Files
esengine/packages/asset-system-editor/src/packing/AssetPacker.ts
YHH c3b7250f85 refactor(plugin): 重构插件系统架构,统一类型导入路径 (#296)
* refactor(plugin): 重构插件系统架构,统一类型导入路径

## 主要更改

### 新增 @esengine/plugin-types 包
- 提供打破循环依赖的最小类型定义
- 包含 ServiceToken, createServiceToken, PluginServiceRegistry, IEditorModuleBase

### engine-core 类型统一
- IPlugin<T> 泛型参数改为 T = unknown
- 所有运行时类型(IRuntimeModule, ModuleManifest, SystemContext)在此定义
- 新增 PluginServiceRegistry.ts 导出服务令牌相关类型

### editor-core 类型优化
- 重命名 IPluginLoader.ts 为 EditorModule.ts
- 新增 IEditorPlugin = IPlugin<IEditorModuleLoader> 类型别名
- 移除弃用别名 IPluginLoader, IRuntimeModuleLoader

### 编辑器插件更新
- 所有 9 个编辑器插件使用 IEditorPlugin 类型
- 统一从 editor-core 导入编辑器类型

### 服务令牌规范
- 各模块在 tokens.ts 中定义自己的服务接口和令牌
- 遵循"谁定义接口,谁导出 Token"原则

## 导入规范

| 场景 | 导入来源 |
|------|---------|
| 运行时模块 | @esengine/engine-core |
| 编辑器插件 | @esengine/editor-core |
| 服务令牌 | @esengine/engine-core |

* refactor(plugin): 完善服务令牌规范,统一运行时模块

## 更改内容

### 运行时模块优化
- particle: 使用 PluginServiceRegistry 获取依赖服务
- physics-rapier2d: 通过服务令牌注册/获取物理查询接口
- tilemap: 使用服务令牌获取物理系统依赖
- sprite: 导出服务令牌
- ui: 导出服务令牌
- behavior-tree: 使用服务令牌系统

### 资产系统增强
- IAssetManager 接口扩展
- 加载器使用服务令牌获取依赖

### 运行时核心
- GameRuntime 使用 PluginServiceRegistry
- 导出服务令牌相关类型

### 编辑器服务
- EngineService 适配新的服务令牌系统
- AssetRegistryService 优化

* fix: 修复 editor-app 和 behavior-tree-editor 中的类型引用

- editor-app/PluginLoader.ts: 使用 IPlugin 替代 IPluginLoader
- behavior-tree-editor: 使用 IEditorPlugin 替代 IPluginLoader

* fix(ui): 添加缺失的 ecs-engine-bindgen 依赖

UIRuntimeModule 使用 EngineBridgeToken,需要声明对 ecs-engine-bindgen 的依赖

* fix(type): 解决 ServiceToken 跨包类型兼容性问题

- 在 engine-core 中直接定义 ServiceToken 和 PluginServiceRegistry
  而不是从 plugin-types 重新导出,确保 tsup 生成的类型声明
  以 engine-core 作为类型来源
- 移除 RuntimeResolver.ts 中的硬编码模块 ID 检查,
  改用 module.json 中的 name 配置
- 修复 pnpm-lock.yaml 中的依赖记录

* refactor(arch): 改进架构设计,移除硬编码

- 统一类型导出:editor-core 从 engine-core 导入 IEditorModuleBase
- RuntimeResolver: 将硬编码路径改为配置常量和搜索路径列表
- 添加跨平台安装路径支持(Windows/macOS/Linux)
- 使用 ENGINE_WASM_CONFIG 配置引擎 WASM 文件信息
- IBundlePackOptions 添加 preloadBundles 配置项

* fix(particle): 添加缺失的 ecs-engine-bindgen 依赖

ParticleRuntimeModule 导入了 @esengine/ecs-engine-bindgen 的 tokens,
但 package.json 中未声明该依赖,导致 CI 构建失败。

* fix(physics-rapier2d): 移除不存在的 PhysicsSystemContext 导出

PhysicsRuntimeModule 中不存在该类型,导致 type-check 失败
2025-12-08 21:10:57 +08:00

411 lines
12 KiB
TypeScript

/**
* Asset Packer
* 资产打包器
*
* Collects and packs assets into bundles for runtime loading.
* 收集并将资产打包成运行时加载的包。
*/
import {
AssetGUID,
AssetType,
IBundleManifest,
IBundleAssetInfo,
IRuntimeCatalog,
IRuntimeBundleInfo,
IRuntimeAssetLocation,
IAssetToPack,
IBundlePackOptions
} from '@esengine/asset-system';
import { IAssetMeta } from '../meta/AssetMetaFile';
/**
* Packing result
* 打包结果
*/
export interface IPackingResult {
/** Generated bundles | 生成的包 */
bundles: IPackedBundle[];
/** Runtime catalog | 运行时目录 */
catalog: IRuntimeCatalog;
/** Total size in bytes | 总大小 */
totalSize: number;
/** Number of assets packed | 打包的资产数量 */
assetCount: number;
/** Packing duration in ms | 打包耗时 */
duration: number;
}
/**
* Packed bundle
* 已打包的包
*/
export interface IPackedBundle {
/** Bundle name | 包名称 */
name: string;
/** Bundle data | 包数据 */
data: ArrayBuffer;
/** Bundle manifest | 包清单 */
manifest: IBundleManifest;
}
/**
* Asset file reader interface
* 资产文件读取器接口
*/
export interface IAssetFileReader {
readBinary(path: string): Promise<ArrayBuffer>;
readText(path: string): Promise<string>;
exists(path: string): Promise<boolean>;
}
/**
* Asset Packer
* 资产打包器
*/
export class AssetPacker {
private _fileReader: IAssetFileReader | null = null;
private _assets: IAssetToPack[] = [];
private _metas = new Map<AssetGUID, IAssetMeta>();
/**
* Set file reader for loading asset data
* 设置用于加载资产数据的文件读取器
*/
setFileReader(reader: IAssetFileReader): void {
this._fileReader = reader;
}
/**
* Add asset to pack
* 添加要打包的资产
*/
addAsset(asset: IAssetToPack, meta?: IAssetMeta): void {
this._assets.push(asset);
if (meta) {
this._metas.set(asset.guid, meta);
}
}
/**
* Add multiple assets
* 添加多个资产
*/
addAssets(assets: IAssetToPack[]): void {
for (const asset of assets) {
this.addAsset(asset);
}
}
/**
* Clear all added assets
* 清除所有已添加的资产
*/
clear(): void {
this._assets = [];
this._metas.clear();
}
/**
* Pack assets into bundles
* 将资产打包成包
*/
async pack(options: IBundlePackOptions = { name: 'main' }): Promise<IPackingResult> {
const startTime = Date.now();
// Group assets for bundling
const groups = this._groupAssets(options);
// Pack each group into a bundle
const bundles: IPackedBundle[] = [];
const catalogAssets: Record<AssetGUID, IRuntimeAssetLocation> = {};
const catalogBundles: Record<string, IRuntimeBundleInfo> = {};
for (const [bundleName, assets] of groups) {
const packed = await this._packBundle(bundleName, assets, options);
bundles.push(packed);
// Add to catalog
catalogBundles[bundleName] = {
url: `assets/${bundleName}.bundle`,
size: packed.data.byteLength,
hash: await this._hashBuffer(packed.data),
// 预加载核心资产包(可通过配置扩展) | Preload core bundles (extensible via config)
preload: options.preloadBundles?.includes(bundleName) ??
(bundleName === 'core' || bundleName === 'main')
};
// Add asset locations
for (const assetInfo of packed.manifest.assets) {
catalogAssets[assetInfo.guid] = {
bundle: bundleName,
offset: assetInfo.offset,
size: assetInfo.size,
type: assetInfo.type,
name: assetInfo.name
};
}
}
// Create catalog
const catalog: IRuntimeCatalog = {
version: '1.0',
createdAt: Date.now(),
bundles: catalogBundles,
assets: catalogAssets
};
const totalSize = bundles.reduce((sum, b) => sum + b.data.byteLength, 0);
return {
bundles,
catalog,
totalSize,
assetCount: this._assets.length,
duration: Date.now() - startTime
};
}
/**
* Pack assets by type (textures.bundle, audio.bundle, etc.)
* 按类型打包资产
*/
async packByType(): Promise<IPackingResult> {
return this.pack({
name: 'main',
groupByType: true
});
}
/**
* Group assets for bundling
* 分组资产以便打包
*/
private _groupAssets(options: IBundlePackOptions): Map<string, IAssetToPack[]> {
const groups = new Map<string, IAssetToPack[]>();
if (options.groupByType) {
// Group by asset type
for (const asset of this._assets) {
const bundleName = this._getBundleNameForType(asset.type);
const group = groups.get(bundleName) || [];
group.push(asset);
groups.set(bundleName, group);
}
} else {
// Single bundle
groups.set(options.name, [...this._assets]);
}
// Handle max size splitting
if (options.maxSize) {
const splitGroups = new Map<string, IAssetToPack[]>();
for (const [name, assets] of groups) {
let currentSize = 0;
let partIndex = 0;
let currentGroup: IAssetToPack[] = [];
for (const asset of assets) {
const assetSize = asset.data?.byteLength || 0;
if (currentSize + assetSize > options.maxSize && currentGroup.length > 0) {
splitGroups.set(`${name}_${partIndex}`, currentGroup);
partIndex++;
currentGroup = [];
currentSize = 0;
}
currentGroup.push(asset);
currentSize += assetSize;
}
if (currentGroup.length > 0) {
const finalName = partIndex > 0 ? `${name}_${partIndex}` : name;
splitGroups.set(finalName, currentGroup);
}
}
return splitGroups;
}
return groups;
}
/**
* Get bundle name for asset type
* 获取资产类型的包名称
*/
private _getBundleNameForType(type: AssetType): string {
const typeGroups: Record<string, string[]> = {
textures: ['texture'],
audio: ['audio'],
data: ['json', 'text', 'binary', 'scene', 'prefab'],
fonts: ['font'],
shaders: ['shader', 'material'],
tilemaps: ['tilemap', 'tileset'],
scripts: ['behavior-tree', 'blueprint']
};
for (const [bundleName, types] of Object.entries(typeGroups)) {
if (types.includes(type)) {
return bundleName;
}
}
return 'misc';
}
/**
* Pack a single bundle
* 打包单个包
*/
private async _packBundle(
name: string,
assets: IAssetToPack[],
_options: IBundlePackOptions
): Promise<IPackedBundle> {
const assetInfos: IBundleAssetInfo[] = [];
const dataChunks: ArrayBuffer[] = [];
let currentOffset = 0;
// Load and pack each asset
for (const asset of assets) {
let data = asset.data;
// Load data if not provided
if (!data && this._fileReader) {
try {
data = await this._fileReader.readBinary(asset.path);
} catch (e) {
console.warn(`[AssetPacker] Failed to load asset: ${asset.path}`, e);
continue;
}
}
if (!data) {
console.warn(`[AssetPacker] No data for asset: ${asset.guid}`);
continue;
}
// Align to 4 bytes
const padding = (4 - (data.byteLength % 4)) % 4;
const paddedSize = data.byteLength + padding;
assetInfos.push({
guid: asset.guid,
name: asset.name,
type: asset.type,
offset: currentOffset,
size: data.byteLength
});
// Add data with padding
dataChunks.push(data);
if (padding > 0) {
dataChunks.push(new ArrayBuffer(padding));
}
currentOffset += paddedSize;
}
// Combine all data
const totalSize = dataChunks.reduce((sum, chunk) => sum + chunk.byteLength, 0);
const bundleData = new Uint8Array(totalSize);
let offset = 0;
for (const chunk of dataChunks) {
bundleData.set(new Uint8Array(chunk), offset);
offset += chunk.byteLength;
}
// Create manifest
const manifest: IBundleManifest = {
name,
version: '1.0',
hash: await this._hashBuffer(bundleData.buffer),
compression: 'none',
size: bundleData.byteLength,
assets: assetInfos,
dependencies: [],
createdAt: Date.now()
};
return {
name,
data: bundleData.buffer,
manifest
};
}
/**
* Hash a buffer using SHA-256
* 使用 SHA-256 哈希缓冲区
*/
private async _hashBuffer(buffer: ArrayBuffer): Promise<string> {
// Use Web Crypto API if available
if (typeof crypto !== 'undefined' && crypto.subtle) {
const hashBuffer = await crypto.subtle.digest('SHA-256', buffer);
const hashArray = Array.from(new Uint8Array(hashBuffer));
return hashArray.map(b => b.toString(16).padStart(2, '0')).join('').slice(0, 16);
}
// Fallback: simple hash
const view = new Uint8Array(buffer);
let hash = 0;
for (let i = 0; i < view.length; i++) {
hash = ((hash << 5) - hash) + view[i];
hash = hash & hash;
}
return Math.abs(hash).toString(16).padStart(16, '0');
}
}
/**
* Collect assets referenced by a scene
* 收集场景引用的资产
*/
export async function collectSceneAssets(
sceneData: unknown,
_metaManager: { getPathByGUID: (guid: AssetGUID) => string | undefined }
): Promise<AssetGUID[]> {
const guids = new Set<AssetGUID>();
// Recursively find all GUID references
function findGUIDs(obj: unknown): void {
if (!obj || typeof obj !== 'object') return;
if (Array.isArray(obj)) {
for (const item of obj) {
findGUIDs(item);
}
return;
}
const record = obj as Record<string, unknown>;
// Check for GUID fields
for (const [key, value] of Object.entries(record)) {
if (key.endsWith('Guid') || key.endsWith('GUID') || key === 'guid') {
if (typeof value === 'string' && isValidGUID(value)) {
guids.add(value);
}
} else if (typeof value === 'object') {
findGUIDs(value);
}
}
}
findGUIDs(sceneData);
return Array.from(guids);
}
/**
* Validate GUID format
* 验证 GUID 格式
*/
function isValidGUID(guid: string): boolean {
const uuidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
return uuidRegex.test(guid);
}