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14
.github/workflows/ci.yml
vendored
14
.github/workflows/ci.yml
vendored
@@ -3,8 +3,22 @@ name: CI
|
||||
on:
|
||||
push:
|
||||
branches: [ master, main, develop ]
|
||||
paths:
|
||||
- 'packages/**'
|
||||
- 'package.json'
|
||||
- 'package-lock.json'
|
||||
- 'tsconfig.json'
|
||||
- 'jest.config.*'
|
||||
- '.github/workflows/ci.yml'
|
||||
pull_request:
|
||||
branches: [ master, main, develop ]
|
||||
paths:
|
||||
- 'packages/**'
|
||||
- 'package.json'
|
||||
- 'package-lock.json'
|
||||
- 'tsconfig.json'
|
||||
- 'jest.config.*'
|
||||
- '.github/workflows/ci.yml'
|
||||
|
||||
jobs:
|
||||
test:
|
||||
|
||||
67
.github/workflows/docs.yml
vendored
Normal file
67
.github/workflows/docs.yml
vendored
Normal file
@@ -0,0 +1,67 @@
|
||||
name: Deploy Documentation
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [master]
|
||||
paths:
|
||||
- 'docs/**'
|
||||
- 'packages/**'
|
||||
- 'typedoc.json'
|
||||
- 'package.json'
|
||||
- '.github/workflows/docs.yml'
|
||||
workflow_dispatch:
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
pages: write
|
||||
id-token: write
|
||||
|
||||
concurrency:
|
||||
group: pages
|
||||
cancel-in-progress: false
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
|
||||
- name: Setup Node.js
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: '20.x'
|
||||
cache: 'npm'
|
||||
|
||||
- name: Setup Pages
|
||||
uses: actions/configure-pages@v4
|
||||
|
||||
- name: Install dependencies
|
||||
run: npm ci
|
||||
|
||||
- name: Build core package
|
||||
run: npm run build:core
|
||||
|
||||
- name: Generate API documentation
|
||||
run: npm run docs:api
|
||||
|
||||
- name: Build documentation
|
||||
run: npm run docs:build
|
||||
|
||||
- name: Upload artifact
|
||||
uses: actions/upload-pages-artifact@v3
|
||||
with:
|
||||
path: docs/.vitepress/dist
|
||||
|
||||
deploy:
|
||||
environment:
|
||||
name: github-pages
|
||||
url: ${{ steps.deployment.outputs.page_url }}
|
||||
needs: build
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Deploy to GitHub Pages
|
||||
id: deployment
|
||||
uses: actions/deploy-pages@v4
|
||||
2
.gitignore
vendored
2
.gitignore
vendored
@@ -55,6 +55,8 @@ pnpm-lock.yaml
|
||||
# 文档生成
|
||||
docs/api/
|
||||
docs/build/
|
||||
docs/.vitepress/cache/
|
||||
docs/.vitepress/dist/
|
||||
|
||||
# 备份文件
|
||||
*.bak
|
||||
|
||||
451
README.md
451
README.md
@@ -1,180 +1,21 @@
|
||||
# ECS Framework
|
||||
|
||||
[](https://git.io/typing-svg)
|
||||
|
||||
[](https://github.com/esengine/ecs-framework/actions)
|
||||
[](https://badge.fury.io/js/%40esengine%2Fecs-framework)
|
||||
[](https://www.typescriptlang.org/)
|
||||
[](https://www.typescriptlang.org/)
|
||||
[](https://opensource.org/licenses/MIT)
|
||||
[](https://github.com/esengine/ecs-framework/stargazers)
|
||||
|
||||
TypeScript ECS (Entity-Component-System) 框架,专为游戏开发设计。
|
||||
|
||||
## 项目特色
|
||||
|
||||
<div align="center">
|
||||
|
||||
[](https://store.cocos.com/app/detail/7823)
|
||||
[](https://jq.qq.com/?_wv=1027&k=29w1Nud6)
|
||||
|
||||
</div>
|
||||
|
||||
## 架构原理
|
||||
|
||||
ECS Framework 采用多World + 多Scene的现代化架构设计:
|
||||
|
||||
```mermaid
|
||||
graph TD
|
||||
subgraph Main["🎮 ECS Framework - 多World・多Scene架构"]
|
||||
direction TB
|
||||
|
||||
subgraph CoreLayer["⚙️ 核心层 (Core Foundation)"]
|
||||
direction LR
|
||||
Core["🔧 <b>Core</b><br/>📋 生命周期管理<br/>⚙️ 配置系统<br/>🔗 平台兼容"]
|
||||
Registry["📝 <b>ComponentRegistry</b><br/>🏷️ 类型注册<br/>✨ 装饰器支持<br/>🔒 类型安全"]
|
||||
Pool["🔢 <b>IdentifierPool</b><br/>🆔 实体ID分配<br/>♻️ ID回收<br/>📊 BigInt兼容"]
|
||||
PoolMgr["♻️ <b>PoolManager</b><br/>🎯 对象池<br/>⚡ 内存优化<br/>📈 性能提升"]
|
||||
EventBus["📡 <b>EventBus</b><br/>🔄 事件系统<br/>⚡ 异步/同步<br/>🎭 类型安全"]
|
||||
end
|
||||
|
||||
subgraph WorldLayer["🌍 世界管理层 (World Management)"]
|
||||
direction TB
|
||||
WorldMgr["🗺️ <b>WorldManager</b><br/>🚀 多World调度<br/>📊 资源管理<br/>🔍 统计监控<br/>🧹 自动清理"]
|
||||
|
||||
subgraph WorldsContainer["多World容器"]
|
||||
direction LR
|
||||
World1["🌐 <b>GameWorld</b><br/>🎮 游戏逻辑<br/>🌟 全局系统<br/>🔄 跨Scene业务"]
|
||||
World2["🌐 <b>UIWorld</b><br/>🎨 界面管理<br/>⚡ 独立更新<br/>🔒 资源隔离"]
|
||||
end
|
||||
|
||||
GlobalSys["🎭 <b>Global Systems</b><br/>🌐 NetworkSync<br/>👥 PlayerMgmt<br/>📡 跨Scene通信"]
|
||||
end
|
||||
|
||||
subgraph SceneLayer["🎬 场景层 (Scene Management)"]
|
||||
direction LR
|
||||
Scene1["🎯 <b>BattleScene</b><br/>⚔️ 实体管理<br/>🎪 系统调度<br/>⚡ 高性能处理"]
|
||||
Scene2["🎯 <b>MenuScene</b><br/>🎨 界面逻辑<br/>🔄 生命周期<br/>💾 状态管理"]
|
||||
Scene3["🎯 <b>UIScene</b><br/>📦 组件存储<br/>🔍 查询引擎<br/>🎭 交互处理"]
|
||||
end
|
||||
|
||||
subgraph ECLayer["🤖 实体组件层 (Entity-Component System)"]
|
||||
direction TB
|
||||
|
||||
subgraph EntityMgmt["📦 实体管理 (Entity Management)"]
|
||||
direction LR
|
||||
EntityMgr["👥 <b>EntityManager</b><br/>📋 集合管理<br/>🌳 层次结构<br/>⚡ 高效操作"]
|
||||
Entities["🎭 <b>Entities</b><br/>👤 Player<br/>👹 Enemy<br/>💥 Bullet<br/>🎯 轻量容器"]
|
||||
end
|
||||
|
||||
subgraph ComponentStore["🧩 组件存储 (Component Storage)"]
|
||||
direction LR
|
||||
Storage["💾 <b>ComponentStorage</b><br/>📊 SoA模式<br/>📚 AoS模式<br/>⚡ 内存优化"]
|
||||
StorageMgr["🗄️ <b>StorageManager</b><br/>🏷️ 类型管理<br/>🔄 脏标记<br/>📈 性能监控"]
|
||||
Components["🎲 <b>Components</b><br/>📍 Position<br/>🏃 Velocity<br/>❤️ Health<br/>📊 纯数据"]
|
||||
end
|
||||
end
|
||||
|
||||
subgraph SystemLayer["⚡ 系统层 (System Processing)"]
|
||||
direction TB
|
||||
|
||||
subgraph EntitySys["🔄 实体系统 (Entity Systems)"]
|
||||
direction LR
|
||||
EntitySystems["🎪 <b>EntitySystems</b><br/>🏃 MovementSystem<br/>🎨 RenderSystem<br/>🧠 AISystem<br/>⚡ 业务逻辑"]
|
||||
Processors["📋 <b>EntityProcessors</b><br/>🎯 调度管理<br/>📊 优先级<br/>⚡ 批量处理"]
|
||||
end
|
||||
end
|
||||
|
||||
subgraph QueryLayer["🔍 查询优化层 (Query & Optimization)"]
|
||||
direction LR
|
||||
Matcher["🎯 <b>Matcher</b><br/>✅ withAll<br/>🔄 withAny<br/>❌ withNone<br/>🌊 流式API<br/>💾 智能缓存"]
|
||||
QuerySys["🔎 <b>QuerySystem</b><br/>⚡ 实时查询<br/>📦 批量优化<br/>🔄 自动更新"]
|
||||
Archetype["🏗️ <b>ArchetypeSystem</b><br/>📊 组件分组<br/>🎯 原型缓存<br/>💻 BitSet优化"]
|
||||
end
|
||||
|
||||
subgraph DebugLayer["📊 监控调试层 (Debug & Monitoring)"]
|
||||
direction LR
|
||||
Debug["🐛 <b>DebugManager</b><br/>🌐 WebSocket调试<br/>🎮 Cocos Creator插件<br/>📸 内存快照"]
|
||||
Perf["📈 <b>PerformanceMonitor</b><br/>📊 性能统计<br/>⚠️ 阈值告警<br/>📱 实时监控"]
|
||||
Logger["📋 <b>Logger</b><br/>📊 分级日志<br/>🎨 彩色输出<br/>🔧 自定义处理器"]
|
||||
end
|
||||
end
|
||||
|
||||
%% 连接关系 - 使用更丰富的箭头样式
|
||||
Core -.->|初始化| WorldMgr
|
||||
Core -.->|注册| Registry
|
||||
Core -.->|分配| Pool
|
||||
Core -.->|管理| PoolMgr
|
||||
Core -.->|事件| EventBus
|
||||
|
||||
WorldMgr ==>|调度| World1
|
||||
WorldMgr ==>|调度| World2
|
||||
World1 -.->|管理| GlobalSys
|
||||
|
||||
World1 ==>|包含| Scene1
|
||||
World1 ==>|包含| Scene2
|
||||
World2 ==>|包含| Scene3
|
||||
|
||||
Scene1 -->|使用| EntityMgr
|
||||
Scene2 -->|使用| EntityMgr
|
||||
Scene3 -->|使用| EntityMgr
|
||||
|
||||
EntityMgr -->|管理| Entities
|
||||
Entities -->|附加| Components
|
||||
|
||||
Scene1 -->|存储| Storage
|
||||
Scene2 -->|存储| Storage
|
||||
Scene3 -->|存储| Storage
|
||||
Storage -->|管理| StorageMgr
|
||||
|
||||
Scene1 -->|调度| EntitySystems
|
||||
Scene2 -->|调度| EntitySystems
|
||||
Scene3 -->|调度| EntitySystems
|
||||
EntitySystems -->|处理| Processors
|
||||
|
||||
EntitySystems -->|查询| Matcher
|
||||
Matcher -->|缓存| QuerySys
|
||||
QuerySys -->|优化| Archetype
|
||||
|
||||
Core -.->|调试| Debug
|
||||
Core -.->|监控| Perf
|
||||
Core -.->|日志| Logger
|
||||
|
||||
%% 样式定义 - 使用Mermaid支持的语法
|
||||
classDef coreStyle fill:#E3F2FD,stroke:#1976D2,stroke-width:3px,color:#0D47A1
|
||||
classDef worldStyle fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px,color:#4A148C
|
||||
classDef sceneStyle fill:#FFF3E0,stroke:#F57C00,stroke-width:3px,color:#E65100
|
||||
classDef entityStyle fill:#E8F5E8,stroke:#388E3C,stroke-width:3px,color:#1B5E20
|
||||
classDef systemStyle fill:#FCE4EC,stroke:#C2185B,stroke-width:3px,color:#880E4F
|
||||
classDef queryStyle fill:#E0F2F1,stroke:#00695C,stroke-width:3px,color:#004D40
|
||||
classDef debugStyle fill:#FFF8E1,stroke:#F9A825,stroke-width:3px,color:#FF8F00
|
||||
|
||||
class Core,Registry,Pool,PoolMgr,EventBus coreStyle
|
||||
class WorldMgr,World1,World2,GlobalSys worldStyle
|
||||
class Scene1,Scene2,Scene3 sceneStyle
|
||||
class EntityMgr,Entities,Storage,StorageMgr,Components entityStyle
|
||||
class EntitySystems,Processors systemStyle
|
||||
class Matcher,QuerySys,Archetype queryStyle
|
||||
class Debug,Perf,Logger debugStyle
|
||||
```
|
||||
|
||||
### 核心概念
|
||||
|
||||
| 概念 | 职责 | 特点 |
|
||||
|------|------|------|
|
||||
| **Entity** | 游戏对象唯一标识 | 轻量级容器,无业务逻辑 |
|
||||
| **Component** | 纯数据结构 | 描述实体属性,支持SoA优化 |
|
||||
| **System** | 业务逻辑处理 | 操作组件数据,可热插拔 |
|
||||
| **Scene** | 实体和系统容器 | 独立的游戏场景 |
|
||||
| **World** | Scene和全局系统容器 | 支持跨Scene的全局逻辑 |
|
||||
| **WorldManager** | 多World管理 | 统一调度和资源管理 |
|
||||
一个高性能的 TypeScript ECS (Entity-Component-System) 框架,专为现代游戏开发而设计。
|
||||
|
||||
## 特性
|
||||
|
||||
- **完整的 TypeScript 支持** - 强类型检查和代码提示
|
||||
- **高效查询系统** - 流式 API 和智能缓存
|
||||
- **性能优化技术** - SparseSet索引、Archetype 系统、脏标记
|
||||
- **事件系统** - 类型安全的事件处理
|
||||
- **调试工具** - 内置性能监控和 [Cocos Creator 可视化调试插件](https://store.cocos.com/app/detail/7823)
|
||||
- **高性能** - 针对大规模实体优化,支持SoA存储和批量处理
|
||||
- **多线程计算** - Worker系统支持真正的并行处理,充分利用多核CPU性能
|
||||
- **类型安全** - 完整的TypeScript支持,编译时类型检查
|
||||
- **现代架构** - 支持多World、多Scene的分层架构设计
|
||||
- **开发友好** - 内置调试工具和性能监控
|
||||
- **跨平台** - 支持Cocos Creator、Laya引擎和Web平台
|
||||
|
||||
## 安装
|
||||
|
||||
@@ -184,271 +25,103 @@ npm install @esengine/ecs-framework
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 1. 基础使用
|
||||
|
||||
```typescript
|
||||
import { Core, Scene, Entity, Component, EntitySystem, ECSComponent, ECSSystem, Matcher, Time } from '@esengine/ecs-framework';
|
||||
|
||||
// 创建核心实例
|
||||
const core = Core.create({ debug: true });
|
||||
const scene = new Scene();
|
||||
Core.setScene(scene);
|
||||
import { Core, Scene, Component, EntitySystem, ECSComponent, ECSSystem, Matcher, Time } from '@esengine/ecs-framework';
|
||||
|
||||
// 定义组件
|
||||
@ECSComponent('PositionComponent')
|
||||
class PositionComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
@ECSComponent('Position')
|
||||
class Position extends Component {
|
||||
constructor(public x = 0, public y = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('VelocityComponent')
|
||||
class VelocityComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
@ECSComponent('Velocity')
|
||||
class Velocity extends Component {
|
||||
constructor(public dx = 0, public dy = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
// 创建实体
|
||||
const entity = scene.createEntity("Player");
|
||||
entity.addComponent(new PositionComponent(100, 100));
|
||||
entity.addComponent(new VelocityComponent(5, 0));
|
||||
|
||||
// 创建系统
|
||||
@ECSSystem('MovementSystem')
|
||||
@ECSSystem('Movement')
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(PositionComponent, VelocityComponent));
|
||||
super(Matcher.all(Position, Velocity));
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]) {
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(PositionComponent)!;
|
||||
const velocity = entity.getComponent(VelocityComponent)!;
|
||||
|
||||
position.x += velocity.x * Time.deltaTime;
|
||||
position.y += velocity.y * Time.deltaTime;
|
||||
const position = entity.getComponent(Position)!;
|
||||
const velocity = entity.getComponent(Velocity)!;
|
||||
|
||||
position.x += velocity.dx * Time.deltaTime;
|
||||
position.y += velocity.dy * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scene.addEntityProcessor(new MovementSystem());
|
||||
// 创建场景并启动
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.addSystem(new MovementSystem());
|
||||
|
||||
// 游戏循环
|
||||
Core.update(deltaTime);
|
||||
```
|
||||
|
||||
### 2. 类型装饰器
|
||||
|
||||
在代码压缩混淆后,类名会改变导致框架无法识别组件类型。使用装饰器确保稳定性:
|
||||
|
||||
```typescript
|
||||
import { ECSComponent, ECSSystem } from '@esengine/ecs-framework';
|
||||
|
||||
// 组件装饰器
|
||||
@ECSComponent('PositionComponent')
|
||||
class PositionComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
}
|
||||
|
||||
@ECSComponent('VelocityComponent')
|
||||
class VelocityComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
}
|
||||
|
||||
// 系统装饰器
|
||||
@ECSSystem('MovementSystem')
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]) {
|
||||
// 处理逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 高级特性
|
||||
|
||||
### 查询系统
|
||||
|
||||
```typescript
|
||||
import { Matcher, ECSSystem } from '@esengine/ecs-framework';
|
||||
|
||||
// 使用Matcher和EntitySystem进行高效查询
|
||||
@ECSSystem('QuerySystem')
|
||||
class QuerySystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(PositionComponent, VelocityComponent).none(HealthComponent));
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]) {
|
||||
// 处理匹配的实体
|
||||
console.log(`Found ${entities.length} entities`);
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Position(100, 100));
|
||||
player.addComponent(new Velocity(50, 0));
|
||||
}
|
||||
}
|
||||
|
||||
// 更复杂的查询条件
|
||||
@ECSSystem('CombatSystem')
|
||||
class CombatSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(
|
||||
Matcher
|
||||
.all(PositionComponent, HealthComponent) // 必须有位置和血量
|
||||
.any(WeaponComponent, MagicComponent) // 有武器或魔法
|
||||
.none(DeadComponent) // 不能是死亡状态
|
||||
);
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]) {
|
||||
// 处理战斗逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
// 启动游戏
|
||||
Core.create();
|
||||
Core.setScene(new GameScene());
|
||||
|
||||
### 事件系统
|
||||
|
||||
```typescript
|
||||
import { EventHandler, ECSEventType, IEntityEventData } from '@esengine/ecs-framework';
|
||||
|
||||
class GameSystem {
|
||||
@EventHandler(ECSEventType.ENTITY_DESTROYED)
|
||||
onEntityDestroyed(data: IEntityEventData) {
|
||||
console.log('实体销毁:', data.entityName, '实体ID:', data.entityId);
|
||||
}
|
||||
|
||||
@EventHandler(ECSEventType.ENTITY_CREATED)
|
||||
onEntityCreated(data: IEntityEventData) {
|
||||
console.log('实体创建:', data.entityName, '标签:', data.entityTag);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### SoA 存储优化
|
||||
|
||||
针对大规模实体处理的内存布局优化:
|
||||
|
||||
| 存储方式 | 内存布局 | 适用场景 | 性能特点 |
|
||||
|----------|----------|----------|----------|
|
||||
| **AoS** (Array of Structures) | `[{x,y,z}, {x,y,z}, {x,y,z}]` | 通用场景 | 访问灵活,缓存效率一般 |
|
||||
| **SoA** (Structure of Arrays) | `{x:[1,2,3], y:[4,5,6], z:[7,8,9]}` | 批量处理 | SIMD优化,缓存友好 |
|
||||
|
||||
**SoA 优势:**
|
||||
- 🚀 提升 2-4x 批量处理性能
|
||||
- 💾 更好的CPU缓存利用率
|
||||
- 🔧 支持SIMD向量化操作
|
||||
- ⚡ 减少内存访问跳跃
|
||||
|
||||
用法示例:
|
||||
|
||||
```typescript
|
||||
import { EnableSoA, Float32, Int32 } from '@esengine/ecs-framework';
|
||||
|
||||
@EnableSoA
|
||||
class OptimizedTransformComponent extends Component {
|
||||
@Float32 public x: number = 0;
|
||||
@Float32 public y: number = 0;
|
||||
@Float32 public rotation: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
**性能优势**:
|
||||
- **缓存友好** - 连续内存访问,缓存命中率提升85%
|
||||
- **批量处理** - 同类型数据处理速度提升2-3倍
|
||||
- **热切换** - 开发期AoS便于调试,生产期SoA提升性能
|
||||
- **自动优化** - `@EnableSoA`装饰器自动转换存储结构
|
||||
|
||||
## 平台集成
|
||||
|
||||
### Cocos Creator
|
||||
|
||||
```typescript
|
||||
update(deltaTime: number) {
|
||||
// 游戏循环中更新
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
```
|
||||
|
||||
**专用调试插件**:
|
||||
- [ECS 可视化调试插件](https://store.cocos.com/app/detail/7823) - 提供完整的可视化调试界面
|
||||
- 实体查看器、组件编辑器、系统监控
|
||||
- 性能分析和实时数据监控
|
||||
## 核心特性
|
||||
|
||||
### Laya 引擎
|
||||
```typescript
|
||||
Laya.timer.frameLoop(1, this, () => {
|
||||
Core.update(Laya.timer.delta / 1000);
|
||||
});
|
||||
```
|
||||
- **实体查询** - 使用 Matcher API 进行高效的实体过滤
|
||||
- **事件系统** - 类型安全的事件发布/订阅机制
|
||||
- **性能优化** - SoA 存储优化,支持大规模实体处理
|
||||
- **多线程支持** - Worker系统实现真正的并行计算,充分利用多核CPU
|
||||
- **多场景** - 支持 World/Scene 分层架构
|
||||
- **时间管理** - 内置定时器和时间控制系统
|
||||
|
||||
### 原生浏览器
|
||||
```typescript
|
||||
function gameLoop(currentTime: number) {
|
||||
const deltaTime = (currentTime - lastTime) / 1000;
|
||||
Core.update(deltaTime);
|
||||
requestAnimationFrame(gameLoop);
|
||||
}
|
||||
```
|
||||
## 平台支持
|
||||
|
||||
支持主流游戏引擎和 Web 平台:
|
||||
|
||||
- **Cocos Creator** - 内置引擎集成支持,提供[专用调试插件](https://store.cocos.com/app/detail/7823)
|
||||
- **Laya 引擎** - 完整的生命周期管理
|
||||
- **原生 Web** - 浏览器环境直接运行
|
||||
- **小游戏平台** - 微信、支付宝等小游戏
|
||||
|
||||
|
||||
## API 参考
|
||||
## 示例项目
|
||||
|
||||
### 核心类
|
||||
|
||||
| 类 | 描述 |
|
||||
|---|---|
|
||||
| `Core` | 框架核心管理 |
|
||||
| `Scene` | 场景容器 |
|
||||
| `Entity` | 实体对象 |
|
||||
| `Component` | 组件基类 |
|
||||
| `EntitySystem` | 系统基类 |
|
||||
| `EntityManager` | 实体管理器 |
|
||||
|
||||
### 查询 API
|
||||
|
||||
```typescript
|
||||
// Matcher API - 推荐方式,高效且类型安全
|
||||
Matcher.all(...components) // 包含所有组件
|
||||
Matcher.any(...components) // 包含任意组件
|
||||
Matcher.none(...components) // 不包含组件
|
||||
|
||||
// 组合查询示例
|
||||
Matcher
|
||||
.all(PositionComponent, VelocityComponent) // 必须有这些组件
|
||||
.any(PlayerComponent, AIComponent) // 其中之一
|
||||
.none(DeadComponent, DisabledComponent); // 排除这些
|
||||
```
|
||||
- [Worker系统演示](https://esengine.github.io/ecs-framework/demos/worker-system/) - 多线程物理系统演示,展示高性能并行计算
|
||||
- [割草机演示](https://github.com/esengine/lawn-mower-demo) - 完整的游戏示例
|
||||
|
||||
## 文档
|
||||
|
||||
- [快速入门](docs/getting-started.md) - 详细教程和平台集成
|
||||
- [技术概念](docs/concepts-explained.md) - ECS 架构和框架特性
|
||||
- [组件设计](docs/component-design-guide.md) - 组件设计最佳实践
|
||||
- [性能优化](docs/performance-optimization.md) - 性能优化技术
|
||||
- [API 参考](docs/core-concepts.md) - 完整 API 文档
|
||||
- [快速入门](https://esengine.github.io/ecs-framework/guide/getting-started.html) - 详细教程和平台集成
|
||||
- [完整指南](https://esengine.github.io/ecs-framework/guide/) - ECS 概念和使用指南
|
||||
- [API 参考](https://esengine.github.io/ecs-framework/api/) - 完整 API 文档
|
||||
|
||||
## 扩展库
|
||||
## 生态系统
|
||||
|
||||
- [路径寻找](https://github.com/esengine/ecs-astar) - A*、BFS、Dijkstra 算法
|
||||
- [AI 系统](https://github.com/esengine/BehaviourTree-ai) - 行为树、效用 AI
|
||||
|
||||
## 社区
|
||||
## 社区与支持
|
||||
|
||||
- QQ 群:[ecs游戏框架交流](https://jq.qq.com/?_wv=1027&k=29w1Nud6)
|
||||
- GitHub:[提交 Issue](https://github.com/esengine/ecs-framework/issues)
|
||||
- [问题反馈](https://github.com/esengine/ecs-framework/issues) - Bug 报告和功能建议
|
||||
- [QQ 交流群](https://jq.qq.com/?_wv=1027&k=29w1Nud6) - ecs游戏框架交流
|
||||
|
||||
## 许可证
|
||||
|
||||
[MIT](LICENSE)
|
||||
[MIT](LICENSE) © 2025 ECS Framework
|
||||
224
docs/.vitepress/config.mjs
Normal file
224
docs/.vitepress/config.mjs
Normal file
@@ -0,0 +1,224 @@
|
||||
import { defineConfig } from 'vitepress'
|
||||
import Icons from 'unplugin-icons/vite'
|
||||
import { readFileSync } from 'fs'
|
||||
import { join, dirname } from 'path'
|
||||
import { fileURLToPath } from 'url'
|
||||
|
||||
const __dirname = dirname(fileURLToPath(import.meta.url))
|
||||
const corePackageJson = JSON.parse(
|
||||
readFileSync(join(__dirname, '../../packages/core/package.json'), 'utf-8')
|
||||
)
|
||||
|
||||
export default defineConfig({
|
||||
vite: {
|
||||
plugins: [
|
||||
Icons({
|
||||
compiler: 'vue3',
|
||||
autoInstall: true
|
||||
})
|
||||
],
|
||||
server: {
|
||||
fs: {
|
||||
allow: ['..']
|
||||
},
|
||||
middlewareMode: false,
|
||||
headers: {
|
||||
'Cross-Origin-Embedder-Policy': 'require-corp',
|
||||
'Cross-Origin-Opener-Policy': 'same-origin'
|
||||
}
|
||||
}
|
||||
},
|
||||
title: 'ECS Framework',
|
||||
description: '高性能TypeScript ECS框架 - 为游戏开发而生',
|
||||
lang: 'zh-CN',
|
||||
|
||||
themeConfig: {
|
||||
nav: [
|
||||
{ text: '首页', link: '/' },
|
||||
{ text: '快速开始', link: '/guide/getting-started' },
|
||||
{ text: '指南', link: '/guide/' },
|
||||
{ text: 'API', link: '/api/README' },
|
||||
{
|
||||
text: '示例',
|
||||
items: [
|
||||
{ text: 'Worker系统演示', link: '/examples/worker-system-demo' },
|
||||
{ text: '割草机演示', link: 'https://github.com/esengine/lawn-mower-demo' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: `v${corePackageJson.version}`,
|
||||
link: 'https://github.com/esengine/ecs-framework/releases'
|
||||
}
|
||||
],
|
||||
|
||||
sidebar: {
|
||||
'/guide/': [
|
||||
{
|
||||
text: '开始使用',
|
||||
items: [
|
||||
{ text: '快速开始', link: '/guide/getting-started' },
|
||||
{ text: '指南概览', link: '/guide/' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '核心概念',
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: '实体类 (Entity)', link: '/guide/entity' },
|
||||
{ text: '组件系统 (Component)', link: '/guide/component' },
|
||||
{
|
||||
text: '系统架构 (System)',
|
||||
link: '/guide/system',
|
||||
items: [
|
||||
{ text: 'Worker系统 (多线程)', link: '/guide/worker-system' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '场景管理 (Scene)',
|
||||
link: '/guide/scene',
|
||||
items: [
|
||||
{ text: 'SceneManager', link: '/guide/scene-manager' },
|
||||
{ text: 'WorldManager', link: '/guide/world-manager' }
|
||||
]
|
||||
},
|
||||
{ text: '序列化系统 (Serialization)', link: '/guide/serialization' },
|
||||
{ text: '事件系统 (Event)', link: '/guide/event-system' },
|
||||
{ text: '时间和定时器 (Time)', link: '/guide/time-and-timers' },
|
||||
{ text: '日志系统 (Logger)', link: '/guide/logging' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '高级特性',
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: '服务容器 (Service Container)', link: '/guide/service-container' },
|
||||
{ text: '插件系统 (Plugin System)', link: '/guide/plugin-system' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '平台适配器',
|
||||
link: '/guide/platform-adapter',
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: '浏览器适配器', link: '/guide/platform-adapter/browser' },
|
||||
{ text: '微信小游戏适配器', link: '/guide/platform-adapter/wechat-minigame' },
|
||||
{ text: 'Node.js适配器', link: '/guide/platform-adapter/nodejs' }
|
||||
]
|
||||
}
|
||||
],
|
||||
'/examples/': [
|
||||
{
|
||||
text: '示例',
|
||||
items: [
|
||||
{ text: '示例概览', link: '/examples/' },
|
||||
{ text: 'Worker系统演示', link: '/examples/worker-system-demo' }
|
||||
]
|
||||
}
|
||||
],
|
||||
'/api/': [
|
||||
{
|
||||
text: 'API 参考',
|
||||
items: [
|
||||
{ text: '概述', link: '/api/README' },
|
||||
{
|
||||
text: '核心类',
|
||||
collapsed: false,
|
||||
items: [
|
||||
{ text: 'Core', link: '/api/classes/Core' },
|
||||
{ text: 'Scene', link: '/api/classes/Scene' },
|
||||
{ text: 'World', link: '/api/classes/World' },
|
||||
{ text: 'Entity', link: '/api/classes/Entity' },
|
||||
{ text: 'Component', link: '/api/classes/Component' },
|
||||
{ text: 'EntitySystem', link: '/api/classes/EntitySystem' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '系统类',
|
||||
collapsed: true,
|
||||
items: [
|
||||
{ text: 'PassiveSystem', link: '/api/classes/PassiveSystem' },
|
||||
{ text: 'ProcessingSystem', link: '/api/classes/ProcessingSystem' },
|
||||
{ text: 'IntervalSystem', link: '/api/classes/IntervalSystem' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '工具类',
|
||||
collapsed: true,
|
||||
items: [
|
||||
{ text: 'Matcher', link: '/api/classes/Matcher' },
|
||||
{ text: 'Time', link: '/api/classes/Time' },
|
||||
{ text: 'PerformanceMonitor', link: '/api/classes/PerformanceMonitor' },
|
||||
{ text: 'DebugManager', link: '/api/classes/DebugManager' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '接口',
|
||||
collapsed: true,
|
||||
items: [
|
||||
{ text: 'IScene', link: '/api/interfaces/IScene' },
|
||||
{ text: 'IComponent', link: '/api/interfaces/IComponent' },
|
||||
{ text: 'ISystemBase', link: '/api/interfaces/ISystemBase' },
|
||||
{ text: 'ICoreConfig', link: '/api/interfaces/ICoreConfig' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '装饰器',
|
||||
collapsed: true,
|
||||
items: [
|
||||
{ text: '@ECSComponent', link: '/api/functions/ECSComponent' },
|
||||
{ text: '@ECSSystem', link: '/api/functions/ECSSystem' }
|
||||
]
|
||||
},
|
||||
{
|
||||
text: '枚举',
|
||||
collapsed: true,
|
||||
items: [
|
||||
{ text: 'ECSEventType', link: '/api/enumerations/ECSEventType' },
|
||||
{ text: 'LogLevel', link: '/api/enumerations/LogLevel' }
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
socialLinks: [
|
||||
{ icon: 'github', link: 'https://github.com/esengine/ecs-framework' }
|
||||
],
|
||||
|
||||
footer: {
|
||||
message: 'Released under the MIT License.',
|
||||
copyright: 'Copyright © 2025 ECS Framework'
|
||||
},
|
||||
|
||||
editLink: {
|
||||
pattern: 'https://github.com/esengine/ecs-framework/edit/master/docs/:path',
|
||||
text: '在 GitHub 上编辑此页'
|
||||
},
|
||||
|
||||
search: {
|
||||
provider: 'local'
|
||||
},
|
||||
|
||||
outline: {
|
||||
level: [2, 3],
|
||||
label: '目录'
|
||||
}
|
||||
},
|
||||
|
||||
head: [
|
||||
['meta', { name: 'theme-color', content: '#646cff' }],
|
||||
['link', { rel: 'icon', href: '/favicon.ico' }]
|
||||
],
|
||||
|
||||
base: '/ecs-framework/',
|
||||
cleanUrls: true,
|
||||
|
||||
markdown: {
|
||||
lineNumbers: true,
|
||||
theme: {
|
||||
light: 'github-light',
|
||||
dark: 'github-dark'
|
||||
}
|
||||
}
|
||||
})
|
||||
@@ -1,187 +0,0 @@
|
||||
# 新手教程完整指南
|
||||
|
||||
欢迎使用ECS框架!本指南为新手提供了完整的学习路径,从基础概念到高级应用,帮你快速掌握ECS框架开发游戏。
|
||||
|
||||
## 学习路径
|
||||
|
||||
### 第一阶段:基础入门(必读)
|
||||
|
||||
#### 1. [快速开始](getting-started.md)
|
||||
- **5分钟入门** - 创建你的第一个ECS游戏
|
||||
- **环境搭建** - 安装和配置框架
|
||||
- **第一个游戏** - 完整的示例游戏
|
||||
- **基础API** - 核心功能介绍
|
||||
|
||||
#### 2. [核心概念](core-concepts.md)
|
||||
- **ECS架构** - 实体、组件、系统的关系
|
||||
- **API参考** - 核心类和方法
|
||||
- **最佳实践** - 代码规范和设计模式
|
||||
- **查询系统** - 如何高效查找实体
|
||||
|
||||
#### 3. [概念详解](concepts-explained.md) **新手必读**
|
||||
- **通俗解释** - 用简单语言解释复杂概念
|
||||
- **性能优化技术** - 组件索引、Archetype、脏标记
|
||||
- **索引选择指南** - 何时使用哈希索引vs位图索引
|
||||
- **应用场景** - 不同游戏类型的选择建议
|
||||
|
||||
### 第二阶段:核心功能掌握
|
||||
|
||||
#### 4. [实体管理指南](entity-guide.md)
|
||||
- **实体基础** - 什么是实体,如何创建和使用
|
||||
- **标签系统** - 实体分类和查找
|
||||
- **生命周期** - 实体的创建、更新、销毁
|
||||
- **简单示例** - 玩家、敌人、道具实体
|
||||
|
||||
#### 5. [组件设计最佳实践](component-design-guide.md) **设计必读**
|
||||
- **组件设计原则** - 单一职责、数据为主
|
||||
- **组件类型** - 数据组件、标记组件、行为组件
|
||||
- **组件通信** - 如何让组件协同工作
|
||||
- **性能优化** - 对象池和数据紧凑性
|
||||
- **测试和调试** - 如何测试你的组件
|
||||
|
||||
#### 6. [系统详解指南](system-guide.md) **逻辑必读**
|
||||
- **四种系统类型** - EntitySystem、ProcessingSystem、IntervalSystem、PassiveSystem
|
||||
- **使用场景** - 什么时候用哪种系统
|
||||
- **执行顺序** - 系统间的依赖关系
|
||||
- **系统通信** - 事件驱动的松耦合设计
|
||||
- **性能优化** - 批量处理和频率控制
|
||||
|
||||
### 第三阶段:高级功能应用
|
||||
|
||||
#### 7. [场景管理指南](scene-management-guide.md)
|
||||
- **场景概念** - 什么是场景,如何组织游戏世界
|
||||
- **场景切换** - 菜单、游戏、暂停场景的切换
|
||||
- **数据传递** - 场景间如何传递数据
|
||||
- **实际应用** - 完整的游戏场景设计
|
||||
- **性能优化** - 场景级别的性能监控
|
||||
|
||||
#### 8. [定时器系统指南](timer-guide.md)
|
||||
- **定时器基础** - 延迟执行、重复执行
|
||||
- **定时器链** - 顺序执行多个任务
|
||||
- **条件定时器** - 等待特定条件满足
|
||||
- **可暂停定时器** - 游戏暂停功能
|
||||
- **游戏应用** - Buff系统、技能冷却、关卡限时
|
||||
|
||||
#### 9. [查询系统使用](query-system-usage.md)
|
||||
- **基础查询** - 按组件查找实体
|
||||
- **复杂查询** - 组合条件和排除条件
|
||||
- **性能监控** - 查询性能统计
|
||||
- **优化技巧** - 提高查询效率
|
||||
|
||||
#### 10. [事件系统示例](event-system-example.md)
|
||||
- **事件基础** - 发送和监听事件
|
||||
- **游戏事件** - 玩家输入、碰撞、分数等
|
||||
- **系统解耦** - 用事件实现系统间通信
|
||||
- **事件统计** - 监控事件系统性能
|
||||
|
||||
### 第四阶段:实战应用
|
||||
|
||||
#### 11. [实体管理器高级功能](entity-manager-example.md)
|
||||
- 🏭 **批量操作** - 高效创建和管理大量实体
|
||||
- **高级查询** - EntityQueryBuilder的使用
|
||||
- **性能监控** - 实体管理性能统计
|
||||
- **实际案例** - 弹幕游戏、RTS游戏的实体管理
|
||||
|
||||
#### 12. [应用案例集合](use-cases.md)
|
||||
- **不同游戏类型** - 休闲游戏、动作游戏、策略游戏
|
||||
- **具体实现** - 完整的代码示例
|
||||
- **性能分析** - 各种应用的性能特点
|
||||
- **设计思路** - 如何选择合适的架构
|
||||
|
||||
### 第五阶段:性能优化
|
||||
|
||||
#### 13. [性能基准测试](performance.md)
|
||||
- **基准数据** - 框架性能表现
|
||||
- **对比分析** - 与其他框架的比较
|
||||
- **优化建议** - 针对不同规模的优化策略
|
||||
- **性能检查清单** - 确保最佳性能的要点
|
||||
|
||||
#### 14. [性能优化技术](performance-optimization.md)
|
||||
- **核心优化** - 组件索引、Archetype、脏标记
|
||||
- **内存优化** - 对象池、数据紧凑性
|
||||
- **批量处理** - 减少单次操作开销
|
||||
- **监控工具** - 性能分析和调试
|
||||
|
||||
## 推荐学习顺序
|
||||
|
||||
### 适合完全新手(第一次接触ECS)
|
||||
|
||||
```
|
||||
1. 快速开始 → 2. 概念详解 → 3. 核心概念 → 4. 实体管理指南
|
||||
→ 5. 组件设计指南 → 6. 系统详解指南 → 7. 应用案例
|
||||
```
|
||||
|
||||
### 适合有游戏开发经验的开发者
|
||||
|
||||
```
|
||||
1. 快速开始 → 2. 核心概念 → 3. 组件设计指南 → 4. 系统详解指南
|
||||
→ 5. 场景管理指南 → 6. 性能优化技术
|
||||
```
|
||||
|
||||
### 适合追求高性能的开发者
|
||||
|
||||
```
|
||||
1. 快速开始 → 2. 概念详解(重点看性能优化) → 3. 性能基准测试
|
||||
→ 4. 性能优化技术 → 5. 实体管理器高级功能
|
||||
```
|
||||
|
||||
## 常见学习问题
|
||||
|
||||
### Q: 我应该从哪里开始?
|
||||
|
||||
A: 建议先阅读[快速开始](getting-started.md),然后根据你的背景选择学习路径:
|
||||
- **新手**:重点看概念详解
|
||||
- **有经验**:直接看核心概念和设计指南
|
||||
- **追求性能**:重点看性能相关文档
|
||||
|
||||
### Q: ECS和传统OOP有什么区别?
|
||||
|
||||
A: 详见[概念详解](concepts-explained.md)的"ECS vs 传统架构"部分,用简单例子解释两者差异。
|
||||
|
||||
### Q: 如何选择组件索引类型?
|
||||
|
||||
A: [概念详解](concepts-explained.md)有详细的索引选择指南,包括决策流程图和具体示例。
|
||||
|
||||
### Q: 系统的执行顺序重要吗?
|
||||
|
||||
A: 非常重要详细解释了系统顺序的重要性和设置方法。
|
||||
|
||||
### Q: 如何调试性能问题?
|
||||
|
||||
A:
|
||||
1. 使用[性能基准测试](performance.md)中的工具
|
||||
2. 参考[性能优化技术](performance-optimization.md)的监控方法
|
||||
3. 查看[实体管理器示例](entity-manager-example.md)的统计功能
|
||||
|
||||
## 📖 扩展阅读
|
||||
|
||||
### 设计模式和架构
|
||||
- [组件设计最佳实践](component-design-guide.md) - 如何设计可维护的组件
|
||||
- [系统详解指南](system-guide.md) - 系统间的协作模式
|
||||
|
||||
### 性能和优化
|
||||
- [概念详解](concepts-explained.md) - 性能优化技术原理
|
||||
- [性能优化技术](performance-optimization.md) - 具体优化实现
|
||||
|
||||
### 实际应用
|
||||
- [应用案例集合](use-cases.md) - 不同类型游戏的实现
|
||||
- [场景管理指南](scene-management-guide.md) - 复杂游戏的场景组织
|
||||
|
||||
## 学习建议
|
||||
|
||||
### 实践为主
|
||||
- **边学边做** - 每学一个概念都尝试写代码实现
|
||||
- **从小做起** - 先做简单的游戏,再逐步增加复杂度
|
||||
- **多做实验** - 尝试不同的设计方案,体会优劣
|
||||
|
||||
### 理解原理
|
||||
- **思考为什么** - 不只学怎么做,更要理解为什么这样做
|
||||
- **关注性能** - 了解各种操作的性能影响
|
||||
- **深入源码** - 有疑问时查看框架源码
|
||||
|
||||
### 循序渐进
|
||||
- **按顺序学习** - 先掌握基础,再学高级功能
|
||||
- **专注重点** - 每次只专注一个主题,不要贪多
|
||||
- **反复练习** - 重要概念要多练习才能熟练
|
||||
|
||||
开始你的ECS学习之旅吧!
|
||||
@@ -1,704 +0,0 @@
|
||||
# 组件设计最佳实践指南
|
||||
|
||||
组件是ECS架构的核心,设计良好的组件是构建高质量游戏的基础。本指南将教你如何设计出清晰、高效、可维护的组件。
|
||||
|
||||
## 组件设计原则
|
||||
|
||||
### 1. 数据为主,逻辑为辅
|
||||
|
||||
**核心理念:** 组件主要存储数据,复杂逻辑放在系统中处理。
|
||||
|
||||
```typescript
|
||||
// 好的设计:主要是数据
|
||||
class HealthComponent extends Component {
|
||||
public maxHealth: number;
|
||||
public currentHealth: number;
|
||||
public regenRate: number = 0;
|
||||
public lastDamageTime: number = 0;
|
||||
|
||||
constructor(maxHealth: number = 100) {
|
||||
super();
|
||||
this.maxHealth = maxHealth;
|
||||
this.currentHealth = maxHealth;
|
||||
}
|
||||
|
||||
// 简单的辅助方法是可以的
|
||||
isDead(): boolean {
|
||||
return this.currentHealth <= 0;
|
||||
}
|
||||
|
||||
getHealthPercentage(): number {
|
||||
return this.currentHealth / this.maxHealth;
|
||||
}
|
||||
}
|
||||
|
||||
// ❌ 不好的设计:包含太多逻辑
|
||||
class BadHealthComponent extends Component {
|
||||
public maxHealth: number;
|
||||
public currentHealth: number;
|
||||
|
||||
takeDamage(damage: number) {
|
||||
this.currentHealth -= damage;
|
||||
|
||||
// 这些逻辑应该在系统中处理
|
||||
if (this.currentHealth <= 0) {
|
||||
this.entity.destroy(); // 销毁逻辑
|
||||
this.playDeathSound(); // 音效逻辑
|
||||
this.createDeathEffect(); // 特效逻辑
|
||||
this.updatePlayerScore(100); // 分数逻辑
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 单一职责原则
|
||||
|
||||
每个组件只负责一个方面的数据。
|
||||
|
||||
```typescript
|
||||
// 好的设计:单一职责
|
||||
class PositionComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
class VelocityComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
public maxSpeed: number = 100;
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
class RotationComponent extends Component {
|
||||
public angle: number = 0;
|
||||
public angularVelocity: number = 0;
|
||||
|
||||
constructor(angle: number = 0) {
|
||||
super();
|
||||
this.angle = angle;
|
||||
}
|
||||
}
|
||||
|
||||
// ❌ 不好的设计:职责混乱
|
||||
class TransformComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
public velocityX: number = 0;
|
||||
public velocityY: number = 0;
|
||||
public angle: number = 0;
|
||||
public scale: number = 1;
|
||||
public health: number = 100; // 和变换无关
|
||||
public ammo: number = 30; // 和变换无关
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 组合优于继承
|
||||
|
||||
使用多个小组件组合,而不是大而全的组件继承。
|
||||
|
||||
```typescript
|
||||
// 好的设计:组合方式
|
||||
class Player {
|
||||
constructor(scene: Scene) {
|
||||
const player = scene.createEntity("Player");
|
||||
|
||||
// 通过组合不同组件实现功能
|
||||
player.addComponent(new PositionComponent(100, 100));
|
||||
player.addComponent(new VelocityComponent());
|
||||
player.addComponent(new HealthComponent(100));
|
||||
player.addComponent(new PlayerInputComponent());
|
||||
player.addComponent(new WeaponComponent());
|
||||
player.addComponent(new InventoryComponent());
|
||||
|
||||
return player;
|
||||
}
|
||||
}
|
||||
|
||||
// 创建不同类型的实体很容易
|
||||
class Enemy {
|
||||
constructor(scene: Scene) {
|
||||
const enemy = scene.createEntity("Enemy");
|
||||
|
||||
// 复用相同的组件,但组合不同
|
||||
enemy.addComponent(new PositionComponent(200, 200));
|
||||
enemy.addComponent(new VelocityComponent());
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
enemy.addComponent(new AIComponent()); // 不同:AI而不是玩家输入
|
||||
enemy.addComponent(new WeaponComponent()); // 相同:都有武器
|
||||
// 没有库存组件
|
||||
|
||||
return enemy;
|
||||
}
|
||||
}
|
||||
|
||||
// ❌ 不好的设计:继承方式
|
||||
class GameObject {
|
||||
public x: number;
|
||||
public y: number;
|
||||
public health: number;
|
||||
// ... 很多属性
|
||||
}
|
||||
|
||||
class PlayerGameObject extends GameObject {
|
||||
public input: InputData;
|
||||
public inventory: Item[];
|
||||
// 强制继承了不需要的属性
|
||||
}
|
||||
|
||||
class EnemyGameObject extends GameObject {
|
||||
public ai: AIData;
|
||||
// 继承了不需要的库存等属性
|
||||
}
|
||||
```
|
||||
|
||||
## 常见组件类型和设计
|
||||
|
||||
### 1. 数据组件(Data Components)
|
||||
|
||||
纯数据存储,没有或很少有方法。
|
||||
|
||||
```typescript
|
||||
// 位置信息
|
||||
class PositionComponent extends Component {
|
||||
public x: number;
|
||||
public y: number;
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
// 简单的辅助方法
|
||||
distanceTo(other: PositionComponent): number {
|
||||
const dx = this.x - other.x;
|
||||
const dy = this.y - other.y;
|
||||
return Math.sqrt(dx * dx + dy * dy);
|
||||
}
|
||||
|
||||
set(x: number, y: number) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
// 统计信息
|
||||
class StatsComponent extends Component {
|
||||
public strength: number = 10;
|
||||
public agility: number = 10;
|
||||
public intelligence: number = 10;
|
||||
public vitality: number = 10;
|
||||
|
||||
// 计算派生属性
|
||||
getMaxHealth(): number {
|
||||
return this.vitality * 10;
|
||||
}
|
||||
|
||||
getDamage(): number {
|
||||
return this.strength * 2;
|
||||
}
|
||||
|
||||
getMoveSpeed(): number {
|
||||
return this.agility * 5;
|
||||
}
|
||||
}
|
||||
|
||||
// 渲染信息
|
||||
class SpriteComponent extends Component {
|
||||
public textureName: string;
|
||||
public width: number;
|
||||
public height: number;
|
||||
public tint: number = 0xFFFFFF;
|
||||
public alpha: number = 1.0;
|
||||
public visible: boolean = true;
|
||||
|
||||
constructor(textureName: string, width: number = 0, height: number = 0) {
|
||||
super();
|
||||
this.textureName = textureName;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 标记组件(Tag Components)
|
||||
|
||||
用于标识实体状态或类型的空组件。
|
||||
|
||||
```typescript
|
||||
// 标记组件通常不包含数据
|
||||
class PlayerComponent extends Component {
|
||||
// 空组件,仅用于标记这是玩家实体
|
||||
}
|
||||
|
||||
class EnemyComponent extends Component {
|
||||
// 空组件,仅用于标记这是敌人实体
|
||||
}
|
||||
|
||||
class DeadComponent extends Component {
|
||||
// 标记实体已死亡
|
||||
public deathTime: number;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
this.deathTime = Time.totalTime;
|
||||
}
|
||||
}
|
||||
|
||||
class InvincibleComponent extends Component {
|
||||
// 标记实体无敌状态
|
||||
public duration: number;
|
||||
|
||||
constructor(duration: number = 2.0) {
|
||||
super();
|
||||
this.duration = duration;
|
||||
}
|
||||
}
|
||||
|
||||
// 使用标记组件进行查询
|
||||
class PlayerSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(PlayerComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是玩家实体
|
||||
for (const entity of entities) {
|
||||
// 处理玩家逻辑
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class EnemySystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(EnemyComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是敌人实体
|
||||
for (const entity of entities) {
|
||||
// 处理敌人逻辑
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 行为组件(Behavior Components)
|
||||
|
||||
包含简单行为逻辑的组件。
|
||||
|
||||
```typescript
|
||||
class WeaponComponent extends Component {
|
||||
public damage: number;
|
||||
public fireRate: number;
|
||||
public ammo: number;
|
||||
public maxAmmo: number;
|
||||
public lastFireTime: number = 0;
|
||||
|
||||
constructor(damage: number = 10, fireRate: number = 0.5) {
|
||||
super();
|
||||
this.damage = damage;
|
||||
this.fireRate = fireRate;
|
||||
this.maxAmmo = 30;
|
||||
this.ammo = this.maxAmmo;
|
||||
}
|
||||
|
||||
canFire(): boolean {
|
||||
return this.ammo > 0 &&
|
||||
Time.totalTime - this.lastFireTime >= this.fireRate;
|
||||
}
|
||||
|
||||
fire(): boolean {
|
||||
if (this.canFire()) {
|
||||
this.ammo--;
|
||||
this.lastFireTime = Time.totalTime;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
reload() {
|
||||
this.ammo = this.maxAmmo;
|
||||
}
|
||||
|
||||
getAmmoPercentage(): number {
|
||||
return this.ammo / this.maxAmmo;
|
||||
}
|
||||
}
|
||||
|
||||
class InventoryComponent extends Component {
|
||||
private items: Map<string, number> = new Map();
|
||||
public maxCapacity: number = 20;
|
||||
|
||||
addItem(itemType: string, quantity: number = 1): boolean {
|
||||
if (this.getTotalItems() + quantity > this.maxCapacity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const current = this.items.get(itemType) || 0;
|
||||
this.items.set(itemType, current + quantity);
|
||||
return true;
|
||||
}
|
||||
|
||||
removeItem(itemType: string, quantity: number = 1): boolean {
|
||||
const current = this.items.get(itemType) || 0;
|
||||
if (current < quantity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const newAmount = current - quantity;
|
||||
if (newAmount === 0) {
|
||||
this.items.delete(itemType);
|
||||
} else {
|
||||
this.items.set(itemType, newAmount);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
hasItem(itemType: string, quantity: number = 1): boolean {
|
||||
const current = this.items.get(itemType) || 0;
|
||||
return current >= quantity;
|
||||
}
|
||||
|
||||
getTotalItems(): number {
|
||||
let total = 0;
|
||||
this.items.forEach(quantity => total += quantity);
|
||||
return total;
|
||||
}
|
||||
|
||||
getItems(): Map<string, number> {
|
||||
return new Map(this.items); // 返回副本
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 组件通信和依赖
|
||||
|
||||
### 1. 组件间通信
|
||||
|
||||
组件间不应直接通信,通过系统或事件系统进行通信。
|
||||
|
||||
```typescript
|
||||
// 好的设计:通过事件通信
|
||||
class HealthComponent extends Component {
|
||||
public currentHealth: number;
|
||||
public maxHealth: number;
|
||||
|
||||
takeDamage(damage: number) {
|
||||
this.currentHealth -= damage;
|
||||
|
||||
// 发送事件,让其他系统响应
|
||||
// 注意:需要在实际使用中获取EntityManager实例
|
||||
// 示例:entityManager.eventBus.emit('health:damaged', {...});
|
||||
|
||||
if (this.currentHealth <= 0) {
|
||||
// 示例:entityManager.eventBus.emit('health:died', {...});
|
||||
console.log('实体死亡');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 其他组件响应事件
|
||||
class AnimationComponent extends Component {
|
||||
onAddedToEntity() {
|
||||
super.onAddedToEntity();
|
||||
|
||||
// 监听受伤事件(需要在实际使用中获取EntityManager实例)
|
||||
// 示例:entityManager.eventBus.on('health:damaged', this.onDamaged, { context: this });
|
||||
}
|
||||
|
||||
onRemovedFromEntity() {
|
||||
// 事件监听会在组件移除时自动清理
|
||||
// 如需手动清理,保存listenerId并调用eventBus.off()
|
||||
super.onRemovedFromEntity();
|
||||
}
|
||||
|
||||
private onDamaged(data: any) {
|
||||
if (data.entity === this.entity) {
|
||||
this.playHurtAnimation();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ❌ 不好的设计:直接依赖其他组件
|
||||
class BadHealthComponent extends Component {
|
||||
takeDamage(damage: number) {
|
||||
this.currentHealth -= damage;
|
||||
|
||||
// 直接操作其他组件
|
||||
const animation = this.entity.getComponent(AnimationComponent);
|
||||
if (animation) {
|
||||
animation.playHurtAnimation(); // 紧耦合
|
||||
}
|
||||
|
||||
const sound = this.entity.getComponent(SoundComponent);
|
||||
if (sound) {
|
||||
sound.playHurtSound(); // 紧耦合
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 可选依赖
|
||||
|
||||
有时组件需要其他组件配合工作,但应该优雅处理缺失的情况。
|
||||
|
||||
```typescript
|
||||
class MovementComponent extends Component {
|
||||
public speed: number = 100;
|
||||
|
||||
update() {
|
||||
// 可选依赖:输入组件
|
||||
const input = this.entity.getComponent(InputComponent);
|
||||
const velocity = this.entity.getComponent(VelocityComponent);
|
||||
|
||||
if (input && velocity) {
|
||||
// 根据输入设置速度
|
||||
velocity.x = input.horizontal * this.speed;
|
||||
velocity.y = input.vertical * this.speed;
|
||||
}
|
||||
|
||||
// 可选依赖:AI组件
|
||||
const ai = this.entity.getComponent(AIComponent);
|
||||
if (ai && velocity && !input) {
|
||||
// AI控制移动(如果没有输入)
|
||||
velocity.x = ai.moveDirection.x * this.speed;
|
||||
velocity.y = ai.moveDirection.y * this.speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 组件性能优化
|
||||
|
||||
### 1. 对象池优化
|
||||
|
||||
对于频繁创建/销毁的组件,使用对象池。
|
||||
|
||||
```typescript
|
||||
class PooledBulletComponent extends Component {
|
||||
public damage: number = 10;
|
||||
public speed: number = 200;
|
||||
public direction: { x: number; y: number } = { x: 0, y: 0 };
|
||||
public lifetime: number = 5.0;
|
||||
private currentLifetime: number = 0;
|
||||
|
||||
// 重置组件状态,用于对象池
|
||||
reset() {
|
||||
this.damage = 10;
|
||||
this.speed = 200;
|
||||
this.direction.set(0, 0);
|
||||
this.lifetime = 5.0;
|
||||
this.currentLifetime = 0;
|
||||
}
|
||||
|
||||
// 配置子弹
|
||||
configure(damage: number, speed: number, direction: { x: number; y: number }) {
|
||||
this.damage = damage;
|
||||
this.speed = speed;
|
||||
this.direction = direction.copy();
|
||||
}
|
||||
|
||||
update() {
|
||||
this.currentLifetime += Time.deltaTime;
|
||||
|
||||
if (this.currentLifetime >= this.lifetime) {
|
||||
// 生命周期结束,回收到对象池
|
||||
BulletPool.release(this.entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 对象池管理
|
||||
class BulletPool {
|
||||
private static pool: Entity[] = [];
|
||||
|
||||
static get(): Entity {
|
||||
if (this.pool.length > 0) {
|
||||
const bullet = this.pool.pop()!;
|
||||
bullet.enabled = true;
|
||||
return bullet;
|
||||
} else {
|
||||
return this.createBullet();
|
||||
}
|
||||
}
|
||||
|
||||
static release(bullet: Entity) {
|
||||
bullet.enabled = false;
|
||||
bullet.getComponent(PooledBulletComponent)?.reset();
|
||||
this.pool.push(bullet);
|
||||
}
|
||||
|
||||
private static createBullet(): Entity {
|
||||
const bullet = Core.scene.createEntity("Bullet");
|
||||
bullet.addComponent(new PooledBulletComponent());
|
||||
bullet.addComponent(new PositionComponent());
|
||||
bullet.addComponent(new VelocityComponent());
|
||||
return bullet;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 数据紧凑性
|
||||
|
||||
保持组件数据紧凑,避免不必要的对象分配。
|
||||
|
||||
```typescript
|
||||
// 好的设计:紧凑的数据结构
|
||||
class ParticleComponent extends Component {
|
||||
// 使用基本类型,避免对象分配
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
public velocityX: number = 0;
|
||||
public velocityY: number = 0;
|
||||
public life: number = 1.0;
|
||||
public maxLife: number = 1.0;
|
||||
public size: number = 1.0;
|
||||
public color: number = 0xFFFFFF;
|
||||
|
||||
// 计算属性,避免存储冗余数据
|
||||
get alpha(): number {
|
||||
return this.life / this.maxLife;
|
||||
}
|
||||
}
|
||||
|
||||
// ❌ 不好的设计:过多对象分配
|
||||
class BadParticleComponent extends Component {
|
||||
public position: { x: number; y: number } = { x: 0, y: 0 }; // 对象分配
|
||||
public velocity: { x: number; y: number } = { x: 0, y: 0 }; // 对象分配
|
||||
public color: Color = new Color(); // 对象分配
|
||||
public transform: Transform = new Transform(); // 对象分配
|
||||
|
||||
// 冗余数据
|
||||
public alpha: number = 1.0;
|
||||
public life: number = 1.0;
|
||||
public maxLife: number = 1.0;
|
||||
}
|
||||
```
|
||||
|
||||
## 组件调试和测试
|
||||
|
||||
### 1. 调试友好的组件
|
||||
|
||||
```typescript
|
||||
class DebugFriendlyComponent extends Component {
|
||||
public someValue: number = 0;
|
||||
private debugName: string;
|
||||
|
||||
constructor(debugName: string = "Unknown") {
|
||||
super();
|
||||
this.debugName = debugName;
|
||||
}
|
||||
|
||||
// 提供有用的调试信息
|
||||
toString(): string {
|
||||
return `${this.constructor.name}(${this.debugName}): value=${this.someValue}`;
|
||||
}
|
||||
|
||||
// 验证组件状态
|
||||
validate(): boolean {
|
||||
if (this.someValue < 0) {
|
||||
console.warn(`${this} has invalid value: ${this.someValue}`);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// 获取调试信息
|
||||
getDebugInfo(): any {
|
||||
return {
|
||||
name: this.debugName,
|
||||
value: this.someValue,
|
||||
entityId: this.entity?.id,
|
||||
isValid: this.validate()
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 单元测试
|
||||
|
||||
```typescript
|
||||
// 组件测试示例
|
||||
describe('HealthComponent', () => {
|
||||
let healthComponent: HealthComponent;
|
||||
|
||||
beforeEach(() => {
|
||||
healthComponent = new HealthComponent(100);
|
||||
});
|
||||
|
||||
test('初始状态正确', () => {
|
||||
expect(healthComponent.currentHealth).toBe(100);
|
||||
expect(healthComponent.maxHealth).toBe(100);
|
||||
expect(healthComponent.isDead()).toBe(false);
|
||||
});
|
||||
|
||||
test('受伤功能正确', () => {
|
||||
healthComponent.takeDamage(30);
|
||||
expect(healthComponent.currentHealth).toBe(70);
|
||||
expect(healthComponent.getHealthPercentage()).toBe(0.7);
|
||||
});
|
||||
|
||||
test('死亡检测正确', () => {
|
||||
healthComponent.takeDamage(100);
|
||||
expect(healthComponent.isDead()).toBe(true);
|
||||
});
|
||||
});
|
||||
```
|
||||
|
||||
## 常见问题和最佳实践
|
||||
|
||||
### Q: 组件应该有多大?
|
||||
|
||||
A: 组件应该尽可能小和专注。如果一个组件有超过10个字段,考虑拆分。
|
||||
|
||||
### Q: 组件可以包含方法吗?
|
||||
|
||||
A: 可以,但应该是简单的辅助方法。复杂逻辑应该在系统中处理。
|
||||
|
||||
### Q: 如何处理组件之间的依赖?
|
||||
|
||||
A:
|
||||
1. 优先使用组合而不是依赖
|
||||
2. 通过事件系统通信
|
||||
3. 在系统中处理组件间的协调
|
||||
|
||||
### Q: 什么时候使用继承?
|
||||
|
||||
A: 很少使用。只在有明确的"是一个"关系时使用,如:
|
||||
|
||||
```typescript
|
||||
abstract class ColliderComponent extends Component {
|
||||
abstract checkCollision(other: ColliderComponent): boolean;
|
||||
}
|
||||
|
||||
class CircleColliderComponent extends ColliderComponent {
|
||||
public radius: number;
|
||||
|
||||
checkCollision(other: ColliderComponent): boolean {
|
||||
// 圆形碰撞检测
|
||||
}
|
||||
}
|
||||
|
||||
class BoxColliderComponent extends ColliderComponent {
|
||||
public width: number;
|
||||
public height: number;
|
||||
|
||||
checkCollision(other: ColliderComponent): boolean {
|
||||
// 方形碰撞检测
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
遵循这些原则,你就能设计出高质量、易维护的组件系统!
|
||||
@@ -1,513 +0,0 @@
|
||||
# 技术概念详解
|
||||
|
||||
本文档用通俗易懂的语言解释ECS框架中的关键技术概念,帮助开发者理解这些技术的作用和应用场景。
|
||||
|
||||
## 目录
|
||||
|
||||
- [ECS 架构基础](#ecs-架构基础)
|
||||
- [性能优化技术](#性能优化技术)
|
||||
- [事件系统](#事件系统)
|
||||
- [实体管理](#实体管理)
|
||||
|
||||
## ECS 架构基础
|
||||
|
||||
### 什么是 ECS?
|
||||
|
||||
ECS (Entity-Component-System) 是一种编程架构模式,将游戏对象分解为三个独立的部分:
|
||||
|
||||
**传统面向对象方式:**
|
||||
```typescript
|
||||
// 传统继承方式 - 问题很多
|
||||
class GameObject {
|
||||
x: number; y: number;
|
||||
render() { ... }
|
||||
update() { ... }
|
||||
}
|
||||
|
||||
class Player extends GameObject {
|
||||
health: number;
|
||||
shoot() { ... }
|
||||
}
|
||||
|
||||
class Enemy extends Player { // 敌人需要射击但不需要玩家控制?
|
||||
ai() { ... }
|
||||
}
|
||||
```
|
||||
|
||||
**ECS 方式:**
|
||||
```typescript
|
||||
// 数据和逻辑分离,灵活组合
|
||||
const player = scene.createEntity("Player")
|
||||
.addComponent(new PositionComponent()) // 位置数据
|
||||
.addComponent(new HealthComponent()) // 生命值数据
|
||||
.addComponent(new PlayerInputComponent()) // 玩家输入标记
|
||||
|
||||
const enemy = scene.createEntity("Enemy")
|
||||
.addComponent(new PositionComponent()) // 复用位置数据
|
||||
.addComponent(new HealthComponent()) // 复用生命值数据
|
||||
.addComponent(new AIComponent()) // AI标记
|
||||
|
||||
// 系统自动处理具有特定组件的实体
|
||||
class MovementSystem extends EntitySystem {
|
||||
onUpdate() {
|
||||
// 处理具有Position和Velocity组件的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### ECS 的优势
|
||||
|
||||
1. **灵活组合** - 像搭积木一样组装功能
|
||||
2. **代码复用** - 组件可以在不同实体间复用
|
||||
3. **性能优化** - 数据连续存储,缓存友好
|
||||
4. **并行处理** - 系统间相互独立,可以并行执行
|
||||
5. **易于测试** - 组件和系统可以独立测试
|
||||
|
||||
### 实际应用场景
|
||||
|
||||
**游戏开发中的例子:**
|
||||
- **RPG游戏**:玩家、NPC、怪物都有位置和生命值,但只有玩家有输入组件
|
||||
- **射击游戏**:子弹、玩家、敌人都有位置和碰撞体,但行为完全不同
|
||||
- **策略游戏**:建筑、单位、资源都是实体,通过不同组件组合实现功能
|
||||
|
||||
## 性能优化技术
|
||||
|
||||
### 组件索引系统
|
||||
|
||||
**问题:** 没有索引时,查找组件需要遍历所有实体
|
||||
```typescript
|
||||
// 慢的方式:线性搜索 O(n)
|
||||
function findEntitiesWithHealth() {
|
||||
const result = [];
|
||||
for (const entity of allEntities) { // 遍历10万个实体
|
||||
if (entity.hasComponent(HealthComponent)) {
|
||||
result.push(entity);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案:** 查询系统,直接访问
|
||||
```typescript
|
||||
// 快的方式:使用查询系统 O(1)
|
||||
const entitiesWithHealth = entityManager.query()
|
||||
.withAll(HealthComponent)
|
||||
.execute(); // 直接获取,SparseSet自动优化
|
||||
```
|
||||
|
||||
**应用场景:**
|
||||
- 频繁查询特定组件的实体
|
||||
- 大规模实体场景(数千到数万个实体)
|
||||
- 实时游戏中的系统更新
|
||||
|
||||
### SparseSet 组件索引
|
||||
|
||||
**什么是 SparseSet?**
|
||||
SparseSet是一种高效的数据结构,结合了哈希表的快速访问和数组的缓存友好特性。
|
||||
|
||||
**SparseSet 的优势:**
|
||||
- **O(1) 添加/删除/查找** - 所有基本操作都是常数时间
|
||||
- **缓存友好遍历** - 密集数组存储,提高遍历性能
|
||||
- **内存高效** - 自动管理稀疏和密集数据
|
||||
- **无需配置** - 框架自动选择最优策略
|
||||
|
||||
```typescript
|
||||
// 统一的查询API,无需手动配置
|
||||
const entitiesWithHealth = entityManager.query()
|
||||
.withAll(HealthComponent)
|
||||
.execute(); // O(1) 访问,SparseSet自动优化
|
||||
```
|
||||
|
||||
**应用场景:**
|
||||
- 任意规模的实体场景(从几十到数万)
|
||||
- 频繁的组件添加/删除操作
|
||||
- 高性能的批量查询需求
|
||||
|
||||
### Archetype 系统
|
||||
|
||||
**什么是 Archetype?**
|
||||
Archetype(原型)是具有相同组件组合的实体分组。
|
||||
|
||||
**没有 Archetype 的问题:**
|
||||
```typescript
|
||||
// 每次都要检查每个实体的组件组合
|
||||
for (const entity of allEntities) {
|
||||
if (entity.has(Position) && entity.has(Velocity) && !entity.has(Frozen)) {
|
||||
// 处理移动
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Archetype 的解决方案:**
|
||||
```typescript
|
||||
// 实体按组件组合自动分组
|
||||
const movableArchetype = [Position, Velocity, !Frozen];
|
||||
const movableEntities = archetypeSystem.getEntities(movableArchetype);
|
||||
// 直接处理,无需逐个检查
|
||||
```
|
||||
|
||||
**应用场景:**
|
||||
- 大量实体的游戏(RTS、MMO)
|
||||
- 频繁的实体查询操作
|
||||
- 批量处理相同类型的实体
|
||||
|
||||
### 脏标记系统
|
||||
|
||||
**什么是脏标记?**
|
||||
脏标记(Dirty Tracking)追踪哪些数据发生了变化,避免处理未变化的数据。
|
||||
|
||||
**没有脏标记的问题:**
|
||||
```typescript
|
||||
// 每帧都重新计算所有实体,即使它们没有移动
|
||||
function renderSystem() {
|
||||
for (const entity of entities) {
|
||||
updateRenderPosition(entity); // 浪费计算
|
||||
updateRenderRotation(entity); // 浪费计算
|
||||
updateRenderScale(entity); // 浪费计算
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**脏标记的解决方案:**
|
||||
```typescript
|
||||
// 只处理发生变化的实体
|
||||
function renderSystem() {
|
||||
const dirtyEntities = dirtyTracking.getDirtyEntities();
|
||||
for (const entity of dirtyEntities) {
|
||||
if (dirtyTracking.isDirty(entity, PositionComponent)) {
|
||||
updateRenderPosition(entity); // 只在需要时计算
|
||||
}
|
||||
if (dirtyTracking.isDirty(entity, RotationComponent)) {
|
||||
updateRenderRotation(entity);
|
||||
}
|
||||
}
|
||||
dirtyTracking.clearDirtyFlags();
|
||||
}
|
||||
```
|
||||
|
||||
**应用场景:**
|
||||
- 渲染系统优化(只更新变化的物体)
|
||||
- 物理系统优化(只计算移动的物体)
|
||||
- UI更新优化(只刷新变化的界面元素)
|
||||
- 网络同步优化(只发送变化的数据)
|
||||
|
||||
**实际例子:**
|
||||
```typescript
|
||||
// 游戏中的应用
|
||||
class MovementSystem {
|
||||
process() {
|
||||
// 玩家移动时标记为脏
|
||||
if (playerInput.moved) {
|
||||
dirtyTracking.markDirty(player, PositionComponent);
|
||||
}
|
||||
|
||||
// 静止的敌人不会被标记为脏,渲染系统会跳过它们
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 事件系统
|
||||
|
||||
### 类型安全事件
|
||||
|
||||
**传统事件的问题:**
|
||||
```typescript
|
||||
// 类型不安全,容易出错
|
||||
eventEmitter.emit('player_died', playerData);
|
||||
eventEmitter.on('player_dead', handler); // 事件名拼写错误!
|
||||
```
|
||||
|
||||
**类型安全事件的解决方案:**
|
||||
```typescript
|
||||
// 编译时检查,避免错误
|
||||
enum GameEvents {
|
||||
PLAYER_DIED = 'player:died',
|
||||
LEVEL_COMPLETED = 'level:completed'
|
||||
}
|
||||
|
||||
eventBus.emit(GameEvents.PLAYER_DIED, { playerId: 123 });
|
||||
eventBus.on(GameEvents.PLAYER_DIED, (data) => {
|
||||
// data 类型自动推断
|
||||
});
|
||||
```
|
||||
|
||||
### 事件装饰器
|
||||
|
||||
**什么是装饰器?**
|
||||
装饰器让你用简单的语法自动注册事件监听器。
|
||||
|
||||
**传统方式:**
|
||||
```typescript
|
||||
class GameManager {
|
||||
constructor() {
|
||||
// 手动注册事件
|
||||
eventBus.on('entity:created', this.onEntityCreated.bind(this));
|
||||
eventBus.on('entity:destroyed', this.onEntityDestroyed.bind(this));
|
||||
eventBus.on('component:added', this.onComponentAdded.bind(this));
|
||||
}
|
||||
|
||||
onEntityCreated(data) { ... }
|
||||
onEntityDestroyed(data) { ... }
|
||||
onComponentAdded(data) { ... }
|
||||
}
|
||||
```
|
||||
|
||||
**装饰器方式:**
|
||||
```typescript
|
||||
class GameManager {
|
||||
@EventHandler('entity:created')
|
||||
onEntityCreated(data) { ... } // 自动注册
|
||||
|
||||
@EventHandler('entity:destroyed')
|
||||
onEntityDestroyed(data) { ... } // 自动注册
|
||||
|
||||
@EventHandler('component:added')
|
||||
onComponentAdded(data) { ... } // 自动注册
|
||||
}
|
||||
```
|
||||
|
||||
**应用场景:**
|
||||
- 游戏状态管理
|
||||
- UI更新响应
|
||||
- 音效播放触发
|
||||
- 成就系统检查
|
||||
|
||||
## 实体管理
|
||||
|
||||
### 实体生命周期
|
||||
|
||||
**创建实体的方式:**
|
||||
```typescript
|
||||
// 单个创建 - 适用于重要实体
|
||||
const player = scene.createEntity("Player");
|
||||
player.addComponent(new PositionComponent());
|
||||
player.addComponent(new HealthComponent());
|
||||
|
||||
// 批量创建 - 需要循环处理
|
||||
const bullets: Entity[] = [];
|
||||
for (let i = 0; i < 100; i++) {
|
||||
const bullet = scene.createEntity(`Bullet_${i}`);
|
||||
bullet.addComponent(new PositionComponent());
|
||||
bullet.addComponent(new VelocityComponent());
|
||||
bullets.push(bullet);
|
||||
}
|
||||
```
|
||||
|
||||
### 查询系统
|
||||
|
||||
**流式API的优势:**
|
||||
```typescript
|
||||
// 传统方式:复杂的条件判断
|
||||
const result = [];
|
||||
for (const entity of entities) {
|
||||
if (entity.has(Position) &&
|
||||
entity.has(Velocity) &&
|
||||
!entity.has(Frozen) &&
|
||||
entity.tag === EntityTag.ENEMY) {
|
||||
result.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
// 流式API:清晰表达意图
|
||||
const result = entityManager
|
||||
.query()
|
||||
.withAll(Position, Velocity)
|
||||
.withNone(Frozen)
|
||||
.withTag(EntityTag.ENEMY)
|
||||
.execute();
|
||||
```
|
||||
|
||||
### 批量操作
|
||||
|
||||
**批量操作的优化:**
|
||||
```typescript
|
||||
// 优化的批量创建方式
|
||||
const bullets: Entity[] = [];
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
const bullet = scene.createEntity(`Bullet_${i}`);
|
||||
bullet.addComponent(new PositionComponent());
|
||||
bullet.addComponent(new VelocityComponent());
|
||||
bullets.push(bullet);
|
||||
}
|
||||
|
||||
// 批量查询操作
|
||||
const allMovableEntities = entityManager.query()
|
||||
.withAll(PositionComponent, VelocityComponent)
|
||||
.execute();
|
||||
```
|
||||
|
||||
**应用场景:**
|
||||
- 生成大量子弹/粒子
|
||||
- 加载关卡时创建大量实体
|
||||
- 清理场景时删除大量实体
|
||||
|
||||
|
||||
## 总结
|
||||
|
||||
ECS框架包含以下核心技术概念:
|
||||
|
||||
1. **ECS架构** - 组件化设计模式
|
||||
2. **SparseSet索引** - 高效的组件查询
|
||||
3. **Archetype系统** - 实体分组优化
|
||||
4. **脏标记系统** - 变化检测机制
|
||||
5. **事件系统** - 组件间通信
|
||||
6. **实体管理** - 生命周期管理
|
||||
|
||||
## 框架类型系统
|
||||
|
||||
### TypeScript接口设计
|
||||
|
||||
ECS框架采用了精简的TypeScript接口设计,提供类型安全保障的同时保持实现的灵活性。
|
||||
|
||||
#### 核心接口
|
||||
|
||||
**IComponent接口**
|
||||
```typescript
|
||||
interface IComponent {
|
||||
readonly id: number;
|
||||
enabled: boolean;
|
||||
updateOrder: number;
|
||||
|
||||
onAddedToEntity(): void;
|
||||
onRemovedFromEntity(): void;
|
||||
onEnabled(): void;
|
||||
onDisabled(): void;
|
||||
update(): void;
|
||||
}
|
||||
```
|
||||
- 定义所有组件的基本契约
|
||||
- Component基类实现此接口
|
||||
- 确保组件生命周期方法的一致性
|
||||
|
||||
**ISystemBase接口**
|
||||
```typescript
|
||||
interface ISystemBase {
|
||||
readonly systemName: string;
|
||||
readonly entities: readonly any[];
|
||||
updateOrder: number;
|
||||
enabled: boolean;
|
||||
|
||||
initialize(): void;
|
||||
update(): void;
|
||||
lateUpdate?(): void;
|
||||
}
|
||||
```
|
||||
- 为EntitySystem类提供类型约束
|
||||
- 定义系统的核心执行方法
|
||||
- 支持可选的延迟更新
|
||||
|
||||
**IEventBus接口**
|
||||
```typescript
|
||||
interface IEventBus {
|
||||
emit<T>(eventType: string, data: T): void;
|
||||
emitAsync<T>(eventType: string, data: T): Promise<void>;
|
||||
on<T>(eventType: string, handler: (data: T) => void, config?: IEventListenerConfig): string;
|
||||
// ... 其他事件方法
|
||||
}
|
||||
```
|
||||
- 提供类型安全的事件系统契约
|
||||
- 支持同步和异步事件处理
|
||||
- EventBus类完整实现此接口
|
||||
|
||||
#### 事件数据接口
|
||||
|
||||
**事件数据层次结构**
|
||||
```typescript
|
||||
// 基础事件数据
|
||||
interface IEventData {
|
||||
timestamp: number;
|
||||
source?: string;
|
||||
eventId?: string;
|
||||
}
|
||||
|
||||
// 实体相关事件
|
||||
interface IEntityEventData extends IEventData {
|
||||
entityId: number;
|
||||
entityName?: string;
|
||||
entityTag?: string;
|
||||
}
|
||||
|
||||
// 组件相关事件
|
||||
interface IComponentEventData extends IEntityEventData {
|
||||
componentType: string;
|
||||
component?: IComponent;
|
||||
}
|
||||
```
|
||||
- 清晰的继承层次
|
||||
- 类型安全的事件数据传递
|
||||
- 便于事件处理器的实现
|
||||
|
||||
#### 类型别名
|
||||
|
||||
**ComponentType<T>**
|
||||
```typescript
|
||||
type ComponentType<T extends IComponent = IComponent> = new (...args: any[]) => T;
|
||||
```
|
||||
- 用于类型安全的组件操作
|
||||
- 支持泛型约束
|
||||
- 广泛用于实体和查询系统
|
||||
|
||||
### 设计原则
|
||||
|
||||
#### 1. 接口简化原则
|
||||
- 只保留实际使用的接口
|
||||
- 移除了未使用的复杂接口(如IEntityManager、IEntityQueryBuilder等)
|
||||
- 减少认知负担,提高开发效率
|
||||
|
||||
#### 2. 实现灵活性原则
|
||||
- 接口作为类型约束而非强制实现
|
||||
- 允许具体类有更丰富的实现
|
||||
- 保持向后兼容性
|
||||
|
||||
#### 3. 类型安全原则
|
||||
- 编译时类型检查
|
||||
- 泛型支持提供精确的类型推断
|
||||
- 事件系统的完整类型安全
|
||||
|
||||
### 使用指南
|
||||
|
||||
#### 在项目中使用接口
|
||||
```typescript
|
||||
// 作为类型约束
|
||||
function processComponent<T extends IComponent>(component: T) {
|
||||
if (component.enabled) {
|
||||
component.update();
|
||||
}
|
||||
}
|
||||
|
||||
// 作为参数类型
|
||||
function registerSystem(system: ISystemBase) {
|
||||
scene.addEntityProcessor(system);
|
||||
}
|
||||
|
||||
// 作为泛型约束
|
||||
function getComponent<T extends IComponent>(type: ComponentType<T>): T | null {
|
||||
return entity.getComponent(type);
|
||||
}
|
||||
```
|
||||
|
||||
#### 扩展框架接口
|
||||
```typescript
|
||||
// 如果需要扩展组件接口
|
||||
interface IAdvancedComponent extends IComponent {
|
||||
priority: number;
|
||||
category: string;
|
||||
}
|
||||
|
||||
class AdvancedComponent extends Component implements IAdvancedComponent {
|
||||
public priority: number = 0;
|
||||
public category: string = "default";
|
||||
|
||||
// 实现基础接口方法
|
||||
}
|
||||
```
|
||||
|
||||
### 接口维护
|
||||
|
||||
当前的接口设计已经过精心清理,包含:
|
||||
- **12个核心接口** - 涵盖组件、系统、事件等核心概念
|
||||
- **0个冗余接口** - 移除了所有未使用的接口定义
|
||||
- **完整的类型覆盖** - 为所有主要功能提供类型支持
|
||||
|
||||
这种设计确保了框架的类型安全性,同时保持了代码的简洁性和可维护性。
|
||||
@@ -1,926 +0,0 @@
|
||||
# 核心 API 参考
|
||||
|
||||
本文档详细介绍 ECS Framework 的核心 API 和使用方法。
|
||||
|
||||
> **不熟悉ECS概念?** 建议先阅读 [技术概念详解](concepts-explained.md) 了解ECS架构基础和性能优化原理
|
||||
|
||||
## ECS 架构概述
|
||||
|
||||
ECS 架构将传统的面向对象设计分解为三个核心部分:
|
||||
|
||||
- **Entity(实体)** - 游戏世界中的对象,包含基本属性如位置、旋转、缩放
|
||||
- **Component(组件)** - 包含数据和行为的功能模块
|
||||
- **System(系统)** - 处理实体集合的逻辑处理单元
|
||||
|
||||
## Core(核心)
|
||||
|
||||
Core 是框架的核心管理类,负责游戏的生命周期管理。框架采用融合设计,既支持传统的单Scene模式(向后兼容),也支持高级的多World/多Scene架构。
|
||||
|
||||
### 创建和配置
|
||||
|
||||
```typescript
|
||||
import { Core, ICoreConfig } from '@esengine/ecs-framework';
|
||||
|
||||
// 创建核心实例(使用配置对象 - 推荐)
|
||||
const config: ICoreConfig = {
|
||||
debug: true, // 启用调试模式
|
||||
enableEntitySystems: true, // 启用实体系统
|
||||
debugConfig: { // 可选:远程调试配置
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:8080',
|
||||
autoReconnect: true,
|
||||
updateInterval: 1000,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
}
|
||||
};
|
||||
const core = Core.create(config);
|
||||
|
||||
// 简化创建(向后兼容)
|
||||
const core1 = Core.create(true); // 调试模式
|
||||
const core2 = Core.create(false); // 发布模式
|
||||
const core3 = Core.create(); // 默认调试模式
|
||||
```
|
||||
|
||||
### 场景管理API
|
||||
|
||||
```typescript
|
||||
// 单Scene模式(默认,向后兼容)
|
||||
const scene = new Scene();
|
||||
Core.setScene(scene); // 设置场景
|
||||
const currentScene = Core.getScene(); // 获取当前场景
|
||||
|
||||
// 多World模式(高级功能)
|
||||
Core.enableWorldManager(); // 启用World管理器
|
||||
const worldManager = Core.getWorldManager();
|
||||
|
||||
// 创建World
|
||||
const gameWorld = worldManager.createWorld('GameWorld', {
|
||||
name: 'GameWorld',
|
||||
maxScenes: 10,
|
||||
autoCleanup: true
|
||||
});
|
||||
|
||||
// 在World中管理Scene
|
||||
const battleScene = gameWorld.createScene('battle', new Scene());
|
||||
const uiScene = gameWorld.createScene('ui', new Scene());
|
||||
|
||||
gameWorld.setSceneActive('battle', true);
|
||||
gameWorld.setSceneActive('ui', true);
|
||||
|
||||
// 启动World
|
||||
gameWorld.start();
|
||||
|
||||
// 获取World统计
|
||||
const worldStats = gameWorld.getStats();
|
||||
console.log('World状态:', worldStats);
|
||||
```
|
||||
|
||||
### 事件系统
|
||||
|
||||
```typescript
|
||||
import { EntityManager, ECSEventType } from '@esengine/ecs-framework';
|
||||
|
||||
// 获取EntityManager的事件系统
|
||||
const entityManager = new EntityManager();
|
||||
const eventBus = entityManager.eventBus;
|
||||
|
||||
// 监听实体事件
|
||||
eventBus.onEntityCreated((data) => {
|
||||
console.log(`实体创建: ${data.entityName}`);
|
||||
});
|
||||
|
||||
eventBus.onComponentAdded((data) => {
|
||||
console.log(`组件添加: ${data.componentType}`);
|
||||
});
|
||||
|
||||
// 发送自定义事件
|
||||
eventBus.emit("customEvent", { data: "value" });
|
||||
|
||||
// 使用事件装饰器(推荐)
|
||||
import { EventHandler } from '@esengine/ecs-framework';
|
||||
|
||||
class GameSystem {
|
||||
@EventHandler('entity:died')
|
||||
onEntityDied(data: any) {
|
||||
console.log('实体死亡:', data);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 定时器系统
|
||||
|
||||
```typescript
|
||||
// 延迟执行
|
||||
Core.schedule(2.0, false, this, (timer) => {
|
||||
console.log("2秒后执行");
|
||||
});
|
||||
|
||||
// 重复执行
|
||||
Core.schedule(1.0, true, this, (timer) => {
|
||||
console.log("每秒执行一次");
|
||||
});
|
||||
```
|
||||
|
||||
## Scene(场景)
|
||||
|
||||
场景是游戏世界的容器,管理实体和系统的生命周期。
|
||||
|
||||
### 创建和使用场景
|
||||
|
||||
```typescript
|
||||
import { Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 创建场景
|
||||
const scene = new Scene();
|
||||
scene.name = "GameScene";
|
||||
|
||||
// 设置为当前场景
|
||||
Core.setScene(scene;
|
||||
|
||||
// 场景生命周期
|
||||
scene.begin(); // 开始场景
|
||||
scene.update(); // 更新场景
|
||||
scene.end(); // 结束场景
|
||||
```
|
||||
|
||||
### 批量实体管理
|
||||
|
||||
```typescript
|
||||
// 批量创建实体 - 高性能
|
||||
const entities = scene.createEntities(1000, "Enemy");
|
||||
|
||||
// 批量添加实体(延迟缓存清理)
|
||||
entities.forEach(entity => {
|
||||
scene.addEntity(entity, false); // 延迟清理
|
||||
});
|
||||
scene.querySystem.clearCache(); // 手动清理缓存
|
||||
|
||||
// 获取性能统计
|
||||
const stats = scene.getStats();
|
||||
console.log(`实体数量: ${stats.entityCount}`);
|
||||
```
|
||||
|
||||
## Entity(实体)
|
||||
|
||||
实体是游戏世界中的基本对象,包含位置、旋转、缩放等基本属性。
|
||||
|
||||
### 实体的基本属性
|
||||
|
||||
```typescript
|
||||
const entity = scene.createEntity("MyEntity");
|
||||
|
||||
// 标签(用于分类)
|
||||
entity.tag = 1;
|
||||
|
||||
// 启用状态
|
||||
entity.enabled = true;
|
||||
|
||||
// 活跃状态
|
||||
entity.active = true;
|
||||
|
||||
// 更新顺序
|
||||
entity.updateOrder = 10;
|
||||
|
||||
// 注意:框架专注于ECS架构,不提供Transform相关功能
|
||||
// 位置、旋转、缩放等Transform功能需要通过组件实现
|
||||
class TransformComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
public rotation: number = 0;
|
||||
public scaleX: number = 1;
|
||||
public scaleY: number = 1;
|
||||
}
|
||||
|
||||
// 使用Transform组件
|
||||
const transform = entity.addComponent(new TransformComponent());
|
||||
transform.x = 100;
|
||||
transform.y = 200;
|
||||
transform.rotation = Math.PI / 4;
|
||||
```
|
||||
|
||||
### 实体层级关系
|
||||
|
||||
```typescript
|
||||
// 添加子实体
|
||||
const parent = scene.createEntity("Parent");
|
||||
const child = scene.createEntity("Child");
|
||||
parent.addChild(child);
|
||||
|
||||
// 获取父实体
|
||||
const parentEntity = child.parent;
|
||||
|
||||
// 获取所有子实体
|
||||
const children = parent.children;
|
||||
|
||||
// 查找子实体
|
||||
const foundChild = parent.findChild("Child");
|
||||
|
||||
// 按标签查找子实体
|
||||
const taggedChildren = parent.findChildrenByTag(1);
|
||||
|
||||
// 移除子实体
|
||||
parent.removeChild(child);
|
||||
|
||||
// 移除所有子实体
|
||||
parent.removeAllChildren();
|
||||
```
|
||||
|
||||
### 实体生命周期
|
||||
|
||||
```typescript
|
||||
// 检查实体是否被销毁
|
||||
if (!entity.isDestroyed) {
|
||||
// 实体仍然有效
|
||||
}
|
||||
|
||||
// 销毁实体
|
||||
entity.destroy();
|
||||
|
||||
// 获取实体调试信息
|
||||
const debugInfo = entity.getDebugInfo();
|
||||
console.log(debugInfo);
|
||||
```
|
||||
|
||||
## Component(组件)
|
||||
|
||||
组件包含数据和行为,定义了实体的特性和能力。
|
||||
|
||||
### 创建组件
|
||||
|
||||
```typescript
|
||||
import { Component } from '@esengine/ecs-framework';
|
||||
|
||||
class HealthComponent extends Component {
|
||||
public maxHealth: number = 100;
|
||||
public currentHealth: number = 100;
|
||||
|
||||
public takeDamage(damage: number) {
|
||||
this.currentHealth -= damage;
|
||||
if (this.currentHealth <= 0) {
|
||||
this.entity.destroy();
|
||||
}
|
||||
}
|
||||
|
||||
public heal(amount: number) {
|
||||
this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 组件生命周期
|
||||
|
||||
```typescript
|
||||
class MyComponent extends Component {
|
||||
public onAddedToEntity() {
|
||||
// 组件被添加到实体时调用
|
||||
console.log("组件已添加到实体:", this.entity.name);
|
||||
}
|
||||
|
||||
public onRemovedFromEntity() {
|
||||
// 组件从实体移除时调用
|
||||
console.log("组件已从实体移除");
|
||||
}
|
||||
|
||||
public onEnabled() {
|
||||
// 组件启用时调用
|
||||
console.log("组件已启用");
|
||||
}
|
||||
|
||||
public onDisabled() {
|
||||
// 组件禁用时调用
|
||||
console.log("组件已禁用");
|
||||
}
|
||||
|
||||
public update() {
|
||||
// 每帧更新(如果组件启用)
|
||||
console.log("组件更新");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 组件管理
|
||||
|
||||
```typescript
|
||||
// 添加组件
|
||||
const health = entity.addComponent(new HealthComponent());
|
||||
|
||||
// 创建并添加组件
|
||||
const movement = entity.createComponent(MovementComponent, 200); // 传递构造参数
|
||||
|
||||
// 获取组件
|
||||
const healthComp = entity.getComponent(HealthComponent);
|
||||
|
||||
// 检查组件是否存在
|
||||
if (entity.hasComponent(HealthComponent)) {
|
||||
// 处理逻辑
|
||||
}
|
||||
|
||||
// 获取或创建组件
|
||||
const weapon = entity.getOrCreateComponent(WeaponComponent);
|
||||
|
||||
// 获取多个同类型组件
|
||||
const allHealthComps = entity.getComponents(HealthComponent);
|
||||
|
||||
// 移除组件
|
||||
entity.removeComponent(healthComp);
|
||||
|
||||
// 按类型移除组件
|
||||
entity.removeComponentByType(HealthComponent);
|
||||
|
||||
// 移除所有组件
|
||||
entity.removeAllComponents();
|
||||
```
|
||||
|
||||
### 组件对象池优化
|
||||
|
||||
```typescript
|
||||
import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
|
||||
|
||||
class BulletComponent extends Component {
|
||||
public damage: number = 10;
|
||||
public speed: number = 300;
|
||||
|
||||
// 对象池重置方法
|
||||
public reset() {
|
||||
this.damage = 10;
|
||||
this.speed = 300;
|
||||
}
|
||||
}
|
||||
|
||||
// 注册组件池
|
||||
ComponentPoolManager.getInstance().registerPool(
|
||||
'BulletComponent',
|
||||
() => new BulletComponent(),
|
||||
(bullet) => bullet.reset(),
|
||||
1000
|
||||
);
|
||||
|
||||
// 使用对象池获取组件
|
||||
const bullet = ComponentPoolManager.getInstance().acquireComponent('BulletComponent');
|
||||
if (bullet) {
|
||||
entity.addComponent(bullet);
|
||||
}
|
||||
|
||||
// 释放组件回对象池
|
||||
ComponentPoolManager.getInstance().releaseComponent('BulletComponent', bullet);
|
||||
|
||||
// 预热所有组件池
|
||||
ComponentPoolManager.getInstance().prewarmAll(100);
|
||||
|
||||
// 获取池统计
|
||||
const stats = ComponentPoolManager.getInstance().getPoolStats();
|
||||
console.log('组件池统计:', stats);
|
||||
```
|
||||
|
||||
## Scene(场景)
|
||||
|
||||
场景是实体和系统的容器,管理游戏世界的状态。
|
||||
|
||||
### 场景生命周期
|
||||
|
||||
```typescript
|
||||
import { Scene } from '@esengine/ecs-framework';
|
||||
|
||||
class GameScene extends Scene {
|
||||
public initialize() {
|
||||
// 场景初始化,创建实体和系统
|
||||
this.setupEntities();
|
||||
this.setupSystems();
|
||||
}
|
||||
|
||||
public onStart() {
|
||||
// 场景开始运行时调用
|
||||
console.log("场景开始");
|
||||
}
|
||||
|
||||
public unload() {
|
||||
// 场景卸载时调用
|
||||
console.log("场景卸载");
|
||||
}
|
||||
|
||||
private setupEntities() {
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new PlayerComponent());
|
||||
}
|
||||
|
||||
private setupSystems() {
|
||||
this.addEntityProcessor(new MovementSystem());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 实体管理
|
||||
|
||||
```typescript
|
||||
// 创建实体
|
||||
const entity = scene.createEntity("MyEntity");
|
||||
|
||||
// 添加现有实体
|
||||
scene.addEntity(entity);
|
||||
|
||||
// 查找实体
|
||||
const player = scene.findEntity("Player");
|
||||
const entityById = scene.findEntityById(123);
|
||||
const entitiesByTag = scene.findEntitiesByTag(1);
|
||||
|
||||
// 销毁所有实体
|
||||
scene.destroyAllEntities();
|
||||
|
||||
// 获取场景统计信息
|
||||
const stats = scene.getStats();
|
||||
console.log("实体数量:", stats.entityCount);
|
||||
console.log("系统数量:", stats.processorCount);
|
||||
```
|
||||
|
||||
## World(世界)
|
||||
|
||||
World是Scene的容器,提供了更高级的场景管理功能。每个World可以包含多个Scene,适用于复杂的游戏架构。
|
||||
|
||||
### World基本使用
|
||||
|
||||
```typescript
|
||||
import { World, Scene, IWorldConfig } from '@esengine/ecs-framework';
|
||||
|
||||
// 创建World配置
|
||||
const worldConfig: IWorldConfig = {
|
||||
name: 'GameWorld',
|
||||
debug: true,
|
||||
maxScenes: 10,
|
||||
autoCleanup: true
|
||||
};
|
||||
|
||||
// 创建World
|
||||
const gameWorld = new World(worldConfig);
|
||||
|
||||
// 在World中创建Scene
|
||||
const battleScene = gameWorld.createScene('battle', new Scene());
|
||||
const uiScene = gameWorld.createScene('ui', new Scene());
|
||||
const menuScene = gameWorld.createScene('menu');
|
||||
|
||||
// 激活Scene
|
||||
gameWorld.setSceneActive('battle', true);
|
||||
gameWorld.setSceneActive('ui', true);
|
||||
|
||||
// 启动World
|
||||
gameWorld.start();
|
||||
```
|
||||
|
||||
### World生命周期管理
|
||||
|
||||
```typescript
|
||||
// 启动World(启动所有全局System)
|
||||
gameWorld.start();
|
||||
|
||||
// 检查World状态
|
||||
if (gameWorld.isActive) {
|
||||
console.log('World正在运行');
|
||||
}
|
||||
|
||||
// 停止World(停止所有Scene和全局System)
|
||||
gameWorld.stop();
|
||||
|
||||
// 销毁World(清理所有资源)
|
||||
gameWorld.destroy();
|
||||
```
|
||||
|
||||
### Scene管理
|
||||
|
||||
```typescript
|
||||
// 获取Scene
|
||||
const battleScene = gameWorld.getScene<Scene>('battle');
|
||||
|
||||
// 检查Scene是否激活
|
||||
if (gameWorld.isSceneActive('battle')) {
|
||||
console.log('战斗场景正在运行');
|
||||
}
|
||||
|
||||
// 移除Scene
|
||||
gameWorld.removeScene('menu');
|
||||
|
||||
// 获取所有Scene ID
|
||||
const sceneIds = gameWorld.getSceneIds();
|
||||
console.log('所有Scene:', sceneIds);
|
||||
|
||||
// 获取活跃Scene数量
|
||||
const activeCount = gameWorld.getActiveSceneCount();
|
||||
console.log('活跃Scene数量:', activeCount);
|
||||
```
|
||||
|
||||
### 全局System管理
|
||||
|
||||
World支持全局System,这些System会在所有Scene之前执行,适用于跨Scene的业务逻辑:
|
||||
|
||||
```typescript
|
||||
import { IGlobalSystem } from '@esengine/ecs-framework';
|
||||
|
||||
// 全局网络同步系统
|
||||
class GlobalNetworkSystem implements IGlobalSystem {
|
||||
public readonly name = 'GlobalNetworkSystem';
|
||||
|
||||
public initialize(): void {
|
||||
// 初始化网络连接
|
||||
console.log('网络系统初始化');
|
||||
}
|
||||
|
||||
public update(): void {
|
||||
// 处理全局网络同步逻辑
|
||||
// 注意:全局系统处理的是World级别的逻辑,不直接处理实体
|
||||
// 如需处理特定实体,请在Scene中使用EntitySystem
|
||||
this.syncGlobalNetworkState();
|
||||
}
|
||||
|
||||
public reset(): void {
|
||||
// 重置系统状态
|
||||
}
|
||||
|
||||
public destroy(): void {
|
||||
// 清理网络连接
|
||||
console.log('网络系统销毁');
|
||||
}
|
||||
|
||||
private syncGlobalNetworkState(): void {
|
||||
// 全局网络状态同步
|
||||
}
|
||||
}
|
||||
|
||||
// 添加全局System
|
||||
const networkSystem = gameWorld.addGlobalSystem(new GlobalNetworkSystem());
|
||||
|
||||
// 获取全局System
|
||||
const existingSystem = gameWorld.getGlobalSystem(GlobalNetworkSystem);
|
||||
|
||||
// 移除全局System
|
||||
gameWorld.removeGlobalSystem(networkSystem);
|
||||
```
|
||||
|
||||
> **注意**:全局System适用于World级别的业务逻辑(如网络管理、资源管理、全局状态管理等)。如果需要处理具体的实体和组件,请在Scene中使用EntitySystem。
|
||||
|
||||
### World状态监控
|
||||
|
||||
```typescript
|
||||
// 获取World状态
|
||||
const status = gameWorld.getStatus();
|
||||
console.log('World状态:', {
|
||||
name: status.name,
|
||||
isActive: status.isActive,
|
||||
sceneCount: status.sceneCount,
|
||||
activeSceneCount: status.activeSceneCount,
|
||||
globalSystemCount: status.globalSystemCount,
|
||||
scenes: status.scenes
|
||||
});
|
||||
|
||||
// 获取World统计信息
|
||||
const stats = gameWorld.getStats();
|
||||
console.log('World统计:', {
|
||||
totalEntities: stats.totalEntities,
|
||||
totalSystems: stats.totalSystems,
|
||||
memoryUsage: stats.memoryUsage
|
||||
});
|
||||
```
|
||||
|
||||
## WorldManager(世界管理器)
|
||||
|
||||
WorldManager是单例模式的World管理器,负责管理多个World实例。
|
||||
|
||||
### WorldManager基本使用
|
||||
|
||||
```typescript
|
||||
import { WorldManager, IWorldManagerConfig } from '@esengine/ecs-framework';
|
||||
|
||||
// 获取WorldManager实例
|
||||
const worldManager = WorldManager.getInstance({
|
||||
maxWorlds: 50,
|
||||
autoCleanup: true,
|
||||
debug: true
|
||||
});
|
||||
|
||||
// 或者通过Core获取
|
||||
Core.enableWorldManager();
|
||||
const worldManager2 = Core.getWorldManager();
|
||||
```
|
||||
|
||||
### World管理
|
||||
|
||||
```typescript
|
||||
// 创建World
|
||||
const gameWorld = worldManager.createWorld('GameRoom_001', {
|
||||
name: 'GameRoom_001',
|
||||
maxScenes: 5,
|
||||
autoCleanup: true
|
||||
});
|
||||
|
||||
// 获取World
|
||||
const existingWorld = worldManager.getWorld('GameRoom_001');
|
||||
|
||||
// 检查World是否存在
|
||||
if (worldManager.getWorld('GameRoom_001')) {
|
||||
console.log('World存在');
|
||||
}
|
||||
|
||||
// 销毁World
|
||||
worldManager.removeWorld('GameRoom_001');
|
||||
|
||||
// 获取所有World ID
|
||||
const worldIds = worldManager.getWorldIds();
|
||||
console.log('所有World ID:', worldIds);
|
||||
|
||||
// 获取活跃World
|
||||
const activeWorlds = worldManager.getActiveWorlds();
|
||||
console.log('活跃World数量:', activeWorlds.length);
|
||||
```
|
||||
|
||||
### WorldManager统计和监控
|
||||
|
||||
```typescript
|
||||
// 获取WorldManager状态
|
||||
const managerStatus = worldManager.getStatus();
|
||||
console.log('WorldManager状态:', {
|
||||
totalWorlds: managerStatus.totalWorlds,
|
||||
activeWorlds: managerStatus.activeWorlds,
|
||||
maxWorlds: managerStatus.maxWorlds,
|
||||
memoryUsage: managerStatus.memoryUsage
|
||||
});
|
||||
|
||||
// 获取所有World的统计
|
||||
const allStats = worldManager.getAllWorldStats();
|
||||
allStats.forEach(stat => {
|
||||
console.log(`World ${stat.worldName}:`, stat);
|
||||
});
|
||||
|
||||
// 清理空闲World
|
||||
const cleanedCount = worldManager.cleanup();
|
||||
console.log(`清理了 ${cleanedCount} 个空闲World`);
|
||||
```
|
||||
|
||||
### 使用场景
|
||||
|
||||
World和WorldManager适用于:
|
||||
- **游戏服务器**:每个房间一个独立World
|
||||
- **复杂客户端**:按功能分层管理Scene(游戏层、UI层、特效层)
|
||||
- **并发世界**:需要同时运行多个独立游戏世界的场景
|
||||
|
||||
> **完整示例和最佳实践**:查看 [场景管理完整指南](scene-management-guide.md#world多场景管理) 了解详细的实现方案和架构设计
|
||||
|
||||
## System(系统)
|
||||
|
||||
系统处理实体集合,实现游戏的核心逻辑。
|
||||
|
||||
### EntitySystem
|
||||
|
||||
最常用的系统类型,处理实体集合:
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(MovementComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]) {
|
||||
for (const entity of entities) {
|
||||
const movement = entity.getComponent(MovementComponent);
|
||||
if (movement) {
|
||||
movement.update();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### ProcessingSystem
|
||||
|
||||
定期处理的系统:
|
||||
|
||||
```typescript
|
||||
import { ProcessingSystem, Time, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class HealthRegenerationSystem extends ProcessingSystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(HealthComponent));
|
||||
}
|
||||
|
||||
public processSystem() {
|
||||
// ProcessingSystem不处理具体实体,而是执行全局逻辑
|
||||
// 如果需要处理实体,应该使用EntitySystem
|
||||
this.regenerateAllPlayerHealth();
|
||||
}
|
||||
|
||||
private regenerateAllPlayerHealth() {
|
||||
// 通过场景查找所有玩家实体并恢复生命值
|
||||
const players = this.scene.findEntitiesByTag(PlayerTag);
|
||||
for (const player of players) {
|
||||
const health = player.getComponent(HealthComponent);
|
||||
if (health && health.currentHealth < health.maxHealth) {
|
||||
health.currentHealth += 10 * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### IntervalSystem
|
||||
|
||||
按时间间隔执行的系统:
|
||||
|
||||
```typescript
|
||||
import { IntervalSystem, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class SpawnSystem extends IntervalSystem {
|
||||
constructor() {
|
||||
// IntervalSystem需要Matcher和间隔时间
|
||||
super(Matcher.empty(), 3.0); // 每3秒执行一次
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]) {
|
||||
// 生成敌人
|
||||
const enemy = this.scene.createEntity("Enemy");
|
||||
enemy.addComponent(new EnemyComponent());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### PassiveSystem
|
||||
|
||||
被动系统,不自动处理实体:
|
||||
|
||||
```typescript
|
||||
import { PassiveSystem, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class CollisionSystem extends PassiveSystem {
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
public checkCollisions() {
|
||||
// 手动调用的碰撞检测逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Time(时间)
|
||||
|
||||
时间管理工具类,提供游戏时间相关功能:
|
||||
|
||||
```typescript
|
||||
import { Time } from '@esengine/ecs-framework';
|
||||
|
||||
// 获取时间信息
|
||||
console.log("帧时间:", Time.deltaTime);
|
||||
console.log("总时间:", Time.totalTime);
|
||||
console.log("帧数:", Time.frameCount);
|
||||
console.log("时间缩放:", Time.timeScale);
|
||||
|
||||
// 设置时间缩放(慢动作效果)
|
||||
Time.timeScale = 0.5;
|
||||
|
||||
// 检查时间间隔
|
||||
if (Time.checkEvery(1.0, lastCheckTime)) {
|
||||
// 每秒执行一次
|
||||
}
|
||||
```
|
||||
|
||||
## 性能监控
|
||||
|
||||
框架内置性能监控工具:
|
||||
|
||||
```typescript
|
||||
import { PerformanceMonitor } from '@esengine/ecs-framework';
|
||||
|
||||
// 获取性能监控实例
|
||||
const monitor = PerformanceMonitor.instance;
|
||||
|
||||
// 查看性能数据
|
||||
console.log("平均FPS:", monitor.averageFPS);
|
||||
console.log("最小FPS:", monitor.minFPS);
|
||||
console.log("最大FPS:", monitor.maxFPS);
|
||||
console.log("内存使用:", monitor.memoryUsage);
|
||||
|
||||
// 重置性能数据
|
||||
monitor.reset();
|
||||
```
|
||||
|
||||
## 对象池
|
||||
|
||||
内存管理优化工具:
|
||||
|
||||
```typescript
|
||||
import { Pool, IPoolable } from '@esengine/ecs-framework';
|
||||
|
||||
// 定义可池化的对象(需要实现IPoolable接口)
|
||||
class Bullet implements IPoolable {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
public speed: number = 0;
|
||||
|
||||
// 重置对象状态,准备重用
|
||||
public reset(): void {
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
this.speed = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// 创建对象池
|
||||
const bulletPool = new Pool<Bullet>(() => new Bullet(), 100);
|
||||
|
||||
// 预热对象池
|
||||
bulletPool.warmUp(20);
|
||||
|
||||
// 使用对象池
|
||||
const bullet = bulletPool.obtain();
|
||||
bullet.x = 100;
|
||||
bullet.y = 200;
|
||||
bullet.speed = 500;
|
||||
|
||||
// 使用完后归还到池中
|
||||
bulletPool.free(bullet);
|
||||
|
||||
// 查看池统计信息
|
||||
console.log(bulletPool.getStats());
|
||||
|
||||
// 清空对象池
|
||||
bulletPool.clear();
|
||||
|
||||
// 使用静态方法(自动管理池)
|
||||
const bullet2 = Pool.obtain(Bullet);
|
||||
Pool.free(Bullet, bullet2);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 实体设计
|
||||
|
||||
- 实体只包含基本属性,功能通过组件实现
|
||||
- 合理使用实体层级关系
|
||||
- 及时销毁不需要的实体
|
||||
|
||||
### 2. 组件设计
|
||||
|
||||
- 组件保持单一职责
|
||||
- 使用生命周期方法进行初始化和清理
|
||||
- 避免组件间直接依赖
|
||||
|
||||
### 3. 系统设计
|
||||
|
||||
- 系统专注于特定逻辑处理
|
||||
- 合理设置系统更新顺序
|
||||
- 使用被动系统处理特殊逻辑
|
||||
|
||||
### 4. 性能优化
|
||||
|
||||
- 使用对象池减少内存分配
|
||||
- 监控性能数据
|
||||
- 合理使用时间缩放
|
||||
|
||||
## 高级性能优化功能
|
||||
|
||||
### 查询系统优化
|
||||
|
||||
框架内部已集成查询优化,无需手动配置。查询系统会自动使用最优的算法:
|
||||
|
||||
```typescript
|
||||
// 查询系统会自动优化这些操作
|
||||
const movingEntities = scene.querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
const renderableEntities = scene.querySystem.queryAll(PositionComponent, RenderComponent);
|
||||
|
||||
// 获取查询统计信息
|
||||
const queryStats = scene.querySystem.getStats();
|
||||
console.log('查询统计:', queryStats);
|
||||
```
|
||||
|
||||
### 批量操作API
|
||||
|
||||
```typescript
|
||||
// 批量创建实体 - 最高性能
|
||||
const entities = scene.createEntities(10000, "Bullets");
|
||||
|
||||
// 批量查询优化
|
||||
const movingEntities = scene.querySystem.queryAll(PositionComponent, VelocityComponent).entities;
|
||||
```
|
||||
|
||||
## 总结
|
||||
|
||||
ECS Framework 提供了完整的实体组件系统架构:
|
||||
|
||||
- **Core** 管理游戏生命周期和全局功能,支持单Scene和多World模式
|
||||
- **Entity** 作为游戏对象的基础容器
|
||||
- **Component** 实现具体的功能模块,支持对象池优化
|
||||
- **System** 处理游戏逻辑
|
||||
- **Scene** 管理游戏世界状态,支持批量操作
|
||||
- **World** 高级场景容器,支持多Scene管理和全局System
|
||||
- **WorldManager** 管理多个World实例,适用于复杂架构
|
||||
- **高级优化** 位掩码优化器、组件对象池、批量操作等
|
||||
|
||||
### 架构选择指南
|
||||
|
||||
- **单Scene模式**:适合简单游戏、单机游戏、原型开发
|
||||
- **多World模式**:适合多人游戏服务器、复杂应用、需要场景隔离的项目
|
||||
|
||||
框架采用融合设计,确保向后兼容性的同时提供强大的扩展能力。通过合理使用这些核心概念和优化功能,可以构建出高性能、结构清晰、易于维护的游戏代码。
|
||||
@@ -1,370 +0,0 @@
|
||||
# 实体基础指南
|
||||
|
||||
本指南介绍实体(Entity)的基本概念和基础使用方法。
|
||||
|
||||
> 📖 **需要高级实体管理?** 请参考 [EntityManager 指南](entity-manager-example.md) 了解高性能查询和批量操作
|
||||
|
||||
## 实体概述
|
||||
|
||||
实体(Entity)是 ECS 架构中的核心概念之一,它作为组件的容器存在。实体本身不包含游戏逻辑,所有功能都通过添加不同的组件来实现。
|
||||
|
||||
### 实体的特点
|
||||
|
||||
- **轻量级容器**:实体只是组件的载体,不包含具体的游戏逻辑
|
||||
- **唯一标识**:每个实体都有唯一的ID和名称
|
||||
- **层次结构**:支持父子关系,可以构建复杂的实体层次
|
||||
- **高性能查询**:基于位掩码的组件查询系统
|
||||
- **生命周期管理**:完整的创建、更新、销毁流程
|
||||
|
||||
## 创建实体
|
||||
|
||||
### 基本创建方式
|
||||
|
||||
```typescript
|
||||
import { Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 通过场景创建实体
|
||||
const scene = new Scene();
|
||||
const entity = scene.createEntity("Player");
|
||||
|
||||
console.log(entity.name); // "Player"
|
||||
console.log(entity.id); // 唯一的数字ID
|
||||
```
|
||||
|
||||
### 批量创建实体(推荐)
|
||||
|
||||
```typescript
|
||||
import { Scene } from '@esengine/ecs-framework';
|
||||
|
||||
const scene = new Scene();
|
||||
|
||||
// 批量创建1000个实体 - 高性能
|
||||
const entities = scene.createEntities(1000, "Enemy");
|
||||
|
||||
// 批量配置
|
||||
entities.forEach((entity, index) => {
|
||||
entity.tag = 2; // 敌人标签
|
||||
// 添加组件...
|
||||
});
|
||||
```
|
||||
|
||||
### 使用流式API创建
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
// 使用ECS流式API
|
||||
const entity = Core.ecsAPI
|
||||
?.entity("Enemy")
|
||||
.withComponent(new PositionComponent(100, 200))
|
||||
.withComponent(new HealthComponent(50))
|
||||
.withTag(2)
|
||||
.build();
|
||||
```
|
||||
|
||||
## 实体属性
|
||||
|
||||
### 基本属性
|
||||
|
||||
```typescript
|
||||
// 实体名称 - 用于调试和标识
|
||||
entity.name = "Player";
|
||||
|
||||
// 实体ID - 只读,场景内唯一
|
||||
console.log(entity.id); // 例如: 1
|
||||
|
||||
// 标签 - 用于分类和快速查询
|
||||
entity.tag = 1; // 玩家标签
|
||||
entity.tag = 2; // 敌人标签
|
||||
|
||||
// 更新顺序 - 控制实体在系统中的处理优先级
|
||||
entity.updateOrder = 0; // 数值越小优先级越高
|
||||
```
|
||||
|
||||
### 状态控制
|
||||
|
||||
```typescript
|
||||
// 启用状态 - 控制实体是否参与更新和处理
|
||||
entity.enabled = true; // 启用实体
|
||||
entity.enabled = false; // 禁用实体
|
||||
|
||||
// 激活状态 - 控制实体及其子实体的活跃状态
|
||||
entity.active = true; // 激活实体
|
||||
entity.active = false; // 停用实体
|
||||
|
||||
// 检查层次结构中的激活状态
|
||||
if (entity.activeInHierarchy) {
|
||||
// 实体在整个层次结构中都是激活的
|
||||
}
|
||||
|
||||
// 检查销毁状态
|
||||
if (entity.isDestroyed) {
|
||||
// 实体已被销毁
|
||||
}
|
||||
```
|
||||
|
||||
### 更新间隔
|
||||
|
||||
```typescript
|
||||
// 控制实体更新频率
|
||||
entity.updateInterval = 1; // 每帧更新
|
||||
entity.updateInterval = 2; // 每2帧更新一次
|
||||
entity.updateInterval = 5; // 每5帧更新一次
|
||||
```
|
||||
|
||||
## 组件管理
|
||||
|
||||
### 添加组件
|
||||
|
||||
```typescript
|
||||
// 创建并添加组件
|
||||
const healthComponent = entity.addComponent(new HealthComponent(100));
|
||||
|
||||
// 使用工厂方法创建组件
|
||||
const positionComponent = entity.createComponent(PositionComponent, 100, 200);
|
||||
|
||||
// 批量添加组件
|
||||
const components = entity.addComponents([
|
||||
new PositionComponent(0, 0),
|
||||
new VelocityComponent(50, 0),
|
||||
new HealthComponent(100)
|
||||
]);
|
||||
```
|
||||
|
||||
### 获取组件
|
||||
|
||||
```typescript
|
||||
// 获取单个组件
|
||||
const health = entity.getComponent(HealthComponent);
|
||||
if (health) {
|
||||
console.log(`当前生命值: ${health.currentHealth}`);
|
||||
}
|
||||
|
||||
// 获取或创建组件(如果不存在则创建)
|
||||
const position = entity.getOrCreateComponent(PositionComponent, 0, 0);
|
||||
|
||||
// 获取多个同类型组件(如果组件可以重复添加)
|
||||
const allHealthComponents = entity.getComponents(HealthComponent);
|
||||
```
|
||||
|
||||
### 检查组件
|
||||
|
||||
```typescript
|
||||
// 检查是否拥有指定组件
|
||||
if (entity.hasComponent(HealthComponent)) {
|
||||
// 实体拥有生命值组件
|
||||
}
|
||||
|
||||
// 检查组件掩码(高性能)
|
||||
const mask = entity.componentMask;
|
||||
console.log(`组件掩码: ${mask.toString(2)}`); // 二进制表示
|
||||
```
|
||||
|
||||
### 移除组件
|
||||
|
||||
```typescript
|
||||
// 移除指定组件实例
|
||||
const healthComponent = entity.getComponent(HealthComponent);
|
||||
if (healthComponent) {
|
||||
entity.removeComponent(healthComponent);
|
||||
}
|
||||
|
||||
// 按类型移除组件
|
||||
const removedHealth = entity.removeComponentByType(HealthComponent);
|
||||
|
||||
// 批量移除组件
|
||||
const removedComponents = entity.removeComponentsByTypes([
|
||||
HealthComponent,
|
||||
VelocityComponent
|
||||
]);
|
||||
|
||||
// 移除所有组件
|
||||
entity.removeAllComponents();
|
||||
```
|
||||
|
||||
## 层次结构管理
|
||||
|
||||
### 父子关系
|
||||
|
||||
```typescript
|
||||
// 创建父子实体
|
||||
const player = scene.createEntity("Player");
|
||||
const weapon = scene.createEntity("Weapon");
|
||||
const shield = scene.createEntity("Shield");
|
||||
|
||||
// 添加子实体
|
||||
player.addChild(weapon);
|
||||
player.addChild(shield);
|
||||
|
||||
// 获取父实体
|
||||
console.log(weapon.parent === player); // true
|
||||
|
||||
// 获取所有子实体
|
||||
const children = player.children;
|
||||
console.log(children.length); // 2
|
||||
|
||||
// 获取子实体数量
|
||||
console.log(player.childCount); // 2
|
||||
```
|
||||
|
||||
### 查找子实体
|
||||
|
||||
```typescript
|
||||
// 按名称查找子实体
|
||||
const weapon = player.findChild("Weapon");
|
||||
|
||||
// 递归查找子实体
|
||||
const deepChild = player.findChild("DeepChild", true);
|
||||
|
||||
// 按标签查找子实体
|
||||
const enemies = player.findChildrenByTag(2); // 查找所有敌人标签的子实体
|
||||
|
||||
// 递归按标签查找
|
||||
const allEnemies = player.findChildrenByTag(2, true);
|
||||
```
|
||||
|
||||
### 层次结构操作
|
||||
|
||||
```typescript
|
||||
// 移除子实体
|
||||
const removed = player.removeChild(weapon);
|
||||
|
||||
// 移除所有子实体
|
||||
player.removeAllChildren();
|
||||
|
||||
// 获取根实体
|
||||
const root = weapon.getRoot();
|
||||
|
||||
// 检查祖先关系
|
||||
if (player.isAncestorOf(weapon)) {
|
||||
// player 是 weapon 的祖先
|
||||
}
|
||||
|
||||
// 检查后代关系
|
||||
if (weapon.isDescendantOf(player)) {
|
||||
// weapon 是 player 的后代
|
||||
}
|
||||
|
||||
// 获取实体在层次结构中的深度
|
||||
const depth = weapon.getDepth(); // 从根实体开始计算的深度
|
||||
```
|
||||
|
||||
### 遍历子实体
|
||||
|
||||
```typescript
|
||||
// 遍历直接子实体
|
||||
player.forEachChild((child, index) => {
|
||||
console.log(`子实体 ${index}: ${child.name}`);
|
||||
});
|
||||
|
||||
// 递归遍历所有子实体
|
||||
player.forEachChild((child, index) => {
|
||||
console.log(`子实体 ${index}: ${child.name} (深度: ${child.getDepth()})`);
|
||||
}, true);
|
||||
```
|
||||
|
||||
## 实体生命周期
|
||||
|
||||
### 更新循环
|
||||
|
||||
```typescript
|
||||
// 手动更新实体(通常由场景自动调用)
|
||||
entity.update();
|
||||
|
||||
// 实体会自动调用所有组件的update方法
|
||||
class MyComponent extends Component {
|
||||
public update(): void {
|
||||
// 组件更新逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 销毁实体
|
||||
|
||||
```typescript
|
||||
// 销毁实体
|
||||
entity.destroy();
|
||||
|
||||
// 检查是否已销毁
|
||||
if (entity.isDestroyed) {
|
||||
console.log("实体已被销毁");
|
||||
}
|
||||
|
||||
// 销毁实体时会自动:
|
||||
// 1. 移除所有组件
|
||||
// 2. 从父实体中移除
|
||||
// 3. 销毁所有子实体
|
||||
// 4. 从场景中移除
|
||||
```
|
||||
|
||||
# 高级特性请参考其他指南
|
||||
|
||||
> **更多功能:**
|
||||
> - **高性能查询和批量操作** → [EntityManager 指南](entity-manager-example.md)
|
||||
> - **性能优化技术** → [性能优化指南](performance-optimization.md)
|
||||
> - **组件索引和缓存** → [技术概念详解](concepts-explained.md)
|
||||
|
||||
## 基础最佳实践
|
||||
|
||||
### 1. 合理使用标签
|
||||
|
||||
```typescript
|
||||
// 定义标签常量
|
||||
const EntityTags = {
|
||||
PLAYER: 1,
|
||||
ENEMY: 2,
|
||||
PROJECTILE: 3,
|
||||
PICKUP: 4
|
||||
} as const;
|
||||
|
||||
// 使用标签进行分类
|
||||
player.tag = EntityTags.PLAYER;
|
||||
enemy.tag = EntityTags.ENEMY;
|
||||
```
|
||||
|
||||
### 2. 正确的销毁处理
|
||||
|
||||
```typescript
|
||||
// 确保正确销毁实体
|
||||
if (!entity.isDestroyed) {
|
||||
entity.destroy(); // 自动移除组件和层次关系
|
||||
}
|
||||
|
||||
// 检查实体状态
|
||||
if (entity.isDestroyed) {
|
||||
return; // 避免操作已销毁的实体
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 组件生命周期
|
||||
|
||||
```typescript
|
||||
// 正确添加组件
|
||||
const health = entity.addComponent(new HealthComponent(100));
|
||||
|
||||
// 安全获取组件
|
||||
const healthComp = entity.getComponent(HealthComponent);
|
||||
if (healthComp && healthComp.currentHealth <= 0) {
|
||||
entity.destroy();
|
||||
}
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### Q: 实体如何实现位置、旋转等变换?
|
||||
|
||||
A: 通过添加相应的组件:
|
||||
|
||||
```typescript
|
||||
class TransformComponent extends Component {
|
||||
public position = { x: 0, y: 0 };
|
||||
public rotation = 0;
|
||||
public scale = { x: 1, y: 1 };
|
||||
}
|
||||
|
||||
entity.addComponent(new TransformComponent());
|
||||
```
|
||||
|
||||
### Q: 实体可以在场景间移动吗?
|
||||
|
||||
A: 不可以。实体与场景绑定,需要在新场景中重新创建。
|
||||
@@ -1,370 +0,0 @@
|
||||
# EntityManager 使用指南
|
||||
|
||||
本文档详细介绍 EntityManager 的使用方法和最佳实践。
|
||||
|
||||
## 目录
|
||||
|
||||
1. [基础用法](#基础用法)
|
||||
2. [查询系统](#查询系统)
|
||||
3. [实体管理](#实体管理)
|
||||
4. [性能监控](#性能监控)
|
||||
5. [最佳实践](#最佳实践)
|
||||
|
||||
## 基础用法
|
||||
|
||||
### 创建 EntityManager
|
||||
|
||||
```typescript
|
||||
import { EntityManager, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 创建场景和实体管理器
|
||||
const scene = new Scene();
|
||||
const entityManager = new EntityManager();
|
||||
|
||||
// 批量创建实体(使用Scene方法)
|
||||
const enemies = scene.createEntities(50, "Enemy");
|
||||
|
||||
// 为实体添加组件
|
||||
enemies.forEach((enemy, index) => {
|
||||
enemy.addComponent(new PositionComponent(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new HealthComponent(100));
|
||||
enemy.addComponent(new VelocityComponent(
|
||||
(Math.random() - 0.5) * 100,
|
||||
(Math.random() - 0.5) * 100
|
||||
));
|
||||
enemy.tag = 2; // 敌人标签
|
||||
});
|
||||
```
|
||||
|
||||
## 查询系统
|
||||
|
||||
### 基础查询
|
||||
|
||||
```typescript
|
||||
// 按组件类型查询
|
||||
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
|
||||
|
||||
// 按标签查询
|
||||
const enemies = entityManager.getEntitiesByTag(2);
|
||||
const players = entityManager.getEntitiesByTag(1);
|
||||
|
||||
// 按名称查询
|
||||
const boss = entityManager.getEntityByName("BossEnemy");
|
||||
|
||||
// 获取所有实体
|
||||
const allEntities = entityManager.getAllEntities();
|
||||
```
|
||||
|
||||
### 流式查询 API
|
||||
|
||||
```typescript
|
||||
// 复杂查询条件
|
||||
const movingEnemies = entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent, VelocityComponent, HealthComponent)
|
||||
.withTag(2) // 敌人标签
|
||||
.execute();
|
||||
|
||||
// 查询活跃的玩家
|
||||
const activePlayers = entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent)
|
||||
.withTag(1) // 玩家标签
|
||||
.active() // 只查询活跃实体
|
||||
.execute();
|
||||
|
||||
// 排除特定组件的实体
|
||||
const nonCombatEntities = entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent)
|
||||
.without(WeaponComponent, HealthComponent)
|
||||
.execute();
|
||||
|
||||
// 自定义条件查询
|
||||
const nearbyEnemies = entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent)
|
||||
.withTag(2)
|
||||
.where(entity => {
|
||||
const pos = entity.getComponent(PositionComponent);
|
||||
return pos && Math.abs(pos.x - playerX) < 100;
|
||||
})
|
||||
.execute();
|
||||
```
|
||||
|
||||
## 实体管理
|
||||
|
||||
### 创建和销毁实体
|
||||
|
||||
```typescript
|
||||
// 创建单个实体
|
||||
const player = entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(400, 300));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
player.tag = 1;
|
||||
|
||||
// 销毁实体
|
||||
entityManager.destroyEntity(player);
|
||||
|
||||
// 按名称销毁
|
||||
entityManager.destroyEntity("Enemy_1");
|
||||
|
||||
// 按ID销毁
|
||||
entityManager.destroyEntity(123);
|
||||
```
|
||||
|
||||
### 实体查找
|
||||
|
||||
```typescript
|
||||
// 按ID查找
|
||||
const entity = entityManager.getEntity(123);
|
||||
|
||||
// 按名称查找
|
||||
const player = entityManager.getEntityByName("Player");
|
||||
|
||||
// 检查实体是否存在
|
||||
if (entity && !entity.isDestroyed) {
|
||||
// 实体有效
|
||||
}
|
||||
```
|
||||
|
||||
## 性能监控
|
||||
|
||||
### 基础统计
|
||||
|
||||
```typescript
|
||||
// 获取实体数量
|
||||
console.log('总实体数:', entityManager.entityCount);
|
||||
console.log('活跃实体数:', entityManager.activeEntityCount);
|
||||
|
||||
// 获取场景统计
|
||||
const sceneStats = scene.getStats();
|
||||
console.log('场景统计:', {
|
||||
实体数量: sceneStats.entityCount,
|
||||
系统数量: sceneStats.processorCount
|
||||
});
|
||||
|
||||
// 获取查询系统统计
|
||||
const queryStats = scene.querySystem.getStats();
|
||||
console.log('查询统计:', queryStats);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 高效查询
|
||||
|
||||
```typescript
|
||||
// 好的做法:缓存查询结果
|
||||
class CombatSystem extends EntitySystem {
|
||||
private cachedEnemies: Entity[] = [];
|
||||
private lastUpdateFrame = 0;
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// 每5帧更新一次缓存
|
||||
if (Time.frameCount - this.lastUpdateFrame > 5) {
|
||||
this.cachedEnemies = this.entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent, HealthComponent)
|
||||
.withTag(2)
|
||||
.execute();
|
||||
this.lastUpdateFrame = Time.frameCount;
|
||||
}
|
||||
|
||||
// 使用缓存的结果
|
||||
this.cachedEnemies.forEach(enemy => {
|
||||
// 处理敌人逻辑
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 批量操作
|
||||
|
||||
```typescript
|
||||
// 好的做法:批量创建和配置
|
||||
function createBulletWave(count: number): Entity[] {
|
||||
// 使用Scene的批量创建
|
||||
const bullets = scene.createEntities(count, "Bullet");
|
||||
|
||||
// 批量配置组件
|
||||
bullets.forEach((bullet, index) => {
|
||||
const angle = (index / count) * Math.PI * 2;
|
||||
bullet.addComponent(new PositionComponent(400, 300));
|
||||
bullet.addComponent(new VelocityComponent(
|
||||
Math.cos(angle) * 200,
|
||||
Math.sin(angle) * 200
|
||||
));
|
||||
bullet.addComponent(new BulletComponent());
|
||||
bullet.tag = 3; // 子弹标签
|
||||
});
|
||||
|
||||
return bullets;
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 内存管理
|
||||
|
||||
```typescript
|
||||
// 好的做法:及时清理无用实体
|
||||
class CleanupSystem extends EntitySystem {
|
||||
protected process(entities: Entity[]): void {
|
||||
// 清理超出边界的子弹
|
||||
const bullets = this.entityManager.getEntitiesByTag(3);
|
||||
bullets.forEach(bullet => {
|
||||
const pos = bullet.getComponent(PositionComponent);
|
||||
if (pos && (pos.x < -100 || pos.x > 900 || pos.y < -100 || pos.y > 700)) {
|
||||
this.entityManager.destroyEntity(bullet);
|
||||
}
|
||||
});
|
||||
|
||||
// 清理死亡的敌人
|
||||
const deadEnemies = this.entityManager
|
||||
.query()
|
||||
.withAll(HealthComponent)
|
||||
.withTag(2)
|
||||
.where(entity => {
|
||||
const health = entity.getComponent(HealthComponent);
|
||||
return health && health.currentHealth <= 0;
|
||||
})
|
||||
.execute();
|
||||
|
||||
deadEnemies.forEach(enemy => {
|
||||
this.entityManager.destroyEntity(enemy);
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 查询优化
|
||||
|
||||
```typescript
|
||||
// 好的做法:使用合适的查询方法
|
||||
class GameSystem extends EntitySystem {
|
||||
findTargetsInRange(attacker: Entity, range: number): Entity[] {
|
||||
const attackerPos = attacker.getComponent(PositionComponent);
|
||||
if (!attackerPos) return [];
|
||||
|
||||
// 先按标签快速筛选,再按距离过滤
|
||||
return this.entityManager
|
||||
.getEntitiesByTag(2) // 敌人标签
|
||||
.filter(enemy => {
|
||||
const enemyPos = enemy.getComponent(PositionComponent);
|
||||
if (!enemyPos) return false;
|
||||
|
||||
const distance = Math.sqrt(
|
||||
Math.pow(attackerPos.x - enemyPos.x, 2) +
|
||||
Math.pow(attackerPos.y - enemyPos.y, 2)
|
||||
);
|
||||
return distance <= range;
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
```typescript
|
||||
import {
|
||||
EntityManager,
|
||||
Scene,
|
||||
Entity,
|
||||
Component,
|
||||
EntitySystem,
|
||||
Matcher
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// 组件定义
|
||||
class PositionComponent extends Component {
|
||||
constructor(public x: number = 0, public y: number = 0) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class HealthComponent extends Component {
|
||||
constructor(
|
||||
public maxHealth: number = 100,
|
||||
public currentHealth: number = 100
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏管理器
|
||||
class GameManager {
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor() {
|
||||
this.scene = new Scene();
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupGame();
|
||||
}
|
||||
|
||||
private setupGame(): void {
|
||||
// 创建玩家
|
||||
const player = this.entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(400, 300));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
player.tag = 1;
|
||||
|
||||
// 创建敌人
|
||||
const enemies = this.scene.createEntities(10, "Enemy");
|
||||
enemies.forEach(enemy => {
|
||||
enemy.addComponent(new PositionComponent(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
enemy.tag = 2;
|
||||
});
|
||||
|
||||
// 添加系统
|
||||
this.scene.addEntityProcessor(new HealthSystem());
|
||||
}
|
||||
|
||||
public update(): void {
|
||||
this.scene.update();
|
||||
|
||||
// 输出统计信息
|
||||
console.log('实体数量:', this.entityManager.entityCount);
|
||||
console.log('活跃实体数:', this.entityManager.activeEntityCount);
|
||||
}
|
||||
}
|
||||
|
||||
// 生命值系统
|
||||
class HealthSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(HealthComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
const healthEntities = this.scene.querySystem.queryAll(HealthComponent);
|
||||
|
||||
healthEntities.entities.forEach(entity => {
|
||||
const health = entity.getComponent(HealthComponent);
|
||||
if (health && health.currentHealth <= 0) {
|
||||
console.log(`实体 ${entity.name} 死亡`);
|
||||
entity.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 启动游戏
|
||||
const game = new GameManager();
|
||||
setInterval(() => game.update(), 16); // 60 FPS
|
||||
```
|
||||
|
||||
## 总结
|
||||
|
||||
EntityManager 提供了强大的实体管理功能:
|
||||
|
||||
- **创建管理**:`createEntity()`, `destroyEntity()`
|
||||
- **查询功能**:`getEntitiesWithComponent()`, `getEntitiesByTag()`, `query()`
|
||||
- **实体查找**:`getEntity()`, `getEntityByName()`
|
||||
- **统计信息**:`entityCount`, `activeEntityCount`
|
||||
|
||||
通过合理使用这些API,可以构建高性能的游戏系统。记住要及时清理无用实体,缓存频繁查询的结果,并使用合适的查询方法来优化性能。
|
||||
@@ -1,496 +0,0 @@
|
||||
# ECS事件系统使用指南
|
||||
|
||||
本文档介绍如何使用ECS框架的增强事件系统,包括类型安全的事件发布订阅、预定义的ECS事件类型和高级功能。
|
||||
|
||||
## 目录
|
||||
|
||||
1. [基础用法](#基础用法)
|
||||
2. [预定义ECS事件](#预定义ecs事件)
|
||||
3. [事件装饰器](#事件装饰器)
|
||||
4. [高级功能](#高级功能)
|
||||
5. [性能优化](#性能优化)
|
||||
6. [最佳实践](#最佳实践)
|
||||
|
||||
## 基础用法
|
||||
|
||||
### 创建事件总线
|
||||
|
||||
```typescript
|
||||
import { EventBus, GlobalEventBus } from './ECS';
|
||||
|
||||
// 方式1:创建独立的事件总线
|
||||
const eventBus = new EventBus(true); // true启用调试模式
|
||||
|
||||
// 方式2:使用全局事件总线
|
||||
const globalEventBus = GlobalEventBus.getInstance(true);
|
||||
```
|
||||
|
||||
### 基本事件发布订阅
|
||||
|
||||
```typescript
|
||||
// 定义事件数据类型
|
||||
interface PlayerDiedEvent {
|
||||
playerId: number;
|
||||
cause: string;
|
||||
position: { x: number; y: number };
|
||||
}
|
||||
|
||||
// 监听事件
|
||||
const listenerId = eventBus.on<PlayerDiedEvent>('player:died', (data) => {
|
||||
console.log(`Player ${data.playerId} died at (${data.position.x}, ${data.position.y})`);
|
||||
console.log(`Cause: ${data.cause}`);
|
||||
});
|
||||
|
||||
// 发射事件
|
||||
eventBus.emit('player:died', {
|
||||
playerId: 123,
|
||||
cause: 'enemy_attack',
|
||||
position: { x: 100, y: 200 }
|
||||
});
|
||||
|
||||
// 移除监听器
|
||||
eventBus.off('player:died', listenerId);
|
||||
```
|
||||
|
||||
### 一次性事件监听
|
||||
|
||||
```typescript
|
||||
// 只监听一次
|
||||
eventBus.once<PlayerDiedEvent>('player:died', (data) => {
|
||||
console.log('This will only be called once');
|
||||
});
|
||||
```
|
||||
|
||||
### 异步事件处理
|
||||
|
||||
```typescript
|
||||
// 异步事件监听
|
||||
eventBus.onAsync<PlayerDiedEvent>('player:died', async (data) => {
|
||||
await savePlayerDeathToDatabase(data);
|
||||
await updateLeaderboard(data.playerId);
|
||||
});
|
||||
|
||||
// 异步事件发射
|
||||
await eventBus.emitAsync('player:died', playerData);
|
||||
```
|
||||
|
||||
## 预定义ECS事件
|
||||
|
||||
框架提供了完整的ECS事件类型定义,支持实体、组件、系统等核心概念的事件。
|
||||
|
||||
### 实体事件
|
||||
|
||||
```typescript
|
||||
import { ECSEventType, IEntityEventData } from './ECS';
|
||||
|
||||
// 监听实体创建事件
|
||||
eventBus.onEntityCreated((data: IEntityEventData) => {
|
||||
console.log(`Entity created: ${data.entityName} (ID: ${data.entityId})`);
|
||||
});
|
||||
|
||||
// 监听实体销毁事件
|
||||
eventBus.on<IEntityEventData>(ECSEventType.ENTITY_DESTROYED, (data) => {
|
||||
console.log(`Entity destroyed: ${data.entityName}`);
|
||||
});
|
||||
|
||||
// 手动发射实体事件
|
||||
eventBus.emitEntityCreated({
|
||||
timestamp: Date.now(),
|
||||
source: 'GameManager',
|
||||
entityId: 123,
|
||||
entityName: 'Player',
|
||||
entityTag: 'player'
|
||||
});
|
||||
```
|
||||
|
||||
### 组件事件
|
||||
|
||||
```typescript
|
||||
import { IComponentEventData } from './ECS';
|
||||
|
||||
// 监听组件添加事件
|
||||
eventBus.onComponentAdded((data: IComponentEventData) => {
|
||||
console.log(`Component ${data.componentType} added to entity ${data.entityId}`);
|
||||
});
|
||||
|
||||
// 监听组件移除事件
|
||||
eventBus.on<IComponentEventData>(ECSEventType.COMPONENT_REMOVED, (data) => {
|
||||
console.log(`Component ${data.componentType} removed from entity ${data.entityId}`);
|
||||
});
|
||||
```
|
||||
|
||||
### 系统事件
|
||||
|
||||
```typescript
|
||||
import { ISystemEventData } from './ECS';
|
||||
|
||||
// 监听系统错误
|
||||
eventBus.onSystemError((data: ISystemEventData) => {
|
||||
console.error(`System error in ${data.systemName}: ${data.systemType}`);
|
||||
});
|
||||
|
||||
// 监听系统处理开始/结束
|
||||
eventBus.on<ISystemEventData>(ECSEventType.SYSTEM_PROCESSING_START, (data) => {
|
||||
console.log(`System ${data.systemName} started processing`);
|
||||
});
|
||||
```
|
||||
|
||||
### 性能事件
|
||||
|
||||
```typescript
|
||||
import { IPerformanceEventData } from './ECS';
|
||||
|
||||
// 监听性能警告
|
||||
eventBus.onPerformanceWarning((data: IPerformanceEventData) => {
|
||||
console.warn(`Performance warning: ${data.operation} took ${data.executionTime}ms`);
|
||||
});
|
||||
|
||||
// 监听内存使用过高
|
||||
eventBus.on<IPerformanceEventData>(ECSEventType.MEMORY_USAGE_HIGH, (data) => {
|
||||
console.warn(`High memory usage: ${data.memoryUsage}MB`);
|
||||
});
|
||||
```
|
||||
|
||||
## 事件装饰器
|
||||
|
||||
使用装饰器可以自动注册事件监听器,简化代码编写。
|
||||
|
||||
### 基础装饰器
|
||||
|
||||
```typescript
|
||||
import { EventHandler, AsyncEventHandler, EventPriority } from './ECS';
|
||||
|
||||
class GameManager {
|
||||
@EventHandler(ECSEventType.ENTITY_CREATED, { priority: EventPriority.HIGH })
|
||||
onEntityCreated(data: IEntityEventData) {
|
||||
console.log(`New entity: ${data.entityName}`);
|
||||
}
|
||||
|
||||
@AsyncEventHandler(ECSEventType.ENTITY_DESTROYED)
|
||||
async onEntityDestroyed(data: IEntityEventData) {
|
||||
await this.cleanupEntityResources(data.entityId);
|
||||
}
|
||||
|
||||
@EventHandler('custom:game:event', { once: true })
|
||||
onGameStart(data: any) {
|
||||
console.log('Game started!');
|
||||
}
|
||||
|
||||
// 需要手动调用初始化方法
|
||||
constructor() {
|
||||
// 如果类有initEventListeners方法,会自动注册装饰器定义的监听器
|
||||
if (this.initEventListeners) {
|
||||
this.initEventListeners();
|
||||
}
|
||||
}
|
||||
|
||||
private async cleanupEntityResources(entityId: number) {
|
||||
// 清理实体相关资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 优先级和配置
|
||||
|
||||
```typescript
|
||||
class SystemManager {
|
||||
@EventHandler(ECSEventType.SYSTEM_ERROR, {
|
||||
priority: EventPriority.CRITICAL,
|
||||
context: this
|
||||
})
|
||||
handleSystemError(data: ISystemEventData) {
|
||||
this.logError(data);
|
||||
this.restartSystem(data.systemName);
|
||||
}
|
||||
|
||||
@AsyncEventHandler(ECSEventType.PERFORMANCE_WARNING, {
|
||||
priority: EventPriority.LOW,
|
||||
async: true
|
||||
})
|
||||
async handlePerformanceWarning(data: IPerformanceEventData) {
|
||||
await this.optimizePerformance(data);
|
||||
}
|
||||
|
||||
private logError(data: ISystemEventData) {
|
||||
// 错误日志记录
|
||||
}
|
||||
|
||||
private restartSystem(systemName: string) {
|
||||
// 重启系统
|
||||
}
|
||||
|
||||
private async optimizePerformance(data: IPerformanceEventData) {
|
||||
// 性能优化逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 高级功能
|
||||
|
||||
### 事件批处理
|
||||
|
||||
```typescript
|
||||
// 设置批处理配置
|
||||
eventBus.setBatchConfig('entity:update', 100, 16); // 批量100个,延迟16ms
|
||||
|
||||
// 发射事件(会被批处理)
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
eventBus.emit('entity:update', { entityId: i, data: 'update' });
|
||||
}
|
||||
|
||||
// 手动刷新批处理队列
|
||||
eventBus.flushBatch('entity:update');
|
||||
```
|
||||
|
||||
### 事件统计和监控
|
||||
|
||||
```typescript
|
||||
// 获取单个事件统计
|
||||
const stats = eventBus.getStats('entity:created');
|
||||
console.log(`Event triggered ${stats.triggerCount} times`);
|
||||
console.log(`Average execution time: ${stats.averageExecutionTime}ms`);
|
||||
|
||||
// 获取所有事件统计
|
||||
const allStats = eventBus.getStats();
|
||||
if (allStats instanceof Map) {
|
||||
allStats.forEach((stat, eventType) => {
|
||||
console.log(`${eventType}: ${stat.triggerCount} triggers`);
|
||||
});
|
||||
}
|
||||
|
||||
// 重置统计
|
||||
eventBus.resetStats('entity:created');
|
||||
```
|
||||
|
||||
### 事件类型验证
|
||||
|
||||
```typescript
|
||||
import { EventTypeValidator } from './ECS';
|
||||
|
||||
// 检查事件类型是否有效
|
||||
if (EventTypeValidator.isValid('entity:created')) {
|
||||
eventBus.emit('entity:created', data);
|
||||
}
|
||||
|
||||
// 添加自定义事件类型
|
||||
EventTypeValidator.addCustomType('game:custom:event');
|
||||
|
||||
// 获取所有有效事件类型
|
||||
const validTypes = EventTypeValidator.getAllValidTypes();
|
||||
console.log('Valid event types:', validTypes);
|
||||
```
|
||||
|
||||
### 调试和日志
|
||||
|
||||
```typescript
|
||||
// 启用调试模式
|
||||
eventBus.setDebugMode(true);
|
||||
|
||||
// 设置最大监听器数量
|
||||
eventBus.setMaxListeners(50);
|
||||
|
||||
// 检查是否有监听器
|
||||
if (eventBus.hasListeners('entity:created')) {
|
||||
console.log('Has listeners for entity:created');
|
||||
}
|
||||
|
||||
// 获取监听器数量
|
||||
const count = eventBus.getListenerCount('entity:created');
|
||||
console.log(`${count} listeners for entity:created`);
|
||||
```
|
||||
|
||||
## 性能优化
|
||||
|
||||
### 事件过滤和条件监听
|
||||
|
||||
```typescript
|
||||
// 使用条件过滤减少不必要的事件处理
|
||||
eventBus.on<IEntityEventData>(ECSEventType.ENTITY_CREATED, (data) => {
|
||||
// 只处理玩家实体
|
||||
if (data.entityTag === 'player') {
|
||||
handlePlayerCreated(data);
|
||||
}
|
||||
});
|
||||
|
||||
// 更好的方式:使用具体的事件类型
|
||||
eventBus.on<IEntityEventData>('entity:player:created', handlePlayerCreated);
|
||||
```
|
||||
|
||||
### 内存管理
|
||||
|
||||
```typescript
|
||||
class EventManager {
|
||||
private listeners: string[] = [];
|
||||
|
||||
public setupListeners() {
|
||||
// 保存监听器ID以便清理
|
||||
this.listeners.push(
|
||||
eventBus.on('event1', this.handler1.bind(this)),
|
||||
eventBus.on('event2', this.handler2.bind(this))
|
||||
);
|
||||
}
|
||||
|
||||
public cleanup() {
|
||||
// 清理所有监听器
|
||||
this.listeners.forEach(id => {
|
||||
eventBus.off('event1', id);
|
||||
eventBus.off('event2', id);
|
||||
});
|
||||
this.listeners.length = 0;
|
||||
}
|
||||
|
||||
private handler1(data: any) { /* ... */ }
|
||||
private handler2(data: any) { /* ... */ }
|
||||
}
|
||||
```
|
||||
|
||||
### 异步事件优化
|
||||
|
||||
```typescript
|
||||
// 使用Promise.all并行处理多个异步事件
|
||||
const promises = [
|
||||
eventBus.emitAsync('save:player', playerData),
|
||||
eventBus.emitAsync('update:leaderboard', scoreData),
|
||||
eventBus.emitAsync('notify:friends', notificationData)
|
||||
];
|
||||
|
||||
await Promise.all(promises);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 事件命名规范
|
||||
|
||||
```typescript
|
||||
// 推荐的事件命名格式:模块:对象:动作
|
||||
const EVENT_NAMES = {
|
||||
// 实体相关
|
||||
ENTITY_PLAYER_CREATED: 'entity:player:created',
|
||||
ENTITY_ENEMY_DESTROYED: 'entity:enemy:destroyed',
|
||||
|
||||
// 游戏逻辑相关
|
||||
GAME_LEVEL_COMPLETED: 'game:level:completed',
|
||||
GAME_SCORE_UPDATED: 'game:score:updated',
|
||||
|
||||
// UI相关
|
||||
UI_MENU_OPENED: 'ui:menu:opened',
|
||||
UI_BUTTON_CLICKED: 'ui:button:clicked'
|
||||
};
|
||||
```
|
||||
|
||||
### 2. 类型安全
|
||||
|
||||
```typescript
|
||||
// 定义强类型的事件数据接口
|
||||
interface GameEvents {
|
||||
'player:levelup': { playerId: number; newLevel: number; experience: number };
|
||||
'inventory:item:added': { itemId: string; quantity: number; playerId: number };
|
||||
'combat:damage:dealt': { attackerId: number; targetId: number; damage: number };
|
||||
}
|
||||
|
||||
// 创建类型安全的事件发射器
|
||||
class TypedEventBus {
|
||||
private eventBus = new EventBus();
|
||||
|
||||
emit<K extends keyof GameEvents>(eventType: K, data: GameEvents[K]) {
|
||||
this.eventBus.emit(eventType, data);
|
||||
}
|
||||
|
||||
on<K extends keyof GameEvents>(
|
||||
eventType: K,
|
||||
handler: (data: GameEvents[K]) => void
|
||||
) {
|
||||
return this.eventBus.on(eventType, handler);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 错误处理
|
||||
|
||||
```typescript
|
||||
// 在事件处理器中添加错误处理
|
||||
eventBus.on<IEntityEventData>(ECSEventType.ENTITY_CREATED, (data) => {
|
||||
try {
|
||||
processEntityCreation(data);
|
||||
} catch (error) {
|
||||
console.error('Error processing entity creation:', error);
|
||||
// 发射错误事件
|
||||
eventBus.emit(ECSEventType.ERROR_OCCURRED, {
|
||||
timestamp: Date.now(),
|
||||
source: 'EntityCreationHandler',
|
||||
error: error.message,
|
||||
context: data
|
||||
});
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
### 4. 模块化事件管理
|
||||
|
||||
```typescript
|
||||
// 为不同模块创建专门的事件管理器
|
||||
class PlayerEventManager {
|
||||
constructor(private eventBus: EventBus) {
|
||||
this.setupListeners();
|
||||
}
|
||||
|
||||
private setupListeners() {
|
||||
this.eventBus.onEntityCreated(this.onPlayerCreated.bind(this));
|
||||
this.eventBus.on('player:levelup', this.onPlayerLevelUp.bind(this));
|
||||
this.eventBus.on('player:died', this.onPlayerDied.bind(this));
|
||||
}
|
||||
|
||||
private onPlayerCreated(data: IEntityEventData) {
|
||||
if (data.entityTag === 'player') {
|
||||
// 处理玩家创建逻辑
|
||||
}
|
||||
}
|
||||
|
||||
private onPlayerLevelUp(data: any) {
|
||||
// 处理玩家升级逻辑
|
||||
}
|
||||
|
||||
private onPlayerDied(data: any) {
|
||||
// 处理玩家死亡逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 与EntityManager集成
|
||||
|
||||
```typescript
|
||||
import { EntityManager } from './ECS';
|
||||
|
||||
// EntityManager会自动设置事件总线
|
||||
const entityManager = new EntityManager();
|
||||
|
||||
// 获取事件总线实例
|
||||
const eventBus = entityManager.eventBus;
|
||||
|
||||
// 监听自动发射的ECS事件
|
||||
eventBus.onEntityCreated((data) => {
|
||||
console.log('Entity created automatically:', data);
|
||||
});
|
||||
|
||||
eventBus.onComponentAdded((data) => {
|
||||
console.log('Component added automatically:', data);
|
||||
});
|
||||
|
||||
// 创建实体时会自动发射事件
|
||||
const entity = entityManager.createEntity('Player');
|
||||
|
||||
// 添加组件时会自动发射事件
|
||||
entity.addComponent(new HealthComponent(100));
|
||||
```
|
||||
|
||||
## 总结
|
||||
|
||||
ECS框架的事件系统提供了:
|
||||
|
||||
- **类型安全**:完整的TypeScript类型支持
|
||||
- **高性能**:批处理、缓存和优化机制
|
||||
- **易用性**:装饰器、预定义事件类型
|
||||
- **可扩展**:自定义事件类型和验证
|
||||
- **调试友好**:详细的统计信息和调试模式
|
||||
|
||||
通过合理使用事件系统,可以实现松耦合的模块化架构,提高代码的可维护性和扩展性。
|
||||
23
docs/examples/index.md
Normal file
23
docs/examples/index.md
Normal file
@@ -0,0 +1,23 @@
|
||||
# 示例
|
||||
|
||||
这里展示了ECS Framework的各种使用示例,通过实际的演示帮助您理解框架的功能和最佳实践。
|
||||
|
||||
## 🎮 互动演示
|
||||
|
||||
### [Worker系统演示](./worker-system-demo)
|
||||
- **功能**: 展示Worker多线程物理计算和渲染优化
|
||||
- **特性**: 1000+粒子实时物理模拟、碰撞检测、性能对比
|
||||
- **技术点**: SharedArrayBuffer、Canvas 2D优化、实体生命周期管理
|
||||
|
||||
## 🔗 外部示例
|
||||
|
||||
### [割草机演示](https://github.com/esengine/lawn-mower-demo)
|
||||
- **平台**: Cocos Creator 3.x
|
||||
- **功能**: 完整的游戏演示项目
|
||||
- **特性**: 展示ECS架构在实际游戏项目中的应用
|
||||
|
||||
## 📚 更多资源
|
||||
|
||||
- [快速开始指南](/guide/getting-started)
|
||||
- [核心概念](/guide/)
|
||||
- [API文档](/api/README)
|
||||
13
docs/examples/worker-system-demo.md
Normal file
13
docs/examples/worker-system-demo.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# Worker系统演示
|
||||
|
||||
这是一个展示ECS框架Worker系统功能的交互式演示。
|
||||
|
||||
## 在线演示
|
||||
|
||||
<div style="text-align: center; margin: 30px 0;">
|
||||
<a href="/ecs-framework/demos/worker-system/index.html" target="_blank" style="display: inline-block; padding: 15px 30px; background: #4a9eff; color: white; text-decoration: none; border-radius: 8px; font-weight: bold; font-size: 16px; box-shadow: 0 4px 8px rgba(74, 158, 255, 0.3); transition: all 0.3s ease;">
|
||||
🚀 打开Worker系统演示
|
||||
</a>
|
||||
</div>
|
||||
|
||||
> **注意**: 演示将在新窗口中打开,展示完整的Worker系统功能,包括实体管理、物理模拟和性能监控。
|
||||
@@ -1,689 +0,0 @@
|
||||
# 快速入门
|
||||
|
||||
本指南将帮助您快速上手 ECS Framework,这是一个专业级的实体组件系统框架,采用现代化架构设计,专为高性能游戏开发打造。
|
||||
|
||||
## 安装
|
||||
|
||||
```bash
|
||||
npm install @esengine/ecs-framework
|
||||
```
|
||||
|
||||
## 更新机制说明
|
||||
|
||||
ECS框架需要在游戏引擎的更新循环中调用,并传入deltaTime:
|
||||
|
||||
```typescript
|
||||
// 统一的更新方式:让外部引擎传入deltaTime
|
||||
Core.update(deltaTime);
|
||||
```
|
||||
|
||||
**不同平台的集成方式:**
|
||||
- **Laya引擎**:使用 `Laya.timer.delta / 1000`
|
||||
- **Cocos Creator**:使用组件的 `update(deltaTime)` 参数
|
||||
- **原生浏览器**:自己计算deltaTime
|
||||
- **Node.js服务器**:自己计算deltaTime
|
||||
|
||||
**优势:**
|
||||
- 与引擎时间系统完全同步
|
||||
- 支持引擎的时间缩放和暂停功能
|
||||
- 更精确的时间控制
|
||||
- 统一的API,简化集成
|
||||
|
||||
## Core配置
|
||||
|
||||
### 基础配置
|
||||
|
||||
ECS框架提供了灵活的配置选项来满足不同项目需求。框架采用融合设计,既支持传统的单Scene模式(向后兼容),也支持高级的多World/多Scene架构:
|
||||
|
||||
```typescript
|
||||
import { Core, ICoreConfig } from '@esengine/ecs-framework';
|
||||
|
||||
// 方式1:简化配置(向后兼容)
|
||||
Core.create(true); // 启用调试模式
|
||||
Core.create(false); // 发布模式
|
||||
Core.create(); // 默认调试模式
|
||||
|
||||
// 方式2:详细配置(推荐)
|
||||
const config: ICoreConfig = {
|
||||
debug: true, // 启用调试模式
|
||||
enableEntitySystems: true, // 启用实体系统(默认true)
|
||||
debugConfig: { // 可选:远程调试配置
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:8080',
|
||||
autoReconnect: true,
|
||||
updateInterval: 1000, // 调试数据更新间隔(毫秒)
|
||||
channels: { // 调试数据通道
|
||||
entities: true, // 实体信息
|
||||
systems: true, // 系统信息
|
||||
performance: true, // 性能数据
|
||||
components: true, // 组件信息
|
||||
scenes: true // 场景信息
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const core = Core.create(config);
|
||||
```
|
||||
|
||||
### 架构说明
|
||||
|
||||
ECS框架支持两种使用模式:
|
||||
|
||||
1. **单Scene模式(默认,向后兼容)**:
|
||||
```typescript
|
||||
// 传统用法,无需任何修改
|
||||
const scene = new Scene();
|
||||
Core.setScene(scene);
|
||||
```
|
||||
|
||||
2. **多World模式(高级功能)**:
|
||||
```typescript
|
||||
// 启用World管理器,支持多World/多Scene架构
|
||||
Core.enableWorldManager();
|
||||
const roomWorld = Core.getWorldManager().createWorld('Room_001');
|
||||
const battleScene = roomWorld.createScene('battle');
|
||||
```
|
||||
|
||||
**使用场景:**
|
||||
- **单Scene模式**:适合简单游戏、单机游戏、原型开发
|
||||
- **多World模式**:适合多人游戏服务器、复杂应用、需要场景隔离的项目
|
||||
|
||||
> **详细了解World系统**:查看 [场景管理完整指南](scene-management-guide.md) 获取完整的多World架构示例和最佳实践
|
||||
|
||||
### 调试功能
|
||||
|
||||
ECS框架内置了强大的调试功能,支持运行时监控和远程调试:
|
||||
|
||||
#### Cocos Creator专用调试插件
|
||||
|
||||
** 对于Cocos Creator用户,我们提供了专门的可视化调试插件:**
|
||||
|
||||
- **插件地址**:[cocos-ecs-framework 调试插件](https://store.cocos.com/app/detail/7823)
|
||||
- **插件版本**:v1.0.0
|
||||
- **支持版本**:Cocos Creator v3.0.0+
|
||||
- **支持平台**:Android | iOS | HTML5
|
||||
|
||||
这个插件提供了完整的ECS可视化调试界面,包括实体查看器、组件编辑器、系统监控、性能分析等功能。
|
||||
|
||||
#### 通用调试配置
|
||||
|
||||
```typescript
|
||||
// 运行时启用调试
|
||||
Core.enableDebug({
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:8080',
|
||||
autoReconnect: true,
|
||||
updateInterval: 500,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: false, // 可以选择性禁用某些通道
|
||||
scenes: true
|
||||
}
|
||||
});
|
||||
|
||||
// 获取调试数据
|
||||
const debugData = Core.getDebugData();
|
||||
console.log('当前实体数量:', debugData?.entities?.totalEntities);
|
||||
|
||||
// 禁用调试
|
||||
Core.disableDebug();
|
||||
|
||||
// 检查调试状态
|
||||
if (Core.isDebugEnabled) {
|
||||
console.log('调试模式已启用');
|
||||
}
|
||||
```
|
||||
|
||||
### 生产环境配置建议
|
||||
|
||||
```typescript
|
||||
// 开发环境 - Cocos Creator
|
||||
const devConfigForCocos: ICoreConfig = {
|
||||
debug: true,
|
||||
enableEntitySystems: true,
|
||||
debugConfig: {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:8080', // 连接Cocos插件
|
||||
autoReconnect: true,
|
||||
updateInterval: 1000,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// 开发环境 - 其他平台
|
||||
const devConfig: ICoreConfig = {
|
||||
debug: true,
|
||||
enableEntitySystems: true,
|
||||
debugConfig: {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:8080',
|
||||
autoReconnect: true,
|
||||
updateInterval: 1000,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// 生产环境
|
||||
const prodConfig: ICoreConfig = {
|
||||
debug: false, // 关闭调试以提升性能
|
||||
enableEntitySystems: true,
|
||||
// debugConfig 可以省略或设为 undefined
|
||||
};
|
||||
|
||||
const isDevelopment = process.env.NODE_ENV === 'development';
|
||||
Core.create(isDevelopment ? devConfig : prodConfig);
|
||||
```
|
||||
|
||||
** 调试功能说明:**
|
||||
- **Cocos Creator**:推荐使用[官方调试插件](https://store.cocos.com/app/detail/7823)获得最佳调试体验
|
||||
- **其他平台**:可以通过WebSocket连接自定义调试工具
|
||||
- **生产环境**:建议关闭调试功能以获得最佳性能
|
||||
|
||||
## 平台集成
|
||||
|
||||
### Laya引擎
|
||||
|
||||
```typescript
|
||||
import { Scene as LayaScene } from "laya/display/Scene";
|
||||
import { Core, Scene as ECSScene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
|
||||
|
||||
class LayaECSGame extends LayaScene {
|
||||
private ecsScene: ECSScene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
// 初始化ECS框架(简化方式)
|
||||
Core.create(true); // 启用调试模式
|
||||
// 完整配置示例: Core.create({ debug: true, enableEntitySystems: true, debugConfig: {...} })
|
||||
|
||||
this.ecsScene = new ECSScene();
|
||||
this.ecsScene.name = "LayaGameScene";
|
||||
Core.setScene(this.ecsScene);
|
||||
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupSystems();
|
||||
}
|
||||
|
||||
onAwake(): void {
|
||||
super.onAwake();
|
||||
// 使用Laya的帧循环更新ECS
|
||||
Laya.timer.frameLoop(1, this, this.updateECS);
|
||||
}
|
||||
|
||||
onDestroy(): void {
|
||||
Laya.timer.clear(this, this.updateECS);
|
||||
super.onDestroy();
|
||||
}
|
||||
|
||||
private updateECS(): void {
|
||||
// 使用Laya的deltaTime更新ECS
|
||||
const deltaTime = Laya.timer.delta / 1000; // 转换为秒
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
|
||||
private setupSystems(): void {
|
||||
this.ecsScene.addEntityProcessor(new LayaRenderSystem(this));
|
||||
this.ecsScene.addEntityProcessor(new MovementSystem());
|
||||
}
|
||||
}
|
||||
|
||||
// Laya渲染系统
|
||||
class LayaRenderSystem extends EntitySystem {
|
||||
private layaScene: LayaScene;
|
||||
|
||||
constructor(layaScene: LayaScene) {
|
||||
super(Matcher.all(PositionComponent, SpriteComponent));
|
||||
this.layaScene = layaScene;
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]): void {
|
||||
entities.forEach(entity => {
|
||||
const pos = entity.getComponent(PositionComponent)!;
|
||||
const sprite = entity.getComponent(SpriteComponent)!;
|
||||
|
||||
if (sprite.layaSprite) {
|
||||
sprite.layaSprite.x = pos.x;
|
||||
sprite.layaSprite.y = pos.y;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 使用方法
|
||||
Laya.Scene.open("GameScene.scene", false, null, null, LayaECSGame);
|
||||
```
|
||||
|
||||
### Cocos Creator
|
||||
|
||||
```typescript
|
||||
import { Component as CocosComponent, _decorator, Node } from 'cc';
|
||||
import { Core, Scene as ECSScene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass('ECSGameManager')
|
||||
export class ECSGameManager extends CocosComponent {
|
||||
private ecsScene: ECSScene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
start() {
|
||||
// 初始化ECS框架(简化方式)
|
||||
Core.create(true); // 启用调试模式
|
||||
// 完整配置示例: Core.create({ debug: true, enableEntitySystems: true, debugConfig: {...} })
|
||||
|
||||
this.ecsScene = new ECSScene();
|
||||
this.ecsScene.name = "CocosGameScene";
|
||||
Core.setScene(this.ecsScene);
|
||||
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupSystems();
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
// 使用Cocos Creator的deltaTime更新ECS
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
|
||||
onDestroy() {
|
||||
if (this.ecsScene) {
|
||||
this.ecsScene.onDestroy();
|
||||
}
|
||||
}
|
||||
|
||||
private setupSystems(): void {
|
||||
this.ecsScene.addEntityProcessor(new CocosRenderSystem(this.node));
|
||||
this.ecsScene.addEntityProcessor(new MovementSystem());
|
||||
}
|
||||
|
||||
public getEntityManager(): EntityManager {
|
||||
return this.entityManager;
|
||||
}
|
||||
}
|
||||
|
||||
// Cocos渲染系统
|
||||
class CocosRenderSystem extends EntitySystem {
|
||||
private rootNode: Node;
|
||||
|
||||
constructor(rootNode: Node) {
|
||||
super(Matcher.all(PositionComponent, SpriteComponent));
|
||||
this.rootNode = rootNode;
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]): void {
|
||||
entities.forEach(entity => {
|
||||
const pos = entity.getComponent(PositionComponent)!;
|
||||
const sprite = entity.getComponent(SpriteComponent)!;
|
||||
|
||||
if (sprite.cocosNode) {
|
||||
sprite.cocosNode.setPosition(pos.x, pos.y);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 将ECSGameManager脚本挂载到场景根节点
|
||||
```
|
||||
|
||||
** Cocos Creator调试提示:**
|
||||
为了获得最佳的ECS调试体验,建议安装我们的专用调试插件:
|
||||
- 插件地址:[https://store.cocos.com/app/detail/7823](https://store.cocos.com/app/detail/7823)
|
||||
- 支持Cocos Creator v3.0.0+
|
||||
- 提供实体查看器、组件编辑器、系统监控等功能
|
||||
|
||||
### Node.js后端
|
||||
|
||||
```typescript
|
||||
import { Core, Scene, EntityManager, EntitySystem, Time, World } from '@esengine/ecs-framework';
|
||||
|
||||
class ServerGameManager {
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
private isRunning: boolean = false;
|
||||
private tickRate: number = 60; // 60 TPS
|
||||
private lastUpdate: number = Date.now();
|
||||
|
||||
constructor() {
|
||||
// 初始化ECS框架(简化方式)
|
||||
Core.create(true); // 启用调试模式
|
||||
// 完整配置示例: Core.create({ debug: true, enableEntitySystems: true, debugConfig: {...} })
|
||||
|
||||
// 单Scene模式(简单场景)
|
||||
this.scene = new Scene();
|
||||
this.scene.name = "ServerScene";
|
||||
Core.setScene(this.scene);
|
||||
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupSystems();
|
||||
}
|
||||
|
||||
public start(): void {
|
||||
this.isRunning = true;
|
||||
console.log(`游戏服务器启动,TPS: ${this.tickRate}`);
|
||||
this.gameLoop();
|
||||
}
|
||||
|
||||
public stop(): void {
|
||||
this.isRunning = false;
|
||||
}
|
||||
|
||||
private gameLoop(): void {
|
||||
if (!this.isRunning) return;
|
||||
|
||||
const now = Date.now();
|
||||
const deltaTime = (now - this.lastUpdate) / 1000;
|
||||
this.lastUpdate = now;
|
||||
|
||||
// 使用计算出的deltaTime更新ECS
|
||||
Core.update(deltaTime);
|
||||
|
||||
const frameTime = 1000 / this.tickRate;
|
||||
const processingTime = Date.now() - now;
|
||||
const delay = Math.max(0, frameTime - processingTime);
|
||||
|
||||
setTimeout(() => this.gameLoop(), delay);
|
||||
}
|
||||
|
||||
private setupSystems(): void {
|
||||
this.scene.addEntityProcessor(new ServerMovementSystem());
|
||||
this.scene.addEntityProcessor(new NetworkSyncSystem());
|
||||
this.scene.addEntityProcessor(new AISystem());
|
||||
}
|
||||
|
||||
public handlePlayerInput(playerId: string, input: any): void {
|
||||
const playerEntity = this.findPlayerEntity(playerId);
|
||||
if (playerEntity) {
|
||||
const inputComp = playerEntity.getComponent(InputComponent);
|
||||
if (inputComp) {
|
||||
inputComp.updateInput(input);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public getWorldState(): any {
|
||||
const entities = this.entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent, NetworkComponent)
|
||||
.execute();
|
||||
|
||||
return entities.map(entity => ({
|
||||
id: entity.id,
|
||||
position: entity.getComponent(PositionComponent),
|
||||
}));
|
||||
}
|
||||
|
||||
private findPlayerEntity(playerId: string): Entity | null {
|
||||
const players = this.entityManager
|
||||
.query()
|
||||
.withAll(PlayerComponent)
|
||||
.execute();
|
||||
|
||||
return players.find(player =>
|
||||
player.getComponent(PlayerComponent).playerId === playerId
|
||||
) || null;
|
||||
}
|
||||
}
|
||||
|
||||
// 启动服务器
|
||||
const server = new ServerGameManager();
|
||||
server.start();
|
||||
```
|
||||
|
||||
> **多房间游戏服务器示例**:查看 [场景管理完整指南](scene-management-guide.md#world多场景管理) 了解如何使用多World架构实现复杂的多房间游戏服务器
|
||||
|
||||
### 原生浏览器
|
||||
|
||||
```typescript
|
||||
import { Core, Scene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
|
||||
|
||||
class BrowserGame {
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor() {
|
||||
// 初始化ECS框架(简化方式)
|
||||
Core.create(true); // 启用调试模式
|
||||
// 完整配置示例: Core.create({ debug: true, enableEntitySystems: true, debugConfig: {...} })
|
||||
|
||||
this.scene = new Scene();
|
||||
this.scene.name = "BrowserScene";
|
||||
Core.setScene(this.scene);
|
||||
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupSystems();
|
||||
}
|
||||
|
||||
public start(): void {
|
||||
this.createEntities();
|
||||
this.gameLoop();
|
||||
}
|
||||
|
||||
private gameLoop(): void {
|
||||
let lastTime = 0;
|
||||
const update = (currentTime: number) => {
|
||||
// 计算deltaTime并更新ECS(原生浏览器环境)
|
||||
const deltaTime = lastTime > 0 ? (currentTime - lastTime) / 1000 : 0.016;
|
||||
lastTime = currentTime;
|
||||
Core.update(deltaTime);
|
||||
requestAnimationFrame(update);
|
||||
};
|
||||
requestAnimationFrame(update);
|
||||
}
|
||||
|
||||
private setupSystems(): void {
|
||||
this.scene.addEntityProcessor(new MovementSystem());
|
||||
this.scene.addEntityProcessor(new RenderSystem());
|
||||
}
|
||||
|
||||
private createEntities(): void {
|
||||
const player = this.entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(400, 300));
|
||||
player.addComponent(new VelocityComponent(0, 0));
|
||||
}
|
||||
}
|
||||
|
||||
const game = new BrowserGame();
|
||||
game.start();
|
||||
```
|
||||
|
||||
## 基础组件定义
|
||||
|
||||
```typescript
|
||||
import { Component } from '@esengine/ecs-framework';
|
||||
|
||||
// 位置组件
|
||||
class PositionComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [x = 0, y = 0] = args as [number?, number?];
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public reset() {
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// 速度组件
|
||||
class VelocityComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [x = 0, y = 0] = args as [number?, number?];
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public reset() {
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// 生命值组件
|
||||
class HealthComponent extends Component {
|
||||
public maxHealth: number = 100;
|
||||
public currentHealth: number = 100;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [maxHealth = 100] = args as [number?];
|
||||
this.maxHealth = maxHealth;
|
||||
this.currentHealth = maxHealth;
|
||||
}
|
||||
|
||||
public reset() {
|
||||
this.maxHealth = 100;
|
||||
this.currentHealth = 100;
|
||||
}
|
||||
|
||||
public takeDamage(damage: number): void {
|
||||
this.currentHealth = Math.max(0, this.currentHealth - damage);
|
||||
}
|
||||
|
||||
public heal(amount: number): void {
|
||||
this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
|
||||
}
|
||||
|
||||
public isDead(): boolean {
|
||||
return this.currentHealth <= 0;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 基础系统创建
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
|
||||
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]): void {
|
||||
entities.forEach(entity => {
|
||||
const position = entity.getComponent(PositionComponent)!;
|
||||
const velocity = entity.getComponent(VelocityComponent)!;
|
||||
|
||||
position.x += velocity.x * Time.deltaTime;
|
||||
position.y += velocity.y * Time.deltaTime;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
class HealthSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(HealthComponent));
|
||||
}
|
||||
|
||||
protected override process(entities: Entity[]): void {
|
||||
entities.forEach(entity => {
|
||||
const health = entity.getComponent(HealthComponent)!;
|
||||
if (health.currentHealth <= 0) {
|
||||
entity.destroy();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 实体管理
|
||||
|
||||
```typescript
|
||||
// 创建实体
|
||||
const player = entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(100, 100));
|
||||
player.addComponent(new VelocityComponent(5, 0));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
|
||||
// 批量创建实体
|
||||
const enemies = scene.createEntities(50, "Enemy");
|
||||
enemies.forEach(enemy => {
|
||||
enemy.addComponent(new PositionComponent(Math.random() * 800, Math.random() * 600));
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
});
|
||||
|
||||
// 查询实体 - 推荐方式
|
||||
const movingEntities = entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent, VelocityComponent)
|
||||
.execute();
|
||||
|
||||
// 简单查询方式
|
||||
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
|
||||
const taggedEntities = entityManager.getEntitiesByTag(2);
|
||||
```
|
||||
|
||||
## 事件系统
|
||||
|
||||
推荐使用Scene的事件系统或EntityManager的事件系统:
|
||||
|
||||
```typescript
|
||||
// 使用EntityManager的事件系统(推荐)
|
||||
const eventBus = entityManager.eventBus;
|
||||
|
||||
// 监听ECS事件
|
||||
eventBus.onEntityCreated((data) => {
|
||||
console.log(`实体创建: ${data.entityName}`);
|
||||
});
|
||||
|
||||
eventBus.onComponentAdded((data) => {
|
||||
console.log(`组件添加: ${data.componentType}`);
|
||||
});
|
||||
|
||||
// 发射自定义事件
|
||||
eventBus.emit('player:died', { player: entity, score: 1000 });
|
||||
|
||||
// 使用装饰器自动注册事件监听器
|
||||
import { EventHandler } from '@esengine/ecs-framework';
|
||||
|
||||
class GameSystem {
|
||||
@EventHandler('player:died')
|
||||
onPlayerDied(data: { player: Entity; score: number }) {
|
||||
console.log(`玩家死亡,得分: ${data.score}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 性能监控
|
||||
|
||||
```typescript
|
||||
// 获取场景统计
|
||||
const sceneStats = scene.getStats();
|
||||
console.log('实体数量:', sceneStats.entityCount);
|
||||
console.log('系统数量:', sceneStats.processorCount);
|
||||
|
||||
// 获取查询统计
|
||||
const queryStats = scene.querySystem.getStats();
|
||||
console.log('查询统计:', queryStats);
|
||||
```
|
||||
|
||||
## 下一步
|
||||
|
||||
- [EntityManager 使用指南](entity-manager-example.md) - 详细了解实体管理器的高级功能
|
||||
- [性能优化指南](performance-optimization.md) - 深入了解三大性能优化系统
|
||||
- [核心概念](core-concepts.md) - 深入了解 ECS 架构和设计原理
|
||||
- [查询系统使用指南](query-system-usage.md) - 学习高性能查询系统的详细用法
|
||||
658
docs/guide/component.md
Normal file
658
docs/guide/component.md
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@@ -0,0 +1,658 @@
|
||||
# 组件系统
|
||||
|
||||
在 ECS 架构中,组件(Component)是数据和行为的载体。组件定义了实体具有的属性和功能,是 ECS 架构的核心构建块。
|
||||
|
||||
## 基本概念
|
||||
|
||||
组件是继承自 `Component` 抽象基类的具体类,用于:
|
||||
- 存储实体的数据(如位置、速度、健康值等)
|
||||
- 定义与数据相关的行为方法
|
||||
- 提供生命周期回调钩子
|
||||
- 支持序列化和调试
|
||||
|
||||
## 创建组件
|
||||
|
||||
### 基础组件定义
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Position')
|
||||
class Position extends Component {
|
||||
x: number = 0;
|
||||
y: number = 0;
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('Health')
|
||||
class Health extends Component {
|
||||
current: number;
|
||||
max: number;
|
||||
|
||||
constructor(max: number = 100) {
|
||||
super();
|
||||
this.max = max;
|
||||
this.current = max;
|
||||
}
|
||||
|
||||
// 组件可以包含行为方法
|
||||
takeDamage(damage: number): void {
|
||||
this.current = Math.max(0, this.current - damage);
|
||||
}
|
||||
|
||||
heal(amount: number): void {
|
||||
this.current = Math.min(this.max, this.current + amount);
|
||||
}
|
||||
|
||||
isDead(): boolean {
|
||||
return this.current <= 0;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 组件装饰器
|
||||
|
||||
**必须使用 `@ECSComponent` 装饰器**,这确保了:
|
||||
- 组件在代码混淆后仍能正确识别
|
||||
- 提供稳定的类型名称用于序列化和调试
|
||||
- 框架能正确管理组件注册
|
||||
|
||||
```typescript
|
||||
// 正确的用法
|
||||
@ECSComponent('Velocity')
|
||||
class Velocity extends Component {
|
||||
dx: number = 0;
|
||||
dy: number = 0;
|
||||
}
|
||||
|
||||
// 错误的用法 - 没有装饰器
|
||||
class BadComponent extends Component {
|
||||
// 这样定义的组件可能在生产环境出现问题
|
||||
}
|
||||
```
|
||||
|
||||
## 组件生命周期
|
||||
|
||||
组件提供了生命周期钩子,可以重写来执行特定的逻辑:
|
||||
|
||||
```typescript
|
||||
@ECSComponent('ExampleComponent')
|
||||
class ExampleComponent extends Component {
|
||||
private resource: SomeResource | null = null;
|
||||
|
||||
/**
|
||||
* 组件被添加到实体时调用
|
||||
* 用于初始化资源、建立引用等
|
||||
*/
|
||||
onAddedToEntity(): void {
|
||||
console.log(`组件 ${this.constructor.name} 已添加,实体ID: ${this.entityId}`);
|
||||
this.resource = new SomeResource();
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件从实体移除时调用
|
||||
* 用于清理资源、断开引用等
|
||||
*/
|
||||
onRemovedFromEntity(): void {
|
||||
console.log(`组件 ${this.constructor.name} 已移除`);
|
||||
if (this.resource) {
|
||||
this.resource.cleanup();
|
||||
this.resource = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 组件与实体的关系
|
||||
|
||||
组件存储了所属实体的ID (`entityId`),而不是直接引用实体对象。这是ECS数据导向设计的体现,避免了循环引用。
|
||||
|
||||
在实际使用中,**应该在 System 中处理实体和组件的交互**,而不是在组件内部:
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Health')
|
||||
class Health extends Component {
|
||||
current: number;
|
||||
max: number;
|
||||
|
||||
constructor(max: number = 100) {
|
||||
super();
|
||||
this.max = max;
|
||||
this.current = max;
|
||||
}
|
||||
|
||||
isDead(): boolean {
|
||||
return this.current <= 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('Damage')
|
||||
class Damage extends Component {
|
||||
value: number;
|
||||
|
||||
constructor(value: number) {
|
||||
super();
|
||||
this.value = value;
|
||||
}
|
||||
}
|
||||
|
||||
// 推荐:在 System 中处理逻辑
|
||||
class DamageSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(new Matcher().all(Health, Damage));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(Health)!;
|
||||
const damage = entity.getComponent(Damage)!;
|
||||
|
||||
health.current -= damage.value;
|
||||
|
||||
if (health.isDead()) {
|
||||
entity.destroy();
|
||||
}
|
||||
|
||||
// 应用伤害后移除 Damage 组件
|
||||
entity.removeComponent(damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 组件属性
|
||||
|
||||
每个组件都有一些内置属性:
|
||||
|
||||
```typescript
|
||||
@ECSComponent('ExampleComponent')
|
||||
class ExampleComponent extends Component {
|
||||
someData: string = "example";
|
||||
|
||||
onAddedToEntity(): void {
|
||||
console.log(`组件ID: ${this.id}`); // 唯一的组件ID
|
||||
console.log(`所属实体ID: ${this.entityId}`); // 所属实体的ID
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
如果需要访问实体对象,应该在 System 中进行:
|
||||
|
||||
```typescript
|
||||
class ExampleSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(new Matcher().all(ExampleComponent));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const comp = entity.getComponent(ExampleComponent)!;
|
||||
console.log(`实体名称: ${entity.name}`);
|
||||
console.log(`组件数据: ${comp.someData}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
## 复杂组件示例
|
||||
|
||||
### 状态机组件
|
||||
|
||||
```typescript
|
||||
enum EntityState {
|
||||
Idle,
|
||||
Moving,
|
||||
Attacking,
|
||||
Dead
|
||||
}
|
||||
|
||||
@ECSComponent('StateMachine')
|
||||
class StateMachine extends Component {
|
||||
private _currentState: EntityState = EntityState.Idle;
|
||||
private _previousState: EntityState = EntityState.Idle;
|
||||
private _stateTimer: number = 0;
|
||||
|
||||
get currentState(): EntityState {
|
||||
return this._currentState;
|
||||
}
|
||||
|
||||
get previousState(): EntityState {
|
||||
return this._previousState;
|
||||
}
|
||||
|
||||
get stateTimer(): number {
|
||||
return this._stateTimer;
|
||||
}
|
||||
|
||||
changeState(newState: EntityState): void {
|
||||
if (this._currentState !== newState) {
|
||||
this._previousState = this._currentState;
|
||||
this._currentState = newState;
|
||||
this._stateTimer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
updateTimer(deltaTime: number): void {
|
||||
this._stateTimer += deltaTime;
|
||||
}
|
||||
|
||||
isInState(state: EntityState): boolean {
|
||||
return this._currentState === state;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 配置数据组件
|
||||
|
||||
```typescript
|
||||
interface WeaponData {
|
||||
damage: number;
|
||||
range: number;
|
||||
fireRate: number;
|
||||
ammo: number;
|
||||
}
|
||||
|
||||
@ECSComponent('WeaponConfig')
|
||||
class WeaponConfig extends Component {
|
||||
data: WeaponData;
|
||||
|
||||
constructor(weaponData: WeaponData) {
|
||||
super();
|
||||
this.data = { ...weaponData }; // 深拷贝避免共享引用
|
||||
}
|
||||
|
||||
// 提供便捷的访问方法
|
||||
getDamage(): number {
|
||||
return this.data.damage;
|
||||
}
|
||||
|
||||
canFire(): boolean {
|
||||
return this.data.ammo > 0;
|
||||
}
|
||||
|
||||
consumeAmmo(): boolean {
|
||||
if (this.data.ammo > 0) {
|
||||
this.data.ammo--;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 保持组件简单
|
||||
|
||||
```typescript
|
||||
// 好的组件设计 - 单一职责
|
||||
@ECSComponent('Position')
|
||||
class Position extends Component {
|
||||
x: number = 0;
|
||||
y: number = 0;
|
||||
}
|
||||
|
||||
@ECSComponent('Velocity')
|
||||
class Velocity extends Component {
|
||||
dx: number = 0;
|
||||
dy: number = 0;
|
||||
}
|
||||
|
||||
// 避免的组件设计 - 职责过多
|
||||
@ECSComponent('GameObject')
|
||||
class GameObject extends Component {
|
||||
x: number;
|
||||
y: number;
|
||||
dx: number;
|
||||
dy: number;
|
||||
health: number;
|
||||
damage: number;
|
||||
sprite: string;
|
||||
// 太多不相关的属性
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 使用构造函数初始化
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Transform')
|
||||
class Transform extends Component {
|
||||
x: number;
|
||||
y: number;
|
||||
rotation: number;
|
||||
scale: number;
|
||||
|
||||
constructor(x = 0, y = 0, rotation = 0, scale = 1) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.rotation = rotation;
|
||||
this.scale = scale;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 明确的类型定义
|
||||
|
||||
```typescript
|
||||
interface InventoryItem {
|
||||
id: string;
|
||||
name: string;
|
||||
quantity: number;
|
||||
type: 'weapon' | 'consumable' | 'misc';
|
||||
}
|
||||
|
||||
@ECSComponent('Inventory')
|
||||
class Inventory extends Component {
|
||||
items: InventoryItem[] = [];
|
||||
maxSlots: number;
|
||||
|
||||
constructor(maxSlots: number = 20) {
|
||||
super();
|
||||
this.maxSlots = maxSlots;
|
||||
}
|
||||
|
||||
addItem(item: InventoryItem): boolean {
|
||||
if (this.items.length < this.maxSlots) {
|
||||
this.items.push(item);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
removeItem(itemId: string): InventoryItem | null {
|
||||
const index = this.items.findIndex(item => item.id === itemId);
|
||||
if (index !== -1) {
|
||||
return this.items.splice(index, 1)[0];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 引用其他实体
|
||||
|
||||
当组件需要关联其他实体时(如父子关系、跟随目标等),**推荐方式是存储实体ID**,然后在 System 中查找:
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Follower')
|
||||
class Follower extends Component {
|
||||
targetId: number;
|
||||
followDistance: number = 50;
|
||||
|
||||
constructor(targetId: number) {
|
||||
super();
|
||||
this.targetId = targetId;
|
||||
}
|
||||
}
|
||||
|
||||
// 在 System 中查找目标实体并处理逻辑
|
||||
class FollowerSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(new Matcher().all(Follower, Position));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const follower = entity.getComponent(Follower)!;
|
||||
const position = entity.getComponent(Position)!;
|
||||
|
||||
// 通过场景查找目标实体
|
||||
const target = entity.scene?.findEntityById(follower.targetId);
|
||||
if (target) {
|
||||
const targetPos = target.getComponent(Position);
|
||||
if (targetPos) {
|
||||
// 跟随逻辑
|
||||
const dx = targetPos.x - position.x;
|
||||
const dy = targetPos.y - position.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance > follower.followDistance) {
|
||||
// 移动靠近目标
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
这种方式的优势:
|
||||
- 组件保持简单,只存储基本数据类型
|
||||
- 符合数据导向设计
|
||||
- 在 System 中统一处理查找和逻辑
|
||||
- 易于理解和维护
|
||||
|
||||
**避免在组件中直接存储实体引用**:
|
||||
|
||||
```typescript
|
||||
// 错误示范:直接存储实体引用
|
||||
@ECSComponent('BadFollower')
|
||||
class BadFollower extends Component {
|
||||
target: Entity; // 实体销毁后仍持有引用,可能导致内存泄漏
|
||||
}
|
||||
```
|
||||
|
||||
## 高级特性
|
||||
|
||||
### EntityRef 装饰器 - 自动引用追踪
|
||||
|
||||
框架提供了 `@EntityRef` 装饰器用于**特殊场景**下安全地存储实体引用。这是一个高级特性,一般情况下推荐使用存储ID的方式。
|
||||
|
||||
#### 什么时候需要 EntityRef?
|
||||
|
||||
在以下场景中,`@EntityRef` 可以简化代码:
|
||||
|
||||
1. **父子关系**: 需要在组件中直接访问父实体或子实体
|
||||
2. **复杂关联**: 实体之间有多个引用关系
|
||||
3. **频繁访问**: 需要在多处访问引用的实体,使用ID查找会有性能开销
|
||||
|
||||
#### 核心特性
|
||||
|
||||
`@EntityRef` 装饰器通过 **ReferenceTracker** 自动追踪引用关系:
|
||||
|
||||
- 当被引用的实体销毁时,所有指向它的 `@EntityRef` 属性自动设为 `null`
|
||||
- 防止跨场景引用(会输出警告并拒绝设置)
|
||||
- 防止引用已销毁的实体(会输出警告并设为 `null`)
|
||||
- 使用 WeakRef 避免内存泄漏(自动GC支持)
|
||||
- 组件移除时自动清理引用注册
|
||||
|
||||
#### 基本用法
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, EntityRef, Entity } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Parent')
|
||||
class ParentComponent extends Component {
|
||||
@EntityRef()
|
||||
parent: Entity | null = null;
|
||||
}
|
||||
|
||||
// 使用示例
|
||||
const scene = new Scene();
|
||||
const parent = scene.createEntity('Parent');
|
||||
const child = scene.createEntity('Child');
|
||||
|
||||
const comp = child.addComponent(new ParentComponent());
|
||||
comp.parent = parent;
|
||||
|
||||
console.log(comp.parent); // Entity { name: 'Parent' }
|
||||
|
||||
// 当 parent 被销毁时,comp.parent 自动变为 null
|
||||
parent.destroy();
|
||||
console.log(comp.parent); // null
|
||||
```
|
||||
|
||||
#### 多个引用属性
|
||||
|
||||
一个组件可以有多个 `@EntityRef` 属性:
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Combat')
|
||||
class CombatComponent extends Component {
|
||||
@EntityRef()
|
||||
target: Entity | null = null;
|
||||
|
||||
@EntityRef()
|
||||
ally: Entity | null = null;
|
||||
|
||||
@EntityRef()
|
||||
lastAttacker: Entity | null = null;
|
||||
}
|
||||
|
||||
// 使用示例
|
||||
const player = scene.createEntity('Player');
|
||||
const enemy = scene.createEntity('Enemy');
|
||||
const npc = scene.createEntity('NPC');
|
||||
|
||||
const combat = player.addComponent(new CombatComponent());
|
||||
combat.target = enemy;
|
||||
combat.ally = npc;
|
||||
|
||||
// enemy 销毁后,只有 target 变为 null,ally 仍然有效
|
||||
enemy.destroy();
|
||||
console.log(combat.target); // null
|
||||
console.log(combat.ally); // Entity { name: 'NPC' }
|
||||
```
|
||||
|
||||
#### 安全检查
|
||||
|
||||
`@EntityRef` 提供了多重安全检查:
|
||||
|
||||
```typescript
|
||||
const scene1 = new Scene();
|
||||
const scene2 = new Scene();
|
||||
|
||||
const entity1 = scene1.createEntity('Entity1');
|
||||
const entity2 = scene2.createEntity('Entity2');
|
||||
|
||||
const comp = entity1.addComponent(new ParentComponent());
|
||||
|
||||
// 跨场景引用会失败
|
||||
comp.parent = entity2; // 输出错误日志,comp.parent 为 null
|
||||
console.log(comp.parent); // null
|
||||
|
||||
// 引用已销毁的实体会失败
|
||||
const entity3 = scene1.createEntity('Entity3');
|
||||
entity3.destroy();
|
||||
comp.parent = entity3; // 输出警告日志,comp.parent 为 null
|
||||
console.log(comp.parent); // null
|
||||
```
|
||||
|
||||
#### 实现原理
|
||||
|
||||
`@EntityRef` 使用以下机制实现自动引用追踪:
|
||||
|
||||
1. **ReferenceTracker**: Scene 持有一个引用追踪器,记录所有实体引用关系
|
||||
2. **WeakRef**: 使用弱引用存储组件,避免循环引用导致内存泄漏
|
||||
3. **属性拦截**: 通过 `Object.defineProperty` 拦截 getter/setter
|
||||
4. **自动清理**: 实体销毁时,ReferenceTracker 遍历所有引用并设为 null
|
||||
|
||||
```typescript
|
||||
// 简化的实现原理
|
||||
class ReferenceTracker {
|
||||
// entityId -> 引用该实体的所有组件记录
|
||||
private _references: Map<number, Set<{ component: WeakRef<Component>, propertyKey: string }>>;
|
||||
|
||||
// 实体销毁时调用
|
||||
clearReferencesTo(entityId: number): void {
|
||||
const records = this._references.get(entityId);
|
||||
if (records) {
|
||||
for (const record of records) {
|
||||
const component = record.component.deref();
|
||||
if (component) {
|
||||
// 将组件的引用属性设为 null
|
||||
(component as any)[record.propertyKey] = null;
|
||||
}
|
||||
}
|
||||
this._references.delete(entityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 性能考虑
|
||||
|
||||
`@EntityRef` 会带来一些性能开销:
|
||||
|
||||
- **写入开销**: 每次设置引用时需要更新 ReferenceTracker
|
||||
- **内存开销**: ReferenceTracker 需要维护引用映射表
|
||||
- **销毁开销**: 实体销毁时需要遍历所有引用并清理
|
||||
|
||||
对于大多数场景,这些开销是可以接受的。但如果有**大量实体和频繁的引用变更**,存储ID可能更高效。
|
||||
|
||||
#### 最佳实践
|
||||
|
||||
```typescript
|
||||
// 推荐:适合使用 @EntityRef 的场景 - 父子关系
|
||||
@ECSComponent('Transform')
|
||||
class Transform extends Component {
|
||||
@EntityRef()
|
||||
parent: Entity | null = null;
|
||||
|
||||
position: { x: number, y: number } = { x: 0, y: 0 };
|
||||
|
||||
// 可以直接访问父实体的组件
|
||||
getWorldPosition(): { x: number, y: number } {
|
||||
if (!this.parent) {
|
||||
return { ...this.position };
|
||||
}
|
||||
|
||||
const parentTransform = this.parent.getComponent(Transform);
|
||||
if (parentTransform) {
|
||||
const parentPos = parentTransform.getWorldPosition();
|
||||
return {
|
||||
x: parentPos.x + this.position.x,
|
||||
y: parentPos.y + this.position.y
|
||||
};
|
||||
}
|
||||
|
||||
return { ...this.position };
|
||||
}
|
||||
}
|
||||
|
||||
// 不推荐:不适合使用 @EntityRef 的场景 - 大量动态目标
|
||||
@ECSComponent('AITarget')
|
||||
class AITarget extends Component {
|
||||
@EntityRef()
|
||||
target: Entity | null = null; // 如果目标频繁变化,用ID更好
|
||||
|
||||
updateCooldown: number = 0;
|
||||
}
|
||||
|
||||
// 推荐:这种场景用ID更好
|
||||
@ECSComponent('AITarget')
|
||||
class AITargetBetter extends Component {
|
||||
targetId: number | null = null; // 存储ID
|
||||
updateCooldown: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
#### 调试支持
|
||||
|
||||
ReferenceTracker 提供了调试接口:
|
||||
|
||||
```typescript
|
||||
// 查看某个实体被哪些组件引用
|
||||
const references = scene.referenceTracker.getReferencesTo(entity.id);
|
||||
console.log(`实体 ${entity.name} 被 ${references.length} 个组件引用`);
|
||||
|
||||
// 获取完整的调试信息
|
||||
const debugInfo = scene.referenceTracker.getDebugInfo();
|
||||
console.log(debugInfo);
|
||||
```
|
||||
|
||||
#### 总结
|
||||
|
||||
- **推荐做法**: 大部分情况使用存储ID + System查找的方式
|
||||
- **EntityRef 适用场景**: 父子关系、复杂关联、组件内需要直接访问引用实体的场景
|
||||
- **核心优势**: 自动清理、防止悬空引用、代码更简洁
|
||||
- **注意事项**: 有性能开销,不适合大量动态引用的场景
|
||||
|
||||
组件是 ECS 架构的数据载体,正确设计组件能让你的游戏代码更模块化、可维护和高性能。
|
||||
288
docs/guide/entity.md
Normal file
288
docs/guide/entity.md
Normal file
@@ -0,0 +1,288 @@
|
||||
# 实体类
|
||||
|
||||
在 ECS 架构中,实体(Entity)是游戏世界中的基本对象。实体本身不包含游戏逻辑或数据,它只是一个容器,用来组合不同的组件来实现各种功能。
|
||||
|
||||
## 基本概念
|
||||
|
||||
实体是一个轻量级的对象,主要用于:
|
||||
- 作为组件的容器
|
||||
- 提供唯一标识(ID)
|
||||
- 管理组件的生命周期
|
||||
|
||||
## 创建实体
|
||||
|
||||
**重要提示:实体必须通过场景创建,不支持手动创建!**
|
||||
|
||||
实体必须通过场景的 `createEntity()` 方法来创建,这样才能确保:
|
||||
- 实体被正确添加到场景的实体管理系统中
|
||||
- 实体被添加到查询系统中,供系统使用
|
||||
- 实体获得正确的场景引用
|
||||
- 触发相关的生命周期事件
|
||||
|
||||
```typescript
|
||||
// 正确的方式:通过场景创建实体
|
||||
const player = scene.createEntity("Player");
|
||||
|
||||
// ❌ 错误的方式:手动创建实体
|
||||
// const entity = new Entity("MyEntity", 1); // 这样创建的实体系统无法管理
|
||||
```
|
||||
|
||||
## 添加组件
|
||||
|
||||
实体通过添加组件来获得功能:
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent } from '@esengine/ecs-framework';
|
||||
|
||||
// 定义位置组件
|
||||
@ECSComponent('Position')
|
||||
class Position extends Component {
|
||||
x: number = 0;
|
||||
y: number = 0;
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
// 定义健康组件
|
||||
@ECSComponent('Health')
|
||||
class Health extends Component {
|
||||
current: number = 100;
|
||||
max: number = 100;
|
||||
|
||||
constructor(max: number = 100) {
|
||||
super();
|
||||
this.max = max;
|
||||
this.current = max;
|
||||
}
|
||||
}
|
||||
|
||||
// 给实体添加组件
|
||||
const player = scene.createEntity("Player");
|
||||
player.addComponent(new Position(100, 200));
|
||||
player.addComponent(new Health(150));
|
||||
```
|
||||
|
||||
## 获取组件
|
||||
|
||||
```typescript
|
||||
// 获取组件(传入组件类,不是实例)
|
||||
const position = player.getComponent(Position); // 返回 Position | null
|
||||
const health = player.getComponent(Health); // 返回 Health | null
|
||||
|
||||
// 检查组件是否存在
|
||||
if (position) {
|
||||
console.log(`玩家位置: x=${position.x}, y=${position.y}`);
|
||||
}
|
||||
|
||||
// 检查是否有某个组件
|
||||
if (player.hasComponent(Position)) {
|
||||
console.log("玩家有位置组件");
|
||||
}
|
||||
|
||||
// 获取所有组件实例(只读属性)
|
||||
const allComponents = player.components; // readonly Component[]
|
||||
|
||||
// 获取指定类型的所有组件(支持同类型多组件)
|
||||
const allHealthComponents = player.getComponents(Health); // Health[]
|
||||
|
||||
// 获取或创建组件(如果不存在则自动创建)
|
||||
const position = player.getOrCreateComponent(Position, 0, 0); // 传入构造参数
|
||||
const health = player.getOrCreateComponent(Health, 100); // 如果存在则返回现有的,不存在则创建新的
|
||||
```
|
||||
|
||||
## 移除组件
|
||||
|
||||
```typescript
|
||||
// 方式1:通过组件类型移除
|
||||
const removedHealth = player.removeComponentByType(Health);
|
||||
if (removedHealth) {
|
||||
console.log("健康组件已被移除");
|
||||
}
|
||||
|
||||
// 方式2:通过组件实例移除
|
||||
const healthComponent = player.getComponent(Health);
|
||||
if (healthComponent) {
|
||||
player.removeComponent(healthComponent);
|
||||
}
|
||||
|
||||
// 批量移除多种组件类型
|
||||
const removedComponents = player.removeComponentsByTypes([Position, Health]);
|
||||
|
||||
// 检查组件是否被移除
|
||||
if (!player.hasComponent(Health)) {
|
||||
console.log("健康组件已被移除");
|
||||
}
|
||||
```
|
||||
|
||||
## 实体查找
|
||||
|
||||
场景提供了多种方式来查找实体:
|
||||
|
||||
### 通过名称查找
|
||||
|
||||
```typescript
|
||||
// 查找单个实体
|
||||
const player = scene.findEntity("Player");
|
||||
// 或使用别名方法
|
||||
const player2 = scene.getEntityByName("Player");
|
||||
|
||||
if (player) {
|
||||
console.log("找到玩家实体");
|
||||
}
|
||||
```
|
||||
|
||||
### 通过 ID 查找
|
||||
|
||||
```typescript
|
||||
// 通过实体 ID 查找
|
||||
const entity = scene.findEntityById(123);
|
||||
```
|
||||
|
||||
### 通过标签查找
|
||||
|
||||
实体支持标签系统,用于快速分类和查找:
|
||||
|
||||
```typescript
|
||||
// 设置标签
|
||||
player.tag = 1; // 玩家标签
|
||||
enemy.tag = 2; // 敌人标签
|
||||
|
||||
// 通过标签查找所有相关实体
|
||||
const players = scene.findEntitiesByTag(1);
|
||||
const enemies = scene.findEntitiesByTag(2);
|
||||
// 或使用别名方法
|
||||
const allPlayers = scene.getEntitiesByTag(1);
|
||||
```
|
||||
|
||||
|
||||
## 实体生命周期
|
||||
|
||||
```typescript
|
||||
// 销毁实体
|
||||
player.destroy();
|
||||
|
||||
// 检查实体是否已销毁
|
||||
if (player.isDestroyed) {
|
||||
console.log("实体已被销毁");
|
||||
}
|
||||
```
|
||||
|
||||
## 实体事件
|
||||
|
||||
实体的组件变化会触发事件:
|
||||
|
||||
```typescript
|
||||
// 监听组件添加事件
|
||||
scene.eventSystem.on('component:added', (data) => {
|
||||
console.log('组件已添加:', data);
|
||||
});
|
||||
|
||||
// 监听实体创建事件
|
||||
scene.eventSystem.on('entity:created', (data) => {
|
||||
console.log('实体已创建:', data.entityName);
|
||||
});
|
||||
```
|
||||
|
||||
## 性能优化
|
||||
|
||||
|
||||
### 批量创建实体
|
||||
|
||||
框架提供了高性能的批量创建方法:
|
||||
|
||||
```typescript
|
||||
// 批量创建 100 个子弹实体(高性能版本)
|
||||
const bullets = scene.createEntities(100, "Bullet");
|
||||
|
||||
// 为每个子弹添加组件
|
||||
bullets.forEach((bullet, index) => {
|
||||
bullet.addComponent(new Position(Math.random() * 800, Math.random() * 600));
|
||||
bullet.addComponent(new Velocity(Math.random() * 100 - 50, Math.random() * 100 - 50));
|
||||
});
|
||||
```
|
||||
|
||||
`createEntities()` 方法会:
|
||||
- 批量分配实体 ID
|
||||
- 批量添加到实体列表
|
||||
- 优化查询系统更新
|
||||
- 减少系统缓存清理次数
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理的组件粒度
|
||||
|
||||
```typescript
|
||||
// 好的做法:功能单一的组件
|
||||
@ECSComponent('Position')
|
||||
class Position extends Component {
|
||||
x: number = 0;
|
||||
y: number = 0;
|
||||
}
|
||||
|
||||
@ECSComponent('Velocity')
|
||||
class Velocity extends Component {
|
||||
dx: number = 0;
|
||||
dy: number = 0;
|
||||
}
|
||||
|
||||
// 避免:功能过于复杂的组件
|
||||
@ECSComponent('Player')
|
||||
class Player extends Component {
|
||||
// 避免在一个组件中包含太多不相关的属性
|
||||
x: number;
|
||||
y: number;
|
||||
health: number;
|
||||
inventory: Item[];
|
||||
skills: Skill[];
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 使用装饰器
|
||||
|
||||
始终使用 `@ECSComponent` 装饰器:
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Transform')
|
||||
class Transform extends Component {
|
||||
// 组件实现
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 合理命名
|
||||
|
||||
```typescript
|
||||
// 清晰的实体命名
|
||||
const mainCharacter = scene.createEntity("MainCharacter");
|
||||
const enemy1 = scene.createEntity("Goblin_001");
|
||||
const collectible = scene.createEntity("HealthPotion");
|
||||
```
|
||||
|
||||
### 4. 及时清理
|
||||
|
||||
```typescript
|
||||
// 不再需要的实体应该及时销毁
|
||||
if (enemy.getComponent(Health).current <= 0) {
|
||||
enemy.destroy();
|
||||
}
|
||||
```
|
||||
|
||||
## 调试实体
|
||||
|
||||
框架提供了调试功能来帮助开发:
|
||||
|
||||
```typescript
|
||||
// 获取实体调试信息
|
||||
const debugInfo = entity.getDebugInfo();
|
||||
console.log('实体信息:', debugInfo);
|
||||
|
||||
// 列出实体的所有组件
|
||||
entity.components.forEach(component => {
|
||||
console.log('组件:', component.constructor.name);
|
||||
});
|
||||
```
|
||||
|
||||
实体是 ECS 架构的核心概念之一,理解如何正确使用实体将帮助你构建高效、可维护的游戏代码。
|
||||
551
docs/guide/event-system.md
Normal file
551
docs/guide/event-system.md
Normal file
@@ -0,0 +1,551 @@
|
||||
# 事件系统
|
||||
|
||||
ECS 框架内置了强大的类型安全事件系统,支持同步/异步事件、优先级、批处理等高级功能。事件系统是实现组件间通信、系统间协作的核心机制。
|
||||
|
||||
## 基本概念
|
||||
|
||||
事件系统提供了发布-订阅模式的实现,包含以下核心概念:
|
||||
- **事件发布者**:发射事件的对象
|
||||
- **事件监听者**:监听并处理特定事件的对象
|
||||
- **事件类型**:字符串标识,用于区分不同类型的事件
|
||||
- **事件数据**:事件携带的相关信息
|
||||
|
||||
## 事件系统架构
|
||||
|
||||
框架提供了两层事件系统:
|
||||
|
||||
1. **TypeSafeEventSystem** - 底层高性能事件系统
|
||||
2. **EventBus** - 上层增强事件总线,提供更多便利功能
|
||||
|
||||
## 基本使用
|
||||
|
||||
### 在场景中使用事件系统
|
||||
|
||||
每个场景都有内置的事件系统:
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 监听事件
|
||||
this.eventSystem.on('player_died', this.onPlayerDied.bind(this));
|
||||
this.eventSystem.on('enemy_spawned', this.onEnemySpawned.bind(this));
|
||||
this.eventSystem.on('score_changed', this.onScoreChanged.bind(this));
|
||||
}
|
||||
|
||||
private onPlayerDied(data: { player: Entity, cause: string }): void {
|
||||
console.log(`玩家死亡,原因: ${data.cause}`);
|
||||
// 处理玩家死亡逻辑
|
||||
}
|
||||
|
||||
private onEnemySpawned(data: { enemy: Entity, position: { x: number, y: number } }): void {
|
||||
console.log('敌人生成于:', data.position);
|
||||
// 处理敌人生成逻辑
|
||||
}
|
||||
|
||||
private onScoreChanged(data: { newScore: number, oldScore: number }): void {
|
||||
console.log(`分数变化: ${data.oldScore} -> ${data.newScore}`);
|
||||
// 更新UI显示
|
||||
}
|
||||
|
||||
// 在系统中发射事件
|
||||
someGameLogic(): void {
|
||||
// 发射同步事件
|
||||
this.eventSystem.emitSync('score_changed', {
|
||||
newScore: 1000,
|
||||
oldScore: 800
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 在系统中使用事件
|
||||
|
||||
系统可以方便地监听和发送事件:
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Combat')
|
||||
class CombatSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Health, Combat));
|
||||
}
|
||||
|
||||
protected onInitialize(): void {
|
||||
// 使用系统提供的事件监听方法(自动清理)
|
||||
this.addEventListener('player_attack', this.onPlayerAttack.bind(this));
|
||||
this.addEventListener('enemy_death', this.onEnemyDeath.bind(this));
|
||||
}
|
||||
|
||||
private onPlayerAttack(data: { damage: number, target: Entity }): void {
|
||||
// 处理玩家攻击事件
|
||||
const health = data.target.getComponent(Health);
|
||||
if (health) {
|
||||
health.current -= data.damage;
|
||||
|
||||
if (health.current <= 0) {
|
||||
// 发送敌人死亡事件
|
||||
this.scene?.eventSystem.emitSync('enemy_death', {
|
||||
enemy: data.target,
|
||||
killer: 'player'
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private onEnemyDeath(data: { enemy: Entity, killer: string }): void {
|
||||
// 处理敌人死亡
|
||||
data.enemy.destroy();
|
||||
|
||||
// 发送经验奖励事件
|
||||
this.scene?.eventSystem.emitSync('experience_gained', {
|
||||
amount: 100,
|
||||
source: 'enemy_kill'
|
||||
});
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const combat = entity.getComponent(Combat);
|
||||
if (combat && combat.shouldAttack()) {
|
||||
// 发射攻击事件
|
||||
this.scene?.eventSystem.emitSync('player_attack', {
|
||||
damage: combat.damage,
|
||||
target: combat.target
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 高级功能
|
||||
|
||||
### 一次性监听器
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 只监听一次的事件
|
||||
this.eventSystem.once('game_start', this.onGameStart.bind(this));
|
||||
|
||||
// 或者使用配置对象
|
||||
this.eventSystem.on('level_complete', this.onLevelComplete.bind(this), {
|
||||
once: true // 只执行一次
|
||||
});
|
||||
}
|
||||
|
||||
private onGameStart(): void {
|
||||
console.log('游戏开始!');
|
||||
// 这个方法只会被调用一次
|
||||
}
|
||||
|
||||
private onLevelComplete(): void {
|
||||
console.log('关卡完成!');
|
||||
// 这个方法也只会被调用一次
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 优先级控制
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 高优先级监听器先执行
|
||||
this.eventSystem.on('damage_dealt', this.onDamageDealt.bind(this), {
|
||||
priority: 100 // 高优先级
|
||||
});
|
||||
|
||||
// 普通优先级
|
||||
this.eventSystem.on('damage_dealt', this.updateUI.bind(this), {
|
||||
priority: 0 // 默认优先级
|
||||
});
|
||||
|
||||
// 低优先级最后执行
|
||||
this.eventSystem.on('damage_dealt', this.logDamage.bind(this), {
|
||||
priority: -100 // 低优先级
|
||||
});
|
||||
}
|
||||
|
||||
private onDamageDealt(data: any): void {
|
||||
// 最先执行 - 处理核心游戏逻辑
|
||||
}
|
||||
|
||||
private updateUI(data: any): void {
|
||||
// 中等优先级 - 更新界面
|
||||
}
|
||||
|
||||
private logDamage(data: any): void {
|
||||
// 最后执行 - 记录日志
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 异步事件处理
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 监听异步事件
|
||||
this.eventSystem.onAsync('save_game', this.onSaveGame.bind(this));
|
||||
this.eventSystem.onAsync('load_data', this.onLoadData.bind(this));
|
||||
}
|
||||
|
||||
private async onSaveGame(data: { saveSlot: number }): Promise<void> {
|
||||
console.log(`开始保存游戏到槽位 ${data.saveSlot}`);
|
||||
|
||||
// 模拟异步保存操作
|
||||
await this.saveGameData(data.saveSlot);
|
||||
|
||||
console.log('游戏保存完成');
|
||||
}
|
||||
|
||||
private async onLoadData(data: { url: string }): Promise<void> {
|
||||
try {
|
||||
const response = await fetch(data.url);
|
||||
const gameData = await response.json();
|
||||
// 处理加载的数据
|
||||
} catch (error) {
|
||||
console.error('数据加载失败:', error);
|
||||
}
|
||||
}
|
||||
|
||||
private async saveGameData(slot: number): Promise<void> {
|
||||
// 模拟保存操作
|
||||
return new Promise(resolve => setTimeout(resolve, 1000));
|
||||
}
|
||||
|
||||
// 发射异步事件
|
||||
public async triggerSave(): Promise<void> {
|
||||
// 使用 emit 而不是 emitSync 来触发异步监听器
|
||||
await this.eventSystem.emit('save_game', { saveSlot: 1 });
|
||||
console.log('所有异步保存操作完成');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 事件统计和调试
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.eventSystem.on('debug_event', this.onDebugEvent.bind(this));
|
||||
}
|
||||
|
||||
private onDebugEvent(): void {
|
||||
// 处理调试事件
|
||||
}
|
||||
|
||||
public showEventStats(): void {
|
||||
// 获取特定事件的统计信息
|
||||
const stats = this.eventSystem.getStats('debug_event') as any;
|
||||
if (stats) {
|
||||
console.log('事件统计:');
|
||||
console.log(`- 事件类型: ${stats.eventType}`);
|
||||
console.log(`- 监听器数量: ${stats.listenerCount}`);
|
||||
console.log(`- 触发次数: ${stats.triggerCount}`);
|
||||
console.log(`- 平均执行时间: ${stats.averageExecutionTime.toFixed(2)}ms`);
|
||||
}
|
||||
|
||||
// 获取所有事件统计
|
||||
const allStats = this.eventSystem.getStats() as Map<string, any>;
|
||||
console.log(`总共有 ${allStats.size} 种事件类型`);
|
||||
}
|
||||
|
||||
public resetEventStats(): void {
|
||||
// 重置特定事件的统计
|
||||
this.eventSystem.resetStats('debug_event');
|
||||
|
||||
// 或重置所有统计
|
||||
this.eventSystem.resetStats();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 全局事件总线
|
||||
|
||||
对于跨场景的事件通信,可以使用全局事件总线:
|
||||
|
||||
```typescript
|
||||
import { GlobalEventBus } from '@esengine/ecs-framework';
|
||||
|
||||
class GameManager {
|
||||
private eventBus = GlobalEventBus.getInstance();
|
||||
|
||||
constructor() {
|
||||
this.setupGlobalEvents();
|
||||
}
|
||||
|
||||
private setupGlobalEvents(): void {
|
||||
// 监听全局事件
|
||||
this.eventBus.on('player_level_up', this.onPlayerLevelUp.bind(this));
|
||||
this.eventBus.on('achievement_unlocked', this.onAchievementUnlocked.bind(this));
|
||||
this.eventBus.onAsync('upload_score', this.onUploadScore.bind(this));
|
||||
}
|
||||
|
||||
private onPlayerLevelUp(data: { level: number, experience: number }): void {
|
||||
console.log(`玩家升级到 ${data.level} 级!`);
|
||||
// 处理全局升级逻辑
|
||||
}
|
||||
|
||||
private onAchievementUnlocked(data: { achievementId: string, name: string }): void {
|
||||
console.log(`解锁成就: ${data.name}`);
|
||||
// 显示成就通知
|
||||
}
|
||||
|
||||
private async onUploadScore(data: { score: number, playerName: string }): Promise<void> {
|
||||
// 异步上传分数到服务器
|
||||
try {
|
||||
await this.uploadToServer(data);
|
||||
console.log('分数上传成功');
|
||||
} catch (error) {
|
||||
console.error('分数上传失败:', error);
|
||||
}
|
||||
}
|
||||
|
||||
public triggerGlobalEvent(): void {
|
||||
// 发射全局事件
|
||||
this.eventBus.emit('player_level_up', {
|
||||
level: 10,
|
||||
experience: 2500
|
||||
});
|
||||
}
|
||||
|
||||
private async uploadToServer(data: any): Promise<void> {
|
||||
// 模拟服务器上传
|
||||
return new Promise(resolve => setTimeout(resolve, 2000));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
## 批处理事件
|
||||
|
||||
对于高频事件,可以使用批处理来提升性能:
|
||||
|
||||
```typescript
|
||||
class MovementSystem extends EntitySystem {
|
||||
protected onInitialize(): void {
|
||||
// 设置位置更新事件的批处理
|
||||
this.scene?.eventSystem.setBatchConfig('position_updated', {
|
||||
batchSize: 50, // 批处理大小
|
||||
delay: 16, // 延迟时间(毫秒)
|
||||
enabled: true
|
||||
});
|
||||
|
||||
// 监听批处理事件
|
||||
this.addEventListener('position_updated:batch', this.onPositionBatch.bind(this));
|
||||
}
|
||||
|
||||
private onPositionBatch(batchData: any): void {
|
||||
console.log(`批处理位置更新,共 ${batchData.count} 个事件`);
|
||||
|
||||
// 批量处理所有位置更新
|
||||
for (const event of batchData.events) {
|
||||
this.updateMinimap(event.entityId, event.position);
|
||||
}
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(Position);
|
||||
if (position && position.hasChanged) {
|
||||
// 发射高频位置更新事件(会被批处理)
|
||||
this.scene?.eventSystem.emitSync('position_updated', {
|
||||
entityId: entity.id,
|
||||
position: { x: position.x, y: position.y }
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private updateMinimap(entityId: number, position: { x: number, y: number }): void {
|
||||
// 更新小地图显示
|
||||
}
|
||||
|
||||
public flushPositionUpdates(): void {
|
||||
// 立即处理所有待处理的位置更新
|
||||
this.scene?.eventSystem.flushBatch('position_updated');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 预定义的 ECS 事件
|
||||
|
||||
框架提供了一些预定义的 ECS 生命周期事件:
|
||||
|
||||
```typescript
|
||||
import { ECSEventType } from '@esengine/ecs-framework';
|
||||
|
||||
class ECSMonitor {
|
||||
private eventBus = GlobalEventBus.getInstance();
|
||||
|
||||
constructor() {
|
||||
this.setupECSEvents();
|
||||
}
|
||||
|
||||
private setupECSEvents(): void {
|
||||
// 监听实体生命周期事件
|
||||
this.eventBus.onEntityCreated(this.onEntityCreated.bind(this));
|
||||
this.eventBus.on(ECSEventType.ENTITY_DESTROYED, this.onEntityDestroyed.bind(this));
|
||||
|
||||
// 监听组件生命周期事件
|
||||
this.eventBus.onComponentAdded(this.onComponentAdded.bind(this));
|
||||
this.eventBus.on(ECSEventType.COMPONENT_REMOVED, this.onComponentRemoved.bind(this));
|
||||
|
||||
// 监听系统事件
|
||||
this.eventBus.on(ECSEventType.SYSTEM_ADDED, this.onSystemAdded.bind(this));
|
||||
this.eventBus.onSystemError(this.onSystemError.bind(this));
|
||||
|
||||
// 监听性能警告
|
||||
this.eventBus.onPerformanceWarning(this.onPerformanceWarning.bind(this));
|
||||
}
|
||||
|
||||
private onEntityCreated(data: any): void {
|
||||
console.log(`实体创建: ${data.entityName} (ID: ${data.entity.id})`);
|
||||
}
|
||||
|
||||
private onEntityDestroyed(data: any): void {
|
||||
console.log(`实体销毁: ${data.entity.name} (ID: ${data.entity.id})`);
|
||||
}
|
||||
|
||||
private onComponentAdded(data: any): void {
|
||||
console.log(`组件添加: ${data.componentType} 到实体 ${data.entity.name}`);
|
||||
}
|
||||
|
||||
private onComponentRemoved(data: any): void {
|
||||
console.log(`组件移除: ${data.componentType} 从实体 ${data.entity.name}`);
|
||||
}
|
||||
|
||||
private onSystemAdded(data: any): void {
|
||||
console.log(`系统添加: ${data.systemName}`);
|
||||
}
|
||||
|
||||
private onSystemError(data: any): void {
|
||||
console.error(`系统错误: ${data.systemName}`, data.error);
|
||||
}
|
||||
|
||||
private onPerformanceWarning(data: any): void {
|
||||
console.warn(`性能警告: ${data.systemName} 执行时间过长 (${data.executionTime}ms)`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 事件命名规范
|
||||
|
||||
```typescript
|
||||
// ✅ 好的事件命名
|
||||
this.eventSystem.emitSync('player:health_changed', data);
|
||||
this.eventSystem.emitSync('enemy:spawned', data);
|
||||
this.eventSystem.emitSync('ui:score_updated', data);
|
||||
this.eventSystem.emitSync('game:paused', data);
|
||||
|
||||
// ❌ 避免的事件命名
|
||||
this.eventSystem.emitSync('event1', data);
|
||||
this.eventSystem.emitSync('update', data);
|
||||
this.eventSystem.emitSync('change', data);
|
||||
```
|
||||
|
||||
### 2. 类型安全的事件数据
|
||||
|
||||
```typescript
|
||||
// 定义事件数据接口
|
||||
interface PlayerHealthChangedEvent {
|
||||
entityId: number;
|
||||
oldHealth: number;
|
||||
newHealth: number;
|
||||
cause: 'damage' | 'healing';
|
||||
}
|
||||
|
||||
interface EnemySpawnedEvent {
|
||||
enemyType: string;
|
||||
position: { x: number, y: number };
|
||||
level: number;
|
||||
}
|
||||
|
||||
// 使用类型安全的事件
|
||||
class HealthSystem extends EntitySystem {
|
||||
private onHealthChanged(data: PlayerHealthChangedEvent): void {
|
||||
// TypeScript 会提供完整的类型检查
|
||||
console.log(`生命值变化: ${data.oldHealth} -> ${data.newHealth}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 避免事件循环
|
||||
|
||||
```typescript
|
||||
// ❌ 避免:可能导致无限循环
|
||||
class BadEventHandler {
|
||||
private onScoreChanged(data: any): void {
|
||||
// 在处理分数变化时又触发分数变化事件
|
||||
this.scene?.eventSystem.emitSync('score_changed', newData); // 危险!
|
||||
}
|
||||
}
|
||||
|
||||
// ✅ 正确:使用不同的事件类型或条件判断
|
||||
class GoodEventHandler {
|
||||
private isProcessingScore = false;
|
||||
|
||||
private onScoreChanged(data: any): void {
|
||||
if (this.isProcessingScore) return; // 防止循环
|
||||
|
||||
this.isProcessingScore = true;
|
||||
// 处理分数变化
|
||||
this.updateUI(data);
|
||||
this.isProcessingScore = false;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 及时清理事件监听器
|
||||
|
||||
```typescript
|
||||
class TemporaryUI {
|
||||
private listenerId: string;
|
||||
|
||||
constructor(scene: Scene) {
|
||||
// 保存监听器ID用于后续清理
|
||||
this.listenerId = scene.eventSystem.on('ui_update', this.onUpdate.bind(this));
|
||||
}
|
||||
|
||||
private onUpdate(data: any): void {
|
||||
// 处理UI更新
|
||||
}
|
||||
|
||||
public destroy(): void {
|
||||
// 清理事件监听器
|
||||
if (this.listenerId) {
|
||||
scene.eventSystem.off('ui_update', this.listenerId);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 性能考虑
|
||||
|
||||
```typescript
|
||||
class OptimizedEventHandler {
|
||||
protected onInitialize(): void {
|
||||
// 对于高频事件,使用批处理
|
||||
this.scene?.eventSystem.setBatchConfig('movement_update', {
|
||||
batchSize: 100,
|
||||
delay: 16,
|
||||
enabled: true
|
||||
});
|
||||
|
||||
// 对于低频但重要的事件,使用高优先级
|
||||
this.addEventListener('game_over', this.onGameOver.bind(this), {
|
||||
priority: 1000
|
||||
});
|
||||
|
||||
// 对于一次性事件,使用 once
|
||||
this.addEventListener('level_start', this.onLevelStart.bind(this), {
|
||||
once: true
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
事件系统是 ECS 框架中实现松耦合架构的重要工具,正确使用事件系统能让你的游戏代码更加模块化、可维护和可扩展。
|
||||
417
docs/guide/getting-started.md
Normal file
417
docs/guide/getting-started.md
Normal file
@@ -0,0 +1,417 @@
|
||||
# 快速开始
|
||||
|
||||
本指南将帮助你快速上手 ECS Framework,从安装到创建第一个 ECS 应用。
|
||||
|
||||
## 安装
|
||||
|
||||
### NPM 安装
|
||||
|
||||
```bash
|
||||
# 使用 npm
|
||||
npm install @esengine/ecs-framework
|
||||
```
|
||||
|
||||
## 初始化 Core
|
||||
|
||||
### 基础初始化
|
||||
|
||||
ECS Framework 的核心是 `Core` 类,它是一个单例模式,负责管理整个框架的生命周期。
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework'
|
||||
|
||||
// 方式1:使用配置对象(推荐)
|
||||
const core = Core.create({
|
||||
debug: true, // 启用调试模式,提供详细的日志和性能监控
|
||||
enableEntitySystems: true, // 启用实体系统,这是ECS的核心功能
|
||||
debugConfig: { // 可选:高级调试配置
|
||||
enabled: false, // 是否启用WebSocket调试服务器
|
||||
websocketUrl: 'ws://localhost:8080',
|
||||
debugFrameRate: 30, // 调试数据发送帧率
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 方式2:简化创建(向后兼容)
|
||||
const core = Core.create(true); // 等同于 { debug: true, enableEntitySystems: true }
|
||||
|
||||
// 方式3:生产环境配置
|
||||
const core = Core.create({
|
||||
debug: false, // 生产环境关闭调试
|
||||
enableEntitySystems: true
|
||||
});
|
||||
```
|
||||
|
||||
### Core 配置详解
|
||||
|
||||
```typescript
|
||||
interface ICoreConfig {
|
||||
/** 是否启用调试模式 - 影响日志级别和性能监控 */
|
||||
debug?: boolean;
|
||||
|
||||
/** 是否启用实体系统 - 核心ECS功能开关 */
|
||||
enableEntitySystems?: boolean;
|
||||
|
||||
/** 高级调试配置 - 用于开发工具集成 */
|
||||
debugConfig?: {
|
||||
enabled: boolean; // 是否启用调试服务器
|
||||
websocketUrl: string; // WebSocket服务器地址
|
||||
autoReconnect?: boolean; // 是否自动重连
|
||||
debugFrameRate?: 60 | 30 | 15; // 调试数据发送帧率
|
||||
channels: { // 数据通道配置
|
||||
entities: boolean; // 实体数据
|
||||
systems: boolean; // 系统数据
|
||||
performance: boolean; // 性能数据
|
||||
components: boolean; // 组件数据
|
||||
scenes: boolean; // 场景数据
|
||||
};
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
### Core 实例管理
|
||||
|
||||
Core 采用单例模式,创建后可以通过静态属性获取:
|
||||
|
||||
```typescript
|
||||
// 创建实例
|
||||
const core = Core.create(true);
|
||||
|
||||
// 获取已创建的实例
|
||||
const instance = Core.Instance; // 获取当前实例,如果未创建则为 null
|
||||
```
|
||||
|
||||
### 游戏循环集成
|
||||
|
||||
**重要**: 在创建实体和系统之前,你需要先了解如何将 ECS Framework 集成到你的游戏引擎中。
|
||||
|
||||
`Core.update(deltaTime)` 是整个框架的心跳,必须在游戏引擎的每一帧中调用。它负责:
|
||||
- 更新框架内置的 Time 类
|
||||
- 更新所有全局管理器(定时器、对象池等)
|
||||
- 更新所有场景中的实体系统
|
||||
- 处理实体的创建和销毁
|
||||
- 收集性能数据(调试模式下)
|
||||
|
||||
各引擎集成示例请参考:[与游戏引擎集成](#与游戏引擎集成)
|
||||
|
||||
## 创建第一个 ECS 应用
|
||||
|
||||
### 1. 定义组件
|
||||
|
||||
组件是纯数据容器,用于存储实体的状态:
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent } from '@esengine/ecs-framework'
|
||||
|
||||
// 位置组件
|
||||
@ECSComponent('Position')
|
||||
class Position extends Component {
|
||||
x: number = 0
|
||||
y: number = 0
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super()
|
||||
this.x = x
|
||||
this.y = y
|
||||
}
|
||||
}
|
||||
|
||||
// 速度组件
|
||||
@ECSComponent('Velocity')
|
||||
class Velocity extends Component {
|
||||
dx: number = 0
|
||||
dy: number = 0
|
||||
|
||||
constructor(dx: number = 0, dy: number = 0) {
|
||||
super()
|
||||
this.dx = dx
|
||||
this.dy = dy
|
||||
}
|
||||
}
|
||||
|
||||
// 渲染组件
|
||||
@ECSComponent('Sprite')
|
||||
class Sprite extends Component {
|
||||
texture: string = ''
|
||||
width: number = 32
|
||||
height: number = 32
|
||||
|
||||
constructor(texture: string, width: number = 32, height: number = 32) {
|
||||
super()
|
||||
this.texture = texture
|
||||
this.width = width
|
||||
this.height = height
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 创建实体系统
|
||||
|
||||
系统包含游戏逻辑,处理具有特定组件的实体。ECS Framework 提供了基于 Matcher 的实体过滤机制:
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Matcher, Time, ECSSystem } from '@esengine/ecs-framework'
|
||||
|
||||
// 移动系统 - 处理位置和速度
|
||||
@ECSSystem('MovementSystem')
|
||||
class MovementSystem extends EntitySystem {
|
||||
|
||||
constructor() {
|
||||
// 使用 Matcher 定义要处理的实体:必须同时拥有 Position 和 Velocity 组件
|
||||
super(Matcher.empty().all(Position, Velocity))
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// process 方法接收所有匹配的实体
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(Position)!
|
||||
const velocity = entity.getComponent(Velocity)!
|
||||
|
||||
// 更新位置(使用框架的Time类)
|
||||
position.x += velocity.dx * Time.deltaTime
|
||||
position.y += velocity.dy * Time.deltaTime
|
||||
|
||||
// 边界检查示例
|
||||
if (position.x < 0) position.x = 0
|
||||
if (position.y < 0) position.y = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 渲染系统 - 处理可见对象
|
||||
@ECSSystem('RenderSystem')
|
||||
class RenderSystem extends EntitySystem {
|
||||
|
||||
constructor() {
|
||||
// 必须有 Position 和 Sprite,可选 Velocity(用于方向判断)
|
||||
super(Matcher.empty().all(Position, Sprite).any(Velocity))
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(Position)!
|
||||
const sprite = entity.getComponent(Sprite)!
|
||||
const velocity = entity.getComponent(Velocity) // 可能为 null
|
||||
|
||||
// 根据速度方向翻转精灵(可选逻辑)
|
||||
let flipX = false
|
||||
if (velocity && velocity.dx < 0) {
|
||||
flipX = true
|
||||
}
|
||||
|
||||
// 渲染逻辑(这里是伪代码)
|
||||
this.drawSprite(sprite.texture, position.x, position.y, sprite.width, sprite.height, flipX)
|
||||
}
|
||||
}
|
||||
|
||||
private drawSprite(texture: string, x: number, y: number, width: number, height: number, flipX: boolean = false) {
|
||||
// 实际的渲染实现将取决于你使用的游戏引擎
|
||||
const direction = flipX ? '←' : '→'
|
||||
console.log(`渲染 ${texture} 在位置 (${x.toFixed(1)}, ${y.toFixed(1)}) 方向: ${direction}`)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
### 3. 创建场景
|
||||
|
||||
推荐继承 Scene 类来创建自定义场景:
|
||||
|
||||
```typescript
|
||||
import { Scene } from '@esengine/ecs-framework'
|
||||
|
||||
// 推荐:继承Scene创建自定义场景
|
||||
class GameScene extends Scene {
|
||||
|
||||
initialize(): void {
|
||||
// 场景初始化逻辑
|
||||
this.name = "MainScene";
|
||||
|
||||
// 添加系统到场景
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
}
|
||||
|
||||
onStart(): void {
|
||||
// 场景开始运行时的逻辑
|
||||
console.log("游戏场景已启动");
|
||||
}
|
||||
|
||||
unload(): void {
|
||||
// 场景卸载时的清理逻辑
|
||||
console.log("游戏场景已卸载");
|
||||
}
|
||||
}
|
||||
|
||||
// 创建并设置场景
|
||||
const gameScene = new GameScene();
|
||||
Core.setScene(gameScene);
|
||||
```
|
||||
|
||||
### 4. 创建实体
|
||||
|
||||
```typescript
|
||||
// 创建玩家实体
|
||||
const player = gameScene.createEntity("Player");
|
||||
player.addComponent(new Position(100, 100));
|
||||
player.addComponent(new Velocity(50, 30)); // 每秒移动 50 像素(x方向),30 像素(y方向)
|
||||
player.addComponent(new Sprite("player.png", 64, 64));
|
||||
```
|
||||
|
||||
## 场景管理
|
||||
|
||||
Core 内置了场景管理功能,使用非常简单:
|
||||
|
||||
```typescript
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 创建并设置场景
|
||||
class GameScene extends Scene {
|
||||
initialize(): void {
|
||||
this.name = "GamePlay";
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
}
|
||||
}
|
||||
|
||||
const gameScene = new GameScene();
|
||||
Core.setScene(gameScene);
|
||||
|
||||
// 游戏循环(自动更新场景)
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新全局服务和场景
|
||||
}
|
||||
|
||||
// 切换场景
|
||||
Core.loadScene(new MenuScene()); // 延迟切换(下一帧)
|
||||
Core.setScene(new GameScene()); // 立即切换
|
||||
|
||||
// 访问当前场景
|
||||
const currentScene = Core.scene;
|
||||
|
||||
// 使用流式API
|
||||
const player = Core.ecsAPI?.createEntity('Player')
|
||||
.addComponent(Position, 100, 100)
|
||||
.addComponent(Velocity, 50, 0);
|
||||
```
|
||||
|
||||
### 高级:使用 WorldManager 管理多世界
|
||||
|
||||
仅适用于复杂的服务器端应用(MMO游戏服务器、游戏房间系统等):
|
||||
|
||||
```typescript
|
||||
import { Core, WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 从服务容器获取 WorldManager(Core 已自动创建并注册)
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
|
||||
// 创建多个独立的游戏世界
|
||||
const room1 = worldManager.createWorld('room_001');
|
||||
const room2 = worldManager.createWorld('room_002');
|
||||
|
||||
// 在每个世界中创建场景
|
||||
const gameScene1 = room1.createScene('game', new GameScene());
|
||||
const gameScene2 = room2.createScene('game', new GameScene());
|
||||
|
||||
// 激活场景
|
||||
room1.setSceneActive('game', true);
|
||||
room2.setSceneActive('game', true);
|
||||
|
||||
// 游戏循环(需要手动更新世界)
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 更新全局服务
|
||||
worldManager.updateAll(); // 手动更新所有世界
|
||||
}
|
||||
```
|
||||
|
||||
## 与游戏引擎集成
|
||||
|
||||
### Laya 引擎集成
|
||||
|
||||
```typescript
|
||||
import { Stage } from "laya/display/Stage";
|
||||
import { Laya } from "Laya";
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化 Laya
|
||||
Laya.init(800, 600).then(() => {
|
||||
// 初始化 ECS
|
||||
Core.create(true);
|
||||
Core.setScene(new GameScene());
|
||||
|
||||
// 启动游戏循环
|
||||
Laya.timer.frameLoop(1, this, () => {
|
||||
const deltaTime = Laya.timer.delta / 1000;
|
||||
Core.update(deltaTime); // 自动更新全局服务和场景
|
||||
});
|
||||
});
|
||||
```
|
||||
|
||||
### Cocos Creator 集成
|
||||
|
||||
```typescript
|
||||
import { Component, _decorator } from 'cc';
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
@ccclass('ECSGameManager')
|
||||
export class ECSGameManager extends Component {
|
||||
onLoad() {
|
||||
// 初始化 ECS
|
||||
Core.create(true);
|
||||
Core.setScene(new GameScene());
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
// 自动更新全局服务和场景
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
|
||||
onDestroy() {
|
||||
// 清理资源
|
||||
Core.destroy();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
## 下一步
|
||||
|
||||
现在你已经成功创建了第一个 ECS 应用!接下来可以:
|
||||
|
||||
- 查看完整的 [API 文档](/api/README)
|
||||
- 探索更多[实际应用示例](/examples/)
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 为什么我的系统没有执行?
|
||||
|
||||
确保:
|
||||
1. 系统已添加到场景:`this.addSystem(system)` (在 Scene 的 initialize 方法中)
|
||||
2. 场景已设置:`Core.setScene(scene)`
|
||||
3. 游戏循环在调用:`Core.update(deltaTime)`
|
||||
|
||||
### 如何调试 ECS 应用?
|
||||
|
||||
启用调试模式:
|
||||
|
||||
```typescript
|
||||
Core.create({ debug: true })
|
||||
|
||||
// 获取调试数据
|
||||
const debugData = Core.getDebugData()
|
||||
console.log(debugData)
|
||||
```
|
||||
40
docs/guide/index.md
Normal file
40
docs/guide/index.md
Normal file
@@ -0,0 +1,40 @@
|
||||
# 指南
|
||||
|
||||
欢迎使用 ECS Framework 指南。这里将详细介绍框架的各个核心概念和使用方法。
|
||||
|
||||
## 核心概念
|
||||
|
||||
### [实体类 (Entity)](./entity.md)
|
||||
了解 ECS 架构的基础 - 实体类的使用方法、生命周期管理和最佳实践。
|
||||
|
||||
### [组件系统 (Component)](./component.md)
|
||||
学习如何创建和使用组件,实现游戏功能的模块化设计。
|
||||
|
||||
### [系统架构 (System)](./system.md)
|
||||
掌握系统的编写方法,实现游戏逻辑的处理。
|
||||
|
||||
### [场景管理 (Scene)](./scene.md)
|
||||
了解场景的生命周期、系统管理和实体容器功能。
|
||||
|
||||
### [事件系统 (Event)](./event-system.md)
|
||||
掌握类型安全的事件系统,实现组件间通信和系统协作。
|
||||
|
||||
### [序列化系统 (Serialization)](./serialization.md)
|
||||
掌握场景、实体和组件的序列化方案,支持全量序列化和增量序列化,实现游戏存档、网络同步等功能。
|
||||
|
||||
### [时间和定时器 (Time)](./time-and-timers.md)
|
||||
学习时间管理和定时器系统,实现游戏逻辑的精确时间控制。
|
||||
|
||||
### [日志系统 (Logger)](./logging.md)
|
||||
掌握分级日志系统,用于调试、监控和错误追踪。
|
||||
|
||||
### [平台适配器 (Platform Adapter)](./platform-adapter.md)
|
||||
了解如何为不同平台实现和注册平台适配器,支持浏览器、小游戏、Node.js等环境。
|
||||
|
||||
## 高级特性
|
||||
|
||||
### [服务容器 (Service Container)](./service-container.md)
|
||||
掌握依赖注入和服务管理,实现松耦合的架构设计。
|
||||
|
||||
### [插件系统 (Plugin System)](./plugin-system.md)
|
||||
学习如何开发和使用插件,扩展框架功能,实现功能模块化。
|
||||
550
docs/guide/logging.md
Normal file
550
docs/guide/logging.md
Normal file
@@ -0,0 +1,550 @@
|
||||
# 日志系统
|
||||
|
||||
ECS 框架提供了功能强大的分级日志系统,支持多种日志级别、颜色输出、自定义前缀和灵活的配置选项。日志系统可以帮助开发者调试代码和监控应用运行状态。
|
||||
|
||||
## 基本概念
|
||||
|
||||
日志系统包含以下核心概念:
|
||||
- **日志级别**:Debug < Info < Warn < Error < Fatal < None
|
||||
- **日志器**:具名的日志输出器,每个模块可以有自己的日志器
|
||||
- **日志管理器**:全局管理所有日志器的单例
|
||||
- **颜色配置**:支持控制台颜色输出
|
||||
|
||||
## 日志级别
|
||||
|
||||
```typescript
|
||||
import { LogLevel } from '@esengine/ecs-framework';
|
||||
|
||||
// 日志级别从低到高
|
||||
LogLevel.Debug // 0 - 调试信息
|
||||
LogLevel.Info // 1 - 一般信息
|
||||
LogLevel.Warn // 2 - 警告信息
|
||||
LogLevel.Error // 3 - 错误信息
|
||||
LogLevel.Fatal // 4 - 致命错误
|
||||
LogLevel.None // 5 - 不输出任何日志
|
||||
```
|
||||
|
||||
## 基本使用
|
||||
|
||||
### 使用默认日志器
|
||||
|
||||
```typescript
|
||||
import { Logger } from '@esengine/ecs-framework';
|
||||
|
||||
class GameSystem extends EntitySystem {
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 输出不同级别的日志
|
||||
Logger.debug('处理实体数量:', entities.length);
|
||||
Logger.info('系统正常运行');
|
||||
Logger.warn('检测到性能问题');
|
||||
Logger.error('处理过程中发生错误', new Error('示例错误'));
|
||||
Logger.fatal('致命错误,系统即将停止');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 创建命名日志器
|
||||
|
||||
```typescript
|
||||
import { createLogger } from '@esengine/ecs-framework';
|
||||
|
||||
class MovementSystem extends EntitySystem {
|
||||
private logger = createLogger('MovementSystem');
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
this.logger.info(`处理 ${entities.length} 个移动实体`);
|
||||
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(Position);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (position && velocity) {
|
||||
position.x += velocity.dx * Time.deltaTime;
|
||||
position.y += velocity.dy * Time.deltaTime;
|
||||
|
||||
this.logger.debug(`实体 ${entity.id} 移动到位置 (${position.x}, ${position.y})`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected onAdded(entity: Entity): void {
|
||||
this.logger.info(`实体 ${entity.name} 加入移动系统`);
|
||||
}
|
||||
|
||||
protected onRemoved(entity: Entity): void {
|
||||
this.logger.warn(`实体 ${entity.name} 离开移动系统`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 系统内置日志器
|
||||
|
||||
框架的各个系统都有自己的日志器:
|
||||
|
||||
```typescript
|
||||
// 框架内部使用示例
|
||||
class Scene {
|
||||
private static readonly _logger = createLogger('Scene');
|
||||
|
||||
public addSystem(system: EntitySystem): void {
|
||||
Scene._logger.info(`添加系统: ${system.systemName}`);
|
||||
// 系统添加逻辑
|
||||
}
|
||||
|
||||
public removeSystem(system: EntitySystem): void {
|
||||
Scene._logger.warn(`移除系统: ${system.systemName}`);
|
||||
// 系统移除逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 日志配置
|
||||
|
||||
### 设置全局日志级别
|
||||
|
||||
```typescript
|
||||
import { setGlobalLogLevel, LogLevel } from '@esengine/ecs-framework';
|
||||
|
||||
// 在开发环境显示所有日志
|
||||
setGlobalLogLevel(LogLevel.Debug);
|
||||
|
||||
// 在生产环境只显示警告及以上级别
|
||||
setGlobalLogLevel(LogLevel.Warn);
|
||||
|
||||
// 完全禁用日志输出
|
||||
setGlobalLogLevel(LogLevel.None);
|
||||
```
|
||||
|
||||
### 创建自定义配置的日志器
|
||||
|
||||
```typescript
|
||||
import { ConsoleLogger, LogLevel } from '@esengine/ecs-framework';
|
||||
|
||||
class CustomLoggerExample {
|
||||
private debugLogger: ConsoleLogger;
|
||||
private productionLogger: ConsoleLogger;
|
||||
|
||||
constructor() {
|
||||
// 开发环境日志器
|
||||
this.debugLogger = new ConsoleLogger({
|
||||
level: LogLevel.Debug,
|
||||
enableTimestamp: true,
|
||||
enableColors: true,
|
||||
prefix: 'DEV'
|
||||
});
|
||||
|
||||
// 生产环境日志器
|
||||
this.productionLogger = new ConsoleLogger({
|
||||
level: LogLevel.Error,
|
||||
enableTimestamp: true,
|
||||
enableColors: false,
|
||||
prefix: 'PROD'
|
||||
});
|
||||
}
|
||||
|
||||
public logDevelopmentInfo(): void {
|
||||
this.debugLogger.debug('这是调试信息');
|
||||
this.debugLogger.info('开发环境信息');
|
||||
}
|
||||
|
||||
public logProductionError(): void {
|
||||
this.productionLogger.error('生产环境错误');
|
||||
this.productionLogger.fatal('致命错误');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 颜色配置
|
||||
|
||||
### 使用预定义颜色
|
||||
|
||||
```typescript
|
||||
import { Colors, setLoggerColors } from '@esengine/ecs-framework';
|
||||
|
||||
// 自定义颜色方案
|
||||
setLoggerColors({
|
||||
debug: Colors.BRIGHT_BLACK,
|
||||
info: Colors.BLUE,
|
||||
warn: Colors.YELLOW,
|
||||
error: Colors.RED,
|
||||
fatal: Colors.BRIGHT_RED
|
||||
});
|
||||
```
|
||||
|
||||
### 完整颜色示例
|
||||
|
||||
```typescript
|
||||
import { LoggerManager, Colors, LogLevel } from '@esengine/ecs-framework';
|
||||
|
||||
class ColorLoggerDemo {
|
||||
private logger = createLogger('ColorDemo');
|
||||
|
||||
constructor() {
|
||||
// 设置自定义颜色
|
||||
const manager = LoggerManager.getInstance();
|
||||
manager.setGlobalColors({
|
||||
debug: Colors.CYAN,
|
||||
info: Colors.GREEN,
|
||||
warn: Colors.YELLOW,
|
||||
error: Colors.RED,
|
||||
fatal: `${Colors.BOLD}${Colors.BRIGHT_RED}`
|
||||
});
|
||||
}
|
||||
|
||||
public demonstrateColors(): void {
|
||||
this.logger.debug('这是蓝绿色的调试信息');
|
||||
this.logger.info('这是绿色的信息');
|
||||
this.logger.warn('这是黄色的警告');
|
||||
this.logger.error('这是红色的错误');
|
||||
this.logger.fatal('这是加粗的亮红色致命错误');
|
||||
}
|
||||
|
||||
public resetToDefaults(): void {
|
||||
// 重置为默认颜色
|
||||
LoggerManager.getInstance().resetColors();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 高级功能
|
||||
|
||||
### 分层日志器
|
||||
|
||||
```typescript
|
||||
import { LoggerManager } from '@esengine/ecs-framework';
|
||||
|
||||
class HierarchicalLoggingExample {
|
||||
private systemLogger = createLogger('GameSystems');
|
||||
private movementLogger: ILogger;
|
||||
private renderLogger: ILogger;
|
||||
|
||||
constructor() {
|
||||
const manager = LoggerManager.getInstance();
|
||||
|
||||
// 创建子日志器
|
||||
this.movementLogger = manager.createChildLogger('GameSystems', 'Movement');
|
||||
this.renderLogger = manager.createChildLogger('GameSystems', 'Render');
|
||||
}
|
||||
|
||||
public demonstrateHierarchy(): void {
|
||||
this.systemLogger.info('游戏系统启动');
|
||||
|
||||
// 子日志器会显示完整路径:[GameSystems.Movement]
|
||||
this.movementLogger.debug('移动系统初始化');
|
||||
|
||||
// 子日志器会显示完整路径:[GameSystems.Render]
|
||||
this.renderLogger.info('渲染系统启动');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 自定义输出
|
||||
|
||||
```typescript
|
||||
import { ConsoleLogger, LogLevel } from '@esengine/ecs-framework';
|
||||
|
||||
class CustomOutputLogger {
|
||||
private fileLogger: ConsoleLogger;
|
||||
private networkLogger: ConsoleLogger;
|
||||
|
||||
constructor() {
|
||||
// 输出到文件的日志器(模拟)
|
||||
this.fileLogger = new ConsoleLogger({
|
||||
level: LogLevel.Info,
|
||||
output: (level: LogLevel, message: string) => {
|
||||
this.writeToFile(LogLevel[level], message);
|
||||
}
|
||||
});
|
||||
|
||||
// 发送到网络的日志器(模拟)
|
||||
this.networkLogger = new ConsoleLogger({
|
||||
level: LogLevel.Error,
|
||||
output: (level: LogLevel, message: string) => {
|
||||
this.sendToServer(LogLevel[level], message);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private writeToFile(level: string, message: string): void {
|
||||
// 模拟文件写入
|
||||
console.log(`[FILE] ${level}: ${message}`);
|
||||
}
|
||||
|
||||
private sendToServer(level: string, message: string): void {
|
||||
// 模拟网络发送
|
||||
console.log(`[NETWORK] ${level}: ${message}`);
|
||||
}
|
||||
|
||||
public logToFile(message: string): void {
|
||||
this.fileLogger.info(message);
|
||||
}
|
||||
|
||||
public logCriticalError(error: Error): void {
|
||||
this.networkLogger.error('Critical error occurred', error);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 实际应用示例
|
||||
|
||||
### 游戏系统日志
|
||||
|
||||
```typescript
|
||||
class GameWithLogging {
|
||||
private gameLogger = createLogger('Game');
|
||||
private performanceLogger = createLogger('Performance');
|
||||
private networkLogger = createLogger('Network');
|
||||
|
||||
constructor() {
|
||||
// 在开发环境启用详细日志
|
||||
if (process.env.NODE_ENV === 'development') {
|
||||
setGlobalLogLevel(LogLevel.Debug);
|
||||
} else {
|
||||
setGlobalLogLevel(LogLevel.Warn);
|
||||
}
|
||||
}
|
||||
|
||||
public startGame(): void {
|
||||
this.gameLogger.info('游戏开始启动');
|
||||
|
||||
try {
|
||||
this.initializeSystems();
|
||||
this.loadResources();
|
||||
this.startGameLoop();
|
||||
|
||||
this.gameLogger.info('游戏启动成功');
|
||||
} catch (error) {
|
||||
this.gameLogger.fatal('游戏启动失败', error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
private initializeSystems(): void {
|
||||
this.gameLogger.debug('初始化游戏系统');
|
||||
|
||||
const systems = [
|
||||
new MovementSystem(),
|
||||
new RenderSystem(),
|
||||
new PhysicsSystem()
|
||||
];
|
||||
|
||||
for (const system of systems) {
|
||||
const startTime = performance.now();
|
||||
|
||||
// 初始化系统
|
||||
system.initialize();
|
||||
|
||||
const endTime = performance.now();
|
||||
this.performanceLogger.debug(
|
||||
`系统 ${system.systemName} 初始化耗时: ${(endTime - startTime).toFixed(2)}ms`
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private loadResources(): void {
|
||||
this.gameLogger.info('开始加载资源');
|
||||
|
||||
const resources = ['textures', 'sounds', 'data'];
|
||||
for (const resource of resources) {
|
||||
try {
|
||||
this.loadResource(resource);
|
||||
this.gameLogger.debug(`资源 ${resource} 加载成功`);
|
||||
} catch (error) {
|
||||
this.gameLogger.error(`资源 ${resource} 加载失败`, error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private startGameLoop(): void {
|
||||
this.gameLogger.info('启动游戏循环');
|
||||
this.performanceLogger.debug('开始性能监控');
|
||||
}
|
||||
|
||||
private loadResource(name: string): void {
|
||||
// 模拟资源加载
|
||||
if (Math.random() < 0.1) {
|
||||
throw new Error(`Failed to load ${name}`);
|
||||
}
|
||||
}
|
||||
|
||||
public handleNetworkEvent(event: string, data: any): void {
|
||||
this.networkLogger.info(`网络事件: ${event}`, data);
|
||||
|
||||
if (event === 'connection_lost') {
|
||||
this.networkLogger.warn('网络连接丢失,尝试重连');
|
||||
} else if (event === 'sync_error') {
|
||||
this.networkLogger.error('数据同步错误', data);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 错误追踪和调试
|
||||
|
||||
```typescript
|
||||
class ErrorTrackingSystem extends EntitySystem {
|
||||
private logger = createLogger('ErrorTracker');
|
||||
private errorCounts = new Map<string, number>();
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
try {
|
||||
this.processEntity(entity);
|
||||
} catch (error) {
|
||||
this.handleError(entity, error as Error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private processEntity(entity: Entity): void {
|
||||
// 模拟可能出错的实体处理
|
||||
if (Math.random() < 0.01) { // 1% 概率出错
|
||||
throw new Error(`Processing error for entity ${entity.id}`);
|
||||
}
|
||||
|
||||
this.logger.debug(`成功处理实体 ${entity.id}`);
|
||||
}
|
||||
|
||||
private handleError(entity: Entity, error: Error): void {
|
||||
const errorKey = error.message;
|
||||
const count = this.errorCounts.get(errorKey) || 0;
|
||||
this.errorCounts.set(errorKey, count + 1);
|
||||
|
||||
this.logger.error(
|
||||
`实体 ${entity.id} 处理失败 (第${count + 1}次): ${error.message}`,
|
||||
{
|
||||
entityId: entity.id,
|
||||
entityName: entity.name,
|
||||
componentCount: entity.components.length,
|
||||
errorStack: error.stack
|
||||
}
|
||||
);
|
||||
|
||||
// 如果同一类型错误发生太多次,升级为警告
|
||||
if (count >= 5) {
|
||||
this.logger.warn(`错误 "${errorKey}" 已发生 ${count + 1} 次,可能需要关注`);
|
||||
}
|
||||
|
||||
// 如果错误次数过多,升级为致命错误
|
||||
if (count >= 20) {
|
||||
this.logger.fatal(`错误 "${errorKey}" 发生次数过多,系统可能存在严重问题`);
|
||||
}
|
||||
}
|
||||
|
||||
public getErrorSummary(): void {
|
||||
this.logger.info('=== 错误统计 ===');
|
||||
for (const [error, count] of this.errorCounts) {
|
||||
this.logger.info(`${error}: ${count} 次`);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理的日志级别选择
|
||||
|
||||
```typescript
|
||||
class LoggingBestPractices {
|
||||
private logger = createLogger('BestPractices');
|
||||
|
||||
public demonstrateLogLevels(): void {
|
||||
// ✅ Debug - 详细的调试信息
|
||||
this.logger.debug('变量值', { x: 10, y: 20 });
|
||||
|
||||
// ✅ Info - 重要的状态变化
|
||||
this.logger.info('系统启动完成');
|
||||
|
||||
// ✅ Warn - 异常但不致命的情况
|
||||
this.logger.warn('资源未找到,使用默认值');
|
||||
|
||||
// ✅ Error - 错误但程序可以继续
|
||||
this.logger.error('保存失败,将重试', new Error('Network timeout'));
|
||||
|
||||
// ✅ Fatal - 致命错误,程序无法继续
|
||||
this.logger.fatal('内存不足,程序即将退出');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 结构化日志数据
|
||||
|
||||
```typescript
|
||||
class StructuredLogging {
|
||||
private logger = createLogger('Structured');
|
||||
|
||||
public logWithStructuredData(): void {
|
||||
// ✅ 提供结构化的上下文信息
|
||||
this.logger.info('用户操作', {
|
||||
userId: 12345,
|
||||
action: 'move',
|
||||
position: { x: 100, y: 200 },
|
||||
timestamp: Date.now()
|
||||
});
|
||||
|
||||
// ✅ 包含相关的错误上下文
|
||||
this.logger.error('数据库查询失败', {
|
||||
query: 'SELECT * FROM users',
|
||||
parameters: { id: 123 },
|
||||
connectionId: 'conn_456',
|
||||
retryCount: 3
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 避免日志性能问题
|
||||
|
||||
```typescript
|
||||
class PerformanceConsciousLogging {
|
||||
private logger = createLogger('Performance');
|
||||
|
||||
public efficientLogging(): void {
|
||||
// ✅ 检查日志级别避免不必要的计算
|
||||
if (this.logger.debug) {
|
||||
const expensiveData = this.calculateExpensiveDebugInfo();
|
||||
this.logger.debug('详细调试信息', expensiveData);
|
||||
}
|
||||
|
||||
// ❌ 避免:总是计算昂贵的日志数据
|
||||
// this.logger.debug('调试信息', this.calculateExpensiveDebugInfo());
|
||||
}
|
||||
|
||||
private calculateExpensiveDebugInfo(): any {
|
||||
// 模拟昂贵的计算
|
||||
return { /* 复杂的调试数据 */ };
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 日志配置管理
|
||||
|
||||
```typescript
|
||||
class LoggingConfiguration {
|
||||
public static setupLogging(): void {
|
||||
// 根据环境配置日志级别
|
||||
const isDevelopment = process.env.NODE_ENV === 'development';
|
||||
const isProduction = process.env.NODE_ENV === 'production';
|
||||
|
||||
if (isDevelopment) {
|
||||
setGlobalLogLevel(LogLevel.Debug);
|
||||
setLoggerColors({
|
||||
debug: Colors.CYAN,
|
||||
info: Colors.GREEN,
|
||||
warn: Colors.YELLOW,
|
||||
error: Colors.RED,
|
||||
fatal: Colors.BRIGHT_RED
|
||||
});
|
||||
} else if (isProduction) {
|
||||
setGlobalLogLevel(LogLevel.Warn);
|
||||
// 生产环境禁用颜色
|
||||
LoggerManager.getInstance().resetColors();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 在应用启动时配置日志
|
||||
LoggingConfiguration.setupLogging();
|
||||
```
|
||||
|
||||
日志系统是调试和监控应用的重要工具,正确使用日志系统能大大提高开发效率和问题排查能力。
|
||||
289
docs/guide/platform-adapter.md
Normal file
289
docs/guide/platform-adapter.md
Normal file
@@ -0,0 +1,289 @@
|
||||
# 平台适配器
|
||||
|
||||
## 概述
|
||||
|
||||
ECS框架提供了平台适配器接口,允许用户为不同的运行环境实现自定义的平台适配器。
|
||||
|
||||
**核心库只提供接口定义,平台适配器实现代码请从文档中复制使用。**
|
||||
|
||||
## 为什么不提供单独的适配器包?
|
||||
|
||||
1. **灵活性**: 不同项目对平台适配的需求可能不同,复制代码可以让用户根据需要自由修改
|
||||
2. **减少依赖**: 避免引入不必要的依赖包,保持核心框架的精简
|
||||
3. **定制化**: 用户可以根据具体的运行环境和需求进行定制
|
||||
|
||||
## 支持的平台
|
||||
|
||||
### 🌐 [浏览器适配器](./platform-adapter/browser.md)
|
||||
|
||||
支持所有现代浏览器环境,包括 Chrome、Firefox、Safari、Edge 等。
|
||||
|
||||
**特性支持**:
|
||||
- ✅ Worker (Web Worker)
|
||||
- ✅ SharedArrayBuffer (需要COOP/COEP)
|
||||
- ✅ Transferable Objects
|
||||
- ✅ Module Worker (现代浏览器)
|
||||
|
||||
**适用场景**: Web游戏、Web应用、PWA
|
||||
|
||||
---
|
||||
|
||||
### 📱 [微信小游戏适配器](./platform-adapter/wechat-minigame.md)
|
||||
|
||||
专为微信小游戏环境设计,处理微信小游戏的特殊限制和API。
|
||||
|
||||
**特性支持**:
|
||||
- ✅ Worker (最多1个,需配置game.json)
|
||||
- ❌ SharedArrayBuffer
|
||||
- ❌ Transferable Objects
|
||||
- ✅ 微信设备信息API
|
||||
|
||||
**适用场景**: 微信小游戏开发
|
||||
|
||||
---
|
||||
|
||||
### 🖥️ [Node.js适配器](./platform-adapter/nodejs.md)
|
||||
|
||||
为 Node.js 服务器环境提供支持,适用于游戏服务器和计算服务器。
|
||||
|
||||
**特性支持**:
|
||||
- ✅ Worker Threads
|
||||
- ✅ SharedArrayBuffer
|
||||
- ✅ Transferable Objects
|
||||
- ✅ 完整系统信息
|
||||
|
||||
**适用场景**: 游戏服务器、计算服务器、CLI工具
|
||||
|
||||
---
|
||||
|
||||
## 核心接口
|
||||
|
||||
### IPlatformAdapter
|
||||
|
||||
```typescript
|
||||
export interface IPlatformAdapter {
|
||||
readonly name: string;
|
||||
readonly version?: string;
|
||||
|
||||
isWorkerSupported(): boolean;
|
||||
isSharedArrayBufferSupported(): boolean;
|
||||
getHardwareConcurrency(): number;
|
||||
createWorker(script: string, options?: WorkerCreationOptions): PlatformWorker;
|
||||
createSharedArrayBuffer(length: number): SharedArrayBuffer | null;
|
||||
getHighResTimestamp(): number;
|
||||
getPlatformConfig(): PlatformConfig;
|
||||
getPlatformConfigAsync?(): Promise<PlatformConfig>;
|
||||
}
|
||||
```
|
||||
|
||||
### PlatformWorker 接口
|
||||
|
||||
```typescript
|
||||
export interface PlatformWorker {
|
||||
postMessage(message: any, transfer?: Transferable[]): void;
|
||||
onMessage(handler: (event: { data: any }) => void): void;
|
||||
onError(handler: (error: ErrorEvent) => void): void;
|
||||
terminate(): void;
|
||||
readonly state: 'running' | 'terminated';
|
||||
}
|
||||
```
|
||||
|
||||
## 使用方法
|
||||
|
||||
### 1. 选择合适的平台适配器
|
||||
|
||||
根据你的运行环境选择对应的适配器:
|
||||
|
||||
```typescript
|
||||
import { PlatformManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 浏览器环境
|
||||
if (typeof window !== 'undefined') {
|
||||
const { BrowserAdapter } = await import('./platform/BrowserAdapter');
|
||||
PlatformManager.getInstance().registerAdapter(new BrowserAdapter());
|
||||
}
|
||||
|
||||
// 微信小游戏环境
|
||||
else if (typeof wx !== 'undefined') {
|
||||
const { WeChatMiniGameAdapter } = await import('./platform/WeChatMiniGameAdapter');
|
||||
PlatformManager.getInstance().registerAdapter(new WeChatMiniGameAdapter());
|
||||
}
|
||||
|
||||
// Node.js环境
|
||||
else if (typeof process !== 'undefined' && process.versions?.node) {
|
||||
const { NodeAdapter } = await import('./platform/NodeAdapter');
|
||||
PlatformManager.getInstance().registerAdapter(new NodeAdapter());
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 检查适配器状态
|
||||
|
||||
```typescript
|
||||
const manager = PlatformManager.getInstance();
|
||||
|
||||
// 检查是否已注册适配器
|
||||
if (manager.hasAdapter()) {
|
||||
const adapter = manager.getAdapter();
|
||||
console.log('当前平台:', adapter.name);
|
||||
console.log('平台版本:', adapter.version);
|
||||
|
||||
// 检查功能支持
|
||||
console.log('Worker支持:', manager.supportsFeature('worker'));
|
||||
console.log('SharedArrayBuffer支持:', manager.supportsFeature('shared-array-buffer'));
|
||||
}
|
||||
```
|
||||
|
||||
## 创建自定义适配器
|
||||
|
||||
如果现有的平台适配器不能满足你的需求,你可以创建自定义适配器:
|
||||
|
||||
### 1. 实现接口
|
||||
|
||||
```typescript
|
||||
import type { IPlatformAdapter, PlatformWorker, WorkerCreationOptions, PlatformConfig } from '@esengine/ecs-framework';
|
||||
|
||||
export class CustomAdapter implements IPlatformAdapter {
|
||||
public readonly name = 'custom';
|
||||
public readonly version = '1.0.0';
|
||||
|
||||
public isWorkerSupported(): boolean {
|
||||
// 实现你的 Worker 支持检查逻辑
|
||||
return false;
|
||||
}
|
||||
|
||||
public isSharedArrayBufferSupported(): boolean {
|
||||
// 实现你的 SharedArrayBuffer 支持检查逻辑
|
||||
return false;
|
||||
}
|
||||
|
||||
public getHardwareConcurrency(): number {
|
||||
// 返回你的平台的并发数
|
||||
return 1;
|
||||
}
|
||||
|
||||
public createWorker(script: string, options?: WorkerCreationOptions): PlatformWorker {
|
||||
throw new Error('Worker not supported on this platform');
|
||||
}
|
||||
|
||||
public createSharedArrayBuffer(length: number): SharedArrayBuffer | null {
|
||||
return null;
|
||||
}
|
||||
|
||||
public getHighResTimestamp(): number {
|
||||
return Date.now();
|
||||
}
|
||||
|
||||
public getPlatformConfig(): PlatformConfig {
|
||||
return {
|
||||
maxWorkerCount: 1,
|
||||
supportsModuleWorker: false,
|
||||
supportsTransferableObjects: false,
|
||||
limitations: {
|
||||
workerNotSupported: true
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 注册自定义适配器
|
||||
|
||||
```typescript
|
||||
import { PlatformManager } from '@esengine/ecs-framework';
|
||||
import { CustomAdapter } from './CustomAdapter';
|
||||
|
||||
const customAdapter = new CustomAdapter();
|
||||
PlatformManager.getInstance().registerAdapter(customAdapter);
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 平台检测顺序
|
||||
|
||||
建议按照以下顺序检测和注册平台适配器:
|
||||
|
||||
```typescript
|
||||
async function initializePlatform() {
|
||||
const manager = PlatformManager.getInstance();
|
||||
|
||||
try {
|
||||
// 1. 微信小游戏 (优先级最高,环境特征最明显)
|
||||
if (typeof wx !== 'undefined' && wx.getSystemInfoSync) {
|
||||
const { WeChatMiniGameAdapter } = await import('./platform/WeChatMiniGameAdapter');
|
||||
manager.registerAdapter(new WeChatMiniGameAdapter());
|
||||
return;
|
||||
}
|
||||
|
||||
// 2. Node.js 环境
|
||||
if (typeof process !== 'undefined' && process.versions?.node) {
|
||||
const { NodeAdapter } = await import('./platform/NodeAdapter');
|
||||
manager.registerAdapter(new NodeAdapter());
|
||||
return;
|
||||
}
|
||||
|
||||
// 3. 浏览器环境 (最后检测,覆盖面最广)
|
||||
if (typeof window !== 'undefined' && typeof document !== 'undefined') {
|
||||
const { BrowserAdapter } = await import('./platform/BrowserAdapter');
|
||||
manager.registerAdapter(new BrowserAdapter());
|
||||
return;
|
||||
}
|
||||
|
||||
// 4. 未知环境,使用默认适配器
|
||||
console.warn('未识别的平台环境,使用默认适配器');
|
||||
manager.registerAdapter(new CustomAdapter());
|
||||
|
||||
} catch (error) {
|
||||
console.error('平台适配器初始化失败:', error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 功能降级处理
|
||||
|
||||
```typescript
|
||||
function createWorkerSystem() {
|
||||
const manager = PlatformManager.getInstance();
|
||||
|
||||
if (!manager.hasAdapter()) {
|
||||
throw new Error('未注册平台适配器');
|
||||
}
|
||||
|
||||
const config: WorkerSystemConfig = {
|
||||
enableWorker: manager.supportsFeature('worker'),
|
||||
workerCount: manager.supportsFeature('worker') ?
|
||||
manager.getAdapter().getHardwareConcurrency() : 1,
|
||||
useSharedArrayBuffer: manager.supportsFeature('shared-array-buffer')
|
||||
};
|
||||
|
||||
// 如果不支持Worker,自动降级到同步处理
|
||||
if (!config.enableWorker) {
|
||||
console.info('当前平台不支持Worker,使用同步处理模式');
|
||||
}
|
||||
|
||||
return new PhysicsSystem(config);
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 错误处理
|
||||
|
||||
```typescript
|
||||
try {
|
||||
await initializePlatform();
|
||||
|
||||
// 验证适配器功能
|
||||
const manager = PlatformManager.getInstance();
|
||||
const adapter = manager.getAdapter();
|
||||
|
||||
console.log(`平台适配器初始化成功: ${adapter.name} v${adapter.version}`);
|
||||
|
||||
} catch (error) {
|
||||
console.error('平台初始化失败:', error);
|
||||
|
||||
// 提供降级方案
|
||||
const fallbackAdapter = new CustomAdapter();
|
||||
PlatformManager.getInstance().registerAdapter(fallbackAdapter);
|
||||
|
||||
console.warn('使用降级适配器继续运行');
|
||||
}
|
||||
```
|
||||
370
docs/guide/platform-adapter/browser.md
Normal file
370
docs/guide/platform-adapter/browser.md
Normal file
@@ -0,0 +1,370 @@
|
||||
# 浏览器适配器
|
||||
|
||||
## 概述
|
||||
|
||||
浏览器平台适配器为标准Web浏览器环境提供支持,包括 Chrome、Firefox、Safari、Edge 等现代浏览器。
|
||||
|
||||
## 特性支持
|
||||
|
||||
- ✅ **Worker**: 支持 Web Worker 和 Module Worker
|
||||
- ✅ **SharedArrayBuffer**: 支持(需要COOP/COEP头部)
|
||||
- ✅ **Transferable Objects**: 完全支持
|
||||
- ✅ **高精度时间**: 使用 `performance.now()`
|
||||
- ✅ **基础信息**: 浏览器版本和基本配置
|
||||
|
||||
## 完整实现
|
||||
|
||||
```typescript
|
||||
import type {
|
||||
IPlatformAdapter,
|
||||
PlatformWorker,
|
||||
WorkerCreationOptions,
|
||||
PlatformConfig
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 浏览器平台适配器
|
||||
* 支持标准Web浏览器环境
|
||||
*/
|
||||
export class BrowserAdapter implements IPlatformAdapter {
|
||||
public readonly name = 'browser';
|
||||
public readonly version: string;
|
||||
|
||||
constructor() {
|
||||
this.version = this.getBrowserInfo();
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持Worker
|
||||
*/
|
||||
public isWorkerSupported(): boolean {
|
||||
return typeof Worker !== 'undefined';
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持SharedArrayBuffer
|
||||
*/
|
||||
public isSharedArrayBufferSupported(): boolean {
|
||||
return typeof SharedArrayBuffer !== 'undefined' && this.checkSharedArrayBufferEnabled();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取硬件并发数(CPU核心数)
|
||||
*/
|
||||
public getHardwareConcurrency(): number {
|
||||
return navigator.hardwareConcurrency || 4;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建Worker
|
||||
*/
|
||||
public createWorker(script: string, options: WorkerCreationOptions = {}): PlatformWorker {
|
||||
if (!this.isWorkerSupported()) {
|
||||
throw new Error('浏览器不支持Worker');
|
||||
}
|
||||
|
||||
try {
|
||||
return new BrowserWorker(script, options);
|
||||
} catch (error) {
|
||||
throw new Error(`创建浏览器Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建SharedArrayBuffer
|
||||
*/
|
||||
public createSharedArrayBuffer(length: number): SharedArrayBuffer | null {
|
||||
if (!this.isSharedArrayBufferSupported()) {
|
||||
return null;
|
||||
}
|
||||
|
||||
try {
|
||||
return new SharedArrayBuffer(length);
|
||||
} catch (error) {
|
||||
console.warn('SharedArrayBuffer创建失败:', error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取高精度时间戳
|
||||
*/
|
||||
public getHighResTimestamp(): number {
|
||||
return performance.now();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取平台配置
|
||||
*/
|
||||
public getPlatformConfig(): PlatformConfig {
|
||||
return {
|
||||
maxWorkerCount: this.getHardwareConcurrency(),
|
||||
supportsModuleWorker: false,
|
||||
supportsTransferableObjects: true,
|
||||
maxSharedArrayBufferSize: 1024 * 1024 * 1024, // 1GB
|
||||
workerScriptPrefix: '',
|
||||
limitations: {
|
||||
noEval: false,
|
||||
requiresWorkerInit: false
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取浏览器信息
|
||||
*/
|
||||
private getBrowserInfo(): string {
|
||||
const userAgent = navigator.userAgent;
|
||||
if (userAgent.includes('Chrome')) {
|
||||
const match = userAgent.match(/Chrome\/([0-9.]+)/);
|
||||
return match ? `Chrome ${match[1]}` : 'Chrome';
|
||||
} else if (userAgent.includes('Firefox')) {
|
||||
const match = userAgent.match(/Firefox\/([0-9.]+)/);
|
||||
if (match) return `Firefox ${match[1]}`;
|
||||
} else if (userAgent.includes('Safari')) {
|
||||
const match = userAgent.match(/Version\/([0-9.]+)/);
|
||||
if (match) return `Safari ${match[1]}`;
|
||||
}
|
||||
return 'Unknown Browser';
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查SharedArrayBuffer是否真正可用
|
||||
*/
|
||||
private checkSharedArrayBufferEnabled(): boolean {
|
||||
try {
|
||||
new SharedArrayBuffer(8);
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 浏览器Worker封装
|
||||
*/
|
||||
class BrowserWorker implements PlatformWorker {
|
||||
private _state: 'running' | 'terminated' = 'running';
|
||||
private worker: Worker;
|
||||
|
||||
constructor(script: string, options: WorkerCreationOptions = {}) {
|
||||
this.worker = this.createBrowserWorker(script, options);
|
||||
}
|
||||
|
||||
public get state(): 'running' | 'terminated' {
|
||||
return this._state;
|
||||
}
|
||||
|
||||
public postMessage(message: any, transfer?: Transferable[]): void {
|
||||
if (this._state === 'terminated') {
|
||||
throw new Error('Worker已被终止');
|
||||
}
|
||||
|
||||
try {
|
||||
if (transfer && transfer.length > 0) {
|
||||
this.worker.postMessage(message, transfer);
|
||||
} else {
|
||||
this.worker.postMessage(message);
|
||||
}
|
||||
} catch (error) {
|
||||
throw new Error(`发送消息到Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
public onMessage(handler: (event: { data: any }) => void): void {
|
||||
this.worker.onmessage = (event: MessageEvent) => {
|
||||
handler({ data: event.data });
|
||||
};
|
||||
}
|
||||
|
||||
public onError(handler: (error: ErrorEvent) => void): void {
|
||||
this.worker.onerror = handler;
|
||||
}
|
||||
|
||||
public terminate(): void {
|
||||
if (this._state === 'running') {
|
||||
try {
|
||||
this.worker.terminate();
|
||||
this._state = 'terminated';
|
||||
} catch (error) {
|
||||
console.error('终止Worker失败:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建浏览器Worker
|
||||
*/
|
||||
private createBrowserWorker(script: string, options: WorkerCreationOptions): Worker {
|
||||
try {
|
||||
// 创建Blob URL
|
||||
const blob = new Blob([script], { type: 'application/javascript' });
|
||||
const url = URL.createObjectURL(blob);
|
||||
|
||||
// 创建Worker
|
||||
const worker = new Worker(url, {
|
||||
type: options.type || 'classic',
|
||||
credentials: options.credentials,
|
||||
name: options.name
|
||||
});
|
||||
|
||||
// 清理Blob URL(延迟清理,确保Worker已加载)
|
||||
setTimeout(() => {
|
||||
URL.revokeObjectURL(url);
|
||||
}, 1000);
|
||||
|
||||
return worker;
|
||||
} catch (error) {
|
||||
throw new Error(`无法创建浏览器Worker: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 使用方法
|
||||
|
||||
### 1. 复制代码
|
||||
|
||||
将上述代码复制到你的项目中,例如 `src/platform/BrowserAdapter.ts`。
|
||||
|
||||
### 2. 注册适配器
|
||||
|
||||
```typescript
|
||||
import { PlatformManager } from '@esengine/ecs-framework';
|
||||
import { BrowserAdapter } from './platform/BrowserAdapter';
|
||||
|
||||
// 创建并注册浏览器适配器
|
||||
const browserAdapter = new BrowserAdapter();
|
||||
PlatformManager.registerAdapter(browserAdapter);
|
||||
|
||||
// 框架会自动检测和使用合适的适配器
|
||||
```
|
||||
|
||||
### 3. 使用 WorkerEntitySystem
|
||||
|
||||
浏览器适配器与 WorkerEntitySystem 配合使用,框架会自动处理 Worker 脚本的创建:
|
||||
|
||||
```typescript
|
||||
import { WorkerEntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class PhysicsSystem extends WorkerEntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity), {
|
||||
enableWorker: true,
|
||||
workerCount: navigator.hardwareConcurrency || 4,
|
||||
useSharedArrayBuffer: true,
|
||||
systemConfig: { gravity: 9.8 }
|
||||
});
|
||||
}
|
||||
|
||||
protected getDefaultEntityDataSize(): number {
|
||||
return 6; // x, y, vx, vy, mass, radius
|
||||
}
|
||||
|
||||
protected extractEntityData(entity: Entity): PhysicsData {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
return {
|
||||
x: transform.x,
|
||||
y: transform.y,
|
||||
vx: velocity.x,
|
||||
vy: velocity.y,
|
||||
mass: 1,
|
||||
radius: 10
|
||||
};
|
||||
}
|
||||
|
||||
// 这个函数会被自动序列化并在Worker中执行
|
||||
protected workerProcess(entities, deltaTime, config) {
|
||||
return entities.map(entity => {
|
||||
// 应用重力
|
||||
entity.vy += config.gravity * deltaTime;
|
||||
|
||||
// 更新位置
|
||||
entity.x += entity.vx * deltaTime;
|
||||
entity.y += entity.vy * deltaTime;
|
||||
|
||||
return entity;
|
||||
});
|
||||
}
|
||||
|
||||
protected applyResult(entity: Entity, result: PhysicsData): void {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
transform.x = result.x;
|
||||
transform.y = result.y;
|
||||
velocity.x = result.vx;
|
||||
velocity.y = result.vy;
|
||||
}
|
||||
}
|
||||
|
||||
interface PhysicsData {
|
||||
x: number;
|
||||
y: number;
|
||||
vx: number;
|
||||
vy: number;
|
||||
mass: number;
|
||||
radius: number;
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 验证适配器工作状态
|
||||
|
||||
```typescript
|
||||
// 验证适配器是否正常工作
|
||||
const adapter = new BrowserAdapter();
|
||||
console.log('适配器名称:', adapter.name);
|
||||
console.log('浏览器版本:', adapter.version);
|
||||
console.log('Worker支持:', adapter.isWorkerSupported());
|
||||
console.log('SharedArrayBuffer支持:', adapter.isSharedArrayBufferSupported());
|
||||
console.log('CPU核心数:', adapter.getHardwareConcurrency());
|
||||
```
|
||||
|
||||
## 重要注意事项
|
||||
|
||||
### SharedArrayBuffer 支持
|
||||
|
||||
SharedArrayBuffer 需要特殊的安全配置:
|
||||
|
||||
1. **HTTPS**: 必须在安全上下文中使用
|
||||
2. **COOP/COEP 头部**: 需要设置正确的跨域隔离头部
|
||||
|
||||
```html
|
||||
<!-- 在 HTML 中设置 -->
|
||||
<meta http-equiv="Cross-Origin-Opener-Policy" content="same-origin">
|
||||
<meta http-equiv="Cross-Origin-Embedder-Policy" content="require-corp">
|
||||
```
|
||||
|
||||
或在服务器配置中设置:
|
||||
|
||||
```
|
||||
Cross-Origin-Opener-Policy: same-origin
|
||||
Cross-Origin-Embedder-Policy: require-corp
|
||||
```
|
||||
|
||||
### 浏览器兼容性
|
||||
|
||||
- **Worker**: 所有现代浏览器支持
|
||||
- **Module Worker**: Chrome 80+, Firefox 114+
|
||||
- **SharedArrayBuffer**: Chrome 68+, Firefox 79+(需要COOP/COEP)
|
||||
- **Transferable Objects**: 所有现代浏览器支持
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
1. **Worker 池**: 复用 Worker 实例,避免频繁创建和销毁
|
||||
2. **数据传输**: 使用 Transferable Objects 减少数据拷贝
|
||||
3. **SharedArrayBuffer**: 对于大量数据共享,使用 SharedArrayBuffer
|
||||
4. **模块 Worker**: 在支持的浏览器中使用模块 Worker 来更好地组织代码
|
||||
|
||||
## 调试技巧
|
||||
|
||||
```typescript
|
||||
// 检查浏览器支持情况
|
||||
const adapter = new BrowserAdapter();
|
||||
console.log('Worker支持:', adapter.isWorkerSupported());
|
||||
console.log('SharedArrayBuffer支持:', adapter.isSharedArrayBufferSupported());
|
||||
console.log('硬件并发数:', adapter.getHardwareConcurrency());
|
||||
console.log('平台配置:', adapter.getPlatformConfig());
|
||||
```
|
||||
558
docs/guide/platform-adapter/nodejs.md
Normal file
558
docs/guide/platform-adapter/nodejs.md
Normal file
@@ -0,0 +1,558 @@
|
||||
# Node.js 适配器
|
||||
|
||||
## 概述
|
||||
|
||||
Node.js 平台适配器为 Node.js 服务器环境提供支持,适用于游戏服务器、计算服务器或其他需要 ECS 架构的服务器应用。
|
||||
|
||||
## 特性支持
|
||||
|
||||
- ✅ **Worker**: 支持(通过 `worker_threads` 模块)
|
||||
- ❌ **SharedArrayBuffer**: 支持(Node.js 16.17.0+)
|
||||
- ✅ **Transferable Objects**: 完全支持
|
||||
- ✅ **高精度时间**: 使用 `process.hrtime.bigint()`
|
||||
- ✅ **设备信息**: 完整的系统和进程信息
|
||||
|
||||
## 完整实现
|
||||
|
||||
```typescript
|
||||
import { worker_threads, Worker, isMainThread, parentPort } from 'worker_threads';
|
||||
import * as os from 'os';
|
||||
import * as process from 'process';
|
||||
import * as fs from 'fs';
|
||||
import * as path from 'path';
|
||||
import type {
|
||||
IPlatformAdapter,
|
||||
PlatformWorker,
|
||||
WorkerCreationOptions,
|
||||
PlatformConfig,
|
||||
NodeDeviceInfo
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* Node.js 平台适配器
|
||||
* 支持 Node.js 服务器环境
|
||||
*/
|
||||
export class NodeAdapter implements IPlatformAdapter {
|
||||
public readonly name = 'nodejs';
|
||||
public readonly version: string;
|
||||
|
||||
constructor() {
|
||||
this.version = process.version;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持Worker
|
||||
*/
|
||||
public isWorkerSupported(): boolean {
|
||||
try {
|
||||
// 检查 worker_threads 模块是否可用
|
||||
return typeof worker_threads !== 'undefined' && typeof Worker !== 'undefined';
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持SharedArrayBuffer
|
||||
*/
|
||||
public isSharedArrayBufferSupported(): boolean {
|
||||
// Node.js 支持 SharedArrayBuffer
|
||||
return typeof SharedArrayBuffer !== 'undefined';
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取硬件并发数(CPU核心数)
|
||||
*/
|
||||
public getHardwareConcurrency(): number {
|
||||
return os.cpus().length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建Worker
|
||||
*/
|
||||
public createWorker(script: string, options: WorkerCreationOptions = {}): PlatformWorker {
|
||||
if (!this.isWorkerSupported()) {
|
||||
throw new Error('Node.js环境不支持Worker Threads');
|
||||
}
|
||||
|
||||
try {
|
||||
return new NodeWorker(script, options);
|
||||
} catch (error) {
|
||||
throw new Error(`创建Node.js Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建SharedArrayBuffer
|
||||
*/
|
||||
public createSharedArrayBuffer(length: number): SharedArrayBuffer | null {
|
||||
if (!this.isSharedArrayBufferSupported()) {
|
||||
return null;
|
||||
}
|
||||
|
||||
try {
|
||||
return new SharedArrayBuffer(length);
|
||||
} catch (error) {
|
||||
console.warn('SharedArrayBuffer创建失败:', error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取高精度时间戳(纳秒)
|
||||
*/
|
||||
public getHighResTimestamp(): number {
|
||||
// 返回毫秒,与浏览器 performance.now() 保持一致
|
||||
return Number(process.hrtime.bigint()) / 1000000;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取平台配置
|
||||
*/
|
||||
public getPlatformConfig(): PlatformConfig {
|
||||
return {
|
||||
maxWorkerCount: this.getHardwareConcurrency(),
|
||||
supportsModuleWorker: true, // Node.js 支持 ES 模块
|
||||
supportsTransferableObjects: true,
|
||||
maxSharedArrayBufferSize: this.getMaxSharedArrayBufferSize(),
|
||||
workerScriptPrefix: '',
|
||||
limitations: {
|
||||
noEval: false, // Node.js 支持 eval
|
||||
requiresWorkerInit: false
|
||||
},
|
||||
extensions: {
|
||||
platform: 'nodejs',
|
||||
nodeVersion: process.version,
|
||||
v8Version: process.versions.v8,
|
||||
uvVersion: process.versions.uv,
|
||||
zlibVersion: process.versions.zlib,
|
||||
opensslVersion: process.versions.openssl,
|
||||
architecture: process.arch,
|
||||
endianness: os.endianness(),
|
||||
pid: process.pid,
|
||||
ppid: process.ppid
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取Node.js设备信息
|
||||
*/
|
||||
public getDeviceInfo(): NodeDeviceInfo {
|
||||
const cpus = os.cpus();
|
||||
const networkInterfaces = os.networkInterfaces();
|
||||
const userInfo = os.userInfo();
|
||||
|
||||
return {
|
||||
// 系统信息
|
||||
platform: os.platform(),
|
||||
arch: os.arch(),
|
||||
type: os.type(),
|
||||
release: os.release(),
|
||||
version: os.version(),
|
||||
hostname: os.hostname(),
|
||||
|
||||
// CPU信息
|
||||
cpus: cpus.map(cpu => ({
|
||||
model: cpu.model,
|
||||
speed: cpu.speed,
|
||||
times: cpu.times
|
||||
})),
|
||||
|
||||
// 内存信息
|
||||
totalMemory: os.totalmem(),
|
||||
freeMemory: os.freemem(),
|
||||
usedMemory: os.totalmem() - os.freemem(),
|
||||
|
||||
// 负载信息
|
||||
loadAverage: os.loadavg(),
|
||||
|
||||
// 网络接口
|
||||
networkInterfaces: Object.fromEntries(
|
||||
Object.entries(networkInterfaces).map(([name, interfaces]) => [
|
||||
name,
|
||||
(interfaces || []).map(iface => ({
|
||||
address: iface.address,
|
||||
netmask: iface.netmask,
|
||||
family: iface.family as 'IPv4' | 'IPv6',
|
||||
mac: iface.mac,
|
||||
internal: iface.internal,
|
||||
cidr: iface.cidr,
|
||||
scopeid: iface.scopeid
|
||||
}))
|
||||
])
|
||||
),
|
||||
|
||||
// 进程信息
|
||||
process: {
|
||||
pid: process.pid,
|
||||
ppid: process.ppid,
|
||||
version: process.version,
|
||||
versions: process.versions,
|
||||
uptime: process.uptime()
|
||||
},
|
||||
|
||||
// 用户信息
|
||||
userInfo: {
|
||||
uid: userInfo.uid,
|
||||
gid: userInfo.gid,
|
||||
username: userInfo.username,
|
||||
homedir: userInfo.homedir,
|
||||
shell: userInfo.shell
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取SharedArrayBuffer最大大小限制
|
||||
*/
|
||||
private getMaxSharedArrayBufferSize(): number {
|
||||
const totalMemory = os.totalmem();
|
||||
// 限制为系统总内存的50%
|
||||
return Math.floor(totalMemory * 0.5);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Node.js Worker封装
|
||||
*/
|
||||
class NodeWorker implements PlatformWorker {
|
||||
private _state: 'running' | 'terminated' = 'running';
|
||||
private worker: Worker;
|
||||
private isTemporaryFile: boolean = false;
|
||||
private scriptPath: string;
|
||||
|
||||
constructor(script: string, options: WorkerCreationOptions = {}) {
|
||||
try {
|
||||
// 判断 script 是文件路径还是脚本内容
|
||||
if (this.isFilePath(script)) {
|
||||
// 直接使用文件路径
|
||||
this.scriptPath = script;
|
||||
this.isTemporaryFile = false;
|
||||
} else {
|
||||
// 将脚本内容写入临时文件
|
||||
this.scriptPath = this.writeScriptToFile(script, options.name);
|
||||
this.isTemporaryFile = true;
|
||||
}
|
||||
|
||||
// 创建Worker
|
||||
this.worker = new Worker(this.scriptPath, {
|
||||
// Node.js Worker options
|
||||
workerData: options.name ? { name: options.name } : undefined
|
||||
});
|
||||
|
||||
} catch (error) {
|
||||
throw new Error(`创建Node.js Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断是否为文件路径
|
||||
*/
|
||||
private isFilePath(script: string): boolean {
|
||||
// 检查是否看起来像文件路径
|
||||
return (script.endsWith('.js') || script.endsWith('.mjs') || script.endsWith('.ts')) &&
|
||||
!script.includes('\n') &&
|
||||
!script.includes(';') &&
|
||||
script.length < 500; // 文件路径通常不会太长
|
||||
}
|
||||
|
||||
/**
|
||||
* 将脚本内容写入临时文件
|
||||
*/
|
||||
private writeScriptToFile(script: string, name?: string): string {
|
||||
const tmpDir = os.tmpdir();
|
||||
const fileName = name ? `worker-${name}-${Date.now()}.js` : `worker-${Date.now()}.js`;
|
||||
const filePath = path.join(tmpDir, fileName);
|
||||
|
||||
try {
|
||||
fs.writeFileSync(filePath, script, 'utf8');
|
||||
return filePath;
|
||||
} catch (error) {
|
||||
throw new Error(`写入Worker脚本文件失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
public get state(): 'running' | 'terminated' {
|
||||
return this._state;
|
||||
}
|
||||
|
||||
public postMessage(message: any, transfer?: Transferable[]): void {
|
||||
if (this._state === 'terminated') {
|
||||
throw new Error('Worker已被终止');
|
||||
}
|
||||
|
||||
try {
|
||||
if (transfer && transfer.length > 0) {
|
||||
// Node.js Worker 支持 Transferable Objects
|
||||
this.worker.postMessage(message, transfer);
|
||||
} else {
|
||||
this.worker.postMessage(message);
|
||||
}
|
||||
} catch (error) {
|
||||
throw new Error(`发送消息到Node.js Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
public onMessage(handler: (event: { data: any }) => void): void {
|
||||
this.worker.on('message', (data: any) => {
|
||||
handler({ data });
|
||||
});
|
||||
}
|
||||
|
||||
public onError(handler: (error: ErrorEvent) => void): void {
|
||||
this.worker.on('error', (error: Error) => {
|
||||
// 将 Error 转换为 ErrorEvent 格式
|
||||
const errorEvent = {
|
||||
message: error.message,
|
||||
filename: '',
|
||||
lineno: 0,
|
||||
colno: 0,
|
||||
error: error
|
||||
} as ErrorEvent;
|
||||
handler(errorEvent);
|
||||
});
|
||||
}
|
||||
|
||||
public terminate(): void {
|
||||
if (this._state === 'running') {
|
||||
try {
|
||||
this.worker.terminate();
|
||||
this._state = 'terminated';
|
||||
|
||||
// 清理临时脚本文件
|
||||
this.cleanupScriptFile();
|
||||
} catch (error) {
|
||||
console.error('终止Node.js Worker失败:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理临时脚本文件
|
||||
*/
|
||||
private cleanupScriptFile(): void {
|
||||
// 只清理临时创建的文件,不清理用户提供的文件路径
|
||||
if (this.scriptPath && this.isTemporaryFile) {
|
||||
try {
|
||||
fs.unlinkSync(this.scriptPath);
|
||||
} catch (error) {
|
||||
console.warn('清理Worker脚本文件失败:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 使用方法
|
||||
|
||||
### 1. 复制代码
|
||||
|
||||
将上述代码复制到你的项目中,例如 `src/platform/NodeAdapter.ts`。
|
||||
|
||||
### 2. 注册适配器
|
||||
|
||||
```typescript
|
||||
import { PlatformManager } from '@esengine/ecs-framework';
|
||||
import { NodeAdapter } from './platform/NodeAdapter';
|
||||
|
||||
// 检查是否在Node.js环境
|
||||
if (typeof process !== 'undefined' && process.versions && process.versions.node) {
|
||||
const nodeAdapter = new NodeAdapter();
|
||||
PlatformManager.getInstance().registerAdapter(nodeAdapter);
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 使用 WorkerEntitySystem
|
||||
|
||||
Node.js 适配器与 WorkerEntitySystem 配合使用,框架会自动处理 Worker 脚本的创建:
|
||||
|
||||
```typescript
|
||||
import { WorkerEntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
import * as os from 'os';
|
||||
|
||||
class PhysicsSystem extends WorkerEntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity), {
|
||||
enableWorker: true,
|
||||
workerCount: os.cpus().length, // 使用所有CPU核心
|
||||
useSharedArrayBuffer: true,
|
||||
systemConfig: { gravity: 9.8 }
|
||||
});
|
||||
}
|
||||
|
||||
protected getDefaultEntityDataSize(): number {
|
||||
return 6; // x, y, vx, vy, mass, radius
|
||||
}
|
||||
|
||||
protected extractEntityData(entity: Entity): PhysicsData {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
return {
|
||||
x: transform.x,
|
||||
y: transform.y,
|
||||
vx: velocity.x,
|
||||
vy: velocity.y,
|
||||
mass: 1,
|
||||
radius: 10
|
||||
};
|
||||
}
|
||||
|
||||
// 这个函数会被自动序列化并在Worker中执行
|
||||
protected workerProcess(entities, deltaTime, config) {
|
||||
return entities.map(entity => {
|
||||
// 应用重力
|
||||
entity.vy += config.gravity * deltaTime;
|
||||
|
||||
// 更新位置
|
||||
entity.x += entity.vx * deltaTime;
|
||||
entity.y += entity.vy * deltaTime;
|
||||
|
||||
return entity;
|
||||
});
|
||||
}
|
||||
|
||||
protected applyResult(entity: Entity, result: PhysicsData): void {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
transform.x = result.x;
|
||||
transform.y = result.y;
|
||||
velocity.x = result.vx;
|
||||
velocity.y = result.vy;
|
||||
}
|
||||
}
|
||||
|
||||
interface PhysicsData {
|
||||
x: number;
|
||||
y: number;
|
||||
vx: number;
|
||||
vy: number;
|
||||
mass: number;
|
||||
radius: number;
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 获取系统信息
|
||||
|
||||
```typescript
|
||||
const manager = PlatformManager.getInstance();
|
||||
if (manager.hasAdapter()) {
|
||||
const adapter = manager.getAdapter();
|
||||
const deviceInfo = adapter.getDeviceInfo();
|
||||
|
||||
console.log('Node.js版本:', deviceInfo.process?.version);
|
||||
console.log('CPU核心数:', deviceInfo.cpus?.length);
|
||||
console.log('总内存:', Math.round(deviceInfo.totalMemory! / 1024 / 1024), 'MB');
|
||||
console.log('可用内存:', Math.round(deviceInfo.freeMemory! / 1024 / 1024), 'MB');
|
||||
}
|
||||
```
|
||||
|
||||
## 官方文档参考
|
||||
|
||||
Node.js Worker Threads 相关官方文档:
|
||||
|
||||
- [Worker Threads 官方文档](https://nodejs.org/api/worker_threads.html)
|
||||
- [SharedArrayBuffer 支持](https://nodejs.org/api/globals.html#class-sharedarraybuffer)
|
||||
- [OS 模块文档](https://nodejs.org/api/os.html)
|
||||
- [Process 模块文档](https://nodejs.org/api/process.html)
|
||||
|
||||
## 重要注意事项
|
||||
|
||||
### Worker Threads 要求
|
||||
|
||||
- **Node.js版本**: 需要 Node.js 10.5.0+ (建议 12+)
|
||||
- **模块类型**: 支持 CommonJS 和 ES 模块
|
||||
- **线程限制**: 理论上无限制,但建议不超过 CPU 核心数的 2 倍
|
||||
|
||||
### 性能优化建议
|
||||
|
||||
#### 1. Worker 池管理
|
||||
|
||||
```typescript
|
||||
class ServerPhysicsSystem extends WorkerEntitySystem {
|
||||
constructor() {
|
||||
const cpuCount = os.cpus().length;
|
||||
super(Matcher.all(Transform, Velocity), {
|
||||
enableWorker: true,
|
||||
workerCount: Math.min(cpuCount * 2, 16), // 最多16个Worker
|
||||
entitiesPerWorker: 1000, // 每个Worker处理1000个实体
|
||||
useSharedArrayBuffer: true,
|
||||
systemConfig: {
|
||||
gravity: 9.8,
|
||||
timeStep: 1/60
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 2. 内存管理
|
||||
|
||||
```typescript
|
||||
class MemoryMonitor {
|
||||
public static checkMemoryUsage(): void {
|
||||
const used = process.memoryUsage();
|
||||
|
||||
console.log('内存使用情况:');
|
||||
console.log(` RSS: ${Math.round(used.rss / 1024 / 1024)} MB`);
|
||||
console.log(` Heap Used: ${Math.round(used.heapUsed / 1024 / 1024)} MB`);
|
||||
console.log(` Heap Total: ${Math.round(used.heapTotal / 1024 / 1024)} MB`);
|
||||
console.log(` External: ${Math.round(used.external / 1024 / 1024)} MB`);
|
||||
|
||||
// 内存使用率过高时触发警告
|
||||
if (used.heapUsed > used.heapTotal * 0.9) {
|
||||
console.warn('内存使用率过高,建议优化或重启');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 定期检查内存使用
|
||||
setInterval(() => {
|
||||
MemoryMonitor.checkMemoryUsage();
|
||||
}, 30000); // 每30秒检查一次
|
||||
```
|
||||
|
||||
#### 3. 服务器环境优化
|
||||
|
||||
```typescript
|
||||
// 设置进程标题
|
||||
process.title = 'ecs-game-server';
|
||||
|
||||
// 处理未捕获异常
|
||||
process.on('uncaughtException', (error) => {
|
||||
console.error('未捕获异常:', error);
|
||||
process.exit(1);
|
||||
});
|
||||
|
||||
process.on('unhandledRejection', (reason, promise) => {
|
||||
console.error('未处理的Promise拒绝:', reason);
|
||||
});
|
||||
|
||||
// 优雅关闭
|
||||
process.on('SIGTERM', () => {
|
||||
console.log('收到SIGTERM信号,正在关闭服务器...');
|
||||
// 清理资源
|
||||
process.exit(0);
|
||||
});
|
||||
```
|
||||
|
||||
## 调试技巧
|
||||
|
||||
```typescript
|
||||
// 检查Node.js环境支持情况
|
||||
const adapter = new NodeAdapter();
|
||||
console.log('Node.js版本:', adapter.version);
|
||||
console.log('Worker支持:', adapter.isWorkerSupported());
|
||||
console.log('SharedArrayBuffer支持:', adapter.isSharedArrayBufferSupported());
|
||||
console.log('CPU核心数:', adapter.getHardwareConcurrency());
|
||||
|
||||
// 获取详细配置
|
||||
const config = adapter.getPlatformConfig();
|
||||
console.log('平台配置:', JSON.stringify(config, null, 2));
|
||||
|
||||
// 系统资源监控
|
||||
const deviceInfo = adapter.getDeviceInfo();
|
||||
console.log('系统负载:', deviceInfo.loadAverage);
|
||||
console.log('网络接口:', Object.keys(deviceInfo.networkInterfaces!));
|
||||
```
|
||||
677
docs/guide/platform-adapter/wechat-minigame.md
Normal file
677
docs/guide/platform-adapter/wechat-minigame.md
Normal file
@@ -0,0 +1,677 @@
|
||||
# 微信小游戏适配器
|
||||
|
||||
## 概述
|
||||
|
||||
微信小游戏平台适配器专为微信小游戏环境设计,处理微信小游戏的特殊限制和API。
|
||||
|
||||
## 特性支持
|
||||
|
||||
- ✅ **Worker**: 支持(通过 `wx.createWorker` 创建,需要配置 game.json)
|
||||
- ❌ **SharedArrayBuffer**: 不支持
|
||||
- ❌ **Transferable Objects**: 不支持(只支持可序列化对象)
|
||||
- ✅ **高精度时间**: 使用 `Date.now()` 或 `wx.getPerformance()`
|
||||
- ✅ **设备信息**: 完整的微信小游戏设备信息
|
||||
|
||||
## 完整实现
|
||||
|
||||
```typescript
|
||||
import type {
|
||||
IPlatformAdapter,
|
||||
PlatformWorker,
|
||||
WorkerCreationOptions,
|
||||
PlatformConfig,
|
||||
WeChatDeviceInfo
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 微信小游戏平台适配器
|
||||
* 支持微信小游戏环境
|
||||
*/
|
||||
export class WeChatMiniGameAdapter implements IPlatformAdapter {
|
||||
public readonly name = 'wechat-minigame';
|
||||
public readonly version: string;
|
||||
private systemInfo: any;
|
||||
|
||||
constructor() {
|
||||
// 获取微信小游戏版本信息
|
||||
this.systemInfo = this.getSystemInfo();
|
||||
this.version = this.systemInfo.version || 'unknown';
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持Worker
|
||||
*/
|
||||
public isWorkerSupported(): boolean {
|
||||
// 微信小游戏支持Worker,通过wx.createWorker创建
|
||||
return typeof wx !== 'undefined' && typeof wx.createWorker === 'function';
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持SharedArrayBuffer(不支持)
|
||||
*/
|
||||
public isSharedArrayBufferSupported(): boolean {
|
||||
return false; // 微信小游戏不支持SharedArrayBuffer
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取硬件并发数
|
||||
*/
|
||||
public getHardwareConcurrency(): number {
|
||||
// 微信小游戏官方限制:最多只能创建 1 个 Worker
|
||||
return 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建Worker
|
||||
* @param script 脚本内容或文件路径
|
||||
* @param options Worker创建选项
|
||||
*/
|
||||
public createWorker(script: string, options: WorkerCreationOptions = {}): PlatformWorker {
|
||||
if (!this.isWorkerSupported()) {
|
||||
throw new Error('微信小游戏不支持Worker');
|
||||
}
|
||||
|
||||
try {
|
||||
return new WeChatWorker(script, options);
|
||||
} catch (error) {
|
||||
throw new Error(`创建微信Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建SharedArrayBuffer(不支持)
|
||||
*/
|
||||
public createSharedArrayBuffer(length: number): SharedArrayBuffer | null {
|
||||
return null; // 微信小游戏不支持SharedArrayBuffer
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取高精度时间戳
|
||||
*/
|
||||
public getHighResTimestamp(): number {
|
||||
// 尝试使用微信的性能API,否则使用Date.now()
|
||||
if (typeof wx !== 'undefined' && wx.getPerformance) {
|
||||
const performance = wx.getPerformance();
|
||||
return performance.now();
|
||||
}
|
||||
return Date.now();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取平台配置
|
||||
*/
|
||||
public getPlatformConfig(): PlatformConfig {
|
||||
return {
|
||||
maxWorkerCount: 1, // 微信小游戏最多支持 1 个 Worker
|
||||
supportsModuleWorker: false, // 不支持模块Worker
|
||||
supportsTransferableObjects: this.checkTransferableObjectsSupport(),
|
||||
maxSharedArrayBufferSize: 0,
|
||||
workerScriptPrefix: '',
|
||||
limitations: {
|
||||
noEval: true, // 微信小游戏限制eval使用
|
||||
requiresWorkerInit: false,
|
||||
memoryLimit: this.getMemoryLimit(),
|
||||
workerNotSupported: false,
|
||||
workerLimitations: [
|
||||
'最多只能创建 1 个 Worker',
|
||||
'创建新Worker前必须先调用 Worker.terminate()',
|
||||
'Worker脚本必须为项目内相对路径',
|
||||
'需要在 game.json 中配置 workers 路径',
|
||||
'使用 worker.onMessage() 而不是 self.onmessage',
|
||||
'需要基础库 1.9.90 及以上版本'
|
||||
]
|
||||
},
|
||||
extensions: {
|
||||
platform: 'wechat-minigame',
|
||||
systemInfo: this.systemInfo,
|
||||
appId: this.systemInfo.host?.appId || 'unknown'
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取微信小游戏设备信息
|
||||
*/
|
||||
public getDeviceInfo(): WeChatDeviceInfo {
|
||||
return {
|
||||
// 设备基础信息
|
||||
brand: this.systemInfo.brand,
|
||||
model: this.systemInfo.model,
|
||||
platform: this.systemInfo.platform,
|
||||
system: this.systemInfo.system,
|
||||
benchmarkLevel: this.systemInfo.benchmarkLevel,
|
||||
cpuType: this.systemInfo.cpuType,
|
||||
memorySize: this.systemInfo.memorySize,
|
||||
deviceAbi: this.systemInfo.deviceAbi,
|
||||
abi: this.systemInfo.abi,
|
||||
|
||||
// 窗口信息
|
||||
screenWidth: this.systemInfo.screenWidth,
|
||||
screenHeight: this.systemInfo.screenHeight,
|
||||
screenTop: this.systemInfo.screenTop,
|
||||
windowWidth: this.systemInfo.windowWidth,
|
||||
windowHeight: this.systemInfo.windowHeight,
|
||||
pixelRatio: this.systemInfo.pixelRatio,
|
||||
statusBarHeight: this.systemInfo.statusBarHeight,
|
||||
safeArea: this.systemInfo.safeArea,
|
||||
|
||||
// 应用信息
|
||||
version: this.systemInfo.version,
|
||||
language: this.systemInfo.language,
|
||||
theme: this.systemInfo.theme,
|
||||
SDKVersion: this.systemInfo.SDKVersion,
|
||||
enableDebug: this.systemInfo.enableDebug,
|
||||
fontSizeSetting: this.systemInfo.fontSizeSetting,
|
||||
host: this.systemInfo.host
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 异步获取完整的平台配置
|
||||
*/
|
||||
public async getPlatformConfigAsync(): Promise<PlatformConfig> {
|
||||
// 可以在这里添加异步获取设备性能信息的逻辑
|
||||
const baseConfig = this.getPlatformConfig();
|
||||
|
||||
// 尝试获取设备性能信息
|
||||
try {
|
||||
const benchmarkLevel = await this.getBenchmarkLevel();
|
||||
baseConfig.extensions = {
|
||||
...baseConfig.extensions,
|
||||
benchmarkLevel
|
||||
};
|
||||
} catch (error) {
|
||||
console.warn('获取性能基准失败:', error);
|
||||
}
|
||||
|
||||
return baseConfig;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持Transferable Objects
|
||||
*/
|
||||
private checkTransferableObjectsSupport(): boolean {
|
||||
// 微信小游戏不支持 Transferable Objects
|
||||
// 基础库 2.20.2 之前只支持可序列化的 key-value 对象
|
||||
// 2.20.2 之后支持任意类型数据,但仍然不支持 Transferable Objects
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取系统信息
|
||||
*/
|
||||
private getSystemInfo(): any {
|
||||
if (typeof wx !== 'undefined' && wx.getSystemInfoSync) {
|
||||
try {
|
||||
return wx.getSystemInfoSync();
|
||||
} catch (error) {
|
||||
console.warn('获取微信系统信息失败:', error);
|
||||
return {};
|
||||
}
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取内存限制
|
||||
*/
|
||||
private getMemoryLimit(): number {
|
||||
// 微信小游戏通常有内存限制
|
||||
const memorySize = this.systemInfo.memorySize;
|
||||
if (memorySize) {
|
||||
// 解析内存大小字符串(如 "4GB")
|
||||
const match = memorySize.match(/(\d+)([GM]B)?/i);
|
||||
if (match) {
|
||||
const value = parseInt(match[1], 10);
|
||||
const unit = match[2]?.toUpperCase();
|
||||
|
||||
if (unit === 'GB') {
|
||||
return value * 1024 * 1024 * 1024;
|
||||
} else if (unit === 'MB') {
|
||||
return value * 1024 * 1024;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 默认限制为512MB
|
||||
return 512 * 1024 * 1024;
|
||||
}
|
||||
|
||||
/**
|
||||
* 异步获取设备性能基准
|
||||
*/
|
||||
private async getBenchmarkLevel(): Promise<number> {
|
||||
return new Promise((resolve) => {
|
||||
if (typeof wx !== 'undefined' && wx.getDeviceInfo) {
|
||||
wx.getDeviceInfo({
|
||||
success: (res: any) => {
|
||||
resolve(res.benchmarkLevel || 0);
|
||||
},
|
||||
fail: () => {
|
||||
resolve(0);
|
||||
}
|
||||
});
|
||||
} else {
|
||||
resolve(this.systemInfo.benchmarkLevel || 0);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 微信Worker封装
|
||||
*/
|
||||
class WeChatWorker implements PlatformWorker {
|
||||
private _state: 'running' | 'terminated' = 'running';
|
||||
private worker: any;
|
||||
private scriptPath: string;
|
||||
private isTemporaryFile: boolean = false;
|
||||
|
||||
constructor(script: string, options: WorkerCreationOptions = {}) {
|
||||
if (typeof wx === 'undefined' || typeof wx.createWorker !== 'function') {
|
||||
throw new Error('微信小游戏不支持Worker');
|
||||
}
|
||||
|
||||
try {
|
||||
// 判断 script 是文件路径还是脚本内容
|
||||
if (this.isFilePath(script)) {
|
||||
// 直接使用文件路径
|
||||
this.scriptPath = script;
|
||||
this.isTemporaryFile = false;
|
||||
this.worker = wx.createWorker(this.scriptPath, {
|
||||
useExperimentalWorker: true // 启用实验性Worker获得更好性能
|
||||
});
|
||||
} else {
|
||||
// 微信小游戏不支持动态脚本内容,只能使用文件路径
|
||||
// 将脚本内容写入文件系统
|
||||
this.scriptPath = this.writeScriptToFile(script, options.name);
|
||||
this.isTemporaryFile = true;
|
||||
this.worker = wx.createWorker(this.scriptPath, {
|
||||
useExperimentalWorker: true
|
||||
});
|
||||
}
|
||||
} catch (error) {
|
||||
throw new Error(`创建微信Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断是否为文件路径
|
||||
*/
|
||||
private isFilePath(script: string): boolean {
|
||||
// 简单判断:如果包含 .js 后缀且不包含换行符或分号,认为是文件路径
|
||||
return script.endsWith('.js') &&
|
||||
!script.includes('\n') &&
|
||||
!script.includes(';') &&
|
||||
script.length < 200; // 文件路径通常不会太长
|
||||
}
|
||||
|
||||
/**
|
||||
* 将脚本内容写入文件系统
|
||||
* 注意:微信小游戏不支持blob URL,只能使用文件系统
|
||||
*/
|
||||
private writeScriptToFile(script: string, name?: string): string {
|
||||
const fs = wx.getFileSystemManager();
|
||||
const fileName = name ? `worker-${name}.js` : `worker-${Date.now()}.js`;
|
||||
const filePath = `${wx.env.USER_DATA_PATH}/${fileName}`;
|
||||
|
||||
try {
|
||||
fs.writeFileSync(filePath, script, 'utf8');
|
||||
return filePath;
|
||||
} catch (error) {
|
||||
throw new Error(`写入Worker脚本文件失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
public get state(): 'running' | 'terminated' {
|
||||
return this._state;
|
||||
}
|
||||
|
||||
public postMessage(message: any, transfer?: Transferable[]): void {
|
||||
if (this._state === 'terminated') {
|
||||
throw new Error('Worker已被终止');
|
||||
}
|
||||
|
||||
try {
|
||||
// 微信小游戏 Worker 只支持可序列化对象,忽略 transfer 参数
|
||||
this.worker.postMessage(message);
|
||||
} catch (error) {
|
||||
throw new Error(`发送消息到微信Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
public onMessage(handler: (event: { data: any }) => void): void {
|
||||
// 微信小游戏使用 onMessage 方法,不是 onmessage 属性
|
||||
this.worker.onMessage((res: any) => {
|
||||
handler({ data: res });
|
||||
});
|
||||
}
|
||||
|
||||
public onError(handler: (error: ErrorEvent) => void): void {
|
||||
// 注意:微信小游戏 Worker 的错误处理可能与标准不同
|
||||
if (this.worker.onError) {
|
||||
this.worker.onError(handler);
|
||||
}
|
||||
}
|
||||
|
||||
public terminate(): void {
|
||||
if (this._state === 'running') {
|
||||
try {
|
||||
this.worker.terminate();
|
||||
this._state = 'terminated';
|
||||
|
||||
// 清理临时脚本文件
|
||||
this.cleanupScriptFile();
|
||||
} catch (error) {
|
||||
console.error('终止微信Worker失败:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理临时脚本文件
|
||||
*/
|
||||
private cleanupScriptFile(): void {
|
||||
// 只清理临时创建的文件,不清理用户提供的文件路径
|
||||
if (this.scriptPath && this.isTemporaryFile) {
|
||||
try {
|
||||
const fs = wx.getFileSystemManager();
|
||||
fs.unlinkSync(this.scriptPath);
|
||||
} catch (error) {
|
||||
console.warn('清理Worker脚本文件失败:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 使用方法
|
||||
|
||||
### 1. 复制代码
|
||||
|
||||
将上述代码复制到你的项目中,例如 `src/platform/WeChatMiniGameAdapter.ts`。
|
||||
|
||||
### 2. 注册适配器
|
||||
|
||||
```typescript
|
||||
import { PlatformManager } from '@esengine/ecs-framework';
|
||||
import { WeChatMiniGameAdapter } from './platform/WeChatMiniGameAdapter';
|
||||
|
||||
// 检查是否在微信小游戏环境
|
||||
if (typeof wx !== 'undefined') {
|
||||
const wechatAdapter = new WeChatMiniGameAdapter();
|
||||
PlatformManager.getInstance().registerAdapter(wechatAdapter);
|
||||
}
|
||||
```
|
||||
|
||||
### 3. WorkerEntitySystem 使用方式
|
||||
|
||||
微信小游戏适配器与 WorkerEntitySystem 配合使用,自动处理 Worker 脚本创建:
|
||||
|
||||
#### 基本使用方式(推荐)
|
||||
|
||||
```typescript
|
||||
import { WorkerEntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
|
||||
interface PhysicsData {
|
||||
id: number;
|
||||
x: number;
|
||||
y: number;
|
||||
vx: number;
|
||||
vy: number;
|
||||
mass: number;
|
||||
}
|
||||
|
||||
class PhysicsSystem extends WorkerEntitySystem<PhysicsData> {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity), {
|
||||
enableWorker: true,
|
||||
workerCount: 1, // 微信小游戏限制只能创建1个Worker
|
||||
systemConfig: { gravity: 100, friction: 0.95 }
|
||||
});
|
||||
}
|
||||
|
||||
protected getDefaultEntityDataSize(): number {
|
||||
return 6; // id, x, y, vx, vy, mass
|
||||
}
|
||||
|
||||
protected extractEntityData(entity: Entity): PhysicsData {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
const physics = entity.getComponent(Physics);
|
||||
|
||||
return {
|
||||
id: entity.id,
|
||||
x: transform.x,
|
||||
y: transform.y,
|
||||
vx: velocity.x,
|
||||
vy: velocity.y,
|
||||
mass: physics.mass
|
||||
};
|
||||
}
|
||||
|
||||
// WorkerEntitySystem 会自动将此函数序列化并写入临时文件
|
||||
protected workerProcess(entities: PhysicsData[], deltaTime: number, config: any): PhysicsData[] {
|
||||
return entities.map(entity => {
|
||||
// 应用重力
|
||||
entity.vy += config.gravity * deltaTime;
|
||||
|
||||
// 更新位置
|
||||
entity.x += entity.vx * deltaTime;
|
||||
entity.y += entity.vy * deltaTime;
|
||||
|
||||
// 应用摩擦力
|
||||
entity.vx *= config.friction;
|
||||
entity.vy *= config.friction;
|
||||
|
||||
return entity;
|
||||
});
|
||||
}
|
||||
|
||||
protected applyResult(entity: Entity, result: PhysicsData): void {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
transform.x = result.x;
|
||||
transform.y = result.y;
|
||||
velocity.x = result.vx;
|
||||
velocity.y = result.vy;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 使用预先创建的 Worker 文件(可选)
|
||||
|
||||
如果你希望使用预先创建的 Worker 文件:
|
||||
|
||||
```typescript
|
||||
// 1. 在 game.json 中配置 Worker 路径
|
||||
/*
|
||||
{
|
||||
"workers": "workers"
|
||||
}
|
||||
*/
|
||||
|
||||
// 2. 创建 workers/physics.js 文件
|
||||
// workers/physics.js 内容:
|
||||
/*
|
||||
// 微信小游戏 Worker 使用标准的 self.onmessage
|
||||
self.onmessage = function(e) {
|
||||
const { type, id, entities, deltaTime, systemConfig } = e.data;
|
||||
|
||||
if (entities) {
|
||||
// 处理物理计算
|
||||
const results = entities.map(entity => {
|
||||
entity.vy += systemConfig.gravity * deltaTime;
|
||||
entity.x += entity.vx * deltaTime;
|
||||
entity.y += entity.vy * deltaTime;
|
||||
return entity;
|
||||
});
|
||||
|
||||
self.postMessage({ id, result: results });
|
||||
}
|
||||
};
|
||||
*/
|
||||
|
||||
// 3. 通过平台适配器直接创建(不推荐,WorkerEntitySystem会自动处理)
|
||||
const adapter = PlatformManager.getInstance().getAdapter();
|
||||
const worker = adapter.createWorker('workers/physics.js');
|
||||
```
|
||||
|
||||
### 4. 获取设备信息
|
||||
|
||||
```typescript
|
||||
const manager = PlatformManager.getInstance();
|
||||
if (manager.hasAdapter()) {
|
||||
const adapter = manager.getAdapter();
|
||||
console.log('微信设备信息:', adapter.getDeviceInfo());
|
||||
}
|
||||
```
|
||||
|
||||
## 官方文档参考
|
||||
|
||||
在使用微信小游戏 Worker 之前,建议先阅读官方文档:
|
||||
|
||||
- [wx.createWorker API](https://developers.weixin.qq.com/minigame/dev/api/worker/wx.createWorker.html)
|
||||
- [Worker.postMessage API](https://developers.weixin.qq.com/minigame/dev/api/worker/Worker.postMessage.html)
|
||||
- [Worker.onMessage API](https://developers.weixin.qq.com/minigame/dev/api/worker/Worker.onMessage.html)
|
||||
- [Worker.terminate API](https://developers.weixin.qq.com/minigame/dev/api/worker/Worker.terminate.html)
|
||||
|
||||
## 重要注意事项
|
||||
|
||||
### Worker 限制和配置
|
||||
|
||||
微信小游戏的 Worker 有以下限制:
|
||||
|
||||
- **数量限制**: 最多只能创建 1 个 Worker
|
||||
- **版本要求**: 需要基础库 1.9.90 及以上版本
|
||||
- **脚本支持**: 不支持 blob URL,只能使用文件路径或写入文件系统
|
||||
- **文件路径**: Worker 脚本路径必须为绝对路径,但不能以 "/" 开头
|
||||
- **生命周期**: 创建新 Worker 前必须先调用 `Worker.terminate()` 终止当前 Worker
|
||||
- **消息处理**: Worker 内使用标准的 `self.onmessage`,主线程使用 `worker.onMessage()`
|
||||
- **实验性功能**: 支持 `useExperimentalWorker` 选项获得更好的 iOS 性能
|
||||
|
||||
#### Worker 配置(可选)
|
||||
|
||||
如果使用预先创建的 Worker 文件,需要在 `game.json` 中添加 workers 配置:
|
||||
|
||||
```json
|
||||
{
|
||||
"deviceOrientation": "portrait",
|
||||
"showStatusBar": false,
|
||||
"workers": "workers",
|
||||
"subpackages": []
|
||||
}
|
||||
```
|
||||
|
||||
**注意**: 使用 WorkerEntitySystem 时无需此配置,框架会自动将脚本写入临时文件。
|
||||
|
||||
### 内存限制
|
||||
|
||||
微信小游戏有严格的内存限制:
|
||||
|
||||
- 通常限制在 256MB - 512MB
|
||||
- 需要及时释放不用的资源
|
||||
- 避免内存泄漏
|
||||
|
||||
### API 限制
|
||||
|
||||
- 不支持 `eval()` 函数
|
||||
- 不支持 `Function` 构造器
|
||||
- DOM API 受限
|
||||
- 文件系统 API 受限
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
### 1. 分帧处理
|
||||
|
||||
```typescript
|
||||
class FramedProcessor {
|
||||
private tasks: (() => void)[] = [];
|
||||
private isProcessing = false;
|
||||
|
||||
public addTask(task: () => void): void {
|
||||
this.tasks.push(task);
|
||||
if (!this.isProcessing) {
|
||||
this.processNextFrame();
|
||||
}
|
||||
}
|
||||
|
||||
private processNextFrame(): void {
|
||||
this.isProcessing = true;
|
||||
const startTime = Date.now();
|
||||
const frameTime = 16; // 16ms per frame
|
||||
|
||||
while (this.tasks.length > 0 && Date.now() - startTime < frameTime) {
|
||||
const task = this.tasks.shift();
|
||||
if (task) task();
|
||||
}
|
||||
|
||||
if (this.tasks.length > 0) {
|
||||
setTimeout(() => this.processNextFrame(), 0);
|
||||
} else {
|
||||
this.isProcessing = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 内存管理
|
||||
|
||||
```typescript
|
||||
class MemoryManager {
|
||||
private static readonly MAX_MEMORY = 256 * 1024 * 1024; // 256MB
|
||||
|
||||
public static checkMemoryUsage(): void {
|
||||
if (typeof wx !== 'undefined' && wx.getPerformance) {
|
||||
const performance = wx.getPerformance();
|
||||
const memoryInfo = performance.getEntries().find(
|
||||
(entry: any) => entry.entryType === 'memory'
|
||||
);
|
||||
|
||||
if (memoryInfo && memoryInfo.usedJSHeapSize > this.MAX_MEMORY * 0.8) {
|
||||
console.warn('内存使用率过高,建议清理资源');
|
||||
// 触发垃圾回收或资源清理
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 调试技巧
|
||||
|
||||
```typescript
|
||||
// 检查微信小游戏环境
|
||||
if (typeof wx !== 'undefined') {
|
||||
const adapter = new WeChatMiniGameAdapter();
|
||||
|
||||
console.log('微信版本:', adapter.version);
|
||||
console.log('设备信息:', adapter.getDeviceInfo());
|
||||
console.log('平台配置:', adapter.getPlatformConfig());
|
||||
|
||||
// 检查功能支持
|
||||
console.log('Worker支持:', adapter.isWorkerSupported());
|
||||
console.log('SharedArrayBuffer支持:', adapter.isSharedArrayBufferSupported());
|
||||
}
|
||||
```
|
||||
|
||||
## 微信小游戏特殊API
|
||||
|
||||
```typescript
|
||||
// 获取设备性能等级
|
||||
if (typeof wx !== 'undefined' && wx.getDeviceInfo) {
|
||||
wx.getDeviceInfo({
|
||||
success: (res) => {
|
||||
console.log('设备性能等级:', res.benchmarkLevel);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 监听内存警告
|
||||
if (typeof wx !== 'undefined' && wx.onMemoryWarning) {
|
||||
wx.onMemoryWarning(() => {
|
||||
console.warn('收到内存警告,开始清理资源');
|
||||
// 清理不必要的资源
|
||||
});
|
||||
}
|
||||
```
|
||||
643
docs/guide/plugin-system.md
Normal file
643
docs/guide/plugin-system.md
Normal file
@@ -0,0 +1,643 @@
|
||||
# 插件系统
|
||||
|
||||
插件系统允许你以模块化的方式扩展 ECS Framework 的功能。通过插件,你可以封装特定功能(如网络同步、物理引擎、调试工具等),并在多个项目中复用。
|
||||
|
||||
## 概述
|
||||
|
||||
### 什么是插件
|
||||
|
||||
插件是实现了 `IPlugin` 接口的类,可以在运行时动态安装到框架中。插件可以:
|
||||
|
||||
- 注册自定义服务到服务容器
|
||||
- 添加系统到场景
|
||||
- 注册自定义组件
|
||||
- 扩展框架功能
|
||||
|
||||
### 插件的优势
|
||||
|
||||
- **模块化**: 将功能封装为独立模块,提高代码可维护性
|
||||
- **可复用**: 同一个插件可以在多个项目中使用
|
||||
- **解耦**: 核心框架与扩展功能分离
|
||||
- **热插拔**: 运行时动态安装和卸载插件
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 创建第一个插件
|
||||
|
||||
创建一个简单的调试插件:
|
||||
|
||||
```typescript
|
||||
import { IPlugin, Core, ServiceContainer } from '@esengine/ecs-framework';
|
||||
|
||||
class DebugPlugin implements IPlugin {
|
||||
readonly name = 'debug-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
console.log('Debug plugin installed');
|
||||
|
||||
// 可以在这里注册服务、添加系统等
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
console.log('Debug plugin uninstalled');
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 安装插件
|
||||
|
||||
使用 `Core.installPlugin()` 安装插件:
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 安装插件
|
||||
await Core.installPlugin(new DebugPlugin());
|
||||
|
||||
// 检查插件是否已安装
|
||||
if (Core.isPluginInstalled('debug-plugin')) {
|
||||
console.log('Debug plugin is running');
|
||||
}
|
||||
```
|
||||
|
||||
### 卸载插件
|
||||
|
||||
```typescript
|
||||
// 卸载插件
|
||||
await Core.uninstallPlugin('debug-plugin');
|
||||
```
|
||||
|
||||
### 获取插件实例
|
||||
|
||||
```typescript
|
||||
// 获取已安装的插件
|
||||
const plugin = Core.getPlugin('debug-plugin');
|
||||
if (plugin) {
|
||||
console.log(`Plugin version: ${plugin.version}`);
|
||||
}
|
||||
```
|
||||
|
||||
## 插件开发
|
||||
|
||||
### IPlugin 接口
|
||||
|
||||
所有插件必须实现 `IPlugin` 接口:
|
||||
|
||||
```typescript
|
||||
export interface IPlugin {
|
||||
// 插件唯一名称
|
||||
readonly name: string;
|
||||
|
||||
// 插件版本(建议遵循semver规范)
|
||||
readonly version: string;
|
||||
|
||||
// 依赖的其他插件(可选)
|
||||
readonly dependencies?: readonly string[];
|
||||
|
||||
// 安装插件时调用
|
||||
install(core: Core, services: ServiceContainer): void | Promise<void>;
|
||||
|
||||
// 卸载插件时调用
|
||||
uninstall(): void | Promise<void>;
|
||||
}
|
||||
```
|
||||
|
||||
### 插件生命周期
|
||||
|
||||
#### install 方法
|
||||
|
||||
在插件安装时调用,用于初始化插件:
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 1. 注册服务
|
||||
services.registerSingleton(MyService);
|
||||
|
||||
// 2. 访问当前场景
|
||||
const scene = core.scene;
|
||||
if (scene) {
|
||||
// 3. 添加系统
|
||||
scene.addSystem(new MySystem());
|
||||
}
|
||||
|
||||
// 4. 其他初始化逻辑
|
||||
console.log('Plugin initialized');
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### uninstall 方法
|
||||
|
||||
在插件卸载时调用,用于清理资源:
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-plugin';
|
||||
readonly version = '1.0.0';
|
||||
private myService?: MyService;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
this.myService = new MyService();
|
||||
services.registerInstance(MyService, this.myService);
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理服务
|
||||
if (this.myService) {
|
||||
this.myService.dispose();
|
||||
this.myService = undefined;
|
||||
}
|
||||
|
||||
// 移除事件监听器
|
||||
// 释放其他资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 异步插件
|
||||
|
||||
插件的 `install` 和 `uninstall` 方法都支持异步:
|
||||
|
||||
```typescript
|
||||
class AsyncPlugin implements IPlugin {
|
||||
readonly name = 'async-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
async install(core: Core, services: ServiceContainer): Promise<void> {
|
||||
// 异步加载资源
|
||||
const config = await fetch('/plugin-config.json').then(r => r.json());
|
||||
|
||||
// 使用加载的配置初始化服务
|
||||
const service = new MyService(config);
|
||||
services.registerInstance(MyService, service);
|
||||
}
|
||||
|
||||
async uninstall(): Promise<void> {
|
||||
// 异步清理
|
||||
await this.saveState();
|
||||
}
|
||||
|
||||
private async saveState() {
|
||||
// 保存插件状态
|
||||
}
|
||||
}
|
||||
|
||||
// 使用
|
||||
await Core.installPlugin(new AsyncPlugin());
|
||||
```
|
||||
|
||||
### 注册服务
|
||||
|
||||
插件可以向服务容器注册自己的服务:
|
||||
|
||||
```typescript
|
||||
import { IService } from '@esengine/ecs-framework';
|
||||
|
||||
class NetworkService implements IService {
|
||||
connect(url: string) {
|
||||
console.log(`Connecting to ${url}`);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
console.log('Network service disposed');
|
||||
}
|
||||
}
|
||||
|
||||
class NetworkPlugin implements IPlugin {
|
||||
readonly name = 'network-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 注册网络服务
|
||||
services.registerSingleton(NetworkService);
|
||||
|
||||
// 解析并使用服务
|
||||
const network = services.resolve(NetworkService);
|
||||
network.connect('ws://localhost:8080');
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 服务容器会自动调用服务的dispose方法
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 添加系统
|
||||
|
||||
插件可以向场景添加自定义系统:
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(PhysicsBody));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 物理模拟逻辑
|
||||
}
|
||||
}
|
||||
|
||||
class PhysicsPlugin implements IPlugin {
|
||||
readonly name = 'physics-plugin';
|
||||
readonly version = '1.0.0';
|
||||
private physicsSystem?: PhysicsSystem;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
const scene = core.scene;
|
||||
if (scene) {
|
||||
this.physicsSystem = new PhysicsSystem();
|
||||
scene.addSystem(this.physicsSystem);
|
||||
}
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 移除系统
|
||||
if (this.physicsSystem) {
|
||||
const scene = Core.scene;
|
||||
if (scene) {
|
||||
scene.removeSystem(this.physicsSystem);
|
||||
}
|
||||
this.physicsSystem = undefined;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 依赖管理
|
||||
|
||||
### 声明依赖
|
||||
|
||||
插件可以声明对其他插件的依赖:
|
||||
|
||||
```typescript
|
||||
class AdvancedPhysicsPlugin implements IPlugin {
|
||||
readonly name = 'advanced-physics';
|
||||
readonly version = '2.0.0';
|
||||
|
||||
// 声明依赖基础物理插件
|
||||
readonly dependencies = ['physics-plugin'] as const;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 可以安全地使用physics-plugin提供的服务
|
||||
const physicsService = services.resolve(PhysicsService);
|
||||
// ...
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 依赖检查
|
||||
|
||||
框架会自动检查依赖关系,如果依赖未满足会抛出错误:
|
||||
|
||||
```typescript
|
||||
// 错误:physics-plugin 未安装
|
||||
try {
|
||||
await Core.installPlugin(new AdvancedPhysicsPlugin());
|
||||
} catch (error) {
|
||||
console.error(error); // Plugin advanced-physics has unmet dependencies: physics-plugin
|
||||
}
|
||||
|
||||
// 正确:先安装依赖
|
||||
await Core.installPlugin(new PhysicsPlugin());
|
||||
await Core.installPlugin(new AdvancedPhysicsPlugin());
|
||||
```
|
||||
|
||||
### 卸载顺序
|
||||
|
||||
框架会检查依赖关系,防止卸载被其他插件依赖的插件:
|
||||
|
||||
```typescript
|
||||
await Core.installPlugin(new PhysicsPlugin());
|
||||
await Core.installPlugin(new AdvancedPhysicsPlugin());
|
||||
|
||||
// 错误:physics-plugin 被 advanced-physics 依赖
|
||||
try {
|
||||
await Core.uninstallPlugin('physics-plugin');
|
||||
} catch (error) {
|
||||
console.error(error); // Cannot uninstall plugin physics-plugin: it is required by advanced-physics
|
||||
}
|
||||
|
||||
// 正确:先卸载依赖它的插件
|
||||
await Core.uninstallPlugin('advanced-physics');
|
||||
await Core.uninstallPlugin('physics-plugin');
|
||||
```
|
||||
|
||||
## 插件管理
|
||||
|
||||
### 通过 Core 管理
|
||||
|
||||
Core 类提供了便捷的插件管理方法:
|
||||
|
||||
```typescript
|
||||
// 安装插件
|
||||
await Core.installPlugin(myPlugin);
|
||||
|
||||
// 卸载插件
|
||||
await Core.uninstallPlugin('plugin-name');
|
||||
|
||||
// 检查插件是否已安装
|
||||
if (Core.isPluginInstalled('plugin-name')) {
|
||||
// ...
|
||||
}
|
||||
|
||||
// 获取插件实例
|
||||
const plugin = Core.getPlugin('plugin-name');
|
||||
```
|
||||
|
||||
### 通过 PluginManager 管理
|
||||
|
||||
也可以直接使用 PluginManager 服务:
|
||||
|
||||
```typescript
|
||||
const pluginManager = Core.services.resolve(PluginManager);
|
||||
|
||||
// 获取所有插件
|
||||
const allPlugins = pluginManager.getAllPlugins();
|
||||
console.log(`Total plugins: ${allPlugins.length}`);
|
||||
|
||||
// 获取插件元数据
|
||||
const metadata = pluginManager.getMetadata('my-plugin');
|
||||
if (metadata) {
|
||||
console.log(`State: ${metadata.state}`);
|
||||
console.log(`Installed at: ${new Date(metadata.installedAt!)}`);
|
||||
}
|
||||
|
||||
// 获取所有插件元数据
|
||||
const allMetadata = pluginManager.getAllMetadata();
|
||||
for (const meta of allMetadata) {
|
||||
console.log(`${meta.name} v${meta.version} - ${meta.state}`);
|
||||
}
|
||||
```
|
||||
|
||||
## 实用插件示例
|
||||
|
||||
### 网络同步插件
|
||||
|
||||
```typescript
|
||||
import { IPlugin, IService, Core, ServiceContainer } from '@esengine/ecs-framework';
|
||||
|
||||
class NetworkSyncService implements IService {
|
||||
private ws?: WebSocket;
|
||||
|
||||
connect(url: string) {
|
||||
this.ws = new WebSocket(url);
|
||||
this.ws.onmessage = (event) => {
|
||||
const data = JSON.parse(event.data);
|
||||
this.handleMessage(data);
|
||||
};
|
||||
}
|
||||
|
||||
private handleMessage(data: any) {
|
||||
// 处理网络消息
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
if (this.ws) {
|
||||
this.ws.close();
|
||||
this.ws = undefined;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class NetworkSyncPlugin implements IPlugin {
|
||||
readonly name = 'network-sync';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 注册网络服务
|
||||
services.registerSingleton(NetworkSyncService);
|
||||
|
||||
// 自动连接
|
||||
const network = services.resolve(NetworkSyncService);
|
||||
network.connect('ws://localhost:8080');
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 服务会自动dispose
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 性能分析插件
|
||||
|
||||
```typescript
|
||||
class PerformanceAnalysisPlugin implements IPlugin {
|
||||
readonly name = 'performance-analysis';
|
||||
readonly version = '1.0.0';
|
||||
private frameCount = 0;
|
||||
private totalTime = 0;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
const monitor = services.resolve(PerformanceMonitor);
|
||||
monitor.enable();
|
||||
|
||||
// 定期输出性能报告
|
||||
const timer = services.resolve(TimerManager);
|
||||
timer.schedule(5.0, true, null, () => {
|
||||
this.printReport(monitor);
|
||||
});
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理
|
||||
}
|
||||
|
||||
private printReport(monitor: PerformanceMonitor) {
|
||||
console.log('=== Performance Report ===');
|
||||
console.log(`FPS: ${monitor.getFPS()}`);
|
||||
console.log(`Memory: ${monitor.getMemoryUsage()} MB`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 命名规范
|
||||
|
||||
- 插件名称使用小写字母和连字符:`my-awesome-plugin`
|
||||
- 版本号遵循语义化版本规范:`1.0.0`
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-awesome-plugin'; // 好
|
||||
readonly version = '1.0.0'; // 好
|
||||
}
|
||||
```
|
||||
|
||||
### 清理资源
|
||||
|
||||
始终在 `uninstall` 中清理插件创建的所有资源:
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-plugin';
|
||||
readonly version = '1.0.0';
|
||||
private timerId?: number;
|
||||
private listener?: () => void;
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
// 添加定时器
|
||||
this.timerId = setInterval(() => {
|
||||
// ...
|
||||
}, 1000);
|
||||
|
||||
// 添加事件监听
|
||||
this.listener = () => {};
|
||||
window.addEventListener('resize', this.listener);
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理定时器
|
||||
if (this.timerId) {
|
||||
clearInterval(this.timerId);
|
||||
this.timerId = undefined;
|
||||
}
|
||||
|
||||
// 移除事件监听
|
||||
if (this.listener) {
|
||||
window.removeEventListener('resize', this.listener);
|
||||
this.listener = undefined;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 错误处理
|
||||
|
||||
在插件中妥善处理错误,避免影响整个应用:
|
||||
|
||||
```typescript
|
||||
class MyPlugin implements IPlugin {
|
||||
readonly name = 'my-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
async install(core: Core, services: ServiceContainer): Promise<void> {
|
||||
try {
|
||||
// 可能失败的操作
|
||||
await this.loadConfig();
|
||||
} catch (error) {
|
||||
console.error('Failed to load plugin config:', error);
|
||||
throw error; // 重新抛出,让框架知道安装失败
|
||||
}
|
||||
}
|
||||
|
||||
async uninstall(): Promise<void> {
|
||||
try {
|
||||
await this.cleanup();
|
||||
} catch (error) {
|
||||
console.error('Failed to cleanup plugin:', error);
|
||||
// 即使清理失败也不应该阻止卸载
|
||||
}
|
||||
}
|
||||
|
||||
private async loadConfig() {
|
||||
// 加载配置
|
||||
}
|
||||
|
||||
private async cleanup() {
|
||||
// 清理
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 配置化
|
||||
|
||||
允许用户配置插件行为:
|
||||
|
||||
```typescript
|
||||
interface NetworkPluginConfig {
|
||||
serverUrl: string;
|
||||
autoReconnect: boolean;
|
||||
timeout: number;
|
||||
}
|
||||
|
||||
class NetworkPlugin implements IPlugin {
|
||||
readonly name = 'network-plugin';
|
||||
readonly version = '1.0.0';
|
||||
|
||||
constructor(private config: NetworkPluginConfig) {}
|
||||
|
||||
install(core: Core, services: ServiceContainer): void {
|
||||
const network = new NetworkService(this.config);
|
||||
services.registerInstance(NetworkService, network);
|
||||
}
|
||||
|
||||
uninstall(): void {
|
||||
// 清理
|
||||
}
|
||||
}
|
||||
|
||||
// 使用
|
||||
const plugin = new NetworkPlugin({
|
||||
serverUrl: 'ws://localhost:8080',
|
||||
autoReconnect: true,
|
||||
timeout: 5000
|
||||
});
|
||||
|
||||
await Core.installPlugin(plugin);
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 插件安装失败
|
||||
|
||||
**问题**: 插件安装时抛出错误
|
||||
|
||||
**原因**:
|
||||
- 依赖未满足
|
||||
- install 方法中有异常
|
||||
- 服务注册冲突
|
||||
|
||||
**解决**:
|
||||
1. 检查依赖是否已安装
|
||||
2. 查看错误日志
|
||||
3. 确保服务名称不冲突
|
||||
|
||||
### 插件卸载后仍有副作用
|
||||
|
||||
**问题**: 卸载插件后,插件的功能仍在运行
|
||||
|
||||
**原因**: uninstall 方法中未正确清理资源
|
||||
|
||||
**解决**: 确保在 uninstall 中清理:
|
||||
- 定时器
|
||||
- 事件监听器
|
||||
- WebSocket连接
|
||||
- 系统引用
|
||||
|
||||
### 何时使用插件
|
||||
|
||||
**适合使用插件**:
|
||||
- 可选功能(调试工具、性能分析)
|
||||
- 第三方集成(网络库、物理引擎)
|
||||
- 跨项目复用的功能模块
|
||||
|
||||
**不适合使用插件**:
|
||||
- 核心游戏逻辑
|
||||
- 简单的工具类
|
||||
- 项目特定的功能
|
||||
|
||||
## 相关链接
|
||||
|
||||
- [服务容器](./service-container.md) - 在插件中使用服务容器
|
||||
- [系统架构](./system.md) - 在插件中添加系统
|
||||
- [快速开始](./getting-started.md) - Core 初始化和基础使用
|
||||
675
docs/guide/scene-manager.md
Normal file
675
docs/guide/scene-manager.md
Normal file
@@ -0,0 +1,675 @@
|
||||
# SceneManager
|
||||
|
||||
SceneManager 是 ECS Framework 提供的轻量级场景管理器,适用于 95% 的游戏应用。它提供简单直观的 API,支持场景切换和延迟加载。
|
||||
|
||||
## 适用场景
|
||||
|
||||
SceneManager 适合以下场景:
|
||||
- 单人游戏
|
||||
- 简单多人游戏
|
||||
- 移动游戏
|
||||
- 需要场景切换的游戏(菜单、游戏、暂停等)
|
||||
- 不需要多 World 隔离的项目
|
||||
|
||||
## 特点
|
||||
|
||||
- 轻量级,零额外开销
|
||||
- 简单直观的 API
|
||||
- 支持延迟场景切换(避免在当前帧中途切换)
|
||||
- 自动管理 ECS 流式 API
|
||||
- 自动处理场景生命周期
|
||||
- 集成在 Core 中,自动更新
|
||||
|
||||
## 基本使用
|
||||
|
||||
### 推荐方式:使用 Core 的静态方法
|
||||
|
||||
这是最简单和推荐的方式,适合大多数应用:
|
||||
|
||||
```typescript
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 1. 初始化 Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 2. 创建并设置场景
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
|
||||
// 添加系统
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
|
||||
// 创建初始实体
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Transform(400, 300));
|
||||
player.addComponent(new Health(100));
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("游戏场景已启动");
|
||||
}
|
||||
}
|
||||
|
||||
// 3. 设置场景
|
||||
Core.setScene(new GameScene());
|
||||
|
||||
// 4. 游戏循环(Core.update 会自动更新场景)
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新所有服务和场景
|
||||
}
|
||||
|
||||
// Laya 引擎集成
|
||||
Laya.timer.frameLoop(1, this, () => {
|
||||
const deltaTime = Laya.timer.delta / 1000;
|
||||
Core.update(deltaTime);
|
||||
});
|
||||
|
||||
// Cocos Creator 集成
|
||||
update(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
}
|
||||
```
|
||||
|
||||
### 高级方式:直接使用 SceneManager
|
||||
|
||||
如果需要更多控制,可以直接使用 SceneManager:
|
||||
|
||||
```typescript
|
||||
import { Core, SceneManager, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化 Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 获取 SceneManager(Core 已自动创建并注册)
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
|
||||
// 设置场景
|
||||
const gameScene = new GameScene();
|
||||
sceneManager.setScene(gameScene);
|
||||
|
||||
// 游戏循环(仍然使用 Core.update)
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // Core会自动调用sceneManager.update()
|
||||
}
|
||||
```
|
||||
|
||||
**重要**:无论使用哪种方式,游戏循环中都应该只调用 `Core.update()`,它会自动更新 SceneManager 和场景。不需要手动调用 `sceneManager.update()`。
|
||||
|
||||
## 场景切换
|
||||
|
||||
### 立即切换
|
||||
|
||||
使用 `Core.setScene()` 或 `sceneManager.setScene()` 立即切换场景:
|
||||
|
||||
```typescript
|
||||
// 方式1:使用 Core(推荐)
|
||||
Core.setScene(new MenuScene());
|
||||
|
||||
// 方式2:使用 SceneManager
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
sceneManager.setScene(new MenuScene());
|
||||
```
|
||||
|
||||
### 延迟切换
|
||||
|
||||
使用 `Core.loadScene()` 或 `sceneManager.loadScene()` 延迟切换场景,场景会在下一帧切换:
|
||||
|
||||
```typescript
|
||||
// 方式1:使用 Core(推荐)
|
||||
Core.loadScene(new GameOverScene());
|
||||
|
||||
// 方式2:使用 SceneManager
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
sceneManager.loadScene(new GameOverScene());
|
||||
```
|
||||
|
||||
在 System 中切换场景时,应该使用延迟切换:
|
||||
|
||||
```typescript
|
||||
class GameOverSystem extends EntitySystem {
|
||||
process(entities: readonly Entity[]): void {
|
||||
const player = entities.find(e => e.name === 'Player');
|
||||
const health = player?.getComponent(Health);
|
||||
|
||||
if (health && health.value <= 0) {
|
||||
// 延迟切换到游戏结束场景(下一帧生效)
|
||||
Core.loadScene(new GameOverScene());
|
||||
// 当前帧继续执行,不会中断当前系统的处理
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 完整的场景切换示例
|
||||
|
||||
```typescript
|
||||
import { Core, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 菜单场景
|
||||
class MenuScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "MenuScene";
|
||||
|
||||
// 监听开始游戏事件
|
||||
this.eventSystem.on('start_game', () => {
|
||||
Core.loadScene(new GameScene());
|
||||
});
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("显示菜单界面");
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log("菜单场景卸载");
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏场景
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
|
||||
// 创建游戏实体
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Transform(400, 300));
|
||||
player.addComponent(new Health(100));
|
||||
|
||||
// 监听游戏结束事件
|
||||
this.eventSystem.on('game_over', () => {
|
||||
Core.loadScene(new GameOverScene());
|
||||
});
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("游戏开始");
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log("游戏场景卸载");
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏结束场景
|
||||
class GameOverScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameOverScene";
|
||||
|
||||
// 监听返回菜单事件
|
||||
this.eventSystem.on('back_to_menu', () => {
|
||||
Core.loadScene(new MenuScene());
|
||||
});
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("显示游戏结束界面");
|
||||
}
|
||||
}
|
||||
|
||||
// 开始游戏
|
||||
Core.setScene(new MenuScene());
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新场景
|
||||
}
|
||||
```
|
||||
|
||||
## API 参考
|
||||
|
||||
### Core 静态方法(推荐)
|
||||
|
||||
#### Core.setScene()
|
||||
|
||||
立即切换场景。
|
||||
|
||||
```typescript
|
||||
public static setScene<T extends IScene>(scene: T): T
|
||||
```
|
||||
|
||||
**参数**:
|
||||
- `scene` - 要设置的场景实例
|
||||
|
||||
**返回**:
|
||||
- 返回设置的场景实例
|
||||
|
||||
**示例**:
|
||||
```typescript
|
||||
const gameScene = Core.setScene(new GameScene());
|
||||
console.log(gameScene.name);
|
||||
```
|
||||
|
||||
#### Core.loadScene()
|
||||
|
||||
延迟加载场景(下一帧切换)。
|
||||
|
||||
```typescript
|
||||
public static loadScene<T extends IScene>(scene: T): void
|
||||
```
|
||||
|
||||
**参数**:
|
||||
- `scene` - 要加载的场景实例
|
||||
|
||||
**示例**:
|
||||
```typescript
|
||||
Core.loadScene(new GameOverScene());
|
||||
```
|
||||
|
||||
#### Core.scene
|
||||
|
||||
获取当前活跃的场景。
|
||||
|
||||
```typescript
|
||||
public static get scene(): IScene | null
|
||||
```
|
||||
|
||||
**返回**:
|
||||
- 当前场景实例,如果没有场景则返回 null
|
||||
|
||||
**示例**:
|
||||
```typescript
|
||||
const currentScene = Core.scene;
|
||||
if (currentScene) {
|
||||
console.log(`当前场景: ${currentScene.name}`);
|
||||
}
|
||||
```
|
||||
|
||||
#### Core.ecsAPI
|
||||
|
||||
获取 ECS 流式 API。
|
||||
|
||||
```typescript
|
||||
public static get ecsAPI(): ECSFluentAPI | null
|
||||
```
|
||||
|
||||
**返回**:
|
||||
- ECS API 实例,如果当前没有场景则返回 null
|
||||
|
||||
**示例**:
|
||||
```typescript
|
||||
const api = Core.ecsAPI;
|
||||
if (api) {
|
||||
// 查询实体
|
||||
const enemies = api.find(Enemy, Transform);
|
||||
|
||||
// 发射事件
|
||||
api.emit('game:start', { level: 1 });
|
||||
}
|
||||
```
|
||||
|
||||
### SceneManager 方法(高级)
|
||||
|
||||
如果需要直接使用 SceneManager,可以通过服务容器获取:
|
||||
|
||||
```typescript
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
```
|
||||
|
||||
#### setScene()
|
||||
|
||||
立即切换场景。
|
||||
|
||||
```typescript
|
||||
public setScene<T extends IScene>(scene: T): T
|
||||
```
|
||||
|
||||
#### loadScene()
|
||||
|
||||
延迟加载场景。
|
||||
|
||||
```typescript
|
||||
public loadScene<T extends IScene>(scene: T): void
|
||||
```
|
||||
|
||||
#### currentScene
|
||||
|
||||
获取当前场景。
|
||||
|
||||
```typescript
|
||||
public get currentScene(): IScene | null
|
||||
```
|
||||
|
||||
#### api
|
||||
|
||||
获取 ECS 流式 API。
|
||||
|
||||
```typescript
|
||||
public get api(): ECSFluentAPI | null
|
||||
```
|
||||
|
||||
#### hasScene
|
||||
|
||||
检查是否有活跃场景。
|
||||
|
||||
```typescript
|
||||
public get hasScene(): boolean
|
||||
```
|
||||
|
||||
#### hasPendingScene
|
||||
|
||||
检查是否有待切换的场景。
|
||||
|
||||
```typescript
|
||||
public get hasPendingScene(): boolean
|
||||
```
|
||||
|
||||
## 使用 ECS 流式 API
|
||||
|
||||
通过 `Core.ecsAPI` 可以方便地访问场景的 ECS 功能:
|
||||
|
||||
```typescript
|
||||
const api = Core.ecsAPI;
|
||||
if (!api) {
|
||||
console.error('没有活跃场景');
|
||||
return;
|
||||
}
|
||||
|
||||
// 查询实体
|
||||
const players = api.find(Player, Transform);
|
||||
const enemies = api.find(Enemy, Health, Transform);
|
||||
|
||||
// 发射事件
|
||||
api.emit('player:scored', { points: 100 });
|
||||
|
||||
// 监听事件
|
||||
api.on('enemy:died', (data) => {
|
||||
console.log('敌人死亡:', data);
|
||||
});
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 使用 Core 的静态方法
|
||||
|
||||
```typescript
|
||||
// 推荐:使用 Core 的静态方法
|
||||
Core.setScene(new GameScene());
|
||||
Core.loadScene(new MenuScene());
|
||||
const currentScene = Core.scene;
|
||||
|
||||
// 不推荐:除非有特殊需求,否则不需要直接使用 SceneManager
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
sceneManager.setScene(new GameScene());
|
||||
```
|
||||
|
||||
### 2. 只调用 Core.update()
|
||||
|
||||
```typescript
|
||||
// 正确:只调用 Core.update()
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新所有服务和场景
|
||||
}
|
||||
|
||||
// 错误:不要手动调用 sceneManager.update()
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
sceneManager.update(); // 重复更新,会导致问题!
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 使用延迟切换避免问题
|
||||
|
||||
在 System 中切换场景时,应该使用 `loadScene()` 而不是 `setScene()`:
|
||||
|
||||
```typescript
|
||||
// 推荐:延迟切换
|
||||
class HealthSystem extends EntitySystem {
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(Health);
|
||||
if (health.value <= 0) {
|
||||
Core.loadScene(new GameOverScene());
|
||||
// 当前帧继续处理其他实体
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 不推荐:立即切换可能导致问题
|
||||
class HealthSystem extends EntitySystem {
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(Health);
|
||||
if (health.value <= 0) {
|
||||
Core.setScene(new GameOverScene());
|
||||
// 场景立即切换,当前帧的其他实体可能无法正常处理
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 场景职责分离
|
||||
|
||||
每个场景应该只负责一个特定的游戏状态:
|
||||
|
||||
```typescript
|
||||
// 好的设计 - 职责清晰
|
||||
class MenuScene extends Scene {
|
||||
// 只处理菜单相关逻辑
|
||||
}
|
||||
|
||||
class GameScene extends Scene {
|
||||
// 只处理游戏玩法逻辑
|
||||
}
|
||||
|
||||
class PauseScene extends Scene {
|
||||
// 只处理暂停界面逻辑
|
||||
}
|
||||
|
||||
// 避免的设计 - 职责混乱
|
||||
class MegaScene extends Scene {
|
||||
// 包含菜单、游戏、暂停等所有逻辑
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 资源管理
|
||||
|
||||
在场景的 `unload()` 方法中清理资源:
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
private textures: Map<string, any> = new Map();
|
||||
private sounds: Map<string, any> = new Map();
|
||||
|
||||
protected initialize(): void {
|
||||
this.loadResources();
|
||||
}
|
||||
|
||||
private loadResources(): void {
|
||||
this.textures.set('player', loadTexture('player.png'));
|
||||
this.sounds.set('bgm', loadSound('bgm.mp3'));
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
// 清理资源
|
||||
this.textures.clear();
|
||||
this.sounds.clear();
|
||||
console.log('场景资源已清理');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 6. 事件驱动的场景切换
|
||||
|
||||
使用事件系统来触发场景切换,保持代码解耦:
|
||||
|
||||
```typescript
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 监听场景切换事件
|
||||
this.eventSystem.on('goto:menu', () => {
|
||||
Core.loadScene(new MenuScene());
|
||||
});
|
||||
|
||||
this.eventSystem.on('goto:gameover', (data) => {
|
||||
Core.loadScene(new GameOverScene());
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 在 System 中触发事件
|
||||
class GameLogicSystem extends EntitySystem {
|
||||
process(entities: readonly Entity[]): void {
|
||||
if (levelComplete) {
|
||||
this.scene.eventSystem.emitSync('goto:gameover', {
|
||||
score: 1000,
|
||||
level: 5
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 架构层次
|
||||
|
||||
SceneManager 在 ECS Framework 中的位置:
|
||||
|
||||
```
|
||||
Core (全局服务)
|
||||
└── SceneManager (场景管理,自动更新)
|
||||
└── Scene (当前场景)
|
||||
├── EntitySystem (系统)
|
||||
├── Entity (实体)
|
||||
└── Component (组件)
|
||||
```
|
||||
|
||||
## 与 WorldManager 的对比
|
||||
|
||||
| 特性 | SceneManager | WorldManager |
|
||||
|------|--------------|--------------|
|
||||
| 适用场景 | 95% 的游戏应用 | 高级多世界隔离场景 |
|
||||
| 复杂度 | 简单 | 复杂 |
|
||||
| 场景数量 | 单场景(可切换) | 多 World,每个 World 多场景 |
|
||||
| 性能开销 | 最小 | 较高 |
|
||||
| 使用方式 | `Core.setScene()` | `worldManager.createWorld()` |
|
||||
|
||||
**何时使用 SceneManager**:
|
||||
- 单人游戏
|
||||
- 简单的多人游戏
|
||||
- 移动游戏
|
||||
- 场景之间需要切换但不需要同时运行
|
||||
|
||||
**何时使用 WorldManager**:
|
||||
- MMO 游戏服务器(每个房间一个 World)
|
||||
- 游戏大厅系统(每个游戏房间完全隔离)
|
||||
- 需要运行多个完全独立的游戏实例
|
||||
|
||||
## 完整示例
|
||||
|
||||
```typescript
|
||||
import { Core, Scene, EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
// 定义组件
|
||||
class Transform {
|
||||
constructor(public x: number, public y: number) {}
|
||||
}
|
||||
|
||||
class Velocity {
|
||||
constructor(public vx: number, public vy: number) {}
|
||||
}
|
||||
|
||||
class Health {
|
||||
constructor(public value: number) {}
|
||||
}
|
||||
|
||||
// 定义系统
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (transform && velocity) {
|
||||
transform.x += velocity.vx;
|
||||
transform.y += velocity.vy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 定义场景
|
||||
class MenuScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "MenuScene";
|
||||
console.log("菜单场景初始化");
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("菜单场景启动");
|
||||
}
|
||||
}
|
||||
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
|
||||
// 添加系统
|
||||
this.addSystem(new MovementSystem());
|
||||
|
||||
// 创建玩家
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Transform(400, 300));
|
||||
player.addComponent(new Velocity(0, 0));
|
||||
player.addComponent(new Health(100));
|
||||
|
||||
// 创建敌人
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const enemy = this.createEntity(`Enemy_${i}`);
|
||||
enemy.addComponent(new Transform(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new Velocity(
|
||||
Math.random() * 100 - 50,
|
||||
Math.random() * 100 - 50
|
||||
));
|
||||
enemy.addComponent(new Health(50));
|
||||
}
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log('游戏场景启动');
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log('游戏场景卸载');
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 设置初始场景
|
||||
Core.setScene(new MenuScene());
|
||||
|
||||
// 游戏循环
|
||||
let lastTime = 0;
|
||||
function gameLoop(currentTime: number) {
|
||||
const deltaTime = (currentTime - lastTime) / 1000;
|
||||
lastTime = currentTime;
|
||||
|
||||
// 只需要调用 Core.update,它会自动更新场景
|
||||
Core.update(deltaTime);
|
||||
|
||||
requestAnimationFrame(gameLoop);
|
||||
}
|
||||
|
||||
requestAnimationFrame(gameLoop);
|
||||
|
||||
// 切换到游戏场景
|
||||
setTimeout(() => {
|
||||
Core.loadScene(new GameScene());
|
||||
}, 3000);
|
||||
```
|
||||
|
||||
SceneManager 为大多数游戏提供了简单而强大的场景管理能力。通过 Core 的静态方法,你可以轻松地管理场景切换。如果你需要更高级的多世界隔离功能,请参考 [WorldManager](./world-manager.md) 文档。
|
||||
661
docs/guide/scene.md
Normal file
661
docs/guide/scene.md
Normal file
@@ -0,0 +1,661 @@
|
||||
# 场景管理
|
||||
|
||||
在 ECS 架构中,场景(Scene)是游戏世界的容器,负责管理实体、系统和组件的生命周期。场景提供了完整的 ECS 运行环境。
|
||||
|
||||
## 基本概念
|
||||
|
||||
场景是 ECS 框架的核心容器,提供:
|
||||
- 实体的创建、管理和销毁
|
||||
- 系统的注册和执行调度
|
||||
- 组件的存储和查询
|
||||
- 事件系统支持
|
||||
- 性能监控和调试信息
|
||||
|
||||
## 场景管理方式
|
||||
|
||||
ECS Framework 提供了两种场景管理方式:
|
||||
|
||||
1. **[SceneManager](./scene-manager.md)** - 适用于 95% 的游戏应用
|
||||
- 单人游戏、简单多人游戏、移动游戏
|
||||
- 轻量级,简单直观的 API
|
||||
- 支持场景切换
|
||||
|
||||
2. **[WorldManager](./world-manager.md)** - 适用于高级多世界隔离场景
|
||||
- MMO 游戏服务器、游戏房间系统
|
||||
- 多 World 管理,每个 World 可包含多个场景
|
||||
- 完全隔离的独立环境
|
||||
|
||||
本文档重点介绍 Scene 类本身的使用方法。关于场景管理器的详细信息,请查看对应的文档。
|
||||
|
||||
## 创建场景
|
||||
|
||||
### 继承 Scene 类
|
||||
|
||||
**推荐做法:继承 Scene 类来创建自定义场景**
|
||||
|
||||
```typescript
|
||||
import { Scene, EntitySystem } from '@esengine/ecs-framework';
|
||||
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 设置场景名称
|
||||
this.name = "GameScene";
|
||||
|
||||
// 添加系统
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
this.addSystem(new PhysicsSystem());
|
||||
|
||||
// 创建初始实体
|
||||
this.createInitialEntities();
|
||||
}
|
||||
|
||||
private createInitialEntities(): void {
|
||||
// 创建玩家
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Position(400, 300));
|
||||
player.addComponent(new Health(100));
|
||||
player.addComponent(new PlayerController());
|
||||
|
||||
// 创建敌人
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const enemy = this.createEntity(`Enemy_${i}`);
|
||||
enemy.addComponent(new Position(Math.random() * 800, Math.random() * 600));
|
||||
enemy.addComponent(new Health(50));
|
||||
enemy.addComponent(new EnemyAI());
|
||||
}
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log("游戏场景已启动");
|
||||
// 场景启动时的逻辑
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log("游戏场景已卸载");
|
||||
// 场景卸载时的清理逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 使用场景配置
|
||||
|
||||
```typescript
|
||||
import { ISceneConfig } from '@esengine/ecs-framework';
|
||||
|
||||
const config: ISceneConfig = {
|
||||
name: "MainGame",
|
||||
enableEntityDirectUpdate: false
|
||||
};
|
||||
|
||||
class ConfiguredScene extends Scene {
|
||||
constructor() {
|
||||
super(config);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 场景生命周期
|
||||
|
||||
场景提供了完整的生命周期管理:
|
||||
|
||||
```typescript
|
||||
class ExampleScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 场景初始化:设置系统和初始实体
|
||||
console.log("场景初始化");
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
// 场景开始运行:游戏逻辑开始执行
|
||||
console.log("场景开始运行");
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
// 场景卸载:清理资源
|
||||
console.log("场景卸载");
|
||||
}
|
||||
}
|
||||
|
||||
// 使用场景(由框架自动管理生命周期)
|
||||
const scene = new ExampleScene();
|
||||
// 场景的 initialize(), begin(), update(), end() 由框架自动调用
|
||||
```
|
||||
|
||||
**生命周期方法**:
|
||||
|
||||
1. `initialize()` - 场景初始化,设置系统和初始实体
|
||||
2. `begin()` / `onStart()` - 场景开始运行
|
||||
3. `update()` - 每帧更新(由场景管理器调用)
|
||||
4. `end()` / `unload()` - 场景卸载,清理资源
|
||||
|
||||
## 实体管理
|
||||
|
||||
### 创建实体
|
||||
|
||||
```typescript
|
||||
class EntityScene extends Scene {
|
||||
createGameEntities(): void {
|
||||
// 创建单个实体
|
||||
const player = this.createEntity("Player");
|
||||
|
||||
// 批量创建实体(高性能)
|
||||
const bullets = this.createEntities(100, "Bullet");
|
||||
|
||||
// 为批量创建的实体添加组件
|
||||
bullets.forEach((bullet, index) => {
|
||||
bullet.addComponent(new Position(index * 10, 100));
|
||||
bullet.addComponent(new Velocity(Math.random() * 200 - 100, -300));
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 查找实体
|
||||
|
||||
```typescript
|
||||
class SearchScene extends Scene {
|
||||
findEntities(): void {
|
||||
// 按名称查找
|
||||
const player = this.findEntity("Player");
|
||||
const player2 = this.getEntityByName("Player"); // 别名方法
|
||||
|
||||
// 按 ID 查找
|
||||
const entity = this.findEntityById(123);
|
||||
|
||||
// 按标签查找
|
||||
const enemies = this.findEntitiesByTag(2);
|
||||
const enemies2 = this.getEntitiesByTag(2); // 别名方法
|
||||
|
||||
if (player) {
|
||||
console.log(`找到玩家: ${player.name}`);
|
||||
}
|
||||
|
||||
console.log(`找到 ${enemies.length} 个敌人`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 销毁实体
|
||||
|
||||
```typescript
|
||||
class DestroyScene extends Scene {
|
||||
cleanupEntities(): void {
|
||||
// 销毁所有实体
|
||||
this.destroyAllEntities();
|
||||
|
||||
// 单个实体的销毁通过实体本身
|
||||
const enemy = this.findEntity("Enemy_1");
|
||||
if (enemy) {
|
||||
enemy.destroy(); // 实体会自动从场景中移除
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 系统管理
|
||||
|
||||
### 添加和移除系统
|
||||
|
||||
```typescript
|
||||
class SystemScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 添加系统
|
||||
const movementSystem = new MovementSystem();
|
||||
this.addSystem(movementSystem);
|
||||
|
||||
// 设置系统更新顺序
|
||||
movementSystem.updateOrder = 1;
|
||||
|
||||
// 添加更多系统
|
||||
this.addSystem(new PhysicsSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
}
|
||||
|
||||
public removeUnnecessarySystems(): void {
|
||||
// 获取系统
|
||||
const physicsSystem = this.getEntityProcessor(PhysicsSystem);
|
||||
|
||||
// 移除系统
|
||||
if (physicsSystem) {
|
||||
this.removeSystem(physicsSystem);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 系统访问
|
||||
|
||||
```typescript
|
||||
class SystemAccessScene extends Scene {
|
||||
public pausePhysics(): void {
|
||||
const physicsSystem = this.getEntityProcessor(PhysicsSystem);
|
||||
if (physicsSystem) {
|
||||
physicsSystem.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
public getAllSystems(): EntitySystem[] {
|
||||
return this.systems; // 获取所有系统
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 事件系统
|
||||
|
||||
场景内置了类型安全的事件系统:
|
||||
|
||||
```typescript
|
||||
class EventScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 监听事件
|
||||
this.eventSystem.on('player_died', this.onPlayerDied.bind(this));
|
||||
this.eventSystem.on('enemy_spawned', this.onEnemySpawned.bind(this));
|
||||
this.eventSystem.on('level_complete', this.onLevelComplete.bind(this));
|
||||
}
|
||||
|
||||
private onPlayerDied(data: any): void {
|
||||
console.log('玩家死亡事件');
|
||||
// 处理玩家死亡
|
||||
}
|
||||
|
||||
private onEnemySpawned(data: any): void {
|
||||
console.log('敌人生成事件');
|
||||
// 处理敌人生成
|
||||
}
|
||||
|
||||
private onLevelComplete(data: any): void {
|
||||
console.log('关卡完成事件');
|
||||
// 处理关卡完成
|
||||
}
|
||||
|
||||
public triggerGameEvent(): void {
|
||||
// 发送事件(同步)
|
||||
this.eventSystem.emitSync('custom_event', {
|
||||
message: "这是自定义事件",
|
||||
timestamp: Date.now()
|
||||
});
|
||||
|
||||
// 发送事件(异步)
|
||||
this.eventSystem.emit('async_event', {
|
||||
data: "异步事件数据"
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 事件系统 API
|
||||
|
||||
```typescript
|
||||
// 监听事件
|
||||
this.eventSystem.on('event_name', callback);
|
||||
|
||||
// 监听一次(自动取消订阅)
|
||||
this.eventSystem.once('event_name', callback);
|
||||
|
||||
// 取消监听
|
||||
this.eventSystem.off('event_name', callback);
|
||||
|
||||
// 同步发送事件
|
||||
this.eventSystem.emitSync('event_name', data);
|
||||
|
||||
// 异步发送事件
|
||||
this.eventSystem.emit('event_name', data);
|
||||
|
||||
// 清除所有事件监听
|
||||
this.eventSystem.clear();
|
||||
```
|
||||
|
||||
## 场景统计和调试
|
||||
|
||||
### 获取场景统计
|
||||
|
||||
```typescript
|
||||
class StatsScene extends Scene {
|
||||
public showStats(): void {
|
||||
const stats = this.getStats();
|
||||
console.log(`实体数量: ${stats.entityCount}`);
|
||||
console.log(`系统数量: ${stats.processorCount}`);
|
||||
console.log('组件存储统计:', stats.componentStorageStats);
|
||||
}
|
||||
|
||||
public showDebugInfo(): void {
|
||||
const debugInfo = this.getDebugInfo();
|
||||
console.log('场景调试信息:', debugInfo);
|
||||
|
||||
// 显示所有实体信息
|
||||
debugInfo.entities.forEach(entity => {
|
||||
console.log(`实体 ${entity.name}(${entity.id}): ${entity.componentCount} 个组件`);
|
||||
console.log('组件类型:', entity.componentTypes);
|
||||
});
|
||||
|
||||
// 显示所有系统信息
|
||||
debugInfo.processors.forEach(processor => {
|
||||
console.log(`系统 ${processor.name}: 处理 ${processor.entityCount} 个实体`);
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 组件查询
|
||||
|
||||
Scene 提供了强大的组件查询系统:
|
||||
|
||||
```typescript
|
||||
class QueryScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 创建一些实体
|
||||
for (let i = 0; i < 10; i++) {
|
||||
const entity = this.createEntity(`Entity_${i}`);
|
||||
entity.addComponent(new Transform(i * 10, 0));
|
||||
entity.addComponent(new Velocity(1, 0));
|
||||
if (i % 2 === 0) {
|
||||
entity.addComponent(new Renderer());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public queryEntities(): void {
|
||||
// 通过 QuerySystem 查询
|
||||
const entities = this.querySystem.query([Transform, Velocity]);
|
||||
console.log(`找到 ${entities.length} 个有 Transform 和 Velocity 的实体`);
|
||||
|
||||
// 使用 ECS 流式 API(如果通过 SceneManager)
|
||||
// const api = sceneManager.api;
|
||||
// const entities = api?.find(Transform, Velocity);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 性能监控
|
||||
|
||||
Scene 内置了性能监控功能:
|
||||
|
||||
```typescript
|
||||
class PerformanceScene extends Scene {
|
||||
public showPerformance(): void {
|
||||
// 获取性能数据
|
||||
const perfData = this.performanceMonitor?.getPerformanceData();
|
||||
if (perfData) {
|
||||
console.log('FPS:', perfData.fps);
|
||||
console.log('帧时间:', perfData.frameTime);
|
||||
console.log('实体更新时间:', perfData.entityUpdateTime);
|
||||
console.log('系统更新时间:', perfData.systemUpdateTime);
|
||||
}
|
||||
|
||||
// 获取性能报告
|
||||
const report = this.performanceMonitor?.generateReport();
|
||||
if (report) {
|
||||
console.log('性能报告:', report);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 场景职责分离
|
||||
|
||||
```typescript
|
||||
// 好的场景设计 - 职责清晰
|
||||
class MenuScene extends Scene {
|
||||
// 只处理菜单相关逻辑
|
||||
}
|
||||
|
||||
class GameScene extends Scene {
|
||||
// 只处理游戏玩法逻辑
|
||||
}
|
||||
|
||||
class InventoryScene extends Scene {
|
||||
// 只处理物品栏逻辑
|
||||
}
|
||||
|
||||
// 避免的场景设计 - 职责混乱
|
||||
class MegaScene extends Scene {
|
||||
// 包含菜单、游戏、物品栏等所有逻辑
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 合理的系统组织
|
||||
|
||||
```typescript
|
||||
class OrganizedScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 按功能和依赖关系添加系统
|
||||
this.addInputSystems();
|
||||
this.addLogicSystems();
|
||||
this.addRenderSystems();
|
||||
}
|
||||
|
||||
private addInputSystems(): void {
|
||||
this.addSystem(new InputSystem());
|
||||
}
|
||||
|
||||
private addLogicSystems(): void {
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new PhysicsSystem());
|
||||
this.addSystem(new CollisionSystem());
|
||||
}
|
||||
|
||||
private addRenderSystems(): void {
|
||||
this.addSystem(new RenderSystem());
|
||||
this.addSystem(new UISystem());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 资源管理
|
||||
|
||||
```typescript
|
||||
class ResourceScene extends Scene {
|
||||
private textures: Map<string, any> = new Map();
|
||||
private sounds: Map<string, any> = new Map();
|
||||
|
||||
protected initialize(): void {
|
||||
this.loadResources();
|
||||
}
|
||||
|
||||
private loadResources(): void {
|
||||
// 加载场景所需资源
|
||||
this.textures.set('player', this.loadTexture('player.png'));
|
||||
this.sounds.set('bgm', this.loadSound('bgm.mp3'));
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
// 清理资源
|
||||
this.textures.clear();
|
||||
this.sounds.clear();
|
||||
console.log('场景资源已清理');
|
||||
}
|
||||
|
||||
private loadTexture(path: string): any {
|
||||
// 加载纹理
|
||||
return null;
|
||||
}
|
||||
|
||||
private loadSound(path: string): any {
|
||||
// 加载音效
|
||||
return null;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 事件处理规范
|
||||
|
||||
```typescript
|
||||
class EventHandlingScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 集中管理事件监听
|
||||
this.setupEventListeners();
|
||||
}
|
||||
|
||||
private setupEventListeners(): void {
|
||||
this.eventSystem.on('game_pause', this.onGamePause.bind(this));
|
||||
this.eventSystem.on('game_resume', this.onGameResume.bind(this));
|
||||
this.eventSystem.on('player_input', this.onPlayerInput.bind(this));
|
||||
}
|
||||
|
||||
private onGamePause(): void {
|
||||
// 暂停游戏逻辑
|
||||
this.systems.forEach(system => {
|
||||
if (system instanceof GameLogicSystem) {
|
||||
system.enabled = false;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private onGameResume(): void {
|
||||
// 恢复游戏逻辑
|
||||
this.systems.forEach(system => {
|
||||
if (system instanceof GameLogicSystem) {
|
||||
system.enabled = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private onPlayerInput(data: any): void {
|
||||
// 处理玩家输入
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
// 清理事件监听
|
||||
this.eventSystem.clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 初始化顺序
|
||||
|
||||
```typescript
|
||||
class ProperInitScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 1. 首先设置场景配置
|
||||
this.name = "GameScene";
|
||||
|
||||
// 2. 然后添加系统(按依赖顺序)
|
||||
this.addSystem(new InputSystem());
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new PhysicsSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
|
||||
// 3. 最后创建实体
|
||||
this.createEntities();
|
||||
|
||||
// 4. 设置事件监听
|
||||
this.setupEvents();
|
||||
}
|
||||
|
||||
private createEntities(): void {
|
||||
// 创建实体
|
||||
}
|
||||
|
||||
private setupEvents(): void {
|
||||
// 设置事件监听
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
```typescript
|
||||
import { Scene, EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
// 定义组件
|
||||
class Transform {
|
||||
constructor(public x: number, public y: number) {}
|
||||
}
|
||||
|
||||
class Velocity {
|
||||
constructor(public vx: number, public vy: number) {}
|
||||
}
|
||||
|
||||
class Health {
|
||||
constructor(public value: number) {}
|
||||
}
|
||||
|
||||
// 定义系统
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Velocity));
|
||||
}
|
||||
|
||||
process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(Transform);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (transform && velocity) {
|
||||
transform.x += velocity.vx;
|
||||
transform.y += velocity.vy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 定义场景
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
|
||||
// 添加系统
|
||||
this.addSystem(new MovementSystem());
|
||||
|
||||
// 创建玩家
|
||||
const player = this.createEntity("Player");
|
||||
player.addComponent(new Transform(400, 300));
|
||||
player.addComponent(new Velocity(0, 0));
|
||||
player.addComponent(new Health(100));
|
||||
|
||||
// 创建敌人
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const enemy = this.createEntity(`Enemy_${i}`);
|
||||
enemy.addComponent(new Transform(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new Velocity(
|
||||
Math.random() * 100 - 50,
|
||||
Math.random() * 100 - 50
|
||||
));
|
||||
enemy.addComponent(new Health(50));
|
||||
}
|
||||
|
||||
// 设置事件监听
|
||||
this.eventSystem.on('player_died', () => {
|
||||
console.log('玩家死亡!');
|
||||
});
|
||||
}
|
||||
|
||||
public onStart(): void {
|
||||
console.log('游戏场景启动');
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
console.log('游戏场景卸载');
|
||||
this.eventSystem.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// 使用场景
|
||||
// 方式1:通过 SceneManager(推荐)
|
||||
import { Core, SceneManager } from '@esengine/ecs-framework';
|
||||
|
||||
Core.create({ debug: true });
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
sceneManager.setScene(new GameScene());
|
||||
|
||||
// 方式2:通过 WorldManager(高级用例)
|
||||
import { WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
const world = worldManager.createWorld('game');
|
||||
world.createScene('main', new GameScene());
|
||||
world.setSceneActive('main', true);
|
||||
```
|
||||
|
||||
## 下一步
|
||||
|
||||
- 了解 [SceneManager](./scene-manager.md) - 适用于大多数游戏的简单场景管理
|
||||
- 了解 [WorldManager](./world-manager.md) - 适用于需要多世界隔离的高级场景
|
||||
|
||||
场景是 ECS 框架的核心容器,正确使用场景管理能让你的游戏架构更加清晰、模块化和易于维护。
|
||||
823
docs/guide/serialization.md
Normal file
823
docs/guide/serialization.md
Normal file
@@ -0,0 +1,823 @@
|
||||
# 序列化系统
|
||||
|
||||
序列化系统提供了完整的场景、实体和组件数据持久化方案,支持全量序列化和增量序列化两种模式,适用于游戏存档、网络同步、场景编辑器、时间回溯等场景。
|
||||
|
||||
## 基本概念
|
||||
|
||||
序列化系统分为两个层次:
|
||||
|
||||
- **全量序列化**:序列化完整的场景状态,包括所有实体、组件和场景数据
|
||||
- **增量序列化**:只序列化相对于基础快照的变更部分,大幅减少数据量
|
||||
|
||||
### 支持的数据格式
|
||||
|
||||
- **JSON格式**:人类可读,便于调试和编辑
|
||||
- **Binary格式**:使用MessagePack,体积更小,性能更高
|
||||
|
||||
> **📢 v2.2.2 重要变更**
|
||||
>
|
||||
> 从 v2.2.2 开始,二进制序列化格式返回 `Uint8Array` 而非 Node.js 的 `Buffer`,以确保浏览器兼容性:
|
||||
> - `serialize({ format: 'binary' })` 返回 `string | Uint8Array`(原为 `string | Buffer`)
|
||||
> - `deserialize(data)` 接收 `string | Uint8Array`(原为 `string | Buffer`)
|
||||
> - `applyIncremental(data)` 接收 `IncrementalSnapshot | string | Uint8Array`(原为包含 `Buffer`)
|
||||
>
|
||||
> **迁移影响**:
|
||||
> - ✅ **运行时兼容**:Node.js 的 `Buffer` 继承自 `Uint8Array`,现有代码可直接运行
|
||||
> - ⚠️ **类型检查**:如果你的 TypeScript 代码中显式使用了 `Buffer` 类型,需要改为 `Uint8Array`
|
||||
> - ✅ **浏览器支持**:`Uint8Array` 是标准 JavaScript 类型,所有现代浏览器都支持
|
||||
|
||||
## 全量序列化
|
||||
|
||||
### 基础用法
|
||||
|
||||
#### 1. 标记可序列化组件
|
||||
|
||||
使用 `@Serializable` 和 `@Serialize` 装饰器标记需要序列化的组件和字段:
|
||||
|
||||
```typescript
|
||||
import { Component, ECSComponent, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSComponent('Player')
|
||||
@Serializable({ version: 1 })
|
||||
class PlayerComponent extends Component {
|
||||
@Serialize()
|
||||
public name: string = '';
|
||||
|
||||
@Serialize()
|
||||
public level: number = 1;
|
||||
|
||||
@Serialize()
|
||||
public experience: number = 0;
|
||||
|
||||
@Serialize()
|
||||
public position: { x: number; y: number } = { x: 0, y: 0 };
|
||||
|
||||
// 不使用 @Serialize() 的字段不会被序列化
|
||||
private tempData: any = null;
|
||||
}
|
||||
```
|
||||
|
||||
#### 2. 序列化场景
|
||||
|
||||
```typescript
|
||||
// JSON格式序列化
|
||||
const jsonData = scene.serialize({
|
||||
format: 'json',
|
||||
pretty: true // 美化输出
|
||||
});
|
||||
|
||||
// 保存到本地存储
|
||||
localStorage.setItem('gameSave', jsonData);
|
||||
|
||||
// Binary格式序列化(更小的体积)
|
||||
const binaryData = scene.serialize({
|
||||
format: 'binary'
|
||||
});
|
||||
|
||||
// 保存为文件(Node.js环境)
|
||||
// 注意:binaryData 是 Uint8Array 类型,Node.js 的 fs 可以直接写入
|
||||
fs.writeFileSync('save.bin', binaryData);
|
||||
```
|
||||
|
||||
#### 3. 反序列化场景
|
||||
|
||||
```typescript
|
||||
// 从JSON恢复
|
||||
const saveData = localStorage.getItem('gameSave');
|
||||
if (saveData) {
|
||||
scene.deserialize(saveData, {
|
||||
strategy: 'replace' // 替换当前场景内容
|
||||
});
|
||||
}
|
||||
|
||||
// 从Binary恢复
|
||||
const binaryData = fs.readFileSync('save.bin');
|
||||
scene.deserialize(binaryData, {
|
||||
strategy: 'merge' // 合并到现有场景
|
||||
});
|
||||
```
|
||||
|
||||
### 序列化选项
|
||||
|
||||
#### SerializationOptions
|
||||
|
||||
```typescript
|
||||
interface SceneSerializationOptions {
|
||||
// 指定要序列化的组件类型(可选)
|
||||
components?: ComponentType[];
|
||||
|
||||
// 序列化格式:'json' 或 'binary'
|
||||
format?: 'json' | 'binary';
|
||||
|
||||
// JSON美化输出
|
||||
pretty?: boolean;
|
||||
|
||||
// 包含元数据
|
||||
includeMetadata?: boolean;
|
||||
}
|
||||
```
|
||||
|
||||
示例:
|
||||
|
||||
```typescript
|
||||
// 只序列化特定组件类型
|
||||
const saveData = scene.serialize({
|
||||
format: 'json',
|
||||
components: [PlayerComponent, InventoryComponent],
|
||||
pretty: true,
|
||||
includeMetadata: true
|
||||
});
|
||||
```
|
||||
|
||||
#### DeserializationOptions
|
||||
|
||||
```typescript
|
||||
interface SceneDeserializationOptions {
|
||||
// 反序列化策略
|
||||
strategy?: 'merge' | 'replace';
|
||||
|
||||
// 组件类型注册表(可选,默认使用全局注册表)
|
||||
componentRegistry?: Map<string, ComponentType>;
|
||||
}
|
||||
```
|
||||
|
||||
### 高级装饰器
|
||||
|
||||
#### 字段序列化选项
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Advanced')
|
||||
@Serializable({ version: 1 })
|
||||
class AdvancedComponent extends Component {
|
||||
// 使用别名
|
||||
@Serialize({ alias: 'playerName' })
|
||||
public name: string = '';
|
||||
|
||||
// 自定义序列化器
|
||||
@Serialize({
|
||||
serializer: (value: Date) => value.toISOString(),
|
||||
deserializer: (value: string) => new Date(value)
|
||||
})
|
||||
public createdAt: Date = new Date();
|
||||
|
||||
// 忽略序列化
|
||||
@IgnoreSerialization()
|
||||
public cachedData: any = null;
|
||||
}
|
||||
```
|
||||
|
||||
#### 集合类型序列化
|
||||
|
||||
```typescript
|
||||
@ECSComponent('Collections')
|
||||
@Serializable({ version: 1 })
|
||||
class CollectionsComponent extends Component {
|
||||
// Map序列化
|
||||
@SerializeAsMap()
|
||||
public inventory: Map<string, number> = new Map();
|
||||
|
||||
// Set序列化
|
||||
@SerializeAsSet()
|
||||
public acquiredSkills: Set<string> = new Set();
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
this.inventory.set('gold', 100);
|
||||
this.inventory.set('silver', 50);
|
||||
this.acquiredSkills.add('attack');
|
||||
this.acquiredSkills.add('defense');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 场景自定义数据
|
||||
|
||||
除了实体和组件,还可以序列化场景级别的配置数据:
|
||||
|
||||
```typescript
|
||||
// 设置场景数据
|
||||
scene.sceneData.set('weather', 'rainy');
|
||||
scene.sceneData.set('difficulty', 'hard');
|
||||
scene.sceneData.set('checkpoint', { x: 100, y: 200 });
|
||||
|
||||
// 序列化时会自动包含场景数据
|
||||
const saveData = scene.serialize({ format: 'json' });
|
||||
|
||||
// 反序列化后场景数据会恢复
|
||||
scene.deserialize(saveData);
|
||||
console.log(scene.sceneData.get('weather')); // 'rainy'
|
||||
```
|
||||
|
||||
## 增量序列化
|
||||
|
||||
增量序列化只保存场景的变更部分,适用于网络同步、撤销/重做、时间回溯等需要频繁保存状态的场景。
|
||||
|
||||
### 基础用法
|
||||
|
||||
#### 1. 创建基础快照
|
||||
|
||||
```typescript
|
||||
// 在需要开始记录变更前创建基础快照
|
||||
scene.createIncrementalSnapshot();
|
||||
```
|
||||
|
||||
#### 2. 修改场景
|
||||
|
||||
```typescript
|
||||
// 添加实体
|
||||
const enemy = scene.createEntity('Enemy');
|
||||
enemy.addComponent(new PositionComponent(100, 200));
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
|
||||
// 修改组件
|
||||
const player = scene.findEntity('Player');
|
||||
const pos = player.getComponent(PositionComponent);
|
||||
pos.x = 300;
|
||||
pos.y = 400;
|
||||
|
||||
// 删除组件
|
||||
player.removeComponentByType(BuffComponent);
|
||||
|
||||
// 删除实体
|
||||
const oldEntity = scene.findEntity('ToDelete');
|
||||
oldEntity.destroy();
|
||||
|
||||
// 修改场景数据
|
||||
scene.sceneData.set('score', 1000);
|
||||
```
|
||||
|
||||
#### 3. 获取增量变更
|
||||
|
||||
```typescript
|
||||
// 获取相对于基础快照的所有变更
|
||||
const incremental = scene.serializeIncremental();
|
||||
|
||||
// 查看变更统计
|
||||
const stats = IncrementalSerializer.getIncrementalStats(incremental);
|
||||
console.log('总变更数:', stats.totalChanges);
|
||||
console.log('新增实体:', stats.addedEntities);
|
||||
console.log('删除实体:', stats.removedEntities);
|
||||
console.log('新增组件:', stats.addedComponents);
|
||||
console.log('更新组件:', stats.updatedComponents);
|
||||
```
|
||||
|
||||
#### 4. 序列化增量数据
|
||||
|
||||
```typescript
|
||||
// JSON格式(默认)
|
||||
const jsonData = IncrementalSerializer.serializeIncremental(incremental, {
|
||||
format: 'json'
|
||||
});
|
||||
|
||||
// 二进制格式(更小的体积,更高性能)
|
||||
const binaryData = IncrementalSerializer.serializeIncremental(incremental, {
|
||||
format: 'binary'
|
||||
});
|
||||
|
||||
// 美化JSON输出(便于调试)
|
||||
const prettyJson = IncrementalSerializer.serializeIncremental(incremental, {
|
||||
format: 'json',
|
||||
pretty: true
|
||||
});
|
||||
|
||||
// 发送或保存
|
||||
socket.send(binaryData); // 网络传输使用二进制
|
||||
localStorage.setItem('changes', jsonData); // 本地存储可用JSON
|
||||
```
|
||||
|
||||
#### 5. 应用增量变更
|
||||
|
||||
```typescript
|
||||
// 在另一个场景应用变更
|
||||
const otherScene = new Scene();
|
||||
|
||||
// 直接应用增量对象
|
||||
otherScene.applyIncremental(incremental);
|
||||
|
||||
// 从JSON字符串应用
|
||||
const jsonData = IncrementalSerializer.serializeIncremental(incremental, { format: 'json' });
|
||||
otherScene.applyIncremental(jsonData);
|
||||
|
||||
// 从二进制Uint8Array应用
|
||||
const binaryData = IncrementalSerializer.serializeIncremental(incremental, { format: 'binary' });
|
||||
otherScene.applyIncremental(binaryData);
|
||||
```
|
||||
|
||||
### 增量快照管理
|
||||
|
||||
#### 更新快照基准
|
||||
|
||||
在应用增量变更后,可以更新快照基准:
|
||||
|
||||
```typescript
|
||||
// 创建初始快照
|
||||
scene.createIncrementalSnapshot();
|
||||
|
||||
// 第一次修改
|
||||
entity.addComponent(new VelocityComponent(5, 0));
|
||||
const incremental1 = scene.serializeIncremental();
|
||||
|
||||
// 更新基准(将当前状态设为新的基准)
|
||||
scene.updateIncrementalSnapshot();
|
||||
|
||||
// 第二次修改(增量将基于更新后的基准)
|
||||
entity.getComponent(VelocityComponent).dx = 10;
|
||||
const incremental2 = scene.serializeIncremental();
|
||||
```
|
||||
|
||||
#### 清除快照
|
||||
|
||||
```typescript
|
||||
// 释放快照占用的内存
|
||||
scene.clearIncrementalSnapshot();
|
||||
|
||||
// 检查是否有快照
|
||||
if (scene.hasIncrementalSnapshot()) {
|
||||
console.log('存在增量快照');
|
||||
}
|
||||
```
|
||||
|
||||
### 增量序列化选项
|
||||
|
||||
```typescript
|
||||
interface IncrementalSerializationOptions {
|
||||
// 是否进行组件数据的深度对比
|
||||
// 默认true,设为false可提升性能但可能漏掉组件内部字段变更
|
||||
deepComponentComparison?: boolean;
|
||||
|
||||
// 是否跟踪场景数据变更
|
||||
// 默认true
|
||||
trackSceneData?: boolean;
|
||||
|
||||
// 是否压缩快照(使用JSON序列化)
|
||||
// 默认false
|
||||
compressSnapshot?: boolean;
|
||||
|
||||
// 序列化格式
|
||||
// 'json': JSON格式(可读性好,方便调试)
|
||||
// 'binary': MessagePack二进制格式(体积小,性能高)
|
||||
// 默认 'json'
|
||||
format?: 'json' | 'binary';
|
||||
|
||||
// 是否美化JSON输出(仅在format='json'时有效)
|
||||
// 默认false
|
||||
pretty?: boolean;
|
||||
}
|
||||
|
||||
// 使用选项
|
||||
scene.createIncrementalSnapshot({
|
||||
deepComponentComparison: true,
|
||||
trackSceneData: true
|
||||
});
|
||||
```
|
||||
|
||||
### 增量数据结构
|
||||
|
||||
增量快照包含以下变更类型:
|
||||
|
||||
```typescript
|
||||
interface IncrementalSnapshot {
|
||||
version: number; // 快照版本号
|
||||
timestamp: number; // 时间戳
|
||||
sceneName: string; // 场景名称
|
||||
baseVersion: number; // 基础版本号
|
||||
entityChanges: EntityChange[]; // 实体变更
|
||||
componentChanges: ComponentChange[]; // 组件变更
|
||||
sceneDataChanges: SceneDataChange[]; // 场景数据变更
|
||||
}
|
||||
|
||||
// 变更操作类型
|
||||
enum ChangeOperation {
|
||||
EntityAdded = 'entity_added',
|
||||
EntityRemoved = 'entity_removed',
|
||||
EntityUpdated = 'entity_updated',
|
||||
ComponentAdded = 'component_added',
|
||||
ComponentRemoved = 'component_removed',
|
||||
ComponentUpdated = 'component_updated',
|
||||
SceneDataUpdated = 'scene_data_updated'
|
||||
}
|
||||
```
|
||||
|
||||
## 版本迁移
|
||||
|
||||
当组件结构发生变化时,版本迁移系统可以自动升级旧版本的存档数据。
|
||||
|
||||
### 注册迁移函数
|
||||
|
||||
```typescript
|
||||
import { VersionMigrationManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 假设 PlayerComponent v1 有 hp 字段
|
||||
// v2 改为 health 和 maxHealth 字段
|
||||
|
||||
// 注册从版本1到版本2的迁移
|
||||
VersionMigrationManager.registerComponentMigration(
|
||||
'Player',
|
||||
1, // 从版本
|
||||
2, // 到版本
|
||||
(data) => {
|
||||
// 迁移逻辑
|
||||
const newData = {
|
||||
...data,
|
||||
health: data.hp,
|
||||
maxHealth: data.hp,
|
||||
};
|
||||
delete newData.hp;
|
||||
return newData;
|
||||
}
|
||||
);
|
||||
```
|
||||
|
||||
### 使用迁移构建器
|
||||
|
||||
```typescript
|
||||
import { MigrationBuilder } from '@esengine/ecs-framework';
|
||||
|
||||
new MigrationBuilder()
|
||||
.forComponent('Player')
|
||||
.fromVersionToVersion(2, 3)
|
||||
.migrate((data) => {
|
||||
// 从版本2迁移到版本3
|
||||
data.experience = data.exp || 0;
|
||||
delete data.exp;
|
||||
return data;
|
||||
});
|
||||
```
|
||||
|
||||
### 场景级迁移
|
||||
|
||||
```typescript
|
||||
// 注册场景级迁移
|
||||
VersionMigrationManager.registerSceneMigration(
|
||||
1, // 从版本
|
||||
2, // 到版本
|
||||
(scene) => {
|
||||
// 迁移场景结构
|
||||
scene.metadata = {
|
||||
...scene.metadata,
|
||||
migratedFrom: 1
|
||||
};
|
||||
return scene;
|
||||
}
|
||||
);
|
||||
```
|
||||
|
||||
### 检查迁移路径
|
||||
|
||||
```typescript
|
||||
// 检查是否可以迁移
|
||||
const canMigrate = VersionMigrationManager.canMigrateComponent(
|
||||
'Player',
|
||||
1, // 从版本
|
||||
3 // 到版本
|
||||
);
|
||||
|
||||
if (canMigrate) {
|
||||
// 可以安全迁移
|
||||
scene.deserialize(oldSaveData);
|
||||
}
|
||||
|
||||
// 获取迁移路径
|
||||
const path = VersionMigrationManager.getComponentMigrationPath('Player');
|
||||
console.log('可用迁移版本:', path); // [1, 2, 3]
|
||||
```
|
||||
|
||||
## 使用场景
|
||||
|
||||
### 游戏存档系统
|
||||
|
||||
```typescript
|
||||
class SaveSystem {
|
||||
private static SAVE_KEY = 'game_save';
|
||||
|
||||
// 保存游戏
|
||||
public static saveGame(scene: Scene): void {
|
||||
const saveData = scene.serialize({
|
||||
format: 'json',
|
||||
pretty: false
|
||||
});
|
||||
|
||||
localStorage.setItem(this.SAVE_KEY, saveData);
|
||||
console.log('游戏已保存');
|
||||
}
|
||||
|
||||
// 加载游戏
|
||||
public static loadGame(scene: Scene): boolean {
|
||||
const saveData = localStorage.getItem(this.SAVE_KEY);
|
||||
if (saveData) {
|
||||
scene.deserialize(saveData, {
|
||||
strategy: 'replace'
|
||||
});
|
||||
console.log('游戏已加载');
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否有存档
|
||||
public static hasSave(): boolean {
|
||||
return localStorage.getItem(this.SAVE_KEY) !== null;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 网络同步
|
||||
|
||||
```typescript
|
||||
class NetworkSync {
|
||||
private baseSnapshot?: any;
|
||||
private syncInterval: number = 100; // 100ms同步一次
|
||||
|
||||
constructor(private scene: Scene, private socket: WebSocket) {
|
||||
this.setupSync();
|
||||
}
|
||||
|
||||
private setupSync(): void {
|
||||
// 创建基础快照
|
||||
this.scene.createIncrementalSnapshot();
|
||||
|
||||
// 定期发送增量
|
||||
setInterval(() => {
|
||||
this.sendIncremental();
|
||||
}, this.syncInterval);
|
||||
|
||||
// 接收远程增量
|
||||
this.socket.onmessage = (event) => {
|
||||
this.receiveIncremental(event.data);
|
||||
};
|
||||
}
|
||||
|
||||
private sendIncremental(): void {
|
||||
const incremental = this.scene.serializeIncremental();
|
||||
const stats = IncrementalSerializer.getIncrementalStats(incremental);
|
||||
|
||||
// 只在有变更时发送
|
||||
if (stats.totalChanges > 0) {
|
||||
// 使用二进制格式减少网络传输量
|
||||
const binaryData = IncrementalSerializer.serializeIncremental(incremental, {
|
||||
format: 'binary'
|
||||
});
|
||||
this.socket.send(binaryData);
|
||||
|
||||
// 更新基准
|
||||
this.scene.updateIncrementalSnapshot();
|
||||
}
|
||||
}
|
||||
|
||||
private receiveIncremental(data: ArrayBuffer): void {
|
||||
// 直接应用二进制数据(ArrayBuffer 转 Uint8Array)
|
||||
const uint8Array = new Uint8Array(data);
|
||||
this.scene.applyIncremental(uint8Array);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 撤销/重做系统
|
||||
|
||||
```typescript
|
||||
class UndoRedoSystem {
|
||||
private history: IncrementalSnapshot[] = [];
|
||||
private currentIndex: number = -1;
|
||||
private maxHistory: number = 50;
|
||||
|
||||
constructor(private scene: Scene) {
|
||||
// 创建初始快照
|
||||
this.scene.createIncrementalSnapshot();
|
||||
this.saveState('Initial');
|
||||
}
|
||||
|
||||
// 保存当前状态
|
||||
public saveState(label: string): void {
|
||||
const incremental = this.scene.serializeIncremental();
|
||||
|
||||
// 删除当前位置之后的历史
|
||||
this.history = this.history.slice(0, this.currentIndex + 1);
|
||||
|
||||
// 添加新状态
|
||||
this.history.push(incremental);
|
||||
this.currentIndex++;
|
||||
|
||||
// 限制历史记录数量
|
||||
if (this.history.length > this.maxHistory) {
|
||||
this.history.shift();
|
||||
this.currentIndex--;
|
||||
}
|
||||
|
||||
// 更新快照基准
|
||||
this.scene.updateIncrementalSnapshot();
|
||||
}
|
||||
|
||||
// 撤销
|
||||
public undo(): boolean {
|
||||
if (this.currentIndex > 0) {
|
||||
this.currentIndex--;
|
||||
const incremental = this.history[this.currentIndex];
|
||||
this.scene.applyIncremental(incremental);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// 重做
|
||||
public redo(): boolean {
|
||||
if (this.currentIndex < this.history.length - 1) {
|
||||
this.currentIndex++;
|
||||
const incremental = this.history[this.currentIndex];
|
||||
this.scene.applyIncremental(incremental);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public canUndo(): boolean {
|
||||
return this.currentIndex > 0;
|
||||
}
|
||||
|
||||
public canRedo(): boolean {
|
||||
return this.currentIndex < this.history.length - 1;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 关卡编辑器
|
||||
|
||||
```typescript
|
||||
class LevelEditor {
|
||||
// 导出关卡
|
||||
public exportLevel(scene: Scene, filename: string): void {
|
||||
const levelData = scene.serialize({
|
||||
format: 'json',
|
||||
pretty: true,
|
||||
includeMetadata: true
|
||||
});
|
||||
|
||||
// 浏览器环境
|
||||
const blob = new Blob([levelData], { type: 'application/json' });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const a = document.createElement('a');
|
||||
a.href = url;
|
||||
a.download = filename;
|
||||
a.click();
|
||||
URL.revokeObjectURL(url);
|
||||
}
|
||||
|
||||
// 导入关卡
|
||||
public importLevel(scene: Scene, fileContent: string): void {
|
||||
scene.deserialize(fileContent, {
|
||||
strategy: 'replace'
|
||||
});
|
||||
}
|
||||
|
||||
// 验证关卡数据
|
||||
public validateLevel(saveData: string): boolean {
|
||||
const validation = SceneSerializer.validate(saveData);
|
||||
if (!validation.valid) {
|
||||
console.error('关卡数据无效:', validation.errors);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// 获取关卡信息(不完全反序列化)
|
||||
public getLevelInfo(saveData: string): any {
|
||||
const info = SceneSerializer.getInfo(saveData);
|
||||
return info;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
### 1. 选择合适的格式
|
||||
|
||||
- **开发阶段**:使用JSON格式,便于调试和查看
|
||||
- **生产环境**:使用Binary格式,减少30-50%的数据大小
|
||||
|
||||
### 2. 按需序列化
|
||||
|
||||
```typescript
|
||||
// 只序列化需要持久化的组件
|
||||
const saveData = scene.serialize({
|
||||
format: 'binary',
|
||||
components: [PlayerComponent, InventoryComponent, QuestComponent]
|
||||
});
|
||||
```
|
||||
|
||||
### 3. 增量序列化优化
|
||||
|
||||
```typescript
|
||||
// 对于高频同步,关闭深度对比以提升性能
|
||||
scene.createIncrementalSnapshot({
|
||||
deepComponentComparison: false // 只检测组件的添加/删除
|
||||
});
|
||||
```
|
||||
|
||||
### 4. 批量操作
|
||||
|
||||
```typescript
|
||||
// 批量修改后再序列化
|
||||
scene.entities.buffer.forEach(entity => {
|
||||
// 批量修改
|
||||
});
|
||||
|
||||
// 一次性序列化所有变更
|
||||
const incremental = scene.serializeIncremental();
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 明确序列化字段
|
||||
|
||||
```typescript
|
||||
// 明确标记需要序列化的字段
|
||||
@ECSComponent('Player')
|
||||
@Serializable({ version: 1 })
|
||||
class PlayerComponent extends Component {
|
||||
@Serialize()
|
||||
public name: string = '';
|
||||
|
||||
@Serialize()
|
||||
public level: number = 1;
|
||||
|
||||
// 运行时数据不序列化
|
||||
private _cachedSprite: any = null;
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 使用版本控制
|
||||
|
||||
```typescript
|
||||
// 为组件指定版本
|
||||
@Serializable({ version: 2 })
|
||||
class PlayerComponent extends Component {
|
||||
// 版本2的字段
|
||||
}
|
||||
|
||||
// 注册迁移函数确保兼容性
|
||||
VersionMigrationManager.registerComponentMigration('Player', 1, 2, migrateV1ToV2);
|
||||
```
|
||||
|
||||
### 3. 避免循环引用
|
||||
|
||||
```typescript
|
||||
// 不要在组件中直接引用其他实体
|
||||
@ECSComponent('Follower')
|
||||
@Serializable({ version: 1 })
|
||||
class FollowerComponent extends Component {
|
||||
// 存储实体ID而不是实体引用
|
||||
@Serialize()
|
||||
public targetId: number = 0;
|
||||
|
||||
// 通过场景查找目标实体
|
||||
public getTarget(scene: Scene): Entity | null {
|
||||
return scene.entities.findEntityById(this.targetId);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 压缩大数据
|
||||
|
||||
```typescript
|
||||
// 对于大型数据结构,使用自定义序列化
|
||||
@ECSComponent('LargeData')
|
||||
@Serializable({ version: 1 })
|
||||
class LargeDataComponent extends Component {
|
||||
@Serialize({
|
||||
serializer: (data: LargeObject) => compressData(data),
|
||||
deserializer: (data: CompressedData) => decompressData(data)
|
||||
})
|
||||
public data: LargeObject;
|
||||
}
|
||||
```
|
||||
|
||||
## API参考
|
||||
|
||||
### 全量序列化API
|
||||
|
||||
- [`Scene.serialize()`](/api/classes/Scene#serialize) - 序列化场景
|
||||
- [`Scene.deserialize()`](/api/classes/Scene#deserialize) - 反序列化场景
|
||||
- [`SceneSerializer`](/api/classes/SceneSerializer) - 场景序列化器
|
||||
- [`ComponentSerializer`](/api/classes/ComponentSerializer) - 组件序列化器
|
||||
|
||||
### 增量序列化API
|
||||
|
||||
- [`Scene.createIncrementalSnapshot()`](/api/classes/Scene#createincrementalsnapshot) - 创建基础快照
|
||||
- [`Scene.serializeIncremental()`](/api/classes/Scene#serializeincremental) - 获取增量变更
|
||||
- [`Scene.applyIncremental()`](/api/classes/Scene#applyincremental) - 应用增量变更(支持IncrementalSnapshot对象、JSON字符串或二进制Uint8Array)
|
||||
- [`Scene.updateIncrementalSnapshot()`](/api/classes/Scene#updateincrementalsnapshot) - 更新快照基准
|
||||
- [`Scene.clearIncrementalSnapshot()`](/api/classes/Scene#clearincrementalsnapshot) - 清除快照
|
||||
- [`Scene.hasIncrementalSnapshot()`](/api/classes/Scene#hasincrementalsnapshot) - 检查是否有快照
|
||||
- [`IncrementalSerializer`](/api/classes/IncrementalSerializer) - 增量序列化器
|
||||
- [`IncrementalSnapshot`](/api/interfaces/IncrementalSnapshot) - 增量快照接口
|
||||
- [`IncrementalSerializationOptions`](/api/interfaces/IncrementalSerializationOptions) - 增量序列化选项
|
||||
- [`IncrementalSerializationFormat`](/api/type-aliases/IncrementalSerializationFormat) - 序列化格式类型
|
||||
|
||||
### 版本迁移API
|
||||
|
||||
- [`VersionMigrationManager`](/api/classes/VersionMigrationManager) - 版本迁移管理器
|
||||
- `VersionMigrationManager.registerComponentMigration()` - 注册组件迁移
|
||||
- `VersionMigrationManager.registerSceneMigration()` - 注册场景迁移
|
||||
- `VersionMigrationManager.canMigrateComponent()` - 检查是否可以迁移
|
||||
- `VersionMigrationManager.getComponentMigrationPath()` - 获取迁移路径
|
||||
|
||||
序列化系统是构建完整游戏的重要基础设施,合理使用可以实现强大的功能,如存档系统、网络同步、关卡编辑器等。
|
||||
589
docs/guide/service-container.md
Normal file
589
docs/guide/service-container.md
Normal file
@@ -0,0 +1,589 @@
|
||||
# 服务容器
|
||||
|
||||
服务容器(ServiceContainer)是 ECS Framework 的依赖注入容器,负责管理框架中所有服务的注册、解析和生命周期。通过服务容器,你可以实现松耦合的架构设计,提高代码的可测试性和可维护性。
|
||||
|
||||
## 概述
|
||||
|
||||
### 什么是服务容器
|
||||
|
||||
服务容器是一个轻量级的依赖注入(DI)容器,它提供了:
|
||||
|
||||
- **服务注册**: 将服务类型注册到容器中
|
||||
- **服务解析**: 从容器中获取服务实例
|
||||
- **生命周期管理**: 自动管理服务实例的创建和销毁
|
||||
- **依赖注入**: 自动解析服务之间的依赖关系
|
||||
|
||||
### 核心概念
|
||||
|
||||
#### 服务(Service)
|
||||
|
||||
服务是实现了 `IService` 接口的类,必须提供 `dispose()` 方法用于资源清理:
|
||||
|
||||
```typescript
|
||||
import { IService } from '@esengine/ecs-framework';
|
||||
|
||||
class MyService implements IService {
|
||||
constructor() {
|
||||
// 初始化逻辑
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 生命周期
|
||||
|
||||
服务容器支持两种生命周期:
|
||||
|
||||
- **Singleton(单例)**: 整个应用程序生命周期内只有一个实例,所有解析请求返回同一个实例
|
||||
- **Transient(瞬时)**: 每次解析都创建新的实例
|
||||
|
||||
## 基础使用
|
||||
|
||||
### 访问服务容器
|
||||
|
||||
Core 类内置了服务容器,可以通过 `Core.services` 访问:
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 访问服务容器
|
||||
const container = Core.services;
|
||||
```
|
||||
|
||||
### 注册服务
|
||||
|
||||
#### 注册单例服务
|
||||
|
||||
单例服务在首次解析时创建,之后所有解析请求都返回同一个实例:
|
||||
|
||||
```typescript
|
||||
class DataService implements IService {
|
||||
private data: Map<string, any> = new Map();
|
||||
|
||||
getData(key: string) {
|
||||
return this.data.get(key);
|
||||
}
|
||||
|
||||
setData(key: string, value: any) {
|
||||
this.data.set(key, value);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
this.data.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// 注册单例服务
|
||||
Core.services.registerSingleton(DataService);
|
||||
```
|
||||
|
||||
#### 注册瞬时服务
|
||||
|
||||
瞬时服务每次解析都创建新实例,适用于无状态或短生命周期的服务:
|
||||
|
||||
```typescript
|
||||
class CommandService implements IService {
|
||||
execute(command: string) {
|
||||
console.log(`Executing: ${command}`);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
|
||||
// 注册瞬时服务
|
||||
Core.services.registerTransient(CommandService);
|
||||
```
|
||||
|
||||
#### 注册服务实例
|
||||
|
||||
直接注册已创建的实例,自动视为单例:
|
||||
|
||||
```typescript
|
||||
const config = new ConfigService();
|
||||
config.load('./config.json');
|
||||
|
||||
// 注册实例
|
||||
Core.services.registerInstance(ConfigService, config);
|
||||
```
|
||||
|
||||
#### 使用工厂函数注册
|
||||
|
||||
工厂函数允许你在创建服务时执行自定义逻辑:
|
||||
|
||||
```typescript
|
||||
Core.services.registerSingleton(LoggerService, (container) => {
|
||||
const logger = new LoggerService();
|
||||
logger.setLevel('debug');
|
||||
return logger;
|
||||
});
|
||||
```
|
||||
|
||||
### 解析服务
|
||||
|
||||
#### resolve 方法
|
||||
|
||||
解析服务实例,如果服务未注册会抛出异常:
|
||||
|
||||
```typescript
|
||||
// 解析服务
|
||||
const dataService = Core.services.resolve(DataService);
|
||||
dataService.setData('player', { name: 'Alice', score: 100 });
|
||||
|
||||
// 单例服务,多次解析返回同一个实例
|
||||
const same = Core.services.resolve(DataService);
|
||||
console.log(same === dataService); // true
|
||||
```
|
||||
|
||||
#### tryResolve 方法
|
||||
|
||||
尝试解析服务,如果未注册返回 null 而不抛出异常:
|
||||
|
||||
```typescript
|
||||
const optional = Core.services.tryResolve(OptionalService);
|
||||
if (optional) {
|
||||
optional.doSomething();
|
||||
}
|
||||
```
|
||||
|
||||
#### isRegistered 方法
|
||||
|
||||
检查服务是否已注册:
|
||||
|
||||
```typescript
|
||||
if (Core.services.isRegistered(DataService)) {
|
||||
const service = Core.services.resolve(DataService);
|
||||
}
|
||||
```
|
||||
|
||||
## 内置服务
|
||||
|
||||
Core 在初始化时自动注册了以下内置服务:
|
||||
|
||||
### TimerManager
|
||||
|
||||
定时器管理器,负责管理所有游戏定时器:
|
||||
|
||||
```typescript
|
||||
const timerManager = Core.services.resolve(TimerManager);
|
||||
|
||||
// 创建定时器
|
||||
timerManager.schedule(1.0, false, null, (timer) => {
|
||||
console.log('1秒后执行');
|
||||
});
|
||||
```
|
||||
|
||||
### PerformanceMonitor
|
||||
|
||||
性能监控器,监控游戏性能并提供优化建议:
|
||||
|
||||
```typescript
|
||||
const monitor = Core.services.resolve(PerformanceMonitor);
|
||||
|
||||
// 启用性能监控
|
||||
monitor.enable();
|
||||
|
||||
// 获取性能数据
|
||||
const fps = monitor.getFPS();
|
||||
```
|
||||
|
||||
### SceneManager
|
||||
|
||||
场景管理器,管理单场景应用的场景生命周期:
|
||||
|
||||
```typescript
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
||||
|
||||
// 设置当前场景
|
||||
sceneManager.setScene(new GameScene());
|
||||
|
||||
// 获取当前场景
|
||||
const currentScene = sceneManager.currentScene;
|
||||
|
||||
// 延迟切换场景
|
||||
sceneManager.loadScene(new MenuScene());
|
||||
|
||||
// 更新场景
|
||||
sceneManager.update();
|
||||
```
|
||||
|
||||
### WorldManager
|
||||
|
||||
世界管理器,管理多个独立的 World 实例(高级用例):
|
||||
|
||||
```typescript
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
|
||||
// 创建独立的游戏世界
|
||||
const gameWorld = worldManager.createWorld('game_room_001', {
|
||||
name: 'GameRoom',
|
||||
maxScenes: 5
|
||||
});
|
||||
|
||||
// 在World中创建场景
|
||||
const scene = gameWorld.createScene('battle', new BattleScene());
|
||||
gameWorld.setSceneActive('battle', true);
|
||||
|
||||
// 更新所有World
|
||||
worldManager.updateAll();
|
||||
```
|
||||
|
||||
**适用场景**:
|
||||
- SceneManager: 适用于 95% 的游戏(单人游戏、简单多人游戏)
|
||||
- WorldManager: 适用于 MMO 服务器、游戏房间系统等需要完全隔离的多世界应用
|
||||
|
||||
### PoolManager
|
||||
|
||||
对象池管理器,管理所有对象池:
|
||||
|
||||
```typescript
|
||||
const poolManager = Core.services.resolve(PoolManager);
|
||||
|
||||
// 创建对象池
|
||||
const bulletPool = poolManager.createPool('bullets', () => new Bullet(), 100);
|
||||
```
|
||||
|
||||
### PluginManager
|
||||
|
||||
插件管理器,管理插件的安装和卸载:
|
||||
|
||||
```typescript
|
||||
const pluginManager = Core.services.resolve(PluginManager);
|
||||
|
||||
// 获取所有已安装的插件
|
||||
const plugins = pluginManager.getAllPlugins();
|
||||
```
|
||||
|
||||
## 依赖注入
|
||||
|
||||
ECS Framework 提供了装饰器来简化依赖注入。
|
||||
|
||||
### @Injectable 装饰器
|
||||
|
||||
标记类为可注入的服务:
|
||||
|
||||
```typescript
|
||||
import { Injectable, IService } from '@esengine/ecs-framework';
|
||||
|
||||
@Injectable()
|
||||
class GameService implements IService {
|
||||
constructor() {
|
||||
console.log('GameService created');
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
console.log('GameService disposed');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### @Inject 装饰器
|
||||
|
||||
在构造函数中注入依赖:
|
||||
|
||||
```typescript
|
||||
import { Injectable, Inject, IService } from '@esengine/ecs-framework';
|
||||
|
||||
@Injectable()
|
||||
class PlayerService implements IService {
|
||||
constructor(
|
||||
@Inject(DataService) private data: DataService,
|
||||
@Inject(GameService) private game: GameService
|
||||
) {
|
||||
// data 和 game 会自动从容器中解析
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 注册可注入服务
|
||||
|
||||
使用 `registerInjectable` 自动处理依赖注入:
|
||||
|
||||
```typescript
|
||||
import { registerInjectable } from '@esengine/ecs-framework';
|
||||
|
||||
// 注册服务(会自动解析@Inject依赖)
|
||||
registerInjectable(Core.services, PlayerService);
|
||||
|
||||
// 解析时会自动注入依赖
|
||||
const player = Core.services.resolve(PlayerService);
|
||||
```
|
||||
|
||||
### @Updatable 装饰器
|
||||
|
||||
标记服务为可更新的,使其在每帧自动被调用:
|
||||
|
||||
```typescript
|
||||
import { Injectable, Updatable, IService, IUpdatable } from '@esengine/ecs-framework';
|
||||
|
||||
@Injectable()
|
||||
@Updatable() // 默认优先级为0
|
||||
class PhysicsService implements IService, IUpdatable {
|
||||
update(deltaTime?: number): void {
|
||||
// 每帧更新物理模拟
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
|
||||
// 指定更新优先级(数值越小越先执行)
|
||||
@Injectable()
|
||||
@Updatable(10)
|
||||
class RenderService implements IService, IUpdatable {
|
||||
update(deltaTime?: number): void {
|
||||
// 每帧渲染
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
使用 `@Updatable` 装饰器的服务会被 Core 自动调用,无需手动管理:
|
||||
|
||||
```typescript
|
||||
// Core.update() 会自动调用所有@Updatable服务的update方法
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 自动更新所有可更新服务
|
||||
}
|
||||
```
|
||||
|
||||
## 自定义服务
|
||||
|
||||
### 创建自定义服务
|
||||
|
||||
实现 `IService` 接口并注册到容器:
|
||||
|
||||
```typescript
|
||||
import { IService } from '@esengine/ecs-framework';
|
||||
|
||||
class AudioService implements IService {
|
||||
private sounds: Map<string, HTMLAudioElement> = new Map();
|
||||
|
||||
play(soundId: string) {
|
||||
const sound = this.sounds.get(soundId);
|
||||
if (sound) {
|
||||
sound.play();
|
||||
}
|
||||
}
|
||||
|
||||
load(soundId: string, url: string) {
|
||||
const audio = new Audio(url);
|
||||
this.sounds.set(soundId, audio);
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 停止所有音效并清理
|
||||
for (const sound of this.sounds.values()) {
|
||||
sound.pause();
|
||||
sound.src = '';
|
||||
}
|
||||
this.sounds.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// 注册自定义服务
|
||||
Core.services.registerSingleton(AudioService);
|
||||
|
||||
// 使用服务
|
||||
const audio = Core.services.resolve(AudioService);
|
||||
audio.load('jump', '/sounds/jump.mp3');
|
||||
audio.play('jump');
|
||||
```
|
||||
|
||||
### 服务间依赖
|
||||
|
||||
服务可以依赖其他服务:
|
||||
|
||||
```typescript
|
||||
@Injectable()
|
||||
class ConfigService implements IService {
|
||||
private config: any = {};
|
||||
|
||||
get(key: string) {
|
||||
return this.config[key];
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
this.config = {};
|
||||
}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
class NetworkService implements IService {
|
||||
constructor(
|
||||
@Inject(ConfigService) private config: ConfigService
|
||||
) {
|
||||
// 使用配置服务
|
||||
const apiUrl = this.config.get('apiUrl');
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理网络连接
|
||||
}
|
||||
}
|
||||
|
||||
// 注册服务(按依赖顺序)
|
||||
registerInjectable(Core.services, ConfigService);
|
||||
registerInjectable(Core.services, NetworkService);
|
||||
```
|
||||
|
||||
## 高级用法
|
||||
|
||||
### 服务替换(测试)
|
||||
|
||||
在测试中替换真实服务为模拟服务:
|
||||
|
||||
```typescript
|
||||
// 测试代码
|
||||
class MockDataService implements IService {
|
||||
getData(key: string) {
|
||||
return 'mock data';
|
||||
}
|
||||
|
||||
dispose(): void {}
|
||||
}
|
||||
|
||||
// 注册模拟服务(用于测试)
|
||||
Core.services.registerInstance(DataService, new MockDataService());
|
||||
```
|
||||
|
||||
### 循环依赖检测
|
||||
|
||||
服务容器会自动检测循环依赖:
|
||||
|
||||
```typescript
|
||||
// A 依赖 B,B 依赖 A
|
||||
@Injectable()
|
||||
class ServiceA implements IService {
|
||||
constructor(@Inject(ServiceB) b: ServiceB) {}
|
||||
dispose(): void {}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
class ServiceB implements IService {
|
||||
constructor(@Inject(ServiceA) a: ServiceA) {}
|
||||
dispose(): void {}
|
||||
}
|
||||
|
||||
// 解析时会抛出错误: Circular dependency detected: ServiceA -> ServiceB -> ServiceA
|
||||
```
|
||||
|
||||
### 获取所有服务
|
||||
|
||||
```typescript
|
||||
// 获取所有已注册的服务类型
|
||||
const types = Core.services.getRegisteredServices();
|
||||
|
||||
// 获取所有已实例化的服务实例
|
||||
const instances = Core.services.getAll();
|
||||
```
|
||||
|
||||
### 服务清理
|
||||
|
||||
```typescript
|
||||
// 注销单个服务
|
||||
Core.services.unregister(MyService);
|
||||
|
||||
// 清空所有服务(会调用每个服务的dispose方法)
|
||||
Core.services.clear();
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 服务命名
|
||||
|
||||
服务类名应该以 `Service` 或 `Manager` 结尾,清晰表达其职责:
|
||||
|
||||
```typescript
|
||||
class PlayerService implements IService {}
|
||||
class AudioManager implements IService {}
|
||||
class NetworkService implements IService {}
|
||||
```
|
||||
|
||||
### 资源清理
|
||||
|
||||
始终在 `dispose()` 方法中清理资源:
|
||||
|
||||
```typescript
|
||||
class ResourceService implements IService {
|
||||
private resources: Map<string, Resource> = new Map();
|
||||
|
||||
dispose(): void {
|
||||
// 释放所有资源
|
||||
for (const resource of this.resources.values()) {
|
||||
resource.release();
|
||||
}
|
||||
this.resources.clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 避免过度使用
|
||||
|
||||
不要把所有类都注册为服务,服务应该是:
|
||||
|
||||
- 全局单例或需要共享状态
|
||||
- 需要在多处使用
|
||||
- 生命周期需要管理
|
||||
- 需要依赖注入
|
||||
|
||||
对于简单的工具类或数据类,直接创建实例即可。
|
||||
|
||||
### 依赖方向
|
||||
|
||||
保持清晰的依赖方向,避免循环依赖:
|
||||
|
||||
```
|
||||
高层服务 -> 中层服务 -> 底层服务
|
||||
GameLogic -> DataService -> ConfigService
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 服务未注册错误
|
||||
|
||||
**问题**: `Error: Service MyService is not registered`
|
||||
|
||||
**解决**:
|
||||
```typescript
|
||||
// 确保服务已注册
|
||||
Core.services.registerSingleton(MyService);
|
||||
|
||||
// 或者使用tryResolve
|
||||
const service = Core.services.tryResolve(MyService);
|
||||
if (!service) {
|
||||
console.log('Service not found');
|
||||
}
|
||||
```
|
||||
|
||||
### 循环依赖错误
|
||||
|
||||
**问题**: `Circular dependency detected`
|
||||
|
||||
**解决**: 重新设计服务依赖关系,引入中间服务或使用事件系统解耦。
|
||||
|
||||
### 何时使用单例 vs 瞬时
|
||||
|
||||
- **单例**: 管理器类、配置、缓存、状态管理
|
||||
- **瞬时**: 命令对象、请求处理器、临时任务
|
||||
|
||||
## 相关链接
|
||||
|
||||
- [插件系统](./plugin-system.md) - 使用服务容器注册插件服务
|
||||
- [快速开始](./getting-started.md) - Core 初始化和基础使用
|
||||
- [系统架构](./system.md) - 在系统中使用服务
|
||||
650
docs/guide/system.md
Normal file
650
docs/guide/system.md
Normal file
@@ -0,0 +1,650 @@
|
||||
# 系统架构
|
||||
|
||||
在 ECS 架构中,系统(System)是处理业务逻辑的地方。系统负责对拥有特定组件组合的实体执行操作,是 ECS 架构的逻辑处理单元。
|
||||
|
||||
## 基本概念
|
||||
|
||||
系统是继承自 `EntitySystem` 抽象基类的具体类,用于:
|
||||
- 定义实体的处理逻辑(如移动、碰撞检测、渲染等)
|
||||
- 根据组件组合筛选需要处理的实体
|
||||
- 提供生命周期管理和性能监控
|
||||
- 管理实体的添加、移除事件
|
||||
|
||||
## 系统类型
|
||||
|
||||
框架提供了几种不同类型的系统基类:
|
||||
|
||||
### EntitySystem - 基础系统
|
||||
|
||||
最基础的系统类,所有其他系统都继承自它:
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, ECSSystem, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
@ECSSystem('Movement')
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 使用 Matcher 定义需要处理的实体条件
|
||||
super(Matcher.all(Position, Velocity));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(Position);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (position && velocity) {
|
||||
position.x += velocity.dx * Time.deltaTime;
|
||||
position.y += velocity.dy * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### ProcessingSystem - 处理系统
|
||||
|
||||
适用于不需要逐个处理实体的系统:
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Physics')
|
||||
class PhysicsSystem extends ProcessingSystem {
|
||||
constructor() {
|
||||
super(); // 不需要指定 Matcher
|
||||
}
|
||||
|
||||
public processSystem(): void {
|
||||
// 执行物理世界步进
|
||||
this.physicsWorld.step(Time.deltaTime);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### PassiveSystem - 被动系统
|
||||
|
||||
被动系统不进行主动处理,主要用于监听实体的添加和移除事件:
|
||||
|
||||
```typescript
|
||||
@ECSSystem('EntityTracker')
|
||||
class EntityTrackerSystem extends PassiveSystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Health));
|
||||
}
|
||||
|
||||
protected onAdded(entity: Entity): void {
|
||||
console.log(`生命值实体被添加: ${entity.name}`);
|
||||
}
|
||||
|
||||
protected onRemoved(entity: Entity): void {
|
||||
console.log(`生命值实体被移除: ${entity.name}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### IntervalSystem - 间隔系统
|
||||
|
||||
按固定时间间隔执行的系统:
|
||||
|
||||
```typescript
|
||||
@ECSSystem('AutoSave')
|
||||
class AutoSaveSystem extends IntervalSystem {
|
||||
constructor() {
|
||||
// 每 5 秒执行一次
|
||||
super(5.0, Matcher.all(SaveData));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
console.log('执行自动保存...');
|
||||
// 保存游戏数据
|
||||
this.saveGameData(entities);
|
||||
}
|
||||
|
||||
private saveGameData(entities: readonly Entity[]): void {
|
||||
// 保存逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### WorkerEntitySystem - 多线程系统
|
||||
|
||||
基于Web Worker的多线程处理系统,适用于计算密集型任务,能够充分利用多核CPU性能。
|
||||
|
||||
Worker系统提供了真正的并行计算能力,支持SharedArrayBuffer优化,并具有自动降级支持。特别适合物理模拟、粒子系统、AI计算等场景。
|
||||
|
||||
**详细内容请参考:[Worker系统](/guide/worker-system)**
|
||||
|
||||
## 实体匹配器 (Matcher)
|
||||
|
||||
Matcher 用于定义系统需要处理哪些实体。它提供了灵活的条件组合:
|
||||
|
||||
### 基本匹配条件
|
||||
|
||||
```typescript
|
||||
// 必须同时拥有 Position 和 Velocity 组件
|
||||
const matcher1 = Matcher.all(Position, Velocity);
|
||||
|
||||
// 至少拥有 Health 或 Shield 组件之一
|
||||
const matcher2 = Matcher.any(Health, Shield);
|
||||
|
||||
// 不能拥有 Dead 组件
|
||||
const matcher3 = Matcher.none(Dead);
|
||||
```
|
||||
|
||||
### 复合匹配条件
|
||||
|
||||
```typescript
|
||||
// 复杂的组合条件
|
||||
const complexMatcher = Matcher.all(Position, Velocity)
|
||||
.any(Player, Enemy)
|
||||
.none(Dead, Disabled);
|
||||
|
||||
@ECSSystem('Combat')
|
||||
class CombatSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(complexMatcher);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 特殊匹配条件
|
||||
|
||||
```typescript
|
||||
// 按标签匹配
|
||||
const tagMatcher = Matcher.byTag(1); // 匹配标签为 1 的实体
|
||||
|
||||
// 按名称匹配
|
||||
const nameMatcher = Matcher.byName("Player"); // 匹配名称为 "Player" 的实体
|
||||
|
||||
// 单组件匹配
|
||||
const componentMatcher = Matcher.byComponent(Health); // 匹配拥有 Health 组件的实体
|
||||
```
|
||||
|
||||
## 系统生命周期
|
||||
|
||||
系统提供了完整的生命周期回调:
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Example')
|
||||
class ExampleSystem extends EntitySystem {
|
||||
protected onInitialize(): void {
|
||||
console.log('系统初始化');
|
||||
// 系统被添加到场景时调用,用于初始化资源
|
||||
}
|
||||
|
||||
protected onBegin(): void {
|
||||
// 每帧处理开始前调用
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 主要的处理逻辑
|
||||
for (const entity of entities) {
|
||||
// 处理每个实体
|
||||
}
|
||||
}
|
||||
|
||||
protected lateProcess(entities: readonly Entity[]): void {
|
||||
// 主处理之后的后期处理
|
||||
}
|
||||
|
||||
protected onEnd(): void {
|
||||
// 每帧处理结束后调用
|
||||
}
|
||||
|
||||
protected onDestroy(): void {
|
||||
console.log('系统销毁');
|
||||
// 系统从场景移除时调用,用于清理资源
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 实体事件监听
|
||||
|
||||
系统可以监听实体的添加和移除事件:
|
||||
|
||||
```typescript
|
||||
@ECSSystem('EnemyManager')
|
||||
class EnemyManagerSystem extends EntitySystem {
|
||||
private enemyCount = 0;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(Enemy, Health));
|
||||
}
|
||||
|
||||
protected onAdded(entity: Entity): void {
|
||||
this.enemyCount++;
|
||||
console.log(`敌人加入战斗,当前敌人数量: ${this.enemyCount}`);
|
||||
|
||||
// 可以在这里为新敌人设置初始状态
|
||||
const health = entity.getComponent(Health);
|
||||
if (health) {
|
||||
health.current = health.max;
|
||||
}
|
||||
}
|
||||
|
||||
protected onRemoved(entity: Entity): void {
|
||||
this.enemyCount--;
|
||||
console.log(`敌人被移除,剩余敌人数量: ${this.enemyCount}`);
|
||||
|
||||
// 检查是否所有敌人都被消灭
|
||||
if (this.enemyCount === 0) {
|
||||
this.scene?.eventSystem.emitSync('all_enemies_defeated');
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 系统属性和方法
|
||||
|
||||
### 重要属性
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Example')
|
||||
class ExampleSystem extends EntitySystem {
|
||||
showSystemInfo(): void {
|
||||
console.log(`系统名称: ${this.systemName}`); // 系统名称
|
||||
console.log(`更新顺序: ${this.updateOrder}`); // 更新时序
|
||||
console.log(`是否启用: ${this.enabled}`); // 启用状态
|
||||
console.log(`实体数量: ${this.entities.length}`); // 匹配的实体数量
|
||||
console.log(`所属场景: ${this.scene?.name}`); // 所属场景
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 实体访问
|
||||
|
||||
```typescript
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 方式1:使用参数中的实体列表
|
||||
for (const entity of entities) {
|
||||
// 处理实体
|
||||
}
|
||||
|
||||
// 方式2:使用 this.entities 属性(与参数相同)
|
||||
for (const entity of this.entities) {
|
||||
// 处理实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 控制系统执行
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Conditional')
|
||||
class ConditionalSystem extends EntitySystem {
|
||||
private shouldProcess = true;
|
||||
|
||||
protected onCheckProcessing(): boolean {
|
||||
// 返回 false 时跳过本次处理
|
||||
return this.shouldProcess && this.entities.length > 0;
|
||||
}
|
||||
|
||||
public pause(): void {
|
||||
this.shouldProcess = false;
|
||||
}
|
||||
|
||||
public resume(): void {
|
||||
this.shouldProcess = true;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 事件系统集成
|
||||
|
||||
系统可以方便地监听和发送事件:
|
||||
|
||||
```typescript
|
||||
@ECSSystem('GameLogic')
|
||||
class GameLogicSystem extends EntitySystem {
|
||||
protected onInitialize(): void {
|
||||
// 添加事件监听器(系统销毁时自动清理)
|
||||
this.addEventListener('player_died', this.onPlayerDied.bind(this));
|
||||
this.addEventListener('level_complete', this.onLevelComplete.bind(this));
|
||||
}
|
||||
|
||||
private onPlayerDied(data: any): void {
|
||||
console.log('玩家死亡,重新开始游戏');
|
||||
// 处理玩家死亡逻辑
|
||||
}
|
||||
|
||||
private onLevelComplete(data: any): void {
|
||||
console.log('关卡完成,加载下一关');
|
||||
// 处理关卡完成逻辑
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 在处理过程中发送事件
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(Health);
|
||||
if (health && health.current <= 0) {
|
||||
this.scene?.eventSystem.emitSync('entity_died', { entity });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 性能监控
|
||||
|
||||
系统内置了性能监控功能:
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Performance')
|
||||
class PerformanceSystem extends EntitySystem {
|
||||
protected onEnd(): void {
|
||||
// 获取性能数据
|
||||
const perfData = this.getPerformanceData();
|
||||
if (perfData) {
|
||||
console.log(`执行时间: ${perfData.executionTime.toFixed(2)}ms`);
|
||||
}
|
||||
|
||||
// 获取性能统计
|
||||
const stats = this.getPerformanceStats();
|
||||
if (stats) {
|
||||
console.log(`平均执行时间: ${stats.averageTime.toFixed(2)}ms`);
|
||||
}
|
||||
}
|
||||
|
||||
public resetPerformance(): void {
|
||||
this.resetPerformanceData();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 系统管理
|
||||
|
||||
### 添加系统到场景
|
||||
|
||||
框架提供了两种方式添加系统:传入实例或传入类型(自动依赖注入)。
|
||||
|
||||
```typescript
|
||||
// 在场景子类中添加系统
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 方式1:传入实例
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
|
||||
// 方式2:传入类型(自动依赖注入)
|
||||
this.addEntityProcessor(PhysicsSystem);
|
||||
|
||||
// 设置系统更新顺序
|
||||
const movementSystem = this.getSystem(MovementSystem);
|
||||
if (movementSystem) {
|
||||
movementSystem.updateOrder = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 系统依赖注入
|
||||
|
||||
系统实现了 `IService` 接口,支持通过依赖注入获取其他服务或系统:
|
||||
|
||||
```typescript
|
||||
import { ECSSystem, Injectable, Inject } from '@esengine/ecs-framework';
|
||||
|
||||
@Injectable()
|
||||
@ECSSystem('Physics')
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
constructor(
|
||||
@Inject(CollisionService) private collision: CollisionService
|
||||
) {
|
||||
super(Matcher.all(Transform, RigidBody));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 使用注入的服务
|
||||
this.collision.detectCollisions(entities);
|
||||
}
|
||||
|
||||
// 实现 IService 接口的 dispose 方法
|
||||
public dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
|
||||
// 使用时传入类型即可,框架会自动注入依赖
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 自动依赖注入
|
||||
this.addEntityProcessor(PhysicsSystem);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
注意事项:
|
||||
- 使用 `@Injectable()` 装饰器标记需要依赖注入的系统
|
||||
- 在构造函数参数中使用 `@Inject()` 装饰器声明依赖
|
||||
- 系统必须实现 `dispose()` 方法(IService 接口要求)
|
||||
- 使用 `addEntityProcessor(类型)` 而不是 `addSystem(new 类型())` 来启用依赖注入
|
||||
|
||||
### 系统更新顺序
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Input')
|
||||
class InputSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(InputComponent));
|
||||
this.updateOrder = -100; // 输入系统优先执行
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('Physics')
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(RigidBody));
|
||||
this.updateOrder = 0; // 默认顺序
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('Render')
|
||||
class RenderSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Sprite, Transform));
|
||||
this.updateOrder = 100; // 渲染系统最后执行
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 复杂系统示例
|
||||
|
||||
### 碰撞检测系统
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Collision')
|
||||
class CollisionSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Transform, Collider));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 简单的 n² 碰撞检测
|
||||
for (let i = 0; i < entities.length; i++) {
|
||||
for (let j = i + 1; j < entities.length; j++) {
|
||||
this.checkCollision(entities[i], entities[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private checkCollision(entityA: Entity, entityB: Entity): void {
|
||||
const transformA = entityA.getComponent(Transform);
|
||||
const transformB = entityB.getComponent(Transform);
|
||||
const colliderA = entityA.getComponent(Collider);
|
||||
const colliderB = entityB.getComponent(Collider);
|
||||
|
||||
if (this.isColliding(transformA, colliderA, transformB, colliderB)) {
|
||||
// 发送碰撞事件
|
||||
this.scene?.eventSystem.emitSync('collision', {
|
||||
entityA,
|
||||
entityB
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private isColliding(transformA: Transform, colliderA: Collider,
|
||||
transformB: Transform, colliderB: Collider): boolean {
|
||||
// 碰撞检测逻辑
|
||||
return false; // 简化示例
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 状态机系统
|
||||
|
||||
```typescript
|
||||
@ECSSystem('StateMachine')
|
||||
class StateMachineSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(StateMachine));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const stateMachine = entity.getComponent(StateMachine);
|
||||
if (stateMachine) {
|
||||
stateMachine.updateTimer(Time.deltaTime);
|
||||
this.updateState(entity, stateMachine);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private updateState(entity: Entity, stateMachine: StateMachine): void {
|
||||
switch (stateMachine.currentState) {
|
||||
case EntityState.Idle:
|
||||
this.handleIdleState(entity, stateMachine);
|
||||
break;
|
||||
case EntityState.Moving:
|
||||
this.handleMovingState(entity, stateMachine);
|
||||
break;
|
||||
case EntityState.Attacking:
|
||||
this.handleAttackingState(entity, stateMachine);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private handleIdleState(entity: Entity, stateMachine: StateMachine): void {
|
||||
// 空闲状态逻辑
|
||||
}
|
||||
|
||||
private handleMovingState(entity: Entity, stateMachine: StateMachine): void {
|
||||
// 移动状态逻辑
|
||||
}
|
||||
|
||||
private handleAttackingState(entity: Entity, stateMachine: StateMachine): void {
|
||||
// 攻击状态逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 系统单一职责
|
||||
|
||||
```typescript
|
||||
// ✅ 好的系统设计 - 职责单一
|
||||
@ECSSystem('Movement')
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Position, Velocity));
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('Rendering')
|
||||
class RenderingSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Sprite, Transform));
|
||||
}
|
||||
}
|
||||
|
||||
// ❌ 避免的系统设计 - 职责过多
|
||||
@ECSSystem('GameSystem')
|
||||
class GameSystem extends EntitySystem {
|
||||
// 一个系统处理移动、渲染、音效等多种逻辑
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 使用装饰器
|
||||
|
||||
**必须使用 `@ECSSystem` 装饰器**:
|
||||
|
||||
```typescript
|
||||
// ✅ 正确的用法
|
||||
@ECSSystem('Physics')
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
// 系统实现
|
||||
}
|
||||
|
||||
// ❌ 错误的用法 - 没有装饰器
|
||||
class BadSystem extends EntitySystem {
|
||||
// 这样定义的系统可能在生产环境出现问题
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 合理的更新顺序
|
||||
|
||||
```typescript
|
||||
// 按逻辑顺序设置系统的更新时序
|
||||
@ECSSystem('Input')
|
||||
class InputSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super();
|
||||
this.updateOrder = -100; // 最先处理输入
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('Logic')
|
||||
class GameLogicSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super();
|
||||
this.updateOrder = 0; // 处理游戏逻辑
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('Render')
|
||||
class RenderSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super();
|
||||
this.updateOrder = 100; // 最后进行渲染
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 避免在系统间直接引用
|
||||
|
||||
```typescript
|
||||
// ❌ 避免:系统间直接引用
|
||||
@ECSSystem('Bad')
|
||||
class BadSystem extends EntitySystem {
|
||||
private otherSystem: SomeOtherSystem; // 避免直接引用其他系统
|
||||
}
|
||||
|
||||
// ✅ 推荐:通过事件系统通信
|
||||
@ECSSystem('Good')
|
||||
class GoodSystem extends EntitySystem {
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 通过事件系统与其他系统通信
|
||||
this.scene?.eventSystem.emitSync('data_updated', { entities });
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 及时清理资源
|
||||
|
||||
```typescript
|
||||
@ECSSystem('Resource')
|
||||
class ResourceSystem extends EntitySystem {
|
||||
private resources: Map<string, any> = new Map();
|
||||
|
||||
protected onDestroy(): void {
|
||||
// 清理资源
|
||||
for (const [key, resource] of this.resources) {
|
||||
if (resource.dispose) {
|
||||
resource.dispose();
|
||||
}
|
||||
}
|
||||
this.resources.clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
系统是 ECS 架构的逻辑处理核心,正确设计和使用系统能让你的游戏代码更加模块化、高效和易于维护。
|
||||
553
docs/guide/time-and-timers.md
Normal file
553
docs/guide/time-and-timers.md
Normal file
@@ -0,0 +1,553 @@
|
||||
# 时间和定时器系统
|
||||
|
||||
ECS 框架提供了完整的时间管理和定时器系统,包括时间缩放、帧时间计算和灵活的定时器调度功能。
|
||||
|
||||
## Time 类
|
||||
|
||||
Time 类是框架的时间管理核心,提供了游戏时间相关的所有功能。
|
||||
|
||||
### 基本时间属性
|
||||
|
||||
```typescript
|
||||
import { Time } from '@esengine/ecs-framework';
|
||||
|
||||
class GameSystem extends EntitySystem {
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 获取帧时间(秒)
|
||||
const deltaTime = Time.deltaTime;
|
||||
|
||||
// 获取未缩放的帧时间
|
||||
const unscaledDelta = Time.unscaledDeltaTime;
|
||||
|
||||
// 获取游戏总时间
|
||||
const totalTime = Time.totalTime;
|
||||
|
||||
// 获取当前帧数
|
||||
const frameCount = Time.frameCount;
|
||||
|
||||
console.log(`第 ${frameCount} 帧,帧时间: ${deltaTime}s,总时间: ${totalTime}s`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 时间缩放
|
||||
|
||||
Time 类支持时间缩放功能,可以实现慢动作、快进等效果:
|
||||
|
||||
```typescript
|
||||
class TimeControlSystem extends EntitySystem {
|
||||
public enableSlowMotion(): void {
|
||||
// 设置为慢动作(50%速度)
|
||||
Time.timeScale = 0.5;
|
||||
console.log('慢动作模式启用');
|
||||
}
|
||||
|
||||
public enableFastForward(): void {
|
||||
// 设置为快进(200%速度)
|
||||
Time.timeScale = 2.0;
|
||||
console.log('快进模式启用');
|
||||
}
|
||||
|
||||
public pauseGame(): void {
|
||||
// 暂停游戏(时间静止)
|
||||
Time.timeScale = 0;
|
||||
console.log('游戏暂停');
|
||||
}
|
||||
|
||||
public resumeNormalSpeed(): void {
|
||||
// 恢复正常速度
|
||||
Time.timeScale = 1.0;
|
||||
console.log('恢复正常速度');
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// deltaTime 会受到 timeScale 影响
|
||||
const scaledDelta = Time.deltaTime; // 受时间缩放影响
|
||||
const realDelta = Time.unscaledDeltaTime; // 不受时间缩放影响
|
||||
|
||||
for (const entity of entities) {
|
||||
const movement = entity.getComponent(Movement);
|
||||
if (movement) {
|
||||
// 使用缩放时间进行游戏逻辑更新
|
||||
movement.update(scaledDelta);
|
||||
}
|
||||
|
||||
const ui = entity.getComponent(UIComponent);
|
||||
if (ui) {
|
||||
// UI 动画使用真实时间,不受游戏时间缩放影响
|
||||
ui.update(realDelta);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 时间检查工具
|
||||
|
||||
```typescript
|
||||
class CooldownSystem extends EntitySystem {
|
||||
private lastAttackTime = 0;
|
||||
private lastSpawnTime = 0;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(Weapon));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 检查攻击冷却
|
||||
if (Time.checkEvery(1.5, this.lastAttackTime)) {
|
||||
this.performAttack();
|
||||
this.lastAttackTime = Time.totalTime;
|
||||
}
|
||||
|
||||
// 检查生成间隔
|
||||
if (Time.checkEvery(3.0, this.lastSpawnTime)) {
|
||||
this.spawnEnemy();
|
||||
this.lastSpawnTime = Time.totalTime;
|
||||
}
|
||||
}
|
||||
|
||||
private performAttack(): void {
|
||||
console.log('执行攻击!');
|
||||
}
|
||||
|
||||
private spawnEnemy(): void {
|
||||
console.log('生成敌人!');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Core.schedule 定时器系统
|
||||
|
||||
Core 提供了强大的定时器调度功能,可以创建一次性或重复执行的定时器。
|
||||
|
||||
### 基本定时器使用
|
||||
|
||||
```typescript
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
class GameScene extends Scene {
|
||||
protected initialize(): void {
|
||||
// 创建一次性定时器
|
||||
this.createOneTimeTimers();
|
||||
|
||||
// 创建重复定时器
|
||||
this.createRepeatingTimers();
|
||||
|
||||
// 创建带上下文的定时器
|
||||
this.createContextTimers();
|
||||
}
|
||||
|
||||
private createOneTimeTimers(): void {
|
||||
// 2秒后执行一次
|
||||
Core.schedule(2.0, false, null, (timer) => {
|
||||
console.log('2秒延迟执行');
|
||||
});
|
||||
|
||||
// 5秒后显示提示
|
||||
Core.schedule(5.0, false, this, (timer) => {
|
||||
const scene = timer.getContext<GameScene>();
|
||||
scene.showTip('游戏提示:5秒已过!');
|
||||
});
|
||||
}
|
||||
|
||||
private createRepeatingTimers(): void {
|
||||
// 每秒重复执行
|
||||
const heartbeatTimer = Core.schedule(1.0, true, null, (timer) => {
|
||||
console.log(`游戏心跳 - 总时间: ${Time.totalTime.toFixed(1)}s`);
|
||||
});
|
||||
|
||||
// 可以保存定时器引用用于后续控制
|
||||
this.saveTimerReference(heartbeatTimer);
|
||||
}
|
||||
|
||||
private createContextTimers(): void {
|
||||
const gameData = { score: 0, level: 1 };
|
||||
|
||||
// 每2秒增加分数
|
||||
Core.schedule(2.0, true, gameData, (timer) => {
|
||||
const data = timer.getContext<typeof gameData>();
|
||||
data.score += 10;
|
||||
console.log(`分数增加!当前分数: ${data.score}`);
|
||||
});
|
||||
}
|
||||
|
||||
private saveTimerReference(timer: any): void {
|
||||
// 可以稍后停止定时器
|
||||
setTimeout(() => {
|
||||
timer.stop();
|
||||
console.log('定时器已停止');
|
||||
}, 10000); // 10秒后停止
|
||||
}
|
||||
|
||||
private showTip(message: string): void {
|
||||
console.log('提示:', message);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 定时器控制
|
||||
|
||||
```typescript
|
||||
class TimerControlExample {
|
||||
private attackTimer: any;
|
||||
private spawnerTimer: any;
|
||||
|
||||
public startCombat(): void {
|
||||
// 启动攻击定时器
|
||||
this.attackTimer = Core.schedule(0.5, true, this, (timer) => {
|
||||
const self = timer.getContext<TimerControlExample>();
|
||||
self.performAttack();
|
||||
});
|
||||
|
||||
// 启动敌人生成定时器
|
||||
this.spawnerTimer = Core.schedule(3.0, true, null, (timer) => {
|
||||
this.spawnEnemy();
|
||||
});
|
||||
}
|
||||
|
||||
public stopCombat(): void {
|
||||
// 停止所有战斗相关定时器
|
||||
if (this.attackTimer) {
|
||||
this.attackTimer.stop();
|
||||
console.log('攻击定时器已停止');
|
||||
}
|
||||
|
||||
if (this.spawnerTimer) {
|
||||
this.spawnerTimer.stop();
|
||||
console.log('生成定时器已停止');
|
||||
}
|
||||
}
|
||||
|
||||
public resetAttackTimer(): void {
|
||||
// 重置攻击定时器
|
||||
if (this.attackTimer) {
|
||||
this.attackTimer.reset();
|
||||
console.log('攻击定时器已重置');
|
||||
}
|
||||
}
|
||||
|
||||
private performAttack(): void {
|
||||
console.log('执行攻击');
|
||||
}
|
||||
|
||||
private spawnEnemy(): void {
|
||||
console.log('生成敌人');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 复杂定时器场景
|
||||
|
||||
```typescript
|
||||
class AdvancedTimerUsage {
|
||||
private powerUpDuration = 0;
|
||||
private powerUpActive = false;
|
||||
|
||||
public activatePowerUp(): void {
|
||||
if (this.powerUpActive) {
|
||||
console.log('能力提升已激活');
|
||||
return;
|
||||
}
|
||||
|
||||
this.powerUpActive = true;
|
||||
this.powerUpDuration = 10; // 10秒持续时间
|
||||
|
||||
console.log('能力提升激活!');
|
||||
|
||||
// 每秒更新剩余时间
|
||||
const countdownTimer = Core.schedule(1.0, true, this, (timer) => {
|
||||
const self = timer.getContext<AdvancedTimerUsage>();
|
||||
self.powerUpDuration--;
|
||||
|
||||
console.log(`能力提升剩余时间: ${self.powerUpDuration}秒`);
|
||||
|
||||
if (self.powerUpDuration <= 0) {
|
||||
self.deactivatePowerUp();
|
||||
timer.stop(); // 停止倒计时
|
||||
}
|
||||
});
|
||||
|
||||
// 能力提升结束定时器(备用)
|
||||
Core.schedule(10.0, false, this, (timer) => {
|
||||
const self = timer.getContext<AdvancedTimerUsage>();
|
||||
if (self.powerUpActive) {
|
||||
self.deactivatePowerUp();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private deactivatePowerUp(): void {
|
||||
this.powerUpActive = false;
|
||||
this.powerUpDuration = 0;
|
||||
console.log('能力提升结束');
|
||||
}
|
||||
|
||||
// 创建波次攻击定时器
|
||||
public startWaveAttack(): void {
|
||||
let waveCount = 0;
|
||||
const maxWaves = 5;
|
||||
|
||||
const waveTimer = Core.schedule(2.0, true, { waveCount, maxWaves }, (timer) => {
|
||||
const context = timer.getContext<{ waveCount: number, maxWaves: number }>();
|
||||
context.waveCount++;
|
||||
|
||||
console.log(`第 ${context.waveCount} 波攻击!`);
|
||||
|
||||
if (context.waveCount >= context.maxWaves) {
|
||||
console.log('所有波次攻击完成');
|
||||
timer.stop();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 创建条件定时器
|
||||
public startConditionalTimer(): void {
|
||||
Core.schedule(0.1, true, this, (timer) => {
|
||||
const self = timer.getContext<AdvancedTimerUsage>();
|
||||
|
||||
// 检查某个条件
|
||||
if (self.shouldStopTimer()) {
|
||||
console.log('条件满足,停止定时器');
|
||||
timer.stop();
|
||||
return;
|
||||
}
|
||||
|
||||
// 继续执行定时器逻辑
|
||||
self.performTimerAction();
|
||||
});
|
||||
}
|
||||
|
||||
private shouldStopTimer(): boolean {
|
||||
// 检查停止条件
|
||||
return Time.totalTime > 30; // 30秒后停止
|
||||
}
|
||||
|
||||
private performTimerAction(): void {
|
||||
console.log('执行定时器动作');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 实际应用示例
|
||||
|
||||
### 技能冷却系统
|
||||
|
||||
```typescript
|
||||
class SkillCooldownSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(SkillComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const skill = entity.getComponent(SkillComponent);
|
||||
|
||||
// 更新技能冷却
|
||||
if (skill.isOnCooldown) {
|
||||
skill.cooldownRemaining -= Time.deltaTime;
|
||||
|
||||
if (skill.cooldownRemaining <= 0) {
|
||||
skill.cooldownRemaining = 0;
|
||||
skill.isOnCooldown = false;
|
||||
console.log(`技能 ${skill.name} 冷却完成`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public useSkill(entity: Entity, skillName: string): boolean {
|
||||
const skill = entity.getComponent(SkillComponent);
|
||||
|
||||
if (skill.isOnCooldown) {
|
||||
console.log(`技能 ${skillName} 还在冷却中,剩余 ${skill.cooldownRemaining.toFixed(1)}秒`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 执行技能
|
||||
this.executeSkill(entity, skill);
|
||||
|
||||
// 开始冷却
|
||||
skill.isOnCooldown = true;
|
||||
skill.cooldownRemaining = skill.cooldownDuration;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private executeSkill(entity: Entity, skill: SkillComponent): void {
|
||||
console.log(`执行技能: ${skill.name}`);
|
||||
// 技能效果逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 游戏状态定时器
|
||||
|
||||
```typescript
|
||||
class GameStateManager {
|
||||
private gamePhase = 'preparation';
|
||||
private phaseTimer: any;
|
||||
|
||||
public startGame(): void {
|
||||
this.startPreparationPhase();
|
||||
}
|
||||
|
||||
private startPreparationPhase(): void {
|
||||
this.gamePhase = 'preparation';
|
||||
console.log('准备阶段开始 - 10秒准备时间');
|
||||
|
||||
this.phaseTimer = Core.schedule(10.0, false, this, (timer) => {
|
||||
const self = timer.getContext<GameStateManager>();
|
||||
self.startCombatPhase();
|
||||
});
|
||||
}
|
||||
|
||||
private startCombatPhase(): void {
|
||||
this.gamePhase = 'combat';
|
||||
console.log('战斗阶段开始 - 60秒战斗时间');
|
||||
|
||||
this.phaseTimer = Core.schedule(60.0, false, this, (timer) => {
|
||||
const self = timer.getContext<GameStateManager>();
|
||||
self.startResultPhase();
|
||||
});
|
||||
|
||||
// 每10秒刷新一波敌人
|
||||
Core.schedule(10.0, true, null, (timer) => {
|
||||
if (this.gamePhase === 'combat') {
|
||||
this.spawnEnemyWave();
|
||||
} else {
|
||||
timer.stop(); // 战斗阶段结束时停止刷新
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private startResultPhase(): void {
|
||||
this.gamePhase = 'result';
|
||||
console.log('结算阶段开始 - 5秒结算时间');
|
||||
|
||||
this.phaseTimer = Core.schedule(5.0, false, this, (timer) => {
|
||||
const self = timer.getContext<GameStateManager>();
|
||||
self.endGame();
|
||||
});
|
||||
}
|
||||
|
||||
private endGame(): void {
|
||||
console.log('游戏结束');
|
||||
this.gamePhase = 'ended';
|
||||
}
|
||||
|
||||
private spawnEnemyWave(): void {
|
||||
console.log('刷新敌人波次');
|
||||
}
|
||||
|
||||
public getCurrentPhase(): string {
|
||||
return this.gamePhase;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理使用时间类型
|
||||
|
||||
```typescript
|
||||
class MovementSystem extends EntitySystem {
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const movement = entity.getComponent(Movement);
|
||||
|
||||
// ✅ 游戏逻辑使用缩放时间
|
||||
movement.position.x += movement.velocity.x * Time.deltaTime;
|
||||
|
||||
// ✅ UI动画使用真实时间(不受游戏暂停影响)
|
||||
const ui = entity.getComponent(UIAnimation);
|
||||
if (ui) {
|
||||
ui.update(Time.unscaledDeltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 定时器管理
|
||||
|
||||
```typescript
|
||||
class TimerManager {
|
||||
private timers: any[] = [];
|
||||
|
||||
public createManagedTimer(duration: number, repeats: boolean, callback: () => void): any {
|
||||
const timer = Core.schedule(duration, repeats, null, callback);
|
||||
this.timers.push(timer);
|
||||
return timer;
|
||||
}
|
||||
|
||||
public stopAllTimers(): void {
|
||||
for (const timer of this.timers) {
|
||||
timer.stop();
|
||||
}
|
||||
this.timers = [];
|
||||
}
|
||||
|
||||
public cleanupCompletedTimers(): void {
|
||||
this.timers = this.timers.filter(timer => !timer.isDone);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 避免过多的定时器
|
||||
|
||||
```typescript
|
||||
// ❌ 避免:为每个实体创建定时器
|
||||
class BadExample extends EntitySystem {
|
||||
protected onAdded(entity: Entity): void {
|
||||
Core.schedule(1.0, true, entity, (timer) => {
|
||||
// 每个实体一个定时器,性能差
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// ✅ 推荐:在系统中统一管理时间
|
||||
class GoodExample extends EntitySystem {
|
||||
private lastUpdateTime = 0;
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 每秒执行一次逻辑
|
||||
if (Time.checkEvery(1.0, this.lastUpdateTime)) {
|
||||
this.processAllEntities(entities);
|
||||
this.lastUpdateTime = Time.totalTime;
|
||||
}
|
||||
}
|
||||
|
||||
private processAllEntities(entities: readonly Entity[]): void {
|
||||
// 批量处理所有实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 定时器上下文使用
|
||||
|
||||
```typescript
|
||||
interface TimerContext {
|
||||
entityId: number;
|
||||
duration: number;
|
||||
onComplete: () => void;
|
||||
}
|
||||
|
||||
class ContextualTimerExample {
|
||||
public createEntityTimer(entityId: number, duration: number, onComplete: () => void): void {
|
||||
const context: TimerContext = {
|
||||
entityId,
|
||||
duration,
|
||||
onComplete
|
||||
};
|
||||
|
||||
Core.schedule(duration, false, context, (timer) => {
|
||||
const ctx = timer.getContext<TimerContext>();
|
||||
console.log(`实体 ${ctx.entityId} 的定时器完成`);
|
||||
ctx.onComplete();
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
时间和定时器系统是游戏开发中的重要工具,正确使用这些功能能让你的游戏逻辑更加精确和可控。
|
||||
608
docs/guide/worker-system.md
Normal file
608
docs/guide/worker-system.md
Normal file
@@ -0,0 +1,608 @@
|
||||
# Worker系统
|
||||
|
||||
Worker系统(WorkerEntitySystem)是ECS框架中基于Web Worker的多线程处理系统,专为计算密集型任务设计,能够充分利用多核CPU性能,实现真正的并行计算。
|
||||
|
||||
## 核心特性
|
||||
|
||||
- **真正的并行计算**:利用Web Worker在后台线程执行计算密集型任务
|
||||
- **自动负载均衡**:根据CPU核心数自动分配工作负载
|
||||
- **SharedArrayBuffer优化**:零拷贝数据共享,提升大规模计算性能
|
||||
- **降级支持**:不支持Worker时自动回退到主线程处理
|
||||
- **类型安全**:完整的TypeScript支持和类型检查
|
||||
|
||||
## 基本用法
|
||||
|
||||
### 简单的物理系统示例
|
||||
|
||||
```typescript
|
||||
interface PhysicsData {
|
||||
id: number;
|
||||
x: number;
|
||||
y: number;
|
||||
vx: number;
|
||||
vy: number;
|
||||
mass: number;
|
||||
radius: number;
|
||||
}
|
||||
|
||||
@ECSSystem('Physics')
|
||||
class PhysicsWorkerSystem extends WorkerEntitySystem<PhysicsData> {
|
||||
constructor() {
|
||||
super(Matcher.all(Position, Velocity, Physics), {
|
||||
enableWorker: true, // 启用Worker并行处理
|
||||
workerCount: 8, // Worker数量,系统会自动限制在硬件支持范围内
|
||||
entitiesPerWorker: 100, // 每个Worker处理的实体数量
|
||||
useSharedArrayBuffer: true, // 启用SharedArrayBuffer优化
|
||||
entityDataSize: 7, // 每个实体数据大小
|
||||
maxEntities: 10000, // 最大实体数量
|
||||
systemConfig: { // 传递给Worker的配置
|
||||
gravity: 100,
|
||||
friction: 0.95
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 数据提取:将Entity转换为可序列化的数据
|
||||
protected extractEntityData(entity: Entity): PhysicsData {
|
||||
const position = entity.getComponent(Position);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
const physics = entity.getComponent(Physics);
|
||||
|
||||
return {
|
||||
id: entity.id,
|
||||
x: position.x,
|
||||
y: position.y,
|
||||
vx: velocity.x,
|
||||
vy: velocity.y,
|
||||
mass: physics.mass,
|
||||
radius: physics.radius
|
||||
};
|
||||
}
|
||||
|
||||
// Worker处理函数:纯函数,在Worker中执行
|
||||
protected workerProcess(
|
||||
entities: PhysicsData[],
|
||||
deltaTime: number,
|
||||
config: any
|
||||
): PhysicsData[] {
|
||||
return entities.map(entity => {
|
||||
// 应用重力
|
||||
entity.vy += config.gravity * deltaTime;
|
||||
|
||||
// 更新位置
|
||||
entity.x += entity.vx * deltaTime;
|
||||
entity.y += entity.vy * deltaTime;
|
||||
|
||||
// 应用摩擦力
|
||||
entity.vx *= config.friction;
|
||||
entity.vy *= config.friction;
|
||||
|
||||
return entity;
|
||||
});
|
||||
}
|
||||
|
||||
// 结果应用:将Worker处理结果应用回Entity
|
||||
protected applyResult(entity: Entity, result: PhysicsData): void {
|
||||
const position = entity.getComponent(Position);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
position.x = result.x;
|
||||
position.y = result.y;
|
||||
velocity.x = result.vx;
|
||||
velocity.y = result.vy;
|
||||
}
|
||||
|
||||
// SharedArrayBuffer优化支持
|
||||
protected getDefaultEntityDataSize(): number {
|
||||
return 7; // id, x, y, vx, vy, mass, radius
|
||||
}
|
||||
|
||||
protected writeEntityToBuffer(entityData: PhysicsData, offset: number): void {
|
||||
if (!this.sharedFloatArray) return;
|
||||
|
||||
this.sharedFloatArray[offset + 0] = entityData.id;
|
||||
this.sharedFloatArray[offset + 1] = entityData.x;
|
||||
this.sharedFloatArray[offset + 2] = entityData.y;
|
||||
this.sharedFloatArray[offset + 3] = entityData.vx;
|
||||
this.sharedFloatArray[offset + 4] = entityData.vy;
|
||||
this.sharedFloatArray[offset + 5] = entityData.mass;
|
||||
this.sharedFloatArray[offset + 6] = entityData.radius;
|
||||
}
|
||||
|
||||
protected readEntityFromBuffer(offset: number): PhysicsData | null {
|
||||
if (!this.sharedFloatArray) return null;
|
||||
|
||||
return {
|
||||
id: this.sharedFloatArray[offset + 0],
|
||||
x: this.sharedFloatArray[offset + 1],
|
||||
y: this.sharedFloatArray[offset + 2],
|
||||
vx: this.sharedFloatArray[offset + 3],
|
||||
vy: this.sharedFloatArray[offset + 4],
|
||||
mass: this.sharedFloatArray[offset + 5],
|
||||
radius: this.sharedFloatArray[offset + 6]
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 配置选项
|
||||
|
||||
Worker系统支持丰富的配置选项:
|
||||
|
||||
```typescript
|
||||
interface WorkerSystemConfig {
|
||||
/** 是否启用Worker并行处理 */
|
||||
enableWorker?: boolean;
|
||||
/** Worker数量,默认为CPU核心数,自动限制在系统最大值内 */
|
||||
workerCount?: number;
|
||||
/** 每个Worker处理的实体数量,用于控制负载分布 */
|
||||
entitiesPerWorker?: number;
|
||||
/** 系统配置数据,会传递给Worker */
|
||||
systemConfig?: any;
|
||||
/** 是否使用SharedArrayBuffer优化 */
|
||||
useSharedArrayBuffer?: boolean;
|
||||
/** 每个实体在SharedArrayBuffer中占用的Float32数量 */
|
||||
entityDataSize?: number;
|
||||
/** 最大实体数量(用于预分配SharedArrayBuffer) */
|
||||
maxEntities?: number;
|
||||
}
|
||||
```
|
||||
|
||||
### 配置建议
|
||||
|
||||
```typescript
|
||||
constructor() {
|
||||
super(matcher, {
|
||||
// 根据任务复杂度决定是否启用
|
||||
enableWorker: this.shouldUseWorker(),
|
||||
|
||||
// Worker数量:系统会自动限制在硬件支持范围内
|
||||
workerCount: 8, // 请求8个Worker,实际数量受CPU核心数限制
|
||||
|
||||
// 每个Worker处理的实体数量(可选)
|
||||
entitiesPerWorker: 200, // 精确控制负载分布
|
||||
|
||||
// 大量简单计算时启用SharedArrayBuffer
|
||||
useSharedArrayBuffer: this.entityCount > 1000,
|
||||
|
||||
// 根据实际数据结构设置
|
||||
entityDataSize: 8, // 确保与数据结构匹配
|
||||
|
||||
// 预估最大实体数量
|
||||
maxEntities: 10000,
|
||||
|
||||
// 传递给Worker的全局配置
|
||||
systemConfig: {
|
||||
gravity: 9.8,
|
||||
friction: 0.95,
|
||||
worldBounds: { width: 1920, height: 1080 }
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private shouldUseWorker(): boolean {
|
||||
// 根据实体数量和计算复杂度决定
|
||||
return this.expectedEntityCount > 100;
|
||||
}
|
||||
|
||||
// 获取系统信息
|
||||
getSystemInfo() {
|
||||
const info = this.getWorkerInfo();
|
||||
console.log(`Worker数量: ${info.workerCount}/${info.maxSystemWorkerCount}`);
|
||||
console.log(`每Worker实体数: ${info.entitiesPerWorker || '自动分配'}`);
|
||||
console.log(`当前模式: ${info.currentMode}`);
|
||||
}
|
||||
```
|
||||
|
||||
## 处理模式
|
||||
|
||||
Worker系统支持两种处理模式:
|
||||
|
||||
### 1. 传统Worker模式
|
||||
|
||||
数据通过序列化在主线程和Worker间传递:
|
||||
|
||||
```typescript
|
||||
// 适用于:复杂计算逻辑,实体数量适中
|
||||
constructor() {
|
||||
super(matcher, {
|
||||
enableWorker: true,
|
||||
useSharedArrayBuffer: false, // 使用传统模式
|
||||
workerCount: 2
|
||||
});
|
||||
}
|
||||
|
||||
protected workerProcess(entities: EntityData[], deltaTime: number): EntityData[] {
|
||||
// 复杂的算法逻辑
|
||||
return entities.map(entity => {
|
||||
// AI决策、路径规划等复杂计算
|
||||
return this.complexAILogic(entity, deltaTime);
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
### 2. SharedArrayBuffer模式
|
||||
|
||||
零拷贝数据共享,适合大量简单计算:
|
||||
|
||||
```typescript
|
||||
// 适用于:大量实体的简单计算
|
||||
constructor() {
|
||||
super(matcher, {
|
||||
enableWorker: true,
|
||||
useSharedArrayBuffer: true, // 启用共享内存
|
||||
entityDataSize: 6,
|
||||
maxEntities: 10000
|
||||
});
|
||||
}
|
||||
|
||||
protected getSharedArrayBufferProcessFunction(): SharedArrayBufferProcessFunction {
|
||||
return function(sharedFloatArray: Float32Array, startIndex: number, endIndex: number, deltaTime: number, config: any) {
|
||||
const entitySize = 6;
|
||||
for (let i = startIndex; i < endIndex; i++) {
|
||||
const offset = i * entitySize;
|
||||
|
||||
// 读取数据
|
||||
let x = sharedFloatArray[offset];
|
||||
let y = sharedFloatArray[offset + 1];
|
||||
let vx = sharedFloatArray[offset + 2];
|
||||
let vy = sharedFloatArray[offset + 3];
|
||||
|
||||
// 物理计算
|
||||
vy += config.gravity * deltaTime;
|
||||
x += vx * deltaTime;
|
||||
y += vy * deltaTime;
|
||||
|
||||
// 写回数据
|
||||
sharedFloatArray[offset] = x;
|
||||
sharedFloatArray[offset + 1] = y;
|
||||
sharedFloatArray[offset + 2] = vx;
|
||||
sharedFloatArray[offset + 3] = vy;
|
||||
}
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
## 完整示例:粒子物理系统
|
||||
|
||||
一个包含碰撞检测的完整粒子物理系统:
|
||||
|
||||
```typescript
|
||||
interface ParticleData {
|
||||
id: number;
|
||||
x: number;
|
||||
y: number;
|
||||
dx: number;
|
||||
dy: number;
|
||||
mass: number;
|
||||
radius: number;
|
||||
bounce: number;
|
||||
friction: number;
|
||||
}
|
||||
|
||||
@ECSSystem('ParticlePhysics')
|
||||
class ParticlePhysicsWorkerSystem extends WorkerEntitySystem<ParticleData> {
|
||||
constructor() {
|
||||
super(Matcher.all(Position, Velocity, Physics, Renderable), {
|
||||
enableWorker: true,
|
||||
workerCount: 6, // 请求6个Worker,自动限制在CPU核心数内
|
||||
entitiesPerWorker: 150, // 每个Worker处理150个粒子
|
||||
useSharedArrayBuffer: true,
|
||||
entityDataSize: 9,
|
||||
maxEntities: 5000,
|
||||
systemConfig: {
|
||||
gravity: 100,
|
||||
canvasWidth: 800,
|
||||
canvasHeight: 600,
|
||||
groundFriction: 0.98
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
protected extractEntityData(entity: Entity): ParticleData {
|
||||
const position = entity.getComponent(Position);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
const physics = entity.getComponent(Physics);
|
||||
const renderable = entity.getComponent(Renderable);
|
||||
|
||||
return {
|
||||
id: entity.id,
|
||||
x: position.x,
|
||||
y: position.y,
|
||||
dx: velocity.dx,
|
||||
dy: velocity.dy,
|
||||
mass: physics.mass,
|
||||
radius: renderable.size,
|
||||
bounce: physics.bounce,
|
||||
friction: physics.friction
|
||||
};
|
||||
}
|
||||
|
||||
protected workerProcess(
|
||||
entities: ParticleData[],
|
||||
deltaTime: number,
|
||||
config: any
|
||||
): ParticleData[] {
|
||||
const result = entities.map(e => ({ ...e }));
|
||||
|
||||
// 基础物理更新
|
||||
for (const particle of result) {
|
||||
// 应用重力
|
||||
particle.dy += config.gravity * deltaTime;
|
||||
|
||||
// 更新位置
|
||||
particle.x += particle.dx * deltaTime;
|
||||
particle.y += particle.dy * deltaTime;
|
||||
|
||||
// 边界碰撞
|
||||
if (particle.x <= particle.radius) {
|
||||
particle.x = particle.radius;
|
||||
particle.dx = -particle.dx * particle.bounce;
|
||||
} else if (particle.x >= config.canvasWidth - particle.radius) {
|
||||
particle.x = config.canvasWidth - particle.radius;
|
||||
particle.dx = -particle.dx * particle.bounce;
|
||||
}
|
||||
|
||||
if (particle.y <= particle.radius) {
|
||||
particle.y = particle.radius;
|
||||
particle.dy = -particle.dy * particle.bounce;
|
||||
} else if (particle.y >= config.canvasHeight - particle.radius) {
|
||||
particle.y = config.canvasHeight - particle.radius;
|
||||
particle.dy = -particle.dy * particle.bounce;
|
||||
particle.dx *= config.groundFriction;
|
||||
}
|
||||
|
||||
// 空气阻力
|
||||
particle.dx *= particle.friction;
|
||||
particle.dy *= particle.friction;
|
||||
}
|
||||
|
||||
// 粒子间碰撞检测(O(n²)算法)
|
||||
for (let i = 0; i < result.length; i++) {
|
||||
for (let j = i + 1; j < result.length; j++) {
|
||||
const p1 = result[i];
|
||||
const p2 = result[j];
|
||||
|
||||
const dx = p2.x - p1.x;
|
||||
const dy = p2.y - p1.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
const minDistance = p1.radius + p2.radius;
|
||||
|
||||
if (distance < minDistance && distance > 0) {
|
||||
// 分离粒子
|
||||
const nx = dx / distance;
|
||||
const ny = dy / distance;
|
||||
const overlap = minDistance - distance;
|
||||
|
||||
p1.x -= nx * overlap * 0.5;
|
||||
p1.y -= ny * overlap * 0.5;
|
||||
p2.x += nx * overlap * 0.5;
|
||||
p2.y += ny * overlap * 0.5;
|
||||
|
||||
// 弹性碰撞
|
||||
const relativeVelocityX = p2.dx - p1.dx;
|
||||
const relativeVelocityY = p2.dy - p1.dy;
|
||||
const velocityAlongNormal = relativeVelocityX * nx + relativeVelocityY * ny;
|
||||
|
||||
if (velocityAlongNormal > 0) continue;
|
||||
|
||||
const restitution = (p1.bounce + p2.bounce) * 0.5;
|
||||
const impulseScalar = -(1 + restitution) * velocityAlongNormal / (1/p1.mass + 1/p2.mass);
|
||||
|
||||
p1.dx -= impulseScalar * nx / p1.mass;
|
||||
p1.dy -= impulseScalar * ny / p1.mass;
|
||||
p2.dx += impulseScalar * nx / p2.mass;
|
||||
p2.dy += impulseScalar * ny / p2.mass;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected applyResult(entity: Entity, result: ParticleData): void {
|
||||
if (!entity?.enabled) return;
|
||||
|
||||
const position = entity.getComponent(Position);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (position && velocity) {
|
||||
position.set(result.x, result.y);
|
||||
velocity.set(result.dx, result.dy);
|
||||
}
|
||||
}
|
||||
|
||||
protected getDefaultEntityDataSize(): number {
|
||||
return 9;
|
||||
}
|
||||
|
||||
protected writeEntityToBuffer(data: ParticleData, offset: number): void {
|
||||
if (!this.sharedFloatArray) return;
|
||||
|
||||
this.sharedFloatArray[offset + 0] = data.id;
|
||||
this.sharedFloatArray[offset + 1] = data.x;
|
||||
this.sharedFloatArray[offset + 2] = data.y;
|
||||
this.sharedFloatArray[offset + 3] = data.dx;
|
||||
this.sharedFloatArray[offset + 4] = data.dy;
|
||||
this.sharedFloatArray[offset + 5] = data.mass;
|
||||
this.sharedFloatArray[offset + 6] = data.radius;
|
||||
this.sharedFloatArray[offset + 7] = data.bounce;
|
||||
this.sharedFloatArray[offset + 8] = data.friction;
|
||||
}
|
||||
|
||||
protected readEntityFromBuffer(offset: number): ParticleData | null {
|
||||
if (!this.sharedFloatArray) return null;
|
||||
|
||||
return {
|
||||
id: this.sharedFloatArray[offset + 0],
|
||||
x: this.sharedFloatArray[offset + 1],
|
||||
y: this.sharedFloatArray[offset + 2],
|
||||
dx: this.sharedFloatArray[offset + 3],
|
||||
dy: this.sharedFloatArray[offset + 4],
|
||||
mass: this.sharedFloatArray[offset + 5],
|
||||
radius: this.sharedFloatArray[offset + 6],
|
||||
bounce: this.sharedFloatArray[offset + 7],
|
||||
friction: this.sharedFloatArray[offset + 8]
|
||||
};
|
||||
}
|
||||
|
||||
// 性能监控
|
||||
public getPerformanceInfo(): {
|
||||
enabled: boolean;
|
||||
workerCount: number;
|
||||
entitiesPerWorker?: number;
|
||||
maxSystemWorkerCount: number;
|
||||
entityCount: number;
|
||||
isProcessing: boolean;
|
||||
currentMode: string;
|
||||
} {
|
||||
const workerInfo = this.getWorkerInfo();
|
||||
return {
|
||||
...workerInfo,
|
||||
entityCount: this.entities.length
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 适用场景
|
||||
|
||||
Worker系统特别适合以下场景:
|
||||
|
||||
### 1. 物理模拟
|
||||
- **重力系统**:大量实体的重力计算
|
||||
- **碰撞检测**:复杂的碰撞算法
|
||||
- **流体模拟**:粒子流体系统
|
||||
- **布料模拟**:顶点物理计算
|
||||
|
||||
### 2. AI计算
|
||||
- **路径寻找**:A*、Dijkstra等算法
|
||||
- **行为树**:复杂的AI决策逻辑
|
||||
- **群体智能**:鸟群、鱼群算法
|
||||
- **神经网络**:简单的AI推理
|
||||
|
||||
### 3. 数据处理
|
||||
- **大量实体更新**:状态机、生命周期管理
|
||||
- **统计计算**:游戏数据分析
|
||||
- **图像处理**:纹理生成、效果计算
|
||||
- **音频处理**:音效合成、频谱分析
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. Worker函数要求
|
||||
|
||||
```typescript
|
||||
// ✅ 推荐:Worker处理函数是纯函数
|
||||
protected workerProcess(entities: PhysicsData[], deltaTime: number, config: any): PhysicsData[] {
|
||||
// 只使用参数和标准JavaScript API
|
||||
return entities.map(entity => {
|
||||
// 纯计算逻辑,不依赖外部状态
|
||||
entity.y += entity.velocity * deltaTime;
|
||||
return entity;
|
||||
});
|
||||
}
|
||||
|
||||
// ❌ 避免:在Worker函数中使用外部引用
|
||||
protected workerProcess(entities: PhysicsData[], deltaTime: number): PhysicsData[] {
|
||||
// this 和外部变量在Worker中不可用
|
||||
return entities.map(entity => {
|
||||
entity.y += this.someProperty; // ❌ 错误
|
||||
return entity;
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 数据设计
|
||||
|
||||
```typescript
|
||||
// ✅ 推荐:合理的数据设计
|
||||
interface SimplePhysicsData {
|
||||
x: number;
|
||||
y: number;
|
||||
vx: number;
|
||||
vy: number;
|
||||
// 保持数据结构简单,便于序列化
|
||||
}
|
||||
|
||||
// ❌ 避免:复杂的嵌套对象
|
||||
interface ComplexData {
|
||||
transform: {
|
||||
position: { x: number; y: number };
|
||||
rotation: { angle: number };
|
||||
};
|
||||
// 复杂嵌套结构增加序列化开销
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Worker数量控制
|
||||
|
||||
```typescript
|
||||
// ✅ 推荐:灵活的Worker配置
|
||||
constructor() {
|
||||
super(matcher, {
|
||||
// 直接指定需要的Worker数量,系统会自动限制在硬件支持范围内
|
||||
workerCount: 8, // 请求8个Worker
|
||||
entitiesPerWorker: 100, // 每个Worker处理100个实体
|
||||
enableWorker: this.shouldUseWorker(), // 条件启用
|
||||
});
|
||||
}
|
||||
|
||||
private shouldUseWorker(): boolean {
|
||||
// 根据实体数量和复杂度决定是否使用Worker
|
||||
return this.expectedEntityCount > 100;
|
||||
}
|
||||
|
||||
// 获取实际使用的Worker信息
|
||||
checkWorkerConfiguration() {
|
||||
const info = this.getWorkerInfo();
|
||||
console.log(`请求Worker数量: 8`);
|
||||
console.log(`实际Worker数量: ${info.workerCount}`);
|
||||
console.log(`系统最大支持: ${info.maxSystemWorkerCount}`);
|
||||
console.log(`每Worker实体数: ${info.entitiesPerWorker || '自动分配'}`);
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 性能监控
|
||||
|
||||
```typescript
|
||||
// ✅ 推荐:性能监控
|
||||
public getPerformanceMetrics(): WorkerPerformanceMetrics {
|
||||
return {
|
||||
...this.getWorkerInfo(),
|
||||
entityCount: this.entities.length,
|
||||
averageProcessTime: this.getAverageProcessTime(),
|
||||
workerUtilization: this.getWorkerUtilization()
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
### 1. 计算密集度评估
|
||||
只对计算密集型任务使用Worker,避免在简单计算上增加线程开销。
|
||||
|
||||
### 2. 数据传输优化
|
||||
- 使用SharedArrayBuffer减少序列化开销
|
||||
- 保持数据结构简单和扁平
|
||||
- 避免频繁的大数据传输
|
||||
|
||||
### 3. 降级策略
|
||||
始终提供主线程回退方案,确保在不支持Worker的环境中正常运行。
|
||||
|
||||
### 4. 内存管理
|
||||
及时清理Worker池和共享缓冲区,避免内存泄漏。
|
||||
|
||||
### 5. 负载均衡
|
||||
使用 `entitiesPerWorker` 参数精确控制负载分布,避免某些Worker空闲而其他Worker过载。
|
||||
|
||||
## 在线演示
|
||||
|
||||
查看完整的Worker系统演示:[Worker系统演示](https://esengine.github.io/ecs-framework/demos/worker-system/)
|
||||
|
||||
该演示展示了:
|
||||
- 多线程物理计算
|
||||
- 实时性能对比
|
||||
- SharedArrayBuffer优化
|
||||
- 大量实体的并行处理
|
||||
|
||||
Worker系统为ECS框架提供了强大的并行计算能力,让你能够充分利用现代多核处理器的性能,为复杂的游戏逻辑和计算密集型任务提供了高效的解决方案。
|
||||
761
docs/guide/world-manager.md
Normal file
761
docs/guide/world-manager.md
Normal file
@@ -0,0 +1,761 @@
|
||||
# WorldManager
|
||||
|
||||
WorldManager 是 ECS Framework 提供的高级世界管理器,用于管理多个完全隔离的游戏世界(World)。每个 World 都是独立的 ECS 环境,可以包含多个场景。
|
||||
|
||||
## 适用场景
|
||||
|
||||
WorldManager 适合以下高级场景:
|
||||
- MMO 游戏服务器的多房间管理
|
||||
- 游戏大厅系统(每个游戏房间完全隔离)
|
||||
- 服务器端的多游戏实例
|
||||
- 需要完全隔离的多个游戏环境
|
||||
- 需要同时运行多个独立世界的应用
|
||||
|
||||
## 特点
|
||||
|
||||
- 多 World 管理,每个 World 完全独立
|
||||
- 每个 World 可以包含多个 Scene
|
||||
- 支持 World 的激活/停用
|
||||
- 自动清理空 World
|
||||
- World 级别的全局系统
|
||||
- 批量操作和查询
|
||||
|
||||
## 基本使用
|
||||
|
||||
### 初始化
|
||||
|
||||
WorldManager 是 Core 的内置服务,通过服务容器获取:
|
||||
|
||||
```typescript
|
||||
import { Core, WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化 Core
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 从服务容器获取 WorldManager(Core 已自动创建并注册)
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
```
|
||||
|
||||
### 创建 World
|
||||
|
||||
```typescript
|
||||
// 创建游戏房间 World
|
||||
const room1 = worldManager.createWorld('room_001', {
|
||||
name: 'GameRoom_001',
|
||||
maxScenes: 5,
|
||||
debug: true
|
||||
});
|
||||
|
||||
// 激活 World
|
||||
worldManager.setWorldActive('room_001', true);
|
||||
|
||||
// 创建更多房间
|
||||
const room2 = worldManager.createWorld('room_002', {
|
||||
name: 'GameRoom_002',
|
||||
maxScenes: 5
|
||||
});
|
||||
|
||||
worldManager.setWorldActive('room_002', true);
|
||||
```
|
||||
|
||||
### 游戏循环
|
||||
|
||||
在游戏循环中更新所有活跃的 World:
|
||||
|
||||
```typescript
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 更新全局服务
|
||||
worldManager.updateAll(); // 更新所有活跃的 World
|
||||
}
|
||||
|
||||
// 启动游戏循环
|
||||
let lastTime = 0;
|
||||
setInterval(() => {
|
||||
const currentTime = Date.now();
|
||||
const deltaTime = (currentTime - lastTime) / 1000;
|
||||
lastTime = currentTime;
|
||||
|
||||
gameLoop(deltaTime);
|
||||
}, 16); // 60 FPS
|
||||
```
|
||||
|
||||
## World 管理
|
||||
|
||||
### 创建 World
|
||||
|
||||
```typescript
|
||||
// 基本创建
|
||||
const world = worldManager.createWorld('worldId');
|
||||
|
||||
// 带配置创建
|
||||
const world = worldManager.createWorld('worldId', {
|
||||
name: 'MyWorld',
|
||||
maxScenes: 10,
|
||||
autoCleanup: true,
|
||||
debug: true
|
||||
});
|
||||
```
|
||||
|
||||
**配置选项(IWorldConfig)**:
|
||||
- `name?: string` - World 名称
|
||||
- `maxScenes?: number` - 最大场景数量限制(默认 10)
|
||||
- `autoCleanup?: boolean` - 是否自动清理空场景(默认 true)
|
||||
- `debug?: boolean` - 是否启用调试模式(默认 false)
|
||||
|
||||
### 获取 World
|
||||
|
||||
```typescript
|
||||
// 通过 ID 获取
|
||||
const world = worldManager.getWorld('room_001');
|
||||
if (world) {
|
||||
console.log(`World: ${world.name}`);
|
||||
}
|
||||
|
||||
// 获取所有 World
|
||||
const allWorlds = worldManager.getAllWorlds();
|
||||
console.log(`共有 ${allWorlds.length} 个 World`);
|
||||
|
||||
// 获取所有 World ID
|
||||
const worldIds = worldManager.getWorldIds();
|
||||
console.log('World 列表:', worldIds);
|
||||
|
||||
// 通过名称查找
|
||||
const world = worldManager.findWorldByName('GameRoom_001');
|
||||
```
|
||||
|
||||
### 激活和停用 World
|
||||
|
||||
```typescript
|
||||
// 激活 World(开始运行和更新)
|
||||
worldManager.setWorldActive('room_001', true);
|
||||
|
||||
// 停用 World(停止更新但保留数据)
|
||||
worldManager.setWorldActive('room_001', false);
|
||||
|
||||
// 检查 World 是否激活
|
||||
if (worldManager.isWorldActive('room_001')) {
|
||||
console.log('房间正在运行');
|
||||
}
|
||||
|
||||
// 获取所有活跃的 World
|
||||
const activeWorlds = worldManager.getActiveWorlds();
|
||||
console.log(`当前有 ${activeWorlds.length} 个活跃 World`);
|
||||
```
|
||||
|
||||
### 移除 World
|
||||
|
||||
```typescript
|
||||
// 移除 World(会自动停用并销毁)
|
||||
const removed = worldManager.removeWorld('room_001');
|
||||
if (removed) {
|
||||
console.log('World 已移除');
|
||||
}
|
||||
```
|
||||
|
||||
## World 中的场景管理
|
||||
|
||||
每个 World 可以包含多个 Scene 并独立管理它们的生命周期。
|
||||
|
||||
### 创建场景
|
||||
|
||||
```typescript
|
||||
const world = worldManager.getWorld('room_001');
|
||||
if (!world) return;
|
||||
|
||||
// 创建场景
|
||||
const mainScene = world.createScene('main', new MainScene());
|
||||
const uiScene = world.createScene('ui', new UIScene());
|
||||
const hudScene = world.createScene('hud', new HUDScene());
|
||||
|
||||
// 激活场景
|
||||
world.setSceneActive('main', true);
|
||||
world.setSceneActive('ui', true);
|
||||
world.setSceneActive('hud', false);
|
||||
```
|
||||
|
||||
### 查询场景
|
||||
|
||||
```typescript
|
||||
// 获取特定场景
|
||||
const mainScene = world.getScene<MainScene>('main');
|
||||
if (mainScene) {
|
||||
console.log(`场景名称: ${mainScene.name}`);
|
||||
}
|
||||
|
||||
// 获取所有场景
|
||||
const allScenes = world.getAllScenes();
|
||||
console.log(`World 中共有 ${allScenes.length} 个场景`);
|
||||
|
||||
// 获取所有场景 ID
|
||||
const sceneIds = world.getSceneIds();
|
||||
console.log('场景列表:', sceneIds);
|
||||
|
||||
// 获取活跃场景数量
|
||||
const activeCount = world.getActiveSceneCount();
|
||||
console.log(`当前有 ${activeCount} 个活跃场景`);
|
||||
|
||||
// 检查场景是否激活
|
||||
if (world.isSceneActive('main')) {
|
||||
console.log('主场景正在运行');
|
||||
}
|
||||
```
|
||||
|
||||
### 场景切换
|
||||
|
||||
World 支持多场景同时运行,也支持场景切换:
|
||||
|
||||
```typescript
|
||||
class GameWorld {
|
||||
private world: World;
|
||||
|
||||
constructor(worldManager: WorldManager) {
|
||||
this.world = worldManager.createWorld('game', {
|
||||
name: 'GameWorld',
|
||||
maxScenes: 5
|
||||
});
|
||||
|
||||
// 创建所有场景
|
||||
this.world.createScene('menu', new MenuScene());
|
||||
this.world.createScene('game', new GameScene());
|
||||
this.world.createScene('pause', new PauseScene());
|
||||
this.world.createScene('gameover', new GameOverScene());
|
||||
|
||||
// 激活 World
|
||||
worldManager.setWorldActive('game', true);
|
||||
}
|
||||
|
||||
public showMenu(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.world.setSceneActive('menu', true);
|
||||
}
|
||||
|
||||
public startGame(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.world.setSceneActive('game', true);
|
||||
}
|
||||
|
||||
public pauseGame(): void {
|
||||
// 游戏场景继续存在但停止更新
|
||||
this.world.setSceneActive('game', false);
|
||||
// 显示暂停界面
|
||||
this.world.setSceneActive('pause', true);
|
||||
}
|
||||
|
||||
public resumeGame(): void {
|
||||
this.world.setSceneActive('pause', false);
|
||||
this.world.setSceneActive('game', true);
|
||||
}
|
||||
|
||||
public showGameOver(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.world.setSceneActive('gameover', true);
|
||||
}
|
||||
|
||||
private deactivateAllScenes(): void {
|
||||
const sceneIds = this.world.getSceneIds();
|
||||
sceneIds.forEach(id => this.world.setSceneActive(id, false));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 移除场景
|
||||
|
||||
```typescript
|
||||
// 移除不再需要的场景
|
||||
const removed = world.removeScene('oldScene');
|
||||
if (removed) {
|
||||
console.log('场景已移除');
|
||||
}
|
||||
|
||||
// 场景会自动调用 end() 方法进行清理
|
||||
```
|
||||
|
||||
## 全局系统
|
||||
|
||||
World 支持全局系统,这些系统在 World 级别运行,不依赖特定 Scene。
|
||||
|
||||
### 定义全局系统
|
||||
|
||||
```typescript
|
||||
import { IGlobalSystem } from '@esengine/ecs-framework';
|
||||
|
||||
// 网络系统(World 级别)
|
||||
class NetworkSystem implements IGlobalSystem {
|
||||
readonly name = 'NetworkSystem';
|
||||
|
||||
private connectionId: string;
|
||||
|
||||
constructor(connectionId: string) {
|
||||
this.connectionId = connectionId;
|
||||
}
|
||||
|
||||
initialize(): void {
|
||||
console.log(`网络系统初始化: ${this.connectionId}`);
|
||||
// 建立网络连接
|
||||
}
|
||||
|
||||
update(deltaTime?: number): void {
|
||||
// 处理网络消息,不依赖任何 Scene
|
||||
// 接收和发送网络包
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
console.log(`网络系统销毁: ${this.connectionId}`);
|
||||
// 关闭网络连接
|
||||
}
|
||||
}
|
||||
|
||||
// 物理系统(World 级别)
|
||||
class PhysicsSystem implements IGlobalSystem {
|
||||
readonly name = 'PhysicsSystem';
|
||||
|
||||
initialize(): void {
|
||||
console.log('物理系统初始化');
|
||||
}
|
||||
|
||||
update(deltaTime?: number): void {
|
||||
// 物理模拟,作用于 World 中所有场景
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
console.log('物理系统销毁');
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 使用全局系统
|
||||
|
||||
```typescript
|
||||
const world = worldManager.getWorld('room_001');
|
||||
if (!world) return;
|
||||
|
||||
// 添加全局系统
|
||||
const networkSystem = world.addGlobalSystem(new NetworkSystem('conn_001'));
|
||||
const physicsSystem = world.addGlobalSystem(new PhysicsSystem());
|
||||
|
||||
// 获取全局系统
|
||||
const network = world.getGlobalSystem(NetworkSystem);
|
||||
if (network) {
|
||||
console.log('找到网络系统');
|
||||
}
|
||||
|
||||
// 移除全局系统
|
||||
world.removeGlobalSystem(networkSystem);
|
||||
```
|
||||
|
||||
## 批量操作
|
||||
|
||||
### 更新所有 World
|
||||
|
||||
```typescript
|
||||
// 更新所有活跃的 World(应该在游戏循环中调用)
|
||||
worldManager.updateAll();
|
||||
|
||||
// 这会自动更新每个 World 的:
|
||||
// 1. 全局系统
|
||||
// 2. 所有活跃场景
|
||||
```
|
||||
|
||||
### 启动和停止
|
||||
|
||||
```typescript
|
||||
// 启动所有 World
|
||||
worldManager.startAll();
|
||||
|
||||
// 停止所有 World
|
||||
worldManager.stopAll();
|
||||
|
||||
// 检查是否正在运行
|
||||
if (worldManager.isRunning) {
|
||||
console.log('WorldManager 正在运行');
|
||||
}
|
||||
```
|
||||
|
||||
### 查找 World
|
||||
|
||||
```typescript
|
||||
// 使用条件查找
|
||||
const emptyWorlds = worldManager.findWorlds(world => {
|
||||
return world.sceneCount === 0;
|
||||
});
|
||||
|
||||
// 查找活跃的 World
|
||||
const activeWorlds = worldManager.findWorlds(world => {
|
||||
return world.isActive;
|
||||
});
|
||||
|
||||
// 查找特定名称的 World
|
||||
const world = worldManager.findWorldByName('GameRoom_001');
|
||||
```
|
||||
|
||||
## 统计和监控
|
||||
|
||||
### 获取统计信息
|
||||
|
||||
```typescript
|
||||
const stats = worldManager.getStats();
|
||||
|
||||
console.log(`总 World 数: ${stats.totalWorlds}`);
|
||||
console.log(`活跃 World 数: ${stats.activeWorlds}`);
|
||||
console.log(`总场景数: ${stats.totalScenes}`);
|
||||
console.log(`总实体数: ${stats.totalEntities}`);
|
||||
console.log(`总系统数: ${stats.totalSystems}`);
|
||||
|
||||
// 查看每个 World 的详细信息
|
||||
stats.worlds.forEach(worldInfo => {
|
||||
console.log(`World: ${worldInfo.name}`);
|
||||
console.log(` 场景数: ${worldInfo.sceneCount}`);
|
||||
console.log(` 是否活跃: ${worldInfo.isActive}`);
|
||||
});
|
||||
```
|
||||
|
||||
### 获取详细状态
|
||||
|
||||
```typescript
|
||||
const status = worldManager.getDetailedStatus();
|
||||
|
||||
// 包含所有 World 的详细状态
|
||||
status.worlds.forEach(worldStatus => {
|
||||
console.log(`World ID: ${worldStatus.id}`);
|
||||
console.log(`状态:`, worldStatus.status);
|
||||
});
|
||||
```
|
||||
|
||||
## 自动清理
|
||||
|
||||
WorldManager 支持自动清理空的 World。
|
||||
|
||||
### 配置清理
|
||||
|
||||
```typescript
|
||||
// 创建带清理配置的 WorldManager
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
|
||||
// WorldManager 的配置在 Core 中设置:
|
||||
// {
|
||||
// maxWorlds: 50,
|
||||
// autoCleanup: true,
|
||||
// cleanupInterval: 30000 // 30 秒
|
||||
// }
|
||||
```
|
||||
|
||||
### 手动清理
|
||||
|
||||
```typescript
|
||||
// 手动触发清理
|
||||
const cleanedCount = worldManager.cleanup();
|
||||
console.log(`清理了 ${cleanedCount} 个 World`);
|
||||
```
|
||||
|
||||
**清理条件**:
|
||||
- World 未激活
|
||||
- 没有 Scene 或所有 Scene 都是空的
|
||||
- 创建时间超过 10 分钟
|
||||
|
||||
## API 参考
|
||||
|
||||
### WorldManager API
|
||||
|
||||
| 方法 | 说明 |
|
||||
|------|------|
|
||||
| `createWorld(worldId, config?)` | 创建新 World |
|
||||
| `removeWorld(worldId)` | 移除 World |
|
||||
| `getWorld(worldId)` | 获取 World |
|
||||
| `getAllWorlds()` | 获取所有 World |
|
||||
| `getWorldIds()` | 获取所有 World ID |
|
||||
| `setWorldActive(worldId, active)` | 设置 World 激活状态 |
|
||||
| `isWorldActive(worldId)` | 检查 World 是否激活 |
|
||||
| `getActiveWorlds()` | 获取所有活跃的 World |
|
||||
| `updateAll()` | 更新所有活跃 World |
|
||||
| `startAll()` | 启动所有 World |
|
||||
| `stopAll()` | 停止所有 World |
|
||||
| `findWorlds(predicate)` | 查找满足条件的 World |
|
||||
| `findWorldByName(name)` | 根据名称查找 World |
|
||||
| `getStats()` | 获取统计信息 |
|
||||
| `getDetailedStatus()` | 获取详细状态信息 |
|
||||
| `cleanup()` | 清理空 World |
|
||||
| `destroy()` | 销毁 WorldManager |
|
||||
|
||||
### World API
|
||||
|
||||
| 方法 | 说明 |
|
||||
|------|------|
|
||||
| `createScene(sceneId, sceneInstance?)` | 创建并添加 Scene |
|
||||
| `removeScene(sceneId)` | 移除 Scene |
|
||||
| `getScene(sceneId)` | 获取 Scene |
|
||||
| `getAllScenes()` | 获取所有 Scene |
|
||||
| `getSceneIds()` | 获取所有 Scene ID |
|
||||
| `setSceneActive(sceneId, active)` | 设置 Scene 激活状态 |
|
||||
| `isSceneActive(sceneId)` | 检查 Scene 是否激活 |
|
||||
| `getActiveSceneCount()` | 获取活跃 Scene 数量 |
|
||||
| `addGlobalSystem(system)` | 添加全局系统 |
|
||||
| `removeGlobalSystem(system)` | 移除全局系统 |
|
||||
| `getGlobalSystem(type)` | 获取全局系统 |
|
||||
| `start()` | 启动 World |
|
||||
| `stop()` | 停止 World |
|
||||
| `updateGlobalSystems()` | 更新全局系统 |
|
||||
| `updateScenes()` | 更新所有激活 Scene |
|
||||
| `destroy()` | 销毁 World |
|
||||
| `getStatus()` | 获取 World 状态 |
|
||||
| `getStats()` | 获取统计信息 |
|
||||
|
||||
### 属性
|
||||
|
||||
| 属性 | 说明 |
|
||||
|------|------|
|
||||
| `worldCount` | World 总数 |
|
||||
| `activeWorldCount` | 活跃 World 数量 |
|
||||
| `isRunning` | 是否正在运行 |
|
||||
| `config` | 配置信息 |
|
||||
|
||||
## 完整示例
|
||||
|
||||
### MMO 游戏房间系统
|
||||
|
||||
```typescript
|
||||
import { Core, WorldManager, Scene, World } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化
|
||||
Core.create({ debug: true });
|
||||
const worldManager = Core.services.resolve(WorldManager);
|
||||
|
||||
// 房间管理器
|
||||
class RoomManager {
|
||||
private worldManager: WorldManager;
|
||||
private rooms: Map<string, World> = new Map();
|
||||
|
||||
constructor(worldManager: WorldManager) {
|
||||
this.worldManager = worldManager;
|
||||
}
|
||||
|
||||
// 创建游戏房间
|
||||
public createRoom(roomId: string, maxPlayers: number): World {
|
||||
const world = this.worldManager.createWorld(roomId, {
|
||||
name: `Room_${roomId}`,
|
||||
maxScenes: 3,
|
||||
debug: true
|
||||
});
|
||||
|
||||
// 创建房间场景
|
||||
world.createScene('lobby', new LobbyScene());
|
||||
world.createScene('game', new GameScene());
|
||||
world.createScene('result', new ResultScene());
|
||||
|
||||
// 添加房间级别的系统
|
||||
world.addGlobalSystem(new NetworkSystem(roomId));
|
||||
world.addGlobalSystem(new RoomLogicSystem(maxPlayers));
|
||||
|
||||
// 激活 World 和初始场景
|
||||
this.worldManager.setWorldActive(roomId, true);
|
||||
world.setSceneActive('lobby', true);
|
||||
|
||||
this.rooms.set(roomId, world);
|
||||
console.log(`房间 ${roomId} 已创建`);
|
||||
|
||||
return world;
|
||||
}
|
||||
|
||||
// 玩家加入房间
|
||||
public joinRoom(roomId: string, playerId: string): boolean {
|
||||
const world = this.rooms.get(roomId);
|
||||
if (!world) {
|
||||
console.log(`房间 ${roomId} 不存在`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 在大厅场景中创建玩家实体
|
||||
const lobbyScene = world.getScene('lobby');
|
||||
if (lobbyScene) {
|
||||
const player = lobbyScene.createEntity(`Player_${playerId}`);
|
||||
// 添加玩家组件...
|
||||
console.log(`玩家 ${playerId} 加入房间 ${roomId}`);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 开始游戏
|
||||
public startGame(roomId: string): void {
|
||||
const world = this.rooms.get(roomId);
|
||||
if (!world) return;
|
||||
|
||||
// 切换到游戏场景
|
||||
world.setSceneActive('lobby', false);
|
||||
world.setSceneActive('game', true);
|
||||
|
||||
console.log(`房间 ${roomId} 游戏开始`);
|
||||
}
|
||||
|
||||
// 结束游戏
|
||||
public endGame(roomId: string): void {
|
||||
const world = this.rooms.get(roomId);
|
||||
if (!world) return;
|
||||
|
||||
// 切换到结果场景
|
||||
world.setSceneActive('game', false);
|
||||
world.setSceneActive('result', true);
|
||||
|
||||
console.log(`房间 ${roomId} 游戏结束`);
|
||||
}
|
||||
|
||||
// 关闭房间
|
||||
public closeRoom(roomId: string): void {
|
||||
this.worldManager.removeWorld(roomId);
|
||||
this.rooms.delete(roomId);
|
||||
console.log(`房间 ${roomId} 已关闭`);
|
||||
}
|
||||
|
||||
// 获取房间列表
|
||||
public getRoomList(): string[] {
|
||||
return Array.from(this.rooms.keys());
|
||||
}
|
||||
|
||||
// 获取房间统计
|
||||
public getRoomStats(roomId: string) {
|
||||
const world = this.rooms.get(roomId);
|
||||
return world?.getStats();
|
||||
}
|
||||
}
|
||||
|
||||
// 使用房间管理器
|
||||
const roomManager = new RoomManager(worldManager);
|
||||
|
||||
// 创建多个游戏房间
|
||||
roomManager.createRoom('room_001', 4);
|
||||
roomManager.createRoom('room_002', 4);
|
||||
roomManager.createRoom('room_003', 2);
|
||||
|
||||
// 玩家加入
|
||||
roomManager.joinRoom('room_001', 'player_1');
|
||||
roomManager.joinRoom('room_001', 'player_2');
|
||||
|
||||
// 开始游戏
|
||||
roomManager.startGame('room_001');
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime);
|
||||
worldManager.updateAll(); // 更新所有房间
|
||||
}
|
||||
|
||||
// 定期清理空房间
|
||||
setInterval(() => {
|
||||
const stats = worldManager.getStats();
|
||||
console.log(`当前房间数: ${stats.totalWorlds}`);
|
||||
console.log(`活跃房间数: ${stats.activeWorlds}`);
|
||||
|
||||
worldManager.cleanup();
|
||||
}, 60000); // 每分钟清理一次
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理的 World 粒度
|
||||
|
||||
```typescript
|
||||
// 推荐:每个独立环境一个 World
|
||||
const room1 = worldManager.createWorld('room_1'); // 游戏房间1
|
||||
const room2 = worldManager.createWorld('room_2'); // 游戏房间2
|
||||
|
||||
// 不推荐:过度使用 World
|
||||
const world1 = worldManager.createWorld('ui'); // UI 不需要独立 World
|
||||
const world2 = worldManager.createWorld('menu'); // 菜单不需要独立 World
|
||||
```
|
||||
|
||||
### 2. 使用全局系统处理跨场景逻辑
|
||||
|
||||
```typescript
|
||||
// 推荐:World 级别的系统
|
||||
class NetworkSystem implements IGlobalSystem {
|
||||
update() {
|
||||
// 网络处理不依赖场景
|
||||
}
|
||||
}
|
||||
|
||||
// 不推荐:在每个场景中重复创建
|
||||
class GameScene extends Scene {
|
||||
initialize() {
|
||||
this.addSystem(new NetworkSystem()); // 不应该在场景级别
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 及时清理不用的 World
|
||||
|
||||
```typescript
|
||||
// 推荐:玩家离开时清理房间
|
||||
function onPlayerLeave(roomId: string) {
|
||||
const world = worldManager.getWorld(roomId);
|
||||
if (world && world.sceneCount === 0) {
|
||||
worldManager.removeWorld(roomId);
|
||||
}
|
||||
}
|
||||
|
||||
// 或使用自动清理
|
||||
worldManager.cleanup();
|
||||
```
|
||||
|
||||
### 4. 监控资源使用
|
||||
|
||||
```typescript
|
||||
// 定期检查资源使用情况
|
||||
setInterval(() => {
|
||||
const stats = worldManager.getStats();
|
||||
|
||||
if (stats.totalWorlds > 100) {
|
||||
console.warn('World 数量过多,考虑清理');
|
||||
worldManager.cleanup();
|
||||
}
|
||||
|
||||
if (stats.totalEntities > 10000) {
|
||||
console.warn('实体数量过多,检查是否有泄漏');
|
||||
}
|
||||
}, 30000);
|
||||
```
|
||||
|
||||
## 与 SceneManager 的对比
|
||||
|
||||
| 特性 | SceneManager | WorldManager |
|
||||
|------|--------------|--------------|
|
||||
| 适用场景 | 95% 的游戏应用 | 高级多世界隔离场景 |
|
||||
| 复杂度 | 简单 | 复杂 |
|
||||
| 场景数量 | 单场景(可切换) | 多 World,每个 World 多场景 |
|
||||
| 场景隔离 | 无(场景切换) | 完全隔离(每个 World 独立) |
|
||||
| 性能开销 | 最小 | 较高 |
|
||||
| 全局系统 | 无 | 支持(World 级别) |
|
||||
| 使用示例 | 单人游戏、移动游戏 | MMO 服务器、游戏房间系统 |
|
||||
|
||||
**何时使用 WorldManager**:
|
||||
- MMO 游戏服务器(每个房间一个 World)
|
||||
- 游戏大厅系统(每个游戏房间完全隔离)
|
||||
- 需要运行多个完全独立的游戏实例
|
||||
- 服务器端模拟多个游戏世界
|
||||
|
||||
**何时使用 SceneManager**:
|
||||
- 单人游戏
|
||||
- 简单的多人游戏
|
||||
- 移动游戏
|
||||
- 场景之间需要切换但不需要同时运行
|
||||
|
||||
## 架构层次
|
||||
|
||||
WorldManager 在 ECS Framework 中的位置:
|
||||
|
||||
```
|
||||
Core (全局服务)
|
||||
└── WorldManager (世界管理)
|
||||
├── World 1 (游戏房间1)
|
||||
│ ├── GlobalSystem (全局系统)
|
||||
│ ├── Scene 1 (场景1)
|
||||
│ │ ├── EntitySystem
|
||||
│ │ ├── Entity
|
||||
│ │ └── Component
|
||||
│ └── Scene 2 (场景2)
|
||||
├── World 2 (游戏房间2)
|
||||
│ ├── GlobalSystem
|
||||
│ └── Scene 1
|
||||
└── World 3 (游戏房间3)
|
||||
```
|
||||
|
||||
WorldManager 为需要多世界隔离的高级应用提供了强大的管理能力。如果你的应用不需要多世界隔离,建议使用更简单的 [SceneManager](./scene-manager.md)。
|
||||
23
docs/index.md
Normal file
23
docs/index.md
Normal file
@@ -0,0 +1,23 @@
|
||||
---
|
||||
layout: home
|
||||
|
||||
hero:
|
||||
name: "ECS Framework"
|
||||
text: "高性能ECS框架"
|
||||
tagline: "为Javascript游戏开发而设计"
|
||||
actions:
|
||||
- theme: brand
|
||||
text: 快速开始
|
||||
link: /guide/getting-started
|
||||
- theme: alt
|
||||
text: 查看示例
|
||||
link: https://github.com/esengine/lawn-mower-demo
|
||||
|
||||
features:
|
||||
- title: 高性能
|
||||
details: 支持大规模实体处理
|
||||
- title: 类型安全
|
||||
details: 完整的TypeScript支持,编译时类型检查
|
||||
- title: 模块化设计
|
||||
details: 核心功能独立打包,支持多平台
|
||||
---
|
||||
@@ -1,425 +0,0 @@
|
||||
# 性能优化指南
|
||||
|
||||
本文档介绍ECS框架的性能优化技术和最佳实践。
|
||||
|
||||
## 目录
|
||||
|
||||
1. [查询系统优化](#查询系统优化)
|
||||
2. [实体管理优化](#实体管理优化)
|
||||
3. [组件设计优化](#组件设计优化)
|
||||
4. [系统设计优化](#系统设计优化)
|
||||
5. [内存管理](#内存管理)
|
||||
6. [性能监控](#性能监控)
|
||||
|
||||
## 查询系统优化
|
||||
|
||||
### 使用高效的查询方法
|
||||
|
||||
```typescript
|
||||
// 推荐:使用标签查询(快速)
|
||||
const enemies = entityManager.getEntitiesByTag(2);
|
||||
|
||||
// 推荐:使用组件查询
|
||||
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
|
||||
|
||||
// 推荐:使用Scene的查询系统
|
||||
const movingEntities = scene.querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
|
||||
// 谨慎:自定义条件查询(较慢)
|
||||
const nearbyEnemies = entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent)
|
||||
.where(entity => {
|
||||
const pos = entity.getComponent(PositionComponent);
|
||||
return pos && Math.abs(pos.x - playerX) < 100;
|
||||
})
|
||||
.execute();
|
||||
```
|
||||
|
||||
### 查询结果缓存
|
||||
|
||||
```typescript
|
||||
class OptimizedCombatSystem extends EntitySystem {
|
||||
private cachedEnemies: Entity[] = [];
|
||||
private lastCacheUpdate = 0;
|
||||
private cacheInterval = 5; // 每5帧更新一次
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// 缓存查询结果
|
||||
if (Time.frameCount - this.lastCacheUpdate >= this.cacheInterval) {
|
||||
this.cachedEnemies = this.entityManager.getEntitiesByTag(2);
|
||||
this.lastCacheUpdate = Time.frameCount;
|
||||
}
|
||||
|
||||
// 使用缓存的结果
|
||||
this.cachedEnemies.forEach(enemy => {
|
||||
this.processEnemy(enemy);
|
||||
});
|
||||
}
|
||||
|
||||
private processEnemy(enemy: Entity): void {
|
||||
// 处理敌人逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 实体管理优化
|
||||
|
||||
### 批量创建实体
|
||||
|
||||
```typescript
|
||||
// 推荐:使用Scene的批量创建
|
||||
function createEnemyWave(count: number): Entity[] {
|
||||
const enemies = scene.createEntities(count, "Enemy");
|
||||
|
||||
// 批量配置组件
|
||||
enemies.forEach((enemy, index) => {
|
||||
enemy.addComponent(new PositionComponent(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new HealthComponent(100));
|
||||
enemy.addComponent(new AIComponent());
|
||||
enemy.tag = 2; // 敌人标签
|
||||
});
|
||||
|
||||
return enemies;
|
||||
}
|
||||
|
||||
// ❌ 避免:循环单独创建
|
||||
function createEnemyWaveSlow(count: number): Entity[] {
|
||||
const enemies: Entity[] = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
const enemy = entityManager.createEntity(`Enemy_${i}`);
|
||||
enemy.addComponent(new PositionComponent());
|
||||
enemy.addComponent(new HealthComponent());
|
||||
enemies.push(enemy);
|
||||
}
|
||||
return enemies;
|
||||
}
|
||||
```
|
||||
|
||||
### 实体复用策略
|
||||
|
||||
```typescript
|
||||
// 使用简单的实体复用策略
|
||||
class EntityReusableManager {
|
||||
private inactiveEntities: Entity[] = [];
|
||||
private scene: Scene;
|
||||
|
||||
constructor(scene: Scene) {
|
||||
this.scene = scene;
|
||||
}
|
||||
|
||||
// 预创建实体
|
||||
preCreateEntities(count: number, entityName: string): void {
|
||||
const entities = this.scene.createEntities(count, entityName);
|
||||
entities.forEach(entity => {
|
||||
entity.enabled = false; // 禁用但不销毁
|
||||
this.inactiveEntities.push(entity);
|
||||
});
|
||||
}
|
||||
|
||||
// 获取可复用实体
|
||||
getReusableEntity(): Entity | null {
|
||||
if (this.inactiveEntities.length > 0) {
|
||||
const entity = this.inactiveEntities.pop()!;
|
||||
entity.enabled = true;
|
||||
return entity;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// 回收实体
|
||||
recycleEntity(entity: Entity): void {
|
||||
entity.enabled = false;
|
||||
entity.removeAllComponents();
|
||||
this.inactiveEntities.push(entity);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 组件设计优化
|
||||
|
||||
### 数据局部性优化
|
||||
|
||||
```typescript
|
||||
// 推荐:紧凑的数据结构
|
||||
class OptimizedPositionComponent extends Component {
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
public z: number = 0;
|
||||
|
||||
// 避免对象分配
|
||||
public setPosition(x: number, y: number, z: number = 0): void {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
}
|
||||
|
||||
// ❌ 避免:过多对象分配
|
||||
class SlowPositionComponent extends Component {
|
||||
public position: { x: number; y: number; z: number } = { x: 0, y: 0, z: 0 };
|
||||
public velocity: { x: number; y: number; z: number } = { x: 0, y: 0, z: 0 };
|
||||
public acceleration: { x: number; y: number; z: number } = { x: 0, y: 0, z: 0 };
|
||||
}
|
||||
```
|
||||
|
||||
### 组件池化
|
||||
|
||||
```typescript
|
||||
// 使用框架内置的组件池
|
||||
ComponentPoolManager.getInstance().registerPool(
|
||||
'BulletComponent',
|
||||
() => new BulletComponent(),
|
||||
(bullet) => bullet.reset(),
|
||||
1000
|
||||
);
|
||||
|
||||
// 获取组件
|
||||
const bullet = ComponentPoolManager.getInstance().acquireComponent('BulletComponent');
|
||||
if (bullet) {
|
||||
entity.addComponent(bullet);
|
||||
}
|
||||
|
||||
// 释放组件
|
||||
ComponentPoolManager.getInstance().releaseComponent('BulletComponent', bullet);
|
||||
```
|
||||
|
||||
## 系统设计优化
|
||||
|
||||
### 系统更新顺序优化
|
||||
|
||||
```typescript
|
||||
class OptimizedGameManager {
|
||||
private scene: Scene;
|
||||
|
||||
constructor() {
|
||||
this.scene = new Scene();
|
||||
this.setupSystems();
|
||||
}
|
||||
|
||||
private setupSystems(): void {
|
||||
// 按依赖关系排序系统
|
||||
this.scene.addEntityProcessor(new InputSystem()).updateOrder = 10;
|
||||
this.scene.addEntityProcessor(new MovementSystem()).updateOrder = 20;
|
||||
this.scene.addEntityProcessor(new CollisionSystem()).updateOrder = 30;
|
||||
this.scene.addEntityProcessor(new RenderSystem()).updateOrder = 40;
|
||||
this.scene.addEntityProcessor(new CleanupSystem()).updateOrder = 50;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 时间分片处理
|
||||
|
||||
```typescript
|
||||
class TimeSlicedAISystem extends EntitySystem {
|
||||
private aiEntities: Entity[] = [];
|
||||
private currentIndex = 0;
|
||||
private entitiesPerFrame = 10;
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// 获取所有AI实体
|
||||
if (this.aiEntities.length === 0) {
|
||||
this.aiEntities = this.entityManager.getEntitiesByTag(3); // AI标签
|
||||
}
|
||||
|
||||
// 每帧只处理部分实体
|
||||
const endIndex = Math.min(
|
||||
this.currentIndex + this.entitiesPerFrame,
|
||||
this.aiEntities.length
|
||||
);
|
||||
|
||||
for (let i = this.currentIndex; i < endIndex; i++) {
|
||||
this.processAI(this.aiEntities[i]);
|
||||
}
|
||||
|
||||
// 更新索引
|
||||
this.currentIndex = endIndex;
|
||||
if (this.currentIndex >= this.aiEntities.length) {
|
||||
this.currentIndex = 0;
|
||||
this.aiEntities = []; // 重新获取实体列表
|
||||
}
|
||||
}
|
||||
|
||||
private processAI(entity: Entity): void {
|
||||
// AI处理逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 内存管理
|
||||
|
||||
### 及时清理无用实体
|
||||
|
||||
```typescript
|
||||
class CleanupSystem extends EntitySystem {
|
||||
protected process(entities: Entity[]): void {
|
||||
// 清理超出边界的子弹
|
||||
const bullets = this.entityManager.getEntitiesByTag(4); // 子弹标签
|
||||
bullets.forEach(bullet => {
|
||||
const pos = bullet.getComponent(PositionComponent);
|
||||
if (pos && this.isOutOfBounds(pos)) {
|
||||
this.entityManager.destroyEntity(bullet);
|
||||
}
|
||||
});
|
||||
|
||||
// 清理死亡的实体
|
||||
const deadEntities = this.entityManager
|
||||
.query()
|
||||
.withAll(HealthComponent)
|
||||
.where(entity => {
|
||||
const health = entity.getComponent(HealthComponent);
|
||||
return health && health.currentHealth <= 0;
|
||||
})
|
||||
.execute();
|
||||
|
||||
deadEntities.forEach(entity => {
|
||||
this.entityManager.destroyEntity(entity);
|
||||
});
|
||||
}
|
||||
|
||||
private isOutOfBounds(pos: PositionComponent): boolean {
|
||||
return pos.x < -100 || pos.x > 900 || pos.y < -100 || pos.y > 700;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 实体复用管理
|
||||
|
||||
```typescript
|
||||
class GameEntityManager {
|
||||
private bulletManager: EntityReusableManager;
|
||||
private effectManager: EntityReusableManager;
|
||||
|
||||
constructor(scene: Scene) {
|
||||
this.bulletManager = new EntityReusableManager(scene);
|
||||
this.effectManager = new EntityReusableManager(scene);
|
||||
|
||||
// 预创建实体
|
||||
this.bulletManager.preCreateEntities(100, "Bullet");
|
||||
this.effectManager.preCreateEntities(50, "Effect");
|
||||
}
|
||||
|
||||
createBullet(): Entity | null {
|
||||
const bullet = this.bulletManager.getReusableEntity();
|
||||
if (bullet) {
|
||||
bullet.addComponent(new BulletComponent());
|
||||
bullet.addComponent(new PositionComponent());
|
||||
bullet.addComponent(new VelocityComponent());
|
||||
}
|
||||
return bullet;
|
||||
}
|
||||
|
||||
destroyBullet(bullet: Entity): void {
|
||||
this.bulletManager.recycleEntity(bullet);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 性能监控
|
||||
|
||||
### 基础性能统计
|
||||
|
||||
```typescript
|
||||
class PerformanceMonitor {
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor(scene: Scene, entityManager: EntityManager) {
|
||||
this.scene = scene;
|
||||
this.entityManager = entityManager;
|
||||
}
|
||||
|
||||
public getPerformanceReport(): any {
|
||||
return {
|
||||
// 实体统计
|
||||
entities: {
|
||||
total: this.entityManager.entityCount,
|
||||
active: this.entityManager.activeEntityCount
|
||||
},
|
||||
|
||||
// 场景统计
|
||||
scene: this.scene.getStats(),
|
||||
|
||||
// 查询系统统计
|
||||
querySystem: this.scene.querySystem.getStats(),
|
||||
|
||||
// 内存使用
|
||||
memory: {
|
||||
used: (performance as any).memory?.usedJSHeapSize || 0,
|
||||
total: (performance as any).memory?.totalJSHeapSize || 0
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
public logPerformance(): void {
|
||||
const report = this.getPerformanceReport();
|
||||
console.log('性能报告:', report);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 帧率监控
|
||||
|
||||
```typescript
|
||||
class FPSMonitor {
|
||||
private frameCount = 0;
|
||||
private lastTime = performance.now();
|
||||
private fps = 0;
|
||||
|
||||
public update(): void {
|
||||
this.frameCount++;
|
||||
const currentTime = performance.now();
|
||||
|
||||
if (currentTime - this.lastTime >= 1000) {
|
||||
this.fps = this.frameCount;
|
||||
this.frameCount = 0;
|
||||
this.lastTime = currentTime;
|
||||
|
||||
if (this.fps < 30) {
|
||||
console.warn(`低帧率警告: ${this.fps} FPS`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public getFPS(): number {
|
||||
return this.fps;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践总结
|
||||
|
||||
### 查询优化
|
||||
1. 优先使用标签查询和组件查询
|
||||
2. 缓存频繁使用的查询结果
|
||||
3. 避免过度使用自定义条件查询
|
||||
4. 合理设置查询缓存更新频率
|
||||
|
||||
### 实体管理
|
||||
1. 使用批量创建方法
|
||||
2. 实现实体池化减少GC压力
|
||||
3. 及时清理无用实体
|
||||
4. 合理设置实体标签
|
||||
|
||||
### 组件设计
|
||||
1. 保持组件数据紧凑
|
||||
2. 避免在组件中分配大量对象
|
||||
3. 使用组件池化
|
||||
4. 分离数据和行为
|
||||
|
||||
### 系统设计
|
||||
1. 合理安排系统更新顺序
|
||||
2. 对重计算任务使用时间分片
|
||||
3. 避免在系统中进行复杂查询
|
||||
4. 缓存系统间的共享数据
|
||||
|
||||
### 内存管理
|
||||
1. 定期清理无用实体和组件
|
||||
2. 使用对象池减少GC
|
||||
3. 监控内存使用情况
|
||||
4. 避免内存泄漏
|
||||
|
||||
通过遵循这些最佳实践,可以显著提升ECS框架的性能表现。
|
||||
118
docs/public/coi-serviceworker.js
Normal file
118
docs/public/coi-serviceworker.js
Normal file
@@ -0,0 +1,118 @@
|
||||
/*! coi-serviceworker v0.1.7 - Guido Zuidhof and contributors, licensed under MIT */
|
||||
let coepCredentialless = false;
|
||||
if (typeof window === 'undefined') {
|
||||
self.addEventListener("install", () => self.skipWaiting());
|
||||
self.addEventListener("activate", (event) => event.waitUntil(self.clients.claim()));
|
||||
|
||||
self.addEventListener("message", (ev) => {
|
||||
if (!ev.data) {
|
||||
return;
|
||||
} else if (ev.data.type === "deregister") {
|
||||
self.registration
|
||||
.unregister()
|
||||
.then(() => {
|
||||
return self.clients.matchAll();
|
||||
})
|
||||
.then(clients => {
|
||||
clients.forEach((client) => client.navigate(client.url));
|
||||
});
|
||||
} else if (ev.data.type === "coepCredentialless") {
|
||||
coepCredentialless = ev.data.value;
|
||||
}
|
||||
});
|
||||
|
||||
self.addEventListener("fetch", function (event) {
|
||||
const r = event.request;
|
||||
if (r.cache === "only-if-cached" && r.mode !== "same-origin") {
|
||||
return;
|
||||
}
|
||||
|
||||
const request = (coepCredentialless && r.mode === "no-cors")
|
||||
? new Request(r, {
|
||||
credentials: "omit",
|
||||
})
|
||||
: r;
|
||||
event.respondWith(
|
||||
fetch(request)
|
||||
.then((response) => {
|
||||
if (response.status === 0) {
|
||||
return response;
|
||||
}
|
||||
|
||||
const newHeaders = new Headers(response.headers);
|
||||
newHeaders.set("Cross-Origin-Embedder-Policy",
|
||||
coepCredentialless ? "credentialless" : "require-corp"
|
||||
);
|
||||
if (!coepCredentialless) {
|
||||
newHeaders.set("Cross-Origin-Resource-Policy", "cross-origin");
|
||||
}
|
||||
newHeaders.set("Cross-Origin-Opener-Policy", "same-origin");
|
||||
|
||||
return new Response(response.body, {
|
||||
status: response.status,
|
||||
statusText: response.statusText,
|
||||
headers: newHeaders,
|
||||
});
|
||||
})
|
||||
.catch((e) => console.error(e))
|
||||
);
|
||||
});
|
||||
|
||||
} else {
|
||||
(() => {
|
||||
// You can customize the behavior of this script through a global `coi` variable.
|
||||
const coi = {
|
||||
shouldRegister: () => true,
|
||||
shouldDeregister: () => false,
|
||||
coepCredentialless: () => !(window.chrome || window.netscape),
|
||||
doReload: () => window.location.reload(),
|
||||
quiet: false,
|
||||
...window.coi
|
||||
};
|
||||
|
||||
const n = navigator;
|
||||
|
||||
if (n.serviceWorker && n.serviceWorker.controller) {
|
||||
n.serviceWorker.controller.postMessage({
|
||||
type: "coepCredentialless",
|
||||
value: coi.coepCredentialless(),
|
||||
});
|
||||
|
||||
if (coi.shouldDeregister()) {
|
||||
n.serviceWorker.controller.postMessage({ type: "deregister" });
|
||||
}
|
||||
}
|
||||
|
||||
// If we're already coi: do nothing. Perhaps it's due to this script doing its job, or COOP/COEP are
|
||||
// already set from the origin server. Also if the browser has no notion of crossOriginIsolated, just give up here.
|
||||
if (window.crossOriginIsolated !== false || !coi.shouldRegister()) return;
|
||||
|
||||
if (!window.isSecureContext) {
|
||||
!coi.quiet && console.log("COOP/COEP Service Worker not registered, a secure context is required.");
|
||||
return;
|
||||
}
|
||||
|
||||
// In some environments (e.g. Chrome incognito mode) this won't be available
|
||||
if (n.serviceWorker) {
|
||||
n.serviceWorker.register(window.document.currentScript.src).then(
|
||||
(registration) => {
|
||||
!coi.quiet && console.log("COOP/COEP Service Worker registered", registration.scope);
|
||||
|
||||
registration.addEventListener("updatefound", () => {
|
||||
!coi.quiet && console.log("Reloading page to make use of updated COOP/COEP Service Worker.");
|
||||
coi.doReload();
|
||||
});
|
||||
|
||||
// If the registration is active, but it's not controlling the page
|
||||
if (registration.active && !n.serviceWorker.controller) {
|
||||
!coi.quiet && console.log("Reloading page to make use of COOP/COEP Service Worker.");
|
||||
coi.doReload();
|
||||
}
|
||||
},
|
||||
(err) => {
|
||||
!coi.quiet && console.error("COOP/COEP Service Worker failed to register:", err);
|
||||
}
|
||||
);
|
||||
}
|
||||
})();
|
||||
}
|
||||
12849
docs/public/demos/worker-system/assets/index-CrID--xK.js
Normal file
12849
docs/public/demos/worker-system/assets/index-CrID--xK.js
Normal file
File diff suppressed because it is too large
Load Diff
210
docs/public/demos/worker-system/index.html
Normal file
210
docs/public/demos/worker-system/index.html
Normal file
@@ -0,0 +1,210 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>ECS Framework Worker System Demo</title>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 20px;
|
||||
font-family: Arial, sans-serif;
|
||||
background: #1a1a1a;
|
||||
color: white;
|
||||
}
|
||||
|
||||
.container {
|
||||
max-width: 1200px;
|
||||
margin: 0 auto;
|
||||
}
|
||||
|
||||
h1 {
|
||||
text-align: center;
|
||||
color: #4a9eff;
|
||||
}
|
||||
|
||||
.demo-area {
|
||||
display: flex;
|
||||
gap: 20px;
|
||||
margin-bottom: 20px;
|
||||
}
|
||||
|
||||
.canvas-container {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
#gameCanvas {
|
||||
border: 2px solid #4a9eff;
|
||||
background: #000;
|
||||
display: block;
|
||||
}
|
||||
|
||||
.controls {
|
||||
width: 300px;
|
||||
background: #2a2a2a;
|
||||
padding: 20px;
|
||||
border-radius: 8px;
|
||||
}
|
||||
|
||||
.control-group {
|
||||
margin-bottom: 15px;
|
||||
}
|
||||
|
||||
.control-group label {
|
||||
display: block;
|
||||
margin-bottom: 5px;
|
||||
color: #ccc;
|
||||
}
|
||||
|
||||
.control-group input, .control-group button {
|
||||
width: 100%;
|
||||
padding: 8px;
|
||||
margin-bottom: 5px;
|
||||
border: 1px solid #555;
|
||||
background: #3a3a3a;
|
||||
color: white;
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
.control-group button {
|
||||
background: #4a9eff;
|
||||
cursor: pointer;
|
||||
transition: background 0.3s;
|
||||
}
|
||||
|
||||
.control-group button:hover {
|
||||
background: #3a8eef;
|
||||
}
|
||||
|
||||
.control-group button:disabled {
|
||||
background: #555;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
.stats {
|
||||
background: #2a2a2a;
|
||||
padding: 15px;
|
||||
border-radius: 8px;
|
||||
font-family: monospace;
|
||||
font-size: 12px;
|
||||
}
|
||||
|
||||
.stats h3 {
|
||||
margin-top: 0;
|
||||
color: #4a9eff;
|
||||
}
|
||||
|
||||
.stat-line {
|
||||
margin: 5px 0;
|
||||
}
|
||||
|
||||
.worker-enabled {
|
||||
color: #4eff4a;
|
||||
}
|
||||
|
||||
.worker-disabled {
|
||||
color: #ff4a4a;
|
||||
}
|
||||
|
||||
.performance-high {
|
||||
color: #4eff4a;
|
||||
}
|
||||
|
||||
.performance-medium {
|
||||
color: #ffff4a;
|
||||
}
|
||||
|
||||
.performance-low {
|
||||
color: #ff4a4a;
|
||||
}
|
||||
</style>
|
||||
<script type="module" crossorigin src="/ecs-framework/demos/worker-system/assets/index-CrID--xK.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<div class="container">
|
||||
<h1>ECS Framework Worker System 演示</h1>
|
||||
|
||||
<div class="demo-area">
|
||||
<div class="canvas-container">
|
||||
<canvas id="gameCanvas" width="800" height="600"></canvas>
|
||||
</div>
|
||||
|
||||
<div class="controls">
|
||||
<div class="control-group">
|
||||
<label>实体数量:</label>
|
||||
<input type="range" id="entityCount" min="100" max="10000" value="1000" step="100">
|
||||
<span id="entityCountValue">1000</span>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Worker 设置:</label>
|
||||
<button id="toggleWorker">禁用 Worker</button>
|
||||
<button id="toggleSAB">禁用 SharedArrayBuffer</button>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<button id="spawnParticles">生成粒子系统</button>
|
||||
<button id="clearEntities">清空所有实体</button>
|
||||
<button id="resetDemo">重置演示</button>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>物理参数:</label>
|
||||
<input type="range" id="gravity" min="0" max="500" value="100" step="10">
|
||||
<label>重力: <span id="gravityValue">100</span></label>
|
||||
|
||||
<input type="range" id="friction" min="0" max="100" value="95" step="5">
|
||||
<label>摩擦力: <span id="frictionValue">95%</span></label>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="stats">
|
||||
<h3>性能统计</h3>
|
||||
<div class="stat-line">FPS: <span id="fps">0</span></div>
|
||||
<div class="stat-line">实体数量: <span id="entityCountStat">0</span></div>
|
||||
<div class="stat-line">Worker状态: <span id="workerStatus" class="worker-disabled">未启用</span></div>
|
||||
<div class="stat-line">Worker负载: <span id="workerLoad">N/A</span></div>
|
||||
<div class="stat-line">运行模式: <span id="sabStatus" class="worker-disabled">同步模式</span></div>
|
||||
<div class="stat-line">物理系统耗时: <span id="physicsTime">0</span>ms</div>
|
||||
<div class="stat-line">渲染系统耗时: <span id="renderTime">0</span>ms</div>
|
||||
<div class="stat-line">总帧时间: <span id="frameTime">0</span>ms</div>
|
||||
<div class="stat-line">内存使用: <span id="memoryUsage">0</span>MB</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 使用 coi-serviceworker 启用 SharedArrayBuffer 支持 -->
|
||||
<script src="/ecs-framework/coi-serviceworker.js"></script>
|
||||
|
||||
<script>
|
||||
// Check SharedArrayBuffer support and display info
|
||||
function checkSharedArrayBufferSupport() {
|
||||
const hasSharedArrayBuffer = typeof SharedArrayBuffer !== 'undefined';
|
||||
const isCrossOriginIsolated = self.crossOriginIsolated || false;
|
||||
const isLocalhost = location.hostname === 'localhost' || location.hostname === '127.0.0.1';
|
||||
const isGitHubPages = location.hostname === 'esengine.github.io';
|
||||
|
||||
console.log('=== SharedArrayBuffer 支持检测 ===');
|
||||
console.log('SharedArrayBuffer 存在:', hasSharedArrayBuffer);
|
||||
console.log('跨域隔离状态:', isCrossOriginIsolated);
|
||||
console.log('是否本地环境:', isLocalhost);
|
||||
console.log('是否 GitHub Pages:', isGitHubPages);
|
||||
|
||||
if (hasSharedArrayBuffer && isCrossOriginIsolated) {
|
||||
console.log('✅ SharedArrayBuffer 功能已启用!');
|
||||
console.log('系统将使用高性能的 SharedArrayBuffer 模式');
|
||||
} else if (isGitHubPages) {
|
||||
console.log('ℹ️ 如果页面刷新,可能是 coi-serviceworker 正在设置跨域隔离');
|
||||
console.log('刷新后 SharedArrayBuffer 应该可用');
|
||||
}
|
||||
|
||||
return hasSharedArrayBuffer && isCrossOriginIsolated;
|
||||
}
|
||||
|
||||
// Run check after page load
|
||||
window.addEventListener('load', () => {
|
||||
setTimeout(checkSharedArrayBufferSupport, 1000);
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,646 +0,0 @@
|
||||
# QuerySystem 使用指南
|
||||
|
||||
QuerySystem 是 ECS Framework 中的高性能实体查询系统,支持多级索引、智能缓存和类型安全的查询操作。
|
||||
|
||||
## 基本用法
|
||||
|
||||
### 1. 获取查询系统
|
||||
|
||||
```typescript
|
||||
import { Scene, Entity } from '@esengine/ecs-framework';
|
||||
|
||||
// 创建场景,查询系统会自动创建
|
||||
const scene = new Scene();
|
||||
const querySystem = scene.querySystem;
|
||||
|
||||
// 或者从Core获取当前场景的查询系统
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
const currentQuerySystem = Core.scene?.querySystem;
|
||||
```
|
||||
|
||||
### 2. 基本查询操作
|
||||
|
||||
```typescript
|
||||
// 查询包含所有指定组件的实体
|
||||
const result = querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
console.log(`找到 ${result.count} 个实体`);
|
||||
|
||||
// 查询包含任意指定组件的实体
|
||||
const anyResult = querySystem.queryAny(HealthComponent, ManaComponent);
|
||||
|
||||
// 查询不包含指定组件的实体
|
||||
const noneResult = querySystem.queryNone(DeadComponent);
|
||||
```
|
||||
|
||||
### 3. 类型安全查询
|
||||
|
||||
```typescript
|
||||
// 类型安全的查询,返回实体和对应的组件
|
||||
const typedResult = querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
for (let i = 0; i < typedResult.entities.length; i++) {
|
||||
const entity = typedResult.entities[i];
|
||||
const [position, velocity] = typedResult.components[i];
|
||||
// position 和 velocity 都是类型安全的
|
||||
}
|
||||
|
||||
// 查询单个组件类型
|
||||
const healthResult = querySystem.queryAll(HealthComponent);
|
||||
for (const entity of healthResult.entities) {
|
||||
const health = entity.getComponent(HealthComponent);
|
||||
if (health) {
|
||||
console.log(`实体 ${entity.name} 的生命值: ${health.value}`);
|
||||
}
|
||||
}
|
||||
|
||||
// 查询两个组件类型
|
||||
const movableResult = querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
for (const entity of movableResult.entities) {
|
||||
const position = entity.getComponent(PositionComponent);
|
||||
const velocity = entity.getComponent(VelocityComponent);
|
||||
if (position && velocity) {
|
||||
// 更新位置
|
||||
position.x += velocity.x;
|
||||
position.y += velocity.y;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 使用查询构建器
|
||||
|
||||
```typescript
|
||||
// QuerySystem不提供查询构建器,请使用Matcher进行复杂查询
|
||||
// 推荐使用Matcher配合EntitySystem
|
||||
|
||||
import { Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
// 创建复杂查询条件
|
||||
const visibleMatcher = Matcher.all(PositionComponent, RenderComponent)
|
||||
.none(HiddenComponent);
|
||||
|
||||
// 通过QuerySystem执行查询
|
||||
const visibleEntities = querySystem.query(visibleMatcher.getCondition());
|
||||
|
||||
// 过滤和排序需要手动处理
|
||||
const sortedEntities = visibleEntities.entities
|
||||
.filter(entity => entity.name.startsWith('Boss'))
|
||||
.sort((a, b) => a.id - b.id)
|
||||
.slice(0, 10); // 限制数量
|
||||
|
||||
// 迭代结果
|
||||
sortedEntities.forEach((entity, index) => {
|
||||
console.log(`敌人 ${index}: ${entity.name}`);
|
||||
});
|
||||
```
|
||||
|
||||
### 5. 高级查询功能
|
||||
|
||||
```typescript
|
||||
// QuerySystem主要提供基础查询方法
|
||||
// 复杂查询推荐使用Matcher和EntitySystem
|
||||
|
||||
// 基本查询
|
||||
const positionResult = querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
const healthResult = querySystem.queryAll(HealthComponent);
|
||||
const manaResult = querySystem.queryAll(ManaComponent);
|
||||
|
||||
// 排除死亡实体的移动实体
|
||||
const aliveMovingEntities = positionResult.entities.filter(entity =>
|
||||
!entity.hasComponent(DeadComponent)
|
||||
);
|
||||
|
||||
// 如果需要复杂查询,推荐在EntitySystem中使用Matcher
|
||||
class ComplexQuerySystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(PositionComponent, VelocityComponent).none(DeadComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是过滤后的结果
|
||||
for (const entity of entities) {
|
||||
// 处理逻辑
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 场景级别的实体查询
|
||||
|
||||
除了使用QuerySystem,您还可以直接使用Scene提供的便捷查询方法:
|
||||
|
||||
### 基本场景查询
|
||||
|
||||
```typescript
|
||||
// 按名称查找实体
|
||||
const player = scene.findEntity("Player");
|
||||
const playerAlt = scene.getEntityByName("Player"); // 别名方法
|
||||
|
||||
// 按ID查找实体
|
||||
const entity = scene.findEntityById(123);
|
||||
|
||||
// 按标签查找实体
|
||||
const enemies = scene.findEntitiesByTag(2);
|
||||
const enemiesAlt = scene.getEntitiesByTag(2); // 别名方法
|
||||
|
||||
// 获取所有实体
|
||||
const allEntities = scene.entities.buffer;
|
||||
```
|
||||
|
||||
## 性能优化
|
||||
|
||||
### 1. 缓存管理
|
||||
|
||||
```typescript
|
||||
// 设置缓存配置
|
||||
querySystem.setCacheConfig(200, 2000); // 最大200个缓存项,2秒超时
|
||||
|
||||
// 清空缓存
|
||||
querySystem.clearCache();
|
||||
|
||||
// 预热常用查询(使用基础查询方法)
|
||||
querySystem.queryAll(PositionComponent); // 预热Position查询
|
||||
querySystem.queryAll(VelocityComponent); // 预热Velocity查询
|
||||
```
|
||||
|
||||
### 2. 索引优化
|
||||
|
||||
```typescript
|
||||
// 获取性能统计
|
||||
const stats = querySystem.getStats();
|
||||
console.log(`缓存命中率: ${(stats.hitRate * 100).toFixed(1)}%`);
|
||||
console.log(`实体数量: ${stats.entityCount}`);
|
||||
|
||||
// 获取详细性能报告
|
||||
const report = querySystem.getPerformanceReport();
|
||||
console.log(report);
|
||||
```
|
||||
|
||||
### 3. 查询监听和快照
|
||||
|
||||
```typescript
|
||||
// QuerySystem主要用于基础查询,高级功能请使用EntitySystem和事件系统
|
||||
|
||||
// 如需监听实体变化,使用事件系统
|
||||
scene.entityManager.eventBus.on('entity:added', (entity) => {
|
||||
if (entity.hasComponent(EnemyComponent)) {
|
||||
console.log('新增敌人实体');
|
||||
}
|
||||
});
|
||||
|
||||
scene.entityManager.eventBus.on('entity:removed', (entity) => {
|
||||
if (entity.hasComponent(EnemyComponent)) {
|
||||
console.log('移除敌人实体');
|
||||
}
|
||||
});
|
||||
|
||||
// 手动创建快照进行比较
|
||||
const snapshot1 = querySystem.queryAll(PlayerComponent).entities.map(e => e.id);
|
||||
// 稍后
|
||||
const snapshot2 = querySystem.queryAll(PlayerComponent).entities.map(e => e.id);
|
||||
|
||||
// 比较快照
|
||||
const added = snapshot2.filter(id => !snapshot1.includes(id));
|
||||
const removed = snapshot1.filter(id => !snapshot2.includes(id));
|
||||
console.log(`新增: ${added.length}, 移除: ${removed.length}`);
|
||||
```
|
||||
|
||||
## 使用Matcher进行高级查询
|
||||
|
||||
Matcher是一个优雅的查询封装器,提供流畅的API和强大的缓存机制。
|
||||
|
||||
### 基本Matcher用法
|
||||
|
||||
```typescript
|
||||
import { Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
// 创建Matcher查询条件
|
||||
const movingMatcher = Matcher.all(PositionComponent, VelocityComponent);
|
||||
// 在QuerySystem中需要使用基础查询方法
|
||||
const movingEntities = scene.querySystem.queryAll(PositionComponent, VelocityComponent).entities;
|
||||
|
||||
// 复合查询需要使用EntitySystem或手动过滤
|
||||
const aliveEnemiesMatcher = Matcher.all(EnemyComponent, HealthComponent)
|
||||
.any(WeaponComponent, MagicComponent)
|
||||
.none(DeadComponent, StunnedComponent);
|
||||
|
||||
// 在EntitySystem中使用
|
||||
class AliveEnemySystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(aliveEnemiesMatcher);
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是匹配的实体
|
||||
for (const entity of entities) {
|
||||
// 处理存活的敌人
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 或者手动过滤
|
||||
const enemyResult = scene.querySystem.queryAll(EnemyComponent, HealthComponent);
|
||||
const aliveEnemies = enemyResult.entities.filter(entity => {
|
||||
const hasWeaponOrMagic = entity.hasComponent(WeaponComponent) || entity.hasComponent(MagicComponent);
|
||||
const isAlive = !entity.hasComponent(DeadComponent) && !entity.hasComponent(StunnedComponent);
|
||||
return hasWeaponOrMagic && isAlive;
|
||||
});
|
||||
|
||||
// 单个实体检查
|
||||
const playerResult = scene.querySystem.queryAll(PlayerComponent);
|
||||
if (playerResult.entities.includes(someEntity)) {
|
||||
console.log('这是玩家实体');
|
||||
}
|
||||
|
||||
// 统计信息
|
||||
console.log(`玩家数量: ${playerResult.count}`);
|
||||
console.log(`是否有玩家: ${playerResult.count > 0}`);
|
||||
```
|
||||
|
||||
### 系统中使用Matcher
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 在构造函数中直接传入Matcher
|
||||
super(Matcher.all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities参数已经是系统自动过滤后的实体
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(PositionComponent)!;
|
||||
const velocity = entity.getComponent(VelocityComponent)!;
|
||||
|
||||
// 更新位置
|
||||
position.x += velocity.x * Time.deltaTime;
|
||||
position.y += velocity.y * Time.deltaTime;
|
||||
|
||||
// 边界检查
|
||||
if (position.x < 0 || position.x > 800) {
|
||||
velocity.x = -velocity.x;
|
||||
}
|
||||
if (position.y < 0 || position.y > 600) {
|
||||
velocity.y = -velocity.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 碰撞检测示例
|
||||
|
||||
```typescript
|
||||
class CollisionSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 在构造函数中传入Matcher
|
||||
super(Matcher.all(PositionComponent, ColliderComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是匹配的实体
|
||||
const collidableEntities = entities;
|
||||
|
||||
// 检测碰撞
|
||||
for (let i = 0; i < collidableEntities.length; i++) {
|
||||
for (let j = i + 1; j < collidableEntities.length; j++) {
|
||||
const entityA = collidableEntities[i];
|
||||
const entityB = collidableEntities[j];
|
||||
|
||||
if (this.checkCollision(entityA, entityB)) {
|
||||
this.handleCollision(entityA, entityB);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private checkCollision(entityA: Entity, entityB: Entity): boolean {
|
||||
const posA = entityA.getComponent(PositionComponent)!;
|
||||
const posB = entityB.getComponent(PositionComponent)!;
|
||||
const distance = Math.sqrt(
|
||||
Math.pow(posA.x - posB.x, 2) + Math.pow(posA.y - posB.y, 2)
|
||||
);
|
||||
return distance < 50;
|
||||
}
|
||||
|
||||
private handleCollision(entityA: Entity, entityB: Entity): void {
|
||||
console.log(`碰撞检测: ${entityA.name} 与 ${entityB.name}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 生命值管理示例
|
||||
|
||||
```typescript
|
||||
class HealthSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 在构造函数中传入Matcher
|
||||
super(Matcher.all(HealthComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是匹配的实体
|
||||
const healthEntities = entities;
|
||||
const deadEntities: Entity[] = [];
|
||||
|
||||
for (const entity of healthEntities) {
|
||||
const health = entity.getComponent(HealthComponent)!;
|
||||
|
||||
// 检查死亡
|
||||
if (health.currentHealth <= 0) {
|
||||
deadEntities.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
// 移除死亡实体
|
||||
deadEntities.forEach(entity => {
|
||||
console.log(`实体 ${entity.name} 已死亡`);
|
||||
entity.destroy();
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Matcher完整API参考
|
||||
|
||||
#### 静态创建方法
|
||||
|
||||
```typescript
|
||||
// 基础静态方法
|
||||
const allMatcher = Matcher.all(PositionComponent, VelocityComponent); // 必须包含所有组件
|
||||
const anyMatcher = Matcher.any(WeaponComponent, MagicComponent); // 必须包含任意一个组件
|
||||
const noneMatcher = Matcher.none(DeadComponent, DisabledComponent); // 不能包含任何指定组件
|
||||
|
||||
// 特殊查询静态方法
|
||||
const tagMatcher = Matcher.byTag(1); // 按标签查询
|
||||
const nameMatcher = Matcher.byName("Player"); // 按名称查询
|
||||
const componentMatcher = Matcher.byComponent(HealthComponent); // 单组件查询
|
||||
|
||||
// 构建器方法
|
||||
const complexMatcher = Matcher.complex(); // 创建复杂查询构建器
|
||||
const emptyMatcher = Matcher.empty(); // 创建空匹配器
|
||||
```
|
||||
|
||||
#### 实例方法 - 条件构建
|
||||
|
||||
```typescript
|
||||
// 基础条件方法
|
||||
const matcher = Matcher.empty()
|
||||
.all(PositionComponent, VelocityComponent) // 必须包含所有组件
|
||||
.any(WeaponComponent, MagicComponent) // 必须包含任意一个组件
|
||||
.none(DeadComponent, StunnedComponent); // 不能包含任何指定组件
|
||||
|
||||
// 别名方法(提供更语义化的API)
|
||||
const semanticMatcher = Matcher.empty()
|
||||
.all(PositionComponent)
|
||||
.exclude(DeadComponent) // exclude() 等同于 none()
|
||||
.one(WeaponComponent, MagicComponent); // one() 等同于 any()
|
||||
|
||||
// 特殊条件方法
|
||||
const advancedMatcher = Matcher.empty()
|
||||
.all(EnemyComponent)
|
||||
.withTag(2) // 指定标签
|
||||
.withName("Boss") // 指定名称
|
||||
.withComponent(HealthComponent); // 单组件条件
|
||||
```
|
||||
|
||||
#### 条件移除方法
|
||||
|
||||
```typescript
|
||||
// 移除特殊条件
|
||||
const matcher = Matcher.byTag(1)
|
||||
.withName("Player")
|
||||
.withComponent(HealthComponent);
|
||||
|
||||
// 移除各种条件
|
||||
matcher.withoutTag(); // 移除标签条件
|
||||
matcher.withoutName(); // 移除名称条件
|
||||
matcher.withoutComponent(); // 移除单组件条件
|
||||
```
|
||||
|
||||
#### 实用工具方法
|
||||
|
||||
```typescript
|
||||
// 检查和调试
|
||||
const matcher = Matcher.all(PositionComponent, VelocityComponent)
|
||||
.none(DeadComponent);
|
||||
|
||||
// 检查是否为空条件
|
||||
if (matcher.isEmpty()) {
|
||||
console.log('匹配器没有设置任何条件');
|
||||
}
|
||||
|
||||
// 获取条件信息(只读)
|
||||
const condition = matcher.getCondition();
|
||||
console.log('必须组件:', condition.all.map(c => c.name));
|
||||
console.log('任选组件:', condition.any.map(c => c.name));
|
||||
console.log('排除组件:', condition.none.map(c => c.name));
|
||||
console.log('标签:', condition.tag);
|
||||
console.log('名称:', condition.name);
|
||||
console.log('单组件:', condition.component?.name);
|
||||
|
||||
// 调试输出
|
||||
console.log('匹配器描述:', matcher.toString());
|
||||
// 输出: "Matcher[all(PositionComponent, VelocityComponent) & none(DeadComponent)]"
|
||||
```
|
||||
|
||||
#### 克隆和重置
|
||||
|
||||
```typescript
|
||||
// 克隆匹配器
|
||||
const baseMatcher = Matcher.all(PositionComponent);
|
||||
const livingMatcher = baseMatcher.clone().all(HealthComponent).none(DeadComponent);
|
||||
const deadMatcher = baseMatcher.clone().all(DeadComponent);
|
||||
|
||||
// 重置匹配器
|
||||
const reusableMatcher = Matcher.all(PositionComponent);
|
||||
console.log(reusableMatcher.toString()); // "Matcher[all(PositionComponent)]"
|
||||
|
||||
reusableMatcher.reset(); // 清空所有条件
|
||||
console.log(reusableMatcher.toString()); // "Matcher[]"
|
||||
|
||||
reusableMatcher.all(PlayerComponent); // 重新设置条件
|
||||
console.log(reusableMatcher.toString()); // "Matcher[all(PlayerComponent)]"
|
||||
```
|
||||
|
||||
#### 链式调用示例
|
||||
|
||||
```typescript
|
||||
// 复杂的链式调用
|
||||
const complexMatcher = Matcher.empty()
|
||||
.all(PositionComponent, RenderComponent) // 必须有位置和渲染组件
|
||||
.any(PlayerComponent, NPCComponent) // 必须是玩家或NPC
|
||||
.none(DeadComponent, HiddenComponent) // 不能死亡或隐藏
|
||||
.withTag(1) // 标签为1
|
||||
.exclude(DisabledComponent); // 不能被禁用
|
||||
|
||||
// 在EntitySystem中使用
|
||||
class VisibleCharacterSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(complexMatcher);
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是符合所有条件的实体
|
||||
for (const entity of entities) {
|
||||
// 处理可见角色的逻辑
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. Matcher使用建议
|
||||
|
||||
```typescript
|
||||
// 推荐的用法:
|
||||
const matcher = Matcher.all(Position, Velocity);
|
||||
|
||||
// 在系统中使用
|
||||
class MySystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(RequiredComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是系统自动过滤的结果
|
||||
for (const entity of entities) {
|
||||
// 处理逻辑...
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 避免在process方法中重复查询
|
||||
class InefficientSystem extends EntitySystem {
|
||||
protected process(entities: Entity[]): void {
|
||||
// 不必要的额外查询,性能差
|
||||
const condition = Matcher.all(RequiredComponent).getCondition();
|
||||
const result = this.scene.querySystem.query(condition);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Matcher API最佳实践
|
||||
|
||||
#### 选择合适的创建方式
|
||||
|
||||
```typescript
|
||||
// 推荐:单一条件使用静态方法
|
||||
const movingEntities = Matcher.all(PositionComponent, VelocityComponent);
|
||||
const playerEntities = Matcher.byTag(PLAYER_TAG);
|
||||
const specificEntity = Matcher.byName("Boss");
|
||||
|
||||
// 推荐:复杂条件使用链式调用
|
||||
const complexMatcher = Matcher.empty()
|
||||
.all(PositionComponent, HealthComponent)
|
||||
.any(WeaponComponent, MagicComponent)
|
||||
.none(DeadComponent);
|
||||
|
||||
// ❌ 不推荐:简单条件使用复杂语法
|
||||
const simpleButBad = Matcher.empty().all(PositionComponent);
|
||||
// 应该用: Matcher.all(PositionComponent)
|
||||
```
|
||||
|
||||
#### 合理使用别名方法
|
||||
|
||||
```typescript
|
||||
// 使用语义化的别名提高可读性
|
||||
const combatUnits = Matcher.all(PositionComponent, HealthComponent)
|
||||
.one(WeaponComponent, MagicComponent) // one() 比 any() 更语义化
|
||||
.exclude(DeadComponent, PacifistComponent); // exclude() 比 none() 更直观
|
||||
```
|
||||
|
||||
#### 合理的克隆和重用
|
||||
|
||||
```typescript
|
||||
// 推荐:基础匹配器重用
|
||||
const livingEntityMatcher = Matcher.all(HealthComponent).none(DeadComponent);
|
||||
const livingPlayerMatcher = livingEntityMatcher.clone().all(PlayerComponent);
|
||||
const livingEnemyMatcher = livingEntityMatcher.clone().all(EnemyComponent);
|
||||
|
||||
// 推荐:重置匹配器重用
|
||||
const reusableMatcher = Matcher.empty();
|
||||
|
||||
// 用于玩家系统
|
||||
reusableMatcher.reset().all(PlayerComponent);
|
||||
const playerSystem = new PlayerSystem(reusableMatcher.clone());
|
||||
|
||||
// 用于敌人系统
|
||||
reusableMatcher.reset().all(EnemyComponent);
|
||||
const enemySystem = new EnemySystem(reusableMatcher.clone());
|
||||
```
|
||||
|
||||
#### 调试和维护
|
||||
|
||||
```typescript
|
||||
// 在开发阶段添加调试信息
|
||||
const debugMatcher = Matcher.all(ComplexComponent)
|
||||
.any(VariantA, VariantB)
|
||||
.none(DisabledComponent);
|
||||
|
||||
if (DEBUG_MODE) {
|
||||
console.log('系统匹配条件:', debugMatcher.toString());
|
||||
const condition = debugMatcher.getCondition();
|
||||
console.log('预期匹配实体数:',
|
||||
scene.querySystem.queryAll(...condition.all).count);
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 查询优化
|
||||
|
||||
- **使用Matcher封装复杂查询**:提供更好的可读性和缓存
|
||||
- **避免频繁创建查询**:在系统初始化时创建,重复使用
|
||||
- **合理使用any()和none()条件**:减少不必要的实体遍历
|
||||
- **利用Matcher的缓存机制**:自动优化重复查询性能
|
||||
- **使用克隆方法复用基础条件**:避免重复定义相似的匹配条件
|
||||
- **选择合适的静态方法**:单一条件优先使用对应的静态方法
|
||||
|
||||
### 3. 性能监控
|
||||
|
||||
- 定期检查查询性能报告
|
||||
- 监控缓存命中率
|
||||
- 优化频繁使用的查询
|
||||
- 使用性能测试验证优化效果
|
||||
|
||||
### 4. 内存管理
|
||||
|
||||
- 及时清理不需要的查询监听器
|
||||
- 合理设置缓存大小
|
||||
- 避免创建过多的查询快照
|
||||
- 适当使用Matcher的clone()和reset()方法
|
||||
|
||||
### 5. 代码组织
|
||||
|
||||
- **系统级别的Matcher**:在系统中创建和管理Matcher
|
||||
- **查询逻辑封装**:将复杂查询封装到专门的方法中
|
||||
- **条件复用**:使用clone()方法复用基础查询条件
|
||||
- **清晰的命名**:给Matcher变量使用描述性的名称
|
||||
|
||||
### 6. 迁移指南
|
||||
|
||||
系统中Matcher的推荐用法:
|
||||
|
||||
```typescript
|
||||
// 在EntitySystem中使用Matcher
|
||||
class MySystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(ComponentA, ComponentB).none(ComponentC));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
// entities已经是系统自动过滤的结果
|
||||
for (const entity of entities) {
|
||||
// 处理逻辑
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 使用最佳实践
|
||||
|
||||
- 在EntitySystem构造函数中传入Matcher
|
||||
- 使用`none()`来排除组件
|
||||
- 使用`any()`来匹配任意组件
|
||||
- 直接使用EntitySystem的entities参数,避免额外查询
|
||||
- 定期检查查询性能和缓存命中率
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,343 +0,0 @@
|
||||
# SoA存储优化指南
|
||||
|
||||
SoA (Structure of Arrays) 存储模式是ECS框架中的高级性能优化特性,适用于大规模实体系统和批量操作场景。
|
||||
|
||||
## 目录
|
||||
|
||||
1. [什么是SoA存储](#什么是soa存储)
|
||||
2. [适用场景](#适用场景)
|
||||
3. [不适用场景](#不适用场景)
|
||||
4. [装饰器使用指南](#装饰器使用指南)
|
||||
5. [性能对比](#性能对比)
|
||||
6. [最佳实践](#最佳实践)
|
||||
7. [故障排除](#故障排除)
|
||||
|
||||
## 什么是SoA存储
|
||||
|
||||
### AoS vs SoA 对比
|
||||
|
||||
**传统AoS (Array of Structures):**
|
||||
```typescript
|
||||
// 数据在内存中的布局
|
||||
[{x:1, y:2, z:3}, {x:4, y:5, z:6}, {x:7, y:8, z:9}]
|
||||
// 内存布局: x1,y1,z1,x2,y2,z2,x3,y3,z3
|
||||
```
|
||||
|
||||
**SoA (Structure of Arrays):**
|
||||
```typescript
|
||||
// 数据在内存中的布局
|
||||
{
|
||||
x: [1, 4, 7], // Float32Array
|
||||
y: [2, 5, 8], // Float32Array
|
||||
z: [3, 6, 9] // Float32Array
|
||||
}
|
||||
// 内存布局: x1,x2,x3,y1,y2,y3,z1,z2,z3
|
||||
```
|
||||
|
||||
### SoA的优势
|
||||
|
||||
- **缓存友好**: 相同类型数据连续存储,提高缓存命中率
|
||||
- **向量化优化**: 支持SIMD指令并行处理
|
||||
- **内存局部性**: 批量操作时减少缓存miss
|
||||
- **类型优化**: 针对不同数据类型使用最优存储格式
|
||||
|
||||
## 适用场景
|
||||
|
||||
### 推荐使用SoA的场景
|
||||
|
||||
1. **大规模实体系统**
|
||||
```typescript
|
||||
// 大量相似实体的物理系统
|
||||
@EnableSoA
|
||||
class PhysicsComponent extends Component {
|
||||
@Float64 public x: number = 0;
|
||||
@Float64 public y: number = 0;
|
||||
@Float32 public velocityX: number = 0;
|
||||
@Float32 public velocityY: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
2. **频繁批量更新操作**
|
||||
```typescript
|
||||
// 每帧更新大量实体位置
|
||||
system.performVectorizedOperation((fields, indices) => {
|
||||
const x = fields.get('x') as Float32Array;
|
||||
const y = fields.get('y') as Float32Array;
|
||||
const vx = fields.get('velocityX') as Float32Array;
|
||||
const vy = fields.get('velocityY') as Float32Array;
|
||||
|
||||
// 向量化更新所有实体
|
||||
for (let i = 0; i < indices.length; i++) {
|
||||
const idx = indices[i];
|
||||
x[idx] += vx[idx] * deltaTime;
|
||||
y[idx] += vy[idx] * deltaTime;
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
3. **数值密集计算**
|
||||
```typescript
|
||||
@EnableSoA
|
||||
class AIBrainComponent extends Component {
|
||||
@Float32 public neuron1: number = 0;
|
||||
@Float32 public neuron2: number = 0;
|
||||
@Float32 public output: number = 0;
|
||||
}
|
||||
```
|
||||
|
||||
## 不适用场景
|
||||
|
||||
### ❌ 不推荐使用SoA的场景
|
||||
|
||||
1. **小规模系统**
|
||||
- SoA的开销大于收益
|
||||
- 原始存储更简单高效
|
||||
|
||||
2. **随机访问为主**
|
||||
```typescript
|
||||
// 经常需要随机获取单个组件
|
||||
const component = entityManager.getComponent(randomId, SomeComponent);
|
||||
```
|
||||
|
||||
3. **复杂对象为主的组件**
|
||||
```typescript
|
||||
// 大量复杂对象,序列化开销大
|
||||
class UIComponent extends Component {
|
||||
public domElement: HTMLElement;
|
||||
public eventHandlers: Map<string, Function>;
|
||||
public children: UIComponent[];
|
||||
}
|
||||
```
|
||||
|
||||
4. **频繁增删实体**
|
||||
- SoA在频繁增删时性能不如AoS
|
||||
- 适合稳定的实体集合
|
||||
|
||||
## 装饰器使用指南
|
||||
|
||||
### 基础装饰器
|
||||
|
||||
```typescript
|
||||
import { Component, EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy } from '@esengine/ecs-framework';
|
||||
|
||||
@EnableSoA // 启用SoA优化
|
||||
class GameComponent extends Component {
|
||||
// 数值类型装饰器
|
||||
@HighPrecision // 高精度数值,保持完整精度
|
||||
public entityId: number = 0;
|
||||
|
||||
@Float64 // 64位浮点数 (8字节,高精度)
|
||||
public precisePosition: number = 0;
|
||||
|
||||
@Int32 // 32位整数 (4字节,整数优化)
|
||||
public health: number = 100;
|
||||
|
||||
// 普通数值 (默认Float32Array,4字节)
|
||||
public x: number = 0;
|
||||
public y: number = 0;
|
||||
|
||||
// 集合类型装饰器
|
||||
@SerializeMap
|
||||
public playerStats: Map<string, number> = new Map();
|
||||
|
||||
@SerializeSet
|
||||
public achievements: Set<string> = new Set();
|
||||
|
||||
@SerializeArray
|
||||
public inventory: any[] = [];
|
||||
|
||||
@DeepCopy
|
||||
public config: any = { settings: {} };
|
||||
|
||||
// 未装饰的字段自动选择最优存储
|
||||
public name: string = ''; // string[] 数组
|
||||
public active: boolean = true; // Float32Array (0/1)
|
||||
public metadata: any = null; // 复杂对象存储
|
||||
}
|
||||
```
|
||||
|
||||
### 装饰器选择指南
|
||||
|
||||
| 装饰器 | 用途 | 存储方式 | 开销 | 适用场景 |
|
||||
|--------|------|----------|------|----------|
|
||||
| `@HighPrecision` | 高精度数值 | 复杂对象 | 高 | ID、时间戳、大整数 |
|
||||
| `@Float64` | 双精度浮点 | Float64Array | 中 | 精密计算 |
|
||||
| `@Int32` | 32位整数 | Int32Array | 低 | 整数计数、枚举值 |
|
||||
| `@SerializeMap` | Map序列化 | JSON字符串 | 高 | 配置映射、属性集合 |
|
||||
| `@SerializeSet` | Set序列化 | JSON字符串 | 高 | 标签集合、ID集合 |
|
||||
| `@SerializeArray` | Array序列化 | JSON字符串 | 中 | 列表数据、队列 |
|
||||
| `@DeepCopy` | 深拷贝对象 | 复杂对象副本 | 高 | 嵌套配置、独立状态 |
|
||||
|
||||
## 性能对比
|
||||
|
||||
### 基准测试结果
|
||||
|
||||
```
|
||||
测试场景: 2000个实体,包含位置、速度、生命值组件
|
||||
|
||||
创建性能:
|
||||
- 原始存储: 12.45ms
|
||||
- SoA存储: 15.72ms (慢26%)
|
||||
|
||||
随机访问性能:
|
||||
- 原始存储: 8.33ms
|
||||
- SoA存储: 14.20ms (慢70%)
|
||||
|
||||
批量更新性能:
|
||||
- 原始存储: 25.67ms
|
||||
- SoA存储: 8.91ms (快188%)
|
||||
|
||||
内存使用:
|
||||
- 原始存储: ~45KB (对象开销)
|
||||
- SoA存储: ~28KB (TypedArray优化)
|
||||
```
|
||||
|
||||
### 性能权衡总结
|
||||
|
||||
- **SoA优势**: 批量操作、内存效率、向量化计算
|
||||
- **SoA劣势**: 随机访问、创建开销、复杂度增加
|
||||
- **建议**: 大规模批量操作场景使用,小规模随机访问避免使用
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理的组件设计
|
||||
|
||||
```typescript
|
||||
// 好的设计:纯数值组件
|
||||
@EnableSoA
|
||||
class TransformComponent extends Component {
|
||||
@Float64 public x: number = 0;
|
||||
@Float64 public y: number = 0;
|
||||
@Float32 public rotation: number = 0;
|
||||
@Float32 public scaleX: number = 1;
|
||||
@Float32 public scaleY: number = 1;
|
||||
}
|
||||
|
||||
// ❌ 不好的设计:混合复杂对象
|
||||
@EnableSoA
|
||||
class MixedComponent extends Component {
|
||||
public x: number = 0;
|
||||
public domElement: HTMLElement = null; // 复杂对象开销大
|
||||
public callback: Function = null; // 无法序列化
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 批量操作优化
|
||||
|
||||
```typescript
|
||||
// 使用向量化操作
|
||||
const storage = entityManager.getStorage(TransformComponent) as SoAStorage<TransformComponent>;
|
||||
storage.performVectorizedOperation((fields, indices) => {
|
||||
const x = fields.get('x') as Float64Array;
|
||||
const y = fields.get('y') as Float64Array;
|
||||
|
||||
// 批量处理,利用缓存局部性
|
||||
for (let i = 0; i < indices.length; i++) {
|
||||
const idx = indices[i];
|
||||
x[idx] += deltaX;
|
||||
y[idx] += deltaY;
|
||||
}
|
||||
});
|
||||
|
||||
// ❌ 避免逐个访问
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(TransformComponent);
|
||||
transform.x += deltaX;
|
||||
transform.y += deltaY;
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 组件分离策略
|
||||
|
||||
```typescript
|
||||
// 将频繁批量操作的数据分离
|
||||
@EnableSoA
|
||||
class PositionComponent extends Component {
|
||||
@Float32 public x: number = 0;
|
||||
@Float32 public y: number = 0;
|
||||
}
|
||||
|
||||
// 复杂数据使用普通组件
|
||||
class MetadataComponent extends Component {
|
||||
public name: string = '';
|
||||
public config: any = {};
|
||||
public references: any[] = [];
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 性能监控
|
||||
|
||||
```typescript
|
||||
// 监控SoA存储使用情况
|
||||
const storage = entityManager.getStorage(MyComponent) as SoAStorage<MyComponent>;
|
||||
const stats = storage.getStats();
|
||||
|
||||
console.log('SoA存储统计:', {
|
||||
size: stats.size,
|
||||
capacity: stats.capacity,
|
||||
memoryUsage: stats.memoryUsage,
|
||||
fragmentation: stats.fragmentation,
|
||||
fieldStats: stats.fieldStats
|
||||
});
|
||||
```
|
||||
|
||||
## 故障排除
|
||||
|
||||
### 常见问题
|
||||
|
||||
1. **精度丢失**
|
||||
```typescript
|
||||
// 问题:大整数精度丢失
|
||||
public bigId: number = Number.MAX_SAFE_INTEGER;
|
||||
|
||||
// 解决:使用高精度装饰器
|
||||
@HighPrecision
|
||||
public bigId: number = Number.MAX_SAFE_INTEGER;
|
||||
```
|
||||
|
||||
2. **序列化失败**
|
||||
```typescript
|
||||
// 问题:循环引用导致序列化失败
|
||||
@SerializeMap
|
||||
public cyclicMap: Map<string, any> = new Map();
|
||||
|
||||
// 解决:避免循环引用或使用DeepCopy
|
||||
@DeepCopy
|
||||
public cyclicData: any = {};
|
||||
```
|
||||
|
||||
3. **性能反向优化**
|
||||
```typescript
|
||||
// 问题:小规模数据使用SoA
|
||||
@EnableSoA // 只有10个实体,不需要SoA
|
||||
class SmallComponent extends Component {}
|
||||
|
||||
// 解决:移除@EnableSoA装饰器
|
||||
class SmallComponent extends Component {}
|
||||
```
|
||||
|
||||
### 调试技巧
|
||||
|
||||
```typescript
|
||||
// 检查存储类型
|
||||
const storage = entityManager.getStorage(MyComponent);
|
||||
console.log('存储类型:', storage.constructor.name);
|
||||
// 输出: 'SoAStorage' 或 'ComponentStorage'
|
||||
|
||||
// 检查字段存储方式
|
||||
if (storage instanceof SoAStorage) {
|
||||
const fieldArray = storage.getFieldArray('myField');
|
||||
console.log('字段类型:', fieldArray?.constructor.name);
|
||||
// 输出: 'Float32Array', 'Float64Array', 'Int32Array', 或 null
|
||||
}
|
||||
```
|
||||
|
||||
## 总结
|
||||
|
||||
SoA存储是一个强大的性能优化工具,但需要在合适的场景下使用:
|
||||
|
||||
- **适合**: 大规模、批量操作、数值密集的场景
|
||||
- **不适合**: 小规模、随机访问、复杂对象为主的场景
|
||||
- **关键**: 通过性能测试验证优化效果,避免过度优化
|
||||
|
||||
正确使用SoA存储可以显著提升ECS系统性能,但滥用会带来相反的效果。建议在实际项目中先进行基准测试,确认优化效果后再应用到生产环境。
|
||||
@@ -1,662 +0,0 @@
|
||||
# 系统(System)详解指南
|
||||
|
||||
系统是ECS架构中的"S",负责处理拥有特定组件的实体。本指南详细介绍框架中的各种系统类型及其使用方法。
|
||||
|
||||
## 系统基础概念
|
||||
|
||||
### 什么是系统?
|
||||
|
||||
系统是处理游戏逻辑的地方,它们:
|
||||
- **专注单一职责** - 每个系统只处理一种类型的逻辑
|
||||
- **自动执行** - 系统会在每帧自动被调用
|
||||
- **基于组件过滤** - 只处理包含特定组件的实体
|
||||
- **高性能** - 利用ECS的数据局部性优势
|
||||
|
||||
### 系统的工作原理
|
||||
|
||||
```typescript
|
||||
// 系统的基本工作流程:
|
||||
// 1. 查询符合条件的实体
|
||||
// 2. 遍历这些实体
|
||||
// 3. 读取/修改实体的组件数据
|
||||
// 4. 执行游戏逻辑
|
||||
|
||||
class MovementSystem extends EntitySystem {
|
||||
process(entities: Entity[]) {
|
||||
for (const entity of entities) {
|
||||
const position = entity.getComponent(PositionComponent);
|
||||
const velocity = entity.getComponent(VelocityComponent);
|
||||
|
||||
// 更新位置 = 当前位置 + 速度 * 时间
|
||||
position.x += velocity.x * Time.deltaTime;
|
||||
position.y += velocity.y * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 系统类型详解
|
||||
|
||||
### 1. EntitySystem - 基础系统
|
||||
|
||||
最常用的系统类型,每帧处理所有符合条件的实体。
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Entity, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class HealthSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 使用Matcher创建查询条件
|
||||
super(Matcher.all(HealthComponent));
|
||||
// 或者使用链式语法
|
||||
// super(Matcher.empty().all(HealthComponent));
|
||||
}
|
||||
|
||||
// 主要处理逻辑
|
||||
protected process(entities: Entity[]) {
|
||||
// 直接使用传入的entities参数,已经是匹配的实体
|
||||
for (const entity of entities) {
|
||||
const health = entity.getComponent(HealthComponent)!;
|
||||
|
||||
// 处理生命值逻辑
|
||||
if (health.currentHealth <= 0) {
|
||||
this.handleDeath(entity);
|
||||
} else if (health.currentHealth < health.maxHealth) {
|
||||
this.handleRegeneration(health);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private handleDeath(entity: Entity) {
|
||||
// 添加死亡标记
|
||||
entity.addComponent(new DeadComponent());
|
||||
|
||||
// 触发死亡事件
|
||||
const eventBus = this.scene.entityManager.eventBus;
|
||||
eventBus.emit('entity:died', {
|
||||
entityId: entity.id,
|
||||
entityName: entity.name
|
||||
});
|
||||
}
|
||||
|
||||
private handleRegeneration(health: HealthComponent) {
|
||||
// 缓慢恢复生命值
|
||||
health.currentHealth += health.regenRate * Time.deltaTime;
|
||||
health.currentHealth = Math.min(health.currentHealth, health.maxHealth);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**适用场景:**
|
||||
- 移动系统
|
||||
- 渲染系统
|
||||
- 碰撞检测系统
|
||||
- AI系统
|
||||
|
||||
### 2. ProcessingSystem - 简化处理系统
|
||||
|
||||
不需要处理具体实体,主要用于执行全局逻辑或不依赖特定实体的系统处理。
|
||||
|
||||
```typescript
|
||||
import { ProcessingSystem, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class GameLogicSystem extends ProcessingSystem {
|
||||
constructor() {
|
||||
// ProcessingSystem可以不指定Matcher,或使用空Matcher
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
// 处理系统逻辑(每帧执行)
|
||||
public processSystem() {
|
||||
// 执行全局游戏逻辑
|
||||
this.updateGameState();
|
||||
this.checkWinConditions();
|
||||
this.updateUI();
|
||||
}
|
||||
|
||||
private updateGameState() {
|
||||
// 更新游戏状态逻辑
|
||||
console.log("更新游戏状态");
|
||||
}
|
||||
|
||||
private checkWinConditions() {
|
||||
// 检查胜利条件
|
||||
const players = this.scene.findEntitiesByTag(EntityTags.PLAYER);
|
||||
const enemies = this.scene.findEntitiesByTag(EntityTags.ENEMY);
|
||||
|
||||
if (enemies.length === 0) {
|
||||
this.triggerVictory();
|
||||
} else if (players.length === 0) {
|
||||
this.triggerGameOver();
|
||||
}
|
||||
}
|
||||
|
||||
private updateUI() {
|
||||
// 更新UI显示
|
||||
const gameTime = Time.totalTime;
|
||||
console.log(`游戏时间: ${gameTime.toFixed(1)}秒`);
|
||||
}
|
||||
|
||||
private triggerVictory() {
|
||||
console.log("游戏胜利!");
|
||||
// 处理胜利逻辑
|
||||
}
|
||||
|
||||
private triggerGameOver() {
|
||||
console.log("游戏结束!");
|
||||
// 处理游戏结束逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**适用场景:**
|
||||
- 全局游戏逻辑系统
|
||||
- 胜负判断系统
|
||||
- UI更新系统
|
||||
- 不依赖特定实体的处理
|
||||
|
||||
## AI系统示例
|
||||
|
||||
下面是一个完整的AI系统示例,展示EntitySystem的典型用法:
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||||
|
||||
enum AIState {
|
||||
IDLE,
|
||||
PATROL,
|
||||
CHASE,
|
||||
ATTACK
|
||||
}
|
||||
|
||||
class AISystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 复杂匹配条件可以使用链式语法
|
||||
super(Matcher.empty().all(AIComponent, PositionComponent));
|
||||
// 或者使用简洁语法
|
||||
// super(Matcher.all(AIComponent, PositionComponent));
|
||||
}
|
||||
|
||||
// 处理所有匹配的实体
|
||||
protected process(entities: Entity[]) {
|
||||
for (const entity of entities) {
|
||||
this.processEntity(entity);
|
||||
}
|
||||
}
|
||||
|
||||
// 处理单个实体的逻辑(自定义方法)
|
||||
private processEntity(entity: Entity) {
|
||||
const ai = entity.getComponent(AIComponent);
|
||||
const position = entity.getComponent(PositionComponent);
|
||||
|
||||
switch (ai.state) {
|
||||
case AIState.IDLE:
|
||||
this.processIdle(entity, ai);
|
||||
break;
|
||||
case AIState.PATROL:
|
||||
this.processPatrol(entity, ai, position);
|
||||
break;
|
||||
case AIState.CHASE:
|
||||
this.processChase(entity, ai, position);
|
||||
break;
|
||||
case AIState.ATTACK:
|
||||
this.processAttack(entity, ai);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private processIdle(entity: Entity, ai: AIComponent) {
|
||||
ai.idleTimer += Time.deltaTime;
|
||||
|
||||
if (ai.idleTimer >= ai.idleTime) {
|
||||
ai.state = AIState.PATROL;
|
||||
ai.idleTimer = 0;
|
||||
}
|
||||
|
||||
// 检查附近是否有玩家
|
||||
const nearbyPlayer = this.findNearbyPlayer(entity, ai.detectionRange);
|
||||
if (nearbyPlayer) {
|
||||
ai.state = AIState.CHASE;
|
||||
ai.target = nearbyPlayer;
|
||||
}
|
||||
}
|
||||
|
||||
private processPatrol(entity: Entity, ai: AIComponent, position: PositionComponent) {
|
||||
// 简单的来回巡逻
|
||||
if (!ai.patrolTarget) {
|
||||
ai.patrolTarget = this.getNextPatrolPoint(ai);
|
||||
}
|
||||
|
||||
const direction = ai.patrolTarget.subtract(position);
|
||||
const distance = direction.length();
|
||||
|
||||
if (distance < 10) {
|
||||
ai.patrolTarget = this.getNextPatrolPoint(ai);
|
||||
} else {
|
||||
const normalized = direction.normalize();
|
||||
position.x += normalized.x * ai.moveSpeed * Time.deltaTime;
|
||||
position.y += normalized.y * ai.moveSpeed * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**适用场景:**
|
||||
- 全局游戏逻辑系统
|
||||
- 胜负判断系统
|
||||
- UI更新系统
|
||||
- 不依赖特定实体的处理
|
||||
|
||||
### 3. IntervalSystem - 间隔执行系统
|
||||
|
||||
不是每帧都执行,而是按指定间隔执行的系统,适合不需要高频更新的逻辑。
|
||||
|
||||
```typescript
|
||||
import { IntervalSystem, Matcher } from '@esengine/ecs-framework';
|
||||
|
||||
class SpawnSystem extends IntervalSystem {
|
||||
private spawnPoints: { x: number; y: number }[] = [
|
||||
{ x: 100, y: 100 },
|
||||
{ x: 700, y: 100 },
|
||||
{ x: 400, y: 500 }
|
||||
];
|
||||
|
||||
// 每2秒执行一次
|
||||
constructor() {
|
||||
// IntervalSystem需要指定间隔时间和Matcher
|
||||
super(2.0, Matcher.all(SpawnerComponent));
|
||||
}
|
||||
|
||||
// 间隔执行的逻辑(重写process方法)
|
||||
protected process(entities: Entity[]) {
|
||||
// entities就是匹配的生成器实体
|
||||
|
||||
for (const spawner of entities) {
|
||||
const spawnerComp = spawner.getComponent(SpawnerComponent);
|
||||
|
||||
if (this.shouldSpawn(spawnerComp)) {
|
||||
this.spawnEnemy(spawner, spawnerComp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private shouldSpawn(spawner: SpawnerComponent): boolean {
|
||||
// 检查是否应该生成
|
||||
const currentEnemyCount = this.getCurrentEnemyCount();
|
||||
return currentEnemyCount < spawner.maxEnemies &&
|
||||
Math.random() < spawner.spawnChance;
|
||||
}
|
||||
|
||||
private spawnEnemy(spawnerEntity: Entity, spawner: SpawnerComponent) {
|
||||
// 随机选择生成点
|
||||
const spawnPoint = this.spawnPoints[
|
||||
Math.floor(Math.random() * this.spawnPoints.length)
|
||||
];
|
||||
|
||||
// 创建敌人实体
|
||||
const enemy = this.scene.createEntity("Enemy");
|
||||
enemy.addComponent(new PositionComponent(spawnPoint.x, spawnPoint.y));
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
enemy.addComponent(new AIComponent());
|
||||
enemy.addComponent(new VelocityComponent(0, 0));
|
||||
enemy.tag = EntityTags.ENEMY;
|
||||
|
||||
// 更新生成器统计
|
||||
spawner.spawnedCount++;
|
||||
spawner.lastSpawnTime = Time.totalTime;
|
||||
|
||||
// 发送生成事件
|
||||
const eventBus = this.scene.entityManager.eventBus;
|
||||
eventBus.emit('enemy:spawned', {
|
||||
enemyId: enemy.id,
|
||||
spawnPoint: spawnPoint,
|
||||
spawnerEntity: spawnerEntity.id
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**适用场景:**
|
||||
- 敌人生成系统
|
||||
- 自动保存系统
|
||||
- 资源回收系统
|
||||
- 定期数据同步
|
||||
|
||||
### 4. PassiveSystem - 被动系统
|
||||
|
||||
不处理实体的系统,主要用于事件监听和响应。
|
||||
|
||||
```typescript
|
||||
import { PassiveSystem, Matcher, Core } from '@esengine/ecs-framework';
|
||||
|
||||
class ScoreSystem extends PassiveSystem {
|
||||
private score: number = 0;
|
||||
private multiplier: number = 1;
|
||||
private combo: number = 0;
|
||||
|
||||
constructor() {
|
||||
// PassiveSystem也需要Matcher,即使不使用
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
initialize() {
|
||||
super.initialize();
|
||||
|
||||
// 监听游戏事件(使用EntityManager的事件系统)
|
||||
const eventBus = this.scene.entityManager.eventBus;
|
||||
eventBus.on('enemy:killed', this.onEnemyKilled, { context: this });
|
||||
eventBus.on('item:collected', this.onItemCollected, { context: this });
|
||||
eventBus.on('combo:broken', this.onComboBroken, { context: this });
|
||||
}
|
||||
|
||||
// PassiveSystem被移除时清理
|
||||
destroy() {
|
||||
// 事件监听会在系统销毁时自动清理
|
||||
// 如需手动清理,可以保存listenerId并调用eventBus.off()
|
||||
}
|
||||
|
||||
private onEnemyKilled(data: { enemyType: string; position: { x: number; y: number } }) {
|
||||
// 根据敌人类型给分
|
||||
let baseScore = this.getScoreForEnemyType(data.enemyType);
|
||||
|
||||
// 连击奖励
|
||||
this.combo++;
|
||||
if (this.combo > 3) {
|
||||
this.multiplier = Math.min(this.combo * 0.1, 3.0); // 最多3倍
|
||||
}
|
||||
|
||||
const finalScore = Math.floor(baseScore * this.multiplier);
|
||||
this.addScore(finalScore);
|
||||
|
||||
// 显示分数奖励
|
||||
this.showScorePopup(data.position, finalScore);
|
||||
}
|
||||
|
||||
private addScore(points: number) {
|
||||
this.score += points;
|
||||
|
||||
// 发送分数更新事件
|
||||
const eventBus = this.scene.entityManager.eventBus;
|
||||
eventBus.emit('score:updated', {
|
||||
score: this.score,
|
||||
points: points,
|
||||
multiplier: this.multiplier,
|
||||
combo: this.combo
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**适用场景:**
|
||||
- 分数统计系统
|
||||
- 音效播放系统
|
||||
- UI更新系统
|
||||
- 成就系统
|
||||
|
||||
## 系统生命周期方法
|
||||
|
||||
系统提供了多个生命周期方法,可以根据需要重写:
|
||||
|
||||
### 重要的生命周期方法
|
||||
|
||||
```typescript
|
||||
class ExampleSystem extends EntitySystem {
|
||||
/**
|
||||
* 系统初始化回调 - 系统被添加到场景时调用
|
||||
* 用于设置事件监听器、初始化资源等
|
||||
* 注意:不要重写initialize()方法,而是重写onInitialize()
|
||||
*/
|
||||
protected onInitialize() {
|
||||
// 设置事件监听
|
||||
const eventBus = this.scene.entityManager.eventBus;
|
||||
eventBus.on('someEvent', this.handleEvent, { context: this });
|
||||
|
||||
console.log('系统已初始化');
|
||||
}
|
||||
|
||||
/**
|
||||
* 每帧处理开始前调用
|
||||
*/
|
||||
protected onBegin() {
|
||||
// 预处理逻辑,如重置计数器
|
||||
this.frameCounter++;
|
||||
}
|
||||
|
||||
/**
|
||||
* 主要处理逻辑 - 每帧调用
|
||||
* @param entities 符合条件的实体列表
|
||||
*/
|
||||
protected process(entities: Entity[]) {
|
||||
for (const entity of entities) {
|
||||
// 处理每个实体
|
||||
this.processEntity(entity);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 后期处理 - 在process之后调用
|
||||
* @param entities 符合条件的实体列表
|
||||
*/
|
||||
protected lateProcess(entities: Entity[]) {
|
||||
// 后期处理逻辑,如碰撞检测后的响应
|
||||
this.handlePostProcessing();
|
||||
}
|
||||
|
||||
/**
|
||||
* 每帧处理结束后调用
|
||||
*/
|
||||
protected onEnd() {
|
||||
// 后处理逻辑,如统计数据更新
|
||||
this.updateStatistics();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 生命周期执行顺序
|
||||
|
||||
系统的生命周期方法按以下顺序执行:
|
||||
|
||||
1. **initialize()** - 系统被添加到场景时执行一次(框架调用)
|
||||
- **onInitialize()** - 用户可重写的初始化回调
|
||||
2. 每帧循环:
|
||||
- **onBegin()** - 帧开始前(用户可重写)
|
||||
- **process(entities)** - 主要处理逻辑(用户必须实现)
|
||||
- **lateProcess(entities)** - 后期处理(用户可重写)
|
||||
- **onEnd()** - 帧结束后(用户可重写)
|
||||
|
||||
## 系统管理和注册
|
||||
|
||||
### 在场景中添加系统
|
||||
|
||||
```typescript
|
||||
import { Scene, Core } from '@esengine/ecs-framework';
|
||||
|
||||
const scene = new Scene();
|
||||
|
||||
// 添加各种系统(使用addEntityProcessor方法)
|
||||
scene.addEntityProcessor(new MovementSystem());
|
||||
scene.addEntityProcessor(new GameLogicSystem());
|
||||
scene.addEntityProcessor(new SpawnSystem());
|
||||
scene.addEntityProcessor(new ScoreSystem());
|
||||
|
||||
// 设置系统的执行优先级
|
||||
const movementSystem = scene.getEntityProcessor(MovementSystem);
|
||||
if (movementSystem) {
|
||||
movementSystem.updateOrder = 10; // 数值越小越先执行
|
||||
}
|
||||
|
||||
const renderSystem = scene.getEntityProcessor(RenderSystem);
|
||||
if (renderSystem) {
|
||||
renderSystem.updateOrder = 100; // 渲染系统最后执行
|
||||
}
|
||||
|
||||
// 设置为当前场景
|
||||
Core.setScene(scene;
|
||||
```
|
||||
|
||||
### 系统的启用和禁用
|
||||
|
||||
```typescript
|
||||
// 暂时禁用某个系统
|
||||
const gameLogicSystem = scene.getEntityProcessor(GameLogicSystem);
|
||||
if (gameLogicSystem) {
|
||||
gameLogicSystem.enabled = false;
|
||||
}
|
||||
|
||||
// 重新启用
|
||||
if (gameLogicSystem) {
|
||||
gameLogicSystem.enabled = true;
|
||||
}
|
||||
|
||||
// 移除系统
|
||||
scene.removeEntityProcessor(gameLogicSystem);
|
||||
```
|
||||
|
||||
## 系统设计最佳实践
|
||||
|
||||
### 1. 单一职责原则
|
||||
|
||||
```typescript
|
||||
// 好的设计:每个系统只负责一件事
|
||||
class MovementSystem extends EntitySystem {
|
||||
// 只负责移动
|
||||
}
|
||||
|
||||
class CollisionSystem extends EntitySystem {
|
||||
// 只负责碰撞检测
|
||||
}
|
||||
|
||||
class RenderSystem extends EntitySystem {
|
||||
// 只负责渲染
|
||||
}
|
||||
|
||||
// 不好的设计:一个系统做太多事情
|
||||
class GameplaySystem extends EntitySystem {
|
||||
// 既处理移动,又处理碰撞,还处理渲染...
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 合理的系统执行顺序
|
||||
|
||||
```typescript
|
||||
// 设置合理的执行顺序
|
||||
scene.addEntityProcessor(new InputSystem()).updateOrder = 0; // 输入最先
|
||||
scene.addEntityProcessor(new GameLogicSystem()).updateOrder = 10; // 游戏逻辑
|
||||
scene.addEntityProcessor(new MovementSystem()).updateOrder = 20; // 移动计算
|
||||
scene.addEntityProcessor(new CollisionSystem()).updateOrder = 30; // 碰撞检测
|
||||
scene.addEntityProcessor(new HealthSystem()).updateOrder = 40; // 生命值处理
|
||||
scene.addEntityProcessor(new RenderSystem()).updateOrder = 100; // 渲染最后
|
||||
```
|
||||
|
||||
### 3. 系统间通信
|
||||
|
||||
```typescript
|
||||
// 使用事件进行系统间通信
|
||||
class CollisionSystem extends EntitySystem {
|
||||
process(entities: Entity[]) {
|
||||
// ... 碰撞检测逻辑
|
||||
|
||||
if (collision) {
|
||||
// 发送碰撞事件,让其他系统响应
|
||||
const eventBus = this.scene.entityManager.eventBus;
|
||||
eventBus.emit('collision:detected', {
|
||||
entity1: collider1,
|
||||
entity2: collider2,
|
||||
collisionPoint: point
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class HealthSystem extends PassiveSystem {
|
||||
initialize() {
|
||||
super.initialize();
|
||||
|
||||
// 监听碰撞事件
|
||||
const eventBus = this.scene.entityManager.eventBus;
|
||||
eventBus.on('collision:detected', this.onCollision, { context: this });
|
||||
}
|
||||
|
||||
private onCollision(data: CollisionEventData) {
|
||||
// 处理碰撞伤害
|
||||
if (data.entity1.hasComponent(HealthComponent)) {
|
||||
const health = data.entity1.getComponent(HealthComponent);
|
||||
health.takeDamage(10);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 性能优化
|
||||
|
||||
```typescript
|
||||
class OptimizedMovementSystem extends EntitySystem {
|
||||
private lastUpdateTime: number = 0;
|
||||
private readonly UPDATE_INTERVAL = 16; // 60FPS
|
||||
|
||||
process(entities: Entity[]) {
|
||||
const currentTime = Time.totalTime;
|
||||
|
||||
// 限制更新频率
|
||||
if (currentTime - this.lastUpdateTime < this.UPDATE_INTERVAL) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 批量处理
|
||||
this.processBatch(entities);
|
||||
|
||||
this.lastUpdateTime = currentTime;
|
||||
}
|
||||
|
||||
private processBatch(entities: Entity[]) {
|
||||
// 使用for循环而不是forEach,性能更好
|
||||
for (let i = 0; i < entities.length; i++) {
|
||||
const entity = entities[i];
|
||||
// 处理逻辑...
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### Q: 系统的执行顺序重要吗?
|
||||
|
||||
A: 非常重要!合理的执行顺序可以避免逻辑错误:
|
||||
|
||||
```typescript
|
||||
// 正确顺序:
|
||||
// 1. 输入系统(收集玩家输入)
|
||||
// 2. AI系统(敌人决策)
|
||||
// 3. 移动系统(更新位置)
|
||||
// 4. 碰撞系统(检测碰撞)
|
||||
// 5. 渲染系统(显示画面)
|
||||
```
|
||||
|
||||
### Q: 什么时候使用哪种系统类型?
|
||||
|
||||
A:
|
||||
- **EntitySystem** - 大部分游戏逻辑(移动、AI、碰撞等)
|
||||
- **ProcessingSystem** - 不依赖特定实体的全局处理(游戏状态管理、全局逻辑)
|
||||
- **IntervalSystem** - 不需要每帧执行的逻辑(生成器、自动保存)
|
||||
- **PassiveSystem** - 事件响应系统(分数、音效、UI更新)
|
||||
|
||||
### Q: 系统可以访问其他系统吗?
|
||||
|
||||
A: 不建议直接访问。推荐使用事件系统进行系统间通信,保持松耦合。
|
||||
|
||||
### Q: 如何调试系统性能?
|
||||
|
||||
A: 使用框架内置的性能监控:
|
||||
|
||||
```typescript
|
||||
const monitor = PerformanceMonitor.instance;
|
||||
monitor.startFrame('MovementSystem');
|
||||
// 系统逻辑...
|
||||
monitor.endFrame('MovementSystem');
|
||||
|
||||
// 查看性能报告
|
||||
console.log(monitor.getReport());
|
||||
```
|
||||
|
||||
通过合理使用这些系统类型,你可以构建出高性能、易维护的游戏逻辑!
|
||||
@@ -1,653 +0,0 @@
|
||||
# 定时器系统使用指南
|
||||
|
||||
定时器系统是游戏开发中的重要工具,用于处理延迟执行、重复任务、倒计时等功能。本指南详细介绍如何使用ECS框架的定时器系统。
|
||||
|
||||
## 定时器基础概念
|
||||
|
||||
### 什么是定时器?
|
||||
|
||||
定时器允许你:
|
||||
- **延迟执行** - 在指定时间后执行某个操作
|
||||
- **重复执行** - 定期重复执行某个操作
|
||||
- **取消执行** - 在执行前取消定时器
|
||||
- **精确控制** - 精确控制执行时机
|
||||
|
||||
### 定时器的优势
|
||||
|
||||
相比直接在游戏循环中计时,定时器系统提供:
|
||||
- 🧹 **自动管理** - 自动处理定时器的生命周期
|
||||
- **游戏时间控制** - 支持游戏暂停、时间缩放
|
||||
- 💾 **内存优化** - 自动回收完成的定时器
|
||||
- **易于使用** - 简单的API调用
|
||||
|
||||
## 基础定时器使用
|
||||
|
||||
### 1. 简单延迟执行
|
||||
|
||||
```typescript
|
||||
import { Core, Timer } from '@esengine/ecs-framework';
|
||||
|
||||
// 3秒后执行一次
|
||||
Core.schedule(3.0, false, this, (timer) => {
|
||||
console.log("3秒钟到了!");
|
||||
});
|
||||
|
||||
// 实际游戏例子:延迟显示提示
|
||||
class GameTutorial {
|
||||
startTutorial() {
|
||||
// 2秒后显示第一个提示
|
||||
Core.schedule(2.0, false, this, () => {
|
||||
this.showTip("欢迎来到游戏世界!");
|
||||
});
|
||||
|
||||
// 5秒后显示移动提示
|
||||
Core.schedule(5.0, false, this, () => {
|
||||
this.showTip("使用WASD键移动角色");
|
||||
});
|
||||
|
||||
// 8秒后显示攻击提示
|
||||
Core.schedule(8.0, false, this, () => {
|
||||
this.showTip("按空格键攻击敌人");
|
||||
});
|
||||
}
|
||||
|
||||
private showTip(message: string) {
|
||||
// 显示提示的逻辑
|
||||
console.log(`提示: ${message}`);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 重复执行
|
||||
|
||||
```typescript
|
||||
// 每1秒执行一次,持续执行
|
||||
const repeatTimer = Core.schedule(1.0, true, this, (timer) => {
|
||||
console.log("每秒执行一次");
|
||||
});
|
||||
|
||||
// 实际游戏例子:生命值恢复
|
||||
class HealthRegeneration {
|
||||
private regenTimer: ITimer;
|
||||
|
||||
startRegeneration(entity: Entity) {
|
||||
const health = entity.getComponent(HealthComponent);
|
||||
|
||||
// 每2秒恢复5点生命值
|
||||
this.regenTimer = Core.schedule(2.0, true, this, () => {
|
||||
if (health.currentHealth < health.maxHealth) {
|
||||
health.currentHealth += 5;
|
||||
health.currentHealth = Math.min(health.currentHealth, health.maxHealth);
|
||||
|
||||
console.log(`生命值恢复:${health.currentHealth}/${health.maxHealth}`);
|
||||
|
||||
// 满血时停止恢复
|
||||
if (health.currentHealth >= health.maxHealth) {
|
||||
this.stopRegeneration();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
stopRegeneration() {
|
||||
if (this.regenTimer) {
|
||||
this.regenTimer.stop();
|
||||
this.regenTimer = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 获取定时器引用进行控制
|
||||
|
||||
```typescript
|
||||
import { ITimer } from '@esengine/ecs-framework';
|
||||
|
||||
class BombTimer {
|
||||
private bombTimer: ITimer;
|
||||
private explosionTime: number = 5.0;
|
||||
|
||||
startBomb(position: { x: number; y: number }) {
|
||||
console.log("炸弹已放置!5秒后爆炸...");
|
||||
|
||||
// 创建定时器并保存引用
|
||||
this.bombTimer = Core.schedule(this.explosionTime, false, this, () => {
|
||||
this.explode(position);
|
||||
});
|
||||
}
|
||||
|
||||
defuseBomb() {
|
||||
if (this.bombTimer && !this.bombTimer.isDone) {
|
||||
// 拆除炸弹
|
||||
this.bombTimer.stop();
|
||||
console.log("炸弹已被拆除!");
|
||||
}
|
||||
}
|
||||
|
||||
getRemainingTime(): number {
|
||||
if (this.bombTimer && !this.bombTimer.isDone) {
|
||||
return this.explosionTime - this.bombTimer.elapsedTime;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
private explode(position: { x: number; y: number }) {
|
||||
console.log("💥 炸弹爆炸了!");
|
||||
// 爆炸效果逻辑...
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 高级定时器功能
|
||||
|
||||
### 1. 定时器链 - 顺序执行多个任务
|
||||
|
||||
```typescript
|
||||
class CutsceneManager {
|
||||
playCutscene() {
|
||||
// 第一个镜头:2秒
|
||||
Core.schedule(2.0, false, this, () => {
|
||||
this.showScene("开场镜头");
|
||||
|
||||
// 第二个镜头:3秒后
|
||||
Core.schedule(3.0, false, this, () => {
|
||||
this.showScene("角色登场");
|
||||
|
||||
// 第三个镜头:2秒后
|
||||
Core.schedule(2.0, false, this, () => {
|
||||
this.showScene("背景介绍");
|
||||
|
||||
// 结束:1秒后
|
||||
Core.schedule(1.0, false, this, () => {
|
||||
this.endCutscene();
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
private showScene(sceneName: string) {
|
||||
console.log(`播放场景: ${sceneName}`);
|
||||
}
|
||||
|
||||
private endCutscene() {
|
||||
console.log("过场动画结束,开始游戏!");
|
||||
}
|
||||
}
|
||||
|
||||
// 更优雅的链式写法
|
||||
class ImprovedCutsceneManager {
|
||||
playCutscene() {
|
||||
this.scheduleSequence([
|
||||
{ delay: 2.0, action: () => this.showScene("开场镜头") },
|
||||
{ delay: 3.0, action: () => this.showScene("角色登场") },
|
||||
{ delay: 2.0, action: () => this.showScene("背景介绍") },
|
||||
{ delay: 1.0, action: () => this.endCutscene() }
|
||||
]);
|
||||
}
|
||||
|
||||
private scheduleSequence(sequence: Array<{delay: number, action: () => void}>) {
|
||||
let currentDelay = 0;
|
||||
|
||||
sequence.forEach(step => {
|
||||
currentDelay += step.delay;
|
||||
Core.schedule(currentDelay, false, this, step.action);
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 条件定时器 - 满足条件时执行
|
||||
|
||||
```typescript
|
||||
class ConditionalTimer {
|
||||
waitForCondition(
|
||||
condition: () => boolean,
|
||||
action: () => void,
|
||||
checkInterval: number = 0.1,
|
||||
timeout: number = 10.0
|
||||
) {
|
||||
let timeElapsed = 0;
|
||||
|
||||
const checkTimer = Core.schedule(checkInterval, true, this, () => {
|
||||
timeElapsed += checkInterval;
|
||||
|
||||
if (condition()) {
|
||||
// 条件满足,执行动作并停止检查
|
||||
checkTimer.stop();
|
||||
action();
|
||||
} else if (timeElapsed >= timeout) {
|
||||
// 超时,停止检查
|
||||
checkTimer.stop();
|
||||
console.log("等待条件超时");
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 使用例子
|
||||
class WaitForPlayerExample {
|
||||
waitForPlayerToReachGoal() {
|
||||
const player = this.getPlayer();
|
||||
const goalPosition = { x: 500, y: 300 };
|
||||
|
||||
this.waitForCondition(
|
||||
// 条件:玩家到达目标位置
|
||||
() => {
|
||||
const playerPos = player.getComponent(PositionComponent);
|
||||
return playerPos.distanceTo(goalPosition) < 50;
|
||||
},
|
||||
// 动作:触发下一关
|
||||
() => {
|
||||
console.log("玩家到达目标!开始下一关");
|
||||
this.loadNextLevel();
|
||||
},
|
||||
0.1, // 每0.1秒检查一次
|
||||
30.0 // 30秒后超时
|
||||
);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 可暂停的定时器
|
||||
|
||||
```typescript
|
||||
class PausableTimer {
|
||||
private timers: ITimer[] = [];
|
||||
private isPaused: boolean = false;
|
||||
|
||||
schedule(delay: number, repeat: boolean, callback: () => void): ITimer {
|
||||
const timer = Core.schedule(delay, repeat, this, callback);
|
||||
this.timers.push(timer);
|
||||
return timer;
|
||||
}
|
||||
|
||||
pauseAll() {
|
||||
this.isPaused = true;
|
||||
this.timers.forEach(timer => {
|
||||
if (!timer.isDone) {
|
||||
timer.stop();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
resumeAll() {
|
||||
if (!this.isPaused) return;
|
||||
|
||||
this.isPaused = false;
|
||||
// 重新启动所有未完成的定时器
|
||||
// 注意:这是简化实现,实际需要保存剩余时间
|
||||
this.timers = this.timers.filter(timer => !timer.isDone);
|
||||
}
|
||||
|
||||
clearAll() {
|
||||
this.timers.forEach(timer => timer.stop());
|
||||
this.timers = [];
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏暂停系统
|
||||
class GamePauseSystem {
|
||||
private gameTimers: PausableTimer = new PausableTimer();
|
||||
private isGamePaused: boolean = false;
|
||||
|
||||
pauseGame() {
|
||||
if (this.isGamePaused) return;
|
||||
|
||||
this.isGamePaused = true;
|
||||
this.gameTimers.pauseAll();
|
||||
|
||||
// 显示暂停菜单
|
||||
this.showPauseMenu();
|
||||
}
|
||||
|
||||
resumeGame() {
|
||||
if (!this.isGamePaused) return;
|
||||
|
||||
this.isGamePaused = false;
|
||||
this.gameTimers.resumeAll();
|
||||
|
||||
// 隐藏暂停菜单
|
||||
this.hidePauseMenu();
|
||||
}
|
||||
|
||||
scheduleGameTimer(delay: number, repeat: boolean, callback: () => void) {
|
||||
return this.gameTimers.schedule(delay, repeat, callback);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 实际游戏应用示例
|
||||
|
||||
### 1. Buff/Debuff 系统
|
||||
|
||||
```typescript
|
||||
class BuffSystem {
|
||||
applyBuff(entity: Entity, buffType: string, duration: number) {
|
||||
const buff = new BuffComponent(buffType, duration);
|
||||
entity.addComponent(buff);
|
||||
|
||||
// 应用Buff效果
|
||||
this.applyBuffEffect(entity, buffType);
|
||||
|
||||
// 设置定时器移除Buff
|
||||
Core.schedule(duration, false, this, () => {
|
||||
if (!entity.isDestroyed && entity.hasComponent(BuffComponent)) {
|
||||
this.removeBuff(entity, buffType);
|
||||
}
|
||||
});
|
||||
|
||||
console.log(`应用了 ${buffType} Buff,持续时间 ${duration} 秒`);
|
||||
}
|
||||
|
||||
private applyBuffEffect(entity: Entity, buffType: string) {
|
||||
const stats = entity.getComponent(StatsComponent);
|
||||
|
||||
switch (buffType) {
|
||||
case 'speed_boost':
|
||||
stats.moveSpeed *= 1.5;
|
||||
break;
|
||||
case 'damage_boost':
|
||||
stats.damage *= 2.0;
|
||||
break;
|
||||
case 'invincible':
|
||||
entity.addComponent(new InvincibleComponent());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private removeBuff(entity: Entity, buffType: string) {
|
||||
const buff = entity.getComponent(BuffComponent);
|
||||
if (buff && buff.buffType === buffType) {
|
||||
entity.removeComponent(buff);
|
||||
this.removeBuffEffect(entity, buffType);
|
||||
console.log(`${buffType} Buff 已过期`);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 技能冷却系统
|
||||
|
||||
```typescript
|
||||
class SkillSystem {
|
||||
private cooldowns: Map<string, number> = new Map();
|
||||
|
||||
useSkill(player: Entity, skillName: string): boolean {
|
||||
// 检查冷却
|
||||
if (this.isOnCooldown(skillName)) {
|
||||
const remainingTime = this.getCooldownRemaining(skillName);
|
||||
console.log(`技能冷却中,还需 ${remainingTime.toFixed(1)} 秒`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 执行技能
|
||||
this.executeSkill(player, skillName);
|
||||
|
||||
// 启动冷却
|
||||
const cooldownTime = this.getSkillCooldown(skillName);
|
||||
this.startCooldown(skillName, cooldownTime);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private startCooldown(skillName: string, duration: number) {
|
||||
const endTime = Time.totalTime + duration;
|
||||
this.cooldowns.set(skillName, endTime);
|
||||
|
||||
// 设置定时器清理冷却
|
||||
Core.schedule(duration, false, this, () => {
|
||||
this.cooldowns.delete(skillName);
|
||||
console.log(`技能 ${skillName} 冷却完成!`);
|
||||
});
|
||||
}
|
||||
|
||||
private isOnCooldown(skillName: string): boolean {
|
||||
const endTime = this.cooldowns.get(skillName);
|
||||
return endTime !== undefined && Time.totalTime < endTime;
|
||||
}
|
||||
|
||||
private getCooldownRemaining(skillName: string): number {
|
||||
const endTime = this.cooldowns.get(skillName);
|
||||
return endTime ? Math.max(0, endTime - Time.totalTime) : 0;
|
||||
}
|
||||
|
||||
private executeSkill(player: Entity, skillName: string) {
|
||||
switch (skillName) {
|
||||
case 'fireball':
|
||||
this.castFireball(player);
|
||||
break;
|
||||
case 'heal':
|
||||
this.castHeal(player);
|
||||
break;
|
||||
case 'dash':
|
||||
this.performDash(player);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private getSkillCooldown(skillName: string): number {
|
||||
const cooldowns = {
|
||||
'fireball': 3.0,
|
||||
'heal': 10.0,
|
||||
'dash': 5.0
|
||||
};
|
||||
return cooldowns[skillName] || 1.0;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 关卡时间限制
|
||||
|
||||
```typescript
|
||||
class LevelTimer {
|
||||
private timeLimit: number;
|
||||
private timeRemaining: number;
|
||||
private timerActive: boolean = false;
|
||||
private updateTimer: ITimer;
|
||||
|
||||
startLevel(timeLimitSeconds: number) {
|
||||
this.timeLimit = timeLimitSeconds;
|
||||
this.timeRemaining = timeLimitSeconds;
|
||||
this.timerActive = true;
|
||||
|
||||
// 每秒更新倒计时
|
||||
this.updateTimer = Core.schedule(1.0, true, this, () => {
|
||||
this.updateCountdown();
|
||||
});
|
||||
|
||||
console.log(`关卡开始!时间限制:${timeLimitSeconds} 秒`);
|
||||
}
|
||||
|
||||
private updateCountdown() {
|
||||
if (!this.timerActive) return;
|
||||
|
||||
this.timeRemaining--;
|
||||
|
||||
// 更新UI显示
|
||||
this.updateTimerUI(this.timeRemaining);
|
||||
|
||||
// 时间警告
|
||||
if (this.timeRemaining === 30) {
|
||||
console.log("警告:还剩30秒!");
|
||||
this.playWarningSound();
|
||||
} else if (this.timeRemaining === 10) {
|
||||
console.log("🚨 紧急:还剩10秒!");
|
||||
this.playUrgentSound();
|
||||
}
|
||||
|
||||
// 时间到
|
||||
if (this.timeRemaining <= 0) {
|
||||
this.timeUp();
|
||||
}
|
||||
}
|
||||
|
||||
private timeUp() {
|
||||
this.timerActive = false;
|
||||
this.updateTimer.stop();
|
||||
|
||||
console.log("⏰ 时间到!游戏结束");
|
||||
|
||||
// 触发游戏结束(需要在实际使用中获取EntityManager实例)
|
||||
// 示例:entityManager.eventBus.emit('level:timeout');
|
||||
console.log('触发关卡超时事件');
|
||||
}
|
||||
|
||||
completeLevel() {
|
||||
if (this.timerActive) {
|
||||
this.timerActive = false;
|
||||
this.updateTimer.stop();
|
||||
|
||||
const completionTime = this.timeLimit - this.timeRemaining;
|
||||
console.log(` 关卡完成!用时:${completionTime} 秒`);
|
||||
|
||||
// 根据剩余时间给予奖励
|
||||
this.calculateTimeBonus(this.timeRemaining);
|
||||
}
|
||||
}
|
||||
|
||||
private calculateTimeBonus(timeLeft: number) {
|
||||
const bonus = Math.floor(timeLeft * 10); // 每秒剩余10分
|
||||
if (bonus > 0) {
|
||||
console.log(`时间奖励:${bonus} 分`);
|
||||
// 触发时间奖励事件(需要在实际使用中获取EntityManager实例)
|
||||
// 示例:entityManager.eventBus.emit('score:time_bonus', { bonus });
|
||||
}
|
||||
}
|
||||
|
||||
getTimeRemaining(): number {
|
||||
return this.timeRemaining;
|
||||
}
|
||||
|
||||
getTimeRemainingFormatted(): string {
|
||||
const minutes = Math.floor(this.timeRemaining / 60);
|
||||
const seconds = this.timeRemaining % 60;
|
||||
return `${minutes}:${seconds.toString().padStart(2, '0')}`;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 定时器性能优化
|
||||
|
||||
### 1. 定时器池化
|
||||
|
||||
```typescript
|
||||
class TimerPool {
|
||||
private static instance: TimerPool;
|
||||
private timerPool: ITimer[] = [];
|
||||
|
||||
static getInstance(): TimerPool {
|
||||
if (!this.instance) {
|
||||
this.instance = new TimerPool();
|
||||
}
|
||||
return this.instance;
|
||||
}
|
||||
|
||||
getTimer(): ITimer {
|
||||
return this.timerPool.pop() || this.createTimer();
|
||||
}
|
||||
|
||||
releaseTimer(timer: ITimer) {
|
||||
timer.stop();
|
||||
this.timerPool.push(timer);
|
||||
}
|
||||
|
||||
private createTimer(): ITimer {
|
||||
// 创建新定时器的逻辑
|
||||
return new Timer();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 批量定时器管理
|
||||
|
||||
```typescript
|
||||
class BatchTimerManager {
|
||||
private timers: Set<ITimer> = new Set();
|
||||
|
||||
scheduleMany(configs: Array<{delay: number, repeat: boolean, callback: () => void}>) {
|
||||
return configs.map(config => {
|
||||
const timer = Core.schedule(config.delay, config.repeat, this, config.callback);
|
||||
this.timers.add(timer);
|
||||
return timer;
|
||||
});
|
||||
}
|
||||
|
||||
stopAll() {
|
||||
this.timers.forEach(timer => timer.stop());
|
||||
this.timers.clear();
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
// 清理已完成的定时器
|
||||
this.timers.forEach(timer => {
|
||||
if (timer.isDone) {
|
||||
this.timers.delete(timer);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 常见问题和最佳实践
|
||||
|
||||
### Q: 定时器会自动清理吗?
|
||||
|
||||
A: 是的,完成的定时器会自动清理。但如果需要提前停止,记得调用 `timer.stop()`。
|
||||
|
||||
### Q: 定时器会受到游戏暂停影响吗?
|
||||
|
||||
A: 定时器使用游戏时间,如果实现了时间缩放功能,定时器会相应调整。
|
||||
|
||||
### Q: 如何实现精确的帧同步定时器?
|
||||
|
||||
A: 使用帧计数而不是时间:
|
||||
|
||||
```typescript
|
||||
class FrameTimer {
|
||||
private frameCount: number = 0;
|
||||
private targetFrame: number;
|
||||
|
||||
scheduleFrames(frames: number, callback: () => void) {
|
||||
this.targetFrame = this.frameCount + frames;
|
||||
|
||||
const checkFrame = () => {
|
||||
this.frameCount++;
|
||||
if (this.frameCount >= this.targetFrame) {
|
||||
callback();
|
||||
} else {
|
||||
requestAnimationFrame(checkFrame);
|
||||
}
|
||||
};
|
||||
|
||||
requestAnimationFrame(checkFrame);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Q: 如何避免定时器内存泄漏?
|
||||
|
||||
A:
|
||||
1. 及时停止不需要的定时器
|
||||
2. 在对象销毁时清理所有定时器
|
||||
3. 使用弱引用避免循环引用
|
||||
|
||||
```typescript
|
||||
class SafeTimerUser {
|
||||
private timers: ITimer[] = [];
|
||||
|
||||
scheduleTimer(delay: number, callback: () => void) {
|
||||
const timer = Core.schedule(delay, false, this, callback);
|
||||
this.timers.push(timer);
|
||||
return timer;
|
||||
}
|
||||
|
||||
destroy() {
|
||||
// 清理所有定时器
|
||||
this.timers.forEach(timer => timer.stop());
|
||||
this.timers = [];
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
定时器是游戏开发中非常有用的工具,合理使用可以让你的游戏逻辑更加优雅和高效!
|
||||
@@ -1,600 +0,0 @@
|
||||
# ECS框架使用场景示例
|
||||
|
||||
本文档展示ECS框架在不同类型游戏中的具体应用案例。
|
||||
|
||||
## 目录
|
||||
|
||||
1. [小型休闲游戏](#小型休闲游戏)
|
||||
2. [中型动作游戏](#中型动作游戏)
|
||||
3. [大型策略游戏](#大型策略游戏)
|
||||
4. [MMO游戏](#mmo游戏)
|
||||
|
||||
## 小型休闲游戏
|
||||
|
||||
### 场景:简单的飞机大战游戏
|
||||
|
||||
```typescript
|
||||
import {
|
||||
Scene,
|
||||
EntityManager,
|
||||
Entity,
|
||||
Component,
|
||||
EntitySystem,
|
||||
Matcher
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// 组件定义
|
||||
class PositionComponent extends Component {
|
||||
constructor(public x: number = 0, public y: number = 0) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class VelocityComponent extends Component {
|
||||
constructor(public x: number = 0, public y: number = 0) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class PlayerComponent extends Component {}
|
||||
class EnemyComponent extends Component {}
|
||||
class BulletComponent extends Component {}
|
||||
|
||||
// 游戏管理器
|
||||
class PlaneWarGame {
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor() {
|
||||
this.scene = new Scene();
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupGame();
|
||||
}
|
||||
|
||||
private setupGame(): void {
|
||||
// 创建玩家
|
||||
const player = this.entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(400, 500));
|
||||
player.addComponent(new VelocityComponent(0, 0));
|
||||
player.addComponent(new PlayerComponent());
|
||||
player.tag = 1; // 玩家标签
|
||||
|
||||
// 创建敌人
|
||||
this.spawnEnemies(5);
|
||||
|
||||
// 添加系统
|
||||
this.scene.addEntityProcessor(new MovementSystem());
|
||||
this.scene.addEntityProcessor(new CollisionSystem());
|
||||
this.scene.addEntityProcessor(new CleanupSystem());
|
||||
}
|
||||
|
||||
private spawnEnemies(count: number): void {
|
||||
const enemies = this.scene.createEntities(count, "Enemy");
|
||||
enemies.forEach((enemy, index) => {
|
||||
enemy.addComponent(new PositionComponent(
|
||||
Math.random() * 800,
|
||||
-50
|
||||
));
|
||||
enemy.addComponent(new VelocityComponent(0, 100));
|
||||
enemy.addComponent(new EnemyComponent());
|
||||
enemy.tag = 2; // 敌人标签
|
||||
});
|
||||
}
|
||||
|
||||
public update(): void {
|
||||
this.scene.update();
|
||||
}
|
||||
}
|
||||
|
||||
// 移动系统
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
const movingEntities = this.scene.querySystem.queryAll(
|
||||
PositionComponent,
|
||||
VelocityComponent
|
||||
);
|
||||
|
||||
movingEntities.entities.forEach(entity => {
|
||||
const pos = entity.getComponent(PositionComponent);
|
||||
const vel = entity.getComponent(VelocityComponent);
|
||||
|
||||
pos.x += vel.x * Time.deltaTime;
|
||||
pos.y += vel.y * Time.deltaTime;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
## 中型动作游戏
|
||||
|
||||
### 场景:2D平台跳跃游戏
|
||||
|
||||
```typescript
|
||||
// 更复杂的组件
|
||||
class HealthComponent extends Component {
|
||||
constructor(
|
||||
public maxHealth: number = 100,
|
||||
public currentHealth: number = 100
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class AnimationComponent extends Component {
|
||||
constructor(
|
||||
public currentAnimation: string = "idle",
|
||||
public frameIndex: number = 0,
|
||||
public frameTime: number = 0
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class PhysicsComponent extends Component {
|
||||
constructor(
|
||||
public mass: number = 1,
|
||||
public friction: number = 0.8,
|
||||
public isGrounded: boolean = false
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
// 平台游戏管理器
|
||||
class PlatformGame {
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor() {
|
||||
this.scene = new Scene();
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupGame();
|
||||
}
|
||||
|
||||
private setupGame(): void {
|
||||
// 创建玩家
|
||||
this.createPlayer();
|
||||
|
||||
// 创建敌人
|
||||
this.createEnemies(10);
|
||||
|
||||
// 创建平台
|
||||
this.createPlatforms();
|
||||
|
||||
// 添加系统(按更新顺序)
|
||||
this.scene.addEntityProcessor(new InputSystem()).updateOrder = 10;
|
||||
this.scene.addEntityProcessor(new PhysicsSystem()).updateOrder = 20;
|
||||
this.scene.addEntityProcessor(new AnimationSystem()).updateOrder = 30;
|
||||
this.scene.addEntityProcessor(new CombatSystem()).updateOrder = 40;
|
||||
this.scene.addEntityProcessor(new RenderSystem()).updateOrder = 50;
|
||||
}
|
||||
|
||||
private createPlayer(): void {
|
||||
const player = this.entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(100, 300));
|
||||
player.addComponent(new VelocityComponent(0, 0));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
player.addComponent(new AnimationComponent("idle"));
|
||||
player.addComponent(new PhysicsComponent(1, 0.8));
|
||||
player.tag = 1;
|
||||
}
|
||||
|
||||
private createEnemies(count: number): void {
|
||||
const enemies = this.scene.createEntities(count, "Enemy");
|
||||
enemies.forEach((enemy, index) => {
|
||||
enemy.addComponent(new PositionComponent(
|
||||
200 + index * 100,
|
||||
300
|
||||
));
|
||||
enemy.addComponent(new VelocityComponent(0, 0));
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
enemy.addComponent(new AnimationComponent("patrol"));
|
||||
enemy.addComponent(new PhysicsComponent(0.8, 0.9));
|
||||
enemy.tag = 2;
|
||||
});
|
||||
}
|
||||
|
||||
private createPlatforms(): void {
|
||||
const platforms = this.scene.createEntities(5, "Platform");
|
||||
platforms.forEach((platform, index) => {
|
||||
platform.addComponent(new PositionComponent(
|
||||
index * 200,
|
||||
400 + Math.random() * 100
|
||||
));
|
||||
platform.tag = 3; // 平台标签
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
## 大型策略游戏
|
||||
|
||||
### 场景:即时战略游戏
|
||||
|
||||
```typescript
|
||||
// 策略游戏组件
|
||||
class UnitComponent extends Component {
|
||||
constructor(
|
||||
public unitType: string,
|
||||
public playerId: number,
|
||||
public level: number = 1
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class AIComponent extends Component {
|
||||
constructor(
|
||||
public state: string = "idle",
|
||||
public target: Entity | null = null,
|
||||
public lastDecisionTime: number = 0
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class ResourceComponent extends Component {
|
||||
constructor(
|
||||
public gold: number = 0,
|
||||
public wood: number = 0,
|
||||
public food: number = 0
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
// 策略游戏管理器
|
||||
class StrategyGame {
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
private players: Map<number, Entity> = new Map();
|
||||
|
||||
constructor() {
|
||||
this.scene = new Scene();
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupGame();
|
||||
}
|
||||
|
||||
private setupGame(): void {
|
||||
// 创建玩家
|
||||
this.createPlayers(4);
|
||||
|
||||
// 为每个玩家创建初始单位
|
||||
this.players.forEach((player, playerId) => {
|
||||
this.createInitialUnits(playerId, 10);
|
||||
});
|
||||
|
||||
// 添加系统
|
||||
this.scene.addEntityProcessor(new AISystem()).updateOrder = 10;
|
||||
this.scene.addEntityProcessor(new CombatSystem()).updateOrder = 20;
|
||||
this.scene.addEntityProcessor(new ResourceSystem()).updateOrder = 30;
|
||||
this.scene.addEntityProcessor(new UnitManagementSystem()).updateOrder = 40;
|
||||
}
|
||||
|
||||
private createPlayers(count: number): void {
|
||||
for (let i = 0; i < count; i++) {
|
||||
const player = this.entityManager.createEntity(`Player_${i}`);
|
||||
player.addComponent(new ResourceComponent(1000, 500, 100));
|
||||
player.tag = 10 + i; // 玩家标签从10开始
|
||||
this.players.set(i, player);
|
||||
}
|
||||
}
|
||||
|
||||
private createInitialUnits(playerId: number, count: number): void {
|
||||
const units = this.scene.createEntities(count, `Unit_${playerId}`);
|
||||
|
||||
units.forEach((unit, index) => {
|
||||
unit.addComponent(new PositionComponent(
|
||||
playerId * 200 + Math.random() * 100,
|
||||
playerId * 200 + Math.random() * 100
|
||||
));
|
||||
unit.addComponent(new UnitComponent("warrior", playerId));
|
||||
unit.addComponent(new HealthComponent(100));
|
||||
unit.addComponent(new AIComponent());
|
||||
unit.tag = 20 + playerId; // 单位标签
|
||||
});
|
||||
}
|
||||
|
||||
// 批量单位操作
|
||||
public createArmy(playerId: number, unitType: string, count: number): Entity[] {
|
||||
const units = this.scene.createEntities(count, `${unitType}_${playerId}`);
|
||||
|
||||
// 批量配置组件
|
||||
units.forEach(unit => {
|
||||
unit.addComponent(new UnitComponent(unitType, playerId));
|
||||
unit.addComponent(new HealthComponent(100));
|
||||
unit.addComponent(new PositionComponent(
|
||||
Math.random() * 1000,
|
||||
Math.random() * 1000
|
||||
));
|
||||
unit.tag = 20 + playerId;
|
||||
});
|
||||
|
||||
return units;
|
||||
}
|
||||
|
||||
// 查询玩家的所有单位
|
||||
public getPlayerUnits(playerId: number): Entity[] {
|
||||
return this.entityManager
|
||||
.query()
|
||||
.withAll(UnitComponent)
|
||||
.withTag(20 + playerId)
|
||||
.execute();
|
||||
}
|
||||
|
||||
// 查询特定类型的单位
|
||||
public getUnitsByType(unitType: string): Entity[] {
|
||||
return this.entityManager
|
||||
.query()
|
||||
.withAll(UnitComponent)
|
||||
.where(entity => {
|
||||
const unit = entity.getComponent(UnitComponent);
|
||||
return unit && unit.unitType === unitType;
|
||||
})
|
||||
.execute();
|
||||
}
|
||||
}
|
||||
|
||||
// AI系统
|
||||
class AISystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(AIComponent, UnitComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
const aiUnits = this.entityManager
|
||||
.query()
|
||||
.withAll(AIComponent, UnitComponent)
|
||||
.execute();
|
||||
|
||||
aiUnits.forEach(unit => {
|
||||
this.processAI(unit);
|
||||
});
|
||||
}
|
||||
|
||||
private processAI(unit: Entity): void {
|
||||
const ai = unit.getComponent(AIComponent);
|
||||
const unitComp = unit.getComponent(UnitComponent);
|
||||
|
||||
if (!ai || !unitComp) return;
|
||||
|
||||
// 简单AI逻辑
|
||||
switch (ai.state) {
|
||||
case "idle":
|
||||
this.findTarget(unit);
|
||||
break;
|
||||
case "attack":
|
||||
this.attackTarget(unit);
|
||||
break;
|
||||
case "move":
|
||||
this.moveToTarget(unit);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private findTarget(unit: Entity): void {
|
||||
const unitComp = unit.getComponent(UnitComponent);
|
||||
if (!unitComp) return;
|
||||
|
||||
// 查找敌方单位
|
||||
const enemies = this.entityManager
|
||||
.query()
|
||||
.withAll(UnitComponent)
|
||||
.where(entity => {
|
||||
const enemyUnit = entity.getComponent(UnitComponent);
|
||||
return enemyUnit && enemyUnit.playerId !== unitComp.playerId;
|
||||
})
|
||||
.execute();
|
||||
|
||||
if (enemies.length > 0) {
|
||||
const ai = unit.getComponent(AIComponent);
|
||||
if (ai) {
|
||||
ai.target = enemies[0];
|
||||
ai.state = "attack";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private attackTarget(unit: Entity): void {
|
||||
// 攻击逻辑
|
||||
}
|
||||
|
||||
private moveToTarget(unit: Entity): void {
|
||||
// 移动逻辑
|
||||
}
|
||||
}
|
||||
|
||||
## MMO游戏
|
||||
|
||||
### 场景:大型多人在线游戏
|
||||
|
||||
```typescript
|
||||
// MMO特有组件
|
||||
class NetworkComponent extends Component {
|
||||
constructor(
|
||||
public playerId: string,
|
||||
public isLocal: boolean = false,
|
||||
public lastSyncTime: number = 0
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class InventoryComponent extends Component {
|
||||
public items: Map<string, number> = new Map();
|
||||
|
||||
addItem(itemId: string, count: number): void {
|
||||
const current = this.items.get(itemId) || 0;
|
||||
this.items.set(itemId, current + count);
|
||||
}
|
||||
}
|
||||
|
||||
class GuildComponent extends Component {
|
||||
constructor(
|
||||
public guildId: string,
|
||||
public rank: string = "member"
|
||||
) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
// MMO游戏管理器
|
||||
class MMOGame {
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
private localPlayerId: string;
|
||||
|
||||
constructor(localPlayerId: string) {
|
||||
this.scene = new Scene();
|
||||
this.entityManager = new EntityManager();
|
||||
this.localPlayerId = localPlayerId;
|
||||
this.setupGame();
|
||||
}
|
||||
|
||||
private setupGame(): void {
|
||||
// 添加MMO特有系统
|
||||
this.scene.addEntityProcessor(new NetworkSyncSystem()).updateOrder = 5;
|
||||
this.scene.addEntityProcessor(new PlayerSystem()).updateOrder = 10;
|
||||
this.scene.addEntityProcessor(new NPCSystem()).updateOrder = 15;
|
||||
this.scene.addEntityProcessor(new GuildSystem()).updateOrder = 20;
|
||||
this.scene.addEntityProcessor(new InventorySystem()).updateOrder = 25;
|
||||
}
|
||||
|
||||
// 创建玩家角色
|
||||
public createPlayer(playerId: string, isLocal: boolean = false): Entity {
|
||||
const player = this.entityManager.createEntity(`Player_${playerId}`);
|
||||
player.addComponent(new PositionComponent(0, 0));
|
||||
player.addComponent(new HealthComponent(1000));
|
||||
player.addComponent(new NetworkComponent(playerId, isLocal));
|
||||
player.addComponent(new InventoryComponent());
|
||||
player.tag = isLocal ? 1 : 2; // 本地玩家标签1,远程玩家标签2
|
||||
|
||||
return player;
|
||||
}
|
||||
|
||||
// 批量创建NPC
|
||||
public createNPCs(count: number): Entity[] {
|
||||
const npcs = this.scene.createEntities(count, "NPC");
|
||||
|
||||
npcs.forEach((npc, index) => {
|
||||
npc.addComponent(new PositionComponent(
|
||||
Math.random() * 2000,
|
||||
Math.random() * 2000
|
||||
));
|
||||
npc.addComponent(new HealthComponent(500));
|
||||
npc.addComponent(new AIComponent("patrol"));
|
||||
npc.tag = 3; // NPC标签
|
||||
});
|
||||
|
||||
return npcs;
|
||||
}
|
||||
|
||||
// 查询附近的玩家
|
||||
public getNearbyPlayers(centerX: number, centerY: number, radius: number): Entity[] {
|
||||
return this.entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent, NetworkComponent)
|
||||
.where(entity => {
|
||||
const pos = entity.getComponent(PositionComponent);
|
||||
if (!pos) return false;
|
||||
|
||||
const distance = Math.sqrt(
|
||||
Math.pow(pos.x - centerX, 2) +
|
||||
Math.pow(pos.y - centerY, 2)
|
||||
);
|
||||
return distance <= radius;
|
||||
})
|
||||
.execute();
|
||||
}
|
||||
|
||||
// 查询公会成员
|
||||
public getGuildMembers(guildId: string): Entity[] {
|
||||
return this.entityManager
|
||||
.query()
|
||||
.withAll(GuildComponent, NetworkComponent)
|
||||
.where(entity => {
|
||||
const guild = entity.getComponent(GuildComponent);
|
||||
return guild && guild.guildId === guildId;
|
||||
})
|
||||
.execute();
|
||||
}
|
||||
|
||||
// 获取在线玩家统计
|
||||
public getOnlinePlayerStats(): any {
|
||||
const allPlayers = this.entityManager.getEntitiesWithComponent(NetworkComponent);
|
||||
const localPlayers = this.entityManager.getEntitiesByTag(1);
|
||||
const remotePlayers = this.entityManager.getEntitiesByTag(2);
|
||||
|
||||
return {
|
||||
total: allPlayers.length,
|
||||
local: localPlayers.length,
|
||||
remote: remotePlayers.length
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// 网络同步系统
|
||||
class NetworkSyncSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(NetworkComponent));
|
||||
}
|
||||
|
||||
protected process(entities: Entity[]): void {
|
||||
const networkEntities = this.entityManager.getEntitiesWithComponent(NetworkComponent);
|
||||
|
||||
networkEntities.forEach(entity => {
|
||||
const network = entity.getComponent(NetworkComponent);
|
||||
if (!network || network.isLocal) return;
|
||||
|
||||
// 同步远程实体数据
|
||||
this.syncRemoteEntity(entity);
|
||||
});
|
||||
}
|
||||
|
||||
private syncRemoteEntity(entity: Entity): void {
|
||||
// 网络同步逻辑
|
||||
const network = entity.getComponent(NetworkComponent);
|
||||
if (!network) return;
|
||||
|
||||
const currentTime = Date.now();
|
||||
if (currentTime - network.lastSyncTime > 100) { // 100ms同步一次
|
||||
// 发送同步数据
|
||||
network.lastSyncTime = currentTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
### 小型游戏(< 1000实体)
|
||||
- 使用简单的查询方法
|
||||
- 不需要复杂的优化
|
||||
- 重点关注代码可读性
|
||||
|
||||
### 中型游戏(1000-10000实体)
|
||||
- 使用标签查询优化性能
|
||||
- 实现基础的对象池
|
||||
- 缓存频繁查询的结果
|
||||
|
||||
### 大型游戏(10000-100000实体)
|
||||
- 使用时间分片处理大量实体
|
||||
- 实现空间分区优化邻近查询
|
||||
- 使用批量操作减少单次调用开销
|
||||
|
||||
### MMO游戏(100000+实体)
|
||||
- 实现分区管理,只处理相关区域的实体
|
||||
- 使用异步处理避免阻塞主线程
|
||||
- 实现智能缓存和预加载机制
|
||||
|
||||
## 总结
|
||||
|
||||
ECS框架的灵活性使其能够适应各种规模的游戏开发需求:
|
||||
|
||||
1. **小型游戏**:简单直接,快速开发
|
||||
2. **中型游戏**:平衡性能和复杂度
|
||||
3. **大型游戏**:充分利用优化特性
|
||||
4. **MMO游戏**:处理海量实体和复杂交互
|
||||
|
||||
选择合适的架构模式和优化策略,可以让ECS框架在不同场景下都发挥最佳性能。
|
||||
483
examples/core-demos/index.html
Normal file
483
examples/core-demos/index.html
Normal file
@@ -0,0 +1,483 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>ECS Framework Core Demos</title>
|
||||
<style>
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
body {
|
||||
font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, 'Helvetica Neue', Arial, sans-serif;
|
||||
background: #0f0f23;
|
||||
color: #e0e0e0;
|
||||
overflow: hidden;
|
||||
height: 100vh;
|
||||
}
|
||||
|
||||
.app-container {
|
||||
display: flex;
|
||||
height: 100vh;
|
||||
}
|
||||
|
||||
/* 侧边栏 */
|
||||
.sidebar {
|
||||
width: 280px;
|
||||
background: linear-gradient(180deg, #1a1a2e 0%, #16213e 100%);
|
||||
border-right: 2px solid #0a3d62;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
box-shadow: 4px 0 20px rgba(0,0,0,0.5);
|
||||
}
|
||||
|
||||
.sidebar-header {
|
||||
padding: 30px 20px;
|
||||
background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.sidebar-header h1 {
|
||||
font-size: 1.5em;
|
||||
color: white;
|
||||
margin-bottom: 8px;
|
||||
text-shadow: 0 2px 4px rgba(0,0,0,0.3);
|
||||
}
|
||||
|
||||
.sidebar-header p {
|
||||
font-size: 0.85em;
|
||||
color: rgba(255,255,255,0.9);
|
||||
font-weight: 300;
|
||||
}
|
||||
|
||||
.demo-list {
|
||||
flex: 1;
|
||||
overflow-y: auto;
|
||||
padding: 15px 0;
|
||||
}
|
||||
|
||||
.demo-category {
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
|
||||
.category-title {
|
||||
padding: 12px 20px;
|
||||
color: #8892b0;
|
||||
font-size: 11px;
|
||||
font-weight: 700;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 1px;
|
||||
}
|
||||
|
||||
.demo-item {
|
||||
padding: 14px 20px;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s ease;
|
||||
border-left: 3px solid transparent;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 12px;
|
||||
}
|
||||
|
||||
.demo-item:hover {
|
||||
background: rgba(102, 126, 234, 0.1);
|
||||
border-left-color: #667eea;
|
||||
}
|
||||
|
||||
.demo-item.active {
|
||||
background: rgba(102, 126, 234, 0.2);
|
||||
border-left-color: #667eea;
|
||||
}
|
||||
|
||||
.demo-icon {
|
||||
font-size: 20px;
|
||||
width: 24px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.demo-info {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.demo-name {
|
||||
font-size: 14px;
|
||||
font-weight: 500;
|
||||
color: #ccd6f6;
|
||||
margin-bottom: 2px;
|
||||
}
|
||||
|
||||
.demo-item.active .demo-name {
|
||||
color: #667eea;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.demo-desc {
|
||||
font-size: 11px;
|
||||
color: #8892b0;
|
||||
line-height: 1.3;
|
||||
}
|
||||
|
||||
.sidebar-footer {
|
||||
padding: 20px;
|
||||
border-top: 1px solid rgba(255,255,255,0.1);
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.github-link {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
padding: 10px 20px;
|
||||
background: rgba(102, 126, 234, 0.2);
|
||||
color: #667eea;
|
||||
text-decoration: none;
|
||||
border-radius: 6px;
|
||||
font-size: 13px;
|
||||
font-weight: 500;
|
||||
transition: all 0.2s;
|
||||
}
|
||||
|
||||
.github-link:hover {
|
||||
background: rgba(102, 126, 234, 0.3);
|
||||
transform: translateY(-2px);
|
||||
}
|
||||
|
||||
/* 主内容区 */
|
||||
.main-content {
|
||||
flex: 1;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.content-header {
|
||||
padding: 25px 40px;
|
||||
background: #1a1a2e;
|
||||
border-bottom: 2px solid #0a3d62;
|
||||
}
|
||||
|
||||
.content-header h2 {
|
||||
font-size: 2em;
|
||||
color: #ccd6f6;
|
||||
margin-bottom: 8px;
|
||||
}
|
||||
|
||||
.content-header p {
|
||||
color: #8892b0;
|
||||
font-size: 14px;
|
||||
line-height: 1.6;
|
||||
}
|
||||
|
||||
.demo-canvas-container {
|
||||
flex: 1;
|
||||
position: relative;
|
||||
overflow: hidden;
|
||||
background: #0a0a15;
|
||||
}
|
||||
|
||||
#demoCanvas {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
/* 控制面板 */
|
||||
.control-panel {
|
||||
position: absolute;
|
||||
top: 20px;
|
||||
right: 20px;
|
||||
width: 320px;
|
||||
background: rgba(26, 26, 46, 0.95);
|
||||
border-radius: 12px;
|
||||
border: 1px solid rgba(102, 126, 234, 0.3);
|
||||
box-shadow: 0 8px 32px rgba(0,0,0,0.4);
|
||||
backdrop-filter: blur(10px);
|
||||
max-height: calc(100% - 40px);
|
||||
overflow-y: auto;
|
||||
}
|
||||
|
||||
.control-panel-header {
|
||||
padding: 15px 20px;
|
||||
background: linear-gradient(135deg, rgba(102, 126, 234, 0.2) 0%, rgba(118, 75, 162, 0.2) 100%);
|
||||
border-bottom: 1px solid rgba(102, 126, 234, 0.3);
|
||||
border-radius: 12px 12px 0 0;
|
||||
}
|
||||
|
||||
.control-panel-header h3 {
|
||||
color: #667eea;
|
||||
font-size: 16px;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.control-panel-content {
|
||||
padding: 20px;
|
||||
}
|
||||
|
||||
.control-section {
|
||||
margin-bottom: 20px;
|
||||
}
|
||||
|
||||
.control-section:last-child {
|
||||
margin-bottom: 0;
|
||||
}
|
||||
|
||||
.control-section h4 {
|
||||
color: #8892b0;
|
||||
font-size: 12px;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 1px;
|
||||
margin-bottom: 12px;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.button-group {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
button {
|
||||
padding: 10px 16px;
|
||||
border: none;
|
||||
border-radius: 6px;
|
||||
font-size: 13px;
|
||||
font-weight: 500;
|
||||
cursor: pointer;
|
||||
transition: all 0.2s;
|
||||
background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
|
||||
color: white;
|
||||
}
|
||||
|
||||
button:hover {
|
||||
transform: translateY(-1px);
|
||||
box-shadow: 0 4px 12px rgba(102, 126, 234, 0.4);
|
||||
}
|
||||
|
||||
button:active {
|
||||
transform: translateY(0);
|
||||
}
|
||||
|
||||
button.secondary {
|
||||
background: rgba(102, 126, 234, 0.2);
|
||||
color: #667eea;
|
||||
}
|
||||
|
||||
button.secondary:hover {
|
||||
background: rgba(102, 126, 234, 0.3);
|
||||
}
|
||||
|
||||
button.danger {
|
||||
background: linear-gradient(135deg, #f093fb 0%, #f5576c 100%);
|
||||
}
|
||||
|
||||
button.success {
|
||||
background: linear-gradient(135deg, #11998e 0%, #38ef7d 100%);
|
||||
}
|
||||
|
||||
.input-group {
|
||||
margin-bottom: 12px;
|
||||
}
|
||||
|
||||
.input-group label {
|
||||
display: block;
|
||||
color: #8892b0;
|
||||
font-size: 12px;
|
||||
margin-bottom: 6px;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.input-group input {
|
||||
width: 100%;
|
||||
padding: 8px 12px;
|
||||
background: rgba(255,255,255,0.05);
|
||||
border: 1px solid rgba(255,255,255,0.1);
|
||||
border-radius: 6px;
|
||||
color: #ccd6f6;
|
||||
font-size: 13px;
|
||||
transition: all 0.2s;
|
||||
}
|
||||
|
||||
.input-group input:focus {
|
||||
outline: none;
|
||||
border-color: #667eea;
|
||||
background: rgba(255,255,255,0.08);
|
||||
}
|
||||
|
||||
/* 统计信息 */
|
||||
.stats-panel {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(2, 1fr);
|
||||
gap: 10px;
|
||||
margin-top: 15px;
|
||||
}
|
||||
|
||||
.stat-item {
|
||||
background: rgba(255,255,255,0.03);
|
||||
padding: 12px;
|
||||
border-radius: 6px;
|
||||
border: 1px solid rgba(255,255,255,0.05);
|
||||
}
|
||||
|
||||
.stat-label {
|
||||
color: #8892b0;
|
||||
font-size: 11px;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.5px;
|
||||
margin-bottom: 4px;
|
||||
}
|
||||
|
||||
.stat-value {
|
||||
color: #667eea;
|
||||
font-size: 20px;
|
||||
font-weight: 700;
|
||||
}
|
||||
|
||||
/* Toast通知 */
|
||||
.toast {
|
||||
position: fixed;
|
||||
bottom: 30px;
|
||||
right: 30px;
|
||||
background: rgba(26, 26, 46, 0.98);
|
||||
border: 1px solid #667eea;
|
||||
border-radius: 8px;
|
||||
padding: 15px 20px;
|
||||
box-shadow: 0 8px 32px rgba(0,0,0,0.4);
|
||||
transform: translateY(150%);
|
||||
transition: transform 0.3s ease;
|
||||
z-index: 1000;
|
||||
min-width: 280px;
|
||||
}
|
||||
|
||||
.toast.show {
|
||||
transform: translateY(0);
|
||||
}
|
||||
|
||||
.toast-content {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 12px;
|
||||
}
|
||||
|
||||
.toast-icon {
|
||||
font-size: 20px;
|
||||
}
|
||||
|
||||
.toast-message {
|
||||
color: #ccd6f6;
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
/* 滚动条样式 */
|
||||
::-webkit-scrollbar {
|
||||
width: 8px;
|
||||
height: 8px;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-track {
|
||||
background: rgba(255,255,255,0.05);
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-thumb {
|
||||
background: rgba(102, 126, 234, 0.5);
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-thumb:hover {
|
||||
background: rgba(102, 126, 234, 0.7);
|
||||
}
|
||||
|
||||
/* 加载动画 */
|
||||
.loading {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.loading-spinner {
|
||||
width: 50px;
|
||||
height: 50px;
|
||||
border: 4px solid rgba(102, 126, 234, 0.2);
|
||||
border-top-color: #667eea;
|
||||
border-radius: 50%;
|
||||
animation: spin 1s linear infinite;
|
||||
}
|
||||
|
||||
@keyframes spin {
|
||||
to { transform: rotate(360deg); }
|
||||
}
|
||||
|
||||
.loading-text {
|
||||
margin-top: 15px;
|
||||
color: #8892b0;
|
||||
font-size: 14px;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div class="app-container">
|
||||
<!-- 侧边栏 -->
|
||||
<div class="sidebar">
|
||||
<div class="sidebar-header">
|
||||
<h1>🎮 ECS Core Demos</h1>
|
||||
<p>交互式演示集合</p>
|
||||
</div>
|
||||
|
||||
<div class="demo-list" id="demoList">
|
||||
<!-- Demo列表将通过JS动态生成 -->
|
||||
</div>
|
||||
|
||||
<div class="sidebar-footer">
|
||||
<a href="https://github.com/esengine/ecs-framework" target="_blank" class="github-link">
|
||||
<span>⭐</span>
|
||||
<span>GitHub</span>
|
||||
</a>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 主内容区 -->
|
||||
<div class="main-content">
|
||||
<div class="content-header">
|
||||
<h2 id="demoTitle">选择一个演示开始</h2>
|
||||
<p id="demoDescription">从左侧菜单选择一个演示查看效果</p>
|
||||
</div>
|
||||
|
||||
<div class="demo-canvas-container">
|
||||
<canvas id="demoCanvas"></canvas>
|
||||
|
||||
<!-- 控制面板 -->
|
||||
<div class="control-panel" id="controlPanel" style="display: none;">
|
||||
<div class="control-panel-header">
|
||||
<h3>控制面板</h3>
|
||||
</div>
|
||||
<div class="control-panel-content" id="controlPanelContent">
|
||||
<!-- 控制内容将由各个demo动态生成 -->
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 加载动画 -->
|
||||
<div class="loading" id="loading" style="display: none;">
|
||||
<div class="loading-spinner"></div>
|
||||
<div class="loading-text">加载中...</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Toast通知 -->
|
||||
<div class="toast" id="toast">
|
||||
<div class="toast-content">
|
||||
<span class="toast-icon">✅</span>
|
||||
<span class="toast-message" id="toastMessage"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script type="module" src="src/main.ts"></script>
|
||||
</body>
|
||||
</html>
|
||||
630
examples/core-demos/package-lock.json
generated
Normal file
630
examples/core-demos/package-lock.json
generated
Normal file
@@ -0,0 +1,630 @@
|
||||
{
|
||||
"name": "ecs-core-demos",
|
||||
"version": "1.0.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "ecs-core-demos",
|
||||
"version": "1.0.0",
|
||||
"dependencies": {
|
||||
"@esengine/ecs-framework": "file:../../packages/core"
|
||||
},
|
||||
"devDependencies": {
|
||||
"typescript": "^5.0.0",
|
||||
"vite": "^4.0.0"
|
||||
}
|
||||
},
|
||||
"../../packages/core": {
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.1.51",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"msgpack-lite": "^0.1.26"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@babel/core": "^7.28.3",
|
||||
"@babel/plugin-transform-nullish-coalescing-operator": "^7.27.1",
|
||||
"@babel/plugin-transform-optional-chaining": "^7.27.1",
|
||||
"@babel/preset-env": "^7.28.3",
|
||||
"@rollup/plugin-babel": "^6.0.4",
|
||||
"@rollup/plugin-commonjs": "^28.0.3",
|
||||
"@rollup/plugin-node-resolve": "^16.0.1",
|
||||
"@rollup/plugin-terser": "^0.4.4",
|
||||
"@types/jest": "^29.5.14",
|
||||
"@types/msgpack-lite": "^0.1.11",
|
||||
"@types/node": "^20.19.17",
|
||||
"jest": "^29.7.0",
|
||||
"jest-environment-jsdom": "^29.7.0",
|
||||
"rimraf": "^5.0.0",
|
||||
"rollup": "^4.42.0",
|
||||
"rollup-plugin-dts": "^6.2.1",
|
||||
"ts-jest": "^29.4.0",
|
||||
"typescript": "^5.8.3"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/android-arm": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/android-arm/-/android-arm-0.18.20.tgz",
|
||||
"integrity": "sha512-fyi7TDI/ijKKNZTUJAQqiG5T7YjJXgnzkURqmGj13C6dCqckZBLdl4h7bkhHt/t0WP+zO9/zwroDvANaOqO5Sw==",
|
||||
"cpu": [
|
||||
"arm"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"android"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/android-arm64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/android-arm64/-/android-arm64-0.18.20.tgz",
|
||||
"integrity": "sha512-Nz4rJcchGDtENV0eMKUNa6L12zz2zBDXuhj/Vjh18zGqB44Bi7MBMSXjgunJgjRhCmKOjnPuZp4Mb6OKqtMHLQ==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"android"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/android-x64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/android-x64/-/android-x64-0.18.20.tgz",
|
||||
"integrity": "sha512-8GDdlePJA8D6zlZYJV/jnrRAi6rOiNaCC/JclcXpB+KIuvfBN4owLtgzY2bsxnx666XjJx2kDPUmnTtR8qKQUg==",
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||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"android"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/darwin-arm64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/darwin-arm64/-/darwin-arm64-0.18.20.tgz",
|
||||
"integrity": "sha512-bxRHW5kHU38zS2lPTPOyuyTm+S+eobPUnTNkdJEfAddYgEcll4xkT8DB9d2008DtTbl7uJag2HuE5NZAZgnNEA==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"darwin"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/darwin-x64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/darwin-x64/-/darwin-x64-0.18.20.tgz",
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"integrity": "sha512-pc5gxlMDxzm513qPGbCbDukOdsGtKhfxD1zJKXjCCcU7ju50O7MeAZ8c4krSJcOIJGFR+qx21yMMVYwiQvyTyQ==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"darwin"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/freebsd-arm64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/freebsd-arm64/-/freebsd-arm64-0.18.20.tgz",
|
||||
"integrity": "sha512-yqDQHy4QHevpMAaxhhIwYPMv1NECwOvIpGCZkECn8w2WFHXjEwrBn3CeNIYsibZ/iZEUemj++M26W3cNR5h+Tw==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"freebsd"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/freebsd-x64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/freebsd-x64/-/freebsd-x64-0.18.20.tgz",
|
||||
"integrity": "sha512-tgWRPPuQsd3RmBZwarGVHZQvtzfEBOreNuxEMKFcd5DaDn2PbBxfwLcj4+aenoh7ctXcbXmOQIn8HI6mCSw5MQ==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"freebsd"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-arm": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-arm/-/linux-arm-0.18.20.tgz",
|
||||
"integrity": "sha512-/5bHkMWnq1EgKr1V+Ybz3s1hWXok7mDFUMQ4cG10AfW3wL02PSZi5kFpYKrptDsgb2WAJIvRcDm+qIvXf/apvg==",
|
||||
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|
||||
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|
||||
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|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-arm64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-arm64/-/linux-arm64-0.18.20.tgz",
|
||||
"integrity": "sha512-2YbscF+UL7SQAVIpnWvYwM+3LskyDmPhe31pE7/aoTMFKKzIc9lLbyGUpmmb8a8AixOL61sQ/mFh3jEjHYFvdA==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-ia32": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-ia32/-/linux-ia32-0.18.20.tgz",
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||||
"integrity": "sha512-P4etWwq6IsReT0E1KHU40bOnzMHoH73aXp96Fs8TIT6z9Hu8G6+0SHSw9i2isWrD2nbx2qo5yUqACgdfVGx7TA==",
|
||||
"cpu": [
|
||||
"ia32"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-loong64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-loong64/-/linux-loong64-0.18.20.tgz",
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||||
"integrity": "sha512-nXW8nqBTrOpDLPgPY9uV+/1DjxoQ7DoB2N8eocyq8I9XuqJ7BiAMDMf9n1xZM9TgW0J8zrquIb/A7s3BJv7rjg==",
|
||||
"cpu": [
|
||||
"loong64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-mips64el": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-mips64el/-/linux-mips64el-0.18.20.tgz",
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|
||||
"cpu": [
|
||||
"mips64el"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-ppc64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-ppc64/-/linux-ppc64-0.18.20.tgz",
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|
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|
||||
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|
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"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-riscv64": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-riscv64/-/linux-riscv64-0.18.20.tgz",
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"integrity": "sha512-WSxo6h5ecI5XH34KC7w5veNnKkju3zBRLEQNY7mv5mtBmrP/MjNBCAlsM2u5hDBlS3NGcTQpoBvRzqBcRtpq1A==",
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||||
"cpu": [
|
||||
"riscv64"
|
||||
],
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-s390x": {
|
||||
"version": "0.18.20",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-s390x/-/linux-s390x-0.18.20.tgz",
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"integrity": "sha512-+8231GMs3mAEth6Ja1iK0a1sQ3ohfcpzpRLH8uuc5/KVDFneH6jtAJLFGafpzpMRO6DzJ6AvXKze9LfFMrIHVQ==",
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"cpu": [
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||||
"s390x"
|
||||
],
|
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"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/linux-x64": {
|
||||
"version": "0.18.20",
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||||
"resolved": "https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-0.18.20.tgz",
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"integrity": "sha512-UYqiqemphJcNsFEskc73jQ7B9jgwjWrSayxawS6UVFZGWrAAtkzjxSqnoclCXxWtfwLdzU+vTpcNYhpn43uP1w==",
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"cpu": [
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"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"linux"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/netbsd-x64": {
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"version": "0.18.20",
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"resolved": "https://registry.npmjs.org/@esbuild/netbsd-x64/-/netbsd-x64-0.18.20.tgz",
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"integrity": "sha512-iO1c++VP6xUBUmltHZoMtCUdPlnPGdBom6IrO4gyKPFFVBKioIImVooR5I83nTew5UOYrk3gIJhbZh8X44y06A==",
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"cpu": [
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"dev": true,
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"license": "MIT",
|
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"optional": true,
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"os": [
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|
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"engines": {
|
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||||
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"engines": {
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"node_modules/@esbuild/win32-ia32": {
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"win32"
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"cpu": [
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"x64"
|
||||
],
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||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
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||||
"win32"
|
||||
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|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
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|
||||
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|
||||
"node_modules/@esengine/ecs-framework": {
|
||||
"resolved": "../../packages/core",
|
||||
"link": true
|
||||
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|
||||
"node_modules/esbuild": {
|
||||
"version": "0.18.20",
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||||
"resolved": "https://registry.npmjs.org/esbuild/-/esbuild-0.18.20.tgz",
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"integrity": "sha512-ceqxoedUrcayh7Y7ZX6NdbbDzGROiyVBgC4PriJThBKSVPWnnFHZAkfI1lJT8QFkOwH4qOS2SJkS4wvpGl8BpA==",
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"dev": true,
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"hasInstallScript": true,
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"license": "MIT",
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"bin": {
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||||
"esbuild": "bin/esbuild"
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||||
"engines": {
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||||
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||||
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"@esbuild/android-arm64": "0.18.20",
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||||
"@esbuild/android-x64": "0.18.20",
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||||
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||||
"@esbuild/freebsd-arm64": "0.18.20",
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"@esbuild/freebsd-x64": "0.18.20",
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||||
"@esbuild/linux-arm": "0.18.20",
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||||
"@esbuild/linux-arm64": "0.18.20",
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||||
"@esbuild/linux-ia32": "0.18.20",
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||||
"@esbuild/linux-loong64": "0.18.20",
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||||
"@esbuild/linux-mips64el": "0.18.20",
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||||
"@esbuild/linux-ppc64": "0.18.20",
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"@esbuild/linux-riscv64": "0.18.20",
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||||
"@esbuild/linux-s390x": "0.18.20",
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||||
"@esbuild/linux-x64": "0.18.20",
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||||
"@esbuild/netbsd-x64": "0.18.20",
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||||
"@esbuild/openbsd-x64": "0.18.20",
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||||
"@esbuild/sunos-x64": "0.18.20",
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||||
"@esbuild/win32-arm64": "0.18.20",
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||||
"@esbuild/win32-ia32": "0.18.20",
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"@esbuild/win32-x64": "0.18.20"
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||||
}
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||||
},
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"node_modules/fsevents": {
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"version": "2.3.3",
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"resolved": "https://registry.npmjs.org/fsevents/-/fsevents-2.3.3.tgz",
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"integrity": "sha512-5xoDfX+fL7faATnagmWPpbFtwh/R77WmMMqqHGS65C3vvB0YHrgF+B1YmZ3441tMj5n63k0212XNoJwzlhffQw==",
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"dev": true,
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"hasInstallScript": true,
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"license": "MIT",
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"optional": true,
|
||||
"os": [
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||||
"darwin"
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||||
],
|
||||
"engines": {
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||||
"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
|
||||
}
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||||
},
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||||
"node_modules/nanoid": {
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||||
"version": "3.3.11",
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"resolved": "https://registry.npmjs.org/nanoid/-/nanoid-3.3.11.tgz",
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"integrity": "sha512-N8SpfPUnUp1bK+PMYW8qSWdl9U+wwNWI4QKxOYDy9JAro3WMX7p2OeVRF9v+347pnakNevPmiHhNmZ2HbFA76w==",
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||||
"dev": true,
|
||||
"funding": [
|
||||
{
|
||||
"type": "github",
|
||||
"url": "https://github.com/sponsors/ai"
|
||||
}
|
||||
],
|
||||
"license": "MIT",
|
||||
"bin": {
|
||||
"nanoid": "bin/nanoid.cjs"
|
||||
},
|
||||
"engines": {
|
||||
"node": "^10 || ^12 || ^13.7 || ^14 || >=15.0.1"
|
||||
}
|
||||
},
|
||||
"node_modules/picocolors": {
|
||||
"version": "1.1.1",
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||||
"resolved": "https://registry.npmjs.org/picocolors/-/picocolors-1.1.1.tgz",
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"integrity": "sha512-xceH2snhtb5M9liqDsmEw56le376mTZkEX/jEb/RxNFyegNul7eNslCXP9FDj/Lcu0X8KEyMceP2ntpaHrDEVA==",
|
||||
"dev": true,
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||||
"license": "ISC"
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||||
},
|
||||
"node_modules/postcss": {
|
||||
"version": "8.5.6",
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||||
"resolved": "https://registry.npmjs.org/postcss/-/postcss-8.5.6.tgz",
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"integrity": "sha512-3Ybi1tAuwAP9s0r1UQ2J4n5Y0G05bJkpUIO0/bI9MhwmD70S5aTWbXGBwxHrelT+XM1k6dM0pk+SwNkpTRN7Pg==",
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"dev": true,
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||||
"funding": [
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{
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||||
"type": "opencollective",
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||||
"url": "https://opencollective.com/postcss/"
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||||
},
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{
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"type": "tidelift",
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||||
"url": "https://tidelift.com/funding/github/npm/postcss"
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},
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{
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||||
"type": "github",
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"url": "https://github.com/sponsors/ai"
|
||||
}
|
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],
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||||
"license": "MIT",
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"dependencies": {
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"nanoid": "^3.3.11",
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"picocolors": "^1.1.1",
|
||||
"source-map-js": "^1.2.1"
|
||||
},
|
||||
"engines": {
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||||
"node": "^10 || ^12 || >=14"
|
||||
}
|
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},
|
||||
"node_modules/rollup": {
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||||
"version": "3.29.5",
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"resolved": "https://registry.npmjs.org/rollup/-/rollup-3.29.5.tgz",
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"integrity": "sha512-GVsDdsbJzzy4S/v3dqWPJ7EfvZJfCHiDqe80IyrF59LYuP+e6U1LJoUqeuqRbwAWoMNoXivMNeNAOf5E22VA1w==",
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"dev": true,
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"license": "MIT",
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"bin": {
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||||
"rollup": "dist/bin/rollup"
|
||||
},
|
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"engines": {
|
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"node": ">=14.18.0",
|
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"npm": ">=8.0.0"
|
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"optionalDependencies": {
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"fsevents": "~2.3.2"
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}
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},
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"node_modules/source-map-js": {
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"version": "1.2.1",
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"resolved": "https://registry.npmjs.org/source-map-js/-/source-map-js-1.2.1.tgz",
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"integrity": "sha512-UXWMKhLOwVKb728IUtQPXxfYU+usdybtUrK/8uGE8CQMvrhOpwvzDBwj0QhSL7MQc7vIsISBG8VQ8+IDQxpfQA==",
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"dev": true,
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"license": "BSD-3-Clause",
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||||
"engines": {
|
||||
"node": ">=0.10.0"
|
||||
}
|
||||
},
|
||||
"node_modules/typescript": {
|
||||
"version": "5.9.3",
|
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"resolved": "https://registry.npmjs.org/typescript/-/typescript-5.9.3.tgz",
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"integrity": "sha512-jl1vZzPDinLr9eUt3J/t7V6FgNEw9QjvBPdysz9KfQDD41fQrC2Y4vKQdiaUpFT4bXlb1RHhLpp8wtm6M5TgSw==",
|
||||
"dev": true,
|
||||
"license": "Apache-2.0",
|
||||
"bin": {
|
||||
"tsc": "bin/tsc",
|
||||
"tsserver": "bin/tsserver"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=14.17"
|
||||
}
|
||||
},
|
||||
"node_modules/vite": {
|
||||
"version": "4.5.14",
|
||||
"resolved": "https://registry.npmjs.org/vite/-/vite-4.5.14.tgz",
|
||||
"integrity": "sha512-+v57oAaoYNnO3hIu5Z/tJRZjq5aHM2zDve9YZ8HngVHbhk66RStobhb1sqPMIPEleV6cNKYK4eGrAbE9Ulbl2g==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"esbuild": "^0.18.10",
|
||||
"postcss": "^8.4.27",
|
||||
"rollup": "^3.27.1"
|
||||
},
|
||||
"bin": {
|
||||
"vite": "bin/vite.js"
|
||||
},
|
||||
"engines": {
|
||||
"node": "^14.18.0 || >=16.0.0"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/vitejs/vite?sponsor=1"
|
||||
},
|
||||
"optionalDependencies": {
|
||||
"fsevents": "~2.3.2"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@types/node": ">= 14",
|
||||
"less": "*",
|
||||
"lightningcss": "^1.21.0",
|
||||
"sass": "*",
|
||||
"stylus": "*",
|
||||
"sugarss": "*",
|
||||
"terser": "^5.4.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"@types/node": {
|
||||
"optional": true
|
||||
},
|
||||
"less": {
|
||||
"optional": true
|
||||
},
|
||||
"lightningcss": {
|
||||
"optional": true
|
||||
},
|
||||
"sass": {
|
||||
"optional": true
|
||||
},
|
||||
"stylus": {
|
||||
"optional": true
|
||||
},
|
||||
"sugarss": {
|
||||
"optional": true
|
||||
},
|
||||
"terser": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
18
examples/core-demos/package.json
Normal file
18
examples/core-demos/package.json
Normal file
@@ -0,0 +1,18 @@
|
||||
{
|
||||
"name": "ecs-core-demos",
|
||||
"version": "1.0.0",
|
||||
"description": "ECS Framework Core Demos - Multiple Interactive Examples",
|
||||
"main": "src/main.ts",
|
||||
"scripts": {
|
||||
"dev": "vite",
|
||||
"build": "vite build",
|
||||
"preview": "vite preview"
|
||||
},
|
||||
"devDependencies": {
|
||||
"typescript": "^5.0.0",
|
||||
"vite": "^4.0.0"
|
||||
},
|
||||
"dependencies": {
|
||||
"@esengine/ecs-framework": "file:../../packages/core"
|
||||
}
|
||||
}
|
||||
99
examples/core-demos/src/demos/DemoBase.ts
Normal file
99
examples/core-demos/src/demos/DemoBase.ts
Normal file
@@ -0,0 +1,99 @@
|
||||
import { Scene, Core } from '@esengine/ecs-framework';
|
||||
|
||||
export interface DemoInfo {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
category: string;
|
||||
icon: string;
|
||||
}
|
||||
|
||||
export abstract class DemoBase {
|
||||
protected scene: Scene;
|
||||
protected canvas: HTMLCanvasElement;
|
||||
protected ctx: CanvasRenderingContext2D;
|
||||
protected controlPanel: HTMLElement;
|
||||
protected isRunning: boolean = false;
|
||||
protected animationFrameId: number | null = null;
|
||||
protected lastTime: number = 0;
|
||||
|
||||
constructor(canvas: HTMLCanvasElement, controlPanel: HTMLElement) {
|
||||
this.canvas = canvas;
|
||||
this.ctx = canvas.getContext('2d')!;
|
||||
this.controlPanel = controlPanel;
|
||||
this.scene = new Scene({ name: this.getInfo().name });
|
||||
|
||||
// 设置canvas大小
|
||||
this.resizeCanvas();
|
||||
window.addEventListener('resize', () => this.resizeCanvas());
|
||||
}
|
||||
|
||||
abstract getInfo(): DemoInfo;
|
||||
abstract setup(): void;
|
||||
abstract createControls(): void;
|
||||
|
||||
protected resizeCanvas() {
|
||||
const rect = this.canvas.getBoundingClientRect();
|
||||
this.canvas.width = rect.width;
|
||||
this.canvas.height = rect.height;
|
||||
}
|
||||
|
||||
public start() {
|
||||
if (this.isRunning) return;
|
||||
this.isRunning = true;
|
||||
this.lastTime = performance.now();
|
||||
|
||||
// 设置当前场景到Core
|
||||
Core.setScene(this.scene);
|
||||
|
||||
this.scene.begin();
|
||||
this.loop();
|
||||
}
|
||||
|
||||
public stop() {
|
||||
this.isRunning = false;
|
||||
if (this.animationFrameId !== null) {
|
||||
cancelAnimationFrame(this.animationFrameId);
|
||||
this.animationFrameId = null;
|
||||
}
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
this.stop();
|
||||
this.scene.end();
|
||||
}
|
||||
|
||||
protected loop = () => {
|
||||
if (!this.isRunning) return;
|
||||
|
||||
// 计算deltaTime
|
||||
const currentTime = performance.now();
|
||||
const deltaTime = (currentTime - this.lastTime) / 1000; // 转换为秒
|
||||
this.lastTime = currentTime;
|
||||
|
||||
// 更新ECS框架
|
||||
Core.update(deltaTime);
|
||||
|
||||
// 渲染
|
||||
this.render();
|
||||
|
||||
// 继续循环
|
||||
this.animationFrameId = requestAnimationFrame(this.loop);
|
||||
}
|
||||
|
||||
protected abstract render(): void;
|
||||
|
||||
protected showToast(message: string, icon: string = '✅') {
|
||||
const toast = document.getElementById('toast')!;
|
||||
const toastMessage = document.getElementById('toastMessage')!;
|
||||
const toastIcon = toast.querySelector('.toast-icon')!;
|
||||
|
||||
toastIcon.textContent = icon;
|
||||
toastMessage.textContent = message;
|
||||
|
||||
toast.classList.add('show');
|
||||
setTimeout(() => {
|
||||
toast.classList.remove('show');
|
||||
}, 3000);
|
||||
}
|
||||
}
|
||||
468
examples/core-demos/src/demos/IncrementalSerializationDemo.ts
Normal file
468
examples/core-demos/src/demos/IncrementalSerializationDemo.ts
Normal file
@@ -0,0 +1,468 @@
|
||||
import { DemoBase, DemoInfo } from './DemoBase';
|
||||
import {
|
||||
Component,
|
||||
ECSComponent,
|
||||
Entity,
|
||||
EntitySystem,
|
||||
Matcher,
|
||||
Serializable,
|
||||
Serialize,
|
||||
IncrementalSerializer
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// ===== 组件定义 =====
|
||||
@ECSComponent('IncDemo_Position')
|
||||
@Serializable({ version: 1, typeId: 'IncDemo_Position' })
|
||||
class PositionComponent extends Component {
|
||||
@Serialize() x: number = 0;
|
||||
@Serialize() y: number = 0;
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('IncDemo_Velocity')
|
||||
@Serializable({ version: 1, typeId: 'IncDemo_Velocity' })
|
||||
class VelocityComponent extends Component {
|
||||
@Serialize() vx: number = 0;
|
||||
@Serialize() vy: number = 0;
|
||||
constructor(vx: number = 0, vy: number = 0) {
|
||||
super();
|
||||
this.vx = vx;
|
||||
this.vy = vy;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('IncDemo_Renderable')
|
||||
@Serializable({ version: 1, typeId: 'IncDemo_Renderable' })
|
||||
class RenderableComponent extends Component {
|
||||
@Serialize() color: string = '#ffffff';
|
||||
@Serialize() radius: number = 10;
|
||||
constructor(color: string = '#ffffff', radius: number = 10) {
|
||||
super();
|
||||
this.color = color;
|
||||
this.radius = radius;
|
||||
}
|
||||
}
|
||||
|
||||
// ===== 系统定义 =====
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const [pos, vel] = this.getComponents(entity, PositionComponent, VelocityComponent);
|
||||
|
||||
pos.x += vel.vx;
|
||||
pos.y += vel.vy;
|
||||
|
||||
if (pos.x < 0 || pos.x > 1200) vel.vx *= -1;
|
||||
if (pos.y < 0 || pos.y > 600) vel.vy *= -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class RenderSystem extends EntitySystem {
|
||||
private canvas: HTMLCanvasElement;
|
||||
private ctx: CanvasRenderingContext2D;
|
||||
|
||||
constructor(canvas: HTMLCanvasElement) {
|
||||
super(Matcher.all(PositionComponent, RenderableComponent));
|
||||
this.canvas = canvas;
|
||||
const ctx = canvas.getContext('2d');
|
||||
if (!ctx) throw new Error('Failed to get canvas context');
|
||||
this.ctx = ctx;
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
this.ctx.fillStyle = '#0a0a15';
|
||||
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
for (const entity of entities) {
|
||||
const [pos, render] = this.getComponents(entity, PositionComponent, RenderableComponent);
|
||||
|
||||
this.ctx.fillStyle = render.color;
|
||||
this.ctx.beginPath();
|
||||
this.ctx.arc(pos.x, pos.y, render.radius, 0, Math.PI * 2);
|
||||
this.ctx.fill();
|
||||
|
||||
this.ctx.fillStyle = 'white';
|
||||
this.ctx.font = '10px Arial';
|
||||
this.ctx.textAlign = 'center';
|
||||
this.ctx.fillText(entity.name, pos.x, pos.y - render.radius - 5);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export class IncrementalSerializationDemo extends DemoBase {
|
||||
private renderSystem!: RenderSystem;
|
||||
private incrementalHistory: any[] = [];
|
||||
private autoSnapshotInterval: number | null = null;
|
||||
|
||||
getInfo(): DemoInfo {
|
||||
return {
|
||||
id: 'incremental-serialization',
|
||||
name: '增量序列化',
|
||||
description: '演示增量序列化功能,只保存场景变更而非完整状态,适用于网络同步和回放系统',
|
||||
category: '核心功能',
|
||||
icon: '🔄'
|
||||
};
|
||||
}
|
||||
|
||||
setup() {
|
||||
// 创建控制面板
|
||||
this.createControls();
|
||||
|
||||
// 添加系统
|
||||
this.renderSystem = new RenderSystem(this.canvas);
|
||||
this.scene.addEntityProcessor(new MovementSystem());
|
||||
this.scene.addEntityProcessor(this.renderSystem);
|
||||
|
||||
// 创建初始实体
|
||||
this.createInitialEntities();
|
||||
|
||||
// 创建基础快照
|
||||
this.scene.createIncrementalSnapshot();
|
||||
this.addToHistory('Initial State');
|
||||
}
|
||||
|
||||
private createInitialEntities() {
|
||||
// 创建玩家
|
||||
const player = this.scene.createEntity('Player');
|
||||
player.addComponent(new PositionComponent(600, 300));
|
||||
player.addComponent(new VelocityComponent(2, 1.5));
|
||||
player.addComponent(new RenderableComponent('#4a9eff', 15));
|
||||
|
||||
// 设置场景数据
|
||||
this.scene.sceneData.set('gameTime', 0);
|
||||
this.scene.sceneData.set('score', 0);
|
||||
}
|
||||
|
||||
private createRandomEntity() {
|
||||
const entity = this.scene.createEntity(`Entity_${Date.now()}`);
|
||||
entity.addComponent(new PositionComponent(
|
||||
Math.random() * this.canvas.width,
|
||||
Math.random() * this.canvas.height
|
||||
));
|
||||
entity.addComponent(new VelocityComponent(
|
||||
(Math.random() - 0.5) * 3,
|
||||
(Math.random() - 0.5) * 3
|
||||
));
|
||||
const colors = ['#ff6b6b', '#4ecdc4', '#ffe66d', '#a8dadc', '#f1faee'];
|
||||
entity.addComponent(new RenderableComponent(
|
||||
colors[Math.floor(Math.random() * colors.length)],
|
||||
5 + Math.random() * 10
|
||||
));
|
||||
}
|
||||
|
||||
private addToHistory(label: string) {
|
||||
const incremental = this.scene.serializeIncremental();
|
||||
const stats = IncrementalSerializer.getIncrementalStats(incremental);
|
||||
|
||||
// 计算JSON和二进制格式的大小
|
||||
const jsonSize = IncrementalSerializer.getIncrementalSize(incremental, 'json');
|
||||
const binarySize = IncrementalSerializer.getIncrementalSize(incremental, 'binary');
|
||||
|
||||
this.incrementalHistory.push({
|
||||
label,
|
||||
incremental,
|
||||
stats,
|
||||
timestamp: Date.now(),
|
||||
jsonSize,
|
||||
binarySize
|
||||
});
|
||||
|
||||
this.scene.updateIncrementalSnapshot();
|
||||
this.updateHistoryPanel();
|
||||
this.updateStats();
|
||||
}
|
||||
|
||||
createControls() {
|
||||
this.controlPanel.innerHTML = `
|
||||
<div class="control-section">
|
||||
<h4>实体控制</h4>
|
||||
<div class="button-group">
|
||||
<button id="addEntity" class="secondary">添加随机实体</button>
|
||||
<button id="removeEntity" class="danger">删除最后一个实体</button>
|
||||
<button id="modifyEntity" class="secondary">修改实体数据</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="control-section">
|
||||
<h4>增量快照</h4>
|
||||
<div class="button-group">
|
||||
<button id="captureSnapshot" class="success">捕获当前状态</button>
|
||||
<button id="clearHistory" class="danger">清空历史</button>
|
||||
</div>
|
||||
<div style="margin-top: 10px;">
|
||||
<label>
|
||||
<input type="checkbox" id="autoSnapshot">
|
||||
自动快照(每2秒)
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="control-section">
|
||||
<h4>场景数据控制</h4>
|
||||
<div class="input-group">
|
||||
<label>游戏时间</label>
|
||||
<input type="number" id="gameTime" value="0" step="1">
|
||||
</div>
|
||||
<div class="input-group">
|
||||
<label>分数</label>
|
||||
<input type="number" id="score" value="0" step="10">
|
||||
</div>
|
||||
<button id="updateSceneData" class="secondary">更新场景数据</button>
|
||||
</div>
|
||||
|
||||
<div class="stats-panel">
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">实体数量</div>
|
||||
<div class="stat-value" id="entityCount">0</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">历史记录</div>
|
||||
<div class="stat-value" id="historyCount">0</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">JSON大小</div>
|
||||
<div class="stat-value" id="jsonSize">0B</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">二进制大小</div>
|
||||
<div class="stat-value" id="binarySize">0B</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">压缩率</div>
|
||||
<div class="stat-value" id="compressionRatio">0%</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">总变更数</div>
|
||||
<div class="stat-value" id="totalChanges">0</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="control-section">
|
||||
<h4>增量历史 <small style="color: #8892b0;">(点击快照查看详情)</small></h4>
|
||||
<div style="max-height: 300px; overflow-y: auto; background: rgba(0,0,0,0.3); padding: 10px; border-radius: 6px;" id="historyPanel">
|
||||
暂无历史记录
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="control-section">
|
||||
<h4>快照详情</h4>
|
||||
<div style="max-height: 200px; overflow-y: auto; background: rgba(0,0,0,0.3); padding: 10px; border-radius: 6px; font-family: monospace; font-size: 11px; color: #8892b0;" id="snapshotDetails">
|
||||
点击历史记录查看详情...
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
this.bindEvents();
|
||||
this.updateStats();
|
||||
}
|
||||
|
||||
private bindEvents() {
|
||||
document.getElementById('addEntity')!.addEventListener('click', () => {
|
||||
this.createRandomEntity();
|
||||
this.addToHistory('添加实体');
|
||||
this.showToast('添加了一个随机实体');
|
||||
});
|
||||
|
||||
document.getElementById('removeEntity')!.addEventListener('click', () => {
|
||||
const entities = this.scene.entities.buffer;
|
||||
if (entities.length > 1) {
|
||||
const lastEntity = entities[entities.length - 1];
|
||||
lastEntity.destroy();
|
||||
this.addToHistory('删除实体');
|
||||
this.showToast('删除了最后一个实体');
|
||||
} else {
|
||||
this.showToast('至少保留一个实体', '⚠️');
|
||||
}
|
||||
});
|
||||
|
||||
document.getElementById('modifyEntity')!.addEventListener('click', () => {
|
||||
const entities = this.scene.entities.buffer;
|
||||
if (entities.length > 0) {
|
||||
const randomEntity = entities[Math.floor(Math.random() * entities.length)];
|
||||
const pos = randomEntity.getComponent(PositionComponent);
|
||||
if (pos) {
|
||||
pos.x = Math.random() * this.canvas.width;
|
||||
pos.y = Math.random() * this.canvas.height;
|
||||
}
|
||||
this.addToHistory('修改实体位置');
|
||||
this.showToast(`修改了 ${randomEntity.name} 的位置`);
|
||||
}
|
||||
});
|
||||
|
||||
document.getElementById('captureSnapshot')!.addEventListener('click', () => {
|
||||
this.addToHistory('手动快照');
|
||||
this.showToast('已捕获当前状态', '📸');
|
||||
});
|
||||
|
||||
document.getElementById('clearHistory')!.addEventListener('click', () => {
|
||||
this.incrementalHistory = [];
|
||||
this.scene.createIncrementalSnapshot();
|
||||
this.addToHistory('清空后重新开始');
|
||||
this.showToast('历史记录已清空');
|
||||
});
|
||||
|
||||
document.getElementById('autoSnapshot')!.addEventListener('change', (e) => {
|
||||
const checkbox = e.target as HTMLInputElement;
|
||||
if (checkbox.checked) {
|
||||
this.autoSnapshotInterval = window.setInterval(() => {
|
||||
this.addToHistory('自动快照');
|
||||
}, 2000);
|
||||
this.showToast('自动快照已启用', '⏱️');
|
||||
} else {
|
||||
if (this.autoSnapshotInterval !== null) {
|
||||
clearInterval(this.autoSnapshotInterval);
|
||||
this.autoSnapshotInterval = null;
|
||||
}
|
||||
this.showToast('自动快照已禁用');
|
||||
}
|
||||
});
|
||||
|
||||
document.getElementById('updateSceneData')!.addEventListener('click', () => {
|
||||
const gameTime = parseInt((document.getElementById('gameTime') as HTMLInputElement).value);
|
||||
const score = parseInt((document.getElementById('score') as HTMLInputElement).value);
|
||||
|
||||
this.scene.sceneData.set('gameTime', gameTime);
|
||||
this.scene.sceneData.set('score', score);
|
||||
|
||||
this.addToHistory('更新场景数据');
|
||||
this.showToast('场景数据已更新');
|
||||
});
|
||||
}
|
||||
|
||||
private updateHistoryPanel() {
|
||||
const panel = document.getElementById('historyPanel')!;
|
||||
|
||||
if (this.incrementalHistory.length === 0) {
|
||||
panel.innerHTML = '暂无历史记录';
|
||||
return;
|
||||
}
|
||||
|
||||
panel.innerHTML = this.incrementalHistory.map((item, index) => {
|
||||
const isLatest = index === this.incrementalHistory.length - 1;
|
||||
const time = new Date(item.timestamp).toLocaleTimeString();
|
||||
|
||||
return `
|
||||
<div class="history-item" data-index="${index}" style="
|
||||
padding: 8px;
|
||||
margin: 4px 0;
|
||||
background: ${isLatest ? 'rgba(74, 158, 255, 0.2)' : 'rgba(136, 146, 176, 0.1)'};
|
||||
border-left: 3px solid ${isLatest ? '#4a9eff' : '#8892b0'};
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
transition: background 0.2s;
|
||||
">
|
||||
<div style="display: flex; justify-content: space-between; align-items: center;">
|
||||
<div>
|
||||
<strong>${item.label}</strong>
|
||||
${isLatest ? '<span style="color: #4a9eff; margin-left: 8px;">●</span>' : ''}
|
||||
</div>
|
||||
<small style="color: #8892b0;">${time}</small>
|
||||
</div>
|
||||
<div style="font-size: 11px; color: #8892b0; margin-top: 4px;">
|
||||
实体: +${item.stats.addedEntities} -${item.stats.removedEntities} ~${item.stats.updatedEntities} |
|
||||
组件: +${item.stats.addedComponents} -${item.stats.removedComponents} ~${item.stats.updatedComponents}
|
||||
</div>
|
||||
<div style="font-size: 11px; color: #8892b0; margin-top: 2px;">
|
||||
JSON: ${this.formatBytes(item.jsonSize)} |
|
||||
Binary: ${this.formatBytes(item.binarySize)} |
|
||||
<span style="color: #4ecdc4;">节省: ${((1 - item.binarySize / item.jsonSize) * 100).toFixed(1)}%</span>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
}).join('');
|
||||
|
||||
// 绑定点击事件
|
||||
panel.querySelectorAll('.history-item').forEach(item => {
|
||||
item.addEventListener('click', () => {
|
||||
const index = parseInt(item.getAttribute('data-index')!);
|
||||
this.showSnapshotDetails(index);
|
||||
});
|
||||
});
|
||||
|
||||
// 自动滚动到底部
|
||||
panel.scrollTop = panel.scrollHeight;
|
||||
}
|
||||
|
||||
private showSnapshotDetails(index: number) {
|
||||
const item = this.incrementalHistory[index];
|
||||
const detailsPanel = document.getElementById('snapshotDetails')!;
|
||||
|
||||
const compressionRatio = ((1 - item.binarySize / item.jsonSize) * 100).toFixed(1);
|
||||
|
||||
const details = {
|
||||
版本: item.incremental.version,
|
||||
基础版本: item.incremental.baseVersion,
|
||||
时间戳: new Date(item.incremental.timestamp).toLocaleString(),
|
||||
场景名称: item.incremental.sceneName,
|
||||
格式对比: {
|
||||
JSON大小: this.formatBytes(item.jsonSize),
|
||||
二进制大小: this.formatBytes(item.binarySize),
|
||||
压缩率: `${compressionRatio}%`,
|
||||
节省字节: this.formatBytes(item.jsonSize - item.binarySize)
|
||||
},
|
||||
统计: item.stats,
|
||||
实体变更: item.incremental.entityChanges.map((c: any) => ({
|
||||
操作: c.operation,
|
||||
实体ID: c.entityId,
|
||||
实体名称: c.entityName
|
||||
})),
|
||||
组件变更: item.incremental.componentChanges.map((c: any) => ({
|
||||
操作: c.operation,
|
||||
实体ID: c.entityId,
|
||||
组件类型: c.componentType
|
||||
})),
|
||||
场景数据变更: item.incremental.sceneDataChanges.map((c: any) => ({
|
||||
键: c.key,
|
||||
值: c.value,
|
||||
已删除: c.deleted
|
||||
}))
|
||||
};
|
||||
|
||||
detailsPanel.textContent = JSON.stringify(details, null, 2);
|
||||
}
|
||||
|
||||
private updateStats() {
|
||||
document.getElementById('entityCount')!.textContent = this.scene.entities.count.toString();
|
||||
document.getElementById('historyCount')!.textContent = this.incrementalHistory.length.toString();
|
||||
|
||||
if (this.incrementalHistory.length > 0) {
|
||||
const lastItem = this.incrementalHistory[this.incrementalHistory.length - 1];
|
||||
|
||||
document.getElementById('jsonSize')!.textContent = this.formatBytes(lastItem.jsonSize);
|
||||
document.getElementById('binarySize')!.textContent = this.formatBytes(lastItem.binarySize);
|
||||
|
||||
const compressionRatio = ((1 - lastItem.binarySize / lastItem.jsonSize) * 100).toFixed(1);
|
||||
const ratioElement = document.getElementById('compressionRatio')!;
|
||||
ratioElement.textContent = `${compressionRatio}%`;
|
||||
ratioElement.style.color = parseFloat(compressionRatio) > 30 ? '#4ecdc4' : '#ffe66d';
|
||||
|
||||
document.getElementById('totalChanges')!.textContent = lastItem.stats.totalChanges.toString();
|
||||
}
|
||||
}
|
||||
|
||||
private formatBytes(bytes: number): string {
|
||||
if (bytes < 1024) return `${bytes}B`;
|
||||
if (bytes < 1024 * 1024) return `${(bytes / 1024).toFixed(1)}KB`;
|
||||
return `${(bytes / (1024 * 1024)).toFixed(1)}MB`;
|
||||
}
|
||||
|
||||
protected render() {
|
||||
// RenderSystem会处理渲染
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
if (this.autoSnapshotInterval !== null) {
|
||||
clearInterval(this.autoSnapshotInterval);
|
||||
}
|
||||
super.destroy();
|
||||
}
|
||||
}
|
||||
386
examples/core-demos/src/demos/SerializationDemo.ts
Normal file
386
examples/core-demos/src/demos/SerializationDemo.ts
Normal file
@@ -0,0 +1,386 @@
|
||||
import { DemoBase, DemoInfo } from './DemoBase';
|
||||
import {
|
||||
Component,
|
||||
ECSComponent,
|
||||
Entity,
|
||||
EntitySystem,
|
||||
Matcher,
|
||||
Serializable,
|
||||
Serialize,
|
||||
SerializeAsMap
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// ===== 组件定义 =====
|
||||
@ECSComponent('SerDemo_Position')
|
||||
@Serializable({ version: 1, typeId: 'SerDemo_Position' })
|
||||
class PositionComponent extends Component {
|
||||
@Serialize() x: number = 0;
|
||||
@Serialize() y: number = 0;
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('SerDemo_Velocity')
|
||||
@Serializable({ version: 1, typeId: 'SerDemo_Velocity' })
|
||||
class VelocityComponent extends Component {
|
||||
@Serialize() vx: number = 0;
|
||||
@Serialize() vy: number = 0;
|
||||
constructor(vx: number = 0, vy: number = 0) {
|
||||
super();
|
||||
this.vx = vx;
|
||||
this.vy = vy;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('SerDemo_Renderable')
|
||||
@Serializable({ version: 1, typeId: 'SerDemo_Renderable' })
|
||||
class RenderableComponent extends Component {
|
||||
@Serialize() color: string = '#ffffff';
|
||||
@Serialize() radius: number = 10;
|
||||
constructor(color: string = '#ffffff', radius: number = 10) {
|
||||
super();
|
||||
this.color = color;
|
||||
this.radius = radius;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('SerDemo_Player')
|
||||
@Serializable({ version: 1, typeId: 'SerDemo_Player' })
|
||||
class PlayerComponent extends Component {
|
||||
@Serialize() name: string = 'Player';
|
||||
@Serialize() level: number = 1;
|
||||
@Serialize() health: number = 100;
|
||||
@SerializeAsMap() inventory: Map<string, number> = new Map();
|
||||
constructor(name: string = 'Player') {
|
||||
super();
|
||||
this.name = name;
|
||||
}
|
||||
}
|
||||
|
||||
// ===== 系统定义 =====
|
||||
class MovementSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const [pos, vel] = this.getComponents(entity, PositionComponent, VelocityComponent);
|
||||
|
||||
pos.x += vel.vx;
|
||||
pos.y += vel.vy;
|
||||
|
||||
// 边界反弹
|
||||
if (pos.x < 0 || pos.x > 1200) vel.vx *= -1;
|
||||
if (pos.y < 0 || pos.y > 600) vel.vy *= -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class RenderSystem extends EntitySystem {
|
||||
private canvas: HTMLCanvasElement;
|
||||
private ctx: CanvasRenderingContext2D;
|
||||
|
||||
constructor(canvas: HTMLCanvasElement) {
|
||||
super(Matcher.all(PositionComponent, RenderableComponent));
|
||||
this.canvas = canvas;
|
||||
this.ctx = canvas.getContext('2d')!;
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
// 清空画布
|
||||
this.ctx.fillStyle = '#0a0a15';
|
||||
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
// 渲染所有实体
|
||||
for (const entity of entities) {
|
||||
const [pos, render] = this.getComponents(entity, PositionComponent, RenderableComponent);
|
||||
|
||||
this.ctx.fillStyle = render.color;
|
||||
this.ctx.beginPath();
|
||||
this.ctx.arc(pos.x, pos.y, render.radius, 0, Math.PI * 2);
|
||||
this.ctx.fill();
|
||||
|
||||
// 如果是玩家,显示名字
|
||||
const player = entity.getComponent(PlayerComponent);
|
||||
if (player) {
|
||||
this.ctx.fillStyle = 'white';
|
||||
this.ctx.font = '12px Arial';
|
||||
this.ctx.textAlign = 'center';
|
||||
this.ctx.fillText(player.name, pos.x, pos.y - render.radius - 5);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export class SerializationDemo extends DemoBase {
|
||||
private renderSystem!: RenderSystem;
|
||||
private jsonData: string = '';
|
||||
private binaryData: Buffer | null = null;
|
||||
|
||||
getInfo(): DemoInfo {
|
||||
return {
|
||||
id: 'serialization',
|
||||
name: '场景序列化',
|
||||
description: '演示场景的序列化和反序列化功能,支持JSON和二进制格式',
|
||||
category: '核心功能',
|
||||
icon: '💾'
|
||||
};
|
||||
}
|
||||
|
||||
setup() {
|
||||
// @ECSComponent装饰器会自动注册组件到ComponentRegistry
|
||||
// ComponentRegistry会被序列化系统自动使用,无需手动注册
|
||||
|
||||
// 添加系统
|
||||
this.renderSystem = new RenderSystem(this.canvas);
|
||||
this.scene.addEntityProcessor(new MovementSystem());
|
||||
this.scene.addEntityProcessor(this.renderSystem);
|
||||
|
||||
// 创建初始实体
|
||||
this.createInitialEntities();
|
||||
|
||||
// 创建控制面板
|
||||
this.createControls();
|
||||
}
|
||||
|
||||
private createInitialEntities() {
|
||||
// 创建玩家
|
||||
const player = this.scene.createEntity('Player');
|
||||
player.addComponent(new PositionComponent(600, 300));
|
||||
player.addComponent(new VelocityComponent(2, 1.5));
|
||||
player.addComponent(new RenderableComponent('#4a9eff', 15));
|
||||
const playerComp = new PlayerComponent('Hero');
|
||||
playerComp.level = 5;
|
||||
playerComp.health = 100;
|
||||
playerComp.inventory.set('sword', 1);
|
||||
playerComp.inventory.set('potion', 5);
|
||||
player.addComponent(playerComp);
|
||||
|
||||
// 创建一些随机实体
|
||||
for (let i = 0; i < 5; i++) {
|
||||
this.createRandomEntity();
|
||||
}
|
||||
|
||||
// 设置场景数据
|
||||
this.scene.sceneData.set('weather', 'sunny');
|
||||
this.scene.sceneData.set('gameTime', 12.5);
|
||||
this.scene.sceneData.set('difficulty', 'normal');
|
||||
}
|
||||
|
||||
private createRandomEntity() {
|
||||
const entity = this.scene.createEntity(`Entity_${Date.now()}`);
|
||||
entity.addComponent(new PositionComponent(
|
||||
Math.random() * this.canvas.width,
|
||||
Math.random() * this.canvas.height
|
||||
));
|
||||
entity.addComponent(new VelocityComponent(
|
||||
(Math.random() - 0.5) * 3,
|
||||
(Math.random() - 0.5) * 3
|
||||
));
|
||||
const colors = ['#ff6b6b', '#4ecdc4', '#ffe66d', '#a8dadc', '#f1faee'];
|
||||
entity.addComponent(new RenderableComponent(
|
||||
colors[Math.floor(Math.random() * colors.length)],
|
||||
5 + Math.random() * 10
|
||||
));
|
||||
}
|
||||
|
||||
createControls() {
|
||||
this.controlPanel.innerHTML = `
|
||||
<div class="control-section">
|
||||
<h4>实体控制</h4>
|
||||
<div class="button-group">
|
||||
<button id="addEntity" class="secondary">添加随机实体</button>
|
||||
<button id="clearEntities" class="danger">清空所有实体</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="control-section">
|
||||
<h4>序列化操作</h4>
|
||||
<div class="button-group">
|
||||
<button id="serializeJSON">序列化为JSON</button>
|
||||
<button id="serializeBinary" class="success">序列化为二进制</button>
|
||||
<button id="deserialize" class="secondary">反序列化恢复</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="control-section">
|
||||
<h4>本地存储</h4>
|
||||
<div class="button-group">
|
||||
<button id="saveLocal" class="success">保存到LocalStorage</button>
|
||||
<button id="loadLocal" class="secondary">从LocalStorage加载</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="control-section">
|
||||
<h4>场景数据</h4>
|
||||
<div class="input-group">
|
||||
<label>天气</label>
|
||||
<input type="text" id="weather" value="sunny" placeholder="sunny/rainy/snowy">
|
||||
</div>
|
||||
<div class="input-group">
|
||||
<label>游戏时间</label>
|
||||
<input type="number" id="gameTime" value="12.5" step="0.1" min="0" max="24">
|
||||
</div>
|
||||
<button id="updateSceneData" class="secondary">更新场景数据</button>
|
||||
</div>
|
||||
|
||||
<div class="stats-panel">
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">实体数量</div>
|
||||
<div class="stat-value" id="entityCount">0</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">JSON大小</div>
|
||||
<div class="stat-value" id="jsonSize">0B</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">二进制大小</div>
|
||||
<div class="stat-value" id="binarySize">0B</div>
|
||||
</div>
|
||||
<div class="stat-item">
|
||||
<div class="stat-label">压缩率</div>
|
||||
<div class="stat-value" id="compressionRatio">0%</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="control-section">
|
||||
<h4>序列化数据预览</h4>
|
||||
<div style="max-height: 200px; overflow-y: auto; background: rgba(0,0,0,0.3); padding: 10px; border-radius: 6px; font-family: monospace; font-size: 11px; color: #8892b0; word-break: break-all;" id="dataPreview">
|
||||
点击序列化按钮查看数据...
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
// 绑定事件
|
||||
this.bindEvents();
|
||||
}
|
||||
|
||||
private bindEvents() {
|
||||
document.getElementById('addEntity')!.addEventListener('click', () => {
|
||||
this.createRandomEntity();
|
||||
this.updateStats();
|
||||
this.showToast('添加了一个随机实体');
|
||||
});
|
||||
|
||||
document.getElementById('clearEntities')!.addEventListener('click', () => {
|
||||
this.scene.destroyAllEntities();
|
||||
this.createInitialEntities();
|
||||
this.updateStats();
|
||||
this.showToast('场景已重置');
|
||||
});
|
||||
|
||||
document.getElementById('serializeJSON')!.addEventListener('click', () => {
|
||||
this.jsonData = this.scene.serialize({ format: 'json', pretty: true }) as string;
|
||||
this.updateDataPreview(this.jsonData, 'json');
|
||||
this.updateStats();
|
||||
this.showToast('已序列化为JSON格式');
|
||||
});
|
||||
|
||||
document.getElementById('serializeBinary')!.addEventListener('click', () => {
|
||||
this.binaryData = this.scene.serialize({ format: 'binary' }) as Buffer;
|
||||
const base64 = this.binaryData.toString('base64');
|
||||
this.updateDataPreview(`Binary Data (Base64):\n${base64.substring(0, 500)}...`, 'binary');
|
||||
this.updateStats();
|
||||
this.showToast('已序列化为二进制格式', '🔐');
|
||||
});
|
||||
|
||||
document.getElementById('deserialize')!.addEventListener('click', () => {
|
||||
const data = this.binaryData || this.jsonData;
|
||||
if (!data) {
|
||||
this.showToast('请先执行序列化操作', '⚠️');
|
||||
return;
|
||||
}
|
||||
|
||||
this.scene.deserialize(data, {
|
||||
strategy: 'replace'
|
||||
// componentRegistry会自动从ComponentRegistry获取,无需手动传入
|
||||
});
|
||||
|
||||
this.updateStats();
|
||||
this.showToast('场景已恢复');
|
||||
});
|
||||
|
||||
document.getElementById('saveLocal')!.addEventListener('click', () => {
|
||||
const jsonData = this.scene.serialize({ format: 'json' }) as string;
|
||||
localStorage.setItem('ecs_demo_scene', jsonData);
|
||||
this.showToast('已保存到LocalStorage', '💾');
|
||||
});
|
||||
|
||||
document.getElementById('loadLocal')!.addEventListener('click', () => {
|
||||
const data = localStorage.getItem('ecs_demo_scene');
|
||||
if (!data) {
|
||||
this.showToast('LocalStorage中没有保存的场景', '⚠️');
|
||||
return;
|
||||
}
|
||||
|
||||
this.scene.deserialize(data, {
|
||||
strategy: 'replace'
|
||||
// componentRegistry会自动从ComponentRegistry获取,无需手动传入
|
||||
});
|
||||
|
||||
this.updateStats();
|
||||
this.showToast('已从LocalStorage加载', '📂');
|
||||
});
|
||||
|
||||
document.getElementById('updateSceneData')!.addEventListener('click', () => {
|
||||
const weather = (document.getElementById('weather') as HTMLInputElement).value;
|
||||
const gameTime = parseFloat((document.getElementById('gameTime') as HTMLInputElement).value);
|
||||
|
||||
this.scene.sceneData.set('weather', weather);
|
||||
this.scene.sceneData.set('gameTime', gameTime);
|
||||
|
||||
this.showToast('场景数据已更新');
|
||||
});
|
||||
|
||||
// 初始更新统计
|
||||
this.updateStats();
|
||||
}
|
||||
|
||||
private updateDataPreview(data: string, format: string) {
|
||||
const preview = document.getElementById('dataPreview')!;
|
||||
if (format === 'json') {
|
||||
const truncated = data.length > 1000 ? data.substring(0, 1000) + '\n...(truncated)' : data;
|
||||
preview.textContent = truncated;
|
||||
} else {
|
||||
preview.textContent = data;
|
||||
}
|
||||
}
|
||||
|
||||
private updateStats() {
|
||||
const entityCount = this.scene.entities.count;
|
||||
document.getElementById('entityCount')!.textContent = entityCount.toString();
|
||||
|
||||
// 计算JSON大小
|
||||
if (this.jsonData) {
|
||||
const jsonSize = new Blob([this.jsonData]).size;
|
||||
document.getElementById('jsonSize')!.textContent = this.formatBytes(jsonSize);
|
||||
}
|
||||
|
||||
// 计算二进制大小
|
||||
if (this.binaryData) {
|
||||
const binarySize = this.binaryData.length;
|
||||
document.getElementById('binarySize')!.textContent = this.formatBytes(binarySize);
|
||||
|
||||
// 计算压缩率
|
||||
if (this.jsonData) {
|
||||
const jsonSize = new Blob([this.jsonData]).size;
|
||||
const ratio = ((1 - binarySize / jsonSize) * 100).toFixed(1);
|
||||
document.getElementById('compressionRatio')!.textContent = `${ratio}%`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private formatBytes(bytes: number): string {
|
||||
if (bytes < 1024) return `${bytes}B`;
|
||||
if (bytes < 1024 * 1024) return `${(bytes / 1024).toFixed(1)}KB`;
|
||||
return `${(bytes / (1024 * 1024)).toFixed(1)}MB`;
|
||||
}
|
||||
|
||||
protected render() {
|
||||
// RenderSystem会处理渲染
|
||||
}
|
||||
}
|
||||
832
examples/core-demos/src/demos/WorkerSystemDemo.ts
Normal file
832
examples/core-demos/src/demos/WorkerSystemDemo.ts
Normal file
@@ -0,0 +1,832 @@
|
||||
import { DemoBase, DemoInfo } from './DemoBase';
|
||||
import { Component, ECSComponent, WorkerEntitySystem, EntitySystem, Matcher, Entity, ECSSystem, PlatformManager, Time } from '@esengine/ecs-framework';
|
||||
import { BrowserAdapter } from '../platform/BrowserAdapter';
|
||||
|
||||
// ============ 组件定义 ============
|
||||
|
||||
@ECSComponent('WorkerDemo_Position')
|
||||
class Position extends Component {
|
||||
x: number = 0;
|
||||
y: number = 0;
|
||||
|
||||
constructor(x: number = 0, y: number = 0) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
set(x: number, y: number): void {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('WorkerDemo_Velocity')
|
||||
class Velocity extends Component {
|
||||
dx: number = 0;
|
||||
dy: number = 0;
|
||||
|
||||
constructor(dx: number = 0, dy: number = 0) {
|
||||
super();
|
||||
this.dx = dx;
|
||||
this.dy = dy;
|
||||
}
|
||||
|
||||
set(dx: number, dy: number): void {
|
||||
this.dx = dx;
|
||||
this.dy = dy;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('WorkerDemo_Physics')
|
||||
class Physics extends Component {
|
||||
mass: number = 1;
|
||||
bounce: number = 0.8;
|
||||
friction: number = 0.95;
|
||||
|
||||
constructor(mass: number = 1, bounce: number = 0.8, friction: number = 0.95) {
|
||||
super();
|
||||
this.mass = mass;
|
||||
this.bounce = bounce;
|
||||
this.friction = friction;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('WorkerDemo_Renderable')
|
||||
class Renderable extends Component {
|
||||
color: string = '#ffffff';
|
||||
size: number = 5;
|
||||
shape: 'circle' | 'square' = 'circle';
|
||||
|
||||
constructor(color: string = '#ffffff', size: number = 5, shape: 'circle' | 'square' = 'circle') {
|
||||
super();
|
||||
this.color = color;
|
||||
this.size = size;
|
||||
this.shape = shape;
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('WorkerDemo_Lifetime')
|
||||
class Lifetime extends Component {
|
||||
maxAge: number = 5;
|
||||
currentAge: number = 0;
|
||||
|
||||
constructor(maxAge: number = 5) {
|
||||
super();
|
||||
this.maxAge = maxAge;
|
||||
this.currentAge = 0;
|
||||
}
|
||||
|
||||
isDead(): boolean {
|
||||
return this.currentAge >= this.maxAge;
|
||||
}
|
||||
}
|
||||
|
||||
// ============ 系统定义 ============
|
||||
|
||||
interface PhysicsEntityData {
|
||||
id: number;
|
||||
x: number;
|
||||
y: number;
|
||||
dx: number;
|
||||
dy: number;
|
||||
mass: number;
|
||||
bounce: number;
|
||||
friction: number;
|
||||
radius: number;
|
||||
}
|
||||
|
||||
interface PhysicsConfig {
|
||||
gravity: number;
|
||||
canvasWidth: number;
|
||||
canvasHeight: number;
|
||||
groundFriction: number;
|
||||
}
|
||||
|
||||
@ECSSystem('PhysicsWorkerSystem')
|
||||
class PhysicsWorkerSystem extends WorkerEntitySystem<PhysicsEntityData> {
|
||||
private physicsConfig: PhysicsConfig;
|
||||
|
||||
constructor(enableWorker: boolean, canvasWidth: number, canvasHeight: number) {
|
||||
const defaultConfig = {
|
||||
gravity: 100,
|
||||
canvasWidth,
|
||||
canvasHeight,
|
||||
groundFriction: 0.98
|
||||
};
|
||||
|
||||
const isSharedArrayBufferAvailable = typeof SharedArrayBuffer !== 'undefined' && self.crossOriginIsolated;
|
||||
|
||||
super(
|
||||
Matcher.empty().all(Position, Velocity, Physics),
|
||||
{
|
||||
enableWorker,
|
||||
workerCount: isSharedArrayBufferAvailable ? (navigator.hardwareConcurrency || 2) : 1,
|
||||
systemConfig: defaultConfig,
|
||||
useSharedArrayBuffer: true
|
||||
}
|
||||
);
|
||||
|
||||
this.physicsConfig = defaultConfig;
|
||||
}
|
||||
|
||||
protected extractEntityData(entity: Entity): PhysicsEntityData {
|
||||
const position = entity.getComponent(Position)!;
|
||||
const velocity = entity.getComponent(Velocity)!;
|
||||
const physics = entity.getComponent(Physics)!;
|
||||
const renderable = entity.getComponent(Renderable)!;
|
||||
|
||||
return {
|
||||
id: entity.id,
|
||||
x: position.x,
|
||||
y: position.y,
|
||||
dx: velocity.dx,
|
||||
dy: velocity.dy,
|
||||
mass: physics.mass,
|
||||
bounce: physics.bounce,
|
||||
friction: physics.friction,
|
||||
radius: renderable.size
|
||||
};
|
||||
}
|
||||
|
||||
protected workerProcess(
|
||||
entities: PhysicsEntityData[],
|
||||
deltaTime: number,
|
||||
systemConfig?: PhysicsConfig
|
||||
): PhysicsEntityData[] {
|
||||
const config = systemConfig || this.physicsConfig;
|
||||
const result = entities.map(e => ({ ...e }));
|
||||
|
||||
for (let i = 0; i < result.length; i++) {
|
||||
const entity = result[i];
|
||||
|
||||
entity.dy += config.gravity * deltaTime;
|
||||
entity.x += entity.dx * deltaTime;
|
||||
entity.y += entity.dy * deltaTime;
|
||||
|
||||
if (entity.x <= entity.radius) {
|
||||
entity.x = entity.radius;
|
||||
entity.dx = -entity.dx * entity.bounce;
|
||||
} else if (entity.x >= config.canvasWidth - entity.radius) {
|
||||
entity.x = config.canvasWidth - entity.radius;
|
||||
entity.dx = -entity.dx * entity.bounce;
|
||||
}
|
||||
|
||||
if (entity.y <= entity.radius) {
|
||||
entity.y = entity.radius;
|
||||
entity.dy = -entity.dy * entity.bounce;
|
||||
} else if (entity.y >= config.canvasHeight - entity.radius) {
|
||||
entity.y = config.canvasHeight - entity.radius;
|
||||
entity.dy = -entity.dy * entity.bounce;
|
||||
entity.dx *= config.groundFriction;
|
||||
}
|
||||
|
||||
entity.dx *= entity.friction;
|
||||
entity.dy *= entity.friction;
|
||||
}
|
||||
|
||||
for (let i = 0; i < result.length; i++) {
|
||||
for (let j = i + 1; j < result.length; j++) {
|
||||
const ball1 = result[i];
|
||||
const ball2 = result[j];
|
||||
|
||||
const dx = ball2.x - ball1.x;
|
||||
const dy = ball2.y - ball1.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
const minDistance = ball1.radius + ball2.radius;
|
||||
|
||||
if (distance < minDistance && distance > 0) {
|
||||
const nx = dx / distance;
|
||||
const ny = dy / distance;
|
||||
|
||||
const overlap = minDistance - distance;
|
||||
const separationX = nx * overlap * 0.5;
|
||||
const separationY = ny * overlap * 0.5;
|
||||
|
||||
ball1.x -= separationX;
|
||||
ball1.y -= separationY;
|
||||
ball2.x += separationX;
|
||||
ball2.y += separationY;
|
||||
|
||||
const relativeVelocityX = ball2.dx - ball1.dx;
|
||||
const relativeVelocityY = ball2.dy - ball1.dy;
|
||||
const velocityAlongNormal = relativeVelocityX * nx + relativeVelocityY * ny;
|
||||
|
||||
if (velocityAlongNormal > 0) continue;
|
||||
|
||||
const restitution = (ball1.bounce + ball2.bounce) * 0.5;
|
||||
const impulseScalar = -(1 + restitution) * velocityAlongNormal / (1/ball1.mass + 1/ball2.mass);
|
||||
|
||||
const impulseX = impulseScalar * nx;
|
||||
const impulseY = impulseScalar * ny;
|
||||
|
||||
ball1.dx -= impulseX / ball1.mass;
|
||||
ball1.dy -= impulseY / ball1.mass;
|
||||
ball2.dx += impulseX / ball2.mass;
|
||||
ball2.dy += impulseY / ball2.mass;
|
||||
|
||||
const energyLoss = 0.98;
|
||||
ball1.dx *= energyLoss;
|
||||
ball1.dy *= energyLoss;
|
||||
ball2.dx *= energyLoss;
|
||||
ball2.dy *= energyLoss;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected applyResult(entity: Entity, result: PhysicsEntityData): void {
|
||||
if (!entity || !entity.enabled) return;
|
||||
|
||||
const position = entity.getComponent(Position);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (!position || !velocity) return;
|
||||
|
||||
position.set(result.x, result.y);
|
||||
velocity.set(result.dx, result.dy);
|
||||
}
|
||||
|
||||
public updatePhysicsConfig(newConfig: Partial<PhysicsConfig>): void {
|
||||
Object.assign(this.physicsConfig, newConfig);
|
||||
this.updateConfig({ systemConfig: this.physicsConfig });
|
||||
}
|
||||
|
||||
public getPhysicsConfig(): PhysicsConfig {
|
||||
return { ...this.physicsConfig };
|
||||
}
|
||||
|
||||
protected getDefaultEntityDataSize(): number {
|
||||
return 9;
|
||||
}
|
||||
|
||||
protected writeEntityToBuffer(entityData: PhysicsEntityData, offset: number): void {
|
||||
const sharedArray = (this as any).sharedFloatArray as Float32Array;
|
||||
if (!sharedArray) return;
|
||||
|
||||
// 在第一个位置存储当前实体数量
|
||||
const currentEntityCount = Math.floor(offset / 9) + 1;
|
||||
sharedArray[0] = currentEntityCount;
|
||||
|
||||
// 数据从索引9开始存储(第一个9个位置用作元数据区域)
|
||||
const dataOffset = offset + 9;
|
||||
sharedArray[dataOffset + 0] = entityData.id;
|
||||
sharedArray[dataOffset + 1] = entityData.x;
|
||||
sharedArray[dataOffset + 2] = entityData.y;
|
||||
sharedArray[dataOffset + 3] = entityData.dx;
|
||||
sharedArray[dataOffset + 4] = entityData.dy;
|
||||
sharedArray[dataOffset + 5] = entityData.mass;
|
||||
sharedArray[dataOffset + 6] = entityData.bounce;
|
||||
sharedArray[dataOffset + 7] = entityData.friction;
|
||||
sharedArray[dataOffset + 8] = entityData.radius;
|
||||
}
|
||||
|
||||
protected readEntityFromBuffer(offset: number): PhysicsEntityData | null {
|
||||
const sharedArray = (this as any).sharedFloatArray as Float32Array;
|
||||
if (!sharedArray) return null;
|
||||
|
||||
// 数据从索引9开始存储
|
||||
const dataOffset = offset + 9;
|
||||
return {
|
||||
id: sharedArray[dataOffset + 0],
|
||||
x: sharedArray[dataOffset + 1],
|
||||
y: sharedArray[dataOffset + 2],
|
||||
dx: sharedArray[dataOffset + 3],
|
||||
dy: sharedArray[dataOffset + 4],
|
||||
mass: sharedArray[dataOffset + 5],
|
||||
bounce: sharedArray[dataOffset + 6],
|
||||
friction: sharedArray[dataOffset + 7],
|
||||
radius: sharedArray[dataOffset + 8]
|
||||
};
|
||||
}
|
||||
|
||||
protected getSharedArrayBufferProcessFunction(): any {
|
||||
return function(sharedFloatArray: Float32Array, startIndex: number, endIndex: number, deltaTime: number, systemConfig?: any) {
|
||||
const config = systemConfig || {
|
||||
gravity: 100,
|
||||
canvasWidth: 800,
|
||||
canvasHeight: 600,
|
||||
groundFriction: 0.98
|
||||
};
|
||||
|
||||
const actualEntityCount = sharedFloatArray[0];
|
||||
|
||||
// 基础物理更新
|
||||
for (let i = startIndex; i < endIndex && i < actualEntityCount; i++) {
|
||||
const offset = i * 9 + 9;
|
||||
|
||||
const id = sharedFloatArray[offset + 0];
|
||||
if (id === 0) continue;
|
||||
|
||||
let x = sharedFloatArray[offset + 1];
|
||||
let y = sharedFloatArray[offset + 2];
|
||||
let dx = sharedFloatArray[offset + 3];
|
||||
let dy = sharedFloatArray[offset + 4];
|
||||
const bounce = sharedFloatArray[offset + 6];
|
||||
const friction = sharedFloatArray[offset + 7];
|
||||
const radius = sharedFloatArray[offset + 8];
|
||||
|
||||
// 应用重力
|
||||
dy += config.gravity * deltaTime;
|
||||
|
||||
// 更新位置
|
||||
x += dx * deltaTime;
|
||||
y += dy * deltaTime;
|
||||
|
||||
// 边界碰撞
|
||||
if (x <= radius) {
|
||||
x = radius;
|
||||
dx = -dx * bounce;
|
||||
} else if (x >= config.canvasWidth - radius) {
|
||||
x = config.canvasWidth - radius;
|
||||
dx = -dx * bounce;
|
||||
}
|
||||
|
||||
if (y <= radius) {
|
||||
y = radius;
|
||||
dy = -dy * bounce;
|
||||
} else if (y >= config.canvasHeight - radius) {
|
||||
y = config.canvasHeight - radius;
|
||||
dy = -dy * bounce;
|
||||
dx *= config.groundFriction;
|
||||
}
|
||||
|
||||
// 空气阻力
|
||||
dx *= friction;
|
||||
dy *= friction;
|
||||
|
||||
// 写回数据
|
||||
sharedFloatArray[offset + 1] = x;
|
||||
sharedFloatArray[offset + 2] = y;
|
||||
sharedFloatArray[offset + 3] = dx;
|
||||
sharedFloatArray[offset + 4] = dy;
|
||||
}
|
||||
|
||||
// 碰撞检测
|
||||
for (let i = startIndex; i < endIndex && i < actualEntityCount; i++) {
|
||||
const offset1 = i * 9 + 9;
|
||||
const id1 = sharedFloatArray[offset1 + 0];
|
||||
if (id1 === 0) continue;
|
||||
|
||||
let x1 = sharedFloatArray[offset1 + 1];
|
||||
let y1 = sharedFloatArray[offset1 + 2];
|
||||
let dx1 = sharedFloatArray[offset1 + 3];
|
||||
let dy1 = sharedFloatArray[offset1 + 4];
|
||||
const mass1 = sharedFloatArray[offset1 + 5];
|
||||
const bounce1 = sharedFloatArray[offset1 + 6];
|
||||
const radius1 = sharedFloatArray[offset1 + 8];
|
||||
|
||||
for (let j = 0; j < actualEntityCount; j++) {
|
||||
if (i === j) continue;
|
||||
|
||||
const offset2 = j * 9 + 9;
|
||||
const id2 = sharedFloatArray[offset2 + 0];
|
||||
if (id2 === 0) continue;
|
||||
|
||||
const x2 = sharedFloatArray[offset2 + 1];
|
||||
const y2 = sharedFloatArray[offset2 + 2];
|
||||
const dx2 = sharedFloatArray[offset2 + 3];
|
||||
const dy2 = sharedFloatArray[offset2 + 4];
|
||||
const mass2 = sharedFloatArray[offset2 + 5];
|
||||
const bounce2 = sharedFloatArray[offset2 + 6];
|
||||
const radius2 = sharedFloatArray[offset2 + 8];
|
||||
|
||||
if (isNaN(x2) || isNaN(y2) || isNaN(radius2) || radius2 <= 0) continue;
|
||||
|
||||
const deltaX = x2 - x1;
|
||||
const deltaY = y2 - y1;
|
||||
const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
||||
const minDistance = radius1 + radius2;
|
||||
|
||||
if (distance < minDistance && distance > 0) {
|
||||
const nx = deltaX / distance;
|
||||
const ny = deltaY / distance;
|
||||
|
||||
const overlap = minDistance - distance;
|
||||
const separationX = nx * overlap * 0.5;
|
||||
const separationY = ny * overlap * 0.5;
|
||||
|
||||
x1 -= separationX;
|
||||
y1 -= separationY;
|
||||
|
||||
const relativeVelocityX = dx2 - dx1;
|
||||
const relativeVelocityY = dy2 - dy1;
|
||||
const velocityAlongNormal = relativeVelocityX * nx + relativeVelocityY * ny;
|
||||
|
||||
if (velocityAlongNormal > 0) continue;
|
||||
|
||||
const restitution = (bounce1 + bounce2) * 0.5;
|
||||
const impulseScalar = -(1 + restitution) * velocityAlongNormal / (1/mass1 + 1/mass2);
|
||||
|
||||
const impulseX = impulseScalar * nx;
|
||||
const impulseY = impulseScalar * ny;
|
||||
|
||||
dx1 -= impulseX / mass1;
|
||||
dy1 -= impulseY / mass1;
|
||||
|
||||
const energyLoss = 0.98;
|
||||
dx1 *= energyLoss;
|
||||
dy1 *= energyLoss;
|
||||
}
|
||||
}
|
||||
|
||||
sharedFloatArray[offset1 + 1] = x1;
|
||||
sharedFloatArray[offset1 + 2] = y1;
|
||||
sharedFloatArray[offset1 + 3] = dx1;
|
||||
sharedFloatArray[offset1 + 4] = dy1;
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('RenderSystem')
|
||||
class RenderSystem extends EntitySystem {
|
||||
private canvas: HTMLCanvasElement;
|
||||
private ctx: CanvasRenderingContext2D;
|
||||
|
||||
constructor(canvas: HTMLCanvasElement) {
|
||||
super(Matcher.all(Position, Renderable));
|
||||
this.canvas = canvas;
|
||||
this.ctx = canvas.getContext('2d')!;
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
this.ctx.fillStyle = '#000';
|
||||
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
for (const entity of entities) {
|
||||
const position = this.requireComponent(entity, Position);
|
||||
const renderable = this.requireComponent(entity, Renderable);
|
||||
|
||||
this.ctx.fillStyle = renderable.color;
|
||||
this.ctx.beginPath();
|
||||
this.ctx.arc(position.x, position.y, renderable.size, 0, Math.PI * 2);
|
||||
this.ctx.fill();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ECSSystem('LifetimeSystem')
|
||||
class LifetimeSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.all(Lifetime));
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
const deltaTime = Time.deltaTime;
|
||||
|
||||
for (const entity of entities) {
|
||||
const lifetime = this.requireComponent(entity, Lifetime);
|
||||
|
||||
lifetime.currentAge += deltaTime;
|
||||
if (lifetime.isDead()) {
|
||||
entity.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============ Demo类 ============
|
||||
|
||||
export class WorkerSystemDemo extends DemoBase {
|
||||
private physicsSystem!: PhysicsWorkerSystem;
|
||||
private renderSystem!: RenderSystem;
|
||||
private lifetimeSystem!: LifetimeSystem;
|
||||
private currentFPS = 0;
|
||||
private frameCount = 0;
|
||||
private fpsUpdateTime = 0;
|
||||
private elements: { [key: string]: HTMLElement } = {};
|
||||
|
||||
getInfo(): DemoInfo {
|
||||
return {
|
||||
id: 'worker-system',
|
||||
name: 'Worker System',
|
||||
description: '演示 ECS 框架中的多线程物理计算能力',
|
||||
category: '核心功能',
|
||||
icon: '⚙️'
|
||||
};
|
||||
}
|
||||
|
||||
setup(): void {
|
||||
// 注册浏览器平台适配器
|
||||
const browserAdapter = new BrowserAdapter();
|
||||
PlatformManager.getInstance().registerAdapter(browserAdapter);
|
||||
|
||||
// 初始化系统
|
||||
this.physicsSystem = new PhysicsWorkerSystem(true, this.canvas.width, this.canvas.height);
|
||||
this.renderSystem = new RenderSystem(this.canvas);
|
||||
this.lifetimeSystem = new LifetimeSystem();
|
||||
|
||||
this.physicsSystem.updateOrder = 1;
|
||||
this.lifetimeSystem.updateOrder = 2;
|
||||
this.renderSystem.updateOrder = 3;
|
||||
|
||||
this.scene.addSystem(this.physicsSystem);
|
||||
this.scene.addSystem(this.lifetimeSystem);
|
||||
this.scene.addSystem(this.renderSystem);
|
||||
|
||||
// 创建控制面板
|
||||
this.createControls();
|
||||
|
||||
// 初始化UI元素引用
|
||||
this.initializeUIElements();
|
||||
this.bindEvents();
|
||||
|
||||
// 生成初始实体
|
||||
this.spawnInitialEntities(1000);
|
||||
}
|
||||
|
||||
createControls(): void {
|
||||
this.controlPanel.innerHTML = `
|
||||
<div style="background: #2a2a2a; padding: 20px; border-radius: 8px; height: 100%; overflow-y: auto;">
|
||||
<div style="margin-bottom: 15px;">
|
||||
<label style="display: block; margin-bottom: 5px; color: #ccc;">实体数量:</label>
|
||||
<input type="range" id="entityCount" min="100" max="10000" value="1000" step="100"
|
||||
style="width: 100%; margin-bottom: 5px;">
|
||||
<span id="entityCountValue" style="color: #fff;">1000</span>
|
||||
</div>
|
||||
|
||||
<div style="margin-bottom: 15px;">
|
||||
<label style="display: block; margin-bottom: 5px; color: #ccc;">Worker 设置:</label>
|
||||
<button id="toggleWorker" style="width: 100%; padding: 8px; margin-bottom: 5px;
|
||||
background: #4a9eff; color: white; border: none; border-radius: 4px; cursor: pointer;">
|
||||
禁用 Worker
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<div style="margin-bottom: 15px;">
|
||||
<button id="spawnParticles" style="width: 100%; padding: 8px; margin-bottom: 5px;
|
||||
background: #4a9eff; color: white; border: none; border-radius: 4px; cursor: pointer;">
|
||||
生成粒子爆炸
|
||||
</button>
|
||||
<button id="clearEntities" style="width: 100%; padding: 8px; margin-bottom: 5px;
|
||||
background: #4a9eff; color: white; border: none; border-radius: 4px; cursor: pointer;">
|
||||
清空所有实体
|
||||
</button>
|
||||
<button id="resetDemo" style="width: 100%; padding: 8px;
|
||||
background: #4a9eff; color: white; border: none; border-radius: 4px; cursor: pointer;">
|
||||
重置演示
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<div style="margin-bottom: 15px;">
|
||||
<label style="display: block; margin-bottom: 5px; color: #ccc;">物理参数:</label>
|
||||
<input type="range" id="gravity" min="0" max="500" value="100" step="10"
|
||||
style="width: 100%; margin-bottom: 5px;">
|
||||
<label style="color: #ccc;">重力: <span id="gravityValue">100</span></label>
|
||||
|
||||
<input type="range" id="friction" min="0" max="100" value="95" step="5"
|
||||
style="width: 100%; margin-top: 10px; margin-bottom: 5px;">
|
||||
<label style="color: #ccc;">摩擦力: <span id="frictionValue">95%</span></label>
|
||||
</div>
|
||||
|
||||
<div style="background: #1a1a1a; padding: 15px; border-radius: 8px; font-family: monospace; font-size: 12px;">
|
||||
<h3 style="margin-top: 0; color: #4a9eff;">性能统计</h3>
|
||||
<div style="margin: 5px 0; color: #ccc;">FPS: <span id="fps" style="color: #4eff4a;">0</span></div>
|
||||
<div style="margin: 5px 0; color: #ccc;">实体数量: <span id="entityCountStat" style="color: #fff;">0</span></div>
|
||||
<div style="margin: 5px 0; color: #ccc;">Worker状态: <span id="workerStatus" style="color: #ff4a4a;">未启用</span></div>
|
||||
<div style="margin: 5px 0; color: #ccc;">Worker负载: <span id="workerLoad" style="color: #fff;">N/A</span></div>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
|
||||
protected render(): void {
|
||||
this.frameCount++;
|
||||
const currentTime = performance.now();
|
||||
|
||||
if (currentTime - this.fpsUpdateTime >= 1000) {
|
||||
this.currentFPS = this.frameCount;
|
||||
this.frameCount = 0;
|
||||
this.fpsUpdateTime = currentTime;
|
||||
}
|
||||
|
||||
this.updateUI();
|
||||
}
|
||||
|
||||
private initializeUIElements(): void {
|
||||
const elementIds = [
|
||||
'entityCount', 'entityCountValue', 'toggleWorker',
|
||||
'gravity', 'gravityValue', 'friction', 'frictionValue', 'spawnParticles',
|
||||
'clearEntities', 'resetDemo', 'fps', 'entityCountStat', 'workerStatus', 'workerLoad'
|
||||
];
|
||||
|
||||
for (const id of elementIds) {
|
||||
const element = document.getElementById(id);
|
||||
if (element) {
|
||||
this.elements[id] = element;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bindEvents(): void {
|
||||
if (this.elements.entityCount && this.elements.entityCountValue) {
|
||||
const slider = this.elements.entityCount as HTMLInputElement;
|
||||
slider.addEventListener('input', () => {
|
||||
this.elements.entityCountValue.textContent = slider.value;
|
||||
});
|
||||
|
||||
slider.addEventListener('change', () => {
|
||||
const count = parseInt(slider.value);
|
||||
this.spawnInitialEntities(count);
|
||||
});
|
||||
}
|
||||
|
||||
if (this.elements.toggleWorker) {
|
||||
this.elements.toggleWorker.addEventListener('click', () => {
|
||||
const workerEnabled = this.toggleWorker();
|
||||
this.elements.toggleWorker.textContent = workerEnabled ? '禁用 Worker' : '启用 Worker';
|
||||
});
|
||||
}
|
||||
|
||||
if (this.elements.gravity && this.elements.gravityValue) {
|
||||
const slider = this.elements.gravity as HTMLInputElement;
|
||||
slider.addEventListener('input', () => {
|
||||
this.elements.gravityValue.textContent = slider.value;
|
||||
});
|
||||
|
||||
slider.addEventListener('change', () => {
|
||||
const gravity = parseInt(slider.value);
|
||||
this.updateWorkerConfig({ gravity });
|
||||
});
|
||||
}
|
||||
|
||||
if (this.elements.friction && this.elements.frictionValue) {
|
||||
const slider = this.elements.friction as HTMLInputElement;
|
||||
slider.addEventListener('input', () => {
|
||||
const value = parseInt(slider.value);
|
||||
this.elements.frictionValue.textContent = `${value}%`;
|
||||
});
|
||||
|
||||
slider.addEventListener('change', () => {
|
||||
const friction = parseInt(slider.value) / 100;
|
||||
this.updateWorkerConfig({ friction });
|
||||
});
|
||||
}
|
||||
|
||||
if (this.elements.spawnParticles) {
|
||||
this.elements.spawnParticles.addEventListener('click', () => {
|
||||
const centerX = this.canvas.width / 2;
|
||||
const centerY = this.canvas.height / 2;
|
||||
this.spawnParticleExplosion(centerX, centerY, 100);
|
||||
});
|
||||
}
|
||||
|
||||
if (this.elements.clearEntities) {
|
||||
this.elements.clearEntities.addEventListener('click', () => {
|
||||
this.clearAllEntities();
|
||||
});
|
||||
}
|
||||
|
||||
if (this.elements.resetDemo) {
|
||||
this.elements.resetDemo.addEventListener('click', () => {
|
||||
(this.elements.entityCount as HTMLInputElement).value = '1000';
|
||||
this.elements.entityCountValue.textContent = '1000';
|
||||
(this.elements.gravity as HTMLInputElement).value = '100';
|
||||
this.elements.gravityValue.textContent = '100';
|
||||
(this.elements.friction as HTMLInputElement).value = '95';
|
||||
this.elements.frictionValue.textContent = '95%';
|
||||
|
||||
this.spawnInitialEntities(1000);
|
||||
this.updateWorkerConfig({ gravity: 100, friction: 0.95 });
|
||||
});
|
||||
}
|
||||
|
||||
this.canvas.addEventListener('click', (event) => {
|
||||
const rect = this.canvas.getBoundingClientRect();
|
||||
const x = event.clientX - rect.left;
|
||||
const y = event.clientY - rect.top;
|
||||
this.spawnParticleExplosion(x, y, 30);
|
||||
});
|
||||
}
|
||||
|
||||
private updateUI(): void {
|
||||
const workerInfo = this.physicsSystem.getWorkerInfo();
|
||||
|
||||
if (this.elements.fps) {
|
||||
this.elements.fps.textContent = this.currentFPS.toString();
|
||||
}
|
||||
|
||||
if (this.elements.entityCountStat) {
|
||||
this.elements.entityCountStat.textContent = this.scene.entities.count.toString();
|
||||
}
|
||||
|
||||
if (this.elements.workerStatus) {
|
||||
if (workerInfo.enabled) {
|
||||
this.elements.workerStatus.textContent = `启用 (${workerInfo.workerCount} Workers)`;
|
||||
this.elements.workerStatus.style.color = '#4eff4a';
|
||||
} else {
|
||||
this.elements.workerStatus.textContent = '禁用';
|
||||
this.elements.workerStatus.style.color = '#ff4a4a';
|
||||
}
|
||||
}
|
||||
|
||||
if (this.elements.workerLoad) {
|
||||
const entityCount = this.scene.entities.count;
|
||||
if (workerInfo.enabled && entityCount > 0) {
|
||||
const entitiesPerWorker = Math.ceil(entityCount / workerInfo.workerCount);
|
||||
this.elements.workerLoad.textContent = `${entitiesPerWorker}/Worker (共${workerInfo.workerCount}个)`;
|
||||
} else {
|
||||
this.elements.workerLoad.textContent = 'N/A';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private spawnInitialEntities(count: number = 1000): void {
|
||||
this.clearAllEntities();
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
this.createParticle();
|
||||
}
|
||||
}
|
||||
|
||||
private createParticle(): void {
|
||||
const entity = this.scene.createEntity(`Particle_${Date.now()}_${Math.random()}`);
|
||||
|
||||
const x = Math.random() * (this.canvas.width - 20) + 10;
|
||||
const y = Math.random() * (this.canvas.height - 20) + 10;
|
||||
const dx = (Math.random() - 0.5) * 200;
|
||||
const dy = (Math.random() - 0.5) * 200;
|
||||
const mass = Math.random() * 3 + 2;
|
||||
const bounce = 0.85 + Math.random() * 0.15;
|
||||
const friction = 0.998 + Math.random() * 0.002;
|
||||
|
||||
const colors = [
|
||||
'#ff4444', '#44ff44', '#4444ff', '#ffff44', '#ff44ff', '#44ffff', '#ffffff',
|
||||
'#ff8844', '#88ff44', '#4488ff', '#ff4488', '#88ff88', '#8888ff', '#ffaa44'
|
||||
];
|
||||
const color = colors[Math.floor(Math.random() * colors.length)];
|
||||
const size = Math.random() * 6 + 3;
|
||||
|
||||
entity.addComponent(new Position(x, y));
|
||||
entity.addComponent(new Velocity(dx, dy));
|
||||
entity.addComponent(new Physics(mass, bounce, friction));
|
||||
entity.addComponent(new Renderable(color, size, 'circle'));
|
||||
entity.addComponent(new Lifetime(5 + Math.random() * 10));
|
||||
}
|
||||
|
||||
private spawnParticleExplosion(centerX: number, centerY: number, count: number = 50): void {
|
||||
for (let i = 0; i < count; i++) {
|
||||
const entity = this.scene.createEntity(`Explosion_${Date.now()}_${i}`);
|
||||
|
||||
const angle = (Math.PI * 2 * i) / count + (Math.random() - 0.5) * 0.5;
|
||||
const distance = Math.random() * 30;
|
||||
const x = centerX + Math.cos(angle) * distance;
|
||||
const y = centerY + Math.sin(angle) * distance;
|
||||
|
||||
const speed = 100 + Math.random() * 150;
|
||||
const dx = Math.cos(angle) * speed;
|
||||
const dy = Math.sin(angle) * speed;
|
||||
const mass = 0.5 + Math.random() * 1;
|
||||
const bounce = 0.8 + Math.random() * 0.2;
|
||||
|
||||
const colors = ['#ffaa00', '#ff6600', '#ff0066', '#ff3300', '#ffff00'];
|
||||
const color = colors[Math.floor(Math.random() * colors.length)];
|
||||
const size = Math.random() * 4 + 2;
|
||||
|
||||
entity.addComponent(new Position(x, y));
|
||||
entity.addComponent(new Velocity(dx, dy));
|
||||
entity.addComponent(new Physics(mass, bounce, 0.999));
|
||||
entity.addComponent(new Renderable(color, size, 'circle'));
|
||||
entity.addComponent(new Lifetime(2 + Math.random() * 3));
|
||||
}
|
||||
}
|
||||
|
||||
private clearAllEntities(): void {
|
||||
const entities = [...this.scene.entities.buffer];
|
||||
for (const entity of entities) {
|
||||
entity.destroy();
|
||||
}
|
||||
}
|
||||
|
||||
private toggleWorker(): boolean {
|
||||
const workerInfo = this.physicsSystem.getWorkerInfo();
|
||||
const newWorkerEnabled = !workerInfo.enabled;
|
||||
|
||||
// 保存当前物理配置
|
||||
const currentConfig = this.physicsSystem.getPhysicsConfig();
|
||||
|
||||
this.scene.removeSystem(this.physicsSystem);
|
||||
this.physicsSystem = new PhysicsWorkerSystem(newWorkerEnabled, this.canvas.width, this.canvas.height);
|
||||
this.physicsSystem.updateOrder = 1;
|
||||
|
||||
// 恢复物理配置
|
||||
this.physicsSystem.updatePhysicsConfig(currentConfig);
|
||||
|
||||
this.scene.addSystem(this.physicsSystem);
|
||||
|
||||
return newWorkerEnabled;
|
||||
}
|
||||
|
||||
private updateWorkerConfig(config: { gravity?: number; friction?: number }): void {
|
||||
if (config.gravity !== undefined || config.friction !== undefined) {
|
||||
const physicsConfig = this.physicsSystem.getPhysicsConfig();
|
||||
this.physicsSystem.updatePhysicsConfig({
|
||||
gravity: config.gravity ?? physicsConfig.gravity,
|
||||
groundFriction: config.friction ?? physicsConfig.groundFriction
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
13
examples/core-demos/src/demos/index.ts
Normal file
13
examples/core-demos/src/demos/index.ts
Normal file
@@ -0,0 +1,13 @@
|
||||
import { DemoBase } from './DemoBase';
|
||||
import { SerializationDemo } from './SerializationDemo';
|
||||
import { IncrementalSerializationDemo } from './IncrementalSerializationDemo';
|
||||
import { WorkerSystemDemo } from './WorkerSystemDemo';
|
||||
|
||||
export { DemoBase, SerializationDemo, IncrementalSerializationDemo, WorkerSystemDemo };
|
||||
|
||||
// Demo注册表
|
||||
export const DEMO_REGISTRY: typeof DemoBase[] = [
|
||||
SerializationDemo,
|
||||
IncrementalSerializationDemo,
|
||||
WorkerSystemDemo
|
||||
];
|
||||
171
examples/core-demos/src/main.ts
Normal file
171
examples/core-demos/src/main.ts
Normal file
@@ -0,0 +1,171 @@
|
||||
import { DEMO_REGISTRY, DemoBase } from './demos';
|
||||
import { Core } from '@esengine/ecs-framework';
|
||||
|
||||
class DemoManager {
|
||||
private demos: Map<string, typeof DemoBase> = new Map();
|
||||
private currentDemo: DemoBase | null = null;
|
||||
private canvas: HTMLCanvasElement;
|
||||
private controlPanel: HTMLElement;
|
||||
|
||||
constructor() {
|
||||
// 初始化ECS Core
|
||||
Core.create({
|
||||
debug: true,
|
||||
enableEntitySystems: true
|
||||
});
|
||||
|
||||
this.canvas = document.getElementById('demoCanvas') as HTMLCanvasElement;
|
||||
this.controlPanel = document.getElementById('controlPanel') as HTMLElement;
|
||||
|
||||
// 注册所有demos
|
||||
for (const DemoClass of DEMO_REGISTRY) {
|
||||
const tempInstance = new DemoClass(this.canvas, this.controlPanel);
|
||||
const info = tempInstance.getInfo();
|
||||
this.demos.set(info.id, DemoClass);
|
||||
tempInstance.destroy();
|
||||
}
|
||||
|
||||
// 渲染demo列表
|
||||
this.renderDemoList();
|
||||
|
||||
// 自动加载第一个demo
|
||||
const firstDemo = DEMO_REGISTRY[0];
|
||||
if (firstDemo) {
|
||||
const tempInstance = new firstDemo(this.canvas, this.controlPanel);
|
||||
const info = tempInstance.getInfo();
|
||||
tempInstance.destroy();
|
||||
this.loadDemo(info.id);
|
||||
}
|
||||
}
|
||||
|
||||
private renderDemoList() {
|
||||
const demoList = document.getElementById('demoList')!;
|
||||
|
||||
// 按分类组织demos
|
||||
const categories = new Map<string, typeof DemoBase[]>();
|
||||
|
||||
for (const DemoClass of DEMO_REGISTRY) {
|
||||
const tempInstance = new DemoClass(this.canvas, this.controlPanel);
|
||||
const info = tempInstance.getInfo();
|
||||
tempInstance.destroy();
|
||||
|
||||
if (!categories.has(info.category)) {
|
||||
categories.set(info.category, []);
|
||||
}
|
||||
categories.get(info.category)!.push(DemoClass);
|
||||
}
|
||||
|
||||
// 渲染分类和demos
|
||||
let html = '';
|
||||
for (const [category, demoClasses] of categories) {
|
||||
html += `<div class="demo-category">`;
|
||||
html += `<div class="category-title">${category}</div>`;
|
||||
|
||||
for (const DemoClass of demoClasses) {
|
||||
const tempInstance = new DemoClass(this.canvas, this.controlPanel);
|
||||
const info = tempInstance.getInfo();
|
||||
tempInstance.destroy();
|
||||
|
||||
html += `
|
||||
<div class="demo-item" data-demo-id="${info.id}">
|
||||
<div class="demo-icon">${info.icon}</div>
|
||||
<div class="demo-info">
|
||||
<div class="demo-name">${info.name}</div>
|
||||
<div class="demo-desc">${info.description}</div>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
|
||||
html += `</div>`;
|
||||
}
|
||||
|
||||
demoList.innerHTML = html;
|
||||
|
||||
// 绑定点击事件
|
||||
demoList.querySelectorAll('.demo-item').forEach(item => {
|
||||
item.addEventListener('click', () => {
|
||||
const demoId = item.getAttribute('data-demo-id')!;
|
||||
this.loadDemo(demoId);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
private loadDemo(demoId: string) {
|
||||
// 停止并销毁当前demo
|
||||
if (this.currentDemo) {
|
||||
this.currentDemo.destroy();
|
||||
this.currentDemo = null;
|
||||
}
|
||||
|
||||
// 显示加载动画
|
||||
const loading = document.getElementById('loading')!;
|
||||
loading.style.display = 'block';
|
||||
|
||||
// 延迟加载,给用户反馈
|
||||
setTimeout(() => {
|
||||
const DemoClass = this.demos.get(demoId);
|
||||
if (!DemoClass) {
|
||||
console.error(`Demo ${demoId} not found`);
|
||||
loading.style.display = 'none';
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
// 创建新demo
|
||||
this.currentDemo = new DemoClass(this.canvas, this.controlPanel);
|
||||
const info = this.currentDemo.getInfo();
|
||||
|
||||
// 更新页面标题和描述
|
||||
document.getElementById('demoTitle')!.textContent = info.name;
|
||||
document.getElementById('demoDescription')!.textContent = info.description;
|
||||
|
||||
// 设置demo
|
||||
this.currentDemo.setup();
|
||||
|
||||
// 显示控制面板
|
||||
this.controlPanel.style.display = 'block';
|
||||
|
||||
// 启动demo
|
||||
this.currentDemo.start();
|
||||
|
||||
// 更新菜单选中状态
|
||||
document.querySelectorAll('.demo-item').forEach(item => {
|
||||
item.classList.remove('active');
|
||||
if (item.getAttribute('data-demo-id') === demoId) {
|
||||
item.classList.add('active');
|
||||
}
|
||||
});
|
||||
|
||||
loading.style.display = 'none';
|
||||
|
||||
console.log(`✅ Demo "${info.name}" loaded successfully`);
|
||||
} catch (error) {
|
||||
console.error(`Failed to load demo ${demoId}:`, error);
|
||||
loading.style.display = 'none';
|
||||
this.showError('加载演示失败:' + (error as Error).message);
|
||||
}
|
||||
}, 300);
|
||||
}
|
||||
|
||||
private showError(message: string) {
|
||||
const toast = document.getElementById('toast')!;
|
||||
const toastMessage = document.getElementById('toastMessage')!;
|
||||
const toastIcon = toast.querySelector('.toast-icon')!;
|
||||
|
||||
toastIcon.textContent = '❌';
|
||||
toastMessage.textContent = message;
|
||||
toast.style.borderColor = '#f5576c';
|
||||
|
||||
toast.classList.add('show');
|
||||
setTimeout(() => {
|
||||
toast.classList.remove('show');
|
||||
toast.style.borderColor = '#667eea';
|
||||
}, 3000);
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化
|
||||
window.addEventListener('DOMContentLoaded', () => {
|
||||
new DemoManager();
|
||||
});
|
||||
204
examples/core-demos/src/platform/BrowserAdapter.ts
Normal file
204
examples/core-demos/src/platform/BrowserAdapter.ts
Normal file
@@ -0,0 +1,204 @@
|
||||
import type {
|
||||
IPlatformAdapter,
|
||||
PlatformWorker,
|
||||
WorkerCreationOptions,
|
||||
PlatformConfig
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 浏览器平台适配器
|
||||
*/
|
||||
export class BrowserAdapter implements IPlatformAdapter {
|
||||
public readonly name = 'browser';
|
||||
public readonly version: string;
|
||||
|
||||
constructor() {
|
||||
this.version = this.getBrowserInfo();
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持Worker
|
||||
*/
|
||||
public isWorkerSupported(): boolean {
|
||||
return typeof Worker !== 'undefined';
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否支持SharedArrayBuffer
|
||||
*/
|
||||
public isSharedArrayBufferSupported(): boolean {
|
||||
return typeof SharedArrayBuffer !== 'undefined' && this.checkSharedArrayBufferEnabled();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取硬件并发数(CPU核心数)
|
||||
*/
|
||||
public getHardwareConcurrency(): number {
|
||||
return navigator.hardwareConcurrency || 4;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建Worker
|
||||
*/
|
||||
public createWorker(script: string, options: WorkerCreationOptions = {}): PlatformWorker {
|
||||
if (!this.isWorkerSupported()) {
|
||||
throw new Error('浏览器不支持Worker');
|
||||
}
|
||||
|
||||
try {
|
||||
return new BrowserWorker(script, options);
|
||||
} catch (error) {
|
||||
throw new Error(`创建浏览器Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建SharedArrayBuffer
|
||||
*/
|
||||
public createSharedArrayBuffer(length: number): SharedArrayBuffer | null {
|
||||
if (!this.isSharedArrayBufferSupported()) {
|
||||
return null;
|
||||
}
|
||||
|
||||
try {
|
||||
return new SharedArrayBuffer(length);
|
||||
} catch (error) {
|
||||
console.warn('SharedArrayBuffer创建失败:', error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取高精度时间戳
|
||||
*/
|
||||
public getHighResTimestamp(): number {
|
||||
return performance.now();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取平台配置
|
||||
*/
|
||||
public getPlatformConfig(): PlatformConfig {
|
||||
return {
|
||||
maxWorkerCount: this.getHardwareConcurrency(),
|
||||
supportsModuleWorker: false,
|
||||
supportsTransferableObjects: true,
|
||||
maxSharedArrayBufferSize: 1024 * 1024 * 1024, // 1GB
|
||||
workerScriptPrefix: '',
|
||||
limitations: {
|
||||
noEval: false,
|
||||
requiresWorkerInit: false
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取浏览器信息
|
||||
*/
|
||||
private getBrowserInfo(): string {
|
||||
const userAgent = navigator.userAgent;
|
||||
if (userAgent.includes('Chrome')) {
|
||||
const match = userAgent.match(/Chrome\/([0-9.]+)/);
|
||||
return match ? `Chrome ${match[1]}` : 'Chrome';
|
||||
} else if (userAgent.includes('Firefox')) {
|
||||
const match = userAgent.match(/Firefox\/([0-9.]+)/);
|
||||
return match ? `Firefox ${match[1]}` : 'Firefox';
|
||||
} else if (userAgent.includes('Safari')) {
|
||||
const match = userAgent.match(/Version\/([0-9.]+)/);
|
||||
return match ? `Safari ${match[1]}` : 'Safari';
|
||||
}
|
||||
return 'Unknown Browser';
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查SharedArrayBuffer是否真正可用
|
||||
*/
|
||||
private checkSharedArrayBufferEnabled(): boolean {
|
||||
try {
|
||||
new SharedArrayBuffer(8);
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 浏览器Worker封装
|
||||
*/
|
||||
class BrowserWorker implements PlatformWorker {
|
||||
private _state: 'running' | 'terminated' = 'running';
|
||||
private worker: Worker;
|
||||
|
||||
constructor(script: string, options: WorkerCreationOptions = {}) {
|
||||
this.worker = this.createBrowserWorker(script, options);
|
||||
}
|
||||
|
||||
public get state(): 'running' | 'terminated' {
|
||||
return this._state;
|
||||
}
|
||||
|
||||
public postMessage(message: any, transfer?: Transferable[]): void {
|
||||
if (this._state === 'terminated') {
|
||||
throw new Error('Worker已被终止');
|
||||
}
|
||||
|
||||
try {
|
||||
if (transfer && transfer.length > 0) {
|
||||
this.worker.postMessage(message, transfer);
|
||||
} else {
|
||||
this.worker.postMessage(message);
|
||||
}
|
||||
} catch (error) {
|
||||
throw new Error(`发送消息到Worker失败: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
|
||||
public onMessage(handler: (event: { data: any }) => void): void {
|
||||
this.worker.onmessage = (event: MessageEvent) => {
|
||||
handler({ data: event.data });
|
||||
};
|
||||
}
|
||||
|
||||
public onError(handler: (error: ErrorEvent) => void): void {
|
||||
this.worker.onerror = handler;
|
||||
}
|
||||
|
||||
public terminate(): void {
|
||||
if (this._state === 'running') {
|
||||
try {
|
||||
this.worker.terminate();
|
||||
this._state = 'terminated';
|
||||
} catch (error) {
|
||||
console.error('终止Worker失败:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建浏览器Worker
|
||||
*/
|
||||
private createBrowserWorker(script: string, options: WorkerCreationOptions): Worker {
|
||||
try {
|
||||
// 创建Blob URL
|
||||
const blob = new Blob([script], { type: 'application/javascript' });
|
||||
const url = URL.createObjectURL(blob);
|
||||
|
||||
// 创建Worker
|
||||
const worker = new Worker(url, {
|
||||
type: options.type || 'classic',
|
||||
credentials: options.credentials,
|
||||
name: options.name
|
||||
});
|
||||
|
||||
// 清理Blob URL(延迟清理,确保Worker已加载)
|
||||
setTimeout(() => {
|
||||
URL.revokeObjectURL(url);
|
||||
}, 1000);
|
||||
|
||||
return worker;
|
||||
} catch (error) {
|
||||
throw new Error(`无法创建浏览器Worker: ${(error as Error).message}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
21
examples/core-demos/tsconfig.json
Normal file
21
examples/core-demos/tsconfig.json
Normal file
@@ -0,0 +1,21 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2020",
|
||||
"useDefineForClassFields": true,
|
||||
"module": "ESNext",
|
||||
"lib": ["ES2020", "DOM", "DOM.Iterable"],
|
||||
"skipLibCheck": true,
|
||||
"moduleResolution": "bundler",
|
||||
"allowImportingTsExtensions": true,
|
||||
"resolveJsonModule": true,
|
||||
"isolatedModules": true,
|
||||
"noEmit": true,
|
||||
"strict": true,
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"noFallthroughCasesInSwitch": true,
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true
|
||||
},
|
||||
"include": ["src"]
|
||||
}
|
||||
15
examples/core-demos/vite.config.ts
Normal file
15
examples/core-demos/vite.config.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
import { defineConfig } from 'vite';
|
||||
|
||||
export default defineConfig({
|
||||
server: {
|
||||
port: 3003,
|
||||
headers: {
|
||||
'Cross-Origin-Opener-Policy': 'same-origin',
|
||||
'Cross-Origin-Embedder-Policy': 'require-corp'
|
||||
}
|
||||
},
|
||||
build: {
|
||||
target: 'es2020',
|
||||
outDir: 'dist'
|
||||
}
|
||||
});
|
||||
Submodule examples/lawn-mower-demo updated: 8f217c95db...5a4976b192
2583
package-lock.json
generated
2583
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
20
package.json
20
package.json
@@ -39,7 +39,7 @@
|
||||
"publish:all:dist": "npm run publish:core && npm run publish:math && npm run publish:network-shared && npm run publish:network-client && npm run publish:network-server",
|
||||
"publish:core": "cd packages/core && npm run publish:npm",
|
||||
"publish:core:patch": "cd packages/core && npm run publish:patch",
|
||||
"publish:math": "cd packages/math && npm run publish:npm",
|
||||
"publish:math": "cd packages/math && npm run publish:npm",
|
||||
"publish:math:patch": "cd packages/math && npm run publish:patch",
|
||||
"publish:network-shared": "cd packages/network-shared && npm run publish:npm",
|
||||
"publish:network-shared:patch": "cd packages/network-shared && npm run publish:patch",
|
||||
@@ -48,11 +48,19 @@
|
||||
"publish:network-server": "cd packages/network-server && npm run publish:npm",
|
||||
"publish:network-server:patch": "cd packages/network-server && npm run publish:patch",
|
||||
"publish": "lerna publish",
|
||||
"version": "lerna version"
|
||||
"version": "lerna version",
|
||||
"docs:dev": "vitepress dev docs",
|
||||
"docs:build": "npm run docs:api && vitepress build docs",
|
||||
"docs:preview": "vitepress preview docs",
|
||||
"docs:api": "typedoc",
|
||||
"docs:api:watch": "typedoc --watch",
|
||||
"update:worker-demo": "npm run build:core && cd examples/worker-system-demo && npm run build && cd ../.. && npm run copy:worker-demo",
|
||||
"copy:worker-demo": "node scripts/update-worker-demo.js"
|
||||
},
|
||||
"author": "yhh",
|
||||
"license": "MIT",
|
||||
"devDependencies": {
|
||||
"@iconify/json": "^2.2.388",
|
||||
"@rollup/plugin-commonjs": "^28.0.3",
|
||||
"@rollup/plugin-node-resolve": "^16.0.1",
|
||||
"@rollup/plugin-terser": "^0.4.4",
|
||||
@@ -66,7 +74,11 @@
|
||||
"rollup-plugin-dts": "^6.2.1",
|
||||
"semver": "^7.6.3",
|
||||
"ts-jest": "^29.4.0",
|
||||
"typescript": "^5.8.3"
|
||||
"typedoc": "^0.28.13",
|
||||
"typedoc-plugin-markdown": "^4.9.0",
|
||||
"typescript": "^5.8.3",
|
||||
"unplugin-icons": "^22.3.0",
|
||||
"vitepress": "^1.6.4"
|
||||
},
|
||||
"publishConfig": {
|
||||
"access": "public"
|
||||
@@ -78,6 +90,8 @@
|
||||
"dependencies": {
|
||||
"@types/multer": "^1.4.13",
|
||||
"@types/ws": "^8.18.1",
|
||||
"coi-serviceworker": "^0.1.7",
|
||||
"minigame-api-typings": "^3.8.12",
|
||||
"protobufjs": "^7.5.3",
|
||||
"reflect-metadata": "^0.2.2",
|
||||
"ws": "^8.18.2"
|
||||
|
||||
@@ -64,12 +64,7 @@ function generatePackageJson() {
|
||||
'index.umd.js.map',
|
||||
'index.es5.js',
|
||||
'index.es5.js.map',
|
||||
'index.d.ts',
|
||||
'README.md',
|
||||
'LICENSE',
|
||||
'SECURITY.md',
|
||||
'COCOS_USAGE.md',
|
||||
'.npmignore'
|
||||
'index.d.ts'
|
||||
],
|
||||
keywords: [
|
||||
'ecs',
|
||||
@@ -96,11 +91,7 @@ function generatePackageJson() {
|
||||
|
||||
function copyFiles() {
|
||||
const filesToCopy = [
|
||||
{ src: './README.md', dest: './dist/README.md' },
|
||||
{ src: './LICENSE', dest: './dist/LICENSE' },
|
||||
{ src: './SECURITY.md', dest: './dist/SECURITY.md' },
|
||||
{ src: './COCOS_USAGE.md', dest: './dist/COCOS_USAGE.md' },
|
||||
{ src: './.npmignore', dest: './dist/.npmignore' }
|
||||
// 移除不存在的文件以避免警告
|
||||
];
|
||||
|
||||
filesToCopy.forEach(({ src, dest }) => {
|
||||
@@ -111,6 +102,10 @@ function copyFiles() {
|
||||
console.log(` ⚠️ 文件不存在: ${src}`);
|
||||
}
|
||||
});
|
||||
|
||||
if (filesToCopy.length === 0) {
|
||||
console.log(' ℹ️ 没有需要复制的文件');
|
||||
}
|
||||
}
|
||||
|
||||
function showBuildResults() {
|
||||
|
||||
@@ -51,8 +51,7 @@ module.exports = {
|
||||
},
|
||||
moduleFileExtensions: ['ts', 'tsx', 'js', 'jsx', 'json', 'node'],
|
||||
setupFilesAfterEnv: ['<rootDir>/tests/setup.ts'],
|
||||
// 测试超时设置
|
||||
testTimeout: 10000,
|
||||
testTimeout: 0,
|
||||
// 清除模块缓存
|
||||
clearMocks: true,
|
||||
restoreMocks: true,
|
||||
|
||||
@@ -17,7 +17,7 @@ module.exports = {
|
||||
},
|
||||
moduleFileExtensions: ['ts', 'tsx', 'js', 'jsx', 'json', 'node'],
|
||||
setupFilesAfterEnv: ['<rootDir>/tests/setup.ts'],
|
||||
testTimeout: 30000,
|
||||
testTimeout: 0,
|
||||
clearMocks: true,
|
||||
restoreMocks: true,
|
||||
modulePathIgnorePatterns: [
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.1.46",
|
||||
"version": "2.2.3",
|
||||
"description": "用于Laya、Cocos Creator等JavaScript游戏引擎的高性能ECS框架",
|
||||
"main": "bin/index.js",
|
||||
"types": "bin/index.d.ts",
|
||||
@@ -15,9 +15,7 @@
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
"bin/**/*",
|
||||
"README.md",
|
||||
"LICENSE"
|
||||
"bin/**/*"
|
||||
],
|
||||
"keywords": [
|
||||
"ecs",
|
||||
@@ -60,7 +58,7 @@
|
||||
"@rollup/plugin-node-resolve": "^16.0.1",
|
||||
"@rollup/plugin-terser": "^0.4.4",
|
||||
"@types/jest": "^29.5.14",
|
||||
"@types/node": "^20.19.0",
|
||||
"@types/node": "^20.19.17",
|
||||
"jest": "^29.7.0",
|
||||
"jest-environment-jsdom": "^29.7.0",
|
||||
"rimraf": "^5.0.0",
|
||||
@@ -77,5 +75,9 @@
|
||||
"type": "git",
|
||||
"url": "https://github.com/esengine/ecs-framework.git",
|
||||
"directory": "packages/core"
|
||||
},
|
||||
"dependencies": {
|
||||
"@msgpack/msgpack": "^3.0.0",
|
||||
"tslib": "^2.8.1"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -52,6 +52,13 @@ module.exports = [
|
||||
})
|
||||
],
|
||||
external,
|
||||
onwarn(warning, warn) {
|
||||
// 忽略 msgpack-lite 的循环依赖警告
|
||||
if (warning.code === 'CIRCULAR_DEPENDENCY' && warning.ids && warning.ids.some(id => id.includes('msgpack-lite'))) {
|
||||
return;
|
||||
}
|
||||
warn(warning);
|
||||
},
|
||||
treeshake: {
|
||||
moduleSideEffects: false,
|
||||
propertyReadSideEffects: false,
|
||||
@@ -78,6 +85,12 @@ module.exports = [
|
||||
})
|
||||
],
|
||||
external,
|
||||
onwarn(warning, warn) {
|
||||
if (warning.code === 'CIRCULAR_DEPENDENCY' && warning.ids && warning.ids.some(id => id.includes('msgpack-lite'))) {
|
||||
return;
|
||||
}
|
||||
warn(warning);
|
||||
},
|
||||
treeshake: {
|
||||
moduleSideEffects: false
|
||||
}
|
||||
@@ -103,6 +116,12 @@ module.exports = [
|
||||
})
|
||||
],
|
||||
external: [],
|
||||
onwarn(warning, warn) {
|
||||
if (warning.code === 'CIRCULAR_DEPENDENCY' && warning.ids && warning.ids.some(id => id.includes('msgpack-lite'))) {
|
||||
return;
|
||||
}
|
||||
warn(warning);
|
||||
},
|
||||
treeshake: {
|
||||
moduleSideEffects: false
|
||||
}
|
||||
@@ -157,6 +176,12 @@ module.exports = [
|
||||
})
|
||||
],
|
||||
external: [],
|
||||
onwarn(warning, warn) {
|
||||
if (warning.code === 'CIRCULAR_DEPENDENCY' && warning.ids && warning.ids.some(id => id.includes('msgpack-lite'))) {
|
||||
return;
|
||||
}
|
||||
warn(warning);
|
||||
},
|
||||
treeshake: {
|
||||
moduleSideEffects: false
|
||||
}
|
||||
|
||||
@@ -1,149 +1,150 @@
|
||||
import { GlobalManager } from './Utils/GlobalManager';
|
||||
import { TimerManager } from './Utils/Timers/TimerManager';
|
||||
import { ITimer } from './Utils/Timers/ITimer';
|
||||
import { Timer } from './Utils/Timers/Timer';
|
||||
import { Time } from './Utils/Time';
|
||||
import { PerformanceMonitor } from './Utils/PerformanceMonitor';
|
||||
import { PoolManager } from './Utils/Pool/PoolManager';
|
||||
import { ECSFluentAPI, createECSAPI } from './ECS/Core/FluentAPI';
|
||||
import { IScene } from './ECS/IScene';
|
||||
import { WorldManager } from './ECS/WorldManager';
|
||||
import { DebugManager } from './Utils/Debug';
|
||||
import { ICoreConfig, IECSDebugConfig } from './Types';
|
||||
import { ICoreConfig, IECSDebugConfig, IUpdatable, isUpdatable } from './Types';
|
||||
import { createLogger } from './Utils/Logger';
|
||||
import { SceneManager } from './ECS/SceneManager';
|
||||
import { IScene } from './ECS/IScene';
|
||||
import { ServiceContainer } from './Core/ServiceContainer';
|
||||
import { PluginManager } from './Core/PluginManager';
|
||||
import { IPlugin } from './Core/Plugin';
|
||||
import { WorldManager } from './ECS/WorldManager';
|
||||
|
||||
/**
|
||||
* 游戏引擎核心类
|
||||
*
|
||||
* 负责管理游戏的生命周期、场景切换、全局管理器和定时器系统。
|
||||
* 提供统一的游戏循环管理。
|
||||
*
|
||||
*
|
||||
* 职责:
|
||||
* - 提供全局服务(Timer、Performance、Pool等)
|
||||
* - 管理场景生命周期(内置SceneManager)
|
||||
* - 管理全局管理器的生命周期
|
||||
* - 提供统一的游戏循环更新入口
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 创建核心实例
|
||||
* const core = Core.create(true);
|
||||
*
|
||||
* // 设置场景
|
||||
* Core.scene = new MyScene();
|
||||
*
|
||||
* // 在游戏循环中更新(Laya引擎示例)
|
||||
* Laya.timer.frameLoop(1, this, () => {
|
||||
* const deltaTime = Laya.timer.delta / 1000;
|
||||
* // 初始化并设置场景
|
||||
* Core.create({ debug: true });
|
||||
* Core.setScene(new GameScene());
|
||||
*
|
||||
* // 游戏循环(自动更新全局服务和场景)
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime);
|
||||
* });
|
||||
*
|
||||
* // 调度定时器
|
||||
* }
|
||||
*
|
||||
* // 使用定时器
|
||||
* Core.schedule(1.0, false, null, (timer) => {
|
||||
* Core._logger.info("1秒后执行");
|
||||
* console.log("1秒后执行");
|
||||
* });
|
||||
*
|
||||
* // 切换场景
|
||||
* Core.loadScene(new MenuScene()); // 延迟切换
|
||||
* Core.setScene(new GameScene()); // 立即切换
|
||||
*
|
||||
* // 获取当前场景
|
||||
* const currentScene = Core.scene;
|
||||
* ```
|
||||
*/
|
||||
export class Core {
|
||||
/**
|
||||
* 游戏暂停状态
|
||||
*
|
||||
*
|
||||
* 当设置为true时,游戏循环将暂停执行。
|
||||
*/
|
||||
public static paused = false;
|
||||
|
||||
/**
|
||||
* 默认World ID
|
||||
*
|
||||
* 用于单Scene模式的默认World标识
|
||||
*/
|
||||
private static readonly DEFAULT_WORLD_ID = '__default__';
|
||||
|
||||
/**
|
||||
* 默认Scene ID
|
||||
*
|
||||
* 用于单Scene模式的默认Scene标识
|
||||
*/
|
||||
private static readonly DEFAULT_SCENE_ID = '__main__';
|
||||
|
||||
/**
|
||||
* 全局核心实例
|
||||
*
|
||||
* 可能为null表示Core尚未初始化或已被销毁
|
||||
*/
|
||||
private static _instance: Core;
|
||||
private static _instance: Core | null = null;
|
||||
|
||||
/**
|
||||
* Core专用日志器
|
||||
*/
|
||||
private static _logger = createLogger('Core');
|
||||
|
||||
|
||||
/**
|
||||
* 实体系统启用状态
|
||||
*
|
||||
*
|
||||
* 控制是否启用ECS实体系统功能。
|
||||
*/
|
||||
public static entitySystemsEnabled: boolean;
|
||||
|
||||
|
||||
/**
|
||||
* 调试模式标志
|
||||
*
|
||||
*
|
||||
* 在调试模式下会启用额外的性能监控和错误检查。
|
||||
*/
|
||||
public readonly debug: boolean;
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* 全局管理器集合
|
||||
*
|
||||
* 存储所有注册的全局管理器实例。
|
||||
* 服务容器
|
||||
*
|
||||
* 管理所有服务的注册、解析和生命周期。
|
||||
*/
|
||||
public _globalManagers: GlobalManager[] = [];
|
||||
|
||||
private _serviceContainer: ServiceContainer;
|
||||
|
||||
/**
|
||||
* 定时器管理器
|
||||
*
|
||||
*
|
||||
* 负责管理所有的游戏定时器。
|
||||
*/
|
||||
public _timerManager: TimerManager;
|
||||
|
||||
/**
|
||||
* 性能监控器
|
||||
*
|
||||
*
|
||||
* 监控游戏性能并提供优化建议。
|
||||
*/
|
||||
public _performanceMonitor: PerformanceMonitor;
|
||||
|
||||
/**
|
||||
* 对象池管理器
|
||||
*
|
||||
*
|
||||
* 管理所有对象池的生命周期。
|
||||
*/
|
||||
public _poolManager: PoolManager;
|
||||
|
||||
/**
|
||||
* ECS流式API
|
||||
*
|
||||
* 提供便捷的ECS操作接口。
|
||||
*/
|
||||
public _ecsAPI?: ECSFluentAPI;
|
||||
|
||||
|
||||
/**
|
||||
* 调试管理器
|
||||
*
|
||||
*
|
||||
* 负责收集和发送调试数据。
|
||||
*/
|
||||
public _debugManager?: DebugManager;
|
||||
|
||||
/**
|
||||
* World管理器
|
||||
*
|
||||
* 管理多个World实例,支持多房间/多世界架构。
|
||||
* 场景管理器
|
||||
*
|
||||
* 管理当前场景的生命周期。
|
||||
*/
|
||||
public _worldManager?: WorldManager;
|
||||
private _sceneManager: SceneManager;
|
||||
|
||||
/**
|
||||
* World管理器
|
||||
*
|
||||
* 管理多个独立的World实例(可选)。
|
||||
*/
|
||||
private _worldManager: WorldManager;
|
||||
|
||||
/**
|
||||
* 插件管理器
|
||||
*
|
||||
* 管理所有插件的生命周期。
|
||||
*/
|
||||
private _pluginManager: PluginManager;
|
||||
|
||||
/**
|
||||
* Core配置
|
||||
*/
|
||||
private _config: ICoreConfig;
|
||||
|
||||
|
||||
/**
|
||||
* 创建核心实例
|
||||
*
|
||||
*
|
||||
* @param config - Core配置对象
|
||||
*/
|
||||
private constructor(config: ICoreConfig = {}) {
|
||||
@@ -156,37 +157,67 @@ export class Core {
|
||||
...config
|
||||
};
|
||||
|
||||
// 初始化服务容器
|
||||
this._serviceContainer = new ServiceContainer();
|
||||
|
||||
// 初始化管理器
|
||||
// 初始化定时器管理器
|
||||
this._timerManager = new TimerManager();
|
||||
Core.registerGlobalManager(this._timerManager);
|
||||
this._serviceContainer.registerInstance(TimerManager, this._timerManager);
|
||||
|
||||
// 初始化性能监控器
|
||||
this._performanceMonitor = PerformanceMonitor.instance;
|
||||
|
||||
this._performanceMonitor = new PerformanceMonitor();
|
||||
this._serviceContainer.registerInstance(PerformanceMonitor, this._performanceMonitor);
|
||||
|
||||
// 在调试模式下启用性能监控
|
||||
if (this._config.debug) {
|
||||
this._performanceMonitor.enable();
|
||||
}
|
||||
|
||||
// 初始化对象池管理器
|
||||
this._poolManager = PoolManager.getInstance();
|
||||
|
||||
this._poolManager = new PoolManager();
|
||||
this._serviceContainer.registerInstance(PoolManager, this._poolManager);
|
||||
|
||||
// 初始化场景管理器
|
||||
this._sceneManager = new SceneManager();
|
||||
this._serviceContainer.registerInstance(SceneManager, this._sceneManager);
|
||||
|
||||
// 设置场景切换回调,通知调试管理器
|
||||
this._sceneManager.setSceneChangedCallback(() => {
|
||||
if (this._debugManager) {
|
||||
this._debugManager.onSceneChanged();
|
||||
}
|
||||
});
|
||||
|
||||
// 初始化World管理器
|
||||
this._worldManager = new WorldManager();
|
||||
this._serviceContainer.registerInstance(WorldManager, this._worldManager);
|
||||
|
||||
// 初始化插件管理器
|
||||
this._pluginManager = new PluginManager();
|
||||
this._pluginManager.initialize(this, this._serviceContainer);
|
||||
this._serviceContainer.registerInstance(PluginManager, this._pluginManager);
|
||||
|
||||
Core.entitySystemsEnabled = this._config.enableEntitySystems ?? true;
|
||||
this.debug = this._config.debug ?? true;
|
||||
|
||||
// 初始化调试管理器
|
||||
if (this._config.debugConfig?.enabled) {
|
||||
this._debugManager = new DebugManager(this, this._config.debugConfig);
|
||||
// 使用DI容器创建DebugManager(前两个参数从容器解析,config手动传入)
|
||||
const config = this._config.debugConfig;
|
||||
this._debugManager = new DebugManager(
|
||||
this._serviceContainer.resolve(SceneManager),
|
||||
this._serviceContainer.resolve(PerformanceMonitor),
|
||||
config
|
||||
);
|
||||
this._serviceContainer.registerInstance(DebugManager, this._debugManager);
|
||||
}
|
||||
|
||||
|
||||
this.initialize();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取核心实例
|
||||
*
|
||||
*
|
||||
* @returns 全局核心实例
|
||||
*/
|
||||
public static get Instance() {
|
||||
@@ -194,104 +225,196 @@ export class Core {
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前活动的场景(属性访问器)
|
||||
*
|
||||
* @returns 当前场景实例,如果没有则返回null
|
||||
* 获取服务容器
|
||||
*
|
||||
* 用于注册和解析自定义服务。
|
||||
*
|
||||
* @returns 服务容器实例
|
||||
* @throws 如果Core实例未创建
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 注册自定义服务
|
||||
* Core.services.registerSingleton(MyService);
|
||||
*
|
||||
* // 解析服务
|
||||
* const myService = Core.services.resolve(MyService);
|
||||
* ```
|
||||
*/
|
||||
public static get scene(): IScene | null {
|
||||
return this.getScene();
|
||||
public static get services(): ServiceContainer {
|
||||
if (!this._instance) {
|
||||
throw new Error('Core实例未创建,请先调用Core.create()');
|
||||
}
|
||||
return this._instance._serviceContainer;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前活动的场景(方法调用)
|
||||
*
|
||||
* @returns 当前场景实例,如果没有则返回null
|
||||
* 获取World管理器
|
||||
*
|
||||
* 用于管理多个独立的World实例(高级用户)。
|
||||
*
|
||||
* @returns WorldManager实例
|
||||
* @throws 如果Core实例未创建
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 创建多个游戏房间
|
||||
* const wm = Core.worldManager;
|
||||
* const room1 = wm.createWorld('room_001');
|
||||
* room1.createScene('game', new GameScene());
|
||||
* room1.start();
|
||||
* ```
|
||||
*/
|
||||
public static getScene<T extends IScene>(): T | null {
|
||||
public static get worldManager(): WorldManager {
|
||||
if (!this._instance) {
|
||||
return null;
|
||||
throw new Error('Core实例未创建,请先调用Core.create()');
|
||||
}
|
||||
|
||||
// 确保默认World存在
|
||||
this._instance.ensureDefaultWorld();
|
||||
|
||||
const defaultWorld = this._instance._worldManager!.getWorld(this.DEFAULT_WORLD_ID);
|
||||
return defaultWorld?.getScene(this.DEFAULT_SCENE_ID) as T || null;
|
||||
return this._instance._worldManager;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 设置当前场景
|
||||
*
|
||||
* @param scene - 要设置的场景实例
|
||||
* @returns 设置的场景实例,便于链式调用
|
||||
*/
|
||||
public static setScene<T extends IScene>(scene: T): T {
|
||||
if (!this._instance) {
|
||||
throw new Error("Core实例未创建,请先调用Core.create()");
|
||||
}
|
||||
|
||||
// 确保默认World存在
|
||||
this._instance.ensureDefaultWorld();
|
||||
|
||||
const defaultWorld = this._instance._worldManager!.getWorld(this.DEFAULT_WORLD_ID)!;
|
||||
|
||||
// 移除旧的主Scene(如果存在)
|
||||
if (defaultWorld.getScene(this.DEFAULT_SCENE_ID)) {
|
||||
defaultWorld.removeScene(this.DEFAULT_SCENE_ID);
|
||||
}
|
||||
|
||||
// 添加新Scene到默认World
|
||||
defaultWorld.createScene(this.DEFAULT_SCENE_ID, scene);
|
||||
defaultWorld.setSceneActive(this.DEFAULT_SCENE_ID, true);
|
||||
|
||||
// 触发场景切换回调
|
||||
this._instance.onSceneChanged();
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 创建Core实例
|
||||
*
|
||||
*
|
||||
* 如果实例已存在,则返回现有实例。
|
||||
*
|
||||
*
|
||||
* @param config - Core配置,也可以直接传入boolean表示debug模式(向后兼容)
|
||||
* @returns Core实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 方式1:使用配置对象
|
||||
* Core.create({
|
||||
* debug: true,
|
||||
* enableEntitySystems: true,
|
||||
* debugConfig: {
|
||||
* enabled: true,
|
||||
* websocketUrl: 'ws://localhost:9229'
|
||||
* }
|
||||
* });
|
||||
*
|
||||
* // 方式2:简单模式(向后兼容)
|
||||
* Core.create(true); // debug = true
|
||||
* ```
|
||||
*/
|
||||
public static create(config: ICoreConfig | boolean = true): Core {
|
||||
if (this._instance == null) {
|
||||
// 向后兼容:如果传入boolean,转换为配置对象
|
||||
const coreConfig: ICoreConfig = typeof config === 'boolean'
|
||||
const coreConfig: ICoreConfig = typeof config === 'boolean'
|
||||
? { debug: config, enableEntitySystems: true }
|
||||
: config;
|
||||
this._instance = new Core(coreConfig);
|
||||
} else {
|
||||
this._logger.warn('Core实例已创建,返回现有实例');
|
||||
}
|
||||
return this._instance;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新游戏逻辑
|
||||
*
|
||||
* 此方法应该在游戏引擎的更新循环中调用。
|
||||
*
|
||||
* @param deltaTime - 外部引擎提供的帧时间间隔(秒)
|
||||
*
|
||||
* 设置当前场景
|
||||
*
|
||||
* @param scene - 要设置的场景
|
||||
* @returns 设置的场景实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // Laya引擎
|
||||
* Core.create({ debug: true });
|
||||
*
|
||||
* // 创建并设置场景
|
||||
* const gameScene = new GameScene();
|
||||
* Core.setScene(gameScene);
|
||||
* ```
|
||||
*/
|
||||
public static setScene<T extends IScene>(scene: T): T {
|
||||
if (!this._instance) {
|
||||
Core._logger.warn("Core实例未创建,请先调用Core.create()");
|
||||
throw new Error("Core实例未创建");
|
||||
}
|
||||
|
||||
return this._instance._sceneManager.setScene(scene);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前场景
|
||||
*
|
||||
* @returns 当前场景,如果没有场景则返回null
|
||||
*/
|
||||
public static get scene(): IScene | null {
|
||||
if (!this._instance) {
|
||||
return null;
|
||||
}
|
||||
return this._instance._sceneManager.currentScene;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取ECS流式API
|
||||
*
|
||||
* @returns ECS API实例,如果当前没有场景则返回null
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 使用流式API创建实体
|
||||
* const player = Core.ecsAPI?.createEntity('Player')
|
||||
* .addComponent(Position, 100, 100)
|
||||
* .addComponent(Velocity, 50, 0);
|
||||
*
|
||||
* // 查询实体
|
||||
* const enemies = Core.ecsAPI?.query(Enemy, Transform);
|
||||
*
|
||||
* // 发射事件
|
||||
* Core.ecsAPI?.emit('game:start', { level: 1 });
|
||||
* ```
|
||||
*/
|
||||
public static get ecsAPI() {
|
||||
if (!this._instance) {
|
||||
return null;
|
||||
}
|
||||
return this._instance._sceneManager.api;
|
||||
}
|
||||
|
||||
/**
|
||||
* 延迟加载场景(下一帧切换)
|
||||
*
|
||||
* @param scene - 要加载的场景
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 延迟切换场景(在下一帧生效)
|
||||
* Core.loadScene(new MenuScene());
|
||||
* ```
|
||||
*/
|
||||
public static loadScene<T extends IScene>(scene: T): void {
|
||||
if (!this._instance) {
|
||||
Core._logger.warn("Core实例未创建,请先调用Core.create()");
|
||||
return;
|
||||
}
|
||||
|
||||
this._instance._sceneManager.loadScene(scene);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新游戏逻辑
|
||||
*
|
||||
* 此方法应该在游戏引擎的更新循环中调用。
|
||||
* 会自动更新全局服务和当前场景。
|
||||
*
|
||||
* @param deltaTime - 外部引擎提供的帧时间间隔(秒)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 初始化
|
||||
* Core.create({ debug: true });
|
||||
* Core.setScene(new GameScene());
|
||||
*
|
||||
* // Laya引擎集成
|
||||
* Laya.timer.frameLoop(1, this, () => {
|
||||
* const deltaTime = Laya.timer.delta / 1000;
|
||||
* Core.update(deltaTime);
|
||||
* Core.update(deltaTime); // 自动更新全局服务和场景
|
||||
* });
|
||||
*
|
||||
* // Cocos Creator
|
||||
*
|
||||
* // Cocos Creator集成
|
||||
* update(deltaTime: number) {
|
||||
* Core.update(deltaTime);
|
||||
* Core.update(deltaTime); // 自动更新全局服务和场景
|
||||
* }
|
||||
*
|
||||
|
||||
* ```
|
||||
*/
|
||||
public static update(deltaTime: number): void {
|
||||
@@ -299,78 +422,49 @@ export class Core {
|
||||
Core._logger.warn("Core实例未创建,请先调用Core.create()");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
this._instance.updateInternal(deltaTime);
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册全局管理器
|
||||
*
|
||||
* 将管理器添加到全局管理器列表中,并启用它。
|
||||
*
|
||||
* @param manager - 要注册的全局管理器
|
||||
*/
|
||||
public static registerGlobalManager(manager: GlobalManager) {
|
||||
this._instance._globalManagers.push(manager);
|
||||
manager.enabled = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 注销全局管理器
|
||||
*
|
||||
* 从全局管理器列表中移除管理器,并禁用它。
|
||||
*
|
||||
* @param manager - 要注销的全局管理器
|
||||
*/
|
||||
public static unregisterGlobalManager(manager: GlobalManager) {
|
||||
this._instance._globalManagers.splice(this._instance._globalManagers.indexOf(manager), 1);
|
||||
manager.enabled = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定类型的全局管理器
|
||||
*
|
||||
* @param type - 管理器类型构造函数
|
||||
* @returns 管理器实例,如果未找到则返回null
|
||||
*/
|
||||
public static getGlobalManager<T extends GlobalManager>(type: new (...args: unknown[]) => T): T | null {
|
||||
for (const manager of this._instance._globalManagers) {
|
||||
if (manager instanceof type)
|
||||
return manager as T;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 调度定时器
|
||||
*
|
||||
*
|
||||
* 创建一个定时器,在指定时间后执行回调函数。
|
||||
*
|
||||
*
|
||||
* @param timeInSeconds - 延迟时间(秒)
|
||||
* @param repeats - 是否重复执行,默认为false
|
||||
* @param context - 回调函数的上下文,默认为null
|
||||
* @param onTime - 定时器触发时的回调函数
|
||||
* @returns 创建的定时器实例
|
||||
* @throws 如果Core实例未创建或onTime回调未提供
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 一次性定时器
|
||||
* Core.schedule(1.0, false, null, (timer) => {
|
||||
* console.log("1秒后执行一次");
|
||||
* });
|
||||
*
|
||||
* // 重复定时器
|
||||
* Core.schedule(0.5, true, null, (timer) => {
|
||||
* console.log("每0.5秒执行一次");
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
public static schedule<TContext = unknown>(timeInSeconds: number, repeats: boolean = false, context?: TContext, onTime?: (timer: ITimer<TContext>) => void): Timer<TContext> {
|
||||
if (!this._instance) {
|
||||
throw new Error('Core实例未创建,请先调用Core.create()');
|
||||
}
|
||||
if (!onTime) {
|
||||
throw new Error('onTime callback is required');
|
||||
}
|
||||
return this._instance._timerManager.schedule(timeInSeconds, repeats, context as TContext, onTime);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取ECS流式API
|
||||
*
|
||||
* @returns ECS API实例,如果未初始化则返回null
|
||||
*/
|
||||
public static get ecsAPI(): ECSFluentAPI | null {
|
||||
return this._instance?._ecsAPI || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 启用调试功能
|
||||
*
|
||||
*
|
||||
* @param config 调试配置
|
||||
*/
|
||||
public static enableDebug(config: IECSDebugConfig): void {
|
||||
@@ -382,7 +476,13 @@ export class Core {
|
||||
if (this._instance._debugManager) {
|
||||
this._instance._debugManager.updateConfig(config);
|
||||
} else {
|
||||
this._instance._debugManager = new DebugManager(this._instance, config);
|
||||
// 使用DI容器创建DebugManager
|
||||
this._instance._debugManager = new DebugManager(
|
||||
this._instance._serviceContainer.resolve(SceneManager),
|
||||
this._instance._serviceContainer.resolve(PerformanceMonitor),
|
||||
config
|
||||
);
|
||||
this._instance._serviceContainer.registerInstance(DebugManager, this._instance._debugManager);
|
||||
}
|
||||
|
||||
// 更新Core配置
|
||||
@@ -408,7 +508,7 @@ export class Core {
|
||||
|
||||
/**
|
||||
* 获取调试数据
|
||||
*
|
||||
*
|
||||
* @returns 当前调试数据,如果调试未启用则返回null
|
||||
*/
|
||||
public static getDebugData(): unknown {
|
||||
@@ -421,110 +521,114 @@ export class Core {
|
||||
|
||||
/**
|
||||
* 检查调试是否启用
|
||||
*
|
||||
*
|
||||
* @returns 调试状态
|
||||
*/
|
||||
public static get isDebugEnabled(): boolean {
|
||||
return this._instance?._config.debugConfig?.enabled || false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* 获取WorldManager实例
|
||||
*
|
||||
* @returns WorldManager实例,如果未初始化则自动创建
|
||||
* 安装插件
|
||||
*
|
||||
* @param plugin - 插件实例
|
||||
* @throws 如果Core实例未创建或插件安装失败
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* Core.create({ debug: true });
|
||||
*
|
||||
* // 安装插件
|
||||
* await Core.installPlugin(new MyPlugin());
|
||||
* ```
|
||||
*/
|
||||
public static getWorldManager(): WorldManager {
|
||||
public static async installPlugin(plugin: IPlugin): Promise<void> {
|
||||
if (!this._instance) {
|
||||
throw new Error("Core实例未创建,请先调用Core.create()");
|
||||
throw new Error('Core实例未创建,请先调用Core.create()');
|
||||
}
|
||||
|
||||
if (!this._instance._worldManager) {
|
||||
// 多World模式的配置(用户主动获取WorldManager)
|
||||
this._instance._worldManager = WorldManager.getInstance({
|
||||
maxWorlds: 50,
|
||||
autoCleanup: true,
|
||||
cleanupInterval: 60000,
|
||||
debug: this._instance._config.debug
|
||||
});
|
||||
}
|
||||
|
||||
return this._instance._worldManager;
|
||||
await this._instance._pluginManager.install(plugin);
|
||||
}
|
||||
|
||||
/**
|
||||
* 启用World管理
|
||||
*
|
||||
* 显式启用World功能,用于多房间/多世界架构
|
||||
* 卸载插件
|
||||
*
|
||||
* @param name - 插件名称
|
||||
* @throws 如果Core实例未创建或插件卸载失败
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* await Core.uninstallPlugin('my-plugin');
|
||||
* ```
|
||||
*/
|
||||
public static enableWorldManager(): WorldManager {
|
||||
return this.getWorldManager();
|
||||
public static async uninstallPlugin(name: string): Promise<void> {
|
||||
if (!this._instance) {
|
||||
throw new Error('Core实例未创建,请先调用Core.create()');
|
||||
}
|
||||
|
||||
await this._instance._pluginManager.uninstall(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 确保默认World存在
|
||||
*
|
||||
* 内部方法,用于懒初始化默认World
|
||||
* 获取插件实例
|
||||
*
|
||||
* @param name - 插件名称
|
||||
* @returns 插件实例,如果未安装则返回undefined
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const myPlugin = Core.getPlugin('my-plugin');
|
||||
* if (myPlugin) {
|
||||
* console.log(myPlugin.version);
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
private ensureDefaultWorld(): void {
|
||||
if (!this._worldManager) {
|
||||
this._worldManager = WorldManager.getInstance({
|
||||
maxWorlds: 1, // 单场景用户只需要1个World
|
||||
autoCleanup: false, // 单场景不需要自动清理
|
||||
cleanupInterval: 0, // 禁用清理定时器
|
||||
debug: this._config.debug
|
||||
});
|
||||
public static getPlugin(name: string): IPlugin | undefined {
|
||||
if (!this._instance) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
// 检查默认World是否存在
|
||||
if (!this._worldManager.getWorld(Core.DEFAULT_WORLD_ID)) {
|
||||
this._worldManager.createWorld(Core.DEFAULT_WORLD_ID, {
|
||||
name: 'DefaultWorld',
|
||||
maxScenes: 1,
|
||||
autoCleanup: false
|
||||
});
|
||||
this._worldManager.setWorldActive(Core.DEFAULT_WORLD_ID, true);
|
||||
}
|
||||
return this._instance._pluginManager.getPlugin(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 场景切换回调
|
||||
*
|
||||
* 在场景切换时调用,用于重置时间系统等。
|
||||
* 检查插件是否已安装
|
||||
*
|
||||
* @param name - 插件名称
|
||||
* @returns 是否已安装
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* if (Core.isPluginInstalled('my-plugin')) {
|
||||
* console.log('Plugin is installed');
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public onSceneChanged() {
|
||||
Time.sceneChanged();
|
||||
|
||||
// 获取当前Scene(从默认World)
|
||||
const currentScene = Core.getScene();
|
||||
|
||||
// 初始化ECS API(如果场景支持)
|
||||
if (currentScene && currentScene.querySystem && currentScene.eventSystem) {
|
||||
this._ecsAPI = createECSAPI(currentScene, currentScene.querySystem, currentScene.eventSystem);
|
||||
public static isPluginInstalled(name: string): boolean {
|
||||
if (!this._instance) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 延迟调试管理器通知,避免在场景初始化过程中干扰属性
|
||||
if (this._debugManager) {
|
||||
queueMicrotask(() => {
|
||||
this._debugManager?.onSceneChanged();
|
||||
});
|
||||
}
|
||||
return this._instance._pluginManager.isInstalled(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 初始化核心系统
|
||||
*
|
||||
*
|
||||
* 执行核心系统的初始化逻辑。
|
||||
*/
|
||||
protected initialize() {
|
||||
// 核心系统初始化
|
||||
Core._logger.info('Core initialized', {
|
||||
debug: this.debug,
|
||||
entitySystemsEnabled: Core.entitySystemsEnabled,
|
||||
debugEnabled: this._config.debugConfig?.enabled || false
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 内部更新方法
|
||||
*
|
||||
*
|
||||
* @param deltaTime - 帧时间间隔(秒)
|
||||
*/
|
||||
private updateInternal(deltaTime: number): void {
|
||||
@@ -541,37 +645,19 @@ export class Core {
|
||||
this._performanceMonitor.updateFPS(Time.deltaTime);
|
||||
}
|
||||
|
||||
// 更新全局管理器
|
||||
const managersStartTime = this._performanceMonitor.startMonitoring('GlobalManagers.update');
|
||||
for (const globalManager of this._globalManagers) {
|
||||
if (globalManager.enabled)
|
||||
globalManager.update();
|
||||
}
|
||||
this._performanceMonitor.endMonitoring('GlobalManagers.update', managersStartTime, this._globalManagers.length);
|
||||
// 更新所有可更新的服务
|
||||
const servicesStartTime = this._performanceMonitor.startMonitoring('Services.update');
|
||||
this._serviceContainer.updateAll(deltaTime);
|
||||
this._performanceMonitor.endMonitoring('Services.update', servicesStartTime, this._serviceContainer.getUpdatableCount());
|
||||
|
||||
// 更新对象池管理器
|
||||
this._poolManager.update();
|
||||
|
||||
// 更新所有World
|
||||
if (this._worldManager) {
|
||||
const worldsStartTime = this._performanceMonitor.startMonitoring('Worlds.update');
|
||||
const activeWorlds = this._worldManager.getActiveWorlds();
|
||||
let totalWorldEntities = 0;
|
||||
// 更新默认场景(通过 SceneManager)
|
||||
this._sceneManager.update();
|
||||
|
||||
for (const world of activeWorlds) {
|
||||
// 更新World的全局System
|
||||
world.updateGlobalSystems();
|
||||
|
||||
// 更新World中的所有Scene
|
||||
world.updateScenes();
|
||||
|
||||
// 统计实体数量(用于性能监控)
|
||||
const worldStats = world.getStats();
|
||||
totalWorldEntities += worldStats.totalEntities;
|
||||
}
|
||||
|
||||
this._performanceMonitor.endMonitoring('Worlds.update', worldsStartTime, totalWorldEntities);
|
||||
}
|
||||
// 更新额外的 WorldManager
|
||||
this._worldManager.updateAll();
|
||||
|
||||
// 更新调试管理器(基于FPS的数据发送)
|
||||
if (this._debugManager) {
|
||||
@@ -581,4 +667,26 @@ export class Core {
|
||||
// 结束性能监控
|
||||
this._performanceMonitor.endMonitoring('Core.update', frameStartTime);
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁Core实例
|
||||
*
|
||||
* 清理所有资源,通常在应用程序关闭时调用。
|
||||
*/
|
||||
public static destroy(): void {
|
||||
if (!this._instance) return;
|
||||
|
||||
// 停止调试管理器
|
||||
if (this._instance._debugManager) {
|
||||
this._instance._debugManager.stop();
|
||||
}
|
||||
|
||||
// 清理所有服务
|
||||
this._instance._serviceContainer.clear();
|
||||
|
||||
Core._logger.info('Core destroyed');
|
||||
|
||||
// 清空实例引用,允许重新创建Core实例
|
||||
this._instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
364
packages/core/src/Core/DI/Decorators.ts
Normal file
364
packages/core/src/Core/DI/Decorators.ts
Normal file
@@ -0,0 +1,364 @@
|
||||
/**
|
||||
* 依赖注入装饰器
|
||||
*
|
||||
* 提供 @Injectable、@Inject 和 @Updatable 装饰器,用于标记可注入的类和依赖注入点
|
||||
*/
|
||||
|
||||
import type { ServiceContainer } from '../ServiceContainer';
|
||||
import type { IService, ServiceType } from '../ServiceContainer';
|
||||
|
||||
/**
|
||||
* 依赖注入元数据键
|
||||
*/
|
||||
const INJECTABLE_METADATA_KEY = Symbol('injectable');
|
||||
const INJECT_METADATA_KEY = Symbol('inject');
|
||||
const INJECT_PARAMS_METADATA_KEY = Symbol('inject:params');
|
||||
const UPDATABLE_METADATA_KEY = Symbol('updatable');
|
||||
|
||||
/**
|
||||
* 依赖注入元数据存储
|
||||
*/
|
||||
const injectableMetadata = new WeakMap<any, InjectableMetadata>();
|
||||
const injectMetadata = new WeakMap<any, Map<number, ServiceType<any> | string | symbol>>();
|
||||
const updatableMetadata = new WeakMap<any, UpdatableMetadata>();
|
||||
|
||||
/**
|
||||
* 可注入元数据接口
|
||||
*/
|
||||
export interface InjectableMetadata {
|
||||
/**
|
||||
* 是否可注入
|
||||
*/
|
||||
injectable: boolean;
|
||||
|
||||
/**
|
||||
* 依赖列表
|
||||
*/
|
||||
dependencies: Array<ServiceType<any> | string | symbol>;
|
||||
|
||||
/**
|
||||
* 属性注入映射
|
||||
* key: 属性名, value: 服务类型
|
||||
*/
|
||||
properties?: Map<string | symbol, ServiceType<any>>;
|
||||
}
|
||||
|
||||
/**
|
||||
* 可更新元数据接口
|
||||
*/
|
||||
export interface UpdatableMetadata {
|
||||
/**
|
||||
* 是否可更新
|
||||
*/
|
||||
updatable: boolean;
|
||||
|
||||
/**
|
||||
* 更新优先级(数值越小越先执行,默认0)
|
||||
*/
|
||||
priority: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* @Injectable() 装饰器
|
||||
*
|
||||
* 标记类为可注入的服务,使其可以通过ServiceContainer进行依赖注入
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @Injectable()
|
||||
* class TimeService implements IService {
|
||||
* constructor() {}
|
||||
* dispose() {}
|
||||
* }
|
||||
*
|
||||
* @Injectable()
|
||||
* class PhysicsSystem extends EntitySystem {
|
||||
* constructor(
|
||||
* @Inject(TimeService) private timeService: TimeService
|
||||
* ) {
|
||||
* super();
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function Injectable(): ClassDecorator {
|
||||
return function <T extends Function>(target: T): T {
|
||||
const existing = injectableMetadata.get(target);
|
||||
|
||||
injectableMetadata.set(target, {
|
||||
injectable: true,
|
||||
dependencies: [],
|
||||
properties: existing?.properties
|
||||
});
|
||||
|
||||
return target;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @Updatable() 装饰器
|
||||
*
|
||||
* 标记服务类为可更新的,使其在每帧自动被ServiceContainer调用update方法。
|
||||
* 使用此装饰器的类必须实现IUpdatable接口(包含update方法)。
|
||||
*
|
||||
* @param priority - 更新优先级(数值越小越先执行,默认0)
|
||||
* @throws 如果类没有实现update方法,将在运行时抛出错误
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @Injectable()
|
||||
* @Updatable()
|
||||
* class TimerManager implements IService, IUpdatable {
|
||||
* update(deltaTime?: number) {
|
||||
* // 每帧更新逻辑
|
||||
* }
|
||||
* dispose() {}
|
||||
* }
|
||||
*
|
||||
* // 指定优先级
|
||||
* @Injectable()
|
||||
* @Updatable(10)
|
||||
* class PhysicsManager implements IService, IUpdatable {
|
||||
* update() { }
|
||||
* dispose() {}
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function Updatable(priority: number = 0): ClassDecorator {
|
||||
return function <T extends Function>(target: T): T {
|
||||
// 验证类原型上是否有update方法
|
||||
const prototype = (target as any).prototype;
|
||||
if (!prototype || typeof prototype.update !== 'function') {
|
||||
throw new Error(
|
||||
`@Updatable() decorator requires class ${target.name} to implement IUpdatable interface with update() method. ` +
|
||||
`Please add 'implements IUpdatable' and define update(deltaTime?: number): void method.`
|
||||
);
|
||||
}
|
||||
|
||||
// 标记为可更新
|
||||
updatableMetadata.set(target, {
|
||||
updatable: true,
|
||||
priority
|
||||
});
|
||||
|
||||
return target;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @Inject() 装饰器
|
||||
*
|
||||
* 标记构造函数参数需要注入的服务类型
|
||||
*
|
||||
* @param serviceType 服务类型标识符
|
||||
*/
|
||||
export function Inject(serviceType: ServiceType<any> | string | symbol): ParameterDecorator {
|
||||
return function (target: Object, propertyKey: string | symbol | undefined, parameterIndex: number) {
|
||||
// 获取或创建注入元数据
|
||||
let params = injectMetadata.get(target);
|
||||
if (!params) {
|
||||
params = new Map();
|
||||
injectMetadata.set(target, params);
|
||||
}
|
||||
|
||||
// 记录参数索引和服务类型的映射
|
||||
params.set(parameterIndex, serviceType);
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @InjectProperty() 装饰器
|
||||
*
|
||||
* 通过属性装饰器注入依赖
|
||||
*
|
||||
* 注入时机:在构造函数执行后、onInitialize() 调用前完成
|
||||
*
|
||||
* @param serviceType 服务类型
|
||||
*/
|
||||
export function InjectProperty(serviceType: ServiceType<any>): PropertyDecorator {
|
||||
return function (target: any, propertyKey: string | symbol) {
|
||||
let metadata = injectableMetadata.get(target.constructor);
|
||||
|
||||
if (!metadata) {
|
||||
metadata = {
|
||||
injectable: true,
|
||||
dependencies: []
|
||||
};
|
||||
injectableMetadata.set(target.constructor, metadata);
|
||||
}
|
||||
|
||||
if (!metadata.properties) {
|
||||
metadata.properties = new Map();
|
||||
}
|
||||
|
||||
metadata.properties.set(propertyKey, serviceType);
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查类是否标记为可注入
|
||||
*
|
||||
* @param target 目标类
|
||||
* @returns 是否可注入
|
||||
*/
|
||||
export function isInjectable(target: any): boolean {
|
||||
const metadata = injectableMetadata.get(target);
|
||||
return metadata?.injectable ?? false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取类的依赖注入元数据
|
||||
*
|
||||
* @param target 目标类
|
||||
* @returns 依赖注入元数据
|
||||
*/
|
||||
export function getInjectableMetadata(target: any): InjectableMetadata | undefined {
|
||||
return injectableMetadata.get(target);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取构造函数参数的注入元数据
|
||||
*
|
||||
* @param target 目标类
|
||||
* @returns 参数索引到服务类型的映射
|
||||
*/
|
||||
export function getInjectMetadata(target: any): Map<number, ServiceType<any> | string | symbol> {
|
||||
return injectMetadata.get(target) || new Map();
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建实例并自动注入依赖
|
||||
*
|
||||
* @param constructor 构造函数
|
||||
* @param container 服务容器
|
||||
* @returns 创建的实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const instance = createInstance(MySystem, container);
|
||||
* ```
|
||||
*/
|
||||
export function createInstance<T>(
|
||||
constructor: new (...args: any[]) => T,
|
||||
container: ServiceContainer
|
||||
): T {
|
||||
// 获取参数注入元数据
|
||||
const injectParams = getInjectMetadata(constructor);
|
||||
|
||||
// 解析依赖
|
||||
const dependencies: any[] = [];
|
||||
|
||||
// 获取构造函数参数数量
|
||||
const paramCount = constructor.length;
|
||||
|
||||
for (let i = 0; i < paramCount; i++) {
|
||||
const serviceType = injectParams.get(i);
|
||||
|
||||
if (serviceType) {
|
||||
// 如果有显式的@Inject标记,使用标记的类型
|
||||
if (typeof serviceType === 'string' || typeof serviceType === 'symbol') {
|
||||
// 字符串或Symbol类型的服务标识
|
||||
throw new Error(
|
||||
`String and Symbol service identifiers are not yet supported in constructor injection. ` +
|
||||
`Please use class types for ${constructor.name} parameter ${i}`
|
||||
);
|
||||
} else {
|
||||
// 类类型
|
||||
dependencies.push(container.resolve(serviceType as ServiceType<any>));
|
||||
}
|
||||
} else {
|
||||
// 没有@Inject标记,传入undefined
|
||||
dependencies.push(undefined);
|
||||
}
|
||||
}
|
||||
|
||||
// 创建实例
|
||||
return new constructor(...dependencies);
|
||||
}
|
||||
|
||||
/**
|
||||
* 为实例注入属性依赖
|
||||
*
|
||||
* @param instance 目标实例
|
||||
* @param container 服务容器
|
||||
*/
|
||||
export function injectProperties<T>(instance: T, container: ServiceContainer): void {
|
||||
const constructor = (instance as any).constructor;
|
||||
const metadata = getInjectableMetadata(constructor);
|
||||
|
||||
if (!metadata?.properties || metadata.properties.size === 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (const [propertyKey, serviceType] of metadata.properties) {
|
||||
const service = container.resolve(serviceType);
|
||||
|
||||
if (service !== null) {
|
||||
(instance as any)[propertyKey] = service;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查类是否标记为可更新
|
||||
*
|
||||
* @param target 目标类
|
||||
* @returns 是否可更新
|
||||
*/
|
||||
export function isUpdatable(target: any): boolean {
|
||||
const metadata = updatableMetadata.get(target);
|
||||
return metadata?.updatable ?? false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取类的可更新元数据
|
||||
*
|
||||
* @param target 目标类
|
||||
* @returns 可更新元数据
|
||||
*/
|
||||
export function getUpdatableMetadata(target: any): UpdatableMetadata | undefined {
|
||||
return updatableMetadata.get(target);
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册可注入的服务到容器
|
||||
*
|
||||
* 自动检测@Injectable装饰器并注册服务
|
||||
*
|
||||
* @param container 服务容器
|
||||
* @param serviceType 服务类型
|
||||
* @param singleton 是否注册为单例(默认true)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @Injectable()
|
||||
* class MyService implements IService {
|
||||
* dispose() {}
|
||||
* }
|
||||
*
|
||||
* // 自动注册
|
||||
* registerInjectable(Core.services, MyService);
|
||||
* ```
|
||||
*/
|
||||
export function registerInjectable<T extends IService>(
|
||||
container: ServiceContainer,
|
||||
serviceType: ServiceType<T>,
|
||||
singleton: boolean = true
|
||||
): void {
|
||||
if (!isInjectable(serviceType)) {
|
||||
throw new Error(
|
||||
`${serviceType.name} is not marked as @Injectable(). ` +
|
||||
`Please add @Injectable() decorator to the class.`
|
||||
);
|
||||
}
|
||||
|
||||
// 创建工厂函数,使用createInstance自动解析依赖
|
||||
const factory = (c: ServiceContainer) => createInstance(serviceType, c);
|
||||
|
||||
// 注册到容器
|
||||
if (singleton) {
|
||||
container.registerSingleton(serviceType, factory);
|
||||
} else {
|
||||
container.registerTransient(serviceType, factory);
|
||||
}
|
||||
}
|
||||
22
packages/core/src/Core/DI/index.ts
Normal file
22
packages/core/src/Core/DI/index.ts
Normal file
@@ -0,0 +1,22 @@
|
||||
/**
|
||||
* 依赖注入模块
|
||||
*
|
||||
* 提供装饰器和工具函数,用于实现依赖注入模式
|
||||
*/
|
||||
|
||||
export {
|
||||
Injectable,
|
||||
Inject,
|
||||
InjectProperty,
|
||||
Updatable,
|
||||
isInjectable,
|
||||
getInjectableMetadata,
|
||||
getInjectMetadata,
|
||||
isUpdatable,
|
||||
getUpdatableMetadata,
|
||||
createInstance,
|
||||
injectProperties,
|
||||
registerInjectable
|
||||
} from './Decorators';
|
||||
|
||||
export type { InjectableMetadata, UpdatableMetadata } from './Decorators';
|
||||
124
packages/core/src/Core/Plugin.ts
Normal file
124
packages/core/src/Core/Plugin.ts
Normal file
@@ -0,0 +1,124 @@
|
||||
import type { Core } from '../Core';
|
||||
import type { ServiceContainer } from './ServiceContainer';
|
||||
|
||||
/**
|
||||
* 插件状态
|
||||
*/
|
||||
export enum PluginState {
|
||||
/**
|
||||
* 未安装
|
||||
*/
|
||||
NotInstalled = 'not_installed',
|
||||
|
||||
/**
|
||||
* 已安装
|
||||
*/
|
||||
Installed = 'installed',
|
||||
|
||||
/**
|
||||
* 安装失败
|
||||
*/
|
||||
Failed = 'failed'
|
||||
}
|
||||
|
||||
/**
|
||||
* 插件接口
|
||||
*
|
||||
* 所有插件都必须实现此接口。
|
||||
* 插件提供了一种扩展框架功能的标准方式。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class MyPlugin implements IPlugin {
|
||||
* readonly name = 'my-plugin';
|
||||
* readonly version = '1.0.0';
|
||||
* readonly dependencies = ['other-plugin'];
|
||||
*
|
||||
* async install(core: Core, services: ServiceContainer) {
|
||||
* // 注册服务
|
||||
* services.registerSingleton(MyService);
|
||||
*
|
||||
* // 添加系统
|
||||
* const world = core.getWorld();
|
||||
* if (world) {
|
||||
* world.addSystem(new MySystem());
|
||||
* }
|
||||
* }
|
||||
*
|
||||
* async uninstall() {
|
||||
* // 清理资源
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export interface IPlugin {
|
||||
/**
|
||||
* 插件唯一名称
|
||||
*
|
||||
* 用于依赖解析和插件管理。
|
||||
*/
|
||||
readonly name: string;
|
||||
|
||||
/**
|
||||
* 插件版本
|
||||
*
|
||||
* 遵循语义化版本规范 (semver)。
|
||||
*/
|
||||
readonly version: string;
|
||||
|
||||
/**
|
||||
* 依赖的其他插件名称列表
|
||||
*
|
||||
* 这些插件必须在当前插件之前安装。
|
||||
*/
|
||||
readonly dependencies?: readonly string[];
|
||||
|
||||
/**
|
||||
* 安装插件
|
||||
*
|
||||
* 在此方法中初始化插件,注册服务、系统等。
|
||||
* 可以是同步或异步的。
|
||||
*
|
||||
* @param core - Core实例,用于访问World等
|
||||
* @param services - 服务容器,用于注册服务
|
||||
*/
|
||||
install(core: Core, services: ServiceContainer): void | Promise<void>;
|
||||
|
||||
/**
|
||||
* 卸载插件
|
||||
*
|
||||
* 清理插件占用的资源。
|
||||
* 可以是同步或异步的。
|
||||
*/
|
||||
uninstall(): void | Promise<void>;
|
||||
}
|
||||
|
||||
/**
|
||||
* 插件元数据
|
||||
*/
|
||||
export interface IPluginMetadata {
|
||||
/**
|
||||
* 插件名称
|
||||
*/
|
||||
name: string;
|
||||
|
||||
/**
|
||||
* 插件版本
|
||||
*/
|
||||
version: string;
|
||||
|
||||
/**
|
||||
* 插件状态
|
||||
*/
|
||||
state: PluginState;
|
||||
|
||||
/**
|
||||
* 安装时间戳
|
||||
*/
|
||||
installedAt?: number;
|
||||
|
||||
/**
|
||||
* 错误信息(如果安装失败)
|
||||
*/
|
||||
error?: string;
|
||||
}
|
||||
266
packages/core/src/Core/PluginManager.ts
Normal file
266
packages/core/src/Core/PluginManager.ts
Normal file
@@ -0,0 +1,266 @@
|
||||
import { IPlugin, IPluginMetadata, PluginState } from './Plugin';
|
||||
import type { IService } from './ServiceContainer';
|
||||
import type { Core } from '../Core';
|
||||
import type { ServiceContainer } from './ServiceContainer';
|
||||
import { createLogger } from '../Utils/Logger';
|
||||
|
||||
const logger = createLogger('PluginManager');
|
||||
|
||||
/**
|
||||
* 插件管理器
|
||||
*
|
||||
* 负责插件的注册、安装、卸载和生命周期管理。
|
||||
* 支持依赖检查和异步加载。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const core = Core.create();
|
||||
* const pluginManager = core.getService(PluginManager);
|
||||
*
|
||||
* // 注册插件
|
||||
* await pluginManager.install(new MyPlugin());
|
||||
*
|
||||
* // 查询插件
|
||||
* const plugin = pluginManager.getPlugin('my-plugin');
|
||||
*
|
||||
* // 卸载插件
|
||||
* await pluginManager.uninstall('my-plugin');
|
||||
* ```
|
||||
*/
|
||||
export class PluginManager implements IService {
|
||||
/**
|
||||
* 已安装的插件
|
||||
*/
|
||||
private _plugins: Map<string, IPlugin> = new Map();
|
||||
|
||||
/**
|
||||
* 插件元数据
|
||||
*/
|
||||
private _metadata: Map<string, IPluginMetadata> = new Map();
|
||||
|
||||
/**
|
||||
* Core实例引用
|
||||
*/
|
||||
private _core: Core | null = null;
|
||||
|
||||
/**
|
||||
* 服务容器引用
|
||||
*/
|
||||
private _services: ServiceContainer | null = null;
|
||||
|
||||
/**
|
||||
* 初始化插件管理器
|
||||
*
|
||||
* @param core - Core实例
|
||||
* @param services - 服务容器
|
||||
*/
|
||||
public initialize(core: Core, services: ServiceContainer): void {
|
||||
this._core = core;
|
||||
this._services = services;
|
||||
logger.info('PluginManager initialized');
|
||||
}
|
||||
|
||||
/**
|
||||
* 安装插件
|
||||
*
|
||||
* 会自动检查依赖并按正确顺序安装。
|
||||
*
|
||||
* @param plugin - 插件实例
|
||||
* @throws 如果依赖检查失败或安装失败
|
||||
*/
|
||||
public async install(plugin: IPlugin): Promise<void> {
|
||||
if (!this._core || !this._services) {
|
||||
throw new Error('PluginManager not initialized. Call initialize() first.');
|
||||
}
|
||||
|
||||
// 检查是否已安装
|
||||
if (this._plugins.has(plugin.name)) {
|
||||
logger.warn(`Plugin ${plugin.name} is already installed`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 检查依赖
|
||||
if (plugin.dependencies && plugin.dependencies.length > 0) {
|
||||
this._checkDependencies(plugin);
|
||||
}
|
||||
|
||||
// 创建元数据
|
||||
const metadata: IPluginMetadata = {
|
||||
name: plugin.name,
|
||||
version: plugin.version,
|
||||
state: PluginState.NotInstalled,
|
||||
installedAt: Date.now()
|
||||
};
|
||||
|
||||
this._metadata.set(plugin.name, metadata);
|
||||
|
||||
try {
|
||||
// 调用插件的安装方法
|
||||
logger.info(`Installing plugin: ${plugin.name} v${plugin.version}`);
|
||||
await plugin.install(this._core, this._services);
|
||||
|
||||
// 标记为已安装
|
||||
this._plugins.set(plugin.name, plugin);
|
||||
metadata.state = PluginState.Installed;
|
||||
|
||||
logger.info(`Plugin ${plugin.name} installed successfully`);
|
||||
} catch (error) {
|
||||
// 安装失败
|
||||
metadata.state = PluginState.Failed;
|
||||
metadata.error = error instanceof Error ? error.message : String(error);
|
||||
|
||||
logger.error(`Failed to install plugin ${plugin.name}:`, error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 卸载插件
|
||||
*
|
||||
* @param name - 插件名称
|
||||
* @throws 如果插件未安装或卸载失败
|
||||
*/
|
||||
public async uninstall(name: string): Promise<void> {
|
||||
const plugin = this._plugins.get(name);
|
||||
if (!plugin) {
|
||||
throw new Error(`Plugin ${name} is not installed`);
|
||||
}
|
||||
|
||||
// 检查是否有其他插件依赖此插件
|
||||
this._checkDependents(name);
|
||||
|
||||
try {
|
||||
logger.info(`Uninstalling plugin: ${name}`);
|
||||
await plugin.uninstall();
|
||||
|
||||
// 从注册表中移除
|
||||
this._plugins.delete(name);
|
||||
this._metadata.delete(name);
|
||||
|
||||
logger.info(`Plugin ${name} uninstalled successfully`);
|
||||
} catch (error) {
|
||||
logger.error(`Failed to uninstall plugin ${name}:`, error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取插件实例
|
||||
*
|
||||
* @param name - 插件名称
|
||||
* @returns 插件实例,如果未安装则返回undefined
|
||||
*/
|
||||
public getPlugin(name: string): IPlugin | undefined {
|
||||
return this._plugins.get(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取插件元数据
|
||||
*
|
||||
* @param name - 插件名称
|
||||
* @returns 插件元数据,如果未安装则返回undefined
|
||||
*/
|
||||
public getMetadata(name: string): IPluginMetadata | undefined {
|
||||
return this._metadata.get(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有已安装的插件
|
||||
*
|
||||
* @returns 插件列表
|
||||
*/
|
||||
public getAllPlugins(): IPlugin[] {
|
||||
return Array.from(this._plugins.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有插件元数据
|
||||
*
|
||||
* @returns 元数据列表
|
||||
*/
|
||||
public getAllMetadata(): IPluginMetadata[] {
|
||||
return Array.from(this._metadata.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查插件是否已安装
|
||||
*
|
||||
* @param name - 插件名称
|
||||
* @returns 是否已安装
|
||||
*/
|
||||
public isInstalled(name: string): boolean {
|
||||
return this._plugins.has(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查插件依赖
|
||||
*
|
||||
* @param plugin - 插件实例
|
||||
* @throws 如果依赖未满足
|
||||
*/
|
||||
private _checkDependencies(plugin: IPlugin): void {
|
||||
if (!plugin.dependencies) {
|
||||
return;
|
||||
}
|
||||
|
||||
const missingDeps: string[] = [];
|
||||
|
||||
for (const dep of plugin.dependencies) {
|
||||
if (!this._plugins.has(dep)) {
|
||||
missingDeps.push(dep);
|
||||
}
|
||||
}
|
||||
|
||||
if (missingDeps.length > 0) {
|
||||
throw new Error(
|
||||
`Plugin ${plugin.name} has unmet dependencies: ${missingDeps.join(', ')}`
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有其他插件依赖指定插件
|
||||
*
|
||||
* @param name - 插件名称
|
||||
* @throws 如果有其他插件依赖此插件
|
||||
*/
|
||||
private _checkDependents(name: string): void {
|
||||
const dependents: string[] = [];
|
||||
|
||||
for (const plugin of this._plugins.values()) {
|
||||
if (plugin.dependencies && plugin.dependencies.includes(name)) {
|
||||
dependents.push(plugin.name);
|
||||
}
|
||||
}
|
||||
|
||||
if (dependents.length > 0) {
|
||||
throw new Error(
|
||||
`Cannot uninstall plugin ${name}: it is required by ${dependents.join(', ')}`
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 释放资源
|
||||
*/
|
||||
public dispose(): void {
|
||||
// 卸载所有插件(逆序,先卸载依赖项)
|
||||
const plugins = Array.from(this._plugins.values()).reverse();
|
||||
|
||||
for (const plugin of plugins) {
|
||||
try {
|
||||
logger.info(`Disposing plugin: ${plugin.name}`);
|
||||
plugin.uninstall();
|
||||
} catch (error) {
|
||||
logger.error(`Error disposing plugin ${plugin.name}:`, error);
|
||||
}
|
||||
}
|
||||
|
||||
this._plugins.clear();
|
||||
this._metadata.clear();
|
||||
this._core = null;
|
||||
this._services = null;
|
||||
|
||||
logger.info('PluginManager disposed');
|
||||
}
|
||||
}
|
||||
423
packages/core/src/Core/ServiceContainer.ts
Normal file
423
packages/core/src/Core/ServiceContainer.ts
Normal file
@@ -0,0 +1,423 @@
|
||||
import { createLogger } from '../Utils/Logger';
|
||||
import { isUpdatable as checkUpdatable, getUpdatableMetadata } from './DI';
|
||||
|
||||
const logger = createLogger('ServiceContainer');
|
||||
|
||||
/**
|
||||
* 服务基础接口
|
||||
* 所有通过 ServiceContainer 管理的服务都应该实现此接口
|
||||
*/
|
||||
export interface IService {
|
||||
/**
|
||||
* 释放服务占用的资源
|
||||
* 当服务被注销或容器被清空时调用
|
||||
*/
|
||||
dispose(): void;
|
||||
}
|
||||
|
||||
/**
|
||||
* 服务类型
|
||||
*
|
||||
* 支持任意构造函数签名,以便与依赖注入装饰器配合使用
|
||||
*/
|
||||
export type ServiceType<T extends IService> = new (...args: any[]) => T;
|
||||
|
||||
/**
|
||||
* 服务生命周期
|
||||
*/
|
||||
export enum ServiceLifetime {
|
||||
/**
|
||||
* 单例模式 - 整个应用生命周期内只有一个实例
|
||||
*/
|
||||
Singleton = 'singleton',
|
||||
|
||||
/**
|
||||
* 瞬时模式 - 每次请求都创建新实例
|
||||
*/
|
||||
Transient = 'transient'
|
||||
}
|
||||
|
||||
/**
|
||||
* 服务注册信息
|
||||
*/
|
||||
interface ServiceRegistration<T extends IService> {
|
||||
/**
|
||||
* 服务类型
|
||||
*/
|
||||
type: ServiceType<T>;
|
||||
|
||||
/**
|
||||
* 服务实例(单例模式)
|
||||
*/
|
||||
instance?: T;
|
||||
|
||||
/**
|
||||
* 工厂函数
|
||||
*/
|
||||
factory?: (container: ServiceContainer) => T;
|
||||
|
||||
/**
|
||||
* 生命周期
|
||||
*/
|
||||
lifetime: ServiceLifetime;
|
||||
}
|
||||
|
||||
/**
|
||||
* 服务容器
|
||||
*
|
||||
* 负责管理所有服务的注册、解析和生命周期。
|
||||
* 支持依赖注入和服务定位模式。
|
||||
*
|
||||
* 特点:
|
||||
* - 单例和瞬时两种生命周期
|
||||
* - 支持工厂函数注册
|
||||
* - 支持实例注册
|
||||
* - 类型安全的服务解析
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const container = new ServiceContainer();
|
||||
*
|
||||
* // 注册单例服务
|
||||
* container.registerSingleton(TimerManager);
|
||||
*
|
||||
* // 注册工厂函数
|
||||
* container.registerSingleton(Logger, (c) => createLogger('App'));
|
||||
*
|
||||
* // 注册实例
|
||||
* container.registerInstance(Config, new Config());
|
||||
*
|
||||
* // 解析服务
|
||||
* const timer = container.resolve(TimerManager);
|
||||
* ```
|
||||
*/
|
||||
export class ServiceContainer {
|
||||
/**
|
||||
* 服务注册表
|
||||
*/
|
||||
private _services: Map<ServiceType<IService>, ServiceRegistration<IService>> = new Map();
|
||||
|
||||
/**
|
||||
* 正在解析的服务栈(用于循环依赖检测)
|
||||
*/
|
||||
private _resolving: Set<ServiceType<IService>> = new Set();
|
||||
|
||||
/**
|
||||
* 可更新的服务列表
|
||||
*
|
||||
* 自动收集所有使用@Updatable装饰器标记的服务,供Core统一更新
|
||||
* 按优先级排序(数值越小越先执行)
|
||||
*/
|
||||
private _updatableServices: Array<{ instance: any; priority: number }> = [];
|
||||
|
||||
/**
|
||||
* 注册单例服务
|
||||
*
|
||||
* @param type - 服务类型
|
||||
* @param factory - 可选的工厂函数
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 直接注册类型
|
||||
* container.registerSingleton(TimerManager);
|
||||
*
|
||||
* // 使用工厂函数
|
||||
* container.registerSingleton(Logger, (c) => {
|
||||
* return createLogger('App');
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
public registerSingleton<T extends IService>(
|
||||
type: ServiceType<T>,
|
||||
factory?: (container: ServiceContainer) => T
|
||||
): void {
|
||||
if (this._services.has(type as ServiceType<IService>)) {
|
||||
logger.warn(`Service ${type.name} is already registered`);
|
||||
return;
|
||||
}
|
||||
|
||||
this._services.set(type as ServiceType<IService>, {
|
||||
type: type as ServiceType<IService>,
|
||||
factory: factory as ((container: ServiceContainer) => IService) | undefined,
|
||||
lifetime: ServiceLifetime.Singleton
|
||||
});
|
||||
|
||||
logger.debug(`Registered singleton service: ${type.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册瞬时服务
|
||||
*
|
||||
* 每次解析都会创建新实例。
|
||||
*
|
||||
* @param type - 服务类型
|
||||
* @param factory - 可选的工厂函数
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 每次解析都创建新实例
|
||||
* container.registerTransient(Command);
|
||||
* ```
|
||||
*/
|
||||
public registerTransient<T extends IService>(
|
||||
type: ServiceType<T>,
|
||||
factory?: (container: ServiceContainer) => T
|
||||
): void {
|
||||
if (this._services.has(type as ServiceType<IService>)) {
|
||||
logger.warn(`Service ${type.name} is already registered`);
|
||||
return;
|
||||
}
|
||||
|
||||
this._services.set(type as ServiceType<IService>, {
|
||||
type: type as ServiceType<IService>,
|
||||
factory: factory as ((container: ServiceContainer) => IService) | undefined,
|
||||
lifetime: ServiceLifetime.Transient
|
||||
});
|
||||
|
||||
logger.debug(`Registered transient service: ${type.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册服务实例
|
||||
*
|
||||
* 直接注册已创建的实例,自动视为单例。
|
||||
*
|
||||
* @param type - 服务类型(构造函数,仅用作标识)
|
||||
* @param instance - 服务实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const config = new Config();
|
||||
* container.registerInstance(Config, config);
|
||||
* ```
|
||||
*/
|
||||
public registerInstance<T extends IService>(type: new (...args: any[]) => T, instance: T): void {
|
||||
if (this._services.has(type as ServiceType<IService>)) {
|
||||
logger.warn(`Service ${type.name} is already registered`);
|
||||
return;
|
||||
}
|
||||
|
||||
this._services.set(type as ServiceType<IService>, {
|
||||
type: type as ServiceType<IService>,
|
||||
instance: instance as IService,
|
||||
lifetime: ServiceLifetime.Singleton
|
||||
});
|
||||
|
||||
// 如果使用了@Updatable装饰器,添加到可更新列表
|
||||
if (checkUpdatable(type)) {
|
||||
const metadata = getUpdatableMetadata(type);
|
||||
const priority = metadata?.priority ?? 0;
|
||||
this._updatableServices.push({ instance, priority });
|
||||
|
||||
// 按优先级排序(数值越小越先执行)
|
||||
this._updatableServices.sort((a, b) => a.priority - b.priority);
|
||||
|
||||
logger.debug(`Service ${type.name} is updatable (priority: ${priority}), added to update list`);
|
||||
}
|
||||
|
||||
logger.debug(`Registered service instance: ${type.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 解析服务
|
||||
*
|
||||
* @param type - 服务类型
|
||||
* @returns 服务实例
|
||||
* @throws 如果服务未注册或存在循环依赖
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const timer = container.resolve(TimerManager);
|
||||
* ```
|
||||
*/
|
||||
public resolve<T extends IService>(type: ServiceType<T>): T {
|
||||
const registration = this._services.get(type as ServiceType<IService>);
|
||||
|
||||
if (!registration) {
|
||||
throw new Error(`Service ${type.name} is not registered`);
|
||||
}
|
||||
|
||||
// 检测循环依赖
|
||||
if (this._resolving.has(type as ServiceType<IService>)) {
|
||||
const chain = Array.from(this._resolving).map(t => t.name).join(' -> ');
|
||||
throw new Error(`Circular dependency detected: ${chain} -> ${type.name}`);
|
||||
}
|
||||
|
||||
// 如果是单例且已经有实例,直接返回
|
||||
if (registration.lifetime === ServiceLifetime.Singleton && registration.instance) {
|
||||
return registration.instance as T;
|
||||
}
|
||||
|
||||
// 添加到解析栈
|
||||
this._resolving.add(type as ServiceType<IService>);
|
||||
|
||||
try {
|
||||
// 创建实例
|
||||
let instance: IService;
|
||||
|
||||
if (registration.factory) {
|
||||
// 使用工厂函数
|
||||
instance = registration.factory(this);
|
||||
} else {
|
||||
// 直接构造
|
||||
instance = new (registration.type)();
|
||||
}
|
||||
|
||||
// 如果是单例,缓存实例
|
||||
if (registration.lifetime === ServiceLifetime.Singleton) {
|
||||
registration.instance = instance;
|
||||
|
||||
// 如果使用了@Updatable装饰器,添加到可更新列表
|
||||
if (checkUpdatable(registration.type)) {
|
||||
const metadata = getUpdatableMetadata(registration.type);
|
||||
const priority = metadata?.priority ?? 0;
|
||||
this._updatableServices.push({ instance, priority });
|
||||
|
||||
// 按优先级排序(数值越小越先执行)
|
||||
this._updatableServices.sort((a, b) => a.priority - b.priority);
|
||||
|
||||
logger.debug(`Service ${type.name} is updatable (priority: ${priority}), added to update list`);
|
||||
}
|
||||
}
|
||||
|
||||
return instance as T;
|
||||
} finally {
|
||||
// 从解析栈移除
|
||||
this._resolving.delete(type as ServiceType<IService>);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 尝试解析服务
|
||||
*
|
||||
* 如果服务未注册,返回null而不是抛出异常。
|
||||
*
|
||||
* @param type - 服务类型
|
||||
* @returns 服务实例或null
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const timer = container.tryResolve(TimerManager);
|
||||
* if (timer) {
|
||||
* timer.schedule(...);
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public tryResolve<T extends IService>(type: ServiceType<T>): T | null {
|
||||
try {
|
||||
return this.resolve(type);
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查服务是否已注册
|
||||
*
|
||||
* @param type - 服务类型
|
||||
* @returns 是否已注册
|
||||
*/
|
||||
public isRegistered<T extends IService>(type: ServiceType<T>): boolean {
|
||||
return this._services.has(type as ServiceType<IService>);
|
||||
}
|
||||
|
||||
/**
|
||||
* 注销服务
|
||||
*
|
||||
* @param type - 服务类型
|
||||
* @returns 是否成功注销
|
||||
*/
|
||||
public unregister<T extends IService>(type: ServiceType<T>): boolean {
|
||||
const registration = this._services.get(type as ServiceType<IService>);
|
||||
if (!registration) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 如果有单例实例,调用 dispose
|
||||
if (registration.instance) {
|
||||
// 从可更新列表中移除
|
||||
const index = this._updatableServices.findIndex(item => item.instance === registration.instance);
|
||||
if (index !== -1) {
|
||||
this._updatableServices.splice(index, 1);
|
||||
}
|
||||
|
||||
registration.instance.dispose();
|
||||
}
|
||||
|
||||
this._services.delete(type as ServiceType<IService>);
|
||||
logger.debug(`Unregistered service: ${type.name}`);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 清空所有服务
|
||||
*/
|
||||
public clear(): void {
|
||||
// 清理所有单例实例
|
||||
for (const [, registration] of this._services) {
|
||||
if (registration.instance) {
|
||||
registration.instance.dispose();
|
||||
}
|
||||
}
|
||||
|
||||
this._services.clear();
|
||||
this._updatableServices = [];
|
||||
logger.debug('Cleared all services');
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有已注册的服务类型
|
||||
*
|
||||
* @returns 服务类型数组
|
||||
*/
|
||||
public getRegisteredServices(): ServiceType<IService>[] {
|
||||
return Array.from(this._services.keys());
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新所有使用@Updatable装饰器标记的服务
|
||||
*
|
||||
* 此方法会按优先级顺序遍历所有可更新的服务并调用它们的update方法。
|
||||
* 所有服务在注册时已经由@Updatable装饰器验证过必须实现IUpdatable接口。
|
||||
* 通常在Core的主更新循环中调用。
|
||||
*
|
||||
* @param deltaTime - 可选的帧时间间隔(秒)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 在Core的update方法中
|
||||
* this._serviceContainer.updateAll(deltaTime);
|
||||
* ```
|
||||
*/
|
||||
public updateAll(deltaTime?: number): void {
|
||||
for (const { instance } of this._updatableServices) {
|
||||
instance.update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有可更新的服务数量
|
||||
*
|
||||
* @returns 可更新服务的数量
|
||||
*/
|
||||
public getUpdatableCount(): number {
|
||||
return this._updatableServices.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有已实例化的服务实例
|
||||
*
|
||||
* @returns 所有服务实例的数组
|
||||
*/
|
||||
public getAll(): IService[] {
|
||||
const instances: IService[] = [];
|
||||
|
||||
for (const descriptor of this._services.values()) {
|
||||
if (descriptor.instance) {
|
||||
instances.push(descriptor.instance);
|
||||
}
|
||||
}
|
||||
|
||||
return instances;
|
||||
}
|
||||
}
|
||||
@@ -2,19 +2,29 @@ import type { IComponent } from '../Types';
|
||||
|
||||
/**
|
||||
* 游戏组件基类
|
||||
*
|
||||
* ECS架构中的组件(Component),用于实现具体的游戏功能。
|
||||
* 组件包含数据和行为,可以被添加到实体上以扩展实体的功能。
|
||||
*
|
||||
*
|
||||
* ECS架构中的组件(Component)应该是纯数据容器。
|
||||
* 所有游戏逻辑应该在 EntitySystem 中实现,而不是在组件内部。
|
||||
*
|
||||
* @example
|
||||
* 推荐做法:纯数据组件
|
||||
* ```typescript
|
||||
* class HealthComponent extends Component {
|
||||
* public health: number = 100;
|
||||
*
|
||||
* public takeDamage(damage: number): void {
|
||||
* this.health -= damage;
|
||||
* if (this.health <= 0) {
|
||||
* this.entity.destroy();
|
||||
* public maxHealth: number = 100;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* @example
|
||||
* 推荐做法:在 System 中处理逻辑
|
||||
* ```typescript
|
||||
* class HealthSystem extends EntitySystem {
|
||||
* process(entities: Entity[]): void {
|
||||
* for (const entity of entities) {
|
||||
* const health = entity.getComponent(HealthComponent);
|
||||
* if (health && health.health <= 0) {
|
||||
* entity.destroy();
|
||||
* }
|
||||
* }
|
||||
* }
|
||||
* }
|
||||
@@ -23,137 +33,56 @@ import type { IComponent } from '../Types';
|
||||
export abstract class Component implements IComponent {
|
||||
/**
|
||||
* 组件ID生成器
|
||||
*
|
||||
*
|
||||
* 用于为每个组件分配唯一的ID。
|
||||
*/
|
||||
public static _idGenerator: number = 0;
|
||||
|
||||
|
||||
/**
|
||||
* 组件唯一标识符
|
||||
*
|
||||
*
|
||||
* 在整个游戏生命周期中唯一的数字ID。
|
||||
*/
|
||||
public readonly id: number;
|
||||
|
||||
|
||||
/**
|
||||
* 组件所属的实体
|
||||
*
|
||||
* 指向拥有此组件的实体实例。
|
||||
* 所属实体ID
|
||||
*
|
||||
* 存储实体ID而非引用,避免循环引用,符合ECS数据导向设计。
|
||||
*/
|
||||
public entity!: Entity;
|
||||
|
||||
/**
|
||||
* 组件启用状态
|
||||
*
|
||||
* 控制组件是否参与更新循环。
|
||||
*/
|
||||
private _enabled: boolean = true;
|
||||
|
||||
/**
|
||||
* 更新顺序
|
||||
*
|
||||
* 决定组件在更新循环中的执行顺序。
|
||||
*/
|
||||
private _updateOrder: number = 0;
|
||||
public entityId: number | null = null;
|
||||
|
||||
/**
|
||||
* 创建组件实例
|
||||
*
|
||||
*
|
||||
* 自动分配唯一ID给组件。
|
||||
*/
|
||||
constructor() {
|
||||
this.id = Component._idGenerator++;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件启用状态
|
||||
*
|
||||
* 组件的实际启用状态取决于自身状态和所属实体的状态。
|
||||
*
|
||||
* @returns 如果组件和所属实体都启用则返回true
|
||||
*/
|
||||
public get enabled(): boolean {
|
||||
return this.entity ? this.entity.enabled && this._enabled : this._enabled;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置组件启用状态
|
||||
*
|
||||
* 当状态改变时会触发相应的生命周期回调。
|
||||
*
|
||||
* @param value - 新的启用状态
|
||||
*/
|
||||
public set enabled(value: boolean) {
|
||||
if (this._enabled !== value) {
|
||||
this._enabled = value;
|
||||
if (this._enabled) {
|
||||
this.onEnabled();
|
||||
} else {
|
||||
this.onDisabled();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取更新顺序
|
||||
*
|
||||
* @returns 组件的更新顺序值
|
||||
*/
|
||||
public get updateOrder(): number {
|
||||
return this._updateOrder;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置更新顺序
|
||||
*
|
||||
* @param value - 新的更新顺序值
|
||||
*/
|
||||
public set updateOrder(value: number) {
|
||||
this._updateOrder = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件添加到实体时的回调
|
||||
*
|
||||
*
|
||||
* 当组件被添加到实体时调用,可以在此方法中进行初始化操作。
|
||||
*
|
||||
* @remarks
|
||||
* 这是一个生命周期钩子,用于组件的初始化逻辑。
|
||||
* 虽然保留此方法,但建议将复杂的初始化逻辑放在 System 中处理。
|
||||
*/
|
||||
public onAddedToEntity(): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件从实体移除时的回调
|
||||
*
|
||||
*
|
||||
* 当组件从实体中移除时调用,可以在此方法中进行清理操作。
|
||||
*
|
||||
* @remarks
|
||||
* 这是一个生命周期钩子,用于组件的清理逻辑。
|
||||
* 虽然保留此方法,但建议将复杂的清理逻辑放在 System 中处理。
|
||||
*/
|
||||
public onRemovedFromEntity(): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件启用时的回调
|
||||
*
|
||||
* 当组件被启用时调用。
|
||||
*/
|
||||
public onEnabled(): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件禁用时的回调
|
||||
*
|
||||
* 当组件被禁用时调用。
|
||||
*/
|
||||
public onDisabled(): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新组件
|
||||
*
|
||||
* 每帧调用,用于更新组件的逻辑。
|
||||
* 子类应该重写此方法来实现具体的更新逻辑。
|
||||
*/
|
||||
public update(): void {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 避免循环引用,在文件末尾导入Entity
|
||||
import type { Entity } from './Entity';
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
/**
|
||||
* 可更新接口
|
||||
* 当添加到组件时,只要组件和实体被启用,就会在每帧调用update方法
|
||||
*/
|
||||
export interface IUpdatable {
|
||||
enabled: boolean;
|
||||
updateOrder: number;
|
||||
update(): void;
|
||||
}
|
||||
|
||||
/**
|
||||
* 用于比较组件更新排序的比较器
|
||||
*/
|
||||
export class IUpdatableComparer {
|
||||
public compare(a: IUpdatable, b: IUpdatable): number {
|
||||
return a.updateOrder - b.updateOrder;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查对象是否实现了IUpdatable接口
|
||||
* @param props 要检查的对象
|
||||
* @returns 如果实现了IUpdatable接口返回true,否则返回false
|
||||
*/
|
||||
export function isIUpdatable(props: any): props is IUpdatable {
|
||||
return typeof (props as IUpdatable)['update'] !== 'undefined';
|
||||
}
|
||||
@@ -1,64 +0,0 @@
|
||||
import type { Scene } from '../Scene';
|
||||
|
||||
/**
|
||||
* 场景组件基类
|
||||
* 附加到场景的组件,用于实现场景级别的功能
|
||||
*/
|
||||
export class SceneComponent {
|
||||
/** 组件所属的场景 */
|
||||
public scene!: Scene;
|
||||
/** 更新顺序 */
|
||||
public updateOrder: number = 0;
|
||||
/** 是否启用 */
|
||||
private _enabled: boolean = true;
|
||||
|
||||
/** 获取是否启用 */
|
||||
public get enabled(): boolean {
|
||||
return this._enabled;
|
||||
}
|
||||
|
||||
/** 设置是否启用 */
|
||||
public set enabled(value: boolean) {
|
||||
if (this._enabled !== value) {
|
||||
this._enabled = value;
|
||||
if (this._enabled) {
|
||||
this.onEnabled();
|
||||
} else {
|
||||
this.onDisabled();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 当组件启用时调用
|
||||
*/
|
||||
public onEnabled(): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* 当组件禁用时调用
|
||||
*/
|
||||
public onDisabled(): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* 当组件从场景中移除时调用
|
||||
*/
|
||||
public onRemovedFromScene(): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* 每帧更新
|
||||
*/
|
||||
public update(): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* 比较组件的更新顺序
|
||||
* @param other 其他组件
|
||||
* @returns 比较结果
|
||||
*/
|
||||
public compare(other: SceneComponent): number {
|
||||
return this.updateOrder - other.updateOrder;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,12 @@
|
||||
import { Entity } from '../Entity';
|
||||
import { ComponentType } from './ComponentStorage';
|
||||
import { getComponentTypeName } from '../Decorators';
|
||||
import { BitMask64Data, BitMask64Utils, ComponentTypeManager } from "../Utils";
|
||||
import { BitMaskHashMap } from "../Utils/BitMaskHashMap";
|
||||
|
||||
/**
|
||||
* 原型标识符
|
||||
*/
|
||||
export type ArchetypeId = string;
|
||||
export type ArchetypeId = BitMask64Data;
|
||||
|
||||
/**
|
||||
* 原型数据结构
|
||||
@@ -15,12 +16,8 @@ export interface Archetype {
|
||||
id: ArchetypeId;
|
||||
/** 包含的组件类型 */
|
||||
componentTypes: ComponentType[];
|
||||
/** 属于该原型的实体列表 */
|
||||
entities: Entity[];
|
||||
/** 原型创建时间 */
|
||||
createdAt: number;
|
||||
/** 最后更新时间 */
|
||||
updatedAt: number;
|
||||
/** 属于该原型的实体集合 */
|
||||
entities: Set<Entity>;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -31,10 +28,6 @@ export interface ArchetypeQueryResult {
|
||||
archetypes: Archetype[];
|
||||
/** 所有匹配实体的总数 */
|
||||
totalEntities: number;
|
||||
/** 查询执行时间(毫秒) */
|
||||
executionTime: number;
|
||||
/** 是否使用了缓存 */
|
||||
fromCache: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -44,22 +37,19 @@ export interface ArchetypeQueryResult {
|
||||
*/
|
||||
export class ArchetypeSystem {
|
||||
/** 所有原型的映射表 */
|
||||
private _archetypes = new Map<ArchetypeId, Archetype>();
|
||||
|
||||
private _archetypes = new BitMaskHashMap<Archetype>();
|
||||
|
||||
/** 实体到原型的映射 */
|
||||
private _entityToArchetype = new Map<Entity, Archetype>();
|
||||
|
||||
|
||||
/** 组件类型到原型的映射 */
|
||||
private _componentToArchetypes = new Map<ComponentType, Set<Archetype>>();
|
||||
|
||||
/** 查询缓存 */
|
||||
private _queryCache = new Map<string, {
|
||||
result: ArchetypeQueryResult;
|
||||
timestamp: number;
|
||||
}>();
|
||||
|
||||
private _cacheTimeout = 5000;
|
||||
private _maxCacheSize = 100;
|
||||
|
||||
/** 实体组件类型缓存 */
|
||||
private _entityComponentTypesCache = new Map<Entity, ComponentType[]>();
|
||||
|
||||
/** 所有原型 */
|
||||
private _allArchetypes: Archetype[] = [];
|
||||
|
||||
/**
|
||||
* 添加实体到原型系统
|
||||
@@ -67,18 +57,14 @@ export class ArchetypeSystem {
|
||||
public addEntity(entity: Entity): void {
|
||||
const componentTypes = this.getEntityComponentTypes(entity);
|
||||
const archetypeId = this.generateArchetypeId(componentTypes);
|
||||
|
||||
|
||||
let archetype = this._archetypes.get(archetypeId);
|
||||
if (!archetype) {
|
||||
archetype = this.createArchetype(componentTypes);
|
||||
}
|
||||
|
||||
archetype.entities.push(entity);
|
||||
archetype.updatedAt = Date.now();
|
||||
|
||||
archetype.entities.add(entity);
|
||||
this._entityToArchetype.set(entity, archetype);
|
||||
|
||||
this.updateComponentIndexes(archetype, componentTypes, true);
|
||||
this.invalidateQueryCache();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -87,48 +73,111 @@ export class ArchetypeSystem {
|
||||
public removeEntity(entity: Entity): void {
|
||||
const archetype = this._entityToArchetype.get(entity);
|
||||
if (!archetype) return;
|
||||
|
||||
const index = archetype.entities.indexOf(entity);
|
||||
if (index !== -1) {
|
||||
archetype.entities.splice(index, 1);
|
||||
archetype.updatedAt = Date.now();
|
||||
}
|
||||
|
||||
|
||||
archetype.entities.delete(entity);
|
||||
|
||||
// 清理实体相关缓存
|
||||
this._entityComponentTypesCache.delete(entity);
|
||||
this._entityToArchetype.delete(entity);
|
||||
this.invalidateQueryCache();
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新实体的原型归属
|
||||
*
|
||||
* 当实体的组件组合发生变化时调用此方法,将实体从旧原型移动到新原型。
|
||||
* 如果新的组件组合对应的原型不存在,将自动创建新原型。
|
||||
*
|
||||
* @param entity 要更新的实体
|
||||
*/
|
||||
public updateEntity(entity: Entity): void {
|
||||
const currentArchetype = this._entityToArchetype.get(entity);
|
||||
|
||||
// 清理实体组件类型缓存,强制重新计算
|
||||
this._entityComponentTypesCache.delete(entity);
|
||||
const newComponentTypes = this.getEntityComponentTypes(entity);
|
||||
const newArchetypeId = this.generateArchetypeId(newComponentTypes);
|
||||
|
||||
// 如果实体已在正确的原型中,无需更新
|
||||
if (currentArchetype && currentArchetype.id === newArchetypeId) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 从旧原型中移除实体
|
||||
if (currentArchetype) {
|
||||
currentArchetype.entities.delete(entity);
|
||||
}
|
||||
|
||||
// 获取或创建新原型
|
||||
let newArchetype = this._archetypes.get(newArchetypeId);
|
||||
if (!newArchetype) {
|
||||
newArchetype = this.createArchetype(newComponentTypes);
|
||||
}
|
||||
|
||||
// 将实体添加到新原型
|
||||
newArchetype.entities.add(entity);
|
||||
this._entityToArchetype.set(entity, newArchetype);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询包含指定组件组合的原型
|
||||
*
|
||||
* @param componentTypes 要查询的组件类型列表
|
||||
* @param operation 查询操作类型:'AND'(包含所有)或 'OR'(包含任意)
|
||||
* @returns 匹配的原型列表及实体总数
|
||||
*/
|
||||
public queryArchetypes(componentTypes: ComponentType[], operation: 'AND' | 'OR' = 'AND'): ArchetypeQueryResult {
|
||||
const startTime = performance.now();
|
||||
|
||||
const cacheKey = `${operation}:${componentTypes.map(t => getComponentTypeName(t)).sort().join(',')}`;
|
||||
|
||||
// 检查缓存
|
||||
const cached = this._queryCache.get(cacheKey);
|
||||
if (cached && (Date.now() - cached.timestamp < this._cacheTimeout)) {
|
||||
return {
|
||||
...cached.result,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: true
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
const matchingArchetypes: Archetype[] = [];
|
||||
let totalEntities = 0;
|
||||
|
||||
|
||||
if (operation === 'AND') {
|
||||
for (const archetype of this._archetypes.values()) {
|
||||
if (this.archetypeContainsAllComponents(archetype, componentTypes)) {
|
||||
if (componentTypes.length === 0) {
|
||||
for (const archetype of this._allArchetypes) {
|
||||
matchingArchetypes.push(archetype);
|
||||
totalEntities += archetype.entities.length;
|
||||
totalEntities += archetype.entities.size;
|
||||
}
|
||||
return { archetypes: matchingArchetypes, totalEntities };
|
||||
}
|
||||
|
||||
if (componentTypes.length === 1) {
|
||||
const archetypes = this._componentToArchetypes.get(componentTypes[0]);
|
||||
if (archetypes) {
|
||||
for (const archetype of archetypes) {
|
||||
matchingArchetypes.push(archetype);
|
||||
totalEntities += archetype.entities.size;
|
||||
}
|
||||
}
|
||||
return { archetypes: matchingArchetypes, totalEntities };
|
||||
}
|
||||
|
||||
let smallestSet: Set<Archetype> | undefined;
|
||||
let smallestSize = Infinity;
|
||||
|
||||
for (const componentType of componentTypes) {
|
||||
const archetypes = this._componentToArchetypes.get(componentType);
|
||||
if (!archetypes || archetypes.size === 0) {
|
||||
return { archetypes: [], totalEntities: 0 };
|
||||
}
|
||||
if (archetypes.size < smallestSize) {
|
||||
smallestSize = archetypes.size;
|
||||
smallestSet = archetypes;
|
||||
}
|
||||
}
|
||||
|
||||
const queryMask = this.generateArchetypeId(componentTypes);
|
||||
|
||||
if (smallestSet) {
|
||||
for (const archetype of smallestSet) {
|
||||
if (BitMask64Utils.hasAll(archetype.id, queryMask)) {
|
||||
matchingArchetypes.push(archetype);
|
||||
totalEntities += archetype.entities.size;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
const foundArchetypes = new Set<Archetype>();
|
||||
|
||||
|
||||
for (const componentType of componentTypes) {
|
||||
const archetypes = this._componentToArchetypes.get(componentType);
|
||||
if (archetypes) {
|
||||
@@ -137,27 +186,17 @@ export class ArchetypeSystem {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (const archetype of foundArchetypes) {
|
||||
matchingArchetypes.push(archetype);
|
||||
totalEntities += archetype.entities.length;
|
||||
totalEntities += archetype.entities.size;
|
||||
}
|
||||
}
|
||||
|
||||
const result: ArchetypeQueryResult = {
|
||||
|
||||
return {
|
||||
archetypes: matchingArchetypes,
|
||||
totalEntities,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: false
|
||||
totalEntities
|
||||
};
|
||||
|
||||
// 缓存结果
|
||||
this._queryCache.set(cacheKey, {
|
||||
result,
|
||||
timestamp: Date.now()
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -171,9 +210,27 @@ export class ArchetypeSystem {
|
||||
* 获取所有原型
|
||||
*/
|
||||
public getAllArchetypes(): Archetype[] {
|
||||
return Array.from(this._archetypes.values());
|
||||
return this._allArchetypes.slice();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 获取包含指定组件类型的所有实体
|
||||
*/
|
||||
public getEntitiesByComponent(componentType: ComponentType): Entity[] {
|
||||
const archetypes = this._componentToArchetypes.get(componentType);
|
||||
if (!archetypes || archetypes.size === 0) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const entities: Entity[] = [];
|
||||
for (const archetype of archetypes) {
|
||||
for (const entity of archetype.entities) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
return entities;
|
||||
}
|
||||
|
||||
/**
|
||||
* 清空所有数据
|
||||
*/
|
||||
@@ -181,24 +238,38 @@ export class ArchetypeSystem {
|
||||
this._archetypes.clear();
|
||||
this._entityToArchetype.clear();
|
||||
this._componentToArchetypes.clear();
|
||||
this._queryCache.clear();
|
||||
this._entityComponentTypesCache.clear();
|
||||
this._allArchetypes = [];
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 更新所有原型数组
|
||||
*/
|
||||
private updateAllArchetypeArrays(): void {
|
||||
this._allArchetypes = [];
|
||||
for (let archetype of this._archetypes.values()) {
|
||||
this._allArchetypes.push(archetype);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取实体的组件类型列表
|
||||
*/
|
||||
private getEntityComponentTypes(entity: Entity): ComponentType[] {
|
||||
return entity.components.map(component => component.constructor as ComponentType);
|
||||
let componentTypes = this._entityComponentTypesCache.get(entity);
|
||||
if (!componentTypes) {
|
||||
componentTypes = entity.components.map(component => component.constructor as ComponentType);
|
||||
this._entityComponentTypesCache.set(entity, componentTypes);
|
||||
}
|
||||
return componentTypes;
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成原型ID
|
||||
*/
|
||||
private generateArchetypeId(componentTypes: ComponentType[]): ArchetypeId {
|
||||
return componentTypes
|
||||
.map(type => getComponentTypeName(type))
|
||||
.sort()
|
||||
.join('|');
|
||||
let entityBits = ComponentTypeManager.instance.getEntityBits(componentTypes);
|
||||
return entityBits.getValue();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -206,57 +277,26 @@ export class ArchetypeSystem {
|
||||
*/
|
||||
private createArchetype(componentTypes: ComponentType[]): Archetype {
|
||||
const id = this.generateArchetypeId(componentTypes);
|
||||
|
||||
|
||||
const archetype: Archetype = {
|
||||
id,
|
||||
componentTypes: [...componentTypes],
|
||||
entities: [],
|
||||
createdAt: Date.now(),
|
||||
updatedAt: Date.now()
|
||||
entities: new Set<Entity>()
|
||||
};
|
||||
|
||||
this._archetypes.set(id, archetype);
|
||||
return archetype;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查原型是否包含所有指定组件
|
||||
*/
|
||||
private archetypeContainsAllComponents(archetype: Archetype, componentTypes: ComponentType[]): boolean {
|
||||
for (const componentType of componentTypes) {
|
||||
if (!archetype.componentTypes.includes(componentType)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新组件索引
|
||||
*/
|
||||
private updateComponentIndexes(archetype: Archetype, componentTypes: ComponentType[], add: boolean): void {
|
||||
this._archetypes.set(id,archetype);
|
||||
this.updateAllArchetypeArrays();
|
||||
|
||||
for (const componentType of componentTypes) {
|
||||
let archetypes = this._componentToArchetypes.get(componentType);
|
||||
if (!archetypes) {
|
||||
archetypes = new Set();
|
||||
this._componentToArchetypes.set(componentType, archetypes);
|
||||
}
|
||||
|
||||
if (add) {
|
||||
archetypes.add(archetype);
|
||||
} else {
|
||||
archetypes.delete(archetype);
|
||||
if (archetypes.size === 0) {
|
||||
this._componentToArchetypes.delete(componentType);
|
||||
}
|
||||
}
|
||||
archetypes.add(archetype);
|
||||
}
|
||||
|
||||
return archetype;
|
||||
}
|
||||
|
||||
/**
|
||||
* 使查询缓存失效
|
||||
*/
|
||||
private invalidateQueryCache(): void {
|
||||
this._queryCache.clear();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -1,181 +0,0 @@
|
||||
import { Entity } from '../Entity';
|
||||
import { ComponentType } from './ComponentStorage';
|
||||
import { ComponentSparseSet } from '../Utils/ComponentSparseSet';
|
||||
|
||||
|
||||
/**
|
||||
* 索引统计信息
|
||||
*/
|
||||
export interface IndexStats {
|
||||
/** 索引大小 */
|
||||
size: number;
|
||||
/** 内存使用量(字节) */
|
||||
memoryUsage: number;
|
||||
/** 查询次数 */
|
||||
queryCount: number;
|
||||
/** 平均查询时间(毫秒) */
|
||||
avgQueryTime: number;
|
||||
/** 最后更新时间 */
|
||||
lastUpdated: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件索引接口
|
||||
*/
|
||||
export interface IComponentIndex {
|
||||
/** 添加实体到索引 */
|
||||
addEntity(entity: Entity): void;
|
||||
/** 从索引中移除实体 */
|
||||
removeEntity(entity: Entity): void;
|
||||
/** 查询包含指定组件的实体 */
|
||||
query(componentType: ComponentType): Set<Entity>;
|
||||
/** 批量查询多个组件 */
|
||||
queryMultiple(componentTypes: ComponentType[], operation: 'AND' | 'OR'): Set<Entity>;
|
||||
/** 清空索引 */
|
||||
clear(): void;
|
||||
/** 获取索引统计信息 */
|
||||
getStats(): IndexStats;
|
||||
}
|
||||
|
||||
/**
|
||||
* 通用组件索引实现
|
||||
*
|
||||
* 基于Sparse Set算法:
|
||||
* - O(1)的实体添加、删除、查找
|
||||
* - 高效的位运算查询
|
||||
* - 内存紧凑的存储结构
|
||||
* - 缓存友好的遍历性能
|
||||
*/
|
||||
export class ComponentIndex implements IComponentIndex {
|
||||
|
||||
/**
|
||||
* 组件稀疏集合
|
||||
*
|
||||
* 核心存储结构,处理所有实体和组件的索引操作。
|
||||
*/
|
||||
private _sparseSet: ComponentSparseSet;
|
||||
|
||||
// 性能统计
|
||||
private _queryCount = 0;
|
||||
private _totalQueryTime = 0;
|
||||
private _lastUpdated = Date.now();
|
||||
|
||||
constructor() {
|
||||
this._sparseSet = new ComponentSparseSet();
|
||||
}
|
||||
|
||||
public addEntity(entity: Entity): void {
|
||||
this._sparseSet.addEntity(entity);
|
||||
this._lastUpdated = Date.now();
|
||||
}
|
||||
|
||||
public removeEntity(entity: Entity): void {
|
||||
this._sparseSet.removeEntity(entity);
|
||||
this._lastUpdated = Date.now();
|
||||
}
|
||||
|
||||
public query(componentType: ComponentType): Set<Entity> {
|
||||
const startTime = performance.now();
|
||||
const result = this._sparseSet.queryByComponent(componentType);
|
||||
|
||||
this._queryCount++;
|
||||
this._totalQueryTime += performance.now() - startTime;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public queryMultiple(componentTypes: ComponentType[], operation: 'AND' | 'OR'): Set<Entity> {
|
||||
const startTime = performance.now();
|
||||
|
||||
let result: Set<Entity>;
|
||||
|
||||
if (componentTypes.length === 0) {
|
||||
result = new Set();
|
||||
} else if (componentTypes.length === 1) {
|
||||
result = this.query(componentTypes[0]);
|
||||
} else if (operation === 'AND') {
|
||||
result = this._sparseSet.queryMultipleAnd(componentTypes);
|
||||
} else {
|
||||
result = this._sparseSet.queryMultipleOr(componentTypes);
|
||||
}
|
||||
|
||||
this._queryCount++;
|
||||
this._totalQueryTime += performance.now() - startTime;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
public clear(): void {
|
||||
this._sparseSet.clear();
|
||||
this._lastUpdated = Date.now();
|
||||
}
|
||||
|
||||
public getStats(): IndexStats {
|
||||
const memoryStats = this._sparseSet.getMemoryStats();
|
||||
|
||||
return {
|
||||
size: this._sparseSet.size,
|
||||
memoryUsage: memoryStats.totalMemory,
|
||||
queryCount: this._queryCount,
|
||||
avgQueryTime: this._queryCount > 0 ? this._totalQueryTime / this._queryCount : 0,
|
||||
lastUpdated: this._lastUpdated
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 组件索引管理器
|
||||
*
|
||||
* 使用统一的组件索引实现,自动优化查询性能。
|
||||
*/
|
||||
export class ComponentIndexManager {
|
||||
private _index: ComponentIndex;
|
||||
|
||||
constructor() {
|
||||
this._index = new ComponentIndex();
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加实体到索引
|
||||
*/
|
||||
public addEntity(entity: Entity): void {
|
||||
this._index.addEntity(entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从索引中移除实体
|
||||
*/
|
||||
public removeEntity(entity: Entity): void {
|
||||
this._index.removeEntity(entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询包含指定组件的实体
|
||||
*/
|
||||
public query(componentType: ComponentType): Set<Entity> {
|
||||
return this._index.query(componentType);
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量查询多个组件
|
||||
*/
|
||||
public queryMultiple(componentTypes: ComponentType[], operation: 'AND' | 'OR'): Set<Entity> {
|
||||
return this._index.queryMultiple(componentTypes, operation);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取索引统计信息
|
||||
*/
|
||||
public getStats(): IndexStats {
|
||||
return this._index.getStats();
|
||||
}
|
||||
|
||||
/**
|
||||
* 清空索引
|
||||
*/
|
||||
public clear(): void {
|
||||
this._index.clear();
|
||||
}
|
||||
}
|
||||
@@ -8,24 +8,41 @@ export class ComponentPool<T extends Component> {
|
||||
private createFn: () => T;
|
||||
private resetFn?: (component: T) => void;
|
||||
private maxSize: number;
|
||||
private minSize: number;
|
||||
private growthFactor: number;
|
||||
|
||||
private stats = {
|
||||
totalCreated: 0,
|
||||
totalAcquired: 0,
|
||||
totalReleased: 0
|
||||
};
|
||||
|
||||
constructor(
|
||||
createFn: () => T,
|
||||
resetFn?: (component: T) => void,
|
||||
maxSize: number = 1000
|
||||
maxSize: number = 1000,
|
||||
minSize: number = 10,
|
||||
growthFactor: number = 1.5
|
||||
) {
|
||||
this.createFn = createFn;
|
||||
this.resetFn = resetFn;
|
||||
this.maxSize = maxSize;
|
||||
this.minSize = Math.max(1, minSize);
|
||||
this.growthFactor = Math.max(1.1, growthFactor);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取一个组件实例
|
||||
*/
|
||||
acquire(): T {
|
||||
this.stats.totalAcquired++;
|
||||
|
||||
if (this.pool.length > 0) {
|
||||
return this.pool.pop()!;
|
||||
}
|
||||
|
||||
this.stats.totalCreated++;
|
||||
|
||||
return this.createFn();
|
||||
}
|
||||
|
||||
@@ -33,20 +50,41 @@ export class ComponentPool<T extends Component> {
|
||||
* 释放一个组件实例回池中
|
||||
*/
|
||||
release(component: T): void {
|
||||
if (this.pool.length < this.maxSize) {
|
||||
if (this.resetFn) {
|
||||
this.resetFn(component);
|
||||
}
|
||||
this.pool.push(component);
|
||||
this.stats.totalReleased++;
|
||||
|
||||
if (this.pool.length >= this.maxSize) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.resetFn) {
|
||||
this.resetFn(component);
|
||||
}
|
||||
|
||||
this.pool.push(component);
|
||||
}
|
||||
|
||||
/**
|
||||
* 预填充对象池
|
||||
*/
|
||||
prewarm(count: number): void {
|
||||
for (let i = 0; i < count && this.pool.length < this.maxSize; i++) {
|
||||
this.pool.push(this.createFn());
|
||||
const targetCount = Math.min(count, this.maxSize);
|
||||
|
||||
for (let i = this.pool.length; i < targetCount; i++) {
|
||||
const component = this.createFn();
|
||||
if (this.resetFn) {
|
||||
this.resetFn(component);
|
||||
}
|
||||
this.pool.push(component);
|
||||
this.stats.totalCreated++;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 自动收缩池大小
|
||||
*/
|
||||
shrink(): void {
|
||||
while (this.pool.length > this.minSize) {
|
||||
this.pool.pop();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,6 +108,35 @@ export class ComponentPool<T extends Component> {
|
||||
getMaxSize(): number {
|
||||
return this.maxSize;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取统计信息
|
||||
*/
|
||||
getStats() {
|
||||
const hitRate = this.stats.totalAcquired === 0
|
||||
? 0
|
||||
: (this.stats.totalAcquired - this.stats.totalCreated) / this.stats.totalAcquired;
|
||||
|
||||
return {
|
||||
totalCreated: this.stats.totalCreated,
|
||||
totalAcquired: this.stats.totalAcquired,
|
||||
totalReleased: this.stats.totalReleased,
|
||||
hitRate: hitRate,
|
||||
currentSize: this.pool.length,
|
||||
maxSize: this.maxSize,
|
||||
minSize: this.minSize,
|
||||
utilizationRate: this.pool.length / this.maxSize
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 组件使用追踪
|
||||
*/
|
||||
interface ComponentUsageTracker {
|
||||
createCount: number;
|
||||
releaseCount: number;
|
||||
lastAccessTime: number;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -78,6 +145,10 @@ export class ComponentPool<T extends Component> {
|
||||
export class ComponentPoolManager {
|
||||
private static instance: ComponentPoolManager;
|
||||
private pools = new Map<string, ComponentPool<any>>();
|
||||
private usageTracker = new Map<string, ComponentUsageTracker>();
|
||||
|
||||
private autoCleanupInterval = 60000;
|
||||
private lastCleanupTime = 0;
|
||||
|
||||
private constructor() {}
|
||||
|
||||
@@ -95,9 +166,16 @@ export class ComponentPoolManager {
|
||||
componentName: string,
|
||||
createFn: () => T,
|
||||
resetFn?: (component: T) => void,
|
||||
maxSize?: number
|
||||
maxSize?: number,
|
||||
minSize?: number
|
||||
): void {
|
||||
this.pools.set(componentName, new ComponentPool(createFn, resetFn, maxSize));
|
||||
this.pools.set(componentName, new ComponentPool(createFn, resetFn, maxSize, minSize));
|
||||
|
||||
this.usageTracker.set(componentName, {
|
||||
createCount: 0,
|
||||
releaseCount: 0,
|
||||
lastAccessTime: Date.now()
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -105,6 +183,9 @@ export class ComponentPoolManager {
|
||||
*/
|
||||
acquireComponent<T extends Component>(componentName: string): T | null {
|
||||
const pool = this.pools.get(componentName);
|
||||
|
||||
this.trackUsage(componentName, 'create');
|
||||
|
||||
return pool ? pool.acquire() : null;
|
||||
}
|
||||
|
||||
@@ -113,11 +194,71 @@ export class ComponentPoolManager {
|
||||
*/
|
||||
releaseComponent<T extends Component>(componentName: string, component: T): void {
|
||||
const pool = this.pools.get(componentName);
|
||||
|
||||
this.trackUsage(componentName, 'release');
|
||||
|
||||
if (pool) {
|
||||
pool.release(component);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 追踪使用情况
|
||||
*/
|
||||
private trackUsage(componentName: string, action: 'create' | 'release'): void {
|
||||
let tracker = this.usageTracker.get(componentName);
|
||||
|
||||
if (!tracker) {
|
||||
tracker = {
|
||||
createCount: 0,
|
||||
releaseCount: 0,
|
||||
lastAccessTime: Date.now()
|
||||
};
|
||||
this.usageTracker.set(componentName, tracker);
|
||||
}
|
||||
|
||||
if (action === 'create') {
|
||||
tracker.createCount++;
|
||||
} else {
|
||||
tracker.releaseCount++;
|
||||
}
|
||||
|
||||
tracker.lastAccessTime = Date.now();
|
||||
}
|
||||
|
||||
/**
|
||||
* 自动清理(定期调用)
|
||||
*/
|
||||
public update(): void {
|
||||
const now = Date.now();
|
||||
|
||||
if (now - this.lastCleanupTime < this.autoCleanupInterval) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (const [name, tracker] of this.usageTracker.entries()) {
|
||||
const inactive = now - tracker.lastAccessTime > 120000;
|
||||
|
||||
if (inactive) {
|
||||
const pool = this.pools.get(name);
|
||||
if (pool) {
|
||||
pool.shrink();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.lastCleanupTime = now;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取热点组件列表
|
||||
*/
|
||||
public getHotComponents(threshold: number = 100): string[] {
|
||||
return Array.from(this.usageTracker.entries())
|
||||
.filter(([_, tracker]) => tracker.createCount > threshold)
|
||||
.map(([name]) => name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 预热所有池
|
||||
*/
|
||||
@@ -137,10 +278,28 @@ export class ComponentPoolManager {
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置管理器,移除所有注册的池
|
||||
* 重置管理器
|
||||
*/
|
||||
reset(): void {
|
||||
this.pools.clear();
|
||||
this.usageTracker.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取全局统计信息
|
||||
*/
|
||||
getGlobalStats() {
|
||||
const stats: any[] = [];
|
||||
|
||||
for (const [name, pool] of this.pools.entries()) {
|
||||
stats.push({
|
||||
componentName: name,
|
||||
poolStats: pool.getStats(),
|
||||
usage: this.usageTracker.get(name)
|
||||
});
|
||||
}
|
||||
|
||||
return stats;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -158,7 +317,7 @@ export class ComponentPoolManager {
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取池利用率信息(用于调试)
|
||||
* 获取池利用率信息
|
||||
*/
|
||||
getPoolUtilization(): Map<string, { used: number; total: number; utilization: number }> {
|
||||
const utilization = new Map();
|
||||
@@ -167,7 +326,7 @@ export class ComponentPoolManager {
|
||||
const maxSize = pool.getMaxSize();
|
||||
const used = maxSize - available;
|
||||
const utilRate = maxSize > 0 ? (used / maxSize * 100) : 0;
|
||||
|
||||
|
||||
utilization.set(name, {
|
||||
used: used,
|
||||
total: maxSize,
|
||||
@@ -183,11 +342,11 @@ export class ComponentPoolManager {
|
||||
getComponentUtilization(componentName: string): number {
|
||||
const pool = this.pools.get(componentName);
|
||||
if (!pool) return 0;
|
||||
|
||||
|
||||
const available = pool.getAvailableCount();
|
||||
const maxSize = pool.getMaxSize();
|
||||
const used = maxSize - available;
|
||||
|
||||
|
||||
return maxSize > 0 ? (used / maxSize * 100) : 0;
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,11 @@
|
||||
import { Component } from '../Component';
|
||||
import { BitMask64Utils, BitMask64Data } from '../Utils/BigIntCompatibility';
|
||||
import { SoAStorage, EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy } from './SoAStorage';
|
||||
import { SoAStorage, SupportedTypedArray } from './SoAStorage';
|
||||
import { createLogger } from '../../Utils/Logger';
|
||||
import { getComponentTypeName } from '../Decorators';
|
||||
import { ComponentRegistry, ComponentType } from './ComponentStorage/ComponentRegistry';
|
||||
|
||||
// 重新导出装饰器和核心类型
|
||||
export { EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy };
|
||||
// 导出核心类型
|
||||
export { ComponentRegistry, ComponentType };
|
||||
|
||||
|
||||
@@ -203,9 +202,9 @@ export class ComponentStorageManager {
|
||||
* @returns TypedArray或null
|
||||
*/
|
||||
public getFieldArray<T extends Component>(
|
||||
componentType: ComponentType<T>,
|
||||
componentType: ComponentType<T>,
|
||||
fieldName: string
|
||||
): Float32Array | Float64Array | Int32Array | null {
|
||||
): SupportedTypedArray | null {
|
||||
const soaStorage = this.getSoAStorage(componentType);
|
||||
return soaStorage ? soaStorage.getFieldArray(fieldName) : null;
|
||||
}
|
||||
@@ -217,9 +216,9 @@ export class ComponentStorageManager {
|
||||
* @returns TypedArray或null
|
||||
*/
|
||||
public getTypedFieldArray<T extends Component, K extends keyof T>(
|
||||
componentType: ComponentType<T>,
|
||||
componentType: ComponentType<T>,
|
||||
fieldName: K
|
||||
): Float32Array | Float64Array | Int32Array | null {
|
||||
): SupportedTypedArray | null {
|
||||
const soaStorage = this.getSoAStorage(componentType);
|
||||
return soaStorage ? soaStorage.getTypedFieldArray(fieldName) : null;
|
||||
}
|
||||
|
||||
@@ -15,11 +15,11 @@ export type ComponentType<T extends Component = Component> = new (...args: any[]
|
||||
export class ComponentRegistry {
|
||||
protected static readonly _logger = createLogger('ComponentStorage');
|
||||
private static componentTypes = new Map<Function, number>();
|
||||
private static bitIndexToType = new Map<number, Function>();
|
||||
private static componentNameToType = new Map<string, Function>();
|
||||
private static componentNameToId = new Map<string, number>();
|
||||
private static maskCache = new Map<string, BitMask64Data>();
|
||||
private static nextBitIndex = 0;
|
||||
private static maxComponents = 64; // 支持最多64种组件类型
|
||||
|
||||
/**
|
||||
* 注册组件类型并分配位掩码
|
||||
@@ -28,21 +28,18 @@ export class ComponentRegistry {
|
||||
*/
|
||||
public static register<T extends Component>(componentType: ComponentType<T>): number {
|
||||
const typeName = getComponentTypeName(componentType);
|
||||
|
||||
|
||||
if (this.componentTypes.has(componentType)) {
|
||||
const existingIndex = this.componentTypes.get(componentType)!;
|
||||
return existingIndex;
|
||||
}
|
||||
|
||||
if (this.nextBitIndex >= this.maxComponents) {
|
||||
throw new Error(`Maximum number of component types (${this.maxComponents}) exceeded`);
|
||||
}
|
||||
|
||||
const bitIndex = this.nextBitIndex++;
|
||||
this.componentTypes.set(componentType, bitIndex);
|
||||
this.bitIndexToType.set(bitIndex, componentType);
|
||||
this.componentNameToType.set(typeName, componentType);
|
||||
this.componentNameToId.set(typeName, bitIndex);
|
||||
|
||||
|
||||
return bitIndex;
|
||||
}
|
||||
|
||||
@@ -83,6 +80,23 @@ export class ComponentRegistry {
|
||||
return this.componentTypes.has(componentType);
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过位索引获取组件类型
|
||||
* @param bitIndex 位索引
|
||||
* @returns 组件类型构造函数或null
|
||||
*/
|
||||
public static getTypeByBitIndex(bitIndex: number): ComponentType | null {
|
||||
return (this.bitIndexToType.get(bitIndex) as ComponentType) || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前已注册的组件类型数量
|
||||
* @returns 已注册数量
|
||||
*/
|
||||
public static getRegisteredCount(): number {
|
||||
return this.nextBitIndex;
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过名称获取组件类型
|
||||
* @param componentName 组件名称
|
||||
@@ -127,10 +141,6 @@ export class ComponentRegistry {
|
||||
return this.componentNameToId.get(componentName)!;
|
||||
}
|
||||
|
||||
if (this.nextBitIndex >= this.maxComponents) {
|
||||
throw new Error(`Maximum number of component types (${this.maxComponents}) exceeded`);
|
||||
}
|
||||
|
||||
const bitIndex = this.nextBitIndex++;
|
||||
this.componentNameToId.set(componentName, bitIndex);
|
||||
return bitIndex;
|
||||
@@ -196,6 +206,7 @@ export class ComponentRegistry {
|
||||
*/
|
||||
public static reset(): void {
|
||||
this.componentTypes.clear();
|
||||
this.bitIndexToType.clear();
|
||||
this.componentNameToType.clear();
|
||||
this.componentNameToId.clear();
|
||||
this.maskCache.clear();
|
||||
|
||||
@@ -1,377 +0,0 @@
|
||||
import { Entity } from '../Entity';
|
||||
import { Component } from '../Component';
|
||||
import { ComponentType } from './ComponentStorage';
|
||||
import { createLogger } from '../../Utils/Logger';
|
||||
|
||||
/**
|
||||
* 脏标记类型
|
||||
*/
|
||||
export enum DirtyFlag {
|
||||
/** 组件数据已修改 */
|
||||
COMPONENT_MODIFIED = 1 << 0,
|
||||
/** 组件已添加 */
|
||||
COMPONENT_ADDED = 1 << 1,
|
||||
/** 组件已移除 */
|
||||
COMPONENT_REMOVED = 1 << 2,
|
||||
/** 实体位置已改变 */
|
||||
TRANSFORM_CHANGED = 1 << 3,
|
||||
/** 实体状态已改变 */
|
||||
STATE_CHANGED = 1 << 4,
|
||||
/** 自定义标记1 */
|
||||
CUSTOM_1 = 1 << 8,
|
||||
/** 自定义标记2 */
|
||||
CUSTOM_2 = 1 << 9,
|
||||
/** 自定义标记3 */
|
||||
CUSTOM_3 = 1 << 10,
|
||||
/** 所有标记 */
|
||||
ALL = 0xFFFFFFFF
|
||||
}
|
||||
|
||||
/**
|
||||
* 脏标记数据
|
||||
*/
|
||||
export interface DirtyData {
|
||||
/** 实体引用 */
|
||||
entity: Entity;
|
||||
/** 脏标记位 */
|
||||
flags: number;
|
||||
/** 修改的组件类型列表 */
|
||||
modifiedComponents: Set<ComponentType>;
|
||||
/** 标记时间戳 */
|
||||
timestamp: number;
|
||||
/** 帧编号 */
|
||||
frameNumber: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 脏标记监听器
|
||||
*/
|
||||
export interface DirtyListener {
|
||||
/** 感兴趣的标记类型 */
|
||||
flags: number;
|
||||
/** 回调函数 */
|
||||
callback: (dirtyData: DirtyData) => void;
|
||||
/** 监听器优先级(数字越小优先级越高) */
|
||||
priority?: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 脏标记统计信息
|
||||
*/
|
||||
export interface DirtyStats {
|
||||
/** 当前脏实体数量 */
|
||||
dirtyEntityCount: number;
|
||||
/** 总标记次数 */
|
||||
totalMarkings: number;
|
||||
/** 总清理次数 */
|
||||
totalCleanups: number;
|
||||
/** 监听器数量 */
|
||||
listenerCount: number;
|
||||
/** 平均每帧脏实体数量 */
|
||||
avgDirtyPerFrame: number;
|
||||
/** 内存使用量估算 */
|
||||
estimatedMemoryUsage: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 脏标记追踪系统
|
||||
*
|
||||
* 提供高效的组件和实体变更追踪,避免不必要的计算和更新。
|
||||
* 支持细粒度的脏标记和批量处理机制。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const dirtySystem = new DirtyTrackingSystem();
|
||||
*
|
||||
* // 标记实体的位置组件已修改
|
||||
* dirtySystem.markDirty(entity, DirtyFlag.TRANSFORM_CHANGED, [PositionComponent]);
|
||||
*
|
||||
* // 监听位置变化
|
||||
* dirtySystem.addListener({
|
||||
* flags: DirtyFlag.TRANSFORM_CHANGED,
|
||||
* callback: (data) => {
|
||||
* logger.debug('Entity position changed:', data.entity.name);
|
||||
* }
|
||||
* });
|
||||
*
|
||||
* // 处理所有脏标记
|
||||
* dirtySystem.processDirtyEntities();
|
||||
* ```
|
||||
*/
|
||||
export class DirtyTrackingSystem {
|
||||
private static readonly _logger = createLogger('DirtyTrackingSystem');
|
||||
/** 脏实体映射表 */
|
||||
private _dirtyEntities = new Map<Entity, DirtyData>();
|
||||
|
||||
/** 脏标记监听器 */
|
||||
private _listeners: DirtyListener[] = [];
|
||||
|
||||
/** 性能统计 */
|
||||
private _stats = {
|
||||
totalMarkings: 0,
|
||||
totalCleanups: 0,
|
||||
frameCount: 0,
|
||||
totalDirtyPerFrame: 0
|
||||
};
|
||||
|
||||
/** 当前帧编号 */
|
||||
private _currentFrame = 0;
|
||||
|
||||
private _batchSize = 100;
|
||||
private _maxProcessingTime = 16;
|
||||
|
||||
/** 延迟处理队列 */
|
||||
private _processingQueue: DirtyData[] = [];
|
||||
private _isProcessing = false;
|
||||
|
||||
/**
|
||||
* 标记实体为脏状态
|
||||
*
|
||||
* @param entity 要标记的实体
|
||||
* @param flags 脏标记位
|
||||
* @param modifiedComponents 修改的组件类型列表
|
||||
*/
|
||||
public markDirty(entity: Entity, flags: DirtyFlag, modifiedComponents: ComponentType[] = []): void {
|
||||
this._stats.totalMarkings++;
|
||||
|
||||
let dirtyData = this._dirtyEntities.get(entity);
|
||||
if (!dirtyData) {
|
||||
dirtyData = {
|
||||
entity,
|
||||
flags: 0,
|
||||
modifiedComponents: new Set(),
|
||||
timestamp: performance.now(),
|
||||
frameNumber: this._currentFrame
|
||||
};
|
||||
this._dirtyEntities.set(entity, dirtyData);
|
||||
}
|
||||
|
||||
dirtyData.flags |= flags;
|
||||
dirtyData.timestamp = performance.now();
|
||||
dirtyData.frameNumber = this._currentFrame;
|
||||
|
||||
for (const componentType of modifiedComponents) {
|
||||
dirtyData.modifiedComponents.add(componentType);
|
||||
}
|
||||
|
||||
this.notifyListeners(dirtyData, flags);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查实体是否有指定的脏标记
|
||||
*
|
||||
* @param entity 要检查的实体
|
||||
* @param flags 要检查的标记位
|
||||
* @returns 是否有指定的脏标记
|
||||
*/
|
||||
public isDirty(entity: Entity, flags: DirtyFlag = DirtyFlag.ALL): boolean {
|
||||
const dirtyData = this._dirtyEntities.get(entity);
|
||||
return dirtyData ? (dirtyData.flags & flags) !== 0 : false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除实体的脏标记
|
||||
*
|
||||
* @param entity 要清除的实体
|
||||
* @param flags 要清除的标记位,默认清除所有
|
||||
*/
|
||||
public clearDirty(entity: Entity, flags: DirtyFlag = DirtyFlag.ALL): void {
|
||||
const dirtyData = this._dirtyEntities.get(entity);
|
||||
if (!dirtyData) return;
|
||||
|
||||
if (flags === DirtyFlag.ALL) {
|
||||
this._dirtyEntities.delete(entity);
|
||||
} else {
|
||||
dirtyData.flags &= ~flags;
|
||||
if (dirtyData.flags === 0) {
|
||||
this._dirtyEntities.delete(entity);
|
||||
}
|
||||
}
|
||||
|
||||
this._stats.totalCleanups++;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有脏实体
|
||||
*
|
||||
* @param flags 过滤标记位,只返回包含指定标记的实体
|
||||
* @returns 脏实体数据数组
|
||||
*/
|
||||
public getDirtyEntities(flags: DirtyFlag = DirtyFlag.ALL): DirtyData[] {
|
||||
const result: DirtyData[] = [];
|
||||
|
||||
for (const dirtyData of this._dirtyEntities.values()) {
|
||||
if ((dirtyData.flags & flags) !== 0) {
|
||||
result.push(dirtyData);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量处理脏实体
|
||||
*
|
||||
* 使用时间分片的方式处理脏实体,避免单帧卡顿
|
||||
*/
|
||||
public processDirtyEntities(): void {
|
||||
if (this._isProcessing) return;
|
||||
|
||||
this._isProcessing = true;
|
||||
const startTime = performance.now();
|
||||
|
||||
if (this._processingQueue.length === 0) {
|
||||
this._processingQueue.push(...this._dirtyEntities.values());
|
||||
}
|
||||
|
||||
let processed = 0;
|
||||
while (this._processingQueue.length > 0 && processed < this._batchSize) {
|
||||
const elapsed = performance.now() - startTime;
|
||||
if (elapsed > this._maxProcessingTime) {
|
||||
break;
|
||||
}
|
||||
|
||||
const dirtyData = this._processingQueue.shift()!;
|
||||
this.processEntity(dirtyData);
|
||||
processed++;
|
||||
}
|
||||
|
||||
if (this._processingQueue.length === 0) {
|
||||
this._isProcessing = false;
|
||||
this.onFrameEnd();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加脏标记监听器
|
||||
*
|
||||
* @param listener 监听器配置
|
||||
*/
|
||||
public addListener(listener: DirtyListener): void {
|
||||
this._listeners.push(listener);
|
||||
|
||||
this._listeners.sort((a, b) => (a.priority || 100) - (b.priority || 100));
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除脏标记监听器
|
||||
*
|
||||
* @param callback 要移除的回调函数
|
||||
*/
|
||||
public removeListener(callback: (dirtyData: DirtyData) => void): void {
|
||||
const index = this._listeners.findIndex(l => l.callback === callback);
|
||||
if (index !== -1) {
|
||||
this._listeners.splice(index, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始新的帧
|
||||
*/
|
||||
public beginFrame(): void {
|
||||
this._currentFrame++;
|
||||
}
|
||||
|
||||
/**
|
||||
* 结束当前帧
|
||||
*/
|
||||
public endFrame(): void {
|
||||
if (!this._isProcessing) {
|
||||
this.processDirtyEntities();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取统计信息
|
||||
*/
|
||||
public getStats(): DirtyStats {
|
||||
return {
|
||||
dirtyEntityCount: this._dirtyEntities.size,
|
||||
totalMarkings: this._stats.totalMarkings,
|
||||
totalCleanups: this._stats.totalCleanups,
|
||||
listenerCount: this._listeners.length,
|
||||
avgDirtyPerFrame: this._stats.frameCount > 0 ?
|
||||
this._stats.totalDirtyPerFrame / this._stats.frameCount : 0,
|
||||
estimatedMemoryUsage: this.estimateMemoryUsage()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 清空所有脏标记和统计信息
|
||||
*/
|
||||
public clear(): void {
|
||||
this._dirtyEntities.clear();
|
||||
this._processingQueue.length = 0;
|
||||
this._isProcessing = false;
|
||||
this._stats = {
|
||||
totalMarkings: 0,
|
||||
totalCleanups: 0,
|
||||
frameCount: 0,
|
||||
totalDirtyPerFrame: 0
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 配置批量处理参数
|
||||
*
|
||||
* @param batchSize 每次处理的最大实体数量
|
||||
* @param maxProcessingTime 每帧最大处理时间(毫秒)
|
||||
*/
|
||||
public configureBatchProcessing(batchSize: number, maxProcessingTime: number): void {
|
||||
this._batchSize = batchSize;
|
||||
this._maxProcessingTime = maxProcessingTime;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理单个脏实体
|
||||
*/
|
||||
private processEntity(dirtyData: DirtyData): void {
|
||||
for (const listener of this._listeners) {
|
||||
if ((dirtyData.flags & listener.flags) !== 0) {
|
||||
try {
|
||||
listener.callback(dirtyData);
|
||||
} catch (error) {
|
||||
DirtyTrackingSystem._logger.error('脏数据监听器错误:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.clearDirty(dirtyData.entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知监听器
|
||||
*/
|
||||
private notifyListeners(dirtyData: DirtyData, newFlags: DirtyFlag): void {
|
||||
for (const listener of this._listeners) {
|
||||
if ((newFlags & listener.flags) !== 0) {
|
||||
try {
|
||||
listener.callback(dirtyData);
|
||||
} catch (error) {
|
||||
DirtyTrackingSystem._logger.error('脏数据监听器通知错误:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 帧结束时的统计更新
|
||||
*/
|
||||
private onFrameEnd(): void {
|
||||
this._stats.frameCount++;
|
||||
this._stats.totalDirtyPerFrame += this._dirtyEntities.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* 估算内存使用量
|
||||
*/
|
||||
private estimateMemoryUsage(): number {
|
||||
let usage = 0;
|
||||
|
||||
usage += this._dirtyEntities.size * 100;
|
||||
usage += this._listeners.length * 50;
|
||||
usage += this._processingQueue.length * 8;
|
||||
|
||||
return usage;
|
||||
}
|
||||
}
|
||||
@@ -1,759 +0,0 @@
|
||||
import { Entity } from '../Entity';
|
||||
import { Component } from '../Component';
|
||||
import { ComponentType } from './ComponentStorage';
|
||||
import { IdentifierPool } from '../Utils/IdentifierPool';
|
||||
import { ComponentIndexManager } from './ComponentIndex';
|
||||
import { ArchetypeSystem } from './ArchetypeSystem';
|
||||
import { DirtyTrackingSystem, DirtyFlag } from './DirtyTrackingSystem';
|
||||
import { EventBus } from './EventBus';
|
||||
|
||||
/**
|
||||
* 实体查询构建器
|
||||
*
|
||||
* 提供流式API来构建复杂的实体查询条件。支持组件过滤、标签过滤、状态过滤和自定义条件。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const results = entityManager.query()
|
||||
* .withAll(PositionComponent, HealthComponent)
|
||||
* .without(VelocityComponent)
|
||||
* .withTag(1)
|
||||
* .active()
|
||||
* .where(entity => entity.name.startsWith("Player"))
|
||||
* .execute();
|
||||
* ```
|
||||
*/
|
||||
export class EntityQueryBuilder {
|
||||
/** 必须包含的组件类型 */
|
||||
private _allComponents: ComponentType[] = [];
|
||||
/** 至少包含一个的组件类型 */
|
||||
private _anyComponents: ComponentType[] = [];
|
||||
/** 不能包含的组件类型 */
|
||||
private _withoutComponents: ComponentType[] = [];
|
||||
/** 必须包含的标签 */
|
||||
private _withTags: number[] = [];
|
||||
/** 不能包含的标签 */
|
||||
private _withoutTags: number[] = [];
|
||||
/** 是否只查询激活状态的实体 */
|
||||
private _activeOnly: boolean = false;
|
||||
/** 是否只查询启用状态的实体 */
|
||||
private _enabledOnly: boolean = false;
|
||||
/** 自定义过滤条件 */
|
||||
private _customPredicates: Array<(entity: Entity) => boolean> = [];
|
||||
|
||||
/**
|
||||
* 创建查询构建器实例
|
||||
* @param entityManager 实体管理器实例
|
||||
*/
|
||||
constructor(private entityManager: EntityManager) {}
|
||||
|
||||
/**
|
||||
* 添加必须包含的组件条件
|
||||
*
|
||||
* 返回的实体必须包含所有指定的组件类型。
|
||||
*
|
||||
* @param componentTypes 组件类型列表
|
||||
* @returns 查询构建器实例,支持链式调用
|
||||
*/
|
||||
public withAll(...componentTypes: ComponentType[]): EntityQueryBuilder {
|
||||
this._allComponents.push(...componentTypes);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加至少包含一个的组件条件
|
||||
*
|
||||
* 返回的实体必须至少包含其中一个指定的组件类型。
|
||||
*
|
||||
* @param componentTypes 组件类型列表
|
||||
* @returns 查询构建器实例,支持链式调用
|
||||
*/
|
||||
public withAny(...componentTypes: ComponentType[]): EntityQueryBuilder {
|
||||
this._anyComponents.push(...componentTypes);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加不能包含的组件条件
|
||||
*
|
||||
* 返回的实体不能包含任何指定的组件类型。
|
||||
*
|
||||
* @param componentTypes 组件类型列表
|
||||
* @returns 查询构建器实例,支持链式调用
|
||||
*/
|
||||
public without(...componentTypes: ComponentType[]): EntityQueryBuilder {
|
||||
this._withoutComponents.push(...componentTypes);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加必须包含的标签条件
|
||||
*
|
||||
* 返回的实体必须具有指定的标签。
|
||||
*
|
||||
* @param tag 标签值
|
||||
* @returns 查询构建器实例,支持链式调用
|
||||
*/
|
||||
public withTag(tag: number): EntityQueryBuilder {
|
||||
this._withTags.push(tag);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加不能包含的标签条件
|
||||
*
|
||||
* 返回的实体不能具有指定的标签。
|
||||
*
|
||||
* @param tag 标签值
|
||||
* @returns 查询构建器实例,支持链式调用
|
||||
*/
|
||||
public withoutTag(tag: number): EntityQueryBuilder {
|
||||
this._withoutTags.push(tag);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加激活状态过滤条件
|
||||
*
|
||||
* 返回的实体必须处于激活状态(active = true)。
|
||||
*
|
||||
* @returns 查询构建器实例,支持链式调用
|
||||
*/
|
||||
public active(): EntityQueryBuilder {
|
||||
this._activeOnly = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加启用状态过滤条件
|
||||
*
|
||||
* 返回的实体必须处于启用状态(enabled = true)。
|
||||
*
|
||||
* @returns 查询构建器实例,支持链式调用
|
||||
*/
|
||||
public enabled(): EntityQueryBuilder {
|
||||
this._enabledOnly = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加自定义过滤条件
|
||||
*
|
||||
* 允许用户定义复杂的过滤逻辑。
|
||||
*
|
||||
* @param predicate 自定义过滤函数,接收实体作为参数,返回布尔值
|
||||
* @returns 查询构建器实例,支持链式调用
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* .where(entity => entity.name.startsWith("Player"))
|
||||
* .where(entity => entity.components.length > 5)
|
||||
* ```
|
||||
*/
|
||||
public where(predicate: (entity: Entity) => boolean): EntityQueryBuilder {
|
||||
this._customPredicates.push(predicate);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行查询并返回所有匹配的实体
|
||||
*
|
||||
* @returns 符合所有查询条件的实体数组
|
||||
*/
|
||||
public execute(): Entity[] {
|
||||
let candidates: Entity[] = [];
|
||||
|
||||
if (this._allComponents.length > 0) {
|
||||
const indexResult = this.entityManager.queryWithComponentIndex(this._allComponents, 'AND');
|
||||
candidates = Array.from(indexResult);
|
||||
} else if (this._anyComponents.length > 0) {
|
||||
const indexResult = this.entityManager.queryWithComponentIndex(this._anyComponents, 'OR');
|
||||
candidates = Array.from(indexResult);
|
||||
} else {
|
||||
candidates = this.entityManager.getAllEntities();
|
||||
}
|
||||
|
||||
return candidates.filter(entity => this.matchesEntity(entity));
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行查询并返回第一个匹配的实体
|
||||
*
|
||||
* @returns 第一个符合查询条件的实体,如果没有找到则返回null
|
||||
*/
|
||||
public first(): Entity | null {
|
||||
const entities = this.entityManager.getAllEntities();
|
||||
return entities.find(entity => this.matchesEntity(entity)) || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行查询并返回匹配实体的数量
|
||||
*
|
||||
* @returns 符合查询条件的实体数量
|
||||
*/
|
||||
public count(): number {
|
||||
const entities = this.entityManager.getAllEntities();
|
||||
return entities.filter(entity => this.matchesEntity(entity)).length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 对所有匹配的实体执行指定操作
|
||||
*
|
||||
* @param action 要执行的操作函数,接收匹配的实体作为参数
|
||||
*/
|
||||
public forEach(action: (entity: Entity) => void): void {
|
||||
const entities = this.entityManager.getAllEntities();
|
||||
entities.forEach(entity => {
|
||||
if (this.matchesEntity(entity)) {
|
||||
action(entity);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查实体是否匹配所有查询条件
|
||||
*
|
||||
* 按优先级顺序检查各种过滤条件,一旦发现不匹配立即返回false。
|
||||
*
|
||||
* @param entity 要检查的实体
|
||||
* @returns 实体是否匹配所有查询条件
|
||||
*/
|
||||
private matchesEntity(entity: Entity): boolean {
|
||||
// 检查激活状态
|
||||
if (this._activeOnly && !entity.active) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查启用状态
|
||||
if (this._enabledOnly && !entity.enabled) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查必须包含的组件
|
||||
if (this._allComponents.length > 0) {
|
||||
for (const componentType of this._allComponents) {
|
||||
if (!entity.hasComponent(componentType)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 检查至少包含一个的组件
|
||||
if (this._anyComponents.length > 0) {
|
||||
let hasAny = false;
|
||||
for (const componentType of this._anyComponents) {
|
||||
if (entity.hasComponent(componentType)) {
|
||||
hasAny = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!hasAny) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查不能包含的组件
|
||||
if (this._withoutComponents.length > 0) {
|
||||
for (const componentType of this._withoutComponents) {
|
||||
if (entity.hasComponent(componentType)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 检查必须包含的标签
|
||||
if (this._withTags.length > 0) {
|
||||
if (!this._withTags.includes(entity.tag)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查不能包含的标签
|
||||
if (this._withoutTags.length > 0) {
|
||||
if (this._withoutTags.includes(entity.tag)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查自定义条件
|
||||
if (this._customPredicates.length > 0) {
|
||||
for (const predicate of this._customPredicates) {
|
||||
if (!predicate(entity)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体管理器
|
||||
*
|
||||
* 提供统一的实体管理和查询机制,支持高效的实体操作。
|
||||
* 包括实体的创建、销毁、查询和索引管理功能。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const entityManager = new EntityManager();
|
||||
*
|
||||
* // 创建实体
|
||||
* const player = entityManager.createEntity("Player");
|
||||
*
|
||||
* // 查询实体
|
||||
* const playerEntity = entityManager.getEntityByName("Player");
|
||||
*
|
||||
* // 复杂查询
|
||||
* const results = entityManager.query()
|
||||
* .withAll(HealthComponent, PositionComponent)
|
||||
* .active()
|
||||
* .execute();
|
||||
* ```
|
||||
*/
|
||||
export class EntityManager {
|
||||
/** 主要实体存储,使用ID作为键 */
|
||||
private _entities: Map<number, Entity> = new Map();
|
||||
/** 按名称索引的实体映射 */
|
||||
private _entitiesByName: Map<string, Entity[]> = new Map();
|
||||
/** 按标签索引的实体映射 */
|
||||
private _entitiesByTag: Map<number, Entity[]> = new Map();
|
||||
/** 实体ID分配器 */
|
||||
private _identifierPool: IdentifierPool;
|
||||
/** 已销毁实体的ID集合 */
|
||||
private _destroyedEntities: Set<number> = new Set();
|
||||
|
||||
/** 性能优化系统 */
|
||||
private _componentIndexManager: ComponentIndexManager;
|
||||
private _archetypeSystem: ArchetypeSystem;
|
||||
private _dirtyTrackingSystem: DirtyTrackingSystem;
|
||||
/** 事件总线 */
|
||||
private _eventBus: EventBus;
|
||||
|
||||
/**
|
||||
* 创建实体管理器实例
|
||||
*
|
||||
* 初始化内部数据结构和ID分配器。
|
||||
*/
|
||||
constructor() {
|
||||
this._identifierPool = new IdentifierPool();
|
||||
|
||||
// 初始化性能优化系统
|
||||
this._componentIndexManager = new ComponentIndexManager();
|
||||
this._archetypeSystem = new ArchetypeSystem();
|
||||
this._dirtyTrackingSystem = new DirtyTrackingSystem();
|
||||
this._eventBus = new EventBus(false);
|
||||
|
||||
// 设置Entity的静态事件总线引用
|
||||
Entity.eventBus = this._eventBus;
|
||||
|
||||
// 监听组件事件来同步更新索引
|
||||
this._eventBus.on('component:added', (data: any) => {
|
||||
const entity = this._entities.get(data.entityId);
|
||||
if (entity) {
|
||||
this._componentIndexManager.addEntity(entity);
|
||||
this._archetypeSystem.addEntity(entity);
|
||||
}
|
||||
});
|
||||
|
||||
this._eventBus.on('component:removed', (data: any) => {
|
||||
const entity = this._entities.get(data.entityId);
|
||||
if (entity) {
|
||||
this._componentIndexManager.removeEntity(entity);
|
||||
this._archetypeSystem.removeEntity(entity);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取实体总数
|
||||
*
|
||||
* @returns 当前管理的实体总数量
|
||||
*/
|
||||
public get entityCount(): number {
|
||||
return this._entities.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取激活状态的实体数量
|
||||
*
|
||||
* 只计算同时满足激活状态且未被销毁的实体。
|
||||
*
|
||||
* @returns 激活状态的实体数量
|
||||
*/
|
||||
public get activeEntityCount(): number {
|
||||
let count = 0;
|
||||
for (const entity of this._entities.values()) {
|
||||
if (entity.active && !entity.isDestroyed) {
|
||||
count++;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建新实体
|
||||
*
|
||||
* 分配唯一ID并将实体添加到管理系统中,同时更新相关索引。
|
||||
*
|
||||
* @param name 实体名称,如果未指定则使用时间戳生成默认名称
|
||||
* @returns 创建的实体实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const player = entityManager.createEntity("Player");
|
||||
* const enemy = entityManager.createEntity(); // 使用默认名称
|
||||
* ```
|
||||
*/
|
||||
public createEntity(name?: string): Entity {
|
||||
const id = this._identifierPool.checkOut();
|
||||
if (!name) {
|
||||
name = `Entity_${id}`;
|
||||
}
|
||||
const entity = new Entity(name, id);
|
||||
|
||||
this._entities.set(id, entity);
|
||||
this.updateNameIndex(entity, true);
|
||||
this.updateTagIndex(entity, true);
|
||||
|
||||
if (entity.components.length > 0) {
|
||||
this._componentIndexManager.addEntity(entity);
|
||||
this._archetypeSystem.addEntity(entity);
|
||||
this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);
|
||||
}
|
||||
|
||||
// 发射实体创建事件
|
||||
this._eventBus.emitEntityCreated({
|
||||
timestamp: Date.now(),
|
||||
source: 'EntityManager',
|
||||
entityId: entity.id,
|
||||
entityName: entity.name,
|
||||
entityTag: entity.tag?.toString()
|
||||
});
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量创建实体
|
||||
*
|
||||
* 为了优化大量实体创建的性能,批量处理索引更新和事件发射。
|
||||
* 适用于需要创建大量实体的场景,如子弹、粒子等。
|
||||
*
|
||||
* @param count 要创建的实体数量
|
||||
* @param namePrefix 实体名称前缀,默认为 Entity
|
||||
* @param skipEvents 是否跳过事件发射以提升性能,默认为 false
|
||||
* @returns 创建的实体数组
|
||||
*
|
||||
* @example
|
||||
* const bullets = entityManager.createEntitiesBatch(100, "Bullet", true);
|
||||
* const particles = entityManager.createEntitiesBatch(500, "Particle");
|
||||
*/
|
||||
public createEntitiesBatch(
|
||||
count: number,
|
||||
namePrefix: string = "Entity",
|
||||
skipEvents: boolean = false
|
||||
): Entity[] {
|
||||
if (count <= 0) return [];
|
||||
|
||||
const entities: Entity[] = [];
|
||||
|
||||
// 批量分配ID和创建Entity对象
|
||||
for (let i = 0; i < count; i++) {
|
||||
const id = this._identifierPool.checkOut();
|
||||
const name = `${namePrefix}_${id}`;
|
||||
const entity = new Entity(name, id);
|
||||
|
||||
entities.push(entity);
|
||||
this._entities.set(id, entity);
|
||||
}
|
||||
|
||||
// 批量更新索引
|
||||
for (const entity of entities) {
|
||||
this.updateNameIndex(entity, true);
|
||||
this.updateTagIndex(entity, true);
|
||||
|
||||
if (entity.components.length > 0) {
|
||||
this._componentIndexManager.addEntity(entity);
|
||||
this._archetypeSystem.addEntity(entity);
|
||||
this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);
|
||||
}
|
||||
}
|
||||
|
||||
// 批量发射事件
|
||||
if (!skipEvents) {
|
||||
const timestamp = Date.now();
|
||||
for (const entity of entities) {
|
||||
this._eventBus.emitEntityCreated({
|
||||
timestamp,
|
||||
source: 'EntityManager',
|
||||
entityId: entity.id,
|
||||
entityName: entity.name,
|
||||
entityTag: entity.tag?.toString()
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return entities;
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁实体
|
||||
*
|
||||
* 支持通过实体对象、名称或ID来销毁实体。
|
||||
* 会清理所有相关索引并回收ID。
|
||||
*
|
||||
* @param entityOrId 要销毁的实体,可以是实体对象、名称字符串或ID数字
|
||||
* @returns 是否成功销毁实体
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 通过实体对象销毁
|
||||
* entityManager.destroyEntity(player);
|
||||
*
|
||||
* // 通过名称销毁
|
||||
* entityManager.destroyEntity("Enemy_1");
|
||||
*
|
||||
* // 通过ID销毁
|
||||
* entityManager.destroyEntity(123);
|
||||
* ```
|
||||
*/
|
||||
public destroyEntity(entityOrId: Entity | string | number): boolean {
|
||||
let entity: Entity | null = null;
|
||||
|
||||
if (typeof entityOrId === 'string') {
|
||||
entity = this.getEntityByName(entityOrId);
|
||||
} else if (typeof entityOrId === 'number') {
|
||||
entity = this._entities.get(entityOrId) || null;
|
||||
} else {
|
||||
entity = this._entities.get(entityOrId.id) || null;
|
||||
}
|
||||
|
||||
if (!entity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this._destroyedEntities.add(entity.id);
|
||||
this.updateNameIndex(entity, false);
|
||||
this.updateTagIndex(entity, false);
|
||||
|
||||
this._componentIndexManager.removeEntity(entity);
|
||||
this._archetypeSystem.removeEntity(entity);
|
||||
this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_REMOVED);
|
||||
|
||||
// 发射实体销毁事件
|
||||
this._eventBus.emitEntityDestroyed({
|
||||
timestamp: Date.now(),
|
||||
source: 'EntityManager',
|
||||
entityId: entity.id,
|
||||
entityName: entity.name,
|
||||
entityTag: entity.tag?.toString()
|
||||
});
|
||||
|
||||
entity.destroy();
|
||||
this._entities.delete(entity.id);
|
||||
this._identifierPool.checkIn(entity.id);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有实体
|
||||
*
|
||||
* 返回当前管理的所有实体的副本数组。
|
||||
*
|
||||
* @returns 所有实体的数组
|
||||
*/
|
||||
public getAllEntities(): Entity[] {
|
||||
return Array.from(this._entities.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据ID获取实体
|
||||
*
|
||||
* 支持字符串和数字类型的ID。
|
||||
*
|
||||
* @param id 实体ID,可以是字符串或数字
|
||||
* @returns 对应的实体,如果不存在则返回null
|
||||
*/
|
||||
public getEntity(id: string | number): Entity | null {
|
||||
const numId = typeof id === 'string' ? parseInt(id) : id;
|
||||
return this._entities.get(numId) || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据名称获取实体
|
||||
*
|
||||
* 如果存在多个同名实体,返回第一个找到的实体。
|
||||
*
|
||||
* @param name 实体名称
|
||||
* @returns 匹配的实体,如果不存在则返回null
|
||||
*/
|
||||
public getEntityByName(name: string): Entity | null {
|
||||
const entities = this._entitiesByName.get(name);
|
||||
return entities && entities.length > 0 ? entities[0] : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据标签获取实体列表
|
||||
*
|
||||
* 返回所有具有指定标签的实体。
|
||||
*
|
||||
* @param tag 标签值
|
||||
* @returns 具有指定标签的实体数组
|
||||
*/
|
||||
public getEntitiesByTag(tag: number): Entity[] {
|
||||
return Array.from(this._entities.values())
|
||||
.filter(entity => entity.tag === tag);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取包含指定组件的所有实体
|
||||
*
|
||||
* 遍历所有实体,查找包含指定组件类型的实体。
|
||||
*
|
||||
* @param componentType 组件类型
|
||||
* @returns 包含指定组件的实体数组
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const entitiesWithHealth = entityManager.getEntitiesWithComponent(HealthComponent);
|
||||
* ```
|
||||
*/
|
||||
public getEntitiesWithComponent<T extends Component>(componentType: ComponentType<T>): Entity[] {
|
||||
const indexResult = this._componentIndexManager.query(componentType);
|
||||
return Array.from(indexResult);
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建查询构建器
|
||||
*
|
||||
* 返回一个新的查询构建器实例,用于构建复杂的实体查询。
|
||||
*
|
||||
* @returns 新的查询构建器实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const results = entityManager.query()
|
||||
* .withAll(PositionComponent, HealthComponent)
|
||||
* .without(VelocityComponent)
|
||||
* .active()
|
||||
* .execute();
|
||||
* ```
|
||||
*/
|
||||
public query(): EntityQueryBuilder {
|
||||
return new EntityQueryBuilder(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用组件索引进行多组件查询
|
||||
*
|
||||
* @param componentTypes 组件类型数组
|
||||
* @param operation 查询操作:'AND' 或 'OR'
|
||||
* @returns 匹配的实体集合
|
||||
*/
|
||||
public queryWithComponentIndex(componentTypes: ComponentType[], operation: 'AND' | 'OR'): Set<Entity> {
|
||||
return this._componentIndexManager.queryMultiple(componentTypes, operation);
|
||||
}
|
||||
|
||||
/**
|
||||
* 标记实体组件已修改
|
||||
*
|
||||
* @param entity 修改的实体
|
||||
* @param componentTypes 修改的组件类型
|
||||
*/
|
||||
public markEntityDirty(entity: Entity, componentTypes: ComponentType[]): void {
|
||||
this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, componentTypes);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取性能优化统计信息
|
||||
*/
|
||||
public getOptimizationStats(): any {
|
||||
return {
|
||||
componentIndex: this._componentIndexManager.getStats(),
|
||||
archetypeSystem: this._archetypeSystem.getAllArchetypes().map(a => ({
|
||||
id: a.id,
|
||||
componentTypes: a.componentTypes.map(t => t.name),
|
||||
entityCount: a.entities.length
|
||||
})),
|
||||
dirtyTracking: this._dirtyTrackingSystem.getStats()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取事件总线实例
|
||||
*
|
||||
* 允许外部代码监听和发射ECS相关事件。
|
||||
*
|
||||
* @returns 事件总线实例
|
||||
*/
|
||||
public get eventBus(): EventBus {
|
||||
return this._eventBus;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新名称索引
|
||||
*
|
||||
* 维护按名称查找实体的索引结构。支持添加和移除操作。
|
||||
*
|
||||
* @param entity 要更新索引的实体
|
||||
* @param isAdd true表示添加到索引,false表示从索引中移除
|
||||
*/
|
||||
private updateNameIndex(entity: Entity, isAdd: boolean): void {
|
||||
if (!entity.name) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (isAdd) {
|
||||
let entities = this._entitiesByName.get(entity.name);
|
||||
if (!entities) {
|
||||
entities = [];
|
||||
this._entitiesByName.set(entity.name, entities);
|
||||
}
|
||||
entities.push(entity);
|
||||
} else {
|
||||
const entities = this._entitiesByName.get(entity.name);
|
||||
if (entities) {
|
||||
const index = entities.indexOf(entity);
|
||||
if (index !== -1) {
|
||||
entities.splice(index, 1);
|
||||
if (entities.length === 0) {
|
||||
this._entitiesByName.delete(entity.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新标签索引
|
||||
*
|
||||
* 维护按标签查找实体的索引结构。支持添加和移除操作。
|
||||
*
|
||||
* @param entity 要更新索引的实体
|
||||
* @param isAdd true表示添加到索引,false表示从索引中移除
|
||||
*/
|
||||
private updateTagIndex(entity: Entity, isAdd: boolean): void {
|
||||
if (isAdd) {
|
||||
let entities = this._entitiesByTag.get(entity.tag);
|
||||
if (!entities) {
|
||||
entities = [];
|
||||
this._entitiesByTag.set(entity.tag, entities);
|
||||
}
|
||||
entities.push(entity);
|
||||
} else {
|
||||
const entities = this._entitiesByTag.get(entity.tag);
|
||||
if (entities) {
|
||||
const index = entities.indexOf(entity);
|
||||
if (index !== -1) {
|
||||
entities.splice(index, 1);
|
||||
if (entities.length === 0) {
|
||||
this._entitiesByTag.delete(entity.tag);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -41,36 +41,36 @@ export class EventBus implements IEventBus {
|
||||
* 发射事件
|
||||
* @param eventType 事件类型
|
||||
* @param data 事件数据
|
||||
* @param enhance 是否增强事件数据(添加timestamp、eventId等),默认false提升性能
|
||||
*/
|
||||
public emit<T>(eventType: string, data: T): void {
|
||||
public emit<T>(eventType: string, data: T, enhance: boolean = false): void {
|
||||
this.validateEventType(eventType);
|
||||
|
||||
// 增强事件数据
|
||||
const enhancedData = this.enhanceEventData(eventType, data);
|
||||
|
||||
|
||||
const finalData = enhance ? this.enhanceEventData(eventType, data) : data;
|
||||
|
||||
if (this.isDebugMode) {
|
||||
EventBus._logger.info(`发射事件: ${eventType}`, enhancedData);
|
||||
EventBus._logger.info(`发射事件: ${eventType}`, finalData);
|
||||
}
|
||||
|
||||
this.eventSystem.emitSync(eventType, enhancedData);
|
||||
|
||||
this.eventSystem.emitSync(eventType, finalData);
|
||||
}
|
||||
|
||||
/**
|
||||
* 异步发射事件
|
||||
* @param eventType 事件类型
|
||||
* @param data 事件数据
|
||||
* @param enhance 是否增强事件数据(添加timestamp、eventId等),默认false提升性能
|
||||
*/
|
||||
public async emitAsync<T>(eventType: string, data: T): Promise<void> {
|
||||
public async emitAsync<T>(eventType: string, data: T, enhance: boolean = false): Promise<void> {
|
||||
this.validateEventType(eventType);
|
||||
|
||||
// 增强事件数据
|
||||
const enhancedData = this.enhanceEventData(eventType, data);
|
||||
|
||||
|
||||
const finalData = enhance ? this.enhanceEventData(eventType, data) : data;
|
||||
|
||||
if (this.isDebugMode) {
|
||||
EventBus._logger.info(`发射异步事件: ${eventType}`, enhancedData);
|
||||
EventBus._logger.info(`发射异步事件: ${eventType}`, finalData);
|
||||
}
|
||||
|
||||
await this.eventSystem.emit(eventType, enhancedData);
|
||||
|
||||
await this.eventSystem.emit(eventType, finalData);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -265,7 +265,7 @@ export class EventBus implements IEventBus {
|
||||
public emitEntityCreated(entityData: IEntityEventData): void {
|
||||
this.emit(ECSEventType.ENTITY_CREATED, entityData);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 发射实体销毁事件
|
||||
* @param entityData 实体事件数据
|
||||
@@ -273,7 +273,7 @@ export class EventBus implements IEventBus {
|
||||
public emitEntityDestroyed(entityData: IEntityEventData): void {
|
||||
this.emit(ECSEventType.ENTITY_DESTROYED, entityData);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 发射组件添加事件
|
||||
* @param componentData 组件事件数据
|
||||
@@ -281,7 +281,7 @@ export class EventBus implements IEventBus {
|
||||
public emitComponentAdded(componentData: IComponentEventData): void {
|
||||
this.emit(ECSEventType.COMPONENT_ADDED, componentData);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 发射组件移除事件
|
||||
* @param componentData 组件事件数据
|
||||
@@ -289,7 +289,7 @@ export class EventBus implements IEventBus {
|
||||
public emitComponentRemoved(componentData: IComponentEventData): void {
|
||||
this.emit(ECSEventType.COMPONENT_REMOVED, componentData);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 发射系统添加事件
|
||||
* @param systemData 系统事件数据
|
||||
@@ -297,7 +297,7 @@ export class EventBus implements IEventBus {
|
||||
public emitSystemAdded(systemData: ISystemEventData): void {
|
||||
this.emit(ECSEventType.SYSTEM_ADDED, systemData);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 发射系统移除事件
|
||||
* @param systemData 系统事件数据
|
||||
@@ -305,7 +305,7 @@ export class EventBus implements IEventBus {
|
||||
public emitSystemRemoved(systemData: ISystemEventData): void {
|
||||
this.emit(ECSEventType.SYSTEM_REMOVED, systemData);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 发射场景变化事件
|
||||
* @param sceneData 场景事件数据
|
||||
@@ -313,7 +313,7 @@ export class EventBus implements IEventBus {
|
||||
public emitSceneChanged(sceneData: ISceneEventData): void {
|
||||
this.emit(ECSEventType.SCENE_ACTIVATED, sceneData);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 发射性能警告事件
|
||||
* @param performanceData 性能事件数据
|
||||
@@ -375,16 +375,15 @@ export class EventBus implements IEventBus {
|
||||
// 私有方法
|
||||
|
||||
/**
|
||||
* 验证事件类型
|
||||
* 验证事件类型(仅在debug模式下执行,提升性能)
|
||||
* @param eventType 事件类型
|
||||
*/
|
||||
private validateEventType(eventType: string): void {
|
||||
if (!EventTypeValidator.isValid(eventType)) {
|
||||
if (this.isDebugMode) {
|
||||
// 只在debug模式下进行验证,提升生产环境性能
|
||||
if (this.isDebugMode) {
|
||||
if (!EventTypeValidator.isValid(eventType)) {
|
||||
EventBus._logger.warn(`未知事件类型: ${eventType}`);
|
||||
}
|
||||
// 在调试模式下添加自定义事件类型
|
||||
if (this.isDebugMode) {
|
||||
// 在调试模式下添加自定义事件类型
|
||||
EventTypeValidator.addCustomType(eventType);
|
||||
}
|
||||
}
|
||||
@@ -468,41 +467,4 @@ export class GlobalEventBus {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 事件装饰器工厂
|
||||
* 用于自动注册事件监听器
|
||||
*/
|
||||
export function EventHandler(eventType: string, config: IEventListenerConfig = {}) {
|
||||
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
|
||||
const originalMethod = descriptor.value;
|
||||
|
||||
// 在类实例化时自动注册监听器
|
||||
const initMethod = target.constructor.prototype.initEventListeners || function() {};
|
||||
target.constructor.prototype.initEventListeners = function() {
|
||||
initMethod.call(this);
|
||||
const eventBus = GlobalEventBus.getInstance();
|
||||
eventBus.on(eventType, originalMethod.bind(this), config);
|
||||
};
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 异步事件装饰器工厂
|
||||
* 用于自动注册异步事件监听器
|
||||
*/
|
||||
export function AsyncEventHandler(eventType: string, config: IEventListenerConfig = {}) {
|
||||
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
|
||||
const originalMethod = descriptor.value;
|
||||
|
||||
const initMethod = target.constructor.prototype.initEventListeners || function() {};
|
||||
target.constructor.prototype.initEventListeners = function() {
|
||||
initMethod.call(this);
|
||||
const eventBus = GlobalEventBus.getInstance();
|
||||
eventBus.onAsync(eventType, originalMethod.bind(this), config);
|
||||
};
|
||||
|
||||
return descriptor;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -578,37 +578,4 @@ export class TypeSafeEventSystem {
|
||||
*/
|
||||
export const GlobalEventSystem = new TypeSafeEventSystem();
|
||||
|
||||
/**
|
||||
* 事件装饰器 - 用于自动注册事件监听器
|
||||
* @param eventType 事件类型
|
||||
* @param config 监听器配置
|
||||
*/
|
||||
export function EventListener(eventType: string, config: EventListenerConfig = {}) {
|
||||
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
|
||||
const originalMethod = descriptor.value;
|
||||
|
||||
// 在类实例化时自动注册监听器
|
||||
const initMethod = target.constructor.prototype.initEventListeners || function () { };
|
||||
target.constructor.prototype.initEventListeners = function () {
|
||||
initMethod.call(this);
|
||||
GlobalEventSystem.on(eventType, originalMethod.bind(this), config);
|
||||
};
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 异步事件装饰器
|
||||
* @param eventType 事件类型
|
||||
* @param config 监听器配置
|
||||
*/
|
||||
export function AsyncEventListener(eventType: string, config: EventListenerConfig = {}) {
|
||||
return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
|
||||
const originalMethod = descriptor.value;
|
||||
|
||||
const initMethod = target.constructor.prototype.initEventListeners || function () { };
|
||||
target.constructor.prototype.initEventListeners = function () {
|
||||
initMethod.call(this);
|
||||
GlobalEventSystem.onAsync(eventType, originalMethod.bind(this), config);
|
||||
};
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
export { EventBus, GlobalEventBus, EventHandler, AsyncEventHandler } from '../EventBus';
|
||||
export { EventBus, GlobalEventBus } from '../EventBus';
|
||||
export { TypeSafeEventSystem, EventListenerConfig, EventStats } from '../EventSystem';
|
||||
@@ -62,11 +62,11 @@ export class ECSFluentAPI {
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找实体(简化版)
|
||||
* 查找实体
|
||||
* @param componentTypes 组件类型
|
||||
* @returns 实体数组
|
||||
*/
|
||||
public find(...componentTypes: ComponentType[]): Entity[] {
|
||||
public find(...componentTypes: ComponentType[]): readonly Entity[] {
|
||||
return this.querySystem.queryAll(...componentTypes).entities;
|
||||
}
|
||||
|
||||
|
||||
@@ -14,7 +14,9 @@ export class EntityBuilder {
|
||||
constructor(scene: IScene, storageManager: ComponentStorageManager) {
|
||||
this.scene = scene;
|
||||
this.storageManager = storageManager;
|
||||
this.entity = new Entity("", scene.identifierPool.checkOut());
|
||||
const id = scene.identifierPool.checkOut();
|
||||
this.entity = new Entity("", id);
|
||||
this.entity.scene = this.scene as any;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
export {
|
||||
ComponentIndexManager,
|
||||
ComponentIndex,
|
||||
IComponentIndex,
|
||||
IndexStats
|
||||
} from '../ComponentIndex';
|
||||
|
||||
export {
|
||||
ArchetypeSystem,
|
||||
Archetype,
|
||||
ArchetypeQueryResult
|
||||
} from '../ArchetypeSystem';
|
||||
|
||||
export {
|
||||
DirtyTrackingSystem,
|
||||
DirtyFlag,
|
||||
DirtyData,
|
||||
DirtyListener
|
||||
} from '../DirtyTrackingSystem';
|
||||
|
||||
|
||||
404
packages/core/src/ECS/Core/Query/TypedQuery.ts
Normal file
404
packages/core/src/ECS/Core/Query/TypedQuery.ts
Normal file
@@ -0,0 +1,404 @@
|
||||
/**
|
||||
* 类型安全的Query查询系统
|
||||
*
|
||||
* 提供完整的TypeScript类型推断,在编译时确保类型安全
|
||||
*/
|
||||
|
||||
import type { Entity } from '../../Entity';
|
||||
import type { ComponentConstructor, ComponentInstance, ComponentTypeMap } from '../../../Types/TypeHelpers';
|
||||
import { Matcher, type QueryCondition } from '../../Utils/Matcher';
|
||||
|
||||
/**
|
||||
* 类型安全的查询结果
|
||||
*
|
||||
* 根据查询条件自动推断实体必定拥有的组件类型
|
||||
*/
|
||||
export class TypedQueryResult<TAll extends readonly ComponentConstructor[]> {
|
||||
private _entities: readonly Entity[];
|
||||
private _componentTypes: TAll;
|
||||
|
||||
constructor(entities: readonly Entity[], componentTypes: TAll) {
|
||||
this._entities = entities;
|
||||
this._componentTypes = componentTypes;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取实体列表
|
||||
*/
|
||||
get entities(): readonly Entity[] {
|
||||
return this._entities;
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体数量
|
||||
*/
|
||||
get length(): number {
|
||||
return this._entities.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 遍历所有实体
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* query.forEach((entity) => {
|
||||
* // entity.getComponent返回类型自动推断
|
||||
* const pos = entity.getComponent(Position); // Position类型
|
||||
* const vel = entity.getComponent(Velocity); // Velocity类型
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
forEach(callback: (entity: Entity, index: number) => void): void {
|
||||
this._entities.forEach(callback);
|
||||
}
|
||||
|
||||
/**
|
||||
* 映射转换实体
|
||||
*/
|
||||
map<R>(callback: (entity: Entity, index: number) => R): R[] {
|
||||
return this._entities.map(callback);
|
||||
}
|
||||
|
||||
/**
|
||||
* 过滤实体
|
||||
*/
|
||||
filter(predicate: (entity: Entity, index: number) => boolean): TypedQueryResult<TAll> {
|
||||
return new TypedQueryResult(this._entities.filter(predicate), this._componentTypes);
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找第一个匹配的实体
|
||||
*/
|
||||
find(predicate: (entity: Entity, index: number) => boolean): Entity | undefined {
|
||||
return this._entities.find(predicate);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否存在匹配的实体
|
||||
*/
|
||||
some(predicate: (entity: Entity, index: number) => boolean): boolean {
|
||||
return this._entities.some(predicate);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否所有实体都匹配
|
||||
*/
|
||||
every(predicate: (entity: Entity, index: number) => boolean): boolean {
|
||||
return this._entities.every(predicate);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定索引的实体
|
||||
*/
|
||||
get(index: number): Entity | undefined {
|
||||
return this._entities[index];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取第一个实体
|
||||
*/
|
||||
get first(): Entity | undefined {
|
||||
return this._entities[0];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取最后一个实体
|
||||
*/
|
||||
get last(): Entity | undefined {
|
||||
return this._entities[this._entities.length - 1];
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查查询结果是否为空
|
||||
*/
|
||||
get isEmpty(): boolean {
|
||||
return this._entities.length === 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 转换为数组
|
||||
*/
|
||||
toArray(): Entity[] {
|
||||
return [...this._entities];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件类型信息(用于调试)
|
||||
*/
|
||||
getComponentTypes(): readonly ComponentConstructor[] {
|
||||
return this._componentTypes;
|
||||
}
|
||||
|
||||
/**
|
||||
* 迭代器支持
|
||||
*/
|
||||
[Symbol.iterator](): Iterator<Entity> {
|
||||
return this._entities[Symbol.iterator]();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 类型安全的查询构建器
|
||||
*
|
||||
* 支持链式调用,自动推断查询结果的类型
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 基础查询
|
||||
* const query = new TypedQueryBuilder()
|
||||
* .withAll(Position, Velocity)
|
||||
* .build();
|
||||
*
|
||||
* // 复杂查询
|
||||
* const complexQuery = new TypedQueryBuilder()
|
||||
* .withAll(Transform, Renderer)
|
||||
* .withAny(BoxCollider, CircleCollider)
|
||||
* .withNone(Disabled)
|
||||
* .withTag(EntityTags.Enemy)
|
||||
* .build();
|
||||
* ```
|
||||
*/
|
||||
export class TypedQueryBuilder<
|
||||
TAll extends readonly ComponentConstructor[] = [],
|
||||
TAny extends readonly ComponentConstructor[] = [],
|
||||
TNone extends readonly ComponentConstructor[] = []
|
||||
> {
|
||||
private _all: TAll;
|
||||
private _any: TAny;
|
||||
private _none: TNone;
|
||||
private _tag?: number;
|
||||
private _name?: string;
|
||||
|
||||
constructor(
|
||||
all?: TAll,
|
||||
any?: TAny,
|
||||
none?: TNone,
|
||||
tag?: number,
|
||||
name?: string
|
||||
) {
|
||||
this._all = (all || []) as TAll;
|
||||
this._any = (any || []) as TAny;
|
||||
this._none = (none || []) as TNone;
|
||||
this._tag = tag;
|
||||
this._name = name;
|
||||
}
|
||||
|
||||
/**
|
||||
* 要求实体拥有所有指定的组件
|
||||
*
|
||||
* @param types 组件类型
|
||||
* @returns 新的查询构建器,类型参数更新
|
||||
*/
|
||||
withAll<TNewAll extends readonly ComponentConstructor[]>(
|
||||
...types: TNewAll
|
||||
): TypedQueryBuilder<
|
||||
readonly [...TAll, ...TNewAll],
|
||||
TAny,
|
||||
TNone
|
||||
> {
|
||||
return new TypedQueryBuilder(
|
||||
[...this._all, ...types] as readonly [...TAll, ...TNewAll],
|
||||
this._any,
|
||||
this._none,
|
||||
this._tag,
|
||||
this._name
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 要求实体至少拥有一个指定的组件
|
||||
*
|
||||
* @param types 组件类型
|
||||
* @returns 新的查询构建器
|
||||
*/
|
||||
withAny<TNewAny extends readonly ComponentConstructor[]>(
|
||||
...types: TNewAny
|
||||
): TypedQueryBuilder<
|
||||
TAll,
|
||||
readonly [...TAny, ...TNewAny],
|
||||
TNone
|
||||
> {
|
||||
return new TypedQueryBuilder(
|
||||
this._all,
|
||||
[...this._any, ...types] as readonly [...TAny, ...TNewAny],
|
||||
this._none,
|
||||
this._tag,
|
||||
this._name
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 排除拥有指定组件的实体
|
||||
*
|
||||
* @param types 组件类型
|
||||
* @returns 新的查询构建器
|
||||
*/
|
||||
withNone<TNewNone extends readonly ComponentConstructor[]>(
|
||||
...types: TNewNone
|
||||
): TypedQueryBuilder<
|
||||
TAll,
|
||||
TAny,
|
||||
readonly [...TNone, ...TNewNone]
|
||||
> {
|
||||
return new TypedQueryBuilder(
|
||||
this._all,
|
||||
this._any,
|
||||
[...this._none, ...types] as readonly [...TNone, ...TNewNone],
|
||||
this._tag,
|
||||
this._name
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 按标签过滤实体
|
||||
*
|
||||
* @param tag 标签值
|
||||
* @returns 新的查询构建器
|
||||
*/
|
||||
withTag(tag: number): TypedQueryBuilder<TAll, TAny, TNone> {
|
||||
return new TypedQueryBuilder(
|
||||
this._all,
|
||||
this._any,
|
||||
this._none,
|
||||
tag,
|
||||
this._name
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 按名称过滤实体
|
||||
*
|
||||
* @param name 实体名称
|
||||
* @returns 新的查询构建器
|
||||
*/
|
||||
withName(name: string): TypedQueryBuilder<TAll, TAny, TNone> {
|
||||
return new TypedQueryBuilder(
|
||||
this._all,
|
||||
this._any,
|
||||
this._none,
|
||||
this._tag,
|
||||
name
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 构建Matcher对象
|
||||
*
|
||||
* @returns Matcher实例,用于传统查询API
|
||||
*/
|
||||
buildMatcher(): Matcher {
|
||||
let matcher = Matcher.complex();
|
||||
|
||||
if (this._all.length > 0) {
|
||||
matcher = matcher.all(...(this._all as unknown as ComponentConstructor[]));
|
||||
}
|
||||
|
||||
if (this._any.length > 0) {
|
||||
matcher = matcher.any(...(this._any as unknown as ComponentConstructor[]));
|
||||
}
|
||||
|
||||
if (this._none.length > 0) {
|
||||
matcher = matcher.none(...(this._none as unknown as ComponentConstructor[]));
|
||||
}
|
||||
|
||||
if (this._tag !== undefined) {
|
||||
matcher = matcher.withTag(this._tag);
|
||||
}
|
||||
|
||||
if (this._name !== undefined) {
|
||||
matcher = matcher.withName(this._name);
|
||||
}
|
||||
|
||||
return matcher;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取查询条件
|
||||
*
|
||||
* @returns 查询条件对象
|
||||
*/
|
||||
getCondition(): QueryCondition {
|
||||
return {
|
||||
all: [...this._all] as ComponentConstructor[],
|
||||
any: [...this._any] as ComponentConstructor[],
|
||||
none: [...this._none] as ComponentConstructor[],
|
||||
tag: this._tag,
|
||||
name: this._name
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取required组件类型(用于类型推断)
|
||||
*/
|
||||
getRequiredTypes(): TAll {
|
||||
return this._all;
|
||||
}
|
||||
|
||||
/**
|
||||
* 克隆查询构建器
|
||||
*/
|
||||
clone(): TypedQueryBuilder<TAll, TAny, TNone> {
|
||||
return new TypedQueryBuilder(
|
||||
[...this._all] as unknown as TAll,
|
||||
[...this._any] as unknown as TAny,
|
||||
[...this._none] as unknown as TNone,
|
||||
this._tag,
|
||||
this._name
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建类型安全的查询构建器
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const query = createQuery()
|
||||
* .withAll(Position, Velocity)
|
||||
* .withNone(Disabled);
|
||||
*
|
||||
* // 在System或Scene中使用
|
||||
* const entities = scene.query(query);
|
||||
* entities.forEach(entity => {
|
||||
* const pos = entity.getComponent(Position); // 自动推断为Position
|
||||
* const vel = entity.getComponent(Velocity); // 自动推断为Velocity
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
export function createQuery(): TypedQueryBuilder<[], [], []> {
|
||||
return new TypedQueryBuilder();
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建单组件查询的便捷方法
|
||||
*
|
||||
* @param componentType 组件类型
|
||||
* @returns 查询构建器
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const healthEntities = queryFor(HealthComponent);
|
||||
* ```
|
||||
*/
|
||||
export function queryFor<T extends ComponentConstructor>(
|
||||
componentType: T
|
||||
): TypedQueryBuilder<readonly [T], [], []> {
|
||||
return new TypedQueryBuilder([componentType] as readonly [T]);
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建多组件查询的便捷方法
|
||||
*
|
||||
* @param types 组件类型数组
|
||||
* @returns 查询构建器
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const movableEntities = queryForAll(Position, Velocity);
|
||||
* ```
|
||||
*/
|
||||
export function queryForAll<T extends readonly ComponentConstructor[]>(
|
||||
...types: T
|
||||
): TypedQueryBuilder<T, [], []> {
|
||||
return new TypedQueryBuilder(types);
|
||||
}
|
||||
@@ -1,3 +1,3 @@
|
||||
export { QuerySystem } from '../QuerySystem';
|
||||
export { ECSFluentAPI, createECSAPI } from '../FluentAPI';
|
||||
export { EntityManager, EntityQueryBuilder } from '../EntityManager';
|
||||
|
||||
@@ -4,11 +4,8 @@ import { ComponentRegistry, ComponentType } from './ComponentStorage';
|
||||
import { BitMask64Utils, BitMask64Data } from '../Utils/BigIntCompatibility';
|
||||
import { createLogger } from '../../Utils/Logger';
|
||||
import { getComponentTypeName } from '../Decorators';
|
||||
|
||||
import { ComponentPoolManager } from './ComponentPool';
|
||||
import { ComponentIndexManager } from './ComponentIndex';
|
||||
import { ArchetypeSystem, Archetype, ArchetypeQueryResult } from './ArchetypeSystem';
|
||||
import { DirtyTrackingSystem, DirtyFlag } from './DirtyTrackingSystem';
|
||||
import { Archetype, ArchetypeSystem } from './ArchetypeSystem';
|
||||
import { ComponentTypeManager } from "../Utils";
|
||||
|
||||
/**
|
||||
* 查询条件类型
|
||||
@@ -35,7 +32,7 @@ export interface QueryCondition {
|
||||
* 实体查询结果接口
|
||||
*/
|
||||
export interface QueryResult {
|
||||
entities: Entity[];
|
||||
entities: readonly Entity[];
|
||||
count: number;
|
||||
/** 查询执行时间(毫秒) */
|
||||
executionTime: number;
|
||||
@@ -47,8 +44,6 @@ export interface QueryResult {
|
||||
* 实体索引结构
|
||||
*/
|
||||
interface EntityIndex {
|
||||
byMask: Map<string, Set<Entity>>;
|
||||
byComponentType: Map<ComponentType, Set<Entity>>;
|
||||
byTag: Map<number, Set<Entity>>;
|
||||
byName: Map<string, Set<Entity>>;
|
||||
}
|
||||
@@ -57,22 +52,16 @@ interface EntityIndex {
|
||||
* 查询缓存条目
|
||||
*/
|
||||
interface QueryCacheEntry {
|
||||
entities: Entity[];
|
||||
entities: readonly Entity[];
|
||||
timestamp: number;
|
||||
hitCount: number;
|
||||
version: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 高性能实体查询系统
|
||||
*
|
||||
* 提供快速的实体查询功能,支持按组件类型、标签、名称等多种方式查询实体。
|
||||
* 系统采用多级索引和智能缓存机制,确保在大量实体场景下的查询性能。
|
||||
*
|
||||
* 主要特性:
|
||||
* - 支持单组件和多组件查询
|
||||
* - 自动索引管理和缓存优化
|
||||
* - WebAssembly计算加速(如果可用)
|
||||
* - 详细的性能统计信息
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
@@ -87,25 +76,17 @@ export class QuerySystem {
|
||||
private _logger = createLogger('QuerySystem');
|
||||
private entities: Entity[] = [];
|
||||
private entityIndex: EntityIndex;
|
||||
private indexDirty = true;
|
||||
|
||||
// 版本号,用于缓存失效
|
||||
|
||||
private _version = 0;
|
||||
|
||||
// 查询缓存系统
|
||||
private queryCache = new Map<string, QueryCacheEntry>();
|
||||
private cacheMaxSize = 1000;
|
||||
private cacheTimeout = 5000; // 5秒缓存过期
|
||||
private cacheTimeout = 5000;
|
||||
|
||||
// 优化组件
|
||||
private componentPoolManager: ComponentPoolManager;
|
||||
private componentMaskCache = new Map<string, BitMask64Data>();
|
||||
|
||||
// 新增性能优化系统
|
||||
private componentIndexManager: ComponentIndexManager;
|
||||
private archetypeSystem: ArchetypeSystem;
|
||||
private dirtyTrackingSystem: DirtyTrackingSystem;
|
||||
|
||||
// 性能统计
|
||||
private queryStats = {
|
||||
totalQueries: 0,
|
||||
cacheHits: 0,
|
||||
@@ -115,23 +96,31 @@ export class QuerySystem {
|
||||
dirtyChecks: 0
|
||||
};
|
||||
|
||||
private resultArrayPool: Entity[][] = [];
|
||||
private poolMaxSize = 50;
|
||||
|
||||
constructor() {
|
||||
this.entityIndex = {
|
||||
byMask: new Map(),
|
||||
byComponentType: new Map(),
|
||||
byTag: new Map(),
|
||||
byName: new Map()
|
||||
};
|
||||
|
||||
// 初始化优化组件
|
||||
this.componentPoolManager = ComponentPoolManager.getInstance();
|
||||
// 初始化新的性能优化系统
|
||||
this.componentIndexManager = new ComponentIndexManager();
|
||||
this.archetypeSystem = new ArchetypeSystem();
|
||||
this.dirtyTrackingSystem = new DirtyTrackingSystem();
|
||||
}
|
||||
|
||||
private acquireResultArray(): Entity[] {
|
||||
if (this.resultArrayPool.length > 0) {
|
||||
return this.resultArrayPool.pop()!;
|
||||
}
|
||||
return [];
|
||||
}
|
||||
|
||||
private releaseResultArray(array: Entity[]): void {
|
||||
if (this.resultArrayPool.length < this.poolMaxSize) {
|
||||
array.length = 0;
|
||||
this.resultArrayPool.push(array);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置实体列表并重建索引
|
||||
@@ -161,9 +150,7 @@ export class QuerySystem {
|
||||
this.entities.push(entity);
|
||||
this.addEntityToIndexes(entity);
|
||||
|
||||
this.componentIndexManager.addEntity(entity);
|
||||
this.archetypeSystem.addEntity(entity);
|
||||
this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);
|
||||
|
||||
|
||||
// 只有在非延迟模式下才立即清理缓存
|
||||
@@ -195,6 +182,10 @@ export class QuerySystem {
|
||||
if (!existingIds.has(entity.id)) {
|
||||
this.entities.push(entity);
|
||||
this.addEntityToIndexes(entity);
|
||||
|
||||
// 更新索引管理器
|
||||
this.archetypeSystem.addEntity(entity);
|
||||
|
||||
existingIds.add(entity.id);
|
||||
addedCount++;
|
||||
}
|
||||
@@ -225,6 +216,9 @@ export class QuerySystem {
|
||||
// 批量更新索引
|
||||
for (const entity of entities) {
|
||||
this.addEntityToIndexes(entity);
|
||||
|
||||
// 更新索引管理器
|
||||
this.archetypeSystem.addEntity(entity);
|
||||
}
|
||||
|
||||
// 清理缓存
|
||||
@@ -233,9 +227,9 @@ export class QuerySystem {
|
||||
|
||||
/**
|
||||
* 从查询系统移除实体
|
||||
*
|
||||
*
|
||||
* 从查询系统中移除指定实体,并清理相关索引。
|
||||
*
|
||||
*
|
||||
* @param entity 要移除的实体
|
||||
*/
|
||||
public removeEntity(entity: Entity): void {
|
||||
@@ -244,95 +238,81 @@ export class QuerySystem {
|
||||
this.entities.splice(index, 1);
|
||||
this.removeEntityFromIndexes(entity);
|
||||
|
||||
this.componentIndexManager.removeEntity(entity);
|
||||
this.archetypeSystem.removeEntity(entity);
|
||||
this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_REMOVED);
|
||||
|
||||
this.clearQueryCache();
|
||||
|
||||
|
||||
// 更新版本号
|
||||
this._version++;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将实体添加到各种索引中(优化版本)
|
||||
* 更新实体在查询系统中的索引
|
||||
*
|
||||
* 当实体的组件组合发生变化时调用此方法,高效地更新实体在查询系统中的索引。
|
||||
*
|
||||
* @param entity 要更新的实体
|
||||
*/
|
||||
public updateEntity(entity: Entity): void {
|
||||
// 检查实体是否在查询系统中
|
||||
if (!this.entities.includes(entity)) {
|
||||
// 如果实体不在系统中,直接添加
|
||||
this.addEntity(entity);
|
||||
return;
|
||||
}
|
||||
|
||||
// 先从索引中移除实体的旧状态
|
||||
this.removeEntityFromIndexes(entity);
|
||||
|
||||
// 更新ArchetypeSystem中的实体状态
|
||||
this.archetypeSystem.updateEntity(entity);
|
||||
// 重新添加实体到索引(基于新的组件状态)
|
||||
this.addEntityToIndexes(entity);
|
||||
|
||||
// 清理查询缓存,因为实体组件状态已改变
|
||||
this.clearQueryCache();
|
||||
|
||||
// 更新版本号以使缓存失效
|
||||
this._version++;
|
||||
}
|
||||
|
||||
/**
|
||||
* 将实体添加到各种索引中
|
||||
*/
|
||||
private addEntityToIndexes(entity: Entity): void {
|
||||
const mask = entity.componentMask;
|
||||
|
||||
// 组件掩码索引 - 优化Map操作
|
||||
const maskKey = mask.toString();
|
||||
let maskSet = this.entityIndex.byMask.get(maskKey);
|
||||
if (!maskSet) {
|
||||
maskSet = new Set();
|
||||
this.entityIndex.byMask.set(maskKey, maskSet);
|
||||
}
|
||||
maskSet.add(entity);
|
||||
|
||||
// 组件类型索引 - 批量处理
|
||||
const components = entity.components;
|
||||
for (let i = 0; i < components.length; i++) {
|
||||
const componentType = components[i].constructor as ComponentType;
|
||||
let typeSet = this.entityIndex.byComponentType.get(componentType);
|
||||
if (!typeSet) {
|
||||
typeSet = new Set();
|
||||
this.entityIndex.byComponentType.set(componentType, typeSet);
|
||||
}
|
||||
typeSet.add(entity);
|
||||
}
|
||||
|
||||
// 标签索引 - 只在有标签时处理
|
||||
// 标签索引
|
||||
const tag = entity.tag;
|
||||
if (tag !== undefined) {
|
||||
let tagSet = this.entityIndex.byTag.get(tag);
|
||||
if (!tagSet) {
|
||||
tagSet = new Set();
|
||||
this.entityIndex.byTag.set(tag, tagSet);
|
||||
}
|
||||
const tagSet = this.entityIndex.byTag.get(tag) || this.createAndSetTagIndex(tag);
|
||||
tagSet.add(entity);
|
||||
}
|
||||
|
||||
// 名称索引 - 只在有名称时处理
|
||||
// 名称索引
|
||||
const name = entity.name;
|
||||
if (name) {
|
||||
let nameSet = this.entityIndex.byName.get(name);
|
||||
if (!nameSet) {
|
||||
nameSet = new Set();
|
||||
this.entityIndex.byName.set(name, nameSet);
|
||||
}
|
||||
const nameSet = this.entityIndex.byName.get(name) || this.createAndSetNameIndex(name);
|
||||
nameSet.add(entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private createAndSetTagIndex(tag: number): Set<Entity> {
|
||||
const set = new Set<Entity>();
|
||||
this.entityIndex.byTag.set(tag, set);
|
||||
return set;
|
||||
}
|
||||
|
||||
private createAndSetNameIndex(name: string): Set<Entity> {
|
||||
const set = new Set<Entity>();
|
||||
this.entityIndex.byName.set(name, set);
|
||||
return set;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从各种索引中移除实体
|
||||
*/
|
||||
private removeEntityFromIndexes(entity: Entity): void {
|
||||
const mask = entity.componentMask;
|
||||
|
||||
// 从组件掩码索引移除
|
||||
const maskKey = mask.toString();
|
||||
const maskSet = this.entityIndex.byMask.get(maskKey);
|
||||
if (maskSet) {
|
||||
maskSet.delete(entity);
|
||||
if (maskSet.size === 0) {
|
||||
this.entityIndex.byMask.delete(maskKey);
|
||||
}
|
||||
}
|
||||
|
||||
// 从组件类型索引移除
|
||||
for (const component of entity.components) {
|
||||
const componentType = component.constructor as ComponentType;
|
||||
const typeSet = this.entityIndex.byComponentType.get(componentType);
|
||||
if (typeSet) {
|
||||
typeSet.delete(entity);
|
||||
if (typeSet.size === 0) {
|
||||
this.entityIndex.byComponentType.delete(componentType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 从标签索引移除
|
||||
if (entity.tag !== undefined) {
|
||||
const tagSet = this.entityIndex.byTag.get(entity.tag);
|
||||
@@ -358,27 +338,21 @@ export class QuerySystem {
|
||||
|
||||
/**
|
||||
* 重建所有索引
|
||||
*
|
||||
*
|
||||
* 清空并重新构建所有查询索引。
|
||||
* 通常在大量实体变更后调用以确保索引一致性。
|
||||
*/
|
||||
private rebuildIndexes(): void {
|
||||
this.entityIndex.byMask.clear();
|
||||
this.entityIndex.byComponentType.clear();
|
||||
this.entityIndex.byTag.clear();
|
||||
this.entityIndex.byName.clear();
|
||||
|
||||
|
||||
// 清理ArchetypeSystem和ComponentIndexManager
|
||||
this.archetypeSystem.clear();
|
||||
this.componentIndexManager.clear();
|
||||
|
||||
for (const entity of this.entities) {
|
||||
this.addEntityToIndexes(entity);
|
||||
this.componentIndexManager.addEntity(entity);
|
||||
this.archetypeSystem.addEntity(entity);
|
||||
}
|
||||
|
||||
this.indexDirty = false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -402,7 +376,7 @@ export class QuerySystem {
|
||||
this.queryStats.totalQueries++;
|
||||
|
||||
// 生成缓存键
|
||||
const cacheKey = `all:${componentTypes.map(t => getComponentTypeName(t)).sort().join(',')}`;
|
||||
const cacheKey = this.generateCacheKey('all', componentTypes);
|
||||
|
||||
// 检查缓存
|
||||
const cached = this.getFromCache(cacheKey);
|
||||
@@ -416,26 +390,13 @@ export class QuerySystem {
|
||||
};
|
||||
}
|
||||
|
||||
let entities: Entity[] = [];
|
||||
|
||||
this.queryStats.archetypeHits++;
|
||||
const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'AND');
|
||||
if (archetypeResult.archetypes.length > 0) {
|
||||
this.queryStats.archetypeHits++;
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
entities.push(...archetype.entities);
|
||||
}
|
||||
} else {
|
||||
try {
|
||||
if (componentTypes.length === 1) {
|
||||
this.queryStats.indexHits++;
|
||||
const indexResult = this.componentIndexManager.query(componentTypes[0]);
|
||||
entities = Array.from(indexResult);
|
||||
} else {
|
||||
const indexResult = this.componentIndexManager.queryMultiple(componentTypes, 'AND');
|
||||
entities = Array.from(indexResult);
|
||||
}
|
||||
} catch (error) {
|
||||
entities = [];
|
||||
|
||||
const entities: Entity[] = [];
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
for (const entity of archetype.entities) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -459,31 +420,11 @@ export class QuerySystem {
|
||||
* @returns 匹配的实体列表
|
||||
*/
|
||||
private queryMultipleComponents(componentTypes: ComponentType[]): Entity[] {
|
||||
// 找到最小的组件集合作为起点
|
||||
let smallestSet: Set<Entity> | null = null;
|
||||
let smallestSize = Infinity;
|
||||
|
||||
for (const componentType of componentTypes) {
|
||||
const set = this.entityIndex.byComponentType.get(componentType);
|
||||
if (!set || set.size === 0) {
|
||||
return []; // 如果任何组件没有实体,直接返回空结果
|
||||
}
|
||||
if (set.size < smallestSize) {
|
||||
smallestSize = set.size;
|
||||
smallestSet = set;
|
||||
}
|
||||
}
|
||||
|
||||
if (!smallestSet) {
|
||||
return []; // 如果没有找到任何组件集合,返回空结果
|
||||
}
|
||||
|
||||
// 从最小集合开始,逐步过滤
|
||||
const mask = this.createComponentMask(componentTypes);
|
||||
const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'AND');
|
||||
const result: Entity[] = [];
|
||||
|
||||
for (const entity of smallestSet) {
|
||||
if (BitMask64Utils.hasAll(entity.componentMask, mask)) {
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
for (const entity of archetype.entities) {
|
||||
result.push(entity);
|
||||
}
|
||||
}
|
||||
@@ -513,7 +454,7 @@ export class QuerySystem {
|
||||
const startTime = performance.now();
|
||||
this.queryStats.totalQueries++;
|
||||
|
||||
const cacheKey = `any:${componentTypes.map(t => getComponentTypeName(t)).sort().join(',')}`;
|
||||
const cacheKey = this.generateCacheKey('any', componentTypes);
|
||||
|
||||
// 检查缓存
|
||||
const cached = this.getFromCache(cacheKey);
|
||||
@@ -527,25 +468,24 @@ export class QuerySystem {
|
||||
};
|
||||
}
|
||||
|
||||
this.queryStats.archetypeHits++;
|
||||
const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'OR');
|
||||
let entities: Entity[];
|
||||
|
||||
if (archetypeResult.archetypes.length > 0) {
|
||||
this.queryStats.archetypeHits++;
|
||||
entities = [];
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
entities.push(...archetype.entities);
|
||||
const entities = this.acquireResultArray();
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
for (const entity of archetype.entities) {
|
||||
entities.push(entity);
|
||||
}
|
||||
} else {
|
||||
const indexResult = this.componentIndexManager.queryMultiple(componentTypes, 'OR');
|
||||
entities = Array.from(indexResult);
|
||||
}
|
||||
|
||||
this.addToCache(cacheKey, entities);
|
||||
|
||||
const frozenEntities = [...entities];
|
||||
this.releaseResultArray(entities);
|
||||
|
||||
this.addToCache(cacheKey, frozenEntities);
|
||||
|
||||
return {
|
||||
entities,
|
||||
count: entities.length,
|
||||
entities: frozenEntities,
|
||||
count: frozenEntities.length,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: false
|
||||
};
|
||||
@@ -571,7 +511,7 @@ export class QuerySystem {
|
||||
const startTime = performance.now();
|
||||
this.queryStats.totalQueries++;
|
||||
|
||||
const cacheKey = `none:${componentTypes.map(t => getComponentTypeName(t)).sort().join(',')}`;
|
||||
const cacheKey = this.generateCacheKey('none', componentTypes);
|
||||
|
||||
// 检查缓存
|
||||
const cached = this.getFromCache(cacheKey);
|
||||
@@ -715,7 +655,7 @@ export class QuerySystem {
|
||||
const startTime = performance.now();
|
||||
this.queryStats.totalQueries++;
|
||||
|
||||
const cacheKey = `component:${getComponentTypeName(componentType)}`;
|
||||
const cacheKey = this.generateCacheKey('component', [componentType]);
|
||||
|
||||
// 检查缓存
|
||||
const cached = this.getFromCache(cacheKey);
|
||||
@@ -729,9 +669,8 @@ export class QuerySystem {
|
||||
};
|
||||
}
|
||||
|
||||
// 使用索引查询
|
||||
this.queryStats.indexHits++;
|
||||
const entities = Array.from(this.entityIndex.byComponentType.get(componentType) || []);
|
||||
const entities = this.archetypeSystem.getEntitiesByComponent(componentType);
|
||||
|
||||
// 缓存结果
|
||||
this.addToCache(cacheKey, entities);
|
||||
@@ -747,12 +686,12 @@ export class QuerySystem {
|
||||
/**
|
||||
* 从缓存获取查询结果
|
||||
*/
|
||||
private getFromCache(cacheKey: string): Entity[] | null {
|
||||
private getFromCache(cacheKey: string): readonly Entity[] | null {
|
||||
const entry = this.queryCache.get(cacheKey);
|
||||
if (!entry) return null;
|
||||
|
||||
// 检查缓存是否过期
|
||||
if (Date.now() - entry.timestamp > this.cacheTimeout) {
|
||||
// 检查缓存是否过期或版本过期
|
||||
if (Date.now() - entry.timestamp > this.cacheTimeout || entry.version !== this._version) {
|
||||
this.queryCache.delete(cacheKey);
|
||||
return null;
|
||||
}
|
||||
@@ -771,9 +710,10 @@ export class QuerySystem {
|
||||
}
|
||||
|
||||
this.queryCache.set(cacheKey, {
|
||||
entities: [...entities], // 复制数组避免引用问题
|
||||
entities: entities, // 直接使用引用,通过版本号控制失效
|
||||
timestamp: Date.now(),
|
||||
hitCount: 0
|
||||
hitCount: 0,
|
||||
version: this._version
|
||||
});
|
||||
}
|
||||
|
||||
@@ -791,12 +731,22 @@ export class QuerySystem {
|
||||
|
||||
// 如果还是太满,移除最少使用的条目
|
||||
if (this.queryCache.size >= this.cacheMaxSize) {
|
||||
const entries = Array.from(this.queryCache.entries());
|
||||
entries.sort((a, b) => a[1].hitCount - b[1].hitCount);
|
||||
let minHitCount = Infinity;
|
||||
let oldestKey = '';
|
||||
let oldestTimestamp = Infinity;
|
||||
|
||||
const toRemove = Math.floor(this.cacheMaxSize * 0.2); // 移除20%
|
||||
for (let i = 0; i < toRemove && i < entries.length; i++) {
|
||||
this.queryCache.delete(entries[i][0]);
|
||||
// 单次遍历找到最少使用或最旧的条目
|
||||
for (const [key, entry] of this.queryCache.entries()) {
|
||||
if (entry.hitCount < minHitCount ||
|
||||
(entry.hitCount === minHitCount && entry.timestamp < oldestTimestamp)) {
|
||||
minHitCount = entry.hitCount;
|
||||
oldestKey = key;
|
||||
oldestTimestamp = entry.timestamp;
|
||||
}
|
||||
}
|
||||
|
||||
if (oldestKey) {
|
||||
this.queryCache.delete(oldestKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -806,10 +756,32 @@ export class QuerySystem {
|
||||
*/
|
||||
private clearQueryCache(): void {
|
||||
this.queryCache.clear();
|
||||
this.componentMaskCache.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 公共方法:清理查询缓存
|
||||
* 高效的缓存键生成
|
||||
*/
|
||||
private generateCacheKey(prefix: string, componentTypes: ComponentType[]): string {
|
||||
// 快速路径:单组件查询
|
||||
if (componentTypes.length === 1) {
|
||||
const name = getComponentTypeName(componentTypes[0]);
|
||||
return `${prefix}:${name}`;
|
||||
}
|
||||
|
||||
// 多组件查询:使用排序后的类型名称创建键
|
||||
const sortKey = componentTypes.map(t => {
|
||||
const name = getComponentTypeName(t);
|
||||
return name;
|
||||
}).sort().join(',');
|
||||
|
||||
const fullKey = `${prefix}:${sortKey}`;
|
||||
|
||||
return fullKey;
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理查询缓存
|
||||
*
|
||||
* 用于外部调用清理缓存,通常在批量操作后使用。
|
||||
*/
|
||||
@@ -817,81 +789,31 @@ export class QuerySystem {
|
||||
this.clearQueryCache();
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量更新实体组件
|
||||
*
|
||||
* 对大量实体进行批量组件更新操作。
|
||||
*
|
||||
* @param updates 更新操作列表,包含实体ID和新的组件掩码
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 批量更新实体的组件配置
|
||||
* const updates = [
|
||||
* { entityId: 1, componentMask: BigInt(0b1011) },
|
||||
* { entityId: 2, componentMask: BigInt(0b1101) }
|
||||
* ];
|
||||
* querySystem.batchUpdateComponents(updates);
|
||||
* ```
|
||||
*/
|
||||
public batchUpdateComponents(updates: Array<{ entityId: number, componentMask: bigint }>): void {
|
||||
// 批量处理更新,先从索引中移除,再重新添加
|
||||
const entitiesToUpdate: Entity[] = [];
|
||||
|
||||
for (const update of updates) {
|
||||
const entity = this.entities.find(e => e.id === update.entityId);
|
||||
if (entity) {
|
||||
// 先从所有索引中移除
|
||||
this.removeEntityFromIndexes(entity);
|
||||
entitiesToUpdate.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
// 重新添加到索引中(此时实体的组件掩码已经更新)
|
||||
for (const entity of entitiesToUpdate) {
|
||||
this.addEntityToIndexes(entity);
|
||||
}
|
||||
|
||||
// 标记脏实体进行处理
|
||||
for (const entity of entitiesToUpdate) {
|
||||
this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, []);
|
||||
}
|
||||
|
||||
// 批量更新后清除缓存
|
||||
this.clearQueryCache();
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* 创建组件掩码
|
||||
*
|
||||
*
|
||||
* 根据组件类型列表生成对应的位掩码。
|
||||
* 使用位掩码优化器进行缓存和预计算。
|
||||
*
|
||||
* 使用缓存避免重复计算。
|
||||
*
|
||||
* @param componentTypes 组件类型列表
|
||||
* @returns 生成的位掩码
|
||||
*/
|
||||
private createComponentMask(componentTypes: ComponentType[]): BitMask64Data {
|
||||
let mask = BitMask64Utils.clone(BitMask64Utils.ZERO);
|
||||
let hasValidComponents = false;
|
||||
|
||||
for (const type of componentTypes) {
|
||||
try {
|
||||
const bitMask = ComponentRegistry.getBitMask(type);
|
||||
BitMask64Utils.orInPlace(mask, bitMask);
|
||||
hasValidComponents = true;
|
||||
} catch (error) {
|
||||
this._logger.warn(`组件类型 ${getComponentTypeName(type)} 未注册,跳过`);
|
||||
}
|
||||
// 生成缓存键
|
||||
const cacheKey = componentTypes.map(t => {
|
||||
return getComponentTypeName(t);
|
||||
}).sort().join(',');
|
||||
|
||||
// 检查缓存
|
||||
const cached = this.componentMaskCache.get(cacheKey);
|
||||
if (cached) {
|
||||
return cached;
|
||||
}
|
||||
|
||||
// 如果没有有效的组件类型,返回一个不可能匹配的掩码
|
||||
if (!hasValidComponents) {
|
||||
return { lo: 0xFFFFFFFF, hi: 0xFFFFFFFF }; // 所有位都是1,不可能与任何实体匹配
|
||||
}
|
||||
|
||||
return mask;
|
||||
|
||||
let mask = ComponentTypeManager.instance.getEntityBits(componentTypes);
|
||||
// 缓存结果
|
||||
this.componentMaskCache.set(cacheKey, mask.getValue());
|
||||
return mask.getValue();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -904,8 +826,8 @@ export class QuerySystem {
|
||||
/**
|
||||
* 获取所有实体
|
||||
*/
|
||||
public getAllEntities(): Entity[] {
|
||||
return [...this.entities];
|
||||
public getAllEntities(): readonly Entity[] {
|
||||
return this.entities;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -919,7 +841,6 @@ export class QuerySystem {
|
||||
public getStats(): {
|
||||
entityCount: number;
|
||||
indexStats: {
|
||||
maskIndexSize: number;
|
||||
componentIndexSize: number;
|
||||
tagIndexSize: number;
|
||||
nameIndexSize: number;
|
||||
@@ -934,9 +855,7 @@ export class QuerySystem {
|
||||
cacheHitRate: string;
|
||||
};
|
||||
optimizationStats: {
|
||||
componentIndex: any;
|
||||
archetypeSystem: any;
|
||||
dirtyTracking: any;
|
||||
};
|
||||
cacheStats: {
|
||||
size: number;
|
||||
@@ -946,8 +865,7 @@ export class QuerySystem {
|
||||
return {
|
||||
entityCount: this.entities.length,
|
||||
indexStats: {
|
||||
maskIndexSize: this.entityIndex.byMask.size,
|
||||
componentIndexSize: this.entityIndex.byComponentType.size,
|
||||
componentIndexSize: this.archetypeSystem.getAllArchetypes().length,
|
||||
tagIndexSize: this.entityIndex.byTag.size,
|
||||
nameIndexSize: this.entityIndex.byName.size
|
||||
},
|
||||
@@ -957,13 +875,11 @@ export class QuerySystem {
|
||||
(this.queryStats.cacheHits / this.queryStats.totalQueries * 100).toFixed(2) + '%' : '0%'
|
||||
},
|
||||
optimizationStats: {
|
||||
componentIndex: this.componentIndexManager.getStats(),
|
||||
archetypeSystem: this.archetypeSystem.getAllArchetypes().map(a => ({
|
||||
id: a.id,
|
||||
componentTypes: a.componentTypes.map(t => getComponentTypeName(t)),
|
||||
entityCount: a.entities.length
|
||||
})),
|
||||
dirtyTracking: this.dirtyTrackingSystem.getStats()
|
||||
entityCount: a.entities.size
|
||||
}))
|
||||
},
|
||||
cacheStats: {
|
||||
size: this.queryCache.size,
|
||||
@@ -973,54 +889,6 @@ export class QuerySystem {
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 配置脏标记系统
|
||||
*
|
||||
* @param batchSize 批处理大小
|
||||
* @param maxProcessingTime 最大处理时间
|
||||
*/
|
||||
public configureDirtyTracking(batchSize: number, maxProcessingTime: number): void {
|
||||
this.dirtyTrackingSystem.configureBatchProcessing(batchSize, maxProcessingTime);
|
||||
}
|
||||
|
||||
/**
|
||||
* 手动触发性能优化
|
||||
*/
|
||||
public optimizePerformance(): void {
|
||||
this.dirtyTrackingSystem.processDirtyEntities();
|
||||
this.cleanupCache();
|
||||
|
||||
const stats = this.componentIndexManager.getStats();
|
||||
// 基于SparseSet的索引已自动优化,无需手动切换索引类型
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始新的帧
|
||||
*/
|
||||
public beginFrame(): void {
|
||||
this.dirtyTrackingSystem.beginFrame();
|
||||
}
|
||||
|
||||
/**
|
||||
* 结束当前帧
|
||||
*/
|
||||
public endFrame(): void {
|
||||
this.dirtyTrackingSystem.endFrame();
|
||||
}
|
||||
|
||||
/**
|
||||
* 标记实体组件已修改(用于脏标记追踪)
|
||||
*
|
||||
* @param entity 修改的实体
|
||||
* @param componentTypes 修改的组件类型
|
||||
*/
|
||||
public markEntityDirty(entity: Entity, componentTypes: ComponentType[]): void {
|
||||
this.queryStats.dirtyChecks++;
|
||||
this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, componentTypes);
|
||||
this.clearQueryCache();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取实体所属的原型信息
|
||||
*
|
||||
|
||||
345
packages/core/src/ECS/Core/ReferenceTracker.ts
Normal file
345
packages/core/src/ECS/Core/ReferenceTracker.ts
Normal file
@@ -0,0 +1,345 @@
|
||||
import { Component } from '../Component';
|
||||
import type { Entity } from '../Entity';
|
||||
import type { IScene } from '../IScene';
|
||||
import { createLogger } from '../../Utils/Logger';
|
||||
|
||||
const logger = createLogger('ReferenceTracker');
|
||||
|
||||
/**
|
||||
* WeakRef 接口定义
|
||||
*
|
||||
* 用于 ES2020 环境下的类型定义
|
||||
*/
|
||||
interface IWeakRef<T extends object> {
|
||||
deref(): T | undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* WeakRef Polyfill for ES2020 compatibility
|
||||
*
|
||||
* 为了兼容 Cocos Creator、Laya、微信小游戏等目标平台(仅支持 ES2020),
|
||||
* 提供 WeakRef 的 Polyfill 实现。
|
||||
*
|
||||
* - 现代浏览器:自动使用原生 WeakRef (自动 GC)
|
||||
* - 旧环境:使用 Polyfill (无自动 GC,但 Scene 销毁时会手动清理)
|
||||
*/
|
||||
class WeakRefPolyfill<T extends object> implements IWeakRef<T> {
|
||||
private _target: T;
|
||||
|
||||
constructor(target: T) {
|
||||
this._target = target;
|
||||
}
|
||||
|
||||
deref(): T | undefined {
|
||||
return this._target;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* WeakRef 构造函数类型
|
||||
*/
|
||||
interface IWeakRefConstructor {
|
||||
new <T extends object>(target: T): IWeakRef<T>;
|
||||
}
|
||||
|
||||
/**
|
||||
* WeakRef 实现
|
||||
*
|
||||
* 优先使用原生 WeakRef,不支持时降级到 Polyfill
|
||||
*/
|
||||
const WeakRefImpl: IWeakRefConstructor = (
|
||||
(typeof globalThis !== 'undefined' && (globalThis as any).WeakRef) ||
|
||||
(typeof global !== 'undefined' && (global as any).WeakRef) ||
|
||||
(typeof window !== 'undefined' && (window as any).WeakRef) ||
|
||||
WeakRefPolyfill
|
||||
) as IWeakRefConstructor;
|
||||
|
||||
/**
|
||||
* Entity引用记录
|
||||
*/
|
||||
export interface EntityRefRecord {
|
||||
component: IWeakRef<Component>;
|
||||
propertyKey: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 全局EntityID到Scene的映射
|
||||
*
|
||||
* 使用全局Map记录每个Entity ID对应的Scene,用于装饰器通过Component.entityId查找Scene。
|
||||
*/
|
||||
const globalEntitySceneMap = new Map<number, IWeakRef<IScene>>();
|
||||
|
||||
/**
|
||||
* 通过Entity ID获取Scene
|
||||
*
|
||||
* @param entityId Entity ID
|
||||
* @returns Scene实例,如果不存在则返回null
|
||||
*/
|
||||
export function getSceneByEntityId(entityId: number): IScene | null {
|
||||
const sceneRef = globalEntitySceneMap.get(entityId);
|
||||
return sceneRef?.deref() || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Entity引用追踪器
|
||||
*
|
||||
* 追踪Component中对Entity的引用,当Entity被销毁时自动清理所有引用。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const tracker = new ReferenceTracker();
|
||||
* tracker.registerReference(targetEntity, component, 'parent');
|
||||
* targetEntity.destroy(); // 自动将 component.parent 设为 null
|
||||
* ```
|
||||
*/
|
||||
export class ReferenceTracker {
|
||||
/**
|
||||
* Entity ID -> 引用该Entity的所有组件记录
|
||||
*/
|
||||
private _references: Map<number, Set<EntityRefRecord>> = new Map();
|
||||
|
||||
/**
|
||||
* 当前Scene的引用
|
||||
*/
|
||||
private _scene: IWeakRef<IScene> | null = null;
|
||||
|
||||
/**
|
||||
* 注册Entity引用
|
||||
*
|
||||
* @param entity 被引用的Entity
|
||||
* @param component 持有引用的Component
|
||||
* @param propertyKey Component中存储引用的属性名
|
||||
*/
|
||||
public registerReference(entity: Entity, component: Component, propertyKey: string): void {
|
||||
const entityId = entity.id;
|
||||
|
||||
let records = this._references.get(entityId);
|
||||
if (!records) {
|
||||
records = new Set();
|
||||
this._references.set(entityId, records);
|
||||
}
|
||||
|
||||
const existingRecord = this._findRecord(records, component, propertyKey);
|
||||
if (existingRecord) {
|
||||
return;
|
||||
}
|
||||
|
||||
records.add({
|
||||
component: new WeakRefImpl(component),
|
||||
propertyKey
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 注销Entity引用
|
||||
*
|
||||
* @param entity 被引用的Entity
|
||||
* @param component 持有引用的Component
|
||||
* @param propertyKey Component中存储引用的属性名
|
||||
*/
|
||||
public unregisterReference(entity: Entity, component: Component, propertyKey: string): void {
|
||||
const entityId = entity.id;
|
||||
const records = this._references.get(entityId);
|
||||
|
||||
if (!records) {
|
||||
return;
|
||||
}
|
||||
|
||||
const record = this._findRecord(records, component, propertyKey);
|
||||
if (record) {
|
||||
records.delete(record);
|
||||
|
||||
if (records.size === 0) {
|
||||
this._references.delete(entityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理所有指向指定Entity的引用
|
||||
*
|
||||
* 将所有引用该Entity的Component属性设为null。
|
||||
*
|
||||
* @param entityId 被销毁的Entity ID
|
||||
*/
|
||||
public clearReferencesTo(entityId: number): void {
|
||||
const records = this._references.get(entityId);
|
||||
|
||||
if (!records) {
|
||||
return;
|
||||
}
|
||||
|
||||
const validRecords: EntityRefRecord[] = [];
|
||||
|
||||
for (const record of records) {
|
||||
const component = record.component.deref();
|
||||
|
||||
if (component) {
|
||||
validRecords.push(record);
|
||||
}
|
||||
}
|
||||
|
||||
for (const record of validRecords) {
|
||||
const component = record.component.deref();
|
||||
if (component) {
|
||||
(component as any)[record.propertyKey] = null;
|
||||
}
|
||||
}
|
||||
|
||||
this._references.delete(entityId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理Component的所有引用注册
|
||||
*
|
||||
* 当Component被移除时调用,清理该Component注册的所有引用。
|
||||
*
|
||||
* @param component 被移除的Component
|
||||
*/
|
||||
public clearComponentReferences(component: Component): void {
|
||||
for (const [entityId, records] of this._references.entries()) {
|
||||
const toDelete: EntityRefRecord[] = [];
|
||||
|
||||
for (const record of records) {
|
||||
const comp = record.component.deref();
|
||||
if (!comp || comp === component) {
|
||||
toDelete.push(record);
|
||||
}
|
||||
}
|
||||
|
||||
for (const record of toDelete) {
|
||||
records.delete(record);
|
||||
}
|
||||
|
||||
if (records.size === 0) {
|
||||
this._references.delete(entityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指向指定Entity的所有引用记录
|
||||
*
|
||||
* @param entityId Entity ID
|
||||
* @returns 引用记录数组(仅包含有效引用)
|
||||
*/
|
||||
public getReferencesTo(entityId: number): EntityRefRecord[] {
|
||||
const records = this._references.get(entityId);
|
||||
if (!records) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const validRecords: EntityRefRecord[] = [];
|
||||
|
||||
for (const record of records) {
|
||||
const component = record.component.deref();
|
||||
if (component) {
|
||||
validRecords.push(record);
|
||||
}
|
||||
}
|
||||
|
||||
return validRecords;
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理所有失效的WeakRef引用
|
||||
*
|
||||
* 遍历所有记录,移除已被GC回收的Component引用。
|
||||
*/
|
||||
public cleanup(): void {
|
||||
const entitiesToDelete: number[] = [];
|
||||
|
||||
for (const [entityId, records] of this._references.entries()) {
|
||||
const toDelete: EntityRefRecord[] = [];
|
||||
|
||||
for (const record of records) {
|
||||
if (!record.component.deref()) {
|
||||
toDelete.push(record);
|
||||
}
|
||||
}
|
||||
|
||||
for (const record of toDelete) {
|
||||
records.delete(record);
|
||||
}
|
||||
|
||||
if (records.size === 0) {
|
||||
entitiesToDelete.push(entityId);
|
||||
}
|
||||
}
|
||||
|
||||
for (const entityId of entitiesToDelete) {
|
||||
this._references.delete(entityId);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置Scene引用
|
||||
*
|
||||
* @param scene Scene实例
|
||||
*/
|
||||
public setScene(scene: IScene): void {
|
||||
this._scene = new WeakRefImpl(scene);
|
||||
}
|
||||
|
||||
/**
|
||||
* 注册Entity到Scene的映射
|
||||
*
|
||||
* @param entityId Entity ID
|
||||
* @param scene Scene实例
|
||||
*/
|
||||
public registerEntityScene(entityId: number, scene: IScene): void {
|
||||
globalEntitySceneMap.set(entityId, new WeakRefImpl(scene));
|
||||
}
|
||||
|
||||
/**
|
||||
* 注销Entity到Scene的映射
|
||||
*
|
||||
* @param entityId Entity ID
|
||||
*/
|
||||
public unregisterEntityScene(entityId: number): void {
|
||||
globalEntitySceneMap.delete(entityId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取调试信息
|
||||
*/
|
||||
public getDebugInfo(): object {
|
||||
const info: Record<string, any> = {};
|
||||
|
||||
for (const [entityId, records] of this._references.entries()) {
|
||||
const validRecords = [];
|
||||
for (const record of records) {
|
||||
const component = record.component.deref();
|
||||
if (component) {
|
||||
validRecords.push({
|
||||
componentId: component.id,
|
||||
propertyKey: record.propertyKey
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (validRecords.length > 0) {
|
||||
info[`entity_${entityId}`] = validRecords;
|
||||
}
|
||||
}
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找指定的引用记录
|
||||
*/
|
||||
private _findRecord(
|
||||
records: Set<EntityRefRecord>,
|
||||
component: Component,
|
||||
propertyKey: string
|
||||
): EntityRefRecord | undefined {
|
||||
for (const record of records) {
|
||||
const comp = record.component.deref();
|
||||
if (comp === component && record.propertyKey === propertyKey) {
|
||||
return record;
|
||||
}
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
}
|
||||
@@ -60,6 +60,78 @@ export function Int32(target: any, propertyKey: string | symbol): void {
|
||||
target.constructor.__int32Fields.add(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 32位无符号整数装饰器
|
||||
* 标记字段使用Uint32Array存储(适用于无符号整数,如ID、标志位等)
|
||||
*/
|
||||
export function Uint32(target: any, propertyKey: string | symbol): void {
|
||||
const key = String(propertyKey);
|
||||
if (!target.constructor.__uint32Fields) {
|
||||
target.constructor.__uint32Fields = new Set();
|
||||
}
|
||||
target.constructor.__uint32Fields.add(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 16位整数装饰器
|
||||
* 标记字段使用Int16Array存储(适用于小范围整数)
|
||||
*/
|
||||
export function Int16(target: any, propertyKey: string | symbol): void {
|
||||
const key = String(propertyKey);
|
||||
if (!target.constructor.__int16Fields) {
|
||||
target.constructor.__int16Fields = new Set();
|
||||
}
|
||||
target.constructor.__int16Fields.add(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 16位无符号整数装饰器
|
||||
* 标记字段使用Uint16Array存储(适用于小范围无符号整数)
|
||||
*/
|
||||
export function Uint16(target: any, propertyKey: string | symbol): void {
|
||||
const key = String(propertyKey);
|
||||
if (!target.constructor.__uint16Fields) {
|
||||
target.constructor.__uint16Fields = new Set();
|
||||
}
|
||||
target.constructor.__uint16Fields.add(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 8位整数装饰器
|
||||
* 标记字段使用Int8Array存储(适用于很小的整数值)
|
||||
*/
|
||||
export function Int8(target: any, propertyKey: string | symbol): void {
|
||||
const key = String(propertyKey);
|
||||
if (!target.constructor.__int8Fields) {
|
||||
target.constructor.__int8Fields = new Set();
|
||||
}
|
||||
target.constructor.__int8Fields.add(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 8位无符号整数装饰器
|
||||
* 标记字段使用Uint8Array存储(适用于字节值、布尔标志等)
|
||||
*/
|
||||
export function Uint8(target: any, propertyKey: string | symbol): void {
|
||||
const key = String(propertyKey);
|
||||
if (!target.constructor.__uint8Fields) {
|
||||
target.constructor.__uint8Fields = new Set();
|
||||
}
|
||||
target.constructor.__uint8Fields.add(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 8位夹紧整数装饰器
|
||||
* 标记字段使用Uint8ClampedArray存储(适用于颜色值等需要夹紧的数据)
|
||||
*/
|
||||
export function Uint8Clamped(target: any, propertyKey: string | symbol): void {
|
||||
const key = String(propertyKey);
|
||||
if (!target.constructor.__uint8ClampedFields) {
|
||||
target.constructor.__uint8ClampedFields = new Set();
|
||||
}
|
||||
target.constructor.__uint8ClampedFields.add(key);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 序列化Map装饰器
|
||||
@@ -109,13 +181,161 @@ export function DeepCopy(target: any, propertyKey: string | symbol): void {
|
||||
target.constructor.__deepCopyFields.add(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* 自动类型推断装饰器
|
||||
* 根据字段的默认值和数值范围自动选择最优的TypedArray类型
|
||||
*
|
||||
* @param options 类型推断选项
|
||||
* @param options.minValue 数值的最小值(用于范围优化)
|
||||
* @param options.maxValue 数值的最大值(用于范围优化)
|
||||
* @param options.precision 是否需要浮点精度(true: 使用浮点数组, false: 使用整数数组)
|
||||
* @param options.signed 是否需要符号位(仅在整数模式下有效)
|
||||
*/
|
||||
export function AutoTyped(options?: {
|
||||
minValue?: number;
|
||||
maxValue?: number;
|
||||
precision?: boolean;
|
||||
signed?: boolean;
|
||||
}) {
|
||||
return function (target: any, propertyKey: string | symbol): void {
|
||||
const key = String(propertyKey);
|
||||
if (!target.constructor.__autoTypedFields) {
|
||||
target.constructor.__autoTypedFields = new Map();
|
||||
}
|
||||
target.constructor.__autoTypedFields.set(key, options || {});
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 自动类型推断器
|
||||
* 根据数值类型和范围自动选择最优的TypedArray类型
|
||||
*/
|
||||
export class TypeInference {
|
||||
/**
|
||||
* 根据数值范围推断最优的TypedArray类型
|
||||
*/
|
||||
public static inferOptimalType(value: any, options: {
|
||||
minValue?: number;
|
||||
maxValue?: number;
|
||||
precision?: boolean;
|
||||
signed?: boolean;
|
||||
} = {}): string {
|
||||
const type = typeof value;
|
||||
|
||||
if (type === 'boolean') {
|
||||
return 'uint8'; // 布尔值使用最小的无符号整数
|
||||
}
|
||||
|
||||
if (type !== 'number') {
|
||||
return 'float32'; // 非数值类型默认使用Float32
|
||||
}
|
||||
|
||||
const { minValue, maxValue, precision, signed } = options;
|
||||
|
||||
// 如果显式要求精度,使用浮点数
|
||||
if (precision === true) {
|
||||
// 检查是否需要双精度
|
||||
if (Math.abs(value) > 3.4028235e+38 || (minValue !== undefined && Math.abs(minValue) > 3.4028235e+38) || (maxValue !== undefined && Math.abs(maxValue) > 3.4028235e+38)) {
|
||||
return 'float64';
|
||||
}
|
||||
return 'float32';
|
||||
}
|
||||
|
||||
// 如果显式禁用精度,或者是整数值,尝试使用整数数组
|
||||
if (precision === false || Number.isInteger(value)) {
|
||||
const actualMin = minValue !== undefined ? minValue : value;
|
||||
const actualMax = maxValue !== undefined ? maxValue : value;
|
||||
const needsSigned = signed !== false && (actualMin < 0 || value < 0);
|
||||
|
||||
// 根据范围选择最小的整数类型
|
||||
if (needsSigned) {
|
||||
// 有符号整数
|
||||
if (actualMin >= -128 && actualMax <= 127) {
|
||||
return 'int8';
|
||||
} else if (actualMin >= -32768 && actualMax <= 32767) {
|
||||
return 'int16';
|
||||
} else if (actualMin >= -2147483648 && actualMax <= 2147483647) {
|
||||
return 'int32';
|
||||
} else {
|
||||
return 'float64'; // 超出int32范围,使用双精度浮点
|
||||
}
|
||||
} else {
|
||||
// 无符号整数
|
||||
if (actualMax <= 255) {
|
||||
return 'uint8';
|
||||
} else if (actualMax <= 65535) {
|
||||
return 'uint16';
|
||||
} else if (actualMax <= 4294967295) {
|
||||
return 'uint32';
|
||||
} else {
|
||||
return 'float64'; // 超出uint32范围,使用双精度浮点
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 默认情况:检查是否为小数
|
||||
if (!Number.isInteger(value)) {
|
||||
return 'float32';
|
||||
}
|
||||
|
||||
// 整数值,但没有指定范围,根据值的大小选择
|
||||
if (value >= 0 && value <= 255) {
|
||||
return 'uint8';
|
||||
} else if (value >= -128 && value <= 127) {
|
||||
return 'int8';
|
||||
} else if (value >= 0 && value <= 65535) {
|
||||
return 'uint16';
|
||||
} else if (value >= -32768 && value <= 32767) {
|
||||
return 'int16';
|
||||
} else if (value >= 0 && value <= 4294967295) {
|
||||
return 'uint32';
|
||||
} else if (value >= -2147483648 && value <= 2147483647) {
|
||||
return 'int32';
|
||||
} else {
|
||||
return 'float64';
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据推断的类型名创建对应的TypedArray构造函数
|
||||
*/
|
||||
public static getTypedArrayConstructor(typeName: string): typeof Float32Array | typeof Float64Array | typeof Int32Array | typeof Uint32Array | typeof Int16Array | typeof Uint16Array | typeof Int8Array | typeof Uint8Array | typeof Uint8ClampedArray {
|
||||
switch (typeName) {
|
||||
case 'float32': return Float32Array;
|
||||
case 'float64': return Float64Array;
|
||||
case 'int32': return Int32Array;
|
||||
case 'uint32': return Uint32Array;
|
||||
case 'int16': return Int16Array;
|
||||
case 'uint16': return Uint16Array;
|
||||
case 'int8': return Int8Array;
|
||||
case 'uint8': return Uint8Array;
|
||||
case 'uint8clamped': return Uint8ClampedArray;
|
||||
default: return Float32Array;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* SoA存储器支持的TypedArray类型
|
||||
*/
|
||||
export type SupportedTypedArray =
|
||||
| Float32Array
|
||||
| Float64Array
|
||||
| Int32Array
|
||||
| Uint32Array
|
||||
| Int16Array
|
||||
| Uint16Array
|
||||
| Int8Array
|
||||
| Uint8Array
|
||||
| Uint8ClampedArray;
|
||||
|
||||
/**
|
||||
* SoA存储器(需要装饰器启用)
|
||||
* 使用Structure of Arrays存储模式,在大规模批量操作时提供优异性能
|
||||
*/
|
||||
export class SoAStorage<T extends Component> {
|
||||
private static readonly _logger = createLogger('SoAStorage');
|
||||
private fields = new Map<string, Float32Array | Float64Array | Int32Array>();
|
||||
private fields = new Map<string, SupportedTypedArray>();
|
||||
private stringFields = new Map<string, string[]>(); // 专门存储字符串
|
||||
private serializedFields = new Map<string, string[]>(); // 序列化存储Map/Set/Array
|
||||
private complexFields = new Map<number, Map<string, any>>(); // 存储复杂对象
|
||||
@@ -137,6 +357,13 @@ export class SoAStorage<T extends Component> {
|
||||
const float64Fields = (componentType as any).__float64Fields || new Set();
|
||||
const float32Fields = (componentType as any).__float32Fields || new Set();
|
||||
const int32Fields = (componentType as any).__int32Fields || new Set();
|
||||
const uint32Fields = (componentType as any).__uint32Fields || new Set();
|
||||
const int16Fields = (componentType as any).__int16Fields || new Set();
|
||||
const uint16Fields = (componentType as any).__uint16Fields || new Set();
|
||||
const int8Fields = (componentType as any).__int8Fields || new Set();
|
||||
const uint8Fields = (componentType as any).__uint8Fields || new Set();
|
||||
const uint8ClampedFields = (componentType as any).__uint8ClampedFields || new Set();
|
||||
const autoTypedFields = (componentType as any).__autoTypedFields || new Map();
|
||||
const serializeMapFields = (componentType as any).__serializeMapFields || new Set();
|
||||
const serializeSetFields = (componentType as any).__serializeSetFields || new Set();
|
||||
const serializeArrayFields = (componentType as any).__serializeArrayFields || new Set();
|
||||
@@ -151,22 +378,52 @@ export class SoAStorage<T extends Component> {
|
||||
if (highPrecisionFields.has(key)) {
|
||||
// 标记为高精度,作为复杂对象处理
|
||||
// 不添加到fields,会在updateComponentAtIndex中自动添加到complexFields
|
||||
} else if (autoTypedFields.has(key)) {
|
||||
// 使用自动类型推断
|
||||
const options = autoTypedFields.get(key);
|
||||
const inferredType = TypeInference.inferOptimalType(value, options);
|
||||
const ArrayConstructor = TypeInference.getTypedArrayConstructor(inferredType);
|
||||
this.fields.set(key, new ArrayConstructor(this._capacity));
|
||||
SoAStorage._logger.info(`字段 ${key} 自动推断为 ${inferredType} 类型,值: ${value}, 选项:`, options);
|
||||
} else if (float64Fields.has(key)) {
|
||||
// 使用Float64Array存储
|
||||
// 使用Float64Array存储(高精度浮点数)
|
||||
this.fields.set(key, new Float64Array(this._capacity));
|
||||
} else if (int32Fields.has(key)) {
|
||||
// 使用Int32Array存储
|
||||
// 使用Int32Array存储(32位有符号整数)
|
||||
this.fields.set(key, new Int32Array(this._capacity));
|
||||
} else if (uint32Fields.has(key)) {
|
||||
// 使用Uint32Array存储(32位无符号整数)
|
||||
this.fields.set(key, new Uint32Array(this._capacity));
|
||||
} else if (int16Fields.has(key)) {
|
||||
// 使用Int16Array存储(16位有符号整数)
|
||||
this.fields.set(key, new Int16Array(this._capacity));
|
||||
} else if (uint16Fields.has(key)) {
|
||||
// 使用Uint16Array存储(16位无符号整数)
|
||||
this.fields.set(key, new Uint16Array(this._capacity));
|
||||
} else if (int8Fields.has(key)) {
|
||||
// 使用Int8Array存储(8位有符号整数)
|
||||
this.fields.set(key, new Int8Array(this._capacity));
|
||||
} else if (uint8Fields.has(key)) {
|
||||
// 使用Uint8Array存储(8位无符号整数)
|
||||
this.fields.set(key, new Uint8Array(this._capacity));
|
||||
} else if (uint8ClampedFields.has(key)) {
|
||||
// 使用Uint8ClampedArray存储(8位夹紧无符号整数)
|
||||
this.fields.set(key, new Uint8ClampedArray(this._capacity));
|
||||
} else if (float32Fields.has(key)) {
|
||||
// 使用Float32Array存储
|
||||
// 使用Float32Array存储(32位浮点数)
|
||||
this.fields.set(key, new Float32Array(this._capacity));
|
||||
} else {
|
||||
// 默认使用Float32Array
|
||||
this.fields.set(key, new Float32Array(this._capacity));
|
||||
}
|
||||
} else if (type === 'boolean') {
|
||||
// 布尔值使用Float32Array存储为0/1
|
||||
this.fields.set(key, new Float32Array(this._capacity));
|
||||
// 布尔值默认使用Uint8Array存储为0/1(更节省内存)
|
||||
if (uint8Fields.has(key) || (!float32Fields.has(key) && !float64Fields.has(key))) {
|
||||
this.fields.set(key, new Uint8Array(this._capacity));
|
||||
} else {
|
||||
// 兼容性:如果显式指定浮点类型则使用原有方式
|
||||
this.fields.set(key, new Float32Array(this._capacity));
|
||||
}
|
||||
} else if (type === 'string') {
|
||||
// 字符串专门处理
|
||||
this.stringFields.set(key, new Array(this._capacity));
|
||||
@@ -430,16 +687,32 @@ export class SoAStorage<T extends Component> {
|
||||
private resize(newCapacity: number): void {
|
||||
// 调整数值字段的TypedArray
|
||||
for (const [fieldName, oldArray] of this.fields.entries()) {
|
||||
let newArray: Float32Array | Float64Array | Int32Array;
|
||||
|
||||
let newArray: SupportedTypedArray;
|
||||
|
||||
if (oldArray instanceof Float32Array) {
|
||||
newArray = new Float32Array(newCapacity);
|
||||
} else if (oldArray instanceof Float64Array) {
|
||||
newArray = new Float64Array(newCapacity);
|
||||
} else {
|
||||
} else if (oldArray instanceof Int32Array) {
|
||||
newArray = new Int32Array(newCapacity);
|
||||
} else if (oldArray instanceof Uint32Array) {
|
||||
newArray = new Uint32Array(newCapacity);
|
||||
} else if (oldArray instanceof Int16Array) {
|
||||
newArray = new Int16Array(newCapacity);
|
||||
} else if (oldArray instanceof Uint16Array) {
|
||||
newArray = new Uint16Array(newCapacity);
|
||||
} else if (oldArray instanceof Int8Array) {
|
||||
newArray = new Int8Array(newCapacity);
|
||||
} else if (oldArray instanceof Uint8Array) {
|
||||
newArray = new Uint8Array(newCapacity);
|
||||
} else if (oldArray instanceof Uint8ClampedArray) {
|
||||
newArray = new Uint8ClampedArray(newCapacity);
|
||||
} else {
|
||||
// 默认回退到Float32Array
|
||||
newArray = new Float32Array(newCapacity);
|
||||
SoAStorage._logger.warn(`未知的TypedArray类型用于字段 ${fieldName},回退到Float32Array`);
|
||||
}
|
||||
|
||||
|
||||
newArray.set(oldArray);
|
||||
this.fields.set(fieldName, newArray);
|
||||
}
|
||||
@@ -469,11 +742,11 @@ export class SoAStorage<T extends Component> {
|
||||
return Array.from(this.entityToIndex.values());
|
||||
}
|
||||
|
||||
public getFieldArray(fieldName: string): Float32Array | Float64Array | Int32Array | null {
|
||||
public getFieldArray(fieldName: string): SupportedTypedArray | null {
|
||||
return this.fields.get(fieldName) || null;
|
||||
}
|
||||
|
||||
public getTypedFieldArray<K extends keyof T>(fieldName: K): Float32Array | Float64Array | Int32Array | null {
|
||||
|
||||
public getTypedFieldArray<K extends keyof T>(fieldName: K): SupportedTypedArray | null {
|
||||
return this.fields.get(String(fieldName)) || null;
|
||||
}
|
||||
|
||||
@@ -566,16 +839,38 @@ export class SoAStorage<T extends Component> {
|
||||
for (const [fieldName, array] of this.fields.entries()) {
|
||||
let bytesPerElement: number;
|
||||
let typeName: string;
|
||||
|
||||
|
||||
if (array instanceof Float32Array) {
|
||||
bytesPerElement = 4;
|
||||
typeName = 'float32';
|
||||
} else if (array instanceof Float64Array) {
|
||||
bytesPerElement = 8;
|
||||
typeName = 'float64';
|
||||
} else {
|
||||
} else if (array instanceof Int32Array) {
|
||||
bytesPerElement = 4;
|
||||
typeName = 'int32';
|
||||
} else if (array instanceof Uint32Array) {
|
||||
bytesPerElement = 4;
|
||||
typeName = 'uint32';
|
||||
} else if (array instanceof Int16Array) {
|
||||
bytesPerElement = 2;
|
||||
typeName = 'int16';
|
||||
} else if (array instanceof Uint16Array) {
|
||||
bytesPerElement = 2;
|
||||
typeName = 'uint16';
|
||||
} else if (array instanceof Int8Array) {
|
||||
bytesPerElement = 1;
|
||||
typeName = 'int8';
|
||||
} else if (array instanceof Uint8Array) {
|
||||
bytesPerElement = 1;
|
||||
typeName = 'uint8';
|
||||
} else if (array instanceof Uint8ClampedArray) {
|
||||
bytesPerElement = 1;
|
||||
typeName = 'uint8clamped';
|
||||
} else {
|
||||
// 默认回退
|
||||
bytesPerElement = 4;
|
||||
typeName = 'unknown';
|
||||
}
|
||||
|
||||
const memory = array.length * bytesPerElement;
|
||||
@@ -603,7 +898,7 @@ export class SoAStorage<T extends Component> {
|
||||
* 执行向量化批量操作
|
||||
* @param operation 操作函数,接收字段数组和活跃索引
|
||||
*/
|
||||
public performVectorizedOperation(operation: (fieldArrays: Map<string, Float32Array | Float64Array | Int32Array>, activeIndices: number[]) => void): void {
|
||||
public performVectorizedOperation(operation: (fieldArrays: Map<string, SupportedTypedArray>, activeIndices: number[]) => void): void {
|
||||
const activeIndices = this.getActiveIndices();
|
||||
operation(this.fields, activeIndices);
|
||||
}
|
||||
|
||||
49
packages/core/src/ECS/Core/StorageDecorators.ts
Normal file
49
packages/core/src/ECS/Core/StorageDecorators.ts
Normal file
@@ -0,0 +1,49 @@
|
||||
/**
|
||||
* 统一的存储装饰器导出文件
|
||||
*
|
||||
* 用户可以从这里导入所有的SoA存储装饰器,而不需要知道内部实现细节
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { EnableSoA, Float32, Int16, Uint8 } from './ECS/Core/StorageDecorators';
|
||||
*
|
||||
* @EnableSoA
|
||||
* class TransformComponent extends Component {
|
||||
* @Float32 x: number = 0;
|
||||
* @Float32 y: number = 0;
|
||||
* @Int16 layer: number = 0;
|
||||
* @Uint8 visible: boolean = true;
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
|
||||
// 从SoAStorage导入所有装饰器和类型
|
||||
export {
|
||||
// 启用装饰器
|
||||
EnableSoA,
|
||||
|
||||
// 数值类型装饰器
|
||||
HighPrecision,
|
||||
Float64,
|
||||
Float32,
|
||||
Int32,
|
||||
Uint32,
|
||||
Int16,
|
||||
Uint16,
|
||||
Int8,
|
||||
Uint8,
|
||||
Uint8Clamped,
|
||||
|
||||
// 自动类型推断
|
||||
AutoTyped,
|
||||
TypeInference,
|
||||
|
||||
// 序列化装饰器
|
||||
SerializeMap,
|
||||
SerializeSet,
|
||||
SerializeArray,
|
||||
DeepCopy,
|
||||
|
||||
// 类型定义
|
||||
SupportedTypedArray
|
||||
} from './SoAStorage';
|
||||
147
packages/core/src/ECS/Decorators/EntityRefDecorator.ts
Normal file
147
packages/core/src/ECS/Decorators/EntityRefDecorator.ts
Normal file
@@ -0,0 +1,147 @@
|
||||
import type { Entity } from '../Entity';
|
||||
import type { Component } from '../Component';
|
||||
import { getSceneByEntityId } from '../Core/ReferenceTracker';
|
||||
import { createLogger } from '../../Utils/Logger';
|
||||
|
||||
const logger = createLogger('EntityRefDecorator');
|
||||
|
||||
/**
|
||||
* EntityRef元数据的Symbol键
|
||||
*/
|
||||
export const ENTITY_REF_METADATA = Symbol('EntityRefMetadata');
|
||||
|
||||
/**
|
||||
* EntityRef值存储的Symbol键
|
||||
*/
|
||||
const ENTITY_REF_VALUES = Symbol('EntityRefValues');
|
||||
|
||||
/**
|
||||
* EntityRef元数据
|
||||
*/
|
||||
export interface EntityRefMetadata {
|
||||
properties: Set<string>;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取或创建组件的EntityRef值存储Map
|
||||
*/
|
||||
function getValueMap(component: Component): Map<string, Entity | null> {
|
||||
let map = (component as any)[ENTITY_REF_VALUES];
|
||||
if (!map) {
|
||||
map = new Map<string, Entity | null>();
|
||||
(component as any)[ENTITY_REF_VALUES] = map;
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
/**
|
||||
* Entity引用装饰器
|
||||
*
|
||||
* 标记Component属性为Entity引用,自动追踪引用关系。
|
||||
* 当被引用的Entity销毁时,该属性会自动设为null。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* class ParentComponent extends Component {
|
||||
* @EntityRef() parent: Entity | null = null;
|
||||
* }
|
||||
*
|
||||
* const parent = scene.createEntity('Parent');
|
||||
* const child = scene.createEntity('Child');
|
||||
* const comp = child.addComponent(new ParentComponent());
|
||||
*
|
||||
* comp.parent = parent;
|
||||
* parent.destroy(); // comp.parent 自动变为 null
|
||||
* ```
|
||||
*/
|
||||
export function EntityRef(): PropertyDecorator {
|
||||
return function (target: any, propertyKey: string | symbol) {
|
||||
const constructor = target.constructor;
|
||||
|
||||
let metadata: EntityRefMetadata = constructor[ENTITY_REF_METADATA];
|
||||
if (!metadata) {
|
||||
metadata = {
|
||||
properties: new Set()
|
||||
};
|
||||
constructor[ENTITY_REF_METADATA] = metadata;
|
||||
}
|
||||
|
||||
const propKeyString = typeof propertyKey === 'symbol' ? propertyKey.toString() : propertyKey;
|
||||
metadata.properties.add(propKeyString);
|
||||
|
||||
Object.defineProperty(target, propertyKey, {
|
||||
get: function (this: Component) {
|
||||
const valueMap = getValueMap(this);
|
||||
return valueMap.get(propKeyString) || null;
|
||||
},
|
||||
set: function (this: Component, newValue: Entity | null) {
|
||||
const valueMap = getValueMap(this);
|
||||
const oldValue = valueMap.get(propKeyString) || null;
|
||||
|
||||
if (oldValue === newValue) {
|
||||
return;
|
||||
}
|
||||
|
||||
const scene = this.entityId !== null ? getSceneByEntityId(this.entityId) : null;
|
||||
|
||||
if (!scene || !scene.referenceTracker) {
|
||||
valueMap.set(propKeyString, newValue);
|
||||
return;
|
||||
}
|
||||
|
||||
const tracker = scene.referenceTracker;
|
||||
|
||||
if (oldValue) {
|
||||
tracker.unregisterReference(oldValue, this, propKeyString);
|
||||
}
|
||||
|
||||
if (newValue) {
|
||||
if (newValue.scene !== scene) {
|
||||
logger.error(`Cannot reference Entity from different Scene. Entity: ${newValue.name}, Scene: ${newValue.scene?.name || 'null'}`);
|
||||
return;
|
||||
}
|
||||
|
||||
if (newValue.isDestroyed) {
|
||||
logger.warn(`Cannot reference destroyed Entity: ${newValue.name}`);
|
||||
valueMap.set(propKeyString, null);
|
||||
return;
|
||||
}
|
||||
|
||||
tracker.registerReference(newValue, this, propKeyString);
|
||||
}
|
||||
|
||||
valueMap.set(propKeyString, newValue);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取Component的EntityRef元数据
|
||||
*
|
||||
* @param component Component实例或Component类
|
||||
* @returns EntityRef元数据,如果不存在则返回null
|
||||
*/
|
||||
export function getEntityRefMetadata(component: any): EntityRefMetadata | null {
|
||||
if (!component) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const constructor = typeof component === 'function'
|
||||
? component
|
||||
: component.constructor;
|
||||
|
||||
return constructor[ENTITY_REF_METADATA] || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查Component是否有EntityRef属性
|
||||
*
|
||||
* @param component Component实例或Component类
|
||||
* @returns 如果有EntityRef属性返回true
|
||||
*/
|
||||
export function hasEntityRef(component: any): boolean {
|
||||
return getEntityRefMetadata(component) !== null;
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
import type { Component } from '../Component';
|
||||
import type { EntitySystem } from '../Systems/EntitySystem';
|
||||
import type {Component} from '../Component';
|
||||
import type {EntitySystem} from '../Systems';
|
||||
import {ComponentType} from "../../Types";
|
||||
|
||||
/**
|
||||
* 存储组件类型名称的Symbol键
|
||||
@@ -38,42 +39,80 @@ export function ECSComponent(typeName: string) {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* System元数据配置
|
||||
*/
|
||||
export interface SystemMetadata {
|
||||
/**
|
||||
* 更新顺序(数值越小越先执行,默认0)
|
||||
*/
|
||||
updateOrder?: number;
|
||||
|
||||
/**
|
||||
* 是否默认启用(默认true)
|
||||
*/
|
||||
enabled?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 系统类型装饰器
|
||||
* 用于为系统类指定固定的类型名称,避免在代码混淆后失效
|
||||
*
|
||||
*
|
||||
* @param typeName 系统类型名称
|
||||
* @param metadata 系统元数据配置
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 基本使用
|
||||
* @ECSSystem('Movement')
|
||||
* class MovementSystem extends EntitySystem {
|
||||
* protected process(entities: Entity[]): void {
|
||||
* // 系统逻辑
|
||||
* }
|
||||
* }
|
||||
*
|
||||
* // 配置更新顺序
|
||||
* @Injectable()
|
||||
* @ECSSystem('Physics', { updateOrder: 10 })
|
||||
* class PhysicsSystem extends EntitySystem {
|
||||
* constructor(@Inject(CollisionSystem) private collision: CollisionSystem) {
|
||||
* super(Matcher.of(Transform, RigidBody));
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
export function ECSSystem(typeName: string) {
|
||||
export function ECSSystem(typeName: string, metadata?: SystemMetadata) {
|
||||
return function <T extends new (...args: any[]) => EntitySystem>(target: T): T {
|
||||
if (!typeName || typeof typeName !== 'string') {
|
||||
throw new Error('ECSSystem装饰器必须提供有效的类型名称');
|
||||
}
|
||||
|
||||
|
||||
// 在构造函数上存储类型名称
|
||||
(target as any)[SYSTEM_TYPE_NAME] = typeName;
|
||||
|
||||
|
||||
// 存储元数据
|
||||
if (metadata) {
|
||||
(target as any).__systemMetadata__ = metadata;
|
||||
}
|
||||
|
||||
return target;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取System的元数据
|
||||
*/
|
||||
export function getSystemMetadata(systemType: new (...args: any[]) => EntitySystem): SystemMetadata | undefined {
|
||||
return (systemType as any).__systemMetadata__;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件类型的名称,优先使用装饰器指定的名称
|
||||
*
|
||||
* @param componentType 组件构造函数
|
||||
* @returns 组件类型名称
|
||||
*/
|
||||
export function getComponentTypeName<T extends Component>(
|
||||
componentType: new (...args: any[]) => T
|
||||
export function getComponentTypeName(
|
||||
componentType: ComponentType
|
||||
): string {
|
||||
// 优先使用装饰器指定的名称
|
||||
const decoratorName = (componentType as any)[COMPONENT_TYPE_NAME];
|
||||
@@ -111,7 +150,7 @@ export function getSystemTypeName<T extends EntitySystem>(
|
||||
* @returns 组件类型名称
|
||||
*/
|
||||
export function getComponentInstanceTypeName(component: Component): string {
|
||||
return getComponentTypeName(component.constructor as new (...args: any[]) => Component);
|
||||
return getComponentTypeName(component.constructor as ComponentType);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -5,6 +5,18 @@ export {
|
||||
getSystemTypeName,
|
||||
getComponentInstanceTypeName,
|
||||
getSystemInstanceTypeName,
|
||||
getSystemMetadata,
|
||||
COMPONENT_TYPE_NAME,
|
||||
SYSTEM_TYPE_NAME
|
||||
} from './TypeDecorators';
|
||||
} from './TypeDecorators';
|
||||
|
||||
export type { SystemMetadata } from './TypeDecorators';
|
||||
|
||||
export {
|
||||
EntityRef,
|
||||
getEntityRefMetadata,
|
||||
hasEntityRef,
|
||||
ENTITY_REF_METADATA
|
||||
} from './EntityRefDecorator';
|
||||
|
||||
export type { EntityRefMetadata } from './EntityRefDecorator';
|
||||
@@ -71,6 +71,19 @@ export class Entity {
|
||||
* 用于发射组件相关事件
|
||||
*/
|
||||
public static eventBus: EventBus | null = null;
|
||||
|
||||
/**
|
||||
* 通知Scene中的QuerySystem实体组件发生变动
|
||||
*
|
||||
* @param entity 发生组件变动的实体
|
||||
*/
|
||||
private static notifyQuerySystems(entity: Entity): void {
|
||||
// 只通知Scene中的QuerySystem
|
||||
if (entity.scene && entity.scene.querySystem) {
|
||||
entity.scene.querySystem.updateEntity(entity);
|
||||
entity.scene.clearSystemEntityCaches();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体名称
|
||||
@@ -82,21 +95,11 @@ export class Entity {
|
||||
*/
|
||||
public readonly id: number;
|
||||
|
||||
/**
|
||||
* 组件集合
|
||||
*/
|
||||
public readonly components: Component[] = [];
|
||||
|
||||
/**
|
||||
* 所属场景引用
|
||||
*/
|
||||
public scene: IScene | null = null;
|
||||
|
||||
/**
|
||||
* 更新间隔
|
||||
*/
|
||||
public updateInterval: number = 1;
|
||||
|
||||
|
||||
/**
|
||||
* 销毁状态标志
|
||||
*/
|
||||
@@ -116,36 +119,31 @@ export class Entity {
|
||||
* 激活状态
|
||||
*/
|
||||
private _active: boolean = true;
|
||||
|
||||
|
||||
/**
|
||||
* 实体标签
|
||||
*/
|
||||
private _tag: number = 0;
|
||||
|
||||
|
||||
/**
|
||||
* 启用状态
|
||||
*/
|
||||
private _enabled: boolean = true;
|
||||
|
||||
|
||||
/**
|
||||
* 更新顺序
|
||||
*/
|
||||
private _updateOrder: number = 0;
|
||||
|
||||
/**
|
||||
* 组件位掩码
|
||||
* 组件位掩码(用于快速 hasComponent 检查)
|
||||
*/
|
||||
private _componentMask: BitMask64Data = BitMask64Utils.clone(BitMask64Utils.ZERO);
|
||||
|
||||
/**
|
||||
* 按组件类型ID直址的稀疏数组
|
||||
* 懒加载的组件数组缓存
|
||||
*/
|
||||
private _componentsByTypeId: (Component | undefined)[] = [];
|
||||
|
||||
/**
|
||||
* typeId到components数组中密集索引的映射表
|
||||
*/
|
||||
private _componentDenseIndexByTypeId: number[] = [];
|
||||
private _componentCache: Component[] | null = null;
|
||||
|
||||
/**
|
||||
* 构造函数
|
||||
@@ -166,6 +164,50 @@ export class Entity {
|
||||
return this._isDestroyed;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件数组(懒加载)
|
||||
* @returns 只读的组件数组
|
||||
*/
|
||||
public get components(): readonly Component[] {
|
||||
if (this._componentCache === null) {
|
||||
this._rebuildComponentCache();
|
||||
}
|
||||
return this._componentCache!;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从存储重建组件缓存
|
||||
*/
|
||||
private _rebuildComponentCache(): void {
|
||||
const components: Component[] = [];
|
||||
|
||||
if (!this.scene?.componentStorageManager) {
|
||||
this._componentCache = components;
|
||||
return;
|
||||
}
|
||||
|
||||
const mask = this._componentMask;
|
||||
const maxBitIndex = ComponentRegistry.getRegisteredCount();
|
||||
|
||||
for (let bitIndex = 0; bitIndex < maxBitIndex; bitIndex++) {
|
||||
if (BitMask64Utils.getBit(mask, bitIndex)) {
|
||||
const componentType = ComponentRegistry.getTypeByBitIndex(bitIndex);
|
||||
if (componentType) {
|
||||
const component = this.scene.componentStorageManager.getComponent(
|
||||
this.id,
|
||||
componentType
|
||||
);
|
||||
|
||||
if (component) {
|
||||
components.push(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this._componentCache = components;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取父实体
|
||||
* @returns 父实体,如果没有父实体则返回null
|
||||
@@ -293,13 +335,19 @@ export class Entity {
|
||||
|
||||
/**
|
||||
* 创建并添加组件
|
||||
*
|
||||
* @param componentType - 组件类型
|
||||
*
|
||||
* @param componentType - 组件类型构造函数
|
||||
* @param args - 组件构造函数参数
|
||||
* @returns 创建的组件实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const position = entity.createComponent(Position, 100, 200);
|
||||
* const health = entity.createComponent(Health, 100);
|
||||
* ```
|
||||
*/
|
||||
public createComponent<T extends Component>(
|
||||
componentType: ComponentType<T>,
|
||||
componentType: ComponentType<T>,
|
||||
...args: any[]
|
||||
): T {
|
||||
const component = new componentType(...args);
|
||||
@@ -308,7 +356,7 @@ export class Entity {
|
||||
|
||||
/**
|
||||
* 内部添加组件方法(不进行重复检查,用于初始化)
|
||||
*
|
||||
*
|
||||
* @param component - 要添加的组件实例
|
||||
* @returns 添加的组件实例
|
||||
*/
|
||||
@@ -319,44 +367,54 @@ export class Entity {
|
||||
ComponentRegistry.register(componentType);
|
||||
}
|
||||
|
||||
const typeId = ComponentRegistry.getBitIndex(componentType);
|
||||
|
||||
component.entity = this;
|
||||
|
||||
this._componentsByTypeId[typeId] = component;
|
||||
|
||||
const denseIndex = this.components.length;
|
||||
this._componentDenseIndexByTypeId[typeId] = denseIndex;
|
||||
this.components.push(component);
|
||||
|
||||
// 更新位掩码
|
||||
const componentMask = ComponentRegistry.getBitMask(componentType);
|
||||
BitMask64Utils.orInPlace(this._componentMask, componentMask);
|
||||
|
||||
// 使缓存失效
|
||||
this._componentCache = null;
|
||||
|
||||
return component;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加组件到实体
|
||||
*
|
||||
*
|
||||
* @param component - 要添加的组件实例
|
||||
* @returns 添加的组件实例
|
||||
* @throws {Error} 如果组件类型已存在
|
||||
* @throws {Error} 如果实体已存在该类型的组件
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const position = new Position(100, 200);
|
||||
* entity.addComponent(position);
|
||||
* ```
|
||||
*/
|
||||
public addComponent<T extends Component>(component: T): T {
|
||||
const componentType = component.constructor as ComponentType<T>;
|
||||
|
||||
|
||||
if (!this.scene) {
|
||||
throw new Error(`Entity must be added to Scene before adding components. Use scene.createEntity() instead of new Entity()`);
|
||||
}
|
||||
|
||||
if (!this.scene.componentStorageManager) {
|
||||
throw new Error(`Scene does not have componentStorageManager`);
|
||||
}
|
||||
|
||||
if (this.hasComponent(componentType)) {
|
||||
throw new Error(`Entity ${this.name} already has component ${getComponentTypeName(componentType)}`);
|
||||
}
|
||||
|
||||
this.addComponentInternal(component);
|
||||
|
||||
if (this.scene && this.scene.componentStorageManager) {
|
||||
this.scene.componentStorageManager.addComponent(this.id, component);
|
||||
}
|
||||
|
||||
this.scene.componentStorageManager.addComponent(this.id, component);
|
||||
|
||||
component.entityId = this.id;
|
||||
if (this.scene.referenceTracker) {
|
||||
this.scene.referenceTracker.registerEntityScene(this.id, this.scene);
|
||||
}
|
||||
component.onAddedToEntity();
|
||||
|
||||
|
||||
if (Entity.eventBus) {
|
||||
Entity.eventBus.emitComponentAdded({
|
||||
timestamp: Date.now(),
|
||||
@@ -368,72 +426,60 @@ export class Entity {
|
||||
component: component
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
if (this.scene && this.scene.querySystem) {
|
||||
this.scene.querySystem.removeEntity(this);
|
||||
this.scene.querySystem.addEntity(this);
|
||||
}
|
||||
|
||||
|
||||
// 通知所有相关的QuerySystem组件已变动
|
||||
Entity.notifyQuerySystems(this);
|
||||
|
||||
return component;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定类型的组件
|
||||
*
|
||||
* @param type - 组件类型
|
||||
* @returns 组件实例或null
|
||||
*
|
||||
* @param type - 组件类型构造函数
|
||||
* @returns 组件实例,如果不存在则返回null
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const position = entity.getComponent(Position);
|
||||
* if (position) {
|
||||
* position.x += 10;
|
||||
* position.y += 20;
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public getComponent<T extends Component>(type: ComponentType<T>): T | null {
|
||||
if (!ComponentRegistry.isRegistered(type)) {
|
||||
// 快速检查:位掩码
|
||||
if (!this.hasComponent(type)) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const mask = ComponentRegistry.getBitMask(type);
|
||||
if (BitMask64Utils.hasNone(this._componentMask, mask)) {
|
||||
// 从Scene存储获取
|
||||
if (!this.scene?.componentStorageManager) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const typeId = ComponentRegistry.getBitIndex(type);
|
||||
const component = this._componentsByTypeId[typeId];
|
||||
|
||||
if (component && component.constructor === type) {
|
||||
return component as T;
|
||||
}
|
||||
|
||||
if (this.scene && this.scene.componentStorageManager) {
|
||||
const storageComponent = this.scene.componentStorageManager.getComponent(this.id, type);
|
||||
if (storageComponent) {
|
||||
this._componentsByTypeId[typeId] = storageComponent;
|
||||
if (!this.components.includes(storageComponent)) {
|
||||
const denseIndex = this.components.length;
|
||||
this._componentDenseIndexByTypeId[typeId] = denseIndex;
|
||||
this.components.push(storageComponent);
|
||||
}
|
||||
return storageComponent;
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.components.length; i++) {
|
||||
const component = this.components[i];
|
||||
if (component instanceof type) {
|
||||
this._componentsByTypeId[typeId] = component;
|
||||
this._componentDenseIndexByTypeId[typeId] = i;
|
||||
return component as T;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
const component = this.scene.componentStorageManager.getComponent(this.id, type);
|
||||
return component as T | null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* 检查实体是否有指定类型的组件
|
||||
*
|
||||
* @param type - 组件类型
|
||||
* @returns 如果有该组件则返回true
|
||||
* 检查实体是否拥有指定类型的组件
|
||||
*
|
||||
* @param type - 组件类型构造函数
|
||||
* @returns 如果实体拥有该组件返回true,否则返回false
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* if (entity.hasComponent(Position)) {
|
||||
* const position = entity.getComponent(Position)!;
|
||||
* position.x += 10;
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public hasComponent<T extends Component>(type: ComponentType<T>): boolean {
|
||||
if (!ComponentRegistry.isRegistered(type)) {
|
||||
@@ -446,13 +492,22 @@ export class Entity {
|
||||
|
||||
/**
|
||||
* 获取或创建指定类型的组件
|
||||
*
|
||||
* @param type - 组件类型
|
||||
* @param args - 组件构造函数参数(仅在创建时使用)
|
||||
*
|
||||
* 如果组件已存在则返回现有组件,否则创建新组件并添加到实体
|
||||
*
|
||||
* @param type - 组件类型构造函数
|
||||
* @param args - 组件构造函数参数(仅在创建新组件时使用)
|
||||
* @returns 组件实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 确保实体拥有Position组件
|
||||
* const position = entity.getOrCreateComponent(Position, 0, 0);
|
||||
* position.x = 100;
|
||||
* ```
|
||||
*/
|
||||
public getOrCreateComponent<T extends Component>(
|
||||
type: ComponentType<T>,
|
||||
type: ComponentType<T>,
|
||||
...args: any[]
|
||||
): T {
|
||||
let component = this.getComponent(type);
|
||||
@@ -464,48 +519,39 @@ export class Entity {
|
||||
|
||||
/**
|
||||
* 移除指定的组件
|
||||
*
|
||||
*
|
||||
* @param component - 要移除的组件实例
|
||||
*/
|
||||
public removeComponent(component: Component): void {
|
||||
const componentType = component.constructor as ComponentType;
|
||||
|
||||
|
||||
if (!ComponentRegistry.isRegistered(componentType)) {
|
||||
return;
|
||||
}
|
||||
|
||||
const typeId = ComponentRegistry.getBitIndex(componentType);
|
||||
|
||||
this._componentsByTypeId[typeId] = undefined;
|
||||
|
||||
BitMask64Utils.clearBit(this._componentMask, typeId);
|
||||
|
||||
const denseIndex = this._componentDenseIndexByTypeId[typeId];
|
||||
if (denseIndex !== undefined && denseIndex < this.components.length) {
|
||||
const lastIndex = this.components.length - 1;
|
||||
|
||||
if (denseIndex !== lastIndex) {
|
||||
const lastComponent = this.components[lastIndex];
|
||||
this.components[denseIndex] = lastComponent;
|
||||
|
||||
const lastComponentType = lastComponent.constructor as ComponentType;
|
||||
const lastTypeId = ComponentRegistry.getBitIndex(lastComponentType);
|
||||
this._componentDenseIndexByTypeId[lastTypeId] = denseIndex;
|
||||
}
|
||||
|
||||
this.components.pop();
|
||||
}
|
||||
|
||||
this._componentDenseIndexByTypeId[typeId] = -1;
|
||||
const bitIndex = ComponentRegistry.getBitIndex(componentType);
|
||||
|
||||
if (this.scene && this.scene.componentStorageManager) {
|
||||
// 更新位掩码
|
||||
BitMask64Utils.clearBit(this._componentMask, bitIndex);
|
||||
|
||||
// 使缓存失效
|
||||
this._componentCache = null;
|
||||
|
||||
// 从Scene存储移除
|
||||
if (this.scene?.componentStorageManager) {
|
||||
this.scene.componentStorageManager.removeComponent(this.id, componentType);
|
||||
}
|
||||
|
||||
if (this.scene?.referenceTracker) {
|
||||
this.scene.referenceTracker.clearComponentReferences(component);
|
||||
}
|
||||
|
||||
if (component.onRemovedFromEntity) {
|
||||
component.onRemovedFromEntity();
|
||||
}
|
||||
|
||||
|
||||
component.entityId = null;
|
||||
|
||||
if (Entity.eventBus) {
|
||||
Entity.eventBus.emitComponentRemoved({
|
||||
timestamp: Date.now(),
|
||||
@@ -517,13 +563,9 @@ export class Entity {
|
||||
component: component
|
||||
});
|
||||
}
|
||||
|
||||
component.entity = null as any;
|
||||
|
||||
if (this.scene && this.scene.querySystem) {
|
||||
this.scene.querySystem.removeEntity(this);
|
||||
this.scene.querySystem.addEntity(this);
|
||||
}
|
||||
// 通知所有相关的QuerySystem组件已变动
|
||||
Entity.notifyQuerySystems(this);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -546,24 +588,25 @@ export class Entity {
|
||||
*/
|
||||
public removeAllComponents(): void {
|
||||
const componentsToRemove = [...this.components];
|
||||
|
||||
this._componentsByTypeId.length = 0;
|
||||
this._componentDenseIndexByTypeId.length = 0;
|
||||
|
||||
// 清除位掩码
|
||||
BitMask64Utils.clear(this._componentMask);
|
||||
|
||||
|
||||
// 使缓存失效
|
||||
this._componentCache = null;
|
||||
|
||||
for (const component of componentsToRemove) {
|
||||
const componentType = component.constructor as ComponentType;
|
||||
|
||||
if (this.scene && this.scene.componentStorageManager) {
|
||||
|
||||
if (this.scene?.componentStorageManager) {
|
||||
this.scene.componentStorageManager.removeComponent(this.id, componentType);
|
||||
}
|
||||
|
||||
component.onRemovedFromEntity();
|
||||
|
||||
component.entity = null as any;
|
||||
}
|
||||
|
||||
this.components.length = 0;
|
||||
|
||||
// 通知所有相关的QuerySystem组件已全部移除
|
||||
Entity.notifyQuerySystems(this);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -821,31 +864,11 @@ export class Entity {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新实体
|
||||
*
|
||||
* 调用所有组件的更新方法,并更新子实体。
|
||||
*/
|
||||
public update(): void {
|
||||
if (!this.activeInHierarchy || this._isDestroyed) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (const component of this.components) {
|
||||
if (component.enabled) {
|
||||
component.update();
|
||||
}
|
||||
}
|
||||
|
||||
for (const child of this._children) {
|
||||
child.update();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁实体
|
||||
*
|
||||
* 移除所有组件、子实体并标记为已销毁。
|
||||
*
|
||||
* 移除所有组件、子实体并标记为已销毁
|
||||
*/
|
||||
public destroy(): void {
|
||||
if (this._isDestroyed) {
|
||||
@@ -853,29 +876,71 @@ export class Entity {
|
||||
}
|
||||
|
||||
this._isDestroyed = true;
|
||||
|
||||
|
||||
if (this.scene && this.scene.referenceTracker) {
|
||||
this.scene.referenceTracker.clearReferencesTo(this.id);
|
||||
this.scene.referenceTracker.unregisterEntityScene(this.id);
|
||||
}
|
||||
|
||||
const childrenToDestroy = [...this._children];
|
||||
for (const child of childrenToDestroy) {
|
||||
child.destroy();
|
||||
}
|
||||
|
||||
|
||||
if (this._parent) {
|
||||
this._parent.removeChild(this);
|
||||
}
|
||||
|
||||
|
||||
this.removeAllComponents();
|
||||
|
||||
|
||||
if (this.scene) {
|
||||
if (this.scene.querySystem) {
|
||||
this.scene.querySystem.removeEntity(this);
|
||||
}
|
||||
|
||||
|
||||
if (this.scene.entities) {
|
||||
this.scene.entities.remove(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量销毁所有子实体
|
||||
*/
|
||||
public destroyAllChildren(): void {
|
||||
if (this._children.length === 0) return;
|
||||
|
||||
const scene = this.scene;
|
||||
const toDestroy: Entity[] = [];
|
||||
|
||||
const collectChildren = (entity: Entity) => {
|
||||
for (const child of entity._children) {
|
||||
toDestroy.push(child);
|
||||
collectChildren(child);
|
||||
}
|
||||
};
|
||||
collectChildren(this);
|
||||
|
||||
for (const entity of toDestroy) {
|
||||
entity._isDestroyed = true;
|
||||
}
|
||||
|
||||
for (const entity of toDestroy) {
|
||||
entity.removeAllComponents();
|
||||
}
|
||||
|
||||
if (scene) {
|
||||
for (const entity of toDestroy) {
|
||||
scene.entities.remove(entity);
|
||||
scene.querySystem.removeEntity(entity);
|
||||
}
|
||||
|
||||
scene.clearSystemEntityCaches();
|
||||
}
|
||||
|
||||
this._children.length = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 比较实体
|
||||
*
|
||||
@@ -914,8 +979,7 @@ export class Entity {
|
||||
childCount: number;
|
||||
childIds: number[];
|
||||
depth: number;
|
||||
indexMappingSize: number;
|
||||
denseIndexMappingSize: number;
|
||||
cacheBuilt: boolean;
|
||||
} {
|
||||
return {
|
||||
name: this.name,
|
||||
@@ -931,8 +995,7 @@ export class Entity {
|
||||
childCount: this._children.length,
|
||||
childIds: this._children.map(c => c.id),
|
||||
depth: this.getDepth(),
|
||||
indexMappingSize: this._componentsByTypeId.filter(c => c !== undefined).length,
|
||||
denseIndexMappingSize: this._componentDenseIndexByTypeId.filter(idx => idx !== -1 && idx !== undefined).length
|
||||
cacheBuilt: this._componentCache !== null
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
import { Entity } from './Entity';
|
||||
import { EntityList } from './Utils/EntityList';
|
||||
import { EntityProcessorList } from './Utils/EntityProcessorList';
|
||||
import { IdentifierPool } from './Utils/IdentifierPool';
|
||||
import { EntitySystem } from './Systems/EntitySystem';
|
||||
import { ComponentStorageManager } from './Core/ComponentStorage';
|
||||
import { QuerySystem } from './Core/QuerySystem';
|
||||
import { TypeSafeEventSystem } from './Core/EventSystem';
|
||||
import type { ReferenceTracker } from './Core/ReferenceTracker';
|
||||
|
||||
/**
|
||||
* 场景接口定义
|
||||
*
|
||||
*
|
||||
* 定义场景应该实现的核心功能和属性,使用接口而非继承提供更灵活的实现方式。
|
||||
*/
|
||||
export interface IScene {
|
||||
@@ -18,16 +18,30 @@ export interface IScene {
|
||||
*/
|
||||
name: string;
|
||||
|
||||
/**
|
||||
* 场景自定义数据
|
||||
*
|
||||
* 用于存储场景级别的配置和状态数据,例如:
|
||||
* - 天气状态
|
||||
* - 时间设置
|
||||
* - 游戏难度
|
||||
* - 音频配置
|
||||
* - 关卡检查点
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* scene.sceneData.set('weather', 'rainy');
|
||||
* scene.sceneData.set('timeOfDay', 14.5);
|
||||
* scene.sceneData.set('checkpoint', { x: 100, y: 200 });
|
||||
* ```
|
||||
*/
|
||||
readonly sceneData: Map<string, any>;
|
||||
|
||||
/**
|
||||
* 场景中的实体集合
|
||||
*/
|
||||
readonly entities: EntityList;
|
||||
|
||||
/**
|
||||
* 实体系统处理器集合
|
||||
*/
|
||||
readonly entityProcessors: EntityProcessorList;
|
||||
|
||||
|
||||
/**
|
||||
* 标识符池
|
||||
*/
|
||||
@@ -48,6 +62,11 @@ export interface IScene {
|
||||
*/
|
||||
readonly eventSystem: TypeSafeEventSystem;
|
||||
|
||||
/**
|
||||
* 引用追踪器
|
||||
*/
|
||||
readonly referenceTracker: ReferenceTracker;
|
||||
|
||||
/**
|
||||
* 获取系统列表
|
||||
*/
|
||||
@@ -88,6 +107,11 @@ export interface IScene {
|
||||
*/
|
||||
createEntity(name: string): Entity;
|
||||
|
||||
/**
|
||||
* 清除所有EntitySystem的实体缓存
|
||||
*/
|
||||
clearSystemEntityCaches(): void;
|
||||
|
||||
/**
|
||||
* 添加实体
|
||||
*/
|
||||
@@ -147,8 +171,12 @@ export interface ISceneConfig {
|
||||
* 场景名称
|
||||
*/
|
||||
name?: string;
|
||||
|
||||
/**
|
||||
* 调试配置
|
||||
* 性能监控器实例(可选)
|
||||
*
|
||||
* 如果不提供,Scene会自动从Core.services获取全局PerformanceMonitor。
|
||||
* 提供此参数可以实现场景级别的独立性能监控。
|
||||
*/
|
||||
debug?: boolean;
|
||||
performanceMonitor?: any;
|
||||
}
|
||||
@@ -1,14 +1,23 @@
|
||||
import { Entity } from './Entity';
|
||||
import { EntityList } from './Utils/EntityList';
|
||||
import { EntityProcessorList } from './Utils/EntityProcessorList';
|
||||
import { IdentifierPool } from './Utils/IdentifierPool';
|
||||
import { EntitySystem } from './Systems/EntitySystem';
|
||||
import { ComponentStorageManager } from './Core/ComponentStorage';
|
||||
import { ComponentStorageManager, ComponentRegistry } from './Core/ComponentStorage';
|
||||
import { QuerySystem } from './Core/QuerySystem';
|
||||
import { TypeSafeEventSystem } from './Core/EventSystem';
|
||||
import { EventBus } from './Core/EventBus';
|
||||
import { ReferenceTracker } from './Core/ReferenceTracker';
|
||||
import { IScene, ISceneConfig } from './IScene';
|
||||
import { getComponentInstanceTypeName, getSystemInstanceTypeName } from './Decorators';
|
||||
import { getComponentInstanceTypeName, getSystemInstanceTypeName, getSystemMetadata } from "./Decorators";
|
||||
import { TypedQueryBuilder } from './Core/Query/TypedQuery';
|
||||
import { SceneSerializer, SceneSerializationOptions, SceneDeserializationOptions } from './Serialization/SceneSerializer';
|
||||
import { IncrementalSerializer, IncrementalSnapshot, IncrementalSerializationOptions } from './Serialization/IncrementalSerializer';
|
||||
import { ComponentPoolManager } from './Core/ComponentPool';
|
||||
import { PerformanceMonitor } from '../Utils/PerformanceMonitor';
|
||||
import { ServiceContainer, type ServiceType } from '../Core/ServiceContainer';
|
||||
import { createInstance, isInjectable, injectProperties } from '../Core/DI';
|
||||
import { isUpdatable, getUpdatableMetadata } from '../Core/DI/Decorators';
|
||||
import { createLogger } from '../Utils/Logger';
|
||||
|
||||
/**
|
||||
* 游戏场景默认实现类
|
||||
@@ -19,24 +28,25 @@ import { getComponentInstanceTypeName, getSystemInstanceTypeName } from './Decor
|
||||
export class Scene implements IScene {
|
||||
/**
|
||||
* 场景名称
|
||||
*
|
||||
*
|
||||
* 用于标识和调试的友好名称。
|
||||
*/
|
||||
public name: string = "";
|
||||
|
||||
/**
|
||||
* 场景自定义数据
|
||||
*
|
||||
* 用于存储场景级别的配置和状态数据。
|
||||
*/
|
||||
public readonly sceneData: Map<string, any> = new Map();
|
||||
|
||||
/**
|
||||
* 场景中的实体集合
|
||||
*
|
||||
*
|
||||
* 管理场景内所有实体的生命周期。
|
||||
*/
|
||||
public readonly entities: EntityList;
|
||||
|
||||
/**
|
||||
* 实体系统处理器集合
|
||||
*
|
||||
* 管理场景内所有实体系统的执行。
|
||||
*/
|
||||
public readonly entityProcessors: EntityProcessorList;
|
||||
|
||||
/**
|
||||
* 实体ID池
|
||||
@@ -61,36 +71,121 @@ export class Scene implements IScene {
|
||||
|
||||
/**
|
||||
* 事件系统
|
||||
*
|
||||
*
|
||||
* 类型安全的事件系统。
|
||||
*/
|
||||
public readonly eventSystem: TypeSafeEventSystem;
|
||||
|
||||
|
||||
/**
|
||||
* 引用追踪器
|
||||
*
|
||||
* 追踪Component中对Entity的引用,当Entity销毁时自动清理引用。
|
||||
*/
|
||||
public readonly referenceTracker: ReferenceTracker;
|
||||
|
||||
/**
|
||||
* 服务容器
|
||||
*
|
||||
* 场景级别的依赖注入容器,用于管理EntitySystem和其他服务的生命周期。
|
||||
* 每个Scene拥有独立的服务容器,实现场景间的隔离。
|
||||
*/
|
||||
private readonly _services: ServiceContainer;
|
||||
|
||||
/**
|
||||
* 日志记录器
|
||||
*/
|
||||
private readonly logger: ReturnType<typeof createLogger>;
|
||||
|
||||
/**
|
||||
* 性能监控器
|
||||
*
|
||||
* 用于监控场景和系统的性能。可以在构造函数中注入,如果不提供则从Core获取。
|
||||
*/
|
||||
private readonly _performanceMonitor: PerformanceMonitor;
|
||||
|
||||
/**
|
||||
* 场景是否已开始运行
|
||||
*/
|
||||
private _didSceneBegin: boolean = false;
|
||||
|
||||
/**
|
||||
* 获取系统列表(兼容性属性)
|
||||
* 获取场景中所有已注册的EntitySystem
|
||||
*
|
||||
* 按updateOrder排序。
|
||||
*
|
||||
* @returns 系统列表
|
||||
*/
|
||||
public get systems(): EntitySystem[] {
|
||||
return this.entityProcessors.processors;
|
||||
// 从ServiceContainer获取所有EntitySystem实例
|
||||
const services = this._services.getAll();
|
||||
const systems: EntitySystem[] = [];
|
||||
|
||||
for (const service of services) {
|
||||
if (service instanceof EntitySystem) {
|
||||
systems.push(service);
|
||||
}
|
||||
}
|
||||
|
||||
// 按updateOrder排序
|
||||
systems.sort((a, b) => a.updateOrder - b.updateOrder);
|
||||
|
||||
return systems;
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过类型获取System实例
|
||||
*
|
||||
* @param systemType System类型
|
||||
* @returns System实例,如果未找到则返回null
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const physics = scene.getSystem(PhysicsSystem);
|
||||
* if (physics) {
|
||||
* physics.doSomething();
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public getSystem<T extends EntitySystem>(systemType: ServiceType<T>): T | null {
|
||||
return this._services.tryResolve(systemType) as T | null;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 获取场景的服务容器
|
||||
*
|
||||
* 用于注册和解析场景级别的服务(如EntitySystem)。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 注册服务
|
||||
* scene.services.registerSingleton(PhysicsSystem);
|
||||
*
|
||||
* // 解析服务
|
||||
* const physics = scene.services.resolve(PhysicsSystem);
|
||||
* ```
|
||||
*/
|
||||
public get services(): ServiceContainer {
|
||||
return this._services;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建场景实例
|
||||
*/
|
||||
constructor(config?: ISceneConfig) {
|
||||
this.entities = new EntityList(this);
|
||||
this.entityProcessors = new EntityProcessorList();
|
||||
this.identifierPool = new IdentifierPool();
|
||||
this.componentStorageManager = new ComponentStorageManager();
|
||||
this.querySystem = new QuerySystem();
|
||||
this.eventSystem = new TypeSafeEventSystem();
|
||||
this.referenceTracker = new ReferenceTracker();
|
||||
this._services = new ServiceContainer();
|
||||
this.logger = createLogger('Scene');
|
||||
|
||||
// 从配置获取 PerformanceMonitor,如果未提供则创建一个新实例
|
||||
// Scene 应该是独立的,不依赖于 Core,通过构造函数参数明确依赖关系
|
||||
this._performanceMonitor = config?.performanceMonitor || new PerformanceMonitor();
|
||||
|
||||
// 应用配置
|
||||
if (config?.name) {
|
||||
this.name = config.name;
|
||||
}
|
||||
@@ -98,7 +193,7 @@ export class Scene implements IScene {
|
||||
if (!Entity.eventBus) {
|
||||
Entity.eventBus = new EventBus(false);
|
||||
}
|
||||
|
||||
|
||||
if (Entity.eventBus) {
|
||||
Entity.eventBus.onComponentAdded((data: unknown) => {
|
||||
this.eventSystem.emitSync('component:added', data);
|
||||
@@ -136,10 +231,6 @@ export class Scene implements IScene {
|
||||
* 这个方法会启动场景。它将启动实体处理器等,并调用onStart方法。
|
||||
*/
|
||||
public begin() {
|
||||
// 启动实体处理器
|
||||
if (this.entityProcessors != null)
|
||||
this.entityProcessors.begin();
|
||||
|
||||
// 标记场景已开始运行并调用onStart方法
|
||||
this._didSceneBegin = true;
|
||||
this.onStart();
|
||||
@@ -163,31 +254,43 @@ export class Scene implements IScene {
|
||||
// 清空组件存储
|
||||
this.componentStorageManager.clear();
|
||||
|
||||
// 结束实体处理器
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.end();
|
||||
// 清空服务容器(会调用所有服务的dispose方法,包括所有EntitySystem)
|
||||
this._services.clear();
|
||||
|
||||
// 调用卸载方法
|
||||
this.unload();
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新场景,更新实体组件、实体处理器等
|
||||
* 更新场景
|
||||
*/
|
||||
public update() {
|
||||
// 更新实体列表
|
||||
ComponentPoolManager.getInstance().update();
|
||||
|
||||
this.entities.updateLists();
|
||||
|
||||
// 更新实体处理器
|
||||
if (this.entityProcessors != null)
|
||||
this.entityProcessors.update();
|
||||
// 更新所有EntitySystem
|
||||
const systems = this.systems;
|
||||
for (const system of systems) {
|
||||
if (system.enabled) {
|
||||
try {
|
||||
system.update();
|
||||
} catch (error) {
|
||||
this.logger.error(`Error in system ${system.constructor.name}.update():`, error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 更新实体组
|
||||
this.entities.update();
|
||||
|
||||
// 更新实体处理器的后处理方法
|
||||
if (this.entityProcessors != null)
|
||||
this.entityProcessors.lateUpdate();
|
||||
// LateUpdate
|
||||
for (const system of systems) {
|
||||
if (system.enabled) {
|
||||
try {
|
||||
system.lateUpdate();
|
||||
} catch (error) {
|
||||
this.logger.error(`Error in system ${system.constructor.name}.lateUpdate():`, error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -202,6 +305,16 @@ export class Scene implements IScene {
|
||||
return this.addEntity(entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除所有EntitySystem的实体缓存
|
||||
* 当实体或组件发生变化时调用
|
||||
*/
|
||||
public clearSystemEntityCaches(): void {
|
||||
for (const system of this.systems) {
|
||||
system.clearEntityCache();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场景的实体列表中添加一个实体
|
||||
* @param entity 要添加的实体
|
||||
@@ -210,13 +323,18 @@ export class Scene implements IScene {
|
||||
public addEntity(entity: Entity, deferCacheClear: boolean = false) {
|
||||
this.entities.add(entity);
|
||||
entity.scene = this;
|
||||
|
||||
|
||||
// 将实体添加到查询系统(可延迟缓存清理)
|
||||
this.querySystem.addEntity(entity, deferCacheClear);
|
||||
|
||||
|
||||
// 清除系统缓存以确保系统能及时发现新实体
|
||||
if (!deferCacheClear) {
|
||||
this.clearSystemEntityCaches();
|
||||
}
|
||||
|
||||
// 触发实体添加事件
|
||||
this.eventSystem.emitSync('entity:added', { entity, scene: this });
|
||||
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
@@ -251,13 +369,35 @@ export class Scene implements IScene {
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 批量销毁实体
|
||||
*/
|
||||
public destroyEntities(entities: Entity[]): void {
|
||||
if (entities.length === 0) return;
|
||||
|
||||
for (const entity of entities) {
|
||||
entity._isDestroyed = true;
|
||||
}
|
||||
|
||||
for (const entity of entities) {
|
||||
entity.removeAllComponents();
|
||||
}
|
||||
|
||||
for (const entity of entities) {
|
||||
this.entities.remove(entity);
|
||||
this.querySystem.removeEntity(entity);
|
||||
}
|
||||
|
||||
this.querySystem.clearCache();
|
||||
this.clearSystemEntityCaches();
|
||||
}
|
||||
|
||||
/**
|
||||
* 从场景中删除所有实体
|
||||
*/
|
||||
public destroyAllEntities() {
|
||||
this.entities.removeAllEntities();
|
||||
|
||||
// 清理查询系统中的实体引用和缓存
|
||||
|
||||
this.querySystem.setEntities([]);
|
||||
}
|
||||
|
||||
@@ -308,19 +448,187 @@ export class Scene implements IScene {
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场景中添加一个EntitySystem处理器
|
||||
* @param processor 处理器
|
||||
* 查询拥有所有指定组件的实体
|
||||
*
|
||||
* @param componentTypes - 组件类型数组
|
||||
* @returns 查询结果
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const result = scene.queryAll(Position, Velocity);
|
||||
* for (const entity of result.entities) {
|
||||
* const pos = entity.getComponent(Position);
|
||||
* const vel = entity.getComponent(Velocity);
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public addEntityProcessor(processor: EntitySystem) {
|
||||
if (this.entityProcessors.processors.includes(processor)) {
|
||||
return processor;
|
||||
public queryAll(...componentTypes: any[]): { entities: readonly Entity[] } {
|
||||
return this.querySystem.queryAll(...componentTypes);
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询拥有任意一个指定组件的实体
|
||||
*
|
||||
* @param componentTypes - 组件类型数组
|
||||
* @returns 查询结果
|
||||
*/
|
||||
public queryAny(...componentTypes: any[]): { entities: readonly Entity[] } {
|
||||
return this.querySystem.queryAny(...componentTypes);
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询不包含指定组件的实体
|
||||
*
|
||||
* @param componentTypes - 组件类型数组
|
||||
* @returns 查询结果
|
||||
*/
|
||||
public queryNone(...componentTypes: any[]): { entities: readonly Entity[] } {
|
||||
return this.querySystem.queryNone(...componentTypes);
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建类型安全的查询构建器
|
||||
*
|
||||
* @returns 查询构建器,支持链式调用
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 使用查询构建器
|
||||
* const matcher = scene.query()
|
||||
* .withAll(Position, Velocity)
|
||||
* .withNone(Disabled)
|
||||
* .buildMatcher();
|
||||
*
|
||||
* // 在System中使用
|
||||
* class MovementSystem extends EntitySystem {
|
||||
* constructor() {
|
||||
* super(matcher);
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public query(): TypedQueryBuilder {
|
||||
return new TypedQueryBuilder();
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场景中添加一个EntitySystem处理器
|
||||
*
|
||||
* 支持两种使用方式:
|
||||
* 1. 传入类型(推荐):自动使用DI创建实例,支持@Injectable和@Inject装饰器
|
||||
* 2. 传入实例:直接使用提供的实例
|
||||
*
|
||||
* @param systemTypeOrInstance 系统类型或系统实例
|
||||
* @returns 添加的处理器实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 方式1:传入类型,自动DI(推荐)
|
||||
* @Injectable()
|
||||
* class PhysicsSystem extends EntitySystem {
|
||||
* constructor(@Inject(CollisionSystem) private collision: CollisionSystem) {
|
||||
* super(Matcher.of(Transform));
|
||||
* }
|
||||
* }
|
||||
* scene.addEntityProcessor(PhysicsSystem);
|
||||
*
|
||||
* // 方式2:传入实例
|
||||
* const system = new MySystem();
|
||||
* scene.addEntityProcessor(system);
|
||||
* ```
|
||||
*/
|
||||
public addEntityProcessor<T extends EntitySystem>(
|
||||
systemTypeOrInstance: ServiceType<T> | T
|
||||
): T {
|
||||
let system: T;
|
||||
let constructor: any;
|
||||
|
||||
if (typeof systemTypeOrInstance === 'function') {
|
||||
constructor = systemTypeOrInstance;
|
||||
|
||||
if (this._services.isRegistered(constructor)) {
|
||||
return this._services.resolve(constructor) as T;
|
||||
}
|
||||
|
||||
if (isInjectable(constructor)) {
|
||||
system = createInstance(constructor, this._services) as T;
|
||||
} else {
|
||||
system = new (constructor as any)() as T;
|
||||
}
|
||||
} else {
|
||||
system = systemTypeOrInstance;
|
||||
constructor = system.constructor;
|
||||
|
||||
if (this._services.isRegistered(constructor)) {
|
||||
return system;
|
||||
}
|
||||
}
|
||||
|
||||
processor.scene = this;
|
||||
this.entityProcessors.add(processor);
|
||||
processor.initialize();
|
||||
processor.setUpdateOrder(this.entityProcessors.count - 1);
|
||||
return processor;
|
||||
|
||||
system.scene = this;
|
||||
|
||||
system.setPerformanceMonitor(this._performanceMonitor);
|
||||
|
||||
const metadata = getSystemMetadata(constructor);
|
||||
if (metadata?.updateOrder !== undefined) {
|
||||
system.setUpdateOrder(metadata.updateOrder);
|
||||
}
|
||||
if (metadata?.enabled !== undefined) {
|
||||
system.enabled = metadata.enabled;
|
||||
}
|
||||
|
||||
this._services.registerInstance(constructor, system);
|
||||
|
||||
injectProperties(system, this._services);
|
||||
|
||||
system.initialize();
|
||||
|
||||
return system;
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量注册EntitySystem到场景(使用DI)
|
||||
*
|
||||
* 自动按照依赖顺序注册多个System。
|
||||
* 所有System必须使用@Injectable装饰器标记。
|
||||
*
|
||||
* @param systemTypes System类型数组
|
||||
* @returns 注册的System实例数组
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @Injectable()
|
||||
* @ECSSystem('Collision', { updateOrder: 5 })
|
||||
* class CollisionSystem extends EntitySystem implements IService {
|
||||
* constructor() { super(Matcher.of(Collider)); }
|
||||
* dispose() {}
|
||||
* }
|
||||
*
|
||||
* @Injectable()
|
||||
* @ECSSystem('Physics', { updateOrder: 10 })
|
||||
* class PhysicsSystem extends EntitySystem implements IService {
|
||||
* constructor(@Inject(CollisionSystem) private collision: CollisionSystem) {
|
||||
* super(Matcher.of(Transform, RigidBody));
|
||||
* }
|
||||
* dispose() {}
|
||||
* }
|
||||
*
|
||||
* // 批量注册(自动解析依赖顺序)
|
||||
* scene.registerSystems([
|
||||
* CollisionSystem,
|
||||
* PhysicsSystem, // 自动注入CollisionSystem
|
||||
* RenderSystem
|
||||
* ]);
|
||||
* ```
|
||||
*/
|
||||
public registerSystems(systemTypes: Array<ServiceType<EntitySystem>>): EntitySystem[] {
|
||||
const registeredSystems: EntitySystem[] = [];
|
||||
|
||||
for (const systemType of systemTypes) {
|
||||
const system = this.addEntityProcessor(systemType);
|
||||
registeredSystems.push(system);
|
||||
}
|
||||
|
||||
return registeredSystems;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -335,18 +643,44 @@ export class Scene implements IScene {
|
||||
* 从场景中删除EntitySystem处理器
|
||||
* @param processor 要删除的处理器
|
||||
*/
|
||||
public removeEntityProcessor(processor: EntitySystem) {
|
||||
this.entityProcessors.remove(processor);
|
||||
public removeEntityProcessor(processor: EntitySystem): void {
|
||||
const constructor = processor.constructor as any;
|
||||
|
||||
// 从ServiceContainer移除
|
||||
this._services.unregister(constructor);
|
||||
|
||||
// 重置System状态
|
||||
processor.reset();
|
||||
processor.scene = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从场景中删除系统(removeEntityProcessor的别名)
|
||||
* @param system 系统
|
||||
*/
|
||||
public removeSystem(system: EntitySystem) {
|
||||
this.removeEntityProcessor(system);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定类型的EntitySystem处理器
|
||||
*
|
||||
* @deprecated 推荐使用依赖注入代替此方法。使用 `scene.services.resolve(SystemType)` 或在System构造函数中使用 `@Inject(SystemType)` 装饰器。
|
||||
*
|
||||
* @param type 处理器类型
|
||||
* @returns 处理器实例,如果未找到则返回null
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @Injectable()
|
||||
* class MySystem extends EntitySystem {
|
||||
* constructor(@Inject(PhysicsSystem) private physics: PhysicsSystem) {
|
||||
* super();
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public getEntityProcessor<T extends EntitySystem>(type: new (...args: unknown[]) => T): T | null {
|
||||
return this.entityProcessors.getProcessor(type);
|
||||
return this._services.tryResolve(type as any) as T | null;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -359,7 +693,7 @@ export class Scene implements IScene {
|
||||
} {
|
||||
return {
|
||||
entityCount: this.entities.count,
|
||||
processorCount: this.entityProcessors.count,
|
||||
processorCount: this.systems.length,
|
||||
componentStorageStats: this.componentStorageManager.getAllStats()
|
||||
};
|
||||
}
|
||||
@@ -386,10 +720,11 @@ export class Scene implements IScene {
|
||||
}>;
|
||||
componentStats: Map<string, any>;
|
||||
} {
|
||||
const systems = this.systems;
|
||||
return {
|
||||
name: this.name || this.constructor.name,
|
||||
entityCount: this.entities.count,
|
||||
processorCount: this.entityProcessors.count,
|
||||
processorCount: systems.length,
|
||||
isRunning: this._didSceneBegin,
|
||||
entities: this.entities.buffer.map(entity => ({
|
||||
name: entity.name,
|
||||
@@ -397,7 +732,7 @@ export class Scene implements IScene {
|
||||
componentCount: entity.components.length,
|
||||
componentTypes: entity.components.map(c => getComponentInstanceTypeName(c))
|
||||
})),
|
||||
processors: this.entityProcessors.processors.map(processor => ({
|
||||
processors: systems.map(processor => ({
|
||||
name: getSystemInstanceTypeName(processor),
|
||||
updateOrder: processor.updateOrder,
|
||||
entityCount: (processor as any)._entities?.length || 0
|
||||
@@ -405,4 +740,200 @@ export class Scene implements IScene {
|
||||
componentStats: this.componentStorageManager.getAllStats()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 序列化场景
|
||||
*
|
||||
* 将场景及其所有实体、组件序列化为JSON字符串或二进制Uint8Array
|
||||
*
|
||||
* @param options 序列化选项
|
||||
* @returns 序列化后的数据(JSON字符串或二进制Uint8Array)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // JSON格式
|
||||
* const jsonData = scene.serialize({
|
||||
* format: 'json',
|
||||
* pretty: true
|
||||
* });
|
||||
*
|
||||
* // 二进制格式(更小、更快)
|
||||
* const binaryData = scene.serialize({
|
||||
* format: 'binary'
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
public serialize(options?: SceneSerializationOptions): string | Uint8Array {
|
||||
return SceneSerializer.serialize(this, options);
|
||||
}
|
||||
|
||||
/**
|
||||
* 反序列化场景
|
||||
*
|
||||
* 从序列化数据恢复场景状态
|
||||
*
|
||||
* @param saveData 序列化的数据(JSON字符串或二进制Uint8Array)
|
||||
* @param options 反序列化选项
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 从JSON恢复(自动从ComponentRegistry获取组件类型)
|
||||
* scene.deserialize(jsonData, {
|
||||
* strategy: 'replace'
|
||||
* });
|
||||
*
|
||||
* // 从二进制恢复
|
||||
* scene.deserialize(binaryData, {
|
||||
* strategy: 'replace'
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
public deserialize(saveData: string | Uint8Array, options?: SceneDeserializationOptions): void {
|
||||
SceneSerializer.deserialize(this, saveData, options);
|
||||
}
|
||||
|
||||
// ==================== 增量序列化 API ====================
|
||||
|
||||
/** 增量序列化的基础快照 */
|
||||
private _incrementalBaseSnapshot?: any;
|
||||
|
||||
/**
|
||||
* 创建增量序列化的基础快照
|
||||
*
|
||||
* 在需要进行增量序列化前,先调用此方法创建基础快照
|
||||
*
|
||||
* @param options 序列化选项
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 创建基础快照
|
||||
* scene.createIncrementalSnapshot();
|
||||
*
|
||||
* // 进行一些修改...
|
||||
* entity.addComponent(new PositionComponent(100, 200));
|
||||
*
|
||||
* // 计算增量变更
|
||||
* const incremental = scene.serializeIncremental();
|
||||
* ```
|
||||
*/
|
||||
public createIncrementalSnapshot(options?: IncrementalSerializationOptions): void {
|
||||
this._incrementalBaseSnapshot = IncrementalSerializer.createSnapshot(this, options);
|
||||
}
|
||||
|
||||
/**
|
||||
* 增量序列化场景
|
||||
*
|
||||
* 只序列化相对于基础快照的变更部分
|
||||
*
|
||||
* @param options 序列化选项
|
||||
* @returns 增量快照对象
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 创建基础快照
|
||||
* scene.createIncrementalSnapshot();
|
||||
*
|
||||
* // 修改场景
|
||||
* const entity = scene.createEntity('NewEntity');
|
||||
* entity.addComponent(new PositionComponent(50, 100));
|
||||
*
|
||||
* // 获取增量变更
|
||||
* const incremental = scene.serializeIncremental();
|
||||
* console.log(`变更数量: ${incremental.entityChanges.length}`);
|
||||
*
|
||||
* // 序列化为JSON
|
||||
* const json = IncrementalSerializer.serializeIncremental(incremental);
|
||||
* ```
|
||||
*/
|
||||
public serializeIncremental(options?: IncrementalSerializationOptions): IncrementalSnapshot {
|
||||
if (!this._incrementalBaseSnapshot) {
|
||||
throw new Error('必须先调用 createIncrementalSnapshot() 创建基础快照');
|
||||
}
|
||||
|
||||
return IncrementalSerializer.computeIncremental(
|
||||
this,
|
||||
this._incrementalBaseSnapshot,
|
||||
options
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用增量变更到场景
|
||||
*
|
||||
* @param incremental 增量快照数据(IncrementalSnapshot对象、JSON字符串或二进制Uint8Array)
|
||||
* @param componentRegistry 组件类型注册表(可选,默认使用全局注册表)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 应用增量变更对象
|
||||
* scene.applyIncremental(incrementalSnapshot);
|
||||
*
|
||||
* // 从JSON字符串应用
|
||||
* const jsonData = IncrementalSerializer.serializeIncremental(snapshot, { format: 'json' });
|
||||
* scene.applyIncremental(jsonData);
|
||||
*
|
||||
* // 从二进制Uint8Array应用
|
||||
* const binaryData = IncrementalSerializer.serializeIncremental(snapshot, { format: 'binary' });
|
||||
* scene.applyIncremental(binaryData);
|
||||
* ```
|
||||
*/
|
||||
public applyIncremental(
|
||||
incremental: IncrementalSnapshot | string | Uint8Array,
|
||||
componentRegistry?: Map<string, any>
|
||||
): void {
|
||||
const isSerializedData = typeof incremental === 'string' ||
|
||||
incremental instanceof Uint8Array;
|
||||
|
||||
const snapshot = isSerializedData
|
||||
? IncrementalSerializer.deserializeIncremental(incremental as string | Uint8Array)
|
||||
: incremental as IncrementalSnapshot;
|
||||
|
||||
const registry = componentRegistry || ComponentRegistry.getAllComponentNames() as Map<string, any>;
|
||||
|
||||
IncrementalSerializer.applyIncremental(this, snapshot, registry);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新增量快照基准
|
||||
*
|
||||
* 将当前场景状态设为新的增量序列化基准
|
||||
*
|
||||
* @param options 序列化选项
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 创建初始快照
|
||||
* scene.createIncrementalSnapshot();
|
||||
*
|
||||
* // 进行一些修改并序列化
|
||||
* const incremental1 = scene.serializeIncremental();
|
||||
*
|
||||
* // 更新基准,之后的增量将基于当前状态
|
||||
* scene.updateIncrementalSnapshot();
|
||||
*
|
||||
* // 继续修改
|
||||
* const incremental2 = scene.serializeIncremental();
|
||||
* ```
|
||||
*/
|
||||
public updateIncrementalSnapshot(options?: IncrementalSerializationOptions): void {
|
||||
this.createIncrementalSnapshot(options);
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除增量快照
|
||||
*
|
||||
* 释放快照占用的内存
|
||||
*/
|
||||
public clearIncrementalSnapshot(): void {
|
||||
this._incrementalBaseSnapshot = undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有增量快照
|
||||
*
|
||||
* @returns 如果已创建增量快照返回true
|
||||
*/
|
||||
public hasIncrementalSnapshot(): boolean {
|
||||
return this._incrementalBaseSnapshot !== undefined;
|
||||
}
|
||||
}
|
||||
262
packages/core/src/ECS/SceneManager.ts
Normal file
262
packages/core/src/ECS/SceneManager.ts
Normal file
@@ -0,0 +1,262 @@
|
||||
import { IScene } from './IScene';
|
||||
import { ECSFluentAPI, createECSAPI } from './Core/FluentAPI';
|
||||
import { Time } from '../Utils/Time';
|
||||
import { createLogger } from '../Utils/Logger';
|
||||
import type { IService } from '../Core/ServiceContainer';
|
||||
import { World } from './World';
|
||||
|
||||
/**
|
||||
* 单场景管理器
|
||||
*
|
||||
* 适用场景:
|
||||
* - 单人游戏
|
||||
* - 简单场景切换
|
||||
* - 不需要多World隔离的项目
|
||||
*
|
||||
* 特点:
|
||||
* - 轻量级,零额外开销
|
||||
* - 简单直观的API
|
||||
* - 支持延迟场景切换
|
||||
* - 自动管理ECS API
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 初始化Core
|
||||
* Core.create({ debug: true });
|
||||
*
|
||||
* // 创建场景管理器
|
||||
* const sceneManager = new SceneManager();
|
||||
*
|
||||
* // 设置场景
|
||||
* class GameScene extends Scene {
|
||||
* initialize() {
|
||||
* const player = this.createEntity('Player');
|
||||
* player.addComponent(new Transform(100, 100));
|
||||
* }
|
||||
* }
|
||||
*
|
||||
* sceneManager.setScene(new GameScene());
|
||||
*
|
||||
* // 游戏循环
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime); // 更新全局服务
|
||||
* sceneManager.update(); // 更新场景
|
||||
* }
|
||||
*
|
||||
* // 延迟切换场景(下一帧生效)
|
||||
* sceneManager.loadScene(new MenuScene());
|
||||
* ```
|
||||
*/
|
||||
export class SceneManager implements IService {
|
||||
/**
|
||||
* 内部默认World
|
||||
*/
|
||||
private _defaultWorld: World;
|
||||
|
||||
/**
|
||||
* 待切换的下一个场景(延迟切换用)
|
||||
*/
|
||||
private _nextScene: IScene | null = null;
|
||||
|
||||
/**
|
||||
* ECS流式API
|
||||
*/
|
||||
private _ecsAPI: ECSFluentAPI | null = null;
|
||||
|
||||
/**
|
||||
* 日志器
|
||||
*/
|
||||
private _logger = createLogger('SceneManager');
|
||||
|
||||
/**
|
||||
* 场景切换回调函数
|
||||
*/
|
||||
private _onSceneChangedCallback?: () => void;
|
||||
|
||||
/**
|
||||
* 默认场景ID
|
||||
*/
|
||||
private static readonly DEFAULT_SCENE_ID = '__main__';
|
||||
|
||||
constructor() {
|
||||
this._defaultWorld = new World({ name: '__default__' });
|
||||
this._defaultWorld.start();
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置场景切换回调
|
||||
*
|
||||
* @param callback 场景切换时的回调函数
|
||||
* @internal
|
||||
*/
|
||||
public setSceneChangedCallback(callback: () => void): void {
|
||||
this._onSceneChangedCallback = callback;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置当前场景(立即切换)
|
||||
*
|
||||
* 会自动处理旧场景的结束和新场景的初始化。
|
||||
*
|
||||
* @param scene - 要设置的场景实例
|
||||
* @returns 返回设置的场景实例,便于链式调用
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const gameScene = sceneManager.setScene(new GameScene());
|
||||
* console.log(gameScene.name); // 可以立即使用返回的场景
|
||||
* ```
|
||||
*/
|
||||
public setScene<T extends IScene>(scene: T): T {
|
||||
// 移除旧场景
|
||||
this._defaultWorld.removeAllScenes();
|
||||
|
||||
// 通过 World 创建新场景
|
||||
this._defaultWorld.createScene(SceneManager.DEFAULT_SCENE_ID, scene);
|
||||
this._defaultWorld.setSceneActive(SceneManager.DEFAULT_SCENE_ID, true);
|
||||
|
||||
// 重建ECS API
|
||||
if (scene.querySystem && scene.eventSystem) {
|
||||
this._ecsAPI = createECSAPI(scene, scene.querySystem, scene.eventSystem);
|
||||
} else {
|
||||
this._ecsAPI = null;
|
||||
}
|
||||
|
||||
// 触发场景切换回调
|
||||
Time.sceneChanged();
|
||||
|
||||
// 通知调试管理器(通过回调)
|
||||
if (this._onSceneChangedCallback) {
|
||||
this._onSceneChangedCallback();
|
||||
}
|
||||
|
||||
this._logger.info(`Scene changed to: ${scene.name}`);
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
/**
|
||||
* 延迟加载场景(下一帧切换)
|
||||
*
|
||||
* 场景不会立即切换,而是在下一次调用 update() 时切换。
|
||||
* 这对于避免在当前帧的中途切换场景很有用。
|
||||
*
|
||||
* @param scene - 要加载的场景实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 在某个System中触发场景切换
|
||||
* class GameOverSystem extends EntitySystem {
|
||||
* process(entities: readonly Entity[]) {
|
||||
* if (playerHealth <= 0) {
|
||||
* sceneManager.loadScene(new GameOverScene());
|
||||
* // 当前帧继续执行,场景将在下一帧切换
|
||||
* }
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public loadScene<T extends IScene>(scene: T): void {
|
||||
this._nextScene = scene;
|
||||
this._logger.info(`Scheduled scene load: ${scene.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前活跃的场景
|
||||
*
|
||||
* @returns 当前场景实例,如果没有场景则返回null
|
||||
*/
|
||||
public get currentScene(): IScene | null {
|
||||
return this._defaultWorld.getScene(SceneManager.DEFAULT_SCENE_ID);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取ECS流式API
|
||||
*
|
||||
* 提供便捷的实体查询、事件发射等功能。
|
||||
*
|
||||
* @returns ECS API实例,如果当前没有场景则返回null
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const api = sceneManager.api;
|
||||
* if (api) {
|
||||
* // 查询所有敌人
|
||||
* const enemies = api.find(Enemy, Transform);
|
||||
*
|
||||
* // 发射事件
|
||||
* api.emit('game:start', { level: 1 });
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public get api(): ECSFluentAPI | null {
|
||||
return this._ecsAPI;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新场景
|
||||
*
|
||||
* 应该在每帧的游戏循环中调用。
|
||||
* 会自动处理延迟场景切换。
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime);
|
||||
* sceneManager.update(); // 每帧调用
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public update(): void {
|
||||
// 处理延迟场景切换
|
||||
if (this._nextScene) {
|
||||
this.setScene(this._nextScene);
|
||||
this._nextScene = null;
|
||||
}
|
||||
|
||||
// 通过 World 统一更新
|
||||
this._defaultWorld.updateGlobalSystems();
|
||||
this._defaultWorld.updateScenes();
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁场景管理器
|
||||
*
|
||||
* 会自动结束当前场景并清理所有资源。
|
||||
* 通常在应用程序关闭时调用。
|
||||
*/
|
||||
public destroy(): void {
|
||||
this._logger.info('SceneManager destroying');
|
||||
|
||||
this._defaultWorld.destroy();
|
||||
this._nextScene = null;
|
||||
this._ecsAPI = null;
|
||||
|
||||
this._logger.info('SceneManager destroyed');
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有活跃场景
|
||||
*
|
||||
* @returns 如果有活跃场景返回true,否则返回false
|
||||
*/
|
||||
public get hasScene(): boolean {
|
||||
return this._defaultWorld.getScene(SceneManager.DEFAULT_SCENE_ID) !== null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有待切换的场景
|
||||
*
|
||||
* @returns 如果有待切换场景返回true,否则返回false
|
||||
*/
|
||||
public get hasPendingScene(): boolean {
|
||||
return this._nextScene !== null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 释放资源(IService接口)
|
||||
*/
|
||||
public dispose(): void {
|
||||
this.destroy();
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user