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