docs: optimize project rules with comprehensive coding standards
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---
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trigger: always_on
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description: "MCP Bridge 插件开发规则和编码规范"
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---
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# MCP Bridge Development Rules
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## 1. Critical Workflow
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- **Reload Required**: Any changes to `main.js`, `package.json`, `scene-script.js`, or `panel/` MUST be followed by reloading the plugin ("Reload Package") or restarting the editor. Hot reload does not apply to main process scripts.
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- **Test-Driven**: Always create a standalone test script in `test/` (e.g., `test/test_feature.js`) for new features. Tests must direct HTTP requests to verify functionality.
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## 1. 语言规范 (Language)
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## 2. Architecture & IPC
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- **Process Isolation**:
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- `scene-script.js` (Renderer Process) CANNOT access `Editor.assetdb` or `Editor.FileSystem`.
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- `main.js` (Main Process) CANNOT access `cc` (Cocos Engine) directly.
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- **Rule**: Resolve asset paths (URL -> UUID) in `main.js` using `Editor.assetdb.urlToUuid()` BEFORE calling `callSceneScript`. Pass UUIDs to the scene script.
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- **Logging**:
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- Use `addLog(type, message)` in `main.js` instead of `console.log` to ensure logs are captured by the `read_console` tool and visible in the panel.
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* **强制中文**: 所有的对话回复、代码注释、以及生成的文档都必须使用**中文**。
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* **日志消息**: `addLog()` 的消息内容可以使用中英文混合,确保关键术语清晰。
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## 3. Coding Standards
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- **Safe Editing**: Be extremely careful when editing `main.js` to avoid duplicate code blocks or closing braces. Use `view_file` to verify context.
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- **Undo/Redo**:
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- All scene-modifying actions (node transform, property changes) SHOULD support Undo/Redo.
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- Use `Editor.Ipc.sendToMain('scene:undo-record', ...)` if modifying via scene script, or wrap operations in `manage_undo` groups.
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---
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## 4. Feature Specifics
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- **Particle Systems (VFX)**:
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- Always set `particleSystem.custom = true` when modifying properties via script.
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- Ensure a valid `texture` is set (or load a default one like `db://internal/image/default_sprite_splash.png`) to avoid invisible particles.
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- **Resource Loading**:
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- Built-in assets (`db://internal/...`) may need specific extensions (`.png`, `.jpg`) depending on the editor version. Try multiple paths if lookup fails.
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## 2. 关键工作流程 (Critical Workflow)
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### 2.1 插件重载
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- **必须重载**: 修改 `main.js`, `package.json`, `scene-script.js`, 或 `panel/` 后,**必须**在编辑器中执行「扩展 → 刷新」或重启编辑器。
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- **热更新不适用**: Cocos Creator 2.x 的插件主进程脚本不支持热更新。
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### 2.2 测试驱动
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- **测试脚本**: 每个新功能必须在 `test/` 目录下创建独立测试脚本 (如 `test/test_feature.js`)。
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- **HTTP 验证**: 测试脚本通过 HTTP 请求直接调用插件 API,验证功能正确性。
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- **运行前提**: 确保 Cocos Creator 编辑器已打开且 MCP Bridge 服务已启动。
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---
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## 3. 架构与进程隔离 (Architecture & IPC)
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### 3.1 进程职责划分
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| 文件 | 进程 | 可访问 | 不可访问 |
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|------|------|--------|----------|
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| `main.js` | 主进程 (Main) | `Editor.assetdb`, `Editor.Ipc`, `require()` | `cc.*` (Cocos 引擎) |
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| `scene-script.js` | 渲染进程 (Renderer) | `cc.*`, `cc.engine`, `cc.director` | `Editor.assetdb`, `Editor.FileSystem` |
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### 3.2 跨进程通信规则
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```
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主进程 (main.js) 渲染进程 (scene-script.js)
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│ │
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├─ 1. 接收 HTTP 请求 │
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├─ 2. 解析 db:// 路径为 UUID │
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│ Editor.assetdb.urlToUuid() │
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├─ 3. 调用场景脚本 ──────────────────────┤
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│ Editor.Scene.callSceneScript() │
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│ ├─ 4. 操作节点/组件
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│ │ cc.engine.getInstanceById()
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│ ├─ 5. 通知场景变脏
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│ │ Editor.Ipc.sendToMain("scene:dirty")
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└─ 6. 返回结果 ◀────────────────────────┘
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```
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**核心规则**: 永远在 `main.js` 中将 `db://` 路径转换为 UUID,再传递给 `scene-script.js`。
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---
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## 4. 编码规范 (Coding Standards)
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### 4.1 命名规范
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| 类型 | 规范 | 示例 |
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|------|------|------|
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| 函数名 | camelCase | `handleMcpCall`, `manageScript` |
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| 常量 | SCREAMING_SNAKE_CASE | `MAX_RESULTS`, `DEFAULT_PORT` |
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| 私有变量 | _camelCase | `_isMoving`, `_timer` |
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| 布尔变量 | is/has/can 前缀 | `isSceneBusy`, `hasComponent` |
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| MCP 工具名 | snake_case | `get_selected_node`, `manage_vfx` |
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| IPC 消息名 | kebab-case | `get-hierarchy`, `create-node` |
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### 4.2 函数组织顺序
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在 `module.exports` 中按以下顺序组织函数:
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```javascript
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module.exports = {
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// 1. 配置属性
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"scene-script": "scene-script.js",
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// 2. 生命周期函数
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load() { },
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unload() { },
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// 3. 服务器管理
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startServer(port) { },
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stopServer() { },
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// 4. 核心处理逻辑
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handleMcpCall(name, args, callback) { },
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// 5. 工具函数 (按字母顺序)
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applyTextEdits(args, callback) { },
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batchExecute(args, callback) { },
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// ...
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// 6. IPC 消息处理
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messages: {
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"open-test-panel"() { },
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// ...
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}
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};
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```
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### 4.3 避免重复定义
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> ⚠️ **重要**: `main.js` 已存在重复函数问题,编辑前务必使用 `view_file` 确认上下文,避免创建重复定义。
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**检查清单**:
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- [ ] 新增函数前,搜索是否已存在同名函数
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- [ ] 修改函数时,确认只有一个定义
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- [ ] `messages` 对象中避免重复的消息处理器
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### 4.4 日志规范
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使用 `addLog(type, message)` 替代 `console.log()`:
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```javascript
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// ✅ 正确
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addLog("info", "服务启动成功");
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addLog("error", `操作失败: ${err.message}`);
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addLog("mcp", `REQ -> [${toolName}]`);
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addLog("success", `RES <- [${toolName}] 成功`);
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// ❌ 错误
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console.log("服务启动成功"); // 不会被 read_console 捕获
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```
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| type | 用途 | 颜色 |
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|------|------|------|
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| `info` | 一般信息 | 蓝色 |
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| `success` | 操作成功 | 绿色 |
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| `warn` | 警告信息 | 黄色 |
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| `error` | 错误信息 | 红色 |
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| `mcp` | MCP 请求/响应 | 紫色 |
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---
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## 5. 撤销/重做支持 (Undo/Redo)
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### 5.1 使用 scene:set-property
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对于节点属性修改,优先使用 `scene:set-property` 以获得原生 Undo 支持:
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```javascript
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// ✅ 支持 Undo
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Editor.Ipc.sendToPanel("scene", "scene:set-property", {
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id: nodeId,
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path: "x",
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type: "Float",
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value: 100,
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isSubProp: false
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});
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// ❌ 不支持 Undo (直接修改)
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node.x = 100;
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```
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### 5.2 使用 Undo 组
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对于复合操作,使用 Undo 组包装:
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```javascript
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Editor.Ipc.sendToPanel("scene", "scene:undo-record", "Transform Update");
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try {
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// 执行多个属性修改
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Editor.Ipc.sendToPanel("scene", "scene:undo-commit");
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} catch (e) {
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Editor.Ipc.sendToPanel("scene", "scene:undo-cancel");
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}
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```
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---
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## 6. 功能特定规则 (Feature Specifics)
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### 6.1 粒子系统 (VFX)
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```javascript
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// 必须设置 custom = true,否则属性修改可能不生效
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particleSystem.custom = true;
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// 确保纹理有效,否则粒子不可见
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if (!particleSystem.texture && !particleSystem.file) {
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// 加载默认纹理
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}
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```
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### 6.2 资源路径解析
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```javascript
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// 内置资源可能需要多个路径尝试
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const defaultPaths = [
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"db://internal/image/default_sprite_splash",
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"db://internal/image/default_sprite_splash.png",
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"db://internal/image/default_particle",
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"db://internal/image/default_particle.png"
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];
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for (const path of defaultPaths) {
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const uuid = Editor.assetdb.urlToUuid(path);
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if (uuid) break;
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}
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```
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### 6.3 场景操作时序
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```javascript
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// 场景操作后需要延迟通知 UI 刷新
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newNode.parent = parent;
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Editor.Ipc.sendToMain("scene:dirty");
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// 使用 setTimeout 让出主循环
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setTimeout(() => {
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Editor.Ipc.sendToAll("scene:node-created", {
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uuid: newNode.uuid,
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parentUuid: parent.uuid,
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});
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}, 10);
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```
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---
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## 7. 错误处理规范 (Error Handling)
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### 7.1 回调风格统一
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```javascript
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// ✅ 标准风格
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callback(null, result); // 成功
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callback("Error message"); // 失败 (字符串)
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callback(new Error("message")); // 失败 (Error 对象)
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// 避免混用
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callback(err, null); // 不推荐,保持一致性
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```
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### 7.2 异步操作错误处理
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```javascript
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Editor.assetdb.queryInfoByUrl(path, (err, info) => {
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if (err) {
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addLog("error", `查询资源失败: ${err.message}`);
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return callback(`Failed to get info: ${err.message}`);
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}
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// 继续处理...
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});
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```
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---
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## 8. 提交规范 (Git Commit)
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使用 [Conventional Commits](https://conventionalcommits.org/) 格式:
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| 类型 | 用途 | 示例 |
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|------|------|------|
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| `feat` | 新功能 | `feat: add manage_vfx tool` |
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| `fix` | 修复 bug | `fix: resolve duplicate function in main.js` |
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| `docs` | 文档更新 | `docs: add code review report` |
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| `refactor` | 重构 | `refactor: split main.js into modules` |
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| `test` | 测试 | `test: add material management tests` |
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| `chore` | 杂项 | `chore: update dependencies` |
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---
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## 9. 已知问题 (Known Issues)
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| 问题 | 原因 | 解决方案 |
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|------|------|----------|
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| "Unknown object to record" 错误 | Cocos 2.4.x Undo 系统与 MCP 交互问题 | 可忽略,不影响功能 |
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| "sendToMain scene:stash-and-save failed" | 时序问题 | 手动 Ctrl+S 保存 |
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| 颜色修改不支持 Undo | 使用 scene-script 直接修改 | 待优化 |
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| execute_menu_item 仅支持部分菜单 | 缺乏通用菜单 IPC | 添加菜单映射表 |
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