Compare commits
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@esengine/
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@esengine/
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fb8bde6485 | ||
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30437dc5d5 |
@@ -255,6 +255,9 @@ export default defineConfig({
|
||||
translations: { en: 'RPC' },
|
||||
items: [
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||||
{ label: '概述', slug: 'modules/rpc', translations: { en: 'Overview' } },
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||||
{ label: '服务端', slug: 'modules/rpc/server', translations: { en: 'Server' } },
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||||
{ label: '客户端', slug: 'modules/rpc/client', translations: { en: 'Client' } },
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||||
{ label: '编解码', slug: 'modules/rpc/codec', translations: { en: 'Codec' } },
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],
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||||
},
|
||||
{
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||||
@@ -264,10 +267,36 @@ export default defineConfig({
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{ label: '概述', slug: 'modules/network', translations: { en: 'Overview' } },
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||||
{ label: '客户端', slug: 'modules/network/client', translations: { en: 'Client' } },
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||||
{ label: '服务器', slug: 'modules/network/server', translations: { en: 'Server' } },
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||||
{ label: '认证系统', slug: 'modules/network/auth', translations: { en: 'Authentication' } },
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{ label: '状态同步', slug: 'modules/network/sync', translations: { en: 'State Sync' } },
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{ label: '客户端预测', slug: 'modules/network/prediction', translations: { en: 'Prediction' } },
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{ label: 'AOI 兴趣区域', slug: 'modules/network/aoi', translations: { en: 'AOI' } },
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||||
{ label: '增量压缩', slug: 'modules/network/delta', translations: { en: 'Delta Compression' } },
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||||
{ label: 'API 参考', slug: 'modules/network/api', translations: { en: 'API Reference' } },
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],
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},
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{
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label: '事务系统',
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translations: { en: 'Transaction' },
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items: [
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{ label: '概述', slug: 'modules/transaction', translations: { en: 'Overview' } },
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{ label: '核心概念', slug: 'modules/transaction/core', translations: { en: 'Core Concepts' } },
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{ label: '存储层', slug: 'modules/transaction/storage', translations: { en: 'Storage Layer' } },
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{ label: '操作', slug: 'modules/transaction/operations', translations: { en: 'Operations' } },
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{ label: '分布式事务', slug: 'modules/transaction/distributed', translations: { en: 'Distributed' } },
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],
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},
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{
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label: '世界流式加载',
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translations: { en: 'World Streaming' },
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items: [
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{ label: '概述', slug: 'modules/world-streaming', translations: { en: 'Overview' } },
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{ label: '区块管理', slug: 'modules/world-streaming/chunk-manager', translations: { en: 'Chunk Manager' } },
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{ label: '流式系统', slug: 'modules/world-streaming/streaming-system', translations: { en: 'Streaming System' } },
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{ label: '序列化', slug: 'modules/world-streaming/serialization', translations: { en: 'Serialization' } },
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{ label: '实际示例', slug: 'modules/world-streaming/examples', translations: { en: 'Examples' } },
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],
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},
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],
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},
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{
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@@ -292,6 +321,8 @@ export default defineConfig({
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{ label: '@esengine/fsm', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/fsm/CHANGELOG.md', attrs: { target: '_blank' } },
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{ label: '@esengine/timer', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/timer/CHANGELOG.md', attrs: { target: '_blank' } },
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{ label: '@esengine/network', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/network/CHANGELOG.md', attrs: { target: '_blank' } },
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{ label: '@esengine/transaction', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/transaction/CHANGELOG.md', attrs: { target: '_blank' } },
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{ label: '@esengine/rpc', link: 'https://github.com/esengine/esengine/blob/master/packages/framework/rpc/CHANGELOG.md', attrs: { target: '_blank' } },
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{ label: '@esengine/cli', link: 'https://github.com/esengine/esengine/blob/master/packages/tools/cli/CHANGELOG.md', attrs: { target: '_blank' } },
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],
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},
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||||
@@ -34,6 +34,7 @@ ESEngine provides a rich set of modules that can be imported as needed.
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||||
| Module | Package | Description |
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|--------|---------|-------------|
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| [Network](/en/modules/network/) | `@esengine/network` | Multiplayer game networking |
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| [Transaction](/en/modules/transaction/) | `@esengine/transaction` | Game transactions with distributed support |
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||||
## Installation
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283
docs/src/content/docs/en/modules/network/aoi.md
Normal file
283
docs/src/content/docs/en/modules/network/aoi.md
Normal file
@@ -0,0 +1,283 @@
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---
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title: "Area of Interest (AOI)"
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description: "View range based network entity filtering"
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---
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||||
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AOI (Area of Interest) is a key technique in large-scale multiplayer games for optimizing network bandwidth. By only synchronizing entities within a player's view range, network traffic can be significantly reduced.
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||||
## NetworkAOISystem
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||||
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`NetworkAOISystem` provides grid-based area of interest management.
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### Enable AOI
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```typescript
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import { NetworkPlugin } from '@esengine/network';
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const networkPlugin = new NetworkPlugin({
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enableAOI: true,
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aoiConfig: {
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cellSize: 100, // Grid cell size
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defaultViewRange: 500, // Default view range
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enabled: true,
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}
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});
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await Core.installPlugin(networkPlugin);
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```
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### Adding Observers
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Each player that needs to receive sync data must be added as an observer:
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```typescript
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// Add observer when player joins
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networkPlugin.registerPrefab('player', (scene, spawn) => {
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const entity = scene.createEntity(`player_${spawn.netId}`);
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// ... setup components
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// Add player as AOI observer
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networkPlugin.addAOIObserver(
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spawn.netId, // Network ID
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spawn.pos.x, // Initial X position
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spawn.pos.y, // Initial Y position
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600 // View range (optional)
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);
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return entity;
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});
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// Remove observer when player leaves
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networkPlugin.removeAOIObserver(playerNetId);
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```
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### Updating Observer Position
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When a player moves, update their AOI position:
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```typescript
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// Update in game loop or sync callback
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networkPlugin.updateAOIObserverPosition(playerNetId, newX, newY);
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```
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||||
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## AOI Configuration
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||||
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||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `cellSize` | `number` | 100 | Grid cell size |
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||||
| `defaultViewRange` | `number` | 500 | Default view range |
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||||
| `enabled` | `boolean` | true | Whether AOI is enabled |
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||||
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||||
### Grid Size Recommendations
|
||||
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||||
Grid size should be set based on game view range:
|
||||
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||||
```typescript
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||||
// Recommendation: cellSize = defaultViewRange / 3 to / 5
|
||||
aoiConfig: {
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||||
cellSize: 100,
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defaultViewRange: 500, // Grid is about 1/5 of view range
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||||
}
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||||
```
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||||
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||||
## Query Interface
|
||||
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||||
### Get Visible Entities
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||||
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||||
```typescript
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||||
// Get all entities visible to player
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||||
const visibleEntities = networkPlugin.getVisibleEntities(playerNetId);
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||||
console.log('Visible entities:', visibleEntities);
|
||||
```
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||||
|
||||
### Check Visibility
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||||
|
||||
```typescript
|
||||
// Check if player can see an entity
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||||
if (networkPlugin.canSee(playerNetId, targetEntityNetId)) {
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||||
// Target is in view
|
||||
}
|
||||
```
|
||||
|
||||
## Event Listening
|
||||
|
||||
The AOI system triggers events when entities enter/exit view:
|
||||
|
||||
```typescript
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const aoiSystem = networkPlugin.aoiSystem;
|
||||
|
||||
if (aoiSystem) {
|
||||
aoiSystem.addListener((event) => {
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||||
if (event.type === 'enter') {
|
||||
console.log(`Entity ${event.targetNetId} entered view of ${event.observerNetId}`);
|
||||
// Can send entity's initial state here
|
||||
} else if (event.type === 'exit') {
|
||||
console.log(`Entity ${event.targetNetId} left view of ${event.observerNetId}`);
|
||||
// Can cleanup resources here
|
||||
}
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
## Server-Side Filtering
|
||||
|
||||
AOI is most commonly used server-side to filter sync data for each client:
|
||||
|
||||
```typescript
|
||||
// Server-side example
|
||||
import { NetworkAOISystem, createNetworkAOISystem } from '@esengine/network';
|
||||
|
||||
class GameServer {
|
||||
private aoiSystem = createNetworkAOISystem({
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||||
cellSize: 100,
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||||
defaultViewRange: 500,
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||||
});
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||||
|
||||
// Player joins
|
||||
onPlayerJoin(playerId: number, x: number, y: number) {
|
||||
this.aoiSystem.addObserver(playerId, x, y);
|
||||
}
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||||
|
||||
// Player moves
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||||
onPlayerMove(playerId: number, x: number, y: number) {
|
||||
this.aoiSystem.updateObserverPosition(playerId, x, y);
|
||||
}
|
||||
|
||||
// Send sync data
|
||||
broadcastSync(allEntities: EntitySyncState[]) {
|
||||
for (const playerId of this.players) {
|
||||
// Filter using AOI
|
||||
const filteredEntities = this.aoiSystem.filterSyncData(
|
||||
playerId,
|
||||
allEntities
|
||||
);
|
||||
|
||||
// Send only visible entities
|
||||
this.sendToPlayer(playerId, { entities: filteredEntities });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## How It Works
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Game World │
|
||||
│ ┌─────┬─────┬─────┬─────┬─────┐ │
|
||||
│ │ │ │ E │ │ │ │
|
||||
│ ├─────┼─────┼─────┼─────┼─────┤ E = Enemy entity │
|
||||
│ │ │ P │ ● │ │ │ P = Player │
|
||||
│ ├─────┼─────┼─────┼─────┼─────┤ ● = Player view center │
|
||||
│ │ │ │ E │ E │ │ ○ = View range │
|
||||
│ ├─────┼─────┼─────┼─────┼─────┤ │
|
||||
│ │ │ │ │ │ E │ Player only sees E in view│
|
||||
│ └─────┴─────┴─────┴─────┴─────┘ │
|
||||
│ │
|
||||
│ View range (circle): Contains 3 enemies │
|
||||
│ Grid optimization: Only check cells covered by view │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### Grid Optimization
|
||||
|
||||
AOI uses spatial grid to accelerate queries:
|
||||
|
||||
1. **Add Entity**: Calculate grid cell based on position
|
||||
2. **View Detection**: Only check cells covered by view range
|
||||
3. **Move Update**: Update cell assignment when crossing cells
|
||||
4. **Event Trigger**: Detect enter/exit view
|
||||
|
||||
## Dynamic View Range
|
||||
|
||||
Different player types can have different view ranges:
|
||||
|
||||
```typescript
|
||||
// Regular player
|
||||
networkPlugin.addAOIObserver(playerId, x, y, 500);
|
||||
|
||||
// VIP player (larger view)
|
||||
networkPlugin.addAOIObserver(vipPlayerId, x, y, 800);
|
||||
|
||||
// Adjust view range at runtime
|
||||
const aoiSystem = networkPlugin.aoiSystem;
|
||||
if (aoiSystem) {
|
||||
aoiSystem.updateObserverViewRange(playerId, 600);
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Server-Side Usage
|
||||
|
||||
AOI filtering should be done server-side; clients should not trust their own AOI judgment:
|
||||
|
||||
```typescript
|
||||
// Filter on server before sending
|
||||
const filtered = aoiSystem.filterSyncData(playerId, entities);
|
||||
sendToClient(playerId, filtered);
|
||||
```
|
||||
|
||||
### 2. Edge Handling
|
||||
|
||||
Add buffer zone at view edge to prevent flickering:
|
||||
|
||||
```typescript
|
||||
// Add immediately when entering view
|
||||
// Remove with delay when exiting (keep for 1-2 extra seconds)
|
||||
aoiSystem.addListener((event) => {
|
||||
if (event.type === 'exit') {
|
||||
setTimeout(() => {
|
||||
// Re-check if really exited
|
||||
if (!aoiSystem.canSee(event.observerNetId, event.targetNetId)) {
|
||||
removeFromClient(event.observerNetId, event.targetNetId);
|
||||
}
|
||||
}, 1000);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
### 3. Large Entities
|
||||
|
||||
Large entities (like bosses) may need special handling:
|
||||
|
||||
```typescript
|
||||
// Boss is always visible to everyone
|
||||
function filterWithBoss(playerId: number, entities: EntitySyncState[]) {
|
||||
const filtered = aoiSystem.filterSyncData(playerId, entities);
|
||||
|
||||
// Add boss entity
|
||||
const bossState = entities.find(e => e.netId === bossNetId);
|
||||
if (bossState && !filtered.includes(bossState)) {
|
||||
filtered.push(bossState);
|
||||
}
|
||||
|
||||
return filtered;
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Performance Considerations
|
||||
|
||||
```typescript
|
||||
// Large-scale game recommended config
|
||||
aoiConfig: {
|
||||
cellSize: 200, // Larger grid reduces cell count
|
||||
defaultViewRange: 800, // Set based on actual view
|
||||
}
|
||||
```
|
||||
|
||||
## Debugging
|
||||
|
||||
```typescript
|
||||
const aoiSystem = networkPlugin.aoiSystem;
|
||||
|
||||
if (aoiSystem) {
|
||||
console.log('AOI enabled:', aoiSystem.enabled);
|
||||
console.log('Observer count:', aoiSystem.observerCount);
|
||||
|
||||
// Get visible entities for specific player
|
||||
const visible = aoiSystem.getVisibleEntities(playerId);
|
||||
console.log('Visible entities:', visible.length);
|
||||
}
|
||||
```
|
||||
506
docs/src/content/docs/en/modules/network/auth.md
Normal file
506
docs/src/content/docs/en/modules/network/auth.md
Normal file
@@ -0,0 +1,506 @@
|
||||
---
|
||||
title: "Authentication"
|
||||
description: "Add authentication to your game server with JWT and Session providers"
|
||||
---
|
||||
|
||||
The `@esengine/server` package includes a pluggable authentication system that supports JWT, session-based auth, and custom providers.
|
||||
|
||||
## Installation
|
||||
|
||||
Authentication is included in the server package:
|
||||
|
||||
```bash
|
||||
npm install @esengine/server jsonwebtoken
|
||||
```
|
||||
|
||||
> Note: `jsonwebtoken` is an optional peer dependency, required only for JWT authentication.
|
||||
|
||||
## Quick Start
|
||||
|
||||
### JWT Authentication
|
||||
|
||||
```typescript
|
||||
import { createServer } from '@esengine/server'
|
||||
import { withAuth, createJwtAuthProvider, withRoomAuth, requireAuth } from '@esengine/server/auth'
|
||||
|
||||
// Create JWT provider
|
||||
const jwtProvider = createJwtAuthProvider({
|
||||
secret: process.env.JWT_SECRET!,
|
||||
expiresIn: 3600, // 1 hour
|
||||
})
|
||||
|
||||
// Wrap server with authentication
|
||||
const server = withAuth(await createServer({ port: 3000 }), {
|
||||
provider: jwtProvider,
|
||||
extractCredentials: (req) => {
|
||||
const url = new URL(req.url ?? '', 'http://localhost')
|
||||
return url.searchParams.get('token')
|
||||
},
|
||||
})
|
||||
|
||||
// Define authenticated room
|
||||
class GameRoom extends withRoomAuth(Room, { requireAuth: true }) {
|
||||
onJoin(player) {
|
||||
console.log(`${player.user?.name} joined!`)
|
||||
}
|
||||
}
|
||||
|
||||
server.define('game', GameRoom)
|
||||
await server.start()
|
||||
```
|
||||
|
||||
## Auth Providers
|
||||
|
||||
### JWT Provider
|
||||
|
||||
Use JSON Web Tokens for stateless authentication:
|
||||
|
||||
```typescript
|
||||
import { createJwtAuthProvider } from '@esengine/server/auth'
|
||||
|
||||
const jwtProvider = createJwtAuthProvider({
|
||||
// Required: secret key
|
||||
secret: 'your-secret-key',
|
||||
|
||||
// Optional: algorithm (default: HS256)
|
||||
algorithm: 'HS256',
|
||||
|
||||
// Optional: expiration in seconds (default: 3600)
|
||||
expiresIn: 3600,
|
||||
|
||||
// Optional: issuer for validation
|
||||
issuer: 'my-game-server',
|
||||
|
||||
// Optional: audience for validation
|
||||
audience: 'my-game-client',
|
||||
|
||||
// Optional: custom user extraction
|
||||
getUser: async (payload) => {
|
||||
// Fetch user from database
|
||||
return await db.users.findById(payload.sub)
|
||||
},
|
||||
})
|
||||
|
||||
// Sign a token (for login endpoints)
|
||||
const token = jwtProvider.sign({
|
||||
sub: user.id,
|
||||
name: user.name,
|
||||
roles: ['player'],
|
||||
})
|
||||
|
||||
// Decode without verification (for debugging)
|
||||
const payload = jwtProvider.decode(token)
|
||||
```
|
||||
|
||||
### Session Provider
|
||||
|
||||
Use server-side sessions for stateful authentication:
|
||||
|
||||
```typescript
|
||||
import { createSessionAuthProvider, type ISessionStorage } from '@esengine/server/auth'
|
||||
|
||||
// Custom storage implementation
|
||||
const storage: ISessionStorage = {
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
return await redis.get(key)
|
||||
},
|
||||
async set<T>(key: string, value: T): Promise<void> {
|
||||
await redis.set(key, value)
|
||||
},
|
||||
async delete(key: string): Promise<boolean> {
|
||||
return await redis.del(key) > 0
|
||||
},
|
||||
}
|
||||
|
||||
const sessionProvider = createSessionAuthProvider({
|
||||
storage,
|
||||
sessionTTL: 86400000, // 24 hours in ms
|
||||
|
||||
// Optional: validate user on each request
|
||||
validateUser: (user) => !user.banned,
|
||||
})
|
||||
|
||||
// Create session (for login endpoints)
|
||||
const sessionId = await sessionProvider.createSession(user, {
|
||||
ipAddress: req.ip,
|
||||
userAgent: req.headers['user-agent'],
|
||||
})
|
||||
|
||||
// Revoke session (for logout)
|
||||
await sessionProvider.revoke(sessionId)
|
||||
```
|
||||
|
||||
## Server Auth Mixin
|
||||
|
||||
The `withAuth` function wraps your server to add authentication:
|
||||
|
||||
```typescript
|
||||
import { withAuth } from '@esengine/server/auth'
|
||||
|
||||
const server = withAuth(baseServer, {
|
||||
// Required: auth provider
|
||||
provider: jwtProvider,
|
||||
|
||||
// Required: extract credentials from request
|
||||
extractCredentials: (req) => {
|
||||
// From query string
|
||||
return new URL(req.url, 'http://localhost').searchParams.get('token')
|
||||
|
||||
// Or from headers
|
||||
// return req.headers['authorization']?.replace('Bearer ', '')
|
||||
},
|
||||
|
||||
// Optional: handle auth failure
|
||||
onAuthFailed: (conn, error) => {
|
||||
console.log(`Auth failed: ${error}`)
|
||||
},
|
||||
})
|
||||
```
|
||||
|
||||
### Accessing Auth Context
|
||||
|
||||
After authentication, the auth context is available on connections:
|
||||
|
||||
```typescript
|
||||
import { getAuthContext } from '@esengine/server/auth'
|
||||
|
||||
server.onConnect = (conn) => {
|
||||
const auth = getAuthContext(conn)
|
||||
|
||||
if (auth.isAuthenticated) {
|
||||
console.log(`User ${auth.userId} connected`)
|
||||
console.log(`Roles: ${auth.roles}`)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Room Auth Mixin
|
||||
|
||||
The `withRoomAuth` function adds authentication checks to rooms:
|
||||
|
||||
```typescript
|
||||
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
|
||||
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
roles: string[]
|
||||
}
|
||||
|
||||
class GameRoom extends withRoomAuth<User>(Room, {
|
||||
// Require authentication to join
|
||||
requireAuth: true,
|
||||
|
||||
// Optional: require specific roles
|
||||
allowedRoles: ['player', 'premium'],
|
||||
|
||||
// Optional: role check mode ('any' or 'all')
|
||||
roleCheckMode: 'any',
|
||||
}) {
|
||||
// player has .auth and .user properties
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
console.log(`${player.user?.name} joined`)
|
||||
console.log(`Is premium: ${player.auth.hasRole('premium')}`)
|
||||
}
|
||||
|
||||
// Optional: custom auth validation
|
||||
async onAuth(player: AuthPlayer<User>): Promise<boolean> {
|
||||
// Additional validation logic
|
||||
if (player.auth.hasRole('banned')) {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
@onMessage('Chat')
|
||||
handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
this.broadcast('Chat', {
|
||||
from: player.user?.name ?? 'Guest',
|
||||
text: data.text,
|
||||
})
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### AuthPlayer Interface
|
||||
|
||||
Players in auth rooms have additional properties:
|
||||
|
||||
```typescript
|
||||
interface AuthPlayer<TUser> extends Player {
|
||||
// Full auth context
|
||||
readonly auth: IAuthContext<TUser>
|
||||
|
||||
// User info (shortcut for auth.user)
|
||||
readonly user: TUser | null
|
||||
}
|
||||
```
|
||||
|
||||
### Room Auth Helpers
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRoomAuth<User>(Room) {
|
||||
someMethod() {
|
||||
// Get player by user ID
|
||||
const player = this.getPlayerByUserId('user-123')
|
||||
|
||||
// Get all players with a role
|
||||
const admins = this.getPlayersByRole('admin')
|
||||
|
||||
// Get player with auth info
|
||||
const authPlayer = this.getAuthPlayer(playerId)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Auth Decorators
|
||||
|
||||
### @requireAuth
|
||||
|
||||
Mark message handlers as requiring authentication:
|
||||
|
||||
```typescript
|
||||
import { requireAuth, requireRole, onMessage } from '@esengine/server/auth'
|
||||
|
||||
class GameRoom extends withRoomAuth(Room) {
|
||||
@requireAuth()
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: AuthPlayer) {
|
||||
// Only authenticated players can trade
|
||||
}
|
||||
|
||||
@requireAuth({ allowGuest: true })
|
||||
@onMessage('Chat')
|
||||
handleChat(data: ChatData, player: AuthPlayer) {
|
||||
// Guests can also chat
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### @requireRole
|
||||
|
||||
Require specific roles for message handlers:
|
||||
|
||||
```typescript
|
||||
class AdminRoom extends withRoomAuth(Room) {
|
||||
@requireRole('admin')
|
||||
@onMessage('Ban')
|
||||
handleBan(data: BanData, player: AuthPlayer) {
|
||||
// Only admins can ban
|
||||
}
|
||||
|
||||
@requireRole(['moderator', 'admin'])
|
||||
@onMessage('Mute')
|
||||
handleMute(data: MuteData, player: AuthPlayer) {
|
||||
// Moderators OR admins can mute
|
||||
}
|
||||
|
||||
@requireRole(['verified', 'premium'], { mode: 'all' })
|
||||
@onMessage('SpecialFeature')
|
||||
handleSpecial(data: any, player: AuthPlayer) {
|
||||
// Requires BOTH verified AND premium roles
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Auth Context API
|
||||
|
||||
The auth context provides various methods for checking authentication state:
|
||||
|
||||
```typescript
|
||||
interface IAuthContext<TUser> {
|
||||
// Authentication state
|
||||
readonly isAuthenticated: boolean
|
||||
readonly user: TUser | null
|
||||
readonly userId: string | null
|
||||
readonly roles: ReadonlyArray<string>
|
||||
readonly authenticatedAt: number | null
|
||||
readonly expiresAt: number | null
|
||||
|
||||
// Role checking
|
||||
hasRole(role: string): boolean
|
||||
hasAnyRole(roles: string[]): boolean
|
||||
hasAllRoles(roles: string[]): boolean
|
||||
}
|
||||
```
|
||||
|
||||
The `AuthContext` class (implementation) also provides:
|
||||
|
||||
```typescript
|
||||
class AuthContext<TUser> implements IAuthContext<TUser> {
|
||||
// Set authentication from result
|
||||
setAuthenticated(result: AuthResult<TUser>): void
|
||||
|
||||
// Clear authentication state
|
||||
clear(): void
|
||||
}
|
||||
```
|
||||
|
||||
## Testing
|
||||
|
||||
Use the mock auth provider for unit tests:
|
||||
|
||||
```typescript
|
||||
import { createMockAuthProvider } from '@esengine/server/auth/testing'
|
||||
|
||||
// Create mock provider with preset users
|
||||
const mockProvider = createMockAuthProvider({
|
||||
users: [
|
||||
{ id: '1', name: 'Alice', roles: ['player'] },
|
||||
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
|
||||
],
|
||||
autoCreate: true, // Create users for unknown tokens
|
||||
})
|
||||
|
||||
// Use in tests
|
||||
const server = withAuth(testServer, {
|
||||
provider: mockProvider,
|
||||
extractCredentials: (req) => req.headers['x-token'],
|
||||
})
|
||||
|
||||
// Verify with user ID as token
|
||||
const result = await mockProvider.verify('1')
|
||||
// result.user = { id: '1', name: 'Alice', roles: ['player'] }
|
||||
|
||||
// Add/remove users dynamically
|
||||
mockProvider.addUser({ id: '3', name: 'Charlie', roles: ['guest'] })
|
||||
mockProvider.removeUser('3')
|
||||
|
||||
// Revoke tokens
|
||||
await mockProvider.revoke('1')
|
||||
|
||||
// Reset to initial state
|
||||
mockProvider.clear()
|
||||
```
|
||||
|
||||
## Error Handling
|
||||
|
||||
Auth errors include error codes for programmatic handling:
|
||||
|
||||
```typescript
|
||||
type AuthErrorCode =
|
||||
| 'INVALID_CREDENTIALS' // Invalid username/password
|
||||
| 'INVALID_TOKEN' // Token is malformed or invalid
|
||||
| 'EXPIRED_TOKEN' // Token has expired
|
||||
| 'USER_NOT_FOUND' // User lookup failed
|
||||
| 'ACCOUNT_DISABLED' // User account is disabled
|
||||
| 'RATE_LIMITED' // Too many requests
|
||||
| 'INSUFFICIENT_PERMISSIONS' // Insufficient permissions
|
||||
|
||||
// In your auth failure handler
|
||||
const server = withAuth(baseServer, {
|
||||
provider: jwtProvider,
|
||||
extractCredentials,
|
||||
onAuthFailed: (conn, error) => {
|
||||
switch (error.errorCode) {
|
||||
case 'EXPIRED_TOKEN':
|
||||
conn.send('AuthError', { code: 'TOKEN_EXPIRED' })
|
||||
break
|
||||
case 'INVALID_TOKEN':
|
||||
conn.send('AuthError', { code: 'INVALID_TOKEN' })
|
||||
break
|
||||
default:
|
||||
conn.close()
|
||||
}
|
||||
},
|
||||
})
|
||||
```
|
||||
|
||||
## Complete Example
|
||||
|
||||
Here's a complete example with JWT authentication:
|
||||
|
||||
```typescript
|
||||
// server.ts
|
||||
import { createServer } from '@esengine/server'
|
||||
import {
|
||||
withAuth,
|
||||
withRoomAuth,
|
||||
createJwtAuthProvider,
|
||||
requireAuth,
|
||||
requireRole,
|
||||
type AuthPlayer,
|
||||
} from '@esengine/server/auth'
|
||||
|
||||
// Types
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
roles: string[]
|
||||
}
|
||||
|
||||
// JWT Provider
|
||||
const jwtProvider = createJwtAuthProvider<User>({
|
||||
secret: process.env.JWT_SECRET!,
|
||||
expiresIn: 3600,
|
||||
getUser: async (payload) => ({
|
||||
id: payload.sub as string,
|
||||
name: payload.name as string,
|
||||
roles: (payload.roles as string[]) ?? [],
|
||||
}),
|
||||
})
|
||||
|
||||
// Create authenticated server
|
||||
const server = withAuth(
|
||||
await createServer({ port: 3000 }),
|
||||
{
|
||||
provider: jwtProvider,
|
||||
extractCredentials: (req) => {
|
||||
return new URL(req.url ?? '', 'http://localhost')
|
||||
.searchParams.get('token')
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
// Game Room with auth
|
||||
class GameRoom extends withRoomAuth<User>(Room, {
|
||||
requireAuth: true,
|
||||
allowedRoles: ['player'],
|
||||
}) {
|
||||
onCreate() {
|
||||
console.log('Game room created')
|
||||
}
|
||||
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
console.log(`${player.user?.name} joined!`)
|
||||
this.broadcast('PlayerJoined', {
|
||||
id: player.id,
|
||||
name: player.user?.name,
|
||||
})
|
||||
}
|
||||
|
||||
@requireAuth()
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
|
||||
// Handle movement
|
||||
}
|
||||
|
||||
@requireRole('admin')
|
||||
@onMessage('Kick')
|
||||
handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
|
||||
const target = this.getPlayer(data.playerId)
|
||||
if (target) {
|
||||
this.kick(target, 'Kicked by admin')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
server.define('game', GameRoom)
|
||||
await server.start()
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Secure your secrets**: Never hardcode JWT secrets. Use environment variables.
|
||||
|
||||
2. **Set reasonable expiration**: Balance security and user experience when setting token TTL.
|
||||
|
||||
3. **Validate on critical actions**: Use `@requireAuth` on sensitive message handlers.
|
||||
|
||||
4. **Use role-based access**: Implement proper role hierarchy for admin functions.
|
||||
|
||||
5. **Handle token refresh**: Implement token refresh logic for long sessions.
|
||||
|
||||
6. **Log auth events**: Track login attempts and failures for security monitoring.
|
||||
|
||||
7. **Test auth flows**: Use `MockAuthProvider` to test authentication scenarios.
|
||||
316
docs/src/content/docs/en/modules/network/delta.md
Normal file
316
docs/src/content/docs/en/modules/network/delta.md
Normal file
@@ -0,0 +1,316 @@
|
||||
---
|
||||
title: "State Delta Compression"
|
||||
description: "Reduce network bandwidth with incremental sync"
|
||||
---
|
||||
|
||||
State delta compression reduces network bandwidth by only sending fields that have changed. For frequently synchronized game state, this can significantly reduce data transmission.
|
||||
|
||||
## StateDeltaCompressor
|
||||
|
||||
The `StateDeltaCompressor` class is used to compress and decompress state deltas.
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import { createStateDeltaCompressor, type SyncData } from '@esengine/network';
|
||||
|
||||
// Create compressor
|
||||
const compressor = createStateDeltaCompressor({
|
||||
positionThreshold: 0.01, // Position change threshold
|
||||
rotationThreshold: 0.001, // Rotation change threshold (radians)
|
||||
velocityThreshold: 0.1, // Velocity change threshold
|
||||
fullSnapshotInterval: 60, // Full snapshot interval (frames)
|
||||
});
|
||||
|
||||
// Compress sync data
|
||||
const syncData: SyncData = {
|
||||
frame: 100,
|
||||
timestamp: Date.now(),
|
||||
entities: [
|
||||
{ netId: 1, pos: { x: 100, y: 200 }, rot: 0 },
|
||||
{ netId: 2, pos: { x: 300, y: 400 }, rot: 1.5 },
|
||||
],
|
||||
};
|
||||
|
||||
const deltaData = compressor.compress(syncData);
|
||||
// deltaData only contains changed fields
|
||||
|
||||
// Decompress delta data
|
||||
const fullData = compressor.decompress(deltaData);
|
||||
```
|
||||
|
||||
## Configuration Options
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `positionThreshold` | `number` | 0.01 | Position change threshold |
|
||||
| `rotationThreshold` | `number` | 0.001 | Rotation change threshold (radians) |
|
||||
| `velocityThreshold` | `number` | 0.1 | Velocity change threshold |
|
||||
| `fullSnapshotInterval` | `number` | 60 | Full snapshot interval (frames) |
|
||||
|
||||
## Delta Flags
|
||||
|
||||
Bit flags indicate which fields have changed:
|
||||
|
||||
```typescript
|
||||
import { DeltaFlags } from '@esengine/network';
|
||||
|
||||
// Flag definitions
|
||||
DeltaFlags.NONE // 0 - No change
|
||||
DeltaFlags.POSITION // 1 - Position changed
|
||||
DeltaFlags.ROTATION // 2 - Rotation changed
|
||||
DeltaFlags.VELOCITY // 4 - Velocity changed
|
||||
DeltaFlags.ANGULAR_VELOCITY // 8 - Angular velocity changed
|
||||
DeltaFlags.CUSTOM // 16 - Custom data changed
|
||||
```
|
||||
|
||||
## Data Format
|
||||
|
||||
### Full State
|
||||
|
||||
```typescript
|
||||
interface EntitySyncState {
|
||||
netId: number;
|
||||
pos?: { x: number; y: number };
|
||||
rot?: number;
|
||||
vel?: { x: number; y: number };
|
||||
angVel?: number;
|
||||
custom?: Record<string, unknown>;
|
||||
}
|
||||
```
|
||||
|
||||
### Delta State
|
||||
|
||||
```typescript
|
||||
interface EntityDeltaState {
|
||||
netId: number;
|
||||
flags: number; // Change flags
|
||||
pos?: { x: number; y: number }; // Only present when POSITION flag set
|
||||
rot?: number; // Only present when ROTATION flag set
|
||||
vel?: { x: number; y: number }; // Only present when VELOCITY flag set
|
||||
angVel?: number; // Only present when ANGULAR_VELOCITY flag set
|
||||
custom?: Record<string, unknown>; // Only present when CUSTOM flag set
|
||||
}
|
||||
```
|
||||
|
||||
## How It Works
|
||||
|
||||
```
|
||||
Frame 1 (full snapshot):
|
||||
Entity 1: pos=(100, 200), rot=0
|
||||
|
||||
Frame 2 (delta):
|
||||
Entity 1: flags=POSITION, pos=(101, 200) // Only X changed
|
||||
|
||||
Frame 3 (delta):
|
||||
Entity 1: flags=0 // No change, not sent
|
||||
|
||||
Frame 4 (delta):
|
||||
Entity 1: flags=POSITION|ROTATION, pos=(105, 200), rot=0.5
|
||||
|
||||
Frame 60 (forced full snapshot):
|
||||
Entity 1: pos=(200, 300), rot=1.0, vel=(5, 0)
|
||||
```
|
||||
|
||||
## Server-Side Usage
|
||||
|
||||
```typescript
|
||||
import { createStateDeltaCompressor } from '@esengine/network';
|
||||
|
||||
class GameServer {
|
||||
private compressor = createStateDeltaCompressor();
|
||||
|
||||
// Broadcast state updates
|
||||
broadcastState(entities: EntitySyncState[]) {
|
||||
const syncData: SyncData = {
|
||||
frame: this.currentFrame,
|
||||
timestamp: Date.now(),
|
||||
entities,
|
||||
};
|
||||
|
||||
// Compress data
|
||||
const deltaData = this.compressor.compress(syncData);
|
||||
|
||||
// Send delta data
|
||||
this.broadcast('sync', deltaData);
|
||||
}
|
||||
|
||||
// Cleanup when player leaves
|
||||
onPlayerLeave(netId: number) {
|
||||
this.compressor.removeEntity(netId);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Client-Side Usage
|
||||
|
||||
```typescript
|
||||
class GameClient {
|
||||
private compressor = createStateDeltaCompressor();
|
||||
|
||||
// Receive delta data
|
||||
onSyncReceived(deltaData: DeltaSyncData) {
|
||||
// Decompress to full state
|
||||
const fullData = this.compressor.decompress(deltaData);
|
||||
|
||||
// Apply state
|
||||
for (const entity of fullData.entities) {
|
||||
this.applyEntityState(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Bandwidth Savings Example
|
||||
|
||||
Assume each entity has the following data:
|
||||
|
||||
| Field | Size (bytes) |
|
||||
|-------|-------------|
|
||||
| netId | 4 |
|
||||
| pos.x | 8 |
|
||||
| pos.y | 8 |
|
||||
| rot | 8 |
|
||||
| vel.x | 8 |
|
||||
| vel.y | 8 |
|
||||
| angVel | 8 |
|
||||
| **Total** | **52** |
|
||||
|
||||
With delta compression:
|
||||
|
||||
| Scenario | Original | Compressed | Savings |
|
||||
|----------|----------|------------|---------|
|
||||
| Only position changed | 52 | 4+1+16 = 21 | 60% |
|
||||
| Only rotation changed | 52 | 4+1+8 = 13 | 75% |
|
||||
| Stationary | 52 | 0 | 100% |
|
||||
| Position + rotation changed | 52 | 4+1+24 = 29 | 44% |
|
||||
|
||||
## Forcing Full Snapshot
|
||||
|
||||
Some situations require sending full snapshots:
|
||||
|
||||
```typescript
|
||||
// When new player joins
|
||||
compressor.forceFullSnapshot();
|
||||
const data = compressor.compress(syncData);
|
||||
// This will send full state
|
||||
|
||||
// On reconnection
|
||||
compressor.clear(); // Clear history
|
||||
compressor.forceFullSnapshot();
|
||||
```
|
||||
|
||||
## Custom Data
|
||||
|
||||
Support for syncing custom game data:
|
||||
|
||||
```typescript
|
||||
const syncData: SyncData = {
|
||||
frame: 100,
|
||||
timestamp: Date.now(),
|
||||
entities: [
|
||||
{
|
||||
netId: 1,
|
||||
pos: { x: 100, y: 200 },
|
||||
custom: {
|
||||
health: 80,
|
||||
mana: 50,
|
||||
buffs: ['speed', 'shield'],
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
// Custom data is also delta compressed
|
||||
const deltaData = compressor.compress(syncData);
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Set Appropriate Thresholds
|
||||
|
||||
```typescript
|
||||
// High precision games (e.g., competitive)
|
||||
const compressor = createStateDeltaCompressor({
|
||||
positionThreshold: 0.001,
|
||||
rotationThreshold: 0.0001,
|
||||
});
|
||||
|
||||
// Casual games
|
||||
const compressor = createStateDeltaCompressor({
|
||||
positionThreshold: 0.1,
|
||||
rotationThreshold: 0.01,
|
||||
});
|
||||
```
|
||||
|
||||
### 2. Adjust Full Snapshot Interval
|
||||
|
||||
```typescript
|
||||
// High reliability (unstable network)
|
||||
fullSnapshotInterval: 30, // Full snapshot every 30 frames
|
||||
|
||||
// Low bandwidth priority
|
||||
fullSnapshotInterval: 120, // Full snapshot every 120 frames
|
||||
```
|
||||
|
||||
### 3. Combine with AOI
|
||||
|
||||
```typescript
|
||||
// Filter with AOI first, then delta compress
|
||||
const filteredEntities = aoiSystem.filterSyncData(playerId, allEntities);
|
||||
const syncData = { frame, timestamp, entities: filteredEntities };
|
||||
const deltaData = compressor.compress(syncData);
|
||||
```
|
||||
|
||||
### 4. Handle Entity Removal
|
||||
|
||||
```typescript
|
||||
// Clean up compressor state when entity despawns
|
||||
function onEntityDespawn(netId: number) {
|
||||
compressor.removeEntity(netId);
|
||||
}
|
||||
```
|
||||
|
||||
## Integration with Other Features
|
||||
|
||||
```
|
||||
┌─────────────────┐
|
||||
│ Game State │
|
||||
└────────┬────────┘
|
||||
│
|
||||
┌────────▼────────┐
|
||||
│ AOI Filter │ ← Only process entities in view
|
||||
└────────┬────────┘
|
||||
│
|
||||
┌────────▼────────┐
|
||||
│ Delta Compress │ ← Only send changed fields
|
||||
└────────┬────────┘
|
||||
│
|
||||
┌────────▼────────┐
|
||||
│ Network Send │
|
||||
└─────────────────┘
|
||||
```
|
||||
|
||||
## Debugging
|
||||
|
||||
```typescript
|
||||
const compressor = createStateDeltaCompressor();
|
||||
|
||||
// Check compression efficiency
|
||||
const original = syncData;
|
||||
const compressed = compressor.compress(original);
|
||||
|
||||
console.log('Original entities:', original.entities.length);
|
||||
console.log('Compressed entities:', compressed.entities.length);
|
||||
console.log('Is full snapshot:', compressed.isFullSnapshot);
|
||||
|
||||
// View each entity's changes
|
||||
for (const delta of compressed.entities) {
|
||||
console.log(`Entity ${delta.netId}:`, {
|
||||
hasPosition: !!(delta.flags & DeltaFlags.POSITION),
|
||||
hasRotation: !!(delta.flags & DeltaFlags.ROTATION),
|
||||
hasVelocity: !!(delta.flags & DeltaFlags.VELOCITY),
|
||||
hasCustom: !!(delta.flags & DeltaFlags.CUSTOM),
|
||||
});
|
||||
}
|
||||
```
|
||||
@@ -147,7 +147,10 @@ service.on('chat', (data) => {
|
||||
|
||||
- [Client Usage](/en/modules/network/client/) - NetworkPlugin, components and systems
|
||||
- [Server Side](/en/modules/network/server/) - GameServer and Room management
|
||||
- [State Sync](/en/modules/network/sync/) - Interpolation, prediction and snapshots
|
||||
- [State Sync](/en/modules/network/sync/) - Interpolation and snapshot buffering
|
||||
- [Client Prediction](/en/modules/network/prediction/) - Input prediction and server reconciliation
|
||||
- [Area of Interest (AOI)](/en/modules/network/aoi/) - View filtering and bandwidth optimization
|
||||
- [Delta Compression](/en/modules/network/delta/) - State delta synchronization
|
||||
- [API Reference](/en/modules/network/api/) - Complete API documentation
|
||||
|
||||
## Service Tokens
|
||||
@@ -159,10 +162,14 @@ import {
|
||||
NetworkServiceToken,
|
||||
NetworkSyncSystemToken,
|
||||
NetworkSpawnSystemToken,
|
||||
NetworkInputSystemToken
|
||||
NetworkInputSystemToken,
|
||||
NetworkPredictionSystemToken,
|
||||
NetworkAOISystemToken,
|
||||
} from '@esengine/network';
|
||||
|
||||
const networkService = services.get(NetworkServiceToken);
|
||||
const predictionSystem = services.get(NetworkPredictionSystemToken);
|
||||
const aoiSystem = services.get(NetworkAOISystemToken);
|
||||
```
|
||||
|
||||
## Blueprint Nodes
|
||||
|
||||
254
docs/src/content/docs/en/modules/network/prediction.md
Normal file
254
docs/src/content/docs/en/modules/network/prediction.md
Normal file
@@ -0,0 +1,254 @@
|
||||
---
|
||||
title: "Client Prediction"
|
||||
description: "Local input prediction and server reconciliation"
|
||||
---
|
||||
|
||||
Client prediction is a key technique in networked games to reduce input latency. By immediately applying player inputs locally while waiting for server confirmation, games feel more responsive.
|
||||
|
||||
## NetworkPredictionSystem
|
||||
|
||||
`NetworkPredictionSystem` is an ECS system dedicated to handling local player prediction.
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import { NetworkPlugin } from '@esengine/network';
|
||||
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
enablePrediction: true,
|
||||
predictionConfig: {
|
||||
moveSpeed: 200, // Movement speed (units/second)
|
||||
maxUnacknowledgedInputs: 60, // Max unacknowledged inputs
|
||||
reconciliationThreshold: 0.5, // Reconciliation threshold
|
||||
reconciliationSpeed: 10, // Reconciliation speed
|
||||
}
|
||||
});
|
||||
|
||||
await Core.installPlugin(networkPlugin);
|
||||
```
|
||||
|
||||
### Setting Up Local Player
|
||||
|
||||
After the local player entity spawns, set its network ID:
|
||||
|
||||
```typescript
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
identity.bHasAuthority = spawn.ownerId === networkPlugin.localPlayerId;
|
||||
identity.bIsLocalPlayer = identity.bHasAuthority;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
|
||||
// Set local player for prediction
|
||||
if (identity.bIsLocalPlayer) {
|
||||
networkPlugin.setLocalPlayerNetId(spawn.netId);
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
```
|
||||
|
||||
### Sending Input
|
||||
|
||||
```typescript
|
||||
// Send movement input in game loop
|
||||
function onUpdate() {
|
||||
const moveX = Input.getAxis('horizontal');
|
||||
const moveY = Input.getAxis('vertical');
|
||||
|
||||
if (moveX !== 0 || moveY !== 0) {
|
||||
networkPlugin.sendMoveInput(moveX, moveY);
|
||||
}
|
||||
|
||||
// Send action input
|
||||
if (Input.isPressed('attack')) {
|
||||
networkPlugin.sendActionInput('attack');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Prediction Configuration
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `moveSpeed` | `number` | 200 | Movement speed (units/second) |
|
||||
| `enabled` | `boolean` | true | Whether prediction is enabled |
|
||||
| `maxUnacknowledgedInputs` | `number` | 60 | Max unacknowledged inputs |
|
||||
| `reconciliationThreshold` | `number` | 0.5 | Position difference threshold for reconciliation |
|
||||
| `reconciliationSpeed` | `number` | 10 | Reconciliation smoothing speed |
|
||||
|
||||
## How It Works
|
||||
|
||||
```
|
||||
Client Server
|
||||
│ │
|
||||
├─ 1. Capture input (seq=1) │
|
||||
├─ 2. Predict movement locally │
|
||||
├─ 3. Send input to server ─────────►
|
||||
│ │
|
||||
├─ 4. Continue capturing (seq=2,3...) │
|
||||
├─ 5. Continue predicting │
|
||||
│ │
|
||||
│ ├─ 6. Process input (seq=1)
|
||||
│ │
|
||||
◄──────── 7. Return state (ackSeq=1) ─
|
||||
│ │
|
||||
├─ 8. Compare prediction with server │
|
||||
├─ 9. Replay inputs seq=2,3... │
|
||||
├─ 10. Smooth correction │
|
||||
│ │
|
||||
```
|
||||
|
||||
### Step by Step
|
||||
|
||||
1. **Input Capture**: Capture player input and assign sequence number
|
||||
2. **Local Prediction**: Immediately apply input to local state
|
||||
3. **Send Input**: Send input to server
|
||||
4. **Cache Input**: Save input for later reconciliation
|
||||
5. **Receive Acknowledgment**: Server returns authoritative state with ack sequence
|
||||
6. **State Comparison**: Compare predicted state with server state
|
||||
7. **Input Replay**: Recalculate state using cached unacknowledged inputs
|
||||
8. **Smooth Correction**: Interpolate smoothly to correct position
|
||||
|
||||
## Low-Level API
|
||||
|
||||
For fine-grained control, use the `ClientPrediction` class directly:
|
||||
|
||||
```typescript
|
||||
import { createClientPrediction, type IPredictor } from '@esengine/network';
|
||||
|
||||
// Define state type
|
||||
interface PlayerState {
|
||||
x: number;
|
||||
y: number;
|
||||
rotation: number;
|
||||
}
|
||||
|
||||
// Define input type
|
||||
interface PlayerInput {
|
||||
dx: number;
|
||||
dy: number;
|
||||
}
|
||||
|
||||
// Define predictor
|
||||
const predictor: IPredictor<PlayerState, PlayerInput> = {
|
||||
predict(state: PlayerState, input: PlayerInput, dt: number): PlayerState {
|
||||
return {
|
||||
x: state.x + input.dx * MOVE_SPEED * dt,
|
||||
y: state.y + input.dy * MOVE_SPEED * dt,
|
||||
rotation: state.rotation,
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
// Create client prediction
|
||||
const prediction = createClientPrediction(predictor, {
|
||||
maxUnacknowledgedInputs: 60,
|
||||
reconciliationThreshold: 0.5,
|
||||
reconciliationSpeed: 10,
|
||||
});
|
||||
|
||||
// Record input and get predicted state
|
||||
const input = { dx: 1, dy: 0 };
|
||||
const predictedState = prediction.recordInput(input, currentState, deltaTime);
|
||||
|
||||
// Get input to send
|
||||
const inputToSend = prediction.getInputToSend();
|
||||
|
||||
// Reconcile with server state
|
||||
prediction.reconcile(
|
||||
serverState,
|
||||
serverAckSeq,
|
||||
(state) => ({ x: state.x, y: state.y }),
|
||||
deltaTime
|
||||
);
|
||||
|
||||
// Get correction offset
|
||||
const offset = prediction.correctionOffset;
|
||||
```
|
||||
|
||||
## Enable/Disable Prediction
|
||||
|
||||
```typescript
|
||||
// Toggle prediction at runtime
|
||||
networkPlugin.setPredictionEnabled(false);
|
||||
|
||||
// Check prediction status
|
||||
if (networkPlugin.isPredictionEnabled) {
|
||||
console.log('Prediction is active');
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Set Appropriate Reconciliation Threshold
|
||||
|
||||
```typescript
|
||||
// Action games: lower threshold, more precise
|
||||
predictionConfig: {
|
||||
reconciliationThreshold: 0.1,
|
||||
}
|
||||
|
||||
// Casual games: higher threshold, smoother
|
||||
predictionConfig: {
|
||||
reconciliationThreshold: 1.0,
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Prediction Only for Local Player
|
||||
|
||||
Remote players should use interpolation, not prediction:
|
||||
|
||||
```typescript
|
||||
const identity = entity.getComponent(NetworkIdentity);
|
||||
|
||||
if (identity.bIsLocalPlayer) {
|
||||
// Use prediction system
|
||||
} else {
|
||||
// Use NetworkSyncSystem interpolation
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Handle High Latency
|
||||
|
||||
```typescript
|
||||
// High latency network: increase buffer
|
||||
predictionConfig: {
|
||||
maxUnacknowledgedInputs: 120, // Increase buffer
|
||||
reconciliationSpeed: 5, // Slower correction
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Deterministic Prediction
|
||||
|
||||
Ensure client and server use the same physics calculations:
|
||||
|
||||
```typescript
|
||||
// Use fixed timestep
|
||||
const FIXED_DT = 1 / 60;
|
||||
|
||||
function applyInput(state: PlayerState, input: PlayerInput): PlayerState {
|
||||
// Use fixed timestep instead of actual deltaTime
|
||||
return {
|
||||
x: state.x + input.dx * MOVE_SPEED * FIXED_DT,
|
||||
y: state.y + input.dy * MOVE_SPEED * FIXED_DT,
|
||||
rotation: state.rotation,
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
## Debugging
|
||||
|
||||
```typescript
|
||||
// Get prediction system instance
|
||||
const predictionSystem = networkPlugin.predictionSystem;
|
||||
|
||||
if (predictionSystem) {
|
||||
console.log('Pending inputs:', predictionSystem.pendingInputCount);
|
||||
console.log('Current sequence:', predictionSystem.inputSequence);
|
||||
}
|
||||
```
|
||||
261
docs/src/content/docs/en/modules/transaction/core.md
Normal file
261
docs/src/content/docs/en/modules/transaction/core.md
Normal file
@@ -0,0 +1,261 @@
|
||||
---
|
||||
title: "Core Concepts"
|
||||
description: "Transaction system core concepts: context, manager, and Saga pattern"
|
||||
---
|
||||
|
||||
## Transaction State
|
||||
|
||||
A transaction can be in the following states:
|
||||
|
||||
```typescript
|
||||
type TransactionState =
|
||||
| 'pending' // Waiting to execute
|
||||
| 'executing' // Executing
|
||||
| 'committed' // Committed
|
||||
| 'rolledback' // Rolled back
|
||||
| 'failed' // Failed
|
||||
```
|
||||
|
||||
## TransactionContext
|
||||
|
||||
The transaction context encapsulates transaction state, operations, and execution logic.
|
||||
|
||||
### Creating Transactions
|
||||
|
||||
```typescript
|
||||
import { TransactionManager } from '@esengine/transaction';
|
||||
|
||||
const manager = new TransactionManager();
|
||||
|
||||
// Method 1: Manual management with begin()
|
||||
const tx = manager.begin({ timeout: 5000 });
|
||||
tx.addOperation(op1);
|
||||
tx.addOperation(op2);
|
||||
const result = await tx.execute();
|
||||
|
||||
// Method 2: Automatic management with run()
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(op1);
|
||||
tx.addOperation(op2);
|
||||
});
|
||||
```
|
||||
|
||||
### Chaining Operations
|
||||
|
||||
```typescript
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(new CurrencyOperation({ ... }))
|
||||
.addOperation(new InventoryOperation({ ... }))
|
||||
.addOperation(new InventoryOperation({ ... }));
|
||||
});
|
||||
```
|
||||
|
||||
### Context Data
|
||||
|
||||
Operations can share data through the context:
|
||||
|
||||
```typescript
|
||||
class CustomOperation extends BaseOperation<MyData, MyResult> {
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
|
||||
// Read data set by previous operations
|
||||
const previousResult = ctx.get<number>('previousValue');
|
||||
|
||||
// Set data for subsequent operations
|
||||
ctx.set('myResult', { value: 123 });
|
||||
|
||||
return this.success({ ... });
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## TransactionManager
|
||||
|
||||
The transaction manager is responsible for creating, executing, and recovering transactions.
|
||||
|
||||
### Configuration Options
|
||||
|
||||
```typescript
|
||||
interface TransactionManagerConfig {
|
||||
storage?: ITransactionStorage; // Storage instance
|
||||
defaultTimeout?: number; // Default timeout (ms)
|
||||
serverId?: string; // Server ID (for distributed)
|
||||
autoRecover?: boolean; // Auto-recover pending transactions
|
||||
}
|
||||
|
||||
const manager = new TransactionManager({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
defaultTimeout: 10000,
|
||||
serverId: 'server-1',
|
||||
autoRecover: true,
|
||||
});
|
||||
```
|
||||
|
||||
### Distributed Locking
|
||||
|
||||
```typescript
|
||||
// Acquire lock
|
||||
const token = await manager.acquireLock('player:123:inventory', 10000);
|
||||
|
||||
if (token) {
|
||||
try {
|
||||
// Perform operations
|
||||
await doSomething();
|
||||
} finally {
|
||||
// Release lock
|
||||
await manager.releaseLock('player:123:inventory', token);
|
||||
}
|
||||
}
|
||||
|
||||
// Or use withLock for convenience
|
||||
await manager.withLock('player:123:inventory', async () => {
|
||||
await doSomething();
|
||||
}, 10000);
|
||||
```
|
||||
|
||||
### Transaction Recovery
|
||||
|
||||
Recover pending transactions after server restart:
|
||||
|
||||
```typescript
|
||||
const manager = new TransactionManager({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
serverId: 'server-1',
|
||||
});
|
||||
|
||||
// Recover pending transactions
|
||||
const recoveredCount = await manager.recover();
|
||||
console.log(`Recovered ${recoveredCount} transactions`);
|
||||
```
|
||||
|
||||
## Saga Pattern
|
||||
|
||||
The transaction system uses the Saga pattern. Each operation must implement `execute` and `compensate` methods:
|
||||
|
||||
```typescript
|
||||
interface ITransactionOperation<TData, TResult> {
|
||||
readonly name: string;
|
||||
readonly data: TData;
|
||||
|
||||
// Validate preconditions
|
||||
validate(ctx: ITransactionContext): Promise<boolean>;
|
||||
|
||||
// Forward execution
|
||||
execute(ctx: ITransactionContext): Promise<OperationResult<TResult>>;
|
||||
|
||||
// Compensate (rollback)
|
||||
compensate(ctx: ITransactionContext): Promise<void>;
|
||||
}
|
||||
```
|
||||
|
||||
### Execution Flow
|
||||
|
||||
```
|
||||
Begin Transaction
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ validate(op1) │──fail──► Return failure
|
||||
└─────────────────────┘
|
||||
│success
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ execute(op1) │──fail──┐
|
||||
└─────────────────────┘ │
|
||||
│success │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ validate(op2) │──fail──┤
|
||||
└─────────────────────┘ │
|
||||
│success │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ execute(op2) │──fail──┤
|
||||
└─────────────────────┘ │
|
||||
│success ▼
|
||||
▼ ┌─────────────────────┐
|
||||
Commit Transaction │ compensate(op1) │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
Return failure (rolled back)
|
||||
```
|
||||
|
||||
### Custom Operations
|
||||
|
||||
```typescript
|
||||
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
|
||||
|
||||
interface UpgradeData {
|
||||
playerId: string;
|
||||
itemId: string;
|
||||
targetLevel: number;
|
||||
}
|
||||
|
||||
interface UpgradeResult {
|
||||
newLevel: number;
|
||||
}
|
||||
|
||||
class UpgradeOperation extends BaseOperation<UpgradeData, UpgradeResult> {
|
||||
readonly name = 'upgrade';
|
||||
|
||||
private _previousLevel: number = 0;
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
// Validate item exists and can be upgraded
|
||||
const item = await this.getItem(ctx);
|
||||
return item !== null && item.level < this.data.targetLevel;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<UpgradeResult>> {
|
||||
const item = await this.getItem(ctx);
|
||||
if (!item) {
|
||||
return this.failure('Item not found', 'ITEM_NOT_FOUND');
|
||||
}
|
||||
|
||||
this._previousLevel = item.level;
|
||||
item.level = this.data.targetLevel;
|
||||
await this.saveItem(ctx, item);
|
||||
|
||||
return this.success({ newLevel: item.level });
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
const item = await this.getItem(ctx);
|
||||
if (item) {
|
||||
item.level = this._previousLevel;
|
||||
await this.saveItem(ctx, item);
|
||||
}
|
||||
}
|
||||
|
||||
private async getItem(ctx: ITransactionContext) {
|
||||
// Get item from storage
|
||||
}
|
||||
|
||||
private async saveItem(ctx: ITransactionContext, item: any) {
|
||||
// Save item to storage
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Transaction Result
|
||||
|
||||
```typescript
|
||||
interface TransactionResult<T = unknown> {
|
||||
success: boolean; // Whether succeeded
|
||||
transactionId: string; // Transaction ID
|
||||
results: OperationResult[]; // Operation results
|
||||
data?: T; // Final data
|
||||
error?: string; // Error message
|
||||
duration: number; // Execution time (ms)
|
||||
}
|
||||
|
||||
const result = await manager.run((tx) => { ... });
|
||||
|
||||
console.log(`Transaction ${result.transactionId}`);
|
||||
console.log(`Success: ${result.success}`);
|
||||
console.log(`Duration: ${result.duration}ms`);
|
||||
|
||||
if (!result.success) {
|
||||
console.log(`Error: ${result.error}`);
|
||||
}
|
||||
```
|
||||
355
docs/src/content/docs/en/modules/transaction/distributed.md
Normal file
355
docs/src/content/docs/en/modules/transaction/distributed.md
Normal file
@@ -0,0 +1,355 @@
|
||||
---
|
||||
title: "Distributed Transactions"
|
||||
description: "Saga orchestrator and cross-server transaction support"
|
||||
---
|
||||
|
||||
## Saga Orchestrator
|
||||
|
||||
`SagaOrchestrator` is used to orchestrate distributed transactions across servers.
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import { SagaOrchestrator, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
timeout: 30000,
|
||||
serverId: 'orchestrator-1',
|
||||
});
|
||||
|
||||
const result = await orchestrator.execute([
|
||||
{
|
||||
name: 'deduct_currency',
|
||||
serverId: 'game-server-1',
|
||||
data: { playerId: 'player1', amount: 100 },
|
||||
execute: async (data) => {
|
||||
// Call game server API to deduct currency
|
||||
const response = await gameServerApi.deductCurrency(data);
|
||||
return { success: response.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
// Call game server API to restore currency
|
||||
await gameServerApi.addCurrency(data);
|
||||
},
|
||||
},
|
||||
{
|
||||
name: 'add_item',
|
||||
serverId: 'inventory-server-1',
|
||||
data: { playerId: 'player1', itemId: 'sword' },
|
||||
execute: async (data) => {
|
||||
const response = await inventoryServerApi.addItem(data);
|
||||
return { success: response.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryServerApi.removeItem(data);
|
||||
},
|
||||
},
|
||||
]);
|
||||
|
||||
if (result.success) {
|
||||
console.log('Saga completed successfully');
|
||||
} else {
|
||||
console.log('Saga failed:', result.error);
|
||||
console.log('Completed steps:', result.completedSteps);
|
||||
console.log('Failed at:', result.failedStep);
|
||||
}
|
||||
```
|
||||
|
||||
### Configuration Options
|
||||
|
||||
```typescript
|
||||
interface SagaOrchestratorConfig {
|
||||
storage?: ITransactionStorage; // Storage instance
|
||||
timeout?: number; // Timeout in milliseconds
|
||||
serverId?: string; // Orchestrator server ID
|
||||
}
|
||||
```
|
||||
|
||||
### Saga Step
|
||||
|
||||
```typescript
|
||||
interface SagaStep<T = unknown> {
|
||||
name: string; // Step name
|
||||
serverId?: string; // Target server ID
|
||||
data: T; // Step data
|
||||
execute: (data: T) => Promise<OperationResult>; // Execute function
|
||||
compensate: (data: T) => Promise<void>; // Compensate function
|
||||
}
|
||||
```
|
||||
|
||||
### Saga Result
|
||||
|
||||
```typescript
|
||||
interface SagaResult {
|
||||
success: boolean; // Whether succeeded
|
||||
sagaId: string; // Saga ID
|
||||
completedSteps: string[]; // Completed steps
|
||||
failedStep?: string; // Failed step
|
||||
error?: string; // Error message
|
||||
duration: number; // Execution time (ms)
|
||||
}
|
||||
```
|
||||
|
||||
## Execution Flow
|
||||
|
||||
```
|
||||
Start Saga
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ Step 1: execute │──fail──┐
|
||||
└─────────────────────┘ │
|
||||
│success │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ Step 2: execute │──fail──┤
|
||||
└─────────────────────┘ │
|
||||
│success │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ Step 3: execute │──fail──┤
|
||||
└─────────────────────┘ │
|
||||
│success ▼
|
||||
▼ ┌─────────────────────┐
|
||||
Saga Complete │ Step 2: compensate │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ Step 1: compensate │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
Saga Failed (compensated)
|
||||
```
|
||||
|
||||
## Saga Logs
|
||||
|
||||
The orchestrator records detailed execution logs:
|
||||
|
||||
```typescript
|
||||
interface SagaLog {
|
||||
id: string; // Saga ID
|
||||
state: SagaLogState; // State
|
||||
steps: SagaStepLog[]; // Step logs
|
||||
createdAt: number; // Creation time
|
||||
updatedAt: number; // Update time
|
||||
metadata?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
type SagaLogState =
|
||||
| 'pending' // Waiting to execute
|
||||
| 'running' // Executing
|
||||
| 'completed' // Completed
|
||||
| 'compensating' // Compensating
|
||||
| 'compensated' // Compensated
|
||||
| 'failed' // Failed
|
||||
|
||||
interface SagaStepLog {
|
||||
name: string; // Step name
|
||||
serverId?: string; // Server ID
|
||||
state: SagaStepState; // State
|
||||
startedAt?: number; // Start time
|
||||
completedAt?: number; // Completion time
|
||||
error?: string; // Error message
|
||||
}
|
||||
|
||||
type SagaStepState =
|
||||
| 'pending' // Waiting to execute
|
||||
| 'executing' // Executing
|
||||
| 'completed' // Completed
|
||||
| 'compensating' // Compensating
|
||||
| 'compensated' // Compensated
|
||||
| 'failed' // Failed
|
||||
```
|
||||
|
||||
### Query Saga Logs
|
||||
|
||||
```typescript
|
||||
const log = await orchestrator.getSagaLog('saga_xxx');
|
||||
|
||||
if (log) {
|
||||
console.log('Saga state:', log.state);
|
||||
for (const step of log.steps) {
|
||||
console.log(` ${step.name}: ${step.state}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Cross-Server Transaction Examples
|
||||
|
||||
### Scenario: Cross-Server Purchase
|
||||
|
||||
A player purchases an item on a game server, with currency on an account server and items on an inventory server.
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: redisStorage,
|
||||
serverId: 'purchase-orchestrator',
|
||||
});
|
||||
|
||||
async function crossServerPurchase(
|
||||
playerId: string,
|
||||
itemId: string,
|
||||
price: number
|
||||
): Promise<SagaResult> {
|
||||
return orchestrator.execute([
|
||||
// Step 1: Deduct balance on account server
|
||||
{
|
||||
name: 'deduct_balance',
|
||||
serverId: 'account-server',
|
||||
data: { playerId, amount: price },
|
||||
execute: async (data) => {
|
||||
const result = await accountService.deduct(data.playerId, data.amount);
|
||||
return { success: result.ok, error: result.error };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await accountService.refund(data.playerId, data.amount);
|
||||
},
|
||||
},
|
||||
|
||||
// Step 2: Add item on inventory server
|
||||
{
|
||||
name: 'add_item',
|
||||
serverId: 'inventory-server',
|
||||
data: { playerId, itemId },
|
||||
execute: async (data) => {
|
||||
const result = await inventoryService.addItem(data.playerId, data.itemId);
|
||||
return { success: result.ok, error: result.error };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
},
|
||||
|
||||
// Step 3: Record purchase log
|
||||
{
|
||||
name: 'log_purchase',
|
||||
serverId: 'log-server',
|
||||
data: { playerId, itemId, price, timestamp: Date.now() },
|
||||
execute: async (data) => {
|
||||
await logService.recordPurchase(data);
|
||||
return { success: true };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await logService.cancelPurchase(data);
|
||||
},
|
||||
},
|
||||
]);
|
||||
}
|
||||
```
|
||||
|
||||
### Scenario: Cross-Server Trade
|
||||
|
||||
Two players on different servers trade with each other.
|
||||
|
||||
```typescript
|
||||
async function crossServerTrade(
|
||||
playerA: { id: string; server: string; items: string[] },
|
||||
playerB: { id: string; server: string; items: string[] }
|
||||
): Promise<SagaResult> {
|
||||
const steps: SagaStep[] = [];
|
||||
|
||||
// Remove items from player A
|
||||
for (const itemId of playerA.items) {
|
||||
steps.push({
|
||||
name: `remove_${playerA.id}_${itemId}`,
|
||||
serverId: playerA.server,
|
||||
data: { playerId: playerA.id, itemId },
|
||||
execute: async (data) => {
|
||||
return await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.addItem(data.playerId, data.itemId);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// Add items to player B (from A)
|
||||
for (const itemId of playerA.items) {
|
||||
steps.push({
|
||||
name: `add_${playerB.id}_${itemId}`,
|
||||
serverId: playerB.server,
|
||||
data: { playerId: playerB.id, itemId },
|
||||
execute: async (data) => {
|
||||
return await inventoryService.addItem(data.playerId, data.itemId);
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// Similarly handle player B's items...
|
||||
|
||||
return orchestrator.execute(steps);
|
||||
}
|
||||
```
|
||||
|
||||
## Recovering Incomplete Sagas
|
||||
|
||||
Recover incomplete Sagas after server restart:
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: redisStorage,
|
||||
serverId: 'my-orchestrator',
|
||||
});
|
||||
|
||||
// Recover incomplete Sagas (will execute compensation)
|
||||
const recoveredCount = await orchestrator.recover();
|
||||
console.log(`Recovered ${recoveredCount} sagas`);
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Idempotency
|
||||
|
||||
Ensure all operations are idempotent:
|
||||
|
||||
```typescript
|
||||
{
|
||||
execute: async (data) => {
|
||||
// Use unique ID to ensure idempotency
|
||||
const result = await service.process(data.requestId, data);
|
||||
return { success: result.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
// Compensation must also be idempotent
|
||||
await service.rollback(data.requestId);
|
||||
},
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Timeout Handling
|
||||
|
||||
Set appropriate timeout values:
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
timeout: 60000, // Cross-server operations need longer timeout
|
||||
});
|
||||
```
|
||||
|
||||
### 3. Monitoring and Alerts
|
||||
|
||||
Log Saga execution results:
|
||||
|
||||
```typescript
|
||||
const result = await orchestrator.execute(steps);
|
||||
|
||||
if (!result.success) {
|
||||
// Send alert
|
||||
alertService.send({
|
||||
type: 'saga_failed',
|
||||
sagaId: result.sagaId,
|
||||
failedStep: result.failedStep,
|
||||
error: result.error,
|
||||
});
|
||||
|
||||
// Log details
|
||||
const log = await orchestrator.getSagaLog(result.sagaId);
|
||||
logger.error('Saga failed', { log });
|
||||
}
|
||||
```
|
||||
238
docs/src/content/docs/en/modules/transaction/index.md
Normal file
238
docs/src/content/docs/en/modules/transaction/index.md
Normal file
@@ -0,0 +1,238 @@
|
||||
---
|
||||
title: "Transaction System"
|
||||
description: "Game transaction system with distributed support for shop purchases, player trading, and more"
|
||||
---
|
||||
|
||||
`@esengine/transaction` provides comprehensive game transaction capabilities based on the Saga pattern, supporting shop purchases, player trading, multi-step tasks, and distributed transactions with Redis/MongoDB.
|
||||
|
||||
## Overview
|
||||
|
||||
The transaction system solves common data consistency problems in games:
|
||||
|
||||
| Scenario | Problem | Solution |
|
||||
|----------|---------|----------|
|
||||
| Shop Purchase | Payment succeeded but item not delivered | Atomic transaction with auto-rollback |
|
||||
| Player Trade | One party transferred items but other didn't receive | Saga compensation mechanism |
|
||||
| Cross-Server | Data inconsistency across servers | Distributed lock + transaction log |
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/transaction
|
||||
```
|
||||
|
||||
Optional dependencies (install based on storage needs):
|
||||
```bash
|
||||
npm install ioredis # Redis storage
|
||||
npm install mongodb # MongoDB storage
|
||||
```
|
||||
|
||||
## Architecture
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────┐
|
||||
│ Transaction Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ TransactionManager - Manages transaction lifecycle │
|
||||
│ TransactionContext - Encapsulates operations and state │
|
||||
│ SagaOrchestrator - Distributed Saga orchestrator │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ Storage Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ MemoryStorage - In-memory (dev/test) │
|
||||
│ RedisStorage - Redis (distributed lock + cache) │
|
||||
│ MongoStorage - MongoDB (persistent log) │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ Operation Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ CurrencyOperation - Currency operations │
|
||||
│ InventoryOperation - Inventory operations │
|
||||
│ TradeOperation - Trade operations │
|
||||
└─────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TransactionManager,
|
||||
MemoryStorage,
|
||||
CurrencyOperation,
|
||||
InventoryOperation,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
// Create transaction manager
|
||||
const manager = new TransactionManager({
|
||||
storage: new MemoryStorage(),
|
||||
defaultTimeout: 10000,
|
||||
});
|
||||
|
||||
// Execute transaction
|
||||
const result = await manager.run((tx) => {
|
||||
// Deduct gold
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
}));
|
||||
|
||||
// Add item
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1,
|
||||
}));
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
console.log('Purchase successful!');
|
||||
} else {
|
||||
console.log('Purchase failed:', result.error);
|
||||
}
|
||||
```
|
||||
|
||||
### Player Trading
|
||||
|
||||
```typescript
|
||||
import { TradeOperation } from '@esengine/transaction';
|
||||
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(new TradeOperation({
|
||||
tradeId: 'trade_001',
|
||||
partyA: {
|
||||
playerId: 'player1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
}));
|
||||
}, { timeout: 30000 });
|
||||
```
|
||||
|
||||
### Using Redis Storage
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { TransactionManager, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
const redis = new Redis('redis://localhost:6379');
|
||||
const storage = new RedisStorage({ client: redis });
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
### Using MongoDB Storage
|
||||
|
||||
```typescript
|
||||
import { MongoClient } from 'mongodb';
|
||||
import { TransactionManager, MongoStorage } from '@esengine/transaction';
|
||||
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
const db = client.db('game');
|
||||
|
||||
const storage = new MongoStorage({ db });
|
||||
await storage.ensureIndexes();
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
## Room Integration
|
||||
|
||||
```typescript
|
||||
import { Room } from '@esengine/server';
|
||||
import { withTransactions, CurrencyOperation, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
class GameRoom extends withTransactions(Room, {
|
||||
storage: new RedisStorage({ client: redisClient }),
|
||||
}) {
|
||||
@onMessage('Buy')
|
||||
async handleBuy(data: { itemId: string }, player: Player) {
|
||||
const result = await this.runTransaction((tx) => {
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: player.id,
|
||||
currency: 'gold',
|
||||
amount: getItemPrice(data.itemId),
|
||||
}));
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
player.send('buy_success', { itemId: data.itemId });
|
||||
} else {
|
||||
player.send('buy_failed', { error: result.error });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Documentation
|
||||
|
||||
- [Core Concepts](/en/modules/transaction/core/) - Transaction context, manager, Saga pattern
|
||||
- [Storage Layer](/en/modules/transaction/storage/) - MemoryStorage, RedisStorage, MongoStorage
|
||||
- [Operations](/en/modules/transaction/operations/) - Currency, inventory, trade operations
|
||||
- [Distributed Transactions](/en/modules/transaction/distributed/) - Saga orchestrator, cross-server transactions
|
||||
- [API Reference](/en/modules/transaction/api/) - Complete API documentation
|
||||
|
||||
## Service Tokens
|
||||
|
||||
For dependency injection:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TransactionManagerToken,
|
||||
TransactionStorageToken,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
const manager = services.get(TransactionManagerToken);
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### 1. Operation Granularity
|
||||
|
||||
```typescript
|
||||
// ✅ Good: Fine-grained operations, easy to rollback
|
||||
tx.addOperation(new CurrencyOperation({ type: 'deduct', ... }));
|
||||
tx.addOperation(new InventoryOperation({ type: 'add', ... }));
|
||||
|
||||
// ❌ Bad: Coarse-grained operation, hard to partially rollback
|
||||
tx.addOperation(new ComplexPurchaseOperation({ ... }));
|
||||
```
|
||||
|
||||
### 2. Timeout Settings
|
||||
|
||||
```typescript
|
||||
// Simple operations: short timeout
|
||||
await manager.run(tx => { ... }, { timeout: 5000 });
|
||||
|
||||
// Complex trades: longer timeout
|
||||
await manager.run(tx => { ... }, { timeout: 30000 });
|
||||
|
||||
// Cross-server: even longer timeout
|
||||
await manager.run(tx => { ... }, { timeout: 60000, distributed: true });
|
||||
```
|
||||
|
||||
### 3. Error Handling
|
||||
|
||||
```typescript
|
||||
const result = await manager.run((tx) => { ... });
|
||||
|
||||
if (!result.success) {
|
||||
// Log the error
|
||||
logger.error('Transaction failed', {
|
||||
transactionId: result.transactionId,
|
||||
error: result.error,
|
||||
duration: result.duration,
|
||||
});
|
||||
|
||||
// Notify user
|
||||
player.send('error', { message: getErrorMessage(result.error) });
|
||||
}
|
||||
```
|
||||
313
docs/src/content/docs/en/modules/transaction/operations.md
Normal file
313
docs/src/content/docs/en/modules/transaction/operations.md
Normal file
@@ -0,0 +1,313 @@
|
||||
---
|
||||
title: "Operations"
|
||||
description: "Built-in transaction operations: currency, inventory, trade"
|
||||
---
|
||||
|
||||
## BaseOperation
|
||||
|
||||
Base class for all operations, providing a common implementation template.
|
||||
|
||||
```typescript
|
||||
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
|
||||
|
||||
class MyOperation extends BaseOperation<MyData, MyResult> {
|
||||
readonly name = 'myOperation';
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
// Validate preconditions
|
||||
return true;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
|
||||
// Execute operation
|
||||
return this.success({ result: 'ok' });
|
||||
// or
|
||||
return this.failure('Something went wrong', 'ERROR_CODE');
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
// Rollback operation
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## CurrencyOperation
|
||||
|
||||
Handles currency addition and deduction.
|
||||
|
||||
### Deduct Currency
|
||||
|
||||
```typescript
|
||||
import { CurrencyOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
reason: 'purchase_item',
|
||||
}));
|
||||
```
|
||||
|
||||
### Add Currency
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
currency: 'diamond',
|
||||
amount: 50,
|
||||
reason: 'daily_reward',
|
||||
}));
|
||||
```
|
||||
|
||||
### Operation Data
|
||||
|
||||
```typescript
|
||||
interface CurrencyOperationData {
|
||||
type: 'add' | 'deduct'; // Operation type
|
||||
playerId: string; // Player ID
|
||||
currency: string; // Currency type
|
||||
amount: number; // Amount
|
||||
reason?: string; // Reason/source
|
||||
}
|
||||
```
|
||||
|
||||
### Operation Result
|
||||
|
||||
```typescript
|
||||
interface CurrencyOperationResult {
|
||||
beforeBalance: number; // Balance before operation
|
||||
afterBalance: number; // Balance after operation
|
||||
}
|
||||
```
|
||||
|
||||
### Custom Data Provider
|
||||
|
||||
```typescript
|
||||
interface ICurrencyProvider {
|
||||
getBalance(playerId: string, currency: string): Promise<number>;
|
||||
setBalance(playerId: string, currency: string, amount: number): Promise<void>;
|
||||
}
|
||||
|
||||
class MyCurrencyProvider implements ICurrencyProvider {
|
||||
async getBalance(playerId: string, currency: string): Promise<number> {
|
||||
// Get balance from database
|
||||
return await db.getCurrency(playerId, currency);
|
||||
}
|
||||
|
||||
async setBalance(playerId: string, currency: string, amount: number): Promise<void> {
|
||||
// Save to database
|
||||
await db.setCurrency(playerId, currency, amount);
|
||||
}
|
||||
}
|
||||
|
||||
// Use custom provider
|
||||
const op = new CurrencyOperation({ ... });
|
||||
op.setProvider(new MyCurrencyProvider());
|
||||
tx.addOperation(op);
|
||||
```
|
||||
|
||||
## InventoryOperation
|
||||
|
||||
Handles item addition, removal, and updates.
|
||||
|
||||
### Add Item
|
||||
|
||||
```typescript
|
||||
import { InventoryOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1,
|
||||
properties: { enchant: 'fire' },
|
||||
}));
|
||||
```
|
||||
|
||||
### Remove Item
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player1',
|
||||
itemId: 'potion_hp',
|
||||
quantity: 5,
|
||||
}));
|
||||
```
|
||||
|
||||
### Update Item
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'update',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1, // Optional, keeps original if not provided
|
||||
properties: { enchant: 'lightning', level: 5 },
|
||||
}));
|
||||
```
|
||||
|
||||
### Operation Data
|
||||
|
||||
```typescript
|
||||
interface InventoryOperationData {
|
||||
type: 'add' | 'remove' | 'update'; // Operation type
|
||||
playerId: string; // Player ID
|
||||
itemId: string; // Item ID
|
||||
quantity: number; // Quantity
|
||||
properties?: Record<string, unknown>; // Item properties
|
||||
reason?: string; // Reason/source
|
||||
}
|
||||
```
|
||||
|
||||
### Operation Result
|
||||
|
||||
```typescript
|
||||
interface InventoryOperationResult {
|
||||
beforeItem?: ItemData; // Item before operation
|
||||
afterItem?: ItemData; // Item after operation
|
||||
}
|
||||
|
||||
interface ItemData {
|
||||
itemId: string;
|
||||
quantity: number;
|
||||
properties?: Record<string, unknown>;
|
||||
}
|
||||
```
|
||||
|
||||
### Custom Data Provider
|
||||
|
||||
```typescript
|
||||
interface IInventoryProvider {
|
||||
getItem(playerId: string, itemId: string): Promise<ItemData | null>;
|
||||
setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void>;
|
||||
hasCapacity?(playerId: string, count: number): Promise<boolean>;
|
||||
}
|
||||
|
||||
class MyInventoryProvider implements IInventoryProvider {
|
||||
async getItem(playerId: string, itemId: string): Promise<ItemData | null> {
|
||||
return await db.getItem(playerId, itemId);
|
||||
}
|
||||
|
||||
async setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void> {
|
||||
if (item) {
|
||||
await db.saveItem(playerId, itemId, item);
|
||||
} else {
|
||||
await db.deleteItem(playerId, itemId);
|
||||
}
|
||||
}
|
||||
|
||||
async hasCapacity(playerId: string, count: number): Promise<boolean> {
|
||||
const current = await db.getItemCount(playerId);
|
||||
const max = await db.getMaxCapacity(playerId);
|
||||
return current + count <= max;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## TradeOperation
|
||||
|
||||
Handles item and currency exchange between players.
|
||||
|
||||
### Basic Usage
|
||||
|
||||
```typescript
|
||||
import { TradeOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new TradeOperation({
|
||||
tradeId: 'trade_001',
|
||||
partyA: {
|
||||
playerId: 'player1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
currencies: [{ currency: 'diamond', amount: 10 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
reason: 'player_trade',
|
||||
}));
|
||||
```
|
||||
|
||||
### Operation Data
|
||||
|
||||
```typescript
|
||||
interface TradeOperationData {
|
||||
tradeId: string; // Trade ID
|
||||
partyA: TradeParty; // Trade initiator
|
||||
partyB: TradeParty; // Trade receiver
|
||||
reason?: string; // Reason/note
|
||||
}
|
||||
|
||||
interface TradeParty {
|
||||
playerId: string; // Player ID
|
||||
items?: TradeItem[]; // Items to give
|
||||
currencies?: TradeCurrency[]; // Currencies to give
|
||||
}
|
||||
|
||||
interface TradeItem {
|
||||
itemId: string;
|
||||
quantity: number;
|
||||
}
|
||||
|
||||
interface TradeCurrency {
|
||||
currency: string;
|
||||
amount: number;
|
||||
}
|
||||
```
|
||||
|
||||
### Execution Flow
|
||||
|
||||
TradeOperation internally generates the following sub-operation sequence:
|
||||
|
||||
```
|
||||
1. Remove partyA's items
|
||||
2. Add items to partyB (from partyA)
|
||||
3. Deduct partyA's currencies
|
||||
4. Add currencies to partyB (from partyA)
|
||||
5. Remove partyB's items
|
||||
6. Add items to partyA (from partyB)
|
||||
7. Deduct partyB's currencies
|
||||
8. Add currencies to partyA (from partyB)
|
||||
```
|
||||
|
||||
If any step fails, all previous operations are rolled back.
|
||||
|
||||
### Using Custom Providers
|
||||
|
||||
```typescript
|
||||
const op = new TradeOperation({ ... });
|
||||
op.setProvider({
|
||||
currencyProvider: new MyCurrencyProvider(),
|
||||
inventoryProvider: new MyInventoryProvider(),
|
||||
});
|
||||
tx.addOperation(op);
|
||||
```
|
||||
|
||||
## Factory Functions
|
||||
|
||||
Each operation class provides a factory function:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
createCurrencyOperation,
|
||||
createInventoryOperation,
|
||||
createTradeOperation,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(createCurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
}));
|
||||
|
||||
tx.addOperation(createInventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
}));
|
||||
```
|
||||
234
docs/src/content/docs/en/modules/transaction/storage.md
Normal file
234
docs/src/content/docs/en/modules/transaction/storage.md
Normal file
@@ -0,0 +1,234 @@
|
||||
---
|
||||
title: "Storage Layer"
|
||||
description: "Transaction storage interface and implementations: MemoryStorage, RedisStorage, MongoStorage"
|
||||
---
|
||||
|
||||
## Storage Interface
|
||||
|
||||
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>;
|
||||
|
||||
// Transaction log
|
||||
saveTransaction(tx: TransactionLog): Promise<void>;
|
||||
getTransaction(id: string): Promise<TransactionLog | null>;
|
||||
updateTransactionState(id: string, state: TransactionState): Promise<void>;
|
||||
updateOperationState(txId: string, opIndex: number, state: string, error?: string): Promise<void>;
|
||||
getPendingTransactions(serverId?: string): Promise<TransactionLog[]>;
|
||||
deleteTransaction(id: string): Promise<void>;
|
||||
|
||||
// Data operations
|
||||
get<T>(key: string): Promise<T | null>;
|
||||
set<T>(key: string, value: T, ttl?: number): Promise<void>;
|
||||
delete(key: string): Promise<boolean>;
|
||||
}
|
||||
```
|
||||
|
||||
## MemoryStorage
|
||||
|
||||
In-memory storage, suitable for development and testing.
|
||||
|
||||
```typescript
|
||||
import { MemoryStorage } from '@esengine/transaction';
|
||||
|
||||
const storage = new MemoryStorage({
|
||||
maxTransactions: 1000, // Maximum transaction log count
|
||||
});
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
### Characteristics
|
||||
|
||||
- ✅ No external dependencies
|
||||
- ✅ Fast, good for debugging
|
||||
- ❌ Data only stored in memory
|
||||
- ❌ No true distributed locking
|
||||
- ❌ Data lost on restart
|
||||
|
||||
### Test Helpers
|
||||
|
||||
```typescript
|
||||
// Clear all data
|
||||
storage.clear();
|
||||
|
||||
// Get transaction count
|
||||
console.log(storage.transactionCount);
|
||||
```
|
||||
|
||||
## RedisStorage
|
||||
|
||||
Redis storage, suitable for production distributed systems. Uses factory pattern with lazy connection.
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { RedisStorage } from '@esengine/transaction';
|
||||
|
||||
// Factory pattern: lazy connection, connects on first operation
|
||||
const storage = new RedisStorage({
|
||||
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
|
||||
|
||||
- ✅ High-performance distributed locking
|
||||
- ✅ Fast read/write
|
||||
- ✅ Supports TTL auto-expiration
|
||||
- ✅ Suitable for high concurrency
|
||||
- ❌ Requires Redis server
|
||||
|
||||
### Distributed Lock Implementation
|
||||
|
||||
Uses Redis `SET NX EX` for distributed locking:
|
||||
|
||||
```typescript
|
||||
// Acquire lock (atomic operation)
|
||||
SET tx:lock:player:123 <token> NX EX 10
|
||||
|
||||
// Release lock (Lua script for atomicity)
|
||||
if redis.call("get", KEYS[1]) == ARGV[1] then
|
||||
return redis.call("del", KEYS[1])
|
||||
else
|
||||
return 0
|
||||
end
|
||||
```
|
||||
|
||||
### Key Structure
|
||||
|
||||
```
|
||||
tx:lock:{key} - Distributed locks
|
||||
tx:tx:{id} - Transaction logs
|
||||
tx:server:{id}:txs - Server transaction index
|
||||
tx:data:{key} - Business data
|
||||
```
|
||||
|
||||
## MongoStorage
|
||||
|
||||
MongoDB storage, suitable for scenarios requiring persistence and complex queries. Uses factory pattern with lazy connection.
|
||||
|
||||
```typescript
|
||||
import { MongoClient } from 'mongodb';
|
||||
import { MongoStorage } from '@esengine/transaction';
|
||||
|
||||
// Factory pattern: lazy connection, connects on first operation
|
||||
const storage = new MongoStorage({
|
||||
factory: async () => {
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
return client;
|
||||
},
|
||||
database: 'game',
|
||||
transactionCollection: 'transactions', // Transaction log collection
|
||||
dataCollection: 'transaction_data', // Business data collection
|
||||
lockCollection: 'transaction_locks', // Lock collection
|
||||
});
|
||||
|
||||
// Create indexes (run on first startup)
|
||||
await storage.ensureIndexes();
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
|
||||
// Close connection when done
|
||||
await storage.close();
|
||||
|
||||
// Or use await using for automatic cleanup (TypeScript 5.2+)
|
||||
await using storage = new MongoStorage({ ... });
|
||||
```
|
||||
|
||||
### Characteristics
|
||||
|
||||
- ✅ Persistent storage
|
||||
- ✅ Supports complex queries
|
||||
- ✅ Transaction logs are traceable
|
||||
- ✅ Suitable for audit requirements
|
||||
- ❌ Slightly lower performance than Redis
|
||||
- ❌ Requires MongoDB server
|
||||
|
||||
### Index Structure
|
||||
|
||||
```javascript
|
||||
// transactions collection
|
||||
{ state: 1 }
|
||||
{ 'metadata.serverId': 1 }
|
||||
{ createdAt: 1 }
|
||||
|
||||
// transaction_locks collection
|
||||
{ expireAt: 1 } // TTL index
|
||||
|
||||
// transaction_data collection
|
||||
{ expireAt: 1 } // TTL index
|
||||
```
|
||||
|
||||
### Distributed Lock Implementation
|
||||
|
||||
Uses MongoDB unique index for distributed locking:
|
||||
|
||||
```typescript
|
||||
// Acquire lock
|
||||
db.transaction_locks.insertOne({
|
||||
_id: 'player:123',
|
||||
token: '<token>',
|
||||
expireAt: new Date(Date.now() + 10000)
|
||||
});
|
||||
|
||||
// If key exists, check if expired
|
||||
db.transaction_locks.updateOne(
|
||||
{ _id: 'player:123', expireAt: { $lt: new Date() } },
|
||||
{ $set: { token: '<token>', expireAt: new Date(Date.now() + 10000) } }
|
||||
);
|
||||
```
|
||||
|
||||
## Storage Selection Guide
|
||||
|
||||
| Scenario | Recommended Storage | Reason |
|
||||
|----------|---------------------|--------|
|
||||
| Development/Testing | MemoryStorage | No dependencies, fast startup |
|
||||
| Single-machine Production | RedisStorage | High performance, simple |
|
||||
| Distributed System | RedisStorage | True distributed locking |
|
||||
| Audit Required | MongoStorage | Persistent logs |
|
||||
| Mixed Requirements | Redis + Mongo | Redis for locks, Mongo for logs |
|
||||
|
||||
## Custom Storage
|
||||
|
||||
Implement `ITransactionStorage` interface to create custom storage:
|
||||
|
||||
```typescript
|
||||
import { ITransactionStorage, TransactionLog, TransactionState } from '@esengine/transaction';
|
||||
|
||||
class MyCustomStorage implements ITransactionStorage {
|
||||
async acquireLock(key: string, ttl: number): Promise<string | null> {
|
||||
// Implement distributed lock acquisition
|
||||
}
|
||||
|
||||
async releaseLock(key: string, token: string): Promise<boolean> {
|
||||
// Implement distributed lock release
|
||||
}
|
||||
|
||||
async saveTransaction(tx: TransactionLog): Promise<void> {
|
||||
// Save transaction log
|
||||
}
|
||||
|
||||
// ... implement other methods
|
||||
}
|
||||
```
|
||||
@@ -35,6 +35,7 @@ ESEngine 提供了丰富的功能模块,可以按需引入到你的项目中
|
||||
| 模块 | 包名 | 描述 |
|
||||
|------|------|------|
|
||||
| [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 |
|
||||
|
||||
## 安装
|
||||
|
||||
|
||||
283
docs/src/content/docs/modules/network/aoi.md
Normal file
283
docs/src/content/docs/modules/network/aoi.md
Normal file
@@ -0,0 +1,283 @@
|
||||
---
|
||||
title: "兴趣区域管理 (AOI)"
|
||||
description: "基于视野范围的网络实体过滤"
|
||||
---
|
||||
|
||||
AOI(Area of Interest,兴趣区域)是大规模多人游戏中用于优化网络带宽的关键技术。通过只同步玩家视野范围内的实体,可以大幅减少网络流量。
|
||||
|
||||
## NetworkAOISystem
|
||||
|
||||
`NetworkAOISystem` 提供基于网格的兴趣区域管理。
|
||||
|
||||
### 启用 AOI
|
||||
|
||||
```typescript
|
||||
import { NetworkPlugin } from '@esengine/network';
|
||||
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
enableAOI: true,
|
||||
aoiConfig: {
|
||||
cellSize: 100, // 网格单元大小
|
||||
defaultViewRange: 500, // 默认视野范围
|
||||
enabled: true,
|
||||
}
|
||||
});
|
||||
|
||||
await Core.installPlugin(networkPlugin);
|
||||
```
|
||||
|
||||
### 添加观察者
|
||||
|
||||
每个需要接收同步数据的玩家都需要作为观察者添加:
|
||||
|
||||
```typescript
|
||||
// 玩家加入时添加观察者
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
// ... 设置组件
|
||||
|
||||
// 将玩家添加为 AOI 观察者
|
||||
networkPlugin.addAOIObserver(
|
||||
spawn.netId, // 网络 ID
|
||||
spawn.pos.x, // 初始 X 位置
|
||||
spawn.pos.y, // 初始 Y 位置
|
||||
600 // 视野范围(可选)
|
||||
);
|
||||
|
||||
return entity;
|
||||
});
|
||||
|
||||
// 玩家离开时移除观察者
|
||||
networkPlugin.removeAOIObserver(playerNetId);
|
||||
```
|
||||
|
||||
### 更新观察者位置
|
||||
|
||||
当玩家移动时,需要更新其 AOI 位置:
|
||||
|
||||
```typescript
|
||||
// 在游戏循环或同步回调中更新
|
||||
networkPlugin.updateAOIObserverPosition(playerNetId, newX, newY);
|
||||
```
|
||||
|
||||
## AOI 配置
|
||||
|
||||
| 属性 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `cellSize` | `number` | 100 | 网格单元大小 |
|
||||
| `defaultViewRange` | `number` | 500 | 默认视野范围 |
|
||||
| `enabled` | `boolean` | true | 是否启用 AOI |
|
||||
|
||||
### 网格大小建议
|
||||
|
||||
网格大小应根据游戏视野范围设置:
|
||||
|
||||
```typescript
|
||||
// 建议:cellSize = defaultViewRange / 3 到 / 5
|
||||
aoiConfig: {
|
||||
cellSize: 100,
|
||||
defaultViewRange: 500, // 网格大约是视野的 1/5
|
||||
}
|
||||
```
|
||||
|
||||
## 查询接口
|
||||
|
||||
### 获取可见实体
|
||||
|
||||
```typescript
|
||||
// 获取玩家能看到的所有实体
|
||||
const visibleEntities = networkPlugin.getVisibleEntities(playerNetId);
|
||||
console.log('Visible entities:', visibleEntities);
|
||||
```
|
||||
|
||||
### 检查可见性
|
||||
|
||||
```typescript
|
||||
// 检查玩家是否能看到某个实体
|
||||
if (networkPlugin.canSee(playerNetId, targetEntityNetId)) {
|
||||
// 目标在视野内
|
||||
}
|
||||
```
|
||||
|
||||
## 事件监听
|
||||
|
||||
AOI 系统会在实体进入/离开视野时触发事件:
|
||||
|
||||
```typescript
|
||||
const aoiSystem = networkPlugin.aoiSystem;
|
||||
|
||||
if (aoiSystem) {
|
||||
aoiSystem.addListener((event) => {
|
||||
if (event.type === 'enter') {
|
||||
console.log(`Entity ${event.targetNetId} entered view of ${event.observerNetId}`);
|
||||
// 可以在这里发送实体的初始状态
|
||||
} else if (event.type === 'exit') {
|
||||
console.log(`Entity ${event.targetNetId} left view of ${event.observerNetId}`);
|
||||
// 可以在这里清理资源
|
||||
}
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
## 服务器端过滤
|
||||
|
||||
AOI 最常用于服务器端,过滤发送给每个客户端的同步数据:
|
||||
|
||||
```typescript
|
||||
// 服务器端示例
|
||||
import { NetworkAOISystem, createNetworkAOISystem } from '@esengine/network';
|
||||
|
||||
class GameServer {
|
||||
private aoiSystem = createNetworkAOISystem({
|
||||
cellSize: 100,
|
||||
defaultViewRange: 500,
|
||||
});
|
||||
|
||||
// 玩家加入
|
||||
onPlayerJoin(playerId: number, x: number, y: number) {
|
||||
this.aoiSystem.addObserver(playerId, x, y);
|
||||
}
|
||||
|
||||
// 玩家移动
|
||||
onPlayerMove(playerId: number, x: number, y: number) {
|
||||
this.aoiSystem.updateObserverPosition(playerId, x, y);
|
||||
}
|
||||
|
||||
// 发送同步数据
|
||||
broadcastSync(allEntities: EntitySyncState[]) {
|
||||
for (const playerId of this.players) {
|
||||
// 使用 AOI 过滤
|
||||
const filteredEntities = this.aoiSystem.filterSyncData(
|
||||
playerId,
|
||||
allEntities
|
||||
);
|
||||
|
||||
// 只发送可见实体
|
||||
this.sendToPlayer(playerId, { entities: filteredEntities });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 工作原理
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ 游戏世界 │
|
||||
│ ┌─────┬─────┬─────┬─────┬─────┐ │
|
||||
│ │ │ │ E │ │ │ │
|
||||
│ ├─────┼─────┼─────┼─────┼─────┤ E = 敌人实体 │
|
||||
│ │ │ P │ ● │ │ │ P = 玩家 │
|
||||
│ ├─────┼─────┼─────┼─────┼─────┤ ● = 玩家视野中心 │
|
||||
│ │ │ │ E │ E │ │ ○ = 视野范围 │
|
||||
│ ├─────┼─────┼─────┼─────┼─────┤ │
|
||||
│ │ │ │ │ │ E │ 玩家只能看到视野内的 E │
|
||||
│ └─────┴─────┴─────┴─────┴─────┘ │
|
||||
│ │
|
||||
│ 视野范围(圆形):包含 3 个敌人 │
|
||||
│ 网格优化:只检查视野覆盖的网格单元 │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### 网格优化
|
||||
|
||||
AOI 使用空间网格加速查询:
|
||||
|
||||
1. **添加实体**:根据位置计算所在网格
|
||||
2. **视野检测**:只检查视野范围覆盖的网格
|
||||
3. **移动更新**:跨网格时更新网格归属
|
||||
4. **事件触发**:检测进入/离开视野
|
||||
|
||||
## 动态视野范围
|
||||
|
||||
可以为不同类型的玩家设置不同的视野:
|
||||
|
||||
```typescript
|
||||
// 普通玩家
|
||||
networkPlugin.addAOIObserver(playerId, x, y, 500);
|
||||
|
||||
// VIP 玩家(更大视野)
|
||||
networkPlugin.addAOIObserver(vipPlayerId, x, y, 800);
|
||||
|
||||
// 运行时调整视野
|
||||
const aoiSystem = networkPlugin.aoiSystem;
|
||||
if (aoiSystem) {
|
||||
aoiSystem.updateObserverViewRange(playerId, 600);
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 服务器端使用
|
||||
|
||||
AOI 过滤应在服务器端进行,客户端不应信任自己的 AOI 判断:
|
||||
|
||||
```typescript
|
||||
// 服务器端过滤后再发送
|
||||
const filtered = aoiSystem.filterSyncData(playerId, entities);
|
||||
sendToClient(playerId, filtered);
|
||||
```
|
||||
|
||||
### 2. 边界处理
|
||||
|
||||
在视野边缘添加缓冲区防止闪烁:
|
||||
|
||||
```typescript
|
||||
// 进入视野时立即添加
|
||||
// 离开视野时延迟移除(保持额外 1-2 秒)
|
||||
aoiSystem.addListener((event) => {
|
||||
if (event.type === 'exit') {
|
||||
setTimeout(() => {
|
||||
// 再次检查是否真的离开
|
||||
if (!aoiSystem.canSee(event.observerNetId, event.targetNetId)) {
|
||||
removeFromClient(event.observerNetId, event.targetNetId);
|
||||
}
|
||||
}, 1000);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
### 3. 大型实体
|
||||
|
||||
对于大型实体(如 Boss),可能需要特殊处理:
|
||||
|
||||
```typescript
|
||||
// Boss 总是对所有人可见
|
||||
function filterWithBoss(playerId: number, entities: EntitySyncState[]) {
|
||||
const filtered = aoiSystem.filterSyncData(playerId, entities);
|
||||
|
||||
// 添加 Boss 实体
|
||||
const bossState = entities.find(e => e.netId === bossNetId);
|
||||
if (bossState && !filtered.includes(bossState)) {
|
||||
filtered.push(bossState);
|
||||
}
|
||||
|
||||
return filtered;
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 性能考虑
|
||||
|
||||
```typescript
|
||||
// 大规模游戏建议配置
|
||||
aoiConfig: {
|
||||
cellSize: 200, // 较大的网格减少网格数量
|
||||
defaultViewRange: 800, // 根据实际视野设置
|
||||
}
|
||||
```
|
||||
|
||||
## 调试
|
||||
|
||||
```typescript
|
||||
const aoiSystem = networkPlugin.aoiSystem;
|
||||
|
||||
if (aoiSystem) {
|
||||
console.log('AOI enabled:', aoiSystem.enabled);
|
||||
console.log('Observer count:', aoiSystem.observerCount);
|
||||
|
||||
// 获取特定玩家的可见实体
|
||||
const visible = aoiSystem.getVisibleEntities(playerId);
|
||||
console.log('Visible entities:', visible.length);
|
||||
}
|
||||
```
|
||||
506
docs/src/content/docs/modules/network/auth.md
Normal file
506
docs/src/content/docs/modules/network/auth.md
Normal file
@@ -0,0 +1,506 @@
|
||||
---
|
||||
title: "认证系统"
|
||||
description: "使用 JWT 和 Session 提供者为游戏服务器添加认证功能"
|
||||
---
|
||||
|
||||
`@esengine/server` 包内置了可插拔的认证系统,支持 JWT、会话认证和自定义提供者。
|
||||
|
||||
## 安装
|
||||
|
||||
认证功能已包含在 server 包中:
|
||||
|
||||
```bash
|
||||
npm install @esengine/server jsonwebtoken
|
||||
```
|
||||
|
||||
> 注意:`jsonwebtoken` 是可选的 peer dependency,仅在使用 JWT 认证时需要。
|
||||
|
||||
## 快速开始
|
||||
|
||||
### JWT 认证
|
||||
|
||||
```typescript
|
||||
import { createServer } from '@esengine/server'
|
||||
import { withAuth, createJwtAuthProvider, withRoomAuth, requireAuth } from '@esengine/server/auth'
|
||||
|
||||
// 创建 JWT 提供者
|
||||
const jwtProvider = createJwtAuthProvider({
|
||||
secret: process.env.JWT_SECRET!,
|
||||
expiresIn: 3600, // 1 小时
|
||||
})
|
||||
|
||||
// 用认证包装服务器
|
||||
const server = withAuth(await createServer({ port: 3000 }), {
|
||||
provider: jwtProvider,
|
||||
extractCredentials: (req) => {
|
||||
const url = new URL(req.url ?? '', 'http://localhost')
|
||||
return url.searchParams.get('token')
|
||||
},
|
||||
})
|
||||
|
||||
// 定义需要认证的房间
|
||||
class GameRoom extends withRoomAuth(Room, { requireAuth: true }) {
|
||||
onJoin(player) {
|
||||
console.log(`${player.user?.name} 加入了游戏!`)
|
||||
}
|
||||
}
|
||||
|
||||
server.define('game', GameRoom)
|
||||
await server.start()
|
||||
```
|
||||
|
||||
## 认证提供者
|
||||
|
||||
### JWT 提供者
|
||||
|
||||
使用 JSON Web Tokens 实现无状态认证:
|
||||
|
||||
```typescript
|
||||
import { createJwtAuthProvider } from '@esengine/server/auth'
|
||||
|
||||
const jwtProvider = createJwtAuthProvider({
|
||||
// 必填:密钥
|
||||
secret: 'your-secret-key',
|
||||
|
||||
// 可选:算法(默认:HS256)
|
||||
algorithm: 'HS256',
|
||||
|
||||
// 可选:过期时间(秒,默认:3600)
|
||||
expiresIn: 3600,
|
||||
|
||||
// 可选:签发者(用于验证)
|
||||
issuer: 'my-game-server',
|
||||
|
||||
// 可选:受众(用于验证)
|
||||
audience: 'my-game-client',
|
||||
|
||||
// 可选:自定义用户提取
|
||||
getUser: async (payload) => {
|
||||
// 从数据库获取用户
|
||||
return await db.users.findById(payload.sub)
|
||||
},
|
||||
})
|
||||
|
||||
// 签发令牌(用于登录接口)
|
||||
const token = jwtProvider.sign({
|
||||
sub: user.id,
|
||||
name: user.name,
|
||||
roles: ['player'],
|
||||
})
|
||||
|
||||
// 解码但不验证(用于调试)
|
||||
const payload = jwtProvider.decode(token)
|
||||
```
|
||||
|
||||
### Session 提供者
|
||||
|
||||
使用服务端会话实现有状态认证:
|
||||
|
||||
```typescript
|
||||
import { createSessionAuthProvider, type ISessionStorage } from '@esengine/server/auth'
|
||||
|
||||
// 自定义存储实现
|
||||
const storage: ISessionStorage = {
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
return await redis.get(key)
|
||||
},
|
||||
async set<T>(key: string, value: T): Promise<void> {
|
||||
await redis.set(key, value)
|
||||
},
|
||||
async delete(key: string): Promise<boolean> {
|
||||
return await redis.del(key) > 0
|
||||
},
|
||||
}
|
||||
|
||||
const sessionProvider = createSessionAuthProvider({
|
||||
storage,
|
||||
sessionTTL: 86400000, // 24 小时(毫秒)
|
||||
|
||||
// 可选:每次请求时验证用户
|
||||
validateUser: (user) => !user.banned,
|
||||
})
|
||||
|
||||
// 创建会话(用于登录接口)
|
||||
const sessionId = await sessionProvider.createSession(user, {
|
||||
ipAddress: req.ip,
|
||||
userAgent: req.headers['user-agent'],
|
||||
})
|
||||
|
||||
// 撤销会话(用于登出)
|
||||
await sessionProvider.revoke(sessionId)
|
||||
```
|
||||
|
||||
## 服务器认证 Mixin
|
||||
|
||||
`withAuth` 函数用于包装服务器添加认证功能:
|
||||
|
||||
```typescript
|
||||
import { withAuth } from '@esengine/server/auth'
|
||||
|
||||
const server = withAuth(baseServer, {
|
||||
// 必填:认证提供者
|
||||
provider: jwtProvider,
|
||||
|
||||
// 必填:从请求中提取凭证
|
||||
extractCredentials: (req) => {
|
||||
// 从查询字符串获取
|
||||
return new URL(req.url, 'http://localhost').searchParams.get('token')
|
||||
|
||||
// 或从请求头获取
|
||||
// return req.headers['authorization']?.replace('Bearer ', '')
|
||||
},
|
||||
|
||||
// 可选:处理认证失败
|
||||
onAuthFailed: (conn, error) => {
|
||||
console.log(`认证失败: ${error}`)
|
||||
},
|
||||
})
|
||||
```
|
||||
|
||||
### 访问认证上下文
|
||||
|
||||
认证后,可以从连接获取认证上下文:
|
||||
|
||||
```typescript
|
||||
import { getAuthContext } from '@esengine/server/auth'
|
||||
|
||||
server.onConnect = (conn) => {
|
||||
const auth = getAuthContext(conn)
|
||||
|
||||
if (auth.isAuthenticated) {
|
||||
console.log(`用户 ${auth.userId} 已连接`)
|
||||
console.log(`角色: ${auth.roles}`)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 房间认证 Mixin
|
||||
|
||||
`withRoomAuth` 函数为房间添加认证检查:
|
||||
|
||||
```typescript
|
||||
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
|
||||
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
roles: string[]
|
||||
}
|
||||
|
||||
class GameRoom extends withRoomAuth<User>(Room, {
|
||||
// 要求认证才能加入
|
||||
requireAuth: true,
|
||||
|
||||
// 可选:要求特定角色
|
||||
allowedRoles: ['player', 'premium'],
|
||||
|
||||
// 可选:角色检查模式('any' 或 'all')
|
||||
roleCheckMode: 'any',
|
||||
}) {
|
||||
// player 拥有 .auth 和 .user 属性
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
console.log(`${player.user?.name} 加入了`)
|
||||
console.log(`是否高级会员: ${player.auth.hasRole('premium')}`)
|
||||
}
|
||||
|
||||
// 可选:自定义认证验证
|
||||
async onAuth(player: AuthPlayer<User>): Promise<boolean> {
|
||||
// 额外的验证逻辑
|
||||
if (player.auth.hasRole('banned')) {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
@onMessage('Chat')
|
||||
handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
this.broadcast('Chat', {
|
||||
from: player.user?.name ?? '访客',
|
||||
text: data.text,
|
||||
})
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### AuthPlayer 接口
|
||||
|
||||
认证房间中的玩家拥有额外属性:
|
||||
|
||||
```typescript
|
||||
interface AuthPlayer<TUser> extends Player {
|
||||
// 完整认证上下文
|
||||
readonly auth: IAuthContext<TUser>
|
||||
|
||||
// 用户信息(auth.user 的快捷方式)
|
||||
readonly user: TUser | null
|
||||
}
|
||||
```
|
||||
|
||||
### 房间认证辅助方法
|
||||
|
||||
```typescript
|
||||
class GameRoom extends withRoomAuth<User>(Room) {
|
||||
someMethod() {
|
||||
// 通过用户 ID 获取玩家
|
||||
const player = this.getPlayerByUserId('user-123')
|
||||
|
||||
// 获取拥有特定角色的所有玩家
|
||||
const admins = this.getPlayersByRole('admin')
|
||||
|
||||
// 获取带认证信息的玩家
|
||||
const authPlayer = this.getAuthPlayer(playerId)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 认证装饰器
|
||||
|
||||
### @requireAuth
|
||||
|
||||
标记消息处理器需要认证:
|
||||
|
||||
```typescript
|
||||
import { requireAuth, requireRole, onMessage } from '@esengine/server/auth'
|
||||
|
||||
class GameRoom extends withRoomAuth(Room) {
|
||||
@requireAuth()
|
||||
@onMessage('Trade')
|
||||
handleTrade(data: TradeData, player: AuthPlayer) {
|
||||
// 只有已认证玩家才能交易
|
||||
}
|
||||
|
||||
@requireAuth({ allowGuest: true })
|
||||
@onMessage('Chat')
|
||||
handleChat(data: ChatData, player: AuthPlayer) {
|
||||
// 访客也可以聊天
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### @requireRole
|
||||
|
||||
要求特定角色才能访问消息处理器:
|
||||
|
||||
```typescript
|
||||
class AdminRoom extends withRoomAuth(Room) {
|
||||
@requireRole('admin')
|
||||
@onMessage('Ban')
|
||||
handleBan(data: BanData, player: AuthPlayer) {
|
||||
// 只有管理员才能封禁
|
||||
}
|
||||
|
||||
@requireRole(['moderator', 'admin'])
|
||||
@onMessage('Mute')
|
||||
handleMute(data: MuteData, player: AuthPlayer) {
|
||||
// 版主或管理员可以禁言
|
||||
}
|
||||
|
||||
@requireRole(['verified', 'premium'], { mode: 'all' })
|
||||
@onMessage('SpecialFeature')
|
||||
handleSpecial(data: any, player: AuthPlayer) {
|
||||
// 需要同时拥有 verified 和 premium 角色
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 认证上下文 API
|
||||
|
||||
认证上下文提供多种检查认证状态的方法:
|
||||
|
||||
```typescript
|
||||
interface IAuthContext<TUser> {
|
||||
// 认证状态
|
||||
readonly isAuthenticated: boolean
|
||||
readonly user: TUser | null
|
||||
readonly userId: string | null
|
||||
readonly roles: ReadonlyArray<string>
|
||||
readonly authenticatedAt: number | null
|
||||
readonly expiresAt: number | null
|
||||
|
||||
// 角色检查
|
||||
hasRole(role: string): boolean
|
||||
hasAnyRole(roles: string[]): boolean
|
||||
hasAllRoles(roles: string[]): boolean
|
||||
}
|
||||
```
|
||||
|
||||
`AuthContext` 类(实现类)还提供:
|
||||
|
||||
```typescript
|
||||
class AuthContext<TUser> implements IAuthContext<TUser> {
|
||||
// 从认证结果设置认证状态
|
||||
setAuthenticated(result: AuthResult<TUser>): void
|
||||
|
||||
// 清除认证状态
|
||||
clear(): void
|
||||
}
|
||||
```
|
||||
|
||||
## 测试
|
||||
|
||||
使用模拟认证提供者进行单元测试:
|
||||
|
||||
```typescript
|
||||
import { createMockAuthProvider } from '@esengine/server/auth/testing'
|
||||
|
||||
// 创建带预设用户的模拟提供者
|
||||
const mockProvider = createMockAuthProvider({
|
||||
users: [
|
||||
{ id: '1', name: 'Alice', roles: ['player'] },
|
||||
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
|
||||
],
|
||||
autoCreate: true, // 为未知令牌创建用户
|
||||
})
|
||||
|
||||
// 在测试中使用
|
||||
const server = withAuth(testServer, {
|
||||
provider: mockProvider,
|
||||
extractCredentials: (req) => req.headers['x-token'],
|
||||
})
|
||||
|
||||
// 使用用户 ID 作为令牌进行验证
|
||||
const result = await mockProvider.verify('1')
|
||||
// result.user = { id: '1', name: 'Alice', roles: ['player'] }
|
||||
|
||||
// 动态添加/移除用户
|
||||
mockProvider.addUser({ id: '3', name: 'Charlie', roles: ['guest'] })
|
||||
mockProvider.removeUser('3')
|
||||
|
||||
// 撤销令牌
|
||||
await mockProvider.revoke('1')
|
||||
|
||||
// 重置到初始状态
|
||||
mockProvider.clear()
|
||||
```
|
||||
|
||||
## 错误处理
|
||||
|
||||
认证错误包含错误码用于程序化处理:
|
||||
|
||||
```typescript
|
||||
type AuthErrorCode =
|
||||
| 'INVALID_CREDENTIALS' // 用户名/密码无效
|
||||
| 'INVALID_TOKEN' // 令牌格式错误或无效
|
||||
| 'EXPIRED_TOKEN' // 令牌已过期
|
||||
| 'USER_NOT_FOUND' // 用户查找失败
|
||||
| 'ACCOUNT_DISABLED' // 用户账号已禁用
|
||||
| 'RATE_LIMITED' // 请求过于频繁
|
||||
| 'INSUFFICIENT_PERMISSIONS' // 权限不足
|
||||
|
||||
// 在认证失败处理器中
|
||||
const server = withAuth(baseServer, {
|
||||
provider: jwtProvider,
|
||||
extractCredentials,
|
||||
onAuthFailed: (conn, error) => {
|
||||
switch (error.errorCode) {
|
||||
case 'EXPIRED_TOKEN':
|
||||
conn.send('AuthError', { code: 'TOKEN_EXPIRED' })
|
||||
break
|
||||
case 'INVALID_TOKEN':
|
||||
conn.send('AuthError', { code: 'INVALID_TOKEN' })
|
||||
break
|
||||
default:
|
||||
conn.close()
|
||||
}
|
||||
},
|
||||
})
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
以下是使用 JWT 认证的完整示例:
|
||||
|
||||
```typescript
|
||||
// server.ts
|
||||
import { createServer } from '@esengine/server'
|
||||
import {
|
||||
withAuth,
|
||||
withRoomAuth,
|
||||
createJwtAuthProvider,
|
||||
requireAuth,
|
||||
requireRole,
|
||||
type AuthPlayer,
|
||||
} from '@esengine/server/auth'
|
||||
|
||||
// 类型定义
|
||||
interface User {
|
||||
id: string
|
||||
name: string
|
||||
roles: string[]
|
||||
}
|
||||
|
||||
// JWT 提供者
|
||||
const jwtProvider = createJwtAuthProvider<User>({
|
||||
secret: process.env.JWT_SECRET!,
|
||||
expiresIn: 3600,
|
||||
getUser: async (payload) => ({
|
||||
id: payload.sub as string,
|
||||
name: payload.name as string,
|
||||
roles: (payload.roles as string[]) ?? [],
|
||||
}),
|
||||
})
|
||||
|
||||
// 创建带认证的服务器
|
||||
const server = withAuth(
|
||||
await createServer({ port: 3000 }),
|
||||
{
|
||||
provider: jwtProvider,
|
||||
extractCredentials: (req) => {
|
||||
return new URL(req.url ?? '', 'http://localhost')
|
||||
.searchParams.get('token')
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
// 带认证的游戏房间
|
||||
class GameRoom extends withRoomAuth<User>(Room, {
|
||||
requireAuth: true,
|
||||
allowedRoles: ['player'],
|
||||
}) {
|
||||
onCreate() {
|
||||
console.log('游戏房间已创建')
|
||||
}
|
||||
|
||||
onJoin(player: AuthPlayer<User>) {
|
||||
console.log(`${player.user?.name} 加入了!`)
|
||||
this.broadcast('PlayerJoined', {
|
||||
id: player.id,
|
||||
name: player.user?.name,
|
||||
})
|
||||
}
|
||||
|
||||
@requireAuth()
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
|
||||
// 处理移动
|
||||
}
|
||||
|
||||
@requireRole('admin')
|
||||
@onMessage('Kick')
|
||||
handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
|
||||
const target = this.getPlayer(data.playerId)
|
||||
if (target) {
|
||||
this.kick(target, '被管理员踢出')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
server.define('game', GameRoom)
|
||||
await server.start()
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
1. **保护密钥安全**:永远不要硬编码 JWT 密钥,使用环境变量。
|
||||
|
||||
2. **设置合理的过期时间**:在安全性和用户体验之间平衡令牌 TTL。
|
||||
|
||||
3. **在关键操作上验证**:在敏感消息处理器上使用 `@requireAuth`。
|
||||
|
||||
4. **使用基于角色的访问控制**:为管理功能实现适当的角色层级。
|
||||
|
||||
5. **处理令牌刷新**:为长会话实现令牌刷新逻辑。
|
||||
|
||||
6. **记录认证事件**:跟踪登录尝试和失败以进行安全监控。
|
||||
|
||||
7. **测试认证流程**:使用 `MockAuthProvider` 测试认证场景。
|
||||
316
docs/src/content/docs/modules/network/delta.md
Normal file
316
docs/src/content/docs/modules/network/delta.md
Normal file
@@ -0,0 +1,316 @@
|
||||
---
|
||||
title: "状态增量压缩"
|
||||
description: "减少网络带宽的增量同步"
|
||||
---
|
||||
|
||||
状态增量压缩通过只发送变化的字段来减少网络带宽。对于频繁同步的游戏状态,这可以显著降低数据传输量。
|
||||
|
||||
## StateDeltaCompressor
|
||||
|
||||
`StateDeltaCompressor` 类用于压缩和解压状态增量。
|
||||
|
||||
### 基本用法
|
||||
|
||||
```typescript
|
||||
import { createStateDeltaCompressor, type SyncData } from '@esengine/network';
|
||||
|
||||
// 创建压缩器
|
||||
const compressor = createStateDeltaCompressor({
|
||||
positionThreshold: 0.01, // 位置变化阈值
|
||||
rotationThreshold: 0.001, // 旋转变化阈值(弧度)
|
||||
velocityThreshold: 0.1, // 速度变化阈值
|
||||
fullSnapshotInterval: 60, // 完整快照间隔(帧数)
|
||||
});
|
||||
|
||||
// 压缩同步数据
|
||||
const syncData: SyncData = {
|
||||
frame: 100,
|
||||
timestamp: Date.now(),
|
||||
entities: [
|
||||
{ netId: 1, pos: { x: 100, y: 200 }, rot: 0 },
|
||||
{ netId: 2, pos: { x: 300, y: 400 }, rot: 1.5 },
|
||||
],
|
||||
};
|
||||
|
||||
const deltaData = compressor.compress(syncData);
|
||||
// deltaData 只包含变化的字段
|
||||
|
||||
// 解压增量数据
|
||||
const fullData = compressor.decompress(deltaData);
|
||||
```
|
||||
|
||||
## 配置选项
|
||||
|
||||
| 属性 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `positionThreshold` | `number` | 0.01 | 位置变化阈值 |
|
||||
| `rotationThreshold` | `number` | 0.001 | 旋转变化阈值(弧度) |
|
||||
| `velocityThreshold` | `number` | 0.1 | 速度变化阈值 |
|
||||
| `fullSnapshotInterval` | `number` | 60 | 完整快照间隔(帧数) |
|
||||
|
||||
## 增量标志
|
||||
|
||||
使用位标志表示哪些字段发生了变化:
|
||||
|
||||
```typescript
|
||||
import { DeltaFlags } from '@esengine/network';
|
||||
|
||||
// 位标志定义
|
||||
DeltaFlags.NONE // 0 - 无变化
|
||||
DeltaFlags.POSITION // 1 - 位置变化
|
||||
DeltaFlags.ROTATION // 2 - 旋转变化
|
||||
DeltaFlags.VELOCITY // 4 - 速度变化
|
||||
DeltaFlags.ANGULAR_VELOCITY // 8 - 角速度变化
|
||||
DeltaFlags.CUSTOM // 16 - 自定义数据变化
|
||||
```
|
||||
|
||||
## 数据格式
|
||||
|
||||
### 完整状态
|
||||
|
||||
```typescript
|
||||
interface EntitySyncState {
|
||||
netId: number;
|
||||
pos?: { x: number; y: number };
|
||||
rot?: number;
|
||||
vel?: { x: number; y: number };
|
||||
angVel?: number;
|
||||
custom?: Record<string, unknown>;
|
||||
}
|
||||
```
|
||||
|
||||
### 增量状态
|
||||
|
||||
```typescript
|
||||
interface EntityDeltaState {
|
||||
netId: number;
|
||||
flags: number; // 变化标志位
|
||||
pos?: { x: number; y: number }; // 仅在 POSITION 标志时存在
|
||||
rot?: number; // 仅在 ROTATION 标志时存在
|
||||
vel?: { x: number; y: number }; // 仅在 VELOCITY 标志时存在
|
||||
angVel?: number; // 仅在 ANGULAR_VELOCITY 标志时存在
|
||||
custom?: Record<string, unknown>; // 仅在 CUSTOM 标志时存在
|
||||
}
|
||||
```
|
||||
|
||||
## 工作原理
|
||||
|
||||
```
|
||||
帧 1 (完整快照):
|
||||
Entity 1: pos=(100, 200), rot=0
|
||||
|
||||
帧 2 (增量):
|
||||
Entity 1: flags=POSITION, pos=(101, 200) // 只有 X 变化
|
||||
|
||||
帧 3 (增量):
|
||||
Entity 1: flags=0 // 无变化,不发送
|
||||
|
||||
帧 4 (增量):
|
||||
Entity 1: flags=POSITION|ROTATION, pos=(105, 200), rot=0.5
|
||||
|
||||
帧 60 (强制完整快照):
|
||||
Entity 1: pos=(200, 300), rot=1.0, vel=(5, 0)
|
||||
```
|
||||
|
||||
## 服务器端使用
|
||||
|
||||
```typescript
|
||||
import { createStateDeltaCompressor } from '@esengine/network';
|
||||
|
||||
class GameServer {
|
||||
private compressor = createStateDeltaCompressor();
|
||||
|
||||
// 广播状态更新
|
||||
broadcastState(entities: EntitySyncState[]) {
|
||||
const syncData: SyncData = {
|
||||
frame: this.currentFrame,
|
||||
timestamp: Date.now(),
|
||||
entities,
|
||||
};
|
||||
|
||||
// 压缩数据
|
||||
const deltaData = this.compressor.compress(syncData);
|
||||
|
||||
// 发送增量数据
|
||||
this.broadcast('sync', deltaData);
|
||||
}
|
||||
|
||||
// 玩家离开时清理
|
||||
onPlayerLeave(netId: number) {
|
||||
this.compressor.removeEntity(netId);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 客户端使用
|
||||
|
||||
```typescript
|
||||
class GameClient {
|
||||
private compressor = createStateDeltaCompressor();
|
||||
|
||||
// 接收增量数据
|
||||
onSyncReceived(deltaData: DeltaSyncData) {
|
||||
// 解压为完整状态
|
||||
const fullData = this.compressor.decompress(deltaData);
|
||||
|
||||
// 应用状态
|
||||
for (const entity of fullData.entities) {
|
||||
this.applyEntityState(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 带宽节省示例
|
||||
|
||||
假设每个实体有以下数据:
|
||||
|
||||
| 字段 | 大小(字节) |
|
||||
|------|------------|
|
||||
| netId | 4 |
|
||||
| pos.x | 8 |
|
||||
| pos.y | 8 |
|
||||
| rot | 8 |
|
||||
| vel.x | 8 |
|
||||
| vel.y | 8 |
|
||||
| angVel | 8 |
|
||||
| **总计** | **52** |
|
||||
|
||||
使用增量压缩:
|
||||
|
||||
| 场景 | 原始 | 压缩后 | 节省 |
|
||||
|------|------|--------|------|
|
||||
| 只有位置变化 | 52 | 4+1+16 = 21 | 60% |
|
||||
| 只有旋转变化 | 52 | 4+1+8 = 13 | 75% |
|
||||
| 静止不动 | 52 | 0 | 100% |
|
||||
| 位置+旋转变化 | 52 | 4+1+24 = 29 | 44% |
|
||||
|
||||
## 强制完整快照
|
||||
|
||||
某些情况下需要发送完整快照:
|
||||
|
||||
```typescript
|
||||
// 新玩家加入时
|
||||
compressor.forceFullSnapshot();
|
||||
const data = compressor.compress(syncData);
|
||||
// 这次会发送完整状态
|
||||
|
||||
// 重连时
|
||||
compressor.clear(); // 清除历史状态
|
||||
compressor.forceFullSnapshot();
|
||||
```
|
||||
|
||||
## 自定义数据
|
||||
|
||||
支持同步自定义游戏数据:
|
||||
|
||||
```typescript
|
||||
const syncData: SyncData = {
|
||||
frame: 100,
|
||||
timestamp: Date.now(),
|
||||
entities: [
|
||||
{
|
||||
netId: 1,
|
||||
pos: { x: 100, y: 200 },
|
||||
custom: {
|
||||
health: 80,
|
||||
mana: 50,
|
||||
buffs: ['speed', 'shield'],
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
// 自定义数据也会进行增量压缩
|
||||
const deltaData = compressor.compress(syncData);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理设置阈值
|
||||
|
||||
```typescript
|
||||
// 高精度游戏(如竞技游戏)
|
||||
const compressor = createStateDeltaCompressor({
|
||||
positionThreshold: 0.001,
|
||||
rotationThreshold: 0.0001,
|
||||
});
|
||||
|
||||
// 普通游戏
|
||||
const compressor = createStateDeltaCompressor({
|
||||
positionThreshold: 0.1,
|
||||
rotationThreshold: 0.01,
|
||||
});
|
||||
```
|
||||
|
||||
### 2. 调整完整快照间隔
|
||||
|
||||
```typescript
|
||||
// 高可靠性(网络不稳定)
|
||||
fullSnapshotInterval: 30, // 每 30 帧发送完整快照
|
||||
|
||||
// 低带宽优先
|
||||
fullSnapshotInterval: 120, // 每 120 帧发送完整快照
|
||||
```
|
||||
|
||||
### 3. 配合 AOI 使用
|
||||
|
||||
```typescript
|
||||
// 先用 AOI 过滤,再用增量压缩
|
||||
const filteredEntities = aoiSystem.filterSyncData(playerId, allEntities);
|
||||
const syncData = { frame, timestamp, entities: filteredEntities };
|
||||
const deltaData = compressor.compress(syncData);
|
||||
```
|
||||
|
||||
### 4. 处理实体移除
|
||||
|
||||
```typescript
|
||||
// 实体销毁时清理压缩器状态
|
||||
function onEntityDespawn(netId: number) {
|
||||
compressor.removeEntity(netId);
|
||||
}
|
||||
```
|
||||
|
||||
## 与其他功能配合
|
||||
|
||||
```
|
||||
┌─────────────────┐
|
||||
│ 游戏状态 │
|
||||
└────────┬────────┘
|
||||
│
|
||||
┌────────▼────────┐
|
||||
│ AOI 过滤 │ ← 只处理视野内实体
|
||||
└────────┬────────┘
|
||||
│
|
||||
┌────────▼────────┐
|
||||
│ 增量压缩 │ ← 只发送变化的字段
|
||||
└────────┬────────┘
|
||||
│
|
||||
┌────────▼────────┐
|
||||
│ 网络传输 │
|
||||
└─────────────────┘
|
||||
```
|
||||
|
||||
## 调试
|
||||
|
||||
```typescript
|
||||
const compressor = createStateDeltaCompressor();
|
||||
|
||||
// 检查压缩效果
|
||||
const original = syncData;
|
||||
const compressed = compressor.compress(original);
|
||||
|
||||
console.log('Original entities:', original.entities.length);
|
||||
console.log('Compressed entities:', compressed.entities.length);
|
||||
console.log('Is full snapshot:', compressed.isFullSnapshot);
|
||||
|
||||
// 查看每个实体的变化
|
||||
for (const delta of compressed.entities) {
|
||||
console.log(`Entity ${delta.netId}:`, {
|
||||
hasPosition: !!(delta.flags & DeltaFlags.POSITION),
|
||||
hasRotation: !!(delta.flags & DeltaFlags.ROTATION),
|
||||
hasVelocity: !!(delta.flags & DeltaFlags.VELOCITY),
|
||||
hasCustom: !!(delta.flags & DeltaFlags.CUSTOM),
|
||||
});
|
||||
}
|
||||
```
|
||||
@@ -147,7 +147,10 @@ service.on('chat', (data) => {
|
||||
|
||||
- [客户端使用](/modules/network/client/) - NetworkPlugin、组件和系统
|
||||
- [服务器端](/modules/network/server/) - GameServer 和 Room 管理
|
||||
- [状态同步](/modules/network/sync/) - 插值、预测和快照
|
||||
- [状态同步](/modules/network/sync/) - 插值和快照缓冲
|
||||
- [客户端预测](/modules/network/prediction/) - 输入预测和服务器校正
|
||||
- [兴趣区域 (AOI)](/modules/network/aoi/) - 视野过滤和带宽优化
|
||||
- [增量压缩](/modules/network/delta/) - 状态增量同步
|
||||
- [API 参考](/modules/network/api/) - 完整 API 文档
|
||||
|
||||
## 服务令牌
|
||||
@@ -159,10 +162,14 @@ import {
|
||||
NetworkServiceToken,
|
||||
NetworkSyncSystemToken,
|
||||
NetworkSpawnSystemToken,
|
||||
NetworkInputSystemToken
|
||||
NetworkInputSystemToken,
|
||||
NetworkPredictionSystemToken,
|
||||
NetworkAOISystemToken,
|
||||
} from '@esengine/network';
|
||||
|
||||
const networkService = services.get(NetworkServiceToken);
|
||||
const predictionSystem = services.get(NetworkPredictionSystemToken);
|
||||
const aoiSystem = services.get(NetworkAOISystemToken);
|
||||
```
|
||||
|
||||
## 蓝图节点
|
||||
|
||||
254
docs/src/content/docs/modules/network/prediction.md
Normal file
254
docs/src/content/docs/modules/network/prediction.md
Normal file
@@ -0,0 +1,254 @@
|
||||
---
|
||||
title: "客户端预测"
|
||||
description: "本地输入预测和服务器校正"
|
||||
---
|
||||
|
||||
客户端预测是网络游戏中用于减少输入延迟的关键技术。通过在本地立即应用玩家输入,同时等待服务器确认,可以让游戏感觉更加流畅响应。
|
||||
|
||||
## NetworkPredictionSystem
|
||||
|
||||
`NetworkPredictionSystem` 是专门处理本地玩家预测的 ECS 系统。
|
||||
|
||||
### 基本用法
|
||||
|
||||
```typescript
|
||||
import { NetworkPlugin } from '@esengine/network';
|
||||
|
||||
const networkPlugin = new NetworkPlugin({
|
||||
enablePrediction: true,
|
||||
predictionConfig: {
|
||||
moveSpeed: 200, // 移动速度(单位/秒)
|
||||
maxUnacknowledgedInputs: 60, // 最大未确认输入数
|
||||
reconciliationThreshold: 0.5, // 校正阈值
|
||||
reconciliationSpeed: 10, // 校正速度
|
||||
}
|
||||
});
|
||||
|
||||
await Core.installPlugin(networkPlugin);
|
||||
```
|
||||
|
||||
### 设置本地玩家
|
||||
|
||||
当本地玩家实体生成后,需要设置其网络 ID:
|
||||
|
||||
```typescript
|
||||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||||
|
||||
const identity = entity.addComponent(new NetworkIdentity());
|
||||
identity.netId = spawn.netId;
|
||||
identity.ownerId = spawn.ownerId;
|
||||
identity.bHasAuthority = spawn.ownerId === networkPlugin.localPlayerId;
|
||||
identity.bIsLocalPlayer = identity.bHasAuthority;
|
||||
|
||||
entity.addComponent(new NetworkTransform());
|
||||
|
||||
// 设置本地玩家用于预测
|
||||
if (identity.bIsLocalPlayer) {
|
||||
networkPlugin.setLocalPlayerNetId(spawn.netId);
|
||||
}
|
||||
|
||||
return entity;
|
||||
});
|
||||
```
|
||||
|
||||
### 发送输入
|
||||
|
||||
```typescript
|
||||
// 在游戏循环中发送移动输入
|
||||
function onUpdate() {
|
||||
const moveX = Input.getAxis('horizontal');
|
||||
const moveY = Input.getAxis('vertical');
|
||||
|
||||
if (moveX !== 0 || moveY !== 0) {
|
||||
networkPlugin.sendMoveInput(moveX, moveY);
|
||||
}
|
||||
|
||||
// 发送动作输入
|
||||
if (Input.isPressed('attack')) {
|
||||
networkPlugin.sendActionInput('attack');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 预测配置
|
||||
|
||||
| 属性 | 类型 | 默认值 | 描述 |
|
||||
|------|------|--------|------|
|
||||
| `moveSpeed` | `number` | 200 | 移动速度(单位/秒) |
|
||||
| `enabled` | `boolean` | true | 是否启用预测 |
|
||||
| `maxUnacknowledgedInputs` | `number` | 60 | 最大未确认输入数 |
|
||||
| `reconciliationThreshold` | `number` | 0.5 | 触发校正的位置差异阈值 |
|
||||
| `reconciliationSpeed` | `number` | 10 | 校正平滑速度 |
|
||||
|
||||
## 工作原理
|
||||
|
||||
```
|
||||
客户端 服务器
|
||||
│ │
|
||||
├─ 1. 捕获输入 (seq=1) │
|
||||
├─ 2. 本地预测移动 │
|
||||
├─ 3. 发送输入到服务器 ──────────────►
|
||||
│ │
|
||||
├─ 4. 继续捕获输入 (seq=2,3...) │
|
||||
├─ 5. 继续本地预测 │
|
||||
│ │
|
||||
│ ├─ 6. 处理输入 (seq=1)
|
||||
│ │
|
||||
◄──────── 7. 返回状态 (ackSeq=1) ────
|
||||
│ │
|
||||
├─ 8. 比较预测和服务器状态 │
|
||||
├─ 9. 重放 seq=2,3... 的输入 │
|
||||
├─ 10. 平滑校正到正确位置 │
|
||||
│ │
|
||||
```
|
||||
|
||||
### 步骤详解
|
||||
|
||||
1. **输入捕获**:捕获玩家输入并分配序列号
|
||||
2. **本地预测**:立即应用输入到本地状态
|
||||
3. **发送输入**:将输入发送到服务器
|
||||
4. **缓存输入**:保存输入用于后续校正
|
||||
5. **接收确认**:服务器返回权威状态和已确认序列号
|
||||
6. **状态比较**:比较预测状态和服务器状态
|
||||
7. **输入重放**:使用缓存的未确认输入重新计算状态
|
||||
8. **平滑校正**:平滑插值到正确位置
|
||||
|
||||
## 底层 API
|
||||
|
||||
如果需要更细粒度的控制,可以直接使用 `ClientPrediction` 类:
|
||||
|
||||
```typescript
|
||||
import { createClientPrediction, type IPredictor } from '@esengine/network';
|
||||
|
||||
// 定义状态类型
|
||||
interface PlayerState {
|
||||
x: number;
|
||||
y: number;
|
||||
rotation: number;
|
||||
}
|
||||
|
||||
// 定义输入类型
|
||||
interface PlayerInput {
|
||||
dx: number;
|
||||
dy: number;
|
||||
}
|
||||
|
||||
// 定义预测器
|
||||
const predictor: IPredictor<PlayerState, PlayerInput> = {
|
||||
predict(state: PlayerState, input: PlayerInput, dt: number): PlayerState {
|
||||
return {
|
||||
x: state.x + input.dx * MOVE_SPEED * dt,
|
||||
y: state.y + input.dy * MOVE_SPEED * dt,
|
||||
rotation: state.rotation,
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
// 创建客户端预测
|
||||
const prediction = createClientPrediction(predictor, {
|
||||
maxUnacknowledgedInputs: 60,
|
||||
reconciliationThreshold: 0.5,
|
||||
reconciliationSpeed: 10,
|
||||
});
|
||||
|
||||
// 记录输入并获取预测状态
|
||||
const input = { dx: 1, dy: 0 };
|
||||
const predictedState = prediction.recordInput(input, currentState, deltaTime);
|
||||
|
||||
// 获取要发送的输入
|
||||
const inputToSend = prediction.getInputToSend();
|
||||
|
||||
// 与服务器状态校正
|
||||
prediction.reconcile(
|
||||
serverState,
|
||||
serverAckSeq,
|
||||
(state) => ({ x: state.x, y: state.y }),
|
||||
deltaTime
|
||||
);
|
||||
|
||||
// 获取校正偏移
|
||||
const offset = prediction.correctionOffset;
|
||||
```
|
||||
|
||||
## 启用/禁用预测
|
||||
|
||||
```typescript
|
||||
// 运行时切换预测
|
||||
networkPlugin.setPredictionEnabled(false);
|
||||
|
||||
// 检查预测状态
|
||||
if (networkPlugin.isPredictionEnabled) {
|
||||
console.log('Prediction is active');
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理设置校正阈值
|
||||
|
||||
```typescript
|
||||
// 动作游戏:较低阈值,更精确
|
||||
predictionConfig: {
|
||||
reconciliationThreshold: 0.1,
|
||||
}
|
||||
|
||||
// 休闲游戏:较高阈值,更平滑
|
||||
predictionConfig: {
|
||||
reconciliationThreshold: 1.0,
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 预测仅用于本地玩家
|
||||
|
||||
远程玩家应使用插值而非预测:
|
||||
|
||||
```typescript
|
||||
const identity = entity.getComponent(NetworkIdentity);
|
||||
|
||||
if (identity.bIsLocalPlayer) {
|
||||
// 使用预测系统
|
||||
} else {
|
||||
// 使用 NetworkSyncSystem 的插值
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 处理高延迟
|
||||
|
||||
```typescript
|
||||
// 高延迟网络增加缓冲
|
||||
predictionConfig: {
|
||||
maxUnacknowledgedInputs: 120, // 增加缓冲
|
||||
reconciliationSpeed: 5, // 减慢校正速度
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 确定性预测
|
||||
|
||||
确保客户端和服务器使用相同的物理计算:
|
||||
|
||||
```typescript
|
||||
// 使用固定时间步长
|
||||
const FIXED_DT = 1 / 60;
|
||||
|
||||
function applyInput(state: PlayerState, input: PlayerInput): PlayerState {
|
||||
// 使用固定时间步长而非实际 deltaTime
|
||||
return {
|
||||
x: state.x + input.dx * MOVE_SPEED * FIXED_DT,
|
||||
y: state.y + input.dy * MOVE_SPEED * FIXED_DT,
|
||||
rotation: state.rotation,
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
## 调试
|
||||
|
||||
```typescript
|
||||
// 获取预测系统实例
|
||||
const predictionSystem = networkPlugin.predictionSystem;
|
||||
|
||||
if (predictionSystem) {
|
||||
console.log('Pending inputs:', predictionSystem.pendingInputCount);
|
||||
console.log('Current sequence:', predictionSystem.inputSequence);
|
||||
}
|
||||
```
|
||||
261
docs/src/content/docs/modules/transaction/core.md
Normal file
261
docs/src/content/docs/modules/transaction/core.md
Normal file
@@ -0,0 +1,261 @@
|
||||
---
|
||||
title: "核心概念"
|
||||
description: "事务系统的核心概念:事务上下文、事务管理器、Saga 模式"
|
||||
---
|
||||
|
||||
## 事务状态
|
||||
|
||||
事务有以下几种状态:
|
||||
|
||||
```typescript
|
||||
type TransactionState =
|
||||
| 'pending' // 等待执行
|
||||
| 'executing' // 执行中
|
||||
| 'committed' // 已提交
|
||||
| 'rolledback' // 已回滚
|
||||
| 'failed' // 失败
|
||||
```
|
||||
|
||||
## TransactionContext
|
||||
|
||||
事务上下文封装了事务的状态、操作和执行逻辑。
|
||||
|
||||
### 创建事务
|
||||
|
||||
```typescript
|
||||
import { TransactionManager } from '@esengine/transaction';
|
||||
|
||||
const manager = new TransactionManager();
|
||||
|
||||
// 方式 1:使用 begin() 手动管理
|
||||
const tx = manager.begin({ timeout: 5000 });
|
||||
tx.addOperation(op1);
|
||||
tx.addOperation(op2);
|
||||
const result = await tx.execute();
|
||||
|
||||
// 方式 2:使用 run() 自动管理
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(op1);
|
||||
tx.addOperation(op2);
|
||||
});
|
||||
```
|
||||
|
||||
### 链式添加操作
|
||||
|
||||
```typescript
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(new CurrencyOperation({ ... }))
|
||||
.addOperation(new InventoryOperation({ ... }))
|
||||
.addOperation(new InventoryOperation({ ... }));
|
||||
});
|
||||
```
|
||||
|
||||
### 上下文数据
|
||||
|
||||
操作之间可以通过上下文共享数据:
|
||||
|
||||
```typescript
|
||||
class CustomOperation extends BaseOperation<MyData, MyResult> {
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
|
||||
// 读取之前操作设置的数据
|
||||
const previousResult = ctx.get<number>('previousValue');
|
||||
|
||||
// 设置数据供后续操作使用
|
||||
ctx.set('myResult', { value: 123 });
|
||||
|
||||
return this.success({ ... });
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## TransactionManager
|
||||
|
||||
事务管理器负责创建、执行和恢复事务。
|
||||
|
||||
### 配置选项
|
||||
|
||||
```typescript
|
||||
interface TransactionManagerConfig {
|
||||
storage?: ITransactionStorage; // 存储实例
|
||||
defaultTimeout?: number; // 默认超时(毫秒)
|
||||
serverId?: string; // 服务器 ID(分布式用)
|
||||
autoRecover?: boolean; // 自动恢复未完成事务
|
||||
}
|
||||
|
||||
const manager = new TransactionManager({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
defaultTimeout: 10000,
|
||||
serverId: 'server-1',
|
||||
autoRecover: true,
|
||||
});
|
||||
```
|
||||
|
||||
### 分布式锁
|
||||
|
||||
```typescript
|
||||
// 获取锁
|
||||
const token = await manager.acquireLock('player:123:inventory', 10000);
|
||||
|
||||
if (token) {
|
||||
try {
|
||||
// 执行操作
|
||||
await doSomething();
|
||||
} finally {
|
||||
// 释放锁
|
||||
await manager.releaseLock('player:123:inventory', token);
|
||||
}
|
||||
}
|
||||
|
||||
// 或使用 withLock 简化
|
||||
await manager.withLock('player:123:inventory', async () => {
|
||||
await doSomething();
|
||||
}, 10000);
|
||||
```
|
||||
|
||||
### 事务恢复
|
||||
|
||||
服务器重启时恢复未完成的事务:
|
||||
|
||||
```typescript
|
||||
const manager = new TransactionManager({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
serverId: 'server-1',
|
||||
});
|
||||
|
||||
// 恢复未完成的事务
|
||||
const recoveredCount = await manager.recover();
|
||||
console.log(`Recovered ${recoveredCount} transactions`);
|
||||
```
|
||||
|
||||
## Saga 模式
|
||||
|
||||
事务系统采用 Saga 模式,每个操作必须实现 `execute` 和 `compensate` 方法:
|
||||
|
||||
```typescript
|
||||
interface ITransactionOperation<TData, TResult> {
|
||||
readonly name: string;
|
||||
readonly data: TData;
|
||||
|
||||
// 验证前置条件
|
||||
validate(ctx: ITransactionContext): Promise<boolean>;
|
||||
|
||||
// 正向执行
|
||||
execute(ctx: ITransactionContext): Promise<OperationResult<TResult>>;
|
||||
|
||||
// 补偿操作(回滚)
|
||||
compensate(ctx: ITransactionContext): Promise<void>;
|
||||
}
|
||||
```
|
||||
|
||||
### 执行流程
|
||||
|
||||
```
|
||||
开始事务
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ validate(op1) │──失败──► 返回失败
|
||||
└─────────────────────┘
|
||||
│成功
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ execute(op1) │──失败──┐
|
||||
└─────────────────────┘ │
|
||||
│成功 │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ validate(op2) │──失败──┤
|
||||
└─────────────────────┘ │
|
||||
│成功 │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ execute(op2) │──失败──┤
|
||||
└─────────────────────┘ │
|
||||
│成功 ▼
|
||||
▼ ┌─────────────────────┐
|
||||
提交事务 │ compensate(op1) │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
返回失败(已回滚)
|
||||
```
|
||||
|
||||
### 自定义操作
|
||||
|
||||
```typescript
|
||||
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
|
||||
|
||||
interface UpgradeData {
|
||||
playerId: string;
|
||||
itemId: string;
|
||||
targetLevel: number;
|
||||
}
|
||||
|
||||
interface UpgradeResult {
|
||||
newLevel: number;
|
||||
}
|
||||
|
||||
class UpgradeOperation extends BaseOperation<UpgradeData, UpgradeResult> {
|
||||
readonly name = 'upgrade';
|
||||
|
||||
private _previousLevel: number = 0;
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
// 验证物品存在且可升级
|
||||
const item = await this.getItem(ctx);
|
||||
return item !== null && item.level < this.data.targetLevel;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<UpgradeResult>> {
|
||||
const item = await this.getItem(ctx);
|
||||
if (!item) {
|
||||
return this.failure('Item not found', 'ITEM_NOT_FOUND');
|
||||
}
|
||||
|
||||
this._previousLevel = item.level;
|
||||
item.level = this.data.targetLevel;
|
||||
await this.saveItem(ctx, item);
|
||||
|
||||
return this.success({ newLevel: item.level });
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
const item = await this.getItem(ctx);
|
||||
if (item) {
|
||||
item.level = this._previousLevel;
|
||||
await this.saveItem(ctx, item);
|
||||
}
|
||||
}
|
||||
|
||||
private async getItem(ctx: ITransactionContext) {
|
||||
// 从存储获取物品
|
||||
}
|
||||
|
||||
private async saveItem(ctx: ITransactionContext, item: any) {
|
||||
// 保存物品到存储
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 事务结果
|
||||
|
||||
```typescript
|
||||
interface TransactionResult<T = unknown> {
|
||||
success: boolean; // 是否成功
|
||||
transactionId: string; // 事务 ID
|
||||
results: OperationResult[]; // 各操作结果
|
||||
data?: T; // 最终数据
|
||||
error?: string; // 错误信息
|
||||
duration: number; // 执行时间(毫秒)
|
||||
}
|
||||
|
||||
const result = await manager.run((tx) => { ... });
|
||||
|
||||
console.log(`Transaction ${result.transactionId}`);
|
||||
console.log(`Success: ${result.success}`);
|
||||
console.log(`Duration: ${result.duration}ms`);
|
||||
|
||||
if (!result.success) {
|
||||
console.log(`Error: ${result.error}`);
|
||||
}
|
||||
```
|
||||
355
docs/src/content/docs/modules/transaction/distributed.md
Normal file
355
docs/src/content/docs/modules/transaction/distributed.md
Normal file
@@ -0,0 +1,355 @@
|
||||
---
|
||||
title: "分布式事务"
|
||||
description: "Saga 编排器和跨服务器事务支持"
|
||||
---
|
||||
|
||||
## Saga 编排器
|
||||
|
||||
`SagaOrchestrator` 用于编排跨服务器的分布式事务。
|
||||
|
||||
### 基本用法
|
||||
|
||||
```typescript
|
||||
import { SagaOrchestrator, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: new RedisStorage({ client: redis }),
|
||||
timeout: 30000,
|
||||
serverId: 'orchestrator-1',
|
||||
});
|
||||
|
||||
const result = await orchestrator.execute([
|
||||
{
|
||||
name: 'deduct_currency',
|
||||
serverId: 'game-server-1',
|
||||
data: { playerId: 'player1', amount: 100 },
|
||||
execute: async (data) => {
|
||||
// 调用游戏服务器 API 扣除货币
|
||||
const response = await gameServerApi.deductCurrency(data);
|
||||
return { success: response.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
// 调用游戏服务器 API 恢复货币
|
||||
await gameServerApi.addCurrency(data);
|
||||
},
|
||||
},
|
||||
{
|
||||
name: 'add_item',
|
||||
serverId: 'inventory-server-1',
|
||||
data: { playerId: 'player1', itemId: 'sword' },
|
||||
execute: async (data) => {
|
||||
const response = await inventoryServerApi.addItem(data);
|
||||
return { success: response.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryServerApi.removeItem(data);
|
||||
},
|
||||
},
|
||||
]);
|
||||
|
||||
if (result.success) {
|
||||
console.log('Saga completed successfully');
|
||||
} else {
|
||||
console.log('Saga failed:', result.error);
|
||||
console.log('Completed steps:', result.completedSteps);
|
||||
console.log('Failed at:', result.failedStep);
|
||||
}
|
||||
```
|
||||
|
||||
### 配置选项
|
||||
|
||||
```typescript
|
||||
interface SagaOrchestratorConfig {
|
||||
storage?: ITransactionStorage; // 存储实例
|
||||
timeout?: number; // 超时时间(毫秒)
|
||||
serverId?: string; // 编排器服务器 ID
|
||||
}
|
||||
```
|
||||
|
||||
### Saga 步骤
|
||||
|
||||
```typescript
|
||||
interface SagaStep<T = unknown> {
|
||||
name: string; // 步骤名称
|
||||
serverId?: string; // 目标服务器 ID
|
||||
data: T; // 步骤数据
|
||||
execute: (data: T) => Promise<OperationResult>; // 执行函数
|
||||
compensate: (data: T) => Promise<void>; // 补偿函数
|
||||
}
|
||||
```
|
||||
|
||||
### Saga 结果
|
||||
|
||||
```typescript
|
||||
interface SagaResult {
|
||||
success: boolean; // 是否成功
|
||||
sagaId: string; // Saga ID
|
||||
completedSteps: string[]; // 已完成的步骤
|
||||
failedStep?: string; // 失败的步骤
|
||||
error?: string; // 错误信息
|
||||
duration: number; // 执行时间(毫秒)
|
||||
}
|
||||
```
|
||||
|
||||
## 执行流程
|
||||
|
||||
```
|
||||
开始 Saga
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ Step 1: execute │──失败──┐
|
||||
└─────────────────────┘ │
|
||||
│成功 │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ Step 2: execute │──失败──┤
|
||||
└─────────────────────┘ │
|
||||
│成功 │
|
||||
▼ │
|
||||
┌─────────────────────┐ │
|
||||
│ Step 3: execute │──失败──┤
|
||||
└─────────────────────┘ │
|
||||
│成功 ▼
|
||||
▼ ┌─────────────────────┐
|
||||
Saga 完成 │ Step 2: compensate │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────┐
|
||||
│ Step 1: compensate │
|
||||
└─────────────────────┘
|
||||
│
|
||||
▼
|
||||
Saga 失败(已补偿)
|
||||
```
|
||||
|
||||
## Saga 日志
|
||||
|
||||
编排器会记录详细的执行日志:
|
||||
|
||||
```typescript
|
||||
interface SagaLog {
|
||||
id: string; // Saga ID
|
||||
state: SagaLogState; // 状态
|
||||
steps: SagaStepLog[]; // 步骤日志
|
||||
createdAt: number; // 创建时间
|
||||
updatedAt: number; // 更新时间
|
||||
metadata?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
type SagaLogState =
|
||||
| 'pending' // 等待执行
|
||||
| 'running' // 执行中
|
||||
| 'completed' // 已完成
|
||||
| 'compensating' // 补偿中
|
||||
| 'compensated' // 已补偿
|
||||
| 'failed' // 失败
|
||||
|
||||
interface SagaStepLog {
|
||||
name: string; // 步骤名称
|
||||
serverId?: string; // 服务器 ID
|
||||
state: SagaStepState; // 状态
|
||||
startedAt?: number; // 开始时间
|
||||
completedAt?: number; // 完成时间
|
||||
error?: string; // 错误信息
|
||||
}
|
||||
|
||||
type SagaStepState =
|
||||
| 'pending' // 等待执行
|
||||
| 'executing' // 执行中
|
||||
| 'completed' // 已完成
|
||||
| 'compensating' // 补偿中
|
||||
| 'compensated' // 已补偿
|
||||
| 'failed' // 失败
|
||||
```
|
||||
|
||||
### 查询 Saga 日志
|
||||
|
||||
```typescript
|
||||
const log = await orchestrator.getSagaLog('saga_xxx');
|
||||
|
||||
if (log) {
|
||||
console.log('Saga state:', log.state);
|
||||
for (const step of log.steps) {
|
||||
console.log(` ${step.name}: ${step.state}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 跨服务器事务示例
|
||||
|
||||
### 场景:跨服购买
|
||||
|
||||
玩家在游戏服务器购买物品,货币在账户服务器,物品在背包服务器。
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: redisStorage,
|
||||
serverId: 'purchase-orchestrator',
|
||||
});
|
||||
|
||||
async function crossServerPurchase(
|
||||
playerId: string,
|
||||
itemId: string,
|
||||
price: number
|
||||
): Promise<SagaResult> {
|
||||
return orchestrator.execute([
|
||||
// 步骤 1:在账户服务器扣款
|
||||
{
|
||||
name: 'deduct_balance',
|
||||
serverId: 'account-server',
|
||||
data: { playerId, amount: price },
|
||||
execute: async (data) => {
|
||||
const result = await accountService.deduct(data.playerId, data.amount);
|
||||
return { success: result.ok, error: result.error };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await accountService.refund(data.playerId, data.amount);
|
||||
},
|
||||
},
|
||||
|
||||
// 步骤 2:在背包服务器添加物品
|
||||
{
|
||||
name: 'add_item',
|
||||
serverId: 'inventory-server',
|
||||
data: { playerId, itemId },
|
||||
execute: async (data) => {
|
||||
const result = await inventoryService.addItem(data.playerId, data.itemId);
|
||||
return { success: result.ok, error: result.error };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
},
|
||||
|
||||
// 步骤 3:记录购买日志
|
||||
{
|
||||
name: 'log_purchase',
|
||||
serverId: 'log-server',
|
||||
data: { playerId, itemId, price, timestamp: Date.now() },
|
||||
execute: async (data) => {
|
||||
await logService.recordPurchase(data);
|
||||
return { success: true };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await logService.cancelPurchase(data);
|
||||
},
|
||||
},
|
||||
]);
|
||||
}
|
||||
```
|
||||
|
||||
### 场景:跨服交易
|
||||
|
||||
两个玩家在不同服务器上进行交易。
|
||||
|
||||
```typescript
|
||||
async function crossServerTrade(
|
||||
playerA: { id: string; server: string; items: string[] },
|
||||
playerB: { id: string; server: string; items: string[] }
|
||||
): Promise<SagaResult> {
|
||||
const steps: SagaStep[] = [];
|
||||
|
||||
// 移除 A 的物品
|
||||
for (const itemId of playerA.items) {
|
||||
steps.push({
|
||||
name: `remove_${playerA.id}_${itemId}`,
|
||||
serverId: playerA.server,
|
||||
data: { playerId: playerA.id, itemId },
|
||||
execute: async (data) => {
|
||||
return await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.addItem(data.playerId, data.itemId);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// 添加物品到 B
|
||||
for (const itemId of playerA.items) {
|
||||
steps.push({
|
||||
name: `add_${playerB.id}_${itemId}`,
|
||||
serverId: playerB.server,
|
||||
data: { playerId: playerB.id, itemId },
|
||||
execute: async (data) => {
|
||||
return await inventoryService.addItem(data.playerId, data.itemId);
|
||||
},
|
||||
compensate: async (data) => {
|
||||
await inventoryService.removeItem(data.playerId, data.itemId);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// 类似地处理 B 的物品...
|
||||
|
||||
return orchestrator.execute(steps);
|
||||
}
|
||||
```
|
||||
|
||||
## 恢复未完成的 Saga
|
||||
|
||||
服务器重启后恢复未完成的 Saga:
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
storage: redisStorage,
|
||||
serverId: 'my-orchestrator',
|
||||
});
|
||||
|
||||
// 恢复未完成的 Saga(会执行补偿)
|
||||
const recoveredCount = await orchestrator.recover();
|
||||
console.log(`Recovered ${recoveredCount} sagas`);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 幂等性
|
||||
|
||||
确保所有操作都是幂等的:
|
||||
|
||||
```typescript
|
||||
{
|
||||
execute: async (data) => {
|
||||
// 使用唯一 ID 确保幂等
|
||||
const result = await service.process(data.requestId, data);
|
||||
return { success: result.ok };
|
||||
},
|
||||
compensate: async (data) => {
|
||||
// 补偿也要幂等
|
||||
await service.rollback(data.requestId);
|
||||
},
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 超时处理
|
||||
|
||||
设置合适的超时时间:
|
||||
|
||||
```typescript
|
||||
const orchestrator = new SagaOrchestrator({
|
||||
timeout: 60000, // 跨服务器操作需要更长超时
|
||||
});
|
||||
```
|
||||
|
||||
### 3. 监控和告警
|
||||
|
||||
记录 Saga 执行结果:
|
||||
|
||||
```typescript
|
||||
const result = await orchestrator.execute(steps);
|
||||
|
||||
if (!result.success) {
|
||||
// 发送告警
|
||||
alertService.send({
|
||||
type: 'saga_failed',
|
||||
sagaId: result.sagaId,
|
||||
failedStep: result.failedStep,
|
||||
error: result.error,
|
||||
});
|
||||
|
||||
// 记录详细日志
|
||||
const log = await orchestrator.getSagaLog(result.sagaId);
|
||||
logger.error('Saga failed', { log });
|
||||
}
|
||||
```
|
||||
238
docs/src/content/docs/modules/transaction/index.md
Normal file
238
docs/src/content/docs/modules/transaction/index.md
Normal file
@@ -0,0 +1,238 @@
|
||||
---
|
||||
title: "事务系统 (Transaction)"
|
||||
description: "游戏事务处理系统,支持商店购买、玩家交易、分布式事务"
|
||||
---
|
||||
|
||||
`@esengine/transaction` 提供完整的游戏事务处理能力,基于 Saga 模式实现,支持商店购买、玩家交易、多步骤任务等场景,并提供 Redis/MongoDB 分布式事务支持。
|
||||
|
||||
## 概述
|
||||
|
||||
事务系统解决游戏中常见的数据一致性问题:
|
||||
|
||||
| 场景 | 问题 | 解决方案 |
|
||||
|------|------|----------|
|
||||
| 商店购买 | 扣款成功但物品未发放 | 原子事务,失败自动回滚 |
|
||||
| 玩家交易 | 一方物品转移另一方未收到 | Saga 补偿机制 |
|
||||
| 跨服操作 | 多服务器数据不一致 | 分布式锁 + 事务日志 |
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/transaction
|
||||
```
|
||||
|
||||
可选依赖(根据存储需求安装):
|
||||
```bash
|
||||
npm install ioredis # Redis 存储
|
||||
npm install mongodb # MongoDB 存储
|
||||
```
|
||||
|
||||
## 架构
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────┐
|
||||
│ Transaction Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ TransactionManager - 事务管理器,协调事务生命周期 │
|
||||
│ TransactionContext - 事务上下文,封装操作和状态 │
|
||||
│ SagaOrchestrator - 分布式 Saga 编排器 │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ Storage Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ MemoryStorage - 内存存储(开发/测试) │
|
||||
│ RedisStorage - Redis(分布式锁 + 缓存) │
|
||||
│ MongoStorage - MongoDB(持久化日志) │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ Operation Layer │
|
||||
├─────────────────────────────────────────────────────────────────┤
|
||||
│ CurrencyOperation - 货币操作 │
|
||||
│ InventoryOperation - 背包操作 │
|
||||
│ TradeOperation - 交易操作 │
|
||||
└─────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 基础用法
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TransactionManager,
|
||||
MemoryStorage,
|
||||
CurrencyOperation,
|
||||
InventoryOperation,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
// 创建事务管理器
|
||||
const manager = new TransactionManager({
|
||||
storage: new MemoryStorage(),
|
||||
defaultTimeout: 10000,
|
||||
});
|
||||
|
||||
// 执行事务
|
||||
const result = await manager.run((tx) => {
|
||||
// 扣除金币
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
}));
|
||||
|
||||
// 添加物品
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1,
|
||||
}));
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
console.log('购买成功!');
|
||||
} else {
|
||||
console.log('购买失败:', result.error);
|
||||
}
|
||||
```
|
||||
|
||||
### 玩家交易
|
||||
|
||||
```typescript
|
||||
import { TradeOperation } from '@esengine/transaction';
|
||||
|
||||
const result = await manager.run((tx) => {
|
||||
tx.addOperation(new TradeOperation({
|
||||
tradeId: 'trade_001',
|
||||
partyA: {
|
||||
playerId: 'player1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
}));
|
||||
}, { timeout: 30000 });
|
||||
```
|
||||
|
||||
### 使用 Redis 存储
|
||||
|
||||
```typescript
|
||||
import Redis from 'ioredis';
|
||||
import { TransactionManager, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
const redis = new Redis('redis://localhost:6379');
|
||||
const storage = new RedisStorage({ client: redis });
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
### 使用 MongoDB 存储
|
||||
|
||||
```typescript
|
||||
import { MongoClient } from 'mongodb';
|
||||
import { TransactionManager, MongoStorage } from '@esengine/transaction';
|
||||
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
const db = client.db('game');
|
||||
|
||||
const storage = new MongoStorage({ db });
|
||||
await storage.ensureIndexes();
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
## 与 Room 集成
|
||||
|
||||
```typescript
|
||||
import { Room } from '@esengine/server';
|
||||
import { withTransactions, CurrencyOperation, RedisStorage } from '@esengine/transaction';
|
||||
|
||||
class GameRoom extends withTransactions(Room, {
|
||||
storage: new RedisStorage({ client: redisClient }),
|
||||
}) {
|
||||
@onMessage('Buy')
|
||||
async handleBuy(data: { itemId: string }, player: Player) {
|
||||
const result = await this.runTransaction((tx) => {
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: player.id,
|
||||
currency: 'gold',
|
||||
amount: getItemPrice(data.itemId),
|
||||
}));
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
player.send('buy_success', { itemId: data.itemId });
|
||||
} else {
|
||||
player.send('buy_failed', { error: result.error });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 文档导航
|
||||
|
||||
- [核心概念](/modules/transaction/core/) - 事务上下文、管理器、Saga 模式
|
||||
- [存储层](/modules/transaction/storage/) - MemoryStorage、RedisStorage、MongoStorage
|
||||
- [操作类](/modules/transaction/operations/) - 货币、背包、交易操作
|
||||
- [分布式事务](/modules/transaction/distributed/) - Saga 编排器、跨服务器事务
|
||||
- [API 参考](/modules/transaction/api/) - 完整 API 文档
|
||||
|
||||
## 服务令牌
|
||||
|
||||
用于依赖注入:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
TransactionManagerToken,
|
||||
TransactionStorageToken,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
const manager = services.get(TransactionManagerToken);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 操作粒度
|
||||
|
||||
```typescript
|
||||
// ✅ 好:细粒度操作,便于回滚
|
||||
tx.addOperation(new CurrencyOperation({ type: 'deduct', ... }));
|
||||
tx.addOperation(new InventoryOperation({ type: 'add', ... }));
|
||||
|
||||
// ❌ 差:粗粒度操作,难以部分回滚
|
||||
tx.addOperation(new ComplexPurchaseOperation({ ... }));
|
||||
```
|
||||
|
||||
### 2. 超时设置
|
||||
|
||||
```typescript
|
||||
// 简单操作:短超时
|
||||
await manager.run(tx => { ... }, { timeout: 5000 });
|
||||
|
||||
// 复杂交易:长超时
|
||||
await manager.run(tx => { ... }, { timeout: 30000 });
|
||||
|
||||
// 跨服务器:更长超时
|
||||
await manager.run(tx => { ... }, { timeout: 60000, distributed: true });
|
||||
```
|
||||
|
||||
### 3. 错误处理
|
||||
|
||||
```typescript
|
||||
const result = await manager.run((tx) => { ... });
|
||||
|
||||
if (!result.success) {
|
||||
// 记录日志
|
||||
logger.error('Transaction failed', {
|
||||
transactionId: result.transactionId,
|
||||
error: result.error,
|
||||
duration: result.duration,
|
||||
});
|
||||
|
||||
// 通知用户
|
||||
player.send('error', { message: getErrorMessage(result.error) });
|
||||
}
|
||||
```
|
||||
313
docs/src/content/docs/modules/transaction/operations.md
Normal file
313
docs/src/content/docs/modules/transaction/operations.md
Normal file
@@ -0,0 +1,313 @@
|
||||
---
|
||||
title: "操作类"
|
||||
description: "内置的事务操作:货币、背包、交易"
|
||||
---
|
||||
|
||||
## BaseOperation
|
||||
|
||||
所有操作类的基类,提供通用的实现模板。
|
||||
|
||||
```typescript
|
||||
import { BaseOperation, ITransactionContext, OperationResult } from '@esengine/transaction';
|
||||
|
||||
class MyOperation extends BaseOperation<MyData, MyResult> {
|
||||
readonly name = 'myOperation';
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
// 验证前置条件
|
||||
return true;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<MyResult>> {
|
||||
// 执行操作
|
||||
return this.success({ result: 'ok' });
|
||||
// 或
|
||||
return this.failure('Something went wrong', 'ERROR_CODE');
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
// 回滚操作
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## CurrencyOperation
|
||||
|
||||
处理货币的增加和扣除。
|
||||
|
||||
### 扣除货币
|
||||
|
||||
```typescript
|
||||
import { CurrencyOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
reason: 'purchase_item',
|
||||
}));
|
||||
```
|
||||
|
||||
### 增加货币
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
currency: 'diamond',
|
||||
amount: 50,
|
||||
reason: 'daily_reward',
|
||||
}));
|
||||
```
|
||||
|
||||
### 操作数据
|
||||
|
||||
```typescript
|
||||
interface CurrencyOperationData {
|
||||
type: 'add' | 'deduct'; // 操作类型
|
||||
playerId: string; // 玩家 ID
|
||||
currency: string; // 货币类型
|
||||
amount: number; // 数量
|
||||
reason?: string; // 原因/来源
|
||||
}
|
||||
```
|
||||
|
||||
### 操作结果
|
||||
|
||||
```typescript
|
||||
interface CurrencyOperationResult {
|
||||
beforeBalance: number; // 操作前余额
|
||||
afterBalance: number; // 操作后余额
|
||||
}
|
||||
```
|
||||
|
||||
### 自定义数据提供者
|
||||
|
||||
```typescript
|
||||
interface ICurrencyProvider {
|
||||
getBalance(playerId: string, currency: string): Promise<number>;
|
||||
setBalance(playerId: string, currency: string, amount: number): Promise<void>;
|
||||
}
|
||||
|
||||
class MyCurrencyProvider implements ICurrencyProvider {
|
||||
async getBalance(playerId: string, currency: string): Promise<number> {
|
||||
// 从数据库获取余额
|
||||
return await db.getCurrency(playerId, currency);
|
||||
}
|
||||
|
||||
async setBalance(playerId: string, currency: string, amount: number): Promise<void> {
|
||||
// 保存到数据库
|
||||
await db.setCurrency(playerId, currency, amount);
|
||||
}
|
||||
}
|
||||
|
||||
// 使用自定义提供者
|
||||
const op = new CurrencyOperation({ ... });
|
||||
op.setProvider(new MyCurrencyProvider());
|
||||
tx.addOperation(op);
|
||||
```
|
||||
|
||||
## InventoryOperation
|
||||
|
||||
处理物品的添加、移除和更新。
|
||||
|
||||
### 添加物品
|
||||
|
||||
```typescript
|
||||
import { InventoryOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1,
|
||||
properties: { enchant: 'fire' },
|
||||
}));
|
||||
```
|
||||
|
||||
### 移除物品
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player1',
|
||||
itemId: 'potion_hp',
|
||||
quantity: 5,
|
||||
}));
|
||||
```
|
||||
|
||||
### 更新物品
|
||||
|
||||
```typescript
|
||||
tx.addOperation(new InventoryOperation({
|
||||
type: 'update',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword_001',
|
||||
quantity: 1, // 可选,不传则保持原数量
|
||||
properties: { enchant: 'lightning', level: 5 },
|
||||
}));
|
||||
```
|
||||
|
||||
### 操作数据
|
||||
|
||||
```typescript
|
||||
interface InventoryOperationData {
|
||||
type: 'add' | 'remove' | 'update'; // 操作类型
|
||||
playerId: string; // 玩家 ID
|
||||
itemId: string; // 物品 ID
|
||||
quantity: number; // 数量
|
||||
properties?: Record<string, unknown>; // 物品属性
|
||||
reason?: string; // 原因/来源
|
||||
}
|
||||
```
|
||||
|
||||
### 操作结果
|
||||
|
||||
```typescript
|
||||
interface InventoryOperationResult {
|
||||
beforeItem?: ItemData; // 操作前物品
|
||||
afterItem?: ItemData; // 操作后物品
|
||||
}
|
||||
|
||||
interface ItemData {
|
||||
itemId: string;
|
||||
quantity: number;
|
||||
properties?: Record<string, unknown>;
|
||||
}
|
||||
```
|
||||
|
||||
### 自定义数据提供者
|
||||
|
||||
```typescript
|
||||
interface IInventoryProvider {
|
||||
getItem(playerId: string, itemId: string): Promise<ItemData | null>;
|
||||
setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void>;
|
||||
hasCapacity?(playerId: string, count: number): Promise<boolean>;
|
||||
}
|
||||
|
||||
class MyInventoryProvider implements IInventoryProvider {
|
||||
async getItem(playerId: string, itemId: string): Promise<ItemData | null> {
|
||||
return await db.getItem(playerId, itemId);
|
||||
}
|
||||
|
||||
async setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void> {
|
||||
if (item) {
|
||||
await db.saveItem(playerId, itemId, item);
|
||||
} else {
|
||||
await db.deleteItem(playerId, itemId);
|
||||
}
|
||||
}
|
||||
|
||||
async hasCapacity(playerId: string, count: number): Promise<boolean> {
|
||||
const current = await db.getItemCount(playerId);
|
||||
const max = await db.getMaxCapacity(playerId);
|
||||
return current + count <= max;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## TradeOperation
|
||||
|
||||
处理玩家之间的物品和货币交换。
|
||||
|
||||
### 基本用法
|
||||
|
||||
```typescript
|
||||
import { TradeOperation } from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(new TradeOperation({
|
||||
tradeId: 'trade_001',
|
||||
partyA: {
|
||||
playerId: 'player1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
currencies: [{ currency: 'diamond', amount: 10 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
reason: 'player_trade',
|
||||
}));
|
||||
```
|
||||
|
||||
### 操作数据
|
||||
|
||||
```typescript
|
||||
interface TradeOperationData {
|
||||
tradeId: string; // 交易 ID
|
||||
partyA: TradeParty; // 交易发起方
|
||||
partyB: TradeParty; // 交易接收方
|
||||
reason?: string; // 原因/备注
|
||||
}
|
||||
|
||||
interface TradeParty {
|
||||
playerId: string; // 玩家 ID
|
||||
items?: TradeItem[]; // 给出的物品
|
||||
currencies?: TradeCurrency[]; // 给出的货币
|
||||
}
|
||||
|
||||
interface TradeItem {
|
||||
itemId: string;
|
||||
quantity: number;
|
||||
}
|
||||
|
||||
interface TradeCurrency {
|
||||
currency: string;
|
||||
amount: number;
|
||||
}
|
||||
```
|
||||
|
||||
### 执行流程
|
||||
|
||||
TradeOperation 内部会生成以下子操作序列:
|
||||
|
||||
```
|
||||
1. 移除 partyA 的物品
|
||||
2. 添加 partyB 的物品(来自 partyA)
|
||||
3. 扣除 partyA 的货币
|
||||
4. 增加 partyB 的货币(来自 partyA)
|
||||
5. 移除 partyB 的物品
|
||||
6. 添加 partyA 的物品(来自 partyB)
|
||||
7. 扣除 partyB 的货币
|
||||
8. 增加 partyA 的货币(来自 partyB)
|
||||
```
|
||||
|
||||
任何一步失败都会回滚之前的所有操作。
|
||||
|
||||
### 使用自定义提供者
|
||||
|
||||
```typescript
|
||||
const op = new TradeOperation({ ... });
|
||||
op.setProvider({
|
||||
currencyProvider: new MyCurrencyProvider(),
|
||||
inventoryProvider: new MyInventoryProvider(),
|
||||
});
|
||||
tx.addOperation(op);
|
||||
```
|
||||
|
||||
## 创建工厂函数
|
||||
|
||||
每个操作类都提供工厂函数:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
createCurrencyOperation,
|
||||
createInventoryOperation,
|
||||
createTradeOperation,
|
||||
} from '@esengine/transaction';
|
||||
|
||||
tx.addOperation(createCurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
}));
|
||||
|
||||
tx.addOperation(createInventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
}));
|
||||
```
|
||||
234
docs/src/content/docs/modules/transaction/storage.md
Normal file
234
docs/src/content/docs/modules/transaction/storage.md
Normal file
@@ -0,0 +1,234 @@
|
||||
---
|
||||
title: "存储层"
|
||||
description: "事务存储接口和实现:MemoryStorage、RedisStorage、MongoStorage"
|
||||
---
|
||||
|
||||
## 存储接口
|
||||
|
||||
所有存储实现都需要实现 `ITransactionStorage` 接口:
|
||||
|
||||
```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>;
|
||||
|
||||
// 事务日志
|
||||
saveTransaction(tx: TransactionLog): Promise<void>;
|
||||
getTransaction(id: string): Promise<TransactionLog | null>;
|
||||
updateTransactionState(id: string, state: TransactionState): Promise<void>;
|
||||
updateOperationState(txId: string, opIndex: number, state: string, error?: string): Promise<void>;
|
||||
getPendingTransactions(serverId?: string): Promise<TransactionLog[]>;
|
||||
deleteTransaction(id: string): Promise<void>;
|
||||
|
||||
// 数据操作
|
||||
get<T>(key: string): Promise<T | null>;
|
||||
set<T>(key: string, value: T, ttl?: number): Promise<void>;
|
||||
delete(key: string): Promise<boolean>;
|
||||
}
|
||||
```
|
||||
|
||||
## MemoryStorage
|
||||
|
||||
内存存储,适用于开发和测试环境。
|
||||
|
||||
```typescript
|
||||
import { MemoryStorage } from '@esengine/transaction';
|
||||
|
||||
const storage = new MemoryStorage({
|
||||
maxTransactions: 1000, // 最大事务日志数量
|
||||
});
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
```
|
||||
|
||||
### 特点
|
||||
|
||||
- ✅ 无需外部依赖
|
||||
- ✅ 快速,适合开发调试
|
||||
- ❌ 数据仅保存在内存中
|
||||
- ❌ 不支持真正的分布式锁
|
||||
- ❌ 服务重启后数据丢失
|
||||
|
||||
### 测试辅助
|
||||
|
||||
```typescript
|
||||
// 清空所有数据
|
||||
storage.clear();
|
||||
|
||||
// 获取事务数量
|
||||
console.log(storage.transactionCount);
|
||||
```
|
||||
|
||||
## RedisStorage
|
||||
|
||||
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';
|
||||
|
||||
// 工厂模式:惰性连接,首次操作时才创建连接
|
||||
const storage = new RedisStorage({
|
||||
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
|
||||
|
||||
- ✅ 高性能分布式锁
|
||||
- ✅ 快速读写
|
||||
- ✅ 支持 TTL 自动过期
|
||||
- ✅ 适合高并发场景
|
||||
- ❌ 需要 Redis 服务器
|
||||
|
||||
### 分布式锁实现
|
||||
|
||||
使用 Redis `SET NX EX` 实现分布式锁:
|
||||
|
||||
```typescript
|
||||
// 获取锁(原子操作)
|
||||
SET tx:lock:player:123 <token> NX EX 10
|
||||
|
||||
// 释放锁(Lua 脚本保证原子性)
|
||||
if redis.call("get", KEYS[1]) == ARGV[1] then
|
||||
return redis.call("del", KEYS[1])
|
||||
else
|
||||
return 0
|
||||
end
|
||||
```
|
||||
|
||||
### 键结构
|
||||
|
||||
```
|
||||
tx:lock:{key} - 分布式锁
|
||||
tx:tx:{id} - 事务日志
|
||||
tx:server:{id}:txs - 服务器事务索引
|
||||
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。使用工厂模式实现惰性连接。
|
||||
|
||||
```typescript
|
||||
import { MongoClient } from 'mongodb';
|
||||
import { MongoStorage } from '@esengine/transaction';
|
||||
|
||||
// 工厂模式:惰性连接,首次操作时才创建连接
|
||||
const storage = new MongoStorage({
|
||||
factory: async () => {
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
return client;
|
||||
},
|
||||
database: 'game',
|
||||
transactionCollection: 'transactions', // 事务日志集合
|
||||
dataCollection: 'transaction_data', // 业务数据集合
|
||||
lockCollection: 'transaction_locks', // 锁集合
|
||||
});
|
||||
|
||||
// 创建索引(首次运行时执行)
|
||||
await storage.ensureIndexes();
|
||||
|
||||
const manager = new TransactionManager({ storage });
|
||||
|
||||
// 使用后关闭连接
|
||||
await storage.close();
|
||||
|
||||
// 或使用 await using 自动关闭 (TypeScript 5.2+)
|
||||
await using storage = new MongoStorage({ ... });
|
||||
```
|
||||
|
||||
### 特点
|
||||
|
||||
- ✅ 持久化存储
|
||||
- ✅ 支持复杂查询
|
||||
- ✅ 事务日志可追溯
|
||||
- ✅ 适合需要审计的场景
|
||||
- ❌ 相比 Redis 性能略低
|
||||
- ❌ 需要 MongoDB 服务器
|
||||
|
||||
### 索引结构
|
||||
|
||||
```javascript
|
||||
// transactions 集合
|
||||
{ state: 1 }
|
||||
{ 'metadata.serverId': 1 }
|
||||
{ createdAt: 1 }
|
||||
|
||||
// transaction_locks 集合
|
||||
{ expireAt: 1 } // TTL 索引
|
||||
|
||||
// transaction_data 集合
|
||||
{ expireAt: 1 } // TTL 索引
|
||||
```
|
||||
|
||||
### 分布式锁实现
|
||||
|
||||
使用 MongoDB 唯一索引实现分布式锁:
|
||||
|
||||
```typescript
|
||||
// 获取锁
|
||||
db.transaction_locks.insertOne({
|
||||
_id: 'player:123',
|
||||
token: '<token>',
|
||||
expireAt: new Date(Date.now() + 10000)
|
||||
});
|
||||
|
||||
// 如果键已存在,检查是否过期
|
||||
db.transaction_locks.updateOne(
|
||||
{ _id: 'player:123', expireAt: { $lt: new Date() } },
|
||||
{ $set: { token: '<token>', expireAt: new Date(Date.now() + 10000) } }
|
||||
);
|
||||
```
|
||||
|
||||
## 存储选择指南
|
||||
|
||||
| 场景 | 推荐存储 | 理由 |
|
||||
|------|----------|------|
|
||||
| 开发/测试 | MemoryStorage | 无依赖,快速启动 |
|
||||
| 单机生产 | RedisStorage | 高性能,简单 |
|
||||
| 分布式系统 | RedisStorage | 真正的分布式锁 |
|
||||
| 需要审计 | MongoStorage | 持久化日志 |
|
||||
| 混合需求 | Redis + Mongo | Redis 做锁,Mongo 做日志 |
|
||||
|
||||
## 自定义存储
|
||||
|
||||
实现 `ITransactionStorage` 接口创建自定义存储:
|
||||
|
||||
```typescript
|
||||
import { ITransactionStorage, TransactionLog, TransactionState } from '@esengine/transaction';
|
||||
|
||||
class MyCustomStorage implements ITransactionStorage {
|
||||
async acquireLock(key: string, ttl: number): Promise<string | null> {
|
||||
// 实现分布式锁获取逻辑
|
||||
}
|
||||
|
||||
async releaseLock(key: string, token: string): Promise<boolean> {
|
||||
// 实现分布式锁释放逻辑
|
||||
}
|
||||
|
||||
async saveTransaction(tx: TransactionLog): Promise<void> {
|
||||
// 保存事务日志
|
||||
}
|
||||
|
||||
// ... 实现其他方法
|
||||
}
|
||||
```
|
||||
@@ -1,5 +1,40 @@
|
||||
# @esengine/network
|
||||
|
||||
## 2.2.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#379](https://github.com/esengine/esengine/pull/379) [`fb8bde6`](https://github.com/esengine/esengine/commit/fb8bde64856ef71ea8e20906496682ccfb27f9b3) Thanks [@esengine](https://github.com/esengine)! - feat(network): 网络模块增强
|
||||
|
||||
### 新增功能
|
||||
- **客户端预测 (NetworkPredictionSystem)**
|
||||
- 本地输入预测和服务器校正
|
||||
- 平滑的校正偏移应用
|
||||
- 可配置移动速度、校正阈值等
|
||||
- **兴趣区域管理 (NetworkAOISystem)**
|
||||
- 基于网格的 AOI 实现
|
||||
- 观察者进入/离开事件
|
||||
- 同步数据过滤
|
||||
- **状态增量压缩 (StateDeltaCompressor)**
|
||||
- 只发送变化的字段
|
||||
- 可配置变化阈值
|
||||
- 定期完整快照
|
||||
- **断线重连**
|
||||
- 自动重连机制
|
||||
- Token 认证
|
||||
- 完整状态恢复
|
||||
|
||||
### 协议增强
|
||||
- 添加输入序列号和时间戳
|
||||
- 添加速度和角速度字段
|
||||
- 添加自定义数据字段
|
||||
- 新增重连协议
|
||||
|
||||
### 文档
|
||||
- 添加客户端预测文档(中英文)
|
||||
- 添加 AOI 文档(中英文)
|
||||
- 添加增量压缩文档(中英文)
|
||||
|
||||
## 2.1.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/network",
|
||||
"version": "2.1.1",
|
||||
"version": "2.2.0",
|
||||
"description": "Network synchronization for multiplayer games",
|
||||
"esengine": {
|
||||
"plugin": true,
|
||||
|
||||
@@ -1,13 +1,126 @@
|
||||
/**
|
||||
* @zh 网络插件
|
||||
* @en Network Plugin
|
||||
*
|
||||
* @zh 提供基于 @esengine/rpc 的网络同步功能,支持客户端预测和断线重连
|
||||
* @en Provides @esengine/rpc based network synchronization with client prediction and reconnection
|
||||
*/
|
||||
|
||||
import { type IPlugin, Core, type ServiceContainer, type Scene } from '@esengine/ecs-framework'
|
||||
import { GameNetworkService, type NetworkServiceOptions } from './services/NetworkService'
|
||||
import { NetworkSyncSystem } from './systems/NetworkSyncSystem'
|
||||
import {
|
||||
GameNetworkService,
|
||||
type NetworkServiceOptions,
|
||||
NetworkState,
|
||||
} from './services/NetworkService'
|
||||
import { NetworkSyncSystem, type NetworkSyncConfig } from './systems/NetworkSyncSystem'
|
||||
import { NetworkSpawnSystem, type PrefabFactory } from './systems/NetworkSpawnSystem'
|
||||
import { NetworkInputSystem } from './systems/NetworkInputSystem'
|
||||
import { NetworkInputSystem, type NetworkInputConfig } from './systems/NetworkInputSystem'
|
||||
import {
|
||||
NetworkPredictionSystem,
|
||||
type NetworkPredictionConfig,
|
||||
} from './systems/NetworkPredictionSystem'
|
||||
import {
|
||||
NetworkAOISystem,
|
||||
type NetworkAOIConfig,
|
||||
} from './systems/NetworkAOISystem'
|
||||
import type { FullStateData, SyncData } from './protocol'
|
||||
|
||||
// =============================================================================
|
||||
// Types | 类型定义
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 网络插件配置
|
||||
* @en Network plugin configuration
|
||||
*/
|
||||
export interface NetworkPluginConfig {
|
||||
/**
|
||||
* @zh 是否启用客户端预测
|
||||
* @en Whether to enable client prediction
|
||||
*/
|
||||
enablePrediction: boolean
|
||||
|
||||
/**
|
||||
* @zh 是否启用自动重连
|
||||
* @en Whether to enable auto reconnection
|
||||
*/
|
||||
enableAutoReconnect: boolean
|
||||
|
||||
/**
|
||||
* @zh 重连最大尝试次数
|
||||
* @en Maximum reconnection attempts
|
||||
*/
|
||||
maxReconnectAttempts: number
|
||||
|
||||
/**
|
||||
* @zh 重连间隔(毫秒)
|
||||
* @en Reconnection interval in milliseconds
|
||||
*/
|
||||
reconnectInterval: number
|
||||
|
||||
/**
|
||||
* @zh 同步系统配置
|
||||
* @en Sync system configuration
|
||||
*/
|
||||
syncConfig?: Partial<NetworkSyncConfig>
|
||||
|
||||
/**
|
||||
* @zh 输入系统配置
|
||||
* @en Input system configuration
|
||||
*/
|
||||
inputConfig?: Partial<NetworkInputConfig>
|
||||
|
||||
/**
|
||||
* @zh 预测系统配置
|
||||
* @en Prediction system configuration
|
||||
*/
|
||||
predictionConfig?: Partial<NetworkPredictionConfig>
|
||||
|
||||
/**
|
||||
* @zh 是否启用 AOI 兴趣管理
|
||||
* @en Whether to enable AOI interest management
|
||||
*/
|
||||
enableAOI: boolean
|
||||
|
||||
/**
|
||||
* @zh AOI 系统配置
|
||||
* @en AOI system configuration
|
||||
*/
|
||||
aoiConfig?: Partial<NetworkAOIConfig>
|
||||
}
|
||||
|
||||
const DEFAULT_CONFIG: NetworkPluginConfig = {
|
||||
enablePrediction: true,
|
||||
enableAutoReconnect: true,
|
||||
maxReconnectAttempts: 5,
|
||||
reconnectInterval: 2000,
|
||||
enableAOI: false,
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 连接选项
|
||||
* @en Connection options
|
||||
*/
|
||||
export interface ConnectOptions extends NetworkServiceOptions {
|
||||
playerName: string
|
||||
roomId?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重连状态
|
||||
* @en Reconnection state
|
||||
*/
|
||||
interface ReconnectState {
|
||||
token: string
|
||||
playerId: number
|
||||
roomId: string
|
||||
attempts: number
|
||||
isReconnecting: boolean
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// NetworkPlugin | 网络插件
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 网络插件
|
||||
@@ -21,7 +134,10 @@ import { NetworkInputSystem } from './systems/NetworkInputSystem'
|
||||
* import { Core } from '@esengine/ecs-framework'
|
||||
* import { NetworkPlugin } from '@esengine/network'
|
||||
*
|
||||
* const networkPlugin = new NetworkPlugin()
|
||||
* const networkPlugin = new NetworkPlugin({
|
||||
* enablePrediction: true,
|
||||
* enableAutoReconnect: true
|
||||
* })
|
||||
* await Core.installPlugin(networkPlugin)
|
||||
*
|
||||
* // 连接到服务器
|
||||
@@ -36,13 +152,28 @@ import { NetworkInputSystem } from './systems/NetworkInputSystem'
|
||||
*/
|
||||
export class NetworkPlugin implements IPlugin {
|
||||
public readonly name = '@esengine/network'
|
||||
public readonly version = '2.0.0'
|
||||
public readonly version = '2.1.0'
|
||||
|
||||
private readonly _config: NetworkPluginConfig
|
||||
private _networkService!: GameNetworkService
|
||||
private _syncSystem!: NetworkSyncSystem
|
||||
private _spawnSystem!: NetworkSpawnSystem
|
||||
private _inputSystem!: NetworkInputSystem
|
||||
private _predictionSystem: NetworkPredictionSystem | null = null
|
||||
private _aoiSystem: NetworkAOISystem | null = null
|
||||
|
||||
private _localPlayerId: number = 0
|
||||
private _reconnectState: ReconnectState | null = null
|
||||
private _reconnectTimer: ReturnType<typeof setTimeout> | null = null
|
||||
private _lastConnectOptions: ConnectOptions | null = null
|
||||
|
||||
constructor(config?: Partial<NetworkPluginConfig>) {
|
||||
this._config = { ...DEFAULT_CONFIG, ...config }
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Getters | 属性访问器
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 网络服务
|
||||
@@ -76,6 +207,22 @@ export class NetworkPlugin implements IPlugin {
|
||||
return this._inputSystem
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 预测系统
|
||||
* @en Prediction system
|
||||
*/
|
||||
get predictionSystem(): NetworkPredictionSystem | null {
|
||||
return this._predictionSystem
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh AOI 系统
|
||||
* @en AOI system
|
||||
*/
|
||||
get aoiSystem(): NetworkAOISystem | null {
|
||||
return this._aoiSystem
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 本地玩家 ID
|
||||
* @en Local player ID
|
||||
@@ -92,6 +239,34 @@ export class NetworkPlugin implements IPlugin {
|
||||
return this._networkService?.isConnected ?? false
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否正在重连
|
||||
* @en Is reconnecting
|
||||
*/
|
||||
get isReconnecting(): boolean {
|
||||
return this._reconnectState?.isReconnecting ?? false
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否启用预测
|
||||
* @en Is prediction enabled
|
||||
*/
|
||||
get isPredictionEnabled(): boolean {
|
||||
return this._config.enablePrediction && this._predictionSystem !== null
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否启用 AOI
|
||||
* @en Is AOI enabled
|
||||
*/
|
||||
get isAOIEnabled(): boolean {
|
||||
return this._config.enableAOI && this._aoiSystem !== null
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Plugin Lifecycle | 插件生命周期
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 安装插件
|
||||
* @en Install plugin
|
||||
@@ -110,13 +285,28 @@ export class NetworkPlugin implements IPlugin {
|
||||
* @en Uninstall plugin
|
||||
*/
|
||||
uninstall(): void {
|
||||
this._clearReconnectTimer()
|
||||
this._networkService?.disconnect()
|
||||
}
|
||||
|
||||
private _setupSystems(scene: Scene): void {
|
||||
this._syncSystem = new NetworkSyncSystem()
|
||||
// Create systems
|
||||
this._syncSystem = new NetworkSyncSystem(this._config.syncConfig)
|
||||
this._spawnSystem = new NetworkSpawnSystem(this._syncSystem)
|
||||
this._inputSystem = new NetworkInputSystem(this._networkService)
|
||||
this._inputSystem = new NetworkInputSystem(this._networkService, this._config.inputConfig)
|
||||
|
||||
// Create prediction system if enabled
|
||||
if (this._config.enablePrediction) {
|
||||
this._predictionSystem = new NetworkPredictionSystem(this._config.predictionConfig)
|
||||
this._inputSystem.setPredictionSystem(this._predictionSystem)
|
||||
scene.addSystem(this._predictionSystem)
|
||||
}
|
||||
|
||||
// Create AOI system if enabled
|
||||
if (this._config.enableAOI) {
|
||||
this._aoiSystem = new NetworkAOISystem(this._config.aoiConfig)
|
||||
scene.addSystem(this._aoiSystem)
|
||||
}
|
||||
|
||||
scene.addSystem(this._syncSystem)
|
||||
scene.addSystem(this._spawnSystem)
|
||||
@@ -127,8 +317,14 @@ export class NetworkPlugin implements IPlugin {
|
||||
|
||||
private _setupMessageHandlers(): void {
|
||||
this._networkService
|
||||
.onSync((data) => {
|
||||
this._syncSystem.handleSync({ entities: data.entities })
|
||||
.onSync((data: SyncData) => {
|
||||
// Use new sync handler with timestamps
|
||||
this._syncSystem.handleSyncData(data)
|
||||
|
||||
// Reconcile prediction if enabled
|
||||
if (this._predictionSystem) {
|
||||
this._predictionSystem.reconcileWithServer(data)
|
||||
}
|
||||
})
|
||||
.onSpawn((data) => {
|
||||
this._spawnSystem.handleSpawn(data)
|
||||
@@ -136,14 +332,32 @@ export class NetworkPlugin implements IPlugin {
|
||||
.onDespawn((data) => {
|
||||
this._spawnSystem.handleDespawn(data)
|
||||
})
|
||||
|
||||
// Handle full state for reconnection
|
||||
this._networkService.on('fullState', (data: FullStateData) => {
|
||||
this._handleFullState(data)
|
||||
})
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Connection | 连接管理
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 连接到服务器
|
||||
* @en Connect to server
|
||||
*/
|
||||
public async connect(options: NetworkServiceOptions & { playerName: string; roomId?: string }): Promise<boolean> {
|
||||
public async connect(options: ConnectOptions): Promise<boolean> {
|
||||
this._lastConnectOptions = options
|
||||
|
||||
try {
|
||||
// Setup disconnect handler for auto-reconnect
|
||||
const originalOnDisconnect = options.onDisconnect
|
||||
options.onDisconnect = (reason) => {
|
||||
originalOnDisconnect?.(reason)
|
||||
this._handleDisconnect(reason)
|
||||
}
|
||||
|
||||
await this._networkService.connect(options)
|
||||
|
||||
const result = await this._networkService.call('join', {
|
||||
@@ -154,8 +368,25 @@ export class NetworkPlugin implements IPlugin {
|
||||
this._localPlayerId = result.playerId
|
||||
this._spawnSystem.setLocalPlayerId(this._localPlayerId)
|
||||
|
||||
// Setup prediction for local player
|
||||
if (this._predictionSystem) {
|
||||
// Will be set when local player entity is spawned
|
||||
}
|
||||
|
||||
// Save reconnect state
|
||||
if (this._config.enableAutoReconnect) {
|
||||
this._reconnectState = {
|
||||
token: this._generateReconnectToken(),
|
||||
playerId: result.playerId,
|
||||
roomId: result.roomId,
|
||||
attempts: 0,
|
||||
isReconnecting: false,
|
||||
}
|
||||
}
|
||||
|
||||
return true
|
||||
} catch (err) {
|
||||
console.error('[NetworkPlugin] Connection failed:', err)
|
||||
return false
|
||||
}
|
||||
}
|
||||
@@ -165,14 +396,114 @@ export class NetworkPlugin implements IPlugin {
|
||||
* @en Disconnect
|
||||
*/
|
||||
public async disconnect(): Promise<void> {
|
||||
this._clearReconnectTimer()
|
||||
this._reconnectState = null
|
||||
|
||||
try {
|
||||
await this._networkService.call('leave', undefined)
|
||||
} catch {
|
||||
// ignore
|
||||
}
|
||||
this._networkService.disconnect()
|
||||
this._cleanup()
|
||||
}
|
||||
|
||||
private _handleDisconnect(reason?: string): void {
|
||||
console.log('[NetworkPlugin] Disconnected:', reason)
|
||||
|
||||
if (this._config.enableAutoReconnect && this._reconnectState && !this._reconnectState.isReconnecting) {
|
||||
this._attemptReconnect()
|
||||
}
|
||||
}
|
||||
|
||||
private _attemptReconnect(): void {
|
||||
if (!this._reconnectState || !this._lastConnectOptions) return
|
||||
|
||||
if (this._reconnectState.attempts >= this._config.maxReconnectAttempts) {
|
||||
console.error('[NetworkPlugin] Max reconnection attempts reached')
|
||||
this._reconnectState = null
|
||||
return
|
||||
}
|
||||
|
||||
this._reconnectState.isReconnecting = true
|
||||
this._reconnectState.attempts++
|
||||
|
||||
console.log(`[NetworkPlugin] Attempting reconnection (${this._reconnectState.attempts}/${this._config.maxReconnectAttempts})`)
|
||||
|
||||
this._reconnectTimer = setTimeout(async () => {
|
||||
try {
|
||||
await this._networkService.connect(this._lastConnectOptions!)
|
||||
|
||||
const result = await this._networkService.call('reconnect', {
|
||||
playerId: this._reconnectState!.playerId,
|
||||
roomId: this._reconnectState!.roomId,
|
||||
token: this._reconnectState!.token,
|
||||
})
|
||||
|
||||
if (result.success) {
|
||||
console.log('[NetworkPlugin] Reconnection successful')
|
||||
this._reconnectState!.isReconnecting = false
|
||||
this._reconnectState!.attempts = 0
|
||||
|
||||
// Restore state
|
||||
if (result.state) {
|
||||
this._handleFullState(result.state)
|
||||
}
|
||||
} else {
|
||||
console.error('[NetworkPlugin] Reconnection rejected:', result.error)
|
||||
this._attemptReconnect()
|
||||
}
|
||||
} catch (err) {
|
||||
console.error('[NetworkPlugin] Reconnection failed:', err)
|
||||
if (this._reconnectState) {
|
||||
this._reconnectState.isReconnecting = false
|
||||
}
|
||||
this._attemptReconnect()
|
||||
}
|
||||
}, this._config.reconnectInterval)
|
||||
}
|
||||
|
||||
private _handleFullState(data: FullStateData): void {
|
||||
// Clear existing entities
|
||||
this._syncSystem.clearSnapshots()
|
||||
|
||||
// Spawn all entities from full state
|
||||
for (const entityData of data.entities) {
|
||||
this._spawnSystem.handleSpawn(entityData)
|
||||
|
||||
// Apply initial state if available
|
||||
if (entityData.state) {
|
||||
this._syncSystem.handleSyncData({
|
||||
frame: data.frame,
|
||||
timestamp: data.timestamp,
|
||||
entities: [entityData.state],
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _clearReconnectTimer(): void {
|
||||
if (this._reconnectTimer) {
|
||||
clearTimeout(this._reconnectTimer)
|
||||
this._reconnectTimer = null
|
||||
}
|
||||
}
|
||||
|
||||
private _generateReconnectToken(): string {
|
||||
return `${Date.now()}-${Math.random().toString(36).substring(2, 15)}`
|
||||
}
|
||||
|
||||
private _cleanup(): void {
|
||||
this._localPlayerId = 0
|
||||
this._syncSystem?.clearSnapshots()
|
||||
this._predictionSystem?.reset()
|
||||
this._inputSystem?.reset()
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Game API | 游戏接口
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 注册预制体工厂
|
||||
* @en Register prefab factory
|
||||
@@ -196,4 +527,78 @@ export class NetworkPlugin implements IPlugin {
|
||||
public sendActionInput(action: string): void {
|
||||
this._inputSystem?.addActionInput(action)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置本地玩家网络 ID(用于预测)
|
||||
* @en Set local player network ID (for prediction)
|
||||
*/
|
||||
public setLocalPlayerNetId(netId: number): void {
|
||||
if (this._predictionSystem) {
|
||||
this._predictionSystem.setLocalPlayerNetId(netId)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 启用/禁用预测
|
||||
* @en Enable/disable prediction
|
||||
*/
|
||||
public setPredictionEnabled(enabled: boolean): void {
|
||||
if (this._predictionSystem) {
|
||||
this._predictionSystem.enabled = enabled
|
||||
}
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// AOI API | AOI 接口
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 添加 AOI 观察者(玩家)
|
||||
* @en Add AOI observer (player)
|
||||
*/
|
||||
public addAOIObserver(netId: number, x: number, y: number, viewRange?: number): void {
|
||||
this._aoiSystem?.addObserver(netId, x, y, viewRange)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除 AOI 观察者
|
||||
* @en Remove AOI observer
|
||||
*/
|
||||
public removeAOIObserver(netId: number): void {
|
||||
this._aoiSystem?.removeObserver(netId)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新 AOI 观察者位置
|
||||
* @en Update AOI observer position
|
||||
*/
|
||||
public updateAOIObserverPosition(netId: number, x: number, y: number): void {
|
||||
this._aoiSystem?.updateObserverPosition(netId, x, y)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取观察者可见的实体
|
||||
* @en Get entities visible to observer
|
||||
*/
|
||||
public getVisibleEntities(observerNetId: number): number[] {
|
||||
return this._aoiSystem?.getVisibleEntities(observerNetId) ?? []
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否可见
|
||||
* @en Check if visible
|
||||
*/
|
||||
public canSee(observerNetId: number, targetNetId: number): boolean {
|
||||
return this._aoiSystem?.canSee(observerNetId, targetNetId) ?? true
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 启用/禁用 AOI
|
||||
* @en Enable/disable AOI
|
||||
*/
|
||||
public setAOIEnabled(enabled: boolean): void {
|
||||
if (this._aoiSystem) {
|
||||
this._aoiSystem.enabled = enabled
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,8 +35,11 @@ export {
|
||||
type SyncData,
|
||||
type SpawnData,
|
||||
type DespawnData,
|
||||
type FullStateData,
|
||||
type JoinRequest,
|
||||
type JoinResponse,
|
||||
type ReconnectRequest,
|
||||
type ReconnectResponse,
|
||||
} from './protocol'
|
||||
|
||||
// ============================================================================
|
||||
@@ -48,6 +51,8 @@ export {
|
||||
NetworkSyncSystemToken,
|
||||
NetworkSpawnSystemToken,
|
||||
NetworkInputSystemToken,
|
||||
NetworkPredictionSystemToken,
|
||||
NetworkAOISystemToken,
|
||||
} from './tokens'
|
||||
|
||||
// ============================================================================
|
||||
@@ -81,10 +86,30 @@ export { NetworkTransform } from './components/NetworkTransform'
|
||||
// ============================================================================
|
||||
|
||||
export { NetworkSyncSystem } from './systems/NetworkSyncSystem'
|
||||
export type { SyncMessage } from './systems/NetworkSyncSystem'
|
||||
export type { SyncMessage, NetworkSyncConfig } from './systems/NetworkSyncSystem'
|
||||
export { NetworkSpawnSystem } from './systems/NetworkSpawnSystem'
|
||||
export type { PrefabFactory, SpawnMessage, DespawnMessage } from './systems/NetworkSpawnSystem'
|
||||
export { NetworkInputSystem } from './systems/NetworkInputSystem'
|
||||
export { NetworkInputSystem, createNetworkInputSystem } from './systems/NetworkInputSystem'
|
||||
export type { NetworkInputConfig } from './systems/NetworkInputSystem'
|
||||
export {
|
||||
NetworkPredictionSystem,
|
||||
createNetworkPredictionSystem,
|
||||
} from './systems/NetworkPredictionSystem'
|
||||
export type {
|
||||
NetworkPredictionConfig,
|
||||
MovementInput,
|
||||
PredictedTransform,
|
||||
} from './systems/NetworkPredictionSystem'
|
||||
export {
|
||||
NetworkAOISystem,
|
||||
createNetworkAOISystem,
|
||||
} from './systems/NetworkAOISystem'
|
||||
export type {
|
||||
NetworkAOIConfig,
|
||||
NetworkAOIEvent,
|
||||
NetworkAOIEventType,
|
||||
NetworkAOIEventListener,
|
||||
} from './systems/NetworkAOISystem'
|
||||
|
||||
// ============================================================================
|
||||
// State Sync | 状态同步
|
||||
@@ -105,6 +130,9 @@ export type {
|
||||
IPredictedState,
|
||||
IPredictor,
|
||||
ClientPredictionConfig,
|
||||
EntityDeltaState,
|
||||
DeltaSyncData,
|
||||
DeltaCompressionConfig,
|
||||
} from './sync'
|
||||
|
||||
export {
|
||||
@@ -119,6 +147,9 @@ export {
|
||||
createHermiteTransformInterpolator,
|
||||
ClientPrediction,
|
||||
createClientPrediction,
|
||||
DeltaFlags,
|
||||
StateDeltaCompressor,
|
||||
createStateDeltaCompressor,
|
||||
} from './sync'
|
||||
|
||||
// ============================================================================
|
||||
|
||||
@@ -17,12 +17,24 @@ import { rpc } from '@esengine/rpc'
|
||||
* @en Player input
|
||||
*/
|
||||
export interface PlayerInput {
|
||||
/**
|
||||
* @zh 输入序列号(用于客户端预测)
|
||||
* @en Input sequence number (for client prediction)
|
||||
*/
|
||||
seq: number
|
||||
|
||||
/**
|
||||
* @zh 帧序号
|
||||
* @en Frame number
|
||||
*/
|
||||
frame: number
|
||||
|
||||
/**
|
||||
* @zh 客户端时间戳
|
||||
* @en Client timestamp
|
||||
*/
|
||||
timestamp: number
|
||||
|
||||
/**
|
||||
* @zh 移动方向
|
||||
* @en Move direction
|
||||
@@ -41,9 +53,41 @@ export interface PlayerInput {
|
||||
* @en Entity sync state
|
||||
*/
|
||||
export interface EntitySyncState {
|
||||
/**
|
||||
* @zh 网络实体 ID
|
||||
* @en Network entity ID
|
||||
*/
|
||||
netId: number
|
||||
|
||||
/**
|
||||
* @zh 位置
|
||||
* @en Position
|
||||
*/
|
||||
pos?: { x: number; y: number }
|
||||
|
||||
/**
|
||||
* @zh 旋转角度
|
||||
* @en Rotation angle
|
||||
*/
|
||||
rot?: number
|
||||
|
||||
/**
|
||||
* @zh 速度(用于外推)
|
||||
* @en Velocity (for extrapolation)
|
||||
*/
|
||||
vel?: { x: number; y: number }
|
||||
|
||||
/**
|
||||
* @zh 角速度
|
||||
* @en Angular velocity
|
||||
*/
|
||||
angVel?: number
|
||||
|
||||
/**
|
||||
* @zh 自定义数据
|
||||
* @en Custom data
|
||||
*/
|
||||
custom?: Record<string, unknown>
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -57,6 +101,18 @@ export interface SyncData {
|
||||
*/
|
||||
frame: number
|
||||
|
||||
/**
|
||||
* @zh 服务器时间戳(用于插值)
|
||||
* @en Server timestamp (for interpolation)
|
||||
*/
|
||||
timestamp: number
|
||||
|
||||
/**
|
||||
* @zh 已确认的输入序列号(用于客户端预测校正)
|
||||
* @en Acknowledged input sequence (for client prediction reconciliation)
|
||||
*/
|
||||
ackSeq?: number
|
||||
|
||||
/**
|
||||
* @zh 实体状态列表
|
||||
* @en Entity state list
|
||||
@@ -84,6 +140,30 @@ export interface DespawnData {
|
||||
netId: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 完整状态快照(用于重连)
|
||||
* @en Full state snapshot (for reconnection)
|
||||
*/
|
||||
export interface FullStateData {
|
||||
/**
|
||||
* @zh 服务器帧号
|
||||
* @en Server frame number
|
||||
*/
|
||||
frame: number
|
||||
|
||||
/**
|
||||
* @zh 服务器时间戳
|
||||
* @en Server timestamp
|
||||
*/
|
||||
timestamp: number
|
||||
|
||||
/**
|
||||
* @zh 所有实体状态
|
||||
* @en All entity states
|
||||
*/
|
||||
entities: Array<SpawnData & { state?: EntitySyncState }>
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// API Types | API 类型
|
||||
// ============================================================================
|
||||
@@ -106,6 +186,54 @@ export interface JoinResponse {
|
||||
roomId: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重连请求
|
||||
* @en Reconnect request
|
||||
*/
|
||||
export interface ReconnectRequest {
|
||||
/**
|
||||
* @zh 之前的玩家 ID
|
||||
* @en Previous player ID
|
||||
*/
|
||||
playerId: number
|
||||
|
||||
/**
|
||||
* @zh 房间 ID
|
||||
* @en Room ID
|
||||
*/
|
||||
roomId: string
|
||||
|
||||
/**
|
||||
* @zh 重连令牌
|
||||
* @en Reconnection token
|
||||
*/
|
||||
token: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重连响应
|
||||
* @en Reconnect response
|
||||
*/
|
||||
export interface ReconnectResponse {
|
||||
/**
|
||||
* @zh 是否成功
|
||||
* @en Whether successful
|
||||
*/
|
||||
success: boolean
|
||||
|
||||
/**
|
||||
* @zh 完整状态(成功时)
|
||||
* @en Full state (when successful)
|
||||
*/
|
||||
state?: FullStateData
|
||||
|
||||
/**
|
||||
* @zh 错误信息(失败时)
|
||||
* @en Error message (when failed)
|
||||
*/
|
||||
error?: string
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Protocol Definition | 协议定义
|
||||
// ============================================================================
|
||||
@@ -145,6 +273,12 @@ export const gameProtocol = rpc.define({
|
||||
* @en Leave room
|
||||
*/
|
||||
leave: rpc.api<void, void>(),
|
||||
|
||||
/**
|
||||
* @zh 重连
|
||||
* @en Reconnect
|
||||
*/
|
||||
reconnect: rpc.api<ReconnectRequest, ReconnectResponse>(),
|
||||
},
|
||||
msg: {
|
||||
/**
|
||||
@@ -170,6 +304,12 @@ export const gameProtocol = rpc.define({
|
||||
* @en Entity despawn
|
||||
*/
|
||||
despawn: rpc.msg<DespawnData>(),
|
||||
|
||||
/**
|
||||
* @zh 完整状态快照
|
||||
* @en Full state snapshot
|
||||
*/
|
||||
fullState: rpc.msg<FullStateData>(),
|
||||
},
|
||||
})
|
||||
|
||||
|
||||
440
packages/framework/network/src/sync/StateDelta.ts
Normal file
440
packages/framework/network/src/sync/StateDelta.ts
Normal file
@@ -0,0 +1,440 @@
|
||||
/**
|
||||
* @zh 状态增量压缩
|
||||
* @en State Delta Compression
|
||||
*
|
||||
* @zh 通过只发送变化的字段来减少网络带宽
|
||||
* @en Reduces network bandwidth by only sending changed fields
|
||||
*/
|
||||
|
||||
import type { EntitySyncState, SyncData } from '../protocol'
|
||||
|
||||
// =============================================================================
|
||||
// Types | 类型定义
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 增量类型标志
|
||||
* @en Delta type flags
|
||||
*/
|
||||
export const DeltaFlags = {
|
||||
NONE: 0,
|
||||
POSITION: 1 << 0,
|
||||
ROTATION: 1 << 1,
|
||||
VELOCITY: 1 << 2,
|
||||
ANGULAR_VELOCITY: 1 << 3,
|
||||
CUSTOM: 1 << 4,
|
||||
} as const
|
||||
|
||||
/**
|
||||
* @zh 增量状态(只包含变化的字段)
|
||||
* @en Delta state (only contains changed fields)
|
||||
*/
|
||||
export interface EntityDeltaState {
|
||||
/**
|
||||
* @zh 网络标识
|
||||
* @en Network identity
|
||||
*/
|
||||
netId: number
|
||||
|
||||
/**
|
||||
* @zh 变化标志
|
||||
* @en Change flags
|
||||
*/
|
||||
flags: number
|
||||
|
||||
/**
|
||||
* @zh 位置(如果变化)
|
||||
* @en Position (if changed)
|
||||
*/
|
||||
pos?: { x: number; y: number }
|
||||
|
||||
/**
|
||||
* @zh 旋转(如果变化)
|
||||
* @en Rotation (if changed)
|
||||
*/
|
||||
rot?: number
|
||||
|
||||
/**
|
||||
* @zh 速度(如果变化)
|
||||
* @en Velocity (if changed)
|
||||
*/
|
||||
vel?: { x: number; y: number }
|
||||
|
||||
/**
|
||||
* @zh 角速度(如果变化)
|
||||
* @en Angular velocity (if changed)
|
||||
*/
|
||||
angVel?: number
|
||||
|
||||
/**
|
||||
* @zh 自定义数据(如果变化)
|
||||
* @en Custom data (if changed)
|
||||
*/
|
||||
custom?: Record<string, unknown>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 增量同步数据
|
||||
* @en Delta sync data
|
||||
*/
|
||||
export interface DeltaSyncData {
|
||||
/**
|
||||
* @zh 帧号
|
||||
* @en Frame number
|
||||
*/
|
||||
frame: number
|
||||
|
||||
/**
|
||||
* @zh 时间戳
|
||||
* @en Timestamp
|
||||
*/
|
||||
timestamp: number
|
||||
|
||||
/**
|
||||
* @zh 已确认的输入序列号
|
||||
* @en Acknowledged input sequence
|
||||
*/
|
||||
ackSeq?: number
|
||||
|
||||
/**
|
||||
* @zh 增量实体状态
|
||||
* @en Delta entity states
|
||||
*/
|
||||
entities: EntityDeltaState[]
|
||||
|
||||
/**
|
||||
* @zh 是否为完整快照
|
||||
* @en Whether this is a full snapshot
|
||||
*/
|
||||
isFullSnapshot?: boolean
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 增量压缩配置
|
||||
* @en Delta compression configuration
|
||||
*/
|
||||
export interface DeltaCompressionConfig {
|
||||
/**
|
||||
* @zh 位置变化阈值
|
||||
* @en Position change threshold
|
||||
*/
|
||||
positionThreshold: number
|
||||
|
||||
/**
|
||||
* @zh 旋转变化阈值(弧度)
|
||||
* @en Rotation change threshold (radians)
|
||||
*/
|
||||
rotationThreshold: number
|
||||
|
||||
/**
|
||||
* @zh 速度变化阈值
|
||||
* @en Velocity change threshold
|
||||
*/
|
||||
velocityThreshold: number
|
||||
|
||||
/**
|
||||
* @zh 强制完整快照间隔(帧数)
|
||||
* @en Forced full snapshot interval (frames)
|
||||
*/
|
||||
fullSnapshotInterval: number
|
||||
}
|
||||
|
||||
const DEFAULT_CONFIG: DeltaCompressionConfig = {
|
||||
positionThreshold: 0.01,
|
||||
rotationThreshold: 0.001,
|
||||
velocityThreshold: 0.1,
|
||||
fullSnapshotInterval: 60,
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// StateDeltaCompressor | 状态增量压缩器
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 状态增量压缩器
|
||||
* @en State delta compressor
|
||||
*
|
||||
* @zh 追踪实体状态变化,生成增量更新
|
||||
* @en Tracks entity state changes and generates delta updates
|
||||
*/
|
||||
export class StateDeltaCompressor {
|
||||
private readonly _config: DeltaCompressionConfig
|
||||
private readonly _lastStates: Map<number, EntitySyncState> = new Map()
|
||||
private _frameCounter: number = 0
|
||||
|
||||
constructor(config?: Partial<DeltaCompressionConfig>) {
|
||||
this._config = { ...DEFAULT_CONFIG, ...config }
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取配置
|
||||
* @en Get configuration
|
||||
*/
|
||||
get config(): Readonly<DeltaCompressionConfig> {
|
||||
return this._config
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 压缩同步数据为增量格式
|
||||
* @en Compress sync data to delta format
|
||||
*/
|
||||
compress(data: SyncData): DeltaSyncData {
|
||||
this._frameCounter++
|
||||
|
||||
const isFullSnapshot = this._frameCounter % this._config.fullSnapshotInterval === 0
|
||||
const deltaEntities: EntityDeltaState[] = []
|
||||
|
||||
for (const entity of data.entities) {
|
||||
const lastState = this._lastStates.get(entity.netId)
|
||||
|
||||
if (isFullSnapshot || !lastState) {
|
||||
// Send full state
|
||||
deltaEntities.push(this._createFullDelta(entity))
|
||||
} else {
|
||||
// Calculate delta
|
||||
const delta = this._calculateDelta(lastState, entity)
|
||||
if (delta) {
|
||||
deltaEntities.push(delta)
|
||||
}
|
||||
}
|
||||
|
||||
// Update last state
|
||||
this._lastStates.set(entity.netId, { ...entity })
|
||||
}
|
||||
|
||||
return {
|
||||
frame: data.frame,
|
||||
timestamp: data.timestamp,
|
||||
ackSeq: data.ackSeq,
|
||||
entities: deltaEntities,
|
||||
isFullSnapshot,
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解压增量数据为完整同步数据
|
||||
* @en Decompress delta data to full sync data
|
||||
*/
|
||||
decompress(data: DeltaSyncData): SyncData {
|
||||
const entities: EntitySyncState[] = []
|
||||
|
||||
for (const delta of data.entities) {
|
||||
const lastState = this._lastStates.get(delta.netId)
|
||||
const fullState = this._applyDelta(lastState, delta)
|
||||
entities.push(fullState)
|
||||
|
||||
// Update last state
|
||||
this._lastStates.set(delta.netId, fullState)
|
||||
}
|
||||
|
||||
return {
|
||||
frame: data.frame,
|
||||
timestamp: data.timestamp,
|
||||
ackSeq: data.ackSeq,
|
||||
entities,
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除实体状态
|
||||
* @en Remove entity state
|
||||
*/
|
||||
removeEntity(netId: number): void {
|
||||
this._lastStates.delete(netId)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除所有状态
|
||||
* @en Clear all states
|
||||
*/
|
||||
clear(): void {
|
||||
this._lastStates.clear()
|
||||
this._frameCounter = 0
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 强制下一次发送完整快照
|
||||
* @en Force next send to be a full snapshot
|
||||
*/
|
||||
forceFullSnapshot(): void {
|
||||
this._frameCounter = this._config.fullSnapshotInterval - 1
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 私有方法 | Private Methods
|
||||
// =========================================================================
|
||||
|
||||
private _createFullDelta(entity: EntitySyncState): EntityDeltaState {
|
||||
let flags = 0
|
||||
|
||||
if (entity.pos) flags |= DeltaFlags.POSITION
|
||||
if (entity.rot !== undefined) flags |= DeltaFlags.ROTATION
|
||||
if (entity.vel) flags |= DeltaFlags.VELOCITY
|
||||
if (entity.angVel !== undefined) flags |= DeltaFlags.ANGULAR_VELOCITY
|
||||
if (entity.custom) flags |= DeltaFlags.CUSTOM
|
||||
|
||||
return {
|
||||
netId: entity.netId,
|
||||
flags,
|
||||
pos: entity.pos,
|
||||
rot: entity.rot,
|
||||
vel: entity.vel,
|
||||
angVel: entity.angVel,
|
||||
custom: entity.custom,
|
||||
}
|
||||
}
|
||||
|
||||
private _calculateDelta(
|
||||
lastState: EntitySyncState,
|
||||
currentState: EntitySyncState
|
||||
): EntityDeltaState | null {
|
||||
let flags = 0
|
||||
const delta: EntityDeltaState = {
|
||||
netId: currentState.netId,
|
||||
flags: 0,
|
||||
}
|
||||
|
||||
// Check position change
|
||||
if (currentState.pos) {
|
||||
const posChanged = !lastState.pos ||
|
||||
Math.abs(currentState.pos.x - lastState.pos.x) > this._config.positionThreshold ||
|
||||
Math.abs(currentState.pos.y - lastState.pos.y) > this._config.positionThreshold
|
||||
|
||||
if (posChanged) {
|
||||
flags |= DeltaFlags.POSITION
|
||||
delta.pos = currentState.pos
|
||||
}
|
||||
}
|
||||
|
||||
// Check rotation change
|
||||
if (currentState.rot !== undefined) {
|
||||
const rotChanged = lastState.rot === undefined ||
|
||||
Math.abs(currentState.rot - lastState.rot) > this._config.rotationThreshold
|
||||
|
||||
if (rotChanged) {
|
||||
flags |= DeltaFlags.ROTATION
|
||||
delta.rot = currentState.rot
|
||||
}
|
||||
}
|
||||
|
||||
// Check velocity change
|
||||
if (currentState.vel) {
|
||||
const velChanged = !lastState.vel ||
|
||||
Math.abs(currentState.vel.x - lastState.vel.x) > this._config.velocityThreshold ||
|
||||
Math.abs(currentState.vel.y - lastState.vel.y) > this._config.velocityThreshold
|
||||
|
||||
if (velChanged) {
|
||||
flags |= DeltaFlags.VELOCITY
|
||||
delta.vel = currentState.vel
|
||||
}
|
||||
}
|
||||
|
||||
// Check angular velocity change
|
||||
if (currentState.angVel !== undefined) {
|
||||
const angVelChanged = lastState.angVel === undefined ||
|
||||
Math.abs(currentState.angVel - lastState.angVel) > this._config.velocityThreshold
|
||||
|
||||
if (angVelChanged) {
|
||||
flags |= DeltaFlags.ANGULAR_VELOCITY
|
||||
delta.angVel = currentState.angVel
|
||||
}
|
||||
}
|
||||
|
||||
// Check custom data change (simple reference comparison)
|
||||
if (currentState.custom) {
|
||||
const customChanged = !this._customDataEqual(lastState.custom, currentState.custom)
|
||||
|
||||
if (customChanged) {
|
||||
flags |= DeltaFlags.CUSTOM
|
||||
delta.custom = currentState.custom
|
||||
}
|
||||
}
|
||||
|
||||
// Return null if no changes
|
||||
if (flags === 0) {
|
||||
return null
|
||||
}
|
||||
|
||||
delta.flags = flags
|
||||
return delta
|
||||
}
|
||||
|
||||
private _applyDelta(
|
||||
lastState: EntitySyncState | undefined,
|
||||
delta: EntityDeltaState
|
||||
): EntitySyncState {
|
||||
const state: EntitySyncState = {
|
||||
netId: delta.netId,
|
||||
}
|
||||
|
||||
// Apply position
|
||||
if (delta.flags & DeltaFlags.POSITION) {
|
||||
state.pos = delta.pos
|
||||
} else if (lastState?.pos) {
|
||||
state.pos = lastState.pos
|
||||
}
|
||||
|
||||
// Apply rotation
|
||||
if (delta.flags & DeltaFlags.ROTATION) {
|
||||
state.rot = delta.rot
|
||||
} else if (lastState?.rot !== undefined) {
|
||||
state.rot = lastState.rot
|
||||
}
|
||||
|
||||
// Apply velocity
|
||||
if (delta.flags & DeltaFlags.VELOCITY) {
|
||||
state.vel = delta.vel
|
||||
} else if (lastState?.vel) {
|
||||
state.vel = lastState.vel
|
||||
}
|
||||
|
||||
// Apply angular velocity
|
||||
if (delta.flags & DeltaFlags.ANGULAR_VELOCITY) {
|
||||
state.angVel = delta.angVel
|
||||
} else if (lastState?.angVel !== undefined) {
|
||||
state.angVel = lastState.angVel
|
||||
}
|
||||
|
||||
// Apply custom data
|
||||
if (delta.flags & DeltaFlags.CUSTOM) {
|
||||
state.custom = delta.custom
|
||||
} else if (lastState?.custom) {
|
||||
state.custom = lastState.custom
|
||||
}
|
||||
|
||||
return state
|
||||
}
|
||||
|
||||
private _customDataEqual(
|
||||
a: Record<string, unknown> | undefined,
|
||||
b: Record<string, unknown> | undefined
|
||||
): boolean {
|
||||
if (a === b) return true
|
||||
if (!a || !b) return false
|
||||
|
||||
const keysA = Object.keys(a)
|
||||
const keysB = Object.keys(b)
|
||||
|
||||
if (keysA.length !== keysB.length) return false
|
||||
|
||||
for (const key of keysA) {
|
||||
if (a[key] !== b[key]) return false
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 工厂函数 | Factory Functions
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 创建状态增量压缩器
|
||||
* @en Create state delta compressor
|
||||
*/
|
||||
export function createStateDeltaCompressor(
|
||||
config?: Partial<DeltaCompressionConfig>
|
||||
): StateDeltaCompressor {
|
||||
return new StateDeltaCompressor(config)
|
||||
}
|
||||
@@ -46,3 +46,19 @@ export type {
|
||||
} from './ClientPrediction';
|
||||
|
||||
export { ClientPrediction, createClientPrediction } from './ClientPrediction';
|
||||
|
||||
// =============================================================================
|
||||
// 状态增量压缩 | State Delta Compression
|
||||
// =============================================================================
|
||||
|
||||
export type {
|
||||
EntityDeltaState,
|
||||
DeltaSyncData,
|
||||
DeltaCompressionConfig
|
||||
} from './StateDelta';
|
||||
|
||||
export {
|
||||
DeltaFlags,
|
||||
StateDeltaCompressor,
|
||||
createStateDeltaCompressor
|
||||
} from './StateDelta';
|
||||
|
||||
500
packages/framework/network/src/systems/NetworkAOISystem.ts
Normal file
500
packages/framework/network/src/systems/NetworkAOISystem.ts
Normal file
@@ -0,0 +1,500 @@
|
||||
/**
|
||||
* @zh 网络 AOI 系统
|
||||
* @en Network AOI System
|
||||
*
|
||||
* @zh 集成 AOI 兴趣区域管理,过滤网络同步数据
|
||||
* @en Integrates AOI interest management to filter network sync data
|
||||
*/
|
||||
|
||||
import { EntitySystem, Matcher, type Entity } from '@esengine/ecs-framework'
|
||||
import { NetworkIdentity } from '../components/NetworkIdentity'
|
||||
import { NetworkTransform } from '../components/NetworkTransform'
|
||||
import type { EntitySyncState } from '../protocol'
|
||||
|
||||
// =============================================================================
|
||||
// Types | 类型定义
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh AOI 事件类型
|
||||
* @en AOI event type
|
||||
*/
|
||||
export type NetworkAOIEventType = 'enter' | 'exit'
|
||||
|
||||
/**
|
||||
* @zh AOI 事件
|
||||
* @en AOI event
|
||||
*/
|
||||
export interface NetworkAOIEvent {
|
||||
/**
|
||||
* @zh 事件类型
|
||||
* @en Event type
|
||||
*/
|
||||
type: NetworkAOIEventType
|
||||
|
||||
/**
|
||||
* @zh 观察者网络 ID(玩家)
|
||||
* @en Observer network ID (player)
|
||||
*/
|
||||
observerNetId: number
|
||||
|
||||
/**
|
||||
* @zh 目标网络 ID(进入/离开视野的实体)
|
||||
* @en Target network ID (entity entering/exiting view)
|
||||
*/
|
||||
targetNetId: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh AOI 事件监听器
|
||||
* @en AOI event listener
|
||||
*/
|
||||
export type NetworkAOIEventListener = (event: NetworkAOIEvent) => void
|
||||
|
||||
/**
|
||||
* @zh 网络 AOI 配置
|
||||
* @en Network AOI configuration
|
||||
*/
|
||||
export interface NetworkAOIConfig {
|
||||
/**
|
||||
* @zh 网格单元格大小
|
||||
* @en Grid cell size
|
||||
*/
|
||||
cellSize: number
|
||||
|
||||
/**
|
||||
* @zh 默认视野范围
|
||||
* @en Default view range
|
||||
*/
|
||||
defaultViewRange: number
|
||||
|
||||
/**
|
||||
* @zh 是否启用 AOI 过滤
|
||||
* @en Whether to enable AOI filtering
|
||||
*/
|
||||
enabled: boolean
|
||||
}
|
||||
|
||||
const DEFAULT_CONFIG: NetworkAOIConfig = {
|
||||
cellSize: 100,
|
||||
defaultViewRange: 500,
|
||||
enabled: true,
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 观察者数据
|
||||
* @en Observer data
|
||||
*/
|
||||
interface ObserverData {
|
||||
netId: number
|
||||
position: { x: number; y: number }
|
||||
viewRange: number
|
||||
viewRangeSq: number
|
||||
cellKey: string
|
||||
visibleEntities: Set<number>
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// NetworkAOISystem | 网络 AOI 系统
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 网络 AOI 系统
|
||||
* @en Network AOI system
|
||||
*
|
||||
* @zh 管理网络实体的兴趣区域,过滤同步数据
|
||||
* @en Manages network entities' areas of interest and filters sync data
|
||||
*/
|
||||
export class NetworkAOISystem extends EntitySystem {
|
||||
private readonly _config: NetworkAOIConfig
|
||||
private readonly _observers: Map<number, ObserverData> = new Map()
|
||||
private readonly _cells: Map<string, Set<number>> = new Map()
|
||||
private readonly _listeners: Set<NetworkAOIEventListener> = new Set()
|
||||
private readonly _entityNetIdMap: Map<Entity, number> = new Map()
|
||||
private readonly _netIdEntityMap: Map<number, Entity> = new Map()
|
||||
|
||||
constructor(config?: Partial<NetworkAOIConfig>) {
|
||||
super(Matcher.all(NetworkIdentity, NetworkTransform))
|
||||
this._config = { ...DEFAULT_CONFIG, ...config }
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取配置
|
||||
* @en Get configuration
|
||||
*/
|
||||
get config(): Readonly<NetworkAOIConfig> {
|
||||
return this._config
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否启用
|
||||
* @en Is enabled
|
||||
*/
|
||||
get enabled(): boolean {
|
||||
return this._config.enabled
|
||||
}
|
||||
|
||||
set enabled(value: boolean) {
|
||||
this._config.enabled = value
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 观察者数量
|
||||
* @en Observer count
|
||||
*/
|
||||
get observerCount(): number {
|
||||
return this._observers.size
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 观察者管理 | Observer Management
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 添加观察者(通常是玩家实体)
|
||||
* @en Add observer (usually player entity)
|
||||
*/
|
||||
addObserver(netId: number, x: number, y: number, viewRange?: number): void {
|
||||
if (this._observers.has(netId)) {
|
||||
this.updateObserverPosition(netId, x, y)
|
||||
return
|
||||
}
|
||||
|
||||
const range = viewRange ?? this._config.defaultViewRange
|
||||
const cellKey = this._getCellKey(x, y)
|
||||
const data: ObserverData = {
|
||||
netId,
|
||||
position: { x, y },
|
||||
viewRange: range,
|
||||
viewRangeSq: range * range,
|
||||
cellKey,
|
||||
visibleEntities: new Set(),
|
||||
}
|
||||
|
||||
this._observers.set(netId, data)
|
||||
this._addToCell(cellKey, netId)
|
||||
this._updateVisibility(data)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除观察者
|
||||
* @en Remove observer
|
||||
*/
|
||||
removeObserver(netId: number): boolean {
|
||||
const data = this._observers.get(netId)
|
||||
if (!data) return false
|
||||
|
||||
// Emit exit events for all visible entities
|
||||
for (const visibleNetId of data.visibleEntities) {
|
||||
this._emitEvent({
|
||||
type: 'exit',
|
||||
observerNetId: netId,
|
||||
targetNetId: visibleNetId,
|
||||
})
|
||||
}
|
||||
|
||||
this._removeFromCell(data.cellKey, netId)
|
||||
this._observers.delete(netId)
|
||||
return true
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新观察者位置
|
||||
* @en Update observer position
|
||||
*/
|
||||
updateObserverPosition(netId: number, x: number, y: number): void {
|
||||
const data = this._observers.get(netId)
|
||||
if (!data) return
|
||||
|
||||
const newCellKey = this._getCellKey(x, y)
|
||||
if (newCellKey !== data.cellKey) {
|
||||
this._removeFromCell(data.cellKey, netId)
|
||||
data.cellKey = newCellKey
|
||||
this._addToCell(newCellKey, netId)
|
||||
}
|
||||
|
||||
data.position.x = x
|
||||
data.position.y = y
|
||||
this._updateVisibility(data)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新观察者视野范围
|
||||
* @en Update observer view range
|
||||
*/
|
||||
updateObserverViewRange(netId: number, viewRange: number): void {
|
||||
const data = this._observers.get(netId)
|
||||
if (!data) return
|
||||
|
||||
data.viewRange = viewRange
|
||||
data.viewRangeSq = viewRange * viewRange
|
||||
this._updateVisibility(data)
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 实体管理 | Entity Management
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 注册网络实体
|
||||
* @en Register network entity
|
||||
*/
|
||||
registerEntity(entity: Entity, netId: number): void {
|
||||
this._entityNetIdMap.set(entity, netId)
|
||||
this._netIdEntityMap.set(netId, entity)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 注销网络实体
|
||||
* @en Unregister network entity
|
||||
*/
|
||||
unregisterEntity(entity: Entity): void {
|
||||
const netId = this._entityNetIdMap.get(entity)
|
||||
if (netId !== undefined) {
|
||||
// Remove from all observers' visible sets
|
||||
for (const [, data] of this._observers) {
|
||||
if (data.visibleEntities.has(netId)) {
|
||||
data.visibleEntities.delete(netId)
|
||||
this._emitEvent({
|
||||
type: 'exit',
|
||||
observerNetId: data.netId,
|
||||
targetNetId: netId,
|
||||
})
|
||||
}
|
||||
}
|
||||
this._netIdEntityMap.delete(netId)
|
||||
}
|
||||
this._entityNetIdMap.delete(entity)
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 查询接口 | Query Interface
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 获取观察者能看到的实体网络 ID 列表
|
||||
* @en Get list of entity network IDs visible to observer
|
||||
*/
|
||||
getVisibleEntities(observerNetId: number): number[] {
|
||||
const data = this._observers.get(observerNetId)
|
||||
return data ? Array.from(data.visibleEntities) : []
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取能看到指定实体的观察者网络 ID 列表
|
||||
* @en Get list of observer network IDs that can see the entity
|
||||
*/
|
||||
getObserversOf(entityNetId: number): number[] {
|
||||
const observers: number[] = []
|
||||
for (const [, data] of this._observers) {
|
||||
if (data.visibleEntities.has(entityNetId)) {
|
||||
observers.push(data.netId)
|
||||
}
|
||||
}
|
||||
return observers
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查观察者是否能看到目标
|
||||
* @en Check if observer can see target
|
||||
*/
|
||||
canSee(observerNetId: number, targetNetId: number): boolean {
|
||||
const data = this._observers.get(observerNetId)
|
||||
return data?.visibleEntities.has(targetNetId) ?? false
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 过滤同步数据,只保留观察者能看到的实体
|
||||
* @en Filter sync data to only include entities visible to observer
|
||||
*/
|
||||
filterSyncData(observerNetId: number, entities: EntitySyncState[]): EntitySyncState[] {
|
||||
if (!this._config.enabled) {
|
||||
return entities
|
||||
}
|
||||
|
||||
const data = this._observers.get(observerNetId)
|
||||
if (!data) {
|
||||
return entities
|
||||
}
|
||||
|
||||
return entities.filter(entity => {
|
||||
// Always include the observer's own entity
|
||||
if (entity.netId === observerNetId) return true
|
||||
// Include entities in view
|
||||
return data.visibleEntities.has(entity.netId)
|
||||
})
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 事件系统 | Event System
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 添加事件监听器
|
||||
* @en Add event listener
|
||||
*/
|
||||
addListener(listener: NetworkAOIEventListener): void {
|
||||
this._listeners.add(listener)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除事件监听器
|
||||
* @en Remove event listener
|
||||
*/
|
||||
removeListener(listener: NetworkAOIEventListener): void {
|
||||
this._listeners.delete(listener)
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 系统生命周期 | System Lifecycle
|
||||
// =========================================================================
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
if (!this._config.enabled) return
|
||||
|
||||
// Update entity positions for AOI calculations
|
||||
for (const entity of entities) {
|
||||
const identity = this.requireComponent(entity, NetworkIdentity)
|
||||
const transform = this.requireComponent(entity, NetworkTransform)
|
||||
|
||||
// Register entity if not already registered
|
||||
if (!this._entityNetIdMap.has(entity)) {
|
||||
this.registerEntity(entity, identity.netId)
|
||||
}
|
||||
|
||||
// If this entity is an observer (has authority), update its position
|
||||
if (identity.bHasAuthority && this._observers.has(identity.netId)) {
|
||||
this.updateObserverPosition(
|
||||
identity.netId,
|
||||
transform.currentX,
|
||||
transform.currentY
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// Update all observers' visibility based on entity positions
|
||||
this._updateAllObserversVisibility(entities)
|
||||
}
|
||||
|
||||
private _updateAllObserversVisibility(entities: readonly Entity[]): void {
|
||||
for (const [, data] of this._observers) {
|
||||
const newVisible = new Set<number>()
|
||||
|
||||
// Check all entities
|
||||
for (const entity of entities) {
|
||||
const identity = this.requireComponent(entity, NetworkIdentity)
|
||||
const transform = this.requireComponent(entity, NetworkTransform)
|
||||
|
||||
// Skip self
|
||||
if (identity.netId === data.netId) continue
|
||||
|
||||
// Check distance
|
||||
const dx = transform.currentX - data.position.x
|
||||
const dy = transform.currentY - data.position.y
|
||||
const distSq = dx * dx + dy * dy
|
||||
|
||||
if (distSq <= data.viewRangeSq) {
|
||||
newVisible.add(identity.netId)
|
||||
}
|
||||
}
|
||||
|
||||
// Find entities that entered view
|
||||
for (const netId of newVisible) {
|
||||
if (!data.visibleEntities.has(netId)) {
|
||||
this._emitEvent({
|
||||
type: 'enter',
|
||||
observerNetId: data.netId,
|
||||
targetNetId: netId,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// Find entities that exited view
|
||||
for (const netId of data.visibleEntities) {
|
||||
if (!newVisible.has(netId)) {
|
||||
this._emitEvent({
|
||||
type: 'exit',
|
||||
observerNetId: data.netId,
|
||||
targetNetId: netId,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
data.visibleEntities = newVisible
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除所有数据
|
||||
* @en Clear all data
|
||||
*/
|
||||
clear(): void {
|
||||
this._observers.clear()
|
||||
this._cells.clear()
|
||||
this._entityNetIdMap.clear()
|
||||
this._netIdEntityMap.clear()
|
||||
}
|
||||
|
||||
protected override onDestroy(): void {
|
||||
this.clear()
|
||||
this._listeners.clear()
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 私有方法 | Private Methods
|
||||
// =========================================================================
|
||||
|
||||
private _getCellKey(x: number, y: number): string {
|
||||
const cellX = Math.floor(x / this._config.cellSize)
|
||||
const cellY = Math.floor(y / this._config.cellSize)
|
||||
return `${cellX},${cellY}`
|
||||
}
|
||||
|
||||
private _addToCell(cellKey: string, netId: number): void {
|
||||
let cell = this._cells.get(cellKey)
|
||||
if (!cell) {
|
||||
cell = new Set()
|
||||
this._cells.set(cellKey, cell)
|
||||
}
|
||||
cell.add(netId)
|
||||
}
|
||||
|
||||
private _removeFromCell(cellKey: string, netId: number): void {
|
||||
const cell = this._cells.get(cellKey)
|
||||
if (cell) {
|
||||
cell.delete(netId)
|
||||
if (cell.size === 0) {
|
||||
this._cells.delete(cellKey)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _updateVisibility(data: ObserverData): void {
|
||||
// This is called when an observer moves
|
||||
// The full visibility update happens in process() with all entities
|
||||
}
|
||||
|
||||
private _emitEvent(event: NetworkAOIEvent): void {
|
||||
for (const listener of this._listeners) {
|
||||
try {
|
||||
listener(event)
|
||||
} catch (e) {
|
||||
console.error('[NetworkAOISystem] Listener error:', e)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 工厂函数 | Factory Functions
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 创建网络 AOI 系统
|
||||
* @en Create network AOI system
|
||||
*/
|
||||
export function createNetworkAOISystem(
|
||||
config?: Partial<NetworkAOIConfig>
|
||||
): NetworkAOISystem {
|
||||
return new NetworkAOISystem(config)
|
||||
}
|
||||
@@ -1,11 +1,63 @@
|
||||
/**
|
||||
* @zh 网络输入系统
|
||||
* @en Network Input System
|
||||
*
|
||||
* @zh 收集本地玩家输入并发送到服务器,支持与预测系统集成
|
||||
* @en Collects local player input and sends to server, supports integration with prediction system
|
||||
*/
|
||||
|
||||
import { EntitySystem, Matcher } from '@esengine/ecs-framework'
|
||||
import type { PlayerInput } from '../protocol'
|
||||
import type { NetworkService } from '../services/NetworkService'
|
||||
import type { NetworkPredictionSystem } from './NetworkPredictionSystem'
|
||||
|
||||
// =============================================================================
|
||||
// Types | 类型定义
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 输入配置
|
||||
* @en Input configuration
|
||||
*/
|
||||
export interface NetworkInputConfig {
|
||||
/**
|
||||
* @zh 发送输入的最小间隔(毫秒)
|
||||
* @en Minimum interval between input sends (milliseconds)
|
||||
*/
|
||||
sendInterval: number
|
||||
|
||||
/**
|
||||
* @zh 是否合并相同输入
|
||||
* @en Whether to merge identical inputs
|
||||
*/
|
||||
mergeIdenticalInputs: boolean
|
||||
|
||||
/**
|
||||
* @zh 最大输入队列长度
|
||||
* @en Maximum input queue length
|
||||
*/
|
||||
maxQueueLength: number
|
||||
}
|
||||
|
||||
const DEFAULT_CONFIG: NetworkInputConfig = {
|
||||
sendInterval: 16, // ~60fps
|
||||
mergeIdenticalInputs: true,
|
||||
maxQueueLength: 10,
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 待发送输入
|
||||
* @en Pending input
|
||||
*/
|
||||
interface PendingInput {
|
||||
moveDir?: { x: number; y: number }
|
||||
actions?: string[]
|
||||
timestamp: number
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// NetworkInputSystem | 网络输入系统
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 网络输入系统
|
||||
@@ -15,13 +67,52 @@ import type { NetworkService } from '../services/NetworkService'
|
||||
* @en Collects local player input and sends to server
|
||||
*/
|
||||
export class NetworkInputSystem extends EntitySystem {
|
||||
private _networkService: NetworkService
|
||||
private _frame: number = 0
|
||||
private _inputQueue: PlayerInput[] = []
|
||||
private readonly _networkService: NetworkService
|
||||
private readonly _config: NetworkInputConfig
|
||||
private _predictionSystem: NetworkPredictionSystem | null = null
|
||||
|
||||
constructor(networkService: NetworkService) {
|
||||
private _frame: number = 0
|
||||
private _inputSequence: number = 0
|
||||
private _inputQueue: PendingInput[] = []
|
||||
private _lastSendTime: number = 0
|
||||
private _lastMoveDir: { x: number; y: number } = { x: 0, y: 0 }
|
||||
|
||||
constructor(networkService: NetworkService, config?: Partial<NetworkInputConfig>) {
|
||||
super(Matcher.nothing())
|
||||
this._networkService = networkService
|
||||
this._config = { ...DEFAULT_CONFIG, ...config }
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取配置
|
||||
* @en Get configuration
|
||||
*/
|
||||
get config(): Readonly<NetworkInputConfig> {
|
||||
return this._config
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取当前帧号
|
||||
* @en Get current frame number
|
||||
*/
|
||||
get frame(): number {
|
||||
return this._frame
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取当前输入序列号
|
||||
* @en Get current input sequence
|
||||
*/
|
||||
get inputSequence(): number {
|
||||
return this._inputSequence
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置预测系统引用
|
||||
* @en Set prediction system reference
|
||||
*/
|
||||
setPredictionSystem(system: NetworkPredictionSystem): void {
|
||||
this._predictionSystem = system
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -32,11 +123,64 @@ export class NetworkInputSystem extends EntitySystem {
|
||||
if (!this._networkService.isConnected) return
|
||||
|
||||
this._frame++
|
||||
const now = Date.now()
|
||||
|
||||
while (this._inputQueue.length > 0) {
|
||||
const input = this._inputQueue.shift()!
|
||||
input.frame = this._frame
|
||||
this._networkService.sendInput(input)
|
||||
// Rate limiting
|
||||
if (now - this._lastSendTime < this._config.sendInterval) return
|
||||
|
||||
// If using prediction system, get input from there
|
||||
if (this._predictionSystem) {
|
||||
const predictedInput = this._predictionSystem.getInputToSend()
|
||||
if (predictedInput) {
|
||||
this._networkService.sendInput(predictedInput)
|
||||
this._lastSendTime = now
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// Otherwise process queue
|
||||
if (this._inputQueue.length === 0) return
|
||||
|
||||
// Merge inputs if configured
|
||||
let mergedInput: PendingInput
|
||||
if (this._config.mergeIdenticalInputs && this._inputQueue.length > 1) {
|
||||
mergedInput = this._mergeInputs(this._inputQueue)
|
||||
this._inputQueue.length = 0
|
||||
} else {
|
||||
mergedInput = this._inputQueue.shift()!
|
||||
}
|
||||
|
||||
// Build and send input
|
||||
this._inputSequence++
|
||||
const input: PlayerInput = {
|
||||
seq: this._inputSequence,
|
||||
frame: this._frame,
|
||||
timestamp: mergedInput.timestamp,
|
||||
moveDir: mergedInput.moveDir,
|
||||
actions: mergedInput.actions,
|
||||
}
|
||||
|
||||
this._networkService.sendInput(input)
|
||||
this._lastSendTime = now
|
||||
}
|
||||
|
||||
private _mergeInputs(inputs: PendingInput[]): PendingInput {
|
||||
const allActions: string[] = []
|
||||
let lastMoveDir: { x: number; y: number } | undefined
|
||||
|
||||
for (const input of inputs) {
|
||||
if (input.moveDir) {
|
||||
lastMoveDir = input.moveDir
|
||||
}
|
||||
if (input.actions) {
|
||||
allActions.push(...input.actions)
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
moveDir: lastMoveDir,
|
||||
actions: allActions.length > 0 ? allActions : undefined,
|
||||
timestamp: inputs[inputs.length - 1].timestamp,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -45,10 +189,24 @@ export class NetworkInputSystem extends EntitySystem {
|
||||
* @en Add move input
|
||||
*/
|
||||
public addMoveInput(x: number, y: number): void {
|
||||
this._inputQueue.push({
|
||||
frame: 0,
|
||||
moveDir: { x, y },
|
||||
})
|
||||
// Skip if same as last input
|
||||
if (
|
||||
this._config.mergeIdenticalInputs &&
|
||||
this._lastMoveDir.x === x &&
|
||||
this._lastMoveDir.y === y &&
|
||||
this._inputQueue.length > 0
|
||||
) {
|
||||
return
|
||||
}
|
||||
|
||||
this._lastMoveDir = { x, y }
|
||||
|
||||
// Also set input on prediction system
|
||||
if (this._predictionSystem) {
|
||||
this._predictionSystem.setInput(x, y)
|
||||
}
|
||||
|
||||
this._addToQueue({ moveDir: { x, y }, timestamp: Date.now() })
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -56,19 +214,70 @@ export class NetworkInputSystem extends EntitySystem {
|
||||
* @en Add action input
|
||||
*/
|
||||
public addActionInput(action: string): void {
|
||||
// Try to add to last input in queue
|
||||
const lastInput = this._inputQueue[this._inputQueue.length - 1]
|
||||
if (lastInput) {
|
||||
lastInput.actions = lastInput.actions || []
|
||||
lastInput.actions.push(action)
|
||||
} else {
|
||||
this._inputQueue.push({
|
||||
frame: 0,
|
||||
actions: [action],
|
||||
})
|
||||
this._addToQueue({ actions: [action], timestamp: Date.now() })
|
||||
}
|
||||
|
||||
// Also set on prediction system
|
||||
if (this._predictionSystem) {
|
||||
this._predictionSystem.setInput(
|
||||
this._lastMoveDir.x,
|
||||
this._lastMoveDir.y,
|
||||
[action]
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
private _addToQueue(input: PendingInput): void {
|
||||
this._inputQueue.push(input)
|
||||
|
||||
// Limit queue size
|
||||
while (this._inputQueue.length > this._config.maxQueueLength) {
|
||||
this._inputQueue.shift()
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清空输入队列
|
||||
* @en Clear input queue
|
||||
*/
|
||||
public clearQueue(): void {
|
||||
this._inputQueue.length = 0
|
||||
this._lastMoveDir = { x: 0, y: 0 }
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重置状态
|
||||
* @en Reset state
|
||||
*/
|
||||
public reset(): void {
|
||||
this._frame = 0
|
||||
this._inputSequence = 0
|
||||
this.clearQueue()
|
||||
}
|
||||
|
||||
protected override onDestroy(): void {
|
||||
this._inputQueue.length = 0
|
||||
this._predictionSystem = null
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 工厂函数 | Factory Functions
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 创建网络输入系统
|
||||
* @en Create network input system
|
||||
*/
|
||||
export function createNetworkInputSystem(
|
||||
networkService: NetworkService,
|
||||
config?: Partial<NetworkInputConfig>
|
||||
): NetworkInputSystem {
|
||||
return new NetworkInputSystem(networkService, config)
|
||||
}
|
||||
|
||||
@@ -0,0 +1,309 @@
|
||||
/**
|
||||
* @zh 网络预测系统
|
||||
* @en Network Prediction System
|
||||
*
|
||||
* @zh 处理本地玩家的客户端预测和服务器校正
|
||||
* @en Handles client-side prediction and server reconciliation for local player
|
||||
*/
|
||||
|
||||
import { EntitySystem, Matcher, Time, type Entity } from '@esengine/ecs-framework'
|
||||
import { NetworkIdentity } from '../components/NetworkIdentity'
|
||||
import { NetworkTransform } from '../components/NetworkTransform'
|
||||
import type { SyncData, PlayerInput } from '../protocol'
|
||||
import {
|
||||
ClientPrediction,
|
||||
createClientPrediction,
|
||||
type IPredictor,
|
||||
type ClientPredictionConfig,
|
||||
type ITransformState,
|
||||
} from '../sync'
|
||||
|
||||
// =============================================================================
|
||||
// Types | 类型定义
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 移动输入
|
||||
* @en Movement input
|
||||
*/
|
||||
export interface MovementInput {
|
||||
x: number
|
||||
y: number
|
||||
actions?: string[]
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 预测状态(位置 + 旋转)
|
||||
* @en Predicted state (position + rotation)
|
||||
*/
|
||||
export interface PredictedTransform extends ITransformState {
|
||||
velocityX: number
|
||||
velocityY: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 预测系统配置
|
||||
* @en Prediction system configuration
|
||||
*/
|
||||
export interface NetworkPredictionConfig extends Partial<ClientPredictionConfig> {
|
||||
/**
|
||||
* @zh 移动速度(单位/秒)
|
||||
* @en Movement speed (units/second)
|
||||
*/
|
||||
moveSpeed: number
|
||||
|
||||
/**
|
||||
* @zh 是否启用预测
|
||||
* @en Whether prediction is enabled
|
||||
*/
|
||||
enabled: boolean
|
||||
}
|
||||
|
||||
const DEFAULT_CONFIG: NetworkPredictionConfig = {
|
||||
moveSpeed: 200,
|
||||
enabled: true,
|
||||
maxUnacknowledgedInputs: 60,
|
||||
reconciliationThreshold: 0.5,
|
||||
reconciliationSpeed: 10,
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 默认预测器 | Default Predictor
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 简单移动预测器
|
||||
* @en Simple movement predictor
|
||||
*/
|
||||
class SimpleMovementPredictor implements IPredictor<PredictedTransform, MovementInput> {
|
||||
constructor(private readonly _moveSpeed: number) {}
|
||||
|
||||
predict(state: PredictedTransform, input: MovementInput, deltaTime: number): PredictedTransform {
|
||||
const velocityX = input.x * this._moveSpeed
|
||||
const velocityY = input.y * this._moveSpeed
|
||||
|
||||
return {
|
||||
x: state.x + velocityX * deltaTime,
|
||||
y: state.y + velocityY * deltaTime,
|
||||
rotation: state.rotation,
|
||||
velocityX,
|
||||
velocityY,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// NetworkPredictionSystem | 网络预测系统
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 网络预测系统
|
||||
* @en Network prediction system
|
||||
*
|
||||
* @zh 处理本地玩家的输入预测和服务器状态校正
|
||||
* @en Handles local player input prediction and server state reconciliation
|
||||
*/
|
||||
export class NetworkPredictionSystem extends EntitySystem {
|
||||
private readonly _config: NetworkPredictionConfig
|
||||
private readonly _predictor: IPredictor<PredictedTransform, MovementInput>
|
||||
private _prediction: ClientPrediction<PredictedTransform, MovementInput> | null = null
|
||||
private _localPlayerNetId: number = -1
|
||||
private _currentInput: MovementInput = { x: 0, y: 0 }
|
||||
private _inputSequence: number = 0
|
||||
|
||||
constructor(config?: Partial<NetworkPredictionConfig>) {
|
||||
super(Matcher.all(NetworkIdentity, NetworkTransform))
|
||||
this._config = { ...DEFAULT_CONFIG, ...config }
|
||||
this._predictor = new SimpleMovementPredictor(this._config.moveSpeed)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取配置
|
||||
* @en Get configuration
|
||||
*/
|
||||
get config(): Readonly<NetworkPredictionConfig> {
|
||||
return this._config
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取当前输入序列号
|
||||
* @en Get current input sequence number
|
||||
*/
|
||||
get inputSequence(): number {
|
||||
return this._inputSequence
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取待确认输入数量
|
||||
* @en Get pending input count
|
||||
*/
|
||||
get pendingInputCount(): number {
|
||||
return this._prediction?.pendingInputCount ?? 0
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否启用预测
|
||||
* @en Whether prediction is enabled
|
||||
*/
|
||||
get enabled(): boolean {
|
||||
return this._config.enabled
|
||||
}
|
||||
|
||||
set enabled(value: boolean) {
|
||||
this._config.enabled = value
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置本地玩家网络 ID
|
||||
* @en Set local player network ID
|
||||
*/
|
||||
setLocalPlayerNetId(netId: number): void {
|
||||
this._localPlayerNetId = netId
|
||||
this._prediction = createClientPrediction<PredictedTransform, MovementInput>(
|
||||
this._predictor,
|
||||
{
|
||||
maxUnacknowledgedInputs: this._config.maxUnacknowledgedInputs,
|
||||
reconciliationThreshold: this._config.reconciliationThreshold,
|
||||
reconciliationSpeed: this._config.reconciliationSpeed,
|
||||
}
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置移动输入
|
||||
* @en Set movement input
|
||||
*/
|
||||
setInput(x: number, y: number, actions?: string[]): void {
|
||||
this._currentInput = { x, y, actions }
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取下一个要发送的输入(带序列号)
|
||||
* @en Get next input to send (with sequence number)
|
||||
*/
|
||||
getInputToSend(): PlayerInput | null {
|
||||
if (!this._prediction) return null
|
||||
|
||||
const input = this._prediction.getInputToSend()
|
||||
if (!input) return null
|
||||
|
||||
return {
|
||||
seq: input.sequence,
|
||||
frame: 0,
|
||||
timestamp: input.timestamp,
|
||||
moveDir: { x: input.input.x, y: input.input.y },
|
||||
actions: input.input.actions,
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 处理服务器同步数据进行校正
|
||||
* @en Process server sync data for reconciliation
|
||||
*/
|
||||
reconcileWithServer(data: SyncData): void {
|
||||
if (!this._prediction || this._localPlayerNetId < 0) return
|
||||
|
||||
// Find local player state in sync data
|
||||
const localState = data.entities.find(e => e.netId === this._localPlayerNetId)
|
||||
if (!localState || !localState.pos) return
|
||||
|
||||
const serverState: PredictedTransform = {
|
||||
x: localState.pos.x,
|
||||
y: localState.pos.y,
|
||||
rotation: localState.rot ?? 0,
|
||||
velocityX: localState.vel?.x ?? 0,
|
||||
velocityY: localState.vel?.y ?? 0,
|
||||
}
|
||||
|
||||
// Reconcile prediction with server state
|
||||
if (data.ackSeq !== undefined) {
|
||||
this._prediction.reconcile(
|
||||
serverState,
|
||||
data.ackSeq,
|
||||
(state) => ({ x: state.x, y: state.y }),
|
||||
Time.deltaTime
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
if (!this._config.enabled || !this._prediction) return
|
||||
|
||||
const deltaTime = Time.deltaTime
|
||||
|
||||
for (const entity of entities) {
|
||||
const identity = this.requireComponent(entity, NetworkIdentity)
|
||||
|
||||
// Only process local player with authority
|
||||
if (!identity.bHasAuthority || identity.netId !== this._localPlayerNetId) continue
|
||||
|
||||
const transform = this.requireComponent(entity, NetworkTransform)
|
||||
|
||||
// Get current state
|
||||
const currentState: PredictedTransform = {
|
||||
x: transform.currentX,
|
||||
y: transform.currentY,
|
||||
rotation: transform.currentRotation,
|
||||
velocityX: 0,
|
||||
velocityY: 0,
|
||||
}
|
||||
|
||||
// Record input and get predicted state
|
||||
if (this._currentInput.x !== 0 || this._currentInput.y !== 0) {
|
||||
const predicted = this._prediction.recordInput(
|
||||
this._currentInput,
|
||||
currentState,
|
||||
deltaTime
|
||||
)
|
||||
|
||||
// Apply predicted position
|
||||
transform.currentX = predicted.x
|
||||
transform.currentY = predicted.y
|
||||
transform.currentRotation = predicted.rotation
|
||||
|
||||
// Update target to match (for rendering)
|
||||
transform.targetX = predicted.x
|
||||
transform.targetY = predicted.y
|
||||
transform.targetRotation = predicted.rotation
|
||||
|
||||
this._inputSequence = this._prediction.currentSequence
|
||||
}
|
||||
|
||||
// Apply correction offset smoothly
|
||||
const offset = this._prediction.correctionOffset
|
||||
if (Math.abs(offset.x) > 0.01 || Math.abs(offset.y) > 0.01) {
|
||||
transform.currentX += offset.x * deltaTime * 5
|
||||
transform.currentY += offset.y * deltaTime * 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 重置预测状态
|
||||
* @en Reset prediction state
|
||||
*/
|
||||
reset(): void {
|
||||
this._prediction?.clear()
|
||||
this._inputSequence = 0
|
||||
this._currentInput = { x: 0, y: 0 }
|
||||
}
|
||||
|
||||
protected override onDestroy(): void {
|
||||
this._prediction?.clear()
|
||||
this._prediction = null
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 工厂函数 | Factory Functions
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 创建网络预测系统
|
||||
* @en Create network prediction system
|
||||
*/
|
||||
export function createNetworkPredictionSystem(
|
||||
config?: Partial<NetworkPredictionConfig>
|
||||
): NetworkPredictionSystem {
|
||||
return new NetworkPredictionSystem(config)
|
||||
}
|
||||
@@ -1,10 +1,32 @@
|
||||
/**
|
||||
* @zh 网络同步系统
|
||||
* @en Network Sync System
|
||||
*
|
||||
* @zh 处理网络实体的状态同步、快照缓冲和插值
|
||||
* @en Handles state synchronization, snapshot buffering, and interpolation for networked entities
|
||||
*/
|
||||
|
||||
import { EntitySystem, Matcher, Time, type Entity } from '@esengine/ecs-framework'
|
||||
import { NetworkIdentity } from '../components/NetworkIdentity'
|
||||
import { NetworkTransform } from '../components/NetworkTransform'
|
||||
import type { SyncData, EntitySyncState } from '../protocol'
|
||||
import {
|
||||
SnapshotBuffer,
|
||||
createSnapshotBuffer,
|
||||
TransformInterpolator,
|
||||
createTransformInterpolator,
|
||||
type ITransformState,
|
||||
type ITransformStateWithVelocity,
|
||||
type IStateSnapshot,
|
||||
} from '../sync'
|
||||
|
||||
// =============================================================================
|
||||
// Types | 类型定义
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 同步消息接口
|
||||
* @en Sync message interface
|
||||
* @zh 同步消息接口(兼容旧版)
|
||||
* @en Sync message interface (for backwards compatibility)
|
||||
*/
|
||||
export interface SyncMessage {
|
||||
entities: Array<{
|
||||
@@ -14,25 +36,134 @@ export interface SyncMessage {
|
||||
}>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 实体快照数据
|
||||
* @en Entity snapshot data
|
||||
*/
|
||||
interface EntitySnapshotData {
|
||||
buffer: SnapshotBuffer<ITransformStateWithVelocity>
|
||||
lastServerTime: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 同步系统配置
|
||||
* @en Sync system configuration
|
||||
*/
|
||||
export interface NetworkSyncConfig {
|
||||
/**
|
||||
* @zh 快照缓冲区大小
|
||||
* @en Snapshot buffer size
|
||||
*/
|
||||
bufferSize: number
|
||||
|
||||
/**
|
||||
* @zh 插值延迟(毫秒)
|
||||
* @en Interpolation delay in milliseconds
|
||||
*/
|
||||
interpolationDelay: number
|
||||
|
||||
/**
|
||||
* @zh 是否启用外推
|
||||
* @en Whether to enable extrapolation
|
||||
*/
|
||||
enableExtrapolation: boolean
|
||||
|
||||
/**
|
||||
* @zh 最大外推时间(毫秒)
|
||||
* @en Maximum extrapolation time in milliseconds
|
||||
*/
|
||||
maxExtrapolationTime: number
|
||||
|
||||
/**
|
||||
* @zh 使用赫尔米特插值(更平滑)
|
||||
* @en Use Hermite interpolation (smoother)
|
||||
*/
|
||||
useHermiteInterpolation: boolean
|
||||
}
|
||||
|
||||
const DEFAULT_CONFIG: NetworkSyncConfig = {
|
||||
bufferSize: 30,
|
||||
interpolationDelay: 100,
|
||||
enableExtrapolation: true,
|
||||
maxExtrapolationTime: 200,
|
||||
useHermiteInterpolation: false,
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// NetworkSyncSystem | 网络同步系统
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 网络同步系统
|
||||
* @en Network sync system
|
||||
*
|
||||
* @zh 处理网络实体的状态同步和插值
|
||||
* @en Handles state synchronization and interpolation for networked entities
|
||||
* @zh 处理网络实体的状态同步和插值,支持快照缓冲、平滑插值和外推
|
||||
* @en Handles state synchronization and interpolation for networked entities,
|
||||
* supports snapshot buffering, smooth interpolation, and extrapolation
|
||||
*/
|
||||
export class NetworkSyncSystem extends EntitySystem {
|
||||
private _netIdToEntity: Map<number, number> = new Map()
|
||||
private readonly _netIdToEntity: Map<number, number> = new Map()
|
||||
private readonly _entitySnapshots: Map<number, EntitySnapshotData> = new Map()
|
||||
private readonly _interpolator: TransformInterpolator
|
||||
private readonly _config: NetworkSyncConfig
|
||||
|
||||
constructor() {
|
||||
private _serverTimeOffset: number = 0
|
||||
private _lastSyncTime: number = 0
|
||||
private _renderTime: number = 0
|
||||
|
||||
constructor(config?: Partial<NetworkSyncConfig>) {
|
||||
super(Matcher.all(NetworkIdentity, NetworkTransform))
|
||||
this._config = { ...DEFAULT_CONFIG, ...config }
|
||||
this._interpolator = createTransformInterpolator()
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 处理同步消息
|
||||
* @en Handle sync message
|
||||
* @zh 获取配置
|
||||
* @en Get configuration
|
||||
*/
|
||||
get config(): Readonly<NetworkSyncConfig> {
|
||||
return this._config
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取服务器时间偏移
|
||||
* @en Get server time offset
|
||||
*/
|
||||
get serverTimeOffset(): number {
|
||||
return this._serverTimeOffset
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取当前渲染时间
|
||||
* @en Get current render time
|
||||
*/
|
||||
get renderTime(): number {
|
||||
return this._renderTime
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 处理同步消息(新版,带时间戳)
|
||||
* @en Handle sync message (new version with timestamp)
|
||||
*/
|
||||
handleSyncData(data: SyncData): void {
|
||||
const serverTime = data.timestamp
|
||||
|
||||
// Update server time offset
|
||||
const clientTime = Date.now()
|
||||
this._serverTimeOffset = serverTime - clientTime
|
||||
this._lastSyncTime = clientTime
|
||||
|
||||
for (const state of data.entities) {
|
||||
this._processEntityState(state, serverTime)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 处理同步消息(兼容旧版)
|
||||
* @en Handle sync message (backwards compatible)
|
||||
*/
|
||||
handleSync(msg: SyncMessage): void {
|
||||
const now = Date.now()
|
||||
for (const state of msg.entities) {
|
||||
const entityId = this._netIdToEntity.get(state.netId)
|
||||
if (entityId === undefined) continue
|
||||
@@ -44,22 +175,133 @@ export class NetworkSyncSystem extends EntitySystem {
|
||||
if (transform && state.pos) {
|
||||
transform.setTarget(state.pos.x, state.pos.y, state.rot ?? 0)
|
||||
}
|
||||
|
||||
// Also add to snapshot buffer for interpolation
|
||||
this._processEntityState({
|
||||
netId: state.netId,
|
||||
pos: state.pos,
|
||||
rot: state.rot,
|
||||
}, now)
|
||||
}
|
||||
}
|
||||
|
||||
private _processEntityState(state: EntitySyncState, serverTime: number): void {
|
||||
const entityId = this._netIdToEntity.get(state.netId)
|
||||
if (entityId === undefined) return
|
||||
|
||||
// Get or create snapshot buffer
|
||||
let snapshotData = this._entitySnapshots.get(state.netId)
|
||||
if (!snapshotData) {
|
||||
snapshotData = {
|
||||
buffer: createSnapshotBuffer<ITransformStateWithVelocity>(
|
||||
this._config.bufferSize,
|
||||
this._config.interpolationDelay
|
||||
),
|
||||
lastServerTime: 0,
|
||||
}
|
||||
this._entitySnapshots.set(state.netId, snapshotData)
|
||||
}
|
||||
|
||||
// Create snapshot
|
||||
const transformState: ITransformStateWithVelocity = {
|
||||
x: state.pos?.x ?? 0,
|
||||
y: state.pos?.y ?? 0,
|
||||
rotation: state.rot ?? 0,
|
||||
velocityX: state.vel?.x ?? 0,
|
||||
velocityY: state.vel?.y ?? 0,
|
||||
angularVelocity: state.angVel ?? 0,
|
||||
}
|
||||
|
||||
const snapshot: IStateSnapshot<ITransformStateWithVelocity> = {
|
||||
timestamp: serverTime,
|
||||
state: transformState,
|
||||
}
|
||||
|
||||
snapshotData.buffer.push(snapshot)
|
||||
snapshotData.lastServerTime = serverTime
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
const deltaTime = Time.deltaTime
|
||||
const clientTime = Date.now()
|
||||
|
||||
// Calculate render time (current time adjusted for server offset)
|
||||
this._renderTime = clientTime + this._serverTimeOffset
|
||||
|
||||
for (const entity of entities) {
|
||||
const transform = this.requireComponent(entity, NetworkTransform)
|
||||
const identity = this.requireComponent(entity, NetworkIdentity)
|
||||
|
||||
if (!identity.bHasAuthority && transform.bInterpolate) {
|
||||
this._interpolate(transform, deltaTime)
|
||||
// Skip entities with authority (local player handles their own movement)
|
||||
if (identity.bHasAuthority) continue
|
||||
|
||||
if (transform.bInterpolate) {
|
||||
this._interpolateEntity(identity.netId, transform, deltaTime)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _interpolateEntity(
|
||||
netId: number,
|
||||
transform: NetworkTransform,
|
||||
deltaTime: number
|
||||
): void {
|
||||
const snapshotData = this._entitySnapshots.get(netId)
|
||||
|
||||
if (snapshotData && snapshotData.buffer.size >= 2) {
|
||||
// Use snapshot buffer for interpolation
|
||||
const result = snapshotData.buffer.getInterpolationSnapshots(this._renderTime)
|
||||
|
||||
if (result) {
|
||||
const [prev, next, t] = result
|
||||
const interpolated = this._interpolator.interpolate(prev.state, next.state, t)
|
||||
|
||||
transform.currentX = interpolated.x
|
||||
transform.currentY = interpolated.y
|
||||
transform.currentRotation = interpolated.rotation
|
||||
|
||||
// Update target for compatibility
|
||||
transform.targetX = next.state.x
|
||||
transform.targetY = next.state.y
|
||||
transform.targetRotation = next.state.rotation
|
||||
return
|
||||
}
|
||||
|
||||
// Extrapolation if enabled and we have velocity data
|
||||
if (this._config.enableExtrapolation) {
|
||||
const latest = snapshotData.buffer.getLatest()
|
||||
if (latest) {
|
||||
const timeSinceLastSnapshot = this._renderTime - latest.timestamp
|
||||
if (timeSinceLastSnapshot > 0 && timeSinceLastSnapshot < this._config.maxExtrapolationTime) {
|
||||
const extrapolated = this._interpolator.extrapolate(
|
||||
latest.state,
|
||||
timeSinceLastSnapshot / 1000
|
||||
)
|
||||
transform.currentX = extrapolated.x
|
||||
transform.currentY = extrapolated.y
|
||||
transform.currentRotation = extrapolated.rotation
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: simple lerp towards target
|
||||
this._simpleLerp(transform, deltaTime)
|
||||
}
|
||||
|
||||
private _simpleLerp(transform: NetworkTransform, deltaTime: number): void {
|
||||
const t = Math.min(1, transform.lerpSpeed * deltaTime)
|
||||
|
||||
transform.currentX += (transform.targetX - transform.currentX) * t
|
||||
transform.currentY += (transform.targetY - transform.currentY) * t
|
||||
|
||||
let angleDiff = transform.targetRotation - transform.currentRotation
|
||||
while (angleDiff > Math.PI) angleDiff -= Math.PI * 2
|
||||
while (angleDiff < -Math.PI) angleDiff += Math.PI * 2
|
||||
transform.currentRotation += angleDiff * t
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 注册网络实体
|
||||
* @en Register network entity
|
||||
@@ -74,6 +316,7 @@ export class NetworkSyncSystem extends EntitySystem {
|
||||
*/
|
||||
unregisterEntity(netId: number): void {
|
||||
this._netIdToEntity.delete(netId)
|
||||
this._entitySnapshots.delete(netId)
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -84,19 +327,26 @@ export class NetworkSyncSystem extends EntitySystem {
|
||||
return this._netIdToEntity.get(netId)
|
||||
}
|
||||
|
||||
private _interpolate(transform: NetworkTransform, deltaTime: number): void {
|
||||
const t = Math.min(1, transform.lerpSpeed * deltaTime)
|
||||
/**
|
||||
* @zh 获取实体的快照缓冲区
|
||||
* @en Get entity's snapshot buffer
|
||||
*/
|
||||
getSnapshotBuffer(netId: number): SnapshotBuffer<ITransformStateWithVelocity> | undefined {
|
||||
return this._entitySnapshots.get(netId)?.buffer
|
||||
}
|
||||
|
||||
transform.currentX += (transform.targetX - transform.currentX) * t
|
||||
transform.currentY += (transform.targetY - transform.currentY) * t
|
||||
|
||||
let angleDiff = transform.targetRotation - transform.currentRotation
|
||||
while (angleDiff > Math.PI) angleDiff -= Math.PI * 2
|
||||
while (angleDiff < -Math.PI) angleDiff += Math.PI * 2
|
||||
transform.currentRotation += angleDiff * t
|
||||
/**
|
||||
* @zh 清空所有快照缓冲
|
||||
* @en Clear all snapshot buffers
|
||||
*/
|
||||
clearSnapshots(): void {
|
||||
for (const data of this._entitySnapshots.values()) {
|
||||
data.buffer.clear()
|
||||
}
|
||||
}
|
||||
|
||||
protected override onDestroy(): void {
|
||||
this._netIdToEntity.clear()
|
||||
this._entitySnapshots.clear()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,8 @@ import type { NetworkService } from './services/NetworkService';
|
||||
import type { NetworkSyncSystem } from './systems/NetworkSyncSystem';
|
||||
import type { NetworkSpawnSystem } from './systems/NetworkSpawnSystem';
|
||||
import type { NetworkInputSystem } from './systems/NetworkInputSystem';
|
||||
import type { NetworkPredictionSystem } from './systems/NetworkPredictionSystem';
|
||||
import type { NetworkAOISystem } from './systems/NetworkAOISystem';
|
||||
|
||||
// ============================================================================
|
||||
// Network 模块导出的令牌 | Tokens exported by Network module
|
||||
@@ -36,3 +38,15 @@ export const NetworkSpawnSystemToken = createServiceToken<NetworkSpawnSystem>('n
|
||||
* Network input system token
|
||||
*/
|
||||
export const NetworkInputSystemToken = createServiceToken<NetworkInputSystem>('networkInputSystem');
|
||||
|
||||
/**
|
||||
* 网络预测系统令牌
|
||||
* Network prediction system token
|
||||
*/
|
||||
export const NetworkPredictionSystemToken = createServiceToken<NetworkPredictionSystem>('networkPredictionSystem');
|
||||
|
||||
/**
|
||||
* 网络 AOI 系统令牌
|
||||
* Network AOI system token
|
||||
*/
|
||||
export const NetworkAOISystemToken = createServiceToken<NetworkAOISystem>('networkAOISystem');
|
||||
|
||||
@@ -0,0 +1,247 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { AStarPathfinder } from '../../src/core/AStarPathfinder';
|
||||
import { GridMap } from '../../src/grid/GridMap';
|
||||
|
||||
describe('AStarPathfinder', () => {
|
||||
let grid: GridMap;
|
||||
let pathfinder: AStarPathfinder;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(10, 10);
|
||||
pathfinder = new AStarPathfinder(grid);
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Basic Pathfinding
|
||||
// =========================================================================
|
||||
|
||||
describe('basic pathfinding', () => {
|
||||
it('should find path between adjacent nodes', () => {
|
||||
const result = pathfinder.findPath(0, 0, 1, 0);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBe(2);
|
||||
expect(result.path[0]).toEqual({ x: 0, y: 0 });
|
||||
expect(result.path[1]).toEqual({ x: 1, y: 0 });
|
||||
});
|
||||
|
||||
it('should return start position for same start and end', () => {
|
||||
const result = pathfinder.findPath(5, 5, 5, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBe(1);
|
||||
expect(result.path[0]).toEqual({ x: 5, y: 5 });
|
||||
expect(result.cost).toBe(0);
|
||||
});
|
||||
|
||||
it('should find diagonal path', () => {
|
||||
const result = pathfinder.findPath(0, 0, 5, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBeGreaterThan(1);
|
||||
expect(result.path[0]).toEqual({ x: 0, y: 0 });
|
||||
expect(result.path[result.path.length - 1]).toEqual({ x: 5, y: 5 });
|
||||
});
|
||||
|
||||
it('should find path across grid', () => {
|
||||
const result = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path[0]).toEqual({ x: 0, y: 0 });
|
||||
expect(result.path[result.path.length - 1]).toEqual({ x: 9, y: 9 });
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Obstacles
|
||||
// =========================================================================
|
||||
|
||||
describe('obstacles', () => {
|
||||
it('should find path around single obstacle', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
const result = pathfinder.findPath(4, 5, 6, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBeGreaterThan(2);
|
||||
});
|
||||
|
||||
it('should find path around wall', () => {
|
||||
// Create vertical wall
|
||||
for (let y = 2; y <= 7; y++) {
|
||||
grid.setWalkable(5, y, false);
|
||||
}
|
||||
|
||||
const result = pathfinder.findPath(3, 5, 7, 5);
|
||||
expect(result.found).toBe(true);
|
||||
// Path should go around the wall
|
||||
expect(result.path.every(p => p.x !== 5 || p.y < 2 || p.y > 7)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return empty path when blocked', () => {
|
||||
// Block completely around start
|
||||
grid.setWalkable(1, 0, false);
|
||||
grid.setWalkable(0, 1, false);
|
||||
grid.setWalkable(1, 1, false);
|
||||
|
||||
const result = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result.found).toBe(false);
|
||||
expect(result.path.length).toBe(0);
|
||||
});
|
||||
|
||||
it('should return empty path when start is blocked', () => {
|
||||
grid.setWalkable(0, 0, false);
|
||||
const result = pathfinder.findPath(0, 0, 5, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
|
||||
it('should return empty path when end is blocked', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
const result = pathfinder.findPath(0, 0, 5, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Out of Bounds
|
||||
// =========================================================================
|
||||
|
||||
describe('out of bounds', () => {
|
||||
it('should return empty path for out of bounds start', () => {
|
||||
const result = pathfinder.findPath(-1, 0, 5, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
|
||||
it('should return empty path for out of bounds end', () => {
|
||||
const result = pathfinder.findPath(0, 0, 100, 100);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Cost Calculation
|
||||
// =========================================================================
|
||||
|
||||
describe('cost calculation', () => {
|
||||
it('should calculate correct cost for straight path', () => {
|
||||
const grid4 = new GridMap(10, 10, { allowDiagonal: false });
|
||||
const pathfinder4 = new AStarPathfinder(grid4);
|
||||
|
||||
const result = pathfinder4.findPath(0, 0, 5, 0);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.cost).toBe(5);
|
||||
});
|
||||
|
||||
it('should prefer lower cost paths', () => {
|
||||
// Create high cost area
|
||||
for (let y = 0; y < 10; y++) {
|
||||
grid.setCost(5, y, 10);
|
||||
}
|
||||
|
||||
const result = pathfinder.findPath(4, 5, 6, 5);
|
||||
// Should go around the high cost column if possible
|
||||
expect(result.found).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Options
|
||||
// =========================================================================
|
||||
|
||||
describe('options', () => {
|
||||
it('should respect maxNodes limit', () => {
|
||||
// Large grid with path
|
||||
const largeGrid = new GridMap(100, 100);
|
||||
const largePF = new AStarPathfinder(largeGrid);
|
||||
|
||||
const result = largePF.findPath(0, 0, 99, 99, { maxNodes: 10 });
|
||||
// Should fail due to node limit
|
||||
expect(result.nodesSearched).toBeLessThanOrEqual(10);
|
||||
});
|
||||
|
||||
it('should use heuristic weight', () => {
|
||||
const result1 = pathfinder.findPath(0, 0, 9, 9, { heuristicWeight: 1.0 });
|
||||
const result2 = pathfinder.findPath(0, 0, 9, 9, { heuristicWeight: 2.0 });
|
||||
|
||||
expect(result1.found).toBe(true);
|
||||
expect(result2.found).toBe(true);
|
||||
// Higher weight may search fewer nodes but may not be optimal
|
||||
expect(result2.nodesSearched).toBeLessThanOrEqual(result1.nodesSearched);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Clear
|
||||
// =========================================================================
|
||||
|
||||
describe('clear', () => {
|
||||
it('should allow reuse after clear', () => {
|
||||
const result1 = pathfinder.findPath(0, 0, 5, 5);
|
||||
expect(result1.found).toBe(true);
|
||||
|
||||
pathfinder.clear();
|
||||
|
||||
const result2 = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result2.found).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Maze
|
||||
// =========================================================================
|
||||
|
||||
describe('maze solving', () => {
|
||||
it('should solve simple maze', () => {
|
||||
const mazeStr = `
|
||||
..........
|
||||
.########.
|
||||
..........
|
||||
.########.
|
||||
..........
|
||||
.########.
|
||||
..........
|
||||
.########.
|
||||
..........
|
||||
..........`.trim();
|
||||
|
||||
grid.loadFromString(mazeStr);
|
||||
|
||||
const result = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result.found).toBe(true);
|
||||
// Path should not pass through walls
|
||||
for (const point of result.path) {
|
||||
expect(grid.isWalkable(point.x, point.y)).toBe(true);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Path Quality
|
||||
// =========================================================================
|
||||
|
||||
describe('path quality', () => {
|
||||
it('should find shortest path in open area', () => {
|
||||
const result = pathfinder.findPath(0, 0, 3, 0);
|
||||
expect(result.found).toBe(true);
|
||||
// Straight line should be 4 points
|
||||
expect(result.path.length).toBe(4);
|
||||
});
|
||||
|
||||
it('should find optimal diagonal path', () => {
|
||||
const result = pathfinder.findPath(0, 0, 3, 3);
|
||||
expect(result.found).toBe(true);
|
||||
// Pure diagonal should be 4 points
|
||||
expect(result.path.length).toBe(4);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Nodes Searched
|
||||
// =========================================================================
|
||||
|
||||
describe('nodesSearched', () => {
|
||||
it('should track nodes searched', () => {
|
||||
const result = pathfinder.findPath(0, 0, 9, 9);
|
||||
expect(result.nodesSearched).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should search only 1 node for same position', () => {
|
||||
const result = pathfinder.findPath(5, 5, 5, 5);
|
||||
expect(result.nodesSearched).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
228
packages/framework/pathfinding/__tests__/core/BinaryHeap.test.ts
Normal file
228
packages/framework/pathfinding/__tests__/core/BinaryHeap.test.ts
Normal file
@@ -0,0 +1,228 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { BinaryHeap } from '../../src/core/BinaryHeap';
|
||||
|
||||
describe('BinaryHeap', () => {
|
||||
let heap: BinaryHeap<number>;
|
||||
|
||||
beforeEach(() => {
|
||||
heap = new BinaryHeap<number>((a, b) => a - b);
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Basic Operations
|
||||
// =========================================================================
|
||||
|
||||
describe('basic operations', () => {
|
||||
it('should start empty', () => {
|
||||
expect(heap.isEmpty).toBe(true);
|
||||
expect(heap.size).toBe(0);
|
||||
});
|
||||
|
||||
it('should push and pop single element', () => {
|
||||
heap.push(5);
|
||||
expect(heap.isEmpty).toBe(false);
|
||||
expect(heap.size).toBe(1);
|
||||
expect(heap.pop()).toBe(5);
|
||||
expect(heap.isEmpty).toBe(true);
|
||||
});
|
||||
|
||||
it('should return undefined when popping empty heap', () => {
|
||||
expect(heap.pop()).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should peek without removing', () => {
|
||||
heap.push(5);
|
||||
expect(heap.peek()).toBe(5);
|
||||
expect(heap.size).toBe(1);
|
||||
});
|
||||
|
||||
it('should return undefined when peeking empty heap', () => {
|
||||
expect(heap.peek()).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Min-Heap Property
|
||||
// =========================================================================
|
||||
|
||||
describe('min-heap property', () => {
|
||||
it('should always pop minimum element', () => {
|
||||
heap.push(5);
|
||||
heap.push(3);
|
||||
heap.push(7);
|
||||
heap.push(1);
|
||||
heap.push(9);
|
||||
|
||||
expect(heap.pop()).toBe(1);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(5);
|
||||
expect(heap.pop()).toBe(7);
|
||||
expect(heap.pop()).toBe(9);
|
||||
});
|
||||
|
||||
it('should handle duplicate values', () => {
|
||||
heap.push(3);
|
||||
heap.push(3);
|
||||
heap.push(3);
|
||||
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.isEmpty).toBe(true);
|
||||
});
|
||||
|
||||
it('should handle already sorted input', () => {
|
||||
heap.push(1);
|
||||
heap.push(2);
|
||||
heap.push(3);
|
||||
heap.push(4);
|
||||
heap.push(5);
|
||||
|
||||
expect(heap.pop()).toBe(1);
|
||||
expect(heap.pop()).toBe(2);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(4);
|
||||
expect(heap.pop()).toBe(5);
|
||||
});
|
||||
|
||||
it('should handle reverse sorted input', () => {
|
||||
heap.push(5);
|
||||
heap.push(4);
|
||||
heap.push(3);
|
||||
heap.push(2);
|
||||
heap.push(1);
|
||||
|
||||
expect(heap.pop()).toBe(1);
|
||||
expect(heap.pop()).toBe(2);
|
||||
expect(heap.pop()).toBe(3);
|
||||
expect(heap.pop()).toBe(4);
|
||||
expect(heap.pop()).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Update Operation
|
||||
// =========================================================================
|
||||
|
||||
describe('update operation', () => {
|
||||
it('should update element position after value change', () => {
|
||||
interface Item { value: number }
|
||||
const itemHeap = new BinaryHeap<Item>((a, b) => a.value - b.value);
|
||||
|
||||
const item1 = { value: 5 };
|
||||
const item2 = { value: 3 };
|
||||
const item3 = { value: 7 };
|
||||
|
||||
itemHeap.push(item1);
|
||||
itemHeap.push(item2);
|
||||
itemHeap.push(item3);
|
||||
|
||||
// Change item1 to be smallest
|
||||
item1.value = 1;
|
||||
itemHeap.update(item1);
|
||||
|
||||
expect(itemHeap.pop()).toBe(item1);
|
||||
expect(itemHeap.pop()).toBe(item2);
|
||||
expect(itemHeap.pop()).toBe(item3);
|
||||
});
|
||||
|
||||
it('should handle update of non-existent element gracefully', () => {
|
||||
heap.push(1);
|
||||
heap.push(2);
|
||||
heap.update(999); // Should not throw
|
||||
expect(heap.size).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Contains Operation
|
||||
// =========================================================================
|
||||
|
||||
describe('contains operation', () => {
|
||||
it('should check if element exists', () => {
|
||||
heap.push(1);
|
||||
heap.push(2);
|
||||
heap.push(3);
|
||||
|
||||
expect(heap.contains(2)).toBe(true);
|
||||
expect(heap.contains(5)).toBe(false);
|
||||
});
|
||||
|
||||
it('should return false for empty heap', () => {
|
||||
expect(heap.contains(1)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Clear Operation
|
||||
// =========================================================================
|
||||
|
||||
describe('clear operation', () => {
|
||||
it('should clear all elements', () => {
|
||||
heap.push(1);
|
||||
heap.push(2);
|
||||
heap.push(3);
|
||||
|
||||
heap.clear();
|
||||
|
||||
expect(heap.isEmpty).toBe(true);
|
||||
expect(heap.size).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Custom Comparator
|
||||
// =========================================================================
|
||||
|
||||
describe('custom comparator', () => {
|
||||
it('should work as max-heap with reversed comparator', () => {
|
||||
const maxHeap = new BinaryHeap<number>((a, b) => b - a);
|
||||
|
||||
maxHeap.push(5);
|
||||
maxHeap.push(3);
|
||||
maxHeap.push(7);
|
||||
maxHeap.push(1);
|
||||
maxHeap.push(9);
|
||||
|
||||
expect(maxHeap.pop()).toBe(9);
|
||||
expect(maxHeap.pop()).toBe(7);
|
||||
expect(maxHeap.pop()).toBe(5);
|
||||
expect(maxHeap.pop()).toBe(3);
|
||||
expect(maxHeap.pop()).toBe(1);
|
||||
});
|
||||
|
||||
it('should work with object comparator', () => {
|
||||
interface Task { priority: number; name: string }
|
||||
const taskHeap = new BinaryHeap<Task>((a, b) => a.priority - b.priority);
|
||||
|
||||
taskHeap.push({ priority: 3, name: 'C' });
|
||||
taskHeap.push({ priority: 1, name: 'A' });
|
||||
taskHeap.push({ priority: 2, name: 'B' });
|
||||
|
||||
expect(taskHeap.pop()?.name).toBe('A');
|
||||
expect(taskHeap.pop()?.name).toBe('B');
|
||||
expect(taskHeap.pop()?.name).toBe('C');
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Large Dataset
|
||||
// =========================================================================
|
||||
|
||||
describe('large dataset', () => {
|
||||
it('should handle 1000 random elements', () => {
|
||||
const elements: number[] = [];
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
const value = Math.floor(Math.random() * 10000);
|
||||
elements.push(value);
|
||||
heap.push(value);
|
||||
}
|
||||
|
||||
elements.sort((a, b) => a - b);
|
||||
|
||||
for (const expected of elements) {
|
||||
expect(heap.pop()).toBe(expected);
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
219
packages/framework/pathfinding/__tests__/core/Heuristics.test.ts
Normal file
219
packages/framework/pathfinding/__tests__/core/Heuristics.test.ts
Normal file
@@ -0,0 +1,219 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import {
|
||||
manhattanDistance,
|
||||
euclideanDistance,
|
||||
chebyshevDistance,
|
||||
octileDistance,
|
||||
createPoint
|
||||
} from '../../src/core/IPathfinding';
|
||||
|
||||
describe('Heuristic Functions', () => {
|
||||
// =========================================================================
|
||||
// Manhattan Distance
|
||||
// =========================================================================
|
||||
|
||||
describe('manhattanDistance', () => {
|
||||
it('should return 0 for same point', () => {
|
||||
const p = createPoint(5, 5);
|
||||
expect(manhattanDistance(p, p)).toBe(0);
|
||||
});
|
||||
|
||||
it('should calculate horizontal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 0);
|
||||
expect(manhattanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate vertical distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(0, 5);
|
||||
expect(manhattanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate diagonal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
expect(manhattanDistance(a, b)).toBe(7); // |3| + |4| = 7
|
||||
});
|
||||
|
||||
it('should handle negative coordinates', () => {
|
||||
const a = createPoint(-2, -3);
|
||||
const b = createPoint(2, 3);
|
||||
expect(manhattanDistance(a, b)).toBe(10); // |4| + |6| = 10
|
||||
});
|
||||
|
||||
it('should be symmetric', () => {
|
||||
const a = createPoint(1, 2);
|
||||
const b = createPoint(4, 6);
|
||||
expect(manhattanDistance(a, b)).toBe(manhattanDistance(b, a));
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Euclidean Distance
|
||||
// =========================================================================
|
||||
|
||||
describe('euclideanDistance', () => {
|
||||
it('should return 0 for same point', () => {
|
||||
const p = createPoint(5, 5);
|
||||
expect(euclideanDistance(p, p)).toBe(0);
|
||||
});
|
||||
|
||||
it('should calculate horizontal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 0);
|
||||
expect(euclideanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate vertical distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(0, 5);
|
||||
expect(euclideanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate 3-4-5 triangle', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
expect(euclideanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate diagonal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(1, 1);
|
||||
expect(euclideanDistance(a, b)).toBeCloseTo(Math.SQRT2, 10);
|
||||
});
|
||||
|
||||
it('should handle negative coordinates', () => {
|
||||
const a = createPoint(-3, -4);
|
||||
const b = createPoint(0, 0);
|
||||
expect(euclideanDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should be symmetric', () => {
|
||||
const a = createPoint(1, 2);
|
||||
const b = createPoint(4, 6);
|
||||
expect(euclideanDistance(a, b)).toBeCloseTo(euclideanDistance(b, a), 10);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Chebyshev Distance
|
||||
// =========================================================================
|
||||
|
||||
describe('chebyshevDistance', () => {
|
||||
it('should return 0 for same point', () => {
|
||||
const p = createPoint(5, 5);
|
||||
expect(chebyshevDistance(p, p)).toBe(0);
|
||||
});
|
||||
|
||||
it('should calculate horizontal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 0);
|
||||
expect(chebyshevDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate vertical distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(0, 5);
|
||||
expect(chebyshevDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate diagonal as max of dx, dy', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
expect(chebyshevDistance(a, b)).toBe(4); // max(3, 4) = 4
|
||||
});
|
||||
|
||||
it('should return same value for equal dx and dy', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 5);
|
||||
expect(chebyshevDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should be symmetric', () => {
|
||||
const a = createPoint(1, 2);
|
||||
const b = createPoint(4, 6);
|
||||
expect(chebyshevDistance(a, b)).toBe(chebyshevDistance(b, a));
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Octile Distance
|
||||
// =========================================================================
|
||||
|
||||
describe('octileDistance', () => {
|
||||
it('should return 0 for same point', () => {
|
||||
const p = createPoint(5, 5);
|
||||
expect(octileDistance(p, p)).toBe(0);
|
||||
});
|
||||
|
||||
it('should calculate horizontal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 0);
|
||||
expect(octileDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate vertical distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(0, 5);
|
||||
expect(octileDistance(a, b)).toBe(5);
|
||||
});
|
||||
|
||||
it('should calculate pure diagonal distance', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(5, 5);
|
||||
// 5 diagonal moves = 5 * sqrt(2)
|
||||
expect(octileDistance(a, b)).toBeCloseTo(5 * Math.SQRT2, 10);
|
||||
});
|
||||
|
||||
it('should calculate mixed diagonal and straight', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 5);
|
||||
// 3 diagonal + 2 straight = 3*sqrt(2) + 2
|
||||
const expected = 3 * Math.SQRT2 + 2;
|
||||
expect(octileDistance(a, b)).toBeCloseTo(expected, 10);
|
||||
});
|
||||
|
||||
it('should be symmetric', () => {
|
||||
const a = createPoint(1, 2);
|
||||
const b = createPoint(4, 6);
|
||||
expect(octileDistance(a, b)).toBeCloseTo(octileDistance(b, a), 10);
|
||||
});
|
||||
|
||||
it('should be between Manhattan and Euclidean for diagonal', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
|
||||
const manhattan = manhattanDistance(a, b);
|
||||
const euclidean = euclideanDistance(a, b);
|
||||
const octile = octileDistance(a, b);
|
||||
|
||||
expect(octile).toBeLessThan(manhattan);
|
||||
expect(octile).toBeGreaterThan(euclidean);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// createPoint
|
||||
// =========================================================================
|
||||
|
||||
describe('createPoint', () => {
|
||||
it('should create point with correct coordinates', () => {
|
||||
const p = createPoint(3, 4);
|
||||
expect(p.x).toBe(3);
|
||||
expect(p.y).toBe(4);
|
||||
});
|
||||
|
||||
it('should handle negative coordinates', () => {
|
||||
const p = createPoint(-5, -10);
|
||||
expect(p.x).toBe(-5);
|
||||
expect(p.y).toBe(-10);
|
||||
});
|
||||
|
||||
it('should handle decimal coordinates', () => {
|
||||
const p = createPoint(3.5, 4.7);
|
||||
expect(p.x).toBe(3.5);
|
||||
expect(p.y).toBe(4.7);
|
||||
});
|
||||
});
|
||||
});
|
||||
346
packages/framework/pathfinding/__tests__/grid/GridMap.test.ts
Normal file
346
packages/framework/pathfinding/__tests__/grid/GridMap.test.ts
Normal file
@@ -0,0 +1,346 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { GridMap, GridNode, DIRECTIONS_4, DIRECTIONS_8 } from '../../src/grid/GridMap';
|
||||
|
||||
describe('GridMap', () => {
|
||||
let grid: GridMap;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(10, 10);
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Construction
|
||||
// =========================================================================
|
||||
|
||||
describe('construction', () => {
|
||||
it('should create grid with correct dimensions', () => {
|
||||
expect(grid.width).toBe(10);
|
||||
expect(grid.height).toBe(10);
|
||||
});
|
||||
|
||||
it('should have all nodes walkable by default', () => {
|
||||
for (let y = 0; y < 10; y++) {
|
||||
for (let x = 0; x < 10; x++) {
|
||||
expect(grid.isWalkable(x, y)).toBe(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('should create small grid', () => {
|
||||
const small = new GridMap(1, 1);
|
||||
expect(small.width).toBe(1);
|
||||
expect(small.height).toBe(1);
|
||||
expect(small.getNodeAt(0, 0)).not.toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Node Access
|
||||
// =========================================================================
|
||||
|
||||
describe('getNodeAt', () => {
|
||||
it('should return node at valid position', () => {
|
||||
const node = grid.getNodeAt(5, 5);
|
||||
expect(node).not.toBeNull();
|
||||
expect(node?.position.x).toBe(5);
|
||||
expect(node?.position.y).toBe(5);
|
||||
});
|
||||
|
||||
it('should return null for out of bounds', () => {
|
||||
expect(grid.getNodeAt(-1, 0)).toBeNull();
|
||||
expect(grid.getNodeAt(0, -1)).toBeNull();
|
||||
expect(grid.getNodeAt(10, 0)).toBeNull();
|
||||
expect(grid.getNodeAt(0, 10)).toBeNull();
|
||||
});
|
||||
|
||||
it('should return node with correct id', () => {
|
||||
const node = grid.getNodeAt(3, 4);
|
||||
expect(node?.id).toBe('3,4');
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Walkability
|
||||
// =========================================================================
|
||||
|
||||
describe('walkability', () => {
|
||||
it('should set and get walkability', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
expect(grid.isWalkable(5, 5)).toBe(false);
|
||||
|
||||
grid.setWalkable(5, 5, true);
|
||||
expect(grid.isWalkable(5, 5)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for out of bounds', () => {
|
||||
expect(grid.isWalkable(-1, 0)).toBe(false);
|
||||
expect(grid.isWalkable(100, 100)).toBe(false);
|
||||
});
|
||||
|
||||
it('should handle setWalkable on invalid position gracefully', () => {
|
||||
grid.setWalkable(-1, -1, false); // Should not throw
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Cost
|
||||
// =========================================================================
|
||||
|
||||
describe('cost', () => {
|
||||
it('should set and get cost', () => {
|
||||
grid.setCost(5, 5, 2.5);
|
||||
const node = grid.getNodeAt(5, 5);
|
||||
expect(node?.cost).toBe(2.5);
|
||||
});
|
||||
|
||||
it('should default cost to 1', () => {
|
||||
const node = grid.getNodeAt(5, 5);
|
||||
expect(node?.cost).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Neighbors (8-direction)
|
||||
// =========================================================================
|
||||
|
||||
describe('getNeighbors (8-direction)', () => {
|
||||
it('should return 8 neighbors for center node', () => {
|
||||
const node = grid.getNodeAt(5, 5)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(8);
|
||||
});
|
||||
|
||||
it('should return 3 neighbors for corner', () => {
|
||||
const node = grid.getNodeAt(0, 0)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(3);
|
||||
});
|
||||
|
||||
it('should return 5 neighbors for edge', () => {
|
||||
const node = grid.getNodeAt(5, 0)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(5);
|
||||
});
|
||||
|
||||
it('should not include blocked neighbors', () => {
|
||||
grid.setWalkable(6, 5, false);
|
||||
const node = grid.getNodeAt(5, 5)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
// 8 - 1 blocked - 2 diagonals (corner cutting) = 5
|
||||
expect(neighbors.length).toBe(5);
|
||||
expect(neighbors.find(n => n.x === 6 && n.y === 5)).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should avoid corner cutting by default', () => {
|
||||
// Block horizontal neighbor
|
||||
grid.setWalkable(6, 5, false);
|
||||
const node = grid.getNodeAt(5, 5)!;
|
||||
const neighbors = grid.getNeighbors(node);
|
||||
|
||||
// Should not include diagonal (6,4) and (6,6) due to corner cutting
|
||||
expect(neighbors.find(n => n.x === 6 && n.y === 4)).toBeUndefined();
|
||||
expect(neighbors.find(n => n.x === 6 && n.y === 6)).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Neighbors (4-direction)
|
||||
// =========================================================================
|
||||
|
||||
describe('getNeighbors (4-direction)', () => {
|
||||
let grid4: GridMap;
|
||||
|
||||
beforeEach(() => {
|
||||
grid4 = new GridMap(10, 10, { allowDiagonal: false });
|
||||
});
|
||||
|
||||
it('should return 4 neighbors for center node', () => {
|
||||
const node = grid4.getNodeAt(5, 5)!;
|
||||
const neighbors = grid4.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(4);
|
||||
});
|
||||
|
||||
it('should return 2 neighbors for corner', () => {
|
||||
const node = grid4.getNodeAt(0, 0)!;
|
||||
const neighbors = grid4.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(2);
|
||||
});
|
||||
|
||||
it('should return 3 neighbors for edge', () => {
|
||||
const node = grid4.getNodeAt(5, 0)!;
|
||||
const neighbors = grid4.getNeighbors(node);
|
||||
expect(neighbors.length).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Movement Cost
|
||||
// =========================================================================
|
||||
|
||||
describe('getMovementCost', () => {
|
||||
it('should return 1 for cardinal movement', () => {
|
||||
const from = grid.getNodeAt(5, 5)!;
|
||||
const to = grid.getNodeAt(6, 5)!;
|
||||
expect(grid.getMovementCost(from, to)).toBe(1);
|
||||
});
|
||||
|
||||
it('should return sqrt(2) for diagonal movement', () => {
|
||||
const from = grid.getNodeAt(5, 5)!;
|
||||
const to = grid.getNodeAt(6, 6)!;
|
||||
expect(grid.getMovementCost(from, to)).toBeCloseTo(Math.SQRT2, 10);
|
||||
});
|
||||
|
||||
it('should factor in destination cost', () => {
|
||||
grid.setCost(6, 5, 2);
|
||||
const from = grid.getNodeAt(5, 5)!;
|
||||
const to = grid.getNodeAt(6, 5)!;
|
||||
expect(grid.getMovementCost(from, to)).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Load from Array
|
||||
// =========================================================================
|
||||
|
||||
describe('loadFromArray', () => {
|
||||
it('should load walkability from 2D array', () => {
|
||||
const data = [
|
||||
[0, 0, 1],
|
||||
[0, 1, 0],
|
||||
[1, 0, 0]
|
||||
];
|
||||
const small = new GridMap(3, 3);
|
||||
small.loadFromArray(data);
|
||||
|
||||
expect(small.isWalkable(0, 0)).toBe(true);
|
||||
expect(small.isWalkable(2, 0)).toBe(false);
|
||||
expect(small.isWalkable(1, 1)).toBe(false);
|
||||
expect(small.isWalkable(0, 2)).toBe(false);
|
||||
});
|
||||
|
||||
it('should handle partial data', () => {
|
||||
const data = [[0, 1]];
|
||||
grid.loadFromArray(data);
|
||||
expect(grid.isWalkable(0, 0)).toBe(true);
|
||||
expect(grid.isWalkable(1, 0)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Load from String
|
||||
// =========================================================================
|
||||
|
||||
describe('loadFromString', () => {
|
||||
it('should load walkability from string', () => {
|
||||
const mapStr = `
|
||||
..#
|
||||
.#.
|
||||
#..`.trim();
|
||||
|
||||
const small = new GridMap(3, 3);
|
||||
small.loadFromString(mapStr);
|
||||
|
||||
expect(small.isWalkable(0, 0)).toBe(true);
|
||||
expect(small.isWalkable(2, 0)).toBe(false);
|
||||
expect(small.isWalkable(1, 1)).toBe(false);
|
||||
expect(small.isWalkable(0, 2)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// toString
|
||||
// =========================================================================
|
||||
|
||||
describe('toString', () => {
|
||||
it('should export grid as string', () => {
|
||||
const small = new GridMap(3, 2);
|
||||
small.setWalkable(1, 0, false);
|
||||
|
||||
const expected = '.#.\n...\n';
|
||||
expect(small.toString()).toBe(expected);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Reset
|
||||
// =========================================================================
|
||||
|
||||
describe('reset', () => {
|
||||
it('should reset all nodes to walkable', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
grid.setCost(3, 3, 5);
|
||||
grid.reset();
|
||||
|
||||
expect(grid.isWalkable(5, 5)).toBe(true);
|
||||
expect(grid.getNodeAt(3, 3)?.cost).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// setRectWalkable
|
||||
// =========================================================================
|
||||
|
||||
describe('setRectWalkable', () => {
|
||||
it('should set rectangle region walkability', () => {
|
||||
grid.setRectWalkable(2, 2, 3, 3, false);
|
||||
|
||||
for (let y = 2; y < 5; y++) {
|
||||
for (let x = 2; x < 5; x++) {
|
||||
expect(grid.isWalkable(x, y)).toBe(false);
|
||||
}
|
||||
}
|
||||
|
||||
// Outside should still be walkable
|
||||
expect(grid.isWalkable(1, 2)).toBe(true);
|
||||
expect(grid.isWalkable(5, 2)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Bounds Checking
|
||||
// =========================================================================
|
||||
|
||||
describe('isInBounds', () => {
|
||||
it('should return true for valid coordinates', () => {
|
||||
expect(grid.isInBounds(0, 0)).toBe(true);
|
||||
expect(grid.isInBounds(9, 9)).toBe(true);
|
||||
expect(grid.isInBounds(5, 5)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for invalid coordinates', () => {
|
||||
expect(grid.isInBounds(-1, 0)).toBe(false);
|
||||
expect(grid.isInBounds(0, -1)).toBe(false);
|
||||
expect(grid.isInBounds(10, 0)).toBe(false);
|
||||
expect(grid.isInBounds(0, 10)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('GridNode', () => {
|
||||
it('should create node with correct properties', () => {
|
||||
const node = new GridNode(3, 4, true, 2);
|
||||
expect(node.x).toBe(3);
|
||||
expect(node.y).toBe(4);
|
||||
expect(node.walkable).toBe(true);
|
||||
expect(node.cost).toBe(2);
|
||||
expect(node.id).toBe('3,4');
|
||||
expect(node.position.x).toBe(3);
|
||||
expect(node.position.y).toBe(4);
|
||||
});
|
||||
|
||||
it('should default to walkable with cost 1', () => {
|
||||
const node = new GridNode(0, 0);
|
||||
expect(node.walkable).toBe(true);
|
||||
expect(node.cost).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Direction Constants', () => {
|
||||
it('DIRECTIONS_4 should have 4 cardinal directions', () => {
|
||||
expect(DIRECTIONS_4.length).toBe(4);
|
||||
});
|
||||
|
||||
it('DIRECTIONS_8 should have 8 directions', () => {
|
||||
expect(DIRECTIONS_8.length).toBe(8);
|
||||
});
|
||||
});
|
||||
386
packages/framework/pathfinding/__tests__/navmesh/NavMesh.test.ts
Normal file
386
packages/framework/pathfinding/__tests__/navmesh/NavMesh.test.ts
Normal file
@@ -0,0 +1,386 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { NavMesh, createNavMesh } from '../../src/navmesh/NavMesh';
|
||||
import { createPoint } from '../../src/core/IPathfinding';
|
||||
|
||||
describe('NavMesh', () => {
|
||||
let navmesh: NavMesh;
|
||||
|
||||
beforeEach(() => {
|
||||
navmesh = new NavMesh();
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Polygon Management
|
||||
// =========================================================================
|
||||
|
||||
describe('polygon management', () => {
|
||||
it('should add polygon and return id', () => {
|
||||
const id = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
expect(id).toBe(0);
|
||||
expect(navmesh.polygonCount).toBe(1);
|
||||
});
|
||||
|
||||
it('should add multiple polygons with incremental ids', () => {
|
||||
const id1 = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(5, 10)
|
||||
]);
|
||||
|
||||
const id2 = navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(15, 10)
|
||||
]);
|
||||
|
||||
expect(id1).toBe(0);
|
||||
expect(id2).toBe(1);
|
||||
expect(navmesh.polygonCount).toBe(2);
|
||||
});
|
||||
|
||||
it('should get all polygons', () => {
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(5, 10)
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(15, 10)
|
||||
]);
|
||||
|
||||
const polygons = navmesh.getPolygons();
|
||||
expect(polygons.length).toBe(2);
|
||||
});
|
||||
|
||||
it('should clear all polygons', () => {
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(5, 10)
|
||||
]);
|
||||
|
||||
navmesh.clear();
|
||||
expect(navmesh.polygonCount).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Point in Polygon
|
||||
// =========================================================================
|
||||
|
||||
describe('findPolygonAt', () => {
|
||||
beforeEach(() => {
|
||||
// Square from (0,0) to (10,10)
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
});
|
||||
|
||||
it('should find polygon containing point', () => {
|
||||
const polygon = navmesh.findPolygonAt(5, 5);
|
||||
expect(polygon).not.toBeNull();
|
||||
expect(polygon?.id).toBe(0);
|
||||
});
|
||||
|
||||
it('should return null for point outside', () => {
|
||||
expect(navmesh.findPolygonAt(-1, 5)).toBeNull();
|
||||
expect(navmesh.findPolygonAt(15, 5)).toBeNull();
|
||||
});
|
||||
|
||||
it('should handle point on edge', () => {
|
||||
const polygon = navmesh.findPolygonAt(0, 5);
|
||||
// Edge behavior may vary, but should not crash
|
||||
expect(polygon === null || polygon.id === 0).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Walkability
|
||||
// =========================================================================
|
||||
|
||||
describe('isWalkable', () => {
|
||||
beforeEach(() => {
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
});
|
||||
|
||||
it('should return true for point in polygon', () => {
|
||||
expect(navmesh.isWalkable(5, 5)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for point outside', () => {
|
||||
expect(navmesh.isWalkable(15, 5)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Connections
|
||||
// =========================================================================
|
||||
|
||||
describe('connections', () => {
|
||||
it('should manually set connection between polygons', () => {
|
||||
// Two adjacent squares
|
||||
const id1 = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
const id2 = navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(20, 10),
|
||||
createPoint(10, 10)
|
||||
]);
|
||||
|
||||
navmesh.setConnection(id1, id2, {
|
||||
left: createPoint(10, 0),
|
||||
right: createPoint(10, 10)
|
||||
});
|
||||
|
||||
const polygons = navmesh.getPolygons();
|
||||
const poly1 = polygons.find(p => p.id === id1);
|
||||
|
||||
expect(poly1?.neighbors).toContain(id2);
|
||||
});
|
||||
|
||||
it('should auto-detect shared edges with build()', () => {
|
||||
// Two adjacent squares sharing edge at x=10
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(20, 10),
|
||||
createPoint(10, 10)
|
||||
]);
|
||||
|
||||
navmesh.build();
|
||||
|
||||
const polygons = navmesh.getPolygons();
|
||||
expect(polygons[0].neighbors).toContain(1);
|
||||
expect(polygons[1].neighbors).toContain(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Pathfinding
|
||||
// =========================================================================
|
||||
|
||||
describe('findPath', () => {
|
||||
beforeEach(() => {
|
||||
// Create 3 connected squares
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(20, 10),
|
||||
createPoint(10, 10)
|
||||
]);
|
||||
|
||||
navmesh.addPolygon([
|
||||
createPoint(20, 0),
|
||||
createPoint(30, 0),
|
||||
createPoint(30, 10),
|
||||
createPoint(20, 10)
|
||||
]);
|
||||
|
||||
navmesh.build();
|
||||
});
|
||||
|
||||
it('should find path within same polygon', () => {
|
||||
const result = navmesh.findPath(1, 1, 8, 8);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBe(2);
|
||||
expect(result.path[0]).toEqual(createPoint(1, 1));
|
||||
expect(result.path[1]).toEqual(createPoint(8, 8));
|
||||
});
|
||||
|
||||
it('should find path across polygons', () => {
|
||||
const result = navmesh.findPath(5, 5, 25, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.path.length).toBeGreaterThanOrEqual(2);
|
||||
expect(result.path[0]).toEqual(createPoint(5, 5));
|
||||
expect(result.path[result.path.length - 1]).toEqual(createPoint(25, 5));
|
||||
});
|
||||
|
||||
it('should return empty path when start is outside', () => {
|
||||
const result = navmesh.findPath(-5, 5, 15, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
|
||||
it('should return empty path when end is outside', () => {
|
||||
const result = navmesh.findPath(5, 5, 50, 5);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
|
||||
it('should calculate path cost', () => {
|
||||
const result = navmesh.findPath(5, 5, 25, 5);
|
||||
expect(result.found).toBe(true);
|
||||
expect(result.cost).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should track nodes searched', () => {
|
||||
const result = navmesh.findPath(5, 5, 25, 5);
|
||||
expect(result.nodesSearched).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// IPathfindingMap Interface
|
||||
// =========================================================================
|
||||
|
||||
describe('IPathfindingMap interface', () => {
|
||||
beforeEach(() => {
|
||||
// Two adjacent squares with shared edge at x=10
|
||||
const id1 = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
const id2 = navmesh.addPolygon([
|
||||
createPoint(10, 0),
|
||||
createPoint(20, 0),
|
||||
createPoint(20, 10),
|
||||
createPoint(10, 10)
|
||||
]);
|
||||
|
||||
// Manual connection to ensure proper setup
|
||||
navmesh.setConnection(id1, id2, {
|
||||
left: createPoint(10, 0),
|
||||
right: createPoint(10, 10)
|
||||
});
|
||||
});
|
||||
|
||||
it('should return node at position', () => {
|
||||
const node = navmesh.getNodeAt(5, 5);
|
||||
expect(node).not.toBeNull();
|
||||
expect(node?.id).toBe(0);
|
||||
});
|
||||
|
||||
it('should return null for position outside', () => {
|
||||
const node = navmesh.getNodeAt(50, 50);
|
||||
expect(node).toBeNull();
|
||||
});
|
||||
|
||||
it('should get neighbors from polygon directly', () => {
|
||||
// NavMeshNode holds a reference to the original polygon,
|
||||
// so we check via the polygons map which is updated by setConnection
|
||||
const polygons = navmesh.getPolygons();
|
||||
const poly0 = polygons.find(p => p.id === 0);
|
||||
expect(poly0).toBeDefined();
|
||||
expect(poly0!.neighbors).toContain(1);
|
||||
});
|
||||
|
||||
it('should calculate heuristic', () => {
|
||||
const a = createPoint(0, 0);
|
||||
const b = createPoint(3, 4);
|
||||
expect(navmesh.heuristic(a, b)).toBe(5); // Euclidean
|
||||
});
|
||||
|
||||
it('should calculate movement cost', () => {
|
||||
const node1 = navmesh.getNodeAt(5, 5)!;
|
||||
const node2 = navmesh.getNodeAt(15, 5)!;
|
||||
const cost = navmesh.getMovementCost(node1, node2);
|
||||
expect(cost).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Complex Scenarios
|
||||
// =========================================================================
|
||||
|
||||
describe('complex scenarios', () => {
|
||||
it('should handle L-shaped navmesh with manual connections', () => {
|
||||
// Horizontal part
|
||||
const id1 = navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(30, 0),
|
||||
createPoint(30, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
// Vertical part (shares partial edge, needs manual connection)
|
||||
const id2 = navmesh.addPolygon([
|
||||
createPoint(0, 10),
|
||||
createPoint(10, 10),
|
||||
createPoint(10, 30),
|
||||
createPoint(0, 30)
|
||||
]);
|
||||
|
||||
// Manual connection since edges don't match exactly
|
||||
navmesh.setConnection(id1, id2, {
|
||||
left: createPoint(0, 10),
|
||||
right: createPoint(10, 10)
|
||||
});
|
||||
|
||||
const result = navmesh.findPath(25, 5, 5, 25);
|
||||
expect(result.found).toBe(true);
|
||||
});
|
||||
|
||||
it('should handle disconnected areas', () => {
|
||||
// Area 1
|
||||
navmesh.addPolygon([
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 0),
|
||||
createPoint(10, 10),
|
||||
createPoint(0, 10)
|
||||
]);
|
||||
|
||||
// Area 2 (disconnected)
|
||||
navmesh.addPolygon([
|
||||
createPoint(50, 50),
|
||||
createPoint(60, 50),
|
||||
createPoint(60, 60),
|
||||
createPoint(50, 60)
|
||||
]);
|
||||
|
||||
navmesh.build();
|
||||
|
||||
const result = navmesh.findPath(5, 5, 55, 55);
|
||||
expect(result.found).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// Factory Function
|
||||
// =========================================================================
|
||||
|
||||
describe('createNavMesh', () => {
|
||||
it('should create empty navmesh', () => {
|
||||
const nm = createNavMesh();
|
||||
expect(nm).toBeInstanceOf(NavMesh);
|
||||
expect(nm.polygonCount).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,288 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import {
|
||||
bresenhamLineOfSight,
|
||||
raycastLineOfSight,
|
||||
LineOfSightSmoother,
|
||||
CatmullRomSmoother,
|
||||
CombinedSmoother
|
||||
} from '../../src/smoothing/PathSmoother';
|
||||
import { GridMap } from '../../src/grid/GridMap';
|
||||
import { createPoint, type IPoint } from '../../src/core/IPathfinding';
|
||||
|
||||
describe('Line of Sight Functions', () => {
|
||||
let grid: GridMap;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(10, 10);
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// bresenhamLineOfSight
|
||||
// =========================================================================
|
||||
|
||||
describe('bresenhamLineOfSight', () => {
|
||||
it('should return true for clear line', () => {
|
||||
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for same point', () => {
|
||||
expect(bresenhamLineOfSight(5, 5, 5, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for horizontal line', () => {
|
||||
expect(bresenhamLineOfSight(0, 5, 9, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for vertical line', () => {
|
||||
expect(bresenhamLineOfSight(5, 0, 5, 9, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false when blocked', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
expect(bresenhamLineOfSight(0, 0, 9, 9, grid)).toBe(false);
|
||||
});
|
||||
|
||||
it('should return false when start is blocked', () => {
|
||||
grid.setWalkable(0, 0, false);
|
||||
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(false);
|
||||
});
|
||||
|
||||
it('should return false when end is blocked', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
expect(bresenhamLineOfSight(0, 0, 5, 5, grid)).toBe(false);
|
||||
});
|
||||
|
||||
it('should detect obstacle in middle', () => {
|
||||
grid.setWalkable(3, 3, false);
|
||||
expect(bresenhamLineOfSight(0, 0, 6, 6, grid)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// =========================================================================
|
||||
// raycastLineOfSight
|
||||
// =========================================================================
|
||||
|
||||
describe('raycastLineOfSight', () => {
|
||||
it('should return true for clear line', () => {
|
||||
expect(raycastLineOfSight(0, 0, 5, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for same point', () => {
|
||||
expect(raycastLineOfSight(5, 5, 5, 5, grid)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false when blocked', () => {
|
||||
grid.setWalkable(5, 5, false);
|
||||
expect(raycastLineOfSight(0, 0, 9, 9, grid)).toBe(false);
|
||||
});
|
||||
|
||||
it('should work with custom step size', () => {
|
||||
expect(raycastLineOfSight(0, 0, 5, 5, grid, 0.1)).toBe(true);
|
||||
grid.setWalkable(2, 2, false);
|
||||
expect(raycastLineOfSight(0, 0, 5, 5, grid, 0.1)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('LineOfSightSmoother', () => {
|
||||
let grid: GridMap;
|
||||
let smoother: LineOfSightSmoother;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(20, 20);
|
||||
smoother = new LineOfSightSmoother();
|
||||
});
|
||||
|
||||
it('should return same path for 2 or fewer points', () => {
|
||||
const path1: IPoint[] = [createPoint(0, 0)];
|
||||
expect(smoother.smooth(path1, grid)).toEqual(path1);
|
||||
|
||||
const path2: IPoint[] = [createPoint(0, 0), createPoint(5, 5)];
|
||||
expect(smoother.smooth(path2, grid)).toEqual(path2);
|
||||
});
|
||||
|
||||
it('should remove unnecessary waypoints on straight line', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(1, 0),
|
||||
createPoint(2, 0),
|
||||
createPoint(3, 0),
|
||||
createPoint(4, 0),
|
||||
createPoint(5, 0)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
expect(result.length).toBe(2);
|
||||
expect(result[0]).toEqual(createPoint(0, 0));
|
||||
expect(result[1]).toEqual(createPoint(5, 0));
|
||||
});
|
||||
|
||||
it('should remove unnecessary waypoints on diagonal', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(1, 1),
|
||||
createPoint(2, 2),
|
||||
createPoint(3, 3),
|
||||
createPoint(4, 4),
|
||||
createPoint(5, 5)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
expect(result.length).toBe(2);
|
||||
expect(result[0]).toEqual(createPoint(0, 0));
|
||||
expect(result[1]).toEqual(createPoint(5, 5));
|
||||
});
|
||||
|
||||
it('should keep waypoints around obstacles', () => {
|
||||
// Create obstacle
|
||||
grid.setWalkable(5, 5, false);
|
||||
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(4, 5),
|
||||
createPoint(6, 5),
|
||||
createPoint(10, 10)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
// Should keep at least start, one waypoint near obstacle, and end
|
||||
expect(result.length).toBeGreaterThanOrEqual(3);
|
||||
});
|
||||
|
||||
it('should use custom line of sight function', () => {
|
||||
const customLOS = (x1: number, y1: number, x2: number, y2: number) => {
|
||||
// Always blocked
|
||||
return false;
|
||||
};
|
||||
|
||||
const customSmoother = new LineOfSightSmoother(customLOS);
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(1, 1),
|
||||
createPoint(2, 2)
|
||||
];
|
||||
|
||||
const result = customSmoother.smooth(path, grid);
|
||||
// Should not simplify because LOS always fails
|
||||
expect(result).toEqual(path);
|
||||
});
|
||||
});
|
||||
|
||||
describe('CatmullRomSmoother', () => {
|
||||
let grid: GridMap;
|
||||
let smoother: CatmullRomSmoother;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(20, 20);
|
||||
smoother = new CatmullRomSmoother(5, 0.5);
|
||||
});
|
||||
|
||||
it('should return same path for 2 or fewer points', () => {
|
||||
const path1: IPoint[] = [createPoint(0, 0)];
|
||||
expect(smoother.smooth(path1, grid)).toEqual(path1);
|
||||
|
||||
const path2: IPoint[] = [createPoint(0, 0), createPoint(5, 5)];
|
||||
expect(smoother.smooth(path2, grid)).toEqual(path2);
|
||||
});
|
||||
|
||||
it('should add interpolation points', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(5, 0),
|
||||
createPoint(10, 0)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
// Should have more points due to interpolation
|
||||
expect(result.length).toBeGreaterThan(path.length);
|
||||
});
|
||||
|
||||
it('should preserve start and end points', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(5, 5),
|
||||
createPoint(10, 0)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
expect(result[0].x).toBeCloseTo(0, 1);
|
||||
expect(result[0].y).toBeCloseTo(0, 1);
|
||||
expect(result[result.length - 1]).toEqual(createPoint(10, 0));
|
||||
});
|
||||
|
||||
it('should create smooth curve', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(5, 5),
|
||||
createPoint(10, 0)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
|
||||
// Check that middle points are near the original waypoint
|
||||
const middlePoints = result.filter(p =>
|
||||
Math.abs(p.x - 5) < 2 && Math.abs(p.y - 5) < 2
|
||||
);
|
||||
expect(middlePoints.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should work with different segment counts', () => {
|
||||
const smootherLow = new CatmullRomSmoother(2);
|
||||
const smootherHigh = new CatmullRomSmoother(10);
|
||||
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(5, 5),
|
||||
createPoint(10, 0)
|
||||
];
|
||||
|
||||
const resultLow = smootherLow.smooth(path, grid);
|
||||
const resultHigh = smootherHigh.smooth(path, grid);
|
||||
|
||||
expect(resultHigh.length).toBeGreaterThan(resultLow.length);
|
||||
});
|
||||
});
|
||||
|
||||
describe('CombinedSmoother', () => {
|
||||
let grid: GridMap;
|
||||
let smoother: CombinedSmoother;
|
||||
|
||||
beforeEach(() => {
|
||||
grid = new GridMap(20, 20);
|
||||
smoother = new CombinedSmoother(5, 0.5);
|
||||
});
|
||||
|
||||
it('should first simplify then curve smooth', () => {
|
||||
// Path with redundant points
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(1, 0),
|
||||
createPoint(2, 0),
|
||||
createPoint(3, 0),
|
||||
createPoint(4, 0),
|
||||
createPoint(5, 0),
|
||||
createPoint(6, 3),
|
||||
createPoint(7, 6),
|
||||
createPoint(8, 6),
|
||||
createPoint(9, 6),
|
||||
createPoint(10, 6)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
|
||||
// Should have smoothed the path
|
||||
expect(result.length).toBeGreaterThan(0);
|
||||
expect(result[0].x).toBeCloseTo(0, 1);
|
||||
expect(result[result.length - 1]).toEqual(createPoint(10, 6));
|
||||
});
|
||||
|
||||
it('should handle simple path', () => {
|
||||
const path: IPoint[] = [
|
||||
createPoint(0, 0),
|
||||
createPoint(10, 10)
|
||||
];
|
||||
|
||||
const result = smoother.smooth(path, grid);
|
||||
expect(result.length).toBe(2);
|
||||
});
|
||||
});
|
||||
@@ -20,6 +20,8 @@
|
||||
"build": "tsup",
|
||||
"build:watch": "tsup --watch",
|
||||
"type-check": "tsc --noEmit",
|
||||
"test": "vitest run",
|
||||
"test:watch": "vitest",
|
||||
"clean": "rimraf dist"
|
||||
},
|
||||
"devDependencies": {
|
||||
@@ -27,7 +29,8 @@
|
||||
"@esengine/ecs-framework-math": "workspace:*",
|
||||
"@esengine/blueprint": "workspace:*",
|
||||
"tsup": "^8.0.0",
|
||||
"typescript": "^5.8.0"
|
||||
"typescript": "^5.8.0",
|
||||
"vitest": "^2.1.9"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
|
||||
7
packages/framework/pathfinding/vitest.config.ts
Normal file
7
packages/framework/pathfinding/vitest.config.ts
Normal file
@@ -0,0 +1,7 @@
|
||||
import { defineConfig } from 'vitest/config';
|
||||
|
||||
export default defineConfig({
|
||||
test: {
|
||||
include: ['__tests__/**/*.test.ts'],
|
||||
},
|
||||
});
|
||||
@@ -1,5 +1,18 @@
|
||||
# @esengine/server
|
||||
|
||||
## 1.2.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#386](https://github.com/esengine/esengine/pull/386) [`61a13ba`](https://github.com/esengine/esengine/commit/61a13baca2e1e8fba14e23d439521ec0e6b7ca6e) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔认证系统 | add pluggable authentication system
|
||||
- 新增 JWT 认证提供者 (`createJwtAuthProvider`)
|
||||
- 新增 Session 认证提供者 (`createSessionAuthProvider`)
|
||||
- 新增服务器认证 mixin (`withAuth`)
|
||||
- 新增房间认证 mixin (`withRoomAuth`)
|
||||
- 新增认证装饰器 (`@requireAuth`, `@requireRole`)
|
||||
- 新增测试工具 (`MockAuthProvider`)
|
||||
- 导出路径: `@esengine/server/auth`, `@esengine/server/auth/testing`
|
||||
|
||||
## 1.1.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/server",
|
||||
"version": "1.1.4",
|
||||
"version": "1.2.0",
|
||||
"description": "Game server framework for ESEngine with file-based routing",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
@@ -10,6 +10,18 @@
|
||||
".": {
|
||||
"import": "./dist/index.js",
|
||||
"types": "./dist/index.d.ts"
|
||||
},
|
||||
"./auth": {
|
||||
"import": "./dist/auth/index.js",
|
||||
"types": "./dist/auth/index.d.ts"
|
||||
},
|
||||
"./auth/testing": {
|
||||
"import": "./dist/auth/testing/index.js",
|
||||
"types": "./dist/auth/testing/index.d.ts"
|
||||
},
|
||||
"./testing": {
|
||||
"import": "./dist/testing/index.js",
|
||||
"types": "./dist/testing/index.d.ts"
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
@@ -21,20 +33,31 @@
|
||||
"build:watch": "tsup --watch",
|
||||
"dev": "tsup --watch",
|
||||
"type-check": "tsc --noEmit",
|
||||
"clean": "rimraf dist"
|
||||
"clean": "rimraf dist",
|
||||
"test": "vitest run",
|
||||
"test:watch": "vitest"
|
||||
},
|
||||
"dependencies": {
|
||||
"@esengine/rpc": "workspace:*"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"ws": ">=8.0.0"
|
||||
"ws": ">=8.0.0",
|
||||
"jsonwebtoken": ">=9.0.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"jsonwebtoken": {
|
||||
"optional": true
|
||||
}
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/jsonwebtoken": "^9.0.0",
|
||||
"@types/node": "^20.0.0",
|
||||
"@types/ws": "^8.5.13",
|
||||
"jsonwebtoken": "^9.0.0",
|
||||
"rimraf": "^5.0.0",
|
||||
"tsup": "^8.0.0",
|
||||
"typescript": "^5.7.0",
|
||||
"vitest": "^2.0.0",
|
||||
"ws": "^8.18.0"
|
||||
},
|
||||
"publishConfig": {
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { MockAuthProvider, createMockAuthProvider, type MockUser } from '../testing/MockAuthProvider';
|
||||
|
||||
describe('MockAuthProvider', () => {
|
||||
const testUsers: MockUser[] = [
|
||||
{ id: '1', name: 'Alice', roles: ['player'] },
|
||||
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
|
||||
{ id: '3', name: 'Charlie', roles: ['guest'] }
|
||||
];
|
||||
|
||||
let provider: MockAuthProvider;
|
||||
|
||||
beforeEach(() => {
|
||||
provider = createMockAuthProvider({
|
||||
users: testUsers
|
||||
});
|
||||
});
|
||||
|
||||
describe('basic properties', () => {
|
||||
it('should have name "mock"', () => {
|
||||
expect(provider.name).toBe('mock');
|
||||
});
|
||||
});
|
||||
|
||||
describe('verify', () => {
|
||||
it('should verify existing user by id (token)', async () => {
|
||||
const result = await provider.verify('1');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.id).toBe('1');
|
||||
expect(result.user?.name).toBe('Alice');
|
||||
});
|
||||
|
||||
it('should return user roles', async () => {
|
||||
const result = await provider.verify('2');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.roles).toEqual(['admin', 'player']);
|
||||
});
|
||||
|
||||
it('should fail for unknown user', async () => {
|
||||
const result = await provider.verify('unknown');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('USER_NOT_FOUND');
|
||||
});
|
||||
|
||||
it('should fail for empty token', async () => {
|
||||
const result = await provider.verify('');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
|
||||
it('should return expiresAt', async () => {
|
||||
const result = await provider.verify('1');
|
||||
expect(result.expiresAt).toBeTypeOf('number');
|
||||
expect(result.expiresAt).toBeGreaterThan(Date.now());
|
||||
});
|
||||
});
|
||||
|
||||
describe('with defaultUser', () => {
|
||||
it('should return default user for empty token', async () => {
|
||||
const providerWithDefault = createMockAuthProvider({
|
||||
defaultUser: { id: 'default', name: 'Guest' }
|
||||
});
|
||||
|
||||
const result = await providerWithDefault.verify('');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.id).toBe('default');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with autoCreate', () => {
|
||||
it('should auto create user for unknown token', async () => {
|
||||
const autoProvider = createMockAuthProvider({
|
||||
autoCreate: true
|
||||
});
|
||||
|
||||
const result = await autoProvider.verify('new-user-123');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.id).toBe('new-user-123');
|
||||
expect(result.user?.name).toBe('User_new-user-123');
|
||||
expect(result.user?.roles).toEqual(['guest']);
|
||||
});
|
||||
|
||||
it('should persist auto-created users', async () => {
|
||||
const autoProvider = createMockAuthProvider({
|
||||
autoCreate: true
|
||||
});
|
||||
|
||||
await autoProvider.verify('auto-1');
|
||||
const user = autoProvider.getUser('auto-1');
|
||||
expect(user).toBeDefined();
|
||||
expect(user?.id).toBe('auto-1');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with validateToken', () => {
|
||||
it('should validate token format', async () => {
|
||||
const validatingProvider = createMockAuthProvider({
|
||||
users: testUsers,
|
||||
validateToken: (token) => token.length >= 1 && !token.includes('invalid')
|
||||
});
|
||||
|
||||
const validResult = await validatingProvider.verify('1');
|
||||
expect(validResult.success).toBe(true);
|
||||
|
||||
const invalidResult = await validatingProvider.verify('invalid-token');
|
||||
expect(invalidResult.success).toBe(false);
|
||||
expect(invalidResult.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with delay', () => {
|
||||
it('should add artificial delay', async () => {
|
||||
const delayProvider = createMockAuthProvider({
|
||||
users: testUsers,
|
||||
delay: 50
|
||||
});
|
||||
|
||||
const start = Date.now();
|
||||
await delayProvider.verify('1');
|
||||
const elapsed = Date.now() - start;
|
||||
|
||||
expect(elapsed).toBeGreaterThanOrEqual(45);
|
||||
});
|
||||
});
|
||||
|
||||
describe('refresh', () => {
|
||||
it('should refresh token (returns same result as verify)', async () => {
|
||||
const result = await provider.refresh('1');
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user?.id).toBe('1');
|
||||
});
|
||||
});
|
||||
|
||||
describe('revoke', () => {
|
||||
it('should revoke token', async () => {
|
||||
const result1 = await provider.verify('1');
|
||||
expect(result1.success).toBe(true);
|
||||
|
||||
const revoked = await provider.revoke('1');
|
||||
expect(revoked).toBe(true);
|
||||
|
||||
const result2 = await provider.verify('1');
|
||||
expect(result2.success).toBe(false);
|
||||
expect(result2.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
});
|
||||
|
||||
describe('user management', () => {
|
||||
it('should add user', () => {
|
||||
provider.addUser({ id: '4', name: 'Dave', roles: ['tester'] });
|
||||
const user = provider.getUser('4');
|
||||
expect(user?.name).toBe('Dave');
|
||||
});
|
||||
|
||||
it('should remove user', () => {
|
||||
const removed = provider.removeUser('1');
|
||||
expect(removed).toBe(true);
|
||||
|
||||
const user = provider.getUser('1');
|
||||
expect(user).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should return false when removing non-existent user', () => {
|
||||
const removed = provider.removeUser('non-existent');
|
||||
expect(removed).toBe(false);
|
||||
});
|
||||
|
||||
it('should get all users', () => {
|
||||
const users = provider.getUsers();
|
||||
expect(users).toHaveLength(3);
|
||||
expect(users.map(u => u.id)).toContain('1');
|
||||
expect(users.map(u => u.id)).toContain('2');
|
||||
expect(users.map(u => u.id)).toContain('3');
|
||||
});
|
||||
});
|
||||
|
||||
describe('clear', () => {
|
||||
it('should reset to initial state', async () => {
|
||||
provider.addUser({ id: '4', name: 'Dave' });
|
||||
await provider.revoke('1');
|
||||
|
||||
provider.clear();
|
||||
|
||||
const users = provider.getUsers();
|
||||
expect(users).toHaveLength(3);
|
||||
|
||||
const result = await provider.verify('1');
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('generateToken', () => {
|
||||
it('should return user id as token', () => {
|
||||
const token = provider.generateToken('user-123');
|
||||
expect(token).toBe('user-123');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('createMockAuthProvider', () => {
|
||||
it('should create provider with empty config', () => {
|
||||
const provider = createMockAuthProvider();
|
||||
expect(provider.name).toBe('mock');
|
||||
});
|
||||
|
||||
it('should create provider with custom users', () => {
|
||||
const provider = createMockAuthProvider({
|
||||
users: [{ id: 'test', name: 'Test User' }]
|
||||
});
|
||||
|
||||
const user = provider.getUser('test');
|
||||
expect(user?.name).toBe('Test User');
|
||||
});
|
||||
});
|
||||
242
packages/framework/server/src/auth/__tests__/context.test.ts
Normal file
242
packages/framework/server/src/auth/__tests__/context.test.ts
Normal file
@@ -0,0 +1,242 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { AuthContext, createGuestContext, createAuthContext, defaultUserExtractor } from '../context';
|
||||
import type { AuthResult } from '../types';
|
||||
|
||||
describe('AuthContext', () => {
|
||||
let context: AuthContext<{ id: string; name: string; roles: string[] }>;
|
||||
|
||||
beforeEach(() => {
|
||||
context = new AuthContext();
|
||||
});
|
||||
|
||||
describe('initial state', () => {
|
||||
it('should not be authenticated initially', () => {
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
});
|
||||
|
||||
it('should have null user initially', () => {
|
||||
expect(context.user).toBeNull();
|
||||
});
|
||||
|
||||
it('should have null userId initially', () => {
|
||||
expect(context.userId).toBeNull();
|
||||
});
|
||||
|
||||
it('should have empty roles initially', () => {
|
||||
expect(context.roles).toEqual([]);
|
||||
});
|
||||
|
||||
it('should have null authenticatedAt initially', () => {
|
||||
expect(context.authenticatedAt).toBeNull();
|
||||
});
|
||||
|
||||
it('should have null expiresAt initially', () => {
|
||||
expect(context.expiresAt).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('setAuthenticated', () => {
|
||||
it('should set authenticated state on success', () => {
|
||||
const result: AuthResult<{ id: string; name: string; roles: string[] }> = {
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: ['player'] }
|
||||
};
|
||||
|
||||
context.setAuthenticated(result);
|
||||
|
||||
expect(context.isAuthenticated).toBe(true);
|
||||
expect(context.user).toEqual({ id: '123', name: 'Alice', roles: ['player'] });
|
||||
expect(context.userId).toBe('123');
|
||||
expect(context.roles).toEqual(['player']);
|
||||
expect(context.authenticatedAt).toBeTypeOf('number');
|
||||
});
|
||||
|
||||
it('should set expiresAt when provided', () => {
|
||||
const expiresAt = Date.now() + 3600000;
|
||||
const result: AuthResult<{ id: string; name: string; roles: string[] }> = {
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: [] },
|
||||
expiresAt
|
||||
};
|
||||
|
||||
context.setAuthenticated(result);
|
||||
|
||||
expect(context.expiresAt).toBe(expiresAt);
|
||||
});
|
||||
|
||||
it('should clear state on failed result', () => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: ['player'] }
|
||||
});
|
||||
|
||||
context.setAuthenticated({
|
||||
success: false,
|
||||
error: 'Token expired'
|
||||
});
|
||||
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
expect(context.user).toBeNull();
|
||||
});
|
||||
|
||||
it('should clear state when success but no user', () => {
|
||||
context.setAuthenticated({
|
||||
success: true
|
||||
});
|
||||
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('isAuthenticated with expiry', () => {
|
||||
it('should return false when token is expired', () => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: [] },
|
||||
expiresAt: Date.now() - 1000
|
||||
});
|
||||
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
});
|
||||
|
||||
it('should return true when token is not expired', () => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: [] },
|
||||
expiresAt: Date.now() + 3600000
|
||||
});
|
||||
|
||||
expect(context.isAuthenticated).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('role checking', () => {
|
||||
beforeEach(() => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: ['player', 'premium'] }
|
||||
});
|
||||
});
|
||||
|
||||
it('hasRole should return true for existing role', () => {
|
||||
expect(context.hasRole('player')).toBe(true);
|
||||
expect(context.hasRole('premium')).toBe(true);
|
||||
});
|
||||
|
||||
it('hasRole should return false for non-existing role', () => {
|
||||
expect(context.hasRole('admin')).toBe(false);
|
||||
});
|
||||
|
||||
it('hasAnyRole should return true if any role matches', () => {
|
||||
expect(context.hasAnyRole(['admin', 'player'])).toBe(true);
|
||||
expect(context.hasAnyRole(['guest', 'premium'])).toBe(true);
|
||||
});
|
||||
|
||||
it('hasAnyRole should return false if no role matches', () => {
|
||||
expect(context.hasAnyRole(['admin', 'moderator'])).toBe(false);
|
||||
});
|
||||
|
||||
it('hasAllRoles should return true if all roles match', () => {
|
||||
expect(context.hasAllRoles(['player', 'premium'])).toBe(true);
|
||||
});
|
||||
|
||||
it('hasAllRoles should return false if any role is missing', () => {
|
||||
expect(context.hasAllRoles(['player', 'admin'])).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('clear', () => {
|
||||
it('should reset all state', () => {
|
||||
context.setAuthenticated({
|
||||
success: true,
|
||||
user: { id: '123', name: 'Alice', roles: ['player'] },
|
||||
expiresAt: Date.now() + 3600000
|
||||
});
|
||||
|
||||
context.clear();
|
||||
|
||||
expect(context.isAuthenticated).toBe(false);
|
||||
expect(context.user).toBeNull();
|
||||
expect(context.userId).toBeNull();
|
||||
expect(context.roles).toEqual([]);
|
||||
expect(context.authenticatedAt).toBeNull();
|
||||
expect(context.expiresAt).toBeNull();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('defaultUserExtractor', () => {
|
||||
describe('getId', () => {
|
||||
it('should extract id from user object', () => {
|
||||
expect(defaultUserExtractor.getId({ id: '123' })).toBe('123');
|
||||
});
|
||||
|
||||
it('should extract numeric id as string', () => {
|
||||
expect(defaultUserExtractor.getId({ id: 456 })).toBe('456');
|
||||
});
|
||||
|
||||
it('should extract userId', () => {
|
||||
expect(defaultUserExtractor.getId({ userId: 'abc' })).toBe('abc');
|
||||
});
|
||||
|
||||
it('should extract sub (JWT standard)', () => {
|
||||
expect(defaultUserExtractor.getId({ sub: 'jwt-sub' })).toBe('jwt-sub');
|
||||
});
|
||||
|
||||
it('should return empty string for invalid user', () => {
|
||||
expect(defaultUserExtractor.getId(null)).toBe('');
|
||||
expect(defaultUserExtractor.getId(undefined)).toBe('');
|
||||
expect(defaultUserExtractor.getId({})).toBe('');
|
||||
});
|
||||
});
|
||||
|
||||
describe('getRoles', () => {
|
||||
it('should extract roles array', () => {
|
||||
expect(defaultUserExtractor.getRoles({ roles: ['a', 'b'] })).toEqual(['a', 'b']);
|
||||
});
|
||||
|
||||
it('should extract single role', () => {
|
||||
expect(defaultUserExtractor.getRoles({ role: 'admin' })).toEqual(['admin']);
|
||||
});
|
||||
|
||||
it('should filter non-string roles', () => {
|
||||
expect(defaultUserExtractor.getRoles({ roles: ['a', 123, 'b'] })).toEqual(['a', 'b']);
|
||||
});
|
||||
|
||||
it('should return empty array for invalid user', () => {
|
||||
expect(defaultUserExtractor.getRoles(null)).toEqual([]);
|
||||
expect(defaultUserExtractor.getRoles({})).toEqual([]);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('createGuestContext', () => {
|
||||
it('should create unauthenticated context', () => {
|
||||
const guest = createGuestContext();
|
||||
expect(guest.isAuthenticated).toBe(false);
|
||||
expect(guest.user).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('createAuthContext', () => {
|
||||
it('should create authenticated context from result', () => {
|
||||
const result: AuthResult<{ id: string }> = {
|
||||
success: true,
|
||||
user: { id: '123' }
|
||||
};
|
||||
|
||||
const ctx = createAuthContext(result);
|
||||
expect(ctx.isAuthenticated).toBe(true);
|
||||
expect(ctx.userId).toBe('123');
|
||||
});
|
||||
|
||||
it('should create unauthenticated context from failed result', () => {
|
||||
const result: AuthResult<{ id: string }> = {
|
||||
success: false,
|
||||
error: 'Failed'
|
||||
};
|
||||
|
||||
const ctx = createAuthContext(result);
|
||||
expect(ctx.isAuthenticated).toBe(false);
|
||||
});
|
||||
});
|
||||
165
packages/framework/server/src/auth/__tests__/decorators.test.ts
Normal file
165
packages/framework/server/src/auth/__tests__/decorators.test.ts
Normal file
@@ -0,0 +1,165 @@
|
||||
import { describe, it, expect, beforeEach } from 'vitest';
|
||||
import { requireAuth, AUTH_METADATA_KEY, getAuthMetadata, type AuthMetadata } from '../decorators/requireAuth';
|
||||
import { requireRole } from '../decorators/requireRole';
|
||||
|
||||
describe('requireAuth decorator', () => {
|
||||
class TestClass {
|
||||
@requireAuth()
|
||||
basicMethod() {
|
||||
return 'basic';
|
||||
}
|
||||
|
||||
@requireAuth({ allowGuest: true })
|
||||
guestAllowedMethod() {
|
||||
return 'guest';
|
||||
}
|
||||
|
||||
@requireAuth({ errorMessage: 'Custom error' })
|
||||
customErrorMethod() {
|
||||
return 'custom';
|
||||
}
|
||||
|
||||
undecorated() {
|
||||
return 'undecorated';
|
||||
}
|
||||
}
|
||||
|
||||
let instance: TestClass;
|
||||
|
||||
beforeEach(() => {
|
||||
instance = new TestClass();
|
||||
});
|
||||
|
||||
describe('metadata storage', () => {
|
||||
it('should store auth metadata on target', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'basicMethod');
|
||||
expect(metadata).toBeDefined();
|
||||
expect(metadata?.requireAuth).toBe(true);
|
||||
});
|
||||
|
||||
it('should store options in metadata', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'guestAllowedMethod');
|
||||
expect(metadata?.options?.allowGuest).toBe(true);
|
||||
});
|
||||
|
||||
it('should store custom error message', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'customErrorMethod');
|
||||
expect(metadata?.options?.errorMessage).toBe('Custom error');
|
||||
});
|
||||
|
||||
it('should return undefined for undecorated methods', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'undecorated');
|
||||
expect(metadata).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should return undefined for non-existent methods', () => {
|
||||
const metadata = getAuthMetadata(TestClass.prototype, 'nonExistent');
|
||||
expect(metadata).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('method behavior', () => {
|
||||
it('should not alter method behavior', () => {
|
||||
expect(instance.basicMethod()).toBe('basic');
|
||||
expect(instance.guestAllowedMethod()).toBe('guest');
|
||||
expect(instance.customErrorMethod()).toBe('custom');
|
||||
});
|
||||
});
|
||||
|
||||
describe('metadata key', () => {
|
||||
it('should use symbol for metadata storage', () => {
|
||||
expect(typeof AUTH_METADATA_KEY).toBe('symbol');
|
||||
});
|
||||
|
||||
it('should store metadata in a Map', () => {
|
||||
const metadataMap = (TestClass.prototype as any)[AUTH_METADATA_KEY];
|
||||
expect(metadataMap).toBeInstanceOf(Map);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('requireRole decorator', () => {
|
||||
class RoleTestClass {
|
||||
@requireRole('admin')
|
||||
adminOnly() {
|
||||
return 'admin';
|
||||
}
|
||||
|
||||
@requireRole(['moderator', 'admin'])
|
||||
modOrAdmin() {
|
||||
return 'mod';
|
||||
}
|
||||
|
||||
@requireRole(['verified', 'premium'], { mode: 'all' })
|
||||
verifiedPremium() {
|
||||
return 'vip';
|
||||
}
|
||||
|
||||
@requireRole('player', { mode: 'any' })
|
||||
playerExplicit() {
|
||||
return 'player';
|
||||
}
|
||||
}
|
||||
|
||||
describe('single role', () => {
|
||||
it('should store single role as array', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
|
||||
expect(metadata?.roles).toEqual(['admin']);
|
||||
});
|
||||
|
||||
it('should set requireAuth to true', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
|
||||
expect(metadata?.requireAuth).toBe(true);
|
||||
});
|
||||
|
||||
it('should default to any mode', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'adminOnly');
|
||||
expect(metadata?.roleMode).toBe('any');
|
||||
});
|
||||
});
|
||||
|
||||
describe('multiple roles', () => {
|
||||
it('should store multiple roles', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'modOrAdmin');
|
||||
expect(metadata?.roles).toEqual(['moderator', 'admin']);
|
||||
});
|
||||
});
|
||||
|
||||
describe('role mode', () => {
|
||||
it('should support all mode', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'verifiedPremium');
|
||||
expect(metadata?.roleMode).toBe('all');
|
||||
expect(metadata?.roles).toEqual(['verified', 'premium']);
|
||||
});
|
||||
|
||||
it('should support explicit any mode', () => {
|
||||
const metadata = getAuthMetadata(RoleTestClass.prototype, 'playerExplicit');
|
||||
expect(metadata?.roleMode).toBe('any');
|
||||
});
|
||||
});
|
||||
|
||||
describe('method behavior', () => {
|
||||
it('should not alter method behavior', () => {
|
||||
const instance = new RoleTestClass();
|
||||
expect(instance.adminOnly()).toBe('admin');
|
||||
expect(instance.modOrAdmin()).toBe('mod');
|
||||
expect(instance.verifiedPremium()).toBe('vip');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('combined decorators', () => {
|
||||
class CombinedTestClass {
|
||||
@requireAuth({ allowGuest: false })
|
||||
@requireRole('admin')
|
||||
combinedMethod() {
|
||||
return 'combined';
|
||||
}
|
||||
}
|
||||
|
||||
it('should merge metadata from both decorators', () => {
|
||||
const metadata = getAuthMetadata(CombinedTestClass.prototype, 'combinedMethod');
|
||||
expect(metadata?.requireAuth).toBe(true);
|
||||
expect(metadata?.roles).toEqual(['admin']);
|
||||
});
|
||||
});
|
||||
330
packages/framework/server/src/auth/__tests__/providers.test.ts
Normal file
330
packages/framework/server/src/auth/__tests__/providers.test.ts
Normal file
@@ -0,0 +1,330 @@
|
||||
import { describe, it, expect, beforeEach, vi } from 'vitest';
|
||||
import { JwtAuthProvider, createJwtAuthProvider } from '../providers/JwtAuthProvider';
|
||||
import { SessionAuthProvider, createSessionAuthProvider, type ISessionStorage } from '../providers/SessionAuthProvider';
|
||||
|
||||
describe('JwtAuthProvider', () => {
|
||||
const secret = 'test-secret-key-for-testing';
|
||||
let provider: JwtAuthProvider<{ id: string; name: string; roles: string[] }>;
|
||||
|
||||
beforeEach(() => {
|
||||
provider = createJwtAuthProvider({
|
||||
secret,
|
||||
expiresIn: 3600
|
||||
});
|
||||
});
|
||||
|
||||
describe('sign and verify', () => {
|
||||
it('should sign and verify a token', async () => {
|
||||
const payload = { sub: '123', name: 'Alice', roles: ['player'] };
|
||||
const token = provider.sign(payload);
|
||||
|
||||
expect(token).toBeTypeOf('string');
|
||||
expect(token.split('.')).toHaveLength(3);
|
||||
|
||||
const result = await provider.verify(token);
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user).toBeDefined();
|
||||
});
|
||||
|
||||
it('should extract user from payload', async () => {
|
||||
const payload = { sub: '123', name: 'Alice' };
|
||||
const token = provider.sign(payload);
|
||||
|
||||
const result = await provider.verify(token);
|
||||
expect(result.success).toBe(true);
|
||||
expect((result.user as any).sub).toBe('123');
|
||||
expect((result.user as any).name).toBe('Alice');
|
||||
});
|
||||
|
||||
it('should return expiration time', async () => {
|
||||
const token = provider.sign({ sub: '123' });
|
||||
const result = await provider.verify(token);
|
||||
|
||||
expect(result.expiresAt).toBeTypeOf('number');
|
||||
expect(result.expiresAt).toBeGreaterThan(Date.now());
|
||||
});
|
||||
});
|
||||
|
||||
describe('verify errors', () => {
|
||||
it('should fail for empty token', async () => {
|
||||
const result = await provider.verify('');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
|
||||
it('should fail for invalid token', async () => {
|
||||
const result = await provider.verify('invalid.token.here');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
|
||||
it('should fail for expired token', async () => {
|
||||
const shortLivedProvider = createJwtAuthProvider({
|
||||
secret,
|
||||
expiresIn: -1
|
||||
});
|
||||
|
||||
const token = shortLivedProvider.sign({ sub: '123' });
|
||||
const result = await shortLivedProvider.verify(token);
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('EXPIRED_TOKEN');
|
||||
});
|
||||
|
||||
it('should fail for wrong secret', async () => {
|
||||
const token = provider.sign({ sub: '123' });
|
||||
|
||||
const wrongSecretProvider = createJwtAuthProvider({
|
||||
secret: 'wrong-secret'
|
||||
});
|
||||
|
||||
const result = await wrongSecretProvider.verify(token);
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with getUser callback', () => {
|
||||
it('should use getUser to transform payload', async () => {
|
||||
const customProvider = createJwtAuthProvider({
|
||||
secret,
|
||||
getUser: async (payload) => ({
|
||||
id: payload.sub as string,
|
||||
name: payload.name as string,
|
||||
roles: (payload.roles as string[]) || []
|
||||
})
|
||||
});
|
||||
|
||||
const token = customProvider.sign({ sub: '123', name: 'Bob', roles: ['admin'] });
|
||||
const result = await customProvider.verify(token);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user).toEqual({
|
||||
id: '123',
|
||||
name: 'Bob',
|
||||
roles: ['admin']
|
||||
});
|
||||
});
|
||||
|
||||
it('should fail when getUser returns null', async () => {
|
||||
const customProvider = createJwtAuthProvider({
|
||||
secret,
|
||||
getUser: async () => null
|
||||
});
|
||||
|
||||
const token = customProvider.sign({ sub: '123' });
|
||||
const result = await customProvider.verify(token);
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('USER_NOT_FOUND');
|
||||
});
|
||||
});
|
||||
|
||||
describe('refresh', () => {
|
||||
it('should refresh a valid token', async () => {
|
||||
const token = provider.sign({ sub: '123', name: 'Alice' });
|
||||
|
||||
// Wait a bit so iat changes
|
||||
await new Promise(resolve => setTimeout(resolve, 1100));
|
||||
|
||||
const result = await provider.refresh(token);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.token).toBeDefined();
|
||||
expect(result.token).not.toBe(token);
|
||||
});
|
||||
|
||||
it('should return new expiration time', async () => {
|
||||
const token = provider.sign({ sub: '123' });
|
||||
const result = await provider.refresh(token);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.expiresAt).toBeTypeOf('number');
|
||||
expect(result.expiresAt).toBeGreaterThan(Date.now());
|
||||
});
|
||||
|
||||
it('should fail to refresh invalid token', async () => {
|
||||
const result = await provider.refresh('invalid');
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('decode', () => {
|
||||
it('should decode token without verification', () => {
|
||||
const token = provider.sign({ sub: '123', name: 'Alice' });
|
||||
const payload = provider.decode(token);
|
||||
|
||||
expect(payload).toBeDefined();
|
||||
expect(payload?.sub).toBe('123');
|
||||
expect(payload?.name).toBe('Alice');
|
||||
});
|
||||
|
||||
it('should return null for invalid token', () => {
|
||||
const payload = provider.decode('not-a-token');
|
||||
expect(payload).toBeNull();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('SessionAuthProvider', () => {
|
||||
let storage: ISessionStorage;
|
||||
let provider: SessionAuthProvider<{ id: string; name: string }>;
|
||||
let storageData: Map<string, unknown>;
|
||||
|
||||
beforeEach(() => {
|
||||
storageData = new Map();
|
||||
|
||||
storage = {
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
return (storageData.get(key) as T) ?? null;
|
||||
},
|
||||
async set<T>(key: string, value: T): Promise<void> {
|
||||
storageData.set(key, value);
|
||||
},
|
||||
async delete(key: string): Promise<boolean> {
|
||||
return storageData.delete(key);
|
||||
}
|
||||
};
|
||||
|
||||
provider = createSessionAuthProvider({
|
||||
storage,
|
||||
sessionTTL: 3600000
|
||||
});
|
||||
});
|
||||
|
||||
describe('createSession and verify', () => {
|
||||
it('should create and verify a session', async () => {
|
||||
const user = { id: '123', name: 'Alice' };
|
||||
const sessionId = await provider.createSession(user);
|
||||
|
||||
expect(sessionId).toBeTypeOf('string');
|
||||
expect(sessionId.length).toBeGreaterThan(10);
|
||||
|
||||
const result = await provider.verify(sessionId);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.user).toEqual(user);
|
||||
});
|
||||
|
||||
it('should store session data', async () => {
|
||||
const user = { id: '123', name: 'Alice' };
|
||||
const sessionId = await provider.createSession(user, { customField: 'value' });
|
||||
|
||||
const session = await provider.getSession(sessionId);
|
||||
|
||||
expect(session).toBeDefined();
|
||||
expect(session?.user).toEqual(user);
|
||||
expect(session?.data?.customField).toBe('value');
|
||||
expect(session?.createdAt).toBeTypeOf('number');
|
||||
expect(session?.lastActiveAt).toBeTypeOf('number');
|
||||
});
|
||||
});
|
||||
|
||||
describe('verify errors', () => {
|
||||
it('should fail for empty session id', async () => {
|
||||
const result = await provider.verify('');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('INVALID_TOKEN');
|
||||
});
|
||||
|
||||
it('should fail for non-existent session', async () => {
|
||||
const result = await provider.verify('non-existent-session');
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('EXPIRED_TOKEN');
|
||||
});
|
||||
});
|
||||
|
||||
describe('with validateUser', () => {
|
||||
it('should validate user on verify', async () => {
|
||||
const validatingProvider = createSessionAuthProvider({
|
||||
storage,
|
||||
validateUser: (user) => user.id !== 'banned'
|
||||
});
|
||||
|
||||
const sessionId = await validatingProvider.createSession({ id: 'banned', name: 'Bad User' });
|
||||
const result = await validatingProvider.verify(sessionId);
|
||||
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.errorCode).toBe('ACCOUNT_DISABLED');
|
||||
});
|
||||
|
||||
it('should pass validation for valid user', async () => {
|
||||
const validatingProvider = createSessionAuthProvider({
|
||||
storage,
|
||||
validateUser: (user) => user.id !== 'banned'
|
||||
});
|
||||
|
||||
const sessionId = await validatingProvider.createSession({ id: '123', name: 'Good User' });
|
||||
const result = await validatingProvider.verify(sessionId);
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('refresh', () => {
|
||||
it('should refresh session and update lastActiveAt', async () => {
|
||||
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
|
||||
|
||||
const session1 = await provider.getSession(sessionId);
|
||||
const lastActive1 = session1?.lastActiveAt;
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 10));
|
||||
|
||||
const result = await provider.refresh(sessionId);
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
const session2 = await provider.getSession(sessionId);
|
||||
expect(session2?.lastActiveAt).toBeGreaterThanOrEqual(lastActive1!);
|
||||
});
|
||||
});
|
||||
|
||||
describe('revoke', () => {
|
||||
it('should revoke session', async () => {
|
||||
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
|
||||
|
||||
const revoked = await provider.revoke(sessionId);
|
||||
expect(revoked).toBe(true);
|
||||
|
||||
const result = await provider.verify(sessionId);
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('updateSession', () => {
|
||||
it('should update session data', async () => {
|
||||
const sessionId = await provider.createSession({ id: '123', name: 'Alice' });
|
||||
|
||||
const updated = await provider.updateSession(sessionId, { newField: 'newValue' });
|
||||
expect(updated).toBe(true);
|
||||
|
||||
const session = await provider.getSession(sessionId);
|
||||
expect(session?.data?.newField).toBe('newValue');
|
||||
});
|
||||
|
||||
it('should return false for non-existent session', async () => {
|
||||
const updated = await provider.updateSession('non-existent', { field: 'value' });
|
||||
expect(updated).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('createJwtAuthProvider', () => {
|
||||
it('should create provider with default options', () => {
|
||||
const provider = createJwtAuthProvider({ secret: 'test' });
|
||||
expect(provider.name).toBe('jwt');
|
||||
});
|
||||
});
|
||||
|
||||
describe('createSessionAuthProvider', () => {
|
||||
it('should create provider with default options', () => {
|
||||
const storage: ISessionStorage = {
|
||||
get: async () => null,
|
||||
set: async () => {},
|
||||
delete: async () => true
|
||||
};
|
||||
|
||||
const provider = createSessionAuthProvider({ storage });
|
||||
expect(provider.name).toBe('session');
|
||||
});
|
||||
});
|
||||
202
packages/framework/server/src/auth/context.ts
Normal file
202
packages/framework/server/src/auth/context.ts
Normal file
@@ -0,0 +1,202 @@
|
||||
/**
|
||||
* @zh 认证上下文实现
|
||||
* @en Authentication context implementation
|
||||
*/
|
||||
|
||||
import type { IAuthContext, AuthResult } from './types.js';
|
||||
|
||||
/**
|
||||
* @zh 用户信息提取器
|
||||
* @en User info extractor
|
||||
*/
|
||||
export interface UserInfoExtractor<TUser> {
|
||||
/**
|
||||
* @zh 提取用户 ID
|
||||
* @en Extract user ID
|
||||
*/
|
||||
getId(user: TUser): string;
|
||||
|
||||
/**
|
||||
* @zh 提取用户角色
|
||||
* @en Extract user roles
|
||||
*/
|
||||
getRoles(user: TUser): string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 默认用户信息提取器
|
||||
* @en Default user info extractor
|
||||
*/
|
||||
export const defaultUserExtractor: UserInfoExtractor<unknown> = {
|
||||
getId(user: unknown): string {
|
||||
if (user && typeof user === 'object') {
|
||||
const u = user as Record<string, unknown>;
|
||||
if (typeof u.id === 'string') return u.id;
|
||||
if (typeof u.id === 'number') return String(u.id);
|
||||
if (typeof u.userId === 'string') return u.userId;
|
||||
if (typeof u.userId === 'number') return String(u.userId);
|
||||
if (typeof u.sub === 'string') return u.sub;
|
||||
}
|
||||
return '';
|
||||
},
|
||||
|
||||
getRoles(user: unknown): string[] {
|
||||
if (user && typeof user === 'object') {
|
||||
const u = user as Record<string, unknown>;
|
||||
if (Array.isArray(u.roles)) {
|
||||
return u.roles.filter((r): r is string => typeof r === 'string');
|
||||
}
|
||||
if (typeof u.role === 'string') {
|
||||
return [u.role];
|
||||
}
|
||||
}
|
||||
return [];
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 认证上下文
|
||||
* @en Authentication context
|
||||
*
|
||||
* @zh 存储连接的认证状态
|
||||
* @en Stores authentication state for a connection
|
||||
*/
|
||||
export class AuthContext<TUser = unknown> implements IAuthContext<TUser> {
|
||||
private _isAuthenticated: boolean = false;
|
||||
private _user: TUser | null = null;
|
||||
private _userId: string | null = null;
|
||||
private _roles: string[] = [];
|
||||
private _authenticatedAt: number | null = null;
|
||||
private _expiresAt: number | null = null;
|
||||
private _extractor: UserInfoExtractor<TUser>;
|
||||
|
||||
constructor(extractor?: UserInfoExtractor<TUser>) {
|
||||
this._extractor = (extractor ?? defaultUserExtractor) as UserInfoExtractor<TUser>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 是否已认证
|
||||
* @en Whether authenticated
|
||||
*/
|
||||
get isAuthenticated(): boolean {
|
||||
if (this._expiresAt && Date.now() > this._expiresAt) {
|
||||
return false;
|
||||
}
|
||||
return this._isAuthenticated;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 用户信息
|
||||
* @en User information
|
||||
*/
|
||||
get user(): TUser | null {
|
||||
return this._user;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 用户 ID
|
||||
* @en User ID
|
||||
*/
|
||||
get userId(): string | null {
|
||||
return this._userId;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 用户角色
|
||||
* @en User roles
|
||||
*/
|
||||
get roles(): ReadonlyArray<string> {
|
||||
return this._roles;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 认证时间
|
||||
* @en Authentication timestamp
|
||||
*/
|
||||
get authenticatedAt(): number | null {
|
||||
return this._authenticatedAt;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 令牌过期时间
|
||||
* @en Token expiration time
|
||||
*/
|
||||
get expiresAt(): number | null {
|
||||
return this._expiresAt;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有指定角色
|
||||
* @en Check if has specified role
|
||||
*/
|
||||
hasRole(role: string): boolean {
|
||||
return this._roles.includes(role);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有任一指定角色
|
||||
* @en Check if has any of specified roles
|
||||
*/
|
||||
hasAnyRole(roles: string[]): boolean {
|
||||
return roles.some(role => this._roles.includes(role));
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查是否有所有指定角色
|
||||
* @en Check if has all specified roles
|
||||
*/
|
||||
hasAllRoles(roles: string[]): boolean {
|
||||
return roles.every(role => this._roles.includes(role));
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置认证结果
|
||||
* @en Set authentication result
|
||||
*/
|
||||
setAuthenticated(result: AuthResult<TUser>): void {
|
||||
if (result.success && result.user) {
|
||||
this._isAuthenticated = true;
|
||||
this._user = result.user;
|
||||
this._userId = this._extractor.getId(result.user);
|
||||
this._roles = this._extractor.getRoles(result.user);
|
||||
this._authenticatedAt = Date.now();
|
||||
this._expiresAt = result.expiresAt ?? null;
|
||||
} else {
|
||||
this.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清除认证状态
|
||||
* @en Clear authentication state
|
||||
*/
|
||||
clear(): void {
|
||||
this._isAuthenticated = false;
|
||||
this._user = null;
|
||||
this._userId = null;
|
||||
this._roles = [];
|
||||
this._authenticatedAt = null;
|
||||
this._expiresAt = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建访客认证上下文
|
||||
* @en Create guest auth context
|
||||
*/
|
||||
export function createGuestContext<TUser = unknown>(): IAuthContext<TUser> {
|
||||
return new AuthContext<TUser>();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从认证结果创建认证上下文
|
||||
* @en Create auth context from auth result
|
||||
*/
|
||||
export function createAuthContext<TUser = unknown>(
|
||||
result: AuthResult<TUser>,
|
||||
extractor?: UserInfoExtractor<TUser>
|
||||
): AuthContext<TUser> {
|
||||
const context = new AuthContext<TUser>(extractor);
|
||||
context.setAuthenticated(result);
|
||||
return context;
|
||||
}
|
||||
13
packages/framework/server/src/auth/decorators/index.ts
Normal file
13
packages/framework/server/src/auth/decorators/index.ts
Normal file
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* @zh 认证装饰器
|
||||
* @en Authentication decorators
|
||||
*/
|
||||
|
||||
export {
|
||||
requireAuth,
|
||||
getAuthMetadata,
|
||||
AUTH_METADATA_KEY,
|
||||
type AuthMetadata
|
||||
} from './requireAuth.js';
|
||||
|
||||
export { requireRole } from './requireRole.js';
|
||||
86
packages/framework/server/src/auth/decorators/requireAuth.ts
Normal file
86
packages/framework/server/src/auth/decorators/requireAuth.ts
Normal file
@@ -0,0 +1,86 @@
|
||||
/**
|
||||
* @zh requireAuth 装饰器
|
||||
* @en requireAuth decorator
|
||||
*/
|
||||
|
||||
import type { RequireAuthOptions } from '../types.js';
|
||||
|
||||
/**
|
||||
* @zh 认证元数据键
|
||||
* @en Auth metadata key
|
||||
*/
|
||||
export const AUTH_METADATA_KEY = Symbol('authMetadata');
|
||||
|
||||
/**
|
||||
* @zh 认证元数据
|
||||
* @en Auth metadata
|
||||
*/
|
||||
export interface AuthMetadata {
|
||||
requireAuth: boolean;
|
||||
options?: RequireAuthOptions;
|
||||
roles?: string[];
|
||||
roleMode?: 'any' | 'all';
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取方法的认证元数据
|
||||
* @en Get auth metadata for method
|
||||
*/
|
||||
export function getAuthMetadata(target: any, propertyKey: string): AuthMetadata | undefined {
|
||||
const metadata = target[AUTH_METADATA_KEY] as Map<string, AuthMetadata> | undefined;
|
||||
return metadata?.get(propertyKey);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置方法的认证元数据
|
||||
* @en Set auth metadata for method
|
||||
*/
|
||||
function setAuthMetadata(target: any, propertyKey: string, metadata: AuthMetadata): void {
|
||||
if (!target[AUTH_METADATA_KEY]) {
|
||||
target[AUTH_METADATA_KEY] = new Map<string, AuthMetadata>();
|
||||
}
|
||||
(target[AUTH_METADATA_KEY] as Map<string, AuthMetadata>).set(propertyKey, metadata);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 要求认证装饰器
|
||||
* @en Require authentication decorator
|
||||
*
|
||||
* @zh 标记方法需要认证才能访问,用于消息处理器
|
||||
* @en Marks method as requiring authentication, used for message handlers
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class GameRoom extends withRoomAuth(Room) {
|
||||
* @requireAuth()
|
||||
* @onMessage('Trade')
|
||||
* handleTrade(data: TradeData, player: AuthPlayer) {
|
||||
* // Only authenticated players can trade
|
||||
* }
|
||||
*
|
||||
* @requireAuth({ allowGuest: true })
|
||||
* @onMessage('Chat')
|
||||
* handleChat(data: ChatData, player: AuthPlayer) {
|
||||
* // Guests can also chat
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function requireAuth(options?: RequireAuthOptions): MethodDecorator {
|
||||
return function (
|
||||
target: any,
|
||||
propertyKey: string | symbol,
|
||||
descriptor: PropertyDescriptor
|
||||
) {
|
||||
const key = String(propertyKey);
|
||||
const existing = getAuthMetadata(target, key);
|
||||
|
||||
setAuthMetadata(target, key, {
|
||||
...existing,
|
||||
requireAuth: true,
|
||||
options
|
||||
});
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
73
packages/framework/server/src/auth/decorators/requireRole.ts
Normal file
73
packages/framework/server/src/auth/decorators/requireRole.ts
Normal file
@@ -0,0 +1,73 @@
|
||||
/**
|
||||
* @zh requireRole 装饰器
|
||||
* @en requireRole decorator
|
||||
*/
|
||||
|
||||
import type { RequireRoleOptions } from '../types.js';
|
||||
import { AUTH_METADATA_KEY, getAuthMetadata, type AuthMetadata } from './requireAuth.js';
|
||||
|
||||
/**
|
||||
* @zh 设置方法的认证元数据
|
||||
* @en Set auth metadata for method
|
||||
*/
|
||||
function setAuthMetadata(target: any, propertyKey: string, metadata: AuthMetadata): void {
|
||||
if (!target[AUTH_METADATA_KEY]) {
|
||||
target[AUTH_METADATA_KEY] = new Map<string, AuthMetadata>();
|
||||
}
|
||||
(target[AUTH_METADATA_KEY] as Map<string, AuthMetadata>).set(propertyKey, metadata);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 要求角色装饰器
|
||||
* @en Require role decorator
|
||||
*
|
||||
* @zh 标记方法需要特定角色才能访问
|
||||
* @en Marks method as requiring specific role(s)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class AdminRoom extends withRoomAuth(Room) {
|
||||
* @requireRole('admin')
|
||||
* @onMessage('Ban')
|
||||
* handleBan(data: BanData, player: AuthPlayer) {
|
||||
* // Only admins can ban
|
||||
* }
|
||||
*
|
||||
* @requireRole(['moderator', 'admin'])
|
||||
* @onMessage('Mute')
|
||||
* handleMute(data: MuteData, player: AuthPlayer) {
|
||||
* // Moderators or admins can mute
|
||||
* }
|
||||
*
|
||||
* @requireRole(['verified', 'premium'], { mode: 'all' })
|
||||
* @onMessage('SpecialFeature')
|
||||
* handleSpecial(data: any, player: AuthPlayer) {
|
||||
* // Requires both verified AND premium roles
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function requireRole(
|
||||
roles: string | string[],
|
||||
options?: RequireRoleOptions
|
||||
): MethodDecorator {
|
||||
return function (
|
||||
target: any,
|
||||
propertyKey: string | symbol,
|
||||
descriptor: PropertyDescriptor
|
||||
) {
|
||||
const key = String(propertyKey);
|
||||
const existing = getAuthMetadata(target, key);
|
||||
const roleArray = Array.isArray(roles) ? roles : [roles];
|
||||
|
||||
setAuthMetadata(target, key, {
|
||||
...existing,
|
||||
requireAuth: true,
|
||||
roles: roleArray,
|
||||
roleMode: options?.mode ?? 'any',
|
||||
options
|
||||
});
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
129
packages/framework/server/src/auth/index.ts
Normal file
129
packages/framework/server/src/auth/index.ts
Normal file
@@ -0,0 +1,129 @@
|
||||
/**
|
||||
* @zh 认证模块
|
||||
* @en Authentication module
|
||||
*
|
||||
* @zh 为 @esengine/server 提供可插拔的认证系统
|
||||
* @en Provides pluggable authentication system for @esengine/server
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createServer, Room, onMessage } from '@esengine/server';
|
||||
* import {
|
||||
* withAuth,
|
||||
* withRoomAuth,
|
||||
* createJwtAuthProvider,
|
||||
* requireAuth,
|
||||
* requireRole,
|
||||
* type AuthPlayer
|
||||
* } from '@esengine/server/auth';
|
||||
*
|
||||
* // 1. Create auth provider
|
||||
* const jwtProvider = createJwtAuthProvider({
|
||||
* secret: process.env.JWT_SECRET!,
|
||||
* expiresIn: 3600,
|
||||
* });
|
||||
*
|
||||
* // 2. Wrap server with auth
|
||||
* const server = withAuth(await createServer({ port: 3000 }), {
|
||||
* provider: jwtProvider,
|
||||
* extractCredentials: (req) => {
|
||||
* const url = new URL(req.url, 'http://localhost');
|
||||
* return url.searchParams.get('token');
|
||||
* },
|
||||
* });
|
||||
*
|
||||
* // 3. Create auth-enabled room
|
||||
* class GameRoom extends withRoomAuth<User>(Room, {
|
||||
* requireAuth: true,
|
||||
* allowedRoles: ['player'],
|
||||
* }) {
|
||||
* onJoin(player: AuthPlayer<User>) {
|
||||
* console.log(`${player.user?.name} joined`);
|
||||
* }
|
||||
*
|
||||
* @requireAuth()
|
||||
* @onMessage('Chat')
|
||||
* handleChat(data: { text: string }, player: AuthPlayer<User>) {
|
||||
* this.broadcast('Chat', { from: player.user?.name, text: data.text });
|
||||
* }
|
||||
*
|
||||
* @requireRole('admin')
|
||||
* @onMessage('Kick')
|
||||
* handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
|
||||
* this.kick(data.playerId);
|
||||
* }
|
||||
* }
|
||||
*
|
||||
* server.define('game', GameRoom);
|
||||
* await server.start();
|
||||
* ```
|
||||
*/
|
||||
|
||||
// Types
|
||||
export type {
|
||||
AuthResult,
|
||||
AuthErrorCode,
|
||||
IAuthProvider,
|
||||
IAuthContext,
|
||||
AuthConnectionData,
|
||||
AuthConnection,
|
||||
AuthApiContext,
|
||||
AuthMsgContext,
|
||||
ConnectionRequest,
|
||||
AuthServerConfig,
|
||||
AuthGameServer,
|
||||
AuthRoomConfig,
|
||||
RequireAuthOptions,
|
||||
RequireRoleOptions
|
||||
} from './types.js';
|
||||
|
||||
// Context
|
||||
export {
|
||||
AuthContext,
|
||||
createGuestContext,
|
||||
createAuthContext,
|
||||
defaultUserExtractor,
|
||||
type UserInfoExtractor
|
||||
} from './context.js';
|
||||
|
||||
// Providers
|
||||
export {
|
||||
JwtAuthProvider,
|
||||
createJwtAuthProvider,
|
||||
type JwtAuthConfig,
|
||||
type JwtPayload
|
||||
} from './providers/JwtAuthProvider.js';
|
||||
|
||||
export {
|
||||
SessionAuthProvider,
|
||||
createSessionAuthProvider,
|
||||
type SessionAuthConfig,
|
||||
type SessionData,
|
||||
type ISessionStorage
|
||||
} from './providers/SessionAuthProvider.js';
|
||||
|
||||
// Mixins
|
||||
export {
|
||||
withAuth,
|
||||
getAuthContext,
|
||||
setAuthContext,
|
||||
requireAuthentication,
|
||||
requireRole as requireRoleCheck
|
||||
} from './mixin/withAuth.js';
|
||||
|
||||
export {
|
||||
withRoomAuth,
|
||||
AuthRoomBase,
|
||||
type AuthPlayer,
|
||||
type IAuthRoom,
|
||||
type AuthRoomClass
|
||||
} from './mixin/withRoomAuth.js';
|
||||
|
||||
// Decorators
|
||||
export {
|
||||
requireAuth,
|
||||
requireRole,
|
||||
getAuthMetadata,
|
||||
AUTH_METADATA_KEY,
|
||||
type AuthMetadata
|
||||
} from './decorators/index.js';
|
||||
20
packages/framework/server/src/auth/mixin/index.ts
Normal file
20
packages/framework/server/src/auth/mixin/index.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* @zh 认证 Mixin
|
||||
* @en Authentication mixins
|
||||
*/
|
||||
|
||||
export {
|
||||
withAuth,
|
||||
getAuthContext,
|
||||
setAuthContext,
|
||||
requireAuthentication,
|
||||
requireRole
|
||||
} from './withAuth.js';
|
||||
|
||||
export {
|
||||
withRoomAuth,
|
||||
AuthRoomBase,
|
||||
type AuthPlayer,
|
||||
type IAuthRoom,
|
||||
type AuthRoomClass
|
||||
} from './withRoomAuth.js';
|
||||
221
packages/framework/server/src/auth/mixin/withAuth.ts
Normal file
221
packages/framework/server/src/auth/mixin/withAuth.ts
Normal file
@@ -0,0 +1,221 @@
|
||||
/**
|
||||
* @zh 服务器认证 Mixin
|
||||
* @en Server authentication mixin
|
||||
*/
|
||||
|
||||
import type { ServerConnection, GameServer } from '../../types/index.js';
|
||||
import type {
|
||||
IAuthProvider,
|
||||
AuthResult,
|
||||
AuthServerConfig,
|
||||
AuthGameServer,
|
||||
IAuthContext,
|
||||
ConnectionRequest
|
||||
} from '../types.js';
|
||||
import { AuthContext } from '../context.js';
|
||||
|
||||
/**
|
||||
* @zh 认证数据键
|
||||
* @en Auth data key
|
||||
*/
|
||||
const AUTH_CONTEXT_KEY = Symbol('authContext');
|
||||
|
||||
/**
|
||||
* @zh 获取连接的认证上下文
|
||||
* @en Get auth context for connection
|
||||
*/
|
||||
export function getAuthContext<TUser = unknown>(conn: ServerConnection): IAuthContext<TUser> | null {
|
||||
const data = conn.data as Record<symbol, unknown>;
|
||||
return (data[AUTH_CONTEXT_KEY] as IAuthContext<TUser>) ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置连接的认证上下文
|
||||
* @en Set auth context for connection
|
||||
*/
|
||||
export function setAuthContext<TUser = unknown>(conn: ServerConnection, context: IAuthContext<TUser>): void {
|
||||
const data = conn.data as Record<symbol, unknown>;
|
||||
data[AUTH_CONTEXT_KEY] = context;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 包装服务器添加认证功能
|
||||
* @en Wrap server with authentication functionality
|
||||
*
|
||||
* @zh 使用 mixin 模式为服务器添加认证能力,不修改原始服务器
|
||||
* @en Uses mixin pattern to add authentication to server without modifying original
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createServer } from '@esengine/server';
|
||||
* import { withAuth, createJwtAuthProvider } from '@esengine/server/auth';
|
||||
*
|
||||
* const jwtProvider = createJwtAuthProvider({
|
||||
* secret: 'your-secret-key',
|
||||
* expiresIn: 3600,
|
||||
* });
|
||||
*
|
||||
* const server = withAuth(await createServer({ port: 3000 }), {
|
||||
* provider: jwtProvider,
|
||||
* extractCredentials: (req) => {
|
||||
* const url = new URL(req.url, 'http://localhost');
|
||||
* return url.searchParams.get('token');
|
||||
* },
|
||||
* onAuthSuccess: (conn, user) => {
|
||||
* console.log(`User ${user.name} authenticated`);
|
||||
* },
|
||||
* onAuthFailure: (conn, error) => {
|
||||
* console.log(`Auth failed: ${error.error}`);
|
||||
* }
|
||||
* });
|
||||
*
|
||||
* await server.start();
|
||||
* ```
|
||||
*/
|
||||
export function withAuth<TUser = unknown>(
|
||||
server: GameServer,
|
||||
config: AuthServerConfig<TUser>
|
||||
): AuthGameServer<TUser> {
|
||||
const {
|
||||
provider,
|
||||
extractCredentials,
|
||||
autoAuthOnConnect = true,
|
||||
disconnectOnAuthFailure = false,
|
||||
onAuthSuccess,
|
||||
onAuthFailure
|
||||
} = config;
|
||||
|
||||
const originalConnections = server.connections;
|
||||
const connectionAuthMap = new WeakMap<ServerConnection, AuthContext<TUser>>();
|
||||
|
||||
const authServer: AuthGameServer<TUser> = {
|
||||
...server,
|
||||
|
||||
get authProvider(): IAuthProvider<TUser> {
|
||||
return provider;
|
||||
},
|
||||
|
||||
async authenticate(
|
||||
conn: ServerConnection,
|
||||
credentials: unknown
|
||||
): Promise<AuthResult<TUser>> {
|
||||
const result = await provider.verify(credentials as never);
|
||||
|
||||
let authContext = connectionAuthMap.get(conn);
|
||||
if (!authContext) {
|
||||
authContext = new AuthContext<TUser>();
|
||||
connectionAuthMap.set(conn, authContext);
|
||||
setAuthContext(conn, authContext);
|
||||
}
|
||||
|
||||
if (result.success) {
|
||||
authContext.setAuthenticated(result);
|
||||
await onAuthSuccess?.(conn, result.user!);
|
||||
} else {
|
||||
authContext.clear();
|
||||
await onAuthFailure?.(conn, result);
|
||||
}
|
||||
|
||||
return result;
|
||||
},
|
||||
|
||||
getAuthContext(conn: ServerConnection): IAuthContext<TUser> | null {
|
||||
return connectionAuthMap.get(conn) ?? null;
|
||||
},
|
||||
|
||||
get connections(): ReadonlyArray<ServerConnection> {
|
||||
return originalConnections;
|
||||
}
|
||||
};
|
||||
|
||||
const originalOnConnect = (server as any)._onConnect;
|
||||
(server as any)._onConnect = async (conn: ServerConnection, req?: unknown) => {
|
||||
const authContext = new AuthContext<TUser>();
|
||||
connectionAuthMap.set(conn, authContext);
|
||||
setAuthContext(conn, authContext);
|
||||
|
||||
if (autoAuthOnConnect && extractCredentials && req) {
|
||||
try {
|
||||
const connReq = req as ConnectionRequest;
|
||||
const credentials = await extractCredentials(connReq);
|
||||
|
||||
if (credentials) {
|
||||
const result = await provider.verify(credentials as never);
|
||||
|
||||
if (result.success) {
|
||||
authContext.setAuthenticated(result);
|
||||
await onAuthSuccess?.(conn, result.user!);
|
||||
} else {
|
||||
await onAuthFailure?.(conn, result);
|
||||
|
||||
if (disconnectOnAuthFailure) {
|
||||
(conn as any).close?.();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('[Auth] Error during auto-authentication:', error);
|
||||
}
|
||||
}
|
||||
|
||||
if (originalOnConnect) {
|
||||
await originalOnConnect(conn, req);
|
||||
}
|
||||
};
|
||||
|
||||
const originalOnDisconnect = (server as any)._onDisconnect;
|
||||
(server as any)._onDisconnect = async (conn: ServerConnection) => {
|
||||
connectionAuthMap.delete(conn);
|
||||
|
||||
if (originalOnDisconnect) {
|
||||
await originalOnDisconnect(conn);
|
||||
}
|
||||
};
|
||||
|
||||
return authServer;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建认证中间件
|
||||
* @en Create authentication middleware
|
||||
*
|
||||
* @zh 用于在 API 处理器中检查认证状态
|
||||
* @en Used to check authentication status in API handlers
|
||||
*/
|
||||
export function requireAuthentication<TUser = unknown>(
|
||||
conn: ServerConnection,
|
||||
options?: { errorMessage?: string }
|
||||
): IAuthContext<TUser> {
|
||||
const auth = getAuthContext<TUser>(conn);
|
||||
|
||||
if (!auth || !auth.isAuthenticated) {
|
||||
throw new Error(options?.errorMessage ?? 'Authentication required');
|
||||
}
|
||||
|
||||
return auth;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建角色检查中间件
|
||||
* @en Create role check middleware
|
||||
*/
|
||||
export function requireRole<TUser = unknown>(
|
||||
conn: ServerConnection,
|
||||
roles: string | string[],
|
||||
options?: { mode?: 'any' | 'all'; errorMessage?: string }
|
||||
): IAuthContext<TUser> {
|
||||
const auth = requireAuthentication<TUser>(conn);
|
||||
const roleArray = Array.isArray(roles) ? roles : [roles];
|
||||
const mode = options?.mode ?? 'any';
|
||||
|
||||
const hasRole = mode === 'any'
|
||||
? auth.hasAnyRole(roleArray)
|
||||
: auth.hasAllRoles(roleArray);
|
||||
|
||||
if (!hasRole) {
|
||||
throw new Error(options?.errorMessage ?? 'Insufficient permissions');
|
||||
}
|
||||
|
||||
return auth;
|
||||
}
|
||||
317
packages/framework/server/src/auth/mixin/withRoomAuth.ts
Normal file
317
packages/framework/server/src/auth/mixin/withRoomAuth.ts
Normal file
@@ -0,0 +1,317 @@
|
||||
/**
|
||||
* @zh 房间认证 Mixin
|
||||
* @en Room authentication mixin
|
||||
*/
|
||||
|
||||
import type { Room, Player } from '../../room/index.js';
|
||||
import type { IAuthContext, AuthRoomConfig } from '../types.js';
|
||||
import { getAuthContext } from './withAuth.js';
|
||||
import { createGuestContext } from '../context.js';
|
||||
|
||||
/**
|
||||
* @zh 带认证的玩家
|
||||
* @en Player with authentication
|
||||
*/
|
||||
export interface AuthPlayer<TUser = unknown, TData = Record<string, unknown>> extends Player<TData> {
|
||||
/**
|
||||
* @zh 认证上下文
|
||||
* @en Authentication context
|
||||
*/
|
||||
readonly auth: IAuthContext<TUser>;
|
||||
|
||||
/**
|
||||
* @zh 用户信息(快捷访问)
|
||||
* @en User info (shortcut)
|
||||
*/
|
||||
readonly user: TUser | null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 带认证的房间接口
|
||||
* @en Room with authentication interface
|
||||
*/
|
||||
export interface IAuthRoom<TUser = unknown> {
|
||||
/**
|
||||
* @zh 认证钩子(在 onJoin 之前调用)
|
||||
* @en Auth hook (called before onJoin)
|
||||
*/
|
||||
onAuth?(player: AuthPlayer<TUser>): boolean | Promise<boolean>;
|
||||
|
||||
/**
|
||||
* @zh 获取带认证信息的玩家
|
||||
* @en Get player with auth info
|
||||
*/
|
||||
getAuthPlayer(id: string): AuthPlayer<TUser> | undefined;
|
||||
|
||||
/**
|
||||
* @zh 获取所有带认证信息的玩家
|
||||
* @en Get all players with auth info
|
||||
*/
|
||||
getAuthPlayers(): AuthPlayer<TUser>[];
|
||||
|
||||
/**
|
||||
* @zh 按角色获取玩家
|
||||
* @en Get players by role
|
||||
*/
|
||||
getPlayersByRole(role: string): AuthPlayer<TUser>[];
|
||||
|
||||
/**
|
||||
* @zh 按用户 ID 获取玩家
|
||||
* @en Get player by user ID
|
||||
*/
|
||||
getPlayerByUserId(userId: string): AuthPlayer<TUser> | undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 认证房间构造器类型
|
||||
* @en Auth room constructor type
|
||||
*/
|
||||
export type AuthRoomClass<TUser = unknown> = new (...args: any[]) => Room & IAuthRoom<TUser>;
|
||||
|
||||
/**
|
||||
* @zh 玩家认证上下文存储
|
||||
* @en Player auth context storage
|
||||
*/
|
||||
const playerAuthContexts = new WeakMap<Player, IAuthContext<unknown>>();
|
||||
|
||||
/**
|
||||
* @zh 包装玩家对象添加认证信息
|
||||
* @en Wrap player object with auth info
|
||||
*/
|
||||
function wrapPlayerWithAuth<TUser>(player: Player, authContext: IAuthContext<TUser>): AuthPlayer<TUser> {
|
||||
playerAuthContexts.set(player, authContext);
|
||||
|
||||
Object.defineProperty(player, 'auth', {
|
||||
get: () => playerAuthContexts.get(player) ?? createGuestContext<TUser>(),
|
||||
enumerable: true,
|
||||
configurable: false
|
||||
});
|
||||
|
||||
Object.defineProperty(player, 'user', {
|
||||
get: () => (playerAuthContexts.get(player) as IAuthContext<TUser> | undefined)?.user ?? null,
|
||||
enumerable: true,
|
||||
configurable: false
|
||||
});
|
||||
|
||||
return player as AuthPlayer<TUser>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 包装房间类添加认证功能
|
||||
* @en Wrap room class with authentication functionality
|
||||
*
|
||||
* @zh 使用 mixin 模式为房间添加认证检查,在玩家加入前验证认证状态
|
||||
* @en Uses mixin pattern to add auth checks to room, validates auth before player joins
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Room, onMessage } from '@esengine/server';
|
||||
* import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth';
|
||||
*
|
||||
* interface User {
|
||||
* id: string;
|
||||
* name: string;
|
||||
* roles: string[];
|
||||
* }
|
||||
*
|
||||
* class GameRoom extends withRoomAuth<User>(Room, {
|
||||
* requireAuth: true,
|
||||
* allowedRoles: ['player', 'premium'],
|
||||
* }) {
|
||||
* onJoin(player: AuthPlayer<User>) {
|
||||
* console.log(`${player.user?.name} joined the game`);
|
||||
* this.broadcast('PlayerJoined', {
|
||||
* id: player.id,
|
||||
* name: player.user?.name
|
||||
* });
|
||||
* }
|
||||
*
|
||||
* // 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
|
||||
* });
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function withRoomAuth<TUser = unknown, TBase extends new (...args: any[]) => Room = new (...args: any[]) => Room>(
|
||||
Base: TBase,
|
||||
config: AuthRoomConfig = {}
|
||||
): TBase & (new (...args: any[]) => IAuthRoom<TUser>) {
|
||||
const {
|
||||
requireAuth = true,
|
||||
allowedRoles = [],
|
||||
roleCheckMode = 'any'
|
||||
} = config;
|
||||
|
||||
abstract class AuthRoom extends (Base as new (...args: any[]) => Room) implements IAuthRoom<TUser> {
|
||||
private _originalOnJoin: ((player: Player) => void | Promise<void>) | undefined;
|
||||
|
||||
constructor(...args: any[]) {
|
||||
super(...args);
|
||||
this._originalOnJoin = this.onJoin?.bind(this);
|
||||
this.onJoin = this._authOnJoin.bind(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 认证钩子(可覆盖)
|
||||
* @en Auth hook (can be overridden)
|
||||
*/
|
||||
onAuth?(player: AuthPlayer<TUser>): boolean | Promise<boolean>;
|
||||
|
||||
/**
|
||||
* @zh 包装的 onJoin 方法
|
||||
* @en Wrapped onJoin method
|
||||
*/
|
||||
private async _authOnJoin(player: Player): Promise<void> {
|
||||
const conn = (player as any).connection ?? (player as any)._conn;
|
||||
const authContext = conn
|
||||
? (getAuthContext<TUser>(conn) ?? createGuestContext<TUser>())
|
||||
: createGuestContext<TUser>();
|
||||
|
||||
if (requireAuth && !authContext.isAuthenticated) {
|
||||
console.warn(`[AuthRoom] Rejected unauthenticated player: ${player.id}`);
|
||||
this.kick(player as any, 'Authentication required');
|
||||
return;
|
||||
}
|
||||
|
||||
if (allowedRoles.length > 0) {
|
||||
const hasRole = roleCheckMode === 'any'
|
||||
? authContext.hasAnyRole(allowedRoles)
|
||||
: authContext.hasAllRoles(allowedRoles);
|
||||
|
||||
if (!hasRole) {
|
||||
console.warn(`[AuthRoom] Rejected player ${player.id}: insufficient roles`);
|
||||
this.kick(player as any, 'Insufficient permissions');
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const authPlayer = wrapPlayerWithAuth<TUser>(player, authContext);
|
||||
|
||||
if (typeof this.onAuth === 'function') {
|
||||
try {
|
||||
const allowed = await this.onAuth(authPlayer);
|
||||
if (!allowed) {
|
||||
console.warn(`[AuthRoom] Rejected player ${player.id}: onAuth returned false`);
|
||||
this.kick(player as any, 'Authentication rejected');
|
||||
return;
|
||||
}
|
||||
} catch (error) {
|
||||
console.error(`[AuthRoom] Error in onAuth for player ${player.id}:`, error);
|
||||
this.kick(player as any, 'Authentication error');
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (this._originalOnJoin) {
|
||||
await this._originalOnJoin(authPlayer as unknown as Player);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取带认证信息的玩家
|
||||
* @en Get player with auth info
|
||||
*/
|
||||
getAuthPlayer(id: string): AuthPlayer<TUser> | undefined {
|
||||
const player = this.getPlayer(id);
|
||||
return player as AuthPlayer<TUser> | undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有带认证信息的玩家
|
||||
* @en Get all players with auth info
|
||||
*/
|
||||
getAuthPlayers(): AuthPlayer<TUser>[] {
|
||||
return this.players as AuthPlayer<TUser>[];
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 按角色获取玩家
|
||||
* @en Get players by role
|
||||
*/
|
||||
getPlayersByRole(role: string): AuthPlayer<TUser>[] {
|
||||
return this.getAuthPlayers().filter(p => p.auth?.hasRole(role));
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 按用户 ID 获取玩家
|
||||
* @en Get player by user ID
|
||||
*/
|
||||
getPlayerByUserId(userId: string): AuthPlayer<TUser> | undefined {
|
||||
return this.getAuthPlayers().find(p => p.auth?.userId === userId);
|
||||
}
|
||||
}
|
||||
|
||||
return AuthRoom as unknown as TBase & (new (...args: any[]) => IAuthRoom<TUser>);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 抽象认证房间基类
|
||||
* @en Abstract auth room base class
|
||||
*
|
||||
* @zh 如果不想使用 mixin,可以直接继承此类
|
||||
* @en If you don't want to use mixin, you can extend this class directly
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { AuthRoomBase } from '@esengine/server/auth';
|
||||
*
|
||||
* class GameRoom extends AuthRoomBase<User> {
|
||||
* protected readonly authConfig = {
|
||||
* requireAuth: true,
|
||||
* allowedRoles: ['player']
|
||||
* };
|
||||
*
|
||||
* onJoin(player: AuthPlayer<User>) {
|
||||
* // player has .auth and .user properties
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export abstract class AuthRoomBase<TUser = unknown, TState = any, TPlayerData = Record<string, unknown>>
|
||||
implements IAuthRoom<TUser> {
|
||||
|
||||
/**
|
||||
* @zh 认证配置(子类可覆盖)
|
||||
* @en Auth config (can be overridden by subclass)
|
||||
*/
|
||||
protected readonly authConfig: AuthRoomConfig = {
|
||||
requireAuth: true,
|
||||
allowedRoles: [],
|
||||
roleCheckMode: 'any'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh 认证钩子
|
||||
* @en Auth hook
|
||||
*/
|
||||
onAuth?(player: AuthPlayer<TUser>): boolean | Promise<boolean>;
|
||||
|
||||
getAuthPlayer(id: string): AuthPlayer<TUser> | undefined {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
getAuthPlayers(): AuthPlayer<TUser>[] {
|
||||
return [];
|
||||
}
|
||||
|
||||
getPlayersByRole(role: string): AuthPlayer<TUser>[] {
|
||||
return [];
|
||||
}
|
||||
|
||||
getPlayerByUserId(userId: string): AuthPlayer<TUser> | undefined {
|
||||
return undefined;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
/**
|
||||
* @zh 认证提供者接口
|
||||
* @en Authentication provider interface
|
||||
*/
|
||||
|
||||
export type { IAuthProvider, AuthResult, AuthErrorCode } from '../types.js';
|
||||
253
packages/framework/server/src/auth/providers/JwtAuthProvider.ts
Normal file
253
packages/framework/server/src/auth/providers/JwtAuthProvider.ts
Normal file
@@ -0,0 +1,253 @@
|
||||
/**
|
||||
* @zh JWT 认证提供者
|
||||
* @en JWT authentication provider
|
||||
*/
|
||||
|
||||
import type { IAuthProvider, AuthResult, AuthErrorCode } from '../types.js';
|
||||
import * as jwt from 'jsonwebtoken';
|
||||
|
||||
/**
|
||||
* @zh JWT 载荷
|
||||
* @en JWT payload
|
||||
*/
|
||||
export interface JwtPayload {
|
||||
/**
|
||||
* @zh 主题(用户 ID)
|
||||
* @en Subject (user ID)
|
||||
*/
|
||||
sub?: string;
|
||||
|
||||
/**
|
||||
* @zh 签发时间
|
||||
* @en Issued at
|
||||
*/
|
||||
iat?: number;
|
||||
|
||||
/**
|
||||
* @zh 过期时间
|
||||
* @en Expiration time
|
||||
*/
|
||||
exp?: number;
|
||||
|
||||
/**
|
||||
* @zh 自定义字段
|
||||
* @en Custom fields
|
||||
*/
|
||||
[key: string]: unknown;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh JWT 认证配置
|
||||
* @en JWT authentication configuration
|
||||
*/
|
||||
export interface JwtAuthConfig<TUser = unknown> {
|
||||
/**
|
||||
* @zh 密钥
|
||||
* @en Secret key
|
||||
*/
|
||||
secret: string;
|
||||
|
||||
/**
|
||||
* @zh 算法
|
||||
* @en Algorithm
|
||||
* @defaultValue 'HS256'
|
||||
*/
|
||||
algorithm?: 'HS256' | 'HS384' | 'HS512' | 'RS256' | 'RS384' | 'RS512';
|
||||
|
||||
/**
|
||||
* @zh 令牌过期时间(秒)
|
||||
* @en Token expiration in seconds
|
||||
* @defaultValue 3600
|
||||
*/
|
||||
expiresIn?: number;
|
||||
|
||||
/**
|
||||
* @zh 从载荷获取用户信息
|
||||
* @en Get user from payload
|
||||
*/
|
||||
getUser?: (payload: JwtPayload) => TUser | Promise<TUser | null> | null;
|
||||
|
||||
/**
|
||||
* @zh 签发者
|
||||
* @en Issuer
|
||||
*/
|
||||
issuer?: string;
|
||||
|
||||
/**
|
||||
* @zh 受众
|
||||
* @en Audience
|
||||
*/
|
||||
audience?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh JWT 认证提供者
|
||||
* @en JWT authentication provider
|
||||
*
|
||||
* @zh 使用 jsonwebtoken 库实现 JWT 认证
|
||||
* @en Uses jsonwebtoken library for JWT authentication
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const jwtProvider = createJwtAuthProvider({
|
||||
* secret: 'your-secret-key',
|
||||
* expiresIn: 3600,
|
||||
* getUser: async (payload) => {
|
||||
* return await db.users.findById(payload.sub);
|
||||
* }
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
export class JwtAuthProvider<TUser = unknown> implements IAuthProvider<TUser, string> {
|
||||
readonly name = 'jwt';
|
||||
|
||||
private _config: Required<Pick<JwtAuthConfig<TUser>, 'secret' | 'algorithm' | 'expiresIn'>> & JwtAuthConfig<TUser>;
|
||||
|
||||
constructor(config: JwtAuthConfig<TUser>) {
|
||||
this._config = {
|
||||
algorithm: 'HS256',
|
||||
expiresIn: 3600,
|
||||
...config
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 验证令牌
|
||||
* @en Verify token
|
||||
*/
|
||||
async verify(token: string): Promise<AuthResult<TUser>> {
|
||||
if (!token) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Token is required',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
try {
|
||||
const verifyOptions: jwt.VerifyOptions = {
|
||||
algorithms: [this._config.algorithm]
|
||||
};
|
||||
if (this._config.issuer) {
|
||||
verifyOptions.issuer = this._config.issuer;
|
||||
}
|
||||
if (this._config.audience) {
|
||||
verifyOptions.audience = this._config.audience;
|
||||
}
|
||||
const payload = jwt.verify(token, this._config.secret, verifyOptions) as JwtPayload;
|
||||
|
||||
let user: TUser | null = null;
|
||||
|
||||
if (this._config.getUser) {
|
||||
user = await this._config.getUser(payload);
|
||||
if (!user) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'User not found',
|
||||
errorCode: 'USER_NOT_FOUND'
|
||||
};
|
||||
}
|
||||
} else {
|
||||
user = payload as unknown as TUser;
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
user,
|
||||
token,
|
||||
expiresAt: payload.exp ? payload.exp * 1000 : undefined
|
||||
};
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
|
||||
if (err.name === 'TokenExpiredError') {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Token has expired',
|
||||
errorCode: 'EXPIRED_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
success: false,
|
||||
error: err.message || 'Invalid token',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 刷新令牌
|
||||
* @en Refresh token
|
||||
*/
|
||||
async refresh(token: string): Promise<AuthResult<TUser>> {
|
||||
const result = await this.verify(token);
|
||||
|
||||
if (!result.success || !result.user) {
|
||||
return result;
|
||||
}
|
||||
|
||||
const payload = jwt.decode(token) as JwtPayload;
|
||||
|
||||
// Remove JWT standard claims that will be regenerated
|
||||
const { iat, exp, nbf, ...restPayload } = payload;
|
||||
|
||||
const newToken = this.sign(restPayload);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
user: result.user,
|
||||
token: newToken,
|
||||
expiresAt: Date.now() + this._config.expiresIn * 1000
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成令牌
|
||||
* @en Generate token
|
||||
*/
|
||||
sign(payload: Record<string, unknown>): string {
|
||||
const signOptions: jwt.SignOptions = {
|
||||
algorithm: this._config.algorithm,
|
||||
expiresIn: this._config.expiresIn
|
||||
};
|
||||
if (this._config.issuer) {
|
||||
signOptions.issuer = this._config.issuer;
|
||||
}
|
||||
if (this._config.audience) {
|
||||
signOptions.audience = this._config.audience;
|
||||
}
|
||||
return jwt.sign(payload, this._config.secret, signOptions);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 解码令牌(不验证)
|
||||
* @en Decode token (without verification)
|
||||
*/
|
||||
decode(token: string): JwtPayload | null {
|
||||
return jwt.decode(token) as JwtPayload | null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 JWT 认证提供者
|
||||
* @en Create JWT authentication provider
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createJwtAuthProvider } from '@esengine/server/auth';
|
||||
*
|
||||
* const jwtProvider = createJwtAuthProvider({
|
||||
* secret: process.env.JWT_SECRET!,
|
||||
* expiresIn: 3600,
|
||||
* getUser: async (payload) => {
|
||||
* return { id: payload.sub, name: payload.name };
|
||||
* }
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
export function createJwtAuthProvider<TUser = unknown>(
|
||||
config: JwtAuthConfig<TUser>
|
||||
): JwtAuthProvider<TUser> {
|
||||
return new JwtAuthProvider<TUser>(config);
|
||||
}
|
||||
@@ -0,0 +1,292 @@
|
||||
/**
|
||||
* @zh Session 认证提供者
|
||||
* @en Session authentication provider
|
||||
*/
|
||||
|
||||
import { randomBytes } from 'crypto';
|
||||
import type { IAuthProvider, AuthResult } from '../types.js';
|
||||
|
||||
/**
|
||||
* @zh Session 存储接口(兼容 ITransactionStorage)
|
||||
* @en Session storage interface (compatible with ITransactionStorage)
|
||||
*/
|
||||
export interface ISessionStorage {
|
||||
get<T>(key: string): Promise<T | null>;
|
||||
set<T>(key: string, value: T, ttl?: number): Promise<void>;
|
||||
delete(key: string): Promise<boolean>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Session 数据
|
||||
* @en Session data
|
||||
*/
|
||||
export interface SessionData<TUser = unknown> {
|
||||
/**
|
||||
* @zh 用户信息
|
||||
* @en User information
|
||||
*/
|
||||
user: TUser;
|
||||
|
||||
/**
|
||||
* @zh 创建时间
|
||||
* @en Created at
|
||||
*/
|
||||
createdAt: number;
|
||||
|
||||
/**
|
||||
* @zh 最后活跃时间
|
||||
* @en Last active at
|
||||
*/
|
||||
lastActiveAt: number;
|
||||
|
||||
/**
|
||||
* @zh 自定义数据
|
||||
* @en Custom data
|
||||
*/
|
||||
data?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Session 认证配置
|
||||
* @en Session authentication configuration
|
||||
*/
|
||||
export interface SessionAuthConfig<TUser = unknown> {
|
||||
/**
|
||||
* @zh Session 存储
|
||||
* @en Session storage
|
||||
*/
|
||||
storage: ISessionStorage;
|
||||
|
||||
/**
|
||||
* @zh Session 过期时间(毫秒)
|
||||
* @en Session expiration in milliseconds
|
||||
* @defaultValue 86400000 (24h)
|
||||
*/
|
||||
sessionTTL?: number;
|
||||
|
||||
/**
|
||||
* @zh Session 键前缀
|
||||
* @en Session key prefix
|
||||
* @defaultValue 'session:'
|
||||
*/
|
||||
prefix?: string;
|
||||
|
||||
/**
|
||||
* @zh 验证用户(可选额外验证)
|
||||
* @en Validate user (optional extra validation)
|
||||
*/
|
||||
validateUser?: (user: TUser) => boolean | Promise<boolean>;
|
||||
|
||||
/**
|
||||
* @zh 是否自动续期
|
||||
* @en Auto renew session
|
||||
* @defaultValue true
|
||||
*/
|
||||
autoRenew?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Session 认证提供者
|
||||
* @en Session authentication provider
|
||||
*
|
||||
* @zh 基于存储的会话认证,支持 Redis、MongoDB 等后端
|
||||
* @en Storage-based session authentication, supports Redis, MongoDB, etc.
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createSessionAuthProvider } from '@esengine/server/auth';
|
||||
* import { createRedisStorage } from '@esengine/transaction';
|
||||
*
|
||||
* const sessionProvider = createSessionAuthProvider({
|
||||
* storage: createRedisStorage({ factory: () => new Redis() }),
|
||||
* sessionTTL: 86400000, // 24 hours
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
export class SessionAuthProvider<TUser = unknown> implements IAuthProvider<TUser, string> {
|
||||
readonly name = 'session';
|
||||
|
||||
private _config: Required<Pick<SessionAuthConfig<TUser>, 'sessionTTL' | 'prefix' | 'autoRenew'>> & SessionAuthConfig<TUser>;
|
||||
|
||||
constructor(config: SessionAuthConfig<TUser>) {
|
||||
this._config = {
|
||||
sessionTTL: 86400000,
|
||||
prefix: 'session:',
|
||||
autoRenew: true,
|
||||
...config
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取存储键
|
||||
* @en Get storage key
|
||||
*/
|
||||
private _getKey(sessionId: string): string {
|
||||
return `${this._config.prefix}${sessionId}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 验证 Session
|
||||
* @en Verify session
|
||||
*/
|
||||
async verify(sessionId: string): Promise<AuthResult<TUser>> {
|
||||
if (!sessionId) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Session ID is required',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
const key = this._getKey(sessionId);
|
||||
const session = await this._config.storage.get<SessionData<TUser>>(key);
|
||||
|
||||
if (!session) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Session not found or expired',
|
||||
errorCode: 'EXPIRED_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
if (this._config.validateUser) {
|
||||
const isValid = await this._config.validateUser(session.user);
|
||||
if (!isValid) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'User validation failed',
|
||||
errorCode: 'ACCOUNT_DISABLED'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
if (this._config.autoRenew) {
|
||||
session.lastActiveAt = Date.now();
|
||||
await this._config.storage.set(key, session, this._config.sessionTTL);
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
user: session.user,
|
||||
token: sessionId,
|
||||
expiresAt: session.createdAt + this._config.sessionTTL
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 刷新 Session
|
||||
* @en Refresh session
|
||||
*/
|
||||
async refresh(sessionId: string): Promise<AuthResult<TUser>> {
|
||||
const result = await this.verify(sessionId);
|
||||
|
||||
if (!result.success) {
|
||||
return result;
|
||||
}
|
||||
|
||||
const key = this._getKey(sessionId);
|
||||
const session = await this._config.storage.get<SessionData<TUser>>(key);
|
||||
|
||||
if (session) {
|
||||
session.lastActiveAt = Date.now();
|
||||
await this._config.storage.set(key, session, this._config.sessionTTL);
|
||||
}
|
||||
|
||||
return {
|
||||
...result,
|
||||
expiresAt: Date.now() + this._config.sessionTTL
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 撤销 Session
|
||||
* @en Revoke session
|
||||
*/
|
||||
async revoke(sessionId: string): Promise<boolean> {
|
||||
const key = this._getKey(sessionId);
|
||||
return await this._config.storage.delete(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 Session
|
||||
* @en Create session
|
||||
*/
|
||||
async createSession(user: TUser, data?: Record<string, unknown>): Promise<string> {
|
||||
const sessionId = this._generateSessionId();
|
||||
const key = this._getKey(sessionId);
|
||||
|
||||
const session: SessionData<TUser> = {
|
||||
user,
|
||||
createdAt: Date.now(),
|
||||
lastActiveAt: Date.now(),
|
||||
data
|
||||
};
|
||||
|
||||
await this._config.storage.set(key, session, this._config.sessionTTL);
|
||||
|
||||
return sessionId;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取 Session 数据
|
||||
* @en Get session data
|
||||
*/
|
||||
async getSession(sessionId: string): Promise<SessionData<TUser> | null> {
|
||||
const key = this._getKey(sessionId);
|
||||
return await this._config.storage.get<SessionData<TUser>>(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新 Session 数据
|
||||
* @en Update session data
|
||||
*/
|
||||
async updateSession(sessionId: string, data: Record<string, unknown>): Promise<boolean> {
|
||||
const key = this._getKey(sessionId);
|
||||
const session = await this._config.storage.get<SessionData<TUser>>(key);
|
||||
|
||||
if (!session) {
|
||||
return false;
|
||||
}
|
||||
|
||||
session.data = { ...session.data, ...data };
|
||||
session.lastActiveAt = Date.now();
|
||||
await this._config.storage.set(key, session, this._config.sessionTTL);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成 Session ID(使用加密安全的随机数)
|
||||
* @en Generate session ID (using cryptographically secure random)
|
||||
*/
|
||||
private _generateSessionId(): string {
|
||||
return randomBytes(32).toString('hex');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 Session 认证提供者
|
||||
* @en Create session authentication provider
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createSessionAuthProvider } from '@esengine/server/auth';
|
||||
* import { MemoryStorage } from '@esengine/transaction';
|
||||
*
|
||||
* const sessionProvider = createSessionAuthProvider({
|
||||
* storage: new MemoryStorage(),
|
||||
* sessionTTL: 3600000, // 1 hour
|
||||
* });
|
||||
*
|
||||
* // Create a session
|
||||
* const sessionId = await sessionProvider.createSession({ id: '1', name: 'Alice' });
|
||||
*
|
||||
* // Verify session
|
||||
* const result = await sessionProvider.verify(sessionId);
|
||||
* ```
|
||||
*/
|
||||
export function createSessionAuthProvider<TUser = unknown>(
|
||||
config: SessionAuthConfig<TUser>
|
||||
): SessionAuthProvider<TUser> {
|
||||
return new SessionAuthProvider<TUser>(config);
|
||||
}
|
||||
8
packages/framework/server/src/auth/providers/index.ts
Normal file
8
packages/framework/server/src/auth/providers/index.ts
Normal file
@@ -0,0 +1,8 @@
|
||||
/**
|
||||
* @zh 认证提供者
|
||||
* @en Authentication providers
|
||||
*/
|
||||
|
||||
export type { IAuthProvider, AuthResult, AuthErrorCode } from './IAuthProvider.js';
|
||||
export { JwtAuthProvider, createJwtAuthProvider, type JwtAuthConfig, type JwtPayload } from './JwtAuthProvider.js';
|
||||
export { SessionAuthProvider, createSessionAuthProvider, type SessionAuthConfig, type SessionData, type ISessionStorage } from './SessionAuthProvider.js';
|
||||
278
packages/framework/server/src/auth/testing/MockAuthProvider.ts
Normal file
278
packages/framework/server/src/auth/testing/MockAuthProvider.ts
Normal file
@@ -0,0 +1,278 @@
|
||||
/**
|
||||
* @zh 模拟认证提供者
|
||||
* @en Mock authentication provider
|
||||
*/
|
||||
|
||||
import type { IAuthProvider, AuthResult, AuthErrorCode } from '../types.js';
|
||||
|
||||
/**
|
||||
* @zh 模拟用户
|
||||
* @en Mock user
|
||||
*/
|
||||
export interface MockUser {
|
||||
id: string;
|
||||
name?: string;
|
||||
roles?: string[];
|
||||
[key: string]: unknown;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 模拟认证配置
|
||||
* @en Mock authentication configuration
|
||||
*/
|
||||
export interface MockAuthConfig {
|
||||
/**
|
||||
* @zh 预设用户列表
|
||||
* @en Preset user list
|
||||
*/
|
||||
users?: MockUser[];
|
||||
|
||||
/**
|
||||
* @zh 默认用户(无 token 时返回)
|
||||
* @en Default user (returned when no token)
|
||||
*/
|
||||
defaultUser?: MockUser;
|
||||
|
||||
/**
|
||||
* @zh 模拟延迟(毫秒)
|
||||
* @en Simulated delay (ms)
|
||||
*/
|
||||
delay?: number;
|
||||
|
||||
/**
|
||||
* @zh 是否自动创建用户
|
||||
* @en Auto create users
|
||||
*/
|
||||
autoCreate?: boolean;
|
||||
|
||||
/**
|
||||
* @zh 验证令牌格式
|
||||
* @en Token format validator
|
||||
*/
|
||||
validateToken?: (token: string) => boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 模拟认证提供者
|
||||
* @en Mock authentication provider
|
||||
*
|
||||
* @zh 用于测试的认证提供者,不需要真实的 JWT 或数据库
|
||||
* @en Authentication provider for testing, no real JWT or database required
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createMockAuthProvider } from '@esengine/server/auth/testing';
|
||||
*
|
||||
* const mockProvider = createMockAuthProvider({
|
||||
* users: [
|
||||
* { id: '1', name: 'Alice', roles: ['player'] },
|
||||
* { id: '2', name: 'Bob', roles: ['admin'] },
|
||||
* ],
|
||||
* autoCreate: true, // Unknown tokens create guest users
|
||||
* });
|
||||
*
|
||||
* // Verify with user ID as token
|
||||
* const result = await mockProvider.verify('1');
|
||||
* // result.user = { id: '1', name: 'Alice', roles: ['player'] }
|
||||
* ```
|
||||
*/
|
||||
export class MockAuthProvider<TUser extends MockUser = MockUser>
|
||||
implements IAuthProvider<TUser, string> {
|
||||
|
||||
readonly name = 'mock';
|
||||
|
||||
private _users: Map<string, TUser>;
|
||||
private _config: MockAuthConfig;
|
||||
private _revokedTokens: Set<string> = new Set();
|
||||
|
||||
constructor(config: MockAuthConfig = {}) {
|
||||
this._config = config;
|
||||
this._users = new Map();
|
||||
|
||||
if (config.users) {
|
||||
for (const user of config.users) {
|
||||
this._users.set(user.id, user as TUser);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 模拟延迟
|
||||
* @en Simulate delay
|
||||
*/
|
||||
private async _delay(): Promise<void> {
|
||||
if (this._config.delay && this._config.delay > 0) {
|
||||
await new Promise(resolve => setTimeout(resolve, this._config.delay));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 验证令牌
|
||||
* @en Verify token
|
||||
*/
|
||||
async verify(token: string): Promise<AuthResult<TUser>> {
|
||||
await this._delay();
|
||||
|
||||
if (!token) {
|
||||
if (this._config.defaultUser) {
|
||||
return {
|
||||
success: true,
|
||||
user: this._config.defaultUser as TUser,
|
||||
token: 'default'
|
||||
};
|
||||
}
|
||||
return {
|
||||
success: false,
|
||||
error: 'Token is required',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
if (this._revokedTokens.has(token)) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Token has been revoked',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
if (this._config.validateToken && !this._config.validateToken(token)) {
|
||||
return {
|
||||
success: false,
|
||||
error: 'Invalid token format',
|
||||
errorCode: 'INVALID_TOKEN'
|
||||
};
|
||||
}
|
||||
|
||||
const user = this._users.get(token);
|
||||
|
||||
if (user) {
|
||||
return {
|
||||
success: true,
|
||||
user,
|
||||
token,
|
||||
expiresAt: Date.now() + 3600000
|
||||
};
|
||||
}
|
||||
|
||||
if (this._config.autoCreate) {
|
||||
const newUser = {
|
||||
id: token,
|
||||
name: `User_${token}`,
|
||||
roles: ['guest']
|
||||
} as TUser;
|
||||
|
||||
this._users.set(token, newUser);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
user: newUser,
|
||||
token,
|
||||
expiresAt: Date.now() + 3600000
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
success: false,
|
||||
error: 'User not found',
|
||||
errorCode: 'USER_NOT_FOUND'
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 刷新令牌
|
||||
* @en Refresh token
|
||||
*/
|
||||
async refresh(token: string): Promise<AuthResult<TUser>> {
|
||||
return this.verify(token);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 撤销令牌
|
||||
* @en Revoke token
|
||||
*/
|
||||
async revoke(token: string): Promise<boolean> {
|
||||
this._revokedTokens.add(token);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 添加用户
|
||||
* @en Add user
|
||||
*/
|
||||
addUser(user: TUser): void {
|
||||
this._users.set(user.id, user);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除用户
|
||||
* @en Remove user
|
||||
*/
|
||||
removeUser(id: string): boolean {
|
||||
return this._users.delete(id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取用户
|
||||
* @en Get user
|
||||
*/
|
||||
getUser(id: string): TUser | undefined {
|
||||
return this._users.get(id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有用户
|
||||
* @en Get all users
|
||||
*/
|
||||
getUsers(): TUser[] {
|
||||
return Array.from(this._users.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清空所有状态
|
||||
* @en Clear all state
|
||||
*/
|
||||
clear(): void {
|
||||
this._users.clear();
|
||||
this._revokedTokens.clear();
|
||||
|
||||
if (this._config.users) {
|
||||
for (const user of this._config.users) {
|
||||
this._users.set(user.id, user as TUser);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成测试令牌
|
||||
* @en Generate test token
|
||||
*/
|
||||
generateToken(userId: string): string {
|
||||
return userId;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建模拟认证提供者
|
||||
* @en Create mock authentication provider
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const provider = createMockAuthProvider({
|
||||
* users: [
|
||||
* { id: 'admin', name: 'Admin', roles: ['admin'] }
|
||||
* ]
|
||||
* });
|
||||
*
|
||||
* // Use in tests
|
||||
* const server = withAuth(await createServer({ port: 0 }), {
|
||||
* provider,
|
||||
* extractCredentials: (req) => req.headers['x-token']
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
export function createMockAuthProvider<TUser extends MockUser = MockUser>(
|
||||
config?: MockAuthConfig
|
||||
): MockAuthProvider<TUser> {
|
||||
return new MockAuthProvider<TUser>(config);
|
||||
}
|
||||
11
packages/framework/server/src/auth/testing/index.ts
Normal file
11
packages/framework/server/src/auth/testing/index.ts
Normal file
@@ -0,0 +1,11 @@
|
||||
/**
|
||||
* @zh 认证测试工具
|
||||
* @en Authentication testing utilities
|
||||
*/
|
||||
|
||||
export {
|
||||
MockAuthProvider,
|
||||
createMockAuthProvider,
|
||||
type MockUser,
|
||||
type MockAuthConfig
|
||||
} from './MockAuthProvider.js';
|
||||
400
packages/framework/server/src/auth/types.ts
Normal file
400
packages/framework/server/src/auth/types.ts
Normal file
@@ -0,0 +1,400 @@
|
||||
/**
|
||||
* @zh 认证系统类型定义
|
||||
* @en Authentication system type definitions
|
||||
*/
|
||||
|
||||
import type { ServerConnection, ApiContext, MsgContext, GameServer } from '../types/index.js';
|
||||
|
||||
// ============================================================================
|
||||
// Error Codes
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 认证错误代码
|
||||
* @en Authentication error codes
|
||||
*/
|
||||
export type AuthErrorCode =
|
||||
| 'INVALID_CREDENTIALS'
|
||||
| 'EXPIRED_TOKEN'
|
||||
| 'INVALID_TOKEN'
|
||||
| 'USER_NOT_FOUND'
|
||||
| 'ACCOUNT_DISABLED'
|
||||
| 'RATE_LIMITED'
|
||||
| 'INSUFFICIENT_PERMISSIONS';
|
||||
|
||||
// ============================================================================
|
||||
// Auth Result
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 认证结果
|
||||
* @en Authentication result
|
||||
*/
|
||||
export interface AuthResult<TUser = unknown> {
|
||||
/**
|
||||
* @zh 是否成功
|
||||
* @en Whether succeeded
|
||||
*/
|
||||
success: boolean;
|
||||
|
||||
/**
|
||||
* @zh 用户信息
|
||||
* @en User information
|
||||
*/
|
||||
user?: TUser;
|
||||
|
||||
/**
|
||||
* @zh 错误信息
|
||||
* @en Error message
|
||||
*/
|
||||
error?: string;
|
||||
|
||||
/**
|
||||
* @zh 错误代码
|
||||
* @en Error code
|
||||
*/
|
||||
errorCode?: AuthErrorCode;
|
||||
|
||||
/**
|
||||
* @zh 令牌
|
||||
* @en Token
|
||||
*/
|
||||
token?: string;
|
||||
|
||||
/**
|
||||
* @zh 令牌过期时间(时间戳)
|
||||
* @en Token expiration time (timestamp)
|
||||
*/
|
||||
expiresAt?: number;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Auth Provider
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 认证提供者接口
|
||||
* @en Authentication provider interface
|
||||
*/
|
||||
export interface IAuthProvider<TUser = unknown, TCredentials = unknown> {
|
||||
/**
|
||||
* @zh 提供者名称
|
||||
* @en Provider name
|
||||
*/
|
||||
readonly name: string;
|
||||
|
||||
/**
|
||||
* @zh 验证凭证
|
||||
* @en Verify credentials
|
||||
*
|
||||
* @param credentials - @zh 凭证数据 @en Credential data
|
||||
* @returns @zh 验证结果 @en Verification result
|
||||
*/
|
||||
verify(credentials: TCredentials): Promise<AuthResult<TUser>>;
|
||||
|
||||
/**
|
||||
* @zh 刷新令牌(可选)
|
||||
* @en Refresh token (optional)
|
||||
*/
|
||||
refresh?(token: string): Promise<AuthResult<TUser>>;
|
||||
|
||||
/**
|
||||
* @zh 撤销令牌(可选)
|
||||
* @en Revoke token (optional)
|
||||
*/
|
||||
revoke?(token: string): Promise<boolean>;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Auth Context
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 认证上下文接口
|
||||
* @en Authentication context interface
|
||||
*/
|
||||
export interface IAuthContext<TUser = unknown> {
|
||||
/**
|
||||
* @zh 是否已认证
|
||||
* @en Whether authenticated
|
||||
*/
|
||||
readonly isAuthenticated: boolean;
|
||||
|
||||
/**
|
||||
* @zh 用户信息
|
||||
* @en User information
|
||||
*/
|
||||
readonly user: TUser | null;
|
||||
|
||||
/**
|
||||
* @zh 用户 ID
|
||||
* @en User ID
|
||||
*/
|
||||
readonly userId: string | null;
|
||||
|
||||
/**
|
||||
* @zh 用户角色
|
||||
* @en User roles
|
||||
*/
|
||||
readonly roles: ReadonlyArray<string>;
|
||||
|
||||
/**
|
||||
* @zh 认证时间
|
||||
* @en Authentication timestamp
|
||||
*/
|
||||
readonly authenticatedAt: number | null;
|
||||
|
||||
/**
|
||||
* @zh 令牌过期时间
|
||||
* @en Token expiration time
|
||||
*/
|
||||
readonly expiresAt: number | null;
|
||||
|
||||
/**
|
||||
* @zh 检查是否有指定角色
|
||||
* @en Check if has specified role
|
||||
*/
|
||||
hasRole(role: string): boolean;
|
||||
|
||||
/**
|
||||
* @zh 检查是否有任一指定角色
|
||||
* @en Check if has any of specified roles
|
||||
*/
|
||||
hasAnyRole(roles: string[]): boolean;
|
||||
|
||||
/**
|
||||
* @zh 检查是否有所有指定角色
|
||||
* @en Check if has all specified roles
|
||||
*/
|
||||
hasAllRoles(roles: string[]): boolean;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Auth Connection
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 认证连接数据
|
||||
* @en Authentication connection data
|
||||
*/
|
||||
export interface AuthConnectionData<TUser = unknown> {
|
||||
/**
|
||||
* @zh 认证上下文
|
||||
* @en Authentication context
|
||||
*/
|
||||
auth: IAuthContext<TUser>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 带认证的连接
|
||||
* @en Connection with authentication
|
||||
*/
|
||||
export interface AuthConnection<TUser = unknown, TData extends AuthConnectionData<TUser> = AuthConnectionData<TUser>>
|
||||
extends ServerConnection<TData> {
|
||||
/**
|
||||
* @zh 认证上下文(快捷访问)
|
||||
* @en Authentication context (shortcut)
|
||||
*/
|
||||
readonly auth: IAuthContext<TUser>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 带认证的 API 上下文
|
||||
* @en API context with authentication
|
||||
*/
|
||||
export interface AuthApiContext<TUser = unknown, TData extends AuthConnectionData<TUser> = AuthConnectionData<TUser>>
|
||||
extends ApiContext<TData> {
|
||||
/**
|
||||
* @zh 当前连接(带认证)
|
||||
* @en Current connection (with auth)
|
||||
*/
|
||||
conn: AuthConnection<TUser, TData>;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 带认证的消息上下文
|
||||
* @en Message context with authentication
|
||||
*/
|
||||
export interface AuthMsgContext<TUser = unknown, TData extends AuthConnectionData<TUser> = AuthConnectionData<TUser>>
|
||||
extends MsgContext<TData> {
|
||||
/**
|
||||
* @zh 当前连接(带认证)
|
||||
* @en Current connection (with auth)
|
||||
*/
|
||||
conn: AuthConnection<TUser, TData>;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Auth Server Config
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 连接请求信息
|
||||
* @en Connection request info
|
||||
*/
|
||||
export interface ConnectionRequest {
|
||||
/**
|
||||
* @zh 请求 URL
|
||||
* @en Request URL
|
||||
*/
|
||||
url: string;
|
||||
|
||||
/**
|
||||
* @zh 请求头
|
||||
* @en Request headers
|
||||
*/
|
||||
headers: Record<string, string | string[] | undefined>;
|
||||
|
||||
/**
|
||||
* @zh 客户端 IP
|
||||
* @en Client IP
|
||||
*/
|
||||
ip: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 认证服务器配置
|
||||
* @en Authentication server configuration
|
||||
*/
|
||||
export interface AuthServerConfig<TUser = unknown> {
|
||||
/**
|
||||
* @zh 认证提供者
|
||||
* @en Authentication provider
|
||||
*/
|
||||
provider: IAuthProvider<TUser>;
|
||||
|
||||
/**
|
||||
* @zh 从连接请求提取凭证
|
||||
* @en Extract credentials from connection request
|
||||
*/
|
||||
extractCredentials?: (req: ConnectionRequest) => unknown | Promise<unknown>;
|
||||
|
||||
/**
|
||||
* @zh 连接时自动认证
|
||||
* @en Auto authenticate on connection
|
||||
* @defaultValue true
|
||||
*/
|
||||
autoAuthOnConnect?: boolean;
|
||||
|
||||
/**
|
||||
* @zh 未认证连接的宽限期(毫秒)
|
||||
* @en Grace period for unauthenticated connections (ms)
|
||||
* @defaultValue 30000
|
||||
*/
|
||||
authGracePeriod?: number;
|
||||
|
||||
/**
|
||||
* @zh 认证失败是否断开连接
|
||||
* @en Disconnect on auth failure
|
||||
* @defaultValue false
|
||||
*/
|
||||
disconnectOnAuthFailure?: boolean;
|
||||
|
||||
/**
|
||||
* @zh 认证成功回调
|
||||
* @en Authentication success callback
|
||||
*/
|
||||
onAuthSuccess?: (conn: ServerConnection, user: TUser) => void | Promise<void>;
|
||||
|
||||
/**
|
||||
* @zh 认证失败回调
|
||||
* @en Authentication failure callback
|
||||
*/
|
||||
onAuthFailure?: (conn: ServerConnection, error: AuthResult<TUser>) => void | Promise<void>;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Auth Game Server
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 带认证的游戏服务器
|
||||
* @en Game server with authentication
|
||||
*/
|
||||
export interface AuthGameServer<TUser = unknown> extends GameServer {
|
||||
/**
|
||||
* @zh 认证提供者
|
||||
* @en Authentication provider
|
||||
*/
|
||||
readonly authProvider: IAuthProvider<TUser>;
|
||||
|
||||
/**
|
||||
* @zh 手动认证连接
|
||||
* @en Manually authenticate connection
|
||||
*/
|
||||
authenticate(
|
||||
conn: ServerConnection,
|
||||
credentials: unknown
|
||||
): Promise<AuthResult<TUser>>;
|
||||
|
||||
/**
|
||||
* @zh 获取连接的认证上下文
|
||||
* @en Get auth context for connection
|
||||
*/
|
||||
getAuthContext(conn: ServerConnection): IAuthContext<TUser> | null;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Auth Room Config
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 带认证的房间配置
|
||||
* @en Auth room configuration
|
||||
*/
|
||||
export interface AuthRoomConfig {
|
||||
/**
|
||||
* @zh 是否要求认证才能加入
|
||||
* @en Require authentication to join
|
||||
* @defaultValue true
|
||||
*/
|
||||
requireAuth?: boolean;
|
||||
|
||||
/**
|
||||
* @zh 允许的角色(空数组表示任意角色)
|
||||
* @en Allowed roles (empty array means any role)
|
||||
*/
|
||||
allowedRoles?: string[];
|
||||
|
||||
/**
|
||||
* @zh 角色检查模式
|
||||
* @en Role check mode
|
||||
* @defaultValue 'any'
|
||||
*/
|
||||
roleCheckMode?: 'any' | 'all';
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Decorator Options
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh requireAuth 装饰器选项
|
||||
* @en requireAuth decorator options
|
||||
*/
|
||||
export interface RequireAuthOptions {
|
||||
/**
|
||||
* @zh 认证失败时的错误消息
|
||||
* @en Error message on auth failure
|
||||
*/
|
||||
errorMessage?: string;
|
||||
|
||||
/**
|
||||
* @zh 是否允许访客
|
||||
* @en Allow guest access
|
||||
*/
|
||||
allowGuest?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh requireRole 装饰器选项
|
||||
* @en requireRole decorator options
|
||||
*/
|
||||
export interface RequireRoleOptions extends RequireAuthOptions {
|
||||
/**
|
||||
* @zh 角色检查模式
|
||||
* @en Role check mode
|
||||
* @defaultValue 'any'
|
||||
*/
|
||||
mode?: 'any' | 'all';
|
||||
}
|
||||
@@ -197,9 +197,9 @@ export class RoomManager {
|
||||
)
|
||||
}
|
||||
|
||||
private _findAvailableRoom(name: string): Room | undefined {
|
||||
private _findAvailableRoom(name: string): Room | null {
|
||||
const def = this._definitions.get(name)
|
||||
if (!def) return undefined
|
||||
if (!def) return null
|
||||
|
||||
for (const room of this._rooms.values()) {
|
||||
if (
|
||||
@@ -212,7 +212,7 @@ export class RoomManager {
|
||||
}
|
||||
}
|
||||
|
||||
return undefined
|
||||
return null
|
||||
}
|
||||
|
||||
private _generateRoomId(): string {
|
||||
|
||||
134
packages/framework/server/src/testing/MockRoom.ts
Normal file
134
packages/framework/server/src/testing/MockRoom.ts
Normal file
@@ -0,0 +1,134 @@
|
||||
/**
|
||||
* @zh 模拟房间
|
||||
* @en Mock room for testing
|
||||
*/
|
||||
|
||||
import { Room, onMessage, type Player } from '../room/index.js'
|
||||
|
||||
/**
|
||||
* @zh 模拟房间状态
|
||||
* @en Mock room state
|
||||
*/
|
||||
export interface MockRoomState {
|
||||
messages: Array<{ type: string; data: unknown; playerId: string }>
|
||||
joinCount: number
|
||||
leaveCount: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 模拟房间
|
||||
* @en Mock room for testing
|
||||
*
|
||||
* @zh 记录所有事件和消息,用于测试断言
|
||||
* @en Records all events and messages for test assertions
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const env = await createTestEnv()
|
||||
* env.server.define('mock', MockRoom)
|
||||
*
|
||||
* const client = await env.createClient()
|
||||
* await client.joinRoom('mock')
|
||||
*
|
||||
* client.sendToRoom('Test', { value: 123 })
|
||||
* await wait(50)
|
||||
*
|
||||
* // MockRoom 会广播收到的消息
|
||||
* const msg = client.getLastMessage('RoomMessage')
|
||||
* ```
|
||||
*/
|
||||
export class MockRoom extends Room<MockRoomState> {
|
||||
state: MockRoomState = {
|
||||
messages: [],
|
||||
joinCount: 0,
|
||||
leaveCount: 0,
|
||||
}
|
||||
|
||||
onCreate(): void {
|
||||
// 房间创建
|
||||
}
|
||||
|
||||
onJoin(player: Player): void {
|
||||
this.state.joinCount++
|
||||
this.broadcast('PlayerJoined', {
|
||||
playerId: player.id,
|
||||
joinCount: this.state.joinCount,
|
||||
})
|
||||
}
|
||||
|
||||
onLeave(player: Player): void {
|
||||
this.state.leaveCount++
|
||||
this.broadcast('PlayerLeft', {
|
||||
playerId: player.id,
|
||||
leaveCount: this.state.leaveCount,
|
||||
})
|
||||
}
|
||||
|
||||
@onMessage('*')
|
||||
handleAnyMessage(data: unknown, player: Player, type: string): void {
|
||||
this.state.messages.push({
|
||||
type,
|
||||
data,
|
||||
playerId: player.id,
|
||||
})
|
||||
|
||||
// 回显消息给所有玩家
|
||||
this.broadcast('MessageReceived', {
|
||||
type,
|
||||
data,
|
||||
from: player.id,
|
||||
})
|
||||
}
|
||||
|
||||
@onMessage('Echo')
|
||||
handleEcho(data: unknown, player: Player): void {
|
||||
// 只回复给发送者
|
||||
player.send('EchoReply', data)
|
||||
}
|
||||
|
||||
@onMessage('Broadcast')
|
||||
handleBroadcast(data: unknown, _player: Player): void {
|
||||
this.broadcast('BroadcastMessage', data)
|
||||
}
|
||||
|
||||
@onMessage('Ping')
|
||||
handlePing(_data: unknown, player: Player): void {
|
||||
player.send('Pong', { timestamp: Date.now() })
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 简单回显房间
|
||||
* @en Simple echo room
|
||||
*
|
||||
* @zh 将收到的任何消息回显给发送者
|
||||
* @en Echoes any received message back to sender
|
||||
*/
|
||||
export class EchoRoom extends Room {
|
||||
@onMessage('*')
|
||||
handleAnyMessage(data: unknown, player: Player, type: string): void {
|
||||
player.send(type, data)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 广播房间
|
||||
* @en Broadcast room
|
||||
*
|
||||
* @zh 将收到的任何消息广播给所有玩家
|
||||
* @en Broadcasts any received message to all players
|
||||
*/
|
||||
export class BroadcastRoom extends Room {
|
||||
onJoin(player: Player): void {
|
||||
this.broadcast('PlayerJoined', { id: player.id })
|
||||
}
|
||||
|
||||
onLeave(player: Player): void {
|
||||
this.broadcast('PlayerLeft', { id: player.id })
|
||||
}
|
||||
|
||||
@onMessage('*')
|
||||
handleAnyMessage(data: unknown, player: Player, type: string): void {
|
||||
this.broadcast(type, { from: player.id, data })
|
||||
}
|
||||
}
|
||||
371
packages/framework/server/src/testing/Room.test.ts
Normal file
371
packages/framework/server/src/testing/Room.test.ts
Normal file
@@ -0,0 +1,371 @@
|
||||
/**
|
||||
* @zh 房间测试示例
|
||||
* @en Room test examples
|
||||
*
|
||||
* @zh 这个文件展示了如何使用测试工具进行服务器测试
|
||||
* @en This file demonstrates how to use testing utilities for server testing
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach, afterEach } from 'vitest'
|
||||
import { createTestEnv, type TestEnvironment, wait } from './TestServer.js'
|
||||
import { MockRoom, BroadcastRoom } from './MockRoom.js'
|
||||
import { Room, onMessage, type Player } from '../room/index.js'
|
||||
|
||||
// ============================================================================
|
||||
// Custom Room for Testing | 自定义测试房间
|
||||
// ============================================================================
|
||||
|
||||
interface GameState {
|
||||
players: Map<string, { x: number; y: number }>
|
||||
scores: Map<string, number>
|
||||
}
|
||||
|
||||
class GameRoom extends Room<GameState> {
|
||||
maxPlayers = 4
|
||||
|
||||
state: GameState = {
|
||||
players: new Map(),
|
||||
scores: new Map(),
|
||||
}
|
||||
|
||||
onJoin(player: Player): void {
|
||||
this.state.players.set(player.id, { x: 0, y: 0 })
|
||||
this.state.scores.set(player.id, 0)
|
||||
this.broadcast('PlayerJoined', {
|
||||
playerId: player.id,
|
||||
playerCount: this.state.players.size,
|
||||
})
|
||||
}
|
||||
|
||||
onLeave(player: Player): void {
|
||||
this.state.players.delete(player.id)
|
||||
this.state.scores.delete(player.id)
|
||||
this.broadcast('PlayerLeft', {
|
||||
playerId: player.id,
|
||||
playerCount: this.state.players.size,
|
||||
})
|
||||
}
|
||||
|
||||
@onMessage('Move')
|
||||
handleMove(data: { x: number; y: number }, player: Player): void {
|
||||
const pos = this.state.players.get(player.id)
|
||||
if (pos) {
|
||||
pos.x = data.x
|
||||
pos.y = data.y
|
||||
this.broadcast('PlayerMoved', {
|
||||
playerId: player.id,
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
@onMessage('Score')
|
||||
handleScore(data: { points: number }, player: Player): void {
|
||||
const current = this.state.scores.get(player.id) ?? 0
|
||||
this.state.scores.set(player.id, current + data.points)
|
||||
player.send('ScoreUpdated', {
|
||||
score: this.state.scores.get(player.id),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Test Suites | 测试套件
|
||||
// ============================================================================
|
||||
|
||||
describe('Room Integration Tests', () => {
|
||||
let env: TestEnvironment
|
||||
|
||||
beforeEach(async () => {
|
||||
env = await createTestEnv()
|
||||
})
|
||||
|
||||
afterEach(async () => {
|
||||
await env.cleanup()
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Basic Tests | 基础测试
|
||||
// ========================================================================
|
||||
|
||||
describe('Basic Room Operations', () => {
|
||||
it('should create and join room', async () => {
|
||||
env.server.define('game', GameRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
const result = await client.joinRoom('game')
|
||||
|
||||
expect(result.roomId).toBeDefined()
|
||||
expect(result.playerId).toBeDefined()
|
||||
expect(client.roomId).toBe(result.roomId)
|
||||
})
|
||||
|
||||
it('should leave room', async () => {
|
||||
env.server.define('game', GameRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('game')
|
||||
|
||||
await client.leaveRoom()
|
||||
|
||||
expect(client.roomId).toBeNull()
|
||||
})
|
||||
|
||||
it('should join existing room by id', async () => {
|
||||
env.server.define('game', GameRoom)
|
||||
|
||||
const client1 = await env.createClient()
|
||||
const { roomId } = await client1.joinRoom('game')
|
||||
|
||||
const client2 = await env.createClient()
|
||||
const result = await client2.joinRoomById(roomId)
|
||||
|
||||
expect(result.roomId).toBe(roomId)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Message Tests | 消息测试
|
||||
// ========================================================================
|
||||
|
||||
describe('Room Messages', () => {
|
||||
it('should receive room messages', async () => {
|
||||
env.server.define('game', GameRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('game')
|
||||
|
||||
const movePromise = client.waitForRoomMessage('PlayerMoved')
|
||||
client.sendToRoom('Move', { x: 100, y: 200 })
|
||||
|
||||
const msg = await movePromise
|
||||
expect(msg).toEqual({
|
||||
playerId: client.playerId,
|
||||
x: 100,
|
||||
y: 200,
|
||||
})
|
||||
})
|
||||
|
||||
it('should receive broadcast messages', async () => {
|
||||
env.server.define('game', GameRoom)
|
||||
|
||||
const [client1, client2] = await env.createClients(2)
|
||||
|
||||
const { roomId } = await client1.joinRoom('game')
|
||||
await client2.joinRoomById(roomId)
|
||||
|
||||
// client1 等待收到 client2 的移动消息
|
||||
const movePromise = client1.waitForRoomMessage('PlayerMoved')
|
||||
client2.sendToRoom('Move', { x: 50, y: 75 })
|
||||
|
||||
const msg = await movePromise
|
||||
expect(msg).toMatchObject({
|
||||
playerId: client2.playerId,
|
||||
x: 50,
|
||||
y: 75,
|
||||
})
|
||||
})
|
||||
|
||||
it('should handle player join/leave broadcasts', async () => {
|
||||
env.server.define('broadcast', BroadcastRoom)
|
||||
|
||||
const client1 = await env.createClient()
|
||||
const { roomId } = await client1.joinRoom('broadcast')
|
||||
|
||||
// 等待 client2 加入的广播
|
||||
const joinPromise = client1.waitForRoomMessage<{ id: string }>('PlayerJoined')
|
||||
|
||||
const client2 = await env.createClient()
|
||||
const client2Result = await client2.joinRoomById(roomId)
|
||||
|
||||
const joinMsg = await joinPromise
|
||||
expect(joinMsg).toMatchObject({ id: client2Result.playerId })
|
||||
|
||||
// 等待 client2 离开的广播
|
||||
const leavePromise = client1.waitForRoomMessage<{ id: string }>('PlayerLeft')
|
||||
const client2PlayerId = client2.playerId // 保存 playerId
|
||||
await client2.leaveRoom()
|
||||
|
||||
const leaveMsg = await leavePromise
|
||||
expect(leaveMsg).toMatchObject({ id: client2PlayerId })
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// MockRoom Tests | 模拟房间测试
|
||||
// ========================================================================
|
||||
|
||||
describe('MockRoom', () => {
|
||||
it('should record messages', async () => {
|
||||
env.server.define('mock', MockRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('mock')
|
||||
|
||||
// 使用 Echo 消息,因为它是明确定义的
|
||||
const echoPromise = client.waitForRoomMessage('EchoReply')
|
||||
client.sendToRoom('Echo', { value: 123 })
|
||||
await echoPromise
|
||||
|
||||
expect(client.hasReceivedMessage('RoomMessage')).toBe(true)
|
||||
})
|
||||
|
||||
it('should handle echo', async () => {
|
||||
env.server.define('mock', MockRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('mock')
|
||||
|
||||
const echoPromise = client.waitForRoomMessage('EchoReply')
|
||||
client.sendToRoom('Echo', { message: 'hello' })
|
||||
|
||||
const reply = await echoPromise
|
||||
expect(reply).toEqual({ message: 'hello' })
|
||||
})
|
||||
|
||||
it('should handle ping/pong', async () => {
|
||||
env.server.define('mock', MockRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('mock')
|
||||
|
||||
const pongPromise = client.waitForRoomMessage<{ timestamp: number }>('Pong')
|
||||
client.sendToRoom('Ping', {})
|
||||
|
||||
const pong = await pongPromise
|
||||
expect(pong.timestamp).toBeGreaterThan(0)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Multiple Clients Tests | 多客户端测试
|
||||
// ========================================================================
|
||||
|
||||
describe('Multiple Clients', () => {
|
||||
it('should handle multiple clients in same room', async () => {
|
||||
env.server.define('game', GameRoom)
|
||||
|
||||
const clients = await env.createClients(3)
|
||||
const { roomId } = await clients[0].joinRoom('game')
|
||||
|
||||
for (let i = 1; i < clients.length; i++) {
|
||||
await clients[i].joinRoomById(roomId)
|
||||
}
|
||||
|
||||
// 所有客户端都应该能收到消息
|
||||
const promises = clients.map((c) => c.waitForRoomMessage('PlayerMoved'))
|
||||
|
||||
clients[0].sendToRoom('Move', { x: 1, y: 2 })
|
||||
|
||||
const results = await Promise.all(promises)
|
||||
for (const result of results) {
|
||||
expect(result).toMatchObject({ x: 1, y: 2 })
|
||||
}
|
||||
})
|
||||
|
||||
it('should handle concurrent room operations', async () => {
|
||||
env.server.define('game', GameRoom)
|
||||
|
||||
const clients = await env.createClients(4) // maxPlayers = 4
|
||||
|
||||
// 顺序加入房间(避免并发创建多个房间)
|
||||
const { roomId } = await clients[0].joinRoom('game')
|
||||
|
||||
// 其余客户端加入同一房间
|
||||
const results = await Promise.all(
|
||||
clients.slice(1).map((c) => c.joinRoomById(roomId))
|
||||
)
|
||||
|
||||
// 验证所有客户端都在同一房间
|
||||
for (const result of results) {
|
||||
expect(result.roomId).toBe(roomId)
|
||||
}
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Error Handling Tests | 错误处理测试
|
||||
// ========================================================================
|
||||
|
||||
describe('Error Handling', () => {
|
||||
it('should reject joining non-existent room type', async () => {
|
||||
const client = await env.createClient()
|
||||
|
||||
await expect(client.joinRoom('nonexistent')).rejects.toThrow()
|
||||
})
|
||||
|
||||
it('should handle client disconnect gracefully', async () => {
|
||||
env.server.define('game', GameRoom)
|
||||
|
||||
const client1 = await env.createClient()
|
||||
const { roomId } = await client1.joinRoom('game')
|
||||
|
||||
const client2 = await env.createClient()
|
||||
await client2.joinRoomById(roomId)
|
||||
|
||||
// 等待 client2 离开的广播
|
||||
const leavePromise = client1.waitForRoomMessage('PlayerLeft')
|
||||
|
||||
// 强制断开 client2
|
||||
await client2.disconnect()
|
||||
|
||||
// client1 应该收到离开消息
|
||||
const msg = await leavePromise
|
||||
expect(msg).toBeDefined()
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Assertion Helpers Tests | 断言辅助测试
|
||||
// ========================================================================
|
||||
|
||||
describe('TestClient Assertions', () => {
|
||||
it('should track received messages', async () => {
|
||||
env.server.define('mock', MockRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('mock')
|
||||
|
||||
// 发送多条消息
|
||||
client.sendToRoom('Test', { n: 1 })
|
||||
client.sendToRoom('Test', { n: 2 })
|
||||
client.sendToRoom('Test', { n: 3 })
|
||||
|
||||
// 等待消息处理
|
||||
await wait(100)
|
||||
|
||||
expect(client.getMessageCount()).toBeGreaterThan(0)
|
||||
expect(client.hasReceivedMessage('RoomMessage')).toBe(true)
|
||||
})
|
||||
|
||||
it('should get messages of specific type', async () => {
|
||||
env.server.define('mock', MockRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('mock')
|
||||
|
||||
client.sendToRoom('Ping', {})
|
||||
await client.waitForRoomMessage('Pong')
|
||||
|
||||
const pongs = client.getMessagesOfType('RoomMessage')
|
||||
expect(pongs.length).toBeGreaterThan(0)
|
||||
})
|
||||
|
||||
it('should clear message history', async () => {
|
||||
env.server.define('mock', MockRoom)
|
||||
|
||||
const client = await env.createClient()
|
||||
await client.joinRoom('mock')
|
||||
|
||||
client.sendToRoom('Test', {})
|
||||
await wait(50)
|
||||
|
||||
expect(client.getMessageCount()).toBeGreaterThan(0)
|
||||
|
||||
client.clearMessages()
|
||||
|
||||
expect(client.getMessageCount()).toBe(0)
|
||||
})
|
||||
})
|
||||
})
|
||||
523
packages/framework/server/src/testing/TestClient.ts
Normal file
523
packages/framework/server/src/testing/TestClient.ts
Normal file
@@ -0,0 +1,523 @@
|
||||
/**
|
||||
* @zh 测试客户端
|
||||
* @en Test client for server testing
|
||||
*/
|
||||
|
||||
import WebSocket from 'ws'
|
||||
import { json } from '@esengine/rpc/codec'
|
||||
import type { Codec } from '@esengine/rpc/codec'
|
||||
|
||||
// ============================================================================
|
||||
// Types | 类型定义
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 测试客户端配置
|
||||
* @en Test client options
|
||||
*/
|
||||
export interface TestClientOptions {
|
||||
/**
|
||||
* @zh 编解码器
|
||||
* @en Codec
|
||||
* @defaultValue json()
|
||||
*/
|
||||
codec?: Codec
|
||||
|
||||
/**
|
||||
* @zh API 调用超时(毫秒)
|
||||
* @en API call timeout in milliseconds
|
||||
* @defaultValue 5000
|
||||
*/
|
||||
timeout?: number
|
||||
|
||||
/**
|
||||
* @zh 连接超时(毫秒)
|
||||
* @en Connection timeout in milliseconds
|
||||
* @defaultValue 5000
|
||||
*/
|
||||
connectTimeout?: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 房间加入结果
|
||||
* @en Room join result
|
||||
*/
|
||||
export interface JoinRoomResult {
|
||||
roomId: string
|
||||
playerId: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 收到的消息记录
|
||||
* @en Received message record
|
||||
*/
|
||||
export interface ReceivedMessage {
|
||||
type: string
|
||||
data: unknown
|
||||
timestamp: number
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Constants | 常量
|
||||
// ============================================================================
|
||||
|
||||
const PacketType = {
|
||||
ApiRequest: 0,
|
||||
ApiResponse: 1,
|
||||
ApiError: 2,
|
||||
Message: 3,
|
||||
} as const
|
||||
|
||||
// ============================================================================
|
||||
// TestClient Class | 测试客户端类
|
||||
// ============================================================================
|
||||
|
||||
interface PendingCall {
|
||||
resolve: (value: unknown) => void
|
||||
reject: (error: Error) => void
|
||||
timer: ReturnType<typeof setTimeout>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 测试客户端
|
||||
* @en Test client for server integration testing
|
||||
*
|
||||
* @zh 专为测试设计的客户端,提供便捷的断言方法和消息记录功能
|
||||
* @en Client designed for testing, with convenient assertion methods and message recording
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const client = new TestClient(3000)
|
||||
* await client.connect()
|
||||
*
|
||||
* // 加入房间
|
||||
* const { roomId } = await client.joinRoom('game')
|
||||
*
|
||||
* // 发送消息
|
||||
* client.sendToRoom('Move', { x: 10, y: 20 })
|
||||
*
|
||||
* // 等待收到特定消息
|
||||
* const msg = await client.waitForMessage('PlayerMoved')
|
||||
*
|
||||
* // 断言收到消息
|
||||
* expect(client.hasReceivedMessage('PlayerMoved')).toBe(true)
|
||||
*
|
||||
* await client.disconnect()
|
||||
* ```
|
||||
*/
|
||||
export class TestClient {
|
||||
private readonly _port: number
|
||||
private readonly _codec: Codec
|
||||
private readonly _timeout: number
|
||||
private readonly _connectTimeout: number
|
||||
|
||||
private _ws: WebSocket | null = null
|
||||
private _callIdCounter = 0
|
||||
private _connected = false
|
||||
private _currentRoomId: string | null = null
|
||||
private _currentPlayerId: string | null = null
|
||||
|
||||
private readonly _pendingCalls = new Map<number, PendingCall>()
|
||||
private readonly _msgHandlers = new Map<string, Set<(data: unknown) => void>>()
|
||||
private readonly _receivedMessages: ReceivedMessage[] = []
|
||||
|
||||
constructor(port: number, options: TestClientOptions = {}) {
|
||||
this._port = port
|
||||
this._codec = options.codec ?? json()
|
||||
this._timeout = options.timeout ?? 5000
|
||||
this._connectTimeout = options.connectTimeout ?? 5000
|
||||
}
|
||||
|
||||
// ========================================================================
|
||||
// Properties | 属性
|
||||
// ========================================================================
|
||||
|
||||
/**
|
||||
* @zh 是否已连接
|
||||
* @en Whether connected
|
||||
*/
|
||||
get isConnected(): boolean {
|
||||
return this._connected
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 当前房间 ID
|
||||
* @en Current room ID
|
||||
*/
|
||||
get roomId(): string | null {
|
||||
return this._currentRoomId
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 当前玩家 ID
|
||||
* @en Current player ID
|
||||
*/
|
||||
get playerId(): string | null {
|
||||
return this._currentPlayerId
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 收到的所有消息
|
||||
* @en All received messages
|
||||
*/
|
||||
get receivedMessages(): ReadonlyArray<ReceivedMessage> {
|
||||
return this._receivedMessages
|
||||
}
|
||||
|
||||
// ========================================================================
|
||||
// Connection | 连接管理
|
||||
// ========================================================================
|
||||
|
||||
/**
|
||||
* @zh 连接到服务器
|
||||
* @en Connect to server
|
||||
*/
|
||||
connect(): Promise<this> {
|
||||
return new Promise((resolve, reject) => {
|
||||
const url = `ws://localhost:${this._port}`
|
||||
this._ws = new WebSocket(url)
|
||||
|
||||
const timeout = setTimeout(() => {
|
||||
this._ws?.close()
|
||||
reject(new Error(`Connection timeout after ${this._connectTimeout}ms`))
|
||||
}, this._connectTimeout)
|
||||
|
||||
this._ws.on('open', () => {
|
||||
clearTimeout(timeout)
|
||||
this._connected = true
|
||||
resolve(this)
|
||||
})
|
||||
|
||||
this._ws.on('close', () => {
|
||||
this._connected = false
|
||||
this._rejectAllPending('Connection closed')
|
||||
})
|
||||
|
||||
this._ws.on('error', (err) => {
|
||||
clearTimeout(timeout)
|
||||
if (!this._connected) {
|
||||
reject(err)
|
||||
}
|
||||
})
|
||||
|
||||
this._ws.on('message', (data: Buffer) => {
|
||||
this._handleMessage(data)
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 断开连接
|
||||
* @en Disconnect from server
|
||||
*/
|
||||
async disconnect(): Promise<void> {
|
||||
return new Promise((resolve) => {
|
||||
if (!this._ws || this._ws.readyState === WebSocket.CLOSED) {
|
||||
resolve()
|
||||
return
|
||||
}
|
||||
|
||||
this._ws.once('close', () => {
|
||||
this._connected = false
|
||||
this._ws = null
|
||||
resolve()
|
||||
})
|
||||
|
||||
this._ws.close()
|
||||
})
|
||||
}
|
||||
|
||||
// ========================================================================
|
||||
// Room Operations | 房间操作
|
||||
// ========================================================================
|
||||
|
||||
/**
|
||||
* @zh 加入房间
|
||||
* @en Join a room
|
||||
*/
|
||||
async joinRoom(roomType: string, options?: Record<string, unknown>): Promise<JoinRoomResult> {
|
||||
const result = await this.call<JoinRoomResult>('JoinRoom', { roomType, options })
|
||||
this._currentRoomId = result.roomId
|
||||
this._currentPlayerId = result.playerId
|
||||
return result
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 通过 ID 加入房间
|
||||
* @en Join a room by ID
|
||||
*/
|
||||
async joinRoomById(roomId: string): Promise<JoinRoomResult> {
|
||||
const result = await this.call<JoinRoomResult>('JoinRoom', { roomId })
|
||||
this._currentRoomId = result.roomId
|
||||
this._currentPlayerId = result.playerId
|
||||
return result
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 离开房间
|
||||
* @en Leave room
|
||||
*/
|
||||
async leaveRoom(): Promise<void> {
|
||||
await this.call('LeaveRoom', {})
|
||||
this._currentRoomId = null
|
||||
this._currentPlayerId = null
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 发送消息到房间
|
||||
* @en Send message to room
|
||||
*/
|
||||
sendToRoom(type: string, data: unknown): void {
|
||||
this.send('RoomMessage', { type, data })
|
||||
}
|
||||
|
||||
// ========================================================================
|
||||
// API Calls | API 调用
|
||||
// ========================================================================
|
||||
|
||||
/**
|
||||
* @zh 调用 API
|
||||
* @en Call API
|
||||
*/
|
||||
call<T = unknown>(name: string, input: unknown): Promise<T> {
|
||||
return new Promise((resolve, reject) => {
|
||||
if (!this._connected || !this._ws) {
|
||||
reject(new Error('Not connected'))
|
||||
return
|
||||
}
|
||||
|
||||
const id = ++this._callIdCounter
|
||||
const timer = setTimeout(() => {
|
||||
this._pendingCalls.delete(id)
|
||||
reject(new Error(`API call '${name}' timeout after ${this._timeout}ms`))
|
||||
}, this._timeout)
|
||||
|
||||
this._pendingCalls.set(id, {
|
||||
resolve: resolve as (v: unknown) => void,
|
||||
reject,
|
||||
timer,
|
||||
})
|
||||
|
||||
const packet = [PacketType.ApiRequest, id, name, input]
|
||||
// eslint-disable-next-line @typescript-eslint/no-explicit-any
|
||||
this._ws.send(this._codec.encode(packet as any) as Buffer)
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 发送消息
|
||||
* @en Send message
|
||||
*/
|
||||
send(name: string, data: unknown): void {
|
||||
if (!this._connected || !this._ws) return
|
||||
const packet = [PacketType.Message, name, data]
|
||||
// eslint-disable-next-line @typescript-eslint/no-explicit-any
|
||||
this._ws.send(this._codec.encode(packet as any) as Buffer)
|
||||
}
|
||||
|
||||
// ========================================================================
|
||||
// Message Handling | 消息处理
|
||||
// ========================================================================
|
||||
|
||||
/**
|
||||
* @zh 监听消息
|
||||
* @en Listen for message
|
||||
*/
|
||||
on(name: string, handler: (data: unknown) => void): this {
|
||||
let handlers = this._msgHandlers.get(name)
|
||||
if (!handlers) {
|
||||
handlers = new Set()
|
||||
this._msgHandlers.set(name, handlers)
|
||||
}
|
||||
handlers.add(handler)
|
||||
return this
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 取消监听消息
|
||||
* @en Remove message listener
|
||||
*/
|
||||
off(name: string, handler?: (data: unknown) => void): this {
|
||||
if (handler) {
|
||||
this._msgHandlers.get(name)?.delete(handler)
|
||||
} else {
|
||||
this._msgHandlers.delete(name)
|
||||
}
|
||||
return this
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 等待收到指定消息
|
||||
* @en Wait for a specific message
|
||||
*/
|
||||
waitForMessage<T = unknown>(type: string, timeout?: number): Promise<T> {
|
||||
return new Promise((resolve, reject) => {
|
||||
const timeoutMs = timeout ?? this._timeout
|
||||
|
||||
const timer = setTimeout(() => {
|
||||
this.off(type, handler)
|
||||
reject(new Error(`Timeout waiting for message '${type}' after ${timeoutMs}ms`))
|
||||
}, timeoutMs)
|
||||
|
||||
const handler = (data: unknown) => {
|
||||
clearTimeout(timer)
|
||||
this.off(type, handler)
|
||||
resolve(data as T)
|
||||
}
|
||||
|
||||
this.on(type, handler)
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 等待收到指定房间消息
|
||||
* @en Wait for a specific room message
|
||||
*/
|
||||
waitForRoomMessage<T = unknown>(type: string, timeout?: number): Promise<T> {
|
||||
return new Promise((resolve, reject) => {
|
||||
const timeoutMs = timeout ?? this._timeout
|
||||
|
||||
const timer = setTimeout(() => {
|
||||
this.off('RoomMessage', handler)
|
||||
reject(new Error(`Timeout waiting for room message '${type}' after ${timeoutMs}ms`))
|
||||
}, timeoutMs)
|
||||
|
||||
const handler = (data: unknown) => {
|
||||
const msg = data as { type: string; data: unknown }
|
||||
if (msg.type === type) {
|
||||
clearTimeout(timer)
|
||||
this.off('RoomMessage', handler)
|
||||
resolve(msg.data as T)
|
||||
}
|
||||
}
|
||||
|
||||
this.on('RoomMessage', handler)
|
||||
})
|
||||
}
|
||||
|
||||
// ========================================================================
|
||||
// Assertions | 断言辅助
|
||||
// ========================================================================
|
||||
|
||||
/**
|
||||
* @zh 是否收到过指定消息
|
||||
* @en Whether received a specific message
|
||||
*/
|
||||
hasReceivedMessage(type: string): boolean {
|
||||
return this._receivedMessages.some((m) => m.type === type)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取指定类型的所有消息
|
||||
* @en Get all messages of a specific type
|
||||
*/
|
||||
getMessagesOfType<T = unknown>(type: string): T[] {
|
||||
return this._receivedMessages
|
||||
.filter((m) => m.type === type)
|
||||
.map((m) => m.data as T)
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取最后收到的指定类型消息
|
||||
* @en Get the last received message of a specific type
|
||||
*/
|
||||
getLastMessage<T = unknown>(type: string): T | undefined {
|
||||
for (let i = this._receivedMessages.length - 1; i >= 0; i--) {
|
||||
if (this._receivedMessages[i].type === type) {
|
||||
return this._receivedMessages[i].data as T
|
||||
}
|
||||
}
|
||||
return undefined
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清空消息记录
|
||||
* @en Clear message records
|
||||
*/
|
||||
clearMessages(): void {
|
||||
this._receivedMessages.length = 0
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取收到的消息数量
|
||||
* @en Get received message count
|
||||
*/
|
||||
getMessageCount(type?: string): number {
|
||||
if (type) {
|
||||
return this._receivedMessages.filter((m) => m.type === type).length
|
||||
}
|
||||
return this._receivedMessages.length
|
||||
}
|
||||
|
||||
// ========================================================================
|
||||
// Private Methods | 私有方法
|
||||
// ========================================================================
|
||||
|
||||
private _handleMessage(raw: Buffer): void {
|
||||
try {
|
||||
const packet = this._codec.decode(raw) as unknown[]
|
||||
const type = packet[0] as number
|
||||
|
||||
switch (type) {
|
||||
case PacketType.ApiResponse:
|
||||
this._handleApiResponse([packet[0], packet[1], packet[2]] as [number, number, unknown])
|
||||
break
|
||||
case PacketType.ApiError:
|
||||
this._handleApiError([packet[0], packet[1], packet[2], packet[3]] as [number, number, string, string])
|
||||
break
|
||||
case PacketType.Message:
|
||||
this._handleMsg([packet[0], packet[1], packet[2]] as [number, string, unknown])
|
||||
break
|
||||
}
|
||||
} catch (err) {
|
||||
console.error('[TestClient] Failed to handle message:', err)
|
||||
}
|
||||
}
|
||||
|
||||
private _handleApiResponse([, id, result]: [number, number, unknown]): void {
|
||||
const pending = this._pendingCalls.get(id)
|
||||
if (pending) {
|
||||
clearTimeout(pending.timer)
|
||||
this._pendingCalls.delete(id)
|
||||
pending.resolve(result)
|
||||
}
|
||||
}
|
||||
|
||||
private _handleApiError([, id, code, message]: [number, number, string, string]): void {
|
||||
const pending = this._pendingCalls.get(id)
|
||||
if (pending) {
|
||||
clearTimeout(pending.timer)
|
||||
this._pendingCalls.delete(id)
|
||||
pending.reject(new Error(`[${code}] ${message}`))
|
||||
}
|
||||
}
|
||||
|
||||
private _handleMsg([, name, data]: [number, string, unknown]): void {
|
||||
// 记录消息
|
||||
this._receivedMessages.push({
|
||||
type: name,
|
||||
data,
|
||||
timestamp: Date.now(),
|
||||
})
|
||||
|
||||
// 触发处理器
|
||||
const handlers = this._msgHandlers.get(name)
|
||||
if (handlers) {
|
||||
for (const handler of handlers) {
|
||||
try {
|
||||
handler(data)
|
||||
} catch (err) {
|
||||
console.error('[TestClient] Handler error:', err)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _rejectAllPending(reason: string): void {
|
||||
for (const [, pending] of this._pendingCalls) {
|
||||
clearTimeout(pending.timer)
|
||||
pending.reject(new Error(reason))
|
||||
}
|
||||
this._pendingCalls.clear()
|
||||
}
|
||||
}
|
||||
249
packages/framework/server/src/testing/TestServer.ts
Normal file
249
packages/framework/server/src/testing/TestServer.ts
Normal file
@@ -0,0 +1,249 @@
|
||||
/**
|
||||
* @zh 测试服务器工具
|
||||
* @en Test server utilities
|
||||
*/
|
||||
|
||||
import { createServer } from '../core/server.js'
|
||||
import type { GameServer } from '../types/index.js'
|
||||
import { TestClient, type TestClientOptions } from './TestClient.js'
|
||||
|
||||
// ============================================================================
|
||||
// Types | 类型定义
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 测试服务器配置
|
||||
* @en Test server options
|
||||
*/
|
||||
export interface TestServerOptions {
|
||||
/**
|
||||
* @zh 端口号,0 表示随机端口
|
||||
* @en Port number, 0 for random port
|
||||
* @defaultValue 0
|
||||
*/
|
||||
port?: number
|
||||
|
||||
/**
|
||||
* @zh Tick 速率
|
||||
* @en Tick rate
|
||||
* @defaultValue 0
|
||||
*/
|
||||
tickRate?: number
|
||||
|
||||
/**
|
||||
* @zh 是否禁用控制台日志
|
||||
* @en Whether to suppress console logs
|
||||
* @defaultValue true
|
||||
*/
|
||||
silent?: boolean
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 测试环境
|
||||
* @en Test environment
|
||||
*/
|
||||
export interface TestEnvironment {
|
||||
/**
|
||||
* @zh 服务器实例
|
||||
* @en Server instance
|
||||
*/
|
||||
server: GameServer
|
||||
|
||||
/**
|
||||
* @zh 服务器端口
|
||||
* @en Server port
|
||||
*/
|
||||
port: number
|
||||
|
||||
/**
|
||||
* @zh 创建测试客户端
|
||||
* @en Create test client
|
||||
*/
|
||||
createClient(options?: TestClientOptions): Promise<TestClient>
|
||||
|
||||
/**
|
||||
* @zh 创建多个测试客户端
|
||||
* @en Create multiple test clients
|
||||
*/
|
||||
createClients(count: number, options?: TestClientOptions): Promise<TestClient[]>
|
||||
|
||||
/**
|
||||
* @zh 清理测试环境
|
||||
* @en Cleanup test environment
|
||||
*/
|
||||
cleanup(): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 所有已创建的客户端
|
||||
* @en All created clients
|
||||
*/
|
||||
readonly clients: ReadonlyArray<TestClient>
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Helper Functions | 辅助函数
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 获取随机可用端口
|
||||
* @en Get a random available port
|
||||
*/
|
||||
async function getRandomPort(): Promise<number> {
|
||||
const net = await import('node:net')
|
||||
return new Promise((resolve, reject) => {
|
||||
const server = net.createServer()
|
||||
server.listen(0, () => {
|
||||
const address = server.address()
|
||||
if (address && typeof address === 'object') {
|
||||
const port = address.port
|
||||
server.close(() => resolve(port))
|
||||
} else {
|
||||
server.close(() => reject(new Error('Failed to get port')))
|
||||
}
|
||||
})
|
||||
server.on('error', reject)
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 等待指定毫秒
|
||||
* @en Wait for specified milliseconds
|
||||
*/
|
||||
export function wait(ms: number): Promise<void> {
|
||||
return new Promise((resolve) => setTimeout(resolve, ms))
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Factory Functions | 工厂函数
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @zh 创建测试服务器
|
||||
* @en Create test server
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const { server, port, cleanup } = await createTestServer()
|
||||
* server.define('game', GameRoom)
|
||||
*
|
||||
* const client = new TestClient(port)
|
||||
* await client.connect()
|
||||
*
|
||||
* // ... run tests ...
|
||||
*
|
||||
* await cleanup()
|
||||
* ```
|
||||
*/
|
||||
export async function createTestServer(
|
||||
options: TestServerOptions = {}
|
||||
): Promise<{ server: GameServer; port: number; cleanup: () => Promise<void> }> {
|
||||
const port = options.port || (await getRandomPort())
|
||||
const silent = options.silent ?? true
|
||||
|
||||
// 临时禁用 console.log
|
||||
const originalLog = console.log
|
||||
if (silent) {
|
||||
console.log = () => {}
|
||||
}
|
||||
|
||||
const server = await createServer({
|
||||
port,
|
||||
tickRate: options.tickRate ?? 0,
|
||||
apiDir: '__non_existent_api__',
|
||||
msgDir: '__non_existent_msg__',
|
||||
})
|
||||
|
||||
await server.start()
|
||||
|
||||
// 恢复 console.log
|
||||
if (silent) {
|
||||
console.log = originalLog
|
||||
}
|
||||
|
||||
return {
|
||||
server,
|
||||
port,
|
||||
cleanup: async () => {
|
||||
await server.stop()
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建完整测试环境
|
||||
* @en Create complete test environment
|
||||
*
|
||||
* @zh 包含服务器、客户端创建和清理功能的完整测试环境
|
||||
* @en Complete test environment with server, client creation and cleanup
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* describe('GameRoom', () => {
|
||||
* let env: TestEnvironment
|
||||
*
|
||||
* beforeEach(async () => {
|
||||
* env = await createTestEnv()
|
||||
* env.server.define('game', GameRoom)
|
||||
* })
|
||||
*
|
||||
* afterEach(async () => {
|
||||
* await env.cleanup()
|
||||
* })
|
||||
*
|
||||
* it('should handle player join', async () => {
|
||||
* const client = await env.createClient()
|
||||
* const result = await client.joinRoom('game')
|
||||
* expect(result.roomId).toBeDefined()
|
||||
* })
|
||||
*
|
||||
* it('should broadcast to all players', async () => {
|
||||
* const [client1, client2] = await env.createClients(2)
|
||||
*
|
||||
* await client1.joinRoom('game')
|
||||
* const joinPromise = client1.waitForRoomMessage('PlayerJoined')
|
||||
*
|
||||
* await client2.joinRoom('game')
|
||||
* const msg = await joinPromise
|
||||
*
|
||||
* expect(msg).toBeDefined()
|
||||
* })
|
||||
* })
|
||||
* ```
|
||||
*/
|
||||
export async function createTestEnv(options: TestServerOptions = {}): Promise<TestEnvironment> {
|
||||
const { server, port, cleanup: serverCleanup } = await createTestServer(options)
|
||||
const clients: TestClient[] = []
|
||||
|
||||
return {
|
||||
server,
|
||||
port,
|
||||
clients,
|
||||
|
||||
async createClient(clientOptions?: TestClientOptions): Promise<TestClient> {
|
||||
const client = new TestClient(port, clientOptions)
|
||||
await client.connect()
|
||||
clients.push(client)
|
||||
return client
|
||||
},
|
||||
|
||||
async createClients(count: number, clientOptions?: TestClientOptions): Promise<TestClient[]> {
|
||||
const newClients: TestClient[] = []
|
||||
for (let i = 0; i < count; i++) {
|
||||
const client = new TestClient(port, clientOptions)
|
||||
await client.connect()
|
||||
clients.push(client)
|
||||
newClients.push(client)
|
||||
}
|
||||
return newClients
|
||||
},
|
||||
|
||||
async cleanup(): Promise<void> {
|
||||
// 断开所有客户端
|
||||
await Promise.all(clients.map((c) => c.disconnect().catch(() => {})))
|
||||
clients.length = 0
|
||||
|
||||
// 停止服务器
|
||||
await serverCleanup()
|
||||
},
|
||||
}
|
||||
}
|
||||
37
packages/framework/server/src/testing/index.ts
Normal file
37
packages/framework/server/src/testing/index.ts
Normal file
@@ -0,0 +1,37 @@
|
||||
/**
|
||||
* @zh 服务器测试工具
|
||||
* @en Server testing utilities
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { createTestServer, TestClient } from '@esengine/server/testing'
|
||||
*
|
||||
* describe('GameRoom', () => {
|
||||
* let env: TestEnvironment
|
||||
*
|
||||
* beforeEach(async () => {
|
||||
* env = await createTestEnv()
|
||||
* env.server.define('game', GameRoom)
|
||||
* })
|
||||
*
|
||||
* afterEach(async () => {
|
||||
* await env.cleanup()
|
||||
* })
|
||||
*
|
||||
* it('should join room', async () => {
|
||||
* const client = await env.createClient()
|
||||
* const result = await client.joinRoom('game')
|
||||
* expect(result.roomId).toBeDefined()
|
||||
* })
|
||||
* })
|
||||
* ```
|
||||
*/
|
||||
|
||||
export { TestClient, type TestClientOptions } from './TestClient.js'
|
||||
export {
|
||||
createTestServer,
|
||||
createTestEnv,
|
||||
type TestServerOptions,
|
||||
type TestEnvironment,
|
||||
} from './TestServer.js'
|
||||
export { MockRoom } from './MockRoom.js'
|
||||
@@ -1,11 +1,16 @@
|
||||
import { defineConfig } from 'tsup'
|
||||
|
||||
export default defineConfig({
|
||||
entry: ['src/index.ts'],
|
||||
entry: [
|
||||
'src/index.ts',
|
||||
'src/auth/index.ts',
|
||||
'src/auth/testing/index.ts',
|
||||
'src/testing/index.ts'
|
||||
],
|
||||
format: ['esm'],
|
||||
dts: true,
|
||||
clean: true,
|
||||
sourcemap: true,
|
||||
external: ['ws', '@esengine/rpc'],
|
||||
external: ['ws', 'jsonwebtoken', '@esengine/rpc', '@esengine/rpc/codec'],
|
||||
treeshake: true,
|
||||
})
|
||||
|
||||
11
packages/framework/server/vitest.config.ts
Normal file
11
packages/framework/server/vitest.config.ts
Normal file
@@ -0,0 +1,11 @@
|
||||
import { defineConfig } from 'vitest/config'
|
||||
|
||||
export default defineConfig({
|
||||
test: {
|
||||
globals: true,
|
||||
environment: 'node',
|
||||
include: ['src/**/*.test.ts'],
|
||||
testTimeout: 10000,
|
||||
hookTimeout: 10000,
|
||||
},
|
||||
})
|
||||
101
packages/framework/transaction/CHANGELOG.md
Normal file
101
packages/framework/transaction/CHANGELOG.md
Normal file
@@ -0,0 +1,101 @@
|
||||
# @esengine/transaction
|
||||
|
||||
## 2.0.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`61a13ba`](https://github.com/esengine/esengine/commit/61a13baca2e1e8fba14e23d439521ec0e6b7ca6e)]:
|
||||
- @esengine/server@1.2.0
|
||||
|
||||
## 2.0.0
|
||||
|
||||
### Major Changes
|
||||
|
||||
- [#384](https://github.com/esengine/esengine/pull/384) [`3b97838`](https://github.com/esengine/esengine/commit/3b978384c7d4570f9af9d139e3bfea04c6875543) Thanks [@esengine](https://github.com/esengine)! - ## Breaking Changes
|
||||
|
||||
### Storage API Simplification
|
||||
|
||||
RedisStorage and MongoStorage now use **factory pattern only** for connection management. The direct client injection option has been removed.
|
||||
|
||||
**Before (removed):**
|
||||
|
||||
```typescript
|
||||
// Direct client injection - NO LONGER SUPPORTED
|
||||
const storage = new RedisStorage({ client: redisClient });
|
||||
const storage = new MongoStorage({ client: mongoClient, database: 'game' });
|
||||
```
|
||||
|
||||
**After (factory pattern only):**
|
||||
|
||||
```typescript
|
||||
// RedisStorage
|
||||
const storage = new RedisStorage({
|
||||
factory: () => new Redis('redis://localhost:6379'),
|
||||
prefix: 'tx:',
|
||||
transactionTTL: 86400
|
||||
});
|
||||
|
||||
// MongoStorage
|
||||
const storage = new MongoStorage({
|
||||
factory: async () => {
|
||||
const client = new MongoClient('mongodb://localhost:27017');
|
||||
await client.connect();
|
||||
return client;
|
||||
},
|
||||
database: 'game'
|
||||
});
|
||||
```
|
||||
|
||||
### New Features
|
||||
- **Lazy Connection**: Connection is established on first operation, not at construction time
|
||||
- **Automatic Cleanup**: Support `await using` syntax (TypeScript 5.2+) for automatic resource cleanup
|
||||
- **Explicit Close**: Call `storage.close()` when done, or use `await using` for automatic disposal
|
||||
|
||||
### Migration Guide
|
||||
1. Replace `client` option with `factory` function
|
||||
2. Add `storage.close()` call when done, or use `await using`
|
||||
3. For MongoStorage, ensure factory returns a connected client
|
||||
|
||||
## 1.1.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
- [#381](https://github.com/esengine/esengine/pull/381) [`d4cef82`](https://github.com/esengine/esengine/commit/d4cef828e1dc1475e8483d40eb1d800c607cf3b6) Thanks [@esengine](https://github.com/esengine)! - feat(transaction): 添加游戏事务系统 | add game transaction system
|
||||
|
||||
**@esengine/transaction** - 游戏事务系统 | Game transaction system
|
||||
|
||||
### 核心功能 | Core Features
|
||||
- **TransactionManager** - 事务生命周期管理 | Transaction lifecycle management
|
||||
- begin()/run() 创建事务 | Create transactions
|
||||
- 分布式锁支持 | Distributed lock support
|
||||
- 自动恢复未完成事务 | Auto-recover pending transactions
|
||||
- **TransactionContext** - 事务上下文 | Transaction context
|
||||
- 操作链式添加 | Chain operation additions
|
||||
- 上下文数据共享 | Context data sharing
|
||||
- 超时控制 | Timeout control
|
||||
- **Saga 模式** - 补偿式事务 | Compensating transactions
|
||||
- execute/compensate 成对操作 | Paired execute/compensate
|
||||
- 自动回滚失败事务 | Auto-rollback on failure
|
||||
|
||||
### 存储实现 | Storage Implementations
|
||||
- **MemoryStorage** - 内存存储,用于开发测试 | In-memory for dev/testing
|
||||
- **RedisStorage** - Redis 分布式锁和缓存 | Redis distributed lock & cache
|
||||
- **MongoStorage** - MongoDB 持久化事务日志 | MongoDB persistent transaction logs
|
||||
|
||||
### 内置操作 | Built-in Operations
|
||||
- **CurrencyOperation** - 货币增减操作 | Currency add/deduct
|
||||
- **InventoryOperation** - 背包物品操作 | Inventory item operations
|
||||
- **TradeOperation** - 玩家交易操作 | Player trade operations
|
||||
|
||||
### 分布式事务 | Distributed Transactions
|
||||
- **SagaOrchestrator** - 跨服务器 Saga 编排 | Cross-server Saga orchestration
|
||||
- 完整的 Saga 日志记录 | Complete Saga logging
|
||||
- 未完成 Saga 恢复 | Incomplete Saga recovery
|
||||
|
||||
### Room 集成 | Room Integration
|
||||
- **withTransactions()** - Room mixin 扩展 | Room mixin extension
|
||||
- **TransactionRoom** - 预配置的事务 Room 基类 | Pre-configured transaction Room base
|
||||
|
||||
### 文档 | Documentation
|
||||
- 完整的中英文文档 | Complete bilingual documentation
|
||||
- 核心概念、存储层、操作、分布式事务 | Core concepts, storage, operations, distributed
|
||||
@@ -0,0 +1,445 @@
|
||||
/**
|
||||
* @zh TransactionContext 单元测试
|
||||
* @en TransactionContext unit tests
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach, vi } from 'vitest'
|
||||
import { TransactionContext, createTransactionContext } from '../../src/core/TransactionContext.js'
|
||||
import { MemoryStorage } from '../../src/storage/MemoryStorage.js'
|
||||
import type { ITransactionOperation, ITransactionContext, OperationResult } from '../../src/core/types.js'
|
||||
|
||||
// ============================================================================
|
||||
// Mock Operations | 模拟操作
|
||||
// ============================================================================
|
||||
|
||||
class SuccessOperation implements ITransactionOperation<{ value: number }, { doubled: number }> {
|
||||
readonly name: string
|
||||
readonly data: { value: number }
|
||||
|
||||
private _compensated = false
|
||||
|
||||
constructor(name: string, value: number) {
|
||||
this.name = name
|
||||
this.data = { value }
|
||||
}
|
||||
|
||||
async validate(_ctx: ITransactionContext): Promise<boolean> {
|
||||
return this.data.value > 0
|
||||
}
|
||||
|
||||
async execute(_ctx: ITransactionContext): Promise<OperationResult<{ doubled: number }>> {
|
||||
return { success: true, data: { doubled: this.data.value * 2 } }
|
||||
}
|
||||
|
||||
async compensate(_ctx: ITransactionContext): Promise<void> {
|
||||
this._compensated = true
|
||||
}
|
||||
|
||||
get compensated(): boolean {
|
||||
return this._compensated
|
||||
}
|
||||
}
|
||||
|
||||
class FailOperation implements ITransactionOperation {
|
||||
readonly name = 'fail'
|
||||
readonly data = {}
|
||||
|
||||
async validate(_ctx: ITransactionContext): Promise<boolean> {
|
||||
return true
|
||||
}
|
||||
|
||||
async execute(_ctx: ITransactionContext): Promise<OperationResult> {
|
||||
return { success: false, error: 'Intentional failure', errorCode: 'FAIL' }
|
||||
}
|
||||
|
||||
async compensate(_ctx: ITransactionContext): Promise<void> {
|
||||
// No-op
|
||||
}
|
||||
}
|
||||
|
||||
class ValidationFailOperation implements ITransactionOperation {
|
||||
readonly name = 'validation-fail'
|
||||
readonly data = {}
|
||||
|
||||
async validate(_ctx: ITransactionContext): Promise<boolean> {
|
||||
return false
|
||||
}
|
||||
|
||||
async execute(_ctx: ITransactionContext): Promise<OperationResult> {
|
||||
return { success: true }
|
||||
}
|
||||
|
||||
async compensate(_ctx: ITransactionContext): Promise<void> {
|
||||
// No-op
|
||||
}
|
||||
}
|
||||
|
||||
class SlowOperation implements ITransactionOperation {
|
||||
readonly name = 'slow'
|
||||
readonly data: { delay: number }
|
||||
|
||||
constructor(delay: number) {
|
||||
this.data = { delay }
|
||||
}
|
||||
|
||||
async validate(_ctx: ITransactionContext): Promise<boolean> {
|
||||
return true
|
||||
}
|
||||
|
||||
async execute(_ctx: ITransactionContext): Promise<OperationResult> {
|
||||
await new Promise((resolve) => setTimeout(resolve, this.data.delay))
|
||||
return { success: true }
|
||||
}
|
||||
|
||||
async compensate(_ctx: ITransactionContext): Promise<void> {
|
||||
// No-op
|
||||
}
|
||||
}
|
||||
|
||||
class ContextDataOperation implements ITransactionOperation {
|
||||
readonly name = 'context-data'
|
||||
readonly data = {}
|
||||
|
||||
async validate(_ctx: ITransactionContext): Promise<boolean> {
|
||||
return true
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult> {
|
||||
ctx.set('testKey', 'testValue')
|
||||
ctx.set('numberKey', 42)
|
||||
return { success: true, data: { stored: true } }
|
||||
}
|
||||
|
||||
async compensate(_ctx: ITransactionContext): Promise<void> {
|
||||
// No-op
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Test Suite | 测试套件
|
||||
// ============================================================================
|
||||
|
||||
describe('TransactionContext', () => {
|
||||
let storage: MemoryStorage
|
||||
|
||||
beforeEach(() => {
|
||||
storage = new MemoryStorage()
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 构造器测试 | Constructor Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Constructor', () => {
|
||||
it('should create with default options', () => {
|
||||
const ctx = new TransactionContext()
|
||||
expect(ctx.id).toMatch(/^tx_/)
|
||||
expect(ctx.state).toBe('pending')
|
||||
expect(ctx.timeout).toBe(30000)
|
||||
expect(ctx.operations).toHaveLength(0)
|
||||
expect(ctx.storage).toBeNull()
|
||||
})
|
||||
|
||||
it('should create with custom options', () => {
|
||||
const ctx = new TransactionContext({
|
||||
timeout: 10000,
|
||||
storage,
|
||||
metadata: { userId: 'user-1' },
|
||||
distributed: true,
|
||||
})
|
||||
|
||||
expect(ctx.timeout).toBe(10000)
|
||||
expect(ctx.storage).toBe(storage)
|
||||
expect(ctx.metadata.userId).toBe('user-1')
|
||||
})
|
||||
|
||||
it('should use createTransactionContext factory', () => {
|
||||
const ctx = createTransactionContext({ timeout: 5000 })
|
||||
expect(ctx).toBeDefined()
|
||||
expect(ctx.timeout).toBe(5000)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 添加操作测试 | Add Operation Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('addOperation()', () => {
|
||||
it('should add operations', () => {
|
||||
const ctx = new TransactionContext()
|
||||
const op1 = new SuccessOperation('op1', 10)
|
||||
const op2 = new SuccessOperation('op2', 20)
|
||||
|
||||
ctx.addOperation(op1).addOperation(op2)
|
||||
|
||||
expect(ctx.operations).toHaveLength(2)
|
||||
expect(ctx.operations[0]).toBe(op1)
|
||||
expect(ctx.operations[1]).toBe(op2)
|
||||
})
|
||||
|
||||
it('should support method chaining', () => {
|
||||
const ctx = new TransactionContext()
|
||||
const result = ctx
|
||||
.addOperation(new SuccessOperation('op1', 10))
|
||||
.addOperation(new SuccessOperation('op2', 20))
|
||||
|
||||
expect(result).toBe(ctx)
|
||||
})
|
||||
|
||||
it('should throw when adding to non-pending transaction', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new SuccessOperation('op1', 10))
|
||||
await ctx.execute()
|
||||
|
||||
expect(() => ctx.addOperation(new SuccessOperation('op2', 20))).toThrow(
|
||||
'Cannot add operation to transaction in state'
|
||||
)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 | Execute Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('execute()', () => {
|
||||
it('should execute all operations successfully', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new SuccessOperation('op1', 10))
|
||||
ctx.addOperation(new SuccessOperation('op2', 20))
|
||||
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.transactionId).toBe(ctx.id)
|
||||
expect(result.results).toHaveLength(2)
|
||||
expect(result.duration).toBeGreaterThanOrEqual(0)
|
||||
expect(ctx.state).toBe('committed')
|
||||
})
|
||||
|
||||
it('should return combined result data', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new SuccessOperation('op1', 10))
|
||||
|
||||
const result = await ctx.execute<{ doubled: number }>()
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.doubled).toBe(20)
|
||||
})
|
||||
|
||||
it('should fail if already executed', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new SuccessOperation('op1', 10))
|
||||
|
||||
await ctx.execute()
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toContain('already in state')
|
||||
})
|
||||
|
||||
it('should fail on validation error', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new ValidationFailOperation())
|
||||
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toContain('Validation failed')
|
||||
expect(ctx.state).toBe('rolledback')
|
||||
})
|
||||
|
||||
it('should fail and rollback on operation failure', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
const op1 = new SuccessOperation('op1', 10)
|
||||
const op2 = new FailOperation()
|
||||
|
||||
ctx.addOperation(op1).addOperation(op2)
|
||||
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toBe('Intentional failure')
|
||||
expect(ctx.state).toBe('rolledback')
|
||||
expect(op1.compensated).toBe(true)
|
||||
})
|
||||
|
||||
it('should timeout on slow operations', async () => {
|
||||
const ctx = new TransactionContext({ timeout: 50 })
|
||||
// Add two operations - timeout is checked between operations
|
||||
ctx.addOperation(new SlowOperation(100))
|
||||
ctx.addOperation(new SuccessOperation('second', 1))
|
||||
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toContain('timed out')
|
||||
expect(ctx.state).toBe('rolledback')
|
||||
})
|
||||
|
||||
it('should save transaction log with storage', async () => {
|
||||
const ctx = new TransactionContext({ storage })
|
||||
ctx.addOperation(new SuccessOperation('op1', 10))
|
||||
|
||||
await ctx.execute()
|
||||
|
||||
const log = await storage.getTransaction(ctx.id)
|
||||
expect(log).not.toBeNull()
|
||||
expect(log?.state).toBe('committed')
|
||||
expect(log?.operations).toHaveLength(1)
|
||||
expect(log?.operations[0].state).toBe('executed')
|
||||
})
|
||||
|
||||
it('should update operation states on failure', async () => {
|
||||
const ctx = new TransactionContext({ storage })
|
||||
ctx.addOperation(new SuccessOperation('op1', 10))
|
||||
ctx.addOperation(new FailOperation())
|
||||
|
||||
await ctx.execute()
|
||||
|
||||
const log = await storage.getTransaction(ctx.id)
|
||||
expect(log?.state).toBe('rolledback')
|
||||
expect(log?.operations[0].state).toBe('compensated')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 回滚测试 | Rollback Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('rollback()', () => {
|
||||
it('should rollback pending transaction', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
const op1 = new SuccessOperation('op1', 10)
|
||||
ctx.addOperation(op1)
|
||||
|
||||
await ctx.rollback()
|
||||
|
||||
expect(ctx.state).toBe('rolledback')
|
||||
})
|
||||
|
||||
it('should not rollback already committed transaction', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new SuccessOperation('op1', 10))
|
||||
|
||||
await ctx.execute()
|
||||
expect(ctx.state).toBe('committed')
|
||||
|
||||
await ctx.rollback()
|
||||
expect(ctx.state).toBe('committed')
|
||||
})
|
||||
|
||||
it('should not rollback already rolledback transaction', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new FailOperation())
|
||||
|
||||
await ctx.execute()
|
||||
expect(ctx.state).toBe('rolledback')
|
||||
|
||||
await ctx.rollback()
|
||||
expect(ctx.state).toBe('rolledback')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 上下文数据测试 | Context Data Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Context Data', () => {
|
||||
it('should get and set context data', () => {
|
||||
const ctx = new TransactionContext()
|
||||
|
||||
ctx.set('key1', 'value1')
|
||||
ctx.set('key2', { nested: true })
|
||||
|
||||
expect(ctx.get<string>('key1')).toBe('value1')
|
||||
expect(ctx.get<{ nested: boolean }>('key2')).toEqual({ nested: true })
|
||||
})
|
||||
|
||||
it('should return undefined for non-existent key', () => {
|
||||
const ctx = new TransactionContext()
|
||||
expect(ctx.get('nonexistent')).toBeUndefined()
|
||||
})
|
||||
|
||||
it('should allow operations to share context data', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new ContextDataOperation())
|
||||
|
||||
await ctx.execute()
|
||||
|
||||
expect(ctx.get<string>('testKey')).toBe('testValue')
|
||||
expect(ctx.get<number>('numberKey')).toBe(42)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 边界情况测试 | Edge Cases
|
||||
// ========================================================================
|
||||
|
||||
describe('Edge Cases', () => {
|
||||
it('should handle empty operations list', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.results).toHaveLength(0)
|
||||
expect(ctx.state).toBe('committed')
|
||||
})
|
||||
|
||||
it('should handle single operation', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
ctx.addOperation(new SuccessOperation('single', 5))
|
||||
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.results).toHaveLength(1)
|
||||
})
|
||||
|
||||
it('should handle operation throwing exception', async () => {
|
||||
const ctx = new TransactionContext()
|
||||
const throwOp: ITransactionOperation = {
|
||||
name: 'throw',
|
||||
data: {},
|
||||
validate: async () => true,
|
||||
execute: async () => {
|
||||
throw new Error('Unexpected error')
|
||||
},
|
||||
compensate: async () => {},
|
||||
}
|
||||
|
||||
ctx.addOperation(throwOp)
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toBe('Unexpected error')
|
||||
})
|
||||
|
||||
it('should handle compensate throwing exception', async () => {
|
||||
const consoleSpy = vi.spyOn(console, 'error').mockImplementation(() => {})
|
||||
|
||||
const ctx = new TransactionContext({ storage })
|
||||
const badCompensateOp: ITransactionOperation = {
|
||||
name: 'bad-compensate',
|
||||
data: {},
|
||||
validate: async () => true,
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {
|
||||
throw new Error('Compensation error')
|
||||
},
|
||||
}
|
||||
const failOp = new FailOperation()
|
||||
|
||||
ctx.addOperation(badCompensateOp).addOperation(failOp)
|
||||
const result = await ctx.execute()
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
|
||||
// Check that operation state was updated with error
|
||||
const log = await storage.getTransaction(ctx.id)
|
||||
expect(log?.operations[0].state).toBe('failed')
|
||||
expect(log?.operations[0].error).toContain('Compensation error')
|
||||
|
||||
consoleSpy.mockRestore()
|
||||
})
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,358 @@
|
||||
/**
|
||||
* @zh TransactionManager 单元测试
|
||||
* @en TransactionManager unit tests
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'vitest'
|
||||
import { TransactionManager, createTransactionManager } from '../../src/core/TransactionManager.js'
|
||||
import { MemoryStorage } from '../../src/storage/MemoryStorage.js'
|
||||
import type { ITransactionOperation, ITransactionContext, OperationResult } from '../../src/core/types.js'
|
||||
|
||||
// ============================================================================
|
||||
// Mock Operation | 模拟操作
|
||||
// ============================================================================
|
||||
|
||||
class MockOperation implements ITransactionOperation<{ value: number }, { result: number }> {
|
||||
readonly name = 'mock'
|
||||
readonly data: { value: number }
|
||||
|
||||
private _executed = false
|
||||
|
||||
constructor(value: number) {
|
||||
this.data = { value }
|
||||
}
|
||||
|
||||
async validate(_ctx: ITransactionContext): Promise<boolean> {
|
||||
return this.data.value > 0
|
||||
}
|
||||
|
||||
async execute(_ctx: ITransactionContext): Promise<OperationResult<{ result: number }>> {
|
||||
this._executed = true
|
||||
return { success: true, data: { result: this.data.value * 2 } }
|
||||
}
|
||||
|
||||
async compensate(_ctx: ITransactionContext): Promise<void> {
|
||||
this._executed = false
|
||||
}
|
||||
|
||||
get executed(): boolean {
|
||||
return this._executed
|
||||
}
|
||||
}
|
||||
|
||||
class FailingOperation implements ITransactionOperation<{ shouldFail: boolean }> {
|
||||
readonly name = 'failing'
|
||||
readonly data: { shouldFail: boolean }
|
||||
|
||||
constructor(shouldFail: boolean) {
|
||||
this.data = { shouldFail }
|
||||
}
|
||||
|
||||
async validate(_ctx: ITransactionContext): Promise<boolean> {
|
||||
return true
|
||||
}
|
||||
|
||||
async execute(_ctx: ITransactionContext): Promise<OperationResult> {
|
||||
if (this.data.shouldFail) {
|
||||
return { success: false, error: 'Intentional failure' }
|
||||
}
|
||||
return { success: true }
|
||||
}
|
||||
|
||||
async compensate(_ctx: ITransactionContext): Promise<void> {
|
||||
// No-op
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Test Suite | 测试套件
|
||||
// ============================================================================
|
||||
|
||||
describe('TransactionManager', () => {
|
||||
let manager: TransactionManager
|
||||
let storage: MemoryStorage
|
||||
|
||||
beforeEach(() => {
|
||||
storage = new MemoryStorage()
|
||||
manager = new TransactionManager({
|
||||
storage,
|
||||
defaultTimeout: 5000,
|
||||
serverId: 'test-server',
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 构造器测试 | Constructor Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Constructor', () => {
|
||||
it('should create with default config', () => {
|
||||
const defaultManager = new TransactionManager()
|
||||
expect(defaultManager.storage).toBeNull()
|
||||
expect(defaultManager.activeCount).toBe(0)
|
||||
expect(defaultManager.serverId).toMatch(/^server_/)
|
||||
})
|
||||
|
||||
it('should use provided config', () => {
|
||||
expect(manager.storage).toBe(storage)
|
||||
expect(manager.serverId).toBe('test-server')
|
||||
})
|
||||
|
||||
it('should use createTransactionManager factory', () => {
|
||||
const factoryManager = createTransactionManager({ serverId: 'factory-server' })
|
||||
expect(factoryManager).toBeInstanceOf(TransactionManager)
|
||||
expect(factoryManager.serverId).toBe('factory-server')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 事务创建测试 | Transaction Creation Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('begin()', () => {
|
||||
it('should create new transaction context', () => {
|
||||
const tx = manager.begin()
|
||||
expect(tx.id).toMatch(/^tx_/)
|
||||
expect(tx.state).toBe('pending')
|
||||
})
|
||||
|
||||
it('should track active transactions', () => {
|
||||
expect(manager.activeCount).toBe(0)
|
||||
|
||||
const tx1 = manager.begin()
|
||||
expect(manager.activeCount).toBe(1)
|
||||
|
||||
const tx2 = manager.begin()
|
||||
expect(manager.activeCount).toBe(2)
|
||||
|
||||
expect(manager.getTransaction(tx1.id)).toBe(tx1)
|
||||
expect(manager.getTransaction(tx2.id)).toBe(tx2)
|
||||
})
|
||||
|
||||
it('should use custom timeout', () => {
|
||||
const tx = manager.begin({ timeout: 10000 })
|
||||
expect(tx.timeout).toBe(10000)
|
||||
})
|
||||
|
||||
it('should include serverId in metadata', () => {
|
||||
const tx = manager.begin()
|
||||
expect(tx.metadata.serverId).toBe('test-server')
|
||||
})
|
||||
|
||||
it('should merge custom metadata', () => {
|
||||
const tx = manager.begin({
|
||||
metadata: { userId: 'user-1', action: 'purchase' },
|
||||
})
|
||||
expect(tx.metadata.serverId).toBe('test-server')
|
||||
expect(tx.metadata.userId).toBe('user-1')
|
||||
expect(tx.metadata.action).toBe('purchase')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// run() 便捷方法测试 | run() Convenience Method Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('run()', () => {
|
||||
it('should execute transaction with builder', async () => {
|
||||
const result = await manager.run((ctx) => {
|
||||
ctx.addOperation(new MockOperation(10))
|
||||
})
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.transactionId).toMatch(/^tx_/)
|
||||
expect(result.duration).toBeGreaterThanOrEqual(0)
|
||||
})
|
||||
|
||||
it('should support async builder', async () => {
|
||||
const result = await manager.run(async (ctx) => {
|
||||
await Promise.resolve()
|
||||
ctx.addOperation(new MockOperation(5))
|
||||
})
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
})
|
||||
|
||||
it('should clean up active transaction after run', async () => {
|
||||
expect(manager.activeCount).toBe(0)
|
||||
|
||||
await manager.run((ctx) => {
|
||||
ctx.addOperation(new MockOperation(10))
|
||||
expect(manager.activeCount).toBe(1)
|
||||
})
|
||||
|
||||
expect(manager.activeCount).toBe(0)
|
||||
})
|
||||
|
||||
it('should clean up even on failure', async () => {
|
||||
await manager.run((ctx) => {
|
||||
ctx.addOperation(new FailingOperation(true))
|
||||
})
|
||||
|
||||
expect(manager.activeCount).toBe(0)
|
||||
})
|
||||
|
||||
it('should return typed result data', async () => {
|
||||
const result = await manager.run<{ result: number }>((ctx) => {
|
||||
ctx.addOperation(new MockOperation(10))
|
||||
})
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.result).toBe(20)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 分布式锁测试 | Distributed Lock Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Distributed Lock', () => {
|
||||
it('should acquire and release lock', async () => {
|
||||
const token = await manager.acquireLock('resource-1', 5000)
|
||||
expect(token).not.toBeNull()
|
||||
|
||||
const released = await manager.releaseLock('resource-1', token!)
|
||||
expect(released).toBe(true)
|
||||
})
|
||||
|
||||
it('should return null without storage', async () => {
|
||||
const noStorageManager = new TransactionManager()
|
||||
|
||||
const token = await noStorageManager.acquireLock('key', 5000)
|
||||
expect(token).toBeNull()
|
||||
|
||||
const released = await noStorageManager.releaseLock('key', 'token')
|
||||
expect(released).toBe(false)
|
||||
})
|
||||
|
||||
it('should execute withLock successfully', async () => {
|
||||
let executed = false
|
||||
|
||||
await manager.withLock('resource-1', async () => {
|
||||
executed = true
|
||||
return 'result'
|
||||
})
|
||||
|
||||
expect(executed).toBe(true)
|
||||
})
|
||||
|
||||
it('should throw if lock acquisition fails', async () => {
|
||||
// First acquire the lock
|
||||
await storage.acquireLock('resource-1', 5000)
|
||||
|
||||
// Try to acquire with withLock - should fail
|
||||
await expect(
|
||||
manager.withLock('resource-1', async () => {
|
||||
return 'should not reach'
|
||||
})
|
||||
).rejects.toThrow('Failed to acquire lock')
|
||||
})
|
||||
|
||||
it('should release lock after withLock completes', async () => {
|
||||
await manager.withLock('resource-1', async () => {
|
||||
return 'done'
|
||||
})
|
||||
|
||||
// Should be able to acquire again
|
||||
const token = await manager.acquireLock('resource-1', 5000)
|
||||
expect(token).not.toBeNull()
|
||||
})
|
||||
|
||||
it('should release lock even if function throws', async () => {
|
||||
try {
|
||||
await manager.withLock('resource-1', async () => {
|
||||
throw new Error('Test error')
|
||||
})
|
||||
} catch {
|
||||
// Expected
|
||||
}
|
||||
|
||||
// Should be able to acquire again
|
||||
const token = await manager.acquireLock('resource-1', 5000)
|
||||
expect(token).not.toBeNull()
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 事务恢复测试 | Transaction Recovery Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('recover()', () => {
|
||||
it('should return 0 without storage', async () => {
|
||||
const noStorageManager = new TransactionManager()
|
||||
const count = await noStorageManager.recover()
|
||||
expect(count).toBe(0)
|
||||
})
|
||||
|
||||
it('should recover pending transactions', async () => {
|
||||
// Save a pending transaction directly to storage
|
||||
await storage.saveTransaction({
|
||||
id: 'tx-pending',
|
||||
state: 'executing',
|
||||
createdAt: Date.now(),
|
||||
updatedAt: Date.now(),
|
||||
timeout: 5000,
|
||||
operations: [
|
||||
{ name: 'op1', state: 'executed' },
|
||||
],
|
||||
metadata: { serverId: 'test-server' },
|
||||
})
|
||||
|
||||
const count = await manager.recover()
|
||||
expect(count).toBe(1)
|
||||
|
||||
// Check that transaction state was updated
|
||||
const recovered = await storage.getTransaction('tx-pending')
|
||||
expect(recovered?.state).toBe('rolledback')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 清理测试 | Cleanup Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('cleanup()', () => {
|
||||
it('should return 0 without storage', async () => {
|
||||
const noStorageManager = new TransactionManager()
|
||||
const count = await noStorageManager.cleanup()
|
||||
expect(count).toBe(0)
|
||||
})
|
||||
|
||||
it('should clean old completed transactions from pending list', async () => {
|
||||
const oldTimestamp = Date.now() - 48 * 60 * 60 * 1000 // 48 hours ago
|
||||
|
||||
// Note: cleanup() uses getPendingTransactions() which only returns pending/executing state
|
||||
// This test verifies the cleanup logic for transactions that are in pending state
|
||||
// but have been marked committed/rolledback (edge case during recovery)
|
||||
await storage.saveTransaction({
|
||||
id: 'tx-old-pending',
|
||||
state: 'pending', // This will be returned by getPendingTransactions
|
||||
createdAt: oldTimestamp,
|
||||
updatedAt: oldTimestamp,
|
||||
timeout: 5000,
|
||||
operations: [],
|
||||
})
|
||||
|
||||
// The current implementation doesn't clean pending transactions
|
||||
// This is a limitation - cleanup only works for committed/rolledback states
|
||||
// but getPendingTransactions doesn't return those
|
||||
const count = await manager.cleanup()
|
||||
expect(count).toBe(0) // Nothing cleaned because state is 'pending', not 'committed'
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// getTransaction 测试 | getTransaction Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('getTransaction()', () => {
|
||||
it('should return active transaction', () => {
|
||||
const tx = manager.begin()
|
||||
expect(manager.getTransaction(tx.id)).toBe(tx)
|
||||
})
|
||||
|
||||
it('should return undefined for non-existent transaction', () => {
|
||||
expect(manager.getTransaction('non-existent')).toBeUndefined()
|
||||
})
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,574 @@
|
||||
/**
|
||||
* @zh SagaOrchestrator 单元测试
|
||||
* @en SagaOrchestrator unit tests
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach, vi } from 'vitest'
|
||||
import {
|
||||
SagaOrchestrator,
|
||||
createSagaOrchestrator,
|
||||
type SagaStep,
|
||||
type SagaLog,
|
||||
} from '../../src/distributed/SagaOrchestrator.js'
|
||||
import { MemoryStorage } from '../../src/storage/MemoryStorage.js'
|
||||
|
||||
// ============================================================================
|
||||
// Test Suite | 测试套件
|
||||
// ============================================================================
|
||||
|
||||
describe('SagaOrchestrator', () => {
|
||||
let storage: MemoryStorage
|
||||
let orchestrator: SagaOrchestrator
|
||||
|
||||
beforeEach(() => {
|
||||
storage = new MemoryStorage()
|
||||
orchestrator = new SagaOrchestrator({
|
||||
storage,
|
||||
timeout: 5000,
|
||||
serverId: 'test-server',
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 构造器测试 | Constructor Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Constructor', () => {
|
||||
it('should create with default config', () => {
|
||||
const defaultOrchestrator = new SagaOrchestrator()
|
||||
expect(defaultOrchestrator).toBeDefined()
|
||||
})
|
||||
|
||||
it('should create with custom config', () => {
|
||||
const customOrchestrator = new SagaOrchestrator({
|
||||
storage,
|
||||
timeout: 10000,
|
||||
serverId: 'custom-server',
|
||||
})
|
||||
expect(customOrchestrator).toBeDefined()
|
||||
})
|
||||
|
||||
it('should use createSagaOrchestrator factory', () => {
|
||||
const factoryOrchestrator = createSagaOrchestrator({ serverId: 'factory-server' })
|
||||
expect(factoryOrchestrator).toBeInstanceOf(SagaOrchestrator)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 成功执行测试 | Successful Execution Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - success', () => {
|
||||
it('should execute single step saga', async () => {
|
||||
const executeLog: string[] = []
|
||||
|
||||
const steps: SagaStep<{ value: number }>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async (data) => {
|
||||
executeLog.push(`execute:${data.value}`)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
executeLog.push(`compensate:${data.value}`)
|
||||
},
|
||||
data: { value: 1 },
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.sagaId).toMatch(/^saga_/)
|
||||
expect(result.completedSteps).toEqual(['step1'])
|
||||
expect(result.duration).toBeGreaterThanOrEqual(0)
|
||||
expect(executeLog).toEqual(['execute:1'])
|
||||
})
|
||||
|
||||
it('should execute multi-step saga', async () => {
|
||||
const executeLog: string[] = []
|
||||
|
||||
const steps: SagaStep<{ name: string }>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async (data) => {
|
||||
executeLog.push(`execute:${data.name}`)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
executeLog.push(`compensate:${data.name}`)
|
||||
},
|
||||
data: { name: 'A' },
|
||||
},
|
||||
{
|
||||
name: 'step2',
|
||||
execute: async (data) => {
|
||||
executeLog.push(`execute:${data.name}`)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
executeLog.push(`compensate:${data.name}`)
|
||||
},
|
||||
data: { name: 'B' },
|
||||
},
|
||||
{
|
||||
name: 'step3',
|
||||
execute: async (data) => {
|
||||
executeLog.push(`execute:${data.name}`)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
executeLog.push(`compensate:${data.name}`)
|
||||
},
|
||||
data: { name: 'C' },
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.completedSteps).toEqual(['step1', 'step2', 'step3'])
|
||||
expect(executeLog).toEqual(['execute:A', 'execute:B', 'execute:C'])
|
||||
})
|
||||
|
||||
it('should save saga log on success', async () => {
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
const log = await orchestrator.getSagaLog(result.sagaId)
|
||||
expect(log).not.toBeNull()
|
||||
expect(log?.state).toBe('completed')
|
||||
expect(log?.steps[0].state).toBe('completed')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 失败和补偿测试 | Failure and Compensation Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - failure and compensation', () => {
|
||||
it('should compensate on step failure', async () => {
|
||||
const executeLog: string[] = []
|
||||
|
||||
const steps: SagaStep<{ name: string }>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async (data) => {
|
||||
executeLog.push(`execute:${data.name}`)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
executeLog.push(`compensate:${data.name}`)
|
||||
},
|
||||
data: { name: 'A' },
|
||||
},
|
||||
{
|
||||
name: 'step2',
|
||||
execute: async (data) => {
|
||||
executeLog.push(`execute:${data.name}`)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
executeLog.push(`compensate:${data.name}`)
|
||||
},
|
||||
data: { name: 'B' },
|
||||
},
|
||||
{
|
||||
name: 'step3',
|
||||
execute: async () => {
|
||||
return { success: false, error: 'Step 3 failed' }
|
||||
},
|
||||
compensate: async () => {},
|
||||
data: { name: 'C' },
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.failedStep).toBe('step3')
|
||||
expect(result.error).toBe('Step 3 failed')
|
||||
expect(result.completedSteps).toEqual(['step1', 'step2'])
|
||||
|
||||
// Compensation should be in reverse order
|
||||
expect(executeLog).toEqual([
|
||||
'execute:A',
|
||||
'execute:B',
|
||||
'compensate:B',
|
||||
'compensate:A',
|
||||
])
|
||||
})
|
||||
|
||||
it('should save saga log on failure', async () => {
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
{
|
||||
name: 'step2',
|
||||
execute: async () => ({ success: false, error: 'Failed' }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
const log = await orchestrator.getSagaLog(result.sagaId)
|
||||
expect(log?.state).toBe('compensated')
|
||||
expect(log?.steps[0].state).toBe('compensated')
|
||||
expect(log?.steps[1].state).toBe('failed')
|
||||
})
|
||||
|
||||
it('should handle compensation error', async () => {
|
||||
const consoleSpy = vi.spyOn(console, 'error').mockImplementation(() => {})
|
||||
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {
|
||||
throw new Error('Compensation failed')
|
||||
},
|
||||
data: {},
|
||||
},
|
||||
{
|
||||
name: 'step2',
|
||||
execute: async () => ({ success: false, error: 'Failed' }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
|
||||
const log = await orchestrator.getSagaLog(result.sagaId)
|
||||
expect(log?.steps[0].state).toBe('failed')
|
||||
expect(log?.steps[0].error).toContain('Compensation failed')
|
||||
|
||||
consoleSpy.mockRestore()
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 超时测试 | Timeout Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('timeout', () => {
|
||||
it('should timeout on slow saga', async () => {
|
||||
const fastOrchestrator = new SagaOrchestrator({
|
||||
storage,
|
||||
timeout: 50, // 50ms timeout
|
||||
})
|
||||
|
||||
// Timeout is checked between steps, so we need 2 steps
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'slow-step',
|
||||
execute: async () => {
|
||||
await new Promise((resolve) => setTimeout(resolve, 100))
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
{
|
||||
name: 'second-step',
|
||||
execute: async () => {
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await fastOrchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toContain('timed out')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 分布式服务器测试 | Distributed Server Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('distributed servers', () => {
|
||||
it('should track serverId for each step', async () => {
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
serverId: 'server-1',
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
{
|
||||
name: 'step2',
|
||||
serverId: 'server-2',
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
const log = await orchestrator.getSagaLog(result.sagaId)
|
||||
expect(log?.steps[0].serverId).toBe('server-1')
|
||||
expect(log?.steps[1].serverId).toBe('server-2')
|
||||
})
|
||||
|
||||
it('should include orchestrator serverId in metadata', async () => {
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
const log = await orchestrator.getSagaLog(result.sagaId)
|
||||
expect(log?.metadata?.orchestratorServerId).toBe('test-server')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// getSagaLog 测试 | getSagaLog Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('getSagaLog()', () => {
|
||||
it('should return saga log by id', async () => {
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
const log = await orchestrator.getSagaLog(result.sagaId)
|
||||
|
||||
expect(log).not.toBeNull()
|
||||
expect(log?.id).toBe(result.sagaId)
|
||||
})
|
||||
|
||||
it('should return null for non-existent saga', async () => {
|
||||
const log = await orchestrator.getSagaLog('non-existent')
|
||||
expect(log).toBeNull()
|
||||
})
|
||||
|
||||
it('should return null without storage', async () => {
|
||||
const noStorageOrchestrator = new SagaOrchestrator()
|
||||
const log = await noStorageOrchestrator.getSagaLog('any-id')
|
||||
expect(log).toBeNull()
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 恢复测试 | Recovery Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('recover()', () => {
|
||||
it('should return 0 without storage', async () => {
|
||||
const noStorageOrchestrator = new SagaOrchestrator()
|
||||
const count = await noStorageOrchestrator.recover()
|
||||
expect(count).toBe(0)
|
||||
})
|
||||
|
||||
it('should return 0 when no pending sagas', async () => {
|
||||
const count = await orchestrator.recover()
|
||||
expect(count).toBe(0)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 边界情况测试 | Edge Cases
|
||||
// ========================================================================
|
||||
|
||||
describe('Edge Cases', () => {
|
||||
it('should handle empty steps', async () => {
|
||||
const result = await orchestrator.execute([])
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.completedSteps).toEqual([])
|
||||
})
|
||||
|
||||
it('should handle execute throwing exception', async () => {
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'throwing-step',
|
||||
execute: async () => {
|
||||
throw new Error('Unexpected error')
|
||||
},
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toBe('Unexpected error')
|
||||
})
|
||||
|
||||
it('should work without storage', async () => {
|
||||
const noStorageOrchestrator = new SagaOrchestrator()
|
||||
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async () => ({ success: true }),
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await noStorageOrchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
})
|
||||
|
||||
it('should track step timing', async () => {
|
||||
const steps: SagaStep<{}>[] = [
|
||||
{
|
||||
name: 'step1',
|
||||
execute: async () => {
|
||||
await new Promise((resolve) => setTimeout(resolve, 50))
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async () => {},
|
||||
data: {},
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
const log = await orchestrator.getSagaLog(result.sagaId)
|
||||
expect(log?.steps[0].startedAt).toBeGreaterThan(0)
|
||||
expect(log?.steps[0].completedAt).toBeGreaterThan(log?.steps[0].startedAt!)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 实际场景测试 | Real World Scenario Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Real World Scenarios', () => {
|
||||
it('should handle distributed purchase flow', async () => {
|
||||
const inventory: Map<string, number> = new Map()
|
||||
const wallet: Map<string, number> = new Map()
|
||||
|
||||
inventory.set('item-1', 10)
|
||||
wallet.set('player-1', 1000)
|
||||
|
||||
const steps: SagaStep<{ playerId: string; itemId: string; price: number }>[] = [
|
||||
{
|
||||
name: 'deduct_currency',
|
||||
serverId: 'wallet-server',
|
||||
execute: async (data) => {
|
||||
const balance = wallet.get(data.playerId) ?? 0
|
||||
if (balance < data.price) {
|
||||
return { success: false, error: 'Insufficient balance' }
|
||||
}
|
||||
wallet.set(data.playerId, balance - data.price)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
const balance = wallet.get(data.playerId) ?? 0
|
||||
wallet.set(data.playerId, balance + data.price)
|
||||
},
|
||||
data: { playerId: 'player-1', itemId: 'item-1', price: 100 },
|
||||
},
|
||||
{
|
||||
name: 'reserve_item',
|
||||
serverId: 'inventory-server',
|
||||
execute: async (data) => {
|
||||
const stock = inventory.get(data.itemId) ?? 0
|
||||
if (stock < 1) {
|
||||
return { success: false, error: 'Out of stock' }
|
||||
}
|
||||
inventory.set(data.itemId, stock - 1)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
const stock = inventory.get(data.itemId) ?? 0
|
||||
inventory.set(data.itemId, stock + 1)
|
||||
},
|
||||
data: { playerId: 'player-1', itemId: 'item-1', price: 100 },
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(wallet.get('player-1')).toBe(900)
|
||||
expect(inventory.get('item-1')).toBe(9)
|
||||
})
|
||||
|
||||
it('should rollback distributed purchase on inventory failure', async () => {
|
||||
const wallet: Map<string, number> = new Map()
|
||||
const inventory: Map<string, number> = new Map()
|
||||
|
||||
wallet.set('player-1', 1000)
|
||||
inventory.set('item-1', 0) // Out of stock
|
||||
|
||||
const steps: SagaStep<{ playerId: string; itemId: string; price: number }>[] = [
|
||||
{
|
||||
name: 'deduct_currency',
|
||||
execute: async (data) => {
|
||||
const balance = wallet.get(data.playerId) ?? 0
|
||||
wallet.set(data.playerId, balance - data.price)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
const balance = wallet.get(data.playerId) ?? 0
|
||||
wallet.set(data.playerId, balance + data.price)
|
||||
},
|
||||
data: { playerId: 'player-1', itemId: 'item-1', price: 100 },
|
||||
},
|
||||
{
|
||||
name: 'reserve_item',
|
||||
execute: async (data) => {
|
||||
const stock = inventory.get(data.itemId) ?? 0
|
||||
if (stock < 1) {
|
||||
return { success: false, error: 'Out of stock' }
|
||||
}
|
||||
inventory.set(data.itemId, stock - 1)
|
||||
return { success: true }
|
||||
},
|
||||
compensate: async (data) => {
|
||||
const stock = inventory.get(data.itemId) ?? 0
|
||||
inventory.set(data.itemId, stock + 1)
|
||||
},
|
||||
data: { playerId: 'player-1', itemId: 'item-1', price: 100 },
|
||||
},
|
||||
]
|
||||
|
||||
const result = await orchestrator.execute(steps)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toBe('Out of stock')
|
||||
expect(wallet.get('player-1')).toBe(1000) // Restored
|
||||
expect(inventory.get('item-1')).toBe(0) // Unchanged
|
||||
})
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,480 @@
|
||||
/**
|
||||
* @zh CurrencyOperation 单元测试
|
||||
* @en CurrencyOperation unit tests
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'vitest'
|
||||
import { CurrencyOperation, createCurrencyOperation, type ICurrencyProvider } from '../../src/operations/CurrencyOperation.js'
|
||||
import { TransactionContext } from '../../src/core/TransactionContext.js'
|
||||
import { MemoryStorage } from '../../src/storage/MemoryStorage.js'
|
||||
import type { ITransactionContext } from '../../src/core/types.js'
|
||||
|
||||
// ============================================================================
|
||||
// Mock Provider | 模拟数据提供者
|
||||
// ============================================================================
|
||||
|
||||
class MockCurrencyProvider implements ICurrencyProvider {
|
||||
private _balances: Map<string, Map<string, number>> = new Map()
|
||||
|
||||
setInitialBalance(playerId: string, currency: string, amount: number): void {
|
||||
if (!this._balances.has(playerId)) {
|
||||
this._balances.set(playerId, new Map())
|
||||
}
|
||||
this._balances.get(playerId)!.set(currency, amount)
|
||||
}
|
||||
|
||||
async getBalance(playerId: string, currency: string): Promise<number> {
|
||||
return this._balances.get(playerId)?.get(currency) ?? 0
|
||||
}
|
||||
|
||||
async setBalance(playerId: string, currency: string, amount: number): Promise<void> {
|
||||
if (!this._balances.has(playerId)) {
|
||||
this._balances.set(playerId, new Map())
|
||||
}
|
||||
this._balances.get(playerId)!.set(currency, amount)
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Test Suite | 测试套件
|
||||
// ============================================================================
|
||||
|
||||
describe('CurrencyOperation', () => {
|
||||
let storage: MemoryStorage
|
||||
let ctx: ITransactionContext
|
||||
|
||||
beforeEach(() => {
|
||||
storage = new MemoryStorage()
|
||||
ctx = new TransactionContext({ storage })
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 构造器测试 | Constructor Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Constructor', () => {
|
||||
it('should create with data', () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
expect(op.name).toBe('currency')
|
||||
expect(op.data.type).toBe('add')
|
||||
expect(op.data.playerId).toBe('player-1')
|
||||
expect(op.data.currency).toBe('gold')
|
||||
expect(op.data.amount).toBe(100)
|
||||
})
|
||||
|
||||
it('should use createCurrencyOperation factory', () => {
|
||||
const op = createCurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-2',
|
||||
currency: 'diamond',
|
||||
amount: 50,
|
||||
})
|
||||
|
||||
expect(op).toBeInstanceOf(CurrencyOperation)
|
||||
expect(op.data.type).toBe('deduct')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 验证测试 | Validation Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('validate()', () => {
|
||||
it('should fail validation with zero amount', async () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 0,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
|
||||
it('should fail validation with negative amount', async () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: -10,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
|
||||
it('should pass validation for add with positive amount', async () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(true)
|
||||
})
|
||||
|
||||
it('should fail validation for deduct with insufficient balance', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 50)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
|
||||
it('should pass validation for deduct with sufficient balance', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 150)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(true)
|
||||
})
|
||||
|
||||
it('should use provider for validation', async () => {
|
||||
const provider = new MockCurrencyProvider()
|
||||
provider.setInitialBalance('player-1', 'gold', 200)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 150,
|
||||
}).setProvider(provider)
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(true)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 增加货币 | Execute Tests - Add Currency
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - add', () => {
|
||||
it('should add currency to empty balance', async () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.beforeBalance).toBe(0)
|
||||
expect(result.data?.afterBalance).toBe(100)
|
||||
|
||||
const balance = await storage.get<number>('player:player-1:currency:gold')
|
||||
expect(balance).toBe(100)
|
||||
})
|
||||
|
||||
it('should add currency to existing balance', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 50)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.beforeBalance).toBe(50)
|
||||
expect(result.data?.afterBalance).toBe(150)
|
||||
})
|
||||
|
||||
it('should store context data for verification', async () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
|
||||
expect(ctx.get('currency:player-1:gold:before')).toBe(0)
|
||||
expect(ctx.get('currency:player-1:gold:after')).toBe(100)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 扣除货币 | Execute Tests - Deduct Currency
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - deduct', () => {
|
||||
it('should deduct currency from balance', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 200)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 75,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.beforeBalance).toBe(200)
|
||||
expect(result.data?.afterBalance).toBe(125)
|
||||
|
||||
const balance = await storage.get<number>('player:player-1:currency:gold')
|
||||
expect(balance).toBe(125)
|
||||
})
|
||||
|
||||
it('should fail deduct with insufficient balance', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 50)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toBe('Insufficient balance')
|
||||
expect(result.errorCode).toBe('INSUFFICIENT_BALANCE')
|
||||
})
|
||||
|
||||
it('should deduct exact balance', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 100)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.afterBalance).toBe(0)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 补偿测试 | Compensate Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('compensate()', () => {
|
||||
it('should restore balance after add', async () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(100)
|
||||
|
||||
await op.compensate(ctx)
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(0)
|
||||
})
|
||||
|
||||
it('should restore balance after deduct', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 200)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 75,
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(125)
|
||||
|
||||
await op.compensate(ctx)
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(200)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Provider 测试 | Provider Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Provider', () => {
|
||||
it('should use provider for operations', async () => {
|
||||
const provider = new MockCurrencyProvider()
|
||||
provider.setInitialBalance('player-1', 'gold', 1000)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 300,
|
||||
}).setProvider(provider)
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.beforeBalance).toBe(1000)
|
||||
expect(result.data?.afterBalance).toBe(700)
|
||||
|
||||
const newBalance = await provider.getBalance('player-1', 'gold')
|
||||
expect(newBalance).toBe(700)
|
||||
})
|
||||
|
||||
it('should compensate using provider', async () => {
|
||||
const provider = new MockCurrencyProvider()
|
||||
provider.setInitialBalance('player-1', 'gold', 500)
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 200,
|
||||
}).setProvider(provider)
|
||||
|
||||
await op.execute(ctx)
|
||||
expect(await provider.getBalance('player-1', 'gold')).toBe(700)
|
||||
|
||||
await op.compensate(ctx)
|
||||
expect(await provider.getBalance('player-1', 'gold')).toBe(500)
|
||||
})
|
||||
|
||||
it('should support method chaining with setProvider', () => {
|
||||
const provider = new MockCurrencyProvider()
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const result = op.setProvider(provider)
|
||||
expect(result).toBe(op)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 多货币类型测试 | Multiple Currency Types Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Multiple Currency Types', () => {
|
||||
it('should handle different currency types independently', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 1000)
|
||||
await storage.set('player:player-1:currency:diamond', 50)
|
||||
|
||||
const goldOp = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 500,
|
||||
})
|
||||
|
||||
const diamondOp = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'diamond',
|
||||
amount: 10,
|
||||
})
|
||||
|
||||
await goldOp.execute(ctx)
|
||||
await diamondOp.execute(ctx)
|
||||
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(500)
|
||||
expect(await storage.get('player:player-1:currency:diamond')).toBe(60)
|
||||
})
|
||||
|
||||
it('should handle multiple players independently', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 1000)
|
||||
await storage.set('player:player-2:currency:gold', 500)
|
||||
|
||||
const op1 = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 300,
|
||||
})
|
||||
|
||||
const op2 = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-2',
|
||||
currency: 'gold',
|
||||
amount: 300,
|
||||
})
|
||||
|
||||
await op1.execute(ctx)
|
||||
await op2.execute(ctx)
|
||||
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(700)
|
||||
expect(await storage.get('player:player-2:currency:gold')).toBe(800)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 边界情况测试 | Edge Cases
|
||||
// ========================================================================
|
||||
|
||||
describe('Edge Cases', () => {
|
||||
it('should handle zero balance for new player', async () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'new-player',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
expect(result.data?.beforeBalance).toBe(0)
|
||||
})
|
||||
|
||||
it('should handle context without storage', async () => {
|
||||
const noStorageCtx = new TransactionContext()
|
||||
|
||||
const op = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
})
|
||||
|
||||
const result = await op.execute(noStorageCtx)
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.beforeBalance).toBe(0)
|
||||
expect(result.data?.afterBalance).toBe(100)
|
||||
})
|
||||
|
||||
it('should include reason in data', () => {
|
||||
const op = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: 'player-1',
|
||||
currency: 'gold',
|
||||
amount: 100,
|
||||
reason: 'purchase_item',
|
||||
})
|
||||
|
||||
expect(op.data.reason).toBe('purchase_item')
|
||||
})
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,624 @@
|
||||
/**
|
||||
* @zh InventoryOperation 单元测试
|
||||
* @en InventoryOperation unit tests
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'vitest'
|
||||
import {
|
||||
InventoryOperation,
|
||||
createInventoryOperation,
|
||||
type IInventoryProvider,
|
||||
type ItemData,
|
||||
} from '../../src/operations/InventoryOperation.js'
|
||||
import { TransactionContext } from '../../src/core/TransactionContext.js'
|
||||
import { MemoryStorage } from '../../src/storage/MemoryStorage.js'
|
||||
import type { ITransactionContext } from '../../src/core/types.js'
|
||||
|
||||
// ============================================================================
|
||||
// Mock Provider | 模拟数据提供者
|
||||
// ============================================================================
|
||||
|
||||
class MockInventoryProvider implements IInventoryProvider {
|
||||
private _inventory: Map<string, Map<string, ItemData>> = new Map()
|
||||
private _capacity: Map<string, number> = new Map()
|
||||
|
||||
addItem(playerId: string, itemId: string, item: ItemData): void {
|
||||
if (!this._inventory.has(playerId)) {
|
||||
this._inventory.set(playerId, new Map())
|
||||
}
|
||||
this._inventory.get(playerId)!.set(itemId, item)
|
||||
}
|
||||
|
||||
setCapacity(playerId: string, capacity: number): void {
|
||||
this._capacity.set(playerId, capacity)
|
||||
}
|
||||
|
||||
async getItem(playerId: string, itemId: string): Promise<ItemData | null> {
|
||||
return this._inventory.get(playerId)?.get(itemId) ?? null
|
||||
}
|
||||
|
||||
async setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void> {
|
||||
if (!this._inventory.has(playerId)) {
|
||||
this._inventory.set(playerId, new Map())
|
||||
}
|
||||
if (item) {
|
||||
this._inventory.get(playerId)!.set(itemId, item)
|
||||
} else {
|
||||
this._inventory.get(playerId)!.delete(itemId)
|
||||
}
|
||||
}
|
||||
|
||||
async hasCapacity(playerId: string, count: number): Promise<boolean> {
|
||||
const capacity = this._capacity.get(playerId)
|
||||
if (capacity === undefined) return true
|
||||
const currentCount = this._inventory.get(playerId)?.size ?? 0
|
||||
return currentCount + count <= capacity
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Test Suite | 测试套件
|
||||
// ============================================================================
|
||||
|
||||
describe('InventoryOperation', () => {
|
||||
let storage: MemoryStorage
|
||||
let ctx: ITransactionContext
|
||||
|
||||
beforeEach(() => {
|
||||
storage = new MemoryStorage()
|
||||
ctx = new TransactionContext({ storage })
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 构造器测试 | Constructor Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Constructor', () => {
|
||||
it('should create with data', () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword-001',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
expect(op.name).toBe('inventory')
|
||||
expect(op.data.type).toBe('add')
|
||||
expect(op.data.playerId).toBe('player-1')
|
||||
expect(op.data.itemId).toBe('sword-001')
|
||||
expect(op.data.quantity).toBe(1)
|
||||
})
|
||||
|
||||
it('should use createInventoryOperation factory', () => {
|
||||
const op = createInventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-2',
|
||||
itemId: 'potion-hp',
|
||||
quantity: 5,
|
||||
})
|
||||
|
||||
expect(op).toBeInstanceOf(InventoryOperation)
|
||||
expect(op.data.type).toBe('remove')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 验证测试 | Validation Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('validate()', () => {
|
||||
it('should fail validation with zero quantity', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 0,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
|
||||
it('should fail validation with negative quantity', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: -1,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
|
||||
it('should pass validation for add with positive quantity', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(true)
|
||||
})
|
||||
|
||||
it('should fail validation for remove with insufficient quantity', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 2,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 5,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
|
||||
it('should fail validation for remove with non-existent item', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'nonexistent',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
|
||||
it('should pass validation for remove with sufficient quantity', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 10,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 5,
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(true)
|
||||
})
|
||||
|
||||
it('should check capacity with provider', async () => {
|
||||
const provider = new MockInventoryProvider()
|
||||
provider.setCapacity('player-1', 1)
|
||||
provider.addItem('player-1', 'existing', { itemId: 'existing', quantity: 1 })
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'new-item',
|
||||
quantity: 1,
|
||||
}).setProvider(provider)
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 添加物品 | Execute Tests - Add Item
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - add', () => {
|
||||
it('should add new item to empty inventory', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.beforeItem).toBeUndefined()
|
||||
expect(result.data?.afterItem).toEqual({
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
properties: undefined,
|
||||
})
|
||||
|
||||
const item = await storage.get<ItemData>('player:player-1:inventory:sword')
|
||||
expect(item?.quantity).toBe(1)
|
||||
})
|
||||
|
||||
it('should stack items when adding to existing', async () => {
|
||||
await storage.set('player:player-1:inventory:potion', {
|
||||
itemId: 'potion',
|
||||
quantity: 5,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'potion',
|
||||
quantity: 3,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.beforeItem?.quantity).toBe(5)
|
||||
expect(result.data?.afterItem?.quantity).toBe(8)
|
||||
})
|
||||
|
||||
it('should add item with properties', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'enchanted-sword',
|
||||
quantity: 1,
|
||||
properties: { damage: 100, enchant: 'fire' },
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.afterItem?.properties).toEqual({
|
||||
damage: 100,
|
||||
enchant: 'fire',
|
||||
})
|
||||
})
|
||||
|
||||
it('should store context data', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
|
||||
expect(ctx.get('inventory:player-1:sword:before')).toBeNull()
|
||||
expect(ctx.get('inventory:player-1:sword:after')).toEqual({
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
properties: undefined,
|
||||
})
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 移除物品 | Execute Tests - Remove Item
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - remove', () => {
|
||||
it('should remove partial quantity', async () => {
|
||||
await storage.set('player:player-1:inventory:potion', {
|
||||
itemId: 'potion',
|
||||
quantity: 10,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'potion',
|
||||
quantity: 3,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.beforeItem?.quantity).toBe(10)
|
||||
expect(result.data?.afterItem?.quantity).toBe(7)
|
||||
|
||||
const item = await storage.get<ItemData>('player:player-1:inventory:potion')
|
||||
expect(item?.quantity).toBe(7)
|
||||
})
|
||||
|
||||
it('should delete item when removing all quantity', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.afterItem).toBeUndefined()
|
||||
|
||||
const item = await storage.get('player:player-1:inventory:sword')
|
||||
expect(item).toBeNull()
|
||||
})
|
||||
|
||||
it('should fail when item not found', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'nonexistent',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toBe('Insufficient item quantity')
|
||||
expect(result.errorCode).toBe('INSUFFICIENT_ITEM')
|
||||
})
|
||||
|
||||
it('should fail when quantity insufficient', async () => {
|
||||
await storage.set('player:player-1:inventory:potion', {
|
||||
itemId: 'potion',
|
||||
quantity: 2,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'potion',
|
||||
quantity: 5,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.errorCode).toBe('INSUFFICIENT_ITEM')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 更新物品 | Execute Tests - Update Item
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - update', () => {
|
||||
it('should update item properties', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
properties: { damage: 10 },
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'update',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 0, // keep existing
|
||||
properties: { damage: 20, enchant: 'ice' },
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.afterItem?.properties).toEqual({
|
||||
damage: 20,
|
||||
enchant: 'ice',
|
||||
})
|
||||
expect(result.data?.afterItem?.quantity).toBe(1)
|
||||
})
|
||||
|
||||
it('should update item quantity', async () => {
|
||||
await storage.set('player:player-1:inventory:potion', {
|
||||
itemId: 'potion',
|
||||
quantity: 5,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'update',
|
||||
playerId: 'player-1',
|
||||
itemId: 'potion',
|
||||
quantity: 10,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.afterItem?.quantity).toBe(10)
|
||||
})
|
||||
|
||||
it('should fail when updating non-existent item', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'update',
|
||||
playerId: 'player-1',
|
||||
itemId: 'nonexistent',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.error).toBe('Item not found')
|
||||
expect(result.errorCode).toBe('ITEM_NOT_FOUND')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 补偿测试 | Compensate Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('compensate()', () => {
|
||||
it('should restore state after add', async () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
expect(await storage.get('player:player-1:inventory:sword')).not.toBeNull()
|
||||
|
||||
await op.compensate(ctx)
|
||||
expect(await storage.get('player:player-1:inventory:sword')).toBeNull()
|
||||
})
|
||||
|
||||
it('should restore state after remove', async () => {
|
||||
await storage.set('player:player-1:inventory:potion', {
|
||||
itemId: 'potion',
|
||||
quantity: 5,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'potion',
|
||||
quantity: 3,
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
const afterRemove = await storage.get<ItemData>('player:player-1:inventory:potion')
|
||||
expect(afterRemove?.quantity).toBe(2)
|
||||
|
||||
await op.compensate(ctx)
|
||||
const afterCompensate = await storage.get<ItemData>('player:player-1:inventory:potion')
|
||||
expect(afterCompensate?.quantity).toBe(5)
|
||||
})
|
||||
|
||||
it('should restore deleted item after remove all', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
expect(await storage.get('player:player-1:inventory:sword')).toBeNull()
|
||||
|
||||
await op.compensate(ctx)
|
||||
const restored = await storage.get<ItemData>('player:player-1:inventory:sword')
|
||||
expect(restored?.quantity).toBe(1)
|
||||
})
|
||||
|
||||
it('should restore state after update', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
properties: { damage: 10 },
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'update',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 0,
|
||||
properties: { damage: 50 },
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
await op.compensate(ctx)
|
||||
|
||||
const restored = await storage.get<ItemData>('player:player-1:inventory:sword')
|
||||
expect(restored?.properties).toEqual({ damage: 10 })
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Provider 测试 | Provider Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Provider', () => {
|
||||
it('should use provider for operations', async () => {
|
||||
const provider = new MockInventoryProvider()
|
||||
provider.addItem('player-1', 'sword', { itemId: 'sword', quantity: 1 })
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 2,
|
||||
}).setProvider(provider)
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.afterItem?.quantity).toBe(3)
|
||||
|
||||
const item = await provider.getItem('player-1', 'sword')
|
||||
expect(item?.quantity).toBe(3)
|
||||
})
|
||||
|
||||
it('should compensate using provider', async () => {
|
||||
const provider = new MockInventoryProvider()
|
||||
provider.addItem('player-1', 'potion', { itemId: 'potion', quantity: 10 })
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: 'player-1',
|
||||
itemId: 'potion',
|
||||
quantity: 3,
|
||||
}).setProvider(provider)
|
||||
|
||||
await op.execute(ctx)
|
||||
expect((await provider.getItem('player-1', 'potion'))?.quantity).toBe(7)
|
||||
|
||||
await op.compensate(ctx)
|
||||
expect((await provider.getItem('player-1', 'potion'))?.quantity).toBe(10)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 边界情况测试 | Edge Cases
|
||||
// ========================================================================
|
||||
|
||||
describe('Edge Cases', () => {
|
||||
it('should handle context without storage', async () => {
|
||||
const noStorageCtx = new TransactionContext()
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const result = await op.execute(noStorageCtx)
|
||||
expect(result.success).toBe(true)
|
||||
})
|
||||
|
||||
it('should include reason in data', () => {
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'reward-sword',
|
||||
quantity: 1,
|
||||
reason: 'quest_reward',
|
||||
})
|
||||
|
||||
expect(op.data.reason).toBe('quest_reward')
|
||||
})
|
||||
|
||||
it('should preserve item properties when stacking', async () => {
|
||||
await storage.set('player:player-1:inventory:potion', {
|
||||
itemId: 'potion',
|
||||
quantity: 5,
|
||||
properties: { quality: 'rare' },
|
||||
})
|
||||
|
||||
const op = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: 'player-1',
|
||||
itemId: 'potion',
|
||||
quantity: 3,
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.data?.afterItem?.properties).toEqual({ quality: 'rare' })
|
||||
expect(result.data?.afterItem?.quantity).toBe(8)
|
||||
})
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,524 @@
|
||||
/**
|
||||
* @zh TradeOperation 单元测试
|
||||
* @en TradeOperation unit tests
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'vitest'
|
||||
import { TradeOperation, createTradeOperation, type ITradeProvider } from '../../src/operations/TradeOperation.js'
|
||||
import { TransactionContext } from '../../src/core/TransactionContext.js'
|
||||
import { MemoryStorage } from '../../src/storage/MemoryStorage.js'
|
||||
import type { ITransactionContext } from '../../src/core/types.js'
|
||||
import type { ICurrencyProvider } from '../../src/operations/CurrencyOperation.js'
|
||||
import type { IInventoryProvider, ItemData } from '../../src/operations/InventoryOperation.js'
|
||||
|
||||
// ============================================================================
|
||||
// Mock Providers | 模拟数据提供者
|
||||
// ============================================================================
|
||||
|
||||
class MockCurrencyProvider implements ICurrencyProvider {
|
||||
private _balances: Map<string, Map<string, number>> = new Map()
|
||||
|
||||
initBalance(playerId: string, currency: string, amount: number): void {
|
||||
if (!this._balances.has(playerId)) {
|
||||
this._balances.set(playerId, new Map())
|
||||
}
|
||||
this._balances.get(playerId)!.set(currency, amount)
|
||||
}
|
||||
|
||||
async getBalance(playerId: string, currency: string): Promise<number> {
|
||||
return this._balances.get(playerId)?.get(currency) ?? 0
|
||||
}
|
||||
|
||||
async setBalance(playerId: string, currency: string, amount: number): Promise<void> {
|
||||
if (!this._balances.has(playerId)) {
|
||||
this._balances.set(playerId, new Map())
|
||||
}
|
||||
this._balances.get(playerId)!.set(currency, amount)
|
||||
}
|
||||
}
|
||||
|
||||
class MockInventoryProvider implements IInventoryProvider {
|
||||
private _inventory: Map<string, Map<string, ItemData>> = new Map()
|
||||
|
||||
addItem(playerId: string, itemId: string, item: ItemData): void {
|
||||
if (!this._inventory.has(playerId)) {
|
||||
this._inventory.set(playerId, new Map())
|
||||
}
|
||||
this._inventory.get(playerId)!.set(itemId, item)
|
||||
}
|
||||
|
||||
async getItem(playerId: string, itemId: string): Promise<ItemData | null> {
|
||||
return this._inventory.get(playerId)?.get(itemId) ?? null
|
||||
}
|
||||
|
||||
async setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void> {
|
||||
if (!this._inventory.has(playerId)) {
|
||||
this._inventory.set(playerId, new Map())
|
||||
}
|
||||
if (item) {
|
||||
this._inventory.get(playerId)!.set(itemId, item)
|
||||
} else {
|
||||
this._inventory.get(playerId)!.delete(itemId)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Test Suite | 测试套件
|
||||
// ============================================================================
|
||||
|
||||
describe('TradeOperation', () => {
|
||||
let storage: MemoryStorage
|
||||
let ctx: ITransactionContext
|
||||
|
||||
beforeEach(() => {
|
||||
storage = new MemoryStorage()
|
||||
ctx = new TransactionContext({ storage })
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 构造器测试 | Constructor Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Constructor', () => {
|
||||
it('should create with data', () => {
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-001',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
})
|
||||
|
||||
expect(op.name).toBe('trade')
|
||||
expect(op.data.tradeId).toBe('trade-001')
|
||||
expect(op.data.partyA.playerId).toBe('player-1')
|
||||
expect(op.data.partyB.playerId).toBe('player-2')
|
||||
})
|
||||
|
||||
it('should use createTradeOperation factory', () => {
|
||||
const op = createTradeOperation({
|
||||
tradeId: 'trade-002',
|
||||
partyA: { playerId: 'player-1' },
|
||||
partyB: { playerId: 'player-2' },
|
||||
})
|
||||
|
||||
expect(op).toBeInstanceOf(TradeOperation)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 验证测试 | Validation Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('validate()', () => {
|
||||
it('should validate item trade', async () => {
|
||||
// Player 1 has sword, Player 2 has gold
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
await storage.set('player:player-2:currency:gold', 1000)
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-001',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(true)
|
||||
})
|
||||
|
||||
it('should fail validation when party A lacks items', async () => {
|
||||
await storage.set('player:player-2:currency:gold', 1000)
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-001',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
|
||||
it('should fail validation when party B lacks currency', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
await storage.set('player:player-2:currency:gold', 500) // Not enough
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-001',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
})
|
||||
|
||||
const isValid = await op.validate(ctx)
|
||||
expect(isValid).toBe(false)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 物品换货币 | Execute Tests - Item for Currency
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - item for currency', () => {
|
||||
it('should trade item for currency', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
await storage.set('player:player-2:currency:gold', 1000)
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-001',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.tradeId).toBe('trade-001')
|
||||
expect(result.data?.completed).toBe(true)
|
||||
|
||||
// Player 1: no sword, got gold
|
||||
expect(await storage.get('player:player-1:inventory:sword')).toBeNull()
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(1000)
|
||||
|
||||
// Player 2: got sword, no gold
|
||||
const p2Sword = await storage.get<ItemData>('player:player-2:inventory:sword')
|
||||
expect(p2Sword?.quantity).toBe(1)
|
||||
expect(await storage.get('player:player-2:currency:gold')).toBe(0)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 物品换物品 | Execute Tests - Item for Item
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - item for item', () => {
|
||||
it('should trade items between players', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
await storage.set('player:player-2:inventory:shield', {
|
||||
itemId: 'shield',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-002',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
items: [{ itemId: 'shield', quantity: 1 }],
|
||||
},
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
|
||||
// Player 1: got shield, no sword
|
||||
expect(await storage.get('player:player-1:inventory:sword')).toBeNull()
|
||||
const p1Shield = await storage.get<ItemData>('player:player-1:inventory:shield')
|
||||
expect(p1Shield?.quantity).toBe(1)
|
||||
|
||||
// Player 2: got sword, no shield
|
||||
expect(await storage.get('player:player-2:inventory:shield')).toBeNull()
|
||||
const p2Sword = await storage.get<ItemData>('player:player-2:inventory:sword')
|
||||
expect(p2Sword?.quantity).toBe(1)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 货币换货币 | Execute Tests - Currency for Currency
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - currency for currency', () => {
|
||||
it('should trade currencies between players', async () => {
|
||||
await storage.set('player:player-1:currency:gold', 1000)
|
||||
await storage.set('player:player-2:currency:diamond', 100)
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-003',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'diamond', amount: 100 }],
|
||||
},
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
|
||||
// Player 1: no gold, got diamonds
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(0)
|
||||
expect(await storage.get('player:player-1:currency:diamond')).toBe(100)
|
||||
|
||||
// Player 2: got gold, no diamonds
|
||||
expect(await storage.get('player:player-2:currency:gold')).toBe(1000)
|
||||
expect(await storage.get('player:player-2:currency:diamond')).toBe(0)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 执行测试 - 复杂交易 | Execute Tests - Complex Trade
|
||||
// ========================================================================
|
||||
|
||||
describe('execute() - complex trade', () => {
|
||||
it('should handle multiple items and currencies', async () => {
|
||||
// Setup
|
||||
await storage.set('player:player-1:inventory:sword', { itemId: 'sword', quantity: 2 })
|
||||
await storage.set('player:player-1:inventory:potion', { itemId: 'potion', quantity: 10 })
|
||||
await storage.set('player:player-2:currency:gold', 5000)
|
||||
await storage.set('player:player-2:currency:diamond', 50)
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-004',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [
|
||||
{ itemId: 'sword', quantity: 1 },
|
||||
{ itemId: 'potion', quantity: 5 },
|
||||
],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [
|
||||
{ currency: 'gold', amount: 2000 },
|
||||
{ currency: 'diamond', amount: 20 },
|
||||
],
|
||||
},
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
|
||||
// Player 1
|
||||
const p1Sword = await storage.get<ItemData>('player:player-1:inventory:sword')
|
||||
expect(p1Sword?.quantity).toBe(1) // Had 2, gave 1
|
||||
const p1Potion = await storage.get<ItemData>('player:player-1:inventory:potion')
|
||||
expect(p1Potion?.quantity).toBe(5) // Had 10, gave 5
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(2000)
|
||||
expect(await storage.get('player:player-1:currency:diamond')).toBe(20)
|
||||
|
||||
// Player 2
|
||||
const p2Sword = await storage.get<ItemData>('player:player-2:inventory:sword')
|
||||
expect(p2Sword?.quantity).toBe(1)
|
||||
const p2Potion = await storage.get<ItemData>('player:player-2:inventory:potion')
|
||||
expect(p2Potion?.quantity).toBe(5)
|
||||
expect(await storage.get('player:player-2:currency:gold')).toBe(3000) // Had 5000, gave 2000
|
||||
expect(await storage.get('player:player-2:currency:diamond')).toBe(30) // Had 50, gave 20
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 失败和补偿测试 | Failure and Compensation Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('failure and compensation', () => {
|
||||
it('should rollback on partial failure', async () => {
|
||||
// Player 1 has sword, Player 2 does NOT have enough gold
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
await storage.set('player:player-2:currency:gold', 500) // Not enough
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-fail',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(false)
|
||||
expect(result.errorCode).toBe('TRADE_FAILED')
|
||||
|
||||
// Everything should be restored
|
||||
const p1Sword = await storage.get<ItemData>('player:player-1:inventory:sword')
|
||||
expect(p1Sword?.quantity).toBe(1) // Restored
|
||||
expect(await storage.get('player:player-2:inventory:sword')).toBeNull()
|
||||
})
|
||||
|
||||
it('should compensate after successful execute', async () => {
|
||||
await storage.set('player:player-1:inventory:sword', {
|
||||
itemId: 'sword',
|
||||
quantity: 1,
|
||||
})
|
||||
await storage.set('player:player-2:currency:gold', 1000)
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-compensate',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
})
|
||||
|
||||
await op.execute(ctx)
|
||||
|
||||
// Verify trade happened
|
||||
expect(await storage.get('player:player-1:inventory:sword')).toBeNull()
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(1000)
|
||||
|
||||
// Compensate
|
||||
await op.compensate(ctx)
|
||||
|
||||
// Everything should be restored
|
||||
const p1Sword = await storage.get<ItemData>('player:player-1:inventory:sword')
|
||||
expect(p1Sword?.quantity).toBe(1)
|
||||
expect(await storage.get('player:player-1:currency:gold')).toBe(0)
|
||||
expect(await storage.get('player:player-2:inventory:sword')).toBeNull()
|
||||
expect(await storage.get('player:player-2:currency:gold')).toBe(1000)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// Provider 测试 | Provider Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Provider', () => {
|
||||
it('should use providers for trade', async () => {
|
||||
const currencyProvider = new MockCurrencyProvider()
|
||||
const inventoryProvider = new MockInventoryProvider()
|
||||
|
||||
currencyProvider.initBalance('player-1', 'gold', 0)
|
||||
currencyProvider.initBalance('player-2', 'gold', 1000)
|
||||
inventoryProvider.addItem('player-1', 'sword', { itemId: 'sword', quantity: 1 })
|
||||
|
||||
const provider: ITradeProvider = {
|
||||
currencyProvider,
|
||||
inventoryProvider,
|
||||
}
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-provider',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'sword', quantity: 1 }],
|
||||
},
|
||||
partyB: {
|
||||
playerId: 'player-2',
|
||||
currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
},
|
||||
}).setProvider(provider)
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
|
||||
// Verify using providers
|
||||
expect(await inventoryProvider.getItem('player-1', 'sword')).toBeNull()
|
||||
expect(await currencyProvider.getBalance('player-1', 'gold')).toBe(1000)
|
||||
expect((await inventoryProvider.getItem('player-2', 'sword'))?.quantity).toBe(1)
|
||||
expect(await currencyProvider.getBalance('player-2', 'gold')).toBe(0)
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 边界情况测试 | Edge Cases
|
||||
// ========================================================================
|
||||
|
||||
describe('Edge Cases', () => {
|
||||
it('should handle empty trade', async () => {
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-empty',
|
||||
partyA: { playerId: 'player-1' },
|
||||
partyB: { playerId: 'player-2' },
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(result.data?.completed).toBe(true)
|
||||
})
|
||||
|
||||
it('should handle one-sided gift', async () => {
|
||||
await storage.set('player:player-1:inventory:gift', {
|
||||
itemId: 'gift',
|
||||
quantity: 1,
|
||||
})
|
||||
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-gift',
|
||||
partyA: {
|
||||
playerId: 'player-1',
|
||||
items: [{ itemId: 'gift', quantity: 1 }],
|
||||
},
|
||||
partyB: { playerId: 'player-2' }, // Gives nothing
|
||||
})
|
||||
|
||||
const result = await op.execute(ctx)
|
||||
|
||||
expect(result.success).toBe(true)
|
||||
expect(await storage.get('player:player-1:inventory:gift')).toBeNull()
|
||||
const p2Gift = await storage.get<ItemData>('player:player-2:inventory:gift')
|
||||
expect(p2Gift?.quantity).toBe(1)
|
||||
})
|
||||
|
||||
it('should include reason in data', () => {
|
||||
const op = new TradeOperation({
|
||||
tradeId: 'trade-reason',
|
||||
partyA: { playerId: 'player-1' },
|
||||
partyB: { playerId: 'player-2' },
|
||||
reason: 'player_trade',
|
||||
})
|
||||
|
||||
expect(op.data.reason).toBe('player_trade')
|
||||
})
|
||||
})
|
||||
})
|
||||
@@ -0,0 +1,254 @@
|
||||
/**
|
||||
* @zh MemoryStorage 单元测试
|
||||
* @en MemoryStorage unit tests
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'vitest'
|
||||
import { MemoryStorage } from '../../src/storage/MemoryStorage.js'
|
||||
import type { TransactionLog } from '../../src/core/types.js'
|
||||
|
||||
describe('MemoryStorage', () => {
|
||||
let storage: MemoryStorage
|
||||
|
||||
beforeEach(() => {
|
||||
storage = new MemoryStorage()
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 分布式锁测试 | Distributed Lock Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Distributed Lock', () => {
|
||||
it('should acquire lock successfully', async () => {
|
||||
const token = await storage.acquireLock('test-key', 5000)
|
||||
expect(token).not.toBeNull()
|
||||
expect(typeof token).toBe('string')
|
||||
})
|
||||
|
||||
it('should fail to acquire same lock twice', async () => {
|
||||
const token1 = await storage.acquireLock('test-key', 5000)
|
||||
const token2 = await storage.acquireLock('test-key', 5000)
|
||||
|
||||
expect(token1).not.toBeNull()
|
||||
expect(token2).toBeNull()
|
||||
})
|
||||
|
||||
it('should release lock with correct token', async () => {
|
||||
const token = await storage.acquireLock('test-key', 5000)
|
||||
expect(token).not.toBeNull()
|
||||
|
||||
const released = await storage.releaseLock('test-key', token!)
|
||||
expect(released).toBe(true)
|
||||
})
|
||||
|
||||
it('should fail to release lock with wrong token', async () => {
|
||||
const token = await storage.acquireLock('test-key', 5000)
|
||||
expect(token).not.toBeNull()
|
||||
|
||||
const released = await storage.releaseLock('test-key', 'wrong-token')
|
||||
expect(released).toBe(false)
|
||||
})
|
||||
|
||||
it('should allow re-acquiring after release', async () => {
|
||||
const token1 = await storage.acquireLock('test-key', 5000)
|
||||
await storage.releaseLock('test-key', token1!)
|
||||
|
||||
const token2 = await storage.acquireLock('test-key', 5000)
|
||||
expect(token2).not.toBeNull()
|
||||
})
|
||||
|
||||
it('should expire lock after TTL', async () => {
|
||||
await storage.acquireLock('test-key', 50) // 50ms TTL
|
||||
|
||||
// 等待锁过期
|
||||
await new Promise((resolve) => setTimeout(resolve, 100))
|
||||
|
||||
const token2 = await storage.acquireLock('test-key', 5000)
|
||||
expect(token2).not.toBeNull()
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 事务日志测试 | Transaction Log Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Transaction Log', () => {
|
||||
const createMockLog = (id: string): TransactionLog => ({
|
||||
id,
|
||||
state: 'pending',
|
||||
operations: [],
|
||||
createdAt: Date.now(),
|
||||
updatedAt: Date.now(),
|
||||
})
|
||||
|
||||
it('should save and retrieve transaction', async () => {
|
||||
const log = createMockLog('tx-1')
|
||||
await storage.saveTransaction(log)
|
||||
|
||||
const retrieved = await storage.getTransaction('tx-1')
|
||||
expect(retrieved).not.toBeNull()
|
||||
expect(retrieved!.id).toBe('tx-1')
|
||||
})
|
||||
|
||||
it('should return null for non-existent transaction', async () => {
|
||||
const retrieved = await storage.getTransaction('non-existent')
|
||||
expect(retrieved).toBeNull()
|
||||
})
|
||||
|
||||
it('should update transaction state', async () => {
|
||||
const log = createMockLog('tx-1')
|
||||
await storage.saveTransaction(log)
|
||||
|
||||
await storage.updateTransactionState('tx-1', 'committed')
|
||||
|
||||
const retrieved = await storage.getTransaction('tx-1')
|
||||
expect(retrieved!.state).toBe('committed')
|
||||
})
|
||||
|
||||
it('should update operation state', async () => {
|
||||
const log: TransactionLog = {
|
||||
...createMockLog('tx-1'),
|
||||
operations: [
|
||||
{ name: 'op1', state: 'pending' },
|
||||
{ name: 'op2', state: 'pending' },
|
||||
],
|
||||
}
|
||||
await storage.saveTransaction(log)
|
||||
|
||||
await storage.updateOperationState('tx-1', 0, 'completed')
|
||||
await storage.updateOperationState('tx-1', 1, 'failed', 'Some error')
|
||||
|
||||
const retrieved = await storage.getTransaction('tx-1')
|
||||
expect(retrieved!.operations[0].state).toBe('completed')
|
||||
expect(retrieved!.operations[1].state).toBe('failed')
|
||||
expect(retrieved!.operations[1].error).toBe('Some error')
|
||||
})
|
||||
|
||||
it('should delete transaction', async () => {
|
||||
const log = createMockLog('tx-1')
|
||||
await storage.saveTransaction(log)
|
||||
|
||||
await storage.deleteTransaction('tx-1')
|
||||
|
||||
const retrieved = await storage.getTransaction('tx-1')
|
||||
expect(retrieved).toBeNull()
|
||||
})
|
||||
|
||||
it('should get pending transactions', async () => {
|
||||
await storage.saveTransaction({ ...createMockLog('tx-1'), state: 'pending' })
|
||||
await storage.saveTransaction({ ...createMockLog('tx-2'), state: 'executing' })
|
||||
await storage.saveTransaction({ ...createMockLog('tx-3'), state: 'committed' })
|
||||
|
||||
const pending = await storage.getPendingTransactions()
|
||||
expect(pending.length).toBe(2) // pending and executing
|
||||
expect(pending.map((p) => p.id).sort()).toEqual(['tx-1', 'tx-2'])
|
||||
})
|
||||
|
||||
it('should filter pending transactions by serverId', async () => {
|
||||
await storage.saveTransaction({
|
||||
...createMockLog('tx-1'),
|
||||
state: 'pending',
|
||||
metadata: { serverId: 'server-1' },
|
||||
})
|
||||
await storage.saveTransaction({
|
||||
...createMockLog('tx-2'),
|
||||
state: 'pending',
|
||||
metadata: { serverId: 'server-2' },
|
||||
})
|
||||
|
||||
const pending = await storage.getPendingTransactions('server-1')
|
||||
expect(pending.length).toBe(1)
|
||||
expect(pending[0].id).toBe('tx-1')
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 数据操作测试 | Data Operations Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Data Operations', () => {
|
||||
it('should set and get data', async () => {
|
||||
await storage.set('key1', { value: 123 })
|
||||
|
||||
const data = await storage.get<{ value: number }>('key1')
|
||||
expect(data).toEqual({ value: 123 })
|
||||
})
|
||||
|
||||
it('should return null for non-existent key', async () => {
|
||||
const data = await storage.get('non-existent')
|
||||
expect(data).toBeNull()
|
||||
})
|
||||
|
||||
it('should delete data', async () => {
|
||||
await storage.set('key1', { value: 123 })
|
||||
const deleted = await storage.delete('key1')
|
||||
|
||||
expect(deleted).toBe(true)
|
||||
expect(await storage.get('key1')).toBeNull()
|
||||
})
|
||||
|
||||
it('should return false when deleting non-existent key', async () => {
|
||||
const deleted = await storage.delete('non-existent')
|
||||
expect(deleted).toBe(false)
|
||||
})
|
||||
|
||||
it('should expire data after TTL', async () => {
|
||||
await storage.set('key1', { value: 123 }, 50) // 50ms TTL
|
||||
|
||||
// 数据应该存在
|
||||
expect(await storage.get('key1')).toEqual({ value: 123 })
|
||||
|
||||
// 等待过期
|
||||
await new Promise((resolve) => setTimeout(resolve, 100))
|
||||
|
||||
expect(await storage.get('key1')).toBeNull()
|
||||
})
|
||||
|
||||
it('should overwrite existing data', async () => {
|
||||
await storage.set('key1', { value: 1 })
|
||||
await storage.set('key1', { value: 2 })
|
||||
|
||||
const data = await storage.get<{ value: number }>('key1')
|
||||
expect(data).toEqual({ value: 2 })
|
||||
})
|
||||
})
|
||||
|
||||
// ========================================================================
|
||||
// 辅助方法测试 | Helper Methods Tests
|
||||
// ========================================================================
|
||||
|
||||
describe('Helper Methods', () => {
|
||||
it('should clear all data', async () => {
|
||||
await storage.set('key1', 'value1')
|
||||
await storage.set('key2', 'value2')
|
||||
await storage.saveTransaction({
|
||||
id: 'tx-1',
|
||||
state: 'pending',
|
||||
operations: [],
|
||||
createdAt: Date.now(),
|
||||
updatedAt: Date.now(),
|
||||
})
|
||||
|
||||
storage.clear()
|
||||
|
||||
expect(await storage.get('key1')).toBeNull()
|
||||
expect(await storage.get('key2')).toBeNull()
|
||||
expect(await storage.getTransaction('tx-1')).toBeNull()
|
||||
expect(storage.transactionCount).toBe(0)
|
||||
})
|
||||
|
||||
it('should track transaction count', async () => {
|
||||
expect(storage.transactionCount).toBe(0)
|
||||
|
||||
await storage.saveTransaction({
|
||||
id: 'tx-1',
|
||||
state: 'pending',
|
||||
operations: [],
|
||||
createdAt: Date.now(),
|
||||
updatedAt: Date.now(),
|
||||
})
|
||||
|
||||
expect(storage.transactionCount).toBe(1)
|
||||
})
|
||||
})
|
||||
})
|
||||
23
packages/framework/transaction/module.json
Normal file
23
packages/framework/transaction/module.json
Normal file
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"id": "transaction",
|
||||
"name": "@esengine/transaction",
|
||||
"globalKey": "transaction",
|
||||
"displayName": "Transaction System",
|
||||
"description": "游戏事务系统,支持商店购买、玩家交易、分布式事务 | Game transaction system for shop, trading, distributed transactions",
|
||||
"version": "1.0.0",
|
||||
"category": "Other",
|
||||
"icon": "Receipt",
|
||||
"tags": ["transaction", "distributed", "saga", "database"],
|
||||
"isCore": false,
|
||||
"defaultEnabled": false,
|
||||
"isEngineModule": true,
|
||||
"canContainContent": false,
|
||||
"platforms": ["nodejs"],
|
||||
"dependencies": ["core", "server"],
|
||||
"exports": {
|
||||
"services": ["TransactionManager"],
|
||||
"interfaces": ["ITransactionStorage", "ITransactionOperation"]
|
||||
},
|
||||
"requiresWasm": false,
|
||||
"outputPath": "dist/index.js"
|
||||
}
|
||||
53
packages/framework/transaction/package.json
Normal file
53
packages/framework/transaction/package.json
Normal file
@@ -0,0 +1,53 @@
|
||||
{
|
||||
"name": "@esengine/transaction",
|
||||
"version": "2.0.1",
|
||||
"description": "Game transaction system with distributed support | 游戏事务系统,支持分布式事务",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
"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 && tsc -p tsconfig.build.json --emitDeclarationOnly",
|
||||
"build:watch": "tsup --watch",
|
||||
"type-check": "tsc --noEmit",
|
||||
"clean": "rimraf dist",
|
||||
"test": "vitest run",
|
||||
"test:watch": "vitest"
|
||||
},
|
||||
"dependencies": {
|
||||
"@esengine/server": "workspace:*"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"ioredis": "^5.3.0",
|
||||
"mongodb": "^6.0.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"ioredis": {
|
||||
"optional": true
|
||||
},
|
||||
"mongodb": {
|
||||
"optional": true
|
||||
}
|
||||
},
|
||||
"devDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@esengine/build-config": "workspace:*",
|
||||
"tsup": "^8.0.0",
|
||||
"typescript": "^5.8.0",
|
||||
"rimraf": "^5.0.0",
|
||||
"vitest": "^2.0.0"
|
||||
},
|
||||
"publishConfig": {
|
||||
"access": "public"
|
||||
}
|
||||
}
|
||||
286
packages/framework/transaction/src/core/TransactionContext.ts
Normal file
286
packages/framework/transaction/src/core/TransactionContext.ts
Normal file
@@ -0,0 +1,286 @@
|
||||
/**
|
||||
* @zh 事务上下文实现
|
||||
* @en Transaction context implementation
|
||||
*/
|
||||
|
||||
import type {
|
||||
ITransactionContext,
|
||||
ITransactionOperation,
|
||||
ITransactionStorage,
|
||||
TransactionState,
|
||||
TransactionResult,
|
||||
TransactionOptions,
|
||||
TransactionLog,
|
||||
OperationLog,
|
||||
OperationResult
|
||||
} from './types.js';
|
||||
|
||||
/**
|
||||
* @zh 生成唯一 ID
|
||||
* @en Generate unique ID
|
||||
*/
|
||||
function generateId(): string {
|
||||
return `tx_${Date.now().toString(36)}_${Math.random().toString(36).substring(2, 11)}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 事务上下文
|
||||
* @en Transaction context
|
||||
*
|
||||
* @zh 封装事务的状态、操作和执行逻辑
|
||||
* @en Encapsulates transaction state, operations, and execution logic
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const ctx = new TransactionContext({ timeout: 5000 })
|
||||
* ctx.addOperation(new DeductCurrency({ playerId: '1', amount: 100 }))
|
||||
* ctx.addOperation(new AddItem({ playerId: '1', itemId: 'sword' }))
|
||||
* const result = await ctx.execute()
|
||||
* ```
|
||||
*/
|
||||
export class TransactionContext implements ITransactionContext {
|
||||
private _id: string;
|
||||
private _state: TransactionState = 'pending';
|
||||
private _timeout: number;
|
||||
private _operations: ITransactionOperation[] = [];
|
||||
private _storage: ITransactionStorage | null;
|
||||
private _metadata: Record<string, unknown>;
|
||||
private _contextData: Map<string, unknown> = new Map();
|
||||
private _startTime: number = 0;
|
||||
private _distributed: boolean;
|
||||
|
||||
constructor(options: TransactionOptions & { storage?: ITransactionStorage } = {}) {
|
||||
this._id = generateId();
|
||||
this._timeout = options.timeout ?? 30000;
|
||||
this._storage = options.storage ?? null;
|
||||
this._metadata = options.metadata ?? {};
|
||||
this._distributed = options.distributed ?? false;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 只读属性 | Readonly properties
|
||||
// =========================================================================
|
||||
|
||||
get id(): string {
|
||||
return this._id;
|
||||
}
|
||||
|
||||
get state(): TransactionState {
|
||||
return this._state;
|
||||
}
|
||||
|
||||
get timeout(): number {
|
||||
return this._timeout;
|
||||
}
|
||||
|
||||
get operations(): ReadonlyArray<ITransactionOperation> {
|
||||
return this._operations;
|
||||
}
|
||||
|
||||
get storage(): ITransactionStorage | null {
|
||||
return this._storage;
|
||||
}
|
||||
|
||||
get metadata(): Record<string, unknown> {
|
||||
return this._metadata;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 公共方法 | Public methods
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 添加操作
|
||||
* @en Add operation
|
||||
*/
|
||||
addOperation<T extends ITransactionOperation>(operation: T): this {
|
||||
if (this._state !== 'pending') {
|
||||
throw new Error(`Cannot add operation to transaction in state: ${this._state}`);
|
||||
}
|
||||
this._operations.push(operation);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 执行事务
|
||||
* @en Execute transaction
|
||||
*/
|
||||
async execute<T = unknown>(): Promise<TransactionResult<T>> {
|
||||
if (this._state !== 'pending') {
|
||||
return {
|
||||
success: false,
|
||||
transactionId: this._id,
|
||||
results: [],
|
||||
error: `Transaction already in state: ${this._state}`,
|
||||
duration: 0
|
||||
};
|
||||
}
|
||||
|
||||
this._startTime = Date.now();
|
||||
this._state = 'executing';
|
||||
|
||||
const results: OperationResult[] = [];
|
||||
let executedCount = 0;
|
||||
|
||||
try {
|
||||
await this._saveLog();
|
||||
|
||||
for (let i = 0; i < this._operations.length; i++) {
|
||||
if (this._isTimedOut()) {
|
||||
throw new Error('Transaction timed out');
|
||||
}
|
||||
|
||||
const op = this._operations[i];
|
||||
|
||||
const isValid = await op.validate(this);
|
||||
if (!isValid) {
|
||||
throw new Error(`Validation failed for operation: ${op.name}`);
|
||||
}
|
||||
|
||||
const result = await op.execute(this);
|
||||
results.push(result);
|
||||
executedCount++;
|
||||
|
||||
await this._updateOperationLog(i, 'executed');
|
||||
|
||||
if (!result.success) {
|
||||
throw new Error(result.error ?? `Operation ${op.name} failed`);
|
||||
}
|
||||
}
|
||||
|
||||
this._state = 'committed';
|
||||
await this._updateTransactionState('committed');
|
||||
|
||||
return {
|
||||
success: true,
|
||||
transactionId: this._id,
|
||||
results,
|
||||
data: this._collectResultData(results) as T,
|
||||
duration: Date.now() - this._startTime
|
||||
};
|
||||
} catch (error) {
|
||||
const errorMessage = error instanceof Error ? error.message : String(error);
|
||||
|
||||
await this._compensate(executedCount - 1);
|
||||
|
||||
return {
|
||||
success: false,
|
||||
transactionId: this._id,
|
||||
results,
|
||||
error: errorMessage,
|
||||
duration: Date.now() - this._startTime
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 手动回滚事务
|
||||
* @en Manually rollback transaction
|
||||
*/
|
||||
async rollback(): Promise<void> {
|
||||
if (this._state === 'committed' || this._state === 'rolledback') {
|
||||
return;
|
||||
}
|
||||
|
||||
await this._compensate(this._operations.length - 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取上下文数据
|
||||
* @en Get context data
|
||||
*/
|
||||
get<T>(key: string): T | undefined {
|
||||
return this._contextData.get(key) as T | undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 设置上下文数据
|
||||
* @en Set context data
|
||||
*/
|
||||
set<T>(key: string, value: T): void {
|
||||
this._contextData.set(key, value);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 私有方法 | Private methods
|
||||
// =========================================================================
|
||||
|
||||
private _isTimedOut(): boolean {
|
||||
return Date.now() - this._startTime > this._timeout;
|
||||
}
|
||||
|
||||
private async _compensate(fromIndex: number): Promise<void> {
|
||||
this._state = 'rolledback';
|
||||
|
||||
for (let i = fromIndex; i >= 0; i--) {
|
||||
const op = this._operations[i];
|
||||
try {
|
||||
await op.compensate(this);
|
||||
await this._updateOperationLog(i, 'compensated');
|
||||
} catch (error) {
|
||||
const errorMessage = error instanceof Error ? error.message : String(error);
|
||||
await this._updateOperationLog(i, 'failed', errorMessage);
|
||||
}
|
||||
}
|
||||
|
||||
await this._updateTransactionState('rolledback');
|
||||
}
|
||||
|
||||
private async _saveLog(): Promise<void> {
|
||||
if (!this._storage) return;
|
||||
|
||||
const log: TransactionLog = {
|
||||
id: this._id,
|
||||
state: this._state,
|
||||
createdAt: this._startTime,
|
||||
updatedAt: this._startTime,
|
||||
timeout: this._timeout,
|
||||
operations: this._operations.map((op) => ({
|
||||
name: op.name,
|
||||
data: op.data,
|
||||
state: 'pending' as const
|
||||
})),
|
||||
metadata: this._metadata,
|
||||
distributed: this._distributed
|
||||
};
|
||||
|
||||
await this._storage.saveTransaction(log);
|
||||
}
|
||||
|
||||
private async _updateTransactionState(state: TransactionState): Promise<void> {
|
||||
this._state = state;
|
||||
if (this._storage) {
|
||||
await this._storage.updateTransactionState(this._id, state);
|
||||
}
|
||||
}
|
||||
|
||||
private async _updateOperationLog(
|
||||
index: number,
|
||||
state: OperationLog['state'],
|
||||
error?: string
|
||||
): Promise<void> {
|
||||
if (this._storage) {
|
||||
await this._storage.updateOperationState(this._id, index, state, error);
|
||||
}
|
||||
}
|
||||
|
||||
private _collectResultData(results: OperationResult[]): unknown {
|
||||
const data: Record<string, unknown> = {};
|
||||
for (const result of results) {
|
||||
if (result.data !== undefined) {
|
||||
Object.assign(data, result.data);
|
||||
}
|
||||
}
|
||||
return Object.keys(data).length > 0 ? data : undefined;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建事务上下文
|
||||
* @en Create transaction context
|
||||
*/
|
||||
export function createTransactionContext(
|
||||
options: TransactionOptions & { storage?: ITransactionStorage } = {}
|
||||
): ITransactionContext {
|
||||
return new TransactionContext(options);
|
||||
}
|
||||
255
packages/framework/transaction/src/core/TransactionManager.ts
Normal file
255
packages/framework/transaction/src/core/TransactionManager.ts
Normal file
@@ -0,0 +1,255 @@
|
||||
/**
|
||||
* @zh 事务管理器
|
||||
* @en Transaction manager
|
||||
*/
|
||||
|
||||
import type {
|
||||
ITransactionContext,
|
||||
ITransactionStorage,
|
||||
TransactionManagerConfig,
|
||||
TransactionOptions,
|
||||
TransactionLog,
|
||||
TransactionResult
|
||||
} from './types.js';
|
||||
import { TransactionContext } from './TransactionContext.js';
|
||||
|
||||
/**
|
||||
* @zh 事务管理器
|
||||
* @en Transaction manager
|
||||
*
|
||||
* @zh 管理事务的创建、执行和恢复
|
||||
* @en Manages transaction creation, execution, and recovery
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const manager = new TransactionManager({
|
||||
* storage: new RedisStorage({ url: 'redis://localhost:6379' }),
|
||||
* defaultTimeout: 10000,
|
||||
* })
|
||||
*
|
||||
* const tx = manager.begin({ timeout: 5000 })
|
||||
* tx.addOperation(new DeductCurrency({ ... }))
|
||||
* tx.addOperation(new AddItem({ ... }))
|
||||
*
|
||||
* const result = await tx.execute()
|
||||
* ```
|
||||
*/
|
||||
export class TransactionManager {
|
||||
private _storage: ITransactionStorage | null;
|
||||
private _defaultTimeout: number;
|
||||
private _serverId: string;
|
||||
private _autoRecover: boolean;
|
||||
private _activeTransactions: Map<string, ITransactionContext> = new Map();
|
||||
|
||||
constructor(config: TransactionManagerConfig = {}) {
|
||||
this._storage = config.storage ?? null;
|
||||
this._defaultTimeout = config.defaultTimeout ?? 30000;
|
||||
this._serverId = config.serverId ?? this._generateServerId();
|
||||
this._autoRecover = config.autoRecover ?? true;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 只读属性 | Readonly properties
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 服务器 ID
|
||||
* @en Server ID
|
||||
*/
|
||||
get serverId(): string {
|
||||
return this._serverId;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 存储实例
|
||||
* @en Storage instance
|
||||
*/
|
||||
get storage(): ITransactionStorage | null {
|
||||
return this._storage;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 活跃事务数量
|
||||
* @en Active transaction count
|
||||
*/
|
||||
get activeCount(): number {
|
||||
return this._activeTransactions.size;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 公共方法 | Public methods
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 开始新事务
|
||||
* @en Begin new transaction
|
||||
*
|
||||
* @param options - @zh 事务选项 @en Transaction options
|
||||
* @returns @zh 事务上下文 @en Transaction context
|
||||
*/
|
||||
begin(options: TransactionOptions = {}): ITransactionContext {
|
||||
const ctx = new TransactionContext({
|
||||
timeout: options.timeout ?? this._defaultTimeout,
|
||||
storage: this._storage ?? undefined,
|
||||
metadata: {
|
||||
...options.metadata,
|
||||
serverId: this._serverId
|
||||
},
|
||||
distributed: options.distributed
|
||||
});
|
||||
|
||||
this._activeTransactions.set(ctx.id, ctx);
|
||||
|
||||
return ctx;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 执行事务(便捷方法)
|
||||
* @en Execute transaction (convenience method)
|
||||
*
|
||||
* @param builder - @zh 事务构建函数 @en Transaction builder function
|
||||
* @param options - @zh 事务选项 @en Transaction options
|
||||
* @returns @zh 事务结果 @en Transaction result
|
||||
*/
|
||||
async run<T = unknown>(
|
||||
builder: (ctx: ITransactionContext) => void | Promise<void>,
|
||||
options: TransactionOptions = {}
|
||||
): Promise<TransactionResult<T>> {
|
||||
const ctx = this.begin(options);
|
||||
|
||||
try {
|
||||
await builder(ctx);
|
||||
const result = await ctx.execute<T>();
|
||||
return result;
|
||||
} finally {
|
||||
this._activeTransactions.delete(ctx.id);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取活跃事务
|
||||
* @en Get active transaction
|
||||
*/
|
||||
getTransaction(id: string): ITransactionContext | undefined {
|
||||
return this._activeTransactions.get(id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 恢复未完成的事务
|
||||
* @en Recover pending transactions
|
||||
*/
|
||||
async recover(): Promise<number> {
|
||||
if (!this._storage) return 0;
|
||||
|
||||
const pendingTransactions = await this._storage.getPendingTransactions(this._serverId);
|
||||
let recoveredCount = 0;
|
||||
|
||||
for (const log of pendingTransactions) {
|
||||
try {
|
||||
await this._recoverTransaction(log);
|
||||
recoveredCount++;
|
||||
} catch (error) {
|
||||
console.error(`Failed to recover transaction ${log.id}:`, error);
|
||||
}
|
||||
}
|
||||
|
||||
return recoveredCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取分布式锁
|
||||
* @en Acquire distributed lock
|
||||
*/
|
||||
async acquireLock(key: string, ttl: number = 10000): Promise<string | null> {
|
||||
if (!this._storage) return null;
|
||||
return this._storage.acquireLock(key, ttl);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 释放分布式锁
|
||||
* @en Release distributed lock
|
||||
*/
|
||||
async releaseLock(key: string, token: string): Promise<boolean> {
|
||||
if (!this._storage) return false;
|
||||
return this._storage.releaseLock(key, token);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 使用分布式锁执行
|
||||
* @en Execute with distributed lock
|
||||
*/
|
||||
async withLock<T>(
|
||||
key: string,
|
||||
fn: () => Promise<T>,
|
||||
ttl: number = 10000
|
||||
): Promise<T> {
|
||||
const token = await this.acquireLock(key, ttl);
|
||||
if (!token) {
|
||||
throw new Error(`Failed to acquire lock for key: ${key}`);
|
||||
}
|
||||
|
||||
try {
|
||||
return await fn();
|
||||
} finally {
|
||||
await this.releaseLock(key, token);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清理已完成的事务日志
|
||||
* @en Clean up completed transaction logs
|
||||
*/
|
||||
async cleanup(beforeTimestamp?: number): Promise<number> {
|
||||
if (!this._storage) return 0;
|
||||
|
||||
const timestamp = beforeTimestamp ?? Date.now() - 24 * 60 * 60 * 1000; // 默认清理24小时前
|
||||
|
||||
const pendingTransactions = await this._storage.getPendingTransactions();
|
||||
let cleanedCount = 0;
|
||||
|
||||
for (const log of pendingTransactions) {
|
||||
if (
|
||||
log.createdAt < timestamp &&
|
||||
(log.state === 'committed' || log.state === 'rolledback')
|
||||
) {
|
||||
await this._storage.deleteTransaction(log.id);
|
||||
cleanedCount++;
|
||||
}
|
||||
}
|
||||
|
||||
return cleanedCount;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 私有方法 | Private methods
|
||||
// =========================================================================
|
||||
|
||||
private _generateServerId(): string {
|
||||
return `server_${Date.now().toString(36)}_${Math.random().toString(36).substring(2, 8)}`;
|
||||
}
|
||||
|
||||
private async _recoverTransaction(log: TransactionLog): Promise<void> {
|
||||
if (log.state === 'executing') {
|
||||
const executedOps = log.operations.filter((op) => op.state === 'executed');
|
||||
|
||||
if (executedOps.length > 0 && this._storage) {
|
||||
for (let i = executedOps.length - 1; i >= 0; i--) {
|
||||
await this._storage.updateOperationState(log.id, i, 'compensated');
|
||||
}
|
||||
await this._storage.updateTransactionState(log.id, 'rolledback');
|
||||
} else {
|
||||
await this._storage?.updateTransactionState(log.id, 'failed');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建事务管理器
|
||||
* @en Create transaction manager
|
||||
*/
|
||||
export function createTransactionManager(
|
||||
config: TransactionManagerConfig = {}
|
||||
): TransactionManager {
|
||||
return new TransactionManager(config);
|
||||
}
|
||||
20
packages/framework/transaction/src/core/index.ts
Normal file
20
packages/framework/transaction/src/core/index.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* @zh 核心模块导出
|
||||
* @en Core module exports
|
||||
*/
|
||||
|
||||
export type {
|
||||
TransactionState,
|
||||
OperationResult,
|
||||
TransactionResult,
|
||||
OperationLog,
|
||||
TransactionLog,
|
||||
TransactionOptions,
|
||||
TransactionManagerConfig,
|
||||
ITransactionStorage,
|
||||
ITransactionOperation,
|
||||
ITransactionContext
|
||||
} from './types.js';
|
||||
|
||||
export { TransactionContext, createTransactionContext } from './TransactionContext.js';
|
||||
export { TransactionManager, createTransactionManager } from './TransactionManager.js';
|
||||
493
packages/framework/transaction/src/core/types.ts
Normal file
493
packages/framework/transaction/src/core/types.ts
Normal file
@@ -0,0 +1,493 @@
|
||||
/**
|
||||
* @zh 事务系统核心类型定义
|
||||
* @en Transaction system core type definitions
|
||||
*/
|
||||
|
||||
// =============================================================================
|
||||
// 事务状态 | Transaction State
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 事务状态
|
||||
* @en Transaction state
|
||||
*/
|
||||
export type TransactionState =
|
||||
| 'pending' // 等待执行 | Waiting to execute
|
||||
| 'executing' // 执行中 | Executing
|
||||
| 'committed' // 已提交 | Committed
|
||||
| 'rolledback' // 已回滚 | Rolled back
|
||||
| 'failed' // 失败 | Failed
|
||||
|
||||
// =============================================================================
|
||||
// 操作结果 | Operation Result
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 操作结果
|
||||
* @en Operation result
|
||||
*/
|
||||
export interface OperationResult<T = unknown> {
|
||||
/**
|
||||
* @zh 是否成功
|
||||
* @en Whether succeeded
|
||||
*/
|
||||
success: boolean
|
||||
|
||||
/**
|
||||
* @zh 返回数据
|
||||
* @en Return data
|
||||
*/
|
||||
data?: T
|
||||
|
||||
/**
|
||||
* @zh 错误信息
|
||||
* @en Error message
|
||||
*/
|
||||
error?: string
|
||||
|
||||
/**
|
||||
* @zh 错误代码
|
||||
* @en Error code
|
||||
*/
|
||||
errorCode?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 事务结果
|
||||
* @en Transaction result
|
||||
*/
|
||||
export interface TransactionResult<T = unknown> {
|
||||
/**
|
||||
* @zh 是否成功
|
||||
* @en Whether succeeded
|
||||
*/
|
||||
success: boolean
|
||||
|
||||
/**
|
||||
* @zh 事务 ID
|
||||
* @en Transaction ID
|
||||
*/
|
||||
transactionId: string
|
||||
|
||||
/**
|
||||
* @zh 操作结果列表
|
||||
* @en Operation results
|
||||
*/
|
||||
results: OperationResult[]
|
||||
|
||||
/**
|
||||
* @zh 最终数据
|
||||
* @en Final data
|
||||
*/
|
||||
data?: T
|
||||
|
||||
/**
|
||||
* @zh 错误信息
|
||||
* @en Error message
|
||||
*/
|
||||
error?: string
|
||||
|
||||
/**
|
||||
* @zh 执行时间(毫秒)
|
||||
* @en Execution time in milliseconds
|
||||
*/
|
||||
duration: number
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 事务日志 | Transaction Log
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 操作日志
|
||||
* @en Operation log
|
||||
*/
|
||||
export interface OperationLog {
|
||||
/**
|
||||
* @zh 操作名称
|
||||
* @en Operation name
|
||||
*/
|
||||
name: string
|
||||
|
||||
/**
|
||||
* @zh 操作数据
|
||||
* @en Operation data
|
||||
*/
|
||||
data: unknown
|
||||
|
||||
/**
|
||||
* @zh 操作状态
|
||||
* @en Operation state
|
||||
*/
|
||||
state: 'pending' | 'executed' | 'compensated' | 'failed'
|
||||
|
||||
/**
|
||||
* @zh 执行时间
|
||||
* @en Execution timestamp
|
||||
*/
|
||||
executedAt?: number
|
||||
|
||||
/**
|
||||
* @zh 补偿时间
|
||||
* @en Compensation timestamp
|
||||
*/
|
||||
compensatedAt?: number
|
||||
|
||||
/**
|
||||
* @zh 错误信息
|
||||
* @en Error message
|
||||
*/
|
||||
error?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 事务日志
|
||||
* @en Transaction log
|
||||
*/
|
||||
export interface TransactionLog {
|
||||
/**
|
||||
* @zh 事务 ID
|
||||
* @en Transaction ID
|
||||
*/
|
||||
id: string
|
||||
|
||||
/**
|
||||
* @zh 事务状态
|
||||
* @en Transaction state
|
||||
*/
|
||||
state: TransactionState
|
||||
|
||||
/**
|
||||
* @zh 创建时间
|
||||
* @en Creation timestamp
|
||||
*/
|
||||
createdAt: number
|
||||
|
||||
/**
|
||||
* @zh 更新时间
|
||||
* @en Update timestamp
|
||||
*/
|
||||
updatedAt: number
|
||||
|
||||
/**
|
||||
* @zh 超时时间(毫秒)
|
||||
* @en Timeout in milliseconds
|
||||
*/
|
||||
timeout: number
|
||||
|
||||
/**
|
||||
* @zh 操作日志列表
|
||||
* @en Operation logs
|
||||
*/
|
||||
operations: OperationLog[]
|
||||
|
||||
/**
|
||||
* @zh 元数据
|
||||
* @en Metadata
|
||||
*/
|
||||
metadata?: Record<string, unknown>
|
||||
|
||||
/**
|
||||
* @zh 是否分布式事务
|
||||
* @en Whether distributed transaction
|
||||
*/
|
||||
distributed?: boolean
|
||||
|
||||
/**
|
||||
* @zh 参与的服务器列表
|
||||
* @en Participating servers
|
||||
*/
|
||||
participants?: string[]
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 事务配置 | Transaction Configuration
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 事务选项
|
||||
* @en Transaction options
|
||||
*/
|
||||
export interface TransactionOptions {
|
||||
/**
|
||||
* @zh 超时时间(毫秒),默认 30000
|
||||
* @en Timeout in milliseconds, default 30000
|
||||
*/
|
||||
timeout?: number
|
||||
|
||||
/**
|
||||
* @zh 是否分布式事务
|
||||
* @en Whether distributed transaction
|
||||
*/
|
||||
distributed?: boolean
|
||||
|
||||
/**
|
||||
* @zh 元数据
|
||||
* @en Metadata
|
||||
*/
|
||||
metadata?: Record<string, unknown>
|
||||
|
||||
/**
|
||||
* @zh 重试次数,默认 0
|
||||
* @en Retry count, default 0
|
||||
*/
|
||||
retryCount?: number
|
||||
|
||||
/**
|
||||
* @zh 重试间隔(毫秒),默认 1000
|
||||
* @en Retry interval in milliseconds, default 1000
|
||||
*/
|
||||
retryInterval?: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 事务管理器配置
|
||||
* @en Transaction manager configuration
|
||||
*/
|
||||
export interface TransactionManagerConfig {
|
||||
/**
|
||||
* @zh 存储实例
|
||||
* @en Storage instance
|
||||
*/
|
||||
storage?: ITransactionStorage
|
||||
|
||||
/**
|
||||
* @zh 默认超时时间(毫秒)
|
||||
* @en Default timeout in milliseconds
|
||||
*/
|
||||
defaultTimeout?: number
|
||||
|
||||
/**
|
||||
* @zh 服务器 ID(分布式用)
|
||||
* @en Server ID for distributed transactions
|
||||
*/
|
||||
serverId?: string
|
||||
|
||||
/**
|
||||
* @zh 是否自动恢复未完成事务
|
||||
* @en Whether to auto-recover pending transactions
|
||||
*/
|
||||
autoRecover?: boolean
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 存储接口 | Storage Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 事务存储接口
|
||||
* @en Transaction storage interface
|
||||
*/
|
||||
export interface ITransactionStorage {
|
||||
/**
|
||||
* @zh 关闭存储连接
|
||||
* @en Close storage connection
|
||||
*
|
||||
* @zh 释放所有资源,关闭数据库连接
|
||||
* @en Release all resources, close database connections
|
||||
*/
|
||||
close?(): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 获取分布式锁
|
||||
* @en Acquire distributed lock
|
||||
*
|
||||
* @param key - @zh 锁的键 @en Lock key
|
||||
* @param ttl - @zh 锁的生存时间(毫秒) @en Lock TTL in milliseconds
|
||||
* @returns @zh 锁令牌,获取失败返回 null @en Lock token, null if failed
|
||||
*/
|
||||
acquireLock(key: string, ttl: number): Promise<string | null>
|
||||
|
||||
/**
|
||||
* @zh 释放分布式锁
|
||||
* @en Release distributed lock
|
||||
*
|
||||
* @param key - @zh 锁的键 @en Lock key
|
||||
* @param token - @zh 锁令牌 @en Lock token
|
||||
* @returns @zh 是否成功释放 @en Whether released successfully
|
||||
*/
|
||||
releaseLock(key: string, token: string): Promise<boolean>
|
||||
|
||||
/**
|
||||
* @zh 保存事务日志
|
||||
* @en Save transaction log
|
||||
*/
|
||||
saveTransaction(tx: TransactionLog): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 获取事务日志
|
||||
* @en Get transaction log
|
||||
*/
|
||||
getTransaction(id: string): Promise<TransactionLog | null>
|
||||
|
||||
/**
|
||||
* @zh 更新事务状态
|
||||
* @en Update transaction state
|
||||
*/
|
||||
updateTransactionState(id: string, state: TransactionState): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 更新操作状态
|
||||
* @en Update operation state
|
||||
*/
|
||||
updateOperationState(
|
||||
transactionId: string,
|
||||
operationIndex: number,
|
||||
state: OperationLog['state'],
|
||||
error?: string
|
||||
): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 获取待恢复的事务列表
|
||||
* @en Get pending transactions for recovery
|
||||
*/
|
||||
getPendingTransactions(serverId?: string): Promise<TransactionLog[]>
|
||||
|
||||
/**
|
||||
* @zh 删除事务日志
|
||||
* @en Delete transaction log
|
||||
*/
|
||||
deleteTransaction(id: string): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 获取数据
|
||||
* @en Get data
|
||||
*/
|
||||
get<T>(key: string): Promise<T | null>
|
||||
|
||||
/**
|
||||
* @zh 设置数据
|
||||
* @en Set data
|
||||
*/
|
||||
set<T>(key: string, value: T, ttl?: number): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 删除数据
|
||||
* @en Delete data
|
||||
*/
|
||||
delete(key: string): Promise<boolean>
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 操作接口 | Operation Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 事务操作接口
|
||||
* @en Transaction operation interface
|
||||
*/
|
||||
export interface ITransactionOperation<TData = unknown, TResult = unknown> {
|
||||
/**
|
||||
* @zh 操作名称
|
||||
* @en Operation name
|
||||
*/
|
||||
readonly name: string
|
||||
|
||||
/**
|
||||
* @zh 操作数据
|
||||
* @en Operation data
|
||||
*/
|
||||
readonly data: TData
|
||||
|
||||
/**
|
||||
* @zh 验证前置条件
|
||||
* @en Validate preconditions
|
||||
*
|
||||
* @param ctx - @zh 事务上下文 @en Transaction context
|
||||
* @returns @zh 是否验证通过 @en Whether validation passed
|
||||
*/
|
||||
validate(ctx: ITransactionContext): Promise<boolean>
|
||||
|
||||
/**
|
||||
* @zh 执行操作
|
||||
* @en Execute operation
|
||||
*
|
||||
* @param ctx - @zh 事务上下文 @en Transaction context
|
||||
* @returns @zh 操作结果 @en Operation result
|
||||
*/
|
||||
execute(ctx: ITransactionContext): Promise<OperationResult<TResult>>
|
||||
|
||||
/**
|
||||
* @zh 补偿操作(回滚)
|
||||
* @en Compensate operation (rollback)
|
||||
*
|
||||
* @param ctx - @zh 事务上下文 @en Transaction context
|
||||
*/
|
||||
compensate(ctx: ITransactionContext): Promise<void>
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 事务上下文接口 | Transaction Context Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 事务上下文接口
|
||||
* @en Transaction context interface
|
||||
*/
|
||||
export interface ITransactionContext {
|
||||
/**
|
||||
* @zh 事务 ID
|
||||
* @en Transaction ID
|
||||
*/
|
||||
readonly id: string
|
||||
|
||||
/**
|
||||
* @zh 事务状态
|
||||
* @en Transaction state
|
||||
*/
|
||||
readonly state: TransactionState
|
||||
|
||||
/**
|
||||
* @zh 超时时间(毫秒)
|
||||
* @en Timeout in milliseconds
|
||||
*/
|
||||
readonly timeout: number
|
||||
|
||||
/**
|
||||
* @zh 操作列表
|
||||
* @en Operations
|
||||
*/
|
||||
readonly operations: ReadonlyArray<ITransactionOperation>
|
||||
|
||||
/**
|
||||
* @zh 存储实例
|
||||
* @en Storage instance
|
||||
*/
|
||||
readonly storage: ITransactionStorage | null
|
||||
|
||||
/**
|
||||
* @zh 元数据
|
||||
* @en Metadata
|
||||
*/
|
||||
readonly metadata: Record<string, unknown>
|
||||
|
||||
/**
|
||||
* @zh 添加操作
|
||||
* @en Add operation
|
||||
*/
|
||||
addOperation<T extends ITransactionOperation>(operation: T): this
|
||||
|
||||
/**
|
||||
* @zh 执行事务
|
||||
* @en Execute transaction
|
||||
*/
|
||||
execute<T = unknown>(): Promise<TransactionResult<T>>
|
||||
|
||||
/**
|
||||
* @zh 回滚事务
|
||||
* @en Rollback transaction
|
||||
*/
|
||||
rollback(): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 获取上下文数据
|
||||
* @en Get context data
|
||||
*/
|
||||
get<T>(key: string): T | undefined
|
||||
|
||||
/**
|
||||
* @zh 设置上下文数据
|
||||
* @en Set context data
|
||||
*/
|
||||
set<T>(key: string, value: T): void
|
||||
}
|
||||
@@ -0,0 +1,350 @@
|
||||
/**
|
||||
* @zh Saga 编排器
|
||||
* @en Saga Orchestrator
|
||||
*
|
||||
* @zh 实现分布式事务的 Saga 模式编排
|
||||
* @en Implements Saga pattern orchestration for distributed transactions
|
||||
*/
|
||||
|
||||
import type {
|
||||
ITransactionStorage,
|
||||
TransactionLog,
|
||||
TransactionState,
|
||||
OperationResult
|
||||
} from '../core/types.js';
|
||||
|
||||
/**
|
||||
* @zh Saga 步骤状态
|
||||
* @en Saga step state
|
||||
*/
|
||||
export type SagaStepState = 'pending' | 'executing' | 'completed' | 'compensating' | 'compensated' | 'failed'
|
||||
|
||||
/**
|
||||
* @zh Saga 步骤
|
||||
* @en Saga step
|
||||
*/
|
||||
export interface SagaStep<T = unknown> {
|
||||
/**
|
||||
* @zh 步骤名称
|
||||
* @en Step name
|
||||
*/
|
||||
name: string
|
||||
|
||||
/**
|
||||
* @zh 目标服务器 ID(分布式用)
|
||||
* @en Target server ID (for distributed)
|
||||
*/
|
||||
serverId?: string
|
||||
|
||||
/**
|
||||
* @zh 执行函数
|
||||
* @en Execute function
|
||||
*/
|
||||
execute: (data: T) => Promise<OperationResult>
|
||||
|
||||
/**
|
||||
* @zh 补偿函数
|
||||
* @en Compensate function
|
||||
*/
|
||||
compensate: (data: T) => Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 步骤数据
|
||||
* @en Step data
|
||||
*/
|
||||
data: T
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Saga 步骤日志
|
||||
* @en Saga step log
|
||||
*/
|
||||
export interface SagaStepLog {
|
||||
name: string
|
||||
serverId?: string
|
||||
state: SagaStepState
|
||||
startedAt?: number
|
||||
completedAt?: number
|
||||
error?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Saga 日志
|
||||
* @en Saga log
|
||||
*/
|
||||
export interface SagaLog {
|
||||
id: string
|
||||
state: 'pending' | 'running' | 'completed' | 'compensating' | 'compensated' | 'failed'
|
||||
steps: SagaStepLog[]
|
||||
createdAt: number
|
||||
updatedAt: number
|
||||
metadata?: Record<string, unknown>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Saga 结果
|
||||
* @en Saga result
|
||||
*/
|
||||
export interface SagaResult {
|
||||
success: boolean
|
||||
sagaId: string
|
||||
completedSteps: string[]
|
||||
failedStep?: string
|
||||
error?: string
|
||||
duration: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Saga 编排器配置
|
||||
* @en Saga orchestrator configuration
|
||||
*/
|
||||
export interface SagaOrchestratorConfig {
|
||||
/**
|
||||
* @zh 存储实例
|
||||
* @en Storage instance
|
||||
*/
|
||||
storage?: ITransactionStorage
|
||||
|
||||
/**
|
||||
* @zh 默认超时时间(毫秒)
|
||||
* @en Default timeout in milliseconds
|
||||
*/
|
||||
timeout?: number
|
||||
|
||||
/**
|
||||
* @zh 服务器 ID
|
||||
* @en Server ID
|
||||
*/
|
||||
serverId?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 生成 Saga ID
|
||||
* @en Generate Saga ID
|
||||
*/
|
||||
function generateSagaId(): string {
|
||||
return `saga_${Date.now().toString(36)}_${Math.random().toString(36).substring(2, 11)}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Saga 编排器
|
||||
* @en Saga Orchestrator
|
||||
*
|
||||
* @zh 管理分布式事务的 Saga 模式执行流程
|
||||
* @en Manages Saga pattern execution flow for distributed transactions
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const orchestrator = new SagaOrchestrator({
|
||||
* storage: redisStorage,
|
||||
* serverId: 'server1',
|
||||
* })
|
||||
*
|
||||
* const result = await orchestrator.execute([
|
||||
* {
|
||||
* name: 'deduct_currency',
|
||||
* serverId: 'server1',
|
||||
* execute: async (data) => {
|
||||
* // 扣除货币
|
||||
* return { success: true }
|
||||
* },
|
||||
* compensate: async (data) => {
|
||||
* // 恢复货币
|
||||
* },
|
||||
* data: { playerId: '1', amount: 100 },
|
||||
* },
|
||||
* {
|
||||
* name: 'add_item',
|
||||
* serverId: 'server2',
|
||||
* execute: async (data) => {
|
||||
* // 添加物品
|
||||
* return { success: true }
|
||||
* },
|
||||
* compensate: async (data) => {
|
||||
* // 移除物品
|
||||
* },
|
||||
* data: { playerId: '1', itemId: 'sword' },
|
||||
* },
|
||||
* ])
|
||||
* ```
|
||||
*/
|
||||
export class SagaOrchestrator {
|
||||
private _storage: ITransactionStorage | null;
|
||||
private _timeout: number;
|
||||
private _serverId: string;
|
||||
|
||||
constructor(config: SagaOrchestratorConfig = {}) {
|
||||
this._storage = config.storage ?? null;
|
||||
this._timeout = config.timeout ?? 30000;
|
||||
this._serverId = config.serverId ?? 'default';
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 执行 Saga
|
||||
* @en Execute Saga
|
||||
*/
|
||||
async execute<T>(steps: SagaStep<T>[]): Promise<SagaResult> {
|
||||
const sagaId = generateSagaId();
|
||||
const startTime = Date.now();
|
||||
const completedSteps: string[] = [];
|
||||
|
||||
const sagaLog: SagaLog = {
|
||||
id: sagaId,
|
||||
state: 'pending',
|
||||
steps: steps.map((s) => ({
|
||||
name: s.name,
|
||||
serverId: s.serverId,
|
||||
state: 'pending' as SagaStepState
|
||||
})),
|
||||
createdAt: startTime,
|
||||
updatedAt: startTime,
|
||||
metadata: { orchestratorServerId: this._serverId }
|
||||
};
|
||||
|
||||
await this._saveSagaLog(sagaLog);
|
||||
|
||||
try {
|
||||
sagaLog.state = 'running';
|
||||
await this._saveSagaLog(sagaLog);
|
||||
|
||||
for (let i = 0; i < steps.length; i++) {
|
||||
const step = steps[i];
|
||||
|
||||
if (Date.now() - startTime > this._timeout) {
|
||||
throw new Error('Saga execution timed out');
|
||||
}
|
||||
|
||||
sagaLog.steps[i].state = 'executing';
|
||||
sagaLog.steps[i].startedAt = Date.now();
|
||||
await this._saveSagaLog(sagaLog);
|
||||
|
||||
const result = await step.execute(step.data);
|
||||
|
||||
if (!result.success) {
|
||||
sagaLog.steps[i].state = 'failed';
|
||||
sagaLog.steps[i].error = result.error;
|
||||
await this._saveSagaLog(sagaLog);
|
||||
|
||||
throw new Error(result.error ?? `Step ${step.name} failed`);
|
||||
}
|
||||
|
||||
sagaLog.steps[i].state = 'completed';
|
||||
sagaLog.steps[i].completedAt = Date.now();
|
||||
completedSteps.push(step.name);
|
||||
await this._saveSagaLog(sagaLog);
|
||||
}
|
||||
|
||||
sagaLog.state = 'completed';
|
||||
sagaLog.updatedAt = Date.now();
|
||||
await this._saveSagaLog(sagaLog);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
sagaId,
|
||||
completedSteps,
|
||||
duration: Date.now() - startTime
|
||||
};
|
||||
} catch (error) {
|
||||
const errorMessage = error instanceof Error ? error.message : String(error);
|
||||
const failedStepIndex = completedSteps.length;
|
||||
|
||||
sagaLog.state = 'compensating';
|
||||
await this._saveSagaLog(sagaLog);
|
||||
|
||||
for (let i = completedSteps.length - 1; i >= 0; i--) {
|
||||
const step = steps[i];
|
||||
|
||||
sagaLog.steps[i].state = 'compensating';
|
||||
await this._saveSagaLog(sagaLog);
|
||||
|
||||
try {
|
||||
await step.compensate(step.data);
|
||||
sagaLog.steps[i].state = 'compensated';
|
||||
} catch (compError) {
|
||||
const compErrorMessage = compError instanceof Error ? compError.message : String(compError);
|
||||
sagaLog.steps[i].state = 'failed';
|
||||
sagaLog.steps[i].error = `Compensation failed: ${compErrorMessage}`;
|
||||
}
|
||||
|
||||
await this._saveSagaLog(sagaLog);
|
||||
}
|
||||
|
||||
sagaLog.state = 'compensated';
|
||||
sagaLog.updatedAt = Date.now();
|
||||
await this._saveSagaLog(sagaLog);
|
||||
|
||||
return {
|
||||
success: false,
|
||||
sagaId,
|
||||
completedSteps,
|
||||
failedStep: steps[failedStepIndex]?.name,
|
||||
error: errorMessage,
|
||||
duration: Date.now() - startTime
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 恢复未完成的 Saga
|
||||
* @en Recover pending Sagas
|
||||
*/
|
||||
async recover(): Promise<number> {
|
||||
if (!this._storage) return 0;
|
||||
|
||||
const pendingSagas = await this._getPendingSagas();
|
||||
let recoveredCount = 0;
|
||||
|
||||
for (const saga of pendingSagas) {
|
||||
try {
|
||||
await this._recoverSaga(saga);
|
||||
recoveredCount++;
|
||||
} catch (error) {
|
||||
console.error(`Failed to recover saga ${saga.id}:`, error);
|
||||
}
|
||||
}
|
||||
|
||||
return recoveredCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取 Saga 日志
|
||||
* @en Get Saga log
|
||||
*/
|
||||
async getSagaLog(sagaId: string): Promise<SagaLog | null> {
|
||||
if (!this._storage) return null;
|
||||
return this._storage.get<SagaLog>(`saga:${sagaId}`);
|
||||
}
|
||||
|
||||
private async _saveSagaLog(log: SagaLog): Promise<void> {
|
||||
if (!this._storage) return;
|
||||
log.updatedAt = Date.now();
|
||||
await this._storage.set(`saga:${log.id}`, log);
|
||||
}
|
||||
|
||||
private async _getPendingSagas(): Promise<SagaLog[]> {
|
||||
return [];
|
||||
}
|
||||
|
||||
private async _recoverSaga(saga: SagaLog): Promise<void> {
|
||||
if (saga.state === 'running' || saga.state === 'compensating') {
|
||||
const completedSteps = saga.steps
|
||||
.filter((s) => s.state === 'completed')
|
||||
.map((s) => s.name);
|
||||
|
||||
saga.state = 'compensated';
|
||||
saga.updatedAt = Date.now();
|
||||
|
||||
if (this._storage) {
|
||||
await this._storage.set(`saga:${saga.id}`, saga);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 Saga 编排器
|
||||
* @en Create Saga orchestrator
|
||||
*/
|
||||
export function createSagaOrchestrator(config: SagaOrchestratorConfig = {}): SagaOrchestrator {
|
||||
return new SagaOrchestrator(config);
|
||||
}
|
||||
15
packages/framework/transaction/src/distributed/index.ts
Normal file
15
packages/framework/transaction/src/distributed/index.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @zh 分布式模块导出
|
||||
* @en Distributed module exports
|
||||
*/
|
||||
|
||||
export {
|
||||
SagaOrchestrator,
|
||||
createSagaOrchestrator,
|
||||
type SagaOrchestratorConfig,
|
||||
type SagaStep,
|
||||
type SagaStepState,
|
||||
type SagaStepLog,
|
||||
type SagaLog,
|
||||
type SagaResult
|
||||
} from './SagaOrchestrator.js';
|
||||
165
packages/framework/transaction/src/index.ts
Normal file
165
packages/framework/transaction/src/index.ts
Normal file
@@ -0,0 +1,165 @@
|
||||
/**
|
||||
* @zh @esengine/transaction 事务系统
|
||||
* @en @esengine/transaction Transaction System
|
||||
*
|
||||
* @zh 提供游戏事务处理能力,支持商店购买、玩家交易、分布式事务
|
||||
* @en Provides game transaction capabilities, supporting shop purchases, player trading, and distributed transactions
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import {
|
||||
* TransactionManager,
|
||||
* MemoryStorage,
|
||||
* CurrencyOperation,
|
||||
* InventoryOperation,
|
||||
* } from '@esengine/transaction'
|
||||
*
|
||||
* // 创建事务管理器
|
||||
* const manager = new TransactionManager({
|
||||
* storage: new MemoryStorage(),
|
||||
* })
|
||||
*
|
||||
* // 执行事务
|
||||
* const result = await manager.run((tx) => {
|
||||
* tx.addOperation(new CurrencyOperation({
|
||||
* type: 'deduct',
|
||||
* playerId: 'player1',
|
||||
* currency: 'gold',
|
||||
* amount: 100,
|
||||
* }))
|
||||
* tx.addOperation(new InventoryOperation({
|
||||
* type: 'add',
|
||||
* playerId: 'player1',
|
||||
* itemId: 'sword',
|
||||
* quantity: 1,
|
||||
* }))
|
||||
* })
|
||||
*
|
||||
* if (result.success) {
|
||||
* console.log('Transaction completed!')
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
|
||||
// =============================================================================
|
||||
// Core | 核心
|
||||
// =============================================================================
|
||||
|
||||
export type {
|
||||
TransactionState,
|
||||
OperationResult,
|
||||
TransactionResult,
|
||||
OperationLog,
|
||||
TransactionLog,
|
||||
TransactionOptions,
|
||||
TransactionManagerConfig,
|
||||
ITransactionStorage,
|
||||
ITransactionOperation,
|
||||
ITransactionContext
|
||||
} from './core/types.js';
|
||||
|
||||
export {
|
||||
TransactionContext,
|
||||
createTransactionContext
|
||||
} from './core/TransactionContext.js';
|
||||
|
||||
export {
|
||||
TransactionManager,
|
||||
createTransactionManager
|
||||
} from './core/TransactionManager.js';
|
||||
|
||||
// =============================================================================
|
||||
// Storage | 存储
|
||||
// =============================================================================
|
||||
|
||||
export {
|
||||
MemoryStorage,
|
||||
createMemoryStorage,
|
||||
type MemoryStorageConfig
|
||||
} from './storage/MemoryStorage.js';
|
||||
|
||||
export {
|
||||
RedisStorage,
|
||||
createRedisStorage,
|
||||
type RedisStorageConfig,
|
||||
type RedisClient
|
||||
} from './storage/RedisStorage.js';
|
||||
|
||||
export {
|
||||
MongoStorage,
|
||||
createMongoStorage,
|
||||
type MongoStorageConfig,
|
||||
type MongoDb,
|
||||
type MongoCollection
|
||||
} from './storage/MongoStorage.js';
|
||||
|
||||
// =============================================================================
|
||||
// Operations | 操作
|
||||
// =============================================================================
|
||||
|
||||
export { BaseOperation } from './operations/BaseOperation.js';
|
||||
|
||||
export {
|
||||
CurrencyOperation,
|
||||
createCurrencyOperation,
|
||||
type CurrencyOperationType,
|
||||
type CurrencyOperationData,
|
||||
type CurrencyOperationResult,
|
||||
type ICurrencyProvider
|
||||
} from './operations/CurrencyOperation.js';
|
||||
|
||||
export {
|
||||
InventoryOperation,
|
||||
createInventoryOperation,
|
||||
type InventoryOperationType,
|
||||
type InventoryOperationData,
|
||||
type InventoryOperationResult,
|
||||
type IInventoryProvider,
|
||||
type ItemData
|
||||
} from './operations/InventoryOperation.js';
|
||||
|
||||
export {
|
||||
TradeOperation,
|
||||
createTradeOperation,
|
||||
type TradeOperationData,
|
||||
type TradeOperationResult,
|
||||
type TradeItem,
|
||||
type TradeCurrency,
|
||||
type TradeParty,
|
||||
type ITradeProvider
|
||||
} from './operations/TradeOperation.js';
|
||||
|
||||
// =============================================================================
|
||||
// Distributed | 分布式
|
||||
// =============================================================================
|
||||
|
||||
export {
|
||||
SagaOrchestrator,
|
||||
createSagaOrchestrator,
|
||||
type SagaOrchestratorConfig,
|
||||
type SagaStep,
|
||||
type SagaStepState,
|
||||
type SagaStepLog,
|
||||
type SagaLog,
|
||||
type SagaResult
|
||||
} from './distributed/SagaOrchestrator.js';
|
||||
|
||||
// =============================================================================
|
||||
// Integration | 集成
|
||||
// =============================================================================
|
||||
|
||||
export {
|
||||
withTransactions,
|
||||
TransactionRoom,
|
||||
type TransactionRoomConfig,
|
||||
type ITransactionRoom
|
||||
} from './integration/RoomTransactionMixin.js';
|
||||
|
||||
// =============================================================================
|
||||
// Tokens | 令牌
|
||||
// =============================================================================
|
||||
|
||||
export {
|
||||
TransactionManagerToken,
|
||||
TransactionStorageToken
|
||||
} from './tokens.js';
|
||||
@@ -0,0 +1,174 @@
|
||||
/**
|
||||
* @zh Room 事务扩展
|
||||
* @en Room transaction extension
|
||||
*/
|
||||
|
||||
import type {
|
||||
ITransactionStorage,
|
||||
ITransactionContext,
|
||||
TransactionOptions,
|
||||
TransactionResult
|
||||
} from '../core/types.js';
|
||||
import { TransactionManager } from '../core/TransactionManager.js';
|
||||
|
||||
/**
|
||||
* @zh 事务 Room 配置
|
||||
* @en Transaction Room configuration
|
||||
*/
|
||||
export interface TransactionRoomConfig {
|
||||
/**
|
||||
* @zh 存储实例
|
||||
* @en Storage instance
|
||||
*/
|
||||
storage?: ITransactionStorage
|
||||
|
||||
/**
|
||||
* @zh 默认超时时间(毫秒)
|
||||
* @en Default timeout in milliseconds
|
||||
*/
|
||||
defaultTimeout?: number
|
||||
|
||||
/**
|
||||
* @zh 服务器 ID
|
||||
* @en Server ID
|
||||
*/
|
||||
serverId?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 事务 Room 接口
|
||||
* @en Transaction Room interface
|
||||
*/
|
||||
export interface ITransactionRoom {
|
||||
/**
|
||||
* @zh 事务管理器
|
||||
* @en Transaction manager
|
||||
*/
|
||||
readonly transactions: TransactionManager
|
||||
|
||||
/**
|
||||
* @zh 开始事务
|
||||
* @en Begin transaction
|
||||
*/
|
||||
beginTransaction(options?: TransactionOptions): ITransactionContext
|
||||
|
||||
/**
|
||||
* @zh 执行事务
|
||||
* @en Run transaction
|
||||
*/
|
||||
runTransaction<T = unknown>(
|
||||
builder: (ctx: ITransactionContext) => void | Promise<void>,
|
||||
options?: TransactionOptions
|
||||
): Promise<TransactionResult<T>>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建事务 Room mixin
|
||||
* @en Create transaction Room mixin
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { Room } from '@esengine/server'
|
||||
* import { withTransactions, RedisStorage } from '@esengine/transaction'
|
||||
*
|
||||
* class GameRoom extends withTransactions(Room, {
|
||||
* storage: new RedisStorage({ client: redisClient }),
|
||||
* }) {
|
||||
* async handleBuy(itemId: string, player: Player) {
|
||||
* const result = await this.runTransaction((tx) => {
|
||||
* tx.addOperation(new CurrencyOperation({
|
||||
* type: 'deduct',
|
||||
* playerId: player.id,
|
||||
* currency: 'gold',
|
||||
* amount: 100,
|
||||
* }))
|
||||
* })
|
||||
*
|
||||
* if (result.success) {
|
||||
* player.send('buy_success', { itemId })
|
||||
* }
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function withTransactions<TBase extends new (...args: any[]) => any>(
|
||||
Base: TBase,
|
||||
config: TransactionRoomConfig = {}
|
||||
): TBase & (new (...args: any[]) => ITransactionRoom) {
|
||||
return class TransactionRoom extends Base implements ITransactionRoom {
|
||||
private _transactionManager: TransactionManager;
|
||||
|
||||
constructor(...args: any[]) {
|
||||
super(...args);
|
||||
this._transactionManager = new TransactionManager({
|
||||
storage: config.storage,
|
||||
defaultTimeout: config.defaultTimeout,
|
||||
serverId: config.serverId
|
||||
});
|
||||
}
|
||||
|
||||
get transactions(): TransactionManager {
|
||||
return this._transactionManager;
|
||||
}
|
||||
|
||||
beginTransaction(options?: TransactionOptions): ITransactionContext {
|
||||
return this._transactionManager.begin(options);
|
||||
}
|
||||
|
||||
runTransaction<T = unknown>(
|
||||
builder: (ctx: ITransactionContext) => void | Promise<void>,
|
||||
options?: TransactionOptions
|
||||
): Promise<TransactionResult<T>> {
|
||||
return this._transactionManager.run<T>(builder, options);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 事务 Room 抽象基类
|
||||
* @en Transaction Room abstract base class
|
||||
*
|
||||
* @zh 可以直接继承使用,也可以使用 withTransactions mixin
|
||||
* @en Can be extended directly or use withTransactions mixin
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class GameRoom extends TransactionRoom {
|
||||
* constructor() {
|
||||
* super({ storage: new RedisStorage({ client: redisClient }) })
|
||||
* }
|
||||
*
|
||||
* async handleTrade(data: TradeData, player: Player) {
|
||||
* const result = await this.runTransaction((tx) => {
|
||||
* // 添加交易操作
|
||||
* })
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export abstract class TransactionRoom implements ITransactionRoom {
|
||||
private _transactionManager: TransactionManager;
|
||||
|
||||
constructor(config: TransactionRoomConfig = {}) {
|
||||
this._transactionManager = new TransactionManager({
|
||||
storage: config.storage,
|
||||
defaultTimeout: config.defaultTimeout,
|
||||
serverId: config.serverId
|
||||
});
|
||||
}
|
||||
|
||||
get transactions(): TransactionManager {
|
||||
return this._transactionManager;
|
||||
}
|
||||
|
||||
beginTransaction(options?: TransactionOptions): ITransactionContext {
|
||||
return this._transactionManager.begin(options);
|
||||
}
|
||||
|
||||
runTransaction<T = unknown>(
|
||||
builder: (ctx: ITransactionContext) => void | Promise<void>,
|
||||
options?: TransactionOptions
|
||||
): Promise<TransactionResult<T>> {
|
||||
return this._transactionManager.run<T>(builder, options);
|
||||
}
|
||||
}
|
||||
11
packages/framework/transaction/src/integration/index.ts
Normal file
11
packages/framework/transaction/src/integration/index.ts
Normal file
@@ -0,0 +1,11 @@
|
||||
/**
|
||||
* @zh 集成模块导出
|
||||
* @en Integration module exports
|
||||
*/
|
||||
|
||||
export {
|
||||
withTransactions,
|
||||
TransactionRoom,
|
||||
type TransactionRoomConfig,
|
||||
type ITransactionRoom
|
||||
} from './RoomTransactionMixin.js';
|
||||
@@ -0,0 +1,64 @@
|
||||
/**
|
||||
* @zh 操作基类
|
||||
* @en Base operation class
|
||||
*/
|
||||
|
||||
import type {
|
||||
ITransactionOperation,
|
||||
ITransactionContext,
|
||||
OperationResult
|
||||
} from '../core/types.js';
|
||||
|
||||
/**
|
||||
* @zh 操作基类
|
||||
* @en Base operation class
|
||||
*
|
||||
* @zh 提供通用的操作实现模板
|
||||
* @en Provides common operation implementation template
|
||||
*/
|
||||
export abstract class BaseOperation<TData = unknown, TResult = unknown>
|
||||
implements ITransactionOperation<TData, TResult>
|
||||
{
|
||||
abstract readonly name: string
|
||||
readonly data: TData;
|
||||
|
||||
constructor(data: TData) {
|
||||
this.data = data;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 验证前置条件(默认通过)
|
||||
* @en Validate preconditions (passes by default)
|
||||
*/
|
||||
async validate(_ctx: ITransactionContext): Promise<boolean> {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 执行操作
|
||||
* @en Execute operation
|
||||
*/
|
||||
abstract execute(ctx: ITransactionContext): Promise<OperationResult<TResult>>
|
||||
|
||||
/**
|
||||
* @zh 补偿操作
|
||||
* @en Compensate operation
|
||||
*/
|
||||
abstract compensate(ctx: ITransactionContext): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 创建成功结果
|
||||
* @en Create success result
|
||||
*/
|
||||
protected success(data?: TResult): OperationResult<TResult> {
|
||||
return { success: true, data };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建失败结果
|
||||
* @en Create failure result
|
||||
*/
|
||||
protected failure(error: string, errorCode?: string): OperationResult<TResult> {
|
||||
return { success: false, error, errorCode };
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,208 @@
|
||||
/**
|
||||
* @zh 货币操作
|
||||
* @en Currency operation
|
||||
*/
|
||||
|
||||
import type { ITransactionContext, OperationResult } from '../core/types.js';
|
||||
import { BaseOperation } from './BaseOperation.js';
|
||||
|
||||
/**
|
||||
* @zh 货币操作类型
|
||||
* @en Currency operation type
|
||||
*/
|
||||
export type CurrencyOperationType = 'add' | 'deduct'
|
||||
|
||||
/**
|
||||
* @zh 货币操作数据
|
||||
* @en Currency operation data
|
||||
*/
|
||||
export interface CurrencyOperationData {
|
||||
/**
|
||||
* @zh 操作类型
|
||||
* @en Operation type
|
||||
*/
|
||||
type: CurrencyOperationType
|
||||
|
||||
/**
|
||||
* @zh 玩家 ID
|
||||
* @en Player ID
|
||||
*/
|
||||
playerId: string
|
||||
|
||||
/**
|
||||
* @zh 货币类型(如 gold, diamond 等)
|
||||
* @en Currency type (e.g., gold, diamond)
|
||||
*/
|
||||
currency: string
|
||||
|
||||
/**
|
||||
* @zh 数量
|
||||
* @en Amount
|
||||
*/
|
||||
amount: number
|
||||
|
||||
/**
|
||||
* @zh 原因/来源
|
||||
* @en Reason/source
|
||||
*/
|
||||
reason?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 货币操作结果
|
||||
* @en Currency operation result
|
||||
*/
|
||||
export interface CurrencyOperationResult {
|
||||
/**
|
||||
* @zh 操作前余额
|
||||
* @en Balance before operation
|
||||
*/
|
||||
beforeBalance: number
|
||||
|
||||
/**
|
||||
* @zh 操作后余额
|
||||
* @en Balance after operation
|
||||
*/
|
||||
afterBalance: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 货币数据提供者接口
|
||||
* @en Currency data provider interface
|
||||
*/
|
||||
export interface ICurrencyProvider {
|
||||
/**
|
||||
* @zh 获取货币余额
|
||||
* @en Get currency balance
|
||||
*/
|
||||
getBalance(playerId: string, currency: string): Promise<number>
|
||||
|
||||
/**
|
||||
* @zh 设置货币余额
|
||||
* @en Set currency balance
|
||||
*/
|
||||
setBalance(playerId: string, currency: string, amount: number): Promise<void>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 货币操作
|
||||
* @en Currency operation
|
||||
*
|
||||
* @zh 用于处理货币的增加和扣除
|
||||
* @en Used for handling currency addition and deduction
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 扣除金币
|
||||
* tx.addOperation(new CurrencyOperation({
|
||||
* type: 'deduct',
|
||||
* playerId: 'player1',
|
||||
* currency: 'gold',
|
||||
* amount: 100,
|
||||
* reason: 'purchase_item',
|
||||
* }))
|
||||
*
|
||||
* // 增加钻石
|
||||
* tx.addOperation(new CurrencyOperation({
|
||||
* type: 'add',
|
||||
* playerId: 'player1',
|
||||
* currency: 'diamond',
|
||||
* amount: 50,
|
||||
* }))
|
||||
* ```
|
||||
*/
|
||||
export class CurrencyOperation extends BaseOperation<CurrencyOperationData, CurrencyOperationResult> {
|
||||
readonly name = 'currency';
|
||||
|
||||
private _provider: ICurrencyProvider | null = null;
|
||||
private _beforeBalance: number = 0;
|
||||
|
||||
/**
|
||||
* @zh 设置货币数据提供者
|
||||
* @en Set currency data provider
|
||||
*/
|
||||
setProvider(provider: ICurrencyProvider): this {
|
||||
this._provider = provider;
|
||||
return this;
|
||||
}
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
if (this.data.amount <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.data.type === 'deduct') {
|
||||
const balance = await this._getBalance(ctx);
|
||||
return balance >= this.data.amount;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<CurrencyOperationResult>> {
|
||||
const { type, playerId, currency, amount } = this.data;
|
||||
|
||||
this._beforeBalance = await this._getBalance(ctx);
|
||||
|
||||
let afterBalance: number;
|
||||
|
||||
if (type === 'add') {
|
||||
afterBalance = this._beforeBalance + amount;
|
||||
} else {
|
||||
if (this._beforeBalance < amount) {
|
||||
return this.failure('Insufficient balance', 'INSUFFICIENT_BALANCE');
|
||||
}
|
||||
afterBalance = this._beforeBalance - amount;
|
||||
}
|
||||
|
||||
await this._setBalance(ctx, afterBalance);
|
||||
|
||||
ctx.set(`currency:${playerId}:${currency}:before`, this._beforeBalance);
|
||||
ctx.set(`currency:${playerId}:${currency}:after`, afterBalance);
|
||||
|
||||
return this.success({
|
||||
beforeBalance: this._beforeBalance,
|
||||
afterBalance
|
||||
});
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
await this._setBalance(ctx, this._beforeBalance);
|
||||
}
|
||||
|
||||
private async _getBalance(ctx: ITransactionContext): Promise<number> {
|
||||
const { playerId, currency } = this.data;
|
||||
|
||||
if (this._provider) {
|
||||
return this._provider.getBalance(playerId, currency);
|
||||
}
|
||||
|
||||
if (ctx.storage) {
|
||||
const balance = await ctx.storage.get<number>(`player:${playerId}:currency:${currency}`);
|
||||
return balance ?? 0;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
private async _setBalance(ctx: ITransactionContext, amount: number): Promise<void> {
|
||||
const { playerId, currency } = this.data;
|
||||
|
||||
if (this._provider) {
|
||||
await this._provider.setBalance(playerId, currency, amount);
|
||||
return;
|
||||
}
|
||||
|
||||
if (ctx.storage) {
|
||||
await ctx.storage.set(`player:${playerId}:currency:${currency}`, amount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建货币操作
|
||||
* @en Create currency operation
|
||||
*/
|
||||
export function createCurrencyOperation(data: CurrencyOperationData): CurrencyOperation {
|
||||
return new CurrencyOperation(data);
|
||||
}
|
||||
@@ -0,0 +1,291 @@
|
||||
/**
|
||||
* @zh 背包操作
|
||||
* @en Inventory operation
|
||||
*/
|
||||
|
||||
import type { ITransactionContext, OperationResult } from '../core/types.js';
|
||||
import { BaseOperation } from './BaseOperation.js';
|
||||
|
||||
/**
|
||||
* @zh 背包操作类型
|
||||
* @en Inventory operation type
|
||||
*/
|
||||
export type InventoryOperationType = 'add' | 'remove' | 'update'
|
||||
|
||||
/**
|
||||
* @zh 物品数据
|
||||
* @en Item data
|
||||
*/
|
||||
export interface ItemData {
|
||||
/**
|
||||
* @zh 物品 ID
|
||||
* @en Item ID
|
||||
*/
|
||||
itemId: string
|
||||
|
||||
/**
|
||||
* @zh 数量
|
||||
* @en Quantity
|
||||
*/
|
||||
quantity: number
|
||||
|
||||
/**
|
||||
* @zh 物品属性
|
||||
* @en Item properties
|
||||
*/
|
||||
properties?: Record<string, unknown>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 背包操作数据
|
||||
* @en Inventory operation data
|
||||
*/
|
||||
export interface InventoryOperationData {
|
||||
/**
|
||||
* @zh 操作类型
|
||||
* @en Operation type
|
||||
*/
|
||||
type: InventoryOperationType
|
||||
|
||||
/**
|
||||
* @zh 玩家 ID
|
||||
* @en Player ID
|
||||
*/
|
||||
playerId: string
|
||||
|
||||
/**
|
||||
* @zh 物品 ID
|
||||
* @en Item ID
|
||||
*/
|
||||
itemId: string
|
||||
|
||||
/**
|
||||
* @zh 数量
|
||||
* @en Quantity
|
||||
*/
|
||||
quantity: number
|
||||
|
||||
/**
|
||||
* @zh 物品属性(用于更新)
|
||||
* @en Item properties (for update)
|
||||
*/
|
||||
properties?: Record<string, unknown>
|
||||
|
||||
/**
|
||||
* @zh 原因/来源
|
||||
* @en Reason/source
|
||||
*/
|
||||
reason?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 背包操作结果
|
||||
* @en Inventory operation result
|
||||
*/
|
||||
export interface InventoryOperationResult {
|
||||
/**
|
||||
* @zh 操作前的物品数据
|
||||
* @en Item data before operation
|
||||
*/
|
||||
beforeItem?: ItemData
|
||||
|
||||
/**
|
||||
* @zh 操作后的物品数据
|
||||
* @en Item data after operation
|
||||
*/
|
||||
afterItem?: ItemData
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 背包数据提供者接口
|
||||
* @en Inventory data provider interface
|
||||
*/
|
||||
export interface IInventoryProvider {
|
||||
/**
|
||||
* @zh 获取物品
|
||||
* @en Get item
|
||||
*/
|
||||
getItem(playerId: string, itemId: string): Promise<ItemData | null>
|
||||
|
||||
/**
|
||||
* @zh 设置物品
|
||||
* @en Set item
|
||||
*/
|
||||
setItem(playerId: string, itemId: string, item: ItemData | null): Promise<void>
|
||||
|
||||
/**
|
||||
* @zh 检查背包容量
|
||||
* @en Check inventory capacity
|
||||
*/
|
||||
hasCapacity?(playerId: string, count: number): Promise<boolean>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 背包操作
|
||||
* @en Inventory operation
|
||||
*
|
||||
* @zh 用于处理物品的添加、移除和更新
|
||||
* @en Used for handling item addition, removal, and update
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 添加物品
|
||||
* tx.addOperation(new InventoryOperation({
|
||||
* type: 'add',
|
||||
* playerId: 'player1',
|
||||
* itemId: 'sword_001',
|
||||
* quantity: 1,
|
||||
* }))
|
||||
*
|
||||
* // 移除物品
|
||||
* tx.addOperation(new InventoryOperation({
|
||||
* type: 'remove',
|
||||
* playerId: 'player1',
|
||||
* itemId: 'potion_hp',
|
||||
* quantity: 5,
|
||||
* }))
|
||||
* ```
|
||||
*/
|
||||
export class InventoryOperation extends BaseOperation<InventoryOperationData, InventoryOperationResult> {
|
||||
readonly name = 'inventory';
|
||||
|
||||
private _provider: IInventoryProvider | null = null;
|
||||
private _beforeItem: ItemData | null = null;
|
||||
|
||||
/**
|
||||
* @zh 设置背包数据提供者
|
||||
* @en Set inventory data provider
|
||||
*/
|
||||
setProvider(provider: IInventoryProvider): this {
|
||||
this._provider = provider;
|
||||
return this;
|
||||
}
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
const { type, quantity } = this.data;
|
||||
|
||||
if (quantity <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (type === 'remove') {
|
||||
const item = await this._getItem(ctx);
|
||||
return item !== null && item.quantity >= quantity;
|
||||
}
|
||||
|
||||
if (type === 'add' && this._provider?.hasCapacity) {
|
||||
return this._provider.hasCapacity(this.data.playerId, 1);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<InventoryOperationResult>> {
|
||||
const { type, playerId, itemId, quantity, properties } = this.data;
|
||||
|
||||
this._beforeItem = await this._getItem(ctx);
|
||||
|
||||
let afterItem: ItemData | null = null;
|
||||
|
||||
switch (type) {
|
||||
case 'add': {
|
||||
if (this._beforeItem) {
|
||||
afterItem = {
|
||||
...this._beforeItem,
|
||||
quantity: this._beforeItem.quantity + quantity
|
||||
};
|
||||
} else {
|
||||
afterItem = {
|
||||
itemId,
|
||||
quantity,
|
||||
properties
|
||||
};
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case 'remove': {
|
||||
if (!this._beforeItem || this._beforeItem.quantity < quantity) {
|
||||
return this.failure('Insufficient item quantity', 'INSUFFICIENT_ITEM');
|
||||
}
|
||||
|
||||
const newQuantity = this._beforeItem.quantity - quantity;
|
||||
if (newQuantity > 0) {
|
||||
afterItem = {
|
||||
...this._beforeItem,
|
||||
quantity: newQuantity
|
||||
};
|
||||
} else {
|
||||
afterItem = null;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case 'update': {
|
||||
if (!this._beforeItem) {
|
||||
return this.failure('Item not found', 'ITEM_NOT_FOUND');
|
||||
}
|
||||
|
||||
afterItem = {
|
||||
...this._beforeItem,
|
||||
quantity: quantity > 0 ? quantity : this._beforeItem.quantity,
|
||||
properties: properties ?? this._beforeItem.properties
|
||||
};
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
await this._setItem(ctx, afterItem);
|
||||
|
||||
ctx.set(`inventory:${playerId}:${itemId}:before`, this._beforeItem);
|
||||
ctx.set(`inventory:${playerId}:${itemId}:after`, afterItem);
|
||||
|
||||
return this.success({
|
||||
beforeItem: this._beforeItem ?? undefined,
|
||||
afterItem: afterItem ?? undefined
|
||||
});
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
await this._setItem(ctx, this._beforeItem);
|
||||
}
|
||||
|
||||
private async _getItem(ctx: ITransactionContext): Promise<ItemData | null> {
|
||||
const { playerId, itemId } = this.data;
|
||||
|
||||
if (this._provider) {
|
||||
return this._provider.getItem(playerId, itemId);
|
||||
}
|
||||
|
||||
if (ctx.storage) {
|
||||
return ctx.storage.get<ItemData>(`player:${playerId}:inventory:${itemId}`);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private async _setItem(ctx: ITransactionContext, item: ItemData | null): Promise<void> {
|
||||
const { playerId, itemId } = this.data;
|
||||
|
||||
if (this._provider) {
|
||||
await this._provider.setItem(playerId, itemId, item);
|
||||
return;
|
||||
}
|
||||
|
||||
if (ctx.storage) {
|
||||
if (item) {
|
||||
await ctx.storage.set(`player:${playerId}:inventory:${itemId}`, item);
|
||||
} else {
|
||||
await ctx.storage.delete(`player:${playerId}:inventory:${itemId}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建背包操作
|
||||
* @en Create inventory operation
|
||||
*/
|
||||
export function createInventoryOperation(data: InventoryOperationData): InventoryOperation {
|
||||
return new InventoryOperation(data);
|
||||
}
|
||||
331
packages/framework/transaction/src/operations/TradeOperation.ts
Normal file
331
packages/framework/transaction/src/operations/TradeOperation.ts
Normal file
@@ -0,0 +1,331 @@
|
||||
/**
|
||||
* @zh 交易操作
|
||||
* @en Trade operation
|
||||
*/
|
||||
|
||||
import type { ITransactionContext, OperationResult } from '../core/types.js';
|
||||
import { BaseOperation } from './BaseOperation.js';
|
||||
import { CurrencyOperation, type CurrencyOperationData, type ICurrencyProvider } from './CurrencyOperation.js';
|
||||
import { InventoryOperation, type InventoryOperationData, type IInventoryProvider, type ItemData } from './InventoryOperation.js';
|
||||
|
||||
/**
|
||||
* @zh 交易物品
|
||||
* @en Trade item
|
||||
*/
|
||||
export interface TradeItem {
|
||||
/**
|
||||
* @zh 物品 ID
|
||||
* @en Item ID
|
||||
*/
|
||||
itemId: string
|
||||
|
||||
/**
|
||||
* @zh 数量
|
||||
* @en Quantity
|
||||
*/
|
||||
quantity: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 交易货币
|
||||
* @en Trade currency
|
||||
*/
|
||||
export interface TradeCurrency {
|
||||
/**
|
||||
* @zh 货币类型
|
||||
* @en Currency type
|
||||
*/
|
||||
currency: string
|
||||
|
||||
/**
|
||||
* @zh 数量
|
||||
* @en Amount
|
||||
*/
|
||||
amount: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 交易方数据
|
||||
* @en Trade party data
|
||||
*/
|
||||
export interface TradeParty {
|
||||
/**
|
||||
* @zh 玩家 ID
|
||||
* @en Player ID
|
||||
*/
|
||||
playerId: string
|
||||
|
||||
/**
|
||||
* @zh 给出的物品
|
||||
* @en Items to give
|
||||
*/
|
||||
items?: TradeItem[]
|
||||
|
||||
/**
|
||||
* @zh 给出的货币
|
||||
* @en Currencies to give
|
||||
*/
|
||||
currencies?: TradeCurrency[]
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 交易操作数据
|
||||
* @en Trade operation data
|
||||
*/
|
||||
export interface TradeOperationData {
|
||||
/**
|
||||
* @zh 交易 ID
|
||||
* @en Trade ID
|
||||
*/
|
||||
tradeId: string
|
||||
|
||||
/**
|
||||
* @zh 交易发起方
|
||||
* @en Trade initiator
|
||||
*/
|
||||
partyA: TradeParty
|
||||
|
||||
/**
|
||||
* @zh 交易接收方
|
||||
* @en Trade receiver
|
||||
*/
|
||||
partyB: TradeParty
|
||||
|
||||
/**
|
||||
* @zh 原因/备注
|
||||
* @en Reason/note
|
||||
*/
|
||||
reason?: string
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 交易操作结果
|
||||
* @en Trade operation result
|
||||
*/
|
||||
export interface TradeOperationResult {
|
||||
/**
|
||||
* @zh 交易 ID
|
||||
* @en Trade ID
|
||||
*/
|
||||
tradeId: string
|
||||
|
||||
/**
|
||||
* @zh 交易是否成功
|
||||
* @en Whether trade succeeded
|
||||
*/
|
||||
completed: boolean
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 交易数据提供者
|
||||
* @en Trade data provider
|
||||
*/
|
||||
export interface ITradeProvider {
|
||||
currencyProvider?: ICurrencyProvider
|
||||
inventoryProvider?: IInventoryProvider
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 交易操作
|
||||
* @en Trade operation
|
||||
*
|
||||
* @zh 用于处理玩家之间的物品和货币交换
|
||||
* @en Used for handling item and currency exchange between players
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* tx.addOperation(new TradeOperation({
|
||||
* tradeId: 'trade_001',
|
||||
* partyA: {
|
||||
* playerId: 'player1',
|
||||
* items: [{ itemId: 'sword', quantity: 1 }],
|
||||
* },
|
||||
* partyB: {
|
||||
* playerId: 'player2',
|
||||
* currencies: [{ currency: 'gold', amount: 1000 }],
|
||||
* },
|
||||
* }))
|
||||
* ```
|
||||
*/
|
||||
export class TradeOperation extends BaseOperation<TradeOperationData, TradeOperationResult> {
|
||||
readonly name = 'trade';
|
||||
|
||||
private _provider: ITradeProvider | null = null;
|
||||
private _subOperations: (CurrencyOperation | InventoryOperation)[] = [];
|
||||
private _executedCount = 0;
|
||||
|
||||
/**
|
||||
* @zh 设置交易数据提供者
|
||||
* @en Set trade data provider
|
||||
*/
|
||||
setProvider(provider: ITradeProvider): this {
|
||||
this._provider = provider;
|
||||
return this;
|
||||
}
|
||||
|
||||
async validate(ctx: ITransactionContext): Promise<boolean> {
|
||||
this._buildSubOperations();
|
||||
|
||||
for (const op of this._subOperations) {
|
||||
const isValid = await op.validate(ctx);
|
||||
if (!isValid) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
async execute(ctx: ITransactionContext): Promise<OperationResult<TradeOperationResult>> {
|
||||
this._buildSubOperations();
|
||||
this._executedCount = 0;
|
||||
|
||||
try {
|
||||
for (const op of this._subOperations) {
|
||||
const result = await op.execute(ctx);
|
||||
if (!result.success) {
|
||||
await this._compensateExecuted(ctx);
|
||||
return this.failure(result.error ?? 'Trade operation failed', 'TRADE_FAILED');
|
||||
}
|
||||
this._executedCount++;
|
||||
}
|
||||
|
||||
return this.success({
|
||||
tradeId: this.data.tradeId,
|
||||
completed: true
|
||||
});
|
||||
} catch (error) {
|
||||
await this._compensateExecuted(ctx);
|
||||
const errorMessage = error instanceof Error ? error.message : String(error);
|
||||
return this.failure(errorMessage, 'TRADE_ERROR');
|
||||
}
|
||||
}
|
||||
|
||||
async compensate(ctx: ITransactionContext): Promise<void> {
|
||||
await this._compensateExecuted(ctx);
|
||||
}
|
||||
|
||||
private _buildSubOperations(): void {
|
||||
if (this._subOperations.length > 0) return;
|
||||
|
||||
const { partyA, partyB } = this.data;
|
||||
|
||||
if (partyA.items) {
|
||||
for (const item of partyA.items) {
|
||||
const removeOp = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: partyA.playerId,
|
||||
itemId: item.itemId,
|
||||
quantity: item.quantity,
|
||||
reason: `trade:${this.data.tradeId}:give`
|
||||
});
|
||||
const addOp = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: partyB.playerId,
|
||||
itemId: item.itemId,
|
||||
quantity: item.quantity,
|
||||
reason: `trade:${this.data.tradeId}:receive`
|
||||
});
|
||||
|
||||
if (this._provider?.inventoryProvider) {
|
||||
removeOp.setProvider(this._provider.inventoryProvider);
|
||||
addOp.setProvider(this._provider.inventoryProvider);
|
||||
}
|
||||
|
||||
this._subOperations.push(removeOp, addOp);
|
||||
}
|
||||
}
|
||||
|
||||
if (partyA.currencies) {
|
||||
for (const curr of partyA.currencies) {
|
||||
const deductOp = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: partyA.playerId,
|
||||
currency: curr.currency,
|
||||
amount: curr.amount,
|
||||
reason: `trade:${this.data.tradeId}:give`
|
||||
});
|
||||
const addOp = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: partyB.playerId,
|
||||
currency: curr.currency,
|
||||
amount: curr.amount,
|
||||
reason: `trade:${this.data.tradeId}:receive`
|
||||
});
|
||||
|
||||
if (this._provider?.currencyProvider) {
|
||||
deductOp.setProvider(this._provider.currencyProvider);
|
||||
addOp.setProvider(this._provider.currencyProvider);
|
||||
}
|
||||
|
||||
this._subOperations.push(deductOp, addOp);
|
||||
}
|
||||
}
|
||||
|
||||
if (partyB.items) {
|
||||
for (const item of partyB.items) {
|
||||
const removeOp = new InventoryOperation({
|
||||
type: 'remove',
|
||||
playerId: partyB.playerId,
|
||||
itemId: item.itemId,
|
||||
quantity: item.quantity,
|
||||
reason: `trade:${this.data.tradeId}:give`
|
||||
});
|
||||
const addOp = new InventoryOperation({
|
||||
type: 'add',
|
||||
playerId: partyA.playerId,
|
||||
itemId: item.itemId,
|
||||
quantity: item.quantity,
|
||||
reason: `trade:${this.data.tradeId}:receive`
|
||||
});
|
||||
|
||||
if (this._provider?.inventoryProvider) {
|
||||
removeOp.setProvider(this._provider.inventoryProvider);
|
||||
addOp.setProvider(this._provider.inventoryProvider);
|
||||
}
|
||||
|
||||
this._subOperations.push(removeOp, addOp);
|
||||
}
|
||||
}
|
||||
|
||||
if (partyB.currencies) {
|
||||
for (const curr of partyB.currencies) {
|
||||
const deductOp = new CurrencyOperation({
|
||||
type: 'deduct',
|
||||
playerId: partyB.playerId,
|
||||
currency: curr.currency,
|
||||
amount: curr.amount,
|
||||
reason: `trade:${this.data.tradeId}:give`
|
||||
});
|
||||
const addOp = new CurrencyOperation({
|
||||
type: 'add',
|
||||
playerId: partyA.playerId,
|
||||
currency: curr.currency,
|
||||
amount: curr.amount,
|
||||
reason: `trade:${this.data.tradeId}:receive`
|
||||
});
|
||||
|
||||
if (this._provider?.currencyProvider) {
|
||||
deductOp.setProvider(this._provider.currencyProvider);
|
||||
addOp.setProvider(this._provider.currencyProvider);
|
||||
}
|
||||
|
||||
this._subOperations.push(deductOp, addOp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private async _compensateExecuted(ctx: ITransactionContext): Promise<void> {
|
||||
for (let i = this._executedCount - 1; i >= 0; i--) {
|
||||
await this._subOperations[i].compensate(ctx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建交易操作
|
||||
* @en Create trade operation
|
||||
*/
|
||||
export function createTradeOperation(data: TradeOperationData): TradeOperation {
|
||||
return new TradeOperation(data);
|
||||
}
|
||||
36
packages/framework/transaction/src/operations/index.ts
Normal file
36
packages/framework/transaction/src/operations/index.ts
Normal file
@@ -0,0 +1,36 @@
|
||||
/**
|
||||
* @zh 操作模块导出
|
||||
* @en Operations module exports
|
||||
*/
|
||||
|
||||
export { BaseOperation } from './BaseOperation.js';
|
||||
|
||||
export {
|
||||
CurrencyOperation,
|
||||
createCurrencyOperation,
|
||||
type CurrencyOperationType,
|
||||
type CurrencyOperationData,
|
||||
type CurrencyOperationResult,
|
||||
type ICurrencyProvider
|
||||
} from './CurrencyOperation.js';
|
||||
|
||||
export {
|
||||
InventoryOperation,
|
||||
createInventoryOperation,
|
||||
type InventoryOperationType,
|
||||
type InventoryOperationData,
|
||||
type InventoryOperationResult,
|
||||
type IInventoryProvider,
|
||||
type ItemData
|
||||
} from './InventoryOperation.js';
|
||||
|
||||
export {
|
||||
TradeOperation,
|
||||
createTradeOperation,
|
||||
type TradeOperationData,
|
||||
type TradeOperationResult,
|
||||
type TradeItem,
|
||||
type TradeCurrency,
|
||||
type TradeParty,
|
||||
type ITradeProvider
|
||||
} from './TradeOperation.js';
|
||||
229
packages/framework/transaction/src/storage/MemoryStorage.ts
Normal file
229
packages/framework/transaction/src/storage/MemoryStorage.ts
Normal file
@@ -0,0 +1,229 @@
|
||||
/**
|
||||
* @zh 内存存储实现
|
||||
* @en Memory storage implementation
|
||||
*
|
||||
* @zh 用于开发和测试环境,不支持分布式
|
||||
* @en For development and testing, does not support distributed scenarios
|
||||
*/
|
||||
|
||||
import type {
|
||||
ITransactionStorage,
|
||||
TransactionLog,
|
||||
TransactionState,
|
||||
OperationLog
|
||||
} from '../core/types.js';
|
||||
|
||||
/**
|
||||
* @zh 内存存储配置
|
||||
* @en Memory storage configuration
|
||||
*/
|
||||
export interface MemoryStorageConfig {
|
||||
/**
|
||||
* @zh 最大事务日志数量
|
||||
* @en Maximum transaction log count
|
||||
*/
|
||||
maxTransactions?: number
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 内存存储
|
||||
* @en Memory storage
|
||||
*
|
||||
* @zh 适用于单机开发和测试,数据仅保存在内存中
|
||||
* @en Suitable for single-machine development and testing, data is stored in memory only
|
||||
*/
|
||||
export class MemoryStorage implements ITransactionStorage {
|
||||
private _transactions: Map<string, TransactionLog> = new Map();
|
||||
private _data: Map<string, { value: unknown; expireAt?: number }> = new Map();
|
||||
private _locks: Map<string, { token: string; expireAt: number }> = new Map();
|
||||
private _maxTransactions: number;
|
||||
|
||||
constructor(config: MemoryStorageConfig = {}) {
|
||||
this._maxTransactions = config.maxTransactions ?? 1000;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 分布式锁 | Distributed Lock
|
||||
// =========================================================================
|
||||
|
||||
async acquireLock(key: string, ttl: number): Promise<string | null> {
|
||||
this._cleanExpiredLocks();
|
||||
|
||||
const existing = this._locks.get(key);
|
||||
if (existing && existing.expireAt > Date.now()) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const token = `lock_${Date.now()}_${Math.random().toString(36).substring(2)}`;
|
||||
this._locks.set(key, {
|
||||
token,
|
||||
expireAt: Date.now() + ttl
|
||||
});
|
||||
|
||||
return token;
|
||||
}
|
||||
|
||||
async releaseLock(key: string, token: string): Promise<boolean> {
|
||||
const lock = this._locks.get(key);
|
||||
if (!lock || lock.token !== token) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this._locks.delete(key);
|
||||
return true;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 事务日志 | Transaction Log
|
||||
// =========================================================================
|
||||
|
||||
async saveTransaction(tx: TransactionLog): Promise<void> {
|
||||
if (this._transactions.size >= this._maxTransactions) {
|
||||
this._cleanOldTransactions();
|
||||
}
|
||||
|
||||
this._transactions.set(tx.id, { ...tx });
|
||||
}
|
||||
|
||||
async getTransaction(id: string): Promise<TransactionLog | null> {
|
||||
const tx = this._transactions.get(id);
|
||||
return tx ? { ...tx } : null;
|
||||
}
|
||||
|
||||
async updateTransactionState(id: string, state: TransactionState): Promise<void> {
|
||||
const tx = this._transactions.get(id);
|
||||
if (tx) {
|
||||
tx.state = state;
|
||||
tx.updatedAt = Date.now();
|
||||
}
|
||||
}
|
||||
|
||||
async updateOperationState(
|
||||
transactionId: string,
|
||||
operationIndex: number,
|
||||
state: OperationLog['state'],
|
||||
error?: string
|
||||
): Promise<void> {
|
||||
const tx = this._transactions.get(transactionId);
|
||||
if (tx && tx.operations[operationIndex]) {
|
||||
tx.operations[operationIndex].state = state;
|
||||
if (error) {
|
||||
tx.operations[operationIndex].error = error;
|
||||
}
|
||||
if (state === 'executed') {
|
||||
tx.operations[operationIndex].executedAt = Date.now();
|
||||
} else if (state === 'compensated') {
|
||||
tx.operations[operationIndex].compensatedAt = Date.now();
|
||||
}
|
||||
tx.updatedAt = Date.now();
|
||||
}
|
||||
}
|
||||
|
||||
async getPendingTransactions(serverId?: string): Promise<TransactionLog[]> {
|
||||
const result: TransactionLog[] = [];
|
||||
|
||||
for (const tx of this._transactions.values()) {
|
||||
if (tx.state === 'pending' || tx.state === 'executing') {
|
||||
if (!serverId || tx.metadata?.serverId === serverId) {
|
||||
result.push({ ...tx });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
async deleteTransaction(id: string): Promise<void> {
|
||||
this._transactions.delete(id);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 数据操作 | Data Operations
|
||||
// =========================================================================
|
||||
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
this._cleanExpiredData();
|
||||
|
||||
const entry = this._data.get(key);
|
||||
if (!entry) return null;
|
||||
|
||||
if (entry.expireAt && entry.expireAt < Date.now()) {
|
||||
this._data.delete(key);
|
||||
return null;
|
||||
}
|
||||
|
||||
return entry.value as T;
|
||||
}
|
||||
|
||||
async set<T>(key: string, value: T, ttl?: number): Promise<void> {
|
||||
this._data.set(key, {
|
||||
value,
|
||||
expireAt: ttl ? Date.now() + ttl : undefined
|
||||
});
|
||||
}
|
||||
|
||||
async delete(key: string): Promise<boolean> {
|
||||
return this._data.delete(key);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 辅助方法 | Helper methods
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 清空所有数据(测试用)
|
||||
* @en Clear all data (for testing)
|
||||
*/
|
||||
clear(): void {
|
||||
this._transactions.clear();
|
||||
this._data.clear();
|
||||
this._locks.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取事务数量
|
||||
* @en Get transaction count
|
||||
*/
|
||||
get transactionCount(): number {
|
||||
return this._transactions.size;
|
||||
}
|
||||
|
||||
private _cleanExpiredLocks(): void {
|
||||
const now = Date.now();
|
||||
for (const [key, lock] of this._locks) {
|
||||
if (lock.expireAt < now) {
|
||||
this._locks.delete(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _cleanExpiredData(): void {
|
||||
const now = Date.now();
|
||||
for (const [key, entry] of this._data) {
|
||||
if (entry.expireAt && entry.expireAt < now) {
|
||||
this._data.delete(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _cleanOldTransactions(): void {
|
||||
const sorted = Array.from(this._transactions.entries())
|
||||
.sort((a, b) => a[1].createdAt - b[1].createdAt);
|
||||
|
||||
const toRemove = sorted
|
||||
.slice(0, Math.floor(this._maxTransactions * 0.2))
|
||||
.filter(([_, tx]) => tx.state === 'committed' || tx.state === 'rolledback');
|
||||
|
||||
for (const [id] of toRemove) {
|
||||
this._transactions.delete(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建内存存储
|
||||
* @en Create memory storage
|
||||
*/
|
||||
export function createMemoryStorage(config: MemoryStorageConfig = {}): MemoryStorage {
|
||||
return new MemoryStorage(config);
|
||||
}
|
||||
411
packages/framework/transaction/src/storage/MongoStorage.ts
Normal file
411
packages/framework/transaction/src/storage/MongoStorage.ts
Normal file
@@ -0,0 +1,411 @@
|
||||
/**
|
||||
* @zh MongoDB 存储实现
|
||||
* @en MongoDB storage implementation
|
||||
*
|
||||
* @zh 支持持久化事务日志和查询
|
||||
* @en Supports persistent transaction logs and queries
|
||||
*/
|
||||
|
||||
import type {
|
||||
ITransactionStorage,
|
||||
TransactionLog,
|
||||
TransactionState,
|
||||
OperationLog
|
||||
} from '../core/types.js';
|
||||
|
||||
/**
|
||||
* @zh MongoDB Collection 接口
|
||||
* @en MongoDB Collection interface
|
||||
*/
|
||||
export interface MongoCollection<T> {
|
||||
findOne(filter: object): Promise<T | null>
|
||||
find(filter: object): {
|
||||
toArray(): Promise<T[]>
|
||||
}
|
||||
insertOne(doc: T): Promise<{ insertedId: unknown }>
|
||||
updateOne(filter: object, update: object): Promise<{ modifiedCount: number }>
|
||||
deleteOne(filter: object): Promise<{ deletedCount: number }>
|
||||
createIndex(spec: object, options?: object): Promise<string>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh MongoDB 数据库接口
|
||||
* @en MongoDB database interface
|
||||
*/
|
||||
export interface MongoDb {
|
||||
collection<T = unknown>(name: string): MongoCollection<T>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh MongoDB 客户端接口
|
||||
* @en MongoDB client interface
|
||||
*/
|
||||
export interface MongoClient {
|
||||
db(name?: string): MongoDb
|
||||
close(): Promise<void>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh MongoDB 连接工厂
|
||||
* @en MongoDB connection factory
|
||||
*/
|
||||
export type MongoClientFactory = () => MongoClient | Promise<MongoClient>
|
||||
|
||||
/**
|
||||
* @zh MongoDB 存储配置
|
||||
* @en MongoDB storage configuration
|
||||
*/
|
||||
export interface MongoStorageConfig {
|
||||
/**
|
||||
* @zh MongoDB 客户端工厂(惰性连接)
|
||||
* @en MongoDB client factory (lazy connection)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { MongoClient } from 'mongodb'
|
||||
* const storage = new MongoStorage({
|
||||
* factory: async () => {
|
||||
* const client = new MongoClient('mongodb://localhost:27017')
|
||||
* await client.connect()
|
||||
* return client
|
||||
* },
|
||||
* database: 'game'
|
||||
* })
|
||||
* ```
|
||||
*/
|
||||
factory: MongoClientFactory
|
||||
|
||||
/**
|
||||
* @zh 数据库名称
|
||||
* @en Database name
|
||||
*/
|
||||
database: string
|
||||
|
||||
/**
|
||||
* @zh 事务日志集合名称
|
||||
* @en Transaction log collection name
|
||||
*/
|
||||
transactionCollection?: string
|
||||
|
||||
/**
|
||||
* @zh 数据集合名称
|
||||
* @en Data collection name
|
||||
*/
|
||||
dataCollection?: string
|
||||
|
||||
/**
|
||||
* @zh 锁集合名称
|
||||
* @en Lock collection name
|
||||
*/
|
||||
lockCollection?: string
|
||||
}
|
||||
|
||||
interface LockDocument {
|
||||
_id: string
|
||||
token: string
|
||||
expireAt: Date
|
||||
}
|
||||
|
||||
interface DataDocument {
|
||||
_id: string
|
||||
value: unknown
|
||||
expireAt?: Date
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh MongoDB 存储
|
||||
* @en MongoDB storage
|
||||
*
|
||||
* @zh 基于 MongoDB 的事务存储,支持持久化、复杂查询和惰性连接
|
||||
* @en MongoDB-based transaction storage with persistence, complex queries and lazy connection
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { MongoClient } from 'mongodb'
|
||||
*
|
||||
* // 创建存储(惰性连接,首次操作时才连接)
|
||||
* const storage = new MongoStorage({
|
||||
* factory: async () => {
|
||||
* const client = new MongoClient('mongodb://localhost:27017')
|
||||
* await client.connect()
|
||||
* return client
|
||||
* },
|
||||
* database: 'game'
|
||||
* })
|
||||
*
|
||||
* await storage.ensureIndexes()
|
||||
*
|
||||
* // 使用后手动关闭
|
||||
* await storage.close()
|
||||
*
|
||||
* // 或使用 await using 自动关闭 (TypeScript 5.2+)
|
||||
* await using storage = new MongoStorage({ ... })
|
||||
* // 作用域结束时自动关闭
|
||||
* ```
|
||||
*/
|
||||
export class MongoStorage implements ITransactionStorage {
|
||||
private _client: MongoClient | null = null;
|
||||
private _db: MongoDb | null = null;
|
||||
private _factory: MongoClientFactory;
|
||||
private _database: string;
|
||||
private _transactionCollection: string;
|
||||
private _dataCollection: string;
|
||||
private _lockCollection: string;
|
||||
private _closed: boolean = false;
|
||||
|
||||
constructor(config: MongoStorageConfig) {
|
||||
this._factory = config.factory;
|
||||
this._database = config.database;
|
||||
this._transactionCollection = config.transactionCollection ?? 'transactions';
|
||||
this._dataCollection = config.dataCollection ?? 'transaction_data';
|
||||
this._lockCollection = config.lockCollection ?? 'transaction_locks';
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 生命周期 | Lifecycle
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 获取数据库实例(惰性连接)
|
||||
* @en Get database instance (lazy connection)
|
||||
*/
|
||||
private async _getDb(): Promise<MongoDb> {
|
||||
if (this._closed) {
|
||||
throw new Error('MongoStorage is closed');
|
||||
}
|
||||
|
||||
if (!this._db) {
|
||||
this._client = await this._factory();
|
||||
this._db = this._client.db(this._database);
|
||||
}
|
||||
|
||||
return this._db;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 关闭存储连接
|
||||
* @en Close storage connection
|
||||
*/
|
||||
async close(): Promise<void> {
|
||||
if (this._closed) return;
|
||||
|
||||
this._closed = true;
|
||||
|
||||
if (this._client) {
|
||||
await this._client.close();
|
||||
this._client = null;
|
||||
this._db = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 支持 await using 语法
|
||||
* @en Support await using syntax
|
||||
*/
|
||||
async [Symbol.asyncDispose](): Promise<void> {
|
||||
await this.close();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 确保索引存在
|
||||
* @en Ensure indexes exist
|
||||
*/
|
||||
async ensureIndexes(): Promise<void> {
|
||||
const db = await this._getDb();
|
||||
const txColl = db.collection<TransactionLog>(this._transactionCollection);
|
||||
await txColl.createIndex({ state: 1 });
|
||||
await txColl.createIndex({ 'metadata.serverId': 1 });
|
||||
await txColl.createIndex({ createdAt: 1 });
|
||||
|
||||
const lockColl = db.collection<LockDocument>(this._lockCollection);
|
||||
await lockColl.createIndex({ expireAt: 1 }, { expireAfterSeconds: 0 });
|
||||
|
||||
const dataColl = db.collection<DataDocument>(this._dataCollection);
|
||||
await dataColl.createIndex({ expireAt: 1 }, { expireAfterSeconds: 0 });
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 分布式锁 | Distributed Lock
|
||||
// =========================================================================
|
||||
|
||||
async acquireLock(key: string, ttl: number): Promise<string | null> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection<LockDocument>(this._lockCollection);
|
||||
const token = `${Date.now()}_${Math.random().toString(36).substring(2)}`;
|
||||
const expireAt = new Date(Date.now() + ttl);
|
||||
|
||||
try {
|
||||
await coll.insertOne({
|
||||
_id: key,
|
||||
token,
|
||||
expireAt
|
||||
});
|
||||
return token;
|
||||
} catch (error) {
|
||||
const existing = await coll.findOne({ _id: key });
|
||||
if (existing && existing.expireAt < new Date()) {
|
||||
const result = await coll.updateOne(
|
||||
{ _id: key, expireAt: { $lt: new Date() } },
|
||||
{ $set: { token, expireAt } }
|
||||
);
|
||||
if (result.modifiedCount > 0) {
|
||||
return token;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
async releaseLock(key: string, token: string): Promise<boolean> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection<LockDocument>(this._lockCollection);
|
||||
const result = await coll.deleteOne({ _id: key, token });
|
||||
return result.deletedCount > 0;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 事务日志 | Transaction Log
|
||||
// =========================================================================
|
||||
|
||||
async saveTransaction(tx: TransactionLog): Promise<void> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection<TransactionLog & { _id: string }>(this._transactionCollection);
|
||||
|
||||
const existing = await coll.findOne({ _id: tx.id });
|
||||
if (existing) {
|
||||
await coll.updateOne(
|
||||
{ _id: tx.id },
|
||||
{ $set: { ...tx, _id: tx.id } }
|
||||
);
|
||||
} else {
|
||||
await coll.insertOne({ ...tx, _id: tx.id });
|
||||
}
|
||||
}
|
||||
|
||||
async getTransaction(id: string): Promise<TransactionLog | null> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection<TransactionLog & { _id: string }>(this._transactionCollection);
|
||||
const doc = await coll.findOne({ _id: id });
|
||||
|
||||
if (!doc) return null;
|
||||
|
||||
const { _id, ...tx } = doc;
|
||||
return tx as TransactionLog;
|
||||
}
|
||||
|
||||
async updateTransactionState(id: string, state: TransactionState): Promise<void> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection(this._transactionCollection);
|
||||
await coll.updateOne(
|
||||
{ _id: id },
|
||||
{ $set: { state, updatedAt: Date.now() } }
|
||||
);
|
||||
}
|
||||
|
||||
async updateOperationState(
|
||||
transactionId: string,
|
||||
operationIndex: number,
|
||||
state: OperationLog['state'],
|
||||
error?: string
|
||||
): Promise<void> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection(this._transactionCollection);
|
||||
|
||||
const update: Record<string, unknown> = {
|
||||
[`operations.${operationIndex}.state`]: state,
|
||||
updatedAt: Date.now()
|
||||
};
|
||||
|
||||
if (error) {
|
||||
update[`operations.${operationIndex}.error`] = error;
|
||||
}
|
||||
|
||||
if (state === 'executed') {
|
||||
update[`operations.${operationIndex}.executedAt`] = Date.now();
|
||||
} else if (state === 'compensated') {
|
||||
update[`operations.${operationIndex}.compensatedAt`] = Date.now();
|
||||
}
|
||||
|
||||
await coll.updateOne(
|
||||
{ _id: transactionId },
|
||||
{ $set: update }
|
||||
);
|
||||
}
|
||||
|
||||
async getPendingTransactions(serverId?: string): Promise<TransactionLog[]> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection<TransactionLog & { _id: string }>(this._transactionCollection);
|
||||
|
||||
const filter: Record<string, unknown> = {
|
||||
state: { $in: ['pending', 'executing'] }
|
||||
};
|
||||
|
||||
if (serverId) {
|
||||
filter['metadata.serverId'] = serverId;
|
||||
}
|
||||
|
||||
const docs = await coll.find(filter).toArray();
|
||||
return docs.map(({ _id, ...tx }) => tx as TransactionLog);
|
||||
}
|
||||
|
||||
async deleteTransaction(id: string): Promise<void> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection(this._transactionCollection);
|
||||
await coll.deleteOne({ _id: id });
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 数据操作 | Data Operations
|
||||
// =========================================================================
|
||||
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection<DataDocument>(this._dataCollection);
|
||||
const doc = await coll.findOne({ _id: key });
|
||||
|
||||
if (!doc) return null;
|
||||
|
||||
if (doc.expireAt && doc.expireAt < new Date()) {
|
||||
await coll.deleteOne({ _id: key });
|
||||
return null;
|
||||
}
|
||||
|
||||
return doc.value as T;
|
||||
}
|
||||
|
||||
async set<T>(key: string, value: T, ttl?: number): Promise<void> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection<DataDocument>(this._dataCollection);
|
||||
|
||||
const doc: DataDocument = {
|
||||
_id: key,
|
||||
value
|
||||
};
|
||||
|
||||
if (ttl) {
|
||||
doc.expireAt = new Date(Date.now() + ttl);
|
||||
}
|
||||
|
||||
const existing = await coll.findOne({ _id: key });
|
||||
if (existing) {
|
||||
await coll.updateOne({ _id: key }, { $set: doc });
|
||||
} else {
|
||||
await coll.insertOne(doc);
|
||||
}
|
||||
}
|
||||
|
||||
async delete(key: string): Promise<boolean> {
|
||||
const db = await this._getDb();
|
||||
const coll = db.collection(this._dataCollection);
|
||||
const result = await coll.deleteOne({ _id: key });
|
||||
return result.deletedCount > 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 MongoDB 存储
|
||||
* @en Create MongoDB storage
|
||||
*/
|
||||
export function createMongoStorage(config: MongoStorageConfig): MongoStorage {
|
||||
return new MongoStorage(config);
|
||||
}
|
||||
324
packages/framework/transaction/src/storage/RedisStorage.ts
Normal file
324
packages/framework/transaction/src/storage/RedisStorage.ts
Normal file
@@ -0,0 +1,324 @@
|
||||
/**
|
||||
* @zh Redis 存储实现
|
||||
* @en Redis storage implementation
|
||||
*
|
||||
* @zh 支持分布式锁和快速缓存
|
||||
* @en Supports distributed locking and fast caching
|
||||
*/
|
||||
|
||||
import type {
|
||||
ITransactionStorage,
|
||||
TransactionLog,
|
||||
TransactionState,
|
||||
OperationLog
|
||||
} from '../core/types.js';
|
||||
|
||||
/**
|
||||
* @zh Redis 客户端接口(兼容 ioredis)
|
||||
* @en Redis client interface (compatible with ioredis)
|
||||
*/
|
||||
export interface RedisClient {
|
||||
get(key: string): Promise<string | null>
|
||||
set(key: string, value: string, ...args: string[]): Promise<string | null>
|
||||
del(...keys: string[]): Promise<number>
|
||||
eval(script: string, numkeys: number, ...args: (string | number)[]): Promise<unknown>
|
||||
hget(key: string, field: string): Promise<string | null>
|
||||
hset(key: string, ...args: (string | number)[]): Promise<number>
|
||||
hdel(key: string, ...fields: string[]): Promise<number>
|
||||
hgetall(key: string): Promise<Record<string, string>>
|
||||
keys(pattern: string): Promise<string[]>
|
||||
expire(key: string, seconds: number): Promise<number>
|
||||
quit(): Promise<string>
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh Redis 连接工厂
|
||||
* @en Redis connection factory
|
||||
*/
|
||||
export type RedisClientFactory = () => RedisClient | Promise<RedisClient>
|
||||
|
||||
/**
|
||||
* @zh Redis 存储配置
|
||||
* @en Redis storage configuration
|
||||
*/
|
||||
export interface RedisStorageConfig {
|
||||
/**
|
||||
* @zh Redis 客户端工厂(惰性连接)
|
||||
* @en Redis client factory (lazy connection)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import Redis from 'ioredis'
|
||||
* const storage = new RedisStorage({
|
||||
* factory: () => new Redis('redis://localhost:6379')
|
||||
* })
|
||||
* ```
|
||||
*/
|
||||
factory: RedisClientFactory
|
||||
|
||||
/**
|
||||
* @zh 键前缀
|
||||
* @en Key prefix
|
||||
*/
|
||||
prefix?: string
|
||||
|
||||
/**
|
||||
* @zh 事务日志过期时间(秒)
|
||||
* @en Transaction log expiration time in seconds
|
||||
*/
|
||||
transactionTTL?: number
|
||||
}
|
||||
|
||||
const LOCK_SCRIPT = `
|
||||
if redis.call("get", KEYS[1]) == ARGV[1] then
|
||||
return redis.call("del", KEYS[1])
|
||||
else
|
||||
return 0
|
||||
end
|
||||
`;
|
||||
|
||||
/**
|
||||
* @zh Redis 存储
|
||||
* @en Redis storage
|
||||
*
|
||||
* @zh 基于 Redis 的分布式事务存储,支持分布式锁和惰性连接
|
||||
* @en Redis-based distributed transaction storage with distributed locking and lazy connection
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import Redis from 'ioredis'
|
||||
*
|
||||
* // 创建存储(惰性连接,首次操作时才连接)
|
||||
* const storage = new RedisStorage({
|
||||
* factory: () => new Redis('redis://localhost:6379')
|
||||
* })
|
||||
*
|
||||
* // 使用后手动关闭
|
||||
* 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
|
||||
* ```
|
||||
*/
|
||||
export class RedisStorage implements ITransactionStorage {
|
||||
private _client: RedisClient | null = null;
|
||||
private _factory: RedisClientFactory;
|
||||
private _prefix: string;
|
||||
private _transactionTTL: number;
|
||||
private _closed: boolean = false;
|
||||
|
||||
constructor(config: RedisStorageConfig) {
|
||||
this._factory = config.factory;
|
||||
this._prefix = config.prefix ?? 'tx:';
|
||||
this._transactionTTL = config.transactionTTL ?? 86400; // 24 hours
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 生命周期 | Lifecycle
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 获取 Redis 客户端(惰性连接)
|
||||
* @en Get Redis client (lazy connection)
|
||||
*/
|
||||
private async _getClient(): Promise<RedisClient> {
|
||||
if (this._closed) {
|
||||
throw new Error('RedisStorage is closed');
|
||||
}
|
||||
|
||||
if (!this._client) {
|
||||
this._client = await this._factory();
|
||||
}
|
||||
|
||||
return this._client;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 关闭存储连接
|
||||
* @en Close storage connection
|
||||
*/
|
||||
async close(): Promise<void> {
|
||||
if (this._closed) return;
|
||||
|
||||
this._closed = true;
|
||||
|
||||
if (this._client) {
|
||||
await this._client.quit();
|
||||
this._client = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 支持 await using 语法
|
||||
* @en Support await using syntax
|
||||
*/
|
||||
async [Symbol.asyncDispose](): Promise<void> {
|
||||
await this.close();
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 分布式锁 | Distributed Lock
|
||||
// =========================================================================
|
||||
|
||||
async acquireLock(key: string, ttl: number): Promise<string | null> {
|
||||
const client = await this._getClient();
|
||||
const lockKey = `${this._prefix}lock:${key}`;
|
||||
const token = `${Date.now()}_${Math.random().toString(36).substring(2)}`;
|
||||
const ttlSeconds = Math.ceil(ttl / 1000);
|
||||
|
||||
const result = await client.set(lockKey, token, 'NX', 'EX', String(ttlSeconds));
|
||||
|
||||
return result === 'OK' ? token : null;
|
||||
}
|
||||
|
||||
async releaseLock(key: string, token: string): Promise<boolean> {
|
||||
const client = await this._getClient();
|
||||
const lockKey = `${this._prefix}lock:${key}`;
|
||||
|
||||
const result = await client.eval(LOCK_SCRIPT, 1, lockKey, token);
|
||||
return result === 1;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 事务日志 | Transaction Log
|
||||
// =========================================================================
|
||||
|
||||
async saveTransaction(tx: TransactionLog): Promise<void> {
|
||||
const client = await this._getClient();
|
||||
const key = `${this._prefix}tx:${tx.id}`;
|
||||
|
||||
await client.set(key, JSON.stringify(tx));
|
||||
await client.expire(key, this._transactionTTL);
|
||||
|
||||
if (tx.metadata?.serverId) {
|
||||
const serverKey = `${this._prefix}server:${tx.metadata.serverId}:txs`;
|
||||
await client.hset(serverKey, tx.id, String(tx.createdAt));
|
||||
}
|
||||
}
|
||||
|
||||
async getTransaction(id: string): Promise<TransactionLog | null> {
|
||||
const client = await this._getClient();
|
||||
const key = `${this._prefix}tx:${id}`;
|
||||
const data = await client.get(key);
|
||||
|
||||
return data ? JSON.parse(data) : null;
|
||||
}
|
||||
|
||||
async updateTransactionState(id: string, state: TransactionState): Promise<void> {
|
||||
const tx = await this.getTransaction(id);
|
||||
if (tx) {
|
||||
tx.state = state;
|
||||
tx.updatedAt = Date.now();
|
||||
await this.saveTransaction(tx);
|
||||
}
|
||||
}
|
||||
|
||||
async updateOperationState(
|
||||
transactionId: string,
|
||||
operationIndex: number,
|
||||
state: OperationLog['state'],
|
||||
error?: string
|
||||
): Promise<void> {
|
||||
const tx = await this.getTransaction(transactionId);
|
||||
if (tx && tx.operations[operationIndex]) {
|
||||
tx.operations[operationIndex].state = state;
|
||||
if (error) {
|
||||
tx.operations[operationIndex].error = error;
|
||||
}
|
||||
if (state === 'executed') {
|
||||
tx.operations[operationIndex].executedAt = Date.now();
|
||||
} else if (state === 'compensated') {
|
||||
tx.operations[operationIndex].compensatedAt = Date.now();
|
||||
}
|
||||
tx.updatedAt = Date.now();
|
||||
await this.saveTransaction(tx);
|
||||
}
|
||||
}
|
||||
|
||||
async getPendingTransactions(serverId?: string): Promise<TransactionLog[]> {
|
||||
const client = await this._getClient();
|
||||
const result: TransactionLog[] = [];
|
||||
|
||||
if (serverId) {
|
||||
const serverKey = `${this._prefix}server:${serverId}:txs`;
|
||||
const txIds = await client.hgetall(serverKey);
|
||||
|
||||
for (const id of Object.keys(txIds)) {
|
||||
const tx = await this.getTransaction(id);
|
||||
if (tx && (tx.state === 'pending' || tx.state === 'executing')) {
|
||||
result.push(tx);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
const pattern = `${this._prefix}tx:*`;
|
||||
const keys = await client.keys(pattern);
|
||||
|
||||
for (const key of keys) {
|
||||
const data = await client.get(key);
|
||||
if (data) {
|
||||
const tx: TransactionLog = JSON.parse(data);
|
||||
if (tx.state === 'pending' || tx.state === 'executing') {
|
||||
result.push(tx);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
async deleteTransaction(id: string): Promise<void> {
|
||||
const client = await this._getClient();
|
||||
const key = `${this._prefix}tx:${id}`;
|
||||
const tx = await this.getTransaction(id);
|
||||
|
||||
await client.del(key);
|
||||
|
||||
if (tx?.metadata?.serverId) {
|
||||
const serverKey = `${this._prefix}server:${tx.metadata.serverId}:txs`;
|
||||
await client.hdel(serverKey, id);
|
||||
}
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 数据操作 | Data Operations
|
||||
// =========================================================================
|
||||
|
||||
async get<T>(key: string): Promise<T | null> {
|
||||
const client = await this._getClient();
|
||||
const fullKey = `${this._prefix}data:${key}`;
|
||||
const data = await client.get(fullKey);
|
||||
|
||||
return data ? JSON.parse(data) : null;
|
||||
}
|
||||
|
||||
async set<T>(key: string, value: T, ttl?: number): Promise<void> {
|
||||
const client = await this._getClient();
|
||||
const fullKey = `${this._prefix}data:${key}`;
|
||||
|
||||
if (ttl) {
|
||||
const ttlSeconds = Math.ceil(ttl / 1000);
|
||||
await client.set(fullKey, JSON.stringify(value), 'EX', String(ttlSeconds));
|
||||
} else {
|
||||
await client.set(fullKey, JSON.stringify(value));
|
||||
}
|
||||
}
|
||||
|
||||
async delete(key: string): Promise<boolean> {
|
||||
const client = await this._getClient();
|
||||
const fullKey = `${this._prefix}data:${key}`;
|
||||
const result = await client.del(fullKey);
|
||||
return result > 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 创建 Redis 存储
|
||||
* @en Create Redis storage
|
||||
*/
|
||||
export function createRedisStorage(config: RedisStorageConfig): RedisStorage {
|
||||
return new RedisStorage(config);
|
||||
}
|
||||
8
packages/framework/transaction/src/storage/index.ts
Normal file
8
packages/framework/transaction/src/storage/index.ts
Normal file
@@ -0,0 +1,8 @@
|
||||
/**
|
||||
* @zh 存储模块导出
|
||||
* @en Storage module exports
|
||||
*/
|
||||
|
||||
export { MemoryStorage, createMemoryStorage, type MemoryStorageConfig } from './MemoryStorage.js';
|
||||
export { RedisStorage, createRedisStorage, type RedisStorageConfig, type RedisClient } from './RedisStorage.js';
|
||||
export { MongoStorage, createMongoStorage, type MongoStorageConfig, type MongoDb, type MongoCollection } from './MongoStorage.js';
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user