* refactor: 编辑器/运行时架构拆分与构建系统升级 * feat(core): 层级系统重构与UI变换矩阵修复 * refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题 * fix(physics): 修复跨包组件类引用问题 * feat: 统一运行时架构与浏览器运行支持 * feat(asset): 实现浏览器运行时资产加载系统 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误 * test: 补齐核心模块测试用例,修复CI构建配置 * fix: 修复测试用例中的类型错误和断言问题 * fix: 修复 turbo build:npm 任务的依赖顺序问题 * fix: 修复 CI 构建错误并优化构建性能
825 lines
22 KiB
TypeScript
825 lines
22 KiB
TypeScript
/**
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* Unified Game Runtime
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* 统一游戏运行时
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*
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* 这是编辑器预览和独立运行的统一入口点
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* This is the unified entry point for editor preview and standalone runtime
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*/
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import { Core, Scene, SceneSerializer, HierarchySystem } from '@esengine/ecs-framework';
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import { EngineBridge, EngineRenderSystem, CameraSystem } from '@esengine/ecs-engine-bindgen';
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import { TransformComponent, TransformSystem } from '@esengine/engine-core';
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import { AssetManager, EngineIntegration } from '@esengine/asset-system';
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import {
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runtimePluginManager,
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type SystemContext,
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type IRuntimeModule
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} from './PluginManager';
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import {
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loadEnabledPlugins,
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type PluginPackageInfo,
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type ProjectPluginConfig
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} from './PluginLoader';
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import {
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BUILTIN_PLUGIN_PACKAGES,
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mergeProjectConfig,
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type ProjectConfig
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} from './ProjectConfig';
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import type { IPlatformAdapter, PlatformAdapterConfig } from './IPlatformAdapter';
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/**
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* 运行时配置
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* Runtime configuration
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*/
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export interface GameRuntimeConfig {
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/** 平台适配器 */
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platform: IPlatformAdapter;
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/** 项目配置 */
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projectConfig?: Partial<ProjectConfig>;
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/** Canvas ID */
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canvasId: string;
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/** 初始宽度 */
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width?: number;
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/** 初始高度 */
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height?: number;
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/** 是否自动启动渲染循环 */
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autoStartRenderLoop?: boolean;
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/** UI 画布尺寸 */
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uiCanvasSize?: { width: number; height: number };
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/**
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* 跳过内部插件加载
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* 编辑器模式下,插件由 editor-core 的 PluginManager 管理
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* Skip internal plugin loading - editor mode uses editor-core's PluginManager
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*/
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skipPluginLoading?: boolean;
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}
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/**
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* 运行时状态
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* Runtime state
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*/
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export interface RuntimeState {
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initialized: boolean;
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running: boolean;
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paused: boolean;
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}
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/**
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* 统一游戏运行时
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* Unified Game Runtime
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*
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* 提供编辑器预览和独立运行的统一实现
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* Provides unified implementation for editor preview and standalone runtime
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*/
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export class GameRuntime {
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private _platform: IPlatformAdapter;
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private _bridge: EngineBridge | null = null;
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private _scene: Scene | null = null;
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private _renderSystem: EngineRenderSystem | null = null;
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private _cameraSystem: CameraSystem | null = null;
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private _assetManager: AssetManager | null = null;
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private _engineIntegration: EngineIntegration | null = null;
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private _projectConfig: ProjectConfig;
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private _config: GameRuntimeConfig;
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private _state: RuntimeState = {
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initialized: false,
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running: false,
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paused: false
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};
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private _animationFrameId: number | null = null;
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private _lastTime = 0;
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// 系统上下文,供插件使用
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private _systemContext: SystemContext | null = null;
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// 场景快照(用于编辑器预览后恢复)
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private _sceneSnapshot: string | null = null;
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// Gizmo 注册表注入函数
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private _gizmoDataProvider?: (component: any, entity: any, isSelected: boolean) => any;
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private _hasGizmoProvider?: (component: any) => boolean;
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constructor(config: GameRuntimeConfig) {
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this._config = config;
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this._platform = config.platform;
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this._projectConfig = mergeProjectConfig(config.projectConfig || {});
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}
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/**
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* 获取运行时状态
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*/
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get state(): RuntimeState {
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return { ...this._state };
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}
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/**
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* 获取场景
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*/
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get scene(): Scene | null {
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return this._scene;
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}
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/**
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* 获取引擎桥接
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*/
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get bridge(): EngineBridge | null {
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return this._bridge;
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}
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/**
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* 获取渲染系统
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*/
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get renderSystem(): EngineRenderSystem | null {
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return this._renderSystem;
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}
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/**
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* 获取资产管理器
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*/
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get assetManager(): AssetManager | null {
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return this._assetManager;
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}
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/**
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* 获取引擎集成
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*/
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get engineIntegration(): EngineIntegration | null {
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return this._engineIntegration;
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}
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/**
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* 获取系统上下文
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*/
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get systemContext(): SystemContext | null {
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return this._systemContext;
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}
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/**
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* 更新系统上下文(用于编辑器模式下同步外部创建的系统引用)
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* Update system context (for syncing externally created system references in editor mode)
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*/
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updateSystemContext(updates: Partial<SystemContext>): void {
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if (this._systemContext) {
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Object.assign(this._systemContext, updates);
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}
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}
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/**
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* 获取平台适配器
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*/
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get platform(): IPlatformAdapter {
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return this._platform;
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}
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/**
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* 初始化运行时
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* Initialize runtime
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*/
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async initialize(): Promise<void> {
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if (this._state.initialized) {
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return;
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}
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try {
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// 1. 初始化平台
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await this._platform.initialize({
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canvasId: this._config.canvasId,
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width: this._config.width,
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height: this._config.height,
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isEditor: this._platform.isEditorMode()
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});
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// 2. 获取 WASM 模块并创建引擎桥接
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const wasmModule = await this._platform.getWasmModule();
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this._bridge = new EngineBridge({
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canvasId: this._config.canvasId,
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width: this._config.width,
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height: this._config.height
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});
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await this._bridge.initializeWithModule(wasmModule);
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// 3. 设置路径解析器
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this._bridge.setPathResolver((path: string) => {
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return this._platform.pathResolver.resolve(path);
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});
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// 4. 初始化 ECS Core
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if (!Core.Instance) {
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Core.create({ debug: false });
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}
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// 5. 创建或获取场景
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if (Core.scene) {
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this._scene = Core.scene as Scene;
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} else {
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this._scene = new Scene({ name: 'GameScene' });
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Core.setScene(this._scene);
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}
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// 6. 添加基础系统
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this._scene.addSystem(new HierarchySystem());
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this._scene.addSystem(new TransformSystem());
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this._cameraSystem = new CameraSystem(this._bridge);
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this._scene.addSystem(this._cameraSystem);
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this._renderSystem = new EngineRenderSystem(this._bridge, TransformComponent);
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// 7. 设置 UI 画布尺寸
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if (this._config.uiCanvasSize) {
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this._renderSystem.setUICanvasSize(
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this._config.uiCanvasSize.width,
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this._config.uiCanvasSize.height
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);
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} else {
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this._renderSystem.setUICanvasSize(1920, 1080);
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}
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// 8. 创建资产系统
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this._assetManager = new AssetManager();
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this._engineIntegration = new EngineIntegration(this._assetManager, this._bridge);
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// 9. 加载并初始化插件(编辑器模式下跳过,由 editor-core 的 PluginManager 处理)
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if (!this._config.skipPluginLoading) {
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await this._initializePlugins();
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}
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// 10. 创建系统上下文
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this._systemContext = {
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isEditor: this._platform.isEditorMode(),
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engineBridge: this._bridge,
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renderSystem: this._renderSystem,
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assetManager: this._assetManager
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};
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// 11. 让插件创建系统(编辑器模式下跳过,由 EngineService.initializeModuleSystems 处理)
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if (!this._config.skipPluginLoading) {
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runtimePluginManager.createSystemsForScene(this._scene, this._systemContext);
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}
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// 11. 设置 UI 渲染数据提供者(如果有)
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if (this._systemContext.uiRenderProvider) {
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this._renderSystem.setUIRenderDataProvider(this._systemContext.uiRenderProvider);
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}
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// 12. 添加渲染系统(在所有其他系统之后)
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this._scene.addSystem(this._renderSystem);
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// 13. 启动默认 world
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const defaultWorld = Core.worldManager.getWorld('__default__');
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if (defaultWorld && !defaultWorld.isActive) {
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defaultWorld.start();
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}
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// 14. 编辑器模式下的特殊处理
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if (this._platform.isEditorMode()) {
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// 禁用游戏逻辑系统
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this._disableGameLogicSystems();
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}
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this._state.initialized = true;
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// 15. 自动启动渲染循环
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if (this._config.autoStartRenderLoop !== false) {
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this._startRenderLoop();
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}
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} catch (error) {
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console.error('[GameRuntime] Initialization failed:', error);
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throw error;
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}
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}
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/**
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* 加载并初始化插件
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*/
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private async _initializePlugins(): Promise<void> {
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// 检查是否已有插件注册(静态导入场景)
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// Check if plugins are already registered (static import scenario)
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const hasPlugins = runtimePluginManager.getPlugins().length > 0;
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if (!hasPlugins) {
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// 没有预注册的插件,尝试动态加载
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// No pre-registered plugins, try dynamic loading
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await loadEnabledPlugins(
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{ plugins: this._projectConfig.plugins },
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BUILTIN_PLUGIN_PACKAGES
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);
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}
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// 初始化插件(注册组件和服务)
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await runtimePluginManager.initializeRuntime(Core.services);
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}
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/**
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* 禁用游戏逻辑系统(编辑器模式)
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*/
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private _disableGameLogicSystems(): void {
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const ctx = this._systemContext;
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if (!ctx) return;
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// 这些系统由插件创建,通过 context 传递引用
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if (ctx.animatorSystem) {
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ctx.animatorSystem.enabled = false;
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}
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if (ctx.behaviorTreeSystem) {
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ctx.behaviorTreeSystem.enabled = false;
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}
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if (ctx.physicsSystem) {
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ctx.physicsSystem.enabled = false;
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}
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}
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/**
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* 启用游戏逻辑系统(预览/运行模式)
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*/
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private _enableGameLogicSystems(): void {
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const ctx = this._systemContext;
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if (!ctx) return;
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if (ctx.animatorSystem) {
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ctx.animatorSystem.enabled = true;
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}
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if (ctx.behaviorTreeSystem) {
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ctx.behaviorTreeSystem.enabled = true;
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ctx.behaviorTreeSystem.startAllAutoStartTrees?.();
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}
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if (ctx.physicsSystem) {
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ctx.physicsSystem.enabled = true;
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}
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}
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/**
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* 启动渲染循环
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*/
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private _startRenderLoop(): void {
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if (this._animationFrameId !== null) {
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return;
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}
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this._lastTime = performance.now();
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this._renderLoop();
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}
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/**
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* 渲染循环
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*/
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private _renderLoop = (): void => {
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const currentTime = performance.now();
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const deltaTime = (currentTime - this._lastTime) / 1000;
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this._lastTime = currentTime;
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// 更新 ECS
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Core.update(deltaTime);
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this._animationFrameId = requestAnimationFrame(this._renderLoop);
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};
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/**
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* 停止渲染循环
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*/
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private _stopRenderLoop(): void {
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if (this._animationFrameId !== null) {
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cancelAnimationFrame(this._animationFrameId);
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this._animationFrameId = null;
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}
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}
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/**
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* 开始运行(启用游戏逻辑)
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* Start running (enable game logic)
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*/
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start(): void {
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if (!this._state.initialized || this._state.running) {
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return;
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}
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this._state.running = true;
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this._state.paused = false;
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// 启用预览模式
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if (this._renderSystem) {
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this._renderSystem.setPreviewMode(true);
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}
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// 启用游戏逻辑系统
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this._enableGameLogicSystems();
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// 绑定 UI 输入
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const ctx = this._systemContext;
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if (ctx?.uiInputSystem && this._config.canvasId) {
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const canvas = document.getElementById(this._config.canvasId) as HTMLCanvasElement;
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if (canvas) {
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ctx.uiInputSystem.bindToCanvas(canvas);
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}
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}
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// 确保渲染循环在运行
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this._startRenderLoop();
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}
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/**
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* 暂停运行
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* Pause running
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*/
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pause(): void {
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if (!this._state.running || this._state.paused) {
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return;
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}
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this._state.paused = true;
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}
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/**
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* 恢复运行
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* Resume running
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*/
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resume(): void {
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if (!this._state.running || !this._state.paused) {
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return;
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}
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this._state.paused = false;
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}
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/**
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* 停止运行(禁用游戏逻辑)
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* Stop running (disable game logic)
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*/
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stop(): void {
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if (!this._state.running) {
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return;
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}
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this._state.running = false;
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this._state.paused = false;
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// 禁用预览模式
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if (this._renderSystem) {
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this._renderSystem.setPreviewMode(false);
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}
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// 解绑 UI 输入
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const ctx = this._systemContext;
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if (ctx?.uiInputSystem) {
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ctx.uiInputSystem.unbind?.();
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}
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// 禁用游戏逻辑系统
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this._disableGameLogicSystems();
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// 重置物理系统
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if (ctx?.physicsSystem) {
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ctx.physicsSystem.reset?.();
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}
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}
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/**
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* 单步执行
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* Step forward one frame
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*/
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step(): void {
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if (!this._state.initialized) {
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return;
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}
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// 启用系统执行一帧
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this._enableGameLogicSystems();
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Core.update(1 / 60);
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this._disableGameLogicSystems();
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}
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/**
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* 加载场景数据
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* Load scene data
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*/
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async loadScene(sceneData: string | object): Promise<void> {
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if (!this._scene) {
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throw new Error('Scene not initialized');
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}
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const jsonStr = typeof sceneData === 'string'
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? sceneData
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: JSON.stringify(sceneData);
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SceneSerializer.deserialize(this._scene, jsonStr, {
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strategy: 'replace',
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preserveIds: true
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});
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}
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/**
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* 从 URL 加载场景
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* Load scene from URL
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*/
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async loadSceneFromUrl(url: string): Promise<void> {
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const response = await fetch(url);
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if (!response.ok) {
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throw new Error(`Failed to load scene from ${url}: ${response.status}`);
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}
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const sceneJson = await response.text();
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await this.loadScene(sceneJson);
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}
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/**
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* 调整视口大小
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* Resize viewport
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*/
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resize(width: number, height: number): void {
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if (this._bridge) {
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this._bridge.resize(width, height);
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}
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this._platform.resize(width, height);
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}
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/**
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* 设置相机
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* Set camera
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*/
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setCamera(config: { x: number; y: number; zoom: number; rotation?: number }): void {
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if (this._bridge) {
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this._bridge.setCamera({
|
||
x: config.x,
|
||
y: config.y,
|
||
zoom: config.zoom,
|
||
rotation: config.rotation ?? 0
|
||
});
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取相机状态
|
||
* Get camera state
|
||
*/
|
||
getCamera(): { x: number; y: number; zoom: number; rotation: number } {
|
||
if (this._bridge) {
|
||
return this._bridge.getCamera();
|
||
}
|
||
return { x: 0, y: 0, zoom: 1, rotation: 0 };
|
||
}
|
||
|
||
/**
|
||
* 设置网格显示
|
||
* Set grid visibility
|
||
*/
|
||
setShowGrid(show: boolean): void {
|
||
if (this._bridge) {
|
||
this._bridge.setShowGrid(show);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置 Gizmo 显示
|
||
* Set gizmo visibility
|
||
*/
|
||
setShowGizmos(show: boolean): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setShowGizmos(show);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置清除颜色
|
||
* Set clear color
|
||
*/
|
||
setClearColor(r: number, g: number, b: number, a: number = 1.0): void {
|
||
if (this._bridge) {
|
||
this._bridge.setClearColor(r, g, b, a);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取统计信息
|
||
* Get stats
|
||
*/
|
||
getStats(): { fps: number; drawCalls: number; spriteCount: number } {
|
||
if (!this._renderSystem) {
|
||
return { fps: 0, drawCalls: 0, spriteCount: 0 };
|
||
}
|
||
|
||
const engineStats = this._renderSystem.getStats();
|
||
return {
|
||
fps: engineStats?.fps ?? 0,
|
||
drawCalls: engineStats?.drawCalls ?? 0,
|
||
spriteCount: this._renderSystem.spriteCount
|
||
};
|
||
}
|
||
|
||
// ===== 编辑器特有功能 =====
|
||
// ===== Editor-specific features =====
|
||
|
||
/**
|
||
* 设置 Gizmo 注册表(编辑器模式)
|
||
* Set gizmo registry (editor mode)
|
||
*/
|
||
setGizmoRegistry(
|
||
gizmoDataProvider: (component: any, entity: any, isSelected: boolean) => any,
|
||
hasGizmoProvider: (component: any) => boolean
|
||
): void {
|
||
this._gizmoDataProvider = gizmoDataProvider;
|
||
this._hasGizmoProvider = hasGizmoProvider;
|
||
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setGizmoRegistry(gizmoDataProvider, hasGizmoProvider);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置选中的实体 ID(编辑器模式)
|
||
* Set selected entity IDs (editor mode)
|
||
*/
|
||
setSelectedEntityIds(ids: number[]): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setSelectedEntityIds(ids);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置变换工具模式(编辑器模式)
|
||
* Set transform tool mode (editor mode)
|
||
*/
|
||
setTransformMode(mode: 'select' | 'move' | 'rotate' | 'scale'): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setTransformMode(mode);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取变换工具模式
|
||
* Get transform tool mode
|
||
*/
|
||
getTransformMode(): 'select' | 'move' | 'rotate' | 'scale' {
|
||
return this._renderSystem?.getTransformMode() ?? 'select';
|
||
}
|
||
|
||
/**
|
||
* 设置 UI 画布尺寸
|
||
* Set UI canvas size
|
||
*/
|
||
setUICanvasSize(width: number, height: number): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setUICanvasSize(width, height);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取 UI 画布尺寸
|
||
* Get UI canvas size
|
||
*/
|
||
getUICanvasSize(): { width: number; height: number } {
|
||
return this._renderSystem?.getUICanvasSize() ?? { width: 0, height: 0 };
|
||
}
|
||
|
||
/**
|
||
* 设置 UI 画布边界显示
|
||
* Set UI canvas boundary visibility
|
||
*/
|
||
setShowUICanvasBoundary(show: boolean): void {
|
||
if (this._renderSystem) {
|
||
this._renderSystem.setShowUICanvasBoundary(show);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 获取 UI 画布边界显示状态
|
||
* Get UI canvas boundary visibility
|
||
*/
|
||
getShowUICanvasBoundary(): boolean {
|
||
return this._renderSystem?.getShowUICanvasBoundary() ?? true;
|
||
}
|
||
|
||
// ===== 场景快照 API =====
|
||
// ===== Scene Snapshot API =====
|
||
|
||
/**
|
||
* 保存场景快照
|
||
* Save scene snapshot
|
||
*/
|
||
saveSceneSnapshot(): boolean {
|
||
if (!this._scene) {
|
||
console.warn('[GameRuntime] Cannot save snapshot: no scene');
|
||
return false;
|
||
}
|
||
|
||
try {
|
||
this._sceneSnapshot = SceneSerializer.serialize(this._scene, {
|
||
format: 'json',
|
||
pretty: false,
|
||
includeMetadata: false
|
||
}) as string;
|
||
return true;
|
||
} catch (error) {
|
||
console.error('[GameRuntime] Failed to save snapshot:', error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 恢复场景快照
|
||
* Restore scene snapshot
|
||
*/
|
||
async restoreSceneSnapshot(): Promise<boolean> {
|
||
if (!this._scene || !this._sceneSnapshot) {
|
||
console.warn('[GameRuntime] Cannot restore: no scene or snapshot');
|
||
return false;
|
||
}
|
||
|
||
try {
|
||
// 清除缓存
|
||
const ctx = this._systemContext;
|
||
if (ctx?.tilemapSystem) {
|
||
ctx.tilemapSystem.clearCache?.();
|
||
}
|
||
|
||
// 反序列化场景
|
||
SceneSerializer.deserialize(this._scene, this._sceneSnapshot, {
|
||
strategy: 'replace',
|
||
preserveIds: true
|
||
});
|
||
|
||
this._sceneSnapshot = null;
|
||
return true;
|
||
} catch (error) {
|
||
console.error('[GameRuntime] Failed to restore snapshot:', error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 检查是否有快照
|
||
* Check if snapshot exists
|
||
*/
|
||
hasSnapshot(): boolean {
|
||
return this._sceneSnapshot !== null;
|
||
}
|
||
|
||
// ===== 多视口 API =====
|
||
// ===== Multi-viewport API =====
|
||
|
||
/**
|
||
* 注册视口
|
||
* Register viewport
|
||
*/
|
||
registerViewport(id: string, canvasId: string): void {
|
||
if (this._bridge) {
|
||
this._bridge.registerViewport(id, canvasId);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 注销视口
|
||
* Unregister viewport
|
||
*/
|
||
unregisterViewport(id: string): void {
|
||
if (this._bridge) {
|
||
this._bridge.unregisterViewport(id);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置活动视口
|
||
* Set active viewport
|
||
*/
|
||
setActiveViewport(id: string): boolean {
|
||
if (this._bridge) {
|
||
return this._bridge.setActiveViewport(id);
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/**
|
||
* 释放资源
|
||
* Dispose resources
|
||
*/
|
||
dispose(): void {
|
||
this.stop();
|
||
this._stopRenderLoop();
|
||
|
||
if (this._assetManager) {
|
||
this._assetManager.dispose();
|
||
this._assetManager = null;
|
||
}
|
||
|
||
this._engineIntegration = null;
|
||
this._scene = null;
|
||
|
||
if (this._bridge) {
|
||
this._bridge.dispose();
|
||
this._bridge = null;
|
||
}
|
||
|
||
this._renderSystem = null;
|
||
this._cameraSystem = null;
|
||
this._systemContext = null;
|
||
this._platform.dispose();
|
||
|
||
this._state.initialized = false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 创建游戏运行时实例
|
||
* Create game runtime instance
|
||
*/
|
||
export function createGameRuntime(config: GameRuntimeConfig): GameRuntime {
|
||
return new GameRuntime(config);
|
||
}
|