* feat(profiler): 实现高级性能分析器 * test(core): 添加 ProfilerSDK 和 AdvancedProfilerCollector 测试覆盖 * test(core): 添加 ProfilerSDK 和 AdvancedProfilerCollector 测试覆盖
448 lines
11 KiB
TypeScript
448 lines
11 KiB
TypeScript
import { World, IWorldConfig } from './World';
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import { createLogger } from '../Utils/Logger';
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import type { IService } from '../Core/ServiceContainer';
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const logger = createLogger('WorldManager');
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/**
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* WorldManager配置接口
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*/
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export interface IWorldManagerConfig {
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/**
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* 最大World数量
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*/
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maxWorlds?: number;
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/**
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* 是否自动清理空World
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*/
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autoCleanup?: boolean;
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/**
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* 清理间隔(帧数)
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*/
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cleanupFrameInterval?: number;
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/**
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* 是否启用调试模式
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*/
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debug?: boolean;
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}
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/**
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* World管理器 - 管理所有World实例
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*
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* WorldManager负责管理多个独立的World实例。
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* 每个World都是独立的ECS环境,可以包含多个Scene。
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*
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* 适用场景:
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* - MMO游戏的多房间管理
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* - 服务器端的多游戏实例
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* - 需要完全隔离的多个游戏环境
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*
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* @example
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* ```typescript
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* // 创建WorldManager实例
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* const worldManager = new WorldManager({
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* maxWorlds: 100,
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* autoCleanup: true
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* });
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*
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* // 创建游戏房间World
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* const room1 = worldManager.createWorld('room_001', {
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* name: 'GameRoom_001',
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* maxScenes: 5
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* });
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* room1.setActive(true);
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*
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* // 游戏循环
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* function gameLoop(deltaTime: number) {
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* Core.update(deltaTime);
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* worldManager.updateAll(); // 更新所有活跃World
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* }
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* ```
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*/
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export class WorldManager implements IService {
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private readonly _config: Required<IWorldManagerConfig>;
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private readonly _worlds: Map<string, World> = new Map();
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private _isRunning: boolean = false;
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private _framesSinceCleanup: number = 0;
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public constructor(config: IWorldManagerConfig = {}) {
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this._config = {
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maxWorlds: 50,
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autoCleanup: true,
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cleanupFrameInterval: 1800, // 1800帧
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debug: false,
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...config
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};
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// 默认启动运行状态
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this._isRunning = true;
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logger.info('WorldManager已初始化', {
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maxWorlds: this._config.maxWorlds,
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autoCleanup: this._config.autoCleanup,
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cleanupFrameInterval: this._config.cleanupFrameInterval
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});
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}
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/**
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* 创建新World
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*/
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public createWorld(worldName: string, config?: IWorldConfig): World {
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if (!worldName || typeof worldName !== 'string' || worldName.trim() === '') {
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throw new Error('World name不能为空');
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}
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if (this._worlds.has(worldName)) {
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throw new Error(`World name '${worldName}' 已存在`);
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}
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if (this._worlds.size >= this._config.maxWorlds!) {
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throw new Error(`已达到最大World数量限制: ${this._config.maxWorlds}`);
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}
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// 优先级:config.debug > WorldManager.debug > 默认
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const worldConfig: IWorldConfig = {
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name: worldName,
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debug: config?.debug ?? this._config.debug ?? false,
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...(config?.maxScenes !== undefined && { maxScenes: config.maxScenes }),
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...(config?.autoCleanup !== undefined && { autoCleanup: config.autoCleanup })
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};
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const world = new World(worldConfig);
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this._worlds.set(worldName, world);
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return world;
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}
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/**
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* 移除World
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*/
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public removeWorld(worldName: string): boolean {
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const world = this._worlds.get(worldName);
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if (!world) {
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return false;
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}
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// 销毁World
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world.destroy();
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this._worlds.delete(worldName);
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logger.info(`移除World: ${worldName}`);
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return true;
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}
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/**
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* 获取World
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*/
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public getWorld(worldName: string): World | null {
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return this._worlds.get(worldName) || null;
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}
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/**
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* 获取所有World ID
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*/
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public getWorldIds(): string[] {
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return Array.from(this._worlds.keys());
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}
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/**
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* 获取所有World
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*/
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public getAllWorlds(): World[] {
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return Array.from(this._worlds.values());
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}
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/**
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* 设置World激活状态
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*/
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public setWorldActive(worldName: string, active: boolean): void {
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const world = this._worlds.get(worldName);
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if (!world) {
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logger.warn(`World '${worldName}' 不存在`);
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return;
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}
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if (active) {
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world.start();
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logger.debug(`激活World: ${worldName}`);
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} else {
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world.stop();
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logger.debug(`停用World: ${worldName}`);
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}
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}
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/**
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* 检查World是否激活
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*/
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public isWorldActive(worldName: string): boolean {
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const world = this._worlds.get(worldName);
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return world?.isActive ?? false;
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}
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/**
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* 更新所有活跃的World
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*
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* 应该在每帧的游戏循环中调用。
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* 会自动更新所有活跃World的全局系统和场景。
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*
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* @example
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* ```typescript
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* function gameLoop(deltaTime: number) {
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* Core.update(deltaTime); // 更新全局服务
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* worldManager.updateAll(); // 更新所有World
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* }
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* ```
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*/
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public updateAll(): void {
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if (!this._isRunning) return;
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for (const world of this._worlds.values()) {
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if (world.isActive) {
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// 更新World的全局System
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world.updateGlobalSystems();
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// 更新World中的所有Scene
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world.updateScenes();
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}
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}
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// 基于帧的自动清理
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if (this._config.autoCleanup) {
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this._framesSinceCleanup++;
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if (this._framesSinceCleanup >= this._config.cleanupFrameInterval) {
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this.cleanup();
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this._framesSinceCleanup = 0; // 重置计数器
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if (this._config.debug) {
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logger.debug(`执行定期清理World (间隔: ${this._config.cleanupFrameInterval} 帧)`);
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}
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}
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}
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}
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/**
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* 获取所有激活的World
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*/
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public getActiveWorlds(): World[] {
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const activeWorlds: World[] = [];
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for (const world of this._worlds.values()) {
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if (world.isActive) {
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activeWorlds.push(world);
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}
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}
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return activeWorlds;
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}
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/**
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* 启动所有World
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*/
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public startAll(): void {
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this._isRunning = true;
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for (const world of this._worlds.values()) {
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world.start();
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}
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logger.info('启动所有World');
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}
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/**
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* 停止所有World
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*/
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public stopAll(): void {
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this._isRunning = false;
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for (const world of this._worlds.values()) {
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world.stop();
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}
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logger.info('停止所有World');
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}
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/**
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* 查找满足条件的World
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*/
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public findWorlds(predicate: (world: World) => boolean): World[] {
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const results: World[] = [];
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for (const world of this._worlds.values()) {
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if (predicate(world)) {
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results.push(world);
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}
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}
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return results;
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}
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/**
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* 根据名称查找World
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*/
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public findWorldByName(name: string): World | null {
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for (const world of this._worlds.values()) {
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if (world.name === name) {
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return world;
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}
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}
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return null;
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}
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/**
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* 获取WorldManager统计信息
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*/
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public getStats() {
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const stats = {
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totalWorlds: this._worlds.size,
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activeWorlds: this.activeWorldCount,
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totalScenes: 0,
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totalEntities: 0,
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totalSystems: 0,
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memoryUsage: 0,
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isRunning: this._isRunning,
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config: { ...this._config },
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worlds: [] as any[]
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};
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for (const [worldName, world] of this._worlds) {
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const worldStats = world.getStats();
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stats.totalScenes += worldStats.totalSystems; // World的getStats可能需要调整
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stats.totalEntities += worldStats.totalEntities;
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stats.totalSystems += worldStats.totalSystems;
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stats.worlds.push({
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id: worldName,
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name: world.name,
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isActive: world.isActive,
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sceneCount: world.sceneCount,
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...worldStats
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});
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}
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return stats;
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}
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/**
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* 获取详细状态信息
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*/
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public getDetailedStatus() {
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return {
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...this.getStats(),
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worlds: Array.from(this._worlds.entries()).map(([worldName, world]) => ({
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id: worldName,
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isActive: world.isActive,
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status: world.getStatus()
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}))
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};
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}
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/**
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* 清理空World
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*/
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public cleanup(): number {
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const worldsToRemove: string[] = [];
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for (const [worldName, world] of this._worlds) {
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if (this.shouldCleanupWorld(world)) {
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worldsToRemove.push(worldName);
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}
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}
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for (const worldName of worldsToRemove) {
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this.removeWorld(worldName);
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}
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if (worldsToRemove.length > 0) {
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logger.debug(`清理了 ${worldsToRemove.length} 个World`);
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}
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return worldsToRemove.length;
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}
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/**
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* 销毁WorldManager
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*/
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public destroy(): void {
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logger.info('正在销毁WorldManager...');
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// 停止所有World
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this.stopAll();
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// 销毁所有World
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const worldNames = Array.from(this._worlds.keys());
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for (const worldName of worldNames) {
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this.removeWorld(worldName);
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}
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this._worlds.clear();
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this._isRunning = false;
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logger.info('WorldManager已销毁');
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}
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/**
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* 实现 IService 接口的 dispose 方法
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* 调用 destroy 方法进行清理
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*/
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public dispose(): void {
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this.destroy();
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}
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/**
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* 判断World是否应该被清理
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* 清理策略:
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* 1. World未激活
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* 2. 没有Scene或所有Scene都是空的
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* 3. 创建时间超过10分钟
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*/
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private shouldCleanupWorld(world: World): boolean {
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if (world.isActive) {
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return false;
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}
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const age = Date.now() - world.createdAt;
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const isOldEnough = age > 10 * 60 * 1000; // 10分钟
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if (world.sceneCount === 0) {
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return isOldEnough;
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}
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// 检查是否所有Scene都是空的
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const allScenes = world.getAllScenes();
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const hasEntities = allScenes.some((scene) => scene.entities && scene.entities.count > 0);
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return !hasEntities && isOldEnough;
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}
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/**
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* 获取World总数
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*/
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public get worldCount(): number {
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return this._worlds.size;
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}
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/**
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* 获取激活World数量
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*/
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public get activeWorldCount(): number {
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let count = 0;
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for (const world of this._worlds.values()) {
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if (world.isActive) count++;
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}
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return count;
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}
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/**
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* 检查是否正在运行
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*/
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public get isRunning(): boolean {
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return this._isRunning;
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}
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/**
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* 获取配置
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*/
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public get config(): IWorldManagerConfig {
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return { ...this._config };
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}
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}
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