* 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 * feat(cli): 增强 Node.js 服务端适配器 - 添加 @esengine/network-server 依赖支持 - 生成完整的 ECS 游戏服务器项目结构 - 修复 network-server 包支持 ESM/CJS 双格式 - 添加 ws@8.18.0 解决 Node.js 24 兼容性问题 - 组件使用 @ECSComponent 装饰器注册 - tsconfig 启用 experimentalDecorators
728 lines
16 KiB
Markdown
728 lines
16 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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## 使用 CLI 快速创建服务端
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推荐使用 ESEngine CLI 快速创建完整的游戏服务端项目:
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```bash
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# 创建项目目录
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mkdir my-game-server && cd my-game-server
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npm init -y
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# 使用 CLI 初始化 Node.js 服务端
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npx @esengine/cli init -p nodejs
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```
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CLI 会自动生成以下项目结构:
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```
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my-game-server/
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├── src/
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│ ├── index.ts # 入口文件
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│ ├── server/
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│ │ └── GameServer.ts # 网络服务器配置
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│ └── game/
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│ ├── Game.ts # ECS 游戏主类
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│ ├── scenes/
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│ │ └── MainScene.ts # 主场景
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│ ├── components/ # ECS 组件
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│ │ ├── PositionComponent.ts
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│ │ └── VelocityComponent.ts
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│ └── systems/ # ECS 系统
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│ └── MovementSystem.ts
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├── tsconfig.json
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├── package.json
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└── README.md
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```
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启动服务端:
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```bash
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# 开发模式(热重载)
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npm run dev
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# 生产模式
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npm run start
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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 { Core, Scene } 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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// 定义游戏场景
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class GameScene extends Scene {
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initialize(): void {
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this.name = 'Game';
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// 网络系统由 NetworkPlugin 自动添加
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}
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}
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// 初始化 Core
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Core.create({ debug: false });
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const scene = new GameScene();
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Core.setScene(scene);
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// 安装网络插件
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const networkPlugin = new NetworkPlugin();
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await Core.installPlugin(networkPlugin);
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// 注册预制体工厂
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networkPlugin.registerPrefab('player', (scene, spawn) => {
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const entity = scene.createEntity(`player_${spawn.netId}`);
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const identity = entity.addComponent(new NetworkIdentity());
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identity.netId = spawn.netId;
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identity.ownerId = spawn.ownerId;
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identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
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entity.addComponent(new NetworkTransform());
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return entity;
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});
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// 连接服务器
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const success = await networkPlugin.connect('ws://localhost:3000', 'PlayerName');
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if (success) {
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console.log('Connected!');
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}
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// 游戏循环
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function gameLoop(dt: number) {
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Core.update(dt);
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}
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// 断开连接
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await networkPlugin.disconnect();
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```
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### 服务器端
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使用 CLI 创建服务端项目后,默认生成的代码已经配置好了 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,
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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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console.log('Server started on ws://localhost:3000');
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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 = (scene: Scene, spawn: MsgSpawn) => 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', (scene, spawn) => {
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const entity = scene.createEntity(`enemy_${spawn.netId}`);
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const identity = entity.addComponent(new NetworkIdentity());
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identity.netId = spawn.netId;
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identity.ownerId = spawn.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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// 通过 NetworkPlugin 发送输入(推荐)
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networkPlugin.sendMoveInput(0, 1); // 移动
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networkPlugin.sendActionInput('jump'); // 动作
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// 或直接使用 inputSystem
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const inputSystem = networkPlugin.inputSystem;
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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
|
||
- `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 { Core, Scene, EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
|
||
import {
|
||
NetworkPlugin,
|
||
NetworkIdentity,
|
||
NetworkTransform
|
||
} from '@esengine/network';
|
||
|
||
// 定义游戏场景
|
||
class GameScene extends Scene {
|
||
initialize(): void {
|
||
this.name = 'MultiplayerGame';
|
||
// 网络系统由 NetworkPlugin 自动添加
|
||
// 添加自定义系统
|
||
this.addSystem(new LocalInputHandler());
|
||
}
|
||
}
|
||
|
||
// 初始化
|
||
async function initGame() {
|
||
Core.create({ debug: false });
|
||
|
||
const scene = new GameScene();
|
||
Core.setScene(scene);
|
||
|
||
// 安装网络插件
|
||
const networkPlugin = new NetworkPlugin();
|
||
await Core.installPlugin(networkPlugin);
|
||
|
||
// 注册玩家预制体
|
||
networkPlugin.registerPrefab('player', (scene, spawn) => {
|
||
const entity = scene.createEntity(`player_${spawn.netId}`);
|
||
|
||
const identity = entity.addComponent(new NetworkIdentity());
|
||
identity.netId = spawn.netId;
|
||
identity.ownerId = spawn.ownerId;
|
||
identity.isLocalPlayer = spawn.ownerId === networkPlugin.networkService.localClientId;
|
||
|
||
entity.addComponent(new NetworkTransform());
|
||
|
||
// 如果是本地玩家,添加输入标记
|
||
if (identity.isLocalPlayer) {
|
||
entity.addComponent(new LocalInputComponent());
|
||
}
|
||
|
||
return entity;
|
||
});
|
||
|
||
// 连接服务器
|
||
const success = await networkPlugin.connect('ws://localhost:3000', 'Player1');
|
||
if (success) {
|
||
console.log('已连接!');
|
||
} else {
|
||
console.error('连接失败');
|
||
}
|
||
|
||
return networkPlugin;
|
||
}
|
||
|
||
// 游戏循环
|
||
function gameLoop(deltaTime: number) {
|
||
Core.update(deltaTime);
|
||
}
|
||
|
||
initGame();
|
||
```
|
||
|
||
### 处理输入
|
||
|
||
```typescript
|
||
class LocalInputHandler extends EntitySystem {
|
||
private _networkPlugin: NetworkPlugin | null = null;
|
||
|
||
constructor() {
|
||
super(Matcher.empty().all(NetworkIdentity, LocalInputComponent));
|
||
}
|
||
|
||
protected onAddedToScene(): void {
|
||
// 获取 NetworkPlugin 引用
|
||
this._networkPlugin = Core.getPlugin(NetworkPlugin);
|
||
}
|
||
|
||
protected processEntity(entity: Entity, dt: number): void {
|
||
if (!this._networkPlugin) return;
|
||
|
||
const identity = entity.getComponent(NetworkIdentity)!;
|
||
if (!identity.isLocalPlayer) 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._networkPlugin.sendMoveInput(moveX, moveY);
|
||
}
|
||
|
||
if (keyboard.isJustPressed('Space')) {
|
||
this._networkPlugin.sendActionInput('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
|
||
}
|
||
});
|
||
```
|