@esengine/server 1.2.0 → 2.0.0
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/dist/chunk-O3VN2QVN.js +338 -0
- package/dist/chunk-O3VN2QVN.js.map +1 -0
- package/dist/{chunk-7C6JZO4O.js → chunk-QWEIP5QH.js} +3 -335
- package/dist/chunk-QWEIP5QH.js.map +1 -0
- package/dist/decorators-DY8nZ8Nh.d.ts +26 -0
- package/dist/ecs/index.d.ts +159 -0
- package/dist/ecs/index.js +247 -0
- package/dist/ecs/index.js.map +1 -0
- package/dist/index.d.ts +2 -26
- package/dist/index.js +2 -1
- package/dist/index.js.map +1 -1
- package/dist/ratelimit/index.d.ts +787 -0
- package/dist/ratelimit/index.js +818 -0
- package/dist/ratelimit/index.js.map +1 -0
- package/dist/testing/index.js +2 -1
- package/dist/testing/index.js.map +1 -1
- package/package.json +16 -3
- package/dist/chunk-7C6JZO4O.js.map +0 -1
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* @zh 令牌桶速率限制策略\n * @en Token bucket rate limit strategy\n */\n\nimport type { IRateLimitStrategy, RateLimitResult, StrategyConfig } from '../types.js';\n\n/**\n * @zh 令牌桶状态\n * @en Token bucket state\n */\ninterface BucketState {\n /**\n * @zh 当前令牌数\n * @en Current token count\n */\n tokens: number;\n\n /**\n * @zh 上次更新时间\n * @en Last update time\n */\n lastUpdate: number;\n}\n\n/**\n * @zh 令牌桶速率限制策略\n * @en Token bucket rate limit strategy\n *\n * @zh 令牌桶算法允许突发流量,同时保持长期速率限制。\n * 令牌以固定速率添加到桶中,每个请求消耗一个或多个令牌。\n * @en Token bucket algorithm allows burst traffic while maintaining long-term rate limit.\n * Tokens are added to the bucket at a fixed rate, each request consumes one or more tokens.\n *\n * @example\n * ```typescript\n * const strategy = new TokenBucketStrategy({\n * rate: 10, // 10 tokens per second\n * capacity: 20 // bucket can hold 20 tokens max\n * });\n *\n * const result = strategy.consume('player-123');\n * if (result.allowed) {\n * // Process message\n * }\n * ```\n */\nexport class TokenBucketStrategy implements IRateLimitStrategy {\n readonly name = 'token-bucket';\n\n private _rate: number;\n private _capacity: number;\n private _buckets: Map<string, BucketState> = new Map();\n\n /**\n * @zh 创建令牌桶策略\n * @en Create token bucket strategy\n *\n * @param config - @zh 配置 @en Configuration\n * @param config.rate - @zh 每秒添加的令牌数 @en Tokens added per second\n * @param config.capacity - @zh 桶容量(最大令牌数)@en Bucket capacity (max tokens)\n */\n constructor(config: StrategyConfig) {\n this._rate = config.rate;\n this._capacity = config.capacity;\n }\n\n /**\n * @zh 尝试消费令牌\n * @en Try to consume tokens\n */\n consume(key: string, cost: number = 1): RateLimitResult {\n const now = Date.now();\n const bucket = this._getOrCreateBucket(key, now);\n\n this._refillBucket(bucket, now);\n\n if (bucket.tokens >= cost) {\n bucket.tokens -= cost;\n return {\n allowed: true,\n remaining: Math.floor(bucket.tokens),\n resetAt: now + Math.ceil((this._capacity - bucket.tokens) / this._rate * 1000)\n };\n }\n\n const tokensNeeded = cost - bucket.tokens;\n const retryAfter = Math.ceil(tokensNeeded / this._rate * 1000);\n\n return {\n allowed: false,\n remaining: 0,\n resetAt: now + retryAfter,\n retryAfter\n };\n }\n\n /**\n * @zh 获取当前状态\n * @en Get current status\n */\n getStatus(key: string): RateLimitResult {\n const now = Date.now();\n const bucket = this._buckets.get(key);\n\n if (!bucket) {\n return {\n allowed: true,\n remaining: this._capacity,\n resetAt: now\n };\n }\n\n this._refillBucket(bucket, now);\n\n return {\n allowed: bucket.tokens >= 1,\n remaining: Math.floor(bucket.tokens),\n resetAt: now + Math.ceil((this._capacity - bucket.tokens) / this._rate * 1000)\n };\n }\n\n /**\n * @zh 重置指定键\n * @en Reset specified key\n */\n reset(key: string): void {\n this._buckets.delete(key);\n }\n\n /**\n * @zh 清理所有记录\n * @en Clean up all records\n */\n cleanup(): void {\n const now = Date.now();\n const expireThreshold = 60000;\n\n for (const [key, bucket] of this._buckets) {\n if (now - bucket.lastUpdate > expireThreshold && bucket.tokens >= this._capacity) {\n this._buckets.delete(key);\n }\n }\n }\n\n /**\n * @zh 获取或创建桶\n * @en Get or create bucket\n */\n private _getOrCreateBucket(key: string, now: number): BucketState {\n let bucket = this._buckets.get(key);\n\n if (!bucket) {\n bucket = {\n tokens: this._capacity,\n lastUpdate: now\n };\n this._buckets.set(key, bucket);\n }\n\n return bucket;\n }\n\n /**\n * @zh 补充令牌\n * @en Refill tokens\n */\n private _refillBucket(bucket: BucketState, now: number): void {\n const elapsed = now - bucket.lastUpdate;\n const tokensToAdd = (elapsed / 1000) * this._rate;\n\n bucket.tokens = Math.min(this._capacity, bucket.tokens + tokensToAdd);\n bucket.lastUpdate = now;\n }\n}\n\n/**\n * @zh 创建令牌桶策略\n * @en Create token bucket strategy\n *\n * @example\n * ```typescript\n * const strategy = createTokenBucketStrategy({\n * rate: 10,\n * capacity: 20\n * });\n * ```\n */\nexport function createTokenBucketStrategy(config: StrategyConfig): TokenBucketStrategy {\n return new TokenBucketStrategy(config);\n}\n","/**\n * @zh 滑动窗口速率限制策略\n * @en Sliding window rate limit strategy\n */\n\nimport type { IRateLimitStrategy, RateLimitResult, StrategyConfig } from '../types.js';\n\n/**\n * @zh 滑动窗口状态\n * @en Sliding window state\n */\ninterface WindowState {\n /**\n * @zh 请求时间戳列表\n * @en Request timestamp list\n */\n timestamps: number[];\n}\n\n/**\n * @zh 滑动窗口速率限制策略\n * @en Sliding window rate limit strategy\n *\n * @zh 滑动窗口算法精确跟踪时间窗口内的请求数。\n * 比固定窗口更精确,但内存开销稍大。\n * @en Sliding window algorithm precisely tracks requests within a time window.\n * More accurate than fixed window, but with slightly higher memory overhead.\n *\n * @example\n * ```typescript\n * const strategy = new SlidingWindowStrategy({\n * rate: 10, // 10 requests per second\n * capacity: 10 // window size (same as rate for 1-second window)\n * });\n *\n * const result = strategy.consume('player-123');\n * if (result.allowed) {\n * // Process message\n * }\n * ```\n */\nexport class SlidingWindowStrategy implements IRateLimitStrategy {\n readonly name = 'sliding-window';\n\n private _rate: number;\n private _capacity: number;\n private _windowMs: number;\n private _windows: Map<string, WindowState> = new Map();\n\n /**\n * @zh 创建滑动窗口策略\n * @en Create sliding window strategy\n *\n * @param config - @zh 配置 @en Configuration\n * @param config.rate - @zh 每秒允许的请求数 @en Requests allowed per second\n * @param config.capacity - @zh 窗口容量 @en Window capacity\n */\n constructor(config: StrategyConfig) {\n this._rate = config.rate;\n this._capacity = config.capacity;\n this._windowMs = 1000;\n }\n\n /**\n * @zh 尝试消费配额\n * @en Try to consume quota\n */\n consume(key: string, cost: number = 1): RateLimitResult {\n const now = Date.now();\n const window = this._getOrCreateWindow(key);\n\n this._cleanExpiredTimestamps(window, now);\n\n const currentCount = window.timestamps.length;\n\n if (currentCount + cost <= this._capacity) {\n for (let i = 0; i < cost; i++) {\n window.timestamps.push(now);\n }\n\n return {\n allowed: true,\n remaining: this._capacity - window.timestamps.length,\n resetAt: this._getResetAt(window, now)\n };\n }\n\n const oldestTimestamp = window.timestamps[0] || now;\n const retryAfter = Math.max(0, oldestTimestamp + this._windowMs - now);\n\n return {\n allowed: false,\n remaining: 0,\n resetAt: oldestTimestamp + this._windowMs,\n retryAfter\n };\n }\n\n /**\n * @zh 获取当前状态\n * @en Get current status\n */\n getStatus(key: string): RateLimitResult {\n const now = Date.now();\n const window = this._windows.get(key);\n\n if (!window) {\n return {\n allowed: true,\n remaining: this._capacity,\n resetAt: now + this._windowMs\n };\n }\n\n this._cleanExpiredTimestamps(window, now);\n\n const remaining = Math.max(0, this._capacity - window.timestamps.length);\n\n return {\n allowed: remaining > 0,\n remaining,\n resetAt: this._getResetAt(window, now)\n };\n }\n\n /**\n * @zh 重置指定键\n * @en Reset specified key\n */\n reset(key: string): void {\n this._windows.delete(key);\n }\n\n /**\n * @zh 清理所有过期记录\n * @en Clean up all expired records\n */\n cleanup(): void {\n const now = Date.now();\n\n for (const [key, window] of this._windows) {\n this._cleanExpiredTimestamps(window, now);\n\n if (window.timestamps.length === 0) {\n this._windows.delete(key);\n }\n }\n }\n\n /**\n * @zh 获取或创建窗口\n * @en Get or create window\n */\n private _getOrCreateWindow(key: string): WindowState {\n let window = this._windows.get(key);\n\n if (!window) {\n window = { timestamps: [] };\n this._windows.set(key, window);\n }\n\n return window;\n }\n\n /**\n * @zh 清理过期的时间戳\n * @en Clean expired timestamps\n */\n private _cleanExpiredTimestamps(window: WindowState, now: number): void {\n const cutoff = now - this._windowMs;\n window.timestamps = window.timestamps.filter(ts => ts > cutoff);\n }\n\n /**\n * @zh 获取重置时间\n * @en Get reset time\n */\n private _getResetAt(window: WindowState, now: number): number {\n if (window.timestamps.length === 0) {\n return now + this._windowMs;\n }\n\n return window.timestamps[0] + this._windowMs;\n }\n}\n\n/**\n * @zh 创建滑动窗口策略\n * @en Create sliding window strategy\n *\n * @example\n * ```typescript\n * const strategy = createSlidingWindowStrategy({\n * rate: 10,\n * capacity: 10\n * });\n * ```\n */\nexport function createSlidingWindowStrategy(config: StrategyConfig): SlidingWindowStrategy {\n return new SlidingWindowStrategy(config);\n}\n","/**\n * @zh 固定窗口速率限制策略\n * @en Fixed window rate limit strategy\n */\n\nimport type { IRateLimitStrategy, RateLimitResult, StrategyConfig } from '../types.js';\n\n/**\n * @zh 固定窗口状态\n * @en Fixed window state\n */\ninterface WindowState {\n /**\n * @zh 当前窗口计数\n * @en Current window count\n */\n count: number;\n\n /**\n * @zh 窗口开始时间\n * @en Window start time\n */\n windowStart: number;\n}\n\n/**\n * @zh 固定窗口速率限制策略\n * @en Fixed window rate limit strategy\n *\n * @zh 固定窗口算法将时间划分为固定长度的窗口,在每个窗口内计数请求。\n * 实现简单,内存开销小,但在窗口边界可能有两倍突发的问题。\n * @en Fixed window algorithm divides time into fixed-length windows and counts requests in each window.\n * Simple to implement with low memory overhead, but may have 2x burst issue at window boundaries.\n *\n * @example\n * ```typescript\n * const strategy = new FixedWindowStrategy({\n * rate: 10, // 10 requests per second\n * capacity: 10 // same as rate for 1-second window\n * });\n *\n * const result = strategy.consume('player-123');\n * if (result.allowed) {\n * // Process message\n * }\n * ```\n */\nexport class FixedWindowStrategy implements IRateLimitStrategy {\n readonly name = 'fixed-window';\n\n private _rate: number;\n private _capacity: number;\n private _windowMs: number;\n private _windows: Map<string, WindowState> = new Map();\n\n /**\n * @zh 创建固定窗口策略\n * @en Create fixed window strategy\n *\n * @param config - @zh 配置 @en Configuration\n * @param config.rate - @zh 每秒允许的请求数 @en Requests allowed per second\n * @param config.capacity - @zh 窗口容量 @en Window capacity\n */\n constructor(config: StrategyConfig) {\n this._rate = config.rate;\n this._capacity = config.capacity;\n this._windowMs = 1000;\n }\n\n /**\n * @zh 尝试消费配额\n * @en Try to consume quota\n */\n consume(key: string, cost: number = 1): RateLimitResult {\n const now = Date.now();\n const window = this._getOrCreateWindow(key, now);\n\n this._maybeResetWindow(window, now);\n\n if (window.count + cost <= this._capacity) {\n window.count += cost;\n\n return {\n allowed: true,\n remaining: this._capacity - window.count,\n resetAt: window.windowStart + this._windowMs\n };\n }\n\n const retryAfter = window.windowStart + this._windowMs - now;\n\n return {\n allowed: false,\n remaining: 0,\n resetAt: window.windowStart + this._windowMs,\n retryAfter: Math.max(0, retryAfter)\n };\n }\n\n /**\n * @zh 获取当前状态\n * @en Get current status\n */\n getStatus(key: string): RateLimitResult {\n const now = Date.now();\n const window = this._windows.get(key);\n\n if (!window) {\n return {\n allowed: true,\n remaining: this._capacity,\n resetAt: this._getWindowStart(now) + this._windowMs\n };\n }\n\n this._maybeResetWindow(window, now);\n\n const remaining = Math.max(0, this._capacity - window.count);\n\n return {\n allowed: remaining > 0,\n remaining,\n resetAt: window.windowStart + this._windowMs\n };\n }\n\n /**\n * @zh 重置指定键\n * @en Reset specified key\n */\n reset(key: string): void {\n this._windows.delete(key);\n }\n\n /**\n * @zh 清理所有过期记录\n * @en Clean up all expired records\n */\n cleanup(): void {\n const now = Date.now();\n const currentWindowStart = this._getWindowStart(now);\n\n for (const [key, window] of this._windows) {\n if (window.windowStart < currentWindowStart - this._windowMs) {\n this._windows.delete(key);\n }\n }\n }\n\n /**\n * @zh 获取或创建窗口\n * @en Get or create window\n */\n private _getOrCreateWindow(key: string, now: number): WindowState {\n let window = this._windows.get(key);\n\n if (!window) {\n window = {\n count: 0,\n windowStart: this._getWindowStart(now)\n };\n this._windows.set(key, window);\n }\n\n return window;\n }\n\n /**\n * @zh 如果需要则重置窗口\n * @en Reset window if needed\n */\n private _maybeResetWindow(window: WindowState, now: number): void {\n const currentWindowStart = this._getWindowStart(now);\n\n if (window.windowStart < currentWindowStart) {\n window.count = 0;\n window.windowStart = currentWindowStart;\n }\n }\n\n /**\n * @zh 获取窗口开始时间\n * @en Get window start time\n */\n private _getWindowStart(now: number): number {\n return Math.floor(now / this._windowMs) * this._windowMs;\n }\n}\n\n/**\n * @zh 创建固定窗口策略\n * @en Create fixed window strategy\n *\n * @example\n * ```typescript\n * const strategy = createFixedWindowStrategy({\n * rate: 10,\n * capacity: 10\n * });\n * ```\n */\nexport function createFixedWindowStrategy(config: StrategyConfig): FixedWindowStrategy {\n return new FixedWindowStrategy(config);\n}\n","/**\n * @zh 速率限制上下文\n * @en Rate limit context\n */\n\nimport type {\n IRateLimitContext,\n IRateLimitStrategy,\n RateLimitResult,\n MessageRateLimitConfig\n} from './types.js';\n\n/**\n * @zh 速率限制上下文\n * @en Rate limit context\n *\n * @zh 管理单个玩家的速率限制状态,支持全局限制和按消息类型限制\n * @en Manages rate limit status for a single player, supports global and per-message-type limits\n *\n * @example\n * ```typescript\n * const context = new RateLimitContext('player-123', globalStrategy);\n *\n * // Check global rate limit\n * const result = context.consume();\n *\n * // Check per-message rate limit\n * const tradeResult = context.consume('Trade', 1);\n * ```\n */\nexport class RateLimitContext implements IRateLimitContext {\n private _key: string;\n private _globalStrategy: IRateLimitStrategy;\n private _messageStrategies: Map<string, IRateLimitStrategy> = new Map();\n private _consecutiveLimitCount: number = 0;\n\n /**\n * @zh 创建速率限制上下文\n * @en Create rate limit context\n *\n * @param key - @zh 限流键(通常是玩家ID)@en Rate limit key (usually player ID)\n * @param globalStrategy - @zh 全局限流策略 @en Global rate limit strategy\n */\n constructor(key: string, globalStrategy: IRateLimitStrategy) {\n this._key = key;\n this._globalStrategy = globalStrategy;\n }\n\n /**\n * @zh 获取连续被限流次数\n * @en Get consecutive limit count\n */\n get consecutiveLimitCount(): number {\n return this._consecutiveLimitCount;\n }\n\n /**\n * @zh 检查是否允许(不消费)\n * @en Check if allowed (without consuming)\n */\n check(messageType?: string): RateLimitResult {\n if (messageType && this._messageStrategies.has(messageType)) {\n return this._messageStrategies.get(messageType)!.getStatus(this._key);\n }\n\n return this._globalStrategy.getStatus(this._key);\n }\n\n /**\n * @zh 消费配额\n * @en Consume quota\n */\n consume(messageType?: string, cost: number = 1): RateLimitResult {\n let result: RateLimitResult;\n\n if (messageType && this._messageStrategies.has(messageType)) {\n result = this._messageStrategies.get(messageType)!.consume(this._key, cost);\n } else {\n result = this._globalStrategy.consume(this._key, cost);\n }\n\n if (result.allowed) {\n this._consecutiveLimitCount = 0;\n } else {\n this._consecutiveLimitCount++;\n }\n\n return result;\n }\n\n /**\n * @zh 重置限流状态\n * @en Reset rate limit status\n */\n reset(messageType?: string): void {\n if (messageType) {\n if (this._messageStrategies.has(messageType)) {\n this._messageStrategies.get(messageType)!.reset(this._key);\n }\n } else {\n this._globalStrategy.reset(this._key);\n for (const strategy of this._messageStrategies.values()) {\n strategy.reset(this._key);\n }\n }\n }\n\n /**\n * @zh 重置连续限流计数\n * @en Reset consecutive limit count\n */\n resetConsecutiveCount(): void {\n this._consecutiveLimitCount = 0;\n }\n\n /**\n * @zh 为特定消息类型设置独立的限流策略\n * @en Set independent rate limit strategy for specific message type\n *\n * @param messageType - @zh 消息类型 @en Message type\n * @param strategy - @zh 限流策略 @en Rate limit strategy\n */\n setMessageStrategy(messageType: string, strategy: IRateLimitStrategy): void {\n this._messageStrategies.set(messageType, strategy);\n }\n\n /**\n * @zh 移除特定消息类型的限流策略\n * @en Remove rate limit strategy for specific message type\n *\n * @param messageType - @zh 消息类型 @en Message type\n */\n removeMessageStrategy(messageType: string): void {\n this._messageStrategies.delete(messageType);\n }\n\n /**\n * @zh 检查是否有特定消息类型的限流策略\n * @en Check if has rate limit strategy for specific message type\n *\n * @param messageType - @zh 消息类型 @en Message type\n */\n hasMessageStrategy(messageType: string): boolean {\n return this._messageStrategies.has(messageType);\n }\n}\n","/**\n * @zh 速率限制装饰器\n * @en Rate limit decorators\n */\n\nimport type { MessageRateLimitConfig, RateLimitMetadata } from '../types.js';\n\n/**\n * @zh 速率限制元数据存储键\n * @en Rate limit metadata storage key\n */\nexport const RATE_LIMIT_METADATA_KEY = Symbol('rateLimitMetadata');\n\n/**\n * @zh 获取速率限制元数据\n * @en Get rate limit metadata\n *\n * @param target - @zh 目标对象 @en Target object\n * @param messageType - @zh 消息类型 @en Message type\n * @returns @zh 元数据 @en Metadata\n */\nexport function getRateLimitMetadata(target: any, messageType: string): RateLimitMetadata | undefined {\n const metadataMap = target[RATE_LIMIT_METADATA_KEY] as Map<string, RateLimitMetadata> | undefined;\n return metadataMap?.get(messageType);\n}\n\n/**\n * @zh 设置速率限制元数据\n * @en Set rate limit metadata\n *\n * @param target - @zh 目标对象 @en Target object\n * @param messageType - @zh 消息类型 @en Message type\n * @param metadata - @zh 元数据 @en Metadata\n */\nfunction setRateLimitMetadata(target: any, messageType: string, metadata: RateLimitMetadata): void {\n if (!target[RATE_LIMIT_METADATA_KEY]) {\n target[RATE_LIMIT_METADATA_KEY] = new Map<string, RateLimitMetadata>();\n }\n const metadataMap = target[RATE_LIMIT_METADATA_KEY] as Map<string, RateLimitMetadata>;\n const existing = metadataMap.get(messageType) ?? { enabled: true };\n metadataMap.set(messageType, { ...existing, ...metadata });\n}\n\n/**\n * @zh 从方法获取消息类型\n * @en Get message type from method\n *\n * @zh 通过查找 onMessage 装饰器设置的元数据来获取消息类型\n * @en Gets message type by looking up metadata set by onMessage decorator\n */\nfunction getMessageTypeFromMethod(target: any, methodName: string): string | undefined {\n const messageHandlers = Symbol.for('messageHandlers');\n\n for (const sym of Object.getOwnPropertySymbols(target.constructor)) {\n const desc = Object.getOwnPropertyDescriptor(target.constructor, sym);\n if (desc?.value && Array.isArray(desc.value)) {\n for (const handler of desc.value) {\n if (handler.method === methodName) {\n return handler.type;\n }\n }\n }\n }\n\n const handlers = target.constructor[Symbol.for('messageHandlers')] as { type: string; method: string }[] | undefined;\n if (handlers) {\n for (const handler of handlers) {\n if (handler.method === methodName) {\n return handler.type;\n }\n }\n }\n\n return undefined;\n}\n\n/**\n * @zh 速率限制装饰器\n * @en Rate limit decorator\n *\n * @zh 为消息处理器设置独立的速率限制配置\n * @en Set independent rate limit configuration for message handler\n *\n * @example\n * ```typescript\n * class GameRoom extends withRateLimit(Room) {\n * @rateLimit({ messagesPerSecond: 1, burstSize: 2 })\n * @onMessage('Trade')\n * handleTrade(data: TradeData, player: Player) {\n * // This message has stricter rate limit\n * }\n *\n * @rateLimit({ cost: 5 })\n * @onMessage('ExpensiveAction')\n * handleExpensiveAction(data: any, player: Player) {\n * // This message consumes 5 tokens\n * }\n * }\n * ```\n */\nexport function rateLimit(config?: MessageRateLimitConfig): MethodDecorator {\n return function (\n target: Object,\n propertyKey: string | symbol,\n descriptor: PropertyDescriptor\n ): PropertyDescriptor {\n const methodName = String(propertyKey);\n\n queueMicrotask(() => {\n const msgType = getMessageTypeFromMethod(target, methodName);\n if (msgType) {\n setRateLimitMetadata(target, msgType, {\n enabled: true,\n config\n });\n }\n });\n\n const metadata: RateLimitMetadata = {\n enabled: true,\n config\n };\n\n if (!target.hasOwnProperty(RATE_LIMIT_METADATA_KEY)) {\n Object.defineProperty(target, RATE_LIMIT_METADATA_KEY, {\n value: new Map<string, RateLimitMetadata>(),\n writable: false,\n enumerable: false\n });\n }\n\n return descriptor;\n };\n}\n\n/**\n * @zh 豁免速率限制装饰器\n * @en Exempt from rate limit decorator\n *\n * @zh 标记消息处理器不受速率限制\n * @en Mark message handler as exempt from rate limit\n *\n * @example\n * ```typescript\n * class GameRoom extends withRateLimit(Room) {\n * @noRateLimit()\n * @onMessage('Heartbeat')\n * handleHeartbeat(data: any, player: Player) {\n * // This message is not rate limited\n * }\n *\n * @noRateLimit()\n * @onMessage('Ping')\n * handlePing(data: any, player: Player) {\n * player.send('Pong', {});\n * }\n * }\n * ```\n */\nexport function noRateLimit(): MethodDecorator {\n return function (\n target: Object,\n propertyKey: string | symbol,\n descriptor: PropertyDescriptor\n ): PropertyDescriptor {\n const methodName = String(propertyKey);\n\n queueMicrotask(() => {\n const msgType = getMessageTypeFromMethod(target, methodName);\n if (msgType) {\n setRateLimitMetadata(target, msgType, {\n enabled: false,\n exempt: true\n });\n }\n });\n\n return descriptor;\n };\n}\n\n/**\n * @zh 速率限制消息装饰器(直接指定消息类型)\n * @en Rate limit message decorator (directly specify message type)\n *\n * @zh 当无法自动获取消息类型时使用此装饰器\n * @en Use this decorator when message type cannot be obtained automatically\n *\n * @example\n * ```typescript\n * class GameRoom extends withRateLimit(Room) {\n * @rateLimitMessage('Trade', { messagesPerSecond: 1 })\n * @onMessage('Trade')\n * handleTrade(data: TradeData, player: Player) {\n * // Explicitly rate limited\n * }\n * }\n * ```\n */\nexport function rateLimitMessage(\n messageType: string,\n config?: MessageRateLimitConfig\n): MethodDecorator {\n return function (\n target: Object,\n propertyKey: string | symbol,\n descriptor: PropertyDescriptor\n ): PropertyDescriptor {\n setRateLimitMetadata(target, messageType, {\n enabled: true,\n config\n });\n\n return descriptor;\n };\n}\n\n/**\n * @zh 豁免速率限制消息装饰器(直接指定消息类型)\n * @en Exempt rate limit message decorator (directly specify message type)\n *\n * @example\n * ```typescript\n * class GameRoom extends withRateLimit(Room) {\n * @noRateLimitMessage('Heartbeat')\n * @onMessage('Heartbeat')\n * handleHeartbeat(data: any, player: Player) {\n * // Explicitly exempted\n * }\n * }\n * ```\n */\nexport function noRateLimitMessage(messageType: string): MethodDecorator {\n return function (\n target: Object,\n propertyKey: string | symbol,\n descriptor: PropertyDescriptor\n ): PropertyDescriptor {\n setRateLimitMetadata(target, messageType, {\n enabled: false,\n exempt: true\n });\n\n return descriptor;\n };\n}\n","/**\n * @zh 房间速率限制 Mixin\n * @en Room rate limit mixin\n */\n\nimport type { Player, Room } from '../../room/index.js';\nimport { RateLimitContext } from '../context.js';\nimport { getRateLimitMetadata, RATE_LIMIT_METADATA_KEY } from '../decorators/rateLimit.js';\nimport { FixedWindowStrategy } from '../strategies/FixedWindow.js';\nimport { SlidingWindowStrategy } from '../strategies/SlidingWindow.js';\nimport { TokenBucketStrategy } from '../strategies/TokenBucket.js';\nimport type {\n IRateLimitContext,\n IRateLimitStrategy,\n RateLimitConfig,\n RateLimitMetadata,\n RateLimitResult\n} from '../types.js';\n\n/**\n * @zh 玩家速率限制上下文存储\n * @en Player rate limit context storage\n */\nconst PLAYER_RATE_LIMIT_CONTEXT = Symbol('playerRateLimitContext');\n\n/**\n * @zh 带速率限制的玩家\n * @en Player with rate limit\n */\nexport interface RateLimitedPlayer<TData = Record<string, unknown>> extends Player<TData> {\n /**\n * @zh 速率限制上下文\n * @en Rate limit context\n */\n readonly rateLimit: IRateLimitContext;\n}\n\n/**\n * @zh 带速率限制的房间接口\n * @en Room with rate limit interface\n */\nexport interface IRateLimitRoom {\n /**\n * @zh 获取玩家的速率限制上下文\n * @en Get rate limit context for player\n */\n getRateLimitContext(player: Player): IRateLimitContext | null;\n\n /**\n * @zh 全局速率限制策略\n * @en Global rate limit strategy\n */\n readonly rateLimitStrategy: IRateLimitStrategy;\n\n /**\n * @zh 速率限制钩子(被限流时调用)\n * @en Rate limit hook (called when rate limited)\n */\n onRateLimited?(player: Player, messageType: string, result: RateLimitResult): void;\n}\n\n/**\n * @zh 速率限制房间构造器类型\n * @en Rate limit room constructor type\n */\nexport type RateLimitRoomClass = new (...args: any[]) => Room & IRateLimitRoom;\n\n/**\n * @zh 创建策略实例\n * @en Create strategy instance\n */\nfunction createStrategy(config: RateLimitConfig): IRateLimitStrategy {\n const rate = config.messagesPerSecond ?? 10;\n const capacity = config.burstSize ?? rate * 2;\n\n switch (config.strategy) {\n case 'sliding-window':\n return new SlidingWindowStrategy({ rate, capacity });\n case 'fixed-window':\n return new FixedWindowStrategy({ rate, capacity });\n case 'token-bucket':\n default:\n return new TokenBucketStrategy({ rate, capacity });\n }\n}\n\n/**\n * @zh 获取玩家的速率限制上下文\n * @en Get rate limit context for player\n */\nexport function getPlayerRateLimitContext(player: Player): IRateLimitContext | null {\n const data = player as unknown as Record<symbol, unknown>;\n return (data[PLAYER_RATE_LIMIT_CONTEXT] as IRateLimitContext) ?? null;\n}\n\n/**\n * @zh 设置玩家的速率限制上下文\n * @en Set rate limit context for player\n */\nfunction setPlayerRateLimitContext(player: Player, context: IRateLimitContext): void {\n const data = player as unknown as Record<symbol, unknown>;\n data[PLAYER_RATE_LIMIT_CONTEXT] = context;\n\n Object.defineProperty(player, 'rateLimit', {\n get: () => data[PLAYER_RATE_LIMIT_CONTEXT],\n enumerable: true,\n configurable: false\n });\n}\n\n/**\n * @zh 包装房间类添加速率限制功能\n * @en Wrap room class with rate limit functionality\n *\n * @zh 使用 mixin 模式为房间添加速率限制,在消息处理前验证速率限制\n * @en Uses mixin pattern to add rate limit to room, validates rate before processing messages\n *\n * @example\n * ```typescript\n * import { Room, onMessage } from '@esengine/server';\n * import { withRateLimit } from '@esengine/server/ratelimit';\n *\n * class GameRoom extends withRateLimit(Room, {\n * messagesPerSecond: 10,\n * burstSize: 20,\n * onLimited: (player, type, result) => {\n * player.send('Error', {\n * code: 'RATE_LIMITED',\n * retryAfter: result.retryAfter\n * });\n * }\n * }) {\n * @onMessage('Move')\n * handleMove(data: { x: number, y: number }, player: Player) {\n * // Protected by rate limit\n * }\n * }\n * ```\n *\n * @example\n * // Combine with auth\n * ```typescript\n * class GameRoom extends withRateLimit(\n * withRoomAuth(Room, { requireAuth: true }),\n * { messagesPerSecond: 10 }\n * ) {\n * // Both auth and rate limit active\n * }\n * ```\n */\nexport function withRateLimit<TBase extends new (...args: any[]) => Room = new (...args: any[]) => Room>(\n Base: TBase,\n config: RateLimitConfig = {}\n): TBase & (new (...args: any[]) => IRateLimitRoom) {\n const {\n messagesPerSecond = 10,\n burstSize = 20,\n strategy = 'token-bucket',\n onLimited,\n disconnectOnLimit = false,\n maxConsecutiveLimits = 0,\n getKey = (player: Player) => player.id,\n cleanupInterval = 60000\n } = config;\n\n abstract class RateLimitRoom extends (Base as new (...args: any[]) => Room) implements IRateLimitRoom {\n private _rateLimitStrategy: IRateLimitStrategy;\n private _playerContexts: WeakMap<Player, RateLimitContext> = new WeakMap();\n private _cleanupTimer: ReturnType<typeof setInterval> | null = null;\n private _messageStrategies: Map<string, IRateLimitStrategy> = new Map();\n\n constructor(...args: any[]) {\n super(...args);\n this._rateLimitStrategy = createStrategy({\n messagesPerSecond,\n burstSize,\n strategy\n });\n\n this._startCleanup();\n this._initMessageStrategies();\n }\n\n /**\n * @zh 全局速率限制策略\n * @en Global rate limit strategy\n */\n get rateLimitStrategy(): IRateLimitStrategy {\n return this._rateLimitStrategy;\n }\n\n /**\n * @zh 速率限制钩子(可覆盖)\n * @en Rate limit hook (can be overridden)\n */\n onRateLimited?(player: Player, messageType: string, result: RateLimitResult): void;\n\n /**\n * @zh 获取玩家的速率限制上下文\n * @en Get rate limit context for player\n */\n getRateLimitContext(player: Player): IRateLimitContext | null {\n return this._playerContexts.get(player) ?? null;\n }\n\n /**\n * @internal\n * @zh 重写消息处理以添加速率限制检查\n * @en Override message handling to add rate limit check\n */\n _handleMessage(type: string, data: unknown, playerId: string): void {\n const player = this.getPlayer(playerId);\n if (!player) return;\n\n let context = this._playerContexts.get(player);\n if (!context) {\n context = this._createPlayerContext(player);\n }\n\n const metadata = this._getMessageMetadata(type);\n\n if (metadata?.exempt) {\n super._handleMessage(type, data, playerId);\n return;\n }\n\n const cost = metadata?.config?.cost ?? 1;\n let result: RateLimitResult;\n\n if (metadata?.config && (metadata.config.messagesPerSecond || metadata.config.burstSize)) {\n if (!context.hasMessageStrategy(type)) {\n const msgStrategy = createStrategy({\n messagesPerSecond: metadata.config.messagesPerSecond ?? messagesPerSecond,\n burstSize: metadata.config.burstSize ?? burstSize,\n strategy\n });\n context.setMessageStrategy(type, msgStrategy);\n }\n result = context.consume(type, cost);\n } else {\n result = context.consume(undefined, cost);\n }\n\n if (!result.allowed) {\n this._handleRateLimited(player, type, result, context);\n return;\n }\n\n super._handleMessage(type, data, playerId);\n }\n\n /**\n * @internal\n * @zh 重写 _addPlayer 以初始化速率限制上下文\n * @en Override _addPlayer to initialize rate limit context\n */\n async _addPlayer(id: string, conn: any): Promise<Player | null> {\n const player = await super._addPlayer(id, conn);\n if (player) {\n this._createPlayerContext(player);\n }\n return player;\n }\n\n /**\n * @internal\n * @zh 重写 _removePlayer 以清理速率限制上下文\n * @en Override _removePlayer to cleanup rate limit context\n */\n async _removePlayer(id: string, reason?: string): Promise<void> {\n const player = this.getPlayer(id);\n if (player) {\n const context = this._playerContexts.get(player);\n if (context) {\n context.reset();\n }\n this._playerContexts.delete(player);\n }\n await super._removePlayer(id, reason);\n }\n\n /**\n * @zh 重写 dispose 以清理定时器\n * @en Override dispose to cleanup timer\n */\n dispose(): void {\n this._stopCleanup();\n super.dispose();\n }\n\n /**\n * @zh 创建玩家的速率限制上下文\n * @en Create rate limit context for player\n */\n private _createPlayerContext(player: Player): RateLimitContext {\n const key = getKey(player);\n const context = new RateLimitContext(key, this._rateLimitStrategy);\n this._playerContexts.set(player, context);\n setPlayerRateLimitContext(player, context);\n return context;\n }\n\n /**\n * @zh 处理被限流的情况\n * @en Handle rate limited situation\n */\n private _handleRateLimited(\n player: Player,\n messageType: string,\n result: RateLimitResult,\n context: RateLimitContext\n ): void {\n if (this.onRateLimited) {\n this.onRateLimited(player, messageType, result);\n }\n\n onLimited?.(player, messageType, result);\n\n if (disconnectOnLimit) {\n this.kick(player as any, 'rate_limited');\n return;\n }\n\n if (maxConsecutiveLimits > 0 && context.consecutiveLimitCount >= maxConsecutiveLimits) {\n this.kick(player as any, 'too_many_rate_limits');\n }\n }\n\n /**\n * @zh 获取消息的元数据\n * @en Get message metadata\n */\n private _getMessageMetadata(type: string): RateLimitMetadata | undefined {\n return getRateLimitMetadata(this.constructor.prototype, type);\n }\n\n /**\n * @zh 初始化消息策略(从装饰器元数据)\n * @en Initialize message strategies (from decorator metadata)\n */\n private _initMessageStrategies(): void {\n const metadataMap = (this.constructor.prototype as any)[RATE_LIMIT_METADATA_KEY];\n if (metadataMap instanceof Map) {\n for (const [msgType, metadata] of metadataMap) {\n if (metadata.config && (metadata.config.messagesPerSecond || metadata.config.burstSize)) {\n const msgStrategy = createStrategy({\n messagesPerSecond: metadata.config.messagesPerSecond ?? messagesPerSecond,\n burstSize: metadata.config.burstSize ?? burstSize,\n strategy\n });\n this._messageStrategies.set(msgType, msgStrategy);\n }\n }\n }\n }\n\n /**\n * @zh 开始清理定时器\n * @en Start cleanup timer\n */\n private _startCleanup(): void {\n if (cleanupInterval > 0) {\n this._cleanupTimer = setInterval(() => {\n this._rateLimitStrategy.cleanup();\n for (const strategy of this._messageStrategies.values()) {\n strategy.cleanup();\n }\n }, cleanupInterval);\n }\n }\n\n /**\n * @zh 停止清理定时器\n * @en Stop cleanup timer\n */\n private _stopCleanup(): void {\n if (this._cleanupTimer) {\n clearInterval(this._cleanupTimer);\n this._cleanupTimer = null;\n }\n }\n }\n\n return RateLimitRoom as unknown as TBase & (new (...args: any[]) => IRateLimitRoom);\n}\n"]}
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package/dist/testing/index.js
CHANGED
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@@ -1,4 +1,5 @@
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-
import {
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1
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+
import { createServer } from '../chunk-QWEIP5QH.js';
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2
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+
import { onMessage, Room } from '../chunk-O3VN2QVN.js';
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2
3
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import { __name, __publicField } from '../chunk-T626JPC7.js';
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3
4
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import WebSocket from 'ws';
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4
5
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import { json } from '@esengine/rpc/codec';
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@@ -1 +1 @@
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1
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* @zh 测试客户端\n * @en Test client for server testing\n */\n\nimport WebSocket from 'ws'\nimport { json } from '@esengine/rpc/codec'\nimport type { Codec } from '@esengine/rpc/codec'\n\n// ============================================================================\n// Types | 类型定义\n// ============================================================================\n\n/**\n * @zh 测试客户端配置\n * @en Test client options\n */\nexport interface TestClientOptions {\n /**\n * @zh 编解码器\n * @en Codec\n * @defaultValue json()\n */\n codec?: Codec\n\n /**\n * @zh API 调用超时(毫秒)\n * @en API call timeout in milliseconds\n * @defaultValue 5000\n */\n timeout?: number\n\n /**\n * @zh 连接超时(毫秒)\n * @en Connection timeout in milliseconds\n * @defaultValue 5000\n */\n connectTimeout?: number\n}\n\n/**\n * @zh 房间加入结果\n * @en Room join result\n */\nexport interface JoinRoomResult {\n roomId: string\n playerId: string\n}\n\n/**\n * @zh 收到的消息记录\n * @en Received message record\n */\nexport interface ReceivedMessage {\n type: string\n data: unknown\n timestamp: number\n}\n\n// ============================================================================\n// Constants | 常量\n// ============================================================================\n\nconst PacketType = {\n ApiRequest: 0,\n ApiResponse: 1,\n ApiError: 2,\n Message: 3,\n} as const\n\n// ============================================================================\n// TestClient Class | 测试客户端类\n// ============================================================================\n\ninterface PendingCall {\n resolve: (value: unknown) => void\n reject: (error: Error) => void\n timer: ReturnType<typeof setTimeout>\n}\n\n/**\n * @zh 测试客户端\n * @en Test client for server integration testing\n *\n * @zh 专为测试设计的客户端,提供便捷的断言方法和消息记录功能\n * @en Client designed for testing, with convenient assertion methods and message recording\n *\n * @example\n * ```typescript\n * const client = new TestClient(3000)\n * await client.connect()\n *\n * // 加入房间\n * const { roomId } = await client.joinRoom('game')\n *\n * // 发送消息\n * client.sendToRoom('Move', { x: 10, y: 20 })\n *\n * // 等待收到特定消息\n * const msg = await client.waitForMessage('PlayerMoved')\n *\n * // 断言收到消息\n * expect(client.hasReceivedMessage('PlayerMoved')).toBe(true)\n *\n * await client.disconnect()\n * ```\n */\nexport class TestClient {\n private readonly _port: number\n private readonly _codec: Codec\n private readonly _timeout: number\n private readonly _connectTimeout: number\n\n private _ws: WebSocket | null = null\n private _callIdCounter = 0\n private _connected = false\n private _currentRoomId: string | null = null\n private _currentPlayerId: string | null = null\n\n private readonly _pendingCalls = new Map<number, PendingCall>()\n private readonly _msgHandlers = new Map<string, Set<(data: unknown) => void>>()\n private readonly _receivedMessages: ReceivedMessage[] = []\n\n constructor(port: number, options: TestClientOptions = {}) {\n this._port = port\n this._codec = options.codec ?? json()\n this._timeout = options.timeout ?? 5000\n this._connectTimeout = options.connectTimeout ?? 5000\n }\n\n // ========================================================================\n // Properties | 属性\n // ========================================================================\n\n /**\n * @zh 是否已连接\n * @en Whether connected\n */\n get isConnected(): boolean {\n return this._connected\n }\n\n /**\n * @zh 当前房间 ID\n * @en Current room ID\n */\n get roomId(): string | null {\n return this._currentRoomId\n }\n\n /**\n * @zh 当前玩家 ID\n * @en Current player ID\n */\n get playerId(): string | null {\n return this._currentPlayerId\n }\n\n /**\n * @zh 收到的所有消息\n * @en All received messages\n */\n get receivedMessages(): ReadonlyArray<ReceivedMessage> {\n return this._receivedMessages\n }\n\n // ========================================================================\n // Connection | 连接管理\n // ========================================================================\n\n /**\n * @zh 连接到服务器\n * @en Connect to server\n */\n connect(): Promise<this> {\n return new Promise((resolve, reject) => {\n const url = `ws://localhost:${this._port}`\n this._ws = new WebSocket(url)\n\n const timeout = setTimeout(() => {\n this._ws?.close()\n reject(new Error(`Connection timeout after ${this._connectTimeout}ms`))\n }, this._connectTimeout)\n\n this._ws.on('open', () => {\n clearTimeout(timeout)\n this._connected = true\n resolve(this)\n })\n\n this._ws.on('close', () => {\n this._connected = false\n this._rejectAllPending('Connection closed')\n })\n\n this._ws.on('error', (err) => {\n clearTimeout(timeout)\n if (!this._connected) {\n reject(err)\n }\n })\n\n this._ws.on('message', (data: Buffer) => {\n this._handleMessage(data)\n })\n })\n }\n\n /**\n * @zh 断开连接\n * @en Disconnect from server\n */\n async disconnect(): Promise<void> {\n return new Promise((resolve) => {\n if (!this._ws || this._ws.readyState === WebSocket.CLOSED) {\n resolve()\n return\n }\n\n this._ws.once('close', () => {\n this._connected = false\n this._ws = null\n resolve()\n })\n\n this._ws.close()\n })\n }\n\n // ========================================================================\n // Room Operations | 房间操作\n // ========================================================================\n\n /**\n * @zh 加入房间\n * @en Join a room\n */\n async joinRoom(roomType: string, options?: Record<string, unknown>): Promise<JoinRoomResult> {\n const result = await this.call<JoinRoomResult>('JoinRoom', { roomType, options })\n this._currentRoomId = result.roomId\n this._currentPlayerId = result.playerId\n return result\n }\n\n /**\n * @zh 通过 ID 加入房间\n * @en Join a room by ID\n */\n async joinRoomById(roomId: string): Promise<JoinRoomResult> {\n const result = await this.call<JoinRoomResult>('JoinRoom', { roomId })\n this._currentRoomId = result.roomId\n this._currentPlayerId = result.playerId\n return result\n }\n\n /**\n * @zh 离开房间\n * @en Leave room\n */\n async leaveRoom(): Promise<void> {\n await this.call('LeaveRoom', {})\n this._currentRoomId = null\n this._currentPlayerId = null\n }\n\n /**\n * @zh 发送消息到房间\n * @en Send message to room\n */\n sendToRoom(type: string, data: unknown): void {\n this.send('RoomMessage', { type, data })\n }\n\n // ========================================================================\n // API Calls | API 调用\n // ========================================================================\n\n /**\n * @zh 调用 API\n * @en Call API\n */\n call<T = unknown>(name: string, input: unknown): Promise<T> {\n return new Promise((resolve, reject) => {\n if (!this._connected || !this._ws) {\n reject(new Error('Not connected'))\n return\n }\n\n const id = ++this._callIdCounter\n const timer = setTimeout(() => {\n this._pendingCalls.delete(id)\n reject(new Error(`API call '${name}' timeout after ${this._timeout}ms`))\n }, this._timeout)\n\n this._pendingCalls.set(id, {\n resolve: resolve as (v: unknown) => void,\n reject,\n timer,\n })\n\n const packet = [PacketType.ApiRequest, id, name, input]\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n this._ws.send(this._codec.encode(packet as any) as Buffer)\n })\n }\n\n /**\n * @zh 发送消息\n * @en Send message\n */\n send(name: string, data: unknown): void {\n if (!this._connected || !this._ws) return\n const packet = [PacketType.Message, name, data]\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n this._ws.send(this._codec.encode(packet as any) as Buffer)\n }\n\n // ========================================================================\n // Message Handling | 消息处理\n // ========================================================================\n\n /**\n * @zh 监听消息\n * @en Listen for message\n */\n on(name: string, handler: (data: unknown) => void): this {\n let handlers = this._msgHandlers.get(name)\n if (!handlers) {\n handlers = new Set()\n this._msgHandlers.set(name, handlers)\n }\n handlers.add(handler)\n return this\n }\n\n /**\n * @zh 取消监听消息\n * @en Remove message listener\n */\n off(name: string, handler?: (data: unknown) => void): this {\n if (handler) {\n this._msgHandlers.get(name)?.delete(handler)\n } else {\n this._msgHandlers.delete(name)\n }\n return this\n }\n\n /**\n * @zh 等待收到指定消息\n * @en Wait for a specific message\n */\n waitForMessage<T = unknown>(type: string, timeout?: number): Promise<T> {\n return new Promise((resolve, reject) => {\n const timeoutMs = timeout ?? this._timeout\n\n const timer = setTimeout(() => {\n this.off(type, handler)\n reject(new Error(`Timeout waiting for message '${type}' after ${timeoutMs}ms`))\n }, timeoutMs)\n\n const handler = (data: unknown) => {\n clearTimeout(timer)\n this.off(type, handler)\n resolve(data as T)\n }\n\n this.on(type, handler)\n })\n }\n\n /**\n * @zh 等待收到指定房间消息\n * @en Wait for a specific room message\n */\n waitForRoomMessage<T = unknown>(type: string, timeout?: number): Promise<T> {\n return new Promise((resolve, reject) => {\n const timeoutMs = timeout ?? this._timeout\n\n const timer = setTimeout(() => {\n this.off('RoomMessage', handler)\n reject(new Error(`Timeout waiting for room message '${type}' after ${timeoutMs}ms`))\n }, timeoutMs)\n\n const handler = (data: unknown) => {\n const msg = data as { type: string; data: unknown }\n if (msg.type === type) {\n clearTimeout(timer)\n this.off('RoomMessage', handler)\n resolve(msg.data as T)\n }\n }\n\n this.on('RoomMessage', handler)\n })\n }\n\n // ========================================================================\n // Assertions | 断言辅助\n // ========================================================================\n\n /**\n * @zh 是否收到过指定消息\n * @en Whether received a specific message\n */\n hasReceivedMessage(type: string): boolean {\n return this._receivedMessages.some((m) => m.type === type)\n }\n\n /**\n * @zh 获取指定类型的所有消息\n * @en Get all messages of a specific type\n */\n getMessagesOfType<T = unknown>(type: string): T[] {\n return this._receivedMessages\n .filter((m) => m.type === type)\n .map((m) => m.data as T)\n }\n\n /**\n * @zh 获取最后收到的指定类型消息\n * @en Get the last received message of a specific type\n */\n getLastMessage<T = unknown>(type: string): T | undefined {\n for (let i = this._receivedMessages.length - 1; i >= 0; i--) {\n if (this._receivedMessages[i].type === type) {\n return this._receivedMessages[i].data as T\n }\n }\n return undefined\n }\n\n /**\n * @zh 清空消息记录\n * @en Clear message records\n */\n clearMessages(): void {\n this._receivedMessages.length = 0\n }\n\n /**\n * @zh 获取收到的消息数量\n * @en Get received message count\n */\n getMessageCount(type?: string): number {\n if (type) {\n return this._receivedMessages.filter((m) => m.type === type).length\n }\n return this._receivedMessages.length\n }\n\n // ========================================================================\n // Private Methods | 私有方法\n // ========================================================================\n\n private _handleMessage(raw: Buffer): void {\n try {\n const packet = this._codec.decode(raw) as unknown[]\n const type = packet[0] as number\n\n switch (type) {\n case PacketType.ApiResponse:\n this._handleApiResponse([packet[0], packet[1], packet[2]] as [number, number, unknown])\n break\n case PacketType.ApiError:\n this._handleApiError([packet[0], packet[1], packet[2], packet[3]] as [number, number, string, string])\n break\n case PacketType.Message:\n this._handleMsg([packet[0], packet[1], packet[2]] as [number, string, unknown])\n break\n }\n } catch (err) {\n console.error('[TestClient] Failed to handle message:', err)\n }\n }\n\n private _handleApiResponse([, id, result]: [number, number, unknown]): void {\n const pending = this._pendingCalls.get(id)\n if (pending) {\n clearTimeout(pending.timer)\n this._pendingCalls.delete(id)\n pending.resolve(result)\n }\n }\n\n private _handleApiError([, id, code, message]: [number, number, string, string]): void {\n const pending = this._pendingCalls.get(id)\n if (pending) {\n clearTimeout(pending.timer)\n this._pendingCalls.delete(id)\n pending.reject(new Error(`[${code}] ${message}`))\n }\n }\n\n private _handleMsg([, name, data]: [number, string, unknown]): void {\n // 记录消息\n this._receivedMessages.push({\n type: name,\n data,\n timestamp: Date.now(),\n })\n\n // 触发处理器\n const handlers = this._msgHandlers.get(name)\n if (handlers) {\n for (const handler of handlers) {\n try {\n handler(data)\n } catch (err) {\n console.error('[TestClient] Handler error:', err)\n }\n }\n }\n }\n\n private _rejectAllPending(reason: string): void {\n for (const [, pending] of this._pendingCalls) {\n clearTimeout(pending.timer)\n pending.reject(new Error(reason))\n }\n this._pendingCalls.clear()\n }\n}\n","/**\n * @zh 测试服务器工具\n * @en Test server utilities\n */\n\nimport { createServer } from '../core/server.js'\nimport type { GameServer } from '../types/index.js'\nimport { TestClient, type TestClientOptions } from './TestClient.js'\n\n// ============================================================================\n// Types | 类型定义\n// ============================================================================\n\n/**\n * @zh 测试服务器配置\n * @en Test server options\n */\nexport interface TestServerOptions {\n /**\n * @zh 端口号,0 表示随机端口\n * @en Port number, 0 for random port\n * @defaultValue 0\n */\n port?: number\n\n /**\n * @zh Tick 速率\n * @en Tick rate\n * @defaultValue 0\n */\n tickRate?: number\n\n /**\n * @zh 是否禁用控制台日志\n * @en Whether to suppress console logs\n * @defaultValue true\n */\n silent?: boolean\n}\n\n/**\n * @zh 测试环境\n * @en Test environment\n */\nexport interface TestEnvironment {\n /**\n * @zh 服务器实例\n * @en Server instance\n */\n server: GameServer\n\n /**\n * @zh 服务器端口\n * @en Server port\n */\n port: number\n\n /**\n * @zh 创建测试客户端\n * @en Create test client\n */\n createClient(options?: TestClientOptions): Promise<TestClient>\n\n /**\n * @zh 创建多个测试客户端\n * @en Create multiple test clients\n */\n createClients(count: number, options?: TestClientOptions): Promise<TestClient[]>\n\n /**\n * @zh 清理测试环境\n * @en Cleanup test environment\n */\n cleanup(): Promise<void>\n\n /**\n * @zh 所有已创建的客户端\n * @en All created clients\n */\n readonly clients: ReadonlyArray<TestClient>\n}\n\n// ============================================================================\n// Helper Functions | 辅助函数\n// ============================================================================\n\n/**\n * @zh 获取随机可用端口\n * @en Get a random available port\n */\nasync function getRandomPort(): Promise<number> {\n const net = await import('node:net')\n return new Promise((resolve, reject) => {\n const server = net.createServer()\n server.listen(0, () => {\n const address = server.address()\n if (address && typeof address === 'object') {\n const port = address.port\n server.close(() => resolve(port))\n } else {\n server.close(() => reject(new Error('Failed to get port')))\n }\n })\n server.on('error', reject)\n })\n}\n\n/**\n * @zh 等待指定毫秒\n * @en Wait for specified milliseconds\n */\nexport function wait(ms: number): Promise<void> {\n return new Promise((resolve) => setTimeout(resolve, ms))\n}\n\n// ============================================================================\n// Factory Functions | 工厂函数\n// ============================================================================\n\n/**\n * @zh 创建测试服务器\n * @en Create test server\n *\n * @example\n * ```typescript\n * const { server, port, cleanup } = await createTestServer()\n * server.define('game', GameRoom)\n *\n * const client = new TestClient(port)\n * await client.connect()\n *\n * // ... run tests ...\n *\n * await cleanup()\n * ```\n */\nexport async function createTestServer(\n options: TestServerOptions = {}\n): Promise<{ server: GameServer; port: number; cleanup: () => Promise<void> }> {\n const port = options.port || (await getRandomPort())\n const silent = options.silent ?? true\n\n // 临时禁用 console.log\n const originalLog = console.log\n if (silent) {\n console.log = () => {}\n }\n\n const server = await createServer({\n port,\n tickRate: options.tickRate ?? 0,\n apiDir: '__non_existent_api__',\n msgDir: '__non_existent_msg__',\n })\n\n await server.start()\n\n // 恢复 console.log\n if (silent) {\n console.log = originalLog\n }\n\n return {\n server,\n port,\n cleanup: async () => {\n await server.stop()\n },\n }\n}\n\n/**\n * @zh 创建完整测试环境\n * @en Create complete test environment\n *\n * @zh 包含服务器、客户端创建和清理功能的完整测试环境\n * @en Complete test environment with server, client creation and cleanup\n *\n * @example\n * ```typescript\n * describe('GameRoom', () => {\n * let env: TestEnvironment\n *\n * beforeEach(async () => {\n * env = await createTestEnv()\n * env.server.define('game', GameRoom)\n * })\n *\n * afterEach(async () => {\n * await env.cleanup()\n * })\n *\n * it('should handle player join', async () => {\n * const client = await env.createClient()\n * const result = await client.joinRoom('game')\n * expect(result.roomId).toBeDefined()\n * })\n *\n * it('should broadcast to all players', async () => {\n * const [client1, client2] = await env.createClients(2)\n *\n * await client1.joinRoom('game')\n * const joinPromise = client1.waitForRoomMessage('PlayerJoined')\n *\n * await client2.joinRoom('game')\n * const msg = await joinPromise\n *\n * expect(msg).toBeDefined()\n * })\n * })\n * ```\n */\nexport async function createTestEnv(options: TestServerOptions = {}): Promise<TestEnvironment> {\n const { server, port, cleanup: serverCleanup } = await createTestServer(options)\n const clients: TestClient[] = []\n\n return {\n server,\n port,\n clients,\n\n async createClient(clientOptions?: TestClientOptions): Promise<TestClient> {\n const client = new TestClient(port, clientOptions)\n await client.connect()\n clients.push(client)\n return client\n },\n\n async createClients(count: number, clientOptions?: TestClientOptions): Promise<TestClient[]> {\n const newClients: TestClient[] = []\n for (let i = 0; i < count; i++) {\n const client = new TestClient(port, clientOptions)\n await client.connect()\n clients.push(client)\n newClients.push(client)\n }\n return newClients\n },\n\n async cleanup(): Promise<void> {\n // 断开所有客户端\n await Promise.all(clients.map((c) => c.disconnect().catch(() => {})))\n clients.length = 0\n\n // 停止服务器\n await serverCleanup()\n },\n }\n}\n","/**\n * @zh 模拟房间\n * @en Mock room for testing\n */\n\nimport { Room, onMessage, type Player } from '../room/index.js'\n\n/**\n * @zh 模拟房间状态\n * @en Mock room state\n */\nexport interface MockRoomState {\n messages: Array<{ type: string; data: unknown; playerId: string }>\n joinCount: number\n leaveCount: number\n}\n\n/**\n * @zh 模拟房间\n * @en Mock room for testing\n *\n * @zh 记录所有事件和消息,用于测试断言\n * @en Records all events and messages for test assertions\n *\n * @example\n * ```typescript\n * const env = await createTestEnv()\n * env.server.define('mock', MockRoom)\n *\n * const client = await env.createClient()\n * await client.joinRoom('mock')\n *\n * client.sendToRoom('Test', { value: 123 })\n * await wait(50)\n *\n * // MockRoom 会广播收到的消息\n * const msg = client.getLastMessage('RoomMessage')\n * ```\n */\nexport class MockRoom extends Room<MockRoomState> {\n state: MockRoomState = {\n messages: [],\n joinCount: 0,\n leaveCount: 0,\n }\n\n onCreate(): void {\n // 房间创建\n }\n\n onJoin(player: Player): void {\n this.state.joinCount++\n this.broadcast('PlayerJoined', {\n playerId: player.id,\n joinCount: this.state.joinCount,\n })\n }\n\n onLeave(player: Player): void {\n this.state.leaveCount++\n this.broadcast('PlayerLeft', {\n playerId: player.id,\n leaveCount: this.state.leaveCount,\n })\n }\n\n @onMessage('*')\n handleAnyMessage(data: unknown, player: Player, type: string): void {\n this.state.messages.push({\n type,\n data,\n playerId: player.id,\n })\n\n // 回显消息给所有玩家\n this.broadcast('MessageReceived', {\n type,\n data,\n from: player.id,\n })\n }\n\n @onMessage('Echo')\n handleEcho(data: unknown, player: Player): void {\n // 只回复给发送者\n player.send('EchoReply', data)\n }\n\n @onMessage('Broadcast')\n handleBroadcast(data: unknown, _player: Player): void {\n this.broadcast('BroadcastMessage', data)\n }\n\n @onMessage('Ping')\n handlePing(_data: unknown, player: Player): void {\n player.send('Pong', { timestamp: Date.now() })\n }\n}\n\n/**\n * @zh 简单回显房间\n * @en Simple echo room\n *\n * @zh 将收到的任何消息回显给发送者\n * @en Echoes any received message back to sender\n */\nexport class EchoRoom extends Room {\n @onMessage('*')\n handleAnyMessage(data: unknown, player: Player, type: string): void {\n player.send(type, data)\n }\n}\n\n/**\n * @zh 广播房间\n * @en Broadcast room\n *\n * @zh 将收到的任何消息广播给所有玩家\n * @en Broadcasts any received message to all players\n */\nexport class BroadcastRoom extends Room {\n onJoin(player: Player): void {\n this.broadcast('PlayerJoined', { id: player.id })\n }\n\n onLeave(player: Player): void {\n this.broadcast('PlayerLeft', { id: player.id })\n }\n\n @onMessage('*')\n handleAnyMessage(data: unknown, player: Player, type: string): void {\n this.broadcast(type, { from: player.id, data })\n }\n}\n"]}
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* @zh 测试客户端\n * @en Test client for server testing\n */\n\nimport WebSocket from 'ws'\nimport { json } from '@esengine/rpc/codec'\nimport type { Codec } from '@esengine/rpc/codec'\n\n// ============================================================================\n// Types | 类型定义\n// ============================================================================\n\n/**\n * @zh 测试客户端配置\n * @en Test client options\n */\nexport interface TestClientOptions {\n /**\n * @zh 编解码器\n * @en Codec\n * @defaultValue json()\n */\n codec?: Codec\n\n /**\n * @zh API 调用超时(毫秒)\n * @en API call timeout in milliseconds\n * @defaultValue 5000\n */\n timeout?: number\n\n /**\n * @zh 连接超时(毫秒)\n * @en Connection timeout in milliseconds\n * @defaultValue 5000\n */\n connectTimeout?: number\n}\n\n/**\n * @zh 房间加入结果\n * @en Room join result\n */\nexport interface JoinRoomResult {\n roomId: string\n playerId: string\n}\n\n/**\n * @zh 收到的消息记录\n * @en Received message record\n */\nexport interface ReceivedMessage {\n type: string\n data: unknown\n timestamp: number\n}\n\n// ============================================================================\n// Constants | 常量\n// ============================================================================\n\nconst PacketType = {\n ApiRequest: 0,\n ApiResponse: 1,\n ApiError: 2,\n Message: 3,\n} as const\n\n// ============================================================================\n// TestClient Class | 测试客户端类\n// ============================================================================\n\ninterface PendingCall {\n resolve: (value: unknown) => void\n reject: (error: Error) => void\n timer: ReturnType<typeof setTimeout>\n}\n\n/**\n * @zh 测试客户端\n * @en Test client for server integration testing\n *\n * @zh 专为测试设计的客户端,提供便捷的断言方法和消息记录功能\n * @en Client designed for testing, with convenient assertion methods and message recording\n *\n * @example\n * ```typescript\n * const client = new TestClient(3000)\n * await client.connect()\n *\n * // 加入房间\n * const { roomId } = await client.joinRoom('game')\n *\n * // 发送消息\n * client.sendToRoom('Move', { x: 10, y: 20 })\n *\n * // 等待收到特定消息\n * const msg = await client.waitForMessage('PlayerMoved')\n *\n * // 断言收到消息\n * expect(client.hasReceivedMessage('PlayerMoved')).toBe(true)\n *\n * await client.disconnect()\n * ```\n */\nexport class TestClient {\n private readonly _port: number\n private readonly _codec: Codec\n private readonly _timeout: number\n private readonly _connectTimeout: number\n\n private _ws: WebSocket | null = null\n private _callIdCounter = 0\n private _connected = false\n private _currentRoomId: string | null = null\n private _currentPlayerId: string | null = null\n\n private readonly _pendingCalls = new Map<number, PendingCall>()\n private readonly _msgHandlers = new Map<string, Set<(data: unknown) => void>>()\n private readonly _receivedMessages: ReceivedMessage[] = []\n\n constructor(port: number, options: TestClientOptions = {}) {\n this._port = port\n this._codec = options.codec ?? json()\n this._timeout = options.timeout ?? 5000\n this._connectTimeout = options.connectTimeout ?? 5000\n }\n\n // ========================================================================\n // Properties | 属性\n // ========================================================================\n\n /**\n * @zh 是否已连接\n * @en Whether connected\n */\n get isConnected(): boolean {\n return this._connected\n }\n\n /**\n * @zh 当前房间 ID\n * @en Current room ID\n */\n get roomId(): string | null {\n return this._currentRoomId\n }\n\n /**\n * @zh 当前玩家 ID\n * @en Current player ID\n */\n get playerId(): string | null {\n return this._currentPlayerId\n }\n\n /**\n * @zh 收到的所有消息\n * @en All received messages\n */\n get receivedMessages(): ReadonlyArray<ReceivedMessage> {\n return this._receivedMessages\n }\n\n // ========================================================================\n // Connection | 连接管理\n // ========================================================================\n\n /**\n * @zh 连接到服务器\n * @en Connect to server\n */\n connect(): Promise<this> {\n return new Promise((resolve, reject) => {\n const url = `ws://localhost:${this._port}`\n this._ws = new WebSocket(url)\n\n const timeout = setTimeout(() => {\n this._ws?.close()\n reject(new Error(`Connection timeout after ${this._connectTimeout}ms`))\n }, this._connectTimeout)\n\n this._ws.on('open', () => {\n clearTimeout(timeout)\n this._connected = true\n resolve(this)\n })\n\n this._ws.on('close', () => {\n this._connected = false\n this._rejectAllPending('Connection closed')\n })\n\n this._ws.on('error', (err) => {\n clearTimeout(timeout)\n if (!this._connected) {\n reject(err)\n }\n })\n\n this._ws.on('message', (data: Buffer) => {\n this._handleMessage(data)\n })\n })\n }\n\n /**\n * @zh 断开连接\n * @en Disconnect from server\n */\n async disconnect(): Promise<void> {\n return new Promise((resolve) => {\n if (!this._ws || this._ws.readyState === WebSocket.CLOSED) {\n resolve()\n return\n }\n\n this._ws.once('close', () => {\n this._connected = false\n this._ws = null\n resolve()\n })\n\n this._ws.close()\n })\n }\n\n // ========================================================================\n // Room Operations | 房间操作\n // ========================================================================\n\n /**\n * @zh 加入房间\n * @en Join a room\n */\n async joinRoom(roomType: string, options?: Record<string, unknown>): Promise<JoinRoomResult> {\n const result = await this.call<JoinRoomResult>('JoinRoom', { roomType, options })\n this._currentRoomId = result.roomId\n this._currentPlayerId = result.playerId\n return result\n }\n\n /**\n * @zh 通过 ID 加入房间\n * @en Join a room by ID\n */\n async joinRoomById(roomId: string): Promise<JoinRoomResult> {\n const result = await this.call<JoinRoomResult>('JoinRoom', { roomId })\n this._currentRoomId = result.roomId\n this._currentPlayerId = result.playerId\n return result\n }\n\n /**\n * @zh 离开房间\n * @en Leave room\n */\n async leaveRoom(): Promise<void> {\n await this.call('LeaveRoom', {})\n this._currentRoomId = null\n this._currentPlayerId = null\n }\n\n /**\n * @zh 发送消息到房间\n * @en Send message to room\n */\n sendToRoom(type: string, data: unknown): void {\n this.send('RoomMessage', { type, data })\n }\n\n // ========================================================================\n // API Calls | API 调用\n // ========================================================================\n\n /**\n * @zh 调用 API\n * @en Call API\n */\n call<T = unknown>(name: string, input: unknown): Promise<T> {\n return new Promise((resolve, reject) => {\n if (!this._connected || !this._ws) {\n reject(new Error('Not connected'))\n return\n }\n\n const id = ++this._callIdCounter\n const timer = setTimeout(() => {\n this._pendingCalls.delete(id)\n reject(new Error(`API call '${name}' timeout after ${this._timeout}ms`))\n }, this._timeout)\n\n this._pendingCalls.set(id, {\n resolve: resolve as (v: unknown) => void,\n reject,\n timer,\n })\n\n const packet = [PacketType.ApiRequest, id, name, input]\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n this._ws.send(this._codec.encode(packet as any) as Buffer)\n })\n }\n\n /**\n * @zh 发送消息\n * @en Send message\n */\n send(name: string, data: unknown): void {\n if (!this._connected || !this._ws) return\n const packet = [PacketType.Message, name, data]\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n this._ws.send(this._codec.encode(packet as any) as Buffer)\n }\n\n // ========================================================================\n // Message Handling | 消息处理\n // ========================================================================\n\n /**\n * @zh 监听消息\n * @en Listen for message\n */\n on(name: string, handler: (data: unknown) => void): this {\n let handlers = this._msgHandlers.get(name)\n if (!handlers) {\n handlers = new Set()\n this._msgHandlers.set(name, handlers)\n }\n handlers.add(handler)\n return this\n }\n\n /**\n * @zh 取消监听消息\n * @en Remove message listener\n */\n off(name: string, handler?: (data: unknown) => void): this {\n if (handler) {\n this._msgHandlers.get(name)?.delete(handler)\n } else {\n this._msgHandlers.delete(name)\n }\n return this\n }\n\n /**\n * @zh 等待收到指定消息\n * @en Wait for a specific message\n */\n waitForMessage<T = unknown>(type: string, timeout?: number): Promise<T> {\n return new Promise((resolve, reject) => {\n const timeoutMs = timeout ?? this._timeout\n\n const timer = setTimeout(() => {\n this.off(type, handler)\n reject(new Error(`Timeout waiting for message '${type}' after ${timeoutMs}ms`))\n }, timeoutMs)\n\n const handler = (data: unknown) => {\n clearTimeout(timer)\n this.off(type, handler)\n resolve(data as T)\n }\n\n this.on(type, handler)\n })\n }\n\n /**\n * @zh 等待收到指定房间消息\n * @en Wait for a specific room message\n */\n waitForRoomMessage<T = unknown>(type: string, timeout?: number): Promise<T> {\n return new Promise((resolve, reject) => {\n const timeoutMs = timeout ?? this._timeout\n\n const timer = setTimeout(() => {\n this.off('RoomMessage', handler)\n reject(new Error(`Timeout waiting for room message '${type}' after ${timeoutMs}ms`))\n }, timeoutMs)\n\n const handler = (data: unknown) => {\n const msg = data as { type: string; data: unknown }\n if (msg.type === type) {\n clearTimeout(timer)\n this.off('RoomMessage', handler)\n resolve(msg.data as T)\n }\n }\n\n this.on('RoomMessage', handler)\n })\n }\n\n // ========================================================================\n // Assertions | 断言辅助\n // ========================================================================\n\n /**\n * @zh 是否收到过指定消息\n * @en Whether received a specific message\n */\n hasReceivedMessage(type: string): boolean {\n return this._receivedMessages.some((m) => m.type === type)\n }\n\n /**\n * @zh 获取指定类型的所有消息\n * @en Get all messages of a specific type\n */\n getMessagesOfType<T = unknown>(type: string): T[] {\n return this._receivedMessages\n .filter((m) => m.type === type)\n .map((m) => m.data as T)\n }\n\n /**\n * @zh 获取最后收到的指定类型消息\n * @en Get the last received message of a specific type\n */\n getLastMessage<T = unknown>(type: string): T | undefined {\n for (let i = this._receivedMessages.length - 1; i >= 0; i--) {\n if (this._receivedMessages[i].type === type) {\n return this._receivedMessages[i].data as T\n }\n }\n return undefined\n }\n\n /**\n * @zh 清空消息记录\n * @en Clear message records\n */\n clearMessages(): void {\n this._receivedMessages.length = 0\n }\n\n /**\n * @zh 获取收到的消息数量\n * @en Get received message count\n */\n getMessageCount(type?: string): number {\n if (type) {\n return this._receivedMessages.filter((m) => m.type === type).length\n }\n return this._receivedMessages.length\n }\n\n // ========================================================================\n // Private Methods | 私有方法\n // ========================================================================\n\n private _handleMessage(raw: Buffer): void {\n try {\n const packet = this._codec.decode(raw) as unknown[]\n const type = packet[0] as number\n\n switch (type) {\n case PacketType.ApiResponse:\n this._handleApiResponse([packet[0], packet[1], packet[2]] as [number, number, unknown])\n break\n case PacketType.ApiError:\n this._handleApiError([packet[0], packet[1], packet[2], packet[3]] as [number, number, string, string])\n break\n case PacketType.Message:\n this._handleMsg([packet[0], packet[1], packet[2]] as [number, string, unknown])\n break\n }\n } catch (err) {\n console.error('[TestClient] Failed to handle message:', err)\n }\n }\n\n private _handleApiResponse([, id, result]: [number, number, unknown]): void {\n const pending = this._pendingCalls.get(id)\n if (pending) {\n clearTimeout(pending.timer)\n this._pendingCalls.delete(id)\n pending.resolve(result)\n }\n }\n\n private _handleApiError([, id, code, message]: [number, number, string, string]): void {\n const pending = this._pendingCalls.get(id)\n if (pending) {\n clearTimeout(pending.timer)\n this._pendingCalls.delete(id)\n pending.reject(new Error(`[${code}] ${message}`))\n }\n }\n\n private _handleMsg([, name, data]: [number, string, unknown]): void {\n // 记录消息\n this._receivedMessages.push({\n type: name,\n data,\n timestamp: Date.now(),\n })\n\n // 触发处理器\n const handlers = this._msgHandlers.get(name)\n if (handlers) {\n for (const handler of handlers) {\n try {\n handler(data)\n } catch (err) {\n console.error('[TestClient] Handler error:', err)\n }\n }\n }\n }\n\n private _rejectAllPending(reason: string): void {\n for (const [, pending] of this._pendingCalls) {\n clearTimeout(pending.timer)\n pending.reject(new Error(reason))\n }\n this._pendingCalls.clear()\n }\n}\n","/**\n * @zh 测试服务器工具\n * @en Test server utilities\n */\n\nimport { createServer } from '../core/server.js'\nimport type { GameServer } from '../types/index.js'\nimport { TestClient, type TestClientOptions } from './TestClient.js'\n\n// ============================================================================\n// Types | 类型定义\n// ============================================================================\n\n/**\n * @zh 测试服务器配置\n * @en Test server options\n */\nexport interface TestServerOptions {\n /**\n * @zh 端口号,0 表示随机端口\n * @en Port number, 0 for random port\n * @defaultValue 0\n */\n port?: number\n\n /**\n * @zh Tick 速率\n * @en Tick rate\n * @defaultValue 0\n */\n tickRate?: number\n\n /**\n * @zh 是否禁用控制台日志\n * @en Whether to suppress console logs\n * @defaultValue true\n */\n silent?: boolean\n}\n\n/**\n * @zh 测试环境\n * @en Test environment\n */\nexport interface TestEnvironment {\n /**\n * @zh 服务器实例\n * @en Server instance\n */\n server: GameServer\n\n /**\n * @zh 服务器端口\n * @en Server port\n */\n port: number\n\n /**\n * @zh 创建测试客户端\n * @en Create test client\n */\n createClient(options?: TestClientOptions): Promise<TestClient>\n\n /**\n * @zh 创建多个测试客户端\n * @en Create multiple test clients\n */\n createClients(count: number, options?: TestClientOptions): Promise<TestClient[]>\n\n /**\n * @zh 清理测试环境\n * @en Cleanup test environment\n */\n cleanup(): Promise<void>\n\n /**\n * @zh 所有已创建的客户端\n * @en All created clients\n */\n readonly clients: ReadonlyArray<TestClient>\n}\n\n// ============================================================================\n// Helper Functions | 辅助函数\n// ============================================================================\n\n/**\n * @zh 获取随机可用端口\n * @en Get a random available port\n */\nasync function getRandomPort(): Promise<number> {\n const net = await import('node:net')\n return new Promise((resolve, reject) => {\n const server = net.createServer()\n server.listen(0, () => {\n const address = server.address()\n if (address && typeof address === 'object') {\n const port = address.port\n server.close(() => resolve(port))\n } else {\n server.close(() => reject(new Error('Failed to get port')))\n }\n })\n server.on('error', reject)\n })\n}\n\n/**\n * @zh 等待指定毫秒\n * @en Wait for specified milliseconds\n */\nexport function wait(ms: number): Promise<void> {\n return new Promise((resolve) => setTimeout(resolve, ms))\n}\n\n// ============================================================================\n// Factory Functions | 工厂函数\n// ============================================================================\n\n/**\n * @zh 创建测试服务器\n * @en Create test server\n *\n * @example\n * ```typescript\n * const { server, port, cleanup } = await createTestServer()\n * server.define('game', GameRoom)\n *\n * const client = new TestClient(port)\n * await client.connect()\n *\n * // ... run tests ...\n *\n * await cleanup()\n * ```\n */\nexport async function createTestServer(\n options: TestServerOptions = {}\n): Promise<{ server: GameServer; port: number; cleanup: () => Promise<void> }> {\n const port = options.port || (await getRandomPort())\n const silent = options.silent ?? true\n\n // 临时禁用 console.log\n const originalLog = console.log\n if (silent) {\n console.log = () => {}\n }\n\n const server = await createServer({\n port,\n tickRate: options.tickRate ?? 0,\n apiDir: '__non_existent_api__',\n msgDir: '__non_existent_msg__',\n })\n\n await server.start()\n\n // 恢复 console.log\n if (silent) {\n console.log = originalLog\n }\n\n return {\n server,\n port,\n cleanup: async () => {\n await server.stop()\n },\n }\n}\n\n/**\n * @zh 创建完整测试环境\n * @en Create complete test environment\n *\n * @zh 包含服务器、客户端创建和清理功能的完整测试环境\n * @en Complete test environment with server, client creation and cleanup\n *\n * @example\n * ```typescript\n * describe('GameRoom', () => {\n * let env: TestEnvironment\n *\n * beforeEach(async () => {\n * env = await createTestEnv()\n * env.server.define('game', GameRoom)\n * })\n *\n * afterEach(async () => {\n * await env.cleanup()\n * })\n *\n * it('should handle player join', async () => {\n * const client = await env.createClient()\n * const result = await client.joinRoom('game')\n * expect(result.roomId).toBeDefined()\n * })\n *\n * it('should broadcast to all players', async () => {\n * const [client1, client2] = await env.createClients(2)\n *\n * await client1.joinRoom('game')\n * const joinPromise = client1.waitForRoomMessage('PlayerJoined')\n *\n * await client2.joinRoom('game')\n * const msg = await joinPromise\n *\n * expect(msg).toBeDefined()\n * })\n * })\n * ```\n */\nexport async function createTestEnv(options: TestServerOptions = {}): Promise<TestEnvironment> {\n const { server, port, cleanup: serverCleanup } = await createTestServer(options)\n const clients: TestClient[] = []\n\n return {\n server,\n port,\n clients,\n\n async createClient(clientOptions?: TestClientOptions): Promise<TestClient> {\n const client = new TestClient(port, clientOptions)\n await client.connect()\n clients.push(client)\n return client\n },\n\n async createClients(count: number, clientOptions?: TestClientOptions): Promise<TestClient[]> {\n const newClients: TestClient[] = []\n for (let i = 0; i < count; i++) {\n const client = new TestClient(port, clientOptions)\n await client.connect()\n clients.push(client)\n newClients.push(client)\n }\n return newClients\n },\n\n async cleanup(): Promise<void> {\n // 断开所有客户端\n await Promise.all(clients.map((c) => c.disconnect().catch(() => {})))\n clients.length = 0\n\n // 停止服务器\n await serverCleanup()\n },\n }\n}\n","/**\n * @zh 模拟房间\n * @en Mock room for testing\n */\n\nimport { Room, onMessage, type Player } from '../room/index.js'\n\n/**\n * @zh 模拟房间状态\n * @en Mock room state\n */\nexport interface MockRoomState {\n messages: Array<{ type: string; data: unknown; playerId: string }>\n joinCount: number\n leaveCount: number\n}\n\n/**\n * @zh 模拟房间\n * @en Mock room for testing\n *\n * @zh 记录所有事件和消息,用于测试断言\n * @en Records all events and messages for test assertions\n *\n * @example\n * ```typescript\n * const env = await createTestEnv()\n * env.server.define('mock', MockRoom)\n *\n * const client = await env.createClient()\n * await client.joinRoom('mock')\n *\n * client.sendToRoom('Test', { value: 123 })\n * await wait(50)\n *\n * // MockRoom 会广播收到的消息\n * const msg = client.getLastMessage('RoomMessage')\n * ```\n */\nexport class MockRoom extends Room<MockRoomState> {\n state: MockRoomState = {\n messages: [],\n joinCount: 0,\n leaveCount: 0,\n }\n\n onCreate(): void {\n // 房间创建\n }\n\n onJoin(player: Player): void {\n this.state.joinCount++\n this.broadcast('PlayerJoined', {\n playerId: player.id,\n joinCount: this.state.joinCount,\n })\n }\n\n onLeave(player: Player): void {\n this.state.leaveCount++\n this.broadcast('PlayerLeft', {\n playerId: player.id,\n leaveCount: this.state.leaveCount,\n })\n }\n\n @onMessage('*')\n handleAnyMessage(data: unknown, player: Player, type: string): void {\n this.state.messages.push({\n type,\n data,\n playerId: player.id,\n })\n\n // 回显消息给所有玩家\n this.broadcast('MessageReceived', {\n type,\n data,\n from: player.id,\n })\n }\n\n @onMessage('Echo')\n handleEcho(data: unknown, player: Player): void {\n // 只回复给发送者\n player.send('EchoReply', data)\n }\n\n @onMessage('Broadcast')\n handleBroadcast(data: unknown, _player: Player): void {\n this.broadcast('BroadcastMessage', data)\n }\n\n @onMessage('Ping')\n handlePing(_data: unknown, player: Player): void {\n player.send('Pong', { timestamp: Date.now() })\n }\n}\n\n/**\n * @zh 简单回显房间\n * @en Simple echo room\n *\n * @zh 将收到的任何消息回显给发送者\n * @en Echoes any received message back to sender\n */\nexport class EchoRoom extends Room {\n @onMessage('*')\n handleAnyMessage(data: unknown, player: Player, type: string): void {\n player.send(type, data)\n }\n}\n\n/**\n * @zh 广播房间\n * @en Broadcast room\n *\n * @zh 将收到的任何消息广播给所有玩家\n * @en Broadcasts any received message to all players\n */\nexport class BroadcastRoom extends Room {\n onJoin(player: Player): void {\n this.broadcast('PlayerJoined', { id: player.id })\n }\n\n onLeave(player: Player): void {\n this.broadcast('PlayerLeft', { id: player.id })\n }\n\n @onMessage('*')\n handleAnyMessage(data: unknown, player: Player, type: string): void {\n this.broadcast(type, { from: player.id, data })\n }\n}\n"]}
|
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/server",
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"version": "
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"version": "2.0.0",
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"description": "Game server framework for ESEngine with file-based routing",
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"type": "module",
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"main": "./dist/index.js",
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"import": "./dist/auth/testing/index.js",
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"types": "./dist/auth/testing/index.d.ts"
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},
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"./ratelimit": {
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"import": "./dist/ratelimit/index.js",
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"types": "./dist/ratelimit/index.d.ts"
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},
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"./testing": {
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"import": "./dist/testing/index.js",
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"types": "./dist/testing/index.d.ts"
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},
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"./ecs": {
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"import": "./dist/ecs/index.js",
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"types": "./dist/ecs/index.d.ts"
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}
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"files": [
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"peerDependencies": {
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"ws": ">=8.0.0",
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"jsonwebtoken": ">=9.0.0"
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"jsonwebtoken": ">=9.0.0",
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"@esengine/ecs-framework": ">=2.5.0"
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},
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"devDependencies": {
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"tsup": "^8.0.0",
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"typescript": "^5.7.0",
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"vitest": "^2.0.0",
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"ws": "^8.18.0"
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-
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* @zh 玩家类\n * @en Player class\n */\n\nimport type { Connection } from '@esengine/rpc'\n\n/**\n * @zh 玩家接口\n * @en Player interface\n */\nexport interface IPlayer<TData = Record<string, unknown>> {\n readonly id: string\n readonly roomId: string\n data: TData\n send<T>(type: string, data: T): void\n leave(reason?: string): void\n}\n\n/**\n * @zh 玩家实现\n * @en Player implementation\n */\nexport class Player<TData = Record<string, unknown>> implements IPlayer<TData> {\n readonly id: string\n readonly roomId: string\n data: TData\n\n private _conn: Connection<any>\n private _sendFn: (conn: Connection<any>, type: string, data: unknown) => void\n private _leaveFn: (player: Player<TData>, reason?: string) => void\n\n constructor(options: {\n id: string\n roomId: string\n conn: Connection<any>\n sendFn: (conn: Connection<any>, type: string, data: unknown) => void\n leaveFn: (player: Player<TData>, reason?: string) => void\n initialData?: TData\n }) {\n this.id = options.id\n this.roomId = options.roomId\n this._conn = options.conn\n this._sendFn = options.sendFn\n this._leaveFn = options.leaveFn\n this.data = options.initialData ?? ({} as TData)\n }\n\n /**\n * @zh 获取底层连接\n * @en Get underlying connection\n */\n get connection(): Connection<any> {\n return this._conn\n }\n\n /**\n * @zh 发送消息给玩家\n * @en Send message to player\n */\n send<T>(type: string, data: T): void {\n this._sendFn(this._conn, type, data)\n }\n\n /**\n * @zh 让玩家离开房间\n * @en Make player leave the room\n */\n leave(reason?: string): void {\n this._leaveFn(this, reason)\n }\n}\n","/**\n * @zh 房间基类\n * @en Room base class\n */\n\nimport { Player } from './Player.js'\n\n/**\n * @zh 房间配置\n * @en Room options\n */\nexport interface RoomOptions {\n [key: string]: unknown\n}\n\n/**\n * @zh 消息处理器元数据\n * @en Message handler metadata\n */\ninterface MessageHandlerMeta {\n type: string\n method: string\n}\n\n/**\n * @zh 消息处理器存储 key\n * @en Message handler storage key\n */\nconst MESSAGE_HANDLERS = Symbol('messageHandlers')\n\n/**\n * @zh 房间基类\n * @en Room base class\n *\n * @example\n * ```typescript\n * class GameRoom extends Room {\n * maxPlayers = 4\n * tickRate = 20\n *\n * onJoin(player: Player) {\n * this.broadcast('Joined', { id: player.id })\n * }\n *\n * @onMessage('Move')\n * handleMove(data: { x: number, y: number }, player: Player) {\n * // handle move\n * }\n * }\n * ```\n */\nexport abstract class Room<TState = any, TPlayerData = Record<string, unknown>> {\n // ========================================================================\n // 配置 | Configuration\n // ========================================================================\n\n /**\n * @zh 最大玩家数\n * @en Maximum players\n */\n maxPlayers = 16\n\n /**\n * @zh Tick 速率(每秒),0 = 不自动 tick\n * @en Tick rate (per second), 0 = no auto tick\n */\n tickRate = 0\n\n /**\n * @zh 空房间自动销毁\n * @en Auto dispose when empty\n */\n autoDispose = true\n\n // ========================================================================\n // 状态 | State\n // ========================================================================\n\n /**\n * @zh 房间状态\n * @en Room state\n */\n state: TState = {} as TState\n\n // ========================================================================\n // 内部属性 | Internal properties\n // ========================================================================\n\n private _id: string = ''\n private _players: Map<string, Player<TPlayerData>> = new Map()\n private _locked = false\n private _disposed = false\n private _tickInterval: ReturnType<typeof setInterval> | null = null\n private _lastTickTime = 0\n private _broadcastFn: ((type: string, data: unknown) => void) | null = null\n private _sendFn: ((conn: any, type: string, data: unknown) => void) | null = null\n private _disposeFn: (() => void) | null = null\n\n // ========================================================================\n // 只读属性 | Readonly properties\n // ========================================================================\n\n /**\n * @zh 房间 ID\n * @en Room ID\n */\n get id(): string {\n return this._id\n }\n\n /**\n * @zh 所有玩家\n * @en All players\n */\n get players(): ReadonlyArray<Player<TPlayerData>> {\n return Array.from(this._players.values())\n }\n\n /**\n * @zh 玩家数量\n * @en Player count\n */\n get playerCount(): number {\n return this._players.size\n }\n\n /**\n * @zh 是否已满\n * @en Is full\n */\n get isFull(): boolean {\n return this._players.size >= this.maxPlayers\n }\n\n /**\n * @zh 是否已锁定\n * @en Is locked\n */\n get isLocked(): boolean {\n return this._locked\n }\n\n /**\n * @zh 是否已销毁\n * @en Is disposed\n */\n get isDisposed(): boolean {\n return this._disposed\n }\n\n // ========================================================================\n // 生命周期 | Lifecycle\n // ========================================================================\n\n /**\n * @zh 房间创建时调用\n * @en Called when room is created\n */\n onCreate(options?: RoomOptions): void | Promise<void> {}\n\n /**\n * @zh 玩家加入时调用\n * @en Called when player joins\n */\n onJoin(player: Player<TPlayerData>): void | Promise<void> {}\n\n /**\n * @zh 玩家离开时调用\n * @en Called when player leaves\n */\n onLeave(player: Player<TPlayerData>, reason?: string): void | Promise<void> {}\n\n /**\n * @zh 游戏循环\n * @en Game tick\n */\n onTick(dt: number): void {}\n\n /**\n * @zh 房间销毁时调用\n * @en Called when room is disposed\n */\n onDispose(): void | Promise<void> {}\n\n // ========================================================================\n // 公共方法 | Public methods\n // ========================================================================\n\n /**\n * @zh 广播消息给所有玩家\n * @en Broadcast message to all players\n */\n broadcast<T>(type: string, data: T): void {\n for (const player of this._players.values()) {\n player.send(type, data)\n }\n }\n\n /**\n * @zh 广播消息给除指定玩家外的所有玩家\n * @en Broadcast message to all players except one\n */\n broadcastExcept<T>(except: Player<TPlayerData>, type: string, data: T): void {\n for (const player of this._players.values()) {\n if (player.id !== except.id) {\n player.send(type, data)\n }\n }\n }\n\n /**\n * @zh 获取玩家\n * @en Get player by id\n */\n getPlayer(id: string): Player<TPlayerData> | undefined {\n return this._players.get(id)\n }\n\n /**\n * @zh 踢出玩家\n * @en Kick player\n */\n kick(player: Player<TPlayerData>, reason?: string): void {\n player.leave(reason ?? 'kicked')\n }\n\n /**\n * @zh 锁定房间\n * @en Lock room\n */\n lock(): void {\n this._locked = true\n }\n\n /**\n * @zh 解锁房间\n * @en Unlock room\n */\n unlock(): void {\n this._locked = false\n }\n\n /**\n * @zh 手动销毁房间\n * @en Manually dispose room\n */\n dispose(): void {\n if (this._disposed) return\n this._disposed = true\n\n this._stopTick()\n\n for (const player of this._players.values()) {\n player.leave('room_disposed')\n }\n this._players.clear()\n\n this.onDispose()\n this._disposeFn?.()\n }\n\n // ========================================================================\n // 内部方法 | Internal methods\n // ========================================================================\n\n /**\n * @internal\n */\n _init(options: {\n id: string\n sendFn: (conn: any, type: string, data: unknown) => void\n broadcastFn: (type: string, data: unknown) => void\n disposeFn: () => void\n }): void {\n this._id = options.id\n this._sendFn = options.sendFn\n this._broadcastFn = options.broadcastFn\n this._disposeFn = options.disposeFn\n }\n\n /**\n * @internal\n */\n async _create(options?: RoomOptions): Promise<void> {\n await this.onCreate(options)\n this._startTick()\n }\n\n /**\n * @internal\n */\n async _addPlayer(id: string, conn: any): Promise<Player<TPlayerData> | null> {\n if (this._locked || this.isFull || this._disposed) {\n return null\n }\n\n const player = new Player<TPlayerData>({\n id,\n roomId: this._id,\n conn,\n sendFn: this._sendFn!,\n leaveFn: (p, reason) => this._removePlayer(p.id, reason),\n })\n\n this._players.set(id, player)\n await this.onJoin(player)\n\n return player\n }\n\n /**\n * @internal\n */\n async _removePlayer(id: string, reason?: string): Promise<void> {\n const player = this._players.get(id)\n if (!player) return\n\n this._players.delete(id)\n await this.onLeave(player, reason)\n\n if (this.autoDispose && this._players.size === 0) {\n this.dispose()\n }\n }\n\n /**\n * @internal\n */\n _handleMessage(type: string, data: unknown, playerId: string): void {\n const player = this._players.get(playerId)\n if (!player) return\n\n const handlers = (this.constructor as any)[MESSAGE_HANDLERS] as MessageHandlerMeta[] | undefined\n if (handlers) {\n for (const handler of handlers) {\n if (handler.type === type) {\n const method = (this as any)[handler.method]\n if (typeof method === 'function') {\n method.call(this, data, player)\n }\n }\n }\n }\n }\n\n private _startTick(): void {\n if (this.tickRate <= 0) return\n\n this._lastTickTime = performance.now()\n this._tickInterval = setInterval(() => {\n const now = performance.now()\n const dt = (now - this._lastTickTime) / 1000\n this._lastTickTime = now\n this.onTick(dt)\n }, 1000 / this.tickRate)\n }\n\n private _stopTick(): void {\n if (this._tickInterval) {\n clearInterval(this._tickInterval)\n this._tickInterval = null\n }\n }\n}\n\n/**\n * @zh 获取消息处理器元数据\n * @en Get message handler metadata\n */\nexport function getMessageHandlers(target: any): MessageHandlerMeta[] {\n return target[MESSAGE_HANDLERS] || []\n}\n\n/**\n * @zh 注册消息处理器元数据\n * @en Register message handler metadata\n */\nexport function registerMessageHandler(target: any, type: string, method: string): void {\n if (!target[MESSAGE_HANDLERS]) {\n target[MESSAGE_HANDLERS] = []\n }\n target[MESSAGE_HANDLERS].push({ type, method })\n}\n","/**\n * @zh 房间装饰器\n * @en Room decorators\n */\n\nimport { registerMessageHandler } from './Room.js'\n\n/**\n * @zh 消息处理器装饰器\n * @en Message handler decorator\n *\n * @example\n * ```typescript\n * class GameRoom extends Room {\n * @onMessage('Move')\n * handleMove(data: { x: number, y: number }, player: Player) {\n * // handle move\n * }\n *\n * @onMessage('Chat')\n * handleChat(data: { text: string }, player: Player) {\n * this.broadcast('Chat', { from: player.id, text: data.text })\n * }\n * }\n * ```\n */\nexport function onMessage(type: string): MethodDecorator {\n return function (\n target: any,\n propertyKey: string | symbol,\n _descriptor: PropertyDescriptor\n ) {\n registerMessageHandler(target.constructor, type, propertyKey as string)\n }\n}\n","/**\n * @zh 文件路由加载器\n * @en File-based router loader\n */\n\nimport * as fs from 'node:fs'\nimport * as path from 'node:path'\nimport { pathToFileURL } from 'node:url'\nimport type { ApiDefinition, MsgDefinition, LoadedApiHandler, LoadedMsgHandler } from '../types/index.js'\n\n/**\n * @zh 将文件名转换为 API/消息名称\n * @en Convert filename to API/message name\n *\n * @example\n * 'join.ts' -> 'Join'\n * 'spawn-agent.ts' -> 'SpawnAgent'\n * 'save_blueprint.ts' -> 'SaveBlueprint'\n */\nfunction fileNameToHandlerName(fileName: string): string {\n const baseName = fileName.replace(/\\.(ts|js|mts|mjs)$/, '')\n\n return baseName\n .split(/[-_]/)\n .map(part => part.charAt(0).toUpperCase() + part.slice(1))\n .join('')\n}\n\n/**\n * @zh 扫描目录获取所有处理器文件\n * @en Scan directory for all handler files\n */\nfunction scanDirectory(dir: string): string[] {\n if (!fs.existsSync(dir)) {\n return []\n }\n\n const files: string[] = []\n const entries = fs.readdirSync(dir, { withFileTypes: true })\n\n for (const entry of entries) {\n if (entry.isFile() && /\\.(ts|js|mts|mjs)$/.test(entry.name)) {\n // 跳过 index 和下划线开头的文件\n if (entry.name.startsWith('_') || entry.name.startsWith('index.')) {\n continue\n }\n files.push(path.join(dir, entry.name))\n }\n }\n\n return files\n}\n\n/**\n * @zh 加载 API 处理器\n * @en Load API handlers\n */\nexport async function loadApiHandlers(apiDir: string): Promise<LoadedApiHandler[]> {\n const files = scanDirectory(apiDir)\n const handlers: LoadedApiHandler[] = []\n\n for (const filePath of files) {\n try {\n const fileUrl = pathToFileURL(filePath).href\n const module = await import(fileUrl)\n const definition = module.default as ApiDefinition<unknown, unknown, unknown>\n\n if (definition && typeof definition.handler === 'function') {\n const name = fileNameToHandlerName(path.basename(filePath))\n handlers.push({\n name,\n path: filePath,\n definition,\n })\n }\n } catch (err) {\n console.warn(`[Server] Failed to load API handler: ${filePath}`, err)\n }\n }\n\n return handlers\n}\n\n/**\n * @zh 加载消息处理器\n * @en Load message handlers\n */\nexport async function loadMsgHandlers(msgDir: string): Promise<LoadedMsgHandler[]> {\n const files = scanDirectory(msgDir)\n const handlers: LoadedMsgHandler[] = []\n\n for (const filePath of files) {\n try {\n const fileUrl = pathToFileURL(filePath).href\n const module = await import(fileUrl)\n const definition = module.default as MsgDefinition<unknown, unknown>\n\n if (definition && typeof definition.handler === 'function') {\n const name = fileNameToHandlerName(path.basename(filePath))\n handlers.push({\n name,\n path: filePath,\n definition,\n })\n }\n } catch (err) {\n console.warn(`[Server] Failed to load msg handler: ${filePath}`, err)\n }\n }\n\n return handlers\n}\n","/**\n * @zh 房间管理器\n * @en Room manager\n */\n\nimport { Room, type RoomOptions } from './Room.js'\nimport type { Player } from './Player.js'\n\n/**\n * @zh 房间类型\n * @en Room class type\n */\nexport type RoomClass<T extends Room = Room> = new () => T\n\n/**\n * @zh 房间定义\n * @en Room definition\n */\ninterface RoomDefinition {\n roomClass: RoomClass\n}\n\n/**\n * @zh 房间管理器\n * @en Room manager\n */\nexport class RoomManager {\n private _definitions: Map<string, RoomDefinition> = new Map()\n private _rooms: Map<string, Room> = new Map()\n private _playerToRoom: Map<string, string> = new Map()\n private _nextRoomId = 1\n\n private _sendFn: (conn: any, type: string, data: unknown) => void\n\n constructor(sendFn: (conn: any, type: string, data: unknown) => void) {\n this._sendFn = sendFn\n }\n\n /**\n * @zh 注册房间类型\n * @en Define room type\n */\n define<T extends Room>(name: string, roomClass: RoomClass<T>): void {\n this._definitions.set(name, { roomClass })\n }\n\n /**\n * @zh 创建房间\n * @en Create room\n */\n async create(name: string, options?: RoomOptions): Promise<Room | null> {\n const def = this._definitions.get(name)\n if (!def) {\n console.warn(`[RoomManager] Room type not found: ${name}`)\n return null\n }\n\n const roomId = this._generateRoomId()\n const room = new def.roomClass()\n\n room._init({\n id: roomId,\n sendFn: this._sendFn,\n broadcastFn: (type, data) => {\n for (const player of room.players) {\n player.send(type, data)\n }\n },\n disposeFn: () => {\n this._rooms.delete(roomId)\n },\n })\n\n this._rooms.set(roomId, room)\n await room._create(options)\n\n console.log(`[Room] Created: ${name} (${roomId})`)\n return room\n }\n\n /**\n * @zh 加入或创建房间\n * @en Join or create room\n */\n async joinOrCreate(\n name: string,\n playerId: string,\n conn: any,\n options?: RoomOptions\n ): Promise<{ room: Room; player: Player } | null> {\n // 查找可加入的房间\n let room = this._findAvailableRoom(name)\n\n // 没有则创建\n if (!room) {\n room = await this.create(name, options)\n if (!room) return null\n }\n\n // 加入房间\n const player = await room._addPlayer(playerId, conn)\n if (!player) return null\n\n this._playerToRoom.set(playerId, room.id)\n\n console.log(`[Room] Player ${playerId} joined ${room.id}`)\n return { room, player }\n }\n\n /**\n * @zh 加入指定房间\n * @en Join specific room\n */\n async joinById(\n roomId: string,\n playerId: string,\n conn: any\n ): Promise<{ room: Room; player: Player } | null> {\n const room = this._rooms.get(roomId)\n if (!room) return null\n\n const player = await room._addPlayer(playerId, conn)\n if (!player) return null\n\n this._playerToRoom.set(playerId, room.id)\n\n console.log(`[Room] Player ${playerId} joined ${room.id}`)\n return { room, player }\n }\n\n /**\n * @zh 玩家离开\n * @en Player leave\n */\n async leave(playerId: string, reason?: string): Promise<void> {\n const roomId = this._playerToRoom.get(playerId)\n if (!roomId) return\n\n const room = this._rooms.get(roomId)\n if (room) {\n await room._removePlayer(playerId, reason)\n }\n\n this._playerToRoom.delete(playerId)\n console.log(`[Room] Player ${playerId} left ${roomId}`)\n }\n\n /**\n * @zh 处理消息\n * @en Handle message\n */\n handleMessage(playerId: string, type: string, data: unknown): void {\n const roomId = this._playerToRoom.get(playerId)\n if (!roomId) return\n\n const room = this._rooms.get(roomId)\n if (room) {\n room._handleMessage(type, data, playerId)\n }\n }\n\n /**\n * @zh 获取房间\n * @en Get room\n */\n getRoom(roomId: string): Room | undefined {\n return this._rooms.get(roomId)\n }\n\n /**\n * @zh 获取玩家所在房间\n * @en Get player's room\n */\n getPlayerRoom(playerId: string): Room | undefined {\n const roomId = this._playerToRoom.get(playerId)\n return roomId ? this._rooms.get(roomId) : undefined\n }\n\n /**\n * @zh 获取所有房间\n * @en Get all rooms\n */\n getRooms(): ReadonlyArray<Room> {\n return Array.from(this._rooms.values())\n }\n\n /**\n * @zh 获取指定类型的所有房间\n * @en Get all rooms of a type\n */\n getRoomsByType(name: string): Room[] {\n const def = this._definitions.get(name)\n if (!def) return []\n\n return Array.from(this._rooms.values()).filter(\n room => room instanceof def.roomClass\n )\n }\n\n private _findAvailableRoom(name: string): Room | null {\n const def = this._definitions.get(name)\n if (!def) return null\n\n for (const room of this._rooms.values()) {\n if (\n room instanceof def.roomClass &&\n !room.isFull &&\n !room.isLocked &&\n !room.isDisposed\n ) {\n return room\n }\n }\n\n return null\n }\n\n private _generateRoomId(): string {\n return `room_${this._nextRoomId++}`\n }\n}\n","/**\n * @zh 游戏服务器核心\n * @en Game server core\n */\n\nimport * as path from 'node:path'\nimport { serve, type RpcServer } from '@esengine/rpc/server'\nimport { rpc } from '@esengine/rpc'\nimport type {\n ServerConfig,\n ServerConnection,\n GameServer,\n ApiContext,\n MsgContext,\n LoadedApiHandler,\n LoadedMsgHandler,\n} from '../types/index.js'\nimport { loadApiHandlers, loadMsgHandlers } from '../router/loader.js'\nimport { RoomManager, type RoomClass, type Room } from '../room/index.js'\n\n/**\n * @zh 默认配置\n * @en Default configuration\n */\nconst DEFAULT_CONFIG: Required<Omit<ServerConfig, 'onStart' | 'onConnect' | 'onDisconnect'>> = {\n port: 3000,\n apiDir: 'src/api',\n msgDir: 'src/msg',\n tickRate: 20,\n}\n\n/**\n * @zh 创建游戏服务器\n * @en Create game server\n *\n * @example\n * ```typescript\n * import { createServer, Room, onMessage } from '@esengine/server'\n *\n * class GameRoom extends Room {\n * onJoin(player) {\n * this.broadcast('Joined', { id: player.id })\n * }\n * }\n *\n * const server = await createServer({ port: 3000 })\n * server.define('game', GameRoom)\n * await server.start()\n * ```\n */\nexport async function createServer(config: ServerConfig = {}): Promise<GameServer> {\n const opts = { ...DEFAULT_CONFIG, ...config }\n const cwd = process.cwd()\n\n // 加载文件路由处理器\n const apiHandlers = await loadApiHandlers(path.resolve(cwd, opts.apiDir))\n const msgHandlers = await loadMsgHandlers(path.resolve(cwd, opts.msgDir))\n\n if (apiHandlers.length > 0) {\n console.log(`[Server] Loaded ${apiHandlers.length} API handlers`)\n }\n if (msgHandlers.length > 0) {\n console.log(`[Server] Loaded ${msgHandlers.length} message handlers`)\n }\n\n // 动态构建协议\n const apiDefs: Record<string, ReturnType<typeof rpc.api>> = {\n // 内置 API\n JoinRoom: rpc.api(),\n LeaveRoom: rpc.api(),\n }\n const msgDefs: Record<string, ReturnType<typeof rpc.msg>> = {\n // 内置消息(房间消息透传)\n RoomMessage: rpc.msg(),\n }\n\n for (const handler of apiHandlers) {\n apiDefs[handler.name] = rpc.api()\n }\n for (const handler of msgHandlers) {\n msgDefs[handler.name] = rpc.msg()\n }\n\n const protocol = rpc.define({\n api: apiDefs,\n msg: msgDefs,\n })\n\n // 服务器状态\n let currentTick = 0\n let tickInterval: ReturnType<typeof setInterval> | null = null\n let rpcServer: RpcServer<typeof protocol, Record<string, unknown>> | null = null\n\n // 房间管理器(立即初始化,以便 define() 可在 start() 前调用)\n const roomManager = new RoomManager((conn, type, data) => {\n rpcServer?.send(conn, 'RoomMessage' as any, { type, data } as any)\n })\n\n // 构建 API 处理器映射\n const apiMap: Record<string, LoadedApiHandler> = {}\n for (const handler of apiHandlers) {\n apiMap[handler.name] = handler\n }\n\n // 构建消息处理器映射\n const msgMap: Record<string, LoadedMsgHandler> = {}\n for (const handler of msgHandlers) {\n msgMap[handler.name] = handler\n }\n\n // 游戏服务器实例\n const gameServer: GameServer & {\n rooms: RoomManager\n } = {\n get connections() {\n return (rpcServer?.connections ?? []) as ReadonlyArray<ServerConnection>\n },\n\n get tick() {\n return currentTick\n },\n\n get rooms() {\n return roomManager\n },\n\n /**\n * @zh 注册房间类型\n * @en Define room type\n */\n define(name: string, roomClass: new () => unknown): void {\n roomManager.define(name, roomClass as RoomClass)\n },\n\n async start() {\n // 构建 API handlers\n const apiHandlersObj: Record<string, (input: unknown, conn: any) => Promise<unknown>> = {}\n\n // 内置 JoinRoom API\n apiHandlersObj['JoinRoom'] = async (input: any, conn) => {\n const { roomType, roomId, options } = input as {\n roomType?: string\n roomId?: string\n options?: Record<string, unknown>\n }\n\n if (roomId) {\n const result = await roomManager.joinById(roomId, conn.id, conn)\n if (!result) {\n throw new Error('Failed to join room')\n }\n return { roomId: result.room.id, playerId: result.player.id }\n }\n\n if (roomType) {\n const result = await roomManager.joinOrCreate(roomType, conn.id, conn, options)\n if (!result) {\n throw new Error('Failed to join or create room')\n }\n return { roomId: result.room.id, playerId: result.player.id }\n }\n\n throw new Error('roomType or roomId required')\n }\n\n // 内置 LeaveRoom API\n apiHandlersObj['LeaveRoom'] = async (_input, conn) => {\n await roomManager.leave(conn.id)\n return { success: true }\n }\n\n // 文件路由 API\n for (const [name, handler] of Object.entries(apiMap)) {\n apiHandlersObj[name] = async (input, conn) => {\n const ctx: ApiContext = {\n conn: conn as ServerConnection,\n server: gameServer,\n }\n return handler.definition.handler(input, ctx)\n }\n }\n\n // 构建消息 handlers\n const msgHandlersObj: Record<string, (data: unknown, conn: any) => void | Promise<void>> = {}\n\n // 内置 RoomMessage 处理\n msgHandlersObj['RoomMessage'] = async (data: any, conn) => {\n const { type, data: payload } = data as { type: string; data: unknown }\n roomManager.handleMessage(conn.id, type, payload)\n }\n\n // 文件路由消息\n for (const [name, handler] of Object.entries(msgMap)) {\n msgHandlersObj[name] = async (data, conn) => {\n const ctx: MsgContext = {\n conn: conn as ServerConnection,\n server: gameServer,\n }\n await handler.definition.handler(data, ctx)\n }\n }\n\n rpcServer = serve(protocol, {\n port: opts.port,\n createConnData: () => ({}),\n onStart: (p) => {\n console.log(`[Server] Started on ws://localhost:${p}`)\n opts.onStart?.(p)\n },\n onConnect: async (conn) => {\n await config.onConnect?.(conn as ServerConnection)\n },\n onDisconnect: async (conn) => {\n // 玩家断线时自动离开房间\n await roomManager?.leave(conn.id, 'disconnected')\n await config.onDisconnect?.(conn as ServerConnection)\n },\n api: apiHandlersObj as any,\n msg: msgHandlersObj as any,\n })\n\n await rpcServer.start()\n\n // 启动 tick 循环\n if (opts.tickRate > 0) {\n tickInterval = setInterval(() => {\n currentTick++\n }, 1000 / opts.tickRate)\n }\n },\n\n async stop() {\n if (tickInterval) {\n clearInterval(tickInterval)\n tickInterval = null\n }\n if (rpcServer) {\n await rpcServer.stop()\n rpcServer = null\n }\n },\n\n broadcast(name, data) {\n rpcServer?.broadcast(name as any, data as any)\n },\n\n send(conn, name, data) {\n rpcServer?.send(conn as any, name as any, data as any)\n },\n }\n\n return gameServer as GameServer\n}\n"]}
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