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383 lines
16 KiB
Markdown
383 lines
16 KiB
Markdown
# @esengine/server
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## 4.5.0
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### Minor Changes
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- [#421](https://github.com/esengine/esengine/pull/421) [`f333b81`](https://github.com/esengine/esengine/commit/f333b81298a386a812b2428d3dcdce03d257fef8) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加分布式房间支持 | Add distributed room support
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**@esengine/server** - 新增分布式房间管理功能 | Added distributed room management features
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- 新增 `DistributedRoomManager` 支持多服务器房间管理 | Added `DistributedRoomManager` for multi-server room management
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- 新增 `MemoryAdapter` 用于测试和单机模式 | Added `MemoryAdapter` for testing and standalone mode
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- 新增 `RedisAdapter` 用于生产环境多服务器部署 | Added `RedisAdapter` for production multi-server deployments
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- 新增 `LoadBalancedRouter` 支持 5 种负载均衡策略 | Added `LoadBalancedRouter` with 5 load balancing strategies
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- round-robin: 轮询 | Round robin
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- least-rooms: 最少房间数 | Fewest rooms
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- least-players: 最少玩家数 | Fewest players
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- random: 随机选择 | Random selection
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- weighted: 权重(基于容量使用率)| Weighted by capacity usage
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- `createServer` 新增 `distributed` 配置选项 | Added `distributed` config option to `createServer`
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- 新增 `$redirect` 消息用于跨服务器玩家重定向 | Added `$redirect` message for cross-server player redirection
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- 新增故障转移机制,服务器离线时自动恢复房间 | Added failover mechanism for automatic room recovery on server offline
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- 新增 `room:migrated` 和 `server:draining` 事件类型 | Added `room:migrated` and `server:draining` event types
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## 4.4.0
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### Minor Changes
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- [#419](https://github.com/esengine/esengine/pull/419) [`3b6fc82`](https://github.com/esengine/esengine/commit/3b6fc8266fa8e4d43058a44b48bf9169f78de068) Thanks [@esengine](https://github.com/esengine)! - feat(server): HTTP 路由增强 | HTTP router enhancement
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**新功能 | New Features**
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- 路由参数支持:`/users/:id` → `req.params.id` | Route parameters: `/users/:id` → `req.params.id`
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- 中间件支持:全局和路由级中间件 | Middleware support: global and route-level
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- 请求超时控制:全局和路由级超时 | Request timeout: global and route-level
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**内置中间件 | Built-in Middleware**
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- `requestLogger()` - 请求日志 | Request logging
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- `bodyLimit()` - 请求体大小限制 | Body size limit
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- `responseTime()` - 响应时间头 | Response time header
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- `requestId()` - 请求 ID | Request ID
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- `securityHeaders()` - 安全头 | Security headers
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## 4.3.0
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### Minor Changes
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- [#417](https://github.com/esengine/esengine/pull/417) [`b80e967`](https://github.com/esengine/esengine/commit/b80e96782991b0f5dea65949e5c55325d2775132) Thanks [@esengine](https://github.com/esengine)! - feat(server): HTTP 路由增强 | HTTP router enhancement
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**新功能 | New Features**
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- 路由参数支持:`/users/:id` → `req.params.id` | Route parameters: `/users/:id` → `req.params.id`
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- 中间件支持:全局和路由级中间件 | Middleware support: global and route-level
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- 请求超时控制:全局和路由级超时 | Request timeout: global and route-level
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**内置中间件 | Built-in Middleware**
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- `requestLogger()` - 请求日志 | Request logging
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- `bodyLimit()` - 请求体大小限制 | Body size limit
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- `responseTime()` - 响应时间头 | Response time header
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- `requestId()` - 请求 ID | Request ID
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- `securityHeaders()` - 安全头 | Security headers
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## 4.2.0
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### Minor Changes
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- [#404](https://github.com/esengine/esengine/pull/404) [`902c0a1`](https://github.com/esengine/esengine/commit/902c0a10749f80bd8f499b44154646379d359704) Thanks [@esengine](https://github.com/esengine)! - feat(server): add HTTP file-based routing support / 添加 HTTP 文件路由支持
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New feature that allows organizing HTTP routes in separate files, similar to API and message handlers.
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新功能:支持将 HTTP 路由组织在独立文件中,类似于 API 和消息处理器的文件路由方式。
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```typescript
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// src/http/login.ts
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import { defineHttp } from '@esengine/server';
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export default defineHttp<{ username: string; password: string }>({
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method: 'POST',
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handler(req, res) {
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const { username, password } = req.body;
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res.json({ token: '...', userId: '...' });
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}
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});
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```
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Server configuration / 服务器配置:
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```typescript
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const server = await createServer({
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port: 8080,
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httpDir: 'src/http', // HTTP routes directory / HTTP 路由目录
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httpPrefix: '/api', // Route prefix / 路由前缀
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cors: true
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});
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```
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File naming convention / 文件命名规则:
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- `login.ts` → POST /api/login
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- `users/profile.ts` → POST /api/users/profile
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- `users/[id].ts` → POST /api/users/:id (dynamic routes / 动态路由)
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- Set `method: 'GET'` in defineHttp for GET requests / 在 defineHttp 中设置 `method: 'GET'` 以处理 GET 请求
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Also includes / 还包括:
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- `defineHttp<TBody>()` helper for type-safe route definitions / 类型安全的路由定义辅助函数
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- Support for merging file routes with inline `http` config / 支持文件路由与内联 `http` 配置合并
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- RPC server supports attaching to existing HTTP server via `server` option / RPC 服务器支持通过 `server` 选项附加到现有 HTTP 服务器
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### Patch Changes
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- Updated dependencies [[`902c0a1`](https://github.com/esengine/esengine/commit/902c0a10749f80bd8f499b44154646379d359704)]:
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- @esengine/rpc@1.1.3
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## 4.1.0
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### Minor Changes
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- feat(server): add HTTP file-based routing support
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New feature that allows organizing HTTP routes in separate files, similar to API and message handlers:
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```typescript
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// src/http/login.ts
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import { defineHttp } from '@esengine/server';
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export default defineHttp<{ username: string; password: string }>({
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method: 'POST',
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handler(req, res) {
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const { username, password } = req.body;
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// ... authentication logic
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res.json({ token: '...', userId: '...' });
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}
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});
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```
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Server configuration:
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```typescript
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const server = await createServer({
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port: 8080,
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httpDir: 'src/http', // HTTP routes directory
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httpPrefix: '/api', // Route prefix
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cors: true
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});
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```
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File naming convention:
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- `login.ts` → POST /api/login
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- `users/profile.ts` → POST /api/users/profile
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- `users/[id].ts` → POST /api/users/:id (dynamic routes)
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- Set `method: 'GET'` in defineHttp for GET requests
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Also includes:
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- `defineHttp<TBody>()` helper function for type-safe route definitions
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- Support for merging file routes with inline `http` config
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- RPC server now supports attaching to existing HTTP server via `server` option
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### Patch Changes
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- Updated dependencies []:
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- @esengine/rpc@1.1.2
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## 4.0.0
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### Patch Changes
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- Updated dependencies [[`1f3a76a`](https://github.com/esengine/esengine/commit/1f3a76aabea2d3eb8a5eb8b73e29127da57e2028)]:
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- @esengine/ecs-framework@2.7.0
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## 3.0.0
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### Minor Changes
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- feat(ecs): 添加 @NetworkEntity 装饰器,支持自动广播实体生成/销毁
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### 新功能
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**@NetworkEntity 装饰器**
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- 标记组件为网络实体,自动广播 spawn/despawn 消息
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- 支持 `autoSpawn` 和 `autoDespawn` 配置选项
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- 通过事件系统(`ECSEventType.COMPONENT_ADDED` / `ECSEventType.ENTITY_DESTROYED`)实现
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**ECSRoom 增强**
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- 新增 `enableAutoNetworkEntity` 配置选项(默认启用)
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- 自动监听组件添加和实体销毁事件
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- 简化 GameRoom 实现,无需手动回调
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### 改进
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**Entity 事件**
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- `Entity.destroy()` 现在发出 `entity:destroyed` 事件
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- `Entity.active` 变化时发出 `entity:enabled` / `entity:disabled` 事件
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- 使用 `ECSEventType` 常量替代硬编码字符串
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### 使用示例
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```typescript
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import { Component, ECSComponent, sync, NetworkEntity } from '@esengine/ecs-framework';
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@ECSComponent('Enemy')
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@NetworkEntity('Enemy')
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class EnemyComponent extends Component {
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@sync('float32') x: number = 0;
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@sync('float32') y: number = 0;
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}
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// 服务端
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const entity = scene.createEntity('Enemy');
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entity.addComponent(new EnemyComponent()); // 自动广播 spawn
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entity.destroy(); // 自动广播 despawn
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```
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### Patch Changes
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- Updated dependencies []:
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- @esengine/ecs-framework@2.6.0
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## 2.0.0
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### Minor Changes
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- [#390](https://github.com/esengine/esengine/pull/390) [`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256) Thanks [@esengine](https://github.com/esengine)! - feat: ECS 网络状态同步系统
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## @esengine/ecs-framework
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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:
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```typescript
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import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
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@ECSComponent('Player')
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class PlayerComponent extends Component {
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@sync('string') name: string = '';
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@sync('uint16') score: number = 0;
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@sync('float32') x: number = 0;
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@sync('float32') y: number = 0;
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}
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```
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### 新增导出
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- `sync` - 标记需要同步的字段装饰器
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- `SyncType` - 支持的同步类型
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- `SyncOperation` - 同步操作类型(FULL/DELTA/SPAWN/DESPAWN)
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- `encodeSnapshot` / `decodeSnapshot` - 批量编解码
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- `encodeSpawn` / `decodeSpawn` - 实体生成编解码
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- `encodeDespawn` / `processDespawn` - 实体销毁编解码
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- `ChangeTracker` - 字段级变更追踪
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- `initChangeTracker` / `clearChanges` / `hasChanges` - 变更追踪工具函数
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### 内部方法标记
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将以下方法标记为 `@internal`,用户应通过 `Core.update()` 驱动更新:
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- `Scene.update()`
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- `SceneManager.update()`
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- `WorldManager.updateAll()`
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## @esengine/network
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新增 `ComponentSyncSystem`,基于 `@sync` 装饰器自动同步组件状态:
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```typescript
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import { ComponentSyncSystem } from '@esengine/network';
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// 服务端:编码状态
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const data = syncSystem.encodeAllEntities(false);
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// 客户端:解码状态
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syncSystem.applySnapshot(data);
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```
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### 修复
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- 将 `@esengine/ecs-framework` 从 devDependencies 移到 peerDependencies
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## @esengine/server
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新增 `ECSRoom`,带有 ECS World 支持的房间基类:
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```typescript
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import { ECSRoom } from '@esengine/server/ecs';
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// 服务端启动
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Core.create();
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setInterval(() => Core.update(1 / 60), 16);
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// 定义房间
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class GameRoom extends ECSRoom {
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onCreate() {
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this.addSystem(new PhysicsSystem());
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}
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onJoin(player: Player) {
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const entity = this.createPlayerEntity(player.id);
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entity.addComponent(new PlayerComponent());
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}
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}
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```
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### 设计
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- 每个 `ECSRoom` 在 `Core.worldManager` 中创建独立的 World
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- `Core.update()` 统一更新 Time 和所有 World
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- `onTick()` 只处理状态同步逻辑
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### Patch Changes
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- Updated dependencies [[`1f297ac`](https://github.com/esengine/esengine/commit/1f297ac769e37700f72fb4425639af7090898256)]:
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- @esengine/ecs-framework@2.5.0
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## 1.3.0
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### Minor Changes
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- [#388](https://github.com/esengine/esengine/pull/388) [`afdeb00`](https://github.com/esengine/esengine/commit/afdeb00b4df9427e7f03b91558bf95804a837b70) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔速率限制系统 | add pluggable rate limiting system
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- 新增令牌桶策略 (`TokenBucketStrategy`) - 推荐用于一般场景
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- 新增滑动窗口策略 (`SlidingWindowStrategy`) - 精确跟踪
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- 新增固定窗口策略 (`FixedWindowStrategy`) - 简单高效
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- 新增房间速率限制 mixin (`withRateLimit`)
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- 新增速率限制装饰器 (`@rateLimit`, `@noRateLimit`)
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- 新增按消息类型限流装饰器 (`@rateLimitMessage`, `@noRateLimitMessage`)
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- 支持与认证系统组合使用
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- 导出路径: `@esengine/server/ratelimit`
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## 1.2.0
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### Minor Changes
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- [#386](https://github.com/esengine/esengine/pull/386) [`61a13ba`](https://github.com/esengine/esengine/commit/61a13baca2e1e8fba14e23d439521ec0e6b7ca6e) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加可插拔认证系统 | add pluggable authentication system
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- 新增 JWT 认证提供者 (`createJwtAuthProvider`)
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- 新增 Session 认证提供者 (`createSessionAuthProvider`)
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- 新增服务器认证 mixin (`withAuth`)
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- 新增房间认证 mixin (`withRoomAuth`)
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- 新增认证装饰器 (`@requireAuth`, `@requireRole`)
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- 新增测试工具 (`MockAuthProvider`)
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- 导出路径: `@esengine/server/auth`, `@esengine/server/auth/testing`
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## 1.1.4
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### Patch Changes
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- Updated dependencies [[`a000cc0`](https://github.com/esengine/esengine/commit/a000cc07d7cebe8ccbfa983fde610296bfba2f1b)]:
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- @esengine/rpc@1.1.1
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## 1.1.3
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### Patch Changes
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- [#372](https://github.com/esengine/esengine/pull/372) [`9c41181`](https://github.com/esengine/esengine/commit/9c4118187539e39ead48ef2fa7af3ff45285fde5) Thanks [@esengine](https://github.com/esengine)! - fix: expose `id` property on ServerConnection type
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TypeScript was not properly resolving the inherited `id` property from the base `Connection` interface in some module resolution scenarios. This fix explicitly declares the `id` property on `ServerConnection` to ensure it's always visible to consumers.
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## 1.1.2
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### Patch Changes
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- [#370](https://github.com/esengine/esengine/pull/370) [`18df9d1`](https://github.com/esengine/esengine/commit/18df9d1cda4d4cf3095841d93125f9d41ce214f1) Thanks [@esengine](https://github.com/esengine)! - fix: allow define() to be called before start()
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Previously, calling `server.define()` before `server.start()` would throw an error because `roomManager` was initialized inside `start()`. This fix moves the `roomManager` initialization to `createServer()`, allowing the expected usage pattern:
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```typescript
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const server = await createServer({ port: 3000 });
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server.define('world', WorldRoom); // Now works correctly
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await server.start();
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```
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## 1.1.1
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### Patch Changes
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- [#368](https://github.com/esengine/esengine/pull/368) [`66d5dc2`](https://github.com/esengine/esengine/commit/66d5dc27f740cc81b0645bde61dabf665743a5a0) Thanks [@esengine](https://github.com/esengine)! - fix: 修复发布缺少 dist 目录 | fix missing dist in published packages
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## 1.1.0
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### Minor Changes
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- [#366](https://github.com/esengine/esengine/pull/366) [`b6f1235`](https://github.com/esengine/esengine/commit/b6f1235239c049abc62b6827554eb941e73dae65) Thanks [@esengine](https://github.com/esengine)! - feat(server): 添加游戏服务器框架与房间系统 | add game server framework with Room system
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**@esengine/server** - 游戏服务器框架 | Game server framework
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- 文件路由系统 | File-based routing
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- Room 生命周期管理 (onCreate, onJoin, onLeave, onTick, onDispose) | Room lifecycle management
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- `@onMessage` 装饰器处理消息 | Message handler decorator
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- 玩家管理与断线处理 | Player management with auto-disconnect
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- 内置 JoinRoom/LeaveRoom API | Built-in room APIs
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- defineApi/defineMsg 类型安全辅助函数 | Type-safe helper functions
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**create-esengine-server** - CLI 脚手架工具 | CLI scaffolding tool
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- 生成 shared/server/client 项目结构 | Creates project structure
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- 类型安全的协议定义 | Type-safe protocol definitions
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- 包含 GameRoom 示例实现 | Includes example implementation
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