Files
esengine/packages/platform-web/src/BrowserRuntime.ts
yhh 240b165970 chore: 更新仓库 URL (ecs-framework → esengine)
仓库已从 esengine/ecs-framework 重命名为 esengine/esengine
更新所有引用旧 URL 的文件
2025-12-08 21:23:37 +08:00

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/**
* Browser Runtime
* 浏览器运行时
*
* Lightweight runtime for web game builds.
* Uses dynamic plugin loading via import maps.
*
* 轻量级 Web 游戏运行时。
* 通过 import maps 动态加载插件。
*/
import { Core } from '@esengine/esengine';
import {
GameRuntime,
createGameRuntime,
BrowserPlatformAdapter,
runtimePluginManager,
BrowserFileSystemService,
type IPlugin
} from '@esengine/runtime-core';
import { assetManager as globalAssetManager, type IAssetManager, type IAssetCatalog, type IAssetCatalogEntry } from '@esengine/asset-system';
import { BrowserAssetReader } from './BrowserAssetReader';
/**
* Runtime configuration
* 运行时配置
*/
export interface RuntimeConfig {
/** Canvas element ID */
canvasId: string;
/** Canvas width (defaults to window.innerWidth) */
width?: number;
/** Canvas height (defaults to window.innerHeight) */
height?: number;
/** Asset catalog file URL (defaults to '/asset-catalog.json') */
assetCatalogUrl?: string;
/** Asset base URL (defaults to '/assets') */
assetBaseUrl?: string;
}
/**
* Browser Runtime
* 浏览器运行时
*
* Main entry point for running games in browser.
* Supports dynamic plugin registration.
*/
export class BrowserRuntime {
private _runtime: GameRuntime | null = null;
private _canvasId: string;
private _width: number;
private _height: number;
private _assetCatalogUrl: string;
private _assetBaseUrl: string;
private _fileSystem: BrowserFileSystemService | null = null;
private _assetReader: BrowserAssetReader | null = null;
private _initialized = false;
constructor(config: RuntimeConfig) {
this._canvasId = config.canvasId;
this._width = config.width ?? window.innerWidth;
this._height = config.height ?? window.innerHeight;
this._assetCatalogUrl = config.assetCatalogUrl ?? '/asset-catalog.json';
this._assetBaseUrl = config.assetBaseUrl ?? '/assets';
}
/**
* Register a plugin dynamically
* 动态注册插件
*
* Call this before initialize() to register plugins.
*/
registerPlugin(plugin: IPlugin): void {
if (plugin) {
runtimePluginManager.register(plugin);
runtimePluginManager.enable(plugin.manifest.id);
console.log(`[Runtime] Registered plugin: ${plugin.manifest.id}`);
}
}
/**
* Register multiple plugins
* 注册多个插件
*/
registerPlugins(plugins: IPlugin[]): void {
for (const plugin of plugins) {
this.registerPlugin(plugin);
}
}
/**
* Initialize the runtime
* 初始化运行时
*
* @param wasmModule - Optional WASM module (from es_engine.js)
*/
async initialize(wasmModule?: unknown): Promise<void> {
if (this._initialized) {
console.warn('[Runtime] Already initialized');
return;
}
// Initialize browser file system service
this._fileSystem = new BrowserFileSystemService({
baseUrl: this._assetBaseUrl,
catalogUrl: this._assetCatalogUrl,
enableCache: true
});
await this._fileSystem.initialize();
// Initialize asset reader
this._assetReader = new BrowserAssetReader(this._assetBaseUrl);
// Create browser platform adapter
const platform = new BrowserPlatformAdapter({
wasmModule: wasmModule ?? undefined
});
// Create game runtime
this._runtime = createGameRuntime({
platform,
canvasId: this._canvasId,
width: this._width,
height: this._height,
autoStartRenderLoop: false
});
await this._runtime.initialize();
// Register file system service
const IFileSystemServiceKey = Symbol.for('IFileSystemService');
if (!Core.services.isRegistered(IFileSystemServiceKey)) {
Core.services.registerInstance(IFileSystemServiceKey, this._fileSystem);
}
// Set asset reader for AssetManager (both runtime instance and global singleton)
// 设置资产读取器(运行时实例和全局单例)
if (this._assetReader) {
// Initialize the GLOBAL assetManager singleton (used by particle and other modules)
// 初始化全局 assetManager 单例(被 particle 等模块使用)
globalAssetManager.setReader(this._assetReader);
// Also set for runtime's assetManager if available
if (this._runtime.assetManager) {
this._runtime.assetManager.setReader(this._assetReader);
}
// Initialize AssetManager with catalog data from BrowserFileSystemService
// 使用 BrowserFileSystemService 的 catalog 数据初始化 AssetManager
if (this._fileSystem?.catalog) {
const browserCatalog = this._fileSystem.catalog;
const assetCatalog: IAssetCatalog = {
version: browserCatalog.version,
createdAt: browserCatalog.createdAt,
entries: new Map<string, IAssetCatalogEntry>(),
bundles: new Map()
};
// Convert browser catalog entries to IAssetCatalog format
// 将浏览器 catalog 条目转换为 IAssetCatalog 格式
for (const [guid, entry] of Object.entries(browserCatalog.entries)) {
assetCatalog.entries.set(guid, {
guid: entry.guid,
path: entry.path,
type: entry.type,
size: entry.size,
hash: entry.hash
});
}
// Initialize GLOBAL assetManager singleton (this is what particle module uses)
// 初始化全局 assetManager 单例particle 模块使用的就是这个)
globalAssetManager.initializeFromCatalog(assetCatalog);
// Also initialize runtime's assetManager if available
if (this._runtime.assetManager) {
this._runtime.assetManager.initializeFromCatalog(assetCatalog);
}
}
}
// Disable editor mode (hides grid, gizmos, axis indicator)
// 禁用编辑器模式隐藏网格、gizmos、坐标轴指示器
this._runtime.setEditorMode(false);
this._initialized = true;
console.log('[Runtime] Initialized');
}
/**
* Load a scene from URL
* 从 URL 加载场景
*/
async loadScene(sceneUrl: string): Promise<void> {
if (!this._runtime) {
throw new Error('Runtime not initialized. Call initialize() first.');
}
await this._runtime.loadSceneFromUrl(sceneUrl);
}
/**
* Start the game loop
* 启动游戏循环
*/
start(): void {
this._runtime?.start();
}
/**
* Stop the game loop
* 停止游戏循环
*/
stop(): void {
this._runtime?.stop();
}
/**
* Handle window resize
* 处理窗口大小变化
*/
handleResize(width: number, height: number): void {
this._runtime?.resize(width, height);
}
/**
* Get the underlying GameRuntime
* 获取底层 GameRuntime
*/
get gameRuntime(): GameRuntime | null {
return this._runtime;
}
/**
* Get the asset manager
* 获取资产管理器
*
* @returns The asset manager instance, or null if not initialized
*/
get assetManager(): IAssetManager | null {
return this._runtime?.assetManager ?? null;
}
/**
* Check if runtime is initialized
* 检查运行时是否已初始化
*/
get isInitialized(): boolean {
return this._initialized;
}
}
/**
* Create a browser runtime instance
* 创建浏览器运行时实例
*/
export function create(config: RuntimeConfig): BrowserRuntime {
return new BrowserRuntime(config);
}
/**
* Default export for convenient usage
* 默认导出,便于使用
*
* Usage in game HTML:
* ```js
* const ECSRuntime = (await import('@esengine/platform-web')).default;
* const runtime = ECSRuntime.create({ canvasId: 'game-canvas' });
* ```
*/
export default {
create,
BrowserRuntime,
BrowserAssetReader,
// Re-export useful types from dependencies
Core,
GameRuntime,
createGameRuntime,
BrowserPlatformAdapter,
runtimePluginManager
};