* 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
428 lines
14 KiB
TypeScript
428 lines
14 KiB
TypeScript
/**
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* Browser Runtime
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* 浏览器运行时
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*
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* Lightweight runtime for web game builds.
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* Uses dynamic plugin loading via import maps.
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*
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* 轻量级 Web 游戏运行时。
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* 通过 import maps 动态加载插件。
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*/
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import { Core } from '@esengine/ecs-framework';
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import {
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GameRuntime,
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createGameRuntime,
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BrowserPlatformAdapter,
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runtimePluginManager,
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BrowserFileSystemService,
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RuntimeSceneManager,
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RuntimeSceneManagerToken,
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type IRuntimePlugin,
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type IRuntimeSceneManager
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} from '@esengine/runtime-core';
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import { isValidGUID, setGlobalAssetFileLoader, type IAssetManager, type IAssetFileLoader } from '@esengine/asset-system';
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import { BrowserAssetReader } from './BrowserAssetReader';
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import { WebInputSubsystem } from './subsystems/WebInputSubsystem';
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/**
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* Runtime configuration
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* 运行时配置
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*/
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export interface RuntimeConfig {
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/** Canvas element ID */
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canvasId: string;
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/** Canvas width (defaults to window.innerWidth) */
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width?: number;
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/** Canvas height (defaults to window.innerHeight) */
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height?: number;
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/** Asset catalog file URL (defaults to '/asset-catalog.json') */
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assetCatalogUrl?: string;
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/** Asset base URL (defaults to '/assets') */
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assetBaseUrl?: string;
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}
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/**
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* Browser Runtime
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* 浏览器运行时
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*
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* Main entry point for running games in browser.
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* Supports dynamic plugin registration.
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*/
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export class BrowserRuntime {
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private _runtime: GameRuntime | null = null;
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private _canvasId: string;
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private _width: number;
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private _height: number;
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private _assetCatalogUrl: string;
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private _assetBaseUrl: string;
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private _fileSystem: BrowserFileSystemService | null = null;
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private _assetReader: BrowserAssetReader | null = null;
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private _sceneManager: RuntimeSceneManager | null = null;
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private _initialized = false;
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constructor(config: RuntimeConfig) {
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this._canvasId = config.canvasId;
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this._width = config.width ?? window.innerWidth;
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this._height = config.height ?? window.innerHeight;
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this._assetCatalogUrl = config.assetCatalogUrl ?? '/asset-catalog.json';
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this._assetBaseUrl = config.assetBaseUrl ?? '/assets';
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}
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/**
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* Register a plugin dynamically
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* 动态注册插件
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*
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* Call this before initialize() to register plugins.
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*/
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registerPlugin(plugin: IRuntimePlugin): void {
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if (plugin) {
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runtimePluginManager.register(plugin);
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runtimePluginManager.enable(plugin.manifest.id);
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console.log(`[Runtime] Registered plugin: ${plugin.manifest.id}`);
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}
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}
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/**
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* Register multiple plugins
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* 注册多个插件
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*/
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registerPlugins(plugins: IRuntimePlugin[]): void {
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for (const plugin of plugins) {
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this.registerPlugin(plugin);
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}
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}
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/**
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* Initialize the runtime
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* 初始化运行时
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*
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* @param wasmModule - Optional WASM module (from es_engine.js)
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*/
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async initialize(wasmModule?: unknown): Promise<void> {
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if (this._initialized) {
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console.warn('[Runtime] Already initialized');
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return;
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}
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// Initialize browser file system service
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this._fileSystem = new BrowserFileSystemService({
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baseUrl: this._assetBaseUrl,
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catalogUrl: this._assetCatalogUrl,
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enableCache: true
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});
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await this._fileSystem.initialize();
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// Initialize asset reader
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this._assetReader = new BrowserAssetReader(this._assetBaseUrl);
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// Create browser platform adapter
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// 创建输入子系统,用于处理键盘、鼠标、触摸事件
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// Create input subsystem for keyboard, mouse, touch events
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// 使用 'direct' 模式,因为独立 Web 构建不使用 Tauri 代理
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// Use 'direct' mode since standalone web builds don't use Tauri proxy
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const platform = new BrowserPlatformAdapter({
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wasmModule: wasmModule ?? undefined,
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inputSubsystemFactory: () => new WebInputSubsystem(),
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assetBaseUrl: this._assetBaseUrl,
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pathResolveMode: 'direct'
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});
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// Create game runtime
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this._runtime = createGameRuntime({
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platform,
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canvasId: this._canvasId,
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width: this._width,
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height: this._height,
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autoStartRenderLoop: false
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});
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await this._runtime.initialize();
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// Register file system service
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const IFileSystemServiceKey = Symbol.for('IFileSystemService');
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if (!Core.services.isRegistered(IFileSystemServiceKey)) {
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Core.services.registerInstance(IFileSystemServiceKey, this._fileSystem);
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}
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// Set asset reader for AssetManager
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// 设置资产读取器
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if (this._assetReader && this._runtime.assetManager) {
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this._runtime.assetManager.setReader(this._assetReader);
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// Initialize AssetManager with catalog from BrowserFileSystemService
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// 使用 BrowserFileSystemService 的 catalog 初始化 AssetManager
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// Catalog format is now unified - no conversion needed
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// 目录格式已统一 - 无需转换
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if (this._fileSystem?.catalog) {
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const catalog = this._fileSystem.catalog;
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this._runtime.assetManager.initializeFromCatalog(catalog);
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}
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// Set global asset file loader for UI atlas and other subsystems
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// 设置全局资产文件加载器供 UI 图集和其他子系统使用
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const assetFileLoader: IAssetFileLoader = {
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loadImage: (assetPath: string) => this._assetReader!.loadImage(assetPath),
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loadText: (assetPath: string) => this._assetReader!.readText(assetPath),
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loadBinary: (assetPath: string) => this._assetReader!.readBinary(assetPath),
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exists: (assetPath: string) => this._assetReader!.exists(assetPath)
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};
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setGlobalAssetFileLoader(assetFileLoader);
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}
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// Disable editor mode (hides grid, gizmos, axis indicator)
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// 禁用编辑器模式(隐藏网格、gizmos、坐标轴指示器)
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this._runtime.setEditorMode(false);
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// Set up asset path resolver for rendering system
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// 为渲染系统设置资产路径解析器
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this._setupAssetPathResolver();
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// Initialize scene manager
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// 初始化场景管理器
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this._initializeSceneManager();
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this._initialized = true;
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console.log('[Runtime] Initialized');
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}
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/**
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* Initialize the runtime scene manager
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* 初始化运行时场景管理器
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*/
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private _initializeSceneManager(): void {
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if (!this._runtime) return;
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// Create scene manager with scene loader
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// 使用场景加载器创建场景管理器
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this._sceneManager = new RuntimeSceneManager(
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(url: string) => this._runtime!.loadSceneFromUrl(url),
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'./scenes'
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);
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// Auto-discover scenes from catalog
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// 从目录自动发现场景
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// scenes 是运行时扩展字段,不在 IAssetCatalog 接口中
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// scenes is a runtime extension field, not in IAssetCatalog interface
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const catalog = this._fileSystem?.catalog as { scenes?: Array<{ name: string; path: string }> } | null;
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if (catalog?.scenes) {
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const scenes = catalog.scenes.map((scene) => ({
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name: scene.name,
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path: `./scenes/${scene.name}.ecs`
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}));
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this._sceneManager.registerScenes(scenes);
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}
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// Register scene manager as a service
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// 注册场景管理器为服务
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const serviceRegistry = this._runtime.getServiceRegistry();
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if (serviceRegistry) {
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serviceRegistry.register(RuntimeSceneManagerToken, this._sceneManager);
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}
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// Also register in Core.services for global access (systems can access it)
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// 同时注册到 Core.services 供全局访问(系统可以访问)
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// RuntimeSceneManager 实现了 IService 接口(有 dispose 方法)
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// RuntimeSceneManager implements IService interface (has dispose method)
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const GlobalSceneManagerKey = Symbol.for('@esengine/service:runtimeSceneManager');
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if (!Core.services.isRegistered(GlobalSceneManagerKey)) {
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Core.services.registerInstance(GlobalSceneManagerKey, this._sceneManager);
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}
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console.log('[Runtime] Scene manager initialized');
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}
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/**
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* Set up asset path resolver for the render system
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* 为渲染系统设置资产路径解析器
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*
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* This enables GUID-to-URL resolution for textures in Web runtime.
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* 这使得 Web 运行时能够将 GUID 解析为纹理 URL。
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*/
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private _setupAssetPathResolver(): void {
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const renderSystem = this._runtime?.renderSystem;
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const assetManager = this._runtime?.assetManager;
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if (!renderSystem || !assetManager) return;
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const assetBaseUrl = this._assetBaseUrl;
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renderSystem.setAssetPathResolver((guidOrPath: string): string => {
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// Skip if already a valid URL
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// 如果已经是有效的 URL 则跳过
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if (!guidOrPath || guidOrPath.startsWith('http') || guidOrPath.startsWith('data:') || guidOrPath.startsWith('/')) {
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return guidOrPath;
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}
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// Check if this is a GUID using the unified validation function
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// 使用统一的验证函数检查是否为 GUID
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if (isValidGUID(guidOrPath)) {
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// Get metadata from runtime's asset manager
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// 从运行时资产管理器获取元数据
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const metadata = assetManager.getDatabase().getMetadata(guidOrPath);
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if (metadata?.path) {
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// Construct full URL: baseUrl + relative path
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// 构建完整 URL:baseUrl + 相对路径
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let relativePath = metadata.path.replace(/\\/g, '/');
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// Remove 'assets/' prefix if present to avoid duplication
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// 移除 'assets/' 前缀以避免重复(assetBaseUrl 已包含 /assets)
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if (relativePath.startsWith('assets/')) {
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relativePath = relativePath.substring(7);
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}
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return `${assetBaseUrl}/${relativePath}`;
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}
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// GUID not found in catalog, return original
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// 目录中未找到 GUID,返回原值
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console.warn(`[BrowserRuntime] GUID not found in asset catalog: ${guidOrPath}`);
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return guidOrPath;
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}
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// Not a GUID, treat as relative path
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// 不是 GUID,视为相对路径
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return `${assetBaseUrl}/${guidOrPath}`;
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});
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console.log('[Runtime] Asset path resolver configured');
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}
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/**
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* Load a scene from URL
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* 从 URL 加载场景
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*
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* @param sceneUrl 场景 URL 或名称 | Scene URL or name
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*/
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async loadScene(sceneUrl: string): Promise<void> {
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if (!this._runtime) {
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throw new Error('Runtime not initialized. Call initialize() first.');
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}
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// Use scene manager if available for proper tracking
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// 如果可用,使用场景管理器进行正确跟踪
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if (this._sceneManager) {
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await this._sceneManager.loadSceneByPath(sceneUrl);
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} else {
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await this._runtime.loadSceneFromUrl(sceneUrl);
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}
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}
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/**
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* Load a scene from data object (for single-file mode)
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* 从数据对象加载场景(用于单文件模式)
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*/
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async loadSceneFromData(sceneData: unknown): Promise<void> {
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if (!this._runtime) {
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throw new Error('Runtime not initialized. Call initialize() first.');
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}
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await this._runtime.loadSceneFromData(sceneData);
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}
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/**
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* Start the game loop
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* 启动游戏循环
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*/
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start(): void {
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this._runtime?.start();
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}
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/**
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* Stop the game loop
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* 停止游戏循环
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*/
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stop(): void {
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this._runtime?.stop();
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}
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/**
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* Handle window resize
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* 处理窗口大小变化
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*/
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handleResize(width: number, height: number): void {
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this._runtime?.resize(width, height);
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}
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/**
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* Get the underlying GameRuntime
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* 获取底层 GameRuntime
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*/
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get gameRuntime(): GameRuntime | null {
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return this._runtime;
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}
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/**
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* Get the asset manager
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* 获取资产管理器
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*
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* @returns The asset manager instance, or null if not initialized
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*/
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get assetManager(): IAssetManager | null {
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return this._runtime?.assetManager ?? null;
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}
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/**
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* Get the scene manager
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* 获取场景管理器
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*
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* Use this to load scenes, check available scenes, and listen to scene events.
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* 使用它来加载场景、检查可用场景和监听场景事件。
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*
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* @example
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* ```typescript
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* // Load a scene by name
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* await runtime.sceneManager?.loadScene('Level1');
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*
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* // Get list of available scenes
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* const scenes = runtime.sceneManager?.availableScenes;
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*
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* // Listen to scene load events
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* runtime.sceneManager?.onLoadComplete((sceneName) => {
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* console.log(`Scene loaded: ${sceneName}`);
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* });
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* ```
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*
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* @returns The scene manager instance, or null if not initialized
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*/
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get sceneManager(): IRuntimeSceneManager | null {
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return this._sceneManager;
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}
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/**
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* Check if runtime is initialized
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* 检查运行时是否已初始化
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*/
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get isInitialized(): boolean {
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return this._initialized;
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}
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}
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/**
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* Create a browser runtime instance
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* 创建浏览器运行时实例
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*/
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export function create(config: RuntimeConfig): BrowserRuntime {
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return new BrowserRuntime(config);
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}
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/**
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* Default export for convenient usage
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* 默认导出,便于使用
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*
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* Usage in game HTML:
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* ```js
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* const ECSRuntime = (await import('@esengine/platform-web')).default;
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* const runtime = ECSRuntime.create({ canvasId: 'game-canvas' });
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* ```
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*/
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export default {
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create,
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BrowserRuntime,
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BrowserAssetReader,
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// Re-export useful types from dependencies
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Core,
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GameRuntime,
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createGameRuntime,
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BrowserPlatformAdapter,
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runtimePluginManager
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};
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