398,6 +440,11 @@ export class Scene implements IScene {
this._logger = createLogger('Scene');
this._maxErrorCount = config?.maxSystemErrorCount ?? 10;
// 只有显式指定时才覆盖,否则从 Core 读取
if (config?.runtimeEnvironment) {
this._runtimeEnvironmentOverride = config.runtimeEnvironment;
}
if (config?.name) {
this.name = config.name;
}

View File

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

View File

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

View File

@@ -1,5 +1,21 @@
# @esengine/fsm
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/fsm",
"version": "3.0.0",
"version": "4.0.0",
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,21 @@
# @esengine/network
## 5.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 4.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 4.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/network",
"version": "4.0.0",
"version": "5.0.0",
"description": "Network synchronization for multiplayer games",
"esengine": {
"plugin": true,

View File

@@ -1,5 +1,21 @@
# @esengine/pathfinding
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/pathfinding",
"version": "3.0.0",
"version": "4.0.0",
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,21 @@
# @esengine/procgen
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/procgen",
"version": "3.0.0",
"version": "4.0.0",
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,12 @@
# @esengine/server
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 3.0.0
### Minor Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/server",
"version": "3.0.0",
"version": "4.0.0",
"description": "Game server framework for ESEngine with file-based routing",
"type": "module",
"main": "./dist/index.js",
@@ -51,7 +51,7 @@
"peerDependencies": {
"ws": ">=8.0.0",
"jsonwebtoken": ">=9.0.0",
"@esengine/ecs-framework": ">=2.6.0"
"@esengine/ecs-framework": ">=2.7.0"
},
"peerDependenciesMeta": {
"jsonwebtoken": {

View File

@@ -1,5 +1,21 @@
# @esengine/spatial
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/spatial",
"version": "3.0.0",
"version": "4.0.0",
"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",

View File

@@ -1,5 +1,21 @@
# @esengine/timer
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/timer",
"version": "3.0.0",
"version": "4.0.0",
"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",

View File

@@ -1,5 +1,12 @@
# @esengine/transaction
## 2.0.5
### Patch Changes
- Updated dependencies []:
- @esengine/server@4.0.0
## 2.0.4
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/transaction",
"version": "2.0.4",
"version": "2.0.5",
"description": "Game transaction system with distributed support | 游戏事务系统,支持分布式事务",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,27 @@
# @esengine/demos
## 1.0.9
### Patch Changes
- Updated dependencies []:
- @esengine/fsm@4.0.0
- @esengine/pathfinding@4.0.0
- @esengine/procgen@4.0.0
- @esengine/spatial@4.0.0
- @esengine/timer@4.0.0
## 1.0.8
### Patch Changes
- Updated dependencies []:
- @esengine/fsm@3.0.1
- @esengine/pathfinding@3.0.1
- @esengine/procgen@3.0.1
- @esengine/spatial@3.0.1
- @esengine/timer@3.0.1
## 1.0.7
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/demos",
"version": "1.0.7",
"version": "1.0.9",
"private": true,
"description": "Demo tests for ESEngine modules documentation",
"type": "module",