@esengine/ecs-framework 2.1.19 → 2.1.21
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +23 -2
- package/index.d.ts +433 -8
- package/index.js +1 -1
- package/index.js.map +1 -1
- package/index.umd.js +1 -1
- package/index.umd.js.map +1 -1
- package/package.json +1 -1
package/index.js.map
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{"version":3,"file":"index.js","sources":["../bin/Utils/GlobalManager.js","../bin/Utils/Time.js","../bin/Utils/Timers/Timer.js","../bin/Utils/Timers/TimerManager.js","../bin/Utils/PerformanceMonitor.js","../bin/ECS/Core/IndexUpdateBatcher.js","../bin/ECS/Core/ComponentIndex.js","../bin/ECS/Core/DirtyTrackingSystem.js","../bin/ECS/Core/QuerySystem.js","../bin/ECS/CoreEvents.js","../bin/Utils/Pool.js","../bin/ECS/Core/ComponentStorage.js","../bin/ECS/Entity.js","../bin/ECS/Utils/EntityList.js","../bin/ECS/Utils/EntityProcessorList.js","../bin/ECS/Utils/IdentifierPool.js","../bin/ECS/Core/ComponentPool.js","../bin/ECS/Core/BitMaskOptimizer.js","../bin/ECS/Core/ArchetypeSystem.js","../bin/ECS/Core/EventSystem.js","../bin/ECS/Scene.js","../bin/ECS/Core/FluentAPI.js","../bin/Core.js","../bin/Utils/Emitter.js","../bin/ECS/Component.js","../bin/ECS/Utils/Bits.js","../bin/ECS/Utils/ComponentTypeManager.js","../bin/ECS/Utils/Matcher.js","../bin/ECS/Systems/EntitySystem.js","../bin/ECS/Systems/ProcessingSystem.js","../bin/ECS/Systems/PassiveSystem.js","../bin/ECS/Systems/IntervalSystem.js","../bin/ECS/Core/EventBus.js","../bin/ECS/Core/EntityManager.js","../bin/Utils/Extensions/TypeUtils.js","../bin/Utils/Extensions/NumberExtension.js"],"sourcesContent":["/**\n * 全局管理器的基类。所有全局管理器都应该从此类继承。\n */\nexport class GlobalManager {\n constructor() {\n /**\n * 表示管理器是否启用\n */\n this._enabled = false;\n }\n /**\n * 获取或设置管理器是否启用\n */\n get enabled() {\n return this._enabled;\n }\n set enabled(value) {\n this.setEnabled(value);\n }\n /**\n * 设置管理器是否启用\n * @param isEnabled 如果为true,则启用管理器;否则禁用管理器\n */\n setEnabled(isEnabled) {\n if (this._enabled != isEnabled) {\n this._enabled = isEnabled;\n if (this._enabled) {\n // 如果启用了管理器,则调用onEnabled方法\n this.onEnabled();\n }\n else {\n // 如果禁用了管理器,则调用onDisabled方法\n this.onDisabled();\n }\n }\n }\n /**\n * 在启用管理器时调用的回调方法\n */\n onEnabled() {\n }\n /**\n * 在禁用管理器时调用的回调方法\n */\n onDisabled() {\n }\n /**\n * 更新管理器状态的方法\n */\n update() {\n }\n}\n//# sourceMappingURL=GlobalManager.js.map","/**\n * 时间管理工具类\n * 提供游戏时间相关的功能,包括帧时间、总时间、时间缩放等\n */\nexport class Time {\n /**\n * 使用外部引擎提供的deltaTime更新时间信息\n * @param deltaTime 外部引擎提供的帧时间间隔(秒)\n */\n static update(deltaTime) {\n // 设置未缩放的帧时间\n this.unscaledDeltaTime = deltaTime;\n this.deltaTime = deltaTime * this.timeScale;\n // 更新总时间\n this.unscaledTotalTime += this.unscaledDeltaTime;\n this.totalTime += this.deltaTime;\n // 更新帧数\n this.frameCount++;\n }\n /**\n * 场景改变时重置时间\n */\n static sceneChanged() {\n this.frameCount = 0;\n this.totalTime = 0;\n this.unscaledTotalTime = 0;\n this.deltaTime = 0;\n this.unscaledDeltaTime = 0;\n }\n /**\n * 检查指定的时间间隔是否已经过去\n * @param interval 时间间隔(秒)\n * @param lastTime 上次检查的时间\n * @returns 是否已经过去指定时间\n */\n static checkEvery(interval, lastTime) {\n return this.totalTime - lastTime >= interval;\n }\n}\n/**\n * 上一帧到当前帧的时间间隔(秒)\n */\nTime.deltaTime = 0;\n/**\n * 未缩放的帧时间间隔(秒)\n */\nTime.unscaledDeltaTime = 0;\n/**\n * 游戏开始以来的总时间(秒)\n */\nTime.totalTime = 0;\n/**\n * 未缩放的总时间(秒)\n */\nTime.unscaledTotalTime = 0;\n/**\n * 时间缩放比例\n */\nTime.timeScale = 1;\n/**\n * 当前帧数\n */\nTime.frameCount = 0;\n//# sourceMappingURL=Time.js.map","import { Time } from '../Time';\n/**\n * 私有类隐藏ITimer的实现\n */\nexport class Timer {\n constructor() {\n this._timeInSeconds = 0;\n this._repeats = false;\n this._isDone = false;\n this._elapsedTime = 0;\n }\n getContext() {\n return this.context;\n }\n /**\n * 定时器是否已完成\n */\n get isDone() {\n return this._isDone;\n }\n /**\n * 定时器已运行的时间\n */\n get elapsedTime() {\n return this._elapsedTime;\n }\n reset() {\n this._elapsedTime = 0;\n }\n stop() {\n this._isDone = true;\n }\n tick() {\n // 如果stop在tick之前被调用,那么isDone将为true,我们不应该再做任何事情\n if (!this._isDone && this._elapsedTime > this._timeInSeconds) {\n this._elapsedTime -= this._timeInSeconds;\n this._onTime(this);\n if (!this._isDone && !this._repeats)\n this._isDone = true;\n }\n this._elapsedTime += Time.deltaTime;\n return this._isDone;\n }\n initialize(timeInsSeconds, repeats, context, onTime) {\n this._timeInSeconds = timeInsSeconds;\n this._repeats = repeats;\n this.context = context;\n this._onTime = onTime.bind(context);\n }\n /**\n * 空出对象引用,以便在js需要时GC可以清理它们的引用\n */\n unload() {\n this.context = null;\n this._onTime = null;\n }\n}\n//# sourceMappingURL=Timer.js.map","import { GlobalManager } from '../GlobalManager';\nimport { Timer } from './Timer';\n/**\n * 允许动作的延迟和重复执行\n */\nexport class TimerManager extends GlobalManager {\n constructor() {\n super(...arguments);\n this._timers = [];\n }\n update() {\n for (let i = this._timers.length - 1; i >= 0; i--) {\n if (this._timers[i].tick()) {\n this._timers[i].unload();\n this._timers.splice(i, 1);\n }\n }\n }\n /**\n * 调度一个一次性或重复的计时器,该计时器将调用已传递的动作\n * @param timeInSeconds\n * @param repeats\n * @param context\n * @param onTime\n */\n schedule(timeInSeconds, repeats, context, onTime) {\n let timer = new Timer();\n timer.initialize(timeInSeconds, repeats, context, onTime);\n this._timers.push(timer);\n return timer;\n }\n}\n//# sourceMappingURL=TimerManager.js.map","/**\n * 性能警告类型\n */\nexport var PerformanceWarningType;\n(function (PerformanceWarningType) {\n PerformanceWarningType[\"HIGH_EXECUTION_TIME\"] = \"high_execution_time\";\n PerformanceWarningType[\"HIGH_MEMORY_USAGE\"] = \"high_memory_usage\";\n PerformanceWarningType[\"HIGH_CPU_USAGE\"] = \"high_cpu_usage\";\n PerformanceWarningType[\"FREQUENT_GC\"] = \"frequent_gc\";\n PerformanceWarningType[\"LOW_FPS\"] = \"low_fps\";\n PerformanceWarningType[\"HIGH_ENTITY_COUNT\"] = \"high_entity_count\";\n})(PerformanceWarningType || (PerformanceWarningType = {}));\n/**\n * 高性能监控器\n * 用于监控ECS系统的性能表现,提供详细的分析和优化建议\n */\nexport class PerformanceMonitor {\n /**\n * 获取单例实例\n */\n static get instance() {\n if (!PerformanceMonitor._instance) {\n PerformanceMonitor._instance = new PerformanceMonitor();\n }\n return PerformanceMonitor._instance;\n }\n constructor() {\n this._systemData = new Map();\n this._systemStats = new Map();\n this._warnings = [];\n this._isEnabled = false;\n this._maxRecentSamples = 60; // 保留最近60帧的数据\n this._maxWarnings = 100; // 最大警告数量\n // 性能阈值配置\n this._thresholds = {\n executionTime: { warning: 16.67, critical: 33.33 }, // 60fps和30fps对应的帧时间\n memoryUsage: { warning: 100, critical: 200 }, // MB\n cpuUsage: { warning: 70, critical: 90 }, // 百分比\n fps: { warning: 45, critical: 30 },\n entityCount: { warning: 1000, critical: 5000 }\n };\n // FPS监控\n this._fpsHistory = [];\n this._lastFrameTime = 0;\n this._frameCount = 0;\n this._fpsUpdateInterval = 1000; // 1秒更新一次FPS\n this._lastFpsUpdate = 0;\n this._currentFps = 60;\n // 内存监控\n this._memoryCheckInterval = 5000; // 5秒检查一次内存\n this._lastMemoryCheck = 0;\n this._memoryHistory = [];\n // GC监控\n this._gcCount = 0;\n this._lastGcCheck = 0;\n this._gcCheckInterval = 1000;\n }\n /**\n * 启用性能监控\n */\n enable() {\n this._isEnabled = true;\n }\n /**\n * 禁用性能监控\n */\n disable() {\n this._isEnabled = false;\n }\n /**\n * 检查是否启用了性能监控\n */\n get isEnabled() {\n return this._isEnabled;\n }\n /**\n * 开始监控系统性能\n * @param systemName 系统名称\n * @returns 开始时间戳\n */\n startMonitoring(systemName) {\n if (!this._isEnabled) {\n return 0;\n }\n return performance.now();\n }\n /**\n * 结束监控并记录性能数据\n * @param systemName 系统名称\n * @param startTime 开始时间戳\n * @param entityCount 处理的实体数量\n */\n endMonitoring(systemName, startTime, entityCount = 0) {\n if (!this._isEnabled || startTime === 0) {\n return;\n }\n const endTime = performance.now();\n const executionTime = endTime - startTime;\n const averageTimePerEntity = entityCount > 0 ? executionTime / entityCount : 0;\n // 更新当前性能数据\n const data = {\n name: systemName,\n executionTime,\n entityCount,\n averageTimePerEntity,\n lastUpdateTime: endTime\n };\n this._systemData.set(systemName, data);\n // 更新统计信息\n this.updateStats(systemName, executionTime);\n }\n /**\n * 更新系统统计信息\n * @param systemName 系统名称\n * @param executionTime 执行时间\n */\n updateStats(systemName, executionTime) {\n let stats = this._systemStats.get(systemName);\n if (!stats) {\n stats = {\n totalTime: 0,\n averageTime: 0,\n minTime: Number.MAX_VALUE,\n maxTime: 0,\n executionCount: 0,\n recentTimes: [],\n standardDeviation: 0,\n percentile95: 0,\n percentile99: 0\n };\n this._systemStats.set(systemName, stats);\n }\n // 更新基本统计\n stats.totalTime += executionTime;\n stats.executionCount++;\n stats.averageTime = stats.totalTime / stats.executionCount;\n stats.minTime = Math.min(stats.minTime, executionTime);\n stats.maxTime = Math.max(stats.maxTime, executionTime);\n // 更新最近时间列表\n stats.recentTimes.push(executionTime);\n if (stats.recentTimes.length > this._maxRecentSamples) {\n stats.recentTimes.shift();\n }\n // 计算高级统计信息\n this.calculateAdvancedStats(stats);\n }\n /**\n * 计算高级统计信息\n * @param stats 统计信息对象\n */\n calculateAdvancedStats(stats) {\n if (stats.recentTimes.length === 0)\n return;\n // 计算标准差\n const mean = stats.recentTimes.reduce((a, b) => a + b, 0) / stats.recentTimes.length;\n const variance = stats.recentTimes.reduce((acc, time) => acc + Math.pow(time - mean, 2), 0) / stats.recentTimes.length;\n stats.standardDeviation = Math.sqrt(variance);\n // 计算百分位数\n const sortedTimes = [...stats.recentTimes].sort((a, b) => a - b);\n const len = sortedTimes.length;\n stats.percentile95 = sortedTimes[Math.floor(len * 0.95)] || 0;\n stats.percentile99 = sortedTimes[Math.floor(len * 0.99)] || 0;\n }\n /**\n * 获取系统的当前性能数据\n * @param systemName 系统名称\n * @returns 性能数据或undefined\n */\n getSystemData(systemName) {\n return this._systemData.get(systemName);\n }\n /**\n * 获取系统的统计信息\n * @param systemName 系统名称\n * @returns 统计信息或undefined\n */\n getSystemStats(systemName) {\n return this._systemStats.get(systemName);\n }\n /**\n * 获取所有系统的性能数据\n * @returns 所有系统的性能数据\n */\n getAllSystemData() {\n return new Map(this._systemData);\n }\n /**\n * 获取所有系统的统计信息\n * @returns 所有系统的统计信息\n */\n getAllSystemStats() {\n return new Map(this._systemStats);\n }\n /**\n * 获取性能报告\n * @returns 格式化的性能报告字符串\n */\n getPerformanceReport() {\n if (!this._isEnabled) {\n return \"Performance monitoring is disabled.\";\n }\n const lines = [];\n lines.push(\"=== ECS Performance Report ===\");\n lines.push(\"\");\n // 按平均执行时间排序\n const sortedSystems = Array.from(this._systemStats.entries())\n .sort((a, b) => b[1].averageTime - a[1].averageTime);\n for (const [systemName, stats] of sortedSystems) {\n const data = this._systemData.get(systemName);\n lines.push(`System: ${systemName}`);\n lines.push(` Current: ${data?.executionTime.toFixed(2)}ms (${data?.entityCount} entities)`);\n lines.push(` Average: ${stats.averageTime.toFixed(2)}ms`);\n lines.push(` Min/Max: ${stats.minTime.toFixed(2)}ms / ${stats.maxTime.toFixed(2)}ms`);\n lines.push(` Total: ${stats.totalTime.toFixed(2)}ms (${stats.executionCount} calls)`);\n if (data?.averageTimePerEntity && data.averageTimePerEntity > 0) {\n lines.push(` Per Entity: ${data.averageTimePerEntity.toFixed(4)}ms`);\n }\n lines.push(\"\");\n }\n // 总体统计\n const totalCurrentTime = Array.from(this._systemData.values())\n .reduce((sum, data) => sum + data.executionTime, 0);\n lines.push(`Total Frame Time: ${totalCurrentTime.toFixed(2)}ms`);\n lines.push(`Systems Count: ${this._systemData.size}`);\n return lines.join('\\n');\n }\n /**\n * 重置所有性能数据\n */\n reset() {\n this._systemData.clear();\n this._systemStats.clear();\n }\n /**\n * 重置指定系统的性能数据\n * @param systemName 系统名称\n */\n resetSystem(systemName) {\n this._systemData.delete(systemName);\n this._systemStats.delete(systemName);\n }\n /**\n * 获取性能警告\n * @param thresholdMs 警告阈值(毫秒)\n * @returns 超过阈值的系统列表\n */\n getPerformanceWarnings(thresholdMs = 16.67) {\n const warnings = [];\n for (const [systemName, data] of this._systemData.entries()) {\n if (data.executionTime > thresholdMs) {\n warnings.push(`${systemName}: ${data.executionTime.toFixed(2)}ms (>${thresholdMs}ms)`);\n }\n }\n return warnings;\n }\n /**\n * 设置最大保留样本数\n * @param maxSamples 最大样本数\n */\n setMaxRecentSamples(maxSamples) {\n this._maxRecentSamples = maxSamples;\n // 裁剪现有数据\n for (const stats of this._systemStats.values()) {\n while (stats.recentTimes.length > maxSamples) {\n stats.recentTimes.shift();\n }\n }\n }\n}\n//# sourceMappingURL=PerformanceMonitor.js.map","/**\n * 索引更新操作类型\n */\nexport var IndexUpdateType;\n(function (IndexUpdateType) {\n IndexUpdateType[\"ADD_ENTITY\"] = \"add_entity\";\n IndexUpdateType[\"REMOVE_ENTITY\"] = \"remove_entity\";\n IndexUpdateType[\"UPDATE_ENTITY\"] = \"update_entity\";\n})(IndexUpdateType || (IndexUpdateType = {}));\n/**\n * 延迟索引更新器,用于批量更新查询索引以提高性能\n */\nexport class IndexUpdateBatcher {\n constructor() {\n this.pendingOperations = [];\n this.isProcessing = false;\n this.batchSize = 1000;\n this.flushTimeout = null;\n this.flushDelay = 16; // 16ms,约60fps\n }\n /**\n * 添加索引更新操作\n */\n addOperation(operation) {\n this.pendingOperations.push(operation);\n // 如果达到批量大小,立即处理\n if (this.pendingOperations.length >= this.batchSize) {\n this.flush();\n }\n else {\n // 否则延迟处理\n this.scheduleFlush();\n }\n }\n /**\n * 批量添加实体\n */\n addEntities(entities) {\n for (const entity of entities) {\n this.pendingOperations.push({\n type: IndexUpdateType.ADD_ENTITY,\n entity\n });\n }\n if (this.pendingOperations.length >= this.batchSize) {\n this.flush();\n }\n else {\n this.scheduleFlush();\n }\n }\n /**\n * 批量移除实体\n */\n removeEntities(entities) {\n for (const entity of entities) {\n this.pendingOperations.push({\n type: IndexUpdateType.REMOVE_ENTITY,\n entity\n });\n }\n if (this.pendingOperations.length >= this.batchSize) {\n this.flush();\n }\n else {\n this.scheduleFlush();\n }\n }\n /**\n * 批量更新实体\n */\n updateEntities(updates) {\n for (const update of updates) {\n this.pendingOperations.push({\n type: IndexUpdateType.UPDATE_ENTITY,\n entity: update.entity,\n oldMask: update.oldMask,\n newMask: update.newMask\n });\n }\n if (this.pendingOperations.length >= this.batchSize) {\n this.flush();\n }\n else {\n this.scheduleFlush();\n }\n }\n /**\n * 安排延迟刷新\n */\n scheduleFlush() {\n if (this.flushTimeout) {\n return;\n }\n this.flushTimeout = setTimeout(() => {\n this.flush();\n }, this.flushDelay);\n }\n /**\n * 立即处理所有待处理的操作\n */\n flush() {\n if (this.isProcessing || this.pendingOperations.length === 0) {\n return;\n }\n this.isProcessing = true;\n if (this.flushTimeout) {\n clearTimeout(this.flushTimeout);\n this.flushTimeout = null;\n }\n try {\n this.processBatch();\n }\n finally {\n this.isProcessing = false;\n }\n }\n /**\n * 处理批量操作\n */\n processBatch() {\n const operations = this.pendingOperations;\n this.pendingOperations = [];\n // 按操作类型分组以优化处理\n const addOperations = [];\n const removeOperations = [];\n const updateOperations = [];\n for (const operation of operations) {\n switch (operation.type) {\n case IndexUpdateType.ADD_ENTITY:\n addOperations.push(operation.entity);\n break;\n case IndexUpdateType.REMOVE_ENTITY:\n removeOperations.push(operation.entity);\n break;\n case IndexUpdateType.UPDATE_ENTITY:\n if (operation.oldMask !== undefined && operation.newMask !== undefined) {\n updateOperations.push({\n entity: operation.entity,\n oldMask: operation.oldMask,\n newMask: operation.newMask\n });\n }\n break;\n }\n }\n // 批量处理每种类型的操作\n if (addOperations.length > 0) {\n this.processBatchAdd(addOperations);\n }\n if (removeOperations.length > 0) {\n this.processBatchRemove(removeOperations);\n }\n if (updateOperations.length > 0) {\n this.processBatchUpdate(updateOperations);\n }\n }\n /**\n * 批量处理添加操作\n */\n processBatchAdd(entities) {\n // 这里应该调用QuerySystem的批量添加方法\n // 由于需要访问QuerySystem,这个方法应该由外部注入处理函数\n if (this.onBatchAdd) {\n this.onBatchAdd(entities);\n }\n }\n /**\n * 批量处理移除操作\n */\n processBatchRemove(entities) {\n if (this.onBatchRemove) {\n this.onBatchRemove(entities);\n }\n }\n /**\n * 批量处理更新操作\n */\n processBatchUpdate(updates) {\n if (this.onBatchUpdate) {\n this.onBatchUpdate(updates);\n }\n }\n /**\n * 设置批量大小\n */\n setBatchSize(size) {\n this.batchSize = Math.max(1, size);\n }\n /**\n * 设置刷新延迟\n */\n setFlushDelay(delay) {\n this.flushDelay = Math.max(0, delay);\n }\n /**\n * 获取待处理操作数量\n */\n getPendingCount() {\n return this.pendingOperations.length;\n }\n /**\n * 清空所有待处理操作\n */\n clear() {\n this.pendingOperations.length = 0;\n if (this.flushTimeout) {\n clearTimeout(this.flushTimeout);\n this.flushTimeout = null;\n }\n }\n /**\n * 检查是否有待处理操作\n */\n hasPendingOperations() {\n return this.pendingOperations.length > 0;\n }\n}\n//# sourceMappingURL=IndexUpdateBatcher.js.map","/**\n * 组件索引类型\n */\nexport var IndexType;\n(function (IndexType) {\n /** 哈希索引 - 最快查找 */\n IndexType[\"HASH\"] = \"hash\";\n /** 位图索引 - 内存高效 */\n IndexType[\"BITMAP\"] = \"bitmap\";\n /** 排序索引 - 支持范围查询 */\n IndexType[\"SORTED\"] = \"sorted\";\n})(IndexType || (IndexType = {}));\n/**\n * 哈希索引实现\n *\n * 使用Map数据结构,提供O(1)的查找性能。\n * 适合大多数查询场景。\n */\nexport class HashComponentIndex {\n constructor() {\n this.type = IndexType.HASH;\n this._componentToEntities = new Map();\n this._entityToComponents = new Map();\n this._queryCount = 0;\n this._totalQueryTime = 0;\n this._lastUpdated = Date.now();\n }\n addEntity(entity) {\n const components = entity.components;\n const componentTypes = new Set();\n for (const component of components) {\n const componentType = component.constructor;\n componentTypes.add(componentType);\n let entities = this._componentToEntities.get(componentType);\n if (!entities) {\n entities = new Set();\n this._componentToEntities.set(componentType, entities);\n }\n entities.add(entity);\n }\n this._entityToComponents.set(entity, componentTypes);\n this._lastUpdated = Date.now();\n }\n removeEntity(entity) {\n const componentTypes = this._entityToComponents.get(entity);\n if (!componentTypes)\n return;\n for (const componentType of componentTypes) {\n const entities = this._componentToEntities.get(componentType);\n if (entities) {\n entities.delete(entity);\n if (entities.size === 0) {\n this._componentToEntities.delete(componentType);\n }\n }\n }\n this._entityToComponents.delete(entity);\n this._lastUpdated = Date.now();\n }\n query(componentType) {\n const startTime = performance.now();\n const result = new Set(this._componentToEntities.get(componentType) || []);\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n queryMultiple(componentTypes, operation) {\n const startTime = performance.now();\n if (componentTypes.length === 0) {\n return new Set();\n }\n if (componentTypes.length === 1) {\n return this.query(componentTypes[0]);\n }\n let result;\n if (operation === 'AND') {\n let smallestSet;\n let smallestSize = Infinity;\n for (const componentType of componentTypes) {\n const entities = this._componentToEntities.get(componentType);\n if (!entities || entities.size === 0) {\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return new Set();\n }\n if (entities.size < smallestSize) {\n smallestSize = entities.size;\n smallestSet = entities;\n }\n }\n result = new Set();\n if (smallestSet) {\n for (const entity of smallestSet) {\n let hasAll = true;\n for (const componentType of componentTypes) {\n const entities = this._componentToEntities.get(componentType);\n if (!entities || !entities.has(entity)) {\n hasAll = false;\n break;\n }\n }\n if (hasAll) {\n result.add(entity);\n }\n }\n }\n }\n else {\n result = new Set();\n for (const componentType of componentTypes) {\n const entities = this._componentToEntities.get(componentType);\n if (entities) {\n for (const entity of entities) {\n result.add(entity);\n }\n }\n }\n }\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n clear() {\n this._componentToEntities.clear();\n this._entityToComponents.clear();\n this._lastUpdated = Date.now();\n }\n getStats() {\n let memoryUsage = 0;\n memoryUsage += this._componentToEntities.size * 64;\n memoryUsage += this._entityToComponents.size * 64;\n for (const entities of this._componentToEntities.values()) {\n memoryUsage += entities.size * 8;\n }\n for (const components of this._entityToComponents.values()) {\n memoryUsage += components.size * 8;\n }\n return {\n type: this.type,\n size: this._componentToEntities.size,\n memoryUsage,\n queryCount: this._queryCount,\n avgQueryTime: this._queryCount > 0 ? this._totalQueryTime / this._queryCount : 0,\n lastUpdated: this._lastUpdated\n };\n }\n}\n/**\n * 位图索引实现\n *\n * 使用位操作进行快速集合运算,内存效率高。\n * 适合有限组件类型和大量实体的场景。\n */\nexport class BitmapComponentIndex {\n constructor() {\n this.type = IndexType.BITMAP;\n this._componentTypeToBit = new Map();\n this._entityToBitmap = new Map();\n this._bitToEntities = new Map();\n this._nextBit = 0;\n this._queryCount = 0;\n this._totalQueryTime = 0;\n this._lastUpdated = Date.now();\n }\n addEntity(entity) {\n let bitmap = 0;\n for (const component of entity.components) {\n const componentType = component.constructor;\n let bit = this._componentTypeToBit.get(componentType);\n if (bit === undefined) {\n bit = this._nextBit++;\n this._componentTypeToBit.set(componentType, bit);\n }\n bitmap |= (1 << bit);\n let entities = this._bitToEntities.get(1 << bit);\n if (!entities) {\n entities = new Set();\n this._bitToEntities.set(1 << bit, entities);\n }\n entities.add(entity);\n }\n this._entityToBitmap.set(entity, bitmap);\n this._lastUpdated = Date.now();\n }\n removeEntity(entity) {\n const bitmap = this._entityToBitmap.get(entity);\n if (bitmap === undefined)\n return;\n // 从所有相关的位集合中移除实体\n for (const [bitMask, entities] of this._bitToEntities) {\n if ((bitmap & bitMask) !== 0) {\n entities.delete(entity);\n if (entities.size === 0) {\n this._bitToEntities.delete(bitMask);\n }\n }\n }\n this._entityToBitmap.delete(entity);\n this._lastUpdated = Date.now();\n }\n query(componentType) {\n const startTime = performance.now();\n const bit = this._componentTypeToBit.get(componentType);\n if (bit === undefined) {\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return new Set();\n }\n const result = new Set(this._bitToEntities.get(1 << bit) || []);\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n queryMultiple(componentTypes, operation) {\n const startTime = performance.now();\n if (componentTypes.length === 0) {\n return new Set();\n }\n let targetBitmap = 0;\n const validBits = [];\n for (const componentType of componentTypes) {\n const bit = this._componentTypeToBit.get(componentType);\n if (bit !== undefined) {\n targetBitmap |= (1 << bit);\n validBits.push(1 << bit);\n }\n }\n const result = new Set();\n if (operation === 'AND') {\n for (const [entity, entityBitmap] of this._entityToBitmap) {\n if ((entityBitmap & targetBitmap) === targetBitmap) {\n result.add(entity);\n }\n }\n }\n else {\n for (const bitMask of validBits) {\n const entities = this._bitToEntities.get(bitMask);\n if (entities) {\n for (const entity of entities) {\n result.add(entity);\n }\n }\n }\n }\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n clear() {\n this._componentTypeToBit.clear();\n this._entityToBitmap.clear();\n this._bitToEntities.clear();\n this._nextBit = 0;\n this._lastUpdated = Date.now();\n }\n getStats() {\n let memoryUsage = 0;\n memoryUsage += this._componentTypeToBit.size * 12;\n memoryUsage += this._entityToBitmap.size * 12;\n memoryUsage += this._bitToEntities.size * 64;\n for (const entities of this._bitToEntities.values()) {\n memoryUsage += entities.size * 8;\n }\n return {\n type: this.type,\n size: this._componentTypeToBit.size,\n memoryUsage,\n queryCount: this._queryCount,\n avgQueryTime: this._queryCount > 0 ? this._totalQueryTime / this._queryCount : 0,\n lastUpdated: this._lastUpdated\n };\n }\n}\n/**\n * 智能组件索引管理器\n *\n * 根据使用模式自动选择最优的索引策略。\n * 支持动态切换索引类型以获得最佳性能。\n */\nexport class ComponentIndexManager {\n constructor(initialType = IndexType.HASH) {\n this._indexHistory = new Map();\n this._autoOptimize = true;\n this._optimizationThreshold = 1000;\n this._activeIndex = this.createIndex(initialType);\n }\n /**\n * 添加实体到索引\n */\n addEntity(entity) {\n this._activeIndex.addEntity(entity);\n this.checkOptimization();\n }\n /**\n * 从索引中移除实体\n */\n removeEntity(entity) {\n this._activeIndex.removeEntity(entity);\n }\n /**\n * 查询包含指定组件的实体\n */\n query(componentType) {\n return this._activeIndex.query(componentType);\n }\n /**\n * 批量查询多个组件\n */\n queryMultiple(componentTypes, operation) {\n return this._activeIndex.queryMultiple(componentTypes, operation);\n }\n /**\n * 手动切换索引类型\n */\n switchIndexType(type) {\n if (type === this._activeIndex.type)\n return;\n this._indexHistory.set(this._activeIndex.type, this._activeIndex.getStats());\n const oldIndex = this._activeIndex;\n this._activeIndex = this.createIndex(type);\n oldIndex.clear();\n }\n /**\n * 启用/禁用自动优化\n */\n setAutoOptimize(enabled) {\n this._autoOptimize = enabled;\n }\n /**\n * 获取当前索引统计信息\n */\n getStats() {\n return this._activeIndex.getStats();\n }\n /**\n * 获取所有索引类型的历史统计信息\n */\n getAllStats() {\n const current = this._activeIndex.getStats();\n return new Map([\n ...this._indexHistory,\n [current.type, current]\n ]);\n }\n /**\n * 清空索引\n */\n clear() {\n this._activeIndex.clear();\n }\n /**\n * 创建指定类型的索引\n */\n createIndex(type) {\n switch (type) {\n case IndexType.HASH:\n return new HashComponentIndex();\n case IndexType.BITMAP:\n return new BitmapComponentIndex();\n case IndexType.SORTED:\n return new HashComponentIndex();\n default:\n return new HashComponentIndex();\n }\n }\n /**\n * 检查是否需要优化索引\n */\n checkOptimization() {\n if (!this._autoOptimize)\n return;\n const stats = this._activeIndex.getStats();\n if (stats.queryCount < this._optimizationThreshold)\n return;\n if (stats.avgQueryTime > 1.0 && stats.type !== IndexType.HASH) {\n this.switchIndexType(IndexType.HASH);\n }\n else if (stats.memoryUsage > 10 * 1024 * 1024 && stats.type !== IndexType.BITMAP) {\n this.switchIndexType(IndexType.BITMAP);\n }\n }\n}\n//# sourceMappingURL=ComponentIndex.js.map","/**\n * 脏标记类型\n */\nexport var DirtyFlag;\n(function (DirtyFlag) {\n /** 组件数据已修改 */\n DirtyFlag[DirtyFlag[\"COMPONENT_MODIFIED\"] = 1] = \"COMPONENT_MODIFIED\";\n /** 组件已添加 */\n DirtyFlag[DirtyFlag[\"COMPONENT_ADDED\"] = 2] = \"COMPONENT_ADDED\";\n /** 组件已移除 */\n DirtyFlag[DirtyFlag[\"COMPONENT_REMOVED\"] = 4] = \"COMPONENT_REMOVED\";\n /** 实体位置已改变 */\n DirtyFlag[DirtyFlag[\"TRANSFORM_CHANGED\"] = 8] = \"TRANSFORM_CHANGED\";\n /** 实体状态已改变 */\n DirtyFlag[DirtyFlag[\"STATE_CHANGED\"] = 16] = \"STATE_CHANGED\";\n /** 自定义标记1 */\n DirtyFlag[DirtyFlag[\"CUSTOM_1\"] = 256] = \"CUSTOM_1\";\n /** 自定义标记2 */\n DirtyFlag[DirtyFlag[\"CUSTOM_2\"] = 512] = \"CUSTOM_2\";\n /** 自定义标记3 */\n DirtyFlag[DirtyFlag[\"CUSTOM_3\"] = 1024] = \"CUSTOM_3\";\n /** 所有标记 */\n DirtyFlag[DirtyFlag[\"ALL\"] = 4294967295] = \"ALL\";\n})(DirtyFlag || (DirtyFlag = {}));\n/**\n * 脏标记追踪系统\n *\n * 提供高效的组件和实体变更追踪,避免不必要的计算和更新。\n * 支持细粒度的脏标记和批量处理机制。\n *\n * @example\n * ```typescript\n * const dirtySystem = new DirtyTrackingSystem();\n *\n * // 标记实体的位置组件已修改\n * dirtySystem.markDirty(entity, DirtyFlag.TRANSFORM_CHANGED, [PositionComponent]);\n *\n * // 监听位置变化\n * dirtySystem.addListener({\n * flags: DirtyFlag.TRANSFORM_CHANGED,\n * callback: (data) => {\n * console.log('Entity position changed:', data.entity.name);\n * }\n * });\n *\n * // 处理所有脏标记\n * dirtySystem.processDirtyEntities();\n * ```\n */\nexport class DirtyTrackingSystem {\n constructor() {\n /** 脏实体映射表 */\n this._dirtyEntities = new Map();\n /** 脏标记监听器 */\n this._listeners = [];\n /** 性能统计 */\n this._stats = {\n totalMarkings: 0,\n totalCleanups: 0,\n frameCount: 0,\n totalDirtyPerFrame: 0\n };\n /** 当前帧编号 */\n this._currentFrame = 0;\n this._batchSize = 100;\n this._maxProcessingTime = 16;\n /** 延迟处理队列 */\n this._processingQueue = [];\n this._isProcessing = false;\n }\n /**\n * 标记实体为脏状态\n *\n * @param entity 要标记的实体\n * @param flags 脏标记位\n * @param modifiedComponents 修改的组件类型列表\n */\n markDirty(entity, flags, modifiedComponents = []) {\n this._stats.totalMarkings++;\n let dirtyData = this._dirtyEntities.get(entity);\n if (!dirtyData) {\n dirtyData = {\n entity,\n flags: 0,\n modifiedComponents: new Set(),\n timestamp: performance.now(),\n frameNumber: this._currentFrame\n };\n this._dirtyEntities.set(entity, dirtyData);\n }\n dirtyData.flags |= flags;\n dirtyData.timestamp = performance.now();\n dirtyData.frameNumber = this._currentFrame;\n for (const componentType of modifiedComponents) {\n dirtyData.modifiedComponents.add(componentType);\n }\n this.notifyListeners(dirtyData, flags);\n }\n /**\n * 检查实体是否有指定的脏标记\n *\n * @param entity 要检查的实体\n * @param flags 要检查的标记位\n * @returns 是否有指定的脏标记\n */\n isDirty(entity, flags = DirtyFlag.ALL) {\n const dirtyData = this._dirtyEntities.get(entity);\n return dirtyData ? (dirtyData.flags & flags) !== 0 : false;\n }\n /**\n * 清除实体的脏标记\n *\n * @param entity 要清除的实体\n * @param flags 要清除的标记位,默认清除所有\n */\n clearDirty(entity, flags = DirtyFlag.ALL) {\n const dirtyData = this._dirtyEntities.get(entity);\n if (!dirtyData)\n return;\n if (flags === DirtyFlag.ALL) {\n this._dirtyEntities.delete(entity);\n }\n else {\n dirtyData.flags &= ~flags;\n if (dirtyData.flags === 0) {\n this._dirtyEntities.delete(entity);\n }\n }\n this._stats.totalCleanups++;\n }\n /**\n * 获取所有脏实体\n *\n * @param flags 过滤标记位,只返回包含指定标记的实体\n * @returns 脏实体数据数组\n */\n getDirtyEntities(flags = DirtyFlag.ALL) {\n const result = [];\n for (const dirtyData of this._dirtyEntities.values()) {\n if ((dirtyData.flags & flags) !== 0) {\n result.push(dirtyData);\n }\n }\n return result;\n }\n /**\n * 批量处理脏实体\n *\n * 使用时间分片的方式处理脏实体,避免单帧卡顿\n */\n processDirtyEntities() {\n if (this._isProcessing)\n return;\n this._isProcessing = true;\n const startTime = performance.now();\n if (this._processingQueue.length === 0) {\n this._processingQueue.push(...this._dirtyEntities.values());\n }\n let processed = 0;\n while (this._processingQueue.length > 0 && processed < this._batchSize) {\n const elapsed = performance.now() - startTime;\n if (elapsed > this._maxProcessingTime) {\n break;\n }\n const dirtyData = this._processingQueue.shift();\n this.processEntity(dirtyData);\n processed++;\n }\n if (this._processingQueue.length === 0) {\n this._isProcessing = false;\n this.onFrameEnd();\n }\n }\n /**\n * 添加脏标记监听器\n *\n * @param listener 监听器配置\n */\n addListener(listener) {\n this._listeners.push(listener);\n this._listeners.sort((a, b) => (a.priority || 100) - (b.priority || 100));\n }\n /**\n * 移除脏标记监听器\n *\n * @param callback 要移除的回调函数\n */\n removeListener(callback) {\n const index = this._listeners.findIndex(l => l.callback === callback);\n if (index !== -1) {\n this._listeners.splice(index, 1);\n }\n }\n /**\n * 开始新的帧\n */\n beginFrame() {\n this._currentFrame++;\n }\n /**\n * 结束当前帧\n */\n endFrame() {\n if (!this._isProcessing) {\n this.processDirtyEntities();\n }\n }\n /**\n * 获取统计信息\n */\n getStats() {\n return {\n dirtyEntityCount: this._dirtyEntities.size,\n totalMarkings: this._stats.totalMarkings,\n totalCleanups: this._stats.totalCleanups,\n listenerCount: this._listeners.length,\n avgDirtyPerFrame: this._stats.frameCount > 0 ?\n this._stats.totalDirtyPerFrame / this._stats.frameCount : 0,\n estimatedMemoryUsage: this.estimateMemoryUsage()\n };\n }\n /**\n * 清空所有脏标记和统计信息\n */\n clear() {\n this._dirtyEntities.clear();\n this._processingQueue.length = 0;\n this._isProcessing = false;\n this._stats = {\n totalMarkings: 0,\n totalCleanups: 0,\n frameCount: 0,\n totalDirtyPerFrame: 0\n };\n }\n /**\n * 配置批量处理参数\n *\n * @param batchSize 每次处理的最大实体数量\n * @param maxProcessingTime 每帧最大处理时间(毫秒)\n */\n configureBatchProcessing(batchSize, maxProcessingTime) {\n this._batchSize = batchSize;\n this._maxProcessingTime = maxProcessingTime;\n }\n /**\n * 处理单个脏实体\n */\n processEntity(dirtyData) {\n for (const listener of this._listeners) {\n if ((dirtyData.flags & listener.flags) !== 0) {\n try {\n listener.callback(dirtyData);\n }\n catch (error) {\n console.error('Dirty listener error:', error);\n }\n }\n }\n this.clearDirty(dirtyData.entity);\n }\n /**\n * 通知监听器\n */\n notifyListeners(dirtyData, newFlags) {\n for (const listener of this._listeners) {\n if ((newFlags & listener.flags) !== 0) {\n try {\n listener.callback(dirtyData);\n }\n catch (error) {\n console.error('Dirty listener notification error:', error);\n }\n }\n }\n }\n /**\n * 帧结束时的统计更新\n */\n onFrameEnd() {\n this._stats.frameCount++;\n this._stats.totalDirtyPerFrame += this._dirtyEntities.size;\n }\n /**\n * 估算内存使用量\n */\n estimateMemoryUsage() {\n let usage = 0;\n usage += this._dirtyEntities.size * 100;\n usage += this._listeners.length * 50;\n usage += this._processingQueue.length * 8;\n return usage;\n }\n}\n//# sourceMappingURL=DirtyTrackingSystem.js.map","import { ComponentRegistry } from './ComponentStorage';\nimport { ComponentPoolManager } from './ComponentPool';\nimport { BitMaskOptimizer } from './BitMaskOptimizer';\nimport { IndexUpdateBatcher } from './IndexUpdateBatcher';\nimport { ComponentIndexManager, IndexType } from './ComponentIndex';\nimport { ArchetypeSystem } from './ArchetypeSystem';\nimport { DirtyTrackingSystem, DirtyFlag } from './DirtyTrackingSystem';\n/**\n * 查询条件类型\n */\nexport var QueryConditionType;\n(function (QueryConditionType) {\n /** 必须包含所有指定组件 */\n QueryConditionType[\"ALL\"] = \"all\";\n /** 必须包含任意一个指定组件 */\n QueryConditionType[\"ANY\"] = \"any\";\n /** 不能包含任何指定组件 */\n QueryConditionType[\"NONE\"] = \"none\";\n})(QueryConditionType || (QueryConditionType = {}));\n/**\n * 高性能实体查询系统\n *\n * 提供快速的实体查询功能,支持按组件类型、标签、名称等多种方式查询实体。\n * 系统采用多级索引和智能缓存机制,确保在大量实体场景下的查询性能。\n *\n * 主要特性:\n * - 支持单组件和多组件查询\n * - 自动索引管理和缓存优化\n * - WebAssembly计算加速(如果可用)\n * - 详细的性能统计信息\n *\n * @example\n * ```typescript\n * // 查询所有包含Position和Velocity组件的实体\n * const movingEntities = querySystem.queryAll(PositionComponent, VelocityComponent);\n *\n * // 查询特定标签的实体\n * const playerEntities = querySystem.queryByTag(PLAYER_TAG);\n * ```\n */\nexport class QuerySystem {\n constructor() {\n this.entities = [];\n this.indexDirty = true;\n // 查询缓存系统\n this.queryCache = new Map();\n this.cacheMaxSize = 1000;\n this.cacheTimeout = 5000; // 5秒缓存过期\n // 性能统计\n this.queryStats = {\n totalQueries: 0,\n cacheHits: 0,\n indexHits: 0,\n linearScans: 0,\n archetypeHits: 0,\n dirtyChecks: 0\n };\n this.entityIndex = {\n byMask: new Map(),\n byComponentType: new Map(),\n byTag: new Map(),\n byName: new Map()\n };\n // 初始化优化组件\n this.componentPoolManager = ComponentPoolManager.getInstance();\n this.bitMaskOptimizer = BitMaskOptimizer.getInstance();\n this.indexUpdateBatcher = new IndexUpdateBatcher();\n // 初始化新的性能优化系统\n this.componentIndexManager = new ComponentIndexManager(IndexType.HASH);\n this.archetypeSystem = new ArchetypeSystem();\n this.dirtyTrackingSystem = new DirtyTrackingSystem();\n // 设置索引更新批处理器的回调\n this.indexUpdateBatcher.onBatchAdd = (entities) => {\n for (const entity of entities) {\n this.addEntityToIndexes(entity);\n }\n };\n this.indexUpdateBatcher.onBatchRemove = (entities) => {\n for (const entity of entities) {\n this.removeEntityFromIndexes(entity);\n }\n };\n this.indexUpdateBatcher.onBatchUpdate = (updates) => {\n for (const update of updates) {\n this.removeEntityFromIndexes(update.entity);\n this.addEntityToIndexes(update.entity);\n }\n };\n }\n /**\n * 设置实体列表并重建索引\n *\n * 当实体集合发生大规模变化时调用此方法。\n * 系统将重新构建所有索引以确保查询性能。\n *\n * @param entities 新的实体列表\n */\n setEntities(entities) {\n this.entities = entities;\n this.clearQueryCache();\n this.rebuildIndexes();\n }\n /**\n * 添加单个实体到查询系统\n *\n * 将新实体添加到查询系统中,并自动更新相关索引。\n * 为了提高批量添加性能,可以延迟缓存清理。\n *\n * @param entity 要添加的实体\n * @param deferCacheClear 是否延迟缓存清理(用于批量操作)\n */\n addEntity(entity, deferCacheClear = false) {\n if (!this.entities.includes(entity)) {\n this.entities.push(entity);\n this.addEntityToIndexes(entity);\n this.componentIndexManager.addEntity(entity);\n this.archetypeSystem.addEntity(entity);\n this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);\n // 只有在非延迟模式下才立即清理缓存\n if (!deferCacheClear) {\n this.clearQueryCache();\n }\n }\n }\n /**\n * 批量添加实体\n *\n * 高效地批量添加多个实体,减少缓存清理次数。\n * 使用Set来避免O(n)的重复检查。\n *\n * @param entities 要添加的实体列表\n */\n addEntities(entities) {\n if (entities.length === 0)\n return;\n // 使用Set来快速检查重复\n const existingIds = new Set(this.entities.map(e => e.id));\n let addedCount = 0;\n for (const entity of entities) {\n if (!existingIds.has(entity.id)) {\n this.entities.push(entity);\n this.addEntityToIndexes(entity);\n existingIds.add(entity.id);\n addedCount++;\n }\n }\n // 只在有实体被添加时才清理缓存\n if (addedCount > 0) {\n this.clearQueryCache();\n }\n }\n /**\n * 批量添加实体(无重复检查版本)\n *\n * 假设所有实体都是新的,跳过重复检查以获得最大性能。\n * 仅在确保没有重复实体时使用。\n *\n * @param entities 要添加的实体列表\n */\n addEntitiesUnchecked(entities) {\n if (entities.length === 0)\n return;\n // 避免调用栈溢出,分批添加\n for (const entity of entities) {\n this.entities.push(entity);\n }\n // 批量更新索引\n for (const entity of entities) {\n this.addEntityToIndexes(entity);\n }\n // 清理缓存\n this.clearQueryCache();\n }\n /**\n * 从查询系统移除实体\n *\n * 从查询系统中移除指定实体,并清理相关索引。\n *\n * @param entity 要移除的实体\n */\n removeEntity(entity) {\n const index = this.entities.indexOf(entity);\n if (index !== -1) {\n this.entities.splice(index, 1);\n this.removeEntityFromIndexes(entity);\n this.componentIndexManager.removeEntity(entity);\n this.archetypeSystem.removeEntity(entity);\n this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_REMOVED);\n this.clearQueryCache();\n }\n }\n /**\n * 将实体添加到各种索引中(优化版本)\n */\n addEntityToIndexes(entity) {\n const mask = entity.componentMask;\n // 组件掩码索引 - 优化Map操作\n let maskSet = this.entityIndex.byMask.get(mask);\n if (!maskSet) {\n maskSet = new Set();\n this.entityIndex.byMask.set(mask, maskSet);\n }\n maskSet.add(entity);\n // 组件类型索引 - 批量处理\n const components = entity.components;\n for (let i = 0; i < components.length; i++) {\n const componentType = components[i].constructor;\n let typeSet = this.entityIndex.byComponentType.get(componentType);\n if (!typeSet) {\n typeSet = new Set();\n this.entityIndex.byComponentType.set(componentType, typeSet);\n }\n typeSet.add(entity);\n }\n // 标签索引 - 只在有标签时处理\n const tag = entity.tag;\n if (tag !== undefined) {\n let tagSet = this.entityIndex.byTag.get(tag);\n if (!tagSet) {\n tagSet = new Set();\n this.entityIndex.byTag.set(tag, tagSet);\n }\n tagSet.add(entity);\n }\n // 名称索引 - 只在有名称时处理\n const name = entity.name;\n if (name) {\n let nameSet = this.entityIndex.byName.get(name);\n if (!nameSet) {\n nameSet = new Set();\n this.entityIndex.byName.set(name, nameSet);\n }\n nameSet.add(entity);\n }\n }\n /**\n * 从各种索引中移除实体\n */\n removeEntityFromIndexes(entity) {\n const mask = entity.componentMask;\n // 从组件掩码索引移除\n const maskSet = this.entityIndex.byMask.get(mask);\n if (maskSet) {\n maskSet.delete(entity);\n if (maskSet.size === 0) {\n this.entityIndex.byMask.delete(mask);\n }\n }\n // 从组件类型索引移除\n for (const component of entity.components) {\n const componentType = component.constructor;\n const typeSet = this.entityIndex.byComponentType.get(componentType);\n if (typeSet) {\n typeSet.delete(entity);\n if (typeSet.size === 0) {\n this.entityIndex.byComponentType.delete(componentType);\n }\n }\n }\n // 从标签索引移除\n if (entity.tag !== undefined) {\n const tagSet = this.entityIndex.byTag.get(entity.tag);\n if (tagSet) {\n tagSet.delete(entity);\n if (tagSet.size === 0) {\n this.entityIndex.byTag.delete(entity.tag);\n }\n }\n }\n // 从名称索引移除\n if (entity.name) {\n const nameSet = this.entityIndex.byName.get(entity.name);\n if (nameSet) {\n nameSet.delete(entity);\n if (nameSet.size === 0) {\n this.entityIndex.byName.delete(entity.name);\n }\n }\n }\n }\n /**\n * 重建所有索引\n *\n * 清空并重新构建所有查询索引。\n * 通常在大量实体变更后调用以确保索引一致性。\n */\n rebuildIndexes() {\n this.entityIndex.byMask.clear();\n this.entityIndex.byComponentType.clear();\n this.entityIndex.byTag.clear();\n this.entityIndex.byName.clear();\n for (const entity of this.entities) {\n this.addEntityToIndexes(entity);\n }\n this.indexDirty = false;\n }\n /**\n * 查询包含所有指定组件的实体\n *\n * 返回同时包含所有指定组件类型的实体列表。\n * 系统会自动选择最高效的查询策略,包括索引查找和缓存机制。\n *\n * @param componentTypes 要查询的组件类型列表\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询同时具有位置和速度组件的实体\n * const result = querySystem.queryAll(PositionComponent, VelocityComponent);\n * console.log(`找到 ${result.count} 个移动实体`);\n * ```\n */\n queryAll(...componentTypes) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n // 生成缓存键\n const cacheKey = `all:${componentTypes.map(t => t.name).sort().join(',')}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n let entities;\n const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'AND');\n if (archetypeResult.archetypes.length > 0) {\n this.queryStats.archetypeHits++;\n entities = [];\n for (const archetype of archetypeResult.archetypes) {\n entities.push(...archetype.entities);\n }\n }\n else if (componentTypes.length === 1) {\n this.queryStats.indexHits++;\n const indexResult = this.componentIndexManager.query(componentTypes[0]);\n entities = Array.from(indexResult);\n }\n else {\n const indexResult = this.componentIndexManager.queryMultiple(componentTypes, 'AND');\n entities = Array.from(indexResult);\n }\n // 缓存结果\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 多组件查询算法\n *\n * 针对多组件查询场景的高效算法实现。\n * 通过选择最小的组件集合作为起点,减少需要检查的实体数量。\n *\n * @param componentTypes 组件类型列表\n * @returns 匹配的实体列表\n */\n queryMultipleComponents(componentTypes) {\n // 找到最小的组件集合作为起点\n let smallestSet = null;\n let smallestSize = Infinity;\n for (const componentType of componentTypes) {\n const set = this.entityIndex.byComponentType.get(componentType);\n if (!set || set.size === 0) {\n return []; // 如果任何组件没有实体,直接返回空结果\n }\n if (set.size < smallestSize) {\n smallestSize = set.size;\n smallestSet = set;\n }\n }\n if (!smallestSet) {\n this.queryStats.linearScans++;\n return this.queryByLinearScan(componentTypes);\n }\n // 从最小集合开始,逐步过滤\n const mask = this.createComponentMask(componentTypes);\n const result = [];\n for (const entity of smallestSet) {\n if ((entity.componentMask & mask) === mask) {\n result.push(entity);\n }\n }\n return result;\n }\n /**\n * 线性扫描查询\n *\n * 当索引不可用时的备用查询方法。\n * 遍历所有实体进行组件匹配检查。\n *\n * @param componentTypes 组件类型列表\n * @returns 匹配的实体列表\n */\n queryByLinearScan(componentTypes) {\n const mask = this.createComponentMask(componentTypes);\n return this.entities.filter(entity => (entity.componentMask & mask) === mask);\n }\n /**\n * 查询包含任意指定组件的实体\n *\n * 返回包含任意一个指定组件类型的实体列表。\n * 使用集合合并算法确保高效的查询性能。\n *\n * @param componentTypes 要查询的组件类型列表\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询具有武器或护甲组件的实体\n * const result = querySystem.queryAny(WeaponComponent, ArmorComponent);\n * console.log(`找到 ${result.count} 个装备实体`);\n * ```\n */\n queryAny(...componentTypes) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `any:${componentTypes.map(t => t.name).sort().join(',')}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'OR');\n let entities;\n if (archetypeResult.archetypes.length > 0) {\n this.queryStats.archetypeHits++;\n entities = [];\n for (const archetype of archetypeResult.archetypes) {\n entities.push(...archetype.entities);\n }\n }\n else {\n const indexResult = this.componentIndexManager.queryMultiple(componentTypes, 'OR');\n entities = Array.from(indexResult);\n }\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 查询不包含任何指定组件的实体\n *\n * 返回不包含任何指定组件类型的实体列表。\n * 适用于排除特定类型实体的查询场景。\n *\n * @param componentTypes 要排除的组件类型列表\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询不具有AI和玩家控制组件的实体(如静态物体)\n * const result = querySystem.queryNone(AIComponent, PlayerControlComponent);\n * console.log(`找到 ${result.count} 个静态实体`);\n * ```\n */\n queryNone(...componentTypes) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `none:${componentTypes.map(t => t.name).sort().join(',')}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n const mask = this.createComponentMask(componentTypes);\n const entities = this.entities.filter(entity => (entity.componentMask & mask) === BigInt(0));\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 按标签查询实体\n *\n * 返回具有指定标签的所有实体。\n * 标签查询使用专用索引,具有很高的查询性能。\n *\n * @param tag 要查询的标签值\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询所有玩家实体\n * const players = querySystem.queryByTag(PLAYER_TAG);\n * ```\n */\n queryByTag(tag) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `tag:${tag}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n // 使用索引查询\n this.queryStats.indexHits++;\n const entities = Array.from(this.entityIndex.byTag.get(tag) || []);\n // 缓存结果\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 按名称查询实体\n *\n * 返回具有指定名称的所有实体。\n * 名称查询使用专用索引,适用于查找特定的命名实体。\n *\n * @param name 要查询的实体名称\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查找名为\"Player\"的实体\n * const player = querySystem.queryByName(\"Player\");\n * ```\n */\n queryByName(name) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `name:${name}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n // 使用索引查询\n this.queryStats.indexHits++;\n const entities = Array.from(this.entityIndex.byName.get(name) || []);\n // 缓存结果\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 按单个组件类型查询实体\n *\n * 返回包含指定组件类型的所有实体。\n * 这是最基础的查询方法,具有最高的查询性能。\n *\n * @param componentType 要查询的组件类型\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询所有具有位置组件的实体\n * const entitiesWithPosition = querySystem.queryByComponent(PositionComponent);\n * ```\n */\n queryByComponent(componentType) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `component:${componentType.name}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n // 使用索引查询\n this.queryStats.indexHits++;\n const entities = Array.from(this.entityIndex.byComponentType.get(componentType) || []);\n // 缓存结果\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 从缓存获取查询结果\n */\n getFromCache(cacheKey) {\n const entry = this.queryCache.get(cacheKey);\n if (!entry)\n return null;\n // 检查缓存是否过期\n if (Date.now() - entry.timestamp > this.cacheTimeout) {\n this.queryCache.delete(cacheKey);\n return null;\n }\n entry.hitCount++;\n return entry.entities;\n }\n /**\n * 添加查询结果到缓存\n */\n addToCache(cacheKey, entities) {\n // 如果缓存已满,清理最少使用的条目\n if (this.queryCache.size >= this.cacheMaxSize) {\n this.cleanupCache();\n }\n this.queryCache.set(cacheKey, {\n entities: [...entities], // 复制数组避免引用问题\n timestamp: Date.now(),\n hitCount: 0\n });\n }\n /**\n * 清理缓存\n */\n cleanupCache() {\n // 移除过期的缓存条目\n const now = Date.now();\n for (const [key, entry] of this.queryCache.entries()) {\n if (now - entry.timestamp > this.cacheTimeout) {\n this.queryCache.delete(key);\n }\n }\n // 如果还是太满,移除最少使用的条目\n if (this.queryCache.size >= this.cacheMaxSize) {\n const entries = Array.from(this.queryCache.entries());\n entries.sort((a, b) => a[1].hitCount - b[1].hitCount);\n const toRemove = Math.floor(this.cacheMaxSize * 0.2); // 移除20%\n for (let i = 0; i < toRemove && i < entries.length; i++) {\n this.queryCache.delete(entries[i][0]);\n }\n }\n }\n /**\n * 清除所有查询缓存\n */\n clearQueryCache() {\n this.queryCache.clear();\n }\n /**\n * 公共方法:清理查询缓存\n *\n * 用于外部调用清理缓存,通常在批量操作后使用。\n */\n clearCache() {\n this.clearQueryCache();\n }\n /**\n * 批量更新实体组件\n *\n * 对大量实体进行批量组件更新操作。\n *\n * @param updates 更新操作列表,包含实体ID和新的组件掩码\n *\n * @example\n * ```typescript\n * // 批量更新实体的组件配置\n * const updates = [\n * { entityId: 1, componentMask: BigInt(0b1011) },\n * { entityId: 2, componentMask: BigInt(0b1101) }\n * ];\n * querySystem.batchUpdateComponents(updates);\n * ```\n */\n batchUpdateComponents(updates) {\n // 批量处理更新,先从索引中移除,再重新添加\n const entitiesToUpdate = [];\n for (const update of updates) {\n const entity = this.entities.find(e => e.id === update.entityId);\n if (entity) {\n // 先从所有索引中移除\n this.removeEntityFromIndexes(entity);\n entitiesToUpdate.push(entity);\n }\n }\n // 重新添加到索引中(此时实体的组件掩码已经更新)\n for (const entity of entitiesToUpdate) {\n this.addEntityToIndexes(entity);\n }\n // 标记脏实体进行处理\n for (const entity of entitiesToUpdate) {\n this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, []);\n }\n // 批量更新后清除缓存\n this.clearQueryCache();\n }\n /**\n * 创建组件掩码\n *\n * 根据组件类型列表生成对应的位掩码。\n * 使用位掩码优化器进行缓存和预计算。\n *\n * @param componentTypes 组件类型列表\n * @returns 生成的位掩码\n */\n createComponentMask(componentTypes) {\n // 使用位掩码优化器创建掩码\n const componentNames = componentTypes.map(type => type.name);\n // 确保组件类型已注册到优化器\n for (const name of componentNames) {\n this.bitMaskOptimizer.registerComponentType(name);\n }\n return this.bitMaskOptimizer.createCombinedMask(componentNames);\n }\n /**\n * 获取系统统计信息\n *\n * 返回查询系统的详细统计信息,包括实体数量、索引状态、\n * 查询性能统计等,用于性能监控和调试。\n *\n * @returns 系统统计信息对象\n */\n getStats() {\n return {\n entityCount: this.entities.length,\n indexStats: {\n maskIndexSize: this.entityIndex.byMask.size,\n componentIndexSize: this.entityIndex.byComponentType.size,\n tagIndexSize: this.entityIndex.byTag.size,\n nameIndexSize: this.entityIndex.byName.size\n },\n queryStats: {\n ...this.queryStats,\n cacheHitRate: this.queryStats.totalQueries > 0 ?\n (this.queryStats.cacheHits / this.queryStats.totalQueries * 100).toFixed(2) + '%' : '0%'\n },\n optimizationStats: {\n componentIndex: this.componentIndexManager.getStats(),\n archetypeSystem: this.archetypeSystem.getAllArchetypes().map(a => ({\n id: a.id,\n componentTypes: a.componentTypes.map(t => t.name),\n entityCount: a.entities.length\n })),\n dirtyTracking: this.dirtyTrackingSystem.getStats()\n },\n cacheStats: {\n size: this.queryCache.size,\n hitRate: this.queryStats.totalQueries > 0 ?\n (this.queryStats.cacheHits / this.queryStats.totalQueries * 100).toFixed(2) + '%' : '0%'\n }\n };\n }\n /**\n * 切换组件索引类型\n *\n * @param indexType 新的索引类型\n */\n switchComponentIndexType(indexType) {\n this.componentIndexManager.switchIndexType(indexType);\n }\n /**\n * 配置脏标记系统\n *\n * @param batchSize 批处理大小\n * @param maxProcessingTime 最大处理时间\n */\n configureDirtyTracking(batchSize, maxProcessingTime) {\n this.dirtyTrackingSystem.configureBatchProcessing(batchSize, maxProcessingTime);\n }\n /**\n * 手动触发性能优化\n */\n optimizePerformance() {\n this.dirtyTrackingSystem.processDirtyEntities();\n this.cleanupCache();\n const stats = this.componentIndexManager.getStats();\n if (stats.avgQueryTime > 2.0 && stats.type !== IndexType.HASH) {\n this.switchComponentIndexType(IndexType.HASH);\n }\n else if (stats.memoryUsage > 50 * 1024 * 1024 && stats.type !== IndexType.BITMAP) {\n this.switchComponentIndexType(IndexType.BITMAP);\n }\n }\n /**\n * 开始新的帧\n */\n beginFrame() {\n this.dirtyTrackingSystem.beginFrame();\n }\n /**\n * 结束当前帧\n */\n endFrame() {\n this.dirtyTrackingSystem.endFrame();\n }\n /**\n * 标记实体组件已修改(用于脏标记追踪)\n *\n * @param entity 修改的实体\n * @param componentTypes 修改的组件类型\n */\n markEntityDirty(entity, componentTypes) {\n this.queryStats.dirtyChecks++;\n this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, componentTypes);\n this.clearQueryCache();\n }\n /**\n * 获取实体所属的原型信息\n *\n * @param entity 要查询的实体\n */\n getEntityArchetype(entity) {\n return this.archetypeSystem.getEntityArchetype(entity);\n }\n}\n/**\n * 查询构建器\n *\n * 提供链式API来构建复杂的实体查询条件。\n * 支持组合多种查询条件,创建灵活的查询表达式。\n *\n * @example\n * ```typescript\n * const result = new QueryBuilder(querySystem)\n * .withAll(PositionComponent, VelocityComponent)\n * .without(DeadComponent)\n * .execute();\n * ```\n */\nexport class QueryBuilder {\n constructor(querySystem) {\n this.conditions = [];\n this.querySystem = querySystem;\n }\n /**\n * 添加\"必须包含所有组件\"条件\n *\n * @param componentTypes 必须包含的组件类型\n * @returns 查询构建器实例,支持链式调用\n */\n withAll(...componentTypes) {\n this.conditions.push({\n type: QueryConditionType.ALL,\n componentTypes,\n mask: this.createComponentMask(componentTypes)\n });\n return this;\n }\n /**\n * 添加\"必须包含任意组件\"条件\n *\n * @param componentTypes 必须包含其中任意一个的组件类型\n * @returns 查询构建器实例,支持链式调用\n */\n withAny(...componentTypes) {\n this.conditions.push({\n type: QueryConditionType.ANY,\n componentTypes,\n mask: this.createComponentMask(componentTypes)\n });\n return this;\n }\n /**\n * 添加\"不能包含任何组件\"条件\n *\n * @param componentTypes 不能包含的组件类型\n * @returns 查询构建器实例,支持链式调用\n */\n without(...componentTypes) {\n this.conditions.push({\n type: QueryConditionType.NONE,\n componentTypes,\n mask: this.createComponentMask(componentTypes)\n });\n return this;\n }\n /**\n * 执行查询并返回结果\n *\n * 根据已添加的查询条件执行实体查询。\n *\n * @returns 查询结果,包含匹配的实体和性能信息\n */\n execute() {\n const startTime = performance.now();\n // 简化实现:目前只支持单一条件\n if (this.conditions.length === 1) {\n const condition = this.conditions[0];\n switch (condition.type) {\n case QueryConditionType.ALL:\n return this.querySystem.queryAll(...condition.componentTypes);\n case QueryConditionType.ANY:\n return this.querySystem.queryAny(...condition.componentTypes);\n case QueryConditionType.NONE:\n return this.querySystem.queryNone(...condition.componentTypes);\n }\n }\n // 多条件查询的复杂实现留待后续扩展\n return {\n entities: [],\n count: 0,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 创建组件掩码\n */\n createComponentMask(componentTypes) {\n let mask = BigInt(0);\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n mask |= bitMask;\n }\n catch (error) {\n console.warn(`组件类型 ${type.name} 未注册,跳过`);\n }\n }\n return mask;\n }\n /**\n * 重置查询构建器\n *\n * 清除所有已添加的查询条件,重新开始构建查询。\n *\n * @returns 查询构建器实例,支持链式调用\n */\n reset() {\n this.conditions = [];\n return this;\n }\n}\n//# sourceMappingURL=QuerySystem.js.map","/**\n * ECS事件类型枚举\n * 定义实体组件系统中的所有事件类型\n */\nexport var ECSEventType;\n(function (ECSEventType) {\n // 实体相关事件\n ECSEventType[\"ENTITY_CREATED\"] = \"entity:created\";\n ECSEventType[\"ENTITY_DESTROYED\"] = \"entity:destroyed\";\n ECSEventType[\"ENTITY_ENABLED\"] = \"entity:enabled\";\n ECSEventType[\"ENTITY_DISABLED\"] = \"entity:disabled\";\n ECSEventType[\"ENTITY_TAG_ADDED\"] = \"entity:tag:added\";\n ECSEventType[\"ENTITY_TAG_REMOVED\"] = \"entity:tag:removed\";\n ECSEventType[\"ENTITY_NAME_CHANGED\"] = \"entity:name:changed\";\n // 组件相关事件\n ECSEventType[\"COMPONENT_ADDED\"] = \"component:added\";\n ECSEventType[\"COMPONENT_REMOVED\"] = \"component:removed\";\n ECSEventType[\"COMPONENT_MODIFIED\"] = \"component:modified\";\n ECSEventType[\"COMPONENT_ENABLED\"] = \"component:enabled\";\n ECSEventType[\"COMPONENT_DISABLED\"] = \"component:disabled\";\n // 系统相关事件\n ECSEventType[\"SYSTEM_ADDED\"] = \"system:added\";\n ECSEventType[\"SYSTEM_REMOVED\"] = \"system:removed\";\n ECSEventType[\"SYSTEM_ENABLED\"] = \"system:enabled\";\n ECSEventType[\"SYSTEM_DISABLED\"] = \"system:disabled\";\n ECSEventType[\"SYSTEM_PROCESSING_START\"] = \"system:processing:start\";\n ECSEventType[\"SYSTEM_PROCESSING_END\"] = \"system:processing:end\";\n ECSEventType[\"SYSTEM_ERROR\"] = \"system:error\";\n // 场景相关事件\n ECSEventType[\"SCENE_CREATED\"] = \"scene:created\";\n ECSEventType[\"SCENE_DESTROYED\"] = \"scene:destroyed\";\n ECSEventType[\"SCENE_ACTIVATED\"] = \"scene:activated\";\n ECSEventType[\"SCENE_DEACTIVATED\"] = \"scene:deactivated\";\n ECSEventType[\"SCENE_PAUSED\"] = \"scene:paused\";\n ECSEventType[\"SCENE_RESUMED\"] = \"scene:resumed\";\n // 查询相关事件\n ECSEventType[\"QUERY_EXECUTED\"] = \"query:executed\";\n ECSEventType[\"QUERY_CACHE_HIT\"] = \"query:cache:hit\";\n ECSEventType[\"QUERY_CACHE_MISS\"] = \"query:cache:miss\";\n ECSEventType[\"QUERY_OPTIMIZED\"] = \"query:optimized\";\n // 性能相关事件\n ECSEventType[\"PERFORMANCE_WARNING\"] = \"performance:warning\";\n ECSEventType[\"PERFORMANCE_CRITICAL\"] = \"performance:critical\";\n ECSEventType[\"MEMORY_USAGE_HIGH\"] = \"memory:usage:high\";\n ECSEventType[\"FRAME_RATE_DROP\"] = \"frame:rate:drop\";\n // 索引相关事件\n ECSEventType[\"INDEX_CREATED\"] = \"index:created\";\n ECSEventType[\"INDEX_UPDATED\"] = \"index:updated\";\n ECSEventType[\"INDEX_OPTIMIZED\"] = \"index:optimized\";\n // Archetype相关事件\n ECSEventType[\"ARCHETYPE_CREATED\"] = \"archetype:created\";\n ECSEventType[\"ARCHETYPE_ENTITY_ADDED\"] = \"archetype:entity:added\";\n ECSEventType[\"ARCHETYPE_ENTITY_REMOVED\"] = \"archetype:entity:removed\";\n // 脏标记相关事件\n ECSEventType[\"DIRTY_MARK_ADDED\"] = \"dirty:mark:added\";\n ECSEventType[\"DIRTY_BATCH_PROCESSED\"] = \"dirty:batch:processed\";\n // 错误和警告事件\n ECSEventType[\"ERROR_OCCURRED\"] = \"error:occurred\";\n ECSEventType[\"WARNING_ISSUED\"] = \"warning:issued\";\n // 生命周期事件\n ECSEventType[\"FRAMEWORK_INITIALIZED\"] = \"framework:initialized\";\n ECSEventType[\"FRAMEWORK_SHUTDOWN\"] = \"framework:shutdown\";\n // 调试相关事件\n ECSEventType[\"DEBUG_INFO\"] = \"debug:info\";\n ECSEventType[\"DEBUG_STATS_UPDATED\"] = \"debug:stats:updated\";\n})(ECSEventType || (ECSEventType = {}));\n/**\n * 事件优先级枚举\n * 定义事件处理的优先级级别\n */\nexport var EventPriority;\n(function (EventPriority) {\n EventPriority[EventPriority[\"LOWEST\"] = 0] = \"LOWEST\";\n EventPriority[EventPriority[\"LOW\"] = 25] = \"LOW\";\n EventPriority[EventPriority[\"NORMAL\"] = 50] = \"NORMAL\";\n EventPriority[EventPriority[\"HIGH\"] = 75] = \"HIGH\";\n EventPriority[EventPriority[\"HIGHEST\"] = 100] = \"HIGHEST\";\n EventPriority[EventPriority[\"CRITICAL\"] = 200] = \"CRITICAL\";\n})(EventPriority || (EventPriority = {}));\n/**\n * 预定义的事件类型常量\n * 提供类型安全的事件类型字符串\n */\nexport const EVENT_TYPES = {\n // 实体事件\n ENTITY: {\n CREATED: ECSEventType.ENTITY_CREATED,\n DESTROYED: ECSEventType.ENTITY_DESTROYED,\n ENABLED: ECSEventType.ENTITY_ENABLED,\n DISABLED: ECSEventType.ENTITY_DISABLED,\n TAG_ADDED: ECSEventType.ENTITY_TAG_ADDED,\n TAG_REMOVED: ECSEventType.ENTITY_TAG_REMOVED,\n NAME_CHANGED: ECSEventType.ENTITY_NAME_CHANGED\n },\n // 组件事件\n COMPONENT: {\n ADDED: ECSEventType.COMPONENT_ADDED,\n REMOVED: ECSEventType.COMPONENT_REMOVED,\n MODIFIED: ECSEventType.COMPONENT_MODIFIED,\n ENABLED: ECSEventType.COMPONENT_ENABLED,\n DISABLED: ECSEventType.COMPONENT_DISABLED\n },\n // 系统事件\n SYSTEM: {\n ADDED: ECSEventType.SYSTEM_ADDED,\n REMOVED: ECSEventType.SYSTEM_REMOVED,\n ENABLED: ECSEventType.SYSTEM_ENABLED,\n DISABLED: ECSEventType.SYSTEM_DISABLED,\n PROCESSING_START: ECSEventType.SYSTEM_PROCESSING_START,\n PROCESSING_END: ECSEventType.SYSTEM_PROCESSING_END,\n ERROR: ECSEventType.SYSTEM_ERROR\n },\n // 性能事件\n PERFORMANCE: {\n WARNING: ECSEventType.PERFORMANCE_WARNING,\n CRITICAL: ECSEventType.PERFORMANCE_CRITICAL,\n MEMORY_HIGH: ECSEventType.MEMORY_USAGE_HIGH,\n FRAME_DROP: ECSEventType.FRAME_RATE_DROP\n }\n};\n/**\n * 事件类型验证器\n * 验证事件类型是否有效\n */\nexport class EventTypeValidator {\n /**\n * 验证事件类型是否有效\n * @param eventType 事件类型\n * @returns 是否有效\n */\n static isValid(eventType) {\n return this.validTypes.has(eventType);\n }\n /**\n * 获取所有有效的事件类型\n * @returns 事件类型数组\n */\n static getAllValidTypes() {\n return Array.from(this.validTypes);\n }\n /**\n * 添加自定义事件类型\n * @param eventType 事件类型\n */\n static addCustomType(eventType) {\n this.validTypes.add(eventType);\n }\n /**\n * 移除自定义事件类型\n * @param eventType 事件类型\n */\n static removeCustomType(eventType) {\n this.validTypes.delete(eventType);\n }\n}\nEventTypeValidator.validTypes = new Set([\n ...Object.values(ECSEventType),\n ...Object.values(EVENT_TYPES.ENTITY),\n ...Object.values(EVENT_TYPES.COMPONENT),\n ...Object.values(EVENT_TYPES.SYSTEM),\n ...Object.values(EVENT_TYPES.PERFORMANCE)\n]);\n//# sourceMappingURL=CoreEvents.js.map","/**\n * 高性能通用对象池\n * 支持任意类型的对象池化,包含详细的统计信息\n */\nexport class Pool {\n /**\n * 构造函数\n * @param createFn 创建对象的函数\n * @param maxSize 池的最大大小,默认100\n * @param estimatedObjectSize 估算的单个对象大小(字节),默认1024\n */\n constructor(createFn, maxSize = 100, estimatedObjectSize = 1024) {\n this._objects = [];\n this._createFn = createFn;\n this._maxSize = maxSize;\n this._objectSize = estimatedObjectSize;\n this._stats = {\n size: 0,\n maxSize,\n totalCreated: 0,\n totalObtained: 0,\n totalReleased: 0,\n hitRate: 0,\n estimatedMemoryUsage: 0\n };\n }\n /**\n * 获取指定类型的对象池\n * @param type 对象类型\n * @param maxSize 池的最大大小\n * @param estimatedObjectSize 估算的单个对象大小\n * @returns 对象池实例\n */\n static getPool(type, maxSize = 100, estimatedObjectSize = 1024) {\n let pool = this._pools.get(type);\n if (!pool) {\n pool = new Pool(() => new type(), maxSize, estimatedObjectSize);\n this._pools.set(type, pool);\n }\n return pool;\n }\n /**\n * 从池中获取对象\n * @returns 对象实例\n */\n obtain() {\n this._stats.totalObtained++;\n if (this._objects.length > 0) {\n const obj = this._objects.pop();\n this._stats.size--;\n this._updateHitRate();\n this._updateMemoryUsage();\n return obj;\n }\n // 池中没有对象,创建新的\n const obj = this._createFn();\n this._stats.totalCreated++;\n this._updateHitRate();\n return obj;\n }\n /**\n * 将对象归还到池中\n * @param obj 要归还的对象\n */\n free(obj) {\n if (this._objects.length < this._maxSize) {\n obj.reset();\n this._objects.push(obj);\n this._stats.size++;\n this._stats.totalReleased++;\n this._updateMemoryUsage();\n }\n // 如果池已满,对象会被丢弃(由GC回收)\n }\n /**\n * 预热池,创建指定数量的对象\n * @param count 要创建的对象数量\n */\n warmUp(count) {\n const targetSize = Math.min(count, this._maxSize);\n while (this._objects.length < targetSize) {\n const obj = this._createFn();\n this._stats.totalCreated++;\n this._objects.push(obj);\n this._stats.size++;\n }\n this._updateMemoryUsage();\n }\n /**\n * 清空池\n */\n clear() {\n this._objects.length = 0;\n this._stats.size = 0;\n this._updateMemoryUsage();\n }\n /**\n * 获取池中对象数量\n */\n get size() {\n return this._objects.length;\n }\n /**\n * 获取池的最大大小\n */\n get maxSize() {\n return this._maxSize;\n }\n /**\n * 设置池的最大大小\n */\n set maxSize(value) {\n this._maxSize = value;\n this._stats.maxSize = value;\n // 如果当前池大小超过新的最大值,则移除多余的对象\n while (this._objects.length > this._maxSize) {\n this._objects.pop();\n this._stats.size--;\n }\n this._updateMemoryUsage();\n }\n /**\n * 获取池的统计信息\n */\n getStats() {\n return { ...this._stats };\n }\n /**\n * 重置统计信息\n */\n resetStats() {\n this._stats.totalCreated = 0;\n this._stats.totalObtained = 0;\n this._stats.totalReleased = 0;\n this._stats.hitRate = 0;\n }\n /**\n * 更新命中率\n */\n _updateHitRate() {\n if (this._stats.totalObtained > 0) {\n const hits = this._stats.totalObtained - this._stats.totalCreated;\n this._stats.hitRate = hits / this._stats.totalObtained;\n }\n }\n /**\n * 更新内存使用估算\n */\n _updateMemoryUsage() {\n this._stats.estimatedMemoryUsage = this._stats.size * this._objectSize;\n }\n /**\n * 静态方法:从指定类型的池中获取对象\n * @param type 对象类型\n * @returns 对象实例\n */\n static obtain(type) {\n return this.getPool(type).obtain();\n }\n /**\n * 静态方法:将对象归还到对应类型的池中\n * @param type 对象类型\n * @param obj 要归还的对象\n */\n static free(type, obj) {\n this.getPool(type).free(obj);\n }\n /**\n * 静态方法:预热指定类型的池\n * @param type 对象类型\n * @param count 要创建的对象数量\n */\n static warmUp(type, count) {\n this.getPool(type).warmUp(count);\n }\n /**\n * 静态方法:清空指定类型的池\n * @param type 对象类型\n */\n static clearPool(type) {\n const pool = this._pools.get(type);\n if (pool) {\n pool.clear();\n }\n }\n /**\n * 静态方法:清空所有池\n */\n static clearAllPools() {\n for (const pool of this._pools.values()) {\n pool.clear();\n }\n this._pools.clear();\n }\n /**\n * 静态方法:获取池的统计信息\n * @returns 池的统计信息\n */\n static getStats() {\n const stats = {};\n for (const [type, pool] of this._pools.entries()) {\n const typeName = type.name || 'Unknown';\n stats[typeName] = pool.getStats();\n }\n return stats;\n }\n /**\n * 静态方法:获取所有池的总内存使用量\n * @returns 总内存使用量(字节)\n */\n static getTotalMemoryUsage() {\n let total = 0;\n for (const pool of this._pools.values()) {\n total += pool.getStats().estimatedMemoryUsage;\n }\n return total;\n }\n /**\n * 静态方法:获取性能报告\n * @returns 格式化的性能报告\n */\n static getPerformanceReport() {\n const stats = this.getStats();\n const lines = [];\n lines.push('=== Object Pool Performance Report ===');\n lines.push(`Total Memory Usage: ${(this.getTotalMemoryUsage() / 1024 / 1024).toFixed(2)} MB`);\n lines.push('');\n for (const [typeName, stat] of Object.entries(stats)) {\n lines.push(`${typeName}:`);\n lines.push(` Size: ${stat.size}/${stat.maxSize}`);\n lines.push(` Hit Rate: ${(stat.hitRate * 100).toFixed(1)}%`);\n lines.push(` Total Created: ${stat.totalCreated}`);\n lines.push(` Total Obtained: ${stat.totalObtained}`);\n lines.push(` Memory: ${(stat.estimatedMemoryUsage / 1024).toFixed(1)} KB`);\n lines.push('');\n }\n return lines.join('\\n');\n }\n}\nPool._pools = new Map();\n/**\n * 分层对象池\n * 使用多个不同大小的池来优化内存使用\n */\nexport class TieredObjectPool {\n /**\n * 构造函数\n * @param createFn 创建对象的函数\n * @param resetFn 重置对象的函数\n * @param tierSizes 各层级的大小,默认[10, 50, 200]\n * @param estimatedObjectSize 估算的单个对象大小\n */\n constructor(createFn, resetFn, tierSizes = [10, 50, 200], estimatedObjectSize = 1024) {\n this.pools = [];\n this.totalObtained = 0;\n this.totalReleased = 0;\n this.createFn = createFn;\n this.resetFn = resetFn;\n this.tierSizes = tierSizes;\n // 初始化不同层级的池\n for (const size of tierSizes) {\n this.pools.push(new Pool(createFn, size, estimatedObjectSize));\n }\n }\n /**\n * 获取对象\n * @returns 对象实例\n */\n obtain() {\n this.totalObtained++;\n // 从最小的池开始尝试获取\n for (const pool of this.pools) {\n if (pool.size > 0) {\n return pool.obtain();\n }\n }\n // 所有池都空了,创建新对象\n return this.createFn();\n }\n /**\n * 释放对象\n * @param obj 要释放的对象\n */\n release(obj) {\n this.totalReleased++;\n this.resetFn(obj);\n // 放入第一个有空间的池\n for (const pool of this.pools) {\n if (pool.size < pool.maxSize) {\n pool.free(obj);\n return;\n }\n }\n // 所有池都满了,直接丢弃\n }\n /**\n * 预热所有池\n * @param totalCount 总预热数量\n */\n warmUp(totalCount) {\n let remaining = totalCount;\n for (const pool of this.pools) {\n const warmUpCount = Math.min(remaining, pool.maxSize);\n pool.warmUp(warmUpCount);\n remaining -= warmUpCount;\n if (remaining <= 0)\n break;\n }\n }\n /**\n * 清空所有池\n */\n clear() {\n for (const pool of this.pools) {\n pool.clear();\n }\n }\n /**\n * 获取统计信息\n */\n getStats() {\n let totalSize = 0;\n let totalMaxSize = 0;\n let totalMemoryUsage = 0;\n const tierStats = [];\n for (const pool of this.pools) {\n const stats = pool.getStats();\n tierStats.push(stats);\n totalSize += stats.size;\n totalMaxSize += stats.maxSize;\n totalMemoryUsage += stats.estimatedMemoryUsage;\n }\n const hitRate = this.totalObtained > 0 ?\n (this.totalObtained - this.getTotalCreated()) / this.totalObtained : 0;\n return {\n totalSize,\n totalMaxSize,\n totalMemoryUsage,\n tierStats,\n hitRate\n };\n }\n /**\n * 获取总创建数量\n */\n getTotalCreated() {\n return this.pools.reduce((total, pool) => total + pool.getStats().totalCreated, 0);\n }\n}\n/**\n * 池管理器\n * 统一管理所有对象池\n */\nexport class PoolManager {\n constructor() {\n this.pools = new Map();\n this.autoCompactInterval = 60000; // 60秒\n this.lastCompactTime = 0;\n }\n static getInstance() {\n if (!PoolManager.instance) {\n PoolManager.instance = new PoolManager();\n }\n return PoolManager.instance;\n }\n /**\n * 注册池\n * @param name 池名称\n * @param pool 池实例\n */\n registerPool(name, pool) {\n this.pools.set(name, pool);\n }\n /**\n * 获取池\n * @param name 池名称\n * @returns 池实例\n */\n getPool(name) {\n return this.pools.get(name) || null;\n }\n /**\n * 更新池管理器(应在游戏循环中调用)\n */\n update() {\n const now = Date.now();\n if (now - this.lastCompactTime > this.autoCompactInterval) {\n this.compactAllPools();\n this.lastCompactTime = now;\n }\n }\n /**\n * 压缩所有池(清理碎片)\n */\n compactAllPools() {\n // 对于标准池,可以考虑清理一些长时间未使用的对象\n // 这里简单实现为重置统计信息\n for (const pool of this.pools.values()) {\n if (pool instanceof Pool) {\n pool.resetStats();\n }\n }\n }\n /**\n * 获取所有池的统计信息\n */\n getAllStats() {\n const stats = new Map();\n for (const [name, pool] of this.pools.entries()) {\n if (pool instanceof Pool) {\n stats.set(name, pool.getStats());\n }\n else if (pool instanceof TieredObjectPool) {\n stats.set(name, pool.getStats());\n }\n }\n return stats;\n }\n /**\n * 生成性能报告\n */\n generateReport() {\n const lines = [];\n lines.push('=== Pool Manager Report ===');\n let totalMemory = 0;\n for (const [name, pool] of this.pools.entries()) {\n lines.push(`\\n${name}:`);\n if (pool instanceof Pool) {\n const stats = pool.getStats();\n lines.push(` Type: Standard Pool`);\n lines.push(` Size: ${stats.size}/${stats.maxSize}`);\n lines.push(` Hit Rate: ${(stats.hitRate * 100).toFixed(1)}%`);\n lines.push(` Memory: ${(stats.estimatedMemoryUsage / 1024).toFixed(1)} KB`);\n totalMemory += stats.estimatedMemoryUsage;\n }\n else if (pool instanceof TieredObjectPool) {\n const stats = pool.getStats();\n lines.push(` Type: Tiered Pool`);\n lines.push(` Total Size: ${stats.totalSize}/${stats.totalMaxSize}`);\n lines.push(` Hit Rate: ${(stats.hitRate * 100).toFixed(1)}%`);\n lines.push(` Memory: ${(stats.totalMemoryUsage / 1024).toFixed(1)} KB`);\n totalMemory += stats.totalMemoryUsage;\n }\n }\n lines.push(`\\nTotal Memory Usage: ${(totalMemory / 1024 / 1024).toFixed(2)} MB`);\n return lines.join('\\n');\n }\n}\n//# sourceMappingURL=Pool.js.map","/**\n * 组件注册表\n * 管理组件类型的位掩码分配\n */\nexport class ComponentRegistry {\n /**\n * 注册组件类型并分配位掩码\n * @param componentType 组件类型\n * @returns 分配的位索引\n */\n static register(componentType) {\n if (this.componentTypes.has(componentType)) {\n return this.componentTypes.get(componentType);\n }\n if (this.nextBitIndex >= this.maxComponents) {\n throw new Error(`Maximum number of component types (${this.maxComponents}) exceeded`);\n }\n const bitIndex = this.nextBitIndex++;\n this.componentTypes.set(componentType, bitIndex);\n return bitIndex;\n }\n /**\n * 获取组件类型的位掩码\n * @param componentType 组件类型\n * @returns 位掩码\n */\n static getBitMask(componentType) {\n const bitIndex = this.componentTypes.get(componentType);\n if (bitIndex === undefined) {\n throw new Error(`Component type ${componentType.name} is not registered`);\n }\n return BigInt(1) << BigInt(bitIndex);\n }\n /**\n * 获取组件类型的位索引\n * @param componentType 组件类型\n * @returns 位索引\n */\n static getBitIndex(componentType) {\n const bitIndex = this.componentTypes.get(componentType);\n if (bitIndex === undefined) {\n throw new Error(`Component type ${componentType.name} is not registered`);\n }\n return bitIndex;\n }\n /**\n * 检查组件类型是否已注册\n * @param componentType 组件类型\n * @returns 是否已注册\n */\n static isRegistered(componentType) {\n return this.componentTypes.has(componentType);\n }\n /**\n * 获取所有已注册的组件类型\n * @returns 组件类型映射\n */\n static getAllRegisteredTypes() {\n return new Map(this.componentTypes);\n }\n}\nComponentRegistry.componentTypes = new Map();\nComponentRegistry.nextBitIndex = 0;\nComponentRegistry.maxComponents = 64; // 支持最多64种组件类型\n/**\n * 高性能组件存储器\n * 使用SoA(Structure of Arrays)模式存储组件\n */\nexport class ComponentStorage {\n constructor(componentType) {\n this.components = [];\n this.entityToIndex = new Map();\n this.indexToEntity = [];\n this.freeIndices = [];\n this._size = 0;\n this.componentType = componentType;\n // 确保组件类型已注册\n if (!ComponentRegistry.isRegistered(componentType)) {\n ComponentRegistry.register(componentType);\n }\n }\n /**\n * 添加组件\n * @param entityId 实体ID\n * @param component 组件实例\n */\n addComponent(entityId, component) {\n // 检查实体是否已有此组件\n if (this.entityToIndex.has(entityId)) {\n throw new Error(`Entity ${entityId} already has component ${this.componentType.name}`);\n }\n let index;\n if (this.freeIndices.length > 0) {\n // 重用空闲索引\n index = this.freeIndices.pop();\n this.components[index] = component;\n this.indexToEntity[index] = entityId;\n }\n else {\n // 添加到末尾\n index = this.components.length;\n this.components.push(component);\n this.indexToEntity.push(entityId);\n }\n this.entityToIndex.set(entityId, index);\n this._size++;\n }\n /**\n * 获取组件\n * @param entityId 实体ID\n * @returns 组件实例或null\n */\n getComponent(entityId) {\n const index = this.entityToIndex.get(entityId);\n return index !== undefined ? this.components[index] : null;\n }\n /**\n * 检查实体是否有此组件\n * @param entityId 实体ID\n * @returns 是否有组件\n */\n hasComponent(entityId) {\n return this.entityToIndex.has(entityId);\n }\n /**\n * 移除组件\n * @param entityId 实体ID\n * @returns 被移除的组件或null\n */\n removeComponent(entityId) {\n const index = this.entityToIndex.get(entityId);\n if (index === undefined) {\n return null;\n }\n const component = this.components[index];\n this.entityToIndex.delete(entityId);\n this.components[index] = null;\n this.freeIndices.push(index);\n this._size--;\n return component;\n }\n /**\n * 高效遍历所有组件\n * @param callback 回调函数\n */\n forEach(callback) {\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component) {\n callback(component, this.indexToEntity[i], i);\n }\n }\n }\n /**\n * 获取所有组件(密集数组)\n * @returns 组件数组\n */\n getDenseArray() {\n const components = [];\n const entityIds = [];\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component) {\n components.push(component);\n entityIds.push(this.indexToEntity[i]);\n }\n }\n return { components, entityIds };\n }\n /**\n * 清空所有组件\n */\n clear() {\n this.components.length = 0;\n this.entityToIndex.clear();\n this.indexToEntity.length = 0;\n this.freeIndices.length = 0;\n this._size = 0;\n }\n /**\n * 获取组件数量\n */\n get size() {\n return this._size;\n }\n /**\n * 获取组件类型\n */\n get type() {\n return this.componentType;\n }\n /**\n * 压缩存储(移除空洞)\n */\n compact() {\n if (this.freeIndices.length === 0) {\n return; // 没有空洞,无需压缩\n }\n const newComponents = [];\n const newIndexToEntity = [];\n const newEntityToIndex = new Map();\n let newIndex = 0;\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component) {\n newComponents[newIndex] = component;\n newIndexToEntity[newIndex] = this.indexToEntity[i];\n newEntityToIndex.set(this.indexToEntity[i], newIndex);\n newIndex++;\n }\n }\n this.components = newComponents;\n this.indexToEntity = newIndexToEntity;\n this.entityToIndex = newEntityToIndex;\n this.freeIndices.length = 0;\n }\n /**\n * 获取存储统计信息\n */\n getStats() {\n const totalSlots = this.components.length;\n const usedSlots = this._size;\n const freeSlots = this.freeIndices.length;\n const fragmentation = totalSlots > 0 ? freeSlots / totalSlots : 0;\n return {\n totalSlots,\n usedSlots,\n freeSlots,\n fragmentation\n };\n }\n}\n/**\n * 组件存储管理器\n * 管理所有组件类型的存储器\n */\nexport class ComponentStorageManager {\n constructor() {\n this.storages = new Map();\n }\n /**\n * 获取或创建组件存储器\n * @param componentType 组件类型\n * @returns 组件存储器\n */\n getStorage(componentType) {\n let storage = this.storages.get(componentType);\n if (!storage) {\n storage = new ComponentStorage(componentType);\n this.storages.set(componentType, storage);\n }\n return storage;\n }\n /**\n * 添加组件\n * @param entityId 实体ID\n * @param component 组件实例\n */\n addComponent(entityId, component) {\n const componentType = component.constructor;\n const storage = this.getStorage(componentType);\n storage.addComponent(entityId, component);\n }\n /**\n * 获取组件\n * @param entityId 实体ID\n * @param componentType 组件类型\n * @returns 组件实例或null\n */\n getComponent(entityId, componentType) {\n const storage = this.storages.get(componentType);\n return storage ? storage.getComponent(entityId) : null;\n }\n /**\n * 检查实体是否有组件\n * @param entityId 实体ID\n * @param componentType 组件类型\n * @returns 是否有组件\n */\n hasComponent(entityId, componentType) {\n const storage = this.storages.get(componentType);\n return storage ? storage.hasComponent(entityId) : false;\n }\n /**\n * 移除组件\n * @param entityId 实体ID\n * @param componentType 组件类型\n * @returns 被移除的组件或null\n */\n removeComponent(entityId, componentType) {\n const storage = this.storages.get(componentType);\n return storage ? storage.removeComponent(entityId) : null;\n }\n /**\n * 移除实体的所有组件\n * @param entityId 实体ID\n */\n removeAllComponents(entityId) {\n for (const storage of this.storages.values()) {\n storage.removeComponent(entityId);\n }\n }\n /**\n * 获取实体的组件位掩码\n * @param entityId 实体ID\n * @returns 组件位掩码\n */\n getComponentMask(entityId) {\n let mask = BigInt(0);\n for (const [componentType, storage] of this.storages.entries()) {\n if (storage.hasComponent(entityId)) {\n mask |= ComponentRegistry.getBitMask(componentType);\n }\n }\n return mask;\n }\n /**\n * 压缩所有存储器\n */\n compactAll() {\n for (const storage of this.storages.values()) {\n storage.compact();\n }\n }\n /**\n * 获取所有存储器的统计信息\n */\n getAllStats() {\n const stats = new Map();\n for (const [componentType, storage] of this.storages.entries()) {\n const typeName = componentType.name || 'Unknown';\n stats.set(typeName, storage.getStats());\n }\n return stats;\n }\n /**\n * 清空所有存储器\n */\n clear() {\n for (const storage of this.storages.values()) {\n storage.clear();\n }\n this.storages.clear();\n }\n}\n//# sourceMappingURL=ComponentStorage.js.map","import { ComponentRegistry } from './Core/ComponentStorage';\n/**\n * 实体比较器\n *\n * 用于比较两个实体的优先级,首先按更新顺序比较,然后按ID比较。\n */\nexport class EntityComparer {\n /**\n * 比较两个实体\n *\n * @param self - 第一个实体\n * @param other - 第二个实体\n * @returns 比较结果,负数表示self优先级更高,正数表示other优先级更高,0表示相等\n */\n compare(self, other) {\n let compare = self.updateOrder - other.updateOrder;\n if (compare == 0)\n compare = self.id - other.id;\n return compare;\n }\n}\n/**\n * 高性能组件缓存\n */\nclass ComponentCache {\n constructor(config = {\n maxSize: 16,\n ttl: 5000,\n enableLRU: true\n }) {\n this.cache = new Map();\n this.accessOrder = [];\n this.config = config;\n }\n get(type) {\n const entry = this.cache.get(type);\n if (!entry) {\n return null;\n }\n // 检查TTL\n if (Date.now() - entry.lastAccessed > this.config.ttl) {\n this.cache.delete(type);\n this.removeFromAccessOrder(type);\n return null;\n }\n // 更新访问信息\n entry.lastAccessed = Date.now();\n entry.accessCount++;\n // 更新LRU顺序\n if (this.config.enableLRU) {\n this.updateAccessOrder(type);\n }\n return entry.component;\n }\n set(type, component) {\n // 检查缓存大小限制\n if (this.cache.size >= this.config.maxSize && !this.cache.has(type)) {\n this.evictLeastRecentlyUsed();\n }\n const entry = {\n component,\n lastAccessed: Date.now(),\n accessCount: 1\n };\n this.cache.set(type, entry);\n if (this.config.enableLRU) {\n this.updateAccessOrder(type);\n }\n }\n delete(type) {\n const deleted = this.cache.delete(type);\n if (deleted) {\n this.removeFromAccessOrder(type);\n }\n return deleted;\n }\n clear() {\n this.cache.clear();\n this.accessOrder.length = 0;\n }\n has(type) {\n return this.cache.has(type);\n }\n evictLeastRecentlyUsed() {\n if (this.accessOrder.length > 0) {\n const lruType = this.accessOrder[0];\n this.cache.delete(lruType);\n this.accessOrder.shift();\n }\n }\n updateAccessOrder(type) {\n this.removeFromAccessOrder(type);\n this.accessOrder.push(type);\n }\n removeFromAccessOrder(type) {\n const index = this.accessOrder.indexOf(type);\n if (index !== -1) {\n this.accessOrder.splice(index, 1);\n }\n }\n getStats() {\n let totalAccess = 0;\n let totalHits = 0;\n for (const entry of this.cache.values()) {\n totalAccess += entry.accessCount;\n totalHits++;\n }\n return {\n size: this.cache.size,\n maxSize: this.config.maxSize,\n hitRate: totalAccess > 0 ? totalHits / totalAccess : 0,\n averageAccessCount: this.cache.size > 0 ? totalAccess / this.cache.size : 0\n };\n }\n}\n/**\n * 游戏实体类\n *\n * ECS架构中的实体(Entity),作为组件的容器。\n * 实体本身不包含游戏逻辑,所有功能都通过组件来实现。\n * 支持父子关系,可以构建实体层次结构。\n *\n * @example\n * ```typescript\n * // 创建实体\n * const entity = new Entity(\"Player\", 1);\n *\n * // 添加组件\n * const healthComponent = entity.addComponent(new HealthComponent(100));\n *\n * // 获取组件\n * const health = entity.getComponent(HealthComponent);\n *\n * // 添加位置组件\n * entity.addComponent(new PositionComponent(100, 200));\n *\n * // 添加子实体\n * const weapon = new Entity(\"Weapon\", 2);\n * entity.addChild(weapon);\n * ```\n */\nexport class Entity {\n /**\n * 构造函数\n *\n * @param name - 实体名称\n * @param id - 实体唯一标识符\n */\n constructor(name, id) {\n /**\n * 组件集合\n *\n * 存储实体拥有的所有组件。\n */\n this.components = [];\n /**\n * 更新间隔\n *\n * 控制实体更新的频率,值越大更新越不频繁。\n */\n this.updateInterval = 1;\n /**\n * 销毁状态标志\n *\n * 标记实体是否已被销毁。\n */\n this._isDestroyed = false;\n /**\n * 父实体引用\n *\n * 指向父级实体,用于构建实体层次结构。\n */\n this._parent = null;\n /**\n * 子实体集合\n *\n * 存储所有子级实体的数组。\n */\n this._children = [];\n /**\n * 激活状态\n *\n * 控制实体是否处于激活状态。\n */\n this._active = true;\n /**\n * 实体标签\n *\n * 用于分类和查询的数字标签。\n */\n this._tag = 0;\n /**\n * 启用状态\n *\n * 控制实体是否启用更新和处理。\n */\n this._enabled = true;\n /**\n * 更新顺序\n *\n * 控制实体在系统中的更新优先级。\n */\n this._updateOrder = 0;\n /**\n * 组件位掩码\n *\n * 用于快速查询实体拥有的组件类型。\n */\n this._componentMask = BigInt(0);\n /**\n * 组件类型到索引的映射\n *\n * 用于快速定位组件在数组中的位置。\n */\n this._componentTypeToIndex = new Map();\n /**\n * 组件访问统计\n *\n * 记录组件访问的性能统计信息。\n */\n this._componentAccessStats = new Map();\n this.name = name;\n this.id = id;\n // 初始化组件缓存\n this._componentCache = new ComponentCache();\n }\n /**\n * 获取销毁状态\n *\n * @returns 如果实体已被销毁则返回true\n */\n get isDestroyed() {\n return this._isDestroyed;\n }\n /**\n * 获取父实体\n *\n * @returns 父实体,如果没有父实体则返回null\n */\n get parent() {\n return this._parent;\n }\n /**\n * 获取子实体数组的只读副本\n *\n * @returns 子实体数组的副本\n */\n get children() {\n return [...this._children];\n }\n /**\n * 获取子实体数量\n *\n * @returns 子实体的数量\n */\n get childCount() {\n return this._children.length;\n }\n /**\n * 获取活跃状态\n *\n * @returns 如果实体处于活跃状态则返回true\n */\n get active() {\n return this._active;\n }\n /**\n * 设置活跃状态\n *\n * 设置实体的活跃状态,会影响子实体的有效活跃状态。\n *\n * @param value - 新的活跃状态\n */\n set active(value) {\n if (this._active !== value) {\n this._active = value;\n this.onActiveChanged();\n }\n }\n /**\n * 获取实体的有效活跃状态\n *\n * 考虑父实体的活跃状态,只有当实体本身和所有父实体都处于活跃状态时才返回true。\n *\n * @returns 有效的活跃状态\n */\n get activeInHierarchy() {\n if (!this._active)\n return false;\n if (this._parent)\n return this._parent.activeInHierarchy;\n return true;\n }\n /**\n * 获取实体标签\n *\n * @returns 实体的数字标签\n */\n get tag() {\n return this._tag;\n }\n /**\n * 设置实体标签\n *\n * @param value - 新的标签值\n */\n set tag(value) {\n this._tag = value;\n }\n /**\n * 获取启用状态\n *\n * @returns 如果实体已启用则返回true\n */\n get enabled() {\n return this._enabled;\n }\n /**\n * 设置启用状态\n *\n * @param value - 新的启用状态\n */\n set enabled(value) {\n this._enabled = value;\n }\n /**\n * 获取更新顺序\n *\n * @returns 实体的更新顺序值\n */\n get updateOrder() {\n return this._updateOrder;\n }\n /**\n * 设置更新顺序\n *\n * @param value - 新的更新顺序值\n */\n set updateOrder(value) {\n this._updateOrder = value;\n }\n /**\n * 获取组件位掩码\n *\n * @returns 实体的组件位掩码\n */\n get componentMask() {\n return this._componentMask;\n }\n /**\n * 创建并添加组件\n *\n * @param componentType - 组件类型\n * @param args - 组件构造函数参数\n * @returns 创建的组件实例\n */\n createComponent(componentType, ...args) {\n const component = new componentType(...args);\n return this.addComponent(component);\n }\n /**\n * 内部添加组件方法(不进行重复检查,用于初始化)\n *\n * @param component - 要添加的组件实例\n * @returns 添加的组件实例\n */\n addComponentInternal(component) {\n const componentType = component.constructor;\n // 注册组件类型(如果尚未注册)\n if (!ComponentRegistry.isRegistered(componentType)) {\n ComponentRegistry.register(componentType);\n }\n // 设置组件的实体引用\n component.entity = this;\n // 添加到组件列表并建立索引映射\n const index = this.components.length;\n this.components.push(component);\n this._componentTypeToIndex.set(componentType, index);\n // 更新位掩码\n this._componentMask |= ComponentRegistry.getBitMask(componentType);\n // 添加到缓存\n this._componentCache.set(componentType, component);\n // 初始化访问统计\n this._componentAccessStats.set(componentType, {\n accessCount: 0,\n lastAccessed: Date.now(),\n cacheHits: 0,\n cacheMisses: 0\n });\n return component;\n }\n /**\n * 添加组件到实体\n *\n * @param component - 要添加的组件实例\n * @returns 添加的组件实例\n * @throws {Error} 如果组件类型已存在\n */\n addComponent(component) {\n const componentType = component.constructor;\n // 检查是否已有此类型的组件\n if (this.hasComponent(componentType)) {\n throw new Error(`Entity ${this.name} already has component ${componentType.name}`);\n }\n // 使用内部方法添加组件\n this.addComponentInternal(component);\n // 如果场景存在且有组件存储管理器,添加到存储器\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.addComponent(this.id, component);\n }\n // 调用组件的生命周期方法\n component.onAddedToEntity();\n // 发射组件添加事件\n if (Entity.eventBus) {\n Entity.eventBus.emitComponentAdded({\n timestamp: Date.now(),\n source: 'Entity',\n entityId: this.id,\n entityName: this.name,\n entityTag: this.tag?.toString(),\n componentType: componentType.name,\n component: component\n });\n }\n // 通知场景实体已改变\n if (this.scene && this.scene.entityProcessors) {\n for (const processor of this.scene.entityProcessors.processors) {\n processor.onChanged(this);\n }\n }\n return component;\n }\n /**\n * 获取指定类型的组件\n *\n * @param type - 组件类型\n * @returns 组件实例或null\n */\n getComponent(type) {\n // 更新访问统计\n this.updateComponentAccessStats(type);\n // 首先检查位掩码,快速排除\n if (!ComponentRegistry.isRegistered(type)) {\n this.recordCacheMiss(type);\n return null;\n }\n const mask = ComponentRegistry.getBitMask(type);\n if ((this._componentMask & mask) === BigInt(0)) {\n this.recordCacheMiss(type);\n return null;\n }\n // 尝试从缓存获取(O(1))\n const cachedComponent = this._componentCache.get(type);\n if (cachedComponent) {\n this.recordCacheHit(type);\n return cachedComponent;\n }\n // 尝试从索引映射获取(O(1))\n const index = this._componentTypeToIndex.get(type);\n if (index !== undefined && index < this.components.length) {\n const component = this.components[index];\n if (component && component.constructor === type) {\n // 添加到缓存\n this._componentCache.set(type, component);\n this.recordCacheHit(type);\n return component;\n }\n }\n // 如果场景有组件存储管理器,从存储器获取\n if (this.scene && this.scene.componentStorageManager) {\n const component = this.scene.componentStorageManager.getComponent(this.id, type);\n if (component) {\n // 更新本地缓存和索引\n this._componentCache.set(type, component);\n this.rebuildComponentIndex();\n this.recordCacheHit(type);\n return component;\n }\n }\n // 最后回退到线性搜索并重建索引\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component instanceof type) {\n // 重建索引映射\n this._componentTypeToIndex.set(type, i);\n this._componentCache.set(type, component);\n this.recordCacheHit(type);\n return component;\n }\n }\n this.recordCacheMiss(type);\n return null;\n }\n /**\n * 更新组件访问统计\n *\n * @param type - 组件类型\n */\n updateComponentAccessStats(type) {\n let stats = this._componentAccessStats.get(type);\n if (!stats) {\n stats = {\n accessCount: 0,\n lastAccessed: Date.now(),\n cacheHits: 0,\n cacheMisses: 0\n };\n this._componentAccessStats.set(type, stats);\n }\n stats.accessCount++;\n stats.lastAccessed = Date.now();\n }\n /**\n * 记录缓存命中\n *\n * @param type - 组件类型\n */\n recordCacheHit(type) {\n const stats = this._componentAccessStats.get(type);\n if (stats) {\n stats.cacheHits++;\n }\n }\n /**\n * 记录缓存未命中\n *\n * @param type - 组件类型\n */\n recordCacheMiss(type) {\n const stats = this._componentAccessStats.get(type);\n if (stats) {\n stats.cacheMisses++;\n }\n }\n /**\n * 重建组件索引映射\n */\n rebuildComponentIndex() {\n this._componentTypeToIndex.clear();\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n const componentType = component.constructor;\n this._componentTypeToIndex.set(componentType, i);\n }\n }\n /**\n * 检查实体是否有指定类型的组件\n *\n * @param type - 组件类型\n * @returns 如果有该组件则返回true\n */\n hasComponent(type) {\n if (!ComponentRegistry.isRegistered(type)) {\n return false;\n }\n const mask = ComponentRegistry.getBitMask(type);\n return (this._componentMask & mask) !== BigInt(0);\n }\n /**\n * 获取或创建指定类型的组件\n *\n * @param type - 组件类型\n * @param args - 组件构造函数参数(仅在创建时使用)\n * @returns 组件实例\n */\n getOrCreateComponent(type, ...args) {\n let component = this.getComponent(type);\n if (!component) {\n component = this.createComponent(type, ...args);\n }\n return component;\n }\n /**\n * 移除指定的组件\n *\n * @param component - 要移除的组件实例\n */\n removeComponent(component) {\n const componentType = component.constructor;\n // 从组件列表中移除\n const index = this.components.indexOf(component);\n if (index !== -1) {\n this.components.splice(index, 1);\n // 重建索引映射(因为数组索引发生了变化)\n this.rebuildComponentIndex();\n }\n // 从缓存中移除\n this._componentCache.delete(componentType);\n // 清除访问统计\n this._componentAccessStats.delete(componentType);\n // 更新位掩码\n if (ComponentRegistry.isRegistered(componentType)) {\n this._componentMask &= ~ComponentRegistry.getBitMask(componentType);\n }\n // 从组件存储管理器中移除\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.removeComponent(this.id, componentType);\n }\n // 调用组件的生命周期方法\n component.onRemovedFromEntity();\n // 发射组件移除事件\n if (Entity.eventBus) {\n Entity.eventBus.emitComponentRemoved({\n timestamp: Date.now(),\n source: 'Entity',\n entityId: this.id,\n entityName: this.name,\n entityTag: this.tag?.toString(),\n componentType: componentType.name,\n component: component\n });\n }\n // 清除组件的实体引用\n component.entity = null;\n // 通知场景实体已改变\n if (this.scene && this.scene.entityProcessors) {\n for (const processor of this.scene.entityProcessors.processors) {\n processor.onChanged(this);\n }\n }\n }\n /**\n * 移除指定类型的组件\n *\n * @param type - 组件类型\n * @returns 被移除的组件实例或null\n */\n removeComponentByType(type) {\n const component = this.getComponent(type);\n if (component) {\n this.removeComponent(component);\n return component;\n }\n return null;\n }\n /**\n * 移除所有组件\n */\n removeAllComponents() {\n // 复制组件列表,避免在迭代时修改\n const componentsToRemove = [...this.components];\n // 清空所有缓存和索引\n this._componentCache.clear();\n this._componentTypeToIndex.clear();\n this._componentAccessStats.clear();\n this._componentMask = BigInt(0);\n // 移除组件\n for (const component of componentsToRemove) {\n const componentType = component.constructor;\n // 从组件存储管理器中移除\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.removeComponent(this.id, componentType);\n }\n // 调用组件的生命周期方法\n component.onRemovedFromEntity();\n // 清除组件的实体引用\n component.entity = null;\n }\n // 清空组件列表\n this.components.length = 0;\n // 通知场景实体已改变\n if (this.scene && this.scene.entityProcessors) {\n for (const processor of this.scene.entityProcessors.processors) {\n processor.onChanged(this);\n }\n }\n }\n /**\n * 批量添加组件\n *\n * @param components - 要添加的组件数组\n * @returns 添加的组件数组\n */\n addComponents(components) {\n const addedComponents = [];\n for (const component of components) {\n try {\n addedComponents.push(this.addComponent(component));\n }\n catch (error) {\n // 如果某个组件添加失败,继续添加其他组件\n console.warn(`Failed to add component ${component.constructor.name}:`, error);\n }\n }\n return addedComponents;\n }\n /**\n * 批量移除组件类型\n *\n * @param componentTypes - 要移除的组件类型数组\n * @returns 被移除的组件数组\n */\n removeComponentsByTypes(componentTypes) {\n const removedComponents = [];\n for (const componentType of componentTypes) {\n removedComponents.push(this.removeComponentByType(componentType));\n }\n return removedComponents;\n }\n /**\n * 获取组件缓存统计信息\n *\n * @returns 缓存统计信息\n */\n getComponentCacheStats() {\n const accessStats = new Map();\n for (const [componentType, stats] of this._componentAccessStats) {\n const total = stats.cacheHits + stats.cacheMisses;\n accessStats.set(componentType.name, {\n ...stats,\n hitRate: total > 0 ? stats.cacheHits / total : 0\n });\n }\n return {\n cacheStats: this._componentCache.getStats(),\n accessStats,\n indexMappingSize: this._componentTypeToIndex.size,\n totalComponents: this.components.length\n };\n }\n /**\n * 预热组件缓存\n *\n * 将所有组件添加到缓存中,提升后续访问性能\n */\n warmUpComponentCache() {\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n const componentType = component.constructor;\n // 更新索引映射\n this._componentTypeToIndex.set(componentType, i);\n // 添加到缓存\n this._componentCache.set(componentType, component);\n }\n }\n /**\n * 清理组件缓存\n *\n * 清除过期的缓存项,释放内存\n */\n cleanupComponentCache() {\n // ComponentCache内部会自动处理TTL过期\n // 这里我们可以强制清理一些不常用的缓存项\n const now = Date.now();\n const cleanupThreshold = 30000; // 30秒未访问的组件从缓存中移除\n for (const [componentType, stats] of this._componentAccessStats) {\n if (now - stats.lastAccessed > cleanupThreshold && stats.accessCount < 5) {\n this._componentCache.delete(componentType);\n }\n }\n }\n /**\n * 获取所有指定类型的组件\n *\n * @param type - 组件类型\n * @returns 组件实例数组\n */\n getComponents(type) {\n const result = [];\n for (const component of this.components) {\n if (component instanceof type) {\n result.push(component);\n }\n }\n return result;\n }\n /**\n * 添加子实体\n *\n * @param child - 要添加的子实体\n * @returns 添加的子实体\n */\n addChild(child) {\n if (child === this) {\n throw new Error(\"Entity cannot be its own child\");\n }\n if (child._parent === this) {\n return child; // 已经是子实体\n }\n // 如果子实体已有父实体,先从原父实体移除\n if (child._parent) {\n child._parent.removeChild(child);\n }\n // 设置父子关系\n child._parent = this;\n this._children.push(child);\n // 如果子实体还没有场景,设置为父实体的场景\n if (!child.scene && this.scene) {\n child.scene = this.scene;\n this.scene.addEntity(child);\n }\n return child;\n }\n /**\n * 移除子实体\n *\n * @param child - 要移除的子实体\n * @returns 是否成功移除\n */\n removeChild(child) {\n const index = this._children.indexOf(child);\n if (index === -1) {\n return false;\n }\n // 移除父子关系\n this._children.splice(index, 1);\n child._parent = null;\n return true;\n }\n /**\n * 移除所有子实体\n */\n removeAllChildren() {\n // 复制子实体列表,避免在迭代时修改\n const childrenToRemove = [...this._children];\n for (const child of childrenToRemove) {\n this.removeChild(child);\n }\n }\n /**\n * 根据名称查找子实体\n *\n * @param name - 子实体名称\n * @param recursive - 是否递归查找\n * @returns 找到的子实体或null\n */\n findChild(name, recursive = false) {\n // 在直接子实体中查找\n for (const child of this._children) {\n if (child.name === name) {\n return child;\n }\n }\n // 递归查找\n if (recursive) {\n for (const child of this._children) {\n const found = child.findChild(name, true);\n if (found) {\n return found;\n }\n }\n }\n return null;\n }\n /**\n * 根据标签查找子实体\n *\n * @param tag - 标签\n * @param recursive - 是否递归查找\n * @returns 找到的子实体数组\n */\n findChildrenByTag(tag, recursive = false) {\n const result = [];\n // 在直接子实体中查找\n for (const child of this._children) {\n if (child.tag === tag) {\n result.push(child);\n }\n }\n // 递归查找\n if (recursive) {\n for (const child of this._children) {\n result.push(...child.findChildrenByTag(tag, true));\n }\n }\n return result;\n }\n /**\n * 获取根实体\n *\n * @returns 层次结构的根实体\n */\n getRoot() {\n let root = this;\n while (root._parent) {\n root = root._parent;\n }\n return root;\n }\n /**\n * 检查是否是指定实体的祖先\n *\n * @param entity - 要检查的实体\n * @returns 如果是祖先则返回true\n */\n isAncestorOf(entity) {\n let current = entity._parent;\n while (current) {\n if (current === this) {\n return true;\n }\n current = current._parent;\n }\n return false;\n }\n /**\n * 检查是否是指定实体的后代\n *\n * @param entity - 要检查的实体\n * @returns 如果是后代则返回true\n */\n isDescendantOf(entity) {\n return entity.isAncestorOf(this);\n }\n /**\n * 获取层次深度\n *\n * @returns 在层次结构中的深度(根实体为0)\n */\n getDepth() {\n let depth = 0;\n let current = this._parent;\n while (current) {\n depth++;\n current = current._parent;\n }\n return depth;\n }\n /**\n * 遍历所有子实体(深度优先)\n *\n * @param callback - 对每个子实体执行的回调函数\n * @param recursive - 是否递归遍历\n */\n forEachChild(callback, recursive = false) {\n this._children.forEach((child, index) => {\n callback(child, index);\n if (recursive) {\n child.forEachChild(callback, true);\n }\n });\n }\n /**\n * 活跃状态改变时的回调\n */\n onActiveChanged() {\n // 通知所有组件活跃状态改变\n for (const component of this.components) {\n if ('onActiveChanged' in component && typeof component.onActiveChanged === 'function') {\n component.onActiveChanged();\n }\n }\n // 通知场景实体状态改变\n if (this.scene && this.scene.eventSystem) {\n this.scene.eventSystem.emitSync('entity:activeChanged', {\n entity: this,\n active: this._active,\n activeInHierarchy: this.activeInHierarchy\n });\n }\n }\n /**\n * 更新实体\n *\n * 调用所有组件的更新方法,并更新子实体。\n */\n update() {\n if (!this.activeInHierarchy || this._isDestroyed) {\n return;\n }\n // 更新所有组件\n for (const component of this.components) {\n if (component.enabled) {\n component.update();\n }\n }\n // 更新所有子实体\n for (const child of this._children) {\n child.update();\n }\n }\n /**\n * 销毁实体\n *\n * 移除所有组件、子实体并标记为已销毁。\n */\n destroy() {\n if (this._isDestroyed) {\n return;\n }\n this._isDestroyed = true;\n // 销毁所有子实体\n const childrenToDestroy = [...this._children];\n for (const child of childrenToDestroy) {\n child.destroy();\n }\n // 从父实体中移除\n if (this._parent) {\n this._parent.removeChild(this);\n }\n // 移除所有组件\n this.removeAllComponents();\n // 从场景中移除\n if (this.scene && this.scene.entities) {\n this.scene.entities.remove(this);\n }\n }\n /**\n * 比较实体\n *\n * @param other - 另一个实体\n * @returns 比较结果\n */\n compareTo(other) {\n return EntityComparer.prototype.compare(this, other);\n }\n /**\n * 获取实体的字符串表示\n *\n * @returns 实体的字符串描述\n */\n toString() {\n return `Entity[${this.name}:${this.id}]`;\n }\n /**\n * 获取实体的调试信息(包含组件缓存信息)\n *\n * @returns 包含实体详细信息的对象\n */\n getDebugInfo() {\n const cacheStats = this.getComponentCacheStats();\n const accessStatsArray = Array.from(cacheStats.accessStats.entries()).map(([type, stats]) => ({\n componentType: type,\n accessCount: stats.accessCount,\n cacheHits: stats.cacheHits,\n cacheMisses: stats.cacheMisses,\n hitRate: stats.hitRate,\n lastAccessed: new Date(stats.lastAccessed).toISOString()\n }));\n return {\n name: this.name,\n id: this.id,\n enabled: this._enabled,\n active: this._active,\n activeInHierarchy: this.activeInHierarchy,\n destroyed: this._isDestroyed,\n componentCount: this.components.length,\n componentTypes: this.components.map(c => c.constructor.name),\n componentMask: this._componentMask.toString(2), // 二进制表示\n parentId: this._parent?.id || null,\n childCount: this._children.length,\n childIds: this._children.map(c => c.id),\n depth: this.getDepth(),\n componentCache: cacheStats.cacheStats,\n componentAccessStats: accessStatsArray,\n indexMappingSize: cacheStats.indexMappingSize\n };\n }\n}\n/**\n * 实体比较器实例\n */\nEntity.entityComparer = new EntityComparer();\n/**\n * 全局事件总线实例\n * 用于发射组件相关事件\n */\nEntity.eventBus = null;\n//# sourceMappingURL=Entity.js.map","/**\n * 高性能实体列表管理器\n * 管理场景中的所有实体,支持快速查找和批量操作\n */\nexport class EntityList {\n get count() {\n return this.buffer.length;\n }\n constructor(scene) {\n this.buffer = [];\n // 索引映射,提升查找性能\n this._idToEntity = new Map();\n this._nameToEntities = new Map();\n // 延迟操作队列\n this._entitiesToAdd = [];\n this._entitiesToRemove = [];\n this._isUpdating = false;\n this._scene = scene;\n }\n /**\n * 添加实体(立即添加或延迟添加)\n * @param entity 要添加的实体\n */\n add(entity) {\n if (this._isUpdating) {\n // 如果正在更新中,延迟添加\n this._entitiesToAdd.push(entity);\n }\n else {\n this.addImmediate(entity);\n }\n }\n /**\n * 立即添加实体\n * @param entity 要添加的实体\n */\n addImmediate(entity) {\n // 检查是否已存在\n if (this._idToEntity.has(entity.id)) {\n return;\n }\n this.buffer.push(entity);\n this._idToEntity.set(entity.id, entity);\n // 更新名称索引\n this.updateNameIndex(entity, true);\n }\n /**\n * 移除实体(立即移除或延迟移除)\n * @param entity 要移除的实体\n */\n remove(entity) {\n if (this._isUpdating) {\n // 如果正在更新中,延迟移除\n this._entitiesToRemove.push(entity);\n }\n else {\n this.removeImmediate(entity);\n }\n }\n /**\n * 立即移除实体\n * @param entity 要移除的实体\n */\n removeImmediate(entity) {\n const index = this.buffer.indexOf(entity);\n if (index !== -1) {\n this.buffer.splice(index, 1);\n this._idToEntity.delete(entity.id);\n // 更新名称索引\n this.updateNameIndex(entity, false);\n }\n }\n /**\n * 移除所有实体\n */\n removeAllEntities() {\n for (let i = this.buffer.length - 1; i >= 0; i--) {\n this.buffer[i].destroy();\n }\n this.buffer.length = 0;\n this._idToEntity.clear();\n this._nameToEntities.clear();\n this._entitiesToAdd.length = 0;\n this._entitiesToRemove.length = 0;\n }\n /**\n * 更新实体列表,处理延迟操作\n */\n updateLists() {\n // 处理延迟添加的实体\n if (this._entitiesToAdd.length > 0) {\n for (const entity of this._entitiesToAdd) {\n this.addImmediate(entity);\n }\n this._entitiesToAdd.length = 0;\n }\n // 处理延迟移除的实体\n if (this._entitiesToRemove.length > 0) {\n for (const entity of this._entitiesToRemove) {\n this.removeImmediate(entity);\n }\n this._entitiesToRemove.length = 0;\n }\n }\n /**\n * 更新所有实体\n */\n update() {\n this._isUpdating = true;\n try {\n for (let i = 0; i < this.buffer.length; i++) {\n const entity = this.buffer[i];\n if (entity.enabled && !entity.isDestroyed) {\n entity.update();\n }\n }\n }\n finally {\n this._isUpdating = false;\n }\n // 处理延迟操作\n this.updateLists();\n }\n /**\n * 根据名称查找实体(使用索引,O(1)复杂度)\n * @param name 实体名称\n * @returns 找到的第一个实体或null\n */\n findEntity(name) {\n const entities = this._nameToEntities.get(name);\n return entities && entities.length > 0 ? entities[0] : null;\n }\n /**\n * 根据名称查找所有实体\n * @param name 实体名称\n * @returns 找到的所有实体数组\n */\n findEntitiesByName(name) {\n return this._nameToEntities.get(name) || [];\n }\n /**\n * 根据ID查找实体(使用索引,O(1)复杂度)\n * @param id 实体ID\n * @returns 找到的实体或null\n */\n findEntityById(id) {\n return this._idToEntity.get(id) || null;\n }\n /**\n * 根据标签查找实体\n * @param tag 标签\n * @returns 找到的所有实体数组\n */\n findEntitiesByTag(tag) {\n const result = [];\n for (const entity of this.buffer) {\n if (entity.tag === tag) {\n result.push(entity);\n }\n }\n return result;\n }\n /**\n * 根据组件类型查找实体\n * @param componentType 组件类型\n * @returns 找到的所有实体数组\n */\n findEntitiesWithComponent(componentType) {\n const result = [];\n for (const entity of this.buffer) {\n if (entity.hasComponent(componentType)) {\n result.push(entity);\n }\n }\n return result;\n }\n /**\n * 批量操作:对所有实体执行指定操作\n * @param action 要执行的操作\n */\n forEach(action) {\n for (const entity of this.buffer) {\n action(entity);\n }\n }\n /**\n * 批量操作:对符合条件的实体执行指定操作\n * @param predicate 筛选条件\n * @param action 要执行的操作\n */\n forEachWhere(predicate, action) {\n for (const entity of this.buffer) {\n if (predicate(entity)) {\n action(entity);\n }\n }\n }\n /**\n * 更新名称索引\n * @param entity 实体\n * @param isAdd 是否为添加操作\n */\n updateNameIndex(entity, isAdd) {\n if (!entity.name) {\n return;\n }\n if (isAdd) {\n let entities = this._nameToEntities.get(entity.name);\n if (!entities) {\n entities = [];\n this._nameToEntities.set(entity.name, entities);\n }\n entities.push(entity);\n }\n else {\n const entities = this._nameToEntities.get(entity.name);\n if (entities) {\n const index = entities.indexOf(entity);\n if (index !== -1) {\n entities.splice(index, 1);\n // 如果数组为空,删除映射\n if (entities.length === 0) {\n this._nameToEntities.delete(entity.name);\n }\n }\n }\n }\n }\n /**\n * 获取实体列表的统计信息\n * @returns 统计信息\n */\n getStats() {\n let activeCount = 0;\n for (const entity of this.buffer) {\n if (entity.enabled && !entity.isDestroyed) {\n activeCount++;\n }\n }\n return {\n totalEntities: this.buffer.length,\n activeEntities: activeCount,\n pendingAdd: this._entitiesToAdd.length,\n pendingRemove: this._entitiesToRemove.length,\n nameIndexSize: this._nameToEntities.size\n };\n }\n}\n//# sourceMappingURL=EntityList.js.map","/**\n * 实体处理器列表管理器\n * 管理场景中的所有实体系统\n */\nexport class EntityProcessorList {\n constructor() {\n this._processors = [];\n this._isDirty = false;\n }\n /**\n * 设置为脏状态,需要重新排序\n */\n setDirty() {\n this._isDirty = true;\n }\n /**\n * 添加实体处理器\n * @param processor 要添加的处理器\n */\n add(processor) {\n this._processors.push(processor);\n this.setDirty();\n }\n /**\n * 移除实体处理器\n * @param processor 要移除的处理器\n */\n remove(processor) {\n const index = this._processors.indexOf(processor);\n if (index !== -1) {\n this._processors.splice(index, 1);\n }\n }\n /**\n * 获取指定类型的处理器\n * @param type 处理器类型\n */\n getProcessor(type) {\n for (const processor of this._processors) {\n if (processor instanceof type) {\n return processor;\n }\n }\n return null;\n }\n /**\n * 开始处理\n */\n begin() {\n this.sortProcessors();\n for (const processor of this._processors) {\n processor.initialize();\n }\n }\n /**\n * 结束处理\n */\n end() {\n // 清理处理器\n }\n /**\n * 更新所有处理器\n */\n update() {\n this.sortProcessors();\n for (const processor of this._processors) {\n processor.update();\n }\n }\n /**\n * 后期更新所有处理器\n */\n lateUpdate() {\n for (const processor of this._processors) {\n processor.lateUpdate();\n }\n }\n /**\n * 排序处理器\n */\n sortProcessors() {\n if (this._isDirty) {\n this._processors.sort((a, b) => a.updateOrder - b.updateOrder);\n this._isDirty = false;\n }\n }\n /** 获取处理器列表 */\n get processors() {\n return this._processors;\n }\n /** 获取处理器数量 */\n get count() {\n return this._processors.length;\n }\n}\n//# sourceMappingURL=EntityProcessorList.js.map","/**\n * ID池管理器\n * 用于管理实体ID的分配和回收\n */\nexport class IdentifierPool {\n constructor() {\n this._nextAvailableId = 0;\n this._ids = [];\n }\n /**\n * 获取一个可用的ID\n */\n checkOut() {\n if (this._ids.length > 0) {\n return this._ids.pop();\n }\n return this._nextAvailableId++;\n }\n /**\n * 回收一个ID\n * @param id 要回收的ID\n */\n checkIn(id) {\n this._ids.push(id);\n }\n}\n//# sourceMappingURL=IdentifierPool.js.map","/**\n * 组件对象池,用于复用组件实例以减少内存分配\n */\nexport class ComponentPool {\n constructor(createFn, resetFn, maxSize = 1000) {\n this.pool = [];\n this.createFn = createFn;\n this.resetFn = resetFn;\n this.maxSize = maxSize;\n }\n /**\n * 获取一个组件实例\n */\n acquire() {\n if (this.pool.length > 0) {\n return this.pool.pop();\n }\n return this.createFn();\n }\n /**\n * 释放一个组件实例回池中\n */\n release(component) {\n if (this.pool.length < this.maxSize) {\n if (this.resetFn) {\n this.resetFn(component);\n }\n this.pool.push(component);\n }\n }\n /**\n * 预填充对象池\n */\n prewarm(count) {\n for (let i = 0; i < count && this.pool.length < this.maxSize; i++) {\n this.pool.push(this.createFn());\n }\n }\n /**\n * 清空对象池\n */\n clear() {\n this.pool.length = 0;\n }\n /**\n * 获取池中可用对象数量\n */\n getAvailableCount() {\n return this.pool.length;\n }\n /**\n * 获取池的最大容量\n */\n getMaxSize() {\n return this.maxSize;\n }\n}\n/**\n * 全局组件池管理器\n */\nexport class ComponentPoolManager {\n constructor() {\n this.pools = new Map();\n }\n static getInstance() {\n if (!ComponentPoolManager.instance) {\n ComponentPoolManager.instance = new ComponentPoolManager();\n }\n return ComponentPoolManager.instance;\n }\n /**\n * 注册组件池\n */\n registerPool(componentName, createFn, resetFn, maxSize) {\n this.pools.set(componentName, new ComponentPool(createFn, resetFn, maxSize));\n }\n /**\n * 获取组件实例\n */\n acquireComponent(componentName) {\n const pool = this.pools.get(componentName);\n return pool ? pool.acquire() : null;\n }\n /**\n * 释放组件实例\n */\n releaseComponent(componentName, component) {\n const pool = this.pools.get(componentName);\n if (pool) {\n pool.release(component);\n }\n }\n /**\n * 预热所有池\n */\n prewarmAll(count = 100) {\n for (const pool of this.pools.values()) {\n pool.prewarm(count);\n }\n }\n /**\n * 清空所有池\n */\n clearAll() {\n for (const pool of this.pools.values()) {\n pool.clear();\n }\n }\n /**\n * 获取池统计信息\n */\n getPoolStats() {\n const stats = new Map();\n for (const [name, pool] of this.pools) {\n stats.set(name, {\n available: pool.getAvailableCount(),\n maxSize: pool.getMaxSize()\n });\n }\n return stats;\n }\n}\n//# sourceMappingURL=ComponentPool.js.map","/**\n * 位掩码优化器,用于预计算和缓存常用的组件掩码\n */\nexport class BitMaskOptimizer {\n constructor() {\n this.maskCache = new Map();\n this.componentTypeMap = new Map();\n this.nextComponentId = 0;\n }\n static getInstance() {\n if (!BitMaskOptimizer.instance) {\n BitMaskOptimizer.instance = new BitMaskOptimizer();\n }\n return BitMaskOptimizer.instance;\n }\n /**\n * 注册组件类型\n */\n registerComponentType(componentName) {\n if (!this.componentTypeMap.has(componentName)) {\n this.componentTypeMap.set(componentName, this.nextComponentId++);\n }\n return this.componentTypeMap.get(componentName);\n }\n /**\n * 获取组件类型ID\n */\n getComponentTypeId(componentName) {\n return this.componentTypeMap.get(componentName);\n }\n /**\n * 创建单个组件的掩码\n */\n createSingleComponentMask(componentName) {\n const cacheKey = `single:${componentName}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n const componentId = this.getComponentTypeId(componentName);\n if (componentId === undefined) {\n throw new Error(`Component type not registered: ${componentName}`);\n }\n const mask = 1n << BigInt(componentId);\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 创建多个组件的组合掩码\n */\n createCombinedMask(componentNames) {\n const sortedNames = [...componentNames].sort();\n const cacheKey = `combined:${sortedNames.join(',')}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n let mask = 0n;\n for (const componentName of componentNames) {\n const componentId = this.getComponentTypeId(componentName);\n if (componentId === undefined) {\n throw new Error(`Component type not registered: ${componentName}`);\n }\n mask |= 1n << BigInt(componentId);\n }\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 检查掩码是否包含指定组件\n */\n maskContainsComponent(mask, componentName) {\n const componentMask = this.createSingleComponentMask(componentName);\n return (mask & componentMask) !== 0n;\n }\n /**\n * 检查掩码是否包含所有指定组件\n */\n maskContainsAllComponents(mask, componentNames) {\n const requiredMask = this.createCombinedMask(componentNames);\n return (mask & requiredMask) === requiredMask;\n }\n /**\n * 检查掩码是否包含任一指定组件\n */\n maskContainsAnyComponent(mask, componentNames) {\n const anyMask = this.createCombinedMask(componentNames);\n return (mask & anyMask) !== 0n;\n }\n /**\n * 添加组件到掩码\n */\n addComponentToMask(mask, componentName) {\n const componentMask = this.createSingleComponentMask(componentName);\n return mask | componentMask;\n }\n /**\n * 从掩码中移除组件\n */\n removeComponentFromMask(mask, componentName) {\n const componentMask = this.createSingleComponentMask(componentName);\n return mask & ~componentMask;\n }\n /**\n * 预计算常用掩码组合\n */\n precomputeCommonMasks(commonCombinations) {\n for (const combination of commonCombinations) {\n this.createCombinedMask(combination);\n }\n }\n /**\n * 获取掩码缓存统计信息\n */\n getCacheStats() {\n return {\n size: this.maskCache.size,\n componentTypes: this.componentTypeMap.size\n };\n }\n /**\n * 清空缓存\n */\n clearCache() {\n this.maskCache.clear();\n }\n /**\n * 重置优化器\n */\n reset() {\n this.maskCache.clear();\n this.componentTypeMap.clear();\n this.nextComponentId = 0;\n }\n /**\n * 将掩码转换为组件名称数组\n */\n maskToComponentNames(mask) {\n const componentNames = [];\n for (const [componentName, componentId] of this.componentTypeMap) {\n const componentMask = 1n << BigInt(componentId);\n if ((mask & componentMask) !== 0n) {\n componentNames.push(componentName);\n }\n }\n return componentNames;\n }\n /**\n * 获取掩码中组件的数量\n */\n getComponentCount(mask) {\n let count = 0;\n let tempMask = mask;\n while (tempMask !== 0n) {\n if ((tempMask & 1n) !== 0n) {\n count++;\n }\n tempMask >>= 1n;\n }\n return count;\n }\n}\n//# sourceMappingURL=BitMaskOptimizer.js.map","/**\n * Archetype系统\n *\n * 根据实体的组件组合将实体分组到不同的原型中,提供高效的查询性能。\n */\nexport class ArchetypeSystem {\n constructor() {\n /** 所有原型的映射表 */\n this._archetypes = new Map();\n /** 实体到原型的映射 */\n this._entityToArchetype = new Map();\n /** 组件类型到原型的映射 */\n this._componentToArchetypes = new Map();\n /** 查询缓存 */\n this._queryCache = new Map();\n this._cacheTimeout = 5000;\n this._maxCacheSize = 100;\n }\n /**\n * 添加实体到原型系统\n */\n addEntity(entity) {\n const componentTypes = this.getEntityComponentTypes(entity);\n const archetypeId = this.generateArchetypeId(componentTypes);\n let archetype = this._archetypes.get(archetypeId);\n if (!archetype) {\n archetype = this.createArchetype(componentTypes);\n }\n archetype.entities.push(entity);\n archetype.updatedAt = Date.now();\n this._entityToArchetype.set(entity, archetype);\n this.updateComponentIndexes(archetype, componentTypes, true);\n this.invalidateQueryCache();\n }\n /**\n * 从原型系统中移除实体\n */\n removeEntity(entity) {\n const archetype = this._entityToArchetype.get(entity);\n if (!archetype)\n return;\n const index = archetype.entities.indexOf(entity);\n if (index !== -1) {\n archetype.entities.splice(index, 1);\n archetype.updatedAt = Date.now();\n }\n this._entityToArchetype.delete(entity);\n this.invalidateQueryCache();\n }\n /**\n * 查询包含指定组件组合的原型\n */\n queryArchetypes(componentTypes, operation = 'AND') {\n const startTime = performance.now();\n const cacheKey = `${operation}:${componentTypes.map(t => t.name).sort().join(',')}`;\n // 检查缓存\n const cached = this._queryCache.get(cacheKey);\n if (cached && (Date.now() - cached.timestamp < this._cacheTimeout)) {\n return {\n ...cached.result,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n const matchingArchetypes = [];\n let totalEntities = 0;\n if (operation === 'AND') {\n for (const archetype of this._archetypes.values()) {\n if (this.archetypeContainsAllComponents(archetype, componentTypes)) {\n matchingArchetypes.push(archetype);\n totalEntities += archetype.entities.length;\n }\n }\n }\n else {\n const foundArchetypes = new Set();\n for (const componentType of componentTypes) {\n const archetypes = this._componentToArchetypes.get(componentType);\n if (archetypes) {\n for (const archetype of archetypes) {\n foundArchetypes.add(archetype);\n }\n }\n }\n for (const archetype of foundArchetypes) {\n matchingArchetypes.push(archetype);\n totalEntities += archetype.entities.length;\n }\n }\n const result = {\n archetypes: matchingArchetypes,\n totalEntities,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n // 缓存结果\n this._queryCache.set(cacheKey, {\n result,\n timestamp: Date.now()\n });\n return result;\n }\n /**\n * 获取实体所属的原型\n */\n getEntityArchetype(entity) {\n return this._entityToArchetype.get(entity);\n }\n /**\n * 获取所有原型\n */\n getAllArchetypes() {\n return Array.from(this._archetypes.values());\n }\n /**\n * 清空所有数据\n */\n clear() {\n this._archetypes.clear();\n this._entityToArchetype.clear();\n this._componentToArchetypes.clear();\n this._queryCache.clear();\n }\n /**\n * 获取实体的组件类型列表\n */\n getEntityComponentTypes(entity) {\n return entity.components.map(component => component.constructor);\n }\n /**\n * 生成原型ID\n */\n generateArchetypeId(componentTypes) {\n return componentTypes\n .map(type => type.name)\n .sort()\n .join('|');\n }\n /**\n * 创建新原型\n */\n createArchetype(componentTypes) {\n const id = this.generateArchetypeId(componentTypes);\n const archetype = {\n id,\n componentTypes: [...componentTypes],\n entities: [],\n createdAt: Date.now(),\n updatedAt: Date.now()\n };\n this._archetypes.set(id, archetype);\n return archetype;\n }\n /**\n * 检查原型是否包含所有指定组件\n */\n archetypeContainsAllComponents(archetype, componentTypes) {\n for (const componentType of componentTypes) {\n if (!archetype.componentTypes.includes(componentType)) {\n return false;\n }\n }\n return true;\n }\n /**\n * 更新组件索引\n */\n updateComponentIndexes(archetype, componentTypes, add) {\n for (const componentType of componentTypes) {\n let archetypes = this._componentToArchetypes.get(componentType);\n if (!archetypes) {\n archetypes = new Set();\n this._componentToArchetypes.set(componentType, archetypes);\n }\n if (add) {\n archetypes.add(archetype);\n }\n else {\n archetypes.delete(archetype);\n if (archetypes.size === 0) {\n this._componentToArchetypes.delete(componentType);\n }\n }\n }\n }\n /**\n * 使查询缓存失效\n */\n invalidateQueryCache() {\n this._queryCache.clear();\n }\n}\n//# sourceMappingURL=ArchetypeSystem.js.map","/**\n * 类型安全的高性能事件系统\n * 支持同步/异步事件、优先级、批处理等功能\n */\nexport class TypeSafeEventSystem {\n constructor() {\n this.listeners = new Map();\n this.stats = new Map();\n this.batchQueue = new Map();\n this.batchTimers = new Map();\n this.batchConfigs = new Map();\n this.nextListenerId = 0;\n this.isEnabled = true;\n this.maxListeners = 100; // 每个事件类型的最大监听器数量\n }\n /**\n * 添加事件监听器\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 监听器配置\n * @returns 监听器ID(用于移除)\n */\n on(eventType, handler, config = {}) {\n return this.addListener(eventType, handler, config);\n }\n /**\n * 添加一次性事件监听器\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n once(eventType, handler, config = {}) {\n return this.addListener(eventType, handler, { ...config, once: true });\n }\n /**\n * 添加异步事件监听器\n * @param eventType 事件类型\n * @param handler 异步事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n onAsync(eventType, handler, config = {}) {\n return this.addListener(eventType, handler, { ...config, async: true });\n }\n /**\n * 移除事件监听器\n * @param eventType 事件类型\n * @param listenerId 监听器ID\n * @returns 是否成功移除\n */\n off(eventType, listenerId) {\n const listeners = this.listeners.get(eventType);\n if (!listeners)\n return false;\n const index = listeners.findIndex(l => l.id === listenerId);\n if (index === -1)\n return false;\n listeners.splice(index, 1);\n // 如果没有监听器了,清理相关数据\n if (listeners.length === 0) {\n this.listeners.delete(eventType);\n this.stats.delete(eventType);\n }\n return true;\n }\n /**\n * 移除指定事件类型的所有监听器\n * @param eventType 事件类型\n */\n offAll(eventType) {\n this.listeners.delete(eventType);\n this.stats.delete(eventType);\n this.clearBatch(eventType);\n }\n /**\n * 触发事件\n * @param eventType 事件类型\n * @param event 事件数据\n * @returns Promise(如果有异步监听器)\n */\n async emit(eventType, event) {\n if (!this.isEnabled)\n return;\n // 检查是否启用了批处理\n const batchConfig = this.batchConfigs.get(eventType);\n if (batchConfig?.enabled) {\n this.addToBatch(eventType, event);\n return;\n }\n await this.executeEvent(eventType, event);\n }\n /**\n * 同步触发事件(忽略异步监听器)\n * @param eventType 事件类型\n * @param event 事件数据\n */\n emitSync(eventType, event) {\n if (!this.isEnabled)\n return;\n const listeners = this.listeners.get(eventType);\n if (!listeners || listeners.length === 0)\n return;\n const startTime = performance.now();\n const toRemove = [];\n // 按优先级排序\n const sortedListeners = this.sortListenersByPriority(listeners);\n for (const listener of sortedListeners) {\n if (listener.config.async)\n continue; // 跳过异步监听器\n try {\n if (listener.config.context) {\n listener.handler.call(listener.config.context, event);\n }\n else {\n listener.handler(event);\n }\n if (listener.config.once) {\n toRemove.push(listener.id);\n }\n }\n catch (error) {\n console.error(`Error in event handler for ${eventType}:`, error);\n }\n }\n // 移除一次性监听器\n this.removeListeners(eventType, toRemove);\n // 更新统计信息\n this.updateStats(eventType, performance.now() - startTime);\n }\n /**\n * 设置事件批处理配置\n * @param eventType 事件类型\n * @param config 批处理配置\n */\n setBatchConfig(eventType, config) {\n this.batchConfigs.set(eventType, config);\n }\n /**\n * 立即处理指定事件类型的批处理队列\n * @param eventType 事件类型\n */\n flushBatch(eventType) {\n const batch = this.batchQueue.get(eventType);\n if (!batch || batch.length === 0)\n return;\n // 清除定时器\n const timer = this.batchTimers.get(eventType);\n if (timer) {\n clearTimeout(timer);\n this.batchTimers.delete(eventType);\n }\n // 处理批处理事件\n this.processBatch(eventType, batch);\n // 清空队列\n this.batchQueue.delete(eventType);\n }\n /**\n * 获取事件统计信息\n * @param eventType 事件类型(可选)\n * @returns 统计信息\n */\n getStats(eventType) {\n if (eventType) {\n return this.stats.get(eventType) || this.createEmptyStats(eventType);\n }\n return new Map(this.stats);\n }\n /**\n * 重置统计信息\n * @param eventType 事件类型(可选,不指定则重置所有)\n */\n resetStats(eventType) {\n if (eventType) {\n this.stats.delete(eventType);\n }\n else {\n this.stats.clear();\n }\n }\n /**\n * 启用/禁用事件系统\n * @param enabled 是否启用\n */\n setEnabled(enabled) {\n this.isEnabled = enabled;\n }\n /**\n * 检查是否有指定事件类型的监听器\n * @param eventType 事件类型\n * @returns 是否有监听器\n */\n hasListeners(eventType) {\n const listeners = this.listeners.get(eventType);\n return listeners ? listeners.length > 0 : false;\n }\n /**\n * 获取指定事件类型的监听器数量\n * @param eventType 事件类型\n * @returns 监听器数量\n */\n getListenerCount(eventType) {\n const listeners = this.listeners.get(eventType);\n return listeners ? listeners.length : 0;\n }\n /**\n * 清空所有事件监听器和数据\n */\n clear() {\n this.listeners.clear();\n this.stats.clear();\n this.clearAllBatches();\n }\n /**\n * 设置每个事件类型的最大监听器数量\n * @param max 最大数量\n */\n setMaxListeners(max) {\n this.maxListeners = max;\n }\n /**\n * 添加监听器的内部实现\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 配置\n * @returns 监听器ID\n */\n addListener(eventType, handler, config) {\n let listeners = this.listeners.get(eventType);\n if (!listeners) {\n listeners = [];\n this.listeners.set(eventType, listeners);\n }\n // 检查监听器数量限制\n if (listeners.length >= this.maxListeners) {\n console.warn(`Maximum listeners (${this.maxListeners}) exceeded for event type: ${eventType}`);\n return '';\n }\n const listenerId = `listener_${this.nextListenerId++}`;\n const listener = {\n handler,\n config: {\n priority: 0,\n ...config\n },\n id: listenerId\n };\n listeners.push(listener);\n // 初始化统计信息\n if (!this.stats.has(eventType)) {\n this.stats.set(eventType, this.createEmptyStats(eventType));\n }\n return listenerId;\n }\n /**\n * 执行事件的内部实现\n * @param eventType 事件类型\n * @param event 事件数据\n */\n async executeEvent(eventType, event) {\n const listeners = this.listeners.get(eventType);\n if (!listeners || listeners.length === 0)\n return;\n const startTime = performance.now();\n const toRemove = [];\n // 按优先级排序\n const sortedListeners = this.sortListenersByPriority(listeners);\n // 分离同步和异步监听器\n const syncListeners = sortedListeners.filter(l => !l.config.async);\n const asyncListeners = sortedListeners.filter(l => l.config.async);\n // 执行同步监听器\n for (const listener of syncListeners) {\n try {\n if (listener.config.context) {\n listener.handler.call(listener.config.context, event);\n }\n else {\n listener.handler(event);\n }\n if (listener.config.once) {\n toRemove.push(listener.id);\n }\n }\n catch (error) {\n console.error(`Error in sync event handler for ${eventType}:`, error);\n }\n }\n // 执行异步监听器\n const asyncPromises = asyncListeners.map(async (listener) => {\n try {\n if (listener.config.context) {\n await listener.handler.call(listener.config.context, event);\n }\n else {\n await listener.handler(event);\n }\n if (listener.config.once) {\n toRemove.push(listener.id);\n }\n }\n catch (error) {\n console.error(`Error in async event handler for ${eventType}:`, error);\n }\n });\n // 等待所有异步监听器完成\n await Promise.all(asyncPromises);\n // 移除一次性监听器\n this.removeListeners(eventType, toRemove);\n // 更新统计信息\n this.updateStats(eventType, performance.now() - startTime);\n }\n /**\n * 按优先级排序监听器\n * @param listeners 监听器数组\n * @returns 排序后的监听器数组\n */\n sortListenersByPriority(listeners) {\n return listeners.slice().sort((a, b) => (b.config.priority || 0) - (a.config.priority || 0));\n }\n /**\n * 移除指定的监听器\n * @param eventType 事件类型\n * @param listenerIds 要移除的监听器ID数组\n */\n removeListeners(eventType, listenerIds) {\n if (listenerIds.length === 0)\n return;\n const listeners = this.listeners.get(eventType);\n if (!listeners)\n return;\n for (const id of listenerIds) {\n const index = listeners.findIndex(l => l.id === id);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n }\n // 如果没有监听器了,清理相关数据\n if (listeners.length === 0) {\n this.listeners.delete(eventType);\n this.stats.delete(eventType);\n }\n }\n /**\n * 添加事件到批处理队列\n * @param eventType 事件类型\n * @param event 事件数据\n */\n addToBatch(eventType, event) {\n let batch = this.batchQueue.get(eventType);\n if (!batch) {\n batch = [];\n this.batchQueue.set(eventType, batch);\n }\n batch.push(event);\n const config = this.batchConfigs.get(eventType);\n // 如果达到批处理大小,立即处理\n if (batch.length >= config.batchSize) {\n this.flushBatch(eventType);\n return;\n }\n // 设置延迟处理定时器\n if (!this.batchTimers.has(eventType)) {\n const timer = setTimeout(() => {\n this.flushBatch(eventType);\n }, config.delay);\n this.batchTimers.set(eventType, timer);\n }\n }\n /**\n * 处理批处理事件\n * @param eventType 事件类型\n * @param batch 批处理事件数组\n */\n async processBatch(eventType, batch) {\n // 创建批处理事件对象\n const batchEvent = {\n type: eventType,\n events: batch,\n count: batch.length,\n timestamp: Date.now()\n };\n // 触发批处理事件\n await this.executeEvent(`${eventType}:batch`, batchEvent);\n }\n /**\n * 清除指定事件类型的批处理\n * @param eventType 事件类型\n */\n clearBatch(eventType) {\n this.batchQueue.delete(eventType);\n const timer = this.batchTimers.get(eventType);\n if (timer) {\n clearTimeout(timer);\n this.batchTimers.delete(eventType);\n }\n }\n /**\n * 清除所有批处理\n */\n clearAllBatches() {\n this.batchQueue.clear();\n for (const timer of this.batchTimers.values()) {\n clearTimeout(timer);\n }\n this.batchTimers.clear();\n this.batchConfigs.clear();\n }\n /**\n * 更新事件统计信息\n * @param eventType 事件类型\n * @param executionTime 执行时间\n */\n updateStats(eventType, executionTime) {\n let stats = this.stats.get(eventType);\n if (!stats) {\n stats = this.createEmptyStats(eventType);\n this.stats.set(eventType, stats);\n }\n stats.triggerCount++;\n stats.totalExecutionTime += executionTime;\n stats.averageExecutionTime = stats.totalExecutionTime / stats.triggerCount;\n stats.lastTriggerTime = Date.now();\n stats.listenerCount = this.getListenerCount(eventType);\n }\n /**\n * 创建空的统计信息\n * @param eventType 事件类型\n * @returns 空的统计信息\n */\n createEmptyStats(eventType) {\n return {\n eventType,\n listenerCount: 0,\n triggerCount: 0,\n totalExecutionTime: 0,\n averageExecutionTime: 0,\n lastTriggerTime: 0\n };\n }\n}\n/**\n * 全局事件系统实例\n */\nexport const GlobalEventSystem = new TypeSafeEventSystem();\n/**\n * 事件装饰器 - 用于自动注册事件监听器\n * @param eventType 事件类型\n * @param config 监听器配置\n */\nexport function EventListener(eventType, config = {}) {\n return function (target, propertyKey, descriptor) {\n const originalMethod = descriptor.value;\n // 在类实例化时自动注册监听器\n const initMethod = target.constructor.prototype.initEventListeners || function () { };\n target.constructor.prototype.initEventListeners = function () {\n initMethod.call(this);\n GlobalEventSystem.on(eventType, originalMethod.bind(this), config);\n };\n };\n}\n/**\n * 异步事件装饰器\n * @param eventType 事件类型\n * @param config 监听器配置\n */\nexport function AsyncEventListener(eventType, config = {}) {\n return function (target, propertyKey, descriptor) {\n const originalMethod = descriptor.value;\n const initMethod = target.constructor.prototype.initEventListeners || function () { };\n target.constructor.prototype.initEventListeners = function () {\n initMethod.call(this);\n GlobalEventSystem.onAsync(eventType, originalMethod.bind(this), config);\n };\n };\n}\n//# sourceMappingURL=EventSystem.js.map","import { Entity } from './Entity';\nimport { EntityList } from './Utils/EntityList';\nimport { EntityProcessorList } from './Utils/EntityProcessorList';\nimport { IdentifierPool } from './Utils/IdentifierPool';\nimport { ComponentStorageManager } from './Core/ComponentStorage';\nimport { QuerySystem } from './Core/QuerySystem';\nimport { TypeSafeEventSystem } from './Core/EventSystem';\n/**\n * 游戏场景类\n *\n * 管理游戏场景中的所有实体和系统,提供场景生命周期管理。\n * 场景是游戏世界的容器,负责协调实体和系统的运行。\n *\n * @example\n * ```typescript\n * class GameScene extends Scene {\n * public initialize(): void {\n * // 创建游戏实体\n * const player = this.createEntity(\"Player\");\n *\n * // 添加系统\n * this.addEntityProcessor(new MovementSystem());\n * }\n * }\n * ```\n */\nexport class Scene {\n /**\n * 获取系统列表(兼容性属性)\n */\n get systems() {\n return this.entityProcessors.processors;\n }\n /**\n * 创建场景实例\n */\n constructor() {\n /**\n * 场景名称\n *\n * 用于标识和调试的友好名称。\n */\n this.name = \"\";\n /**\n * 场景是否已开始运行\n */\n this._didSceneBegin = false;\n this.entities = new EntityList(this);\n this.entityProcessors = new EntityProcessorList();\n this.identifierPool = new IdentifierPool();\n this.componentStorageManager = new ComponentStorageManager();\n this.querySystem = new QuerySystem();\n this.eventSystem = new TypeSafeEventSystem();\n this.initialize();\n }\n /**\n * 初始化场景\n *\n * 在场景创建时调用,子类可以重写此方法来设置初始实体和组件。\n */\n initialize() {\n }\n /**\n * 场景开始运行时的回调\n *\n * 在场景开始运行时调用,可以在此方法中执行场景启动逻辑。\n */\n onStart() {\n }\n /**\n * 场景卸载时的回调\n *\n * 在场景被销毁时调用,可以在此方法中执行清理工作。\n */\n unload() {\n }\n /**\n * 开始场景,启动实体处理器等\n *\n * 这个方法会启动场景。它将启动实体处理器等,并调用onStart方法。\n */\n begin() {\n // 启动实体处理器\n if (this.entityProcessors != null)\n this.entityProcessors.begin();\n // 标记场景已开始运行并调用onStart方法\n this._didSceneBegin = true;\n this.onStart();\n }\n /**\n * 结束场景,清除实体、实体处理器等\n *\n * 这个方法会结束场景。它将移除所有实体,结束实体处理器等,并调用unload方法。\n */\n end() {\n // 标记场景已结束运行\n this._didSceneBegin = false;\n // 移除所有实体\n this.entities.removeAllEntities();\n // 清空组件存储\n this.componentStorageManager.clear();\n // 结束实体处理器\n if (this.entityProcessors)\n this.entityProcessors.end();\n // 调用卸载方法\n this.unload();\n }\n /**\n * 更新场景,更新实体组件、实体处理器等\n */\n update() {\n // 更新实体列表\n this.entities.updateLists();\n // 更新实体处理器\n if (this.entityProcessors != null)\n this.entityProcessors.update();\n // 更新实体组\n this.entities.update();\n // 更新实体处理器的后处理方法\n if (this.entityProcessors != null)\n this.entityProcessors.lateUpdate();\n }\n /**\n * 将实体添加到此场景,并返回它\n * @param name 实体名称\n */\n createEntity(name) {\n let entity = new Entity(name, this.identifierPool.checkOut());\n return this.addEntity(entity);\n }\n /**\n * 在场景的实体列表中添加一个实体\n * @param entity 要添加的实体\n * @param deferCacheClear 是否延迟缓存清理(用于批量操作)\n */\n addEntity(entity, deferCacheClear = false) {\n this.entities.add(entity);\n entity.scene = this;\n // 将实体添加到查询系统(可延迟缓存清理)\n this.querySystem.addEntity(entity, deferCacheClear);\n // 触发实体添加事件\n this.eventSystem.emitSync('entity:added', { entity, scene: this });\n return entity;\n }\n /**\n * 批量创建实体(高性能版本)\n * @param count 要创建的实体数量\n * @param namePrefix 实体名称前缀\n * @returns 创建的实体列表\n */\n createEntities(count, namePrefix = \"Entity\") {\n const entities = [];\n // 批量创建实体对象,不立即添加到系统\n for (let i = 0; i < count; i++) {\n const entity = new Entity(`${namePrefix}_${i}`, this.identifierPool.checkOut());\n entity.scene = this;\n entities.push(entity);\n }\n // 批量添加到实体列表\n for (const entity of entities) {\n this.entities.add(entity);\n }\n // 批量添加到查询系统(无重复检查,性能最优)\n this.querySystem.addEntitiesUnchecked(entities);\n // 批量触发事件(可选,减少事件开销)\n this.eventSystem.emitSync('entities:batch_added', { entities, scene: this, count });\n return entities;\n }\n /**\n * 批量创建实体\n * @param count 要创建的实体数量\n * @param namePrefix 实体名称前缀\n * @returns 创建的实体列表\n */\n createEntitiesOld(count, namePrefix = \"Entity\") {\n const entities = [];\n // 批量创建实体,延迟缓存清理\n for (let i = 0; i < count; i++) {\n const entity = new Entity(`${namePrefix}_${i}`, this.identifierPool.checkOut());\n entities.push(entity);\n this.addEntity(entity, true); // 延迟缓存清理\n }\n // 最后统一清理缓存\n this.querySystem.clearCache();\n return entities;\n }\n /**\n * 从场景中删除所有实体\n */\n destroyAllEntities() {\n for (let i = 0; i < this.entities.count; i++) {\n this.entities.buffer[i].destroy();\n }\n }\n /**\n * 搜索并返回第一个具有名称的实体\n * @param name 实体名称\n */\n findEntity(name) {\n return this.entities.findEntity(name);\n }\n /**\n * 根据ID查找实体\n * @param id 实体ID\n */\n findEntityById(id) {\n return this.entities.findEntityById(id);\n }\n /**\n * 根据标签查找实体\n * @param tag 实体标签\n */\n findEntitiesByTag(tag) {\n const result = [];\n for (const entity of this.entities.buffer) {\n if (entity.tag === tag) {\n result.push(entity);\n }\n }\n return result;\n }\n /**\n * 根据名称查找实体(别名方法)\n * @param name 实体名称\n */\n getEntityByName(name) {\n return this.findEntity(name);\n }\n /**\n * 根据标签查找实体(别名方法)\n * @param tag 实体标签\n */\n getEntitiesByTag(tag) {\n return this.findEntitiesByTag(tag);\n }\n /**\n * 在场景中添加一个EntitySystem处理器\n * @param processor 处理器\n */\n addEntityProcessor(processor) {\n processor.scene = this;\n this.entityProcessors.add(processor);\n processor.setUpdateOrder(this.entityProcessors.count - 1);\n return processor;\n }\n /**\n * 添加系统到场景(addEntityProcessor的别名)\n * @param system 系统\n */\n addSystem(system) {\n return this.addEntityProcessor(system);\n }\n /**\n * 从场景中删除EntitySystem处理器\n * @param processor 要删除的处理器\n */\n removeEntityProcessor(processor) {\n this.entityProcessors.remove(processor);\n }\n /**\n * 获取指定类型的EntitySystem处理器\n * @param type 处理器类型\n */\n getEntityProcessor(type) {\n return this.entityProcessors.getProcessor(type);\n }\n /**\n * 获取场景统计信息\n */\n getStats() {\n return {\n entityCount: this.entities.count,\n processorCount: this.entityProcessors.count,\n componentStorageStats: this.componentStorageManager.getAllStats()\n };\n }\n /**\n * 压缩组件存储(清理碎片)\n */\n compactComponentStorage() {\n this.componentStorageManager.compactAll();\n }\n /**\n * 获取场景的调试信息\n */\n getDebugInfo() {\n return {\n name: this.constructor.name,\n entityCount: this.entities.count,\n processorCount: this.entityProcessors.count,\n isRunning: this._didSceneBegin,\n entities: this.entities.buffer.map(entity => ({\n name: entity.name,\n id: entity.id,\n componentCount: entity.components.length,\n componentTypes: entity.components.map(c => c.constructor.name)\n })),\n processors: this.entityProcessors.processors.map(processor => ({\n name: processor.constructor.name,\n updateOrder: processor.updateOrder,\n entityCount: processor._entities?.length || 0\n })),\n componentStats: this.componentStorageManager.getAllStats()\n };\n }\n}\n//# sourceMappingURL=Scene.js.map","import { Entity } from '../Entity';\nimport { Scene } from '../Scene';\nimport { QueryBuilder } from './QuerySystem';\n/**\n * 实体构建器 - 提供流式API创建和配置实体\n */\nexport class EntityBuilder {\n constructor(scene, storageManager) {\n this.scene = scene;\n this.storageManager = storageManager;\n this.entity = new Entity(\"\", scene.identifierPool.checkOut());\n }\n /**\n * 设置实体名称\n * @param name 实体名称\n * @returns 实体构建器\n */\n named(name) {\n this.entity.name = name;\n return this;\n }\n /**\n * 设置实体标签\n * @param tag 标签\n * @returns 实体构建器\n */\n tagged(tag) {\n this.entity.tag = tag;\n return this;\n }\n /**\n * 添加组件\n * @param component 组件实例\n * @returns 实体构建器\n */\n with(component) {\n this.entity.addComponent(component);\n return this;\n }\n /**\n * 添加多个组件\n * @param components 组件数组\n * @returns 实体构建器\n */\n withComponents(...components) {\n for (const component of components) {\n this.entity.addComponent(component);\n }\n return this;\n }\n /**\n * 条件性添加组件\n * @param condition 条件\n * @param component 组件实例\n * @returns 实体构建器\n */\n withIf(condition, component) {\n if (condition) {\n this.entity.addComponent(component);\n }\n return this;\n }\n /**\n * 使用工厂函数创建并添加组件\n * @param factory 组件工厂函数\n * @returns 实体构建器\n */\n withFactory(factory) {\n const component = factory();\n this.entity.addComponent(component);\n return this;\n }\n /**\n * 配置组件属性\n * @param componentType 组件类型\n * @param configurator 配置函数\n * @returns 实体构建器\n */\n configure(componentType, configurator) {\n const component = this.entity.getComponent(componentType);\n if (component) {\n configurator(component);\n }\n return this;\n }\n /**\n * 设置实体为启用状态\n * @param enabled 是否启用\n * @returns 实体构建器\n */\n enabled(enabled = true) {\n this.entity.enabled = enabled;\n return this;\n }\n /**\n * 设置实体为活跃状态\n * @param active 是否活跃\n * @returns 实体构建器\n */\n active(active = true) {\n this.entity.active = active;\n return this;\n }\n /**\n * 添加子实体\n * @param childBuilder 子实体构建器\n * @returns 实体构建器\n */\n withChild(childBuilder) {\n const child = childBuilder.build();\n this.entity.addChild(child);\n return this;\n }\n /**\n * 批量添加子实体\n * @param childBuilders 子实体构建器数组\n * @returns 实体构建器\n */\n withChildren(...childBuilders) {\n for (const childBuilder of childBuilders) {\n const child = childBuilder.build();\n this.entity.addChild(child);\n }\n return this;\n }\n /**\n * 使用工厂函数创建子实体\n * @param childFactory 子实体工厂函数\n * @returns 实体构建器\n */\n withChildFactory(childFactory) {\n const childBuilder = childFactory(this.entity);\n const child = childBuilder.build();\n this.entity.addChild(child);\n return this;\n }\n /**\n * 条件性添加子实体\n * @param condition 条件\n * @param childBuilder 子实体构建器\n * @returns 实体构建器\n */\n withChildIf(condition, childBuilder) {\n if (condition) {\n const child = childBuilder.build();\n this.entity.addChild(child);\n }\n return this;\n }\n /**\n * 构建并返回实体\n * @returns 构建的实体\n */\n build() {\n return this.entity;\n }\n /**\n * 构建实体并添加到场景\n * @returns 构建的实体\n */\n spawn() {\n this.scene.addEntity(this.entity);\n return this.entity;\n }\n /**\n * 克隆当前构建器\n * @returns 新的实体构建器\n */\n clone() {\n const newBuilder = new EntityBuilder(this.scene, this.storageManager);\n // 这里需要深度克隆实体,简化实现\n newBuilder.entity = this.entity; // 实际应该是深度克隆\n return newBuilder;\n }\n}\n/**\n * 场景构建器 - 提供流式API创建和配置场景\n */\nexport class SceneBuilder {\n constructor() {\n this.scene = new Scene();\n }\n /**\n * 设置场景名称\n * @param name 场景名称\n * @returns 场景构建器\n */\n named(name) {\n this.scene.name = name;\n return this;\n }\n /**\n * 添加实体\n * @param entity 实体\n * @returns 场景构建器\n */\n withEntity(entity) {\n this.scene.addEntity(entity);\n return this;\n }\n /**\n * 使用实体构建器添加实体\n * @param builderFn 实体构建器函数\n * @returns 场景构建器\n */\n withEntityBuilder(builderFn) {\n const builder = new EntityBuilder(this.scene, this.scene.componentStorageManager);\n const configuredBuilder = builderFn(builder);\n const entity = configuredBuilder.build();\n this.scene.addEntity(entity);\n return this;\n }\n /**\n * 批量添加实体\n * @param entities 实体数组\n * @returns 场景构建器\n */\n withEntities(...entities) {\n for (const entity of entities) {\n this.scene.addEntity(entity);\n }\n return this;\n }\n /**\n * 添加系统\n * @param system 系统实例\n * @returns 场景构建器\n */\n withSystem(system) {\n this.scene.addSystem(system);\n return this;\n }\n /**\n * 批量添加系统\n * @param systems 系统数组\n * @returns 场景构建器\n */\n withSystems(...systems) {\n for (const system of systems) {\n this.scene.addSystem(system);\n }\n return this;\n }\n /**\n * 构建并返回场景\n * @returns 构建的场景\n */\n build() {\n return this.scene;\n }\n}\n/**\n * 组件构建器 - 提供流式API创建组件\n */\nexport class ComponentBuilder {\n constructor(componentClass, ...args) {\n this.component = new componentClass(...args);\n }\n /**\n * 设置组件属性\n * @param property 属性名\n * @param value 属性值\n * @returns 组件构建器\n */\n set(property, value) {\n this.component[property] = value;\n return this;\n }\n /**\n * 使用配置函数设置组件\n * @param configurator 配置函数\n * @returns 组件构建器\n */\n configure(configurator) {\n configurator(this.component);\n return this;\n }\n /**\n * 条件性设置属性\n * @param condition 条件\n * @param property 属性名\n * @param value 属性值\n * @returns 组件构建器\n */\n setIf(condition, property, value) {\n if (condition) {\n this.component[property] = value;\n }\n return this;\n }\n /**\n * 构建并返回组件\n * @returns 构建的组件\n */\n build() {\n return this.component;\n }\n}\n/**\n * ECS流式API主入口\n * 提供统一的流式接口\n */\nexport class ECSFluentAPI {\n constructor(scene, querySystem, eventSystem) {\n this.scene = scene;\n this.querySystem = querySystem;\n this.eventSystem = eventSystem;\n }\n /**\n * 创建实体构建器\n * @returns 实体构建器\n */\n createEntity() {\n return new EntityBuilder(this.scene, this.scene.componentStorageManager);\n }\n /**\n * 创建场景构建器\n * @returns 场景构建器\n */\n createScene() {\n return new SceneBuilder();\n }\n /**\n * 创建组件构建器\n * @param componentClass 组件类\n * @param args 构造参数\n * @returns 组件构建器\n */\n createComponent(componentClass, ...args) {\n return new ComponentBuilder(componentClass, ...args);\n }\n /**\n * 创建查询构建器\n * @returns 查询构建器\n */\n query() {\n return new QueryBuilder(this.querySystem);\n }\n /**\n * 查找实体(简化版)\n * @param componentTypes 组件类型\n * @returns 实体数组\n */\n find(...componentTypes) {\n return this.querySystem.queryAll(...componentTypes).entities;\n }\n /**\n * 查找第一个匹配的实体\n * @param componentTypes 组件类型\n * @returns 实体或null\n */\n findFirst(...componentTypes) {\n const result = this.querySystem.queryAll(...componentTypes);\n return result.entities.length > 0 ? result.entities[0] : null;\n }\n /**\n * 按名称查找实体\n * @param name 实体名称\n * @returns 实体或null\n */\n findByName(name) {\n return this.scene.getEntityByName(name);\n }\n /**\n * 按标签查找实体\n * @param tag 标签\n * @returns 实体数组\n */\n findByTag(tag) {\n return this.scene.getEntitiesByTag(tag);\n }\n /**\n * 触发事件\n * @param eventType 事件类型\n * @param event 事件数据\n */\n emit(eventType, event) {\n this.eventSystem.emitSync(eventType, event);\n }\n /**\n * 异步触发事件\n * @param eventType 事件类型\n * @param event 事件数据\n */\n async emitAsync(eventType, event) {\n await this.eventSystem.emit(eventType, event);\n }\n /**\n * 监听事件\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @returns 监听器ID\n */\n on(eventType, handler) {\n return this.eventSystem.on(eventType, handler);\n }\n /**\n * 一次性监听事件\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @returns 监听器ID\n */\n once(eventType, handler) {\n return this.eventSystem.once(eventType, handler);\n }\n /**\n * 移除事件监听器\n * @param eventType 事件类型\n * @param listenerId 监听器ID\n */\n off(eventType, listenerId) {\n this.eventSystem.off(eventType, listenerId);\n }\n /**\n * 批量操作实体\n * @param entities 实体数组\n * @returns 批量操作器\n */\n batch(entities) {\n return new EntityBatchOperator(entities);\n }\n /**\n * 获取场景统计信息\n * @returns 统计信息\n */\n getStats() {\n return {\n entityCount: this.scene.entities.count,\n systemCount: this.scene.systems.length,\n componentStats: this.scene.componentStorageManager.getAllStats(),\n queryStats: this.querySystem.getStats(),\n eventStats: this.eventSystem.getStats()\n };\n }\n}\n/**\n * 实体批量操作器\n * 提供对多个实体的批量操作\n */\nexport class EntityBatchOperator {\n constructor(entities) {\n this.entities = entities;\n }\n /**\n * 批量添加组件\n * @param component 组件实例\n * @returns 批量操作器\n */\n addComponent(component) {\n for (const entity of this.entities) {\n entity.addComponent(component);\n }\n return this;\n }\n /**\n * 批量移除组件\n * @param componentType 组件类型\n * @returns 批量操作器\n */\n removeComponent(componentType) {\n for (const entity of this.entities) {\n entity.removeComponentByType(componentType);\n }\n return this;\n }\n /**\n * 批量设置活跃状态\n * @param active 是否活跃\n * @returns 批量操作器\n */\n setActive(active) {\n for (const entity of this.entities) {\n entity.active = active;\n }\n return this;\n }\n /**\n * 批量设置标签\n * @param tag 标签\n * @returns 批量操作器\n */\n setTag(tag) {\n for (const entity of this.entities) {\n entity.tag = tag;\n }\n return this;\n }\n /**\n * 批量执行操作\n * @param operation 操作函数\n * @returns 批量操作器\n */\n forEach(operation) {\n this.entities.forEach(operation);\n return this;\n }\n /**\n * 过滤实体\n * @param predicate 过滤条件\n * @returns 新的批量操作器\n */\n filter(predicate) {\n return new EntityBatchOperator(this.entities.filter(predicate));\n }\n /**\n * 获取实体数组\n * @returns 实体数组\n */\n toArray() {\n return this.entities.slice();\n }\n /**\n * 获取实体数量\n * @returns 实体数量\n */\n count() {\n return this.entities.length;\n }\n}\n/**\n * 创建ECS流式API实例\n * @param scene 场景\n * @param querySystem 查询系统\n * @param eventSystem 事件系统\n * @returns ECS流式API实例\n */\nexport function createECSAPI(scene, querySystem, eventSystem) {\n return new ECSFluentAPI(scene, querySystem, eventSystem);\n}\n/**\n * 全局ECS流式API实例(需要在使用前初始化)\n */\nexport let ECS;\n/**\n * 初始化全局ECS API\n * @param scene 场景\n * @param querySystem 查询系统\n * @param eventSystem 事件系统\n */\nexport function initializeECS(scene, querySystem, eventSystem) {\n ECS = createECSAPI(scene, querySystem, eventSystem);\n}\n//# sourceMappingURL=FluentAPI.js.map","import { TimerManager } from './Utils/Timers/TimerManager';\nimport { Time } from './Utils/Time';\nimport { PerformanceMonitor } from './Utils/PerformanceMonitor';\nimport { PoolManager } from './Utils/Pool';\nimport { createECSAPI } from './ECS/Core/FluentAPI';\n/**\n * 游戏引擎核心类\n *\n * 负责管理游戏的生命周期、场景切换、全局管理器和定时器系统。\n * 提供统一的游戏循环管理。\n *\n * @example\n * ```typescript\n * // 创建核心实例\n * const core = Core.create(true);\n *\n * // 设置场景\n * Core.scene = new MyScene();\n *\n * // 在游戏循环中更新(Laya引擎示例)\n * Laya.timer.frameLoop(1, this, () => {\n * const deltaTime = Laya.timer.delta / 1000;\n * Core.update(deltaTime);\n * });\n *\n * // 调度定时器\n * Core.schedule(1.0, false, null, (timer) => {\n * console.log(\"1秒后执行\");\n * });\n * ```\n */\nexport class Core {\n /**\n * 创建核心实例\n *\n * @param debug - 是否启用调试模式,默认为true\n * @param enableEntitySystems - 是否启用实体系统,默认为true\n */\n constructor(debug = true, enableEntitySystems = true) {\n /**\n * 待切换的场景\n *\n * 存储下一帧要切换到的场景实例。\n */\n this._nextScene = null;\n /**\n * 全局管理器集合\n *\n * 存储所有注册的全局管理器实例。\n */\n this._globalManagers = [];\n Core._instance = this;\n // 初始化管理器\n this._timerManager = new TimerManager();\n Core.registerGlobalManager(this._timerManager);\n // 初始化性能监控器\n this._performanceMonitor = PerformanceMonitor.instance;\n // 初始化对象池管理器\n this._poolManager = PoolManager.getInstance();\n Core.entitySystemsEnabled = enableEntitySystems;\n this.debug = debug;\n this.initialize();\n }\n /**\n * 获取核心实例\n *\n * @returns 全局核心实例\n */\n static get Instance() {\n return this._instance;\n }\n /**\n * 获取当前活动的场景\n *\n * @returns 当前场景实例,如果没有则返回null\n */\n static get scene() {\n if (!this._instance)\n return null;\n return this._instance._scene || null;\n }\n /**\n * 设置当前活动的场景\n *\n * 如果当前没有场景,会立即切换;否则会在下一帧切换。\n *\n * @param value - 要设置的场景实例\n * @throws {Error} 当场景为空时抛出错误\n */\n static set scene(value) {\n if (!value)\n return;\n if (!value) {\n throw new Error(\"场景不能为空\");\n }\n if (this._instance._scene == null) {\n this._instance._scene = value;\n this._instance.onSceneChanged();\n this._instance._scene.begin();\n }\n else {\n this._instance._nextScene = value;\n }\n }\n /**\n * 创建Core实例\n *\n * 如果实例已存在,则返回现有实例。\n *\n * @param debug - 是否为调试模式,默认为true\n * @returns Core实例\n */\n static create(debug = true) {\n if (this._instance == null) {\n this._instance = new Core(debug);\n }\n return this._instance;\n }\n /**\n * 更新游戏逻辑\n *\n * 此方法应该在游戏引擎的更新循环中调用。\n *\n * @param deltaTime - 外部引擎提供的帧时间间隔(秒)\n *\n * @example\n * ```typescript\n * // Laya引擎\n * Laya.timer.frameLoop(1, this, () => {\n * const deltaTime = Laya.timer.delta / 1000;\n * Core.update(deltaTime);\n * });\n *\n * // Cocos Creator\n * update(deltaTime: number) {\n * Core.update(deltaTime);\n * }\n *\n\n * ```\n */\n static update(deltaTime) {\n if (!this._instance) {\n console.warn(\"Core实例未创建,请先调用Core.create()\");\n return;\n }\n this._instance.updateInternal(deltaTime);\n }\n /**\n * 注册全局管理器\n *\n * 将管理器添加到全局管理器列表中,并启用它。\n *\n * @param manager - 要注册的全局管理器\n */\n static registerGlobalManager(manager) {\n this._instance._globalManagers.push(manager);\n manager.enabled = true;\n }\n /**\n * 注销全局管理器\n *\n * 从全局管理器列表中移除管理器,并禁用它。\n *\n * @param manager - 要注销的全局管理器\n */\n static unregisterGlobalManager(manager) {\n this._instance._globalManagers.splice(this._instance._globalManagers.indexOf(manager), 1);\n manager.enabled = false;\n }\n /**\n * 获取指定类型的全局管理器\n *\n * @param type - 管理器类型构造函数\n * @returns 管理器实例,如果未找到则返回null\n */\n static getGlobalManager(type) {\n for (const manager of this._instance._globalManagers) {\n if (manager instanceof type)\n return manager;\n }\n return null;\n }\n /**\n * 调度定时器\n *\n * 创建一个定时器,在指定时间后执行回调函数。\n *\n * @param timeInSeconds - 延迟时间(秒)\n * @param repeats - 是否重复执行,默认为false\n * @param context - 回调函数的上下文,默认为null\n * @param onTime - 定时器触发时的回调函数\n * @returns 创建的定时器实例\n */\n static schedule(timeInSeconds, repeats = false, context = null, onTime) {\n return this._instance._timerManager.schedule(timeInSeconds, repeats, context, onTime);\n }\n /**\n * 获取ECS流式API\n *\n * @returns ECS API实例,如果未初始化则返回null\n */\n static get ecsAPI() {\n return this._instance?._ecsAPI || null;\n }\n /**\n * 场景切换回调\n *\n * 在场景切换时调用,用于重置时间系统等。\n */\n onSceneChanged() {\n Time.sceneChanged();\n // 初始化ECS API(如果场景支持)\n if (this._scene && typeof this._scene.querySystem !== 'undefined') {\n const scene = this._scene;\n this._ecsAPI = createECSAPI(scene, scene.querySystem, scene.eventSystem);\n }\n }\n /**\n * 初始化核心系统\n *\n * 执行核心系统的初始化逻辑。\n */\n initialize() {\n // 核心系统初始化\n }\n /**\n * 内部更新方法\n *\n * @param deltaTime - 帧时间间隔(秒)\n */\n updateInternal(deltaTime) {\n if (Core.paused)\n return;\n // 开始性能监控\n const frameStartTime = this._performanceMonitor.startMonitoring('Core.update');\n // 更新时间系统\n Time.update(deltaTime);\n // 更新FPS监控(如果性能监控器支持)\n if (typeof this._performanceMonitor.updateFPS === 'function') {\n this._performanceMonitor.updateFPS(Time.deltaTime);\n }\n // 更新全局管理器\n const managersStartTime = this._performanceMonitor.startMonitoring('GlobalManagers.update');\n for (const globalManager of this._globalManagers) {\n if (globalManager.enabled)\n globalManager.update();\n }\n this._performanceMonitor.endMonitoring('GlobalManagers.update', managersStartTime, this._globalManagers.length);\n // 更新对象池管理器\n this._poolManager.update();\n // 处理场景切换\n if (this._nextScene != null) {\n if (this._scene != null)\n this._scene.end();\n this._scene = this._nextScene;\n this._nextScene = null;\n this.onSceneChanged();\n this._scene.begin();\n }\n // 更新当前场景\n if (this._scene != null && this._scene.update) {\n const sceneStartTime = this._performanceMonitor.startMonitoring('Scene.update');\n this._scene.update();\n const entityCount = this._scene.entities?.count || 0;\n this._performanceMonitor.endMonitoring('Scene.update', sceneStartTime, entityCount);\n }\n // 结束性能监控\n this._performanceMonitor.endMonitoring('Core.update', frameStartTime);\n }\n}\n/**\n * 游戏暂停状态\n *\n * 当设置为true时,游戏循环将暂停执行。\n */\nCore.paused = false;\n//# sourceMappingURL=Core.js.map","/**\n * 用于包装事件的一个小类\n */\nexport class FuncPack {\n constructor(func, context) {\n this.func = func;\n this.context = context;\n }\n}\n/**\n * 用于事件管理\n */\nexport class Emitter {\n constructor() {\n this._messageTable = new Map();\n }\n /**\n * 开始监听项\n * @param eventType 监听类型\n * @param handler 监听函数\n * @param context 监听上下文\n */\n addObserver(eventType, handler, context) {\n let list = this._messageTable.get(eventType);\n if (!list) {\n list = [];\n this._messageTable.set(eventType, list);\n }\n if (!this.hasObserver(eventType, handler)) {\n list.push(new FuncPack(handler, context));\n }\n }\n /**\n * 移除监听项\n * @param eventType 事件类型\n * @param handler 事件函数\n */\n removeObserver(eventType, handler) {\n let messageData = this._messageTable.get(eventType);\n if (messageData) {\n let index = messageData.findIndex(data => data.func == handler);\n if (index != -1)\n messageData.splice(index, 1);\n }\n }\n /**\n * 触发该事件\n * @param eventType 事件类型\n * @param data 事件数据\n */\n emit(eventType, ...data) {\n let list = this._messageTable.get(eventType);\n if (list) {\n for (let observer of list) {\n observer.func.call(observer.context, ...data);\n }\n }\n }\n /**\n * 判断是否存在该类型的观察者\n * @param eventType 事件类型\n * @param handler 事件函数\n */\n hasObserver(eventType, handler) {\n let list = this._messageTable.get(eventType);\n return list ? list.some(observer => observer.func === handler) : false;\n }\n}\n//# sourceMappingURL=Emitter.js.map","/**\n * 游戏组件基类\n *\n * ECS架构中的组件(Component),用于实现具体的游戏功能。\n * 组件包含数据和行为,可以被添加到实体上以扩展实体的功能。\n *\n * @example\n * ```typescript\n * class HealthComponent extends Component {\n * public health: number = 100;\n *\n * public takeDamage(damage: number): void {\n * this.health -= damage;\n * if (this.health <= 0) {\n * this.entity.destroy();\n * }\n * }\n * }\n * ```\n */\nexport class Component {\n /**\n * 创建组件实例\n *\n * 自动分配唯一ID给组件。\n */\n constructor() {\n /**\n * 组件启用状态\n *\n * 控制组件是否参与更新循环。\n */\n this._enabled = true;\n /**\n * 更新顺序\n *\n * 决定组件在更新循环中的执行顺序。\n */\n this._updateOrder = 0;\n this.id = Component._idGenerator++;\n }\n /**\n * 获取组件启用状态\n *\n * 组件的实际启用状态取决于自身状态和所属实体的状态。\n *\n * @returns 如果组件和所属实体都启用则返回true\n */\n get enabled() {\n return this.entity ? this.entity.enabled && this._enabled : this._enabled;\n }\n /**\n * 设置组件启用状态\n *\n * 当状态改变时会触发相应的生命周期回调。\n *\n * @param value - 新的启用状态\n */\n set enabled(value) {\n if (this._enabled !== value) {\n this._enabled = value;\n if (this._enabled) {\n this.onEnabled();\n }\n else {\n this.onDisabled();\n }\n }\n }\n /**\n * 获取更新顺序\n *\n * @returns 组件的更新顺序值\n */\n get updateOrder() {\n return this._updateOrder;\n }\n /**\n * 设置更新顺序\n *\n * @param value - 新的更新顺序值\n */\n set updateOrder(value) {\n this._updateOrder = value;\n }\n /**\n * 组件添加到实体时的回调\n *\n * 当组件被添加到实体时调用,可以在此方法中进行初始化操作。\n */\n onAddedToEntity() {\n }\n /**\n * 组件从实体移除时的回调\n *\n * 当组件从实体中移除时调用,可以在此方法中进行清理操作。\n */\n onRemovedFromEntity() {\n }\n /**\n * 组件启用时的回调\n *\n * 当组件被启用时调用。\n */\n onEnabled() {\n }\n /**\n * 组件禁用时的回调\n *\n * 当组件被禁用时调用。\n */\n onDisabled() {\n }\n /**\n * 更新组件\n *\n * 每帧调用,用于更新组件的逻辑。\n * 子类应该重写此方法来实现具体的更新逻辑。\n */\n update() {\n }\n}\n/**\n * 组件ID生成器\n *\n * 用于为每个组件分配唯一的ID。\n */\nComponent._idGenerator = 0;\n//# sourceMappingURL=Component.js.map","/**\n * 高性能位操作类\n * 基于BigInt实现,支持任意数量的位操作\n */\nexport class Bits {\n constructor(initialValue = 0n) {\n this._value = 0n;\n this._value = initialValue;\n }\n /**\n * 设置指定位置的位为1\n */\n set(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n this._value |= (1n << BigInt(index));\n }\n /**\n * 清除指定位置的位(设为0)\n */\n clear(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n this._value &= ~(1n << BigInt(index));\n }\n /**\n * 获取指定位置的位值\n */\n get(index) {\n if (index < 0) {\n return false;\n }\n return (this._value & (1n << BigInt(index))) !== 0n;\n }\n /**\n * 检查是否包含所有指定的位\n */\n containsAll(other) {\n return (this._value & other._value) === other._value;\n }\n /**\n * 检查是否包含任意一个指定的位\n */\n intersects(other) {\n return (this._value & other._value) !== 0n;\n }\n /**\n * 检查是否不包含任何指定的位\n */\n excludes(other) {\n return !this.intersects(other);\n }\n /**\n * 清空所有位\n */\n clearAll() {\n this._value = 0n;\n }\n /**\n * 检查是否为空(没有设置任何位)\n */\n isEmpty() {\n return this._value === 0n;\n }\n /**\n * 获取设置的位数量\n */\n cardinality() {\n let count = 0;\n let value = this._value;\n while (value > 0n) {\n if (value & 1n) {\n count++;\n }\n value >>= 1n;\n }\n return count;\n }\n /**\n * 位运算:与\n */\n and(other) {\n return new Bits(this._value & other._value);\n }\n /**\n * 位运算:或\n */\n or(other) {\n return new Bits(this._value | other._value);\n }\n /**\n * 位运算:异或\n */\n xor(other) {\n return new Bits(this._value ^ other._value);\n }\n /**\n * 位运算:非\n */\n not(maxBits = 64) {\n const mask = (1n << BigInt(maxBits)) - 1n;\n return new Bits((~this._value) & mask);\n }\n /**\n * 复制另一个Bits对象\n */\n copyFrom(other) {\n this._value = other._value;\n }\n /**\n * 创建当前Bits的副本\n */\n clone() {\n return new Bits(this._value);\n }\n /**\n * 获取原始BigInt值\n */\n getValue() {\n return this._value;\n }\n /**\n * 设置原始BigInt值\n */\n setValue(value) {\n this._value = value;\n }\n /**\n * 获取调试信息\n */\n toString() {\n const bits = [];\n let index = 0;\n let value = this._value;\n while (value > 0n) {\n if (value & 1n) {\n bits.push(index.toString());\n }\n value >>= 1n;\n index++;\n }\n return `Bits[${bits.join(', ')}]`;\n }\n /**\n * 获取二进制表示\n */\n toBinaryString(maxBits = 64) {\n let result = '';\n for (let i = maxBits - 1; i >= 0; i--) {\n result += this.get(i) ? '1' : '0';\n if (i % 8 === 0 && i > 0) {\n result += ' ';\n }\n }\n return result;\n }\n /**\n * 获取十六进制表示\n */\n toHexString() {\n return '0x' + this._value.toString(16).toUpperCase();\n }\n /**\n * 从二进制字符串创建Bits\n */\n static fromBinaryString(binaryString) {\n const cleanString = binaryString.replace(/\\s/g, '');\n const value = BigInt('0b' + cleanString);\n return new Bits(value);\n }\n /**\n * 从十六进制字符串创建Bits\n */\n static fromHexString(hexString) {\n const cleanString = hexString.replace(/^0x/i, '');\n const value = BigInt('0x' + cleanString);\n return new Bits(value);\n }\n /**\n * 比较两个Bits对象是否相等\n */\n equals(other) {\n return this._value === other._value;\n }\n /**\n * 获取最高位的索引\n */\n getHighestBitIndex() {\n if (this._value === 0n) {\n return -1;\n }\n let index = 0;\n let value = this._value;\n while (value > 1n) {\n value >>= 1n;\n index++;\n }\n return index;\n }\n /**\n * 获取最低位的索引\n */\n getLowestBitIndex() {\n if (this._value === 0n) {\n return -1;\n }\n let index = 0;\n let value = this._value;\n while ((value & 1n) === 0n) {\n value >>= 1n;\n index++;\n }\n return index;\n }\n}\n//# sourceMappingURL=Bits.js.map","import { Bits } from './Bits';\n/**\n * 组件类型管理器\n * 负责管理组件类型的注册和ID分配\n */\nexport class ComponentTypeManager {\n /**\n * 获取单例实例\n */\n static get instance() {\n if (!ComponentTypeManager._instance) {\n ComponentTypeManager._instance = new ComponentTypeManager();\n }\n return ComponentTypeManager._instance;\n }\n constructor() {\n this._componentTypes = new Map();\n this._typeNames = new Map();\n this._nextTypeId = 0;\n }\n /**\n * 获取组件类型的ID\n * @param componentType 组件类型构造函数\n * @returns 组件类型ID\n */\n getTypeId(componentType) {\n let typeId = this._componentTypes.get(componentType);\n if (typeId === undefined) {\n typeId = this._nextTypeId++;\n this._componentTypes.set(componentType, typeId);\n this._typeNames.set(typeId, componentType.name);\n }\n return typeId;\n }\n /**\n * 获取组件类型名称\n * @param typeId 组件类型ID\n * @returns 组件类型名称\n */\n getTypeName(typeId) {\n return this._typeNames.get(typeId) || 'Unknown';\n }\n /**\n * 创建包含指定组件类型的Bits对象\n * @param componentTypes 组件类型构造函数数组\n * @returns Bits对象\n */\n createBits(...componentTypes) {\n const bits = new Bits();\n for (const componentType of componentTypes) {\n const typeId = this.getTypeId(componentType);\n bits.set(typeId);\n }\n return bits;\n }\n /**\n * 获取实体的组件位掩码\n * @param components 组件数组\n * @returns Bits对象\n */\n getEntityBits(components) {\n const bits = new Bits();\n for (const component of components) {\n const typeId = this.getTypeId(component.constructor);\n bits.set(typeId);\n }\n return bits;\n }\n /**\n * 重置管理器(主要用于测试)\n */\n reset() {\n this._componentTypes.clear();\n this._typeNames.clear();\n this._nextTypeId = 0;\n }\n /**\n * 获取已注册的组件类型数量\n */\n get registeredTypeCount() {\n return this._componentTypes.size;\n }\n}\n//# sourceMappingURL=ComponentTypeManager.js.map","import { ComponentTypeManager } from './ComponentTypeManager';\n/**\n * 高性能实体匹配器\n * 用于快速匹配符合条件的实体\n */\nexport class Matcher {\n constructor() {\n this.allSet = [];\n this.exclusionSet = [];\n this.oneSet = [];\n this._isDirty = true;\n }\n static empty() {\n return new Matcher();\n }\n getAllSet() {\n return this.allSet;\n }\n getExclusionSet() {\n return this.exclusionSet;\n }\n getOneSet() {\n return this.oneSet;\n }\n /**\n * 检查实体是否匹配条件\n * @param entity 要检查的实体\n * @returns 是否匹配\n */\n isInterestedEntity(entity) {\n const entityBits = this.getEntityBits(entity);\n return this.isInterested(entityBits);\n }\n /**\n * 检查组件位掩码是否匹配条件\n * @param componentBits 组件位掩码\n * @returns 是否匹配\n */\n isInterested(componentBits) {\n this.updateBitsIfDirty();\n // 检查必须包含的组件\n if (this._allBits && !componentBits.containsAll(this._allBits)) {\n return false;\n }\n // 检查排除的组件\n if (this._exclusionBits && componentBits.intersects(this._exclusionBits)) {\n return false;\n }\n // 检查至少包含其中之一的组件\n if (this._oneBits && !componentBits.intersects(this._oneBits)) {\n return false;\n }\n return true;\n }\n /**\n * 添加所有包含的组件类型\n * @param types 所有包含的组件类型列表\n */\n all(...types) {\n this.allSet.push(...types);\n this._isDirty = true;\n return this;\n }\n /**\n * 添加排除包含的组件类型\n * @param types 排除包含的组件类型列表\n */\n exclude(...types) {\n this.exclusionSet.push(...types);\n this._isDirty = true;\n return this;\n }\n /**\n * 添加至少包含其中之一的组件类型\n * @param types 至少包含其中之一的组件类型列表\n */\n one(...types) {\n this.oneSet.push(...types);\n this._isDirty = true;\n return this;\n }\n /**\n * 获取实体的组件位掩码\n * @param entity 实体\n * @returns 组件位掩码\n */\n getEntityBits(entity) {\n const components = entity.components;\n return ComponentTypeManager.instance.getEntityBits(components);\n }\n /**\n * 如果位掩码已过期,则更新它们\n */\n updateBitsIfDirty() {\n if (!this._isDirty) {\n return;\n }\n const typeManager = ComponentTypeManager.instance;\n // 更新必须包含的组件位掩码\n if (this.allSet.length > 0) {\n this._allBits = typeManager.createBits(...this.allSet);\n }\n else {\n this._allBits = undefined;\n }\n // 更新排除的组件位掩码\n if (this.exclusionSet.length > 0) {\n this._exclusionBits = typeManager.createBits(...this.exclusionSet);\n }\n else {\n this._exclusionBits = undefined;\n }\n // 更新至少包含其中之一的组件位掩码\n if (this.oneSet.length > 0) {\n this._oneBits = typeManager.createBits(...this.oneSet);\n }\n else {\n this._oneBits = undefined;\n }\n this._isDirty = false;\n }\n /**\n * 创建匹配器的字符串表示(用于调试)\n * @returns 字符串表示\n */\n toString() {\n const parts = [];\n if (this.allSet.length > 0) {\n parts.push(`all: [${this.allSet.map(t => t.name).join(', ')}]`);\n }\n if (this.exclusionSet.length > 0) {\n parts.push(`exclude: [${this.exclusionSet.map(t => t.name).join(', ')}]`);\n }\n if (this.oneSet.length > 0) {\n parts.push(`one: [${this.oneSet.map(t => t.name).join(', ')}]`);\n }\n return `Matcher(${parts.join(', ')})`;\n }\n}\n//# sourceMappingURL=Matcher.js.map","import { Matcher } from '../Utils/Matcher';\nimport { PerformanceMonitor } from '../../Utils/PerformanceMonitor';\n/**\n * 实体系统的基类\n *\n * 用于处理一组符合特定条件的实体。系统是ECS架构中的逻辑处理单元,\n * 负责对拥有特定组件组合的实体执行业务逻辑。\n *\n * @example\n * ```typescript\n * class MovementSystem extends EntitySystem {\n * constructor() {\n * super(Matcher.empty().all(Transform, Velocity));\n * }\n *\n * protected process(entities: Entity[]): void {\n * for (const entity of entities) {\n * const transform = entity.getComponent(Transform);\n * const velocity = entity.getComponent(Velocity);\n * transform.position.add(velocity.value);\n * }\n * }\n * }\n * ```\n */\nexport class EntitySystem {\n /**\n * 获取系统处理的实体列表\n */\n get entities() {\n return this._entities;\n }\n /**\n * 获取系统的更新时序\n */\n get updateOrder() {\n return this._updateOrder;\n }\n set updateOrder(value) {\n this.setUpdateOrder(value);\n }\n /**\n * 获取系统的启用状态\n */\n get enabled() {\n return this._enabled;\n }\n /**\n * 设置系统的启用状态\n */\n set enabled(value) {\n this._enabled = value;\n }\n /**\n * 获取系统名称\n */\n get systemName() {\n return this._systemName;\n }\n constructor(matcher) {\n this._entities = [];\n this._updateOrder = 0;\n this._enabled = true;\n this._performanceMonitor = PerformanceMonitor.instance;\n this._matcher = matcher ? matcher : Matcher.empty();\n this._systemName = this.constructor.name;\n this.initialize();\n }\n /**\n * 这个系统所属的场景\n */\n get scene() {\n return this._scene;\n }\n set scene(value) {\n this._scene = value;\n this._entities = [];\n }\n /**\n * 获取实体匹配器\n */\n get matcher() {\n return this._matcher;\n }\n /**\n * 设置更新时序\n * @param order 更新时序\n */\n setUpdateOrder(order) {\n this._updateOrder = order;\n this.scene.entityProcessors.setDirty();\n }\n /**\n * 系统初始化\n *\n * 在系统创建时调用,子类可以重写此方法进行初始化操作。\n */\n initialize() {\n // 子类可以重写此方法\n }\n /**\n * 当实体的组件发生变化时调用\n *\n * 检查实体是否仍然符合系统的匹配条件,并相应地添加或移除实体。\n *\n * @param entity 发生变化的实体\n */\n onChanged(entity) {\n const contains = this._entities.includes(entity);\n const interest = this._matcher.isInterestedEntity(entity);\n if (interest && !contains) {\n this.add(entity);\n }\n else if (!interest && contains) {\n this.remove(entity);\n }\n }\n /**\n * 添加实体到系统\n *\n * @param entity 要添加的实体\n */\n add(entity) {\n if (!this._entities.includes(entity)) {\n this._entities.push(entity);\n this.onAdded(entity);\n }\n }\n /**\n * 当实体被添加到系统时调用\n *\n * 子类可以重写此方法来处理实体添加事件。\n *\n * @param entity 被添加的实体\n */\n onAdded(entity) {\n // 子类可以重写此方法\n }\n /**\n * 从系统中移除实体\n *\n * @param entity 要移除的实体\n */\n remove(entity) {\n const index = this._entities.indexOf(entity);\n if (index !== -1) {\n this._entities.splice(index, 1);\n this.onRemoved(entity);\n }\n }\n /**\n * 当实体从系统中移除时调用\n *\n * 子类可以重写此方法来处理实体移除事件。\n *\n * @param entity 被移除的实体\n */\n onRemoved(entity) {\n // 子类可以重写此方法\n }\n /**\n * 更新系统\n *\n * 在每帧调用,处理系统的主要逻辑。\n */\n update() {\n if (!this._enabled || !this.checkProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(this._systemName);\n try {\n this.begin();\n this.process(this._entities);\n }\n finally {\n this._performanceMonitor.endMonitoring(this._systemName, startTime, this._entities.length);\n }\n }\n /**\n * 后期更新系统\n *\n * 在所有系统的update方法执行完毕后调用。\n */\n lateUpdate() {\n if (!this._enabled || !this.checkProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(`${this._systemName}_Late`);\n try {\n this.lateProcess(this._entities);\n this.end();\n }\n finally {\n this._performanceMonitor.endMonitoring(`${this._systemName}_Late`, startTime, this._entities.length);\n }\n }\n /**\n * 在系统处理开始前调用\n *\n * 子类可以重写此方法进行预处理操作。\n */\n begin() {\n // 子类可以重写此方法\n }\n /**\n * 处理实体列表\n *\n * 系统的核心逻辑,子类必须实现此方法来定义具体的处理逻辑。\n *\n * @param entities 要处理的实体列表\n */\n process(entities) {\n // 子类必须实现此方法\n }\n /**\n * 后期处理实体列表\n *\n * 在主要处理逻辑之后执行,子类可以重写此方法。\n *\n * @param entities 要处理的实体列表\n */\n lateProcess(entities) {\n // 子类可以重写此方法\n }\n /**\n * 系统处理完毕后调用\n *\n * 子类可以重写此方法进行后处理操作。\n */\n end() {\n // 子类可以重写此方法\n }\n /**\n * 检查系统是否需要处理\n *\n * 在启用系统时有用,但仅偶尔需要处理。\n * 这只影响处理,不影响事件或订阅列表。\n *\n * @returns 如果系统应该处理,则为true,如果不处理则为false\n */\n checkProcessing() {\n return true;\n }\n /**\n * 获取系统的性能数据\n *\n * @returns 性能数据或undefined\n */\n getPerformanceData() {\n return this._performanceMonitor.getSystemData(this._systemName);\n }\n /**\n * 获取系统的性能统计\n *\n * @returns 性能统计或undefined\n */\n getPerformanceStats() {\n return this._performanceMonitor.getSystemStats(this._systemName);\n }\n /**\n * 重置系统的性能数据\n */\n resetPerformanceData() {\n this._performanceMonitor.resetSystem(this._systemName);\n }\n /**\n * 获取系统信息的字符串表示\n *\n * @returns 系统信息字符串\n */\n toString() {\n const entityCount = this._entities.length;\n const perfData = this.getPerformanceData();\n const perfInfo = perfData ? ` (${perfData.executionTime.toFixed(2)}ms)` : '';\n return `${this._systemName}[${entityCount} entities]${perfInfo}`;\n }\n}\n//# sourceMappingURL=EntitySystem.js.map","import { EntitySystem } from './EntitySystem';\n/**\n * 处理系统抽象类\n * 定义一个处理实体的抽象类,继承自EntitySystem类\n * 子类需要实现processSystem方法,用于实现具体的处理逻辑\n */\nexport class ProcessingSystem extends EntitySystem {\n /**\n * 当实体发生变化时,不进行任何操作\n * @param entity 发生变化的实体\n */\n onChanged(entity) { }\n /**\n * 处理实体,每帧调用processSystem方法进行处理\n * @param entities 实体数组,未被使用\n */\n process(entities) {\n // 调用子类实现的processSystem方法进行实体处理\n this.processSystem();\n }\n}\n//# sourceMappingURL=ProcessingSystem.js.map","import { EntitySystem } from './EntitySystem';\n/**\n * 被动实体系统\n * 定义一个被动的实体系统,继承自EntitySystem类\n * 被动的实体系统不会对实体进行任何修改,只会被动地接收实体的变化事件\n */\nexport class PassiveSystem extends EntitySystem {\n /**\n * 当实体发生变化时,不进行任何操作\n * @param entity 发生变化的实体\n */\n onChanged(entity) { }\n /**\n * 不进行任何处理\n * @param entities 实体数组,未被使用\n */\n process(entities) {\n // 被动系统不进行任何处理\n }\n}\n//# sourceMappingURL=PassiveSystem.js.map","import { EntitySystem } from './EntitySystem';\nimport { Time } from '../../Utils/Time';\n/**\n * 间隔系统抽象类\n * 定义一个按时间间隔处理的抽象类,继承自EntitySystem类\n * 子类需要实现process方法,用于实现具体的处理逻辑\n */\nexport class IntervalSystem extends EntitySystem {\n /**\n * 构造函数,初始化时间间隔\n * @param matcher 实体匹配器\n * @param interval 时间间隔\n */\n constructor(matcher, interval) {\n super(matcher);\n /** 累积增量以跟踪间隔 */\n this.acc = 0;\n /** 时间间隔的余数,用于计算下一次需要等待的时间 */\n this.intervalRemainder = 0;\n this.interval = interval;\n }\n /**\n * 判断是否需要进行处理\n * 如果需要进行处理,则更新累积增量和时间间隔余数,返回true\n * 否则返回false\n */\n checkProcessing() {\n // 更新累积增量\n this.acc += Time.deltaTime;\n // 如果累积增量超过时间间隔,则进行处理\n if (this.acc >= this.interval) {\n // 更新时间间隔余数\n this.intervalRemainder = this.acc - this.interval;\n // 重置累积增量\n this.acc = 0;\n // 返回true,表示需要进行处理\n return true;\n }\n // 返回false,表示不需要进行处理\n return false;\n }\n /**\n * 获取本系统上次处理后的实际delta值\n * 实际delta值等于时间间隔加上时间间隔余数\n */\n getIntervalDelta() {\n return this.interval + this.intervalRemainder;\n }\n}\n//# sourceMappingURL=IntervalSystem.js.map","import { TypeSafeEventSystem } from './EventSystem';\nimport { ECSEventType, EventPriority, EventTypeValidator } from '../CoreEvents';\n/**\n * 增强的事件总线实现\n * 基于TypeSafeEventSystem,提供类型安全的事件发布订阅机制\n */\nexport class EventBus {\n constructor(debugMode = false) {\n this.eventIdCounter = 0;\n this.isDebugMode = false;\n this.eventSystem = new TypeSafeEventSystem();\n this.isDebugMode = debugMode;\n }\n /**\n * 发射事件\n * @param eventType 事件类型\n * @param data 事件数据\n */\n emit(eventType, data) {\n this.validateEventType(eventType);\n // 增强事件数据\n const enhancedData = this.enhanceEventData(eventType, data);\n if (this.isDebugMode) {\n console.log(`[EventBus] Emitting event: ${eventType}`, enhancedData);\n }\n this.eventSystem.emitSync(eventType, enhancedData);\n }\n /**\n * 异步发射事件\n * @param eventType 事件类型\n * @param data 事件数据\n */\n async emitAsync(eventType, data) {\n this.validateEventType(eventType);\n // 增强事件数据\n const enhancedData = this.enhanceEventData(eventType, data);\n if (this.isDebugMode) {\n console.log(`[EventBus] Emitting async event: ${eventType}`, enhancedData);\n }\n await this.eventSystem.emit(eventType, enhancedData);\n }\n /**\n * 监听事件\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n on(eventType, handler, config = {}) {\n this.validateEventType(eventType);\n const eventConfig = {\n once: config.once || false,\n priority: config.priority || EventPriority.NORMAL,\n async: config.async || false,\n context: config.context\n };\n if (this.isDebugMode) {\n console.log(`[EventBus] Adding listener for: ${eventType}`, eventConfig);\n }\n return this.eventSystem.on(eventType, handler, eventConfig);\n }\n /**\n * 监听事件(一次性)\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n once(eventType, handler, config = {}) {\n return this.on(eventType, handler, { ...config, once: true });\n }\n /**\n * 异步监听事件\n * @param eventType 事件类型\n * @param handler 异步事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n onAsync(eventType, handler, config = {}) {\n return this.on(eventType, handler, { ...config, async: true });\n }\n /**\n * 移除事件监听器\n * @param eventType 事件类型\n * @param listenerId 监听器ID\n */\n off(eventType, listenerId) {\n if (this.isDebugMode) {\n console.log(`[EventBus] Removing listener: ${listenerId} for event: ${eventType}`);\n }\n return this.eventSystem.off(eventType, listenerId);\n }\n /**\n * 移除指定事件类型的所有监听器\n * @param eventType 事件类型\n */\n offAll(eventType) {\n if (this.isDebugMode) {\n console.log(`[EventBus] Removing all listeners for event: ${eventType}`);\n }\n this.eventSystem.offAll(eventType);\n }\n /**\n * 检查是否有指定事件的监听器\n * @param eventType 事件类型\n */\n hasListeners(eventType) {\n return this.eventSystem.hasListeners(eventType);\n }\n /**\n * 获取事件统计信息\n * @param eventType 事件类型(可选)\n */\n getStats(eventType) {\n const stats = this.eventSystem.getStats(eventType);\n if (stats instanceof Map) {\n // 转换Map中的每个EventStats为IEventStats\n const result = new Map();\n stats.forEach((stat, key) => {\n result.set(key, this.convertEventStats(stat));\n });\n return result;\n }\n else {\n return this.convertEventStats(stats);\n }\n }\n /**\n * 清空所有监听器\n */\n clear() {\n if (this.isDebugMode) {\n console.log('[EventBus] Clearing all listeners');\n }\n this.eventSystem.clear();\n }\n /**\n * 启用或禁用事件系统\n * @param enabled 是否启用\n */\n setEnabled(enabled) {\n this.eventSystem.setEnabled(enabled);\n }\n /**\n * 设置调试模式\n * @param debug 是否启用调试\n */\n setDebugMode(debug) {\n this.isDebugMode = debug;\n }\n /**\n * 设置最大监听器数量\n * @param max 最大数量\n */\n setMaxListeners(max) {\n this.eventSystem.setMaxListeners(max);\n }\n /**\n * 获取监听器数量\n * @param eventType 事件类型\n */\n getListenerCount(eventType) {\n return this.eventSystem.getListenerCount(eventType);\n }\n /**\n * 设置事件批处理配置\n * @param eventType 事件类型\n * @param batchSize 批处理大小\n * @param delay 延迟时间(毫秒)\n */\n setBatchConfig(eventType, batchSize, delay) {\n this.eventSystem.setBatchConfig(eventType, {\n batchSize,\n delay,\n enabled: true\n });\n }\n /**\n * 刷新指定事件的批处理队列\n * @param eventType 事件类型\n */\n flushBatch(eventType) {\n this.eventSystem.flushBatch(eventType);\n }\n /**\n * 重置事件统计\n * @param eventType 事件类型(可选)\n */\n resetStats(eventType) {\n this.eventSystem.resetStats(eventType);\n }\n // 便捷方法:发射预定义的ECS事件\n /**\n * 发射实体创建事件\n * @param entityData 实体事件数据\n */\n emitEntityCreated(entityData) {\n this.emit(ECSEventType.ENTITY_CREATED, entityData);\n }\n /**\n * 发射实体销毁事件\n * @param entityData 实体事件数据\n */\n emitEntityDestroyed(entityData) {\n this.emit(ECSEventType.ENTITY_DESTROYED, entityData);\n }\n /**\n * 发射组件添加事件\n * @param componentData 组件事件数据\n */\n emitComponentAdded(componentData) {\n this.emit(ECSEventType.COMPONENT_ADDED, componentData);\n }\n /**\n * 发射组件移除事件\n * @param componentData 组件事件数据\n */\n emitComponentRemoved(componentData) {\n this.emit(ECSEventType.COMPONENT_REMOVED, componentData);\n }\n /**\n * 发射系统添加事件\n * @param systemData 系统事件数据\n */\n emitSystemAdded(systemData) {\n this.emit(ECSEventType.SYSTEM_ADDED, systemData);\n }\n /**\n * 发射系统移除事件\n * @param systemData 系统事件数据\n */\n emitSystemRemoved(systemData) {\n this.emit(ECSEventType.SYSTEM_REMOVED, systemData);\n }\n /**\n * 发射场景变化事件\n * @param sceneData 场景事件数据\n */\n emitSceneChanged(sceneData) {\n this.emit(ECSEventType.SCENE_ACTIVATED, sceneData);\n }\n /**\n * 发射性能警告事件\n * @param performanceData 性能事件数据\n */\n emitPerformanceWarning(performanceData) {\n this.emit(ECSEventType.PERFORMANCE_WARNING, performanceData);\n }\n // 便捷方法:监听预定义的ECS事件\n /**\n * 监听实体创建事件\n * @param handler 事件处理器\n * @param config 监听器配置\n */\n onEntityCreated(handler, config) {\n return this.on(ECSEventType.ENTITY_CREATED, handler, config);\n }\n /**\n * 监听组件添加事件\n * @param handler 事件处理器\n * @param config 监听器配置\n */\n onComponentAdded(handler, config) {\n return this.on(ECSEventType.COMPONENT_ADDED, handler, config);\n }\n /**\n * 监听系统错误事件\n * @param handler 事件处理器\n * @param config 监听器配置\n */\n onSystemError(handler, config) {\n return this.on(ECSEventType.SYSTEM_ERROR, handler, config);\n }\n /**\n * 监听性能警告事件\n * @param handler 事件处理器\n * @param config 监听器配置\n */\n onPerformanceWarning(handler, config) {\n return this.on(ECSEventType.PERFORMANCE_WARNING, handler, config);\n }\n // 私有方法\n /**\n * 验证事件类型\n * @param eventType 事件类型\n */\n validateEventType(eventType) {\n if (!EventTypeValidator.isValid(eventType)) {\n if (this.isDebugMode) {\n console.warn(`[EventBus] Unknown event type: ${eventType}`);\n }\n // 在调试模式下添加自定义事件类型\n if (this.isDebugMode) {\n EventTypeValidator.addCustomType(eventType);\n }\n }\n }\n /**\n * 增强事件数据\n * @param eventType 事件类型\n * @param data 原始数据\n */\n enhanceEventData(eventType, data) {\n const enhanced = data;\n // 如果数据还没有基础事件属性,添加它们\n if (!enhanced.timestamp) {\n enhanced.timestamp = Date.now();\n }\n if (!enhanced.eventId) {\n enhanced.eventId = `${eventType}_${++this.eventIdCounter}`;\n }\n if (!enhanced.source) {\n enhanced.source = 'EventBus';\n }\n return enhanced;\n }\n /**\n * 转换EventStats为IEventStats\n * @param stats EventStats实例\n */\n convertEventStats(stats) {\n return {\n eventType: stats.eventType,\n listenerCount: stats.listenerCount,\n triggerCount: stats.triggerCount,\n totalExecutionTime: stats.totalExecutionTime,\n averageExecutionTime: stats.averageExecutionTime,\n lastTriggerTime: stats.lastTriggerTime\n };\n }\n}\n/**\n * 全局事件总线实例\n * 提供全局访问的事件总线\n */\nexport class GlobalEventBus {\n /**\n * 获取全局事件总线实例\n * @param debugMode 是否启用调试模式\n */\n static getInstance(debugMode = false) {\n if (!this.instance) {\n this.instance = new EventBus(debugMode);\n }\n return this.instance;\n }\n /**\n * 重置全局事件总线实例\n * @param debugMode 是否启用调试模式\n */\n static reset(debugMode = false) {\n if (this.instance) {\n this.instance.clear();\n }\n this.instance = new EventBus(debugMode);\n return this.instance;\n }\n}\n/**\n * 事件装饰器工厂\n * 用于自动注册事件监听器\n */\nexport function EventHandler(eventType, config = {}) {\n return function (target, propertyKey, descriptor) {\n const originalMethod = descriptor.value;\n // 在类实例化时自动注册监听器\n const initMethod = target.constructor.prototype.initEventListeners || function () { };\n target.constructor.prototype.initEventListeners = function () {\n initMethod.call(this);\n const eventBus = GlobalEventBus.getInstance();\n eventBus.on(eventType, originalMethod.bind(this), config);\n };\n return descriptor;\n };\n}\n/**\n * 异步事件装饰器工厂\n * 用于自动注册异步事件监听器\n */\nexport function AsyncEventHandler(eventType, config = {}) {\n return function (target, propertyKey, descriptor) {\n const originalMethod = descriptor.value;\n const initMethod = target.constructor.prototype.initEventListeners || function () { };\n target.constructor.prototype.initEventListeners = function () {\n initMethod.call(this);\n const eventBus = GlobalEventBus.getInstance();\n eventBus.onAsync(eventType, originalMethod.bind(this), config);\n };\n return descriptor;\n };\n}\n//# sourceMappingURL=EventBus.js.map","import { Entity } from '../Entity';\nimport { IdentifierPool } from '../Utils/IdentifierPool';\nimport { ComponentIndexManager, IndexType } from './ComponentIndex';\nimport { ArchetypeSystem } from './ArchetypeSystem';\nimport { DirtyTrackingSystem, DirtyFlag } from './DirtyTrackingSystem';\nimport { EventBus } from './EventBus';\n/**\n * 实体查询构建器\n *\n * 提供流式API来构建复杂的实体查询条件。支持组件过滤、标签过滤、状态过滤和自定义条件。\n *\n * @example\n * ```typescript\n * const results = entityManager.query()\n * .withAll(PositionComponent, HealthComponent)\n * .without(VelocityComponent)\n * .withTag(1)\n * .active()\n * .where(entity => entity.name.startsWith(\"Player\"))\n * .execute();\n * ```\n */\nexport class EntityQueryBuilder {\n /**\n * 创建查询构建器实例\n * @param entityManager 实体管理器实例\n */\n constructor(entityManager) {\n this.entityManager = entityManager;\n /** 必须包含的组件类型 */\n this._allComponents = [];\n /** 至少包含一个的组件类型 */\n this._anyComponents = [];\n /** 不能包含的组件类型 */\n this._withoutComponents = [];\n /** 必须包含的标签 */\n this._withTags = [];\n /** 不能包含的标签 */\n this._withoutTags = [];\n /** 是否只查询激活状态的实体 */\n this._activeOnly = false;\n /** 是否只查询启用状态的实体 */\n this._enabledOnly = false;\n /** 自定义过滤条件 */\n this._customPredicates = [];\n }\n /**\n * 添加必须包含的组件条件\n *\n * 返回的实体必须包含所有指定的组件类型。\n *\n * @param componentTypes 组件类型列表\n * @returns 查询构建器实例,支持链式调用\n */\n withAll(...componentTypes) {\n this._allComponents.push(...componentTypes);\n return this;\n }\n /**\n * 添加至少包含一个的组件条件\n *\n * 返回的实体必须至少包含其中一个指定的组件类型。\n *\n * @param componentTypes 组件类型列表\n * @returns 查询构建器实例,支持链式调用\n */\n withAny(...componentTypes) {\n this._anyComponents.push(...componentTypes);\n return this;\n }\n /**\n * 添加不能包含的组件条件\n *\n * 返回的实体不能包含任何指定的组件类型。\n *\n * @param componentTypes 组件类型列表\n * @returns 查询构建器实例,支持链式调用\n */\n without(...componentTypes) {\n this._withoutComponents.push(...componentTypes);\n return this;\n }\n /**\n * 添加必须包含的标签条件\n *\n * 返回的实体必须具有指定的标签。\n *\n * @param tag 标签值\n * @returns 查询构建器实例,支持链式调用\n */\n withTag(tag) {\n this._withTags.push(tag);\n return this;\n }\n /**\n * 添加不能包含的标签条件\n *\n * 返回的实体不能具有指定的标签。\n *\n * @param tag 标签值\n * @returns 查询构建器实例,支持链式调用\n */\n withoutTag(tag) {\n this._withoutTags.push(tag);\n return this;\n }\n /**\n * 添加激活状态过滤条件\n *\n * 返回的实体必须处于激活状态(active = true)。\n *\n * @returns 查询构建器实例,支持链式调用\n */\n active() {\n this._activeOnly = true;\n return this;\n }\n /**\n * 添加启用状态过滤条件\n *\n * 返回的实体必须处于启用状态(enabled = true)。\n *\n * @returns 查询构建器实例,支持链式调用\n */\n enabled() {\n this._enabledOnly = true;\n return this;\n }\n /**\n * 添加自定义过滤条件\n *\n * 允许用户定义复杂的过滤逻辑。\n *\n * @param predicate 自定义过滤函数,接收实体作为参数,返回布尔值\n * @returns 查询构建器实例,支持链式调用\n *\n * @example\n * ```typescript\n * .where(entity => entity.name.startsWith(\"Player\"))\n * .where(entity => entity.components.length > 5)\n * ```\n */\n where(predicate) {\n this._customPredicates.push(predicate);\n return this;\n }\n /**\n * 执行查询并返回所有匹配的实体\n *\n * @returns 符合所有查询条件的实体数组\n */\n execute() {\n let candidates = [];\n if (this._allComponents.length > 0) {\n const indexResult = this.entityManager.queryWithComponentIndex(this._allComponents, 'AND');\n candidates = Array.from(indexResult);\n }\n else if (this._anyComponents.length > 0) {\n const indexResult = this.entityManager.queryWithComponentIndex(this._anyComponents, 'OR');\n candidates = Array.from(indexResult);\n }\n else {\n candidates = this.entityManager.getAllEntities();\n }\n return candidates.filter(entity => this.matchesEntity(entity));\n }\n /**\n * 执行查询并返回第一个匹配的实体\n *\n * @returns 第一个符合查询条件的实体,如果没有找到则返回null\n */\n first() {\n const entities = this.entityManager.getAllEntities();\n return entities.find(entity => this.matchesEntity(entity)) || null;\n }\n /**\n * 执行查询并返回匹配实体的数量\n *\n * @returns 符合查询条件的实体数量\n */\n count() {\n const entities = this.entityManager.getAllEntities();\n return entities.filter(entity => this.matchesEntity(entity)).length;\n }\n /**\n * 对所有匹配的实体执行指定操作\n *\n * @param action 要执行的操作函数,接收匹配的实体作为参数\n */\n forEach(action) {\n const entities = this.entityManager.getAllEntities();\n entities.forEach(entity => {\n if (this.matchesEntity(entity)) {\n action(entity);\n }\n });\n }\n /**\n * 检查实体是否匹配所有查询条件\n *\n * 按优先级顺序检查各种过滤条件,一旦发现不匹配立即返回false。\n *\n * @param entity 要检查的实体\n * @returns 实体是否匹配所有查询条件\n */\n matchesEntity(entity) {\n // 检查激活状态\n if (this._activeOnly && !entity.active) {\n return false;\n }\n // 检查启用状态\n if (this._enabledOnly && !entity.enabled) {\n return false;\n }\n // 检查必须包含的组件\n if (this._allComponents.length > 0) {\n for (const componentType of this._allComponents) {\n if (!entity.hasComponent(componentType)) {\n return false;\n }\n }\n }\n // 检查至少包含一个的组件\n if (this._anyComponents.length > 0) {\n let hasAny = false;\n for (const componentType of this._anyComponents) {\n if (entity.hasComponent(componentType)) {\n hasAny = true;\n break;\n }\n }\n if (!hasAny) {\n return false;\n }\n }\n // 检查不能包含的组件\n if (this._withoutComponents.length > 0) {\n for (const componentType of this._withoutComponents) {\n if (entity.hasComponent(componentType)) {\n return false;\n }\n }\n }\n // 检查必须包含的标签\n if (this._withTags.length > 0) {\n if (!this._withTags.includes(entity.tag)) {\n return false;\n }\n }\n // 检查不能包含的标签\n if (this._withoutTags.length > 0) {\n if (this._withoutTags.includes(entity.tag)) {\n return false;\n }\n }\n // 检查自定义条件\n if (this._customPredicates.length > 0) {\n for (const predicate of this._customPredicates) {\n if (!predicate(entity)) {\n return false;\n }\n }\n }\n return true;\n }\n}\n/**\n * 实体管理器\n *\n * 提供统一的实体管理和查询机制,支持高效的实体操作。\n * 包括实体的创建、销毁、查询和索引管理功能。\n *\n * @example\n * ```typescript\n * const entityManager = new EntityManager();\n *\n * // 创建实体\n * const player = entityManager.createEntity(\"Player\");\n *\n * // 查询实体\n * const playerEntity = entityManager.getEntityByName(\"Player\");\n *\n * // 复杂查询\n * const results = entityManager.query()\n * .withAll(HealthComponent, PositionComponent)\n * .active()\n * .execute();\n * ```\n */\nexport class EntityManager {\n /**\n * 创建实体管理器实例\n *\n * 初始化内部数据结构和ID分配器。\n */\n constructor() {\n /** 主要实体存储,使用ID作为键 */\n this._entities = new Map();\n /** 按名称索引的实体映射 */\n this._entitiesByName = new Map();\n /** 按标签索引的实体映射 */\n this._entitiesByTag = new Map();\n /** 已销毁实体的ID集合 */\n this._destroyedEntities = new Set();\n this._identifierPool = new IdentifierPool();\n // 初始化性能优化系统\n this._componentIndexManager = new ComponentIndexManager(IndexType.HASH);\n this._archetypeSystem = new ArchetypeSystem();\n this._dirtyTrackingSystem = new DirtyTrackingSystem();\n this._eventBus = new EventBus(false);\n // 设置Entity的静态事件总线引用\n Entity.eventBus = this._eventBus;\n }\n /**\n * 获取实体总数\n *\n * @returns 当前管理的实体总数量\n */\n get entityCount() {\n return this._entities.size;\n }\n /**\n * 获取激活状态的实体数量\n *\n * 只计算同时满足激活状态且未被销毁的实体。\n *\n * @returns 激活状态的实体数量\n */\n get activeEntityCount() {\n let count = 0;\n for (const entity of this._entities.values()) {\n if (entity.active && !entity.isDestroyed) {\n count++;\n }\n }\n return count;\n }\n /**\n * 创建新实体\n *\n * 分配唯一ID并将实体添加到管理系统中,同时更新相关索引。\n *\n * @param name 实体名称,如果未指定则使用时间戳生成默认名称\n * @returns 创建的实体实例\n *\n * @example\n * ```typescript\n * const player = entityManager.createEntity(\"Player\");\n * const enemy = entityManager.createEntity(); // 使用默认名称\n * ```\n */\n createEntity(name = `Entity_${Date.now()}`) {\n const id = this._identifierPool.checkOut();\n const entity = new Entity(name, id);\n this._entities.set(id, entity);\n this.updateNameIndex(entity, true);\n this.updateTagIndex(entity, true);\n this._componentIndexManager.addEntity(entity);\n this._archetypeSystem.addEntity(entity);\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);\n // 发射实体创建事件\n this._eventBus.emitEntityCreated({\n timestamp: Date.now(),\n source: 'EntityManager',\n entityId: entity.id,\n entityName: entity.name,\n entityTag: entity.tag?.toString()\n });\n return entity;\n }\n /**\n * 销毁实体\n *\n * 支持通过实体对象、名称或ID来销毁实体。\n * 会清理所有相关索引并回收ID。\n *\n * @param entityOrId 要销毁的实体,可以是实体对象、名称字符串或ID数字\n * @returns 是否成功销毁实体\n *\n * @example\n * ```typescript\n * // 通过实体对象销毁\n * entityManager.destroyEntity(player);\n *\n * // 通过名称销毁\n * entityManager.destroyEntity(\"Enemy_1\");\n *\n * // 通过ID销毁\n * entityManager.destroyEntity(123);\n * ```\n */\n destroyEntity(entityOrId) {\n let entity = null;\n if (typeof entityOrId === 'string') {\n entity = this.getEntityByName(entityOrId);\n }\n else if (typeof entityOrId === 'number') {\n entity = this._entities.get(entityOrId) || null;\n }\n else {\n entity = this._entities.get(entityOrId.id) || null;\n }\n if (!entity) {\n return false;\n }\n this._destroyedEntities.add(entity.id);\n this.updateNameIndex(entity, false);\n this.updateTagIndex(entity, false);\n this._componentIndexManager.removeEntity(entity);\n this._archetypeSystem.removeEntity(entity);\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_REMOVED);\n // 发射实体销毁事件\n this._eventBus.emitEntityDestroyed({\n timestamp: Date.now(),\n source: 'EntityManager',\n entityId: entity.id,\n entityName: entity.name,\n entityTag: entity.tag?.toString()\n });\n entity.destroy();\n this._entities.delete(entity.id);\n this._identifierPool.checkIn(entity.id);\n return true;\n }\n /**\n * 获取所有实体\n *\n * 返回当前管理的所有实体的副本数组。\n *\n * @returns 所有实体的数组\n */\n getAllEntities() {\n return Array.from(this._entities.values());\n }\n /**\n * 根据ID获取实体\n *\n * 支持字符串和数字类型的ID。\n *\n * @param id 实体ID,可以是字符串或数字\n * @returns 对应的实体,如果不存在则返回null\n */\n getEntity(id) {\n const numId = typeof id === 'string' ? parseInt(id) : id;\n return this._entities.get(numId) || null;\n }\n /**\n * 根据名称获取实体\n *\n * 如果存在多个同名实体,返回第一个找到的实体。\n *\n * @param name 实体名称\n * @returns 匹配的实体,如果不存在则返回null\n */\n getEntityByName(name) {\n const entities = this._entitiesByName.get(name);\n return entities && entities.length > 0 ? entities[0] : null;\n }\n /**\n * 根据标签获取实体列表\n *\n * 返回所有具有指定标签的实体。\n *\n * @param tag 标签值\n * @returns 具有指定标签的实体数组\n */\n getEntitiesByTag(tag) {\n return [...(this._entitiesByTag.get(tag) || [])];\n }\n /**\n * 获取包含指定组件的所有实体\n *\n * 遍历所有实体,查找包含指定组件类型的实体。\n *\n * @param componentType 组件类型\n * @returns 包含指定组件的实体数组\n *\n * @example\n * ```typescript\n * const entitiesWithHealth = entityManager.getEntitiesWithComponent(HealthComponent);\n * ```\n */\n getEntitiesWithComponent(componentType) {\n const indexResult = this._componentIndexManager.query(componentType);\n return Array.from(indexResult);\n }\n /**\n * 创建查询构建器\n *\n * 返回一个新的查询构建器实例,用于构建复杂的实体查询。\n *\n * @returns 新的查询构建器实例\n *\n * @example\n * ```typescript\n * const results = entityManager.query()\n * .withAll(PositionComponent, HealthComponent)\n * .without(VelocityComponent)\n * .active()\n * .execute();\n * ```\n */\n query() {\n return new EntityQueryBuilder(this);\n }\n /**\n * 使用组件索引进行多组件查询\n *\n * @param componentTypes 组件类型数组\n * @param operation 查询操作:'AND' 或 'OR'\n * @returns 匹配的实体集合\n */\n queryWithComponentIndex(componentTypes, operation) {\n return this._componentIndexManager.queryMultiple(componentTypes, operation);\n }\n /**\n * 标记实体组件已修改\n *\n * @param entity 修改的实体\n * @param componentTypes 修改的组件类型\n */\n markEntityDirty(entity, componentTypes) {\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, componentTypes);\n }\n /**\n * 获取性能优化统计信息\n */\n getOptimizationStats() {\n return {\n componentIndex: this._componentIndexManager.getStats(),\n archetypeSystem: this._archetypeSystem.getAllArchetypes().map(a => ({\n id: a.id,\n componentTypes: a.componentTypes.map(t => t.name),\n entityCount: a.entities.length\n })),\n dirtyTracking: this._dirtyTrackingSystem.getStats()\n };\n }\n /**\n * 获取事件总线实例\n *\n * 允许外部代码监听和发射ECS相关事件。\n *\n * @returns 事件总线实例\n */\n get eventBus() {\n return this._eventBus;\n }\n /**\n * 更新名称索引\n *\n * 维护按名称查找实体的索引结构。支持添加和移除操作。\n *\n * @param entity 要更新索引的实体\n * @param isAdd true表示添加到索引,false表示从索引中移除\n */\n updateNameIndex(entity, isAdd) {\n if (!entity.name) {\n return;\n }\n if 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{"version":3,"file":"index.js","sources":["../bin/Utils/GlobalManager.js","../bin/Utils/Time.js","../bin/Utils/Timers/Timer.js","../bin/Utils/Timers/TimerManager.js","../bin/Utils/PerformanceMonitor.js","../bin/ECS/Core/IndexUpdateBatcher.js","../bin/ECS/Core/ComponentIndex.js","../bin/ECS/Core/DirtyTrackingSystem.js","../bin/ECS/Core/QuerySystem.js","../bin/ECS/CoreEvents.js","../bin/Utils/Pool.js","../bin/ECS/Core/ComponentStorage.js","../bin/ECS/Entity.js","../bin/ECS/Utils/EntityList.js","../bin/ECS/Utils/EntityProcessorList.js","../bin/ECS/Utils/IdentifierPool.js","../bin/ECS/Core/ComponentPool.js","../bin/ECS/Core/BitMaskOptimizer.js","../bin/ECS/Core/ArchetypeSystem.js","../bin/ECS/Core/EventSystem.js","../bin/ECS/Scene.js","../bin/ECS/Core/FluentAPI.js","../bin/Utils/DebugReporter.js","../bin/Core.js","../bin/Utils/Emitter.js","../bin/ECS/Component.js","../bin/ECS/Utils/Bits.js","../bin/ECS/Utils/ComponentTypeManager.js","../bin/ECS/Utils/Matcher.js","../bin/ECS/Systems/EntitySystem.js","../bin/ECS/Systems/ProcessingSystem.js","../bin/ECS/Systems/PassiveSystem.js","../bin/ECS/Systems/IntervalSystem.js","../bin/ECS/Core/EventBus.js","../bin/ECS/Core/EntityManager.js","../bin/Utils/Extensions/TypeUtils.js","../bin/Utils/Extensions/NumberExtension.js"],"sourcesContent":["/**\n * 全局管理器的基类。所有全局管理器都应该从此类继承。\n */\nexport class GlobalManager {\n constructor() {\n /**\n * 表示管理器是否启用\n */\n this._enabled = false;\n }\n /**\n * 获取或设置管理器是否启用\n */\n get enabled() {\n return this._enabled;\n }\n set enabled(value) {\n this.setEnabled(value);\n }\n /**\n * 设置管理器是否启用\n * @param isEnabled 如果为true,则启用管理器;否则禁用管理器\n */\n setEnabled(isEnabled) {\n if (this._enabled != isEnabled) {\n this._enabled = isEnabled;\n if (this._enabled) {\n // 如果启用了管理器,则调用onEnabled方法\n this.onEnabled();\n }\n else {\n // 如果禁用了管理器,则调用onDisabled方法\n this.onDisabled();\n }\n }\n }\n /**\n * 在启用管理器时调用的回调方法\n */\n onEnabled() {\n }\n /**\n * 在禁用管理器时调用的回调方法\n */\n onDisabled() {\n }\n /**\n * 更新管理器状态的方法\n */\n update() {\n }\n}\n//# sourceMappingURL=GlobalManager.js.map","/**\n * 时间管理工具类\n * 提供游戏时间相关的功能,包括帧时间、总时间、时间缩放等\n */\nexport class Time {\n /**\n * 使用外部引擎提供的deltaTime更新时间信息\n * @param deltaTime 外部引擎提供的帧时间间隔(秒)\n */\n static update(deltaTime) {\n // 设置未缩放的帧时间\n this.unscaledDeltaTime = deltaTime;\n this.deltaTime = deltaTime * this.timeScale;\n // 更新总时间\n this.unscaledTotalTime += this.unscaledDeltaTime;\n this.totalTime += this.deltaTime;\n // 更新帧数\n this.frameCount++;\n }\n /**\n * 场景改变时重置时间\n */\n static sceneChanged() {\n this.frameCount = 0;\n this.totalTime = 0;\n this.unscaledTotalTime = 0;\n this.deltaTime = 0;\n this.unscaledDeltaTime = 0;\n }\n /**\n * 检查指定的时间间隔是否已经过去\n * @param interval 时间间隔(秒)\n * @param lastTime 上次检查的时间\n * @returns 是否已经过去指定时间\n */\n static checkEvery(interval, lastTime) {\n return this.totalTime - lastTime >= interval;\n }\n}\n/**\n * 上一帧到当前帧的时间间隔(秒)\n */\nTime.deltaTime = 0;\n/**\n * 未缩放的帧时间间隔(秒)\n */\nTime.unscaledDeltaTime = 0;\n/**\n * 游戏开始以来的总时间(秒)\n */\nTime.totalTime = 0;\n/**\n * 未缩放的总时间(秒)\n */\nTime.unscaledTotalTime = 0;\n/**\n * 时间缩放比例\n */\nTime.timeScale = 1;\n/**\n * 当前帧数\n */\nTime.frameCount = 0;\n//# sourceMappingURL=Time.js.map","import { Time } from '../Time';\n/**\n * 私有类隐藏ITimer的实现\n */\nexport class Timer {\n constructor() {\n this._timeInSeconds = 0;\n this._repeats = false;\n this._isDone = false;\n this._elapsedTime = 0;\n }\n getContext() {\n return this.context;\n }\n /**\n * 定时器是否已完成\n */\n get isDone() {\n return this._isDone;\n }\n /**\n * 定时器已运行的时间\n */\n get elapsedTime() {\n return this._elapsedTime;\n }\n reset() {\n this._elapsedTime = 0;\n }\n stop() {\n this._isDone = true;\n }\n tick() {\n // 如果stop在tick之前被调用,那么isDone将为true,我们不应该再做任何事情\n if (!this._isDone && this._elapsedTime > this._timeInSeconds) {\n this._elapsedTime -= this._timeInSeconds;\n this._onTime(this);\n if (!this._isDone && !this._repeats)\n this._isDone = true;\n }\n this._elapsedTime += Time.deltaTime;\n return this._isDone;\n }\n initialize(timeInsSeconds, repeats, context, onTime) {\n this._timeInSeconds = timeInsSeconds;\n this._repeats = repeats;\n this.context = context;\n this._onTime = onTime.bind(context);\n }\n /**\n * 空出对象引用,以便在js需要时GC可以清理它们的引用\n */\n unload() {\n this.context = null;\n this._onTime = null;\n }\n}\n//# sourceMappingURL=Timer.js.map","import { GlobalManager } from '../GlobalManager';\nimport { Timer } from './Timer';\n/**\n * 允许动作的延迟和重复执行\n */\nexport class TimerManager extends GlobalManager {\n constructor() {\n super(...arguments);\n this._timers = [];\n }\n update() {\n for (let i = this._timers.length - 1; i >= 0; i--) {\n if (this._timers[i].tick()) {\n this._timers[i].unload();\n this._timers.splice(i, 1);\n }\n }\n }\n /**\n * 调度一个一次性或重复的计时器,该计时器将调用已传递的动作\n * @param timeInSeconds\n * @param repeats\n * @param context\n * @param onTime\n */\n schedule(timeInSeconds, repeats, context, onTime) {\n let timer = new Timer();\n timer.initialize(timeInSeconds, repeats, context, onTime);\n this._timers.push(timer);\n return timer;\n }\n}\n//# sourceMappingURL=TimerManager.js.map","/**\n * 性能警告类型\n */\nexport var PerformanceWarningType;\n(function (PerformanceWarningType) {\n PerformanceWarningType[\"HIGH_EXECUTION_TIME\"] = \"high_execution_time\";\n PerformanceWarningType[\"HIGH_MEMORY_USAGE\"] = \"high_memory_usage\";\n PerformanceWarningType[\"HIGH_CPU_USAGE\"] = \"high_cpu_usage\";\n PerformanceWarningType[\"FREQUENT_GC\"] = \"frequent_gc\";\n PerformanceWarningType[\"LOW_FPS\"] = \"low_fps\";\n PerformanceWarningType[\"HIGH_ENTITY_COUNT\"] = \"high_entity_count\";\n})(PerformanceWarningType || (PerformanceWarningType = {}));\n/**\n * 高性能监控器\n * 用于监控ECS系统的性能表现,提供详细的分析和优化建议\n */\nexport class PerformanceMonitor {\n /**\n * 获取单例实例\n */\n static get instance() {\n if (!PerformanceMonitor._instance) {\n PerformanceMonitor._instance = new PerformanceMonitor();\n }\n return PerformanceMonitor._instance;\n }\n constructor() {\n this._systemData = new Map();\n this._systemStats = new Map();\n this._warnings = [];\n this._isEnabled = false;\n this._maxRecentSamples = 60; // 保留最近60帧的数据\n this._maxWarnings = 100; // 最大警告数量\n // 性能阈值配置\n this._thresholds = {\n executionTime: { warning: 16.67, critical: 33.33 }, // 60fps和30fps对应的帧时间\n memoryUsage: { warning: 100, critical: 200 }, // MB\n cpuUsage: { warning: 70, critical: 90 }, // 百分比\n fps: { warning: 45, critical: 30 },\n entityCount: { warning: 1000, critical: 5000 }\n };\n // FPS监控\n this._fpsHistory = [];\n this._lastFrameTime = 0;\n this._frameCount = 0;\n this._fpsUpdateInterval = 1000; // 1秒更新一次FPS\n this._lastFpsUpdate = 0;\n this._currentFps = 60;\n // 内存监控\n this._memoryCheckInterval = 5000; // 5秒检查一次内存\n this._lastMemoryCheck = 0;\n this._memoryHistory = [];\n // GC监控\n this._gcCount = 0;\n this._lastGcCheck = 0;\n this._gcCheckInterval = 1000;\n }\n /**\n * 启用性能监控\n */\n enable() {\n this._isEnabled = true;\n }\n /**\n * 禁用性能监控\n */\n disable() {\n this._isEnabled = false;\n }\n /**\n * 检查是否启用了性能监控\n */\n get isEnabled() {\n return this._isEnabled;\n }\n /**\n * 开始监控系统性能\n * @param systemName 系统名称\n * @returns 开始时间戳\n */\n startMonitoring(systemName) {\n if (!this._isEnabled) {\n return 0;\n }\n return performance.now();\n }\n /**\n * 结束监控并记录性能数据\n * @param systemName 系统名称\n * @param startTime 开始时间戳\n * @param entityCount 处理的实体数量\n */\n endMonitoring(systemName, startTime, entityCount = 0) {\n if (!this._isEnabled || startTime === 0) {\n return;\n }\n const endTime = performance.now();\n const executionTime = endTime - startTime;\n const averageTimePerEntity = entityCount > 0 ? executionTime / entityCount : 0;\n // 更新当前性能数据\n const data = {\n name: systemName,\n executionTime,\n entityCount,\n averageTimePerEntity,\n lastUpdateTime: endTime\n };\n this._systemData.set(systemName, data);\n // 更新统计信息\n this.updateStats(systemName, executionTime);\n }\n /**\n * 更新系统统计信息\n * @param systemName 系统名称\n * @param executionTime 执行时间\n */\n updateStats(systemName, executionTime) {\n let stats = this._systemStats.get(systemName);\n if (!stats) {\n stats = {\n totalTime: 0,\n averageTime: 0,\n minTime: Number.MAX_VALUE,\n maxTime: 0,\n executionCount: 0,\n recentTimes: [],\n standardDeviation: 0,\n percentile95: 0,\n percentile99: 0\n };\n this._systemStats.set(systemName, stats);\n }\n // 更新基本统计\n stats.totalTime += executionTime;\n stats.executionCount++;\n stats.averageTime = stats.totalTime / stats.executionCount;\n stats.minTime = Math.min(stats.minTime, executionTime);\n stats.maxTime = Math.max(stats.maxTime, executionTime);\n // 更新最近时间列表\n stats.recentTimes.push(executionTime);\n if (stats.recentTimes.length > this._maxRecentSamples) {\n stats.recentTimes.shift();\n }\n // 计算高级统计信息\n this.calculateAdvancedStats(stats);\n }\n /**\n * 计算高级统计信息\n * @param stats 统计信息对象\n */\n calculateAdvancedStats(stats) {\n if (stats.recentTimes.length === 0)\n return;\n // 计算标准差\n const mean = stats.recentTimes.reduce((a, b) => a + b, 0) / stats.recentTimes.length;\n const variance = stats.recentTimes.reduce((acc, time) => acc + Math.pow(time - mean, 2), 0) / stats.recentTimes.length;\n stats.standardDeviation = Math.sqrt(variance);\n // 计算百分位数\n const sortedTimes = [...stats.recentTimes].sort((a, b) => a - b);\n const len = sortedTimes.length;\n stats.percentile95 = sortedTimes[Math.floor(len * 0.95)] || 0;\n stats.percentile99 = sortedTimes[Math.floor(len * 0.99)] || 0;\n }\n /**\n * 获取系统的当前性能数据\n * @param systemName 系统名称\n * @returns 性能数据或undefined\n */\n getSystemData(systemName) {\n return this._systemData.get(systemName);\n }\n /**\n * 获取系统的统计信息\n * @param systemName 系统名称\n * @returns 统计信息或undefined\n */\n getSystemStats(systemName) {\n return this._systemStats.get(systemName);\n }\n /**\n * 获取所有系统的性能数据\n * @returns 所有系统的性能数据\n */\n getAllSystemData() {\n return new Map(this._systemData);\n }\n /**\n * 获取所有系统的统计信息\n * @returns 所有系统的统计信息\n */\n getAllSystemStats() {\n return new Map(this._systemStats);\n }\n /**\n * 获取性能报告\n * @returns 格式化的性能报告字符串\n */\n getPerformanceReport() {\n if (!this._isEnabled) {\n return \"Performance monitoring is disabled.\";\n }\n const lines = [];\n lines.push(\"=== ECS Performance Report ===\");\n lines.push(\"\");\n // 按平均执行时间排序\n const sortedSystems = Array.from(this._systemStats.entries())\n .sort((a, b) => b[1].averageTime - a[1].averageTime);\n for (const [systemName, stats] of sortedSystems) {\n const data = this._systemData.get(systemName);\n lines.push(`System: ${systemName}`);\n lines.push(` Current: ${data?.executionTime.toFixed(2)}ms (${data?.entityCount} entities)`);\n lines.push(` Average: ${stats.averageTime.toFixed(2)}ms`);\n lines.push(` Min/Max: ${stats.minTime.toFixed(2)}ms / ${stats.maxTime.toFixed(2)}ms`);\n lines.push(` Total: ${stats.totalTime.toFixed(2)}ms (${stats.executionCount} calls)`);\n if (data?.averageTimePerEntity && data.averageTimePerEntity > 0) {\n lines.push(` Per Entity: ${data.averageTimePerEntity.toFixed(4)}ms`);\n }\n lines.push(\"\");\n }\n // 总体统计\n const totalCurrentTime = Array.from(this._systemData.values())\n .reduce((sum, data) => sum + data.executionTime, 0);\n lines.push(`Total Frame Time: ${totalCurrentTime.toFixed(2)}ms`);\n lines.push(`Systems Count: ${this._systemData.size}`);\n return lines.join('\\n');\n }\n /**\n * 重置所有性能数据\n */\n reset() {\n this._systemData.clear();\n this._systemStats.clear();\n }\n /**\n * 重置指定系统的性能数据\n * @param systemName 系统名称\n */\n resetSystem(systemName) {\n this._systemData.delete(systemName);\n this._systemStats.delete(systemName);\n }\n /**\n * 获取性能警告\n * @param thresholdMs 警告阈值(毫秒)\n * @returns 超过阈值的系统列表\n */\n getPerformanceWarnings(thresholdMs = 16.67) {\n const warnings = [];\n for (const [systemName, data] of this._systemData.entries()) {\n if (data.executionTime > thresholdMs) {\n warnings.push(`${systemName}: ${data.executionTime.toFixed(2)}ms (>${thresholdMs}ms)`);\n }\n }\n return warnings;\n }\n /**\n * 设置最大保留样本数\n * @param maxSamples 最大样本数\n */\n setMaxRecentSamples(maxSamples) {\n this._maxRecentSamples = maxSamples;\n // 裁剪现有数据\n for (const stats of this._systemStats.values()) {\n while (stats.recentTimes.length > maxSamples) {\n stats.recentTimes.shift();\n }\n }\n }\n}\n//# sourceMappingURL=PerformanceMonitor.js.map","/**\n * 索引更新操作类型\n */\nexport var IndexUpdateType;\n(function (IndexUpdateType) {\n IndexUpdateType[\"ADD_ENTITY\"] = \"add_entity\";\n IndexUpdateType[\"REMOVE_ENTITY\"] = \"remove_entity\";\n IndexUpdateType[\"UPDATE_ENTITY\"] = \"update_entity\";\n})(IndexUpdateType || (IndexUpdateType = {}));\n/**\n * 延迟索引更新器,用于批量更新查询索引以提高性能\n */\nexport class IndexUpdateBatcher {\n constructor() {\n this.pendingOperations = [];\n this.isProcessing = false;\n this.batchSize = 1000;\n this.flushTimeout = null;\n this.flushDelay = 16; // 16ms,约60fps\n }\n /**\n * 添加索引更新操作\n */\n addOperation(operation) {\n this.pendingOperations.push(operation);\n // 如果达到批量大小,立即处理\n if (this.pendingOperations.length >= this.batchSize) {\n this.flush();\n }\n else {\n // 否则延迟处理\n this.scheduleFlush();\n }\n }\n /**\n * 批量添加实体\n */\n addEntities(entities) {\n for (const entity of entities) {\n this.pendingOperations.push({\n type: IndexUpdateType.ADD_ENTITY,\n entity\n });\n }\n if (this.pendingOperations.length >= this.batchSize) {\n this.flush();\n }\n else {\n this.scheduleFlush();\n }\n }\n /**\n * 批量移除实体\n */\n removeEntities(entities) {\n for (const entity of entities) {\n this.pendingOperations.push({\n type: IndexUpdateType.REMOVE_ENTITY,\n entity\n });\n }\n if (this.pendingOperations.length >= this.batchSize) {\n this.flush();\n }\n else {\n this.scheduleFlush();\n }\n }\n /**\n * 批量更新实体\n */\n updateEntities(updates) {\n for (const update of updates) {\n this.pendingOperations.push({\n type: IndexUpdateType.UPDATE_ENTITY,\n entity: update.entity,\n oldMask: update.oldMask,\n newMask: update.newMask\n });\n }\n if (this.pendingOperations.length >= this.batchSize) {\n this.flush();\n }\n else {\n this.scheduleFlush();\n }\n }\n /**\n * 安排延迟刷新\n */\n scheduleFlush() {\n if (this.flushTimeout) {\n return;\n }\n this.flushTimeout = setTimeout(() => {\n this.flush();\n }, this.flushDelay);\n }\n /**\n * 立即处理所有待处理的操作\n */\n flush() {\n if (this.isProcessing || this.pendingOperations.length === 0) {\n return;\n }\n this.isProcessing = true;\n if (this.flushTimeout) {\n clearTimeout(this.flushTimeout);\n this.flushTimeout = null;\n }\n try {\n this.processBatch();\n }\n finally {\n this.isProcessing = false;\n }\n }\n /**\n * 处理批量操作\n */\n processBatch() {\n const operations = this.pendingOperations;\n this.pendingOperations = [];\n // 按操作类型分组以优化处理\n const addOperations = [];\n const removeOperations = [];\n const updateOperations = [];\n for (const operation of operations) {\n switch (operation.type) {\n case IndexUpdateType.ADD_ENTITY:\n addOperations.push(operation.entity);\n break;\n case IndexUpdateType.REMOVE_ENTITY:\n removeOperations.push(operation.entity);\n break;\n case IndexUpdateType.UPDATE_ENTITY:\n if (operation.oldMask !== undefined && operation.newMask !== undefined) {\n updateOperations.push({\n entity: operation.entity,\n oldMask: operation.oldMask,\n newMask: operation.newMask\n });\n }\n break;\n }\n }\n // 批量处理每种类型的操作\n if (addOperations.length > 0) {\n this.processBatchAdd(addOperations);\n }\n if (removeOperations.length > 0) {\n this.processBatchRemove(removeOperations);\n }\n if (updateOperations.length > 0) {\n this.processBatchUpdate(updateOperations);\n }\n }\n /**\n * 批量处理添加操作\n */\n processBatchAdd(entities) {\n // 这里应该调用QuerySystem的批量添加方法\n // 由于需要访问QuerySystem,这个方法应该由外部注入处理函数\n if (this.onBatchAdd) {\n this.onBatchAdd(entities);\n }\n }\n /**\n * 批量处理移除操作\n */\n processBatchRemove(entities) {\n if (this.onBatchRemove) {\n this.onBatchRemove(entities);\n }\n }\n /**\n * 批量处理更新操作\n */\n processBatchUpdate(updates) {\n if (this.onBatchUpdate) {\n this.onBatchUpdate(updates);\n }\n }\n /**\n * 设置批量大小\n */\n setBatchSize(size) {\n this.batchSize = Math.max(1, size);\n }\n /**\n * 设置刷新延迟\n */\n setFlushDelay(delay) {\n this.flushDelay = Math.max(0, delay);\n }\n /**\n * 获取待处理操作数量\n */\n getPendingCount() {\n return this.pendingOperations.length;\n }\n /**\n * 清空所有待处理操作\n */\n clear() {\n this.pendingOperations.length = 0;\n if (this.flushTimeout) {\n clearTimeout(this.flushTimeout);\n this.flushTimeout = null;\n }\n }\n /**\n * 检查是否有待处理操作\n */\n hasPendingOperations() {\n return this.pendingOperations.length > 0;\n }\n}\n//# sourceMappingURL=IndexUpdateBatcher.js.map","/**\n * 组件索引类型\n */\nexport var IndexType;\n(function (IndexType) {\n /** 哈希索引 - 最快查找 */\n IndexType[\"HASH\"] = \"hash\";\n /** 位图索引 - 内存高效 */\n IndexType[\"BITMAP\"] = \"bitmap\";\n /** 排序索引 - 支持范围查询 */\n IndexType[\"SORTED\"] = \"sorted\";\n})(IndexType || (IndexType = {}));\n/**\n * 哈希索引实现\n *\n * 使用Map数据结构,提供O(1)的查找性能。\n * 适合大多数查询场景。\n */\nexport class HashComponentIndex {\n constructor() {\n this.type = IndexType.HASH;\n this._componentToEntities = new Map();\n this._entityToComponents = new Map();\n this._queryCount = 0;\n this._totalQueryTime = 0;\n this._lastUpdated = Date.now();\n }\n addEntity(entity) {\n const components = entity.components;\n const componentTypes = new Set();\n for (const component of components) {\n const componentType = component.constructor;\n componentTypes.add(componentType);\n let entities = this._componentToEntities.get(componentType);\n if (!entities) {\n entities = new Set();\n this._componentToEntities.set(componentType, entities);\n }\n entities.add(entity);\n }\n this._entityToComponents.set(entity, componentTypes);\n this._lastUpdated = Date.now();\n }\n removeEntity(entity) {\n const componentTypes = this._entityToComponents.get(entity);\n if (!componentTypes)\n return;\n for (const componentType of componentTypes) {\n const entities = this._componentToEntities.get(componentType);\n if (entities) {\n entities.delete(entity);\n if (entities.size === 0) {\n this._componentToEntities.delete(componentType);\n }\n }\n }\n this._entityToComponents.delete(entity);\n this._lastUpdated = Date.now();\n }\n query(componentType) {\n const startTime = performance.now();\n const result = new Set(this._componentToEntities.get(componentType) || []);\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n queryMultiple(componentTypes, operation) {\n const startTime = performance.now();\n if (componentTypes.length === 0) {\n return new Set();\n }\n if (componentTypes.length === 1) {\n return this.query(componentTypes[0]);\n }\n let result;\n if (operation === 'AND') {\n let smallestSet;\n let smallestSize = Infinity;\n for (const componentType of componentTypes) {\n const entities = this._componentToEntities.get(componentType);\n if (!entities || entities.size === 0) {\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return new Set();\n }\n if (entities.size < smallestSize) {\n smallestSize = entities.size;\n smallestSet = entities;\n }\n }\n result = new Set();\n if (smallestSet) {\n for (const entity of smallestSet) {\n let hasAll = true;\n for (const componentType of componentTypes) {\n const entities = this._componentToEntities.get(componentType);\n if (!entities || !entities.has(entity)) {\n hasAll = false;\n break;\n }\n }\n if (hasAll) {\n result.add(entity);\n }\n }\n }\n }\n else {\n result = new Set();\n for (const componentType of componentTypes) {\n const entities = this._componentToEntities.get(componentType);\n if (entities) {\n for (const entity of entities) {\n result.add(entity);\n }\n }\n }\n }\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n clear() {\n this._componentToEntities.clear();\n this._entityToComponents.clear();\n this._lastUpdated = Date.now();\n }\n getStats() {\n let memoryUsage = 0;\n memoryUsage += this._componentToEntities.size * 64;\n memoryUsage += this._entityToComponents.size * 64;\n for (const entities of this._componentToEntities.values()) {\n memoryUsage += entities.size * 8;\n }\n for (const components of this._entityToComponents.values()) {\n memoryUsage += components.size * 8;\n }\n return {\n type: this.type,\n size: this._componentToEntities.size,\n memoryUsage,\n queryCount: this._queryCount,\n avgQueryTime: this._queryCount > 0 ? this._totalQueryTime / this._queryCount : 0,\n lastUpdated: this._lastUpdated\n };\n }\n}\n/**\n * 位图索引实现\n *\n * 使用位操作进行快速集合运算,内存效率高。\n * 适合有限组件类型和大量实体的场景。\n */\nexport class BitmapComponentIndex {\n constructor() {\n this.type = IndexType.BITMAP;\n this._componentTypeToBit = new Map();\n this._entityToBitmap = new Map();\n this._bitToEntities = new Map();\n this._nextBit = 0;\n this._queryCount = 0;\n this._totalQueryTime = 0;\n this._lastUpdated = Date.now();\n }\n addEntity(entity) {\n let bitmap = 0;\n for (const component of entity.components) {\n const componentType = component.constructor;\n let bit = this._componentTypeToBit.get(componentType);\n if (bit === undefined) {\n bit = this._nextBit++;\n this._componentTypeToBit.set(componentType, bit);\n }\n bitmap |= (1 << bit);\n let entities = this._bitToEntities.get(1 << bit);\n if (!entities) {\n entities = new Set();\n this._bitToEntities.set(1 << bit, entities);\n }\n entities.add(entity);\n }\n this._entityToBitmap.set(entity, bitmap);\n this._lastUpdated = Date.now();\n }\n removeEntity(entity) {\n const bitmap = this._entityToBitmap.get(entity);\n if (bitmap === undefined)\n return;\n // 从所有相关的位集合中移除实体\n for (const [bitMask, entities] of this._bitToEntities) {\n if ((bitmap & bitMask) !== 0) {\n entities.delete(entity);\n if (entities.size === 0) {\n this._bitToEntities.delete(bitMask);\n }\n }\n }\n this._entityToBitmap.delete(entity);\n this._lastUpdated = Date.now();\n }\n query(componentType) {\n const startTime = performance.now();\n const bit = this._componentTypeToBit.get(componentType);\n if (bit === undefined) {\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return new Set();\n }\n const result = new Set(this._bitToEntities.get(1 << bit) || []);\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n queryMultiple(componentTypes, operation) {\n const startTime = performance.now();\n if (componentTypes.length === 0) {\n return new Set();\n }\n let targetBitmap = 0;\n const validBits = [];\n for (const componentType of componentTypes) {\n const bit = this._componentTypeToBit.get(componentType);\n if (bit !== undefined) {\n targetBitmap |= (1 << bit);\n validBits.push(1 << bit);\n }\n }\n const result = new Set();\n if (operation === 'AND') {\n for (const [entity, entityBitmap] of this._entityToBitmap) {\n if ((entityBitmap & targetBitmap) === targetBitmap) {\n result.add(entity);\n }\n }\n }\n else {\n for (const bitMask of validBits) {\n const entities = this._bitToEntities.get(bitMask);\n if (entities) {\n for (const entity of entities) {\n result.add(entity);\n }\n }\n }\n }\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n clear() {\n this._componentTypeToBit.clear();\n this._entityToBitmap.clear();\n this._bitToEntities.clear();\n this._nextBit = 0;\n this._lastUpdated = Date.now();\n }\n getStats() {\n let memoryUsage = 0;\n memoryUsage += this._componentTypeToBit.size * 12;\n memoryUsage += this._entityToBitmap.size * 12;\n memoryUsage += this._bitToEntities.size * 64;\n for (const entities of this._bitToEntities.values()) {\n memoryUsage += entities.size * 8;\n }\n return {\n type: this.type,\n size: this._componentTypeToBit.size,\n memoryUsage,\n queryCount: this._queryCount,\n avgQueryTime: this._queryCount > 0 ? this._totalQueryTime / this._queryCount : 0,\n lastUpdated: this._lastUpdated\n };\n }\n}\n/**\n * 智能组件索引管理器\n *\n * 根据使用模式自动选择最优的索引策略。\n * 支持动态切换索引类型以获得最佳性能。\n */\nexport class ComponentIndexManager {\n constructor(initialType = IndexType.HASH) {\n this._indexHistory = new Map();\n this._autoOptimize = true;\n this._optimizationThreshold = 1000;\n this._activeIndex = this.createIndex(initialType);\n }\n /**\n * 添加实体到索引\n */\n addEntity(entity) {\n this._activeIndex.addEntity(entity);\n this.checkOptimization();\n }\n /**\n * 从索引中移除实体\n */\n removeEntity(entity) {\n this._activeIndex.removeEntity(entity);\n }\n /**\n * 查询包含指定组件的实体\n */\n query(componentType) {\n return this._activeIndex.query(componentType);\n }\n /**\n * 批量查询多个组件\n */\n queryMultiple(componentTypes, operation) {\n return this._activeIndex.queryMultiple(componentTypes, operation);\n }\n /**\n * 手动切换索引类型\n */\n switchIndexType(type) {\n if (type === this._activeIndex.type)\n return;\n this._indexHistory.set(this._activeIndex.type, this._activeIndex.getStats());\n const oldIndex = this._activeIndex;\n this._activeIndex = this.createIndex(type);\n oldIndex.clear();\n }\n /**\n * 启用/禁用自动优化\n */\n setAutoOptimize(enabled) {\n this._autoOptimize = enabled;\n }\n /**\n * 获取当前索引统计信息\n */\n getStats() {\n return this._activeIndex.getStats();\n }\n /**\n * 获取所有索引类型的历史统计信息\n */\n getAllStats() {\n const current = this._activeIndex.getStats();\n return new Map([\n ...this._indexHistory,\n [current.type, current]\n ]);\n }\n /**\n * 清空索引\n */\n clear() {\n this._activeIndex.clear();\n }\n /**\n * 创建指定类型的索引\n */\n createIndex(type) {\n switch (type) {\n case IndexType.HASH:\n return new HashComponentIndex();\n case IndexType.BITMAP:\n return new BitmapComponentIndex();\n case IndexType.SORTED:\n return new HashComponentIndex();\n default:\n return new HashComponentIndex();\n }\n }\n /**\n * 检查是否需要优化索引\n */\n checkOptimization() {\n if (!this._autoOptimize)\n return;\n const stats = this._activeIndex.getStats();\n if (stats.queryCount < this._optimizationThreshold)\n return;\n if (stats.avgQueryTime > 1.0 && stats.type !== IndexType.HASH) {\n this.switchIndexType(IndexType.HASH);\n }\n else if (stats.memoryUsage > 10 * 1024 * 1024 && stats.type !== IndexType.BITMAP) {\n this.switchIndexType(IndexType.BITMAP);\n }\n }\n}\n//# sourceMappingURL=ComponentIndex.js.map","/**\n * 脏标记类型\n */\nexport var DirtyFlag;\n(function (DirtyFlag) {\n /** 组件数据已修改 */\n DirtyFlag[DirtyFlag[\"COMPONENT_MODIFIED\"] = 1] = \"COMPONENT_MODIFIED\";\n /** 组件已添加 */\n DirtyFlag[DirtyFlag[\"COMPONENT_ADDED\"] = 2] = \"COMPONENT_ADDED\";\n /** 组件已移除 */\n DirtyFlag[DirtyFlag[\"COMPONENT_REMOVED\"] = 4] = \"COMPONENT_REMOVED\";\n /** 实体位置已改变 */\n DirtyFlag[DirtyFlag[\"TRANSFORM_CHANGED\"] = 8] = \"TRANSFORM_CHANGED\";\n /** 实体状态已改变 */\n DirtyFlag[DirtyFlag[\"STATE_CHANGED\"] = 16] = \"STATE_CHANGED\";\n /** 自定义标记1 */\n DirtyFlag[DirtyFlag[\"CUSTOM_1\"] = 256] = \"CUSTOM_1\";\n /** 自定义标记2 */\n DirtyFlag[DirtyFlag[\"CUSTOM_2\"] = 512] = \"CUSTOM_2\";\n /** 自定义标记3 */\n DirtyFlag[DirtyFlag[\"CUSTOM_3\"] = 1024] = \"CUSTOM_3\";\n /** 所有标记 */\n DirtyFlag[DirtyFlag[\"ALL\"] = 4294967295] = \"ALL\";\n})(DirtyFlag || (DirtyFlag = {}));\n/**\n * 脏标记追踪系统\n *\n * 提供高效的组件和实体变更追踪,避免不必要的计算和更新。\n * 支持细粒度的脏标记和批量处理机制。\n *\n * @example\n * ```typescript\n * const dirtySystem = new DirtyTrackingSystem();\n *\n * // 标记实体的位置组件已修改\n * dirtySystem.markDirty(entity, DirtyFlag.TRANSFORM_CHANGED, [PositionComponent]);\n *\n * // 监听位置变化\n * dirtySystem.addListener({\n * flags: DirtyFlag.TRANSFORM_CHANGED,\n * callback: (data) => {\n * console.log('Entity position changed:', data.entity.name);\n * }\n * });\n *\n * // 处理所有脏标记\n * dirtySystem.processDirtyEntities();\n * ```\n */\nexport class DirtyTrackingSystem {\n constructor() {\n /** 脏实体映射表 */\n this._dirtyEntities = new Map();\n /** 脏标记监听器 */\n this._listeners = [];\n /** 性能统计 */\n this._stats = {\n totalMarkings: 0,\n totalCleanups: 0,\n frameCount: 0,\n totalDirtyPerFrame: 0\n };\n /** 当前帧编号 */\n this._currentFrame = 0;\n this._batchSize = 100;\n this._maxProcessingTime = 16;\n /** 延迟处理队列 */\n this._processingQueue = [];\n this._isProcessing = false;\n }\n /**\n * 标记实体为脏状态\n *\n * @param entity 要标记的实体\n * @param flags 脏标记位\n * @param modifiedComponents 修改的组件类型列表\n */\n markDirty(entity, flags, modifiedComponents = []) {\n this._stats.totalMarkings++;\n let dirtyData = this._dirtyEntities.get(entity);\n if (!dirtyData) {\n dirtyData = {\n entity,\n flags: 0,\n modifiedComponents: new Set(),\n timestamp: performance.now(),\n frameNumber: this._currentFrame\n };\n this._dirtyEntities.set(entity, dirtyData);\n }\n dirtyData.flags |= flags;\n dirtyData.timestamp = performance.now();\n dirtyData.frameNumber = this._currentFrame;\n for (const componentType of modifiedComponents) {\n dirtyData.modifiedComponents.add(componentType);\n }\n this.notifyListeners(dirtyData, flags);\n }\n /**\n * 检查实体是否有指定的脏标记\n *\n * @param entity 要检查的实体\n * @param flags 要检查的标记位\n * @returns 是否有指定的脏标记\n */\n isDirty(entity, flags = DirtyFlag.ALL) {\n const dirtyData = this._dirtyEntities.get(entity);\n return dirtyData ? (dirtyData.flags & flags) !== 0 : false;\n }\n /**\n * 清除实体的脏标记\n *\n * @param entity 要清除的实体\n * @param flags 要清除的标记位,默认清除所有\n */\n clearDirty(entity, flags = DirtyFlag.ALL) {\n const dirtyData = this._dirtyEntities.get(entity);\n if (!dirtyData)\n return;\n if (flags === DirtyFlag.ALL) {\n this._dirtyEntities.delete(entity);\n }\n else {\n dirtyData.flags &= ~flags;\n if (dirtyData.flags === 0) {\n this._dirtyEntities.delete(entity);\n }\n }\n this._stats.totalCleanups++;\n }\n /**\n * 获取所有脏实体\n *\n * @param flags 过滤标记位,只返回包含指定标记的实体\n * @returns 脏实体数据数组\n */\n getDirtyEntities(flags = DirtyFlag.ALL) {\n const result = [];\n for (const dirtyData of this._dirtyEntities.values()) {\n if ((dirtyData.flags & flags) !== 0) {\n result.push(dirtyData);\n }\n }\n return result;\n }\n /**\n * 批量处理脏实体\n *\n * 使用时间分片的方式处理脏实体,避免单帧卡顿\n */\n processDirtyEntities() {\n if (this._isProcessing)\n return;\n this._isProcessing = true;\n const startTime = performance.now();\n if (this._processingQueue.length === 0) {\n this._processingQueue.push(...this._dirtyEntities.values());\n }\n let processed = 0;\n while (this._processingQueue.length > 0 && processed < this._batchSize) {\n const elapsed = performance.now() - startTime;\n if (elapsed > this._maxProcessingTime) {\n break;\n }\n const dirtyData = this._processingQueue.shift();\n this.processEntity(dirtyData);\n processed++;\n }\n if (this._processingQueue.length === 0) {\n this._isProcessing = false;\n this.onFrameEnd();\n }\n }\n /**\n * 添加脏标记监听器\n *\n * @param listener 监听器配置\n */\n addListener(listener) {\n this._listeners.push(listener);\n this._listeners.sort((a, b) => (a.priority || 100) - (b.priority || 100));\n }\n /**\n * 移除脏标记监听器\n *\n * @param callback 要移除的回调函数\n */\n removeListener(callback) {\n const index = this._listeners.findIndex(l => l.callback === callback);\n if (index !== -1) {\n this._listeners.splice(index, 1);\n }\n }\n /**\n * 开始新的帧\n */\n beginFrame() {\n this._currentFrame++;\n }\n /**\n * 结束当前帧\n */\n endFrame() {\n if (!this._isProcessing) {\n this.processDirtyEntities();\n }\n }\n /**\n * 获取统计信息\n */\n getStats() {\n return {\n dirtyEntityCount: this._dirtyEntities.size,\n totalMarkings: this._stats.totalMarkings,\n totalCleanups: this._stats.totalCleanups,\n listenerCount: this._listeners.length,\n avgDirtyPerFrame: this._stats.frameCount > 0 ?\n this._stats.totalDirtyPerFrame / this._stats.frameCount : 0,\n estimatedMemoryUsage: this.estimateMemoryUsage()\n };\n }\n /**\n * 清空所有脏标记和统计信息\n */\n clear() {\n this._dirtyEntities.clear();\n this._processingQueue.length = 0;\n this._isProcessing = false;\n this._stats = {\n totalMarkings: 0,\n totalCleanups: 0,\n frameCount: 0,\n totalDirtyPerFrame: 0\n };\n }\n /**\n * 配置批量处理参数\n *\n * @param batchSize 每次处理的最大实体数量\n * @param maxProcessingTime 每帧最大处理时间(毫秒)\n */\n configureBatchProcessing(batchSize, maxProcessingTime) {\n this._batchSize = batchSize;\n this._maxProcessingTime = maxProcessingTime;\n }\n /**\n * 处理单个脏实体\n */\n processEntity(dirtyData) {\n for (const listener of this._listeners) {\n if ((dirtyData.flags & listener.flags) !== 0) {\n try {\n listener.callback(dirtyData);\n }\n catch (error) {\n console.error('Dirty listener error:', error);\n }\n }\n }\n this.clearDirty(dirtyData.entity);\n }\n /**\n * 通知监听器\n */\n notifyListeners(dirtyData, newFlags) {\n for (const listener of this._listeners) {\n if ((newFlags & listener.flags) !== 0) {\n try {\n listener.callback(dirtyData);\n }\n catch (error) {\n console.error('Dirty listener notification error:', error);\n }\n }\n }\n }\n /**\n * 帧结束时的统计更新\n */\n onFrameEnd() {\n this._stats.frameCount++;\n this._stats.totalDirtyPerFrame += this._dirtyEntities.size;\n }\n /**\n * 估算内存使用量\n */\n estimateMemoryUsage() {\n let usage = 0;\n usage += this._dirtyEntities.size * 100;\n usage += this._listeners.length * 50;\n usage += this._processingQueue.length * 8;\n return usage;\n }\n}\n//# sourceMappingURL=DirtyTrackingSystem.js.map","import { ComponentRegistry } from './ComponentStorage';\nimport { ComponentPoolManager } from './ComponentPool';\nimport { BitMaskOptimizer } from './BitMaskOptimizer';\nimport { IndexUpdateBatcher } from './IndexUpdateBatcher';\nimport { ComponentIndexManager, IndexType } from './ComponentIndex';\nimport { ArchetypeSystem } from './ArchetypeSystem';\nimport { DirtyTrackingSystem, DirtyFlag } from './DirtyTrackingSystem';\n/**\n * 查询条件类型\n */\nexport var QueryConditionType;\n(function (QueryConditionType) {\n /** 必须包含所有指定组件 */\n QueryConditionType[\"ALL\"] = \"all\";\n /** 必须包含任意一个指定组件 */\n QueryConditionType[\"ANY\"] = \"any\";\n /** 不能包含任何指定组件 */\n QueryConditionType[\"NONE\"] = \"none\";\n})(QueryConditionType || (QueryConditionType = {}));\n/**\n * 高性能实体查询系统\n *\n * 提供快速的实体查询功能,支持按组件类型、标签、名称等多种方式查询实体。\n * 系统采用多级索引和智能缓存机制,确保在大量实体场景下的查询性能。\n *\n * 主要特性:\n * - 支持单组件和多组件查询\n * - 自动索引管理和缓存优化\n * - WebAssembly计算加速(如果可用)\n * - 详细的性能统计信息\n *\n * @example\n * ```typescript\n * // 查询所有包含Position和Velocity组件的实体\n * const movingEntities = querySystem.queryAll(PositionComponent, VelocityComponent);\n *\n * // 查询特定标签的实体\n * const playerEntities = querySystem.queryByTag(PLAYER_TAG);\n * ```\n */\nexport class QuerySystem {\n constructor() {\n this.entities = [];\n this.indexDirty = true;\n // 查询缓存系统\n this.queryCache = new Map();\n this.cacheMaxSize = 1000;\n this.cacheTimeout = 5000; // 5秒缓存过期\n // 性能统计\n this.queryStats = {\n totalQueries: 0,\n cacheHits: 0,\n indexHits: 0,\n linearScans: 0,\n archetypeHits: 0,\n dirtyChecks: 0\n };\n this.entityIndex = {\n byMask: new Map(),\n byComponentType: new Map(),\n byTag: new Map(),\n byName: new Map()\n };\n // 初始化优化组件\n this.componentPoolManager = ComponentPoolManager.getInstance();\n this.bitMaskOptimizer = BitMaskOptimizer.getInstance();\n this.indexUpdateBatcher = new IndexUpdateBatcher();\n // 初始化新的性能优化系统\n this.componentIndexManager = new ComponentIndexManager(IndexType.HASH);\n this.archetypeSystem = new ArchetypeSystem();\n this.dirtyTrackingSystem = new DirtyTrackingSystem();\n // 设置索引更新批处理器的回调\n this.indexUpdateBatcher.onBatchAdd = (entities) => {\n for (const entity of entities) {\n this.addEntityToIndexes(entity);\n }\n };\n this.indexUpdateBatcher.onBatchRemove = (entities) => {\n for (const entity of entities) {\n this.removeEntityFromIndexes(entity);\n }\n };\n this.indexUpdateBatcher.onBatchUpdate = (updates) => {\n for (const update of updates) {\n this.removeEntityFromIndexes(update.entity);\n this.addEntityToIndexes(update.entity);\n }\n };\n }\n /**\n * 设置实体列表并重建索引\n *\n * 当实体集合发生大规模变化时调用此方法。\n * 系统将重新构建所有索引以确保查询性能。\n *\n * @param entities 新的实体列表\n */\n setEntities(entities) {\n this.entities = entities;\n this.clearQueryCache();\n this.rebuildIndexes();\n }\n /**\n * 添加单个实体到查询系统\n *\n * 将新实体添加到查询系统中,并自动更新相关索引。\n * 为了提高批量添加性能,可以延迟缓存清理。\n *\n * @param entity 要添加的实体\n * @param deferCacheClear 是否延迟缓存清理(用于批量操作)\n */\n addEntity(entity, deferCacheClear = false) {\n if (!this.entities.includes(entity)) {\n this.entities.push(entity);\n this.addEntityToIndexes(entity);\n this.componentIndexManager.addEntity(entity);\n this.archetypeSystem.addEntity(entity);\n this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);\n // 只有在非延迟模式下才立即清理缓存\n if (!deferCacheClear) {\n this.clearQueryCache();\n }\n }\n }\n /**\n * 批量添加实体\n *\n * 高效地批量添加多个实体,减少缓存清理次数。\n * 使用Set来避免O(n)的重复检查。\n *\n * @param entities 要添加的实体列表\n */\n addEntities(entities) {\n if (entities.length === 0)\n return;\n // 使用Set来快速检查重复\n const existingIds = new Set(this.entities.map(e => e.id));\n let addedCount = 0;\n for (const entity of entities) {\n if (!existingIds.has(entity.id)) {\n this.entities.push(entity);\n this.addEntityToIndexes(entity);\n existingIds.add(entity.id);\n addedCount++;\n }\n }\n // 只在有实体被添加时才清理缓存\n if (addedCount > 0) {\n this.clearQueryCache();\n }\n }\n /**\n * 批量添加实体(无重复检查版本)\n *\n * 假设所有实体都是新的,跳过重复检查以获得最大性能。\n * 仅在确保没有重复实体时使用。\n *\n * @param entities 要添加的实体列表\n */\n addEntitiesUnchecked(entities) {\n if (entities.length === 0)\n return;\n // 避免调用栈溢出,分批添加\n for (const entity of entities) {\n this.entities.push(entity);\n }\n // 批量更新索引\n for (const entity of entities) {\n this.addEntityToIndexes(entity);\n }\n // 清理缓存\n this.clearQueryCache();\n }\n /**\n * 从查询系统移除实体\n *\n * 从查询系统中移除指定实体,并清理相关索引。\n *\n * @param entity 要移除的实体\n */\n removeEntity(entity) {\n const index = this.entities.indexOf(entity);\n if (index !== -1) {\n this.entities.splice(index, 1);\n this.removeEntityFromIndexes(entity);\n this.componentIndexManager.removeEntity(entity);\n this.archetypeSystem.removeEntity(entity);\n this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_REMOVED);\n this.clearQueryCache();\n }\n }\n /**\n * 将实体添加到各种索引中(优化版本)\n */\n addEntityToIndexes(entity) {\n const mask = entity.componentMask;\n // 组件掩码索引 - 优化Map操作\n let maskSet = this.entityIndex.byMask.get(mask);\n if (!maskSet) {\n maskSet = new Set();\n this.entityIndex.byMask.set(mask, maskSet);\n }\n maskSet.add(entity);\n // 组件类型索引 - 批量处理\n const components = entity.components;\n for (let i = 0; i < components.length; i++) {\n const componentType = components[i].constructor;\n let typeSet = this.entityIndex.byComponentType.get(componentType);\n if (!typeSet) {\n typeSet = new Set();\n this.entityIndex.byComponentType.set(componentType, typeSet);\n }\n typeSet.add(entity);\n }\n // 标签索引 - 只在有标签时处理\n const tag = entity.tag;\n if (tag !== undefined) {\n let tagSet = this.entityIndex.byTag.get(tag);\n if (!tagSet) {\n tagSet = new Set();\n this.entityIndex.byTag.set(tag, tagSet);\n }\n tagSet.add(entity);\n }\n // 名称索引 - 只在有名称时处理\n const name = entity.name;\n if (name) {\n let nameSet = this.entityIndex.byName.get(name);\n if (!nameSet) {\n nameSet = new Set();\n this.entityIndex.byName.set(name, nameSet);\n }\n nameSet.add(entity);\n }\n }\n /**\n * 从各种索引中移除实体\n */\n removeEntityFromIndexes(entity) {\n const mask = entity.componentMask;\n // 从组件掩码索引移除\n const maskSet = this.entityIndex.byMask.get(mask);\n if (maskSet) {\n maskSet.delete(entity);\n if (maskSet.size === 0) {\n this.entityIndex.byMask.delete(mask);\n }\n }\n // 从组件类型索引移除\n for (const component of entity.components) {\n const componentType = component.constructor;\n const typeSet = this.entityIndex.byComponentType.get(componentType);\n if (typeSet) {\n typeSet.delete(entity);\n if (typeSet.size === 0) {\n this.entityIndex.byComponentType.delete(componentType);\n }\n }\n }\n // 从标签索引移除\n if (entity.tag !== undefined) {\n const tagSet = this.entityIndex.byTag.get(entity.tag);\n if (tagSet) {\n tagSet.delete(entity);\n if (tagSet.size === 0) {\n this.entityIndex.byTag.delete(entity.tag);\n }\n }\n }\n // 从名称索引移除\n if (entity.name) {\n const nameSet = this.entityIndex.byName.get(entity.name);\n if (nameSet) {\n nameSet.delete(entity);\n if (nameSet.size === 0) {\n this.entityIndex.byName.delete(entity.name);\n }\n }\n }\n }\n /**\n * 重建所有索引\n *\n * 清空并重新构建所有查询索引。\n * 通常在大量实体变更后调用以确保索引一致性。\n */\n rebuildIndexes() {\n this.entityIndex.byMask.clear();\n this.entityIndex.byComponentType.clear();\n this.entityIndex.byTag.clear();\n this.entityIndex.byName.clear();\n for (const entity of this.entities) {\n this.addEntityToIndexes(entity);\n }\n this.indexDirty = false;\n }\n /**\n * 查询包含所有指定组件的实体\n *\n * 返回同时包含所有指定组件类型的实体列表。\n * 系统会自动选择最高效的查询策略,包括索引查找和缓存机制。\n *\n * @param componentTypes 要查询的组件类型列表\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询同时具有位置和速度组件的实体\n * const result = querySystem.queryAll(PositionComponent, VelocityComponent);\n * console.log(`找到 ${result.count} 个移动实体`);\n * ```\n */\n queryAll(...componentTypes) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n // 生成缓存键\n const cacheKey = `all:${componentTypes.map(t => t.name).sort().join(',')}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n let entities;\n const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'AND');\n if (archetypeResult.archetypes.length > 0) {\n this.queryStats.archetypeHits++;\n entities = [];\n for (const archetype of archetypeResult.archetypes) {\n entities.push(...archetype.entities);\n }\n }\n else if (componentTypes.length === 1) {\n this.queryStats.indexHits++;\n const indexResult = this.componentIndexManager.query(componentTypes[0]);\n entities = Array.from(indexResult);\n }\n else {\n const indexResult = this.componentIndexManager.queryMultiple(componentTypes, 'AND');\n entities = Array.from(indexResult);\n }\n // 缓存结果\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 多组件查询算法\n *\n * 针对多组件查询场景的高效算法实现。\n * 通过选择最小的组件集合作为起点,减少需要检查的实体数量。\n *\n * @param componentTypes 组件类型列表\n * @returns 匹配的实体列表\n */\n queryMultipleComponents(componentTypes) {\n // 找到最小的组件集合作为起点\n let smallestSet = null;\n let smallestSize = Infinity;\n for (const componentType of componentTypes) {\n const set = this.entityIndex.byComponentType.get(componentType);\n if (!set || set.size === 0) {\n return []; // 如果任何组件没有实体,直接返回空结果\n }\n if (set.size < smallestSize) {\n smallestSize = set.size;\n smallestSet = set;\n }\n }\n if (!smallestSet) {\n this.queryStats.linearScans++;\n return this.queryByLinearScan(componentTypes);\n }\n // 从最小集合开始,逐步过滤\n const mask = this.createComponentMask(componentTypes);\n const result = [];\n for (const entity of smallestSet) {\n if ((entity.componentMask & mask) === mask) {\n result.push(entity);\n }\n }\n return result;\n }\n /**\n * 线性扫描查询\n *\n * 当索引不可用时的备用查询方法。\n * 遍历所有实体进行组件匹配检查。\n *\n * @param componentTypes 组件类型列表\n * @returns 匹配的实体列表\n */\n queryByLinearScan(componentTypes) {\n const mask = this.createComponentMask(componentTypes);\n return this.entities.filter(entity => (entity.componentMask & mask) === mask);\n }\n /**\n * 查询包含任意指定组件的实体\n *\n * 返回包含任意一个指定组件类型的实体列表。\n * 使用集合合并算法确保高效的查询性能。\n *\n * @param componentTypes 要查询的组件类型列表\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询具有武器或护甲组件的实体\n * const result = querySystem.queryAny(WeaponComponent, ArmorComponent);\n * console.log(`找到 ${result.count} 个装备实体`);\n * ```\n */\n queryAny(...componentTypes) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `any:${componentTypes.map(t => t.name).sort().join(',')}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'OR');\n let entities;\n if (archetypeResult.archetypes.length > 0) {\n this.queryStats.archetypeHits++;\n entities = [];\n for (const archetype of archetypeResult.archetypes) {\n entities.push(...archetype.entities);\n }\n }\n else {\n const indexResult = this.componentIndexManager.queryMultiple(componentTypes, 'OR');\n entities = Array.from(indexResult);\n }\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 查询不包含任何指定组件的实体\n *\n * 返回不包含任何指定组件类型的实体列表。\n * 适用于排除特定类型实体的查询场景。\n *\n * @param componentTypes 要排除的组件类型列表\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询不具有AI和玩家控制组件的实体(如静态物体)\n * const result = querySystem.queryNone(AIComponent, PlayerControlComponent);\n * console.log(`找到 ${result.count} 个静态实体`);\n * ```\n */\n queryNone(...componentTypes) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `none:${componentTypes.map(t => t.name).sort().join(',')}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n const mask = this.createComponentMask(componentTypes);\n const entities = this.entities.filter(entity => (entity.componentMask & mask) === BigInt(0));\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 按标签查询实体\n *\n * 返回具有指定标签的所有实体。\n * 标签查询使用专用索引,具有很高的查询性能。\n *\n * @param tag 要查询的标签值\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询所有玩家实体\n * const players = querySystem.queryByTag(PLAYER_TAG);\n * ```\n */\n queryByTag(tag) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `tag:${tag}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n // 使用索引查询\n this.queryStats.indexHits++;\n const entities = Array.from(this.entityIndex.byTag.get(tag) || []);\n // 缓存结果\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 按名称查询实体\n *\n * 返回具有指定名称的所有实体。\n * 名称查询使用专用索引,适用于查找特定的命名实体。\n *\n * @param name 要查询的实体名称\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查找名为\"Player\"的实体\n * const player = querySystem.queryByName(\"Player\");\n * ```\n */\n queryByName(name) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `name:${name}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n // 使用索引查询\n this.queryStats.indexHits++;\n const entities = Array.from(this.entityIndex.byName.get(name) || []);\n // 缓存结果\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 按单个组件类型查询实体\n *\n * 返回包含指定组件类型的所有实体。\n * 这是最基础的查询方法,具有最高的查询性能。\n *\n * @param componentType 要查询的组件类型\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询所有具有位置组件的实体\n * const entitiesWithPosition = querySystem.queryByComponent(PositionComponent);\n * ```\n */\n queryByComponent(componentType) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `component:${componentType.name}`;\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n // 使用索引查询\n this.queryStats.indexHits++;\n const entities = Array.from(this.entityIndex.byComponentType.get(componentType) || []);\n // 缓存结果\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 从缓存获取查询结果\n */\n getFromCache(cacheKey) {\n const entry = this.queryCache.get(cacheKey);\n if (!entry)\n return null;\n // 检查缓存是否过期\n if (Date.now() - entry.timestamp > this.cacheTimeout) {\n this.queryCache.delete(cacheKey);\n return null;\n }\n entry.hitCount++;\n return entry.entities;\n }\n /**\n * 添加查询结果到缓存\n */\n addToCache(cacheKey, entities) {\n // 如果缓存已满,清理最少使用的条目\n if (this.queryCache.size >= this.cacheMaxSize) {\n this.cleanupCache();\n }\n this.queryCache.set(cacheKey, {\n entities: [...entities], // 复制数组避免引用问题\n timestamp: Date.now(),\n hitCount: 0\n });\n }\n /**\n * 清理缓存\n */\n cleanupCache() {\n // 移除过期的缓存条目\n const now = Date.now();\n for (const [key, entry] of this.queryCache.entries()) {\n if (now - entry.timestamp > this.cacheTimeout) {\n this.queryCache.delete(key);\n }\n }\n // 如果还是太满,移除最少使用的条目\n if (this.queryCache.size >= this.cacheMaxSize) {\n const entries = Array.from(this.queryCache.entries());\n entries.sort((a, b) => a[1].hitCount - b[1].hitCount);\n const toRemove = Math.floor(this.cacheMaxSize * 0.2); // 移除20%\n for (let i = 0; i < toRemove && i < entries.length; i++) {\n this.queryCache.delete(entries[i][0]);\n }\n }\n }\n /**\n * 清除所有查询缓存\n */\n clearQueryCache() {\n this.queryCache.clear();\n }\n /**\n * 公共方法:清理查询缓存\n *\n * 用于外部调用清理缓存,通常在批量操作后使用。\n */\n clearCache() {\n this.clearQueryCache();\n }\n /**\n * 批量更新实体组件\n *\n * 对大量实体进行批量组件更新操作。\n *\n * @param updates 更新操作列表,包含实体ID和新的组件掩码\n *\n * @example\n * ```typescript\n * // 批量更新实体的组件配置\n * const updates = [\n * { entityId: 1, componentMask: BigInt(0b1011) },\n * { entityId: 2, componentMask: BigInt(0b1101) }\n * ];\n * querySystem.batchUpdateComponents(updates);\n * ```\n */\n batchUpdateComponents(updates) {\n // 批量处理更新,先从索引中移除,再重新添加\n const entitiesToUpdate = [];\n for (const update of updates) {\n const entity = this.entities.find(e => e.id === update.entityId);\n if (entity) {\n // 先从所有索引中移除\n this.removeEntityFromIndexes(entity);\n entitiesToUpdate.push(entity);\n }\n }\n // 重新添加到索引中(此时实体的组件掩码已经更新)\n for (const entity of entitiesToUpdate) {\n this.addEntityToIndexes(entity);\n }\n // 标记脏实体进行处理\n for (const entity of entitiesToUpdate) {\n this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, []);\n }\n // 批量更新后清除缓存\n this.clearQueryCache();\n }\n /**\n * 创建组件掩码\n *\n * 根据组件类型列表生成对应的位掩码。\n * 使用位掩码优化器进行缓存和预计算。\n *\n * @param componentTypes 组件类型列表\n * @returns 生成的位掩码\n */\n createComponentMask(componentTypes) {\n // 使用位掩码优化器创建掩码\n const componentNames = componentTypes.map(type => type.name);\n // 确保组件类型已注册到优化器\n for (const name of componentNames) {\n this.bitMaskOptimizer.registerComponentType(name);\n }\n return this.bitMaskOptimizer.createCombinedMask(componentNames);\n }\n /**\n * 获取系统统计信息\n *\n * 返回查询系统的详细统计信息,包括实体数量、索引状态、\n * 查询性能统计等,用于性能监控和调试。\n *\n * @returns 系统统计信息对象\n */\n getStats() {\n return {\n entityCount: this.entities.length,\n indexStats: {\n maskIndexSize: this.entityIndex.byMask.size,\n componentIndexSize: this.entityIndex.byComponentType.size,\n tagIndexSize: this.entityIndex.byTag.size,\n nameIndexSize: this.entityIndex.byName.size\n },\n queryStats: {\n ...this.queryStats,\n cacheHitRate: this.queryStats.totalQueries > 0 ?\n (this.queryStats.cacheHits / this.queryStats.totalQueries * 100).toFixed(2) + '%' : '0%'\n },\n optimizationStats: {\n componentIndex: this.componentIndexManager.getStats(),\n archetypeSystem: this.archetypeSystem.getAllArchetypes().map(a => ({\n id: a.id,\n componentTypes: a.componentTypes.map(t => t.name),\n entityCount: a.entities.length\n })),\n dirtyTracking: this.dirtyTrackingSystem.getStats()\n },\n cacheStats: {\n size: this.queryCache.size,\n hitRate: this.queryStats.totalQueries > 0 ?\n (this.queryStats.cacheHits / this.queryStats.totalQueries * 100).toFixed(2) + '%' : '0%'\n }\n };\n }\n /**\n * 切换组件索引类型\n *\n * @param indexType 新的索引类型\n */\n switchComponentIndexType(indexType) {\n this.componentIndexManager.switchIndexType(indexType);\n }\n /**\n * 配置脏标记系统\n *\n * @param batchSize 批处理大小\n * @param maxProcessingTime 最大处理时间\n */\n configureDirtyTracking(batchSize, maxProcessingTime) {\n this.dirtyTrackingSystem.configureBatchProcessing(batchSize, maxProcessingTime);\n }\n /**\n * 手动触发性能优化\n */\n optimizePerformance() {\n this.dirtyTrackingSystem.processDirtyEntities();\n this.cleanupCache();\n const stats = this.componentIndexManager.getStats();\n if (stats.avgQueryTime > 2.0 && stats.type !== IndexType.HASH) {\n this.switchComponentIndexType(IndexType.HASH);\n }\n else if (stats.memoryUsage > 50 * 1024 * 1024 && stats.type !== IndexType.BITMAP) {\n this.switchComponentIndexType(IndexType.BITMAP);\n }\n }\n /**\n * 开始新的帧\n */\n beginFrame() {\n this.dirtyTrackingSystem.beginFrame();\n }\n /**\n * 结束当前帧\n */\n endFrame() {\n this.dirtyTrackingSystem.endFrame();\n }\n /**\n * 标记实体组件已修改(用于脏标记追踪)\n *\n * @param entity 修改的实体\n * @param componentTypes 修改的组件类型\n */\n markEntityDirty(entity, componentTypes) {\n this.queryStats.dirtyChecks++;\n this.dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, componentTypes);\n this.clearQueryCache();\n }\n /**\n * 获取实体所属的原型信息\n *\n * @param entity 要查询的实体\n */\n getEntityArchetype(entity) {\n return this.archetypeSystem.getEntityArchetype(entity);\n }\n}\n/**\n * 查询构建器\n *\n * 提供链式API来构建复杂的实体查询条件。\n * 支持组合多种查询条件,创建灵活的查询表达式。\n *\n * @example\n * ```typescript\n * const result = new QueryBuilder(querySystem)\n * .withAll(PositionComponent, VelocityComponent)\n * .without(DeadComponent)\n * .execute();\n * ```\n */\nexport class QueryBuilder {\n constructor(querySystem) {\n this.conditions = [];\n this.querySystem = querySystem;\n }\n /**\n * 添加\"必须包含所有组件\"条件\n *\n * @param componentTypes 必须包含的组件类型\n * @returns 查询构建器实例,支持链式调用\n */\n withAll(...componentTypes) {\n this.conditions.push({\n type: QueryConditionType.ALL,\n componentTypes,\n mask: this.createComponentMask(componentTypes)\n });\n return this;\n }\n /**\n * 添加\"必须包含任意组件\"条件\n *\n * @param componentTypes 必须包含其中任意一个的组件类型\n * @returns 查询构建器实例,支持链式调用\n */\n withAny(...componentTypes) {\n this.conditions.push({\n type: QueryConditionType.ANY,\n componentTypes,\n mask: this.createComponentMask(componentTypes)\n });\n return this;\n }\n /**\n * 添加\"不能包含任何组件\"条件\n *\n * @param componentTypes 不能包含的组件类型\n * @returns 查询构建器实例,支持链式调用\n */\n without(...componentTypes) {\n this.conditions.push({\n type: QueryConditionType.NONE,\n componentTypes,\n mask: this.createComponentMask(componentTypes)\n });\n return this;\n }\n /**\n * 执行查询并返回结果\n *\n * 根据已添加的查询条件执行实体查询。\n *\n * @returns 查询结果,包含匹配的实体和性能信息\n */\n execute() {\n const startTime = performance.now();\n // 简化实现:目前只支持单一条件\n if (this.conditions.length === 1) {\n const condition = this.conditions[0];\n switch (condition.type) {\n case QueryConditionType.ALL:\n return this.querySystem.queryAll(...condition.componentTypes);\n case QueryConditionType.ANY:\n return this.querySystem.queryAny(...condition.componentTypes);\n case QueryConditionType.NONE:\n return this.querySystem.queryNone(...condition.componentTypes);\n }\n }\n // 多条件查询的复杂实现留待后续扩展\n return {\n entities: [],\n count: 0,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 创建组件掩码\n */\n createComponentMask(componentTypes) {\n let mask = BigInt(0);\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n mask |= bitMask;\n }\n catch (error) {\n console.warn(`组件类型 ${type.name} 未注册,跳过`);\n }\n }\n return mask;\n }\n /**\n * 重置查询构建器\n *\n * 清除所有已添加的查询条件,重新开始构建查询。\n *\n * @returns 查询构建器实例,支持链式调用\n */\n reset() {\n this.conditions = [];\n return this;\n }\n}\n//# sourceMappingURL=QuerySystem.js.map","/**\n * ECS事件类型枚举\n * 定义实体组件系统中的所有事件类型\n */\nexport var ECSEventType;\n(function (ECSEventType) {\n // 实体相关事件\n ECSEventType[\"ENTITY_CREATED\"] = \"entity:created\";\n ECSEventType[\"ENTITY_DESTROYED\"] = \"entity:destroyed\";\n ECSEventType[\"ENTITY_ENABLED\"] = \"entity:enabled\";\n ECSEventType[\"ENTITY_DISABLED\"] = \"entity:disabled\";\n ECSEventType[\"ENTITY_TAG_ADDED\"] = \"entity:tag:added\";\n ECSEventType[\"ENTITY_TAG_REMOVED\"] = \"entity:tag:removed\";\n ECSEventType[\"ENTITY_NAME_CHANGED\"] = \"entity:name:changed\";\n // 组件相关事件\n ECSEventType[\"COMPONENT_ADDED\"] = \"component:added\";\n ECSEventType[\"COMPONENT_REMOVED\"] = \"component:removed\";\n ECSEventType[\"COMPONENT_MODIFIED\"] = \"component:modified\";\n ECSEventType[\"COMPONENT_ENABLED\"] = \"component:enabled\";\n ECSEventType[\"COMPONENT_DISABLED\"] = \"component:disabled\";\n // 系统相关事件\n ECSEventType[\"SYSTEM_ADDED\"] = \"system:added\";\n ECSEventType[\"SYSTEM_REMOVED\"] = \"system:removed\";\n ECSEventType[\"SYSTEM_ENABLED\"] = \"system:enabled\";\n ECSEventType[\"SYSTEM_DISABLED\"] = \"system:disabled\";\n ECSEventType[\"SYSTEM_PROCESSING_START\"] = \"system:processing:start\";\n ECSEventType[\"SYSTEM_PROCESSING_END\"] = \"system:processing:end\";\n ECSEventType[\"SYSTEM_ERROR\"] = \"system:error\";\n // 场景相关事件\n ECSEventType[\"SCENE_CREATED\"] = \"scene:created\";\n ECSEventType[\"SCENE_DESTROYED\"] = \"scene:destroyed\";\n ECSEventType[\"SCENE_ACTIVATED\"] = \"scene:activated\";\n ECSEventType[\"SCENE_DEACTIVATED\"] = \"scene:deactivated\";\n ECSEventType[\"SCENE_PAUSED\"] = \"scene:paused\";\n ECSEventType[\"SCENE_RESUMED\"] = \"scene:resumed\";\n // 查询相关事件\n ECSEventType[\"QUERY_EXECUTED\"] = \"query:executed\";\n ECSEventType[\"QUERY_CACHE_HIT\"] = \"query:cache:hit\";\n ECSEventType[\"QUERY_CACHE_MISS\"] = \"query:cache:miss\";\n ECSEventType[\"QUERY_OPTIMIZED\"] = \"query:optimized\";\n // 性能相关事件\n ECSEventType[\"PERFORMANCE_WARNING\"] = \"performance:warning\";\n ECSEventType[\"PERFORMANCE_CRITICAL\"] = \"performance:critical\";\n ECSEventType[\"MEMORY_USAGE_HIGH\"] = \"memory:usage:high\";\n ECSEventType[\"FRAME_RATE_DROP\"] = \"frame:rate:drop\";\n // 索引相关事件\n ECSEventType[\"INDEX_CREATED\"] = \"index:created\";\n ECSEventType[\"INDEX_UPDATED\"] = \"index:updated\";\n ECSEventType[\"INDEX_OPTIMIZED\"] = \"index:optimized\";\n // Archetype相关事件\n ECSEventType[\"ARCHETYPE_CREATED\"] = \"archetype:created\";\n ECSEventType[\"ARCHETYPE_ENTITY_ADDED\"] = \"archetype:entity:added\";\n ECSEventType[\"ARCHETYPE_ENTITY_REMOVED\"] = \"archetype:entity:removed\";\n // 脏标记相关事件\n ECSEventType[\"DIRTY_MARK_ADDED\"] = \"dirty:mark:added\";\n ECSEventType[\"DIRTY_BATCH_PROCESSED\"] = \"dirty:batch:processed\";\n // 错误和警告事件\n ECSEventType[\"ERROR_OCCURRED\"] = \"error:occurred\";\n ECSEventType[\"WARNING_ISSUED\"] = \"warning:issued\";\n // 生命周期事件\n ECSEventType[\"FRAMEWORK_INITIALIZED\"] = \"framework:initialized\";\n ECSEventType[\"FRAMEWORK_SHUTDOWN\"] = \"framework:shutdown\";\n // 调试相关事件\n ECSEventType[\"DEBUG_INFO\"] = \"debug:info\";\n ECSEventType[\"DEBUG_STATS_UPDATED\"] = \"debug:stats:updated\";\n})(ECSEventType || (ECSEventType = {}));\n/**\n * 事件优先级枚举\n * 定义事件处理的优先级级别\n */\nexport var EventPriority;\n(function (EventPriority) {\n EventPriority[EventPriority[\"LOWEST\"] = 0] = \"LOWEST\";\n EventPriority[EventPriority[\"LOW\"] = 25] = \"LOW\";\n EventPriority[EventPriority[\"NORMAL\"] = 50] = \"NORMAL\";\n EventPriority[EventPriority[\"HIGH\"] = 75] = \"HIGH\";\n EventPriority[EventPriority[\"HIGHEST\"] = 100] = \"HIGHEST\";\n EventPriority[EventPriority[\"CRITICAL\"] = 200] = \"CRITICAL\";\n})(EventPriority || (EventPriority = {}));\n/**\n * 预定义的事件类型常量\n * 提供类型安全的事件类型字符串\n */\nexport const EVENT_TYPES = {\n // 实体事件\n ENTITY: {\n CREATED: ECSEventType.ENTITY_CREATED,\n DESTROYED: ECSEventType.ENTITY_DESTROYED,\n ENABLED: ECSEventType.ENTITY_ENABLED,\n DISABLED: ECSEventType.ENTITY_DISABLED,\n TAG_ADDED: ECSEventType.ENTITY_TAG_ADDED,\n TAG_REMOVED: ECSEventType.ENTITY_TAG_REMOVED,\n NAME_CHANGED: ECSEventType.ENTITY_NAME_CHANGED\n },\n // 组件事件\n COMPONENT: {\n ADDED: ECSEventType.COMPONENT_ADDED,\n REMOVED: ECSEventType.COMPONENT_REMOVED,\n MODIFIED: ECSEventType.COMPONENT_MODIFIED,\n ENABLED: ECSEventType.COMPONENT_ENABLED,\n DISABLED: ECSEventType.COMPONENT_DISABLED\n },\n // 系统事件\n SYSTEM: {\n ADDED: ECSEventType.SYSTEM_ADDED,\n REMOVED: ECSEventType.SYSTEM_REMOVED,\n ENABLED: ECSEventType.SYSTEM_ENABLED,\n DISABLED: ECSEventType.SYSTEM_DISABLED,\n PROCESSING_START: ECSEventType.SYSTEM_PROCESSING_START,\n PROCESSING_END: ECSEventType.SYSTEM_PROCESSING_END,\n ERROR: ECSEventType.SYSTEM_ERROR\n },\n // 性能事件\n PERFORMANCE: {\n WARNING: ECSEventType.PERFORMANCE_WARNING,\n CRITICAL: ECSEventType.PERFORMANCE_CRITICAL,\n MEMORY_HIGH: ECSEventType.MEMORY_USAGE_HIGH,\n FRAME_DROP: ECSEventType.FRAME_RATE_DROP\n }\n};\n/**\n * 事件类型验证器\n * 验证事件类型是否有效\n */\nexport class EventTypeValidator {\n /**\n * 验证事件类型是否有效\n * @param eventType 事件类型\n * @returns 是否有效\n */\n static isValid(eventType) {\n return this.validTypes.has(eventType);\n }\n /**\n * 获取所有有效的事件类型\n * @returns 事件类型数组\n */\n static getAllValidTypes() {\n return Array.from(this.validTypes);\n }\n /**\n * 添加自定义事件类型\n * @param eventType 事件类型\n */\n static addCustomType(eventType) {\n this.validTypes.add(eventType);\n }\n /**\n * 移除自定义事件类型\n * @param eventType 事件类型\n */\n static removeCustomType(eventType) {\n this.validTypes.delete(eventType);\n }\n}\nEventTypeValidator.validTypes = new Set([\n ...Object.values(ECSEventType),\n ...Object.values(EVENT_TYPES.ENTITY),\n ...Object.values(EVENT_TYPES.COMPONENT),\n ...Object.values(EVENT_TYPES.SYSTEM),\n ...Object.values(EVENT_TYPES.PERFORMANCE)\n]);\n//# sourceMappingURL=CoreEvents.js.map","/**\n * 高性能通用对象池\n * 支持任意类型的对象池化,包含详细的统计信息\n */\nexport class Pool {\n /**\n * 构造函数\n * @param createFn 创建对象的函数\n * @param maxSize 池的最大大小,默认100\n * @param estimatedObjectSize 估算的单个对象大小(字节),默认1024\n */\n constructor(createFn, maxSize = 100, estimatedObjectSize = 1024) {\n this._objects = [];\n this._createFn = createFn;\n this._maxSize = maxSize;\n this._objectSize = estimatedObjectSize;\n this._stats = {\n size: 0,\n maxSize,\n totalCreated: 0,\n totalObtained: 0,\n totalReleased: 0,\n hitRate: 0,\n estimatedMemoryUsage: 0\n };\n }\n /**\n * 获取指定类型的对象池\n * @param type 对象类型\n * @param maxSize 池的最大大小\n * @param estimatedObjectSize 估算的单个对象大小\n * @returns 对象池实例\n */\n static getPool(type, maxSize = 100, estimatedObjectSize = 1024) {\n let pool = this._pools.get(type);\n if (!pool) {\n pool = new Pool(() => new type(), maxSize, estimatedObjectSize);\n this._pools.set(type, pool);\n }\n return pool;\n }\n /**\n * 从池中获取对象\n * @returns 对象实例\n */\n obtain() {\n this._stats.totalObtained++;\n if (this._objects.length > 0) {\n const obj = this._objects.pop();\n this._stats.size--;\n this._updateHitRate();\n this._updateMemoryUsage();\n return obj;\n }\n // 池中没有对象,创建新的\n const obj = this._createFn();\n this._stats.totalCreated++;\n this._updateHitRate();\n return obj;\n }\n /**\n * 将对象归还到池中\n * @param obj 要归还的对象\n */\n free(obj) {\n if (this._objects.length < this._maxSize) {\n obj.reset();\n this._objects.push(obj);\n this._stats.size++;\n this._stats.totalReleased++;\n this._updateMemoryUsage();\n }\n // 如果池已满,对象会被丢弃(由GC回收)\n }\n /**\n * 预热池,创建指定数量的对象\n * @param count 要创建的对象数量\n */\n warmUp(count) {\n const targetSize = Math.min(count, this._maxSize);\n while (this._objects.length < targetSize) {\n const obj = this._createFn();\n this._stats.totalCreated++;\n this._objects.push(obj);\n this._stats.size++;\n }\n this._updateMemoryUsage();\n }\n /**\n * 清空池\n */\n clear() {\n this._objects.length = 0;\n this._stats.size = 0;\n this._updateMemoryUsage();\n }\n /**\n * 获取池中对象数量\n */\n get size() {\n return this._objects.length;\n }\n /**\n * 获取池的最大大小\n */\n get maxSize() {\n return this._maxSize;\n }\n /**\n * 设置池的最大大小\n */\n set maxSize(value) {\n this._maxSize = value;\n this._stats.maxSize = value;\n // 如果当前池大小超过新的最大值,则移除多余的对象\n while (this._objects.length > this._maxSize) {\n this._objects.pop();\n this._stats.size--;\n }\n this._updateMemoryUsage();\n }\n /**\n * 获取池的统计信息\n */\n getStats() {\n return { ...this._stats };\n }\n /**\n * 重置统计信息\n */\n resetStats() {\n this._stats.totalCreated = 0;\n this._stats.totalObtained = 0;\n this._stats.totalReleased = 0;\n this._stats.hitRate = 0;\n }\n /**\n * 更新命中率\n */\n _updateHitRate() {\n if (this._stats.totalObtained > 0) {\n const hits = this._stats.totalObtained - this._stats.totalCreated;\n this._stats.hitRate = hits / this._stats.totalObtained;\n }\n }\n /**\n * 更新内存使用估算\n */\n _updateMemoryUsage() {\n this._stats.estimatedMemoryUsage = this._stats.size * this._objectSize;\n }\n /**\n * 静态方法:从指定类型的池中获取对象\n * @param type 对象类型\n * @returns 对象实例\n */\n static obtain(type) {\n return this.getPool(type).obtain();\n }\n /**\n * 静态方法:将对象归还到对应类型的池中\n * @param type 对象类型\n * @param obj 要归还的对象\n */\n static free(type, obj) {\n this.getPool(type).free(obj);\n }\n /**\n * 静态方法:预热指定类型的池\n * @param type 对象类型\n * @param count 要创建的对象数量\n */\n static warmUp(type, count) {\n this.getPool(type).warmUp(count);\n }\n /**\n * 静态方法:清空指定类型的池\n * @param type 对象类型\n */\n static clearPool(type) {\n const pool = this._pools.get(type);\n if (pool) {\n pool.clear();\n }\n }\n /**\n * 静态方法:清空所有池\n */\n static clearAllPools() {\n for (const pool of this._pools.values()) {\n pool.clear();\n }\n this._pools.clear();\n }\n /**\n * 静态方法:获取池的统计信息\n * @returns 池的统计信息\n */\n static getStats() {\n const stats = {};\n for (const [type, pool] of this._pools.entries()) {\n const typeName = type.name || 'Unknown';\n stats[typeName] = pool.getStats();\n }\n return stats;\n }\n /**\n * 静态方法:获取所有池的总内存使用量\n * @returns 总内存使用量(字节)\n */\n static getTotalMemoryUsage() {\n let total = 0;\n for (const pool of this._pools.values()) {\n total += pool.getStats().estimatedMemoryUsage;\n }\n return total;\n }\n /**\n * 静态方法:获取性能报告\n * @returns 格式化的性能报告\n */\n static getPerformanceReport() {\n const stats = this.getStats();\n const lines = [];\n lines.push('=== Object Pool Performance Report ===');\n lines.push(`Total Memory Usage: ${(this.getTotalMemoryUsage() / 1024 / 1024).toFixed(2)} MB`);\n lines.push('');\n for (const [typeName, stat] of Object.entries(stats)) {\n lines.push(`${typeName}:`);\n lines.push(` Size: ${stat.size}/${stat.maxSize}`);\n lines.push(` Hit Rate: ${(stat.hitRate * 100).toFixed(1)}%`);\n lines.push(` Total Created: ${stat.totalCreated}`);\n lines.push(` Total Obtained: ${stat.totalObtained}`);\n lines.push(` Memory: ${(stat.estimatedMemoryUsage / 1024).toFixed(1)} KB`);\n lines.push('');\n }\n return lines.join('\\n');\n }\n}\nPool._pools = new Map();\n/**\n * 分层对象池\n * 使用多个不同大小的池来优化内存使用\n */\nexport class TieredObjectPool {\n /**\n * 构造函数\n * @param createFn 创建对象的函数\n * @param resetFn 重置对象的函数\n * @param tierSizes 各层级的大小,默认[10, 50, 200]\n * @param estimatedObjectSize 估算的单个对象大小\n */\n constructor(createFn, resetFn, tierSizes = [10, 50, 200], estimatedObjectSize = 1024) {\n this.pools = [];\n this.totalObtained = 0;\n this.totalReleased = 0;\n this.createFn = createFn;\n this.resetFn = resetFn;\n this.tierSizes = tierSizes;\n // 初始化不同层级的池\n for (const size of tierSizes) {\n this.pools.push(new Pool(createFn, size, estimatedObjectSize));\n }\n }\n /**\n * 获取对象\n * @returns 对象实例\n */\n obtain() {\n this.totalObtained++;\n // 从最小的池开始尝试获取\n for (const pool of this.pools) {\n if (pool.size > 0) {\n return pool.obtain();\n }\n }\n // 所有池都空了,创建新对象\n return this.createFn();\n }\n /**\n * 释放对象\n * @param obj 要释放的对象\n */\n release(obj) {\n this.totalReleased++;\n this.resetFn(obj);\n // 放入第一个有空间的池\n for (const pool of this.pools) {\n if (pool.size < pool.maxSize) {\n pool.free(obj);\n return;\n }\n }\n // 所有池都满了,直接丢弃\n }\n /**\n * 预热所有池\n * @param totalCount 总预热数量\n */\n warmUp(totalCount) {\n let remaining = totalCount;\n for (const pool of this.pools) {\n const warmUpCount = Math.min(remaining, pool.maxSize);\n pool.warmUp(warmUpCount);\n remaining -= warmUpCount;\n if (remaining <= 0)\n break;\n }\n }\n /**\n * 清空所有池\n */\n clear() {\n for (const pool of this.pools) {\n pool.clear();\n }\n }\n /**\n * 获取统计信息\n */\n getStats() {\n let totalSize = 0;\n let totalMaxSize = 0;\n let totalMemoryUsage = 0;\n const tierStats = [];\n for (const pool of this.pools) {\n const stats = pool.getStats();\n tierStats.push(stats);\n totalSize += stats.size;\n totalMaxSize += stats.maxSize;\n totalMemoryUsage += stats.estimatedMemoryUsage;\n }\n const hitRate = this.totalObtained > 0 ?\n (this.totalObtained - this.getTotalCreated()) / this.totalObtained : 0;\n return {\n totalSize,\n totalMaxSize,\n totalMemoryUsage,\n tierStats,\n hitRate\n };\n }\n /**\n * 获取总创建数量\n */\n getTotalCreated() {\n return this.pools.reduce((total, pool) => total + pool.getStats().totalCreated, 0);\n }\n}\n/**\n * 池管理器\n * 统一管理所有对象池\n */\nexport class PoolManager {\n constructor() {\n this.pools = new Map();\n this.autoCompactInterval = 60000; // 60秒\n this.lastCompactTime = 0;\n }\n static getInstance() {\n if (!PoolManager.instance) {\n PoolManager.instance = new PoolManager();\n }\n return PoolManager.instance;\n }\n /**\n * 注册池\n * @param name 池名称\n * @param pool 池实例\n */\n registerPool(name, pool) {\n this.pools.set(name, pool);\n }\n /**\n * 获取池\n * @param name 池名称\n * @returns 池实例\n */\n getPool(name) {\n return this.pools.get(name) || null;\n }\n /**\n * 更新池管理器(应在游戏循环中调用)\n */\n update() {\n const now = Date.now();\n if (now - this.lastCompactTime > this.autoCompactInterval) {\n this.compactAllPools();\n this.lastCompactTime = now;\n }\n }\n /**\n * 压缩所有池(清理碎片)\n */\n compactAllPools() {\n // 对于标准池,可以考虑清理一些长时间未使用的对象\n // 这里简单实现为重置统计信息\n for (const pool of this.pools.values()) {\n if (pool instanceof Pool) {\n pool.resetStats();\n }\n }\n }\n /**\n * 获取所有池的统计信息\n */\n getAllStats() {\n const stats = new Map();\n for (const [name, pool] of this.pools.entries()) {\n if (pool instanceof Pool) {\n stats.set(name, pool.getStats());\n }\n else if (pool instanceof TieredObjectPool) {\n stats.set(name, pool.getStats());\n }\n }\n return stats;\n }\n /**\n * 生成性能报告\n */\n generateReport() {\n const lines = [];\n lines.push('=== Pool Manager Report ===');\n let totalMemory = 0;\n for (const [name, pool] of this.pools.entries()) {\n lines.push(`\\n${name}:`);\n if (pool instanceof Pool) {\n const stats = pool.getStats();\n lines.push(` Type: Standard Pool`);\n lines.push(` Size: ${stats.size}/${stats.maxSize}`);\n lines.push(` Hit Rate: ${(stats.hitRate * 100).toFixed(1)}%`);\n lines.push(` Memory: ${(stats.estimatedMemoryUsage / 1024).toFixed(1)} KB`);\n totalMemory += stats.estimatedMemoryUsage;\n }\n else if (pool instanceof TieredObjectPool) {\n const stats = pool.getStats();\n lines.push(` Type: Tiered Pool`);\n lines.push(` Total Size: ${stats.totalSize}/${stats.totalMaxSize}`);\n lines.push(` Hit Rate: ${(stats.hitRate * 100).toFixed(1)}%`);\n lines.push(` Memory: ${(stats.totalMemoryUsage / 1024).toFixed(1)} KB`);\n totalMemory += stats.totalMemoryUsage;\n }\n }\n lines.push(`\\nTotal Memory Usage: ${(totalMemory / 1024 / 1024).toFixed(2)} MB`);\n return lines.join('\\n');\n }\n}\n//# sourceMappingURL=Pool.js.map","/**\n * 组件注册表\n * 管理组件类型的位掩码分配\n */\nexport class ComponentRegistry {\n /**\n * 注册组件类型并分配位掩码\n * @param componentType 组件类型\n * @returns 分配的位索引\n */\n static register(componentType) {\n if (this.componentTypes.has(componentType)) {\n return this.componentTypes.get(componentType);\n }\n if (this.nextBitIndex >= this.maxComponents) {\n throw new Error(`Maximum number of component types (${this.maxComponents}) exceeded`);\n }\n const bitIndex = this.nextBitIndex++;\n this.componentTypes.set(componentType, bitIndex);\n return bitIndex;\n }\n /**\n * 获取组件类型的位掩码\n * @param componentType 组件类型\n * @returns 位掩码\n */\n static getBitMask(componentType) {\n const bitIndex = this.componentTypes.get(componentType);\n if (bitIndex === undefined) {\n throw new Error(`Component type ${componentType.name} is not registered`);\n }\n return BigInt(1) << BigInt(bitIndex);\n }\n /**\n * 获取组件类型的位索引\n * @param componentType 组件类型\n * @returns 位索引\n */\n static getBitIndex(componentType) {\n const bitIndex = this.componentTypes.get(componentType);\n if (bitIndex === undefined) {\n throw new Error(`Component type ${componentType.name} is not registered`);\n }\n return bitIndex;\n }\n /**\n * 检查组件类型是否已注册\n * @param componentType 组件类型\n * @returns 是否已注册\n */\n static isRegistered(componentType) {\n return this.componentTypes.has(componentType);\n }\n /**\n * 获取所有已注册的组件类型\n * @returns 组件类型映射\n */\n static getAllRegisteredTypes() {\n return new Map(this.componentTypes);\n }\n}\nComponentRegistry.componentTypes = new Map();\nComponentRegistry.nextBitIndex = 0;\nComponentRegistry.maxComponents = 64; // 支持最多64种组件类型\n/**\n * 高性能组件存储器\n * 使用SoA(Structure of Arrays)模式存储组件\n */\nexport class ComponentStorage {\n constructor(componentType) {\n this.components = [];\n this.entityToIndex = new Map();\n this.indexToEntity = [];\n this.freeIndices = [];\n this._size = 0;\n this.componentType = componentType;\n // 确保组件类型已注册\n if (!ComponentRegistry.isRegistered(componentType)) {\n ComponentRegistry.register(componentType);\n }\n }\n /**\n * 添加组件\n * @param entityId 实体ID\n * @param component 组件实例\n */\n addComponent(entityId, component) {\n // 检查实体是否已有此组件\n if (this.entityToIndex.has(entityId)) {\n throw new Error(`Entity ${entityId} already has component ${this.componentType.name}`);\n }\n let index;\n if (this.freeIndices.length > 0) {\n // 重用空闲索引\n index = this.freeIndices.pop();\n this.components[index] = component;\n this.indexToEntity[index] = entityId;\n }\n else {\n // 添加到末尾\n index = this.components.length;\n this.components.push(component);\n this.indexToEntity.push(entityId);\n }\n this.entityToIndex.set(entityId, index);\n this._size++;\n }\n /**\n * 获取组件\n * @param entityId 实体ID\n * @returns 组件实例或null\n */\n getComponent(entityId) {\n const index = this.entityToIndex.get(entityId);\n return index !== undefined ? this.components[index] : null;\n }\n /**\n * 检查实体是否有此组件\n * @param entityId 实体ID\n * @returns 是否有组件\n */\n hasComponent(entityId) {\n return this.entityToIndex.has(entityId);\n }\n /**\n * 移除组件\n * @param entityId 实体ID\n * @returns 被移除的组件或null\n */\n removeComponent(entityId) {\n const index = this.entityToIndex.get(entityId);\n if (index === undefined) {\n return null;\n }\n const component = this.components[index];\n this.entityToIndex.delete(entityId);\n this.components[index] = null;\n this.freeIndices.push(index);\n this._size--;\n return component;\n }\n /**\n * 高效遍历所有组件\n * @param callback 回调函数\n */\n forEach(callback) {\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component) {\n callback(component, this.indexToEntity[i], i);\n }\n }\n }\n /**\n * 获取所有组件(密集数组)\n * @returns 组件数组\n */\n getDenseArray() {\n const components = [];\n const entityIds = [];\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component) {\n components.push(component);\n entityIds.push(this.indexToEntity[i]);\n }\n }\n return { components, entityIds };\n }\n /**\n * 清空所有组件\n */\n clear() {\n this.components.length = 0;\n this.entityToIndex.clear();\n this.indexToEntity.length = 0;\n this.freeIndices.length = 0;\n this._size = 0;\n }\n /**\n * 获取组件数量\n */\n get size() {\n return this._size;\n }\n /**\n * 获取组件类型\n */\n get type() {\n return this.componentType;\n }\n /**\n * 压缩存储(移除空洞)\n */\n compact() {\n if (this.freeIndices.length === 0) {\n return; // 没有空洞,无需压缩\n }\n const newComponents = [];\n const newIndexToEntity = [];\n const newEntityToIndex = new Map();\n let newIndex = 0;\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component) {\n newComponents[newIndex] = component;\n newIndexToEntity[newIndex] = this.indexToEntity[i];\n newEntityToIndex.set(this.indexToEntity[i], newIndex);\n newIndex++;\n }\n }\n this.components = newComponents;\n this.indexToEntity = newIndexToEntity;\n this.entityToIndex = newEntityToIndex;\n this.freeIndices.length = 0;\n }\n /**\n * 获取存储统计信息\n */\n getStats() {\n const totalSlots = this.components.length;\n const usedSlots = this._size;\n const freeSlots = this.freeIndices.length;\n const fragmentation = totalSlots > 0 ? freeSlots / totalSlots : 0;\n return {\n totalSlots,\n usedSlots,\n freeSlots,\n fragmentation\n };\n }\n}\n/**\n * 组件存储管理器\n * 管理所有组件类型的存储器\n */\nexport class ComponentStorageManager {\n constructor() {\n this.storages = new Map();\n }\n /**\n * 获取或创建组件存储器\n * @param componentType 组件类型\n * @returns 组件存储器\n */\n getStorage(componentType) {\n let storage = this.storages.get(componentType);\n if (!storage) {\n storage = new ComponentStorage(componentType);\n this.storages.set(componentType, storage);\n }\n return storage;\n }\n /**\n * 添加组件\n * @param entityId 实体ID\n * @param component 组件实例\n */\n addComponent(entityId, component) {\n const componentType = component.constructor;\n const storage = this.getStorage(componentType);\n storage.addComponent(entityId, component);\n }\n /**\n * 获取组件\n * @param entityId 实体ID\n * @param componentType 组件类型\n * @returns 组件实例或null\n */\n getComponent(entityId, componentType) {\n const storage = this.storages.get(componentType);\n return storage ? storage.getComponent(entityId) : null;\n }\n /**\n * 检查实体是否有组件\n * @param entityId 实体ID\n * @param componentType 组件类型\n * @returns 是否有组件\n */\n hasComponent(entityId, componentType) {\n const storage = this.storages.get(componentType);\n return storage ? storage.hasComponent(entityId) : false;\n }\n /**\n * 移除组件\n * @param entityId 实体ID\n * @param componentType 组件类型\n * @returns 被移除的组件或null\n */\n removeComponent(entityId, componentType) {\n const storage = this.storages.get(componentType);\n return storage ? storage.removeComponent(entityId) : null;\n }\n /**\n * 移除实体的所有组件\n * @param entityId 实体ID\n */\n removeAllComponents(entityId) {\n for (const storage of this.storages.values()) {\n storage.removeComponent(entityId);\n }\n }\n /**\n * 获取实体的组件位掩码\n * @param entityId 实体ID\n * @returns 组件位掩码\n */\n getComponentMask(entityId) {\n let mask = BigInt(0);\n for (const [componentType, storage] of this.storages.entries()) {\n if (storage.hasComponent(entityId)) {\n mask |= ComponentRegistry.getBitMask(componentType);\n }\n }\n return mask;\n }\n /**\n * 压缩所有存储器\n */\n compactAll() {\n for (const storage of this.storages.values()) {\n storage.compact();\n }\n }\n /**\n * 获取所有存储器的统计信息\n */\n getAllStats() {\n const stats = new Map();\n for (const [componentType, storage] of this.storages.entries()) {\n const typeName = componentType.name || 'Unknown';\n stats.set(typeName, storage.getStats());\n }\n return stats;\n }\n /**\n * 清空所有存储器\n */\n clear() {\n for (const storage of this.storages.values()) {\n storage.clear();\n }\n this.storages.clear();\n }\n}\n//# sourceMappingURL=ComponentStorage.js.map","import { ComponentRegistry } from './Core/ComponentStorage';\n/**\n * 实体比较器\n *\n * 用于比较两个实体的优先级,首先按更新顺序比较,然后按ID比较。\n */\nexport class EntityComparer {\n /**\n * 比较两个实体\n *\n * @param self - 第一个实体\n * @param other - 第二个实体\n * @returns 比较结果,负数表示self优先级更高,正数表示other优先级更高,0表示相等\n */\n compare(self, other) {\n let compare = self.updateOrder - other.updateOrder;\n if (compare == 0)\n compare = self.id - other.id;\n return compare;\n }\n}\n/**\n * 高性能组件缓存\n */\nclass ComponentCache {\n constructor(config = {\n maxSize: 16,\n ttl: 5000,\n enableLRU: true\n }) {\n this.cache = new Map();\n this.accessOrder = [];\n this.config = config;\n }\n get(type) {\n const entry = this.cache.get(type);\n if (!entry) {\n return null;\n }\n // 检查TTL\n if (Date.now() - entry.lastAccessed > this.config.ttl) {\n this.cache.delete(type);\n this.removeFromAccessOrder(type);\n return null;\n }\n // 更新访问信息\n entry.lastAccessed = Date.now();\n entry.accessCount++;\n // 更新LRU顺序\n if (this.config.enableLRU) {\n this.updateAccessOrder(type);\n }\n return entry.component;\n }\n set(type, component) {\n // 检查缓存大小限制\n if (this.cache.size >= this.config.maxSize && !this.cache.has(type)) {\n this.evictLeastRecentlyUsed();\n }\n const entry = {\n component,\n lastAccessed: Date.now(),\n accessCount: 1\n };\n this.cache.set(type, entry);\n if (this.config.enableLRU) {\n this.updateAccessOrder(type);\n }\n }\n delete(type) {\n const deleted = this.cache.delete(type);\n if (deleted) {\n this.removeFromAccessOrder(type);\n }\n return deleted;\n }\n clear() {\n this.cache.clear();\n this.accessOrder.length = 0;\n }\n has(type) {\n return this.cache.has(type);\n }\n evictLeastRecentlyUsed() {\n if (this.accessOrder.length > 0) {\n const lruType = this.accessOrder[0];\n this.cache.delete(lruType);\n this.accessOrder.shift();\n }\n }\n updateAccessOrder(type) {\n this.removeFromAccessOrder(type);\n this.accessOrder.push(type);\n }\n removeFromAccessOrder(type) {\n const index = this.accessOrder.indexOf(type);\n if (index !== -1) {\n this.accessOrder.splice(index, 1);\n }\n }\n getStats() {\n let totalAccess = 0;\n let totalHits = 0;\n for (const entry of this.cache.values()) {\n totalAccess += entry.accessCount;\n totalHits++;\n }\n return {\n size: this.cache.size,\n maxSize: this.config.maxSize,\n hitRate: totalAccess > 0 ? totalHits / totalAccess : 0,\n averageAccessCount: this.cache.size > 0 ? totalAccess / this.cache.size : 0\n };\n }\n}\n/**\n * 游戏实体类\n *\n * ECS架构中的实体(Entity),作为组件的容器。\n * 实体本身不包含游戏逻辑,所有功能都通过组件来实现。\n * 支持父子关系,可以构建实体层次结构。\n *\n * @example\n * ```typescript\n * // 创建实体\n * const entity = new Entity(\"Player\", 1);\n *\n * // 添加组件\n * const healthComponent = entity.addComponent(new HealthComponent(100));\n *\n * // 获取组件\n * const health = entity.getComponent(HealthComponent);\n *\n * // 添加位置组件\n * entity.addComponent(new PositionComponent(100, 200));\n *\n * // 添加子实体\n * const weapon = new Entity(\"Weapon\", 2);\n * entity.addChild(weapon);\n * ```\n */\nexport class Entity {\n /**\n * 构造函数\n *\n * @param name - 实体名称\n * @param id - 实体唯一标识符\n */\n constructor(name, id) {\n /**\n * 组件集合\n *\n * 存储实体拥有的所有组件。\n */\n this.components = [];\n /**\n * 更新间隔\n *\n * 控制实体更新的频率,值越大更新越不频繁。\n */\n this.updateInterval = 1;\n /**\n * 销毁状态标志\n *\n * 标记实体是否已被销毁。\n */\n this._isDestroyed = false;\n /**\n * 父实体引用\n *\n * 指向父级实体,用于构建实体层次结构。\n */\n this._parent = null;\n /**\n * 子实体集合\n *\n * 存储所有子级实体的数组。\n */\n this._children = [];\n /**\n * 激活状态\n *\n * 控制实体是否处于激活状态。\n */\n this._active = true;\n /**\n * 实体标签\n *\n * 用于分类和查询的数字标签。\n */\n this._tag = 0;\n /**\n * 启用状态\n *\n * 控制实体是否启用更新和处理。\n */\n this._enabled = true;\n /**\n * 更新顺序\n *\n * 控制实体在系统中的更新优先级。\n */\n this._updateOrder = 0;\n /**\n * 组件位掩码\n *\n * 用于快速查询实体拥有的组件类型。\n */\n this._componentMask = BigInt(0);\n /**\n * 组件类型到索引的映射\n *\n * 用于快速定位组件在数组中的位置。\n */\n this._componentTypeToIndex = new Map();\n /**\n * 组件访问统计\n *\n * 记录组件访问的性能统计信息。\n */\n this._componentAccessStats = new Map();\n this.name = name;\n this.id = id;\n // 初始化组件缓存\n this._componentCache = new ComponentCache();\n }\n /**\n * 获取销毁状态\n *\n * @returns 如果实体已被销毁则返回true\n */\n get isDestroyed() {\n return this._isDestroyed;\n }\n /**\n * 获取父实体\n *\n * @returns 父实体,如果没有父实体则返回null\n */\n get parent() {\n return this._parent;\n }\n /**\n * 获取子实体数组的只读副本\n *\n * @returns 子实体数组的副本\n */\n get children() {\n return [...this._children];\n }\n /**\n * 获取子实体数量\n *\n * @returns 子实体的数量\n */\n get childCount() {\n return this._children.length;\n }\n /**\n * 获取活跃状态\n *\n * @returns 如果实体处于活跃状态则返回true\n */\n get active() {\n return this._active;\n }\n /**\n * 设置活跃状态\n *\n * 设置实体的活跃状态,会影响子实体的有效活跃状态。\n *\n * @param value - 新的活跃状态\n */\n set active(value) {\n if (this._active !== value) {\n this._active = value;\n this.onActiveChanged();\n }\n }\n /**\n * 获取实体的有效活跃状态\n *\n * 考虑父实体的活跃状态,只有当实体本身和所有父实体都处于活跃状态时才返回true。\n *\n * @returns 有效的活跃状态\n */\n get activeInHierarchy() {\n if (!this._active)\n return false;\n if (this._parent)\n return this._parent.activeInHierarchy;\n return true;\n }\n /**\n * 获取实体标签\n *\n * @returns 实体的数字标签\n */\n get tag() {\n return this._tag;\n }\n /**\n * 设置实体标签\n *\n * @param value - 新的标签值\n */\n set tag(value) {\n this._tag = value;\n }\n /**\n * 获取启用状态\n *\n * @returns 如果实体已启用则返回true\n */\n get enabled() {\n return this._enabled;\n }\n /**\n * 设置启用状态\n *\n * @param value - 新的启用状态\n */\n set enabled(value) {\n this._enabled = value;\n }\n /**\n * 获取更新顺序\n *\n * @returns 实体的更新顺序值\n */\n get updateOrder() {\n return this._updateOrder;\n }\n /**\n * 设置更新顺序\n *\n * @param value - 新的更新顺序值\n */\n set updateOrder(value) {\n this._updateOrder = value;\n }\n /**\n * 获取组件位掩码\n *\n * @returns 实体的组件位掩码\n */\n get componentMask() {\n return this._componentMask;\n }\n /**\n * 创建并添加组件\n *\n * @param componentType - 组件类型\n * @param args - 组件构造函数参数\n * @returns 创建的组件实例\n */\n createComponent(componentType, ...args) {\n const component = new componentType(...args);\n return this.addComponent(component);\n }\n /**\n * 内部添加组件方法(不进行重复检查,用于初始化)\n *\n * @param component - 要添加的组件实例\n * @returns 添加的组件实例\n */\n addComponentInternal(component) {\n const componentType = component.constructor;\n // 注册组件类型(如果尚未注册)\n if (!ComponentRegistry.isRegistered(componentType)) {\n ComponentRegistry.register(componentType);\n }\n // 设置组件的实体引用\n component.entity = this;\n // 添加到组件列表并建立索引映射\n const index = this.components.length;\n this.components.push(component);\n this._componentTypeToIndex.set(componentType, index);\n // 更新位掩码\n this._componentMask |= ComponentRegistry.getBitMask(componentType);\n // 添加到缓存\n this._componentCache.set(componentType, component);\n // 初始化访问统计\n this._componentAccessStats.set(componentType, {\n accessCount: 0,\n lastAccessed: Date.now(),\n cacheHits: 0,\n cacheMisses: 0\n });\n return component;\n }\n /**\n * 添加组件到实体\n *\n * @param component - 要添加的组件实例\n * @returns 添加的组件实例\n * @throws {Error} 如果组件类型已存在\n */\n addComponent(component) {\n const componentType = component.constructor;\n // 检查是否已有此类型的组件\n if (this.hasComponent(componentType)) {\n throw new Error(`Entity ${this.name} already has component ${componentType.name}`);\n }\n // 使用内部方法添加组件\n this.addComponentInternal(component);\n // 如果场景存在且有组件存储管理器,添加到存储器\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.addComponent(this.id, component);\n }\n // 调用组件的生命周期方法\n component.onAddedToEntity();\n // 发射组件添加事件\n if (Entity.eventBus) {\n Entity.eventBus.emitComponentAdded({\n timestamp: Date.now(),\n source: 'Entity',\n entityId: this.id,\n entityName: this.name,\n entityTag: this.tag?.toString(),\n componentType: componentType.name,\n component: component\n });\n }\n // 通知场景实体已改变\n if (this.scene && this.scene.entityProcessors) {\n for (const processor of this.scene.entityProcessors.processors) {\n processor.onChanged(this);\n }\n }\n return component;\n }\n /**\n * 获取指定类型的组件\n *\n * @param type - 组件类型\n * @returns 组件实例或null\n */\n getComponent(type) {\n // 更新访问统计\n this.updateComponentAccessStats(type);\n // 首先检查位掩码,快速排除\n if (!ComponentRegistry.isRegistered(type)) {\n this.recordCacheMiss(type);\n return null;\n }\n const mask = ComponentRegistry.getBitMask(type);\n if ((this._componentMask & mask) === BigInt(0)) {\n this.recordCacheMiss(type);\n return null;\n }\n // 尝试从缓存获取(O(1))\n const cachedComponent = this._componentCache.get(type);\n if (cachedComponent) {\n this.recordCacheHit(type);\n return cachedComponent;\n }\n // 尝试从索引映射获取(O(1))\n const index = this._componentTypeToIndex.get(type);\n if (index !== undefined && index < this.components.length) {\n const component = this.components[index];\n if (component && component.constructor === type) {\n // 添加到缓存\n this._componentCache.set(type, component);\n this.recordCacheHit(type);\n return component;\n }\n }\n // 如果场景有组件存储管理器,从存储器获取\n if (this.scene && this.scene.componentStorageManager) {\n const component = this.scene.componentStorageManager.getComponent(this.id, type);\n if (component) {\n // 更新本地缓存和索引\n this._componentCache.set(type, component);\n this.rebuildComponentIndex();\n this.recordCacheHit(type);\n return component;\n }\n }\n // 最后回退到线性搜索并重建索引\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component instanceof type) {\n // 重建索引映射\n this._componentTypeToIndex.set(type, i);\n this._componentCache.set(type, component);\n this.recordCacheHit(type);\n return component;\n }\n }\n this.recordCacheMiss(type);\n return null;\n }\n /**\n * 更新组件访问统计\n *\n * @param type - 组件类型\n */\n updateComponentAccessStats(type) {\n let stats = this._componentAccessStats.get(type);\n if (!stats) {\n stats = {\n accessCount: 0,\n lastAccessed: Date.now(),\n cacheHits: 0,\n cacheMisses: 0\n };\n this._componentAccessStats.set(type, stats);\n }\n stats.accessCount++;\n stats.lastAccessed = Date.now();\n }\n /**\n * 记录缓存命中\n *\n * @param type - 组件类型\n */\n recordCacheHit(type) {\n const stats = this._componentAccessStats.get(type);\n if (stats) {\n stats.cacheHits++;\n }\n }\n /**\n * 记录缓存未命中\n *\n * @param type - 组件类型\n */\n recordCacheMiss(type) {\n const stats = this._componentAccessStats.get(type);\n if (stats) {\n stats.cacheMisses++;\n }\n }\n /**\n * 重建组件索引映射\n */\n rebuildComponentIndex() {\n this._componentTypeToIndex.clear();\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n const componentType = component.constructor;\n this._componentTypeToIndex.set(componentType, i);\n }\n }\n /**\n * 检查实体是否有指定类型的组件\n *\n * @param type - 组件类型\n * @returns 如果有该组件则返回true\n */\n hasComponent(type) {\n if (!ComponentRegistry.isRegistered(type)) {\n return false;\n }\n const mask = ComponentRegistry.getBitMask(type);\n return (this._componentMask & mask) !== BigInt(0);\n }\n /**\n * 获取或创建指定类型的组件\n *\n * @param type - 组件类型\n * @param args - 组件构造函数参数(仅在创建时使用)\n * @returns 组件实例\n */\n getOrCreateComponent(type, ...args) {\n let component = this.getComponent(type);\n if (!component) {\n component = this.createComponent(type, ...args);\n }\n return component;\n }\n /**\n * 移除指定的组件\n *\n * @param component - 要移除的组件实例\n */\n removeComponent(component) {\n const componentType = component.constructor;\n // 从组件列表中移除\n const index = this.components.indexOf(component);\n if (index !== -1) {\n this.components.splice(index, 1);\n // 重建索引映射(因为数组索引发生了变化)\n this.rebuildComponentIndex();\n }\n // 从缓存中移除\n this._componentCache.delete(componentType);\n // 清除访问统计\n this._componentAccessStats.delete(componentType);\n // 更新位掩码\n if (ComponentRegistry.isRegistered(componentType)) {\n this._componentMask &= ~ComponentRegistry.getBitMask(componentType);\n }\n // 从组件存储管理器中移除\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.removeComponent(this.id, componentType);\n }\n // 调用组件的生命周期方法\n component.onRemovedFromEntity();\n // 发射组件移除事件\n if (Entity.eventBus) {\n Entity.eventBus.emitComponentRemoved({\n timestamp: Date.now(),\n source: 'Entity',\n entityId: this.id,\n entityName: this.name,\n entityTag: this.tag?.toString(),\n componentType: componentType.name,\n component: component\n });\n }\n // 清除组件的实体引用\n component.entity = null;\n // 通知场景实体已改变\n if (this.scene && this.scene.entityProcessors) {\n for (const processor of this.scene.entityProcessors.processors) {\n processor.onChanged(this);\n }\n }\n }\n /**\n * 移除指定类型的组件\n *\n * @param type - 组件类型\n * @returns 被移除的组件实例或null\n */\n removeComponentByType(type) {\n const component = this.getComponent(type);\n if (component) {\n this.removeComponent(component);\n return component;\n }\n return null;\n }\n /**\n * 移除所有组件\n */\n removeAllComponents() {\n // 复制组件列表,避免在迭代时修改\n const componentsToRemove = [...this.components];\n // 清空所有缓存和索引\n this._componentCache.clear();\n this._componentTypeToIndex.clear();\n this._componentAccessStats.clear();\n this._componentMask = BigInt(0);\n // 移除组件\n for (const component of componentsToRemove) {\n const componentType = component.constructor;\n // 从组件存储管理器中移除\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.removeComponent(this.id, componentType);\n }\n // 调用组件的生命周期方法\n component.onRemovedFromEntity();\n // 清除组件的实体引用\n component.entity = null;\n }\n // 清空组件列表\n this.components.length = 0;\n // 通知场景实体已改变\n if (this.scene && this.scene.entityProcessors) {\n for (const processor of this.scene.entityProcessors.processors) {\n processor.onChanged(this);\n }\n }\n }\n /**\n * 批量添加组件\n *\n * @param components - 要添加的组件数组\n * @returns 添加的组件数组\n */\n addComponents(components) {\n const addedComponents = [];\n for (const component of components) {\n try {\n addedComponents.push(this.addComponent(component));\n }\n catch (error) {\n // 如果某个组件添加失败,继续添加其他组件\n console.warn(`Failed to add component ${component.constructor.name}:`, error);\n }\n }\n return addedComponents;\n }\n /**\n * 批量移除组件类型\n *\n * @param componentTypes - 要移除的组件类型数组\n * @returns 被移除的组件数组\n */\n removeComponentsByTypes(componentTypes) {\n const removedComponents = [];\n for (const componentType of componentTypes) {\n removedComponents.push(this.removeComponentByType(componentType));\n }\n return removedComponents;\n }\n /**\n * 获取组件缓存统计信息\n *\n * @returns 缓存统计信息\n */\n getComponentCacheStats() {\n const accessStats = new Map();\n for (const [componentType, stats] of this._componentAccessStats) {\n const total = stats.cacheHits + stats.cacheMisses;\n accessStats.set(componentType.name, {\n ...stats,\n hitRate: total > 0 ? stats.cacheHits / total : 0\n });\n }\n return {\n cacheStats: this._componentCache.getStats(),\n accessStats,\n indexMappingSize: this._componentTypeToIndex.size,\n totalComponents: this.components.length\n };\n }\n /**\n * 预热组件缓存\n *\n * 将所有组件添加到缓存中,提升后续访问性能\n */\n warmUpComponentCache() {\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n const componentType = component.constructor;\n // 更新索引映射\n this._componentTypeToIndex.set(componentType, i);\n // 添加到缓存\n this._componentCache.set(componentType, component);\n }\n }\n /**\n * 清理组件缓存\n *\n * 清除过期的缓存项,释放内存\n */\n cleanupComponentCache() {\n // ComponentCache内部会自动处理TTL过期\n // 这里我们可以强制清理一些不常用的缓存项\n const now = Date.now();\n const cleanupThreshold = 30000; // 30秒未访问的组件从缓存中移除\n for (const [componentType, stats] of this._componentAccessStats) {\n if (now - stats.lastAccessed > cleanupThreshold && stats.accessCount < 5) {\n this._componentCache.delete(componentType);\n }\n }\n }\n /**\n * 获取所有指定类型的组件\n *\n * @param type - 组件类型\n * @returns 组件实例数组\n */\n getComponents(type) {\n const result = [];\n for (const component of this.components) {\n if (component instanceof type) {\n result.push(component);\n }\n }\n return result;\n }\n /**\n * 添加子实体\n *\n * @param child - 要添加的子实体\n * @returns 添加的子实体\n */\n addChild(child) {\n if (child === this) {\n throw new Error(\"Entity cannot be its own child\");\n }\n if (child._parent === this) {\n return child; // 已经是子实体\n }\n // 如果子实体已有父实体,先从原父实体移除\n if (child._parent) {\n child._parent.removeChild(child);\n }\n // 设置父子关系\n child._parent = this;\n this._children.push(child);\n // 如果子实体还没有场景,设置为父实体的场景\n if (!child.scene && this.scene) {\n child.scene = this.scene;\n this.scene.addEntity(child);\n }\n return child;\n }\n /**\n * 移除子实体\n *\n * @param child - 要移除的子实体\n * @returns 是否成功移除\n */\n removeChild(child) {\n const index = this._children.indexOf(child);\n if (index === -1) {\n return false;\n }\n // 移除父子关系\n this._children.splice(index, 1);\n child._parent = null;\n return true;\n }\n /**\n * 移除所有子实体\n */\n removeAllChildren() {\n // 复制子实体列表,避免在迭代时修改\n const childrenToRemove = [...this._children];\n for (const child of childrenToRemove) {\n this.removeChild(child);\n }\n }\n /**\n * 根据名称查找子实体\n *\n * @param name - 子实体名称\n * @param recursive - 是否递归查找\n * @returns 找到的子实体或null\n */\n findChild(name, recursive = false) {\n // 在直接子实体中查找\n for (const child of this._children) {\n if (child.name === name) {\n return child;\n }\n }\n // 递归查找\n if (recursive) {\n for (const child of this._children) {\n const found = child.findChild(name, true);\n if (found) {\n return found;\n }\n }\n }\n return null;\n }\n /**\n * 根据标签查找子实体\n *\n * @param tag - 标签\n * @param recursive - 是否递归查找\n * @returns 找到的子实体数组\n */\n findChildrenByTag(tag, recursive = false) {\n const result = [];\n // 在直接子实体中查找\n for (const child of this._children) {\n if (child.tag === tag) {\n result.push(child);\n }\n }\n // 递归查找\n if (recursive) {\n for (const child of this._children) {\n result.push(...child.findChildrenByTag(tag, true));\n }\n }\n return result;\n }\n /**\n * 获取根实体\n *\n * @returns 层次结构的根实体\n */\n getRoot() {\n let root = this;\n while (root._parent) {\n root = root._parent;\n }\n return root;\n }\n /**\n * 检查是否是指定实体的祖先\n *\n * @param entity - 要检查的实体\n * @returns 如果是祖先则返回true\n */\n isAncestorOf(entity) {\n let current = entity._parent;\n while (current) {\n if (current === this) {\n return true;\n }\n current = current._parent;\n }\n return false;\n }\n /**\n * 检查是否是指定实体的后代\n *\n * @param entity - 要检查的实体\n * @returns 如果是后代则返回true\n */\n isDescendantOf(entity) {\n return entity.isAncestorOf(this);\n }\n /**\n * 获取层次深度\n *\n * @returns 在层次结构中的深度(根实体为0)\n */\n getDepth() {\n let depth = 0;\n let current = this._parent;\n while (current) {\n depth++;\n current = current._parent;\n }\n return depth;\n }\n /**\n * 遍历所有子实体(深度优先)\n *\n * @param callback - 对每个子实体执行的回调函数\n * @param recursive - 是否递归遍历\n */\n forEachChild(callback, recursive = false) {\n this._children.forEach((child, index) => {\n callback(child, index);\n if (recursive) {\n child.forEachChild(callback, true);\n }\n });\n }\n /**\n * 活跃状态改变时的回调\n */\n onActiveChanged() {\n // 通知所有组件活跃状态改变\n for (const component of this.components) {\n if ('onActiveChanged' in component && typeof component.onActiveChanged === 'function') {\n component.onActiveChanged();\n }\n }\n // 通知场景实体状态改变\n if (this.scene && this.scene.eventSystem) {\n this.scene.eventSystem.emitSync('entity:activeChanged', {\n entity: this,\n active: this._active,\n activeInHierarchy: this.activeInHierarchy\n });\n }\n }\n /**\n * 更新实体\n *\n * 调用所有组件的更新方法,并更新子实体。\n */\n update() {\n if (!this.activeInHierarchy || this._isDestroyed) {\n return;\n }\n // 更新所有组件\n for (const component of this.components) {\n if (component.enabled) {\n component.update();\n }\n }\n // 更新所有子实体\n for (const child of this._children) {\n child.update();\n }\n }\n /**\n * 销毁实体\n *\n * 移除所有组件、子实体并标记为已销毁。\n */\n destroy() {\n if (this._isDestroyed) {\n return;\n }\n this._isDestroyed = true;\n // 销毁所有子实体\n const childrenToDestroy = [...this._children];\n for (const child of childrenToDestroy) {\n child.destroy();\n }\n // 从父实体中移除\n if (this._parent) {\n this._parent.removeChild(this);\n }\n // 移除所有组件\n this.removeAllComponents();\n // 从场景中移除\n if (this.scene && this.scene.entities) {\n this.scene.entities.remove(this);\n }\n }\n /**\n * 比较实体\n *\n * @param other - 另一个实体\n * @returns 比较结果\n */\n compareTo(other) {\n return EntityComparer.prototype.compare(this, other);\n }\n /**\n * 获取实体的字符串表示\n *\n * @returns 实体的字符串描述\n */\n toString() {\n return `Entity[${this.name}:${this.id}]`;\n }\n /**\n * 获取实体的调试信息(包含组件缓存信息)\n *\n * @returns 包含实体详细信息的对象\n */\n getDebugInfo() {\n const cacheStats = this.getComponentCacheStats();\n const accessStatsArray = Array.from(cacheStats.accessStats.entries()).map(([type, stats]) => ({\n componentType: type,\n accessCount: stats.accessCount,\n cacheHits: stats.cacheHits,\n cacheMisses: stats.cacheMisses,\n hitRate: stats.hitRate,\n lastAccessed: new Date(stats.lastAccessed).toISOString()\n }));\n return {\n name: this.name,\n id: this.id,\n enabled: this._enabled,\n active: this._active,\n activeInHierarchy: this.activeInHierarchy,\n destroyed: this._isDestroyed,\n componentCount: this.components.length,\n componentTypes: this.components.map(c => c.constructor.name),\n componentMask: this._componentMask.toString(2), // 二进制表示\n parentId: this._parent?.id || null,\n childCount: this._children.length,\n childIds: this._children.map(c => c.id),\n depth: this.getDepth(),\n componentCache: cacheStats.cacheStats,\n componentAccessStats: accessStatsArray,\n indexMappingSize: cacheStats.indexMappingSize\n };\n }\n}\n/**\n * 实体比较器实例\n */\nEntity.entityComparer = new EntityComparer();\n/**\n * 全局事件总线实例\n * 用于发射组件相关事件\n */\nEntity.eventBus = null;\n//# sourceMappingURL=Entity.js.map","/**\n * 高性能实体列表管理器\n * 管理场景中的所有实体,支持快速查找和批量操作\n */\nexport class EntityList {\n get count() {\n return this.buffer.length;\n }\n constructor(scene) {\n this.buffer = [];\n // 索引映射,提升查找性能\n this._idToEntity = new Map();\n this._nameToEntities = new Map();\n // 延迟操作队列\n this._entitiesToAdd = [];\n this._entitiesToRemove = [];\n this._isUpdating = false;\n this._scene = scene;\n }\n /**\n * 添加实体(立即添加或延迟添加)\n * @param entity 要添加的实体\n */\n add(entity) {\n if (this._isUpdating) {\n // 如果正在更新中,延迟添加\n this._entitiesToAdd.push(entity);\n }\n else {\n this.addImmediate(entity);\n }\n }\n /**\n * 立即添加实体\n * @param entity 要添加的实体\n */\n addImmediate(entity) {\n // 检查是否已存在\n if (this._idToEntity.has(entity.id)) {\n return;\n }\n this.buffer.push(entity);\n this._idToEntity.set(entity.id, entity);\n // 更新名称索引\n this.updateNameIndex(entity, true);\n }\n /**\n * 移除实体(立即移除或延迟移除)\n * @param entity 要移除的实体\n */\n remove(entity) {\n if (this._isUpdating) {\n // 如果正在更新中,延迟移除\n this._entitiesToRemove.push(entity);\n }\n else {\n this.removeImmediate(entity);\n }\n }\n /**\n * 立即移除实体\n * @param entity 要移除的实体\n */\n removeImmediate(entity) {\n const index = this.buffer.indexOf(entity);\n if (index !== -1) {\n this.buffer.splice(index, 1);\n this._idToEntity.delete(entity.id);\n // 更新名称索引\n this.updateNameIndex(entity, false);\n }\n }\n /**\n * 移除所有实体\n */\n removeAllEntities() {\n for (let i = this.buffer.length - 1; i >= 0; i--) {\n this.buffer[i].destroy();\n }\n this.buffer.length = 0;\n this._idToEntity.clear();\n this._nameToEntities.clear();\n this._entitiesToAdd.length = 0;\n this._entitiesToRemove.length = 0;\n }\n /**\n * 更新实体列表,处理延迟操作\n */\n updateLists() {\n // 处理延迟添加的实体\n if (this._entitiesToAdd.length > 0) {\n for (const entity of this._entitiesToAdd) {\n this.addImmediate(entity);\n }\n this._entitiesToAdd.length = 0;\n }\n // 处理延迟移除的实体\n if (this._entitiesToRemove.length > 0) {\n for (const entity of this._entitiesToRemove) {\n this.removeImmediate(entity);\n }\n this._entitiesToRemove.length = 0;\n }\n }\n /**\n * 更新所有实体\n */\n update() {\n this._isUpdating = true;\n try {\n for (let i = 0; i < this.buffer.length; i++) {\n const entity = this.buffer[i];\n if (entity.enabled && !entity.isDestroyed) {\n entity.update();\n }\n }\n }\n finally {\n this._isUpdating = false;\n }\n // 处理延迟操作\n this.updateLists();\n }\n /**\n * 根据名称查找实体(使用索引,O(1)复杂度)\n * @param name 实体名称\n * @returns 找到的第一个实体或null\n */\n findEntity(name) {\n const entities = this._nameToEntities.get(name);\n return entities && entities.length > 0 ? entities[0] : null;\n }\n /**\n * 根据名称查找所有实体\n * @param name 实体名称\n * @returns 找到的所有实体数组\n */\n findEntitiesByName(name) {\n return this._nameToEntities.get(name) || [];\n }\n /**\n * 根据ID查找实体(使用索引,O(1)复杂度)\n * @param id 实体ID\n * @returns 找到的实体或null\n */\n findEntityById(id) {\n return this._idToEntity.get(id) || null;\n }\n /**\n * 根据标签查找实体\n * @param tag 标签\n * @returns 找到的所有实体数组\n */\n findEntitiesByTag(tag) {\n const result = [];\n for (const entity of this.buffer) {\n if (entity.tag === tag) {\n result.push(entity);\n }\n }\n return result;\n }\n /**\n * 根据组件类型查找实体\n * @param componentType 组件类型\n * @returns 找到的所有实体数组\n */\n findEntitiesWithComponent(componentType) {\n const result = [];\n for (const entity of this.buffer) {\n if (entity.hasComponent(componentType)) {\n result.push(entity);\n }\n }\n return result;\n }\n /**\n * 批量操作:对所有实体执行指定操作\n * @param action 要执行的操作\n */\n forEach(action) {\n for (const entity of this.buffer) {\n action(entity);\n }\n }\n /**\n * 批量操作:对符合条件的实体执行指定操作\n * @param predicate 筛选条件\n * @param action 要执行的操作\n */\n forEachWhere(predicate, action) {\n for (const entity of this.buffer) {\n if (predicate(entity)) {\n action(entity);\n }\n }\n }\n /**\n * 更新名称索引\n * @param entity 实体\n * @param isAdd 是否为添加操作\n */\n updateNameIndex(entity, isAdd) {\n if (!entity.name) {\n return;\n }\n if (isAdd) {\n let entities = this._nameToEntities.get(entity.name);\n if (!entities) {\n entities = [];\n this._nameToEntities.set(entity.name, entities);\n }\n entities.push(entity);\n }\n else {\n const entities = this._nameToEntities.get(entity.name);\n if (entities) {\n const index = entities.indexOf(entity);\n if (index !== -1) {\n entities.splice(index, 1);\n // 如果数组为空,删除映射\n if (entities.length === 0) {\n this._nameToEntities.delete(entity.name);\n }\n }\n }\n }\n }\n /**\n * 获取实体列表的统计信息\n * @returns 统计信息\n */\n getStats() {\n let activeCount = 0;\n for (const entity of this.buffer) {\n if (entity.enabled && !entity.isDestroyed) {\n activeCount++;\n }\n }\n return {\n totalEntities: this.buffer.length,\n activeEntities: activeCount,\n pendingAdd: this._entitiesToAdd.length,\n pendingRemove: this._entitiesToRemove.length,\n nameIndexSize: this._nameToEntities.size\n };\n }\n}\n//# sourceMappingURL=EntityList.js.map","/**\n * 实体处理器列表管理器\n * 管理场景中的所有实体系统\n */\nexport class EntityProcessorList {\n constructor() {\n this._processors = [];\n this._isDirty = false;\n }\n /**\n * 设置为脏状态,需要重新排序\n */\n setDirty() {\n this._isDirty = true;\n }\n /**\n * 添加实体处理器\n * @param processor 要添加的处理器\n */\n add(processor) {\n this._processors.push(processor);\n this.setDirty();\n }\n /**\n * 移除实体处理器\n * @param processor 要移除的处理器\n */\n remove(processor) {\n const index = this._processors.indexOf(processor);\n if (index !== -1) {\n this._processors.splice(index, 1);\n }\n }\n /**\n * 获取指定类型的处理器\n * @param type 处理器类型\n */\n getProcessor(type) {\n for (const processor of this._processors) {\n if (processor instanceof type) {\n return processor;\n }\n }\n return null;\n }\n /**\n * 开始处理\n */\n begin() {\n this.sortProcessors();\n for (const processor of this._processors) {\n processor.initialize();\n }\n }\n /**\n * 结束处理\n */\n end() {\n // 清理处理器\n }\n /**\n * 更新所有处理器\n */\n update() {\n this.sortProcessors();\n for (const processor of this._processors) {\n processor.update();\n }\n }\n /**\n * 后期更新所有处理器\n */\n lateUpdate() {\n for (const processor of this._processors) {\n processor.lateUpdate();\n }\n }\n /**\n * 排序处理器\n */\n sortProcessors() {\n if (this._isDirty) {\n this._processors.sort((a, b) => a.updateOrder - b.updateOrder);\n this._isDirty = false;\n }\n }\n /** 获取处理器列表 */\n get processors() {\n return this._processors;\n }\n /** 获取处理器数量 */\n get count() {\n return this._processors.length;\n }\n}\n//# sourceMappingURL=EntityProcessorList.js.map","/**\n * ID池管理器\n * 用于管理实体ID的分配和回收\n */\nexport class IdentifierPool {\n constructor() {\n this._nextAvailableId = 0;\n this._ids = [];\n }\n /**\n * 获取一个可用的ID\n */\n checkOut() {\n if (this._ids.length > 0) {\n return this._ids.pop();\n }\n return this._nextAvailableId++;\n }\n /**\n * 回收一个ID\n * @param id 要回收的ID\n */\n checkIn(id) {\n this._ids.push(id);\n }\n}\n//# sourceMappingURL=IdentifierPool.js.map","/**\n * 组件对象池,用于复用组件实例以减少内存分配\n */\nexport class ComponentPool {\n constructor(createFn, resetFn, maxSize = 1000) {\n this.pool = [];\n this.createFn = createFn;\n this.resetFn = resetFn;\n this.maxSize = maxSize;\n }\n /**\n * 获取一个组件实例\n */\n acquire() {\n if (this.pool.length > 0) {\n return this.pool.pop();\n }\n return this.createFn();\n }\n /**\n * 释放一个组件实例回池中\n */\n release(component) {\n if (this.pool.length < this.maxSize) {\n if (this.resetFn) {\n this.resetFn(component);\n }\n this.pool.push(component);\n }\n }\n /**\n * 预填充对象池\n */\n prewarm(count) {\n for (let i = 0; i < count && this.pool.length < this.maxSize; i++) {\n this.pool.push(this.createFn());\n }\n }\n /**\n * 清空对象池\n */\n clear() {\n this.pool.length = 0;\n }\n /**\n * 获取池中可用对象数量\n */\n getAvailableCount() {\n return this.pool.length;\n }\n /**\n * 获取池的最大容量\n */\n getMaxSize() {\n return this.maxSize;\n }\n}\n/**\n * 全局组件池管理器\n */\nexport class ComponentPoolManager {\n constructor() {\n this.pools = new Map();\n }\n static getInstance() {\n if (!ComponentPoolManager.instance) {\n ComponentPoolManager.instance = new ComponentPoolManager();\n }\n return ComponentPoolManager.instance;\n }\n /**\n * 注册组件池\n */\n registerPool(componentName, createFn, resetFn, maxSize) {\n this.pools.set(componentName, new ComponentPool(createFn, resetFn, maxSize));\n }\n /**\n * 获取组件实例\n */\n acquireComponent(componentName) {\n const pool = this.pools.get(componentName);\n return pool ? pool.acquire() : null;\n }\n /**\n * 释放组件实例\n */\n releaseComponent(componentName, component) {\n const pool = this.pools.get(componentName);\n if (pool) {\n pool.release(component);\n }\n }\n /**\n * 预热所有池\n */\n prewarmAll(count = 100) {\n for (const pool of this.pools.values()) {\n pool.prewarm(count);\n }\n }\n /**\n * 清空所有池\n */\n clearAll() {\n for (const pool of this.pools.values()) {\n pool.clear();\n }\n }\n /**\n * 获取池统计信息\n */\n getPoolStats() {\n const stats = new Map();\n for (const [name, pool] of this.pools) {\n stats.set(name, {\n available: pool.getAvailableCount(),\n maxSize: pool.getMaxSize()\n });\n }\n return stats;\n }\n /**\n * 获取池利用率信息(用于调试)\n */\n getPoolUtilization() {\n const utilization = new Map();\n for (const [name, pool] of this.pools) {\n const available = pool.getAvailableCount();\n const maxSize = pool.getMaxSize();\n const used = maxSize - available;\n const utilRate = maxSize > 0 ? (used / maxSize * 100) : 0;\n utilization.set(name, {\n used: used,\n total: maxSize,\n utilization: utilRate\n });\n }\n return utilization;\n }\n /**\n * 获取指定组件的池利用率\n */\n getComponentUtilization(componentName) {\n const pool = this.pools.get(componentName);\n if (!pool)\n return 0;\n const available = pool.getAvailableCount();\n const maxSize = pool.getMaxSize();\n const used = maxSize - available;\n return maxSize > 0 ? (used / maxSize * 100) : 0;\n }\n}\n//# sourceMappingURL=ComponentPool.js.map","/**\n * 位掩码优化器,用于预计算和缓存常用的组件掩码\n */\nexport class BitMaskOptimizer {\n constructor() {\n this.maskCache = new Map();\n this.componentTypeMap = new Map();\n this.nextComponentId = 0;\n }\n static getInstance() {\n if (!BitMaskOptimizer.instance) {\n BitMaskOptimizer.instance = new BitMaskOptimizer();\n }\n return BitMaskOptimizer.instance;\n }\n /**\n * 注册组件类型\n */\n registerComponentType(componentName) {\n if (!this.componentTypeMap.has(componentName)) {\n this.componentTypeMap.set(componentName, this.nextComponentId++);\n }\n return this.componentTypeMap.get(componentName);\n }\n /**\n * 获取组件类型ID\n */\n getComponentTypeId(componentName) {\n return this.componentTypeMap.get(componentName);\n }\n /**\n * 创建单个组件的掩码\n */\n createSingleComponentMask(componentName) {\n const cacheKey = `single:${componentName}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n const componentId = this.getComponentTypeId(componentName);\n if (componentId === undefined) {\n throw new Error(`Component type not registered: ${componentName}`);\n }\n const mask = 1n << BigInt(componentId);\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 创建多个组件的组合掩码\n */\n createCombinedMask(componentNames) {\n const sortedNames = [...componentNames].sort();\n const cacheKey = `combined:${sortedNames.join(',')}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n let mask = 0n;\n for (const componentName of componentNames) {\n const componentId = this.getComponentTypeId(componentName);\n if (componentId === undefined) {\n throw new Error(`Component type not registered: ${componentName}`);\n }\n mask |= 1n << BigInt(componentId);\n }\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 检查掩码是否包含指定组件\n */\n maskContainsComponent(mask, componentName) {\n const componentMask = this.createSingleComponentMask(componentName);\n return (mask & componentMask) !== 0n;\n }\n /**\n * 检查掩码是否包含所有指定组件\n */\n maskContainsAllComponents(mask, componentNames) {\n const requiredMask = this.createCombinedMask(componentNames);\n return (mask & requiredMask) === requiredMask;\n }\n /**\n * 检查掩码是否包含任一指定组件\n */\n maskContainsAnyComponent(mask, componentNames) {\n const anyMask = this.createCombinedMask(componentNames);\n return (mask & anyMask) !== 0n;\n }\n /**\n * 添加组件到掩码\n */\n addComponentToMask(mask, componentName) {\n const componentMask = this.createSingleComponentMask(componentName);\n return mask | componentMask;\n }\n /**\n * 从掩码中移除组件\n */\n removeComponentFromMask(mask, componentName) {\n const componentMask = this.createSingleComponentMask(componentName);\n return mask & ~componentMask;\n }\n /**\n * 预计算常用掩码组合\n */\n precomputeCommonMasks(commonCombinations) {\n for (const combination of commonCombinations) {\n this.createCombinedMask(combination);\n }\n }\n /**\n * 获取掩码缓存统计信息\n */\n getCacheStats() {\n return {\n size: this.maskCache.size,\n componentTypes: this.componentTypeMap.size\n };\n }\n /**\n * 清空缓存\n */\n clearCache() {\n this.maskCache.clear();\n }\n /**\n * 重置优化器\n */\n reset() {\n this.maskCache.clear();\n this.componentTypeMap.clear();\n this.nextComponentId = 0;\n }\n /**\n * 将掩码转换为组件名称数组\n */\n maskToComponentNames(mask) {\n const componentNames = [];\n for (const [componentName, componentId] of this.componentTypeMap) {\n const componentMask = 1n << BigInt(componentId);\n if ((mask & componentMask) !== 0n) {\n componentNames.push(componentName);\n }\n }\n return componentNames;\n }\n /**\n * 获取掩码中组件的数量\n */\n getComponentCount(mask) {\n let count = 0;\n let tempMask = mask;\n while (tempMask !== 0n) {\n if ((tempMask & 1n) !== 0n) {\n count++;\n }\n tempMask >>= 1n;\n }\n return count;\n }\n}\n//# sourceMappingURL=BitMaskOptimizer.js.map","/**\n * Archetype系统\n *\n * 根据实体的组件组合将实体分组到不同的原型中,提供高效的查询性能。\n */\nexport class ArchetypeSystem {\n constructor() {\n /** 所有原型的映射表 */\n this._archetypes = new Map();\n /** 实体到原型的映射 */\n this._entityToArchetype = new Map();\n /** 组件类型到原型的映射 */\n this._componentToArchetypes = new Map();\n /** 查询缓存 */\n this._queryCache = new Map();\n this._cacheTimeout = 5000;\n this._maxCacheSize = 100;\n }\n /**\n * 添加实体到原型系统\n */\n addEntity(entity) {\n const componentTypes = this.getEntityComponentTypes(entity);\n const archetypeId = this.generateArchetypeId(componentTypes);\n let archetype = this._archetypes.get(archetypeId);\n if (!archetype) {\n archetype = this.createArchetype(componentTypes);\n }\n archetype.entities.push(entity);\n archetype.updatedAt = Date.now();\n this._entityToArchetype.set(entity, archetype);\n this.updateComponentIndexes(archetype, componentTypes, true);\n this.invalidateQueryCache();\n }\n /**\n * 从原型系统中移除实体\n */\n removeEntity(entity) {\n const archetype = this._entityToArchetype.get(entity);\n if (!archetype)\n return;\n const index = archetype.entities.indexOf(entity);\n if (index !== -1) {\n archetype.entities.splice(index, 1);\n archetype.updatedAt = Date.now();\n }\n this._entityToArchetype.delete(entity);\n this.invalidateQueryCache();\n }\n /**\n * 查询包含指定组件组合的原型\n */\n queryArchetypes(componentTypes, operation = 'AND') {\n const startTime = performance.now();\n const cacheKey = `${operation}:${componentTypes.map(t => t.name).sort().join(',')}`;\n // 检查缓存\n const cached = this._queryCache.get(cacheKey);\n if (cached && (Date.now() - cached.timestamp < this._cacheTimeout)) {\n return {\n ...cached.result,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n const matchingArchetypes = [];\n let totalEntities = 0;\n if (operation === 'AND') {\n for (const archetype of this._archetypes.values()) {\n if (this.archetypeContainsAllComponents(archetype, componentTypes)) {\n matchingArchetypes.push(archetype);\n totalEntities += archetype.entities.length;\n }\n }\n }\n else {\n const foundArchetypes = new Set();\n for (const componentType of componentTypes) {\n const archetypes = this._componentToArchetypes.get(componentType);\n if (archetypes) {\n for (const archetype of archetypes) {\n foundArchetypes.add(archetype);\n }\n }\n }\n for (const archetype of foundArchetypes) {\n matchingArchetypes.push(archetype);\n totalEntities += archetype.entities.length;\n }\n }\n const result = {\n archetypes: matchingArchetypes,\n totalEntities,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n // 缓存结果\n this._queryCache.set(cacheKey, {\n result,\n timestamp: Date.now()\n });\n return result;\n }\n /**\n * 获取实体所属的原型\n */\n getEntityArchetype(entity) {\n return this._entityToArchetype.get(entity);\n }\n /**\n * 获取所有原型\n */\n getAllArchetypes() {\n return Array.from(this._archetypes.values());\n }\n /**\n * 清空所有数据\n */\n clear() {\n this._archetypes.clear();\n this._entityToArchetype.clear();\n this._componentToArchetypes.clear();\n this._queryCache.clear();\n }\n /**\n * 获取实体的组件类型列表\n */\n getEntityComponentTypes(entity) {\n return entity.components.map(component => component.constructor);\n }\n /**\n * 生成原型ID\n */\n generateArchetypeId(componentTypes) {\n return componentTypes\n .map(type => type.name)\n .sort()\n .join('|');\n }\n /**\n * 创建新原型\n */\n createArchetype(componentTypes) {\n const id = this.generateArchetypeId(componentTypes);\n const archetype = {\n id,\n componentTypes: [...componentTypes],\n entities: [],\n createdAt: Date.now(),\n updatedAt: Date.now()\n };\n this._archetypes.set(id, archetype);\n return archetype;\n }\n /**\n * 检查原型是否包含所有指定组件\n */\n archetypeContainsAllComponents(archetype, componentTypes) {\n for (const componentType of componentTypes) {\n if (!archetype.componentTypes.includes(componentType)) {\n return false;\n }\n }\n return true;\n }\n /**\n * 更新组件索引\n */\n updateComponentIndexes(archetype, componentTypes, add) {\n for (const componentType of componentTypes) {\n let archetypes = this._componentToArchetypes.get(componentType);\n if (!archetypes) {\n archetypes = new Set();\n this._componentToArchetypes.set(componentType, archetypes);\n }\n if (add) {\n archetypes.add(archetype);\n }\n else {\n archetypes.delete(archetype);\n if (archetypes.size === 0) {\n this._componentToArchetypes.delete(componentType);\n }\n }\n }\n }\n /**\n * 使查询缓存失效\n */\n invalidateQueryCache() {\n this._queryCache.clear();\n }\n}\n//# sourceMappingURL=ArchetypeSystem.js.map","/**\n * 类型安全的高性能事件系统\n * 支持同步/异步事件、优先级、批处理等功能\n */\nexport class TypeSafeEventSystem {\n constructor() {\n this.listeners = new Map();\n this.stats = new Map();\n this.batchQueue = new Map();\n this.batchTimers = new Map();\n this.batchConfigs = new Map();\n this.nextListenerId = 0;\n this.isEnabled = true;\n this.maxListeners = 100; // 每个事件类型的最大监听器数量\n }\n /**\n * 添加事件监听器\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 监听器配置\n * @returns 监听器ID(用于移除)\n */\n on(eventType, handler, config = {}) {\n return this.addListener(eventType, handler, config);\n }\n /**\n * 添加一次性事件监听器\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n once(eventType, handler, config = {}) {\n return this.addListener(eventType, handler, { ...config, once: true });\n }\n /**\n * 添加异步事件监听器\n * @param eventType 事件类型\n * @param handler 异步事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n onAsync(eventType, handler, config = {}) {\n return this.addListener(eventType, handler, { ...config, async: true });\n }\n /**\n * 移除事件监听器\n * @param eventType 事件类型\n * @param listenerId 监听器ID\n * @returns 是否成功移除\n */\n off(eventType, listenerId) {\n const listeners = this.listeners.get(eventType);\n if (!listeners)\n return false;\n const index = listeners.findIndex(l => l.id === listenerId);\n if (index === -1)\n return false;\n listeners.splice(index, 1);\n // 如果没有监听器了,清理相关数据\n if (listeners.length === 0) {\n this.listeners.delete(eventType);\n this.stats.delete(eventType);\n }\n return true;\n }\n /**\n * 移除指定事件类型的所有监听器\n * @param eventType 事件类型\n */\n offAll(eventType) {\n this.listeners.delete(eventType);\n this.stats.delete(eventType);\n this.clearBatch(eventType);\n }\n /**\n * 触发事件\n * @param eventType 事件类型\n * @param event 事件数据\n * @returns Promise(如果有异步监听器)\n */\n async emit(eventType, event) {\n if (!this.isEnabled)\n return;\n // 检查是否启用了批处理\n const batchConfig = this.batchConfigs.get(eventType);\n if (batchConfig?.enabled) {\n this.addToBatch(eventType, event);\n return;\n }\n await this.executeEvent(eventType, event);\n }\n /**\n * 同步触发事件(忽略异步监听器)\n * @param eventType 事件类型\n * @param event 事件数据\n */\n emitSync(eventType, event) {\n if (!this.isEnabled)\n return;\n const listeners = this.listeners.get(eventType);\n if (!listeners || listeners.length === 0)\n return;\n const startTime = performance.now();\n const toRemove = [];\n // 按优先级排序\n const sortedListeners = this.sortListenersByPriority(listeners);\n for (const listener of sortedListeners) {\n if (listener.config.async)\n continue; // 跳过异步监听器\n try {\n if (listener.config.context) {\n listener.handler.call(listener.config.context, event);\n }\n else {\n listener.handler(event);\n }\n if (listener.config.once) {\n toRemove.push(listener.id);\n }\n }\n catch (error) {\n console.error(`Error in event handler for ${eventType}:`, error);\n }\n }\n // 移除一次性监听器\n this.removeListeners(eventType, toRemove);\n // 更新统计信息\n this.updateStats(eventType, performance.now() - startTime);\n }\n /**\n * 设置事件批处理配置\n * @param eventType 事件类型\n * @param config 批处理配置\n */\n setBatchConfig(eventType, config) {\n this.batchConfigs.set(eventType, config);\n }\n /**\n * 立即处理指定事件类型的批处理队列\n * @param eventType 事件类型\n */\n flushBatch(eventType) {\n const batch = this.batchQueue.get(eventType);\n if (!batch || batch.length === 0)\n return;\n // 清除定时器\n const timer = this.batchTimers.get(eventType);\n if (timer) {\n clearTimeout(timer);\n this.batchTimers.delete(eventType);\n }\n // 处理批处理事件\n this.processBatch(eventType, batch);\n // 清空队列\n this.batchQueue.delete(eventType);\n }\n /**\n * 获取事件统计信息\n * @param eventType 事件类型(可选)\n * @returns 统计信息\n */\n getStats(eventType) {\n if (eventType) {\n return this.stats.get(eventType) || this.createEmptyStats(eventType);\n }\n return new Map(this.stats);\n }\n /**\n * 重置统计信息\n * @param eventType 事件类型(可选,不指定则重置所有)\n */\n resetStats(eventType) {\n if (eventType) {\n this.stats.delete(eventType);\n }\n else {\n this.stats.clear();\n }\n }\n /**\n * 启用/禁用事件系统\n * @param enabled 是否启用\n */\n setEnabled(enabled) {\n this.isEnabled = enabled;\n }\n /**\n * 检查是否有指定事件类型的监听器\n * @param eventType 事件类型\n * @returns 是否有监听器\n */\n hasListeners(eventType) {\n const listeners = this.listeners.get(eventType);\n return listeners ? listeners.length > 0 : false;\n }\n /**\n * 获取指定事件类型的监听器数量\n * @param eventType 事件类型\n * @returns 监听器数量\n */\n getListenerCount(eventType) {\n const listeners = this.listeners.get(eventType);\n return listeners ? listeners.length : 0;\n }\n /**\n * 清空所有事件监听器和数据\n */\n clear() {\n this.listeners.clear();\n this.stats.clear();\n this.clearAllBatches();\n }\n /**\n * 设置每个事件类型的最大监听器数量\n * @param max 最大数量\n */\n setMaxListeners(max) {\n this.maxListeners = max;\n }\n /**\n * 添加监听器的内部实现\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 配置\n * @returns 监听器ID\n */\n addListener(eventType, handler, config) {\n let listeners = this.listeners.get(eventType);\n if (!listeners) {\n listeners = [];\n this.listeners.set(eventType, listeners);\n }\n // 检查监听器数量限制\n if (listeners.length >= this.maxListeners) {\n console.warn(`Maximum listeners (${this.maxListeners}) exceeded for event type: ${eventType}`);\n return '';\n }\n const listenerId = `listener_${this.nextListenerId++}`;\n const listener = {\n handler,\n config: {\n priority: 0,\n ...config\n },\n id: listenerId\n };\n listeners.push(listener);\n // 初始化统计信息\n if (!this.stats.has(eventType)) {\n this.stats.set(eventType, this.createEmptyStats(eventType));\n }\n return listenerId;\n }\n /**\n * 执行事件的内部实现\n * @param eventType 事件类型\n * @param event 事件数据\n */\n async executeEvent(eventType, event) {\n const listeners = this.listeners.get(eventType);\n if (!listeners || listeners.length === 0)\n return;\n const startTime = performance.now();\n const toRemove = [];\n // 按优先级排序\n const sortedListeners = this.sortListenersByPriority(listeners);\n // 分离同步和异步监听器\n const syncListeners = sortedListeners.filter(l => !l.config.async);\n const asyncListeners = sortedListeners.filter(l => l.config.async);\n // 执行同步监听器\n for (const listener of syncListeners) {\n try {\n if (listener.config.context) {\n listener.handler.call(listener.config.context, event);\n }\n else {\n listener.handler(event);\n }\n if (listener.config.once) {\n toRemove.push(listener.id);\n }\n }\n catch (error) {\n console.error(`Error in sync event handler for ${eventType}:`, error);\n }\n }\n // 执行异步监听器\n const asyncPromises = asyncListeners.map(async (listener) => {\n try {\n if (listener.config.context) {\n await listener.handler.call(listener.config.context, event);\n }\n else {\n await listener.handler(event);\n }\n if (listener.config.once) {\n toRemove.push(listener.id);\n }\n }\n catch (error) {\n console.error(`Error in async event handler for ${eventType}:`, error);\n }\n });\n // 等待所有异步监听器完成\n await Promise.all(asyncPromises);\n // 移除一次性监听器\n this.removeListeners(eventType, toRemove);\n // 更新统计信息\n this.updateStats(eventType, performance.now() - startTime);\n }\n /**\n * 按优先级排序监听器\n * @param listeners 监听器数组\n * @returns 排序后的监听器数组\n */\n sortListenersByPriority(listeners) {\n return listeners.slice().sort((a, b) => (b.config.priority || 0) - (a.config.priority || 0));\n }\n /**\n * 移除指定的监听器\n * @param eventType 事件类型\n * @param listenerIds 要移除的监听器ID数组\n */\n removeListeners(eventType, listenerIds) {\n if (listenerIds.length === 0)\n return;\n const listeners = this.listeners.get(eventType);\n if (!listeners)\n return;\n for (const id of listenerIds) {\n const index = listeners.findIndex(l => l.id === id);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n }\n // 如果没有监听器了,清理相关数据\n if (listeners.length === 0) {\n this.listeners.delete(eventType);\n this.stats.delete(eventType);\n }\n }\n /**\n * 添加事件到批处理队列\n * @param eventType 事件类型\n * @param event 事件数据\n */\n addToBatch(eventType, event) {\n let batch = this.batchQueue.get(eventType);\n if (!batch) {\n batch = [];\n this.batchQueue.set(eventType, batch);\n }\n batch.push(event);\n const config = this.batchConfigs.get(eventType);\n // 如果达到批处理大小,立即处理\n if (batch.length >= config.batchSize) {\n this.flushBatch(eventType);\n return;\n }\n // 设置延迟处理定时器\n if (!this.batchTimers.has(eventType)) {\n const timer = setTimeout(() => {\n this.flushBatch(eventType);\n }, config.delay);\n this.batchTimers.set(eventType, timer);\n }\n }\n /**\n * 处理批处理事件\n * @param eventType 事件类型\n * @param batch 批处理事件数组\n */\n async processBatch(eventType, batch) {\n // 创建批处理事件对象\n const batchEvent = {\n type: eventType,\n events: batch,\n count: batch.length,\n timestamp: Date.now()\n };\n // 触发批处理事件\n await this.executeEvent(`${eventType}:batch`, batchEvent);\n }\n /**\n * 清除指定事件类型的批处理\n * @param eventType 事件类型\n */\n clearBatch(eventType) {\n this.batchQueue.delete(eventType);\n const timer = this.batchTimers.get(eventType);\n if (timer) {\n clearTimeout(timer);\n this.batchTimers.delete(eventType);\n }\n }\n /**\n * 清除所有批处理\n */\n clearAllBatches() {\n this.batchQueue.clear();\n for (const timer of this.batchTimers.values()) {\n clearTimeout(timer);\n }\n this.batchTimers.clear();\n this.batchConfigs.clear();\n }\n /**\n * 更新事件统计信息\n * @param eventType 事件类型\n * @param executionTime 执行时间\n */\n updateStats(eventType, executionTime) {\n let stats = this.stats.get(eventType);\n if (!stats) {\n stats = this.createEmptyStats(eventType);\n this.stats.set(eventType, stats);\n }\n stats.triggerCount++;\n stats.totalExecutionTime += executionTime;\n stats.averageExecutionTime = stats.totalExecutionTime / stats.triggerCount;\n stats.lastTriggerTime = Date.now();\n stats.listenerCount = this.getListenerCount(eventType);\n }\n /**\n * 创建空的统计信息\n * @param eventType 事件类型\n * @returns 空的统计信息\n */\n createEmptyStats(eventType) {\n return {\n eventType,\n listenerCount: 0,\n triggerCount: 0,\n totalExecutionTime: 0,\n averageExecutionTime: 0,\n lastTriggerTime: 0\n };\n }\n}\n/**\n * 全局事件系统实例\n */\nexport const GlobalEventSystem = new TypeSafeEventSystem();\n/**\n * 事件装饰器 - 用于自动注册事件监听器\n * @param eventType 事件类型\n * @param config 监听器配置\n */\nexport function EventListener(eventType, config = {}) {\n return function (target, propertyKey, descriptor) {\n const originalMethod = descriptor.value;\n // 在类实例化时自动注册监听器\n const initMethod = target.constructor.prototype.initEventListeners || function () { };\n target.constructor.prototype.initEventListeners = function () {\n initMethod.call(this);\n GlobalEventSystem.on(eventType, originalMethod.bind(this), config);\n };\n };\n}\n/**\n * 异步事件装饰器\n * @param eventType 事件类型\n * @param config 监听器配置\n */\nexport function AsyncEventListener(eventType, config = {}) {\n return function (target, propertyKey, descriptor) {\n const originalMethod = descriptor.value;\n const initMethod = target.constructor.prototype.initEventListeners || function () { };\n target.constructor.prototype.initEventListeners = function () {\n initMethod.call(this);\n GlobalEventSystem.onAsync(eventType, originalMethod.bind(this), config);\n };\n };\n}\n//# sourceMappingURL=EventSystem.js.map","import { Entity } from './Entity';\nimport { EntityList } from './Utils/EntityList';\nimport { EntityProcessorList } from './Utils/EntityProcessorList';\nimport { IdentifierPool } from './Utils/IdentifierPool';\nimport { ComponentStorageManager } from './Core/ComponentStorage';\nimport { QuerySystem } from './Core/QuerySystem';\nimport { TypeSafeEventSystem } from './Core/EventSystem';\n/**\n * 游戏场景类\n *\n * 管理游戏场景中的所有实体和系统,提供场景生命周期管理。\n * 场景是游戏世界的容器,负责协调实体和系统的运行。\n *\n * @example\n * ```typescript\n * class GameScene extends Scene {\n * public initialize(): void {\n * // 创建游戏实体\n * const player = this.createEntity(\"Player\");\n *\n * // 添加系统\n * this.addEntityProcessor(new MovementSystem());\n * }\n * }\n * ```\n */\nexport class Scene {\n /**\n * 获取系统列表(兼容性属性)\n */\n get systems() {\n return this.entityProcessors.processors;\n }\n /**\n * 创建场景实例\n */\n constructor() {\n /**\n * 场景名称\n *\n * 用于标识和调试的友好名称。\n */\n this.name = \"\";\n /**\n * 场景是否已开始运行\n */\n this._didSceneBegin = false;\n this.entities = new EntityList(this);\n this.entityProcessors = new EntityProcessorList();\n this.identifierPool = new IdentifierPool();\n this.componentStorageManager = new ComponentStorageManager();\n this.querySystem = new QuerySystem();\n this.eventSystem = new TypeSafeEventSystem();\n this.initialize();\n }\n /**\n * 初始化场景\n *\n * 在场景创建时调用,子类可以重写此方法来设置初始实体和组件。\n */\n initialize() {\n }\n /**\n * 场景开始运行时的回调\n *\n * 在场景开始运行时调用,可以在此方法中执行场景启动逻辑。\n */\n onStart() {\n }\n /**\n * 场景卸载时的回调\n *\n * 在场景被销毁时调用,可以在此方法中执行清理工作。\n */\n unload() {\n }\n /**\n * 开始场景,启动实体处理器等\n *\n * 这个方法会启动场景。它将启动实体处理器等,并调用onStart方法。\n */\n begin() {\n // 启动实体处理器\n if (this.entityProcessors != null)\n this.entityProcessors.begin();\n // 标记场景已开始运行并调用onStart方法\n this._didSceneBegin = true;\n this.onStart();\n }\n /**\n * 结束场景,清除实体、实体处理器等\n *\n * 这个方法会结束场景。它将移除所有实体,结束实体处理器等,并调用unload方法。\n */\n end() {\n // 标记场景已结束运行\n this._didSceneBegin = false;\n // 移除所有实体\n this.entities.removeAllEntities();\n // 清空组件存储\n this.componentStorageManager.clear();\n // 结束实体处理器\n if (this.entityProcessors)\n this.entityProcessors.end();\n // 调用卸载方法\n this.unload();\n }\n /**\n * 更新场景,更新实体组件、实体处理器等\n */\n update() {\n // 更新实体列表\n this.entities.updateLists();\n // 更新实体处理器\n if (this.entityProcessors != null)\n this.entityProcessors.update();\n // 更新实体组\n this.entities.update();\n // 更新实体处理器的后处理方法\n if (this.entityProcessors != null)\n this.entityProcessors.lateUpdate();\n }\n /**\n * 将实体添加到此场景,并返回它\n * @param name 实体名称\n */\n createEntity(name) {\n let entity = new Entity(name, this.identifierPool.checkOut());\n return this.addEntity(entity);\n }\n /**\n * 在场景的实体列表中添加一个实体\n * @param entity 要添加的实体\n * @param deferCacheClear 是否延迟缓存清理(用于批量操作)\n */\n addEntity(entity, deferCacheClear = false) {\n this.entities.add(entity);\n entity.scene = this;\n // 将实体添加到查询系统(可延迟缓存清理)\n this.querySystem.addEntity(entity, deferCacheClear);\n // 触发实体添加事件\n this.eventSystem.emitSync('entity:added', { entity, scene: this });\n return entity;\n }\n /**\n * 批量创建实体(高性能版本)\n * @param count 要创建的实体数量\n * @param namePrefix 实体名称前缀\n * @returns 创建的实体列表\n */\n createEntities(count, namePrefix = \"Entity\") {\n const entities = [];\n // 批量创建实体对象,不立即添加到系统\n for (let i = 0; i < count; i++) {\n const entity = new Entity(`${namePrefix}_${i}`, this.identifierPool.checkOut());\n entity.scene = this;\n entities.push(entity);\n }\n // 批量添加到实体列表\n for (const entity of entities) {\n this.entities.add(entity);\n }\n // 批量添加到查询系统(无重复检查,性能最优)\n this.querySystem.addEntitiesUnchecked(entities);\n // 批量触发事件(可选,减少事件开销)\n this.eventSystem.emitSync('entities:batch_added', { entities, scene: this, count });\n return entities;\n }\n /**\n * 批量创建实体\n * @param count 要创建的实体数量\n * @param namePrefix 实体名称前缀\n * @returns 创建的实体列表\n */\n createEntitiesOld(count, namePrefix = \"Entity\") {\n const entities = [];\n // 批量创建实体,延迟缓存清理\n for (let i = 0; i < count; i++) {\n const entity = new Entity(`${namePrefix}_${i}`, this.identifierPool.checkOut());\n entities.push(entity);\n this.addEntity(entity, true); // 延迟缓存清理\n }\n // 最后统一清理缓存\n this.querySystem.clearCache();\n return entities;\n }\n /**\n * 从场景中删除所有实体\n */\n destroyAllEntities() {\n for (let i = 0; i < this.entities.count; i++) {\n this.entities.buffer[i].destroy();\n }\n }\n /**\n * 搜索并返回第一个具有名称的实体\n * @param name 实体名称\n */\n findEntity(name) {\n return this.entities.findEntity(name);\n }\n /**\n * 根据ID查找实体\n * @param id 实体ID\n */\n findEntityById(id) {\n return this.entities.findEntityById(id);\n }\n /**\n * 根据标签查找实体\n * @param tag 实体标签\n */\n findEntitiesByTag(tag) {\n const result = [];\n for (const entity of this.entities.buffer) {\n if (entity.tag === tag) {\n result.push(entity);\n }\n }\n return result;\n }\n /**\n * 根据名称查找实体(别名方法)\n * @param name 实体名称\n */\n getEntityByName(name) {\n return this.findEntity(name);\n }\n /**\n * 根据标签查找实体(别名方法)\n * @param tag 实体标签\n */\n getEntitiesByTag(tag) {\n return this.findEntitiesByTag(tag);\n }\n /**\n * 在场景中添加一个EntitySystem处理器\n * @param processor 处理器\n */\n addEntityProcessor(processor) {\n processor.scene = this;\n this.entityProcessors.add(processor);\n processor.setUpdateOrder(this.entityProcessors.count - 1);\n return processor;\n }\n /**\n * 添加系统到场景(addEntityProcessor的别名)\n * @param system 系统\n */\n addSystem(system) {\n return this.addEntityProcessor(system);\n }\n /**\n * 从场景中删除EntitySystem处理器\n * @param processor 要删除的处理器\n */\n removeEntityProcessor(processor) {\n this.entityProcessors.remove(processor);\n }\n /**\n * 获取指定类型的EntitySystem处理器\n * @param type 处理器类型\n */\n getEntityProcessor(type) {\n return this.entityProcessors.getProcessor(type);\n }\n /**\n * 获取场景统计信息\n */\n getStats() {\n return {\n entityCount: this.entities.count,\n processorCount: this.entityProcessors.count,\n componentStorageStats: this.componentStorageManager.getAllStats()\n };\n }\n /**\n * 压缩组件存储(清理碎片)\n */\n compactComponentStorage() {\n this.componentStorageManager.compactAll();\n }\n /**\n * 获取场景的调试信息\n */\n getDebugInfo() {\n return {\n name: this.constructor.name,\n entityCount: this.entities.count,\n processorCount: this.entityProcessors.count,\n isRunning: this._didSceneBegin,\n entities: this.entities.buffer.map(entity => ({\n name: entity.name,\n id: entity.id,\n componentCount: entity.components.length,\n componentTypes: entity.components.map(c => c.constructor.name)\n })),\n processors: this.entityProcessors.processors.map(processor => ({\n name: processor.constructor.name,\n updateOrder: processor.updateOrder,\n entityCount: processor._entities?.length || 0\n })),\n componentStats: this.componentStorageManager.getAllStats()\n };\n }\n}\n//# sourceMappingURL=Scene.js.map","import { Entity } from '../Entity';\nimport { Scene } from '../Scene';\nimport { QueryBuilder } from './QuerySystem';\n/**\n * 实体构建器 - 提供流式API创建和配置实体\n */\nexport class EntityBuilder {\n constructor(scene, storageManager) {\n this.scene = scene;\n this.storageManager = storageManager;\n this.entity = new Entity(\"\", scene.identifierPool.checkOut());\n }\n /**\n * 设置实体名称\n * @param name 实体名称\n * @returns 实体构建器\n */\n named(name) {\n this.entity.name = name;\n return this;\n }\n /**\n * 设置实体标签\n * @param tag 标签\n * @returns 实体构建器\n */\n tagged(tag) {\n this.entity.tag = tag;\n return this;\n }\n /**\n * 添加组件\n * @param component 组件实例\n * @returns 实体构建器\n */\n with(component) {\n this.entity.addComponent(component);\n return this;\n }\n /**\n * 添加多个组件\n * @param components 组件数组\n * @returns 实体构建器\n */\n withComponents(...components) {\n for (const component of components) {\n this.entity.addComponent(component);\n }\n return this;\n }\n /**\n * 条件性添加组件\n * @param condition 条件\n * @param component 组件实例\n * @returns 实体构建器\n */\n withIf(condition, component) {\n if (condition) {\n this.entity.addComponent(component);\n }\n return this;\n }\n /**\n * 使用工厂函数创建并添加组件\n * @param factory 组件工厂函数\n * @returns 实体构建器\n */\n withFactory(factory) {\n const component = factory();\n this.entity.addComponent(component);\n return this;\n }\n /**\n * 配置组件属性\n * @param componentType 组件类型\n * @param configurator 配置函数\n * @returns 实体构建器\n */\n configure(componentType, configurator) {\n const component = this.entity.getComponent(componentType);\n if (component) {\n configurator(component);\n }\n return this;\n }\n /**\n * 设置实体为启用状态\n * @param enabled 是否启用\n * @returns 实体构建器\n */\n enabled(enabled = true) {\n this.entity.enabled = enabled;\n return this;\n }\n /**\n * 设置实体为活跃状态\n * @param active 是否活跃\n * @returns 实体构建器\n */\n active(active = true) {\n this.entity.active = active;\n return this;\n }\n /**\n * 添加子实体\n * @param childBuilder 子实体构建器\n * @returns 实体构建器\n */\n withChild(childBuilder) {\n const child = childBuilder.build();\n this.entity.addChild(child);\n return this;\n }\n /**\n * 批量添加子实体\n * @param childBuilders 子实体构建器数组\n * @returns 实体构建器\n */\n withChildren(...childBuilders) {\n for (const childBuilder of childBuilders) {\n const child = childBuilder.build();\n this.entity.addChild(child);\n }\n return this;\n }\n /**\n * 使用工厂函数创建子实体\n * @param childFactory 子实体工厂函数\n * @returns 实体构建器\n */\n withChildFactory(childFactory) {\n const childBuilder = childFactory(this.entity);\n const child = childBuilder.build();\n this.entity.addChild(child);\n return this;\n }\n /**\n * 条件性添加子实体\n * @param condition 条件\n * @param childBuilder 子实体构建器\n * @returns 实体构建器\n */\n withChildIf(condition, childBuilder) {\n if (condition) {\n const child = childBuilder.build();\n this.entity.addChild(child);\n }\n return this;\n }\n /**\n * 构建并返回实体\n * @returns 构建的实体\n */\n build() {\n return this.entity;\n }\n /**\n * 构建实体并添加到场景\n * @returns 构建的实体\n */\n spawn() {\n this.scene.addEntity(this.entity);\n return this.entity;\n }\n /**\n * 克隆当前构建器\n * @returns 新的实体构建器\n */\n clone() {\n const newBuilder = new EntityBuilder(this.scene, this.storageManager);\n // 这里需要深度克隆实体,简化实现\n newBuilder.entity = this.entity; // 实际应该是深度克隆\n return newBuilder;\n }\n}\n/**\n * 场景构建器 - 提供流式API创建和配置场景\n */\nexport class SceneBuilder {\n constructor() {\n this.scene = new Scene();\n }\n /**\n * 设置场景名称\n * @param name 场景名称\n * @returns 场景构建器\n */\n named(name) {\n this.scene.name = name;\n return this;\n }\n /**\n * 添加实体\n * @param entity 实体\n * @returns 场景构建器\n */\n withEntity(entity) {\n this.scene.addEntity(entity);\n return this;\n }\n /**\n * 使用实体构建器添加实体\n * @param builderFn 实体构建器函数\n * @returns 场景构建器\n */\n withEntityBuilder(builderFn) {\n const builder = new EntityBuilder(this.scene, this.scene.componentStorageManager);\n const configuredBuilder = builderFn(builder);\n const entity = configuredBuilder.build();\n this.scene.addEntity(entity);\n return this;\n }\n /**\n * 批量添加实体\n * @param entities 实体数组\n * @returns 场景构建器\n */\n withEntities(...entities) {\n for (const entity of entities) {\n this.scene.addEntity(entity);\n }\n return this;\n }\n /**\n * 添加系统\n * @param system 系统实例\n * @returns 场景构建器\n */\n withSystem(system) {\n this.scene.addSystem(system);\n return this;\n }\n /**\n * 批量添加系统\n * @param systems 系统数组\n * @returns 场景构建器\n */\n withSystems(...systems) {\n for (const system of systems) {\n this.scene.addSystem(system);\n }\n return this;\n }\n /**\n * 构建并返回场景\n * @returns 构建的场景\n */\n build() {\n return this.scene;\n }\n}\n/**\n * 组件构建器 - 提供流式API创建组件\n */\nexport class ComponentBuilder {\n constructor(componentClass, ...args) {\n this.component = new componentClass(...args);\n }\n /**\n * 设置组件属性\n * @param property 属性名\n * @param value 属性值\n * @returns 组件构建器\n */\n set(property, value) {\n this.component[property] = value;\n return this;\n }\n /**\n * 使用配置函数设置组件\n * @param configurator 配置函数\n * @returns 组件构建器\n */\n configure(configurator) {\n configurator(this.component);\n return this;\n }\n /**\n * 条件性设置属性\n * @param condition 条件\n * @param property 属性名\n * @param value 属性值\n * @returns 组件构建器\n */\n setIf(condition, property, value) {\n if (condition) {\n this.component[property] = value;\n }\n return this;\n }\n /**\n * 构建并返回组件\n * @returns 构建的组件\n */\n build() {\n return this.component;\n }\n}\n/**\n * ECS流式API主入口\n * 提供统一的流式接口\n */\nexport class ECSFluentAPI {\n constructor(scene, querySystem, eventSystem) {\n this.scene = scene;\n this.querySystem = querySystem;\n this.eventSystem = eventSystem;\n }\n /**\n * 创建实体构建器\n * @returns 实体构建器\n */\n createEntity() {\n return new EntityBuilder(this.scene, this.scene.componentStorageManager);\n }\n /**\n * 创建场景构建器\n * @returns 场景构建器\n */\n createScene() {\n return new SceneBuilder();\n }\n /**\n * 创建组件构建器\n * @param componentClass 组件类\n * @param args 构造参数\n * @returns 组件构建器\n */\n createComponent(componentClass, ...args) {\n return new ComponentBuilder(componentClass, ...args);\n }\n /**\n * 创建查询构建器\n * @returns 查询构建器\n */\n query() {\n return new QueryBuilder(this.querySystem);\n }\n /**\n * 查找实体(简化版)\n * @param componentTypes 组件类型\n * @returns 实体数组\n */\n find(...componentTypes) {\n return this.querySystem.queryAll(...componentTypes).entities;\n }\n /**\n * 查找第一个匹配的实体\n * @param componentTypes 组件类型\n * @returns 实体或null\n */\n findFirst(...componentTypes) {\n const result = this.querySystem.queryAll(...componentTypes);\n return result.entities.length > 0 ? result.entities[0] : null;\n }\n /**\n * 按名称查找实体\n * @param name 实体名称\n * @returns 实体或null\n */\n findByName(name) {\n return this.scene.getEntityByName(name);\n }\n /**\n * 按标签查找实体\n * @param tag 标签\n * @returns 实体数组\n */\n findByTag(tag) {\n return this.scene.getEntitiesByTag(tag);\n }\n /**\n * 触发事件\n * @param eventType 事件类型\n * @param event 事件数据\n */\n emit(eventType, event) {\n this.eventSystem.emitSync(eventType, event);\n }\n /**\n * 异步触发事件\n * @param eventType 事件类型\n * @param event 事件数据\n */\n async emitAsync(eventType, event) {\n await this.eventSystem.emit(eventType, event);\n }\n /**\n * 监听事件\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @returns 监听器ID\n */\n on(eventType, handler) {\n return this.eventSystem.on(eventType, handler);\n }\n /**\n * 一次性监听事件\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @returns 监听器ID\n */\n once(eventType, handler) {\n return this.eventSystem.once(eventType, handler);\n }\n /**\n * 移除事件监听器\n * @param eventType 事件类型\n * @param listenerId 监听器ID\n */\n off(eventType, listenerId) {\n this.eventSystem.off(eventType, listenerId);\n }\n /**\n * 批量操作实体\n * @param entities 实体数组\n * @returns 批量操作器\n */\n batch(entities) {\n return new EntityBatchOperator(entities);\n }\n /**\n * 获取场景统计信息\n * @returns 统计信息\n */\n getStats() {\n return {\n entityCount: this.scene.entities.count,\n systemCount: this.scene.systems.length,\n componentStats: this.scene.componentStorageManager.getAllStats(),\n queryStats: this.querySystem.getStats(),\n eventStats: this.eventSystem.getStats()\n };\n }\n}\n/**\n * 实体批量操作器\n * 提供对多个实体的批量操作\n */\nexport class EntityBatchOperator {\n constructor(entities) {\n this.entities = entities;\n }\n /**\n * 批量添加组件\n * @param component 组件实例\n * @returns 批量操作器\n */\n addComponent(component) {\n for (const entity of this.entities) {\n entity.addComponent(component);\n }\n return this;\n }\n /**\n * 批量移除组件\n * @param componentType 组件类型\n * @returns 批量操作器\n */\n removeComponent(componentType) {\n for (const entity of this.entities) {\n entity.removeComponentByType(componentType);\n }\n return this;\n }\n /**\n * 批量设置活跃状态\n * @param active 是否活跃\n * @returns 批量操作器\n */\n setActive(active) {\n for (const entity of this.entities) {\n entity.active = active;\n }\n return this;\n }\n /**\n * 批量设置标签\n * @param tag 标签\n * @returns 批量操作器\n */\n setTag(tag) {\n for (const entity of this.entities) {\n entity.tag = tag;\n }\n return this;\n }\n /**\n * 批量执行操作\n * @param operation 操作函数\n * @returns 批量操作器\n */\n forEach(operation) {\n this.entities.forEach(operation);\n return this;\n }\n /**\n * 过滤实体\n * @param predicate 过滤条件\n * @returns 新的批量操作器\n */\n filter(predicate) {\n return new EntityBatchOperator(this.entities.filter(predicate));\n }\n /**\n * 获取实体数组\n * @returns 实体数组\n */\n toArray() {\n return this.entities.slice();\n }\n /**\n * 获取实体数量\n * @returns 实体数量\n */\n count() {\n return this.entities.length;\n }\n}\n/**\n * 创建ECS流式API实例\n * @param scene 场景\n * @param querySystem 查询系统\n * @param eventSystem 事件系统\n * @returns ECS流式API实例\n */\nexport function createECSAPI(scene, querySystem, eventSystem) {\n return new ECSFluentAPI(scene, querySystem, eventSystem);\n}\n/**\n * 全局ECS流式API实例(需要在使用前初始化)\n */\nexport let ECS;\n/**\n * 初始化全局ECS API\n * @param scene 场景\n * @param querySystem 查询系统\n * @param eventSystem 事件系统\n */\nexport function initializeECS(scene, querySystem, eventSystem) {\n ECS = createECSAPI(scene, querySystem, eventSystem);\n}\n//# sourceMappingURL=FluentAPI.js.map","import { Core } from '../Core';\nimport { Time } from './Time';\n/**\n * ECS调试报告器 - WebSocket模式\n *\n * 负责收集ECS框架的运行时调试数据并通过WebSocket发送到调试服务器\n */\nexport class DebugReporter {\n /**\n * 构造函数\n * @param core Core实例\n * @param config 调试配置\n */\n constructor(core, config) {\n this.lastFrameTime = 0;\n this.frameCount = 0;\n this.lastFpsTime = 0;\n this.fps = 0;\n this.sceneStartTime = 0;\n this.isConnected = false;\n this.reconnectAttempts = 0;\n this.maxReconnectAttempts = 5;\n this.frameTimeHistory = [];\n this.maxHistoryLength = 60; // 保存60帧的历史数据\n this.core = core;\n this.config = config;\n this.sceneStartTime = Date.now();\n // 确保性能监控器在调试模式下被启用\n if (this.config.enabled && this.config.channels.performance) {\n if (!this.core._performanceMonitor.isEnabled) {\n this.core._performanceMonitor.enable();\n console.log('[ECS Debug] Performance monitor enabled for debugging');\n }\n }\n if (this.config.enabled) {\n this.start();\n }\n }\n /**\n * 启动调试报告器\n */\n start() {\n this.connectWebSocket();\n }\n /**\n * 停止调试报告器\n */\n stop() {\n if (this.timer) {\n clearInterval(this.timer);\n this.timer = null;\n }\n if (this.ws) {\n this.ws.close();\n this.ws = undefined;\n }\n this.isConnected = false;\n }\n /**\n * 更新配置\n * @param newConfig 新配置\n */\n updateConfig(newConfig) {\n const wasEnabled = this.config.enabled;\n const urlChanged = this.config.websocketUrl !== newConfig.websocketUrl;\n this.config = newConfig;\n // 根据配置启用或禁用性能监控器\n if (newConfig.enabled && newConfig.channels.performance) {\n if (!this.core._performanceMonitor.isEnabled) {\n this.core._performanceMonitor.enable();\n console.log('[ECS Debug] Performance monitor enabled for debugging');\n }\n }\n if (!newConfig.enabled && wasEnabled) {\n this.stop();\n }\n else if (newConfig.enabled && (!wasEnabled || urlChanged)) {\n this.stop();\n this.start();\n }\n }\n /**\n * 连接WebSocket\n */\n connectWebSocket() {\n if (!this.config.websocketUrl) {\n console.error('[ECS Debug] WebSocket URL not provided');\n return;\n }\n try {\n this.ws = new WebSocket(this.config.websocketUrl);\n this.ws.onopen = () => {\n this.isConnected = true;\n this.reconnectAttempts = 0;\n this.startDataStream();\n // 发送初始化消息\n this.send({\n type: 'init',\n data: {\n frameworkVersion: this.getFrameworkVersion(),\n timestamp: Date.now()\n }\n });\n };\n this.ws.onmessage = (event) => {\n try {\n const message = JSON.parse(event.data);\n this.handleMessage(message);\n }\n catch (error) {\n console.error('[ECS Debug] Failed to parse message:', error);\n }\n };\n this.ws.onclose = (event) => {\n this.isConnected = false;\n if (this.timer) {\n clearInterval(this.timer);\n this.timer = null;\n }\n // 自动重连\n if (this.config.autoReconnect !== false && this.reconnectAttempts < this.maxReconnectAttempts) {\n this.reconnectAttempts++;\n const delay = Math.min(1000 * Math.pow(2, this.reconnectAttempts - 1), 10000);\n setTimeout(() => this.connectWebSocket(), delay);\n }\n };\n this.ws.onerror = (error) => {\n console.error('[ECS Debug] WebSocket error:', error);\n };\n }\n catch (error) {\n console.error('[ECS Debug] Failed to create WebSocket:', error);\n }\n }\n /**\n * 启动数据流\n */\n startDataStream() {\n const interval = this.config.updateInterval || 1000;\n this.timer = setInterval(() => {\n if (this.isConnected) {\n try {\n const data = this.collectDebugData();\n this.send({ type: 'debug_data', data });\n }\n catch (error) {\n console.error('[ECS Debug] Failed to send debug data:', error);\n }\n }\n }, interval);\n }\n /**\n * 发送消息\n */\n send(message) {\n if (this.ws && this.ws.readyState === WebSocket.OPEN) {\n this.ws.send(JSON.stringify(message));\n }\n }\n /**\n * 处理接收到的消息\n * @param message 消息内容\n */\n handleMessage(message) {\n switch (message.type) {\n case 'get_debug_data':\n const data = this.collectDebugData();\n this.send({ type: 'debug_data_response', data, requestId: message.requestId });\n break;\n case 'update_config':\n if (message.config) {\n this.updateConfig(message.config);\n this.send({ type: 'config_updated', success: true });\n }\n break;\n case 'ping':\n this.send({ type: 'pong', timestamp: Date.now() });\n break;\n default:\n console.warn('[ECS Debug] Unknown message type:', message.type);\n }\n }\n /**\n * 收集调试数据\n * @returns 调试数据对象\n */\n collectDebugData() {\n const currentTime = Date.now();\n // 更新FPS计算\n this.updateFPS(currentTime);\n const data = {\n timestamp: currentTime,\n frameworkVersion: this.getFrameworkVersion(),\n isRunning: true,\n frameworkLoaded: true,\n currentScene: this.getCurrentSceneName()\n };\n // 根据配置收集不同类型的数据\n if (this.config.channels.entities) {\n data.entities = this.collectEntityData();\n }\n if (this.config.channels.systems) {\n data.systems = this.collectSystemData();\n }\n if (this.config.channels.performance) {\n data.performance = this.collectPerformanceData();\n }\n if (this.config.channels.components) {\n data.components = this.collectComponentData();\n }\n if (this.config.channels.scenes) {\n data.scenes = this.collectSceneData();\n }\n return data;\n }\n /**\n * 更新FPS计算\n */\n updateFPS(currentTime) {\n this.frameCount++;\n if (currentTime - this.lastFpsTime >= 1000) {\n this.fps = this.frameCount;\n this.frameCount = 0;\n this.lastFpsTime = currentTime;\n }\n }\n /**\n * 获取框架版本\n */\n getFrameworkVersion() {\n return '1.0.0';\n }\n /**\n * 获取当前场景名称\n */\n getCurrentSceneName() {\n const scene = Core.scene;\n return scene ? scene.name || 'Unnamed Scene' : 'No Scene';\n }\n /**\n * 收集实体数据\n */\n collectEntityData() {\n const scene = Core.scene;\n if (!scene) {\n return {\n totalEntities: 0,\n activeEntities: 0,\n pendingAdd: 0,\n pendingRemove: 0,\n entitiesPerArchetype: [],\n topEntitiesByComponents: []\n };\n }\n const entityList = scene.entities;\n if (!entityList) {\n return {\n totalEntities: 0,\n activeEntities: 0,\n pendingAdd: 0,\n pendingRemove: 0,\n entitiesPerArchetype: [],\n topEntitiesByComponents: []\n };\n }\n const allEntities = entityList.buffer || [];\n const activeEntities = allEntities.filter((e) => e.enabled && !e._isDestroyed);\n return {\n totalEntities: allEntities.length,\n activeEntities: activeEntities.length,\n pendingAdd: entityList.toAdd?.length || 0,\n pendingRemove: entityList.toRemove?.length || 0,\n entitiesPerArchetype: this.getArchetypeDistribution({ entities: allEntities }),\n topEntitiesByComponents: this.getTopEntitiesByComponents({ entities: allEntities }),\n entityDetails: this.getEntityDetails({ entities: allEntities })\n };\n }\n /**\n * 获取实体详情\n */\n getEntityDetails(entityContainer) {\n if (!entityContainer.entities)\n return [];\n return entityContainer.entities.slice(0, 100).map((entity) => ({\n id: entity.id,\n name: entity.name || `Entity_${entity.id}`,\n tag: entity.tag,\n enabled: entity.enabled,\n componentCount: entity.components?.length || 0,\n components: entity.components?.map((c) => c.constructor.name) || []\n }));\n }\n /**\n * 收集系统数据\n */\n collectSystemData() {\n const scene = Core.scene;\n if (!scene) {\n return {\n totalSystems: 0,\n systemsInfo: []\n };\n }\n const entityProcessors = scene.entityProcessors;\n if (!entityProcessors) {\n return {\n totalSystems: 0,\n systemsInfo: []\n };\n }\n const systems = entityProcessors.processors || [];\n // 获取性能监控数据\n const monitor = this.core._performanceMonitor;\n let systemStats = new Map();\n let systemData = new Map();\n if (monitor) {\n try {\n systemStats = monitor.getAllSystemStats();\n systemData = monitor.getAllSystemData();\n }\n catch (error) {\n // 忽略错误,使用空的Map\n }\n }\n return {\n totalSystems: systems.length,\n systemsInfo: systems.map((system) => {\n const systemName = system.systemName || system.constructor.name;\n const stats = systemStats.get(systemName);\n const data = systemData.get(systemName);\n return {\n name: systemName,\n type: system.constructor.name,\n entityCount: system.entities?.length || 0,\n executionTime: stats?.averageTime || data?.executionTime || 0,\n minExecutionTime: stats?.minTime === Number.MAX_VALUE ? 0 : (stats?.minTime || 0),\n maxExecutionTime: stats?.maxTime || 0,\n executionTimeHistory: stats?.recentTimes || [],\n updateOrder: system.updateOrder || 0,\n enabled: system.enabled !== false,\n lastUpdateTime: data?.lastUpdateTime || 0\n };\n })\n };\n }\n /**\n * 收集性能数据\n */\n collectPerformanceData() {\n const frameTimeSeconds = Time.deltaTime;\n const engineFrameTimeMs = frameTimeSeconds * 1000;\n const currentFps = frameTimeSeconds > 0 ? Math.round(1 / frameTimeSeconds) : 0;\n const ecsPerformanceData = this.getECSPerformanceData();\n const ecsExecutionTimeMs = ecsPerformanceData.totalExecutionTime;\n const ecsPercentage = engineFrameTimeMs > 0 ? (ecsExecutionTimeMs / engineFrameTimeMs * 100) : 0;\n let memoryUsage = 0;\n if (performance.memory) {\n memoryUsage = performance.memory.usedJSHeapSize / 1024 / 1024;\n }\n // 更新ECS执行时间历史记录\n this.frameTimeHistory.push(ecsExecutionTimeMs);\n if (this.frameTimeHistory.length > this.maxHistoryLength) {\n this.frameTimeHistory.shift();\n }\n // 计算ECS执行时间统计\n const history = this.frameTimeHistory.filter(t => t >= 0);\n const averageECSTime = history.length > 0 ? history.reduce((a, b) => a + b, 0) / history.length : ecsExecutionTimeMs;\n const minECSTime = history.length > 0 ? Math.min(...history) : ecsExecutionTimeMs;\n const maxECSTime = history.length > 0 ? Math.max(...history) : ecsExecutionTimeMs;\n return {\n frameTime: ecsExecutionTimeMs,\n engineFrameTime: engineFrameTimeMs,\n ecsPercentage: ecsPercentage,\n memoryUsage: memoryUsage,\n fps: currentFps,\n averageFrameTime: averageECSTime, // ECS平均执行时间\n minFrameTime: minECSTime, // ECS最短执行时间\n maxFrameTime: maxECSTime, // ECS最长执行时间\n frameTimeHistory: [...this.frameTimeHistory],\n systemPerformance: this.getSystemPerformance(),\n systemBreakdown: ecsPerformanceData.systemBreakdown,\n memoryDetails: this.getMemoryDetails()\n };\n }\n /**\n * 获取ECS框架整体性能数据\n */\n getECSPerformanceData() {\n const monitor = this.core._performanceMonitor;\n if (!monitor) {\n console.warn('[ECS Debug] Performance monitor not found');\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n if (!monitor.isEnabled) {\n console.warn('[ECS Debug] Performance monitor is disabled. Enable it to see ECS performance data.');\n // 尝试启用性能监控器\n monitor.enable();\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n try {\n let totalTime = 0;\n const systemBreakdown = [];\n const stats = monitor.getAllSystemStats();\n if (stats.size === 0) {\n console.log('[ECS Debug] No system performance data available yet. This is normal on first frames.');\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n // 计算各系统的执行时间\n for (const [systemName, stat] of stats.entries()) {\n const systemTime = stat.averageTime || 0;\n totalTime += systemTime;\n systemBreakdown.push({\n systemName: systemName,\n executionTime: systemTime,\n percentage: 0 // 后面计算\n });\n }\n // 计算各系统占ECS总时间的百分比\n systemBreakdown.forEach(system => {\n system.percentage = totalTime > 0 ? (system.executionTime / totalTime * 100) : 0;\n });\n // 按执行时间排序\n systemBreakdown.sort((a, b) => b.executionTime - a.executionTime);\n console.log(`[ECS Debug] Performance data: ${stats.size} systems, total time: ${totalTime.toFixed(2)}ms`);\n return {\n totalExecutionTime: totalTime,\n systemBreakdown: systemBreakdown\n };\n }\n catch (error) {\n console.error('[ECS Debug] Error getting ECS performance data:', error);\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n }\n /**\n * 获取系统性能数据\n */\n getSystemPerformance() {\n const monitor = this.core._performanceMonitor;\n if (!monitor) {\n return [];\n }\n try {\n const stats = monitor.getAllSystemStats();\n const systemData = monitor.getAllSystemData();\n return Array.from(stats.entries()).map(([systemName, stat]) => {\n const data = systemData.get(systemName);\n return {\n systemName: systemName,\n averageTime: stat.averageTime,\n maxTime: stat.maxTime,\n minTime: stat.minTime === Number.MAX_VALUE ? 0 : stat.minTime,\n samples: stat.executionCount,\n percentage: 0, // 在getECSPerformanceData中计算\n entityCount: data?.entityCount || 0,\n lastExecutionTime: data?.executionTime || 0\n };\n });\n }\n catch (error) {\n return [];\n }\n }\n /**\n * 获取内存详情\n */\n getMemoryDetails() {\n const scene = Core.scene;\n if (!scene) {\n return {\n entities: 0,\n components: 0,\n systems: 0,\n pooled: 0,\n totalMemory: 0,\n usedMemory: 0,\n freeMemory: 0,\n gcCollections: 0\n };\n }\n try {\n let entityMemory = 0;\n let componentMemory = 0;\n let systemMemory = 0;\n let pooledMemory = 0;\n const entityManager = scene.entityManager;\n if (entityManager?.entities) {\n // 计算实体和组件内存\n entityManager.entities.forEach((entity) => {\n entityMemory += this.estimateObjectSize(entity);\n if (entity.components) {\n entity.components.forEach((component) => {\n componentMemory += this.estimateObjectSize(component);\n });\n }\n });\n }\n else {\n // 如果entityManager不存在,尝试从场景直接获取\n const entityList = scene.entities;\n if (entityList?.buffer) {\n entityList.buffer.forEach((entity) => {\n entityMemory += this.estimateObjectSize(entity);\n if (entity.components) {\n entity.components.forEach((component) => {\n componentMemory += this.estimateObjectSize(component);\n });\n }\n });\n }\n }\n // 计算系统内存\n const entitySystems = scene.entitySystems;\n if (entitySystems?.systems) {\n entitySystems.systems.forEach((system) => {\n systemMemory += this.estimateObjectSize(system);\n });\n }\n else {\n // 尝试从entityProcessors获取\n const entityProcessors = scene.entityProcessors;\n if (entityProcessors?.processors) {\n entityProcessors.processors.forEach((system) => {\n systemMemory += this.estimateObjectSize(system);\n });\n }\n }\n // 计算对象池内存\n try {\n const { ComponentPoolManager } = require('../ECS/Core/ComponentPool');\n const poolManager = ComponentPoolManager.getInstance();\n const poolStats = poolManager.getPoolStats();\n for (const [typeName, stats] of poolStats.entries()) {\n // 估算每个组件实例的大小\n const estimatedComponentSize = this.calculateComponentMemorySize(typeName);\n pooledMemory += stats.available * estimatedComponentSize;\n }\n }\n catch (error) {\n // 如果无法访问ComponentPoolManager,使用估算值\n pooledMemory = 512 * 1024; // 512KB估算值\n }\n // 获取浏览器内存信息\n let totalMemory = 512 * 1024 * 1024;\n let usedMemory = entityMemory + componentMemory + systemMemory + pooledMemory;\n let gcCollections = 0;\n if (performance.memory) {\n const perfMemory = performance.memory;\n totalMemory = perfMemory.jsHeapSizeLimit || totalMemory;\n usedMemory = perfMemory.usedJSHeapSize || usedMemory;\n }\n return {\n entities: entityMemory,\n components: componentMemory,\n systems: systemMemory,\n pooled: pooledMemory,\n totalMemory: totalMemory,\n usedMemory: usedMemory,\n freeMemory: totalMemory - usedMemory,\n gcCollections: gcCollections\n };\n }\n catch (error) {\n return {\n entities: 0,\n components: 0,\n systems: 0,\n pooled: 0,\n totalMemory: 512 * 1024 * 1024,\n usedMemory: 0,\n freeMemory: 512 * 1024 * 1024,\n gcCollections: 0\n };\n }\n }\n /**\n * 收集组件数据\n */\n collectComponentData() {\n const scene = Core.scene;\n if (!scene) {\n return {\n componentTypes: 0,\n componentInstances: 0,\n componentStats: []\n };\n }\n const entityList = scene.entities;\n if (!entityList?.buffer) {\n return {\n componentTypes: 0,\n componentInstances: 0,\n componentStats: []\n };\n }\n const componentStats = new Map();\n let totalInstances = 0;\n entityList.buffer.forEach((entity) => {\n if (entity.components) {\n entity.components.forEach((component) => {\n const typeName = component.constructor.name;\n const stats = componentStats.get(typeName) || { count: 0, entities: 0 };\n stats.count++;\n totalInstances++;\n componentStats.set(typeName, stats);\n });\n }\n });\n // 获取池利用率信息\n let poolUtilizations = new Map();\n let poolSizes = new Map();\n try {\n const { ComponentPoolManager } = require('../ECS/Core/ComponentPool');\n const poolManager = ComponentPoolManager.getInstance();\n const poolStats = poolManager.getPoolStats();\n const utilizations = poolManager.getPoolUtilization();\n for (const [typeName, stats] of poolStats.entries()) {\n poolSizes.set(typeName, stats.maxSize);\n }\n for (const [typeName, util] of utilizations.entries()) {\n poolUtilizations.set(typeName, util.utilization);\n }\n }\n catch (error) {\n // 如果无法获取池信息,使用默认值\n }\n return {\n componentTypes: componentStats.size,\n componentInstances: totalInstances,\n componentStats: Array.from(componentStats.entries()).map(([typeName, stats]) => {\n const poolSize = poolSizes.get(typeName) || 0;\n const poolUtilization = poolUtilizations.get(typeName) || 0;\n const memoryPerInstance = this.calculateComponentMemorySize(typeName);\n return {\n typeName,\n instanceCount: stats.count,\n memoryPerInstance: memoryPerInstance,\n totalMemory: stats.count * memoryPerInstance,\n poolSize: poolSize,\n poolUtilization: poolUtilization,\n averagePerEntity: stats.count / entityList.buffer.length\n };\n })\n };\n }\n /**\n * 计算组件实际内存大小\n */\n calculateComponentMemorySize(typeName) {\n const scene = Core.scene;\n if (!scene)\n return 32;\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return 32;\n try {\n // 找到第一个包含此组件的实体,分析组件大小\n for (const entity of entityList.buffer) {\n if (entity.components) {\n const component = entity.components.find((c) => c.constructor.name === typeName);\n if (component) {\n return this.estimateObjectSize(component);\n }\n }\n }\n }\n catch (error) {\n // 忽略错误,使用默认值\n }\n // 如果无法计算,返回基础大小\n return 32; // 基础对象开销\n }\n /**\n * 估算对象内存大小(字节)\n */\n estimateObjectSize(obj, visited = new WeakSet(), depth = 0) {\n // 防止无限递归:限制深度和检测循环引用\n if (obj === null || obj === undefined || depth > 10)\n return 0;\n if (visited.has(obj))\n return 0; // 已访问过,避免循环引用\n let size = 0;\n const type = typeof obj;\n switch (type) {\n case 'boolean':\n size = 1;\n break;\n case 'number':\n size = 8; // JavaScript中数字都是64位浮点数\n break;\n case 'string':\n size = Math.min(obj.length * 2, 1024); // UTF-16编码,每字符2字节,限制最大1KB\n break;\n case 'object':\n visited.add(obj); // 标记为已访问\n if (Array.isArray(obj)) {\n size = 24; // 数组基础开销\n // 只处理前100个元素,避免大数组导致性能问题\n const maxItems = Math.min(obj.length, 100);\n for (let i = 0; i < maxItems; i++) {\n size += this.estimateObjectSize(obj[i], visited, depth + 1);\n }\n }\n else {\n size = 24; // 对象基础开销\n let propertyCount = 0;\n for (const key in obj) {\n // 只处理前50个属性,避免复杂对象导致性能问题\n if (propertyCount >= 50)\n break;\n if (obj.hasOwnProperty(key)) {\n // 跳过一些可能导致问题的属性\n if (key === 'scene' || key === 'parent' || key === 'children' ||\n key === '_scene' || key === '_parent' || key === '_children' ||\n key === 'entity' || key === '_entity') {\n continue;\n }\n try {\n size += key.length * 2; // 属性名\n size += this.estimateObjectSize(obj[key], visited, depth + 1); // 属性值\n propertyCount++;\n }\n catch (error) {\n // 忽略访问错误的属性\n continue;\n }\n }\n }\n }\n break;\n default:\n size = 8; // 其他类型默认8字节\n }\n return Math.min(size, 10240); // 限制单个对象最大10KB\n }\n /**\n * 收集场景数据\n */\n collectSceneData() {\n const scene = Core.scene;\n if (!scene) {\n return {\n currentSceneName: 'No Scene',\n isInitialized: false,\n sceneRunTime: 0,\n sceneEntityCount: 0,\n sceneSystemCount: 0,\n sceneMemory: 0,\n sceneUptime: 0\n };\n }\n const currentTime = Date.now();\n const runTime = (currentTime - this.sceneStartTime) / 1000;\n const entityList = scene.entities;\n const entityProcessors = scene.entityProcessors;\n return {\n currentSceneName: scene.name || 'Unnamed Scene',\n isInitialized: scene._didSceneBegin || false,\n sceneRunTime: runTime,\n sceneEntityCount: entityList?.buffer?.length || 0,\n sceneSystemCount: entityProcessors?.processors?.length || 0,\n sceneMemory: 0, // TODO: 计算实际场景内存\n sceneUptime: runTime\n };\n }\n /**\n * 手动触发数据收集\n * @returns 当前调试数据\n */\n getDebugData() {\n return this.collectDebugData();\n }\n /**\n * 重置场景时间\n */\n onSceneChanged() {\n this.sceneStartTime = Date.now();\n // 发送场景切换事件\n if (this.isConnected) {\n this.send({\n type: 'scene_changed',\n data: {\n sceneName: this.getCurrentSceneName(),\n timestamp: Date.now()\n }\n });\n }\n }\n /**\n * 获取连接状态\n */\n get connected() {\n return this.isConnected;\n }\n /**\n * 手动重连\n */\n reconnect() {\n if (this.ws) {\n this.ws.close();\n }\n this.reconnectAttempts = 0;\n this.connectWebSocket();\n }\n /**\n * 获取Archetype分布\n */\n getArchetypeDistribution(entityContainer) {\n if (!entityContainer.entities)\n return [];\n const archetypes = new Map();\n entityContainer.entities.forEach((entity) => {\n const components = entity.components || [];\n const signature = components.map((c) => c.constructor.name).sort().join(',') || 'Empty';\n const existing = archetypes.get(signature) || { count: 0, memory: 0 };\n existing.count++;\n // 计算每个组件的实际内存大小\n let entityMemory = 0;\n components.forEach((component) => {\n entityMemory += this.estimateObjectSize(component);\n });\n existing.memory += entityMemory;\n archetypes.set(signature, existing);\n });\n return Array.from(archetypes.entries())\n .map(([signature, data]) => ({ signature, ...data }))\n .sort((a, b) => b.count - a.count)\n .slice(0, 10); // 只返回前10个\n }\n /**\n * 获取组件数量最多的实体\n */\n getTopEntitiesByComponents(entityContainer) {\n if (!entityContainer.entities)\n return [];\n return entityContainer.entities\n .map((entity) => {\n const components = entity.components || [];\n let memory = 0;\n // 计算实际内存使用\n components.forEach((component) => {\n memory += this.estimateObjectSize(component);\n });\n return {\n id: entity.id?.toString() || 'unknown',\n name: entity.name || `Entity_${entity.id}`,\n componentCount: components.length,\n memory: memory\n };\n })\n .sort((a, b) => b.componentCount - a.componentCount)\n .slice(0, 10); // 只返回前10个\n }\n}\n//# sourceMappingURL=DebugReporter.js.map","import { TimerManager } from './Utils/Timers/TimerManager';\nimport { Time } from './Utils/Time';\nimport { PerformanceMonitor } from './Utils/PerformanceMonitor';\nimport { PoolManager } from './Utils/Pool';\nimport { createECSAPI } from './ECS/Core/FluentAPI';\nimport { DebugReporter } from './Utils/DebugReporter';\n/**\n * 游戏引擎核心类\n *\n * 负责管理游戏的生命周期、场景切换、全局管理器和定时器系统。\n * 提供统一的游戏循环管理。\n *\n * @example\n * ```typescript\n * // 创建核心实例\n * const core = Core.create(true);\n *\n * // 设置场景\n * Core.scene = new MyScene();\n *\n * // 在游戏循环中更新(Laya引擎示例)\n * Laya.timer.frameLoop(1, this, () => {\n * const deltaTime = Laya.timer.delta / 1000;\n * Core.update(deltaTime);\n * });\n *\n * // 调度定时器\n * Core.schedule(1.0, false, null, (timer) => {\n * console.log(\"1秒后执行\");\n * });\n * ```\n */\nexport class Core {\n /**\n * 创建核心实例\n *\n * @param config - Core配置对象\n */\n constructor(config = {}) {\n /**\n * 待切换的场景\n *\n * 存储下一帧要切换到的场景实例。\n */\n this._nextScene = null;\n /**\n * 全局管理器集合\n *\n * 存储所有注册的全局管理器实例。\n */\n this._globalManagers = [];\n Core._instance = this;\n // 保存配置\n this._config = {\n debug: true,\n enableEntitySystems: true,\n ...config\n };\n // 初始化管理器\n this._timerManager = new TimerManager();\n Core.registerGlobalManager(this._timerManager);\n // 初始化性能监控器\n this._performanceMonitor = PerformanceMonitor.instance;\n // 在调试模式下启用性能监控\n if (this._config.debug) {\n this._performanceMonitor.enable();\n }\n // 初始化对象池管理器\n this._poolManager = PoolManager.getInstance();\n Core.entitySystemsEnabled = this._config.enableEntitySystems || true;\n this.debug = this._config.debug || true;\n // 初始化调试报告器\n if (this._config.debugConfig?.enabled) {\n this._debugReporter = new DebugReporter(this, this._config.debugConfig);\n }\n this.initialize();\n }\n /**\n * 获取核心实例\n *\n * @returns 全局核心实例\n */\n static get Instance() {\n return this._instance;\n }\n /**\n * 获取当前活动的场景\n *\n * @returns 当前场景实例,如果没有则返回null\n */\n static get scene() {\n if (!this._instance)\n return null;\n return this._instance._scene || null;\n }\n /**\n * 设置当前活动的场景\n *\n * 如果当前没有场景,会立即切换;否则会在下一帧切换。\n *\n * @param value - 要设置的场景实例\n * @throws {Error} 当场景为空时抛出错误\n */\n static set scene(value) {\n if (!value)\n return;\n if (!value) {\n throw new Error(\"场景不能为空\");\n }\n if (this._instance._scene == null) {\n this._instance._scene = value;\n this._instance.onSceneChanged();\n this._instance._scene.begin();\n }\n else {\n this._instance._nextScene = value;\n }\n }\n /**\n * 创建Core实例\n *\n * 如果实例已存在,则返回现有实例。\n *\n * @param config - Core配置,也可以直接传入boolean表示debug模式(向后兼容)\n * @returns Core实例\n */\n static create(config = true) {\n if (this._instance == null) {\n // 向后兼容:如果传入boolean,转换为配置对象\n const coreConfig = typeof config === 'boolean'\n ? { debug: config, enableEntitySystems: true }\n : config;\n this._instance = new Core(coreConfig);\n }\n return this._instance;\n }\n /**\n * 更新游戏逻辑\n *\n * 此方法应该在游戏引擎的更新循环中调用。\n *\n * @param deltaTime - 外部引擎提供的帧时间间隔(秒)\n *\n * @example\n * ```typescript\n * // Laya引擎\n * Laya.timer.frameLoop(1, this, () => {\n * const deltaTime = Laya.timer.delta / 1000;\n * Core.update(deltaTime);\n * });\n *\n * // Cocos Creator\n * update(deltaTime: number) {\n * Core.update(deltaTime);\n * }\n *\n\n * ```\n */\n static update(deltaTime) {\n if (!this._instance) {\n console.warn(\"Core实例未创建,请先调用Core.create()\");\n return;\n }\n this._instance.updateInternal(deltaTime);\n }\n /**\n * 注册全局管理器\n *\n * 将管理器添加到全局管理器列表中,并启用它。\n *\n * @param manager - 要注册的全局管理器\n */\n static registerGlobalManager(manager) {\n this._instance._globalManagers.push(manager);\n manager.enabled = true;\n }\n /**\n * 注销全局管理器\n *\n * 从全局管理器列表中移除管理器,并禁用它。\n *\n * @param manager - 要注销的全局管理器\n */\n static unregisterGlobalManager(manager) {\n this._instance._globalManagers.splice(this._instance._globalManagers.indexOf(manager), 1);\n manager.enabled = false;\n }\n /**\n * 获取指定类型的全局管理器\n *\n * @param type - 管理器类型构造函数\n * @returns 管理器实例,如果未找到则返回null\n */\n static getGlobalManager(type) {\n for (const manager of this._instance._globalManagers) {\n if (manager instanceof type)\n return manager;\n }\n return null;\n }\n /**\n * 调度定时器\n *\n * 创建一个定时器,在指定时间后执行回调函数。\n *\n * @param timeInSeconds - 延迟时间(秒)\n * @param repeats - 是否重复执行,默认为false\n * @param context - 回调函数的上下文,默认为null\n * @param onTime - 定时器触发时的回调函数\n * @returns 创建的定时器实例\n */\n static schedule(timeInSeconds, repeats = false, context = null, onTime) {\n return this._instance._timerManager.schedule(timeInSeconds, repeats, context, onTime);\n }\n /**\n * 获取ECS流式API\n *\n * @returns ECS API实例,如果未初始化则返回null\n */\n static get ecsAPI() {\n return this._instance?._ecsAPI || null;\n }\n /**\n * 启用调试功能\n *\n * @param config 调试配置\n */\n static enableDebug(config) {\n if (!this._instance) {\n console.warn(\"Core实例未创建,请先调用Core.create()\");\n return;\n }\n if (this._instance._debugReporter) {\n this._instance._debugReporter.updateConfig(config);\n }\n else {\n this._instance._debugReporter = new DebugReporter(this._instance, config);\n }\n // 更新Core配置\n this._instance._config.debugConfig = config;\n }\n /**\n * 禁用调试功能\n */\n static disableDebug() {\n if (!this._instance)\n return;\n if (this._instance._debugReporter) {\n this._instance._debugReporter.stop();\n this._instance._debugReporter = undefined;\n }\n // 更新Core配置\n if (this._instance._config.debugConfig) {\n this._instance._config.debugConfig.enabled = false;\n }\n }\n /**\n * 获取调试数据\n *\n * @returns 当前调试数据,如果调试未启用则返回null\n */\n static getDebugData() {\n if (!this._instance?._debugReporter) {\n return null;\n }\n return this._instance._debugReporter.getDebugData();\n }\n /**\n * 检查调试是否启用\n *\n * @returns 调试状态\n */\n static get isDebugEnabled() {\n return this._instance?._config.debugConfig?.enabled || false;\n }\n /**\n * 场景切换回调\n *\n * 在场景切换时调用,用于重置时间系统等。\n */\n onSceneChanged() {\n Time.sceneChanged();\n // 初始化ECS API(如果场景支持)\n if (this._scene && typeof this._scene.querySystem !== 'undefined') {\n const scene = this._scene;\n this._ecsAPI = createECSAPI(scene, scene.querySystem, scene.eventSystem);\n }\n // 通知调试报告器场景已变更\n if (this._debugReporter) {\n this._debugReporter.onSceneChanged();\n }\n }\n /**\n * 初始化核心系统\n *\n * 执行核心系统的初始化逻辑。\n */\n initialize() {\n // 核心系统初始化\n }\n /**\n * 内部更新方法\n *\n * @param deltaTime - 帧时间间隔(秒)\n */\n updateInternal(deltaTime) {\n if (Core.paused)\n return;\n // 开始性能监控\n const frameStartTime = this._performanceMonitor.startMonitoring('Core.update');\n // 更新时间系统\n Time.update(deltaTime);\n // 更新FPS监控(如果性能监控器支持)\n if (typeof this._performanceMonitor.updateFPS === 'function') {\n this._performanceMonitor.updateFPS(Time.deltaTime);\n }\n // 更新全局管理器\n const managersStartTime = this._performanceMonitor.startMonitoring('GlobalManagers.update');\n for (const globalManager of this._globalManagers) {\n if (globalManager.enabled)\n globalManager.update();\n }\n this._performanceMonitor.endMonitoring('GlobalManagers.update', managersStartTime, this._globalManagers.length);\n // 更新对象池管理器\n this._poolManager.update();\n // 处理场景切换\n if (this._nextScene != null) {\n if (this._scene != null)\n this._scene.end();\n this._scene = this._nextScene;\n this._nextScene = null;\n this.onSceneChanged();\n this._scene.begin();\n }\n // 更新当前场景\n if (this._scene != null && this._scene.update) {\n const sceneStartTime = this._performanceMonitor.startMonitoring('Scene.update');\n this._scene.update();\n const entityCount = this._scene.entities?.count || 0;\n this._performanceMonitor.endMonitoring('Scene.update', sceneStartTime, entityCount);\n }\n // 结束性能监控\n this._performanceMonitor.endMonitoring('Core.update', frameStartTime);\n }\n}\n/**\n * 游戏暂停状态\n *\n * 当设置为true时,游戏循环将暂停执行。\n */\nCore.paused = false;\n//# sourceMappingURL=Core.js.map","/**\n * 用于包装事件的一个小类\n */\nexport class FuncPack {\n constructor(func, context) {\n this.func = func;\n this.context = context;\n }\n}\n/**\n * 用于事件管理\n */\nexport class Emitter {\n constructor() {\n this._messageTable = new Map();\n }\n /**\n * 开始监听项\n * @param eventType 监听类型\n * @param handler 监听函数\n * @param context 监听上下文\n */\n addObserver(eventType, handler, context) {\n let list = this._messageTable.get(eventType);\n if (!list) {\n list = [];\n this._messageTable.set(eventType, list);\n }\n if (!this.hasObserver(eventType, handler)) {\n list.push(new FuncPack(handler, context));\n }\n }\n /**\n * 移除监听项\n * @param eventType 事件类型\n * @param handler 事件函数\n */\n removeObserver(eventType, handler) {\n let messageData = this._messageTable.get(eventType);\n if (messageData) {\n let index = messageData.findIndex(data => data.func == handler);\n if (index != -1)\n messageData.splice(index, 1);\n }\n }\n /**\n * 触发该事件\n * @param eventType 事件类型\n * @param data 事件数据\n */\n emit(eventType, ...data) {\n let list = this._messageTable.get(eventType);\n if (list) {\n for (let observer of list) {\n observer.func.call(observer.context, ...data);\n }\n }\n }\n /**\n * 判断是否存在该类型的观察者\n * @param eventType 事件类型\n * @param handler 事件函数\n */\n hasObserver(eventType, handler) {\n let list = this._messageTable.get(eventType);\n return list ? list.some(observer => observer.func === handler) : false;\n }\n}\n//# sourceMappingURL=Emitter.js.map","/**\n * 游戏组件基类\n *\n * ECS架构中的组件(Component),用于实现具体的游戏功能。\n * 组件包含数据和行为,可以被添加到实体上以扩展实体的功能。\n *\n * @example\n * ```typescript\n * class HealthComponent extends Component {\n * public health: number = 100;\n *\n * public takeDamage(damage: number): void {\n * this.health -= damage;\n * if (this.health <= 0) {\n * this.entity.destroy();\n * }\n * }\n * }\n * ```\n */\nexport class Component {\n /**\n * 创建组件实例\n *\n * 自动分配唯一ID给组件。\n */\n constructor() {\n /**\n * 组件启用状态\n *\n * 控制组件是否参与更新循环。\n */\n this._enabled = true;\n /**\n * 更新顺序\n *\n * 决定组件在更新循环中的执行顺序。\n */\n this._updateOrder = 0;\n this.id = Component._idGenerator++;\n }\n /**\n * 获取组件启用状态\n *\n * 组件的实际启用状态取决于自身状态和所属实体的状态。\n *\n * @returns 如果组件和所属实体都启用则返回true\n */\n get enabled() {\n return this.entity ? this.entity.enabled && this._enabled : this._enabled;\n }\n /**\n * 设置组件启用状态\n *\n * 当状态改变时会触发相应的生命周期回调。\n *\n * @param value - 新的启用状态\n */\n set enabled(value) {\n if (this._enabled !== value) {\n this._enabled = value;\n if (this._enabled) {\n this.onEnabled();\n }\n else {\n this.onDisabled();\n }\n }\n }\n /**\n * 获取更新顺序\n *\n * @returns 组件的更新顺序值\n */\n get updateOrder() {\n return this._updateOrder;\n }\n /**\n * 设置更新顺序\n *\n * @param value - 新的更新顺序值\n */\n set updateOrder(value) {\n this._updateOrder = value;\n }\n /**\n * 组件添加到实体时的回调\n *\n * 当组件被添加到实体时调用,可以在此方法中进行初始化操作。\n */\n onAddedToEntity() {\n }\n /**\n * 组件从实体移除时的回调\n *\n * 当组件从实体中移除时调用,可以在此方法中进行清理操作。\n */\n onRemovedFromEntity() {\n }\n /**\n * 组件启用时的回调\n *\n * 当组件被启用时调用。\n */\n onEnabled() {\n }\n /**\n * 组件禁用时的回调\n *\n * 当组件被禁用时调用。\n */\n onDisabled() {\n }\n /**\n * 更新组件\n *\n * 每帧调用,用于更新组件的逻辑。\n * 子类应该重写此方法来实现具体的更新逻辑。\n */\n update() {\n }\n}\n/**\n * 组件ID生成器\n *\n * 用于为每个组件分配唯一的ID。\n */\nComponent._idGenerator = 0;\n//# sourceMappingURL=Component.js.map","/**\n * 高性能位操作类\n * 基于BigInt实现,支持任意数量的位操作\n */\nexport class Bits {\n constructor(initialValue = 0n) {\n this._value = 0n;\n this._value = initialValue;\n }\n /**\n * 设置指定位置的位为1\n */\n set(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n this._value |= (1n << BigInt(index));\n }\n /**\n * 清除指定位置的位(设为0)\n */\n clear(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n this._value &= ~(1n << BigInt(index));\n }\n /**\n * 获取指定位置的位值\n */\n get(index) {\n if (index < 0) {\n return false;\n }\n return (this._value & (1n << BigInt(index))) !== 0n;\n }\n /**\n * 检查是否包含所有指定的位\n */\n containsAll(other) {\n return (this._value & other._value) === other._value;\n }\n /**\n * 检查是否包含任意一个指定的位\n */\n intersects(other) {\n return (this._value & other._value) !== 0n;\n }\n /**\n * 检查是否不包含任何指定的位\n */\n excludes(other) {\n return !this.intersects(other);\n }\n /**\n * 清空所有位\n */\n clearAll() {\n this._value = 0n;\n }\n /**\n * 检查是否为空(没有设置任何位)\n */\n isEmpty() {\n return this._value === 0n;\n }\n /**\n * 获取设置的位数量\n */\n cardinality() {\n let count = 0;\n let value = this._value;\n while (value > 0n) {\n if (value & 1n) {\n count++;\n }\n value >>= 1n;\n }\n return count;\n }\n /**\n * 位运算:与\n */\n and(other) {\n return new Bits(this._value & other._value);\n }\n /**\n * 位运算:或\n */\n or(other) {\n return new Bits(this._value | other._value);\n }\n /**\n * 位运算:异或\n */\n xor(other) {\n return new Bits(this._value ^ other._value);\n }\n /**\n * 位运算:非\n */\n not(maxBits = 64) {\n const mask = (1n << BigInt(maxBits)) - 1n;\n return new Bits((~this._value) & mask);\n }\n /**\n * 复制另一个Bits对象\n */\n copyFrom(other) {\n this._value = other._value;\n }\n /**\n * 创建当前Bits的副本\n */\n clone() {\n return new Bits(this._value);\n }\n /**\n * 获取原始BigInt值\n */\n getValue() {\n return this._value;\n }\n /**\n * 设置原始BigInt值\n */\n setValue(value) {\n this._value = value;\n }\n /**\n * 获取调试信息\n */\n toString() {\n const bits = [];\n let index = 0;\n let value = this._value;\n while (value > 0n) {\n if (value & 1n) {\n bits.push(index.toString());\n }\n value >>= 1n;\n index++;\n }\n return `Bits[${bits.join(', ')}]`;\n }\n /**\n * 获取二进制表示\n */\n toBinaryString(maxBits = 64) {\n let result = '';\n for (let i = maxBits - 1; i >= 0; i--) {\n result += this.get(i) ? '1' : '0';\n if (i % 8 === 0 && i > 0) {\n result += ' ';\n }\n }\n return result;\n }\n /**\n * 获取十六进制表示\n */\n toHexString() {\n return '0x' + this._value.toString(16).toUpperCase();\n }\n /**\n * 从二进制字符串创建Bits\n */\n static fromBinaryString(binaryString) {\n const cleanString = binaryString.replace(/\\s/g, '');\n const value = BigInt('0b' + cleanString);\n return new Bits(value);\n }\n /**\n * 从十六进制字符串创建Bits\n */\n static fromHexString(hexString) {\n const cleanString = hexString.replace(/^0x/i, '');\n const value = BigInt('0x' + cleanString);\n return new Bits(value);\n }\n /**\n * 比较两个Bits对象是否相等\n */\n equals(other) {\n return this._value === other._value;\n }\n /**\n * 获取最高位的索引\n */\n getHighestBitIndex() {\n if (this._value === 0n) {\n return -1;\n }\n let index = 0;\n let value = this._value;\n while (value > 1n) {\n value >>= 1n;\n index++;\n }\n return index;\n }\n /**\n * 获取最低位的索引\n */\n getLowestBitIndex() {\n if (this._value === 0n) {\n return -1;\n }\n let index = 0;\n let value = this._value;\n while ((value & 1n) === 0n) {\n value >>= 1n;\n index++;\n }\n return index;\n }\n}\n//# sourceMappingURL=Bits.js.map","import { Bits } from './Bits';\n/**\n * 组件类型管理器\n * 负责管理组件类型的注册和ID分配\n */\nexport class ComponentTypeManager {\n /**\n * 获取单例实例\n */\n static get instance() {\n if (!ComponentTypeManager._instance) {\n ComponentTypeManager._instance = new ComponentTypeManager();\n }\n return ComponentTypeManager._instance;\n }\n constructor() {\n this._componentTypes = new Map();\n this._typeNames = new Map();\n this._nextTypeId = 0;\n }\n /**\n * 获取组件类型的ID\n * @param componentType 组件类型构造函数\n * @returns 组件类型ID\n */\n getTypeId(componentType) {\n let typeId = this._componentTypes.get(componentType);\n if (typeId === undefined) {\n typeId = this._nextTypeId++;\n this._componentTypes.set(componentType, typeId);\n this._typeNames.set(typeId, componentType.name);\n }\n return typeId;\n }\n /**\n * 获取组件类型名称\n * @param typeId 组件类型ID\n * @returns 组件类型名称\n */\n getTypeName(typeId) {\n return this._typeNames.get(typeId) || 'Unknown';\n }\n /**\n * 创建包含指定组件类型的Bits对象\n * @param componentTypes 组件类型构造函数数组\n * @returns Bits对象\n */\n createBits(...componentTypes) {\n const bits = new Bits();\n for (const componentType of componentTypes) {\n const typeId = this.getTypeId(componentType);\n bits.set(typeId);\n }\n return bits;\n }\n /**\n * 获取实体的组件位掩码\n * @param components 组件数组\n * @returns Bits对象\n */\n getEntityBits(components) {\n const bits = new Bits();\n for (const component of components) {\n const typeId = this.getTypeId(component.constructor);\n bits.set(typeId);\n }\n return bits;\n }\n /**\n * 重置管理器(主要用于测试)\n */\n reset() {\n this._componentTypes.clear();\n this._typeNames.clear();\n this._nextTypeId = 0;\n }\n /**\n * 获取已注册的组件类型数量\n */\n get registeredTypeCount() {\n return this._componentTypes.size;\n }\n}\n//# sourceMappingURL=ComponentTypeManager.js.map","import { ComponentTypeManager } from './ComponentTypeManager';\n/**\n * 高性能实体匹配器\n * 用于快速匹配符合条件的实体\n */\nexport class Matcher {\n constructor() {\n this.allSet = [];\n this.exclusionSet = [];\n this.oneSet = [];\n this._isDirty = true;\n }\n static empty() {\n return new Matcher();\n }\n getAllSet() {\n return this.allSet;\n }\n getExclusionSet() {\n return this.exclusionSet;\n }\n getOneSet() {\n return this.oneSet;\n }\n /**\n * 检查实体是否匹配条件\n * @param entity 要检查的实体\n * @returns 是否匹配\n */\n isInterestedEntity(entity) {\n const entityBits = this.getEntityBits(entity);\n return this.isInterested(entityBits);\n }\n /**\n * 检查组件位掩码是否匹配条件\n * @param componentBits 组件位掩码\n * @returns 是否匹配\n */\n isInterested(componentBits) {\n this.updateBitsIfDirty();\n // 检查必须包含的组件\n if (this._allBits && !componentBits.containsAll(this._allBits)) {\n return false;\n }\n // 检查排除的组件\n if (this._exclusionBits && componentBits.intersects(this._exclusionBits)) {\n return false;\n }\n // 检查至少包含其中之一的组件\n if (this._oneBits && !componentBits.intersects(this._oneBits)) {\n return false;\n }\n return true;\n }\n /**\n * 添加所有包含的组件类型\n * @param types 所有包含的组件类型列表\n */\n all(...types) {\n this.allSet.push(...types);\n this._isDirty = true;\n return this;\n }\n /**\n * 添加排除包含的组件类型\n * @param types 排除包含的组件类型列表\n */\n exclude(...types) {\n this.exclusionSet.push(...types);\n this._isDirty = true;\n return this;\n }\n /**\n * 添加至少包含其中之一的组件类型\n * @param types 至少包含其中之一的组件类型列表\n */\n one(...types) {\n this.oneSet.push(...types);\n this._isDirty = true;\n return this;\n }\n /**\n * 获取实体的组件位掩码\n * @param entity 实体\n * @returns 组件位掩码\n */\n getEntityBits(entity) {\n const components = entity.components;\n return ComponentTypeManager.instance.getEntityBits(components);\n }\n /**\n * 如果位掩码已过期,则更新它们\n */\n updateBitsIfDirty() {\n if (!this._isDirty) {\n return;\n }\n const typeManager = ComponentTypeManager.instance;\n // 更新必须包含的组件位掩码\n if (this.allSet.length > 0) {\n this._allBits = typeManager.createBits(...this.allSet);\n }\n else {\n this._allBits = undefined;\n }\n // 更新排除的组件位掩码\n if (this.exclusionSet.length > 0) {\n this._exclusionBits = typeManager.createBits(...this.exclusionSet);\n }\n else {\n this._exclusionBits = undefined;\n }\n // 更新至少包含其中之一的组件位掩码\n if (this.oneSet.length > 0) {\n this._oneBits = typeManager.createBits(...this.oneSet);\n }\n else {\n this._oneBits = undefined;\n }\n this._isDirty = false;\n }\n /**\n * 创建匹配器的字符串表示(用于调试)\n * @returns 字符串表示\n */\n toString() {\n const parts = [];\n if (this.allSet.length > 0) {\n parts.push(`all: [${this.allSet.map(t => t.name).join(', ')}]`);\n }\n if (this.exclusionSet.length > 0) {\n parts.push(`exclude: [${this.exclusionSet.map(t => t.name).join(', ')}]`);\n }\n if (this.oneSet.length > 0) {\n parts.push(`one: [${this.oneSet.map(t => t.name).join(', ')}]`);\n }\n return `Matcher(${parts.join(', ')})`;\n }\n}\n//# sourceMappingURL=Matcher.js.map","import { Matcher } from '../Utils/Matcher';\nimport { PerformanceMonitor } from '../../Utils/PerformanceMonitor';\n/**\n * 实体系统的基类\n *\n * 用于处理一组符合特定条件的实体。系统是ECS架构中的逻辑处理单元,\n * 负责对拥有特定组件组合的实体执行业务逻辑。\n *\n * @example\n * ```typescript\n * class MovementSystem extends EntitySystem {\n * constructor() {\n * super(Matcher.empty().all(Transform, Velocity));\n * }\n *\n * protected process(entities: Entity[]): void {\n * for (const entity of entities) {\n * const transform = entity.getComponent(Transform);\n * const velocity = entity.getComponent(Velocity);\n * transform.position.add(velocity.value);\n * }\n * }\n * }\n * ```\n */\nexport class EntitySystem {\n /**\n * 获取系统处理的实体列表\n */\n get entities() {\n return this._entities;\n }\n /**\n * 获取系统的更新时序\n */\n get updateOrder() {\n return this._updateOrder;\n }\n set updateOrder(value) {\n this.setUpdateOrder(value);\n }\n /**\n * 获取系统的启用状态\n */\n get enabled() {\n return this._enabled;\n }\n /**\n * 设置系统的启用状态\n */\n set enabled(value) {\n this._enabled = value;\n }\n /**\n * 获取系统名称\n */\n get systemName() {\n return this._systemName;\n }\n constructor(matcher) {\n this._entities = [];\n this._updateOrder = 0;\n this._enabled = true;\n this._performanceMonitor = PerformanceMonitor.instance;\n this._matcher = matcher ? matcher : Matcher.empty();\n this._systemName = this.constructor.name;\n this.initialize();\n }\n /**\n * 这个系统所属的场景\n */\n get scene() {\n return this._scene;\n }\n set scene(value) {\n this._scene = value;\n this._entities = [];\n }\n /**\n * 获取实体匹配器\n */\n get matcher() {\n return this._matcher;\n }\n /**\n * 设置更新时序\n * @param order 更新时序\n */\n setUpdateOrder(order) {\n this._updateOrder = order;\n this.scene.entityProcessors.setDirty();\n }\n /**\n * 系统初始化\n *\n * 在系统创建时调用,自动检查场景中已存在的实体是否匹配此系统。\n * 子类可以重写此方法进行额外的初始化操作。\n */\n initialize() {\n if (this.scene?.entities?.buffer) {\n for (const entity of this.scene.entities.buffer) {\n this.onChanged(entity);\n }\n }\n // 子类可以重写此方法进行额外初始化\n }\n /**\n * 当实体的组件发生变化时调用\n *\n * 检查实体是否仍然符合系统的匹配条件,并相应地添加或移除实体。\n *\n * @param entity 发生变化的实体\n */\n onChanged(entity) {\n const contains = this._entities.includes(entity);\n const interest = this._matcher.isInterestedEntity(entity);\n if (interest && !contains) {\n this.add(entity);\n }\n else if (!interest && contains) {\n this.remove(entity);\n }\n }\n /**\n * 添加实体到系统\n *\n * @param entity 要添加的实体\n */\n add(entity) {\n if (!this._entities.includes(entity)) {\n this._entities.push(entity);\n this.onAdded(entity);\n }\n }\n /**\n * 当实体被添加到系统时调用\n *\n * 子类可以重写此方法来处理实体添加事件。\n *\n * @param entity 被添加的实体\n */\n onAdded(entity) {\n // 子类可以重写此方法\n }\n /**\n * 从系统中移除实体\n *\n * @param entity 要移除的实体\n */\n remove(entity) {\n const index = this._entities.indexOf(entity);\n if (index !== -1) {\n this._entities.splice(index, 1);\n this.onRemoved(entity);\n }\n }\n /**\n * 当实体从系统中移除时调用\n *\n * 子类可以重写此方法来处理实体移除事件。\n *\n * @param entity 被移除的实体\n */\n onRemoved(entity) {\n // 子类可以重写此方法\n }\n /**\n * 更新系统\n *\n * 在每帧调用,处理系统的主要逻辑。\n */\n update() {\n if (!this._enabled || !this.checkProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(this._systemName);\n try {\n this.begin();\n this.process(this._entities);\n }\n finally {\n this._performanceMonitor.endMonitoring(this._systemName, startTime, this._entities.length);\n }\n }\n /**\n * 后期更新系统\n *\n * 在所有系统的update方法执行完毕后调用。\n */\n lateUpdate() {\n if (!this._enabled || !this.checkProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(`${this._systemName}_Late`);\n try {\n this.lateProcess(this._entities);\n this.end();\n }\n finally {\n this._performanceMonitor.endMonitoring(`${this._systemName}_Late`, startTime, this._entities.length);\n }\n }\n /**\n * 在系统处理开始前调用\n *\n * 子类可以重写此方法进行预处理操作。\n */\n begin() {\n // 子类可以重写此方法\n }\n /**\n * 处理实体列表\n *\n * 系统的核心逻辑,子类必须实现此方法来定义具体的处理逻辑。\n *\n * @param entities 要处理的实体列表\n */\n process(entities) {\n // 子类必须实现此方法\n }\n /**\n * 后期处理实体列表\n *\n * 在主要处理逻辑之后执行,子类可以重写此方法。\n *\n * @param entities 要处理的实体列表\n */\n lateProcess(entities) {\n // 子类可以重写此方法\n }\n /**\n * 系统处理完毕后调用\n *\n * 子类可以重写此方法进行后处理操作。\n */\n end() {\n // 子类可以重写此方法\n }\n /**\n * 检查系统是否需要处理\n *\n * 在启用系统时有用,但仅偶尔需要处理。\n * 这只影响处理,不影响事件或订阅列表。\n *\n * @returns 如果系统应该处理,则为true,如果不处理则为false\n */\n checkProcessing() {\n return true;\n }\n /**\n * 获取系统的性能数据\n *\n * @returns 性能数据或undefined\n */\n getPerformanceData() {\n return this._performanceMonitor.getSystemData(this._systemName);\n }\n /**\n * 获取系统的性能统计\n *\n * @returns 性能统计或undefined\n */\n getPerformanceStats() {\n return this._performanceMonitor.getSystemStats(this._systemName);\n }\n /**\n * 重置系统的性能数据\n */\n resetPerformanceData() {\n this._performanceMonitor.resetSystem(this._systemName);\n }\n /**\n * 获取系统信息的字符串表示\n *\n * @returns 系统信息字符串\n */\n toString() {\n const entityCount = this._entities.length;\n const perfData = this.getPerformanceData();\n const perfInfo = perfData ? ` (${perfData.executionTime.toFixed(2)}ms)` : '';\n return `${this._systemName}[${entityCount} entities]${perfInfo}`;\n }\n}\n//# sourceMappingURL=EntitySystem.js.map","import { EntitySystem } from './EntitySystem';\n/**\n * 处理系统抽象类\n * 定义一个处理实体的抽象类,继承自EntitySystem类\n * 子类需要实现processSystem方法,用于实现具体的处理逻辑\n */\nexport class ProcessingSystem extends EntitySystem {\n /**\n * 当实体发生变化时,不进行任何操作\n * @param entity 发生变化的实体\n */\n onChanged(entity) { }\n /**\n * 处理实体,每帧调用processSystem方法进行处理\n * @param entities 实体数组,未被使用\n */\n process(entities) {\n // 调用子类实现的processSystem方法进行实体处理\n this.processSystem();\n }\n}\n//# sourceMappingURL=ProcessingSystem.js.map","import { EntitySystem } from './EntitySystem';\n/**\n * 被动实体系统\n * 定义一个被动的实体系统,继承自EntitySystem类\n * 被动的实体系统不会对实体进行任何修改,只会被动地接收实体的变化事件\n */\nexport class PassiveSystem extends EntitySystem {\n /**\n * 当实体发生变化时,不进行任何操作\n * @param entity 发生变化的实体\n */\n onChanged(entity) { }\n /**\n * 不进行任何处理\n * @param entities 实体数组,未被使用\n */\n process(entities) {\n // 被动系统不进行任何处理\n }\n}\n//# sourceMappingURL=PassiveSystem.js.map","import { EntitySystem } from './EntitySystem';\nimport { Time } from '../../Utils/Time';\n/**\n * 间隔系统抽象类\n * 定义一个按时间间隔处理的抽象类,继承自EntitySystem类\n * 子类需要实现process方法,用于实现具体的处理逻辑\n */\nexport class IntervalSystem extends EntitySystem {\n /**\n * 构造函数,初始化时间间隔\n * @param matcher 实体匹配器\n * @param interval 时间间隔\n */\n constructor(matcher, interval) {\n super(matcher);\n /** 累积增量以跟踪间隔 */\n this.acc = 0;\n /** 时间间隔的余数,用于计算下一次需要等待的时间 */\n this.intervalRemainder = 0;\n this.interval = interval;\n }\n /**\n * 判断是否需要进行处理\n * 如果需要进行处理,则更新累积增量和时间间隔余数,返回true\n * 否则返回false\n */\n checkProcessing() {\n // 更新累积增量\n this.acc += Time.deltaTime;\n // 如果累积增量超过时间间隔,则进行处理\n if (this.acc >= this.interval) {\n // 更新时间间隔余数\n this.intervalRemainder = this.acc - this.interval;\n // 重置累积增量\n this.acc = 0;\n // 返回true,表示需要进行处理\n return true;\n }\n // 返回false,表示不需要进行处理\n return false;\n }\n /**\n * 获取本系统上次处理后的实际delta值\n * 实际delta值等于时间间隔加上时间间隔余数\n */\n getIntervalDelta() {\n return this.interval + this.intervalRemainder;\n }\n}\n//# sourceMappingURL=IntervalSystem.js.map","import { TypeSafeEventSystem } from './EventSystem';\nimport { ECSEventType, EventPriority, EventTypeValidator } from '../CoreEvents';\n/**\n * 增强的事件总线实现\n * 基于TypeSafeEventSystem,提供类型安全的事件发布订阅机制\n */\nexport class EventBus {\n constructor(debugMode = false) {\n this.eventIdCounter = 0;\n this.isDebugMode = false;\n this.eventSystem = new TypeSafeEventSystem();\n this.isDebugMode = debugMode;\n }\n /**\n * 发射事件\n * @param eventType 事件类型\n * @param data 事件数据\n */\n emit(eventType, data) {\n this.validateEventType(eventType);\n // 增强事件数据\n const enhancedData = this.enhanceEventData(eventType, data);\n if (this.isDebugMode) {\n console.log(`[EventBus] Emitting event: ${eventType}`, enhancedData);\n }\n this.eventSystem.emitSync(eventType, enhancedData);\n }\n /**\n * 异步发射事件\n * @param eventType 事件类型\n * @param data 事件数据\n */\n async emitAsync(eventType, data) {\n this.validateEventType(eventType);\n // 增强事件数据\n const enhancedData = this.enhanceEventData(eventType, data);\n if (this.isDebugMode) {\n console.log(`[EventBus] Emitting async event: ${eventType}`, enhancedData);\n }\n await this.eventSystem.emit(eventType, enhancedData);\n }\n /**\n * 监听事件\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n on(eventType, handler, config = {}) {\n this.validateEventType(eventType);\n const eventConfig = {\n once: config.once || false,\n priority: config.priority || EventPriority.NORMAL,\n async: config.async || false,\n context: config.context\n };\n if (this.isDebugMode) {\n console.log(`[EventBus] Adding listener for: ${eventType}`, eventConfig);\n }\n return this.eventSystem.on(eventType, handler, eventConfig);\n }\n /**\n * 监听事件(一次性)\n * @param eventType 事件类型\n * @param handler 事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n once(eventType, handler, config = {}) {\n return this.on(eventType, handler, { ...config, once: true });\n }\n /**\n * 异步监听事件\n * @param eventType 事件类型\n * @param handler 异步事件处理器\n * @param config 监听器配置\n * @returns 监听器ID\n */\n onAsync(eventType, handler, config = {}) {\n return this.on(eventType, handler, { ...config, async: true });\n }\n /**\n * 移除事件监听器\n * @param eventType 事件类型\n * @param listenerId 监听器ID\n */\n off(eventType, listenerId) {\n if (this.isDebugMode) {\n console.log(`[EventBus] Removing listener: ${listenerId} for event: ${eventType}`);\n }\n return this.eventSystem.off(eventType, listenerId);\n }\n /**\n * 移除指定事件类型的所有监听器\n * @param eventType 事件类型\n */\n offAll(eventType) {\n if (this.isDebugMode) {\n console.log(`[EventBus] Removing all listeners for event: ${eventType}`);\n }\n this.eventSystem.offAll(eventType);\n }\n /**\n * 检查是否有指定事件的监听器\n * @param eventType 事件类型\n */\n hasListeners(eventType) {\n return this.eventSystem.hasListeners(eventType);\n }\n /**\n * 获取事件统计信息\n * @param eventType 事件类型(可选)\n */\n getStats(eventType) {\n const stats = this.eventSystem.getStats(eventType);\n if (stats instanceof Map) {\n // 转换Map中的每个EventStats为IEventStats\n const result = new Map();\n stats.forEach((stat, key) => {\n result.set(key, this.convertEventStats(stat));\n });\n return result;\n }\n else {\n return this.convertEventStats(stats);\n }\n }\n /**\n * 清空所有监听器\n */\n clear() {\n if (this.isDebugMode) {\n console.log('[EventBus] Clearing all listeners');\n }\n this.eventSystem.clear();\n }\n /**\n * 启用或禁用事件系统\n * @param enabled 是否启用\n */\n setEnabled(enabled) {\n this.eventSystem.setEnabled(enabled);\n }\n /**\n * 设置调试模式\n * @param debug 是否启用调试\n */\n setDebugMode(debug) {\n this.isDebugMode = debug;\n }\n /**\n * 设置最大监听器数量\n * @param max 最大数量\n */\n setMaxListeners(max) {\n this.eventSystem.setMaxListeners(max);\n }\n /**\n * 获取监听器数量\n * @param eventType 事件类型\n */\n getListenerCount(eventType) {\n return this.eventSystem.getListenerCount(eventType);\n }\n /**\n * 设置事件批处理配置\n * @param eventType 事件类型\n * @param batchSize 批处理大小\n * @param delay 延迟时间(毫秒)\n */\n setBatchConfig(eventType, batchSize, delay) {\n this.eventSystem.setBatchConfig(eventType, {\n batchSize,\n delay,\n enabled: true\n });\n }\n /**\n * 刷新指定事件的批处理队列\n * @param eventType 事件类型\n */\n flushBatch(eventType) {\n this.eventSystem.flushBatch(eventType);\n }\n /**\n * 重置事件统计\n * @param eventType 事件类型(可选)\n */\n resetStats(eventType) {\n this.eventSystem.resetStats(eventType);\n }\n // 便捷方法:发射预定义的ECS事件\n /**\n * 发射实体创建事件\n * @param entityData 实体事件数据\n */\n emitEntityCreated(entityData) {\n this.emit(ECSEventType.ENTITY_CREATED, entityData);\n }\n /**\n * 发射实体销毁事件\n * @param entityData 实体事件数据\n */\n emitEntityDestroyed(entityData) {\n this.emit(ECSEventType.ENTITY_DESTROYED, entityData);\n }\n /**\n * 发射组件添加事件\n * @param componentData 组件事件数据\n */\n emitComponentAdded(componentData) {\n this.emit(ECSEventType.COMPONENT_ADDED, componentData);\n }\n /**\n * 发射组件移除事件\n * @param componentData 组件事件数据\n */\n emitComponentRemoved(componentData) {\n this.emit(ECSEventType.COMPONENT_REMOVED, componentData);\n }\n /**\n * 发射系统添加事件\n * @param systemData 系统事件数据\n */\n emitSystemAdded(systemData) {\n this.emit(ECSEventType.SYSTEM_ADDED, systemData);\n }\n /**\n * 发射系统移除事件\n * @param systemData 系统事件数据\n */\n emitSystemRemoved(systemData) {\n this.emit(ECSEventType.SYSTEM_REMOVED, systemData);\n }\n /**\n * 发射场景变化事件\n * @param sceneData 场景事件数据\n */\n emitSceneChanged(sceneData) {\n this.emit(ECSEventType.SCENE_ACTIVATED, sceneData);\n }\n /**\n * 发射性能警告事件\n * @param performanceData 性能事件数据\n */\n emitPerformanceWarning(performanceData) {\n this.emit(ECSEventType.PERFORMANCE_WARNING, performanceData);\n }\n // 便捷方法:监听预定义的ECS事件\n /**\n * 监听实体创建事件\n * @param handler 事件处理器\n * @param config 监听器配置\n */\n onEntityCreated(handler, config) {\n return this.on(ECSEventType.ENTITY_CREATED, handler, config);\n }\n /**\n * 监听组件添加事件\n * @param handler 事件处理器\n * @param config 监听器配置\n */\n onComponentAdded(handler, config) {\n return this.on(ECSEventType.COMPONENT_ADDED, handler, config);\n }\n /**\n * 监听系统错误事件\n * @param handler 事件处理器\n * @param config 监听器配置\n */\n onSystemError(handler, config) {\n return this.on(ECSEventType.SYSTEM_ERROR, handler, config);\n }\n /**\n * 监听性能警告事件\n * @param handler 事件处理器\n * @param config 监听器配置\n */\n onPerformanceWarning(handler, config) {\n return this.on(ECSEventType.PERFORMANCE_WARNING, handler, config);\n }\n // 私有方法\n /**\n * 验证事件类型\n * @param eventType 事件类型\n */\n validateEventType(eventType) {\n if (!EventTypeValidator.isValid(eventType)) {\n if (this.isDebugMode) {\n console.warn(`[EventBus] Unknown event type: ${eventType}`);\n }\n // 在调试模式下添加自定义事件类型\n if (this.isDebugMode) {\n EventTypeValidator.addCustomType(eventType);\n }\n }\n }\n /**\n * 增强事件数据\n * @param eventType 事件类型\n * @param data 原始数据\n */\n enhanceEventData(eventType, data) {\n const enhanced = data;\n // 如果数据还没有基础事件属性,添加它们\n if (!enhanced.timestamp) {\n enhanced.timestamp = Date.now();\n }\n if (!enhanced.eventId) {\n enhanced.eventId = `${eventType}_${++this.eventIdCounter}`;\n }\n if (!enhanced.source) {\n enhanced.source = 'EventBus';\n }\n return enhanced;\n }\n /**\n * 转换EventStats为IEventStats\n * @param stats EventStats实例\n */\n convertEventStats(stats) {\n return {\n eventType: stats.eventType,\n listenerCount: stats.listenerCount,\n triggerCount: stats.triggerCount,\n totalExecutionTime: stats.totalExecutionTime,\n averageExecutionTime: stats.averageExecutionTime,\n lastTriggerTime: stats.lastTriggerTime\n };\n }\n}\n/**\n * 全局事件总线实例\n * 提供全局访问的事件总线\n */\nexport class GlobalEventBus {\n /**\n * 获取全局事件总线实例\n * @param debugMode 是否启用调试模式\n */\n static getInstance(debugMode = false) {\n if (!this.instance) {\n this.instance = new EventBus(debugMode);\n }\n return this.instance;\n }\n /**\n * 重置全局事件总线实例\n * @param debugMode 是否启用调试模式\n */\n static reset(debugMode = false) {\n if (this.instance) {\n this.instance.clear();\n }\n this.instance = new EventBus(debugMode);\n return this.instance;\n }\n}\n/**\n * 事件装饰器工厂\n * 用于自动注册事件监听器\n */\nexport function EventHandler(eventType, config = {}) {\n return function (target, propertyKey, descriptor) {\n const originalMethod = descriptor.value;\n // 在类实例化时自动注册监听器\n const initMethod = target.constructor.prototype.initEventListeners || function () { };\n target.constructor.prototype.initEventListeners = function () {\n initMethod.call(this);\n const eventBus = GlobalEventBus.getInstance();\n eventBus.on(eventType, originalMethod.bind(this), config);\n };\n return descriptor;\n };\n}\n/**\n * 异步事件装饰器工厂\n * 用于自动注册异步事件监听器\n */\nexport function AsyncEventHandler(eventType, config = {}) {\n return function (target, propertyKey, descriptor) {\n const originalMethod = descriptor.value;\n const initMethod = target.constructor.prototype.initEventListeners || function () { };\n target.constructor.prototype.initEventListeners = function () {\n initMethod.call(this);\n const eventBus = GlobalEventBus.getInstance();\n eventBus.onAsync(eventType, originalMethod.bind(this), config);\n };\n return descriptor;\n };\n}\n//# sourceMappingURL=EventBus.js.map","import { Entity } from '../Entity';\nimport { IdentifierPool } from '../Utils/IdentifierPool';\nimport { ComponentIndexManager, IndexType } from './ComponentIndex';\nimport { ArchetypeSystem } from './ArchetypeSystem';\nimport { DirtyTrackingSystem, DirtyFlag } from './DirtyTrackingSystem';\nimport { EventBus } from './EventBus';\n/**\n * 实体查询构建器\n *\n * 提供流式API来构建复杂的实体查询条件。支持组件过滤、标签过滤、状态过滤和自定义条件。\n *\n * @example\n * ```typescript\n * const results = entityManager.query()\n * .withAll(PositionComponent, HealthComponent)\n * .without(VelocityComponent)\n * .withTag(1)\n * .active()\n * .where(entity => entity.name.startsWith(\"Player\"))\n * .execute();\n * ```\n */\nexport class EntityQueryBuilder {\n /**\n * 创建查询构建器实例\n * @param entityManager 实体管理器实例\n */\n constructor(entityManager) {\n this.entityManager = entityManager;\n /** 必须包含的组件类型 */\n this._allComponents = [];\n /** 至少包含一个的组件类型 */\n this._anyComponents = [];\n /** 不能包含的组件类型 */\n this._withoutComponents = [];\n /** 必须包含的标签 */\n this._withTags = [];\n /** 不能包含的标签 */\n this._withoutTags = [];\n /** 是否只查询激活状态的实体 */\n this._activeOnly = false;\n /** 是否只查询启用状态的实体 */\n this._enabledOnly = false;\n /** 自定义过滤条件 */\n this._customPredicates = [];\n }\n /**\n * 添加必须包含的组件条件\n *\n * 返回的实体必须包含所有指定的组件类型。\n *\n * @param componentTypes 组件类型列表\n * @returns 查询构建器实例,支持链式调用\n */\n withAll(...componentTypes) {\n this._allComponents.push(...componentTypes);\n return this;\n }\n /**\n * 添加至少包含一个的组件条件\n *\n * 返回的实体必须至少包含其中一个指定的组件类型。\n *\n * @param componentTypes 组件类型列表\n * @returns 查询构建器实例,支持链式调用\n */\n withAny(...componentTypes) {\n this._anyComponents.push(...componentTypes);\n return this;\n }\n /**\n * 添加不能包含的组件条件\n *\n * 返回的实体不能包含任何指定的组件类型。\n *\n * @param componentTypes 组件类型列表\n * @returns 查询构建器实例,支持链式调用\n */\n without(...componentTypes) {\n this._withoutComponents.push(...componentTypes);\n return this;\n }\n /**\n * 添加必须包含的标签条件\n *\n * 返回的实体必须具有指定的标签。\n *\n * @param tag 标签值\n * @returns 查询构建器实例,支持链式调用\n */\n withTag(tag) {\n this._withTags.push(tag);\n return this;\n }\n /**\n * 添加不能包含的标签条件\n *\n * 返回的实体不能具有指定的标签。\n *\n * @param tag 标签值\n * @returns 查询构建器实例,支持链式调用\n */\n withoutTag(tag) {\n this._withoutTags.push(tag);\n return this;\n }\n /**\n * 添加激活状态过滤条件\n *\n * 返回的实体必须处于激活状态(active = true)。\n *\n * @returns 查询构建器实例,支持链式调用\n */\n active() {\n this._activeOnly = true;\n return this;\n }\n /**\n * 添加启用状态过滤条件\n *\n * 返回的实体必须处于启用状态(enabled = true)。\n *\n * @returns 查询构建器实例,支持链式调用\n */\n enabled() {\n this._enabledOnly = true;\n return this;\n }\n /**\n * 添加自定义过滤条件\n *\n * 允许用户定义复杂的过滤逻辑。\n *\n * @param predicate 自定义过滤函数,接收实体作为参数,返回布尔值\n * @returns 查询构建器实例,支持链式调用\n *\n * @example\n * ```typescript\n * .where(entity => entity.name.startsWith(\"Player\"))\n * .where(entity => entity.components.length > 5)\n * ```\n */\n where(predicate) {\n this._customPredicates.push(predicate);\n return this;\n }\n /**\n * 执行查询并返回所有匹配的实体\n *\n * @returns 符合所有查询条件的实体数组\n */\n execute() {\n let candidates = [];\n if (this._allComponents.length > 0) {\n const indexResult = this.entityManager.queryWithComponentIndex(this._allComponents, 'AND');\n candidates = Array.from(indexResult);\n }\n else if (this._anyComponents.length > 0) {\n const indexResult = this.entityManager.queryWithComponentIndex(this._anyComponents, 'OR');\n candidates = Array.from(indexResult);\n }\n else {\n candidates = this.entityManager.getAllEntities();\n }\n return candidates.filter(entity => this.matchesEntity(entity));\n }\n /**\n * 执行查询并返回第一个匹配的实体\n *\n * @returns 第一个符合查询条件的实体,如果没有找到则返回null\n */\n first() {\n const entities = this.entityManager.getAllEntities();\n return entities.find(entity => this.matchesEntity(entity)) || null;\n }\n /**\n * 执行查询并返回匹配实体的数量\n *\n * @returns 符合查询条件的实体数量\n */\n count() {\n const entities = this.entityManager.getAllEntities();\n return entities.filter(entity => this.matchesEntity(entity)).length;\n }\n /**\n * 对所有匹配的实体执行指定操作\n *\n * @param action 要执行的操作函数,接收匹配的实体作为参数\n */\n forEach(action) {\n const entities = this.entityManager.getAllEntities();\n entities.forEach(entity => {\n if (this.matchesEntity(entity)) {\n action(entity);\n }\n });\n }\n /**\n * 检查实体是否匹配所有查询条件\n *\n * 按优先级顺序检查各种过滤条件,一旦发现不匹配立即返回false。\n *\n * @param entity 要检查的实体\n * @returns 实体是否匹配所有查询条件\n */\n matchesEntity(entity) {\n // 检查激活状态\n if (this._activeOnly && !entity.active) {\n return false;\n }\n // 检查启用状态\n if (this._enabledOnly && !entity.enabled) {\n return false;\n }\n // 检查必须包含的组件\n if (this._allComponents.length > 0) {\n for (const componentType of this._allComponents) {\n if (!entity.hasComponent(componentType)) {\n return false;\n }\n }\n }\n // 检查至少包含一个的组件\n if (this._anyComponents.length > 0) {\n let hasAny = false;\n for (const componentType of this._anyComponents) {\n if (entity.hasComponent(componentType)) {\n hasAny = true;\n break;\n }\n }\n if (!hasAny) {\n return false;\n }\n }\n // 检查不能包含的组件\n if (this._withoutComponents.length > 0) {\n for (const componentType of this._withoutComponents) {\n if (entity.hasComponent(componentType)) {\n return false;\n }\n }\n }\n // 检查必须包含的标签\n if (this._withTags.length > 0) {\n if (!this._withTags.includes(entity.tag)) {\n return false;\n }\n }\n // 检查不能包含的标签\n if (this._withoutTags.length > 0) {\n if (this._withoutTags.includes(entity.tag)) {\n return false;\n }\n }\n // 检查自定义条件\n if (this._customPredicates.length > 0) {\n for (const predicate of this._customPredicates) {\n if (!predicate(entity)) {\n return false;\n }\n }\n }\n return true;\n }\n}\n/**\n * 实体管理器\n *\n * 提供统一的实体管理和查询机制,支持高效的实体操作。\n * 包括实体的创建、销毁、查询和索引管理功能。\n *\n * @example\n * ```typescript\n * const entityManager = new EntityManager();\n *\n * // 创建实体\n * const player = entityManager.createEntity(\"Player\");\n *\n * // 查询实体\n * const playerEntity = entityManager.getEntityByName(\"Player\");\n *\n * // 复杂查询\n * const results = entityManager.query()\n * .withAll(HealthComponent, PositionComponent)\n * .active()\n * .execute();\n * ```\n */\nexport class EntityManager {\n /**\n * 创建实体管理器实例\n *\n * 初始化内部数据结构和ID分配器。\n */\n constructor() {\n /** 主要实体存储,使用ID作为键 */\n this._entities = new Map();\n /** 按名称索引的实体映射 */\n this._entitiesByName = new Map();\n /** 按标签索引的实体映射 */\n this._entitiesByTag = new Map();\n /** 已销毁实体的ID集合 */\n this._destroyedEntities = new Set();\n this._identifierPool = new IdentifierPool();\n // 初始化性能优化系统\n this._componentIndexManager = new ComponentIndexManager(IndexType.HASH);\n this._archetypeSystem = new ArchetypeSystem();\n this._dirtyTrackingSystem = new DirtyTrackingSystem();\n this._eventBus = new EventBus(false);\n // 设置Entity的静态事件总线引用\n Entity.eventBus = this._eventBus;\n }\n /**\n * 获取实体总数\n *\n * @returns 当前管理的实体总数量\n */\n get entityCount() {\n return this._entities.size;\n }\n /**\n * 获取激活状态的实体数量\n *\n * 只计算同时满足激活状态且未被销毁的实体。\n *\n * @returns 激活状态的实体数量\n */\n get activeEntityCount() {\n let count = 0;\n for (const entity of this._entities.values()) {\n if (entity.active && !entity.isDestroyed) {\n count++;\n }\n }\n return count;\n }\n /**\n * 创建新实体\n *\n * 分配唯一ID并将实体添加到管理系统中,同时更新相关索引。\n *\n * @param name 实体名称,如果未指定则使用时间戳生成默认名称\n * @returns 创建的实体实例\n *\n * @example\n * ```typescript\n * const player = entityManager.createEntity(\"Player\");\n * const enemy = entityManager.createEntity(); // 使用默认名称\n * ```\n */\n createEntity(name = `Entity_${Date.now()}`) {\n const id = this._identifierPool.checkOut();\n const entity = new Entity(name, id);\n this._entities.set(id, entity);\n this.updateNameIndex(entity, true);\n this.updateTagIndex(entity, true);\n this._componentIndexManager.addEntity(entity);\n this._archetypeSystem.addEntity(entity);\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);\n // 发射实体创建事件\n this._eventBus.emitEntityCreated({\n timestamp: Date.now(),\n source: 'EntityManager',\n entityId: entity.id,\n entityName: entity.name,\n entityTag: entity.tag?.toString()\n });\n return entity;\n }\n /**\n * 销毁实体\n *\n * 支持通过实体对象、名称或ID来销毁实体。\n * 会清理所有相关索引并回收ID。\n *\n * @param entityOrId 要销毁的实体,可以是实体对象、名称字符串或ID数字\n * @returns 是否成功销毁实体\n *\n * @example\n * ```typescript\n * // 通过实体对象销毁\n * entityManager.destroyEntity(player);\n *\n * // 通过名称销毁\n * entityManager.destroyEntity(\"Enemy_1\");\n *\n * // 通过ID销毁\n * entityManager.destroyEntity(123);\n * ```\n */\n destroyEntity(entityOrId) {\n let entity = null;\n if (typeof entityOrId === 'string') {\n entity = this.getEntityByName(entityOrId);\n }\n else if (typeof entityOrId === 'number') {\n entity = this._entities.get(entityOrId) || null;\n }\n else {\n entity = this._entities.get(entityOrId.id) || null;\n }\n if (!entity) {\n return false;\n }\n this._destroyedEntities.add(entity.id);\n this.updateNameIndex(entity, false);\n this.updateTagIndex(entity, false);\n this._componentIndexManager.removeEntity(entity);\n this._archetypeSystem.removeEntity(entity);\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_REMOVED);\n // 发射实体销毁事件\n this._eventBus.emitEntityDestroyed({\n timestamp: Date.now(),\n source: 'EntityManager',\n entityId: entity.id,\n entityName: entity.name,\n entityTag: entity.tag?.toString()\n });\n entity.destroy();\n this._entities.delete(entity.id);\n this._identifierPool.checkIn(entity.id);\n return true;\n }\n /**\n * 获取所有实体\n *\n * 返回当前管理的所有实体的副本数组。\n *\n * @returns 所有实体的数组\n */\n getAllEntities() {\n return Array.from(this._entities.values());\n }\n /**\n * 根据ID获取实体\n *\n * 支持字符串和数字类型的ID。\n *\n * @param id 实体ID,可以是字符串或数字\n * @returns 对应的实体,如果不存在则返回null\n */\n getEntity(id) {\n const numId = typeof id === 'string' ? parseInt(id) : id;\n return this._entities.get(numId) || null;\n }\n /**\n * 根据名称获取实体\n *\n * 如果存在多个同名实体,返回第一个找到的实体。\n *\n * @param name 实体名称\n * @returns 匹配的实体,如果不存在则返回null\n */\n getEntityByName(name) {\n const entities = this._entitiesByName.get(name);\n return entities && entities.length > 0 ? entities[0] : null;\n }\n /**\n * 根据标签获取实体列表\n *\n * 返回所有具有指定标签的实体。\n *\n * @param tag 标签值\n * @returns 具有指定标签的实体数组\n */\n getEntitiesByTag(tag) {\n return [...(this._entitiesByTag.get(tag) || [])];\n }\n /**\n * 获取包含指定组件的所有实体\n *\n * 遍历所有实体,查找包含指定组件类型的实体。\n *\n * @param componentType 组件类型\n * @returns 包含指定组件的实体数组\n *\n * @example\n * ```typescript\n * const entitiesWithHealth = entityManager.getEntitiesWithComponent(HealthComponent);\n * ```\n */\n getEntitiesWithComponent(componentType) {\n const indexResult = this._componentIndexManager.query(componentType);\n return Array.from(indexResult);\n }\n /**\n * 创建查询构建器\n *\n * 返回一个新的查询构建器实例,用于构建复杂的实体查询。\n *\n * @returns 新的查询构建器实例\n *\n * @example\n * ```typescript\n * const results = entityManager.query()\n * .withAll(PositionComponent, HealthComponent)\n * .without(VelocityComponent)\n * .active()\n * .execute();\n * ```\n */\n query() {\n return new EntityQueryBuilder(this);\n }\n /**\n * 使用组件索引进行多组件查询\n *\n * @param componentTypes 组件类型数组\n * @param operation 查询操作:'AND' 或 'OR'\n * @returns 匹配的实体集合\n */\n queryWithComponentIndex(componentTypes, operation) {\n return this._componentIndexManager.queryMultiple(componentTypes, operation);\n }\n /**\n * 标记实体组件已修改\n *\n * @param entity 修改的实体\n * @param componentTypes 修改的组件类型\n */\n markEntityDirty(entity, componentTypes) {\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_MODIFIED, componentTypes);\n }\n /**\n * 获取性能优化统计信息\n */\n getOptimizationStats() {\n return {\n componentIndex: this._componentIndexManager.getStats(),\n archetypeSystem: this._archetypeSystem.getAllArchetypes().map(a => ({\n id: a.id,\n componentTypes: a.componentTypes.map(t => t.name),\n entityCount: a.entities.length\n })),\n dirtyTracking: this._dirtyTrackingSystem.getStats()\n };\n }\n /**\n * 获取事件总线实例\n *\n * 允许外部代码监听和发射ECS相关事件。\n *\n * @returns 事件总线实例\n */\n get eventBus() {\n return this._eventBus;\n }\n /**\n * 更新名称索引\n *\n * 维护按名称查找实体的索引结构。支持添加和移除操作。\n *\n * @param entity 要更新索引的实体\n * @param isAdd true表示添加到索引,false表示从索引中移除\n */\n updateNameIndex(entity, isAdd) {\n if (!entity.name) {\n return;\n }\n if (isAdd) {\n let entities = this._entitiesByName.get(entity.name);\n if (!entities) {\n entities = [];\n this._entitiesByName.set(entity.name, entities);\n }\n entities.push(entity);\n }\n else {\n const entities = this._entitiesByName.get(entity.name);\n if (entities) {\n const index = entities.indexOf(entity);\n if (index !== -1) {\n entities.splice(index, 1);\n if (entities.length === 0) {\n this._entitiesByName.delete(entity.name);\n }\n }\n }\n }\n }\n /**\n * 更新标签索引\n *\n * 维护按标签查找实体的索引结构。支持添加和移除操作。\n *\n * @param entity 要更新索引的实体\n * @param isAdd true表示添加到索引,false表示从索引中移除\n */\n updateTagIndex(entity, isAdd) {\n if (isAdd) {\n let entities = this._entitiesByTag.get(entity.tag);\n if (!entities) {\n entities = [];\n 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