* feat(worker): 添加微信小游戏 Worker 支持和 Worker Generator CLI - 新增 @esengine/worker-generator 包,用于从 WorkerEntitySystem 生成 Worker 文件 - WorkerEntitySystem 添加 workerScriptPath 配置项,支持预编译 Worker 脚本 - CLI 工具支持 --wechat 模式,自动转换 ES6+ 为 ES5 语法 - 修复微信小游戏 Worker 消息格式差异(res 直接是数据,无需 .data) - 更新中英文文档,添加微信小游戏支持章节 * docs: 更新 changelog,添加 v2.3.1 说明并标注 v2.3.0 为废弃 * fix: 修复 CI 检查问题 - 移除 cli.ts 中未使用的 toKebabCase 函数 - 修复 generator.ts 中正则表达式的 ReDoS 风险(使用 [ \t] 替代 \s*) - 更新 changelog 版本号(2.3.1 -> 2.3.2) * docs: 移除未发布版本的 changelog 条目 * fix(worker-generator): 使用 TypeScript 编译器替代手写正则进行 ES5 转换 - 修复 CodeQL 检测的 ReDoS 安全问题 - 使用 ts.transpileModule 进行安全可靠的代码转换 - 移除所有可能导致回溯的正则表达式
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Worker System
The Worker System (WorkerEntitySystem) is a multi-threaded processing system based on Web Workers in the ECS framework. It's designed for compute-intensive tasks, fully utilizing multi-core CPU performance for true parallel computing.
Core Features
- True Parallel Computing: Execute compute-intensive tasks in background threads using Web Workers
- Automatic Load Balancing: Automatically distribute workload based on CPU core count
- SharedArrayBuffer Optimization: Zero-copy data sharing for improved large-scale computation performance
- Graceful Degradation: Automatic fallback to main thread processing when Workers are not supported
- Type Safety: Full TypeScript support and type checking
Basic Usage
Simple Physics System Example
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, // Enable Worker parallel processing
workerCount: 8, // Worker count, auto-limited to hardware capacity
entitiesPerWorker: 100, // Entities per Worker
useSharedArrayBuffer: true, // Enable SharedArrayBuffer optimization
entityDataSize: 7, // Data size per entity
maxEntities: 10000, // Maximum entity count
systemConfig: { // Configuration passed to Worker
gravity: 100,
friction: 0.95
}
});
}
// Data extraction: Convert Entity to serializable data
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 processing function: Pure function executed in Worker
protected workerProcess(
entities: PhysicsData[],
deltaTime: number,
config: any
): PhysicsData[] {
return entities.map(entity => {
// Apply gravity
entity.vy += config.gravity * deltaTime;
// Update position
entity.x += entity.vx * deltaTime;
entity.y += entity.vy * deltaTime;
// Apply friction
entity.vx *= config.friction;
entity.vy *= config.friction;
return entity;
});
}
// Apply results: Apply Worker processing results back to 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 optimization support
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]
};
}
}
Configuration Options
The Worker system supports rich configuration options:
interface WorkerSystemConfig {
/** Enable Worker parallel processing */
enableWorker?: boolean;
/** Worker count, defaults to CPU core count, auto-limited to system maximum */
workerCount?: number;
/** Entities per Worker for load distribution control */
entitiesPerWorker?: number;
/** System configuration data passed to Worker */
systemConfig?: any;
/** Enable SharedArrayBuffer optimization */
useSharedArrayBuffer?: boolean;
/** Float32 count per entity in SharedArrayBuffer */
entityDataSize?: number;
/** Maximum entity count (for SharedArrayBuffer pre-allocation) */
maxEntities?: number;
/** Pre-compiled Worker script path (for platforms like WeChat Mini Game that don't support dynamic scripts) */
workerScriptPath?: string;
}
Configuration Recommendations
constructor() {
super(matcher, {
// Decide based on task complexity
enableWorker: this.shouldUseWorker(),
// Worker count: System auto-limits to hardware capacity
workerCount: 8, // Request 8 Workers, actual count limited by CPU cores
// Entities per Worker (optional)
entitiesPerWorker: 200, // Precise load distribution control
// Enable SharedArrayBuffer for many simple calculations
useSharedArrayBuffer: this.entityCount > 1000,
// Set according to actual data structure
entityDataSize: 8, // Ensure it matches data structure
// Estimated maximum entity count
maxEntities: 10000,
// Global configuration passed to Worker
systemConfig: {
gravity: 9.8,
friction: 0.95,
worldBounds: { width: 1920, height: 1080 }
}
});
}
private shouldUseWorker(): boolean {
// Decide based on entity count and complexity
return this.expectedEntityCount > 100;
}
// Get system info
getSystemInfo() {
const info = this.getWorkerInfo();
console.log(`Worker count: ${info.workerCount}/${info.maxSystemWorkerCount}`);
console.log(`Entities per Worker: ${info.entitiesPerWorker || 'auto'}`);
console.log(`Current mode: ${info.currentMode}`);
}
Processing Modes
The Worker system supports two processing modes:
1. Traditional Worker Mode
Data is serialized and passed between main thread and Workers:
// Suitable for: Complex computation logic, moderate entity count
constructor() {
super(matcher, {
enableWorker: true,
useSharedArrayBuffer: false, // Use traditional mode
workerCount: 2
});
}
protected workerProcess(entities: EntityData[], deltaTime: number): EntityData[] {
// Complex algorithm logic
return entities.map(entity => {
// AI decisions, pathfinding, etc.
return this.complexAILogic(entity, deltaTime);
});
}
2. SharedArrayBuffer Mode
Zero-copy data sharing, suitable for many simple calculations:
// Suitable for: Many entities with simple calculations
constructor() {
super(matcher, {
enableWorker: true,
useSharedArrayBuffer: true, // Enable shared memory
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;
// Read data
let x = sharedFloatArray[offset];
let y = sharedFloatArray[offset + 1];
let vx = sharedFloatArray[offset + 2];
let vy = sharedFloatArray[offset + 3];
// Physics calculations
vy += config.gravity * deltaTime;
x += vx * deltaTime;
y += vy * deltaTime;
// Write back data
sharedFloatArray[offset] = x;
sharedFloatArray[offset + 1] = y;
sharedFloatArray[offset + 2] = vx;
sharedFloatArray[offset + 3] = vy;
}
};
}
Use Cases
The Worker system is particularly suitable for:
1. Physics Simulation
- Gravity systems: Gravity calculations for many entities
- Collision detection: Complex collision algorithms
- Fluid simulation: Particle fluid systems
- Cloth simulation: Vertex physics calculations
2. AI Computation
- Pathfinding: A*, Dijkstra algorithms
- Behavior trees: Complex AI decision logic
- Swarm intelligence: Boid, fish school algorithms
- Neural networks: Simple AI inference
3. Data Processing
- Bulk entity updates: State machines, lifecycle management
- Statistical calculations: Game data analysis
- Image processing: Texture generation, effect calculations
- Audio processing: Sound synthesis, spectrum analysis
Best Practices
1. Worker Function Requirements
// Recommended: Worker processing function is a pure function
protected workerProcess(entities: PhysicsData[], deltaTime: number, config: any): PhysicsData[] {
// Only use parameters and standard JavaScript APIs
return entities.map(entity => {
// Pure computation logic, no external state dependencies
entity.y += entity.velocity * deltaTime;
return entity;
});
}
// Avoid: Using external references in Worker function
protected workerProcess(entities: PhysicsData[], deltaTime: number): PhysicsData[] {
// this and external variables are not available in Worker
return entities.map(entity => {
entity.y += this.someProperty; // Error
return entity;
});
}
2. Data Design
// Recommended: Reasonable data design
interface SimplePhysicsData {
x: number;
y: number;
vx: number;
vy: number;
// Keep data structure simple for easy serialization
}
// Avoid: Complex nested objects
interface ComplexData {
transform: {
position: { x: number; y: number };
rotation: { angle: number };
};
// Complex nested structures increase serialization overhead
}
3. Worker Count Control
// Recommended: Flexible Worker configuration
constructor() {
super(matcher, {
// Specify needed Worker count, system auto-limits to hardware capacity
workerCount: 8, // Request 8 Workers
entitiesPerWorker: 100, // 100 entities per Worker
enableWorker: this.shouldUseWorker(), // Conditional enable
});
}
private shouldUseWorker(): boolean {
// Decide based on entity count and complexity
return this.expectedEntityCount > 100;
}
// Get actual Worker info
checkWorkerConfiguration() {
const info = this.getWorkerInfo();
console.log(`Requested Workers: 8`);
console.log(`Actual Workers: ${info.workerCount}`);
console.log(`System maximum: ${info.maxSystemWorkerCount}`);
console.log(`Entities per Worker: ${info.entitiesPerWorker || 'auto'}`);
}
4. Performance Monitoring
// Recommended: Performance monitoring
public getPerformanceMetrics(): WorkerPerformanceMetrics {
return {
...this.getWorkerInfo(),
entityCount: this.entities.length,
averageProcessTime: this.getAverageProcessTime(),
workerUtilization: this.getWorkerUtilization()
};
}
Performance Optimization Tips
1. Compute Intensity Assessment
Only use Workers for compute-intensive tasks to avoid thread overhead for simple calculations.
2. Data Transfer Optimization
- Use SharedArrayBuffer to reduce serialization overhead
- Keep data structures simple and flat
- Avoid frequent large data transfers
3. Degradation Strategy
Always provide main thread fallback to ensure normal operation in environments without Worker support.
4. Memory Management
Clean up Worker pools and shared buffers promptly to avoid memory leaks.
5. Load Balancing
Use entitiesPerWorker parameter to precisely control load distribution, avoiding idle Workers while others are overloaded.
WeChat Mini Game Support
WeChat Mini Game has special Worker limitations and doesn't support dynamic Worker script creation. ESEngine provides the @esengine/worker-generator CLI tool to solve this problem.
WeChat Mini Game Worker Limitations
| Feature | Browser | WeChat Mini Game |
|---|---|---|
| Dynamic scripts (Blob URL) | Supported | Not supported |
| Worker count | Multiple | Maximum 1 |
| Script source | Any | Must be in code package |
| SharedArrayBuffer | Requires COOP/COEP | Limited support |
Using Worker Generator CLI
1. Install the Tool
pnpm add -D @esengine/worker-generator
2. Configure workerScriptPath
Configure workerScriptPath in your WorkerEntitySystem subclass:
@ECSSystem('Physics')
class PhysicsWorkerSystem extends WorkerEntitySystem<PhysicsData> {
constructor() {
super(Matcher.all(Position, Velocity, Physics), {
enableWorker: true,
workerScriptPath: 'workers/physics-worker.js', // Specify Worker file path
systemConfig: {
gravity: 100,
friction: 0.95
}
});
}
protected workerProcess(
entities: PhysicsData[],
deltaTime: number,
config: any
): PhysicsData[] {
// Physics calculation logic
return entities.map(entity => {
entity.vy += config.gravity * deltaTime;
entity.x += entity.vx * deltaTime;
entity.y += entity.vy * deltaTime;
return entity;
});
}
// ... other methods
}
3. Generate Worker Files
Run the CLI tool to automatically extract workerProcess functions and generate WeChat Mini Game compatible Worker files:
# Basic usage
npx esengine-worker-gen --src ./src --wechat
# Full options
npx esengine-worker-gen \
--src ./src \ # Source directory
--wechat \ # Generate WeChat Mini Game compatible code
--mapping \ # Generate worker-mapping.json
--verbose # Verbose output
The CLI tool will:
- Scan source directory for all
WorkerEntitySystemsubclasses - Read each class's
workerScriptPathconfiguration - Extract
workerProcessmethod body - Convert to ES5 syntax (WeChat Mini Game compatible)
- Generate to configured path
4. Configure game.json
Configure workers directory in WeChat Mini Game's game.json:
{
"deviceOrientation": "portrait",
"workers": "workers"
}
5. Project Structure
your-game/
├── game.js
├── game.json # Configure "workers": "workers"
├── src/
│ └── systems/
│ └── PhysicsSystem.ts # workerScriptPath: 'workers/physics-worker.js'
└── workers/
├── physics-worker.js # Auto-generated
└── worker-mapping.json # Auto-generated
Temporarily Disabling Workers
If you need to temporarily disable Workers (e.g., for debugging), there are two ways:
Method 1: Configuration Disable
constructor() {
super(matcher, {
enableWorker: false, // Disable Worker, use main thread processing
// ...
});
}
Method 2: Platform Adapter Disable
Return Worker not supported in custom platform adapter:
class MyPlatformAdapter implements IPlatformAdapter {
isWorkerSupported(): boolean {
return false; // Return false to disable Worker
}
// ...
}
Important Notes
-
Re-run CLI tool after each
workerProcessmodification to generate new Worker files -
Worker functions must be pure functions, cannot depend on
thisor external variables:// Correct: Only use parameters protected workerProcess(entities, deltaTime, config) { return entities.map(e => { e.y += config.gravity * deltaTime; return e; }); } // Wrong: Using this protected workerProcess(entities, deltaTime, config) { return entities.map(e => { e.y += this.gravity * deltaTime; // Cannot access this in Worker return e; }); } -
Pass configuration data via
systemConfig, not class properties -
Developer tool warnings can be ignored:
getNetworkType:fail not support- WeChat DevTools internal behaviorSharedArrayBuffer will require cross-origin isolation- Development environment warning, won't appear on real devices
Online Demo
See the complete Worker system demo: Worker System Demo
The demo showcases:
- Multi-threaded physics computation
- Real-time performance comparison
- SharedArrayBuffer optimization
- Parallel processing of many entities
The Worker system provides powerful parallel computing capabilities for the ECS framework, allowing you to fully utilize modern multi-core processor performance, offering efficient solutions for complex game logic and compute-intensive tasks.