* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
1110 lines
33 KiB
TypeScript
1110 lines
33 KiB
TypeScript
/**
|
||
* Unified Game Runtime
|
||
* 统一游戏运行时
|
||
*
|
||
* 这是编辑器预览和独立运行的统一入口点
|
||
* This is the unified entry point for editor preview and standalone runtime
|
||
*/
|
||
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||
import { Core, Scene, SceneSerializer, HierarchySystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
|
||
import {
|
||
EngineBridge,
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||
EngineRenderSystem,
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||
RenderSystemToken,
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||
EngineIntegrationToken,
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||
TextureServiceToken,
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||
DynamicAtlasServiceToken,
|
||
CoordinateServiceToken,
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||
RenderConfigServiceToken,
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||
type IUIRenderDataProvider
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||
} from '@esengine/ecs-engine-bindgen';
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||
import {
|
||
TransformComponent,
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||
TransformSystem,
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||
InputSystem,
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||
Input,
|
||
TransformTypeToken,
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||
CanvasElementToken
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||
} from '@esengine/engine-core';
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||
import { AssetManager, EngineIntegration, AssetManagerToken, setGlobalAssetDatabase } from '@esengine/asset-system';
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||
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// ============================================================================
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||
// 本地服务令牌(松耦合设计)| Local Service Tokens (Loose Coupling)
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||
// ============================================================================
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||
// 使用 Symbol.for() 确保与源模块的 Token 在运行时匹配
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||
// Uses Symbol.for() to match source module tokens at runtime
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||
// ============================================================================
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||
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||
/**
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||
* 可启用/禁用的系统接口
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||
* Interface for systems that can be enabled/disabled
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||
*/
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||
interface IEnableableSystem {
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||
enabled: boolean;
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||
}
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||
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||
/**
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||
* 行为树系统接口
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||
* Behavior tree system interface
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||
*/
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||
interface IBehaviorTreeSystem extends IEnableableSystem {
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||
startAllAutoStartTrees?(): void;
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||
}
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||
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||
/**
|
||
* 物理系统接口
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||
* Physics system interface
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||
*/
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||
interface IPhysicsSystem extends IEnableableSystem {
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||
reset?(): void;
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||
}
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||
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||
/**
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||
* Tilemap 系统接口
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||
* Tilemap system interface
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*/
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interface ITilemapSystem {
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clearCache?(): void;
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||
}
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||
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||
// UI 模块服务令牌 | UI module service tokens
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||
const UIRenderProviderToken = createServiceToken<IUIRenderDataProvider>('uiRenderProvider');
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||
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// Sprite 模块服务令牌 | Sprite module service tokens
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||
const SpriteAnimatorSystemToken = createServiceToken<IEnableableSystem>('spriteAnimatorSystem');
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||
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||
// BehaviorTree 模块服务令牌 | BehaviorTree module service tokens
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||
const BehaviorTreeSystemToken = createServiceToken<IBehaviorTreeSystem>('behaviorTreeSystem');
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||
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||
// Physics 模块服务令牌 | Physics module service tokens
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const Physics2DSystemToken = createServiceToken<IPhysicsSystem>('physics2DSystem');
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||
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// Tilemap 模块服务令牌 | Tilemap module service tokens
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const TilemapSystemToken = createServiceToken<ITilemapSystem>('tilemapSystem');
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||
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import {
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||
runtimePluginManager,
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type SystemContext,
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||
type IRuntimeModule
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||
} from './PluginManager';
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import {
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||
PluginLoader,
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type PluginLoadConfig
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} from './PluginLoader';
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import {
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||
BUILTIN_PLUGIN_PACKAGES,
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mergeProjectConfig,
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||
convertToPluginLoadConfigs,
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type ProjectConfig
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||
} from './ProjectConfig';
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||
import type { IPlatformAdapter, PlatformAdapterConfig } from './IPlatformAdapter';
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||
import {
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RuntimeMode,
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||
getRuntimeModeConfig,
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isEditorMode as checkIsEditorMode,
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shouldEnableGameLogic,
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type RuntimeModeConfig
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||
} from './RuntimeMode';
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||
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||
/**
|
||
* 运行时配置
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* Runtime configuration
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*/
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export interface GameRuntimeConfig {
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||
/** 平台适配器 */
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platform: IPlatformAdapter;
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||
/** 项目配置 */
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projectConfig?: Partial<ProjectConfig>;
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||
/** Canvas ID */
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||
canvasId: string;
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||
/** 初始宽度 */
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||
width?: number;
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||
/** 初始高度 */
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height?: number;
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||
/** 是否自动启动渲染循环 */
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||
autoStartRenderLoop?: boolean;
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||
/** UI 画布尺寸 */
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||
uiCanvasSize?: { width: number; height: number };
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||
/**
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||
* 跳过内部插件加载
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||
* 编辑器模式下,插件由 editor-core 的 PluginManager 管理
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||
* Skip internal plugin loading - editor mode uses editor-core's PluginManager
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||
*/
|
||
skipPluginLoading?: boolean;
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||
}
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||
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||
/**
|
||
* 运行时状态
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* Runtime state
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*/
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export interface RuntimeState {
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||
initialized: boolean;
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||
running: boolean;
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||
paused: boolean;
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mode: RuntimeMode;
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||
}
|
||
|
||
/**
|
||
* 统一游戏运行时
|
||
* Unified Game Runtime
|
||
*
|
||
* 提供编辑器预览和独立运行的统一实现
|
||
* Provides unified implementation for editor preview and standalone runtime
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*/
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export class GameRuntime {
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||
private _platform: IPlatformAdapter;
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private _bridge: EngineBridge | null = null;
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private _scene: Scene | null = null;
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private _renderSystem: EngineRenderSystem | null = null;
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||
private _inputSystem: InputSystem | null = null;
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private _assetManager: AssetManager | null = null;
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||
private _engineIntegration: EngineIntegration | null = null;
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private _projectConfig: ProjectConfig;
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private _config: GameRuntimeConfig;
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||
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private _state: RuntimeState = {
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||
initialized: false,
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running: false,
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paused: false,
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mode: RuntimeMode.EditorStatic
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};
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||
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private _animationFrameId: number | null = null;
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private _lastTime = 0;
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// 系统上下文,供插件使用
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private _systemContext: SystemContext | null = null;
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// 场景快照(用于编辑器预览后恢复)
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// 支持二进制格式以提升性能
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private _sceneSnapshot: string | Uint8Array | null = null;
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// Gizmo 注册表注入函数
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private _gizmoDataProvider?: (component: any, entity: any, isSelected: boolean) => any;
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private _hasGizmoProvider?: (component: any) => boolean;
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constructor(config: GameRuntimeConfig) {
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this._config = config;
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this._platform = config.platform;
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this._projectConfig = mergeProjectConfig(config.projectConfig || {});
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}
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/**
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* 获取运行时状态
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*/
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get state(): RuntimeState {
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return { ...this._state };
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}
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/**
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* @zh 获取当前运行模式
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* @en Get current runtime mode
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*/
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get mode(): RuntimeMode {
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return this._state.mode;
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}
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/**
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* 获取场景
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*/
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get scene(): Scene | null {
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return this._scene;
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}
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/**
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* 获取引擎桥接
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*/
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get bridge(): EngineBridge | null {
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return this._bridge;
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}
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/**
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* 获取渲染系统
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*/
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get renderSystem(): EngineRenderSystem | null {
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return this._renderSystem;
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}
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/**
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* 获取资产管理器
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*/
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get assetManager(): AssetManager | null {
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return this._assetManager;
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}
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/**
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* 获取引擎集成
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*/
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get engineIntegration(): EngineIntegration | null {
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return this._engineIntegration;
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}
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/**
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* 获取系统上下文
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*/
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get systemContext(): SystemContext | null {
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return this._systemContext;
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}
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/**
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* 获取服务注册表(用于编辑器模式下注册外部创建的系统)
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* Get service registry (for registering externally created systems in editor mode)
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*/
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getServiceRegistry(): PluginServiceRegistry | null {
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return this._systemContext?.services ?? null;
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}
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/**
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* 获取平台适配器
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*/
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get platform(): IPlatformAdapter {
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return this._platform;
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}
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/**
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* @zh 设置运行模式
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* @en Set runtime mode
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*
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* @zh 根据模式自动配置系统启用状态、UI 显示等
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* @en Automatically configures system enabling, UI visibility, etc. based on mode
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*
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* @param mode - @zh 目标模式 @en Target mode
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* @param options - @zh 可选覆盖配置 @en Optional override configuration
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*/
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setMode(mode: RuntimeMode, options?: Partial<RuntimeModeConfig>): void {
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if (!this._state.initialized) {
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console.warn('[GameRuntime] Cannot set mode before initialization');
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return;
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}
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const previousMode = this._state.mode;
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this._state.mode = mode;
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// 获取模式配置并应用覆盖
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const config = { ...getRuntimeModeConfig(mode), ...options };
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console.log(`[GameRuntime] Mode: ${previousMode} → ${mode}`);
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// 1. 配置场景编辑器模式
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if (this._scene) {
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this._scene.isEditorMode = !config.triggerLifecycle;
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}
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// 2. 配置渲染系统
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if (this._renderSystem) {
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this._renderSystem.setPreviewMode(mode !== RuntimeMode.EditorStatic);
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this._renderSystem.setShowGizmos(config.showGizmos);
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}
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// 3. 配置引擎桥接
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if (this._bridge) {
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this._bridge.setShowGrid(config.showGrid);
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this._bridge.setEditorMode(config.isEditorEnvironment);
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}
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// 4. 配置输入系统
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if (this._inputSystem) {
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this._inputSystem.enabled = config.enableInput;
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}
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// 5. 配置游戏逻辑系统
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this._applySystemConfig(config);
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// 6. 触发生命周期(从静态模式进入其他模式时)
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if (previousMode === RuntimeMode.EditorStatic && config.triggerLifecycle) {
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this._scene?.begin();
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}
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// 7. 更新运行状态
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this._state.running = shouldEnableGameLogic(mode);
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this._state.paused = false;
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}
|
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|
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/**
|
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* @zh 应用系统配置
|
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* @en Apply system configuration
|
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*/
|
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private _applySystemConfig(config: RuntimeModeConfig): void {
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const services = this._systemContext?.services;
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if (!services) return;
|
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|
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// 物理系统
|
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const physicsSystem = services.get(Physics2DSystemToken);
|
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if (physicsSystem) {
|
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physicsSystem.enabled = config.enablePhysics;
|
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}
|
||
|
||
// 行为树系统
|
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const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
|
||
if (behaviorTreeSystem) {
|
||
behaviorTreeSystem.enabled = config.enableBehaviorTree;
|
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if (config.enableBehaviorTree) {
|
||
behaviorTreeSystem.startAllAutoStartTrees?.();
|
||
}
|
||
}
|
||
|
||
// 动画系统
|
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const animatorSystem = services.get(SpriteAnimatorSystemToken);
|
||
if (animatorSystem) {
|
||
animatorSystem.enabled = config.enableAnimation;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 初始化运行时
|
||
* Initialize runtime
|
||
*/
|
||
async initialize(): Promise<void> {
|
||
if (this._state.initialized) {
|
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return;
|
||
}
|
||
|
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try {
|
||
// 1. 初始化平台
|
||
await this._platform.initialize({
|
||
canvasId: this._config.canvasId,
|
||
width: this._config.width,
|
||
height: this._config.height,
|
||
isEditor: this._platform.isEditorMode()
|
||
});
|
||
|
||
// 2. 获取 WASM 模块并创建引擎桥接
|
||
const wasmModule = await this._platform.getWasmModule();
|
||
this._bridge = new EngineBridge({
|
||
canvasId: this._config.canvasId,
|
||
width: this._config.width,
|
||
height: this._config.height
|
||
});
|
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await this._bridge.initializeWithModule(wasmModule);
|
||
|
||
// 3. 设置路径解析器
|
||
this._bridge.setPathResolver((path: string) => {
|
||
return this._platform.pathResolver.resolve(path);
|
||
});
|
||
|
||
// 4. 初始化 ECS Core
|
||
if (!Core.Instance) {
|
||
Core.create({ debug: false });
|
||
}
|
||
|
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// 5. 创建或获取场景
|
||
if (Core.scene) {
|
||
this._scene = Core.scene as Scene;
|
||
} else {
|
||
this._scene = new Scene({ name: 'GameScene' });
|
||
Core.setScene(this._scene);
|
||
}
|
||
|
||
// 编辑器模式下设置 isEditorMode,延迟组件生命周期回调
|
||
// Set isEditorMode in editor mode to defer component lifecycle callbacks
|
||
if (this._platform.isEditorMode()) {
|
||
this._scene.isEditorMode = true;
|
||
}
|
||
|
||
// 6. 添加基础系统
|
||
this._scene.addSystem(new HierarchySystem());
|
||
this._scene.addSystem(new TransformSystem());
|
||
|
||
// 7. 添加输入系统(最先更新,以便其他系统可以读取输入状态)
|
||
// Add input system (updates first so other systems can read input state)
|
||
this._inputSystem = new InputSystem({
|
||
disableInEditor: true // 编辑器模式下禁用,避免与编辑器输入冲突
|
||
});
|
||
this._scene.addSystem(this._inputSystem);
|
||
|
||
// 设置平台输入子系统 | Set platform input subsystem
|
||
const inputSubsystem = this._platform.getInputSubsystem?.();
|
||
if (inputSubsystem) {
|
||
this._inputSystem.setInputSubsystem(inputSubsystem);
|
||
}
|
||
|
||
// CameraSystem 由 CameraPlugin 通过插件系统创建
|
||
// CameraSystem is created by CameraPlugin via plugin system
|
||
|
||
this._renderSystem = new EngineRenderSystem(this._bridge, TransformComponent);
|
||
|
||
// 7. 设置 UI 画布尺寸
|
||
if (this._config.uiCanvasSize) {
|
||
this._renderSystem.setUICanvasSize(
|
||
this._config.uiCanvasSize.width,
|
||
this._config.uiCanvasSize.height
|
||
);
|
||
} else {
|
||
this._renderSystem.setUICanvasSize(1920, 1080);
|
||
}
|
||
|
||
// 8. 创建资产系统
|
||
this._assetManager = new AssetManager();
|
||
this._engineIntegration = new EngineIntegration(this._assetManager, this._bridge);
|
||
|
||
// 设置全局资产数据库(供渲染系统查询 sprite 元数据)
|
||
// Set global asset database (for render systems to query sprite metadata)
|
||
setGlobalAssetDatabase(this._assetManager.getDatabase());
|
||
|
||
// 9. 加载并初始化插件(编辑器模式下跳过,由 editor-core 的 PluginManager 处理)
|
||
if (!this._config.skipPluginLoading) {
|
||
await this._initializePlugins();
|
||
}
|
||
|
||
// 10. 创建系统上下文(使用 PluginServiceRegistry)
|
||
const services = new PluginServiceRegistry();
|
||
|
||
// 注册核心服务 | Register core services
|
||
// 使用单一职责接口注册 EngineBridge | Register EngineBridge with single-responsibility interfaces
|
||
services.register(TextureServiceToken, this._bridge);
|
||
services.register(DynamicAtlasServiceToken, this._bridge);
|
||
services.register(CoordinateServiceToken, this._bridge);
|
||
services.register(RenderConfigServiceToken, this._bridge);
|
||
services.register(RenderSystemToken, this._renderSystem);
|
||
services.register(EngineIntegrationToken, this._engineIntegration);
|
||
services.register(AssetManagerToken, this._assetManager);
|
||
services.register(TransformTypeToken, TransformComponent);
|
||
|
||
// 注册 Canvas 元素(用于坐标转换等)
|
||
// Register canvas element (for coordinate conversion, etc.)
|
||
const canvas = this._platform.getCanvas();
|
||
if (canvas) {
|
||
services.register(CanvasElementToken, canvas);
|
||
}
|
||
|
||
this._systemContext = {
|
||
isEditor: this._platform.isEditorMode(),
|
||
services
|
||
};
|
||
|
||
// 11. 让插件创建系统(编辑器模式下跳过,由 EngineService.initializeModuleSystems 处理)
|
||
if (!this._config.skipPluginLoading) {
|
||
runtimePluginManager.createSystemsForScene(this._scene, this._systemContext);
|
||
}
|
||
|
||
// 11. 设置 UI 渲染数据提供者(如果有)
|
||
const uiRenderProvider = this._systemContext.services.get(UIRenderProviderToken);
|
||
if (uiRenderProvider) {
|
||
this._renderSystem.setUIRenderDataProvider(uiRenderProvider);
|
||
}
|
||
|
||
// 12. 添加渲染系统(在所有其他系统之后)
|
||
this._scene.addSystem(this._renderSystem);
|
||
|
||
// 13. 启动默认 world
|
||
const defaultWorld = Core.worldManager.getWorld('__default__');
|
||
if (defaultWorld && !defaultWorld.isActive) {
|
||
defaultWorld.start();
|
||
}
|
||
|
||
this._state.initialized = true;
|
||
|
||
// 14. 设置初始模式
|
||
const initialMode = this._platform.isEditorMode()
|
||
? RuntimeMode.EditorStatic
|
||
: RuntimeMode.Standalone;
|
||
this._state.mode = initialMode;
|
||
|
||
// 应用初始模式配置(不触发 setMode 的完整流程,因为刚初始化)
|
||
const modeConfig = getRuntimeModeConfig(initialMode);
|
||
this._applySystemConfig(modeConfig);
|
||
|
||
// 15. 自动启动渲染循环
|
||
if (this._config.autoStartRenderLoop !== false) {
|
||
this._startRenderLoop();
|
||
}
|
||
} catch (error) {
|
||
console.error('[GameRuntime] Initialization failed:', error);
|
||
throw error;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @zh 加载并初始化插件
|
||
* @en Load and initialize plugins
|
||
*/
|
||
private async _initializePlugins(): Promise<void> {
|
||
const hasPlugins = runtimePluginManager.getPlugins().length > 0;
|
||
|
||
if (!hasPlugins) {
|
||
const configs = convertToPluginLoadConfigs(this._projectConfig, BUILTIN_PLUGIN_PACKAGES);
|
||
const loader = new PluginLoader({ plugins: configs });
|
||
|
||
await loader.loadAll();
|
||
|
||
const loaded = loader.getLoaded();
|
||
const failed = loader.getFailed();
|
||
|
||
if (loaded.length > 0) {
|
||
console.log(`[GameRuntime] Loaded: ${loaded.map(p => p.packageId).join(', ')}`);
|
||
}
|
||
if (failed.length > 0) {
|
||
for (const p of failed) {
|
||
console.warn(`[GameRuntime] Failed: ${p.packageId} - ${p.error}`);
|
||
}
|
||
}
|
||
}
|
||
|
||
await runtimePluginManager.initializeRuntime(Core.services);
|
||
}
|
||
|
||
/**
|
||
* @zh 设置游戏逻辑系统启用状态
|
||
* @en Set game logic systems enabled state
|
||
*/
|
||
private _setGameLogicSystemsEnabled(enabled: boolean): void {
|
||
const services = this._systemContext?.services;
|
||
if (!services) return;
|
||
|
||
const animatorSystem = services.get(SpriteAnimatorSystemToken);
|
||
if (animatorSystem) animatorSystem.enabled = enabled;
|
||
|
||
const behaviorTreeSystem = services.get(BehaviorTreeSystemToken);
|
||
if (behaviorTreeSystem) {
|
||
behaviorTreeSystem.enabled = enabled;
|
||
if (enabled) behaviorTreeSystem.startAllAutoStartTrees?.();
|
||
}
|
||
|
||
const physicsSystem = services.get(Physics2DSystemToken);
|
||
if (physicsSystem) physicsSystem.enabled = enabled;
|
||
}
|
||
|
||
/**
|
||
* 启动渲染循环
|
||
*/
|
||
private _startRenderLoop(): void {
|
||
if (this._animationFrameId !== null) {
|
||
return;
|
||
}
|
||
this._lastTime = performance.now();
|
||
this._renderLoop();
|
||
}
|
||
|
||
/**
|
||
* 渲染循环
|
||
*/
|
||
private _renderLoop = (): void => {
|
||
const currentTime = performance.now();
|
||
const deltaTime = (currentTime - this._lastTime) / 1000;
|
||
this._lastTime = currentTime;
|
||
|
||
// 更新 ECS
|
||
Core.update(deltaTime);
|
||
|
||
this._animationFrameId = requestAnimationFrame(this._renderLoop);
|
||
};
|
||
|
||
/**
|
||
* 停止渲染循环
|
||
*/
|
||
private _stopRenderLoop(): void {
|
||
if (this._animationFrameId !== null) {
|
||
cancelAnimationFrame(this._animationFrameId);
|
||
this._animationFrameId = null;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @zh 开始运行(切换到预览模式)
|
||
* @en Start running (switch to preview mode)
|
||
*
|
||
* @zh 在编辑器中,从 EditorStatic 切换到 EditorPreview
|
||
* @en In editor, switches from EditorStatic to EditorPreview
|
||
*/
|
||
start(): void {
|
||
if (!this._state.initialized || this._state.running) {
|
||
return;
|
||
}
|
||
|
||
// 根据平台选择目标模式
|
||
const targetMode = this._platform.isEditorMode()
|
||
? RuntimeMode.EditorPreview
|
||
: RuntimeMode.Standalone;
|
||
|
||
this.setMode(targetMode);
|
||
|
||
// 确保渲染循环在运行
|
||
this._startRenderLoop();
|
||
}
|
||
|
||
/**
|
||
* 暂停运行
|
||
* Pause running
|
||
*/
|
||
pause(): void {
|
||
if (!this._state.running || this._state.paused) {
|
||
return;
|
||
}
|
||
this._state.paused = true;
|
||
}
|
||
|
||
/**
|
||
* 恢复运行
|
||
* Resume running
|
||
*/
|
||
resume(): void {
|
||
if (!this._state.running || !this._state.paused) {
|
||
return;
|
||
}
|
||
this._state.paused = false;
|
||
}
|
||
|
||
/**
|
||
* @zh 停止运行(切换回静态模式)
|
||
* @en Stop running (switch back to static mode)
|
||
*
|
||
* @zh 在编辑器中,从 EditorPreview 切换回 EditorStatic
|
||
* @en In editor, switches from EditorPreview back to EditorStatic
|
||
*/
|
||
stop(): void {
|
||
if (!this._state.running) {
|
||
return;
|
||
}
|
||
|
||
// 在编辑器中切换回静态模式(setMode 会处理系统禁用)
|
||
if (this._platform.isEditorMode()) {
|
||
this.setMode(RuntimeMode.EditorStatic);
|
||
}
|
||
|
||
// 重置物理系统状态
|
||
const physicsSystem = this._systemContext?.services.get(Physics2DSystemToken);
|
||
if (physicsSystem) {
|
||
physicsSystem.reset?.();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 单步执行
|
||
* Step forward one frame
|
||
*/
|
||
step(): void {
|
||
if (!this._state.initialized) {
|
||
return;
|
||
}
|
||
|
||
// 启用系统执行一帧
|
||
this._setGameLogicSystemsEnabled(true);
|
||
Core.update(1 / 60);
|
||
this._setGameLogicSystemsEnabled(false);
|
||
}
|
||
|
||
/**
|
||
* 加载场景数据
|
||
* Load scene data
|
||
*/
|
||
async loadScene(sceneData: string | object): Promise<void> {
|
||
if (!this._scene) {
|
||
throw new Error('Scene not initialized');
|
||
}
|
||
|
||
const jsonStr = typeof sceneData === 'string'
|
||
? sceneData
|
||
: JSON.stringify(sceneData);
|
||
|
||
SceneSerializer.deserialize(this._scene, jsonStr, {
|
||
strategy: 'replace',
|
||
preserveIds: true
|
||
});
|
||
}
|
||
|
||
/**
|
||
* 从 URL 加载场景
|
||
* Load scene from URL
|
||
*/
|
||
async loadSceneFromUrl(url: string): Promise<void> {
|
||
const response = await fetch(url);
|
||
if (!response.ok) {
|
||
throw new Error(`Failed to load scene from ${url}: ${response.status}`);
|
||
}
|
||
const sceneJson = await response.text();
|
||
await this.loadScene(sceneJson);
|
||
}
|
||
|
||
/**
|
||
* 从数据对象加载场景(用于单文件模式)
|
||
* Load scene from data object (for single-file mode)
|
||
*/
|
||
async loadSceneFromData(sceneData: unknown): Promise<void> {
|
||
const sceneJson = JSON.stringify(sceneData);
|
||
await this.loadScene(sceneJson);
|
||
}
|
||
|
||
/**
|
||
* 调整视口大小
|
||
* Resize viewport
|
||
*/
|
||
resize(width: number, height: number): void {
|
||
if (this._bridge) {
|
||
this._bridge.resize(width, height);
|
||
}
|
||
this._platform.resize(width, height);
|
||
}
|
||
|
||
/**
|
||
* 设置相机
|
||
* Set camera
|
||
*/
|
||
setCamera(config: { x: number; y: number; zoom: number; rotation?: number }): void {
|
||
if (this._bridge) {
|
||
this._bridge.setCamera({
|
||
x: config.x,
|
||
y: config.y,
|
||
zoom: config.zoom,
|
||
rotation: config.rotation ?? 0
|
||
});
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取相机状态
|
||
* Get camera state
|
||
*/
|
||
getCamera(): { x: number; y: number; zoom: number; rotation: number } {
|
||
if (this._bridge) {
|
||
return this._bridge.getCamera();
|
||
}
|
||
return { x: 0, y: 0, zoom: 1, rotation: 0 };
|
||
}
|
||
|
||
/**
|
||
* 设置网格显示
|
||
* Set grid visibility
|
||
*/
|
||
setShowGrid(show: boolean): void {
|
||
if (this._bridge) {
|
||
this._bridge.setShowGrid(show);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置 Gizmo 显示
|
||
* Set gizmo visibility
|
||
*/
|
||
setShowGizmos(show: boolean): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setShowGizmos(show);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置编辑器模式
|
||
* Set editor mode
|
||
*
|
||
* When false (runtime mode), editor-only UI like grid, gizmos,
|
||
* and axis indicator are automatically hidden.
|
||
* 当为 false(运行时模式)时,编辑器专用 UI 会自动隐藏。
|
||
*/
|
||
setEditorMode(isEditor: boolean): void {
|
||
if (this._bridge) {
|
||
this._bridge.setEditorMode(isEditor);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取编辑器模式
|
||
* Get editor mode
|
||
*/
|
||
isEditorMode(): boolean {
|
||
if (this._bridge) {
|
||
return this._bridge.isEditorMode();
|
||
}
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* 设置清除颜色
|
||
* Set clear color
|
||
*/
|
||
setClearColor(r: number, g: number, b: number, a: number = 1.0): void {
|
||
if (this._bridge) {
|
||
this._bridge.setClearColor(r, g, b, a);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取统计信息
|
||
* Get stats
|
||
*/
|
||
getStats(): { fps: number; drawCalls: number; spriteCount: number } {
|
||
if (!this._renderSystem) {
|
||
return { fps: 0, drawCalls: 0, spriteCount: 0 };
|
||
}
|
||
|
||
const engineStats = this._renderSystem.getStats();
|
||
return {
|
||
fps: engineStats?.fps ?? 0,
|
||
drawCalls: engineStats?.drawCalls ?? 0,
|
||
spriteCount: this._renderSystem.spriteCount
|
||
};
|
||
}
|
||
|
||
// ===== 编辑器特有功能 =====
|
||
// ===== Editor-specific features =====
|
||
|
||
/**
|
||
* 设置 Gizmo 注册表(编辑器模式)
|
||
* Set gizmo registry (editor mode)
|
||
*/
|
||
setGizmoRegistry(
|
||
gizmoDataProvider: (component: any, entity: any, isSelected: boolean) => any,
|
||
hasGizmoProvider: (component: any) => boolean
|
||
): void {
|
||
this._gizmoDataProvider = gizmoDataProvider;
|
||
this._hasGizmoProvider = hasGizmoProvider;
|
||
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setGizmoRegistry(gizmoDataProvider, hasGizmoProvider);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置选中的实体 ID(编辑器模式)
|
||
* Set selected entity IDs (editor mode)
|
||
*/
|
||
setSelectedEntityIds(ids: number[]): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setSelectedEntityIds(ids);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置变换工具模式(编辑器模式)
|
||
* Set transform tool mode (editor mode)
|
||
*/
|
||
setTransformMode(mode: 'select' | 'move' | 'rotate' | 'scale'): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setTransformMode(mode);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取变换工具模式
|
||
* Get transform tool mode
|
||
*/
|
||
getTransformMode(): 'select' | 'move' | 'rotate' | 'scale' {
|
||
return this._renderSystem?.getTransformMode() ?? 'select';
|
||
}
|
||
|
||
/**
|
||
* 设置 UI 画布尺寸
|
||
* Set UI canvas size
|
||
*/
|
||
setUICanvasSize(width: number, height: number): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setUICanvasSize(width, height);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取 UI 画布尺寸
|
||
* Get UI canvas size
|
||
*/
|
||
getUICanvasSize(): { width: number; height: number } {
|
||
return this._renderSystem?.getUICanvasSize() ?? { width: 0, height: 0 };
|
||
}
|
||
|
||
/**
|
||
* 设置 UI 画布边界显示
|
||
* Set UI canvas boundary visibility
|
||
*/
|
||
setShowUICanvasBoundary(show: boolean): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setShowUICanvasBoundary(show);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取 UI 画布边界显示状态
|
||
* Get UI canvas boundary visibility
|
||
*/
|
||
getShowUICanvasBoundary(): boolean {
|
||
return this._renderSystem?.getShowUICanvasBoundary() ?? true;
|
||
}
|
||
|
||
// ===== 场景快照 API =====
|
||
// ===== Scene Snapshot API =====
|
||
|
||
/**
|
||
* 保存场景快照
|
||
* Save scene snapshot
|
||
*
|
||
* 使用二进制格式提升序列化性能,并支持 EntityRef 的正确序列化。
|
||
* 使用路径稳定 ID 后,不再需要清除纹理缓存。
|
||
*
|
||
* Uses binary format for better serialization performance and supports proper
|
||
* EntityRef serialization. With path-stable IDs, no need to clear texture cache.
|
||
*
|
||
* @param options 可选配置
|
||
* @param options.useJson 是否使用 JSON 格式(用于调试),默认 false 使用二进制
|
||
*/
|
||
saveSceneSnapshot(options?: { useJson?: boolean }): boolean {
|
||
if (!this._scene) {
|
||
console.warn('[GameRuntime] Cannot save snapshot: no scene');
|
||
return false;
|
||
}
|
||
|
||
try {
|
||
// 使用路径稳定 ID 后,不再清除纹理缓存
|
||
// 组件保存的 textureId 在 Play/Stop 后仍然有效
|
||
// With path-stable IDs, no longer clear texture cache
|
||
// Component's saved textureId remains valid after Play/Stop
|
||
|
||
// 使用二进制格式提升性能(默认)或 JSON 用于调试
|
||
// Use binary format for performance (default) or JSON for debugging
|
||
const format = options?.useJson ? 'json' : 'binary';
|
||
|
||
this._sceneSnapshot = SceneSerializer.serialize(this._scene, {
|
||
format,
|
||
pretty: false,
|
||
includeMetadata: false
|
||
});
|
||
return true;
|
||
} catch (error) {
|
||
console.error('[GameRuntime] Failed to save snapshot:', error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 恢复场景快照
|
||
* Restore scene snapshot
|
||
*
|
||
* 使用两阶段反序列化确保 EntityRef 引用正确恢复:
|
||
* 1. 创建所有实体和组件
|
||
* 2. 解析所有 EntityRef 引用
|
||
*
|
||
* 使用路径稳定 ID 后,不再需要清除纹理缓存。
|
||
* 组件保存的 textureId 在恢复后仍然有效。
|
||
*
|
||
* Uses two-phase deserialization to ensure EntityRef references are properly restored:
|
||
* 1. Create all entities and components
|
||
* 2. Resolve all EntityRef references
|
||
*
|
||
* With path-stable IDs, no need to clear texture cache.
|
||
* Component's saved textureId remains valid after restore.
|
||
*/
|
||
async restoreSceneSnapshot(): Promise<boolean> {
|
||
if (!this._scene || !this._sceneSnapshot) {
|
||
console.warn('[GameRuntime] Cannot restore: no scene or snapshot');
|
||
return false;
|
||
}
|
||
|
||
try {
|
||
// 清除 Tilemap 缓存(Tilemap 使用独立的缓存机制)
|
||
// Clear Tilemap cache (Tilemap uses its own cache mechanism)
|
||
const tilemapSystem = this._systemContext?.services.get(TilemapSystemToken);
|
||
if (tilemapSystem) {
|
||
tilemapSystem.clearCache?.();
|
||
}
|
||
|
||
// 使用路径稳定 ID 后,不再清除纹理缓存
|
||
// 组件保存的 textureId 在 Play/Stop 后仍然有效
|
||
// With path-stable IDs, no longer clear texture cache
|
||
// Component's saved textureId remains valid after Play/Stop
|
||
|
||
// 反序列化场景(SceneSerializer 内部使用 SerializationContext 处理 EntityRef)
|
||
// Deserialize scene (SceneSerializer internally uses SerializationContext for EntityRef)
|
||
SceneSerializer.deserialize(this._scene, this._sceneSnapshot, {
|
||
strategy: 'replace',
|
||
preserveIds: true
|
||
});
|
||
|
||
this._sceneSnapshot = null;
|
||
return true;
|
||
} catch (error) {
|
||
console.error('[GameRuntime] Failed to restore snapshot:', error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 检查是否有快照
|
||
* Check if snapshot exists
|
||
*/
|
||
hasSnapshot(): boolean {
|
||
return this._sceneSnapshot !== null;
|
||
}
|
||
|
||
/**
|
||
* 获取快照大小(用于调试)
|
||
* Get snapshot size (for debugging)
|
||
*/
|
||
getSnapshotSize(): number {
|
||
if (!this._sceneSnapshot) {
|
||
return 0;
|
||
}
|
||
if (typeof this._sceneSnapshot === 'string') {
|
||
return this._sceneSnapshot.length;
|
||
}
|
||
return this._sceneSnapshot.byteLength;
|
||
}
|
||
|
||
// ===== 多视口 API =====
|
||
// ===== Multi-viewport API =====
|
||
|
||
/**
|
||
* 注册视口
|
||
* Register viewport
|
||
*/
|
||
registerViewport(id: string, canvasId: string): void {
|
||
if (this._bridge) {
|
||
this._bridge.registerViewport(id, canvasId);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 注销视口
|
||
* Unregister viewport
|
||
*/
|
||
unregisterViewport(id: string): void {
|
||
if (this._bridge) {
|
||
this._bridge.unregisterViewport(id);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置活动视口
|
||
* Set active viewport
|
||
*/
|
||
setActiveViewport(id: string): boolean {
|
||
if (this._bridge) {
|
||
return this._bridge.setActiveViewport(id);
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/**
|
||
* 释放资源
|
||
* Dispose resources
|
||
*/
|
||
dispose(): void {
|
||
this.stop();
|
||
this._stopRenderLoop();
|
||
|
||
if (this._assetManager) {
|
||
this._assetManager.dispose();
|
||
this._assetManager = null;
|
||
// 清除全局资产数据库引用 | Clear global asset database reference
|
||
setGlobalAssetDatabase(null);
|
||
}
|
||
|
||
this._engineIntegration = null;
|
||
this._scene = null;
|
||
|
||
if (this._bridge) {
|
||
this._bridge.dispose();
|
||
this._bridge = null;
|
||
}
|
||
|
||
this._renderSystem = null;
|
||
this._inputSystem = null;
|
||
this._systemContext = null;
|
||
this._platform.dispose();
|
||
|
||
this._state.initialized = false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 创建游戏运行时实例
|
||
* Create game runtime instance
|
||
*/
|
||
export function createGameRuntime(config: GameRuntimeConfig): GameRuntime {
|
||
return new GameRuntime(config);
|
||
}
|