@esengine/ecs-framework 2.1.36 → 2.1.41
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/index.cjs +1 -1
- package/index.cjs.map +1 -1
- package/index.d.ts +19 -1
- package/index.mjs +1 -1
- package/index.mjs.map +1 -1
- package/index.umd.js +1 -1
- package/index.umd.js.map +1 -1
- package/package.json +1 -1
package/index.cjs.map
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{"version":3,"file":"index.cjs","sources":["../bin/Utils/GlobalManager.js","../bin/Utils/Time.js","../bin/Utils/Timers/Timer.js","../bin/Utils/Timers/TimerManager.js","../bin/Utils/PerformanceMonitor.js","../bin/Utils/Logger.js","../bin/Utils/Pool/Pool.js","../bin/Utils/Pool/PoolManager.js","../bin/ECS/Utils/BigIntCompatibility.js","../bin/ECS/Core/SoAStorage.js","../bin/ECS/Core/ComponentStorage.js","../bin/ECS/Entity.js","../bin/ECS/Core/FluentAPI/EntityBuilder.js","../bin/ECS/Utils/EntityList.js","../bin/ECS/Utils/EntityProcessorList.js","../bin/ECS/Utils/IdentifierPool.js","../bin/ECS/Core/ComponentPool.js","../bin/ECS/Core/ComponentIndex.js","../bin/ECS/Core/DirtyTrackingSystem.js","../bin/ECS/Core/QuerySystem.js","../bin/ECS/CoreEvents.js","../bin/ECS/Core/ArchetypeSystem.js","../bin/ECS/Core/EventSystem.js","../bin/ECS/Core/EventBus.js","../bin/ECS/Scene.js","../bin/ECS/Core/FluentAPI/SceneBuilder.js","../bin/ECS/Core/FluentAPI/ComponentBuilder.js","../bin/ECS/Core/FluentAPI/EntityBatchOperator.js","../bin/ECS/Core/FluentAPI/ECSFluentAPI.js","../bin/ECS/Utils/Bits.js","../bin/ECS/Utils/ComponentTypeManager.js","../bin/Utils/Debug/EntityDataCollector.js","../bin/Utils/Debug/SystemDataCollector.js","../bin/Utils/Debug/PerformanceDataCollector.js","../bin/Utils/Debug/ComponentDataCollector.js","../bin/Utils/Debug/SceneDataCollector.js","../bin/Utils/Debug/WebSocketManager.js","../bin/Utils/Debug/DebugManager.js","../bin/Core.js","../bin/Utils/Emitter.js","../bin/ECS/Component.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/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 * 日志级别\n */\nexport var LogLevel;\n(function (LogLevel) {\n LogLevel[LogLevel[\"Debug\"] = 0] = \"Debug\";\n LogLevel[LogLevel[\"Info\"] = 1] = \"Info\";\n LogLevel[LogLevel[\"Warn\"] = 2] = \"Warn\";\n LogLevel[LogLevel[\"Error\"] = 3] = \"Error\";\n LogLevel[LogLevel[\"Fatal\"] = 4] = \"Fatal\";\n LogLevel[LogLevel[\"None\"] = 5] = \"None\";\n})(LogLevel || (LogLevel = {}));\n/**\n * 默认控制台日志实现\n */\nexport class ConsoleLogger {\n constructor(config = {}) {\n this._config = {\n level: LogLevel.Info,\n enableTimestamp: true,\n enableColors: typeof window === 'undefined',\n ...config\n };\n }\n /**\n * 输出调试级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n debug(message, ...args) {\n this.log(LogLevel.Debug, message, ...args);\n }\n /**\n * 输出信息级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n info(message, ...args) {\n this.log(LogLevel.Info, message, ...args);\n }\n /**\n * 输出警告级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n warn(message, ...args) {\n this.log(LogLevel.Warn, message, ...args);\n }\n /**\n * 输出错误级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n error(message, ...args) {\n this.log(LogLevel.Error, message, ...args);\n }\n /**\n * 输出致命错误级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n fatal(message, ...args) {\n this.log(LogLevel.Fatal, message, ...args);\n }\n /**\n * 设置日志级别\n * @param level 日志级别\n */\n setLevel(level) {\n this._config.level = level;\n }\n /**\n * 设置日志前缀\n * @param prefix 前缀字符串\n */\n setPrefix(prefix) {\n this._config.prefix = prefix;\n }\n /**\n * 内部日志输出方法\n * @param level 日志级别\n * @param message 日志消息\n * @param args 附加参数\n */\n log(level, message, ...args) {\n if (level < this._config.level) {\n return;\n }\n let formattedMessage = message;\n // 添加时间戳\n if (this._config.enableTimestamp) {\n const timestamp = new Date().toISOString();\n formattedMessage = `[${timestamp}] ${formattedMessage}`;\n }\n // 添加前缀\n if (this._config.prefix) {\n formattedMessage = `[${this._config.prefix}] ${formattedMessage}`;\n }\n // 添加日志级别\n const levelName = LogLevel[level].toUpperCase();\n formattedMessage = `[${levelName}] ${formattedMessage}`;\n // 使用自定义输出或默认控制台输出\n if (this._config.output) {\n this._config.output(level, formattedMessage);\n }\n else {\n this.outputToConsole(level, formattedMessage, ...args);\n }\n }\n /**\n * 输出到控制台\n * @param level 日志级别\n * @param message 格式化后的消息\n * @param args 附加参数\n */\n outputToConsole(level, message, ...args) {\n const colors = this._config.enableColors ? this.getColors() : null;\n switch (level) {\n case LogLevel.Debug:\n if (colors) {\n console.debug(`${colors.gray}${message}${colors.reset}`, ...args);\n }\n else {\n console.debug(message, ...args);\n }\n break;\n case LogLevel.Info:\n if (colors) {\n console.info(`${colors.blue}${message}${colors.reset}`, ...args);\n }\n else {\n console.info(message, ...args);\n }\n break;\n case LogLevel.Warn:\n if (colors) {\n console.warn(`${colors.yellow}${message}${colors.reset}`, ...args);\n }\n else {\n console.warn(message, ...args);\n }\n break;\n case LogLevel.Error:\n case LogLevel.Fatal:\n if (colors) {\n console.error(`${colors.red}${message}${colors.reset}`, ...args);\n }\n else {\n console.error(message, ...args);\n }\n break;\n }\n }\n /**\n * 获取控制台颜色配置\n * @returns 颜色配置对象\n */\n getColors() {\n return {\n reset: '\\x1b[0m',\n red: '\\x1b[31m',\n yellow: '\\x1b[33m',\n blue: '\\x1b[34m',\n gray: '\\x1b[90m'\n };\n }\n}\n/**\n * 日志管理器\n */\nexport class LoggerManager {\n constructor() {\n this._loggers = new Map();\n this._defaultLogger = new ConsoleLogger();\n }\n /**\n * 获取日志管理器实例\n * @returns 日志管理器实例\n */\n static getInstance() {\n if (!LoggerManager._instance) {\n LoggerManager._instance = new LoggerManager();\n }\n return LoggerManager._instance;\n }\n /**\n * 获取或创建日志器\n * @param name 日志器名称\n * @returns 日志器实例\n */\n getLogger(name) {\n if (!name) {\n return this._defaultLogger;\n }\n if (!this._loggers.has(name)) {\n const logger = new ConsoleLogger({\n prefix: name,\n level: LogLevel.Info\n });\n this._loggers.set(name, logger);\n }\n return this._loggers.get(name);\n }\n /**\n * 设置日志器\n * @param name 日志器名称\n * @param logger 日志器实例\n */\n setLogger(name, logger) {\n this._loggers.set(name, logger);\n }\n /**\n * 设置全局日志级别\n * @param level 日志级别\n */\n setGlobalLevel(level) {\n if (this._defaultLogger instanceof ConsoleLogger) {\n this._defaultLogger.setLevel(level);\n }\n for (const logger of this._loggers.values()) {\n if (logger instanceof ConsoleLogger) {\n logger.setLevel(level);\n }\n }\n }\n /**\n * 创建子日志器\n * @param parentName 父日志器名称\n * @param childName 子日志器名称\n * @returns 子日志器实例\n */\n createChildLogger(parentName, childName) {\n const fullName = `${parentName}.${childName}`;\n return this.getLogger(fullName);\n }\n}\n/**\n * 默认日志器实例\n */\nexport const Logger = LoggerManager.getInstance().getLogger();\n/**\n * 创建命名日志器\n * @param name 日志器名称\n * @returns 日志器实例\n */\nexport function createLogger(name) {\n return LoggerManager.getInstance().getLogger(name);\n}\n/**\n * 设置全局日志级别\n * @param level 日志级别\n */\nexport function setGlobalLogLevel(level) {\n LoggerManager.getInstance().setGlobalLevel(level);\n}\n//# sourceMappingURL=Logger.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 // 池中没有可用对象,创建新对象\n this._stats.totalCreated++;\n this._updateHitRate();\n return this._createFn();\n }\n /**\n * 释放对象回池中\n * @param obj 要释放的对象\n */\n release(obj) {\n if (!obj)\n return;\n this._stats.totalReleased++;\n // 如果池未满,将对象放回池中\n if (this._stats.size < this._maxSize) {\n // 重置对象状态\n obj.reset();\n this._objects.push(obj);\n this._stats.size++;\n this._updateMemoryUsage();\n }\n // 如果池已满,让对象被垃圾回收\n }\n /**\n * 获取池统计信息\n * @returns 统计信息对象\n */\n getStats() {\n return { ...this._stats };\n }\n /**\n * 清空池\n */\n clear() {\n // 重置所有对象\n for (const obj of this._objects) {\n obj.reset();\n }\n this._objects.length = 0;\n this._stats.size = 0;\n this._updateMemoryUsage();\n }\n /**\n * 压缩池(移除多余的对象)\n * @param targetSize 目标大小,默认为当前大小的一半\n */\n compact(targetSize) {\n const target = targetSize ?? Math.floor(this._objects.length / 2);\n while (this._objects.length > target) {\n const obj = this._objects.pop();\n if (obj) {\n obj.reset();\n this._stats.size--;\n }\n }\n this._updateMemoryUsage();\n }\n /**\n * 预填充池\n * @param count 预填充的对象数量\n */\n prewarm(count) {\n const actualCount = Math.min(count, this._maxSize - this._objects.length);\n for (let i = 0; i < actualCount; i++) {\n const obj = this._createFn();\n obj.reset();\n this._objects.push(obj);\n this._stats.totalCreated++;\n this._stats.size++;\n }\n this._updateMemoryUsage();\n }\n /**\n * 设置最大池大小\n * @param maxSize 新的最大大小\n */\n setMaxSize(maxSize) {\n this._maxSize = maxSize;\n this._stats.maxSize = maxSize;\n // 如果当前池大小超过新的最大值,进行压缩\n if (this._objects.length > maxSize) {\n this.compact(maxSize);\n }\n }\n /**\n * 获取池中可用对象数量\n * @returns 可用对象数量\n */\n getAvailableCount() {\n return this._objects.length;\n }\n /**\n * 检查池是否为空\n * @returns 如果池为空返回true\n */\n isEmpty() {\n return this._objects.length === 0;\n }\n /**\n * 检查池是否已满\n * @returns 如果池已满返回true\n */\n isFull() {\n return this._objects.length >= this._maxSize;\n }\n /**\n * 获取所有已注册的池类型\n * @returns 所有池类型的数组\n */\n static getAllPoolTypes() {\n return Array.from(this._pools.keys());\n }\n /**\n * 获取所有池的统计信息\n * @returns 包含所有池统计信息的对象\n */\n static getAllPoolStats() {\n const stats = {};\n for (const [type, pool] of this._pools) {\n const typeName = type.name || type.toString();\n stats[typeName] = pool.getStats();\n }\n return stats;\n }\n /**\n * 压缩所有池\n */\n static compactAllPools() {\n for (const pool of this._pools.values()) {\n pool.compact();\n }\n }\n /**\n * 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 * 获取全局池统计信息的格式化字符串\n * @returns 格式化的统计信息字符串\n */\n static getGlobalStatsString() {\n const stats = this.getAllPoolStats();\n const lines = ['=== Object Pool Global Statistics ===', ''];\n if (Object.keys(stats).length === 0) {\n lines.push('No pools registered');\n return lines.join('\\n');\n }\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 /**\n * 更新命中率\n */\n _updateHitRate() {\n if (this._stats.totalObtained === 0) {\n this._stats.hitRate = 0;\n }\n else {\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}\nPool._pools = new Map();\n//# sourceMappingURL=Pool.js.map","import { Pool } from './Pool';\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 * 创建或获取标准池\n * @param name 池名称\n * @param createFn 创建函数\n * @param maxSize 最大大小\n * @param estimatedObjectSize 估算对象大小\n * @returns 池实例\n */\n createPool(name, createFn, maxSize = 100, estimatedObjectSize = 1024) {\n let pool = this.pools.get(name);\n if (!pool) {\n pool = new Pool(createFn, maxSize, estimatedObjectSize);\n this.pools.set(name, pool);\n }\n return pool;\n }\n /**\n * 移除池\n * @param name 池名称\n * @returns 是否成功移除\n */\n removePool(name) {\n const pool = this.pools.get(name);\n if (pool) {\n pool.clear();\n this.pools.delete(name);\n return true;\n }\n return false;\n }\n /**\n * 获取所有池名称\n * @returns 池名称数组\n */\n getPoolNames() {\n return Array.from(this.pools.keys());\n }\n /**\n * 获取池数量\n * @returns 池数量\n */\n getPoolCount() {\n return this.pools.size;\n }\n /**\n * 压缩所有池\n */\n compactAllPools() {\n for (const pool of this.pools.values()) {\n pool.compact();\n }\n }\n /**\n * 清空所有池\n */\n clearAllPools() {\n for (const pool of this.pools.values()) {\n pool.clear();\n }\n }\n /**\n * 获取所有池的统计信息\n * @returns 统计信息映射\n */\n getAllStats() {\n const stats = new Map();\n for (const [name, pool] of this.pools) {\n stats.set(name, pool.getStats());\n }\n return stats;\n }\n /**\n * 获取总体统计信息\n * @returns 总体统计信息\n */\n getGlobalStats() {\n let totalSize = 0;\n let totalMaxSize = 0;\n let totalCreated = 0;\n let totalObtained = 0;\n let totalReleased = 0;\n let totalMemoryUsage = 0;\n for (const pool of this.pools.values()) {\n const stats = pool.getStats();\n totalSize += stats.size;\n totalMaxSize += stats.maxSize;\n totalCreated += stats.totalCreated;\n totalObtained += stats.totalObtained;\n totalReleased += stats.totalReleased;\n totalMemoryUsage += stats.estimatedMemoryUsage;\n }\n const hitRate = totalObtained === 0 ? 0 : (totalObtained - totalCreated) / totalObtained;\n return {\n size: totalSize,\n maxSize: totalMaxSize,\n totalCreated,\n totalObtained,\n totalReleased,\n hitRate,\n estimatedMemoryUsage: totalMemoryUsage\n };\n }\n /**\n * 获取格式化的统计信息字符串\n * @returns 格式化字符串\n */\n getStatsString() {\n const lines = ['=== Pool Manager Statistics ===', ''];\n if (this.pools.size === 0) {\n lines.push('No pools registered');\n return lines.join('\\n');\n }\n const globalStats = this.getGlobalStats();\n lines.push(`Total Pools: ${this.pools.size}`);\n lines.push(`Global Hit Rate: ${(globalStats.hitRate * 100).toFixed(1)}%`);\n lines.push(`Global Memory Usage: ${(globalStats.estimatedMemoryUsage / 1024).toFixed(1)} KB`);\n lines.push('');\n for (const [name, pool] of this.pools) {\n const stats = pool.getStats();\n lines.push(`${name}:`);\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 lines.push('');\n }\n return lines.join('\\n');\n }\n /**\n * 设置自动压缩间隔\n * @param intervalMs 间隔毫秒数\n */\n setAutoCompactInterval(intervalMs) {\n this.autoCompactInterval = intervalMs;\n }\n /**\n * 预填充所有池\n */\n prewarmAllPools() {\n for (const pool of this.pools.values()) {\n const stats = pool.getStats();\n const prewarmCount = Math.floor(stats.maxSize * 0.2); // 预填充20%\n pool.prewarm(prewarmCount);\n }\n }\n /**\n * 重置池管理器\n */\n reset() {\n this.clearAllPools();\n this.pools.clear();\n this.lastCompactTime = 0;\n }\n}\n//# sourceMappingURL=PoolManager.js.map","/**\n * BigInt兼容性抽象层\n *\n * 为不支持BigInt的环境提供兼容实现,确保ECS框架在所有平台上都能正常运行。\n * 自动检测运行时环境的BigInt支持情况,并提供统一的接口。\n *\n * @example\n * ```typescript\n * // 创建兼容的BigInt值\n * const value = BigIntFactory.create(123);\n *\n * // 位运算\n * const result = value.or(BigIntFactory.create(456));\n *\n * // 检查兼容性\n * console.log(BigIntFactory.isNativeSupported()); // true/false\n * ```\n */\n/**\n * 原生BigInt包装器\n *\n * 为支持BigInt的环境提供统一接口包装。\n */\nclass NativeBigInt {\n constructor(value) {\n this.value = value;\n }\n valueOf() {\n return Number(this.value);\n }\n toString(radix) {\n if (radix !== undefined && radix !== 10 && radix !== 16 && radix !== 2) {\n throw new Error('Only radix 2, 10, and 16 are supported');\n }\n const result = this.value.toString(radix);\n if (radix === 16) {\n return result.toUpperCase();\n }\n return result;\n }\n and(other) {\n const otherBigInt = other instanceof NativeBigInt ? other.value : BigInt(other.valueOf());\n return new NativeBigInt(this.value & otherBigInt);\n }\n or(other) {\n const otherBigInt = other instanceof NativeBigInt ? other.value : BigInt(other.valueOf());\n return new NativeBigInt(this.value | otherBigInt);\n }\n xor(other) {\n const otherBigInt = other instanceof NativeBigInt ? other.value : BigInt(other.valueOf());\n return new NativeBigInt(this.value ^ otherBigInt);\n }\n not(maxBits = 64) {\n const mask = (BigInt(1) << BigInt(maxBits)) - BigInt(1);\n return new NativeBigInt((~this.value) & mask);\n }\n shiftLeft(bits) {\n return new NativeBigInt(this.value << BigInt(bits));\n }\n shiftRight(bits) {\n return new NativeBigInt(this.value >> BigInt(bits));\n }\n equals(other) {\n const otherBigInt = other instanceof NativeBigInt ? other.value : BigInt(other.valueOf());\n return this.value === otherBigInt;\n }\n isZero() {\n return this.value === BigInt(0);\n }\n clone() {\n return new NativeBigInt(this.value);\n }\n}\n/**\n * 数组模拟BigInt实现\n *\n * 为不支持BigInt的环境提供兼容实现,使用32位数组模拟大整数运算。\n * 性能略低于原生BigInt,但保证功能一致性。\n */\nclass ArrayBigInt {\n /**\n * 构造函数\n * @param value 初始值,可以是数值、字符串或数组\n */\n constructor(value = 0) {\n this.chunks = []; // 32位块数组\n if (typeof value === 'number') {\n this.fromNumber(value);\n }\n else if (typeof value === 'string') {\n this.fromString(value);\n }\n else {\n this.chunks = value.slice();\n }\n this.normalize();\n }\n /**\n * 从数值初始化\n * @param value 数值\n */\n fromNumber(value) {\n this.chunks = [];\n // 处理负数(在位运算中通常不会遇到)\n if (value < 0) {\n value = Math.abs(value);\n }\n if (value === 0) {\n this.chunks = [0];\n return;\n }\n while (value > 0) {\n this.chunks.push(value & ArrayBigInt.CHUNK_MASK);\n value = Math.floor(value / ArrayBigInt.CHUNK_MAX);\n }\n }\n /**\n * 从字符串初始化\n * @param value 字符串(支持十进制、十六进制、二进制)\n */\n fromString(value) {\n value = value.trim();\n if (value.startsWith('0x') || value.startsWith('0X')) {\n // 十六进制\n this.fromHexString(value.substring(2));\n }\n else if (value.startsWith('0b') || value.startsWith('0B')) {\n // 二进制\n this.fromBinaryString(value.substring(2));\n }\n else {\n // 十进制\n this.fromDecimalString(value);\n }\n }\n /**\n * 从十六进制字符串初始化\n * @param hex 十六进制字符串\n */\n fromHexString(hex) {\n this.chunks = [0];\n for (let i = hex.length - 1; i >= 0; i -= 8) {\n const start = Math.max(0, i - 7);\n const chunk = parseInt(hex.substring(start, i + 1), 16);\n this.chunks.push(chunk);\n }\n this.normalize();\n }\n /**\n * 从二进制字符串初始化\n * @param binary 二进制字符串\n */\n fromBinaryString(binary) {\n this.chunks = [0];\n for (let i = binary.length - 1; i >= 0; i -= 32) {\n const start = Math.max(0, i - 31);\n const chunk = parseInt(binary.substring(start, i + 1), 2);\n this.chunks.push(chunk);\n }\n this.normalize();\n }\n /**\n * 从十进制字符串初始化\n * @param decimal 十进制字符串\n */\n fromDecimalString(decimal) {\n // 简化实现,直接转换为数值(在ECS位运算场景中通常是小数值)\n const num = parseInt(decimal, 10);\n this.fromNumber(num);\n }\n /**\n * 规范化数组,移除前导零\n */\n normalize() {\n while (this.chunks.length > 1 && this.chunks[this.chunks.length - 1] === 0) {\n this.chunks.pop();\n }\n if (this.chunks.length === 0) {\n this.chunks = [0];\n }\n }\n valueOf() {\n let result = 0;\n let multiplier = 1;\n for (const chunk of this.chunks) {\n result += chunk * multiplier;\n multiplier *= ArrayBigInt.CHUNK_MAX;\n // 防止溢出\n if (multiplier > Number.MAX_SAFE_INTEGER) {\n break;\n }\n }\n return result;\n }\n toString(radix = 10) {\n if (radix !== 10 && radix !== 16 && radix !== 2) {\n throw new Error('Only radix 2, 10, and 16 are supported');\n }\n if (this.isZero()) {\n return '0';\n }\n if (radix === 10) {\n // 简化实现,转换为数值\n return this.valueOf().toString(10);\n }\n else if (radix === 16) {\n let result = '';\n for (let i = this.chunks.length - 1; i >= 0; i--) {\n const hex = this.chunks[i].toString(16);\n result += i === this.chunks.length - 1 ? hex : hex.padStart(8, '0');\n }\n return result.toUpperCase();\n }\n else if (radix === 2) {\n let result = '';\n for (let i = this.chunks.length - 1; i >= 0; i--) {\n const binary = this.chunks[i].toString(2);\n result += i === this.chunks.length - 1 ? binary : binary.padStart(32, '0');\n }\n return result;\n }\n return this.valueOf().toString(radix);\n }\n and(other) {\n const otherArray = other;\n const maxLength = Math.max(this.chunks.length, otherArray.chunks.length);\n const result = [];\n for (let i = 0; i < maxLength; i++) {\n const a = i < this.chunks.length ? this.chunks[i] : 0;\n const b = i < otherArray.chunks.length ? otherArray.chunks[i] : 0;\n result.push(a & b);\n }\n return new ArrayBigInt(result);\n }\n or(other) {\n const otherArray = other;\n const maxLength = Math.max(this.chunks.length, otherArray.chunks.length);\n const result = [];\n for (let i = 0; i < maxLength; i++) {\n const a = i < this.chunks.length ? this.chunks[i] : 0;\n const b = i < otherArray.chunks.length ? otherArray.chunks[i] : 0;\n result.push(a | b);\n }\n return new ArrayBigInt(result);\n }\n xor(other) {\n const otherArray = other;\n const maxLength = Math.max(this.chunks.length, otherArray.chunks.length);\n const result = [];\n for (let i = 0; i < maxLength; i++) {\n const a = i < this.chunks.length ? this.chunks[i] : 0;\n const b = i < otherArray.chunks.length ? otherArray.chunks[i] : 0;\n result.push(a ^ b);\n }\n return new ArrayBigInt(result);\n }\n not(maxBits = 64) {\n const maxChunks = Math.ceil(maxBits / ArrayBigInt.CHUNK_SIZE);\n const result = [];\n for (let i = 0; i < maxChunks; i++) {\n const chunk = i < this.chunks.length ? this.chunks[i] : 0;\n if (i === maxChunks - 1) {\n // 最后一个块需要处理剩余位数\n const remainingBits = maxBits % ArrayBigInt.CHUNK_SIZE;\n if (remainingBits > 0) {\n const mask = (1 << remainingBits) - 1;\n result.push((~chunk) & mask);\n }\n else {\n result.push((~chunk) & ArrayBigInt.CHUNK_MASK);\n }\n }\n else {\n result.push((~chunk) & ArrayBigInt.CHUNK_MASK);\n }\n }\n return new ArrayBigInt(result);\n }\n shiftLeft(bits) {\n if (bits === 0) {\n return this.clone();\n }\n if (bits < 0) {\n return this.shiftRight(-bits);\n }\n const chunkShift = Math.floor(bits / ArrayBigInt.CHUNK_SIZE);\n const bitShift = bits % ArrayBigInt.CHUNK_SIZE;\n const result = new Array(chunkShift).fill(0);\n if (bitShift === 0) {\n // 整块移位\n result.push(...this.chunks);\n }\n else {\n // 部分位移位\n let carry = 0;\n for (const chunk of this.chunks) {\n const shifted = (chunk << bitShift) | carry;\n result.push(shifted & ArrayBigInt.CHUNK_MASK);\n carry = chunk >>> (ArrayBigInt.CHUNK_SIZE - bitShift);\n }\n if (carry > 0) {\n result.push(carry);\n }\n }\n return new ArrayBigInt(result);\n }\n shiftRight(bits) {\n if (bits === 0) {\n return this.clone();\n }\n if (bits < 0) {\n return this.shiftLeft(-bits);\n }\n const chunkShift = Math.floor(bits / ArrayBigInt.CHUNK_SIZE);\n const bitShift = bits % ArrayBigInt.CHUNK_SIZE;\n if (chunkShift >= this.chunks.length) {\n return new ArrayBigInt(0);\n }\n const result = [];\n if (bitShift === 0) {\n // 整块移位\n for (let i = chunkShift; i < this.chunks.length; i++) {\n result.push(this.chunks[i]);\n }\n }\n else {\n // 部分位移位\n let carry = 0;\n for (let i = this.chunks.length - 1; i >= chunkShift; i--) {\n const chunk = this.chunks[i];\n const shifted = (carry << (ArrayBigInt.CHUNK_SIZE - bitShift)) | (chunk >>> bitShift);\n result.unshift(shifted);\n carry = chunk & ((1 << bitShift) - 1);\n }\n }\n return new ArrayBigInt(result.length > 0 ? result : [0]);\n }\n equals(other) {\n if (!(other instanceof ArrayBigInt)) {\n return false;\n }\n if (this.chunks.length !== other.chunks.length) {\n return false;\n }\n for (let i = 0; i < this.chunks.length; i++) {\n if (this.chunks[i] !== other.chunks[i]) {\n return false;\n }\n }\n return true;\n }\n isZero() {\n return this.chunks.length === 1 && this.chunks[0] === 0;\n }\n clone() {\n return new ArrayBigInt(this.chunks.slice());\n }\n}\nArrayBigInt.CHUNK_SIZE = 32;\nArrayBigInt.CHUNK_MASK = 0xFFFFFFFF;\nArrayBigInt.CHUNK_MAX = 0x100000000; // 2^32\n/**\n * BigInt工厂类\n *\n * 自动检测运行时环境的BigInt支持情况,并提供统一的创建接口。\n * 在支持BigInt的环境中使用原生实现,在不支持的环境中使用兼容实现。\n */\nexport class BigIntFactory {\n // 缓存检测结果以避免重复检测\n /**\n * 检查是否支持原生BigInt\n * @returns 是否支持原生BigInt\n */\n static isNativeSupported() {\n if (this._supportsBigInt === null) {\n this._supportsBigInt = this.detectBigIntSupport();\n }\n return this._supportsBigInt;\n }\n /**\n * 检测BigInt支持情况\n * @returns 是否支持BigInt\n */\n static detectBigIntSupport() {\n try {\n // 检查BigInt构造函数是否存在\n if (typeof BigInt === 'undefined') {\n return false;\n }\n // 检查基本BigInt操作\n const test1 = BigInt(1);\n const test2 = BigInt(2);\n const result = test1 | test2;\n // 检查字面量支持\n const literal = eval('1n'); // 使用eval避免语法错误\n // 检查类型\n if (typeof result !== 'bigint' || typeof literal !== 'bigint') {\n return false;\n }\n // 检查基本运算\n const shifted = test1 << BigInt(1);\n const compared = test1 === BigInt(1);\n return typeof shifted === 'bigint' && compared === true;\n }\n catch (error) {\n // 任何异常都表示不支持\n return false;\n }\n }\n /**\n * 创建BigInt兼容值\n * @param value 初始值\n * @returns IBigIntLike实例\n */\n static create(value = 0) {\n if (this.isNativeSupported()) {\n let bigintValue;\n if (typeof value === 'bigint') {\n bigintValue = value;\n }\n else if (typeof value === 'string') {\n bigintValue = BigInt(value);\n }\n else {\n bigintValue = BigInt(value);\n }\n return new NativeBigInt(bigintValue);\n }\n else {\n // 转换bigint类型到兼容类型\n let compatValue;\n if (typeof value === 'bigint') {\n compatValue = value.toString();\n }\n else {\n compatValue = value;\n }\n return new ArrayBigInt(compatValue);\n }\n }\n /**\n * 创建零值\n * @returns 零值的IBigIntLike实例\n */\n static zero() {\n if (!this._cachedZero) {\n this._cachedZero = this.create(0);\n }\n return this._cachedZero;\n }\n /**\n * 创建1值\n * @returns 1值的IBigIntLike实例\n */\n static one() {\n if (!this._cachedOne) {\n this._cachedOne = this.create(1);\n }\n return this._cachedOne;\n }\n /**\n * 从二进制字符串创建\n * @param binary 二进制字符串\n * @returns IBigIntLike实例\n */\n static fromBinaryString(binary) {\n if (this.isNativeSupported()) {\n const value = BigInt('0b' + binary);\n return new NativeBigInt(value);\n }\n else {\n return new ArrayBigInt('0b' + binary);\n }\n }\n /**\n * 从十六进制字符串创建\n * @param hex 十六进制字符串\n * @returns IBigIntLike实例\n */\n static fromHexString(hex) {\n if (this.isNativeSupported()) {\n const cleanHex = hex.replace(/^0x/i, '');\n const value = BigInt('0x' + cleanHex);\n return new NativeBigInt(value);\n }\n else {\n return new ArrayBigInt(hex);\n }\n }\n /**\n * 获取环境信息\n * @returns 环境信息对象\n */\n static getEnvironmentInfo() {\n return {\n supportsBigInt: this.isNativeSupported(),\n environment: this.detectEnvironment(),\n jsEngine: this.detectJSEngine()\n };\n }\n /**\n * 检测运行环境\n * @returns 环境类型\n */\n static detectEnvironment() {\n if (typeof window !== 'undefined') {\n // 浏览器环境\n if (typeof navigator !== 'undefined') {\n const userAgent = navigator.userAgent;\n if (userAgent.includes('Chrome')) {\n const match = userAgent.match(/Chrome\\/(\\d+)/);\n const version = match ? parseInt(match[1]) : 0;\n return `Chrome ${version}`;\n }\n if (userAgent.includes('Firefox')) {\n const match = userAgent.match(/Firefox\\/(\\d+)/);\n const version = match ? parseInt(match[1]) : 0;\n return `Firefox ${version}`;\n }\n if (userAgent.includes('Safari') && !userAgent.includes('Chrome')) {\n const match = userAgent.match(/Version\\/(\\d+)/);\n const version = match ? parseInt(match[1]) : 0;\n return `Safari ${version}`;\n }\n return 'Browser (Unknown)';\n }\n return 'Browser';\n }\n else if (typeof global !== 'undefined') {\n // Node.js环境\n if (typeof process !== 'undefined' && process.version) {\n return `Node.js ${process.version}`;\n }\n return 'Node.js';\n }\n else if (typeof globalThis.wx !== 'undefined') {\n // 微信小程序\n return 'WeChat MiniProgram';\n }\n else if (typeof globalThis.cc !== 'undefined') {\n // Cocos Creator\n return 'Cocos Creator';\n }\n else if (typeof globalThis.Laya !== 'undefined') {\n // Laya引擎\n return 'Laya Engine';\n }\n return 'Unknown';\n }\n /**\n * 检测JavaScript引擎\n * @returns JS引擎信息\n */\n static detectJSEngine() {\n try {\n // V8引擎特征检测\n if (typeof process !== 'undefined' && process.versions && process.versions.v8) {\n return `V8 ${process.versions.v8}`;\n }\n // SpiderMonkey特征检测\n if (typeof globalThis.Components !== 'undefined') {\n return 'SpiderMonkey';\n }\n // JavaScriptCore特征检测\n if (typeof window !== 'undefined' && typeof window.safari !== 'undefined') {\n return 'JavaScriptCore';\n }\n return 'Unknown';\n }\n catch {\n return 'Unknown';\n }\n }\n}\nBigIntFactory._supportsBigInt = null;\nBigIntFactory._cachedZero = null;\nBigIntFactory._cachedOne = null;\n//# sourceMappingURL=BigIntCompatibility.js.map","import { createLogger } from '../../Utils/Logger';\n/**\n * 启用SoA优化装饰器\n * 默认关闭SoA,只有在大规模批量操作场景下才建议开启\n */\nexport function EnableSoA(target) {\n target.__enableSoA = true;\n return target;\n}\n/**\n * 高精度数值装饰器\n * 标记字段需要保持完整精度,存储为复杂对象而非TypedArray\n */\nexport function HighPrecision(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__highPrecisionFields) {\n target.constructor.__highPrecisionFields = new Set();\n }\n target.constructor.__highPrecisionFields.add(key);\n}\n/**\n * 64位浮点数装饰器\n * 标记字段使用Float64Array存储(更高精度但更多内存)\n */\nexport function Float64(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__float64Fields) {\n target.constructor.__float64Fields = new Set();\n }\n target.constructor.__float64Fields.add(key);\n}\n/**\n * 32位浮点数装饰器\n * 标记字段使用Float32Array存储(默认类型,平衡性能和精度)\n */\nexport function Float32(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__float32Fields) {\n target.constructor.__float32Fields = new Set();\n }\n target.constructor.__float32Fields.add(key);\n}\n/**\n * 32位整数装饰器\n * 标记字段使用Int32Array存储(适用于整数值)\n */\nexport function Int32(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__int32Fields) {\n target.constructor.__int32Fields = new Set();\n }\n target.constructor.__int32Fields.add(key);\n}\n/**\n * 序列化Map装饰器\n * 标记Map字段需要序列化/反序列化存储\n */\nexport function SerializeMap(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__serializeMapFields) {\n target.constructor.__serializeMapFields = new Set();\n }\n target.constructor.__serializeMapFields.add(key);\n}\n/**\n * 序列化Set装饰器\n * 标记Set字段需要序列化/反序列化存储\n */\nexport function SerializeSet(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__serializeSetFields) {\n target.constructor.__serializeSetFields = new Set();\n }\n target.constructor.__serializeSetFields.add(key);\n}\n/**\n * 序列化Array装饰器\n * 标记Array字段需要序列化/反序列化存储\n */\nexport function SerializeArray(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__serializeArrayFields) {\n target.constructor.__serializeArrayFields = new Set();\n }\n target.constructor.__serializeArrayFields.add(key);\n}\n/**\n * 深拷贝装饰器\n * 标记字段需要深拷贝处理(适用于嵌套对象)\n */\nexport function DeepCopy(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__deepCopyFields) {\n target.constructor.__deepCopyFields = new Set();\n }\n target.constructor.__deepCopyFields.add(key);\n}\n/**\n * SoA存储器(需要装饰器启用)\n * 使用Structure of Arrays存储模式,在大规模批量操作时提供优异性能\n */\nexport class SoAStorage {\n constructor(componentType) {\n this.fields = new Map();\n this.stringFields = new Map(); // 专门存储字符串\n this.serializedFields = new Map(); // 序列化存储Map/Set/Array\n this.complexFields = new Map(); // 存储复杂对象\n this.entityToIndex = new Map();\n this.indexToEntity = [];\n this.freeIndices = [];\n this._size = 0;\n this._capacity = 1000;\n this.type = componentType;\n this.initializeFields(componentType);\n }\n initializeFields(componentType) {\n const instance = new componentType();\n const highPrecisionFields = componentType.__highPrecisionFields || new Set();\n const float64Fields = componentType.__float64Fields || new Set();\n const float32Fields = componentType.__float32Fields || new Set();\n const int32Fields = componentType.__int32Fields || new Set();\n const serializeMapFields = componentType.__serializeMapFields || new Set();\n const serializeSetFields = componentType.__serializeSetFields || new Set();\n const serializeArrayFields = componentType.__serializeArrayFields || new Set();\n // const deepCopyFields = (componentType as any).__deepCopyFields || new Set(); // 未使用,但保留供future使用\n for (const key in instance) {\n if (instance.hasOwnProperty(key) && key !== 'id') {\n const value = instance[key];\n const type = typeof value;\n if (type === 'number') {\n if (highPrecisionFields.has(key)) {\n // 标记为高精度,作为复杂对象处理\n // 不添加到fields,会在updateComponentAtIndex中自动添加到complexFields\n }\n else if (float64Fields.has(key)) {\n // 使用Float64Array存储\n this.fields.set(key, new Float64Array(this._capacity));\n }\n else if (int32Fields.has(key)) {\n // 使用Int32Array存储\n this.fields.set(key, new Int32Array(this._capacity));\n }\n else if (float32Fields.has(key)) {\n // 使用Float32Array存储\n this.fields.set(key, new Float32Array(this._capacity));\n }\n else {\n // 默认使用Float32Array\n this.fields.set(key, new Float32Array(this._capacity));\n }\n }\n else if (type === 'boolean') {\n // 布尔值使用Float32Array存储为0/1\n this.fields.set(key, new Float32Array(this._capacity));\n }\n else if (type === 'string') {\n // 字符串专门处理\n this.stringFields.set(key, new Array(this._capacity));\n }\n else if (type === 'object' && value !== null) {\n // 处理集合类型\n if (serializeMapFields.has(key) || serializeSetFields.has(key) || serializeArrayFields.has(key)) {\n // 序列化存储\n this.serializedFields.set(key, new Array(this._capacity));\n }\n // 其他对象类型会在updateComponentAtIndex中作为复杂对象处理\n }\n }\n }\n }\n addComponent(entityId, component) {\n if (this.entityToIndex.has(entityId)) {\n const index = this.entityToIndex.get(entityId);\n this.updateComponentAtIndex(index, component);\n return;\n }\n let index;\n if (this.freeIndices.length > 0) {\n index = this.freeIndices.pop();\n }\n else {\n index = this._size;\n if (index >= this._capacity) {\n this.resize(this._capacity * 2);\n }\n }\n this.entityToIndex.set(entityId, index);\n this.indexToEntity[index] = entityId;\n this.updateComponentAtIndex(index, component);\n this._size++;\n }\n updateComponentAtIndex(index, component) {\n const entityId = this.indexToEntity[index];\n const complexFieldMap = new Map();\n const highPrecisionFields = this.type.__highPrecisionFields || new Set();\n const serializeMapFields = this.type.__serializeMapFields || new Set();\n const serializeSetFields = this.type.__serializeSetFields || new Set();\n const serializeArrayFields = this.type.__serializeArrayFields || new Set();\n const deepCopyFields = this.type.__deepCopyFields || new Set();\n // 处理所有字段\n for (const key in component) {\n if (component.hasOwnProperty(key) && key !== 'id') {\n const value = component[key];\n const type = typeof value;\n if (type === 'number') {\n if (highPrecisionFields.has(key) || !this.fields.has(key)) {\n // 标记为高精度或未在TypedArray中的数值作为复杂对象存储\n complexFieldMap.set(key, value);\n }\n else {\n // 存储到TypedArray\n const array = this.fields.get(key);\n array[index] = value;\n }\n }\n else if (type === 'boolean' && this.fields.has(key)) {\n // 布尔值存储到TypedArray \n const array = this.fields.get(key);\n array[index] = value ? 1 : 0;\n }\n else if (this.stringFields.has(key)) {\n // 字符串字段专门处理\n const stringArray = this.stringFields.get(key);\n stringArray[index] = String(value);\n }\n else if (this.serializedFields.has(key)) {\n // 序列化字段处理\n const serializedArray = this.serializedFields.get(key);\n serializedArray[index] = this.serializeValue(value, key, serializeMapFields, serializeSetFields, serializeArrayFields);\n }\n else {\n // 复杂字段单独存储\n if (deepCopyFields.has(key)) {\n // 深拷贝处理\n complexFieldMap.set(key, this.deepClone(value));\n }\n else {\n complexFieldMap.set(key, value);\n }\n }\n }\n }\n // 存储复杂字段\n if (complexFieldMap.size > 0) {\n this.complexFields.set(entityId, complexFieldMap);\n }\n }\n /**\n * 序列化值为JSON字符串\n */\n serializeValue(value, key, mapFields, setFields, arrayFields) {\n try {\n if (mapFields.has(key) && value instanceof Map) {\n // Map序列化为数组形式\n return JSON.stringify(Array.from(value.entries()));\n }\n else if (setFields.has(key) && value instanceof Set) {\n // Set序列化为数组形式\n return JSON.stringify(Array.from(value));\n }\n else if (arrayFields.has(key) && Array.isArray(value)) {\n // Array直接序列化\n return JSON.stringify(value);\n }\n else {\n // 其他对象直接序列化\n return JSON.stringify(value);\n }\n }\n catch (error) {\n SoAStorage._logger.warn(`SoA序列化字段 ${key} 失败:`, error);\n return '{}';\n }\n }\n /**\n * 反序列化JSON字符串为值\n */\n deserializeValue(serialized, key, mapFields, setFields, arrayFields) {\n try {\n const parsed = JSON.parse(serialized);\n if (mapFields.has(key)) {\n // 恢复Map\n return new Map(parsed);\n }\n else if (setFields.has(key)) {\n // 恢复Set\n return new Set(parsed);\n }\n else if (arrayFields.has(key)) {\n // 恢复Array\n return parsed;\n }\n else {\n return parsed;\n }\n }\n catch (error) {\n SoAStorage._logger.warn(`SoA反序列化字段 ${key} 失败:`, error);\n return null;\n }\n }\n /**\n * 深拷贝对象\n */\n deepClone(obj) {\n if (obj === null || typeof obj !== 'object') {\n return obj;\n }\n if (obj instanceof Date) {\n return new Date(obj.getTime());\n }\n if (obj instanceof Array) {\n return obj.map(item => this.deepClone(item));\n }\n if (obj instanceof Map) {\n const cloned = new Map();\n for (const [key, value] of obj.entries()) {\n cloned.set(key, this.deepClone(value));\n }\n return cloned;\n }\n if (obj instanceof Set) {\n const cloned = new Set();\n for (const value of obj.values()) {\n cloned.add(this.deepClone(value));\n }\n return cloned;\n }\n // 普通对象\n const cloned = {};\n for (const key in obj) {\n if (obj.hasOwnProperty(key)) {\n cloned[key] = this.deepClone(obj[key]);\n }\n }\n return cloned;\n }\n getComponent(entityId) {\n const index = this.entityToIndex.get(entityId);\n if (index === undefined) {\n return null;\n }\n // 创建真正的组件实例以保持兼容性\n const component = new this.type();\n const serializeMapFields = this.type.__serializeMapFields || new Set();\n const serializeSetFields = this.type.__serializeSetFields || new Set();\n const serializeArrayFields = this.type.__serializeArrayFields || new Set();\n // 恢复数值字段\n for (const [fieldName, array] of this.fields.entries()) {\n const value = array[index];\n const fieldType = this.getFieldType(fieldName);\n if (fieldType === 'boolean') {\n component[fieldName] = value === 1;\n }\n else {\n component[fieldName] = value;\n }\n }\n // 恢复字符串字段\n for (const [fieldName, stringArray] of this.stringFields.entries()) {\n component[fieldName] = stringArray[index];\n }\n // 恢复序列化字段\n for (const [fieldName, serializedArray] of this.serializedFields.entries()) {\n const serialized = serializedArray[index];\n if (serialized) {\n component[fieldName] = this.deserializeValue(serialized, fieldName, serializeMapFields, serializeSetFields, serializeArrayFields);\n }\n }\n // 恢复复杂字段\n const complexFieldMap = this.complexFields.get(entityId);\n if (complexFieldMap) {\n for (const [fieldName, value] of complexFieldMap.entries()) {\n component[fieldName] = value;\n }\n }\n return component;\n }\n getFieldType(fieldName) {\n // 通过创建临时实例检查字段类型\n const tempInstance = new this.type();\n const value = tempInstance[fieldName];\n return typeof value;\n }\n hasComponent(entityId) {\n return this.entityToIndex.has(entityId);\n }\n removeComponent(entityId) {\n const index = this.entityToIndex.get(entityId);\n if (index === undefined) {\n return null;\n }\n // 获取组件副本以便返回\n const component = this.getComponent(entityId);\n // 清理复杂字段\n this.complexFields.delete(entityId);\n this.entityToIndex.delete(entityId);\n this.freeIndices.push(index);\n this._size--;\n return component;\n }\n resize(newCapacity) {\n // 调整数值字段的TypedArray\n for (const [fieldName, oldArray] of this.fields.entries()) {\n let newArray;\n if (oldArray instanceof Float32Array) {\n newArray = new Float32Array(newCapacity);\n }\n else if (oldArray instanceof Float64Array) {\n newArray = new Float64Array(newCapacity);\n }\n else {\n newArray = new Int32Array(newCapacity);\n }\n newArray.set(oldArray);\n this.fields.set(fieldName, newArray);\n }\n // 调整字符串字段的数组\n for (const [fieldName, oldArray] of this.stringFields.entries()) {\n const newArray = new Array(newCapacity);\n for (let i = 0; i < oldArray.length; i++) {\n newArray[i] = oldArray[i];\n }\n this.stringFields.set(fieldName, newArray);\n }\n // 调整序列化字段的数组\n for (const [fieldName, oldArray] of this.serializedFields.entries()) {\n const newArray = new Array(newCapacity);\n for (let i = 0; i < oldArray.length; i++) {\n newArray[i] = oldArray[i];\n }\n this.serializedFields.set(fieldName, newArray);\n }\n this._capacity = newCapacity;\n }\n getActiveIndices() {\n return Array.from(this.entityToIndex.values());\n }\n getFieldArray(fieldName) {\n return this.fields.get(fieldName) || null;\n }\n size() {\n return this._size;\n }\n clear() {\n this.entityToIndex.clear();\n this.indexToEntity = [];\n this.freeIndices = [];\n this.complexFields.clear();\n this._size = 0;\n // 重置数值字段数组\n for (const array of this.fields.values()) {\n array.fill(0);\n }\n // 重置字符串字段数组\n for (const stringArray of this.stringFields.values()) {\n for (let i = 0; i < stringArray.length; i++) {\n stringArray[i] = undefined;\n }\n }\n // 重置序列化字段数组\n for (const serializedArray of this.serializedFields.values()) {\n for (let i = 0; i < serializedArray.length; i++) {\n serializedArray[i] = undefined;\n }\n }\n }\n compact() {\n if (this.freeIndices.length === 0) {\n return;\n }\n const activeEntries = Array.from(this.entityToIndex.entries())\n .sort((a, b) => a[1] - b[1]);\n // 重新映射索引\n const newEntityToIndex = new Map();\n const newIndexToEntity = [];\n for (let newIndex = 0; newIndex < activeEntries.length; newIndex++) {\n const [entityId, oldIndex] = activeEntries[newIndex];\n newEntityToIndex.set(entityId, newIndex);\n newIndexToEntity[newIndex] = entityId;\n // 移动字段数据\n if (newIndex !== oldIndex) {\n // 移动数值字段\n for (const [, array] of this.fields.entries()) {\n array[newIndex] = array[oldIndex];\n }\n // 移动字符串字段\n for (const [, stringArray] of this.stringFields.entries()) {\n stringArray[newIndex] = stringArray[oldIndex];\n }\n // 移动序列化字段\n for (const [, serializedArray] of this.serializedFields.entries()) {\n serializedArray[newIndex] = serializedArray[oldIndex];\n }\n }\n }\n this.entityToIndex = newEntityToIndex;\n this.indexToEntity = newIndexToEntity;\n this.freeIndices = [];\n this._size = activeEntries.length;\n }\n getStats() {\n let totalMemory = 0;\n const fieldStats = new Map();\n for (const [fieldName, array] of this.fields.entries()) {\n let bytesPerElement;\n let typeName;\n if (array instanceof Float32Array) {\n bytesPerElement = 4;\n typeName = 'float32';\n }\n else if (array instanceof Float64Array) {\n bytesPerElement = 8;\n typeName = 'float64';\n }\n else {\n bytesPerElement = 4;\n typeName = 'int32';\n }\n const memory = array.length * bytesPerElement;\n totalMemory += memory;\n fieldStats.set(fieldName, {\n size: this._size,\n capacity: array.length,\n type: typeName,\n memory: memory\n });\n }\n return {\n size: this._size,\n capacity: this._capacity,\n usedSlots: this._size, // 兼容原测试\n fragmentation: this.freeIndices.length / this._capacity,\n memoryUsage: totalMemory,\n fieldStats: fieldStats\n };\n }\n /**\n * 执行向量化批量操作\n * @param operation 操作函数,接收字段数组和活跃索引\n */\n performVectorizedOperation(operation) {\n const activeIndices = this.getActiveIndices();\n operation(this.fields, activeIndices);\n }\n}\nSoAStorage._logger = createLogger('SoAStorage');\n//# sourceMappingURL=SoAStorage.js.map","import { BigIntFactory } from '../Utils/BigIntCompatibility';\nimport { SoAStorage, EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy } from './SoAStorage';\nimport { createLogger } from '../../Utils/Logger';\n// 重新导出装饰器\nexport { EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy };\n/**\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 this.componentNameToType.set(componentType.name, componentType);\n this.componentNameToId.set(componentType.name, 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 BigIntFactory.one().shiftLeft(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 ${componentType.name} is not registered`);\n }\n return bitIndex;\n }\n /**\n * 检查组件类型是否已注册\n * @param componentType 组件类型\n * @returns 是否已注册\n */\n static isRegistered(componentType) {\n return this.componentTypes.has(componentType);\n }\n /**\n * 通过名称获取组件类型\n * @param componentName 组件名称\n * @returns 组件类型构造函数\n */\n static getComponentType(componentName) {\n return this.componentNameToType.get(componentName) || null;\n }\n /**\n * 获取所有已注册的组件类型\n * @returns 组件类型映射\n */\n static getAllRegisteredTypes() {\n return new Map(this.componentTypes);\n }\n /**\n * 获取所有组件名称到类型的映射\n * @returns 名称到类型的映射\n */\n static getAllComponentNames() {\n return new Map(this.componentNameToType);\n }\n /**\n * 通过名称获取组件类型ID\n * @param componentName 组件名称\n * @returns 组件类型ID\n */\n static getComponentId(componentName) {\n return this.componentNameToId.get(componentName);\n }\n /**\n * 注册组件类型(通过名称)\n * @param componentName 组件名称\n * @returns 分配的组件ID\n */\n static registerComponentByName(componentName) {\n if (this.componentNameToId.has(componentName)) {\n return this.componentNameToId.get(componentName);\n }\n if (this.nextBitIndex >= this.maxComponents) {\n throw new Error(`Maximum number of component types (${this.maxComponents}) exceeded`);\n }\n const bitIndex = this.nextBitIndex++;\n this.componentNameToId.set(componentName, bitIndex);\n return bitIndex;\n }\n /**\n * 创建单个组件的掩码\n * @param componentName 组件名称\n * @returns 组件掩码\n */\n static createSingleComponentMask(componentName) {\n const cacheKey = `single:${componentName}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n const componentId = this.getComponentId(componentName);\n if (componentId === undefined) {\n throw new Error(`Component type ${componentName} is not registered`);\n }\n const mask = BigIntFactory.one().shiftLeft(componentId);\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 创建多个组件的掩码\n * @param componentNames 组件名称数组\n * @returns 组合掩码\n */\n static createComponentMask(componentNames) {\n const sortedNames = [...componentNames].sort();\n const cacheKey = `multi:${sortedNames.join(',')}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n let mask = BigIntFactory.zero();\n for (const name of componentNames) {\n const componentId = this.getComponentId(name);\n if (componentId !== undefined) {\n mask = mask.or(BigIntFactory.one().shiftLeft(componentId));\n }\n }\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 清除掩码缓存\n */\n static clearMaskCache() {\n this.maskCache.clear();\n }\n /**\n * 重置注册表(用于测试)\n */\n static reset() {\n this.componentTypes.clear();\n this.componentNameToType.clear();\n this.componentNameToId.clear();\n this.maskCache.clear();\n this.nextBitIndex = 0;\n }\n}\nComponentRegistry._logger = createLogger('ComponentStorage');\nComponentRegistry.componentTypes = new Map();\nComponentRegistry.componentNameToType = new Map();\nComponentRegistry.componentNameToId = new Map();\nComponentRegistry.maskCache = 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(默认原始存储)\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 // 检查是否启用SoA优化\n const enableSoA = componentType.__enableSoA;\n if (enableSoA) {\n // 使用SoA优化存储\n storage = new SoAStorage(componentType);\n ComponentStorageManager._logger.info(`为 ${componentType.name} 启用SoA优化(适用于大规模批量操作)`);\n }\n else {\n // 默认使用原始存储\n storage = new ComponentStorage(componentType);\n }\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 = BigIntFactory.zero();\n for (const [componentType, storage] of this.storages.entries()) {\n if (storage.hasComponent(entityId)) {\n const componentMask = ComponentRegistry.getBitMask(componentType);\n mask = mask.or(componentMask);\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}\nComponentStorageManager._logger = createLogger('ComponentStorage');\n//# sourceMappingURL=ComponentStorage.js.map","import { ComponentRegistry } from './Core/ComponentStorage';\nimport { BigIntFactory } from './Utils/BigIntCompatibility';\nimport { createLogger } from '../Utils/Logger';\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 * 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 * 所属场景引用\n *\n * 指向实体所在的场景实例。\n */\n this.scene = null;\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 = BigIntFactory.zero();\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 this.name = name;\n this.id = id;\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 const componentMask = ComponentRegistry.getBitMask(componentType);\n this._componentMask = this._componentMask.or(componentMask);\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QuerySystem实体组件已改变,需要重新索引\n if (this.scene && this.scene.querySystem) {\n // 移除旧的索引,重新添加以更新索引\n this.scene.querySystem.removeEntity(this);\n this.scene.querySystem.addEntity(this);\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 // 首先检查位掩码,快速排除(O(1))\n if (!ComponentRegistry.isRegistered(type)) {\n return null;\n }\n const mask = ComponentRegistry.getBitMask(type);\n if (this._componentMask.and(mask).isZero()) {\n return null;\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 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 // 重建索引映射\n this.rebuildComponentIndex();\n return component;\n }\n }\n // 最后回退到线性搜索并重建索引(O(n),但n很小且很少发生)\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 return component;\n }\n }\n return null;\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.and(mask).isZero();\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 // 更新位掩码\n if (ComponentRegistry.isRegistered(componentType)) {\n const componentMask = ComponentRegistry.getBitMask(componentType);\n this._componentMask = this._componentMask.and(componentMask.not());\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 if (component.onRemovedFromEntity) {\n component.onRemovedFromEntity();\n }\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QuerySystem实体组件已改变,需要重新索引\n if (this.scene && this.scene.querySystem) {\n // 移除旧的索引,重新添加以更新索引\n this.scene.querySystem.removeEntity(this);\n this.scene.querySystem.addEntity(this);\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 // 清空索引和位掩码\n this._componentTypeToIndex.clear();\n this._componentMask = BigIntFactory.zero();\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 }\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 Entity._logger.warn(`添加组件失败 ${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) {\n // 从查询系统中移除\n if (this.scene.querySystem) {\n this.scene.querySystem.removeEntity(this);\n }\n // 从实体列表中移除\n if (this.scene.entities) {\n this.scene.entities.remove(this);\n }\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 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 indexMappingSize: this._componentTypeToIndex.size\n };\n }\n}\n/**\n * Entity专用日志器\n */\nEntity._logger = createLogger('Entity');\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","import { Entity } from '../../Entity';\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//# sourceMappingURL=EntityBuilder.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 // 回收实体ID到ID池\n if (this._scene && this._scene.identifierPool) {\n this._scene.identifierPool.checkIn(entity.id);\n }\n }\n }\n /**\n * 移除所有实体\n */\n removeAllEntities() {\n // 收集所有实体ID用于回收\n const idsToRecycle = [];\n for (let i = this.buffer.length - 1; i >= 0; i--) {\n idsToRecycle.push(this.buffer[i].id);\n this.buffer[i].destroy();\n }\n // 批量回收ID\n if (this._scene && this._scene.identifierPool) {\n for (const id of idsToRecycle) {\n this._scene.identifierPool.checkIn(id);\n }\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","import { createLogger } from '../../Utils/Logger';\n/**\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 * 对所有处理器进行排序以确保正确的执行顺序。\n */\n begin() {\n this.sortProcessors();\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 try {\n processor.update();\n }\n catch (error) {\n EntityProcessorList._logger.error(`Error in processor ${processor.constructor.name}:`, error);\n }\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}\nEntityProcessorList._logger = createLogger('EntityProcessorList');\n//# sourceMappingURL=EntityProcessorList.js.map","/**\n * 世代式ID池管理器\n *\n * 用于管理实体ID的分配和回收,支持世代版本控制以防止悬空引用问题。\n * 世代式ID由索引和版本组成,当ID被回收时版本会递增,确保旧引用失效。\n *\n * 支持动态扩展,理论上可以支持到65535个索引(16位),每个索引65535个版本(16位)。\n * 总计可以处理超过42亿个独特的ID组合,完全满足ECS大规模实体需求。\n *\n * @example\n * ```typescript\n * const pool = new IdentifierPool();\n *\n * // 分配ID\n * const id = pool.checkOut(); // 例如: 65536 (版本1,索引0)\n *\n * // 回收ID\n * pool.checkIn(id);\n *\n * // 验证ID是否有效\n * const isValid = pool.isValid(id); // false,因为版本已递增\n * ```\n */\nexport class IdentifierPool {\n /**\n * 构造函数\n *\n * @param recycleDelay 延迟回收时间(毫秒),默认为100ms\n * @param expansionBlockSize 内存扩展块大小,默认为1024\n */\n constructor(recycleDelay = 100, expansionBlockSize = 1024) {\n /**\n * 下一个可用的索引\n */\n this._nextAvailableIndex = 0;\n /**\n * 空闲的索引列表\n */\n this._freeIndices = [];\n /**\n * 每个索引对应的世代版本\n * 动态扩展的Map,按需分配内存\n */\n this._generations = new Map();\n /**\n * 延迟回收队列\n * 防止在同一帧内立即重用ID,避免时序问题\n */\n this._pendingRecycle = [];\n /**\n * 延迟回收时间(毫秒)\n */\n this._recycleDelay = 100;\n /**\n * 统计信息\n */\n this._stats = {\n totalAllocated: 0,\n totalRecycled: 0,\n currentActive: 0,\n memoryExpansions: 0\n };\n this._recycleDelay = recycleDelay;\n this._expansionBlockSize = expansionBlockSize;\n // 预分配第一个块的世代信息\n this._preAllocateGenerations(0, this._expansionBlockSize);\n }\n /**\n * 获取一个可用的ID\n *\n * 返回一个32位ID,高16位为世代版本,低16位为索引。\n *\n * @returns 新分配的实体ID\n * @throws {Error} 当达到索引限制时抛出错误\n */\n checkOut() {\n // 处理延迟回收队列\n this._processDelayedRecycle();\n let index;\n if (this._freeIndices.length > 0) {\n // 重用回收的索引\n index = this._freeIndices.pop();\n }\n else {\n // 分配新索引\n if (this._nextAvailableIndex > IdentifierPool.MAX_INDEX) {\n throw new Error(`实体索引已达到框架设计限制 (${IdentifierPool.MAX_INDEX})。` +\n `这意味着您已经分配了超过65535个不同的实体索引。` +\n `这是16位索引设计的限制,考虑优化实体回收策略或升级到64位ID设计。`);\n }\n index = this._nextAvailableIndex++;\n // 按需扩展世代存储\n this._ensureGenerationCapacity(index);\n }\n const generation = this._generations.get(index) || 1;\n this._stats.totalAllocated++;\n this._stats.currentActive++;\n return this._packId(index, generation);\n }\n /**\n * 回收一个ID\n *\n * 验证ID的有效性后,将其加入延迟回收队列。\n * ID不会立即可重用,而是在延迟时间后才真正回收。\n *\n * @param id 要回收的实体ID\n * @returns 是否成功回收(ID是否有效且未被重复回收)\n */\n checkIn(id) {\n const index = this._unpackIndex(id);\n const generation = this._unpackGeneration(id);\n // 验证ID有效性\n if (!this._isValidId(index, generation)) {\n return false;\n }\n // 检查是否已经在待回收队列中\n const alreadyPending = this._pendingRecycle.some(item => item.index === index && item.generation === generation);\n if (alreadyPending) {\n return false; // 已经在回收队列中,拒绝重复回收\n }\n // 加入延迟回收队列\n this._pendingRecycle.push({\n index,\n generation,\n timestamp: Date.now()\n });\n this._stats.currentActive--;\n this._stats.totalRecycled++;\n return true;\n }\n /**\n * 验证ID是否有效\n *\n * 检查ID的索引和世代版本是否匹配当前状态。\n *\n * @param id 要验证的实体ID\n * @returns ID是否有效\n */\n isValid(id) {\n const index = this._unpackIndex(id);\n const generation = this._unpackGeneration(id);\n return this._isValidId(index, generation);\n }\n /**\n * 获取统计信息\n *\n * @returns 池的当前状态统计\n */\n getStats() {\n // 计算平均世代版本\n let totalGeneration = 0;\n let generationCount = 0;\n for (const [index, generation] of this._generations) {\n if (index < this._nextAvailableIndex) {\n totalGeneration += generation;\n generationCount++;\n }\n }\n const averageGeneration = generationCount > 0\n ? totalGeneration / generationCount\n : 1;\n return {\n totalAllocated: this._stats.totalAllocated,\n totalRecycled: this._stats.totalRecycled,\n currentActive: this._stats.currentActive,\n currentlyFree: this._freeIndices.length,\n pendingRecycle: this._pendingRecycle.length,\n maxPossibleEntities: IdentifierPool.MAX_INDEX + 1,\n maxUsedIndex: this._nextAvailableIndex - 1,\n memoryUsage: this._calculateMemoryUsage(),\n memoryExpansions: this._stats.memoryExpansions,\n averageGeneration: Math.round(averageGeneration * 100) / 100,\n generationStorageSize: this._generations.size\n };\n }\n /**\n * 强制执行延迟回收处理\n *\n * 在某些情况下可能需要立即处理延迟回收队列,\n * 比如内存压力大或者需要精确的统计信息时。\n */\n forceProcessDelayedRecycle() {\n this._processDelayedRecycle(true);\n }\n /**\n * 清理过期的延迟回收项\n *\n * 将超过延迟时间的回收项真正回收到空闲列表中。\n *\n * @param forceAll 是否强制处理所有延迟回收项\n * @private\n */\n _processDelayedRecycle(forceAll = false) {\n if (this._pendingRecycle.length === 0)\n return;\n const now = Date.now();\n const readyToRecycle = [];\n const stillPending = [];\n // 分离已到期和未到期的项\n for (const item of this._pendingRecycle) {\n if (forceAll || now - item.timestamp >= this._recycleDelay) {\n readyToRecycle.push(item);\n }\n else {\n stillPending.push(item);\n }\n }\n // 处理到期的回收项\n for (const item of readyToRecycle) {\n // 再次验证ID有效性(防止重复回收)\n if (this._isValidId(item.index, item.generation)) {\n // 递增世代版本\n let newGeneration = item.generation + 1;\n // 防止世代版本溢出\n if (newGeneration > IdentifierPool.MAX_GENERATION) {\n newGeneration = 1; // 重置为1而不是0\n }\n this._generations.set(item.index, newGeneration);\n // 添加到空闲列表\n this._freeIndices.push(item.index);\n }\n }\n // 更新待回收队列\n this._pendingRecycle = stillPending;\n }\n /**\n * 预分配世代信息\n *\n * @param startIndex 起始索引\n * @param count 分配数量\n * @private\n */\n _preAllocateGenerations(startIndex, count) {\n for (let i = 0; i < count; i++) {\n const index = startIndex + i;\n if (index <= IdentifierPool.MAX_INDEX) {\n this._generations.set(index, 1);\n }\n }\n this._stats.memoryExpansions++;\n }\n /**\n * 确保指定索引的世代信息存在\n *\n * @param index 索引\n * @private\n */\n _ensureGenerationCapacity(index) {\n if (!this._generations.has(index)) {\n // 计算需要扩展的起始位置\n const expansionStart = Math.floor(index / this._expansionBlockSize) * this._expansionBlockSize;\n // 预分配一个块\n this._preAllocateGenerations(expansionStart, this._expansionBlockSize);\n }\n }\n /**\n * 计算内存使用量\n *\n * @returns 内存使用字节数\n * @private\n */\n _calculateMemoryUsage() {\n const generationMapSize = this._generations.size * 16; // Map overhead + number pair\n const freeIndicesSize = this._freeIndices.length * 8;\n const pendingRecycleSize = this._pendingRecycle.length * 32;\n return generationMapSize + freeIndicesSize + pendingRecycleSize;\n }\n /**\n * 打包索引和世代为32位ID\n *\n * @param index 索引(16位)\n * @param generation 世代版本(16位)\n * @returns 打包后的32位ID\n * @private\n */\n _packId(index, generation) {\n return (generation << 16) | index;\n }\n /**\n * 从ID中解包索引\n *\n * @param id 32位ID\n * @returns 索引部分(16位)\n * @private\n */\n _unpackIndex(id) {\n return id & 0xFFFF;\n }\n /**\n * 从ID中解包世代版本\n *\n * @param id 32位ID\n * @returns 世代版本部分(16位)\n * @private\n */\n _unpackGeneration(id) {\n return (id >>> 16) & 0xFFFF;\n }\n /**\n * 内部ID有效性检查\n *\n * @param index 索引\n * @param generation 世代版本\n * @returns 是否有效\n * @private\n */\n _isValidId(index, generation) {\n if (index < 0 || index >= this._nextAvailableIndex) {\n return false;\n }\n const currentGeneration = this._generations.get(index);\n return currentGeneration !== undefined && currentGeneration === generation;\n }\n}\n/**\n * 最大索引限制(16位)\n * 这是框架设计选择:16位索引 + 16位版本 = 32位ID,确保高效位操作\n * 不是硬件限制,而是性能和内存效率的权衡\n */\nIdentifierPool.MAX_INDEX = 0xFFFF; // 65535\n/**\n * 最大世代限制(16位)\n */\nIdentifierPool.MAX_GENERATION = 0xFFFF; // 65535\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 * 重置管理器,移除所有注册的池\n */\n reset() {\n this.pools.clear();\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 * 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 this._setPool = [];\n this._componentTypeSetPool = [];\n }\n addEntity(entity) {\n if (entity.components.length === 0) {\n const componentTypes = this._componentTypeSetPool.pop() || new Set();\n componentTypes.clear();\n this._entityToComponents.set(entity, componentTypes);\n this._lastUpdated = Date.now();\n return;\n }\n const componentTypes = this._componentTypeSetPool.pop() || new Set();\n componentTypes.clear();\n for (const component of entity.components) {\n const componentType = component.constructor;\n componentTypes.add(componentType);\n let entities = this._componentToEntities.get(componentType);\n if (!entities) {\n entities = this._setPool.pop() || new Set();\n entities.clear();\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 if (this._setPool.length < 50) {\n entities.clear();\n this._setPool.push(entities);\n }\n }\n }\n }\n this._entityToComponents.delete(entity);\n if (this._componentTypeSetPool.length < 50) {\n componentTypes.clear();\n this._componentTypeSetPool.push(componentTypes);\n }\n this._lastUpdated = Date.now();\n }\n query(componentType) {\n const startTime = performance.now();\n const entities = this._componentToEntities.get(componentType);\n const result = entities ? new Set(entities) : new Set();\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 if (this._autoOptimize && this._activeIndex.getStats().queryCount % 100 === 0) {\n this.checkOptimization();\n }\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","import { createLogger } from '../../Utils/Logger';\n/**\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 * logger.debug('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 DirtyTrackingSystem._logger.error('脏数据监听器错误:', 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 DirtyTrackingSystem._logger.error('脏数据监听器通知错误:', 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}\nDirtyTrackingSystem._logger = createLogger('DirtyTrackingSystem');\n//# sourceMappingURL=DirtyTrackingSystem.js.map","import { ComponentRegistry } from './ComponentStorage';\nimport { BigIntFactory } from '../Utils/BigIntCompatibility';\nimport { createLogger } from '../../Utils/Logger';\nimport { ComponentPoolManager } from './ComponentPool';\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._logger = createLogger('QuerySystem');\n this.entities = [];\n this.indexDirty = true;\n // 版本号,用于缓存失效\n this._version = 0;\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 // 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 }\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 // 更新版本号\n this._version++;\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 // 更新版本号\n this._version++;\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 const maskKey = mask.toString();\n let maskSet = this.entityIndex.byMask.get(maskKey);\n if (!maskSet) {\n maskSet = new Set();\n this.entityIndex.byMask.set(maskKey, 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 maskKey = mask.toString();\n const maskSet = this.entityIndex.byMask.get(maskKey);\n if (maskSet) {\n maskSet.delete(entity);\n if (maskSet.size === 0) {\n this.entityIndex.byMask.delete(maskKey);\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 // 清理ArchetypeSystem和ComponentIndexManager\n this.archetypeSystem.clear();\n this.componentIndexManager.clear();\n for (const entity of this.entities) {\n this.addEntityToIndexes(entity);\n this.componentIndexManager.addEntity(entity);\n this.archetypeSystem.addEntity(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 * logger.info(`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 for (const archetype of archetypeResult.archetypes) {\n entities.push(...archetype.entities);\n }\n }\n else {\n try {\n 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 }\n catch (error) {\n entities = [];\n }\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 * 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 return []; // 如果没有找到任何组件集合,返回空结果\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.and(mask).equals(mask)) {\n result.push(entity);\n }\n }\n return result;\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 * logger.info(`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 * logger.info(`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.and(mask).isZero());\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 let mask = BigIntFactory.zero();\n let hasValidComponents = false;\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n mask = mask.or(bitMask);\n hasValidComponents = true;\n }\n catch (error) {\n this._logger.warn(`组件类型 ${type.name} 未注册,跳过`);\n }\n }\n // 如果没有有效的组件类型,返回一个不可能匹配的掩码\n if (!hasValidComponents) {\n return BigIntFactory.create(-1); // 所有位都是1,不可能与任何实体匹配\n }\n return mask;\n }\n /**\n * 获取当前版本号(用于缓存失效)\n */\n get version() {\n return this._version;\n }\n /**\n * 获取所有实体\n */\n getAllEntities() {\n return [...this.entities];\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._logger = createLogger('QueryBuilder');\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 = BigIntFactory.zero();\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n mask = mask.or(bitMask);\n }\n catch (error) {\n this._logger.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 * 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","import { createLogger } from '../../Utils/Logger';\n/**\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 TypeSafeEventSystem._logger.error(`事件处理器执行错误 ${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 TypeSafeEventSystem._logger.warn(`事件类型 ${eventType} 的监听器数量超过最大限制 (${this.maxListeners})`);\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 TypeSafeEventSystem._logger.error(`同步事件处理器执行错误 ${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 TypeSafeEventSystem._logger.error(`异步事件处理器执行错误 ${eventType}:`, error);\n }\n });\n // 等待所有异步监听器完成\n await Promise.all(asyncPromises);\n // 移除一次性监听器\n this.removeListeners(eventType, toRemove);\n // 更新统计信息\n this.updateStats(eventType, performance.now() - startTime);\n }\n /**\n * 按优先级排序监听器\n * @param listeners 监听器数组\n * @returns 排序后的监听器数组\n */\n sortListenersByPriority(listeners) {\n return listeners.slice().sort((a, b) => (b.config.priority || 0) - (a.config.priority || 0));\n }\n /**\n * 移除指定的监听器\n * @param eventType 事件类型\n * @param listenerIds 要移除的监听器ID数组\n */\n removeListeners(eventType, listenerIds) {\n if (listenerIds.length === 0)\n return;\n const listeners = this.listeners.get(eventType);\n if (!listeners)\n return;\n for (const id of listenerIds) {\n const index = listeners.findIndex(l => l.id === id);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n }\n // 如果没有监听器了,清理相关数据\n if (listeners.length === 0) {\n this.listeners.delete(eventType);\n this.stats.delete(eventType);\n }\n }\n /**\n * 添加事件到批处理队列\n * @param eventType 事件类型\n * @param event 事件数据\n */\n addToBatch(eventType, event) {\n let batch = this.batchQueue.get(eventType);\n if (!batch) {\n batch = [];\n this.batchQueue.set(eventType, batch);\n }\n batch.push(event);\n const config = this.batchConfigs.get(eventType);\n // 如果达到批处理大小,立即处理\n if (batch.length >= config.batchSize) {\n this.flushBatch(eventType);\n return;\n }\n // 设置延迟处理定时器\n if (!this.batchTimers.has(eventType)) {\n const timer = setTimeout(() => {\n this.flushBatch(eventType);\n }, config.delay);\n this.batchTimers.set(eventType, timer);\n }\n }\n /**\n * 处理批处理事件\n * @param eventType 事件类型\n * @param batch 批处理事件数组\n */\n async processBatch(eventType, batch) {\n // 创建批处理事件对象\n const batchEvent = {\n type: eventType,\n events: batch,\n count: batch.length,\n timestamp: Date.now()\n };\n // 触发批处理事件\n await this.executeEvent(`${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}\nTypeSafeEventSystem._logger = createLogger('EventSystem');\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 { createLogger } from '../../Utils/Logger';\nimport { 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 EventBus._logger.info(`发射事件: ${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 EventBus._logger.info(`发射异步事件: ${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 EventBus._logger.info(`添加监听器: ${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 EventBus._logger.info(`移除监听器: ${listenerId} 事件: ${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 EventBus._logger.info(`移除所有监听器: ${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 EventBus._logger.info('清空所有监听器');\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 EventBus._logger.warn(`未知事件类型: ${eventType}`);\n }\n // 在调试模式下添加自定义事件类型\n if (this.isDebugMode) {\n EventTypeValidator.addCustomType(eventType);\n }\n }\n }\n /**\n * 增强事件数据\n * @param eventType 事件类型\n * @param data 原始数据\n */\n enhanceEventData(eventType, data) {\n // 处理null或undefined数据\n if (data === null || data === undefined) {\n return {\n timestamp: Date.now(),\n eventId: `${eventType}_${++this.eventIdCounter}`,\n source: 'EventBus'\n };\n }\n const enhanced = data;\n // 如果数据还没有基础事件属性,添加它们\n if (!enhanced.timestamp) {\n enhanced.timestamp = Date.now();\n }\n if (!enhanced.eventId) {\n enhanced.eventId = `${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}\nEventBus._logger = createLogger('EventBus');\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 { 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';\nimport { EventBus } from './Core/EventBus';\n/**\n * 游戏场景默认实现类\n *\n * 实现IScene接口,提供场景的基础功能。\n * 推荐使用组合而非继承的方式来构建自定义场景。\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(config) {\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 // 应用配置\n if (config?.name) {\n this.name = config.name;\n }\n if (!Entity.eventBus) {\n Entity.eventBus = new EventBus(false);\n }\n if (Entity.eventBus) {\n Entity.eventBus.onComponentAdded((data) => {\n this.eventSystem.emitSync('component:added', data);\n });\n }\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 // 清理查询系统中的实体引用和缓存\n this.querySystem.setEntities([]);\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 this.eventSystem.emitSync('entity:created', { entityName: name, entity, scene: this });\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 * 从场景中删除所有实体\n */\n destroyAllEntities() {\n this.entities.removeAllEntities();\n // 清理查询系统中的实体引用和缓存\n this.querySystem.setEntities([]);\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 if (this.entityProcessors.processors.includes(processor)) {\n return processor;\n }\n processor.scene = this;\n this.entityProcessors.add(processor);\n processor.initialize();\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 processor.reset();\n processor.scene = null;\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 { Scene } from '../../Scene';\nimport { EntityBuilder } from './EntityBuilder';\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//# sourceMappingURL=SceneBuilder.js.map","/**\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//# sourceMappingURL=ComponentBuilder.js.map","/**\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//# sourceMappingURL=EntityBatchOperator.js.map","import { QueryBuilder } from '../QuerySystem';\nimport { EntityBuilder } from './EntityBuilder';\nimport { SceneBuilder } from './SceneBuilder';\nimport { ComponentBuilder } from './ComponentBuilder';\nimport { EntityBatchOperator } from './EntityBatchOperator';\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.findEntity(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.findEntitiesByTag(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 * 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=ECSFluentAPI.js.map","import { BigIntFactory } from './BigIntCompatibility';\n/**\n * 高性能位操作类\n *\n * 基于BigInt实现,支持任意数量的位操作。\n * 自动适配运行环境,在不支持BigInt的环境中使用兼容实现。\n *\n * @example\n * ```typescript\n * const bits = new Bits();\n * bits.set(0);\n * bits.set(5);\n * console.log(bits.get(0)); // true\n * console.log(bits.get(1)); // false\n * ```\n */\nexport class Bits {\n /**\n * 构造函数\n * @param initialValue 初始值,可以是IBigIntLike或数值\n */\n constructor(initialValue) {\n if (initialValue && typeof initialValue === 'object') {\n this._value = initialValue;\n }\n else {\n this._value = BigIntFactory.create(initialValue || 0);\n }\n }\n /**\n * 设置指定位置的位为1\n * @param index 位索引(从0开始)\n * @throws {Error} 当索引为负数时抛出错误\n */\n set(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n const mask = BigIntFactory.one().shiftLeft(index);\n this._value = this._value.or(mask);\n }\n /**\n * 清除指定位置的位(设为0)\n * @param index 位索引(从0开始)\n * @throws {Error} 当索引为负数时抛出错误\n */\n clear(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n const mask = BigIntFactory.one().shiftLeft(index).not();\n this._value = this._value.and(mask);\n }\n /**\n * 获取指定位置的位值\n * @param index 位索引(从0开始)\n * @returns 位值(true表示1,false表示0)\n */\n get(index) {\n if (index < 0) {\n return false;\n }\n const mask = BigIntFactory.one().shiftLeft(index);\n return !this._value.and(mask).isZero();\n }\n /**\n * 检查是否包含所有指定的位\n * @param other 另一个Bits对象\n * @returns 是否包含所有指定的位\n */\n containsAll(other) {\n const intersection = this._value.and(other._value);\n return intersection.equals(other._value);\n }\n /**\n * 检查是否包含任意一个指定的位\n * @param other 另一个Bits对象\n * @returns 是否包含任意一个指定的位\n */\n intersects(other) {\n return !this._value.and(other._value).isZero();\n }\n /**\n * 检查是否不包含任何指定的位\n * @param other 另一个Bits对象\n * @returns 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 = BigIntFactory.zero();\n }\n /**\n * 检查是否为空(没有设置任何位)\n * @returns 是否为空\n */\n isEmpty() {\n return this._value.isZero();\n }\n /**\n * 获取设置的位数量\n * @returns 设置为1的位数量\n */\n cardinality() {\n let count = 0;\n let value = this._value.clone();\n while (!value.isZero()) {\n const one = BigIntFactory.one();\n if (!value.and(one).isZero()) {\n count++;\n }\n value = value.shiftRight(1);\n }\n return count;\n }\n /**\n * 位运算:与\n * @param other 另一个Bits对象\n * @returns 新的Bits对象,包含与运算结果\n */\n and(other) {\n return new Bits(this._value.and(other._value));\n }\n /**\n * 位运算:或\n * @param other 另一个Bits对象\n * @returns 新的Bits对象,包含或运算结果\n */\n or(other) {\n return new Bits(this._value.or(other._value));\n }\n /**\n * 位运算:异或\n * @param other 另一个Bits对象\n * @returns 新的Bits对象,包含异或运算结果\n */\n xor(other) {\n return new Bits(this._value.xor(other._value));\n }\n /**\n * 位运算:非\n * @param maxBits 最大位数限制,默认64位\n * @returns 新的Bits对象,包含非运算结果\n */\n not(maxBits = 64) {\n return new Bits(this._value.not(maxBits));\n }\n /**\n * 复制另一个Bits对象\n * @param other 要复制的Bits对象\n */\n copyFrom(other) {\n this._value = other._value.clone();\n }\n /**\n * 创建当前Bits的副本\n * @returns 新的Bits对象副本\n */\n clone() {\n return new Bits(this._value.clone());\n }\n /**\n * 获取原始值\n * @returns 原始的IBigIntLike值\n */\n getValue() {\n return this._value;\n }\n /**\n * 设置原始值\n * @param value 新的值,可以是IBigIntLike或数值\n */\n setValue(value) {\n if (typeof value === 'object') {\n this._value = value;\n }\n else {\n this._value = BigIntFactory.create(value);\n }\n }\n /**\n * 获取调试信息\n * @returns 返回显示设置位索引的字符串\n */\n toString() {\n const bits = [];\n let index = 0;\n let value = this._value.clone();\n while (!value.isZero()) {\n const one = BigIntFactory.one();\n if (!value.and(one).isZero()) {\n bits.push(index.toString());\n }\n value = value.shiftRight(1);\n index++;\n }\n return `Bits[${bits.join(', ')}]`;\n }\n /**\n * 获取二进制表示\n * @param maxBits 最大位数,默认64位\n * @returns 二进制字符串表示\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 * @returns 十六进制字符串表示\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 * @param binaryString 二进制字符串\n * @returns 新的Bits对象\n */\n static fromBinaryString(binaryString) {\n const cleanString = binaryString.replace(/\\s/g, '');\n const value = BigIntFactory.fromBinaryString(cleanString);\n return new Bits(value);\n }\n /**\n * 从十六进制字符串创建Bits\n * @param hexString 十六进制字符串\n * @returns 新的Bits对象\n */\n static fromHexString(hexString) {\n const value = BigIntFactory.fromHexString(hexString);\n return new Bits(value);\n }\n /**\n * 比较两个Bits对象是否相等\n * @param other 另一个Bits对象\n * @returns 是否相等\n */\n equals(other) {\n return this._value.equals(other._value);\n }\n /**\n * 获取最高位的索引\n * @returns 最高位的索引,如果为空则返回-1\n */\n getHighestBitIndex() {\n if (this._value.isZero()) {\n return -1;\n }\n let index = 0;\n let value = this._value.clone();\n while (!value.shiftRight(1).isZero()) {\n value = value.shiftRight(1);\n index++;\n }\n return index;\n }\n /**\n * 获取最低位的索引\n * @returns 最低位的索引,如果为空则返回-1\n */\n getLowestBitIndex() {\n if (this._value.isZero()) {\n return -1;\n }\n let index = 0;\n let value = this._value.clone();\n const one = BigIntFactory.one();\n while (value.and(one).isZero()) {\n value = value.shiftRight(1);\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 { Core } from '../../Core';\nimport { ComponentTypeManager } from '../../ECS/Utils/ComponentTypeManager';\n/**\n * 实体数据收集器\n */\nexport class EntityDataCollector {\n collectEntityData() {\n const scene = Core.scene;\n if (!scene) {\n return this.getEmptyEntityDebugData();\n }\n const entityList = scene.entities;\n if (!entityList) {\n return this.getEmptyEntityDebugData();\n }\n let stats;\n try {\n stats = entityList.getStats ? entityList.getStats() : this.calculateFallbackEntityStats(entityList);\n }\n catch (error) {\n return {\n totalEntities: 0,\n activeEntities: 0,\n pendingAdd: 0,\n pendingRemove: 0,\n entitiesPerArchetype: [],\n topEntitiesByComponents: [],\n entityHierarchy: [],\n entityDetailsMap: {}\n };\n }\n const archetypeData = this.collectArchetypeData(scene);\n return {\n totalEntities: stats.totalEntities,\n activeEntities: stats.activeEntities,\n pendingAdd: stats.pendingAdd || 0,\n pendingRemove: stats.pendingRemove || 0,\n entitiesPerArchetype: archetypeData.distribution,\n topEntitiesByComponents: archetypeData.topEntities,\n entityHierarchy: [],\n entityDetailsMap: {}\n };\n }\n getRawEntityList() {\n const scene = Core.scene;\n if (!scene)\n return [];\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return [];\n return entityList.buffer.map((entity) => ({\n id: entity.id,\n name: entity.name || `Entity_${entity.id}`,\n active: entity.active !== false,\n enabled: entity.enabled !== false,\n activeInHierarchy: entity.activeInHierarchy !== false,\n componentCount: entity.components.length,\n componentTypes: entity.components.map((component) => component.constructor.name),\n parentId: entity.parent?.id || null,\n childIds: entity.children?.map((child) => child.id) || [],\n depth: entity.getDepth ? entity.getDepth() : 0,\n tag: entity.tag || 0,\n updateOrder: entity.updateOrder || 0\n }));\n }\n getEntityDetails(entityId) {\n try {\n const scene = Core.scene;\n if (!scene)\n return null;\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return null;\n const entity = entityList.buffer.find((e) => e.id === entityId);\n if (!entity)\n return null;\n const baseDebugInfo = entity.getDebugInfo ?\n entity.getDebugInfo() :\n this.buildFallbackEntityInfo(entity);\n const componentDetails = this.extractComponentDetails(entity.components);\n const sceneInfo = this.getSceneInfo(scene);\n return {\n ...baseDebugInfo,\n scene: sceneInfo.name,\n sceneName: sceneInfo.name,\n sceneType: sceneInfo.type,\n parentName: entity.parent?.name || null,\n components: componentDetails || [],\n componentCount: entity.components?.length || 0,\n componentTypes: entity.components?.map((comp) => comp.constructor.name) || []\n };\n }\n catch (error) {\n return {\n error: `获取实体详情失败: ${error instanceof Error ? error.message : String(error)}`,\n scene: '获取失败',\n components: [],\n componentCount: 0,\n componentTypes: []\n };\n }\n }\n getSceneInfo(scene) {\n let sceneName = '当前场景';\n let sceneType = 'Scene';\n try {\n if (scene.name && typeof scene.name === 'string' && scene.name.trim()) {\n sceneName = scene.name.trim();\n }\n else if (scene.constructor && scene.constructor.name) {\n sceneName = scene.constructor.name;\n sceneType = scene.constructor.name;\n }\n else if (scene._name && typeof scene._name === 'string' && scene._name.trim()) {\n sceneName = scene._name.trim();\n }\n else {\n const sceneClassName = Object.getPrototypeOf(scene)?.constructor?.name;\n if (sceneClassName && sceneClassName !== 'Object') {\n sceneName = sceneClassName;\n sceneType = sceneClassName;\n }\n }\n }\n catch (error) {\n sceneName = '场景名获取失败';\n }\n return { name: sceneName, type: sceneType };\n }\n collectEntityDataWithMemory() {\n const scene = Core.scene;\n if (!scene) {\n return this.getEmptyEntityDebugData();\n }\n const entityList = scene.entities;\n if (!entityList) {\n return this.getEmptyEntityDebugData();\n }\n let stats;\n try {\n stats = entityList.getStats ? entityList.getStats() : this.calculateFallbackEntityStats(entityList);\n }\n catch (error) {\n return {\n totalEntities: 0,\n activeEntities: 0,\n pendingAdd: 0,\n pendingRemove: 0,\n entitiesPerArchetype: [],\n topEntitiesByComponents: [],\n entityHierarchy: [],\n entityDetailsMap: {}\n };\n }\n const archetypeData = this.collectArchetypeDataWithMemory(scene);\n return {\n totalEntities: stats.totalEntities,\n activeEntities: stats.activeEntities,\n pendingAdd: stats.pendingAdd || 0,\n pendingRemove: stats.pendingRemove || 0,\n entitiesPerArchetype: archetypeData.distribution,\n topEntitiesByComponents: archetypeData.topEntities,\n entityHierarchy: this.buildEntityHierarchyTree(entityList),\n entityDetailsMap: this.buildEntityDetailsMap(entityList)\n };\n }\n collectArchetypeData(scene) {\n if (scene && scene.archetypeSystem && typeof scene.archetypeSystem.getAllArchetypes === 'function') {\n return this.extractArchetypeStatistics(scene.archetypeSystem);\n }\n const entityContainer = { entities: scene.entities?.buffer || [] };\n return {\n distribution: this.getArchetypeDistributionFast(entityContainer),\n topEntities: this.getTopEntitiesByComponentsFast(entityContainer)\n };\n }\n getArchetypeDistributionFast(entityContainer) {\n const distribution = new Map();\n if (entityContainer && entityContainer.entities) {\n entityContainer.entities.forEach((entity) => {\n const componentTypes = entity.components?.map((comp) => comp.constructor.name) || [];\n const signature = componentTypes.length > 0 ? componentTypes.sort().join(', ') : '无组件';\n const existing = distribution.get(signature);\n if (existing) {\n existing.count++;\n }\n else {\n distribution.set(signature, { count: 1, componentTypes });\n }\n });\n }\n return Array.from(distribution.entries())\n .map(([signature, data]) => ({\n signature,\n count: data.count,\n memory: 0\n }))\n .sort((a, b) => b.count - a.count)\n .slice(0, 20);\n }\n getTopEntitiesByComponentsFast(entityContainer) {\n if (!entityContainer || !entityContainer.entities) {\n return [];\n }\n return entityContainer.entities\n .map((entity) => ({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: 0\n }))\n .sort((a, b) => b.componentCount - a.componentCount)\n .slice(0, 10);\n }\n collectArchetypeDataWithMemory(scene) {\n if (scene && scene.archetypeSystem && typeof scene.archetypeSystem.getAllArchetypes === 'function') {\n return this.extractArchetypeStatisticsWithMemory(scene.archetypeSystem);\n }\n const entityContainer = { entities: scene.entities?.buffer || [] };\n return {\n distribution: this.getArchetypeDistributionWithMemory(entityContainer),\n topEntities: this.getTopEntitiesByComponentsWithMemory(entityContainer)\n };\n }\n extractArchetypeStatistics(archetypeSystem) {\n const archetypes = archetypeSystem.getAllArchetypes();\n const distribution = [];\n const topEntities = [];\n archetypes.forEach((archetype) => {\n const signature = archetype.componentTypes?.map((type) => type.name).join(',') || 'Unknown';\n const entityCount = archetype.entities?.length || 0;\n distribution.push({\n signature,\n count: entityCount,\n memory: 0\n });\n if (archetype.entities) {\n archetype.entities.slice(0, 5).forEach((entity) => {\n topEntities.push({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: 0\n });\n });\n }\n });\n distribution.sort((a, b) => b.count - a.count);\n topEntities.sort((a, b) => b.componentCount - a.componentCount);\n return { distribution, topEntities };\n }\n extractArchetypeStatisticsWithMemory(archetypeSystem) {\n const archetypes = archetypeSystem.getAllArchetypes();\n const distribution = [];\n const topEntities = [];\n archetypes.forEach((archetype) => {\n const signature = archetype.componentTypes?.map((type) => type.name).join(',') || 'Unknown';\n const entityCount = archetype.entities?.length || 0;\n let actualMemory = 0;\n if (archetype.entities && archetype.entities.length > 0) {\n const sampleSize = Math.min(5, archetype.entities.length);\n let sampleMemory = 0;\n for (let i = 0; i < sampleSize; i++) {\n sampleMemory += this.estimateEntityMemoryUsage(archetype.entities[i]);\n }\n actualMemory = (sampleMemory / sampleSize) * entityCount;\n }\n distribution.push({\n signature,\n count: entityCount,\n memory: actualMemory\n });\n if (archetype.entities) {\n archetype.entities.slice(0, 5).forEach((entity) => {\n topEntities.push({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: this.estimateEntityMemoryUsage(entity)\n });\n });\n }\n });\n distribution.sort((a, b) => b.count - a.count);\n topEntities.sort((a, b) => b.componentCount - a.componentCount);\n return { distribution, topEntities };\n }\n getArchetypeDistribution(entityContainer) {\n const distribution = new Map();\n if (entityContainer && entityContainer.entities) {\n entityContainer.entities.forEach((entity) => {\n const signature = entity.componentMask?.toString() || '0';\n const existing = distribution.get(signature);\n distribution.set(signature, (existing || 0) + 1);\n });\n }\n return Array.from(distribution.entries())\n .map(([signature, count]) => ({ signature, count, memory: 0 }))\n .sort((a, b) => b.count - a.count);\n }\n getArchetypeDistributionWithMemory(entityContainer) {\n const distribution = new Map();\n if (entityContainer && entityContainer.entities) {\n entityContainer.entities.forEach((entity) => {\n const componentTypes = entity.components?.map((comp) => comp.constructor.name) || [];\n const signature = componentTypes.length > 0 ? componentTypes.sort().join(', ') : '无组件';\n const existing = distribution.get(signature);\n let memory = this.estimateEntityMemoryUsage(entity);\n if (isNaN(memory) || memory < 0) {\n memory = 0;\n }\n if (existing) {\n existing.count++;\n existing.memory += memory;\n }\n else {\n distribution.set(signature, { count: 1, memory, componentTypes });\n }\n });\n }\n return Array.from(distribution.entries())\n .map(([signature, data]) => ({\n signature,\n count: data.count,\n memory: isNaN(data.memory) ? 0 : data.memory\n }))\n .sort((a, b) => b.count - a.count);\n }\n getTopEntitiesByComponents(entityContainer) {\n if (!entityContainer || !entityContainer.entities) {\n return [];\n }\n return entityContainer.entities\n .map((entity) => ({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: 0\n }))\n .sort((a, b) => b.componentCount - a.componentCount);\n }\n getTopEntitiesByComponentsWithMemory(entityContainer) {\n if (!entityContainer || !entityContainer.entities) {\n return [];\n }\n return entityContainer.entities\n .map((entity) => ({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: this.estimateEntityMemoryUsage(entity)\n }))\n .sort((a, b) => b.componentCount - a.componentCount);\n }\n getEmptyEntityDebugData() {\n return {\n totalEntities: 0,\n activeEntities: 0,\n pendingAdd: 0,\n pendingRemove: 0,\n entitiesPerArchetype: [],\n topEntitiesByComponents: [],\n entityHierarchy: [],\n entityDetailsMap: {}\n };\n }\n calculateFallbackEntityStats(entityList) {\n const allEntities = entityList.buffer || [];\n const activeEntities = allEntities.filter((entity) => entity.enabled && !entity._isDestroyed);\n return {\n totalEntities: allEntities.length,\n activeEntities: activeEntities.length,\n pendingAdd: 0,\n pendingRemove: 0,\n averageComponentsPerEntity: activeEntities.length > 0 ?\n allEntities.reduce((sum, e) => sum + (e.components?.length || 0), 0) / activeEntities.length : 0\n };\n }\n estimateEntityMemoryUsage(entity) {\n try {\n let totalSize = 0;\n const entitySize = this.calculateObjectSize(entity, ['components', 'children', 'parent']);\n if (!isNaN(entitySize) && entitySize > 0) {\n totalSize += entitySize;\n }\n if (entity.components && Array.isArray(entity.components)) {\n entity.components.forEach((component) => {\n const componentSize = this.calculateObjectSize(component, ['entity']);\n if (!isNaN(componentSize) && componentSize > 0) {\n totalSize += componentSize;\n }\n });\n }\n return isNaN(totalSize) || totalSize < 0 ? 0 : totalSize;\n }\n catch (error) {\n return 0;\n }\n }\n calculateObjectSize(obj, excludeKeys = []) {\n if (!obj || typeof obj !== 'object')\n return 0;\n const visited = new WeakSet();\n const maxDepth = 2;\n const calculate = (item, depth = 0) => {\n if (!item || typeof item !== 'object' || depth >= maxDepth) {\n return 0;\n }\n if (visited.has(item))\n return 0;\n visited.add(item);\n let itemSize = 32;\n try {\n const keys = Object.keys(item);\n const maxKeys = Math.min(keys.length, 20);\n for (let i = 0; i < maxKeys; i++) {\n const key = keys[i];\n if (excludeKeys.includes(key) ||\n key === 'constructor' ||\n key === '__proto__' ||\n key.startsWith('_cc_') ||\n key.startsWith('__')) {\n continue;\n }\n const value = item[key];\n itemSize += key.length * 2;\n if (typeof value === 'string') {\n itemSize += Math.min(value.length * 2, 200);\n }\n else if (typeof value === 'number') {\n itemSize += 8;\n }\n else if (typeof value === 'boolean') {\n itemSize += 4;\n }\n else if (Array.isArray(value)) {\n itemSize += 40 + Math.min(value.length * 8, 160);\n }\n else if (typeof value === 'object' && value !== null) {\n itemSize += calculate(value, depth + 1);\n }\n }\n }\n catch (error) {\n return 64;\n }\n return itemSize;\n };\n try {\n const size = calculate(obj);\n return Math.max(size, 32);\n }\n catch (error) {\n return 64;\n }\n }\n buildEntityHierarchyTree(entityList) {\n if (!entityList?.buffer)\n return [];\n const rootEntities = [];\n entityList.buffer.forEach((entity) => {\n if (!entity.parent) {\n const hierarchyNode = this.buildEntityHierarchyNode(entity);\n rootEntities.push(hierarchyNode);\n }\n });\n // 按实体名称排序,提供一致的显示顺序\n rootEntities.sort((nodeA, nodeB) => {\n if (nodeA.name < nodeB.name)\n return -1;\n if (nodeA.name > nodeB.name)\n return 1;\n return nodeA.id - nodeB.id;\n });\n return rootEntities;\n }\n /**\n * 构建实体层次结构节点\n */\n buildEntityHierarchyNode(entity) {\n let node = {\n id: entity.id,\n name: entity.name || `Entity_${entity.id}`,\n active: entity.active !== false,\n enabled: entity.enabled !== false,\n activeInHierarchy: entity.activeInHierarchy !== false,\n componentCount: entity.components.length,\n componentTypes: entity.components.map((component) => component.constructor.name),\n parentId: entity.parent?.id || null,\n children: [],\n depth: entity.getDepth ? entity.getDepth() : 0,\n tag: entity.tag || 0,\n updateOrder: entity.updateOrder || 0\n };\n // 递归构建子实体节点\n if (entity.children && entity.children.length > 0) {\n node.children = entity.children.map((child) => this.buildEntityHierarchyNode(child));\n }\n // 优先使用Entity的getDebugInfo方法\n if (typeof entity.getDebugInfo === 'function') {\n const debugInfo = entity.getDebugInfo();\n node = {\n ...node,\n ...debugInfo\n };\n }\n // 收集所有组件详细属性信息\n if (entity.components && entity.components.length > 0) {\n node.componentDetails = this.extractComponentDetails(entity.components);\n }\n return node;\n }\n /**\n * 构建实体详情映射\n */\n buildEntityDetailsMap(entityList) {\n if (!entityList?.buffer)\n return {};\n const entityDetailsMap = {};\n const entities = entityList.buffer;\n const batchSize = 100;\n for (let i = 0; i < entities.length; i += batchSize) {\n const batch = entities.slice(i, i + batchSize);\n batch.forEach((entity) => {\n const baseDebugInfo = entity.getDebugInfo ?\n entity.getDebugInfo() :\n this.buildFallbackEntityInfo(entity);\n const componentCacheStats = entity.getComponentCacheStats ?\n entity.getComponentCacheStats() : null;\n const componentDetails = this.extractComponentDetails(entity.components);\n entityDetailsMap[entity.id] = {\n ...baseDebugInfo,\n parentName: entity.parent?.name || null,\n components: componentDetails,\n componentTypes: baseDebugInfo.componentTypes ||\n componentDetails.map((comp) => comp.typeName),\n cachePerformance: componentCacheStats ? {\n hitRate: componentCacheStats.cacheStats.hitRate,\n size: componentCacheStats.cacheStats.size,\n maxSize: componentCacheStats.cacheStats.maxSize\n } : null\n };\n });\n }\n return entityDetailsMap;\n }\n /**\n * 构建实体基础信息\n */\n buildFallbackEntityInfo(entity) {\n const scene = Core.scene;\n const sceneInfo = this.getSceneInfo(scene);\n return {\n name: entity.name || `Entity_${entity.id}`,\n id: entity.id,\n enabled: entity.enabled !== false,\n active: entity.active !== false,\n activeInHierarchy: entity.activeInHierarchy !== false,\n destroyed: entity.isDestroyed || false,\n scene: sceneInfo.name,\n sceneName: sceneInfo.name,\n sceneType: sceneInfo.type,\n componentCount: entity.components.length,\n componentTypes: entity.components.map((component) => component.constructor.name),\n componentMask: entity.componentMask?.toString() || '0',\n parentId: entity.parent?.id || null,\n childCount: entity.children?.length || 0,\n childIds: entity.children.map((child) => child.id) || [],\n depth: entity.getDepth ? entity.getDepth() : 0,\n tag: entity.tag || 0,\n updateOrder: entity.updateOrder || 0\n };\n }\n /**\n * 提取组件详细信息\n */\n extractComponentDetails(components) {\n return components.map((component) => {\n let typeName = component.constructor.name;\n if (!typeName || typeName === 'Object' || typeName === 'Function') {\n try {\n const typeManager = ComponentTypeManager.instance;\n const componentType = component.constructor;\n const typeId = typeManager.getTypeId(componentType);\n typeName = typeManager.getTypeName(typeId);\n }\n catch (error) {\n typeName = 'UnknownComponent';\n }\n }\n // 提取实际的组件属性\n const properties = {};\n try {\n const propertyKeys = Object.keys(component);\n propertyKeys.forEach(propertyKey => {\n if (!propertyKey.startsWith('_') && propertyKey !== 'entity' && propertyKey !== 'constructor') {\n const propertyValue = component[propertyKey];\n if (propertyValue !== undefined && propertyValue !== null) {\n properties[propertyKey] = this.formatPropertyValue(propertyValue);\n }\n }\n });\n // 如果没有找到任何属性,添加一些调试信息\n if (Object.keys(properties).length === 0) {\n properties._info = '该组件没有公开属性';\n properties._componentId = component.constructor.name;\n }\n }\n catch (error) {\n properties._error = '属性提取失败';\n properties._componentId = component.constructor.name;\n }\n return {\n typeName: typeName,\n properties: properties\n };\n });\n }\n /**\n * 获取组件的完整属性信息(仅在需要时调用)\n */\n getComponentProperties(entityId, componentIndex) {\n try {\n const scene = Core.scene;\n if (!scene)\n return {};\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return {};\n const entity = entityList.buffer.find((e) => e.id === entityId);\n if (!entity || componentIndex >= entity.components.length)\n return {};\n const component = entity.components[componentIndex];\n const properties = {};\n const propertyKeys = Object.keys(component);\n propertyKeys.forEach(propertyKey => {\n if (!propertyKey.startsWith('_') && propertyKey !== 'entity') {\n const propertyValue = component[propertyKey];\n if (propertyValue !== undefined && propertyValue !== null) {\n properties[propertyKey] = this.formatPropertyValue(propertyValue);\n }\n }\n });\n return properties;\n }\n catch (error) {\n return { _error: '属性提取失败' };\n }\n }\n /**\n * 格式化属性值\n */\n formatPropertyValue(value, depth = 0) {\n if (value === null || value === undefined) {\n return value;\n }\n if (typeof value !== 'object') {\n if (typeof value === 'string' && value.length > 200) {\n return `[长字符串: ${value.length}字符] ${value.substring(0, 100)}...`;\n }\n return value;\n }\n if (depth === 0) {\n return this.formatObjectFirstLevel(value);\n }\n else {\n return this.createLazyLoadPlaceholder(value);\n }\n }\n /**\n * 格式化对象第一层\n */\n formatObjectFirstLevel(obj) {\n try {\n if (Array.isArray(obj)) {\n if (obj.length === 0)\n return [];\n if (obj.length > 10) {\n const sample = obj.slice(0, 3).map(item => this.formatPropertyValue(item, 1));\n return {\n _isLazyArray: true,\n _arrayLength: obj.length,\n _sample: sample,\n _summary: `数组[${obj.length}个元素]`\n };\n }\n return obj.map(item => this.formatPropertyValue(item, 1));\n }\n const keys = Object.keys(obj);\n if (keys.length === 0)\n return {};\n const result = {};\n let processedCount = 0;\n const maxProperties = 15;\n for (const key of keys) {\n if (processedCount >= maxProperties) {\n result._hasMoreProperties = true;\n result._totalProperties = keys.length;\n result._hiddenCount = keys.length - processedCount;\n break;\n }\n if (key.startsWith('_') || key.startsWith('$') || typeof obj[key] === 'function') {\n continue;\n }\n try {\n const value = obj[key];\n if (value !== null && value !== undefined) {\n result[key] = this.formatPropertyValue(value, 1);\n processedCount++;\n }\n }\n catch (error) {\n result[key] = `[访问失败: ${error instanceof Error ? error.message : String(error)}]`;\n processedCount++;\n }\n }\n return result;\n }\n catch (error) {\n return `[对象解析失败: ${error instanceof Error ? error.message : String(error)}]`;\n }\n }\n /**\n * 创建懒加载占位符\n */\n createLazyLoadPlaceholder(obj) {\n try {\n const typeName = obj.constructor?.name || 'Object';\n const summary = this.getObjectSummary(obj, typeName);\n return {\n _isLazyObject: true,\n _typeName: typeName,\n _summary: summary,\n _objectId: this.generateObjectId(obj)\n };\n }\n catch (error) {\n return {\n _isLazyObject: true,\n _typeName: 'Unknown',\n _summary: `无法分析的对象: ${error instanceof Error ? error.message : String(error)}`,\n _objectId: Math.random().toString(36).substr(2, 9)\n };\n }\n }\n /**\n * 获取对象摘要信息\n */\n getObjectSummary(obj, typeName) {\n try {\n if (typeName.toLowerCase().includes('vec') || typeName.toLowerCase().includes('vector')) {\n if (obj.x !== undefined && obj.y !== undefined) {\n const z = obj.z !== undefined ? obj.z : '';\n return `${typeName}(${obj.x}, ${obj.y}${z ? ', ' + z : ''})`;\n }\n }\n if (typeName.toLowerCase().includes('color')) {\n if (obj.r !== undefined && obj.g !== undefined && obj.b !== undefined) {\n const a = obj.a !== undefined ? obj.a : 1;\n return `${typeName}(${obj.r}, ${obj.g}, ${obj.b}, ${a})`;\n }\n }\n if (typeName.toLowerCase().includes('node')) {\n const name = obj.name || obj._name || '未命名';\n return `${typeName}: ${name}`;\n }\n if (typeName.toLowerCase().includes('component')) {\n const nodeName = obj.node?.name || obj.node?._name || '';\n return `${typeName}${nodeName ? ` on ${nodeName}` : ''}`;\n }\n const keys = Object.keys(obj);\n if (keys.length === 0) {\n return `${typeName} (空对象)`;\n }\n return `${typeName} (${keys.length}个属性)`;\n }\n catch (error) {\n return `${typeName} (无法分析)`;\n }\n }\n /**\n * 生成对象ID\n */\n generateObjectId(obj) {\n try {\n if (obj.id !== undefined)\n return `obj_${obj.id}`;\n if (obj._id !== undefined)\n return `obj_${obj._id}`;\n if (obj.uuid !== undefined)\n return `obj_${obj.uuid}`;\n if (obj._uuid !== undefined)\n return `obj_${obj._uuid}`;\n return `obj_${Math.random().toString(36).substr(2, 9)}`;\n }\n catch {\n return `obj_${Math.random().toString(36).substr(2, 9)}`;\n }\n }\n /**\n * 展开懒加载对象(供调试面板调用)\n */\n expandLazyObject(entityId, componentIndex, propertyPath) {\n try {\n const scene = Core.scene;\n if (!scene)\n return null;\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return null;\n // 找到对应的实体\n const entity = entityList.buffer.find((e) => e.id === entityId);\n if (!entity)\n return null;\n // 找到对应的组件\n if (componentIndex >= entity.components.length)\n return null;\n const component = entity.components[componentIndex];\n // 根据属性路径找到对象\n const targetObject = this.getObjectByPath(component, propertyPath);\n if (!targetObject)\n return null;\n // 展开这个对象的第一层属性\n return this.formatObjectFirstLevel(targetObject);\n }\n catch (error) {\n return {\n error: `展开失败: ${error instanceof Error ? error.message : String(error)}`\n };\n }\n }\n /**\n * 根据路径获取对象\n */\n getObjectByPath(root, path) {\n if (!path)\n return root;\n const parts = path.split('.');\n let current = root;\n for (const part of parts) {\n if (current === null || current === undefined)\n return null;\n // 处理数组索引\n if (part.includes('[') && part.includes(']')) {\n const arrayName = part.substring(0, part.indexOf('['));\n const index = parseInt(part.substring(part.indexOf('[') + 1, part.indexOf(']')));\n if (arrayName) {\n current = current[arrayName];\n }\n if (Array.isArray(current) && index >= 0 && index < current.length) {\n current = current[index];\n }\n else {\n return null;\n }\n }\n else {\n current = current[part];\n }\n }\n return current;\n }\n}\n//# sourceMappingURL=EntityDataCollector.js.map","import { Core } from '../../Core';\n/**\n * 系统数据收集器\n */\nexport class SystemDataCollector {\n /**\n * 收集系统数据\n */\n collectSystemData(performanceMonitor) {\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 let systemStats = new Map();\n let systemData = new Map();\n if (performanceMonitor) {\n try {\n systemStats = performanceMonitor.getAllSystemStats();\n systemData = performanceMonitor.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//# sourceMappingURL=SystemDataCollector.js.map","import { Time } from '../Time';\nimport { Core } from '../../Core';\n/**\n * 性能数据收集器\n */\nexport class PerformanceDataCollector {\n constructor() {\n this.frameTimeHistory = [];\n this.maxHistoryLength = 60;\n this.lastGCCount = 0;\n this.gcCollections = 0;\n this.lastMemoryCheck = 0;\n }\n /**\n * 收集性能数据\n */\n collectPerformanceData(performanceMonitor) {\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(performanceMonitor);\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,\n minFrameTime: minECSTime,\n maxFrameTime: maxECSTime,\n frameTimeHistory: [...this.frameTimeHistory],\n systemPerformance: this.getSystemPerformance(performanceMonitor),\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(performanceMonitor) {\n // 检查性能监视器是否存在\n if (!performanceMonitor) {\n // 尝试从Core实例获取性能监视器\n try {\n const coreInstance = Core.Instance;\n if (coreInstance && coreInstance._performanceMonitor) {\n performanceMonitor = coreInstance._performanceMonitor;\n }\n else {\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n }\n catch (error) {\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n }\n if (!performanceMonitor.enabled) {\n // 尝试启用性能监视器\n try {\n performanceMonitor.enabled = true;\n }\n catch (error) {\n // 如果无法启用,返回默认值\n }\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n try {\n let totalTime = 0;\n const systemBreakdown = [];\n const stats = performanceMonitor.getAllSystemStats();\n if (stats.size === 0) {\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 // 使用最近的执行时间而不是平均时间,这样更能反映当前状态\n const systemTime = stat.recentTimes && stat.recentTimes.length > 0 ?\n stat.recentTimes[stat.recentTimes.length - 1] :\n (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 return {\n totalExecutionTime: totalTime,\n systemBreakdown: systemBreakdown\n };\n }\n catch (error) {\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n }\n /**\n * 获取系统性能数据\n */\n getSystemPerformance(performanceMonitor) {\n if (!performanceMonitor) {\n return [];\n }\n try {\n const stats = performanceMonitor.getAllSystemStats();\n const systemData = performanceMonitor.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 || 0,\n maxTime: stat.maxTime || 0,\n minTime: stat.minTime === Number.MAX_VALUE ? 0 : (stat.minTime || 0),\n samples: stat.executionCount || 0,\n percentage: 0,\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 memoryInfo = {\n entities: 0,\n components: 0,\n systems: 0,\n pooled: 0,\n totalMemory: 0,\n usedMemory: 0,\n freeMemory: 0,\n gcCollections: this.updateGCCount()\n };\n try {\n if (performance.memory) {\n const perfMemory = performance.memory;\n memoryInfo.totalMemory = perfMemory.jsHeapSizeLimit || 512 * 1024 * 1024;\n memoryInfo.usedMemory = perfMemory.usedJSHeapSize || 0;\n memoryInfo.freeMemory = memoryInfo.totalMemory - memoryInfo.usedMemory;\n // 检测GC:如果使用的内存突然大幅减少,可能发生了GC\n if (this.lastMemoryCheck > 0) {\n const memoryDrop = this.lastMemoryCheck - memoryInfo.usedMemory;\n if (memoryDrop > 1024 * 1024) { // 内存减少超过1MB\n this.gcCollections++;\n }\n }\n this.lastMemoryCheck = memoryInfo.usedMemory;\n }\n else {\n memoryInfo.totalMemory = 512 * 1024 * 1024;\n memoryInfo.freeMemory = 512 * 1024 * 1024;\n }\n }\n catch (error) {\n return {\n totalMemory: 0,\n usedMemory: 0,\n freeMemory: 0,\n entityMemory: 0,\n componentMemory: 0,\n systemMemory: 0,\n pooledMemory: 0,\n gcCollections: this.gcCollections\n };\n }\n return memoryInfo;\n }\n /**\n * 更新GC计数\n */\n updateGCCount() {\n try {\n // 尝试使用PerformanceObserver来检测GC\n if (typeof PerformanceObserver !== 'undefined') {\n // 这是一个简化的GC检测方法\n // 实际的GC检测需要更复杂的逻辑\n return this.gcCollections;\n }\n // 如果有其他GC检测API,可以在这里添加\n if (performance.measureUserAgentSpecificMemory) {\n // 实验性API,可能不可用\n return this.gcCollections;\n }\n return this.gcCollections;\n }\n catch (error) {\n return this.gcCollections;\n }\n }\n}\n//# sourceMappingURL=PerformanceDataCollector.js.map","import { Core } from '../../Core';\nimport { ComponentPoolManager } from '../../ECS/Core/ComponentPool';\n/**\n * 组件数据收集器\n */\nexport class ComponentDataCollector {\n /**\n * 收集组件数据(轻量版,不计算实际内存大小)\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 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 // 使用预估的基础内存大小,避免每帧计算\n const memoryPerInstance = this.getEstimatedComponentSize(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 * 获取组件类型的估算内存大小(基于预设值,不进行实际计算)\n */\n getEstimatedComponentSize(typeName) {\n if (ComponentDataCollector.componentSizeCache.has(typeName)) {\n return ComponentDataCollector.componentSizeCache.get(typeName);\n }\n const scene = Core.scene;\n if (!scene)\n return 64;\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return 64;\n let calculatedSize = 64;\n try {\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 calculatedSize = this.calculateQuickObjectSize(component);\n break;\n }\n }\n }\n }\n catch (error) {\n calculatedSize = 64;\n }\n ComponentDataCollector.componentSizeCache.set(typeName, calculatedSize);\n return calculatedSize;\n }\n calculateQuickObjectSize(obj) {\n if (!obj || typeof obj !== 'object')\n return 8;\n let size = 32;\n const visited = new WeakSet();\n const calculate = (item, depth = 0) => {\n if (!item || typeof item !== 'object' || visited.has(item) || depth > 3) {\n return 0;\n }\n visited.add(item);\n let itemSize = 0;\n try {\n const keys = Object.keys(item);\n for (let i = 0; i < Math.min(keys.length, 20); i++) {\n const key = keys[i];\n if (key === 'entity' || key === '_entity' || key === 'constructor')\n continue;\n const value = item[key];\n itemSize += key.length * 2;\n if (typeof value === 'string') {\n itemSize += Math.min(value.length * 2, 200);\n }\n else if (typeof value === 'number') {\n itemSize += 8;\n }\n else if (typeof value === 'boolean') {\n itemSize += 4;\n }\n else if (typeof value === 'object' && value !== null) {\n itemSize += calculate(value, depth + 1);\n }\n }\n }\n catch (error) {\n return 32;\n }\n return itemSize;\n };\n size += calculate(obj);\n return Math.max(size, 32);\n }\n /**\n * 为内存快照功能提供的详细内存计算\n * 只在用户主动请求内存快照时调用\n */\n calculateDetailedComponentMemory(typeName) {\n const scene = Core.scene;\n if (!scene)\n return this.getEstimatedComponentSize(typeName);\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return this.getEstimatedComponentSize(typeName);\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,使用估算值\n }\n return this.getEstimatedComponentSize(typeName);\n }\n /**\n * 估算对象内存大小(仅用于内存快照)\n * 优化版本:减少递归深度,提高性能\n */\n estimateObjectSize(obj, visited = new WeakSet(), depth = 0) {\n if (obj === null || obj === undefined || depth > 10)\n return 0;\n if (visited.has(obj))\n return 0;\n let size = 0;\n const type = typeof obj;\n switch (type) {\n case 'boolean':\n size = 4;\n break;\n case 'number':\n size = 8;\n break;\n case 'string':\n size = 24 + Math.min(obj.length * 2, 1000);\n break;\n case 'object':\n visited.add(obj);\n if (Array.isArray(obj)) {\n size = 40 + (obj.length * 8);\n const maxElements = Math.min(obj.length, 50);\n for (let i = 0; i < maxElements; i++) {\n size += this.estimateObjectSize(obj[i], visited, depth + 1);\n }\n }\n else {\n size = 32;\n try {\n const ownKeys = Object.getOwnPropertyNames(obj);\n const maxProps = Math.min(ownKeys.length, 30);\n for (let i = 0; i < maxProps; i++) {\n const key = ownKeys[i];\n if (key === 'constructor' ||\n key === '__proto__' ||\n key === 'entity' ||\n key === '_entity' ||\n key.startsWith('_cc_') ||\n key.startsWith('__')) {\n continue;\n }\n try {\n size += 16 + (key.length * 2);\n const value = obj[key];\n if (value !== undefined && value !== null) {\n size += this.estimateObjectSize(value, visited, depth + 1);\n }\n }\n catch (error) {\n continue;\n }\n }\n }\n catch (error) {\n size = 128;\n }\n }\n break;\n default:\n size = 8;\n }\n return Math.ceil(size / 8) * 8;\n }\n static clearCache() {\n ComponentDataCollector.componentSizeCache.clear();\n }\n}\nComponentDataCollector.componentSizeCache = new Map();\n//# sourceMappingURL=ComponentDataCollector.js.map","import { Core } from '../../Core';\n/**\n * 场景数据收集器\n */\nexport class SceneDataCollector {\n constructor() {\n this.sceneStartTime = Date.now();\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 * 设置场景开始时间\n */\n setSceneStartTime(time) {\n this.sceneStartTime = time;\n }\n}\n//# sourceMappingURL=SceneDataCollector.js.map","/**\n * WebSocket连接管理器\n */\nexport class WebSocketManager {\n constructor(url, autoReconnect = true) {\n this.isConnected = false;\n this.reconnectAttempts = 0;\n this.maxReconnectAttempts = 5;\n this.reconnectInterval = 2000;\n this.url = url;\n this.autoReconnect = autoReconnect;\n }\n /**\n * 设置消息处理回调\n */\n setMessageHandler(handler) {\n this.messageHandler = handler;\n }\n /**\n * 连接WebSocket\n */\n connect() {\n return new Promise((resolve, reject) => {\n try {\n this.ws = new WebSocket(this.url);\n this.ws.onopen = (event) => {\n this.handleOpen(event);\n resolve();\n };\n this.ws.onclose = (event) => {\n this.handleClose(event);\n };\n this.ws.onerror = (error) => {\n this.handleError(error);\n reject(error);\n };\n this.ws.onmessage = (event) => {\n this.handleMessage(event);\n };\n }\n catch (error) {\n this.handleConnectionFailure(error);\n reject(error);\n }\n });\n }\n /**\n * 断开连接\n */\n disconnect() {\n if (this.ws) {\n this.autoReconnect = false; // 主动断开时不自动重连\n this.ws.close();\n this.ws = undefined;\n }\n this.isConnected = false;\n }\n /**\n * 发送数据\n */\n send(data) {\n if (!this.isConnected || !this.ws) {\n return;\n }\n try {\n const message = typeof data === 'string' ? data : JSON.stringify(data);\n this.ws.send(message);\n }\n catch (error) {\n }\n }\n /**\n * 获取连接状态\n */\n getConnectionStatus() {\n return this.isConnected;\n }\n /**\n * 设置最大重连次数\n */\n setMaxReconnectAttempts(attempts) {\n this.maxReconnectAttempts = attempts;\n }\n /**\n * 设置重连间隔\n */\n setReconnectInterval(interval) {\n this.reconnectInterval = interval;\n }\n /**\n * 计划重连\n */\n scheduleReconnect() {\n if (this.reconnectTimer) {\n clearTimeout(this.reconnectTimer);\n }\n const delay = Math.min(1000 * Math.pow(2, this.reconnectAttempts), 30000);\n this.reconnectAttempts++;\n this.reconnectTimer = setTimeout(() => {\n this.connect().catch(error => {\n if (this.reconnectAttempts < this.maxReconnectAttempts) {\n this.scheduleReconnect();\n }\n });\n }, delay);\n }\n /**\n * 处理接收到的消息\n */\n handleMessage(event) {\n try {\n const message = JSON.parse(event.data);\n // 调用消息处理回调\n if (this.messageHandler) {\n this.messageHandler(message);\n }\n }\n catch (error) {\n }\n }\n handleOpen(event) {\n this.isConnected = true;\n this.reconnectAttempts = 0;\n if (this.onOpen) {\n this.onOpen(event);\n }\n }\n handleClose(event) {\n this.isConnected = false;\n if (this.onClose) {\n this.onClose(event);\n }\n if (this.autoReconnect && this.reconnectAttempts < this.maxReconnectAttempts) {\n this.scheduleReconnect();\n }\n }\n handleError(error) {\n if (this.onError) {\n this.onError(error);\n }\n }\n handleConnectionFailure(error) {\n if (this.onError) {\n this.onError(error);\n }\n }\n}\n//# sourceMappingURL=WebSocketManager.js.map","import { EntityDataCollector } from './EntityDataCollector';\nimport { SystemDataCollector } from './SystemDataCollector';\nimport { PerformanceDataCollector } from './PerformanceDataCollector';\nimport { ComponentDataCollector } from './ComponentDataCollector';\nimport { SceneDataCollector } from './SceneDataCollector';\nimport { WebSocketManager } from './WebSocketManager';\nimport { Core } from '../../Core';\nimport { ComponentPoolManager } from '../../ECS/Core/ComponentPool';\nimport { Pool } from '../../Utils/Pool';\n/**\n * 调试管理器\n *\n * 整合所有调试数据收集器,负责收集和发送调试数据\n */\nexport class DebugManager {\n constructor(core, config) {\n this.frameCounter = 0;\n this.lastSendTime = 0;\n this.isRunning = false;\n this.config = config;\n // 初始化数据收集器\n this.entityCollector = new EntityDataCollector();\n this.systemCollector = new SystemDataCollector();\n this.performanceCollector = new PerformanceDataCollector();\n this.componentCollector = new ComponentDataCollector();\n this.sceneCollector = new SceneDataCollector();\n // 初始化WebSocket管理器\n this.webSocketManager = new WebSocketManager(config.websocketUrl, config.autoReconnect !== false);\n // 设置消息处理回调\n this.webSocketManager.setMessageHandler(this.handleMessage.bind(this));\n // 计算发送间隔(基于帧率)\n const debugFrameRate = config.debugFrameRate || 30;\n this.sendInterval = 1000 / debugFrameRate;\n this.start();\n }\n /**\n * 启动调试管理器\n */\n start() {\n if (this.isRunning)\n return;\n this.isRunning = true;\n this.connectWebSocket();\n }\n /**\n * 停止调试管理器\n */\n stop() {\n if (!this.isRunning)\n return;\n this.isRunning = false;\n this.webSocketManager.disconnect();\n }\n /**\n * 更新配置\n */\n updateConfig(config) {\n this.config = config;\n // 更新发送间隔\n const debugFrameRate = config.debugFrameRate || 30;\n this.sendInterval = 1000 / debugFrameRate;\n // 重新连接WebSocket(如果URL变化)\n if (this.webSocketManager && config.websocketUrl) {\n this.webSocketManager.disconnect();\n this.webSocketManager = new WebSocketManager(config.websocketUrl, config.autoReconnect !== false);\n this.webSocketManager.setMessageHandler(this.handleMessage.bind(this));\n this.connectWebSocket();\n }\n }\n /**\n * 帧更新回调\n */\n onFrameUpdate(deltaTime) {\n if (!this.isRunning || !this.config.enabled)\n return;\n this.frameCounter++;\n const currentTime = Date.now();\n // 基于配置的帧率发送数据\n if (currentTime - this.lastSendTime >= this.sendInterval) {\n this.sendDebugData();\n this.lastSendTime = currentTime;\n }\n }\n /**\n * 场景变更回调\n */\n onSceneChanged() {\n // 场景变更时立即发送一次数据\n if (this.isRunning && this.config.enabled) {\n this.sendDebugData();\n }\n }\n /**\n * 处理来自调试面板的消息\n */\n handleMessage(message) {\n try {\n switch (message.type) {\n case 'capture_memory_snapshot':\n this.handleMemorySnapshotRequest();\n break;\n case 'config_update':\n if (message.config) {\n this.updateConfig({ ...this.config, ...message.config });\n }\n break;\n case 'expand_lazy_object':\n this.handleExpandLazyObjectRequest(message);\n break;\n case 'get_component_properties':\n this.handleGetComponentPropertiesRequest(message);\n break;\n case 'get_raw_entity_list':\n this.handleGetRawEntityListRequest(message);\n break;\n case 'get_entity_details':\n this.handleGetEntityDetailsRequest(message);\n break;\n case 'ping':\n this.webSocketManager.send({\n type: 'pong',\n timestamp: Date.now()\n });\n break;\n default:\n // 未知消息类型,忽略\n break;\n }\n }\n catch (error) {\n // console.error('[ECS Debug] 处理消息失败:', error);\n if (message.requestId) {\n this.webSocketManager.send({\n type: 'error_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n }\n /**\n * 处理展开懒加载对象请求\n */\n handleExpandLazyObjectRequest(message) {\n try {\n const { entityId, componentIndex, propertyPath, requestId } = message;\n if (entityId === undefined || componentIndex === undefined || !propertyPath) {\n this.webSocketManager.send({\n type: 'expand_lazy_object_response',\n requestId,\n error: '缺少必要参数'\n });\n return;\n }\n const expandedData = this.entityCollector.expandLazyObject(entityId, componentIndex, propertyPath);\n this.webSocketManager.send({\n type: 'expand_lazy_object_response',\n requestId,\n data: expandedData\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'expand_lazy_object_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n /**\n * 处理获取组件属性请求\n */\n handleGetComponentPropertiesRequest(message) {\n try {\n const { entityId, componentIndex, requestId } = message;\n if (entityId === undefined || componentIndex === undefined) {\n this.webSocketManager.send({\n type: 'get_component_properties_response',\n requestId,\n error: '缺少必要参数'\n });\n return;\n }\n const properties = this.entityCollector.getComponentProperties(entityId, componentIndex);\n this.webSocketManager.send({\n type: 'get_component_properties_response',\n requestId,\n data: properties\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'get_component_properties_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n /**\n * 处理获取原始实体列表请求\n */\n handleGetRawEntityListRequest(message) {\n try {\n const { requestId } = message;\n const rawEntityList = this.entityCollector.getRawEntityList();\n this.webSocketManager.send({\n type: 'get_raw_entity_list_response',\n requestId,\n data: rawEntityList\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'get_raw_entity_list_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n /**\n * 处理获取实体详情请求\n */\n handleGetEntityDetailsRequest(message) {\n try {\n const { entityId, requestId } = message;\n if (entityId === undefined) {\n this.webSocketManager.send({\n type: 'get_entity_details_response',\n requestId,\n error: '缺少实体ID参数'\n });\n return;\n }\n const entityDetails = this.entityCollector.getEntityDetails(entityId);\n this.webSocketManager.send({\n type: 'get_entity_details_response',\n requestId,\n data: entityDetails\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'get_entity_details_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n /**\n * 处理内存快照请求\n */\n handleMemorySnapshotRequest() {\n try {\n const memorySnapshot = this.captureMemorySnapshot();\n this.webSocketManager.send({\n type: 'memory_snapshot_response',\n data: memorySnapshot\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'memory_snapshot_error',\n error: error instanceof Error ? error.message : '内存快照捕获失败'\n });\n }\n }\n /**\n * 捕获内存快照\n */\n captureMemorySnapshot() {\n const timestamp = Date.now();\n // 使用专门的内存计算方法收集实体数据\n const entityData = this.entityCollector.collectEntityDataWithMemory();\n // 收集其他内存统计\n const baseMemoryInfo = this.collectBaseMemoryInfo();\n const scene = Core.scene;\n const componentMemoryStats = scene?.entities ? this.collectComponentMemoryStats(scene.entities) : { totalMemory: 0, componentTypes: 0, totalInstances: 0, breakdown: [] };\n const systemMemoryStats = this.collectSystemMemoryStats();\n const poolMemoryStats = this.collectPoolMemoryStats();\n const performanceStats = this.collectPerformanceStats();\n // 计算总内存使用量\n const totalEntityMemory = entityData.entitiesPerArchetype.reduce((sum, arch) => sum + arch.memory, 0);\n return {\n timestamp,\n version: '2.0',\n summary: {\n totalEntities: entityData.totalEntities,\n totalMemoryUsage: baseMemoryInfo.usedMemory,\n totalMemoryLimit: baseMemoryInfo.totalMemory,\n memoryUtilization: (baseMemoryInfo.usedMemory / baseMemoryInfo.totalMemory * 100),\n gcCollections: baseMemoryInfo.gcCollections,\n entityMemory: totalEntityMemory,\n componentMemory: componentMemoryStats.totalMemory,\n systemMemory: systemMemoryStats.totalMemory,\n poolMemory: poolMemoryStats.totalMemory\n },\n baseMemory: baseMemoryInfo,\n entities: {\n totalMemory: totalEntityMemory,\n entityCount: entityData.totalEntities,\n archetypes: entityData.entitiesPerArchetype,\n largestEntities: entityData.topEntitiesByComponents\n },\n components: componentMemoryStats,\n systems: systemMemoryStats,\n pools: poolMemoryStats,\n performance: performanceStats\n };\n }\n /**\n * 收集基础内存信息\n */\n collectBaseMemoryInfo() {\n const memoryInfo = {\n totalMemory: 0,\n usedMemory: 0,\n freeMemory: 0,\n gcCollections: 0,\n heapInfo: null,\n detailedMemory: undefined\n };\n try {\n // 类型安全的performance memory访问\n const performanceWithMemory = performance;\n if (performanceWithMemory.memory) {\n const perfMemory = performanceWithMemory.memory;\n memoryInfo.totalMemory = perfMemory.jsHeapSizeLimit || 512 * 1024 * 1024;\n memoryInfo.usedMemory = perfMemory.usedJSHeapSize || 0;\n memoryInfo.freeMemory = memoryInfo.totalMemory - memoryInfo.usedMemory;\n memoryInfo.heapInfo = {\n totalJSHeapSize: perfMemory.totalJSHeapSize || 0,\n usedJSHeapSize: perfMemory.usedJSHeapSize || 0,\n jsHeapSizeLimit: perfMemory.jsHeapSizeLimit || 0\n };\n }\n else {\n memoryInfo.totalMemory = 512 * 1024 * 1024;\n memoryInfo.freeMemory = 512 * 1024 * 1024;\n }\n // 尝试获取GC信息\n if (performanceWithMemory.measureUserAgentSpecificMemory) {\n performanceWithMemory.measureUserAgentSpecificMemory().then((result) => {\n memoryInfo.detailedMemory = result;\n }).catch(() => {\n // 忽略错误\n });\n }\n }\n catch (error) {\n // 使用默认值\n }\n return memoryInfo;\n }\n /**\n * 收集组件内存统计(仅用于内存快照)\n */\n collectComponentMemoryStats(entityList) {\n const componentStats = new Map();\n let totalComponentMemory = 0;\n // 首先统计组件类型和数量\n const componentTypeCounts = new Map();\n for (const entity of entityList.buffer) {\n if (!entity || entity.destroyed || !entity.components)\n continue;\n for (const component of entity.components) {\n const typeName = component.constructor.name;\n componentTypeCounts.set(typeName, (componentTypeCounts.get(typeName) || 0) + 1);\n }\n }\n // 为每种组件类型计算详细内存(只计算一次,然后乘以数量)\n for (const [typeName, count] of componentTypeCounts.entries()) {\n const detailedMemoryPerInstance = this.componentCollector.calculateDetailedComponentMemory(typeName);\n const totalMemoryForType = detailedMemoryPerInstance * count;\n totalComponentMemory += totalMemoryForType;\n // 收集该类型组件的实例信息(用于显示最大的几个实例)\n const instances = [];\n let instanceCount = 0;\n for (const entity of entityList.buffer) {\n if (!entity || entity.destroyed || !entity.components)\n continue;\n for (const component of entity.components) {\n if (component.constructor.name === typeName) {\n instances.push({\n entityId: entity.id,\n entityName: entity.name || `Entity_${entity.id}`,\n memory: detailedMemoryPerInstance // 使用统一的详细计算结果\n });\n instanceCount++;\n // 限制收集的实例数量,避免过多数据\n if (instanceCount >= 100)\n break;\n }\n }\n if (instanceCount >= 100)\n break;\n }\n componentStats.set(typeName, {\n count: count,\n totalMemory: totalMemoryForType,\n instances: instances.slice(0, 10) // 只保留前10个实例用于显示\n });\n }\n const componentBreakdown = Array.from(componentStats.entries()).map(([typeName, stats]) => ({\n typeName,\n instanceCount: stats.count,\n totalMemory: stats.totalMemory,\n averageMemory: stats.totalMemory / stats.count,\n percentage: totalComponentMemory > 0 ? (stats.totalMemory / totalComponentMemory * 100) : 0,\n largestInstances: stats.instances.sort((a, b) => b.memory - a.memory).slice(0, 3)\n })).sort((a, b) => b.totalMemory - a.totalMemory);\n return {\n totalMemory: totalComponentMemory,\n componentTypes: componentStats.size,\n totalInstances: Array.from(componentStats.values()).reduce((sum, stats) => sum + stats.count, 0),\n breakdown: componentBreakdown\n };\n }\n collectSystemMemoryStats() {\n const scene = Core.scene;\n let totalSystemMemory = 0;\n const systemBreakdown = [];\n try {\n const entityProcessors = scene?.entityProcessors;\n if (entityProcessors && entityProcessors.processors) {\n const systemTypeMemoryCache = new Map();\n for (const system of entityProcessors.processors) {\n const systemTypeName = system.constructor.name;\n let systemMemory;\n if (systemTypeMemoryCache.has(systemTypeName)) {\n systemMemory = systemTypeMemoryCache.get(systemTypeName);\n }\n else {\n systemMemory = this.calculateQuickSystemSize(system);\n systemTypeMemoryCache.set(systemTypeName, systemMemory);\n }\n totalSystemMemory += systemMemory;\n systemBreakdown.push({\n name: systemTypeName,\n memory: systemMemory,\n enabled: system.enabled !== false,\n updateOrder: system.updateOrder || 0\n });\n }\n }\n }\n catch (error) {\n // 忽略错误\n }\n return {\n totalMemory: totalSystemMemory,\n systemCount: systemBreakdown.length,\n breakdown: systemBreakdown.sort((a, b) => b.memory - a.memory)\n };\n }\n calculateQuickSystemSize(system) {\n if (!system || typeof system !== 'object')\n return 64;\n let size = 128;\n try {\n const keys = Object.keys(system);\n for (let i = 0; i < Math.min(keys.length, 15); i++) {\n const key = keys[i];\n if (key === 'entities' || key === 'scene' || key === 'constructor')\n continue;\n const value = system[key];\n size += key.length * 2;\n if (typeof value === 'string') {\n size += Math.min(value.length * 2, 100);\n }\n else if (typeof value === 'number') {\n size += 8;\n }\n else if (typeof value === 'boolean') {\n size += 4;\n }\n else if (Array.isArray(value)) {\n size += 40 + Math.min(value.length * 8, 200);\n }\n else if (typeof value === 'object' && value !== null) {\n size += 64;\n }\n }\n }\n catch (error) {\n return 128;\n }\n return Math.max(size, 64);\n }\n /**\n * 收集对象池内存统计\n */\n collectPoolMemoryStats() {\n let totalPoolMemory = 0;\n const poolBreakdown = [];\n try {\n // 尝试获取组件池统计\n const poolManager = ComponentPoolManager.getInstance();\n const poolStats = poolManager.getPoolStats();\n for (const [typeName, stats] of poolStats.entries()) {\n const poolData = stats;\n const poolMemory = poolData.maxSize * 32; // 估算每个对象32字节\n totalPoolMemory += poolMemory;\n poolBreakdown.push({\n typeName,\n maxSize: poolData.maxSize,\n currentSize: poolData.currentSize || 0,\n estimatedMemory: poolMemory,\n utilization: poolData.currentSize ? (poolData.currentSize / poolData.maxSize * 100) : 0\n });\n }\n }\n catch (error) {\n // 如果无法获取池信息,使用默认值\n }\n try {\n // 尝试获取通用对象池统计\n const poolStats = Pool.getAllPoolStats();\n for (const [typeName, stats] of Object.entries(poolStats)) {\n const poolData = stats;\n totalPoolMemory += poolData.estimatedMemoryUsage;\n poolBreakdown.push({\n typeName: `Pool_${typeName}`,\n maxSize: poolData.maxSize,\n currentSize: poolData.size,\n estimatedMemory: poolData.estimatedMemoryUsage,\n utilization: poolData.size / poolData.maxSize * 100,\n hitRate: poolData.hitRate * 100\n });\n }\n }\n catch (error) {\n // 忽略错误\n }\n return {\n totalMemory: totalPoolMemory,\n poolCount: poolBreakdown.length,\n breakdown: poolBreakdown.sort((a, b) => b.estimatedMemory - a.estimatedMemory)\n };\n }\n /**\n * 收集性能统计信息\n */\n collectPerformanceStats() {\n try {\n const coreInstance = Core.Instance;\n const performanceMonitor = coreInstance._performanceMonitor;\n if (!performanceMonitor) {\n return { enabled: false };\n }\n const stats = performanceMonitor.getAllSystemStats();\n const warnings = performanceMonitor.getPerformanceWarnings();\n return {\n enabled: performanceMonitor.enabled ?? false,\n systemCount: stats.size,\n warnings: warnings.slice(0, 10), // 最多10个警告\n topSystems: Array.from(stats.entries()).map((entry) => {\n const [name, stat] = entry;\n return {\n name,\n averageTime: stat.averageTime,\n maxTime: stat.maxTime,\n samples: stat.executionCount\n };\n }).sort((a, b) => b.averageTime - a.averageTime).slice(0, 5)\n };\n }\n catch (error) {\n return { enabled: false, error: error instanceof Error ? error.message : String(error) };\n }\n }\n /**\n * 获取调试数据\n */\n getDebugData() {\n const currentTime = Date.now();\n const scene = Core.scene;\n const debugData = {\n timestamp: currentTime,\n frameworkVersion: '1.0.0', // 可以从package.json读取\n isRunning: this.isRunning,\n frameworkLoaded: true,\n currentScene: scene?.name || 'Unknown'\n };\n // 根据配置收集各种数据\n if (this.config.channels.entities) {\n debugData.entities = this.entityCollector.collectEntityData();\n }\n if (this.config.channels.systems) {\n const coreInstance = Core.Instance;\n const performanceMonitor = coreInstance._performanceMonitor;\n debugData.systems = this.systemCollector.collectSystemData(performanceMonitor);\n }\n if (this.config.channels.performance) {\n const coreInstance = Core.Instance;\n const performanceMonitor = coreInstance._performanceMonitor;\n debugData.performance = this.performanceCollector.collectPerformanceData(performanceMonitor);\n }\n if (this.config.channels.components) {\n debugData.components = this.componentCollector.collectComponentData();\n }\n if (this.config.channels.scenes) {\n debugData.scenes = this.sceneCollector.collectSceneData();\n }\n return debugData;\n }\n /**\n * 连接WebSocket\n */\n async connectWebSocket() {\n try {\n await this.webSocketManager.connect();\n // console.log('[ECS Debug] 调试管理器已连接到调试服务器');\n }\n catch (error) {\n // console.warn('[ECS Debug] 无法连接到调试服务器:', error);\n }\n }\n /**\n * 发送调试数据\n */\n sendDebugData() {\n if (!this.webSocketManager.getConnectionStatus()) {\n return;\n }\n try {\n const debugData = this.getDebugData();\n // 包装成调试面板期望的消息格式\n const message = {\n type: 'debug_data',\n data: debugData\n };\n this.webSocketManager.send(message);\n }\n catch (error) {\n // console.error('[ECS Debug] 发送调试数据失败:', error);\n }\n }\n}\n//# sourceMappingURL=DebugManager.js.map","import { TimerManager } from './Utils/Timers/TimerManager';\nimport { Time } from './Utils/Time';\nimport { PerformanceMonitor } from './Utils/PerformanceMonitor';\nimport { PoolManager } from './Utils/Pool/PoolManager';\nimport { createECSAPI } from './ECS/Core/FluentAPI';\nimport { DebugManager } from './Utils/Debug';\nimport { BigIntFactory } from './ECS/Utils/BigIntCompatibility';\nimport { createLogger } from './Utils/Logger';\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 * Core._logger.info(\"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 // 检测环境兼容性\n this._environmentInfo = BigIntFactory.getEnvironmentInfo();\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 // 初始化调试管理器\n if (this._config.debugConfig?.enabled) {\n this._debugManager = new DebugManager(this, this._config.debugConfig);\n }\n // 在调试模式下显示兼容性信息\n if (this._config.debug) {\n this.logCompatibilityInfo();\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 * 设置当前场景(已废弃)\n *\n * @deprecated 请使用 Core.setScene() 方法代替。scene setter 可能导致场景延迟激活的时序问题,\n * 而 setScene() 提供更好的类型安全性和可预测的激活时序。\n *\n * 迁移示例:\n * ```typescript\n * // 旧方式(已废弃)\n * Core.scene = myScene;\n *\n * // 新方式(推荐)\n * Core.setScene(myScene);\n * ```\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 - 场景实例\n */\n static set scene(value) {\n if (!value)\n return;\n if (this._instance._scene == null) {\n this._instance.setSceneInternal(value);\n }\n else {\n this._instance._nextScene = value;\n }\n }\n /**\n * 类型安全的场景设置方法(推荐)\n *\n * 这是设置场景的推荐方法,提供更好的类型安全性和可预测的激活时序。\n * 相比于 scene setter,此方法能确保场景正确初始化和激活。\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 scene - 要设置的场景实例\n * @returns 设置的场景实例,便于链式调用\n *\n * @example\n * ```typescript\n * const myScene = new MyScene();\n * Core.setScene(myScene);\n *\n * // 链式调用\n * const scene = Core.setScene(new MyScene()).addSystem(new MySystem());\n * ```\n */\n static setScene(scene) {\n if (this._instance._scene == null) {\n this._instance.setSceneInternal(scene);\n }\n else {\n this._instance._nextScene = scene;\n }\n return scene;\n }\n /**\n * 类型安全的场景获取方法\n *\n * @returns 当前场景实例\n */\n static getScene() {\n return this._instance?._scene || null;\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 Core._logger.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, onTime) {\n if (!onTime) {\n throw new Error('onTime callback is required');\n }\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 Core._logger.warn(\"Core实例未创建,请先调用Core.create()\");\n return;\n }\n if (this._instance._debugManager) {\n this._instance._debugManager.updateConfig(config);\n }\n else {\n this._instance._debugManager = new DebugManager(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._debugManager) {\n this._instance._debugManager.stop();\n this._instance._debugManager = 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?._debugManager) {\n return null;\n }\n return this._instance._debugManager.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 * 获取环境兼容性信息\n *\n * @returns 环境兼容性信息\n */\n static getEnvironmentInfo() {\n return this._instance?._environmentInfo || null;\n }\n /**\n * 检查BigInt是否支持\n *\n * @returns 是否支持BigInt\n */\n static get supportsBigInt() {\n return this._instance?._environmentInfo.supportsBigInt || false;\n }\n /**\n * 内部场景设置方法\n *\n * @param scene - 要设置的场景实例\n */\n setSceneInternal(scene) {\n this._scene = scene;\n this.onSceneChanged();\n this._scene.initialize();\n this._scene.begin();\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 && this._scene.querySystem && this._scene.eventSystem) {\n this._ecsAPI = createECSAPI(this._scene, this._scene.querySystem, this._scene.eventSystem);\n }\n // 延迟调试管理器通知,避免在场景初始化过程中干扰属性\n if (this._debugManager) {\n // 使用 requestAnimationFrame 确保在场景完全初始化后再收集数据\n if (typeof requestAnimationFrame !== 'undefined') {\n requestAnimationFrame(() => {\n if (this._debugManager) {\n this._debugManager.onSceneChanged();\n }\n });\n }\n else {\n // 兜底:使用 setTimeout\n setTimeout(() => {\n if (this._debugManager) {\n this._debugManager.onSceneChanged();\n }\n }, 0);\n }\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 * 记录兼容性信息\n *\n * 在控制台输出当前环境的兼容性信息和建议。\n */\n logCompatibilityInfo() {\n const info = this._environmentInfo;\n Core._logger.info('ECS Framework 兼容性检测结果:');\n Core._logger.info(` 环境: ${info.environment}`);\n Core._logger.info(` JavaScript引擎: ${info.jsEngine}`);\n Core._logger.info(` BigInt支持: ${info.supportsBigInt ? '支持' : '不支持'}`);\n if (!info.supportsBigInt) {\n Core._logger.warn('BigInt兼容模式已启用');\n }\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 ('updateFPS' in this._performanceMonitor && 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 // 更新调试管理器(基于FPS的数据发送)\n if (this._debugManager) {\n this._debugManager.onFrameUpdate(deltaTime);\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/**\n * Core专用日志器\n */\nCore._logger = createLogger('Core');\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 * 实体匹配条件描述符\n *\n * 用于描述实体查询条件,不执行实际查询\n *\n * @example\n * ```typescript\n * const matcher = Matcher.all(Position, Velocity)\n * .any(Health, Shield)\n * .none(Dead);\n *\n * // 获取查询条件\n * const condition = matcher.getCondition();\n * ```\n */\nexport class Matcher {\n constructor() {\n this.condition = {\n all: [],\n any: [],\n none: []\n };\n // 私有构造函数,只能通过静态方法创建\n }\n /**\n * 创建匹配器,要求所有指定的组件\n * @param types 组件类型\n */\n static all(...types) {\n const matcher = new Matcher();\n return matcher.all(...types);\n }\n /**\n * 创建匹配器,要求至少一个指定的组件\n * @param types 组件类型\n */\n static any(...types) {\n const matcher = new Matcher();\n return matcher.any(...types);\n }\n /**\n * 创建匹配器,排除指定的组件\n * @param types 组件类型\n */\n static none(...types) {\n const matcher = new Matcher();\n return matcher.none(...types);\n }\n /**\n * 创建按标签查询的匙配器\n * @param tag 标签值\n */\n static byTag(tag) {\n const matcher = new Matcher();\n return matcher.withTag(tag);\n }\n /**\n * 创建按名称查询的匙配器\n * @param name 实体名称\n */\n static byName(name) {\n const matcher = new Matcher();\n return matcher.withName(name);\n }\n /**\n * 创建单组件查询的匙配器\n * @param componentType 组件类型\n */\n static byComponent(componentType) {\n const matcher = new Matcher();\n return matcher.withComponent(componentType);\n }\n /**\n * 创建复杂查询构建器\n */\n static complex() {\n return new Matcher();\n }\n /**\n * 创建空匙配器(向后兼容)\n */\n static empty() {\n return new Matcher();\n }\n /**\n * 必须包含所有指定组件\n * @param types 组件类型\n */\n all(...types) {\n this.condition.all.push(...types);\n return this;\n }\n /**\n * 必须包含至少一个指定组件\n * @param types 组件类型\n */\n any(...types) {\n this.condition.any.push(...types);\n return this;\n }\n /**\n * 不能包含任何指定组件\n * @param types 组件类型\n */\n none(...types) {\n this.condition.none.push(...types);\n return this;\n }\n /**\n * 排除指定组件(别名方法)\n * @param types 组件类型\n */\n exclude(...types) {\n return this.none(...types);\n }\n /**\n * 至少包含其中之一(别名方法)\n * @param types 组件类型\n */\n one(...types) {\n return this.any(...types);\n }\n /**\n * 按标签查询\n * @param tag 标签值\n */\n withTag(tag) {\n this.condition.tag = tag;\n return this;\n }\n /**\n * 按名称查询\n * @param name 实体名称\n */\n withName(name) {\n this.condition.name = name;\n return this;\n }\n /**\n * 单组件查询\n * @param componentType 组件类型\n */\n withComponent(componentType) {\n this.condition.component = componentType;\n return this;\n }\n /**\n * 移除标签条件\n */\n withoutTag() {\n delete this.condition.tag;\n return this;\n }\n /**\n * 移除名称条件\n */\n withoutName() {\n delete this.condition.name;\n return this;\n }\n /**\n * 移除单组件条件\n */\n withoutComponent() {\n delete this.condition.component;\n return this;\n }\n /**\n * 获取查询条件(只读)\n */\n getCondition() {\n return {\n all: [...this.condition.all],\n any: [...this.condition.any],\n none: [...this.condition.none],\n tag: this.condition.tag,\n name: this.condition.name,\n component: this.condition.component\n };\n }\n /**\n * 检查是否为空条件\n */\n isEmpty() {\n return this.condition.all.length === 0 &&\n this.condition.any.length === 0 &&\n this.condition.none.length === 0 &&\n this.condition.tag === undefined &&\n this.condition.name === undefined &&\n this.condition.component === undefined;\n }\n /**\n * 重置所有条件\n */\n reset() {\n this.condition.all.length = 0;\n this.condition.any.length = 0;\n this.condition.none.length = 0;\n delete this.condition.tag;\n delete this.condition.name;\n delete this.condition.component;\n return this;\n }\n /**\n * 克隆匹配器\n */\n clone() {\n const cloned = new Matcher();\n cloned.condition.all.push(...this.condition.all);\n cloned.condition.any.push(...this.condition.any);\n cloned.condition.none.push(...this.condition.none);\n if (this.condition.tag !== undefined) {\n cloned.condition.tag = this.condition.tag;\n }\n if (this.condition.name !== undefined) {\n cloned.condition.name = this.condition.name;\n }\n if (this.condition.component !== undefined) {\n cloned.condition.component = this.condition.component;\n }\n return cloned;\n }\n /**\n * 字符串表示\n */\n toString() {\n const parts = [];\n if (this.condition.all.length > 0) {\n parts.push(`all(${this.condition.all.map(t => t.name).join(', ')})`);\n }\n if (this.condition.any.length > 0) {\n parts.push(`any(${this.condition.any.map(t => t.name).join(', ')})`);\n }\n if (this.condition.none.length > 0) {\n parts.push(`none(${this.condition.none.map(t => t.name).join(', ')})`);\n }\n if (this.condition.tag !== undefined) {\n parts.push(`tag(${this.condition.tag})`);\n }\n if (this.condition.name !== undefined) {\n parts.push(`name(${this.condition.name})`);\n }\n if (this.condition.component !== undefined) {\n parts.push(`component(${this.condition.component.name})`);\n }\n return `Matcher[${parts.join(' & ')}]`;\n }\n}\n//# sourceMappingURL=Matcher.js.map","import { PerformanceMonitor } from '../../Utils/PerformanceMonitor';\nimport { Matcher } from '../Utils/Matcher';\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(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(动态查询)\n */\n get entities() {\n return this.queryEntities();\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._updateOrder = 0;\n this._enabled = true;\n this._performanceMonitor = PerformanceMonitor.instance;\n this._initialized = false;\n this._trackedEntities = new Set();\n this._lastQueryResult = [];\n this._scene = null;\n this._matcher = matcher ? matcher : Matcher.empty();\n this._systemName = this.constructor.name;\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 }\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 if (this.scene && this.scene.entityProcessors) {\n this.scene.entityProcessors.setDirty();\n }\n }\n /**\n * 系统初始化(框架调用)\n *\n * 在系统创建时调用。框架内部使用,用户不应直接调用。\n */\n initialize() {\n // 防止重复初始化\n if (this._initialized) {\n return;\n }\n this._initialized = true;\n // 调用用户可重写的初始化方法\n this.onInitialize();\n }\n /**\n * 系统初始化回调\n *\n * 子类可以重写此方法进行初始化操作。\n */\n onInitialize() {\n // 初始化时触发一次实体查询,以便正确跟踪现有实体\n if (this.scene) {\n this.queryEntities();\n }\n // 子类可以重写此方法进行初始化\n }\n /**\n * 重置系统状态\n *\n * 当系统从场景中移除时调用,重置初始化状态以便重新添加时能正确初始化。\n */\n reset() {\n this._initialized = false;\n this._trackedEntities.clear();\n this._lastQueryResult = [];\n }\n /**\n * 查询匹配的实体\n */\n queryEntities() {\n if (!this.scene?.querySystem || !this._matcher) {\n this._lastQueryResult = [];\n return [];\n }\n const condition = this._matcher.getCondition();\n const querySystem = this.scene.querySystem;\n let currentEntities = [];\n // 空条件返回所有实体\n if (this._matcher.isEmpty()) {\n currentEntities = querySystem.getAllEntities();\n }\n else if (this.isSingleCondition(condition)) {\n // 单一条件优化查询\n currentEntities = this.executeSingleConditionQuery(condition, querySystem);\n }\n else {\n // 复合查询\n currentEntities = this.executeComplexQuery(condition, querySystem);\n }\n // 检查实体变化并触发回调\n this.updateEntityTracking(currentEntities);\n this._lastQueryResult = currentEntities;\n return currentEntities;\n }\n /**\n * 检查是否为单一条件查询\n */\n isSingleCondition(condition) {\n const conditionCount = (condition.all.length > 0 ? 1 : 0) +\n (condition.any.length > 0 ? 1 : 0) +\n (condition.none.length > 0 ? 1 : 0) +\n (condition.tag !== undefined ? 1 : 0) +\n (condition.name !== undefined ? 1 : 0) +\n (condition.component !== undefined ? 1 : 0);\n return conditionCount === 1;\n }\n /**\n * 执行单一条件查询\n */\n executeSingleConditionQuery(condition, querySystem) {\n // 按标签查询\n if (condition.tag !== undefined) {\n return querySystem.queryByTag(condition.tag).entities;\n }\n // 按名称查询\n if (condition.name !== undefined) {\n return querySystem.queryByName(condition.name).entities;\n }\n // 单组件查询\n if (condition.component !== undefined) {\n return querySystem.queryByComponent(condition.component).entities;\n }\n // 基础组件查询\n if (condition.all.length > 0 && condition.any.length === 0 && condition.none.length === 0) {\n return querySystem.queryAll(...condition.all).entities;\n }\n if (condition.all.length === 0 && condition.any.length > 0 && condition.none.length === 0) {\n return querySystem.queryAny(...condition.any).entities;\n }\n if (condition.all.length === 0 && condition.any.length === 0 && condition.none.length > 0) {\n return querySystem.queryNone(...condition.none).entities;\n }\n return [];\n }\n /**\n * 执行复合查询\n */\n executeComplexQuery(condition, querySystem) {\n let result = null;\n // 1. 应用标签条件作为基础集合\n if (condition.tag !== undefined) {\n const tagResult = querySystem.queryByTag(condition.tag);\n result = new Set(tagResult.entities);\n }\n // 2. 应用名称条件\n if (condition.name !== undefined) {\n const nameResult = querySystem.queryByName(condition.name);\n const nameSet = new Set(nameResult.entities);\n if (result) {\n result = new Set([...result].filter(e => nameSet.has(e)));\n }\n else {\n result = nameSet;\n }\n }\n // 3. 应用单组件条件\n if (condition.component !== undefined) {\n const componentResult = querySystem.queryByComponent(condition.component);\n const componentSet = new Set(componentResult.entities);\n if (result) {\n result = new Set([...result].filter(e => componentSet.has(e)));\n }\n else {\n result = componentSet;\n }\n }\n // 4. 应用all条件\n if (condition.all.length > 0) {\n const allResult = querySystem.queryAll(...condition.all);\n const allSet = new Set(allResult.entities);\n if (result) {\n result = new Set([...result].filter(e => allSet.has(e)));\n }\n else {\n result = allSet;\n }\n }\n // 5. 应用any条件(求交集)\n if (condition.any.length > 0) {\n const anyResult = querySystem.queryAny(...condition.any);\n const anySet = new Set(anyResult.entities);\n if (result) {\n result = new Set([...result].filter(e => anySet.has(e)));\n }\n else {\n result = anySet;\n }\n }\n // 6. 应用none条件(排除)\n if (condition.none.length > 0) {\n if (!result) {\n // 如果没有前置条件,从所有实体开始\n result = new Set(querySystem.getAllEntities());\n }\n const noneResult = querySystem.queryAny(...condition.none);\n const noneSet = new Set(noneResult.entities);\n result = new Set([...result].filter(e => !noneSet.has(e)));\n }\n return result ? Array.from(result) : [];\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.onCheckProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(this._systemName);\n let entityCount = 0;\n try {\n this.onBegin();\n // 动态查询实体并处理\n const entities = this.queryEntities();\n entityCount = entities.length;\n this.process(entities);\n }\n finally {\n this._performanceMonitor.endMonitoring(this._systemName, startTime, entityCount);\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.onCheckProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(`${this._systemName}_Late`);\n let entityCount = 0;\n try {\n // 动态查询实体并处理\n const entities = this.queryEntities();\n entityCount = entities.length;\n this.lateProcess(entities);\n this.onEnd();\n }\n finally {\n this._performanceMonitor.endMonitoring(`${this._systemName}_Late`, startTime, entityCount);\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 onBegin() {\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 onEnd() {\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 onCheckProcessing() {\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 * 更新实体跟踪,检查新增和移除的实体\n */\n updateEntityTracking(currentEntities) {\n const currentSet = new Set(currentEntities);\n // 检查新增的实体\n for (const entity of currentEntities) {\n if (!this._trackedEntities.has(entity)) {\n this._trackedEntities.add(entity);\n this.onAdded(entity);\n }\n }\n // 检查移除的实体\n for (const entity of this._trackedEntities) {\n if (!currentSet.has(entity)) {\n this._trackedEntities.delete(entity);\n this.onRemoved(entity);\n }\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 * 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//# 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 constructor(matcher) {\n super(matcher);\n }\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 constructor(matcher) {\n super(matcher);\n }\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 interval 时间间隔\n * @param matcher 实体匹配器\n */\n constructor(interval, matcher) {\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 onCheckProcessing() {\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 { 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 // 监听组件事件来同步更新索引\n this._eventBus.on('component:added', (data) => {\n const entity = this._entities.get(data.entityId);\n if (entity) {\n this._componentIndexManager.addEntity(entity);\n this._archetypeSystem.addEntity(entity);\n }\n });\n this._eventBus.on('component:removed', (data) => {\n const entity = this._entities.get(data.entityId);\n if (entity) {\n this._componentIndexManager.removeEntity(entity);\n this._archetypeSystem.removeEntity(entity);\n }\n });\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) {\n const id = this._identifierPool.checkOut();\n if (!name) {\n name = `Entity_${id}`;\n }\n const entity = new Entity(name, id);\n this._entities.set(id, entity);\n this.updateNameIndex(entity, true);\n this.updateTagIndex(entity, true);\n if (entity.components.length > 0) {\n this._componentIndexManager.addEntity(entity);\n this._archetypeSystem.addEntity(entity);\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);\n }\n // 发射实体创建事件\n this._eventBus.emitEntityCreated({\n timestamp: Date.now(),\n source: 'EntityManager',\n entityId: entity.id,\n entityName: entity.name,\n entityTag: entity.tag?.toString()\n });\n return entity;\n }\n /**\n * 批量创建实体\n *\n * 为了优化大量实体创建的性能,批量处理索引更新和事件发射。\n * 适用于需要创建大量实体的场景,如子弹、粒子等。\n *\n * @param count 要创建的实体数量\n * @param namePrefix 实体名称前缀,默认为 Entity\n * @param skipEvents 是否跳过事件发射以提升性能,默认为 false\n * @returns 创建的实体数组\n *\n * @example\n * const bullets = entityManager.createEntitiesBatch(100, \"Bullet\", true);\n * const particles = entityManager.createEntitiesBatch(500, \"Particle\");\n */\n createEntitiesBatch(count, namePrefix = \"Entity\", skipEvents = false) {\n if (count <= 0)\n return [];\n const entities = [];\n // 批量分配ID和创建Entity对象\n for (let i = 0; i < count; i++) {\n const id = this._identifierPool.checkOut();\n const name = `${namePrefix}_${id}`;\n const entity = new Entity(name, id);\n entities.push(entity);\n this._entities.set(id, entity);\n }\n // 批量更新索引\n for (const entity of entities) {\n this.updateNameIndex(entity, true);\n this.updateTagIndex(entity, true);\n if (entity.components.length > 0) {\n this._componentIndexManager.addEntity(entity);\n this._archetypeSystem.addEntity(entity);\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);\n }\n }\n // 批量发射事件\n if (!skipEvents) {\n const timestamp = Date.now();\n for (const entity of entities) {\n this._eventBus.emitEntityCreated({\n timestamp,\n source: 'EntityManager',\n entityId: entity.id,\n entityName: entity.name,\n entityTag: entity.tag?.toString()\n });\n }\n }\n return entities;\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 Array.from(this._entities.values())\n .filter(entity => entity.tag === 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 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+
{"version":3,"file":"index.cjs","sources":["../bin/Utils/GlobalManager.js","../bin/Utils/Time.js","../bin/Utils/Timers/Timer.js","../bin/Utils/Timers/TimerManager.js","../bin/Utils/PerformanceMonitor.js","../bin/Utils/Logger.js","../bin/Utils/Pool/Pool.js","../bin/Utils/Pool/PoolManager.js","../bin/ECS/Utils/BigIntCompatibility.js","../bin/ECS/Core/SoAStorage.js","../bin/ECS/Core/ComponentStorage.js","../bin/ECS/Entity.js","../bin/ECS/Core/FluentAPI/EntityBuilder.js","../bin/ECS/Utils/EntityList.js","../bin/ECS/Utils/EntityProcessorList.js","../bin/ECS/Utils/IdentifierPool.js","../bin/ECS/Core/ComponentPool.js","../bin/ECS/Core/ComponentIndex.js","../bin/ECS/Core/DirtyTrackingSystem.js","../bin/ECS/Core/QuerySystem.js","../bin/ECS/CoreEvents.js","../bin/ECS/Core/ArchetypeSystem.js","../bin/ECS/Core/EventSystem.js","../bin/ECS/Core/EventBus.js","../bin/ECS/Scene.js","../bin/ECS/Core/FluentAPI/SceneBuilder.js","../bin/ECS/Core/FluentAPI/ComponentBuilder.js","../bin/ECS/Core/FluentAPI/EntityBatchOperator.js","../bin/ECS/Core/FluentAPI/ECSFluentAPI.js","../bin/ECS/Utils/Bits.js","../bin/ECS/Utils/ComponentTypeManager.js","../bin/Utils/Debug/EntityDataCollector.js","../bin/Utils/Debug/SystemDataCollector.js","../bin/Utils/Debug/PerformanceDataCollector.js","../bin/Utils/Debug/ComponentDataCollector.js","../bin/Utils/Debug/SceneDataCollector.js","../bin/Utils/Debug/WebSocketManager.js","../bin/Utils/Debug/DebugManager.js","../bin/Core.js","../bin/Utils/Emitter.js","../bin/ECS/Component.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/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 * 日志级别\n */\nexport var LogLevel;\n(function (LogLevel) {\n LogLevel[LogLevel[\"Debug\"] = 0] = \"Debug\";\n LogLevel[LogLevel[\"Info\"] = 1] = \"Info\";\n LogLevel[LogLevel[\"Warn\"] = 2] = \"Warn\";\n LogLevel[LogLevel[\"Error\"] = 3] = \"Error\";\n LogLevel[LogLevel[\"Fatal\"] = 4] = \"Fatal\";\n LogLevel[LogLevel[\"None\"] = 5] = \"None\";\n})(LogLevel || (LogLevel = {}));\n/**\n * 默认控制台日志实现\n */\nexport class ConsoleLogger {\n constructor(config = {}) {\n this._config = {\n level: LogLevel.Info,\n enableTimestamp: true,\n enableColors: typeof window === 'undefined',\n ...config\n };\n }\n /**\n * 输出调试级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n debug(message, ...args) {\n this.log(LogLevel.Debug, message, ...args);\n }\n /**\n * 输出信息级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n info(message, ...args) {\n this.log(LogLevel.Info, message, ...args);\n }\n /**\n * 输出警告级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n warn(message, ...args) {\n this.log(LogLevel.Warn, message, ...args);\n }\n /**\n * 输出错误级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n error(message, ...args) {\n this.log(LogLevel.Error, message, ...args);\n }\n /**\n * 输出致命错误级别日志\n * @param message 日志消息\n * @param args 附加参数\n */\n fatal(message, ...args) {\n this.log(LogLevel.Fatal, message, ...args);\n }\n /**\n * 设置日志级别\n * @param level 日志级别\n */\n setLevel(level) {\n this._config.level = level;\n }\n /**\n * 设置日志前缀\n * @param prefix 前缀字符串\n */\n setPrefix(prefix) {\n this._config.prefix = prefix;\n }\n /**\n * 内部日志输出方法\n * @param level 日志级别\n * @param message 日志消息\n * @param args 附加参数\n */\n log(level, message, ...args) {\n if (level < this._config.level) {\n return;\n }\n let formattedMessage = message;\n // 添加时间戳\n if (this._config.enableTimestamp) {\n const timestamp = new Date().toISOString();\n formattedMessage = `[${timestamp}] ${formattedMessage}`;\n }\n // 添加前缀\n if (this._config.prefix) {\n formattedMessage = `[${this._config.prefix}] ${formattedMessage}`;\n }\n // 添加日志级别\n const levelName = LogLevel[level].toUpperCase();\n formattedMessage = `[${levelName}] ${formattedMessage}`;\n // 使用自定义输出或默认控制台输出\n if (this._config.output) {\n this._config.output(level, formattedMessage);\n }\n else {\n this.outputToConsole(level, formattedMessage, ...args);\n }\n }\n /**\n * 输出到控制台\n * @param level 日志级别\n * @param message 格式化后的消息\n * @param args 附加参数\n */\n outputToConsole(level, message, ...args) {\n const colors = this._config.enableColors ? this.getColors() : null;\n switch (level) {\n case LogLevel.Debug:\n if (colors) {\n console.debug(`${colors.gray}${message}${colors.reset}`, ...args);\n }\n else {\n console.debug(message, ...args);\n }\n break;\n case LogLevel.Info:\n if (colors) {\n console.info(`${colors.blue}${message}${colors.reset}`, ...args);\n }\n else {\n console.info(message, ...args);\n }\n break;\n case LogLevel.Warn:\n if (colors) {\n console.warn(`${colors.yellow}${message}${colors.reset}`, ...args);\n }\n else {\n console.warn(message, ...args);\n }\n break;\n case LogLevel.Error:\n case LogLevel.Fatal:\n if (colors) {\n console.error(`${colors.red}${message}${colors.reset}`, ...args);\n }\n else {\n console.error(message, ...args);\n }\n break;\n }\n }\n /**\n * 获取控制台颜色配置\n * @returns 颜色配置对象\n */\n getColors() {\n return {\n reset: '\\x1b[0m',\n red: '\\x1b[31m',\n yellow: '\\x1b[33m',\n blue: '\\x1b[34m',\n gray: '\\x1b[90m'\n };\n }\n}\n/**\n * 日志管理器\n */\nexport class LoggerManager {\n constructor() {\n this._loggers = new Map();\n this._defaultLogger = new ConsoleLogger();\n }\n /**\n * 获取日志管理器实例\n * @returns 日志管理器实例\n */\n static getInstance() {\n if (!LoggerManager._instance) {\n LoggerManager._instance = new LoggerManager();\n }\n return LoggerManager._instance;\n }\n /**\n * 获取或创建日志器\n * @param name 日志器名称\n * @returns 日志器实例\n */\n getLogger(name) {\n if (!name) {\n return this._defaultLogger;\n }\n if (!this._loggers.has(name)) {\n const logger = new ConsoleLogger({\n prefix: name,\n level: LogLevel.Info\n });\n this._loggers.set(name, logger);\n }\n return this._loggers.get(name);\n }\n /**\n * 设置日志器\n * @param name 日志器名称\n * @param logger 日志器实例\n */\n setLogger(name, logger) {\n this._loggers.set(name, logger);\n }\n /**\n * 设置全局日志级别\n * @param level 日志级别\n */\n setGlobalLevel(level) {\n if (this._defaultLogger instanceof ConsoleLogger) {\n this._defaultLogger.setLevel(level);\n }\n for (const logger of this._loggers.values()) {\n if (logger instanceof ConsoleLogger) {\n logger.setLevel(level);\n }\n }\n }\n /**\n * 创建子日志器\n * @param parentName 父日志器名称\n * @param childName 子日志器名称\n * @returns 子日志器实例\n */\n createChildLogger(parentName, childName) {\n const fullName = `${parentName}.${childName}`;\n return this.getLogger(fullName);\n }\n}\n/**\n * 默认日志器实例\n */\nexport const Logger = LoggerManager.getInstance().getLogger();\n/**\n * 创建命名日志器\n * @param name 日志器名称\n * @returns 日志器实例\n */\nexport function createLogger(name) {\n return LoggerManager.getInstance().getLogger(name);\n}\n/**\n * 设置全局日志级别\n * @param level 日志级别\n */\nexport function setGlobalLogLevel(level) {\n LoggerManager.getInstance().setGlobalLevel(level);\n}\n//# sourceMappingURL=Logger.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 // 池中没有可用对象,创建新对象\n this._stats.totalCreated++;\n this._updateHitRate();\n return this._createFn();\n }\n /**\n * 释放对象回池中\n * @param obj 要释放的对象\n */\n release(obj) {\n if (!obj)\n return;\n this._stats.totalReleased++;\n // 如果池未满,将对象放回池中\n if (this._stats.size < this._maxSize) {\n // 重置对象状态\n obj.reset();\n this._objects.push(obj);\n this._stats.size++;\n this._updateMemoryUsage();\n }\n // 如果池已满,让对象被垃圾回收\n }\n /**\n * 获取池统计信息\n * @returns 统计信息对象\n */\n getStats() {\n return { ...this._stats };\n }\n /**\n * 清空池\n */\n clear() {\n // 重置所有对象\n for (const obj of this._objects) {\n obj.reset();\n }\n this._objects.length = 0;\n this._stats.size = 0;\n this._updateMemoryUsage();\n }\n /**\n * 压缩池(移除多余的对象)\n * @param targetSize 目标大小,默认为当前大小的一半\n */\n compact(targetSize) {\n const target = targetSize ?? Math.floor(this._objects.length / 2);\n while (this._objects.length > target) {\n const obj = this._objects.pop();\n if (obj) {\n obj.reset();\n this._stats.size--;\n }\n }\n this._updateMemoryUsage();\n }\n /**\n * 预填充池\n * @param count 预填充的对象数量\n */\n prewarm(count) {\n const actualCount = Math.min(count, this._maxSize - this._objects.length);\n for (let i = 0; i < actualCount; i++) {\n const obj = this._createFn();\n obj.reset();\n this._objects.push(obj);\n this._stats.totalCreated++;\n this._stats.size++;\n }\n this._updateMemoryUsage();\n }\n /**\n * 设置最大池大小\n * @param maxSize 新的最大大小\n */\n setMaxSize(maxSize) {\n this._maxSize = maxSize;\n this._stats.maxSize = maxSize;\n // 如果当前池大小超过新的最大值,进行压缩\n if (this._objects.length > maxSize) {\n this.compact(maxSize);\n }\n }\n /**\n * 获取池中可用对象数量\n * @returns 可用对象数量\n */\n getAvailableCount() {\n return this._objects.length;\n }\n /**\n * 检查池是否为空\n * @returns 如果池为空返回true\n */\n isEmpty() {\n return this._objects.length === 0;\n }\n /**\n * 检查池是否已满\n * @returns 如果池已满返回true\n */\n isFull() {\n return this._objects.length >= this._maxSize;\n }\n /**\n * 获取所有已注册的池类型\n * @returns 所有池类型的数组\n */\n static getAllPoolTypes() {\n return Array.from(this._pools.keys());\n }\n /**\n * 获取所有池的统计信息\n * @returns 包含所有池统计信息的对象\n */\n static getAllPoolStats() {\n const stats = {};\n for (const [type, pool] of this._pools) {\n const typeName = type.name || type.toString();\n stats[typeName] = pool.getStats();\n }\n return stats;\n }\n /**\n * 压缩所有池\n */\n static compactAllPools() {\n for (const pool of this._pools.values()) {\n pool.compact();\n }\n }\n /**\n * 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 * 获取全局池统计信息的格式化字符串\n * @returns 格式化的统计信息字符串\n */\n static getGlobalStatsString() {\n const stats = this.getAllPoolStats();\n const lines = ['=== Object Pool Global Statistics ===', ''];\n if (Object.keys(stats).length === 0) {\n lines.push('No pools registered');\n return lines.join('\\n');\n }\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 /**\n * 更新命中率\n */\n _updateHitRate() {\n if (this._stats.totalObtained === 0) {\n this._stats.hitRate = 0;\n }\n else {\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}\nPool._pools = new Map();\n//# sourceMappingURL=Pool.js.map","import { Pool } from './Pool';\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 * 创建或获取标准池\n * @param name 池名称\n * @param createFn 创建函数\n * @param maxSize 最大大小\n * @param estimatedObjectSize 估算对象大小\n * @returns 池实例\n */\n createPool(name, createFn, maxSize = 100, estimatedObjectSize = 1024) {\n let pool = this.pools.get(name);\n if (!pool) {\n pool = new Pool(createFn, maxSize, estimatedObjectSize);\n this.pools.set(name, pool);\n }\n return pool;\n }\n /**\n * 移除池\n * @param name 池名称\n * @returns 是否成功移除\n */\n removePool(name) {\n const pool = this.pools.get(name);\n if (pool) {\n pool.clear();\n this.pools.delete(name);\n return true;\n }\n return false;\n }\n /**\n * 获取所有池名称\n * @returns 池名称数组\n */\n getPoolNames() {\n return Array.from(this.pools.keys());\n }\n /**\n * 获取池数量\n * @returns 池数量\n */\n getPoolCount() {\n return this.pools.size;\n }\n /**\n * 压缩所有池\n */\n compactAllPools() {\n for (const pool of this.pools.values()) {\n pool.compact();\n }\n }\n /**\n * 清空所有池\n */\n clearAllPools() {\n for (const pool of this.pools.values()) {\n pool.clear();\n }\n }\n /**\n * 获取所有池的统计信息\n * @returns 统计信息映射\n */\n getAllStats() {\n const stats = new Map();\n for (const [name, pool] of this.pools) {\n stats.set(name, pool.getStats());\n }\n return stats;\n }\n /**\n * 获取总体统计信息\n * @returns 总体统计信息\n */\n getGlobalStats() {\n let totalSize = 0;\n let totalMaxSize = 0;\n let totalCreated = 0;\n let totalObtained = 0;\n let totalReleased = 0;\n let totalMemoryUsage = 0;\n for (const pool of this.pools.values()) {\n const stats = pool.getStats();\n totalSize += stats.size;\n totalMaxSize += stats.maxSize;\n totalCreated += stats.totalCreated;\n totalObtained += stats.totalObtained;\n totalReleased += stats.totalReleased;\n totalMemoryUsage += stats.estimatedMemoryUsage;\n }\n const hitRate = totalObtained === 0 ? 0 : (totalObtained - totalCreated) / totalObtained;\n return {\n size: totalSize,\n maxSize: totalMaxSize,\n totalCreated,\n totalObtained,\n totalReleased,\n hitRate,\n estimatedMemoryUsage: totalMemoryUsage\n };\n }\n /**\n * 获取格式化的统计信息字符串\n * @returns 格式化字符串\n */\n getStatsString() {\n const lines = ['=== Pool Manager Statistics ===', ''];\n if (this.pools.size === 0) {\n lines.push('No pools registered');\n return lines.join('\\n');\n }\n const globalStats = this.getGlobalStats();\n lines.push(`Total Pools: ${this.pools.size}`);\n lines.push(`Global Hit Rate: ${(globalStats.hitRate * 100).toFixed(1)}%`);\n lines.push(`Global Memory Usage: ${(globalStats.estimatedMemoryUsage / 1024).toFixed(1)} KB`);\n lines.push('');\n for (const [name, pool] of this.pools) {\n const stats = pool.getStats();\n lines.push(`${name}:`);\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 lines.push('');\n }\n return lines.join('\\n');\n }\n /**\n * 设置自动压缩间隔\n * @param intervalMs 间隔毫秒数\n */\n setAutoCompactInterval(intervalMs) {\n this.autoCompactInterval = intervalMs;\n }\n /**\n * 预填充所有池\n */\n prewarmAllPools() {\n for (const pool of this.pools.values()) {\n const stats = pool.getStats();\n const prewarmCount = Math.floor(stats.maxSize * 0.2); // 预填充20%\n pool.prewarm(prewarmCount);\n }\n }\n /**\n * 重置池管理器\n */\n reset() {\n this.clearAllPools();\n this.pools.clear();\n this.lastCompactTime = 0;\n }\n}\n//# sourceMappingURL=PoolManager.js.map","/**\n * BigInt兼容性抽象层\n *\n * 为不支持BigInt的环境提供兼容实现,确保ECS框架在所有平台上都能正常运行。\n * 自动检测运行时环境的BigInt支持情况,并提供统一的接口。\n *\n * @example\n * ```typescript\n * // 创建兼容的BigInt值\n * const value = BigIntFactory.create(123);\n *\n * // 位运算\n * const result = value.or(BigIntFactory.create(456));\n *\n * // 检查兼容性\n * console.log(BigIntFactory.isNativeSupported()); // true/false\n * ```\n */\n/**\n * 原生BigInt包装器\n *\n * 为支持BigInt的环境提供统一接口包装。\n */\nclass NativeBigInt {\n constructor(value) {\n this.value = value;\n }\n valueOf() {\n return Number(this.value);\n }\n toString(radix) {\n if (radix !== undefined && radix !== 10 && radix !== 16 && radix !== 2) {\n throw new Error('Only radix 2, 10, and 16 are supported');\n }\n const result = this.value.toString(radix);\n if (radix === 16) {\n return result.toUpperCase();\n }\n return result;\n }\n and(other) {\n const otherBigInt = other instanceof NativeBigInt ? other.value : BigInt(other.valueOf());\n return new NativeBigInt(this.value & otherBigInt);\n }\n or(other) {\n const otherBigInt = other instanceof NativeBigInt ? other.value : BigInt(other.valueOf());\n return new NativeBigInt(this.value | otherBigInt);\n }\n xor(other) {\n const otherBigInt = other instanceof NativeBigInt ? other.value : BigInt(other.valueOf());\n return new NativeBigInt(this.value ^ otherBigInt);\n }\n not(maxBits = 64) {\n const mask = (BigInt(1) << BigInt(maxBits)) - BigInt(1);\n return new NativeBigInt((~this.value) & mask);\n }\n shiftLeft(bits) {\n return new NativeBigInt(this.value << BigInt(bits));\n }\n shiftRight(bits) {\n return new NativeBigInt(this.value >> BigInt(bits));\n }\n equals(other) {\n const otherBigInt = other instanceof NativeBigInt ? other.value : BigInt(other.valueOf());\n return this.value === otherBigInt;\n }\n isZero() {\n return this.value === BigInt(0);\n }\n clone() {\n return new NativeBigInt(this.value);\n }\n}\n/**\n * 数组模拟BigInt实现\n *\n * 为不支持BigInt的环境提供兼容实现,使用32位数组模拟大整数运算。\n * 性能略低于原生BigInt,但保证功能一致性。\n */\nclass ArrayBigInt {\n /**\n * 构造函数\n * @param value 初始值,可以是数值、字符串或数组\n */\n constructor(value = 0) {\n this.chunks = []; // 32位块数组\n if (typeof value === 'number') {\n this.fromNumber(value);\n }\n else if (typeof value === 'string') {\n this.fromString(value);\n }\n else {\n this.chunks = value.slice();\n }\n this.normalize();\n }\n /**\n * 从数值初始化\n * @param value 数值\n */\n fromNumber(value) {\n this.chunks = [];\n // 处理负数(在位运算中通常不会遇到)\n if (value < 0) {\n value = Math.abs(value);\n }\n if (value === 0) {\n this.chunks = [0];\n return;\n }\n while (value > 0) {\n this.chunks.push(value & ArrayBigInt.CHUNK_MASK);\n value = Math.floor(value / ArrayBigInt.CHUNK_MAX);\n }\n }\n /**\n * 从字符串初始化\n * @param value 字符串(支持十进制、十六进制、二进制)\n */\n fromString(value) {\n value = value.trim();\n if (value.startsWith('0x') || value.startsWith('0X')) {\n // 十六进制\n this.fromHexString(value.substring(2));\n }\n else if (value.startsWith('0b') || value.startsWith('0B')) {\n // 二进制\n this.fromBinaryString(value.substring(2));\n }\n else {\n // 十进制\n this.fromDecimalString(value);\n }\n }\n /**\n * 从十六进制字符串初始化\n * @param hex 十六进制字符串\n */\n fromHexString(hex) {\n this.chunks = [0];\n for (let i = hex.length - 1; i >= 0; i -= 8) {\n const start = Math.max(0, i - 7);\n const chunk = parseInt(hex.substring(start, i + 1), 16);\n this.chunks.push(chunk);\n }\n this.normalize();\n }\n /**\n * 从二进制字符串初始化\n * @param binary 二进制字符串\n */\n fromBinaryString(binary) {\n this.chunks = [0];\n for (let i = binary.length - 1; i >= 0; i -= 32) {\n const start = Math.max(0, i - 31);\n const chunk = parseInt(binary.substring(start, i + 1), 2);\n this.chunks.push(chunk);\n }\n this.normalize();\n }\n /**\n * 从十进制字符串初始化\n * @param decimal 十进制字符串\n */\n fromDecimalString(decimal) {\n // 简化实现,直接转换为数值(在ECS位运算场景中通常是小数值)\n const num = parseInt(decimal, 10);\n this.fromNumber(num);\n }\n /**\n * 规范化数组,移除前导零\n */\n normalize() {\n while (this.chunks.length > 1 && this.chunks[this.chunks.length - 1] === 0) {\n this.chunks.pop();\n }\n if (this.chunks.length === 0) {\n this.chunks = [0];\n }\n }\n valueOf() {\n let result = 0;\n let multiplier = 1;\n for (const chunk of this.chunks) {\n result += chunk * multiplier;\n multiplier *= ArrayBigInt.CHUNK_MAX;\n // 防止溢出\n if (multiplier > Number.MAX_SAFE_INTEGER) {\n break;\n }\n }\n return result;\n }\n toString(radix = 10) {\n if (radix !== 10 && radix !== 16 && radix !== 2) {\n throw new Error('Only radix 2, 10, and 16 are supported');\n }\n if (this.isZero()) {\n return '0';\n }\n if (radix === 10) {\n // 简化实现,转换为数值\n return this.valueOf().toString(10);\n }\n else if (radix === 16) {\n let result = '';\n for (let i = this.chunks.length - 1; i >= 0; i--) {\n const hex = this.chunks[i].toString(16);\n result += i === this.chunks.length - 1 ? hex : hex.padStart(8, '0');\n }\n return result.toUpperCase();\n }\n else if (radix === 2) {\n let result = '';\n for (let i = this.chunks.length - 1; i >= 0; i--) {\n const binary = this.chunks[i].toString(2);\n result += i === this.chunks.length - 1 ? binary : binary.padStart(32, '0');\n }\n return result;\n }\n return this.valueOf().toString(radix);\n }\n and(other) {\n const otherArray = other;\n const maxLength = Math.max(this.chunks.length, otherArray.chunks.length);\n const result = [];\n for (let i = 0; i < maxLength; i++) {\n const a = i < this.chunks.length ? this.chunks[i] : 0;\n const b = i < otherArray.chunks.length ? otherArray.chunks[i] : 0;\n result.push(a & b);\n }\n return new ArrayBigInt(result);\n }\n or(other) {\n const otherArray = other;\n const maxLength = Math.max(this.chunks.length, otherArray.chunks.length);\n const result = [];\n for (let i = 0; i < maxLength; i++) {\n const a = i < this.chunks.length ? this.chunks[i] : 0;\n const b = i < otherArray.chunks.length ? otherArray.chunks[i] : 0;\n result.push(a | b);\n }\n return new ArrayBigInt(result);\n }\n xor(other) {\n const otherArray = other;\n const maxLength = Math.max(this.chunks.length, otherArray.chunks.length);\n const result = [];\n for (let i = 0; i < maxLength; i++) {\n const a = i < this.chunks.length ? this.chunks[i] : 0;\n const b = i < otherArray.chunks.length ? otherArray.chunks[i] : 0;\n result.push(a ^ b);\n }\n return new ArrayBigInt(result);\n }\n not(maxBits = 64) {\n const maxChunks = Math.ceil(maxBits / ArrayBigInt.CHUNK_SIZE);\n const result = [];\n for (let i = 0; i < maxChunks; i++) {\n const chunk = i < this.chunks.length ? this.chunks[i] : 0;\n if (i === maxChunks - 1) {\n // 最后一个块需要处理剩余位数\n const remainingBits = maxBits % ArrayBigInt.CHUNK_SIZE;\n if (remainingBits > 0) {\n const mask = (1 << remainingBits) - 1;\n result.push((~chunk) & mask);\n }\n else {\n result.push((~chunk) & ArrayBigInt.CHUNK_MASK);\n }\n }\n else {\n result.push((~chunk) & ArrayBigInt.CHUNK_MASK);\n }\n }\n return new ArrayBigInt(result);\n }\n shiftLeft(bits) {\n if (bits === 0) {\n return this.clone();\n }\n if (bits < 0) {\n return this.shiftRight(-bits);\n }\n const chunkShift = Math.floor(bits / ArrayBigInt.CHUNK_SIZE);\n const bitShift = bits % ArrayBigInt.CHUNK_SIZE;\n const result = new Array(chunkShift).fill(0);\n if (bitShift === 0) {\n // 整块移位\n result.push(...this.chunks);\n }\n else {\n // 部分位移位\n let carry = 0;\n for (const chunk of this.chunks) {\n const shifted = (chunk << bitShift) | carry;\n result.push(shifted & ArrayBigInt.CHUNK_MASK);\n carry = chunk >>> (ArrayBigInt.CHUNK_SIZE - bitShift);\n }\n if (carry > 0) {\n result.push(carry);\n }\n }\n return new ArrayBigInt(result);\n }\n shiftRight(bits) {\n if (bits === 0) {\n return this.clone();\n }\n if (bits < 0) {\n return this.shiftLeft(-bits);\n }\n const chunkShift = Math.floor(bits / ArrayBigInt.CHUNK_SIZE);\n const bitShift = bits % ArrayBigInt.CHUNK_SIZE;\n if (chunkShift >= this.chunks.length) {\n return new ArrayBigInt(0);\n }\n const result = [];\n if (bitShift === 0) {\n // 整块移位\n for (let i = chunkShift; i < this.chunks.length; i++) {\n result.push(this.chunks[i]);\n }\n }\n else {\n // 部分位移位\n let carry = 0;\n for (let i = this.chunks.length - 1; i >= chunkShift; i--) {\n const chunk = this.chunks[i];\n const shifted = (carry << (ArrayBigInt.CHUNK_SIZE - bitShift)) | (chunk >>> bitShift);\n result.unshift(shifted);\n carry = chunk & ((1 << bitShift) - 1);\n }\n }\n return new ArrayBigInt(result.length > 0 ? result : [0]);\n }\n equals(other) {\n if (!(other instanceof ArrayBigInt)) {\n return false;\n }\n if (this.chunks.length !== other.chunks.length) {\n return false;\n }\n for (let i = 0; i < this.chunks.length; i++) {\n if (this.chunks[i] !== other.chunks[i]) {\n return false;\n }\n }\n return true;\n }\n isZero() {\n return this.chunks.length === 1 && this.chunks[0] === 0;\n }\n clone() {\n return new ArrayBigInt(this.chunks.slice());\n }\n}\nArrayBigInt.CHUNK_SIZE = 32;\nArrayBigInt.CHUNK_MASK = 0xFFFFFFFF;\nArrayBigInt.CHUNK_MAX = 0x100000000; // 2^32\n/**\n * BigInt工厂类\n *\n * 自动检测运行时环境的BigInt支持情况,并提供统一的创建接口。\n * 在支持BigInt的环境中使用原生实现,在不支持的环境中使用兼容实现。\n */\nexport class BigIntFactory {\n // 缓存检测结果以避免重复检测\n /**\n * 检查是否支持原生BigInt\n * @returns 是否支持原生BigInt\n */\n static isNativeSupported() {\n if (this._supportsBigInt === null) {\n this._supportsBigInt = this.detectBigIntSupport();\n }\n return this._supportsBigInt;\n }\n /**\n * 检测BigInt支持情况\n * @returns 是否支持BigInt\n */\n static detectBigIntSupport() {\n try {\n // 检查BigInt构造函数是否存在\n if (typeof BigInt === 'undefined') {\n return false;\n }\n // 检查基本BigInt操作\n const test1 = BigInt(1);\n const test2 = BigInt(2);\n const result = test1 | test2;\n // 检查字面量支持\n const literal = eval('1n'); // 使用eval避免语法错误\n // 检查类型\n if (typeof result !== 'bigint' || typeof literal !== 'bigint') {\n return false;\n }\n // 检查基本运算\n const shifted = test1 << BigInt(1);\n const compared = test1 === BigInt(1);\n return typeof shifted === 'bigint' && compared === true;\n }\n catch (error) {\n // 任何异常都表示不支持\n return false;\n }\n }\n /**\n * 创建BigInt兼容值\n * @param value 初始值\n * @returns IBigIntLike实例\n */\n static create(value = 0) {\n if (this.isNativeSupported()) {\n let bigintValue;\n if (typeof value === 'bigint') {\n bigintValue = value;\n }\n else if (typeof value === 'string') {\n bigintValue = BigInt(value);\n }\n else {\n bigintValue = BigInt(value);\n }\n return new NativeBigInt(bigintValue);\n }\n else {\n // 转换bigint类型到兼容类型\n let compatValue;\n if (typeof value === 'bigint') {\n compatValue = value.toString();\n }\n else {\n compatValue = value;\n }\n return new ArrayBigInt(compatValue);\n }\n }\n /**\n * 创建零值\n * @returns 零值的IBigIntLike实例\n */\n static zero() {\n if (!this._cachedZero) {\n this._cachedZero = this.create(0);\n }\n return this._cachedZero;\n }\n /**\n * 创建1值\n * @returns 1值的IBigIntLike实例\n */\n static one() {\n if (!this._cachedOne) {\n this._cachedOne = this.create(1);\n }\n return this._cachedOne;\n }\n /**\n * 从二进制字符串创建\n * @param binary 二进制字符串\n * @returns IBigIntLike实例\n */\n static fromBinaryString(binary) {\n if (this.isNativeSupported()) {\n const value = BigInt('0b' + binary);\n return new NativeBigInt(value);\n }\n else {\n return new ArrayBigInt('0b' + binary);\n }\n }\n /**\n * 从十六进制字符串创建\n * @param hex 十六进制字符串\n * @returns IBigIntLike实例\n */\n static fromHexString(hex) {\n if (this.isNativeSupported()) {\n const cleanHex = hex.replace(/^0x/i, '');\n const value = BigInt('0x' + cleanHex);\n return new NativeBigInt(value);\n }\n else {\n return new ArrayBigInt(hex);\n }\n }\n /**\n * 获取环境信息\n * @returns 环境信息对象\n */\n static getEnvironmentInfo() {\n return {\n supportsBigInt: this.isNativeSupported(),\n environment: this.detectEnvironment(),\n jsEngine: this.detectJSEngine()\n };\n }\n /**\n * 检测运行环境\n * @returns 环境类型\n */\n static detectEnvironment() {\n if (typeof window !== 'undefined') {\n // 浏览器环境\n if (typeof navigator !== 'undefined') {\n const userAgent = navigator.userAgent;\n if (userAgent.includes('Chrome')) {\n const match = userAgent.match(/Chrome\\/(\\d+)/);\n const version = match ? parseInt(match[1]) : 0;\n return `Chrome ${version}`;\n }\n if (userAgent.includes('Firefox')) {\n const match = userAgent.match(/Firefox\\/(\\d+)/);\n const version = match ? parseInt(match[1]) : 0;\n return `Firefox ${version}`;\n }\n if (userAgent.includes('Safari') && !userAgent.includes('Chrome')) {\n const match = userAgent.match(/Version\\/(\\d+)/);\n const version = match ? parseInt(match[1]) : 0;\n return `Safari ${version}`;\n }\n return 'Browser (Unknown)';\n }\n return 'Browser';\n }\n else if (typeof global !== 'undefined') {\n // Node.js环境\n if (typeof process !== 'undefined' && process.version) {\n return `Node.js ${process.version}`;\n }\n return 'Node.js';\n }\n else if (typeof globalThis.wx !== 'undefined') {\n // 微信小程序\n return 'WeChat MiniProgram';\n }\n else if (typeof globalThis.cc !== 'undefined') {\n // Cocos Creator\n return 'Cocos Creator';\n }\n else if (typeof globalThis.Laya !== 'undefined') {\n // Laya引擎\n return 'Laya Engine';\n }\n return 'Unknown';\n }\n /**\n * 检测JavaScript引擎\n * @returns JS引擎信息\n */\n static detectJSEngine() {\n try {\n // V8引擎特征检测\n if (typeof process !== 'undefined' && process.versions && process.versions.v8) {\n return `V8 ${process.versions.v8}`;\n }\n // SpiderMonkey特征检测\n if (typeof globalThis.Components !== 'undefined') {\n return 'SpiderMonkey';\n }\n // JavaScriptCore特征检测\n if (typeof window !== 'undefined' && typeof window.safari !== 'undefined') {\n return 'JavaScriptCore';\n }\n return 'Unknown';\n }\n catch {\n return 'Unknown';\n }\n }\n}\nBigIntFactory._supportsBigInt = null;\nBigIntFactory._cachedZero = null;\nBigIntFactory._cachedOne = null;\n//# sourceMappingURL=BigIntCompatibility.js.map","import { createLogger } from '../../Utils/Logger';\n/**\n * 启用SoA优化装饰器\n * 默认关闭SoA,只有在大规模批量操作场景下才建议开启\n */\nexport function EnableSoA(target) {\n target.__enableSoA = true;\n return target;\n}\n/**\n * 高精度数值装饰器\n * 标记字段需要保持完整精度,存储为复杂对象而非TypedArray\n */\nexport function HighPrecision(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__highPrecisionFields) {\n target.constructor.__highPrecisionFields = new Set();\n }\n target.constructor.__highPrecisionFields.add(key);\n}\n/**\n * 64位浮点数装饰器\n * 标记字段使用Float64Array存储(更高精度但更多内存)\n */\nexport function Float64(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__float64Fields) {\n target.constructor.__float64Fields = new Set();\n }\n target.constructor.__float64Fields.add(key);\n}\n/**\n * 32位浮点数装饰器\n * 标记字段使用Float32Array存储(默认类型,平衡性能和精度)\n */\nexport function Float32(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__float32Fields) {\n target.constructor.__float32Fields = new Set();\n }\n target.constructor.__float32Fields.add(key);\n}\n/**\n * 32位整数装饰器\n * 标记字段使用Int32Array存储(适用于整数值)\n */\nexport function Int32(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__int32Fields) {\n target.constructor.__int32Fields = new Set();\n }\n target.constructor.__int32Fields.add(key);\n}\n/**\n * 序列化Map装饰器\n * 标记Map字段需要序列化/反序列化存储\n */\nexport function SerializeMap(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__serializeMapFields) {\n target.constructor.__serializeMapFields = new Set();\n }\n target.constructor.__serializeMapFields.add(key);\n}\n/**\n * 序列化Set装饰器\n * 标记Set字段需要序列化/反序列化存储\n */\nexport function SerializeSet(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__serializeSetFields) {\n target.constructor.__serializeSetFields = new Set();\n }\n target.constructor.__serializeSetFields.add(key);\n}\n/**\n * 序列化Array装饰器\n * 标记Array字段需要序列化/反序列化存储\n */\nexport function SerializeArray(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__serializeArrayFields) {\n target.constructor.__serializeArrayFields = new Set();\n }\n target.constructor.__serializeArrayFields.add(key);\n}\n/**\n * 深拷贝装饰器\n * 标记字段需要深拷贝处理(适用于嵌套对象)\n */\nexport function DeepCopy(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__deepCopyFields) {\n target.constructor.__deepCopyFields = new Set();\n }\n target.constructor.__deepCopyFields.add(key);\n}\n/**\n * SoA存储器(需要装饰器启用)\n * 使用Structure of Arrays存储模式,在大规模批量操作时提供优异性能\n */\nexport class SoAStorage {\n constructor(componentType) {\n this.fields = new Map();\n this.stringFields = new Map(); // 专门存储字符串\n this.serializedFields = new Map(); // 序列化存储Map/Set/Array\n this.complexFields = new Map(); // 存储复杂对象\n this.entityToIndex = new Map();\n this.indexToEntity = [];\n this.freeIndices = [];\n this._size = 0;\n this._capacity = 1000;\n this.type = componentType;\n this.initializeFields(componentType);\n }\n initializeFields(componentType) {\n const instance = new componentType();\n const highPrecisionFields = componentType.__highPrecisionFields || new Set();\n const float64Fields = componentType.__float64Fields || new Set();\n const float32Fields = componentType.__float32Fields || new Set();\n const int32Fields = componentType.__int32Fields || new Set();\n const serializeMapFields = componentType.__serializeMapFields || new Set();\n const serializeSetFields = componentType.__serializeSetFields || new Set();\n const serializeArrayFields = componentType.__serializeArrayFields || new Set();\n // const deepCopyFields = (componentType as any).__deepCopyFields || new Set(); // 未使用,但保留供future使用\n for (const key in instance) {\n if (instance.hasOwnProperty(key) && key !== 'id') {\n const value = instance[key];\n const type = typeof value;\n if (type === 'number') {\n if (highPrecisionFields.has(key)) {\n // 标记为高精度,作为复杂对象处理\n // 不添加到fields,会在updateComponentAtIndex中自动添加到complexFields\n }\n else if (float64Fields.has(key)) {\n // 使用Float64Array存储\n this.fields.set(key, new Float64Array(this._capacity));\n }\n else if (int32Fields.has(key)) {\n // 使用Int32Array存储\n this.fields.set(key, new Int32Array(this._capacity));\n }\n else if (float32Fields.has(key)) {\n // 使用Float32Array存储\n this.fields.set(key, new Float32Array(this._capacity));\n }\n else {\n // 默认使用Float32Array\n this.fields.set(key, new Float32Array(this._capacity));\n }\n }\n else if (type === 'boolean') {\n // 布尔值使用Float32Array存储为0/1\n this.fields.set(key, new Float32Array(this._capacity));\n }\n else if (type === 'string') {\n // 字符串专门处理\n this.stringFields.set(key, new Array(this._capacity));\n }\n else if (type === 'object' && value !== null) {\n // 处理集合类型\n if (serializeMapFields.has(key) || serializeSetFields.has(key) || serializeArrayFields.has(key)) {\n // 序列化存储\n this.serializedFields.set(key, new Array(this._capacity));\n }\n // 其他对象类型会在updateComponentAtIndex中作为复杂对象处理\n }\n }\n }\n }\n addComponent(entityId, component) {\n if (this.entityToIndex.has(entityId)) {\n const index = this.entityToIndex.get(entityId);\n this.updateComponentAtIndex(index, component);\n return;\n }\n let index;\n if (this.freeIndices.length > 0) {\n index = this.freeIndices.pop();\n }\n else {\n index = this._size;\n if (index >= this._capacity) {\n this.resize(this._capacity * 2);\n }\n }\n this.entityToIndex.set(entityId, index);\n this.indexToEntity[index] = entityId;\n this.updateComponentAtIndex(index, component);\n this._size++;\n }\n updateComponentAtIndex(index, component) {\n const entityId = this.indexToEntity[index];\n const complexFieldMap = new Map();\n const highPrecisionFields = this.type.__highPrecisionFields || new Set();\n const serializeMapFields = this.type.__serializeMapFields || new Set();\n const serializeSetFields = this.type.__serializeSetFields || new Set();\n const serializeArrayFields = this.type.__serializeArrayFields || new Set();\n const deepCopyFields = this.type.__deepCopyFields || new Set();\n // 处理所有字段\n for (const key in component) {\n if (component.hasOwnProperty(key) && key !== 'id') {\n const value = component[key];\n const type = typeof value;\n if (type === 'number') {\n if (highPrecisionFields.has(key) || !this.fields.has(key)) {\n // 标记为高精度或未在TypedArray中的数值作为复杂对象存储\n complexFieldMap.set(key, value);\n }\n else {\n // 存储到TypedArray\n const array = this.fields.get(key);\n array[index] = value;\n }\n }\n else if (type === 'boolean' && this.fields.has(key)) {\n // 布尔值存储到TypedArray \n const array = this.fields.get(key);\n array[index] = value ? 1 : 0;\n }\n else if (this.stringFields.has(key)) {\n // 字符串字段专门处理\n const stringArray = this.stringFields.get(key);\n stringArray[index] = String(value);\n }\n else if (this.serializedFields.has(key)) {\n // 序列化字段处理\n const serializedArray = this.serializedFields.get(key);\n serializedArray[index] = this.serializeValue(value, key, serializeMapFields, serializeSetFields, serializeArrayFields);\n }\n else {\n // 复杂字段单独存储\n if (deepCopyFields.has(key)) {\n // 深拷贝处理\n complexFieldMap.set(key, this.deepClone(value));\n }\n else {\n complexFieldMap.set(key, value);\n }\n }\n }\n }\n // 存储复杂字段\n if (complexFieldMap.size > 0) {\n this.complexFields.set(entityId, complexFieldMap);\n }\n }\n /**\n * 序列化值为JSON字符串\n */\n serializeValue(value, key, mapFields, setFields, arrayFields) {\n try {\n if (mapFields.has(key) && value instanceof Map) {\n // Map序列化为数组形式\n return JSON.stringify(Array.from(value.entries()));\n }\n else if (setFields.has(key) && value instanceof Set) {\n // Set序列化为数组形式\n return JSON.stringify(Array.from(value));\n }\n else if (arrayFields.has(key) && Array.isArray(value)) {\n // Array直接序列化\n return JSON.stringify(value);\n }\n else {\n // 其他对象直接序列化\n return JSON.stringify(value);\n }\n }\n catch (error) {\n SoAStorage._logger.warn(`SoA序列化字段 ${key} 失败:`, error);\n return '{}';\n }\n }\n /**\n * 反序列化JSON字符串为值\n */\n deserializeValue(serialized, key, mapFields, setFields, arrayFields) {\n try {\n const parsed = JSON.parse(serialized);\n if (mapFields.has(key)) {\n // 恢复Map\n return new Map(parsed);\n }\n else if (setFields.has(key)) {\n // 恢复Set\n return new Set(parsed);\n }\n else if (arrayFields.has(key)) {\n // 恢复Array\n return parsed;\n }\n else {\n return parsed;\n }\n }\n catch (error) {\n SoAStorage._logger.warn(`SoA反序列化字段 ${key} 失败:`, error);\n return null;\n }\n }\n /**\n * 深拷贝对象\n */\n deepClone(obj) {\n if (obj === null || typeof obj !== 'object') {\n return obj;\n }\n if (obj instanceof Date) {\n return new Date(obj.getTime());\n }\n if (obj instanceof Array) {\n return obj.map(item => this.deepClone(item));\n }\n if (obj instanceof Map) {\n const cloned = new Map();\n for (const [key, value] of obj.entries()) {\n cloned.set(key, this.deepClone(value));\n }\n return cloned;\n }\n if (obj instanceof Set) {\n const cloned = new Set();\n for (const value of obj.values()) {\n cloned.add(this.deepClone(value));\n }\n return cloned;\n }\n // 普通对象\n const cloned = {};\n for (const key in obj) {\n if (obj.hasOwnProperty(key)) {\n cloned[key] = this.deepClone(obj[key]);\n }\n }\n return cloned;\n }\n getComponent(entityId) {\n const index = this.entityToIndex.get(entityId);\n if (index === undefined) {\n return null;\n }\n // 创建真正的组件实例以保持兼容性\n const component = new this.type();\n const serializeMapFields = this.type.__serializeMapFields || new Set();\n const serializeSetFields = this.type.__serializeSetFields || new Set();\n const serializeArrayFields = this.type.__serializeArrayFields || new Set();\n // 恢复数值字段\n for (const [fieldName, array] of this.fields.entries()) {\n const value = array[index];\n const fieldType = this.getFieldType(fieldName);\n if (fieldType === 'boolean') {\n component[fieldName] = value === 1;\n }\n else {\n component[fieldName] = value;\n }\n }\n // 恢复字符串字段\n for (const [fieldName, stringArray] of this.stringFields.entries()) {\n component[fieldName] = stringArray[index];\n }\n // 恢复序列化字段\n for (const [fieldName, serializedArray] of this.serializedFields.entries()) {\n const serialized = serializedArray[index];\n if (serialized) {\n component[fieldName] = this.deserializeValue(serialized, fieldName, serializeMapFields, serializeSetFields, serializeArrayFields);\n }\n }\n // 恢复复杂字段\n const complexFieldMap = this.complexFields.get(entityId);\n if (complexFieldMap) {\n for (const [fieldName, value] of complexFieldMap.entries()) {\n component[fieldName] = value;\n }\n }\n return component;\n }\n getFieldType(fieldName) {\n // 通过创建临时实例检查字段类型\n const tempInstance = new this.type();\n const value = tempInstance[fieldName];\n return typeof value;\n }\n hasComponent(entityId) {\n return this.entityToIndex.has(entityId);\n }\n removeComponent(entityId) {\n const index = this.entityToIndex.get(entityId);\n if (index === undefined) {\n return null;\n }\n // 获取组件副本以便返回\n const component = this.getComponent(entityId);\n // 清理复杂字段\n this.complexFields.delete(entityId);\n this.entityToIndex.delete(entityId);\n this.freeIndices.push(index);\n this._size--;\n return component;\n }\n resize(newCapacity) {\n // 调整数值字段的TypedArray\n for (const [fieldName, oldArray] of this.fields.entries()) {\n let newArray;\n if (oldArray instanceof Float32Array) {\n newArray = new Float32Array(newCapacity);\n }\n else if (oldArray instanceof Float64Array) {\n newArray = new Float64Array(newCapacity);\n }\n else {\n newArray = new Int32Array(newCapacity);\n }\n newArray.set(oldArray);\n this.fields.set(fieldName, newArray);\n }\n // 调整字符串字段的数组\n for (const [fieldName, oldArray] of this.stringFields.entries()) {\n const newArray = new Array(newCapacity);\n for (let i = 0; i < oldArray.length; i++) {\n newArray[i] = oldArray[i];\n }\n this.stringFields.set(fieldName, newArray);\n }\n // 调整序列化字段的数组\n for (const [fieldName, oldArray] of this.serializedFields.entries()) {\n const newArray = new Array(newCapacity);\n for (let i = 0; i < oldArray.length; i++) {\n newArray[i] = oldArray[i];\n }\n this.serializedFields.set(fieldName, newArray);\n }\n this._capacity = newCapacity;\n }\n getActiveIndices() {\n return Array.from(this.entityToIndex.values());\n }\n getFieldArray(fieldName) {\n return this.fields.get(fieldName) || null;\n }\n size() {\n return this._size;\n }\n clear() {\n this.entityToIndex.clear();\n this.indexToEntity = [];\n this.freeIndices = [];\n this.complexFields.clear();\n this._size = 0;\n // 重置数值字段数组\n for (const array of this.fields.values()) {\n array.fill(0);\n }\n // 重置字符串字段数组\n for (const stringArray of this.stringFields.values()) {\n for (let i = 0; i < stringArray.length; i++) {\n stringArray[i] = undefined;\n }\n }\n // 重置序列化字段数组\n for (const serializedArray of this.serializedFields.values()) {\n for (let i = 0; i < serializedArray.length; i++) {\n serializedArray[i] = undefined;\n }\n }\n }\n compact() {\n if (this.freeIndices.length === 0) {\n return;\n }\n const activeEntries = Array.from(this.entityToIndex.entries())\n .sort((a, b) => a[1] - b[1]);\n // 重新映射索引\n const newEntityToIndex = new Map();\n const newIndexToEntity = [];\n for (let newIndex = 0; newIndex < activeEntries.length; newIndex++) {\n const [entityId, oldIndex] = activeEntries[newIndex];\n newEntityToIndex.set(entityId, newIndex);\n newIndexToEntity[newIndex] = entityId;\n // 移动字段数据\n if (newIndex !== oldIndex) {\n // 移动数值字段\n for (const [, array] of this.fields.entries()) {\n array[newIndex] = array[oldIndex];\n }\n // 移动字符串字段\n for (const [, stringArray] of this.stringFields.entries()) {\n stringArray[newIndex] = stringArray[oldIndex];\n }\n // 移动序列化字段\n for (const [, serializedArray] of this.serializedFields.entries()) {\n serializedArray[newIndex] = serializedArray[oldIndex];\n }\n }\n }\n this.entityToIndex = newEntityToIndex;\n this.indexToEntity = newIndexToEntity;\n this.freeIndices = [];\n this._size = activeEntries.length;\n }\n getStats() {\n let totalMemory = 0;\n const fieldStats = new Map();\n for (const [fieldName, array] of this.fields.entries()) {\n let bytesPerElement;\n let typeName;\n if (array instanceof Float32Array) {\n bytesPerElement = 4;\n typeName = 'float32';\n }\n else if (array instanceof Float64Array) {\n bytesPerElement = 8;\n typeName = 'float64';\n }\n else {\n bytesPerElement = 4;\n typeName = 'int32';\n }\n const memory = array.length * bytesPerElement;\n totalMemory += memory;\n fieldStats.set(fieldName, {\n size: this._size,\n capacity: array.length,\n type: typeName,\n memory: memory\n });\n }\n return {\n size: this._size,\n capacity: this._capacity,\n usedSlots: this._size, // 兼容原测试\n fragmentation: this.freeIndices.length / this._capacity,\n memoryUsage: totalMemory,\n fieldStats: fieldStats\n };\n }\n /**\n * 执行向量化批量操作\n * @param operation 操作函数,接收字段数组和活跃索引\n */\n performVectorizedOperation(operation) {\n const activeIndices = this.getActiveIndices();\n operation(this.fields, activeIndices);\n }\n}\nSoAStorage._logger = createLogger('SoAStorage');\n//# sourceMappingURL=SoAStorage.js.map","import { BigIntFactory } from '../Utils/BigIntCompatibility';\nimport { SoAStorage, EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy } from './SoAStorage';\nimport { createLogger } from '../../Utils/Logger';\n// 重新导出装饰器\nexport { EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy };\n/**\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 this.componentNameToType.set(componentType.name, componentType);\n this.componentNameToId.set(componentType.name, 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 BigIntFactory.one().shiftLeft(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 ${componentType.name} is not registered`);\n }\n return bitIndex;\n }\n /**\n * 检查组件类型是否已注册\n * @param componentType 组件类型\n * @returns 是否已注册\n */\n static isRegistered(componentType) {\n return this.componentTypes.has(componentType);\n }\n /**\n * 通过名称获取组件类型\n * @param componentName 组件名称\n * @returns 组件类型构造函数\n */\n static getComponentType(componentName) {\n return this.componentNameToType.get(componentName) || null;\n }\n /**\n * 获取所有已注册的组件类型\n * @returns 组件类型映射\n */\n static getAllRegisteredTypes() {\n return new Map(this.componentTypes);\n }\n /**\n * 获取所有组件名称到类型的映射\n * @returns 名称到类型的映射\n */\n static getAllComponentNames() {\n return new Map(this.componentNameToType);\n }\n /**\n * 通过名称获取组件类型ID\n * @param componentName 组件名称\n * @returns 组件类型ID\n */\n static getComponentId(componentName) {\n return this.componentNameToId.get(componentName);\n }\n /**\n * 注册组件类型(通过名称)\n * @param componentName 组件名称\n * @returns 分配的组件ID\n */\n static registerComponentByName(componentName) {\n if (this.componentNameToId.has(componentName)) {\n return this.componentNameToId.get(componentName);\n }\n if (this.nextBitIndex >= this.maxComponents) {\n throw new Error(`Maximum number of component types (${this.maxComponents}) exceeded`);\n }\n const bitIndex = this.nextBitIndex++;\n this.componentNameToId.set(componentName, bitIndex);\n return bitIndex;\n }\n /**\n * 创建单个组件的掩码\n * @param componentName 组件名称\n * @returns 组件掩码\n */\n static createSingleComponentMask(componentName) {\n const cacheKey = `single:${componentName}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n const componentId = this.getComponentId(componentName);\n if (componentId === undefined) {\n throw new Error(`Component type ${componentName} is not registered`);\n }\n const mask = BigIntFactory.one().shiftLeft(componentId);\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 创建多个组件的掩码\n * @param componentNames 组件名称数组\n * @returns 组合掩码\n */\n static createComponentMask(componentNames) {\n const sortedNames = [...componentNames].sort();\n const cacheKey = `multi:${sortedNames.join(',')}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n let mask = BigIntFactory.zero();\n for (const name of componentNames) {\n const componentId = this.getComponentId(name);\n if (componentId !== undefined) {\n mask = mask.or(BigIntFactory.one().shiftLeft(componentId));\n }\n }\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 清除掩码缓存\n */\n static clearMaskCache() {\n this.maskCache.clear();\n }\n /**\n * 重置注册表(用于测试)\n */\n static reset() {\n this.componentTypes.clear();\n this.componentNameToType.clear();\n this.componentNameToId.clear();\n this.maskCache.clear();\n this.nextBitIndex = 0;\n }\n}\nComponentRegistry._logger = createLogger('ComponentStorage');\nComponentRegistry.componentTypes = new Map();\nComponentRegistry.componentNameToType = new Map();\nComponentRegistry.componentNameToId = new Map();\nComponentRegistry.maskCache = 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(默认原始存储)\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 // 检查是否启用SoA优化\n const enableSoA = componentType.__enableSoA;\n if (enableSoA) {\n // 使用SoA优化存储\n storage = new SoAStorage(componentType);\n ComponentStorageManager._logger.info(`为 ${componentType.name} 启用SoA优化(适用于大规模批量操作)`);\n }\n else {\n // 默认使用原始存储\n storage = new ComponentStorage(componentType);\n }\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 = BigIntFactory.zero();\n for (const [componentType, storage] of this.storages.entries()) {\n if (storage.hasComponent(entityId)) {\n const componentMask = ComponentRegistry.getBitMask(componentType);\n mask = mask.or(componentMask);\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}\nComponentStorageManager._logger = createLogger('ComponentStorage');\n//# sourceMappingURL=ComponentStorage.js.map","import { ComponentRegistry } from './Core/ComponentStorage';\nimport { BigIntFactory } from './Utils/BigIntCompatibility';\nimport { createLogger } from '../Utils/Logger';\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 * 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 * 所属场景引用\n *\n * 指向实体所在的场景实例。\n */\n this.scene = null;\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 = BigIntFactory.zero();\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 this.name = name;\n this.id = id;\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 const componentMask = ComponentRegistry.getBitMask(componentType);\n this._componentMask = this._componentMask.or(componentMask);\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QuerySystem实体组件已改变,需要重新索引\n if (this.scene && this.scene.querySystem) {\n // 移除旧的索引,重新添加以更新索引\n this.scene.querySystem.removeEntity(this);\n this.scene.querySystem.addEntity(this);\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 // 首先检查位掩码,快速排除(O(1))\n if (!ComponentRegistry.isRegistered(type)) {\n return null;\n }\n const mask = ComponentRegistry.getBitMask(type);\n if (this._componentMask.and(mask).isZero()) {\n return null;\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 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 // 重建索引映射\n this.rebuildComponentIndex();\n return component;\n }\n }\n // 最后回退到线性搜索并重建索引(O(n),但n很小且很少发生)\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 return component;\n }\n }\n return null;\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.and(mask).isZero();\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 // 更新位掩码\n if (ComponentRegistry.isRegistered(componentType)) {\n const componentMask = ComponentRegistry.getBitMask(componentType);\n this._componentMask = this._componentMask.and(componentMask.not());\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 if (component.onRemovedFromEntity) {\n component.onRemovedFromEntity();\n }\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QuerySystem实体组件已改变,需要重新索引\n if (this.scene && this.scene.querySystem) {\n // 移除旧的索引,重新添加以更新索引\n this.scene.querySystem.removeEntity(this);\n this.scene.querySystem.addEntity(this);\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 // 清空索引和位掩码\n this._componentTypeToIndex.clear();\n this._componentMask = BigIntFactory.zero();\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 }\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 Entity._logger.warn(`添加组件失败 ${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) {\n // 从查询系统中移除\n if (this.scene.querySystem) {\n this.scene.querySystem.removeEntity(this);\n }\n // 从实体列表中移除\n if (this.scene.entities) {\n this.scene.entities.remove(this);\n }\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 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 indexMappingSize: this._componentTypeToIndex.size\n };\n }\n}\n/**\n * Entity专用日志器\n */\nEntity._logger = createLogger('Entity');\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","import { Entity } from '../../Entity';\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//# sourceMappingURL=EntityBuilder.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 // 回收实体ID到ID池\n if (this._scene && this._scene.identifierPool) {\n this._scene.identifierPool.checkIn(entity.id);\n }\n }\n }\n /**\n * 移除所有实体\n */\n removeAllEntities() {\n // 收集所有实体ID用于回收\n const idsToRecycle = [];\n for (let i = this.buffer.length - 1; i >= 0; i--) {\n idsToRecycle.push(this.buffer[i].id);\n this.buffer[i].destroy();\n }\n // 批量回收ID\n if (this._scene && this._scene.identifierPool) {\n for (const id of idsToRecycle) {\n this._scene.identifierPool.checkIn(id);\n }\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","import { createLogger } from '../../Utils/Logger';\n/**\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 * 对所有处理器进行排序以确保正确的执行顺序。\n */\n begin() {\n this.sortProcessors();\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 try {\n processor.update();\n }\n catch (error) {\n EntityProcessorList._logger.error(`Error in processor ${processor.constructor.name}:`, error);\n }\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}\nEntityProcessorList._logger = createLogger('EntityProcessorList');\n//# sourceMappingURL=EntityProcessorList.js.map","/**\n * 世代式ID池管理器\n *\n * 用于管理实体ID的分配和回收,支持世代版本控制以防止悬空引用问题。\n * 世代式ID由索引和版本组成,当ID被回收时版本会递增,确保旧引用失效。\n *\n * 支持动态扩展,理论上可以支持到65535个索引(16位),每个索引65535个版本(16位)。\n * 总计可以处理超过42亿个独特的ID组合,完全满足ECS大规模实体需求。\n *\n * @example\n * ```typescript\n * const pool = new IdentifierPool();\n *\n * // 分配ID\n * const id = pool.checkOut(); // 例如: 65536 (版本1,索引0)\n *\n * // 回收ID\n * pool.checkIn(id);\n *\n * // 验证ID是否有效\n * const isValid = pool.isValid(id); // false,因为版本已递增\n * ```\n */\nexport class IdentifierPool {\n /**\n * 构造函数\n *\n * @param recycleDelay 延迟回收时间(毫秒),默认为100ms\n * @param expansionBlockSize 内存扩展块大小,默认为1024\n */\n constructor(recycleDelay = 100, expansionBlockSize = 1024) {\n /**\n * 下一个可用的索引\n */\n this._nextAvailableIndex = 0;\n /**\n * 空闲的索引列表\n */\n this._freeIndices = [];\n /**\n * 每个索引对应的世代版本\n * 动态扩展的Map,按需分配内存\n */\n this._generations = new Map();\n /**\n * 延迟回收队列\n * 防止在同一帧内立即重用ID,避免时序问题\n */\n this._pendingRecycle = [];\n /**\n * 延迟回收时间(毫秒)\n */\n this._recycleDelay = 100;\n /**\n * 统计信息\n */\n this._stats = {\n totalAllocated: 0,\n totalRecycled: 0,\n currentActive: 0,\n memoryExpansions: 0\n };\n this._recycleDelay = recycleDelay;\n this._expansionBlockSize = expansionBlockSize;\n // 预分配第一个块的世代信息\n this._preAllocateGenerations(0, this._expansionBlockSize);\n }\n /**\n * 获取一个可用的ID\n *\n * 返回一个32位ID,高16位为世代版本,低16位为索引。\n *\n * @returns 新分配的实体ID\n * @throws {Error} 当达到索引限制时抛出错误\n */\n checkOut() {\n // 处理延迟回收队列\n this._processDelayedRecycle();\n let index;\n if (this._freeIndices.length > 0) {\n // 重用回收的索引\n index = this._freeIndices.pop();\n }\n else {\n // 分配新索引\n if (this._nextAvailableIndex > IdentifierPool.MAX_INDEX) {\n throw new Error(`实体索引已达到框架设计限制 (${IdentifierPool.MAX_INDEX})。` +\n `这意味着您已经分配了超过65535个不同的实体索引。` +\n `这是16位索引设计的限制,考虑优化实体回收策略或升级到64位ID设计。`);\n }\n index = this._nextAvailableIndex++;\n // 按需扩展世代存储\n this._ensureGenerationCapacity(index);\n }\n const generation = this._generations.get(index) || 1;\n this._stats.totalAllocated++;\n this._stats.currentActive++;\n return this._packId(index, generation);\n }\n /**\n * 回收一个ID\n *\n * 验证ID的有效性后,将其加入延迟回收队列。\n * ID不会立即可重用,而是在延迟时间后才真正回收。\n *\n * @param id 要回收的实体ID\n * @returns 是否成功回收(ID是否有效且未被重复回收)\n */\n checkIn(id) {\n const index = this._unpackIndex(id);\n const generation = this._unpackGeneration(id);\n // 验证ID有效性\n if (!this._isValidId(index, generation)) {\n return false;\n }\n // 检查是否已经在待回收队列中\n const alreadyPending = this._pendingRecycle.some(item => item.index === index && item.generation === generation);\n if (alreadyPending) {\n return false; // 已经在回收队列中,拒绝重复回收\n }\n // 加入延迟回收队列\n this._pendingRecycle.push({\n index,\n generation,\n timestamp: Date.now()\n });\n this._stats.currentActive--;\n this._stats.totalRecycled++;\n return true;\n }\n /**\n * 验证ID是否有效\n *\n * 检查ID的索引和世代版本是否匹配当前状态。\n *\n * @param id 要验证的实体ID\n * @returns ID是否有效\n */\n isValid(id) {\n const index = this._unpackIndex(id);\n const generation = this._unpackGeneration(id);\n return this._isValidId(index, generation);\n }\n /**\n * 获取统计信息\n *\n * @returns 池的当前状态统计\n */\n getStats() {\n // 计算平均世代版本\n let totalGeneration = 0;\n let generationCount = 0;\n for (const [index, generation] of this._generations) {\n if (index < this._nextAvailableIndex) {\n totalGeneration += generation;\n generationCount++;\n }\n }\n const averageGeneration = generationCount > 0\n ? totalGeneration / generationCount\n : 1;\n return {\n totalAllocated: this._stats.totalAllocated,\n totalRecycled: this._stats.totalRecycled,\n currentActive: this._stats.currentActive,\n currentlyFree: this._freeIndices.length,\n pendingRecycle: this._pendingRecycle.length,\n maxPossibleEntities: IdentifierPool.MAX_INDEX + 1,\n maxUsedIndex: this._nextAvailableIndex - 1,\n memoryUsage: this._calculateMemoryUsage(),\n memoryExpansions: this._stats.memoryExpansions,\n averageGeneration: Math.round(averageGeneration * 100) / 100,\n generationStorageSize: this._generations.size\n };\n }\n /**\n * 强制执行延迟回收处理\n *\n * 在某些情况下可能需要立即处理延迟回收队列,\n * 比如内存压力大或者需要精确的统计信息时。\n */\n forceProcessDelayedRecycle() {\n this._processDelayedRecycle(true);\n }\n /**\n * 清理过期的延迟回收项\n *\n * 将超过延迟时间的回收项真正回收到空闲列表中。\n *\n * @param forceAll 是否强制处理所有延迟回收项\n * @private\n */\n _processDelayedRecycle(forceAll = false) {\n if (this._pendingRecycle.length === 0)\n return;\n const now = Date.now();\n const readyToRecycle = [];\n const stillPending = [];\n // 分离已到期和未到期的项\n for (const item of this._pendingRecycle) {\n if (forceAll || now - item.timestamp >= this._recycleDelay) {\n readyToRecycle.push(item);\n }\n else {\n stillPending.push(item);\n }\n }\n // 处理到期的回收项\n for (const item of readyToRecycle) {\n // 再次验证ID有效性(防止重复回收)\n if (this._isValidId(item.index, item.generation)) {\n // 递增世代版本\n let newGeneration = item.generation + 1;\n // 防止世代版本溢出\n if (newGeneration > IdentifierPool.MAX_GENERATION) {\n newGeneration = 1; // 重置为1而不是0\n }\n this._generations.set(item.index, newGeneration);\n // 添加到空闲列表\n this._freeIndices.push(item.index);\n }\n }\n // 更新待回收队列\n this._pendingRecycle = stillPending;\n }\n /**\n * 预分配世代信息\n *\n * @param startIndex 起始索引\n * @param count 分配数量\n * @private\n */\n _preAllocateGenerations(startIndex, count) {\n for (let i = 0; i < count; i++) {\n const index = startIndex + i;\n if (index <= IdentifierPool.MAX_INDEX) {\n this._generations.set(index, 1);\n }\n }\n this._stats.memoryExpansions++;\n }\n /**\n * 确保指定索引的世代信息存在\n *\n * @param index 索引\n * @private\n */\n _ensureGenerationCapacity(index) {\n if (!this._generations.has(index)) {\n // 计算需要扩展的起始位置\n const expansionStart = Math.floor(index / this._expansionBlockSize) * this._expansionBlockSize;\n // 预分配一个块\n this._preAllocateGenerations(expansionStart, this._expansionBlockSize);\n }\n }\n /**\n * 计算内存使用量\n *\n * @returns 内存使用字节数\n * @private\n */\n _calculateMemoryUsage() {\n const generationMapSize = this._generations.size * 16; // Map overhead + number pair\n const freeIndicesSize = this._freeIndices.length * 8;\n const pendingRecycleSize = this._pendingRecycle.length * 32;\n return generationMapSize + freeIndicesSize + pendingRecycleSize;\n }\n /**\n * 打包索引和世代为32位ID\n *\n * @param index 索引(16位)\n * @param generation 世代版本(16位)\n * @returns 打包后的32位ID\n * @private\n */\n _packId(index, generation) {\n return (generation << 16) | index;\n }\n /**\n * 从ID中解包索引\n *\n * @param id 32位ID\n * @returns 索引部分(16位)\n * @private\n */\n _unpackIndex(id) {\n return id & 0xFFFF;\n }\n /**\n * 从ID中解包世代版本\n *\n * @param id 32位ID\n * @returns 世代版本部分(16位)\n * @private\n */\n _unpackGeneration(id) {\n return (id >>> 16) & 0xFFFF;\n }\n /**\n * 内部ID有效性检查\n *\n * @param index 索引\n * @param generation 世代版本\n * @returns 是否有效\n * @private\n */\n _isValidId(index, generation) {\n if (index < 0 || index >= this._nextAvailableIndex) {\n return false;\n }\n const currentGeneration = this._generations.get(index);\n return currentGeneration !== undefined && currentGeneration === generation;\n }\n}\n/**\n * 最大索引限制(16位)\n * 这是框架设计选择:16位索引 + 16位版本 = 32位ID,确保高效位操作\n * 不是硬件限制,而是性能和内存效率的权衡\n */\nIdentifierPool.MAX_INDEX = 0xFFFF; // 65535\n/**\n * 最大世代限制(16位)\n */\nIdentifierPool.MAX_GENERATION = 0xFFFF; // 65535\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 * 重置管理器,移除所有注册的池\n */\n reset() {\n this.pools.clear();\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 * 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 this._setPool = [];\n this._componentTypeSetPool = [];\n }\n addEntity(entity) {\n if (entity.components.length === 0) {\n const componentTypes = this._componentTypeSetPool.pop() || new Set();\n componentTypes.clear();\n this._entityToComponents.set(entity, componentTypes);\n this._lastUpdated = Date.now();\n return;\n }\n const componentTypes = this._componentTypeSetPool.pop() || new Set();\n componentTypes.clear();\n for (const component of entity.components) {\n const componentType = component.constructor;\n componentTypes.add(componentType);\n let entities = this._componentToEntities.get(componentType);\n if (!entities) {\n entities = this._setPool.pop() || new Set();\n entities.clear();\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 if (this._setPool.length < 50) {\n entities.clear();\n this._setPool.push(entities);\n }\n }\n }\n }\n this._entityToComponents.delete(entity);\n if (this._componentTypeSetPool.length < 50) {\n componentTypes.clear();\n this._componentTypeSetPool.push(componentTypes);\n }\n this._lastUpdated = Date.now();\n }\n query(componentType) {\n const startTime = performance.now();\n const entities = this._componentToEntities.get(componentType);\n const result = entities ? new Set(entities) : new Set();\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 if (this._autoOptimize && this._activeIndex.getStats().queryCount % 100 === 0) {\n this.checkOptimization();\n }\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","import { createLogger } from '../../Utils/Logger';\n/**\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 * logger.debug('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 DirtyTrackingSystem._logger.error('脏数据监听器错误:', 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 DirtyTrackingSystem._logger.error('脏数据监听器通知错误:', 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}\nDirtyTrackingSystem._logger = createLogger('DirtyTrackingSystem');\n//# sourceMappingURL=DirtyTrackingSystem.js.map","import { ComponentRegistry } from './ComponentStorage';\nimport { BigIntFactory } from '../Utils/BigIntCompatibility';\nimport { createLogger } from '../../Utils/Logger';\nimport { ComponentPoolManager } from './ComponentPool';\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._logger = createLogger('QuerySystem');\n this.entities = [];\n this.indexDirty = true;\n // 版本号,用于缓存失效\n this._version = 0;\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 // 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 }\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 // 更新版本号\n this._version++;\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 // 更新版本号\n this._version++;\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 const maskKey = mask.toString();\n let maskSet = this.entityIndex.byMask.get(maskKey);\n if (!maskSet) {\n maskSet = new Set();\n this.entityIndex.byMask.set(maskKey, 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 maskKey = mask.toString();\n const maskSet = this.entityIndex.byMask.get(maskKey);\n if (maskSet) {\n maskSet.delete(entity);\n if (maskSet.size === 0) {\n this.entityIndex.byMask.delete(maskKey);\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 // 清理ArchetypeSystem和ComponentIndexManager\n this.archetypeSystem.clear();\n this.componentIndexManager.clear();\n for (const entity of this.entities) {\n this.addEntityToIndexes(entity);\n this.componentIndexManager.addEntity(entity);\n this.archetypeSystem.addEntity(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 * logger.info(`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 for (const archetype of archetypeResult.archetypes) {\n entities.push(...archetype.entities);\n }\n }\n else {\n try {\n 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 }\n catch (error) {\n entities = [];\n }\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 * 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 return []; // 如果没有找到任何组件集合,返回空结果\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.and(mask).equals(mask)) {\n result.push(entity);\n }\n }\n return result;\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 * logger.info(`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 * logger.info(`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.and(mask).isZero());\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 let mask = BigIntFactory.zero();\n let hasValidComponents = false;\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n mask = mask.or(bitMask);\n hasValidComponents = true;\n }\n catch (error) {\n this._logger.warn(`组件类型 ${type.name} 未注册,跳过`);\n }\n }\n // 如果没有有效的组件类型,返回一个不可能匹配的掩码\n if (!hasValidComponents) {\n return BigIntFactory.create(-1); // 所有位都是1,不可能与任何实体匹配\n }\n return mask;\n }\n /**\n * 获取当前版本号(用于缓存失效)\n */\n get version() {\n return this._version;\n }\n /**\n * 获取所有实体\n */\n getAllEntities() {\n return [...this.entities];\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._logger = createLogger('QueryBuilder');\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 = BigIntFactory.zero();\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n mask = mask.or(bitMask);\n }\n catch (error) {\n this._logger.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 * 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","import { createLogger } from '../../Utils/Logger';\n/**\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 TypeSafeEventSystem._logger.error(`事件处理器执行错误 ${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 TypeSafeEventSystem._logger.warn(`事件类型 ${eventType} 的监听器数量超过最大限制 (${this.maxListeners})`);\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 TypeSafeEventSystem._logger.error(`同步事件处理器执行错误 ${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 TypeSafeEventSystem._logger.error(`异步事件处理器执行错误 ${eventType}:`, error);\n }\n });\n // 等待所有异步监听器完成\n await Promise.all(asyncPromises);\n // 移除一次性监听器\n this.removeListeners(eventType, toRemove);\n // 更新统计信息\n this.updateStats(eventType, performance.now() - startTime);\n }\n /**\n * 按优先级排序监听器\n * @param listeners 监听器数组\n * @returns 排序后的监听器数组\n */\n sortListenersByPriority(listeners) {\n return listeners.slice().sort((a, b) => (b.config.priority || 0) - (a.config.priority || 0));\n }\n /**\n * 移除指定的监听器\n * @param eventType 事件类型\n * @param listenerIds 要移除的监听器ID数组\n */\n removeListeners(eventType, listenerIds) {\n if (listenerIds.length === 0)\n return;\n const listeners = this.listeners.get(eventType);\n if (!listeners)\n return;\n for (const id of listenerIds) {\n const index = listeners.findIndex(l => l.id === id);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n }\n // 如果没有监听器了,清理相关数据\n if (listeners.length === 0) {\n this.listeners.delete(eventType);\n this.stats.delete(eventType);\n }\n }\n /**\n * 添加事件到批处理队列\n * @param eventType 事件类型\n * @param event 事件数据\n */\n addToBatch(eventType, event) {\n let batch = this.batchQueue.get(eventType);\n if (!batch) {\n batch = [];\n this.batchQueue.set(eventType, batch);\n }\n batch.push(event);\n const config = this.batchConfigs.get(eventType);\n // 如果达到批处理大小,立即处理\n if (batch.length >= config.batchSize) {\n this.flushBatch(eventType);\n return;\n }\n // 设置延迟处理定时器\n if (!this.batchTimers.has(eventType)) {\n const timer = setTimeout(() => {\n this.flushBatch(eventType);\n }, config.delay);\n this.batchTimers.set(eventType, timer);\n }\n }\n /**\n * 处理批处理事件\n * @param eventType 事件类型\n * @param batch 批处理事件数组\n */\n async processBatch(eventType, batch) {\n // 创建批处理事件对象\n const batchEvent = {\n type: eventType,\n events: batch,\n count: batch.length,\n timestamp: Date.now()\n };\n // 触发批处理事件\n await this.executeEvent(`${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}\nTypeSafeEventSystem._logger = createLogger('EventSystem');\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 { createLogger } from '../../Utils/Logger';\nimport { 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 EventBus._logger.info(`发射事件: ${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 EventBus._logger.info(`发射异步事件: ${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 EventBus._logger.info(`添加监听器: ${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 EventBus._logger.info(`移除监听器: ${listenerId} 事件: ${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 EventBus._logger.info(`移除所有监听器: ${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 EventBus._logger.info('清空所有监听器');\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 EventBus._logger.warn(`未知事件类型: ${eventType}`);\n }\n // 在调试模式下添加自定义事件类型\n if (this.isDebugMode) {\n EventTypeValidator.addCustomType(eventType);\n }\n }\n }\n /**\n * 增强事件数据\n * @param eventType 事件类型\n * @param data 原始数据\n */\n enhanceEventData(eventType, data) {\n // 处理null或undefined数据\n if (data === null || data === undefined) {\n return {\n timestamp: Date.now(),\n eventId: `${eventType}_${++this.eventIdCounter}`,\n source: 'EventBus'\n };\n }\n const enhanced = data;\n // 如果数据还没有基础事件属性,添加它们\n if (!enhanced.timestamp) {\n enhanced.timestamp = Date.now();\n }\n if (!enhanced.eventId) {\n enhanced.eventId = `${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}\nEventBus._logger = createLogger('EventBus');\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 { 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';\nimport { EventBus } from './Core/EventBus';\n/**\n * 游戏场景默认实现类\n *\n * 实现IScene接口,提供场景的基础功能。\n * 推荐使用组合而非继承的方式来构建自定义场景。\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(config) {\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 // 应用配置\n if (config?.name) {\n this.name = config.name;\n }\n if (!Entity.eventBus) {\n Entity.eventBus = new EventBus(false);\n }\n if (Entity.eventBus) {\n Entity.eventBus.onComponentAdded((data) => {\n this.eventSystem.emitSync('component:added', data);\n });\n }\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 // 清理查询系统中的实体引用和缓存\n this.querySystem.setEntities([]);\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 this.eventSystem.emitSync('entity:created', { entityName: name, entity, scene: this });\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 * 从场景中删除所有实体\n */\n destroyAllEntities() {\n this.entities.removeAllEntities();\n // 清理查询系统中的实体引用和缓存\n this.querySystem.setEntities([]);\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 if (this.entityProcessors.processors.includes(processor)) {\n return processor;\n }\n processor.scene = this;\n this.entityProcessors.add(processor);\n processor.initialize();\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 processor.reset();\n processor.scene = null;\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 { Scene } from '../../Scene';\nimport { EntityBuilder } from './EntityBuilder';\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//# sourceMappingURL=SceneBuilder.js.map","/**\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//# sourceMappingURL=ComponentBuilder.js.map","/**\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//# sourceMappingURL=EntityBatchOperator.js.map","import { QueryBuilder } from '../QuerySystem';\nimport { EntityBuilder } from './EntityBuilder';\nimport { SceneBuilder } from './SceneBuilder';\nimport { ComponentBuilder } from './ComponentBuilder';\nimport { EntityBatchOperator } from './EntityBatchOperator';\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.findEntity(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.findEntitiesByTag(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 * 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=ECSFluentAPI.js.map","import { BigIntFactory } from './BigIntCompatibility';\n/**\n * 高性能位操作类\n *\n * 基于BigInt实现,支持任意数量的位操作。\n * 自动适配运行环境,在不支持BigInt的环境中使用兼容实现。\n *\n * @example\n * ```typescript\n * const bits = new Bits();\n * bits.set(0);\n * bits.set(5);\n * console.log(bits.get(0)); // true\n * console.log(bits.get(1)); // false\n * ```\n */\nexport class Bits {\n /**\n * 构造函数\n * @param initialValue 初始值,可以是IBigIntLike或数值\n */\n constructor(initialValue) {\n if (initialValue && typeof initialValue === 'object') {\n this._value = initialValue;\n }\n else {\n this._value = BigIntFactory.create(initialValue || 0);\n }\n }\n /**\n * 设置指定位置的位为1\n * @param index 位索引(从0开始)\n * @throws {Error} 当索引为负数时抛出错误\n */\n set(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n const mask = BigIntFactory.one().shiftLeft(index);\n this._value = this._value.or(mask);\n }\n /**\n * 清除指定位置的位(设为0)\n * @param index 位索引(从0开始)\n * @throws {Error} 当索引为负数时抛出错误\n */\n clear(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n const mask = BigIntFactory.one().shiftLeft(index).not();\n this._value = this._value.and(mask);\n }\n /**\n * 获取指定位置的位值\n * @param index 位索引(从0开始)\n * @returns 位值(true表示1,false表示0)\n */\n get(index) {\n if (index < 0) {\n return false;\n }\n const mask = BigIntFactory.one().shiftLeft(index);\n return !this._value.and(mask).isZero();\n }\n /**\n * 检查是否包含所有指定的位\n * @param other 另一个Bits对象\n * @returns 是否包含所有指定的位\n */\n containsAll(other) {\n const intersection = this._value.and(other._value);\n return intersection.equals(other._value);\n }\n /**\n * 检查是否包含任意一个指定的位\n * @param other 另一个Bits对象\n * @returns 是否包含任意一个指定的位\n */\n intersects(other) {\n return !this._value.and(other._value).isZero();\n }\n /**\n * 检查是否不包含任何指定的位\n * @param other 另一个Bits对象\n * @returns 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 = BigIntFactory.zero();\n }\n /**\n * 检查是否为空(没有设置任何位)\n * @returns 是否为空\n */\n isEmpty() {\n return this._value.isZero();\n }\n /**\n * 获取设置的位数量\n * @returns 设置为1的位数量\n */\n cardinality() {\n let count = 0;\n let value = this._value.clone();\n while (!value.isZero()) {\n const one = BigIntFactory.one();\n if (!value.and(one).isZero()) {\n count++;\n }\n value = value.shiftRight(1);\n }\n return count;\n }\n /**\n * 位运算:与\n * @param other 另一个Bits对象\n * @returns 新的Bits对象,包含与运算结果\n */\n and(other) {\n return new Bits(this._value.and(other._value));\n }\n /**\n * 位运算:或\n * @param other 另一个Bits对象\n * @returns 新的Bits对象,包含或运算结果\n */\n or(other) {\n return new Bits(this._value.or(other._value));\n }\n /**\n * 位运算:异或\n * @param other 另一个Bits对象\n * @returns 新的Bits对象,包含异或运算结果\n */\n xor(other) {\n return new Bits(this._value.xor(other._value));\n }\n /**\n * 位运算:非\n * @param maxBits 最大位数限制,默认64位\n * @returns 新的Bits对象,包含非运算结果\n */\n not(maxBits = 64) {\n return new Bits(this._value.not(maxBits));\n }\n /**\n * 复制另一个Bits对象\n * @param other 要复制的Bits对象\n */\n copyFrom(other) {\n this._value = other._value.clone();\n }\n /**\n * 创建当前Bits的副本\n * @returns 新的Bits对象副本\n */\n clone() {\n return new Bits(this._value.clone());\n }\n /**\n * 获取原始值\n * @returns 原始的IBigIntLike值\n */\n getValue() {\n return this._value;\n }\n /**\n * 设置原始值\n * @param value 新的值,可以是IBigIntLike或数值\n */\n setValue(value) {\n if (typeof value === 'object') {\n this._value = value;\n }\n else {\n this._value = BigIntFactory.create(value);\n }\n }\n /**\n * 获取调试信息\n * @returns 返回显示设置位索引的字符串\n */\n toString() {\n const bits = [];\n let index = 0;\n let value = this._value.clone();\n while (!value.isZero()) {\n const one = BigIntFactory.one();\n if (!value.and(one).isZero()) {\n bits.push(index.toString());\n }\n value = value.shiftRight(1);\n index++;\n }\n return `Bits[${bits.join(', ')}]`;\n }\n /**\n * 获取二进制表示\n * @param maxBits 最大位数,默认64位\n * @returns 二进制字符串表示\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 * @returns 十六进制字符串表示\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 * @param binaryString 二进制字符串\n * @returns 新的Bits对象\n */\n static fromBinaryString(binaryString) {\n const cleanString = binaryString.replace(/\\s/g, '');\n const value = BigIntFactory.fromBinaryString(cleanString);\n return new Bits(value);\n }\n /**\n * 从十六进制字符串创建Bits\n * @param hexString 十六进制字符串\n * @returns 新的Bits对象\n */\n static fromHexString(hexString) {\n const value = BigIntFactory.fromHexString(hexString);\n return new Bits(value);\n }\n /**\n * 比较两个Bits对象是否相等\n * @param other 另一个Bits对象\n * @returns 是否相等\n */\n equals(other) {\n return this._value.equals(other._value);\n }\n /**\n * 获取最高位的索引\n * @returns 最高位的索引,如果为空则返回-1\n */\n getHighestBitIndex() {\n if (this._value.isZero()) {\n return -1;\n }\n let index = 0;\n let value = this._value.clone();\n while (!value.shiftRight(1).isZero()) {\n value = value.shiftRight(1);\n index++;\n }\n return index;\n }\n /**\n * 获取最低位的索引\n * @returns 最低位的索引,如果为空则返回-1\n */\n getLowestBitIndex() {\n if (this._value.isZero()) {\n return -1;\n }\n let index = 0;\n let value = this._value.clone();\n const one = BigIntFactory.one();\n while (value.and(one).isZero()) {\n value = value.shiftRight(1);\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 { Core } from '../../Core';\nimport { ComponentTypeManager } from '../../ECS/Utils/ComponentTypeManager';\n/**\n * 实体数据收集器\n */\nexport class EntityDataCollector {\n collectEntityData() {\n const scene = Core.scene;\n if (!scene) {\n return this.getEmptyEntityDebugData();\n }\n const entityList = scene.entities;\n if (!entityList) {\n return this.getEmptyEntityDebugData();\n }\n let stats;\n try {\n stats = entityList.getStats ? entityList.getStats() : this.calculateFallbackEntityStats(entityList);\n }\n catch (error) {\n return {\n totalEntities: 0,\n activeEntities: 0,\n pendingAdd: 0,\n pendingRemove: 0,\n entitiesPerArchetype: [],\n topEntitiesByComponents: [],\n entityHierarchy: [],\n entityDetailsMap: {}\n };\n }\n const archetypeData = this.collectArchetypeData(scene);\n return {\n totalEntities: stats.totalEntities,\n activeEntities: stats.activeEntities,\n pendingAdd: stats.pendingAdd || 0,\n pendingRemove: stats.pendingRemove || 0,\n entitiesPerArchetype: archetypeData.distribution,\n topEntitiesByComponents: archetypeData.topEntities,\n entityHierarchy: [],\n entityDetailsMap: {}\n };\n }\n getRawEntityList() {\n const scene = Core.scene;\n if (!scene)\n return [];\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return [];\n return entityList.buffer.map((entity) => ({\n id: entity.id,\n name: entity.name || `Entity_${entity.id}`,\n active: entity.active !== false,\n enabled: entity.enabled !== false,\n activeInHierarchy: entity.activeInHierarchy !== false,\n componentCount: entity.components.length,\n componentTypes: entity.components.map((component) => component.constructor.name),\n parentId: entity.parent?.id || null,\n childIds: entity.children?.map((child) => child.id) || [],\n depth: entity.getDepth ? entity.getDepth() : 0,\n tag: entity.tag || 0,\n updateOrder: entity.updateOrder || 0\n }));\n }\n getEntityDetails(entityId) {\n try {\n const scene = Core.scene;\n if (!scene)\n return null;\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return null;\n const entity = entityList.buffer.find((e) => e.id === entityId);\n if (!entity)\n return null;\n const baseDebugInfo = entity.getDebugInfo ?\n entity.getDebugInfo() :\n this.buildFallbackEntityInfo(entity);\n const componentDetails = this.extractComponentDetails(entity.components);\n const sceneInfo = this.getSceneInfo(scene);\n return {\n ...baseDebugInfo,\n scene: sceneInfo.name,\n sceneName: sceneInfo.name,\n sceneType: sceneInfo.type,\n parentName: entity.parent?.name || null,\n components: componentDetails || [],\n componentCount: entity.components?.length || 0,\n componentTypes: entity.components?.map((comp) => comp.constructor.name) || []\n };\n }\n catch (error) {\n return {\n error: `获取实体详情失败: ${error instanceof Error ? error.message : String(error)}`,\n scene: '获取失败',\n components: [],\n componentCount: 0,\n componentTypes: []\n };\n }\n }\n getSceneInfo(scene) {\n let sceneName = '当前场景';\n let sceneType = 'Scene';\n try {\n if (scene.name && typeof scene.name === 'string' && scene.name.trim()) {\n sceneName = scene.name.trim();\n }\n else if (scene.constructor && scene.constructor.name) {\n sceneName = scene.constructor.name;\n sceneType = scene.constructor.name;\n }\n else if (scene._name && typeof scene._name === 'string' && scene._name.trim()) {\n sceneName = scene._name.trim();\n }\n else {\n const sceneClassName = Object.getPrototypeOf(scene)?.constructor?.name;\n if (sceneClassName && sceneClassName !== 'Object') {\n sceneName = sceneClassName;\n sceneType = sceneClassName;\n }\n }\n }\n catch (error) {\n sceneName = '场景名获取失败';\n }\n return { name: sceneName, type: sceneType };\n }\n collectEntityDataWithMemory() {\n const scene = Core.scene;\n if (!scene) {\n return this.getEmptyEntityDebugData();\n }\n const entityList = scene.entities;\n if (!entityList) {\n return this.getEmptyEntityDebugData();\n }\n let stats;\n try {\n stats = entityList.getStats ? entityList.getStats() : this.calculateFallbackEntityStats(entityList);\n }\n catch (error) {\n return {\n totalEntities: 0,\n activeEntities: 0,\n pendingAdd: 0,\n pendingRemove: 0,\n entitiesPerArchetype: [],\n topEntitiesByComponents: [],\n entityHierarchy: [],\n entityDetailsMap: {}\n };\n }\n const archetypeData = this.collectArchetypeDataWithMemory(scene);\n return {\n totalEntities: stats.totalEntities,\n activeEntities: stats.activeEntities,\n pendingAdd: stats.pendingAdd || 0,\n pendingRemove: stats.pendingRemove || 0,\n entitiesPerArchetype: archetypeData.distribution,\n topEntitiesByComponents: archetypeData.topEntities,\n entityHierarchy: this.buildEntityHierarchyTree(entityList),\n entityDetailsMap: this.buildEntityDetailsMap(entityList)\n };\n }\n collectArchetypeData(scene) {\n if (scene && scene.archetypeSystem && typeof scene.archetypeSystem.getAllArchetypes === 'function') {\n return this.extractArchetypeStatistics(scene.archetypeSystem);\n }\n const entityContainer = { entities: scene.entities?.buffer || [] };\n return {\n distribution: this.getArchetypeDistributionFast(entityContainer),\n topEntities: this.getTopEntitiesByComponentsFast(entityContainer)\n };\n }\n getArchetypeDistributionFast(entityContainer) {\n const distribution = new Map();\n if (entityContainer && entityContainer.entities) {\n entityContainer.entities.forEach((entity) => {\n const componentTypes = entity.components?.map((comp) => comp.constructor.name) || [];\n const signature = componentTypes.length > 0 ? componentTypes.sort().join(', ') : '无组件';\n const existing = distribution.get(signature);\n if (existing) {\n existing.count++;\n }\n else {\n distribution.set(signature, { count: 1, componentTypes });\n }\n });\n }\n return Array.from(distribution.entries())\n .map(([signature, data]) => ({\n signature,\n count: data.count,\n memory: 0\n }))\n .sort((a, b) => b.count - a.count)\n .slice(0, 20);\n }\n getTopEntitiesByComponentsFast(entityContainer) {\n if (!entityContainer || !entityContainer.entities) {\n return [];\n }\n return entityContainer.entities\n .map((entity) => ({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: 0\n }))\n .sort((a, b) => b.componentCount - a.componentCount)\n .slice(0, 10);\n }\n collectArchetypeDataWithMemory(scene) {\n if (scene && scene.archetypeSystem && typeof scene.archetypeSystem.getAllArchetypes === 'function') {\n return this.extractArchetypeStatisticsWithMemory(scene.archetypeSystem);\n }\n const entityContainer = { entities: scene.entities?.buffer || [] };\n return {\n distribution: this.getArchetypeDistributionWithMemory(entityContainer),\n topEntities: this.getTopEntitiesByComponentsWithMemory(entityContainer)\n };\n }\n extractArchetypeStatistics(archetypeSystem) {\n const archetypes = archetypeSystem.getAllArchetypes();\n const distribution = [];\n const topEntities = [];\n archetypes.forEach((archetype) => {\n const signature = archetype.componentTypes?.map((type) => type.name).join(',') || 'Unknown';\n const entityCount = archetype.entities?.length || 0;\n distribution.push({\n signature,\n count: entityCount,\n memory: 0\n });\n if (archetype.entities) {\n archetype.entities.slice(0, 5).forEach((entity) => {\n topEntities.push({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: 0\n });\n });\n }\n });\n distribution.sort((a, b) => b.count - a.count);\n topEntities.sort((a, b) => b.componentCount - a.componentCount);\n return { distribution, topEntities };\n }\n extractArchetypeStatisticsWithMemory(archetypeSystem) {\n const archetypes = archetypeSystem.getAllArchetypes();\n const distribution = [];\n const topEntities = [];\n archetypes.forEach((archetype) => {\n const signature = archetype.componentTypes?.map((type) => type.name).join(',') || 'Unknown';\n const entityCount = archetype.entities?.length || 0;\n let actualMemory = 0;\n if (archetype.entities && archetype.entities.length > 0) {\n const sampleSize = Math.min(5, archetype.entities.length);\n let sampleMemory = 0;\n for (let i = 0; i < sampleSize; i++) {\n sampleMemory += this.estimateEntityMemoryUsage(archetype.entities[i]);\n }\n actualMemory = (sampleMemory / sampleSize) * entityCount;\n }\n distribution.push({\n signature,\n count: entityCount,\n memory: actualMemory\n });\n if (archetype.entities) {\n archetype.entities.slice(0, 5).forEach((entity) => {\n topEntities.push({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: this.estimateEntityMemoryUsage(entity)\n });\n });\n }\n });\n distribution.sort((a, b) => b.count - a.count);\n topEntities.sort((a, b) => b.componentCount - a.componentCount);\n return { distribution, topEntities };\n }\n getArchetypeDistribution(entityContainer) {\n const distribution = new Map();\n if (entityContainer && entityContainer.entities) {\n entityContainer.entities.forEach((entity) => {\n const signature = entity.componentMask?.toString() || '0';\n const existing = distribution.get(signature);\n distribution.set(signature, (existing || 0) + 1);\n });\n }\n return Array.from(distribution.entries())\n .map(([signature, count]) => ({ signature, count, memory: 0 }))\n .sort((a, b) => b.count - a.count);\n }\n getArchetypeDistributionWithMemory(entityContainer) {\n const distribution = new Map();\n if (entityContainer && entityContainer.entities) {\n entityContainer.entities.forEach((entity) => {\n const componentTypes = entity.components?.map((comp) => comp.constructor.name) || [];\n const signature = componentTypes.length > 0 ? componentTypes.sort().join(', ') : '无组件';\n const existing = distribution.get(signature);\n let memory = this.estimateEntityMemoryUsage(entity);\n if (isNaN(memory) || memory < 0) {\n memory = 0;\n }\n if (existing) {\n existing.count++;\n existing.memory += memory;\n }\n else {\n distribution.set(signature, { count: 1, memory, componentTypes });\n }\n });\n }\n return Array.from(distribution.entries())\n .map(([signature, data]) => ({\n signature,\n count: data.count,\n memory: isNaN(data.memory) ? 0 : data.memory\n }))\n .sort((a, b) => b.count - a.count);\n }\n getTopEntitiesByComponents(entityContainer) {\n if (!entityContainer || !entityContainer.entities) {\n return [];\n }\n return entityContainer.entities\n .map((entity) => ({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: 0\n }))\n .sort((a, b) => b.componentCount - a.componentCount);\n }\n getTopEntitiesByComponentsWithMemory(entityContainer) {\n if (!entityContainer || !entityContainer.entities) {\n return [];\n }\n return entityContainer.entities\n .map((entity) => ({\n id: entity.id.toString(),\n name: entity.name || `Entity_${entity.id}`,\n componentCount: entity.components?.length || 0,\n memory: this.estimateEntityMemoryUsage(entity)\n }))\n .sort((a, b) => b.componentCount - a.componentCount);\n }\n getEmptyEntityDebugData() {\n return {\n totalEntities: 0,\n activeEntities: 0,\n pendingAdd: 0,\n pendingRemove: 0,\n entitiesPerArchetype: [],\n topEntitiesByComponents: [],\n entityHierarchy: [],\n entityDetailsMap: {}\n };\n }\n calculateFallbackEntityStats(entityList) {\n const allEntities = entityList.buffer || [];\n const activeEntities = allEntities.filter((entity) => entity.enabled && !entity._isDestroyed);\n return {\n totalEntities: allEntities.length,\n activeEntities: activeEntities.length,\n pendingAdd: 0,\n pendingRemove: 0,\n averageComponentsPerEntity: activeEntities.length > 0 ?\n allEntities.reduce((sum, e) => sum + (e.components?.length || 0), 0) / activeEntities.length : 0\n };\n }\n estimateEntityMemoryUsage(entity) {\n try {\n let totalSize = 0;\n const entitySize = this.calculateObjectSize(entity, ['components', 'children', 'parent']);\n if (!isNaN(entitySize) && entitySize > 0) {\n totalSize += entitySize;\n }\n if (entity.components && Array.isArray(entity.components)) {\n entity.components.forEach((component) => {\n const componentSize = this.calculateObjectSize(component, ['entity']);\n if (!isNaN(componentSize) && componentSize > 0) {\n totalSize += componentSize;\n }\n });\n }\n return isNaN(totalSize) || totalSize < 0 ? 0 : totalSize;\n }\n catch (error) {\n return 0;\n }\n }\n calculateObjectSize(obj, excludeKeys = []) {\n if (!obj || typeof obj !== 'object')\n return 0;\n const visited = new WeakSet();\n const maxDepth = 2;\n const calculate = (item, depth = 0) => {\n if (!item || typeof item !== 'object' || depth >= maxDepth) {\n return 0;\n }\n if (visited.has(item))\n return 0;\n visited.add(item);\n let itemSize = 32;\n try {\n const keys = Object.keys(item);\n const maxKeys = Math.min(keys.length, 20);\n for (let i = 0; i < maxKeys; i++) {\n const key = keys[i];\n if (excludeKeys.includes(key) ||\n key === 'constructor' ||\n key === '__proto__' ||\n key.startsWith('_cc_') ||\n key.startsWith('__')) {\n continue;\n }\n const value = item[key];\n itemSize += key.length * 2;\n if (typeof value === 'string') {\n itemSize += Math.min(value.length * 2, 200);\n }\n else if (typeof value === 'number') {\n itemSize += 8;\n }\n else if (typeof value === 'boolean') {\n itemSize += 4;\n }\n else if (Array.isArray(value)) {\n itemSize += 40 + Math.min(value.length * 8, 160);\n }\n else if (typeof value === 'object' && value !== null) {\n itemSize += calculate(value, depth + 1);\n }\n }\n }\n catch (error) {\n return 64;\n }\n return itemSize;\n };\n try {\n const size = calculate(obj);\n return Math.max(size, 32);\n }\n catch (error) {\n return 64;\n }\n }\n buildEntityHierarchyTree(entityList) {\n if (!entityList?.buffer)\n return [];\n const rootEntities = [];\n entityList.buffer.forEach((entity) => {\n if (!entity.parent) {\n const hierarchyNode = this.buildEntityHierarchyNode(entity);\n rootEntities.push(hierarchyNode);\n }\n });\n // 按实体名称排序,提供一致的显示顺序\n rootEntities.sort((nodeA, nodeB) => {\n if (nodeA.name < nodeB.name)\n return -1;\n if (nodeA.name > nodeB.name)\n return 1;\n return nodeA.id - nodeB.id;\n });\n return rootEntities;\n }\n /**\n * 构建实体层次结构节点\n */\n buildEntityHierarchyNode(entity) {\n let node = {\n id: entity.id,\n name: entity.name || `Entity_${entity.id}`,\n active: entity.active !== false,\n enabled: entity.enabled !== false,\n activeInHierarchy: entity.activeInHierarchy !== false,\n componentCount: entity.components.length,\n componentTypes: entity.components.map((component) => component.constructor.name),\n parentId: entity.parent?.id || null,\n children: [],\n depth: entity.getDepth ? entity.getDepth() : 0,\n tag: entity.tag || 0,\n updateOrder: entity.updateOrder || 0\n };\n // 递归构建子实体节点\n if (entity.children && entity.children.length > 0) {\n node.children = entity.children.map((child) => this.buildEntityHierarchyNode(child));\n }\n // 优先使用Entity的getDebugInfo方法\n if (typeof entity.getDebugInfo === 'function') {\n const debugInfo = entity.getDebugInfo();\n node = {\n ...node,\n ...debugInfo\n };\n }\n // 收集所有组件详细属性信息\n if (entity.components && entity.components.length > 0) {\n node.componentDetails = this.extractComponentDetails(entity.components);\n }\n return node;\n }\n /**\n * 构建实体详情映射\n */\n buildEntityDetailsMap(entityList) {\n if (!entityList?.buffer)\n return {};\n const entityDetailsMap = {};\n const entities = entityList.buffer;\n const batchSize = 100;\n for (let i = 0; i < entities.length; i += batchSize) {\n const batch = entities.slice(i, i + batchSize);\n batch.forEach((entity) => {\n const baseDebugInfo = entity.getDebugInfo ?\n entity.getDebugInfo() :\n this.buildFallbackEntityInfo(entity);\n const componentCacheStats = entity.getComponentCacheStats ?\n entity.getComponentCacheStats() : null;\n const componentDetails = this.extractComponentDetails(entity.components);\n entityDetailsMap[entity.id] = {\n ...baseDebugInfo,\n parentName: entity.parent?.name || null,\n components: componentDetails,\n componentTypes: baseDebugInfo.componentTypes ||\n componentDetails.map((comp) => comp.typeName),\n cachePerformance: componentCacheStats ? {\n hitRate: componentCacheStats.cacheStats.hitRate,\n size: componentCacheStats.cacheStats.size,\n maxSize: componentCacheStats.cacheStats.maxSize\n } : null\n };\n });\n }\n return entityDetailsMap;\n }\n /**\n * 构建实体基础信息\n */\n buildFallbackEntityInfo(entity) {\n const scene = Core.scene;\n const sceneInfo = this.getSceneInfo(scene);\n return {\n name: entity.name || `Entity_${entity.id}`,\n id: entity.id,\n enabled: entity.enabled !== false,\n active: entity.active !== false,\n activeInHierarchy: entity.activeInHierarchy !== false,\n destroyed: entity.isDestroyed || false,\n scene: sceneInfo.name,\n sceneName: sceneInfo.name,\n sceneType: sceneInfo.type,\n componentCount: entity.components.length,\n componentTypes: entity.components.map((component) => component.constructor.name),\n componentMask: entity.componentMask?.toString() || '0',\n parentId: entity.parent?.id || null,\n childCount: entity.children?.length || 0,\n childIds: entity.children.map((child) => child.id) || [],\n depth: entity.getDepth ? entity.getDepth() : 0,\n tag: entity.tag || 0,\n updateOrder: entity.updateOrder || 0\n };\n }\n /**\n * 提取组件详细信息\n */\n extractComponentDetails(components) {\n return components.map((component) => {\n let typeName = component.constructor.name;\n if (!typeName || typeName === 'Object' || typeName === 'Function') {\n try {\n const typeManager = ComponentTypeManager.instance;\n const componentType = component.constructor;\n const typeId = typeManager.getTypeId(componentType);\n typeName = typeManager.getTypeName(typeId);\n }\n catch (error) {\n typeName = 'UnknownComponent';\n }\n }\n // 提取实际的组件属性\n const properties = {};\n try {\n const propertyKeys = Object.keys(component);\n propertyKeys.forEach(propertyKey => {\n if (!propertyKey.startsWith('_') && propertyKey !== 'entity' && propertyKey !== 'constructor') {\n const propertyValue = component[propertyKey];\n if (propertyValue !== undefined && propertyValue !== null) {\n properties[propertyKey] = this.formatPropertyValue(propertyValue);\n }\n }\n });\n // 如果没有找到任何属性,添加一些调试信息\n if (Object.keys(properties).length === 0) {\n properties._info = '该组件没有公开属性';\n properties._componentId = component.constructor.name;\n }\n }\n catch (error) {\n properties._error = '属性提取失败';\n properties._componentId = component.constructor.name;\n }\n return {\n typeName: typeName,\n properties: properties\n };\n });\n }\n /**\n * 获取组件的完整属性信息(仅在需要时调用)\n */\n getComponentProperties(entityId, componentIndex) {\n try {\n const scene = Core.scene;\n if (!scene)\n return {};\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return {};\n const entity = entityList.buffer.find((e) => e.id === entityId);\n if (!entity || componentIndex >= entity.components.length)\n return {};\n const component = entity.components[componentIndex];\n const properties = {};\n const propertyKeys = Object.keys(component);\n propertyKeys.forEach(propertyKey => {\n if (!propertyKey.startsWith('_') && propertyKey !== 'entity') {\n const propertyValue = component[propertyKey];\n if (propertyValue !== undefined && propertyValue !== null) {\n properties[propertyKey] = this.formatPropertyValue(propertyValue);\n }\n }\n });\n return properties;\n }\n catch (error) {\n return { _error: '属性提取失败' };\n }\n }\n /**\n * 格式化属性值\n */\n formatPropertyValue(value, depth = 0) {\n if (value === null || value === undefined) {\n return value;\n }\n if (typeof value !== 'object') {\n if (typeof value === 'string' && value.length > 200) {\n return `[长字符串: ${value.length}字符] ${value.substring(0, 100)}...`;\n }\n return value;\n }\n if (depth === 0) {\n return this.formatObjectFirstLevel(value);\n }\n else {\n return this.createLazyLoadPlaceholder(value);\n }\n }\n /**\n * 格式化对象第一层\n */\n formatObjectFirstLevel(obj) {\n try {\n if (Array.isArray(obj)) {\n if (obj.length === 0)\n return [];\n if (obj.length > 10) {\n const sample = obj.slice(0, 3).map(item => this.formatPropertyValue(item, 1));\n return {\n _isLazyArray: true,\n _arrayLength: obj.length,\n _sample: sample,\n _summary: `数组[${obj.length}个元素]`\n };\n }\n return obj.map(item => this.formatPropertyValue(item, 1));\n }\n const keys = Object.keys(obj);\n if (keys.length === 0)\n return {};\n const result = {};\n let processedCount = 0;\n const maxProperties = 15;\n for (const key of keys) {\n if (processedCount >= maxProperties) {\n result._hasMoreProperties = true;\n result._totalProperties = keys.length;\n result._hiddenCount = keys.length - processedCount;\n break;\n }\n if (key.startsWith('_') || key.startsWith('$') || typeof obj[key] === 'function') {\n continue;\n }\n try {\n const value = obj[key];\n if (value !== null && value !== undefined) {\n result[key] = this.formatPropertyValue(value, 1);\n processedCount++;\n }\n }\n catch (error) {\n result[key] = `[访问失败: ${error instanceof Error ? error.message : String(error)}]`;\n processedCount++;\n }\n }\n return result;\n }\n catch (error) {\n return `[对象解析失败: ${error instanceof Error ? error.message : String(error)}]`;\n }\n }\n /**\n * 创建懒加载占位符\n */\n createLazyLoadPlaceholder(obj) {\n try {\n const typeName = obj.constructor?.name || 'Object';\n const summary = this.getObjectSummary(obj, typeName);\n return {\n _isLazyObject: true,\n _typeName: typeName,\n _summary: summary,\n _objectId: this.generateObjectId(obj)\n };\n }\n catch (error) {\n return {\n _isLazyObject: true,\n _typeName: 'Unknown',\n _summary: `无法分析的对象: ${error instanceof Error ? error.message : String(error)}`,\n _objectId: Math.random().toString(36).substr(2, 9)\n };\n }\n }\n /**\n * 获取对象摘要信息\n */\n getObjectSummary(obj, typeName) {\n try {\n if (typeName.toLowerCase().includes('vec') || typeName.toLowerCase().includes('vector')) {\n if (obj.x !== undefined && obj.y !== undefined) {\n const z = obj.z !== undefined ? obj.z : '';\n return `${typeName}(${obj.x}, ${obj.y}${z ? ', ' + z : ''})`;\n }\n }\n if (typeName.toLowerCase().includes('color')) {\n if (obj.r !== undefined && obj.g !== undefined && obj.b !== undefined) {\n const a = obj.a !== undefined ? obj.a : 1;\n return `${typeName}(${obj.r}, ${obj.g}, ${obj.b}, ${a})`;\n }\n }\n if (typeName.toLowerCase().includes('node')) {\n const name = obj.name || obj._name || '未命名';\n return `${typeName}: ${name}`;\n }\n if (typeName.toLowerCase().includes('component')) {\n const nodeName = obj.node?.name || obj.node?._name || '';\n return `${typeName}${nodeName ? ` on ${nodeName}` : ''}`;\n }\n const keys = Object.keys(obj);\n if (keys.length === 0) {\n return `${typeName} (空对象)`;\n }\n return `${typeName} (${keys.length}个属性)`;\n }\n catch (error) {\n return `${typeName} (无法分析)`;\n }\n }\n /**\n * 生成对象ID\n */\n generateObjectId(obj) {\n try {\n if (obj.id !== undefined)\n return `obj_${obj.id}`;\n if (obj._id !== undefined)\n return `obj_${obj._id}`;\n if (obj.uuid !== undefined)\n return `obj_${obj.uuid}`;\n if (obj._uuid !== undefined)\n return `obj_${obj._uuid}`;\n return `obj_${Math.random().toString(36).substr(2, 9)}`;\n }\n catch {\n return `obj_${Math.random().toString(36).substr(2, 9)}`;\n }\n }\n /**\n * 展开懒加载对象(供调试面板调用)\n */\n expandLazyObject(entityId, componentIndex, propertyPath) {\n try {\n const scene = Core.scene;\n if (!scene)\n return null;\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return null;\n // 找到对应的实体\n const entity = entityList.buffer.find((e) => e.id === entityId);\n if (!entity)\n return null;\n // 找到对应的组件\n if (componentIndex >= entity.components.length)\n return null;\n const component = entity.components[componentIndex];\n // 根据属性路径找到对象\n const targetObject = this.getObjectByPath(component, propertyPath);\n if (!targetObject)\n return null;\n // 展开这个对象的第一层属性\n return this.formatObjectFirstLevel(targetObject);\n }\n catch (error) {\n return {\n error: `展开失败: ${error instanceof Error ? error.message : String(error)}`\n };\n }\n }\n /**\n * 根据路径获取对象\n */\n getObjectByPath(root, path) {\n if (!path)\n return root;\n const parts = path.split('.');\n let current = root;\n for (const part of parts) {\n if (current === null || current === undefined)\n return null;\n // 处理数组索引\n if (part.includes('[') && part.includes(']')) {\n const arrayName = part.substring(0, part.indexOf('['));\n const index = parseInt(part.substring(part.indexOf('[') + 1, part.indexOf(']')));\n if (arrayName) {\n current = current[arrayName];\n }\n if (Array.isArray(current) && index >= 0 && index < current.length) {\n current = current[index];\n }\n else {\n return null;\n }\n }\n else {\n current = current[part];\n }\n }\n return current;\n }\n}\n//# sourceMappingURL=EntityDataCollector.js.map","import { Core } from '../../Core';\n/**\n * 系统数据收集器\n */\nexport class SystemDataCollector {\n /**\n * 收集系统数据\n */\n collectSystemData(performanceMonitor) {\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 let systemStats = new Map();\n let systemData = new Map();\n if (performanceMonitor) {\n try {\n systemStats = performanceMonitor.getAllSystemStats();\n systemData = performanceMonitor.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//# sourceMappingURL=SystemDataCollector.js.map","import { Time } from '../Time';\nimport { Core } from '../../Core';\n/**\n * 性能数据收集器\n */\nexport class PerformanceDataCollector {\n constructor() {\n this.frameTimeHistory = [];\n this.maxHistoryLength = 60;\n this.lastGCCount = 0;\n this.gcCollections = 0;\n this.lastMemoryCheck = 0;\n }\n /**\n * 收集性能数据\n */\n collectPerformanceData(performanceMonitor) {\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(performanceMonitor);\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,\n minFrameTime: minECSTime,\n maxFrameTime: maxECSTime,\n frameTimeHistory: [...this.frameTimeHistory],\n systemPerformance: this.getSystemPerformance(performanceMonitor),\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(performanceMonitor) {\n // 检查性能监视器是否存在\n if (!performanceMonitor) {\n // 尝试从Core实例获取性能监视器\n try {\n const coreInstance = Core.Instance;\n if (coreInstance && coreInstance._performanceMonitor) {\n performanceMonitor = coreInstance._performanceMonitor;\n }\n else {\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n }\n catch (error) {\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n }\n if (!performanceMonitor.enabled) {\n // 尝试启用性能监视器\n try {\n performanceMonitor.enabled = true;\n }\n catch (error) {\n // 如果无法启用,返回默认值\n }\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n try {\n let totalTime = 0;\n const systemBreakdown = [];\n const stats = performanceMonitor.getAllSystemStats();\n if (stats.size === 0) {\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 // 使用最近的执行时间而不是平均时间,这样更能反映当前状态\n const systemTime = stat.recentTimes && stat.recentTimes.length > 0 ?\n stat.recentTimes[stat.recentTimes.length - 1] :\n (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 return {\n totalExecutionTime: totalTime,\n systemBreakdown: systemBreakdown\n };\n }\n catch (error) {\n return { totalExecutionTime: 0, systemBreakdown: [] };\n }\n }\n /**\n * 获取系统性能数据\n */\n getSystemPerformance(performanceMonitor) {\n if (!performanceMonitor) {\n return [];\n }\n try {\n const stats = performanceMonitor.getAllSystemStats();\n const systemData = performanceMonitor.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 || 0,\n maxTime: stat.maxTime || 0,\n minTime: stat.minTime === Number.MAX_VALUE ? 0 : (stat.minTime || 0),\n samples: stat.executionCount || 0,\n percentage: 0,\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 memoryInfo = {\n entities: 0,\n components: 0,\n systems: 0,\n pooled: 0,\n totalMemory: 0,\n usedMemory: 0,\n freeMemory: 0,\n gcCollections: this.updateGCCount()\n };\n try {\n if (performance.memory) {\n const perfMemory = performance.memory;\n memoryInfo.totalMemory = perfMemory.jsHeapSizeLimit || 512 * 1024 * 1024;\n memoryInfo.usedMemory = perfMemory.usedJSHeapSize || 0;\n memoryInfo.freeMemory = memoryInfo.totalMemory - memoryInfo.usedMemory;\n // 检测GC:如果使用的内存突然大幅减少,可能发生了GC\n if (this.lastMemoryCheck > 0) {\n const memoryDrop = this.lastMemoryCheck - memoryInfo.usedMemory;\n if (memoryDrop > 1024 * 1024) { // 内存减少超过1MB\n this.gcCollections++;\n }\n }\n this.lastMemoryCheck = memoryInfo.usedMemory;\n }\n else {\n memoryInfo.totalMemory = 512 * 1024 * 1024;\n memoryInfo.freeMemory = 512 * 1024 * 1024;\n }\n }\n catch (error) {\n return {\n totalMemory: 0,\n usedMemory: 0,\n freeMemory: 0,\n entityMemory: 0,\n componentMemory: 0,\n systemMemory: 0,\n pooledMemory: 0,\n gcCollections: this.gcCollections\n };\n }\n return memoryInfo;\n }\n /**\n * 更新GC计数\n */\n updateGCCount() {\n try {\n // 尝试使用PerformanceObserver来检测GC\n if (typeof PerformanceObserver !== 'undefined') {\n // 这是一个简化的GC检测方法\n // 实际的GC检测需要更复杂的逻辑\n return this.gcCollections;\n }\n // 如果有其他GC检测API,可以在这里添加\n if (performance.measureUserAgentSpecificMemory) {\n // 实验性API,可能不可用\n return this.gcCollections;\n }\n return this.gcCollections;\n }\n catch (error) {\n return this.gcCollections;\n }\n }\n}\n//# sourceMappingURL=PerformanceDataCollector.js.map","import { Core } from '../../Core';\nimport { ComponentPoolManager } from '../../ECS/Core/ComponentPool';\n/**\n * 组件数据收集器\n */\nexport class ComponentDataCollector {\n /**\n * 收集组件数据(轻量版,不计算实际内存大小)\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 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 // 使用预估的基础内存大小,避免每帧计算\n const memoryPerInstance = this.getEstimatedComponentSize(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 * 获取组件类型的估算内存大小(基于预设值,不进行实际计算)\n */\n getEstimatedComponentSize(typeName) {\n if (ComponentDataCollector.componentSizeCache.has(typeName)) {\n return ComponentDataCollector.componentSizeCache.get(typeName);\n }\n const scene = Core.scene;\n if (!scene)\n return 64;\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return 64;\n let calculatedSize = 64;\n try {\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 calculatedSize = this.calculateQuickObjectSize(component);\n break;\n }\n }\n }\n }\n catch (error) {\n calculatedSize = 64;\n }\n ComponentDataCollector.componentSizeCache.set(typeName, calculatedSize);\n return calculatedSize;\n }\n calculateQuickObjectSize(obj) {\n if (!obj || typeof obj !== 'object')\n return 8;\n let size = 32;\n const visited = new WeakSet();\n const calculate = (item, depth = 0) => {\n if (!item || typeof item !== 'object' || visited.has(item) || depth > 3) {\n return 0;\n }\n visited.add(item);\n let itemSize = 0;\n try {\n const keys = Object.keys(item);\n for (let i = 0; i < Math.min(keys.length, 20); i++) {\n const key = keys[i];\n if (key === 'entity' || key === '_entity' || key === 'constructor')\n continue;\n const value = item[key];\n itemSize += key.length * 2;\n if (typeof value === 'string') {\n itemSize += Math.min(value.length * 2, 200);\n }\n else if (typeof value === 'number') {\n itemSize += 8;\n }\n else if (typeof value === 'boolean') {\n itemSize += 4;\n }\n else if (typeof value === 'object' && value !== null) {\n itemSize += calculate(value, depth + 1);\n }\n }\n }\n catch (error) {\n return 32;\n }\n return itemSize;\n };\n size += calculate(obj);\n return Math.max(size, 32);\n }\n /**\n * 为内存快照功能提供的详细内存计算\n * 只在用户主动请求内存快照时调用\n */\n calculateDetailedComponentMemory(typeName) {\n const scene = Core.scene;\n if (!scene)\n return this.getEstimatedComponentSize(typeName);\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return this.getEstimatedComponentSize(typeName);\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,使用估算值\n }\n return this.getEstimatedComponentSize(typeName);\n }\n /**\n * 估算对象内存大小(仅用于内存快照)\n * 优化版本:减少递归深度,提高性能\n */\n estimateObjectSize(obj, visited = new WeakSet(), depth = 0) {\n if (obj === null || obj === undefined || depth > 10)\n return 0;\n if (visited.has(obj))\n return 0;\n let size = 0;\n const type = typeof obj;\n switch (type) {\n case 'boolean':\n size = 4;\n break;\n case 'number':\n size = 8;\n break;\n case 'string':\n size = 24 + Math.min(obj.length * 2, 1000);\n break;\n case 'object':\n visited.add(obj);\n if (Array.isArray(obj)) {\n size = 40 + (obj.length * 8);\n const maxElements = Math.min(obj.length, 50);\n for (let i = 0; i < maxElements; i++) {\n size += this.estimateObjectSize(obj[i], visited, depth + 1);\n }\n }\n else {\n size = 32;\n try {\n const ownKeys = Object.getOwnPropertyNames(obj);\n const maxProps = Math.min(ownKeys.length, 30);\n for (let i = 0; i < maxProps; i++) {\n const key = ownKeys[i];\n if (key === 'constructor' ||\n key === '__proto__' ||\n key === 'entity' ||\n key === '_entity' ||\n key.startsWith('_cc_') ||\n key.startsWith('__')) {\n continue;\n }\n try {\n size += 16 + (key.length * 2);\n const value = obj[key];\n if (value !== undefined && value !== null) {\n size += this.estimateObjectSize(value, visited, depth + 1);\n }\n }\n catch (error) {\n continue;\n }\n }\n }\n catch (error) {\n size = 128;\n }\n }\n break;\n default:\n size = 8;\n }\n return Math.ceil(size / 8) * 8;\n }\n static clearCache() {\n ComponentDataCollector.componentSizeCache.clear();\n }\n}\nComponentDataCollector.componentSizeCache = new Map();\n//# sourceMappingURL=ComponentDataCollector.js.map","import { Core } from '../../Core';\n/**\n * 场景数据收集器\n */\nexport class SceneDataCollector {\n constructor() {\n this.sceneStartTime = Date.now();\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 * 设置场景开始时间\n */\n setSceneStartTime(time) {\n this.sceneStartTime = time;\n }\n}\n//# sourceMappingURL=SceneDataCollector.js.map","/**\n * WebSocket连接管理器\n */\nexport class WebSocketManager {\n constructor(url, autoReconnect = true) {\n this.isConnected = false;\n this.reconnectAttempts = 0;\n this.maxReconnectAttempts = 5;\n this.reconnectInterval = 2000;\n this.url = url;\n this.autoReconnect = autoReconnect;\n }\n /**\n * 设置消息处理回调\n */\n setMessageHandler(handler) {\n this.messageHandler = handler;\n }\n /**\n * 连接WebSocket\n */\n connect() {\n return new Promise((resolve, reject) => {\n try {\n this.ws = new WebSocket(this.url);\n this.ws.onopen = (event) => {\n this.handleOpen(event);\n resolve();\n };\n this.ws.onclose = (event) => {\n this.handleClose(event);\n };\n this.ws.onerror = (error) => {\n this.handleError(error);\n reject(error);\n };\n this.ws.onmessage = (event) => {\n this.handleMessage(event);\n };\n }\n catch (error) {\n this.handleConnectionFailure(error);\n reject(error);\n }\n });\n }\n /**\n * 断开连接\n */\n disconnect() {\n if (this.ws) {\n this.autoReconnect = false; // 主动断开时不自动重连\n this.ws.close();\n this.ws = undefined;\n }\n this.isConnected = false;\n }\n /**\n * 发送数据\n */\n send(data) {\n if (!this.isConnected || !this.ws) {\n return;\n }\n try {\n const message = typeof data === 'string' ? data : JSON.stringify(data);\n this.ws.send(message);\n }\n catch (error) {\n }\n }\n /**\n * 获取连接状态\n */\n getConnectionStatus() {\n return this.isConnected;\n }\n /**\n * 设置最大重连次数\n */\n setMaxReconnectAttempts(attempts) {\n this.maxReconnectAttempts = attempts;\n }\n /**\n * 设置重连间隔\n */\n setReconnectInterval(interval) {\n this.reconnectInterval = interval;\n }\n /**\n * 计划重连\n */\n scheduleReconnect() {\n if (this.reconnectTimer) {\n clearTimeout(this.reconnectTimer);\n }\n const delay = Math.min(1000 * Math.pow(2, this.reconnectAttempts), 30000);\n this.reconnectAttempts++;\n this.reconnectTimer = setTimeout(() => {\n this.connect().catch(error => {\n if (this.reconnectAttempts < this.maxReconnectAttempts) {\n this.scheduleReconnect();\n }\n });\n }, delay);\n }\n /**\n * 处理接收到的消息\n */\n handleMessage(event) {\n try {\n const message = JSON.parse(event.data);\n // 调用消息处理回调\n if (this.messageHandler) {\n this.messageHandler(message);\n }\n }\n catch (error) {\n }\n }\n handleOpen(event) {\n this.isConnected = true;\n this.reconnectAttempts = 0;\n if (this.onOpen) {\n this.onOpen(event);\n }\n }\n handleClose(event) {\n this.isConnected = false;\n if (this.onClose) {\n this.onClose(event);\n }\n if (this.autoReconnect && this.reconnectAttempts < this.maxReconnectAttempts) {\n this.scheduleReconnect();\n }\n }\n handleError(error) {\n if (this.onError) {\n this.onError(error);\n }\n }\n handleConnectionFailure(error) {\n if (this.onError) {\n this.onError(error);\n }\n }\n}\n//# sourceMappingURL=WebSocketManager.js.map","import { EntityDataCollector } from './EntityDataCollector';\nimport { SystemDataCollector } from './SystemDataCollector';\nimport { PerformanceDataCollector } from './PerformanceDataCollector';\nimport { ComponentDataCollector } from './ComponentDataCollector';\nimport { SceneDataCollector } from './SceneDataCollector';\nimport { WebSocketManager } from './WebSocketManager';\nimport { Core } from '../../Core';\nimport { ComponentPoolManager } from '../../ECS/Core/ComponentPool';\nimport { Pool } from '../../Utils/Pool';\n/**\n * 调试管理器\n *\n * 整合所有调试数据收集器,负责收集和发送调试数据\n */\nexport class DebugManager {\n constructor(core, config) {\n this.frameCounter = 0;\n this.lastSendTime = 0;\n this.isRunning = false;\n this.config = config;\n // 初始化数据收集器\n this.entityCollector = new EntityDataCollector();\n this.systemCollector = new SystemDataCollector();\n this.performanceCollector = new PerformanceDataCollector();\n this.componentCollector = new ComponentDataCollector();\n this.sceneCollector = new SceneDataCollector();\n // 初始化WebSocket管理器\n this.webSocketManager = new WebSocketManager(config.websocketUrl, config.autoReconnect !== false);\n // 设置消息处理回调\n this.webSocketManager.setMessageHandler(this.handleMessage.bind(this));\n // 计算发送间隔(基于帧率)\n const debugFrameRate = config.debugFrameRate || 30;\n this.sendInterval = 1000 / debugFrameRate;\n this.start();\n }\n /**\n * 启动调试管理器\n */\n start() {\n if (this.isRunning)\n return;\n this.isRunning = true;\n this.connectWebSocket();\n }\n /**\n * 停止调试管理器\n */\n stop() {\n if (!this.isRunning)\n return;\n this.isRunning = false;\n this.webSocketManager.disconnect();\n }\n /**\n * 更新配置\n */\n updateConfig(config) {\n this.config = config;\n // 更新发送间隔\n const debugFrameRate = config.debugFrameRate || 30;\n this.sendInterval = 1000 / debugFrameRate;\n // 重新连接WebSocket(如果URL变化)\n if (this.webSocketManager && config.websocketUrl) {\n this.webSocketManager.disconnect();\n this.webSocketManager = new WebSocketManager(config.websocketUrl, config.autoReconnect !== false);\n this.webSocketManager.setMessageHandler(this.handleMessage.bind(this));\n this.connectWebSocket();\n }\n }\n /**\n * 帧更新回调\n */\n onFrameUpdate(deltaTime) {\n if (!this.isRunning || !this.config.enabled)\n return;\n this.frameCounter++;\n const currentTime = Date.now();\n // 基于配置的帧率发送数据\n if (currentTime - this.lastSendTime >= this.sendInterval) {\n this.sendDebugData();\n this.lastSendTime = currentTime;\n }\n }\n /**\n * 场景变更回调\n */\n onSceneChanged() {\n // 场景变更时立即发送一次数据\n if (this.isRunning && this.config.enabled) {\n this.sendDebugData();\n }\n }\n /**\n * 处理来自调试面板的消息\n */\n handleMessage(message) {\n try {\n switch (message.type) {\n case 'capture_memory_snapshot':\n this.handleMemorySnapshotRequest();\n break;\n case 'config_update':\n if (message.config) {\n this.updateConfig({ ...this.config, ...message.config });\n }\n break;\n case 'expand_lazy_object':\n this.handleExpandLazyObjectRequest(message);\n break;\n case 'get_component_properties':\n this.handleGetComponentPropertiesRequest(message);\n break;\n case 'get_raw_entity_list':\n this.handleGetRawEntityListRequest(message);\n break;\n case 'get_entity_details':\n this.handleGetEntityDetailsRequest(message);\n break;\n case 'ping':\n this.webSocketManager.send({\n type: 'pong',\n timestamp: Date.now()\n });\n break;\n default:\n // 未知消息类型,忽略\n break;\n }\n }\n catch (error) {\n // console.error('[ECS Debug] 处理消息失败:', error);\n if (message.requestId) {\n this.webSocketManager.send({\n type: 'error_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n }\n /**\n * 处理展开懒加载对象请求\n */\n handleExpandLazyObjectRequest(message) {\n try {\n const { entityId, componentIndex, propertyPath, requestId } = message;\n if (entityId === undefined || componentIndex === undefined || !propertyPath) {\n this.webSocketManager.send({\n type: 'expand_lazy_object_response',\n requestId,\n error: '缺少必要参数'\n });\n return;\n }\n const expandedData = this.entityCollector.expandLazyObject(entityId, componentIndex, propertyPath);\n this.webSocketManager.send({\n type: 'expand_lazy_object_response',\n requestId,\n data: expandedData\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'expand_lazy_object_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n /**\n * 处理获取组件属性请求\n */\n handleGetComponentPropertiesRequest(message) {\n try {\n const { entityId, componentIndex, requestId } = message;\n if (entityId === undefined || componentIndex === undefined) {\n this.webSocketManager.send({\n type: 'get_component_properties_response',\n requestId,\n error: '缺少必要参数'\n });\n return;\n }\n const properties = this.entityCollector.getComponentProperties(entityId, componentIndex);\n this.webSocketManager.send({\n type: 'get_component_properties_response',\n requestId,\n data: properties\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'get_component_properties_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n /**\n * 处理获取原始实体列表请求\n */\n handleGetRawEntityListRequest(message) {\n try {\n const { requestId } = message;\n const rawEntityList = this.entityCollector.getRawEntityList();\n this.webSocketManager.send({\n type: 'get_raw_entity_list_response',\n requestId,\n data: rawEntityList\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'get_raw_entity_list_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n /**\n * 处理获取实体详情请求\n */\n handleGetEntityDetailsRequest(message) {\n try {\n const { entityId, requestId } = message;\n if (entityId === undefined) {\n this.webSocketManager.send({\n type: 'get_entity_details_response',\n requestId,\n error: '缺少实体ID参数'\n });\n return;\n }\n const entityDetails = this.entityCollector.getEntityDetails(entityId);\n this.webSocketManager.send({\n type: 'get_entity_details_response',\n requestId,\n data: entityDetails\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'get_entity_details_response',\n requestId: message.requestId,\n error: error instanceof Error ? error.message : String(error)\n });\n }\n }\n /**\n * 处理内存快照请求\n */\n handleMemorySnapshotRequest() {\n try {\n const memorySnapshot = this.captureMemorySnapshot();\n this.webSocketManager.send({\n type: 'memory_snapshot_response',\n data: memorySnapshot\n });\n }\n catch (error) {\n this.webSocketManager.send({\n type: 'memory_snapshot_error',\n error: error instanceof Error ? error.message : '内存快照捕获失败'\n });\n }\n }\n /**\n * 捕获内存快照\n */\n captureMemorySnapshot() {\n const timestamp = Date.now();\n // 使用专门的内存计算方法收集实体数据\n const entityData = this.entityCollector.collectEntityDataWithMemory();\n // 收集其他内存统计\n const baseMemoryInfo = this.collectBaseMemoryInfo();\n const scene = Core.scene;\n const componentMemoryStats = scene?.entities ? this.collectComponentMemoryStats(scene.entities) : { totalMemory: 0, componentTypes: 0, totalInstances: 0, breakdown: [] };\n const systemMemoryStats = this.collectSystemMemoryStats();\n const poolMemoryStats = this.collectPoolMemoryStats();\n const performanceStats = this.collectPerformanceStats();\n // 计算总内存使用量\n const totalEntityMemory = entityData.entitiesPerArchetype.reduce((sum, arch) => sum + arch.memory, 0);\n return {\n timestamp,\n version: '2.0',\n summary: {\n totalEntities: entityData.totalEntities,\n totalMemoryUsage: baseMemoryInfo.usedMemory,\n totalMemoryLimit: baseMemoryInfo.totalMemory,\n memoryUtilization: (baseMemoryInfo.usedMemory / baseMemoryInfo.totalMemory * 100),\n gcCollections: baseMemoryInfo.gcCollections,\n entityMemory: totalEntityMemory,\n componentMemory: componentMemoryStats.totalMemory,\n systemMemory: systemMemoryStats.totalMemory,\n poolMemory: poolMemoryStats.totalMemory\n },\n baseMemory: baseMemoryInfo,\n entities: {\n totalMemory: totalEntityMemory,\n entityCount: entityData.totalEntities,\n archetypes: entityData.entitiesPerArchetype,\n largestEntities: entityData.topEntitiesByComponents\n },\n components: componentMemoryStats,\n systems: systemMemoryStats,\n pools: poolMemoryStats,\n performance: performanceStats\n };\n }\n /**\n * 收集基础内存信息\n */\n collectBaseMemoryInfo() {\n const memoryInfo = {\n totalMemory: 0,\n usedMemory: 0,\n freeMemory: 0,\n gcCollections: 0,\n heapInfo: null,\n detailedMemory: undefined\n };\n try {\n // 类型安全的performance memory访问\n const performanceWithMemory = performance;\n if (performanceWithMemory.memory) {\n const perfMemory = performanceWithMemory.memory;\n memoryInfo.totalMemory = perfMemory.jsHeapSizeLimit || 512 * 1024 * 1024;\n memoryInfo.usedMemory = perfMemory.usedJSHeapSize || 0;\n memoryInfo.freeMemory = memoryInfo.totalMemory - memoryInfo.usedMemory;\n memoryInfo.heapInfo = {\n totalJSHeapSize: perfMemory.totalJSHeapSize || 0,\n usedJSHeapSize: perfMemory.usedJSHeapSize || 0,\n jsHeapSizeLimit: perfMemory.jsHeapSizeLimit || 0\n };\n }\n else {\n memoryInfo.totalMemory = 512 * 1024 * 1024;\n memoryInfo.freeMemory = 512 * 1024 * 1024;\n }\n // 尝试获取GC信息\n if (performanceWithMemory.measureUserAgentSpecificMemory) {\n performanceWithMemory.measureUserAgentSpecificMemory().then((result) => {\n memoryInfo.detailedMemory = result;\n }).catch(() => {\n // 忽略错误\n });\n }\n }\n catch (error) {\n // 使用默认值\n }\n return memoryInfo;\n }\n /**\n * 收集组件内存统计(仅用于内存快照)\n */\n collectComponentMemoryStats(entityList) {\n const componentStats = new Map();\n let totalComponentMemory = 0;\n // 首先统计组件类型和数量\n const componentTypeCounts = new Map();\n for (const entity of entityList.buffer) {\n if (!entity || entity.destroyed || !entity.components)\n continue;\n for (const component of entity.components) {\n const typeName = component.constructor.name;\n componentTypeCounts.set(typeName, (componentTypeCounts.get(typeName) || 0) + 1);\n }\n }\n // 为每种组件类型计算详细内存(只计算一次,然后乘以数量)\n for (const [typeName, count] of componentTypeCounts.entries()) {\n const detailedMemoryPerInstance = this.componentCollector.calculateDetailedComponentMemory(typeName);\n const totalMemoryForType = detailedMemoryPerInstance * count;\n totalComponentMemory += totalMemoryForType;\n // 收集该类型组件的实例信息(用于显示最大的几个实例)\n const instances = [];\n let instanceCount = 0;\n for (const entity of entityList.buffer) {\n if (!entity || entity.destroyed || !entity.components)\n continue;\n for (const component of entity.components) {\n if (component.constructor.name === typeName) {\n instances.push({\n entityId: entity.id,\n entityName: entity.name || `Entity_${entity.id}`,\n memory: detailedMemoryPerInstance // 使用统一的详细计算结果\n });\n instanceCount++;\n // 限制收集的实例数量,避免过多数据\n if (instanceCount >= 100)\n break;\n }\n }\n if (instanceCount >= 100)\n break;\n }\n componentStats.set(typeName, {\n count: count,\n totalMemory: totalMemoryForType,\n instances: instances.slice(0, 10) // 只保留前10个实例用于显示\n });\n }\n const componentBreakdown = Array.from(componentStats.entries()).map(([typeName, stats]) => ({\n typeName,\n instanceCount: stats.count,\n totalMemory: stats.totalMemory,\n averageMemory: stats.totalMemory / stats.count,\n percentage: totalComponentMemory > 0 ? (stats.totalMemory / totalComponentMemory * 100) : 0,\n largestInstances: stats.instances.sort((a, b) => b.memory - a.memory).slice(0, 3)\n })).sort((a, b) => b.totalMemory - a.totalMemory);\n return {\n totalMemory: totalComponentMemory,\n componentTypes: componentStats.size,\n totalInstances: Array.from(componentStats.values()).reduce((sum, stats) => sum + stats.count, 0),\n breakdown: componentBreakdown\n };\n }\n collectSystemMemoryStats() {\n const scene = Core.scene;\n let totalSystemMemory = 0;\n const systemBreakdown = [];\n try {\n const entityProcessors = scene?.entityProcessors;\n if (entityProcessors && entityProcessors.processors) {\n const systemTypeMemoryCache = new Map();\n for (const system of entityProcessors.processors) {\n const systemTypeName = system.constructor.name;\n let systemMemory;\n if (systemTypeMemoryCache.has(systemTypeName)) {\n systemMemory = systemTypeMemoryCache.get(systemTypeName);\n }\n else {\n systemMemory = this.calculateQuickSystemSize(system);\n systemTypeMemoryCache.set(systemTypeName, systemMemory);\n }\n totalSystemMemory += systemMemory;\n systemBreakdown.push({\n name: systemTypeName,\n memory: systemMemory,\n enabled: system.enabled !== false,\n updateOrder: system.updateOrder || 0\n });\n }\n }\n }\n catch (error) {\n // 忽略错误\n }\n return {\n totalMemory: totalSystemMemory,\n systemCount: systemBreakdown.length,\n breakdown: systemBreakdown.sort((a, b) => b.memory - a.memory)\n };\n }\n calculateQuickSystemSize(system) {\n if (!system || typeof system !== 'object')\n return 64;\n let size = 128;\n try {\n const keys = Object.keys(system);\n for (let i = 0; i < Math.min(keys.length, 15); i++) {\n const key = keys[i];\n if (key === 'entities' || key === 'scene' || key === 'constructor')\n continue;\n const value = system[key];\n size += key.length * 2;\n if (typeof value === 'string') {\n size += Math.min(value.length * 2, 100);\n }\n else if (typeof value === 'number') {\n size += 8;\n }\n else if (typeof value === 'boolean') {\n size += 4;\n }\n else if (Array.isArray(value)) {\n size += 40 + Math.min(value.length * 8, 200);\n }\n else if (typeof value === 'object' && value !== null) {\n size += 64;\n }\n }\n }\n catch (error) {\n return 128;\n }\n return Math.max(size, 64);\n }\n /**\n * 收集对象池内存统计\n */\n collectPoolMemoryStats() {\n let totalPoolMemory = 0;\n const poolBreakdown = [];\n try {\n // 尝试获取组件池统计\n const poolManager = ComponentPoolManager.getInstance();\n const poolStats = poolManager.getPoolStats();\n for (const [typeName, stats] of poolStats.entries()) {\n const poolData = stats;\n const poolMemory = poolData.maxSize * 32; // 估算每个对象32字节\n totalPoolMemory += poolMemory;\n poolBreakdown.push({\n typeName,\n maxSize: poolData.maxSize,\n currentSize: poolData.currentSize || 0,\n estimatedMemory: poolMemory,\n utilization: poolData.currentSize ? (poolData.currentSize / poolData.maxSize * 100) : 0\n });\n }\n }\n catch (error) {\n // 如果无法获取池信息,使用默认值\n }\n try {\n // 尝试获取通用对象池统计\n const poolStats = Pool.getAllPoolStats();\n for (const [typeName, stats] of Object.entries(poolStats)) {\n const poolData = stats;\n totalPoolMemory += poolData.estimatedMemoryUsage;\n poolBreakdown.push({\n typeName: `Pool_${typeName}`,\n maxSize: poolData.maxSize,\n currentSize: poolData.size,\n estimatedMemory: poolData.estimatedMemoryUsage,\n utilization: poolData.size / poolData.maxSize * 100,\n hitRate: poolData.hitRate * 100\n });\n }\n }\n catch (error) {\n // 忽略错误\n }\n return {\n totalMemory: totalPoolMemory,\n poolCount: poolBreakdown.length,\n breakdown: poolBreakdown.sort((a, b) => b.estimatedMemory - a.estimatedMemory)\n };\n }\n /**\n * 收集性能统计信息\n */\n collectPerformanceStats() {\n try {\n const coreInstance = Core.Instance;\n const performanceMonitor = coreInstance._performanceMonitor;\n if (!performanceMonitor) {\n return { enabled: false };\n }\n const stats = performanceMonitor.getAllSystemStats();\n const warnings = performanceMonitor.getPerformanceWarnings();\n return {\n enabled: performanceMonitor.enabled ?? false,\n systemCount: stats.size,\n warnings: warnings.slice(0, 10), // 最多10个警告\n topSystems: Array.from(stats.entries()).map((entry) => {\n const [name, stat] = entry;\n return {\n name,\n averageTime: stat.averageTime,\n maxTime: stat.maxTime,\n samples: stat.executionCount\n };\n }).sort((a, b) => b.averageTime - a.averageTime).slice(0, 5)\n };\n }\n catch (error) {\n return { enabled: false, error: error instanceof Error ? error.message : String(error) };\n }\n }\n /**\n * 获取调试数据\n */\n getDebugData() {\n const currentTime = Date.now();\n const scene = Core.scene;\n const debugData = {\n timestamp: currentTime,\n frameworkVersion: '1.0.0', // 可以从package.json读取\n isRunning: this.isRunning,\n frameworkLoaded: true,\n currentScene: scene?.name || 'Unknown'\n };\n // 根据配置收集各种数据\n if (this.config.channels.entities) {\n debugData.entities = this.entityCollector.collectEntityData();\n }\n if (this.config.channels.systems) {\n const coreInstance = Core.Instance;\n const performanceMonitor = coreInstance._performanceMonitor;\n debugData.systems = this.systemCollector.collectSystemData(performanceMonitor);\n }\n if (this.config.channels.performance) {\n const coreInstance = Core.Instance;\n const performanceMonitor = coreInstance._performanceMonitor;\n debugData.performance = this.performanceCollector.collectPerformanceData(performanceMonitor);\n }\n if (this.config.channels.components) {\n debugData.components = this.componentCollector.collectComponentData();\n }\n if (this.config.channels.scenes) {\n debugData.scenes = this.sceneCollector.collectSceneData();\n }\n return debugData;\n }\n /**\n * 连接WebSocket\n */\n async connectWebSocket() {\n try {\n await this.webSocketManager.connect();\n // console.log('[ECS Debug] 调试管理器已连接到调试服务器');\n }\n catch (error) {\n // console.warn('[ECS Debug] 无法连接到调试服务器:', error);\n }\n }\n /**\n * 发送调试数据\n */\n sendDebugData() {\n if (!this.webSocketManager.getConnectionStatus()) {\n return;\n }\n try {\n const debugData = this.getDebugData();\n // 包装成调试面板期望的消息格式\n const message = {\n type: 'debug_data',\n data: debugData\n };\n this.webSocketManager.send(message);\n }\n catch (error) {\n // console.error('[ECS Debug] 发送调试数据失败:', error);\n }\n }\n}\n//# sourceMappingURL=DebugManager.js.map","import { TimerManager } from './Utils/Timers/TimerManager';\nimport { Time } from './Utils/Time';\nimport { PerformanceMonitor } from './Utils/PerformanceMonitor';\nimport { PoolManager } from './Utils/Pool/PoolManager';\nimport { createECSAPI } from './ECS/Core/FluentAPI';\nimport { DebugManager } from './Utils/Debug';\nimport { BigIntFactory } from './ECS/Utils/BigIntCompatibility';\nimport { createLogger } from './Utils/Logger';\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 * Core._logger.info(\"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 // 检测环境兼容性\n this._environmentInfo = BigIntFactory.getEnvironmentInfo();\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 // 初始化调试管理器\n if (this._config.debugConfig?.enabled) {\n this._debugManager = new DebugManager(this, this._config.debugConfig);\n }\n // 在调试模式下显示兼容性信息\n if (this._config.debug) {\n this.logCompatibilityInfo();\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 * 设置当前场景(已废弃)\n *\n * @deprecated 请使用 Core.setScene() 方法代替。scene setter 可能导致场景延迟激活的时序问题,\n * 而 setScene() 提供更好的类型安全性和可预测的激活时序。\n *\n * 迁移示例:\n * ```typescript\n * // 旧方式(已废弃)\n * Core.scene = myScene;\n *\n * // 新方式(推荐)\n * Core.setScene(myScene);\n * ```\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 - 场景实例\n */\n static set scene(value) {\n if (!value)\n return;\n if (this._instance._scene == null) {\n this._instance.setSceneInternal(value);\n }\n else {\n this._instance._nextScene = value;\n }\n }\n /**\n * 类型安全的场景设置方法(推荐)\n *\n * 这是设置场景的推荐方法,提供更好的类型安全性和可预测的激活时序。\n * 相比于 scene setter,此方法能确保场景正确初始化和激活。\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 scene - 要设置的场景实例\n * @returns 设置的场景实例,便于链式调用\n *\n * @example\n * ```typescript\n * const myScene = new MyScene();\n * Core.setScene(myScene);\n *\n * // 链式调用\n * const scene = Core.setScene(new MyScene()).addSystem(new MySystem());\n * ```\n */\n static setScene(scene) {\n if (this._instance._scene == null) {\n this._instance.setSceneInternal(scene);\n }\n else {\n this._instance._nextScene = scene;\n }\n return scene;\n }\n /**\n * 类型安全的场景获取方法\n *\n * @returns 当前场景实例\n */\n static getScene() {\n return this._instance?._scene || null;\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 Core._logger.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, onTime) {\n if (!onTime) {\n throw new Error('onTime callback is required');\n }\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 Core._logger.warn(\"Core实例未创建,请先调用Core.create()\");\n return;\n }\n if (this._instance._debugManager) {\n this._instance._debugManager.updateConfig(config);\n }\n else {\n this._instance._debugManager = new DebugManager(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._debugManager) {\n this._instance._debugManager.stop();\n this._instance._debugManager = 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?._debugManager) {\n return null;\n }\n return this._instance._debugManager.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 * 获取环境兼容性信息\n *\n * @returns 环境兼容性信息\n */\n static getEnvironmentInfo() {\n return this._instance?._environmentInfo || null;\n }\n /**\n * 检查BigInt是否支持\n *\n * @returns 是否支持BigInt\n */\n static get supportsBigInt() {\n return this._instance?._environmentInfo.supportsBigInt || false;\n }\n /**\n * 内部场景设置方法\n *\n * @param scene - 要设置的场景实例\n */\n setSceneInternal(scene) {\n this._scene = scene;\n this.onSceneChanged();\n this._scene.initialize();\n this._scene.begin();\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 && this._scene.querySystem && this._scene.eventSystem) {\n this._ecsAPI = createECSAPI(this._scene, this._scene.querySystem, this._scene.eventSystem);\n }\n // 延迟调试管理器通知,避免在场景初始化过程中干扰属性\n if (this._debugManager) {\n // 使用 requestAnimationFrame 确保在场景完全初始化后再收集数据\n if (typeof requestAnimationFrame !== 'undefined') {\n requestAnimationFrame(() => {\n if (this._debugManager) {\n this._debugManager.onSceneChanged();\n }\n });\n }\n else {\n // 兜底:使用 setTimeout\n setTimeout(() => {\n if (this._debugManager) {\n this._debugManager.onSceneChanged();\n }\n }, 0);\n }\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 * 记录兼容性信息\n *\n * 在控制台输出当前环境的兼容性信息和建议。\n */\n logCompatibilityInfo() {\n const info = this._environmentInfo;\n Core._logger.info('ECS Framework 兼容性检测结果:');\n Core._logger.info(` 环境: ${info.environment}`);\n Core._logger.info(` JavaScript引擎: ${info.jsEngine}`);\n Core._logger.info(` BigInt支持: ${info.supportsBigInt ? '支持' : '不支持'}`);\n if (!info.supportsBigInt) {\n Core._logger.warn('BigInt兼容模式已启用');\n }\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 ('updateFPS' in this._performanceMonitor && 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 // 更新调试管理器(基于FPS的数据发送)\n if (this._debugManager) {\n this._debugManager.onFrameUpdate(deltaTime);\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/**\n * Core专用日志器\n */\nCore._logger = createLogger('Core');\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 * 移除指定事件类型的所有监听器\n * @param eventType 事件类型\n */\n removeAllObservers(eventType) {\n if (eventType !== undefined) {\n this._messageTable.delete(eventType);\n }\n else {\n this._messageTable.clear();\n }\n }\n /**\n * 释放所有资源,清理所有监听器\n */\n dispose() {\n this._messageTable.clear();\n }\n /**\n * 获取事件类型数量\n */\n getEventTypeCount() {\n return this._messageTable.size;\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 */\n getObserverCount(eventType) {\n const list = this._messageTable.get(eventType);\n return list ? list.length : 0;\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 * 实体匹配条件描述符\n *\n * 用于描述实体查询条件,不执行实际查询\n *\n * @example\n * ```typescript\n * const matcher = Matcher.all(Position, Velocity)\n * .any(Health, Shield)\n * .none(Dead);\n *\n * // 获取查询条件\n * const condition = matcher.getCondition();\n * ```\n */\nexport class Matcher {\n constructor() {\n this.condition = {\n all: [],\n any: [],\n none: []\n };\n // 私有构造函数,只能通过静态方法创建\n }\n /**\n * 创建匹配器,要求所有指定的组件\n * @param types 组件类型\n */\n static all(...types) {\n const matcher = new Matcher();\n return matcher.all(...types);\n }\n /**\n * 创建匹配器,要求至少一个指定的组件\n * @param types 组件类型\n */\n static any(...types) {\n const matcher = new Matcher();\n return matcher.any(...types);\n }\n /**\n * 创建匹配器,排除指定的组件\n * @param types 组件类型\n */\n static none(...types) {\n const matcher = new Matcher();\n return matcher.none(...types);\n }\n /**\n * 创建按标签查询的匙配器\n * @param tag 标签值\n */\n static byTag(tag) {\n const matcher = new Matcher();\n return matcher.withTag(tag);\n }\n /**\n * 创建按名称查询的匙配器\n * @param name 实体名称\n */\n static byName(name) {\n const matcher = new Matcher();\n return matcher.withName(name);\n }\n /**\n * 创建单组件查询的匙配器\n * @param componentType 组件类型\n */\n static byComponent(componentType) {\n const matcher = new Matcher();\n return matcher.withComponent(componentType);\n }\n /**\n * 创建复杂查询构建器\n */\n static complex() {\n return new Matcher();\n }\n /**\n * 创建空匙配器(向后兼容)\n */\n static empty() {\n return new Matcher();\n }\n /**\n * 必须包含所有指定组件\n * @param types 组件类型\n */\n all(...types) {\n this.condition.all.push(...types);\n return this;\n }\n /**\n * 必须包含至少一个指定组件\n * @param types 组件类型\n */\n any(...types) {\n this.condition.any.push(...types);\n return this;\n }\n /**\n * 不能包含任何指定组件\n * @param types 组件类型\n */\n none(...types) {\n this.condition.none.push(...types);\n return this;\n }\n /**\n * 排除指定组件(别名方法)\n * @param types 组件类型\n */\n exclude(...types) {\n return this.none(...types);\n }\n /**\n * 至少包含其中之一(别名方法)\n * @param types 组件类型\n */\n one(...types) {\n return this.any(...types);\n }\n /**\n * 按标签查询\n * @param tag 标签值\n */\n withTag(tag) {\n this.condition.tag = tag;\n return this;\n }\n /**\n * 按名称查询\n * @param name 实体名称\n */\n withName(name) {\n this.condition.name = name;\n return this;\n }\n /**\n * 单组件查询\n * @param componentType 组件类型\n */\n withComponent(componentType) {\n this.condition.component = componentType;\n return this;\n }\n /**\n * 移除标签条件\n */\n withoutTag() {\n delete this.condition.tag;\n return this;\n }\n /**\n * 移除名称条件\n */\n withoutName() {\n delete this.condition.name;\n return this;\n }\n /**\n * 移除单组件条件\n */\n withoutComponent() {\n delete this.condition.component;\n return this;\n }\n /**\n * 获取查询条件(只读)\n */\n getCondition() {\n return {\n all: [...this.condition.all],\n any: [...this.condition.any],\n none: [...this.condition.none],\n tag: this.condition.tag,\n name: this.condition.name,\n component: this.condition.component\n };\n }\n /**\n * 检查是否为空条件\n */\n isEmpty() {\n return this.condition.all.length === 0 &&\n this.condition.any.length === 0 &&\n this.condition.none.length === 0 &&\n this.condition.tag === undefined &&\n this.condition.name === undefined &&\n this.condition.component === undefined;\n }\n /**\n * 重置所有条件\n */\n reset() {\n this.condition.all.length = 0;\n this.condition.any.length = 0;\n this.condition.none.length = 0;\n delete this.condition.tag;\n delete this.condition.name;\n delete this.condition.component;\n return this;\n }\n /**\n * 克隆匹配器\n */\n clone() {\n const cloned = new Matcher();\n cloned.condition.all.push(...this.condition.all);\n cloned.condition.any.push(...this.condition.any);\n cloned.condition.none.push(...this.condition.none);\n if (this.condition.tag !== undefined) {\n cloned.condition.tag = this.condition.tag;\n }\n if (this.condition.name !== undefined) {\n cloned.condition.name = this.condition.name;\n }\n if (this.condition.component !== undefined) {\n cloned.condition.component = this.condition.component;\n }\n return cloned;\n }\n /**\n * 字符串表示\n */\n toString() {\n const parts = [];\n if (this.condition.all.length > 0) {\n parts.push(`all(${this.condition.all.map(t => t.name).join(', ')})`);\n }\n if (this.condition.any.length > 0) {\n parts.push(`any(${this.condition.any.map(t => t.name).join(', ')})`);\n }\n if (this.condition.none.length > 0) {\n parts.push(`none(${this.condition.none.map(t => t.name).join(', ')})`);\n }\n if (this.condition.tag !== undefined) {\n parts.push(`tag(${this.condition.tag})`);\n }\n if (this.condition.name !== undefined) {\n parts.push(`name(${this.condition.name})`);\n }\n if (this.condition.component !== undefined) {\n parts.push(`component(${this.condition.component.name})`);\n }\n return `Matcher[${parts.join(' & ')}]`;\n }\n}\n//# sourceMappingURL=Matcher.js.map","import { PerformanceMonitor } from '../../Utils/PerformanceMonitor';\nimport { Matcher } from '../Utils/Matcher';\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(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(动态查询)\n */\n get entities() {\n return this.queryEntities();\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._updateOrder = 0;\n this._enabled = true;\n this._performanceMonitor = PerformanceMonitor.instance;\n this._initialized = false;\n this._trackedEntities = new Set();\n this._lastQueryResult = [];\n this._scene = null;\n this._matcher = matcher ? matcher : Matcher.empty();\n this._systemName = this.constructor.name;\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 }\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 if (this.scene && this.scene.entityProcessors) {\n this.scene.entityProcessors.setDirty();\n }\n }\n /**\n * 系统初始化(框架调用)\n *\n * 在系统创建时调用。框架内部使用,用户不应直接调用。\n */\n initialize() {\n // 防止重复初始化\n if (this._initialized) {\n return;\n }\n this._initialized = true;\n // 调用用户可重写的初始化方法\n this.onInitialize();\n }\n /**\n * 系统初始化回调\n *\n * 子类可以重写此方法进行初始化操作。\n */\n onInitialize() {\n // 初始化时触发一次实体查询,以便正确跟踪现有实体\n if (this.scene) {\n this.queryEntities();\n }\n // 子类可以重写此方法进行初始化\n }\n /**\n * 重置系统状态\n *\n * 当系统从场景中移除时调用,重置初始化状态以便重新添加时能正确初始化。\n */\n reset() {\n this._initialized = false;\n this._trackedEntities.clear();\n this._lastQueryResult = [];\n }\n /**\n * 查询匹配的实体\n */\n queryEntities() {\n if (!this.scene?.querySystem || !this._matcher) {\n this._lastQueryResult = [];\n return [];\n }\n const condition = this._matcher.getCondition();\n const querySystem = this.scene.querySystem;\n let currentEntities = [];\n // 空条件返回所有实体\n if (this._matcher.isEmpty()) {\n currentEntities = querySystem.getAllEntities();\n }\n else if (this.isSingleCondition(condition)) {\n // 单一条件优化查询\n currentEntities = this.executeSingleConditionQuery(condition, querySystem);\n }\n else {\n // 复合查询\n currentEntities = this.executeComplexQuery(condition, querySystem);\n }\n // 检查实体变化并触发回调\n this.updateEntityTracking(currentEntities);\n this._lastQueryResult = currentEntities;\n return currentEntities;\n }\n /**\n * 检查是否为单一条件查询\n */\n isSingleCondition(condition) {\n const conditionCount = (condition.all.length > 0 ? 1 : 0) +\n (condition.any.length > 0 ? 1 : 0) +\n (condition.none.length > 0 ? 1 : 0) +\n (condition.tag !== undefined ? 1 : 0) +\n (condition.name !== undefined ? 1 : 0) +\n (condition.component !== undefined ? 1 : 0);\n return conditionCount === 1;\n }\n /**\n * 执行单一条件查询\n */\n executeSingleConditionQuery(condition, querySystem) {\n // 按标签查询\n if (condition.tag !== undefined) {\n return querySystem.queryByTag(condition.tag).entities;\n }\n // 按名称查询\n if (condition.name !== undefined) {\n return querySystem.queryByName(condition.name).entities;\n }\n // 单组件查询\n if (condition.component !== undefined) {\n return querySystem.queryByComponent(condition.component).entities;\n }\n // 基础组件查询\n if (condition.all.length > 0 && condition.any.length === 0 && condition.none.length === 0) {\n return querySystem.queryAll(...condition.all).entities;\n }\n if (condition.all.length === 0 && condition.any.length > 0 && condition.none.length === 0) {\n return querySystem.queryAny(...condition.any).entities;\n }\n if (condition.all.length === 0 && condition.any.length === 0 && condition.none.length > 0) {\n return querySystem.queryNone(...condition.none).entities;\n }\n return [];\n }\n /**\n * 执行复合查询\n */\n executeComplexQuery(condition, querySystem) {\n let result = null;\n // 1. 应用标签条件作为基础集合\n if (condition.tag !== undefined) {\n const tagResult = querySystem.queryByTag(condition.tag);\n result = new Set(tagResult.entities);\n }\n // 2. 应用名称条件\n if (condition.name !== undefined) {\n const nameResult = querySystem.queryByName(condition.name);\n const nameSet = new Set(nameResult.entities);\n if (result) {\n result = new Set([...result].filter(e => nameSet.has(e)));\n }\n else {\n result = nameSet;\n }\n }\n // 3. 应用单组件条件\n if (condition.component !== undefined) {\n const componentResult = querySystem.queryByComponent(condition.component);\n const componentSet = new Set(componentResult.entities);\n if (result) {\n result = new Set([...result].filter(e => componentSet.has(e)));\n }\n else {\n result = componentSet;\n }\n }\n // 4. 应用all条件\n if (condition.all.length > 0) {\n const allResult = querySystem.queryAll(...condition.all);\n const allSet = new Set(allResult.entities);\n if (result) {\n result = new Set([...result].filter(e => allSet.has(e)));\n }\n else {\n result = allSet;\n }\n }\n // 5. 应用any条件(求交集)\n if (condition.any.length > 0) {\n const anyResult = querySystem.queryAny(...condition.any);\n const anySet = new Set(anyResult.entities);\n if (result) {\n result = new Set([...result].filter(e => anySet.has(e)));\n }\n else {\n result = anySet;\n }\n }\n // 6. 应用none条件(排除)\n if (condition.none.length > 0) {\n if (!result) {\n // 如果没有前置条件,从所有实体开始\n result = new Set(querySystem.getAllEntities());\n }\n const noneResult = querySystem.queryAny(...condition.none);\n const noneSet = new Set(noneResult.entities);\n result = new Set([...result].filter(e => !noneSet.has(e)));\n }\n return result ? Array.from(result) : [];\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.onCheckProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(this._systemName);\n let entityCount = 0;\n try {\n this.onBegin();\n // 动态查询实体并处理\n const entities = this.queryEntities();\n entityCount = entities.length;\n this.process(entities);\n }\n finally {\n this._performanceMonitor.endMonitoring(this._systemName, startTime, entityCount);\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.onCheckProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(`${this._systemName}_Late`);\n let entityCount = 0;\n try {\n // 动态查询实体并处理\n const entities = this.queryEntities();\n entityCount = entities.length;\n this.lateProcess(entities);\n this.onEnd();\n }\n finally {\n this._performanceMonitor.endMonitoring(`${this._systemName}_Late`, startTime, entityCount);\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 onBegin() {\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 onEnd() {\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 onCheckProcessing() {\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 * 更新实体跟踪,检查新增和移除的实体\n */\n updateEntityTracking(currentEntities) {\n const currentSet = new Set(currentEntities);\n // 检查新增的实体\n for (const entity of currentEntities) {\n if (!this._trackedEntities.has(entity)) {\n this._trackedEntities.add(entity);\n this.onAdded(entity);\n }\n }\n // 检查移除的实体\n for (const entity of this._trackedEntities) {\n if (!currentSet.has(entity)) {\n this._trackedEntities.delete(entity);\n this.onRemoved(entity);\n }\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 * 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//# 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 constructor(matcher) {\n super(matcher);\n }\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 constructor(matcher) {\n super(matcher);\n }\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 interval 时间间隔\n * @param matcher 实体匹配器\n */\n constructor(interval, matcher) {\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 onCheckProcessing() {\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 { 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 // 监听组件事件来同步更新索引\n this._eventBus.on('component:added', (data) => {\n const entity = this._entities.get(data.entityId);\n if (entity) {\n this._componentIndexManager.addEntity(entity);\n this._archetypeSystem.addEntity(entity);\n }\n });\n this._eventBus.on('component:removed', (data) => {\n const entity = this._entities.get(data.entityId);\n if (entity) {\n this._componentIndexManager.removeEntity(entity);\n this._archetypeSystem.removeEntity(entity);\n }\n });\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) {\n const id = this._identifierPool.checkOut();\n if (!name) {\n name = `Entity_${id}`;\n }\n const entity = new Entity(name, id);\n this._entities.set(id, entity);\n this.updateNameIndex(entity, true);\n this.updateTagIndex(entity, true);\n if (entity.components.length > 0) {\n this._componentIndexManager.addEntity(entity);\n this._archetypeSystem.addEntity(entity);\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);\n }\n // 发射实体创建事件\n this._eventBus.emitEntityCreated({\n timestamp: Date.now(),\n source: 'EntityManager',\n entityId: entity.id,\n entityName: entity.name,\n entityTag: entity.tag?.toString()\n });\n return entity;\n }\n /**\n * 批量创建实体\n *\n * 为了优化大量实体创建的性能,批量处理索引更新和事件发射。\n * 适用于需要创建大量实体的场景,如子弹、粒子等。\n *\n * @param count 要创建的实体数量\n * @param namePrefix 实体名称前缀,默认为 Entity\n * @param skipEvents 是否跳过事件发射以提升性能,默认为 false\n * @returns 创建的实体数组\n *\n * @example\n * const bullets = entityManager.createEntitiesBatch(100, \"Bullet\", true);\n * const particles = entityManager.createEntitiesBatch(500, \"Particle\");\n */\n createEntitiesBatch(count, namePrefix = \"Entity\", skipEvents = false) {\n if (count <= 0)\n return [];\n const entities = [];\n // 批量分配ID和创建Entity对象\n for (let i = 0; i < count; i++) {\n const id = this._identifierPool.checkOut();\n const name = `${namePrefix}_${id}`;\n const entity = new Entity(name, id);\n entities.push(entity);\n this._entities.set(id, entity);\n }\n // 批量更新索引\n for (const entity of entities) {\n this.updateNameIndex(entity, true);\n this.updateTagIndex(entity, true);\n if (entity.components.length > 0) {\n this._componentIndexManager.addEntity(entity);\n this._archetypeSystem.addEntity(entity);\n this._dirtyTrackingSystem.markDirty(entity, DirtyFlag.COMPONENT_ADDED);\n }\n }\n // 批量发射事件\n if (!skipEvents) {\n const timestamp = Date.now();\n for (const entity of entities) {\n this._eventBus.emitEntityCreated({\n timestamp,\n source: 'EntityManager',\n entityId: entity.id,\n entityName: entity.name,\n entityTag: entity.tag?.toString()\n });\n }\n }\n return entities;\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 Array.from(this._entities.values())\n .filter(entity => entity.tag === 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 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