agentworkshop 0.7.41 → 0.7.46
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/.AgentWorkShop/prompts/host-tools.json +265 -6
- package/.AgentWorkShop/prompts/lead-supervise.md +54 -29
- package/.AgentWorkShop/prompts/peer-reply-optional.md +6 -2
- package/.AgentWorkShop/prompts/peer-reply-required.md +8 -7
- package/.output/.AgentWorkShop/aml-python/amlkit.py +185 -120
- package/.output/.AgentWorkShop/aml-python/requirements.txt +9 -7
- package/.output/.AgentWorkShop/aml-python/train-hybrid-example.py +87 -0
- package/.output/.AgentWorkShop/prompts/host-tools.json +265 -6
- package/.output/.AgentWorkShop/prompts/lead-supervise.md +54 -29
- package/.output/.AgentWorkShop/prompts/peer-reply-optional.md +6 -2
- package/.output/.AgentWorkShop/prompts/peer-reply-required.md +8 -7
- package/.output/.AgentWorkShop/schema.json +12 -0
- package/.output/nitro.json +1 -1
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* 小镇视图 — 场景输入接线(相机拖拽/滚轮/拖放)与落点反馈
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3
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*
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4
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* 自 TownView.vue 抽出(纯结构搬移,行为与模板契约逐字保持):
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* - 2D(Phaser cam.worldView)与 3D(OrbitLite)相机手势与滚轮;
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* - 频道坞/数采节点/智控节点/模型库拖放落点;
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7
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* - window 级监听器清理登记(卸载统一移除)与落点提示文案。
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8
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+
*/
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9
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+
import { computed, onBeforeUnmount, shallowRef } from 'vue'
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10
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import type { ComputedRef, Ref, ShallowRef } from 'vue'
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import type { useDaqStream } from '@/app/composables/workshop/useDaqStream'
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import type { useDcwStream } from '@/app/composables/workshop/useDcwStream'
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import type { DeviceTwinView } from '@/app/composables/workshop/useDeviceTwins'
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import type { TownScene3D } from '@/app/components/workshop/town/TownScene3D'
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import type { TownViewScene } from '@/app/components/workshop/town/TownView.vue'
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import type { DockChannelRow } from './town-view-types'
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+
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export function useTownSceneInput(params: {
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mode: Ref<'browse' | 'edit'>
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runHint: () => void
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dockChannels: ComputedRef<DockChannelRow[]>
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dropChannelAt: (channelId: string, x: number, z: number) => boolean
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daq: ReturnType<typeof useDaqStream>
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dcw: ReturnType<typeof useDcwStream>
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nearestDeviceTwin: (x: number, z: number, maxDist: number) => DeviceTwinView | null
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bindDaq: (daqId: string, deviceId: string) => void
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syncSceneDevices: (scene: TownViewScene) => void
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sceneRef: ShallowRef<TownViewScene | null>
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errorText: Ref<string>
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+
}) {
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const { mode, runHint, dockChannels, dropChannelAt, daq, dcw, nearestDeviceTwin, bindDaq, syncSceneDevices, sceneRef, errorText } = params
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const { t } = useI18n()
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+
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+
/**
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* 自由视角相机 + HTML5 模型拖放。
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* - 相机:按住左键拖拽平移(避开点选角色),滚轮缩放;
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* - 拖放:AssetLibrary 的模型卡 dragstart 写入 assetId,落到场景 → 换装/生成。
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* 由场景 ready 事件调用(canvas 已挂载)。
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+
*/
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40
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function bindSceneInput(scene: TownViewScene): void {
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if ('screenToWorld' in scene) {
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bindSceneInput3D(scene)
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return
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}
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+
bindSceneInput2D(scene)
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+
}
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47
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+
/** window 级监听器清理登记(卸载统一移除;匿名 window 监听器持已销毁场景 = 悬空引用) */
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48
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+
const windowCleanups: Array<() => void> = []
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49
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+
|
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50
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+
/** 2D(Phaser):用 game.canvas + cam.worldView 反解世界坐标 */
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51
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+
function bindSceneInput2D(scene: Exclude<TownViewScene, TownScene3D>): void {
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+
const canvas = scene.game.canvas
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53
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+
if (!canvas) return
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54
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+
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55
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+
// 世界坐标 ← 页面坐标反解(经 camera worldView + canvas DOM 缩放)
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56
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+
const worldFromPage = (clientX: number, clientY: number): { x: number, y: number } => {
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57
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+
const cam = scene.cameras.main
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58
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+
const rect = canvas.getBoundingClientRect()
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59
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+
const vx = (clientX - rect.left) / rect.width
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60
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+
const vy = (clientY - rect.top) / rect.height
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61
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+
const wx = cam.worldView.x + vx * cam.worldView.width
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62
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+
const wy = cam.worldView.y + vy * cam.worldView.height
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63
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+
return { x: wx, y: wy }
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64
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+
}
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65
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+
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66
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+
// ---- 相机拖拽平移(页面像素 → 世界像素 = 页面px / zoom 缩放比) ----
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67
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+
let draggingCam = false
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68
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+
let lastCX = 0
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69
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+
let lastCY = 0
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70
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+
canvas.addEventListener('pointerdown', (e: PointerEvent) => {
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71
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+
if (e.button !== 0) return
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72
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+
draggingCam = true
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73
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+
lastCX = e.clientX
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74
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+
lastCY = e.clientY
|
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75
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+
})
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76
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+
const onCamPointerMove = (e: PointerEvent): void => {
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77
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+
if (!draggingCam) return
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78
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+
const cam = scene.cameras.main
|
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79
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+
const rect = canvas.getBoundingClientRect()
|
|
80
|
+
// 页面 px → 世界 px:乘以 (canvas 世界宽 / canvas 页面宽) 再除以 zoom
|
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81
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+
const scale = scene.game.scale.width / rect.width
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82
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+
const dx = (e.clientX - lastCX) * scale / cam.zoom
|
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83
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+
const dy = (e.clientY - lastCY) * scale / cam.zoom
|
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84
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+
cam.scrollX -= dx
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85
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+
cam.scrollY -= dy
|
|
86
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+
lastCX = e.clientX
|
|
87
|
+
lastCY = e.clientY
|
|
88
|
+
}
|
|
89
|
+
const onCamPointerUp = (): void => {
|
|
90
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+
draggingCam = false
|
|
91
|
+
}
|
|
92
|
+
window.addEventListener('pointermove', onCamPointerMove)
|
|
93
|
+
window.addEventListener('pointerup', onCamPointerUp)
|
|
94
|
+
windowCleanups.push(() => window.removeEventListener('pointermove', onCamPointerMove))
|
|
95
|
+
windowCleanups.push(() => window.removeEventListener('pointerup', onCamPointerUp))
|
|
96
|
+
|
|
97
|
+
// ---- 滚轮缩放 ----
|
|
98
|
+
canvas.addEventListener('wheel', (e: WheelEvent) => {
|
|
99
|
+
e.preventDefault()
|
|
100
|
+
const cam = scene.cameras.main
|
|
101
|
+
const nz = cam.zoom + (e.deltaY < 0 ? 0.08 : -0.08)
|
|
102
|
+
cam.setZoom(Math.min(2.4, Math.max(0.6, nz)))
|
|
103
|
+
}, { passive: false })
|
|
104
|
+
|
|
105
|
+
// ---- 模型拖放(AssetLibrary.card → scene canvas) ----
|
|
106
|
+
canvas.addEventListener('dragover', (e: DragEvent) => {
|
|
107
|
+
e.preventDefault()
|
|
108
|
+
e.dataTransfer!.dropEffect = 'copy'
|
|
109
|
+
})
|
|
110
|
+
canvas.addEventListener('drop', (e: DragEvent) => {
|
|
111
|
+
e.preventDefault()
|
|
112
|
+
const assetId = e.dataTransfer?.getData('application/x-aw-model') || e.dataTransfer?.getData('text/plain')
|
|
113
|
+
if (!assetId) return
|
|
114
|
+
const world = worldFromPage(e.clientX, e.clientY)
|
|
115
|
+
const res = scene.dropModelOnWorld(world.x, world.y, assetId)
|
|
116
|
+
lastDrop.value = res
|
|
117
|
+
})
|
|
118
|
+
}
|
|
119
|
+
/** 3D(Three.js):相机交互 1:1 设计稿 OrbitLite ——
|
|
120
|
+
* 左键拖拽=环绕 / 中键·右键·Shift+左键=平移 / 滚轮=dolly(乘性);
|
|
121
|
+
* 实体/领地/手柄拖拽优先,双击实体=flyTo 聚焦(场景内部已实现)。 */
|
|
122
|
+
function bindSceneInput3D(scene: TownScene3D): void {
|
|
123
|
+
const canvas = scene.canvas
|
|
124
|
+
if (!canvas) return
|
|
125
|
+
|
|
126
|
+
let camMode = 0 // 0 无 / 1 环绕 / 2 平移
|
|
127
|
+
let lastCX = 0
|
|
128
|
+
let lastCY = 0
|
|
129
|
+
canvas.addEventListener('contextmenu', e => e.preventDefault())
|
|
130
|
+
canvas.addEventListener('mousedown', (e: MouseEvent) => {
|
|
131
|
+
if (e.button === 1) e.preventDefault()
|
|
132
|
+
})
|
|
133
|
+
canvas.addEventListener('pointerdown', (e: PointerEvent) => {
|
|
134
|
+
// 变换手柄悬停/拖拽 → 让出(手柄优先)
|
|
135
|
+
if (scene.isGizmoBusy?.()) return
|
|
136
|
+
const panGesture = e.button === 1 || e.button === 2 || e.shiftKey
|
|
137
|
+
if (panGesture) {
|
|
138
|
+
e.preventDefault()
|
|
139
|
+
camMode = 2
|
|
140
|
+
lastCX = e.clientX
|
|
141
|
+
lastCY = e.clientY
|
|
142
|
+
return
|
|
143
|
+
}
|
|
144
|
+
if (e.button !== 0) return
|
|
145
|
+
// 编辑模式:实体/领地/范围/边界等场景拖拽接管;未接管(空白处)→ 左键环绕
|
|
146
|
+
if (scene.tryStartPointerDrag(e.clientX, e.clientY)) return
|
|
147
|
+
camMode = 1
|
|
148
|
+
lastCX = e.clientX
|
|
149
|
+
lastCY = e.clientY
|
|
150
|
+
})
|
|
151
|
+
const onScenePointerMove = (e: PointerEvent): void => {
|
|
152
|
+
if (scene.isGizmoBusy?.()) return
|
|
153
|
+
if (scene.isPointerDragging()) {
|
|
154
|
+
scene.movePointerDrag(e.clientX, e.clientY)
|
|
155
|
+
return
|
|
156
|
+
}
|
|
157
|
+
if (!camMode) return
|
|
158
|
+
const dx = e.clientX - lastCX
|
|
159
|
+
const dy = e.clientY - lastCY
|
|
160
|
+
lastCX = e.clientX
|
|
161
|
+
lastCY = e.clientY
|
|
162
|
+
if (camMode === 1) scene.orbitBy(dx, dy)
|
|
163
|
+
else scene.panByScreen(dx, dy)
|
|
164
|
+
}
|
|
165
|
+
const onScenePointerUp = (): void => {
|
|
166
|
+
if (scene.isPointerDragging()) {
|
|
167
|
+
scene.endPointerDrag()
|
|
168
|
+
return
|
|
169
|
+
}
|
|
170
|
+
camMode = 0
|
|
171
|
+
}
|
|
172
|
+
window.addEventListener('pointermove', onScenePointerMove)
|
|
173
|
+
window.addEventListener('pointerup', onScenePointerUp)
|
|
174
|
+
windowCleanups.push(() => window.removeEventListener('pointermove', onScenePointerMove))
|
|
175
|
+
windowCleanups.push(() => window.removeEventListener('pointerup', onScenePointerUp))
|
|
176
|
+
|
|
177
|
+
// ---- 滚轮 dolly(设计稿:乘性缩放,任意层级手感一致) ----
|
|
178
|
+
canvas.addEventListener('wheel', (e: WheelEvent) => {
|
|
179
|
+
e.preventDefault()
|
|
180
|
+
scene.zoomBy(e.deltaY > 0 ? 0.12 : -0.11)
|
|
181
|
+
}, { passive: false })
|
|
182
|
+
|
|
183
|
+
// ---- 拖放(频道坞→安放频道;模型库→换装/生成居民) ----
|
|
184
|
+
canvas.addEventListener('dragover', (e: DragEvent) => {
|
|
185
|
+
e.preventDefault()
|
|
186
|
+
e.dataTransfer!.dropEffect = 'copy'
|
|
187
|
+
})
|
|
188
|
+
canvas.addEventListener('drop', (e: DragEvent) => {
|
|
189
|
+
e.preventDefault()
|
|
190
|
+
const dt = e.dataTransfer
|
|
191
|
+
if (!dt) return
|
|
192
|
+
// 运行模式只读:不接受任何场景投放(频道/数采/设备)
|
|
193
|
+
if (mode.value !== 'edit') {
|
|
194
|
+
runHint()
|
|
195
|
+
return
|
|
196
|
+
}
|
|
197
|
+
// 1) 频道坞拖入 → 安放频道 + 其 Agent
|
|
198
|
+
const channelId = dt.getData('application/x-aw-channel') || dt.getData('text/plain')
|
|
199
|
+
if (channelId && dockChannels.value.some(c => c.channelId === channelId)) {
|
|
200
|
+
const world = scene.screenToWorld(e.clientX, e.clientY)
|
|
201
|
+
dropChannelAt(channelId, world.x, world.z)
|
|
202
|
+
return
|
|
203
|
+
}
|
|
204
|
+
// 1.5) 数采节点拖入 → 既有 server 节点落位(PATCH 位置;WS 收敛全端)
|
|
205
|
+
// 未绑定设备时:落点 ±95 内最近设备自动绑定(已绑定保持不重绑)
|
|
206
|
+
const daqNodeId = dt.getData('application/x-aw-daq-node')
|
|
207
|
+
if (daqNodeId) {
|
|
208
|
+
const n = daq.nodeById(daqNodeId)
|
|
209
|
+
if (n) {
|
|
210
|
+
const world = scene.screenToWorld(e.clientX, e.clientY)
|
|
211
|
+
void daq.patchNode(daqNodeId, { posX: Math.round(world.x), posZ: Math.round(world.z) }).then(() => {
|
|
212
|
+
if (!n.deviceBindingId) {
|
|
213
|
+
const near = nearestDeviceTwin(world.x, world.z, 95)
|
|
214
|
+
if (near) bindDaq(daqNodeId, near.id)
|
|
215
|
+
}
|
|
216
|
+
}).catch((err: unknown) => {
|
|
217
|
+
errorText.value = apiErrorMessage(err)
|
|
218
|
+
})
|
|
219
|
+
}
|
|
220
|
+
return
|
|
221
|
+
}
|
|
222
|
+
// 1.6) 智控节点拖入 → 落位 + 未绑定时 ±95 内设备自动绑定(绑定后可直写下发)
|
|
223
|
+
const dcwNodeId = dt.getData('application/x-aw-dcw-node')
|
|
224
|
+
if (dcwNodeId) {
|
|
225
|
+
const n = dcw.nodes.find(x => x.id === dcwNodeId)
|
|
226
|
+
if (n) {
|
|
227
|
+
const world = scene.screenToWorld(e.clientX, e.clientY)
|
|
228
|
+
void dcw.patchNode(dcwNodeId, { posX: Math.round(world.x), posZ: Math.round(world.z) }).then(() => {
|
|
229
|
+
if (!n.deviceBindingId) {
|
|
230
|
+
const near = nearestDeviceTwin(world.x, world.z, 95)
|
|
231
|
+
if (near) {
|
|
232
|
+
void dcw.bindNode(dcwNodeId, near.id).catch((err: unknown) => {
|
|
233
|
+
errorText.value = apiErrorMessage(err)
|
|
234
|
+
})
|
|
235
|
+
}
|
|
236
|
+
}
|
|
237
|
+
if (sceneRef.value) syncSceneDevices(sceneRef.value)
|
|
238
|
+
}).catch((err: unknown) => {
|
|
239
|
+
errorText.value = apiErrorMessage(err)
|
|
240
|
+
})
|
|
241
|
+
}
|
|
242
|
+
return
|
|
243
|
+
}
|
|
244
|
+
// 2) 模型拖放 → 换装/生成
|
|
245
|
+
const assetId = dt.getData('application/x-aw-model') || dt.getData('text/plain')
|
|
246
|
+
if (assetId) {
|
|
247
|
+
const world = scene.screenToWorld(e.clientX, e.clientY)
|
|
248
|
+
const res = scene.dropModelOnWorld(world.x, world.z, assetId)
|
|
249
|
+
lastDrop.value = res
|
|
250
|
+
}
|
|
251
|
+
})
|
|
252
|
+
}
|
|
253
|
+
const lastDrop = shallowRef<{ mode: string, agentId?: string, textureKey: string, x: number, y: number } | null>(null)
|
|
254
|
+
|
|
255
|
+
/** 模型落点反馈(供 HUD 显示) */
|
|
256
|
+
const lastDropText = computed(() => {
|
|
257
|
+
const d = lastDrop.value
|
|
258
|
+
if (!d) return ''
|
|
259
|
+
return d.mode === 'rebind'
|
|
260
|
+
? t('townView.kgz2nej193', { p0: d.agentId?.slice(0, 8) ?? t('townView.k479op189'), p1: d.textureKey })
|
|
261
|
+
: t('townView.k5e2460194', { p0: d.textureKey })
|
|
262
|
+
})
|
|
263
|
+
|
|
264
|
+
onBeforeUnmount(() => {
|
|
265
|
+
for (const fn of windowCleanups) {
|
|
266
|
+
try {
|
|
267
|
+
fn()
|
|
268
|
+
}
|
|
269
|
+
catch { /* 尽力清理 */ }
|
|
270
|
+
}
|
|
271
|
+
windowCleanups.length = 0
|
|
272
|
+
})
|
|
273
|
+
|
|
274
|
+
return { bindSceneInput, lastDropText }
|
|
275
|
+
}
|
|
@@ -0,0 +1,390 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* 小镇视图 — 场景运行时(引导/事件总线/输入接线/设备轮询/布局收敛)
|
|
3
|
+
*
|
|
4
|
+
* 自 TownView.vue 抽出(纯结构搬移,行为与模板契约逐字保持)。
|
|
5
|
+
* 依赖经参数对象显式注入(父组件仍是共享状态唯一持有者):
|
|
6
|
+
* - 2D?render=2d(Phaser)/ 3D(Three.js)引导与公共事件订阅;
|
|
7
|
+
* - townBus → 场景增量收敛(snapshot/device/scene.layout);
|
|
8
|
+
* - 设备孪生轮询、布局版本幂等收敛、E2E 钩子。
|
|
9
|
+
*/
|
|
10
|
+
import { onBeforeUnmount, onMounted } from 'vue'
|
|
11
|
+
import type { ComputedRef, Ref, ShallowRef } from 'vue'
|
|
12
|
+
import type Phaser from 'phaser'
|
|
13
|
+
import type { useEntitiesStore } from '@/app/stores/workshop/entities'
|
|
14
|
+
import type { useSceneLayouts } from '@/app/composables/workshop/useSceneLayouts'
|
|
15
|
+
import type { useCharacterAssets } from '@/app/composables/workshop/useCharacterAssets'
|
|
16
|
+
import type { useDeviceTwins, DeviceTwinView } from '@/app/composables/workshop/useDeviceTwins'
|
|
17
|
+
import type { useDaqStream } from '@/app/composables/workshop/useDaqStream'
|
|
18
|
+
import type { useTownBus } from '@/app/composables/workshop/useTownBus'
|
|
19
|
+
import type { ChannelLayout, AgentRangeLayout, TownScene3D } from '@/app/components/workshop/town/TownScene3D'
|
|
20
|
+
import type { TownEntityInput } from '@/app/components/workshop/town/TownScene'
|
|
21
|
+
import type { CommonTownScene, TownViewScene } from '@/app/components/workshop/town/TownView.vue'
|
|
22
|
+
import { mapEnvelopeToIntent } from '#shared/town-protocol'
|
|
23
|
+
import type { QualityMode } from './useTownSceneControl'
|
|
24
|
+
|
|
25
|
+
export function useTownSceneRuntime(params: {
|
|
26
|
+
props: { channelId: string, allChannels?: boolean }
|
|
27
|
+
entities: ReturnType<typeof useEntitiesStore>
|
|
28
|
+
sceneLayouts: ReturnType<typeof useSceneLayouts>
|
|
29
|
+
characterAssets: ReturnType<typeof useCharacterAssets>
|
|
30
|
+
deviceTwins: ReturnType<typeof useDeviceTwins>
|
|
31
|
+
townBus: ReturnType<typeof useTownBus>
|
|
32
|
+
daq: ReturnType<typeof useDaqStream>
|
|
33
|
+
sceneRef: ShallowRef<TownViewScene | null>
|
|
34
|
+
scene3dRef: ShallowRef<TownScene3D | null>
|
|
35
|
+
gameRef: ShallowRef<Phaser.Game | null>
|
|
36
|
+
hostRef: Ref<HTMLDivElement | null>
|
|
37
|
+
render3d: boolean
|
|
38
|
+
ready: Ref<boolean>
|
|
39
|
+
fps: Ref<number>
|
|
40
|
+
agentCount: Ref<number>
|
|
41
|
+
blockCount: Ref<number>
|
|
42
|
+
activity: Ref<{ channelId: string, agentName: string, text: string } | null>
|
|
43
|
+
selected: Ref<{ kind: 'agent' | 'device', id: string, scale: number, rotation: number } | null>
|
|
44
|
+
errorText: Ref<string>
|
|
45
|
+
saveState: Ref<{ state: 'idle' | 'dirty' | 'saving' | 'saved' | 'error', at: number } | null>
|
|
46
|
+
fpsCap: Ref<'60' | '120' | '0'>
|
|
47
|
+
qualityMode: Ref<QualityMode>
|
|
48
|
+
selectedChannel: Ref<string | null>
|
|
49
|
+
boundaryDraft: Ref<ChannelLayout | null>
|
|
50
|
+
agentRangeDraft: Ref<{ radiusX: number, radiusZ: number, shape: 'ellipse' | 'rect' } | null>
|
|
51
|
+
onSelectChannel: (cid: string | null) => void
|
|
52
|
+
buildTownInput: () => TownEntityInput[]
|
|
53
|
+
updateAgentHome: (agentId: string, channelId: string, x: number, z: number) => Promise<unknown>
|
|
54
|
+
updateAgentRange: (agentId: string, channelId: string, range: AgentRangeLayout | null) => Promise<unknown>
|
|
55
|
+
sceneTwinPool: ComputedRef<DeviceTwinView[]>
|
|
56
|
+
sceneTwinById: (id: string) => DeviceTwinView | undefined
|
|
57
|
+
syncSceneDevices: (scene: TownViewScene) => void
|
|
58
|
+
appendLiveChat: (agentId: string, kind: string, text: string, atRaw: number | string | undefined, seq?: number) => void
|
|
59
|
+
bindSceneInput: (scene: TownViewScene) => void
|
|
60
|
+
dockRev: Ref<number>
|
|
61
|
+
}) {
|
|
62
|
+
const { props, entities, sceneLayouts, characterAssets, deviceTwins, townBus, daq, sceneRef, scene3dRef, gameRef, hostRef, render3d, ready, fps, agentCount, blockCount, activity, selected, errorText, saveState, fpsCap, qualityMode, selectedChannel, boundaryDraft, agentRangeDraft, onSelectChannel, buildTownInput, updateAgentHome, updateAgentRange, sceneTwinPool, sceneTwinById, syncSceneDevices, appendLiveChat, bindSceneInput, dockRev } = params
|
|
63
|
+
const { t } = useI18n()
|
|
64
|
+
|
|
65
|
+
let devicePollTimer: ReturnType<typeof setInterval> | null = null
|
|
66
|
+
|
|
67
|
+
function syncSceneModels(scene: TownViewScene | null): void {
|
|
68
|
+
if (!scene || !('registerModelsFromList' in scene)) return
|
|
69
|
+
if ('screenToWorld' in scene) {
|
|
70
|
+
scene.registerModelsFromList(characterAssets.models.map(m => ({ id: m.id, file: m.file, name: m.name, kind: m.kind, hFactor: m.hFactor ?? 1 })))
|
|
71
|
+
}
|
|
72
|
+
else {
|
|
73
|
+
scene.registerModelsFromList(characterAssets.models.map(m => ({ id: m.id, file: m.file, name: m.name })))
|
|
74
|
+
}
|
|
75
|
+
}
|
|
76
|
+
// 签名对比替代 deep 监听:模型资产任何字段变化都曾触发全量 syncSceneModels;
|
|
77
|
+
// 实际只有增删/换文件才需要同步(id+file 签名)
|
|
78
|
+
watch(() => characterAssets.models.map(m => `${m.id}:${m.file}`).join('|'), () => syncSceneModels(sceneRef.value))
|
|
79
|
+
|
|
80
|
+
async function boot() {
|
|
81
|
+
if (sceneRef.value || !hostRef.value) return
|
|
82
|
+
if (render3d) {
|
|
83
|
+
await boot3D()
|
|
84
|
+
}
|
|
85
|
+
else {
|
|
86
|
+
await boot2D()
|
|
87
|
+
}
|
|
88
|
+
}
|
|
89
|
+
/** 3D 引导(默认):Three.js TownScene3D */
|
|
90
|
+
async function boot3D(): Promise<void> {
|
|
91
|
+
const host = hostRef.value
|
|
92
|
+
if (!host) return
|
|
93
|
+
// 布局加载不阻塞场景 ready:先建空场地,布局异步到达后 apply + rebuild。
|
|
94
|
+
// 若加载失败(401/网络),keep catch 静默 → 场景保持空场地,用户手动拖入频道。
|
|
95
|
+
const [{ TownScene3D: Scene3D }] = await Promise.all([import('@/app/components/workshop/town/TownScene3D')])
|
|
96
|
+
const scene = new Scene3D(buildTownInput(), host as HTMLDivElement)
|
|
97
|
+
scene.resolveTaskAssignee = (taskId: string) => {
|
|
98
|
+
const task = (entities.tasks as Record<string, Array<{ id: string, assigneeId: string }>>)[props.channelId]?.find(t => t.id === taskId)
|
|
99
|
+
return task?.assigneeId ?? null
|
|
100
|
+
}
|
|
101
|
+
// 注入数字孪生设备 API(拖 dev 模型进场景时创建设备;场景 transform 变更落库)
|
|
102
|
+
scene.devices = {
|
|
103
|
+
async create(input) {
|
|
104
|
+
const t = await deviceTwins.create({
|
|
105
|
+
name: input.name,
|
|
106
|
+
modelRef: input.modelRef,
|
|
107
|
+
kind: input.kind,
|
|
108
|
+
controls: input.controls,
|
|
109
|
+
posX: input.posX,
|
|
110
|
+
posZ: input.posZ,
|
|
111
|
+
scale: input.scale,
|
|
112
|
+
})
|
|
113
|
+
return { id: t.id }
|
|
114
|
+
},
|
|
115
|
+
async update(id, patch) {
|
|
116
|
+
// 数采节点伪孪生 → 场景落点走 daq REST(节点实体在 server)
|
|
117
|
+
if (daq.nodeById(id)) {
|
|
118
|
+
await daq.saveTransform(id, patch.posX, patch.posZ)
|
|
119
|
+
return undefined
|
|
120
|
+
}
|
|
121
|
+
await deviceTwins.update(id, patch)
|
|
122
|
+
return undefined
|
|
123
|
+
},
|
|
124
|
+
async remove(id) {
|
|
125
|
+
if (daq.nodeById(id)) {
|
|
126
|
+
await daq.removeNode(id)
|
|
127
|
+
return
|
|
128
|
+
}
|
|
129
|
+
await deviceTwins.remove(id)
|
|
130
|
+
},
|
|
131
|
+
async control(id, command, args) {
|
|
132
|
+
return deviceTwins.control(id, command, args)
|
|
133
|
+
},
|
|
134
|
+
}
|
|
135
|
+
// 注入管理员布局:持久化角色落点 + 独立活动范围
|
|
136
|
+
scene.agentApi = {
|
|
137
|
+
async updateHome(agentId, channelId, x, z) {
|
|
138
|
+
return updateAgentHome(agentId, channelId, x, z)
|
|
139
|
+
},
|
|
140
|
+
async updateRange(agentId, channelId, range) {
|
|
141
|
+
return updateAgentRange(agentId, channelId, range)
|
|
142
|
+
},
|
|
143
|
+
}
|
|
144
|
+
// 注入频道布局持久化:频道整体拖拽 / 边界手柄调整后经 useSceneLayouts 落库
|
|
145
|
+
scene.channelApi = {
|
|
146
|
+
async save(channelId, layout) {
|
|
147
|
+
return sceneLayouts.save(channelId, layout)
|
|
148
|
+
},
|
|
149
|
+
}
|
|
150
|
+
sceneRef.value = scene
|
|
151
|
+
syncSceneModels(scene)
|
|
152
|
+
scene3dRef.value = scene
|
|
153
|
+
// 应用持久化的帧率上限与画质档(渲染配置;数据消费不受影响)
|
|
154
|
+
scene.setFpsCap(Number(fpsCap.value))
|
|
155
|
+
scene.setQualityMode(qualityMode.value)
|
|
156
|
+
|
|
157
|
+
wireCommon(scene)
|
|
158
|
+
|
|
159
|
+
// 选中(3D 专用):点选 Agent/设备 → 弹缩放/旋转滑杆
|
|
160
|
+
scene.on('select', (v) => {
|
|
161
|
+
selected.value = v
|
|
162
|
+
})
|
|
163
|
+
// 保存状态(布局落库进度 → HUD 徽标)
|
|
164
|
+
scene.on('saveState', (v) => {
|
|
165
|
+
saveState.value = v
|
|
166
|
+
})
|
|
167
|
+
// 点选频道 → 打开边界编辑面板
|
|
168
|
+
scene.on('selectChannel', (cid) => {
|
|
169
|
+
onSelectChannel(cid)
|
|
170
|
+
})
|
|
171
|
+
// 频道被拖拽/手柄调整 → 边界面板草稿即时跟随(避免保存时回退旧值)
|
|
172
|
+
scene.on('channelResized', (e) => {
|
|
173
|
+
if (!e) return
|
|
174
|
+
if (selectedChannel.value === e.channelId) boundaryDraft.value = e.layout
|
|
175
|
+
})
|
|
176
|
+
// Agent 活动范围被框选绘制/整框移动/手柄调整/清除 → 对象面板草稿即时跟随
|
|
177
|
+
scene.on('agentRangeChanged', (e) => {
|
|
178
|
+
if (!e) return
|
|
179
|
+
if (selected.value?.kind === 'agent' && selected.value.id === e.agentId) {
|
|
180
|
+
const r = scene3dRef.value?.getAgentRange?.(e.agentId)
|
|
181
|
+
agentRangeDraft.value = r ? { radiusX: r.radiusX, radiusZ: r.radiusZ, shape: r.shape } : null
|
|
182
|
+
}
|
|
183
|
+
})
|
|
184
|
+
|
|
185
|
+
// 3D 立即可交互(canvas 同步挂载)
|
|
186
|
+
ready.value = true
|
|
187
|
+
bindSceneInput(scene)
|
|
188
|
+
// 轮询设备遥测 → 驱动 3D 设备节点状态/颜色
|
|
189
|
+
devicePollTimer = bindDevicePoll(scene)
|
|
190
|
+
|
|
191
|
+
// 布局异步加载:到达后按数据库元数据统一实例化并初始化场景内全部实例
|
|
192
|
+
// (频道布局 + 实体基线 + 设备孪生 → hydrate;仅放置的频道呈现)。
|
|
193
|
+
// 健壮性:composable 内部已 3 次退避重试;此处再兜底 —— 失败浮出错误并定时重拉,
|
|
194
|
+
// rev-watch 会在数据到达后自动收敛重建,任何时序下频道都不会"消失"。
|
|
195
|
+
void sceneLayouts.load().then(() => {
|
|
196
|
+
scene.hydrate(buildTownInput(), Object.values(sceneLayouts.layouts), sceneTwinPool.value)
|
|
197
|
+
syncChannelDock()
|
|
198
|
+
}).catch((err) => {
|
|
199
|
+
errorText.value = t('townView.k1hmf2ut192', { p0: apiErrorMessage(err) })
|
|
200
|
+
window.setTimeout(() => {
|
|
201
|
+
void sceneLayouts.load()
|
|
202
|
+
}, 2500)
|
|
203
|
+
})
|
|
204
|
+
}
|
|
205
|
+
/** 2D 引导(?render=2d):Phaser TownScene */
|
|
206
|
+
async function boot2D(): Promise<void> {
|
|
207
|
+
const host = hostRef.value
|
|
208
|
+
if (!host) return
|
|
209
|
+
const [Phaser, { TownScene: Scene }] = await Promise.all([
|
|
210
|
+
import('phaser'),
|
|
211
|
+
import('@/app/components/workshop/town/TownScene'),
|
|
212
|
+
])
|
|
213
|
+
const scene = new Scene(buildTownInput())
|
|
214
|
+
sceneRef.value = scene
|
|
215
|
+
syncSceneModels(scene)
|
|
216
|
+
scene.resolveTaskAssignee = (taskId: string) => {
|
|
217
|
+
const task = (entities.tasks as Record<string, Array<{ id: string, assigneeId: string }>>)[props.channelId]?.find(t => t.id === taskId)
|
|
218
|
+
return task?.assigneeId ?? null
|
|
219
|
+
}
|
|
220
|
+
const game = new Phaser.Game({
|
|
221
|
+
type: Phaser.AUTO,
|
|
222
|
+
parent: host.id || 'town-host',
|
|
223
|
+
width: 1100,
|
|
224
|
+
height: 700,
|
|
225
|
+
backgroundColor: '#eceae4',
|
|
226
|
+
pixelArt: true,
|
|
227
|
+
antialias: false,
|
|
228
|
+
roundPixels: true,
|
|
229
|
+
powerPreference: 'high-performance',
|
|
230
|
+
physics: { default: 'arcade', arcade: { gravity: { x: 0, y: 0 }, debug: false } },
|
|
231
|
+
scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH },
|
|
232
|
+
scene,
|
|
233
|
+
})
|
|
234
|
+
gameRef.value = game
|
|
235
|
+
|
|
236
|
+
wireCommon(scene)
|
|
237
|
+
|
|
238
|
+
// 场景 ready 后 canvas 才挂载 → 再绑交互
|
|
239
|
+
scene.on('ready', () => {
|
|
240
|
+
ready.value = true
|
|
241
|
+
bindSceneInput(scene)
|
|
242
|
+
})
|
|
243
|
+
}
|
|
244
|
+
/** 两种渲染器共享:事件订阅 + HUD 事件 + E2E 钩子 */
|
|
245
|
+
function wireCommon(scene: CommonTownScene): void {
|
|
246
|
+
// 事件订阅:两场景的 on 签名不同,这里用场景实例类型 + 具体事件名调用
|
|
247
|
+
const s = scene as TownScene3D
|
|
248
|
+
s.on('fps', (v: number) => {
|
|
249
|
+
fps.value = v
|
|
250
|
+
})
|
|
251
|
+
s.on('agentCount', (v: number) => {
|
|
252
|
+
agentCount.value = v
|
|
253
|
+
})
|
|
254
|
+
s.on('blockCount', (v: number) => {
|
|
255
|
+
blockCount.value = v
|
|
256
|
+
dockRev.value++
|
|
257
|
+
})
|
|
258
|
+
s.on('lastActivity', (v) => {
|
|
259
|
+
activity.value = v
|
|
260
|
+
})
|
|
261
|
+
|
|
262
|
+
// 事件总线 → 场景(channel.snapshot 重建;其它实时事件驱动)
|
|
263
|
+
const off = townBus.subscribe((e) => {
|
|
264
|
+
try {
|
|
265
|
+
if (e.type === 'channel.snapshot') {
|
|
266
|
+
scene.rebuild(buildTownInput())
|
|
267
|
+
// rebuild 内部 resetAll 清掉全部设备/数采节点,必须立即按全量池恢复
|
|
268
|
+
if (sceneRef.value) syncSceneDevices(sceneRef.value)
|
|
269
|
+
if (props.channelId) scene.focusChannel(props.channelId)
|
|
270
|
+
return
|
|
271
|
+
}
|
|
272
|
+
// 设备场景事件:updated(含遥测直推,1s 节流)走增量合并;
|
|
273
|
+
// created 走全量重拉(新孪生需完整字段);deleted 本地移除
|
|
274
|
+
if (e.type === 'device.updated') {
|
|
275
|
+
deviceTwins.applyRemote((e.payload as unknown as DeviceTwinView))
|
|
276
|
+
if (sceneRef.value) syncSceneDevices(sceneRef.value)
|
|
277
|
+
return
|
|
278
|
+
}
|
|
279
|
+
if (e.type === 'device.created') {
|
|
280
|
+
void deviceTwins.load().then(() => {
|
|
281
|
+
if (sceneRef.value) syncSceneDevices(sceneRef.value)
|
|
282
|
+
})
|
|
283
|
+
return
|
|
284
|
+
}
|
|
285
|
+
if (e.type === 'device.deleted') {
|
|
286
|
+
deviceTwins.removeRemote((e.payload as { id: string }).id)
|
|
287
|
+
if (sceneRef.value) syncSceneDevices(sceneRef.value)
|
|
288
|
+
return
|
|
289
|
+
}
|
|
290
|
+
// 频道布局事件(他人编辑边界/移入移除):重拉布局 → 场景即时收敛
|
|
291
|
+
if (e.type === 'scene.layout.saved' || e.type === 'scene.layout.removed') {
|
|
292
|
+
void sceneLayouts.load().then(() => {
|
|
293
|
+
syncSceneLayouts(sceneRef.value)
|
|
294
|
+
syncChannelDock()
|
|
295
|
+
})
|
|
296
|
+
return
|
|
297
|
+
}
|
|
298
|
+
// 会话台实时缓冲:气泡意图 → 所属角色的近实时消息(与头顶气泡同语义;
|
|
299
|
+
// 独立于事件日志 30 条上限,选中角色的消息不会被其他角色刷屏挤掉)
|
|
300
|
+
const bub = mapEnvelopeToIntent(e)?.bubble
|
|
301
|
+
if (bub?.agentId) appendLiveChat(bub.agentId, bub.kind, bub.text, e.at, e.seq)
|
|
302
|
+
scene.handleTownEvent(e)
|
|
303
|
+
}
|
|
304
|
+
catch (err) {
|
|
305
|
+
errorText.value = apiErrorMessage(err)
|
|
306
|
+
}
|
|
307
|
+
})
|
|
308
|
+
;(sceneRef as unknown as { _off?: () => void })._off = off
|
|
309
|
+
|
|
310
|
+
// E2E 调试钩子
|
|
311
|
+
if (import.meta.client) {
|
|
312
|
+
;(window as unknown as Record<string, unknown>).__town = {
|
|
313
|
+
get scene() { return sceneRef.value },
|
|
314
|
+
get game() { return gameRef.value },
|
|
315
|
+
buildInput: buildTownInput,
|
|
316
|
+
get characterAssets() { return characterAssets },
|
|
317
|
+
}
|
|
318
|
+
}
|
|
319
|
+
}
|
|
320
|
+
// 布局数据版本 → 幂等收敛:load 晚到/save/remove/他人编辑后,场景一律重建对齐
|
|
321
|
+
// (hydrates 是 resetAll+rebuild,幂等;这是"每次进场都能从数据库实例化"的最终保证)
|
|
322
|
+
watch(() => sceneLayouts.rev, (rev) => {
|
|
323
|
+
const scene = scene3dRef.value
|
|
324
|
+
if (!scene || !sceneLayouts.loaded || rev === 0) return
|
|
325
|
+
// 设备输入必须是全量池(含 DAQ 投影):hydrate→syncDevices 按清单对账,漏 daq 会清场
|
|
326
|
+
scene.hydrate(buildTownInput(), Object.values(sceneLayouts.layouts), sceneTwinPool.value)
|
|
327
|
+
syncChannelDock()
|
|
328
|
+
})
|
|
329
|
+
|
|
330
|
+
/** 用频道布局清单收敛场景(已放置频道存在性/边界;供 WS 事件后即时同步) */
|
|
331
|
+
function syncSceneLayouts(scene: TownViewScene | null): void {
|
|
332
|
+
if (!scene || !('applySceneLayouts' in scene)) return
|
|
333
|
+
const s = scene as TownScene3D
|
|
334
|
+
// 先应用全部布局到场景(新增/变更/移除),再 rebuild 实体基线(仅放置的频道呈现)
|
|
335
|
+
s.applySceneLayouts(Object.values(sceneLayouts.layouts))
|
|
336
|
+
s.rebuild(buildTownInput())
|
|
337
|
+
}
|
|
338
|
+
|
|
339
|
+
/** 频道坞已放置/未放置标记刷新(布局变化后) */
|
|
340
|
+
function syncChannelDock(): void {
|
|
341
|
+
void sceneLayouts.load().finally(() => {
|
|
342
|
+
// 由场景 hasChannel 反映;以下依赖已完成加载
|
|
343
|
+
})
|
|
344
|
+
}
|
|
345
|
+
|
|
346
|
+
/** 设备控制台行点击 → 场景镜头聚焦该实体并选中(工业 HMI 联动手感) */
|
|
347
|
+
function onFocusDevice(t: { id: string, posX?: number, posZ?: number }): void {
|
|
348
|
+
const s = scene3dRef.value
|
|
349
|
+
if (!s) return
|
|
350
|
+
if (typeof t.posX === 'number' && typeof t.posZ === 'number') s.focusTo(t.posX, t.posZ)
|
|
351
|
+
;(s as unknown as { setSelected?: (x: { kind: 'device', id: string }) => void }).setSelected?.({ kind: 'device', id: t.id })
|
|
352
|
+
}
|
|
353
|
+
/** 轮询设备孪生 → 场景节点同步 + 状态环颜色(设备节点由 dev 模型拖入/服务端恢复生成) */
|
|
354
|
+
function bindDevicePoll(scene: TownScene3D): ReturnType<typeof setInterval> {
|
|
355
|
+
// 5s 兜底轮询:遥测/状态主通道是 WS device.updated 直推(server 1s 节流),
|
|
356
|
+
// 轮询仅覆盖断线窗口(useDeviceTwins.load 已 in-flight 去重)
|
|
357
|
+
return setInterval(() => {
|
|
358
|
+
void deviceTwins.load().then(() => {
|
|
359
|
+
if (sceneRef.value !== scene) return
|
|
360
|
+
scene.syncDevices(sceneTwinPool.value)
|
|
361
|
+
for (const node of scene.getDeviceNodes()) {
|
|
362
|
+
const twin = sceneTwinById(node.twinId)
|
|
363
|
+
if (twin) scene.updateDeviceNode(node.twinId, twin.state, twin.telemetry)
|
|
364
|
+
}
|
|
365
|
+
})
|
|
366
|
+
}, 5000)
|
|
367
|
+
}
|
|
368
|
+
/** 首次挂载即建一次(若 entities 已有数据) */
|
|
369
|
+
onMounted(() => {
|
|
370
|
+
boot()
|
|
371
|
+
// 若快照尚未到达,稍后 snapshot 事件会触发 rebuild;这里先发一次初始基线
|
|
372
|
+
const seed = buildTownInput()
|
|
373
|
+
if (seed.length > 0 && sceneRef.value) {
|
|
374
|
+
sceneRef.value.rebuild(seed)
|
|
375
|
+
}
|
|
376
|
+
})
|
|
377
|
+
onBeforeUnmount(() => {
|
|
378
|
+
if (devicePollTimer) clearInterval(devicePollTimer)
|
|
379
|
+
devicePollTimer = null
|
|
380
|
+
const off = (sceneRef as unknown as { _off?: () => void })._off
|
|
381
|
+
off?.()
|
|
382
|
+
scene3dRef.value?.dispose()
|
|
383
|
+
scene3dRef.value = null
|
|
384
|
+
gameRef.value?.destroy(true)
|
|
385
|
+
gameRef.value = null
|
|
386
|
+
sceneRef.value = null
|
|
387
|
+
})
|
|
388
|
+
|
|
389
|
+
return { onFocusDevice, syncSceneLayouts }
|
|
390
|
+
}
|