/** * Engine integration for asset system * 资产系统的引擎集成 */ import { AssetManager } from '../core/AssetManager'; import { AssetGUID, AssetType } from '../types/AssetTypes'; import { ITextureAsset, IAudioAsset, IJsonAsset } from '../interfaces/IAssetLoader'; import { PathResolutionService, type IPathResolutionService } from '../services/PathResolutionService'; import { TextureLoader } from '../loaders/TextureLoader'; /** * Texture engine bridge interface (for asset system) * 纹理引擎桥接接口(用于资产系统) */ export interface ITextureEngineBridge { /** * Load texture to GPU * 加载纹理到GPU */ loadTexture(id: number, url: string): Promise; /** * Load multiple textures * 批量加载纹理 */ loadTextures(requests: Array<{ id: number; url: string }>): Promise; /** * Unload texture from GPU * 从GPU卸载纹理 */ unloadTexture(id: number): void; /** * Get texture info * 获取纹理信息 */ getTextureInfo(id: number): { width: number; height: number } | null; /** * Get or load texture by path. * 按路径获取或加载纹理。 * * This is the preferred method for getting texture IDs. * The Rust engine is the single source of truth for texture ID allocation. * 这是获取纹理 ID 的首选方法。 * Rust 引擎是纹理 ID 分配的唯一事实来源。 * * @param path Image path/URL | 图片路径/URL * @returns Texture ID allocated by Rust engine | Rust 引擎分配的纹理 ID */ getOrLoadTextureByPath?(path: string): number; /** * Clear the texture path cache (optional). * 清除纹理路径缓存(可选)。 * * This should be called when restoring scene snapshots to ensure * textures are reloaded with correct IDs. * 在恢复场景快照时应调用此方法,以确保纹理使用正确的ID重新加载。 */ clearTexturePathCache?(): void; /** * Clear all textures and reset state (optional). * 清除所有纹理并重置状态(可选)。 */ clearAllTextures?(): void; // ===== Texture State API ===== // ===== 纹理状态 API ===== /** * Get texture loading state. * 获取纹理加载状态。 * * @param id Texture ID | 纹理 ID * @returns State string: 'loading', 'ready', or 'failed:reason' | 状态字符串 */ getTextureState?(id: number): string; /** * Check if texture is ready for rendering. * 检查纹理是否已就绪可渲染。 * * @param id Texture ID | 纹理 ID * @returns true if texture data is loaded | 纹理数据已加载则返回 true */ isTextureReady?(id: number): boolean; /** * Get count of textures currently loading. * 获取当前正在加载的纹理数量。 * * @returns Number of textures in 'loading' state | 处于加载状态的纹理数量 */ getTextureLoadingCount?(): number; /** * Load texture asynchronously with Promise. * 使用 Promise 异步加载纹理。 * * Unlike loadTexture which returns immediately, this method * waits until the texture is actually loaded and ready. * 与 loadTexture 立即返回不同,此方法会等待纹理实际加载完成。 * * @param id Texture ID | 纹理 ID * @param url Image URL | 图片 URL * @returns Promise that resolves when texture is ready | 纹理就绪时解析的 Promise */ loadTextureAsync?(id: number, url: string): Promise; } /** * Audio asset with runtime ID * 带运行时 ID 的音频资产 */ interface AudioAssetEntry { id: number; asset: IAudioAsset; path: string; } /** * Data asset with runtime ID * 带运行时 ID 的数据资产 */ interface DataAssetEntry { id: number; data: unknown; path: string; } /** * Asset system engine integration * 资产系统引擎集成 */ export class EngineIntegration { private _assetManager: AssetManager; private _engineBridge?: ITextureEngineBridge; private _pathResolver: IPathResolutionService; private _textureIdMap = new Map(); private _pathToTextureId = new Map(); // 路径稳定 ID 缓存(跨 Play/Stop 循环保持稳定) // Path-stable ID cache (persists across Play/Stop cycles) private static _pathIdCache = new Map(); // Audio resource mappings | 音频资源映射 private _audioIdMap = new Map(); private _pathToAudioId = new Map(); private _audioAssets = new Map(); private static _nextAudioId = 1; // Data resource mappings | 数据资源映射 private _dataIdMap = new Map(); private _pathToDataId = new Map(); private _dataAssets = new Map(); private static _nextDataId = 1; /** * 根据路径生成稳定的 ID(使用 FNV-1a hash) * Generate stable ID from path (using FNV-1a hash) * * 相同路径永远返回相同 ID,即使在 clearTextureMappings 后 * Same path always returns same ID, even after clearTextureMappings * * @param path 资源路径 | Resource path * @param type 资源类型 | Resource type * @returns 稳定的运行时 ID | Stable runtime ID */ private static getStableIdForPath(path: string, type: 'texture' | 'audio'): number { const cacheKey = `${type}:${path}`; const cached = EngineIntegration._pathIdCache.get(cacheKey); if (cached !== undefined) { return cached; } // FNV-1a hash 算法 | FNV-1a hash algorithm let hash = 2166136261; // FNV offset basis for (let i = 0; i < path.length; i++) { hash ^= path.charCodeAt(i); hash = Math.imul(hash, 16777619); // FNV prime hash = hash >>> 0; // Keep as uint32 } // 确保 ID > 0(0 保留给默认纹理) // Ensure ID > 0 (0 is reserved for default texture) const id = (hash % 0x7FFFFFFF) + 1; EngineIntegration._pathIdCache.set(cacheKey, id); return id; } constructor(assetManager: AssetManager, engineBridge?: ITextureEngineBridge, pathResolver?: IPathResolutionService) { this._assetManager = assetManager; this._engineBridge = engineBridge; this._pathResolver = pathResolver ?? new PathResolutionService(); } /** * Set path resolver * 设置路径解析器 */ setPathResolver(resolver: IPathResolutionService): void { this._pathResolver = resolver; } /** * Set engine bridge * 设置引擎桥接 */ setEngineBridge(bridge: ITextureEngineBridge): void { this._engineBridge = bridge; } /** * Load texture for component * 为组件加载纹理 * * 使用路径稳定 ID 确保相同路径在 Play/Stop 循环后返回相同 ID。 * 这样组件保存的 textureId 在恢复场景后仍然有效。 * * Uses path-stable ID to ensure same path returns same ID across Play/Stop cycles. * This ensures component's saved textureId remains valid after scene restore. * * AssetManager 内部会处理路径解析,这里只需传入原始路径。 * AssetManager handles path resolution internally, just pass the original path here. */ async loadTextureForComponent(texturePath: string): Promise { // 生成路径稳定 ID(相同路径永远返回相同 ID) // Generate path-stable ID (same path always returns same ID) const stableId = EngineIntegration.getStableIdForPath(texturePath, 'texture'); // 检查是否已加载到 GPU // Check if already loaded to GPU const existingId = this._pathToTextureId.get(texturePath); if (existingId === stableId) { return stableId; // 已加载,直接返回 | Already loaded, return directly } // 解析路径为引擎可用的 URL // Resolve path to engine-compatible URL const engineUrl = this._pathResolver.catalogToRuntime(texturePath); // 使用稳定 ID 加载纹理到 GPU // Load texture to GPU with stable ID if (this._engineBridge) { // 优先使用异步加载(支持加载状态追踪) // Prefer async loading (supports loading state tracking) if (this._engineBridge.loadTextureAsync) { await this._engineBridge.loadTextureAsync(stableId, engineUrl); } else { await this._engineBridge.loadTexture(stableId, engineUrl); } } // 缓存映射 // Cache mapping this._pathToTextureId.set(texturePath, stableId); return stableId; } /** * Load texture by GUID * 通过GUID加载纹理 * * 使用路径稳定 ID 确保相同路径在 Play/Stop 循环后返回相同 ID。 * Uses path-stable ID to ensure same path returns same ID across Play/Stop cycles. */ async loadTextureByGuid(guid: AssetGUID): Promise { // 检查是否已有纹理ID / Check if texture ID exists const existingId = this._textureIdMap.get(guid); if (existingId) { return existingId; } // 通过资产系统加载获取元数据和路径 / Load through asset system to get metadata and path const result = await this._assetManager.loadAsset(guid); const metadata = result.metadata; const assetPath = metadata.path; // 生成路径稳定 ID // Generate path-stable ID const stableId = EngineIntegration.getStableIdForPath(assetPath, 'texture'); // 检查是否已加载到 GPU // Check if already loaded to GPU if (this._pathToTextureId.get(assetPath) === stableId) { this._textureIdMap.set(guid, stableId); return stableId; } // 解析路径为引擎可用的 URL // Resolve path to engine-compatible URL const engineUrl = this._pathResolver.catalogToRuntime(assetPath); // 使用稳定 ID 加载纹理到 GPU // Load texture to GPU with stable ID if (this._engineBridge) { if (this._engineBridge.loadTextureAsync) { await this._engineBridge.loadTextureAsync(stableId, engineUrl); } else { await this._engineBridge.loadTexture(stableId, engineUrl); } } // 缓存映射 / Cache mapping this._textureIdMap.set(guid, stableId); this._pathToTextureId.set(assetPath, stableId); return stableId; } /** * Batch load textures * 批量加载纹理 */ async loadTexturesBatch(paths: string[]): Promise> { const results = new Map(); // 收集需要加载的纹理 / Collect textures to load const toLoad: string[] = []; for (const path of paths) { const existingId = this._pathToTextureId.get(path); if (existingId) { results.set(path, existingId); } else { toLoad.push(path); } } if (toLoad.length === 0) { return results; } // 并行加载所有纹理 / Load all textures in parallel const loadPromises = toLoad.map(async (path) => { try { const id = await this.loadTextureForComponent(path); results.set(path, id); } catch (error) { console.error(`Failed to load texture: ${path}`, error); results.set(path, 0); // 使用默认纹理ID / Use default texture ID } }); await Promise.all(loadPromises); return results; } /** * 批量加载资源(通用方法,支持 IResourceLoader 接口) * Load resources in batch (generic method for IResourceLoader interface) * * @param paths 资源路径数组 / Array of resource paths * @param type 资源类型 / Resource type * @returns 路径到运行时 ID 的映射 / Map of paths to runtime IDs */ async loadResourcesBatch(paths: string[], type: 'texture' | 'audio' | 'font' | 'data'): Promise> { switch (type) { case 'texture': return this.loadTexturesBatch(paths); case 'audio': return this.loadAudioBatch(paths); case 'data': return this.loadDataBatch(paths); case 'font': // 字体资源暂未实现 / Font resources not yet implemented console.warn('[EngineIntegration] Font resource loading not yet implemented'); return new Map(); default: console.warn(`[EngineIntegration] Unknown resource type '${type}'`); return new Map(); } } // ============= Audio Resource Methods ============= // ============= 音频资源方法 ============= /** * Load audio for component * 为组件加载音频 * * @param audioPath 音频文件路径 / Audio file path * @returns 运行时音频 ID / Runtime audio ID */ async loadAudioForComponent(audioPath: string): Promise { // 检查缓存 / Check cache const existingId = this._pathToAudioId.get(audioPath); if (existingId) { return existingId; } // 通过资产系统加载 / Load through asset system const result = await this._assetManager.loadAssetByPath(audioPath); const audioAsset = result.asset; // 分配运行时 ID / Assign runtime ID const audioId = EngineIntegration._nextAudioId++; // 缓存映射 / Cache mapping this._pathToAudioId.set(audioPath, audioId); this._audioAssets.set(audioId, { id: audioId, asset: audioAsset, path: audioPath }); return audioId; } /** * Batch load audio files * 批量加载音频文件 */ async loadAudioBatch(paths: string[]): Promise> { const results = new Map(); // 收集需要加载的音频 / Collect audio to load const toLoad: string[] = []; for (const path of paths) { const existingId = this._pathToAudioId.get(path); if (existingId) { results.set(path, existingId); } else { toLoad.push(path); } } if (toLoad.length === 0) { return results; } // 并行加载所有音频 / Load all audio in parallel const loadPromises = toLoad.map(async (path) => { try { const id = await this.loadAudioForComponent(path); results.set(path, id); } catch (error) { console.error(`Failed to load audio: ${path}`, error); results.set(path, 0); } }); await Promise.all(loadPromises); return results; } /** * Get audio asset by ID * 通过 ID 获取音频资产 */ getAudioAsset(audioId: number): IAudioAsset | null { const entry = this._audioAssets.get(audioId); return entry?.asset || null; } /** * Get audio ID for path * 获取路径的音频 ID */ getAudioId(path: string): number | null { return this._pathToAudioId.get(path) || null; } /** * Unload audio * 卸载音频 */ unloadAudio(audioId: number): void { const entry = this._audioAssets.get(audioId); if (entry) { this._pathToAudioId.delete(entry.path); this._audioAssets.delete(audioId); // 从 GUID 映射中清理 / Clean up GUID mapping for (const [guid, id] of this._audioIdMap.entries()) { if (id === audioId) { this._audioIdMap.delete(guid); this._assetManager.unloadAsset(guid); break; } } } } // ============= Data Resource Methods ============= // ============= 数据资源方法 ============= /** * Load data (JSON) for component * 为组件加载数据(JSON) * * @param dataPath 数据文件路径 / Data file path * @returns 运行时数据 ID / Runtime data ID */ async loadDataForComponent(dataPath: string): Promise { // 检查缓存 / Check cache const existingId = this._pathToDataId.get(dataPath); if (existingId) { return existingId; } // 通过资产系统加载 / Load through asset system const result = await this._assetManager.loadAssetByPath(dataPath); const jsonAsset = result.asset; // 分配运行时 ID / Assign runtime ID const dataId = EngineIntegration._nextDataId++; // 缓存映射 / Cache mapping this._pathToDataId.set(dataPath, dataId); this._dataAssets.set(dataId, { id: dataId, data: jsonAsset.data, path: dataPath }); return dataId; } /** * Batch load data files * 批量加载数据文件 */ async loadDataBatch(paths: string[]): Promise> { const results = new Map(); // 收集需要加载的数据 / Collect data to load const toLoad: string[] = []; for (const path of paths) { const existingId = this._pathToDataId.get(path); if (existingId) { results.set(path, existingId); } else { toLoad.push(path); } } if (toLoad.length === 0) { return results; } // 并行加载所有数据 / Load all data in parallel const loadPromises = toLoad.map(async (path) => { try { const id = await this.loadDataForComponent(path); results.set(path, id); } catch (error) { console.error(`Failed to load data: ${path}`, error); results.set(path, 0); } }); await Promise.all(loadPromises); return results; } /** * Get data by ID * 通过 ID 获取数据 */ getData(dataId: number): T | null { const entry = this._dataAssets.get(dataId); return (entry?.data as T) || null; } /** * Get data ID for path * 获取路径的数据 ID */ getDataId(path: string): number | null { return this._pathToDataId.get(path) || null; } /** * Unload data * 卸载数据 */ unloadData(dataId: number): void { const entry = this._dataAssets.get(dataId); if (entry) { this._pathToDataId.delete(entry.path); this._dataAssets.delete(dataId); // 从 GUID 映射中清理 / Clean up GUID mapping for (const [guid, id] of this._dataIdMap.entries()) { if (id === dataId) { this._dataIdMap.delete(guid); this._assetManager.unloadAsset(guid); break; } } } } /** * Unload texture * 卸载纹理 */ unloadTexture(textureId: number): void { // 从引擎卸载 / Unload from engine if (this._engineBridge) { this._engineBridge.unloadTexture(textureId); } // 清理映射 / Clean up mappings for (const [path, id] of this._pathToTextureId.entries()) { if (id === textureId) { this._pathToTextureId.delete(path); break; } } for (const [guid, id] of this._textureIdMap.entries()) { if (id === textureId) { this._textureIdMap.delete(guid); // 也从资产管理器卸载 / Also unload from asset manager this._assetManager.unloadAsset(guid); break; } } } /** * Get texture ID for path * 获取路径的纹理ID */ getTextureId(path: string): number | null { return this._pathToTextureId.get(path) || null; } /** * Preload textures for scene * 为场景预加载纹理 */ async preloadSceneTextures(texturePaths: string[]): Promise { await this.loadTexturesBatch(texturePaths); } /** * Clear all texture mappings (for scene switching) * 清空所有纹理映射(用于场景切换) * * 注意:使用路径稳定 ID 后,不应在 Play/Stop 循环中调用此方法。 * 此方法仅用于场景切换时释放旧场景的纹理资源。 * * NOTE: With path-stable IDs, this should NOT be called during Play/Stop cycle. * This method is only for releasing old scene's texture resources during scene switching. * * _pathIdCache 不会被清除,确保相同路径始终返回相同 ID。 * _pathIdCache is NOT cleared, ensuring same path always returns same ID. */ clearTextureMappings(): void { // 1. 清除加载状态映射(不清除 _pathIdCache) // Clear load state mappings (NOT clearing _pathIdCache) this._textureIdMap.clear(); this._pathToTextureId.clear(); // 2. 清除 Rust 引擎的 GPU 纹理资源 // Clear Rust engine's GPU texture resources if (this._engineBridge?.clearAllTextures) { this._engineBridge.clearAllTextures(); } // 3. 清除 AssetManager 中的纹理资产缓存 // Clear texture asset cache in AssetManager this._assetManager.unloadAssetsByType(AssetType.Texture, true); // 注意:不再重置 TextureLoader 的 ID 计数器,因为现在使用路径稳定 ID // NOTE: No longer reset TextureLoader's ID counter as we now use path-stable IDs } /** * Clear all audio mappings * 清空所有音频映射 */ clearAudioMappings(): void { this._audioIdMap.clear(); this._pathToAudioId.clear(); this._audioAssets.clear(); } /** * Clear all data mappings * 清空所有数据映射 */ clearDataMappings(): void { this._dataIdMap.clear(); this._pathToDataId.clear(); this._dataAssets.clear(); } /** * Clear all resource mappings * 清空所有资源映射 */ clearAllMappings(): void { this.clearTextureMappings(); this.clearAudioMappings(); this.clearDataMappings(); } /** * Get statistics * 获取统计信息 */ getStatistics(): { loadedTextures: number; loadedAudio: number; loadedData: number; } { return { loadedTextures: this._pathToTextureId.size, loadedAudio: this._audioAssets.size, loadedData: this._dataAssets.size }; } }