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esengine/packages/core/src/ECS/Scene.ts

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import { Entity } from './Entity';
import { EntityList } from './Utils/EntityList';
import { IdentifierPool } from './Utils/IdentifierPool';
import { EntitySystem } from './Systems/EntitySystem';
import { ComponentStorageManager, ComponentRegistry } from './Core/ComponentStorage';
import { QuerySystem } from './Core/QuerySystem';
import { TypeSafeEventSystem } from './Core/EventSystem';
import { EventBus } from './Core/EventBus';
import { ReferenceTracker } from './Core/ReferenceTracker';
import { IScene, ISceneConfig } from './IScene';
import { getComponentInstanceTypeName, getSystemInstanceTypeName, getSystemMetadata } from "./Decorators";
import { TypedQueryBuilder } from './Core/Query/TypedQuery';
import { SceneSerializer, SceneSerializationOptions, SceneDeserializationOptions } from './Serialization/SceneSerializer';
import { IncrementalSerializer, IncrementalSnapshot, IncrementalSerializationOptions } from './Serialization/IncrementalSerializer';
import { ComponentPoolManager } from './Core/ComponentPool';
import { PerformanceMonitor } from '../Utils/PerformanceMonitor';
import { ServiceContainer, type ServiceType } from '../Core/ServiceContainer';
import { createInstance, isInjectable, injectProperties } from '../Core/DI';
import { isUpdatable, getUpdatableMetadata } from '../Core/DI/Decorators';
import { createLogger } from '../Utils/Logger';
/**
* 游戏场景默认实现类
*
* 实现IScene接口提供场景的基础功能。
* 推荐使用组合而非继承的方式来构建自定义场景。
*/
export class Scene implements IScene {
/**
* 场景名称
*
* 用于标识和调试的友好名称。
*/
public name: string = "";
/**
* 场景自定义数据
*
* 用于存储场景级别的配置和状态数据。
*/
public readonly sceneData: Map<string, any> = new Map();
/**
* 场景中的实体集合
*
* 管理场景内所有实体的生命周期。
*/
public readonly entities: EntityList;
/**
* 实体ID池
*
* 用于分配和回收实体的唯一标识符。
*/
public readonly identifierPool: IdentifierPool;
/**
* 组件存储管理器
*
* 高性能的组件存储和查询系统。
*/
public readonly componentStorageManager: ComponentStorageManager;
/**
* 查询系统
*
* 基于位掩码的高性能实体查询系统。
*/
public readonly querySystem: QuerySystem;
/**
* 事件系统
*
* 类型安全的事件系统。
*/
public readonly eventSystem: TypeSafeEventSystem;
/**
* 引用追踪器
*
* 追踪Component中对Entity的引用当Entity销毁时自动清理引用。
*/
public readonly referenceTracker: ReferenceTracker;
/**
* 服务容器
*
* 场景级别的依赖注入容器用于管理EntitySystem和其他服务的生命周期。
* 每个Scene拥有独立的服务容器实现场景间的隔离。
*/
private readonly _services: ServiceContainer;
/**
* 日志记录器
*/
private readonly logger: ReturnType<typeof createLogger>;
/**
* 性能监控器
*
* 用于监控场景和系统的性能。可以在构造函数中注入如果不提供则从Core获取。
*/
private readonly _performanceMonitor: PerformanceMonitor;
/**
* 场景是否已开始运行
*/
private _didSceneBegin: boolean = false;
/**
* 获取场景中所有已注册的EntitySystem
*
* 按updateOrder排序。
*
* @returns 系统列表
*/
public get systems(): EntitySystem[] {
// 从ServiceContainer获取所有EntitySystem实例
const services = this._services.getAll();
const systems: EntitySystem[] = [];
for (const service of services) {
if (service instanceof EntitySystem) {
systems.push(service);
}
}
// 按updateOrder排序
systems.sort((a, b) => a.updateOrder - b.updateOrder);
return systems;
}
/**
* 通过类型获取System实例
*
* @param systemType System类型
* @returns System实例如果未找到则返回null
*
* @example
* ```typescript
* const physics = scene.getSystem(PhysicsSystem);
* if (physics) {
* physics.doSomething();
* }
* ```
*/
public getSystem<T extends EntitySystem>(systemType: ServiceType<T>): T | null {
return this._services.tryResolve(systemType) as T | null;
}
/**
* 获取场景的服务容器
*
* 用于注册和解析场景级别的服务如EntitySystem
*
* @example
* ```typescript
* // 注册服务
* scene.services.registerSingleton(PhysicsSystem);
*
* // 解析服务
* const physics = scene.services.resolve(PhysicsSystem);
* ```
*/
public get services(): ServiceContainer {
return this._services;
}
/**
* 创建场景实例
*/
constructor(config?: ISceneConfig) {
this.entities = new EntityList(this);
this.identifierPool = new IdentifierPool();
this.componentStorageManager = new ComponentStorageManager();
this.querySystem = new QuerySystem();
this.eventSystem = new TypeSafeEventSystem();
this.referenceTracker = new ReferenceTracker();
this._services = new ServiceContainer();
this.logger = createLogger('Scene');
// 从配置获取 PerformanceMonitor如果未提供则创建一个新实例
// Scene 应该是独立的,不依赖于 Core通过构造函数参数明确依赖关系
this._performanceMonitor = config?.performanceMonitor || new PerformanceMonitor();
if (config?.name) {
this.name = config.name;
}
if (!Entity.eventBus) {
Entity.eventBus = new EventBus(false);
}
if (Entity.eventBus) {
Entity.eventBus.onComponentAdded((data: unknown) => {
this.eventSystem.emitSync('component:added', data);
});
}
}
/**
* 初始化场景
*
* 在场景创建时调用,子类可以重写此方法来设置初始实体和组件。
*/
public initialize(): void {
}
/**
* 场景开始运行时的回调
*
* 在场景开始运行时调用,可以在此方法中执行场景启动逻辑。
*/
public onStart(): void {
}
/**
* 场景卸载时的回调
*
* 在场景被销毁时调用,可以在此方法中执行清理工作。
*/
public unload(): void {
}
/**
* 开始场景,启动实体处理器等
*
* 这个方法会启动场景。它将启动实体处理器等并调用onStart方法。
*/
public begin() {
// 标记场景已开始运行并调用onStart方法
this._didSceneBegin = true;
this.onStart();
}
/**
* 结束场景,清除实体、实体处理器等
*
* 这个方法会结束场景。它将移除所有实体结束实体处理器等并调用unload方法。
*/
public end() {
// 标记场景已结束运行
this._didSceneBegin = false;
// 移除所有实体
this.entities.removeAllEntities();
// 清理查询系统中的实体引用和缓存
this.querySystem.setEntities([]);
// 清空组件存储
this.componentStorageManager.clear();
// 清空服务容器会调用所有服务的dispose方法包括所有EntitySystem
this._services.clear();
// 调用卸载方法
this.unload();
}
/**
* 更新场景
*/
public update() {
ComponentPoolManager.getInstance().update();
this.entities.updateLists();
// 更新所有EntitySystem
const systems = this.systems;
for (const system of systems) {
if (system.enabled) {
try {
system.update();
} catch (error) {
this.logger.error(`Error in system ${system.constructor.name}.update():`, error);
}
}
}
// LateUpdate
for (const system of systems) {
if (system.enabled) {
try {
system.lateUpdate();
} catch (error) {
this.logger.error(`Error in system ${system.constructor.name}.lateUpdate():`, error);
}
}
}
}
/**
* 将实体添加到此场景,并返回它
* @param name 实体名称
*/
public createEntity(name: string) {
let entity = new Entity(name, this.identifierPool.checkOut());
this.eventSystem.emitSync('entity:created', { entityName: name, entity, scene: this });
return this.addEntity(entity);
}
/**
* 清除所有EntitySystem的实体缓存
* 当实体或组件发生变化时调用
*/
public clearSystemEntityCaches(): void {
for (const system of this.systems) {
system.clearEntityCache();
}
}
/**
* 在场景的实体列表中添加一个实体
* @param entity 要添加的实体
* @param deferCacheClear 是否延迟缓存清理(用于批量操作)
*/
public addEntity(entity: Entity, deferCacheClear: boolean = false) {
this.entities.add(entity);
entity.scene = this;
// 将实体添加到查询系统(可延迟缓存清理)
this.querySystem.addEntity(entity, deferCacheClear);
// 清除系统缓存以确保系统能及时发现新实体
if (!deferCacheClear) {
this.clearSystemEntityCaches();
}
// 触发实体添加事件
this.eventSystem.emitSync('entity:added', { entity, scene: this });
return entity;
}
/**
* 批量创建实体(高性能版本)
* @param count 要创建的实体数量
* @param namePrefix 实体名称前缀
* @returns 创建的实体列表
*/
public createEntities(count: number, namePrefix: string = "Entity"): Entity[] {
const entities: Entity[] = [];
// 批量创建实体对象,不立即添加到系统
for (let i = 0; i < count; i++) {
const entity = new Entity(`${namePrefix}_${i}`, this.identifierPool.checkOut());
entity.scene = this;
entities.push(entity);
}
// 批量添加到实体列表
for (const entity of entities) {
this.entities.add(entity);
}
// 批量添加到查询系统(无重复检查,性能最优)
this.querySystem.addEntitiesUnchecked(entities);
// 批量触发事件(可选,减少事件开销)
this.eventSystem.emitSync('entities:batch_added', { entities, scene: this, count });
return entities;
}
/**
* 批量销毁实体
*/
public destroyEntities(entities: Entity[]): void {
if (entities.length === 0) return;
for (const entity of entities) {
entity._isDestroyed = true;
}
for (const entity of entities) {
entity.removeAllComponents();
}
for (const entity of entities) {
this.entities.remove(entity);
this.querySystem.removeEntity(entity);
}
this.querySystem.clearCache();
this.clearSystemEntityCaches();
}
/**
* 从场景中删除所有实体
*/
public destroyAllEntities() {
this.entities.removeAllEntities();
this.querySystem.setEntities([]);
}
/**
* 搜索并返回第一个具有名称的实体
* @param name 实体名称
*/
public findEntity(name: string): Entity | null {
return this.entities.findEntity(name);
}
/**
* 根据ID查找实体
* @param id 实体ID
*/
public findEntityById(id: number): Entity | null {
return this.entities.findEntityById(id);
}
/**
* 根据标签查找实体
* @param tag 实体标签
*/
public findEntitiesByTag(tag: number): Entity[] {
const result: Entity[] = [];
for (const entity of this.entities.buffer) {
if (entity.tag === tag) {
result.push(entity);
}
}
return result;
}
/**
* 根据名称查找实体(别名方法)
* @param name 实体名称
*/
public getEntityByName(name: string): Entity | null {
return this.findEntity(name);
}
/**
* 根据标签查找实体(别名方法)
* @param tag 实体标签
*/
public getEntitiesByTag(tag: number): Entity[] {
return this.findEntitiesByTag(tag);
}
/**
* 查询拥有所有指定组件的实体
*
* @param componentTypes - 组件类型数组
* @returns 查询结果
*
* @example
* ```typescript
* const result = scene.queryAll(Position, Velocity);
* for (const entity of result.entities) {
* const pos = entity.getComponent(Position);
* const vel = entity.getComponent(Velocity);
* }
* ```
*/
public queryAll(...componentTypes: any[]): { entities: readonly Entity[] } {
return this.querySystem.queryAll(...componentTypes);
}
/**
* 查询拥有任意一个指定组件的实体
*
* @param componentTypes - 组件类型数组
* @returns 查询结果
*/
public queryAny(...componentTypes: any[]): { entities: readonly Entity[] } {
return this.querySystem.queryAny(...componentTypes);
}
/**
* 查询不包含指定组件的实体
*
* @param componentTypes - 组件类型数组
* @returns 查询结果
*/
public queryNone(...componentTypes: any[]): { entities: readonly Entity[] } {
return this.querySystem.queryNone(...componentTypes);
}
/**
* 创建类型安全的查询构建器
*
* @returns 查询构建器,支持链式调用
*
* @example
* ```typescript
* // 使用查询构建器
* const matcher = scene.query()
* .withAll(Position, Velocity)
* .withNone(Disabled)
* .buildMatcher();
*
* // 在System中使用
* class MovementSystem extends EntitySystem {
* constructor() {
* super(matcher);
* }
* }
* ```
*/
public query(): TypedQueryBuilder {
return new TypedQueryBuilder();
}
/**
* 在场景中添加一个EntitySystem处理器
*
* 支持两种使用方式:
* 1. 传入类型推荐自动使用DI创建实例支持@Injectable和@Inject装饰器
* 2. 传入实例:直接使用提供的实例
*
* @param systemTypeOrInstance 系统类型或系统实例
* @returns 添加的处理器实例
*
* @example
* ```typescript
* // 方式1传入类型自动DI推荐
* @Injectable()
* class PhysicsSystem extends EntitySystem {
* constructor(@Inject(CollisionSystem) private collision: CollisionSystem) {
* super(Matcher.of(Transform));
* }
* }
* scene.addEntityProcessor(PhysicsSystem);
*
* // 方式2传入实例
* const system = new MySystem();
* scene.addEntityProcessor(system);
* ```
*/
public addEntityProcessor<T extends EntitySystem>(
systemTypeOrInstance: ServiceType<T> | T
): T {
let system: T;
let constructor: any;
if (typeof systemTypeOrInstance === 'function') {
constructor = systemTypeOrInstance;
if (this._services.isRegistered(constructor)) {
return this._services.resolve(constructor) as T;
}
if (isInjectable(constructor)) {
system = createInstance(constructor, this._services) as T;
} else {
system = new (constructor as any)() as T;
}
} else {
system = systemTypeOrInstance;
constructor = system.constructor;
if (this._services.isRegistered(constructor)) {
return system;
}
}
system.scene = this;
system.setPerformanceMonitor(this._performanceMonitor);
const metadata = getSystemMetadata(constructor);
if (metadata?.updateOrder !== undefined) {
system.setUpdateOrder(metadata.updateOrder);
}
if (metadata?.enabled !== undefined) {
system.enabled = metadata.enabled;
}
this._services.registerInstance(constructor, system);
injectProperties(system, this._services);
system.initialize();
return system;
}
/**
* 批量注册EntitySystem到场景使用DI
*
* 自动按照依赖顺序注册多个System。
* 所有System必须使用@Injectable装饰器标记。
*
* @param systemTypes System类型数组
* @returns 注册的System实例数组
*
* @example
* ```typescript
* @Injectable()
* @ECSSystem('Collision', { updateOrder: 5 })
* class CollisionSystem extends EntitySystem implements IService {
* constructor() { super(Matcher.of(Collider)); }
* dispose() {}
* }
*
* @Injectable()
* @ECSSystem('Physics', { updateOrder: 10 })
* class PhysicsSystem extends EntitySystem implements IService {
* constructor(@Inject(CollisionSystem) private collision: CollisionSystem) {
* super(Matcher.of(Transform, RigidBody));
* }
* dispose() {}
* }
*
* // 批量注册(自动解析依赖顺序)
* scene.registerSystems([
* CollisionSystem,
* PhysicsSystem, // 自动注入CollisionSystem
* RenderSystem
* ]);
* ```
*/
public registerSystems(systemTypes: Array<ServiceType<EntitySystem>>): EntitySystem[] {
const registeredSystems: EntitySystem[] = [];
for (const systemType of systemTypes) {
const system = this.addEntityProcessor(systemType);
registeredSystems.push(system);
}
return registeredSystems;
}
/**
* 添加系统到场景addEntityProcessor的别名
* @param system 系统
*/
public addSystem(system: EntitySystem) {
return this.addEntityProcessor(system);
}
/**
* 从场景中删除EntitySystem处理器
* @param processor 要删除的处理器
*/
public removeEntityProcessor(processor: EntitySystem): void {
const constructor = processor.constructor as any;
// 从ServiceContainer移除
this._services.unregister(constructor);
// 重置System状态
processor.reset();
}
/**
* 从场景中删除系统removeEntityProcessor的别名
* @param system 系统
*/
public removeSystem(system: EntitySystem) {
this.removeEntityProcessor(system);
}
/**
* 获取指定类型的EntitySystem处理器
*
* @deprecated 推荐使用依赖注入代替此方法。使用 `scene.services.resolve(SystemType)` 或在System构造函数中使用 `@Inject(SystemType)` 装饰器。
*
* @param type 处理器类型
* @returns 处理器实例如果未找到则返回null
*
* @example
* ```typescript
* @Injectable()
* class MySystem extends EntitySystem {
* constructor(@Inject(PhysicsSystem) private physics: PhysicsSystem) {
* super();
* }
* }
* ```
*/
public getEntityProcessor<T extends EntitySystem>(type: new (...args: unknown[]) => T): T | null {
return this._services.tryResolve(type as any) as T | null;
}
/**
* 获取场景统计信息
*/
public getStats(): {
entityCount: number;
processorCount: number;
componentStorageStats: Map<string, any>;
} {
return {
entityCount: this.entities.count,
processorCount: this.systems.length,
componentStorageStats: this.componentStorageManager.getAllStats()
};
}
/**
* 获取场景的调试信息
*/
public getDebugInfo(): {
name: string;
entityCount: number;
processorCount: number;
isRunning: boolean;
entities: Array<{
name: string;
id: number;
componentCount: number;
componentTypes: string[];
}>;
processors: Array<{
name: string;
updateOrder: number;
entityCount: number;
}>;
componentStats: Map<string, any>;
} {
const systems = this.systems;
return {
name: this.name || this.constructor.name,
entityCount: this.entities.count,
processorCount: systems.length,
isRunning: this._didSceneBegin,
entities: this.entities.buffer.map(entity => ({
name: entity.name,
id: entity.id,
componentCount: entity.components.length,
componentTypes: entity.components.map(c => getComponentInstanceTypeName(c))
})),
processors: systems.map(processor => ({
name: getSystemInstanceTypeName(processor),
updateOrder: processor.updateOrder,
entityCount: (processor as any)._entities?.length || 0
})),
componentStats: this.componentStorageManager.getAllStats()
};
}
/**
* 序列化场景
*
* 将场景及其所有实体、组件序列化为JSON字符串或二进制Uint8Array
*
* @param options 序列化选项
* @returns 序列化后的数据JSON字符串或二进制Uint8Array
*
* @example
* ```typescript
* // JSON格式
* const jsonData = scene.serialize({
* format: 'json',
* pretty: true
* });
*
* // 二进制格式(更小、更快)
* const binaryData = scene.serialize({
* format: 'binary'
* });
* ```
*/
public serialize(options?: SceneSerializationOptions): string | Uint8Array {
return SceneSerializer.serialize(this, options);
}
/**
* 反序列化场景
*
* 从序列化数据恢复场景状态
*
* @param saveData 序列化的数据JSON字符串或二进制Uint8Array
* @param options 反序列化选项
*
* @example
* ```typescript
* // 从JSON恢复自动从ComponentRegistry获取组件类型
* scene.deserialize(jsonData, {
* strategy: 'replace'
* });
*
* // 从二进制恢复
* scene.deserialize(binaryData, {
* strategy: 'replace'
* });
* ```
*/
public deserialize(saveData: string | Uint8Array, options?: SceneDeserializationOptions): void {
SceneSerializer.deserialize(this, saveData, options);
}
// ==================== 增量序列化 API ====================
/** 增量序列化的基础快照 */
private _incrementalBaseSnapshot?: any;
/**
* 创建增量序列化的基础快照
*
* 在需要进行增量序列化前,先调用此方法创建基础快照
*
* @param options 序列化选项
*
* @example
* ```typescript
* // 创建基础快照
* scene.createIncrementalSnapshot();
*
* // 进行一些修改...
* entity.addComponent(new PositionComponent(100, 200));
*
* // 计算增量变更
* const incremental = scene.serializeIncremental();
* ```
*/
public createIncrementalSnapshot(options?: IncrementalSerializationOptions): void {
this._incrementalBaseSnapshot = IncrementalSerializer.createSnapshot(this, options);
}
/**
* 增量序列化场景
*
* 只序列化相对于基础快照的变更部分
*
* @param options 序列化选项
* @returns 增量快照对象
*
* @example
* ```typescript
* // 创建基础快照
* scene.createIncrementalSnapshot();
*
* // 修改场景
* const entity = scene.createEntity('NewEntity');
* entity.addComponent(new PositionComponent(50, 100));
*
* // 获取增量变更
* const incremental = scene.serializeIncremental();
* console.log(`变更数量: ${incremental.entityChanges.length}`);
*
* // 序列化为JSON
* const json = IncrementalSerializer.serializeIncremental(incremental);
* ```
*/
public serializeIncremental(options?: IncrementalSerializationOptions): IncrementalSnapshot {
if (!this._incrementalBaseSnapshot) {
throw new Error('必须先调用 createIncrementalSnapshot() 创建基础快照');
}
return IncrementalSerializer.computeIncremental(
this,
this._incrementalBaseSnapshot,
options
);
}
/**
* 应用增量变更到场景
*
* @param incremental 增量快照数据IncrementalSnapshot对象、JSON字符串或二进制Uint8Array
* @param componentRegistry 组件类型注册表(可选,默认使用全局注册表)
*
* @example
* ```typescript
* // 应用增量变更对象
* scene.applyIncremental(incrementalSnapshot);
*
* // 从JSON字符串应用
* const jsonData = IncrementalSerializer.serializeIncremental(snapshot, { format: 'json' });
* scene.applyIncremental(jsonData);
*
* // 从二进制Uint8Array应用
* const binaryData = IncrementalSerializer.serializeIncremental(snapshot, { format: 'binary' });
* scene.applyIncremental(binaryData);
* ```
*/
public applyIncremental(
incremental: IncrementalSnapshot | string | Uint8Array,
componentRegistry?: Map<string, any>
): void {
const isSerializedData = typeof incremental === 'string' ||
incremental instanceof Uint8Array;
const snapshot = isSerializedData
? IncrementalSerializer.deserializeIncremental(incremental as string | Uint8Array)
: incremental as IncrementalSnapshot;
const registry = componentRegistry || ComponentRegistry.getAllComponentNames() as Map<string, any>;
IncrementalSerializer.applyIncremental(this, snapshot, registry);
}
/**
* 更新增量快照基准
*
* 将当前场景状态设为新的增量序列化基准
*
* @param options 序列化选项
*
* @example
* ```typescript
* // 创建初始快照
* scene.createIncrementalSnapshot();
*
* // 进行一些修改并序列化
* const incremental1 = scene.serializeIncremental();
*
* // 更新基准,之后的增量将基于当前状态
* scene.updateIncrementalSnapshot();
*
* // 继续修改
* const incremental2 = scene.serializeIncremental();
* ```
*/
public updateIncrementalSnapshot(options?: IncrementalSerializationOptions): void {
this.createIncrementalSnapshot(options);
}
/**
* 清除增量快照
*
* 释放快照占用的内存
*/
public clearIncrementalSnapshot(): void {
this._incrementalBaseSnapshot = undefined;
}
/**
* 检查是否有增量快照
*
* @returns 如果已创建增量快照返回true
*/
public hasIncrementalSnapshot(): boolean {
return this._incrementalBaseSnapshot !== undefined;
}
}