@esengine/server 4.4.0 → 4.5.1

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.
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+ import { Room } from './chunk-T3QJOPNG.js';
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+ import { __name, __publicField } from './chunk-T626JPC7.js';
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+ import { Core, ECSEventType, NETWORK_ENTITY_METADATA, encodeDespawn, encodeSnapshot, SyncOperation, encodeSpawn, SYNC_METADATA, CHANGE_TRACKER, initChangeTracker } from '@esengine/ecs-framework';
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+
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+ var DEFAULT_ECS_CONFIG = {
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+ syncInterval: 50,
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+ enableDeltaSync: true,
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+ enableAutoNetworkEntity: true
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+ };
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+ var NETWORK_ENTITY_OWNER = /* @__PURE__ */ Symbol("NetworkEntityOwner");
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+ var _ECSRoom = class _ECSRoom extends Room {
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+ constructor(ecsConfig) {
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+ super();
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+ /**
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+ * @zh ECS World(由 Core.worldManager 管理)
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+ * @en ECS World (managed by Core.worldManager)
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+ */
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+ __publicField(this, "world");
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+ /**
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+ * @zh World 在 WorldManager 中的 ID
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+ * @en World ID in WorldManager
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+ */
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+ __publicField(this, "worldId");
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+ /**
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+ * @zh 房间的主场景
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+ * @en Room's main scene
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+ */
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+ __publicField(this, "scene");
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+ /**
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+ * @zh ECS 配置
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+ * @en ECS configuration
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+ */
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+ __publicField(this, "ecsConfig");
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+ /**
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+ * @zh 玩家 ID 到实体的映射
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+ * @en Player ID to Entity mapping
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+ */
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+ __publicField(this, "_playerEntities", /* @__PURE__ */ new Map());
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+ /**
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+ * @zh 网络实体映射(实体 ID -> prefabType)
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+ * @en Network entity mapping (entity ID -> prefabType)
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+ */
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+ __publicField(this, "_networkEntities", /* @__PURE__ */ new Map());
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+ /**
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+ * @zh 上次同步时间
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+ * @en Last sync time
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+ */
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+ __publicField(this, "_lastSyncTime", 0);
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+ if (!Core.worldManager) {
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+ throw new Error("ECSRoom requires Core.create() to be called first. Ensure Core is initialized before creating ECSRoom instances.");
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+ }
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+ this.ecsConfig = {
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+ ...DEFAULT_ECS_CONFIG,
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+ ...ecsConfig
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+ };
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+ this.worldId = `room_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;
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+ this.world = Core.worldManager.createWorld(this.worldId);
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+ this.scene = this.world.createScene("game");
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+ this.world.setSceneActive("game", true);
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+ this.world.start();
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+ if (this.ecsConfig.enableAutoNetworkEntity) {
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+ this._setupAutoNetworkEntity();
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+ }
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+ }
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+ /**
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+ * @zh 设置自动网络实体广播
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+ * @en Setup automatic network entity broadcasting
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+ */
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+ _setupAutoNetworkEntity() {
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+ this.scene.eventSystem.on(ECSEventType.COMPONENT_ADDED, (event) => {
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+ const { entity, component } = event;
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+ const metadata = component.constructor[NETWORK_ENTITY_METADATA];
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+ if (metadata?.autoSpawn) {
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+ if (!this._networkEntities.has(entity.id)) {
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+ this._networkEntities.set(entity.id, metadata.prefabType);
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+ this.broadcastSpawn(entity, metadata.prefabType);
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+ }
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+ }
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+ if (metadata?.autoDespawn && !this._networkEntities.has(entity.id)) {
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+ this._networkEntities.set(entity.id, metadata.prefabType);
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+ }
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+ });
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+ this.scene.eventSystem.on(ECSEventType.ENTITY_DESTROYED, (event) => {
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+ const { entityId } = event;
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+ if (this._networkEntities.has(entityId)) {
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+ const despawnData = encodeDespawn(entityId);
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+ this.broadcastBinary(despawnData);
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+ this._networkEntities.delete(entityId);
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+ }
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+ });
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+ }
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+ // =========================================================================
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+ // Scene Management | 场景管理
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+ // =========================================================================
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+ /**
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+ * @zh 添加系统到场景
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+ * @en Add system to scene
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+ */
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+ addSystem(system) {
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+ this.scene.addSystem(system);
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+ }
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+ /**
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+ * @zh 创建实体
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+ * @en Create entity
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+ */
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+ createEntity(name) {
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+ return this.scene.createEntity(name ?? `entity_${Date.now()}`);
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+ }
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+ /**
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+ * @zh 为玩家创建实体
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+ * @en Create entity for player
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+ *
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+ * @param playerId - @zh 玩家 ID @en Player ID
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+ * @param name - @zh 实体名称 @en Entity name
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+ * @returns @zh 创建的实体 @en Created entity
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+ */
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+ createPlayerEntity(playerId, name) {
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+ const entityName = name ?? `player_${playerId}`;
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+ const entity = this.scene.createEntity(entityName);
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+ entity[NETWORK_ENTITY_OWNER] = playerId;
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+ this._playerEntities.set(playerId, entity);
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+ return entity;
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+ }
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+ /**
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+ * @zh 获取玩家的实体
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+ * @en Get player's entity
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+ */
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+ getPlayerEntity(playerId) {
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+ return this._playerEntities.get(playerId);
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+ }
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+ /**
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+ * @zh 销毁玩家的实体
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+ * @en Destroy player's entity
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+ */
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+ destroyPlayerEntity(playerId) {
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+ const entity = this._playerEntities.get(playerId);
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+ if (entity) {
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+ const despawnData = encodeDespawn(entity.id);
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+ this.broadcastBinary(despawnData);
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+ entity.destroy();
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+ this._playerEntities.delete(playerId);
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+ }
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+ }
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+ // =========================================================================
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+ // State Sync | 状态同步
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+ // =========================================================================
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+ /**
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+ * @zh 广播二进制数据
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+ * @en Broadcast binary data
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+ */
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+ broadcastBinary(data) {
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+ for (const player of this.players) {
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+ this.sendBinary(player, data);
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+ }
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+ }
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+ /**
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+ * @zh 发送二进制数据给指定玩家
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+ * @en Send binary data to specific player
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+ *
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+ * @zh 使用原生 WebSocket 二进制帧发送,效率更高
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+ * @en Uses native WebSocket binary frames, more efficient
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+ */
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+ sendBinary(player, data) {
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+ player.sendBinary(data);
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+ }
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+ /**
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+ * @zh 发送完整状态给玩家(用于玩家刚加入时)
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+ * @en Send full state to player (for when player just joined)
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+ */
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+ sendFullState(player) {
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+ const entities = this._getSyncEntities();
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+ if (entities.length === 0) return;
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+ for (const entity of entities) {
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+ this._initComponentTrackers(entity);
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+ }
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+ const data = encodeSnapshot(entities, SyncOperation.FULL);
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+ this.sendBinary(player, data);
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+ }
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+ /**
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+ * @zh 广播实体生成
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+ * @en Broadcast entity spawn
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+ */
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+ broadcastSpawn(entity, prefabType) {
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+ this._initComponentTrackers(entity);
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+ const data = encodeSpawn(entity, prefabType);
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+ this.broadcastBinary(data);
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+ }
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+ /**
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+ * @zh 广播增量状态更新
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+ * @en Broadcast delta state update
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+ */
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+ broadcastDelta() {
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+ const entities = this._getSyncEntities();
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+ const changedEntities = entities.filter((entity) => this._hasChanges(entity));
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+ if (changedEntities.length === 0) return;
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+ const data = encodeSnapshot(changedEntities, SyncOperation.DELTA);
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+ this.broadcastBinary(data);
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+ this._clearChangeTrackers(changedEntities);
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+ }
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+ // =========================================================================
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+ // Lifecycle Overrides | 生命周期重载
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+ // =========================================================================
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+ /**
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+ * @zh 游戏循环,处理状态同步
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+ * @en Game tick, handles state sync
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+ */
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+ onTick(_dt) {
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+ if (this.ecsConfig.enableDeltaSync) {
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+ const now = Date.now();
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+ if (now - this._lastSyncTime >= this.ecsConfig.syncInterval) {
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+ this._lastSyncTime = now;
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+ this.broadcastDelta();
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+ }
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+ }
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+ }
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+ /**
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+ * @zh 玩家离开时自动销毁其实体
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+ * @en Auto destroy player entity when leaving
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+ */
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+ async onLeave(player, reason) {
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+ this.destroyPlayerEntity(player.id);
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+ }
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+ /**
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+ * @zh 房间销毁时从 WorldManager 移除 World
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+ * @en Remove World from WorldManager when room is disposed
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+ */
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+ onDispose() {
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+ this._playerEntities.clear();
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+ Core.worldManager.removeWorld(this.worldId);
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+ }
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+ // =========================================================================
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+ // Internal | 内部方法
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+ // =========================================================================
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+ _getSyncEntities() {
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+ const entities = [];
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+ for (const entity of this.scene.entities.buffer) {
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+ if (this._hasSyncComponents(entity)) {
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+ entities.push(entity);
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+ }
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+ }
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+ return entities;
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+ }
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+ _hasSyncComponents(entity) {
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+ for (const component of entity.components) {
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+ const metadata = component.constructor[SYNC_METADATA];
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+ if (metadata && metadata.fields.length > 0) {
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+ return true;
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+ }
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+ }
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+ return false;
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+ }
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+ _hasChanges(entity) {
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+ for (const component of entity.components) {
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+ const tracker = component[CHANGE_TRACKER];
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+ if (tracker?.hasChanges()) {
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+ return true;
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+ }
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+ }
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+ return false;
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+ }
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+ _initComponentTrackers(entity) {
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+ for (const component of entity.components) {
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+ const metadata = component.constructor[SYNC_METADATA];
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+ if (metadata && metadata.fields.length > 0) {
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+ initChangeTracker(component);
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+ }
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+ }
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+ }
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+ _clearChangeTrackers(entities) {
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+ for (const entity of entities) {
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+ for (const component of entity.components) {
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+ const tracker = component[CHANGE_TRACKER];
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+ if (tracker) {
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+ tracker.clear();
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+ }
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+ }
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+ }
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+ }
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+ };
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+ __name(_ECSRoom, "ECSRoom");
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+ var ECSRoom = _ECSRoom;
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+
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+ export { ECSRoom };
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+ //# sourceMappingURL=chunk-ZUTL4RI7.js.map
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+ //# sourceMappingURL=chunk-ZUTL4RI7.js.map
@@ -0,0 +1 @@
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enableDeltaSync: boolean;\n\n /**\n * @zh 是否启用自动网络实体广播(基于 @NetworkEntity 装饰器)\n * @en Whether to enable automatic network entity broadcasting (based on @NetworkEntity decorator)\n * @default true\n */\n enableAutoNetworkEntity: boolean;\n}\n\nconst DEFAULT_ECS_CONFIG: ECSRoomConfig = {\n syncInterval: 50, // 20 Hz\n enableDeltaSync: true,\n enableAutoNetworkEntity: true\n};\n\n/**\n * @zh 网络实体标识组件\n * @en Network entity identity component\n */\nconst NETWORK_ENTITY_OWNER = Symbol('NetworkEntityOwner');\n\n// =============================================================================\n// ECSRoom | ECS 房间\n// =============================================================================\n\n/**\n * @zh ECS 房间基类,带有 ECS World 支持和自动状态同步\n * @en ECS Room base class with ECS World support and automatic state synchronization\n *\n * @example\n * ```typescript\n * // 服务端启动\n * Core.create();\n * setInterval(() => Core.update(1/60), 16);\n *\n * // 定义房间\n * class GameRoom extends ECSRoom {\n * onCreate() {\n * this.addSystem(new PhysicsSystem());\n * }\n *\n * onJoin(player: Player) {\n * const entity = this.createPlayerEntity(player.id);\n * entity.addComponent(new PlayerComponent());\n * }\n * }\n * ```\n */\nexport abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknown>> extends Room<TState, TPlayerData> {\n /**\n * @zh ECS World(由 Core.worldManager 管理)\n * @en ECS World (managed by Core.worldManager)\n */\n protected readonly world: World;\n\n /**\n * @zh World 在 WorldManager 中的 ID\n * @en World ID in WorldManager\n */\n protected readonly worldId: string;\n\n /**\n * @zh 房间的主场景\n * @en Room's main scene\n */\n protected readonly scene: Scene;\n\n /**\n * @zh ECS 配置\n * @en ECS configuration\n */\n protected readonly ecsConfig: ECSRoomConfig;\n\n /**\n * @zh 玩家 ID 到实体的映射\n * @en Player ID to Entity mapping\n */\n private readonly _playerEntities: Map<string, Entity> = new Map();\n\n /**\n * @zh 网络实体映射(实体 ID -> prefabType)\n * @en Network entity mapping (entity ID -> prefabType)\n */\n private readonly _networkEntities: Map<number, string> = new Map();\n\n /**\n * @zh 上次同步时间\n * @en Last sync time\n */\n private _lastSyncTime: number = 0;\n\n constructor(ecsConfig?: Partial<ECSRoomConfig>) {\n super();\n\n // Check Core initialization\n if (!Core.worldManager) {\n throw new Error(\n 'ECSRoom requires Core.create() to be called first. ' +\n 'Ensure Core is initialized before creating ECSRoom instances.'\n );\n }\n\n this.ecsConfig = { ...DEFAULT_ECS_CONFIG, ...ecsConfig };\n\n this.worldId = `room_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;\n this.world = Core.worldManager.createWorld(this.worldId);\n this.scene = this.world.createScene('game');\n this.world.setSceneActive('game', true);\n this.world.start();\n\n // 设置自动网络实体广播\n if (this.ecsConfig.enableAutoNetworkEntity) {\n this._setupAutoNetworkEntity();\n }\n }\n\n /**\n * @zh 设置自动网络实体广播\n * @en Setup automatic network entity broadcasting\n */\n private _setupAutoNetworkEntity(): void {\n // 监听组件添加事件,自动广播 spawn\n this.scene.eventSystem.on(ECSEventType.COMPONENT_ADDED, (event: any) => {\n const { entity, component } = event;\n const metadata: NetworkEntityMetadata | undefined =\n (component.constructor as any)[NETWORK_ENTITY_METADATA];\n\n if (metadata?.autoSpawn) {\n // 避免重复广播同一实体\n if (!this._networkEntities.has(entity.id)) {\n this._networkEntities.set(entity.id, metadata.prefabType);\n this.broadcastSpawn(entity, metadata.prefabType);\n }\n }\n\n // 记录需要自动 despawn 的实体\n if (metadata?.autoDespawn && !this._networkEntities.has(entity.id)) {\n this._networkEntities.set(entity.id, metadata.prefabType);\n }\n });\n\n // 监听实体销毁事件,自动广播 despawn\n this.scene.eventSystem.on(ECSEventType.ENTITY_DESTROYED, (event: any) => {\n const { entityId } = event;\n if (this._networkEntities.has(entityId)) {\n const despawnData = encodeDespawn(entityId);\n this.broadcastBinary(despawnData);\n this._networkEntities.delete(entityId);\n }\n });\n }\n\n // =========================================================================\n // Scene Management | 场景管理\n // =========================================================================\n\n /**\n * @zh 添加系统到场景\n * @en Add system to scene\n */\n protected addSystem(system: EntitySystem): void {\n this.scene.addSystem(system);\n }\n\n /**\n * @zh 创建实体\n * @en Create entity\n */\n protected createEntity(name?: string): Entity {\n return this.scene.createEntity(name ?? `entity_${Date.now()}`);\n }\n\n /**\n * @zh 为玩家创建实体\n * @en Create entity for player\n *\n * @param playerId - @zh 玩家 ID @en Player ID\n * @param name - @zh 实体名称 @en Entity name\n * @returns @zh 创建的实体 @en Created entity\n */\n protected createPlayerEntity(playerId: string, name?: string): Entity {\n const entityName = name ?? `player_${playerId}`;\n const entity = this.scene.createEntity(entityName);\n (entity as any)[NETWORK_ENTITY_OWNER] = playerId;\n this._playerEntities.set(playerId, entity);\n return entity;\n }\n\n /**\n * @zh 获取玩家的实体\n * @en Get player's entity\n */\n protected getPlayerEntity(playerId: string): Entity | undefined {\n return this._playerEntities.get(playerId);\n }\n\n /**\n * @zh 销毁玩家的实体\n * @en Destroy player's entity\n */\n protected destroyPlayerEntity(playerId: string): void {\n const entity = this._playerEntities.get(playerId);\n if (entity) {\n const despawnData = encodeDespawn(entity.id);\n this.broadcastBinary(despawnData);\n entity.destroy();\n this._playerEntities.delete(playerId);\n }\n }\n\n // =========================================================================\n // State Sync | 状态同步\n // =========================================================================\n\n /**\n * @zh 广播二进制数据\n * @en Broadcast binary data\n */\n protected broadcastBinary(data: Uint8Array): void {\n for (const player of this.players) {\n this.sendBinary(player, data);\n }\n }\n\n /**\n * @zh 发送二进制数据给指定玩家\n * @en Send binary data to specific player\n *\n * @zh 使用原生 WebSocket 二进制帧发送,效率更高\n * @en Uses native WebSocket binary frames, more efficient\n */\n protected sendBinary(player: Player<TPlayerData>, data: Uint8Array): void {\n player.sendBinary(data);\n }\n\n /**\n * @zh 发送完整状态给玩家(用于玩家刚加入时)\n * @en Send full state to player (for when player just joined)\n */\n protected sendFullState(player: Player<TPlayerData>): void {\n const entities = this._getSyncEntities();\n if (entities.length === 0) return;\n\n for (const entity of entities) {\n this._initComponentTrackers(entity);\n }\n\n const data = encodeSnapshot(entities, SyncOperation.FULL);\n this.sendBinary(player, data);\n }\n\n /**\n * @zh 广播实体生成\n * @en Broadcast entity spawn\n */\n protected broadcastSpawn(entity: Entity, prefabType?: string): void {\n this._initComponentTrackers(entity);\n const data = encodeSpawn(entity, prefabType);\n this.broadcastBinary(data);\n }\n\n /**\n * @zh 广播增量状态更新\n * @en Broadcast delta state update\n */\n protected broadcastDelta(): void {\n const entities = this._getSyncEntities();\n const changedEntities = entities.filter((entity) => this._hasChanges(entity));\n\n if (changedEntities.length === 0) return;\n\n const data = encodeSnapshot(changedEntities, SyncOperation.DELTA);\n this.broadcastBinary(data);\n this._clearChangeTrackers(changedEntities);\n }\n\n // =========================================================================\n // Lifecycle Overrides | 生命周期重载\n // =========================================================================\n\n /**\n * @zh 游戏循环,处理状态同步\n * @en Game tick, handles state sync\n */\n override onTick(_dt: number): void {\n if (this.ecsConfig.enableDeltaSync) {\n const now = Date.now();\n if (now - this._lastSyncTime >= this.ecsConfig.syncInterval) {\n this._lastSyncTime = now;\n this.broadcastDelta();\n }\n }\n }\n\n /**\n * @zh 玩家离开时自动销毁其实体\n * @en Auto destroy player entity when leaving\n */\n override async onLeave(player: Player<TPlayerData>, reason?: string): Promise<void> {\n this.destroyPlayerEntity(player.id);\n }\n\n /**\n * @zh 房间销毁时从 WorldManager 移除 World\n * @en Remove World from WorldManager when room is disposed\n */\n override onDispose(): void {\n this._playerEntities.clear();\n Core.worldManager.removeWorld(this.worldId);\n }\n\n // =========================================================================\n // Internal | 内部方法\n // =========================================================================\n\n private _getSyncEntities(): Entity[] {\n const entities: Entity[] = [];\n for (const entity of this.scene.entities.buffer) {\n if (this._hasSyncComponents(entity)) {\n entities.push(entity);\n }\n }\n return entities;\n }\n\n private _hasSyncComponents(entity: Entity): boolean {\n for (const component of entity.components) {\n const metadata: SyncMetadata | undefined = (component.constructor as any)[SYNC_METADATA];\n if (metadata && metadata.fields.length > 0) {\n return true;\n }\n }\n return false;\n }\n\n private _hasChanges(entity: Entity): boolean {\n for (const component of entity.components) {\n const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;\n if (tracker?.hasChanges()) {\n return true;\n }\n }\n return false;\n }\n\n private _initComponentTrackers(entity: Entity): void {\n for (const component of entity.components) {\n const metadata: SyncMetadata | undefined = (component.constructor as any)[SYNC_METADATA];\n if (metadata && metadata.fields.length > 0) {\n initChangeTracker(component);\n }\n }\n }\n\n private _clearChangeTrackers(entities: Entity[]): void {\n for (const entity of entities) {\n for (const component of entity.components) {\n const tracker = (component as any)[CHANGE_TRACKER] as ChangeTracker | undefined;\n if (tracker) {\n tracker.clear();\n }\n }\n }\n }\n}\n"]}
@@ -1,10 +1,34 @@
1
1
  import { World, Scene, EntitySystem, Entity } from '@esengine/ecs-framework';
2
2
  export { Component, Entity, EntitySystem, Scene, SyncFieldMetadata, SyncMetadata, SyncOperation, SyncType, World, clearChanges, getSyncMetadata, hasChanges, hasSyncFields, initChangeTracker, sync } from '@esengine/ecs-framework';
3
- import { R as Room, P as Player } from '../Room-BnKpl5Sj.js';
4
- export { I as IPlayer } from '../Room-BnKpl5Sj.js';
5
- export { o as onMessage } from '../decorators-DY8nZ8Nh.js';
3
+ import { R as Room, P as Player } from '../Room-5owFVIFR.js';
4
+ export { I as IPlayer } from '../Room-5owFVIFR.js';
6
5
  import '@esengine/rpc';
7
6
 
7
+ /**
8
+ * @zh 房间装饰器
9
+ * @en Room decorators
10
+ */
11
+ /**
12
+ * @zh 消息处理器装饰器
13
+ * @en Message handler decorator
14
+ *
15
+ * @example
16
+ * ```typescript
17
+ * class GameRoom extends Room {
18
+ * @onMessage('Move')
19
+ * handleMove(data: { x: number, y: number }, player: Player) {
20
+ * // handle move
21
+ * }
22
+ *
23
+ * @onMessage('Chat')
24
+ * handleChat(data: { text: string }, player: Player) {
25
+ * this.broadcast('Chat', { from: player.id, text: data.text })
26
+ * }
27
+ * }
28
+ * ```
29
+ */
30
+ declare function onMessage(type: string): MethodDecorator;
31
+
8
32
  /**
9
33
  * @zh ECS 房间基类
10
34
  * @en ECS Room base class
@@ -134,6 +158,9 @@ declare abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknow
134
158
  /**
135
159
  * @zh 发送二进制数据给指定玩家
136
160
  * @en Send binary data to specific player
161
+ *
162
+ * @zh 使用原生 WebSocket 二进制帧发送,效率更高
163
+ * @en Uses native WebSocket binary frames, more efficient
137
164
  */
138
165
  protected sendBinary(player: Player<TPlayerData>, data: Uint8Array): void;
139
166
  /**
@@ -173,4 +200,4 @@ declare abstract class ECSRoom<TState = any, TPlayerData = Record<string, unknow
173
200
  private _clearChangeTrackers;
174
201
  }
175
202
 
176
- export { ECSRoom, type ECSRoomConfig, Player };
203
+ export { ECSRoom, type ECSRoomConfig, Player, onMessage };
package/dist/ecs/index.js CHANGED
@@ -1,283 +1,6 @@
1
- import { Room } from '../chunk-FACTBKJ3.js';
2
- export { Player, onMessage } from '../chunk-FACTBKJ3.js';
3
- import { __name, __publicField } from '../chunk-T626JPC7.js';
4
- import { Core, ECSEventType, NETWORK_ENTITY_METADATA, encodeDespawn, encodeSnapshot, SyncOperation, encodeSpawn, SYNC_METADATA, CHANGE_TRACKER, initChangeTracker } from '@esengine/ecs-framework';
1
+ export { ECSRoom } from '../chunk-ZUTL4RI7.js';
2
+ export { Player, onMessage } from '../chunk-T3QJOPNG.js';
3
+ import '../chunk-T626JPC7.js';
5
4
  export { SyncOperation, clearChanges, getSyncMetadata, hasChanges, hasSyncFields, initChangeTracker, sync } from '@esengine/ecs-framework';
6
-
7
- var DEFAULT_ECS_CONFIG = {
8
- syncInterval: 50,
9
- enableDeltaSync: true,
10
- enableAutoNetworkEntity: true
11
- };
12
- var NETWORK_ENTITY_OWNER = /* @__PURE__ */ Symbol("NetworkEntityOwner");
13
- var _ECSRoom = class _ECSRoom extends Room {
14
- constructor(ecsConfig) {
15
- super();
16
- /**
17
- * @zh ECS World(由 Core.worldManager 管理)
18
- * @en ECS World (managed by Core.worldManager)
19
- */
20
- __publicField(this, "world");
21
- /**
22
- * @zh World 在 WorldManager 中的 ID
23
- * @en World ID in WorldManager
24
- */
25
- __publicField(this, "worldId");
26
- /**
27
- * @zh 房间的主场景
28
- * @en Room's main scene
29
- */
30
- __publicField(this, "scene");
31
- /**
32
- * @zh ECS 配置
33
- * @en ECS configuration
34
- */
35
- __publicField(this, "ecsConfig");
36
- /**
37
- * @zh 玩家 ID 到实体的映射
38
- * @en Player ID to Entity mapping
39
- */
40
- __publicField(this, "_playerEntities", /* @__PURE__ */ new Map());
41
- /**
42
- * @zh 网络实体映射(实体 ID -> prefabType)
43
- * @en Network entity mapping (entity ID -> prefabType)
44
- */
45
- __publicField(this, "_networkEntities", /* @__PURE__ */ new Map());
46
- /**
47
- * @zh 上次同步时间
48
- * @en Last sync time
49
- */
50
- __publicField(this, "_lastSyncTime", 0);
51
- this.ecsConfig = {
52
- ...DEFAULT_ECS_CONFIG,
53
- ...ecsConfig
54
- };
55
- this.worldId = `room_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;
56
- this.world = Core.worldManager.createWorld(this.worldId);
57
- this.scene = this.world.createScene("game");
58
- this.world.setSceneActive("game", true);
59
- this.world.start();
60
- if (this.ecsConfig.enableAutoNetworkEntity) {
61
- this._setupAutoNetworkEntity();
62
- }
63
- }
64
- /**
65
- * @zh 设置自动网络实体广播
66
- * @en Setup automatic network entity broadcasting
67
- */
68
- _setupAutoNetworkEntity() {
69
- this.scene.eventSystem.on(ECSEventType.COMPONENT_ADDED, (event) => {
70
- const { entity, component } = event;
71
- const metadata = component.constructor[NETWORK_ENTITY_METADATA];
72
- if (metadata?.autoSpawn) {
73
- if (!this._networkEntities.has(entity.id)) {
74
- this._networkEntities.set(entity.id, metadata.prefabType);
75
- this.broadcastSpawn(entity, metadata.prefabType);
76
- }
77
- }
78
- if (metadata?.autoDespawn && !this._networkEntities.has(entity.id)) {
79
- this._networkEntities.set(entity.id, metadata.prefabType);
80
- }
81
- });
82
- this.scene.eventSystem.on(ECSEventType.ENTITY_DESTROYED, (event) => {
83
- const { entityId } = event;
84
- if (this._networkEntities.has(entityId)) {
85
- const despawnData = encodeDespawn(entityId);
86
- this.broadcastBinary(despawnData);
87
- this._networkEntities.delete(entityId);
88
- }
89
- });
90
- }
91
- // =========================================================================
92
- // Scene Management | 场景管理
93
- // =========================================================================
94
- /**
95
- * @zh 添加系统到场景
96
- * @en Add system to scene
97
- */
98
- addSystem(system) {
99
- this.scene.addSystem(system);
100
- }
101
- /**
102
- * @zh 创建实体
103
- * @en Create entity
104
- */
105
- createEntity(name) {
106
- return this.scene.createEntity(name ?? `entity_${Date.now()}`);
107
- }
108
- /**
109
- * @zh 为玩家创建实体
110
- * @en Create entity for player
111
- *
112
- * @param playerId - @zh 玩家 ID @en Player ID
113
- * @param name - @zh 实体名称 @en Entity name
114
- * @returns @zh 创建的实体 @en Created entity
115
- */
116
- createPlayerEntity(playerId, name) {
117
- const entityName = name ?? `player_${playerId}`;
118
- const entity = this.scene.createEntity(entityName);
119
- entity[NETWORK_ENTITY_OWNER] = playerId;
120
- this._playerEntities.set(playerId, entity);
121
- return entity;
122
- }
123
- /**
124
- * @zh 获取玩家的实体
125
- * @en Get player's entity
126
- */
127
- getPlayerEntity(playerId) {
128
- return this._playerEntities.get(playerId);
129
- }
130
- /**
131
- * @zh 销毁玩家的实体
132
- * @en Destroy player's entity
133
- */
134
- destroyPlayerEntity(playerId) {
135
- const entity = this._playerEntities.get(playerId);
136
- if (entity) {
137
- const despawnData = encodeDespawn(entity.id);
138
- this.broadcastBinary(despawnData);
139
- entity.destroy();
140
- this._playerEntities.delete(playerId);
141
- }
142
- }
143
- // =========================================================================
144
- // State Sync | 状态同步
145
- // =========================================================================
146
- /**
147
- * @zh 广播二进制数据
148
- * @en Broadcast binary data
149
- */
150
- broadcastBinary(data) {
151
- for (const player of this.players) {
152
- this.sendBinary(player, data);
153
- }
154
- }
155
- /**
156
- * @zh 发送二进制数据给指定玩家
157
- * @en Send binary data to specific player
158
- */
159
- sendBinary(player, data) {
160
- player.send("$sync", {
161
- data: Array.from(data)
162
- });
163
- }
164
- /**
165
- * @zh 发送完整状态给玩家(用于玩家刚加入时)
166
- * @en Send full state to player (for when player just joined)
167
- */
168
- sendFullState(player) {
169
- const entities = this._getSyncEntities();
170
- if (entities.length === 0) return;
171
- for (const entity of entities) {
172
- this._initComponentTrackers(entity);
173
- }
174
- const data = encodeSnapshot(entities, SyncOperation.FULL);
175
- this.sendBinary(player, data);
176
- }
177
- /**
178
- * @zh 广播实体生成
179
- * @en Broadcast entity spawn
180
- */
181
- broadcastSpawn(entity, prefabType) {
182
- this._initComponentTrackers(entity);
183
- const data = encodeSpawn(entity, prefabType);
184
- this.broadcastBinary(data);
185
- }
186
- /**
187
- * @zh 广播增量状态更新
188
- * @en Broadcast delta state update
189
- */
190
- broadcastDelta() {
191
- const entities = this._getSyncEntities();
192
- const changedEntities = entities.filter((entity) => this._hasChanges(entity));
193
- if (changedEntities.length === 0) return;
194
- const data = encodeSnapshot(changedEntities, SyncOperation.DELTA);
195
- this.broadcastBinary(data);
196
- this._clearChangeTrackers(changedEntities);
197
- }
198
- // =========================================================================
199
- // Lifecycle Overrides | 生命周期重载
200
- // =========================================================================
201
- /**
202
- * @zh 游戏循环,处理状态同步
203
- * @en Game tick, handles state sync
204
- */
205
- onTick(_dt) {
206
- if (this.ecsConfig.enableDeltaSync) {
207
- const now = Date.now();
208
- if (now - this._lastSyncTime >= this.ecsConfig.syncInterval) {
209
- this._lastSyncTime = now;
210
- this.broadcastDelta();
211
- }
212
- }
213
- }
214
- /**
215
- * @zh 玩家离开时自动销毁其实体
216
- * @en Auto destroy player entity when leaving
217
- */
218
- async onLeave(player, reason) {
219
- this.destroyPlayerEntity(player.id);
220
- }
221
- /**
222
- * @zh 房间销毁时从 WorldManager 移除 World
223
- * @en Remove World from WorldManager when room is disposed
224
- */
225
- onDispose() {
226
- this._playerEntities.clear();
227
- Core.worldManager.removeWorld(this.worldId);
228
- }
229
- // =========================================================================
230
- // Internal | 内部方法
231
- // =========================================================================
232
- _getSyncEntities() {
233
- const entities = [];
234
- for (const entity of this.scene.entities.buffer) {
235
- if (this._hasSyncComponents(entity)) {
236
- entities.push(entity);
237
- }
238
- }
239
- return entities;
240
- }
241
- _hasSyncComponents(entity) {
242
- for (const component of entity.components) {
243
- const metadata = component.constructor[SYNC_METADATA];
244
- if (metadata && metadata.fields.length > 0) {
245
- return true;
246
- }
247
- }
248
- return false;
249
- }
250
- _hasChanges(entity) {
251
- for (const component of entity.components) {
252
- const tracker = component[CHANGE_TRACKER];
253
- if (tracker?.hasChanges()) {
254
- return true;
255
- }
256
- }
257
- return false;
258
- }
259
- _initComponentTrackers(entity) {
260
- for (const component of entity.components) {
261
- const metadata = component.constructor[SYNC_METADATA];
262
- if (metadata && metadata.fields.length > 0) {
263
- initChangeTracker(component);
264
- }
265
- }
266
- }
267
- _clearChangeTrackers(entities) {
268
- for (const entity of entities) {
269
- for (const component of entity.components) {
270
- const tracker = component[CHANGE_TRACKER];
271
- if (tracker) {
272
- tracker.clear();
273
- }
274
- }
275
- }
276
- }
277
- };
278
- __name(_ECSRoom, "ECSRoom");
279
- var ECSRoom = _ECSRoom;
280
-
281
- export { ECSRoom };
282
5
  //# sourceMappingURL=index.js.map
283
6
  //# sourceMappingURL=index.js.map