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esengine/docs/guide/worker-system.md
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# Worker系统
Worker系统WorkerEntitySystem是ECS框架中基于Web Worker的多线程处理系统专为计算密集型任务设计能够充分利用多核CPU性能实现真正的并行计算。
## 核心特性
- **真正的并行计算**利用Web Worker在后台线程执行计算密集型任务
- **自动负载均衡**根据CPU核心数自动分配工作负载
- **SharedArrayBuffer优化**:零拷贝数据共享,提升大规模计算性能
- **降级支持**不支持Worker时自动回退到主线程处理
- **类型安全**完整的TypeScript支持和类型检查
## 基本用法
### 简单的物理系统示例
```typescript
interface PhysicsData {
id: number;
x: number;
y: number;
vx: number;
vy: number;
mass: number;
radius: number;
}
@ECSSystem('Physics')
class PhysicsWorkerSystem extends WorkerEntitySystem<PhysicsData> {
constructor() {
super(Matcher.all(Position, Velocity, Physics), {
enableWorker: true, // 启用Worker并行处理
workerCount: 8, // Worker数量系统会自动限制在硬件支持范围内
entitiesPerWorker: 100, // 每个Worker处理的实体数量
useSharedArrayBuffer: true, // 启用SharedArrayBuffer优化
entityDataSize: 7, // 每个实体数据大小
maxEntities: 10000, // 最大实体数量
systemConfig: { // 传递给Worker的配置
gravity: 100,
friction: 0.95
}
});
}
// 数据提取将Entity转换为可序列化的数据
protected extractEntityData(entity: Entity): PhysicsData {
const position = entity.getComponent(Position);
const velocity = entity.getComponent(Velocity);
const physics = entity.getComponent(Physics);
return {
id: entity.id,
x: position.x,
y: position.y,
vx: velocity.x,
vy: velocity.y,
mass: physics.mass,
radius: physics.radius
};
}
// Worker处理函数纯函数在Worker中执行
protected workerProcess(
entities: PhysicsData[],
deltaTime: number,
config: any
): PhysicsData[] {
return entities.map(entity => {
// 应用重力
entity.vy += config.gravity * deltaTime;
// 更新位置
entity.x += entity.vx * deltaTime;
entity.y += entity.vy * deltaTime;
// 应用摩擦力
entity.vx *= config.friction;
entity.vy *= config.friction;
return entity;
});
}
// 结果应用将Worker处理结果应用回Entity
protected applyResult(entity: Entity, result: PhysicsData): void {
const position = entity.getComponent(Position);
const velocity = entity.getComponent(Velocity);
position.x = result.x;
position.y = result.y;
velocity.x = result.vx;
velocity.y = result.vy;
}
// SharedArrayBuffer优化支持
protected getDefaultEntityDataSize(): number {
return 7; // id, x, y, vx, vy, mass, radius
}
protected writeEntityToBuffer(entityData: PhysicsData, offset: number): void {
if (!this.sharedFloatArray) return;
this.sharedFloatArray[offset + 0] = entityData.id;
this.sharedFloatArray[offset + 1] = entityData.x;
this.sharedFloatArray[offset + 2] = entityData.y;
this.sharedFloatArray[offset + 3] = entityData.vx;
this.sharedFloatArray[offset + 4] = entityData.vy;
this.sharedFloatArray[offset + 5] = entityData.mass;
this.sharedFloatArray[offset + 6] = entityData.radius;
}
protected readEntityFromBuffer(offset: number): PhysicsData | null {
if (!this.sharedFloatArray) return null;
return {
id: this.sharedFloatArray[offset + 0],
x: this.sharedFloatArray[offset + 1],
y: this.sharedFloatArray[offset + 2],
vx: this.sharedFloatArray[offset + 3],
vy: this.sharedFloatArray[offset + 4],
mass: this.sharedFloatArray[offset + 5],
radius: this.sharedFloatArray[offset + 6]
};
}
}
```
## 配置选项
Worker系统支持丰富的配置选项
```typescript
interface WorkerSystemConfig {
/** 是否启用Worker并行处理 */
enableWorker?: boolean;
/** Worker数量默认为CPU核心数自动限制在系统最大值内 */
workerCount?: number;
/** 每个Worker处理的实体数量用于控制负载分布 */
entitiesPerWorker?: number;
/** 系统配置数据会传递给Worker */
systemConfig?: any;
/** 是否使用SharedArrayBuffer优化 */
useSharedArrayBuffer?: boolean;
/** 每个实体在SharedArrayBuffer中占用的Float32数量 */
entityDataSize?: number;
/** 最大实体数量用于预分配SharedArrayBuffer */
maxEntities?: number;
}
```
### 配置建议
```typescript
constructor() {
super(matcher, {
// 根据任务复杂度决定是否启用
enableWorker: this.shouldUseWorker(),
// Worker数量系统会自动限制在硬件支持范围内
workerCount: 8, // 请求8个Worker实际数量受CPU核心数限制
// 每个Worker处理的实体数量可选
entitiesPerWorker: 200, // 精确控制负载分布
// 大量简单计算时启用SharedArrayBuffer
useSharedArrayBuffer: this.entityCount > 1000,
// 根据实际数据结构设置
entityDataSize: 8, // 确保与数据结构匹配
// 预估最大实体数量
maxEntities: 10000,
// 传递给Worker的全局配置
systemConfig: {
gravity: 9.8,
friction: 0.95,
worldBounds: { width: 1920, height: 1080 }
}
});
}
private shouldUseWorker(): boolean {
// 根据实体数量和计算复杂度决定
return this.expectedEntityCount > 100;
}
// 获取系统信息
getSystemInfo() {
const info = this.getWorkerInfo();
console.log(`Worker数量: ${info.workerCount}/${info.maxSystemWorkerCount}`);
console.log(`每Worker实体数: ${info.entitiesPerWorker || '自动分配'}`);
console.log(`当前模式: ${info.currentMode}`);
}
```
## 处理模式
Worker系统支持两种处理模式
### 1. 传统Worker模式
数据通过序列化在主线程和Worker间传递
```typescript
// 适用于:复杂计算逻辑,实体数量适中
constructor() {
super(matcher, {
enableWorker: true,
useSharedArrayBuffer: false, // 使用传统模式
workerCount: 2
});
}
protected workerProcess(entities: EntityData[], deltaTime: number): EntityData[] {
// 复杂的算法逻辑
return entities.map(entity => {
// AI决策、路径规划等复杂计算
return this.complexAILogic(entity, deltaTime);
});
}
```
### 2. SharedArrayBuffer模式
零拷贝数据共享,适合大量简单计算:
```typescript
// 适用于:大量实体的简单计算
constructor() {
super(matcher, {
enableWorker: true,
useSharedArrayBuffer: true, // 启用共享内存
entityDataSize: 6,
maxEntities: 10000
});
}
protected getSharedArrayBufferProcessFunction(): SharedArrayBufferProcessFunction {
return function(sharedFloatArray: Float32Array, startIndex: number, endIndex: number, deltaTime: number, config: any) {
const entitySize = 6;
for (let i = startIndex; i < endIndex; i++) {
const offset = i * entitySize;
// 读取数据
let x = sharedFloatArray[offset];
let y = sharedFloatArray[offset + 1];
let vx = sharedFloatArray[offset + 2];
let vy = sharedFloatArray[offset + 3];
// 物理计算
vy += config.gravity * deltaTime;
x += vx * deltaTime;
y += vy * deltaTime;
// 写回数据
sharedFloatArray[offset] = x;
sharedFloatArray[offset + 1] = y;
sharedFloatArray[offset + 2] = vx;
sharedFloatArray[offset + 3] = vy;
}
};
}
```
## 完整示例:粒子物理系统
一个包含碰撞检测的完整粒子物理系统:
```typescript
interface ParticleData {
id: number;
x: number;
y: number;
dx: number;
dy: number;
mass: number;
radius: number;
bounce: number;
friction: number;
}
@ECSSystem('ParticlePhysics')
class ParticlePhysicsWorkerSystem extends WorkerEntitySystem<ParticleData> {
constructor() {
super(Matcher.all(Position, Velocity, Physics, Renderable), {
enableWorker: true,
workerCount: 6, // 请求6个Worker自动限制在CPU核心数内
entitiesPerWorker: 150, // 每个Worker处理150个粒子
useSharedArrayBuffer: true,
entityDataSize: 9,
maxEntities: 5000,
systemConfig: {
gravity: 100,
canvasWidth: 800,
canvasHeight: 600,
groundFriction: 0.98
}
});
}
protected extractEntityData(entity: Entity): ParticleData {
const position = entity.getComponent(Position);
const velocity = entity.getComponent(Velocity);
const physics = entity.getComponent(Physics);
const renderable = entity.getComponent(Renderable);
return {
id: entity.id,
x: position.x,
y: position.y,
dx: velocity.dx,
dy: velocity.dy,
mass: physics.mass,
radius: renderable.size,
bounce: physics.bounce,
friction: physics.friction
};
}
protected workerProcess(
entities: ParticleData[],
deltaTime: number,
config: any
): ParticleData[] {
const result = entities.map(e => ({ ...e }));
// 基础物理更新
for (const particle of result) {
// 应用重力
particle.dy += config.gravity * deltaTime;
// 更新位置
particle.x += particle.dx * deltaTime;
particle.y += particle.dy * deltaTime;
// 边界碰撞
if (particle.x <= particle.radius) {
particle.x = particle.radius;
particle.dx = -particle.dx * particle.bounce;
} else if (particle.x >= config.canvasWidth - particle.radius) {
particle.x = config.canvasWidth - particle.radius;
particle.dx = -particle.dx * particle.bounce;
}
if (particle.y <= particle.radius) {
particle.y = particle.radius;
particle.dy = -particle.dy * particle.bounce;
} else if (particle.y >= config.canvasHeight - particle.radius) {
particle.y = config.canvasHeight - particle.radius;
particle.dy = -particle.dy * particle.bounce;
particle.dx *= config.groundFriction;
}
// 空气阻力
particle.dx *= particle.friction;
particle.dy *= particle.friction;
}
// 粒子间碰撞检测O(n²)算法)
for (let i = 0; i < result.length; i++) {
for (let j = i + 1; j < result.length; j++) {
const p1 = result[i];
const p2 = result[j];
const dx = p2.x - p1.x;
const dy = p2.y - p1.y;
const distance = Math.sqrt(dx * dx + dy * dy);
const minDistance = p1.radius + p2.radius;
if (distance < minDistance && distance > 0) {
// 分离粒子
const nx = dx / distance;
const ny = dy / distance;
const overlap = minDistance - distance;
p1.x -= nx * overlap * 0.5;
p1.y -= ny * overlap * 0.5;
p2.x += nx * overlap * 0.5;
p2.y += ny * overlap * 0.5;
// 弹性碰撞
const relativeVelocityX = p2.dx - p1.dx;
const relativeVelocityY = p2.dy - p1.dy;
const velocityAlongNormal = relativeVelocityX * nx + relativeVelocityY * ny;
if (velocityAlongNormal > 0) continue;
const restitution = (p1.bounce + p2.bounce) * 0.5;
const impulseScalar = -(1 + restitution) * velocityAlongNormal / (1/p1.mass + 1/p2.mass);
p1.dx -= impulseScalar * nx / p1.mass;
p1.dy -= impulseScalar * ny / p1.mass;
p2.dx += impulseScalar * nx / p2.mass;
p2.dy += impulseScalar * ny / p2.mass;
}
}
}
return result;
}
protected applyResult(entity: Entity, result: ParticleData): void {
if (!entity?.enabled) return;
const position = entity.getComponent(Position);
const velocity = entity.getComponent(Velocity);
if (position && velocity) {
position.set(result.x, result.y);
velocity.set(result.dx, result.dy);
}
}
protected getDefaultEntityDataSize(): number {
return 9;
}
protected writeEntityToBuffer(data: ParticleData, offset: number): void {
if (!this.sharedFloatArray) return;
this.sharedFloatArray[offset + 0] = data.id;
this.sharedFloatArray[offset + 1] = data.x;
this.sharedFloatArray[offset + 2] = data.y;
this.sharedFloatArray[offset + 3] = data.dx;
this.sharedFloatArray[offset + 4] = data.dy;
this.sharedFloatArray[offset + 5] = data.mass;
this.sharedFloatArray[offset + 6] = data.radius;
this.sharedFloatArray[offset + 7] = data.bounce;
this.sharedFloatArray[offset + 8] = data.friction;
}
protected readEntityFromBuffer(offset: number): ParticleData | null {
if (!this.sharedFloatArray) return null;
return {
id: this.sharedFloatArray[offset + 0],
x: this.sharedFloatArray[offset + 1],
y: this.sharedFloatArray[offset + 2],
dx: this.sharedFloatArray[offset + 3],
dy: this.sharedFloatArray[offset + 4],
mass: this.sharedFloatArray[offset + 5],
radius: this.sharedFloatArray[offset + 6],
bounce: this.sharedFloatArray[offset + 7],
friction: this.sharedFloatArray[offset + 8]
};
}
// 性能监控
public getPerformanceInfo(): {
enabled: boolean;
workerCount: number;
entitiesPerWorker?: number;
maxSystemWorkerCount: number;
entityCount: number;
isProcessing: boolean;
currentMode: string;
} {
const workerInfo = this.getWorkerInfo();
return {
...workerInfo,
entityCount: this.entities.length
};
}
}
```
## 适用场景
Worker系统特别适合以下场景
### 1. 物理模拟
- **重力系统**:大量实体的重力计算
- **碰撞检测**:复杂的碰撞算法
- **流体模拟**:粒子流体系统
- **布料模拟**:顶点物理计算
### 2. AI计算
- **路径寻找**A*、Dijkstra等算法
- **行为树**复杂的AI决策逻辑
- **群体智能**:鸟群、鱼群算法
- **神经网络**简单的AI推理
### 3. 数据处理
- **大量实体更新**:状态机、生命周期管理
- **统计计算**:游戏数据分析
- **图像处理**:纹理生成、效果计算
- **音频处理**:音效合成、频谱分析
## 最佳实践
### 1. Worker函数要求
```typescript
// ✅ 推荐Worker处理函数是纯函数
protected workerProcess(entities: PhysicsData[], deltaTime: number, config: any): PhysicsData[] {
// 只使用参数和标准JavaScript API
return entities.map(entity => {
// 纯计算逻辑,不依赖外部状态
entity.y += entity.velocity * deltaTime;
return entity;
});
}
// ❌ 避免在Worker函数中使用外部引用
protected workerProcess(entities: PhysicsData[], deltaTime: number): PhysicsData[] {
// this 和外部变量在Worker中不可用
return entities.map(entity => {
entity.y += this.someProperty; // ❌ 错误
return entity;
});
}
```
### 2. 数据设计
```typescript
// ✅ 推荐:合理的数据设计
interface SimplePhysicsData {
x: number;
y: number;
vx: number;
vy: number;
// 保持数据结构简单,便于序列化
}
// ❌ 避免:复杂的嵌套对象
interface ComplexData {
transform: {
position: { x: number; y: number };
rotation: { angle: number };
};
// 复杂嵌套结构增加序列化开销
}
```
### 3. Worker数量控制
```typescript
// ✅ 推荐灵活的Worker配置
constructor() {
super(matcher, {
// 直接指定需要的Worker数量系统会自动限制在硬件支持范围内
workerCount: 8, // 请求8个Worker
entitiesPerWorker: 100, // 每个Worker处理100个实体
enableWorker: this.shouldUseWorker(), // 条件启用
});
}
private shouldUseWorker(): boolean {
// 根据实体数量和复杂度决定是否使用Worker
return this.expectedEntityCount > 100;
}
// 获取实际使用的Worker信息
checkWorkerConfiguration() {
const info = this.getWorkerInfo();
console.log(`请求Worker数量: 8`);
console.log(`实际Worker数量: ${info.workerCount}`);
console.log(`系统最大支持: ${info.maxSystemWorkerCount}`);
console.log(`每Worker实体数: ${info.entitiesPerWorker || '自动分配'}`);
}
```
### 4. 性能监控
```typescript
// ✅ 推荐:性能监控
public getPerformanceMetrics(): WorkerPerformanceMetrics {
return {
...this.getWorkerInfo(),
entityCount: this.entities.length,
averageProcessTime: this.getAverageProcessTime(),
workerUtilization: this.getWorkerUtilization()
};
}
```
## 性能优化建议
### 1. 计算密集度评估
只对计算密集型任务使用Worker避免在简单计算上增加线程开销。
### 2. 数据传输优化
- 使用SharedArrayBuffer减少序列化开销
- 保持数据结构简单和扁平
- 避免频繁的大数据传输
### 3. 降级策略
始终提供主线程回退方案确保在不支持Worker的环境中正常运行。
### 4. 内存管理
及时清理Worker池和共享缓冲区避免内存泄漏。
### 5. 负载均衡
使用 `entitiesPerWorker` 参数精确控制负载分布避免某些Worker空闲而其他Worker过载。
## 在线演示
查看完整的Worker系统演示[Worker系统演示](https://esengine.github.io/ecs-framework/demos/worker-system/)
该演示展示了:
- 多线程物理计算
- 实时性能对比
- SharedArrayBuffer优化
- 大量实体的并行处理
Worker系统为ECS框架提供了强大的并行计算能力让你能够充分利用现代多核处理器的性能为复杂的游戏逻辑和计算密集型任务提供了高效的解决方案。