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esengine/packages/framework/core/CHANGELOG.md
github-actions[bot] d21caa974e chore: release packages (#393)
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2025-12-30 09:41:17 +08:00

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@esengine/ecs-framework

2.5.1

Patch Changes

  • #392 a08a84b Thanks @esengine! - fix(sync): Decoder 现在使用 GlobalComponentRegistry 查找组件 | Decoder now uses GlobalComponentRegistry for component lookup

    问题 | Problem:

    1. Decoder.ts 有自己独立的 componentRegistry MapGlobalComponentRegistry 完全分离。这导致通过 @ECSComponent 装饰器注册的组件在网络反序列化时找不到,产生 "Unknown component type" 错误。
    2. @sync 装饰器使用 constructor.name 作为 typeId,而不是 @ECSComponent 装饰器指定的名称,导致编码和解码使用不同的类型 ID。
    3. Decoder.ts had its own local componentRegistry Map that was completely separate from GlobalComponentRegistry. This caused components registered via @ECSComponent decorator to not be found during network deserialization, resulting in "Unknown component type" errors.
    4. @sync decorator used constructor.name as typeId instead of the name specified by @ECSComponent decorator, causing encoding and decoding to use different type IDs.

    修改 | Changes:

    • 从 Decoder.ts 中移除本地 componentRegistry
    • 更新 decodeEntitydecodeSpawn 使用 GlobalComponentRegistry.getComponentType()
    • 移除已废弃的 registerSyncComponentautoRegisterSyncComponent 函数
    • 更新 @sync 装饰器使用 getComponentTypeName() 获取组件类型名称
    • 更新 @ECSComponent 装饰器同步更新 SYNC_METADATA.typeId
    • Removed local componentRegistry from Decoder.ts
    • Updated decodeEntity and decodeSpawn to use GlobalComponentRegistry.getComponentType()
    • Removed deprecated registerSyncComponent and autoRegisterSyncComponent functions
    • Updated @sync decorator to use getComponentTypeName() for component type name
    • Updated @ECSComponent decorator to sync update SYNC_METADATA.typeId

    现在使用 @ECSComponent 装饰器的组件会自动可用于网络同步解码,无需手动注册。

    Now @ECSComponent decorated components are automatically available for network sync decoding without any manual registration.

2.5.0

Minor Changes

  • #390 1f297ac Thanks @esengine! - feat: ECS 网络状态同步系统

    @esengine/ecs-framework

    新增 @sync 装饰器和二进制编解码器,支持基于 Component 的网络状态同步:

    import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
    
    @ECSComponent('Player')
    class PlayerComponent extends Component {
        @sync('string') name: string = '';
        @sync('uint16') score: number = 0;
        @sync('float32') x: number = 0;
        @sync('float32') y: number = 0;
    }
    

    新增导出

    • sync - 标记需要同步的字段装饰器
    • SyncType - 支持的同步类型
    • SyncOperation - 同步操作类型FULL/DELTA/SPAWN/DESPAWN
    • encodeSnapshot / decodeSnapshot - 批量编解码
    • encodeSpawn / decodeSpawn - 实体生成编解码
    • encodeDespawn / processDespawn - 实体销毁编解码
    • ChangeTracker - 字段级变更追踪
    • initChangeTracker / clearChanges / hasChanges - 变更追踪工具函数

    内部方法标记

    将以下方法标记为 @internal,用户应通过 Core.update() 驱动更新:

    • Scene.update()
    • SceneManager.update()
    • WorldManager.updateAll()

    @esengine/network

    新增 ComponentSyncSystem,基于 @sync 装饰器自动同步组件状态:

    import { ComponentSyncSystem } from '@esengine/network';
    
    // 服务端:编码状态
    const data = syncSystem.encodeAllEntities(false);
    
    // 客户端:解码状态
    syncSystem.applySnapshot(data);
    

    修复

    • @esengine/ecs-framework 从 devDependencies 移到 peerDependencies

    @esengine/server

    新增 ECSRoom,带有 ECS World 支持的房间基类:

    import { ECSRoom } from '@esengine/server/ecs';
    
    // 服务端启动
    Core.create();
    setInterval(() => Core.update(1 / 60), 16);
    
    // 定义房间
    class GameRoom extends ECSRoom {
        onCreate() {
            this.addSystem(new PhysicsSystem());
        }
    
        onJoin(player: Player) {
            const entity = this.createPlayerEntity(player.id);
            entity.addComponent(new PlayerComponent());
        }
    }
    

    设计

    • 每个 ECSRoomCore.worldManager 中创建独立的 World
    • Core.update() 统一更新 Time 和所有 World
    • onTick() 只处理状态同步逻辑

2.4.4

Patch Changes

  • 7d74623 Thanks @esengine! - fix(core): 修复 npm 发布目录配置,确保从 dist 目录发布以保持与 Cocos Creator 的兼容性

2.4.3

Patch Changes

  • #356 ce2db4e Thanks @esengine! - fix(core): 修复 World cleanup 在打包环境下的兼容性问题
    • 使用 forEach 替代 spread + for...of 解构模式,避免某些打包工具(如 Cocos Creator转换后的兼容性问题
    • 重构 World 和 WorldManager 类,提升代码质量
    • 提取默认配置为常量,统一双语注释格式