@esengine/ecs-framework 2.1.49 → 2.1.51
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 +2 -2
- package/index.cjs.map +1 -1
- package/index.d.ts +3504 -2879
- package/index.es5.js +2 -2
- package/index.es5.js.map +1 -1
- package/index.mjs +2 -2
- package/index.mjs.map +1 -1
- package/index.umd.js +2 -2
- package/index.umd.js.map +1 -1
- package/package.json +1 -1
package/index.umd.js.map
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{"version":3,"file":"index.umd.js","sources":["../bin/Utils/GlobalManager.js","../bin/Utils/Time.js","../bin/Utils/Timers/Timer.js","../bin/Utils/PerformanceMonitor.js","../bin/Utils/Timers/TimerManager.js","../bin/Utils/Pool/Pool.js","../bin/Utils/Pool/PoolManager.js","../bin/Utils/Logger.js","../bin/ECS/Utils/BigIntCompatibility.js","../bin/ECS/Core/SoAStorage.js","../bin/ECS/Decorators/TypeDecorators.js","../bin/ECS/Core/ComponentStorage/ComponentRegistry.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/Utils/SparseSet.js","../bin/ECS/Utils/ComponentSparseSet.js","../bin/ECS/Core/ComponentIndex.js","../bin/ECS/Core/QuerySystem.js","../bin/ECS/Core/ArchetypeSystem.js","../bin/ECS/CoreEvents.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/World.js","../bin/ECS/WorldManager.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/ECS/Core/ComponentPool.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/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","/**\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","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 * 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 * 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 * 预定义的颜色常量\n */\nexport const Colors = {\n // 基础颜色\n BLACK: '\\x1b[30m',\n RED: '\\x1b[31m',\n GREEN: '\\x1b[32m',\n YELLOW: '\\x1b[33m',\n BLUE: '\\x1b[34m',\n MAGENTA: '\\x1b[35m',\n CYAN: '\\x1b[36m',\n WHITE: '\\x1b[37m',\n // 亮色版本\n BRIGHT_BLACK: '\\x1b[90m',\n BRIGHT_RED: '\\x1b[91m',\n BRIGHT_GREEN: '\\x1b[92m',\n BRIGHT_YELLOW: '\\x1b[93m',\n BRIGHT_BLUE: '\\x1b[94m',\n BRIGHT_MAGENTA: '\\x1b[95m',\n BRIGHT_CYAN: '\\x1b[96m',\n BRIGHT_WHITE: '\\x1b[97m',\n // 特殊\n RESET: '\\x1b[0m',\n BOLD: '\\x1b[1m',\n UNDERLINE: '\\x1b[4m'\n};\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 * 设置颜色配置\n * @param colors 颜色配置\n */\n setColors(colors) {\n if (Object.keys(colors).length === 0) {\n // 重置为默认颜色\n delete this._config.colors;\n }\n else {\n this._config.colors = {\n ...this._config.colors,\n ...colors\n };\n }\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.debug}${message}${colors.reset}`, ...args);\n }\n else {\n console.debug(message, ...args);\n }\n break;\n case LogLevel.Info:\n if (colors) {\n console.info(`${colors.info}${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.warn}${message}${colors.reset}`, ...args);\n }\n else {\n console.warn(message, ...args);\n }\n break;\n case LogLevel.Error:\n if (colors) {\n console.error(`${colors.error}${message}${colors.reset}`, ...args);\n }\n else {\n console.error(message, ...args);\n }\n break;\n case LogLevel.Fatal:\n if (colors) {\n console.error(`${colors.fatal}${message}${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 // 默认颜色配置\n const defaultColors = {\n debug: Colors.BRIGHT_BLACK, // 灰色\n info: Colors.GREEN, // 绿色\n warn: Colors.YELLOW, // 黄色\n error: Colors.RED, // 红色\n fatal: Colors.BRIGHT_RED, // 亮红色\n reset: Colors.RESET // 重置\n };\n // 合并用户自定义颜色\n return {\n ...defaultColors,\n ...this._config.colors\n };\n }\n}\n/**\n * 日志管理器\n */\nexport class LoggerManager {\n constructor() {\n this._loggers = new Map();\n this._defaultLevel = LogLevel.Info;\n this._defaultLogger = new ConsoleLogger({\n level: this._defaultLevel,\n });\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: this._defaultLevel,\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 this._defaultLevel = 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 * 设置全局颜色配置\n * @param colors 颜色配置\n */\n setGlobalColors(colors) {\n if (this._defaultLogger instanceof ConsoleLogger) {\n this._defaultLogger.setColors(colors);\n }\n for (const logger of this._loggers.values()) {\n if (logger instanceof ConsoleLogger) {\n logger.setColors(colors);\n }\n }\n }\n /**\n * 重置为默认颜色配置\n */\n resetColors() {\n if (this._defaultLogger instanceof ConsoleLogger) {\n this._defaultLogger.setColors({});\n }\n for (const logger of this._loggers.values()) {\n if (logger instanceof ConsoleLogger) {\n logger.setColors({});\n }\n }\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 * 设置全局日志颜色配置\n * @param colors 颜色配置\n */\nexport function setLoggerColors(colors) {\n LoggerManager.getInstance().setGlobalColors(colors);\n}\n/**\n * 重置日志颜色为默认配置\n */\nexport function resetLoggerColors() {\n LoggerManager.getInstance().resetColors();\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 * 64位掩码兼容层\n */\nexport class BitMask64Utils {\n /**\n * 根据位索引创建64位掩码\n * @param bitIndex 位索引,范围 [0, 63]\n * @returns 包含指定位设置为1的掩码\n * @throws 当位索引超出范围时抛出错误\n */\n static create(bitIndex) {\n if (bitIndex < 0 || bitIndex >= 64) {\n throw new Error(`Bit index ${bitIndex} out of range [0, 63]`);\n }\n if (bitIndex < 32) {\n return { lo: 1 << bitIndex, hi: 0 };\n }\n else {\n return { lo: 0, hi: 1 << (bitIndex - 32) };\n }\n }\n /**\n * 从32位数字创建64位掩码\n * @param value 32位数字值\n * @returns 低32位为输入值、高32位为0的掩码\n */\n static fromNumber(value) {\n return { lo: value >>> 0, hi: 0 };\n }\n /**\n * 检查掩码是否包含任意指定的位\n * @param mask 要检查的掩码\n * @param bits 指定的位模式\n * @returns 如果掩码包含bits中的任意位则返回true\n */\n static hasAny(mask, bits) {\n return (mask.lo & bits.lo) !== 0 || (mask.hi & bits.hi) !== 0;\n }\n /**\n * 检查掩码是否包含所有指定的位\n * @param mask 要检查的掩码\n * @param bits 指定的位模式\n * @returns 如果掩码包含bits中的所有位则返回true\n */\n static hasAll(mask, bits) {\n return (mask.lo & bits.lo) === bits.lo && (mask.hi & bits.hi) === bits.hi;\n }\n /**\n * 检查掩码是否不包含任何指定的位\n * @param mask 要检查的掩码\n * @param bits 指定的位模式\n * @returns 如果掩码不包含bits中的任何位则返回true\n */\n static hasNone(mask, bits) {\n return (mask.lo & bits.lo) === 0 && (mask.hi & bits.hi) === 0;\n }\n /**\n * 检查掩码是否为零\n * @param mask 要检查的掩码\n * @returns 如果掩码所有位都为0则返回true\n */\n static isZero(mask) {\n return mask.lo === 0 && mask.hi === 0;\n }\n /**\n * 检查两个掩码是否相等\n * @param a 第一个掩码\n * @param b 第二个掩码\n * @returns 如果两个掩码完全相等则返回true\n */\n static equals(a, b) {\n return a.lo === b.lo && a.hi === b.hi;\n }\n /**\n * 设置掩码中指定位为1\n * @param mask 要修改的掩码(原地修改)\n * @param bitIndex 位索引,范围 [0, 63]\n * @throws 当位索引超出范围时抛出错误\n */\n static setBit(mask, bitIndex) {\n if (bitIndex < 0 || bitIndex >= 64) {\n throw new Error(`Bit index ${bitIndex} out of range [0, 63]`);\n }\n if (bitIndex < 32) {\n mask.lo |= (1 << bitIndex);\n }\n else {\n mask.hi |= (1 << (bitIndex - 32));\n }\n }\n /**\n * 清除掩码中指定位为0\n * @param mask 要修改的掩码(原地修改)\n * @param bitIndex 位索引,范围 [0, 63]\n * @throws 当位索引超出范围时抛出错误\n */\n static clearBit(mask, bitIndex) {\n if (bitIndex < 0 || bitIndex >= 64) {\n throw new Error(`Bit index ${bitIndex} out of range [0, 63]`);\n }\n if (bitIndex < 32) {\n mask.lo &= ~(1 << bitIndex);\n }\n else {\n mask.hi &= ~(1 << (bitIndex - 32));\n }\n }\n /**\n * 对目标掩码执行按位或操作\n * @param target 目标掩码(原地修改)\n * @param other 用于按位或的掩码\n */\n static orInPlace(target, other) {\n target.lo |= other.lo;\n target.hi |= other.hi;\n }\n /**\n * 对目标掩码执行按位与操作\n * @param target 目标掩码(原地修改)\n * @param other 用于按位与的掩码\n */\n static andInPlace(target, other) {\n target.lo &= other.lo;\n target.hi &= other.hi;\n }\n /**\n * 对目标掩码执行按位异或操作\n * @param target 目标掩码(原地修改)\n * @param other 用于按位异或的掩码\n */\n static xorInPlace(target, other) {\n target.lo ^= other.lo;\n target.hi ^= other.hi;\n }\n /**\n * 清除掩码的所有位为0\n * @param mask 要清除的掩码(原地修改)\n */\n static clear(mask) {\n mask.lo = 0;\n mask.hi = 0;\n }\n /**\n * 将源掩码的值复制到目标掩码\n * @param source 源掩码\n * @param target 目标掩码(原地修改)\n */\n static copy(source, target) {\n target.lo = source.lo;\n target.hi = source.hi;\n }\n /**\n * 创建掩码的深拷贝\n * @param mask 要拷贝的掩码\n * @returns 新的掩码对象,内容与源掩码相同\n */\n static clone(mask) {\n return { lo: mask.lo, hi: mask.hi };\n }\n /**\n * 将掩码转换为字符串表示\n * @param mask 要转换的掩码\n * @param radix 进制,支持2(二进制)或16(十六进制),默认为2\n * @returns 掩码的字符串表示,二进制不带前缀,十六进制带0x前缀\n * @throws 当进制不支持时抛出错误\n */\n static toString(mask, radix = 2) {\n if (radix === 2) {\n if (mask.hi === 0) {\n return mask.lo.toString(2);\n }\n else {\n const hiBits = mask.hi.toString(2);\n const loBits = mask.lo.toString(2).padStart(32, '0');\n return hiBits + loBits;\n }\n }\n else if (radix === 16) {\n if (mask.hi === 0) {\n return '0x' + mask.lo.toString(16).toUpperCase();\n }\n else {\n const hiBits = mask.hi.toString(16).toUpperCase();\n const loBits = mask.lo.toString(16).toUpperCase().padStart(8, '0');\n return '0x' + hiBits + loBits;\n }\n }\n else {\n throw new Error('Only radix 2 and 16 are supported');\n }\n }\n /**\n * 计算掩码中设置为1的位数\n * @param mask 要计算的掩码\n * @returns 掩码中1的位数\n */\n static popCount(mask) {\n let count = 0;\n let lo = mask.lo;\n let hi = mask.hi;\n while (lo) {\n lo &= lo - 1;\n count++;\n }\n while (hi) {\n hi &= hi - 1;\n count++;\n }\n return count;\n }\n}\n/** 零掩码常量,所有位都为0 */\nBitMask64Utils.ZERO = { lo: 0, hi: 0 };\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 getTypedFieldArray(fieldName) {\n return this.fields.get(String(fieldName)) || null;\n }\n getEntityIndex(entityId) {\n return this.entityToIndex.get(entityId);\n }\n getEntityIdByIndex(index) {\n return this.indexToEntity[index];\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","/**\n * 存储组件类型名称的Symbol键\n */\nexport const COMPONENT_TYPE_NAME = Symbol('ComponentTypeName');\n/**\n * 存储系统类型名称的Symbol键\n */\nexport const SYSTEM_TYPE_NAME = Symbol('SystemTypeName');\n/**\n * 组件类型装饰器\n * 用于为组件类指定固定的类型名称,避免在代码混淆后失效\n *\n * @param typeName 组件类型名称\n * @example\n * ```typescript\n * @ECSComponent('Position')\n * class PositionComponent extends Component {\n * x: number = 0;\n * y: number = 0;\n * }\n * ```\n */\nexport function ECSComponent(typeName) {\n return function (target) {\n if (!typeName || typeof typeName !== 'string') {\n throw new Error('ECSComponent装饰器必须提供有效的类型名称');\n }\n // 在构造函数上存储类型名称\n target[COMPONENT_TYPE_NAME] = typeName;\n return target;\n };\n}\n/**\n * 系统类型装饰器\n * 用于为系统类指定固定的类型名称,避免在代码混淆后失效\n *\n * @param typeName 系统类型名称\n * @example\n * ```typescript\n * @ECSSystem('Movement')\n * class MovementSystem extends EntitySystem {\n * protected process(entities: Entity[]): void {\n * // 系统逻辑\n * }\n * }\n * ```\n */\nexport function ECSSystem(typeName) {\n return function (target) {\n if (!typeName || typeof typeName !== 'string') {\n throw new Error('ECSSystem装饰器必须提供有效的类型名称');\n }\n // 在构造函数上存储类型名称\n target[SYSTEM_TYPE_NAME] = typeName;\n return target;\n };\n}\n/**\n * 获取组件类型的名称,优先使用装饰器指定的名称\n *\n * @param componentType 组件构造函数\n * @returns 组件类型名称\n */\nexport function getComponentTypeName(componentType) {\n // 优先使用装饰器指定的名称\n const decoratorName = componentType[COMPONENT_TYPE_NAME];\n if (decoratorName) {\n return decoratorName;\n }\n // 回退到constructor.name\n return componentType.name || 'UnknownComponent';\n}\n/**\n * 获取系统类型的名称,优先使用装饰器指定的名称\n *\n * @param systemType 系统构造函数\n * @returns 系统类型名称\n */\nexport function getSystemTypeName(systemType) {\n // 优先使用装饰器指定的名称\n const decoratorName = systemType[SYSTEM_TYPE_NAME];\n if (decoratorName) {\n return decoratorName;\n }\n // 回退到constructor.name\n return systemType.name || 'UnknownSystem';\n}\n/**\n * 从组件实例获取类型名称\n *\n * @param component 组件实例\n * @returns 组件类型名称\n */\nexport function getComponentInstanceTypeName(component) {\n return getComponentTypeName(component.constructor);\n}\n/**\n * 从系统实例获取类型名称\n *\n * @param system 系统实例\n * @returns 系统类型名称\n */\nexport function getSystemInstanceTypeName(system) {\n return getSystemTypeName(system.constructor);\n}\n//# sourceMappingURL=TypeDecorators.js.map","import { BitMask64Utils } from '../../Utils/BigIntCompatibility';\nimport { createLogger } from '../../../Utils/Logger';\nimport { getComponentTypeName } from '../../Decorators';\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 const typeName = getComponentTypeName(componentType);\n if (this.componentTypes.has(componentType)) {\n const existingIndex = this.componentTypes.get(componentType);\n return existingIndex;\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(typeName, componentType);\n this.componentNameToId.set(typeName, 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 const typeName = getComponentTypeName(componentType);\n throw new Error(`Component type ${typeName} is not registered`);\n }\n return BitMask64Utils.create(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 const typeName = getComponentTypeName(componentType);\n throw new Error(`Component type ${typeName} is not registered`);\n }\n return bitIndex;\n }\n /**\n * 检查组件类型是否已注册\n * @param componentType 组件类型\n * @returns 是否已注册\n */\n static isRegistered(componentType) {\n return this.componentTypes.has(componentType);\n }\n /**\n * 通过名称获取组件类型\n * @param componentName 组件名称\n * @returns 组件类型构造函数\n */\n static getComponentType(componentName) {\n return this.componentNameToType.get(componentName) || null;\n }\n /**\n * 获取所有已注册的组件类型\n * @returns 组件类型映射\n */\n static getAllRegisteredTypes() {\n return new Map(this.componentTypes);\n }\n /**\n * 获取所有组件名称到类型的映射\n * @returns 名称到类型的映射\n */\n static getAllComponentNames() {\n return new Map(this.componentNameToType);\n }\n /**\n * 通过名称获取组件类型ID\n * @param componentName 组件名称\n * @returns 组件类型ID\n */\n static getComponentId(componentName) {\n return this.componentNameToId.get(componentName);\n }\n /**\n * 注册组件类型(通过名称)\n * @param componentName 组件名称\n * @returns 分配的组件ID\n */\n static registerComponentByName(componentName) {\n if (this.componentNameToId.has(componentName)) {\n return this.componentNameToId.get(componentName);\n }\n if (this.nextBitIndex >= this.maxComponents) {\n throw new Error(`Maximum number of component types (${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 ${componentName} is not registered`);\n }\n const mask = BitMask64Utils.create(componentId);\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 创建多个组件的掩码\n * @param componentNames 组件名称数组\n * @returns 组合掩码\n */\n static createComponentMask(componentNames) {\n const sortedNames = [...componentNames].sort();\n const cacheKey = `multi:${sortedNames.join(',')}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n let mask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const name of componentNames) {\n const componentId = this.getComponentId(name);\n if (componentId !== undefined) {\n const componentMask = BitMask64Utils.create(componentId);\n BitMask64Utils.orInPlace(mask, componentMask);\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//# sourceMappingURL=ComponentRegistry.js.map","import { BitMask64Utils } from '../Utils/BigIntCompatibility';\nimport { SoAStorage, EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy } from './SoAStorage';\nimport { createLogger } from '../../Utils/Logger';\nimport { getComponentTypeName } from '../Decorators';\nimport { ComponentRegistry } from './ComponentStorage/ComponentRegistry';\n// 重新导出装饰器和核心类型\nexport { EnableSoA, HighPrecision, Float64, Int32, SerializeMap, SerializeSet, SerializeArray, DeepCopy };\nexport { ComponentRegistry };\n/**\n * 高性能组件存储器\n */\nexport class ComponentStorage {\n constructor(componentType) {\n this.dense = [];\n this.entityIds = [];\n this.entityToIndex = new Map();\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 ${getComponentTypeName(this.componentType)}`);\n }\n // 末尾插入到致密数组\n const index = this.dense.length;\n this.dense.push(component);\n this.entityIds.push(entityId);\n this.entityToIndex.set(entityId, index);\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.dense[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.dense[index];\n const lastIndex = this.dense.length - 1;\n if (index !== lastIndex) {\n // 将末尾元素交换到要删除的位置\n const lastComponent = this.dense[lastIndex];\n const lastEntityId = this.entityIds[lastIndex];\n this.dense[index] = lastComponent;\n this.entityIds[index] = lastEntityId;\n // 更新被交换元素的映射\n this.entityToIndex.set(lastEntityId, index);\n }\n // 移除末尾元素\n this.dense.pop();\n this.entityIds.pop();\n this.entityToIndex.delete(entityId);\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.dense.length; i++) {\n callback(this.dense[i], this.entityIds[i], i);\n }\n }\n /**\n * 获取所有组件\n * @returns 组件数组\n */\n getDenseArray() {\n return {\n components: [...this.dense],\n entityIds: [...this.entityIds]\n };\n }\n /**\n * 清空所有组件\n */\n clear() {\n this.dense.length = 0;\n this.entityIds.length = 0;\n this.entityToIndex.clear();\n }\n /**\n * 获取组件数量\n */\n get size() {\n return this.dense.length;\n }\n /**\n * 获取组件类型\n */\n get type() {\n return this.componentType;\n }\n /**\n * 获取存储统计信息\n */\n getStats() {\n const totalSlots = this.dense.length;\n const usedSlots = this.dense.length;\n const freeSlots = 0; // 永远无空洞\n const fragmentation = 0; // 永远无碎片\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 * 检查组件类型是否启用SoA存储\n * @param componentType 组件类型\n * @returns 是否为SoA存储\n */\n isSoAStorage(componentType) {\n const storage = this.storages.get(componentType);\n return storage instanceof SoAStorage;\n }\n /**\n * 获取SoA存储器(类型安全)\n * @param componentType 组件类型\n * @returns SoA存储器或null\n */\n getSoAStorage(componentType) {\n const storage = this.getStorage(componentType);\n return storage instanceof SoAStorage ? storage : null;\n }\n /**\n * 直接获取SoA字段数组(类型安全)\n * @param componentType 组件类型\n * @param fieldName 字段名\n * @returns TypedArray或null\n */\n getFieldArray(componentType, fieldName) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getFieldArray(fieldName) : null;\n }\n /**\n * 直接获取SoA字段数组(类型安全,带字段名检查)\n * @param componentType 组件类型\n * @param fieldName 字段名(类型检查)\n * @returns TypedArray或null\n */\n getTypedFieldArray(componentType, fieldName) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getTypedFieldArray(fieldName) : null;\n }\n /**\n * 获取SoA存储的活跃索引\n * @param componentType 组件类型\n * @returns 活跃索引数组或空数组\n */\n getActiveIndices(componentType) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getActiveIndices() : [];\n }\n /**\n * 获取实体在SoA存储中的索引\n * @param componentType 组件类型\n * @param entityId 实体ID\n * @returns 存储索引或undefined\n */\n getEntityIndex(componentType, entityId) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getEntityIndex(entityId) : undefined;\n }\n /**\n * 根据索引获取实体ID\n * @param componentType 组件类型\n * @param index 存储索引\n * @returns 实体ID或undefined\n */\n getEntityIdByIndex(componentType, index) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getEntityIdByIndex(index) : undefined;\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 ${getComponentTypeName(componentType)} 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 = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const [componentType, storage] of this.storages.entries()) {\n if (storage.hasComponent(entityId)) {\n const componentMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(mask, componentMask);\n }\n }\n return mask;\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 = getComponentTypeName(componentType);\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 { BitMask64Utils } from './Utils/BigIntCompatibility';\nimport { createLogger } from '../Utils/Logger';\nimport { getComponentInstanceTypeName, getComponentTypeName } from './Decorators';\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 this.components = [];\n /**\n * 所属场景引用\n */\n this.scene = null;\n /**\n * 更新间隔\n */\n this.updateInterval = 1;\n /**\n * 销毁状态标志\n */\n this._isDestroyed = false;\n /**\n * 父实体引用\n */\n this._parent = null;\n /**\n * 子实体集合\n */\n this._children = [];\n /**\n * 激活状态\n */\n this._active = true;\n /**\n * 实体标签\n */\n this._tag = 0;\n /**\n * 启用状态\n */\n this._enabled = true;\n /**\n * 更新顺序\n */\n this._updateOrder = 0;\n /**\n * 组件位掩码\n */\n this._componentMask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n /**\n * 按组件类型ID直址的稀疏数组\n */\n this._componentsByTypeId = [];\n /**\n * typeId到components数组中密集索引的映射表\n */\n this._componentDenseIndexByTypeId = [];\n this.name = name;\n this.id = id;\n }\n /**\n * 获取销毁状态\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 * @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 if (!ComponentRegistry.isRegistered(componentType)) {\n ComponentRegistry.register(componentType);\n }\n const typeId = ComponentRegistry.getBitIndex(componentType);\n component.entity = this;\n this._componentsByTypeId[typeId] = component;\n const denseIndex = this.components.length;\n this._componentDenseIndexByTypeId[typeId] = denseIndex;\n this.components.push(component);\n const componentMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(this._componentMask, 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 if (this.hasComponent(componentType)) {\n throw new Error(`Entity ${this.name} already has component ${getComponentTypeName(componentType)}`);\n }\n this.addComponentInternal(component);\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.addComponent(this.id, component);\n }\n component.onAddedToEntity();\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: getComponentTypeName(componentType),\n component: component\n });\n }\n if (this.scene && this.scene.querySystem) {\n this.scene.querySystem.removeEntity(this);\n this.scene.querySystem.addEntity(this);\n this.scene.clearSystemEntityCaches();\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 if (!ComponentRegistry.isRegistered(type)) {\n return null;\n }\n const mask = ComponentRegistry.getBitMask(type);\n if (BitMask64Utils.hasNone(this._componentMask, mask)) {\n return null;\n }\n const typeId = ComponentRegistry.getBitIndex(type);\n const component = this._componentsByTypeId[typeId];\n if (component && component.constructor === type) {\n return component;\n }\n if (this.scene && this.scene.componentStorageManager) {\n const storageComponent = this.scene.componentStorageManager.getComponent(this.id, type);\n if (storageComponent) {\n this._componentsByTypeId[typeId] = storageComponent;\n if (!this.components.includes(storageComponent)) {\n const denseIndex = this.components.length;\n this._componentDenseIndexByTypeId[typeId] = denseIndex;\n this.components.push(storageComponent);\n }\n return storageComponent;\n }\n }\n for (let i = 0; i < this.components.length; i++) {\n const component = this.components[i];\n if (component instanceof type) {\n this._componentsByTypeId[typeId] = component;\n this._componentDenseIndexByTypeId[typeId] = i;\n return component;\n }\n }\n return null;\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 BitMask64Utils.hasAny(this._componentMask, mask);\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 if (!ComponentRegistry.isRegistered(componentType)) {\n return;\n }\n const typeId = ComponentRegistry.getBitIndex(componentType);\n this._componentsByTypeId[typeId] = undefined;\n BitMask64Utils.clearBit(this._componentMask, typeId);\n const denseIndex = this._componentDenseIndexByTypeId[typeId];\n if (denseIndex !== undefined && denseIndex < this.components.length) {\n const lastIndex = this.components.length - 1;\n if (denseIndex !== lastIndex) {\n const lastComponent = this.components[lastIndex];\n this.components[denseIndex] = lastComponent;\n const lastComponentType = lastComponent.constructor;\n const lastTypeId = ComponentRegistry.getBitIndex(lastComponentType);\n this._componentDenseIndexByTypeId[lastTypeId] = denseIndex;\n }\n this.components.pop();\n }\n this._componentDenseIndexByTypeId[typeId] = -1;\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.removeComponent(this.id, componentType);\n }\n if (component.onRemovedFromEntity) {\n component.onRemovedFromEntity();\n }\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: getComponentTypeName(componentType),\n component: component\n });\n }\n component.entity = null;\n if (this.scene && this.scene.querySystem) {\n this.scene.querySystem.removeEntity(this);\n this.scene.querySystem.addEntity(this);\n this.scene.clearSystemEntityCaches();\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 const componentsToRemove = [...this.components];\n this._componentsByTypeId.length = 0;\n this._componentDenseIndexByTypeId.length = 0;\n BitMask64Utils.clear(this._componentMask);\n for (const component of componentsToRemove) {\n const componentType = component.constructor;\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.removeComponent(this.id, componentType);\n }\n component.onRemovedFromEntity();\n component.entity = null;\n }\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 Entity._logger.warn(`添加组件失败 ${getComponentInstanceTypeName(component)}:`, 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 if (child._parent) {\n child._parent.removeChild(child);\n }\n child._parent = this;\n this._children.push(child);\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 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 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 for (const child of this._children) {\n if (child.name === name) {\n return child;\n }\n }\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 for (const child of this._children) {\n if (child.tag === tag) {\n result.push(child);\n }\n }\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 for (const component of this.components) {\n if ('onActiveChanged' in component && typeof component.onActiveChanged === 'function') {\n component.onActiveChanged();\n }\n }\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 for (const component of this.components) {\n if (component.enabled) {\n component.update();\n }\n }\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 const childrenToDestroy = [...this._children];\n for (const child of childrenToDestroy) {\n child.destroy();\n }\n if (this._parent) {\n this._parent.removeChild(this);\n }\n this.removeAllComponents();\n if (this.scene) {\n if (this.scene.querySystem) {\n this.scene.querySystem.removeEntity(this);\n }\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 => getComponentInstanceTypeName(c)),\n componentMask: BitMask64Utils.toString(this._componentMask, 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._componentsByTypeId.filter(c => c !== undefined).length,\n denseIndexMappingSize: this._componentDenseIndexByTypeId.filter(idx => idx !== -1 && idx !== undefined).length\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 // 是否启用实体直接更新\n this._enableEntityDirectUpdate = false;\n this._scene = scene;\n }\n /**\n * 设置是否启用实体直接更新\n */\n setEnableEntityDirectUpdate(enabled) {\n this._enableEntityDirectUpdate = enabled;\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 * 更新实体列表和实体\n */\n update() {\n this._isUpdating = true;\n try {\n // 只有启用实体直接更新时才遍历更新实体\n if (this._enableEntityDirectUpdate) {\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 }\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';\nimport { getSystemInstanceTypeName } from '../Decorators';\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 for (const processor of this._processors) {\n try {\n processor.reset();\n }\n catch (error) {\n EntityProcessorList._logger.error(`Error in processor ${getSystemInstanceTypeName(processor)}:`, error);\n }\n }\n this._isDirty = false;\n this._processors.length = 0;\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 ${getSystemInstanceTypeName(processor)}:`, 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 * 稀疏集合实现\n *\n * 提供O(1)的插入、删除、查找操作,同时保持数据的紧凑存储。\n * 使用密集数组存储实际数据,稀疏映射提供快速访问\n *\n * @template T 存储的数据类型\n *\n * @example\n * ```typescript\n * const sparseSet = new SparseSet<Entity>();\n *\n * sparseSet.add(entity1);\n * sparseSet.add(entity2);\n *\n * if (sparseSet.has(entity1)) {\n * sparseSet.remove(entity1);\n * }\n *\n * sparseSet.forEach((entity, index) => {\n * console.log(`Entity at index ${index}: ${entity.name}`);\n * });\n * ```\n */\nexport class SparseSet {\n constructor() {\n /**\n * 密集存储数组\n *\n * 连续存储所有有效数据,确保遍历时的缓存友好性。\n */\n this._dense = [];\n /**\n * 稀疏映射表\n *\n * 将数据项映射到密集数组中的索引,提供O(1)的查找性能。\n */\n this._sparse = new Map();\n }\n /**\n * 添加元素到集合\n *\n * @param item 要添加的元素\n * @returns 是否成功添加(false表示元素已存在)\n */\n add(item) {\n if (this._sparse.has(item)) {\n return false; // 元素已存在\n }\n const index = this._dense.length;\n this._dense.push(item);\n this._sparse.set(item, index);\n return true;\n }\n /**\n * 从集合中移除元素\n *\n * 使用swap-and-pop技术保持数组紧凑性:\n * 1. 将要删除的元素与最后一个元素交换\n * 2. 删除最后一个元素\n * 3. 更新映射表\n *\n * @param item 要移除的元素\n * @returns 是否成功移除(false表示元素不存在)\n */\n remove(item) {\n const index = this._sparse.get(item);\n if (index === undefined) {\n return false; // 元素不存在\n }\n const lastIndex = this._dense.length - 1;\n // 如果不是最后一个元素,则与最后一个元素交换\n if (index !== lastIndex) {\n const lastItem = this._dense[lastIndex];\n this._dense[index] = lastItem;\n this._sparse.set(lastItem, index);\n }\n // 移除最后一个元素\n this._dense.pop();\n this._sparse.delete(item);\n return true;\n }\n /**\n * 检查元素是否存在于集合中\n *\n * @param item 要检查的元素\n * @returns 元素是否存在\n */\n has(item) {\n return this._sparse.has(item);\n }\n /**\n * 获取元素在密集数组中的索引\n *\n * @param item 要查询的元素\n * @returns 索引,如果元素不存在则返回undefined\n */\n getIndex(item) {\n return this._sparse.get(item);\n }\n /**\n * 根据索引获取元素\n *\n * @param index 索引\n * @returns 元素,如果索引无效则返回undefined\n */\n getByIndex(index) {\n return this._dense[index];\n }\n /**\n * 获取集合大小\n */\n get size() {\n return this._dense.length;\n }\n /**\n * 检查集合是否为空\n */\n get isEmpty() {\n return this._dense.length === 0;\n }\n /**\n * 遍历集合中的所有元素\n *\n * 保证遍历顺序与添加顺序一致(除非中间有删除操作)。\n * 遍历性能优秀,因为数据在内存中连续存储。\n *\n * @param callback 遍历回调函数\n */\n forEach(callback) {\n for (let i = 0; i < this._dense.length; i++) {\n callback(this._dense[i], i);\n }\n }\n /**\n * 映射集合中的所有元素\n *\n * @param callback 映射回调函数\n * @returns 映射后的新数组\n */\n map(callback) {\n const result = [];\n for (let i = 0; i < this._dense.length; i++) {\n result.push(callback(this._dense[i], i));\n }\n return result;\n }\n /**\n * 过滤集合中的元素\n *\n * @param predicate 过滤条件\n * @returns 满足条件的元素数组\n */\n filter(predicate) {\n const result = [];\n for (let i = 0; i < this._dense.length; i++) {\n if (predicate(this._dense[i], i)) {\n result.push(this._dense[i]);\n }\n }\n return result;\n }\n /**\n * 查找第一个满足条件的元素\n *\n * @param predicate 查找条件\n * @returns 找到的元素,如果没有则返回undefined\n */\n find(predicate) {\n for (let i = 0; i < this._dense.length; i++) {\n if (predicate(this._dense[i], i)) {\n return this._dense[i];\n }\n }\n return undefined;\n }\n /**\n * 检查是否存在满足条件的元素\n *\n * @param predicate 检查条件\n * @returns 是否存在满足条件的元素\n */\n some(predicate) {\n for (let i = 0; i < this._dense.length; i++) {\n if (predicate(this._dense[i], i)) {\n return true;\n }\n }\n return false;\n }\n /**\n * 检查是否所有元素都满足条件\n *\n * @param predicate 检查条件\n * @returns 是否所有元素都满足条件\n */\n every(predicate) {\n for (let i = 0; i < this._dense.length; i++) {\n if (!predicate(this._dense[i], i)) {\n return false;\n }\n }\n return true;\n }\n /**\n * 获取密集数组的只读副本\n *\n * 返回数组的浅拷贝,确保外部无法直接修改内部数据。\n */\n getDenseArray() {\n return [...this._dense];\n }\n /**\n * 获取密集数组的直接引用(内部使用)\n *\n * 警告:直接修改返回的数组会破坏数据结构的完整性。\n * 仅在性能关键场景下使用,并确保不会修改数组内容。\n */\n getDenseArrayUnsafe() {\n return this._dense;\n }\n /**\n * 清空集合\n */\n clear() {\n this._dense.length = 0;\n this._sparse.clear();\n }\n /**\n * 转换为数组\n */\n toArray() {\n return [...this._dense];\n }\n /**\n * 转换为Set\n */\n toSet() {\n return new Set(this._dense);\n }\n /**\n * 获取内存使用统计信息\n */\n getMemoryStats() {\n const denseArraySize = this._dense.length * 8; // 估计每个引用8字节\n const sparseMapSize = this._sparse.size * 16; // 估计每个Map条目16字节\n return {\n denseArraySize,\n sparseMapSize,\n totalMemory: denseArraySize + sparseMapSize\n };\n }\n /**\n * 验证数据结构的完整性\n *\n * 调试用方法,检查内部数据结构是否一致。\n */\n validate() {\n // 检查大小一致性\n if (this._dense.length !== this._sparse.size) {\n return false;\n }\n // 检查映射关系的正确性\n for (let i = 0; i < this._dense.length; i++) {\n const item = this._dense[i];\n const mappedIndex = this._sparse.get(item);\n if (mappedIndex !== i) {\n return false;\n }\n }\n // 检查稀疏映射中的所有项都在密集数组中\n for (const [item, index] of this._sparse) {\n if (index >= this._dense.length || this._dense[index] !== item) {\n return false;\n }\n }\n return true;\n }\n}\n//# sourceMappingURL=SparseSet.js.map","import { ComponentRegistry } from '../Core/ComponentStorage';\nimport { BitMask64Utils } from './BigIntCompatibility';\nimport { SparseSet } from './SparseSet';\nimport { Pool } from '../../Utils/Pool/Pool';\n/**\n * 可池化的实体集合\n *\n * 实现IPoolable接口,支持对象池复用以减少内存分配开销。\n */\nclass PoolableEntitySet extends Set {\n constructor(...args) {\n super();\n }\n reset() {\n this.clear();\n }\n}\n/**\n * 组件稀疏集合实现\n *\n * 结合通用稀疏集合和组件位掩码\n *\n * 存储结构:\n * - 稀疏集合存储实体\n * - 位掩码数组存储组件信息\n * - 组件类型映射表\n */\nexport class ComponentSparseSet {\n constructor() {\n /**\n * 组件位掩码数组\n *\n * 与实体稀疏集合的密集数组对应,存储每个实体的组件位掩码。\n * 数组索引与稀疏集合的密集数组索引一一对应。\n */\n this._componentMasks = [];\n /**\n * 组件类型到实体集合的映射\n *\n * 维护每个组件类型对应的实体集合,用于快速的单组件查询。\n */\n this._componentToEntities = new Map();\n this._entities = new SparseSet();\n }\n /**\n * 添加实体到组件索引\n *\n * 分析实体的组件组成,生成位掩码,并更新所有相关索引。\n *\n * @param entity 要添加的实体\n */\n addEntity(entity) {\n // 如果实体已存在,先移除旧数据\n if (this._entities.has(entity)) {\n this.removeEntity(entity);\n }\n let componentMask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n const entityComponents = new Set();\n // 分析实体组件并构建位掩码\n for (const component of entity.components) {\n const componentType = component.constructor;\n entityComponents.add(componentType);\n // 确保组件类型已注册\n if (!ComponentRegistry.isRegistered(componentType)) {\n ComponentRegistry.register(componentType);\n }\n // 获取组件位掩码并合并\n const bitMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(componentMask, bitMask);\n }\n // 添加实体到稀疏集合\n this._entities.add(entity);\n const entityIndex = this._entities.getIndex(entity);\n // 确保位掩码数组有足够空间\n while (this._componentMasks.length <= entityIndex) {\n this._componentMasks.push(BitMask64Utils.clone(BitMask64Utils.ZERO));\n }\n this._componentMasks[entityIndex] = componentMask;\n // 更新组件类型到实体的映射\n this.updateComponentMappings(entity, entityComponents, true);\n }\n /**\n * 从组件索引中移除实体\n *\n * 清理实体相关的所有索引数据,保持数据结构的紧凑性。\n *\n * @param entity 要移除的实体\n */\n removeEntity(entity) {\n const entityIndex = this._entities.getIndex(entity);\n if (entityIndex === undefined) {\n return; // 实体不存在\n }\n // 获取实体的组件类型集合\n const entityComponents = this.getEntityComponentTypes(entity);\n // 更新组件类型到实体的映射\n this.updateComponentMappings(entity, entityComponents, false);\n // 从稀疏集合中移除实体\n this._entities.remove(entity);\n // 维护位掩码数组的紧凑性\n const lastIndex = this._componentMasks.length - 1;\n if (entityIndex !== lastIndex) {\n // 将最后一个位掩码移动到当前位置\n this._componentMasks[entityIndex] = this._componentMasks[lastIndex];\n }\n this._componentMasks.pop();\n }\n /**\n * 查询包含指定组件的所有实体\n *\n * @param componentType 组件类型\n * @returns 包含该组件的实体集合\n */\n queryByComponent(componentType) {\n const entities = this._componentToEntities.get(componentType);\n return entities ? new Set(entities) : new Set();\n }\n /**\n * 多组件查询(AND操作)\n *\n * 查找同时包含所有指定组件的实体。\n *\n * @param componentTypes 组件类型数组\n * @returns 满足条件的实体集合\n */\n queryMultipleAnd(componentTypes) {\n if (componentTypes.length === 0) {\n return new Set();\n }\n if (componentTypes.length === 1) {\n return this.queryByComponent(componentTypes[0]);\n }\n // 构建目标位掩码\n let targetMask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const componentType of componentTypes) {\n if (!ComponentRegistry.isRegistered(componentType)) {\n return new Set(); // 未注册的组件类型,结果为空\n }\n const bitMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(targetMask, bitMask);\n }\n const result = ComponentSparseSet._entitySetPool.obtain();\n // 遍历所有实体,检查位掩码匹配\n this._entities.forEach((entity, index) => {\n const entityMask = this._componentMasks[index];\n if (BitMask64Utils.hasAll(entityMask, targetMask)) {\n result.add(entity);\n }\n });\n return result;\n }\n /**\n * 多组件查询(OR操作)\n *\n * 查找包含任意一个指定组件的实体。\n *\n * @param componentTypes 组件类型数组\n * @returns 满足条件的实体集合\n */\n queryMultipleOr(componentTypes) {\n if (componentTypes.length === 0) {\n return new Set();\n }\n if (componentTypes.length === 1) {\n return this.queryByComponent(componentTypes[0]);\n }\n // 构建目标位掩码\n let targetMask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const componentType of componentTypes) {\n if (ComponentRegistry.isRegistered(componentType)) {\n const bitMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(targetMask, bitMask);\n }\n }\n if (BitMask64Utils.equals(targetMask, BitMask64Utils.ZERO)) {\n return new Set(); // 没有有效的组件类型\n }\n const result = ComponentSparseSet._entitySetPool.obtain();\n // 遍历所有实体,检查位掩码匹配\n this._entities.forEach((entity, index) => {\n const entityMask = this._componentMasks[index];\n if (BitMask64Utils.hasAny(entityMask, targetMask)) {\n result.add(entity);\n }\n });\n return result;\n }\n /**\n * 检查实体是否包含指定组件\n *\n * @param entity 实体\n * @param componentType 组件类型\n * @returns 是否包含该组件\n */\n hasComponent(entity, componentType) {\n const entityIndex = this._entities.getIndex(entity);\n if (entityIndex === undefined) {\n return false;\n }\n if (!ComponentRegistry.isRegistered(componentType)) {\n return false;\n }\n const entityMask = this._componentMasks[entityIndex];\n const componentMask = ComponentRegistry.getBitMask(componentType);\n return BitMask64Utils.hasAny(entityMask, componentMask);\n }\n /**\n * 获取实体的组件位掩码\n *\n * @param entity 实体\n * @returns 组件位掩码,如果实体不存在则返回undefined\n */\n getEntityMask(entity) {\n const entityIndex = this._entities.getIndex(entity);\n if (entityIndex === undefined) {\n return undefined;\n }\n return this._componentMasks[entityIndex];\n }\n /**\n * 获取所有实体\n *\n * @returns 所有实体的数组\n */\n getAllEntities() {\n return this._entities.toArray();\n }\n /**\n * 获取实体数量\n */\n get size() {\n return this._entities.size;\n }\n /**\n * 检查是否为空\n */\n get isEmpty() {\n return this._entities.isEmpty;\n }\n /**\n * 遍历所有实体\n *\n * @param callback 遍历回调函数\n */\n forEach(callback) {\n this._entities.forEach((entity, index) => {\n callback(entity, this._componentMasks[index], index);\n });\n }\n /**\n * 清空所有数据\n */\n clear() {\n this._entities.clear();\n this._componentMasks.length = 0;\n // 清理时将所有持有的实体集合返回到池中\n for (const entitySet of this._componentToEntities.values()) {\n ComponentSparseSet._entitySetPool.release(entitySet);\n }\n this._componentToEntities.clear();\n }\n /**\n * 获取内存使用统计\n */\n getMemoryStats() {\n const entitiesStats = this._entities.getMemoryStats();\n const masksMemory = this._componentMasks.length * 16; // 估计每个BigInt 16字节\n let mappingsMemory = this._componentToEntities.size * 16; // Map条目开销\n for (const entitySet of this._componentToEntities.values()) {\n mappingsMemory += entitySet.size * 8; // 每个实体引用8字节\n }\n return {\n entitiesMemory: entitiesStats.totalMemory,\n masksMemory,\n mappingsMemory,\n totalMemory: entitiesStats.totalMemory + masksMemory + mappingsMemory\n };\n }\n /**\n * 验证数据结构完整性\n */\n validate() {\n // 检查稀疏集合的有效性\n if (!this._entities.validate()) {\n return false;\n }\n // 检查位掩码数组长度一致性\n if (this._componentMasks.length !== this._entities.size) {\n return false;\n }\n // 检查组件映射的一致性\n const allMappedEntities = new Set();\n for (const entitySet of this._componentToEntities.values()) {\n for (const entity of entitySet) {\n allMappedEntities.add(entity);\n }\n }\n // 验证映射中的实体都在稀疏集合中\n for (const entity of allMappedEntities) {\n if (!this._entities.has(entity)) {\n return false;\n }\n }\n return true;\n }\n /**\n * 获取实体的组件类型集合\n */\n getEntityComponentTypes(entity) {\n const componentTypes = new Set();\n for (const component of entity.components) {\n componentTypes.add(component.constructor);\n }\n return componentTypes;\n }\n /**\n * 更新组件类型到实体的映射\n */\n updateComponentMappings(entity, componentTypes, add) {\n for (const componentType of componentTypes) {\n let entities = this._componentToEntities.get(componentType);\n if (add) {\n if (!entities) {\n entities = ComponentSparseSet._entitySetPool.obtain();\n this._componentToEntities.set(componentType, entities);\n }\n entities.add(entity);\n }\n else {\n if (entities) {\n entities.delete(entity);\n if (entities.size === 0) {\n this._componentToEntities.delete(componentType);\n ComponentSparseSet._entitySetPool.release(entities);\n }\n }\n }\n }\n }\n}\n/**\n * 实体集合对象池\n *\n * 使用core库的Pool系统来管理PoolableEntitySet对象的复用。\n */\nComponentSparseSet._entitySetPool = Pool.getPool(PoolableEntitySet, 50, 512);\n//# sourceMappingURL=ComponentSparseSet.js.map","import { ComponentSparseSet } from '../Utils/ComponentSparseSet';\n/**\n * 通用组件索引实现\n *\n * 基于Sparse Set算法:\n * - O(1)的实体添加、删除、查找\n * - 高效的位运算查询\n * - 内存紧凑的存储结构\n * - 缓存友好的遍历性能\n */\nexport class ComponentIndex {\n constructor() {\n // 性能统计\n this._queryCount = 0;\n this._totalQueryTime = 0;\n this._lastUpdated = Date.now();\n this._sparseSet = new ComponentSparseSet();\n }\n addEntity(entity) {\n this._sparseSet.addEntity(entity);\n this._lastUpdated = Date.now();\n }\n removeEntity(entity) {\n this._sparseSet.removeEntity(entity);\n this._lastUpdated = Date.now();\n }\n query(componentType) {\n const startTime = performance.now();\n const result = this._sparseSet.queryByComponent(componentType);\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n queryMultiple(componentTypes, operation) {\n const startTime = performance.now();\n let result;\n if (componentTypes.length === 0) {\n result = new Set();\n }\n else if (componentTypes.length === 1) {\n result = this.query(componentTypes[0]);\n }\n else if (operation === 'AND') {\n result = this._sparseSet.queryMultipleAnd(componentTypes);\n }\n else {\n result = this._sparseSet.queryMultipleOr(componentTypes);\n }\n this._queryCount++;\n this._totalQueryTime += performance.now() - startTime;\n return result;\n }\n clear() {\n this._sparseSet.clear();\n this._lastUpdated = Date.now();\n }\n getStats() {\n const memoryStats = this._sparseSet.getMemoryStats();\n return {\n size: this._sparseSet.size,\n memoryUsage: memoryStats.totalMemory,\n queryCount: this._queryCount,\n avgQueryTime: this._queryCount > 0 ? this._totalQueryTime / this._queryCount : 0,\n lastUpdated: this._lastUpdated\n };\n }\n}\n/**\n * 组件索引管理器\n *\n * 使用统一的组件索引实现,自动优化查询性能。\n */\nexport class ComponentIndexManager {\n constructor() {\n this._index = new ComponentIndex();\n }\n /**\n * 添加实体到索引\n */\n addEntity(entity) {\n this._index.addEntity(entity);\n }\n /**\n * 从索引中移除实体\n */\n removeEntity(entity) {\n this._index.removeEntity(entity);\n }\n /**\n * 查询包含指定组件的实体\n */\n query(componentType) {\n return this._index.query(componentType);\n }\n /**\n * 批量查询多个组件\n */\n queryMultiple(componentTypes, operation) {\n return this._index.queryMultiple(componentTypes, operation);\n }\n /**\n * 获取索引统计信息\n */\n getStats() {\n return this._index.getStats();\n }\n /**\n * 清空索引\n */\n clear() {\n this._index.clear();\n }\n}\n//# sourceMappingURL=ComponentIndex.js.map","import { ComponentRegistry } from './ComponentStorage';\nimport { BitMask64Utils } from '../Utils/BigIntCompatibility';\nimport { createLogger } from '../../Utils/Logger';\nimport { getComponentTypeName } from '../Decorators';\nimport { ComponentIndexManager } from './ComponentIndex';\nimport { ArchetypeSystem } from './ArchetypeSystem';\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 // 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 // 性能优化缓存\n this.componentNameCache = new WeakMap();\n this.cacheKeyCache = new Map();\n this.componentMaskCache = new Map();\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 // 初始化新的性能优化系统\n this.componentIndexManager = new ComponentIndexManager();\n this.archetypeSystem = new ArchetypeSystem();\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 // 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.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\n */\n addEntityToIndexes(entity) {\n const mask = entity.componentMask;\n // 组件掩码索引\n const maskKey = mask.toString();\n const maskSet = this.entityIndex.byMask.get(maskKey) || this.createAndSetMaskIndex(maskKey);\n maskSet.add(entity);\n // 组件类型索引 - 批量处理,预获取所有相关的Set\n const components = entity.components;\n for (let i = 0; i < components.length; i++) {\n const componentType = components[i].constructor;\n const typeSet = this.entityIndex.byComponentType.get(componentType) || this.createAndSetComponentIndex(componentType);\n typeSet.add(entity);\n }\n // 标签索引\n const tag = entity.tag;\n if (tag !== undefined) {\n const tagSet = this.entityIndex.byTag.get(tag) || this.createAndSetTagIndex(tag);\n tagSet.add(entity);\n }\n // 名称索引\n const name = entity.name;\n if (name) {\n const nameSet = this.entityIndex.byName.get(name) || this.createAndSetNameIndex(name);\n nameSet.add(entity);\n }\n }\n createAndSetMaskIndex(maskKey) {\n const set = new Set();\n this.entityIndex.byMask.set(maskKey, set);\n return set;\n }\n createAndSetComponentIndex(componentType) {\n const set = new Set();\n this.entityIndex.byComponentType.set(componentType, set);\n return set;\n }\n createAndSetTagIndex(tag) {\n const set = new Set();\n this.entityIndex.byTag.set(tag, set);\n return set;\n }\n createAndSetNameIndex(name) {\n const set = new Set();\n this.entityIndex.byName.set(name, set);\n return set;\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 }\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 = this.generateCacheKey('all', componentTypes);\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 (BitMask64Utils.hasAll(entity.componentMask, 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 = this.generateCacheKey('any', componentTypes);\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 ${result.count} 个静态实体`);\n * ```\n */\n queryNone(...componentTypes) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = this.generateCacheKey('none', componentTypes);\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n const mask = this.createComponentMask(componentTypes);\n const entities = this.entities.filter(entity => BitMask64Utils.hasNone(entity.componentMask, mask));\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 按标签查询实体\n *\n * 返回具有指定标签的所有实体。\n * 标签查询使用专用索引,具有很高的查询性能。\n *\n * @param tag 要查询的标签值\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询所有玩家实体\n * const players = querySystem.queryByTag(PLAYER_TAG);\n * ```\n */\n queryByTag(tag) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `tag:${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 = this.generateCacheKey('component', [componentType]);\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 // 检查缓存是否过期或版本过期\n if (Date.now() - entry.timestamp > this.cacheTimeout || entry.version !== this._version) {\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, // 直接使用引用,通过版本号控制失效\n timestamp: Date.now(),\n hitCount: 0,\n version: this._version\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 let minHitCount = Infinity;\n let oldestKey = '';\n let oldestTimestamp = Infinity;\n // 单次遍历找到最少使用或最旧的条目\n for (const [key, entry] of this.queryCache.entries()) {\n if (entry.hitCount < minHitCount ||\n (entry.hitCount === minHitCount && entry.timestamp < oldestTimestamp)) {\n minHitCount = entry.hitCount;\n oldestKey = key;\n oldestTimestamp = entry.timestamp;\n }\n }\n if (oldestKey) {\n this.queryCache.delete(oldestKey);\n }\n }\n }\n /**\n * 清除所有查询缓存\n */\n clearQueryCache() {\n this.queryCache.clear();\n this.cacheKeyCache.clear();\n this.componentMaskCache.clear();\n }\n /**\n * 高效的缓存键生成\n */\n generateCacheKey(prefix, componentTypes) {\n // 快速路径:单组件查询\n if (componentTypes.length === 1) {\n let name = this.componentNameCache.get(componentTypes[0]);\n if (!name) {\n name = getComponentTypeName(componentTypes[0]);\n this.componentNameCache.set(componentTypes[0], name);\n }\n return `${prefix}:${name}`;\n }\n // 多组件查询:使用排序后的类型名称创建键\n const sortKey = componentTypes.map(t => {\n let name = this.componentNameCache.get(t);\n if (!name) {\n name = getComponentTypeName(t);\n this.componentNameCache.set(t, name);\n }\n return name;\n }).sort().join(',');\n const fullKey = `${prefix}:${sortKey}`;\n // 检查缓存的键是否已存在\n let cachedKey = this.cacheKeyCache.get(fullKey);\n if (!cachedKey) {\n cachedKey = fullKey;\n this.cacheKeyCache.set(fullKey, cachedKey);\n }\n return cachedKey;\n }\n /**\n * 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 * 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 * 使用缓存避免重复计算。\n *\n * @param componentTypes 组件类型列表\n * @returns 生成的位掩码\n */\n createComponentMask(componentTypes) {\n // 生成缓存键\n const cacheKey = componentTypes.map(t => {\n let name = this.componentNameCache.get(t);\n if (!name) {\n name = getComponentTypeName(t);\n this.componentNameCache.set(t, name);\n }\n return name;\n }).sort().join(',');\n // 检查缓存\n const cached = this.componentMaskCache.get(cacheKey);\n if (cached) {\n return cached;\n }\n let mask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n let hasValidComponents = false;\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n BitMask64Utils.orInPlace(mask, bitMask);\n hasValidComponents = true;\n }\n catch (error) {\n this._logger.warn(`组件类型 ${getComponentTypeName(type)} 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 mask = { lo: 0xFFFFFFFF, hi: 0xFFFFFFFF };\n }\n // 缓存结果\n this.componentMaskCache.set(cacheKey, mask);\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 => getComponentTypeName(t)),\n entityCount: a.entities.length\n }))\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 * 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 = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n BitMask64Utils.orInPlace(mask, bitMask);\n }\n catch (error) {\n this._logger.warn(`组件类型 ${getComponentTypeName(type)} 未注册,跳过`);\n }\n }\n return mask;\n }\n /**\n * 重置查询构建器\n *\n * 清除所有已添加的查询条件,重新开始构建查询。\n *\n * @returns 查询构建器实例,支持链式调用\n */\n reset() {\n this.conditions = [];\n return this;\n }\n}\n//# sourceMappingURL=QuerySystem.js.map","import { getComponentTypeName } from '../Decorators';\n/**\n * Archetype系统\n *\n * 根据实体的组件组合将实体分组到不同的原型中,提供高效的查询性能。\n */\nexport class ArchetypeSystem {\n constructor() {\n /** 所有原型的映射表 */\n this._archetypes = new Map();\n /** 实体到原型的映射 */\n this._entityToArchetype = new Map();\n /** 组件类型到原型的映射 */\n this._componentToArchetypes = new Map();\n /** 查询缓存 */\n this._queryCache = new Map();\n this._cacheTimeout = 5000;\n this._maxCacheSize = 100;\n }\n /**\n * 添加实体到原型系统\n */\n addEntity(entity) {\n const componentTypes = this.getEntityComponentTypes(entity);\n const archetypeId = this.generateArchetypeId(componentTypes);\n let archetype = this._archetypes.get(archetypeId);\n if (!archetype) {\n archetype = this.createArchetype(componentTypes);\n }\n archetype.entities.push(entity);\n archetype.updatedAt = Date.now();\n this._entityToArchetype.set(entity, archetype);\n this.updateComponentIndexes(archetype, componentTypes, true);\n this.invalidateQueryCache();\n }\n /**\n * 从原型系统中移除实体\n */\n removeEntity(entity) {\n const archetype = this._entityToArchetype.get(entity);\n if (!archetype)\n return;\n const index = archetype.entities.indexOf(entity);\n if (index !== -1) {\n archetype.entities.splice(index, 1);\n archetype.updatedAt = Date.now();\n }\n this._entityToArchetype.delete(entity);\n this.invalidateQueryCache();\n }\n /**\n * 查询包含指定组件组合的原型\n */\n queryArchetypes(componentTypes, operation = 'AND') {\n const startTime = performance.now();\n const cacheKey = `${operation}:${componentTypes.map(t => getComponentTypeName(t)).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 => getComponentTypeName(type))\n .sort()\n .join('|');\n }\n /**\n * 创建新原型\n */\n createArchetype(componentTypes) {\n const id = this.generateArchetypeId(componentTypes);\n const archetype = {\n id,\n componentTypes: [...componentTypes],\n entities: [],\n createdAt: Date.now(),\n updatedAt: Date.now()\n };\n this._archetypes.set(id, archetype);\n return archetype;\n }\n /**\n * 检查原型是否包含所有指定组件\n */\n archetypeContainsAllComponents(archetype, componentTypes) {\n for (const componentType of componentTypes) {\n if (!archetype.componentTypes.includes(componentType)) {\n return false;\n }\n }\n return true;\n }\n /**\n * 更新组件索引\n */\n updateComponentIndexes(archetype, componentTypes, add) {\n for (const componentType of componentTypes) {\n let archetypes = this._componentToArchetypes.get(componentType);\n if (!archetypes) {\n archetypes = new Set();\n this._componentToArchetypes.set(componentType, archetypes);\n }\n if (add) {\n archetypes.add(archetype);\n }\n else {\n archetypes.delete(archetype);\n if (archetypes.size === 0) {\n this._componentToArchetypes.delete(componentType);\n }\n }\n }\n }\n /**\n * 使查询缓存失效\n */\n invalidateQueryCache() {\n this._queryCache.clear();\n }\n}\n//# sourceMappingURL=ArchetypeSystem.js.map","/**\n * 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","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 * @param enhance 是否增强事件数据(添加timestamp、eventId等),默认false提升性能\n */\n emit(eventType, data, enhance = false) {\n this.validateEventType(eventType);\n const finalData = enhance ? this.enhanceEventData(eventType, data) : data;\n if (this.isDebugMode) {\n EventBus._logger.info(`发射事件: ${eventType}`, finalData);\n }\n this.eventSystem.emitSync(eventType, finalData);\n }\n /**\n * 异步发射事件\n * @param eventType 事件类型\n * @param data 事件数据\n * @param enhance 是否增强事件数据(添加timestamp、eventId等),默认false提升性能\n */\n async emitAsync(eventType, data, enhance = false) {\n this.validateEventType(eventType);\n const finalData = enhance ? this.enhanceEventData(eventType, data) : data;\n if (this.isDebugMode) {\n EventBus._logger.info(`发射异步事件: ${eventType}`, finalData);\n }\n await this.eventSystem.emit(eventType, finalData);\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(仅在debug模式下执行,提升性能)\n * @param eventType 事件类型\n */\n validateEventType(eventType) {\n // 只在debug模式下进行验证,提升生产环境性能\n if (this.isDebugMode) {\n if (!EventTypeValidator.isValid(eventType)) {\n EventBus._logger.warn(`未知事件类型: ${eventType}`);\n // 在调试模式下添加自定义事件类型\n EventTypeValidator.addCustomType(eventType);\n }\n }\n }\n /**\n * 增强事件数据\n * @param eventType 事件类型\n * @param data 原始数据\n */\n enhanceEventData(eventType, data) {\n // 处理null或undefined数据\n if (data === null || data === undefined) {\n return {\n timestamp: Date.now(),\n eventId: `${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';\nimport { getComponentInstanceTypeName, getSystemInstanceTypeName } from './Decorators';\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 // 配置实体直接更新选项\n if (config?.enableEntityDirectUpdate !== undefined) {\n this.entities.setEnableEntityDirectUpdate(config.enableEntityDirectUpdate);\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\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\n this.entities.update();\n // 更新实体处理器后处理\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 * 清除所有EntitySystem的实体缓存\n * 当实体或组件发生变化时调用\n */\n clearSystemEntityCaches() {\n for (const system of this.entityProcessors.processors) {\n system.clearEntityCache();\n }\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 // 清除系统缓存以确保系统能及时发现新实体\n if (!deferCacheClear) {\n this.clearSystemEntityCaches();\n }\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 }\n /**\n * 从场景中删除系统(removeEntityProcessor的别名)\n * @param system 系统\n */\n removeSystem(system) {\n this.removeEntityProcessor(system);\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 * 获取场景的调试信息\n */\n getDebugInfo() {\n return {\n name: this.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 => getComponentInstanceTypeName(c))\n })),\n processors: this.entityProcessors.processors.map(processor => ({\n name: getSystemInstanceTypeName(processor),\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\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 { Scene } from './Scene';\nimport { createLogger } from '../Utils/Logger';\nconst logger = createLogger('World');\n/**\n * World类 - ECS世界管理器\n *\n * World是Scene的容器,每个World可以管理多个Scene。\n * 这种设计允许创建独立的游戏世界,如:\n * - 游戏房间(每个房间一个World)\n * - 不同的游戏模式\n * - 独立的模拟环境\n *\n * @example\n * ```typescript\n * // 创建游戏房间的World\n * const roomWorld = new World({ name: 'Room_001' });\n *\n * // 在World中创建Scene\n * const gameScene = roomWorld.createScene('game', new Scene());\n * const uiScene = roomWorld.createScene('ui', new Scene());\n *\n * // 更新整个World\n * roomWorld.update(deltaTime);\n * ```\n */\nexport class World {\n constructor(config = {}) {\n this._scenes = new Map();\n this._activeScenes = new Set();\n this._globalSystems = [];\n this._isActive = false;\n this._config = {\n name: 'World',\n debug: false,\n maxScenes: 10,\n autoCleanup: true,\n ...config\n };\n this.name = this._config.name;\n this._createdAt = Date.now();\n logger.info(`创建World: ${this.name}`);\n }\n // ===== Scene管理 =====\n /**\n * 创建并添加Scene到World\n */\n createScene(sceneId, sceneInstance) {\n if (this._scenes.has(sceneId)) {\n throw new Error(`Scene ID '${sceneId}' 已存在于World '${this.name}' 中`);\n }\n if (this._scenes.size >= this._config.maxScenes) {\n throw new Error(`World '${this.name}' 已达到最大Scene数量限制: ${this._config.maxScenes}`);\n }\n // 如果没有提供Scene实例,创建默认Scene\n const scene = sceneInstance || new Scene();\n // 设置Scene的标识\n if ('id' in scene) {\n scene.id = sceneId;\n }\n if ('name' in scene && !scene.name) {\n scene.name = sceneId;\n }\n this._scenes.set(sceneId, scene);\n // 初始化Scene\n scene.initialize();\n logger.info(`在World '${this.name}' 中创建Scene: ${sceneId}`);\n return scene;\n }\n /**\n * 移除Scene\n */\n removeScene(sceneId) {\n const scene = this._scenes.get(sceneId);\n if (!scene) {\n return false;\n }\n // 如果Scene正在运行,先停止它\n if (this._activeScenes.has(sceneId)) {\n this.setSceneActive(sceneId, false);\n }\n // 清理Scene资源\n scene.end();\n this._scenes.delete(sceneId);\n logger.info(`从World '${this.name}' 中移除Scene: ${sceneId}`);\n return true;\n }\n /**\n * 获取Scene\n */\n getScene(sceneId) {\n return this._scenes.get(sceneId) || null;\n }\n /**\n * 获取所有Scene ID\n */\n getSceneIds() {\n return Array.from(this._scenes.keys());\n }\n /**\n * 获取所有Scene\n */\n getAllScenes() {\n return Array.from(this._scenes.values());\n }\n /**\n * 设置Scene激活状态\n */\n setSceneActive(sceneId, active) {\n const scene = this._scenes.get(sceneId);\n if (!scene) {\n logger.warn(`Scene '${sceneId}' 不存在于World '${this.name}' 中`);\n return;\n }\n if (active) {\n this._activeScenes.add(sceneId);\n // 启动Scene\n if (scene.begin) {\n scene.begin();\n }\n logger.debug(`在World '${this.name}' 中激活Scene: ${sceneId}`);\n }\n else {\n this._activeScenes.delete(sceneId);\n // 可选择性地停止Scene,或者让它继续运行但不更新\n logger.debug(`在World '${this.name}' 中停用Scene: ${sceneId}`);\n }\n }\n /**\n * 检查Scene是否激活\n */\n isSceneActive(sceneId) {\n return this._activeScenes.has(sceneId);\n }\n /**\n * 获取活跃Scene数量\n */\n getActiveSceneCount() {\n return this._activeScenes.size;\n }\n // ===== 全局System管理 =====\n /**\n * 添加全局System\n * 全局System会在所有激活Scene之前更新\n */\n addGlobalSystem(system) {\n if (this._globalSystems.includes(system)) {\n return system;\n }\n this._globalSystems.push(system);\n if (system.initialize) {\n system.initialize();\n }\n logger.debug(`在World '${this.name}' 中添加全局System: ${system.name}`);\n return system;\n }\n /**\n * 移除全局System\n */\n removeGlobalSystem(system) {\n const index = this._globalSystems.indexOf(system);\n if (index === -1) {\n return false;\n }\n this._globalSystems.splice(index, 1);\n if (system.reset) {\n system.reset();\n }\n logger.debug(`从World '${this.name}' 中移除全局System: ${system.name}`);\n return true;\n }\n /**\n * 获取全局System\n */\n getGlobalSystem(type) {\n for (const system of this._globalSystems) {\n if (system instanceof type) {\n return system;\n }\n }\n return null;\n }\n // ===== World生命周期 =====\n /**\n * 启动World\n */\n start() {\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n // 启动所有全局System\n for (const system of this._globalSystems) {\n if (system.initialize) {\n system.initialize();\n }\n }\n logger.info(`启动World: ${this.name}`);\n }\n /**\n * 停止World\n */\n stop() {\n if (!this._isActive) {\n return;\n }\n // 停止所有Scene\n for (const sceneId of this._activeScenes) {\n this.setSceneActive(sceneId, false);\n }\n // 重置所有全局System\n for (const system of this._globalSystems) {\n if (system.reset) {\n system.reset();\n }\n }\n this._isActive = false;\n logger.info(`停止World: ${this.name}`);\n }\n /**\n * 更新World中的全局System\n * 注意:此方法由Core.update()调用,不应直接调用\n */\n updateGlobalSystems() {\n if (!this._isActive) {\n return;\n }\n // 更新全局System\n for (const system of this._globalSystems) {\n if (system.update) {\n system.update();\n }\n }\n }\n /**\n * 更新World中的所有激活Scene\n * 注意:此方法由Core.update()调用,不应直接调用\n */\n updateScenes() {\n if (!this._isActive) {\n return;\n }\n // 更新所有激活的Scene\n for (const sceneId of this._activeScenes) {\n const scene = this._scenes.get(sceneId);\n if (scene && scene.update) {\n scene.update();\n }\n }\n // 自动清理(如果启用)\n if (this._config.autoCleanup && this.shouldAutoCleanup()) {\n this.cleanup();\n }\n }\n /**\n * 销毁World\n */\n destroy() {\n logger.info(`销毁World: ${this.name}`);\n // 停止World\n this.stop();\n // 销毁所有Scene\n const sceneIds = Array.from(this._scenes.keys());\n for (const sceneId of sceneIds) {\n this.removeScene(sceneId);\n }\n // 清理全局System\n for (const system of this._globalSystems) {\n if (system.destroy) {\n system.destroy();\n }\n else if (system.reset) {\n system.reset();\n }\n }\n this._globalSystems.length = 0;\n this._scenes.clear();\n this._activeScenes.clear();\n }\n // ===== 状态信息 =====\n /**\n * 获取World状态\n */\n getStatus() {\n return {\n name: this.name,\n isActive: this._isActive,\n sceneCount: this._scenes.size,\n activeSceneCount: this._activeScenes.size,\n globalSystemCount: this._globalSystems.length,\n createdAt: this._createdAt,\n config: { ...this._config },\n scenes: Array.from(this._scenes.keys()).map(sceneId => ({\n id: sceneId,\n isActive: this._activeScenes.has(sceneId),\n name: this._scenes.get(sceneId)?.name || sceneId\n }))\n };\n }\n /**\n * 获取World统计信息\n */\n getStats() {\n const stats = {\n totalEntities: 0,\n totalSystems: this._globalSystems.length,\n memoryUsage: 0,\n performance: {\n averageUpdateTime: 0,\n maxUpdateTime: 0\n }\n };\n // 统计所有Scene的实体数量\n for (const scene of this._scenes.values()) {\n if (scene.entities) {\n stats.totalEntities += scene.entities.count;\n }\n if (scene.systems) {\n stats.totalSystems += scene.systems.length;\n }\n }\n return stats;\n }\n // ===== 私有方法 =====\n /**\n * 检查是否应该执行自动清理\n */\n shouldAutoCleanup() {\n // 简单的清理策略:如果有空Scene且超过5分钟没有实体\n const currentTime = Date.now();\n const cleanupThreshold = 5 * 60 * 1000; // 5分钟\n for (const [sceneId, scene] of this._scenes) {\n if (!this._activeScenes.has(sceneId) &&\n scene.entities &&\n scene.entities.count === 0 &&\n (currentTime - this._createdAt) > cleanupThreshold) {\n return true;\n }\n }\n return false;\n }\n /**\n * 执行清理操作\n */\n cleanup() {\n const sceneIds = Array.from(this._scenes.keys());\n const currentTime = Date.now();\n const cleanupThreshold = 5 * 60 * 1000; // 5分钟\n for (const sceneId of sceneIds) {\n const scene = this._scenes.get(sceneId);\n if (scene &&\n !this._activeScenes.has(sceneId) &&\n scene.entities &&\n scene.entities.count === 0 &&\n (currentTime - this._createdAt) > cleanupThreshold) {\n this.removeScene(sceneId);\n logger.debug(`自动清理空Scene: ${sceneId} from World ${this.name}`);\n }\n }\n }\n // ===== 访问器 =====\n /**\n * 检查World是否激活\n */\n get isActive() {\n return this._isActive;\n }\n /**\n * 获取Scene数量\n */\n get sceneCount() {\n return this._scenes.size;\n }\n /**\n * 获取创建时间\n */\n get createdAt() {\n return this._createdAt;\n }\n}\n//# sourceMappingURL=World.js.map","import { World } from './World';\nimport { createLogger } from '../Utils/Logger';\nconst logger = createLogger('WorldManager');\n/**\n * World管理器 - 管理所有World实例\n *\n * WorldManager是全局单例,负责管理所有World的生命周期。\n * 每个World都是独立的ECS环境,可以包含多个Scene。\n *\n * 设计理念:\n * - Core负责单Scene的传统ECS管理\n * - World负责多Scene的管理和协调\n * - WorldManager负责多World的全局管理\n *\n * @example\n * ```typescript\n * // 获取全局WorldManager\n * const worldManager = WorldManager.getInstance();\n *\n * // 创建游戏房间World\n * const roomWorld = worldManager.createWorld('room_001', {\n * name: 'GameRoom_001',\n * maxScenes: 5\n * });\n *\n * // 在游戏循环中更新所有World\n * worldManager.updateAll(deltaTime);\n * ```\n */\nexport class WorldManager {\n constructor(config = {}) {\n this._worlds = new Map();\n this._activeWorlds = new Set();\n this._cleanupTimer = null;\n this._isRunning = false;\n this._config = {\n maxWorlds: 50,\n autoCleanup: true,\n cleanupInterval: 30000, // 30秒\n debug: false,\n ...config\n };\n logger.info('WorldManager已初始化', {\n maxWorlds: this._config.maxWorlds,\n autoCleanup: this._config.autoCleanup,\n cleanupInterval: this._config.cleanupInterval\n });\n this.startCleanupTimer();\n }\n /**\n * 获取WorldManager单例实例\n */\n static getInstance(config) {\n if (!this._instance) {\n this._instance = new WorldManager(config);\n }\n return this._instance;\n }\n /**\n * 重置WorldManager实例(主要用于测试)\n */\n static reset() {\n if (this._instance) {\n this._instance.destroy();\n this._instance = null;\n }\n }\n // ===== World管理 =====\n /**\n * 创建新World\n */\n createWorld(worldId, config) {\n if (!worldId || typeof worldId !== 'string' || worldId.trim() === '') {\n throw new Error('World ID不能为空');\n }\n if (this._worlds.has(worldId)) {\n throw new Error(`World ID '${worldId}' 已存在`);\n }\n if (this._worlds.size >= this._config.maxWorlds) {\n throw new Error(`已达到最大World数量限制: ${this._config.maxWorlds}`);\n }\n const worldConfig = {\n name: worldId,\n debug: this._config.debug,\n ...config\n };\n const world = new World(worldConfig);\n this._worlds.set(worldId, world);\n logger.info(`创建World: ${worldId}`, { config: worldConfig });\n return world;\n }\n /**\n * 移除World\n */\n removeWorld(worldId) {\n const world = this._worlds.get(worldId);\n if (!world) {\n return false;\n }\n // 如果World正在运行,先停止它\n if (this._activeWorlds.has(worldId)) {\n this.setWorldActive(worldId, false);\n }\n // 销毁World\n world.destroy();\n this._worlds.delete(worldId);\n logger.info(`移除World: ${worldId}`);\n return true;\n }\n /**\n * 获取World\n */\n getWorld(worldId) {\n return this._worlds.get(worldId) || null;\n }\n /**\n * 获取所有World ID\n */\n getWorldIds() {\n return Array.from(this._worlds.keys());\n }\n /**\n * 获取所有World\n */\n getAllWorlds() {\n return Array.from(this._worlds.values());\n }\n /**\n * 设置World激活状态\n */\n setWorldActive(worldId, active) {\n const world = this._worlds.get(worldId);\n if (!world) {\n logger.warn(`World '${worldId}' 不存在`);\n return;\n }\n if (active) {\n this._activeWorlds.add(worldId);\n world.start();\n logger.debug(`激活World: ${worldId}`);\n }\n else {\n this._activeWorlds.delete(worldId);\n world.stop();\n logger.debug(`停用World: ${worldId}`);\n }\n }\n /**\n * 检查World是否激活\n */\n isWorldActive(worldId) {\n return this._activeWorlds.has(worldId);\n }\n // ===== 批量操作 =====\n /**\n * 获取所有激活的World\n * 注意:此方法供Core.update()使用\n */\n getActiveWorlds() {\n const activeWorlds = [];\n for (const worldId of this._activeWorlds) {\n const world = this._worlds.get(worldId);\n if (world) {\n activeWorlds.push(world);\n }\n }\n return activeWorlds;\n }\n /**\n * 启动所有World\n */\n startAll() {\n this._isRunning = true;\n for (const worldId of this._worlds.keys()) {\n this.setWorldActive(worldId, true);\n }\n logger.info('启动所有World');\n }\n /**\n * 停止所有World\n */\n stopAll() {\n this._isRunning = false;\n for (const worldId of this._activeWorlds) {\n this.setWorldActive(worldId, false);\n }\n logger.info('停止所有World');\n }\n /**\n * 查找满足条件的World\n */\n findWorlds(predicate) {\n const results = [];\n for (const world of this._worlds.values()) {\n if (predicate(world)) {\n results.push(world);\n }\n }\n return results;\n }\n /**\n * 根据名称查找World\n */\n findWorldByName(name) {\n for (const world of this._worlds.values()) {\n if (world.name === name) {\n return world;\n }\n }\n return null;\n }\n // ===== 统计和监控 =====\n /**\n * 获取WorldManager统计信息\n */\n getStats() {\n const stats = {\n totalWorlds: this._worlds.size,\n activeWorlds: this._activeWorlds.size,\n totalScenes: 0,\n totalEntities: 0,\n totalSystems: 0,\n memoryUsage: 0,\n isRunning: this._isRunning,\n config: { ...this._config },\n worlds: []\n };\n for (const [worldId, world] of this._worlds) {\n const worldStats = world.getStats();\n stats.totalScenes += worldStats.totalSystems; // World的getStats可能需要调整\n stats.totalEntities += worldStats.totalEntities;\n stats.totalSystems += worldStats.totalSystems;\n stats.worlds.push({\n id: worldId,\n name: world.name,\n isActive: this._activeWorlds.has(worldId),\n sceneCount: world.sceneCount,\n ...worldStats\n });\n }\n return stats;\n }\n /**\n * 获取详细状态信息\n */\n getDetailedStatus() {\n return {\n ...this.getStats(),\n worlds: Array.from(this._worlds.entries()).map(([worldId, world]) => ({\n id: worldId,\n isActive: this._activeWorlds.has(worldId),\n status: world.getStatus()\n }))\n };\n }\n // ===== 生命周期管理 =====\n /**\n * 清理空World\n */\n cleanup() {\n const worldsToRemove = [];\n for (const [worldId, world] of this._worlds) {\n if (this.shouldCleanupWorld(world)) {\n worldsToRemove.push(worldId);\n }\n }\n for (const worldId of worldsToRemove) {\n this.removeWorld(worldId);\n }\n if (worldsToRemove.length > 0) {\n logger.debug(`清理了 ${worldsToRemove.length} 个World`);\n }\n return worldsToRemove.length;\n }\n /**\n * 销毁WorldManager\n */\n destroy() {\n logger.info('正在销毁WorldManager...');\n // 停止清理定时器\n this.stopCleanupTimer();\n // 停止所有World\n this.stopAll();\n // 销毁所有World\n const worldIds = Array.from(this._worlds.keys());\n for (const worldId of worldIds) {\n this.removeWorld(worldId);\n }\n this._worlds.clear();\n this._activeWorlds.clear();\n this._isRunning = false;\n logger.info('WorldManager已销毁');\n }\n // ===== 私有方法 =====\n /**\n * 启动清理定时器\n */\n startCleanupTimer() {\n if (!this._config.autoCleanup || this._cleanupTimer) {\n return;\n }\n this._cleanupTimer = setInterval(() => {\n this.cleanup();\n }, this._config.cleanupInterval);\n logger.debug(`启动World清理定时器,间隔: ${this._config.cleanupInterval}ms`);\n }\n /**\n * 停止清理定时器\n */\n stopCleanupTimer() {\n if (this._cleanupTimer) {\n clearInterval(this._cleanupTimer);\n this._cleanupTimer = null;\n logger.debug('停止World清理定时器');\n }\n }\n /**\n * 判断World是否应该被清理\n */\n shouldCleanupWorld(world) {\n // 清理策略:\n // 1. World未激活\n // 2. 没有Scene或所有Scene都是空的\n // 3. 创建时间超过10分钟\n if (world.isActive) {\n return false;\n }\n if (world.sceneCount === 0) {\n const age = Date.now() - world.createdAt;\n return age > 10 * 60 * 1000; // 10分钟\n }\n // 检查是否所有Scene都是空的\n const allScenes = world.getAllScenes();\n const hasEntities = allScenes.some(scene => scene.entities && scene.entities.count > 0);\n if (!hasEntities) {\n const age = Date.now() - world.createdAt;\n return age > 10 * 60 * 1000; // 10分钟\n }\n return false;\n }\n // ===== 访问器 =====\n /**\n * 获取World总数\n */\n get worldCount() {\n return this._worlds.size;\n }\n /**\n * 获取激活World数量\n */\n get activeWorldCount() {\n return this._activeWorlds.size;\n }\n /**\n * 检查是否正在运行\n */\n get isRunning() {\n return this._isRunning;\n }\n /**\n * 获取配置\n */\n get config() {\n return { ...this._config };\n }\n}\nWorldManager._instance = null;\n//# sourceMappingURL=WorldManager.js.map","import { BitMask64Utils } from './BigIntCompatibility';\n/**\n * 64位位集合类,用于高效的位操作\n * 支持最多64个位的设置、清除、查询和逻辑运算\n */\nexport class Bits {\n /**\n * 构造函数,创建位集合\n * @param initialValue 初始值,可以是BitMask64Data对象、数字或字符串\n */\n constructor(initialValue) {\n if (initialValue && typeof initialValue === 'object') {\n this._value = BitMask64Utils.clone(initialValue);\n }\n else if (typeof initialValue === 'number') {\n this._value = BitMask64Utils.fromNumber(initialValue);\n }\n else if (typeof initialValue === 'string') {\n const num = parseInt(initialValue, 10);\n this._value = BitMask64Utils.fromNumber(num);\n }\n else {\n this._value = BitMask64Utils.clone(BitMask64Utils.ZERO);\n }\n }\n /**\n * 设置指定位为1\n * @param index 位索引,范围 [0, 63]\n * @throws 当位索引为负数或超过64位限制时抛出错误\n */\n set(index) {\n if (index < 0) {\n throw new Error('Bit index cannot be negative');\n }\n if (index >= 64) {\n throw new Error('Bit index exceeds 64-bit limit. ECS framework supports max 64 component types.');\n }\n BitMask64Utils.setBit(this._value, index);\n }\n /**\n * 清除指定位为0\n * @param index 位索引,范围 [0, 63]\n * @throws 当位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 if (index >= 64) {\n return;\n }\n BitMask64Utils.clearBit(this._value, index);\n }\n /**\n * 获取指定位的值\n * @param index 位索引\n * @returns 如果位被设置为1则返回true,否则返回false\n */\n get(index) {\n if (index < 0 || index >= 64) {\n return false;\n }\n const mask = BitMask64Utils.create(index);\n return BitMask64Utils.hasAny(this._value, mask);\n }\n /**\n * 检查是否包含另一个位集合的所有位\n * @param other 另一个位集合\n * @returns 如果包含other的所有设置位则返回true\n */\n containsAll(other) {\n return BitMask64Utils.hasAll(this._value, other._value);\n }\n /**\n * 检查是否与另一个位集合有交集\n * @param other 另一个位集合\n * @returns 如果有共同的设置位则返回true\n */\n intersects(other) {\n return BitMask64Utils.hasAny(this._value, other._value);\n }\n /**\n * 检查是否与另一个位集合没有交集\n * @param other 另一个位集合\n * @returns 如果没有共同的设置位则返回true\n */\n excludes(other) {\n return BitMask64Utils.hasNone(this._value, other._value);\n }\n /**\n * 清除所有位为0\n */\n clearAll() {\n BitMask64Utils.clear(this._value);\n }\n /**\n * 检查位集合是否为空\n * @returns 如果所有位都为0则返回true\n */\n isEmpty() {\n return BitMask64Utils.isZero(this._value);\n }\n /**\n * 计算设置为1的位数\n * @returns 设置位的总数\n */\n cardinality() {\n return BitMask64Utils.popCount(this._value);\n }\n /**\n * 与另一个位集合执行按位与操作\n * @param other 另一个位集合\n * @returns 新的位集合,包含按位与的结果\n */\n and(other) {\n const result = new Bits();\n BitMask64Utils.copy(this._value, result._value);\n BitMask64Utils.andInPlace(result._value, other._value);\n return result;\n }\n /**\n * 与另一个位集合执行按位或操作\n * @param other 另一个位集合\n * @returns 新的位集合,包含按位或的结果\n */\n or(other) {\n const result = new Bits();\n BitMask64Utils.copy(this._value, result._value);\n BitMask64Utils.orInPlace(result._value, other._value);\n return result;\n }\n /**\n * 与另一个位集合执行按位异或操作\n * @param other 另一个位集合\n * @returns 新的位集合,包含按位异或的结果\n */\n xor(other) {\n const result = new Bits();\n BitMask64Utils.copy(this._value, result._value);\n BitMask64Utils.xorInPlace(result._value, other._value);\n return result;\n }\n /**\n * 执行按位取反操作\n * @param maxBits 最大位数,默认为64\n * @returns 新的位集合,包含按位取反的结果\n */\n not(maxBits = 64) {\n if (maxBits > 64) {\n maxBits = 64;\n }\n const result = new Bits();\n BitMask64Utils.copy(this._value, result._value);\n if (maxBits <= 32) {\n const mask = (1 << maxBits) - 1;\n result._value.lo = (~result._value.lo) & mask;\n result._value.hi = 0;\n }\n else {\n result._value.lo = ~result._value.lo;\n if (maxBits < 64) {\n const remainingBits = maxBits - 32;\n const mask = (1 << remainingBits) - 1;\n result._value.hi = (~result._value.hi) & mask;\n }\n else {\n result._value.hi = ~result._value.hi;\n }\n }\n return result;\n }\n /**\n * 从另一个位集合复制值\n * @param other 源位集合\n */\n copyFrom(other) {\n BitMask64Utils.copy(other._value, this._value);\n }\n /**\n * 创建当前位集合的深拷贝\n * @returns 新的位集合,内容与当前位集合相同\n */\n clone() {\n return new Bits(this._value);\n }\n /**\n * 获取内部的64位掩码数据\n * @returns 内部存储的BitMask64Data对象\n */\n getValue() {\n return this._value;\n }\n /**\n * 设置位集合的值\n * @param value 新值,可以是BitMask64Data对象、数字或字符串\n */\n setValue(value) {\n if (typeof value === 'object') {\n BitMask64Utils.copy(value, this._value);\n }\n else if (typeof value === 'number') {\n this._value = BitMask64Utils.fromNumber(value);\n }\n else {\n const num = parseInt(value, 10);\n this._value = BitMask64Utils.fromNumber(num);\n }\n }\n /**\n * 将位集合转换为可读字符串\n * @returns 格式为\"Bits[index1, index2, ...]\"的字符串\n */\n toString() {\n const bits = [];\n for (let i = 0; i < 64; i++) {\n if (this.get(i)) {\n bits.push(i.toString());\n }\n }\n return `Bits[${bits.join(', ')}]`;\n }\n /**\n * 将位集合转换为二进制字符串\n * @param maxBits 最大位数,默认为64\n * @returns 二进制字符串表示,每8位用空格分隔\n */\n toBinaryString(maxBits = 64) {\n if (maxBits > 64)\n 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 * 将位集合转换为十六进制字符串\n * @returns 十六进制字符串表示,带0x前缀\n */\n toHexString() {\n return BitMask64Utils.toString(this._value, 16);\n }\n /**\n * 从二进制字符串创建位集合\n * @param binaryString 二进制字符串,可以包含空格\n * @returns 新的位集合对象\n */\n static fromBinaryString(binaryString) {\n const cleanString = binaryString.replace(/\\s/g, '');\n let data;\n if (cleanString.length <= 32) {\n const num = parseInt(cleanString, 2);\n data = { lo: num >>> 0, hi: 0 };\n }\n else {\n const loBits = cleanString.substring(cleanString.length - 32);\n const hiBits = cleanString.substring(0, cleanString.length - 32);\n const lo = parseInt(loBits, 2);\n const hi = parseInt(hiBits, 2);\n data = { lo: lo >>> 0, hi: hi >>> 0 };\n }\n return new Bits(data);\n }\n /**\n * 从十六进制字符串创建位集合\n * @param hexString 十六进制字符串,可以带或不带0x前缀\n * @returns 新的位集合对象\n */\n static fromHexString(hexString) {\n const cleanString = hexString.replace(/^0x/i, '');\n let data;\n if (cleanString.length <= 8) {\n const num = parseInt(cleanString, 16);\n data = { lo: num >>> 0, hi: 0 };\n }\n else {\n const loBits = cleanString.substring(cleanString.length - 8);\n const hiBits = cleanString.substring(0, cleanString.length - 8);\n const lo = parseInt(loBits, 16);\n const hi = parseInt(hiBits, 16);\n data = { lo: lo >>> 0, hi: hi >>> 0 };\n }\n return new Bits(data);\n }\n /**\n * 检查是否与另一个位集合相等\n * @param other 另一个位集合\n * @returns 如果两个位集合完全相同则返回true\n */\n equals(other) {\n return BitMask64Utils.equals(this._value, other._value);\n }\n /**\n * 获取最高位设置位的索引\n * @returns 最高位设置位的索引,如果位集合为空则返回-1\n */\n getHighestBitIndex() {\n if (BitMask64Utils.isZero(this._value)) {\n return -1;\n }\n if (this._value.hi !== 0) {\n for (let i = 31; i >= 0; i--) {\n if ((this._value.hi & (1 << i)) !== 0) {\n return i + 32;\n }\n }\n }\n for (let i = 31; i >= 0; i--) {\n if ((this._value.lo & (1 << i)) !== 0) {\n return i;\n }\n }\n return -1;\n }\n /**\n * 获取最低位设置位的索引\n * @returns 最低位设置位的索引,如果位集合为空则返回-1\n */\n getLowestBitIndex() {\n if (BitMask64Utils.isZero(this._value)) {\n return -1;\n }\n for (let i = 0; i < 32; i++) {\n if ((this._value.lo & (1 << i)) !== 0) {\n return i;\n }\n }\n for (let i = 0; i < 32; i++) {\n if ((this._value.hi & (1 << i)) !== 0) {\n return i + 32;\n }\n }\n return -1;\n }\n}\n//# sourceMappingURL=Bits.js.map","import { Bits } from './Bits';\nimport { getComponentTypeName } from '../Decorators';\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, getComponentTypeName(componentType));\n }\n return typeId;\n }\n /**\n * 获取组件类型名称\n * @param typeId 组件类型ID\n * @returns 组件类型名称\n */\n getTypeName(typeId) {\n return this._typeNames.get(typeId) || 'Unknown';\n }\n /**\n * 创建包含指定组件类型的Bits对象\n * @param componentTypes 组件类型构造函数数组\n * @returns Bits对象\n */\n createBits(...componentTypes) {\n const bits = new Bits();\n for (const componentType of componentTypes) {\n const typeId = this.getTypeId(componentType);\n bits.set(typeId);\n }\n return bits;\n }\n /**\n * 获取实体的组件位掩码\n * @param components 组件数组\n * @returns Bits对象\n */\n getEntityBits(components) {\n const bits = new Bits();\n for (const component of components) {\n const typeId = this.getTypeId(component.constructor);\n bits.set(typeId);\n }\n return bits;\n }\n /**\n * 重置管理器(主要用于测试)\n */\n reset() {\n this._componentTypes.clear();\n this._typeNames.clear();\n this._nextTypeId = 0;\n }\n /**\n * 获取已注册的组件类型数量\n */\n get registeredTypeCount() {\n return this._componentTypes.size;\n }\n}\n//# sourceMappingURL=ComponentTypeManager.js.map","import { ComponentTypeManager } from '../../ECS/Utils/ComponentTypeManager';\nimport { getComponentInstanceTypeName } from '../../ECS/Decorators';\n/**\n * 实体数据收集器\n */\nexport class EntityDataCollector {\n /**\n * 收集实体数据\n * @param scene 场景实例\n */\n collectEntityData(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 /**\n * 获取原始实体列表\n * @param scene 场景实例\n */\n getRawEntityList(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) => getComponentInstanceTypeName(component)),\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 /**\n * 获取实体详细信息\n * @param entityId 实体ID\n * @param scene 场景实例\n */\n getEntityDetails(entityId, scene) {\n try {\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, scene);\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) => getComponentInstanceTypeName(comp)) || []\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 /**\n * 收集实体数据(包含内存信息)\n * @param scene 场景实例\n */\n collectEntityDataWithMemory(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, scene)\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) => getComponentInstanceTypeName(comp)) || [];\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) => getComponentInstanceTypeName(comp)) || [];\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) => getComponentInstanceTypeName(component)),\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, scene) {\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, scene);\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, 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) => getComponentInstanceTypeName(component)),\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 = getComponentInstanceTypeName(component);\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 = getComponentInstanceTypeName(component);\n }\n }\n catch (error) {\n properties._error = '属性提取失败';\n properties._componentId = getComponentInstanceTypeName(component);\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 * @param entityId 实体ID\n * @param componentIndex 组件索引\n * @param scene 场景实例\n */\n getComponentProperties(entityId, componentIndex, scene) {\n try {\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 * @param entityId 实体ID\n * @param componentIndex 组件索引\n * @param propertyPath 属性路径\n * @param scene 场景实例\n */\n expandLazyObject(entityId, componentIndex, propertyPath, scene) {\n try {\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 { getSystemInstanceTypeName } from '../../ECS/Decorators';\n/**\n * 系统数据收集器\n */\nexport class SystemDataCollector {\n /**\n * 收集系统数据\n * @param performanceMonitor 性能监视器实例\n * @param scene 场景实例\n */\n collectSystemData(performanceMonitor, 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 || getSystemInstanceTypeName(system);\n const stats = systemStats.get(systemName);\n const data = systemData.get(systemName);\n return {\n name: systemName,\n type: getSystemInstanceTypeName(system),\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';\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 return { totalExecutionTime: 0, systemBreakdown: [] };\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","/**\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","import { ComponentPoolManager } from '../../ECS/Core/ComponentPool';\nimport { getComponentInstanceTypeName } from '../../ECS/Decorators';\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 * @param scene 场景实例\n */\n collectComponentData(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 = getComponentInstanceTypeName(component);\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, scene);\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, scene) {\n if (ComponentDataCollector.componentSizeCache.has(typeName)) {\n return ComponentDataCollector.componentSizeCache.get(typeName);\n }\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) => getComponentInstanceTypeName(c) === 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 * @param typeName 组件类型名称\n * @param scene 场景实例\n */\n calculateDetailedComponentMemory(typeName, scene) {\n if (!scene)\n return this.getEstimatedComponentSize(typeName, scene);\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return this.getEstimatedComponentSize(typeName, scene);\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) => getComponentInstanceTypeName(c) === 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, scene);\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","/**\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 * @param scene 场景实例\n */\n collectSceneData(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 { ComponentPoolManager } from '../../ECS/Core/ComponentPool';\nimport { Pool } from '../../Utils/Pool';\nimport { getComponentInstanceTypeName, getSystemInstanceTypeName } from '../../ECS/Decorators';\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 /**\n * 构造调试管理器\n * @param core Core实例\n * @param config 调试配置\n */\n constructor(core, config) {\n this.frameCounter = 0;\n this.lastSendTime = 0;\n this.isRunning = false;\n this.config = config;\n // 设置提供器函数\n this.sceneProvider = () => core.scene || core.constructor.scene;\n this.performanceMonitorProvider = () => core._performanceMonitor;\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 // 收集其他内存统计\n const baseMemoryInfo = this.collectBaseMemoryInfo();\n const scene = this.sceneProvider();\n // 使用专门的内存计算方法收集实体数据\n const entityData = this.entityCollector.collectEntityDataWithMemory(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 = getComponentInstanceTypeName(component);\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 (getComponentInstanceTypeName(component) === 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 = this.sceneProvider();\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 = getSystemInstanceTypeName(system);\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 performanceMonitor = this.performanceMonitorProvider();\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 = this.sceneProvider();\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(scene);\n }\n if (this.config.channels.systems) {\n const performanceMonitor = this.performanceMonitorProvider();\n debugData.systems = this.systemCollector.collectSystemData(performanceMonitor, scene);\n }\n if (this.config.channels.performance) {\n const performanceMonitor = this.performanceMonitorProvider();\n debugData.performance = this.performanceCollector.collectPerformanceData(performanceMonitor);\n }\n if (this.config.channels.components) {\n debugData.components = this.componentCollector.collectComponentData(scene);\n }\n if (this.config.channels.scenes) {\n debugData.scenes = this.sceneCollector.collectSceneData(scene);\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 { WorldManager } from './ECS/WorldManager';\nimport { DebugManager } from './Utils/Debug';\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 * 全局管理器集合\n *\n * 存储所有注册的全局管理器实例。\n */\n this._globalManagers = [];\n Core._instance = this;\n // 保存配置\n this._config = {\n debug: true,\n enableEntitySystems: true,\n ...config\n };\n // 初始化管理器\n this._timerManager = new TimerManager();\n Core.registerGlobalManager(this._timerManager);\n // 初始化性能监控器\n this._performanceMonitor = PerformanceMonitor.instance;\n // 在调试模式下启用性能监控\n if (this._config.debug) {\n this._performanceMonitor.enable();\n }\n // 初始化对象池管理器\n this._poolManager = PoolManager.getInstance();\n Core.entitySystemsEnabled = this._config.enableEntitySystems ?? true;\n this.debug = this._config.debug ?? true;\n // 初始化调试管理器\n if (this._config.debugConfig?.enabled) {\n this._debugManager = new DebugManager(this, this._config.debugConfig);\n }\n this.initialize();\n }\n /**\n * 获取核心实例\n *\n * @returns 全局核心实例\n */\n static get Instance() {\n return this._instance;\n }\n /**\n * 获取当前活动的场景(属性访问器)\n *\n * @returns 当前场景实例,如果没有则返回null\n */\n static get scene() {\n return this.getScene();\n }\n /**\n * 获取当前活动的场景(方法调用)\n *\n * @returns 当前场景实例,如果没有则返回null\n */\n static getScene() {\n if (!this._instance) {\n return null;\n }\n // 确保默认World存在\n this._instance.ensureDefaultWorld();\n const defaultWorld = this._instance._worldManager.getWorld(this.DEFAULT_WORLD_ID);\n return defaultWorld?.getScene(this.DEFAULT_SCENE_ID) || null;\n }\n /**\n * 设置当前场景\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 static setScene(scene) {\n if (!this._instance) {\n throw new Error(\"Core实例未创建,请先调用Core.create()\");\n }\n // 确保默认World存在\n this._instance.ensureDefaultWorld();\n const defaultWorld = this._instance._worldManager.getWorld(this.DEFAULT_WORLD_ID);\n // 移除旧的主Scene(如果存在)\n if (defaultWorld.getScene(this.DEFAULT_SCENE_ID)) {\n defaultWorld.removeScene(this.DEFAULT_SCENE_ID);\n }\n // 添加新Scene到默认World\n defaultWorld.createScene(this.DEFAULT_SCENE_ID, scene);\n defaultWorld.setSceneActive(this.DEFAULT_SCENE_ID, true);\n // 触发场景切换回调\n this._instance.onSceneChanged();\n return scene;\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WorldManager实例\n *\n * @returns WorldManager实例,如果未初始化则自动创建\n */\n static getWorldManager() {\n if (!this._instance) {\n throw new Error(\"Core实例未创建,请先调用Core.create()\");\n }\n if (!this._instance._worldManager) {\n // 多World模式的配置(用户主动获取WorldManager)\n this._instance._worldManager = WorldManager.getInstance({\n maxWorlds: 50,\n autoCleanup: true,\n cleanupInterval: 60000,\n debug: this._instance._config.debug\n });\n }\n return this._instance._worldManager;\n }\n /**\n * 启用World管理\n *\n * 显式启用World功能,用于多房间/多世界架构\n */\n static enableWorldManager() {\n return this.getWorldManager();\n }\n /**\n * 确保默认World存在\n *\n * 内部方法,用于懒初始化默认World\n */\n ensureDefaultWorld() {\n if (!this._worldManager) {\n this._worldManager = WorldManager.getInstance({\n maxWorlds: 1, // 单场景用户只需要1个World\n autoCleanup: false, // 单场景不需要自动清理\n cleanupInterval: 0, // 禁用清理定时器\n debug: this._config.debug\n });\n }\n // 检查默认World是否存在\n if (!this._worldManager.getWorld(Core.DEFAULT_WORLD_ID)) {\n this._worldManager.createWorld(Core.DEFAULT_WORLD_ID, {\n name: 'DefaultWorld',\n maxScenes: 1,\n autoCleanup: false\n });\n this._worldManager.setWorldActive(Core.DEFAULT_WORLD_ID, true);\n }\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 // 获取当前Scene(从默认World)\n const currentScene = Core.getScene();\n // 初始化ECS API(如果场景支持)\n if (currentScene && currentScene.querySystem && currentScene.eventSystem) {\n this._ecsAPI = createECSAPI(currentScene, currentScene.querySystem, currentScene.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 queueMicrotask(() => {\n this._debugManager?.onSceneChanged();\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 * 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 // 更新所有World\n if (this._worldManager) {\n const worldsStartTime = this._performanceMonitor.startMonitoring('Worlds.update');\n const activeWorlds = this._worldManager.getActiveWorlds();\n let totalWorldEntities = 0;\n for (const world of activeWorlds) {\n // 更新World的全局System\n world.updateGlobalSystems();\n // 更新World中的所有Scene\n world.updateScenes();\n // 统计实体数量(用于性能监控)\n const worldStats = world.getStats();\n totalWorldEntities += worldStats.totalEntities;\n }\n this._performanceMonitor.endMonitoring('Worlds.update', worldsStartTime, totalWorldEntities);\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 * 默认World ID\n *\n * 用于单Scene模式的默认World标识\n */\nCore.DEFAULT_WORLD_ID = '__default__';\n/**\n * 默认Scene ID\n *\n * 用于单Scene模式的默认Scene标识\n */\nCore.DEFAULT_SCENE_ID = '__main__';\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 * @see EntitySystem\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 * @deprecated 不符合ECS架构规范,建议自己实现DisabledComponent标记组件替代\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 * @deprecated 不符合ECS架构规范,建议自己实现DisabledComponent标记组件替代\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 * @deprecated 不符合ECS架构规范,更新顺序应该由EntitySystem管理\n * @see EntitySystem\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 * @deprecated 不符合ECS架构规范,更新顺序应该由EntitySystem管理\n * @see EntitySystem\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 * @deprecated 不符合ECS架构规范,建议使用EntitySystem来处理更新逻辑\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","import { getComponentTypeName } from '../Decorators';\n/**\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\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 => getComponentTypeName(t)).join(', ')})`);\n }\n if (this.condition.any.length > 0) {\n parts.push(`any(${this.condition.any.map(t => getComponentTypeName(t)).join(', ')})`);\n }\n if (this.condition.none.length > 0) {\n parts.push(`none(${this.condition.none.map(t => getComponentTypeName(t)).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(${getComponentTypeName(this.condition.component)})`);\n }\n return `Matcher[${parts.join(' & ')}]`;\n }\n}\n//# sourceMappingURL=Matcher.js.map","import { PerformanceMonitor } from '../../Utils/PerformanceMonitor';\nimport { Matcher } from '../Utils/Matcher';\nimport { getSystemInstanceTypeName } from '../Decorators';\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: readonly Entity[]): void {\n * for (const entity of entities) {\n * const transform = entity.getComponent(Transform);\n * const velocity = entity.getComponent(Velocity);\n * transform.position.add(velocity.value);\n * }\n * }\n * }\n * ```\n */\nexport class EntitySystem {\n /**\n * 获取系统处理的实体列表\n */\n get entities() {\n // 如果在update周期内,优先使用帧缓存\n if (this._entityCache.frame !== null) {\n return this._entityCache.frame;\n }\n // 否则使用持久缓存\n if (this._entityCache.persistent === null) {\n this._entityCache.persistent = this.queryEntities();\n }\n return this._entityCache.persistent;\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._systemName = getSystemInstanceTypeName(this);\n this._initialized = false;\n this._matcher = matcher || Matcher.empty();\n this._eventListeners = [];\n this._scene = null;\n this._entityIdMap = null;\n this._entityIdMapVersion = -1;\n this._entityIdMapSize = 0;\n this._entityCache = {\n frame: null,\n persistent: null,\n tracked: new Set(),\n invalidate() {\n this.persistent = null;\n },\n clearFrame() {\n this.frame = null;\n },\n clearAll() {\n this.frame = null;\n this.persistent = null;\n this.tracked.clear();\n }\n };\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 // 框架内部初始化:触发一次实体查询,以便正确跟踪现有实体\n if (this.scene) {\n // 清理缓存确保初始化时重新查询\n this._entityCache.invalidate();\n this.queryEntities();\n }\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 // 子类可以重写此方法进行初始化\n }\n /**\n * 清除实体缓存(内部使用)\n * 当Scene中的实体发生变化时调用\n */\n clearEntityCache() {\n this._entityCache.invalidate();\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.scene = null;\n this._initialized = false;\n this._entityCache.clearAll();\n // 清理实体ID映射缓存\n this._entityIdMap = null;\n this._entityIdMapVersion = -1;\n this._entityIdMapSize = 0;\n // 清理所有事件监听器\n this.cleanupEventListeners();\n // 调用用户可重写的销毁方法\n this.onDestroy();\n }\n /**\n * 查询匹配的实体\n */\n queryEntities() {\n if (!this.scene?.querySystem || !this._matcher) {\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 return currentEntities;\n }\n /**\n * 检查是否为单一条件查询\n */\n isSingleCondition(condition) {\n const flags = ((condition.all.length > 0) ? 1 : 0) |\n ((condition.any.length > 0) ? 2 : 0) |\n ((condition.none.length > 0) ? 4 : 0) |\n ((condition.tag !== undefined) ? 8 : 0) |\n ((condition.name !== undefined) ? 16 : 0) |\n ((condition.component !== undefined) ? 32 : 0);\n return flags !== 0 && (flags & (flags - 1)) === 0;\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 executeComplexQueryWithIdSets(condition, querySystem) {\n let resultIds = 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 resultIds = this.extractEntityIds(tagResult.entities);\n }\n // 2. 应用名称条件 (交集)\n if (condition.name !== undefined) {\n const nameIds = this.extractEntityIds(querySystem.queryByName(condition.name).entities);\n resultIds = resultIds ? this.intersectIdSets(resultIds, nameIds) : nameIds;\n }\n // 3. 应用单组件条件 (交集)\n if (condition.component !== undefined) {\n const componentIds = this.extractEntityIds(querySystem.queryByComponent(condition.component).entities);\n resultIds = resultIds ? this.intersectIdSets(resultIds, componentIds) : componentIds;\n }\n // 4. 应用all条件 (交集)\n if (condition.all.length > 0) {\n const allIds = this.extractEntityIds(querySystem.queryAll(...condition.all).entities);\n resultIds = resultIds ? this.intersectIdSets(resultIds, allIds) : allIds;\n }\n // 5. 应用any条件 (交集)\n if (condition.any.length > 0) {\n const anyIds = this.extractEntityIds(querySystem.queryAny(...condition.any).entities);\n resultIds = resultIds ? this.intersectIdSets(resultIds, anyIds) : anyIds;\n }\n // 6. 应用none条件 (差集)\n if (condition.none.length > 0) {\n if (!resultIds) {\n resultIds = this.extractEntityIds(querySystem.getAllEntities());\n }\n const noneResult = querySystem.queryAny(...condition.none);\n const noneIds = this.extractEntityIds(noneResult.entities);\n resultIds = this.differenceIdSets(resultIds, noneIds);\n }\n return resultIds ? this.idSetToEntityArray(resultIds, querySystem.getAllEntities()) : [];\n }\n /**\n * 提取实体ID集合\n */\n extractEntityIds(entities) {\n const len = entities.length;\n const idSet = new Set();\n for (let i = 0; i < len; i = (i + 1) | 0) {\n idSet.add(entities[i].id | 0);\n }\n return idSet;\n }\n /**\n * ID集合交集运算\n */\n intersectIdSets(setA, setB) {\n let smaller, larger;\n if (setA.size <= setB.size) {\n smaller = setA;\n larger = setB;\n }\n else {\n smaller = setB;\n larger = setA;\n }\n const result = new Set();\n for (const id of smaller) {\n if (larger.has(id)) {\n result.add(id);\n }\n }\n return result;\n }\n /**\n * ID集合差集运算\n */\n differenceIdSets(setA, setB) {\n const result = new Set();\n for (const id of setA) {\n if (!setB.has(id)) {\n result.add(id);\n }\n }\n return result;\n }\n /**\n * 获取或构建实体ID映射\n */\n getEntityIdMap(allEntities) {\n const currentVersion = this.scene?.querySystem?.version ?? 0;\n if (this._entityIdMap !== null &&\n this._entityIdMapVersion === currentVersion) {\n return this._entityIdMap;\n }\n return this.rebuildEntityIdMap(allEntities, currentVersion);\n }\n /**\n * 重建实体ID映射\n */\n rebuildEntityIdMap(allEntities, version) {\n let entityMap = this._entityIdMap;\n if (!entityMap) {\n entityMap = new Map();\n }\n else {\n entityMap.clear();\n }\n const len = allEntities.length;\n for (let i = 0; i < len; i = (i + 1) | 0) {\n const entity = allEntities[i];\n entityMap.set(entity.id | 0, entity);\n }\n this._entityIdMap = entityMap;\n this._entityIdMapVersion = version;\n this._entityIdMapSize = len;\n return entityMap;\n }\n /**\n * 从ID集合构建Entity数组\n */\n idSetToEntityArray(idSet, allEntities) {\n const entityMap = this.getEntityIdMap(allEntities);\n const size = idSet.size;\n const result = new Array(size);\n let index = 0;\n for (const id of idSet) {\n const entity = entityMap.get(id);\n if (entity !== undefined) {\n result[index] = entity;\n index = (index + 1) | 0;\n }\n }\n if (index < size) {\n result.length = index;\n }\n return result;\n }\n /**\n * 执行复合查询\n *\n * 使用基于ID集合的单次扫描算法进行复杂查询\n */\n executeComplexQuery(condition, querySystem) {\n return this.executeComplexQueryWithIdSets(condition, querySystem);\n }\n /**\n * 更新系统\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 // 查询实体并存储到帧缓存中\n this._entityCache.frame = this.queryEntities();\n entityCount = this._entityCache.frame.length;\n this.process(this._entityCache.frame);\n }\n finally {\n this._performanceMonitor.endMonitoring(this._systemName, startTime, entityCount);\n }\n }\n /**\n * 后期更新系统\n */\n lateUpdate() {\n if (!this._enabled || !this.onCheckProcessing()) {\n return;\n }\n const startTime = this._performanceMonitor.startMonitoring(`${this._systemName}_Late`);\n let entityCount = 0;\n try {\n // 使用缓存的实体列表,避免重复查询\n const entities = this._entityCache.frame || [];\n entityCount = entities.length;\n this.lateProcess(entities);\n this.onEnd();\n }\n finally {\n this._performanceMonitor.endMonitoring(`${this._systemName}_Late`, startTime, entityCount);\n // 清理帧缓存\n this._entityCache.clearFrame();\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 let hasChanged = false;\n // 检查新增的实体\n for (const entity of currentEntities) {\n if (!this._entityCache.tracked.has(entity)) {\n this._entityCache.tracked.add(entity);\n this.onAdded(entity);\n hasChanged = true;\n }\n }\n // 检查移除的实体\n for (const entity of this._entityCache.tracked) {\n if (!currentSet.has(entity)) {\n this._entityCache.tracked.delete(entity);\n this.onRemoved(entity);\n hasChanged = true;\n }\n }\n // 如果实体发生了变化,使缓存失效\n if (hasChanged) {\n this._entityCache.invalidate();\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 * 添加事件监听器\n *\n * 推荐使用此方法而不是直接调用eventSystem.on(),\n * 这样可以确保系统移除时自动清理监听器,避免内存泄漏。\n *\n * @param eventType 事件类型\n * @param handler 事件处理函数\n * @param config 监听器配置\n */\n addEventListener(eventType, handler, config) {\n if (!this.scene?.eventSystem) {\n console.warn(`[${this.systemName}] Cannot add event listener: scene.eventSystem not available`);\n return;\n }\n const listenerRef = this.scene.eventSystem.on(eventType, handler, config);\n // 跟踪监听器以便后续清理\n if (listenerRef) {\n this._eventListeners.push({\n eventSystem: this.scene.eventSystem,\n eventType,\n handler,\n listenerRef\n });\n }\n }\n /**\n * 移除特定的事件监听器\n *\n * @param eventType 事件类型\n * @param handler 事件处理函数\n */\n removeEventListener(eventType, handler) {\n const listenerIndex = this._eventListeners.findIndex(listener => listener.eventType === eventType && listener.handler === handler);\n if (listenerIndex >= 0) {\n const listener = this._eventListeners[listenerIndex];\n // 从事件系统中移除\n listener.eventSystem.off(eventType, listener.listenerRef);\n // 从跟踪列表中移除\n this._eventListeners.splice(listenerIndex, 1);\n }\n }\n /**\n * 清理所有事件监听器\n *\n * 系统移除时自动调用,清理所有通过addEventListener添加的监听器。\n */\n cleanupEventListeners() {\n for (const listener of this._eventListeners) {\n try {\n listener.eventSystem.off(listener.eventType, listener.listenerRef);\n }\n catch (error) {\n console.warn(`[${this.systemName}] Failed to remove event listener for \"${listener.eventType}\":`, error);\n }\n }\n // 清空跟踪列表\n this._eventListeners.length = 0;\n }\n /**\n * 系统销毁时的回调\n *\n * 当系统从场景中移除时调用,子类可以重写此方法进行清理操作。\n * 注意:事件监听器会被框架自动清理,无需手动处理。\n */\n onDestroy() {\n // 子类可以重写此方法进行清理操作\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","/**\n * 类型工具类\n * 提供类型相关的实用方法\n */\nexport class TypeUtils {\n /**\n * 获取对象的类型\n * @param obj 对象\n * @returns 对象的构造函数\n */\n static getType(obj) {\n return obj.constructor;\n }\n}\n//# sourceMappingURL=TypeUtils.js.map","/**\n * 数字扩展工具类\n * 提供数字转换的实用方法\n */\nexport class NumberExtension {\n /**\n * 将值转换为数字\n * @param value 要转换的值\n * @returns 转换后的数字,如果值为undefined则返回0\n */\n static toNumber(value) {\n if (value == undefined)\n return 0;\n return Number(value);\n }\n}\n//# 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+
{"version":3,"file":"index.umd.js","sources":["../bin/Utils/GlobalManager.js","../bin/Utils/Time.js","../bin/Utils/Timers/Timer.js","../bin/Utils/PerformanceMonitor.js","../bin/Utils/Timers/TimerManager.js","../bin/Utils/Pool/Pool.js","../bin/Utils/Pool/PoolManager.js","../bin/Utils/Logger.js","../bin/ECS/Utils/BigIntCompatibility.js","../bin/ECS/Core/SoAStorage.js","../bin/ECS/Decorators/TypeDecorators.js","../bin/ECS/Core/ComponentStorage/ComponentRegistry.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/Utils/Matcher.js","../bin/ECS/Utils/Bits.js","../bin/ECS/Utils/ComponentTypeManager.js","../bin/ECS/Utils/SparseSet.js","../bin/ECS/Utils/ComponentSparseSet.js","../bin/ECS/Core/ArchetypeSystem.js","../bin/ECS/Core/QuerySystem.js","../bin/ECS/CoreEvents.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/World.js","../bin/ECS/WorldManager.js","../bin/Utils/Debug/EntityDataCollector.js","../bin/Utils/Debug/SystemDataCollector.js","../bin/Utils/Debug/PerformanceDataCollector.js","../bin/ECS/Core/ComponentPool.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/Systems/EntitySystem.js","../bin/ECS/Systems/ProcessingSystem.js","../bin/ECS/Systems/PassiveSystem.js","../bin/ECS/Systems/IntervalSystem.js","../bin/Platform/PlatformManager.js","../bin/ECS/Systems/WorkerEntitySystem.js","../bin/Utils/Extensions/TypeUtils.js","../bin/Utils/Extensions/NumberExtension.js","../bin/Platform/PlatformDetector.js","../bin/Platform/index.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","/**\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","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 * 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 * 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 * 预定义的颜色常量\n */\nexport const Colors = {\n // 基础颜色\n BLACK: '\\x1b[30m',\n RED: '\\x1b[31m',\n GREEN: '\\x1b[32m',\n YELLOW: '\\x1b[33m',\n BLUE: '\\x1b[34m',\n MAGENTA: '\\x1b[35m',\n CYAN: '\\x1b[36m',\n WHITE: '\\x1b[37m',\n // 亮色版本\n BRIGHT_BLACK: '\\x1b[90m',\n BRIGHT_RED: '\\x1b[91m',\n BRIGHT_GREEN: '\\x1b[92m',\n BRIGHT_YELLOW: '\\x1b[93m',\n BRIGHT_BLUE: '\\x1b[94m',\n BRIGHT_MAGENTA: '\\x1b[95m',\n BRIGHT_CYAN: '\\x1b[96m',\n BRIGHT_WHITE: '\\x1b[97m',\n // 特殊\n RESET: '\\x1b[0m',\n BOLD: '\\x1b[1m',\n UNDERLINE: '\\x1b[4m'\n};\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 * 设置颜色配置\n * @param colors 颜色配置\n */\n setColors(colors) {\n if (Object.keys(colors).length === 0) {\n // 重置为默认颜色\n delete this._config.colors;\n }\n else {\n this._config.colors = {\n ...this._config.colors,\n ...colors\n };\n }\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.debug}${message}${colors.reset}`, ...args);\n }\n else {\n console.debug(message, ...args);\n }\n break;\n case LogLevel.Info:\n if (colors) {\n console.info(`${colors.info}${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.warn}${message}${colors.reset}`, ...args);\n }\n else {\n console.warn(message, ...args);\n }\n break;\n case LogLevel.Error:\n if (colors) {\n console.error(`${colors.error}${message}${colors.reset}`, ...args);\n }\n else {\n console.error(message, ...args);\n }\n break;\n case LogLevel.Fatal:\n if (colors) {\n console.error(`${colors.fatal}${message}${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 // 默认颜色配置\n const defaultColors = {\n debug: Colors.BRIGHT_BLACK, // 灰色\n info: Colors.GREEN, // 绿色\n warn: Colors.YELLOW, // 黄色\n error: Colors.RED, // 红色\n fatal: Colors.BRIGHT_RED, // 亮红色\n reset: Colors.RESET // 重置\n };\n // 合并用户自定义颜色\n return {\n ...defaultColors,\n ...this._config.colors\n };\n }\n}\n/**\n * 日志管理器\n */\nexport class LoggerManager {\n constructor() {\n this._loggers = new Map();\n this._defaultLevel = LogLevel.Info;\n this._defaultLogger = new ConsoleLogger({\n level: this._defaultLevel,\n });\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: this._defaultLevel,\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 this._defaultLevel = 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 * 设置全局颜色配置\n * @param colors 颜色配置\n */\n setGlobalColors(colors) {\n if (this._defaultLogger instanceof ConsoleLogger) {\n this._defaultLogger.setColors(colors);\n }\n for (const logger of this._loggers.values()) {\n if (logger instanceof ConsoleLogger) {\n logger.setColors(colors);\n }\n }\n }\n /**\n * 重置为默认颜色配置\n */\n resetColors() {\n if (this._defaultLogger instanceof ConsoleLogger) {\n this._defaultLogger.setColors({});\n }\n for (const logger of this._loggers.values()) {\n if (logger instanceof ConsoleLogger) {\n logger.setColors({});\n }\n }\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 * 设置全局日志颜色配置\n * @param colors 颜色配置\n */\nexport function setLoggerColors(colors) {\n LoggerManager.getInstance().setGlobalColors(colors);\n}\n/**\n * 重置日志颜色为默认配置\n */\nexport function resetLoggerColors() {\n LoggerManager.getInstance().resetColors();\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","export class BitMask64Utils {\n /**\n * 根据位索引创建64位掩码\n * @param bitIndex 位索引,范围 [0, 63]\n * @returns 包含指定位设置为1的掩码\n * @throws 当位索引超出范围时抛出错误\n */\n static create(bitIndex) {\n if (bitIndex < 0 || bitIndex >= 64) {\n throw new Error(`Bit index ${bitIndex} out of range [0, 63]`);\n }\n if (bitIndex < 32) {\n return { lo: 1 << bitIndex, hi: 0 };\n }\n else {\n return { lo: 0, hi: 1 << (bitIndex - 32) };\n }\n }\n /**\n * 从32位数字创建64位掩码\n * @param value 32位数字值\n * @returns 低32位为输入值、高32位为0的掩码\n */\n static fromNumber(value) {\n return { lo: value >>> 0, hi: 0 };\n }\n /**\n * 检查掩码是否包含任意指定的位\n * @param mask 要检查的掩码\n * @param bits 指定的位模式\n * @returns 如果掩码包含bits中的任意位则返回true\n */\n static hasAny(mask, bits) {\n // 检查第一个 64 位段\n if ((mask.lo & bits.lo) !== 0 || (mask.hi & bits.hi) !== 0) {\n return true;\n }\n // 如果 bits 没有扩展段,检查完成\n if (!bits.segments || bits.segments.length === 0) {\n return false;\n }\n // 如果 bits 有扩展段但 mask 没有,返回 false\n if (!mask.segments || mask.segments.length === 0) {\n return false;\n }\n // 检查每个扩展段\n const minSegments = Math.min(mask.segments.length, bits.segments.length);\n for (let i = 0; i < minSegments; i++) {\n const maskSeg = mask.segments[i];\n const bitsSeg = bits.segments[i];\n if ((maskSeg.lo & bitsSeg.lo) !== 0 || (maskSeg.hi & bitsSeg.hi) !== 0) {\n return true;\n }\n }\n return false;\n }\n /**\n * 检查掩码是否包含所有指定的位\n * 支持扩展模式,自动处理超过 64 位的掩码\n * @param mask 要检查的掩码\n * @param bits 指定的位模式\n * @returns 如果掩码包含bits中的所有位则返回true\n */\n static hasAll(mask, bits) {\n // 检查第一个 64 位段\n if ((mask.lo & bits.lo) !== bits.lo || (mask.hi & bits.hi) !== bits.hi) {\n return false;\n }\n // 如果 bits 没有扩展段,检查完成\n if (!bits.segments || bits.segments.length === 0) {\n return true;\n }\n // 如果 bits 有扩展段但 mask 没有,返回 false\n if (!mask.segments || mask.segments.length === 0) {\n // 检查 bits 的扩展段是否全为 0\n return bits.segments.every(seg => BitMask64Utils.isZero(seg));\n }\n // 检查每个扩展段\n const minSegments = Math.min(mask.segments.length, bits.segments.length);\n for (let i = 0; i < minSegments; i++) {\n const maskSeg = mask.segments[i];\n const bitsSeg = bits.segments[i];\n if ((maskSeg.lo & bitsSeg.lo) !== bitsSeg.lo || (maskSeg.hi & bitsSeg.hi) !== bitsSeg.hi) {\n return false;\n }\n }\n // 如果 bits 有更多段,检查这些段是否为空\n for (let i = minSegments; i < bits.segments.length; i++) {\n if (!BitMask64Utils.isZero(bits.segments[i])) {\n return false;\n }\n }\n return true;\n }\n /**\n * 检查掩码是否不包含任何指定的位\n * @param mask 要检查的掩码\n * @param bits 指定的位模式\n * @returns 如果掩码不包含bits中的任何位则返回true\n */\n static hasNone(mask, bits) {\n return (mask.lo & bits.lo) === 0 && (mask.hi & bits.hi) === 0;\n }\n /**\n * 检查掩码是否为零\n * @param mask 要检查的掩码\n * @returns 如果掩码所有位都为0则返回true\n */\n static isZero(mask) {\n return mask.lo === 0 && mask.hi === 0;\n }\n /**\n * 检查两个掩码是否相等\n * @param a 第一个掩码\n * @param b 第二个掩码\n * @returns 如果两个掩码完全相等则返回true\n */\n static equals(a, b) {\n return a.lo === b.lo && a.hi === b.hi;\n }\n /**\n * 设置掩码中指定位为1\n * @param mask 要修改的掩码(原地修改)\n * @param bitIndex 位索引,范围 [0, 63]\n * @throws 当位索引超出范围时抛出错误\n */\n static setBit(mask, bitIndex) {\n if (bitIndex < 0 || bitIndex >= 64) {\n throw new Error(`Bit index ${bitIndex} out of range [0, 63]`);\n }\n if (bitIndex < 32) {\n mask.lo |= (1 << bitIndex);\n }\n else {\n mask.hi |= (1 << (bitIndex - 32));\n }\n }\n /**\n * 清除掩码中指定位为0\n * @param mask 要修改的掩码(原地修改)\n * @param bitIndex 位索引,范围 [0, 63]\n * @throws 当位索引超出范围时抛出错误\n */\n static clearBit(mask, bitIndex) {\n if (bitIndex < 0 || bitIndex >= 64) {\n throw new Error(`Bit index ${bitIndex} out of range [0, 63]`);\n }\n if (bitIndex < 32) {\n mask.lo &= ~(1 << bitIndex);\n }\n else {\n mask.hi &= ~(1 << (bitIndex - 32));\n }\n }\n /**\n * 对目标掩码执行按位或操作\n * @param target 目标掩码(原地修改)\n * @param other 用于按位或的掩码\n */\n static orInPlace(target, other) {\n target.lo |= other.lo;\n target.hi |= other.hi;\n // 处理扩展段\n if (other.segments && other.segments.length > 0) {\n if (!target.segments) {\n target.segments = [];\n }\n // 确保 target 有足够的段\n while (target.segments.length < other.segments.length) {\n target.segments.push({ lo: 0, hi: 0 });\n }\n // 对每个段执行或操作\n for (let i = 0; i < other.segments.length; i++) {\n target.segments[i].lo |= other.segments[i].lo;\n target.segments[i].hi |= other.segments[i].hi;\n }\n }\n }\n /**\n * 对目标掩码执行按位与操作\n * @param target 目标掩码(原地修改)\n * @param other 用于按位与的掩码\n */\n static andInPlace(target, other) {\n target.lo &= other.lo;\n target.hi &= other.hi;\n }\n /**\n * 对目标掩码执行按位异或操作\n * @param target 目标掩码(原地修改)\n * @param other 用于按位异或的掩码\n */\n static xorInPlace(target, other) {\n target.lo ^= other.lo;\n target.hi ^= other.hi;\n }\n /**\n * 清除掩码的所有位为0\n * @param mask 要清除的掩码(原地修改)\n */\n static clear(mask) {\n mask.lo = 0;\n mask.hi = 0;\n }\n /**\n * 将源掩码的值复制到目标掩码\n * @param source 源掩码\n * @param target 目标掩码(原地修改)\n */\n static copy(source, target) {\n target.lo = source.lo;\n target.hi = source.hi;\n }\n /**\n * 创建掩码的深拷贝\n * @param mask 要拷贝的掩码\n * @returns 新的掩码对象,内容与源掩码相同\n */\n static clone(mask) {\n return { lo: mask.lo, hi: mask.hi };\n }\n /**\n * 将掩码转换为字符串表示\n * @param mask 要转换的掩码\n * @param radix 进制,支持2(二进制)或16(十六进制),默认为2\n * @returns 掩码的字符串表示,二进制不带前缀,十六进制带0x前缀\n * @throws 当进制不支持时抛出错误\n */\n static toString(mask, radix = 2) {\n if (radix === 2) {\n if (mask.hi === 0) {\n return mask.lo.toString(2);\n }\n else {\n const hiBits = mask.hi.toString(2);\n const loBits = mask.lo.toString(2).padStart(32, '0');\n return hiBits + loBits;\n }\n }\n else if (radix === 16) {\n if (mask.hi === 0) {\n return '0x' + mask.lo.toString(16).toUpperCase();\n }\n else {\n const hiBits = mask.hi.toString(16).toUpperCase();\n const loBits = mask.lo.toString(16).toUpperCase().padStart(8, '0');\n return '0x' + hiBits + loBits;\n }\n }\n else {\n throw new Error('Only radix 2 and 16 are supported');\n }\n }\n /**\n * 计算掩码中设置为1的位数\n * @param mask 要计算的掩码\n * @returns 掩码中1的位数\n */\n static popCount(mask) {\n let count = 0;\n let lo = mask.lo;\n let hi = mask.hi;\n while (lo) {\n lo &= lo - 1;\n count++;\n }\n while (hi) {\n hi &= hi - 1;\n count++;\n }\n return count;\n }\n /**\n * 设置扩展位(支持超过 64 位的索引)\n * @param mask 要修改的掩码(原地修改)\n * @param bitIndex 位索引(可以超过 63)\n */\n static setBitExtended(mask, bitIndex) {\n if (bitIndex < 0) {\n throw new Error('Bit index cannot be negative');\n }\n if (bitIndex < 64) {\n BitMask64Utils.setBit(mask, bitIndex);\n return;\n }\n // 计算段索引和段内位索引\n const segmentIndex = Math.floor(bitIndex / 64) - 1;\n const localBitIndex = bitIndex % 64;\n // 确保 segments 数组存在\n if (!mask.segments) {\n mask.segments = [];\n }\n // 扩展 segments 数组\n while (mask.segments.length <= segmentIndex) {\n mask.segments.push({ lo: 0, hi: 0 });\n }\n // 设置对应段的位\n const segment = mask.segments[segmentIndex];\n if (localBitIndex < 32) {\n segment.lo |= (1 << localBitIndex);\n }\n else {\n segment.hi |= (1 << (localBitIndex - 32));\n }\n }\n /**\n * 获取扩展位(支持超过 64 位的索引)\n * @param mask 要检查的掩码\n * @param bitIndex 位索引(可以超过 63)\n * @returns 如果位被设置则返回 true\n */\n static getBitExtended(mask, bitIndex) {\n if (bitIndex < 0) {\n return false;\n }\n if (bitIndex < 64) {\n const testMask = BitMask64Utils.create(bitIndex);\n return BitMask64Utils.hasAny(mask, testMask);\n }\n if (!mask.segments) {\n return false;\n }\n const segmentIndex = Math.floor(bitIndex / 64) - 1;\n if (segmentIndex >= mask.segments.length) {\n return false;\n }\n const localBitIndex = bitIndex % 64;\n const segment = mask.segments[segmentIndex];\n if (localBitIndex < 32) {\n return (segment.lo & (1 << localBitIndex)) !== 0;\n }\n else {\n return (segment.hi & (1 << (localBitIndex - 32))) !== 0;\n }\n }\n /**\n * 清除扩展位(支持超过 64 位的索引)\n * @param mask 要修改的掩码(原地修改)\n * @param bitIndex 位索引(可以超过 63)\n */\n static clearBitExtended(mask, bitIndex) {\n if (bitIndex < 0) {\n return;\n }\n if (bitIndex < 64) {\n BitMask64Utils.clearBit(mask, bitIndex);\n return;\n }\n if (!mask.segments) {\n return;\n }\n const segmentIndex = Math.floor(bitIndex / 64) - 1;\n if (segmentIndex >= mask.segments.length) {\n return;\n }\n const localBitIndex = bitIndex % 64;\n const segment = mask.segments[segmentIndex];\n if (localBitIndex < 32) {\n segment.lo &= ~(1 << localBitIndex);\n }\n else {\n segment.hi &= ~(1 << (localBitIndex - 32));\n }\n }\n}\n/** 零掩码常量,所有位都为0 */\nBitMask64Utils.ZERO = { lo: 0, hi: 0 };\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 * 32位无符号整数装饰器\n * 标记字段使用Uint32Array存储(适用于无符号整数,如ID、标志位等)\n */\nexport function Uint32(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__uint32Fields) {\n target.constructor.__uint32Fields = new Set();\n }\n target.constructor.__uint32Fields.add(key);\n}\n/**\n * 16位整数装饰器\n * 标记字段使用Int16Array存储(适用于小范围整数)\n */\nexport function Int16(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__int16Fields) {\n target.constructor.__int16Fields = new Set();\n }\n target.constructor.__int16Fields.add(key);\n}\n/**\n * 16位无符号整数装饰器\n * 标记字段使用Uint16Array存储(适用于小范围无符号整数)\n */\nexport function Uint16(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__uint16Fields) {\n target.constructor.__uint16Fields = new Set();\n }\n target.constructor.__uint16Fields.add(key);\n}\n/**\n * 8位整数装饰器\n * 标记字段使用Int8Array存储(适用于很小的整数值)\n */\nexport function Int8(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__int8Fields) {\n target.constructor.__int8Fields = new Set();\n }\n target.constructor.__int8Fields.add(key);\n}\n/**\n * 8位无符号整数装饰器\n * 标记字段使用Uint8Array存储(适用于字节值、布尔标志等)\n */\nexport function Uint8(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__uint8Fields) {\n target.constructor.__uint8Fields = new Set();\n }\n target.constructor.__uint8Fields.add(key);\n}\n/**\n * 8位夹紧整数装饰器\n * 标记字段使用Uint8ClampedArray存储(适用于颜色值等需要夹紧的数据)\n */\nexport function Uint8Clamped(target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__uint8ClampedFields) {\n target.constructor.__uint8ClampedFields = new Set();\n }\n target.constructor.__uint8ClampedFields.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 * 自动类型推断装饰器\n * 根据字段的默认值和数值范围自动选择最优的TypedArray类型\n *\n * @param options 类型推断选项\n * @param options.minValue 数值的最小值(用于范围优化)\n * @param options.maxValue 数值的最大值(用于范围优化)\n * @param options.precision 是否需要浮点精度(true: 使用浮点数组, false: 使用整数数组)\n * @param options.signed 是否需要符号位(仅在整数模式下有效)\n */\nexport function AutoTyped(options) {\n return function (target, propertyKey) {\n const key = String(propertyKey);\n if (!target.constructor.__autoTypedFields) {\n target.constructor.__autoTypedFields = new Map();\n }\n target.constructor.__autoTypedFields.set(key, options || {});\n };\n}\n/**\n * 自动类型推断器\n * 根据数值类型和范围自动选择最优的TypedArray类型\n */\nexport class TypeInference {\n /**\n * 根据数值范围推断最优的TypedArray类型\n */\n static inferOptimalType(value, options = {}) {\n const type = typeof value;\n if (type === 'boolean') {\n return 'uint8'; // 布尔值使用最小的无符号整数\n }\n if (type !== 'number') {\n return 'float32'; // 非数值类型默认使用Float32\n }\n const { minValue, maxValue, precision, signed } = options;\n // 如果显式要求精度,使用浮点数\n if (precision === true) {\n // 检查是否需要双精度\n if (Math.abs(value) > 3.4028235e+38 || (minValue !== undefined && Math.abs(minValue) > 3.4028235e+38) || (maxValue !== undefined && Math.abs(maxValue) > 3.4028235e+38)) {\n return 'float64';\n }\n return 'float32';\n }\n // 如果显式禁用精度,或者是整数值,尝试使用整数数组\n if (precision === false || Number.isInteger(value)) {\n const actualMin = minValue !== undefined ? minValue : value;\n const actualMax = maxValue !== undefined ? maxValue : value;\n const needsSigned = signed !== false && (actualMin < 0 || value < 0);\n // 根据范围选择最小的整数类型\n if (needsSigned) {\n // 有符号整数\n if (actualMin >= -128 && actualMax <= 127) {\n return 'int8';\n }\n else if (actualMin >= -32768 && actualMax <= 32767) {\n return 'int16';\n }\n else if (actualMin >= -2147483648 && actualMax <= 2147483647) {\n return 'int32';\n }\n else {\n return 'float64'; // 超出int32范围,使用双精度浮点\n }\n }\n else {\n // 无符号整数\n if (actualMax <= 255) {\n return 'uint8';\n }\n else if (actualMax <= 65535) {\n return 'uint16';\n }\n else if (actualMax <= 4294967295) {\n return 'uint32';\n }\n else {\n return 'float64'; // 超出uint32范围,使用双精度浮点\n }\n }\n }\n // 默认情况:检查是否为小数\n if (!Number.isInteger(value)) {\n return 'float32';\n }\n // 整数值,但没有指定范围,根据值的大小选择\n if (value >= 0 && value <= 255) {\n return 'uint8';\n }\n else if (value >= -128 && value <= 127) {\n return 'int8';\n }\n else if (value >= 0 && value <= 65535) {\n return 'uint16';\n }\n else if (value >= -32768 && value <= 32767) {\n return 'int16';\n }\n else if (value >= 0 && value <= 4294967295) {\n return 'uint32';\n }\n else if (value >= -2147483648 && value <= 2147483647) {\n return 'int32';\n }\n else {\n return 'float64';\n }\n }\n /**\n * 根据推断的类型名创建对应的TypedArray构造函数\n */\n static getTypedArrayConstructor(typeName) {\n switch (typeName) {\n case 'float32': return Float32Array;\n case 'float64': return Float64Array;\n case 'int32': return Int32Array;\n case 'uint32': return Uint32Array;\n case 'int16': return Int16Array;\n case 'uint16': return Uint16Array;\n case 'int8': return Int8Array;\n case 'uint8': return Uint8Array;\n case 'uint8clamped': return Uint8ClampedArray;\n default: return Float32Array;\n }\n }\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 uint32Fields = componentType.__uint32Fields || new Set();\n const int16Fields = componentType.__int16Fields || new Set();\n const uint16Fields = componentType.__uint16Fields || new Set();\n const int8Fields = componentType.__int8Fields || new Set();\n const uint8Fields = componentType.__uint8Fields || new Set();\n const uint8ClampedFields = componentType.__uint8ClampedFields || new Set();\n const autoTypedFields = componentType.__autoTypedFields || new Map();\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 (autoTypedFields.has(key)) {\n // 使用自动类型推断\n const options = autoTypedFields.get(key);\n const inferredType = TypeInference.inferOptimalType(value, options);\n const ArrayConstructor = TypeInference.getTypedArrayConstructor(inferredType);\n this.fields.set(key, new ArrayConstructor(this._capacity));\n SoAStorage._logger.info(`字段 ${key} 自动推断为 ${inferredType} 类型,值: ${value}, 选项:`, options);\n }\n else if (float64Fields.has(key)) {\n // 使用Float64Array存储(高精度浮点数)\n this.fields.set(key, new Float64Array(this._capacity));\n }\n else if (int32Fields.has(key)) {\n // 使用Int32Array存储(32位有符号整数)\n this.fields.set(key, new Int32Array(this._capacity));\n }\n else if (uint32Fields.has(key)) {\n // 使用Uint32Array存储(32位无符号整数)\n this.fields.set(key, new Uint32Array(this._capacity));\n }\n else if (int16Fields.has(key)) {\n // 使用Int16Array存储(16位有符号整数)\n this.fields.set(key, new Int16Array(this._capacity));\n }\n else if (uint16Fields.has(key)) {\n // 使用Uint16Array存储(16位无符号整数)\n this.fields.set(key, new Uint16Array(this._capacity));\n }\n else if (int8Fields.has(key)) {\n // 使用Int8Array存储(8位有符号整数)\n this.fields.set(key, new Int8Array(this._capacity));\n }\n else if (uint8Fields.has(key)) {\n // 使用Uint8Array存储(8位无符号整数)\n this.fields.set(key, new Uint8Array(this._capacity));\n }\n else if (uint8ClampedFields.has(key)) {\n // 使用Uint8ClampedArray存储(8位夹紧无符号整数)\n this.fields.set(key, new Uint8ClampedArray(this._capacity));\n }\n else if (float32Fields.has(key)) {\n // 使用Float32Array存储(32位浮点数)\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 // 布尔值默认使用Uint8Array存储为0/1(更节省内存)\n if (uint8Fields.has(key) || (!float32Fields.has(key) && !float64Fields.has(key))) {\n this.fields.set(key, new Uint8Array(this._capacity));\n }\n else {\n // 兼容性:如果显式指定浮点类型则使用原有方式\n this.fields.set(key, new Float32Array(this._capacity));\n }\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 if (oldArray instanceof Int32Array) {\n newArray = new Int32Array(newCapacity);\n }\n else if (oldArray instanceof Uint32Array) {\n newArray = new Uint32Array(newCapacity);\n }\n else if (oldArray instanceof Int16Array) {\n newArray = new Int16Array(newCapacity);\n }\n else if (oldArray instanceof Uint16Array) {\n newArray = new Uint16Array(newCapacity);\n }\n else if (oldArray instanceof Int8Array) {\n newArray = new Int8Array(newCapacity);\n }\n else if (oldArray instanceof Uint8Array) {\n newArray = new Uint8Array(newCapacity);\n }\n else if (oldArray instanceof Uint8ClampedArray) {\n newArray = new Uint8ClampedArray(newCapacity);\n }\n else {\n // 默认回退到Float32Array\n newArray = new Float32Array(newCapacity);\n SoAStorage._logger.warn(`未知的TypedArray类型用于字段 ${fieldName},回退到Float32Array`);\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 getTypedFieldArray(fieldName) {\n return this.fields.get(String(fieldName)) || null;\n }\n getEntityIndex(entityId) {\n return this.entityToIndex.get(entityId);\n }\n getEntityIdByIndex(index) {\n return this.indexToEntity[index];\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 if (array instanceof Int32Array) {\n bytesPerElement = 4;\n typeName = 'int32';\n }\n else if (array instanceof Uint32Array) {\n bytesPerElement = 4;\n typeName = 'uint32';\n }\n else if (array instanceof Int16Array) {\n bytesPerElement = 2;\n typeName = 'int16';\n }\n else if (array instanceof Uint16Array) {\n bytesPerElement = 2;\n typeName = 'uint16';\n }\n else if (array instanceof Int8Array) {\n bytesPerElement = 1;\n typeName = 'int8';\n }\n else if (array instanceof Uint8Array) {\n bytesPerElement = 1;\n typeName = 'uint8';\n }\n else if (array instanceof Uint8ClampedArray) {\n bytesPerElement = 1;\n typeName = 'uint8clamped';\n }\n else {\n // 默认回退\n bytesPerElement = 4;\n typeName = 'unknown';\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","/**\n * 存储组件类型名称的Symbol键\n */\nexport const COMPONENT_TYPE_NAME = Symbol('ComponentTypeName');\n/**\n * 存储系统类型名称的Symbol键\n */\nexport const SYSTEM_TYPE_NAME = Symbol('SystemTypeName');\n/**\n * 组件类型装饰器\n * 用于为组件类指定固定的类型名称,避免在代码混淆后失效\n *\n * @param typeName 组件类型名称\n * @example\n * ```typescript\n * @ECSComponent('Position')\n * class PositionComponent extends Component {\n * x: number = 0;\n * y: number = 0;\n * }\n * ```\n */\nexport function ECSComponent(typeName) {\n return function (target) {\n if (!typeName || typeof typeName !== 'string') {\n throw new Error('ECSComponent装饰器必须提供有效的类型名称');\n }\n // 在构造函数上存储类型名称\n target[COMPONENT_TYPE_NAME] = typeName;\n return target;\n };\n}\n/**\n * 系统类型装饰器\n * 用于为系统类指定固定的类型名称,避免在代码混淆后失效\n *\n * @param typeName 系统类型名称\n * @example\n * ```typescript\n * @ECSSystem('Movement')\n * class MovementSystem extends EntitySystem {\n * protected process(entities: Entity[]): void {\n * // 系统逻辑\n * }\n * }\n * ```\n */\nexport function ECSSystem(typeName) {\n return function (target) {\n if (!typeName || typeof typeName !== 'string') {\n throw new Error('ECSSystem装饰器必须提供有效的类型名称');\n }\n // 在构造函数上存储类型名称\n target[SYSTEM_TYPE_NAME] = typeName;\n return target;\n };\n}\n/**\n * 获取组件类型的名称,优先使用装饰器指定的名称\n *\n * @param componentType 组件构造函数\n * @returns 组件类型名称\n */\nexport function getComponentTypeName(componentType) {\n // 优先使用装饰器指定的名称\n const decoratorName = componentType[COMPONENT_TYPE_NAME];\n if (decoratorName) {\n return decoratorName;\n }\n // 回退到constructor.name\n return componentType.name || 'UnknownComponent';\n}\n/**\n * 获取系统类型的名称,优先使用装饰器指定的名称\n *\n * @param systemType 系统构造函数\n * @returns 系统类型名称\n */\nexport function getSystemTypeName(systemType) {\n // 优先使用装饰器指定的名称\n const decoratorName = systemType[SYSTEM_TYPE_NAME];\n if (decoratorName) {\n return decoratorName;\n }\n // 回退到constructor.name\n return systemType.name || 'UnknownSystem';\n}\n/**\n * 从组件实例获取类型名称\n *\n * @param component 组件实例\n * @returns 组件类型名称\n */\nexport function getComponentInstanceTypeName(component) {\n return getComponentTypeName(component.constructor);\n}\n/**\n * 从系统实例获取类型名称\n *\n * @param system 系统实例\n * @returns 系统类型名称\n */\nexport function getSystemInstanceTypeName(system) {\n return getSystemTypeName(system.constructor);\n}\n//# sourceMappingURL=TypeDecorators.js.map","import { BitMask64Utils } from '../../Utils/BigIntCompatibility';\nimport { createLogger } from '../../../Utils/Logger';\nimport { getComponentTypeName } from '../../Decorators';\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 const typeName = getComponentTypeName(componentType);\n if (this.componentTypes.has(componentType)) {\n const existingIndex = this.componentTypes.get(componentType);\n return existingIndex;\n }\n const bitIndex = this.nextBitIndex++;\n this.componentTypes.set(componentType, bitIndex);\n this.bitIndexToType.set(bitIndex, componentType);\n this.componentNameToType.set(typeName, componentType);\n this.componentNameToId.set(typeName, 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 const typeName = getComponentTypeName(componentType);\n throw new Error(`Component type ${typeName} is not registered`);\n }\n const mask = { lo: 0, hi: 0 };\n BitMask64Utils.setBitExtended(mask, bitIndex);\n return mask;\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 const typeName = getComponentTypeName(componentType);\n throw new Error(`Component type ${typeName} is not registered`);\n }\n return bitIndex;\n }\n /**\n * 检查组件类型是否已注册\n * @param componentType 组件类型\n * @returns 是否已注册\n */\n static isRegistered(componentType) {\n return this.componentTypes.has(componentType);\n }\n /**\n * 通过位索引获取组件类型\n * @param bitIndex 位索引\n * @returns 组件类型构造函数或null\n */\n static getTypeByBitIndex(bitIndex) {\n return this.bitIndexToType.get(bitIndex) || null;\n }\n /**\n * 获取当前已注册的组件类型数量\n * @returns 已注册数量\n */\n static getRegisteredCount() {\n return this.nextBitIndex;\n }\n /**\n * 通过名称获取组件类型\n * @param componentName 组件名称\n * @returns 组件类型构造函数\n */\n static getComponentType(componentName) {\n return this.componentNameToType.get(componentName) || null;\n }\n /**\n * 获取所有已注册的组件类型\n * @returns 组件类型映射\n */\n static getAllRegisteredTypes() {\n return new Map(this.componentTypes);\n }\n /**\n * 获取所有组件名称到类型的映射\n * @returns 名称到类型的映射\n */\n static getAllComponentNames() {\n return new Map(this.componentNameToType);\n }\n /**\n * 通过名称获取组件类型ID\n * @param componentName 组件名称\n * @returns 组件类型ID\n */\n static getComponentId(componentName) {\n return this.componentNameToId.get(componentName);\n }\n /**\n * 注册组件类型(通过名称)\n * @param componentName 组件名称\n * @returns 分配的组件ID\n */\n static registerComponentByName(componentName) {\n if (this.componentNameToId.has(componentName)) {\n return this.componentNameToId.get(componentName);\n }\n const bitIndex = this.nextBitIndex++;\n this.componentNameToId.set(componentName, bitIndex);\n return bitIndex;\n }\n /**\n * 创建单个组件的掩码\n * @param componentName 组件名称\n * @returns 组件掩码\n */\n static createSingleComponentMask(componentName) {\n const cacheKey = `single:${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 ${componentName} is not registered`);\n }\n const mask = BitMask64Utils.create(componentId);\n this.maskCache.set(cacheKey, mask);\n return mask;\n }\n /**\n * 创建多个组件的掩码\n * @param componentNames 组件名称数组\n * @returns 组合掩码\n */\n static createComponentMask(componentNames) {\n const sortedNames = [...componentNames].sort();\n const cacheKey = `multi:${sortedNames.join(',')}`;\n if (this.maskCache.has(cacheKey)) {\n return this.maskCache.get(cacheKey);\n }\n let mask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const name of componentNames) {\n const componentId = this.getComponentId(name);\n if (componentId !== undefined) {\n const componentMask = BitMask64Utils.create(componentId);\n BitMask64Utils.orInPlace(mask, componentMask);\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.bitIndexToType.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.bitIndexToType = new Map();\nComponentRegistry.componentNameToType = new Map();\nComponentRegistry.componentNameToId = new Map();\nComponentRegistry.maskCache = new Map();\nComponentRegistry.nextBitIndex = 0;\n//# sourceMappingURL=ComponentRegistry.js.map","import { BitMask64Utils } from '../Utils/BigIntCompatibility';\nimport { SoAStorage } from './SoAStorage';\nimport { createLogger } from '../../Utils/Logger';\nimport { getComponentTypeName } from '../Decorators';\nimport { ComponentRegistry } from './ComponentStorage/ComponentRegistry';\n// 导出核心类型\nexport { ComponentRegistry };\n/**\n * 高性能组件存储器\n */\nexport class ComponentStorage {\n constructor(componentType) {\n this.dense = [];\n this.entityIds = [];\n this.entityToIndex = new Map();\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 ${getComponentTypeName(this.componentType)}`);\n }\n // 末尾插入到致密数组\n const index = this.dense.length;\n this.dense.push(component);\n this.entityIds.push(entityId);\n this.entityToIndex.set(entityId, index);\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.dense[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.dense[index];\n const lastIndex = this.dense.length - 1;\n if (index !== lastIndex) {\n // 将末尾元素交换到要删除的位置\n const lastComponent = this.dense[lastIndex];\n const lastEntityId = this.entityIds[lastIndex];\n this.dense[index] = lastComponent;\n this.entityIds[index] = lastEntityId;\n // 更新被交换元素的映射\n this.entityToIndex.set(lastEntityId, index);\n }\n // 移除末尾元素\n this.dense.pop();\n this.entityIds.pop();\n this.entityToIndex.delete(entityId);\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.dense.length; i++) {\n callback(this.dense[i], this.entityIds[i], i);\n }\n }\n /**\n * 获取所有组件\n * @returns 组件数组\n */\n getDenseArray() {\n return {\n components: [...this.dense],\n entityIds: [...this.entityIds]\n };\n }\n /**\n * 清空所有组件\n */\n clear() {\n this.dense.length = 0;\n this.entityIds.length = 0;\n this.entityToIndex.clear();\n }\n /**\n * 获取组件数量\n */\n get size() {\n return this.dense.length;\n }\n /**\n * 获取组件类型\n */\n get type() {\n return this.componentType;\n }\n /**\n * 获取存储统计信息\n */\n getStats() {\n const totalSlots = this.dense.length;\n const usedSlots = this.dense.length;\n const freeSlots = 0; // 永远无空洞\n const fragmentation = 0; // 永远无碎片\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 * 检查组件类型是否启用SoA存储\n * @param componentType 组件类型\n * @returns 是否为SoA存储\n */\n isSoAStorage(componentType) {\n const storage = this.storages.get(componentType);\n return storage instanceof SoAStorage;\n }\n /**\n * 获取SoA存储器(类型安全)\n * @param componentType 组件类型\n * @returns SoA存储器或null\n */\n getSoAStorage(componentType) {\n const storage = this.getStorage(componentType);\n return storage instanceof SoAStorage ? storage : null;\n }\n /**\n * 直接获取SoA字段数组(类型安全)\n * @param componentType 组件类型\n * @param fieldName 字段名\n * @returns TypedArray或null\n */\n getFieldArray(componentType, fieldName) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getFieldArray(fieldName) : null;\n }\n /**\n * 直接获取SoA字段数组(类型安全,带字段名检查)\n * @param componentType 组件类型\n * @param fieldName 字段名(类型检查)\n * @returns TypedArray或null\n */\n getTypedFieldArray(componentType, fieldName) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getTypedFieldArray(fieldName) : null;\n }\n /**\n * 获取SoA存储的活跃索引\n * @param componentType 组件类型\n * @returns 活跃索引数组或空数组\n */\n getActiveIndices(componentType) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getActiveIndices() : [];\n }\n /**\n * 获取实体在SoA存储中的索引\n * @param componentType 组件类型\n * @param entityId 实体ID\n * @returns 存储索引或undefined\n */\n getEntityIndex(componentType, entityId) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getEntityIndex(entityId) : undefined;\n }\n /**\n * 根据索引获取实体ID\n * @param componentType 组件类型\n * @param index 存储索引\n * @returns 实体ID或undefined\n */\n getEntityIdByIndex(componentType, index) {\n const soaStorage = this.getSoAStorage(componentType);\n return soaStorage ? soaStorage.getEntityIdByIndex(index) : undefined;\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 ${getComponentTypeName(componentType)} 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 = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const [componentType, storage] of this.storages.entries()) {\n if (storage.hasComponent(entityId)) {\n const componentMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(mask, componentMask);\n }\n }\n return mask;\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 = getComponentTypeName(componentType);\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 { BitMask64Utils } from './Utils/BigIntCompatibility';\nimport { createLogger } from '../Utils/Logger';\nimport { getComponentInstanceTypeName, getComponentTypeName } from './Decorators';\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 * 通知Scene中的QuerySystem实体组件发生变动\n *\n * @param entity 发生组件变动的实体\n */\n static notifyQuerySystems(entity) {\n // 只通知Scene中的QuerySystem\n if (entity.scene && entity.scene.querySystem) {\n entity.scene.querySystem.updateEntity(entity);\n entity.scene.clearSystemEntityCaches();\n }\n }\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 * 所属场景引用\n */\n this.scene = null;\n /**\n * 销毁状态标志\n */\n this._isDestroyed = false;\n /**\n * 父实体引用\n */\n this._parent = null;\n /**\n * 子实体集合\n */\n this._children = [];\n /**\n * 激活状态\n */\n this._active = true;\n /**\n * 实体标签\n */\n this._tag = 0;\n /**\n * 启用状态\n */\n this._enabled = true;\n /**\n * 更新顺序\n */\n this._updateOrder = 0;\n /**\n * 组件位掩码(用于快速 hasComponent 检查)\n */\n this._componentMask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n /**\n * 懒加载的组件数组缓存\n */\n this._componentCache = null;\n /**\n * 本地组件存储(用于没有 Scene 的 Entity)\n * 当 Entity 添加到 Scene 时,组件会迁移到 Scene 的 componentStorageManager\n */\n this._localComponents = new Map();\n this.name = name;\n this.id = id;\n }\n /**\n * 获取销毁状态\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 * 获取组件数组(懒加载)\n * @returns 只读的组件数组\n */\n get components() {\n if (this._componentCache === null) {\n this._rebuildComponentCache();\n }\n return this._componentCache;\n }\n /**\n * 从存储重建组件缓存\n */\n _rebuildComponentCache() {\n const components = [];\n const mask = this._componentMask;\n const maxBitIndex = ComponentRegistry.getRegisteredCount();\n for (let bitIndex = 0; bitIndex < maxBitIndex; bitIndex++) {\n if (BitMask64Utils.getBitExtended(mask, bitIndex)) {\n const componentType = ComponentRegistry.getTypeByBitIndex(bitIndex);\n if (componentType) {\n let component = null;\n // 优先从 Scene 存储获取\n if (this.scene?.componentStorageManager) {\n component = this.scene.componentStorageManager.getComponent(this.id, componentType);\n }\n // Fallback 到本地存储\n if (!component) {\n component = this._localComponents.get(componentType) || null;\n }\n if (component) {\n components.push(component);\n }\n }\n }\n }\n this._componentCache = components;\n }\n /**\n * 获取父实体\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 if (!ComponentRegistry.isRegistered(componentType)) {\n ComponentRegistry.register(componentType);\n }\n // 存储到本地 Map\n this._localComponents.set(componentType, component);\n // 更新位掩码\n const componentMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(this._componentMask, componentMask);\n // 使缓存失效\n this._componentCache = null;\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 if (this.hasComponent(componentType)) {\n throw new Error(`Entity ${this.name} already has component ${getComponentTypeName(componentType)}`);\n }\n this.addComponentInternal(component);\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.addComponent(this.id, component);\n }\n component.onAddedToEntity();\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: getComponentTypeName(componentType),\n component: component\n });\n }\n // 通知所有相关的QuerySystem组件已变动\n Entity.notifyQuerySystems(this);\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 // 快速检查:位掩码\n if (!this.hasComponent(type)) {\n return null;\n }\n // 优先从 Scene 存储获取\n if (this.scene?.componentStorageManager) {\n const component = this.scene.componentStorageManager.getComponent(this.id, type);\n if (component) {\n return component;\n }\n }\n // Fallback 到本地存储\n return this._localComponents.get(type) || null;\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 BitMask64Utils.hasAny(this._componentMask, mask);\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 if (!ComponentRegistry.isRegistered(componentType)) {\n return;\n }\n const bitIndex = ComponentRegistry.getBitIndex(componentType);\n // 从本地存储移除\n this._localComponents.delete(componentType);\n // 更新位掩码\n BitMask64Utils.clearBitExtended(this._componentMask, bitIndex);\n // 使缓存失效\n this._componentCache = null;\n // 从 Scene 存储移除\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.removeComponent(this.id, componentType);\n }\n if (component.onRemovedFromEntity) {\n component.onRemovedFromEntity();\n }\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: getComponentTypeName(componentType),\n component: component\n });\n }\n // 通知所有相关的QuerySystem组件已变动\n Entity.notifyQuerySystems(this);\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 const componentsToRemove = [...this.components];\n // 清除本地存储\n this._localComponents.clear();\n // 清除位掩码\n BitMask64Utils.clear(this._componentMask);\n // 使缓存失效\n this._componentCache = null;\n for (const component of componentsToRemove) {\n const componentType = component.constructor;\n if (this.scene && this.scene.componentStorageManager) {\n this.scene.componentStorageManager.removeComponent(this.id, componentType);\n }\n component.onRemovedFromEntity();\n }\n // 通知所有相关的QuerySystem组件已全部移除\n Entity.notifyQuerySystems(this);\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 Entity._logger.warn(`添加组件失败 ${getComponentInstanceTypeName(component)}:`, 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 if (child._parent) {\n child._parent.removeChild(child);\n }\n child._parent = this;\n this._children.push(child);\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 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 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 for (const child of this._children) {\n if (child.name === name) {\n return child;\n }\n }\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 for (const child of this._children) {\n if (child.tag === tag) {\n result.push(child);\n }\n }\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 for (const component of this.components) {\n if ('onActiveChanged' in component && typeof component.onActiveChanged === 'function') {\n component.onActiveChanged();\n }\n }\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 * 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 const childrenToDestroy = [...this._children];\n for (const child of childrenToDestroy) {\n child.destroy();\n }\n if (this._parent) {\n this._parent.removeChild(this);\n }\n this.removeAllComponents();\n if (this.scene) {\n if (this.scene.querySystem) {\n this.scene.querySystem.removeEntity(this);\n }\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 => getComponentInstanceTypeName(c)),\n componentMask: BitMask64Utils.toString(this._componentMask, 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 cacheBuilt: this._componentCache !== null\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._scene = scene;\n }\n /**\n * 添加实体\n * @param entity 要添加的实体\n */\n add(entity) {\n this.addImmediate(entity);\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\n * @param entity 要移除的实体\n */\n remove(entity) {\n this.removeImmediate(entity);\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 * 更新实体列表\n *\n * 处理延迟操作(添加/删除实体)\n */\n update() {\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';\nimport { getSystemInstanceTypeName } from '../Decorators';\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 for (const processor of this._processors) {\n try {\n processor.reset();\n }\n catch (error) {\n EntityProcessorList._logger.error(`Error in processor ${getSystemInstanceTypeName(processor)}:`, error);\n }\n }\n this._isDirty = false;\n this._processors.length = 0;\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 ${getSystemInstanceTypeName(processor)}:`, 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","import { getComponentTypeName } from '../Decorators';\n/**\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\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(${this.condition.all.map(t => getComponentTypeName(t)).join(', ')})`);\n }\n if (this.condition.any.length > 0) {\n parts.push(`any(${this.condition.any.map(t => getComponentTypeName(t)).join(', ')})`);\n }\n if (this.condition.none.length > 0) {\n parts.push(`none(${this.condition.none.map(t => getComponentTypeName(t)).join(', ')})`);\n }\n if (this.condition.tag !== undefined) {\n parts.push(`tag(${this.condition.tag})`);\n }\n if (this.condition.name !== undefined) {\n parts.push(`name(${this.condition.name})`);\n }\n if (this.condition.component !== undefined) {\n parts.push(`component(${getComponentTypeName(this.condition.component)})`);\n }\n return `Matcher[${parts.join(' & ')}]`;\n }\n}\n//# sourceMappingURL=Matcher.js.map","import { BitMask64Utils } from './BigIntCompatibility';\n/**\n * 位集合类,用于高效的位操作\n * 自动扩展支持:默认 64 位,超过时自动扩展到 128/256 位\n * 扩展模式性能略有下降,但仍然比数组遍历快得多\n */\nexport class Bits {\n /**\n * 构造函数,创建位集合\n * @param initialValue 初始值,可以是BitMask64Data对象、数字或字符串\n */\n constructor(initialValue) {\n if (initialValue && typeof initialValue === 'object') {\n this._value = BitMask64Utils.clone(initialValue);\n }\n else if (typeof initialValue === 'number') {\n this._value = BitMask64Utils.fromNumber(initialValue);\n }\n else if (typeof initialValue === 'string') {\n const num = parseInt(initialValue, 10);\n this._value = BitMask64Utils.fromNumber(num);\n }\n else {\n this._value = BitMask64Utils.clone(BitMask64Utils.ZERO);\n }\n }\n /**\n * 设置指定位为1\n * 自动扩展:当索引超过 64 时,自动扩展到 128/256 位\n * @param index 位索引(0-based)\n * @throws 当位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 BitMask64Utils.setBitExtended(this._value, index);\n }\n /**\n * 清除指定位为0\n * @param index 位索引\n * @throws 当位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 BitMask64Utils.clearBitExtended(this._value, index);\n }\n /**\n * 获取指定位的值\n * @param index 位索引\n * @returns 如果位被设置为1则返回true,否则返回false\n */\n get(index) {\n return BitMask64Utils.getBitExtended(this._value, index);\n }\n /**\n * 检查是否包含另一个位集合的所有位\n * @param other 另一个位集合\n * @returns 如果包含other的所有设置位则返回true\n */\n containsAll(other) {\n return BitMask64Utils.hasAll(this._value, other._value);\n }\n /**\n * 检查是否与另一个位集合有交集\n * @param other 另一个位集合\n * @returns 如果有共同的设置位则返回true\n */\n intersects(other) {\n return BitMask64Utils.hasAny(this._value, other._value);\n }\n /**\n * 检查是否与另一个位集合没有交集\n * @param other 另一个位集合\n * @returns 如果没有共同的设置位则返回true\n */\n excludes(other) {\n return BitMask64Utils.hasNone(this._value, other._value);\n }\n /**\n * 清除所有位为0\n */\n clearAll() {\n BitMask64Utils.clear(this._value);\n }\n /**\n * 检查位集合是否为空\n * @returns 如果所有位都为0则返回true\n */\n isEmpty() {\n return BitMask64Utils.isZero(this._value);\n }\n /**\n * 计算设置为1的位数\n * @returns 设置位的总数\n */\n cardinality() {\n return BitMask64Utils.popCount(this._value);\n }\n /**\n * 与另一个位集合执行按位与操作\n * @param other 另一个位集合\n * @returns 新的位集合,包含按位与的结果\n */\n and(other) {\n const result = new Bits();\n BitMask64Utils.copy(this._value, result._value);\n BitMask64Utils.andInPlace(result._value, other._value);\n return result;\n }\n /**\n * 与另一个位集合执行按位或操作\n * @param other 另一个位集合\n * @returns 新的位集合,包含按位或的结果\n */\n or(other) {\n const result = new Bits();\n BitMask64Utils.copy(this._value, result._value);\n BitMask64Utils.orInPlace(result._value, other._value);\n return result;\n }\n /**\n * 与另一个位集合执行按位异或操作\n * @param other 另一个位集合\n * @returns 新的位集合,包含按位异或的结果\n */\n xor(other) {\n const result = new Bits();\n BitMask64Utils.copy(this._value, result._value);\n BitMask64Utils.xorInPlace(result._value, other._value);\n return result;\n }\n /**\n * 执行按位取反操作\n * @param maxBits 最大位数,默认为64\n * @returns 新的位集合,包含按位取反的结果\n */\n not(maxBits = 64) {\n if (maxBits > 64) {\n maxBits = 64;\n }\n const result = new Bits();\n BitMask64Utils.copy(this._value, result._value);\n if (maxBits <= 32) {\n const mask = (1 << maxBits) - 1;\n result._value.lo = (~result._value.lo) & mask;\n result._value.hi = 0;\n }\n else {\n result._value.lo = ~result._value.lo;\n if (maxBits < 64) {\n const remainingBits = maxBits - 32;\n const mask = (1 << remainingBits) - 1;\n result._value.hi = (~result._value.hi) & mask;\n }\n else {\n result._value.hi = ~result._value.hi;\n }\n }\n return result;\n }\n /**\n * 从另一个位集合复制值\n * @param other 源位集合\n */\n copyFrom(other) {\n BitMask64Utils.copy(other._value, this._value);\n }\n /**\n * 创建当前位集合的深拷贝\n * @returns 新的位集合,内容与当前位集合相同\n */\n clone() {\n return new Bits(this._value);\n }\n /**\n * 获取内部的64位掩码数据\n * @returns 内部存储的BitMask64Data对象\n */\n getValue() {\n return this._value;\n }\n /**\n * 设置位集合的值\n * @param value 新值,可以是BitMask64Data对象、数字或字符串\n */\n setValue(value) {\n if (typeof value === 'object') {\n BitMask64Utils.copy(value, this._value);\n }\n else if (typeof value === 'number') {\n this._value = BitMask64Utils.fromNumber(value);\n }\n else {\n const num = parseInt(value, 10);\n this._value = BitMask64Utils.fromNumber(num);\n }\n }\n /**\n * 将位集合转换为可读字符串\n * @returns 格式为\"Bits[index1, index2, ...]\"的字符串\n */\n toString() {\n const bits = [];\n for (let i = 0; i < 64; i++) {\n if (this.get(i)) {\n bits.push(i.toString());\n }\n }\n return `Bits[${bits.join(', ')}]`;\n }\n /**\n * 将位集合转换为二进制字符串\n * @param maxBits 最大位数,默认为64\n * @returns 二进制字符串表示,每8位用空格分隔\n */\n toBinaryString(maxBits = 64) {\n if (maxBits > 64)\n 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 * 将位集合转换为十六进制字符串\n * @returns 十六进制字符串表示,带0x前缀\n */\n toHexString() {\n return BitMask64Utils.toString(this._value, 16);\n }\n /**\n * 从二进制字符串创建位集合\n * @param binaryString 二进制字符串,可以包含空格\n * @returns 新的位集合对象\n */\n static fromBinaryString(binaryString) {\n const cleanString = binaryString.replace(/\\s/g, '');\n let data;\n if (cleanString.length <= 32) {\n const num = parseInt(cleanString, 2);\n data = { lo: num >>> 0, hi: 0 };\n }\n else {\n const loBits = cleanString.substring(cleanString.length - 32);\n const hiBits = cleanString.substring(0, cleanString.length - 32);\n const lo = parseInt(loBits, 2);\n const hi = parseInt(hiBits, 2);\n data = { lo: lo >>> 0, hi: hi >>> 0 };\n }\n return new Bits(data);\n }\n /**\n * 从十六进制字符串创建位集合\n * @param hexString 十六进制字符串,可以带或不带0x前缀\n * @returns 新的位集合对象\n */\n static fromHexString(hexString) {\n const cleanString = hexString.replace(/^0x/i, '');\n let data;\n if (cleanString.length <= 8) {\n const num = parseInt(cleanString, 16);\n data = { lo: num >>> 0, hi: 0 };\n }\n else {\n const loBits = cleanString.substring(cleanString.length - 8);\n const hiBits = cleanString.substring(0, cleanString.length - 8);\n const lo = parseInt(loBits, 16);\n const hi = parseInt(hiBits, 16);\n data = { lo: lo >>> 0, hi: hi >>> 0 };\n }\n return new Bits(data);\n }\n /**\n * 检查是否与另一个位集合相等\n * @param other 另一个位集合\n * @returns 如果两个位集合完全相同则返回true\n */\n equals(other) {\n return BitMask64Utils.equals(this._value, other._value);\n }\n /**\n * 获取最高位设置位的索引\n * @returns 最高位设置位的索引,如果位集合为空则返回-1\n */\n getHighestBitIndex() {\n if (BitMask64Utils.isZero(this._value)) {\n return -1;\n }\n if (this._value.hi !== 0) {\n for (let i = 31; i >= 0; i--) {\n if ((this._value.hi & (1 << i)) !== 0) {\n return i + 32;\n }\n }\n }\n for (let i = 31; i >= 0; i--) {\n if ((this._value.lo & (1 << i)) !== 0) {\n return i;\n }\n }\n return -1;\n }\n /**\n * 获取最低位设置位的索引\n * @returns 最低位设置位的索引,如果位集合为空则返回-1\n */\n getLowestBitIndex() {\n if (BitMask64Utils.isZero(this._value)) {\n return -1;\n }\n for (let i = 0; i < 32; i++) {\n if ((this._value.lo & (1 << i)) !== 0) {\n return i;\n }\n }\n for (let i = 0; i < 32; i++) {\n if ((this._value.hi & (1 << i)) !== 0) {\n return i + 32;\n }\n }\n return -1;\n }\n}\n//# sourceMappingURL=Bits.js.map","import { Bits } from './Bits';\nimport { getComponentTypeName } from '../Decorators';\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 * 支持无限数量的组件类型(通过自动扩展 BitMask)\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, getComponentTypeName(componentType));\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);\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","/**\n * 稀疏集合实现\n *\n * 提供O(1)的插入、删除、查找操作,同时保持数据的紧凑存储。\n * 使用密集数组存储实际数据,稀疏映射提供快速访问\n *\n * @template T 存储的数据类型\n *\n * @example\n * ```typescript\n * const sparseSet = new SparseSet<Entity>();\n *\n * sparseSet.add(entity1);\n * sparseSet.add(entity2);\n *\n * if (sparseSet.has(entity1)) {\n * sparseSet.remove(entity1);\n * }\n *\n * sparseSet.forEach((entity, index) => {\n * console.log(`Entity at index ${index}: ${entity.name}`);\n * });\n * ```\n */\nexport class SparseSet {\n constructor() {\n /**\n * 密集存储数组\n *\n * 连续存储所有有效数据,确保遍历时的缓存友好性。\n */\n this._dense = [];\n /**\n * 稀疏映射表\n *\n * 将数据项映射到密集数组中的索引,提供O(1)的查找性能。\n */\n this._sparse = new Map();\n }\n /**\n * 添加元素到集合\n *\n * @param item 要添加的元素\n * @returns 是否成功添加(false表示元素已存在)\n */\n add(item) {\n if (this._sparse.has(item)) {\n return false; // 元素已存在\n }\n const index = this._dense.length;\n this._dense.push(item);\n this._sparse.set(item, index);\n return true;\n }\n /**\n * 从集合中移除元素\n *\n * 使用swap-and-pop技术保持数组紧凑性:\n * 1. 将要删除的元素与最后一个元素交换\n * 2. 删除最后一个元素\n * 3. 更新映射表\n *\n * @param item 要移除的元素\n * @returns 是否成功移除(false表示元素不存在)\n */\n remove(item) {\n const index = this._sparse.get(item);\n if (index === undefined) {\n return false; // 元素不存在\n }\n const lastIndex = this._dense.length - 1;\n // 如果不是最后一个元素,则与最后一个元素交换\n if (index !== lastIndex) {\n const lastItem = this._dense[lastIndex];\n this._dense[index] = lastItem;\n this._sparse.set(lastItem, index);\n }\n // 移除最后一个元素\n this._dense.pop();\n this._sparse.delete(item);\n return true;\n }\n /**\n * 检查元素是否存在于集合中\n *\n * @param item 要检查的元素\n * @returns 元素是否存在\n */\n has(item) {\n return this._sparse.has(item);\n }\n /**\n * 获取元素在密集数组中的索引\n *\n * @param item 要查询的元素\n * @returns 索引,如果元素不存在则返回undefined\n */\n getIndex(item) {\n return this._sparse.get(item);\n }\n /**\n * 根据索引获取元素\n *\n * @param index 索引\n * @returns 元素,如果索引无效则返回undefined\n */\n getByIndex(index) {\n return this._dense[index];\n }\n /**\n * 获取集合大小\n */\n get size() {\n return this._dense.length;\n }\n /**\n * 检查集合是否为空\n */\n get isEmpty() {\n return this._dense.length === 0;\n }\n /**\n * 遍历集合中的所有元素\n *\n * 保证遍历顺序与添加顺序一致(除非中间有删除操作)。\n * 遍历性能优秀,因为数据在内存中连续存储。\n *\n * @param callback 遍历回调函数\n */\n forEach(callback) {\n for (let i = 0; i < this._dense.length; i++) {\n callback(this._dense[i], i);\n }\n }\n /**\n * 映射集合中的所有元素\n *\n * @param callback 映射回调函数\n * @returns 映射后的新数组\n */\n map(callback) {\n const result = [];\n for (let i = 0; i < this._dense.length; i++) {\n result.push(callback(this._dense[i], i));\n }\n return result;\n }\n /**\n * 过滤集合中的元素\n *\n * @param predicate 过滤条件\n * @returns 满足条件的元素数组\n */\n filter(predicate) {\n const result = [];\n for (let i = 0; i < this._dense.length; i++) {\n if (predicate(this._dense[i], i)) {\n result.push(this._dense[i]);\n }\n }\n return result;\n }\n /**\n * 查找第一个满足条件的元素\n *\n * @param predicate 查找条件\n * @returns 找到的元素,如果没有则返回undefined\n */\n find(predicate) {\n for (let i = 0; i < this._dense.length; i++) {\n if (predicate(this._dense[i], i)) {\n return this._dense[i];\n }\n }\n return undefined;\n }\n /**\n * 检查是否存在满足条件的元素\n *\n * @param predicate 检查条件\n * @returns 是否存在满足条件的元素\n */\n some(predicate) {\n for (let i = 0; i < this._dense.length; i++) {\n if (predicate(this._dense[i], i)) {\n return true;\n }\n }\n return false;\n }\n /**\n * 检查是否所有元素都满足条件\n *\n * @param predicate 检查条件\n * @returns 是否所有元素都满足条件\n */\n every(predicate) {\n for (let i = 0; i < this._dense.length; i++) {\n if (!predicate(this._dense[i], i)) {\n return false;\n }\n }\n return true;\n }\n /**\n * 获取密集数组的只读副本\n *\n * 返回数组的浅拷贝,确保外部无法直接修改内部数据。\n */\n getDenseArray() {\n return [...this._dense];\n }\n /**\n * 获取密集数组的直接引用(内部使用)\n *\n * 警告:直接修改返回的数组会破坏数据结构的完整性。\n * 仅在性能关键场景下使用,并确保不会修改数组内容。\n */\n getDenseArrayUnsafe() {\n return this._dense;\n }\n /**\n * 清空集合\n */\n clear() {\n this._dense.length = 0;\n this._sparse.clear();\n }\n /**\n * 转换为数组\n */\n toArray() {\n return [...this._dense];\n }\n /**\n * 转换为Set\n */\n toSet() {\n return new Set(this._dense);\n }\n /**\n * 获取内存使用统计信息\n */\n getMemoryStats() {\n const denseArraySize = this._dense.length * 8; // 估计每个引用8字节\n const sparseMapSize = this._sparse.size * 16; // 估计每个Map条目16字节\n return {\n denseArraySize,\n sparseMapSize,\n totalMemory: denseArraySize + sparseMapSize\n };\n }\n /**\n * 验证数据结构的完整性\n *\n * 调试用方法,检查内部数据结构是否一致。\n */\n validate() {\n // 检查大小一致性\n if (this._dense.length !== this._sparse.size) {\n return false;\n }\n // 检查映射关系的正确性\n for (let i = 0; i < this._dense.length; i++) {\n const item = this._dense[i];\n const mappedIndex = this._sparse.get(item);\n if (mappedIndex !== i) {\n return false;\n }\n }\n // 检查稀疏映射中的所有项都在密集数组中\n for (const [item, index] of this._sparse) {\n if (index >= this._dense.length || this._dense[index] !== item) {\n return false;\n }\n }\n return true;\n }\n}\n//# sourceMappingURL=SparseSet.js.map","import { ComponentRegistry } from '../Core/ComponentStorage';\nimport { BitMask64Utils } from './BigIntCompatibility';\nimport { SparseSet } from './SparseSet';\nimport { Pool } from '../../Utils/Pool/Pool';\n/**\n * 可池化的实体集合\n *\n * 实现IPoolable接口,支持对象池复用以减少内存分配开销。\n */\nclass PoolableEntitySet extends Set {\n constructor(...args) {\n super();\n }\n reset() {\n this.clear();\n }\n}\n/**\n * 组件稀疏集合实现\n *\n * 结合通用稀疏集合和组件位掩码\n *\n * 存储结构:\n * - 稀疏集合存储实体\n * - 位掩码数组存储组件信息\n * - 组件类型映射表\n */\nexport class ComponentSparseSet {\n constructor() {\n /**\n * 组件位掩码数组\n *\n * 与实体稀疏集合的密集数组对应,存储每个实体的组件位掩码。\n * 数组索引与稀疏集合的密集数组索引一一对应。\n */\n this._componentMasks = [];\n /**\n * 组件类型到实体集合的映射\n *\n * 维护每个组件类型对应的实体集合,用于快速的单组件查询。\n */\n this._componentToEntities = new Map();\n this._entities = new SparseSet();\n }\n /**\n * 添加实体到组件索引\n *\n * 分析实体的组件组成,生成位掩码,并更新所有相关索引。\n *\n * @param entity 要添加的实体\n */\n addEntity(entity) {\n // 如果实体已存在,先移除旧数据\n if (this._entities.has(entity)) {\n this.removeEntity(entity);\n }\n let componentMask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n const entityComponents = new Set();\n // 分析实体组件并构建位掩码\n for (const component of entity.components) {\n const componentType = component.constructor;\n entityComponents.add(componentType);\n // 确保组件类型已注册\n if (!ComponentRegistry.isRegistered(componentType)) {\n ComponentRegistry.register(componentType);\n }\n // 获取组件位掩码并合并\n const bitMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(componentMask, bitMask);\n }\n // 添加实体到稀疏集合\n this._entities.add(entity);\n const entityIndex = this._entities.getIndex(entity);\n // 确保位掩码数组有足够空间\n while (this._componentMasks.length <= entityIndex) {\n this._componentMasks.push(BitMask64Utils.clone(BitMask64Utils.ZERO));\n }\n this._componentMasks[entityIndex] = componentMask;\n // 更新组件类型到实体的映射\n this.updateComponentMappings(entity, entityComponents, true);\n }\n /**\n * 从组件索引中移除实体\n *\n * 清理实体相关的所有索引数据,保持数据结构的紧凑性。\n *\n * @param entity 要移除的实体\n */\n removeEntity(entity) {\n const entityIndex = this._entities.getIndex(entity);\n if (entityIndex === undefined) {\n return; // 实体不存在\n }\n // 获取实体的组件类型集合\n const entityComponents = this.getEntityComponentTypes(entity);\n // 更新组件类型到实体的映射\n this.updateComponentMappings(entity, entityComponents, false);\n // 从稀疏集合中移除实体\n this._entities.remove(entity);\n // 维护位掩码数组的紧凑性\n const lastIndex = this._componentMasks.length - 1;\n if (entityIndex !== lastIndex) {\n // 将最后一个位掩码移动到当前位置\n this._componentMasks[entityIndex] = this._componentMasks[lastIndex];\n }\n this._componentMasks.pop();\n }\n /**\n * 查询包含指定组件的所有实体\n *\n * @param componentType 组件类型\n * @returns 包含该组件的实体集合\n */\n queryByComponent(componentType) {\n const entities = this._componentToEntities.get(componentType);\n return entities ? new Set(entities) : new Set();\n }\n /**\n * 多组件查询(AND操作)\n *\n * 查找同时包含所有指定组件的实体。\n *\n * @param componentTypes 组件类型数组\n * @returns 满足条件的实体集合\n */\n queryMultipleAnd(componentTypes) {\n if (componentTypes.length === 0) {\n return new Set();\n }\n if (componentTypes.length === 1) {\n return this.queryByComponent(componentTypes[0]);\n }\n // 构建目标位掩码\n let targetMask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const componentType of componentTypes) {\n if (!ComponentRegistry.isRegistered(componentType)) {\n return new Set(); // 未注册的组件类型,结果为空\n }\n const bitMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(targetMask, bitMask);\n }\n const result = ComponentSparseSet._entitySetPool.obtain();\n // 遍历所有实体,检查位掩码匹配\n this._entities.forEach((entity, index) => {\n const entityMask = this._componentMasks[index];\n if (BitMask64Utils.hasAll(entityMask, targetMask)) {\n result.add(entity);\n }\n });\n return result;\n }\n /**\n * 多组件查询(OR操作)\n *\n * 查找包含任意一个指定组件的实体。\n *\n * @param componentTypes 组件类型数组\n * @returns 满足条件的实体集合\n */\n queryMultipleOr(componentTypes) {\n if (componentTypes.length === 0) {\n return new Set();\n }\n if (componentTypes.length === 1) {\n return this.queryByComponent(componentTypes[0]);\n }\n // 构建目标位掩码\n let targetMask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const componentType of componentTypes) {\n if (ComponentRegistry.isRegistered(componentType)) {\n const bitMask = ComponentRegistry.getBitMask(componentType);\n BitMask64Utils.orInPlace(targetMask, bitMask);\n }\n }\n if (BitMask64Utils.equals(targetMask, BitMask64Utils.ZERO)) {\n return new Set(); // 没有有效的组件类型\n }\n const result = ComponentSparseSet._entitySetPool.obtain();\n // 遍历所有实体,检查位掩码匹配\n this._entities.forEach((entity, index) => {\n const entityMask = this._componentMasks[index];\n if (BitMask64Utils.hasAny(entityMask, targetMask)) {\n result.add(entity);\n }\n });\n return result;\n }\n /**\n * 检查实体是否包含指定组件\n *\n * @param entity 实体\n * @param componentType 组件类型\n * @returns 是否包含该组件\n */\n hasComponent(entity, componentType) {\n const entityIndex = this._entities.getIndex(entity);\n if (entityIndex === undefined) {\n return false;\n }\n if (!ComponentRegistry.isRegistered(componentType)) {\n return false;\n }\n const entityMask = this._componentMasks[entityIndex];\n const componentMask = ComponentRegistry.getBitMask(componentType);\n return BitMask64Utils.hasAny(entityMask, componentMask);\n }\n /**\n * 获取实体的组件位掩码\n *\n * @param entity 实体\n * @returns 组件位掩码,如果实体不存在则返回undefined\n */\n getEntityMask(entity) {\n const entityIndex = this._entities.getIndex(entity);\n if (entityIndex === undefined) {\n return undefined;\n }\n return this._componentMasks[entityIndex];\n }\n /**\n * 获取所有实体\n *\n * @returns 所有实体的数组\n */\n getAllEntities() {\n return this._entities.toArray();\n }\n /**\n * 获取实体数量\n */\n get size() {\n return this._entities.size;\n }\n /**\n * 检查是否为空\n */\n get isEmpty() {\n return this._entities.isEmpty;\n }\n /**\n * 遍历所有实体\n *\n * @param callback 遍历回调函数\n */\n forEach(callback) {\n this._entities.forEach((entity, index) => {\n callback(entity, this._componentMasks[index], index);\n });\n }\n /**\n * 清空所有数据\n */\n clear() {\n this._entities.clear();\n this._componentMasks.length = 0;\n // 清理时将所有持有的实体集合返回到池中\n for (const entitySet of this._componentToEntities.values()) {\n ComponentSparseSet._entitySetPool.release(entitySet);\n }\n this._componentToEntities.clear();\n }\n /**\n * 获取内存使用统计\n */\n getMemoryStats() {\n const entitiesStats = this._entities.getMemoryStats();\n const masksMemory = this._componentMasks.length * 16; // 估计每个BigInt 16字节\n let mappingsMemory = this._componentToEntities.size * 16; // Map条目开销\n for (const entitySet of this._componentToEntities.values()) {\n mappingsMemory += entitySet.size * 8; // 每个实体引用8字节\n }\n return {\n entitiesMemory: entitiesStats.totalMemory,\n masksMemory,\n mappingsMemory,\n totalMemory: entitiesStats.totalMemory + masksMemory + mappingsMemory\n };\n }\n /**\n * 验证数据结构完整性\n */\n validate() {\n // 检查稀疏集合的有效性\n if (!this._entities.validate()) {\n return false;\n }\n // 检查位掩码数组长度一致性\n if (this._componentMasks.length !== this._entities.size) {\n return false;\n }\n // 检查组件映射的一致性\n const allMappedEntities = new Set();\n for (const entitySet of this._componentToEntities.values()) {\n for (const entity of entitySet) {\n allMappedEntities.add(entity);\n }\n }\n // 验证映射中的实体都在稀疏集合中\n for (const entity of allMappedEntities) {\n if (!this._entities.has(entity)) {\n return false;\n }\n }\n return true;\n }\n /**\n * 获取实体的组件类型集合\n */\n getEntityComponentTypes(entity) {\n const componentTypes = new Set();\n for (const component of entity.components) {\n componentTypes.add(component.constructor);\n }\n return componentTypes;\n }\n /**\n * 更新组件类型到实体的映射\n */\n updateComponentMappings(entity, componentTypes, add) {\n for (const componentType of componentTypes) {\n let entities = this._componentToEntities.get(componentType);\n if (add) {\n if (!entities) {\n entities = ComponentSparseSet._entitySetPool.obtain();\n this._componentToEntities.set(componentType, entities);\n }\n entities.add(entity);\n }\n else {\n if (entities) {\n entities.delete(entity);\n if (entities.size === 0) {\n this._componentToEntities.delete(componentType);\n ComponentSparseSet._entitySetPool.release(entities);\n }\n }\n }\n }\n }\n}\n/**\n * 实体集合对象池\n *\n * 使用core库的Pool系统来管理PoolableEntitySet对象的复用。\n */\nComponentSparseSet._entitySetPool = Pool.getPool(PoolableEntitySet, 50, 512);\n//# sourceMappingURL=ComponentSparseSet.js.map","import { BitMask64Utils, ComponentTypeManager } from \"../Utils\";\n/**\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 /** 实体组件类型缓存 */\n this._entityComponentTypesCache = new Map();\n /** 所有原型 */\n this._allArchetypes = [];\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.getArchetype(archetypeId);\n if (!archetype) {\n archetype = this.createArchetype(componentTypes);\n }\n archetype.entities.add(entity);\n this._entityToArchetype.set(entity, archetype);\n this.updateComponentIndexes(archetype, componentTypes, true);\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 archetype.entities.delete(entity);\n // 清理实体相关缓存\n this._entityComponentTypesCache.delete(entity);\n this._entityToArchetype.delete(entity);\n }\n /**\n * 更新实体的原型归属\n *\n * 当实体的组件组合发生变化时调用此方法,将实体从旧原型移动到新原型。\n * 如果新的组件组合对应的原型不存在,将自动创建新原型。\n *\n * @param entity 要更新的实体\n */\n updateEntity(entity) {\n const currentArchetype = this._entityToArchetype.get(entity);\n // 清理实体组件类型缓存,强制重新计算\n this._entityComponentTypesCache.delete(entity);\n const newComponentTypes = this.getEntityComponentTypes(entity);\n const newArchetypeId = this.generateArchetypeId(newComponentTypes);\n // 如果实体已在正确的原型中,无需更新\n if (currentArchetype && currentArchetype.id === newArchetypeId) {\n return;\n }\n // 从旧原型中移除实体\n if (currentArchetype) {\n currentArchetype.entities.delete(entity);\n }\n // 获取或创建新原型\n let newArchetype = this.getArchetype(newArchetypeId);\n if (!newArchetype) {\n newArchetype = this.createArchetype(newComponentTypes);\n }\n // 将实体添加到新原型\n newArchetype.entities.add(entity);\n this._entityToArchetype.set(entity, newArchetype);\n // 更新组件索引\n if (currentArchetype) {\n this.updateComponentIndexes(currentArchetype, currentArchetype.componentTypes, false);\n }\n this.updateComponentIndexes(newArchetype, newComponentTypes, true);\n }\n /**\n * 查询包含指定组件组合的原型\n *\n * @param componentTypes 要查询的组件类型列表\n * @param operation 查询操作类型:'AND'(包含所有)或 'OR'(包含任意)\n * @returns 匹配的原型列表及实体总数\n */\n queryArchetypes(componentTypes, operation = 'AND') {\n const matchingArchetypes = [];\n let totalEntities = 0;\n if (operation === 'AND') {\n // 生成查询的 BitMask\n const queryMask = this.generateArchetypeId(componentTypes);\n // 使用 BitMask 位运算快速判断原型是否包含所有指定组件\n for (const archetype of this._allArchetypes) {\n if (BitMask64Utils.hasAll(archetype.id, queryMask)) {\n matchingArchetypes.push(archetype);\n totalEntities += archetype.entities.size;\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.size;\n }\n }\n return {\n archetypes: matchingArchetypes,\n totalEntities\n };\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 this._allArchetypes.slice();\n }\n /**\n * 获取包含指定组件类型的所有实体\n */\n getEntitiesByComponent(componentType) {\n const archetypes = this._componentToArchetypes.get(componentType);\n if (!archetypes || archetypes.size === 0) {\n return [];\n }\n const entities = [];\n for (const archetype of archetypes) {\n for (const entity of archetype.entities) {\n entities.push(entity);\n }\n }\n return entities;\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._entityComponentTypesCache.clear();\n this._allArchetypes = [];\n }\n /**\n * 根据原型ID获取原型\n * @param archetypeId\n * @private\n */\n getArchetype(archetypeId) {\n return this._archetypes.get(archetypeId.hi)?.get(archetypeId.lo);\n }\n /**\n * 更新所有原型数组\n */\n updateAllArchetypeArrays() {\n this._allArchetypes = [];\n for (const [, innerMap] of this._archetypes) {\n for (const [, archetype] of innerMap) {\n this._allArchetypes.push(archetype);\n }\n }\n }\n /**\n * 获取实体的组件类型列表\n */\n getEntityComponentTypes(entity) {\n let componentTypes = this._entityComponentTypesCache.get(entity);\n if (!componentTypes) {\n componentTypes = entity.components.map(component => component.constructor);\n this._entityComponentTypesCache.set(entity, componentTypes);\n }\n return componentTypes;\n }\n /**\n * 生成原型ID\n */\n generateArchetypeId(componentTypes) {\n let entityBits = ComponentTypeManager.instance.getEntityBits(componentTypes);\n return entityBits.getValue();\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: new Set()\n };\n // 存储原型ID - 原型\n let archetypeGroup = this._archetypes.get(id.hi);\n if (!archetypeGroup) {\n archetypeGroup = new Map();\n this._archetypes.set(id.hi, archetypeGroup);\n }\n archetypeGroup.set(id.lo, archetype);\n // 更新数组\n this.updateAllArchetypeArrays();\n return archetype;\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//# sourceMappingURL=ArchetypeSystem.js.map","import { ComponentRegistry } from './ComponentStorage';\nimport { BitMask64Utils } from '../Utils/BigIntCompatibility';\nimport { createLogger } from '../../Utils/Logger';\nimport { getComponentTypeName } from '../Decorators';\nimport { ArchetypeSystem } from './ArchetypeSystem';\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 *\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 // 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 this.componentMaskCache = new Map();\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 byTag: new Map(),\n byName: new Map()\n };\n this.archetypeSystem = new ArchetypeSystem();\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.archetypeSystem.addEntity(entity);\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 // 更新索引管理器\n this.archetypeSystem.addEntity(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 // 更新索引管理器\n this.archetypeSystem.addEntity(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.archetypeSystem.removeEntity(entity);\n this.clearQueryCache();\n // 更新版本号\n this._version++;\n }\n }\n /**\n * 更新实体在查询系统中的索引\n *\n * 当实体的组件组合发生变化时调用此方法,高效地更新实体在查询系统中的索引。\n *\n * @param entity 要更新的实体\n */\n updateEntity(entity) {\n // 检查实体是否在查询系统中\n if (!this.entities.includes(entity)) {\n // 如果实体不在系统中,直接添加\n this.addEntity(entity);\n return;\n }\n // 先从索引中移除实体的旧状态\n this.removeEntityFromIndexes(entity);\n // 更新ArchetypeSystem中的实体状态\n this.archetypeSystem.updateEntity(entity);\n // 重新添加实体到索引(基于新的组件状态)\n this.addEntityToIndexes(entity);\n // 清理查询缓存,因为实体组件状态已改变\n this.clearQueryCache();\n // 更新版本号以使缓存失效\n this._version++;\n }\n /**\n * 将实体添加到各种索引中\n */\n addEntityToIndexes(entity) {\n // 标签索引\n const tag = entity.tag;\n if (tag !== undefined) {\n const tagSet = this.entityIndex.byTag.get(tag) || this.createAndSetTagIndex(tag);\n tagSet.add(entity);\n }\n // 名称索引\n const name = entity.name;\n if (name) {\n const nameSet = this.entityIndex.byName.get(name) || this.createAndSetNameIndex(name);\n nameSet.add(entity);\n }\n }\n createAndSetTagIndex(tag) {\n const set = new Set();\n this.entityIndex.byTag.set(tag, set);\n return set;\n }\n createAndSetNameIndex(name) {\n const set = new Set();\n this.entityIndex.byName.set(name, set);\n return set;\n }\n /**\n * 从各种索引中移除实体\n */\n removeEntityFromIndexes(entity) {\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.byTag.clear();\n this.entityIndex.byName.clear();\n // 清理ArchetypeSystem和ComponentIndexManager\n this.archetypeSystem.clear();\n for (const entity of this.entities) {\n this.addEntityToIndexes(entity);\n this.archetypeSystem.addEntity(entity);\n }\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 = this.generateCacheKey('all', componentTypes);\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 this.queryStats.archetypeHits++;\n const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'AND');\n const entities = [];\n for (const archetype of archetypeResult.archetypes) {\n for (const entity of archetype.entities) {\n entities.push(entity);\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 const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'AND');\n const result = [];\n for (const archetype of archetypeResult.archetypes) {\n for (const entity of archetype.entities) {\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 = this.generateCacheKey('any', componentTypes);\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 this.queryStats.archetypeHits++;\n const archetypeResult = this.archetypeSystem.queryArchetypes(componentTypes, 'OR');\n const entities = [];\n for (const archetype of archetypeResult.archetypes) {\n for (const entity of archetype.entities) {\n entities.push(entity);\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 * 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 ${result.count} 个静态实体`);\n * ```\n */\n queryNone(...componentTypes) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = this.generateCacheKey('none', componentTypes);\n // 检查缓存\n const cached = this.getFromCache(cacheKey);\n if (cached) {\n this.queryStats.cacheHits++;\n return {\n entities: cached,\n count: cached.length,\n executionTime: performance.now() - startTime,\n fromCache: true\n };\n }\n const mask = this.createComponentMask(componentTypes);\n const entities = this.entities.filter(entity => BitMask64Utils.hasNone(entity.componentMask, mask));\n this.addToCache(cacheKey, entities);\n return {\n entities,\n count: entities.length,\n executionTime: performance.now() - startTime,\n fromCache: false\n };\n }\n /**\n * 按标签查询实体\n *\n * 返回具有指定标签的所有实体。\n * 标签查询使用专用索引,具有很高的查询性能。\n *\n * @param tag 要查询的标签值\n * @returns 查询结果,包含匹配的实体和性能信息\n *\n * @example\n * ```typescript\n * // 查询所有玩家实体\n * const players = querySystem.queryByTag(PLAYER_TAG);\n * ```\n */\n queryByTag(tag) {\n const startTime = performance.now();\n this.queryStats.totalQueries++;\n const cacheKey = `tag:${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 = this.generateCacheKey('component', [componentType]);\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 this.queryStats.indexHits++;\n const entities = this.archetypeSystem.getEntitiesByComponent(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 // 检查缓存是否过期或版本过期\n if (Date.now() - entry.timestamp > this.cacheTimeout || entry.version !== this._version) {\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, // 直接使用引用,通过版本号控制失效\n timestamp: Date.now(),\n hitCount: 0,\n version: this._version\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 let minHitCount = Infinity;\n let oldestKey = '';\n let oldestTimestamp = Infinity;\n // 单次遍历找到最少使用或最旧的条目\n for (const [key, entry] of this.queryCache.entries()) {\n if (entry.hitCount < minHitCount ||\n (entry.hitCount === minHitCount && entry.timestamp < oldestTimestamp)) {\n minHitCount = entry.hitCount;\n oldestKey = key;\n oldestTimestamp = entry.timestamp;\n }\n }\n if (oldestKey) {\n this.queryCache.delete(oldestKey);\n }\n }\n }\n /**\n * 清除所有查询缓存\n */\n clearQueryCache() {\n this.queryCache.clear();\n this.componentMaskCache.clear();\n }\n /**\n * 高效的缓存键生成\n */\n generateCacheKey(prefix, componentTypes) {\n // 快速路径:单组件查询\n if (componentTypes.length === 1) {\n const name = getComponentTypeName(componentTypes[0]);\n return `${prefix}:${name}`;\n }\n // 多组件查询:使用排序后的类型名称创建键\n const sortKey = componentTypes.map(t => {\n const name = getComponentTypeName(t);\n return name;\n }).sort().join(',');\n const fullKey = `${prefix}:${sortKey}`;\n return fullKey;\n }\n /**\n * 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 * 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 * 使用缓存避免重复计算。\n *\n * @param componentTypes 组件类型列表\n * @returns 生成的位掩码\n */\n createComponentMask(componentTypes) {\n // 生成缓存键\n const cacheKey = componentTypes.map(t => {\n const name = getComponentTypeName(t);\n return name;\n }).sort().join(',');\n // 检查缓存\n const cached = this.componentMaskCache.get(cacheKey);\n if (cached) {\n return cached;\n }\n let mask = BitMask64Utils.clone(BitMask64Utils.ZERO);\n let hasValidComponents = false;\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n BitMask64Utils.orInPlace(mask, bitMask);\n hasValidComponents = true;\n }\n catch (error) {\n this._logger.warn(`组件类型 ${getComponentTypeName(type)} 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 mask = { lo: 0xFFFFFFFF, hi: 0xFFFFFFFF };\n }\n // 缓存结果\n this.componentMaskCache.set(cacheKey, mask);\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 componentIndexSize: this.archetypeSystem.getAllArchetypes().length,\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 archetypeSystem: this.archetypeSystem.getAllArchetypes().map(a => ({\n id: a.id,\n componentTypes: a.componentTypes.map(t => getComponentTypeName(t)),\n entityCount: a.entities.size\n }))\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 * 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 = BitMask64Utils.clone(BitMask64Utils.ZERO);\n for (const type of componentTypes) {\n try {\n const bitMask = ComponentRegistry.getBitMask(type);\n BitMask64Utils.orInPlace(mask, bitMask);\n }\n catch (error) {\n this._logger.warn(`组件类型 ${getComponentTypeName(type)} 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","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//# 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 * @param enhance 是否增强事件数据(添加timestamp、eventId等),默认false提升性能\n */\n emit(eventType, data, enhance = false) {\n this.validateEventType(eventType);\n const finalData = enhance ? this.enhanceEventData(eventType, data) : data;\n if (this.isDebugMode) {\n EventBus._logger.info(`发射事件: ${eventType}`, finalData);\n }\n this.eventSystem.emitSync(eventType, finalData);\n }\n /**\n * 异步发射事件\n * @param eventType 事件类型\n * @param data 事件数据\n * @param enhance 是否增强事件数据(添加timestamp、eventId等),默认false提升性能\n */\n async emitAsync(eventType, data, enhance = false) {\n this.validateEventType(eventType);\n const finalData = enhance ? this.enhanceEventData(eventType, data) : data;\n if (this.isDebugMode) {\n EventBus._logger.info(`发射异步事件: ${eventType}`, finalData);\n }\n await this.eventSystem.emit(eventType, finalData);\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(仅在debug模式下执行,提升性能)\n * @param eventType 事件类型\n */\n validateEventType(eventType) {\n // 只在debug模式下进行验证,提升生产环境性能\n if (this.isDebugMode) {\n if (!EventTypeValidator.isValid(eventType)) {\n EventBus._logger.warn(`未知事件类型: ${eventType}`);\n // 在调试模式下添加自定义事件类型\n EventTypeValidator.addCustomType(eventType);\n }\n }\n }\n /**\n * 增强事件数据\n * @param eventType 事件类型\n * @param data 原始数据\n */\n enhanceEventData(eventType, data) {\n // 处理null或undefined数据\n if (data === null || data === undefined) {\n return {\n timestamp: Date.now(),\n eventId: `${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//# 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';\nimport { getComponentInstanceTypeName, getSystemInstanceTypeName } from './Decorators';\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\n */\n update() {\n // 更新实体列表(处理延迟操作)\n this.entities.updateLists();\n // 更新实体处理器\n if (this.entityProcessors != null)\n this.entityProcessors.update();\n // 更新实体处理器后处理\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 * 清除所有EntitySystem的实体缓存\n * 当实体或组件发生变化时调用\n */\n clearSystemEntityCaches() {\n for (const system of this.entityProcessors.processors) {\n system.clearEntityCache();\n }\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 // 清除系统缓存以确保系统能及时发现新实体\n if (!deferCacheClear) {\n this.clearSystemEntityCaches();\n }\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 }\n /**\n * 从场景中删除系统(removeEntityProcessor的别名)\n * @param system 系统\n */\n removeSystem(system) {\n this.removeEntityProcessor(system);\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 * 获取场景的调试信息\n */\n getDebugInfo() {\n return {\n name: this.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 => getComponentInstanceTypeName(c))\n })),\n processors: this.entityProcessors.processors.map(processor => ({\n name: getSystemInstanceTypeName(processor),\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\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 { Scene } from './Scene';\nimport { createLogger } from '../Utils/Logger';\nconst logger = createLogger('World');\n/**\n * World类 - ECS世界管理器\n *\n * World是Scene的容器,每个World可以管理多个Scene。\n * 这种设计允许创建独立的游戏世界,如:\n * - 游戏房间(每个房间一个World)\n * - 不同的游戏模式\n * - 独立的模拟环境\n *\n * @example\n * ```typescript\n * // 创建游戏房间的World\n * const roomWorld = new World({ name: 'Room_001' });\n *\n * // 在World中创建Scene\n * const gameScene = roomWorld.createScene('game', new Scene());\n * const uiScene = roomWorld.createScene('ui', new Scene());\n *\n * // 更新整个World\n * roomWorld.update(deltaTime);\n * ```\n */\nexport class World {\n constructor(config = {}) {\n this._scenes = new Map();\n this._activeScenes = new Set();\n this._globalSystems = [];\n this._isActive = false;\n this._config = {\n name: 'World',\n debug: false,\n maxScenes: 10,\n autoCleanup: true,\n ...config\n };\n this.name = this._config.name;\n this._createdAt = Date.now();\n logger.info(`创建World: ${this.name}`);\n }\n // ===== Scene管理 =====\n /**\n * 创建并添加Scene到World\n */\n createScene(sceneId, sceneInstance) {\n if (this._scenes.has(sceneId)) {\n throw new Error(`Scene ID '${sceneId}' 已存在于World '${this.name}' 中`);\n }\n if (this._scenes.size >= this._config.maxScenes) {\n throw new Error(`World '${this.name}' 已达到最大Scene数量限制: ${this._config.maxScenes}`);\n }\n // 如果没有提供Scene实例,创建默认Scene\n const scene = sceneInstance || new Scene();\n // 设置Scene的标识\n if ('id' in scene) {\n scene.id = sceneId;\n }\n if ('name' in scene && !scene.name) {\n scene.name = sceneId;\n }\n this._scenes.set(sceneId, scene);\n // 初始化Scene\n scene.initialize();\n logger.info(`在World '${this.name}' 中创建Scene: ${sceneId}`);\n return scene;\n }\n /**\n * 移除Scene\n */\n removeScene(sceneId) {\n const scene = this._scenes.get(sceneId);\n if (!scene) {\n return false;\n }\n // 如果Scene正在运行,先停止它\n if (this._activeScenes.has(sceneId)) {\n this.setSceneActive(sceneId, false);\n }\n // 清理Scene资源\n scene.end();\n this._scenes.delete(sceneId);\n logger.info(`从World '${this.name}' 中移除Scene: ${sceneId}`);\n return true;\n }\n /**\n * 获取Scene\n */\n getScene(sceneId) {\n return this._scenes.get(sceneId) || null;\n }\n /**\n * 获取所有Scene ID\n */\n getSceneIds() {\n return Array.from(this._scenes.keys());\n }\n /**\n * 获取所有Scene\n */\n getAllScenes() {\n return Array.from(this._scenes.values());\n }\n /**\n * 设置Scene激活状态\n */\n setSceneActive(sceneId, active) {\n const scene = this._scenes.get(sceneId);\n if (!scene) {\n logger.warn(`Scene '${sceneId}' 不存在于World '${this.name}' 中`);\n return;\n }\n if (active) {\n this._activeScenes.add(sceneId);\n // 启动Scene\n if (scene.begin) {\n scene.begin();\n }\n logger.debug(`在World '${this.name}' 中激活Scene: ${sceneId}`);\n }\n else {\n this._activeScenes.delete(sceneId);\n // 可选择性地停止Scene,或者让它继续运行但不更新\n logger.debug(`在World '${this.name}' 中停用Scene: ${sceneId}`);\n }\n }\n /**\n * 检查Scene是否激活\n */\n isSceneActive(sceneId) {\n return this._activeScenes.has(sceneId);\n }\n /**\n * 获取活跃Scene数量\n */\n getActiveSceneCount() {\n return this._activeScenes.size;\n }\n // ===== 全局System管理 =====\n /**\n * 添加全局System\n * 全局System会在所有激活Scene之前更新\n */\n addGlobalSystem(system) {\n if (this._globalSystems.includes(system)) {\n return system;\n }\n this._globalSystems.push(system);\n if (system.initialize) {\n system.initialize();\n }\n logger.debug(`在World '${this.name}' 中添加全局System: ${system.name}`);\n return system;\n }\n /**\n * 移除全局System\n */\n removeGlobalSystem(system) {\n const index = this._globalSystems.indexOf(system);\n if (index === -1) {\n return false;\n }\n this._globalSystems.splice(index, 1);\n if (system.reset) {\n system.reset();\n }\n logger.debug(`从World '${this.name}' 中移除全局System: ${system.name}`);\n return true;\n }\n /**\n * 获取全局System\n */\n getGlobalSystem(type) {\n for (const system of this._globalSystems) {\n if (system instanceof type) {\n return system;\n }\n }\n return null;\n }\n // ===== World生命周期 =====\n /**\n * 启动World\n */\n start() {\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n // 启动所有全局System\n for (const system of this._globalSystems) {\n if (system.initialize) {\n system.initialize();\n }\n }\n logger.info(`启动World: ${this.name}`);\n }\n /**\n * 停止World\n */\n stop() {\n if (!this._isActive) {\n return;\n }\n // 停止所有Scene\n for (const sceneId of this._activeScenes) {\n this.setSceneActive(sceneId, false);\n }\n // 重置所有全局System\n for (const system of this._globalSystems) {\n if (system.reset) {\n system.reset();\n }\n }\n this._isActive = false;\n logger.info(`停止World: ${this.name}`);\n }\n /**\n * 更新World中的全局System\n * 注意:此方法由Core.update()调用,不应直接调用\n */\n updateGlobalSystems() {\n if (!this._isActive) {\n return;\n }\n // 更新全局System\n for (const system of this._globalSystems) {\n if (system.update) {\n system.update();\n }\n }\n }\n /**\n * 更新World中的所有激活Scene\n * 注意:此方法由Core.update()调用,不应直接调用\n */\n updateScenes() {\n if (!this._isActive) {\n return;\n }\n // 更新所有激活的Scene\n for (const sceneId of this._activeScenes) {\n const scene = this._scenes.get(sceneId);\n if (scene && scene.update) {\n scene.update();\n }\n }\n // 自动清理(如果启用)\n if (this._config.autoCleanup && this.shouldAutoCleanup()) {\n this.cleanup();\n }\n }\n /**\n * 销毁World\n */\n destroy() {\n logger.info(`销毁World: ${this.name}`);\n // 停止World\n this.stop();\n // 销毁所有Scene\n const sceneIds = Array.from(this._scenes.keys());\n for (const sceneId of sceneIds) {\n this.removeScene(sceneId);\n }\n // 清理全局System\n for (const system of this._globalSystems) {\n if (system.destroy) {\n system.destroy();\n }\n else if (system.reset) {\n system.reset();\n }\n }\n this._globalSystems.length = 0;\n this._scenes.clear();\n this._activeScenes.clear();\n }\n // ===== 状态信息 =====\n /**\n * 获取World状态\n */\n getStatus() {\n return {\n name: this.name,\n isActive: this._isActive,\n sceneCount: this._scenes.size,\n activeSceneCount: this._activeScenes.size,\n globalSystemCount: this._globalSystems.length,\n createdAt: this._createdAt,\n config: { ...this._config },\n scenes: Array.from(this._scenes.keys()).map(sceneId => ({\n id: sceneId,\n isActive: this._activeScenes.has(sceneId),\n name: this._scenes.get(sceneId)?.name || sceneId\n }))\n };\n }\n /**\n * 获取World统计信息\n */\n getStats() {\n const stats = {\n totalEntities: 0,\n totalSystems: this._globalSystems.length,\n memoryUsage: 0,\n performance: {\n averageUpdateTime: 0,\n maxUpdateTime: 0\n }\n };\n // 统计所有Scene的实体数量\n for (const scene of this._scenes.values()) {\n if (scene.entities) {\n stats.totalEntities += scene.entities.count;\n }\n if (scene.systems) {\n stats.totalSystems += scene.systems.length;\n }\n }\n return stats;\n }\n // ===== 私有方法 =====\n /**\n * 检查是否应该执行自动清理\n */\n shouldAutoCleanup() {\n // 简单的清理策略:如果有空Scene且超过5分钟没有实体\n const currentTime = Date.now();\n const cleanupThreshold = 5 * 60 * 1000; // 5分钟\n for (const [sceneId, scene] of this._scenes) {\n if (!this._activeScenes.has(sceneId) &&\n scene.entities &&\n scene.entities.count === 0 &&\n (currentTime - this._createdAt) > cleanupThreshold) {\n return true;\n }\n }\n return false;\n }\n /**\n * 执行清理操作\n */\n cleanup() {\n const sceneIds = Array.from(this._scenes.keys());\n const currentTime = Date.now();\n const cleanupThreshold = 5 * 60 * 1000; // 5分钟\n for (const sceneId of sceneIds) {\n const scene = this._scenes.get(sceneId);\n if (scene &&\n !this._activeScenes.has(sceneId) &&\n scene.entities &&\n scene.entities.count === 0 &&\n (currentTime - this._createdAt) > cleanupThreshold) {\n this.removeScene(sceneId);\n logger.debug(`自动清理空Scene: ${sceneId} from World ${this.name}`);\n }\n }\n }\n // ===== 访问器 =====\n /**\n * 检查World是否激活\n */\n get isActive() {\n return this._isActive;\n }\n /**\n * 获取Scene数量\n */\n get sceneCount() {\n return this._scenes.size;\n }\n /**\n * 获取创建时间\n */\n get createdAt() {\n return this._createdAt;\n }\n}\n//# sourceMappingURL=World.js.map","import { World } from './World';\nimport { createLogger } from '../Utils/Logger';\nconst logger = createLogger('WorldManager');\n/**\n * World管理器 - 管理所有World实例\n *\n * WorldManager是全局单例,负责管理所有World的生命周期。\n * 每个World都是独立的ECS环境,可以包含多个Scene。\n *\n * 设计理念:\n * - Core负责单Scene的传统ECS管理\n * - World负责多Scene的管理和协调\n * - WorldManager负责多World的全局管理\n *\n * @example\n * ```typescript\n * // 获取全局WorldManager\n * const worldManager = WorldManager.getInstance();\n *\n * // 创建游戏房间World\n * const roomWorld = worldManager.createWorld('room_001', {\n * name: 'GameRoom_001',\n * maxScenes: 5\n * });\n *\n * // 在游戏循环中更新所有World\n * worldManager.updateAll(deltaTime);\n * ```\n */\nexport class WorldManager {\n constructor(config = {}) {\n this._worlds = new Map();\n this._activeWorlds = new Set();\n this._cleanupTimer = null;\n this._isRunning = false;\n this._config = {\n maxWorlds: 50,\n autoCleanup: true,\n cleanupInterval: 30000, // 30秒\n debug: false,\n ...config\n };\n logger.info('WorldManager已初始化', {\n maxWorlds: this._config.maxWorlds,\n autoCleanup: this._config.autoCleanup,\n cleanupInterval: this._config.cleanupInterval\n });\n this.startCleanupTimer();\n }\n /**\n * 获取WorldManager单例实例\n */\n static getInstance(config) {\n if (!this._instance) {\n this._instance = new WorldManager(config);\n }\n return this._instance;\n }\n /**\n * 重置WorldManager实例(主要用于测试)\n */\n static reset() {\n if (this._instance) {\n this._instance.destroy();\n this._instance = null;\n }\n }\n // ===== World管理 =====\n /**\n * 创建新World\n */\n createWorld(worldId, config) {\n if (!worldId || typeof worldId !== 'string' || worldId.trim() === '') {\n throw new Error('World ID不能为空');\n }\n if (this._worlds.has(worldId)) {\n throw new Error(`World ID '${worldId}' 已存在`);\n }\n if (this._worlds.size >= this._config.maxWorlds) {\n throw new Error(`已达到最大World数量限制: ${this._config.maxWorlds}`);\n }\n const worldConfig = {\n name: worldId,\n debug: this._config.debug,\n ...config\n };\n const world = new World(worldConfig);\n this._worlds.set(worldId, world);\n logger.info(`创建World: ${worldId}`, { config: worldConfig });\n return world;\n }\n /**\n * 移除World\n */\n removeWorld(worldId) {\n const world = this._worlds.get(worldId);\n if (!world) {\n return false;\n }\n // 如果World正在运行,先停止它\n if (this._activeWorlds.has(worldId)) {\n this.setWorldActive(worldId, false);\n }\n // 销毁World\n world.destroy();\n this._worlds.delete(worldId);\n logger.info(`移除World: ${worldId}`);\n return true;\n }\n /**\n * 获取World\n */\n getWorld(worldId) {\n return this._worlds.get(worldId) || null;\n }\n /**\n * 获取所有World ID\n */\n getWorldIds() {\n return Array.from(this._worlds.keys());\n }\n /**\n * 获取所有World\n */\n getAllWorlds() {\n return Array.from(this._worlds.values());\n }\n /**\n * 设置World激活状态\n */\n setWorldActive(worldId, active) {\n const world = this._worlds.get(worldId);\n if (!world) {\n logger.warn(`World '${worldId}' 不存在`);\n return;\n }\n if (active) {\n this._activeWorlds.add(worldId);\n world.start();\n logger.debug(`激活World: ${worldId}`);\n }\n else {\n this._activeWorlds.delete(worldId);\n world.stop();\n logger.debug(`停用World: ${worldId}`);\n }\n }\n /**\n * 检查World是否激活\n */\n isWorldActive(worldId) {\n return this._activeWorlds.has(worldId);\n }\n // ===== 批量操作 =====\n /**\n * 获取所有激活的World\n * 注意:此方法供Core.update()使用\n */\n getActiveWorlds() {\n const activeWorlds = [];\n for (const worldId of this._activeWorlds) {\n const world = this._worlds.get(worldId);\n if (world) {\n activeWorlds.push(world);\n }\n }\n return activeWorlds;\n }\n /**\n * 启动所有World\n */\n startAll() {\n this._isRunning = true;\n for (const worldId of this._worlds.keys()) {\n this.setWorldActive(worldId, true);\n }\n logger.info('启动所有World');\n }\n /**\n * 停止所有World\n */\n stopAll() {\n this._isRunning = false;\n for (const worldId of this._activeWorlds) {\n this.setWorldActive(worldId, false);\n }\n logger.info('停止所有World');\n }\n /**\n * 查找满足条件的World\n */\n findWorlds(predicate) {\n const results = [];\n for (const world of this._worlds.values()) {\n if (predicate(world)) {\n results.push(world);\n }\n }\n return results;\n }\n /**\n * 根据名称查找World\n */\n findWorldByName(name) {\n for (const world of this._worlds.values()) {\n if (world.name === name) {\n return world;\n }\n }\n return null;\n }\n // ===== 统计和监控 =====\n /**\n * 获取WorldManager统计信息\n */\n getStats() {\n const stats = {\n totalWorlds: this._worlds.size,\n activeWorlds: this._activeWorlds.size,\n totalScenes: 0,\n totalEntities: 0,\n totalSystems: 0,\n memoryUsage: 0,\n isRunning: this._isRunning,\n config: { ...this._config },\n worlds: []\n };\n for (const [worldId, world] of this._worlds) {\n const worldStats = world.getStats();\n stats.totalScenes += worldStats.totalSystems; // World的getStats可能需要调整\n stats.totalEntities += worldStats.totalEntities;\n stats.totalSystems += worldStats.totalSystems;\n stats.worlds.push({\n id: worldId,\n name: world.name,\n isActive: this._activeWorlds.has(worldId),\n sceneCount: world.sceneCount,\n ...worldStats\n });\n }\n return stats;\n }\n /**\n * 获取详细状态信息\n */\n getDetailedStatus() {\n return {\n ...this.getStats(),\n worlds: Array.from(this._worlds.entries()).map(([worldId, world]) => ({\n id: worldId,\n isActive: this._activeWorlds.has(worldId),\n status: world.getStatus()\n }))\n };\n }\n // ===== 生命周期管理 =====\n /**\n * 清理空World\n */\n cleanup() {\n const worldsToRemove = [];\n for (const [worldId, world] of this._worlds) {\n if (this.shouldCleanupWorld(world)) {\n worldsToRemove.push(worldId);\n }\n }\n for (const worldId of worldsToRemove) {\n this.removeWorld(worldId);\n }\n if (worldsToRemove.length > 0) {\n logger.debug(`清理了 ${worldsToRemove.length} 个World`);\n }\n return worldsToRemove.length;\n }\n /**\n * 销毁WorldManager\n */\n destroy() {\n logger.info('正在销毁WorldManager...');\n // 停止清理定时器\n this.stopCleanupTimer();\n // 停止所有World\n this.stopAll();\n // 销毁所有World\n const worldIds = Array.from(this._worlds.keys());\n for (const worldId of worldIds) {\n this.removeWorld(worldId);\n }\n this._worlds.clear();\n this._activeWorlds.clear();\n this._isRunning = false;\n logger.info('WorldManager已销毁');\n }\n // ===== 私有方法 =====\n /**\n * 启动清理定时器\n */\n startCleanupTimer() {\n if (!this._config.autoCleanup || this._cleanupTimer) {\n return;\n }\n this._cleanupTimer = setInterval(() => {\n this.cleanup();\n }, this._config.cleanupInterval);\n logger.debug(`启动World清理定时器,间隔: ${this._config.cleanupInterval}ms`);\n }\n /**\n * 停止清理定时器\n */\n stopCleanupTimer() {\n if (this._cleanupTimer) {\n clearInterval(this._cleanupTimer);\n this._cleanupTimer = null;\n logger.debug('停止World清理定时器');\n }\n }\n /**\n * 判断World是否应该被清理\n */\n shouldCleanupWorld(world) {\n // 清理策略:\n // 1. World未激活\n // 2. 没有Scene或所有Scene都是空的\n // 3. 创建时间超过10分钟\n if (world.isActive) {\n return false;\n }\n if (world.sceneCount === 0) {\n const age = Date.now() - world.createdAt;\n return age > 10 * 60 * 1000; // 10分钟\n }\n // 检查是否所有Scene都是空的\n const allScenes = world.getAllScenes();\n const hasEntities = allScenes.some(scene => scene.entities && scene.entities.count > 0);\n if (!hasEntities) {\n const age = Date.now() - world.createdAt;\n return age > 10 * 60 * 1000; // 10分钟\n }\n return false;\n }\n // ===== 访问器 =====\n /**\n * 获取World总数\n */\n get worldCount() {\n return this._worlds.size;\n }\n /**\n * 获取激活World数量\n */\n get activeWorldCount() {\n return this._activeWorlds.size;\n }\n /**\n * 检查是否正在运行\n */\n get isRunning() {\n return this._isRunning;\n }\n /**\n * 获取配置\n */\n get config() {\n return { ...this._config };\n }\n}\nWorldManager._instance = null;\n//# sourceMappingURL=WorldManager.js.map","import { ComponentTypeManager } from '../../ECS/Utils/ComponentTypeManager';\nimport { getComponentInstanceTypeName } from '../../ECS/Decorators';\n/**\n * 实体数据收集器\n */\nexport class EntityDataCollector {\n /**\n * 收集实体数据\n * @param scene 场景实例\n */\n collectEntityData(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 /**\n * 获取原始实体列表\n * @param scene 场景实例\n */\n getRawEntityList(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) => getComponentInstanceTypeName(component)),\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 /**\n * 获取实体详细信息\n * @param entityId 实体ID\n * @param scene 场景实例\n */\n getEntityDetails(entityId, scene) {\n try {\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, scene);\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) => getComponentInstanceTypeName(comp)) || []\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 /**\n * 收集实体数据(包含内存信息)\n * @param scene 场景实例\n */\n collectEntityDataWithMemory(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, scene)\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) => getComponentInstanceTypeName(comp)) || [];\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) => getComponentInstanceTypeName(comp)) || [];\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) => getComponentInstanceTypeName(component)),\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, scene) {\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, scene);\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, 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) => getComponentInstanceTypeName(component)),\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 = getComponentInstanceTypeName(component);\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 = getComponentInstanceTypeName(component);\n }\n }\n catch (error) {\n properties._error = '属性提取失败';\n properties._componentId = getComponentInstanceTypeName(component);\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 * @param entityId 实体ID\n * @param componentIndex 组件索引\n * @param scene 场景实例\n */\n getComponentProperties(entityId, componentIndex, scene) {\n try {\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 * @param entityId 实体ID\n * @param componentIndex 组件索引\n * @param propertyPath 属性路径\n * @param scene 场景实例\n */\n expandLazyObject(entityId, componentIndex, propertyPath, scene) {\n try {\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 { getSystemInstanceTypeName } from '../../ECS/Decorators';\n/**\n * 系统数据收集器\n */\nexport class SystemDataCollector {\n /**\n * 收集系统数据\n * @param performanceMonitor 性能监视器实例\n * @param scene 场景实例\n */\n collectSystemData(performanceMonitor, 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 || getSystemInstanceTypeName(system);\n const stats = systemStats.get(systemName);\n const data = systemData.get(systemName);\n return {\n name: systemName,\n type: getSystemInstanceTypeName(system),\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';\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 return { totalExecutionTime: 0, systemBreakdown: [] };\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","/**\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","import { ComponentPoolManager } from '../../ECS/Core/ComponentPool';\nimport { getComponentInstanceTypeName } from '../../ECS/Decorators';\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 * @param scene 场景实例\n */\n collectComponentData(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 = getComponentInstanceTypeName(component);\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, scene);\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, scene) {\n if (ComponentDataCollector.componentSizeCache.has(typeName)) {\n return ComponentDataCollector.componentSizeCache.get(typeName);\n }\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) => getComponentInstanceTypeName(c) === 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 * @param typeName 组件类型名称\n * @param scene 场景实例\n */\n calculateDetailedComponentMemory(typeName, scene) {\n if (!scene)\n return this.getEstimatedComponentSize(typeName, scene);\n const entityList = scene.entities;\n if (!entityList?.buffer)\n return this.getEstimatedComponentSize(typeName, scene);\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) => getComponentInstanceTypeName(c) === 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, scene);\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","/**\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 * @param scene 场景实例\n */\n collectSceneData(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 { ComponentPoolManager } from '../../ECS/Core/ComponentPool';\nimport { Pool } from '../../Utils/Pool';\nimport { getComponentInstanceTypeName, getSystemInstanceTypeName } from '../../ECS/Decorators';\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 /**\n * 构造调试管理器\n * @param core Core实例\n * @param config 调试配置\n */\n constructor(core, config) {\n this.frameCounter = 0;\n this.lastSendTime = 0;\n this.isRunning = false;\n this.config = config;\n // 设置提供器函数\n this.sceneProvider = () => core.scene || core.constructor.scene;\n this.performanceMonitorProvider = () => core._performanceMonitor;\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 // 收集其他内存统计\n const baseMemoryInfo = this.collectBaseMemoryInfo();\n const scene = this.sceneProvider();\n // 使用专门的内存计算方法收集实体数据\n const entityData = this.entityCollector.collectEntityDataWithMemory(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 = getComponentInstanceTypeName(component);\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 (getComponentInstanceTypeName(component) === 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 = this.sceneProvider();\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 = getSystemInstanceTypeName(system);\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 performanceMonitor = this.performanceMonitorProvider();\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 = this.sceneProvider();\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(scene);\n }\n if (this.config.channels.systems) {\n const performanceMonitor = this.performanceMonitorProvider();\n debugData.systems = this.systemCollector.collectSystemData(performanceMonitor, scene);\n }\n if (this.config.channels.performance) {\n const performanceMonitor = this.performanceMonitorProvider();\n debugData.performance = this.performanceCollector.collectPerformanceData(performanceMonitor);\n }\n if (this.config.channels.components) {\n debugData.components = this.componentCollector.collectComponentData(scene);\n }\n if (this.config.channels.scenes) {\n debugData.scenes = this.sceneCollector.collectSceneData(scene);\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 { WorldManager } from './ECS/WorldManager';\nimport { DebugManager } from './Utils/Debug';\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 * 全局管理器集合\n *\n * 存储所有注册的全局管理器实例。\n */\n this._globalManagers = [];\n Core._instance = this;\n // 保存配置\n this._config = {\n debug: true,\n enableEntitySystems: true,\n ...config\n };\n // 初始化管理器\n this._timerManager = new TimerManager();\n Core.registerGlobalManager(this._timerManager);\n // 初始化性能监控器\n this._performanceMonitor = PerformanceMonitor.instance;\n // 在调试模式下启用性能监控\n if (this._config.debug) {\n this._performanceMonitor.enable();\n }\n // 初始化对象池管理器\n this._poolManager = PoolManager.getInstance();\n Core.entitySystemsEnabled = this._config.enableEntitySystems ?? true;\n this.debug = this._config.debug ?? true;\n // 初始化调试管理器\n if (this._config.debugConfig?.enabled) {\n this._debugManager = new DebugManager(this, this._config.debugConfig);\n }\n this.initialize();\n }\n /**\n * 获取核心实例\n *\n * @returns 全局核心实例\n */\n static get Instance() {\n return this._instance;\n }\n /**\n * 获取当前活动的场景(属性访问器)\n *\n * @returns 当前场景实例,如果没有则返回null\n */\n static get scene() {\n return this.getScene();\n }\n /**\n * 获取当前活动的场景(方法调用)\n *\n * @returns 当前场景实例,如果没有则返回null\n */\n static getScene() {\n if (!this._instance) {\n return null;\n }\n // 确保默认World存在\n this._instance.ensureDefaultWorld();\n const defaultWorld = this._instance._worldManager.getWorld(this.DEFAULT_WORLD_ID);\n return defaultWorld?.getScene(this.DEFAULT_SCENE_ID) || null;\n }\n /**\n * 设置当前场景\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 static setScene(scene) {\n if (!this._instance) {\n throw new Error(\"Core实例未创建,请先调用Core.create()\");\n }\n // 确保默认World存在\n this._instance.ensureDefaultWorld();\n const defaultWorld = this._instance._worldManager.getWorld(this.DEFAULT_WORLD_ID);\n // 移除旧的主Scene(如果存在)\n if (defaultWorld.getScene(this.DEFAULT_SCENE_ID)) {\n defaultWorld.removeScene(this.DEFAULT_SCENE_ID);\n }\n // 添加新Scene到默认World\n defaultWorld.createScene(this.DEFAULT_SCENE_ID, scene);\n defaultWorld.setSceneActive(this.DEFAULT_SCENE_ID, true);\n // 触发场景切换回调\n this._instance.onSceneChanged();\n return scene;\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WorldManager实例\n *\n * @param config 可选的WorldManager配置,用于覆盖默认配置\n * @returns WorldManager实例,如果未初始化则自动创建\n */\n static getWorldManager(config) {\n if (!this._instance) {\n throw new Error(\"Core实例未创建,请先调用Core.create()\");\n }\n if (!this._instance._worldManager) {\n // 多World模式的配置(用户主动获取WorldManager)\n const defaultConfig = {\n maxWorlds: 50,\n autoCleanup: true,\n cleanupInterval: 60000,\n debug: this._instance._config.debug\n };\n this._instance._worldManager = WorldManager.getInstance({\n ...defaultConfig,\n ...config // 用户传入的配置会覆盖默认配置\n });\n }\n return this._instance._worldManager;\n }\n /**\n * 启用World管理\n *\n * 显式启用World功能,用于多房间/多世界架构\n *\n * @param config 可选的WorldManager配置,用于覆盖默认配置\n */\n static enableWorldManager(config) {\n return this.getWorldManager(config);\n }\n /**\n * 确保默认World存在\n *\n * 内部方法,用于懒初始化默认World\n */\n ensureDefaultWorld() {\n if (!this._worldManager) {\n this._worldManager = WorldManager.getInstance({\n maxWorlds: 1, // 单场景用户只需要1个World\n autoCleanup: false, // 单场景不需要自动清理\n cleanupInterval: 0, // 禁用清理定时器\n debug: this._config.debug\n });\n }\n // 检查默认World是否存在\n if (!this._worldManager.getWorld(Core.DEFAULT_WORLD_ID)) {\n this._worldManager.createWorld(Core.DEFAULT_WORLD_ID, {\n name: 'DefaultWorld',\n maxScenes: 1,\n autoCleanup: false\n });\n this._worldManager.setWorldActive(Core.DEFAULT_WORLD_ID, true);\n }\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 // 获取当前Scene(从默认World)\n const currentScene = Core.getScene();\n // 初始化ECS API(如果场景支持)\n if (currentScene && currentScene.querySystem && currentScene.eventSystem) {\n this._ecsAPI = createECSAPI(currentScene, currentScene.querySystem, currentScene.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 queueMicrotask(() => {\n this._debugManager?.onSceneChanged();\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 * 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 // 更新所有World\n if (this._worldManager) {\n const worldsStartTime = this._performanceMonitor.startMonitoring('Worlds.update');\n const activeWorlds = this._worldManager.getActiveWorlds();\n let totalWorldEntities = 0;\n for (const world of activeWorlds) {\n // 更新World的全局System\n world.updateGlobalSystems();\n // 更新World中的所有Scene\n world.updateScenes();\n // 统计实体数量(用于性能监控)\n const worldStats = world.getStats();\n totalWorldEntities += worldStats.totalEntities;\n }\n this._performanceMonitor.endMonitoring('Worlds.update', worldsStartTime, totalWorldEntities);\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 * 默认World ID\n *\n * 用于单Scene模式的默认World标识\n */\nCore.DEFAULT_WORLD_ID = '__default__';\n/**\n * 默认Scene ID\n *\n * 用于单Scene模式的默认Scene标识\n */\nCore.DEFAULT_SCENE_ID = '__main__';\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)应该是纯数据容器。\n * 所有游戏逻辑应该在 EntitySystem 中实现,而不是在组件内部。\n *\n * @example\n * 推荐做法:纯数据组件\n * ```typescript\n * class HealthComponent extends Component {\n * public health: number = 100;\n * public maxHealth: number = 100;\n * }\n * ```\n *\n * @example\n * 推荐做法:在 System 中处理逻辑\n * ```typescript\n * class HealthSystem extends EntitySystem {\n * process(entities: Entity[]): void {\n * for (const entity of entities) {\n * const health = entity.getComponent(HealthComponent);\n * if (health && health.health <= 0) {\n * entity.destroy();\n * }\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 this.id = Component._idGenerator++;\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 * @remarks\n * 这是一个生命周期钩子,用于组件的初始化逻辑。\n * 虽然保留此方法,但建议将复杂的初始化逻辑放在 System 中处理。\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 * @remarks\n * 这是一个生命周期钩子,用于组件的清理逻辑。\n * 虽然保留此方法,但建议将复杂的清理逻辑放在 System 中处理。\n */\n onRemovedFromEntity() {\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","import { PerformanceMonitor } from '../../Utils/PerformanceMonitor';\nimport { Matcher } from '../Utils/Matcher';\nimport { getSystemInstanceTypeName } from '../Decorators';\nimport { createLogger } from '../../Utils/Logger';\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: readonly Entity[]): void {\n * for (const entity of entities) {\n * const transform = entity.getComponent(Transform);\n * const velocity = entity.getComponent(Velocity);\n * transform.position.add(velocity.value);\n * }\n * }\n * }\n * ```\n */\nexport class EntitySystem {\n /**\n * 获取系统处理的实体列表\n */\n get entities() {\n // 如果在update周期内,优先使用帧缓存\n if (this._entityCache.frame !== null) {\n return this._entityCache.frame;\n }\n // 否则使用持久缓存\n if (this._entityCache.persistent === null) {\n this._entityCache.persistent = this.queryEntities();\n }\n return this._entityCache.persistent;\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._systemName = getSystemInstanceTypeName(this);\n this._initialized = false;\n this._matcher = matcher || Matcher.empty();\n this._eventListeners = [];\n this._scene = null;\n this._entityIdMap = null;\n this._entityIdMapVersion = -1;\n this._entityIdMapSize = 0;\n // 初始化logger\n this.logger = createLogger(this.getLoggerName());\n this._entityCache = {\n frame: null,\n persistent: null,\n tracked: new Set(),\n invalidate() {\n this.persistent = null;\n },\n clearFrame() {\n this.frame = null;\n },\n clearAll() {\n this.frame = null;\n this.persistent = null;\n this.tracked.clear();\n }\n };\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 // 框架内部初始化:触发一次实体查询,以便正确跟踪现有实体\n if (this.scene) {\n // 清理缓存确保初始化时重新查询\n this._entityCache.invalidate();\n this.queryEntities();\n }\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 // 子类可以重写此方法进行初始化\n }\n /**\n * 清除实体缓存(内部使用)\n * 当Scene中的实体发生变化时调用\n */\n clearEntityCache() {\n this._entityCache.invalidate();\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.scene = null;\n this._initialized = false;\n this._entityCache.clearAll();\n // 清理实体ID映射缓存\n this._entityIdMap = null;\n this._entityIdMapVersion = -1;\n this._entityIdMapSize = 0;\n // 清理所有事件监听器\n // 调用框架销毁方法\n this.destroy();\n }\n /**\n * 查询匹配的实体\n */\n queryEntities() {\n if (!this.scene?.querySystem || !this._matcher) {\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 return currentEntities;\n }\n /**\n * 检查是否为单一条件查询\n */\n isSingleCondition(condition) {\n const flags = ((condition.all.length > 0) ? 1 : 0) |\n ((condition.any.length > 0) ? 2 : 0) |\n ((condition.none.length > 0) ? 4 : 0) |\n ((condition.tag !== undefined) ? 8 : 0) |\n ((condition.name !== undefined) ? 16 : 0) |\n ((condition.component !== undefined) ? 32 : 0);\n return flags !== 0 && (flags & (flags - 1)) === 0;\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 executeComplexQueryWithIdSets(condition, querySystem) {\n let resultIds = 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 resultIds = this.extractEntityIds(tagResult.entities);\n }\n // 2. 应用名称条件 (交集)\n if (condition.name !== undefined) {\n const nameIds = this.extractEntityIds(querySystem.queryByName(condition.name).entities);\n resultIds = resultIds ? this.intersectIdSets(resultIds, nameIds) : nameIds;\n }\n // 3. 应用单组件条件 (交集)\n if (condition.component !== undefined) {\n const componentIds = this.extractEntityIds(querySystem.queryByComponent(condition.component).entities);\n resultIds = resultIds ? this.intersectIdSets(resultIds, componentIds) : componentIds;\n }\n // 4. 应用all条件 (交集)\n if (condition.all.length > 0) {\n const allIds = this.extractEntityIds(querySystem.queryAll(...condition.all).entities);\n resultIds = resultIds ? this.intersectIdSets(resultIds, allIds) : allIds;\n }\n // 5. 应用any条件 (交集)\n if (condition.any.length > 0) {\n const anyIds = this.extractEntityIds(querySystem.queryAny(...condition.any).entities);\n resultIds = resultIds ? this.intersectIdSets(resultIds, anyIds) : anyIds;\n }\n // 6. 应用none条件 (差集)\n if (condition.none.length > 0) {\n if (!resultIds) {\n resultIds = this.extractEntityIds(querySystem.getAllEntities());\n }\n const noneResult = querySystem.queryAny(...condition.none);\n const noneIds = this.extractEntityIds(noneResult.entities);\n resultIds = this.differenceIdSets(resultIds, noneIds);\n }\n return resultIds ? this.idSetToEntityArray(resultIds, querySystem.getAllEntities()) : [];\n }\n /**\n * 提取实体ID集合\n */\n extractEntityIds(entities) {\n const len = entities.length;\n const idSet = new Set();\n for (let i = 0; i < len; i = (i + 1) | 0) {\n idSet.add(entities[i].id | 0);\n }\n return idSet;\n }\n /**\n * ID集合交集运算\n */\n intersectIdSets(setA, setB) {\n let smaller, larger;\n if (setA.size <= setB.size) {\n smaller = setA;\n larger = setB;\n }\n else {\n smaller = setB;\n larger = setA;\n }\n const result = new Set();\n for (const id of smaller) {\n if (larger.has(id)) {\n result.add(id);\n }\n }\n return result;\n }\n /**\n * ID集合差集运算\n */\n differenceIdSets(setA, setB) {\n const result = new Set();\n for (const id of setA) {\n if (!setB.has(id)) {\n result.add(id);\n }\n }\n return result;\n }\n /**\n * 获取或构建实体ID映射\n */\n getEntityIdMap(allEntities) {\n const currentVersion = this.scene?.querySystem?.version ?? 0;\n if (this._entityIdMap !== null &&\n this._entityIdMapVersion === currentVersion) {\n return this._entityIdMap;\n }\n return this.rebuildEntityIdMap(allEntities, currentVersion);\n }\n /**\n * 重建实体ID映射\n */\n rebuildEntityIdMap(allEntities, version) {\n let entityMap = this._entityIdMap;\n if (!entityMap) {\n entityMap = new Map();\n }\n else {\n entityMap.clear();\n }\n const len = allEntities.length;\n for (let i = 0; i < len; i = (i + 1) | 0) {\n const entity = allEntities[i];\n entityMap.set(entity.id | 0, entity);\n }\n this._entityIdMap = entityMap;\n this._entityIdMapVersion = version;\n this._entityIdMapSize = len;\n return entityMap;\n }\n /**\n * 从ID集合构建Entity数组\n */\n idSetToEntityArray(idSet, allEntities) {\n const entityMap = this.getEntityIdMap(allEntities);\n const size = idSet.size;\n const result = new Array(size);\n let index = 0;\n for (const id of idSet) {\n const entity = entityMap.get(id);\n if (entity !== undefined) {\n result[index] = entity;\n index = (index + 1) | 0;\n }\n }\n if (index < size) {\n result.length = index;\n }\n return result;\n }\n /**\n * 执行复合查询\n *\n * 使用基于ID集合的单次扫描算法进行复杂查询\n */\n executeComplexQuery(condition, querySystem) {\n return this.executeComplexQueryWithIdSets(condition, querySystem);\n }\n /**\n * 更新系统\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 // 查询实体并存储到帧缓存中\n this._entityCache.frame = this.queryEntities();\n entityCount = this._entityCache.frame.length;\n this.process(this._entityCache.frame);\n }\n finally {\n this._performanceMonitor.endMonitoring(this._systemName, startTime, entityCount);\n }\n }\n /**\n * 后期更新系统\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 // 使用缓存的实体列表,避免重复查询\n const entities = this._entityCache.frame || [];\n entityCount = entities.length;\n this.lateProcess(entities);\n this.onEnd();\n }\n finally {\n this._performanceMonitor.endMonitoring(`${this._systemName}_Late`, startTime, entityCount);\n // 清理帧缓存\n this._entityCache.clearFrame();\n }\n }\n /**\n * 在系统处理开始前调用\n *\n * 子类可以重写此方法进行预处理操作。\n */\n onBegin() {\n // 子类可以重写此方法\n }\n /**\n * 处理实体列表\n *\n * 系统的核心逻辑,子类必须实现此方法来定义具体的处理逻辑。\n *\n * @param entities 要处理的实体列表\n */\n process(entities) {\n // 子类必须实现此方法\n }\n /**\n * 后期处理实体列表\n *\n * 在主要处理逻辑之后执行,子类可以重写此方法。\n *\n * @param entities 要处理的实体列表\n */\n lateProcess(_entities) {\n // 子类可以重写此方法\n }\n /**\n * 系统处理完毕后调用\n *\n * 子类可以重写此方法进行后处理操作。\n */\n onEnd() {\n // 子类可以重写此方法\n }\n /**\n * 检查系统是否需要处理\n *\n * 在启用系统时有用,但仅偶尔需要处理。\n * 这只影响处理,不影响事件或订阅列表。\n *\n * @returns 如果系统应该处理,则为true,如果不处理则为false\n */\n onCheckProcessing() {\n return true;\n }\n /**\n * 获取系统的性能数据\n *\n * @returns 性能数据或undefined\n */\n getPerformanceData() {\n return this._performanceMonitor.getSystemData(this._systemName);\n }\n /**\n * 获取系统的性能统计\n *\n * @returns 性能统计或undefined\n */\n getPerformanceStats() {\n return this._performanceMonitor.getSystemStats(this._systemName);\n }\n /**\n * 重置系统的性能数据\n */\n resetPerformanceData() {\n this._performanceMonitor.resetSystem(this._systemName);\n }\n /**\n * 获取系统信息的字符串表示\n *\n * @returns 系统信息字符串\n */\n toString() {\n const entityCount = this.entities.length;\n const perfData = this.getPerformanceData();\n const perfInfo = perfData ? ` (${perfData.executionTime.toFixed(2)}ms)` : '';\n return `${this._systemName}[${entityCount} entities]${perfInfo}`;\n }\n /**\n * 更新实体跟踪,检查新增和移除的实体\n */\n updateEntityTracking(currentEntities) {\n const currentSet = new Set(currentEntities);\n let hasChanged = false;\n // 检查新增的实体\n for (const entity of currentEntities) {\n if (!this._entityCache.tracked.has(entity)) {\n this._entityCache.tracked.add(entity);\n this.onAdded(entity);\n hasChanged = true;\n }\n }\n // 检查移除的实体\n for (const entity of this._entityCache.tracked) {\n if (!currentSet.has(entity)) {\n this._entityCache.tracked.delete(entity);\n this.onRemoved(entity);\n hasChanged = true;\n }\n }\n // 如果实体发生了变化,使缓存失效\n if (hasChanged) {\n this._entityCache.invalidate();\n }\n }\n /**\n * 当实体被添加到系统时调用\n *\n * 子类可以重写此方法来处理实体添加事件。\n *\n * @param entity 被添加的实体\n */\n onAdded(entity) {\n // 子类可以重写此方法\n }\n /**\n * 当实体从系统中移除时调用\n *\n * 子类可以重写此方法来处理实体移除事件。\n *\n * @param entity 被移除的实体\n */\n onRemoved(entity) {\n // 子类可以重写此方法\n }\n /**\n * 添加事件监听器\n *\n * 推荐使用此方法而不是直接调用eventSystem.on(),\n * 这样可以确保系统移除时自动清理监听器,避免内存泄漏。\n *\n * @param eventType 事件类型\n * @param handler 事件处理函数\n * @param config 监听器配置\n */\n addEventListener(eventType, handler, config) {\n if (!this.scene?.eventSystem) {\n this.logger.warn(`${this.systemName}: 无法添加事件监听器,scene.eventSystem 不可用`);\n return;\n }\n const listenerRef = this.scene.eventSystem.on(eventType, handler, config);\n // 跟踪监听器以便后续清理\n if (listenerRef) {\n this._eventListeners.push({\n eventSystem: this.scene.eventSystem,\n eventType,\n handler,\n listenerRef\n });\n }\n }\n /**\n * 移除特定的事件监听器\n *\n * @param eventType 事件类型\n * @param handler 事件处理函数\n */\n removeEventListener(eventType, handler) {\n const listenerIndex = this._eventListeners.findIndex(listener => listener.eventType === eventType && listener.handler === handler);\n if (listenerIndex >= 0) {\n const listener = this._eventListeners[listenerIndex];\n // 从事件系统中移除\n listener.eventSystem.off(eventType, listener.listenerRef);\n // 从跟踪列表中移除\n this._eventListeners.splice(listenerIndex, 1);\n }\n }\n /**\n * 清理手动添加的事件监听器\n */\n cleanupManualEventListeners() {\n for (const listener of this._eventListeners) {\n try {\n listener.eventSystem.off(listener.eventType, listener.listenerRef);\n }\n catch (error) {\n this.logger.warn(`${this.systemName}: 移除事件监听器失败 \"${listener.eventType}\"`, error);\n }\n }\n // 清空跟踪列表\n this._eventListeners.length = 0;\n }\n /**\n * 框架内部销毁方法\n * 由框架调用,处理系统的完整销毁流程\n */\n destroy() {\n this.cleanupManualEventListeners();\n this.onDestroy();\n }\n /**\n * 获取Logger名称\n * 子类可以重写此方法来自定义logger名称\n */\n getLoggerName() {\n return 'EntitySystem';\n }\n /**\n * 用户销毁回调\n *\n * 当系统从场景中移除时调用,子类可以重写此方法进行清理操作。\n * 注意:事件监听器会被框架自动清理,无需手动处理。\n */\n onDestroy() {\n // 子类可以重写此方法进行清理操作\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 { createLogger } from '../Utils/Logger';\n/**\n * 平台管理器\n * 用户需要手动注册平台适配器\n */\nexport class PlatformManager {\n constructor() {\n this.adapter = null;\n this.logger = createLogger('PlatformManager');\n }\n /**\n * 获取单例实例\n */\n static getInstance() {\n if (!PlatformManager.instance) {\n PlatformManager.instance = new PlatformManager();\n }\n return PlatformManager.instance;\n }\n /**\n * 获取当前平台适配器\n */\n getAdapter() {\n if (!this.adapter) {\n throw new Error('平台适配器未注册,请调用 registerAdapter() 注册适配器');\n }\n return this.adapter;\n }\n /**\n * 注册平台适配器\n */\n registerAdapter(adapter) {\n this.adapter = adapter;\n this.logger.info(`平台适配器已注册: ${adapter.name}`, {\n name: adapter.name,\n version: adapter.version,\n supportsWorker: adapter.isWorkerSupported(),\n supportsSharedArrayBuffer: adapter.isSharedArrayBufferSupported(),\n hardwareConcurrency: adapter.getHardwareConcurrency()\n });\n }\n /**\n * 检查是否已注册适配器\n */\n hasAdapter() {\n return this.adapter !== null;\n }\n /**\n * 获取平台适配器信息(用于调试)\n */\n getAdapterInfo() {\n return this.adapter ? {\n name: this.adapter.name,\n version: this.adapter.version,\n config: this.adapter.getPlatformConfig()\n } : null;\n }\n /**\n * 检查当前平台是否支持特定功能\n */\n supportsFeature(feature) {\n if (!this.adapter)\n return false;\n const config = this.adapter.getPlatformConfig();\n switch (feature) {\n case 'worker':\n return this.adapter.isWorkerSupported();\n case 'shared-array-buffer':\n return this.adapter.isSharedArrayBufferSupported();\n case 'transferable-objects':\n return config.supportsTransferableObjects;\n case 'module-worker':\n return config.supportsModuleWorker;\n default:\n return false;\n }\n }\n /**\n * 获取基础的Worker配置信息(不做自动决策)\n * 用户应该根据自己的业务需求来配置Worker参数\n */\n getBasicWorkerConfig() {\n if (!this.adapter) {\n return {\n platformSupportsWorker: false,\n platformSupportsSharedArrayBuffer: false,\n platformMaxWorkerCount: 1,\n platformLimitations: {}\n };\n }\n const config = this.adapter.getPlatformConfig();\n return {\n platformSupportsWorker: this.adapter.isWorkerSupported(),\n platformSupportsSharedArrayBuffer: this.adapter.isSharedArrayBufferSupported(),\n platformMaxWorkerCount: config.maxWorkerCount,\n platformLimitations: config.limitations || {}\n };\n }\n /**\n * 异步获取完整的平台配置信息(包含性能信息)\n */\n async getFullPlatformConfig() {\n if (!this.adapter) {\n throw new Error('平台适配器未注册');\n }\n // 如果适配器支持异步获取配置,使用异步方法\n if (typeof this.adapter.getPlatformConfigAsync === 'function') {\n return await this.adapter.getPlatformConfigAsync();\n }\n // 否则返回同步配置\n return this.adapter.getPlatformConfig();\n }\n}\n//# sourceMappingURL=PlatformManager.js.map","import { EntitySystem } from './EntitySystem';\nimport { Time } from '../../Utils/Time';\nimport { createLogger } from '../../Utils/Logger';\nimport { PlatformManager } from '../../Platform/PlatformManager';\n/**\n * 支持Worker并行处理的EntitySystem基类\n *\n * 支持传统Worker和SharedArrayBuffer两种优化模式:\n * - 传统模式:数据序列化传输,适用于复杂计算\n * - SharedArrayBuffer模式:零拷贝数据共享,适用于大量简单计算\n *\n * 用户需要实现:\n * 1. extractEntityData - 定义数据提取逻辑\n * 2. workerProcess - 编写处理函数(纯函数,可序列化)\n * 3. applyResult - 定义结果应用逻辑\n * 4. (可选) SharedArrayBuffer相关方法\n *\n * @example\n * ```typescript\n * class PhysicsSystem extends WorkerEntitySystem<PhysicsData> {\n * constructor() {\n * super(Matcher.all(Transform, Velocity), {\n * enableWorker: true,\n * workerCount: 8, // 指定8个worker,系统会自动限制在系统最大值内\n * entitiesPerWorker: 100, // 每个worker处理100个实体\n * useSharedArrayBuffer: true,\n * entityDataSize: 6, // x, y, vx, vy, radius, mass\n * maxEntities: 10000,\n * systemConfig: { gravity: 100, friction: 0.95 }\n * });\n * }\n *\n * protected getDefaultEntityDataSize(): number {\n * return 6; // x, y, vx, vy, radius, mass\n * }\n *\n * protected extractEntityData(entity: Entity): PhysicsData {\n * const transform = entity.getComponent(Transform);\n * const velocity = entity.getComponent(Velocity);\n * const physics = entity.getComponent(PhysicsComponent);\n * return {\n * x: transform.x,\n * y: transform.y,\n * vx: velocity.x,\n * vy: velocity.y,\n * radius: physics.radius,\n * mass: physics.mass\n * };\n * }\n *\n * protected workerProcess(entities: PhysicsData[], deltaTime: number, config: any): PhysicsData[] {\n * return entities.map(entity => {\n * // 应用重力\n * entity.vy += config.gravity * deltaTime;\n *\n * // 更新位置\n * entity.x += entity.vx * deltaTime;\n * entity.y += entity.vy * deltaTime;\n *\n * // 应用摩擦力\n * entity.vx *= config.friction;\n * entity.vy *= config.friction;\n *\n * return entity;\n * });\n * }\n *\n * protected applyResult(entity: Entity, result: PhysicsData): void {\n * const transform = entity.getComponent(Transform);\n * const velocity = entity.getComponent(Velocity);\n *\n * transform.x = result.x;\n * transform.y = result.y;\n * velocity.x = result.vx;\n * velocity.y = result.vy;\n * }\n *\n * // SharedArrayBuffer优化支持\n * protected writeEntityToBuffer(entityData: PhysicsData, offset: number): void {\n * if (!this.sharedFloatArray) return;\n *\n * this.sharedFloatArray[offset] = entityData.x;\n * this.sharedFloatArray[offset + 1] = entityData.y;\n * this.sharedFloatArray[offset + 2] = entityData.vx;\n * this.sharedFloatArray[offset + 3] = entityData.vy;\n * this.sharedFloatArray[offset + 4] = entityData.radius;\n * this.sharedFloatArray[offset + 5] = entityData.mass;\n * }\n *\n * protected readEntityFromBuffer(offset: number): PhysicsData | null {\n * if (!this.sharedFloatArray) return null;\n *\n * return {\n * x: this.sharedFloatArray[offset],\n * y: this.sharedFloatArray[offset + 1],\n * vx: this.sharedFloatArray[offset + 2],\n * vy: this.sharedFloatArray[offset + 3],\n * radius: this.sharedFloatArray[offset + 4],\n * mass: this.sharedFloatArray[offset + 5]\n * };\n * }\n *\n * protected getSharedArrayBufferProcessFunction(): SharedArrayBufferProcessFunction {\n * return function(sharedFloatArray: Float32Array, startIndex: number, endIndex: number, deltaTime: number, config: any) {\n * const entitySize = 6;\n * for (let i = startIndex; i < endIndex; i++) {\n * const offset = i * entitySize;\n *\n * // 读取数据\n * let x = sharedFloatArray[offset];\n * let y = sharedFloatArray[offset + 1];\n * let vx = sharedFloatArray[offset + 2];\n * let vy = sharedFloatArray[offset + 3];\n * const radius = sharedFloatArray[offset + 4];\n * const mass = sharedFloatArray[offset + 5];\n *\n * // 物理计算\n * vy += config.gravity * deltaTime;\n * x += vx * deltaTime;\n * y += vy * deltaTime;\n * vx *= config.friction;\n * vy *= config.friction;\n *\n * // 写回数据\n * sharedFloatArray[offset] = x;\n * sharedFloatArray[offset + 1] = y;\n * sharedFloatArray[offset + 2] = vx;\n * sharedFloatArray[offset + 3] = vy;\n * }\n * };\n * }\n * }\n *\n * interface PhysicsData {\n * x: number;\n * y: number;\n * vx: number;\n * vy: number;\n * radius: number;\n * mass: number;\n * }\n * ```\n */\nexport class WorkerEntitySystem extends EntitySystem {\n constructor(matcher, config = {}) {\n super(matcher);\n this.workerPool = null;\n this.isProcessing = false;\n this.sharedBuffer = null;\n this.sharedFloatArray = null;\n // 获取平台适配器\n this.platformAdapter = PlatformManager.getInstance().getAdapter();\n // 验证和调整 worker 数量,确保不超过系统最大值\n const requestedWorkerCount = config.workerCount ?? this.getMaxSystemWorkerCount();\n const maxSystemWorkerCount = this.getMaxSystemWorkerCount();\n const validatedWorkerCount = Math.min(requestedWorkerCount, maxSystemWorkerCount);\n // 如果用户请求的数量超过系统最大值,给出警告\n if (requestedWorkerCount > maxSystemWorkerCount) {\n this.logger.warn(`请求 ${requestedWorkerCount} 个Worker,但系统最多支持 ${maxSystemWorkerCount} 个。实际使用 ${validatedWorkerCount} 个Worker。`);\n }\n this.config = {\n enableWorker: config.enableWorker ?? true,\n workerCount: validatedWorkerCount,\n systemConfig: config.systemConfig,\n entitiesPerWorker: config.entitiesPerWorker,\n useSharedArrayBuffer: config.useSharedArrayBuffer ?? this.isSharedArrayBufferSupported(),\n entityDataSize: config.entityDataSize ?? this.getDefaultEntityDataSize(),\n maxEntities: config.maxEntities ?? 10000\n };\n if (this.config.enableWorker && this.isWorkerSupported()) {\n // 先初始化SharedArrayBuffer,再初始化Worker池\n if (this.config.useSharedArrayBuffer) {\n this.initializeSharedArrayBuffer();\n }\n this.initializeWorkerPool();\n }\n }\n /**\n * 检查是否支持Worker\n */\n isWorkerSupported() {\n return this.platformAdapter.isWorkerSupported();\n }\n /**\n * 检查是否支持SharedArrayBuffer\n */\n isSharedArrayBufferSupported() {\n return this.platformAdapter.isSharedArrayBufferSupported();\n }\n /**\n * 获取系统支持的最大Worker数量\n */\n getMaxSystemWorkerCount() {\n const platformConfig = this.platformAdapter.getPlatformConfig();\n return platformConfig.maxWorkerCount;\n }\n /**\n * 初始化SharedArrayBuffer\n */\n initializeSharedArrayBuffer() {\n try {\n // 检查是否支持SharedArrayBuffer\n if (!this.isSharedArrayBufferSupported()) {\n this.logger.warn(`${this.systemName}: 平台不支持SharedArrayBuffer,降级到单Worker模式以保证数据处理完整性`);\n this.config.useSharedArrayBuffer = false;\n // 降级到单Worker模式:确保所有实体在同一个Worker中处理,维持实体间交互的完整性\n this.config.workerCount = 1;\n return;\n }\n // 使用配置的实体数据大小和最大实体数量\n // 预分配缓冲区:maxEntities * entityDataSize * 4字节\n const bufferSize = this.config.maxEntities * this.config.entityDataSize * 4;\n this.sharedBuffer = this.platformAdapter.createSharedArrayBuffer(bufferSize);\n if (this.sharedBuffer) {\n this.sharedFloatArray = new Float32Array(this.sharedBuffer);\n }\n this.logger.info(`${this.systemName}: SharedArrayBuffer初始化成功 (${bufferSize} 字节)`);\n }\n catch (error) {\n this.logger.warn(`${this.systemName}: SharedArrayBuffer初始化失败,降级到单Worker模式以保证数据处理完整性`, error);\n this.config.useSharedArrayBuffer = false;\n this.sharedBuffer = null;\n this.sharedFloatArray = null;\n this.config.workerCount = 1;\n }\n }\n /**\n * 初始化Worker池\n */\n initializeWorkerPool() {\n try {\n const script = this.createWorkerScript();\n // 在WorkerEntitySystem中处理平台相关逻辑\n const workers = [];\n const platformConfig = this.platformAdapter.getPlatformConfig();\n const fullScript = (platformConfig.workerScriptPrefix || '') + script;\n for (let i = 0; i < this.config.workerCount; i++) {\n try {\n const worker = this.platformAdapter.createWorker(fullScript, {\n name: `WorkerEntitySystem-${i}`\n });\n workers.push(worker);\n }\n catch (error) {\n this.logger.error(`创建Worker ${i} 失败:`, error);\n throw error;\n }\n }\n this.workerPool = new PlatformWorkerPool(workers, this.sharedBuffer // 传递SharedArrayBuffer给Worker池\n );\n }\n catch (error) {\n this.logger.error(`${this.systemName}: Worker池初始化失败`, error);\n this.config.enableWorker = false;\n }\n }\n /**\n * 创建Worker脚本\n */\n createWorkerScript() {\n // 获取方法字符串并提取函数体\n const methodStr = this.workerProcess.toString();\n // 提取函数体部分(去掉方法签名)\n const functionBodyMatch = methodStr.match(/\\{([\\s\\S]*)\\}/);\n if (!functionBodyMatch) {\n throw new Error('无法解析workerProcess方法');\n }\n const functionBody = functionBodyMatch[1];\n const entityDataSize = this.config.entityDataSize;\n // 获取SharedArrayBuffer处理函数的字符串\n const sharedProcessMethod = this.getSharedArrayBufferProcessFunction?.() || null;\n let sharedProcessFunctionBody = '';\n if (sharedProcessMethod) {\n const sharedMethodStr = sharedProcessMethod.toString();\n const sharedFunctionBodyMatch = sharedMethodStr.match(/\\{([\\s\\S]*)\\}/);\n if (sharedFunctionBodyMatch) {\n sharedProcessFunctionBody = sharedFunctionBodyMatch[1];\n }\n }\n return `\r\n // Worker脚本 - 支持SharedArrayBuffer\r\n let sharedFloatArray = null;\r\n const ENTITY_DATA_SIZE = ${entityDataSize};\r\n\r\n self.onmessage = function(e) {\r\n const { type, id, entities, deltaTime, systemConfig, startIndex, endIndex, sharedBuffer } = e.data;\r\n\r\n\r\n try {\r\n // 处理SharedArrayBuffer初始化\r\n if (type === 'init' && sharedBuffer) {\r\n sharedFloatArray = new Float32Array(sharedBuffer);\r\n self.postMessage({ type: 'init', success: true });\r\n return;\r\n }\r\n\r\n // 处理SharedArrayBuffer数据\r\n if (type === 'shared' && sharedFloatArray) {\r\n processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig);\r\n self.postMessage({ id, result: null }); // SharedArrayBuffer不需要返回数据\r\n return;\r\n }\r\n\r\n // 传统处理方式\r\n if (entities) {\r\n // 定义处理函数\r\n function workerProcess(entities, deltaTime, systemConfig) {\r\n ${functionBody}\r\n }\r\n\r\n // 执行处理\r\n const result = workerProcess(entities, deltaTime, systemConfig);\r\n\r\n // 处理Promise返回值\r\n if (result && typeof result.then === 'function') {\r\n result.then(finalResult => {\r\n self.postMessage({ id, result: finalResult });\r\n }).catch(error => {\r\n self.postMessage({ id, error: error.message });\r\n });\r\n } else {\r\n self.postMessage({ id, result });\r\n }\r\n }\r\n } catch (error) {\r\n self.postMessage({ id, error: error.message });\r\n }\r\n };\r\n\r\n // SharedArrayBuffer处理函数 - 由子类定义\r\n function processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig) {\r\n if (!sharedFloatArray) return;\r\n\r\n ${sharedProcessFunctionBody ? `\r\n // 用户定义的处理函数\r\n const userProcessFunction = function(sharedFloatArray, startIndex, endIndex, deltaTime, systemConfig) {\r\n ${sharedProcessFunctionBody}\r\n };\r\n userProcessFunction(sharedFloatArray, startIndex, endIndex, deltaTime, systemConfig);\r\n ` : ``}\r\n }\r\n `;\n }\n /**\n * 重写process方法,支持Worker并行处理\n */\n process(entities) {\n if (this.isProcessing)\n return;\n this.isProcessing = true;\n try {\n if (this.config.enableWorker && this.workerPool) {\n // 检查SharedArrayBuffer是否真正可用\n if (this.config.useSharedArrayBuffer && this.sharedFloatArray && this.isSharedArrayBufferSupported()) {\n // 使用SharedArrayBuffer优化的异步处理\n this.processWithSharedArrayBuffer(entities).finally(() => {\n this.isProcessing = false;\n });\n }\n else {\n // 如果配置了SharedArrayBuffer但不可用,记录降级信息\n if (this.config.useSharedArrayBuffer) {\n this.logger.info(`${this.systemName}: 本帧降级到传统Worker模式`);\n }\n // 传统Worker异步处理\n this.processWithWorker(entities).finally(() => {\n this.isProcessing = false;\n });\n }\n }\n else {\n // 同步处理(最后的fallback)\n this.logger.info(`${this.systemName}: Worker不可用,使用同步处理`);\n this.processSynchronously(entities);\n this.isProcessing = false;\n }\n }\n catch (error) {\n this.isProcessing = false;\n this.logger.error(`${this.systemName}: 处理失败`, error);\n throw error;\n }\n }\n /**\n * 使用SharedArrayBuffer优化的Worker处理\n */\n async processWithSharedArrayBuffer(entities) {\n if (!this.sharedFloatArray) {\n throw new Error('SharedArrayBuffer not initialized');\n }\n // 1. 将实体数据写入SharedArrayBuffer\n this.writeEntitiesToSharedBuffer(entities);\n // 2. 通知Workers处理数据\n const promises = this.createSharedArrayBufferTasks(entities.length);\n await Promise.all(promises);\n // 3. 从SharedArrayBuffer读取结果并应用\n this.readResultsFromSharedBuffer(entities);\n }\n /**\n * 使用Worker并行处理\n */\n async processWithWorker(entities) {\n // 1. 数据提取阶段\n const entityData = [];\n for (let i = 0; i < entities.length; i++) {\n entityData[i] = this.extractEntityData(entities[i]);\n }\n // 2. 分批处理\n const batches = this.createBatches(entityData);\n const deltaTime = Time.deltaTime;\n // 3. Worker执行阶段\n const promises = batches.map(batch => this.workerPool.execute({\n entities: batch,\n deltaTime,\n systemConfig: this.config.systemConfig\n }));\n const results = await Promise.all(promises);\n // 4. 结果应用阶段\n let entityIndex = 0;\n for (const batchResult of results) {\n for (const result of batchResult) {\n if (entityIndex < entities.length) {\n const entity = entities[entityIndex];\n // 只对有效实体应用结果\n if (entity && result) {\n this.applyResult(entity, result);\n }\n }\n entityIndex++;\n }\n }\n }\n /**\n * 同步处理(fallback)\n */\n processSynchronously(entities) {\n // 1. 数据提取阶段\n const entityData = entities.map(entity => this.extractEntityData(entity));\n // 2. 主线程处理阶段\n const deltaTime = Time.deltaTime;\n const results = this.workerProcess(entityData, deltaTime, this.config.systemConfig);\n // 3. 结果应用阶段\n // 处理Promise返回值\n if (results && typeof results.then === 'function') {\n results.then(finalResults => {\n entities.forEach((entity, index) => {\n this.applyResult(entity, finalResults[index]);\n });\n });\n }\n else {\n entities.forEach((entity, index) => {\n this.applyResult(entity, results[index]);\n });\n }\n }\n /**\n * 创建数据批次 - 支持用户指定每个Worker的实体数量\n */\n createBatches(data) {\n const workerCount = this.config.workerCount;\n const batches = [];\n // 如果用户指定了每个Worker处理的实体数量\n if (this.config.entitiesPerWorker) {\n const entitiesPerWorker = this.config.entitiesPerWorker;\n for (let i = 0; i < data.length; i += entitiesPerWorker) {\n const endIndex = Math.min(i + entitiesPerWorker, data.length);\n batches.push(data.slice(i, endIndex));\n }\n // 限制批次数量不超过Worker数量\n if (batches.length > workerCount) {\n this.logger.warn(`${this.systemName}: 创建了 ${batches.length} 个批次,但只有 ${workerCount} 个Worker。某些Worker将依次处理多个批次。`);\n }\n }\n else {\n // 默认行为:按Worker数量平均分配\n const batchSize = Math.ceil(data.length / workerCount);\n for (let i = 0; i < workerCount; i++) {\n const startIndex = i * batchSize;\n const endIndex = Math.min(startIndex + batchSize, data.length);\n if (startIndex < data.length) {\n batches.push(data.slice(startIndex, endIndex));\n }\n }\n }\n return batches;\n }\n /**\n * 将实体数据写入SharedArrayBuffer\n */\n writeEntitiesToSharedBuffer(entities) {\n if (!this.sharedFloatArray)\n return;\n for (let i = 0; i < entities.length && i < this.config.maxEntities; i++) {\n const entity = entities[i];\n const data = this.extractEntityData(entity);\n const offset = i * this.config.entityDataSize; // 使用配置的数据大小\n // 使用子类提供的数据提取方法,然后转换为标准格式\n this.writeEntityToBuffer(data, offset);\n }\n }\n /**\n * 创建SharedArrayBuffer任务 - 支持用户指定每个Worker的实体数量\n */\n createSharedArrayBufferTasks(entityCount) {\n const promises = [];\n // 如果用户指定了每个Worker处理的实体数量\n if (this.config.entitiesPerWorker) {\n const entitiesPerWorker = this.config.entitiesPerWorker;\n const tasksNeeded = Math.ceil(entityCount / entitiesPerWorker);\n const availableWorkers = this.config.workerCount;\n // 如果任务数超过Worker数量,警告用户\n if (tasksNeeded > availableWorkers) {\n this.logger.warn(`${this.systemName}: 需要 ${tasksNeeded} 个任务处理 ${entityCount} 个实体(每任务 ${entitiesPerWorker} 个),但只有 ${availableWorkers} 个Worker。某些Worker将依次处理多个任务。`);\n }\n for (let i = 0; i < entityCount; i += entitiesPerWorker) {\n const startIndex = i;\n const endIndex = Math.min(i + entitiesPerWorker, entityCount);\n const promise = this.workerPool.executeSharedBuffer({\n startIndex,\n endIndex,\n deltaTime: Time.deltaTime,\n systemConfig: this.config.systemConfig\n });\n promises.push(promise);\n }\n }\n else {\n // 默认行为:按Worker数量平均分配\n const entitiesPerWorker = Math.ceil(entityCount / this.config.workerCount);\n for (let i = 0; i < this.config.workerCount; i++) {\n const startIndex = i * entitiesPerWorker;\n const endIndex = Math.min(startIndex + entitiesPerWorker, entityCount);\n if (startIndex < entityCount) {\n const promise = this.workerPool.executeSharedBuffer({\n startIndex,\n endIndex,\n deltaTime: Time.deltaTime,\n systemConfig: this.config.systemConfig\n });\n promises.push(promise);\n }\n }\n }\n return promises;\n }\n /**\n * 从SharedArrayBuffer读取结果并应用\n */\n readResultsFromSharedBuffer(entities) {\n if (!this.sharedFloatArray)\n return;\n for (let i = 0; i < entities.length && i < this.config.maxEntities; i++) {\n const entity = entities[i];\n const offset = i * this.config.entityDataSize; // 使用配置的数据大小\n // 从SharedArrayBuffer读取数据\n const result = this.readEntityFromBuffer(offset);\n if (result) {\n this.applyResult(entity, result);\n }\n }\n }\n /**\n * 更新Worker配置\n */\n updateConfig(newConfig) {\n const oldConfig = { ...this.config };\n // 如果更新了workerCount,需要验证并调整\n if (newConfig.workerCount !== undefined) {\n const maxSystemWorkerCount = this.getMaxSystemWorkerCount();\n const validatedWorkerCount = Math.min(newConfig.workerCount, maxSystemWorkerCount);\n if (newConfig.workerCount > maxSystemWorkerCount) {\n this.logger.warn(`请求 ${newConfig.workerCount} 个Worker,但系统最多支持 ${maxSystemWorkerCount} 个。实际使用 ${validatedWorkerCount} 个Worker。`);\n }\n newConfig.workerCount = validatedWorkerCount;\n }\n Object.assign(this.config, newConfig);\n // 如果 SharedArrayBuffer 设置发生变化,需要重新初始化\n if (oldConfig.useSharedArrayBuffer !== this.config.useSharedArrayBuffer) {\n this.reinitializeWorkerSystem();\n return;\n }\n // 如果 Worker 数量发生变化,需要重新创建 Worker 池\n if (oldConfig.workerCount !== this.config.workerCount) {\n this.reinitializeWorkerPool();\n return;\n }\n // 如果禁用Worker,清理Worker池\n if (!this.config.enableWorker && this.workerPool) {\n this.workerPool.destroy();\n this.workerPool = null;\n }\n // 如果启用Worker但池不存在,重新创建\n if (this.config.enableWorker && !this.workerPool && this.isWorkerSupported()) {\n this.initializeWorkerPool();\n }\n }\n /**\n * 重新初始化整个 Worker 系统(包括 SharedArrayBuffer)\n */\n reinitializeWorkerSystem() {\n // 清理现有资源\n if (this.workerPool) {\n this.workerPool.destroy();\n this.workerPool = null;\n }\n this.sharedBuffer = null;\n this.sharedFloatArray = null;\n // 如果禁用 SharedArrayBuffer,降级到单 Worker 模式\n if (!this.config.useSharedArrayBuffer) {\n this.config.workerCount = 1;\n }\n // 重新初始化\n if (this.config.enableWorker && this.isWorkerSupported()) {\n if (this.config.useSharedArrayBuffer) {\n this.initializeSharedArrayBuffer();\n }\n this.initializeWorkerPool();\n }\n }\n /**\n * 重新初始化 Worker 池(保持 SharedArrayBuffer)\n */\n reinitializeWorkerPool() {\n if (this.workerPool) {\n this.workerPool.destroy();\n this.workerPool = null;\n }\n if (this.config.enableWorker && this.isWorkerSupported()) {\n this.initializeWorkerPool();\n }\n }\n /**\n * 获取系统性能信息\n */\n getWorkerInfo() {\n let currentMode = 'sync';\n if (this.config.enableWorker && this.workerPool) {\n if (this.config.useSharedArrayBuffer && this.sharedFloatArray && this.isSharedArrayBufferSupported()) {\n currentMode = 'shared-buffer';\n }\n else {\n currentMode = 'worker';\n }\n }\n return {\n enabled: this.config.enableWorker,\n workerCount: this.config.workerCount,\n entitiesPerWorker: this.config.entitiesPerWorker,\n maxSystemWorkerCount: this.getMaxSystemWorkerCount(),\n isProcessing: this.isProcessing,\n sharedArrayBufferSupported: this.isSharedArrayBufferSupported(),\n sharedArrayBufferEnabled: this.config.useSharedArrayBuffer,\n currentMode\n };\n }\n /**\n * 销毁系统时清理Worker池\n */\n onDestroy() {\n super.onDestroy();\n if (this.workerPool) {\n this.workerPool.destroy();\n this.workerPool = null;\n }\n }\n getLoggerName() {\n return 'WorkerEntitySystem';\n }\n}\n/**\n * 平台适配的Worker池管理器\n */\nclass PlatformWorkerPool {\n constructor(workers, sharedBuffer = null) {\n this.workers = [];\n this.taskQueue = [];\n this.busyWorkers = new Set();\n this.taskCounter = 0;\n this.sharedBuffer = null;\n this.logger = createLogger('PlatformWorkerPool');\n this.sharedBuffer = sharedBuffer;\n this.workers = workers;\n // 为每个Worker设置消息处理器\n for (let i = 0; i < workers.length; i++) {\n const worker = workers[i];\n // 设置消息处理器\n worker.onMessage((event) => this.handleWorkerMessage(i, event.data));\n worker.onError((error) => this.handleWorkerError(i, error));\n // 如果有SharedArrayBuffer,发送给Worker\n if (sharedBuffer) {\n worker.postMessage({\n type: 'init',\n sharedBuffer: sharedBuffer\n });\n }\n }\n }\n /**\n * 执行SharedArrayBuffer任务\n */\n executeSharedBuffer(data) {\n return new Promise((resolve, reject) => {\n const task = {\n id: `shared-task-${++this.taskCounter}`,\n data: { ...data, type: 'shared' },\n resolve: () => resolve(), // SharedArrayBuffer不需要返回数据\n reject\n };\n this.taskQueue.push(task);\n this.processQueue();\n });\n }\n /**\n * 执行任务\n */\n execute(data) {\n return new Promise((resolve, reject) => {\n const task = {\n id: `task-${++this.taskCounter}`,\n data,\n resolve: (result) => {\n resolve(result);\n },\n reject\n };\n this.taskQueue.push(task);\n this.processQueue();\n });\n }\n /**\n * 处理任务队列\n */\n processQueue() {\n if (this.taskQueue.length === 0)\n return;\n // 找到空闲的Worker\n for (let i = 0; i < this.workers.length; i++) {\n if (!this.busyWorkers.has(i) && this.taskQueue.length > 0) {\n const task = this.taskQueue.shift();\n this.busyWorkers.add(i);\n this.workers[i].postMessage({\n id: task.id,\n ...task.data\n });\n // 存储任务信息以便后续处理\n this.workers[i]._currentTask = task;\n }\n }\n }\n /**\n * 处理Worker消息\n */\n handleWorkerMessage(workerIndex, data) {\n const worker = this.workers[workerIndex];\n const task = worker._currentTask;\n if (!task)\n return;\n this.busyWorkers.delete(workerIndex);\n worker._currentTask = null;\n if (data.error) {\n task.reject(new Error(data.error));\n }\n else {\n task.resolve(data.result);\n }\n // 处理下一个任务\n this.processQueue();\n }\n /**\n * 处理Worker错误\n */\n handleWorkerError(workerIndex, error) {\n const worker = this.workers[workerIndex];\n const task = worker._currentTask;\n if (task) {\n this.busyWorkers.delete(workerIndex);\n worker._currentTask = null;\n task.reject(new Error(error.message));\n }\n // 处理下一个任务\n this.processQueue();\n }\n /**\n * 销毁Worker池\n */\n destroy() {\n for (const worker of 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isAlipayMiniGame() {\n // 检查my全局对象\n if (typeof globalThis.my !== 'undefined') {\n const my = globalThis.my;\n // 检查支付宝小游戏特有的API\n return !!(my.getSystemInfo && my.createCanvas);\n }\n return false;\n }\n /**\n * 检测是否为百度小游戏环境\n */\n static isBaiduMiniGame() {\n // 检查swan全局对象\n if (typeof globalThis.swan !== 'undefined') {\n const swan = globalThis.swan;\n // 检查百度小游戏特有的API\n return !!(swan.getSystemInfo && swan.createCanvas);\n }\n return false;\n }\n /**\n * 检测是否为浏览器环境\n */\n static isBrowser() {\n // 检查浏览器特有的对象和API\n return typeof window !== 'undefined' &&\n typeof document !== 'undefined' &&\n typeof navigator !== 'undefined' &&\n window.location !== undefined;\n }\n /**\n * 获取详细的环境信息(用于调试)\n */\n static getDetailedInfo() {\n const info = {};\n // 基础检测\n info.userAgent = typeof navigator !== 'undefined' ? navigator.userAgent : 'unknown';\n info.platform = typeof navigator !== 'undefined' ? navigator.platform : 'unknown';\n // 全局对象检测\n info.globalObjects = {\n window: typeof window 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