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v2.2.1
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issue-96-D
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@@ -73,7 +73,14 @@ export default defineConfig({
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{ text: 'Worker系统 (多线程)', link: '/guide/worker-system' }
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]
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},
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{ text: '场景管理 (Scene)', link: '/guide/scene' },
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{
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text: '场景管理 (Scene)',
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link: '/guide/scene',
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items: [
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{ text: 'SceneManager', link: '/guide/scene-manager' },
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{ text: 'WorldManager', link: '/guide/world-manager' }
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]
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},
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{ text: '序列化系统 (Serialization)', link: '/guide/serialization' },
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{ text: '事件系统 (Event)', link: '/guide/event-system' },
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{ text: '时间和定时器 (Time)', link: '/guide/time-and-timers' },
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@@ -314,8 +314,8 @@ import { Core, WorldManager } from '@esengine/ecs-framework';
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// 初始化Core
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Core.create({ debug: true });
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// 创建世界管理器(手动管理)
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const worldManager = new WorldManager();
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// 从服务容器获取 WorldManager(Core 已自动创建并注册)
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const worldManager = Core.services.resolve(WorldManager);
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// 创建多个独立的游戏世界
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const room1 = worldManager.createWorld('room_001');
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675
docs/guide/scene-manager.md
Normal file
675
docs/guide/scene-manager.md
Normal file
@@ -0,0 +1,675 @@
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# SceneManager
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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。
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|
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## 适用场景
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SceneManager 适合以下场景:
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- 单人游戏
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- 简单多人游戏
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- 移动游戏
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- 需要场景切换的游戏(菜单、游戏、暂停等)
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- 不需要多 World 隔离的项目
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|
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## 特点
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- 轻量级,零额外开销
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- 简单直观的 API
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- 支持延迟场景切换(避免在当前帧中途切换)
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- 自动管理 ECS 流式 API
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- 自动处理场景生命周期
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- 集成在 Core 中,自动更新
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|
||||
## 基本使用
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|
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### 推荐方式:使用 Core 的静态方法
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|
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这是最简单和推荐的方式,适合大多数应用:
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|
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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// 1. 初始化 Core
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Core.create({ debug: true });
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|
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// 2. 创建并设置场景
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class GameScene extends Scene {
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protected initialize(): void {
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this.name = "GameScene";
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|
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// 添加系统
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this.addSystem(new MovementSystem());
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this.addSystem(new RenderSystem());
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|
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// 创建初始实体
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const player = this.createEntity("Player");
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player.addComponent(new Transform(400, 300));
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player.addComponent(new Health(100));
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}
|
||||
|
||||
public onStart(): void {
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console.log("游戏场景已启动");
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||||
}
|
||||
}
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|
||||
// 3. 设置场景
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Core.setScene(new GameScene());
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|
||||
// 4. 游戏循环(Core.update 会自动更新场景)
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function gameLoop(deltaTime: number) {
|
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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
|
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import { Core, SceneManager, Scene } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化 Core
|
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Core.create({ debug: true });
|
||||
|
||||
// 获取 SceneManager(Core 已自动创建并注册)
|
||||
const sceneManager = Core.services.resolve(SceneManager);
|
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|
||||
// 设置场景
|
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const gameScene = new GameScene();
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sceneManager.setScene(gameScene);
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||||
|
||||
// 游戏循环(仍然使用 Core.update)
|
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function gameLoop(deltaTime: number) {
|
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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()`。
|
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|
||||
## 场景切换
|
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|
||||
### 立即切换
|
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|
||||
使用 `Core.setScene()` 或 `sceneManager.setScene()` 立即切换场景:
|
||||
|
||||
```typescript
|
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// 方式1:使用 Core(推荐)
|
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Core.setScene(new MenuScene());
|
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|
||||
// 方式2:使用 SceneManager
|
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const sceneManager = Core.services.resolve(SceneManager);
|
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sceneManager.setScene(new MenuScene());
|
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```
|
||||
|
||||
### 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');
|
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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。
|
||||
@@ -11,6 +11,22 @@
|
||||
- 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
|
||||
@@ -106,6 +122,13 @@ 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
|
||||
@@ -247,15 +270,42 @@ class EventScene extends Scene {
|
||||
}
|
||||
|
||||
public triggerGameEvent(): void {
|
||||
// 发送事件
|
||||
// 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
|
||||
@@ -287,176 +337,58 @@ class StatsScene extends Scene {
|
||||
}
|
||||
```
|
||||
|
||||
## 场景集成到框架
|
||||
## 组件查询
|
||||
|
||||
ECS Framework 提供了灵活的场景管理架构,适用于不同规模的应用:
|
||||
|
||||
### 1. 使用 SceneManager(推荐大多数应用)
|
||||
|
||||
适用于 95% 的游戏应用(单人游戏、简单多人游戏、移动游戏等):
|
||||
Scene 提供了强大的组件查询系统:
|
||||
|
||||
```typescript
|
||||
import { Core, SceneManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core(全局服务)
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 创建场景管理器
|
||||
const sceneManager = new SceneManager();
|
||||
|
||||
// 创建游戏场景
|
||||
class GameScene extends Scene {
|
||||
class QueryScene extends Scene {
|
||||
protected initialize(): void {
|
||||
this.name = "GameScene";
|
||||
this.addSystem(new MovementSystem());
|
||||
this.addSystem(new RenderSystem());
|
||||
}
|
||||
}
|
||||
|
||||
// 设置场景
|
||||
const gameScene = new GameScene();
|
||||
sceneManager.setScene(gameScene);
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 更新全局服务
|
||||
sceneManager.update(); // 更新当前场景
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 场景切换
|
||||
|
||||
SceneManager 支持流畅的场景切换:
|
||||
|
||||
```typescript
|
||||
// 立即切换场景
|
||||
const menuScene = new MenuScene();
|
||||
sceneManager.setScene(menuScene);
|
||||
|
||||
// 延迟切换场景(在下一帧切换)
|
||||
const gameScene = new GameScene();
|
||||
sceneManager.startSceneTransition(gameScene, false);
|
||||
|
||||
// 访问当前场景
|
||||
const currentScene = sceneManager.currentScene;
|
||||
|
||||
// 访问 ECS API
|
||||
const ecsAPI = sceneManager.ecsAPI;
|
||||
const entity = ecsAPI?.createEntity('player');
|
||||
```
|
||||
|
||||
### 3. 使用 WorldManager(高级用例)
|
||||
|
||||
适用于需要完全隔离的多世界应用(MMO服务器、游戏房间系统等):
|
||||
|
||||
```typescript
|
||||
import { Core, WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
// 初始化Core(全局服务)
|
||||
Core.create({ debug: true });
|
||||
|
||||
// 创建世界管理器
|
||||
const worldManager = new WorldManager();
|
||||
|
||||
// 创建多个独立的游戏世界
|
||||
const gameWorld = worldManager.createWorld('game', {
|
||||
name: 'MainGame',
|
||||
maxScenes: 5
|
||||
});
|
||||
|
||||
// 在World中创建场景
|
||||
const menuScene = gameWorld.createScene('menu', new MenuScene());
|
||||
const gameScene = gameWorld.createScene('game', new GameScene());
|
||||
|
||||
// 激活场景
|
||||
gameWorld.setSceneActive('menu', true);
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 更新全局服务
|
||||
worldManager.updateAll(); // 更新所有世界
|
||||
}
|
||||
```
|
||||
|
||||
## 多场景管理
|
||||
|
||||
在World中可以管理多个场景,通过激活/停用来切换:
|
||||
|
||||
```typescript
|
||||
class GameWorld extends World {
|
||||
private menuScene: Scene;
|
||||
private gameScene: Scene;
|
||||
private gameOverScene: Scene;
|
||||
|
||||
public initialize(): void {
|
||||
// 创建多个场景
|
||||
this.menuScene = this.createScene('menu', new MenuScene());
|
||||
this.gameScene = this.createScene('game', new GameScene());
|
||||
this.gameOverScene = this.createScene('gameover', new GameOverScene());
|
||||
|
||||
// 设置初始场景
|
||||
this.showMenu();
|
||||
// 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 showMenu(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.setSceneActive('menu', true);
|
||||
}
|
||||
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`);
|
||||
|
||||
public startGame(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.setSceneActive('game', true);
|
||||
}
|
||||
|
||||
public showGameOver(): void {
|
||||
this.deactivateAllScenes();
|
||||
this.setSceneActive('gameover', true);
|
||||
}
|
||||
|
||||
private deactivateAllScenes(): void {
|
||||
this.setSceneActive('menu', false);
|
||||
this.setSceneActive('game', false);
|
||||
this.setSceneActive('gameover', false);
|
||||
// 使用 ECS 流式 API(如果通过 SceneManager)
|
||||
// const api = sceneManager.api;
|
||||
// const entities = api?.find(Transform, Velocity);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 架构层次
|
||||
## 性能监控
|
||||
|
||||
ECS Framework 的架构层次清晰,职责分明:
|
||||
Scene 内置了性能监控功能:
|
||||
|
||||
```typescript
|
||||
// 架构层次:
|
||||
// Core (全局服务) → SceneManager (场景管理) → Scene → EntitySystem → Entity → Component
|
||||
// 或
|
||||
// Core (全局服务) → WorldManager (世界管理) → World → Scene → EntitySystem → Entity → Component
|
||||
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);
|
||||
}
|
||||
|
||||
// 1. 推荐:使用 SceneManager 管理单场景/场景切换
|
||||
import { Core, SceneManager } from '@esengine/ecs-framework';
|
||||
|
||||
Core.create({ debug: true });
|
||||
const sceneManager = new SceneManager();
|
||||
sceneManager.setScene(new GameScene());
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 全局服务
|
||||
sceneManager.update(); // 场景更新
|
||||
}
|
||||
|
||||
// 2. 高级:使用 WorldManager 管理多世界
|
||||
import { Core, WorldManager } from '@esengine/ecs-framework';
|
||||
|
||||
Core.create({ debug: true });
|
||||
const worldManager = new WorldManager();
|
||||
const world = worldManager.createWorld('gameWorld');
|
||||
const scene = world.createScene('mainScene', new GameScene());
|
||||
world.setSceneActive('mainScene', true);
|
||||
|
||||
// 游戏循环
|
||||
function gameLoop(deltaTime: number) {
|
||||
Core.update(deltaTime); // 全局服务
|
||||
worldManager.updateAll(); // 所有世界更新
|
||||
// 获取性能报告
|
||||
const report = this.performanceMonitor?.generateReport();
|
||||
if (report) {
|
||||
console.log('性能报告:', report);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
@@ -465,7 +397,7 @@ function gameLoop(deltaTime: number) {
|
||||
### 1. 场景职责分离
|
||||
|
||||
```typescript
|
||||
// ✅ 好的场景设计 - 职责清晰
|
||||
// 好的场景设计 - 职责清晰
|
||||
class MenuScene extends Scene {
|
||||
// 只处理菜单相关逻辑
|
||||
}
|
||||
@@ -478,7 +410,7 @@ class InventoryScene extends Scene {
|
||||
// 只处理物品栏逻辑
|
||||
}
|
||||
|
||||
// ❌ 避免的场景设计 - 职责混乱
|
||||
// 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
|
||||
}
|
||||
@@ -525,12 +457,25 @@ class ResourceScene extends Scene {
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -571,7 +516,146 @@ class EventHandlingScene extends Scene {
|
||||
private onPlayerInput(data: any): void {
|
||||
// 处理玩家输入
|
||||
}
|
||||
|
||||
public unload(): void {
|
||||
// 清理事件监听
|
||||
this.eventSystem.clear();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
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。
|
||||
### 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。
|
||||
|
||||
@@ -14,6 +14,18 @@
|
||||
- **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
|
||||
@@ -63,6 +75,7 @@ const binaryData = scene.serialize({
|
||||
});
|
||||
|
||||
// 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);
|
||||
```
|
||||
|
||||
@@ -285,7 +298,7 @@ otherScene.applyIncremental(incremental);
|
||||
const jsonData = IncrementalSerializer.serializeIncremental(incremental, { format: 'json' });
|
||||
otherScene.applyIncremental(jsonData);
|
||||
|
||||
// 从二进制Buffer应用
|
||||
// 从二进制Uint8Array应用
|
||||
const binaryData = IncrementalSerializer.serializeIncremental(incremental, { format: 'binary' });
|
||||
otherScene.applyIncremental(binaryData);
|
||||
```
|
||||
@@ -552,9 +565,9 @@ class NetworkSync {
|
||||
}
|
||||
|
||||
private receiveIncremental(data: ArrayBuffer): void {
|
||||
// 直接应用二进制数据
|
||||
const buffer = Buffer.from(data);
|
||||
this.scene.applyIncremental(buffer);
|
||||
// 直接应用二进制数据(ArrayBuffer 转 Uint8Array)
|
||||
const uint8Array = new Uint8Array(data);
|
||||
this.scene.applyIncremental(uint8Array);
|
||||
}
|
||||
}
|
||||
```
|
||||
@@ -790,7 +803,7 @@ class LargeDataComponent extends Component {
|
||||
|
||||
- [`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Buffer)
|
||||
- [`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
|
||||
|
||||
@@ -196,15 +196,49 @@ const fps = monitor.getFPS();
|
||||
|
||||
### SceneManager
|
||||
|
||||
场景管理器,管理场景的生命周期:
|
||||
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:
|
||||
|
||||
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)。
|
||||
53
package-lock.json
generated
53
package-lock.json
generated
@@ -3559,6 +3559,15 @@
|
||||
"url": "https://github.com/sponsors/isaacs"
|
||||
}
|
||||
},
|
||||
"node_modules/@msgpack/msgpack": {
|
||||
"version": "3.1.2",
|
||||
"resolved": "https://registry.npmjs.org/@msgpack/msgpack/-/msgpack-3.1.2.tgz",
|
||||
"integrity": "sha512-JEW4DEtBzfe8HvUYecLU9e6+XJnKDlUAIve8FvPzF3Kzs6Xo/KuZkZJsDH0wJXl/qEZbeeE7edxDNY3kMs39hQ==",
|
||||
"license": "ISC",
|
||||
"engines": {
|
||||
"node": ">= 18"
|
||||
}
|
||||
},
|
||||
"node_modules/@napi-rs/wasm-runtime": {
|
||||
"version": "0.2.4",
|
||||
"resolved": "https://registry.npmjs.org/@napi-rs/wasm-runtime/-/wasm-runtime-0.2.4.tgz",
|
||||
@@ -5220,16 +5229,6 @@
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/@types/msgpack-lite": {
|
||||
"version": "0.1.11",
|
||||
"resolved": "https://registry.npmjs.org/@types/msgpack-lite/-/msgpack-lite-0.1.11.tgz",
|
||||
"integrity": "sha512-cdCZS/gw+jIN22I4SUZUFf1ZZfVv5JM1//Br/MuZcI373sxiy3eSSoiyLu0oz+BPatTbGGGBO5jrcvd0siCdTQ==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"@types/node": "*"
|
||||
}
|
||||
},
|
||||
"node_modules/@types/multer": {
|
||||
"version": "1.4.13",
|
||||
"resolved": "https://registry.npmjs.org/@types/multer/-/multer-1.4.13.tgz",
|
||||
@@ -7715,12 +7714,6 @@
|
||||
"node": ">=0.10.0"
|
||||
}
|
||||
},
|
||||
"node_modules/event-lite": {
|
||||
"version": "0.1.3",
|
||||
"resolved": "https://registry.npmjs.org/event-lite/-/event-lite-0.1.3.tgz",
|
||||
"integrity": "sha512-8qz9nOz5VeD2z96elrEKD2U433+L3DWdUdDkOINLGOJvx1GsMBbMn0aCeu28y8/e85A6mCigBiFlYMnTBEGlSw==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/eventemitter3": {
|
||||
"version": "4.0.7",
|
||||
"resolved": "https://registry.npmjs.org/eventemitter3/-/eventemitter3-4.0.7.tgz",
|
||||
@@ -8672,6 +8665,7 @@
|
||||
"version": "1.2.1",
|
||||
"resolved": "https://registry.npmjs.org/ieee754/-/ieee754-1.2.1.tgz",
|
||||
"integrity": "sha512-dcyqhDvX1C46lXZcVqCpK+FtMRQVdIMN6/Df5js2zouUsqG7I6sFxitIC+7KYK29KdXOLHdu9zL4sFnoVQnqaA==",
|
||||
"dev": true,
|
||||
"funding": [
|
||||
{
|
||||
"type": "github",
|
||||
@@ -8861,12 +8855,6 @@
|
||||
"node": ">=8"
|
||||
}
|
||||
},
|
||||
"node_modules/int64-buffer": {
|
||||
"version": "0.1.10",
|
||||
"resolved": "https://registry.npmjs.org/int64-buffer/-/int64-buffer-0.1.10.tgz",
|
||||
"integrity": "sha512-v7cSY1J8ydZ0GyjUHqF+1bshJ6cnEVLo9EnjB8p+4HDRPZc9N5jjmvUV7NvEsqQOKyH0pmIBFWXVQbiS0+OBbA==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/ip-address": {
|
||||
"version": "9.0.5",
|
||||
"resolved": "https://registry.npmjs.org/ip-address/-/ip-address-9.0.5.tgz",
|
||||
@@ -9138,6 +9126,7 @@
|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmjs.org/isarray/-/isarray-1.0.0.tgz",
|
||||
"integrity": "sha512-VLghIWNM6ELQzo7zwmcg0NmTVyWKYjvIeM83yjp0wRDTmUnrM678fQbcKBo6n2CJEF0szoG//ytg+TKla89ALQ==",
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/isexe": {
|
||||
@@ -11543,21 +11532,6 @@
|
||||
"integrity": "sha512-6FlzubTLZG3J2a/NVCAleEhjzq5oxgHyaCU9yYXvcLsvoVaHJq/s5xXI6/XXP6tz7R9xAOtHnSO/tXtF3WRTlA==",
|
||||
"dev": true
|
||||
},
|
||||
"node_modules/msgpack-lite": {
|
||||
"version": "0.1.26",
|
||||
"resolved": "https://registry.npmjs.org/msgpack-lite/-/msgpack-lite-0.1.26.tgz",
|
||||
"integrity": "sha512-SZ2IxeqZ1oRFGo0xFGbvBJWMp3yLIY9rlIJyxy8CGrwZn1f0ZK4r6jV/AM1r0FZMDUkWkglOk/eeKIL9g77Nxw==",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"event-lite": "^0.1.1",
|
||||
"ieee754": "^1.1.8",
|
||||
"int64-buffer": "^0.1.9",
|
||||
"isarray": "^1.0.0"
|
||||
},
|
||||
"bin": {
|
||||
"msgpack": "bin/msgpack"
|
||||
}
|
||||
},
|
||||
"node_modules/multimatch": {
|
||||
"version": "5.0.0",
|
||||
"resolved": "https://registry.npmjs.org/multimatch/-/multimatch-5.0.0.tgz",
|
||||
@@ -15556,10 +15530,10 @@
|
||||
},
|
||||
"packages/core": {
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.2.0",
|
||||
"version": "2.2.3",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"msgpack-lite": "^0.1.26",
|
||||
"@msgpack/msgpack": "^3.0.0",
|
||||
"tslib": "^2.8.1"
|
||||
},
|
||||
"devDependencies": {
|
||||
@@ -15572,7 +15546,6 @@
|
||||
"@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",
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.2.0",
|
||||
"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",
|
||||
@@ -58,7 +58,6 @@
|
||||
"@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",
|
||||
@@ -78,7 +77,7 @@
|
||||
"directory": "packages/core"
|
||||
},
|
||||
"dependencies": {
|
||||
"msgpack-lite": "^0.1.26",
|
||||
"@msgpack/msgpack": "^3.0.0",
|
||||
"tslib": "^2.8.1"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -248,6 +248,30 @@ export class Core {
|
||||
return this._instance._serviceContainer;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 get worldManager(): WorldManager {
|
||||
if (!this._instance) {
|
||||
throw new Error('Core实例未创建,请先调用Core.create()');
|
||||
}
|
||||
return this._instance._worldManager;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建Core实例
|
||||
*
|
||||
@@ -629,9 +653,12 @@ export class Core {
|
||||
// 更新对象池管理器
|
||||
this._poolManager.update();
|
||||
|
||||
// 更新场景
|
||||
// 更新默认场景(通过 SceneManager)
|
||||
this._sceneManager.update();
|
||||
|
||||
// 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) {
|
||||
this._debugManager.onFrameUpdate(deltaTime);
|
||||
|
||||
@@ -35,6 +35,12 @@ export interface InjectableMetadata {
|
||||
* 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>>;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -77,10 +83,12 @@ export interface UpdatableMetadata {
|
||||
*/
|
||||
export function Injectable(): ClassDecorator {
|
||||
return function <T extends Function>(target: T): T {
|
||||
// 标记为可注入
|
||||
const existing = injectableMetadata.get(target);
|
||||
|
||||
injectableMetadata.set(target, {
|
||||
injectable: true,
|
||||
dependencies: []
|
||||
dependencies: [],
|
||||
properties: existing?.properties
|
||||
});
|
||||
|
||||
return target;
|
||||
@@ -142,20 +150,7 @@ export function Updatable(priority: number = 0): ClassDecorator {
|
||||
*
|
||||
* 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(类、字符串或Symbol)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* @Injectable()
|
||||
* class MySystem extends EntitySystem {
|
||||
* constructor(
|
||||
* @Inject(TimeService) private timeService: TimeService,
|
||||
* @Inject(PhysicsService) private physics: PhysicsService
|
||||
* ) {
|
||||
* super();
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
* @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) {
|
||||
@@ -171,6 +166,35 @@ export function Inject(serviceType: ServiceType<any> | string | symbol): Paramet
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @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
|
||||
*
|
||||
@@ -252,6 +276,29 @@ export function createInstance<T>(
|
||||
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
|
||||
*
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
export {
|
||||
Injectable,
|
||||
Inject,
|
||||
InjectProperty,
|
||||
Updatable,
|
||||
isInjectable,
|
||||
getInjectableMetadata,
|
||||
@@ -14,6 +15,7 @@ export {
|
||||
isUpdatable,
|
||||
getUpdatableMetadata,
|
||||
createInstance,
|
||||
injectProperties,
|
||||
registerInjectable
|
||||
} from './Decorators';
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@ import { IncrementalSerializer, IncrementalSnapshot, IncrementalSerializationOpt
|
||||
import { ComponentPoolManager } from './Core/ComponentPool';
|
||||
import { PerformanceMonitor } from '../Utils/PerformanceMonitor';
|
||||
import { ServiceContainer, type ServiceType } from '../Core/ServiceContainer';
|
||||
import { createInstance, isInjectable } from '../Core/DI';
|
||||
import { createInstance, isInjectable, injectProperties } from '../Core/DI';
|
||||
import { isUpdatable, getUpdatableMetadata } from '../Core/DI/Decorators';
|
||||
import { createLogger } from '../Utils/Logger';
|
||||
|
||||
@@ -578,6 +578,8 @@ export class Scene implements IScene {
|
||||
|
||||
this._services.registerInstance(constructor, system);
|
||||
|
||||
injectProperties(system, this._services);
|
||||
|
||||
system.initialize();
|
||||
|
||||
return system;
|
||||
@@ -742,10 +744,10 @@ export class Scene implements IScene {
|
||||
/**
|
||||
* 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Buffer
|
||||
* 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Buffer)
|
||||
* @returns 序列化后的数据(JSON字符串或二进制Uint8Array)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
@@ -761,7 +763,7 @@ export class Scene implements IScene {
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
public serialize(options?: SceneSerializationOptions): string | Buffer {
|
||||
public serialize(options?: SceneSerializationOptions): string | Uint8Array {
|
||||
return SceneSerializer.serialize(this, options);
|
||||
}
|
||||
|
||||
@@ -770,7 +772,7 @@ export class Scene implements IScene {
|
||||
*
|
||||
* 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Buffer)
|
||||
* @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
|
||||
@@ -786,7 +788,7 @@ export class Scene implements IScene {
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
public deserialize(saveData: string | Buffer, options?: SceneDeserializationOptions): void {
|
||||
public deserialize(saveData: string | Uint8Array, options?: SceneDeserializationOptions): void {
|
||||
SceneSerializer.deserialize(this, saveData, options);
|
||||
}
|
||||
|
||||
@@ -858,7 +860,7 @@ export class Scene implements IScene {
|
||||
/**
|
||||
* 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Buffer)
|
||||
* @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
|
||||
@@ -870,21 +872,20 @@ export class Scene implements IScene {
|
||||
* const jsonData = IncrementalSerializer.serializeIncremental(snapshot, { format: 'json' });
|
||||
* scene.applyIncremental(jsonData);
|
||||
*
|
||||
* // 从二进制Buffer应用
|
||||
* // 从二进制Uint8Array应用
|
||||
* const binaryData = IncrementalSerializer.serializeIncremental(snapshot, { format: 'binary' });
|
||||
* scene.applyIncremental(binaryData);
|
||||
* ```
|
||||
*/
|
||||
public applyIncremental(
|
||||
incremental: IncrementalSnapshot | string | Buffer,
|
||||
incremental: IncrementalSnapshot | string | Uint8Array,
|
||||
componentRegistry?: Map<string, any>
|
||||
): void {
|
||||
const isSerializedData = typeof incremental === 'string' ||
|
||||
(typeof Buffer !== 'undefined' && Buffer.isBuffer(incremental)) ||
|
||||
incremental instanceof Uint8Array;
|
||||
|
||||
const snapshot = isSerializedData
|
||||
? IncrementalSerializer.deserializeIncremental(incremental as string | Buffer)
|
||||
? IncrementalSerializer.deserializeIncremental(incremental as string | Uint8Array)
|
||||
: incremental as IncrementalSnapshot;
|
||||
|
||||
const registry = componentRegistry || ComponentRegistry.getAllComponentNames() as Map<string, any>;
|
||||
|
||||
@@ -3,6 +3,7 @@ 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
|
||||
@@ -48,9 +49,9 @@ import type { IService } from '../Core/ServiceContainer';
|
||||
*/
|
||||
export class SceneManager implements IService {
|
||||
/**
|
||||
* 当前活跃场景
|
||||
* 内部默认World
|
||||
*/
|
||||
private _currentScene: IScene | null = null;
|
||||
private _defaultWorld: World;
|
||||
|
||||
/**
|
||||
* 待切换的下一个场景(延迟切换用)
|
||||
@@ -72,6 +73,16 @@ export class SceneManager implements IService {
|
||||
*/
|
||||
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
|
||||
*
|
||||
@@ -97,16 +108,12 @@ export class SceneManager implements IService {
|
||||
* ```
|
||||
*/
|
||||
public setScene<T extends IScene>(scene: T): T {
|
||||
// 结束旧场景
|
||||
if (this._currentScene) {
|
||||
this._logger.info(`Ending scene: ${this._currentScene.name}`);
|
||||
this._currentScene.end();
|
||||
}
|
||||
// 移除旧场景
|
||||
this._defaultWorld.removeAllScenes();
|
||||
|
||||
// 设置并初始化新场景
|
||||
this._currentScene = scene;
|
||||
this._currentScene.initialize();
|
||||
this._currentScene.begin();
|
||||
// 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) {
|
||||
@@ -160,7 +167,7 @@ export class SceneManager implements IService {
|
||||
* @returns 当前场景实例,如果没有场景则返回null
|
||||
*/
|
||||
public get currentScene(): IScene | null {
|
||||
return this._currentScene;
|
||||
return this._defaultWorld.getScene(SceneManager.DEFAULT_SCENE_ID);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -207,10 +214,9 @@ export class SceneManager implements IService {
|
||||
this._nextScene = null;
|
||||
}
|
||||
|
||||
// 更新当前场景
|
||||
if (this._currentScene) {
|
||||
this._currentScene.update();
|
||||
}
|
||||
// 通过 World 统一更新
|
||||
this._defaultWorld.updateGlobalSystems();
|
||||
this._defaultWorld.updateScenes();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -220,12 +226,9 @@ export class SceneManager implements IService {
|
||||
* 通常在应用程序关闭时调用。
|
||||
*/
|
||||
public destroy(): void {
|
||||
if (this._currentScene) {
|
||||
this._logger.info(`Destroying scene: ${this._currentScene.name}`);
|
||||
this._currentScene.end();
|
||||
this._currentScene = null;
|
||||
}
|
||||
this._logger.info('SceneManager destroying');
|
||||
|
||||
this._defaultWorld.destroy();
|
||||
this._nextScene = null;
|
||||
this._ecsAPI = null;
|
||||
|
||||
@@ -238,7 +241,7 @@ export class SceneManager implements IService {
|
||||
* @returns 如果有活跃场景返回true,否则返回false
|
||||
*/
|
||||
public get hasScene(): boolean {
|
||||
return this._currentScene !== null;
|
||||
return this._defaultWorld.getScene(SceneManager.DEFAULT_SCENE_ID) !== null;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -11,7 +11,7 @@ import { Component } from '../Component';
|
||||
import { ComponentSerializer, SerializedComponent } from './ComponentSerializer';
|
||||
import { SerializedEntity } from './EntitySerializer';
|
||||
import { ComponentType } from '../Core/ComponentStorage';
|
||||
import * as msgpack from 'msgpack-lite';
|
||||
import { encode, decode } from '@msgpack/msgpack';
|
||||
|
||||
/**
|
||||
* 变更操作类型
|
||||
@@ -609,7 +609,7 @@ export class IncrementalSerializer {
|
||||
*
|
||||
* @param incremental 增量快照
|
||||
* @param options 序列化选项
|
||||
* @returns 序列化后的数据(JSON字符串或二进制Buffer)
|
||||
* @returns 序列化后的数据(JSON字符串或二进制Uint8Array)
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
@@ -631,7 +631,7 @@ export class IncrementalSerializer {
|
||||
public static serializeIncremental(
|
||||
incremental: IncrementalSnapshot,
|
||||
options?: { format?: IncrementalSerializationFormat; pretty?: boolean }
|
||||
): string | Buffer {
|
||||
): string | Uint8Array {
|
||||
const opts = {
|
||||
format: 'json' as IncrementalSerializationFormat,
|
||||
pretty: false,
|
||||
@@ -639,7 +639,7 @@ export class IncrementalSerializer {
|
||||
};
|
||||
|
||||
if (opts.format === 'binary') {
|
||||
return msgpack.encode(incremental);
|
||||
return encode(incremental);
|
||||
} else {
|
||||
return opts.pretty
|
||||
? JSON.stringify(incremental, null, 2)
|
||||
@@ -650,7 +650,7 @@ export class IncrementalSerializer {
|
||||
/**
|
||||
* 反序列化增量快照
|
||||
*
|
||||
* @param data 序列化的数据(JSON字符串或二进制Buffer)
|
||||
* @param data 序列化的数据(JSON字符串或二进制Uint8Array)
|
||||
* @returns 增量快照
|
||||
*
|
||||
* @example
|
||||
@@ -662,13 +662,13 @@ export class IncrementalSerializer {
|
||||
* const snapshot = IncrementalSerializer.deserializeIncremental(buffer);
|
||||
* ```
|
||||
*/
|
||||
public static deserializeIncremental(data: string | Buffer): IncrementalSnapshot {
|
||||
public static deserializeIncremental(data: string | Uint8Array): IncrementalSnapshot {
|
||||
if (typeof data === 'string') {
|
||||
// JSON格式
|
||||
return JSON.parse(data);
|
||||
} else {
|
||||
// 二进制格式(MessagePack)
|
||||
return msgpack.decode(data);
|
||||
return decode(data) as IncrementalSnapshot;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ import { ComponentType, ComponentRegistry } from '../Core/ComponentStorage';
|
||||
import { EntitySerializer, SerializedEntity } from './EntitySerializer';
|
||||
import { getComponentTypeName } from '../Decorators';
|
||||
import { getSerializationMetadata } from './SerializationDecorators';
|
||||
import * as msgpack from 'msgpack-lite';
|
||||
import { encode, decode } from '@msgpack/msgpack';
|
||||
|
||||
/**
|
||||
* 场景序列化格式
|
||||
@@ -154,9 +154,9 @@ export class SceneSerializer {
|
||||
*
|
||||
* @param scene 要序列化的场景
|
||||
* @param options 序列化选项
|
||||
* @returns 序列化后的数据(JSON字符串或二进制Buffer)
|
||||
* @returns 序列化后的数据(JSON字符串或二进制Uint8Array)
|
||||
*/
|
||||
public static serialize(scene: IScene, options?: SceneSerializationOptions): string | Buffer {
|
||||
public static serialize(scene: IScene, options?: SceneSerializationOptions): string | Uint8Array {
|
||||
const opts: SceneSerializationOptions = {
|
||||
systems: false,
|
||||
format: 'json',
|
||||
@@ -207,7 +207,7 @@ export class SceneSerializer {
|
||||
: JSON.stringify(serializedScene);
|
||||
} else {
|
||||
// 二进制格式(使用 MessagePack)
|
||||
return msgpack.encode(serializedScene);
|
||||
return encode(serializedScene);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -215,12 +215,12 @@ export class SceneSerializer {
|
||||
* 反序列化场景
|
||||
*
|
||||
* @param scene 目标场景
|
||||
* @param saveData 序列化的数据(JSON字符串或二进制Buffer)
|
||||
* @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
|
||||
*/
|
||||
public static deserialize(
|
||||
scene: IScene,
|
||||
saveData: string | Buffer,
|
||||
saveData: string | Uint8Array,
|
||||
options?: SceneDeserializationOptions
|
||||
): void {
|
||||
const opts: SceneDeserializationOptions = {
|
||||
@@ -237,7 +237,7 @@ export class SceneSerializer {
|
||||
serializedScene = JSON.parse(saveData);
|
||||
} else {
|
||||
// 二进制格式(MessagePack)
|
||||
serializedScene = msgpack.decode(saveData);
|
||||
serializedScene = decode(saveData) as SerializedScene;
|
||||
}
|
||||
} catch (error) {
|
||||
throw new Error(`Failed to parse save data: ${error}`);
|
||||
|
||||
@@ -183,6 +183,17 @@ export class World {
|
||||
return Array.from(this._scenes.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除所有Scene
|
||||
*/
|
||||
public removeAllScenes(): void {
|
||||
const sceneIds = Array.from(this._scenes.keys());
|
||||
for (const sceneId of sceneIds) {
|
||||
this.removeScene(sceneId);
|
||||
}
|
||||
logger.info(`从World '${this.name}' 中移除所有Scene`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置Scene激活状态
|
||||
*/
|
||||
|
||||
@@ -3,7 +3,7 @@ import { EntitySystem } from '../../src/ECS/Systems/EntitySystem';
|
||||
import { Entity } from '../../src/ECS/Entity';
|
||||
import { Component } from '../../src/ECS/Component';
|
||||
import { Matcher } from '../../src/ECS/Utils/Matcher';
|
||||
import { Injectable, Inject } from '../../src/Core/DI';
|
||||
import { Injectable, Inject, InjectProperty } from '../../src/Core/DI';
|
||||
import { Core } from '../../src/Core';
|
||||
import type { IService } from '../../src/Core/ServiceContainer';
|
||||
import { ECSSystem } from '../../src/ECS/Decorators';
|
||||
@@ -423,4 +423,170 @@ describe('EntitySystem - 依赖注入测试', () => {
|
||||
expect(transform.y).toBeCloseTo(0.8, 1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('属性注入 @InjectProperty', () => {
|
||||
test('应该支持单个属性注入', () => {
|
||||
@Injectable()
|
||||
@ECSSystem('Config')
|
||||
class GameConfig extends EntitySystem implements IService {
|
||||
public bulletDamage = 10;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
@ECSSystem('Combat')
|
||||
class CombatSystem extends EntitySystem implements IService {
|
||||
@InjectProperty(GameConfig)
|
||||
gameConfig!: GameConfig;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(Health));
|
||||
}
|
||||
|
||||
protected override onInitialize(): void {
|
||||
expect(this.gameConfig).toBeInstanceOf(GameConfig);
|
||||
expect(this.gameConfig.bulletDamage).toBe(10);
|
||||
}
|
||||
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
scene.addEntityProcessor(GameConfig);
|
||||
scene.addEntityProcessor(CombatSystem);
|
||||
});
|
||||
|
||||
test('应该支持多个属性注入', () => {
|
||||
@Injectable()
|
||||
@ECSSystem('Time')
|
||||
class TimeService extends EntitySystem implements IService {
|
||||
public deltaTime = 0.016;
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
@ECSSystem('Collision')
|
||||
class CollisionSystem extends EntitySystem implements IService {
|
||||
public checkCount = 0;
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
@ECSSystem('Physics')
|
||||
class PhysicsSystem extends EntitySystem implements IService {
|
||||
@InjectProperty(TimeService)
|
||||
time!: TimeService;
|
||||
|
||||
@InjectProperty(CollisionSystem)
|
||||
collision!: CollisionSystem;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
protected override onInitialize(): void {
|
||||
expect(this.time).toBeInstanceOf(TimeService);
|
||||
expect(this.collision).toBeInstanceOf(CollisionSystem);
|
||||
expect(this.time.deltaTime).toBe(0.016);
|
||||
}
|
||||
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
scene.registerSystems([TimeService, CollisionSystem, PhysicsSystem]);
|
||||
});
|
||||
|
||||
test('属性注入应该在onInitialize之前完成', () => {
|
||||
@Injectable()
|
||||
@ECSSystem('Service')
|
||||
class TestService extends EntitySystem implements IService {
|
||||
public value = 42;
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
@ECSSystem('Consumer')
|
||||
class ConsumerSystem extends EntitySystem implements IService {
|
||||
@InjectProperty(TestService)
|
||||
service!: TestService;
|
||||
|
||||
private initializeValue = 0;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
protected override onInitialize(): void {
|
||||
this.initializeValue = this.service.value;
|
||||
}
|
||||
|
||||
public getInitializeValue(): number {
|
||||
return this.initializeValue;
|
||||
}
|
||||
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
scene.addEntityProcessor(TestService);
|
||||
const consumer = scene.addEntityProcessor(ConsumerSystem);
|
||||
|
||||
expect(consumer.getInitializeValue()).toBe(42);
|
||||
});
|
||||
|
||||
test('属性注入可以与构造函数注入混合使用', () => {
|
||||
@Injectable()
|
||||
@ECSSystem('A')
|
||||
class ServiceA extends EntitySystem implements IService {
|
||||
public valueA = 'A';
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
@ECSSystem('B')
|
||||
class ServiceB extends EntitySystem implements IService {
|
||||
public valueB = 'B';
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
@Injectable()
|
||||
@ECSSystem('Mixed')
|
||||
class MixedSystem extends EntitySystem implements IService {
|
||||
@InjectProperty(ServiceB)
|
||||
serviceB!: ServiceB;
|
||||
|
||||
constructor(@Inject(ServiceA) public serviceA: ServiceA) {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
protected override onInitialize(): void {
|
||||
expect(this.serviceA).toBeInstanceOf(ServiceA);
|
||||
expect(this.serviceB).toBeInstanceOf(ServiceB);
|
||||
expect(this.serviceA.valueA).toBe('A');
|
||||
expect(this.serviceB.valueB).toBe('B');
|
||||
}
|
||||
|
||||
override dispose() {}
|
||||
}
|
||||
|
||||
scene.registerSystems([ServiceA, ServiceB, MixedSystem]);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -464,7 +464,7 @@ describe('Incremental Serialization System', () => {
|
||||
const incremental = scene.serializeIncremental();
|
||||
const binary = IncrementalSerializer.serializeIncremental(incremental, { format: 'binary' });
|
||||
|
||||
expect(Buffer.isBuffer(binary)).toBe(true);
|
||||
expect(binary instanceof Uint8Array).toBe(true);
|
||||
|
||||
const deserialized = IncrementalSerializer.deserializeIncremental(binary);
|
||||
expect(deserialized.version).toBe(incremental.version);
|
||||
|
||||
@@ -557,14 +557,14 @@ describe('ECS Serialization System', () => {
|
||||
// 二进制序列化
|
||||
const binaryData = scene1.serialize({ format: 'binary' });
|
||||
|
||||
// 验证是Buffer类型
|
||||
expect(Buffer.isBuffer(binaryData)).toBe(true);
|
||||
// 验证是Uint8Array类型
|
||||
expect(binaryData instanceof Uint8Array).toBe(true);
|
||||
|
||||
// JSON序列化对比
|
||||
const jsonData = scene1.serialize({ format: 'json', pretty: false });
|
||||
|
||||
// 二进制应该更小
|
||||
const binarySize = (binaryData as Buffer).length;
|
||||
const binarySize = (binaryData as Uint8Array).length;
|
||||
const jsonSize = (jsonData as string).length;
|
||||
console.log(`Binary size: ${binarySize} bytes, JSON size: ${jsonSize} bytes`);
|
||||
expect(binarySize).toBeLessThan(jsonSize);
|
||||
|
||||
Reference in New Issue
Block a user