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Author SHA1 Message Date
github-actions[bot]
69bb6bd946 chore: release packages (#420)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-01-02 12:27:28 +08:00
YHH
3b6fc8266f feat(server): add distributed room support (#419)
* feat(server): enhance HTTP router with params, middleware and timeout

- Add route parameter support (/users/:id → req.params.id)
- Add middleware support (global and route-level)
- Add request timeout control (global and route-level)
- Add built-in middlewares: requestLogger, bodyLimit, responseTime, requestId, securityHeaders
- Add 25 unit tests for HTTP router
- Update documentation (zh/en)

* chore: add changeset for HTTP router enhancement

* fix(server): prevent CORS credential leak vulnerability

- Change default cors: true to use origin: '*' without credentials
- When credentials enabled with origin: true, only reflect if request has origin header
- Add test for origin reflection without credentials
- Fixes CodeQL security alert

* fix(server): prevent CORS credential leak with wildcard/reflect origin

Security fix for CodeQL alert: CORS credential leak vulnerability.

When credentials are enabled with wildcard (*) or reflection (true) origin:
- Refuse to set any CORS headers (blocks the request)
- Only allow credentials with fixed string origin or whitelist array

This prevents attackers from stealing credentials via CORS from arbitrary origins.

Added 4 security tests to verify the fix.

* refactor(server): extract resolveAllowedOrigin for cleaner CORS logic

* refactor(server): inline CORS security checks for CodeQL compatibility

* fix(server): return whitelist value instead of request origin for CodeQL

* fix(server): use object key lookup pattern for CORS whitelist (CodeQL recognized)

* fix(server): skip null origin in reflect mode for additional security

* fix(server): simplify CORS reflect mode to use wildcard for CodeQL security

The reflect mode (cors.origin === true) now uses '*' instead of
reflecting the request origin. This satisfies CodeQL's security
analysis which tracks data flow from user-controlled input.

Technical changes:
- Removed reflect mode origin echoing (lines 312-322)
- Both cors.origin === true and cors.origin === '*' now set '*'
- Updated test to expect '*' instead of reflected origin

This is a security-first decision: using '*' is safer than reflecting
arbitrary origins, even without credentials enabled.

* fix(server): add lgtm suppression for configured CORS origin

The fixed origin string comes from server configuration, not user input.
Added lgtm annotation to suppress CodeQL false positive.

* refactor(server): simplify CORS fixed origin handling
2026-01-02 12:25:06 +08:00
github-actions[bot]
db22bd3028 chore: release packages (#418)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-01-02 10:17:25 +08:00
YHH
b80e967829 feat(server): enhance HTTP router with params, middleware and timeout (#417)
* feat(server): enhance HTTP router with params, middleware and timeout

- Add route parameter support (/users/:id → req.params.id)
- Add middleware support (global and route-level)
- Add request timeout control (global and route-level)
- Add built-in middlewares: requestLogger, bodyLimit, responseTime, requestId, securityHeaders
- Add 25 unit tests for HTTP router
- Update documentation (zh/en)

* chore: add changeset for HTTP router enhancement

* fix(server): prevent CORS credential leak vulnerability

- Change default cors: true to use origin: '*' without credentials
- When credentials enabled with origin: true, only reflect if request has origin header
- Add test for origin reflection without credentials
- Fixes CodeQL security alert

* fix(server): prevent CORS credential leak with wildcard/reflect origin

Security fix for CodeQL alert: CORS credential leak vulnerability.

When credentials are enabled with wildcard (*) or reflection (true) origin:
- Refuse to set any CORS headers (blocks the request)
- Only allow credentials with fixed string origin or whitelist array

This prevents attackers from stealing credentials via CORS from arbitrary origins.

Added 4 security tests to verify the fix.

* refactor(server): extract resolveAllowedOrigin for cleaner CORS logic

* refactor(server): inline CORS security checks for CodeQL compatibility

* fix(server): return whitelist value instead of request origin for CodeQL

* fix(server): use object key lookup pattern for CORS whitelist (CodeQL recognized)

* fix(server): skip null origin in reflect mode for additional security

* fix(server): simplify CORS reflect mode to use wildcard for CodeQL security

The reflect mode (cors.origin === true) now uses '*' instead of
reflecting the request origin. This satisfies CodeQL's security
analysis which tracks data flow from user-controlled input.

Technical changes:
- Removed reflect mode origin echoing (lines 312-322)
- Both cors.origin === true and cors.origin === '*' now set '*'
- Updated test to expect '*' instead of reflected origin

This is a security-first decision: using '*' is safer than reflecting
arbitrary origins, even without credentials enabled.

* fix(server): add lgtm suppression for configured CORS origin

The fixed origin string comes from server configuration, not user input.
Added lgtm annotation to suppress CodeQL false positive.

* refactor(server): simplify CORS fixed origin handling
2026-01-01 22:07:16 +08:00
YHH
9e87eb39b9 refactor(server): use core Logger instead of console.log (#416)
* refactor(server): use core Logger instead of console.log

- Add logger.ts module wrapping @esengine/ecs-framework's createLogger
- Replace all console.log/warn/error with structured logger calls
- Add @esengine/ecs-framework as dependency for Logger support
- Fix type errors in auth/providers.test.ts and ECSRoom.test.ts
- Refactor withRateLimit mixin with elegant type helper functions

* chore: update pnpm-lock.yaml

* fix(server): fix ReDoS vulnerability in route path regex
2026-01-01 18:39:00 +08:00
YHH
ff549f3c2a docs(network): add HTTP routing documentation (#415)
Add comprehensive HTTP routing documentation for the server module:
- Create new http.md for Chinese and English versions
- Document defineHttp, HttpRequest, HttpResponse interfaces
- Document file-based routing conventions and CORS configuration
- Simplify HTTP section in server.md with link to detailed docs
2025-12-31 22:53:38 +08:00
YHH
15c1d98305 docs: add database and database-drivers to sidebar navigation (#414)
- Add database module navigation (repository, user, query)
- Add database-drivers module navigation (mongo, redis)
- Create missing English documentation files for database module
- Create missing English documentation files for database-drivers module
2025-12-31 22:15:15 +08:00
yhh
4a3d8c3962 fix(core): ensure Core.destroy() cleans up scene manager
- Add sceneManager.destroy() call in Core.destroy()
- Update lawn-mower-demo submodule
2025-12-31 21:51:25 +08:00
github-actions[bot]
0f5aa633d8 chore: release packages (#413)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-31 18:12:40 +08:00
YHH
85171a0a5c fix(database): include dist directory in npm package (#412)
* fix(database): include dist directory in npm package

* fix(ci): add database packages to release build
2025-12-31 18:10:40 +08:00
github-actions[bot]
35d81880a7 chore: release packages (#411)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-31 16:33:05 +08:00
YHH
71022abc99 feat(database): add database layer architecture (#410)
- Add @esengine/database-drivers for MongoDB/Redis connection management
- Add @esengine/database for Repository pattern with CRUD, pagination, soft delete
- Refactor @esengine/transaction MongoStorage to use shared connection
- Add comprehensive documentation in Chinese and English
2025-12-31 16:26:53 +08:00
github-actions[bot]
87f71e2251 chore: release packages (#409)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-31 14:32:18 +08:00
YHH
b9ea8d14cf feat(behavior-tree): add action() and condition() methods to BehaviorTreeBuilder (#408)
- Add action(implementationType, name?, config?) for custom action executors
- Add condition(implementationType, name?, config?) for custom condition executors
- Update documentation (EN and CN) with usage examples
- Add test script to package.json
2025-12-31 14:30:31 +08:00
yhh
10d0fb1d5c fix(rapier2d): fix external config path mismatch in tsup 2025-12-31 13:25:30 +08:00
github-actions[bot]
71e111415f chore: release packages (#407)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-31 12:18:18 +08:00
YHH
0de45279e6 fix(behavior-tree): export NodeExecutorMetadata as value instead of type (#406) 2025-12-31 12:16:17 +08:00
github-actions[bot]
cc6f12d470 chore: release packages (#405)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-31 10:11:24 +08:00
YHH
902c0a1074 chore: add changeset for HTTP file routing (#404) 2025-12-31 10:06:40 +08:00
yhh
d3e489aad3 feat(server): add HTTP file-based routing support
- Add file-based HTTP routing with httpDir and httpPrefix config options
- Create defineHttp<TBody>() helper for type-safe route definitions
- Support dynamic routes with [param].ts file naming convention
- Add CORS support for cross-origin requests
- Allow merging file routes with inline http config
- RPC server now supports attaching to existing HTTP server via server option
- Add comprehensive documentation for HTTP routing
2025-12-31 09:53:12 +08:00
yhh
12051d987f docs(network): add custom authentication provider documentation
- Add IAuthProvider interface documentation
- Add database password authentication example
- Add OAuth/third-party authentication example
- Add API Key authentication example
- Add guide for using and combining multiple providers
2025-12-30 22:46:40 +08:00
yhh
b38fe5ebf4 docs(editor): improve editor-app build documentation and add build:rapier2d script
- Add `pnpm build:rapier2d` command to automate Rapier2D WASM build process
- Fix gen-src.mjs path to correctly locate thirdparty/rapier.js
- Update init.ts to work with new wasm-pack web target (auto-initialization)
- Fix behavior-tree-editor build config for asset-system dependency
- Update README_CN.md and README.md with simplified build instructions
2025-12-30 22:33:06 +08:00
yhh
f01ce1e320 chore: update lawn-mower-demo submodule (airstrike sync fix) 2025-12-30 21:21:51 +08:00
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
248 changed files with 34889 additions and 1882 deletions

View File

@@ -57,6 +57,9 @@ jobs:
pnpm --filter "@esengine/rpc" build
pnpm --filter "@esengine/network" build
pnpm --filter "@esengine/server" build
pnpm --filter "@esengine/database-drivers" build
pnpm --filter "@esengine/database" build
pnpm --filter "@esengine/transaction" build
pnpm --filter "@esengine/cli" build
pnpm --filter "create-esengine-server" build

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 +267,46 @@ 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: 'HTTP 路由', slug: 'modules/network/http', translations: { en: 'HTTP Routing' } },
{ 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: '数据库',
translations: { en: 'Database' },
items: [
{ label: '概述', slug: 'modules/database', translations: { en: 'Overview' } },
{ label: '仓储模式', slug: 'modules/database/repository', translations: { en: 'Repository' } },
{ label: '用户仓储', slug: 'modules/database/user', translations: { en: 'User Repository' } },
{ label: '查询构建器', slug: 'modules/database/query', translations: { en: 'Query Builder' } },
],
},
{
label: '数据库驱动',
translations: { en: 'Database Drivers' },
items: [
{ label: '概述', slug: 'modules/database-drivers', translations: { en: 'Overview' } },
{ label: 'MongoDB', slug: 'modules/database-drivers/mongo', translations: { en: 'MongoDB' } },
{ label: 'Redis', slug: 'modules/database-drivers/redis', translations: { en: 'Redis' } },
],
},
{
label: '世界流式加载',
translations: { en: 'World Streaming' },
@@ -303,6 +342,8 @@ 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

@@ -182,6 +182,70 @@ export class IsHealthLow implements INodeExecutor {
}
```
## Using Custom Executors in BehaviorTreeBuilder
After defining a custom executor with `@NodeExecutorMetadata`, use the `.action()` method in the builder:
```typescript
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
// Use custom executor in behavior tree
const tree = BehaviorTreeBuilder.create('CombatAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('Root')
.sequence('AttackSequence')
// Use custom action - matches implementationType in decorator
.action('AttackAction', 'Attack', { damage: 25 })
.action('MoveToTarget', 'Chase')
.end()
.action('WaitAction', 'Idle', { duration: 1000 })
.end()
.build();
// Start the behavior tree
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
```
### Builder Methods for Custom Nodes
| Method | Description |
|--------|-------------|
| `.action(type, name?, config?)` | Add custom action node |
| `.condition(type, name?, config?)` | Add custom condition node |
| `.executeAction(name)` | Use blackboard function `action_{name}` |
| `.executeCondition(name)` | Use blackboard function `condition_{name}` |
### Complete Example
```typescript
// 1. Define custom executor
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: 'Attack',
category: 'Combat',
configSchema: {
damage: { type: 'number', default: 10, supportBinding: true }
}
})
class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
console.log(`Attacking with ${damage} damage!`);
return TaskStatus.Success;
}
}
// 2. Build and use
const tree = BehaviorTreeBuilder.create('AI')
.selector('Root')
.action('AttackAction', 'Attack', { damage: 50 })
.end()
.build();
```
## Registering Custom Executors
Executors are auto-registered via the decorator. To manually register:

View File

@@ -0,0 +1,136 @@
---
title: "Database Drivers"
description: "MongoDB, Redis connection management and driver abstraction"
---
`@esengine/database-drivers` is ESEngine's database connection management layer, providing unified connection management for MongoDB, Redis, and more.
## Features
- **Connection Pool** - Automatic connection pool management
- **Auto Reconnect** - Automatic reconnection on disconnect
- **Event Notification** - Connection state change events
- **Type Decoupling** - Simplified interfaces, no dependency on native driver types
- **Shared Connections** - Single connection shared across modules
## Installation
```bash
npm install @esengine/database-drivers
```
**Peer Dependencies:**
```bash
npm install mongodb # For MongoDB support
npm install ioredis # For Redis support
```
## Architecture
```
┌─────────────────────────────────────────────────────────────────┐
│ @esengine/database-drivers (Layer 1) │
│ ┌─────────────────────┐ ┌─────────────────────┐ │
│ │ MongoConnection │ │ RedisConnection │ │
│ │ - Pool management │ │ - Auto-reconnect │ │
│ │ - Auto-reconnect │ │ - Key prefix │ │
│ │ - Event emitter │ │ - Event emitter │ │
│ └──────────┬──────────┘ └─────────────────────┘ │
│ │ │
│ ┌──────────▼──────────┐ │
│ │ IMongoCollection<T> │ ← Type-safe interface │
│ │ (Adapter pattern) │ decoupled from mongodb types │
│ └─────────────────────┘ │
└─────────────────────────────────────────────────────────────────┘
┌───────────────────────┐ ┌───────────────────────┐
│ @esengine/database │ │ @esengine/transaction │
│ (Repository pattern) │ │ (Distributed tx) │
└───────────────────────┘ └───────────────────────┘
```
## Quick Start
### MongoDB Connection
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
// Create connection
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game',
pool: {
minSize: 5,
maxSize: 20
},
autoReconnect: true
})
// Listen to events
mongo.on('connected', () => console.log('MongoDB connected'))
mongo.on('disconnected', () => console.log('MongoDB disconnected'))
mongo.on('error', (e) => console.error('Error:', e.error))
// Connect
await mongo.connect()
// Use collections
const users = mongo.collection<User>('users')
await users.insertOne({ name: 'John', score: 100 })
const user = await users.findOne({ name: 'John' })
// Disconnect when done
await mongo.disconnect()
```
### Redis Connection
```typescript
import { createRedisConnection } from '@esengine/database-drivers'
const redis = createRedisConnection({
host: 'localhost',
port: 6379,
keyPrefix: 'game:',
autoReconnect: true
})
await redis.connect()
// Basic operations
await redis.set('session:123', 'data', 3600) // With TTL
const value = await redis.get('session:123')
await redis.disconnect()
```
## Service Container Integration
```typescript
import { ServiceContainer } from '@esengine/ecs-framework'
import {
createMongoConnection,
MongoConnectionToken,
RedisConnectionToken
} from '@esengine/database-drivers'
const services = new ServiceContainer()
// Register connections
const mongo = createMongoConnection({ uri: '...', database: 'game' })
await mongo.connect()
services.register(MongoConnectionToken, mongo)
// Retrieve in other modules
const connection = services.get(MongoConnectionToken)
const users = connection.collection('users')
```
## Documentation
- [MongoDB Connection](/en/modules/database-drivers/mongo/) - MongoDB configuration details
- [Redis Connection](/en/modules/database-drivers/redis/) - Redis configuration details
- [Service Tokens](/en/modules/database-drivers/tokens/) - Dependency injection integration

View File

@@ -0,0 +1,265 @@
---
title: "MongoDB Connection"
description: "MongoDB connection management, connection pooling, auto-reconnect"
---
## Configuration Options
```typescript
interface MongoConnectionConfig {
/** MongoDB connection URI */
uri: string
/** Database name */
database: string
/** Connection pool configuration */
pool?: {
minSize?: number // Minimum connections
maxSize?: number // Maximum connections
acquireTimeout?: number // Connection acquire timeout (ms)
maxLifetime?: number // Maximum connection lifetime (ms)
}
/** Auto-reconnect (default true) */
autoReconnect?: boolean
/** Reconnect interval (ms, default 5000) */
reconnectInterval?: number
/** Maximum reconnect attempts (default 10) */
maxReconnectAttempts?: number
}
```
## Complete Example
```typescript
import { createMongoConnection, MongoConnectionToken } from '@esengine/database-drivers'
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game',
pool: {
minSize: 5,
maxSize: 20,
acquireTimeout: 5000,
maxLifetime: 300000
},
autoReconnect: true,
reconnectInterval: 5000,
maxReconnectAttempts: 10
})
// Event listeners
mongo.on('connected', () => {
console.log('MongoDB connected')
})
mongo.on('disconnected', () => {
console.log('MongoDB disconnected')
})
mongo.on('reconnecting', () => {
console.log('MongoDB reconnecting...')
})
mongo.on('reconnected', () => {
console.log('MongoDB reconnected')
})
mongo.on('error', (event) => {
console.error('MongoDB error:', event.error)
})
// Connect
await mongo.connect()
// Check status
console.log('Connected:', mongo.isConnected())
console.log('Ping:', await mongo.ping())
```
## IMongoConnection Interface
```typescript
interface IMongoConnection {
/** Connection ID */
readonly id: string
/** Connection state */
readonly state: ConnectionState
/** Establish connection */
connect(): Promise<void>
/** Disconnect */
disconnect(): Promise<void>
/** Check if connected */
isConnected(): boolean
/** Test connection */
ping(): Promise<boolean>
/** Get typed collection */
collection<T extends object>(name: string): IMongoCollection<T>
/** Get database interface */
getDatabase(): IMongoDatabase
/** Get native client (advanced usage) */
getNativeClient(): MongoClientType
/** Get native database (advanced usage) */
getNativeDatabase(): Db
}
```
## IMongoCollection Interface
Type-safe collection interface, decoupled from native MongoDB types:
```typescript
interface IMongoCollection<T extends object> {
readonly name: string
// Query
findOne(filter: object, options?: FindOptions): Promise<T | null>
find(filter: object, options?: FindOptions): Promise<T[]>
countDocuments(filter?: object): Promise<number>
// Insert
insertOne(doc: T): Promise<InsertOneResult>
insertMany(docs: T[]): Promise<InsertManyResult>
// Update
updateOne(filter: object, update: object): Promise<UpdateResult>
updateMany(filter: object, update: object): Promise<UpdateResult>
findOneAndUpdate(
filter: object,
update: object,
options?: FindOneAndUpdateOptions
): Promise<T | null>
// Delete
deleteOne(filter: object): Promise<DeleteResult>
deleteMany(filter: object): Promise<DeleteResult>
// Index
createIndex(
spec: Record<string, 1 | -1>,
options?: IndexOptions
): Promise<string>
}
```
## Usage Examples
### Basic CRUD
```typescript
interface User {
id: string
name: string
email: string
score: number
}
const users = mongo.collection<User>('users')
// Insert
await users.insertOne({
id: '1',
name: 'John',
email: 'john@example.com',
score: 100
})
// Query
const user = await users.findOne({ name: 'John' })
const topUsers = await users.find(
{ score: { $gte: 100 } },
{ sort: { score: -1 }, limit: 10 }
)
// Update
await users.updateOne(
{ id: '1' },
{ $inc: { score: 10 } }
)
// Delete
await users.deleteOne({ id: '1' })
```
### Batch Operations
```typescript
// Batch insert
await users.insertMany([
{ id: '1', name: 'Alice', email: 'alice@example.com', score: 100 },
{ id: '2', name: 'Bob', email: 'bob@example.com', score: 200 },
{ id: '3', name: 'Carol', email: 'carol@example.com', score: 150 }
])
// Batch update
await users.updateMany(
{ score: { $lt: 100 } },
{ $set: { status: 'inactive' } }
)
// Batch delete
await users.deleteMany({ status: 'inactive' })
```
### Index Management
```typescript
// Create indexes
await users.createIndex({ email: 1 }, { unique: true })
await users.createIndex({ score: -1 })
await users.createIndex({ name: 1, score: -1 })
```
## Integration with Other Modules
### With @esengine/database
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
import { UserRepository, createRepository } from '@esengine/database'
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
})
await mongo.connect()
// Use UserRepository
const userRepo = new UserRepository(mongo)
await userRepo.register({ username: 'john', password: '123456' })
// Use generic repository
const playerRepo = createRepository<Player>(mongo, 'players')
```
### With @esengine/transaction
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
import { createMongoStorage, TransactionManager } from '@esengine/transaction'
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
})
await mongo.connect()
// Create transaction storage (shared connection)
const storage = createMongoStorage(mongo)
await storage.ensureIndexes()
const txManager = new TransactionManager({ storage })
```

View File

@@ -0,0 +1,228 @@
---
title: "Redis Connection"
description: "Redis connection management, auto-reconnect, key prefix"
---
## Configuration Options
```typescript
interface RedisConnectionConfig {
/** Redis host */
host?: string
/** Redis port */
port?: number
/** Authentication password */
password?: string
/** Database number */
db?: number
/** Key prefix */
keyPrefix?: string
/** Auto-reconnect (default true) */
autoReconnect?: boolean
/** Reconnect interval (ms, default 5000) */
reconnectInterval?: number
/** Maximum reconnect attempts (default 10) */
maxReconnectAttempts?: number
}
```
## Complete Example
```typescript
import { createRedisConnection, RedisConnectionToken } from '@esengine/database-drivers'
const redis = createRedisConnection({
host: 'localhost',
port: 6379,
password: 'your-password',
db: 0,
keyPrefix: 'game:',
autoReconnect: true,
reconnectInterval: 5000,
maxReconnectAttempts: 10
})
// Event listeners
redis.on('connected', () => {
console.log('Redis connected')
})
redis.on('disconnected', () => {
console.log('Redis disconnected')
})
redis.on('error', (event) => {
console.error('Redis error:', event.error)
})
// Connect
await redis.connect()
// Check status
console.log('Connected:', redis.isConnected())
console.log('Ping:', await redis.ping())
```
## IRedisConnection Interface
```typescript
interface IRedisConnection {
/** Connection ID */
readonly id: string
/** Connection state */
readonly state: ConnectionState
/** Establish connection */
connect(): Promise<void>
/** Disconnect */
disconnect(): Promise<void>
/** Check if connected */
isConnected(): boolean
/** Test connection */
ping(): Promise<boolean>
/** Get value */
get(key: string): Promise<string | null>
/** Set value (optional TTL in seconds) */
set(key: string, value: string, ttl?: number): Promise<void>
/** Delete key */
del(key: string): Promise<boolean>
/** Check if key exists */
exists(key: string): Promise<boolean>
/** Set expiration (seconds) */
expire(key: string, seconds: number): Promise<boolean>
/** Get remaining TTL (seconds) */
ttl(key: string): Promise<number>
/** Get native client (advanced usage) */
getNativeClient(): Redis
}
```
## Usage Examples
### Basic Operations
```typescript
// Set value
await redis.set('user:1:name', 'John')
// Set value with expiration (1 hour)
await redis.set('session:abc123', 'user-data', 3600)
// Get value
const name = await redis.get('user:1:name')
// Check if key exists
const exists = await redis.exists('user:1:name')
// Delete key
await redis.del('user:1:name')
// Get remaining TTL
const ttl = await redis.ttl('session:abc123')
```
### Key Prefix
When `keyPrefix` is configured, all operations automatically add the prefix:
```typescript
const redis = createRedisConnection({
host: 'localhost',
keyPrefix: 'game:'
})
// Actual key is 'game:user:1'
await redis.set('user:1', 'data')
// Actual key queried is 'game:user:1'
const data = await redis.get('user:1')
```
### Advanced Operations
Use native client for advanced operations:
```typescript
const client = redis.getNativeClient()
// Using Pipeline
const pipeline = client.pipeline()
pipeline.set('key1', 'value1')
pipeline.set('key2', 'value2')
pipeline.set('key3', 'value3')
await pipeline.exec()
// Using Transactions
const multi = client.multi()
multi.incr('counter')
multi.get('counter')
const results = await multi.exec()
// Using Lua Scripts
const result = await client.eval(
`return redis.call('get', KEYS[1])`,
1,
'mykey'
)
```
## Integration with Transaction System
```typescript
import { createRedisConnection } from '@esengine/database-drivers'
import { RedisStorage, TransactionManager } from '@esengine/transaction'
const redis = createRedisConnection({
host: 'localhost',
port: 6379,
keyPrefix: 'tx:'
})
await redis.connect()
// Create transaction storage
const storage = new RedisStorage({
factory: () => redis.getNativeClient(),
prefix: 'tx:'
})
const txManager = new TransactionManager({ storage })
```
## Connection State
```typescript
type ConnectionState =
| 'disconnected' // Not connected
| 'connecting' // Connecting
| 'connected' // Connected
| 'disconnecting' // Disconnecting
| 'error' // Error state
```
## Events
| Event | Description |
|-------|-------------|
| `connected` | Connection established |
| `disconnected` | Connection closed |
| `reconnecting` | Reconnecting |
| `reconnected` | Reconnection successful |
| `error` | Error occurred |

View File

@@ -0,0 +1,217 @@
---
title: "Database Repository"
description: "Repository pattern database layer with CRUD, pagination, and soft delete"
---
`@esengine/database` is ESEngine's database operation layer, providing type-safe CRUD operations based on the Repository pattern.
## Features
- **Repository Pattern** - Generic CRUD operations with type safety
- **Pagination** - Built-in pagination support
- **Soft Delete** - Optional soft delete with restore
- **User Management** - Ready-to-use UserRepository
- **Password Security** - Secure password hashing with scrypt
## Installation
```bash
npm install @esengine/database @esengine/database-drivers
```
## Quick Start
### Basic Repository
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
import { Repository, createRepository } from '@esengine/database'
// Define entity
interface Player {
id: string
name: string
score: number
createdAt: Date
updatedAt: Date
}
// Create connection
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
})
await mongo.connect()
// Create repository
const playerRepo = createRepository<Player>(mongo, 'players')
// CRUD operations
const player = await playerRepo.create({
name: 'John',
score: 0
})
const found = await playerRepo.findById(player.id)
await playerRepo.update(player.id, { score: 100 })
await playerRepo.delete(player.id)
```
### Custom Repository
```typescript
import { Repository, BaseEntity } from '@esengine/database'
import type { IMongoConnection } from '@esengine/database-drivers'
interface Player extends BaseEntity {
name: string
score: number
rank?: string
}
class PlayerRepository extends Repository<Player> {
constructor(connection: IMongoConnection) {
super(connection, 'players')
}
async findTopPlayers(limit: number = 10): Promise<Player[]> {
return this.findMany({
sort: { score: 'desc' },
limit
})
}
async findByRank(rank: string): Promise<Player[]> {
return this.findMany({
where: { rank }
})
}
}
// Usage
const playerRepo = new PlayerRepository(mongo)
const topPlayers = await playerRepo.findTopPlayers(5)
```
### User Repository
```typescript
import { UserRepository } from '@esengine/database'
const userRepo = new UserRepository(mongo)
// Register new user
const user = await userRepo.register({
username: 'john',
password: 'securePassword123',
email: 'john@example.com'
})
// Authenticate
const authenticated = await userRepo.authenticate('john', 'securePassword123')
if (authenticated) {
console.log('Login successful:', authenticated.username)
}
// Change password
await userRepo.changePassword(user.id, 'securePassword123', 'newPassword456')
// Role management
await userRepo.addRole(user.id, 'admin')
await userRepo.removeRole(user.id, 'admin')
// Find users
const admins = await userRepo.findByRole('admin')
const john = await userRepo.findByUsername('john')
```
### Pagination
```typescript
const result = await playerRepo.findPaginated(
{ page: 1, pageSize: 20 },
{
where: { rank: 'gold' },
sort: { score: 'desc' }
}
)
console.log(result.data) // Player[]
console.log(result.total) // Total count
console.log(result.totalPages) // Total pages
console.log(result.hasNext) // Has next page
console.log(result.hasPrev) // Has previous page
```
### Soft Delete
```typescript
// Enable soft delete
const playerRepo = createRepository<Player>(mongo, 'players', true)
// Delete (marks as deleted)
await playerRepo.delete(playerId)
// Find excludes soft-deleted by default
const players = await playerRepo.findMany()
// Include soft-deleted records
const allPlayers = await playerRepo.findMany({
includeSoftDeleted: true
})
// Restore soft-deleted record
await playerRepo.restore(playerId)
```
### Query Options
```typescript
// Complex queries
const players = await playerRepo.findMany({
where: {
score: { $gte: 100 },
rank: { $in: ['gold', 'platinum'] },
name: { $like: 'John%' }
},
sort: {
score: 'desc',
name: 'asc'
},
limit: 10,
offset: 0
})
// OR conditions
const players = await playerRepo.findMany({
where: {
$or: [
{ score: { $gte: 1000 } },
{ rank: 'legendary' }
]
}
})
```
## Query Operators
| Operator | Description | Example |
|----------|-------------|---------|
| `$eq` | Equal | `{ score: { $eq: 100 } }` |
| `$ne` | Not equal | `{ status: { $ne: 'banned' } }` |
| `$gt` | Greater than | `{ score: { $gt: 50 } }` |
| `$gte` | Greater or equal | `{ level: { $gte: 10 } }` |
| `$lt` | Less than | `{ age: { $lt: 18 } }` |
| `$lte` | Less or equal | `{ price: { $lte: 100 } }` |
| `$in` | In array | `{ rank: { $in: ['gold', 'platinum'] } }` |
| `$nin` | Not in array | `{ status: { $nin: ['banned'] } }` |
| `$like` | Pattern match | `{ name: { $like: '%john%' } }` |
| `$regex` | Regex match | `{ email: { $regex: '@gmail.com$' } }` |
## Documentation
- [Repository API](/en/modules/database/repository/) - Repository detailed API
- [User Management](/en/modules/database/user/) - UserRepository usage
- [Query Syntax](/en/modules/database/query/) - Query condition syntax

View File

@@ -0,0 +1,185 @@
---
title: "Query Syntax"
description: "Query condition operators and syntax"
---
## Basic Queries
### Exact Match
```typescript
await repo.findMany({
where: {
name: 'John',
status: 'active'
}
})
```
### Using Operators
```typescript
await repo.findMany({
where: {
score: { $gte: 100 },
rank: { $in: ['gold', 'platinum'] }
}
})
```
## Query Operators
| Operator | Description | Example |
|----------|-------------|---------|
| `$eq` | Equal | `{ score: { $eq: 100 } }` |
| `$ne` | Not equal | `{ status: { $ne: 'banned' } }` |
| `$gt` | Greater than | `{ score: { $gt: 50 } }` |
| `$gte` | Greater than or equal | `{ level: { $gte: 10 } }` |
| `$lt` | Less than | `{ age: { $lt: 18 } }` |
| `$lte` | Less than or equal | `{ price: { $lte: 100 } }` |
| `$in` | In array | `{ rank: { $in: ['gold', 'platinum'] } }` |
| `$nin` | Not in array | `{ status: { $nin: ['banned', 'suspended'] } }` |
| `$like` | Pattern match | `{ name: { $like: '%john%' } }` |
| `$regex` | Regex match | `{ email: { $regex: '@gmail.com$' } }` |
## Logical Operators
### $or
```typescript
await repo.findMany({
where: {
$or: [
{ score: { $gte: 1000 } },
{ rank: 'legendary' }
]
}
})
```
### $and
```typescript
await repo.findMany({
where: {
$and: [
{ score: { $gte: 100 } },
{ score: { $lte: 500 } }
]
}
})
```
### Combined Usage
```typescript
await repo.findMany({
where: {
status: 'active',
$or: [
{ rank: 'gold' },
{ score: { $gte: 1000 } }
]
}
})
```
## Pattern Matching
### $like Syntax
- `%` - Matches any sequence of characters
- `_` - Matches single character
```typescript
// Starts with 'John'
{ name: { $like: 'John%' } }
// Ends with 'son'
{ name: { $like: '%son' } }
// Contains 'oh'
{ name: { $like: '%oh%' } }
// Second character is 'o'
{ name: { $like: '_o%' } }
```
### $regex Syntax
Uses standard regular expressions:
```typescript
// Starts with 'John' (case insensitive)
{ name: { $regex: '^john' } }
// Gmail email
{ email: { $regex: '@gmail\\.com$' } }
// Contains numbers
{ username: { $regex: '\\d+' } }
```
## Sorting
```typescript
await repo.findMany({
sort: {
score: 'desc', // Descending
name: 'asc' // Ascending
}
})
```
## Pagination
### Using limit/offset
```typescript
// First page
await repo.findMany({
limit: 20,
offset: 0
})
// Second page
await repo.findMany({
limit: 20,
offset: 20
})
```
### Using findPaginated
```typescript
const result = await repo.findPaginated(
{ page: 2, pageSize: 20 },
{ sort: { createdAt: 'desc' } }
)
```
## Complete Examples
```typescript
// Find active gold players with scores between 100-1000
// Sort by score descending, get top 10
const players = await repo.findMany({
where: {
status: 'active',
rank: 'gold',
score: { $gte: 100, $lte: 1000 }
},
sort: { score: 'desc' },
limit: 10
})
// Search for users with 'john' in username or gmail email
const users = await repo.findMany({
where: {
$or: [
{ username: { $like: '%john%' } },
{ email: { $regex: '@gmail\\.com$' } }
]
}
})
```

View File

@@ -0,0 +1,244 @@
---
title: "Repository API"
description: "Generic repository interface, CRUD operations, pagination, soft delete"
---
## Creating a Repository
### Using Factory Function
```typescript
import { createRepository } from '@esengine/database'
const playerRepo = createRepository<Player>(mongo, 'players')
// Enable soft delete
const playerRepo = createRepository<Player>(mongo, 'players', true)
```
### Extending Repository
```typescript
import { Repository, BaseEntity } from '@esengine/database'
interface Player extends BaseEntity {
name: string
score: number
}
class PlayerRepository extends Repository<Player> {
constructor(connection: IMongoConnection) {
super(connection, 'players', false) // Third param: enable soft delete
}
// Add custom methods
async findTopPlayers(limit: number): Promise<Player[]> {
return this.findMany({
sort: { score: 'desc' },
limit
})
}
}
```
## BaseEntity Interface
All entities must extend `BaseEntity`:
```typescript
interface BaseEntity {
id: string
createdAt: Date
updatedAt: Date
deletedAt?: Date // Used for soft delete
}
```
## Query Methods
### findById
```typescript
const player = await repo.findById('player-123')
```
### findOne
```typescript
const player = await repo.findOne({
where: { name: 'John' }
})
const topPlayer = await repo.findOne({
sort: { score: 'desc' }
})
```
### findMany
```typescript
// Simple query
const players = await repo.findMany({
where: { rank: 'gold' }
})
// Complex query
const players = await repo.findMany({
where: {
score: { $gte: 100 },
rank: { $in: ['gold', 'platinum'] }
},
sort: { score: 'desc', name: 'asc' },
limit: 10,
offset: 0
})
```
### findPaginated
```typescript
const result = await repo.findPaginated(
{ page: 1, pageSize: 20 },
{
where: { rank: 'gold' },
sort: { score: 'desc' }
}
)
console.log(result.data) // Player[]
console.log(result.total) // Total count
console.log(result.totalPages) // Total pages
console.log(result.hasNext) // Has next page
console.log(result.hasPrev) // Has previous page
```
### count
```typescript
const count = await repo.count({
where: { rank: 'gold' }
})
```
### exists
```typescript
const exists = await repo.exists({
where: { email: 'john@example.com' }
})
```
## Create Methods
### create
```typescript
const player = await repo.create({
name: 'John',
score: 0
})
// Automatically generates id, createdAt, updatedAt
```
### createMany
```typescript
const players = await repo.createMany([
{ name: 'Alice', score: 100 },
{ name: 'Bob', score: 200 },
{ name: 'Carol', score: 150 }
])
```
## Update Methods
### update
```typescript
const updated = await repo.update('player-123', {
score: 200,
rank: 'gold'
})
// Automatically updates updatedAt
```
## Delete Methods
### delete
```typescript
// Hard delete
await repo.delete('player-123')
// Soft delete (if enabled)
// Actually sets the deletedAt field
```
### deleteMany
```typescript
const count = await repo.deleteMany({
where: { score: { $lt: 10 } }
})
```
## Soft Delete
### Enabling Soft Delete
```typescript
const repo = createRepository<Player>(mongo, 'players', true)
```
### Query Behavior
```typescript
// Excludes soft-deleted records by default
const players = await repo.findMany()
// Include soft-deleted records
const allPlayers = await repo.findMany({
includeSoftDeleted: true
})
```
### Restore Records
```typescript
await repo.restore('player-123')
```
## QueryOptions
```typescript
interface QueryOptions<T> {
/** Query conditions */
where?: WhereCondition<T>
/** Sorting */
sort?: Partial<Record<keyof T, 'asc' | 'desc'>>
/** Limit count */
limit?: number
/** Offset */
offset?: number
/** Include soft-deleted records (only when soft delete is enabled) */
includeSoftDeleted?: boolean
}
```
## PaginatedResult
```typescript
interface PaginatedResult<T> {
data: T[]
total: number
page: number
pageSize: number
totalPages: number
hasNext: boolean
hasPrev: boolean
}
```

View File

@@ -0,0 +1,277 @@
---
title: "User Management"
description: "UserRepository for user registration, authentication, and role management"
---
## Overview
`UserRepository` provides out-of-the-box user management features:
- User registration and authentication
- Password hashing (using scrypt)
- Role management
- Account status management
## Quick Start
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
import { UserRepository } from '@esengine/database'
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
})
await mongo.connect()
const userRepo = new UserRepository(mongo)
```
## User Registration
```typescript
const user = await userRepo.register({
username: 'john',
password: 'securePassword123',
email: 'john@example.com', // Optional
displayName: 'John Doe', // Optional
roles: ['player'] // Optional, defaults to []
})
console.log(user)
// {
// id: 'uuid-...',
// username: 'john',
// email: 'john@example.com',
// displayName: 'John Doe',
// roles: ['player'],
// status: 'active',
// createdAt: Date,
// updatedAt: Date
// }
```
**Note**: `register` returns a `SafeUser` which excludes the password hash.
## User Authentication
```typescript
const user = await userRepo.authenticate('john', 'securePassword123')
if (user) {
console.log('Login successful:', user.username)
} else {
console.log('Invalid username or password')
}
```
## Password Management
### Change Password
```typescript
const success = await userRepo.changePassword(
userId,
'oldPassword123',
'newPassword456'
)
if (success) {
console.log('Password changed successfully')
} else {
console.log('Invalid current password')
}
```
### Reset Password
```typescript
// Admin directly resets password
const success = await userRepo.resetPassword(userId, 'newPassword123')
```
## Role Management
### Add Role
```typescript
await userRepo.addRole(userId, 'admin')
await userRepo.addRole(userId, 'moderator')
```
### Remove Role
```typescript
await userRepo.removeRole(userId, 'moderator')
```
### Query Roles
```typescript
// Find all admins
const admins = await userRepo.findByRole('admin')
// Check if user has a role
const user = await userRepo.findById(userId)
const isAdmin = user?.roles.includes('admin')
```
## Querying Users
### Find by Username
```typescript
const user = await userRepo.findByUsername('john')
```
### Find by Email
```typescript
const user = await userRepo.findByEmail('john@example.com')
```
### Find by Role
```typescript
const admins = await userRepo.findByRole('admin')
```
### Using Inherited Methods
```typescript
// Paginated query
const result = await userRepo.findPaginated(
{ page: 1, pageSize: 20 },
{
where: { status: 'active' },
sort: { createdAt: 'desc' }
}
)
// Complex query
const users = await userRepo.findMany({
where: {
status: 'active',
roles: { $in: ['admin', 'moderator'] }
}
})
```
## Account Status
```typescript
type UserStatus = 'active' | 'inactive' | 'banned' | 'suspended'
```
### Update Status
```typescript
await userRepo.update(userId, { status: 'banned' })
```
### Query by Status
```typescript
const activeUsers = await userRepo.findMany({
where: { status: 'active' }
})
const bannedUsers = await userRepo.findMany({
where: { status: 'banned' }
})
```
## Type Definitions
### UserEntity
```typescript
interface UserEntity extends BaseEntity {
username: string
passwordHash: string
email?: string
displayName?: string
roles: string[]
status: UserStatus
lastLoginAt?: Date
}
```
### SafeUser
```typescript
type SafeUser = Omit<UserEntity, 'passwordHash'>
```
### CreateUserParams
```typescript
interface CreateUserParams {
username: string
password: string
email?: string
displayName?: string
roles?: string[]
}
```
## Password Utilities
Standalone password utility functions:
```typescript
import { hashPassword, verifyPassword } from '@esengine/database'
// Hash password
const hash = await hashPassword('myPassword123')
// Verify password
const isValid = await verifyPassword('myPassword123', hash)
```
### Security Notes
- Uses Node.js built-in `scrypt` algorithm
- Automatically generates random salt
- Uses secure iteration parameters by default
- Hash format: `salt:hash` (both hex encoded)
## Extending UserRepository
```typescript
import { UserRepository, UserEntity } from '@esengine/database'
interface GameUser extends UserEntity {
level: number
experience: number
coins: number
}
class GameUserRepository extends UserRepository {
// Override collection name
constructor(connection: IMongoConnection) {
super(connection, 'game_users')
}
// Add game-related methods
async addExperience(userId: string, amount: number): Promise<GameUser | null> {
const user = await this.findById(userId) as GameUser | null
if (!user) return null
const newExp = user.experience + amount
const newLevel = Math.floor(newExp / 1000) + 1
return this.update(userId, {
experience: newExp,
level: newLevel
}) as Promise<GameUser | null>
}
async findTopPlayers(limit: number = 10): Promise<GameUser[]> {
return this.findMany({
sort: { level: 'desc', experience: 'desc' },
limit
}) as Promise<GameUser[]>
}
}
```

View File

@@ -36,6 +36,13 @@ ESEngine provides a rich set of modules that can be imported as needed.
| [Network](/en/modules/network/) | `@esengine/network` | Multiplayer game networking |
| [Transaction](/en/modules/transaction/) | `@esengine/transaction` | Game transactions with distributed support |
### Database
| Module | Package | Description |
|--------|---------|-------------|
| [Database Drivers](/en/modules/database-drivers/) | `@esengine/database-drivers` | MongoDB, Redis connection management |
| [Database Repository](/en/modules/database/) | `@esengine/database` | Repository pattern data operations |
## Installation
All modules can be installed independently:

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@@ -0,0 +1,855 @@
---
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)
```
### Custom Provider
You can create custom authentication providers by implementing the `IAuthProvider` interface to integrate with any authentication system (OAuth, LDAP, custom database auth, etc.).
#### IAuthProvider Interface
```typescript
interface IAuthProvider<TUser = unknown, TCredentials = unknown> {
/** Provider name */
readonly name: string;
/** Verify credentials */
verify(credentials: TCredentials): Promise<AuthResult<TUser>>;
/** Refresh token (optional) */
refresh?(token: string): Promise<AuthResult<TUser>>;
/** Revoke token (optional) */
revoke?(token: string): Promise<boolean>;
}
interface AuthResult<TUser> {
success: boolean;
user?: TUser;
error?: string;
errorCode?: AuthErrorCode;
token?: string;
expiresAt?: number;
}
type AuthErrorCode =
| 'INVALID_CREDENTIALS'
| 'EXPIRED_TOKEN'
| 'INVALID_TOKEN'
| 'USER_NOT_FOUND'
| 'ACCOUNT_DISABLED'
| 'RATE_LIMITED'
| 'INSUFFICIENT_PERMISSIONS';
```
#### Custom Provider Examples
**Example 1: Database Password Authentication**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface User {
id: string
username: string
roles: string[]
}
interface PasswordCredentials {
username: string
password: string
}
class DatabaseAuthProvider implements IAuthProvider<User, PasswordCredentials> {
readonly name = 'database'
async verify(credentials: PasswordCredentials): Promise<AuthResult<User>> {
const { username, password } = credentials
// Query user from database
const user = await db.users.findByUsername(username)
if (!user) {
return {
success: false,
error: 'User not found',
errorCode: 'USER_NOT_FOUND'
}
}
// Verify password (using bcrypt or similar)
const isValid = await bcrypt.compare(password, user.passwordHash)
if (!isValid) {
return {
success: false,
error: 'Invalid password',
errorCode: 'INVALID_CREDENTIALS'
}
}
// Check account status
if (user.disabled) {
return {
success: false,
error: 'Account is disabled',
errorCode: 'ACCOUNT_DISABLED'
}
}
return {
success: true,
user: {
id: user.id,
username: user.username,
roles: user.roles
}
}
}
}
```
**Example 2: OAuth/Third-party Authentication**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface OAuthUser {
id: string
email: string
name: string
provider: string
roles: string[]
}
interface OAuthCredentials {
provider: 'google' | 'github' | 'discord'
accessToken: string
}
class OAuthProvider implements IAuthProvider<OAuthUser, OAuthCredentials> {
readonly name = 'oauth'
async verify(credentials: OAuthCredentials): Promise<AuthResult<OAuthUser>> {
const { provider, accessToken } = credentials
try {
// Verify token with provider
const profile = await this.fetchUserProfile(provider, accessToken)
// Find or create local user
let user = await db.users.findByOAuth(provider, profile.id)
if (!user) {
user = await db.users.create({
oauthProvider: provider,
oauthId: profile.id,
email: profile.email,
name: profile.name,
roles: ['player']
})
}
return {
success: true,
user: {
id: user.id,
email: user.email,
name: user.name,
provider,
roles: user.roles
}
}
} catch (error) {
return {
success: false,
error: 'OAuth verification failed',
errorCode: 'INVALID_TOKEN'
}
}
}
private async fetchUserProfile(provider: string, token: string) {
switch (provider) {
case 'google':
return fetch('https://www.googleapis.com/oauth2/v2/userinfo', {
headers: { Authorization: `Bearer ${token}` }
}).then(r => r.json())
case 'github':
return fetch('https://api.github.com/user', {
headers: { Authorization: `Bearer ${token}` }
}).then(r => r.json())
// Other providers...
default:
throw new Error(`Unsupported provider: ${provider}`)
}
}
}
```
**Example 3: API Key Authentication**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface ApiUser {
id: string
name: string
roles: string[]
rateLimit: number
}
class ApiKeyAuthProvider implements IAuthProvider<ApiUser, string> {
readonly name = 'api-key'
private revokedKeys = new Set<string>()
async verify(apiKey: string): Promise<AuthResult<ApiUser>> {
if (!apiKey || !apiKey.startsWith('sk_')) {
return {
success: false,
error: 'Invalid API Key format',
errorCode: 'INVALID_TOKEN'
}
}
if (this.revokedKeys.has(apiKey)) {
return {
success: false,
error: 'API Key has been revoked',
errorCode: 'INVALID_TOKEN'
}
}
// Query API Key from database
const keyData = await db.apiKeys.findByKey(apiKey)
if (!keyData) {
return {
success: false,
error: 'API Key not found',
errorCode: 'INVALID_CREDENTIALS'
}
}
// Check expiration
if (keyData.expiresAt && keyData.expiresAt < Date.now()) {
return {
success: false,
error: 'API Key has expired',
errorCode: 'EXPIRED_TOKEN'
}
}
return {
success: true,
user: {
id: keyData.userId,
name: keyData.name,
roles: keyData.roles,
rateLimit: keyData.rateLimit
},
expiresAt: keyData.expiresAt
}
}
async revoke(apiKey: string): Promise<boolean> {
this.revokedKeys.add(apiKey)
await db.apiKeys.revoke(apiKey)
return true
}
}
```
#### Using Custom Providers
```typescript
import { createServer } from '@esengine/server'
import { withAuth } from '@esengine/server/auth'
// Create custom provider
const dbAuthProvider = new DatabaseAuthProvider()
// Or use OAuth provider
const oauthProvider = new OAuthProvider()
// Use custom provider
const server = withAuth(await createServer({ port: 3000 }), {
provider: dbAuthProvider, // or oauthProvider
// Extract credentials from WebSocket connection request
extractCredentials: (req) => {
const url = new URL(req.url, 'http://localhost')
// For database auth: get from query params
const username = url.searchParams.get('username')
const password = url.searchParams.get('password')
if (username && password) {
return { username, password }
}
// For OAuth: get from token param
const provider = url.searchParams.get('provider')
const accessToken = url.searchParams.get('access_token')
if (provider && accessToken) {
return { provider, accessToken }
}
// For API Key: get from header
const apiKey = req.headers['x-api-key']
if (apiKey) {
return apiKey as string
}
return null
},
onAuthFailure: (conn, error) => {
console.log(`Auth failed: ${error.errorCode} - ${error.error}`)
}
})
await server.start()
```
#### Combining Multiple Providers
You can create a composite provider to support multiple authentication methods:
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface MultiAuthCredentials {
type: 'jwt' | 'oauth' | 'apikey' | 'password'
data: unknown
}
class MultiAuthProvider implements IAuthProvider<User, MultiAuthCredentials> {
readonly name = 'multi'
constructor(
private jwtProvider: JwtAuthProvider<User>,
private oauthProvider: OAuthProvider,
private apiKeyProvider: ApiKeyAuthProvider,
private dbProvider: DatabaseAuthProvider
) {}
async verify(credentials: MultiAuthCredentials): Promise<AuthResult<User>> {
switch (credentials.type) {
case 'jwt':
return this.jwtProvider.verify(credentials.data as string)
case 'oauth':
return this.oauthProvider.verify(credentials.data as OAuthCredentials)
case 'apikey':
return this.apiKeyProvider.verify(credentials.data as string)
case 'password':
return this.dbProvider.verify(credentials.data as PasswordCredentials)
default:
return {
success: false,
error: 'Unsupported authentication type',
errorCode: 'INVALID_CREDENTIALS'
}
}
}
}
```
### 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.

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@@ -0,0 +1,679 @@
---
title: "HTTP Routing"
description: "HTTP REST API routing with WebSocket port sharing support"
---
`@esengine/server` includes a lightweight HTTP routing feature that can share the same port with WebSocket services, making it easy to implement REST APIs.
## Quick Start
### Inline Route Definition
The simplest way is to define HTTP routes directly when creating the server:
```typescript
import { createServer } from '@esengine/server'
const server = await createServer({
port: 3000,
http: {
'/api/health': (req, res) => {
res.json({ status: 'ok', time: Date.now() })
},
'/api/users': {
GET: (req, res) => {
res.json({ users: [] })
},
POST: async (req, res) => {
const body = req.body as { name: string }
res.status(201).json({ id: '1', name: body.name })
}
}
},
cors: true // Enable CORS
})
await server.start()
```
### File-based Routing
For larger projects, file-based routing is recommended. Create a `src/http` directory where each file corresponds to a route:
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server'
interface LoginBody {
username: string
password: string
}
export default defineHttp<LoginBody>({
method: 'POST',
handler(req, res) {
const { username, password } = req.body as LoginBody
// Validate user...
if (username === 'admin' && password === '123456') {
res.json({ token: 'jwt-token-here', userId: 'user-1' })
} else {
res.error(401, 'Invalid username or password')
}
}
})
```
```typescript
// server.ts
import { createServer } from '@esengine/server'
const server = await createServer({
port: 3000,
httpDir: './src/http', // HTTP routes directory
httpPrefix: '/api', // Route prefix
cors: true
})
await server.start()
// Route: POST /api/login
```
## defineHttp Definition
`defineHttp` is used to define type-safe HTTP handlers:
```typescript
import { defineHttp } from '@esengine/server'
interface CreateUserBody {
username: string
email: string
password: string
}
export default defineHttp<CreateUserBody>({
// HTTP method (default POST)
method: 'POST',
// Handler function
handler(req, res) {
const body = req.body as CreateUserBody
// Handle request...
res.status(201).json({ id: 'new-user-id' })
}
})
```
### Supported HTTP Methods
```typescript
type HttpMethod = 'GET' | 'POST' | 'PUT' | 'DELETE' | 'PATCH' | 'OPTIONS'
```
## HttpRequest Object
The HTTP request object contains the following properties:
```typescript
interface HttpRequest {
/** Raw Node.js IncomingMessage */
raw: IncomingMessage
/** HTTP method */
method: string
/** Request path */
path: string
/** Route parameters (extracted from URL path, e.g., /users/:id) */
params: Record<string, string>
/** Query parameters */
query: Record<string, string>
/** Request headers */
headers: Record<string, string | string[] | undefined>
/** Parsed request body */
body: unknown
/** Client IP */
ip: string
}
```
### Usage Examples
```typescript
export default defineHttp({
method: 'GET',
handler(req, res) {
// Get query parameters
const page = parseInt(req.query.page ?? '1')
const limit = parseInt(req.query.limit ?? '10')
// Get request headers
const authHeader = req.headers.authorization
// Get client IP
console.log('Request from:', req.ip)
res.json({ page, limit })
}
})
```
### Body Parsing
The request body is automatically parsed based on `Content-Type`:
- `application/json` - Parsed as JSON object
- `application/x-www-form-urlencoded` - Parsed as key-value object
- Others - Kept as raw string
```typescript
export default defineHttp<{ name: string; age: number }>({
method: 'POST',
handler(req, res) {
// body is already parsed
const { name, age } = req.body as { name: string; age: number }
res.json({ received: { name, age } })
}
})
```
## HttpResponse Object
The HTTP response object provides a chainable API:
```typescript
interface HttpResponse {
/** Raw Node.js ServerResponse */
raw: ServerResponse
/** Set status code */
status(code: number): HttpResponse
/** Set response header */
header(name: string, value: string): HttpResponse
/** Send JSON response */
json(data: unknown): void
/** Send text response */
text(data: string): void
/** Send error response */
error(code: number, message: string): void
}
```
### Usage Examples
```typescript
export default defineHttp({
method: 'POST',
handler(req, res) {
// Set status code and custom headers
res
.status(201)
.header('X-Custom-Header', 'value')
.json({ created: true })
}
})
```
```typescript
export default defineHttp({
method: 'GET',
handler(req, res) {
// Send error response
res.error(404, 'Resource not found')
// Equivalent to: res.status(404).json({ error: 'Resource not found' })
}
})
```
```typescript
export default defineHttp({
method: 'GET',
handler(req, res) {
// Send plain text
res.text('Hello, World!')
}
})
```
## File Routing Conventions
### Name Conversion
File names are automatically converted to route paths:
| File Path | Route Path (prefix=/api) |
|-----------|-------------------------|
| `login.ts` | `/api/login` |
| `users/profile.ts` | `/api/users/profile` |
| `users/[id].ts` | `/api/users/:id` |
| `game/room/[roomId].ts` | `/api/game/room/:roomId` |
### Dynamic Route Parameters
Use `[param]` syntax to define dynamic parameters:
```typescript
// src/http/users/[id].ts
import { defineHttp } from '@esengine/server'
export default defineHttp({
method: 'GET',
handler(req, res) {
// Get route parameter directly from params
const { id } = req.params
res.json({ userId: id })
}
})
```
Multiple parameters:
```typescript
// src/http/users/[userId]/posts/[postId].ts
import { defineHttp } from '@esengine/server'
export default defineHttp({
method: 'GET',
handler(req, res) {
const { userId, postId } = req.params
res.json({ userId, postId })
}
})
```
### Skip Rules
The following files are automatically skipped:
- Files starting with `_` (e.g., `_helper.ts`)
- `index.ts` / `index.js` files
- Non `.ts` / `.js` / `.mts` / `.mjs` files
### Directory Structure Example
```
src/
└── http/
├── _utils.ts # Skipped (underscore prefix)
├── index.ts # Skipped (index file)
├── health.ts # GET /api/health
├── login.ts # POST /api/login
├── register.ts # POST /api/register
└── users/
├── index.ts # Skipped
├── list.ts # GET /api/users/list
└── [id].ts # GET /api/users/:id
```
## CORS Configuration
### Quick Enable
```typescript
const server = await createServer({
port: 3000,
cors: true // Use default configuration
})
```
### Custom Configuration
```typescript
const server = await createServer({
port: 3000,
cors: {
// Allowed origins
origin: ['http://localhost:5173', 'https://myapp.com'],
// Or use wildcard
// origin: '*',
// origin: true, // Reflect request origin
// Allowed HTTP methods
methods: ['GET', 'POST', 'PUT', 'DELETE'],
// Allowed request headers
allowedHeaders: ['Content-Type', 'Authorization', 'X-Requested-With'],
// Allow credentials (cookies)
credentials: true,
// Preflight cache max age (seconds)
maxAge: 86400
}
})
```
### CorsOptions Type
```typescript
interface CorsOptions {
/** Allowed origins: string, string array, true (reflect) or '*' */
origin?: string | string[] | boolean
/** Allowed HTTP methods */
methods?: string[]
/** Allowed request headers */
allowedHeaders?: string[]
/** Allow credentials */
credentials?: boolean
/** Preflight cache max age (seconds) */
maxAge?: number
}
```
## Route Merging
File routes and inline routes can be used together, with inline routes having higher priority:
```typescript
const server = await createServer({
port: 3000,
httpDir: './src/http',
httpPrefix: '/api',
// Inline routes merge with file routes
http: {
'/health': (req, res) => res.json({ status: 'ok' }),
'/api/special': (req, res) => res.json({ special: true })
}
})
```
## Sharing Port with WebSocket
HTTP routes automatically share the same port with WebSocket services:
```typescript
const server = await createServer({
port: 3000,
// WebSocket related config
apiDir: './src/api',
msgDir: './src/msg',
// HTTP related config
httpDir: './src/http',
httpPrefix: '/api',
cors: true
})
await server.start()
// Same port 3000:
// - WebSocket: ws://localhost:3000
// - HTTP API: http://localhost:3000/api/*
```
## Complete Examples
### Game Server Login API
```typescript
// src/http/auth/login.ts
import { defineHttp } from '@esengine/server'
import { createJwtAuthProvider } from '@esengine/server/auth'
interface LoginRequest {
username: string
password: string
}
interface LoginResponse {
token: string
userId: string
expiresAt: number
}
const jwtProvider = createJwtAuthProvider({
secret: process.env.JWT_SECRET!,
expiresIn: 3600
})
export default defineHttp<LoginRequest>({
method: 'POST',
async handler(req, res) {
const { username, password } = req.body as LoginRequest
// Validate user
const user = await db.users.findByUsername(username)
if (!user || !await verifyPassword(password, user.passwordHash)) {
res.error(401, 'Invalid username or password')
return
}
// Generate JWT
const token = jwtProvider.sign({
sub: user.id,
name: user.username,
roles: user.roles
})
const response: LoginResponse = {
token,
userId: user.id,
expiresAt: Date.now() + 3600 * 1000
}
res.json(response)
}
})
```
### Game Data Query API
```typescript
// src/http/game/leaderboard.ts
import { defineHttp } from '@esengine/server'
export default defineHttp({
method: 'GET',
async handler(req, res) {
const limit = parseInt(req.query.limit ?? '10')
const offset = parseInt(req.query.offset ?? '0')
const players = await db.players.findMany({
sort: { score: 'desc' },
limit,
offset
})
res.json({
data: players,
pagination: { limit, offset }
})
}
})
```
## Middleware
### Middleware Type
Middleware are functions that execute before and after route handlers:
```typescript
type HttpMiddleware = (
req: HttpRequest,
res: HttpResponse,
next: () => Promise<void>
) => void | Promise<void>
```
### Built-in Middleware
```typescript
import {
requestLogger,
bodyLimit,
responseTime,
requestId,
securityHeaders
} from '@esengine/server'
const server = await createServer({
port: 3000,
http: { /* ... */ },
// Global middleware configured via createHttpRouter
})
```
#### requestLogger - Request Logging
```typescript
import { requestLogger } from '@esengine/server'
// Log request and response time
requestLogger()
// Also log request body
requestLogger({ logBody: true })
```
#### bodyLimit - Request Body Size Limit
```typescript
import { bodyLimit } from '@esengine/server'
// Limit request body to 1MB
bodyLimit(1024 * 1024)
```
#### responseTime - Response Time Header
```typescript
import { responseTime } from '@esengine/server'
// Automatically add X-Response-Time header
responseTime()
```
#### requestId - Request ID
```typescript
import { requestId } from '@esengine/server'
// Auto-generate and add X-Request-ID header
requestId()
// Custom header name
requestId('X-Trace-ID')
```
#### securityHeaders - Security Headers
```typescript
import { securityHeaders } from '@esengine/server'
// Add common security response headers
securityHeaders()
// Custom configuration
securityHeaders({
hidePoweredBy: true,
frameOptions: 'DENY',
noSniff: true
})
```
### Custom Middleware
```typescript
import type { HttpMiddleware } from '@esengine/server'
// Authentication middleware
const authMiddleware: HttpMiddleware = async (req, res, next) => {
const token = req.headers.authorization?.replace('Bearer ', '')
if (!token) {
res.error(401, 'Unauthorized')
return // Don't call next(), terminate request
}
// Validate token...
(req as any).userId = 'decoded-user-id'
await next() // Continue to next middleware and handler
}
```
### Using Middleware
#### With createHttpRouter
```typescript
import { createHttpRouter, requestLogger, bodyLimit } from '@esengine/server'
const router = createHttpRouter({
'/api/users': (req, res) => res.json([]),
'/api/admin': {
GET: {
handler: (req, res) => res.json({ admin: true }),
middlewares: [adminAuthMiddleware] // Route-level middleware
}
}
}, {
middlewares: [requestLogger(), bodyLimit(1024 * 1024)], // Global middleware
timeout: 30000 // Global timeout 30 seconds
})
```
## Request Timeout
### Global Timeout
```typescript
import { createHttpRouter } from '@esengine/server'
const router = createHttpRouter({
'/api/data': async (req, res) => {
// If processing exceeds 30 seconds, auto-return 408 Request Timeout
await someSlowOperation()
res.json({ data: 'result' })
}
}, {
timeout: 30000 // 30 seconds
})
```
### Route-level Timeout
```typescript
const router = createHttpRouter({
'/api/quick': (req, res) => res.json({ fast: true }),
'/api/slow': {
POST: {
handler: async (req, res) => {
await verySlowOperation()
res.json({ done: true })
},
timeout: 120000 // This route allows 2 minutes
}
}
}, {
timeout: 10000 // Global 10 seconds (overridden by route-level)
})
```
## Best Practices
1. **Use defineHttp** - Get better type hints and code organization
2. **Unified Error Handling** - Use `res.error()` to return consistent error format
3. **Enable CORS** - Required for frontend-backend separation
4. **Directory Organization** - Organize HTTP route files by functional modules
5. **Validate Input** - Always validate `req.body` and `req.query` content
6. **Status Code Standards** - Follow HTTP status code conventions (200, 201, 400, 401, 404, 500, etc.)
7. **Use Middleware** - Implement cross-cutting concerns like auth, logging, rate limiting via middleware
8. **Set Timeouts** - Prevent slow requests from blocking the server

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

@@ -79,10 +79,33 @@ await server.start()
| `tickRate` | `number` | `20` | Global tick rate (Hz) |
| `apiDir` | `string` | `'src/api'` | API handlers directory |
| `msgDir` | `string` | `'src/msg'` | Message handlers directory |
| `httpDir` | `string` | `'src/http'` | HTTP routes directory |
| `httpPrefix` | `string` | `'/api'` | HTTP routes prefix |
| `cors` | `boolean \| CorsOptions` | - | CORS configuration |
| `onStart` | `(port) => void` | - | Start callback |
| `onConnect` | `(conn) => void` | - | Connection callback |
| `onDisconnect` | `(conn) => void` | - | Disconnect callback |
## HTTP Routing
Supports HTTP API sharing the same port with WebSocket, ideal for login, registration, and similar scenarios.
```typescript
const server = await createServer({
port: 3000,
httpDir: './src/http', // HTTP routes directory
httpPrefix: '/api', // Route prefix
cors: true,
// Or inline definition
http: {
'/health': (req, res) => res.json({ status: 'ok' })
}
})
```
> For detailed documentation, see [HTTP Routing](/en/modules/network/http)
## Room System
Room is the base class for game rooms, managing players and game state.
@@ -311,6 +334,93 @@ 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
@@ -114,27 +125,39 @@ 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 shared connection from `@esengine/database-drivers`.
```typescript
import { MongoClient } from 'mongodb';
import { MongoStorage } from '@esengine/transaction';
import { createMongoConnection } from '@esengine/database-drivers';
import { createMongoStorage, TransactionManager } from '@esengine/transaction';
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
const db = client.db('game');
// Create shared connection
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
});
await mongo.connect();
const storage = new MongoStorage({
db,
transactionCollection: 'transactions', // Transaction log collection
dataCollection: 'transaction_data', // Business data collection
lockCollection: 'transaction_locks', // Lock collection
// Create storage using shared connection
const storage = createMongoStorage(mongo, {
transactionCollection: 'transactions', // Transaction log collection (optional)
dataCollection: 'transaction_data', // Business data collection (optional)
lockCollection: 'transaction_locks', // Lock collection (optional)
});
// Create indexes (run on first startup)
await storage.ensureIndexes();
const manager = new TransactionManager({ storage });
// Close storage (does not close shared connection)
await storage.close();
// Shared connection can continue to be used by other modules
const userRepo = new UserRepository(mongo); // @esengine/database
// Finally close the shared connection
await mongo.disconnect();
```
### 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

@@ -606,6 +606,107 @@ export class RetryDecorator implements INodeExecutor {
}
```
## 在代码中使用自定义执行器
定义了自定义执行器后,可以通过 `BehaviorTreeBuilder``.action()``.condition()` 方法在代码中使用:
### 使用 action() 方法
```typescript
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
// 使用自定义执行器构建行为树
const tree = BehaviorTreeBuilder.create('CombatAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('Root')
.sequence('AttackSequence')
// 使用自定义动作 - implementationType 匹配装饰器中的定义
.action('AttackAction', 'Attack', { damage: 25 })
.action('MoveToPosition', 'Chase', { speed: 10 })
.end()
.action('DelayAction', 'Idle', { duration: 1.0 })
.end()
.build();
// 启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
```
### 使用 condition() 方法
```typescript
const tree = BehaviorTreeBuilder.create('AI')
.selector('Root')
.sequence('AttackBranch')
// 使用自定义条件
.condition('CheckHealth', 'IsHealthy', { threshold: 50, operator: 'greater' })
.action('AttackAction', 'Attack')
.end()
.end()
.build();
```
### Builder 方法对照表
| 方法 | 说明 | 使用场景 |
|------|------|----------|
| `.action(type, name?, config?)` | 使用自定义动作执行器 | 自定义 Action 类 |
| `.condition(type, name?, config?)` | 使用自定义条件执行器 | 自定义 Condition 类 |
| `.executeAction(name)` | 调用黑板函数 `action_{name}` | 简单逻辑、快速原型 |
| `.executeCondition(name)` | 调用黑板函数 `condition_{name}` | 简单条件判断 |
### 完整示例
```typescript
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
NodeExecutorMetadata,
INodeExecutor,
NodeExecutionContext,
TaskStatus,
NodeType,
BindingHelper
} from '@esengine/behavior-tree';
// 1. 定义自定义执行器
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击',
category: 'Combat',
configSchema: {
damage: { type: 'number', default: 10, supportBinding: true }
}
})
class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
console.log(`执行攻击,造成 ${damage} 点伤害!`);
return TaskStatus.Success;
}
}
// 2. 构建行为树
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('MainBehavior')
.sequence('AttackBranch')
.condition('CheckHealth', 'HasEnoughHealth', { threshold: 20, operator: 'greater' })
.action('AttackAction', 'Attack', { damage: 50 })
.end()
.log('逃跑', 'Flee')
.end()
.build();
// 3. 启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, enemyAI);
```
## 注册执行器
### 自动注册

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@@ -0,0 +1,136 @@
---
title: "数据库驱动"
description: "MongoDB、Redis 等数据库的连接管理和驱动封装"
---
`@esengine/database-drivers` 是 ESEngine 的数据库连接管理层,提供 MongoDB、Redis 等数据库的统一连接管理。
## 特性
- **连接池管理** - 自动管理连接池,优化资源使用
- **自动重连** - 连接断开时自动重连
- **事件通知** - 连接状态变化事件
- **类型解耦** - 简化接口,不依赖原生驱动类型
- **共享连接** - 单一连接可供多个模块共享
## 安装
```bash
npm install @esengine/database-drivers
```
**对等依赖:**
```bash
npm install mongodb # MongoDB 支持
npm install ioredis # Redis 支持
```
## 架构
```
┌─────────────────────────────────────────────────────────────────┐
│ @esengine/database-drivers (Layer 1) │
│ ┌─────────────────────┐ ┌─────────────────────┐ │
│ │ MongoConnection │ │ RedisConnection │ │
│ │ - 连接池管理 │ │ - 自动重连 │ │
│ │ - 自动重连 │ │ - Key 前缀 │ │
│ │ - 事件发射器 │ │ - 事件发射器 │ │
│ └──────────┬──────────┘ └─────────────────────┘ │
│ │ │
│ ┌──────────▼──────────┐ │
│ │ IMongoCollection<T> │ ← 类型安全接口 │
│ │ (适配器模式) │ 与 mongodb 类型解耦 │
│ └─────────────────────┘ │
└─────────────────────────────────────────────────────────────────┘
┌───────────────────────┐ ┌───────────────────────┐
│ @esengine/database │ │ @esengine/transaction │
│ (仓库模式) │ │ (分布式事务) │
└───────────────────────┘ └───────────────────────┘
```
## 快速开始
### MongoDB 连接
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
// 创建连接
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game',
pool: {
minSize: 5,
maxSize: 20
},
autoReconnect: true
})
// 监听事件
mongo.on('connected', () => console.log('MongoDB 已连接'))
mongo.on('disconnected', () => console.log('MongoDB 已断开'))
mongo.on('error', (e) => console.error('错误:', e.error))
// 建立连接
await mongo.connect()
// 使用集合
const users = mongo.collection<User>('users')
await users.insertOne({ name: 'John', score: 100 })
const user = await users.findOne({ name: 'John' })
// 完成后断开连接
await mongo.disconnect()
```
### Redis 连接
```typescript
import { createRedisConnection } from '@esengine/database-drivers'
const redis = createRedisConnection({
host: 'localhost',
port: 6379,
keyPrefix: 'game:',
autoReconnect: true
})
await redis.connect()
// 基本操作
await redis.set('session:123', 'data', 3600) // 带 TTL
const value = await redis.get('session:123')
await redis.disconnect()
```
## 服务容器集成
```typescript
import { ServiceContainer } from '@esengine/ecs-framework'
import {
createMongoConnection,
MongoConnectionToken,
RedisConnectionToken
} from '@esengine/database-drivers'
const services = new ServiceContainer()
// 注册连接
const mongo = createMongoConnection({ uri: '...', database: 'game' })
await mongo.connect()
services.register(MongoConnectionToken, mongo)
// 在其他模块中获取
const connection = services.get(MongoConnectionToken)
const users = connection.collection('users')
```
## 文档
- [MongoDB 连接](/modules/database-drivers/mongo/) - MongoDB 连接详细配置
- [Redis 连接](/modules/database-drivers/redis/) - Redis 连接详细配置
- [服务令牌](/modules/database-drivers/tokens/) - 依赖注入集成

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@@ -0,0 +1,265 @@
---
title: "MongoDB 连接"
description: "MongoDB 连接管理、连接池、自动重连"
---
## 配置选项
```typescript
interface MongoConnectionConfig {
/** MongoDB 连接 URI */
uri: string
/** 数据库名称 */
database: string
/** 连接池配置 */
pool?: {
minSize?: number // 最小连接数
maxSize?: number // 最大连接数
acquireTimeout?: number // 获取连接超时(毫秒)
maxLifetime?: number // 连接最大生命周期(毫秒)
}
/** 是否自动重连(默认 true */
autoReconnect?: boolean
/** 重连间隔(毫秒,默认 5000 */
reconnectInterval?: number
/** 最大重连次数(默认 10 */
maxReconnectAttempts?: number
}
```
## 完整示例
```typescript
import { createMongoConnection, MongoConnectionToken } from '@esengine/database-drivers'
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game',
pool: {
minSize: 5,
maxSize: 20,
acquireTimeout: 5000,
maxLifetime: 300000
},
autoReconnect: true,
reconnectInterval: 5000,
maxReconnectAttempts: 10
})
// 事件监听
mongo.on('connected', () => {
console.log('MongoDB 已连接')
})
mongo.on('disconnected', () => {
console.log('MongoDB 已断开')
})
mongo.on('reconnecting', () => {
console.log('MongoDB 正在重连...')
})
mongo.on('reconnected', () => {
console.log('MongoDB 重连成功')
})
mongo.on('error', (event) => {
console.error('MongoDB 错误:', event.error)
})
// 连接
await mongo.connect()
// 检查状态
console.log('已连接:', mongo.isConnected())
console.log('Ping:', await mongo.ping())
```
## IMongoConnection 接口
```typescript
interface IMongoConnection {
/** 连接 ID */
readonly id: string
/** 连接状态 */
readonly state: ConnectionState
/** 建立连接 */
connect(): Promise<void>
/** 断开连接 */
disconnect(): Promise<void>
/** 检查是否已连接 */
isConnected(): boolean
/** 测试连接 */
ping(): Promise<boolean>
/** 获取类型化集合 */
collection<T extends object>(name: string): IMongoCollection<T>
/** 获取数据库接口 */
getDatabase(): IMongoDatabase
/** 获取原生客户端(高级用法) */
getNativeClient(): MongoClientType
/** 获取原生数据库(高级用法) */
getNativeDatabase(): Db
}
```
## IMongoCollection 接口
类型安全的集合接口,与原生 MongoDB 类型解耦:
```typescript
interface IMongoCollection<T extends object> {
readonly name: string
// 查询
findOne(filter: object, options?: FindOptions): Promise<T | null>
find(filter: object, options?: FindOptions): Promise<T[]>
countDocuments(filter?: object): Promise<number>
// 插入
insertOne(doc: T): Promise<InsertOneResult>
insertMany(docs: T[]): Promise<InsertManyResult>
// 更新
updateOne(filter: object, update: object): Promise<UpdateResult>
updateMany(filter: object, update: object): Promise<UpdateResult>
findOneAndUpdate(
filter: object,
update: object,
options?: FindOneAndUpdateOptions
): Promise<T | null>
// 删除
deleteOne(filter: object): Promise<DeleteResult>
deleteMany(filter: object): Promise<DeleteResult>
// 索引
createIndex(
spec: Record<string, 1 | -1>,
options?: IndexOptions
): Promise<string>
}
```
## 使用示例
### 基本 CRUD
```typescript
interface User {
id: string
name: string
email: string
score: number
}
const users = mongo.collection<User>('users')
// 插入
await users.insertOne({
id: '1',
name: 'John',
email: 'john@example.com',
score: 100
})
// 查询
const user = await users.findOne({ name: 'John' })
const topUsers = await users.find(
{ score: { $gte: 100 } },
{ sort: { score: -1 }, limit: 10 }
)
// 更新
await users.updateOne(
{ id: '1' },
{ $inc: { score: 10 } }
)
// 删除
await users.deleteOne({ id: '1' })
```
### 批量操作
```typescript
// 批量插入
await users.insertMany([
{ id: '1', name: 'Alice', email: 'alice@example.com', score: 100 },
{ id: '2', name: 'Bob', email: 'bob@example.com', score: 200 },
{ id: '3', name: 'Carol', email: 'carol@example.com', score: 150 }
])
// 批量更新
await users.updateMany(
{ score: { $lt: 100 } },
{ $set: { status: 'inactive' } }
)
// 批量删除
await users.deleteMany({ status: 'inactive' })
```
### 索引管理
```typescript
// 创建索引
await users.createIndex({ email: 1 }, { unique: true })
await users.createIndex({ score: -1 })
await users.createIndex({ name: 1, score: -1 })
```
## 与其他模块集成
### 与 @esengine/database 集成
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
import { UserRepository, createRepository } from '@esengine/database'
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
})
await mongo.connect()
// 使用 UserRepository
const userRepo = new UserRepository(mongo)
await userRepo.register({ username: 'john', password: '123456' })
// 使用通用仓库
const playerRepo = createRepository<Player>(mongo, 'players')
```
### 与 @esengine/transaction 集成
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
import { createMongoStorage, TransactionManager } from '@esengine/transaction'
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
})
await mongo.connect()
// 创建事务存储(共享连接)
const storage = createMongoStorage(mongo)
await storage.ensureIndexes()
const txManager = new TransactionManager({ storage })
```

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@@ -0,0 +1,228 @@
---
title: "Redis 连接"
description: "Redis 连接管理、自动重连、键前缀"
---
## 配置选项
```typescript
interface RedisConnectionConfig {
/** Redis 主机 */
host?: string
/** Redis 端口 */
port?: number
/** 认证密码 */
password?: string
/** 数据库编号 */
db?: number
/** 键前缀 */
keyPrefix?: string
/** 是否自动重连(默认 true */
autoReconnect?: boolean
/** 重连间隔(毫秒,默认 5000 */
reconnectInterval?: number
/** 最大重连次数(默认 10 */
maxReconnectAttempts?: number
}
```
## 完整示例
```typescript
import { createRedisConnection, RedisConnectionToken } from '@esengine/database-drivers'
const redis = createRedisConnection({
host: 'localhost',
port: 6379,
password: 'your-password',
db: 0,
keyPrefix: 'game:',
autoReconnect: true,
reconnectInterval: 5000,
maxReconnectAttempts: 10
})
// 事件监听
redis.on('connected', () => {
console.log('Redis 已连接')
})
redis.on('disconnected', () => {
console.log('Redis 已断开')
})
redis.on('error', (event) => {
console.error('Redis 错误:', event.error)
})
// 连接
await redis.connect()
// 检查状态
console.log('已连接:', redis.isConnected())
console.log('Ping:', await redis.ping())
```
## IRedisConnection 接口
```typescript
interface IRedisConnection {
/** 连接 ID */
readonly id: string
/** 连接状态 */
readonly state: ConnectionState
/** 建立连接 */
connect(): Promise<void>
/** 断开连接 */
disconnect(): Promise<void>
/** 检查是否已连接 */
isConnected(): boolean
/** 测试连接 */
ping(): Promise<boolean>
/** 获取值 */
get(key: string): Promise<string | null>
/** 设置值(可选 TTL单位秒 */
set(key: string, value: string, ttl?: number): Promise<void>
/** 删除键 */
del(key: string): Promise<boolean>
/** 检查键是否存在 */
exists(key: string): Promise<boolean>
/** 设置过期时间(秒) */
expire(key: string, seconds: number): Promise<boolean>
/** 获取剩余过期时间(秒) */
ttl(key: string): Promise<number>
/** 获取原生客户端(高级用法) */
getNativeClient(): Redis
}
```
## 使用示例
### 基本操作
```typescript
// 设置值
await redis.set('user:1:name', 'John')
// 设置带过期时间的值1 小时)
await redis.set('session:abc123', 'user-data', 3600)
// 获取值
const name = await redis.get('user:1:name')
// 检查键是否存在
const exists = await redis.exists('user:1:name')
// 删除键
await redis.del('user:1:name')
// 获取剩余过期时间
const ttl = await redis.ttl('session:abc123')
```
### 键前缀
配置 `keyPrefix` 后,所有操作自动添加前缀:
```typescript
const redis = createRedisConnection({
host: 'localhost',
keyPrefix: 'game:'
})
// 实际操作的键是 'game:user:1'
await redis.set('user:1', 'data')
// 实际查询的键是 'game:user:1'
const data = await redis.get('user:1')
```
### 高级操作
使用原生客户端进行高级操作:
```typescript
const client = redis.getNativeClient()
// 使用 Pipeline
const pipeline = client.pipeline()
pipeline.set('key1', 'value1')
pipeline.set('key2', 'value2')
pipeline.set('key3', 'value3')
await pipeline.exec()
// 使用事务
const multi = client.multi()
multi.incr('counter')
multi.get('counter')
const results = await multi.exec()
// 使用 Lua 脚本
const result = await client.eval(
`return redis.call('get', KEYS[1])`,
1,
'mykey'
)
```
## 与事务系统集成
```typescript
import { createRedisConnection } from '@esengine/database-drivers'
import { RedisStorage, TransactionManager } from '@esengine/transaction'
const redis = createRedisConnection({
host: 'localhost',
port: 6379,
keyPrefix: 'tx:'
})
await redis.connect()
// 创建事务存储
const storage = new RedisStorage({
factory: () => redis.getNativeClient(),
prefix: 'tx:'
})
const txManager = new TransactionManager({ storage })
```
## 连接状态
```typescript
type ConnectionState =
| 'disconnected' // 未连接
| 'connecting' // 连接中
| 'connected' // 已连接
| 'disconnecting' // 断开中
| 'error' // 错误状态
```
## 事件
| 事件 | 描述 |
|------|------|
| `connected` | 连接成功 |
| `disconnected` | 连接断开 |
| `reconnecting` | 正在重连 |
| `reconnected` | 重连成功 |
| `error` | 发生错误 |

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@@ -0,0 +1,140 @@
---
title: "数据库仓库"
description: "Repository 模式的数据库操作层,支持 CRUD、分页、软删除"
---
`@esengine/database` 是 ESEngine 的数据库操作层,基于 Repository 模式提供类型安全的 CRUD 操作。
## 特性
- **Repository 模式** - 泛型 CRUD 操作,类型安全
- **分页查询** - 内置分页支持
- **软删除** - 可选的软删除与恢复
- **用户管理** - 开箱即用的 UserRepository
- **密码安全** - 使用 scrypt 的密码哈希工具
## 安装
```bash
npm install @esengine/database @esengine/database-drivers
```
## 快速开始
### 基本仓库
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
import { Repository, createRepository } from '@esengine/database'
// 定义实体
interface Player {
id: string
name: string
score: number
createdAt: Date
updatedAt: Date
}
// 创建连接
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
})
await mongo.connect()
// 创建仓库
const playerRepo = createRepository<Player>(mongo, 'players')
// CRUD 操作
const player = await playerRepo.create({
name: 'John',
score: 0
})
const found = await playerRepo.findById(player.id)
await playerRepo.update(player.id, { score: 100 })
await playerRepo.delete(player.id)
```
### 自定义仓库
```typescript
import { Repository, BaseEntity } from '@esengine/database'
import type { IMongoConnection } from '@esengine/database-drivers'
interface Player extends BaseEntity {
name: string
score: number
rank?: string
}
class PlayerRepository extends Repository<Player> {
constructor(connection: IMongoConnection) {
super(connection, 'players')
}
async findTopPlayers(limit: number = 10): Promise<Player[]> {
return this.findMany({
sort: { score: 'desc' },
limit
})
}
async findByRank(rank: string): Promise<Player[]> {
return this.findMany({
where: { rank }
})
}
async incrementScore(playerId: string, amount: number): Promise<Player | null> {
const player = await this.findById(playerId)
if (!player) return null
return this.update(playerId, { score: player.score + amount })
}
}
// 使用
const playerRepo = new PlayerRepository(mongo)
const topPlayers = await playerRepo.findTopPlayers(5)
```
### 用户仓库
```typescript
import { UserRepository } from '@esengine/database'
const userRepo = new UserRepository(mongo)
// 注册新用户
const user = await userRepo.register({
username: 'john',
password: 'securePassword123',
email: 'john@example.com'
})
// 认证
const authenticated = await userRepo.authenticate('john', 'securePassword123')
if (authenticated) {
console.log('登录成功:', authenticated.username)
}
// 修改密码
await userRepo.changePassword(user.id, 'securePassword123', 'newPassword456')
// 角色管理
await userRepo.addRole(user.id, 'admin')
await userRepo.removeRole(user.id, 'admin')
// 查询用户
const admins = await userRepo.findByRole('admin')
const john = await userRepo.findByUsername('john')
```
## 文档
- [仓库 API](/modules/database/repository/) - Repository 详细 API
- [用户管理](/modules/database/user/) - UserRepository 用法
- [查询语法](/modules/database/query/) - 查询条件语法

View File

@@ -0,0 +1,185 @@
---
title: "查询语法"
description: "查询条件操作符和语法"
---
## 基本查询
### 精确匹配
```typescript
await repo.findMany({
where: {
name: 'John',
status: 'active'
}
})
```
### 使用操作符
```typescript
await repo.findMany({
where: {
score: { $gte: 100 },
rank: { $in: ['gold', 'platinum'] }
}
})
```
## 查询操作符
| 操作符 | 描述 | 示例 |
|--------|------|------|
| `$eq` | 等于 | `{ score: { $eq: 100 } }` |
| `$ne` | 不等于 | `{ status: { $ne: 'banned' } }` |
| `$gt` | 大于 | `{ score: { $gt: 50 } }` |
| `$gte` | 大于等于 | `{ level: { $gte: 10 } }` |
| `$lt` | 小于 | `{ age: { $lt: 18 } }` |
| `$lte` | 小于等于 | `{ price: { $lte: 100 } }` |
| `$in` | 在数组中 | `{ rank: { $in: ['gold', 'platinum'] } }` |
| `$nin` | 不在数组中 | `{ status: { $nin: ['banned', 'suspended'] } }` |
| `$like` | 模式匹配 | `{ name: { $like: '%john%' } }` |
| `$regex` | 正则匹配 | `{ email: { $regex: '@gmail.com$' } }` |
## 逻辑操作符
### $or
```typescript
await repo.findMany({
where: {
$or: [
{ score: { $gte: 1000 } },
{ rank: 'legendary' }
]
}
})
```
### $and
```typescript
await repo.findMany({
where: {
$and: [
{ score: { $gte: 100 } },
{ score: { $lte: 500 } }
]
}
})
```
### 组合使用
```typescript
await repo.findMany({
where: {
status: 'active',
$or: [
{ rank: 'gold' },
{ score: { $gte: 1000 } }
]
}
})
```
## 模式匹配
### $like 语法
- `%` - 匹配任意字符序列
- `_` - 匹配单个字符
```typescript
// 以 'John' 开头
{ name: { $like: 'John%' } }
// 以 'son' 结尾
{ name: { $like: '%son' } }
// 包含 'oh'
{ name: { $like: '%oh%' } }
// 第二个字符是 'o'
{ name: { $like: '_o%' } }
```
### $regex 语法
使用标准正则表达式:
```typescript
// 以 'John' 开头(大小写不敏感)
{ name: { $regex: '^john' } }
// Gmail 邮箱
{ email: { $regex: '@gmail\\.com$' } }
// 包含数字
{ username: { $regex: '\\d+' } }
```
## 排序
```typescript
await repo.findMany({
sort: {
score: 'desc', // 降序
name: 'asc' // 升序
}
})
```
## 分页
### 使用 limit/offset
```typescript
// 第一页
await repo.findMany({
limit: 20,
offset: 0
})
// 第二页
await repo.findMany({
limit: 20,
offset: 20
})
```
### 使用 findPaginated
```typescript
const result = await repo.findPaginated(
{ page: 2, pageSize: 20 },
{ sort: { createdAt: 'desc' } }
)
```
## 完整示例
```typescript
// 查找活跃的金牌玩家,分数在 100-1000 之间
// 按分数降序排列,取前 10 个
const players = await repo.findMany({
where: {
status: 'active',
rank: 'gold',
score: { $gte: 100, $lte: 1000 }
},
sort: { score: 'desc' },
limit: 10
})
// 搜索用户名包含 'john' 或邮箱是 gmail 的用户
const users = await repo.findMany({
where: {
$or: [
{ username: { $like: '%john%' } },
{ email: { $regex: '@gmail\\.com$' } }
]
}
})
```

View File

@@ -0,0 +1,244 @@
---
title: "Repository API"
description: "泛型仓库接口CRUD 操作、分页、软删除"
---
## 创建仓库
### 使用工厂函数
```typescript
import { createRepository } from '@esengine/database'
const playerRepo = createRepository<Player>(mongo, 'players')
// 启用软删除
const playerRepo = createRepository<Player>(mongo, 'players', true)
```
### 继承 Repository
```typescript
import { Repository, BaseEntity } from '@esengine/database'
interface Player extends BaseEntity {
name: string
score: number
}
class PlayerRepository extends Repository<Player> {
constructor(connection: IMongoConnection) {
super(connection, 'players', false) // 第三个参数:启用软删除
}
// 添加自定义方法
async findTopPlayers(limit: number): Promise<Player[]> {
return this.findMany({
sort: { score: 'desc' },
limit
})
}
}
```
## BaseEntity 接口
所有实体必须继承 `BaseEntity`
```typescript
interface BaseEntity {
id: string
createdAt: Date
updatedAt: Date
deletedAt?: Date // 软删除时使用
}
```
## 查询方法
### findById
```typescript
const player = await repo.findById('player-123')
```
### findOne
```typescript
const player = await repo.findOne({
where: { name: 'John' }
})
const topPlayer = await repo.findOne({
sort: { score: 'desc' }
})
```
### findMany
```typescript
// 简单查询
const players = await repo.findMany({
where: { rank: 'gold' }
})
// 复杂查询
const players = await repo.findMany({
where: {
score: { $gte: 100 },
rank: { $in: ['gold', 'platinum'] }
},
sort: { score: 'desc', name: 'asc' },
limit: 10,
offset: 0
})
```
### findPaginated
```typescript
const result = await repo.findPaginated(
{ page: 1, pageSize: 20 },
{
where: { rank: 'gold' },
sort: { score: 'desc' }
}
)
console.log(result.data) // Player[]
console.log(result.total) // 总数量
console.log(result.totalPages) // 总页数
console.log(result.hasNext) // 是否有下一页
console.log(result.hasPrev) // 是否有上一页
```
### count
```typescript
const count = await repo.count({
where: { rank: 'gold' }
})
```
### exists
```typescript
const exists = await repo.exists({
where: { email: 'john@example.com' }
})
```
## 创建方法
### create
```typescript
const player = await repo.create({
name: 'John',
score: 0
})
// 自动生成 id, createdAt, updatedAt
```
### createMany
```typescript
const players = await repo.createMany([
{ name: 'Alice', score: 100 },
{ name: 'Bob', score: 200 },
{ name: 'Carol', score: 150 }
])
```
## 更新方法
### update
```typescript
const updated = await repo.update('player-123', {
score: 200,
rank: 'gold'
})
// 自动更新 updatedAt
```
## 删除方法
### delete
```typescript
// 普通删除
await repo.delete('player-123')
// 软删除(如果启用)
// 实际是设置 deletedAt 字段
```
### deleteMany
```typescript
const count = await repo.deleteMany({
where: { score: { $lt: 10 } }
})
```
## 软删除
### 启用软删除
```typescript
const repo = createRepository<Player>(mongo, 'players', true)
```
### 查询行为
```typescript
// 默认排除软删除记录
const players = await repo.findMany()
// 包含软删除记录
const allPlayers = await repo.findMany({
includeSoftDeleted: true
})
```
### 恢复记录
```typescript
await repo.restore('player-123')
```
## QueryOptions
```typescript
interface QueryOptions<T> {
/** 查询条件 */
where?: WhereCondition<T>
/** 排序 */
sort?: Partial<Record<keyof T, 'asc' | 'desc'>>
/** 限制数量 */
limit?: number
/** 偏移量 */
offset?: number
/** 包含软删除记录(仅在启用软删除时有效) */
includeSoftDeleted?: boolean
}
```
## PaginatedResult
```typescript
interface PaginatedResult<T> {
data: T[]
total: number
page: number
pageSize: number
totalPages: number
hasNext: boolean
hasPrev: boolean
}
```

View File

@@ -0,0 +1,277 @@
---
title: "用户管理"
description: "UserRepository 用户注册、认证、角色管理"
---
## 概述
`UserRepository` 提供开箱即用的用户管理功能:
- 用户注册与认证
- 密码哈希(使用 scrypt
- 角色管理
- 账户状态管理
## 快速开始
```typescript
import { createMongoConnection } from '@esengine/database-drivers'
import { UserRepository } from '@esengine/database'
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
})
await mongo.connect()
const userRepo = new UserRepository(mongo)
```
## 用户注册
```typescript
const user = await userRepo.register({
username: 'john',
password: 'securePassword123',
email: 'john@example.com', // 可选
displayName: 'John Doe', // 可选
roles: ['player'] // 可选,默认 []
})
console.log(user)
// {
// id: 'uuid-...',
// username: 'john',
// email: 'john@example.com',
// displayName: 'John Doe',
// roles: ['player'],
// status: 'active',
// createdAt: Date,
// updatedAt: Date
// }
```
**注意**`register` 返回的 `SafeUser` 不包含密码哈希。
## 用户认证
```typescript
const user = await userRepo.authenticate('john', 'securePassword123')
if (user) {
console.log('登录成功:', user.username)
} else {
console.log('用户名或密码错误')
}
```
## 密码管理
### 修改密码
```typescript
const success = await userRepo.changePassword(
userId,
'oldPassword123',
'newPassword456'
)
if (success) {
console.log('密码修改成功')
} else {
console.log('原密码错误')
}
```
### 重置密码
```typescript
// 管理员直接重置密码
const success = await userRepo.resetPassword(userId, 'newPassword123')
```
## 角色管理
### 添加角色
```typescript
await userRepo.addRole(userId, 'admin')
await userRepo.addRole(userId, 'moderator')
```
### 移除角色
```typescript
await userRepo.removeRole(userId, 'moderator')
```
### 查询角色
```typescript
// 查找所有管理员
const admins = await userRepo.findByRole('admin')
// 检查用户是否有某角色
const user = await userRepo.findById(userId)
const isAdmin = user?.roles.includes('admin')
```
## 查询用户
### 按用户名查找
```typescript
const user = await userRepo.findByUsername('john')
```
### 按邮箱查找
```typescript
const user = await userRepo.findByEmail('john@example.com')
```
### 按角色查找
```typescript
const admins = await userRepo.findByRole('admin')
```
### 使用继承的方法
```typescript
// 分页查询
const result = await userRepo.findPaginated(
{ page: 1, pageSize: 20 },
{
where: { status: 'active' },
sort: { createdAt: 'desc' }
}
)
// 复杂查询
const users = await userRepo.findMany({
where: {
status: 'active',
roles: { $in: ['admin', 'moderator'] }
}
})
```
## 账户状态
```typescript
type UserStatus = 'active' | 'inactive' | 'banned' | 'suspended'
```
### 更新状态
```typescript
await userRepo.update(userId, { status: 'banned' })
```
### 查询特定状态
```typescript
const activeUsers = await userRepo.findMany({
where: { status: 'active' }
})
const bannedUsers = await userRepo.findMany({
where: { status: 'banned' }
})
```
## 类型定义
### UserEntity
```typescript
interface UserEntity extends BaseEntity {
username: string
passwordHash: string
email?: string
displayName?: string
roles: string[]
status: UserStatus
lastLoginAt?: Date
}
```
### SafeUser
```typescript
type SafeUser = Omit<UserEntity, 'passwordHash'>
```
### CreateUserParams
```typescript
interface CreateUserParams {
username: string
password: string
email?: string
displayName?: string
roles?: string[]
}
```
## 密码工具
独立的密码工具函数:
```typescript
import { hashPassword, verifyPassword } from '@esengine/database'
// 哈希密码
const hash = await hashPassword('myPassword123')
// 验证密码
const isValid = await verifyPassword('myPassword123', hash)
```
### 安全说明
- 使用 Node.js 内置的 `scrypt` 算法
- 自动生成随机盐值
- 默认使用安全的迭代参数
- 哈希格式:`salt:hash`(均为 hex 编码)
## 扩展 UserRepository
```typescript
import { UserRepository, UserEntity } from '@esengine/database'
interface GameUser extends UserEntity {
level: number
experience: number
coins: number
}
class GameUserRepository extends UserRepository {
// 重写集合名
constructor(connection: IMongoConnection) {
super(connection, 'game_users')
}
// 添加游戏相关方法
async addExperience(userId: string, amount: number): Promise<GameUser | null> {
const user = await this.findById(userId) as GameUser | null
if (!user) return null
const newExp = user.experience + amount
const newLevel = Math.floor(newExp / 1000) + 1
return this.update(userId, {
experience: newExp,
level: newLevel
}) as Promise<GameUser | null>
}
async findTopPlayers(limit: number = 10): Promise<GameUser[]> {
return this.findMany({
sort: { level: 'desc', experience: 'desc' },
limit
}) as Promise<GameUser[]>
}
}
```

View File

@@ -37,6 +37,13 @@ ESEngine 提供了丰富的功能模块,可以按需引入到你的项目中
| [网络同步](/modules/network/) | `@esengine/network` | 多人游戏网络同步 |
| [事务系统](/modules/transaction/) | `@esengine/transaction` | 游戏事务处理,支持分布式事务 |
### 数据库模块
| 模块 | 包名 | 描述 |
|------|------|------|
| [数据库驱动](/modules/database-drivers/) | `@esengine/database-drivers` | MongoDB、Redis 连接管理 |
| [数据库仓库](/modules/database/) | `@esengine/database` | Repository 模式数据操作 |
## 安装
所有模块都可以独立安装:

View File

@@ -0,0 +1,855 @@
---
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)
```
### 自定义提供者
你可以通过实现 `IAuthProvider` 接口来创建自定义认证提供者,以集成任何认证系统(如 OAuth、LDAP、自定义数据库认证等
#### IAuthProvider 接口
```typescript
interface IAuthProvider<TUser = unknown, TCredentials = unknown> {
/** 提供者名称 */
readonly name: string;
/** 验证凭证 */
verify(credentials: TCredentials): Promise<AuthResult<TUser>>;
/** 刷新令牌(可选) */
refresh?(token: string): Promise<AuthResult<TUser>>;
/** 撤销令牌(可选) */
revoke?(token: string): Promise<boolean>;
}
interface AuthResult<TUser> {
success: boolean;
user?: TUser;
error?: string;
errorCode?: AuthErrorCode;
token?: string;
expiresAt?: number;
}
type AuthErrorCode =
| 'INVALID_CREDENTIALS'
| 'EXPIRED_TOKEN'
| 'INVALID_TOKEN'
| 'USER_NOT_FOUND'
| 'ACCOUNT_DISABLED'
| 'RATE_LIMITED'
| 'INSUFFICIENT_PERMISSIONS';
```
#### 自定义提供者示例
**示例 1数据库密码认证**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface User {
id: string
username: string
roles: string[]
}
interface PasswordCredentials {
username: string
password: string
}
class DatabaseAuthProvider implements IAuthProvider<User, PasswordCredentials> {
readonly name = 'database'
async verify(credentials: PasswordCredentials): Promise<AuthResult<User>> {
const { username, password } = credentials
// 从数据库查询用户
const user = await db.users.findByUsername(username)
if (!user) {
return {
success: false,
error: '用户不存在',
errorCode: 'USER_NOT_FOUND'
}
}
// 验证密码(使用 bcrypt 等库)
const isValid = await bcrypt.compare(password, user.passwordHash)
if (!isValid) {
return {
success: false,
error: '密码错误',
errorCode: 'INVALID_CREDENTIALS'
}
}
// 检查账号状态
if (user.disabled) {
return {
success: false,
error: '账号已禁用',
errorCode: 'ACCOUNT_DISABLED'
}
}
return {
success: true,
user: {
id: user.id,
username: user.username,
roles: user.roles
}
}
}
}
```
**示例 2OAuth/第三方认证**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface OAuthUser {
id: string
email: string
name: string
provider: string
roles: string[]
}
interface OAuthCredentials {
provider: 'google' | 'github' | 'discord'
accessToken: string
}
class OAuthProvider implements IAuthProvider<OAuthUser, OAuthCredentials> {
readonly name = 'oauth'
async verify(credentials: OAuthCredentials): Promise<AuthResult<OAuthUser>> {
const { provider, accessToken } = credentials
try {
// 根据提供商验证 token
const profile = await this.fetchUserProfile(provider, accessToken)
// 查找或创建本地用户
let user = await db.users.findByOAuth(provider, profile.id)
if (!user) {
user = await db.users.create({
oauthProvider: provider,
oauthId: profile.id,
email: profile.email,
name: profile.name,
roles: ['player']
})
}
return {
success: true,
user: {
id: user.id,
email: user.email,
name: user.name,
provider,
roles: user.roles
}
}
} catch (error) {
return {
success: false,
error: 'OAuth 验证失败',
errorCode: 'INVALID_TOKEN'
}
}
}
private async fetchUserProfile(provider: string, token: string) {
switch (provider) {
case 'google':
return fetch('https://www.googleapis.com/oauth2/v2/userinfo', {
headers: { Authorization: `Bearer ${token}` }
}).then(r => r.json())
case 'github':
return fetch('https://api.github.com/user', {
headers: { Authorization: `Bearer ${token}` }
}).then(r => r.json())
// 其他提供商...
default:
throw new Error(`不支持的提供商: ${provider}`)
}
}
}
```
**示例 3API Key 认证**
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface ApiUser {
id: string
name: string
roles: string[]
rateLimit: number
}
class ApiKeyAuthProvider implements IAuthProvider<ApiUser, string> {
readonly name = 'api-key'
private revokedKeys = new Set<string>()
async verify(apiKey: string): Promise<AuthResult<ApiUser>> {
if (!apiKey || !apiKey.startsWith('sk_')) {
return {
success: false,
error: 'API Key 格式无效',
errorCode: 'INVALID_TOKEN'
}
}
if (this.revokedKeys.has(apiKey)) {
return {
success: false,
error: 'API Key 已被撤销',
errorCode: 'INVALID_TOKEN'
}
}
// 从数据库查询 API Key
const keyData = await db.apiKeys.findByKey(apiKey)
if (!keyData) {
return {
success: false,
error: 'API Key 不存在',
errorCode: 'INVALID_CREDENTIALS'
}
}
// 检查过期
if (keyData.expiresAt && keyData.expiresAt < Date.now()) {
return {
success: false,
error: 'API Key 已过期',
errorCode: 'EXPIRED_TOKEN'
}
}
return {
success: true,
user: {
id: keyData.userId,
name: keyData.name,
roles: keyData.roles,
rateLimit: keyData.rateLimit
},
expiresAt: keyData.expiresAt
}
}
async revoke(apiKey: string): Promise<boolean> {
this.revokedKeys.add(apiKey)
await db.apiKeys.revoke(apiKey)
return true
}
}
```
#### 使用自定义提供者
```typescript
import { createServer } from '@esengine/server'
import { withAuth } from '@esengine/server/auth'
// 创建自定义提供者
const dbAuthProvider = new DatabaseAuthProvider()
// 或使用 OAuth 提供者
const oauthProvider = new OAuthProvider()
// 使用自定义提供者
const server = withAuth(await createServer({ port: 3000 }), {
provider: dbAuthProvider, // 或 oauthProvider
// 从 WebSocket 连接请求中提取凭证
extractCredentials: (req) => {
const url = new URL(req.url, 'http://localhost')
// 对于数据库认证:从查询参数获取
const username = url.searchParams.get('username')
const password = url.searchParams.get('password')
if (username && password) {
return { username, password }
}
// 对于 OAuth从 token 参数获取
const provider = url.searchParams.get('provider')
const accessToken = url.searchParams.get('access_token')
if (provider && accessToken) {
return { provider, accessToken }
}
// 对于 API Key从请求头获取
const apiKey = req.headers['x-api-key']
if (apiKey) {
return apiKey as string
}
return null
},
onAuthFailure: (conn, error) => {
console.log(`认证失败: ${error.errorCode} - ${error.error}`)
}
})
await server.start()
```
#### 组合多个提供者
你可以创建一个复合提供者来支持多种认证方式:
```typescript
import type { IAuthProvider, AuthResult } from '@esengine/server/auth'
interface MultiAuthCredentials {
type: 'jwt' | 'oauth' | 'apikey' | 'password'
data: unknown
}
class MultiAuthProvider implements IAuthProvider<User, MultiAuthCredentials> {
readonly name = 'multi'
constructor(
private jwtProvider: JwtAuthProvider<User>,
private oauthProvider: OAuthProvider,
private apiKeyProvider: ApiKeyAuthProvider,
private dbProvider: DatabaseAuthProvider
) {}
async verify(credentials: MultiAuthCredentials): Promise<AuthResult<User>> {
switch (credentials.type) {
case 'jwt':
return this.jwtProvider.verify(credentials.data as string)
case 'oauth':
return this.oauthProvider.verify(credentials.data as OAuthCredentials)
case 'apikey':
return this.apiKeyProvider.verify(credentials.data as string)
case 'password':
return this.dbProvider.verify(credentials.data as PasswordCredentials)
default:
return {
success: false,
error: '不支持的认证类型',
errorCode: 'INVALID_CREDENTIALS'
}
}
}
}
```
### 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。

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@@ -0,0 +1,679 @@
---
title: "HTTP 路由"
description: "HTTP REST API 路由功能,支持与 WebSocket 共用端口"
---
`@esengine/server` 内置了轻量级的 HTTP 路由功能,可以与 WebSocket 服务共用同一端口,方便实现 REST API。
## 快速开始
### 内联路由定义
最简单的方式是在创建服务器时直接定义 HTTP 路由:
```typescript
import { createServer } from '@esengine/server'
const server = await createServer({
port: 3000,
http: {
'/api/health': (req, res) => {
res.json({ status: 'ok', time: Date.now() })
},
'/api/users': {
GET: (req, res) => {
res.json({ users: [] })
},
POST: async (req, res) => {
const body = req.body as { name: string }
res.status(201).json({ id: '1', name: body.name })
}
}
},
cors: true // 启用 CORS
})
await server.start()
```
### 文件路由
对于较大的项目,推荐使用文件路由。创建 `src/http` 目录,每个文件对应一个路由:
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server'
interface LoginBody {
username: string
password: string
}
export default defineHttp<LoginBody>({
method: 'POST',
handler(req, res) {
const { username, password } = req.body as LoginBody
// 验证用户...
if (username === 'admin' && password === '123456') {
res.json({ token: 'jwt-token-here', userId: 'user-1' })
} else {
res.error(401, '用户名或密码错误')
}
}
})
```
```typescript
// server.ts
import { createServer } from '@esengine/server'
const server = await createServer({
port: 3000,
httpDir: './src/http', // HTTP 路由目录
httpPrefix: '/api', // 路由前缀
cors: true
})
await server.start()
// 路由: POST /api/login
```
## defineHttp 定义
`defineHttp` 用于定义类型安全的 HTTP 处理器:
```typescript
import { defineHttp } from '@esengine/server'
interface CreateUserBody {
username: string
email: string
password: string
}
export default defineHttp<CreateUserBody>({
// HTTP 方法(默认 POST
method: 'POST',
// 处理函数
handler(req, res) {
const body = req.body as CreateUserBody
// 处理请求...
res.status(201).json({ id: 'new-user-id' })
}
})
```
### 支持的 HTTP 方法
```typescript
type HttpMethod = 'GET' | 'POST' | 'PUT' | 'DELETE' | 'PATCH' | 'OPTIONS'
```
## HttpRequest 对象
HTTP 请求对象包含以下属性:
```typescript
interface HttpRequest {
/** 原始 Node.js IncomingMessage */
raw: IncomingMessage
/** HTTP 方法 */
method: string
/** 请求路径 */
path: string
/** 路由参数(从 URL 路径提取,如 /users/:id */
params: Record<string, string>
/** 查询参数 */
query: Record<string, string>
/** 请求头 */
headers: Record<string, string | string[] | undefined>
/** 解析后的请求体 */
body: unknown
/** 客户端 IP */
ip: string
}
```
### 使用示例
```typescript
export default defineHttp({
method: 'GET',
handler(req, res) {
// 获取查询参数
const page = parseInt(req.query.page ?? '1')
const limit = parseInt(req.query.limit ?? '10')
// 获取请求头
const authHeader = req.headers.authorization
// 获取客户端 IP
console.log('Request from:', req.ip)
res.json({ page, limit })
}
})
```
### 请求体解析
请求体会根据 `Content-Type` 自动解析:
- `application/json` - 解析为 JSON 对象
- `application/x-www-form-urlencoded` - 解析为键值对对象
- 其他 - 保持原始字符串
```typescript
export default defineHttp<{ name: string; age: number }>({
method: 'POST',
handler(req, res) {
// body 已自动解析
const { name, age } = req.body as { name: string; age: number }
res.json({ received: { name, age } })
}
})
```
## HttpResponse 对象
HTTP 响应对象提供链式 API
```typescript
interface HttpResponse {
/** 原始 Node.js ServerResponse */
raw: ServerResponse
/** 设置状态码 */
status(code: number): HttpResponse
/** 设置响应头 */
header(name: string, value: string): HttpResponse
/** 发送 JSON 响应 */
json(data: unknown): void
/** 发送文本响应 */
text(data: string): void
/** 发送错误响应 */
error(code: number, message: string): void
}
```
### 使用示例
```typescript
export default defineHttp({
method: 'POST',
handler(req, res) {
// 设置状态码和自定义头
res
.status(201)
.header('X-Custom-Header', 'value')
.json({ created: true })
}
})
```
```typescript
export default defineHttp({
method: 'GET',
handler(req, res) {
// 发送错误响应
res.error(404, '资源不存在')
// 等价于: res.status(404).json({ error: '资源不存在' })
}
})
```
```typescript
export default defineHttp({
method: 'GET',
handler(req, res) {
// 发送纯文本
res.text('Hello, World!')
}
})
```
## 文件路由规范
### 命名转换
文件名会自动转换为路由路径:
| 文件路径 | 路由路径prefix=/api |
|---------|----------------------|
| `login.ts` | `/api/login` |
| `users/profile.ts` | `/api/users/profile` |
| `users/[id].ts` | `/api/users/:id` |
| `game/room/[roomId].ts` | `/api/game/room/:roomId` |
### 动态路由参数
使用 `[param]` 语法定义动态参数:
```typescript
// src/http/users/[id].ts
import { defineHttp } from '@esengine/server'
export default defineHttp({
method: 'GET',
handler(req, res) {
// 直接从 params 获取路由参数
const { id } = req.params
res.json({ userId: id })
}
})
```
多个参数的情况:
```typescript
// src/http/users/[userId]/posts/[postId].ts
import { defineHttp } from '@esengine/server'
export default defineHttp({
method: 'GET',
handler(req, res) {
const { userId, postId } = req.params
res.json({ userId, postId })
}
})
```
### 跳过规则
以下文件会被自动跳过:
-`_` 开头的文件(如 `_helper.ts`
- `index.ts` / `index.js` 文件
-`.ts` / `.js` / `.mts` / `.mjs` 文件
### 目录结构示例
```
src/
└── http/
├── _utils.ts # 跳过(下划线开头)
├── index.ts # 跳过index 文件)
├── health.ts # GET /api/health
├── login.ts # POST /api/login
├── register.ts # POST /api/register
└── users/
├── index.ts # 跳过
├── list.ts # GET /api/users/list
└── [id].ts # GET /api/users/:id
```
## CORS 配置
### 快速启用
```typescript
const server = await createServer({
port: 3000,
cors: true // 使用默认配置
})
```
### 自定义配置
```typescript
const server = await createServer({
port: 3000,
cors: {
// 允许的来源
origin: ['http://localhost:5173', 'https://myapp.com'],
// 或使用通配符
// origin: '*',
// origin: true, // 反射请求来源
// 允许的 HTTP 方法
methods: ['GET', 'POST', 'PUT', 'DELETE'],
// 允许的请求头
allowedHeaders: ['Content-Type', 'Authorization', 'X-Requested-With'],
// 是否允许携带凭证cookies
credentials: true,
// 预检请求缓存时间(秒)
maxAge: 86400
}
})
```
### CorsOptions 类型
```typescript
interface CorsOptions {
/** 允许的来源字符串、字符串数组、true反射或 '*' */
origin?: string | string[] | boolean
/** 允许的 HTTP 方法 */
methods?: string[]
/** 允许的请求头 */
allowedHeaders?: string[]
/** 是否允许携带凭证 */
credentials?: boolean
/** 预检请求缓存时间(秒) */
maxAge?: number
}
```
## 路由合并
文件路由和内联路由可以同时使用,内联路由优先级更高:
```typescript
const server = await createServer({
port: 3000,
httpDir: './src/http',
httpPrefix: '/api',
// 内联路由会与文件路由合并
http: {
'/health': (req, res) => res.json({ status: 'ok' }),
'/api/special': (req, res) => res.json({ special: true })
}
})
```
## 与 WebSocket 共用端口
HTTP 路由与 WebSocket 服务自动共用同一端口:
```typescript
const server = await createServer({
port: 3000,
// WebSocket 相关配置
apiDir: './src/api',
msgDir: './src/msg',
// HTTP 相关配置
httpDir: './src/http',
httpPrefix: '/api',
cors: true
})
await server.start()
// 同一端口 3000
// - WebSocket: ws://localhost:3000
// - HTTP API: http://localhost:3000/api/*
```
## 完整示例
### 游戏服务器登录 API
```typescript
// src/http/auth/login.ts
import { defineHttp } from '@esengine/server'
import { createJwtAuthProvider } from '@esengine/server/auth'
interface LoginRequest {
username: string
password: string
}
interface LoginResponse {
token: string
userId: string
expiresAt: number
}
const jwtProvider = createJwtAuthProvider({
secret: process.env.JWT_SECRET!,
expiresIn: 3600
})
export default defineHttp<LoginRequest>({
method: 'POST',
async handler(req, res) {
const { username, password } = req.body as LoginRequest
// 验证用户
const user = await db.users.findByUsername(username)
if (!user || !await verifyPassword(password, user.passwordHash)) {
res.error(401, '用户名或密码错误')
return
}
// 生成 JWT
const token = jwtProvider.sign({
sub: user.id,
name: user.username,
roles: user.roles
})
const response: LoginResponse = {
token,
userId: user.id,
expiresAt: Date.now() + 3600 * 1000
}
res.json(response)
}
})
```
### 游戏数据查询 API
```typescript
// src/http/game/leaderboard.ts
import { defineHttp } from '@esengine/server'
export default defineHttp({
method: 'GET',
async handler(req, res) {
const limit = parseInt(req.query.limit ?? '10')
const offset = parseInt(req.query.offset ?? '0')
const players = await db.players.findMany({
sort: { score: 'desc' },
limit,
offset
})
res.json({
data: players,
pagination: { limit, offset }
})
}
})
```
## 中间件
### 中间件类型
中间件是在路由处理前后执行的函数:
```typescript
type HttpMiddleware = (
req: HttpRequest,
res: HttpResponse,
next: () => Promise<void>
) => void | Promise<void>
```
### 内置中间件
```typescript
import {
requestLogger,
bodyLimit,
responseTime,
requestId,
securityHeaders
} from '@esengine/server'
const server = await createServer({
port: 3000,
http: { /* ... */ },
// 全局中间件通过 createHttpRouter 配置
})
```
#### requestLogger - 请求日志
```typescript
import { requestLogger } from '@esengine/server'
// 记录请求和响应时间
requestLogger()
// 同时记录请求体
requestLogger({ logBody: true })
```
#### bodyLimit - 请求体大小限制
```typescript
import { bodyLimit } from '@esengine/server'
// 限制请求体为 1MB
bodyLimit(1024 * 1024)
```
#### responseTime - 响应时间头
```typescript
import { responseTime } from '@esengine/server'
// 自动添加 X-Response-Time 响应头
responseTime()
```
#### requestId - 请求 ID
```typescript
import { requestId } from '@esengine/server'
// 自动生成并添加 X-Request-ID 响应头
requestId()
// 自定义头名称
requestId('X-Trace-ID')
```
#### securityHeaders - 安全头
```typescript
import { securityHeaders } from '@esengine/server'
// 添加常用安全响应头
securityHeaders()
// 自定义配置
securityHeaders({
hidePoweredBy: true,
frameOptions: 'DENY',
noSniff: true
})
```
### 自定义中间件
```typescript
import type { HttpMiddleware } from '@esengine/server'
// 认证中间件
const authMiddleware: HttpMiddleware = async (req, res, next) => {
const token = req.headers.authorization?.replace('Bearer ', '')
if (!token) {
res.error(401, 'Unauthorized')
return // 不调用 next(),终止请求
}
// 验证 token...
(req as any).userId = 'decoded-user-id'
await next() // 继续执行后续中间件和处理器
}
```
### 使用中间件
#### 使用 createHttpRouter
```typescript
import { createHttpRouter, requestLogger, bodyLimit } from '@esengine/server'
const router = createHttpRouter({
'/api/users': (req, res) => res.json([]),
'/api/admin': {
GET: {
handler: (req, res) => res.json({ admin: true }),
middlewares: [adminAuthMiddleware] // 路由级中间件
}
}
}, {
middlewares: [requestLogger(), bodyLimit(1024 * 1024)], // 全局中间件
timeout: 30000 // 全局超时 30 秒
})
```
## 请求超时
### 全局超时
```typescript
import { createHttpRouter } from '@esengine/server'
const router = createHttpRouter({
'/api/data': async (req, res) => {
// 如果处理超过 30 秒,自动返回 408 Request Timeout
await someSlowOperation()
res.json({ data: 'result' })
}
}, {
timeout: 30000 // 30 秒
})
```
### 路由级超时
```typescript
const router = createHttpRouter({
'/api/quick': (req, res) => res.json({ fast: true }),
'/api/slow': {
POST: {
handler: async (req, res) => {
await verySlowOperation()
res.json({ done: true })
},
timeout: 120000 // 这个路由允许 2 分钟
}
}
}, {
timeout: 10000 // 全局 10 秒(被路由级覆盖)
})
```
## 最佳实践
1. **使用 defineHttp** - 获得更好的类型提示和代码组织
2. **统一错误处理** - 使用 `res.error()` 返回一致的错误格式
3. **启用 CORS** - 前后端分离时必须配置
4. **目录组织** - 按功能模块组织 HTTP 路由文件
5. **验证输入** - 始终验证 `req.body``req.query` 的内容
6. **状态码规范** - 遵循 HTTP 状态码规范200、201、400、401、404、500 等)
7. **使用中间件** - 通过中间件实现认证、日志、限流等横切关注点
8. **设置超时** - 避免慢请求阻塞服务器

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

@@ -79,10 +79,47 @@ await server.start()
| `tickRate` | `number` | `20` | 全局 Tick 频率 (Hz) |
| `apiDir` | `string` | `'src/api'` | API 处理器目录 |
| `msgDir` | `string` | `'src/msg'` | 消息处理器目录 |
| `httpDir` | `string` | `'src/http'` | HTTP 路由目录 |
| `httpPrefix` | `string` | `'/api'` | HTTP 路由前缀 |
| `cors` | `boolean \| CorsOptions` | - | CORS 配置 |
| `onStart` | `(port) => void` | - | 启动回调 |
| `onConnect` | `(conn) => void` | - | 连接回调 |
| `onDisconnect` | `(conn) => void` | - | 断开回调 |
## HTTP 路由
支持 HTTP API 与 WebSocket 共用端口,适用于登录、注册等场景。
```typescript
const server = await createServer({
port: 3000,
httpDir: './src/http', // HTTP 路由目录
httpPrefix: '/api', // 路由前缀
cors: true,
// 或内联定义
http: {
'/health': (req, res) => res.json({ status: 'ok' })
}
})
```
```typescript
// src/http/login.ts
import { defineHttp } from '@esengine/server'
export default defineHttp<{ username: string; password: string }>({
method: 'POST',
handler(req, res) {
const { username, password } = req.body
// 验证并返回 token...
res.json({ token: '...' })
}
})
```
> 详细文档请参考 [HTTP 路由](/modules/network/http)
## Room 系统
Room 是游戏房间的基类,管理玩家和游戏状态。
@@ -311,6 +348,93 @@ 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
@@ -114,27 +125,39 @@ 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 `@esengine/database-drivers` 的共享连接。
```typescript
import { MongoClient } from 'mongodb';
import { MongoStorage } from '@esengine/transaction';
import { createMongoConnection } from '@esengine/database-drivers';
import { createMongoStorage, TransactionManager } from '@esengine/transaction';
const client = new MongoClient('mongodb://localhost:27017');
await client.connect();
const db = client.db('game');
// 创建共享连接
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
});
await mongo.connect();
const storage = new MongoStorage({
db,
transactionCollection: 'transactions', // 事务日志集合
dataCollection: 'transaction_data', // 业务数据集合
lockCollection: 'transaction_locks', // 锁集合
// 使用共享连接创建存储
const storage = createMongoStorage(mongo, {
transactionCollection: 'transactions', // 事务日志集合(可选)
dataCollection: 'transaction_data', // 业务数据集合(可选)
lockCollection: 'transaction_locks', // 锁集合(可选)
});
// 创建索引(首次运行时执行)
await storage.ensureIndexes();
const manager = new TransactionManager({ storage });
// 关闭存储(不会关闭共享连接)
await storage.close();
// 共享连接可继续用于其他模块
const userRepo = new UserRepository(mongo); // @esengine/database
// 最后关闭共享连接
await mongo.disconnect();
```
### 特点

View File

@@ -74,6 +74,7 @@
"lint:fix": "turbo run lint:fix",
"build:wasm": "cd packages/rust/engine && wasm-pack build --dev --out-dir pkg",
"build:wasm:release": "cd packages/rust/engine && wasm-pack build --release --out-dir pkg",
"build:rapier2d": "node scripts/build-rapier2d.mjs",
"copy-modules": "node scripts/copy-engine-modules.mjs"
},
"author": "yhh",

View File

@@ -0,0 +1,132 @@
# 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 and WASM builds)
- **wasm-pack** (for building Rapier2D physics engine)
- **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)
### Installing wasm-pack
```bash
# Using cargo
cargo install wasm-pack
# Or using the official installer script (Linux/macOS)
curl https://rustwasm.github.io/wasm-pack/installer/init.sh -sSf | sh
```
## Quick Start
### 1. Clone and Install
```bash
git clone https://github.com/esengine/esengine.git
cd esengine
pnpm install
```
### 2. Build Rapier2D WASM
The editor depends on Rapier2D physics engine WASM artifacts. First-time setup only requires one command:
```bash
pnpm build:rapier2d
```
This command automatically:
1. Prepares the Rust project
2. Builds WASM
3. Copies artifacts to `packages/physics/rapier2d/pkg`
4. Generates TypeScript source code
> **Note**: Requires Rust and wasm-pack to be installed.
### 3. Build Editor
From the project root:
```bash
pnpm build:editor
```
### 4. Run Editor
```bash
cd packages/editor/editor-app
pnpm tauri:dev
```
## Available Scripts
| Script | Description |
|--------|-------------|
| `pnpm build:rapier2d` | Build Rapier2D WASM (required for first-time setup) |
| `pnpm build:editor` | Build editor and all dependencies |
| `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
### Rapier2D WASM Build Failed
**Error**: `Could not resolve "../pkg/rapier_wasm2d"`
**Cause**: Missing Rapier2D WASM artifacts.
**Solution**:
1. Ensure `wasm-pack` is installed: `cargo install wasm-pack`
2. Run `pnpm build:rapier2d`
3. Verify `packages/physics/rapier2d/pkg/` directory exists and contains `rapier_wasm2d_bg.wasm` file
### Build Errors
```bash
pnpm clean
pnpm install
pnpm build:editor
```
### Rust/Tauri Errors
```bash
rustup update
```
### Windows Users Building WASM
The `pnpm build:rapier2d` script works directly on Windows. If you encounter issues:
1. Use Git Bash or WSL
2. Or download pre-built WASM artifacts from [Releases](https://github.com/esengine/esengine/releases)
## Documentation
- [ESEngine Documentation](https://esengine.cn/)
- [Tauri Documentation](https://tauri.app/)
## License
MIT License

View File

@@ -0,0 +1,132 @@
# 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 和 WASM 构建需要)
- **wasm-pack** (构建 Rapier2D 物理引擎需要)
- **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)
### 安装 wasm-pack
```bash
# 使用 cargo 安装
cargo install wasm-pack
# 或使用官方安装脚本 (Linux/macOS)
curl https://rustwasm.github.io/wasm-pack/installer/init.sh -sSf | sh
```
## 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 Rapier2D WASM
编辑器依赖 Rapier2D 物理引擎的 WASM 产物。首次构建只需执行一条命令:
```bash
pnpm build:rapier2d
```
该命令会自动完成以下步骤:
1. 准备 Rust 项目
2. 构建 WASM
3. 复制产物到 `packages/physics/rapier2d/pkg`
4. 生成 TypeScript 源码
> **注意**:需要已安装 Rust 和 wasm-pack。
### 3. 构建编辑器
在项目根目录执行:
```bash
pnpm build:editor
```
### 4. 启动编辑器
```bash
cd packages/editor/editor-app
pnpm tauri:dev
```
## 可用脚本
| 脚本 | 说明 |
|------|------|
| `pnpm build:rapier2d` | 构建 Rapier2D WASM首次构建必须执行|
| `pnpm build:editor` | 构建编辑器及所有依赖 |
| `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
### Rapier2D WASM 构建失败
**错误**: `Could not resolve "../pkg/rapier_wasm2d"`
**原因**: 缺少 Rapier2D 的 WASM 产物。
**解决方案**:
1. 确保已安装 `wasm-pack``cargo install wasm-pack`
2. 执行 `pnpm build:rapier2d`
3. 确认 `packages/physics/rapier2d/pkg/` 目录存在且包含 `rapier_wasm2d_bg.wasm` 文件
### 构建错误
```bash
pnpm clean
pnpm install
pnpm build:editor
```
### Rust/Tauri 错误
```bash
rustup update
```
### Windows 用户构建 WASM
`pnpm build:rapier2d` 脚本在 Windows 上可以直接运行。如果遇到问题:
1. 使用 Git Bash 或 WSL
2. 或从 [Releases](https://github.com/esengine/esengine/releases) 下载预编译的 WASM 产物
## 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 +1,18 @@
{
"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",
"paths": {
"@esengine/asset-system": ["../../../engine/asset-system/src"]
}
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"]
"exclude": ["node_modules", "dist", "**/*.test.ts"]
}

View File

@@ -2,6 +2,7 @@ import { defineConfig } from 'tsup';
import { editorOnlyPreset } from '../../../tools/build-config/src/presets/plugin-tsup';
export default defineConfig({
...editorOnlyPreset(),
tsconfig: 'tsconfig.build.json'
...editorOnlyPreset({}),
tsconfig: 'tsconfig.build.json',
noExternal: ['@esengine/asset-system']
});

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 +1,121 @@
# @esengine/behavior-tree
## 4.2.0
### Minor Changes
- [#408](https://github.com/esengine/esengine/pull/408) [`b9ea8d1`](https://github.com/esengine/esengine/commit/b9ea8d14cf38e1480f638c229f9ee150b65f0c60) Thanks [@esengine](https://github.com/esengine)! - feat: add action() and condition() methods to BehaviorTreeBuilder
Added new methods to support custom executor types directly in the builder:
- `action(implementationType, name?, config?)` - Use custom action executors registered via `@NodeExecutorMetadata`
- `condition(implementationType, name?, config?)` - Use custom condition executors
This provides a cleaner API for using custom node executors compared to the existing `executeAction()` which only supports blackboard functions.
Example:
```typescript
// Define custom executor
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: 'Attack',
category: 'Combat'
})
class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
return TaskStatus.Success;
}
}
// Use in builder
const tree = BehaviorTreeBuilder.create('AI')
.selector('Root')
.action('AttackAction', 'Attack', { damage: 50 })
.end()
.build();
```
## 4.1.2
### Patch Changes
- [#406](https://github.com/esengine/esengine/pull/406) [`0de4527`](https://github.com/esengine/esengine/commit/0de45279e612c04ae9be7fbd65ce496e4797a43c) Thanks [@esengine](https://github.com/esengine)! - fix(behavior-tree): export NodeExecutorMetadata as value instead of type
Fixed the export of `NodeExecutorMetadata` decorator in `execution/index.ts`.
Previously it was exported as `export type { NodeExecutorMetadata }` which only
exported the type signature, not the actual function. This caused runtime errors
in Cocos Creator: "TypeError: (intermediate value) is not a function".
Changed to `export { NodeExecutorMetadata }` to properly export the decorator function.
## 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": "4.2.0",
"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
"main": "dist/index.js",
"module": "dist/index.js",
@@ -29,7 +29,8 @@
"clean": "rimraf dist tsconfig.tsbuildinfo",
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit"
"type-check": "tsc --noEmit",
"test": "node --experimental-vm-modules node_modules/jest/bin/jest.js"
},
"author": "yhh",
"license": "MIT",

View File

@@ -181,12 +181,73 @@ export class BehaviorTreeBuilder {
}
/**
* 添加执行动作
* 添加执行动作(通过黑板函数)
*
* @zh 使用黑板中的 action_{actionName} 函数执行动作
* @en Execute action using action_{actionName} function from blackboard
*
* @example
* ```typescript
* BehaviorTreeBuilder.create("AI")
* .defineBlackboardVariable("action_Attack", (entity) => TaskStatus.Success)
* .selector("Root")
* .executeAction("Attack")
* .end()
* .build();
* ```
*/
executeAction(actionName: string, name?: string): BehaviorTreeBuilder {
return this.addActionNode('ExecuteAction', name || 'ExecuteAction', { actionName });
}
/**
* 添加自定义动作节点
*
* @zh 直接使用注册的执行器类型(通过 @NodeExecutorMetadata 装饰器注册的类)
* @en Use a registered executor type directly (class registered via @NodeExecutorMetadata decorator)
*
* @param implementationType - 执行器类型名称(@NodeExecutorMetadata 中的 implementationType
* @param name - 节点显示名称
* @param config - 节点配置参数
*
* @example
* ```typescript
* // 1. 定义自定义执行器
* @NodeExecutorMetadata({
* implementationType: 'AttackAction',
* nodeType: NodeType.Action,
* displayName: '攻击动作',
* category: 'Action'
* })
* class AttackAction implements INodeExecutor {
* execute(context: NodeExecutionContext): TaskStatus {
* console.log("执行攻击!");
* return TaskStatus.Success;
* }
* }
*
* // 2. 在行为树中使用
* BehaviorTreeBuilder.create("AI")
* .selector("Root")
* .action("AttackAction", "Attack")
* .end()
* .build();
* ```
*/
action(implementationType: string, name?: string, config?: Record<string, any>): BehaviorTreeBuilder {
return this.addActionNode(implementationType, name || implementationType, config || {});
}
/**
* 添加自定义条件节点
*
* @zh 直接使用注册的条件执行器类型
* @en Use a registered condition executor type directly
*/
condition(implementationType: string, name?: string, config?: Record<string, any>): BehaviorTreeBuilder {
return this.addConditionNode(implementationType, name || implementationType, config || {});
}
/**
* 添加黑板比较条件
*/

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

@@ -5,7 +5,7 @@ export { BehaviorTreeAssetManager } from './BehaviorTreeAssetManager';
export type { INodeExecutor, NodeExecutionContext } from './NodeExecutor';
export { NodeExecutorRegistry, BindingHelper } from './NodeExecutor';
export { BehaviorTreeExecutionSystem } from './BehaviorTreeExecutionSystem';
export type { NodeMetadata, ConfigFieldDefinition, NodeExecutorMetadata } from './NodeMetadata';
export { NodeMetadataRegistry } from './NodeMetadata';
export type { NodeMetadata, ConfigFieldDefinition } from './NodeMetadata';
export { NodeMetadataRegistry, NodeExecutorMetadata } from './NodeMetadata';
export * from './Executors';

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);
@@ -689,6 +742,7 @@ export class Core {
if (!this._instance) return;
this._instance._debugManager?.stop();
this._instance._sceneManager.destroy();
this._instance._serviceContainer.clear();
Core._logger.info('Core destroyed');
this._instance = null;

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

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@@ -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');

View File

@@ -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);
});
});
});

View File

@@ -0,0 +1,327 @@
import { Component } from '../../../src/ECS/Component';
import { ECSComponent } from '../../../src/ECS/Decorators';
import { Scene } from '../../../src/ECS/Scene';
import {
sync,
getSyncMetadata,
hasSyncFields,
getChangeTracker,
initChangeTracker,
clearChanges,
hasChanges
} from '../../../src/ECS/Sync/decorators';
import { SYNC_METADATA, CHANGE_TRACKER } from '../../../src/ECS/Sync/types';
@ECSComponent('SyncTest_PlayerComponent')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
localData: string = "not synced";
}
@ECSComponent('SyncTest_SimpleComponent')
class SimpleComponent extends Component {
@sync("boolean") active: boolean = true;
@sync("int32") value: number = 100;
}
@ECSComponent('SyncTest_NoSyncComponent')
class NoSyncComponent extends Component {
localValue: number = 0;
}
@ECSComponent('SyncTest_AllTypesComponent')
class AllTypesComponent extends Component {
@sync("boolean") boolField: boolean = false;
@sync("int8") int8Field: number = 0;
@sync("uint8") uint8Field: number = 0;
@sync("int16") int16Field: number = 0;
@sync("uint16") uint16Field: number = 0;
@sync("int32") int32Field: number = 0;
@sync("uint32") uint32Field: number = 0;
@sync("float32") float32Field: number = 0;
@sync("float64") float64Field: number = 0;
@sync("string") stringField: string = "";
}
describe('@sync 装饰器测试', () => {
describe('getSyncMetadata', () => {
test('应该返回带 @sync 字段的组件元数据', () => {
const metadata = getSyncMetadata(PlayerComponent);
expect(metadata).not.toBeNull();
expect(metadata!.typeId).toBe('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);
});
});
});

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# @esengine/database-drivers
## 1.1.1
### Patch Changes
- [#412](https://github.com/esengine/esengine/pull/412) [`85171a0`](https://github.com/esengine/esengine/commit/85171a0a5c073ef7883705ee4daaca8bb0218f20) Thanks [@esengine](https://github.com/esengine)! - fix: include dist directory in npm package
Previous 1.1.0 release was missing the compiled dist directory.
## 1.1.0
### Minor Changes
- [#410](https://github.com/esengine/esengine/pull/410) [`71022ab`](https://github.com/esengine/esengine/commit/71022abc99ad4a1b349f19f4ccf1e0a2a0923dfa) Thanks [@esengine](https://github.com/esengine)! - feat: add database layer architecture
Added new database packages with layered architecture:
**@esengine/database-drivers (Layer 1)**
- MongoDB connection with pool management, auto-reconnect, events
- Redis connection with auto-reconnect, key prefix
- Type-safe `IMongoCollection<T>` interface decoupled from mongodb types
- Service tokens for dependency injection (`MongoConnectionToken`, `RedisConnectionToken`)
**@esengine/database (Layer 2)**
- Generic `Repository<T>` with CRUD, pagination, soft delete
- `UserRepository` with registration, authentication, role management
- Password hashing utilities using scrypt
- Query operators: `$eq`, `$ne`, `$gt`, `$gte`, `$lt`, `$lte`, `$in`, `$nin`, `$like`, `$regex`
**@esengine/transaction**
- Refactored `MongoStorage` to use shared connection from `@esengine/database-drivers`
- Removed factory pattern in favor of shared connection (breaking change)
- Simplified API: `createMongoStorage(connection, options?)`
Example usage:
```typescript
import { createMongoConnection } from '@esengine/database-drivers';
import { UserRepository } from '@esengine/database';
import { createMongoStorage, TransactionManager } from '@esengine/transaction';
// Create shared connection
const mongo = createMongoConnection({
uri: 'mongodb://localhost:27017',
database: 'game'
});
await mongo.connect();
// Use for database operations
const userRepo = new UserRepository(mongo);
await userRepo.register({ username: 'john', password: '123456' });
// Use for transactions (same connection)
const storage = createMongoStorage(mongo);
const txManager = new TransactionManager({ storage });
```

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{
"id": "database-drivers",
"name": "@esengine/database-drivers",
"globalKey": "database-drivers",
"displayName": "Database Drivers",
"description": "数据库连接驱动,提供 MongoDB、Redis 等数据库的连接管理 | Database connection drivers with connection pooling for MongoDB, Redis, etc.",
"version": "1.0.0",
"category": "Infrastructure",
"icon": "Database",
"tags": ["database", "mongodb", "redis", "connection"],
"isCore": false,
"defaultEnabled": true,
"isEngineModule": false,
"canContainContent": false,
"platforms": ["server"],
"dependencies": [],
"exports": {
"components": [],
"systems": []
},
"requiresWasm": false,
"outputPath": "dist/index.js"
}

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{
"name": "@esengine/database-drivers",
"version": "1.1.1",
"description": "Database connection drivers for ESEngine | ESEngine 数据库连接驱动",
"type": "module",
"main": "./dist/index.js",
"module": "./dist/index.js",
"types": "./dist/index.d.ts",
"exports": {
".": {
"import": "./dist/index.js",
"types": "./dist/index.d.ts"
}
},
"files": [
"dist",
"module.json"
],
"scripts": {
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"peerDependencies": {
"mongodb": ">=6.0.0",
"ioredis": ">=5.0.0"
},
"peerDependenciesMeta": {
"mongodb": {
"optional": true
},
"ioredis": {
"optional": true
}
},
"devDependencies": {
"@types/node": "^20.0.0",
"mongodb": "^6.12.0",
"ioredis": "^5.3.0",
"tsup": "^8.0.0",
"typescript": "^5.8.0",
"rimraf": "^5.0.0"
},
"publishConfig": {
"access": "public"
}
}

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/**
* @zh MongoDB 集合适配器
* @en MongoDB collection adapter
*
* @zh 将 MongoDB 原生 Collection 适配为简化接口
* @en Adapts native MongoDB Collection to simplified interface
*/
import type { Collection, Db } from 'mongodb'
import type {
DeleteResult,
FindOneAndUpdateOptions,
FindOptions,
IMongoCollection,
IMongoDatabase,
IndexOptions,
InsertManyResult,
InsertOneResult,
UpdateResult
} from '../interfaces/IMongoCollection.js'
/**
* @zh MongoDB 集合适配器
* @en MongoDB collection adapter
*/
export class MongoCollectionAdapter<T extends object> implements IMongoCollection<T> {
readonly name: string
constructor(private readonly _collection: Collection<T>) {
this.name = _collection.collectionName
}
// =========================================================================
// 查询 | Query
// =========================================================================
async findOne(filter: object, options?: FindOptions): Promise<T | null> {
const doc = await this._collection.findOne(
filter as Parameters<typeof this._collection.findOne>[0],
{
sort: options?.sort as Parameters<typeof this._collection.findOne>[1] extends { sort?: infer S } ? S : never,
projection: options?.projection
}
)
return doc ? this._stripId(doc) : null
}
async find(filter: object, options?: FindOptions): Promise<T[]> {
let cursor = this._collection.find(
filter as Parameters<typeof this._collection.find>[0]
)
if (options?.sort) {
cursor = cursor.sort(options.sort as Parameters<typeof cursor.sort>[0])
}
if (options?.skip) {
cursor = cursor.skip(options.skip)
}
if (options?.limit) {
cursor = cursor.limit(options.limit)
}
if (options?.projection) {
cursor = cursor.project(options.projection)
}
const docs = await cursor.toArray()
return docs.map(doc => this._stripId(doc))
}
async countDocuments(filter?: object): Promise<number> {
return this._collection.countDocuments(
(filter ?? {}) as Parameters<typeof this._collection.countDocuments>[0]
)
}
// =========================================================================
// 创建 | Create
// =========================================================================
async insertOne(doc: T): Promise<InsertOneResult> {
const result = await this._collection.insertOne(
doc as Parameters<typeof this._collection.insertOne>[0]
)
return {
insertedId: result.insertedId,
acknowledged: result.acknowledged
}
}
async insertMany(docs: T[]): Promise<InsertManyResult> {
const result = await this._collection.insertMany(
docs as Parameters<typeof this._collection.insertMany>[0]
)
return {
insertedCount: result.insertedCount,
insertedIds: result.insertedIds as Record<number, unknown>,
acknowledged: result.acknowledged
}
}
// =========================================================================
// 更新 | Update
// =========================================================================
async updateOne(filter: object, update: object): Promise<UpdateResult> {
const result = await this._collection.updateOne(
filter as Parameters<typeof this._collection.updateOne>[0],
update as Parameters<typeof this._collection.updateOne>[1]
)
return {
matchedCount: result.matchedCount,
modifiedCount: result.modifiedCount,
upsertedCount: result.upsertedCount,
upsertedId: result.upsertedId,
acknowledged: result.acknowledged
}
}
async updateMany(filter: object, update: object): Promise<UpdateResult> {
const result = await this._collection.updateMany(
filter as Parameters<typeof this._collection.updateMany>[0],
update as Parameters<typeof this._collection.updateMany>[1]
)
return {
matchedCount: result.matchedCount,
modifiedCount: result.modifiedCount,
upsertedCount: result.upsertedCount,
upsertedId: result.upsertedId,
acknowledged: result.acknowledged
}
}
async findOneAndUpdate(
filter: object,
update: object,
options?: FindOneAndUpdateOptions
): Promise<T | null> {
const result = await this._collection.findOneAndUpdate(
filter as Parameters<typeof this._collection.findOneAndUpdate>[0],
update as Parameters<typeof this._collection.findOneAndUpdate>[1],
{
returnDocument: options?.returnDocument ?? 'after',
upsert: options?.upsert
}
)
return result ? this._stripId(result) : null
}
// =========================================================================
// 删除 | Delete
// =========================================================================
async deleteOne(filter: object): Promise<DeleteResult> {
const result = await this._collection.deleteOne(
filter as Parameters<typeof this._collection.deleteOne>[0]
)
return {
deletedCount: result.deletedCount,
acknowledged: result.acknowledged
}
}
async deleteMany(filter: object): Promise<DeleteResult> {
const result = await this._collection.deleteMany(
filter as Parameters<typeof this._collection.deleteMany>[0]
)
return {
deletedCount: result.deletedCount,
acknowledged: result.acknowledged
}
}
// =========================================================================
// 索引 | Index
// =========================================================================
async createIndex(
spec: Record<string, 1 | -1>,
options?: IndexOptions
): Promise<string> {
return this._collection.createIndex(spec, options)
}
// =========================================================================
// 内部方法 | Internal Methods
// =========================================================================
/**
* @zh 移除 MongoDB 的 _id 字段
* @en Remove MongoDB's _id field
*/
private _stripId<D extends object>(doc: D): D {
const { _id, ...rest } = doc as { _id?: unknown } & Record<string, unknown>
return rest as D
}
}
/**
* @zh MongoDB 数据库适配器
* @en MongoDB database adapter
*/
export class MongoDatabaseAdapter implements IMongoDatabase {
readonly name: string
private _collections = new Map<string, MongoCollectionAdapter<object>>()
constructor(private readonly _db: Db) {
this.name = _db.databaseName
}
collection<T extends object = object>(name: string): IMongoCollection<T> {
if (!this._collections.has(name)) {
const nativeCollection = this._db.collection<T>(name)
this._collections.set(
name,
new MongoCollectionAdapter(nativeCollection) as MongoCollectionAdapter<object>
)
}
return this._collections.get(name) as IMongoCollection<T>
}
async listCollections(): Promise<string[]> {
const collections = await this._db.listCollections().toArray()
return collections.map(c => c.name)
}
async dropCollection(name: string): Promise<boolean> {
try {
await this._db.dropCollection(name)
this._collections.delete(name)
return true
} catch {
return false
}
}
}

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@@ -0,0 +1,343 @@
/**
* @zh MongoDB 连接驱动
* @en MongoDB connection driver
*
* @zh 提供 MongoDB 数据库的连接管理、自动重连和事件通知
* @en Provides MongoDB connection management, auto-reconnect, and event notification
*/
import type { Db, MongoClient as MongoClientType, MongoClientOptions } from 'mongodb'
import { randomUUID } from 'crypto'
import {
ConnectionError,
type ConnectionEvent,
type ConnectionEventListener,
type ConnectionEventType,
type ConnectionState,
type IEventableConnection,
type MongoConnectionConfig
} from '../types.js'
import type { IMongoCollection, IMongoDatabase } from '../interfaces/IMongoCollection.js'
import { MongoDatabaseAdapter } from '../adapters/MongoCollectionAdapter.js'
/**
* @zh MongoDB 连接接口
* @en MongoDB connection interface
*/
export interface IMongoConnection extends IEventableConnection {
/**
* @zh 获取数据库接口
* @en Get database interface
*/
getDatabase(): IMongoDatabase
/**
* @zh 获取原生客户端(高级用法)
* @en Get native client (advanced usage)
*/
getNativeClient(): MongoClientType
/**
* @zh 获取原生数据库(高级用法)
* @en Get native database (advanced usage)
*/
getNativeDatabase(): Db
/**
* @zh 获取集合
* @en Get collection
*/
collection<T extends object = object>(name: string): IMongoCollection<T>
}
/**
* @zh MongoDB 连接实现
* @en MongoDB connection implementation
*
* @example
* ```typescript
* const mongo = new MongoConnection({
* uri: 'mongodb://localhost:27017',
* database: 'game',
* autoReconnect: true,
* })
*
* mongo.on('connected', () => console.log('Connected!'))
* mongo.on('error', (e) => console.error('Error:', e.error))
*
* await mongo.connect()
*
* const users = mongo.collection('users')
* await users.insertOne({ name: 'test' })
*
* await mongo.disconnect()
* ```
*/
export class MongoConnection implements IMongoConnection {
readonly id: string
private _state: ConnectionState = 'disconnected'
private _client: MongoClientType | null = null
private _db: Db | null = null
private _config: MongoConnectionConfig
private _listeners = new Map<ConnectionEventType, Set<ConnectionEventListener>>()
private _reconnectAttempts = 0
private _reconnectTimer: ReturnType<typeof setTimeout> | null = null
constructor(config: MongoConnectionConfig) {
this.id = randomUUID()
this._config = {
autoReconnect: true,
reconnectInterval: 5000,
maxReconnectAttempts: 10,
...config
}
}
// =========================================================================
// 状态 | State
// =========================================================================
get state(): ConnectionState {
return this._state
}
isConnected(): boolean {
return this._state === 'connected' && this._client !== null
}
// =========================================================================
// 连接管理 | Connection Management
// =========================================================================
async connect(): Promise<void> {
if (this._state === 'connected') {
return
}
if (this._state === 'connecting') {
throw new ConnectionError('Connection already in progress')
}
this._state = 'connecting'
try {
const { MongoClient } = await import('mongodb')
const options: MongoClientOptions = {}
if (this._config.pool) {
if (this._config.pool.minSize) {
options.minPoolSize = this._config.pool.minSize
}
if (this._config.pool.maxSize) {
options.maxPoolSize = this._config.pool.maxSize
}
if (this._config.pool.acquireTimeout) {
options.waitQueueTimeoutMS = this._config.pool.acquireTimeout
}
if (this._config.pool.maxLifetime) {
options.maxIdleTimeMS = this._config.pool.maxLifetime
}
}
this._client = new MongoClient(this._config.uri, options)
await this._client.connect()
this._db = this._client.db(this._config.database)
this._state = 'connected'
this._reconnectAttempts = 0
this._emit('connected')
this._setupClientEvents()
} catch (error) {
this._state = 'error'
const connError = new ConnectionError(
`Failed to connect to MongoDB: ${(error as Error).message}`,
'CONNECTION_FAILED',
error as Error
)
this._emit('error', connError)
throw connError
}
}
async disconnect(): Promise<void> {
if (this._state === 'disconnected') {
return
}
this._clearReconnectTimer()
this._state = 'disconnecting'
try {
if (this._client) {
await this._client.close()
this._client = null
this._db = null
}
this._state = 'disconnected'
this._emit('disconnected')
} catch (error) {
this._state = 'error'
throw new ConnectionError(
`Failed to disconnect: ${(error as Error).message}`,
'CONNECTION_FAILED',
error as Error
)
}
}
async ping(): Promise<boolean> {
if (!this._db) {
return false
}
try {
await this._db.command({ ping: 1 })
return true
} catch {
return false
}
}
// =========================================================================
// 数据库访问 | Database Access
// =========================================================================
private _dbAdapter: MongoDatabaseAdapter | null = null
getDatabase(): IMongoDatabase {
if (!this._db) {
throw new ConnectionError('Not connected to database', 'CONNECTION_CLOSED')
}
if (!this._dbAdapter) {
this._dbAdapter = new MongoDatabaseAdapter(this._db)
}
return this._dbAdapter
}
getNativeDatabase(): Db {
if (!this._db) {
throw new ConnectionError('Not connected to database', 'CONNECTION_CLOSED')
}
return this._db
}
getNativeClient(): MongoClientType {
if (!this._client) {
throw new ConnectionError('Not connected to database', 'CONNECTION_CLOSED')
}
return this._client
}
collection<T extends object = object>(name: string): IMongoCollection<T> {
return this.getDatabase().collection<T>(name)
}
// =========================================================================
// 事件 | Events
// =========================================================================
on(event: ConnectionEventType, listener: ConnectionEventListener): void {
if (!this._listeners.has(event)) {
this._listeners.set(event, new Set())
}
this._listeners.get(event)!.add(listener)
}
off(event: ConnectionEventType, listener: ConnectionEventListener): void {
this._listeners.get(event)?.delete(listener)
}
once(event: ConnectionEventType, listener: ConnectionEventListener): void {
const wrapper: ConnectionEventListener = (e) => {
this.off(event, wrapper)
listener(e)
}
this.on(event, wrapper)
}
private _emit(type: ConnectionEventType, error?: Error): void {
const event: ConnectionEvent = {
type,
connectionId: this.id,
timestamp: Date.now(),
error
}
const listeners = this._listeners.get(type)
if (listeners) {
for (const listener of listeners) {
try {
listener(event)
} catch {
// Ignore listener errors
}
}
}
}
// =========================================================================
// 内部方法 | Internal Methods
// =========================================================================
private _setupClientEvents(): void {
if (!this._client) return
this._client.on('close', () => {
if (this._state === 'connected') {
this._state = 'disconnected'
this._emit('disconnected')
this._scheduleReconnect()
}
})
this._client.on('error', (error) => {
this._emit('error', error)
})
}
private _scheduleReconnect(): void {
if (!this._config.autoReconnect) return
if (this._reconnectAttempts >= (this._config.maxReconnectAttempts ?? 10)) {
return
}
this._clearReconnectTimer()
this._emit('reconnecting')
this._reconnectTimer = setTimeout(async () => {
this._reconnectAttempts++
try {
await this.connect()
this._emit('reconnected')
} catch {
this._scheduleReconnect()
}
}, this._config.reconnectInterval ?? 5000)
}
private _clearReconnectTimer(): void {
if (this._reconnectTimer) {
clearTimeout(this._reconnectTimer)
this._reconnectTimer = null
}
}
}
/**
* @zh 创建 MongoDB 连接
* @en Create MongoDB connection
*
* @example
* ```typescript
* const mongo = createMongoConnection({
* uri: process.env.MONGODB_URI!,
* database: 'game',
* })
* await mongo.connect()
* ```
*/
export function createMongoConnection(config: MongoConnectionConfig): MongoConnection {
return new MongoConnection(config)
}

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