/** * 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; } /** * 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(); // 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; 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 Rust 引擎作为纹理 ID 的唯一分配源。 * Uses Rust engine as the single source of truth for texture ID allocation. * * 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 { // 检查缓存(使用原始路径作为键) // Check cache (using original path as key) const existingId = this._pathToTextureId.get(texturePath); if (existingId) { return existingId; } // 解析路径为引擎可用的 URL // Resolve path to engine-compatible URL const engineUrl = this._pathResolver.catalogToRuntime(texturePath); // 优先使用 getOrLoadTextureByPath(Rust 分配 ID) // Prefer getOrLoadTextureByPath (Rust allocates ID) // 这确保纹理 ID 由 Rust 引擎统一分配,避免 JS/Rust 层 ID 不同步问题 // This ensures texture IDs are allocated by Rust engine uniformly, // avoiding JS/Rust layer ID desync issues if (this._engineBridge?.getOrLoadTextureByPath) { const rustTextureId = this._engineBridge.getOrLoadTextureByPath(engineUrl); if (rustTextureId > 0) { // 缓存映射 // Cache mapping this._pathToTextureId.set(texturePath, rustTextureId); return rustTextureId; } } // 回退:通过资产系统加载(兼容旧流程) // Fallback: Load through asset system (for backward compatibility) const result = await this._assetManager.loadAssetByPath(texturePath); const textureAsset = result.asset; // 如果有引擎桥接,上传到GPU // Upload to GPU if bridge exists if (this._engineBridge && textureAsset.data) { await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl); } // 缓存映射(使用原始路径作为键,避免重复解析) // Cache mapping (using original path as key to avoid re-resolving) this._pathToTextureId.set(texturePath, textureAsset.textureId); return textureAsset.textureId; } /** * Load texture by GUID * 通过GUID加载纹理 * * 使用 Rust 引擎作为纹理 ID 的唯一分配源。 * Uses Rust engine as the single source of truth for texture ID allocation. */ 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 engineUrl = this._pathResolver.catalogToRuntime(metadata.path); // 优先使用 getOrLoadTextureByPath(Rust 分配 ID) // Prefer getOrLoadTextureByPath (Rust allocates ID) if (this._engineBridge?.getOrLoadTextureByPath) { const rustTextureId = this._engineBridge.getOrLoadTextureByPath(engineUrl); if (rustTextureId > 0) { // 缓存映射 // Cache mapping this._textureIdMap.set(guid, rustTextureId); return rustTextureId; } } // 回退:使用 TextureLoader 分配的 ID(兼容旧流程) // Fallback: Use TextureLoader allocated ID (for backward compatibility) const textureAsset = result.asset; if (this._engineBridge && textureAsset.data) { await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl); } // 缓存映射 / Cache mapping this._textureIdMap.set(guid, textureAsset.textureId); return textureAsset.textureId; } /** * 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 * 清空所有纹理映射 * * This clears both local texture ID mappings and the AssetManager's * texture cache to ensure textures are fully reloaded. * 这会清除本地纹理 ID 映射和 AssetManager 的纹理缓存,确保纹理完全重新加载。 * * IMPORTANT: This also clears the Rust engine's texture cache to ensure * both JS and Rust layers are in sync. * 重要:这也会清除 Rust 引擎的纹理缓存,确保 JS 和 Rust 层同步。 */ clearTextureMappings(): void { // 1. 清除本地映射 // Clear local mappings this._textureIdMap.clear(); this._pathToTextureId.clear(); // 2. 清除 Rust 引擎的纹理缓存(如果可用) // Clear Rust engine's texture cache (if available) // 这确保下次加载时 Rust 会重新分配 ID // This ensures Rust will reallocate IDs on next load 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 // 强制清除以确保纹理使用新的 ID 重新加载 // Force clear to ensure textures are reloaded with new IDs this._assetManager.unloadAssetsByType(AssetType.Texture, true); // 4. 重置 TextureLoader 的 ID 计数器(保持向后兼容) // Reset TextureLoader's ID counter (for backward compatibility) TextureLoader.resetTextureIdCounter(); } /** * 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 }; } }