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create-ese
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@esengine/
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18df9d1cda |
@@ -268,6 +268,17 @@ export default defineConfig({
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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: '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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@@ -20,6 +20,7 @@ ESEngine provides a rich set of modules that can be imported as needed.
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| [Timer](/en/modules/timer/) | `@esengine/timer` | Timer and cooldown system |
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||||
| [Spatial](/en/modules/spatial/) | `@esengine/spatial` | Spatial queries, AOI management |
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||||
| [Pathfinding](/en/modules/pathfinding/) | `@esengine/pathfinding` | A* pathfinding, NavMesh navigation |
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| [World Streaming](/en/modules/world-streaming/) | `@esengine/world-streaming` | Chunk-based world streaming for open worlds |
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### Tools
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||||
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||||
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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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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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`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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| Property | Type | Default | Description |
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|----------|------|---------|-------------|
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| `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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### 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
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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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## Query Interface
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### Get Visible Entities
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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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```
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### Check Visibility
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```typescript
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// Check if player can see an entity
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if (networkPlugin.canSee(playerNetId, targetEntityNetId)) {
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// Target is in view
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}
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```
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## Event Listening
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The AOI system triggers events when entities enter/exit view:
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```typescript
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const aoiSystem = networkPlugin.aoiSystem;
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if (aoiSystem) {
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aoiSystem.addListener((event) => {
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if (event.type === 'enter') {
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console.log(`Entity ${event.targetNetId} entered view of ${event.observerNetId}`);
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// Can send entity's initial state here
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} else if (event.type === 'exit') {
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console.log(`Entity ${event.targetNetId} left view of ${event.observerNetId}`);
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// Can cleanup resources here
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}
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});
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}
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```
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## Server-Side Filtering
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AOI is most commonly used server-side to filter sync data for each client:
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```typescript
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// Server-side example
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import { NetworkAOISystem, createNetworkAOISystem } from '@esengine/network';
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class GameServer {
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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
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onPlayerJoin(playerId: number, x: number, y: number) {
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this.aoiSystem.addObserver(playerId, x, y);
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}
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// Player moves
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onPlayerMove(playerId: number, x: number, y: number) {
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this.aoiSystem.updateObserverPosition(playerId, x, y);
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}
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||||
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||||
// Send sync data
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||||
broadcastSync(allEntities: EntitySyncState[]) {
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||||
for (const playerId of this.players) {
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||||
// Filter using AOI
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||||
const filteredEntities = this.aoiSystem.filterSyncData(
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||||
playerId,
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||||
allEntities
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||||
);
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||||
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||||
// Send only visible entities
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||||
this.sendToPlayer(playerId, { entities: filteredEntities });
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||||
}
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||||
}
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||||
}
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||||
```
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||||
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||||
## How It Works
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||||
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||||
```
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||||
┌─────────────────────────────────────────────────────────────┐
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│ Game World │
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||||
│ ┌─────┬─────┬─────┬─────┬─────┐ │
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||||
│ │ │ │ E │ │ │ │
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│ ├─────┼─────┼─────┼─────┼─────┤ E = Enemy entity │
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│ │ │ P │ ● │ │ │ P = Player │
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||||
│ ├─────┼─────┼─────┼─────┼─────┤ ● = Player view center │
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│ │ │ │ E │ E │ │ ○ = View range │
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│ ├─────┼─────┼─────┼─────┼─────┤ │
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│ │ │ │ │ │ E │ Player only sees E in view│
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||||
│ └─────┴─────┴─────┴─────┴─────┘ │
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||||
│ │
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||||
│ View range (circle): Contains 3 enemies │
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||||
│ Grid optimization: Only check cells covered by view │
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||||
└─────────────────────────────────────────────────────────────┘
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||||
```
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||||
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||||
### Grid Optimization
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||||
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||||
AOI uses spatial grid to accelerate queries:
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||||
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||||
1. **Add Entity**: Calculate grid cell based on position
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||||
2. **View Detection**: Only check cells covered by view range
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||||
3. **Move Update**: Update cell assignment when crossing cells
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||||
4. **Event Trigger**: Detect enter/exit view
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||||
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||||
## Dynamic View Range
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||||
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||||
Different player types can have different view ranges:
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||||
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||||
```typescript
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||||
// Regular player
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||||
networkPlugin.addAOIObserver(playerId, x, y, 500);
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||||
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||||
// VIP player (larger view)
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||||
networkPlugin.addAOIObserver(vipPlayerId, x, y, 800);
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||||
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||||
// Adjust view range at runtime
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||||
const aoiSystem = networkPlugin.aoiSystem;
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||||
if (aoiSystem) {
|
||||
aoiSystem.updateObserverViewRange(playerId, 600);
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||||
}
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||||
```
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||||
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||||
## Best Practices
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||||
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||||
### 1. Server-Side Usage
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||||
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||||
AOI filtering should be done server-side; clients should not trust their own AOI judgment:
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||||
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||||
```typescript
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||||
// Filter on server before sending
|
||||
const filtered = aoiSystem.filterSyncData(playerId, entities);
|
||||
sendToClient(playerId, filtered);
|
||||
```
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||||
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||||
### 2. Edge Handling
|
||||
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||||
Add buffer zone at view edge to prevent flickering:
|
||||
|
||||
```typescript
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||||
// Add immediately when entering view
|
||||
// Remove with delay when exiting (keep for 1-2 extra seconds)
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||||
aoiSystem.addListener((event) => {
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||||
if (event.type === 'exit') {
|
||||
setTimeout(() => {
|
||||
// Re-check if really exited
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||||
if (!aoiSystem.canSee(event.observerNetId, event.targetNetId)) {
|
||||
removeFromClient(event.observerNetId, event.targetNetId);
|
||||
}
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||||
}, 1000);
|
||||
}
|
||||
});
|
||||
```
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||||
|
||||
### 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
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||||
// Large-scale game recommended config
|
||||
aoiConfig: {
|
||||
cellSize: 200, // Larger grid reduces cell count
|
||||
defaultViewRange: 800, // Set based on actual view
|
||||
}
|
||||
```
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||||
|
||||
## 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);
|
||||
}
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||||
```
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||||
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);
|
||||
}
|
||||
```
|
||||
251
docs/src/content/docs/en/modules/rpc/client.md
Normal file
251
docs/src/content/docs/en/modules/rpc/client.md
Normal file
@@ -0,0 +1,251 @@
|
||||
---
|
||||
title: "RPC Client API"
|
||||
description: "RpcClient for connecting to RPC servers"
|
||||
---
|
||||
|
||||
The `RpcClient` class provides a type-safe WebSocket client for RPC communication.
|
||||
|
||||
## Basic Usage
|
||||
|
||||
```typescript
|
||||
import { RpcClient } from '@esengine/rpc/client';
|
||||
import { gameProtocol } from './protocol';
|
||||
|
||||
const client = new RpcClient(gameProtocol, 'ws://localhost:3000', {
|
||||
onConnect: () => console.log('Connected'),
|
||||
onDisconnect: (reason) => console.log('Disconnected:', reason),
|
||||
onError: (error) => console.error('Error:', error),
|
||||
});
|
||||
|
||||
await client.connect();
|
||||
```
|
||||
|
||||
## Constructor Options
|
||||
|
||||
```typescript
|
||||
interface RpcClientOptions {
|
||||
// Codec for serialization (default: json())
|
||||
codec?: Codec;
|
||||
|
||||
// API call timeout in ms (default: 30000)
|
||||
timeout?: number;
|
||||
|
||||
// Auto reconnect on disconnect (default: true)
|
||||
autoReconnect?: boolean;
|
||||
|
||||
// Reconnect interval in ms (default: 3000)
|
||||
reconnectInterval?: number;
|
||||
|
||||
// Custom WebSocket factory (for WeChat Mini Games, etc.)
|
||||
webSocketFactory?: (url: string) => WebSocketAdapter;
|
||||
|
||||
// Callbacks
|
||||
onConnect?: () => void;
|
||||
onDisconnect?: (reason?: string) => void;
|
||||
onError?: (error: Error) => void;
|
||||
}
|
||||
```
|
||||
|
||||
## Connection
|
||||
|
||||
### Connect
|
||||
|
||||
```typescript
|
||||
// Connect returns a promise
|
||||
await client.connect();
|
||||
|
||||
// Or chain
|
||||
client.connect().then(() => {
|
||||
console.log('Ready');
|
||||
});
|
||||
```
|
||||
|
||||
### Check Status
|
||||
|
||||
```typescript
|
||||
// Connection status: 'connecting' | 'open' | 'closing' | 'closed'
|
||||
console.log(client.status);
|
||||
|
||||
// Convenience boolean
|
||||
if (client.isConnected) {
|
||||
// Safe to call APIs
|
||||
}
|
||||
```
|
||||
|
||||
### Disconnect
|
||||
|
||||
```typescript
|
||||
// Manually disconnect (disables auto-reconnect)
|
||||
client.disconnect();
|
||||
```
|
||||
|
||||
## Calling APIs
|
||||
|
||||
APIs use request-response pattern with full type safety:
|
||||
|
||||
```typescript
|
||||
// Define protocol
|
||||
const protocol = rpc.define({
|
||||
api: {
|
||||
login: rpc.api<{ username: string }, { userId: string; token: string }>(),
|
||||
getProfile: rpc.api<{ userId: string }, { name: string; level: number }>(),
|
||||
},
|
||||
msg: {}
|
||||
});
|
||||
|
||||
// Call with type inference
|
||||
const { userId, token } = await client.call('login', { username: 'player1' });
|
||||
const profile = await client.call('getProfile', { userId });
|
||||
```
|
||||
|
||||
### Error Handling
|
||||
|
||||
```typescript
|
||||
import { RpcError, ErrorCode } from '@esengine/rpc/client';
|
||||
|
||||
try {
|
||||
await client.call('login', { username: 'player1' });
|
||||
} catch (error) {
|
||||
if (error instanceof RpcError) {
|
||||
switch (error.code) {
|
||||
case ErrorCode.TIMEOUT:
|
||||
console.log('Request timed out');
|
||||
break;
|
||||
case ErrorCode.CONNECTION_CLOSED:
|
||||
console.log('Not connected');
|
||||
break;
|
||||
case ErrorCode.NOT_FOUND:
|
||||
console.log('API not found');
|
||||
break;
|
||||
default:
|
||||
console.log('Server error:', error.message);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Sending Messages
|
||||
|
||||
Messages are fire-and-forget (no response):
|
||||
|
||||
```typescript
|
||||
// Send message to server
|
||||
client.send('playerMove', { x: 100, y: 200 });
|
||||
client.send('chat', { text: 'Hello!' });
|
||||
```
|
||||
|
||||
## Receiving Messages
|
||||
|
||||
Listen for server-pushed messages:
|
||||
|
||||
```typescript
|
||||
// Subscribe to message
|
||||
client.on('newMessage', (data) => {
|
||||
console.log(`${data.from}: ${data.text}`);
|
||||
});
|
||||
|
||||
client.on('playerJoined', (data) => {
|
||||
console.log(`${data.name} joined the game`);
|
||||
});
|
||||
|
||||
// Unsubscribe specific handler
|
||||
const handler = (data) => console.log(data);
|
||||
client.on('event', handler);
|
||||
client.off('event', handler);
|
||||
|
||||
// Unsubscribe all handlers for a message
|
||||
client.off('event');
|
||||
|
||||
// One-time listener
|
||||
client.once('gameStart', (data) => {
|
||||
console.log('Game started!');
|
||||
});
|
||||
```
|
||||
|
||||
## Custom WebSocket (Platform Adapters)
|
||||
|
||||
For platforms like WeChat Mini Games:
|
||||
|
||||
```typescript
|
||||
// WeChat Mini Games adapter
|
||||
const wxWebSocketFactory = (url: string) => {
|
||||
const ws = wx.connectSocket({ url });
|
||||
|
||||
return {
|
||||
get readyState() { return ws.readyState; },
|
||||
send: (data) => ws.send({ data }),
|
||||
close: (code, reason) => ws.close({ code, reason }),
|
||||
set onopen(fn) { ws.onOpen(fn); },
|
||||
set onclose(fn) { ws.onClose((e) => fn({ code: e.code, reason: e.reason })); },
|
||||
set onerror(fn) { ws.onError(fn); },
|
||||
set onmessage(fn) { ws.onMessage((e) => fn({ data: e.data })); },
|
||||
};
|
||||
};
|
||||
|
||||
const client = new RpcClient(protocol, 'wss://game.example.com', {
|
||||
webSocketFactory: wxWebSocketFactory,
|
||||
});
|
||||
```
|
||||
|
||||
## Convenience Function
|
||||
|
||||
```typescript
|
||||
import { connect } from '@esengine/rpc/client';
|
||||
|
||||
// Connect and return client in one call
|
||||
const client = await connect(protocol, 'ws://localhost:3000', {
|
||||
onConnect: () => console.log('Connected'),
|
||||
});
|
||||
|
||||
const result = await client.call('join', { name: 'Alice' });
|
||||
```
|
||||
|
||||
## Full Example
|
||||
|
||||
```typescript
|
||||
import { RpcClient } from '@esengine/rpc/client';
|
||||
import { gameProtocol } from './protocol';
|
||||
|
||||
class GameClient {
|
||||
private client: RpcClient<typeof gameProtocol>;
|
||||
private userId: string | null = null;
|
||||
|
||||
constructor() {
|
||||
this.client = new RpcClient(gameProtocol, 'ws://localhost:3000', {
|
||||
onConnect: () => this.onConnected(),
|
||||
onDisconnect: () => this.onDisconnected(),
|
||||
onError: (e) => console.error('RPC Error:', e),
|
||||
});
|
||||
|
||||
// Setup message handlers
|
||||
this.client.on('gameState', (state) => this.updateState(state));
|
||||
this.client.on('playerJoined', (p) => this.addPlayer(p));
|
||||
this.client.on('playerLeft', (p) => this.removePlayer(p));
|
||||
}
|
||||
|
||||
async connect() {
|
||||
await this.client.connect();
|
||||
}
|
||||
|
||||
private async onConnected() {
|
||||
const { userId, token } = await this.client.call('login', {
|
||||
username: localStorage.getItem('username') || 'Guest',
|
||||
});
|
||||
this.userId = userId;
|
||||
console.log('Logged in as', userId);
|
||||
}
|
||||
|
||||
private onDisconnected() {
|
||||
console.log('Disconnected, will auto-reconnect...');
|
||||
}
|
||||
|
||||
async move(x: number, y: number) {
|
||||
if (!this.client.isConnected) return;
|
||||
this.client.send('move', { x, y });
|
||||
}
|
||||
|
||||
async chat(text: string) {
|
||||
await this.client.call('sendChat', { text });
|
||||
}
|
||||
}
|
||||
```
|
||||
160
docs/src/content/docs/en/modules/rpc/codec.md
Normal file
160
docs/src/content/docs/en/modules/rpc/codec.md
Normal file
@@ -0,0 +1,160 @@
|
||||
---
|
||||
title: "RPC Codecs"
|
||||
description: "Serialization codecs for RPC communication"
|
||||
---
|
||||
|
||||
Codecs handle serialization and deserialization of RPC messages. Two built-in codecs are available.
|
||||
|
||||
## Built-in Codecs
|
||||
|
||||
### JSON Codec (Default)
|
||||
|
||||
Human-readable, widely compatible:
|
||||
|
||||
```typescript
|
||||
import { json } from '@esengine/rpc/codec';
|
||||
|
||||
const client = new RpcClient(protocol, url, {
|
||||
codec: json(),
|
||||
});
|
||||
```
|
||||
|
||||
**Pros:**
|
||||
- Human-readable (easy debugging)
|
||||
- No additional dependencies
|
||||
- Universal browser support
|
||||
|
||||
**Cons:**
|
||||
- Larger message size
|
||||
- Slower serialization
|
||||
|
||||
### MessagePack Codec
|
||||
|
||||
Binary format, more efficient:
|
||||
|
||||
```typescript
|
||||
import { msgpack } from '@esengine/rpc/codec';
|
||||
|
||||
const client = new RpcClient(protocol, url, {
|
||||
codec: msgpack(),
|
||||
});
|
||||
```
|
||||
|
||||
**Pros:**
|
||||
- Smaller message size (~30-50% smaller)
|
||||
- Faster serialization
|
||||
- Supports binary data natively
|
||||
|
||||
**Cons:**
|
||||
- Not human-readable
|
||||
- Requires msgpack library
|
||||
|
||||
## Codec Interface
|
||||
|
||||
```typescript
|
||||
interface Codec {
|
||||
/**
|
||||
* Encode packet to wire format
|
||||
*/
|
||||
encode(packet: unknown): string | Uint8Array;
|
||||
|
||||
/**
|
||||
* Decode wire format to packet
|
||||
*/
|
||||
decode(data: string | Uint8Array): unknown;
|
||||
}
|
||||
```
|
||||
|
||||
## Custom Codec
|
||||
|
||||
Create your own codec for special needs:
|
||||
|
||||
```typescript
|
||||
import type { Codec } from '@esengine/rpc/codec';
|
||||
|
||||
// Example: Compressed JSON codec
|
||||
const compressedJson: () => Codec = () => ({
|
||||
encode(packet: unknown): Uint8Array {
|
||||
const json = JSON.stringify(packet);
|
||||
return compress(new TextEncoder().encode(json));
|
||||
},
|
||||
|
||||
decode(data: string | Uint8Array): unknown {
|
||||
const bytes = typeof data === 'string'
|
||||
? new TextEncoder().encode(data)
|
||||
: data;
|
||||
const decompressed = decompress(bytes);
|
||||
return JSON.parse(new TextDecoder().decode(decompressed));
|
||||
},
|
||||
});
|
||||
|
||||
// Use custom codec
|
||||
const client = new RpcClient(protocol, url, {
|
||||
codec: compressedJson(),
|
||||
});
|
||||
```
|
||||
|
||||
## Protocol Buffers Codec
|
||||
|
||||
For production games, consider Protocol Buffers:
|
||||
|
||||
```typescript
|
||||
import type { Codec } from '@esengine/rpc/codec';
|
||||
|
||||
const protobuf = (schema: ProtobufSchema): Codec => ({
|
||||
encode(packet: unknown): Uint8Array {
|
||||
return schema.Packet.encode(packet).finish();
|
||||
},
|
||||
|
||||
decode(data: string | Uint8Array): unknown {
|
||||
const bytes = typeof data === 'string'
|
||||
? new TextEncoder().encode(data)
|
||||
: data;
|
||||
return schema.Packet.decode(bytes);
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## Matching Client and Server
|
||||
|
||||
Both client and server must use the same codec:
|
||||
|
||||
```typescript
|
||||
// shared/codec.ts
|
||||
import { msgpack } from '@esengine/rpc/codec';
|
||||
export const gameCodec = msgpack();
|
||||
|
||||
// client.ts
|
||||
import { gameCodec } from './shared/codec';
|
||||
const client = new RpcClient(protocol, url, { codec: gameCodec });
|
||||
|
||||
// server.ts
|
||||
import { gameCodec } from './shared/codec';
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
codec: gameCodec,
|
||||
api: { /* ... */ },
|
||||
});
|
||||
```
|
||||
|
||||
## Performance Comparison
|
||||
|
||||
| Codec | Encode Speed | Decode Speed | Size |
|
||||
|-------|-------------|--------------|------|
|
||||
| JSON | Medium | Medium | Large |
|
||||
| MessagePack | Fast | Fast | Small |
|
||||
| Protobuf | Fastest | Fastest | Smallest |
|
||||
|
||||
For most games, MessagePack provides a good balance. Use Protobuf for high-performance requirements.
|
||||
|
||||
## Text Encoding Utilities
|
||||
|
||||
For custom codecs, utilities are provided:
|
||||
|
||||
```typescript
|
||||
import { textEncode, textDecode } from '@esengine/rpc/codec';
|
||||
|
||||
// Works on all platforms (browser, Node.js, WeChat)
|
||||
const bytes = textEncode('Hello'); // Uint8Array
|
||||
const text = textDecode(bytes); // 'Hello'
|
||||
```
|
||||
350
docs/src/content/docs/en/modules/rpc/server.md
Normal file
350
docs/src/content/docs/en/modules/rpc/server.md
Normal file
@@ -0,0 +1,350 @@
|
||||
---
|
||||
title: "RPC Server API"
|
||||
description: "RpcServer for handling client connections"
|
||||
---
|
||||
|
||||
The `serve` function creates a type-safe RPC server that handles client connections and API calls.
|
||||
|
||||
## Basic Usage
|
||||
|
||||
```typescript
|
||||
import { serve } from '@esengine/rpc/server';
|
||||
import { gameProtocol } from './protocol';
|
||||
|
||||
const server = serve(gameProtocol, {
|
||||
port: 3000,
|
||||
api: {
|
||||
login: async (input, conn) => {
|
||||
console.log(`${input.username} connected from ${conn.ip}`);
|
||||
return { userId: conn.id, token: generateToken() };
|
||||
},
|
||||
sendChat: async (input, conn) => {
|
||||
server.broadcast('newMessage', {
|
||||
from: conn.id,
|
||||
text: input.text,
|
||||
time: Date.now(),
|
||||
});
|
||||
return { success: true };
|
||||
},
|
||||
},
|
||||
onStart: (port) => console.log(`Server started on port ${port}`),
|
||||
});
|
||||
|
||||
await server.start();
|
||||
```
|
||||
|
||||
## Server Options
|
||||
|
||||
```typescript
|
||||
interface ServeOptions<P, TConnData> {
|
||||
// Required
|
||||
port: number;
|
||||
api: ApiHandlers<P, TConnData>;
|
||||
|
||||
// Optional
|
||||
msg?: MsgHandlers<P, TConnData>;
|
||||
codec?: Codec;
|
||||
createConnData?: () => TConnData;
|
||||
|
||||
// Callbacks
|
||||
onConnect?: (conn: Connection<TConnData>) => void | Promise<void>;
|
||||
onDisconnect?: (conn: Connection<TConnData>, reason?: string) => void | Promise<void>;
|
||||
onError?: (error: Error, conn?: Connection<TConnData>) => void;
|
||||
onStart?: (port: number) => void;
|
||||
}
|
||||
```
|
||||
|
||||
## API Handlers
|
||||
|
||||
Each API handler receives the input and connection context:
|
||||
|
||||
```typescript
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
api: {
|
||||
// Sync handler
|
||||
ping: (input, conn) => {
|
||||
return { pong: true, time: Date.now() };
|
||||
},
|
||||
|
||||
// Async handler
|
||||
getProfile: async (input, conn) => {
|
||||
const user = await database.findUser(input.userId);
|
||||
return { name: user.name, level: user.level };
|
||||
},
|
||||
|
||||
// Access connection context
|
||||
getMyInfo: (input, conn) => {
|
||||
return {
|
||||
connectionId: conn.id,
|
||||
ip: conn.ip,
|
||||
data: conn.data,
|
||||
};
|
||||
},
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
### Throwing Errors
|
||||
|
||||
```typescript
|
||||
import { RpcError, ErrorCode } from '@esengine/rpc/server';
|
||||
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
api: {
|
||||
login: async (input, conn) => {
|
||||
const user = await database.findUser(input.username);
|
||||
|
||||
if (!user) {
|
||||
throw new RpcError(ErrorCode.NOT_FOUND, 'User not found');
|
||||
}
|
||||
|
||||
if (!await verifyPassword(input.password, user.hash)) {
|
||||
throw new RpcError('AUTH_FAILED', 'Invalid password');
|
||||
}
|
||||
|
||||
return { userId: user.id, token: generateToken() };
|
||||
},
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## Message Handlers
|
||||
|
||||
Handle messages sent by clients:
|
||||
|
||||
```typescript
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
api: { /* ... */ },
|
||||
msg: {
|
||||
playerMove: (data, conn) => {
|
||||
// Update player position
|
||||
const player = players.get(conn.id);
|
||||
if (player) {
|
||||
player.x = data.x;
|
||||
player.y = data.y;
|
||||
}
|
||||
|
||||
// Broadcast to others
|
||||
server.broadcast('playerMoved', {
|
||||
playerId: conn.id,
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
}, { exclude: conn });
|
||||
},
|
||||
|
||||
chat: async (data, conn) => {
|
||||
// Async handlers work too
|
||||
await logChat(conn.id, data.text);
|
||||
},
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## Connection Context
|
||||
|
||||
The `Connection` object provides access to client info:
|
||||
|
||||
```typescript
|
||||
interface Connection<TData> {
|
||||
// Unique connection ID
|
||||
readonly id: string;
|
||||
|
||||
// Client IP address
|
||||
readonly ip: string;
|
||||
|
||||
// Connection status
|
||||
readonly isOpen: boolean;
|
||||
|
||||
// Custom data attached to this connection
|
||||
data: TData;
|
||||
|
||||
// Close the connection
|
||||
close(reason?: string): void;
|
||||
}
|
||||
```
|
||||
|
||||
### Custom Connection Data
|
||||
|
||||
Store per-connection state:
|
||||
|
||||
```typescript
|
||||
interface PlayerData {
|
||||
playerId: string;
|
||||
username: string;
|
||||
room: string | null;
|
||||
}
|
||||
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
createConnData: () => ({
|
||||
playerId: '',
|
||||
username: '',
|
||||
room: null,
|
||||
} as PlayerData),
|
||||
api: {
|
||||
login: async (input, conn) => {
|
||||
// Store data on connection
|
||||
conn.data.playerId = generateId();
|
||||
conn.data.username = input.username;
|
||||
return { playerId: conn.data.playerId };
|
||||
},
|
||||
joinRoom: async (input, conn) => {
|
||||
conn.data.room = input.roomId;
|
||||
return { success: true };
|
||||
},
|
||||
},
|
||||
onDisconnect: (conn) => {
|
||||
console.log(`${conn.data.username} left room ${conn.data.room}`);
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## Sending Messages
|
||||
|
||||
### To Single Connection
|
||||
|
||||
```typescript
|
||||
server.send(conn, 'notification', { text: 'Hello!' });
|
||||
```
|
||||
|
||||
### Broadcast to All
|
||||
|
||||
```typescript
|
||||
// To everyone
|
||||
server.broadcast('announcement', { text: 'Server restart in 5 minutes' });
|
||||
|
||||
// Exclude sender
|
||||
server.broadcast('playerMoved', { id: conn.id, x, y }, { exclude: conn });
|
||||
|
||||
// Exclude multiple
|
||||
server.broadcast('gameEvent', data, { exclude: [conn1, conn2] });
|
||||
```
|
||||
|
||||
### To Specific Group
|
||||
|
||||
```typescript
|
||||
// Custom broadcasting
|
||||
function broadcastToRoom(roomId: string, name: string, data: any) {
|
||||
for (const conn of server.connections) {
|
||||
if (conn.data.room === roomId) {
|
||||
server.send(conn, name, data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
broadcastToRoom('room1', 'roomMessage', { text: 'Hello room!' });
|
||||
```
|
||||
|
||||
## Server Lifecycle
|
||||
|
||||
```typescript
|
||||
const server = serve(protocol, { /* ... */ });
|
||||
|
||||
// Start
|
||||
await server.start();
|
||||
console.log('Server running');
|
||||
|
||||
// Access connections
|
||||
console.log(`${server.connections.length} clients connected`);
|
||||
|
||||
// Stop (closes all connections)
|
||||
await server.stop();
|
||||
console.log('Server stopped');
|
||||
```
|
||||
|
||||
## Full Example
|
||||
|
||||
```typescript
|
||||
import { serve, RpcError } from '@esengine/rpc/server';
|
||||
import { gameProtocol } from './protocol';
|
||||
|
||||
interface PlayerData {
|
||||
id: string;
|
||||
name: string;
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
const players = new Map<string, PlayerData>();
|
||||
|
||||
const server = serve(gameProtocol, {
|
||||
port: 3000,
|
||||
createConnData: () => ({ id: '', name: '', x: 0, y: 0 }),
|
||||
|
||||
api: {
|
||||
join: async (input, conn) => {
|
||||
const player: PlayerData = {
|
||||
id: conn.id,
|
||||
name: input.name,
|
||||
x: 0,
|
||||
y: 0,
|
||||
};
|
||||
players.set(conn.id, player);
|
||||
conn.data = player;
|
||||
|
||||
// Notify others
|
||||
server.broadcast('playerJoined', {
|
||||
id: player.id,
|
||||
name: player.name,
|
||||
}, { exclude: conn });
|
||||
|
||||
// Send current state to new player
|
||||
return {
|
||||
playerId: player.id,
|
||||
players: Array.from(players.values()),
|
||||
};
|
||||
},
|
||||
|
||||
chat: async (input, conn) => {
|
||||
server.broadcast('chatMessage', {
|
||||
from: conn.data.name,
|
||||
text: input.text,
|
||||
time: Date.now(),
|
||||
});
|
||||
return { sent: true };
|
||||
},
|
||||
},
|
||||
|
||||
msg: {
|
||||
move: (data, conn) => {
|
||||
const player = players.get(conn.id);
|
||||
if (player) {
|
||||
player.x = data.x;
|
||||
player.y = data.y;
|
||||
|
||||
server.broadcast('playerMoved', {
|
||||
id: conn.id,
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
}, { exclude: conn });
|
||||
}
|
||||
},
|
||||
},
|
||||
|
||||
onConnect: (conn) => {
|
||||
console.log(`Client connected: ${conn.id} from ${conn.ip}`);
|
||||
},
|
||||
|
||||
onDisconnect: (conn) => {
|
||||
const player = players.get(conn.id);
|
||||
if (player) {
|
||||
players.delete(conn.id);
|
||||
server.broadcast('playerLeft', { id: conn.id });
|
||||
console.log(`${player.name} disconnected`);
|
||||
}
|
||||
},
|
||||
|
||||
onError: (error, conn) => {
|
||||
console.error(`Error from ${conn?.id}:`, error);
|
||||
},
|
||||
|
||||
onStart: (port) => {
|
||||
console.log(`Game server running on ws://localhost:${port}`);
|
||||
},
|
||||
});
|
||||
|
||||
server.start();
|
||||
```
|
||||
@@ -0,0 +1,167 @@
|
||||
---
|
||||
title: "Chunk Manager API"
|
||||
description: "ChunkManager handles chunk lifecycle, loading queue, and spatial queries"
|
||||
---
|
||||
|
||||
The `ChunkManager` is the core service responsible for managing chunk lifecycle, including loading, unloading, and spatial queries.
|
||||
|
||||
## Basic Usage
|
||||
|
||||
```typescript
|
||||
import { ChunkManager } from '@esengine/world-streaming';
|
||||
|
||||
// Create manager with 512-unit chunks
|
||||
const chunkManager = new ChunkManager(512);
|
||||
chunkManager.setScene(scene);
|
||||
|
||||
// Set data provider for loading chunks
|
||||
chunkManager.setDataProvider(myProvider);
|
||||
|
||||
// Set event callbacks
|
||||
chunkManager.setEvents({
|
||||
onChunkLoaded: (coord, entities) => {
|
||||
console.log(`Chunk (${coord.x}, ${coord.y}) loaded with ${entities.length} entities`);
|
||||
},
|
||||
onChunkUnloaded: (coord) => {
|
||||
console.log(`Chunk (${coord.x}, ${coord.y}) unloaded`);
|
||||
},
|
||||
onChunkLoadFailed: (coord, error) => {
|
||||
console.error(`Failed to load chunk (${coord.x}, ${coord.y}):`, error);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
## Loading and Unloading
|
||||
|
||||
### Request Loading
|
||||
|
||||
```typescript
|
||||
import { EChunkPriority } from '@esengine/world-streaming';
|
||||
|
||||
// Request with priority
|
||||
chunkManager.requestLoad({ x: 0, y: 0 }, EChunkPriority.Immediate);
|
||||
chunkManager.requestLoad({ x: 1, y: 0 }, EChunkPriority.High);
|
||||
chunkManager.requestLoad({ x: 2, y: 0 }, EChunkPriority.Normal);
|
||||
chunkManager.requestLoad({ x: 3, y: 0 }, EChunkPriority.Low);
|
||||
chunkManager.requestLoad({ x: 4, y: 0 }, EChunkPriority.Prefetch);
|
||||
```
|
||||
|
||||
### Priority Levels
|
||||
|
||||
| Priority | Value | Description |
|
||||
|----------|-------|-------------|
|
||||
| `Immediate` | 0 | Current chunk (player standing on) |
|
||||
| `High` | 1 | Adjacent chunks |
|
||||
| `Normal` | 2 | Nearby chunks |
|
||||
| `Low` | 3 | Distant visible chunks |
|
||||
| `Prefetch` | 4 | Movement direction prefetch |
|
||||
|
||||
### Request Unloading
|
||||
|
||||
```typescript
|
||||
// Request unload with 3 second delay
|
||||
chunkManager.requestUnload({ x: 5, y: 5 }, 3000);
|
||||
|
||||
// Cancel pending unload (player moved back)
|
||||
chunkManager.cancelUnload({ x: 5, y: 5 });
|
||||
```
|
||||
|
||||
### Process Queues
|
||||
|
||||
```typescript
|
||||
// In your update loop or system
|
||||
await chunkManager.processLoads(2); // Load up to 2 chunks per frame
|
||||
chunkManager.processUnloads(1); // Unload up to 1 chunk per frame
|
||||
```
|
||||
|
||||
## Spatial Queries
|
||||
|
||||
### Coordinate Conversion
|
||||
|
||||
```typescript
|
||||
// World position to chunk coordinates
|
||||
const coord = chunkManager.worldToChunk(1500, 2300);
|
||||
// Result: { x: 2, y: 4 } for 512-unit chunks
|
||||
|
||||
// Get chunk bounds in world space
|
||||
const bounds = chunkManager.getChunkBounds({ x: 2, y: 4 });
|
||||
// Result: { minX: 1024, minY: 2048, maxX: 1536, maxY: 2560 }
|
||||
```
|
||||
|
||||
### Chunk Queries
|
||||
|
||||
```typescript
|
||||
// Check if chunk is loaded
|
||||
if (chunkManager.isChunkLoaded({ x: 0, y: 0 })) {
|
||||
const chunk = chunkManager.getChunk({ x: 0, y: 0 });
|
||||
console.log('Entities:', chunk.entities.length);
|
||||
}
|
||||
|
||||
// Get missing chunks in radius
|
||||
const missing = chunkManager.getMissingChunks({ x: 0, y: 0 }, 2);
|
||||
for (const coord of missing) {
|
||||
chunkManager.requestLoad(coord);
|
||||
}
|
||||
|
||||
// Get chunks outside radius (for unloading)
|
||||
const outside = chunkManager.getChunksOutsideRadius({ x: 0, y: 0 }, 4);
|
||||
for (const coord of outside) {
|
||||
chunkManager.requestUnload(coord, 3000);
|
||||
}
|
||||
|
||||
// Iterate all loaded chunks
|
||||
chunkManager.forEachChunk((info, coord) => {
|
||||
console.log(`Chunk (${coord.x}, ${coord.y}): ${info.state}`);
|
||||
});
|
||||
```
|
||||
|
||||
## Statistics
|
||||
|
||||
```typescript
|
||||
console.log('Loaded chunks:', chunkManager.loadedChunkCount);
|
||||
console.log('Pending loads:', chunkManager.pendingLoadCount);
|
||||
console.log('Pending unloads:', chunkManager.pendingUnloadCount);
|
||||
console.log('Chunk size:', chunkManager.chunkSize);
|
||||
```
|
||||
|
||||
## Chunk States
|
||||
|
||||
```typescript
|
||||
import { EChunkState } from '@esengine/world-streaming';
|
||||
|
||||
// Chunk lifecycle states
|
||||
EChunkState.Unloaded // Not in memory
|
||||
EChunkState.Loading // Being loaded
|
||||
EChunkState.Loaded // Ready for use
|
||||
EChunkState.Unloading // Being removed
|
||||
EChunkState.Failed // Load failed
|
||||
```
|
||||
|
||||
## Data Provider Interface
|
||||
|
||||
```typescript
|
||||
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
|
||||
|
||||
class MyChunkProvider implements IChunkDataProvider {
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
// Load from database, file, or procedural generation
|
||||
const data = await fetchChunkFromServer(coord);
|
||||
return data;
|
||||
}
|
||||
|
||||
async saveChunkData(data: IChunkData): Promise<void> {
|
||||
// Save modified chunks
|
||||
await saveChunkToServer(data);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Cleanup
|
||||
|
||||
```typescript
|
||||
// Unload all chunks
|
||||
chunkManager.clear();
|
||||
|
||||
// Full disposal (implements IService)
|
||||
chunkManager.dispose();
|
||||
```
|
||||
330
docs/src/content/docs/en/modules/world-streaming/examples.md
Normal file
330
docs/src/content/docs/en/modules/world-streaming/examples.md
Normal file
@@ -0,0 +1,330 @@
|
||||
---
|
||||
title: "Examples"
|
||||
description: "Practical examples of world streaming"
|
||||
---
|
||||
|
||||
## Infinite Procedural World
|
||||
|
||||
An infinite world with procedural resource generation.
|
||||
|
||||
```typescript
|
||||
import {
|
||||
ChunkManager,
|
||||
ChunkStreamingSystem,
|
||||
ChunkLoaderComponent,
|
||||
StreamingAnchorComponent
|
||||
} from '@esengine/world-streaming';
|
||||
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
|
||||
|
||||
// Procedural world generator
|
||||
class WorldGenerator implements IChunkDataProvider {
|
||||
private seed: number;
|
||||
private nextEntityId = 1;
|
||||
|
||||
constructor(seed: number = 12345) {
|
||||
this.seed = seed;
|
||||
}
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const rng = this.createChunkRNG(coord);
|
||||
const entities = [];
|
||||
|
||||
// Generate 5-15 resources per chunk
|
||||
const resourceCount = 5 + Math.floor(rng() * 10);
|
||||
|
||||
for (let i = 0; i < resourceCount; i++) {
|
||||
const type = this.randomResourceType(rng);
|
||||
|
||||
entities.push({
|
||||
name: `Resource_${this.nextEntityId++}`,
|
||||
localPosition: {
|
||||
x: rng() * 512,
|
||||
y: rng() * 512
|
||||
},
|
||||
components: {
|
||||
ResourceNode: {
|
||||
type,
|
||||
amount: this.getResourceAmount(type, rng),
|
||||
regenRate: this.getRegenRate(type)
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return { coord, entities, version: 1 };
|
||||
}
|
||||
|
||||
async saveChunkData(_data: IChunkData): Promise<void> {
|
||||
// Procedural - no persistence needed
|
||||
}
|
||||
|
||||
private createChunkRNG(coord: IChunkCoord) {
|
||||
let seed = this.seed ^ (coord.x * 73856093) ^ (coord.y * 19349663);
|
||||
return () => {
|
||||
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
|
||||
return seed / 0x7fffffff;
|
||||
};
|
||||
}
|
||||
|
||||
private randomResourceType(rng: () => number) {
|
||||
const types = ['energyWell', 'oreVein', 'crystalDeposit'];
|
||||
const weights = [0.5, 0.35, 0.15];
|
||||
|
||||
let random = rng();
|
||||
for (let i = 0; i < types.length; i++) {
|
||||
random -= weights[i];
|
||||
if (random <= 0) return types[i];
|
||||
}
|
||||
return types[0];
|
||||
}
|
||||
|
||||
private getResourceAmount(type: string, rng: () => number) {
|
||||
switch (type) {
|
||||
case 'energyWell': return 300 + Math.floor(rng() * 200);
|
||||
case 'oreVein': return 500 + Math.floor(rng() * 300);
|
||||
case 'crystalDeposit': return 100 + Math.floor(rng() * 100);
|
||||
default: return 100;
|
||||
}
|
||||
}
|
||||
|
||||
private getRegenRate(type: string) {
|
||||
switch (type) {
|
||||
case 'energyWell': return 2;
|
||||
case 'oreVein': return 1;
|
||||
case 'crystalDeposit': return 0.2;
|
||||
default: return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Setup
|
||||
const chunkManager = new ChunkManager(512);
|
||||
chunkManager.setScene(scene);
|
||||
chunkManager.setDataProvider(new WorldGenerator(12345));
|
||||
|
||||
const streamingSystem = new ChunkStreamingSystem();
|
||||
streamingSystem.setChunkManager(chunkManager);
|
||||
scene.addSystem(streamingSystem);
|
||||
```
|
||||
|
||||
## MMO Server Chunks
|
||||
|
||||
Server-side chunk management for MMO with database persistence.
|
||||
|
||||
```typescript
|
||||
class ServerChunkProvider implements IChunkDataProvider {
|
||||
private db: Database;
|
||||
private cache = new Map<string, IChunkData>();
|
||||
|
||||
constructor(db: Database) {
|
||||
this.db = db;
|
||||
}
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const key = `${coord.x},${coord.y}`;
|
||||
|
||||
// Check cache
|
||||
if (this.cache.has(key)) {
|
||||
return this.cache.get(key)!;
|
||||
}
|
||||
|
||||
// Load from database
|
||||
const row = await this.db.query(
|
||||
'SELECT data FROM chunks WHERE x = ? AND y = ?',
|
||||
[coord.x, coord.y]
|
||||
);
|
||||
|
||||
if (row) {
|
||||
const data = JSON.parse(row.data);
|
||||
this.cache.set(key, data);
|
||||
return data;
|
||||
}
|
||||
|
||||
// Generate new chunk
|
||||
const data = this.generateChunk(coord);
|
||||
await this.saveChunkData(data);
|
||||
this.cache.set(key, data);
|
||||
return data;
|
||||
}
|
||||
|
||||
async saveChunkData(data: IChunkData): Promise<void> {
|
||||
const key = `${data.coord.x},${data.coord.y}`;
|
||||
this.cache.set(key, data);
|
||||
|
||||
await this.db.query(
|
||||
`INSERT INTO chunks (x, y, data) VALUES (?, ?, ?)
|
||||
ON DUPLICATE KEY UPDATE data = VALUES(data)`,
|
||||
[data.coord.x, data.coord.y, JSON.stringify(data)]
|
||||
);
|
||||
}
|
||||
|
||||
private generateChunk(coord: IChunkCoord): IChunkData {
|
||||
// Procedural generation for new chunks
|
||||
return { coord, entities: [], version: 1 };
|
||||
}
|
||||
}
|
||||
|
||||
// Per-player chunk loading on server
|
||||
class PlayerChunkManager {
|
||||
private chunkManager: ChunkManager;
|
||||
private playerChunks = new Map<string, Set<string>>();
|
||||
|
||||
async updatePlayerPosition(playerId: string, x: number, y: number) {
|
||||
const centerCoord = this.chunkManager.worldToChunk(x, y);
|
||||
const loadRadius = 2;
|
||||
|
||||
const newChunks = new Set<string>();
|
||||
|
||||
// Load chunks around player
|
||||
for (let dx = -loadRadius; dx <= loadRadius; dx++) {
|
||||
for (let dy = -loadRadius; dy <= loadRadius; dy++) {
|
||||
const coord = { x: centerCoord.x + dx, y: centerCoord.y + dy };
|
||||
const key = `${coord.x},${coord.y}`;
|
||||
newChunks.add(key);
|
||||
|
||||
if (!this.chunkManager.isChunkLoaded(coord)) {
|
||||
await this.chunkManager.requestLoad(coord);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Track player's loaded chunks
|
||||
this.playerChunks.set(playerId, newChunks);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Tile-Based World
|
||||
|
||||
Tilemap integration with chunk streaming.
|
||||
|
||||
```typescript
|
||||
import { TilemapComponent } from '@esengine/tilemap';
|
||||
|
||||
class TilemapChunkProvider implements IChunkDataProvider {
|
||||
private tilemapData: number[][]; // Full tilemap
|
||||
private tileSize = 32;
|
||||
private chunkTiles = 16; // 16x16 tiles per chunk
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const startTileX = coord.x * this.chunkTiles;
|
||||
const startTileY = coord.y * this.chunkTiles;
|
||||
|
||||
// Extract tiles for this chunk
|
||||
const tiles: number[][] = [];
|
||||
for (let y = 0; y < this.chunkTiles; y++) {
|
||||
const row: number[] = [];
|
||||
for (let x = 0; x < this.chunkTiles; x++) {
|
||||
const tileX = startTileX + x;
|
||||
const tileY = startTileY + y;
|
||||
row.push(this.getTile(tileX, tileY));
|
||||
}
|
||||
tiles.push(row);
|
||||
}
|
||||
|
||||
return {
|
||||
coord,
|
||||
entities: [{
|
||||
name: `TileChunk_${coord.x}_${coord.y}`,
|
||||
localPosition: { x: 0, y: 0 },
|
||||
components: {
|
||||
TilemapChunk: { tiles }
|
||||
}
|
||||
}],
|
||||
version: 1
|
||||
};
|
||||
}
|
||||
|
||||
private getTile(x: number, y: number): number {
|
||||
if (x < 0 || y < 0 || y >= this.tilemapData.length) {
|
||||
return 0; // Out of bounds = empty
|
||||
}
|
||||
return this.tilemapData[y]?.[x] ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Custom serializer for tilemap
|
||||
class TilemapSerializer extends ChunkSerializer {
|
||||
protected deserializeComponents(entity: Entity, components: Record<string, unknown>): void {
|
||||
if (components.TilemapChunk) {
|
||||
const data = components.TilemapChunk as { tiles: number[][] };
|
||||
const tilemap = entity.addComponent(new TilemapComponent());
|
||||
tilemap.loadTiles(data.tiles);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Dynamic Loading Events
|
||||
|
||||
React to chunk loading for gameplay.
|
||||
|
||||
```typescript
|
||||
chunkManager.setEvents({
|
||||
onChunkLoaded: (coord, entities) => {
|
||||
// Enable physics
|
||||
for (const entity of entities) {
|
||||
const collider = entity.getComponent(ColliderComponent);
|
||||
collider?.enable();
|
||||
}
|
||||
|
||||
// Spawn NPCs for loaded chunks
|
||||
npcManager.spawnForChunk(coord);
|
||||
|
||||
// Update fog of war
|
||||
fogOfWar.revealChunk(coord);
|
||||
|
||||
// Notify clients (server)
|
||||
broadcast('ChunkLoaded', { coord, entityCount: entities.length });
|
||||
},
|
||||
|
||||
onChunkUnloaded: (coord) => {
|
||||
// Save NPC states
|
||||
npcManager.saveAndRemoveForChunk(coord);
|
||||
|
||||
// Update fog
|
||||
fogOfWar.hideChunk(coord);
|
||||
|
||||
// Notify clients
|
||||
broadcast('ChunkUnloaded', { coord });
|
||||
},
|
||||
|
||||
onChunkLoadFailed: (coord, error) => {
|
||||
console.error(`Failed to load chunk ${coord.x},${coord.y}:`, error);
|
||||
|
||||
// Retry after delay
|
||||
setTimeout(() => {
|
||||
chunkManager.requestLoad(coord);
|
||||
}, 5000);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
```typescript
|
||||
// Adjust based on device performance
|
||||
function configureForDevice(loader: ChunkLoaderComponent) {
|
||||
const memory = navigator.deviceMemory ?? 4;
|
||||
const cores = navigator.hardwareConcurrency ?? 4;
|
||||
|
||||
if (memory <= 2 || cores <= 2) {
|
||||
// Low-end device
|
||||
loader.loadRadius = 1;
|
||||
loader.unloadRadius = 2;
|
||||
loader.maxLoadsPerFrame = 1;
|
||||
loader.bEnablePrefetch = false;
|
||||
} else if (memory <= 4) {
|
||||
// Mid-range
|
||||
loader.loadRadius = 2;
|
||||
loader.unloadRadius = 3;
|
||||
loader.maxLoadsPerFrame = 2;
|
||||
} else {
|
||||
// High-end
|
||||
loader.loadRadius = 3;
|
||||
loader.unloadRadius = 5;
|
||||
loader.maxLoadsPerFrame = 4;
|
||||
loader.prefetchRadius = 2;
|
||||
}
|
||||
}
|
||||
```
|
||||
158
docs/src/content/docs/en/modules/world-streaming/index.md
Normal file
158
docs/src/content/docs/en/modules/world-streaming/index.md
Normal file
@@ -0,0 +1,158 @@
|
||||
---
|
||||
title: "World Streaming"
|
||||
description: "Chunk-based world streaming for open world games"
|
||||
---
|
||||
|
||||
`@esengine/world-streaming` provides chunk-based world streaming and management for open world games. It handles dynamic loading/unloading of world chunks based on player position.
|
||||
|
||||
## Installation
|
||||
|
||||
```bash
|
||||
npm install @esengine/world-streaming
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Basic Setup
|
||||
|
||||
```typescript
|
||||
import {
|
||||
ChunkManager,
|
||||
ChunkStreamingSystem,
|
||||
StreamingAnchorComponent,
|
||||
ChunkLoaderComponent
|
||||
} from '@esengine/world-streaming';
|
||||
|
||||
// Create chunk manager (512 unit chunks)
|
||||
const chunkManager = new ChunkManager(512);
|
||||
chunkManager.setScene(scene);
|
||||
|
||||
// Add streaming system
|
||||
const streamingSystem = new ChunkStreamingSystem();
|
||||
streamingSystem.setChunkManager(chunkManager);
|
||||
scene.addSystem(streamingSystem);
|
||||
|
||||
// Create loader entity with config
|
||||
const loaderEntity = scene.createEntity('ChunkLoader');
|
||||
const loader = loaderEntity.addComponent(new ChunkLoaderComponent());
|
||||
loader.chunkSize = 512;
|
||||
loader.loadRadius = 2;
|
||||
loader.unloadRadius = 4;
|
||||
|
||||
// Create player as streaming anchor
|
||||
const playerEntity = scene.createEntity('Player');
|
||||
const anchor = playerEntity.addComponent(new StreamingAnchorComponent());
|
||||
|
||||
// Update anchor position each frame
|
||||
function update() {
|
||||
anchor.x = player.position.x;
|
||||
anchor.y = player.position.y;
|
||||
}
|
||||
```
|
||||
|
||||
### Procedural Generation
|
||||
|
||||
```typescript
|
||||
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
|
||||
|
||||
class ProceduralChunkProvider implements IChunkDataProvider {
|
||||
private seed: number;
|
||||
|
||||
constructor(seed: number) {
|
||||
this.seed = seed;
|
||||
}
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
// Use deterministic random based on seed + coord
|
||||
const chunkSeed = this.hashCoord(coord);
|
||||
const rng = this.createRNG(chunkSeed);
|
||||
|
||||
// Generate chunk content
|
||||
const entities = this.generateEntities(coord, rng);
|
||||
|
||||
return {
|
||||
coord,
|
||||
entities,
|
||||
version: 1
|
||||
};
|
||||
}
|
||||
|
||||
async saveChunkData(data: IChunkData): Promise<void> {
|
||||
// Optional: persist modified chunks
|
||||
}
|
||||
|
||||
private hashCoord(coord: IChunkCoord): number {
|
||||
return this.seed ^ (coord.x * 73856093) ^ (coord.y * 19349663);
|
||||
}
|
||||
|
||||
private createRNG(seed: number) {
|
||||
// Simple seeded random
|
||||
return () => {
|
||||
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
|
||||
return seed / 0x7fffffff;
|
||||
};
|
||||
}
|
||||
|
||||
private generateEntities(coord: IChunkCoord, rng: () => number) {
|
||||
// Generate resources, trees, etc.
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
// Use provider
|
||||
chunkManager.setDataProvider(new ProceduralChunkProvider(12345));
|
||||
```
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### Chunk Lifecycle
|
||||
|
||||
```
|
||||
Unloaded → Loading → Loaded → Unloading → Unloaded
|
||||
↓ ↓
|
||||
Failed (on error)
|
||||
```
|
||||
|
||||
### Streaming Anchor
|
||||
|
||||
`StreamingAnchorComponent` marks entities as chunk loading anchors. The system loads chunks around all anchors and unloads chunks outside the combined range.
|
||||
|
||||
```typescript
|
||||
// StreamingAnchorComponent implements IPositionable
|
||||
interface IPositionable {
|
||||
readonly position: { x: number; y: number };
|
||||
}
|
||||
```
|
||||
|
||||
### Configuration
|
||||
|
||||
| Property | Default | Description |
|
||||
|----------|---------|-------------|
|
||||
| `chunkSize` | 512 | Chunk size in world units |
|
||||
| `loadRadius` | 2 | Chunks to load around anchor |
|
||||
| `unloadRadius` | 4 | Chunks to unload beyond this |
|
||||
| `maxLoadsPerFrame` | 2 | Max async loads per frame |
|
||||
| `unloadDelay` | 3000 | MS before unloading |
|
||||
| `bEnablePrefetch` | true | Prefetch in movement direction |
|
||||
|
||||
## Module Setup (Optional)
|
||||
|
||||
For quick setup, use the module helper:
|
||||
|
||||
```typescript
|
||||
import { worldStreamingModule } from '@esengine/world-streaming';
|
||||
|
||||
const chunkManager = worldStreamingModule.setup(
|
||||
scene,
|
||||
services,
|
||||
componentRegistry,
|
||||
{ chunkSize: 256, bEnableCulling: true }
|
||||
);
|
||||
```
|
||||
|
||||
## Documentation
|
||||
|
||||
- [Chunk Manager API](./chunk-manager) - Loading queue, chunk lifecycle
|
||||
- [Streaming System](./streaming-system) - Anchor-based loading
|
||||
- [Serialization](./serialization) - Custom chunk serialization
|
||||
- [Examples](./examples) - Procedural worlds, MMO chunks
|
||||
@@ -0,0 +1,227 @@
|
||||
---
|
||||
title: "Chunk Serialization"
|
||||
description: "Custom serialization for chunk data"
|
||||
---
|
||||
|
||||
The `ChunkSerializer` handles converting between entity data and chunk storage format.
|
||||
|
||||
## Default Serializer
|
||||
|
||||
```typescript
|
||||
import { ChunkSerializer, ChunkManager } from '@esengine/world-streaming';
|
||||
|
||||
const serializer = new ChunkSerializer();
|
||||
const chunkManager = new ChunkManager(512, serializer);
|
||||
```
|
||||
|
||||
## Custom Serializer
|
||||
|
||||
Override `ChunkSerializer` for custom serialization logic:
|
||||
|
||||
```typescript
|
||||
import { ChunkSerializer } from '@esengine/world-streaming';
|
||||
import type { Entity, IScene } from '@esengine/ecs-framework';
|
||||
import type { IChunkCoord, IChunkData, IChunkBounds } from '@esengine/world-streaming';
|
||||
|
||||
class GameChunkSerializer extends ChunkSerializer {
|
||||
/**
|
||||
* Get position from entity
|
||||
* Override to use your position component
|
||||
*/
|
||||
protected getPositionable(entity: Entity) {
|
||||
const transform = entity.getComponent(TransformComponent);
|
||||
if (transform) {
|
||||
return { position: { x: transform.x, y: transform.y } };
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set position on entity after deserialization
|
||||
*/
|
||||
protected setEntityPosition(entity: Entity, x: number, y: number): void {
|
||||
const transform = entity.addComponent(new TransformComponent());
|
||||
transform.x = x;
|
||||
transform.y = y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Serialize components
|
||||
*/
|
||||
protected serializeComponents(entity: Entity): Record<string, unknown> {
|
||||
const data: Record<string, unknown> = {};
|
||||
|
||||
const resource = entity.getComponent(ResourceComponent);
|
||||
if (resource) {
|
||||
data.ResourceComponent = {
|
||||
type: resource.type,
|
||||
amount: resource.amount,
|
||||
maxAmount: resource.maxAmount
|
||||
};
|
||||
}
|
||||
|
||||
const npc = entity.getComponent(NPCComponent);
|
||||
if (npc) {
|
||||
data.NPCComponent = {
|
||||
id: npc.id,
|
||||
state: npc.state
|
||||
};
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* Deserialize components
|
||||
*/
|
||||
protected deserializeComponents(entity: Entity, components: Record<string, unknown>): void {
|
||||
if (components.ResourceComponent) {
|
||||
const data = components.ResourceComponent as any;
|
||||
const resource = entity.addComponent(new ResourceComponent());
|
||||
resource.type = data.type;
|
||||
resource.amount = data.amount;
|
||||
resource.maxAmount = data.maxAmount;
|
||||
}
|
||||
|
||||
if (components.NPCComponent) {
|
||||
const data = components.NPCComponent as any;
|
||||
const npc = entity.addComponent(new NPCComponent());
|
||||
npc.id = data.id;
|
||||
npc.state = data.state;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Filter which components to serialize
|
||||
*/
|
||||
protected shouldSerializeComponent(componentName: string): boolean {
|
||||
const include = ['ResourceComponent', 'NPCComponent', 'BuildingComponent'];
|
||||
return include.includes(componentName);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Chunk Data Format
|
||||
|
||||
```typescript
|
||||
interface IChunkData {
|
||||
coord: IChunkCoord; // Chunk coordinates
|
||||
entities: ISerializedEntity[]; // Entity data
|
||||
version: number; // Data version
|
||||
}
|
||||
|
||||
interface ISerializedEntity {
|
||||
name: string; // Entity name
|
||||
localPosition: { x: number; y: number }; // Position within chunk
|
||||
components: Record<string, unknown>; // Component data
|
||||
}
|
||||
|
||||
interface IChunkCoord {
|
||||
x: number; // Chunk X coordinate
|
||||
y: number; // Chunk Y coordinate
|
||||
}
|
||||
```
|
||||
|
||||
## Data Provider with Serialization
|
||||
|
||||
```typescript
|
||||
class DatabaseChunkProvider implements IChunkDataProvider {
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const key = `chunk_${coord.x}_${coord.y}`;
|
||||
const json = await database.get(key);
|
||||
|
||||
if (!json) return null;
|
||||
return JSON.parse(json) as IChunkData;
|
||||
}
|
||||
|
||||
async saveChunkData(data: IChunkData): Promise<void> {
|
||||
const key = `chunk_${data.coord.x}_${data.coord.y}`;
|
||||
await database.set(key, JSON.stringify(data));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Procedural Generation with Serializer
|
||||
|
||||
```typescript
|
||||
class ProceduralProvider implements IChunkDataProvider {
|
||||
private serializer: GameChunkSerializer;
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const entities = this.generateEntities(coord);
|
||||
|
||||
return {
|
||||
coord,
|
||||
entities,
|
||||
version: 1
|
||||
};
|
||||
}
|
||||
|
||||
private generateEntities(coord: IChunkCoord): ISerializedEntity[] {
|
||||
const entities: ISerializedEntity[] = [];
|
||||
const rng = this.createRNG(coord);
|
||||
|
||||
// Generate trees
|
||||
const treeCount = Math.floor(rng() * 10);
|
||||
for (let i = 0; i < treeCount; i++) {
|
||||
entities.push({
|
||||
name: `Tree_${coord.x}_${coord.y}_${i}`,
|
||||
localPosition: {
|
||||
x: rng() * 512,
|
||||
y: rng() * 512
|
||||
},
|
||||
components: {
|
||||
TreeComponent: { type: 'oak', health: 100 }
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Generate resources
|
||||
if (rng() > 0.7) {
|
||||
entities.push({
|
||||
name: `Resource_${coord.x}_${coord.y}`,
|
||||
localPosition: { x: 256, y: 256 },
|
||||
components: {
|
||||
ResourceComponent: {
|
||||
type: 'iron',
|
||||
amount: 500,
|
||||
maxAmount: 500
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return entities;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Version Migration
|
||||
|
||||
```typescript
|
||||
class VersionedSerializer extends ChunkSerializer {
|
||||
private static readonly CURRENT_VERSION = 2;
|
||||
|
||||
deserialize(data: IChunkData, scene: IScene): Entity[] {
|
||||
// Migrate old data
|
||||
if (data.version < 2) {
|
||||
data = this.migrateV1toV2(data);
|
||||
}
|
||||
|
||||
return super.deserialize(data, scene);
|
||||
}
|
||||
|
||||
private migrateV1toV2(data: IChunkData): IChunkData {
|
||||
// Convert old component format
|
||||
for (const entity of data.entities) {
|
||||
if (entity.components.OldResource) {
|
||||
entity.components.ResourceComponent = entity.components.OldResource;
|
||||
delete entity.components.OldResource;
|
||||
}
|
||||
}
|
||||
|
||||
data.version = 2;
|
||||
return data;
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -0,0 +1,176 @@
|
||||
---
|
||||
title: "Streaming System"
|
||||
description: "ChunkStreamingSystem manages automatic chunk loading based on anchor positions"
|
||||
---
|
||||
|
||||
The `ChunkStreamingSystem` automatically manages chunk loading and unloading based on `StreamingAnchorComponent` positions.
|
||||
|
||||
## Setup
|
||||
|
||||
```typescript
|
||||
import {
|
||||
ChunkManager,
|
||||
ChunkStreamingSystem,
|
||||
ChunkLoaderComponent,
|
||||
StreamingAnchorComponent
|
||||
} from '@esengine/world-streaming';
|
||||
|
||||
// Create and configure chunk manager
|
||||
const chunkManager = new ChunkManager(512);
|
||||
chunkManager.setScene(scene);
|
||||
chunkManager.setDataProvider(myProvider);
|
||||
|
||||
// Create streaming system
|
||||
const streamingSystem = new ChunkStreamingSystem();
|
||||
streamingSystem.setChunkManager(chunkManager);
|
||||
scene.addSystem(streamingSystem);
|
||||
|
||||
// Create loader entity with configuration
|
||||
const loaderEntity = scene.createEntity('ChunkLoader');
|
||||
const loader = loaderEntity.addComponent(new ChunkLoaderComponent());
|
||||
loader.chunkSize = 512;
|
||||
loader.loadRadius = 2;
|
||||
loader.unloadRadius = 4;
|
||||
```
|
||||
|
||||
## Streaming Anchor
|
||||
|
||||
The `StreamingAnchorComponent` marks entities as chunk loading anchors. Chunks are loaded around all anchors.
|
||||
|
||||
```typescript
|
||||
// Create player as streaming anchor
|
||||
const playerEntity = scene.createEntity('Player');
|
||||
const anchor = playerEntity.addComponent(new StreamingAnchorComponent());
|
||||
|
||||
// Update position each frame
|
||||
function update() {
|
||||
anchor.x = player.worldX;
|
||||
anchor.y = player.worldY;
|
||||
}
|
||||
```
|
||||
|
||||
### Anchor Properties
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `x` | number | 0 | World X position |
|
||||
| `y` | number | 0 | World Y position |
|
||||
| `weight` | number | 1.0 | Load radius multiplier |
|
||||
| `bEnablePrefetch` | boolean | true | Enable prefetch for this anchor |
|
||||
|
||||
### Multiple Anchors
|
||||
|
||||
```typescript
|
||||
// Main player - full load radius
|
||||
const playerAnchor = player.addComponent(new StreamingAnchorComponent());
|
||||
playerAnchor.weight = 1.0;
|
||||
|
||||
// Camera preview - smaller radius
|
||||
const cameraAnchor = camera.addComponent(new StreamingAnchorComponent());
|
||||
cameraAnchor.weight = 0.5; // Half the load radius
|
||||
cameraAnchor.bEnablePrefetch = false;
|
||||
```
|
||||
|
||||
## Loader Configuration
|
||||
|
||||
The `ChunkLoaderComponent` configures streaming behavior.
|
||||
|
||||
```typescript
|
||||
const loader = entity.addComponent(new ChunkLoaderComponent());
|
||||
|
||||
// Chunk dimensions
|
||||
loader.chunkSize = 512; // World units per chunk
|
||||
|
||||
// Loading radius
|
||||
loader.loadRadius = 2; // Load chunks within 2 chunks of anchor
|
||||
loader.unloadRadius = 4; // Unload beyond 4 chunks
|
||||
|
||||
// Performance tuning
|
||||
loader.maxLoadsPerFrame = 2; // Max async loads per frame
|
||||
loader.maxUnloadsPerFrame = 1; // Max unloads per frame
|
||||
loader.unloadDelay = 3000; // MS before unloading
|
||||
|
||||
// Prefetch
|
||||
loader.bEnablePrefetch = true; // Enable movement-based prefetch
|
||||
loader.prefetchRadius = 1; // Extra chunks to prefetch
|
||||
```
|
||||
|
||||
### Coordinate Helpers
|
||||
|
||||
```typescript
|
||||
// Convert world position to chunk coordinates
|
||||
const coord = loader.worldToChunk(1500, 2300);
|
||||
|
||||
// Get chunk bounds
|
||||
const bounds = loader.getChunkBounds(coord);
|
||||
```
|
||||
|
||||
## Prefetch System
|
||||
|
||||
When enabled, the system prefetches chunks in the movement direction:
|
||||
|
||||
```
|
||||
Movement Direction →
|
||||
|
||||
[ ][ ][ ] [ ][P][P] P = Prefetch
|
||||
[L][L][L] → [L][L][L] L = Loaded
|
||||
[ ][ ][ ] [ ][ ][ ]
|
||||
```
|
||||
|
||||
```typescript
|
||||
// Enable prefetch
|
||||
loader.bEnablePrefetch = true;
|
||||
loader.prefetchRadius = 2; // Prefetch 2 chunks ahead
|
||||
|
||||
// Per-anchor prefetch control
|
||||
anchor.bEnablePrefetch = true; // Enable for main player
|
||||
cameraAnchor.bEnablePrefetch = false; // Disable for camera
|
||||
```
|
||||
|
||||
## System Processing
|
||||
|
||||
The system runs each frame and:
|
||||
|
||||
1. Updates anchor velocities
|
||||
2. Requests loads for chunks in range
|
||||
3. Cancels unloads for chunks back in range
|
||||
4. Requests unloads for chunks outside range
|
||||
5. Processes load/unload queues
|
||||
|
||||
```typescript
|
||||
// Access the chunk manager from system
|
||||
const system = scene.getSystem(ChunkStreamingSystem);
|
||||
const manager = system?.chunkManager;
|
||||
|
||||
if (manager) {
|
||||
console.log('Loaded:', manager.loadedChunkCount);
|
||||
}
|
||||
```
|
||||
|
||||
## Priority-Based Loading
|
||||
|
||||
Chunks are loaded with priority based on distance:
|
||||
|
||||
| Distance | Priority | Description |
|
||||
|----------|----------|-------------|
|
||||
| 0 | Immediate | Player's current chunk |
|
||||
| 1 | High | Adjacent chunks |
|
||||
| 2-4 | Normal | Nearby chunks |
|
||||
| 5+ | Low | Distant chunks |
|
||||
| Prefetch | Prefetch | Movement direction |
|
||||
|
||||
## Events
|
||||
|
||||
```typescript
|
||||
chunkManager.setEvents({
|
||||
onChunkLoaded: (coord, entities) => {
|
||||
// Chunk ready - spawn NPCs, enable collision
|
||||
for (const entity of entities) {
|
||||
entity.getComponent(ColliderComponent)?.enable();
|
||||
}
|
||||
},
|
||||
onChunkUnloaded: (coord) => {
|
||||
// Cleanup - save state, release resources
|
||||
}
|
||||
});
|
||||
```
|
||||
@@ -28,6 +28,7 @@ ESEngine 提供了丰富的功能模块,可以按需引入到你的项目中
|
||||
|------|------|------|
|
||||
| [可视化脚本](/modules/blueprint/) | `@esengine/blueprint` | 蓝图可视化脚本系统 |
|
||||
| [程序化生成](/modules/procgen/) | `@esengine/procgen` | 噪声函数、随机工具 |
|
||||
| [世界流式加载](/modules/world-streaming/) | `@esengine/world-streaming` | 开放世界区块流式加载 |
|
||||
|
||||
### 网络模块
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
```
|
||||
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);
|
||||
}
|
||||
```
|
||||
251
docs/src/content/docs/modules/rpc/client.md
Normal file
251
docs/src/content/docs/modules/rpc/client.md
Normal file
@@ -0,0 +1,251 @@
|
||||
---
|
||||
title: "RPC 客户端 API"
|
||||
description: "RpcClient 连接 RPC 服务器"
|
||||
---
|
||||
|
||||
`RpcClient` 类提供类型安全的 WebSocket 客户端,用于 RPC 通信。
|
||||
|
||||
## 基础用法
|
||||
|
||||
```typescript
|
||||
import { RpcClient } from '@esengine/rpc/client';
|
||||
import { gameProtocol } from './protocol';
|
||||
|
||||
const client = new RpcClient(gameProtocol, 'ws://localhost:3000', {
|
||||
onConnect: () => console.log('已连接'),
|
||||
onDisconnect: (reason) => console.log('已断开:', reason),
|
||||
onError: (error) => console.error('错误:', error),
|
||||
});
|
||||
|
||||
await client.connect();
|
||||
```
|
||||
|
||||
## 构造选项
|
||||
|
||||
```typescript
|
||||
interface RpcClientOptions {
|
||||
// 序列化编解码器(默认: json())
|
||||
codec?: Codec;
|
||||
|
||||
// API 调用超时,毫秒(默认: 30000)
|
||||
timeout?: number;
|
||||
|
||||
// 断开后自动重连(默认: true)
|
||||
autoReconnect?: boolean;
|
||||
|
||||
// 重连间隔,毫秒(默认: 3000)
|
||||
reconnectInterval?: number;
|
||||
|
||||
// 自定义 WebSocket 工厂(用于微信小游戏等)
|
||||
webSocketFactory?: (url: string) => WebSocketAdapter;
|
||||
|
||||
// 回调函数
|
||||
onConnect?: () => void;
|
||||
onDisconnect?: (reason?: string) => void;
|
||||
onError?: (error: Error) => void;
|
||||
}
|
||||
```
|
||||
|
||||
## 连接管理
|
||||
|
||||
### 连接
|
||||
|
||||
```typescript
|
||||
// connect 返回 Promise
|
||||
await client.connect();
|
||||
|
||||
// 或链式调用
|
||||
client.connect().then(() => {
|
||||
console.log('已就绪');
|
||||
});
|
||||
```
|
||||
|
||||
### 检查状态
|
||||
|
||||
```typescript
|
||||
// 连接状态: 'connecting' | 'open' | 'closing' | 'closed'
|
||||
console.log(client.status);
|
||||
|
||||
// 便捷布尔值
|
||||
if (client.isConnected) {
|
||||
// 可以安全调用 API
|
||||
}
|
||||
```
|
||||
|
||||
### 断开连接
|
||||
|
||||
```typescript
|
||||
// 手动断开(禁用自动重连)
|
||||
client.disconnect();
|
||||
```
|
||||
|
||||
## 调用 API
|
||||
|
||||
API 使用请求-响应模式,完全类型安全:
|
||||
|
||||
```typescript
|
||||
// 定义协议
|
||||
const protocol = rpc.define({
|
||||
api: {
|
||||
login: rpc.api<{ username: string }, { userId: string; token: string }>(),
|
||||
getProfile: rpc.api<{ userId: string }, { name: string; level: number }>(),
|
||||
},
|
||||
msg: {}
|
||||
});
|
||||
|
||||
// 调用时类型自动推断
|
||||
const { userId, token } = await client.call('login', { username: 'player1' });
|
||||
const profile = await client.call('getProfile', { userId });
|
||||
```
|
||||
|
||||
### 错误处理
|
||||
|
||||
```typescript
|
||||
import { RpcError, ErrorCode } from '@esengine/rpc/client';
|
||||
|
||||
try {
|
||||
await client.call('login', { username: 'player1' });
|
||||
} catch (error) {
|
||||
if (error instanceof RpcError) {
|
||||
switch (error.code) {
|
||||
case ErrorCode.TIMEOUT:
|
||||
console.log('请求超时');
|
||||
break;
|
||||
case ErrorCode.CONNECTION_CLOSED:
|
||||
console.log('未连接');
|
||||
break;
|
||||
case ErrorCode.NOT_FOUND:
|
||||
console.log('API 不存在');
|
||||
break;
|
||||
default:
|
||||
console.log('服务器错误:', error.message);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 发送消息
|
||||
|
||||
消息是发送即忘模式(无响应):
|
||||
|
||||
```typescript
|
||||
// 向服务器发送消息
|
||||
client.send('playerMove', { x: 100, y: 200 });
|
||||
client.send('chat', { text: 'Hello!' });
|
||||
```
|
||||
|
||||
## 接收消息
|
||||
|
||||
监听服务器推送的消息:
|
||||
|
||||
```typescript
|
||||
// 订阅消息
|
||||
client.on('newMessage', (data) => {
|
||||
console.log(`${data.from}: ${data.text}`);
|
||||
});
|
||||
|
||||
client.on('playerJoined', (data) => {
|
||||
console.log(`${data.name} 加入游戏`);
|
||||
});
|
||||
|
||||
// 取消特定处理器
|
||||
const handler = (data) => console.log(data);
|
||||
client.on('event', handler);
|
||||
client.off('event', handler);
|
||||
|
||||
// 取消某消息的所有处理器
|
||||
client.off('event');
|
||||
|
||||
// 一次性监听
|
||||
client.once('gameStart', (data) => {
|
||||
console.log('游戏开始!');
|
||||
});
|
||||
```
|
||||
|
||||
## 自定义 WebSocket(平台适配器)
|
||||
|
||||
用于微信小游戏等平台:
|
||||
|
||||
```typescript
|
||||
// 微信小游戏适配器
|
||||
const wxWebSocketFactory = (url: string) => {
|
||||
const ws = wx.connectSocket({ url });
|
||||
|
||||
return {
|
||||
get readyState() { return ws.readyState; },
|
||||
send: (data) => ws.send({ data }),
|
||||
close: (code, reason) => ws.close({ code, reason }),
|
||||
set onopen(fn) { ws.onOpen(fn); },
|
||||
set onclose(fn) { ws.onClose((e) => fn({ code: e.code, reason: e.reason })); },
|
||||
set onerror(fn) { ws.onError(fn); },
|
||||
set onmessage(fn) { ws.onMessage((e) => fn({ data: e.data })); },
|
||||
};
|
||||
};
|
||||
|
||||
const client = new RpcClient(protocol, 'wss://game.example.com', {
|
||||
webSocketFactory: wxWebSocketFactory,
|
||||
});
|
||||
```
|
||||
|
||||
## 便捷函数
|
||||
|
||||
```typescript
|
||||
import { connect } from '@esengine/rpc/client';
|
||||
|
||||
// 一次调用完成连接
|
||||
const client = await connect(protocol, 'ws://localhost:3000', {
|
||||
onConnect: () => console.log('已连接'),
|
||||
});
|
||||
|
||||
const result = await client.call('join', { name: 'Alice' });
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
```typescript
|
||||
import { RpcClient } from '@esengine/rpc/client';
|
||||
import { gameProtocol } from './protocol';
|
||||
|
||||
class GameClient {
|
||||
private client: RpcClient<typeof gameProtocol>;
|
||||
private userId: string | null = null;
|
||||
|
||||
constructor() {
|
||||
this.client = new RpcClient(gameProtocol, 'ws://localhost:3000', {
|
||||
onConnect: () => this.onConnected(),
|
||||
onDisconnect: () => this.onDisconnected(),
|
||||
onError: (e) => console.error('RPC 错误:', e),
|
||||
});
|
||||
|
||||
// 设置消息处理器
|
||||
this.client.on('gameState', (state) => this.updateState(state));
|
||||
this.client.on('playerJoined', (p) => this.addPlayer(p));
|
||||
this.client.on('playerLeft', (p) => this.removePlayer(p));
|
||||
}
|
||||
|
||||
async connect() {
|
||||
await this.client.connect();
|
||||
}
|
||||
|
||||
private async onConnected() {
|
||||
const { userId, token } = await this.client.call('login', {
|
||||
username: localStorage.getItem('username') || 'Guest',
|
||||
});
|
||||
this.userId = userId;
|
||||
console.log('登录为', userId);
|
||||
}
|
||||
|
||||
private onDisconnected() {
|
||||
console.log('已断开,将自动重连...');
|
||||
}
|
||||
|
||||
async move(x: number, y: number) {
|
||||
if (!this.client.isConnected) return;
|
||||
this.client.send('move', { x, y });
|
||||
}
|
||||
|
||||
async chat(text: string) {
|
||||
await this.client.call('sendChat', { text });
|
||||
}
|
||||
}
|
||||
```
|
||||
160
docs/src/content/docs/modules/rpc/codec.md
Normal file
160
docs/src/content/docs/modules/rpc/codec.md
Normal file
@@ -0,0 +1,160 @@
|
||||
---
|
||||
title: "RPC 编解码器"
|
||||
description: "RPC 通信的序列化编解码器"
|
||||
---
|
||||
|
||||
编解码器负责 RPC 消息的序列化和反序列化。内置两种编解码器。
|
||||
|
||||
## 内置编解码器
|
||||
|
||||
### JSON 编解码器(默认)
|
||||
|
||||
人类可读,兼容性好:
|
||||
|
||||
```typescript
|
||||
import { json } from '@esengine/rpc/codec';
|
||||
|
||||
const client = new RpcClient(protocol, url, {
|
||||
codec: json(),
|
||||
});
|
||||
```
|
||||
|
||||
**优点:**
|
||||
- 人类可读(方便调试)
|
||||
- 无额外依赖
|
||||
- 浏览器普遍支持
|
||||
|
||||
**缺点:**
|
||||
- 消息体积较大
|
||||
- 序列化速度较慢
|
||||
|
||||
### MessagePack 编解码器
|
||||
|
||||
二进制格式,更高效:
|
||||
|
||||
```typescript
|
||||
import { msgpack } from '@esengine/rpc/codec';
|
||||
|
||||
const client = new RpcClient(protocol, url, {
|
||||
codec: msgpack(),
|
||||
});
|
||||
```
|
||||
|
||||
**优点:**
|
||||
- 消息体积更小(约小30-50%)
|
||||
- 序列化速度更快
|
||||
- 原生支持二进制数据
|
||||
|
||||
**缺点:**
|
||||
- 不可读
|
||||
- 需要 msgpack 库
|
||||
|
||||
## 编解码器接口
|
||||
|
||||
```typescript
|
||||
interface Codec {
|
||||
/**
|
||||
* 将数据包编码为传输格式
|
||||
*/
|
||||
encode(packet: unknown): string | Uint8Array;
|
||||
|
||||
/**
|
||||
* 将传输格式解码为数据包
|
||||
*/
|
||||
decode(data: string | Uint8Array): unknown;
|
||||
}
|
||||
```
|
||||
|
||||
## 自定义编解码器
|
||||
|
||||
为特殊需求创建自己的编解码器:
|
||||
|
||||
```typescript
|
||||
import type { Codec } from '@esengine/rpc/codec';
|
||||
|
||||
// 示例:压缩 JSON 编解码器
|
||||
const compressedJson: () => Codec = () => ({
|
||||
encode(packet: unknown): Uint8Array {
|
||||
const json = JSON.stringify(packet);
|
||||
return compress(new TextEncoder().encode(json));
|
||||
},
|
||||
|
||||
decode(data: string | Uint8Array): unknown {
|
||||
const bytes = typeof data === 'string'
|
||||
? new TextEncoder().encode(data)
|
||||
: data;
|
||||
const decompressed = decompress(bytes);
|
||||
return JSON.parse(new TextDecoder().decode(decompressed));
|
||||
},
|
||||
});
|
||||
|
||||
// 使用自定义编解码器
|
||||
const client = new RpcClient(protocol, url, {
|
||||
codec: compressedJson(),
|
||||
});
|
||||
```
|
||||
|
||||
## Protocol Buffers 编解码器
|
||||
|
||||
对于生产级游戏,考虑使用 Protocol Buffers:
|
||||
|
||||
```typescript
|
||||
import type { Codec } from '@esengine/rpc/codec';
|
||||
|
||||
const protobuf = (schema: ProtobufSchema): Codec => ({
|
||||
encode(packet: unknown): Uint8Array {
|
||||
return schema.Packet.encode(packet).finish();
|
||||
},
|
||||
|
||||
decode(data: string | Uint8Array): unknown {
|
||||
const bytes = typeof data === 'string'
|
||||
? new TextEncoder().encode(data)
|
||||
: data;
|
||||
return schema.Packet.decode(bytes);
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## 客户端与服务器匹配
|
||||
|
||||
客户端和服务器必须使用相同的编解码器:
|
||||
|
||||
```typescript
|
||||
// shared/codec.ts
|
||||
import { msgpack } from '@esengine/rpc/codec';
|
||||
export const gameCodec = msgpack();
|
||||
|
||||
// client.ts
|
||||
import { gameCodec } from './shared/codec';
|
||||
const client = new RpcClient(protocol, url, { codec: gameCodec });
|
||||
|
||||
// server.ts
|
||||
import { gameCodec } from './shared/codec';
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
codec: gameCodec,
|
||||
api: { /* ... */ },
|
||||
});
|
||||
```
|
||||
|
||||
## 性能对比
|
||||
|
||||
| 编解码器 | 编码速度 | 解码速度 | 体积 |
|
||||
|----------|----------|----------|------|
|
||||
| JSON | 中等 | 中等 | 大 |
|
||||
| MessagePack | 快 | 快 | 小 |
|
||||
| Protobuf | 最快 | 最快 | 最小 |
|
||||
|
||||
对于大多数游戏,MessagePack 提供了良好的平衡。对于高性能需求使用 Protobuf。
|
||||
|
||||
## 文本编码工具
|
||||
|
||||
为自定义编解码器提供工具函数:
|
||||
|
||||
```typescript
|
||||
import { textEncode, textDecode } from '@esengine/rpc/codec';
|
||||
|
||||
// 在所有平台上工作(浏览器、Node.js、微信)
|
||||
const bytes = textEncode('Hello'); // Uint8Array
|
||||
const text = textDecode(bytes); // 'Hello'
|
||||
```
|
||||
350
docs/src/content/docs/modules/rpc/server.md
Normal file
350
docs/src/content/docs/modules/rpc/server.md
Normal file
@@ -0,0 +1,350 @@
|
||||
---
|
||||
title: "RPC 服务器 API"
|
||||
description: "RpcServer 处理客户端连接"
|
||||
---
|
||||
|
||||
`serve` 函数创建类型安全的 RPC 服务器,处理客户端连接和 API 调用。
|
||||
|
||||
## 基础用法
|
||||
|
||||
```typescript
|
||||
import { serve } from '@esengine/rpc/server';
|
||||
import { gameProtocol } from './protocol';
|
||||
|
||||
const server = serve(gameProtocol, {
|
||||
port: 3000,
|
||||
api: {
|
||||
login: async (input, conn) => {
|
||||
console.log(`${input.username} 从 ${conn.ip} 连接`);
|
||||
return { userId: conn.id, token: generateToken() };
|
||||
},
|
||||
sendChat: async (input, conn) => {
|
||||
server.broadcast('newMessage', {
|
||||
from: conn.id,
|
||||
text: input.text,
|
||||
time: Date.now(),
|
||||
});
|
||||
return { success: true };
|
||||
},
|
||||
},
|
||||
onStart: (port) => console.log(`服务器启动于端口 ${port}`),
|
||||
});
|
||||
|
||||
await server.start();
|
||||
```
|
||||
|
||||
## 服务器选项
|
||||
|
||||
```typescript
|
||||
interface ServeOptions<P, TConnData> {
|
||||
// 必需
|
||||
port: number;
|
||||
api: ApiHandlers<P, TConnData>;
|
||||
|
||||
// 可选
|
||||
msg?: MsgHandlers<P, TConnData>;
|
||||
codec?: Codec;
|
||||
createConnData?: () => TConnData;
|
||||
|
||||
// 回调
|
||||
onConnect?: (conn: Connection<TConnData>) => void | Promise<void>;
|
||||
onDisconnect?: (conn: Connection<TConnData>, reason?: string) => void | Promise<void>;
|
||||
onError?: (error: Error, conn?: Connection<TConnData>) => void;
|
||||
onStart?: (port: number) => void;
|
||||
}
|
||||
```
|
||||
|
||||
## API 处理器
|
||||
|
||||
每个 API 处理器接收输入和连接上下文:
|
||||
|
||||
```typescript
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
api: {
|
||||
// 同步处理器
|
||||
ping: (input, conn) => {
|
||||
return { pong: true, time: Date.now() };
|
||||
},
|
||||
|
||||
// 异步处理器
|
||||
getProfile: async (input, conn) => {
|
||||
const user = await database.findUser(input.userId);
|
||||
return { name: user.name, level: user.level };
|
||||
},
|
||||
|
||||
// 访问连接上下文
|
||||
getMyInfo: (input, conn) => {
|
||||
return {
|
||||
connectionId: conn.id,
|
||||
ip: conn.ip,
|
||||
data: conn.data,
|
||||
};
|
||||
},
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
### 抛出错误
|
||||
|
||||
```typescript
|
||||
import { RpcError, ErrorCode } from '@esengine/rpc/server';
|
||||
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
api: {
|
||||
login: async (input, conn) => {
|
||||
const user = await database.findUser(input.username);
|
||||
|
||||
if (!user) {
|
||||
throw new RpcError(ErrorCode.NOT_FOUND, '用户不存在');
|
||||
}
|
||||
|
||||
if (!await verifyPassword(input.password, user.hash)) {
|
||||
throw new RpcError('AUTH_FAILED', '密码错误');
|
||||
}
|
||||
|
||||
return { userId: user.id, token: generateToken() };
|
||||
},
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## 消息处理器
|
||||
|
||||
处理客户端发送的消息:
|
||||
|
||||
```typescript
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
api: { /* ... */ },
|
||||
msg: {
|
||||
playerMove: (data, conn) => {
|
||||
// 更新玩家位置
|
||||
const player = players.get(conn.id);
|
||||
if (player) {
|
||||
player.x = data.x;
|
||||
player.y = data.y;
|
||||
}
|
||||
|
||||
// 广播给其他玩家
|
||||
server.broadcast('playerMoved', {
|
||||
playerId: conn.id,
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
}, { exclude: conn });
|
||||
},
|
||||
|
||||
chat: async (data, conn) => {
|
||||
// 异步处理器也可以
|
||||
await logChat(conn.id, data.text);
|
||||
},
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## 连接上下文
|
||||
|
||||
`Connection` 对象提供客户端信息:
|
||||
|
||||
```typescript
|
||||
interface Connection<TData> {
|
||||
// 唯一连接 ID
|
||||
readonly id: string;
|
||||
|
||||
// 客户端 IP 地址
|
||||
readonly ip: string;
|
||||
|
||||
// 连接状态
|
||||
readonly isOpen: boolean;
|
||||
|
||||
// 附加到此连接的自定义数据
|
||||
data: TData;
|
||||
|
||||
// 关闭连接
|
||||
close(reason?: string): void;
|
||||
}
|
||||
```
|
||||
|
||||
### 自定义连接数据
|
||||
|
||||
存储每连接的状态:
|
||||
|
||||
```typescript
|
||||
interface PlayerData {
|
||||
playerId: string;
|
||||
username: string;
|
||||
room: string | null;
|
||||
}
|
||||
|
||||
const server = serve(protocol, {
|
||||
port: 3000,
|
||||
createConnData: () => ({
|
||||
playerId: '',
|
||||
username: '',
|
||||
room: null,
|
||||
} as PlayerData),
|
||||
api: {
|
||||
login: async (input, conn) => {
|
||||
// 在连接上存储数据
|
||||
conn.data.playerId = generateId();
|
||||
conn.data.username = input.username;
|
||||
return { playerId: conn.data.playerId };
|
||||
},
|
||||
joinRoom: async (input, conn) => {
|
||||
conn.data.room = input.roomId;
|
||||
return { success: true };
|
||||
},
|
||||
},
|
||||
onDisconnect: (conn) => {
|
||||
console.log(`${conn.data.username} 离开房间 ${conn.data.room}`);
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## 发送消息
|
||||
|
||||
### 发送给单个连接
|
||||
|
||||
```typescript
|
||||
server.send(conn, 'notification', { text: 'Hello!' });
|
||||
```
|
||||
|
||||
### 广播给所有人
|
||||
|
||||
```typescript
|
||||
// 给所有人
|
||||
server.broadcast('announcement', { text: '服务器将在5分钟后重启' });
|
||||
|
||||
// 排除发送者
|
||||
server.broadcast('playerMoved', { id: conn.id, x, y }, { exclude: conn });
|
||||
|
||||
// 排除多个
|
||||
server.broadcast('gameEvent', data, { exclude: [conn1, conn2] });
|
||||
```
|
||||
|
||||
### 发送给特定群组
|
||||
|
||||
```typescript
|
||||
// 自定义广播
|
||||
function broadcastToRoom(roomId: string, name: string, data: any) {
|
||||
for (const conn of server.connections) {
|
||||
if (conn.data.room === roomId) {
|
||||
server.send(conn, name, data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
broadcastToRoom('room1', 'roomMessage', { text: '房间内消息!' });
|
||||
```
|
||||
|
||||
## 服务器生命周期
|
||||
|
||||
```typescript
|
||||
const server = serve(protocol, { /* ... */ });
|
||||
|
||||
// 启动
|
||||
await server.start();
|
||||
console.log('服务器运行中');
|
||||
|
||||
// 访问连接列表
|
||||
console.log(`${server.connections.length} 个客户端已连接`);
|
||||
|
||||
// 停止(关闭所有连接)
|
||||
await server.stop();
|
||||
console.log('服务器已停止');
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
```typescript
|
||||
import { serve, RpcError } from '@esengine/rpc/server';
|
||||
import { gameProtocol } from './protocol';
|
||||
|
||||
interface PlayerData {
|
||||
id: string;
|
||||
name: string;
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
const players = new Map<string, PlayerData>();
|
||||
|
||||
const server = serve(gameProtocol, {
|
||||
port: 3000,
|
||||
createConnData: () => ({ id: '', name: '', x: 0, y: 0 }),
|
||||
|
||||
api: {
|
||||
join: async (input, conn) => {
|
||||
const player: PlayerData = {
|
||||
id: conn.id,
|
||||
name: input.name,
|
||||
x: 0,
|
||||
y: 0,
|
||||
};
|
||||
players.set(conn.id, player);
|
||||
conn.data = player;
|
||||
|
||||
// 通知其他玩家
|
||||
server.broadcast('playerJoined', {
|
||||
id: player.id,
|
||||
name: player.name,
|
||||
}, { exclude: conn });
|
||||
|
||||
// 发送当前状态给新玩家
|
||||
return {
|
||||
playerId: player.id,
|
||||
players: Array.from(players.values()),
|
||||
};
|
||||
},
|
||||
|
||||
chat: async (input, conn) => {
|
||||
server.broadcast('chatMessage', {
|
||||
from: conn.data.name,
|
||||
text: input.text,
|
||||
time: Date.now(),
|
||||
});
|
||||
return { sent: true };
|
||||
},
|
||||
},
|
||||
|
||||
msg: {
|
||||
move: (data, conn) => {
|
||||
const player = players.get(conn.id);
|
||||
if (player) {
|
||||
player.x = data.x;
|
||||
player.y = data.y;
|
||||
|
||||
server.broadcast('playerMoved', {
|
||||
id: conn.id,
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
}, { exclude: conn });
|
||||
}
|
||||
},
|
||||
},
|
||||
|
||||
onConnect: (conn) => {
|
||||
console.log(`客户端已连接: ${conn.id} 来自 ${conn.ip}`);
|
||||
},
|
||||
|
||||
onDisconnect: (conn) => {
|
||||
const player = players.get(conn.id);
|
||||
if (player) {
|
||||
players.delete(conn.id);
|
||||
server.broadcast('playerLeft', { id: conn.id });
|
||||
console.log(`${player.name} 已断开`);
|
||||
}
|
||||
},
|
||||
|
||||
onError: (error, conn) => {
|
||||
console.error(`来自 ${conn?.id} 的错误:`, error);
|
||||
},
|
||||
|
||||
onStart: (port) => {
|
||||
console.log(`游戏服务器运行于 ws://localhost:${port}`);
|
||||
},
|
||||
});
|
||||
|
||||
server.start();
|
||||
```
|
||||
167
docs/src/content/docs/modules/world-streaming/chunk-manager.md
Normal file
167
docs/src/content/docs/modules/world-streaming/chunk-manager.md
Normal file
@@ -0,0 +1,167 @@
|
||||
---
|
||||
title: "区块管理器 API"
|
||||
description: "ChunkManager 负责区块生命周期、加载队列和空间查询"
|
||||
---
|
||||
|
||||
`ChunkManager` 是管理区块生命周期的核心服务,包括加载、卸载和空间查询。
|
||||
|
||||
## 基础用法
|
||||
|
||||
```typescript
|
||||
import { ChunkManager } from '@esengine/world-streaming';
|
||||
|
||||
// 创建 512 单位大小的区块管理器
|
||||
const chunkManager = new ChunkManager(512);
|
||||
chunkManager.setScene(scene);
|
||||
|
||||
// 设置数据提供器
|
||||
chunkManager.setDataProvider(myProvider);
|
||||
|
||||
// 设置事件回调
|
||||
chunkManager.setEvents({
|
||||
onChunkLoaded: (coord, entities) => {
|
||||
console.log(`区块 (${coord.x}, ${coord.y}) 已加载,包含 ${entities.length} 个实体`);
|
||||
},
|
||||
onChunkUnloaded: (coord) => {
|
||||
console.log(`区块 (${coord.x}, ${coord.y}) 已卸载`);
|
||||
},
|
||||
onChunkLoadFailed: (coord, error) => {
|
||||
console.error(`加载区块 (${coord.x}, ${coord.y}) 失败:`, error);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
## 加载与卸载
|
||||
|
||||
### 请求加载
|
||||
|
||||
```typescript
|
||||
import { EChunkPriority } from '@esengine/world-streaming';
|
||||
|
||||
// 按优先级请求加载
|
||||
chunkManager.requestLoad({ x: 0, y: 0 }, EChunkPriority.Immediate);
|
||||
chunkManager.requestLoad({ x: 1, y: 0 }, EChunkPriority.High);
|
||||
chunkManager.requestLoad({ x: 2, y: 0 }, EChunkPriority.Normal);
|
||||
chunkManager.requestLoad({ x: 3, y: 0 }, EChunkPriority.Low);
|
||||
chunkManager.requestLoad({ x: 4, y: 0 }, EChunkPriority.Prefetch);
|
||||
```
|
||||
|
||||
### 优先级说明
|
||||
|
||||
| 优先级 | 值 | 说明 |
|
||||
|--------|------|------|
|
||||
| `Immediate` | 0 | 当前区块(玩家所在) |
|
||||
| `High` | 1 | 相邻区块 |
|
||||
| `Normal` | 2 | 附近区块 |
|
||||
| `Low` | 3 | 远处可见区块 |
|
||||
| `Prefetch` | 4 | 移动方向预加载 |
|
||||
|
||||
### 请求卸载
|
||||
|
||||
```typescript
|
||||
// 请求卸载,延迟 3 秒
|
||||
chunkManager.requestUnload({ x: 5, y: 5 }, 3000);
|
||||
|
||||
// 取消待卸载请求(玩家返回了)
|
||||
chunkManager.cancelUnload({ x: 5, y: 5 });
|
||||
```
|
||||
|
||||
### 处理队列
|
||||
|
||||
```typescript
|
||||
// 在更新循环或系统中
|
||||
await chunkManager.processLoads(2); // 每帧最多加载 2 个区块
|
||||
chunkManager.processUnloads(1); // 每帧最多卸载 1 个区块
|
||||
```
|
||||
|
||||
## 空间查询
|
||||
|
||||
### 坐标转换
|
||||
|
||||
```typescript
|
||||
// 世界坐标转区块坐标
|
||||
const coord = chunkManager.worldToChunk(1500, 2300);
|
||||
// 结果: { x: 2, y: 4 }(512单位区块)
|
||||
|
||||
// 获取区块世界边界
|
||||
const bounds = chunkManager.getChunkBounds({ x: 2, y: 4 });
|
||||
// 结果: { minX: 1024, minY: 2048, maxX: 1536, maxY: 2560 }
|
||||
```
|
||||
|
||||
### 区块查询
|
||||
|
||||
```typescript
|
||||
// 检查区块是否已加载
|
||||
if (chunkManager.isChunkLoaded({ x: 0, y: 0 })) {
|
||||
const chunk = chunkManager.getChunk({ x: 0, y: 0 });
|
||||
console.log('实体数量:', chunk.entities.length);
|
||||
}
|
||||
|
||||
// 获取半径内未加载的区块
|
||||
const missing = chunkManager.getMissingChunks({ x: 0, y: 0 }, 2);
|
||||
for (const coord of missing) {
|
||||
chunkManager.requestLoad(coord);
|
||||
}
|
||||
|
||||
// 获取超出范围的区块(用于卸载)
|
||||
const outside = chunkManager.getChunksOutsideRadius({ x: 0, y: 0 }, 4);
|
||||
for (const coord of outside) {
|
||||
chunkManager.requestUnload(coord, 3000);
|
||||
}
|
||||
|
||||
// 遍历所有已加载区块
|
||||
chunkManager.forEachChunk((info, coord) => {
|
||||
console.log(`区块 (${coord.x}, ${coord.y}): ${info.state}`);
|
||||
});
|
||||
```
|
||||
|
||||
## 统计信息
|
||||
|
||||
```typescript
|
||||
console.log('已加载区块:', chunkManager.loadedChunkCount);
|
||||
console.log('待加载:', chunkManager.pendingLoadCount);
|
||||
console.log('待卸载:', chunkManager.pendingUnloadCount);
|
||||
console.log('区块大小:', chunkManager.chunkSize);
|
||||
```
|
||||
|
||||
## 区块状态
|
||||
|
||||
```typescript
|
||||
import { EChunkState } from '@esengine/world-streaming';
|
||||
|
||||
// 区块生命周期状态
|
||||
EChunkState.Unloaded // 未加载
|
||||
EChunkState.Loading // 加载中
|
||||
EChunkState.Loaded // 已加载
|
||||
EChunkState.Unloading // 卸载中
|
||||
EChunkState.Failed // 加载失败
|
||||
```
|
||||
|
||||
## 数据提供器接口
|
||||
|
||||
```typescript
|
||||
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
|
||||
|
||||
class MyChunkProvider implements IChunkDataProvider {
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
// 从数据库、文件或程序化生成加载
|
||||
const data = await fetchChunkFromServer(coord);
|
||||
return data;
|
||||
}
|
||||
|
||||
async saveChunkData(data: IChunkData): Promise<void> {
|
||||
// 保存修改过的区块
|
||||
await saveChunkToServer(data);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 清理
|
||||
|
||||
```typescript
|
||||
// 卸载所有区块
|
||||
chunkManager.clear();
|
||||
|
||||
// 完全释放(实现 IService 接口)
|
||||
chunkManager.dispose();
|
||||
```
|
||||
330
docs/src/content/docs/modules/world-streaming/examples.md
Normal file
330
docs/src/content/docs/modules/world-streaming/examples.md
Normal file
@@ -0,0 +1,330 @@
|
||||
---
|
||||
title: "示例"
|
||||
description: "世界流式加载实践示例"
|
||||
---
|
||||
|
||||
## 无限程序化世界
|
||||
|
||||
无限大世界的程序化资源生成示例。
|
||||
|
||||
```typescript
|
||||
import {
|
||||
ChunkManager,
|
||||
ChunkStreamingSystem,
|
||||
ChunkLoaderComponent,
|
||||
StreamingAnchorComponent
|
||||
} from '@esengine/world-streaming';
|
||||
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
|
||||
|
||||
// 程序化世界生成器
|
||||
class WorldGenerator implements IChunkDataProvider {
|
||||
private seed: number;
|
||||
private nextEntityId = 1;
|
||||
|
||||
constructor(seed: number = 12345) {
|
||||
this.seed = seed;
|
||||
}
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const rng = this.createChunkRNG(coord);
|
||||
const entities = [];
|
||||
|
||||
// 每区块生成 5-15 个资源
|
||||
const resourceCount = 5 + Math.floor(rng() * 10);
|
||||
|
||||
for (let i = 0; i < resourceCount; i++) {
|
||||
const type = this.randomResourceType(rng);
|
||||
|
||||
entities.push({
|
||||
name: `Resource_${this.nextEntityId++}`,
|
||||
localPosition: {
|
||||
x: rng() * 512,
|
||||
y: rng() * 512
|
||||
},
|
||||
components: {
|
||||
ResourceNode: {
|
||||
type,
|
||||
amount: this.getResourceAmount(type, rng),
|
||||
regenRate: this.getRegenRate(type)
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return { coord, entities, version: 1 };
|
||||
}
|
||||
|
||||
async saveChunkData(_data: IChunkData): Promise<void> {
|
||||
// 程序化生成 - 无需持久化
|
||||
}
|
||||
|
||||
private createChunkRNG(coord: IChunkCoord) {
|
||||
let seed = this.seed ^ (coord.x * 73856093) ^ (coord.y * 19349663);
|
||||
return () => {
|
||||
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
|
||||
return seed / 0x7fffffff;
|
||||
};
|
||||
}
|
||||
|
||||
private randomResourceType(rng: () => number) {
|
||||
const types = ['energyWell', 'oreVein', 'crystalDeposit'];
|
||||
const weights = [0.5, 0.35, 0.15];
|
||||
|
||||
let random = rng();
|
||||
for (let i = 0; i < types.length; i++) {
|
||||
random -= weights[i];
|
||||
if (random <= 0) return types[i];
|
||||
}
|
||||
return types[0];
|
||||
}
|
||||
|
||||
private getResourceAmount(type: string, rng: () => number) {
|
||||
switch (type) {
|
||||
case 'energyWell': return 300 + Math.floor(rng() * 200);
|
||||
case 'oreVein': return 500 + Math.floor(rng() * 300);
|
||||
case 'crystalDeposit': return 100 + Math.floor(rng() * 100);
|
||||
default: return 100;
|
||||
}
|
||||
}
|
||||
|
||||
private getRegenRate(type: string) {
|
||||
switch (type) {
|
||||
case 'energyWell': return 2;
|
||||
case 'oreVein': return 1;
|
||||
case 'crystalDeposit': return 0.2;
|
||||
default: return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 设置
|
||||
const chunkManager = new ChunkManager(512);
|
||||
chunkManager.setScene(scene);
|
||||
chunkManager.setDataProvider(new WorldGenerator(12345));
|
||||
|
||||
const streamingSystem = new ChunkStreamingSystem();
|
||||
streamingSystem.setChunkManager(chunkManager);
|
||||
scene.addSystem(streamingSystem);
|
||||
```
|
||||
|
||||
## MMO 服务端区块
|
||||
|
||||
带数据库持久化的 MMO 服务端区块管理。
|
||||
|
||||
```typescript
|
||||
class ServerChunkProvider implements IChunkDataProvider {
|
||||
private db: Database;
|
||||
private cache = new Map<string, IChunkData>();
|
||||
|
||||
constructor(db: Database) {
|
||||
this.db = db;
|
||||
}
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const key = `${coord.x},${coord.y}`;
|
||||
|
||||
// 检查缓存
|
||||
if (this.cache.has(key)) {
|
||||
return this.cache.get(key)!;
|
||||
}
|
||||
|
||||
// 从数据库加载
|
||||
const row = await this.db.query(
|
||||
'SELECT data FROM chunks WHERE x = ? AND y = ?',
|
||||
[coord.x, coord.y]
|
||||
);
|
||||
|
||||
if (row) {
|
||||
const data = JSON.parse(row.data);
|
||||
this.cache.set(key, data);
|
||||
return data;
|
||||
}
|
||||
|
||||
// 生成新区块
|
||||
const data = this.generateChunk(coord);
|
||||
await this.saveChunkData(data);
|
||||
this.cache.set(key, data);
|
||||
return data;
|
||||
}
|
||||
|
||||
async saveChunkData(data: IChunkData): Promise<void> {
|
||||
const key = `${data.coord.x},${data.coord.y}`;
|
||||
this.cache.set(key, data);
|
||||
|
||||
await this.db.query(
|
||||
`INSERT INTO chunks (x, y, data) VALUES (?, ?, ?)
|
||||
ON DUPLICATE KEY UPDATE data = VALUES(data)`,
|
||||
[data.coord.x, data.coord.y, JSON.stringify(data)]
|
||||
);
|
||||
}
|
||||
|
||||
private generateChunk(coord: IChunkCoord): IChunkData {
|
||||
// 新区块的程序化生成
|
||||
return { coord, entities: [], version: 1 };
|
||||
}
|
||||
}
|
||||
|
||||
// 服务端按玩家加载区块
|
||||
class PlayerChunkManager {
|
||||
private chunkManager: ChunkManager;
|
||||
private playerChunks = new Map<string, Set<string>>();
|
||||
|
||||
async updatePlayerPosition(playerId: string, x: number, y: number) {
|
||||
const centerCoord = this.chunkManager.worldToChunk(x, y);
|
||||
const loadRadius = 2;
|
||||
|
||||
const newChunks = new Set<string>();
|
||||
|
||||
// 加载玩家周围的区块
|
||||
for (let dx = -loadRadius; dx <= loadRadius; dx++) {
|
||||
for (let dy = -loadRadius; dy <= loadRadius; dy++) {
|
||||
const coord = { x: centerCoord.x + dx, y: centerCoord.y + dy };
|
||||
const key = `${coord.x},${coord.y}`;
|
||||
newChunks.add(key);
|
||||
|
||||
if (!this.chunkManager.isChunkLoaded(coord)) {
|
||||
await this.chunkManager.requestLoad(coord);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 记录玩家已加载的区块
|
||||
this.playerChunks.set(playerId, newChunks);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 瓦片地图世界
|
||||
|
||||
瓦片地图与区块流式加载集成。
|
||||
|
||||
```typescript
|
||||
import { TilemapComponent } from '@esengine/tilemap';
|
||||
|
||||
class TilemapChunkProvider implements IChunkDataProvider {
|
||||
private tilemapData: number[][]; // 完整瓦片地图
|
||||
private tileSize = 32;
|
||||
private chunkTiles = 16; // 每区块 16x16 瓦片
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const startTileX = coord.x * this.chunkTiles;
|
||||
const startTileY = coord.y * this.chunkTiles;
|
||||
|
||||
// 提取此区块的瓦片
|
||||
const tiles: number[][] = [];
|
||||
for (let y = 0; y < this.chunkTiles; y++) {
|
||||
const row: number[] = [];
|
||||
for (let x = 0; x < this.chunkTiles; x++) {
|
||||
const tileX = startTileX + x;
|
||||
const tileY = startTileY + y;
|
||||
row.push(this.getTile(tileX, tileY));
|
||||
}
|
||||
tiles.push(row);
|
||||
}
|
||||
|
||||
return {
|
||||
coord,
|
||||
entities: [{
|
||||
name: `TileChunk_${coord.x}_${coord.y}`,
|
||||
localPosition: { x: 0, y: 0 },
|
||||
components: {
|
||||
TilemapChunk: { tiles }
|
||||
}
|
||||
}],
|
||||
version: 1
|
||||
};
|
||||
}
|
||||
|
||||
private getTile(x: number, y: number): number {
|
||||
if (x < 0 || y < 0 || y >= this.tilemapData.length) {
|
||||
return 0; // 超出边界 = 空
|
||||
}
|
||||
return this.tilemapData[y]?.[x] ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
// 瓦片地图自定义序列化器
|
||||
class TilemapSerializer extends ChunkSerializer {
|
||||
protected deserializeComponents(entity: Entity, components: Record<string, unknown>): void {
|
||||
if (components.TilemapChunk) {
|
||||
const data = components.TilemapChunk as { tiles: number[][] };
|
||||
const tilemap = entity.addComponent(new TilemapComponent());
|
||||
tilemap.loadTiles(data.tiles);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 动态加载事件
|
||||
|
||||
响应区块加载用于游戏逻辑。
|
||||
|
||||
```typescript
|
||||
chunkManager.setEvents({
|
||||
onChunkLoaded: (coord, entities) => {
|
||||
// 启用物理
|
||||
for (const entity of entities) {
|
||||
const collider = entity.getComponent(ColliderComponent);
|
||||
collider?.enable();
|
||||
}
|
||||
|
||||
// 为已加载区块生成 NPC
|
||||
npcManager.spawnForChunk(coord);
|
||||
|
||||
// 更新战争迷雾
|
||||
fogOfWar.revealChunk(coord);
|
||||
|
||||
// 通知客户端(服务端)
|
||||
broadcast('ChunkLoaded', { coord, entityCount: entities.length });
|
||||
},
|
||||
|
||||
onChunkUnloaded: (coord) => {
|
||||
// 保存 NPC 状态
|
||||
npcManager.saveAndRemoveForChunk(coord);
|
||||
|
||||
// 更新迷雾
|
||||
fogOfWar.hideChunk(coord);
|
||||
|
||||
// 通知客户端
|
||||
broadcast('ChunkUnloaded', { coord });
|
||||
},
|
||||
|
||||
onChunkLoadFailed: (coord, error) => {
|
||||
console.error(`加载区块 ${coord.x},${coord.y} 失败:`, error);
|
||||
|
||||
// 延迟后重试
|
||||
setTimeout(() => {
|
||||
chunkManager.requestLoad(coord);
|
||||
}, 5000);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
## 性能优化
|
||||
|
||||
```typescript
|
||||
// 根据设备性能调整
|
||||
function configureForDevice(loader: ChunkLoaderComponent) {
|
||||
const memory = navigator.deviceMemory ?? 4;
|
||||
const cores = navigator.hardwareConcurrency ?? 4;
|
||||
|
||||
if (memory <= 2 || cores <= 2) {
|
||||
// 低端设备
|
||||
loader.loadRadius = 1;
|
||||
loader.unloadRadius = 2;
|
||||
loader.maxLoadsPerFrame = 1;
|
||||
loader.bEnablePrefetch = false;
|
||||
} else if (memory <= 4) {
|
||||
// 中端设备
|
||||
loader.loadRadius = 2;
|
||||
loader.unloadRadius = 3;
|
||||
loader.maxLoadsPerFrame = 2;
|
||||
} else {
|
||||
// 高端设备
|
||||
loader.loadRadius = 3;
|
||||
loader.unloadRadius = 5;
|
||||
loader.maxLoadsPerFrame = 4;
|
||||
loader.prefetchRadius = 2;
|
||||
}
|
||||
}
|
||||
```
|
||||
158
docs/src/content/docs/modules/world-streaming/index.md
Normal file
158
docs/src/content/docs/modules/world-streaming/index.md
Normal file
@@ -0,0 +1,158 @@
|
||||
---
|
||||
title: "世界流式加载"
|
||||
description: "基于区块的开放世界流式加载系统"
|
||||
---
|
||||
|
||||
`@esengine/world-streaming` 提供基于区块的世界流式加载与管理,适用于开放世界游戏。根据玩家位置动态加载/卸载世界区块。
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/world-streaming
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 基础设置
|
||||
|
||||
```typescript
|
||||
import {
|
||||
ChunkManager,
|
||||
ChunkStreamingSystem,
|
||||
StreamingAnchorComponent,
|
||||
ChunkLoaderComponent
|
||||
} from '@esengine/world-streaming';
|
||||
|
||||
// 创建区块管理器 (512单位区块)
|
||||
const chunkManager = new ChunkManager(512);
|
||||
chunkManager.setScene(scene);
|
||||
|
||||
// 添加流式加载系统
|
||||
const streamingSystem = new ChunkStreamingSystem();
|
||||
streamingSystem.setChunkManager(chunkManager);
|
||||
scene.addSystem(streamingSystem);
|
||||
|
||||
// 创建加载器实体
|
||||
const loaderEntity = scene.createEntity('ChunkLoader');
|
||||
const loader = loaderEntity.addComponent(new ChunkLoaderComponent());
|
||||
loader.chunkSize = 512;
|
||||
loader.loadRadius = 2;
|
||||
loader.unloadRadius = 4;
|
||||
|
||||
// 创建玩家作为流式锚点
|
||||
const playerEntity = scene.createEntity('Player');
|
||||
const anchor = playerEntity.addComponent(new StreamingAnchorComponent());
|
||||
|
||||
// 每帧更新锚点位置
|
||||
function update() {
|
||||
anchor.x = player.position.x;
|
||||
anchor.y = player.position.y;
|
||||
}
|
||||
```
|
||||
|
||||
### 程序化生成
|
||||
|
||||
```typescript
|
||||
import type { IChunkDataProvider, IChunkCoord, IChunkData } from '@esengine/world-streaming';
|
||||
|
||||
class ProceduralChunkProvider implements IChunkDataProvider {
|
||||
private seed: number;
|
||||
|
||||
constructor(seed: number) {
|
||||
this.seed = seed;
|
||||
}
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
// 使用种子+坐标生成确定性随机数
|
||||
const chunkSeed = this.hashCoord(coord);
|
||||
const rng = this.createRNG(chunkSeed);
|
||||
|
||||
// 生成区块内容
|
||||
const entities = this.generateEntities(coord, rng);
|
||||
|
||||
return {
|
||||
coord,
|
||||
entities,
|
||||
version: 1
|
||||
};
|
||||
}
|
||||
|
||||
async saveChunkData(data: IChunkData): Promise<void> {
|
||||
// 可选:持久化已修改的区块
|
||||
}
|
||||
|
||||
private hashCoord(coord: IChunkCoord): number {
|
||||
return this.seed ^ (coord.x * 73856093) ^ (coord.y * 19349663);
|
||||
}
|
||||
|
||||
private createRNG(seed: number) {
|
||||
// 简单的种子随机数生成器
|
||||
return () => {
|
||||
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
|
||||
return seed / 0x7fffffff;
|
||||
};
|
||||
}
|
||||
|
||||
private generateEntities(coord: IChunkCoord, rng: () => number) {
|
||||
// 生成资源、树木等
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
// 使用数据提供器
|
||||
chunkManager.setDataProvider(new ProceduralChunkProvider(12345));
|
||||
```
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 区块生命周期
|
||||
|
||||
```
|
||||
未加载 → 加载中 → 已加载 → 卸载中 → 未加载
|
||||
↓ ↓
|
||||
失败 (发生错误时)
|
||||
```
|
||||
|
||||
### 流式锚点
|
||||
|
||||
`StreamingAnchorComponent` 用于标记作为区块加载锚点的实体。系统会在所有锚点周围加载区块,在超出范围时卸载区块。
|
||||
|
||||
```typescript
|
||||
// StreamingAnchorComponent 实现 IPositionable 接口
|
||||
interface IPositionable {
|
||||
readonly position: { x: number; y: number };
|
||||
}
|
||||
```
|
||||
|
||||
### 配置参数
|
||||
|
||||
| 属性 | 默认值 | 说明 |
|
||||
|------|--------|------|
|
||||
| `chunkSize` | 512 | 区块大小(世界单位) |
|
||||
| `loadRadius` | 2 | 锚点周围加载的区块半径 |
|
||||
| `unloadRadius` | 4 | 超过此半径的区块会被卸载 |
|
||||
| `maxLoadsPerFrame` | 2 | 每帧最大异步加载数 |
|
||||
| `unloadDelay` | 3000 | 卸载前的延迟(毫秒) |
|
||||
| `bEnablePrefetch` | true | 沿移动方向预加载 |
|
||||
|
||||
## 模块设置(可选)
|
||||
|
||||
使用模块辅助函数快速配置:
|
||||
|
||||
```typescript
|
||||
import { worldStreamingModule } from '@esengine/world-streaming';
|
||||
|
||||
const chunkManager = worldStreamingModule.setup(
|
||||
scene,
|
||||
services,
|
||||
componentRegistry,
|
||||
{ chunkSize: 256, bEnableCulling: true }
|
||||
);
|
||||
```
|
||||
|
||||
## 文档
|
||||
|
||||
- [区块管理器 API](./chunk-manager) - 加载队列、区块生命周期
|
||||
- [流式系统](./streaming-system) - 基于锚点的加载
|
||||
- [序列化](./serialization) - 自定义区块序列化
|
||||
- [示例](./examples) - 程序化世界、MMO 区块
|
||||
227
docs/src/content/docs/modules/world-streaming/serialization.md
Normal file
227
docs/src/content/docs/modules/world-streaming/serialization.md
Normal file
@@ -0,0 +1,227 @@
|
||||
---
|
||||
title: "区块序列化"
|
||||
description: "自定义区块数据序列化"
|
||||
---
|
||||
|
||||
`ChunkSerializer` 负责实体数据与区块存储格式之间的转换。
|
||||
|
||||
## 默认序列化器
|
||||
|
||||
```typescript
|
||||
import { ChunkSerializer, ChunkManager } from '@esengine/world-streaming';
|
||||
|
||||
const serializer = new ChunkSerializer();
|
||||
const chunkManager = new ChunkManager(512, serializer);
|
||||
```
|
||||
|
||||
## 自定义序列化器
|
||||
|
||||
继承 `ChunkSerializer` 实现自定义序列化逻辑:
|
||||
|
||||
```typescript
|
||||
import { ChunkSerializer } from '@esengine/world-streaming';
|
||||
import type { Entity, IScene } from '@esengine/ecs-framework';
|
||||
import type { IChunkCoord, IChunkData, IChunkBounds } from '@esengine/world-streaming';
|
||||
|
||||
class GameChunkSerializer extends ChunkSerializer {
|
||||
/**
|
||||
* 获取实体位置
|
||||
* 重写以使用你的位置组件
|
||||
*/
|
||||
protected getPositionable(entity: Entity) {
|
||||
const transform = entity.getComponent(TransformComponent);
|
||||
if (transform) {
|
||||
return { position: { x: transform.x, y: transform.y } };
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 反序列化后设置实体位置
|
||||
*/
|
||||
protected setEntityPosition(entity: Entity, x: number, y: number): void {
|
||||
const transform = entity.addComponent(new TransformComponent());
|
||||
transform.x = x;
|
||||
transform.y = y;
|
||||
}
|
||||
|
||||
/**
|
||||
* 序列化组件
|
||||
*/
|
||||
protected serializeComponents(entity: Entity): Record<string, unknown> {
|
||||
const data: Record<string, unknown> = {};
|
||||
|
||||
const resource = entity.getComponent(ResourceComponent);
|
||||
if (resource) {
|
||||
data.ResourceComponent = {
|
||||
type: resource.type,
|
||||
amount: resource.amount,
|
||||
maxAmount: resource.maxAmount
|
||||
};
|
||||
}
|
||||
|
||||
const npc = entity.getComponent(NPCComponent);
|
||||
if (npc) {
|
||||
data.NPCComponent = {
|
||||
id: npc.id,
|
||||
state: npc.state
|
||||
};
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* 反序列化组件
|
||||
*/
|
||||
protected deserializeComponents(entity: Entity, components: Record<string, unknown>): void {
|
||||
if (components.ResourceComponent) {
|
||||
const data = components.ResourceComponent as any;
|
||||
const resource = entity.addComponent(new ResourceComponent());
|
||||
resource.type = data.type;
|
||||
resource.amount = data.amount;
|
||||
resource.maxAmount = data.maxAmount;
|
||||
}
|
||||
|
||||
if (components.NPCComponent) {
|
||||
const data = components.NPCComponent as any;
|
||||
const npc = entity.addComponent(new NPCComponent());
|
||||
npc.id = data.id;
|
||||
npc.state = data.state;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 过滤需要序列化的组件
|
||||
*/
|
||||
protected shouldSerializeComponent(componentName: string): boolean {
|
||||
const include = ['ResourceComponent', 'NPCComponent', 'BuildingComponent'];
|
||||
return include.includes(componentName);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 区块数据格式
|
||||
|
||||
```typescript
|
||||
interface IChunkData {
|
||||
coord: IChunkCoord; // 区块坐标
|
||||
entities: ISerializedEntity[]; // 实体数据
|
||||
version: number; // 数据版本
|
||||
}
|
||||
|
||||
interface ISerializedEntity {
|
||||
name: string; // 实体名称
|
||||
localPosition: { x: number; y: number }; // 区块内位置
|
||||
components: Record<string, unknown>; // 组件数据
|
||||
}
|
||||
|
||||
interface IChunkCoord {
|
||||
x: number; // 区块 X 坐标
|
||||
y: number; // 区块 Y 坐标
|
||||
}
|
||||
```
|
||||
|
||||
## 带序列化的数据提供器
|
||||
|
||||
```typescript
|
||||
class DatabaseChunkProvider implements IChunkDataProvider {
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const key = `chunk_${coord.x}_${coord.y}`;
|
||||
const json = await database.get(key);
|
||||
|
||||
if (!json) return null;
|
||||
return JSON.parse(json) as IChunkData;
|
||||
}
|
||||
|
||||
async saveChunkData(data: IChunkData): Promise<void> {
|
||||
const key = `chunk_${data.coord.x}_${data.coord.y}`;
|
||||
await database.set(key, JSON.stringify(data));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 程序化生成与序列化器
|
||||
|
||||
```typescript
|
||||
class ProceduralProvider implements IChunkDataProvider {
|
||||
private serializer: GameChunkSerializer;
|
||||
|
||||
async loadChunkData(coord: IChunkCoord): Promise<IChunkData | null> {
|
||||
const entities = this.generateEntities(coord);
|
||||
|
||||
return {
|
||||
coord,
|
||||
entities,
|
||||
version: 1
|
||||
};
|
||||
}
|
||||
|
||||
private generateEntities(coord: IChunkCoord): ISerializedEntity[] {
|
||||
const entities: ISerializedEntity[] = [];
|
||||
const rng = this.createRNG(coord);
|
||||
|
||||
// 生成树木
|
||||
const treeCount = Math.floor(rng() * 10);
|
||||
for (let i = 0; i < treeCount; i++) {
|
||||
entities.push({
|
||||
name: `Tree_${coord.x}_${coord.y}_${i}`,
|
||||
localPosition: {
|
||||
x: rng() * 512,
|
||||
y: rng() * 512
|
||||
},
|
||||
components: {
|
||||
TreeComponent: { type: 'oak', health: 100 }
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 生成资源
|
||||
if (rng() > 0.7) {
|
||||
entities.push({
|
||||
name: `Resource_${coord.x}_${coord.y}`,
|
||||
localPosition: { x: 256, y: 256 },
|
||||
components: {
|
||||
ResourceComponent: {
|
||||
type: 'iron',
|
||||
amount: 500,
|
||||
maxAmount: 500
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return entities;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 版本迁移
|
||||
|
||||
```typescript
|
||||
class VersionedSerializer extends ChunkSerializer {
|
||||
private static readonly CURRENT_VERSION = 2;
|
||||
|
||||
deserialize(data: IChunkData, scene: IScene): Entity[] {
|
||||
// 迁移旧数据
|
||||
if (data.version < 2) {
|
||||
data = this.migrateV1toV2(data);
|
||||
}
|
||||
|
||||
return super.deserialize(data, scene);
|
||||
}
|
||||
|
||||
private migrateV1toV2(data: IChunkData): IChunkData {
|
||||
// 转换旧组件格式
|
||||
for (const entity of data.entities) {
|
||||
if (entity.components.OldResource) {
|
||||
entity.components.ResourceComponent = entity.components.OldResource;
|
||||
delete entity.components.OldResource;
|
||||
}
|
||||
}
|
||||
|
||||
data.version = 2;
|
||||
return data;
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -0,0 +1,176 @@
|
||||
---
|
||||
title: "流式加载系统"
|
||||
description: "ChunkStreamingSystem 根据锚点位置自动管理区块加载"
|
||||
---
|
||||
|
||||
`ChunkStreamingSystem` 根据 `StreamingAnchorComponent` 的位置自动管理区块的加载和卸载。
|
||||
|
||||
## 设置
|
||||
|
||||
```typescript
|
||||
import {
|
||||
ChunkManager,
|
||||
ChunkStreamingSystem,
|
||||
ChunkLoaderComponent,
|
||||
StreamingAnchorComponent
|
||||
} from '@esengine/world-streaming';
|
||||
|
||||
// 创建并配置区块管理器
|
||||
const chunkManager = new ChunkManager(512);
|
||||
chunkManager.setScene(scene);
|
||||
chunkManager.setDataProvider(myProvider);
|
||||
|
||||
// 创建流式系统
|
||||
const streamingSystem = new ChunkStreamingSystem();
|
||||
streamingSystem.setChunkManager(chunkManager);
|
||||
scene.addSystem(streamingSystem);
|
||||
|
||||
// 创建加载器实体
|
||||
const loaderEntity = scene.createEntity('ChunkLoader');
|
||||
const loader = loaderEntity.addComponent(new ChunkLoaderComponent());
|
||||
loader.chunkSize = 512;
|
||||
loader.loadRadius = 2;
|
||||
loader.unloadRadius = 4;
|
||||
```
|
||||
|
||||
## 流式锚点
|
||||
|
||||
`StreamingAnchorComponent` 标记实体为区块加载锚点。区块会在所有锚点周围加载。
|
||||
|
||||
```typescript
|
||||
// 创建玩家作为流式锚点
|
||||
const playerEntity = scene.createEntity('Player');
|
||||
const anchor = playerEntity.addComponent(new StreamingAnchorComponent());
|
||||
|
||||
// 每帧更新位置
|
||||
function update() {
|
||||
anchor.x = player.worldX;
|
||||
anchor.y = player.worldY;
|
||||
}
|
||||
```
|
||||
|
||||
### 锚点属性
|
||||
|
||||
| 属性 | 类型 | 默认值 | 说明 |
|
||||
|------|------|--------|------|
|
||||
| `x` | number | 0 | 世界 X 坐标 |
|
||||
| `y` | number | 0 | 世界 Y 坐标 |
|
||||
| `weight` | number | 1.0 | 加载半径倍数 |
|
||||
| `bEnablePrefetch` | boolean | true | 是否启用预加载 |
|
||||
|
||||
### 多锚点
|
||||
|
||||
```typescript
|
||||
// 主玩家 - 完整加载半径
|
||||
const playerAnchor = player.addComponent(new StreamingAnchorComponent());
|
||||
playerAnchor.weight = 1.0;
|
||||
|
||||
// 相机预览 - 较小半径
|
||||
const cameraAnchor = camera.addComponent(new StreamingAnchorComponent());
|
||||
cameraAnchor.weight = 0.5; // 加载半径减半
|
||||
cameraAnchor.bEnablePrefetch = false;
|
||||
```
|
||||
|
||||
## 加载器配置
|
||||
|
||||
`ChunkLoaderComponent` 配置流式加载行为。
|
||||
|
||||
```typescript
|
||||
const loader = entity.addComponent(new ChunkLoaderComponent());
|
||||
|
||||
// 区块尺寸
|
||||
loader.chunkSize = 512; // 每区块世界单位
|
||||
|
||||
// 加载半径
|
||||
loader.loadRadius = 2; // 锚点周围 2 个区块内加载
|
||||
loader.unloadRadius = 4; // 超过 4 个区块卸载
|
||||
|
||||
// 性能调优
|
||||
loader.maxLoadsPerFrame = 2; // 每帧最大异步加载数
|
||||
loader.maxUnloadsPerFrame = 1; // 每帧最大卸载数
|
||||
loader.unloadDelay = 3000; // 卸载前延迟(毫秒)
|
||||
|
||||
// 预加载
|
||||
loader.bEnablePrefetch = true; // 启用移动方向预加载
|
||||
loader.prefetchRadius = 1; // 预加载额外区块数
|
||||
```
|
||||
|
||||
### 坐标辅助方法
|
||||
|
||||
```typescript
|
||||
// 世界坐标转区块坐标
|
||||
const coord = loader.worldToChunk(1500, 2300);
|
||||
|
||||
// 获取区块边界
|
||||
const bounds = loader.getChunkBounds(coord);
|
||||
```
|
||||
|
||||
## 预加载系统
|
||||
|
||||
启用后,系统会沿移动方向预加载区块:
|
||||
|
||||
```
|
||||
移动方向 →
|
||||
|
||||
[ ][ ][ ] [ ][P][P] P = 预加载
|
||||
[L][L][L] → [L][L][L] L = 已加载
|
||||
[ ][ ][ ] [ ][ ][ ]
|
||||
```
|
||||
|
||||
```typescript
|
||||
// 启用预加载
|
||||
loader.bEnablePrefetch = true;
|
||||
loader.prefetchRadius = 2; // 向前预加载 2 个区块
|
||||
|
||||
// 单独控制锚点的预加载
|
||||
anchor.bEnablePrefetch = true; // 主玩家启用
|
||||
cameraAnchor.bEnablePrefetch = false; // 相机禁用
|
||||
```
|
||||
|
||||
## 系统处理流程
|
||||
|
||||
系统每帧运行:
|
||||
|
||||
1. 更新锚点速度
|
||||
2. 请求加载范围内的区块
|
||||
3. 取消已回到范围内的区块卸载
|
||||
4. 请求卸载超出范围的区块
|
||||
5. 处理加载/卸载队列
|
||||
|
||||
```typescript
|
||||
// 从系统访问区块管理器
|
||||
const system = scene.getSystem(ChunkStreamingSystem);
|
||||
const manager = system?.chunkManager;
|
||||
|
||||
if (manager) {
|
||||
console.log('已加载:', manager.loadedChunkCount);
|
||||
}
|
||||
```
|
||||
|
||||
## 基于优先级的加载
|
||||
|
||||
区块按距离分配加载优先级:
|
||||
|
||||
| 距离 | 优先级 | 说明 |
|
||||
|------|--------|------|
|
||||
| 0 | Immediate | 玩家当前区块 |
|
||||
| 1 | High | 相邻区块 |
|
||||
| 2-4 | Normal | 附近区块 |
|
||||
| 5+ | Low | 远处区块 |
|
||||
| 预加载 | Prefetch | 移动方向 |
|
||||
|
||||
## 事件
|
||||
|
||||
```typescript
|
||||
chunkManager.setEvents({
|
||||
onChunkLoaded: (coord, entities) => {
|
||||
// 区块就绪 - 生成 NPC,启用碰撞
|
||||
for (const entity of entities) {
|
||||
entity.getComponent(ColliderComponent)?.enable();
|
||||
}
|
||||
},
|
||||
onChunkUnloaded: (coord) => {
|
||||
// 清理 - 保存状态,释放资源
|
||||
}
|
||||
});
|
||||
```
|
||||
@@ -1,5 +1,47 @@
|
||||
# @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
|
||||
|
||||
- Updated dependencies [[`a000cc0`](https://github.com/esengine/esengine/commit/a000cc07d7cebe8ccbfa983fde610296bfba2f1b)]:
|
||||
- @esengine/rpc@1.1.1
|
||||
|
||||
## 2.1.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/network",
|
||||
"version": "2.1.0",
|
||||
"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');
|
||||
|
||||
@@ -1,5 +1,11 @@
|
||||
# @esengine/pathfinding
|
||||
|
||||
## 1.0.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#376](https://github.com/esengine/esengine/pull/376) [`0662b07`](https://github.com/esengine/esengine/commit/0662b074454906ad7c0264fe1d3a241f13730ba1) Thanks [@esengine](https://github.com/esengine)! - fix: update pathfinding package to resolve npm version conflict
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/pathfinding",
|
||||
"version": "1.0.3",
|
||||
"version": "1.1.0",
|
||||
"description": "寻路系统 | Pathfinding System - A*, Grid, NavMesh",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -1,5 +1,21 @@
|
||||
# @esengine/rpc
|
||||
|
||||
## 1.1.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#374](https://github.com/esengine/esengine/pull/374) [`a000cc0`](https://github.com/esengine/esengine/commit/a000cc07d7cebe8ccbfa983fde610296bfba2f1b) Thanks [@esengine](https://github.com/esengine)! - feat: export RpcClient and connect from main entry point
|
||||
|
||||
Re-export `RpcClient`, `connect`, and related types from the main entry point for better compatibility with bundlers (Cocos Creator, Vite, etc.) that may have issues with subpath exports.
|
||||
|
||||
```typescript
|
||||
// Now works in all environments:
|
||||
import { rpc, RpcClient, connect } from '@esengine/rpc';
|
||||
|
||||
// Subpath import still supported:
|
||||
import { RpcClient } from '@esengine/rpc/client';
|
||||
```
|
||||
|
||||
## 1.1.0
|
||||
|
||||
### Minor Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/rpc",
|
||||
"version": "1.1.0",
|
||||
"version": "1.1.1",
|
||||
"description": "Elegant type-safe RPC library for ESEngine",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -40,3 +40,7 @@
|
||||
|
||||
export { rpc } from './define'
|
||||
export * from './types'
|
||||
|
||||
// Re-export client for browser/bundler compatibility
|
||||
export { RpcClient, connect } from './client/index'
|
||||
export type { RpcClientOptions, WebSocketAdapter, WebSocketFactory } from './client/index'
|
||||
|
||||
@@ -1,5 +1,34 @@
|
||||
# @esengine/server
|
||||
|
||||
## 1.1.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`a000cc0`](https://github.com/esengine/esengine/commit/a000cc07d7cebe8ccbfa983fde610296bfba2f1b)]:
|
||||
- @esengine/rpc@1.1.1
|
||||
|
||||
## 1.1.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#372](https://github.com/esengine/esengine/pull/372) [`9c41181`](https://github.com/esengine/esengine/commit/9c4118187539e39ead48ef2fa7af3ff45285fde5) Thanks [@esengine](https://github.com/esengine)! - fix: expose `id` property on ServerConnection type
|
||||
|
||||
TypeScript was not properly resolving the inherited `id` property from the base `Connection` interface in some module resolution scenarios. This fix explicitly declares the `id` property on `ServerConnection` to ensure it's always visible to consumers.
|
||||
|
||||
## 1.1.2
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- [#370](https://github.com/esengine/esengine/pull/370) [`18df9d1`](https://github.com/esengine/esengine/commit/18df9d1cda4d4cf3095841d93125f9d41ce214f1) Thanks [@esengine](https://github.com/esengine)! - fix: allow define() to be called before start()
|
||||
|
||||
Previously, calling `server.define()` before `server.start()` would throw an error because `roomManager` was initialized inside `start()`. This fix moves the `roomManager` initialization to `createServer()`, allowing the expected usage pattern:
|
||||
|
||||
```typescript
|
||||
const server = await createServer({ port: 3000 });
|
||||
server.define('world', WorldRoom); // Now works correctly
|
||||
await server.start();
|
||||
```
|
||||
|
||||
## 1.1.1
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/server",
|
||||
"version": "1.1.1",
|
||||
"version": "1.1.4",
|
||||
"description": "Game server framework for ESEngine with file-based routing",
|
||||
"type": "module",
|
||||
"main": "./dist/index.js",
|
||||
|
||||
@@ -91,8 +91,10 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
|
||||
let tickInterval: ReturnType<typeof setInterval> | null = null
|
||||
let rpcServer: RpcServer<typeof protocol, Record<string, unknown>> | null = null
|
||||
|
||||
// 房间管理器
|
||||
let roomManager: RoomManager | null = null
|
||||
// 房间管理器(立即初始化,以便 define() 可在 start() 前调用)
|
||||
const roomManager = new RoomManager((conn, type, data) => {
|
||||
rpcServer?.send(conn, 'RoomMessage' as any, { type, data } as any)
|
||||
})
|
||||
|
||||
// 构建 API 处理器映射
|
||||
const apiMap: Record<string, LoadedApiHandler> = {}
|
||||
@@ -108,7 +110,7 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
|
||||
|
||||
// 游戏服务器实例
|
||||
const gameServer: GameServer & {
|
||||
rooms: RoomManager | null
|
||||
rooms: RoomManager
|
||||
} = {
|
||||
get connections() {
|
||||
return (rpcServer?.connections ?? []) as ReadonlyArray<ServerConnection>
|
||||
@@ -127,18 +129,10 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
|
||||
* @en Define room type
|
||||
*/
|
||||
define(name: string, roomClass: new () => unknown): void {
|
||||
if (!roomManager) {
|
||||
throw new Error('Server not started. Call define() after createServer().')
|
||||
}
|
||||
roomManager.define(name, roomClass as RoomClass)
|
||||
},
|
||||
|
||||
async start() {
|
||||
// 初始化房间管理器
|
||||
roomManager = new RoomManager((conn, type, data) => {
|
||||
rpcServer?.send(conn, 'RoomMessage' as any, { type, data } as any)
|
||||
})
|
||||
|
||||
// 构建 API handlers
|
||||
const apiHandlersObj: Record<string, (input: unknown, conn: any) => Promise<unknown>> = {}
|
||||
|
||||
@@ -151,7 +145,7 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
|
||||
}
|
||||
|
||||
if (roomId) {
|
||||
const result = await roomManager!.joinById(roomId, conn.id, conn)
|
||||
const result = await roomManager.joinById(roomId, conn.id, conn)
|
||||
if (!result) {
|
||||
throw new Error('Failed to join room')
|
||||
}
|
||||
@@ -159,7 +153,7 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
|
||||
}
|
||||
|
||||
if (roomType) {
|
||||
const result = await roomManager!.joinOrCreate(roomType, conn.id, conn, options)
|
||||
const result = await roomManager.joinOrCreate(roomType, conn.id, conn, options)
|
||||
if (!result) {
|
||||
throw new Error('Failed to join or create room')
|
||||
}
|
||||
@@ -171,7 +165,7 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
|
||||
|
||||
// 内置 LeaveRoom API
|
||||
apiHandlersObj['LeaveRoom'] = async (_input, conn) => {
|
||||
await roomManager!.leave(conn.id)
|
||||
await roomManager.leave(conn.id)
|
||||
return { success: true }
|
||||
}
|
||||
|
||||
@@ -191,8 +185,8 @@ export async function createServer(config: ServerConfig = {}): Promise<GameServe
|
||||
|
||||
// 内置 RoomMessage 处理
|
||||
msgHandlersObj['RoomMessage'] = async (data: any, conn) => {
|
||||
const { type, payload } = data as { type: string; payload: unknown }
|
||||
roomManager!.handleMessage(conn.id, type, payload)
|
||||
const { type, data: payload } = data as { type: string; data: unknown }
|
||||
roomManager.handleMessage(conn.id, type, payload)
|
||||
}
|
||||
|
||||
// 文件路由消息
|
||||
|
||||
@@ -70,6 +70,12 @@ export interface ServerConfig {
|
||||
* @en Server connection (extends RPC Connection)
|
||||
*/
|
||||
export interface ServerConnection<TData = Record<string, unknown>> extends Connection<TData> {
|
||||
/**
|
||||
* @zh 连接唯一标识(继承自 Connection)
|
||||
* @en Connection unique identifier (inherited from Connection)
|
||||
*/
|
||||
readonly id: string
|
||||
|
||||
/**
|
||||
* @zh 用户自定义数据
|
||||
* @en User-defined data
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/world-streaming",
|
||||
"version": "1.0.0",
|
||||
"version": "1.1.0",
|
||||
"description": "World streaming and chunk management system for open world games",
|
||||
"main": "dist/index.js",
|
||||
"module": "dist/index.js",
|
||||
@@ -12,13 +12,18 @@
|
||||
"types": "./dist/index.d.ts"
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
"dist",
|
||||
"module.json"
|
||||
],
|
||||
"scripts": {
|
||||
"build": "tsup",
|
||||
"dev": "tsup --watch"
|
||||
},
|
||||
"dependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@esengine/engine-core": "workspace:*"
|
||||
"@esengine/ecs-framework-math": "workspace:*",
|
||||
"@esengine/spatial": "workspace:*"
|
||||
},
|
||||
"devDependencies": {
|
||||
"tsup": "^8.0.1",
|
||||
@@ -26,15 +31,25 @@
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@esengine/ecs-framework": "workspace:*",
|
||||
"@esengine/engine-core": "workspace:*"
|
||||
"@esengine/ecs-framework-math": "workspace:*",
|
||||
"@esengine/spatial": "workspace:*"
|
||||
},
|
||||
"keywords": [
|
||||
"ecs",
|
||||
"streaming",
|
||||
"chunk",
|
||||
"open-world"
|
||||
"open-world",
|
||||
"esengine"
|
||||
],
|
||||
"author": "ESEngine",
|
||||
"license": "MIT",
|
||||
"private": true
|
||||
"publishConfig": {
|
||||
"access": "public",
|
||||
"registry": "https://registry.npmjs.org/"
|
||||
},
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "https://github.com/esengine/esengine.git",
|
||||
"directory": "packages/framework/world-streaming"
|
||||
}
|
||||
}
|
||||
100
packages/framework/world-streaming/src/WorldStreamingModule.ts
Normal file
100
packages/framework/world-streaming/src/WorldStreamingModule.ts
Normal file
@@ -0,0 +1,100 @@
|
||||
import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
|
||||
import { ChunkComponent } from './components/ChunkComponent';
|
||||
import { StreamingAnchorComponent } from './components/StreamingAnchorComponent';
|
||||
import { ChunkLoaderComponent } from './components/ChunkLoaderComponent';
|
||||
import { ChunkStreamingSystem } from './systems/ChunkStreamingSystem';
|
||||
import { ChunkCullingSystem } from './systems/ChunkCullingSystem';
|
||||
import { ChunkManager } from './services/ChunkManager';
|
||||
|
||||
/**
|
||||
* 世界流式加载配置
|
||||
*
|
||||
* Configuration for world streaming setup.
|
||||
*/
|
||||
export interface IWorldStreamingSetupOptions {
|
||||
/**
|
||||
* 区块大小(世界单位)
|
||||
*
|
||||
* Chunk size in world units.
|
||||
*/
|
||||
chunkSize?: number;
|
||||
|
||||
/**
|
||||
* 是否添加 Culling 系统
|
||||
*
|
||||
* Whether to add the culling system.
|
||||
*/
|
||||
bEnableCulling?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 世界流式加载模块
|
||||
*
|
||||
* Helper class for setting up world streaming functionality.
|
||||
*
|
||||
* 提供世界流式加载功能的帮助类。
|
||||
*/
|
||||
export class WorldStreamingModule {
|
||||
private _chunkManager: ChunkManager | null = null;
|
||||
|
||||
get chunkManager(): ChunkManager | null {
|
||||
return this._chunkManager;
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册组件到注册表
|
||||
*
|
||||
* Register streaming components to registry.
|
||||
*/
|
||||
registerComponents(registry: IComponentRegistry): void {
|
||||
registry.register(ChunkComponent);
|
||||
registry.register(StreamingAnchorComponent);
|
||||
registry.register(ChunkLoaderComponent);
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册服务到容器
|
||||
*
|
||||
* Register streaming services to container.
|
||||
*/
|
||||
registerServices(services: ServiceContainer, chunkSize?: number): void {
|
||||
this._chunkManager = new ChunkManager(chunkSize);
|
||||
services.registerInstance(ChunkManager, this._chunkManager);
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建并添加系统到场景
|
||||
*
|
||||
* Create and add streaming systems to scene.
|
||||
*/
|
||||
createSystems(scene: IScene, options?: IWorldStreamingSetupOptions): void {
|
||||
const streamingSystem = new ChunkStreamingSystem();
|
||||
if (this._chunkManager) {
|
||||
streamingSystem.setChunkManager(this._chunkManager);
|
||||
}
|
||||
scene.addSystem(streamingSystem);
|
||||
|
||||
if (options?.bEnableCulling !== false) {
|
||||
scene.addSystem(new ChunkCullingSystem());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 一键设置流式加载
|
||||
*
|
||||
* Setup world streaming in one call.
|
||||
*/
|
||||
setup(
|
||||
scene: IScene,
|
||||
services: ServiceContainer,
|
||||
registry: IComponentRegistry,
|
||||
options?: IWorldStreamingSetupOptions
|
||||
): ChunkManager {
|
||||
this.registerComponents(registry);
|
||||
this.registerServices(services, options?.chunkSize);
|
||||
this.createSystems(scene, options);
|
||||
return this._chunkManager!;
|
||||
}
|
||||
}
|
||||
|
||||
export const worldStreamingModule = new WorldStreamingModule();
|
||||
@@ -1,4 +1,6 @@
|
||||
import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/ecs-framework';
|
||||
import type { IPositionable } from '@esengine/spatial';
|
||||
import type { IVector2 } from '@esengine/ecs-framework-math';
|
||||
|
||||
/**
|
||||
* 流式锚点组件
|
||||
@@ -8,10 +10,39 @@ import { Component, ECSComponent, Serializable, Serialize, Property } from '@ese
|
||||
*
|
||||
* 标记实体作为流式加载锚点。通常挂载在玩家或摄像机实体上,
|
||||
* 系统会根据锚点位置加载/卸载周围区块。
|
||||
*
|
||||
* 用户需要在每帧更新此组件的 x/y 位置。
|
||||
* User must update the x/y position each frame.
|
||||
*/
|
||||
@ECSComponent('StreamingAnchor')
|
||||
@Serializable({ version: 1, typeId: 'StreamingAnchor' })
|
||||
export class StreamingAnchorComponent extends Component {
|
||||
export class StreamingAnchorComponent extends Component implements IPositionable {
|
||||
/**
|
||||
* 当前 X 位置
|
||||
*
|
||||
* Current X position in world units.
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'X' })
|
||||
x: number = 0;
|
||||
|
||||
/**
|
||||
* 当前 Y 位置
|
||||
*
|
||||
* Current Y position in world units.
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Y' })
|
||||
y: number = 0;
|
||||
|
||||
/**
|
||||
* 获取位置 (IPositionable 接口)
|
||||
*
|
||||
* Get position (IPositionable interface).
|
||||
*/
|
||||
get position(): IVector2 {
|
||||
return { x: this.x, y: this.y };
|
||||
}
|
||||
/**
|
||||
* 锚点权重
|
||||
*
|
||||
@@ -51,3 +51,4 @@ export type {
|
||||
|
||||
// Module
|
||||
export { WorldStreamingModule, worldStreamingModule } from './WorldStreamingModule';
|
||||
export type { IWorldStreamingSetupOptions } from './WorldStreamingModule';
|
||||
@@ -1,5 +1,4 @@
|
||||
import type { Entity, IScene, IService } from '@esengine/ecs-framework';
|
||||
import { TransformComponent } from '@esengine/engine-core';
|
||||
import type { IChunkCoord, IChunkData, IChunkInfo, IChunkLoadRequest, IChunkBounds } from '../types';
|
||||
import { EChunkState, EChunkPriority } from '../types';
|
||||
import { SpatialHashGrid } from './SpatialHashGrid';
|
||||
@@ -286,11 +285,6 @@ export class ChunkManager implements IService {
|
||||
chunkComponent.initialize(coord, bounds);
|
||||
chunkComponent.setState(EChunkState.Loaded);
|
||||
|
||||
const transform = chunkEntity.getComponent(TransformComponent);
|
||||
if (transform) {
|
||||
transform.setPosition(bounds.minX, bounds.minY);
|
||||
}
|
||||
|
||||
return [chunkEntity];
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import type { Entity, IScene } from '@esengine/ecs-framework';
|
||||
import { TransformComponent } from '@esengine/engine-core';
|
||||
import type { IPositionable } from '@esengine/spatial';
|
||||
import type { IChunkCoord, IChunkData, ISerializedEntity, IChunkBounds } from '../types';
|
||||
|
||||
/**
|
||||
@@ -30,14 +30,14 @@ export class ChunkSerializer implements IChunkSerializer {
|
||||
const serializedEntities: ISerializedEntity[] = [];
|
||||
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(TransformComponent);
|
||||
if (!transform) continue;
|
||||
const positionable = this.getPositionable(entity);
|
||||
if (!positionable) continue;
|
||||
|
||||
const serialized: ISerializedEntity = {
|
||||
name: entity.name,
|
||||
localPosition: {
|
||||
x: transform.position.x - bounds.minX,
|
||||
y: transform.position.y - bounds.minY
|
||||
x: positionable.position.x - bounds.minX,
|
||||
y: positionable.position.y - bounds.minY
|
||||
},
|
||||
components: this.serializeComponents(entity)
|
||||
};
|
||||
@@ -52,10 +52,26 @@ export class ChunkSerializer implements IChunkSerializer {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取实体的可定位组件
|
||||
*
|
||||
* Get positionable component from entity.
|
||||
* Override to use custom position component.
|
||||
*/
|
||||
protected getPositionable(entity: Entity): IPositionable | null {
|
||||
for (const component of entity.components) {
|
||||
if ('position' in component && typeof (component as IPositionable).position === 'object') {
|
||||
return component as IPositionable;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 反序列化区块
|
||||
*
|
||||
* Deserialize chunk data and create entities.
|
||||
* Override setEntityPosition to set position on your custom component.
|
||||
*/
|
||||
deserialize(data: IChunkData, scene: IScene): Entity[] {
|
||||
const entities: Entity[] = [];
|
||||
@@ -64,13 +80,9 @@ export class ChunkSerializer implements IChunkSerializer {
|
||||
for (const entityData of data.entities) {
|
||||
const entity = scene.createEntity(entityData.name);
|
||||
|
||||
const transform = entity.getComponent(TransformComponent);
|
||||
if (transform) {
|
||||
transform.setPosition(
|
||||
bounds.minX + entityData.localPosition.x,
|
||||
bounds.minY + entityData.localPosition.y
|
||||
);
|
||||
}
|
||||
const worldX = bounds.minX + entityData.localPosition.x;
|
||||
const worldY = bounds.minY + entityData.localPosition.y;
|
||||
this.setEntityPosition(entity, worldX, worldY);
|
||||
|
||||
this.deserializeComponents(entity, entityData.components);
|
||||
entities.push(entity);
|
||||
@@ -79,6 +91,16 @@ export class ChunkSerializer implements IChunkSerializer {
|
||||
return entities;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置实体位置
|
||||
*
|
||||
* Set entity position after deserialization.
|
||||
* Override to use your custom position component.
|
||||
*/
|
||||
protected setEntityPosition(_entity: Entity, _x: number, _y: number): void {
|
||||
// Override in subclass to set position on your position component
|
||||
}
|
||||
|
||||
/**
|
||||
* 序列化实体组件
|
||||
*
|
||||
@@ -113,7 +135,7 @@ export class ChunkSerializer implements IChunkSerializer {
|
||||
* Check if component should be serialized.
|
||||
*/
|
||||
protected shouldSerializeComponent(componentName: string): boolean {
|
||||
const excludeList = ['TransformComponent', 'ChunkComponent', 'StreamingAnchorComponent'];
|
||||
const excludeList = ['ChunkComponent', 'StreamingAnchorComponent'];
|
||||
return !excludeList.includes(componentName);
|
||||
}
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
import { EntitySystem, Matcher, Time, ECSSystem } from '@esengine/ecs-framework';
|
||||
import type { Entity, Scene } from '@esengine/ecs-framework';
|
||||
import { TransformComponent } from '@esengine/engine-core';
|
||||
import { StreamingAnchorComponent } from '../components/StreamingAnchorComponent';
|
||||
import { ChunkLoaderComponent } from '../components/ChunkLoaderComponent';
|
||||
import { ChunkManager } from '../services/ChunkManager';
|
||||
@@ -21,7 +20,7 @@ export class ChunkStreamingSystem extends EntitySystem {
|
||||
private _lastAnchorChunks: Map<Entity, IChunkCoord> = new Map();
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(StreamingAnchorComponent, TransformComponent));
|
||||
super(Matcher.all(StreamingAnchorComponent));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -83,12 +82,10 @@ export class ChunkStreamingSystem extends EntitySystem {
|
||||
private updateAnchors(entities: readonly Entity[], deltaTime: number): void {
|
||||
for (const entity of entities) {
|
||||
const anchor = entity.getComponent(StreamingAnchorComponent);
|
||||
const transform = entity.getComponent(TransformComponent);
|
||||
if (!anchor) continue;
|
||||
|
||||
if (!anchor || !transform) continue;
|
||||
|
||||
const currentX = transform.position.x;
|
||||
const currentY = transform.position.y;
|
||||
const currentX = anchor.x;
|
||||
const currentY = anchor.y;
|
||||
|
||||
if (deltaTime > 0) {
|
||||
anchor.velocityX = (currentX - anchor.previousX) / deltaTime;
|
||||
@@ -111,10 +108,10 @@ export class ChunkStreamingSystem extends EntitySystem {
|
||||
const centerCoords: IChunkCoord[] = [];
|
||||
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(TransformComponent);
|
||||
if (!transform) continue;
|
||||
const anchor = entity.getComponent(StreamingAnchorComponent);
|
||||
if (!anchor) continue;
|
||||
|
||||
const coord = loader.worldToChunk(transform.position.x, transform.position.y);
|
||||
const coord = loader.worldToChunk(anchor.x, anchor.y);
|
||||
centerCoords.push(coord);
|
||||
|
||||
const lastCoord = this._lastAnchorChunks.get(entity);
|
||||
@@ -1,49 +0,0 @@
|
||||
import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
|
||||
import type { IRuntimeModule, SystemContext } from '@esengine/engine-core';
|
||||
import { ChunkComponent } from './components/ChunkComponent';
|
||||
import { StreamingAnchorComponent } from './components/StreamingAnchorComponent';
|
||||
import { ChunkLoaderComponent } from './components/ChunkLoaderComponent';
|
||||
import { ChunkStreamingSystem } from './systems/ChunkStreamingSystem';
|
||||
import { ChunkCullingSystem } from './systems/ChunkCullingSystem';
|
||||
import { ChunkManager } from './services/ChunkManager';
|
||||
|
||||
/**
|
||||
* 世界流式加载模块
|
||||
*
|
||||
* Runtime module for world streaming functionality.
|
||||
*
|
||||
* 提供世界流式加载功能的运行时模块。
|
||||
*/
|
||||
export class WorldStreamingModule implements IRuntimeModule {
|
||||
private _chunkManager: ChunkManager | null = null;
|
||||
|
||||
get chunkManager(): ChunkManager | null {
|
||||
return this._chunkManager;
|
||||
}
|
||||
|
||||
registerComponents(registry: IComponentRegistry): void {
|
||||
registry.register(ChunkComponent);
|
||||
registry.register(StreamingAnchorComponent);
|
||||
registry.register(ChunkLoaderComponent);
|
||||
}
|
||||
|
||||
registerServices(services: ServiceContainer): void {
|
||||
this._chunkManager = new ChunkManager();
|
||||
services.registerInstance(ChunkManager, this._chunkManager);
|
||||
}
|
||||
|
||||
createSystems(scene: IScene, _context: SystemContext): void {
|
||||
const streamingSystem = new ChunkStreamingSystem();
|
||||
if (this._chunkManager) {
|
||||
streamingSystem.setChunkManager(this._chunkManager);
|
||||
}
|
||||
scene.addSystem(streamingSystem);
|
||||
scene.addSystem(new ChunkCullingSystem());
|
||||
}
|
||||
|
||||
onSystemsCreated(_scene: IScene, _context: SystemContext): void {
|
||||
// No post-creation setup needed
|
||||
}
|
||||
}
|
||||
|
||||
export const worldStreamingModule = new WorldStreamingModule();
|
||||
@@ -1,5 +1,12 @@
|
||||
# @esengine/demos
|
||||
|
||||
## 1.0.4
|
||||
|
||||
### Patch Changes
|
||||
|
||||
- Updated dependencies [[`0662b07`](https://github.com/esengine/esengine/commit/0662b074454906ad7c0264fe1d3a241f13730ba1)]:
|
||||
- @esengine/pathfinding@1.0.4
|
||||
|
||||
## 1.0.3
|
||||
|
||||
### Patch Changes
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/demos",
|
||||
"version": "1.0.3",
|
||||
"version": "1.0.4",
|
||||
"private": true,
|
||||
"description": "Demo tests for ESEngine modules documentation",
|
||||
"type": "module",
|
||||
|
||||
97
pnpm-lock.yaml
generated
97
pnpm-lock.yaml
generated
@@ -1053,7 +1053,7 @@ importers:
|
||||
dependencies:
|
||||
'@esengine/world-streaming':
|
||||
specifier: workspace:*
|
||||
version: link:../../../streaming/world-streaming
|
||||
version: link:../../../framework/world-streaming
|
||||
devDependencies:
|
||||
'@esengine/build-config':
|
||||
specifier: workspace:*
|
||||
@@ -1763,24 +1763,24 @@ importers:
|
||||
specifier: ^5.8.3
|
||||
version: 5.9.3
|
||||
|
||||
packages/network-ext/network-server:
|
||||
packages/framework/world-streaming:
|
||||
dependencies:
|
||||
'@esengine/network-protocols':
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/network-protocols
|
||||
tsrpc:
|
||||
specifier: ^3.4.15
|
||||
version: 3.4.21
|
||||
ws:
|
||||
specifier: ^8.18.0
|
||||
version: 8.18.3
|
||||
version: link:../core/dist
|
||||
'@esengine/ecs-framework-math':
|
||||
specifier: workspace:*
|
||||
version: link:../math
|
||||
'@esengine/spatial':
|
||||
specifier: workspace:*
|
||||
version: link:../spatial
|
||||
devDependencies:
|
||||
tsup:
|
||||
specifier: ^8.5.1
|
||||
specifier: ^8.0.1
|
||||
version: 8.5.1(@microsoft/api-extractor@7.55.2(@types/node@22.19.3))(@swc/core@1.15.7(@swc/helpers@0.5.18))(jiti@2.6.1)(postcss@8.5.6)(tsx@4.21.0)(typescript@5.9.3)(yaml@2.8.2)
|
||||
tsx:
|
||||
specifier: ^4.19.0
|
||||
version: 4.21.0
|
||||
typescript:
|
||||
specifier: ^5.3.3
|
||||
version: 5.9.3
|
||||
|
||||
packages/physics/physics-rapier2d:
|
||||
dependencies:
|
||||
@@ -2066,22 +2066,6 @@ importers:
|
||||
specifier: ^5.0.0
|
||||
version: 5.0.10
|
||||
|
||||
packages/streaming/world-streaming:
|
||||
dependencies:
|
||||
'@esengine/ecs-framework':
|
||||
specifier: workspace:*
|
||||
version: link:../../framework/core/dist
|
||||
'@esengine/engine-core':
|
||||
specifier: workspace:*
|
||||
version: link:../../engine/engine-core
|
||||
devDependencies:
|
||||
tsup:
|
||||
specifier: ^8.0.1
|
||||
version: 8.5.1(@microsoft/api-extractor@7.55.2(@types/node@22.19.3))(@swc/core@1.15.7(@swc/helpers@0.5.18))(jiti@2.6.1)(postcss@8.5.6)(tsx@4.21.0)(typescript@5.9.3)(yaml@2.8.2)
|
||||
typescript:
|
||||
specifier: ^5.3.3
|
||||
version: 5.9.3
|
||||
|
||||
packages/tools/build-config:
|
||||
devDependencies:
|
||||
'@vitejs/plugin-react':
|
||||
@@ -5254,9 +5238,6 @@ packages:
|
||||
'@types/web-bluetooth@0.0.21':
|
||||
resolution: {integrity: sha512-oIQLCGWtcFZy2JW77j9k8nHzAOpqMHLQejDA48XXMWH6tjCQHz5RCFz1bzsmROyL6PUm+LLnUiI4BCn221inxA==}
|
||||
|
||||
'@types/ws@7.4.7':
|
||||
resolution: {integrity: sha512-JQbbmxZTZehdc2iszGKs5oC3NFnjeay7mtAWrdt7qNtAVK0g19muApzAy4bm9byz79xa2ZnO/BOBC2R8RC5Lww==}
|
||||
|
||||
'@types/ws@8.18.1':
|
||||
resolution: {integrity: sha512-ThVF6DCVhA8kUGy+aazFQ4kXQ7E1Ty7A3ypFOe0IcJV8O/M511G99AW24irKrW56Wt44yG9+ij8FaqoBGkuBXg==}
|
||||
|
||||
@@ -10267,9 +10248,6 @@ packages:
|
||||
tslib@2.8.1:
|
||||
resolution: {integrity: sha512-oJFu94HQb+KVduSUQL7wnpmqnfmLsOA/nAh6b6EH0wCEoK0/mPeXU6c3wKDV83MkOuHPRHtSXKKU99IBazS/2w==}
|
||||
|
||||
tsrpc-base-client@2.1.17:
|
||||
resolution: {integrity: sha512-z3Ei2jgJUWt4Mmf9AWXk0BctXE2FzfVRLitbDgZ9byixjuIQ2rDyDxjR8ae7kiR17Dx4YVIEJ8FW/2180lA5iw==}
|
||||
|
||||
tsrpc-cli@2.4.5:
|
||||
resolution: {integrity: sha512-/3MMyGAAuSnZLQVfoRZXI5sfyGakRTk2AfrllvVSUSfGPTr06iU1YAgOATNYEHl+uAj1+QFz3dKT8g3J+wCIcw==}
|
||||
hasBin: true
|
||||
@@ -10277,9 +10255,6 @@ packages:
|
||||
tsrpc-proto@1.4.3:
|
||||
resolution: {integrity: sha512-qtkk5i34m9/K1258EdyXAEikU/ADPELHCCXN/oFJ4XwH+kN3kXnKYmwCDblUuMA73V2+A/EwkgUGyAgPa335Hw==}
|
||||
|
||||
tsrpc@3.4.21:
|
||||
resolution: {integrity: sha512-8NdFmEkB5t1raKPuWzwl/qwivbacxsuFzpTDv2nlHPVNBP7fwmIOY6uZT8g/SSaAEUMAKt8fCeOYYtwsvjwjqw==}
|
||||
|
||||
tsup@8.5.1:
|
||||
resolution: {integrity: sha512-xtgkqwdhpKWr3tKPmCkvYmS9xnQK3m3XgxZHwSUjvfTjp7YfXe5tT3GgWi0F2N+ZSMsOeWeZFh7ZZFg5iPhing==}
|
||||
engines: {node: '>=18'}
|
||||
@@ -10685,10 +10660,6 @@ packages:
|
||||
resolution: {integrity: sha512-8XkAphELsDnEGrDxUOHB3RGvXz6TeuYSGEZBOjtTtPm2lwhGBjLgOzLHB63IUWfBpNucQjND6d3AOudO+H3RWQ==}
|
||||
hasBin: true
|
||||
|
||||
uuid@8.3.2:
|
||||
resolution: {integrity: sha512-+NYs2QeMWy+GWFOEm9xnn6HCDp0l7QBD7ml8zLUmJ+93Q5NF0NocErnwkTkXVFNiX3/fpC6afS8Dhb/gz7R7eg==}
|
||||
hasBin: true
|
||||
|
||||
v8-compile-cache-lib@3.0.1:
|
||||
resolution: {integrity: sha512-wa7YjyUGfNZngI/vtK0UHAN+lgDCxBPCylVXGp0zu59Fz5aiGtNXaq3DhIov063MorB+VfufLh3JlF2KdTK3xg==}
|
||||
|
||||
@@ -11005,18 +10976,6 @@ packages:
|
||||
resolution: {integrity: sha512-v2UQ+50TNf2rNHJ8NyWttfm/EJUBWMJcx6ZTYZr6Qp52uuegWw/lBkCtCbnYZEmPRNL61m+u67dAmGxo+HTULA==}
|
||||
engines: {node: '>=8'}
|
||||
|
||||
ws@7.5.10:
|
||||
resolution: {integrity: sha512-+dbF1tHwZpXcbOJdVOkzLDxZP1ailvSxM6ZweXTegylPny803bFhA+vqBYw4s31NSAk4S2Qz+AKXK9a4wkdjcQ==}
|
||||
engines: {node: '>=8.3.0'}
|
||||
peerDependencies:
|
||||
bufferutil: ^4.0.1
|
||||
utf-8-validate: ^5.0.2
|
||||
peerDependenciesMeta:
|
||||
bufferutil:
|
||||
optional: true
|
||||
utf-8-validate:
|
||||
optional: true
|
||||
|
||||
ws@8.18.3:
|
||||
resolution: {integrity: sha512-PEIGCY5tSlUt50cqyMXfCzX+oOPqN0vuGqWzbcJ2xvnkzkq46oOpz7dQaTDBdfICb4N14+GARUDw2XV2N4tvzg==}
|
||||
engines: {node: '>=10.0.0'}
|
||||
@@ -14773,10 +14732,6 @@ snapshots:
|
||||
|
||||
'@types/web-bluetooth@0.0.21': {}
|
||||
|
||||
'@types/ws@7.4.7':
|
||||
dependencies:
|
||||
'@types/node': 20.19.27
|
||||
|
||||
'@types/ws@8.18.1':
|
||||
dependencies:
|
||||
'@types/node': 20.19.27
|
||||
@@ -21020,13 +20975,6 @@ snapshots:
|
||||
|
||||
tslib@2.8.1: {}
|
||||
|
||||
tsrpc-base-client@2.1.17:
|
||||
dependencies:
|
||||
k8w-extend-native: 1.4.6
|
||||
tsbuffer: 2.2.23
|
||||
tslib: 2.8.1
|
||||
tsrpc-proto: 1.4.3
|
||||
|
||||
tsrpc-cli@2.4.5(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@22.19.3):
|
||||
dependencies:
|
||||
chalk: 4.1.2
|
||||
@@ -21055,19 +21003,6 @@ snapshots:
|
||||
tsbuffer-schema: 2.2.0
|
||||
tslib: 2.8.1
|
||||
|
||||
tsrpc@3.4.21:
|
||||
dependencies:
|
||||
'@types/ws': 7.4.7
|
||||
chalk: 4.1.2
|
||||
tsbuffer: 2.2.23
|
||||
tsrpc-base-client: 2.1.17
|
||||
tsrpc-proto: 1.4.3
|
||||
uuid: 8.3.2
|
||||
ws: 7.5.10
|
||||
transitivePeerDependencies:
|
||||
- bufferutil
|
||||
- utf-8-validate
|
||||
|
||||
tsup@8.5.1(@microsoft/api-extractor@7.55.2(@types/node@20.19.27))(@swc/core@1.15.7(@swc/helpers@0.5.18))(jiti@2.6.1)(postcss@8.5.6)(tsx@4.21.0)(typescript@5.9.3)(yaml@2.8.2):
|
||||
dependencies:
|
||||
bundle-require: 5.1.0(esbuild@0.27.2)
|
||||
@@ -21424,8 +21359,6 @@ snapshots:
|
||||
|
||||
uuid@10.0.0: {}
|
||||
|
||||
uuid@8.3.2: {}
|
||||
|
||||
v8-compile-cache-lib@3.0.1: {}
|
||||
|
||||
v8-to-istanbul@9.3.0:
|
||||
@@ -21814,8 +21747,6 @@ snapshots:
|
||||
type-fest: 0.4.1
|
||||
write-json-file: 3.2.0
|
||||
|
||||
ws@7.5.10: {}
|
||||
|
||||
ws@8.18.3: {}
|
||||
|
||||
wsl-utils@0.1.0:
|
||||
|
||||
Reference in New Issue
Block a user