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26 Commits

Author SHA1 Message Date
github-actions[bot]
094133a71a chore: release packages (#403)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 20:55:04 +08:00
YHH
3e5b7783be fix(ecs): resolve ESM require is not defined error (#402)
- Add RuntimeConfig module as standalone runtime environment storage
- Core.runtimeEnvironment and Scene.runtimeEnvironment now read from RuntimeConfig
- Remove require() call in Scene.ts to fix Node.js ESM compatibility

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

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

* docs: add separate EN/CN editor setup guides

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

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

* docs: add separate EN/CN editor setup guides

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

- Fix fairygui-editor tsconfig extends path and add missing tsconfig.build.json
- Refactor behavior-tree-editor to not depend on asset-system in runtime
  - Create local BehaviorTreeRuntimeModule for pure runtime logic
  - Move asset loader registration to editor module install()
  - Add BehaviorTreeLoader for asset system integration
- Fix rapier2d WASM loader to not pass arguments to init()
- Add WASM base64 loader config to rapier2d tsup.config
- Update README documentation and simplify setup steps
2025-12-30 11:13:26 +08:00
yhh
e2598b2292 docs: add separate EN/CN editor setup guides 2025-12-30 10:02:53 +08:00
yhh
2e3889abed docs: add editor-app README with setup instructions 2025-12-30 09:54:41 +08:00
github-actions[bot]
d21caa974e chore: release packages (#393)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 09:41:17 +08:00
YHH
a08a84b7db fix(sync): use GlobalComponentRegistry for network sync decoding (#392)
- Decoder.ts now uses GlobalComponentRegistry.getComponentType() instead of local registry
- @sync decorator uses getComponentTypeName() to get @ECSComponent decorator name
- @ECSComponent decorator updates SYNC_METADATA.typeId when defined
- Removed deprecated registerSyncComponent/autoRegisterSyncComponent functions
- Updated ComponentSync.ts in network package to use GlobalComponentRegistry
- Updated tests to use correct @ECSComponent type names

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

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

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

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

## @esengine/network

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

## @esengine/server

新增 ECSRoom,带有 ECS World 支持的房间基类:

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

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

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

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

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

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

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

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

## Docs
- Update storage.md for new factory pattern API
2025-12-29 15:02:13 +08:00
YHH
10c3891abd docs: 添加缺失的侧边栏导航项 | add missing sidebar items (#383)
- RPC: 添加 server, client, codec 页面
- Network: 添加 prediction, aoi, delta 页面
- Transaction: 添加完整模块导航
- Changelog: 添加 transaction, rpc 链接
2025-12-29 11:29:42 +08:00
181 changed files with 23044 additions and 1585 deletions

View File

@@ -49,7 +49,12 @@ npm install @esengine/ecs-framework
| **Timer** | Timer and cooldown systems | No |
| **Spatial** | Spatial indexing and queries (QuadTree, Grid) | No |
| **Pathfinding** | A* and navigation mesh pathfinding | No |
| **Network** | Client/server networking with TSRPC | No |
| **Procgen** | Procedural generation (noise, random, sampling) | No |
| **RPC** | High-performance RPC communication framework | No |
| **Server** | Game server framework with rooms, auth, rate limiting | No |
| **Network** | Client networking with prediction, AOI, delta compression | No |
| **Transaction** | Game transaction system with Redis/Memory storage | No |
| **World Streaming** | Open world chunk loading and streaming | No |
> All framework modules can be used standalone with any rendering engine.
@@ -199,7 +204,12 @@ npm install @esengine/fsm # State machines
npm install @esengine/timer # Timers & cooldowns
npm install @esengine/spatial # Spatial indexing
npm install @esengine/pathfinding # Pathfinding
npm install @esengine/network # Networking
npm install @esengine/procgen # Procedural generation
npm install @esengine/rpc # RPC framework
npm install @esengine/server # Game server
npm install @esengine/network # Client networking
npm install @esengine/transaction # Transaction system
npm install @esengine/world-streaming # World streaming
```
### ESEngine Runtime (Optional)
@@ -218,6 +228,7 @@ If you want a complete engine solution with rendering:
A visual editor built with Tauri for scene management:
- Download from [Releases](https://github.com/esengine/esengine/releases)
- [Build from source](./packages/editor/editor-app/README.md)
- Supports behavior tree editing, tilemap painting, visual scripting
## Project Structure
@@ -235,7 +246,11 @@ esengine/
│ │ ├── spatial/ # Spatial queries
│ │ ├── pathfinding/ # Pathfinding
│ │ ├── procgen/ # Procedural generation
│ │ ── network/ # Networking
│ │ ── rpc/ # RPC framework
│ │ ├── server/ # Game server
│ │ ├── network/ # Client networking
│ │ ├── transaction/ # Transaction system
│ │ └── world-streaming/ # World streaming
│ │
│ ├── engine/ # ESEngine runtime
│ ├── rendering/ # Rendering modules
@@ -267,6 +282,7 @@ pnpm test
- [ECS Framework Guide](./packages/framework/core/README.md)
- [Behavior Tree Guide](./packages/framework/behavior-tree/README.md)
- [Editor Setup Guide](./packages/editor/editor-app/README.md) ([中文](./packages/editor/editor-app/README_CN.md))
- [API Reference](https://esengine.cn/api/README)
## Community

View File

@@ -49,7 +49,12 @@ npm install @esengine/ecs-framework
| **定时器** | 定时器和冷却系统 | 否 |
| **空间索引** | 空间查询(四叉树、网格) | 否 |
| **寻路** | A* 和导航网格寻路 | 否 |
| **网络** | 客户端/服务端网络通信 (TSRPC) | 否 |
| **程序化生成** | 噪声、随机、采样等生成算法 | 否 |
| **RPC** | 高性能 RPC 通信框架 | 否 |
| **服务端** | 游戏服务器框架,支持房间、认证、速率限制 | 否 |
| **网络** | 客户端网络支持预测、AOI、增量压缩 | 否 |
| **事务系统** | 游戏事务系统,支持 Redis/内存存储 | 否 |
| **世界流送** | 开放世界分块加载和流送 | 否 |
> 所有框架模块都可以独立使用,无需依赖特定渲染引擎。
@@ -199,7 +204,12 @@ npm install @esengine/fsm # 状态机
npm install @esengine/timer # 定时器和冷却
npm install @esengine/spatial # 空间索引
npm install @esengine/pathfinding # 寻路
npm install @esengine/network # 网络
npm install @esengine/procgen # 程序化生成
npm install @esengine/rpc # RPC 框架
npm install @esengine/server # 游戏服务器
npm install @esengine/network # 客户端网络
npm install @esengine/transaction # 事务系统
npm install @esengine/world-streaming # 世界流送
```
### ESEngine 运行时(可选)
@@ -218,6 +228,7 @@ npm install @esengine/network # 网络
基于 Tauri 构建的可视化编辑器:
- 从 [Releases](https://github.com/esengine/esengine/releases) 下载
- [从源码构建](./packages/editor/editor-app/README.md)
- 支持行为树编辑、Tilemap 绘制、可视化脚本
## 项目结构
@@ -235,7 +246,11 @@ esengine/
│ │ ├── spatial/ # 空间查询
│ │ ├── pathfinding/ # 寻路
│ │ ├── procgen/ # 程序化生成
│ │ ── network/ # 网络
│ │ ── rpc/ # RPC 框架
│ │ ├── server/ # 游戏服务器
│ │ ├── network/ # 客户端网络
│ │ ├── transaction/ # 事务系统
│ │ └── world-streaming/ # 世界流送
│ │
│ ├── engine/ # ESEngine 运行时
│ ├── rendering/ # 渲染模块
@@ -267,6 +282,7 @@ pnpm test
- [ECS 框架指南](./packages/framework/core/README.md)
- [行为树指南](./packages/framework/behavior-tree/README.md)
- [编辑器启动指南](./packages/editor/editor-app/README_CN.md) ([English](./packages/editor/editor-app/README.md))
- [API 参考](https://esengine.cn/api/README)
## 社区

View File

@@ -255,6 +255,9 @@ export default defineConfig({
translations: { en: 'RPC' },
items: [
{ label: '概述', slug: 'modules/rpc', translations: { en: 'Overview' } },
{ label: '服务端', slug: 'modules/rpc/server', translations: { en: 'Server' } },
{ label: '客户端', slug: 'modules/rpc/client', translations: { en: 'Client' } },
{ label: '编解码', slug: 'modules/rpc/codec', translations: { en: 'Codec' } },
],
},
{
@@ -264,10 +267,26 @@ export default defineConfig({
{ label: '概述', slug: 'modules/network', translations: { en: 'Overview' } },
{ label: '客户端', slug: 'modules/network/client', translations: { en: 'Client' } },
{ label: '服务器', slug: 'modules/network/server', translations: { en: 'Server' } },
{ label: '认证系统', slug: 'modules/network/auth', translations: { en: 'Authentication' } },
{ label: '速率限制', slug: 'modules/network/rate-limit', translations: { en: 'Rate Limiting' } },
{ label: '状态同步', slug: 'modules/network/sync', translations: { en: 'State Sync' } },
{ label: '客户端预测', slug: 'modules/network/prediction', translations: { en: 'Prediction' } },
{ label: 'AOI 兴趣区域', slug: 'modules/network/aoi', translations: { en: 'AOI' } },
{ label: '增量压缩', slug: 'modules/network/delta', translations: { en: 'Delta Compression' } },
{ label: 'API 参考', slug: 'modules/network/api', translations: { en: 'API Reference' } },
],
},
{
label: '事务系统',
translations: { en: 'Transaction' },
items: [
{ label: '概述', slug: 'modules/transaction', translations: { en: 'Overview' } },
{ label: '核心概念', slug: 'modules/transaction/core', translations: { en: 'Core Concepts' } },
{ label: '存储层', slug: 'modules/transaction/storage', translations: { en: 'Storage Layer' } },
{ label: '操作', slug: 'modules/transaction/operations', translations: { en: 'Operations' } },
{ label: '分布式事务', slug: 'modules/transaction/distributed', translations: { en: 'Distributed' } },
],
},
{
label: '世界流式加载',
translations: { en: 'World Streaming' },
@@ -303,6 +322,8 @@ export default defineConfig({
{ label: '@esengine/fsm', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/fsm/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/timer', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/timer/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/network', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/network/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/transaction', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/transaction/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/rpc', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/rpc/CHANGELOG.md', attrs: { target: '_blank' } },
{ label: '@esengine/cli', link: 'https://github.com/esengine/esengine/blob/master/packages/tools/cli/CHANGELOG.md', attrs: { target: '_blank' } },
],
},

View File

@@ -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

View File

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

View File

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

View File

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

View File

@@ -311,6 +311,93 @@ client.send('RoomMessage', {
})
```
## ECSRoom
`ECSRoom` is a room base class with ECS World support, suitable for games that need ECS architecture.
### Server Startup
```typescript
import { Core } from '@esengine/ecs-framework';
import { createServer } from '@esengine/server';
import { GameRoom } from './rooms/GameRoom.js';
// Initialize Core
Core.create();
// Global game loop
setInterval(() => Core.update(1/60), 16);
// Create server
const server = await createServer({ port: 3000 });
server.define('game', GameRoom);
await server.start();
```
### Define ECSRoom
```typescript
import { ECSRoom, Player } from '@esengine/server/ecs';
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
// Define sync component
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
}
// Define room
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new MovementSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
const comp = entity.addComponent(new PlayerComponent());
comp.name = player.id;
}
}
```
### ECSRoom API
```typescript
abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
protected readonly world: World; // ECS World
protected readonly scene: Scene; // Main scene
// Scene management
protected addSystem(system: EntitySystem): void;
protected createEntity(name?: string): Entity;
protected createPlayerEntity(playerId: string, name?: string): Entity;
protected getPlayerEntity(playerId: string): Entity | undefined;
protected destroyPlayerEntity(playerId: string): void;
// State sync
protected sendFullState(player: Player): void;
protected broadcastSpawn(entity: Entity, prefabType?: string): void;
protected broadcastDelta(): void;
}
```
### @sync Decorator
Mark component fields that need network synchronization:
| Type | Description | Bytes |
|------|-------------|-------|
| `"boolean"` | Boolean | 1 |
| `"int8"` / `"uint8"` | 8-bit integer | 1 |
| `"int16"` / `"uint16"` | 16-bit integer | 2 |
| `"int32"` / `"uint32"` | 32-bit integer | 4 |
| `"float32"` | 32-bit float | 4 |
| `"float64"` | 64-bit float | 8 |
| `"string"` | String | Variable |
## Best Practices
1. **Set Appropriate Tick Rate**

View File

@@ -1,8 +1,176 @@
---
title: "State Sync"
description: "Interpolation, prediction and snapshot buffers"
description: "Component sync, interpolation, prediction and snapshot buffers"
---
## @NetworkEntity Decorator
The `@NetworkEntity` decorator marks components for automatic spawn/despawn broadcasting. When an entity containing this component is created or destroyed, ECSRoom automatically broadcasts the corresponding message to all clients.
### Basic Usage
```typescript
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
@ECSComponent('Enemy')
@NetworkEntity('Enemy')
class EnemyComponent extends Component {
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
@sync('uint16') health: number = 100;
}
```
When adding this component to an entity, ECSRoom automatically broadcasts the spawn message:
```typescript
// Server-side
const entity = scene.createEntity('Enemy');
entity.addComponent(new EnemyComponent()); // Auto-broadcasts spawn
// Destroying auto-broadcasts despawn
entity.destroy(); // Auto-broadcasts despawn
```
### Configuration Options
```typescript
@NetworkEntity('Bullet', {
autoSpawn: true, // Auto-broadcast spawn (default true)
autoDespawn: false // Disable auto-broadcast despawn
})
class BulletComponent extends Component { }
```
| Option | Type | Default | Description |
|--------|------|---------|-------------|
| `autoSpawn` | `boolean` | `true` | Auto-broadcast spawn when component is added |
| `autoDespawn` | `boolean` | `true` | Auto-broadcast despawn when entity is destroyed |
### Initialization Order
When using `@NetworkEntity`, initialize data **before** adding the component:
```typescript
// ✅ Correct: Initialize first, then add
const comp = new PlayerComponent();
comp.playerId = player.id;
comp.x = 100;
comp.y = 200;
entity.addComponent(comp); // Data is correct at spawn
// ❌ Wrong: Add first, then initialize
const comp = entity.addComponent(new PlayerComponent());
comp.playerId = player.id; // Data has default values at spawn
```
### Simplified GameRoom
With `@NetworkEntity`, GameRoom becomes much cleaner:
```typescript
// No manual callbacks needed
class GameRoom extends ECSRoom {
private setupSystems(): void {
// Enemy spawn system (auto-broadcasts spawn)
this.addSystem(new EnemySpawnSystem());
// Enemy AI system
const enemyAI = new EnemyAISystem();
enemyAI.onDeath((enemy) => {
enemy.destroy(); // Auto-broadcasts despawn
});
this.addSystem(enemyAI);
}
}
```
### ECSRoom Configuration
You can disable the auto network entity feature in ECSRoom:
```typescript
class GameRoom extends ECSRoom {
constructor() {
super({
enableAutoNetworkEntity: false // Disable auto-broadcasting
});
}
}
```
## Component Sync System
ECS component state synchronization based on `@sync` decorator.
### Define Sync Component
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
// Fields without @sync won't be synced
localData: any;
}
```
### Server-side Encoding
```typescript
import { ComponentSyncSystem } from '@esengine/network';
const syncSystem = new ComponentSyncSystem({}, true);
scene.addSystem(syncSystem);
// Encode all entities (initial connection)
const fullData = syncSystem.encodeAllEntities(true);
sendToClient(fullData);
// Encode delta (only send changes)
const deltaData = syncSystem.encodeDelta();
if (deltaData) {
broadcast(deltaData);
}
```
### Client-side Decoding
```typescript
const syncSystem = new ComponentSyncSystem();
scene.addSystem(syncSystem);
// Register component types
syncSystem.registerComponent(PlayerComponent);
// Listen for sync events
syncSystem.addSyncListener((event) => {
if (event.type === 'entitySpawned') {
console.log('New entity:', event.entityId);
}
});
// Apply state
syncSystem.applySnapshot(data);
```
### Sync Types
| Type | Description | Bytes |
|------|-------------|-------|
| `"boolean"` | Boolean | 1 |
| `"int8"` / `"uint8"` | 8-bit integer | 1 |
| `"int16"` / `"uint16"` | 16-bit integer | 2 |
| `"int32"` / `"uint32"` | 32-bit integer | 4 |
| `"float32"` | 32-bit float | 4 |
| `"float64"` | 64-bit float | 8 |
| `"string"` | String | Variable |
## Snapshot Buffer
Stores server state snapshots for interpolation:

View File

@@ -9,6 +9,9 @@ All storage implementations must implement the `ITransactionStorage` interface:
```typescript
interface ITransactionStorage {
// Lifecycle
close?(): Promise<void>;
// Distributed lock
acquireLock(key: string, ttl: number): Promise<string | null>;
releaseLock(key: string, token: string): Promise<boolean>;
@@ -62,21 +65,29 @@ console.log(storage.transactionCount);
## RedisStorage
Redis storage, suitable for production distributed systems.
Redis storage, suitable for production distributed systems. Uses factory pattern with lazy connection.
```typescript
import Redis from 'ioredis';
import { RedisStorage } from '@esengine/transaction';
const redis = new Redis('redis://localhost:6379');
// Factory pattern: lazy connection, connects on first operation
const storage = new RedisStorage({
client: redis,
factory: () => new Redis('redis://localhost:6379'),
prefix: 'tx:', // Key prefix
transactionTTL: 86400, // Transaction log TTL (seconds)
});
const manager = new TransactionManager({ storage });
// Close connection when done
await storage.close();
// Or use await using for automatic cleanup (TypeScript 5.2+)
await using storage = new RedisStorage({
factory: () => new Redis('redis://localhost:6379')
});
// Automatically closed when scope ends
```
### Characteristics
@@ -114,18 +125,20 @@ tx:data:{key} - Business data
## MongoStorage
MongoDB storage, suitable for scenarios requiring persistence and complex queries.
MongoDB storage, suitable for scenarios requiring persistence and complex queries. Uses factory pattern with lazy connection.
```typescript
import { MongoClient } from 'mongodb';
import { MongoStorage } from '@esengine/transaction';
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
const db = client.db('game');
// Factory pattern: lazy connection, connects on first operation
const storage = new MongoStorage({
db,
factory: async () => {
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
return client;
},
database: 'game',
transactionCollection: 'transactions', // Transaction log collection
dataCollection: 'transaction_data', // Business data collection
lockCollection: 'transaction_locks', // Lock collection
@@ -135,6 +148,12 @@ const storage = new MongoStorage({
await storage.ensureIndexes();
const manager = new TransactionManager({ storage });
// Close connection when done
await storage.close();
// Or use await using for automatic cleanup (TypeScript 5.2+)
await using storage = new MongoStorage({ ... });
```
### Characteristics

View File

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

View File

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

View File

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

View File

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

View File

@@ -311,6 +311,93 @@ client.send('RoomMessage', {
})
```
## ECSRoom
`ECSRoom` 是带有 ECS World 支持的房间基类,适用于需要 ECS 架构的游戏。
### 服务端启动
```typescript
import { Core } from '@esengine/ecs-framework';
import { createServer } from '@esengine/server';
import { GameRoom } from './rooms/GameRoom.js';
// 初始化 Core
Core.create();
// 全局游戏循环
setInterval(() => Core.update(1/60), 16);
// 创建服务器
const server = await createServer({ port: 3000 });
server.define('game', GameRoom);
await server.start();
```
### 定义 ECSRoom
```typescript
import { ECSRoom, Player } from '@esengine/server/ecs';
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
// 定义同步组件
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
}
// 定义房间
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new MovementSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
const comp = entity.addComponent(new PlayerComponent());
comp.name = player.id;
}
}
```
### ECSRoom API
```typescript
abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
protected readonly world: World; // ECS World
protected readonly scene: Scene; // 主场景
// 场景管理
protected addSystem(system: EntitySystem): void;
protected createEntity(name?: string): Entity;
protected createPlayerEntity(playerId: string, name?: string): Entity;
protected getPlayerEntity(playerId: string): Entity | undefined;
protected destroyPlayerEntity(playerId: string): void;
// 状态同步
protected sendFullState(player: Player): void;
protected broadcastSpawn(entity: Entity, prefabType?: string): void;
protected broadcastDelta(): void;
}
```
### @sync 装饰器
标记需要网络同步的组件字段:
| 类型 | 描述 | 字节数 |
|------|------|--------|
| `"boolean"` | 布尔值 | 1 |
| `"int8"` / `"uint8"` | 8位整数 | 1 |
| `"int16"` / `"uint16"` | 16位整数 | 2 |
| `"int32"` / `"uint32"` | 32位整数 | 4 |
| `"float32"` | 32位浮点 | 4 |
| `"float64"` | 64位浮点 | 8 |
| `"string"` | 字符串 | 变长 |
## 最佳实践
1. **合理设置 Tick 频率**

View File

@@ -1,8 +1,176 @@
---
title: "状态同步"
description: "插值、预测和快照缓冲区"
description: "组件同步、插值、预测和快照缓冲区"
---
## @NetworkEntity 装饰器
`@NetworkEntity` 装饰器用于标记需要自动广播生成/销毁的组件。当包含此组件的实体被创建或销毁时ECSRoom 会自动广播相应的消息给所有客户端。
### 基本用法
```typescript
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
@ECSComponent('Enemy')
@NetworkEntity('Enemy')
class EnemyComponent extends Component {
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
@sync('uint16') health: number = 100;
}
```
当添加此组件到实体时ECSRoom 会自动广播 spawn 消息:
```typescript
// 服务端
const entity = scene.createEntity('Enemy');
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
// 销毁时自动广播 despawn
entity.destroy(); // 自动广播 despawn
```
### 配置选项
```typescript
@NetworkEntity('Bullet', {
autoSpawn: true, // 自动广播生成(默认 true
autoDespawn: false // 禁用自动广播销毁
})
class BulletComponent extends Component { }
```
| 选项 | 类型 | 默认值 | 描述 |
|------|------|--------|------|
| `autoSpawn` | `boolean` | `true` | 添加组件时自动广播 spawn |
| `autoDespawn` | `boolean` | `true` | 销毁实体时自动广播 despawn |
### 初始化顺序
使用 `@NetworkEntity` 时,应在添加组件**之前**初始化数据:
```typescript
// ✅ 正确:先初始化,再添加
const comp = new PlayerComponent();
comp.playerId = player.id;
comp.x = 100;
comp.y = 200;
entity.addComponent(comp); // spawn 时数据已正确
// ❌ 错误:先添加,再初始化
const comp = entity.addComponent(new PlayerComponent());
comp.playerId = player.id; // spawn 时数据是默认值
```
### 简化 GameRoom
使用 `@NetworkEntity`GameRoom 变得更加简洁:
```typescript
// 无需手动回调
class GameRoom extends ECSRoom {
private setupSystems(): void {
// 敌人生成系统(自动广播 spawn
this.addSystem(new EnemySpawnSystem());
// 敌人 AI 系统
const enemyAI = new EnemyAISystem();
enemyAI.onDeath((enemy) => {
enemy.destroy(); // 自动广播 despawn
});
this.addSystem(enemyAI);
}
}
```
### ECSRoom 配置
可以在 ECSRoom 中禁用自动网络实体功能:
```typescript
class GameRoom extends ECSRoom {
constructor() {
super({
enableAutoNetworkEntity: false // 禁用自动广播
});
}
}
```
## 组件同步系统
基于 `@sync` 装饰器的 ECS 组件状态同步。
### 定义同步组件
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
// 不带 @sync 的字段不会同步
localData: any;
}
```
### 服务端编码
```typescript
import { ComponentSyncSystem } from '@esengine/network';
const syncSystem = new ComponentSyncSystem({}, true);
scene.addSystem(syncSystem);
// 编码所有实体(首次连接)
const fullData = syncSystem.encodeAllEntities(true);
sendToClient(fullData);
// 编码增量(只发送变更)
const deltaData = syncSystem.encodeDelta();
if (deltaData) {
broadcast(deltaData);
}
```
### 客户端解码
```typescript
const syncSystem = new ComponentSyncSystem();
scene.addSystem(syncSystem);
// 注册组件类型
syncSystem.registerComponent(PlayerComponent);
// 监听同步事件
syncSystem.addSyncListener((event) => {
if (event.type === 'entitySpawned') {
console.log('New entity:', event.entityId);
}
});
// 应用状态
syncSystem.applySnapshot(data);
```
### 同步类型
| 类型 | 描述 | 字节数 |
|------|------|--------|
| `"boolean"` | 布尔值 | 1 |
| `"int8"` / `"uint8"` | 8位整数 | 1 |
| `"int16"` / `"uint16"` | 16位整数 | 2 |
| `"int32"` / `"uint32"` | 32位整数 | 4 |
| `"float32"` | 32位浮点 | 4 |
| `"float64"` | 64位浮点 | 8 |
| `"string"` | 字符串 | 变长 |
## 快照缓冲区
用于存储服务器状态快照并进行插值:

View File

@@ -9,6 +9,9 @@ description: "事务存储接口和实现MemoryStorage、RedisStorage、Mongo
```typescript
interface ITransactionStorage {
// 生命周期
close?(): Promise<void>;
// 分布式锁
acquireLock(key: string, ttl: number): Promise<string | null>;
releaseLock(key: string, token: string): Promise<boolean>;
@@ -62,21 +65,29 @@ console.log(storage.transactionCount);
## RedisStorage
Redis 存储,适用于生产环境的分布式系统。
Redis 存储,适用于生产环境的分布式系统。使用工厂模式实现惰性连接。
```typescript
import Redis from 'ioredis';
import { RedisStorage } from '@esengine/transaction';
const redis = new Redis('redis://localhost:6379');
// 工厂模式:惰性连接,首次操作时才创建连接
const storage = new RedisStorage({
client: redis,
factory: () => new Redis('redis://localhost:6379'),
prefix: 'tx:', // 键前缀
transactionTTL: 86400, // 事务日志过期时间(秒)
});
const manager = new TransactionManager({ storage });
// 使用后关闭连接
await storage.close();
// 或使用 await using 自动关闭 (TypeScript 5.2+)
await using storage = new RedisStorage({
factory: () => new Redis('redis://localhost:6379')
});
// 作用域结束时自动关闭
```
### 特点
@@ -114,18 +125,20 @@ tx:data:{key} - 业务数据
## MongoStorage
MongoDB 存储,适用于需要持久化和复杂查询的场景。
MongoDB 存储,适用于需要持久化和复杂查询的场景。使用工厂模式实现惰性连接。
```typescript
import { MongoClient } from 'mongodb';
import { MongoStorage } from '@esengine/transaction';
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
const db = client.db('game');
// 工厂模式:惰性连接,首次操作时才创建连接
const storage = new MongoStorage({
db,
factory: async () => {
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
return client;
},
database: 'game',
transactionCollection: 'transactions', // 事务日志集合
dataCollection: 'transaction_data', // 业务数据集合
lockCollection: 'transaction_locks', // 锁集合
@@ -135,6 +148,12 @@ const storage = new MongoStorage({
await storage.ensureIndexes();
const manager = new TransactionManager({ storage });
// 使用后关闭连接
await storage.close();
// 或使用 await using 自动关闭 (TypeScript 5.2+)
await using storage = new MongoStorage({ ... });
```
### 特点

View File

@@ -0,0 +1,86 @@
# ESEngine Editor
A cross-platform desktop visual editor built with Tauri 2.x + React 18.
## Prerequisites
Before running the editor, ensure you have the following installed:
- **Node.js** >= 18.x
- **pnpm** >= 10.x
- **Rust** >= 1.70 (for Tauri)
- **Platform-specific dependencies**:
- **Windows**: Microsoft Visual Studio C++ Build Tools
- **macOS**: Xcode Command Line Tools (`xcode-select --install`)
- **Linux**: See [Tauri prerequisites](https://tauri.app/v1/guides/getting-started/prerequisites)
## Quick Start
### 1. Clone and Install
```bash
git clone https://github.com/esengine/esengine.git
cd esengine
pnpm install
```
### 2. Build Dependencies
From the project root:
```bash
pnpm build:editor
```
### 3. Run Editor
```bash
cd packages/editor/editor-app
pnpm tauri:dev
```
## Available Scripts
| Script | Description |
|--------|-------------|
| `pnpm tauri:dev` | Run editor in development mode with hot-reload |
| `pnpm tauri:build` | Build production application |
| `pnpm build:sdk` | Build editor-runtime SDK |
## Project Structure
```
editor-app/
├── src/ # React application source
│ ├── components/ # UI components
│ ├── panels/ # Editor panels
│ └── services/ # Core services
├── src-tauri/ # Tauri (Rust) backend
├── public/ # Static assets
└── scripts/ # Build scripts
```
## Troubleshooting
### Build Errors
```bash
pnpm clean
pnpm install
pnpm build:editor
```
### Rust/Tauri Errors
```bash
rustup update
```
## Documentation
- [ESEngine Documentation](https://esengine.cn/)
- [Tauri Documentation](https://tauri.app/)
## License
MIT License

View File

@@ -0,0 +1,86 @@
# ESEngine 编辑器
基于 Tauri 2.x + React 18 构建的跨平台桌面可视化编辑器。
## 环境要求
运行编辑器前,请确保已安装以下环境:
- **Node.js** >= 18.x
- **pnpm** >= 10.x
- **Rust** >= 1.70 (Tauri 需要)
- **平台相关依赖**
- **Windows**: Microsoft Visual Studio C++ Build Tools
- **macOS**: Xcode Command Line Tools (`xcode-select --install`)
- **Linux**: 参考 [Tauri 环境配置](https://tauri.app/v1/guides/getting-started/prerequisites)
## 快速开始
### 1. 克隆并安装
```bash
git clone https://github.com/esengine/esengine.git
cd esengine
pnpm install
```
### 2. 构建依赖
在项目根目录执行:
```bash
pnpm build:editor
```
### 3. 启动编辑器
```bash
cd packages/editor/editor-app
pnpm tauri:dev
```
## 可用脚本
| 脚本 | 说明 |
|------|------|
| `pnpm tauri:dev` | 开发模式运行编辑器(支持热重载)|
| `pnpm tauri:build` | 构建生产版本应用 |
| `pnpm build:sdk` | 构建 editor-runtime SDK |
## 项目结构
```
editor-app/
├── src/ # React 应用源码
│ ├── components/ # UI 组件
│ ├── panels/ # 编辑器面板
│ └── services/ # 核心服务
├── src-tauri/ # Tauri (Rust) 后端
├── public/ # 静态资源
└── scripts/ # 构建脚本
```
## 常见问题
### 构建错误
```bash
pnpm clean
pnpm install
pnpm build:editor
```
### Rust/Tauri 错误
```bash
rustup update
```
## 文档
- [ESEngine 文档](https://esengine.cn/)
- [Tauri 文档](https://tauri.app/)
## 许可证
MIT License

View File

@@ -9,7 +9,7 @@
"build": "npm run build:sdk && tsc && vite build",
"build:watch": "vite build --watch",
"tauri": "tauri",
"copy-modules": "node ../../scripts/copy-engine-modules.mjs",
"copy-modules": "node ../../../scripts/copy-engine-modules.mjs",
"tauri:dev": "npm run build:sdk && npm run copy-modules && tauri dev",
"bundle:runtime": "node scripts/bundle-runtime.mjs",
"tauri:build": "npm run build:sdk && npm run copy-modules && npm run bundle:runtime && tauri build",

File diff suppressed because it is too large Load Diff

View File

@@ -10,16 +10,16 @@ name = "ecs_editor_lib"
crate-type = ["staticlib", "cdylib", "rlib"]
[build-dependencies]
tauri-build = { version = "2.0", features = [] }
tauri-build = { version = "2", features = [] }
[dependencies]
tauri = { version = "2.0", features = ["protocol-asset"] }
tauri-plugin-shell = "2.0"
tauri-plugin-dialog = "2.0"
tauri-plugin-fs = "2.0"
tauri = { version = "2", features = ["protocol-asset"] }
tauri-plugin-shell = "2"
tauri-plugin-dialog = "2"
tauri-plugin-fs = "2"
tauri-plugin-updater = "2"
tauri-plugin-http = "2.0"
tauri-plugin-cli = "2.0"
tauri-plugin-http = "2"
tauri-plugin-cli = "2"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
glob = "0.3"

View File

@@ -30,6 +30,7 @@
"devDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/engine-core": "workspace:*",
"@esengine/asset-system": "workspace:*",
"@esengine/editor-core": "workspace:*",
"@esengine/editor-runtime": "workspace:*",
"@esengine/node-editor": "workspace:*",

View File

@@ -0,0 +1,45 @@
/**
* @zh ESEngine 行为树运行时模块
* @en ESEngine Behavior Tree Runtime Module
*
* @zh 纯运行时模块,不依赖 asset-system。资产加载由编辑器在 install 时注册。
* @en Pure runtime module, no asset-system dependency. Asset loading is registered by editor during install.
*/
import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
import type { IRuntimeModule, SystemContext } from '@esengine/engine-core';
import {
BehaviorTreeRuntimeComponent,
BehaviorTreeExecutionSystem,
BehaviorTreeAssetManager,
GlobalBlackboardService,
BehaviorTreeSystemToken
} from '@esengine/behavior-tree';
export class BehaviorTreeRuntimeModule implements IRuntimeModule {
registerComponents(registry: IComponentRegistry): void {
registry.register(BehaviorTreeRuntimeComponent);
}
registerServices(services: ServiceContainer): void {
if (!services.isRegistered(GlobalBlackboardService)) {
services.registerSingleton(GlobalBlackboardService);
}
if (!services.isRegistered(BehaviorTreeAssetManager)) {
services.registerSingleton(BehaviorTreeAssetManager);
}
}
createSystems(scene: IScene, context: SystemContext): void {
const ecsServices = (context as { ecsServices?: ServiceContainer }).ecsServices;
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(ecsServices);
if (context.isEditor) {
behaviorTreeSystem.enabled = false;
}
scene.addSystem(behaviorTreeSystem);
context.services.register(BehaviorTreeSystemToken, behaviorTreeSystem);
}
}

View File

@@ -30,8 +30,11 @@ import {
LocaleService,
} from '@esengine/editor-runtime';
// Runtime imports from @esengine/behavior-tree package
import { BehaviorTreeRuntimeComponent, BehaviorTreeRuntimeModule } from '@esengine/behavior-tree';
// Runtime imports
import { BehaviorTreeRuntimeComponent, BehaviorTreeAssetType } from '@esengine/behavior-tree';
import { AssetManagerToken } from '@esengine/asset-system';
import { BehaviorTreeRuntimeModule } from './BehaviorTreeRuntimeModule';
import { BehaviorTreeLoader } from './runtime/BehaviorTreeLoader';
// Editor components and services
import { BehaviorTreeService } from './services/BehaviorTreeService';
@@ -71,6 +74,10 @@ export class BehaviorTreeEditorModule implements IEditorModuleLoader {
// 设置插件上下文
PluginContext.setServices(services);
// 注册行为树资产加载器到 AssetManager
// Register behavior tree asset loader to AssetManager
this.registerAssetLoader();
// 注册服务
this.registerServices(services);
@@ -92,6 +99,22 @@ export class BehaviorTreeEditorModule implements IEditorModuleLoader {
logger.info('BehaviorTree editor module installed');
}
/**
* 注册行为树资产加载器
* Register behavior tree asset loader
*/
private registerAssetLoader(): void {
try {
const assetManager = PluginAPI.resolve(AssetManagerToken);
if (assetManager) {
assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
logger.info('BehaviorTree asset loader registered');
}
} catch (error) {
logger.warn('Failed to register asset loader:', error);
}
}
private registerAssetCreationMappings(services: ServiceContainer): void {
try {
const fileActionRegistry = services.resolve<FileActionRegistry>(IFileActionRegistry);
@@ -376,7 +399,7 @@ export const BehaviorTreePlugin: IEditorPlugin = {
editorModule: new BehaviorTreeEditorModule(),
};
export { BehaviorTreeRuntimeModule };
// BehaviorTreeRuntimeModule is internal, not re-exported
// Re-exports for editor functionality
export { PluginContext } from './PluginContext';

View File

@@ -0,0 +1,61 @@
/**
* @zh ESEngine 资产加载器
* @en ESEngine asset loader
* @internal
*/
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
EditorToBehaviorTreeDataConverter,
BehaviorTreeAssetType,
type BehaviorTreeData
} from '@esengine/behavior-tree';
/**
* @zh 行为树资产接口
* @en Behavior tree asset interface
* @internal
*/
export interface IBehaviorTreeAsset {
data: BehaviorTreeData;
path: string;
}
/**
* @zh 行为树加载器
* @en Behavior tree loader implementing IAssetLoader interface
* @internal
*/
export class BehaviorTreeLoader {
readonly supportedType = BehaviorTreeAssetType;
readonly supportedExtensions = ['.btree'];
readonly contentType = 'text' as const;
async parse(content: { text?: string }, context: { metadata: { path: string } }): Promise<IBehaviorTreeAsset> {
if (!content.text) {
throw new Error('Behavior tree content is empty');
}
const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content.text);
const assetPath = context.metadata.path;
treeData.id = assetPath;
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
if (btAssetManager) {
btAssetManager.loadAsset(treeData);
}
return {
data: treeData,
path: assetPath
};
}
dispose(asset: IBehaviorTreeAsset): void {
const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
if (btAssetManager && asset.data) {
btAssetManager.unloadAsset(asset.data.id);
}
}
}

View File

@@ -1,23 +1,15 @@
{
"extends": "../../../../tsconfig.base.json",
"compilerOptions": {
"target": "ES2020",
"module": "ES2020",
"moduleResolution": "bundler",
"lib": ["ES2020", "DOM"],
"outDir": "./dist",
"rootDir": "./src",
"strict": true,
"esModuleInterop": true,
"allowSyntheticDefaultImports": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"composite": false,
"declaration": true,
"declarationMap": true,
"outDir": "./dist",
"rootDir": "./src",
"jsx": "react-jsx",
"resolveJsonModule": true,
"experimentalDecorators": true,
"emitDecoratorMetadata": true
"skipLibCheck": true,
"moduleResolution": "bundler"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"]
"exclude": ["node_modules", "dist", "**/*.test.ts"]
}

View File

@@ -2,6 +2,8 @@ import { defineConfig } from 'tsup';
import { editorOnlyPreset } from '../../../tools/build-config/src/presets/plugin-tsup';
export default defineConfig({
...editorOnlyPreset(),
...editorOnlyPreset({
external: ['@esengine/asset-system']
}),
tsconfig: 'tsconfig.build.json'
});

View File

@@ -0,0 +1,13 @@
{
"extends": "../../../../tsconfig.base.json",
"compilerOptions": {
"composite": false,
"declaration": true,
"declarationMap": true,
"outDir": "./dist",
"rootDir": "./src",
"jsx": "react-jsx"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist", "**/*.test.ts"]
}

View File

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

View File

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

View File

@@ -1,5 +1,72 @@
# @esengine/behavior-tree
## 4.1.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
## 4.1.0
### Minor Changes
- [#400](https://github.com/esengine/esengine/pull/400) [`d2af9ca`](https://github.com/esengine/esengine/commit/d2af9caae9d5620c5f690272ab80dc246e9b7e10) Thanks [@esengine](https://github.com/esengine)! - feat(behavior-tree): add pure BehaviorTreePlugin class for Cocos/Laya integration
- Added `BehaviorTreePlugin` class that only depends on `@esengine/ecs-framework`
- Implements `IPlugin` interface with `install()`, `uninstall()`, and `setupScene()` methods
- Removed `esengine/` subdirectory that incorrectly depended on `@esengine/engine-core`
- Updated package documentation with correct usage examples
Usage:
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
```
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
## 1.0.3
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/behavior-tree",
"version": "1.0.3",
"version": "4.1.1",
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,5 +1,47 @@
# @esengine/blueprint
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
## 1.0.2
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/blueprint",
"version": "1.0.2",
"version": "4.0.1",
"description": "Visual scripting system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",

View File

@@ -1,5 +1,217 @@
# @esengine/ecs-framework
## 2.7.1
### Patch Changes
- [#402](https://github.com/esengine/esengine/pull/402) [`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): 修复 ESM 环境下 require 不存在的问题
- 新增 `RuntimeConfig` 模块,作为运行时环境配置的独立存储
- `Core.runtimeEnvironment``Scene.runtimeEnvironment` 现在都从 `RuntimeConfig` 读取
- 移除 `Scene.ts` 中的 `require()` 调用,解决 Node.js ESM 环境下的兼容性问题
此修复解决了在 Node.js ESM 环境(如游戏服务端)中使用 `scene.isServer` 时报错 `ReferenceError: require is not defined` 的问题。
## 2.7.0
### Minor Changes
- [#398](https://github.com/esengine/esengine/pull/398) [`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028) Thanks [@esengine](https://github.com/esengine)! - feat(ecs): 添加运行时环境区分机制 | add runtime environment detection
新增功能:
- `Core` 新增静态属性 `runtimeEnvironment`,支持 `'server' | 'client' | 'standalone'`
- `Core` 新增 `isServer` / `isClient` 静态只读属性
- `ICoreConfig` 新增 `runtimeEnvironment` 配置项
- `Scene` 新增 `isServer` / `isClient` 只读属性(默认从 Core 继承,可通过 config 覆盖)
- 新增 `@ServerOnly()` / `@ClientOnly()` / `@NotServer()` / `@NotClient()` 方法装饰器
用于网络游戏中区分服务端权威逻辑和客户端逻辑:
```typescript
// 方式1: 全局设置(推荐)
Core.create({ runtimeEnvironment: 'server' });
// 或直接设置静态属性
Core.runtimeEnvironment = 'server';
// 所有场景自动继承
const scene = new Scene();
console.log(scene.isServer); // true
// 方式2: 单个场景覆盖(可选)
const clientScene = new Scene({ runtimeEnvironment: 'client' });
// 在系统中检查环境
class CollectibleSpawnSystem extends EntitySystem {
private checkCollections(): void {
if (!this.scene.isServer) return; // 客户端跳过
// ... 服务端权威逻辑
}
}
```
## 2.6.1
### Patch Changes
- [#396](https://github.com/esengine/esengine/pull/396) [`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e) Thanks [@esengine](https://github.com/esengine)! - fix(ecs): COMPONENT_ADDED 事件添加 entity 字段
修复 `ECSEventType.COMPONENT_ADDED` 事件缺少 `entity` 字段的问题,导致 ECSRoom 的 `@NetworkEntity` 自动广播功能报错。
## 2.6.0
### Minor Changes
- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
### 新功能
**@NetworkEntity 装饰器**
- 标记组件为网络实体,自动广播 spawn/despawn 消息
- 支持 `autoSpawn` 和 `autoDespawn` 配置选项
- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
**ECSRoom 增强**
- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
- 自动监听组件添加和实体销毁事件
- 简化 GameRoom 实现,无需手动回调
### 改进
**Entity 事件**
- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
- 使用 `ECSEventType` 常量替代硬编码字符串
### 使用示例
```typescript
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
@ECSComponent('Enemy')
@NetworkEntity('Enemy')
class EnemyComponent extends Component {
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
}
// 服务端
const entity = scene.createEntity('Enemy');
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
entity.destroy(); // 自动广播 despawn
```
## 2.5.1
### Patch Changes
- [#392](https://github.com/esengine/esengine/pull/392) [`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76) Thanks [@esengine](https://github.com/esengine)! - fix(sync): Decoder 现在使用 GlobalComponentRegistry 查找组件 | Decoder now uses GlobalComponentRegistry for component lookup
**问题 | Problem:**
1. `Decoder.ts` 有自己独立的 `componentRegistry` Map与 `GlobalComponentRegistry` 完全分离。这导致通过 `@ECSComponent` 装饰器注册的组件在网络反序列化时找不到,产生 "Unknown component type" 错误。
2. `@sync` 装饰器使用 `constructor.name` 作为 `typeId`,而不是 `@ECSComponent` 装饰器指定的名称,导致编码和解码使用不同的类型 ID。
3. `Decoder.ts` had its own local `componentRegistry` Map that was completely separate from `GlobalComponentRegistry`. This caused components registered via `@ECSComponent` decorator to not be found during network deserialization, resulting in "Unknown component type" errors.
4. `@sync` decorator used `constructor.name` as `typeId` instead of the name specified by `@ECSComponent` decorator, causing encoding and decoding to use different type IDs.
**修改 | Changes:**
- 从 Decoder.ts 中移除本地 `componentRegistry`
- 更新 `decodeEntity` 和 `decodeSpawn` 使用 `GlobalComponentRegistry.getComponentType()`
- 移除已废弃的 `registerSyncComponent` 和 `autoRegisterSyncComponent` 函数
- 更新 `@sync` 装饰器使用 `getComponentTypeName()` 获取组件类型名称
- 更新 `@ECSComponent` 装饰器同步更新 `SYNC_METADATA.typeId`
- Removed local `componentRegistry` from Decoder.ts
- Updated `decodeEntity` and `decodeSpawn` to use `GlobalComponentRegistry.getComponentType()`
- Removed deprecated `registerSyncComponent` and `autoRegisterSyncComponent` functions
- Updated `@sync` decorator to use `getComponentTypeName()` for component type name
- Updated `@ECSComponent` decorator to sync update `SYNC_METADATA.typeId`
现在使用 `@ECSComponent` 装饰器的组件会自动可用于网络同步解码,无需手动注册。
Now `@ECSComponent` decorated components are automatically available for network sync decoding without any manual registration.
## 2.5.0
### Minor Changes
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
## @esengine/ecs-framework
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync('string') name: string = '';
@sync('uint16') score: number = 0;
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
}
```
### 新增导出
- `sync` - 标记需要同步的字段装饰器
- `SyncType` - 支持的同步类型
- `SyncOperation` - 同步操作类型FULL/DELTA/SPAWN/DESPAWN
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
- `ChangeTracker` - 字段级变更追踪
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
### 内部方法标记
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
- `Scene.update()`
- `SceneManager.update()`
- `WorldManager.updateAll()`
## @esengine/network
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
```typescript
import { ComponentSyncSystem } from '@esengine/network';
// 服务端:编码状态
const data = syncSystem.encodeAllEntities(false);
// 客户端:解码状态
syncSystem.applySnapshot(data);
```
### 修复
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
## @esengine/server
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
```typescript
import { ECSRoom } from '@esengine/server/ecs';
// 服务端启动
Core.create();
setInterval(() => Core.update(1 / 60), 16);
// 定义房间
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new PhysicsSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
entity.addComponent(new PlayerComponent());
}
}
```
### 设计
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
- `Core.update()` 统一更新 Time 和所有 World
- `onTick()` 只处理状态同步逻辑
## 2.4.4
### Patch Changes

View File

@@ -1,16 +1,18 @@
{
"name": "@esengine/ecs-framework",
"version": "2.4.4",
"version": "2.7.1",
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
"main": "dist/index.cjs",
"module": "dist/index.mjs",
"types": "dist/index.d.ts",
"unpkg": "dist/index.umd.js",
"sideEffects": false,
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.mjs",
"require": "./dist/index.cjs"
"require": "./dist/index.cjs",
"source": "./src/index.ts"
}
},
"files": [
@@ -50,23 +52,24 @@
"@babel/plugin-transform-nullish-coalescing-operator": "^7.27.1",
"@babel/plugin-transform-optional-chaining": "^7.27.1",
"@babel/preset-env": "^7.28.3",
"@eslint/js": "^9.37.0",
"@jest/globals": "^29.7.0",
"@rollup/plugin-babel": "^6.0.4",
"@rollup/plugin-commonjs": "^28.0.3",
"@rollup/plugin-node-resolve": "^16.0.1",
"@rollup/plugin-terser": "^0.4.4",
"@jest/globals": "^29.7.0",
"@types/jest": "^29.5.14",
"@types/node": "^20.19.17",
"@eslint/js": "^9.37.0",
"eslint": "^9.37.0",
"typescript-eslint": "^8.46.1",
"jest": "^29.7.0",
"jest-environment-jsdom": "^29.7.0",
"rimraf": "^5.0.0",
"rollup": "^4.42.0",
"rollup-plugin-dts": "^6.2.1",
"rollup-plugin-sourcemaps": "^0.6.3",
"ts-jest": "^29.4.0",
"typescript": "^5.8.3"
"typescript": "^5.8.3",
"typescript-eslint": "^8.46.1"
},
"publishConfig": {
"access": "public",

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -7,14 +7,7 @@ import { getComponentInstanceTypeName, getComponentTypeName } from './Decorators
import { generateGUID } from '../Utils/GUID';
import type { IScene } from './IScene';
import { EntityHandle, NULL_HANDLE } from './Core/EntityHandle';
/**
* @zh 组件活跃状态变化接口
* @en Interface for component active state change
*/
interface IActiveChangeable {
onActiveChanged(): void;
}
import { ECSEventType } from './CoreEvents';
/**
* @zh 比较两个实体的优先级
@@ -482,9 +475,10 @@ export class Entity {
}
if (this.scene.eventSystem) {
this.scene.eventSystem.emitSync('component:added', {
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_ADDED, {
timestamp: Date.now(),
source: 'Entity',
entity: this,
entityId: this.id,
entityName: this.name,
entityTag: this.tag?.toString(),
@@ -639,7 +633,7 @@ export class Entity {
component.entityId = null;
if (this.scene?.eventSystem) {
this.scene.eventSystem.emitSync('component:removed', {
this.scene.eventSystem.emitSync(ECSEventType.COMPONENT_REMOVED, {
timestamp: Date.now(),
source: 'Entity',
entityId: this.id,
@@ -770,19 +764,23 @@ export class Entity {
}
/**
* 活跃状态改变时的回调
* @zh 活跃状态改变时的回调
* @en Callback when active state changes
*
* @zh 通过事件系统发出 ENTITY_ENABLED 或 ENTITY_DISABLED 事件,
* 组件可以通过监听这些事件来响应实体状态变化。
* @en Emits ENTITY_ENABLED or ENTITY_DISABLED event through the event system.
* Components can listen to these events to respond to entity state changes.
*/
private onActiveChanged(): void {
for (const component of this.components) {
if ('onActiveChanged' in component && typeof component.onActiveChanged === 'function') {
(component as IActiveChangeable).onActiveChanged();
}
}
if (this.scene?.eventSystem) {
const eventType = this._active
? ECSEventType.ENTITY_ENABLED
: ECSEventType.ENTITY_DISABLED;
if (this.scene && this.scene.eventSystem) {
this.scene.eventSystem.emitSync('entity:activeChanged', {
this.scene.eventSystem.emitSync(eventType, {
entity: this,
active: this._active
scene: this.scene,
});
}
}
@@ -801,6 +799,15 @@ export class Entity {
this._isDestroyed = true;
// 在清理之前发出销毁事件(组件仍然可访问)
if (this.scene?.eventSystem) {
this.scene.eventSystem.emitSync(ECSEventType.ENTITY_DESTROYED, {
entity: this,
entityId: this.id,
scene: this.scene,
});
}
if (this.scene && this.scene.referenceTracker) {
this.scene.referenceTracker.clearReferencesTo(this.id);
this.scene.referenceTracker.unregisterEntityScene(this.id);

View File

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

View File

@@ -12,7 +12,8 @@ import type { IComponentRegistry } from './Core/ComponentStorage';
import { QuerySystem } from './Core/QuerySystem';
import { TypeSafeEventSystem } from './Core/EventSystem';
import { ReferenceTracker } from './Core/ReferenceTracker';
import { IScene, ISceneConfig } from './IScene';
import { IScene, ISceneConfig, RuntimeEnvironment } from './IScene';
import { RuntimeConfig } from '../RuntimeConfig';
import { getComponentInstanceTypeName, getSystemInstanceTypeName, getSystemMetadata, getSystemInstanceMetadata } from './Decorators';
import { TypedQueryBuilder } from './Core/Query/TypedQuery';
import {
@@ -180,6 +181,45 @@ export class Scene implements IScene {
*/
public isEditorMode: boolean = false;
/**
* @zh 场景级别的运行时环境覆盖
* @en Scene-level runtime environment override
*
* @zh 如果未设置,则从 Core.runtimeEnvironment 读取
* @en If not set, reads from Core.runtimeEnvironment
*/
private _runtimeEnvironmentOverride: RuntimeEnvironment | undefined;
/**
* @zh 获取运行时环境
* @en Get runtime environment
*
* @zh 优先返回场景级别设置,否则返回 Core 全局设置
* @en Returns scene-level setting if set, otherwise returns Core global setting
*/
public get runtimeEnvironment(): RuntimeEnvironment {
if (this._runtimeEnvironmentOverride) {
return this._runtimeEnvironmentOverride;
}
return RuntimeConfig.runtimeEnvironment;
}
/**
* @zh 是否在服务端运行
* @en Whether running on server
*/
public get isServer(): boolean {
return this.runtimeEnvironment === 'server';
}
/**
* @zh 是否在客户端运行
* @en Whether running on client
*/
public get isClient(): boolean {
return this.runtimeEnvironment === 'client';
}
/**
* 延迟的组件生命周期回调队列
*
@@ -398,6 +438,11 @@ export class Scene implements IScene {
this._logger = createLogger('Scene');
this._maxErrorCount = config?.maxSystemErrorCount ?? 10;
// 只有显式指定时才覆盖,否则从 Core 读取
if (config?.runtimeEnvironment) {
this._runtimeEnvironmentOverride = config.runtimeEnvironment;
}
if (config?.name) {
this.name = config.name;
}
@@ -508,7 +553,9 @@ export class Scene implements IScene {
}
/**
* 更新场景
* @zh 更新场景
* @en Update scene
* @internal 由 SceneManager 或 World 调用,用户不应直接调用
*/
public update() {
this.epochManager.increment();

View File

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

View 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;
}
}

View File

@@ -0,0 +1,147 @@
/**
* @zh 网络实体装饰器
* @en Network entity decorator
*
* @zh 提供 @NetworkEntity 装饰器,用于标记需要自动广播生成/销毁的组件
* @en Provides @NetworkEntity decorator to mark components for automatic spawn/despawn broadcasting
*/
/**
* @zh 网络实体元数据的 Symbol 键
* @en Symbol key for network entity metadata
*/
export const NETWORK_ENTITY_METADATA = Symbol('NetworkEntityMetadata');
/**
* @zh 网络实体元数据
* @en Network entity metadata
*/
export interface NetworkEntityMetadata {
/**
* @zh 预制体类型名称(用于客户端重建实体)
* @en Prefab type name (used by client to reconstruct entity)
*/
prefabType: string;
/**
* @zh 是否自动广播生成
* @en Whether to auto-broadcast spawn
* @default true
*/
autoSpawn: boolean;
/**
* @zh 是否自动广播销毁
* @en Whether to auto-broadcast despawn
* @default true
*/
autoDespawn: boolean;
}
/**
* @zh 网络实体装饰器配置选项
* @en Network entity decorator options
*/
export interface NetworkEntityOptions {
/**
* @zh 是否自动广播生成
* @en Whether to auto-broadcast spawn
* @default true
*/
autoSpawn?: boolean;
/**
* @zh 是否自动广播销毁
* @en Whether to auto-broadcast despawn
* @default true
*/
autoDespawn?: boolean;
}
/**
* @zh 网络实体装饰器
* @en Network entity decorator
*
* @zh 标记组件类为网络实体。当包含此组件的实体被创建或销毁时,
* ECSRoom 会自动广播相应的 spawn/despawn 消息给所有客户端。
* @en Marks a component class as a network entity. When an entity containing
* this component is created or destroyed, ECSRoom will automatically broadcast
* the corresponding spawn/despawn messages to all clients.
*
* @param prefabType - @zh 预制体类型名称 @en Prefab type name
* @param options - @zh 可选配置 @en Optional configuration
*
* @example
* ```typescript
* import { Component, ECSComponent, NetworkEntity, sync } from '@esengine/ecs-framework';
*
* @ECSComponent('Enemy')
* @NetworkEntity('Enemy')
* class EnemyComponent extends Component {
* @sync('float32') x: number = 0;
* @sync('float32') y: number = 0;
* @sync('uint16') health: number = 100;
* }
*
* // 当添加此组件到实体时ECSRoom 会自动广播 spawn
* const enemy = scene.createEntity('Enemy');
* enemy.addComponent(new EnemyComponent()); // 自动广播给所有客户端
*
* // 当实体销毁时,自动广播 despawn
* enemy.destroy(); // 自动广播给所有客户端
* ```
*
* @example
* ```typescript
* // 只自动广播生成,销毁由手动控制
* @ECSComponent('Bullet')
* @NetworkEntity('Bullet', { autoDespawn: false })
* class BulletComponent extends Component {
* @sync('float32') x: number = 0;
* @sync('float32') y: number = 0;
* }
* ```
*/
export function NetworkEntity(prefabType: string, options?: NetworkEntityOptions) {
return function <T extends new (...args: any[]) => any>(target: T): T {
const metadata: NetworkEntityMetadata = {
prefabType,
autoSpawn: options?.autoSpawn ?? true,
autoDespawn: options?.autoDespawn ?? true,
};
(target as any)[NETWORK_ENTITY_METADATA] = metadata;
return target;
};
}
/**
* @zh 获取组件类的网络实体元数据
* @en Get network entity metadata for a component class
*
* @param componentClass - @zh 组件类或组件实例 @en Component class or instance
* @returns @zh 网络实体元数据,如果不存在则返回 null @en Network entity metadata, or null if not exists
*/
export function getNetworkEntityMetadata(componentClass: any): NetworkEntityMetadata | null {
if (!componentClass) {
return null;
}
const constructor = typeof componentClass === 'function'
? componentClass
: componentClass.constructor;
return constructor[NETWORK_ENTITY_METADATA] || null;
}
/**
* @zh 检查组件是否标记为网络实体
* @en Check if a component is marked as a network entity
*
* @param component - @zh 组件类或组件实例 @en Component class or instance
* @returns @zh 如果是网络实体返回 true @en Returns true if is a network entity
*/
export function isNetworkEntity(component: any): boolean {
return getNetworkEntityMetadata(component) !== null;
}

View File

@@ -0,0 +1,219 @@
/**
* @zh 网络同步装饰器
* @en Network synchronization decorators
*
* @zh 提供 @sync 装饰器,用于标记需要网络同步的 Component 字段
* @en Provides @sync decorator to mark Component fields for network synchronization
*/
import type { SyncType, SyncFieldMetadata, SyncMetadata } from './types';
import { SYNC_METADATA, CHANGE_TRACKER } from './types';
import { ChangeTracker } from './ChangeTracker';
import { getComponentTypeName } from '../Core/ComponentStorage/ComponentTypeUtils';
/**
* @zh 获取或创建组件的同步元数据
* @en Get or create sync metadata for a component class
*
* @param target - @zh 组件类的原型 @en Component class prototype
* @returns @zh 同步元数据 @en Sync metadata
*/
function getOrCreateSyncMetadata(target: any): SyncMetadata {
const constructor = target.constructor;
// Check if has own metadata (not inherited)
const hasOwnMetadata = Object.prototype.hasOwnProperty.call(constructor, SYNC_METADATA);
if (hasOwnMetadata) {
return constructor[SYNC_METADATA];
}
// Check for inherited metadata
const inheritedMetadata: SyncMetadata | undefined = constructor[SYNC_METADATA];
// Create new metadata (copy from inherited if exists)
// Use getComponentTypeName to get @ECSComponent decorator name, or fall back to constructor.name
const metadata: SyncMetadata = {
typeId: getComponentTypeName(constructor),
fields: inheritedMetadata ? [...inheritedMetadata.fields] : [],
fieldIndexMap: inheritedMetadata ? new Map(inheritedMetadata.fieldIndexMap) : new Map()
};
constructor[SYNC_METADATA] = metadata;
return metadata;
}
/**
* @zh 同步字段装饰器
* @en Sync field decorator
*
* @zh 标记 Component 字段为可网络同步。被标记的字段会自动追踪变更,
* 并在值修改时触发变更追踪器。
* @en Marks a Component field for network synchronization. Marked fields
* automatically track changes and trigger the change tracker on modification.
*
* @param type - @zh 字段的同步类型 @en Sync type of the field
*
* @example
* ```typescript
* import { Component, ECSComponent } from '@esengine/ecs-framework';
* import { sync } from '@esengine/ecs-framework';
*
* @ECSComponent('Player')
* class PlayerComponent extends Component {
* @sync("string") name: string = "";
* @sync("uint16") score: number = 0;
* @sync("float32") x: number = 0;
* @sync("float32") y: number = 0;
*
* // 不带 @sync 的字段不会同步
* // Fields without @sync will not be synchronized
* localData: any;
* }
* ```
*/
export function sync(type: SyncType) {
return function (target: any, propertyKey: string) {
const metadata = getOrCreateSyncMetadata(target);
// Assign field index (auto-increment based on field count)
const fieldIndex = metadata.fields.length;
// Create field metadata
const fieldMeta: SyncFieldMetadata = {
index: fieldIndex,
name: propertyKey,
type: type
};
// Register field
metadata.fields.push(fieldMeta);
metadata.fieldIndexMap.set(propertyKey, fieldIndex);
// Store original property key for getter/setter
const privateKey = `_sync_${propertyKey}`;
// Define getter/setter to intercept value changes
Object.defineProperty(target, propertyKey, {
get() {
return this[privateKey];
},
set(value: any) {
const oldValue = this[privateKey];
if (oldValue !== value) {
this[privateKey] = value;
// Trigger change tracker if exists
const tracker = this[CHANGE_TRACKER] as ChangeTracker | undefined;
if (tracker) {
tracker.setDirty(fieldIndex);
}
}
},
enumerable: true,
configurable: true
});
};
}
/**
* @zh 获取组件类的同步元数据
* @en Get sync metadata for a component class
*
* @param componentClass - @zh 组件类或组件实例 @en Component class or instance
* @returns @zh 同步元数据,如果不存在则返回 null @en Sync metadata, or null if not exists
*/
export function getSyncMetadata(componentClass: any): SyncMetadata | null {
if (!componentClass) {
return null;
}
const constructor = typeof componentClass === 'function'
? componentClass
: componentClass.constructor;
return constructor[SYNC_METADATA] || null;
}
/**
* @zh 检查组件是否有同步字段
* @en Check if a component has sync fields
*
* @param component - @zh 组件类或组件实例 @en Component class or instance
* @returns @zh 如果有同步字段返回 true @en Returns true if has sync fields
*/
export function hasSyncFields(component: any): boolean {
const metadata = getSyncMetadata(component);
return metadata !== null && metadata.fields.length > 0;
}
/**
* @zh 获取组件实例的变更追踪器
* @en Get change tracker of a component instance
*
* @param component - @zh 组件实例 @en Component instance
* @returns @zh 变更追踪器,如果不存在则返回 null @en Change tracker, or null if not exists
*/
export function getChangeTracker(component: any): ChangeTracker | null {
if (!component) {
return null;
}
return component[CHANGE_TRACKER] || null;
}
/**
* @zh 为组件实例初始化变更追踪器
* @en Initialize change tracker for a component instance
*
* @zh 这个函数应该在组件首次添加到实体时调用。
* 它会创建变更追踪器并标记所有字段为脏(用于首次同步)。
* @en This function should be called when a component is first added to an entity.
* It creates the change tracker and marks all fields as dirty (for initial sync).
*
* @param component - @zh 组件实例 @en Component instance
* @returns @zh 变更追踪器 @en Change tracker
*/
export function initChangeTracker(component: any): ChangeTracker {
const metadata = getSyncMetadata(component);
if (!metadata) {
throw new Error('Component does not have sync metadata. Use @sync decorator on fields.');
}
let tracker = component[CHANGE_TRACKER] as ChangeTracker | undefined;
if (!tracker) {
tracker = new ChangeTracker();
component[CHANGE_TRACKER] = tracker;
}
// Mark all fields as dirty for initial sync
tracker.markAllDirty(metadata.fields.length);
return tracker;
}
/**
* @zh 清除组件实例的变更标记
* @en Clear change marks for a component instance
*
* @zh 通常在同步完成后调用,清除所有脏标记
* @en Usually called after sync is complete, clears all dirty marks
*
* @param component - @zh 组件实例 @en Component instance
*/
export function clearChanges(component: any): void {
const tracker = getChangeTracker(component);
if (tracker) {
tracker.clear();
}
}
/**
* @zh 检查组件是否有变更
* @en Check if a component has changes
*
* @param component - @zh 组件实例 @en Component instance
* @returns @zh 如果有变更返回 true @en Returns true if has changes
*/
export function hasChanges(component: any): boolean {
const tracker = getChangeTracker(component);
return tracker ? tracker.hasChanges() : false;
}

View 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;
}
}

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

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

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

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@@ -0,0 +1,50 @@
/**
* @zh 二进制编解码模块
* @en Binary encoding/decoding module
*
* @zh 提供 ECS Component 状态的二进制序列化和反序列化功能
* @en Provides binary serialization and deserialization for ECS Component state
*/
// Variable-length integer encoding
export {
varintSize,
encodeVarint,
decodeVarint,
zigzagEncode,
zigzagDecode,
encodeSignedVarint,
decodeSignedVarint
} from './varint';
// Binary writer/reader
export { BinaryWriter } from './BinaryWriter';
export { BinaryReader } from './BinaryReader';
// Encoder
export {
encodeComponentFull,
encodeComponentDelta,
encodeEntity,
encodeSnapshot,
encodeSpawn,
encodeDespawn,
encodeDespawnBatch
} from './Encoder';
// Decoder
export {
decodeComponent,
decodeEntity,
decodeSnapshot,
decodeSpawn,
decodeDespawn,
processDespawn
} from './Decoder';
export type {
DecodeEntityResult,
DecodeSnapshotResult,
DecodeSpawnResult,
DecodeDespawnResult
} from './Decoder';

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@@ -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];
}

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@@ -0,0 +1,65 @@
/**
* @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';
// Network Entity Decorator
export {
NetworkEntity,
getNetworkEntityMetadata,
isNetworkEntity,
NETWORK_ENTITY_METADATA,
type NetworkEntityMetadata,
type NetworkEntityOptions
} from './NetworkEntityDecorator';
// Encoding
export * from './encoding';

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

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

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

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

View File

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

View File

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

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

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

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

View File

@@ -1,5 +1,53 @@
# @esengine/fsm
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
- @esengine/blueprint@2.0.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
- @esengine/blueprint@2.0.0
## 1.0.3
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/fsm",
"version": "1.0.3",
"version": "4.0.1",
"description": "Finite State Machine for ECS Framework / ECS 框架的有限状态机",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,136 @@
# @esengine/network
## 5.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 5.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 4.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 4.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
- @esengine/blueprint@2.0.1
## 3.0.0
### Minor Changes
- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
## @esengine/ecs-framework
新增 `@sync` 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:
```typescript
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync('string') name: string = '';
@sync('uint16') score: number = 0;
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
}
```
### 新增导出
- `sync` - 标记需要同步的字段装饰器
- `SyncType` - 支持的同步类型
- `SyncOperation` - 同步操作类型FULL/DELTA/SPAWN/DESPAWN
- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
- `encodeDespawn` / `processDespawn` - 实体销毁编解码
- `ChangeTracker` - 字段级变更追踪
- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
### 内部方法标记
将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
- `Scene.update()`
- `SceneManager.update()`
- `WorldManager.updateAll()`
## @esengine/network
新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
```typescript
import { ComponentSyncSystem } from '@esengine/network';
// 服务端:编码状态
const data = syncSystem.encodeAllEntities(false);
// 客户端:解码状态
syncSystem.applySnapshot(data);
```
### 修复
- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
## @esengine/server
新增 `ECSRoom`,带有 ECS World 支持的房间基类:
```typescript
import { ECSRoom } from '@esengine/server/ecs';
// 服务端启动
Core.create();
setInterval(() => Core.update(1 / 60), 16);
// 定义房间
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new PhysicsSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
entity.addComponent(new PlayerComponent());
}
}
```
### 设计
- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
- `Core.update()` 统一更新 Time 和所有 World
- `onTick()` 只处理状态同步逻辑
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
- @esengine/blueprint@2.0.0
## 2.2.0
### Minor Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/network",
"version": "2.2.0",
"version": "5.0.1",
"description": "Network synchronization for multiplayer games",
"esengine": {
"plugin": true,
@@ -30,6 +30,15 @@
"dependencies": {
"@esengine/rpc": "workspace:*"
},
"peerDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/blueprint": "workspace:*"
},
"peerDependenciesMeta": {
"@esengine/blueprint": {
"optional": true
}
},
"devDependencies": {
"@esengine/blueprint": "workspace:*",
"@esengine/ecs-framework": "workspace:*",

View File

@@ -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'
// ============================================================================

View File

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

View File

@@ -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';

View File

@@ -1,5 +1,53 @@
# @esengine/pathfinding
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
- @esengine/blueprint@2.0.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
- @esengine/blueprint@2.0.0
## 1.0.4
### Patch Changes

View File

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

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

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

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

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

View File

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

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/pathfinding",
"version": "1.1.0",
"version": "4.0.1",
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
"type": "module",
"main": "./dist/index.js",
@@ -20,6 +20,8 @@
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"test": "vitest run",
"test:watch": "vitest",
"clean": "rimraf dist"
},
"devDependencies": {
@@ -27,7 +29,8 @@
"@esengine/ecs-framework-math": "workspace:*",
"@esengine/blueprint": "workspace:*",
"tsup": "^8.0.0",
"typescript": "^5.8.0"
"typescript": "^5.8.0",
"vitest": "^2.1.9"
},
"peerDependencies": {
"@esengine/ecs-framework": "workspace:*",

View File

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

View File

@@ -1,5 +1,53 @@
# @esengine/procgen
## 4.0.1
### Patch Changes
- Updated dependencies [[`3e5b778`](https://github.com/esengine/esengine/commit/3e5b7783beec08e247f7525184935401923ecde8)]:
- @esengine/ecs-framework@2.7.1
- @esengine/blueprint@4.0.1
## 4.0.0
### Patch Changes
- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
- @esengine/ecs-framework@2.7.0
- @esengine/blueprint@4.0.0
## 3.0.1
### Patch Changes
- Updated dependencies [[`04b08f3`](https://github.com/esengine/esengine/commit/04b08f3f073d69beb8f4be399c774bea0acb612e)]:
- @esengine/ecs-framework@2.6.1
- @esengine/blueprint@3.0.1
## 3.0.0
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
- @esengine/blueprint@3.0.0
## 2.0.1
### Patch Changes
- Updated dependencies [[`a08a84b`](https://github.com/esengine/esengine/commit/a08a84b7db28e1140cbc637d442552747ad81c76)]:
- @esengine/ecs-framework@2.5.1
- @esengine/blueprint@2.0.1
## 2.0.0
### Patch Changes
- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
- @esengine/ecs-framework@2.5.0
- @esengine/blueprint@2.0.0
## 1.0.3
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/procgen",
"version": "1.0.3",
"version": "4.0.1",
"description": "Procedural generation tools for ECS Framework / ECS 框架的程序化生成工具",
"type": "module",
"main": "./dist/index.js",

View File

@@ -1,5 +1,177 @@
# @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
- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
### 新功能
**@NetworkEntity 装饰器**
- 标记组件为网络实体,自动广播 spawn/despawn 消息
- 支持 `autoSpawn``autoDespawn` 配置选项
- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
**ECSRoom 增强**
- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
- 自动监听组件添加和实体销毁事件
- 简化 GameRoom 实现,无需手动回调
### 改进
**Entity 事件**
- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
- 使用 `ECSEventType` 常量替代硬编码字符串
### 使用示例
```typescript
import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
@ECSComponent('Enemy')
@NetworkEntity('Enemy')
class EnemyComponent extends Component {
@sync('float32') x: number = 0;
@sync('float32') y: number = 0;
}
// 服务端
const entity = scene.createEntity('Enemy');
entity.addComponent(new EnemyComponent()); // 自动广播 spawn
entity.destroy(); // 自动广播 despawn
```
### Patch Changes
- Updated dependencies []:
- @esengine/ecs-framework@2.6.0
## 2.0.0
### Minor Changes
- [#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
- [#388](https://github.com/esengine/esengine/pull/388) [`afdeb00`](https://github.com/esengine/esengine/commit/afdeb00b4df9427e7f03b91558bf95804a837b70) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔速率限制系统 | add pluggable rate limiting system
- 新增令牌桶策略 (`TokenBucketStrategy`) - 推荐用于一般场景
- 新增滑动窗口策略 (`SlidingWindowStrategy`) - 精确跟踪
- 新增固定窗口策略 (`FixedWindowStrategy`) - 简单高效
- 新增房间速率限制 mixin (`withRateLimit`)
- 新增速率限制装饰器 (`@rateLimit`, `@noRateLimit`)
- 新增按消息类型限流装饰器 (`@rateLimitMessage`, `@noRateLimitMessage`)
- 支持与认证系统组合使用
- 导出路径: `@esengine/server/ratelimit`
## 1.2.0
### Minor Changes
- [#386](https://github.com/esengine/esengine/pull/386) [`61a13ba`](https://github.com/esengine/esengine/commit/61a13baca2e1e8fba14e23d439521ec0e6b7ca6e) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔认证系统 | add pluggable authentication system
- 新增 JWT 认证提供者 (`createJwtAuthProvider`)
- 新增 Session 认证提供者 (`createSessionAuthProvider`)
- 新增服务器认证 mixin (`withAuth`)
- 新增房间认证 mixin (`withRoomAuth`)
- 新增认证装饰器 (`@requireAuth`, `@requireRole`)
- 新增测试工具 (`MockAuthProvider`)
- 导出路径: `@esengine/server/auth`, `@esengine/server/auth/testing`
## 1.1.4
### Patch Changes

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/server",
"version": "1.1.4",
"version": "4.0.0",
"description": "Game server framework for ESEngine with file-based routing",
"type": "module",
"main": "./dist/index.js",
@@ -10,6 +10,26 @@
".": {
"import": "./dist/index.js",
"types": "./dist/index.d.ts"
},
"./auth": {
"import": "./dist/auth/index.js",
"types": "./dist/auth/index.d.ts"
},
"./auth/testing": {
"import": "./dist/auth/testing/index.js",
"types": "./dist/auth/testing/index.d.ts"
},
"./ratelimit": {
"import": "./dist/ratelimit/index.js",
"types": "./dist/ratelimit/index.d.ts"
},
"./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": [
@@ -21,20 +41,36 @@
"build:watch": "tsup --watch",
"dev": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
"clean": "rimraf dist",
"test": "vitest run",
"test:watch": "vitest"
},
"dependencies": {
"@esengine/rpc": "workspace:*"
},
"peerDependencies": {
"ws": ">=8.0.0"
"ws": ">=8.0.0",
"jsonwebtoken": ">=9.0.0",
"@esengine/ecs-framework": ">=2.7.1"
},
"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",
"jsonwebtoken": "^9.0.0",
"rimraf": "^5.0.0",
"tsup": "^8.0.0",
"typescript": "^5.7.0",
"vitest": "^2.0.0",
"ws": "^8.18.0"
},
"publishConfig": {

View File

@@ -0,0 +1,214 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { MockAuthProvider, createMockAuthProvider, type MockUser } from '../testing/MockAuthProvider';
describe('MockAuthProvider', () => {
const testUsers: MockUser[] = [
{ id: '1', name: 'Alice', roles: ['player'] },
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
{ id: '3', name: 'Charlie', roles: ['guest'] }
];
let provider: MockAuthProvider;
beforeEach(() => {
provider = createMockAuthProvider({
users: testUsers
});
});
describe('basic properties', () => {
it('should have name "mock"', () => {
expect(provider.name).toBe('mock');
});
});
describe('verify', () => {
it('should verify existing user by id (token)', async () => {
const result = await provider.verify('1');
expect(result.success).toBe(true);
expect(result.user?.id).toBe('1');
expect(result.user?.name).toBe('Alice');
});
it('should return user roles', async () => {
const result = await provider.verify('2');
expect(result.success).toBe(true);
expect(result.user?.roles).toEqual(['admin', 'player']);
});
it('should fail for unknown user', async () => {
const result = await provider.verify('unknown');
expect(result.success).toBe(false);
expect(result.errorCode).toBe('USER_NOT_FOUND');
});
it('should fail for empty token', async () => {
const result = await provider.verify('');
expect(result.success).toBe(false);
expect(result.errorCode).toBe('INVALID_TOKEN');
});
it('should return expiresAt', async () => {
const result = await provider.verify('1');
expect(result.expiresAt).toBeTypeOf('number');
expect(result.expiresAt).toBeGreaterThan(Date.now());
});
});
describe('with defaultUser', () => {
it('should return default user for empty token', async () => {
const providerWithDefault = createMockAuthProvider({
defaultUser: { id: 'default', name: 'Guest' }
});
const result = await providerWithDefault.verify('');
expect(result.success).toBe(true);
expect(result.user?.id).toBe('default');
});
});
describe('with autoCreate', () => {
it('should auto create user for unknown token', async () => {
const autoProvider = createMockAuthProvider({
autoCreate: true
});
const result = await autoProvider.verify('new-user-123');
expect(result.success).toBe(true);
expect(result.user?.id).toBe('new-user-123');
expect(result.user?.name).toBe('User_new-user-123');
expect(result.user?.roles).toEqual(['guest']);
});
it('should persist auto-created users', async () => {
const autoProvider = createMockAuthProvider({
autoCreate: true
});
await autoProvider.verify('auto-1');
const user = autoProvider.getUser('auto-1');
expect(user).toBeDefined();
expect(user?.id).toBe('auto-1');
});
});
describe('with validateToken', () => {
it('should validate token format', async () => {
const validatingProvider = createMockAuthProvider({
users: testUsers,
validateToken: (token) => token.length >= 1 && !token.includes('invalid')
});
const validResult = await validatingProvider.verify('1');
expect(validResult.success).toBe(true);
const invalidResult = await validatingProvider.verify('invalid-token');
expect(invalidResult.success).toBe(false);
expect(invalidResult.errorCode).toBe('INVALID_TOKEN');
});
});
describe('with delay', () => {
it('should add artificial delay', async () => {
const delayProvider = createMockAuthProvider({
users: testUsers,
delay: 50
});
const start = Date.now();
await delayProvider.verify('1');
const elapsed = Date.now() - start;
expect(elapsed).toBeGreaterThanOrEqual(45);
});
});
describe('refresh', () => {
it('should refresh token (returns same result as verify)', async () => {
const result = await provider.refresh('1');
expect(result.success).toBe(true);
expect(result.user?.id).toBe('1');
});
});
describe('revoke', () => {
it('should revoke token', async () => {
const result1 = await provider.verify('1');
expect(result1.success).toBe(true);
const revoked = await provider.revoke('1');
expect(revoked).toBe(true);
const result2 = await provider.verify('1');
expect(result2.success).toBe(false);
expect(result2.errorCode).toBe('INVALID_TOKEN');
});
});
describe('user management', () => {
it('should add user', () => {
provider.addUser({ id: '4', name: 'Dave', roles: ['tester'] });
const user = provider.getUser('4');
expect(user?.name).toBe('Dave');
});
it('should remove user', () => {
const removed = provider.removeUser('1');
expect(removed).toBe(true);
const user = provider.getUser('1');
expect(user).toBeUndefined();
});
it('should return false when removing non-existent user', () => {
const removed = provider.removeUser('non-existent');
expect(removed).toBe(false);
});
it('should get all users', () => {
const users = provider.getUsers();
expect(users).toHaveLength(3);
expect(users.map(u => u.id)).toContain('1');
expect(users.map(u => u.id)).toContain('2');
expect(users.map(u => u.id)).toContain('3');
});
});
describe('clear', () => {
it('should reset to initial state', async () => {
provider.addUser({ id: '4', name: 'Dave' });
await provider.revoke('1');
provider.clear();
const users = provider.getUsers();
expect(users).toHaveLength(3);
const result = await provider.verify('1');
expect(result.success).toBe(true);
});
});
describe('generateToken', () => {
it('should return user id as token', () => {
const token = provider.generateToken('user-123');
expect(token).toBe('user-123');
});
});
});
describe('createMockAuthProvider', () => {
it('should create provider with empty config', () => {
const provider = createMockAuthProvider();
expect(provider.name).toBe('mock');
});
it('should create provider with custom users', () => {
const provider = createMockAuthProvider({
users: [{ id: 'test', name: 'Test User' }]
});
const user = provider.getUser('test');
expect(user?.name).toBe('Test User');
});
});

View File

@@ -0,0 +1,242 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { AuthContext, createGuestContext, createAuthContext, defaultUserExtractor } from '../context';
import type { AuthResult } from '../types';
describe('AuthContext', () => {
let context: AuthContext<{ id: string; name: string; roles: string[] }>;
beforeEach(() => {
context = new AuthContext();
});
describe('initial state', () => {
it('should not be authenticated initially', () => {
expect(context.isAuthenticated).toBe(false);
});
it('should have null user initially', () => {
expect(context.user).toBeNull();
});
it('should have null userId initially', () => {
expect(context.userId).toBeNull();
});
it('should have empty roles initially', () => {
expect(context.roles).toEqual([]);
});
it('should have null authenticatedAt initially', () => {
expect(context.authenticatedAt).toBeNull();
});
it('should have null expiresAt initially', () => {
expect(context.expiresAt).toBeNull();
});
});
describe('setAuthenticated', () => {
it('should set authenticated state on success', () => {
const result: AuthResult<{ id: string; name: string; roles: string[] }> = {
success: true,
user: { id: '123', name: 'Alice', roles: ['player'] }
};
context.setAuthenticated(result);
expect(context.isAuthenticated).toBe(true);
expect(context.user).toEqual({ id: '123', name: 'Alice', roles: ['player'] });
expect(context.userId).toBe('123');
expect(context.roles).toEqual(['player']);
expect(context.authenticatedAt).toBeTypeOf('number');
});
it('should set expiresAt when provided', () => {
const expiresAt = Date.now() + 3600000;
const result: AuthResult<{ id: string; name: string; roles: string[] }> = {
success: true,
user: { id: '123', name: 'Alice', roles: [] },
expiresAt
};
context.setAuthenticated(result);
expect(context.expiresAt).toBe(expiresAt);
});
it('should clear state on failed result', () => {
context.setAuthenticated({
success: true,
user: { id: '123', name: 'Alice', roles: ['player'] }
});
context.setAuthenticated({
success: false,
error: 'Token expired'
});
expect(context.isAuthenticated).toBe(false);
expect(context.user).toBeNull();
});
it('should clear state when success but no user', () => {
context.setAuthenticated({
success: true
});
expect(context.isAuthenticated).toBe(false);
});
});
describe('isAuthenticated with expiry', () => {
it('should return false when token is expired', () => {
context.setAuthenticated({
success: true,
user: { id: '123', name: 'Alice', roles: [] },
expiresAt: Date.now() - 1000
});
expect(context.isAuthenticated).toBe(false);
});
it('should return true when token is not expired', () => {
context.setAuthenticated({
success: true,
user: { id: '123', name: 'Alice', roles: [] },
expiresAt: Date.now() + 3600000
});
expect(context.isAuthenticated).toBe(true);
});
});
describe('role checking', () => {
beforeEach(() => {
context.setAuthenticated({
success: true,
user: { id: '123', name: 'Alice', roles: ['player', 'premium'] }
});
});
it('hasRole should return true for existing role', () => {
expect(context.hasRole('player')).toBe(true);
expect(context.hasRole('premium')).toBe(true);
});
it('hasRole should return false for non-existing role', () => {
expect(context.hasRole('admin')).toBe(false);
});
it('hasAnyRole should return true if any role matches', () => {
expect(context.hasAnyRole(['admin', 'player'])).toBe(true);
expect(context.hasAnyRole(['guest', 'premium'])).toBe(true);
});
it('hasAnyRole should return false if no role matches', () => {
expect(context.hasAnyRole(['admin', 'moderator'])).toBe(false);
});
it('hasAllRoles should return true if all roles match', () => {
expect(context.hasAllRoles(['player', 'premium'])).toBe(true);
});
it('hasAllRoles should return false if any role is missing', () => {
expect(context.hasAllRoles(['player', 'admin'])).toBe(false);
});
});
describe('clear', () => {
it('should reset all state', () => {
context.setAuthenticated({
success: true,
user: { id: '123', name: 'Alice', roles: ['player'] },
expiresAt: Date.now() + 3600000
});
context.clear();
expect(context.isAuthenticated).toBe(false);
expect(context.user).toBeNull();
expect(context.userId).toBeNull();
expect(context.roles).toEqual([]);
expect(context.authenticatedAt).toBeNull();
expect(context.expiresAt).toBeNull();
});
});
});
describe('defaultUserExtractor', () => {
describe('getId', () => {
it('should extract id from user object', () => {
expect(defaultUserExtractor.getId({ id: '123' })).toBe('123');
});
it('should extract numeric id as string', () => {
expect(defaultUserExtractor.getId({ id: 456 })).toBe('456');
});
it('should extract userId', () => {
expect(defaultUserExtractor.getId({ userId: 'abc' })).toBe('abc');
});
it('should extract sub (JWT standard)', () => {
expect(defaultUserExtractor.getId({ sub: 'jwt-sub' })).toBe('jwt-sub');
});
it('should return empty string for invalid user', () => {
expect(defaultUserExtractor.getId(null)).toBe('');
expect(defaultUserExtractor.getId(undefined)).toBe('');
expect(defaultUserExtractor.getId({})).toBe('');
});
});
describe('getRoles', () => {
it('should extract roles array', () => {
expect(defaultUserExtractor.getRoles({ roles: ['a', 'b'] })).toEqual(['a', 'b']);
});
it('should extract single role', () => {
expect(defaultUserExtractor.getRoles({ role: 'admin' })).toEqual(['admin']);
});
it('should filter non-string roles', () => {
expect(defaultUserExtractor.getRoles({ roles: ['a', 123, 'b'] })).toEqual(['a', 'b']);
});
it('should return empty array for invalid user', () => {
expect(defaultUserExtractor.getRoles(null)).toEqual([]);
expect(defaultUserExtractor.getRoles({})).toEqual([]);
});
});
});
describe('createGuestContext', () => {
it('should create unauthenticated context', () => {
const guest = createGuestContext();
expect(guest.isAuthenticated).toBe(false);
expect(guest.user).toBeNull();
});
});
describe('createAuthContext', () => {
it('should create authenticated context from result', () => {
const result: AuthResult<{ id: string }> = {
success: true,
user: { id: '123' }
};
const ctx = createAuthContext(result);
expect(ctx.isAuthenticated).toBe(true);
expect(ctx.userId).toBe('123');
});
it('should create unauthenticated context from failed result', () => {
const result: AuthResult<{ id: string }> = {
success: false,
error: 'Failed'
};
const ctx = createAuthContext(result);
expect(ctx.isAuthenticated).toBe(false);
});
});

View File

@@ -0,0 +1,165 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { requireAuth, AUTH_METADATA_KEY, getAuthMetadata, type AuthMetadata } from '../decorators/requireAuth';
import { requireRole } from '../decorators/requireRole';
describe('requireAuth decorator', () => {
class TestClass {
@requireAuth()
basicMethod() {
return 'basic';
}
@requireAuth({ allowGuest: true })
guestAllowedMethod() {
return 'guest';
}
@requireAuth({ errorMessage: 'Custom error' })
customErrorMethod() {
return 'custom';
}
undecorated() {
return 'undecorated';
}
}
let instance: TestClass;
beforeEach(() => {
instance = new TestClass();
});
describe('metadata storage', () => {
it('should store auth metadata on target', () => {
const metadata = getAuthMetadata(TestClass.prototype, 'basicMethod');
expect(metadata).toBeDefined();
expect(metadata?.requireAuth).toBe(true);
});
it('should store options in metadata', () => {
const metadata = getAuthMetadata(TestClass.prototype, 'guestAllowedMethod');
expect(metadata?.options?.allowGuest).toBe(true);
});
it('should store custom error message', () => {
const metadata = getAuthMetadata(TestClass.prototype, 'customErrorMethod');
expect(metadata?.options?.errorMessage).toBe('Custom error');
});
it('should return undefined for undecorated methods', () => {
const metadata = getAuthMetadata(TestClass.prototype, 'undecorated');
expect(metadata).toBeUndefined();
});
it('should return undefined for non-existent methods', () => {
const metadata = getAuthMetadata(TestClass.prototype, 'nonExistent');
expect(metadata).toBeUndefined();
});
});
describe('method behavior', () => {
it('should not alter method behavior', () => {
expect(instance.basicMethod()).toBe('basic');
expect(instance.guestAllowedMethod()).toBe('guest');
expect(instance.customErrorMethod()).toBe('custom');
});
});
describe('metadata key', () => {
it('should use symbol for metadata storage', () => {
expect(typeof AUTH_METADATA_KEY).toBe('symbol');
});
it('should store metadata in a Map', () => {
const metadataMap = (TestClass.prototype as any)[AUTH_METADATA_KEY];
expect(metadataMap).toBeInstanceOf(Map);
});
});
});
describe('requireRole decorator', () => {
class RoleTestClass {
@requireRole('admin')
adminOnly() {
return 'admin';
}
@requireRole(['moderator', 'admin'])
modOrAdmin() {
return 'mod';
}
@requireRole(['verified', 'premium'], { mode: 'all' })
verifiedPremium() {
return 'vip';
}
@requireRole('player', { mode: 'any' })
playerExplicit() {
return 'player';
}
}
describe('single role', () => {
it('should store single role as array', () => {
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
expect(metadata?.roles).toEqual(['admin']);
});
it('should set requireAuth to true', () => {
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
expect(metadata?.requireAuth).toBe(true);
});
it('should default to any mode', () => {
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
expect(metadata?.roleMode).toBe('any');
});
});
describe('multiple roles', () => {
it('should store multiple roles', () => {
const metadata = getAuthMetadata(RoleTestClass.prototype, 'modOrAdmin');
expect(metadata?.roles).toEqual(['moderator', 'admin']);
});
});
describe('role mode', () => {
it('should support all mode', () => {
const metadata = getAuthMetadata(RoleTestClass.prototype, 'verifiedPremium');
expect(metadata?.roleMode).toBe('all');
expect(metadata?.roles).toEqual(['verified', 'premium']);
});
it('should support explicit any mode', () => {
const metadata = getAuthMetadata(RoleTestClass.prototype, 'playerExplicit');
expect(metadata?.roleMode).toBe('any');
});
});
describe('method behavior', () => {
it('should not alter method behavior', () => {
const instance = new RoleTestClass();
expect(instance.adminOnly()).toBe('admin');
expect(instance.modOrAdmin()).toBe('mod');
expect(instance.verifiedPremium()).toBe('vip');
});
});
});
describe('combined decorators', () => {
class CombinedTestClass {
@requireAuth({ allowGuest: false })
@requireRole('admin')
combinedMethod() {
return 'combined';
}
}
it('should merge metadata from both decorators', () => {
const metadata = getAuthMetadata(CombinedTestClass.prototype, 'combinedMethod');
expect(metadata?.requireAuth).toBe(true);
expect(metadata?.roles).toEqual(['admin']);
});
});

View File

@@ -0,0 +1,330 @@
import { describe, it, expect, beforeEach, vi } from 'vitest';
import { JwtAuthProvider, createJwtAuthProvider } from '../providers/JwtAuthProvider';
import { SessionAuthProvider, createSessionAuthProvider, type ISessionStorage } from '../providers/SessionAuthProvider';
describe('JwtAuthProvider', () => {
const secret = 'test-secret-key-for-testing';
let provider: JwtAuthProvider<{ id: string; name: string; roles: string[] }>;
beforeEach(() => {
provider = createJwtAuthProvider({
secret,
expiresIn: 3600
});
});
describe('sign and verify', () => {
it('should sign and verify a token', async () => {
const payload = { sub: '123', name: 'Alice', roles: ['player'] };
const token = provider.sign(payload);
expect(token).toBeTypeOf('string');
expect(token.split('.')).toHaveLength(3);
const result = await provider.verify(token);
expect(result.success).toBe(true);
expect(result.user).toBeDefined();
});
it('should extract user from payload', async () => {
const payload = { sub: '123', name: 'Alice' };
const token = provider.sign(payload);
const result = await provider.verify(token);
expect(result.success).toBe(true);
expect((result.user as any).sub).toBe('123');
expect((result.user as any).name).toBe('Alice');
});
it('should return expiration time', async () => {
const token = provider.sign({ sub: '123' });
const result = await provider.verify(token);
expect(result.expiresAt).toBeTypeOf('number');
expect(result.expiresAt).toBeGreaterThan(Date.now());
});
});
describe('verify errors', () => {
it('should fail for empty token', async () => {
const result = await provider.verify('');
expect(result.success).toBe(false);
expect(result.errorCode).toBe('INVALID_TOKEN');
});
it('should fail for invalid token', async () => {
const result = await provider.verify('invalid.token.here');
expect(result.success).toBe(false);
expect(result.errorCode).toBe('INVALID_TOKEN');
});
it('should fail for expired token', async () => {
const shortLivedProvider = createJwtAuthProvider({
secret,
expiresIn: -1
});
const token = shortLivedProvider.sign({ sub: '123' });
const result = await shortLivedProvider.verify(token);
expect(result.success).toBe(false);
expect(result.errorCode).toBe('EXPIRED_TOKEN');
});
it('should fail for wrong secret', async () => {
const token = provider.sign({ sub: '123' });
const wrongSecretProvider = createJwtAuthProvider({
secret: 'wrong-secret'
});
const result = await wrongSecretProvider.verify(token);
expect(result.success).toBe(false);
expect(result.errorCode).toBe('INVALID_TOKEN');
});
});
describe('with getUser callback', () => {
it('should use getUser to transform payload', async () => {
const customProvider = createJwtAuthProvider({
secret,
getUser: async (payload) => ({
id: payload.sub as string,
name: payload.name as string,
roles: (payload.roles as string[]) || []
})
});
const token = customProvider.sign({ sub: '123', name: 'Bob', roles: ['admin'] });
const result = await customProvider.verify(token);
expect(result.success).toBe(true);
expect(result.user).toEqual({
id: '123',
name: 'Bob',
roles: ['admin']
});
});
it('should fail when getUser returns null', async () => {
const customProvider = createJwtAuthProvider({
secret,
getUser: async () => null
});
const token = customProvider.sign({ sub: '123' });
const result = await customProvider.verify(token);
expect(result.success).toBe(false);
expect(result.errorCode).toBe('USER_NOT_FOUND');
});
});
describe('refresh', () => {
it('should refresh a valid token', async () => {
const token = provider.sign({ sub: '123', name: 'Alice' });
// Wait a bit so iat changes
await new Promise(resolve => setTimeout(resolve, 1100));
const result = await provider.refresh(token);
expect(result.success).toBe(true);
expect(result.token).toBeDefined();
expect(result.token).not.toBe(token);
});
it('should return new expiration time', async () => {
const token = provider.sign({ sub: '123' });
const result = await provider.refresh(token);
expect(result.success).toBe(true);
expect(result.expiresAt).toBeTypeOf('number');
expect(result.expiresAt).toBeGreaterThan(Date.now());
});
it('should fail to refresh invalid token', async () => {
const result = await provider.refresh('invalid');
expect(result.success).toBe(false);
});
});
describe('decode', () => {
it('should decode token without verification', () => {
const token = provider.sign({ sub: '123', name: 'Alice' });
const payload = provider.decode(token);
expect(payload).toBeDefined();
expect(payload?.sub).toBe('123');
expect(payload?.name).toBe('Alice');
});
it('should return null for invalid token', () => {
const payload = provider.decode('not-a-token');
expect(payload).toBeNull();
});
});
});
describe('SessionAuthProvider', () => {
let storage: ISessionStorage;
let provider: SessionAuthProvider<{ id: string; name: string }>;
let storageData: Map<string, unknown>;
beforeEach(() => {
storageData = new Map();
storage = {
async get<T>(key: string): Promise<T | null> {
return (storageData.get(key) as T) ?? null;
},
async set<T>(key: string, value: T): Promise<void> {
storageData.set(key, value);
},
async delete(key: string): Promise<boolean> {
return storageData.delete(key);
}
};
provider = createSessionAuthProvider({
storage,
sessionTTL: 3600000
});
});
describe('createSession and verify', () => {
it('should create and verify a session', async () => {
const user = { id: '123', name: 'Alice' };
const sessionId = await provider.createSession(user);
expect(sessionId).toBeTypeOf('string');
expect(sessionId.length).toBeGreaterThan(10);
const result = await provider.verify(sessionId);
expect(result.success).toBe(true);
expect(result.user).toEqual(user);
});
it('should store session data', async () => {
const user = { id: '123', name: 'Alice' };
const sessionId = await provider.createSession(user, { customField: 'value' });
const session = await provider.getSession(sessionId);
expect(session).toBeDefined();
expect(session?.user).toEqual(user);
expect(session?.data?.customField).toBe('value');
expect(session?.createdAt).toBeTypeOf('number');
expect(session?.lastActiveAt).toBeTypeOf('number');
});
});
describe('verify errors', () => {
it('should fail for empty session id', async () => {
const result = await provider.verify('');
expect(result.success).toBe(false);
expect(result.errorCode).toBe('INVALID_TOKEN');
});
it('should fail for non-existent session', async () => {
const result = await provider.verify('non-existent-session');
expect(result.success).toBe(false);
expect(result.errorCode).toBe('EXPIRED_TOKEN');
});
});
describe('with validateUser', () => {
it('should validate user on verify', async () => {
const validatingProvider = createSessionAuthProvider({
storage,
validateUser: (user) => user.id !== 'banned'
});
const sessionId = await validatingProvider.createSession({ id: 'banned', name: 'Bad User' });
const result = await validatingProvider.verify(sessionId);
expect(result.success).toBe(false);
expect(result.errorCode).toBe('ACCOUNT_DISABLED');
});
it('should pass validation for valid user', async () => {
const validatingProvider = createSessionAuthProvider({
storage,
validateUser: (user) => user.id !== 'banned'
});
const sessionId = await validatingProvider.createSession({ id: '123', name: 'Good User' });
const result = await validatingProvider.verify(sessionId);
expect(result.success).toBe(true);
});
});
describe('refresh', () => {
it('should refresh session and update lastActiveAt', async () => {
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
const session1 = await provider.getSession(sessionId);
const lastActive1 = session1?.lastActiveAt;
await new Promise(resolve => setTimeout(resolve, 10));
const result = await provider.refresh(sessionId);
expect(result.success).toBe(true);
const session2 = await provider.getSession(sessionId);
expect(session2?.lastActiveAt).toBeGreaterThanOrEqual(lastActive1!);
});
});
describe('revoke', () => {
it('should revoke session', async () => {
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
const revoked = await provider.revoke(sessionId);
expect(revoked).toBe(true);
const result = await provider.verify(sessionId);
expect(result.success).toBe(false);
});
});
describe('updateSession', () => {
it('should update session data', async () => {
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
const updated = await provider.updateSession(sessionId, { newField: 'newValue' });
expect(updated).toBe(true);
const session = await provider.getSession(sessionId);
expect(session?.data?.newField).toBe('newValue');
});
it('should return false for non-existent session', async () => {
const updated = await provider.updateSession('non-existent', { field: 'value' });
expect(updated).toBe(false);
});
});
});
describe('createJwtAuthProvider', () => {
it('should create provider with default options', () => {
const provider = createJwtAuthProvider({ secret: 'test' });
expect(provider.name).toBe('jwt');
});
});
describe('createSessionAuthProvider', () => {
it('should create provider with default options', () => {
const storage: ISessionStorage = {
get: async () => null,
set: async () => {},
delete: async () => true
};
const provider = createSessionAuthProvider({ storage });
expect(provider.name).toBe('session');
});
});

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/**
* @zh 认证上下文实现
* @en Authentication context implementation
*/
import type { IAuthContext, AuthResult } from './types.js';
/**
* @zh 用户信息提取器
* @en User info extractor
*/
export interface UserInfoExtractor<TUser> {
/**
* @zh 提取用户 ID
* @en Extract user ID
*/
getId(user: TUser): string;
/**
* @zh 提取用户角色
* @en Extract user roles
*/
getRoles(user: TUser): string[];
}
/**
* @zh 默认用户信息提取器
* @en Default user info extractor
*/
export const defaultUserExtractor: UserInfoExtractor<unknown> = {
getId(user: unknown): string {
if (user && typeof user === 'object') {
const u = user as Record<string, unknown>;
if (typeof u.id === 'string') return u.id;
if (typeof u.id === 'number') return String(u.id);
if (typeof u.userId === 'string') return u.userId;
if (typeof u.userId === 'number') return String(u.userId);
if (typeof u.sub === 'string') return u.sub;
}
return '';
},
getRoles(user: unknown): string[] {
if (user && typeof user === 'object') {
const u = user as Record<string, unknown>;
if (Array.isArray(u.roles)) {
return u.roles.filter((r): r is string => typeof r === 'string');
}
if (typeof u.role === 'string') {
return [u.role];
}
}
return [];
}
};
/**
* @zh 认证上下文
* @en Authentication context
*
* @zh 存储连接的认证状态
* @en Stores authentication state for a connection
*/
export class AuthContext<TUser = unknown> implements IAuthContext<TUser> {
private _isAuthenticated: boolean = false;
private _user: TUser | null = null;
private _userId: string | null = null;
private _roles: string[] = [];
private _authenticatedAt: number | null = null;
private _expiresAt: number | null = null;
private _extractor: UserInfoExtractor<TUser>;
constructor(extractor?: UserInfoExtractor<TUser>) {
this._extractor = (extractor ?? defaultUserExtractor) as UserInfoExtractor<TUser>;
}
/**
* @zh 是否已认证
* @en Whether authenticated
*/
get isAuthenticated(): boolean {
if (this._expiresAt && Date.now() > this._expiresAt) {
return false;
}
return this._isAuthenticated;
}
/**
* @zh 用户信息
* @en User information
*/
get user(): TUser | null {
return this._user;
}
/**
* @zh 用户 ID
* @en User ID
*/
get userId(): string | null {
return this._userId;
}
/**
* @zh 用户角色
* @en User roles
*/
get roles(): ReadonlyArray<string> {
return this._roles;
}
/**
* @zh 认证时间
* @en Authentication timestamp
*/
get authenticatedAt(): number | null {
return this._authenticatedAt;
}
/**
* @zh 令牌过期时间
* @en Token expiration time
*/
get expiresAt(): number | null {
return this._expiresAt;
}
/**
* @zh 检查是否有指定角色
* @en Check if has specified role
*/
hasRole(role: string): boolean {
return this._roles.includes(role);
}
/**
* @zh 检查是否有任一指定角色
* @en Check if has any of specified roles
*/
hasAnyRole(roles: string[]): boolean {
return roles.some(role => this._roles.includes(role));
}
/**
* @zh 检查是否有所有指定角色
* @en Check if has all specified roles
*/
hasAllRoles(roles: string[]): boolean {
return roles.every(role => this._roles.includes(role));
}
/**
* @zh 设置认证结果
* @en Set authentication result
*/
setAuthenticated(result: AuthResult<TUser>): void {
if (result.success && result.user) {
this._isAuthenticated = true;
this._user = result.user;
this._userId = this._extractor.getId(result.user);
this._roles = this._extractor.getRoles(result.user);
this._authenticatedAt = Date.now();
this._expiresAt = result.expiresAt ?? null;
} else {
this.clear();
}
}
/**
* @zh 清除认证状态
* @en Clear authentication state
*/
clear(): void {
this._isAuthenticated = false;
this._user = null;
this._userId = null;
this._roles = [];
this._authenticatedAt = null;
this._expiresAt = null;
}
}
/**
* @zh 创建访客认证上下文
* @en Create guest auth context
*/
export function createGuestContext<TUser = unknown>(): IAuthContext<TUser> {
return new AuthContext<TUser>();
}
/**
* @zh 从认证结果创建认证上下文
* @en Create auth context from auth result
*/
export function createAuthContext<TUser = unknown>(
result: AuthResult<TUser>,
extractor?: UserInfoExtractor<TUser>
): AuthContext<TUser> {
const context = new AuthContext<TUser>(extractor);
context.setAuthenticated(result);
return context;
}

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/**
* @zh 认证装饰器
* @en Authentication decorators
*/
export {
requireAuth,
getAuthMetadata,
AUTH_METADATA_KEY,
type AuthMetadata
} from './requireAuth.js';
export { requireRole } from './requireRole.js';

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/**
* @zh requireAuth 装饰器
* @en requireAuth decorator
*/
import type { RequireAuthOptions } from '../types.js';
/**
* @zh 认证元数据键
* @en Auth metadata key
*/
export const AUTH_METADATA_KEY = Symbol('authMetadata');
/**
* @zh 认证元数据
* @en Auth metadata
*/
export interface AuthMetadata {
requireAuth: boolean;
options?: RequireAuthOptions;
roles?: string[];
roleMode?: 'any' | 'all';
}
/**
* @zh 获取方法的认证元数据
* @en Get auth metadata for method
*/
export function getAuthMetadata(target: any, propertyKey: string): AuthMetadata | undefined {
const metadata = target[AUTH_METADATA_KEY] as Map<string, AuthMetadata> | undefined;
return metadata?.get(propertyKey);
}
/**
* @zh 设置方法的认证元数据
* @en Set auth metadata for method
*/
function setAuthMetadata(target: any, propertyKey: string, metadata: AuthMetadata): void {
if (!target[AUTH_METADATA_KEY]) {
target[AUTH_METADATA_KEY] = new Map<string, AuthMetadata>();
}
(target[AUTH_METADATA_KEY] as Map<string, AuthMetadata>).set(propertyKey, metadata);
}
/**
* @zh 要求认证装饰器
* @en Require authentication decorator
*
* @zh 标记方法需要认证才能访问,用于消息处理器
* @en Marks method as requiring authentication, used for message handlers
*
* @example
* ```typescript
* class GameRoom extends withRoomAuth(Room) {
* @requireAuth()
* @onMessage('Trade')
* handleTrade(data: TradeData, player: AuthPlayer) {
* // Only authenticated players can trade
* }
*
* @requireAuth({ allowGuest: true })
* @onMessage('Chat')
* handleChat(data: ChatData, player: AuthPlayer) {
* // Guests can also chat
* }
* }
* ```
*/
export function requireAuth(options?: RequireAuthOptions): MethodDecorator {
return function (
target: any,
propertyKey: string | symbol,
descriptor: PropertyDescriptor
) {
const key = String(propertyKey);
const existing = getAuthMetadata(target, key);
setAuthMetadata(target, key, {
...existing,
requireAuth: true,
options
});
return descriptor;
};
}

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/**
* @zh requireRole 装饰器
* @en requireRole decorator
*/
import type { RequireRoleOptions } from '../types.js';
import { AUTH_METADATA_KEY, getAuthMetadata, type AuthMetadata } from './requireAuth.js';
/**
* @zh 设置方法的认证元数据
* @en Set auth metadata for method
*/
function setAuthMetadata(target: any, propertyKey: string, metadata: AuthMetadata): void {
if (!target[AUTH_METADATA_KEY]) {
target[AUTH_METADATA_KEY] = new Map<string, AuthMetadata>();
}
(target[AUTH_METADATA_KEY] as Map<string, AuthMetadata>).set(propertyKey, metadata);
}
/**
* @zh 要求角色装饰器
* @en Require role decorator
*
* @zh 标记方法需要特定角色才能访问
* @en Marks method as requiring specific role(s)
*
* @example
* ```typescript
* class AdminRoom extends withRoomAuth(Room) {
* @requireRole('admin')
* @onMessage('Ban')
* handleBan(data: BanData, player: AuthPlayer) {
* // Only admins can ban
* }
*
* @requireRole(['moderator', 'admin'])
* @onMessage('Mute')
* handleMute(data: MuteData, player: AuthPlayer) {
* // Moderators or admins can mute
* }
*
* @requireRole(['verified', 'premium'], { mode: 'all' })
* @onMessage('SpecialFeature')
* handleSpecial(data: any, player: AuthPlayer) {
* // Requires both verified AND premium roles
* }
* }
* ```
*/
export function requireRole(
roles: string | string[],
options?: RequireRoleOptions
): MethodDecorator {
return function (
target: any,
propertyKey: string | symbol,
descriptor: PropertyDescriptor
) {
const key = String(propertyKey);
const existing = getAuthMetadata(target, key);
const roleArray = Array.isArray(roles) ? roles : [roles];
setAuthMetadata(target, key, {
...existing,
requireAuth: true,
roles: roleArray,
roleMode: options?.mode ?? 'any',
options
});
return descriptor;
};
}

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/**
* @zh 认证模块
* @en Authentication module
*
* @zh 为 @esengine/server 提供可插拔的认证系统
* @en Provides pluggable authentication system for @esengine/server
*
* @example
* ```typescript
* import { createServer, Room, onMessage } from '@esengine/server';
* import {
* withAuth,
* withRoomAuth,
* createJwtAuthProvider,
* requireAuth,
* requireRole,
* type AuthPlayer
* } from '@esengine/server/auth';
*
* // 1. Create auth provider
* const jwtProvider = createJwtAuthProvider({
* secret: process.env.JWT_SECRET!,
* expiresIn: 3600,
* });
*
* // 2. Wrap server with auth
* const server = withAuth(await createServer({ port: 3000 }), {
* provider: jwtProvider,
* extractCredentials: (req) => {
* const url = new URL(req.url, 'http://localhost');
* return url.searchParams.get('token');
* },
* });
*
* // 3. Create auth-enabled room
* class GameRoom extends withRoomAuth<User>(Room, {
* requireAuth: true,
* allowedRoles: ['player'],
* }) {
* onJoin(player: AuthPlayer<User>) {
* console.log(`${player.user?.name} joined`);
* }
*
* @requireAuth()
* @onMessage('Chat')
* handleChat(data: { text: string }, player: AuthPlayer<User>) {
* this.broadcast('Chat', { from: player.user?.name, text: data.text });
* }
*
* @requireRole('admin')
* @onMessage('Kick')
* handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
* this.kick(data.playerId);
* }
* }
*
* server.define('game', GameRoom);
* await server.start();
* ```
*/
// Types
export type {
AuthResult,
AuthErrorCode,
IAuthProvider,
IAuthContext,
AuthConnectionData,
AuthConnection,
AuthApiContext,
AuthMsgContext,
ConnectionRequest,
AuthServerConfig,
AuthGameServer,
AuthRoomConfig,
RequireAuthOptions,
RequireRoleOptions
} from './types.js';
// Context
export {
AuthContext,
createGuestContext,
createAuthContext,
defaultUserExtractor,
type UserInfoExtractor
} from './context.js';
// Providers
export {
JwtAuthProvider,
createJwtAuthProvider,
type JwtAuthConfig,
type JwtPayload
} from './providers/JwtAuthProvider.js';
export {
SessionAuthProvider,
createSessionAuthProvider,
type SessionAuthConfig,
type SessionData,
type ISessionStorage
} from './providers/SessionAuthProvider.js';
// Mixins
export {
withAuth,
getAuthContext,
setAuthContext,
requireAuthentication,
requireRole as requireRoleCheck
} from './mixin/withAuth.js';
export {
withRoomAuth,
AuthRoomBase,
type AuthPlayer,
type IAuthRoom,
type AuthRoomClass
} from './mixin/withRoomAuth.js';
// Decorators
export {
requireAuth,
requireRole,
getAuthMetadata,
AUTH_METADATA_KEY,
type AuthMetadata
} from './decorators/index.js';

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