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v2.2.2
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@@ -66,6 +66,7 @@ export default defineConfig({
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items: [
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{ text: '实体类 (Entity)', link: '/guide/entity' },
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{ text: '组件系统 (Component)', link: '/guide/component' },
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{ text: '实体查询系统', link: '/guide/entity-query' },
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{
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text: '系统架构 (System)',
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link: '/guide/system',
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501
docs/guide/entity-query.md
Normal file
501
docs/guide/entity-query.md
Normal file
@@ -0,0 +1,501 @@
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# 实体查询系统
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实体查询是 ECS 架构的核心功能之一。本指南将介绍如何使用 Matcher 和 QuerySystem 来查询和筛选实体。
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## 核心概念
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### Matcher - 查询条件描述符
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Matcher 是一个链式 API,用于描述实体查询条件。它本身不执行查询,而是作为条件传递给 EntitySystem 或 QuerySystem。
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### QuerySystem - 查询执行引擎
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QuerySystem 负责实际执行查询,内部使用响应式查询机制自动优化性能。
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## 在 EntitySystem 中使用 Matcher
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这是最常见的使用方式。EntitySystem 通过 Matcher 自动筛选和处理符合条件的实体。
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### 基础用法
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```typescript
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import { EntitySystem, Matcher, Entity, Component } from '@esengine/ecs-framework';
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class PositionComponent extends Component {
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public x: number = 0;
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public y: number = 0;
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}
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class VelocityComponent extends Component {
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public vx: number = 0;
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public vy: number = 0;
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}
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class MovementSystem extends EntitySystem {
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constructor() {
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// 方式1: 使用 Matcher.empty().all()
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super(Matcher.empty().all(PositionComponent, VelocityComponent));
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// 方式2: 直接使用 Matcher.all() (等价)
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// super(Matcher.all(PositionComponent, VelocityComponent));
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}
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protected process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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const pos = entity.getComponent(PositionComponent)!;
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const vel = entity.getComponent(VelocityComponent)!;
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pos.x += vel.vx;
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pos.y += vel.vy;
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}
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}
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}
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// 添加到场景
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scene.addEntityProcessor(new MovementSystem());
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```
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### Matcher 链式 API
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#### all() - 必须包含所有组件
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```typescript
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class HealthSystem extends EntitySystem {
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constructor() {
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// 实体必须同时拥有 Health 和 Position 组件
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super(Matcher.empty().all(HealthComponent, PositionComponent));
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}
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||||
|
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protected process(entities: readonly Entity[]): void {
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// 只处理同时拥有两个组件的实体
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||||
}
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||||
}
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```
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|
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#### any() - 至少包含一个组件
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||||
```typescript
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class DamageableSystem extends EntitySystem {
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constructor() {
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// 实体至少拥有 Health 或 Shield 其中之一
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super(Matcher.any(HealthComponent, ShieldComponent));
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}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 处理拥有生命值或护盾的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### none() - 不能包含指定组件
|
||||
|
||||
```typescript
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||||
class AliveEntitySystem extends EntitySystem {
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constructor() {
|
||||
// 实体不能拥有 DeadTag 组件
|
||||
super(Matcher.all(HealthComponent).none(DeadTag));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 只处理活着的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 组合条件
|
||||
|
||||
```typescript
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class CombatSystem extends EntitySystem {
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constructor() {
|
||||
super(
|
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Matcher.empty()
|
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.all(PositionComponent, HealthComponent) // 必须有位置和生命
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||||
.any(WeaponComponent, MagicComponent) // 至少有武器或魔法
|
||||
.none(DeadTag, FrozenTag) // 不能是死亡或冰冻状态
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||||
);
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 处理可以战斗的活着的实体
|
||||
}
|
||||
}
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||||
```
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|
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### 按标签查询
|
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|
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```typescript
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class PlayerSystem extends EntitySystem {
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constructor() {
|
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// 查询特定标签的实体
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super(Matcher.empty().withTag(Tags.PLAYER));
|
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}
|
||||
|
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protected process(entities: readonly Entity[]): void {
|
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// 只处理玩家实体
|
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}
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}
|
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```
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|
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### 按名称查询
|
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|
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```typescript
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class BossSystem extends EntitySystem {
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constructor() {
|
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// 查询特定名称的实体
|
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super(Matcher.empty().withName('Boss'));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 只处理名为 'Boss' 的实体
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 直接使用 QuerySystem
|
||||
|
||||
如果不需要创建系统,可以直接使用 Scene 的 querySystem 进行查询。
|
||||
|
||||
### 基础查询方法
|
||||
|
||||
```typescript
|
||||
// 获取场景的查询系统
|
||||
const querySystem = scene.querySystem;
|
||||
|
||||
// 查询拥有所有指定组件的实体
|
||||
const result1 = querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
console.log(`找到 ${result1.count} 个移动实体`);
|
||||
console.log(`查询耗时: ${result1.executionTime.toFixed(2)}ms`);
|
||||
|
||||
// 查询拥有任意指定组件的实体
|
||||
const result2 = querySystem.queryAny(WeaponComponent, MagicComponent);
|
||||
console.log(`找到 ${result2.count} 个战斗单位`);
|
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|
||||
// 查询不包含指定组件的实体
|
||||
const result3 = querySystem.queryNone(DeadTag);
|
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console.log(`找到 ${result3.count} 个活着的实体`);
|
||||
```
|
||||
|
||||
### 按标签查询
|
||||
|
||||
```typescript
|
||||
const playerResult = querySystem.queryByTag(Tags.PLAYER);
|
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for (const player of playerResult.entities) {
|
||||
console.log('玩家:', player.name);
|
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}
|
||||
```
|
||||
|
||||
### 按名称查询
|
||||
|
||||
```typescript
|
||||
const bossResult = querySystem.queryByName('Boss');
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||||
if (bossResult.count > 0) {
|
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const boss = bossResult.entities[0];
|
||||
console.log('找到Boss:', boss);
|
||||
}
|
||||
```
|
||||
|
||||
### 按单个组件查询
|
||||
|
||||
```typescript
|
||||
const healthResult = querySystem.queryByComponent(HealthComponent);
|
||||
console.log(`有 ${healthResult.count} 个实体拥有生命值`);
|
||||
```
|
||||
|
||||
## 性能优化
|
||||
|
||||
### 自动缓存
|
||||
|
||||
QuerySystem 内部使用响应式查询自动缓存结果,相同的查询条件会直接使用缓存:
|
||||
|
||||
```typescript
|
||||
// 第一次查询,执行实际查询
|
||||
const result1 = querySystem.queryAll(PositionComponent);
|
||||
console.log('fromCache:', result1.fromCache); // false
|
||||
|
||||
// 第二次相同查询,使用缓存
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||||
const result2 = querySystem.queryAll(PositionComponent);
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||||
console.log('fromCache:', result2.fromCache); // true
|
||||
```
|
||||
|
||||
### 实体变化自动更新
|
||||
|
||||
当实体添加/移除组件时,查询缓存会自动更新:
|
||||
|
||||
```typescript
|
||||
// 查询拥有武器的实体
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||||
const before = querySystem.queryAll(WeaponComponent);
|
||||
console.log('之前:', before.count); // 假设为 5
|
||||
|
||||
// 给实体添加武器
|
||||
const enemy = scene.createEntity('Enemy');
|
||||
enemy.addComponent(new WeaponComponent());
|
||||
|
||||
// 再次查询,自动包含新实体
|
||||
const after = querySystem.queryAll(WeaponComponent);
|
||||
console.log('之后:', after.count); // 现在是 6
|
||||
```
|
||||
|
||||
### 查询性能统计
|
||||
|
||||
```typescript
|
||||
const stats = querySystem.getStats();
|
||||
console.log('总查询次数:', stats.queryStats.totalQueries);
|
||||
console.log('缓存命中率:', stats.queryStats.cacheHitRate);
|
||||
console.log('缓存大小:', stats.cacheStats.size);
|
||||
```
|
||||
|
||||
## 实际应用场景
|
||||
|
||||
### 场景1: 物理系统
|
||||
|
||||
```typescript
|
||||
class PhysicsSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(TransformComponent, RigidbodyComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
for (const entity of entities) {
|
||||
const transform = entity.getComponent(TransformComponent)!;
|
||||
const rigidbody = entity.getComponent(RigidbodyComponent)!;
|
||||
|
||||
// 应用重力
|
||||
rigidbody.velocity.y -= 9.8 * Time.deltaTime;
|
||||
|
||||
// 更新位置
|
||||
transform.position.x += rigidbody.velocity.x * Time.deltaTime;
|
||||
transform.position.y += rigidbody.velocity.y * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 场景2: 渲染系统
|
||||
|
||||
```typescript
|
||||
class RenderSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(
|
||||
Matcher.empty()
|
||||
.all(TransformComponent, SpriteComponent)
|
||||
.none(InvisibleTag) // 排除不可见实体
|
||||
);
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 按 z-order 排序
|
||||
const sorted = entities.slice().sort((a, b) => {
|
||||
const zA = a.getComponent(TransformComponent)!.z;
|
||||
const zB = b.getComponent(TransformComponent)!.z;
|
||||
return zA - zB;
|
||||
});
|
||||
|
||||
// 渲染实体
|
||||
for (const entity of sorted) {
|
||||
const transform = entity.getComponent(TransformComponent)!;
|
||||
const sprite = entity.getComponent(SpriteComponent)!;
|
||||
|
||||
renderer.drawSprite(sprite.texture, transform.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 场景3: 碰撞检测
|
||||
|
||||
```typescript
|
||||
class CollisionSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(TransformComponent, ColliderComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 简单的 O(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(a: Entity, b: Entity): void {
|
||||
const transA = a.getComponent(TransformComponent)!;
|
||||
const transB = b.getComponent(TransformComponent)!;
|
||||
const colliderA = a.getComponent(ColliderComponent)!;
|
||||
const colliderB = b.getComponent(ColliderComponent)!;
|
||||
|
||||
if (this.isOverlapping(transA, colliderA, transB, colliderB)) {
|
||||
// 触发碰撞事件
|
||||
scene.eventSystem.emit('collision', { entityA: a, entityB: b });
|
||||
}
|
||||
}
|
||||
|
||||
private isOverlapping(...args: any[]): boolean {
|
||||
// 碰撞检测逻辑
|
||||
return false;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 场景4: 一次性查询
|
||||
|
||||
```typescript
|
||||
// 在系统外部执行一次性查询
|
||||
class GameManager {
|
||||
private scene: Scene;
|
||||
|
||||
public countEnemies(): number {
|
||||
const result = this.scene.querySystem.queryByTag(Tags.ENEMY);
|
||||
return result.count;
|
||||
}
|
||||
|
||||
public findNearestEnemy(playerPos: Vector2): Entity | null {
|
||||
const enemies = this.scene.querySystem.queryByTag(Tags.ENEMY);
|
||||
|
||||
let nearest: Entity | null = null;
|
||||
let minDistance = Infinity;
|
||||
|
||||
for (const enemy of enemies.entities) {
|
||||
const transform = enemy.getComponent(TransformComponent);
|
||||
if (!transform) continue;
|
||||
|
||||
const distance = Vector2.distance(playerPos, transform.position);
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
nearest = enemy;
|
||||
}
|
||||
}
|
||||
|
||||
return nearest;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 优先使用 EntitySystem
|
||||
|
||||
```typescript
|
||||
// 推荐: 使用 EntitySystem
|
||||
class GoodSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(HealthComponent));
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 自动获得符合条件的实体,每帧自动更新
|
||||
}
|
||||
}
|
||||
|
||||
// 不推荐: 在 update 中手动查询
|
||||
class BadSystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 每帧手动查询,浪费性能
|
||||
const result = this.scene!.querySystem.queryAll(HealthComponent);
|
||||
for (const entity of result.entities) {
|
||||
// ...
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 合理使用 none() 排除条件
|
||||
|
||||
```typescript
|
||||
// 排除已死亡的敌人
|
||||
class EnemyAISystem extends EntitySystem {
|
||||
constructor() {
|
||||
super(
|
||||
Matcher.empty()
|
||||
.all(EnemyTag, AIComponent)
|
||||
.none(DeadTag) // 不处理死亡的敌人
|
||||
);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 使用标签优化查询
|
||||
|
||||
```typescript
|
||||
// 不好: 查询所有实体再过滤
|
||||
const allEntities = scene.querySystem.getAllEntities();
|
||||
const players = allEntities.filter(e => e.hasComponent(PlayerTag));
|
||||
|
||||
// 好: 直接按标签查询
|
||||
const players = scene.querySystem.queryByTag(Tags.PLAYER).entities;
|
||||
```
|
||||
|
||||
### 4. 避免过于复杂的查询条件
|
||||
|
||||
```typescript
|
||||
// 不推荐: 过于复杂
|
||||
super(
|
||||
Matcher.empty()
|
||||
.all(A, B, C, D)
|
||||
.any(E, F, G)
|
||||
.none(H, I, J)
|
||||
);
|
||||
|
||||
// 推荐: 拆分成多个简单系统
|
||||
class SystemAB extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(A, B));
|
||||
}
|
||||
}
|
||||
|
||||
class SystemCD extends EntitySystem {
|
||||
constructor() {
|
||||
super(Matcher.empty().all(C, D));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 注意事项
|
||||
|
||||
### 1. 查询结果是只读的
|
||||
|
||||
```typescript
|
||||
const result = querySystem.queryAll(PositionComponent);
|
||||
|
||||
// 不要修改返回的数组
|
||||
result.entities.push(someEntity); // 错误!
|
||||
|
||||
// 如果需要修改,先复制
|
||||
const mutableArray = [...result.entities];
|
||||
mutableArray.push(someEntity); // 正确
|
||||
```
|
||||
|
||||
### 2. 组件添加/移除后的查询时机
|
||||
|
||||
```typescript
|
||||
// 创建实体并添加组件
|
||||
const entity = scene.createEntity('Player');
|
||||
entity.addComponent(new PositionComponent());
|
||||
|
||||
// 立即查询可能获取到新实体
|
||||
const result = scene.querySystem.queryAll(PositionComponent);
|
||||
// result.entities 包含新创建的实体
|
||||
```
|
||||
|
||||
### 3. Matcher 是不可变的
|
||||
|
||||
```typescript
|
||||
const matcher = Matcher.empty().all(PositionComponent);
|
||||
|
||||
// 链式调用返回新的 Matcher 实例
|
||||
const matcher2 = matcher.any(VelocityComponent);
|
||||
|
||||
// matcher 本身不变
|
||||
console.log(matcher === matcher2); // false
|
||||
```
|
||||
|
||||
## 相关 API
|
||||
|
||||
- [Matcher](../api/classes/Matcher.md) - 查询条件描述符 API 参考
|
||||
- [QuerySystem](../api/classes/QuerySystem.md) - 查询系统 API 参考
|
||||
- [EntitySystem](../api/classes/EntitySystem.md) - 实体系统 API 参考
|
||||
- [Entity](../api/classes/Entity.md) - 实体 API 参考
|
||||
@@ -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
|
||||
|
||||
2
package-lock.json
generated
2
package-lock.json
generated
@@ -15530,7 +15530,7 @@
|
||||
},
|
||||
"packages/core": {
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.2.2",
|
||||
"version": "2.2.4",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"@msgpack/msgpack": "^3.0.0",
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/ecs-framework",
|
||||
"version": "2.2.2",
|
||||
"version": "2.2.4",
|
||||
"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",
|
||||
|
||||
@@ -13,7 +13,8 @@ import { ServiceContainer } from './Core/ServiceContainer';
|
||||
import { PluginManager } from './Core/PluginManager';
|
||||
import { IPlugin } from './Core/Plugin';
|
||||
import { WorldManager } from './ECS/WorldManager';
|
||||
import { registerInjectable } from './Core/DI';
|
||||
import { DebugConfigService } from './Utils/Debug/DebugConfigService';
|
||||
import { createInstance } from './Core/DI/Decorators';
|
||||
|
||||
/**
|
||||
* 游戏引擎核心类
|
||||
@@ -178,14 +179,9 @@ export class Core {
|
||||
this._poolManager = new PoolManager();
|
||||
this._serviceContainer.registerInstance(PoolManager, this._poolManager);
|
||||
|
||||
// 使用依赖注入自动注册WorldManager和SceneManager
|
||||
// WorldManager会在构造时创建默认World
|
||||
registerInjectable(this._serviceContainer, WorldManager);
|
||||
this._worldManager = this._serviceContainer.resolve(WorldManager);
|
||||
|
||||
// SceneManager会通过@Inject自动获取WorldManager
|
||||
registerInjectable(this._serviceContainer, SceneManager);
|
||||
this._sceneManager = this._serviceContainer.resolve(SceneManager);
|
||||
// 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(() => {
|
||||
@@ -194,6 +190,10 @@ export class Core {
|
||||
}
|
||||
});
|
||||
|
||||
// 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);
|
||||
@@ -204,14 +204,15 @@ export class Core {
|
||||
|
||||
// 初始化调试管理器
|
||||
if (this._config.debugConfig?.enabled) {
|
||||
// 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
|
||||
const configService = new DebugConfigService();
|
||||
configService.setConfig(this._config.debugConfig);
|
||||
this._serviceContainer.registerInstance(DebugConfigService, configService);
|
||||
|
||||
this._serviceContainer.registerSingleton(DebugManager, (c) =>
|
||||
createInstance(DebugManager, c)
|
||||
);
|
||||
this._serviceContainer.registerInstance(DebugManager, this._debugManager);
|
||||
|
||||
this._debugManager = this._serviceContainer.resolve(DebugManager);
|
||||
}
|
||||
|
||||
this.initialize();
|
||||
@@ -478,13 +479,15 @@ export class Core {
|
||||
if (this._instance._debugManager) {
|
||||
this._instance._debugManager.updateConfig(config);
|
||||
} else {
|
||||
// 使用DI容器创建DebugManager
|
||||
this._instance._debugManager = new DebugManager(
|
||||
this._instance._serviceContainer.resolve(SceneManager),
|
||||
this._instance._serviceContainer.resolve(PerformanceMonitor),
|
||||
config
|
||||
const configService = new DebugConfigService();
|
||||
configService.setConfig(config);
|
||||
this._instance._serviceContainer.registerInstance(DebugConfigService, configService);
|
||||
|
||||
this._instance._serviceContainer.registerSingleton(DebugManager, (c) =>
|
||||
createInstance(DebugManager, c)
|
||||
);
|
||||
this._instance._serviceContainer.registerInstance(DebugManager, this._instance._debugManager);
|
||||
|
||||
this._instance._debugManager = this._instance._serviceContainer.resolve(DebugManager);
|
||||
}
|
||||
|
||||
// 更新Core配置
|
||||
@@ -647,7 +650,7 @@ export class Core {
|
||||
this._performanceMonitor.updateFPS(Time.deltaTime);
|
||||
}
|
||||
|
||||
// 更新所有@Updatable服务(包括TimerManager, WorldManager, SceneManager等)
|
||||
// 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());
|
||||
@@ -655,10 +658,11 @@ export class Core {
|
||||
// 更新对象池管理器
|
||||
this._poolManager.update();
|
||||
|
||||
// 更新调试管理器(基于FPS的数据发送)
|
||||
if (this._debugManager) {
|
||||
this._debugManager.onFrameUpdate(deltaTime);
|
||||
}
|
||||
// 更新默认场景(通过 SceneManager)
|
||||
this._sceneManager.update();
|
||||
|
||||
// 更新额外的 WorldManager
|
||||
this._worldManager.updateAll();
|
||||
|
||||
// 结束性能监控
|
||||
this._performanceMonitor.endMonitoring('Core.update', frameStartTime);
|
||||
|
||||
@@ -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';
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { Entity } from '../Entity';
|
||||
import { ComponentType } from './ComponentStorage';
|
||||
import { BitMask64Data, BitMask64Utils, ComponentTypeManager } from "../Utils";
|
||||
import { ComponentType, ComponentRegistry } from './ComponentStorage';
|
||||
import { BitMask64Data, BitMask64Utils } from "../Utils";
|
||||
import { BitMaskHashMap } from "../Utils/BitMaskHashMap";
|
||||
|
||||
/**
|
||||
@@ -266,10 +266,18 @@ export class ArchetypeSystem {
|
||||
|
||||
/**
|
||||
* 生成原型ID
|
||||
* 使用ComponentRegistry确保与Entity.componentMask使用相同的bitIndex
|
||||
*/
|
||||
private generateArchetypeId(componentTypes: ComponentType[]): ArchetypeId {
|
||||
let entityBits = ComponentTypeManager.instance.getEntityBits(componentTypes);
|
||||
return entityBits.getValue();
|
||||
let mask = BitMask64Utils.clone(BitMask64Utils.ZERO);
|
||||
for (const type of componentTypes) {
|
||||
if (!ComponentRegistry.isRegistered(type)) {
|
||||
ComponentRegistry.register(type);
|
||||
}
|
||||
const bitMask = ComponentRegistry.getBitMask(type);
|
||||
BitMask64Utils.orInPlace(mask, bitMask);
|
||||
}
|
||||
return mask;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -5,40 +5,10 @@ import { BitMask64Utils, BitMask64Data } from '../Utils/BigIntCompatibility';
|
||||
import { createLogger } from '../../Utils/Logger';
|
||||
import { getComponentTypeName } from '../Decorators';
|
||||
import { Archetype, ArchetypeSystem } from './ArchetypeSystem';
|
||||
import { ComponentTypeManager } from "../Utils";
|
||||
import { ReactiveQuery, ReactiveQueryConfig } from './ReactiveQuery';
|
||||
import { QueryCondition, QueryConditionType, QueryResult } from './QueryTypes';
|
||||
|
||||
/**
|
||||
* 查询条件类型
|
||||
*/
|
||||
export enum QueryConditionType {
|
||||
/** 必须包含所有指定组件 */
|
||||
ALL = 'all',
|
||||
/** 必须包含任意一个指定组件 */
|
||||
ANY = 'any',
|
||||
/** 不能包含任何指定组件 */
|
||||
NONE = 'none'
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询条件接口
|
||||
*/
|
||||
export interface QueryCondition {
|
||||
type: QueryConditionType;
|
||||
componentTypes: ComponentType[];
|
||||
mask: BitMask64Data;
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体查询结果接口
|
||||
*/
|
||||
export interface QueryResult {
|
||||
entities: readonly Entity[];
|
||||
count: number;
|
||||
/** 查询执行时间(毫秒) */
|
||||
executionTime: number;
|
||||
/** 是否来自缓存 */
|
||||
fromCache: boolean;
|
||||
}
|
||||
export { QueryCondition, QueryConditionType, QueryResult };
|
||||
|
||||
/**
|
||||
* 实体索引结构
|
||||
@@ -124,15 +94,16 @@ export class QuerySystem {
|
||||
|
||||
/**
|
||||
* 设置实体列表并重建索引
|
||||
*
|
||||
*
|
||||
* 当实体集合发生大规模变化时调用此方法。
|
||||
* 系统将重新构建所有索引以确保查询性能。
|
||||
*
|
||||
*
|
||||
* @param entities 新的实体列表
|
||||
*/
|
||||
public setEntities(entities: Entity[]): void {
|
||||
this.entities = entities;
|
||||
this.clearQueryCache();
|
||||
this.clearReactiveQueries();
|
||||
this.rebuildIndexes();
|
||||
}
|
||||
|
||||
@@ -152,12 +123,14 @@ export class QuerySystem {
|
||||
|
||||
this.archetypeSystem.addEntity(entity);
|
||||
|
||||
// 通知响应式查询
|
||||
this.notifyReactiveQueriesEntityAdded(entity);
|
||||
|
||||
// 只有在非延迟模式下才立即清理缓存
|
||||
if (!deferCacheClear) {
|
||||
this.clearQueryCache();
|
||||
}
|
||||
|
||||
|
||||
// 更新版本号
|
||||
this._version++;
|
||||
}
|
||||
@@ -235,14 +208,24 @@ export class QuerySystem {
|
||||
public removeEntity(entity: Entity): void {
|
||||
const index = this.entities.indexOf(entity);
|
||||
if (index !== -1) {
|
||||
const componentTypes: ComponentType[] = [];
|
||||
for (const component of entity.components) {
|
||||
componentTypes.push(component.constructor as ComponentType);
|
||||
}
|
||||
|
||||
this.entities.splice(index, 1);
|
||||
this.removeEntityFromIndexes(entity);
|
||||
|
||||
this.archetypeSystem.removeEntity(entity);
|
||||
|
||||
if (componentTypes.length > 0) {
|
||||
this.notifyReactiveQueriesEntityRemoved(entity, componentTypes);
|
||||
} else {
|
||||
this.notifyReactiveQueriesEntityRemovedFallback(entity);
|
||||
}
|
||||
|
||||
this.clearQueryCache();
|
||||
|
||||
// 更新版本号
|
||||
this._version++;
|
||||
}
|
||||
}
|
||||
@@ -270,6 +253,9 @@ export class QuerySystem {
|
||||
// 重新添加实体到索引(基于新的组件状态)
|
||||
this.addEntityToIndexes(entity);
|
||||
|
||||
// 通知响应式查询
|
||||
this.notifyReactiveQueriesEntityChanged(entity);
|
||||
|
||||
// 清理查询缓存,因为实体组件状态已改变
|
||||
this.clearQueryCache();
|
||||
|
||||
@@ -357,13 +343,13 @@ export class QuerySystem {
|
||||
|
||||
/**
|
||||
* 查询包含所有指定组件的实体
|
||||
*
|
||||
*
|
||||
* 返回同时包含所有指定组件类型的实体列表。
|
||||
* 系统会自动选择最高效的查询策略,包括索引查找和缓存机制。
|
||||
*
|
||||
* 内部使用响应式查询作为智能缓存,自动跟踪实体变化,性能更优。
|
||||
*
|
||||
* @param componentTypes 要查询的组件类型列表
|
||||
* @returns 查询结果,包含匹配的实体和性能信息
|
||||
*
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 查询同时具有位置和速度组件的实体
|
||||
@@ -375,38 +361,20 @@ export class QuerySystem {
|
||||
const startTime = performance.now();
|
||||
this.queryStats.totalQueries++;
|
||||
|
||||
// 生成缓存键
|
||||
const cacheKey = this.generateCacheKey('all', componentTypes);
|
||||
// 使用内部响应式查询作为智能缓存
|
||||
const reactiveQuery = this.getOrCreateReactiveQuery(QueryConditionType.ALL, componentTypes);
|
||||
|
||||
// 检查缓存
|
||||
const cached = this.getFromCache(cacheKey);
|
||||
if (cached) {
|
||||
this.queryStats.cacheHits++;
|
||||
return {
|
||||
entities: cached,
|
||||
count: cached.length,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: true
|
||||
};
|
||||
}
|
||||
// 从响应式查询获取结果(永远是最新的)
|
||||
const entities = reactiveQuery.getEntities();
|
||||
|
||||
this.queryStats.archetypeHits++;
|
||||
const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'AND');
|
||||
|
||||
const entities: Entity[] = [];
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
for (const entity of archetype.entities) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
this.addToCache(cacheKey, entities);
|
||||
// 统计为缓存命中(响应式查询本质上是永不过期的智能缓存)
|
||||
this.queryStats.cacheHits++;
|
||||
|
||||
return {
|
||||
entities,
|
||||
count: entities.length,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: false
|
||||
fromCache: true
|
||||
};
|
||||
}
|
||||
|
||||
@@ -436,13 +404,13 @@ export class QuerySystem {
|
||||
|
||||
/**
|
||||
* 查询包含任意指定组件的实体
|
||||
*
|
||||
*
|
||||
* 返回包含任意一个指定组件类型的实体列表。
|
||||
* 使用集合合并算法确保高效的查询性能。
|
||||
*
|
||||
* 内部使用响应式查询作为智能缓存,自动跟踪实体变化,性能更优。
|
||||
*
|
||||
* @param componentTypes 要查询的组件类型列表
|
||||
* @returns 查询结果,包含匹配的实体和性能信息
|
||||
*
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 查询具有武器或护甲组件的实体
|
||||
@@ -454,52 +422,32 @@ export class QuerySystem {
|
||||
const startTime = performance.now();
|
||||
this.queryStats.totalQueries++;
|
||||
|
||||
const cacheKey = this.generateCacheKey('any', componentTypes);
|
||||
// 使用内部响应式查询作为智能缓存
|
||||
const reactiveQuery = this.getOrCreateReactiveQuery(QueryConditionType.ANY, componentTypes);
|
||||
|
||||
// 检查缓存
|
||||
const cached = this.getFromCache(cacheKey);
|
||||
if (cached) {
|
||||
this.queryStats.cacheHits++;
|
||||
return {
|
||||
entities: cached,
|
||||
count: cached.length,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: true
|
||||
};
|
||||
}
|
||||
// 从响应式查询获取结果(永远是最新的)
|
||||
const entities = reactiveQuery.getEntities();
|
||||
|
||||
this.queryStats.archetypeHits++;
|
||||
const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'OR');
|
||||
|
||||
const entities = this.acquireResultArray();
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
for (const entity of archetype.entities) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
const frozenEntities = [...entities];
|
||||
this.releaseResultArray(entities);
|
||||
|
||||
this.addToCache(cacheKey, frozenEntities);
|
||||
// 统计为缓存命中(响应式查询本质上是永不过期的智能缓存)
|
||||
this.queryStats.cacheHits++;
|
||||
|
||||
return {
|
||||
entities: frozenEntities,
|
||||
count: frozenEntities.length,
|
||||
entities,
|
||||
count: entities.length,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: false
|
||||
fromCache: true
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询不包含任何指定组件的实体
|
||||
*
|
||||
*
|
||||
* 返回不包含任何指定组件类型的实体列表。
|
||||
* 适用于排除特定类型实体的查询场景。
|
||||
*
|
||||
* 内部使用响应式查询作为智能缓存,自动跟踪实体变化,性能更优。
|
||||
*
|
||||
* @param componentTypes 要排除的组件类型列表
|
||||
* @returns 查询结果,包含匹配的实体和性能信息
|
||||
*
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 查询不具有AI和玩家控制组件的实体(如静态物体)
|
||||
@@ -511,32 +459,20 @@ export class QuerySystem {
|
||||
const startTime = performance.now();
|
||||
this.queryStats.totalQueries++;
|
||||
|
||||
const cacheKey = this.generateCacheKey('none', componentTypes);
|
||||
// 使用内部响应式查询作为智能缓存
|
||||
const reactiveQuery = this.getOrCreateReactiveQuery(QueryConditionType.NONE, componentTypes);
|
||||
|
||||
// 检查缓存
|
||||
const cached = this.getFromCache(cacheKey);
|
||||
if (cached) {
|
||||
this.queryStats.cacheHits++;
|
||||
return {
|
||||
entities: cached,
|
||||
count: cached.length,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: true
|
||||
};
|
||||
}
|
||||
// 从响应式查询获取结果(永远是最新的)
|
||||
const entities = reactiveQuery.getEntities();
|
||||
|
||||
const mask = this.createComponentMask(componentTypes);
|
||||
const entities = this.entities.filter(entity =>
|
||||
BitMask64Utils.hasNone(entity.componentMask, mask)
|
||||
);
|
||||
|
||||
this.addToCache(cacheKey, entities);
|
||||
// 统计为缓存命中(响应式查询本质上是永不过期的智能缓存)
|
||||
this.queryStats.cacheHits++;
|
||||
|
||||
return {
|
||||
entities,
|
||||
count: entities.length,
|
||||
executionTime: performance.now() - startTime,
|
||||
fromCache: false
|
||||
fromCache: true
|
||||
};
|
||||
}
|
||||
|
||||
@@ -759,6 +695,20 @@ export class QuerySystem {
|
||||
this.componentMaskCache.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除所有响应式查询
|
||||
*
|
||||
* 销毁所有响应式查询实例并清理索引
|
||||
* 通常在setEntities时调用以确保缓存一致性
|
||||
*/
|
||||
private clearReactiveQueries(): void {
|
||||
for (const query of this._reactiveQueries.values()) {
|
||||
query.dispose();
|
||||
}
|
||||
this._reactiveQueries.clear();
|
||||
this._reactiveQueriesByComponent.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 高效的缓存键生成
|
||||
*/
|
||||
@@ -782,11 +732,111 @@ export class QuerySystem {
|
||||
|
||||
/**
|
||||
* 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。
|
||||
* 注意:此方法也会清理响应式查询缓存
|
||||
*/
|
||||
public clearCache(): void {
|
||||
this.clearQueryCache();
|
||||
this.clearReactiveQueries();
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建响应式查询
|
||||
*
|
||||
* 响应式查询会自动跟踪实体/组件的变化,并通过事件通知订阅者。
|
||||
* 适合需要实时响应实体变化的场景(如UI更新、AI系统等)。
|
||||
*
|
||||
* @param componentTypes 查询的组件类型列表
|
||||
* @param config 可选的查询配置
|
||||
* @returns 响应式查询实例
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const query = querySystem.createReactiveQuery([Position, Velocity], {
|
||||
* enableBatchMode: true,
|
||||
* batchDelay: 16
|
||||
* });
|
||||
*
|
||||
* query.subscribe((change) => {
|
||||
* if (change.type === ReactiveQueryChangeType.ADDED) {
|
||||
* console.log('新实体:', change.entity);
|
||||
* }
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
public createReactiveQuery(
|
||||
componentTypes: ComponentType[],
|
||||
config?: ReactiveQueryConfig
|
||||
): ReactiveQuery {
|
||||
if (!componentTypes || componentTypes.length === 0) {
|
||||
throw new Error('组件类型列表不能为空');
|
||||
}
|
||||
|
||||
const mask = this.createComponentMask(componentTypes);
|
||||
const condition: QueryCondition = {
|
||||
type: QueryConditionType.ALL,
|
||||
componentTypes,
|
||||
mask
|
||||
};
|
||||
|
||||
const query = new ReactiveQuery(condition, config);
|
||||
|
||||
const initialEntities = this.executeTraditionalQuery(
|
||||
QueryConditionType.ALL,
|
||||
componentTypes
|
||||
);
|
||||
query.initializeWith(initialEntities);
|
||||
|
||||
const cacheKey = this.generateCacheKey('all', componentTypes);
|
||||
this._reactiveQueries.set(cacheKey, query);
|
||||
|
||||
for (const type of componentTypes) {
|
||||
let queries = this._reactiveQueriesByComponent.get(type);
|
||||
if (!queries) {
|
||||
queries = new Set();
|
||||
this._reactiveQueriesByComponent.set(type, queries);
|
||||
}
|
||||
queries.add(query);
|
||||
}
|
||||
|
||||
return query;
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁响应式查询
|
||||
*
|
||||
* 清理查询占用的资源,包括监听器和实体引用。
|
||||
* 销毁后的查询不应再被使用。
|
||||
*
|
||||
* @param query 要销毁的响应式查询
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* const query = querySystem.createReactiveQuery([Position, Velocity]);
|
||||
* // ... 使用查询
|
||||
* querySystem.destroyReactiveQuery(query);
|
||||
* ```
|
||||
*/
|
||||
public destroyReactiveQuery(query: ReactiveQuery): void {
|
||||
if (!query) {
|
||||
return;
|
||||
}
|
||||
|
||||
const cacheKey = query.id;
|
||||
this._reactiveQueries.delete(cacheKey);
|
||||
|
||||
for (const type of query.condition.componentTypes) {
|
||||
const queries = this._reactiveQueriesByComponent.get(type);
|
||||
if (queries) {
|
||||
queries.delete(query);
|
||||
if (queries.size === 0) {
|
||||
this._reactiveQueriesByComponent.delete(type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
query.dispose();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -794,6 +844,7 @@ export class QuerySystem {
|
||||
*
|
||||
* 根据组件类型列表生成对应的位掩码。
|
||||
* 使用缓存避免重复计算。
|
||||
* 注意:必须使用ComponentRegistry来确保与Entity.componentMask使用相同的bitIndex
|
||||
*
|
||||
* @param componentTypes 组件类型列表
|
||||
* @returns 生成的位掩码
|
||||
@@ -810,10 +861,20 @@ export class QuerySystem {
|
||||
return cached;
|
||||
}
|
||||
|
||||
let mask = ComponentTypeManager.instance.getEntityBits(componentTypes);
|
||||
// 使用ComponentRegistry而不是ComponentTypeManager,确保bitIndex一致
|
||||
let mask = BitMask64Utils.clone(BitMask64Utils.ZERO);
|
||||
for (const type of componentTypes) {
|
||||
// 确保组件已注册
|
||||
if (!ComponentRegistry.isRegistered(type)) {
|
||||
ComponentRegistry.register(type);
|
||||
}
|
||||
const bitMask = ComponentRegistry.getBitMask(type);
|
||||
BitMask64Utils.orInPlace(mask, bitMask);
|
||||
}
|
||||
|
||||
// 缓存结果
|
||||
this.componentMaskCache.set(cacheKey, mask.getValue());
|
||||
return mask.getValue();
|
||||
this.componentMaskCache.set(cacheKey, mask);
|
||||
return mask;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -882,7 +943,7 @@ export class QuerySystem {
|
||||
}))
|
||||
},
|
||||
cacheStats: {
|
||||
size: this.queryCache.size,
|
||||
size: this._reactiveQueries.size,
|
||||
hitRate: this.queryStats.totalQueries > 0 ?
|
||||
(this.queryStats.cacheHits / this.queryStats.totalQueries * 100).toFixed(2) + '%' : '0%'
|
||||
}
|
||||
@@ -891,12 +952,230 @@ export class QuerySystem {
|
||||
|
||||
/**
|
||||
* 获取实体所属的原型信息
|
||||
*
|
||||
*
|
||||
* @param entity 要查询的实体
|
||||
*/
|
||||
public getEntityArchetype(entity: Entity): Archetype | undefined {
|
||||
return this.archetypeSystem.getEntityArchetype(entity);
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// 响应式查询支持(内部智能缓存)
|
||||
// ============================================================
|
||||
|
||||
/**
|
||||
* 响应式查询集合(内部使用,作为智能缓存)
|
||||
* 传统查询API(queryAll/queryAny/queryNone)内部自动使用响应式查询优化性能
|
||||
*/
|
||||
private _reactiveQueries: Map<string, ReactiveQuery> = new Map();
|
||||
|
||||
/**
|
||||
* 按组件类型索引的响应式查询
|
||||
* 用于快速定位哪些查询关心某个组件类型
|
||||
*/
|
||||
private _reactiveQueriesByComponent: Map<ComponentType, Set<ReactiveQuery>> = new Map();
|
||||
|
||||
/**
|
||||
* 获取或创建内部响应式查询(作为智能缓存)
|
||||
*
|
||||
* @param queryType 查询类型
|
||||
* @param componentTypes 组件类型列表
|
||||
* @returns 响应式查询实例
|
||||
*/
|
||||
private getOrCreateReactiveQuery(
|
||||
queryType: QueryConditionType,
|
||||
componentTypes: ComponentType[]
|
||||
): ReactiveQuery {
|
||||
// 生成缓存键(与传统缓存键格式一致)
|
||||
const cacheKey = this.generateCacheKey(queryType, componentTypes);
|
||||
|
||||
// 检查是否已存在响应式查询
|
||||
let reactiveQuery = this._reactiveQueries.get(cacheKey);
|
||||
|
||||
if (!reactiveQuery) {
|
||||
// 创建查询条件
|
||||
const mask = this.createComponentMask(componentTypes);
|
||||
const condition: QueryCondition = {
|
||||
type: queryType,
|
||||
componentTypes,
|
||||
mask
|
||||
};
|
||||
|
||||
// 创建响应式查询(禁用批量模式,保持实时性)
|
||||
reactiveQuery = new ReactiveQuery(condition, {
|
||||
enableBatchMode: false,
|
||||
debug: false
|
||||
});
|
||||
|
||||
// 初始化查询结果(使用传统方式获取初始数据)
|
||||
const initialEntities = this.executeTraditionalQuery(queryType, componentTypes);
|
||||
reactiveQuery.initializeWith(initialEntities);
|
||||
|
||||
// 注册响应式查询
|
||||
this._reactiveQueries.set(cacheKey, reactiveQuery);
|
||||
|
||||
// 为每个组件类型注册索引
|
||||
for (const type of componentTypes) {
|
||||
let queries = this._reactiveQueriesByComponent.get(type);
|
||||
if (!queries) {
|
||||
queries = new Set();
|
||||
this._reactiveQueriesByComponent.set(type, queries);
|
||||
}
|
||||
queries.add(reactiveQuery);
|
||||
}
|
||||
|
||||
this._logger.debug(`创建内部响应式查询缓存: ${cacheKey}`);
|
||||
}
|
||||
|
||||
return reactiveQuery;
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行传统查询(内部使用,用于响应式查询初始化)
|
||||
*
|
||||
* @param queryType 查询类型
|
||||
* @param componentTypes 组件类型列表
|
||||
* @returns 匹配的实体列表
|
||||
*/
|
||||
private executeTraditionalQuery(
|
||||
queryType: QueryConditionType,
|
||||
componentTypes: ComponentType[]
|
||||
): Entity[] {
|
||||
switch (queryType) {
|
||||
case QueryConditionType.ALL: {
|
||||
const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'AND');
|
||||
const entities: Entity[] = [];
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
for (const entity of archetype.entities) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
return entities;
|
||||
}
|
||||
case QueryConditionType.ANY: {
|
||||
const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'OR');
|
||||
const entities: Entity[] = [];
|
||||
for (const archetype of archetypeResult.archetypes) {
|
||||
for (const entity of archetype.entities) {
|
||||
entities.push(entity);
|
||||
}
|
||||
}
|
||||
return entities;
|
||||
}
|
||||
case QueryConditionType.NONE: {
|
||||
const mask = this.createComponentMask(componentTypes);
|
||||
return this.entities.filter(entity =>
|
||||
BitMask64Utils.hasNone(entity.componentMask, mask)
|
||||
);
|
||||
}
|
||||
default:
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知所有响应式查询实体已添加
|
||||
*
|
||||
* 使用组件类型索引,只通知关心该实体组件的查询
|
||||
*
|
||||
* @param entity 添加的实体
|
||||
*/
|
||||
private notifyReactiveQueriesEntityAdded(entity: Entity): void {
|
||||
if (this._reactiveQueries.size === 0) return;
|
||||
|
||||
const notified = new Set<ReactiveQuery>();
|
||||
|
||||
for (const component of entity.components) {
|
||||
const componentType = component.constructor as ComponentType;
|
||||
const queries = this._reactiveQueriesByComponent.get(componentType);
|
||||
|
||||
if (queries) {
|
||||
for (const query of queries) {
|
||||
if (!notified.has(query)) {
|
||||
query.notifyEntityAdded(entity);
|
||||
notified.add(query);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知响应式查询实体已移除
|
||||
*
|
||||
* 使用组件类型索引,只通知关心该实体组件的查询
|
||||
*
|
||||
* @param entity 移除的实体
|
||||
* @param componentTypes 实体移除前的组件类型列表
|
||||
*/
|
||||
private notifyReactiveQueriesEntityRemoved(entity: Entity, componentTypes: ComponentType[]): void {
|
||||
if (this._reactiveQueries.size === 0) return;
|
||||
|
||||
const notified = new Set<ReactiveQuery>();
|
||||
|
||||
for (const componentType of componentTypes) {
|
||||
const queries = this._reactiveQueriesByComponent.get(componentType);
|
||||
if (queries) {
|
||||
for (const query of queries) {
|
||||
if (!notified.has(query)) {
|
||||
query.notifyEntityRemoved(entity);
|
||||
notified.add(query);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知响应式查询实体已移除(后备方案)
|
||||
*
|
||||
* 当实体已经清空组件时使用,通知所有查询
|
||||
*
|
||||
* @param entity 移除的实体
|
||||
*/
|
||||
private notifyReactiveQueriesEntityRemovedFallback(entity: Entity): void {
|
||||
if (this._reactiveQueries.size === 0) return;
|
||||
|
||||
for (const query of this._reactiveQueries.values()) {
|
||||
query.notifyEntityRemoved(entity);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知响应式查询实体已变化
|
||||
*
|
||||
* 使用混合策略:
|
||||
* 1. 首先通知关心实体当前组件的查询
|
||||
* 2. 然后通知所有其他查询(包括那些可能因为组件移除而不再匹配的查询)
|
||||
*
|
||||
* @param entity 变化的实体
|
||||
*/
|
||||
private notifyReactiveQueriesEntityChanged(entity: Entity): void {
|
||||
if (this._reactiveQueries.size === 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const notified = new Set<ReactiveQuery>();
|
||||
|
||||
for (const component of entity.components) {
|
||||
const componentType = component.constructor as ComponentType;
|
||||
const queries = this._reactiveQueriesByComponent.get(componentType);
|
||||
if (queries) {
|
||||
for (const query of queries) {
|
||||
if (!notified.has(query)) {
|
||||
query.notifyEntityChanged(entity);
|
||||
notified.add(query);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const query of this._reactiveQueries.values()) {
|
||||
if (!notified.has(query)) {
|
||||
query.notifyEntityChanged(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
36
packages/core/src/ECS/Core/QueryTypes.ts
Normal file
36
packages/core/src/ECS/Core/QueryTypes.ts
Normal file
@@ -0,0 +1,36 @@
|
||||
import { ComponentType } from './ComponentStorage';
|
||||
import { BitMask64Data } from '../Utils/BigIntCompatibility';
|
||||
import { Entity } from '../Entity';
|
||||
|
||||
/**
|
||||
* 查询条件类型
|
||||
*/
|
||||
export enum QueryConditionType {
|
||||
/** 必须包含所有指定组件 */
|
||||
ALL = 'all',
|
||||
/** 必须包含任意一个指定组件 */
|
||||
ANY = 'any',
|
||||
/** 不能包含任何指定组件 */
|
||||
NONE = 'none'
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询条件接口
|
||||
*/
|
||||
export interface QueryCondition {
|
||||
type: QueryConditionType;
|
||||
componentTypes: ComponentType[];
|
||||
mask: BitMask64Data;
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体查询结果接口
|
||||
*/
|
||||
export interface QueryResult {
|
||||
entities: readonly Entity[];
|
||||
count: number;
|
||||
/** 查询执行时间(毫秒) */
|
||||
executionTime: number;
|
||||
/** 是否来自缓存 */
|
||||
fromCache: boolean;
|
||||
}
|
||||
475
packages/core/src/ECS/Core/ReactiveQuery.ts
Normal file
475
packages/core/src/ECS/Core/ReactiveQuery.ts
Normal file
@@ -0,0 +1,475 @@
|
||||
import { Entity } from '../Entity';
|
||||
import { QueryCondition, QueryConditionType } from './QueryTypes';
|
||||
import { BitMask64Utils } from '../Utils/BigIntCompatibility';
|
||||
import { createLogger } from '../../Utils/Logger';
|
||||
|
||||
const logger = createLogger('ReactiveQuery');
|
||||
|
||||
/**
|
||||
* 响应式查询变化类型
|
||||
*/
|
||||
export enum ReactiveQueryChangeType {
|
||||
/** 实体添加到查询结果 */
|
||||
ADDED = 'added',
|
||||
/** 实体从查询结果移除 */
|
||||
REMOVED = 'removed',
|
||||
/** 查询结果批量更新 */
|
||||
BATCH_UPDATE = 'batch_update'
|
||||
}
|
||||
|
||||
/**
|
||||
* 响应式查询变化事件
|
||||
*/
|
||||
export interface ReactiveQueryChange {
|
||||
/** 变化类型 */
|
||||
type: ReactiveQueryChangeType;
|
||||
/** 变化的实体 */
|
||||
entity?: Entity;
|
||||
/** 批量变化的实体 */
|
||||
entities?: readonly Entity[];
|
||||
/** 新增的实体列表(仅batch_update时有效) */
|
||||
added?: readonly Entity[];
|
||||
/** 移除的实体列表(仅batch_update时有效) */
|
||||
removed?: readonly Entity[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 响应式查询监听器
|
||||
*/
|
||||
export type ReactiveQueryListener = (change: ReactiveQueryChange) => void;
|
||||
|
||||
/**
|
||||
* 响应式查询配置
|
||||
*/
|
||||
export interface ReactiveQueryConfig {
|
||||
/** 是否启用批量模式(减少通知频率) */
|
||||
enableBatchMode?: boolean;
|
||||
/** 批量模式的延迟时间(毫秒) */
|
||||
batchDelay?: number;
|
||||
/** 调试模式 */
|
||||
debug?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 响应式查询类
|
||||
*
|
||||
* 提供基于事件驱动的实体查询机制,只在实体/组件真正变化时触发通知。
|
||||
*
|
||||
* 核心特性:
|
||||
* - Event-driven: 基于事件的增量更新
|
||||
* - 精确通知: 只通知真正匹配的变化
|
||||
* - 性能优化: 避免每帧重复查询
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 创建响应式查询
|
||||
* const query = new ReactiveQuery(querySystem, {
|
||||
* type: QueryConditionType.ALL,
|
||||
* componentTypes: [Position, Velocity],
|
||||
* mask: createMask([Position, Velocity])
|
||||
* });
|
||||
*
|
||||
* // 订阅变化
|
||||
* query.subscribe((change) => {
|
||||
* if (change.type === ReactiveQueryChangeType.ADDED) {
|
||||
* console.log('新实体:', change.entity);
|
||||
* }
|
||||
* });
|
||||
*
|
||||
* // 获取当前结果
|
||||
* const entities = query.getEntities();
|
||||
* ```
|
||||
*/
|
||||
export class ReactiveQuery {
|
||||
/** 当前查询结果 */
|
||||
private _entities: Entity[] = [];
|
||||
|
||||
/** 实体ID集合,用于快速查找 */
|
||||
private _entityIdSet: Set<number> = new Set();
|
||||
|
||||
/** 查询条件 */
|
||||
private readonly _condition: QueryCondition;
|
||||
|
||||
/** 监听器列表 */
|
||||
private _listeners: ReactiveQueryListener[] = [];
|
||||
|
||||
/** 配置 */
|
||||
private readonly _config: ReactiveQueryConfig;
|
||||
|
||||
/** 批量变化缓存 */
|
||||
private _batchChanges: {
|
||||
added: Entity[];
|
||||
removed: Entity[];
|
||||
timer: ReturnType<typeof setTimeout> | null;
|
||||
};
|
||||
|
||||
/** 查询ID(用于调试) */
|
||||
private readonly _id: string;
|
||||
|
||||
/** 是否已激活 */
|
||||
private _active: boolean = true;
|
||||
|
||||
constructor(condition: QueryCondition, config: ReactiveQueryConfig = {}) {
|
||||
this._condition = condition;
|
||||
this._config = {
|
||||
enableBatchMode: config.enableBatchMode ?? true,
|
||||
batchDelay: config.batchDelay ?? 16, // 默认一帧
|
||||
debug: config.debug ?? false
|
||||
};
|
||||
|
||||
this._id = this.generateQueryId();
|
||||
|
||||
this._batchChanges = {
|
||||
added: [],
|
||||
removed: [],
|
||||
timer: null
|
||||
};
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`创建ReactiveQuery: ${this._id}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成查询ID
|
||||
*/
|
||||
private generateQueryId(): string {
|
||||
const typeStr = this._condition.type;
|
||||
const componentsStr = this._condition.componentTypes
|
||||
.map(t => t.name)
|
||||
.sort()
|
||||
.join(',');
|
||||
return `${typeStr}:${componentsStr}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 订阅查询变化
|
||||
*
|
||||
* @param listener 监听器函数
|
||||
* @returns 取消订阅的函数
|
||||
*/
|
||||
public subscribe(listener: ReactiveQueryListener): () => void {
|
||||
if (!this._active) {
|
||||
throw new Error(`Cannot subscribe to disposed ReactiveQuery ${this._id}`);
|
||||
}
|
||||
|
||||
if (typeof listener !== 'function') {
|
||||
throw new TypeError('Listener must be a function');
|
||||
}
|
||||
|
||||
this._listeners.push(listener);
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`订阅ReactiveQuery: ${this._id}, 监听器数量: ${this._listeners.length}`);
|
||||
}
|
||||
|
||||
return () => {
|
||||
const index = this._listeners.indexOf(listener);
|
||||
if (index !== -1) {
|
||||
this._listeners.splice(index, 1);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 取消所有订阅
|
||||
*/
|
||||
public unsubscribeAll(): void {
|
||||
this._listeners.length = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前查询结果
|
||||
*/
|
||||
public getEntities(): readonly Entity[] {
|
||||
return this._entities;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取查询结果数量
|
||||
*/
|
||||
public get count(): number {
|
||||
return this._entities.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查实体是否匹配查询条件
|
||||
*
|
||||
* @param entity 要检查的实体
|
||||
* @returns 是否匹配
|
||||
*/
|
||||
public matches(entity: Entity): boolean {
|
||||
const entityMask = entity.componentMask;
|
||||
|
||||
switch (this._condition.type) {
|
||||
case QueryConditionType.ALL:
|
||||
return BitMask64Utils.hasAll(entityMask, this._condition.mask);
|
||||
case QueryConditionType.ANY:
|
||||
return BitMask64Utils.hasAny(entityMask, this._condition.mask);
|
||||
case QueryConditionType.NONE:
|
||||
return BitMask64Utils.hasNone(entityMask, this._condition.mask);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知实体添加
|
||||
*
|
||||
* 当Scene中添加实体时调用
|
||||
*
|
||||
* @param entity 添加的实体
|
||||
*/
|
||||
public notifyEntityAdded(entity: Entity): void {
|
||||
if (!this._active) return;
|
||||
|
||||
// 检查实体是否匹配查询条件
|
||||
if (!this.matches(entity)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 检查是否已存在
|
||||
if (this._entityIdSet.has(entity.id)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 添加到结果集
|
||||
this._entities.push(entity);
|
||||
this._entityIdSet.add(entity.id);
|
||||
|
||||
// 通知监听器
|
||||
if (this._config.enableBatchMode) {
|
||||
this.addToBatch('added', entity);
|
||||
} else {
|
||||
this.notifyListeners({
|
||||
type: ReactiveQueryChangeType.ADDED,
|
||||
entity
|
||||
});
|
||||
}
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`ReactiveQuery ${this._id}: 实体添加 ${entity.name}(${entity.id})`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知实体移除
|
||||
*
|
||||
* 当Scene中移除实体时调用
|
||||
*
|
||||
* @param entity 移除的实体
|
||||
*/
|
||||
public notifyEntityRemoved(entity: Entity): void {
|
||||
if (!this._active) return;
|
||||
|
||||
// 检查是否在结果集中
|
||||
if (!this._entityIdSet.has(entity.id)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 从结果集移除
|
||||
const index = this._entities.indexOf(entity);
|
||||
if (index !== -1) {
|
||||
this._entities.splice(index, 1);
|
||||
}
|
||||
this._entityIdSet.delete(entity.id);
|
||||
|
||||
// 通知监听器
|
||||
if (this._config.enableBatchMode) {
|
||||
this.addToBatch('removed', entity);
|
||||
} else {
|
||||
this.notifyListeners({
|
||||
type: ReactiveQueryChangeType.REMOVED,
|
||||
entity
|
||||
});
|
||||
}
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`ReactiveQuery ${this._id}: 实体移除 ${entity.name}(${entity.id})`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知实体组件变化
|
||||
*
|
||||
* 当实体的组件发生变化时调用
|
||||
*
|
||||
* @param entity 变化的实体
|
||||
*/
|
||||
public notifyEntityChanged(entity: Entity): void {
|
||||
if (!this._active) return;
|
||||
|
||||
const wasMatching = this._entityIdSet.has(entity.id);
|
||||
const isMatching = this.matches(entity);
|
||||
|
||||
if (wasMatching && !isMatching) {
|
||||
// 实体不再匹配,从结果集移除
|
||||
this.notifyEntityRemoved(entity);
|
||||
} else if (!wasMatching && isMatching) {
|
||||
// 实体现在匹配,添加到结果集
|
||||
this.notifyEntityAdded(entity);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量初始化查询结果
|
||||
*
|
||||
* @param entities 初始实体列表
|
||||
*/
|
||||
public initializeWith(entities: readonly Entity[]): void {
|
||||
// 清空现有结果
|
||||
this._entities.length = 0;
|
||||
this._entityIdSet.clear();
|
||||
|
||||
// 筛选匹配的实体
|
||||
for (const entity of entities) {
|
||||
if (this.matches(entity)) {
|
||||
this._entities.push(entity);
|
||||
this._entityIdSet.add(entity.id);
|
||||
}
|
||||
}
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`ReactiveQuery ${this._id}: 初始化 ${this._entities.length} 个实体`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加到批量变化缓存
|
||||
*/
|
||||
private addToBatch(type: 'added' | 'removed', entity: Entity): void {
|
||||
if (type === 'added') {
|
||||
this._batchChanges.added.push(entity);
|
||||
} else {
|
||||
this._batchChanges.removed.push(entity);
|
||||
}
|
||||
|
||||
// 启动批量通知定时器
|
||||
if (this._batchChanges.timer === null) {
|
||||
this._batchChanges.timer = setTimeout(() => {
|
||||
this.flushBatchChanges();
|
||||
}, this._config.batchDelay);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新批量变化
|
||||
*/
|
||||
private flushBatchChanges(): void {
|
||||
if (this._batchChanges.added.length === 0 && this._batchChanges.removed.length === 0) {
|
||||
this._batchChanges.timer = null;
|
||||
return;
|
||||
}
|
||||
|
||||
const added = [...this._batchChanges.added];
|
||||
const removed = [...this._batchChanges.removed];
|
||||
|
||||
// 清空缓存
|
||||
this._batchChanges.added.length = 0;
|
||||
this._batchChanges.removed.length = 0;
|
||||
this._batchChanges.timer = null;
|
||||
|
||||
// 通知监听器
|
||||
this.notifyListeners({
|
||||
type: ReactiveQueryChangeType.BATCH_UPDATE,
|
||||
added,
|
||||
removed,
|
||||
entities: this._entities
|
||||
});
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`ReactiveQuery ${this._id}: 批量更新 +${added.length} -${removed.length}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 通知所有监听器
|
||||
*/
|
||||
private notifyListeners(change: ReactiveQueryChange): void {
|
||||
const listeners = [...this._listeners];
|
||||
|
||||
for (const listener of listeners) {
|
||||
try {
|
||||
listener(change);
|
||||
} catch (error) {
|
||||
logger.error(`ReactiveQuery ${this._id}: 监听器执行出错`, error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 暂停响应式查询
|
||||
*
|
||||
* 暂停后不再响应实体变化,但可以继续获取当前结果
|
||||
*/
|
||||
public pause(): void {
|
||||
this._active = false;
|
||||
|
||||
// 清空批量变化缓存
|
||||
if (this._batchChanges.timer !== null) {
|
||||
clearTimeout(this._batchChanges.timer);
|
||||
this._batchChanges.timer = null;
|
||||
}
|
||||
this._batchChanges.added.length = 0;
|
||||
this._batchChanges.removed.length = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 恢复响应式查询
|
||||
*/
|
||||
public resume(): void {
|
||||
this._active = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁响应式查询
|
||||
*
|
||||
* 释放所有资源,清空监听器和结果集
|
||||
*/
|
||||
public dispose(): void {
|
||||
if (this._batchChanges.timer !== null) {
|
||||
clearTimeout(this._batchChanges.timer);
|
||||
this._batchChanges.timer = null;
|
||||
}
|
||||
|
||||
this._batchChanges.added.length = 0;
|
||||
this._batchChanges.removed.length = 0;
|
||||
|
||||
this._active = false;
|
||||
this.unsubscribeAll();
|
||||
this._entities.length = 0;
|
||||
this._entityIdSet.clear();
|
||||
|
||||
if (this._config.debug) {
|
||||
logger.debug(`ReactiveQuery ${this._id}: 已销毁`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取查询条件
|
||||
*/
|
||||
public get condition(): QueryCondition {
|
||||
return this._condition;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取查询ID
|
||||
*/
|
||||
public get id(): string {
|
||||
return this._id;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否激活
|
||||
*/
|
||||
public get active(): boolean {
|
||||
return this._active;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取监听器数量
|
||||
*/
|
||||
public get listenerCount(): number {
|
||||
return this._listeners.length;
|
||||
}
|
||||
}
|
||||
@@ -75,7 +75,7 @@ export interface SystemMetadata {
|
||||
* @ECSSystem('Physics', { updateOrder: 10 })
|
||||
* class PhysicsSystem extends EntitySystem {
|
||||
* constructor(@Inject(CollisionSystem) private collision: CollisionSystem) {
|
||||
* super(Matcher.of(Transform, RigidBody));
|
||||
* super(Matcher.empty().all(Transform, RigidBody));
|
||||
* }
|
||||
* }
|
||||
* ```
|
||||
|
||||
@@ -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';
|
||||
|
||||
@@ -527,7 +527,7 @@ export class Scene implements IScene {
|
||||
* @Injectable()
|
||||
* class PhysicsSystem extends EntitySystem {
|
||||
* constructor(@Inject(CollisionSystem) private collision: CollisionSystem) {
|
||||
* super(Matcher.of(Transform));
|
||||
* super(Matcher.empty().all(Transform));
|
||||
* }
|
||||
* }
|
||||
* scene.addEntityProcessor(PhysicsSystem);
|
||||
@@ -547,7 +547,9 @@ export class Scene implements IScene {
|
||||
constructor = systemTypeOrInstance;
|
||||
|
||||
if (this._services.isRegistered(constructor)) {
|
||||
return this._services.resolve(constructor) as T;
|
||||
const existingSystem = this._services.resolve(constructor) as T;
|
||||
this.logger.debug(`System ${constructor.name} already registered, returning existing instance`);
|
||||
return existingSystem;
|
||||
}
|
||||
|
||||
if (isInjectable(constructor)) {
|
||||
@@ -560,7 +562,17 @@ export class Scene implements IScene {
|
||||
constructor = system.constructor;
|
||||
|
||||
if (this._services.isRegistered(constructor)) {
|
||||
return system;
|
||||
const existingSystem = this._services.resolve(constructor);
|
||||
if (existingSystem === system) {
|
||||
this.logger.debug(`System ${constructor.name} instance already registered, returning it`);
|
||||
return system;
|
||||
} else {
|
||||
this.logger.warn(
|
||||
`Attempting to register a different instance of ${constructor.name}, ` +
|
||||
`but type is already registered. Returning existing instance.`
|
||||
);
|
||||
return existingSystem as T;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -578,8 +590,12 @@ export class Scene implements IScene {
|
||||
|
||||
this._services.registerInstance(constructor, system);
|
||||
|
||||
injectProperties(system, this._services);
|
||||
|
||||
system.initialize();
|
||||
|
||||
this.logger.debug(`System ${constructor.name} registered and initialized`);
|
||||
|
||||
return system;
|
||||
}
|
||||
|
||||
@@ -597,7 +613,7 @@ export class Scene implements IScene {
|
||||
* @Injectable()
|
||||
* @ECSSystem('Collision', { updateOrder: 5 })
|
||||
* class CollisionSystem extends EntitySystem implements IService {
|
||||
* constructor() { super(Matcher.of(Collider)); }
|
||||
* constructor() { super(Matcher.empty().all(Collider)); }
|
||||
* dispose() {}
|
||||
* }
|
||||
*
|
||||
@@ -605,7 +621,7 @@ export class Scene implements IScene {
|
||||
* @ECSSystem('Physics', { updateOrder: 10 })
|
||||
* class PhysicsSystem extends EntitySystem implements IService {
|
||||
* constructor(@Inject(CollisionSystem) private collision: CollisionSystem) {
|
||||
* super(Matcher.of(Transform, RigidBody));
|
||||
* super(Matcher.empty().all(Transform, RigidBody));
|
||||
* }
|
||||
* dispose() {}
|
||||
* }
|
||||
|
||||
@@ -3,10 +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 type { IUpdatable } from '../Types/IUpdatable';
|
||||
import { World } from './World';
|
||||
import { WorldManager } from './WorldManager';
|
||||
import { Injectable, Inject, Updatable } from '../Core/DI';
|
||||
|
||||
/**
|
||||
* 单场景管理器
|
||||
@@ -21,13 +18,15 @@ import { Injectable, Inject, Updatable } from '../Core/DI';
|
||||
* - 简单直观的API
|
||||
* - 支持延迟场景切换
|
||||
* - 自动管理ECS API
|
||||
* - 通过依赖注入获取WorldManager的默认World
|
||||
*
|
||||
* @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() {
|
||||
@@ -36,22 +35,21 @@ import { Injectable, Inject, Updatable } from '../Core/DI';
|
||||
* }
|
||||
* }
|
||||
*
|
||||
* Core.setScene(new GameScene());
|
||||
* sceneManager.setScene(new GameScene());
|
||||
*
|
||||
* // 游戏循环
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime); // 自动更新所有服务(包括SceneManager)
|
||||
* 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)
|
||||
* Core.loadScene(new MenuScene());
|
||||
* sceneManager.loadScene(new MenuScene());
|
||||
* ```
|
||||
*/
|
||||
@Injectable()
|
||||
@Updatable(10)
|
||||
export class SceneManager implements IService, IUpdatable {
|
||||
export class SceneManager implements IService {
|
||||
/**
|
||||
* 内部默认World(从WorldManager获取)
|
||||
* 内部默认World
|
||||
*/
|
||||
private _defaultWorld: World;
|
||||
|
||||
@@ -80,18 +78,9 @@ export class SceneManager implements IService, IUpdatable {
|
||||
*/
|
||||
private static readonly DEFAULT_SCENE_ID = '__main__';
|
||||
|
||||
/**
|
||||
* 构造函数
|
||||
*
|
||||
* WorldManager通过依赖注入自动传入
|
||||
*
|
||||
* @param worldManager WorldManager实例,用于获取默认World
|
||||
*/
|
||||
constructor(
|
||||
@Inject(WorldManager) worldManager: WorldManager
|
||||
) {
|
||||
// 使用WorldManager管理的默认World
|
||||
this._defaultWorld = worldManager.getDefaultWorld();
|
||||
constructor() {
|
||||
this._defaultWorld = new World({ name: '__default__' });
|
||||
this._defaultWorld.start();
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -36,7 +36,7 @@ interface EventListenerRecord {
|
||||
* // 传统方式
|
||||
* class MovementSystem extends EntitySystem {
|
||||
* constructor() {
|
||||
* super(Matcher.of(Transform, Velocity));
|
||||
* super(Matcher.empty().all(Transform, Velocity));
|
||||
* }
|
||||
*
|
||||
* protected process(entities: readonly Entity[]): void {
|
||||
@@ -51,7 +51,7 @@ interface EventListenerRecord {
|
||||
* // 类型安全方式
|
||||
* class MovementSystem extends EntitySystem<[typeof Transform, typeof Velocity]> {
|
||||
* constructor() {
|
||||
* super(Matcher.of(Transform, Velocity));
|
||||
* super(Matcher.empty().all(Transform, Velocity));
|
||||
* }
|
||||
*
|
||||
* protected process(entities: readonly Entity[]): void {
|
||||
@@ -555,6 +555,7 @@ export abstract class EntitySystem<
|
||||
try {
|
||||
this.onBegin();
|
||||
// 查询实体并存储到帧缓存中
|
||||
// 响应式查询会自动维护最新的实体列表,updateEntityTracking会在检测到变化时invalidate
|
||||
this._entityCache.frame = this.queryEntities();
|
||||
entityCount = this._entityCache.frame.length;
|
||||
|
||||
|
||||
@@ -1,101 +0,0 @@
|
||||
import { Bits } from './Bits';
|
||||
import { getComponentTypeName } from '../Decorators';
|
||||
import { ComponentType } from "../../Types";
|
||||
|
||||
/**
|
||||
* 组件类型管理器
|
||||
* 负责管理组件类型的注册和ID分配
|
||||
* 支持无限数量的组件类型(通过自动扩展 BitMask)
|
||||
*/
|
||||
export class ComponentTypeManager {
|
||||
private static _instance: ComponentTypeManager;
|
||||
private _componentTypes = new Map<Function, number>();
|
||||
private _typeNames = new Map<number, string>();
|
||||
private _nextTypeId = 0;
|
||||
|
||||
/**
|
||||
* 获取单例实例
|
||||
*/
|
||||
public static get instance(): ComponentTypeManager {
|
||||
if (!ComponentTypeManager._instance) {
|
||||
ComponentTypeManager._instance = new ComponentTypeManager();
|
||||
}
|
||||
return ComponentTypeManager._instance;
|
||||
}
|
||||
|
||||
private constructor() {}
|
||||
|
||||
/**
|
||||
* 获取组件类型的ID
|
||||
* @param componentType 组件类型构造函数
|
||||
* @returns 组件类型ID
|
||||
*/
|
||||
public getTypeId(componentType: ComponentType): number {
|
||||
let typeId = this._componentTypes.get(componentType);
|
||||
|
||||
if (typeId === undefined) {
|
||||
typeId = this._nextTypeId++;
|
||||
this._componentTypes.set(componentType, typeId);
|
||||
this._typeNames.set(typeId, getComponentTypeName(componentType));
|
||||
}
|
||||
|
||||
return typeId;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件类型名称
|
||||
* @param typeId 组件类型ID
|
||||
* @returns 组件类型名称
|
||||
*/
|
||||
public getTypeName(typeId: number): string {
|
||||
return this._typeNames.get(typeId) || 'Unknown';
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建包含指定组件类型的Bits对象
|
||||
* @param componentTypes 组件类型构造函数数组
|
||||
* @returns Bits对象
|
||||
*/
|
||||
public createBits(...componentTypes: ComponentType[]): Bits {
|
||||
const bits = new Bits();
|
||||
|
||||
for (const componentType of componentTypes) {
|
||||
const typeId = this.getTypeId(componentType);
|
||||
bits.set(typeId);
|
||||
}
|
||||
|
||||
return bits;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取实体的组件位掩码
|
||||
* @param components 组件数组
|
||||
* @returns Bits对象
|
||||
*/
|
||||
public getEntityBits(components: ComponentType[]): Bits {
|
||||
const bits = new Bits();
|
||||
|
||||
for (const component of components) {
|
||||
const typeId = this.getTypeId(component);
|
||||
bits.set(typeId);
|
||||
}
|
||||
|
||||
return bits;
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置管理器(主要用于测试)
|
||||
*/
|
||||
public reset(): void {
|
||||
this._componentTypes.clear();
|
||||
this._typeNames.clear();
|
||||
this._nextTypeId = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取已注册的组件类型数量
|
||||
*/
|
||||
public get registeredTypeCount(): number {
|
||||
return this._componentTypes.size;
|
||||
}
|
||||
}
|
||||
@@ -4,7 +4,6 @@ export { EntityProcessorList } from './EntityProcessorList';
|
||||
export { IdentifierPool } from './IdentifierPool';
|
||||
export { Matcher } from './Matcher';
|
||||
export { Bits } from './Bits';
|
||||
export { ComponentTypeManager } from './ComponentTypeManager';
|
||||
export { BitMask64Utils, BitMask64Data } from './BigIntCompatibility';
|
||||
export { SparseSet } from './SparseSet';
|
||||
export { ComponentSparseSet } from './ComponentSparseSet';
|
||||
@@ -1,8 +1,6 @@
|
||||
import { World, IWorldConfig } from './World';
|
||||
import { createLogger } from '../Utils/Logger';
|
||||
import type { IService } from '../Core/ServiceContainer';
|
||||
import type { IUpdatable } from '../Types/IUpdatable';
|
||||
import { Injectable, Updatable } from '../Core/DI';
|
||||
|
||||
const logger = createLogger('WorldManager');
|
||||
|
||||
@@ -14,28 +12,21 @@ export interface IWorldManagerConfig {
|
||||
* 最大World数量
|
||||
*/
|
||||
maxWorlds?: number;
|
||||
|
||||
|
||||
/**
|
||||
* 是否自动清理空World
|
||||
*/
|
||||
autoCleanup?: boolean;
|
||||
|
||||
|
||||
/**
|
||||
* 清理间隔(毫秒)
|
||||
*/
|
||||
cleanupInterval?: number;
|
||||
|
||||
|
||||
/**
|
||||
* 是否启用调试模式
|
||||
*/
|
||||
debug?: boolean;
|
||||
|
||||
/**
|
||||
* 是否创建默认World(默认true)
|
||||
*
|
||||
* 当通过Core使用时应该为true,直接使用WorldManager时可设为false
|
||||
*/
|
||||
createDefaultWorld?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -66,18 +57,12 @@ export interface IWorldManagerConfig {
|
||||
*
|
||||
* // 游戏循环
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime); // 自动更新所有@Updatable服务(包括WorldManager)
|
||||
* Core.update(deltaTime);
|
||||
* worldManager.updateAll(); // 更新所有活跃World
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
@Injectable()
|
||||
@Updatable(5)
|
||||
export class WorldManager implements IService, IUpdatable {
|
||||
/**
|
||||
* 默认World的ID
|
||||
*/
|
||||
public static readonly DEFAULT_WORLD_ID = '__default__';
|
||||
|
||||
export class WorldManager implements IService {
|
||||
private readonly _config: IWorldManagerConfig;
|
||||
private readonly _worlds: Map<string, World> = new Map();
|
||||
private readonly _activeWorlds: Set<string> = new Set();
|
||||
@@ -90,26 +75,16 @@ export class WorldManager implements IService, IUpdatable {
|
||||
autoCleanup: true,
|
||||
cleanupInterval: 30000, // 30秒
|
||||
debug: false,
|
||||
createDefaultWorld: true, // 默认创建
|
||||
...config
|
||||
};
|
||||
|
||||
// 默认启动运行状态
|
||||
this._isRunning = true;
|
||||
|
||||
// 如果配置要求,创建并注册默认World
|
||||
if (this._config.createDefaultWorld) {
|
||||
const defaultWorld = new World({ name: WorldManager.DEFAULT_WORLD_ID });
|
||||
this._worlds.set(WorldManager.DEFAULT_WORLD_ID, defaultWorld);
|
||||
this._activeWorlds.add(WorldManager.DEFAULT_WORLD_ID);
|
||||
defaultWorld.start();
|
||||
}
|
||||
|
||||
logger.info('WorldManager已初始化', {
|
||||
maxWorlds: this._config.maxWorlds,
|
||||
autoCleanup: this._config.autoCleanup,
|
||||
cleanupInterval: this._config.cleanupInterval,
|
||||
defaultWorldCreated: this._config.createDefaultWorld
|
||||
cleanupInterval: this._config.cleanupInterval
|
||||
});
|
||||
|
||||
this.startCleanupTimer();
|
||||
@@ -117,22 +92,6 @@ export class WorldManager implements IService, IUpdatable {
|
||||
|
||||
// ===== World管理 =====
|
||||
|
||||
/**
|
||||
* 获取默认World
|
||||
*
|
||||
* 默认World由WorldManager自动创建,供SceneManager使用。
|
||||
* 此方法主要供SceneManager内部使用。
|
||||
*
|
||||
* @returns 默认World实例
|
||||
*/
|
||||
public getDefaultWorld(): World {
|
||||
const defaultWorld = this._worlds.get(WorldManager.DEFAULT_WORLD_ID);
|
||||
if (!defaultWorld) {
|
||||
throw new Error('默认World不存在,这不应该发生');
|
||||
}
|
||||
return defaultWorld;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建新World
|
||||
*/
|
||||
@@ -164,16 +123,8 @@ export class WorldManager implements IService, IUpdatable {
|
||||
|
||||
/**
|
||||
* 移除World
|
||||
*
|
||||
* 注意:默认World不能被删除
|
||||
*/
|
||||
public removeWorld(worldId: string): boolean {
|
||||
// 防止删除默认World
|
||||
if (worldId === WorldManager.DEFAULT_WORLD_ID) {
|
||||
logger.warn('无法删除默认World');
|
||||
return false;
|
||||
}
|
||||
|
||||
const world = this._worlds.get(worldId);
|
||||
if (!world) {
|
||||
return false;
|
||||
@@ -246,12 +197,18 @@ export class WorldManager implements IService, IUpdatable {
|
||||
/**
|
||||
* 更新所有活跃的World
|
||||
*
|
||||
* 此方法由ServiceContainer自动调用(@Updatable装饰器)
|
||||
* 应该在每帧的游戏循环中调用。
|
||||
* 会自动更新所有活跃World的全局系统和场景。
|
||||
*
|
||||
* @param deltaTime 帧时间间隔(未使用,保留用于接口兼容)
|
||||
* @example
|
||||
* ```typescript
|
||||
* function gameLoop(deltaTime: number) {
|
||||
* Core.update(deltaTime); // 更新全局服务
|
||||
* worldManager.updateAll(); // 更新所有World
|
||||
* }
|
||||
* ```
|
||||
*/
|
||||
public update(deltaTime?: number): void {
|
||||
public updateAll(): void {
|
||||
if (!this._isRunning) return;
|
||||
|
||||
for (const worldId of this._activeWorlds) {
|
||||
|
||||
@@ -15,4 +15,6 @@ export * from './Core/Storage';
|
||||
export * from './Core/StorageDecorators';
|
||||
export * from './Serialization';
|
||||
export { ReferenceTracker, getSceneByEntityId } from './Core/ReferenceTracker';
|
||||
export type { EntityRefRecord } from './Core/ReferenceTracker';
|
||||
export type { EntityRefRecord } from './Core/ReferenceTracker';
|
||||
export { ReactiveQuery, ReactiveQueryChangeType } from './Core/ReactiveQuery';
|
||||
export type { ReactiveQueryChange, ReactiveQueryListener, ReactiveQueryConfig } from './Core/ReactiveQuery';
|
||||
45
packages/core/src/Utils/Debug/DebugConfigService.ts
Normal file
45
packages/core/src/Utils/Debug/DebugConfigService.ts
Normal file
@@ -0,0 +1,45 @@
|
||||
import { IECSDebugConfig } from '../../Types';
|
||||
import { Injectable } from '../../Core/DI/Decorators';
|
||||
import type { IService } from '../../Core/ServiceContainer';
|
||||
|
||||
/**
|
||||
* 调试配置服务
|
||||
*
|
||||
* 管理调试系统的配置信息
|
||||
*/
|
||||
@Injectable()
|
||||
export class DebugConfigService implements IService {
|
||||
private _config: IECSDebugConfig;
|
||||
|
||||
constructor() {
|
||||
this._config = {
|
||||
enabled: false,
|
||||
websocketUrl: '',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
public setConfig(config: IECSDebugConfig): void {
|
||||
this._config = config;
|
||||
}
|
||||
|
||||
public getConfig(): IECSDebugConfig {
|
||||
return this._config;
|
||||
}
|
||||
|
||||
public isEnabled(): boolean {
|
||||
return this._config.enabled;
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
// 清理资源
|
||||
}
|
||||
}
|
||||
@@ -10,17 +10,20 @@ import { ComponentPoolManager } from '../../ECS/Core/ComponentPool';
|
||||
import { Pool } from '../../Utils/Pool';
|
||||
import { getComponentInstanceTypeName, getSystemInstanceTypeName } from '../../ECS/Decorators';
|
||||
import type { IService } from '../../Core/ServiceContainer';
|
||||
import type { IUpdatable } from '../../Types/IUpdatable';
|
||||
import { SceneManager } from '../../ECS/SceneManager';
|
||||
import { PerformanceMonitor } from '../PerformanceMonitor';
|
||||
import { Injectable, Inject, Updatable } from '../../Core/DI/Decorators';
|
||||
import { DebugConfigService } from './DebugConfigService';
|
||||
|
||||
/**
|
||||
* 调试管理器
|
||||
*
|
||||
* 整合所有调试数据收集器,负责收集和发送调试数据
|
||||
*
|
||||
* 通过构造函数接收SceneManager和PerformanceMonitor,避免直接依赖Core实例
|
||||
*/
|
||||
export class DebugManager implements IService {
|
||||
@Injectable()
|
||||
@Updatable()
|
||||
export class DebugManager implements IService, IUpdatable {
|
||||
private config: IECSDebugConfig;
|
||||
private webSocketManager: WebSocketManager;
|
||||
private entityCollector: EntityDataCollector;
|
||||
@@ -36,18 +39,12 @@ export class DebugManager implements IService {
|
||||
private sendInterval: number;
|
||||
private isRunning: boolean = false;
|
||||
|
||||
/**
|
||||
* 构造调试管理器
|
||||
* @param sceneManager 场景管理器
|
||||
* @param performanceMonitor 性能监控器
|
||||
* @param config 调试配置
|
||||
*/
|
||||
constructor(
|
||||
sceneManager: SceneManager,
|
||||
performanceMonitor: PerformanceMonitor,
|
||||
config: IECSDebugConfig
|
||||
@Inject(SceneManager) sceneManager: SceneManager,
|
||||
@Inject(PerformanceMonitor) performanceMonitor: PerformanceMonitor,
|
||||
@Inject(DebugConfigService) configService: DebugConfigService
|
||||
) {
|
||||
this.config = config;
|
||||
this.config = configService.getConfig();
|
||||
this.sceneManager = sceneManager;
|
||||
this.performanceMonitor = performanceMonitor;
|
||||
|
||||
@@ -60,15 +57,15 @@ export class DebugManager implements IService {
|
||||
|
||||
// 初始化WebSocket管理器
|
||||
this.webSocketManager = new WebSocketManager(
|
||||
config.websocketUrl,
|
||||
config.autoReconnect !== false
|
||||
this.config.websocketUrl,
|
||||
this.config.autoReconnect !== false
|
||||
);
|
||||
|
||||
// 设置消息处理回调
|
||||
this.webSocketManager.setMessageHandler(this.handleMessage.bind(this));
|
||||
|
||||
// 计算发送间隔(基于帧率)
|
||||
const debugFrameRate = config.debugFrameRate || 30;
|
||||
const debugFrameRate = this.config.debugFrameRate || 30;
|
||||
this.sendInterval = 1000 / debugFrameRate;
|
||||
|
||||
this.start();
|
||||
@@ -116,16 +113,12 @@ export class DebugManager implements IService {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 帧更新回调
|
||||
*/
|
||||
public onFrameUpdate(deltaTime: number): void {
|
||||
public update(deltaTime?: number): void {
|
||||
if (!this.isRunning || !this.config.enabled) return;
|
||||
|
||||
this.frameCounter++;
|
||||
const currentTime = Date.now();
|
||||
|
||||
// 基于配置的帧率发送数据
|
||||
if (currentTime - this.lastSendTime >= this.sendInterval) {
|
||||
this.sendDebugData();
|
||||
this.lastSendTime = currentTime;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
import { IEntityDebugData } from '../../Types';
|
||||
import { Entity } from '../../ECS/Entity';
|
||||
import { Component } from '../../ECS/Component';
|
||||
import { ComponentTypeManager } from '../../ECS/Utils/ComponentTypeManager';
|
||||
import { getComponentInstanceTypeName, getSystemInstanceTypeName } from '../../ECS/Decorators';
|
||||
import { IScene } from '../../ECS/IScene';
|
||||
|
||||
@@ -722,20 +721,7 @@ export class EntityDataCollector {
|
||||
properties: Record<string, any>;
|
||||
}> {
|
||||
return components.map((component: Component) => {
|
||||
let typeName = getComponentInstanceTypeName(component);
|
||||
|
||||
if (!typeName || typeName === 'Object' || typeName === 'Function') {
|
||||
try {
|
||||
const typeManager = ComponentTypeManager.instance;
|
||||
const componentType = component.constructor as any;
|
||||
const typeId = typeManager.getTypeId(componentType);
|
||||
typeName = typeManager.getTypeName(typeId);
|
||||
} catch (error) {
|
||||
typeName = 'UnknownComponent';
|
||||
}
|
||||
}
|
||||
|
||||
// 提取实际的组件属性
|
||||
const typeName = getComponentInstanceTypeName(component);
|
||||
const properties: Record<string, any> = {};
|
||||
|
||||
try {
|
||||
|
||||
@@ -4,4 +4,5 @@ export { PerformanceDataCollector } from './PerformanceDataCollector';
|
||||
export { ComponentDataCollector } from './ComponentDataCollector';
|
||||
export { SceneDataCollector } from './SceneDataCollector';
|
||||
export { WebSocketManager } from './WebSocketManager';
|
||||
export { DebugManager } from './DebugManager';
|
||||
export { DebugManager } from './DebugManager';
|
||||
export { DebugConfigService } from './DebugConfigService';
|
||||
668
packages/core/tests/DebugManager.test.ts
Normal file
668
packages/core/tests/DebugManager.test.ts
Normal file
@@ -0,0 +1,668 @@
|
||||
import { Core } from '../src/Core';
|
||||
import { Scene } from '../src/ECS/Scene';
|
||||
import { DebugManager } from '../src/Utils/Debug/DebugManager';
|
||||
import { DebugConfigService } from '../src/Utils/Debug/DebugConfigService';
|
||||
import { IECSDebugConfig } from '../src/Types';
|
||||
import { createLogger } from '../src/Utils/Logger';
|
||||
|
||||
const logger = createLogger('DebugManagerTest');
|
||||
|
||||
class TestScene extends Scene {
|
||||
public initializeCalled = false;
|
||||
|
||||
public override initialize(): void {
|
||||
this.initializeCalled = true;
|
||||
}
|
||||
|
||||
public override begin(): void {
|
||||
}
|
||||
|
||||
public override end(): void {
|
||||
}
|
||||
}
|
||||
|
||||
describe('DebugManager DI Architecture Tests', () => {
|
||||
let originalConsoleWarn: typeof console.warn;
|
||||
let originalConsoleError: typeof console.error;
|
||||
|
||||
beforeEach(() => {
|
||||
(Core as any)._instance = null;
|
||||
originalConsoleWarn = console.warn;
|
||||
originalConsoleError = console.error;
|
||||
console.warn = jest.fn();
|
||||
console.error = jest.fn();
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
console.warn = originalConsoleWarn;
|
||||
console.error = originalConsoleError;
|
||||
if (Core.Instance) {
|
||||
Core.destroy();
|
||||
}
|
||||
});
|
||||
|
||||
describe('DebugConfigService - Configuration Service', () => {
|
||||
test('should create with default configuration', () => {
|
||||
const configService = new DebugConfigService();
|
||||
const config = configService.getConfig();
|
||||
|
||||
expect(config).toBeDefined();
|
||||
expect(config.enabled).toBe(false);
|
||||
expect(config.websocketUrl).toBe('');
|
||||
expect(config.debugFrameRate).toBe(30);
|
||||
expect(config.autoReconnect).toBe(true);
|
||||
expect(config.channels).toBeDefined();
|
||||
});
|
||||
|
||||
test('should set and get configuration', () => {
|
||||
const configService = new DebugConfigService();
|
||||
const newConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 60,
|
||||
autoReconnect: false,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
configService.setConfig(newConfig);
|
||||
const retrievedConfig = configService.getConfig();
|
||||
|
||||
expect(retrievedConfig).toEqual(newConfig);
|
||||
expect(retrievedConfig.enabled).toBe(true);
|
||||
expect(retrievedConfig.websocketUrl).toBe('ws://localhost:9229');
|
||||
expect(retrievedConfig.debugFrameRate).toBe(60);
|
||||
});
|
||||
|
||||
test('should return correct enabled status', () => {
|
||||
const configService = new DebugConfigService();
|
||||
expect(configService.isEnabled()).toBe(false);
|
||||
|
||||
configService.setConfig({
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
});
|
||||
|
||||
expect(configService.isEnabled()).toBe(true);
|
||||
});
|
||||
|
||||
test('should implement dispose method', () => {
|
||||
const configService = new DebugConfigService();
|
||||
expect(() => configService.dispose()).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe('DebugManager - DI Initialization', () => {
|
||||
test('should initialize DebugManager through DI when debug config is enabled', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
const core = Core.create({
|
||||
debug: true,
|
||||
debugConfig: debugConfig
|
||||
});
|
||||
|
||||
expect((core as any)._debugManager).toBeDefined();
|
||||
expect((core as any)._debugManager).toBeInstanceOf(DebugManager);
|
||||
});
|
||||
|
||||
test('should not create DebugManager when debug config is disabled', () => {
|
||||
const core = Core.create({
|
||||
debug: true,
|
||||
debugConfig: {
|
||||
enabled: false,
|
||||
websocketUrl: '',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
expect((core as any)._debugManager).toBeUndefined();
|
||||
});
|
||||
|
||||
test('should not create DebugManager when no debug config provided', () => {
|
||||
const core = Core.create({ debug: true });
|
||||
expect((core as any)._debugManager).toBeUndefined();
|
||||
});
|
||||
|
||||
test('should register DebugConfigService in ServiceContainer', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({
|
||||
debug: true,
|
||||
debugConfig: debugConfig
|
||||
});
|
||||
|
||||
const configService = Core.services.resolve(DebugConfigService);
|
||||
expect(configService).toBeDefined();
|
||||
expect(configService).toBeInstanceOf(DebugConfigService);
|
||||
});
|
||||
|
||||
test('should inject all dependencies correctly', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
const core = Core.create({
|
||||
debug: true,
|
||||
debugConfig: debugConfig
|
||||
});
|
||||
|
||||
const debugManager = (core as any)._debugManager as DebugManager;
|
||||
expect(debugManager).toBeDefined();
|
||||
|
||||
const sceneManager = (debugManager as any).sceneManager;
|
||||
const performanceMonitor = (debugManager as any).performanceMonitor;
|
||||
const config = (debugManager as any).config;
|
||||
|
||||
expect(sceneManager).toBeDefined();
|
||||
expect(performanceMonitor).toBeDefined();
|
||||
expect(config).toBeDefined();
|
||||
expect(config.enabled).toBe(true);
|
||||
expect(config.websocketUrl).toBe('ws://localhost:9229');
|
||||
});
|
||||
});
|
||||
|
||||
describe('Core.enableDebug - Runtime Activation', () => {
|
||||
test('should enable debug at runtime', () => {
|
||||
const core = Core.create({ debug: true });
|
||||
expect(Core.isDebugEnabled).toBe(false);
|
||||
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.enableDebug(debugConfig);
|
||||
|
||||
expect(Core.isDebugEnabled).toBe(true);
|
||||
expect((core as any)._debugManager).toBeDefined();
|
||||
});
|
||||
|
||||
test('should create DebugConfigService when enabling debug at runtime', () => {
|
||||
Core.create({ debug: true });
|
||||
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.enableDebug(debugConfig);
|
||||
|
||||
const configService = Core.services.resolve(DebugConfigService);
|
||||
expect(configService).toBeDefined();
|
||||
expect(configService.getConfig()).toEqual(debugConfig);
|
||||
});
|
||||
|
||||
test('should update existing DebugManager config when already enabled', () => {
|
||||
const initialConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: initialConfig });
|
||||
|
||||
const updatedConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:8080',
|
||||
debugFrameRate: 60,
|
||||
autoReconnect: false,
|
||||
channels: {
|
||||
entities: false,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: false,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.enableDebug(updatedConfig);
|
||||
|
||||
expect(Core.isDebugEnabled).toBe(true);
|
||||
const debugManager = (Core.Instance as any)._debugManager;
|
||||
expect(debugManager).toBeDefined();
|
||||
});
|
||||
|
||||
test('should show warning when enabling debug without Core instance', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.enableDebug(debugConfig);
|
||||
|
||||
expect(console.warn).toHaveBeenCalledWith(
|
||||
expect.stringContaining('Core实例未创建,请先调用Core.create()')
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Core.disableDebug', () => {
|
||||
test('should disable debug functionality', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: debugConfig });
|
||||
expect(Core.isDebugEnabled).toBe(true);
|
||||
|
||||
Core.disableDebug();
|
||||
|
||||
expect(Core.isDebugEnabled).toBe(false);
|
||||
expect((Core.Instance as any)._debugManager).toBeUndefined();
|
||||
});
|
||||
|
||||
test('should handle disabling when Core instance does not exist', () => {
|
||||
expect(() => Core.disableDebug()).not.toThrow();
|
||||
});
|
||||
|
||||
test('should handle disabling when debug was never enabled', () => {
|
||||
Core.create({ debug: true });
|
||||
expect(() => Core.disableDebug()).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe('DebugManager - Auto Update Integration', () => {
|
||||
test('should be registered as updatable service', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: debugConfig });
|
||||
|
||||
const serviceContainer = (Core.Instance as any)._serviceContainer;
|
||||
const updatableCount = serviceContainer.getUpdatableCount();
|
||||
|
||||
expect(updatableCount).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test('should be updated during Core.update cycle', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
const core = Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const debugManager = (core as any)._debugManager as DebugManager;
|
||||
const updateSpy = jest.spyOn(debugManager, 'update');
|
||||
|
||||
Core.update(0.016);
|
||||
|
||||
expect(updateSpy).toHaveBeenCalledWith(0.016);
|
||||
});
|
||||
});
|
||||
|
||||
describe('DebugManager - Scene Integration', () => {
|
||||
test('should respond to scene changes', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
const core = Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const debugManager = (core as any)._debugManager as DebugManager;
|
||||
const sceneChangeSpy = jest.spyOn(debugManager, 'onSceneChanged');
|
||||
|
||||
const testScene = new TestScene();
|
||||
Core.setScene(testScene);
|
||||
|
||||
expect(sceneChangeSpy).toHaveBeenCalled();
|
||||
});
|
||||
|
||||
test('should collect debug data from current scene', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const testScene = new TestScene();
|
||||
Core.setScene(testScene);
|
||||
|
||||
const debugData = Core.getDebugData();
|
||||
|
||||
expect(debugData).toBeDefined();
|
||||
expect(debugData).toHaveProperty('timestamp');
|
||||
expect(debugData).toHaveProperty('frameworkVersion');
|
||||
expect(debugData).toHaveProperty('currentScene');
|
||||
});
|
||||
});
|
||||
|
||||
describe('DebugManager - Configuration Management', () => {
|
||||
test('should use correct debug frame rate', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 60,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
const core = Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const debugManager = (core as any)._debugManager as DebugManager;
|
||||
const sendInterval = (debugManager as any).sendInterval;
|
||||
|
||||
expect(sendInterval).toBe(1000 / 60);
|
||||
});
|
||||
|
||||
test('should handle channel configuration correctly', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: false,
|
||||
performance: false,
|
||||
components: true,
|
||||
scenes: false
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const testScene = new TestScene();
|
||||
Core.setScene(testScene);
|
||||
|
||||
const debugData = Core.getDebugData() as any;
|
||||
|
||||
expect(debugData.entities).toBeDefined();
|
||||
expect(debugData.components).toBeDefined();
|
||||
expect(debugData.systems).toBeUndefined();
|
||||
expect(debugData.performance).toBeUndefined();
|
||||
expect(debugData.scenes).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('DebugManager - Lifecycle', () => {
|
||||
test('should start automatically on creation', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
const core = Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const debugManager = (core as any)._debugManager as DebugManager;
|
||||
const isRunning = (debugManager as any).isRunning;
|
||||
|
||||
expect(isRunning).toBe(true);
|
||||
});
|
||||
|
||||
test('should stop when disabling debug', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const debugManager = (Core.Instance as any)._debugManager as DebugManager;
|
||||
const stopSpy = jest.spyOn(debugManager, 'stop');
|
||||
|
||||
Core.disableDebug();
|
||||
|
||||
expect(stopSpy).toHaveBeenCalled();
|
||||
});
|
||||
|
||||
test('should dispose properly on Core.destroy', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const debugManager = (Core.Instance as any)._debugManager as DebugManager;
|
||||
const stopSpy = jest.spyOn(debugManager, 'stop');
|
||||
|
||||
Core.destroy();
|
||||
|
||||
expect(stopSpy).toHaveBeenCalled();
|
||||
});
|
||||
});
|
||||
|
||||
describe('DebugManager - Pure DI Architecture Validation', () => {
|
||||
test('should resolve all dependencies through ServiceContainer', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: debugConfig });
|
||||
|
||||
const debugConfigService = Core.services.resolve(DebugConfigService);
|
||||
expect(debugConfigService).toBeDefined();
|
||||
|
||||
const config = debugConfigService.getConfig();
|
||||
expect(config).toEqual(debugConfig);
|
||||
});
|
||||
|
||||
test('should not have mixed DI patterns', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
const core = Core.create({ debug: true, debugConfig: debugConfig });
|
||||
const debugManager = (core as any)._debugManager as DebugManager;
|
||||
|
||||
const sceneManager = (debugManager as any).sceneManager;
|
||||
const performanceMonitor = (debugManager as any).performanceMonitor;
|
||||
const config = (debugManager as any).config;
|
||||
|
||||
expect(sceneManager).toBeDefined();
|
||||
expect(performanceMonitor).toBeDefined();
|
||||
expect(config).toBeDefined();
|
||||
expect(config.enabled).toBe(true);
|
||||
});
|
||||
|
||||
test('should use factory pattern for registration', () => {
|
||||
const debugConfig: IECSDebugConfig = {
|
||||
enabled: true,
|
||||
websocketUrl: 'ws://localhost:9229',
|
||||
debugFrameRate: 30,
|
||||
autoReconnect: true,
|
||||
channels: {
|
||||
entities: true,
|
||||
systems: true,
|
||||
performance: true,
|
||||
components: true,
|
||||
scenes: true
|
||||
}
|
||||
};
|
||||
|
||||
Core.create({ debug: true, debugConfig: debugConfig });
|
||||
|
||||
const debugManager1 = (Core.Instance as any)._debugManager;
|
||||
const debugManager2 = Core.services.resolve(DebugManager);
|
||||
|
||||
expect(debugManager1).toBe(debugManager2);
|
||||
});
|
||||
});
|
||||
});
|
||||
94
packages/core/tests/ECS/Core/MinimalSystemInit.test.ts
Normal file
94
packages/core/tests/ECS/Core/MinimalSystemInit.test.ts
Normal file
@@ -0,0 +1,94 @@
|
||||
import { Scene } from '../../../src/ECS/Scene';
|
||||
import { Entity } from '../../../src/ECS/Entity';
|
||||
import { Component } from '../../../src/ECS/Component';
|
||||
import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
|
||||
import { Matcher } from '../../../src/ECS/Utils/Matcher';
|
||||
import { ComponentRegistry } from '../../../src/ECS/Core/ComponentStorage';
|
||||
|
||||
// 简单的测试组件
|
||||
class HealthComponent extends Component {
|
||||
public health: number;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [health = 100] = args as [number?];
|
||||
this.health = health;
|
||||
}
|
||||
}
|
||||
|
||||
// 简单的测试系统
|
||||
class HealthSystem extends EntitySystem {
|
||||
public onAddedEntities: Entity[] = [];
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(HealthComponent));
|
||||
}
|
||||
|
||||
protected override onAdded(entity: Entity): void {
|
||||
console.log('[HealthSystem] onAdded called:', { id: entity.id, name: entity.name });
|
||||
this.onAddedEntities.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
describe('MinimalSystemInit - 最小化系统初始化测试', () => {
|
||||
let scene: Scene;
|
||||
|
||||
beforeEach(() => {
|
||||
ComponentRegistry.reset();
|
||||
scene = new Scene();
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
if (scene) {
|
||||
scene.end();
|
||||
}
|
||||
});
|
||||
|
||||
test('先创建实体和组件,再添加系统 - 应该触发onAdded', () => {
|
||||
console.log('\\n=== Test 1: 先创建实体再添加系统 ===');
|
||||
|
||||
// 1. 创建实体并添加组件
|
||||
const entity = scene.createEntity('TestEntity');
|
||||
entity.addComponent(new HealthComponent(100));
|
||||
|
||||
console.log('[Test] Entity created with HealthComponent');
|
||||
console.log('[Test] ComponentRegistry registered types:', ComponentRegistry.getRegisteredCount());
|
||||
|
||||
// 2. 验证QuerySystem能查询到实体
|
||||
const queryResult = scene.querySystem.queryAll(HealthComponent);
|
||||
console.log('[Test] QuerySystem result:', { count: queryResult.count });
|
||||
|
||||
// 3. 添加系统
|
||||
const system = new HealthSystem();
|
||||
console.log('[Test] Adding system to scene...');
|
||||
scene.addEntityProcessor(system);
|
||||
|
||||
console.log('[Test] System added, onAddedEntities.length =', system.onAddedEntities.length);
|
||||
|
||||
// 4. 验证
|
||||
expect(system.onAddedEntities).toHaveLength(1);
|
||||
});
|
||||
|
||||
test('先添加系统,再创建实体和组件 - 应该在update时触发onAdded', () => {
|
||||
console.log('\\n=== Test 2: 先添加系统再创建实体 ===');
|
||||
|
||||
// 1. 先添加系统
|
||||
const system = new HealthSystem();
|
||||
scene.addEntityProcessor(system);
|
||||
console.log('[Test] System added, onAddedEntities.length =', system.onAddedEntities.length);
|
||||
|
||||
// 2. 创建实体并添加组件
|
||||
const entity = scene.createEntity('TestEntity');
|
||||
entity.addComponent(new HealthComponent(100));
|
||||
console.log('[Test] Entity created with HealthComponent');
|
||||
|
||||
// 3. 调用update触发系统查询
|
||||
console.log('[Test] Calling scene.update()...');
|
||||
scene.update();
|
||||
|
||||
console.log('[Test] After update, onAddedEntities.length =', system.onAddedEntities.length);
|
||||
|
||||
// 4. 验证
|
||||
expect(system.onAddedEntities).toHaveLength(1);
|
||||
});
|
||||
});
|
||||
160
packages/core/tests/ECS/Core/MultiSystemInit.test.ts
Normal file
160
packages/core/tests/ECS/Core/MultiSystemInit.test.ts
Normal file
@@ -0,0 +1,160 @@
|
||||
import { Scene } from '../../../src/ECS/Scene';
|
||||
import { Entity } from '../../../src/ECS/Entity';
|
||||
import { Component } from '../../../src/ECS/Component';
|
||||
import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
|
||||
import { Matcher } from '../../../src/ECS/Utils/Matcher';
|
||||
import { ComponentRegistry } from '../../../src/ECS/Core/ComponentStorage';
|
||||
|
||||
// 测试组件
|
||||
class PositionComponent extends Component {
|
||||
public x: number;
|
||||
public y: number;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [x = 0, y = 0] = args as [number?, number?];
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
class VelocityComponent extends Component {
|
||||
public vx: number;
|
||||
public vy: number;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [vx = 0, vy = 0] = args as [number?, number?];
|
||||
this.vx = vx;
|
||||
this.vy = vy;
|
||||
}
|
||||
}
|
||||
|
||||
class HealthComponent extends Component {
|
||||
public health: number;
|
||||
|
||||
constructor(...args: unknown[]) {
|
||||
super();
|
||||
const [health = 100] = args as [number?];
|
||||
this.health = health;
|
||||
}
|
||||
}
|
||||
|
||||
// 测试系统
|
||||
class MovementSystem extends EntitySystem {
|
||||
public onAddedEntities: Entity[] = [];
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(PositionComponent, VelocityComponent));
|
||||
}
|
||||
|
||||
protected override onAdded(entity: Entity): void {
|
||||
console.log('[MovementSystem] onAdded:', { id: entity.id, name: entity.name });
|
||||
this.onAddedEntities.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
class HealthSystem extends EntitySystem {
|
||||
public onAddedEntities: Entity[] = [];
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(HealthComponent));
|
||||
}
|
||||
|
||||
protected override onAdded(entity: Entity): void {
|
||||
console.log('[HealthSystem] onAdded:', { id: entity.id, name: entity.name });
|
||||
this.onAddedEntities.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
describe('MultiSystemInit - 多系统初始化测试', () => {
|
||||
let scene: Scene;
|
||||
|
||||
beforeEach(() => {
|
||||
ComponentRegistry.reset();
|
||||
scene = new Scene();
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
if (scene) {
|
||||
scene.end();
|
||||
}
|
||||
});
|
||||
|
||||
test('多个系统同时响应同一实体 - 复现失败场景', () => {
|
||||
console.log('\\n=== Test: 多个系统同时响应同一实体 ===');
|
||||
|
||||
// 1. 创建实体并添加所有组件
|
||||
const entity = scene.createEntity('Entity');
|
||||
entity.addComponent(new PositionComponent(0, 0));
|
||||
entity.addComponent(new VelocityComponent(1, 1));
|
||||
entity.addComponent(new HealthComponent(100));
|
||||
|
||||
console.log('[Test] Entity created with Position, Velocity, Health');
|
||||
console.log('[Test] ComponentRegistry registered types:', ComponentRegistry.getRegisteredCount());
|
||||
|
||||
// 2. 验证QuerySystem能查询到实体
|
||||
const movementQuery = scene.querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
const healthQuery = scene.querySystem.queryAll(HealthComponent);
|
||||
console.log('[Test] MovementQuery result:', { count: movementQuery.count });
|
||||
console.log('[Test] HealthQuery result:', { count: healthQuery.count });
|
||||
|
||||
// 3. 添加两个系统
|
||||
console.log('[Test] Adding MovementSystem...');
|
||||
const movementSystem = new MovementSystem();
|
||||
scene.addEntityProcessor(movementSystem);
|
||||
console.log('[Test] MovementSystem added, onAddedEntities.length =', movementSystem.onAddedEntities.length);
|
||||
|
||||
console.log('[Test] Adding HealthSystem...');
|
||||
const healthSystem = new HealthSystem();
|
||||
scene.addEntityProcessor(healthSystem);
|
||||
console.log('[Test] HealthSystem added, onAddedEntities.length =', healthSystem.onAddedEntities.length);
|
||||
|
||||
// 4. 验证
|
||||
console.log('[Test] Final check:');
|
||||
console.log(' MovementSystem.onAddedEntities.length =', movementSystem.onAddedEntities.length);
|
||||
console.log(' HealthSystem.onAddedEntities.length =', healthSystem.onAddedEntities.length);
|
||||
|
||||
expect(movementSystem.onAddedEntities).toHaveLength(1);
|
||||
expect(healthSystem.onAddedEntities).toHaveLength(1);
|
||||
});
|
||||
|
||||
test('不同系统匹配不同实体 - 复现失败场景', () => {
|
||||
console.log('\\n=== Test: 不同系统匹配不同实体 ===');
|
||||
|
||||
// 1. 创建两个实体
|
||||
const movingEntity = scene.createEntity('Moving');
|
||||
movingEntity.addComponent(new PositionComponent(0, 0));
|
||||
movingEntity.addComponent(new VelocityComponent(1, 1));
|
||||
|
||||
const healthEntity = scene.createEntity('Health');
|
||||
healthEntity.addComponent(new HealthComponent(100));
|
||||
|
||||
console.log('[Test] Two entities created');
|
||||
|
||||
// 2. 验证QuerySystem
|
||||
const movementQuery = scene.querySystem.queryAll(PositionComponent, VelocityComponent);
|
||||
const healthQuery = scene.querySystem.queryAll(HealthComponent);
|
||||
console.log('[Test] MovementQuery result:', { count: movementQuery.count });
|
||||
console.log('[Test] HealthQuery result:', { count: healthQuery.count });
|
||||
|
||||
// 3. 添加系统
|
||||
console.log('[Test] Adding systems...');
|
||||
const movementSystem = new MovementSystem();
|
||||
const healthSystem = new HealthSystem();
|
||||
|
||||
scene.addEntityProcessor(movementSystem);
|
||||
scene.addEntityProcessor(healthSystem);
|
||||
|
||||
console.log('[Test] Systems added');
|
||||
console.log(' MovementSystem.onAddedEntities.length =', movementSystem.onAddedEntities.length);
|
||||
console.log(' HealthSystem.onAddedEntities.length =', healthSystem.onAddedEntities.length);
|
||||
|
||||
// 4. 验证
|
||||
expect(movementSystem.onAddedEntities).toHaveLength(1);
|
||||
expect(movementSystem.onAddedEntities[0]).toBe(movingEntity);
|
||||
|
||||
expect(healthSystem.onAddedEntities).toHaveLength(1);
|
||||
expect(healthSystem.onAddedEntities[0]).toBe(healthEntity);
|
||||
});
|
||||
});
|
||||
@@ -449,22 +449,24 @@ describe('QuerySystem - 查询系统测试', () => {
|
||||
expect(parseFloat(stats.cacheStats.hitRate)).toBeLessThanOrEqual(100);
|
||||
});
|
||||
|
||||
test('缓存命中率应该在重复查询时提高', () => {
|
||||
test('缓存命中率应该在重复查询时保持高命中率', () => {
|
||||
entities[0].addComponent(new PositionComponent(10, 20));
|
||||
entities[1].addComponent(new PositionComponent(30, 40));
|
||||
|
||||
// 第一次查询(缓存未命中)
|
||||
// 第一次查询(创建响应式查询缓存)
|
||||
querySystem.queryAll(PositionComponent);
|
||||
let stats = querySystem.getStats();
|
||||
const initialHitRate = parseFloat(stats.cacheStats.hitRate);
|
||||
|
||||
// 重复查询(应该命中缓存)
|
||||
// 重复查询(应该持续命中响应式查询缓存)
|
||||
for (let i = 0; i < 10; i++) {
|
||||
querySystem.queryAll(PositionComponent);
|
||||
}
|
||||
|
||||
stats = querySystem.getStats();
|
||||
expect(parseFloat(stats.cacheStats.hitRate)).toBeGreaterThan(initialHitRate);
|
||||
// 响应式查询永远100%命中,这是期望的优化效果
|
||||
expect(parseFloat(stats.cacheStats.hitRate)).toBeGreaterThanOrEqual(initialHitRate);
|
||||
expect(parseFloat(stats.cacheStats.hitRate)).toBe(100);
|
||||
});
|
||||
|
||||
test('应该能够清理查询缓存', () => {
|
||||
|
||||
@@ -3,7 +3,6 @@ import { Entity } from '../../../src/ECS/Entity';
|
||||
import { Component } from '../../../src/ECS/Component';
|
||||
import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
|
||||
import { Matcher } from '../../../src/ECS/Utils/Matcher';
|
||||
import { ComponentTypeManager } from '../../../src/ECS/Utils/ComponentTypeManager';
|
||||
|
||||
/**
|
||||
* System初始化测试套件
|
||||
@@ -205,11 +204,16 @@ describe('SystemInitialization - 系统初始化测试', () => {
|
||||
let scene: Scene;
|
||||
|
||||
beforeEach(() => {
|
||||
ComponentTypeManager.instance.reset();
|
||||
scene = new Scene();
|
||||
scene.name = 'InitializationTestScene';
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
if (scene) {
|
||||
scene.end();
|
||||
}
|
||||
});
|
||||
|
||||
describe('初始化时序', () => {
|
||||
test('先添加实体再添加系统 - 系统应该正确初始化', () => {
|
||||
const player = scene.createEntity('Player');
|
||||
|
||||
@@ -47,6 +47,13 @@ class NetworkGlobalSystem implements IGlobalSystem {
|
||||
|
||||
/**
|
||||
* World与Core集成测试
|
||||
*
|
||||
* 注意:v3.0重构后,Core不再直接管理Scene/World
|
||||
* - 场景管理由 SceneManager 负责
|
||||
* - 多世界管理由 WorldManager 负责
|
||||
* - Core 仅负责全局服务(Timer、Performance等)
|
||||
*
|
||||
* 大部分旧的集成测试已移至 SceneManager.test.ts 和 WorldManager.test.ts
|
||||
*/
|
||||
describe('World与Core集成测试', () => {
|
||||
let worldManager: WorldManager;
|
||||
@@ -60,10 +67,8 @@ describe('World与Core集成测试', () => {
|
||||
Core.create({ debug: false });
|
||||
|
||||
// WorldManager和SceneManager不再是单例
|
||||
// SceneManager需要WorldManager的默认World,所以必须创建
|
||||
worldManager = new WorldManager({ createDefaultWorld: true });
|
||||
// SceneManager需要WorldManager实例
|
||||
sceneManager = new SceneManager(worldManager);
|
||||
worldManager = new WorldManager();
|
||||
sceneManager = new SceneManager();
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
@@ -104,8 +109,7 @@ describe('World与Core集成测试', () => {
|
||||
const world1 = worldManager.createWorld('world1');
|
||||
const world2 = worldManager.createWorld('world2');
|
||||
|
||||
// worldManager已包含默认World,所以总数是3
|
||||
expect(worldManager.worldCount).toBe(3);
|
||||
expect(worldManager.worldCount).toBe(2);
|
||||
expect(worldManager.getWorld('world1')).toBe(world1);
|
||||
expect(worldManager.getWorld('world2')).toBe(world2);
|
||||
});
|
||||
@@ -133,7 +137,7 @@ describe('World与Core集成测试', () => {
|
||||
|
||||
// 游戏循环
|
||||
Core.update(0.016); // 更新全局服务
|
||||
worldManager.update(); // 更新所有World
|
||||
worldManager.updateAll(); // 更新所有World
|
||||
|
||||
expect(world.isActive).toBe(true);
|
||||
});
|
||||
@@ -146,7 +150,7 @@ describe('World与Core集成测试', () => {
|
||||
worldManager.setWorldActive('test-world', true);
|
||||
|
||||
// 更新World
|
||||
worldManager.update();
|
||||
worldManager.updateAll();
|
||||
|
||||
expect(globalSystem.syncCount).toBeGreaterThan(0);
|
||||
});
|
||||
@@ -154,8 +158,8 @@ describe('World与Core集成测试', () => {
|
||||
|
||||
describe('隔离性测试', () => {
|
||||
test('多个WorldManager实例应该完全隔离', () => {
|
||||
const manager1 = new WorldManager({ createDefaultWorld: false });
|
||||
const manager2 = new WorldManager({ createDefaultWorld: false });
|
||||
const manager1 = new WorldManager();
|
||||
const manager2 = new WorldManager();
|
||||
|
||||
manager1.createWorld('world1');
|
||||
manager2.createWorld('world2');
|
||||
@@ -171,10 +175,8 @@ describe('World与Core集成测试', () => {
|
||||
});
|
||||
|
||||
test('多个SceneManager实例应该完全隔离', () => {
|
||||
const wm1 = new WorldManager({ createDefaultWorld: true });
|
||||
const wm2 = new WorldManager({ createDefaultWorld: true });
|
||||
const sm1 = new SceneManager(wm1);
|
||||
const sm2 = new SceneManager(wm2);
|
||||
const sm1 = new SceneManager();
|
||||
const sm2 = new SceneManager();
|
||||
|
||||
const scene1 = new Scene();
|
||||
const scene2 = new Scene();
|
||||
@@ -188,8 +190,6 @@ describe('World与Core集成测试', () => {
|
||||
// 清理
|
||||
sm1.destroy();
|
||||
sm2.destroy();
|
||||
wm1.destroy();
|
||||
wm2.destroy();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -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]);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -42,8 +42,7 @@ describe('WorldManager', () => {
|
||||
|
||||
beforeEach(() => {
|
||||
// WorldManager不再是单例,直接创建新实例
|
||||
// 测试时不创建默认World
|
||||
worldManager = new WorldManager({ createDefaultWorld: false });
|
||||
worldManager = new WorldManager();
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
@@ -60,8 +59,8 @@ describe('WorldManager', () => {
|
||||
|
||||
describe('实例化', () => {
|
||||
test('可以创建多个独立的WorldManager实例', () => {
|
||||
const manager1 = new WorldManager({ createDefaultWorld: false });
|
||||
const manager2 = new WorldManager({ createDefaultWorld: false });
|
||||
const manager1 = new WorldManager();
|
||||
const manager2 = new WorldManager();
|
||||
|
||||
expect(manager1).not.toBe(manager2);
|
||||
|
||||
@@ -77,8 +76,7 @@ describe('WorldManager', () => {
|
||||
const config: IWorldManagerConfig = {
|
||||
maxWorlds: 10,
|
||||
autoCleanup: true,
|
||||
debug: false,
|
||||
createDefaultWorld: false
|
||||
debug: false
|
||||
};
|
||||
|
||||
const instance = new WorldManager(config);
|
||||
@@ -123,7 +121,7 @@ describe('WorldManager', () => {
|
||||
});
|
||||
|
||||
test('超出最大World数量应该抛出错误', () => {
|
||||
const limitedManager = new WorldManager({ maxWorlds: 2, createDefaultWorld: false });
|
||||
const limitedManager = new WorldManager({ maxWorlds: 2 });
|
||||
|
||||
limitedManager.createWorld('world1');
|
||||
limitedManager.createWorld('world2');
|
||||
@@ -430,8 +428,7 @@ describe('WorldManager', () => {
|
||||
const invalidConfig: IWorldManagerConfig = {
|
||||
maxWorlds: -1,
|
||||
autoCleanup: true,
|
||||
debug: true,
|
||||
createDefaultWorld: false
|
||||
debug: true
|
||||
};
|
||||
|
||||
const manager = new WorldManager(invalidConfig);
|
||||
@@ -445,8 +442,7 @@ describe('WorldManager', () => {
|
||||
const config: IWorldManagerConfig = {
|
||||
maxWorlds: 3,
|
||||
autoCleanup: true,
|
||||
debug: true,
|
||||
createDefaultWorld: false
|
||||
debug: true
|
||||
};
|
||||
|
||||
const manager = new WorldManager(config);
|
||||
|
||||
109
packages/core/tests/reactive-query-debug.test.ts
Normal file
109
packages/core/tests/reactive-query-debug.test.ts
Normal file
@@ -0,0 +1,109 @@
|
||||
import { describe, it, expect, beforeEach } from '@jest/globals';
|
||||
import { Scene, Entity, Component, EntitySystem, Matcher, ECSComponent } from '../src';
|
||||
|
||||
@ECSComponent('TestTransform')
|
||||
class TestTransform extends Component {
|
||||
constructor(public x: number = 0, public y: number = 0) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('TestRenderable')
|
||||
class TestRenderable extends Component {
|
||||
constructor(public sprite: string = 'default') {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class TestRenderSystem extends EntitySystem {
|
||||
public entitiesFound: Entity[] = [];
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(TestTransform, TestRenderable));
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
this.entitiesFound = Array.from(entities);
|
||||
console.log(`TestRenderSystem.process: 找到 ${entities.length} 个实体`);
|
||||
}
|
||||
|
||||
protected override onAdded(entity: Entity): void {
|
||||
console.log(`TestRenderSystem.onAdded: 实体 ${entity.name}(${entity.id}) 被添加`);
|
||||
}
|
||||
}
|
||||
|
||||
describe('响应式查询调试', () => {
|
||||
let scene: Scene;
|
||||
let system: TestRenderSystem;
|
||||
|
||||
beforeEach(() => {
|
||||
scene = new Scene();
|
||||
system = new TestRenderSystem();
|
||||
scene.addEntityProcessor(system);
|
||||
scene.begin();
|
||||
});
|
||||
|
||||
it('应该在实体添加组件后能被System发现', () => {
|
||||
console.log('\n=== 测试开始 ===');
|
||||
|
||||
// 1. 创建实体(此时没有组件)
|
||||
console.log('\n步骤1: 创建实体');
|
||||
const entity = scene.createEntity('TestEntity');
|
||||
console.log(`实体已创建: ${entity.name}(${entity.id})`);
|
||||
console.log(`QuerySystem中的实体数量: ${scene.querySystem.getAllEntities().length}`);
|
||||
|
||||
// 2. 添加组件
|
||||
console.log('\n步骤2: 添加 TestTransform 组件');
|
||||
entity.addComponent(new TestTransform(100, 200));
|
||||
console.log(`实体组件数量: ${entity.components.length}`);
|
||||
|
||||
console.log('\n步骤3: 添加 TestRenderable 组件');
|
||||
entity.addComponent(new TestRenderable('test-sprite'));
|
||||
console.log(`实体组件数量: ${entity.components.length}`);
|
||||
|
||||
// 3. 触发系统更新
|
||||
console.log('\n步骤4: 更新Scene');
|
||||
scene.update();
|
||||
|
||||
// 4. 检查System是否找到了实体
|
||||
console.log(`\nSystem找到的实体数量: ${system.entitiesFound.length}`);
|
||||
if (system.entitiesFound.length > 0) {
|
||||
console.log(`找到的实体: ${system.entitiesFound.map(e => `${e.name}(${e.id})`).join(', ')}`);
|
||||
}
|
||||
|
||||
// 5. 直接查询QuerySystem
|
||||
console.log('\n步骤5: 直接查询QuerySystem');
|
||||
const queryResult = scene.querySystem.queryAll(TestTransform, TestRenderable);
|
||||
console.log(`QuerySystem.queryAll 返回: ${queryResult.entities.length} 个实体`);
|
||||
|
||||
console.log('\n=== 测试结束 ===\n');
|
||||
|
||||
expect(system.entitiesFound.length).toBe(1);
|
||||
expect(system.entitiesFound[0]).toBe(entity);
|
||||
expect(queryResult.entities.length).toBe(1);
|
||||
expect(queryResult.entities[0]).toBe(entity);
|
||||
});
|
||||
|
||||
it('应该测试响应式查询的内部状态', () => {
|
||||
console.log('\n=== 响应式查询内部状态测试 ===');
|
||||
|
||||
// 创建实体并添加组件
|
||||
const entity = scene.createEntity('TestEntity');
|
||||
entity.addComponent(new TestTransform(100, 200));
|
||||
entity.addComponent(new TestRenderable('test-sprite'));
|
||||
|
||||
// 获取QuerySystem的内部状态
|
||||
const querySystem = scene.querySystem as any;
|
||||
console.log(`\n响应式查询数量: ${querySystem._reactiveQueries.size}`);
|
||||
console.log(`组件索引数量: ${querySystem._reactiveQueriesByComponent.size}`);
|
||||
|
||||
// 检查响应式查询
|
||||
for (const [key, query] of querySystem._reactiveQueries) {
|
||||
console.log(`\n查询: ${key}`);
|
||||
console.log(` 实体数量: ${(query as any)._entities.length}`);
|
||||
console.log(` 实体ID集合: ${Array.from((query as any)._entityIdSet).join(', ')}`);
|
||||
}
|
||||
|
||||
console.log('\n=== 测试结束 ===\n');
|
||||
});
|
||||
});
|
||||
89
packages/core/tests/reactive-query-timing.test.ts
Normal file
89
packages/core/tests/reactive-query-timing.test.ts
Normal file
@@ -0,0 +1,89 @@
|
||||
import { describe, it, expect } from '@jest/globals';
|
||||
import { Scene, Entity, Component, EntitySystem, Matcher, ECSComponent } from '../src';
|
||||
|
||||
@ECSComponent('TestTransform')
|
||||
class TestTransform extends Component {
|
||||
constructor(public x: number = 0, public y: number = 0) {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
@ECSComponent('TestRenderable')
|
||||
class TestRenderable extends Component {
|
||||
constructor(public sprite: string = 'default') {
|
||||
super();
|
||||
}
|
||||
}
|
||||
|
||||
class TestRenderSystem extends EntitySystem {
|
||||
public entitiesFound: Entity[] = [];
|
||||
|
||||
constructor() {
|
||||
super(Matcher.all(TestTransform, TestRenderable));
|
||||
}
|
||||
|
||||
protected override process(entities: readonly Entity[]): void {
|
||||
this.entitiesFound = Array.from(entities);
|
||||
console.log(`TestRenderSystem.process: 找到 ${entities.length} 个实体`);
|
||||
}
|
||||
|
||||
protected override onAdded(entity: Entity): void {
|
||||
console.log(`TestRenderSystem.onAdded: 实体 ${entity.name}(${entity.id}) 被添加`);
|
||||
}
|
||||
}
|
||||
|
||||
class TestGameScene extends Scene {
|
||||
private renderSystem: TestRenderSystem | null = null;
|
||||
|
||||
public override initialize(): void {
|
||||
super.initialize();
|
||||
|
||||
console.log('\n=== Scene.initialize() 开始 ===');
|
||||
|
||||
// 1. 先添加System(这是GameScene的做法)
|
||||
console.log('步骤1: 添加RenderSystem');
|
||||
this.renderSystem = new TestRenderSystem();
|
||||
this.addEntityProcessor(this.renderSystem);
|
||||
|
||||
// 2. 然后创建实体(这是GameScene的做法)
|
||||
console.log('\n步骤2: 创建实体');
|
||||
const entity = this.createEntity('Player');
|
||||
console.log(`实体已创建: ${entity.name}(${entity.id})`);
|
||||
|
||||
console.log('\n步骤3: 添加组件');
|
||||
entity.addComponent(new TestTransform(100, 200));
|
||||
entity.addComponent(new TestRenderable('player-sprite'));
|
||||
console.log(`实体组件数量: ${entity.components.length}`);
|
||||
|
||||
console.log('=== Scene.initialize() 结束 ===\n');
|
||||
}
|
||||
|
||||
public getRenderSystem(): TestRenderSystem | null {
|
||||
return this.renderSystem;
|
||||
}
|
||||
}
|
||||
|
||||
describe('响应式查询时序测试(模拟GameScene)', () => {
|
||||
it('应该在Scene.initialize()中先添加System再创建实体时正常工作', () => {
|
||||
console.log('\n\n========== 测试开始 ==========');
|
||||
|
||||
const scene = new TestGameScene();
|
||||
|
||||
console.log('\n调用scene.initialize()');
|
||||
scene.initialize();
|
||||
|
||||
console.log('\n调用Scene.begin()');
|
||||
scene.begin();
|
||||
|
||||
console.log('\n第一次Scene.update()');
|
||||
scene.update();
|
||||
|
||||
const renderSystem = scene.getRenderSystem();
|
||||
expect(renderSystem).not.toBeNull();
|
||||
|
||||
console.log(`\nRenderSystem找到的实体数量: ${renderSystem!.entitiesFound.length}`);
|
||||
expect(renderSystem!.entitiesFound.length).toBe(1);
|
||||
|
||||
console.log('========== 测试结束 ==========\n\n');
|
||||
});
|
||||
});
|
||||
@@ -60,15 +60,15 @@ afterEach(() => {
|
||||
const { Core } = require('../src/Core');
|
||||
const { WorldManager } = require('../src/ECS/WorldManager');
|
||||
|
||||
// 重置 Core 和 WorldManager 单例
|
||||
// 销毁 Core 和 WorldManager 单例
|
||||
if (Core._instance) {
|
||||
Core.reset();
|
||||
Core.destroy();
|
||||
}
|
||||
if (WorldManager._instance) {
|
||||
if (WorldManager._instance.destroy) {
|
||||
WorldManager._instance.destroy();
|
||||
}
|
||||
WorldManager.reset();
|
||||
WorldManager._instance = null;
|
||||
}
|
||||
} catch (error) {
|
||||
// 忽略清理错误
|
||||
|
||||
Reference in New Issue
Block a user