Files
esengine/docs/modules/network/index.md
YHH 33e98b9a75 fix(cli): 修复 Cocos Creator 3.x 项目检测逻辑 (#352)
* docs(network): 添加网络模块文档和 CLI 支持

- 添加中英文网络模块文档
- 将 network、network-protocols、network-server 加入 CLI 模块列表

* fix(cli): 修复 Cocos Creator 3.x 项目检测逻辑

- 重构检测代码,提取通用辅助函数
- 优先检查 package.json 中的 creator.version 字段
- 添加 .creator 和 settings 目录检测
- 使用 getMajorVersion 统一版本号解析

* chore: add changeset
2025-12-26 23:14:23 +08:00

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Markdown

# 网络同步系统 (Network)
`@esengine/network` 提供基于 TSRPC 的客户端-服务器网络同步解决方案,用于多人游戏的实体同步、输入处理和状态插值。
## 概述
网络模块由三个包组成:
| 包名 | 描述 |
|------|------|
| `@esengine/network` | 客户端 ECS 插件 |
| `@esengine/network-protocols` | 共享协议定义 |
| `@esengine/network-server` | 服务器端实现 |
## 安装
```bash
# 客户端
npm install @esengine/network
# 服务器端
npm install @esengine/network-server
```
## 快速开始
### 客户端
```typescript
import { World } from '@esengine/ecs-framework';
import {
NetworkPlugin,
NetworkIdentity,
NetworkTransform
} from '@esengine/network';
// 创建 World 并安装网络插件
const world = new World();
const networkPlugin = new NetworkPlugin({
serverUrl: 'ws://localhost:3000'
});
networkPlugin.install(world.services);
// 注册预制体工厂
networkPlugin.registerPrefab('player', (netId, ownerId) => {
const entity = world.createEntity(`player_${netId}`);
entity.addComponent(new NetworkIdentity(netId, ownerId));
entity.addComponent(new NetworkTransform());
// 添加其他组件...
return entity;
});
// 连接服务器
await networkPlugin.connect('PlayerName');
console.log('Connected! Client ID:', networkPlugin.localPlayerId);
// 断开连接
networkPlugin.disconnect();
```
### 服务器端
```typescript
import { GameServer } from '@esengine/network-server';
const server = new GameServer({
port: 3000,
roomConfig: {
maxPlayers: 16,
tickRate: 20
}
});
await server.start();
```
## 核心概念
### 架构
```
客户端 服务器
┌────────────────┐ ┌────────────────┐
│ NetworkPlugin │◄──── WS ────► │ GameServer │
│ ├─ Service │ │ ├─ Room │
│ ├─ SyncSystem │ │ └─ Players │
│ ├─ SpawnSystem │ └────────────────┘
│ └─ InputSystem │
└────────────────┘
```
### 组件
#### NetworkIdentity
网络标识组件,每个网络同步的实体必须拥有:
```typescript
class NetworkIdentity extends Component {
netId: number; // 网络唯一 ID
ownerId: number; // 所有者客户端 ID
bIsLocalPlayer: boolean; // 是否为本地玩家
bHasAuthority: boolean; // 是否有权限控制
}
```
#### NetworkTransform
网络变换组件,用于位置和旋转同步:
```typescript
class NetworkTransform extends Component {
position: { x: number; y: number };
rotation: number;
velocity: { x: number; y: number };
}
```
### 系统
#### NetworkSyncSystem
处理服务器状态同步和插值:
- 接收服务器状态快照
- 将状态存入快照缓冲区
- 对远程实体进行插值平滑
#### NetworkSpawnSystem
处理实体的网络生成和销毁:
- 监听 Spawn/Despawn 消息
- 使用注册的预制体工厂创建实体
- 管理网络实体的生命周期
#### NetworkInputSystem
处理本地玩家输入的网络发送:
- 收集本地玩家输入
- 发送输入到服务器
- 支持移动和动作输入
## API 参考
### NetworkPlugin
```typescript
class NetworkPlugin {
constructor(config: INetworkPluginConfig);
// 安装插件
install(services: ServiceContainer): void;
// 连接服务器
connect(playerName: string, roomId?: string): Promise<void>;
// 断开连接
disconnect(): void;
// 注册预制体工厂
registerPrefab(prefab: string, factory: PrefabFactory): void;
// 属性
readonly localPlayerId: number | null;
readonly isConnected: boolean;
}
```
**配置选项:**
| 属性 | 类型 | 必需 | 描述 |
|------|------|------|------|
| `serverUrl` | `string` | 是 | WebSocket 服务器地址 |
### NetworkService
网络服务,管理 WebSocket 连接:
```typescript
class NetworkService {
// 连接状态
readonly state: ENetworkState;
readonly isConnected: boolean;
readonly clientId: number | null;
readonly roomId: string | null;
// 连接控制
connect(serverUrl: string): Promise<void>;
disconnect(): void;
// 加入房间
join(playerName: string, roomId?: string): Promise<ResJoin>;
// 发送输入
sendInput(input: IPlayerInput): void;
// 事件回调
setCallbacks(callbacks: Partial<INetworkCallbacks>): void;
}
```
**网络状态枚举:**
```typescript
enum ENetworkState {
Disconnected = 'disconnected',
Connecting = 'connecting',
Connected = 'connected',
Joining = 'joining',
Joined = 'joined'
}
```
**回调接口:**
```typescript
interface INetworkCallbacks {
onConnected?: () => void;
onDisconnected?: () => void;
onJoined?: (clientId: number, roomId: string) => void;
onSync?: (msg: MsgSync) => void;
onSpawn?: (msg: MsgSpawn) => void;
onDespawn?: (msg: MsgDespawn) => void;
}
```
### 预制体工厂
```typescript
type PrefabFactory = (netId: number, ownerId: number) => Entity;
```
注册预制体工厂用于网络实体的创建:
```typescript
networkPlugin.registerPrefab('enemy', (netId, ownerId) => {
const entity = world.createEntity(`enemy_${netId}`);
entity.addComponent(new NetworkIdentity(netId, ownerId));
entity.addComponent(new NetworkTransform());
entity.addComponent(new EnemyComponent());
return entity;
});
```
### 输入系统
#### NetworkInputSystem
```typescript
class NetworkInputSystem extends EntitySystem {
// 添加移动输入
addMoveInput(x: number, y: number): void;
// 添加动作输入
addActionInput(action: string): void;
// 清除输入
clearInput(): void;
}
```
使用示例:
```typescript
const inputSystem = world.getSystem(NetworkInputSystem);
// 处理键盘输入
if (keyboard.isPressed('W')) {
inputSystem.addMoveInput(0, 1);
}
if (keyboard.isPressed('Space')) {
inputSystem.addActionInput('jump');
}
```
## 状态同步
### 快照缓冲区
用于存储服务器状态快照并进行插值:
```typescript
import { createSnapshotBuffer, type IStateSnapshot } from '@esengine/network';
const buffer = createSnapshotBuffer<IStateSnapshot>({
maxSnapshots: 30, // 最大快照数
interpolationDelay: 100 // 插值延迟 (ms)
});
// 添加快照
buffer.addSnapshot({
time: serverTime,
entities: states
});
// 获取插值状态
const interpolated = buffer.getInterpolatedState(clientTime);
```
### 变换插值器
#### 线性插值器
```typescript
import { createTransformInterpolator } from '@esengine/network';
const interpolator = createTransformInterpolator();
// 添加状态
interpolator.addState(time, { x: 0, y: 0, rotation: 0 });
// 获取插值结果
const state = interpolator.getInterpolatedState(currentTime);
```
#### Hermite 插值器
使用 Hermite 样条实现更平滑的插值:
```typescript
import { createHermiteTransformInterpolator } from '@esengine/network';
const interpolator = createHermiteTransformInterpolator({
bufferSize: 10
});
// 添加带速度的状态
interpolator.addState(time, {
x: 100,
y: 200,
rotation: 0,
vx: 5,
vy: 0
});
// 获取平滑的插值结果
const state = interpolator.getInterpolatedState(currentTime);
```
### 客户端预测
实现客户端预测和服务器校正:
```typescript
import { createClientPrediction } from '@esengine/network';
const prediction = createClientPrediction({
maxPredictedInputs: 60,
reconciliationThreshold: 0.1
});
// 预测输入
const seq = prediction.predict(inputState, currentState, (state, input) => {
// 应用输入到状态
return applyInput(state, input);
});
// 服务器校正
const corrected = prediction.reconcile(
serverState,
serverSeq,
(state, input) => applyInput(state, input)
);
```
## 服务器端
### GameServer
```typescript
import { GameServer } from '@esengine/network-server';
const server = new GameServer({
port: 3000,
roomConfig: {
maxPlayers: 16, // 房间最大玩家数
tickRate: 20 // 同步频率 (Hz)
}
});
// 启动服务器
await server.start();
// 获取房间
const room = server.getOrCreateRoom('room-id');
// 停止服务器
await server.stop();
```
### Room
```typescript
class Room {
readonly id: string;
readonly playerCount: number;
readonly isFull: boolean;
// 添加玩家
addPlayer(name: string, connection: Connection): IPlayer | null;
// 移除玩家
removePlayer(clientId: number): void;
// 获取玩家
getPlayer(clientId: number): IPlayer | undefined;
// 处理输入
handleInput(clientId: number, input: IPlayerInput): void;
// 销毁房间
destroy(): void;
}
```
**玩家接口:**
```typescript
interface IPlayer {
clientId: number; // 客户端 ID
name: string; // 玩家名称
connection: Connection; // 连接对象
netId: number; // 网络实体 ID
}
```
## 协议类型
### 消息类型
```typescript
// 状态同步消息
interface MsgSync {
time: number;
entities: IEntityState[];
}
// 实体状态
interface IEntityState {
netId: number;
pos?: Vec2;
rot?: number;
}
// 生成消息
interface MsgSpawn {
netId: number;
ownerId: number;
prefab: string;
pos: Vec2;
rot: number;
}
// 销毁消息
interface MsgDespawn {
netId: number;
}
// 输入消息
interface MsgInput {
input: IPlayerInput;
}
// 玩家输入
interface IPlayerInput {
seq?: number;
moveDir?: Vec2;
actions?: string[];
}
```
### API 类型
```typescript
// 加入请求
interface ReqJoin {
playerName: string;
roomId?: string;
}
// 加入响应
interface ResJoin {
clientId: number;
roomId: string;
playerCount: number;
}
```
## 蓝图节点
网络模块提供了可视化脚本支持的蓝图节点:
- `IsLocalPlayer` - 检查实体是否为本地玩家
- `IsServer` - 检查是否运行在服务器端
- `HasAuthority` - 检查是否有权限控制实体
- `GetNetworkId` - 获取实体的网络 ID
- `GetLocalPlayerId` - 获取本地玩家 ID
## 服务令牌
用于依赖注入:
```typescript
import {
NetworkServiceToken,
NetworkSyncSystemToken,
NetworkSpawnSystemToken,
NetworkInputSystemToken
} from '@esengine/network';
// 获取服务
const networkService = services.get(NetworkServiceToken);
```
## 实际示例
### 完整的多人游戏客户端
```typescript
import { World, EntitySystem, Matcher } from '@esengine/ecs-framework';
import {
NetworkPlugin,
NetworkIdentity,
NetworkTransform,
NetworkInputSystem
} from '@esengine/network';
// 创建游戏世界
const world = new World();
// 配置网络插件
const networkPlugin = new NetworkPlugin({
serverUrl: 'ws://localhost:3000'
});
networkPlugin.install(world.services);
// 注册玩家预制体
networkPlugin.registerPrefab('player', (netId, ownerId) => {
const entity = world.createEntity(`player_${netId}`);
const identity = new NetworkIdentity(netId, ownerId);
entity.addComponent(identity);
entity.addComponent(new NetworkTransform());
// 如果是本地玩家,添加输入组件
if (identity.bIsLocalPlayer) {
entity.addComponent(new LocalInputComponent());
}
return entity;
});
// 连接服务器
async function startGame() {
try {
await networkPlugin.connect('Player1');
console.log('已连接! 玩家 ID:', networkPlugin.localPlayerId);
} catch (error) {
console.error('连接失败:', error);
}
}
// 游戏循环
function gameLoop(deltaTime: number) {
world.update(deltaTime);
}
startGame();
```
### 处理输入
```typescript
class LocalInputHandler extends EntitySystem {
private _inputSystem: NetworkInputSystem;
constructor() {
super(Matcher.all(NetworkIdentity, LocalInputComponent));
}
protected onAddedToWorld(): void {
this._inputSystem = this.world.getSystem(NetworkInputSystem);
}
protected processEntity(entity: Entity, dt: number): void {
const identity = entity.getComponent(NetworkIdentity);
if (!identity.bIsLocalPlayer) return;
// 读取键盘输入
let moveX = 0;
let moveY = 0;
if (keyboard.isPressed('A')) moveX -= 1;
if (keyboard.isPressed('D')) moveX += 1;
if (keyboard.isPressed('W')) moveY += 1;
if (keyboard.isPressed('S')) moveY -= 1;
if (moveX !== 0 || moveY !== 0) {
this._inputSystem.addMoveInput(moveX, moveY);
}
if (keyboard.isJustPressed('Space')) {
this._inputSystem.addActionInput('jump');
}
}
}
```
## 最佳实践
1. **合理设置同步频率**:根据游戏类型选择合适的 `tickRate`,动作游戏通常需要 20-60 Hz
2. **使用插值延迟**:设置适当的 `interpolationDelay` 来平衡延迟和平滑度
3. **客户端预测**:对于本地玩家使用客户端预测减少输入延迟
4. **预制体管理**:为每种网络实体类型注册对应的预制体工厂
5. **权限检查**:使用 `bHasAuthority` 检查是否有权限修改实体
6. **连接状态**:监听连接状态变化,处理断线重连
```typescript
networkService.setCallbacks({
onConnected: () => console.log('已连接'),
onDisconnected: () => {
console.log('已断开');
// 处理重连逻辑
}
});
```