- 添加 NetworkPredictionSystem 客户端预测系统 - 添加 NetworkAOISystem 兴趣区域管理 - 添加 StateDeltaCompressor 状态增量压缩 - 添加断线重连和状态恢复 - 增强协议支持时间戳、序列号、速度 - 添加中英文文档
321 lines
6.0 KiB
TypeScript
321 lines
6.0 KiB
TypeScript
/**
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* @zh 游戏网络协议定义
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* @en Game Network Protocol Definition
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*
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* @zh 定义客户端与服务器之间的通信协议
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* @en Defines the communication protocol between client and server
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*/
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import { rpc } from '@esengine/rpc'
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// ============================================================================
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// Message Types | 消息类型
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// ============================================================================
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/**
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* @zh 玩家输入
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* @en Player input
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*/
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export interface PlayerInput {
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/**
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* @zh 输入序列号(用于客户端预测)
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* @en Input sequence number (for client prediction)
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*/
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seq: number
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/**
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* @zh 帧序号
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* @en Frame number
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*/
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frame: number
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/**
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* @zh 客户端时间戳
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* @en Client timestamp
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*/
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timestamp: number
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/**
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* @zh 移动方向
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* @en Move direction
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*/
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moveDir?: { x: number; y: number }
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/**
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* @zh 动作列表
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* @en Action list
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*/
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actions?: string[]
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}
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/**
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* @zh 实体同步状态
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* @en Entity sync state
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*/
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export interface EntitySyncState {
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/**
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* @zh 网络实体 ID
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* @en Network entity ID
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*/
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netId: number
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/**
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* @zh 位置
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* @en Position
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*/
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pos?: { x: number; y: number }
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/**
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* @zh 旋转角度
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* @en Rotation angle
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*/
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rot?: number
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/**
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* @zh 速度(用于外推)
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* @en Velocity (for extrapolation)
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*/
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vel?: { x: number; y: number }
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/**
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* @zh 角速度
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* @en Angular velocity
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*/
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angVel?: number
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/**
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* @zh 自定义数据
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* @en Custom data
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*/
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custom?: Record<string, unknown>
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}
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/**
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* @zh 同步消息
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* @en Sync message
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*/
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export interface SyncData {
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/**
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* @zh 服务器帧号
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* @en Server frame number
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*/
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frame: number
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/**
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* @zh 服务器时间戳(用于插值)
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* @en Server timestamp (for interpolation)
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*/
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timestamp: number
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/**
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* @zh 已确认的输入序列号(用于客户端预测校正)
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* @en Acknowledged input sequence (for client prediction reconciliation)
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*/
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ackSeq?: number
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/**
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* @zh 实体状态列表
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* @en Entity state list
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*/
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entities: EntitySyncState[]
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}
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/**
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* @zh 生成消息
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* @en Spawn message
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*/
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export interface SpawnData {
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netId: number
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ownerId: number
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prefab: string
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pos: { x: number; y: number }
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rot?: number
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}
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/**
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* @zh 销毁消息
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* @en Despawn message
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*/
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export interface DespawnData {
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netId: number
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}
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/**
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* @zh 完整状态快照(用于重连)
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* @en Full state snapshot (for reconnection)
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*/
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export interface FullStateData {
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/**
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* @zh 服务器帧号
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* @en Server frame number
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*/
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frame: number
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/**
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* @zh 服务器时间戳
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* @en Server timestamp
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*/
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timestamp: number
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/**
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* @zh 所有实体状态
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* @en All entity states
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*/
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entities: Array<SpawnData & { state?: EntitySyncState }>
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}
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// ============================================================================
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// API Types | API 类型
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// ============================================================================
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/**
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* @zh 加入房间请求
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* @en Join room request
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*/
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export interface JoinRequest {
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playerName: string
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roomId?: string
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}
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/**
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* @zh 加入房间响应
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* @en Join room response
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*/
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export interface JoinResponse {
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playerId: number
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roomId: string
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}
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/**
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* @zh 重连请求
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* @en Reconnect request
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*/
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export interface ReconnectRequest {
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/**
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* @zh 之前的玩家 ID
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* @en Previous player ID
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*/
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playerId: number
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/**
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* @zh 房间 ID
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* @en Room ID
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*/
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roomId: string
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/**
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* @zh 重连令牌
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* @en Reconnection token
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*/
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token: string
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}
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/**
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* @zh 重连响应
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* @en Reconnect response
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*/
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export interface ReconnectResponse {
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/**
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* @zh 是否成功
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* @en Whether successful
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*/
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success: boolean
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/**
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* @zh 完整状态(成功时)
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* @en Full state (when successful)
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*/
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state?: FullStateData
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/**
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* @zh 错误信息(失败时)
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* @en Error message (when failed)
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*/
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error?: string
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}
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// ============================================================================
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// Protocol Definition | 协议定义
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// ============================================================================
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/**
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* @zh 默认游戏网络协议
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* @en Default game network protocol
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*
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* @example
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* ```typescript
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* // 使用默认协议
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* const service = new NetworkService(gameProtocol)
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*
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* // 或者扩展协议
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* const customProtocol = rpc.define({
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* api: {
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* ...gameProtocol.api,
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* customApi: rpc.api<CustomInput, CustomOutput>(),
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* },
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* msg: {
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* ...gameProtocol.msg,
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* customMsg: rpc.msg<CustomData>(),
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* },
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* })
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* ```
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*/
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export const gameProtocol = rpc.define({
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api: {
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/**
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* @zh 加入房间
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* @en Join room
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*/
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join: rpc.api<JoinRequest, JoinResponse>(),
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/**
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* @zh 离开房间
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* @en Leave room
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*/
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leave: rpc.api<void, void>(),
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/**
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* @zh 重连
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* @en Reconnect
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*/
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reconnect: rpc.api<ReconnectRequest, ReconnectResponse>(),
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},
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msg: {
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/**
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* @zh 玩家输入
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* @en Player input
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*/
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input: rpc.msg<PlayerInput>(),
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/**
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* @zh 状态同步
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* @en State sync
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*/
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sync: rpc.msg<SyncData>(),
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/**
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* @zh 实体生成
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* @en Entity spawn
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*/
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spawn: rpc.msg<SpawnData>(),
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/**
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* @zh 实体销毁
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* @en Entity despawn
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*/
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despawn: rpc.msg<DespawnData>(),
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/**
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* @zh 完整状态快照
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* @en Full state snapshot
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*/
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fullState: rpc.msg<FullStateData>(),
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},
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})
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/**
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* @zh 游戏协议类型
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* @en Game protocol type
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*/
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export type GameProtocol = typeof gameProtocol
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