mm_os 3.3.0 → 4.0.0
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/LICENSE +21 -201
- package/README.md +491 -99
- package/README_EN.md +498 -0
- package/adapter/adapter.js +431 -0
- package/adapter/custom_persistence.js +660 -0
- package/adapter/mqtt.js +273 -0
- package/adapter/socket.js +113 -0
- package/adapter/web.js +67 -0
- package/adapter/websocket.js +146 -0
- package/com/api/com.json +5 -0
- package/{core/com → com}/api/config.tpl.json +8 -8
- package/com/api/drive.js +708 -0
- package/com/api/index.js +198 -0
- package/com/api/oauth.js +200 -0
- package/com/api/script.tpl.js +32 -0
- package/com/cmd/README.md +11 -0
- package/com/cmd/com.json +5 -0
- package/com/cmd/config.tpl.json +122 -0
- package/com/cmd/drive.js +1548 -0
- package/com/cmd/index.js +1066 -0
- package/com/cmd/msg.json +48 -0
- package/com/cmd/nlp.js +525 -0
- package/com/cmd/script.tpl.js +32 -0
- package/com/db/com.json +5 -0
- package/com/db/drive.js +1999 -0
- package/com/db/index.js +242 -0
- package/com/event/com.json +5 -0
- package/{core/com → com}/event/config.tpl.json +8 -8
- package/com/event/drive.js +59 -0
- package/com/event/index.js +409 -0
- package/com/event/script.tpl.js +23 -0
- package/com/mqtt/com.json +5 -0
- package/{core/com → com}/mqtt/config.tpl.json +3 -5
- package/com/mqtt/drive.js +676 -0
- package/com/mqtt/index.js +822 -0
- package/com/mqtt/mm_mqtt.js +425 -0
- package/com/mqtt/script.tpl.js +723 -0
- package/com/nav/com.json +5 -0
- package/com/nav/config.tpl.json +84 -0
- package/com/nav/drive.js +702 -0
- package/com/nav/index.js +231 -0
- package/{core/com → com}/nav/tpl/admin_pc/page_config.vue +280 -280
- package/{core/com → com}/nav/tpl/admin_pc/page_config_form.vue +194 -194
- package/com/nav/tpl/admin_pc/page_form.vue +180 -0
- package/com/nav/tpl/admin_pc/page_view.vue +124 -0
- package/com/nav/tpl/dev_pc/page_default.vue +247 -0
- package/com/nav/tpl/dev_pc/page_type.vue +313 -0
- package/com/nav/tpl/home_pc/page_default.vue +234 -0
- package/com/nav/tpl/home_pc/page_form.vue +137 -0
- package/com/nav/tpl/home_pc/page_list.vue +234 -0
- package/com/nav/tpl/home_pc/page_nav.vue +221 -0
- package/com/nav/tpl/home_pc/page_type.vue +234 -0
- package/com/nav/tpl/home_pc/page_view.vue +125 -0
- package/com/nav/tpl/home_phone/page_channel.vue +234 -0
- package/com/nav/tpl/home_phone/page_default.vue +234 -0
- package/com/nav/tpl/home_phone/page_form.vue +137 -0
- package/com/nav/tpl/home_phone/page_nav.vue +237 -0
- package/com/nav/tpl/home_phone/page_type.vue +234 -0
- package/com/nav/tpl/home_phone/page_view.vue +125 -0
- package/com/nav/viewmodel.js +446 -0
- package/com/param/com.json +5 -0
- package/{core/com → com}/param/config.tpl.json +7 -1
- package/com/param/drive.js +502 -0
- package/com/param/index.js +155 -0
- package/com/param/script.tpl.js +12 -0
- package/com/pendant/com.json +5 -0
- package/{core/com/component → com/pendant}/config.tpl.json +15 -13
- package/com/pendant/drive.js +204 -0
- package/com/pendant/index.js +441 -0
- package/com/pendant/pendant.html +16 -0
- package/com/pendant/script.tpl.js +18 -0
- package/com/socket/com.json +5 -0
- package/com/socket/config.tpl.json +12 -0
- package/com/socket/drive.js +651 -0
- package/com/socket/index.js +351 -0
- package/com/socket/script.tpl.js +41 -0
- package/com/sql/com.json +5 -0
- package/{core/com → com}/sql/config.tpl.json +13 -9
- package/com/sql/drive.js +1259 -0
- package/com/sql/index.js +150 -0
- package/com/sql/script.tpl.js +47 -0
- package/com/static/com.json +5 -0
- package/{core/com → com}/static/config.tpl.json +10 -6
- package/com/static/drive.js +194 -0
- package/com/static/index.js +226 -0
- package/com/static/script.tpl.js +28 -0
- package/com/task/com.json +5 -0
- package/{core/com → com}/task/config.tpl.json +4 -6
- package/com/task/drive.js +405 -0
- package/com/task/index.js +148 -0
- package/com/task/script.tpl.js +37 -0
- package/com/template/com.json +5 -0
- package/com/template/config.tpl.json +16 -0
- package/com/template/drive.js +80 -0
- package/com/template/index.js +141 -0
- package/com.js +156 -0
- package/common/README.md +2 -0
- package/common/handler/msg/handler.json +22 -0
- package/common/handler/msg/index.js +23 -0
- package/common/handler/player/handler.json +22 -0
- package/common/handler/player/index.js +287 -0
- package/common/handler/user/handler.json +22 -0
- package/common/handler/user/index.js +23 -0
- package/common/middleware/web_after/index.js +29 -0
- package/common/middleware/web_after/middleware.json +9 -0
- package/common/middleware/web_base/index.js +113 -0
- package/common/middleware/web_base/middleware.json +19 -0
- package/common/middleware/web_before/index.js +33 -0
- package/common/middleware/web_before/middleware.json +9 -0
- package/common/middleware/web_cors/index.js +87 -0
- package/common/middleware/web_cors/middleware.json +24 -0
- package/common/middleware/web_error/index.js +119 -0
- package/common/middleware/web_error/middleware.json +18 -0
- package/common/middleware/web_ip/index.js +15 -0
- package/common/middleware/web_ip/middleware.json +14 -0
- package/common/middleware/web_logger/index.js +156 -0
- package/common/middleware/web_logger/middleware.json +14 -0
- package/common/middleware/web_main/index.js +24 -0
- package/common/middleware/web_main/middleware.json +9 -0
- package/common/middleware/web_static/index.js +73 -0
- package/common/middleware/web_static/middleware.json +54 -0
- package/common/middleware/web_waf/index.js +385 -0
- package/common/middleware/web_waf/middleware.json +13 -0
- package/common/model/msg/index.js +88 -0
- package/common/model/msg/model.json +401 -0
- package/common/model/player/index.js +63 -0
- package/common/model/player/model.json +185 -0
- package/common/model/user/index.js +11 -0
- package/common/model/user/model.json +219 -0
- package/core/app/config.tpl.json +67 -0
- package/core/app/index.js +632 -0
- package/core/app/script.tpl.js +52 -0
- package/core/channel/index.js +899 -0
- package/core/channel/matcher.js +585 -0
- package/core/com/config.tpl.json +16 -0
- package/core/com/index.js +74 -0
- package/core/com/script.tpl.js +5 -0
- package/core/component/component.js +42 -0
- package/core/component/config.tpl.json +63 -0
- package/core/component/index.js +273 -0
- package/core/component/script.tpl.js +19 -0
- package/core/controller/config.tpl.json +14 -0
- package/core/controller/index.js +373 -0
- package/core/controller/script.tpl.js +27 -0
- package/core/factory/config.tpl.json +14 -0
- package/core/factory/entity.js +275 -0
- package/core/factory/index.js +241 -0
- package/core/factory/script.tpl.js +16 -0
- package/core/game/bat/index.js +137 -0
- package/core/game/bat/world.js +622 -0
- package/core/game/config.tpl.json +16 -0
- package/core/game/entity_admin.js +230 -0
- package/core/game/index.js +186 -0
- package/core/handler/config.tpl.json +22 -0
- package/core/handler/index.js +181 -0
- package/core/handler/script.tpl.js +23 -0
- package/core/logic/config.tpl.json +14 -0
- package/core/logic/index.js +59 -0
- package/core/logic/script.tpl.js +19 -0
- package/core/middleware/config.tpl.json +16 -0
- package/core/middleware/index.js +125 -0
- package/core/middleware/script.tpl.js +37 -0
- package/core/mod/config.tpl.json +22 -0
- package/core/mod/index.js +130 -0
- package/core/mod/script.tpl.js +34 -0
- package/core/model/config.tpl.json +219 -0
- package/core/model/index.js +272 -0
- package/core/model/model.js +27 -0
- package/core/model/script.tpl.js +20 -0
- package/core/notifier/config.tpl.json +14 -0
- package/core/notifier/index.js +77 -0
- package/core/notifier/script.tpl.js +20 -0
- package/core/plugin/config.tpl.json +24 -0
- package/core/plugin/index.js +232 -0
- package/core/plugin/script.tpl.js +51 -0
- package/core/pusher/config.tpl.json +14 -0
- package/core/pusher/index.js +161 -0
- package/core/pusher/script.tpl.js +20 -0
- package/core/room/bat/index.js +170 -0
- package/core/room/bat/room.js +524 -0
- package/core/room/config.tpl.json +20 -0
- package/core/room/index.js +249 -0
- package/core/room/room.js +61 -0
- package/core/scene/config.tpl.json +14 -0
- package/core/scene/index.js +466 -0
- package/core/scene/loop.js +1255 -0
- package/core/scene/map.js +28 -0
- package/core/scene/script.tpl.js +22 -0
- package/core/sender/config.tpl.json +14 -0
- package/core/sender/index.js +79 -0
- package/core/sender/script.tpl.js +20 -0
- package/core/service/config.tpl.json +14 -0
- package/core/service/index.js +100 -0
- package/core/service/script.tpl.js +25 -0
- package/core/store/config.tpl.json +26 -0
- package/core/store/index.js +1755 -0
- package/core/store/script.tpl.js +22 -0
- package/core/store/sql.js +1464 -0
- package/core/system/config.tpl.json +18 -0
- package/core/system/index.js +312 -0
- package/core/system/script.tpl.js +77 -0
- package/core/view/config.tpl.json +14 -0
- package/core/view/index.js +91 -0
- package/core/view/script.tpl.js +20 -0
- package/core/zone/bat/index.js +725 -0
- package/core/zone/config.tpl.json +54 -0
- package/core/zone/index.js +614 -0
- package/core/zone/script.tpl.js +10 -0
- package/core/zone/zone_bat.js +136 -0
- package/core//345/237/272/347/261/273/346/250/241/345/235/227/346/270/205/345/215/225.md +24 -0
- package/index.js +17 -314
- package/os.js +57 -0
- package/package.json +60 -58
- package/server.js +598 -0
- package/README.en.md +0 -36
- package/conf.json +0 -3
- package/core/base/mqtt/index.js +0 -1107
- package/core/base/mqtt/lib.js +0 -40
- package/core/base/web/index.js +0 -243
- package/core/com/api/com.json +0 -4
- package/core/com/api/drive.js +0 -668
- package/core/com/api/index.js +0 -108
- package/core/com/api/oauth.js +0 -158
- package/core/com/api/script.js +0 -32
- package/core/com/app/README.md +0 -3
- package/core/com/app/com.json +0 -4
- package/core/com/app/config.tpl.json +0 -16
- package/core/com/app/drive.js +0 -309
- package/core/com/app/index.js +0 -211
- package/core/com/app/script.js +0 -155
- package/core/com/cmd/com.json +0 -4
- package/core/com/cmd/config.tpl.json +0 -66
- package/core/com/cmd/drive.js +0 -513
- package/core/com/cmd/index.js +0 -354
- package/core/com/cmd/old/5w2h.js +0 -54
- package/core/com/cmd/old/drive.js +0 -423
- package/core/com/cmd/script.js +0 -11
- package/core/com/component/README.md +0 -3
- package/core/com/component/com.json +0 -4
- package/core/com/component/component.html +0 -16
- package/core/com/component/drive.js +0 -197
- package/core/com/component/index.js +0 -312
- package/core/com/component/script.js +0 -18
- package/core/com/db/com.json +0 -4
- package/core/com/db/drive.js +0 -1160
- package/core/com/db/index.js +0 -176
- package/core/com/event/com.json +0 -4
- package/core/com/event/drive.js +0 -133
- package/core/com/event/index.js +0 -345
- package/core/com/event/script.js +0 -26
- package/core/com/eventer/com.js +0 -477
- package/core/com/eventer/com.json +0 -4
- package/core/com/middleware/com.js +0 -153
- package/core/com/middleware/com.json +0 -4
- package/core/com/middleware/config.tpl.json +0 -8
- package/core/com/middleware/script.js +0 -9
- package/core/com/mqtt/com.json +0 -4
- package/core/com/mqtt/drive.js +0 -600
- package/core/com/mqtt/index.js +0 -572
- package/core/com/mqtt/mm_mqtt.js +0 -330
- package/core/com/mqtt/script.js +0 -604
- package/core/com/msg/com.js +0 -296
- package/core/com/msg/com.json +0 -4
- package/core/com/nav/com.json +0 -4
- package/core/com/nav/config.tpl.json +0 -75
- package/core/com/nav/drive.js +0 -549
- package/core/com/nav/index.js +0 -182
- package/core/com/nav/tpl/admin_pc/page_form.vue +0 -180
- package/core/com/nav/tpl/admin_pc/page_view.vue +0 -124
- package/core/com/nav/tpl/dev_pc/page_default.vue +0 -247
- package/core/com/nav/tpl/dev_pc/page_type.vue +0 -313
- package/core/com/nav/tpl/home_pc/page_default.vue +0 -234
- package/core/com/nav/tpl/home_pc/page_form.vue +0 -137
- package/core/com/nav/tpl/home_pc/page_list.vue +0 -234
- package/core/com/nav/tpl/home_pc/page_nav.vue +0 -221
- package/core/com/nav/tpl/home_pc/page_type.vue +0 -234
- package/core/com/nav/tpl/home_pc/page_view.vue +0 -125
- package/core/com/nav/tpl/home_phone/page_channel.vue +0 -234
- package/core/com/nav/tpl/home_phone/page_default.vue +0 -234
- package/core/com/nav/tpl/home_phone/page_form.vue +0 -137
- package/core/com/nav/tpl/home_phone/page_nav.vue +0 -237
- package/core/com/nav/tpl/home_phone/page_type.vue +0 -234
- package/core/com/nav/tpl/home_phone/page_view.vue +0 -125
- package/core/com/nav/viewmodel.js +0 -296
- package/core/com/param/drive.js +0 -366
- package/core/com/param/index.js +0 -80
- package/core/com/param/script.js +0 -12
- package/core/com/param/test.js +0 -98
- package/core/com/plugin/README.md +0 -3
- package/core/com/plugin/com.json +0 -4
- package/core/com/plugin/config.tpl.json +0 -26
- package/core/com/plugin/drive.js +0 -536
- package/core/com/plugin/index.js +0 -259
- package/core/com/plugin/script.js +0 -213
- package/core/com/rpc/com.json +0 -4
- package/core/com/rpc/drive.js +0 -160
- package/core/com/rpc/index.js +0 -87
- package/core/com/rpc/rpc.js +0 -118
- package/core/com/socket/com.json +0 -4
- package/core/com/socket/config.tpl.json +0 -14
- package/core/com/socket/drive.js +0 -403
- package/core/com/socket/index.js +0 -62
- package/core/com/socket/script.js +0 -42
- package/core/com/sql/drive.js +0 -1087
- package/core/com/sql/index.js +0 -83
- package/core/com/sql/script.js +0 -48
- package/core/com/static/com.json +0 -4
- package/core/com/static/drive.js +0 -220
- package/core/com/static/index.js +0 -149
- package/core/com/static/script.js +0 -28
- package/core/com/task/com.json +0 -4
- package/core/com/task/drive.js +0 -403
- package/core/com/task/index.js +0 -110
- package/core/com/task/script.js +0 -37
- package/core/com/timer/com.js +0 -217
- package/core/com/timer/com.json +0 -4
- package/core/com/tpl/com.js +0 -19
- package/core/com/tpl/com.json +0 -4
- package/lib/actions.js +0 -50
- package/lib/base.js +0 -361
- package/lib/com.js +0 -29
- package/lib/ref.js +0 -121
- package/middleware/mqtt_base/index.js +0 -10
- package/middleware/mqtt_base/middleware.json +0 -10
- package/middleware/performance/index.js +0 -151
- package/middleware/performance/middleware.json +0 -16
- package/middleware/security_audit/index.js +0 -549
- package/middleware/security_audit/middleware.json +0 -48
- package/middleware/security_headers/index.js +0 -487
- package/middleware/security_headers/middleware.json +0 -45
- package/middleware/waf/index.js +0 -348
- package/middleware/waf/middleware.json +0 -10
- package/middleware/waf_ddos/index.js +0 -520
- package/middleware/waf_ddos/middleware.json +0 -38
- package/middleware/waf_ip/index.js +0 -379
- package/middleware/waf_ip/middleware.json +0 -49
- package/middleware/waf_xss/index.js +0 -269
- package/middleware/waf_xss/middleware.json +0 -18
- package/middleware/web_after/index.js +0 -33
- package/middleware/web_after/middleware.json +0 -9
- package/middleware/web_base/index.js +0 -90
- package/middleware/web_base/middleware.json +0 -9
- package/middleware/web_before/index.js +0 -27
- package/middleware/web_before/middleware.json +0 -9
- package/middleware/web_check/index.js +0 -28
- package/middleware/web_check/middleware.json +0 -9
- package/middleware/web_main/index.js +0 -28
- package/middleware/web_main/middleware.json +0 -9
- package/middleware/web_proxy/index.js +0 -37
- package/middleware/web_proxy/middleware.json +0 -9
- package/middleware/web_render/index.js +0 -87
- package/middleware/web_render/middleware.json +0 -9
- package/middleware/web_socket/index.js +0 -34
- package/middleware/web_socket/middleware.json +0 -9
- package/middleware/web_static/index.js +0 -115
- package/middleware/web_static/middleware.json +0 -9
- /package/{core/com → com}/api/README.md +0 -0
- /package/{core/com → com}/db/README.md +0 -0
- /package/{core/com → com}/event/README.md +0 -0
- /package/{core/com → com}/mqtt/README.md +0 -0
- /package/{core/com → com}/nav/README.md +0 -0
- /package/{core/com → com}/nav/tpl/admin_pc/page_channel.vue +0 -0
- /package/{core/com → com}/nav/tpl/admin_pc/page_default.vue +0 -0
- /package/{core/com → com}/nav/tpl/admin_pc/page_lang.vue +0 -0
- /package/{core/com → com}/nav/tpl/admin_pc/page_nav.vue +0 -0
- /package/{core/com → com}/nav/tpl/admin_pc/page_table.vue +0 -0
- /package/{core/com → com}/nav/tpl/admin_pc/page_type.vue +0 -0
- /package/{core/com → com}/nav/tpl/dev_pc/page_channel.vue +0 -0
- /package/{core/com → com}/nav/tpl/dev_pc/page_config.vue +0 -0
- /package/{core/com → com}/nav/tpl/dev_pc/page_form.vue +0 -0
- /package/{core/com → com}/nav/tpl/dev_pc/page_nav.vue +0 -0
- /package/{core/com → com}/nav/tpl/dev_pc/page_table.vue +0 -0
- /package/{core/com → com}/nav/tpl/home_pc/page_channel.vue +0 -0
- /package/{core/com → com}/nav/tpl/home_phone/page_list.vue +0 -0
- /package/{core/com → com}/param/README.md +0 -0
- /package/{core/com/cmd → com/pendant}/README.md +0 -0
- /package/{core/com → com}/socket/README.md +0 -0
- /package/{core/com → com}/sql/README.md +0 -0
- /package/{core/com → com}/static/README.md +0 -0
- /package/{core/com → com}/task/README.md +0 -0
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const {
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Drive
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} = require('mm_machine');
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/**
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* 游戏循环管理器 - 通用增强版
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* 支持各种游戏类型,提供灵活的更新策略和可扩展架构
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*/
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class GameLoop extends Drive {
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static config = {
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type: 'general',
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systems: [],
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base: {
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max_fps: 60,
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min_fps: 20,
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adaptive: true,
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time_scale: 1.0,
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stop_on_error: false,
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name: 'GameLoop',
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tick_count: 0
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},
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tick_rates: {
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world: 30,
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physics: 60,
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anim: 30,
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network: 10,
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cleanup: 1,
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input: 60,
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30
|
+
ui: 30,
|
|
31
|
+
default: 60
|
|
32
|
+
},
|
|
33
|
+
sync: {
|
|
34
|
+
lockstep: false,
|
|
35
|
+
rollback: false,
|
|
36
|
+
interp: true,
|
|
37
|
+
extrap: false,
|
|
38
|
+
timeout: 5000,
|
|
39
|
+
retry_count: 3
|
|
40
|
+
},
|
|
41
|
+
perf: {
|
|
42
|
+
monitor: true,
|
|
43
|
+
auto_adjust: true,
|
|
44
|
+
budget: {
|
|
45
|
+
world: 8,
|
|
46
|
+
physics: 4,
|
|
47
|
+
anim: 3,
|
|
48
|
+
ai: 2
|
|
49
|
+
},
|
|
50
|
+
profile: false
|
|
51
|
+
},
|
|
52
|
+
events: {
|
|
53
|
+
priority: 3,
|
|
54
|
+
queue_size: 1000,
|
|
55
|
+
max_queue_size: 1000,
|
|
56
|
+
immed_proc: false,
|
|
57
|
+
max_per_frame: 100
|
|
58
|
+
},
|
|
59
|
+
phases: {
|
|
60
|
+
pre_update: true,
|
|
61
|
+
update: true,
|
|
62
|
+
post_update: true,
|
|
63
|
+
render: true,
|
|
64
|
+
cleanup: true
|
|
65
|
+
},
|
|
66
|
+
// 持久化配置
|
|
67
|
+
persist: {
|
|
68
|
+
// 是否启用定时持久化
|
|
69
|
+
enabled: true,
|
|
70
|
+
// 持久化间隔(秒)
|
|
71
|
+
interval: 60,
|
|
72
|
+
// 是否只保存脏数据
|
|
73
|
+
dirty_only: true
|
|
74
|
+
},
|
|
75
|
+
// 空闲状态配置
|
|
76
|
+
idle: {
|
|
77
|
+
// 是否启用空闲优化
|
|
78
|
+
enabled: true,
|
|
79
|
+
// 空闲时目标帧率
|
|
80
|
+
fps: 5,
|
|
81
|
+
// 进入空闲状态的空闲帧数阈值
|
|
82
|
+
threshold: 60,
|
|
83
|
+
// 空闲计数器
|
|
84
|
+
counter: 0
|
|
85
|
+
}
|
|
86
|
+
};
|
|
87
|
+
/**
|
|
88
|
+
* 构造函数
|
|
89
|
+
* @param {object} config 配置参数
|
|
90
|
+
*/
|
|
91
|
+
constructor(config = {}) {
|
|
92
|
+
super({ ...GameLoop.config, ...config || {} });
|
|
93
|
+
|
|
94
|
+
this.current_tick = 0;
|
|
95
|
+
// 持久化计数器
|
|
96
|
+
this._persist_counter = 0;
|
|
97
|
+
this.last_frame_time = 0;
|
|
98
|
+
|
|
99
|
+
// 初始化性能统计
|
|
100
|
+
this.perf_stats = {
|
|
101
|
+
frame_times: [],
|
|
102
|
+
update_times: {},
|
|
103
|
+
fps: 0,
|
|
104
|
+
load: 0,
|
|
105
|
+
phase_times: {}
|
|
106
|
+
};
|
|
107
|
+
|
|
108
|
+
// 初始化内部对象
|
|
109
|
+
this._system = {};
|
|
110
|
+
// 事件队列
|
|
111
|
+
this._event_queue = {};
|
|
112
|
+
|
|
113
|
+
this._accrual = {};
|
|
114
|
+
this._deps = {};
|
|
115
|
+
this._hook = {
|
|
116
|
+
pre_update: [],
|
|
117
|
+
post_update: [],
|
|
118
|
+
pre_render: [],
|
|
119
|
+
post_render: [],
|
|
120
|
+
pre_tick: [],
|
|
121
|
+
post_tick: []
|
|
122
|
+
};
|
|
123
|
+
// 循环状态
|
|
124
|
+
this.loop_status = 'running';
|
|
125
|
+
}
|
|
126
|
+
}
|
|
127
|
+
|
|
128
|
+
/**
|
|
129
|
+
* 获取模板目录
|
|
130
|
+
* @returns {string} 模板目录
|
|
131
|
+
*/
|
|
132
|
+
GameLoop.prototype.getTplDir = function () {
|
|
133
|
+
return __dirname;
|
|
134
|
+
};
|
|
135
|
+
|
|
136
|
+
/**
|
|
137
|
+
* 初始化核心
|
|
138
|
+
* @param {object} world 游戏世界
|
|
139
|
+
* @param {object} eventer 事件总线
|
|
140
|
+
* @param {object} logger 日志管理器
|
|
141
|
+
* @returns {void}
|
|
142
|
+
*/
|
|
143
|
+
GameLoop.prototype._initCore = async function (world, eventer, logger) {
|
|
144
|
+
if (logger) {
|
|
145
|
+
this.setLogger(logger);
|
|
146
|
+
}
|
|
147
|
+
if (eventer) {
|
|
148
|
+
this.getEventer = function () {
|
|
149
|
+
return eventer;
|
|
150
|
+
};
|
|
151
|
+
}
|
|
152
|
+
// 初始化依赖项
|
|
153
|
+
if (world) {
|
|
154
|
+
this._world = world;
|
|
155
|
+
this._system = world.system;
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
// 从配置中解构必要参数
|
|
159
|
+
let {
|
|
160
|
+
type = 'general',
|
|
161
|
+
sync = {},
|
|
162
|
+
phases = {}
|
|
163
|
+
} = this.config;
|
|
164
|
+
|
|
165
|
+
|
|
166
|
+
// 初始化事件队列
|
|
167
|
+
for (let i = 0; i < this.config.events.priority; i++) {
|
|
168
|
+
this._event_queue[i] = [];
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
// 初始化性能记录
|
|
172
|
+
for (let phase of Object.keys(phases)) {
|
|
173
|
+
this.perf_stats.phase_times[phase] = [];
|
|
174
|
+
}
|
|
175
|
+
|
|
176
|
+
// 根据游戏类型应用特定优化
|
|
177
|
+
this.applyTypeOpts(type, sync);
|
|
178
|
+
};
|
|
179
|
+
|
|
180
|
+
/**
|
|
181
|
+
* 游戏类型特定优化
|
|
182
|
+
* @param {string} type 游戏类型
|
|
183
|
+
* @param {object} sync_config 同步配置
|
|
184
|
+
* @returns {void}
|
|
185
|
+
*/
|
|
186
|
+
GameLoop.prototype.applyTypeOpts = function (type, sync_config) {
|
|
187
|
+
// 保存原始配置用于重置
|
|
188
|
+
this.original_config = JSON.parse(JSON.stringify(this.config));
|
|
189
|
+
|
|
190
|
+
// 使用类型映射表处理不同的游戏类型
|
|
191
|
+
this._runType(type, sync_config);
|
|
192
|
+
};
|
|
193
|
+
|
|
194
|
+
/**
|
|
195
|
+
* 处理游戏类型优化
|
|
196
|
+
* @param {string} type 游戏类型
|
|
197
|
+
* @param {object} sync_config 同步配置
|
|
198
|
+
* @returns {void}
|
|
199
|
+
*/
|
|
200
|
+
GameLoop.prototype._runType = function (type, sync_config) {
|
|
201
|
+
let map = {
|
|
202
|
+
comp: () => this.setupComp(sync_config),
|
|
203
|
+
mmorpg: () => this.setupMMORPG(),
|
|
204
|
+
casual: () => this.setupCasual(),
|
|
205
|
+
rts: () => this.setupRTS(sync_config),
|
|
206
|
+
sim: () => this.setupSimu(),
|
|
207
|
+
card: () => this.setupCard(sync_config),
|
|
208
|
+
board: () => this.setupBoard(sync_config),
|
|
209
|
+
sandbox: () => this.setupSandbox(),
|
|
210
|
+
turn: () => this.setupTurnBased(),
|
|
211
|
+
rhythm: () => this.setupRhythm(),
|
|
212
|
+
general: () => this.setupGeneral()
|
|
213
|
+
};
|
|
214
|
+
|
|
215
|
+
let handler = map[type];
|
|
216
|
+
if (handler) {
|
|
217
|
+
handler();
|
|
218
|
+
} else {
|
|
219
|
+
this.setupGeneral();
|
|
220
|
+
}
|
|
221
|
+
};
|
|
222
|
+
|
|
223
|
+
/**
|
|
224
|
+
* 设置棋牌游戏循环
|
|
225
|
+
* @param {object} sync_config 同步配置
|
|
226
|
+
* @returns {void}
|
|
227
|
+
*/
|
|
228
|
+
GameLoop.prototype.setupBoard = function (sync_config) {
|
|
229
|
+
// 棋牌游戏:低频率、确定性更新
|
|
230
|
+
this.config.tick_rates.world = 10;
|
|
231
|
+
this.config.tick_rates.physics = 10;
|
|
232
|
+
this.fixed_time_step = 1 / 10;
|
|
233
|
+
// 关闭非必要系统
|
|
234
|
+
this.config.tick_rates.anim = 5;
|
|
235
|
+
// 棋牌游戏:支持锁步和回滚
|
|
236
|
+
if (sync_config.lockstep) {
|
|
237
|
+
this.setupLockstep();
|
|
238
|
+
}
|
|
239
|
+
// 棋牌游戏:支持回滚
|
|
240
|
+
if (sync_config.rollback) {
|
|
241
|
+
this.setupRollback();
|
|
242
|
+
}
|
|
243
|
+
// 开启确定性执行
|
|
244
|
+
this.determ = true;
|
|
245
|
+
};
|
|
246
|
+
|
|
247
|
+
/**
|
|
248
|
+
* 设置卡牌游戏循环
|
|
249
|
+
* @param {object} sync_config 同步配置
|
|
250
|
+
* @returns {void}
|
|
251
|
+
*/
|
|
252
|
+
GameLoop.prototype.setupCard = function (sync_config) {
|
|
253
|
+
// 卡牌游戏:中等频率、确定性更新
|
|
254
|
+
this.config.tick_rates.world = 15;
|
|
255
|
+
this.config.tick_rates.physics = 10;
|
|
256
|
+
this.fixed_time_step = 1 / 15;
|
|
257
|
+
// 关闭非必要系统
|
|
258
|
+
this.config.tick_rates.anim = 20;
|
|
259
|
+
// 卡牌游戏通常只需要回滚同步
|
|
260
|
+
if (sync_config.rollback) {
|
|
261
|
+
this.setupRollback();
|
|
262
|
+
}
|
|
263
|
+
// 卡牌游戏特有:事件优先级调整
|
|
264
|
+
this.config.event_priority = true;
|
|
265
|
+
// 开启确定性执行
|
|
266
|
+
this.determ = true;
|
|
267
|
+
};
|
|
268
|
+
|
|
269
|
+
/**
|
|
270
|
+
* 设置沙盒游戏循环
|
|
271
|
+
* @returns {void}
|
|
272
|
+
*/
|
|
273
|
+
GameLoop.prototype.setupSandbox = function () {
|
|
274
|
+
// 沙盒游戏:支持高自由度和物理模拟
|
|
275
|
+
this.config.tick_rates.world = 30;
|
|
276
|
+
this.config.tick_rates.physics = 60;
|
|
277
|
+
this.config.tick_rates.ai = 15;
|
|
278
|
+
this.fixed_time_step = 1 / 30;
|
|
279
|
+
// 沙盒游戏:增强性能适应性
|
|
280
|
+
this.config.perf.auto_adjust = true;
|
|
281
|
+
// 支持时间缩放
|
|
282
|
+
this.config.base.time_scale = 1.0;
|
|
283
|
+
};
|
|
284
|
+
|
|
285
|
+
/**
|
|
286
|
+
* 设置回合制游戏循环
|
|
287
|
+
* @returns {void}
|
|
288
|
+
*/
|
|
289
|
+
GameLoop.prototype.setupTurnBased = function () {
|
|
290
|
+
// 回合制游戏:非常低的频率,事件驱动
|
|
291
|
+
this.config.tick_rates.world = 5;
|
|
292
|
+
this.config.tick_rates.physics = 5;
|
|
293
|
+
this.config.tick_rates.ai = 5;
|
|
294
|
+
this.fixed_time_step = 1 / 5;
|
|
295
|
+
// 回合制游戏:更精确的事件处理
|
|
296
|
+
this.config.events.immed_proc = true;
|
|
297
|
+
// 开启确定性执行
|
|
298
|
+
this.determ = true;
|
|
299
|
+
};
|
|
300
|
+
|
|
301
|
+
/**
|
|
302
|
+
* 设置音乐节奏游戏循环
|
|
303
|
+
* @returns {void}
|
|
304
|
+
*/
|
|
305
|
+
GameLoop.prototype.setupRhythm = function () {
|
|
306
|
+
// 音乐节奏游戏:高频率、高精度
|
|
307
|
+
this.config.tick_rates.world = 120;
|
|
308
|
+
this.config.tick_rates.physics = 120;
|
|
309
|
+
this.config.tick_rates.input = 120;
|
|
310
|
+
this.fixed_time_step = 1 / 120;
|
|
311
|
+
// 关闭自适应以保证稳定帧率
|
|
312
|
+
this.config.base.adaptive = false;
|
|
313
|
+
};
|
|
314
|
+
|
|
315
|
+
/**
|
|
316
|
+
* 设置竞技游戏循环
|
|
317
|
+
* @param {object} sync_config 同步配置
|
|
318
|
+
* @returns {void}
|
|
319
|
+
*/
|
|
320
|
+
GameLoop.prototype.setupComp = function (sync_config) {
|
|
321
|
+
// 竞技游戏:高频率、确定性更新
|
|
322
|
+
this.config.tick_rates.physics = 64;
|
|
323
|
+
this.config.tick_rates.world = 64;
|
|
324
|
+
this.fixed_time_step = 1 / 64;
|
|
325
|
+
// 竞技游戏:支持锁步和回滚
|
|
326
|
+
if (sync_config.lockstep) {
|
|
327
|
+
this.setupLockstep();
|
|
328
|
+
}
|
|
329
|
+
// 竞技游戏:支持回滚
|
|
330
|
+
if (sync_config.rollback) {
|
|
331
|
+
this.setupRollback();
|
|
332
|
+
}
|
|
333
|
+
};
|
|
334
|
+
|
|
335
|
+
/**
|
|
336
|
+
* 设置MMORPG游戏循环
|
|
337
|
+
* @returns {void}
|
|
338
|
+
*/
|
|
339
|
+
GameLoop.prototype.setupMMORPG = function () {
|
|
340
|
+
// MMORPG:分层更新,性能优化
|
|
341
|
+
this.config.tick_rates.world = 10;
|
|
342
|
+
this.config.tick_rates.ai = 2;
|
|
343
|
+
this.config.tick_rates.anim = 30;
|
|
344
|
+
this.config.perf.auto_adjust = true;
|
|
345
|
+
};
|
|
346
|
+
|
|
347
|
+
/**
|
|
348
|
+
* 设置休闲游戏循环
|
|
349
|
+
* @returns {void}
|
|
350
|
+
*/
|
|
351
|
+
GameLoop.prototype.setupCasual = function () {
|
|
352
|
+
// 休闲游戏:事件驱动,低频率
|
|
353
|
+
this.config.tick_rates.world = 10;
|
|
354
|
+
this.config.tick_rates.ai = 5;
|
|
355
|
+
this.config.base.adaptive = false;
|
|
356
|
+
};
|
|
357
|
+
|
|
358
|
+
/**
|
|
359
|
+
* 设置RTS游戏循环
|
|
360
|
+
* @param {object} sync_config 同步配置
|
|
361
|
+
* @returns {void}
|
|
362
|
+
*/
|
|
363
|
+
GameLoop.prototype.setupRTS = function (sync_config) {
|
|
364
|
+
// RTS:锁步同步
|
|
365
|
+
this.config.tick_rates.world = 16; // ~60Hz
|
|
366
|
+
this.config.sync.lockstep = true;
|
|
367
|
+
this.cmdBuf = new Map();
|
|
368
|
+
};
|
|
369
|
+
|
|
370
|
+
/**
|
|
371
|
+
* 设置模拟游戏循环
|
|
372
|
+
* @returns {void}
|
|
373
|
+
*/
|
|
374
|
+
GameLoop.prototype.setupSimu = function () {
|
|
375
|
+
// 模拟游戏:支持时间缩放
|
|
376
|
+
this.config.base.time_scale = 1.0;
|
|
377
|
+
this.config.tick_rates.world = 20;
|
|
378
|
+
this.config.perf.auto_adjust = true;
|
|
379
|
+
};
|
|
380
|
+
|
|
381
|
+
/**
|
|
382
|
+
* 设置通用游戏循环
|
|
383
|
+
* @returns {void}
|
|
384
|
+
*/
|
|
385
|
+
GameLoop.prototype.setupGeneral = function () {
|
|
386
|
+
// 通用配置
|
|
387
|
+
this.config.tick_rates.world = 30;
|
|
388
|
+
this.config.tick_rates.physics = 50;
|
|
389
|
+
};
|
|
390
|
+
|
|
391
|
+
/**
|
|
392
|
+
* 设置锁步同步
|
|
393
|
+
* @returns {void}
|
|
394
|
+
*/
|
|
395
|
+
GameLoop.prototype.setupLockstep = function () {
|
|
396
|
+
// 锁步同步配置
|
|
397
|
+
this.config.sync.lockstep = true;
|
|
398
|
+
// 锁步需要确定性执行
|
|
399
|
+
this.determ = true;
|
|
400
|
+
// 初始化锁步状态
|
|
401
|
+
this._lockstep = {
|
|
402
|
+
turn: 0,
|
|
403
|
+
readyPlayers: new Set(),
|
|
404
|
+
pendingActions: [],
|
|
405
|
+
confirmed: false
|
|
406
|
+
};
|
|
407
|
+
};
|
|
408
|
+
|
|
409
|
+
/**
|
|
410
|
+
* 设置回滚同步
|
|
411
|
+
* @returns {void}
|
|
412
|
+
*/
|
|
413
|
+
GameLoop.prototype.setupRollback = function () {
|
|
414
|
+
// 回滚同步配置
|
|
415
|
+
this.config.sync.rollback = true;
|
|
416
|
+
// 回滚需要确定性执行
|
|
417
|
+
this.determ = true;
|
|
418
|
+
// 初始化回滚状态
|
|
419
|
+
this._rollback = {
|
|
420
|
+
frame: 0,
|
|
421
|
+
history: [],
|
|
422
|
+
max_history: 60,
|
|
423
|
+
predInputs: new Map()
|
|
424
|
+
};
|
|
425
|
+
};
|
|
426
|
+
|
|
427
|
+
/**
|
|
428
|
+
* 启动游戏循环具体实现
|
|
429
|
+
* @private
|
|
430
|
+
* @returns {Promise<void>}
|
|
431
|
+
*/
|
|
432
|
+
GameLoop.prototype._startCore = async function () {
|
|
433
|
+
// 初始化时间变量
|
|
434
|
+
this.last_frame_time = performance.now();
|
|
435
|
+
this.last_second_time = this.last_frame_time;
|
|
436
|
+
this.frames_this_second = 0;
|
|
437
|
+
|
|
438
|
+
// 启动游戏循环
|
|
439
|
+
await this.gameLoop();
|
|
440
|
+
};
|
|
441
|
+
|
|
442
|
+
/**
|
|
443
|
+
* 停止游戏循环具体实现
|
|
444
|
+
* @private
|
|
445
|
+
* @returns {Promise<void>}
|
|
446
|
+
*/
|
|
447
|
+
GameLoop.prototype._stop = async function () {
|
|
448
|
+
// 状态由基类stop方法设置,此处只记录日志和执行停止逻辑
|
|
449
|
+
this.log('info', '游戏循环已停止');
|
|
450
|
+
};
|
|
451
|
+
|
|
452
|
+
/**
|
|
453
|
+
* 错误处理状态设置
|
|
454
|
+
* @private
|
|
455
|
+
* @returns {void}
|
|
456
|
+
*/
|
|
457
|
+
GameLoop.prototype._error = function () {
|
|
458
|
+
// 错误状态处理,基类没有提供统一管理error状态的方法,所以保留此处设置
|
|
459
|
+
this.loop_status = 'error';
|
|
460
|
+
this.log('error', '游戏循环进入错误状态');
|
|
461
|
+
};
|
|
462
|
+
|
|
463
|
+
/**
|
|
464
|
+
* 执行游戏阶段
|
|
465
|
+
* @param {number} delta_time 帧间隔时间
|
|
466
|
+
* @returns {Promise<void>}
|
|
467
|
+
*/
|
|
468
|
+
GameLoop.prototype._execPhases = async function (delta_time) {
|
|
469
|
+
let phases = this.config.phases;
|
|
470
|
+
let phase_start = 0;
|
|
471
|
+
|
|
472
|
+
// 预更新阶段
|
|
473
|
+
if (phases.pre_update) {
|
|
474
|
+
phase_start = performance.now();
|
|
475
|
+
await this._runHooks('pre_update', delta_time);
|
|
476
|
+
this.recordPhaseTime('pre_update', performance.now() - phase_start);
|
|
477
|
+
}
|
|
478
|
+
|
|
479
|
+
// 更新阶段
|
|
480
|
+
if (phases.update) {
|
|
481
|
+
phase_start = performance.now();
|
|
482
|
+
await this.setSystems(delta_time);
|
|
483
|
+
this.recordPhaseTime('update', performance.now() - phase_start);
|
|
484
|
+
}
|
|
485
|
+
|
|
486
|
+
// 后更新阶段
|
|
487
|
+
if (phases.post_update) {
|
|
488
|
+
phase_start = performance.now();
|
|
489
|
+
await this._runHooks('post_update', delta_time);
|
|
490
|
+
this.recordPhaseTime('post_update', performance.now() - phase_start);
|
|
491
|
+
}
|
|
492
|
+
|
|
493
|
+
// 渲染阶段
|
|
494
|
+
if (phases.render) {
|
|
495
|
+
phase_start = performance.now();
|
|
496
|
+
await this._runHooks('pre_render', delta_time);
|
|
497
|
+
await this._render(delta_time);
|
|
498
|
+
await this._runHooks('post_render', delta_time);
|
|
499
|
+
this.recordPhaseTime('render', performance.now() - phase_start);
|
|
500
|
+
}
|
|
501
|
+
|
|
502
|
+
// 清理阶段
|
|
503
|
+
if (phases.cleanup) {
|
|
504
|
+
phase_start = performance.now();
|
|
505
|
+
await this._cleanup(delta_time);
|
|
506
|
+
this.recordPhaseTime('cleanup', performance.now() - phase_start);
|
|
507
|
+
}
|
|
508
|
+
|
|
509
|
+
// 处理事件队列
|
|
510
|
+
await this.runEvents();
|
|
511
|
+
this.checkFrameBudget();
|
|
512
|
+
};
|
|
513
|
+
|
|
514
|
+
/**
|
|
515
|
+
* 执行钩子函数
|
|
516
|
+
* @param {string} hook_name 钩子名称
|
|
517
|
+
* @param {number} delta_time 帧间隔时间
|
|
518
|
+
* @returns {Promise<void>}
|
|
519
|
+
*/
|
|
520
|
+
GameLoop.prototype._runHooks = async function (hook_name, delta_time) {
|
|
521
|
+
let hooks = this._hook[hook_name] || [];
|
|
522
|
+
for (let hook of hooks) {
|
|
523
|
+
try {
|
|
524
|
+
await hook(delta_time);
|
|
525
|
+
} catch (error) {
|
|
526
|
+
this.log('error', `钩子 ${hook_name} 执行错误:`, error);
|
|
527
|
+
}
|
|
528
|
+
}
|
|
529
|
+
};
|
|
530
|
+
|
|
531
|
+
/**
|
|
532
|
+
* 渲染处理
|
|
533
|
+
* @param {number} delta_time 帧间隔时间
|
|
534
|
+
* @returns {Promise<void>}
|
|
535
|
+
*/
|
|
536
|
+
GameLoop.prototype._render = async function (delta_time) {
|
|
537
|
+
if (this._world && this._world.render) {
|
|
538
|
+
await this._world.render(delta_time);
|
|
539
|
+
}
|
|
540
|
+
};
|
|
541
|
+
|
|
542
|
+
/**
|
|
543
|
+
* 清理处理
|
|
544
|
+
* @param {number} delta_time 帧间隔时间
|
|
545
|
+
* @returns {Promise<void>}
|
|
546
|
+
*/
|
|
547
|
+
GameLoop.prototype._cleanup = async function (delta_time) {
|
|
548
|
+
// 清理无效实体
|
|
549
|
+
if (this._world && this._world.cleanup) {
|
|
550
|
+
await this._world.cleanup(delta_time);
|
|
551
|
+
}
|
|
552
|
+
// 定时持久化脏数据
|
|
553
|
+
await this._persistEntities(delta_time);
|
|
554
|
+
};
|
|
555
|
+
|
|
556
|
+
/**
|
|
557
|
+
* 定时持久化实体
|
|
558
|
+
* @param {number} delta_time 帧间隔时间
|
|
559
|
+
* @returns {Promise<void>}
|
|
560
|
+
*/
|
|
561
|
+
GameLoop.prototype._persistEntities = async function (delta_time) {
|
|
562
|
+
var persist_config = this.config.persist;
|
|
563
|
+
if (!persist_config || !persist_config.enabled) {
|
|
564
|
+
return;
|
|
565
|
+
}
|
|
566
|
+
// 累计时间
|
|
567
|
+
this._persist_counter += delta_time;
|
|
568
|
+
var interval_ms = persist_config.interval * 1000;
|
|
569
|
+
// 检查是否到达持久化间隔
|
|
570
|
+
if (this._persist_counter >= interval_ms) {
|
|
571
|
+
this._persist_counter = 0;
|
|
572
|
+
// 保存脏数据实体
|
|
573
|
+
if (this._world && this._world._saveDirtyEntities) {
|
|
574
|
+
await this._world._saveDirtyEntities();
|
|
575
|
+
}
|
|
576
|
+
}
|
|
577
|
+
};
|
|
578
|
+
|
|
579
|
+
/**
|
|
580
|
+
* 处理循环错误
|
|
581
|
+
* @param {Error} error 错误对象
|
|
582
|
+
* @returns {Promise<void>}
|
|
583
|
+
*/
|
|
584
|
+
GameLoop.prototype._handleLoopError = async function (error) {
|
|
585
|
+
if (this.config.base.stop_on_error) {
|
|
586
|
+
this.loop_status = 'error';
|
|
587
|
+
this._error();
|
|
588
|
+
}
|
|
589
|
+
};
|
|
590
|
+
|
|
591
|
+
/**
|
|
592
|
+
* 处理暂停状态
|
|
593
|
+
* @returns {Promise<void>}
|
|
594
|
+
*/
|
|
595
|
+
GameLoop.prototype._handlePausedState = async function () {
|
|
596
|
+
// 暂停状态下只处理高优先级事件
|
|
597
|
+
await this.runHighPriEvents();
|
|
598
|
+
|
|
599
|
+
// 等待恢复
|
|
600
|
+
await this.sleep(100);
|
|
601
|
+
|
|
602
|
+
// 继续循环
|
|
603
|
+
if (this.loop_status === 'paused') {
|
|
604
|
+
setImmediate(() => this.gameLoop());
|
|
605
|
+
}
|
|
606
|
+
};
|
|
607
|
+
|
|
608
|
+
/**
|
|
609
|
+
* 游戏主循环
|
|
610
|
+
* @returns {Promise<void>}
|
|
611
|
+
*/
|
|
612
|
+
GameLoop.prototype.gameLoop = async function () {
|
|
613
|
+
if (this.loop_status !== 'running') return;
|
|
614
|
+
|
|
615
|
+
// 检查暂停状态
|
|
616
|
+
if (this.loop_status === 'paused') {
|
|
617
|
+
await this._handlePausedState();
|
|
618
|
+
return;
|
|
619
|
+
}
|
|
620
|
+
let frame_start = performance.now();
|
|
621
|
+
let delta_time = Math.min(frame_start - this.last_frame_time, 100);
|
|
622
|
+
this.last_frame_time = frame_start;
|
|
623
|
+
|
|
624
|
+
this.startMon();
|
|
625
|
+
|
|
626
|
+
try {
|
|
627
|
+
await this._execPhases(delta_time);
|
|
628
|
+
} catch (error) {
|
|
629
|
+
await this._handleLoopError(error);
|
|
630
|
+
}
|
|
631
|
+
|
|
632
|
+
this.endMon(frame_start);
|
|
633
|
+
|
|
634
|
+
// 动态帧率控制
|
|
635
|
+
let sleep_time = this.calcSleepTime();
|
|
636
|
+
if (sleep_time > 1) {
|
|
637
|
+
await this.sleep(sleep_time);
|
|
638
|
+
}
|
|
639
|
+
|
|
640
|
+
if (this.loop_status === 'running') {
|
|
641
|
+
setImmediate(() => this.gameLoop());
|
|
642
|
+
}
|
|
643
|
+
};
|
|
644
|
+
|
|
645
|
+
/**
|
|
646
|
+
* 系统更新
|
|
647
|
+
* @param {number} delta_time 帧间隔时间
|
|
648
|
+
* @returns {Promise<void>}
|
|
649
|
+
*/
|
|
650
|
+
GameLoop.prototype.setSystems = async function (delta_time) {
|
|
651
|
+
let scaled_delta_time = delta_time * this.config.base.time_scale;
|
|
652
|
+
|
|
653
|
+
// 获取有序的系统更新列表(考虑依赖关系)
|
|
654
|
+
let ordered_systems = this.getOrderedSystems();
|
|
655
|
+
|
|
656
|
+
// 更新各个系统(根据各自的tick_rate)
|
|
657
|
+
for (let [system_name] of ordered_systems) {
|
|
658
|
+
let tick_rate = this.config.tick_rates[system_name] || this.config.tick_rates.world;
|
|
659
|
+
|
|
660
|
+
if (tick_rate <= 0) continue; // 跳过禁用的系统
|
|
661
|
+
|
|
662
|
+
await this.updateSystem(
|
|
663
|
+
system_name,
|
|
664
|
+
scaled_delta_time,
|
|
665
|
+
tick_rate
|
|
666
|
+
);
|
|
667
|
+
}
|
|
668
|
+
};
|
|
669
|
+
|
|
670
|
+
/**
|
|
671
|
+
* 获取按依赖关系排序的系统列表
|
|
672
|
+
* @returns {Array} 有序的系统列表
|
|
673
|
+
*/
|
|
674
|
+
GameLoop.prototype.getOrderedSystems = function () {
|
|
675
|
+
// 如果没有依赖关系,直接返回系统列表
|
|
676
|
+
if (Object.keys(this._deps).length === 0) {
|
|
677
|
+
return Object.entries(this._system);
|
|
678
|
+
}
|
|
679
|
+
|
|
680
|
+
// 简单的拓扑排序实现
|
|
681
|
+
let visited = new Set();
|
|
682
|
+
let result = [];
|
|
683
|
+
let graph = this._deps;
|
|
684
|
+
let visit = (system_name) => {
|
|
685
|
+
if (visited.has(system_name)) return;
|
|
686
|
+
visited.add(system_name);
|
|
687
|
+
|
|
688
|
+
// 先访问依赖项
|
|
689
|
+
let dependencies = graph[system_name] || [];
|
|
690
|
+
for (let dep of dependencies) {
|
|
691
|
+
if (this._system[dep]) {
|
|
692
|
+
visit(dep);
|
|
693
|
+
}
|
|
694
|
+
}
|
|
695
|
+
|
|
696
|
+
if (this._system[system_name]) {
|
|
697
|
+
result.push([system_name, this._system[system_name]]);
|
|
698
|
+
}
|
|
699
|
+
};
|
|
700
|
+
|
|
701
|
+
// 遍历所有系统
|
|
702
|
+
for (let system_name in this._system) {
|
|
703
|
+
visit(system_name);
|
|
704
|
+
}
|
|
705
|
+
|
|
706
|
+
return result;
|
|
707
|
+
};
|
|
708
|
+
|
|
709
|
+
/**
|
|
710
|
+
* 根据固定帧率更新系统
|
|
711
|
+
* @param {string} system_name 系统名称
|
|
712
|
+
* @param {number} delta_time 帧间隔时间
|
|
713
|
+
* @param {number} tick_rate 帧率
|
|
714
|
+
* @returns {Promise<void>}
|
|
715
|
+
*/
|
|
716
|
+
GameLoop.prototype.updateSystem = async function (system_name, delta_time, tick_rate) {
|
|
717
|
+
let system = this._system[system_name];
|
|
718
|
+
if (!system || !system.isEnabled()) return;
|
|
719
|
+
|
|
720
|
+
// 获取累加器并累加帧时间
|
|
721
|
+
let acc = (this._accrual[system_name] || 0) + delta_time;
|
|
722
|
+
let system_delta = 1000 / tick_rate;
|
|
723
|
+
|
|
724
|
+
// 执行固定时间步长更新
|
|
725
|
+
while (acc >= system_delta) {
|
|
726
|
+
try {
|
|
727
|
+
let start_time = performance.now();
|
|
728
|
+
await system.update(system_delta);
|
|
729
|
+
let update_time = performance.now() - start_time;
|
|
730
|
+
|
|
731
|
+
// 记录性能数据
|
|
732
|
+
this.perf_stats.update_times[system_name] = update_time;
|
|
733
|
+
|
|
734
|
+
acc -= system_delta;
|
|
735
|
+
// 更新tick计数
|
|
736
|
+
this.config.tick_count++;
|
|
737
|
+
} catch (error) {
|
|
738
|
+
this.log('error', `系统 ${system_name} 更新错误:`, error);
|
|
739
|
+
// 处理系统错误
|
|
740
|
+
if (system.critical) {
|
|
741
|
+
throw error;
|
|
742
|
+
}
|
|
743
|
+
break;
|
|
744
|
+
}
|
|
745
|
+
}
|
|
746
|
+
|
|
747
|
+
// 更新累加器
|
|
748
|
+
this._accrual[system_name] = acc;
|
|
749
|
+
};
|
|
750
|
+
|
|
751
|
+
/**
|
|
752
|
+
* 处理事件队列
|
|
753
|
+
* @returns {Promise<void>}
|
|
754
|
+
*/
|
|
755
|
+
GameLoop.prototype.runEvents = async function () {
|
|
756
|
+
// 按优先级处理事件
|
|
757
|
+
for (let priority = 0; priority < this.config.events.priority; priority++) {
|
|
758
|
+
let queue = this._event_queue[priority] || [];
|
|
759
|
+
let events_to_process = queue.splice(0, Math.min(queue.length, this.config.events
|
|
760
|
+
.max_per_frame)); // 限制每帧处理数量
|
|
761
|
+
|
|
762
|
+
for (let event of events_to_process) {
|
|
763
|
+
try {
|
|
764
|
+
await this.handleEvent(event, priority);
|
|
765
|
+
} catch (error) {
|
|
766
|
+
this.log('error', `事件处理错误 (优先级 ${priority}):`, error);
|
|
767
|
+
}
|
|
768
|
+
}
|
|
769
|
+
}
|
|
770
|
+
};
|
|
771
|
+
|
|
772
|
+
/**
|
|
773
|
+
* 仅处理高优先级事件(用于暂停状态)
|
|
774
|
+
* @returns {Promise<void>}
|
|
775
|
+
*/
|
|
776
|
+
GameLoop.prototype.runHighPriEvents = async function () {
|
|
777
|
+
let queue = this._event_queue[0] || [];
|
|
778
|
+
let events_to_process = queue.splice(0, Math.min(queue.length, 20));
|
|
779
|
+
|
|
780
|
+
for (let event of events_to_process) {
|
|
781
|
+
try {
|
|
782
|
+
await this.handleEvent(event, 0);
|
|
783
|
+
} catch (error) {
|
|
784
|
+
this.log('error', `高优先级事件处理错误 (优先级 0):`, error);
|
|
785
|
+
}
|
|
786
|
+
}
|
|
787
|
+
};
|
|
788
|
+
|
|
789
|
+
/**
|
|
790
|
+
* 处理单个事件
|
|
791
|
+
* @param {object} event 事件对象
|
|
792
|
+
* @param {number} priority 优先级
|
|
793
|
+
* @returns {Promise<void>}
|
|
794
|
+
*/
|
|
795
|
+
GameLoop.prototype.handleEvent = async function (event, priority) {
|
|
796
|
+
// 事件处理逻辑
|
|
797
|
+
this.log('debug', `处理事件 (优先级 ${priority}):`, event);
|
|
798
|
+
};
|
|
799
|
+
|
|
800
|
+
/**
|
|
801
|
+
* 性能监控开始
|
|
802
|
+
* @returns {void}
|
|
803
|
+
*/
|
|
804
|
+
GameLoop.prototype.startMon = function () {
|
|
805
|
+
this.perf_stats.frame_start = performance.now();
|
|
806
|
+
};
|
|
807
|
+
|
|
808
|
+
/**
|
|
809
|
+
* 性能监控结束
|
|
810
|
+
* @param {number} frame_start 帧开始时间
|
|
811
|
+
* @returns {void}
|
|
812
|
+
*/
|
|
813
|
+
GameLoop.prototype.endMon = function (frame_start) {
|
|
814
|
+
let frame_time = performance.now() - frame_start;
|
|
815
|
+
|
|
816
|
+
// 记录帧时间
|
|
817
|
+
this.perf_stats.frame_times.push(frame_time);
|
|
818
|
+
if (this.perf_stats.frame_times.length > 60) {
|
|
819
|
+
this.perf_stats.frame_times.shift();
|
|
820
|
+
}
|
|
821
|
+
|
|
822
|
+
// 计算FPS
|
|
823
|
+
this.frames_this_second++;
|
|
824
|
+
let now = performance.now();
|
|
825
|
+
if (now - this.last_second_time >= 1000) {
|
|
826
|
+
this.perf_stats.fps = this.frames_this_second;
|
|
827
|
+
this.frames_this_second = 0;
|
|
828
|
+
this.last_second_time = now;
|
|
829
|
+
|
|
830
|
+
// 计算系统负载
|
|
831
|
+
this.calcLoad();
|
|
832
|
+
|
|
833
|
+
// 触发性能统计更新事件
|
|
834
|
+
this.emitEvent('performance_stats_update', {
|
|
835
|
+
fps: this.perf_stats.fps,
|
|
836
|
+
load: this.perf_stats.load,
|
|
837
|
+
frame_time: frame_time,
|
|
838
|
+
timestamp: Date.now()
|
|
839
|
+
});
|
|
840
|
+
|
|
841
|
+
// 自适应调整
|
|
842
|
+
if (this.config.perf.auto_adjust) {
|
|
843
|
+
this.adjustPerf();
|
|
844
|
+
}
|
|
845
|
+
|
|
846
|
+
// 性能分析日志(如果启用)
|
|
847
|
+
if (this.config.perf.profile) {
|
|
848
|
+
this.logPerf();
|
|
849
|
+
}
|
|
850
|
+
}
|
|
851
|
+
};
|
|
852
|
+
|
|
853
|
+
/**
|
|
854
|
+
* 记录阶段执行时间
|
|
855
|
+
* @param {string} phase 阶段名称
|
|
856
|
+
* @param {number} time 执行时间(毫秒)
|
|
857
|
+
* @returns {void}
|
|
858
|
+
*/
|
|
859
|
+
GameLoop.prototype.recordPhaseTime = function (phase, time) {
|
|
860
|
+
let times = this.perf_stats.phase_times[phase] || [];
|
|
861
|
+
times.push(time);
|
|
862
|
+
if (times.length > 60) times.shift();
|
|
863
|
+
this.perf_stats.phase_times[phase] = times;
|
|
864
|
+
};
|
|
865
|
+
|
|
866
|
+
/**
|
|
867
|
+
* 检查帧时间预算
|
|
868
|
+
* @returns {void}
|
|
869
|
+
*/
|
|
870
|
+
GameLoop.prototype.checkFrameBudget = function () {
|
|
871
|
+
let target_frame_time = 1000 / this.config.base.max_fps;
|
|
872
|
+
let avg_frame_time = this.perf_stats.frame_times.reduce((a, b) => a + b, 0) /
|
|
873
|
+
this.perf_stats.frame_times.length;
|
|
874
|
+
|
|
875
|
+
if (avg_frame_time > target_frame_time * 1.2) {
|
|
876
|
+
this.log('warn', `帧时间超出预算: ${avg_frame_time.toFixed(2)}ms > ${target_frame_time.toFixed(2)}ms`);
|
|
877
|
+
// 触发帧时间超出预算事件
|
|
878
|
+
this.emitEvent('performance_frame_budget_exceeded', {
|
|
879
|
+
avg_frame_time: avg_frame_time,
|
|
880
|
+
target_frame_time: target_frame_time,
|
|
881
|
+
timestamp: Date.now()
|
|
882
|
+
});
|
|
883
|
+
if (this.config.perf.auto_adjust) {
|
|
884
|
+
this.adjustPerf();
|
|
885
|
+
}
|
|
886
|
+
}
|
|
887
|
+
};
|
|
888
|
+
|
|
889
|
+
/**
|
|
890
|
+
* 性能监控日志
|
|
891
|
+
* @returns {void}
|
|
892
|
+
*/
|
|
893
|
+
GameLoop.prototype.logPerf = function () {
|
|
894
|
+
// 记录各阶段平均耗时
|
|
895
|
+
for (let phase in this.perf_stats.phase_times) {
|
|
896
|
+
let times = this.perf_stats.phase_times[phase];
|
|
897
|
+
if (times.length > 0) {
|
|
898
|
+
let avg_time = times.reduce((a, b) => a + b, 0) / times.length;
|
|
899
|
+
this.log('debug', ` ${phase}: ${avg_time.toFixed(2)}ms`);
|
|
900
|
+
}
|
|
901
|
+
}
|
|
902
|
+
};
|
|
903
|
+
|
|
904
|
+
/**
|
|
905
|
+
* 计算系统负载
|
|
906
|
+
* @returns {void}
|
|
907
|
+
*/
|
|
908
|
+
GameLoop.prototype.calcLoad = function () {
|
|
909
|
+
let target_frame_time = 1000 / this.config.base.max_fps;
|
|
910
|
+
let avg_frame_time = this.perf_stats.frame_times.reduce((a, b) => a + b, 0) /
|
|
911
|
+
this.perf_stats.frame_times.length;
|
|
912
|
+
this.perf_stats.load = Math.min(avg_frame_time / target_frame_time, 1.0);
|
|
913
|
+
};
|
|
914
|
+
|
|
915
|
+
/**
|
|
916
|
+
* 自适应性能调整
|
|
917
|
+
* @returns {void}
|
|
918
|
+
*/
|
|
919
|
+
GameLoop.prototype.adjustPerf = function () {
|
|
920
|
+
let load = this.perf_stats.load;
|
|
921
|
+
let entity_count = this._world ? this._world.entities.size : 0;
|
|
922
|
+
let player_count = this._world ? this._world.getPlayerNum() : 0;
|
|
923
|
+
|
|
924
|
+
if (load > 0.8) {
|
|
925
|
+
// 触发高负载事件
|
|
926
|
+
this.emitEvent('performance_high_load', {
|
|
927
|
+
load: load,
|
|
928
|
+
entity_count: entity_count,
|
|
929
|
+
player_count: player_count,
|
|
930
|
+
timestamp: Date.now()
|
|
931
|
+
});
|
|
932
|
+
this.reduceLoad(entity_count, player_count);
|
|
933
|
+
} else if (load < 0.5) {
|
|
934
|
+
// 触发低负载事件
|
|
935
|
+
this.emitEvent('performance_low_load', {
|
|
936
|
+
load: load,
|
|
937
|
+
entity_count: entity_count,
|
|
938
|
+
player_count: player_count,
|
|
939
|
+
timestamp: Date.now()
|
|
940
|
+
});
|
|
941
|
+
this.increaseQuality(entity_count, player_count);
|
|
942
|
+
}
|
|
943
|
+
};
|
|
944
|
+
|
|
945
|
+
/**
|
|
946
|
+
* 降低性能负载
|
|
947
|
+
* @param {number} entity_count 实体数量
|
|
948
|
+
* @param {number} player_count 玩家数量
|
|
949
|
+
* @returns {void}
|
|
950
|
+
*/
|
|
951
|
+
GameLoop.prototype.reduceLoad = function (entity_count, player_count) {
|
|
952
|
+
if (player_count > 100) {
|
|
953
|
+
this.config.tick_rates.ai = Math.max(1, this.config.tick_rates.ai / 2);
|
|
954
|
+
this.config.tick_rates.anim = Math.max(10, this.config.tick_rates.anim / 1.5);
|
|
955
|
+
this.config.tick_rates.physics = Math.max(30, this.config.tick_rates.physics / 1.2);
|
|
956
|
+
} else if (entity_count > 1000) {
|
|
957
|
+
this.config.tick_rates.ai = Math.max(1, this.config.tick_rates.ai / 1.5);
|
|
958
|
+
this.config.tick_rates.physics = Math.max(30, this.config.tick_rates.physics / 1.2);
|
|
959
|
+
} else {
|
|
960
|
+
this.config.tick_rates.ai = Math.max(1, this.config.tick_rates.ai / 2);
|
|
961
|
+
this.config.tick_rates.anim = Math.max(10, this.config.tick_rates.anim / 1.5);
|
|
962
|
+
}
|
|
963
|
+
};
|
|
964
|
+
|
|
965
|
+
/**
|
|
966
|
+
* 提高性能质量
|
|
967
|
+
* @param {number} entity_count 实体数量
|
|
968
|
+
* @param {number} player_count 玩家数量
|
|
969
|
+
* @returns {void}
|
|
970
|
+
*/
|
|
971
|
+
GameLoop.prototype.increaseQuality = function (entity_count, player_count) {
|
|
972
|
+
let load = this.perf_stats.load;
|
|
973
|
+
if (load < 0.3) {
|
|
974
|
+
this.config.tick_rates.ai = Math.min(30, this.config.tick_rates.ai * 1.5);
|
|
975
|
+
this.config.tick_rates.anim = Math.min(60, this.config.tick_rates.anim * 1.2);
|
|
976
|
+
this.config.tick_rates.physics = Math.min(60, this.config.tick_rates.physics * 1.1);
|
|
977
|
+
} else {
|
|
978
|
+
this.config.tick_rates.ai = Math.min(30, this.config.tick_rates.ai * 1.2);
|
|
979
|
+
this.config.tick_rates.anim = Math.min(60, this.config.tick_rates.anim * 1.1);
|
|
980
|
+
}
|
|
981
|
+
};
|
|
982
|
+
|
|
983
|
+
/**
|
|
984
|
+
* 休眠函数
|
|
985
|
+
* @param {number} ms 休眠时间(毫秒)
|
|
986
|
+
* @returns {Promise<void>}
|
|
987
|
+
*/
|
|
988
|
+
GameLoop.prototype.sleep = function (ms) {
|
|
989
|
+
if (typeof ms !== 'number' || ms < 0) {
|
|
990
|
+
throw new Error('休眠时间必须是非负数字');
|
|
991
|
+
}
|
|
992
|
+
|
|
993
|
+
return new Promise(resolve => setTimeout(resolve, ms));
|
|
994
|
+
};
|
|
995
|
+
|
|
996
|
+
/**
|
|
997
|
+
* 检测是否处于空闲状态
|
|
998
|
+
* @returns {boolean} 是否空闲
|
|
999
|
+
*/
|
|
1000
|
+
GameLoop.prototype.isIdle = function () {
|
|
1001
|
+
if (!this.config.idle.enabled) {
|
|
1002
|
+
return false;
|
|
1003
|
+
}
|
|
1004
|
+
if (!this._world) {
|
|
1005
|
+
return true;
|
|
1006
|
+
}
|
|
1007
|
+
let entity_count = this._world.entities ? this._world.entities.size : 0;
|
|
1008
|
+
let player_count = this._world._player_ids ? this._world._player_ids.size : 0;
|
|
1009
|
+
|
|
1010
|
+
let is_idle = entity_count === 0 && player_count === 0;
|
|
1011
|
+
if (is_idle) {
|
|
1012
|
+
this.config.idle.counter++;
|
|
1013
|
+
if (this.config.idle.counter >= this.config.idle.threshold) {
|
|
1014
|
+
return true;
|
|
1015
|
+
}
|
|
1016
|
+
} else {
|
|
1017
|
+
this.config.idle.counter = 0;
|
|
1018
|
+
}
|
|
1019
|
+
return false;
|
|
1020
|
+
};
|
|
1021
|
+
|
|
1022
|
+
/**
|
|
1023
|
+
* 计算动态休眠时间
|
|
1024
|
+
* @returns {number} 休眠时间(毫秒)
|
|
1025
|
+
*/
|
|
1026
|
+
GameLoop.prototype.calcSleepTime = function () {
|
|
1027
|
+
let idle_config = this.config.idle;
|
|
1028
|
+
let is_idle = this.isIdle();
|
|
1029
|
+
|
|
1030
|
+
if (is_idle) {
|
|
1031
|
+
idle_config.counter++;
|
|
1032
|
+
if (idle_config.counter >= idle_config.threshold) {
|
|
1033
|
+
let idle_interval = 1000 / idle_config.fps;
|
|
1034
|
+
return Math.max(idle_interval, 1);
|
|
1035
|
+
}
|
|
1036
|
+
} else {
|
|
1037
|
+
idle_config.counter = 0;
|
|
1038
|
+
}
|
|
1039
|
+
|
|
1040
|
+
let target_interval = 1000 / this.config.base.max_fps;
|
|
1041
|
+
let elapsed = performance.now() - this.last_frame_time;
|
|
1042
|
+
let sleep_time = target_interval - elapsed;
|
|
1043
|
+
|
|
1044
|
+
return Math.max(0, sleep_time);
|
|
1045
|
+
};
|
|
1046
|
+
|
|
1047
|
+
/**
|
|
1048
|
+
* 注册生命周期钩子
|
|
1049
|
+
* @param {string} hook_name 钩子名称
|
|
1050
|
+
* @param {Function} callback 回调函数
|
|
1051
|
+
* @returns {void}
|
|
1052
|
+
*/
|
|
1053
|
+
GameLoop.prototype.registerHook = function (hook_name, callback) {
|
|
1054
|
+
if (!hook_name || typeof hook_name !== 'string') {
|
|
1055
|
+
throw new Error('钩子名称不能为空且必须是字符串');
|
|
1056
|
+
}
|
|
1057
|
+
|
|
1058
|
+
if (typeof callback !== 'function') {
|
|
1059
|
+
throw new Error('回调必须是函数');
|
|
1060
|
+
}
|
|
1061
|
+
|
|
1062
|
+
if (!this._hook[hook_name]) {
|
|
1063
|
+
throw new Error(`未知的钩子类型: ${hook_name}`);
|
|
1064
|
+
}
|
|
1065
|
+
|
|
1066
|
+
this._hook[hook_name].push(callback);
|
|
1067
|
+
};
|
|
1068
|
+
|
|
1069
|
+
/**
|
|
1070
|
+
* 注销系统
|
|
1071
|
+
* @param {string} name 系统名称
|
|
1072
|
+
* @returns {Promise<void>}
|
|
1073
|
+
*/
|
|
1074
|
+
GameLoop.prototype.unregSystem = async function (name) {
|
|
1075
|
+
// 参数验证
|
|
1076
|
+
if (!name || typeof name !== 'string') {
|
|
1077
|
+
throw new TypeError('系统名称不能为空且必须是字符串');
|
|
1078
|
+
}
|
|
1079
|
+
|
|
1080
|
+
try {
|
|
1081
|
+
// 清理系统资源
|
|
1082
|
+
var system = this._system[name];
|
|
1083
|
+
if (system && typeof system.cleanup === 'function') {
|
|
1084
|
+
await system.cleanup();
|
|
1085
|
+
}
|
|
1086
|
+
|
|
1087
|
+
// 删除系统引用
|
|
1088
|
+
delete this._system[name];
|
|
1089
|
+
delete this._accrual[name];
|
|
1090
|
+
delete this.perf_stats.update_times[name];
|
|
1091
|
+
delete this._deps[name];
|
|
1092
|
+
|
|
1093
|
+
this.log('info', `系统已注销: ${name}`);
|
|
1094
|
+
} catch (error) {
|
|
1095
|
+
this.log('error', `注销系统 ${name} 时发生错误`, error);
|
|
1096
|
+
throw error;
|
|
1097
|
+
}
|
|
1098
|
+
};
|
|
1099
|
+
|
|
1100
|
+
/**
|
|
1101
|
+
* 清理所有资源
|
|
1102
|
+
* @returns {Promise<void>}
|
|
1103
|
+
*/
|
|
1104
|
+
GameLoop.prototype.cleanupAll = async function () {
|
|
1105
|
+
this.log('info', '开始清理所有游戏循环资源');
|
|
1106
|
+
|
|
1107
|
+
var cleanup_promises = [];
|
|
1108
|
+
|
|
1109
|
+
// 清理所有系统
|
|
1110
|
+
for (var system_name in this._system) {
|
|
1111
|
+
var system = this._system[system_name];
|
|
1112
|
+
if (system && typeof system.cleanup === 'function') {
|
|
1113
|
+
var promise = system.cleanup().catch(error => {
|
|
1114
|
+
this.log('error', `清理系统 ${system_name} 时发生错误`, error);
|
|
1115
|
+
});
|
|
1116
|
+
cleanup_promises.push(promise);
|
|
1117
|
+
}
|
|
1118
|
+
}
|
|
1119
|
+
|
|
1120
|
+
// 等待所有清理操作完成
|
|
1121
|
+
await Promise.all(cleanup_promises);
|
|
1122
|
+
|
|
1123
|
+
// 清空所有数据结构
|
|
1124
|
+
this._system = {};
|
|
1125
|
+
this._accrual = {};
|
|
1126
|
+
this._event_queue = {};
|
|
1127
|
+
this._deps = {};
|
|
1128
|
+
this.perf_stats = {
|
|
1129
|
+
frame_times: [],
|
|
1130
|
+
update_times: {},
|
|
1131
|
+
frame_start: 0
|
|
1132
|
+
};
|
|
1133
|
+
|
|
1134
|
+
this.log('info', '所有游戏循环资源已清理完成');
|
|
1135
|
+
};
|
|
1136
|
+
|
|
1137
|
+
/**
|
|
1138
|
+
* 记录系统性能
|
|
1139
|
+
* @param {string} system_name 系统名称
|
|
1140
|
+
* @param {number} time 执行时间
|
|
1141
|
+
* @returns {void}
|
|
1142
|
+
*/
|
|
1143
|
+
GameLoop.prototype.recordPerf = function (system_name, time) {
|
|
1144
|
+
let times = this.perf_stats.update_times[system_name] || [];
|
|
1145
|
+
times.push(time);
|
|
1146
|
+
if (times.length > 60) times.shift();
|
|
1147
|
+
this.perf_stats.update_times[system_name] = times;
|
|
1148
|
+
};
|
|
1149
|
+
|
|
1150
|
+
/**
|
|
1151
|
+
* 处理游戏循环错误
|
|
1152
|
+
* @param {Error} error 错误对象
|
|
1153
|
+
* @returns {void}
|
|
1154
|
+
*/
|
|
1155
|
+
GameLoop.prototype.runError = function (error) {
|
|
1156
|
+
// 设置错误状态
|
|
1157
|
+
this._error();
|
|
1158
|
+
|
|
1159
|
+
// 错误处理策略
|
|
1160
|
+
if (this.config.perf?.auto_adjust) {
|
|
1161
|
+
this.reduceLoad();
|
|
1162
|
+
}
|
|
1163
|
+
|
|
1164
|
+
// 根据配置决定是否停止游戏循环
|
|
1165
|
+
if (this.config.base?.stop_on_error) {
|
|
1166
|
+
this.log('warn', '游戏循环停止 (stop_on_error=true)');
|
|
1167
|
+
this._stop();
|
|
1168
|
+
}
|
|
1169
|
+
|
|
1170
|
+
// 记录错误日志
|
|
1171
|
+
this.log('error', '游戏循环错误处理:', error);
|
|
1172
|
+
};
|
|
1173
|
+
|
|
1174
|
+
/**
|
|
1175
|
+
* 获取性能统计
|
|
1176
|
+
* @returns {object} 性能统计数据
|
|
1177
|
+
*/
|
|
1178
|
+
GameLoop.prototype.getStats = function () {
|
|
1179
|
+
return {
|
|
1180
|
+
fps: this.perf_stats.fps,
|
|
1181
|
+
load: this.perf_stats.load,
|
|
1182
|
+
sys_perf: { ...this.perf_stats.update_times },
|
|
1183
|
+
frame_times: [...this.perf_stats.frame_times],
|
|
1184
|
+
current_tick: this.current_tick
|
|
1185
|
+
};
|
|
1186
|
+
};
|
|
1187
|
+
|
|
1188
|
+
/**
|
|
1189
|
+
* 动态配置更新
|
|
1190
|
+
* @param {object} new_config 新配置
|
|
1191
|
+
* @returns {void}
|
|
1192
|
+
*/
|
|
1193
|
+
GameLoop.prototype.setConfig = function (new_config) {
|
|
1194
|
+
if (!new_config || typeof new_config !== 'object') {
|
|
1195
|
+
throw new Error('新配置必须是对象');
|
|
1196
|
+
}
|
|
1197
|
+
|
|
1198
|
+
$.push(this.config, new_config, true);
|
|
1199
|
+
};
|
|
1200
|
+
|
|
1201
|
+
/**
|
|
1202
|
+
* 重置配置为初始状态
|
|
1203
|
+
* @returns {void}
|
|
1204
|
+
*/
|
|
1205
|
+
GameLoop.prototype.resetConfig = function () {
|
|
1206
|
+
if (this.original_config) {
|
|
1207
|
+
this.config = JSON.parse(JSON.stringify(this.original_config));
|
|
1208
|
+
this._init();
|
|
1209
|
+
}
|
|
1210
|
+
};
|
|
1211
|
+
|
|
1212
|
+
/**
|
|
1213
|
+
* 设置游戏暂停状态
|
|
1214
|
+
* @param {boolean} paused 是否暂停
|
|
1215
|
+
* @returns {void}
|
|
1216
|
+
*/
|
|
1217
|
+
GameLoop.prototype.setPaused = function (paused) {
|
|
1218
|
+
if (typeof paused !== 'boolean') {
|
|
1219
|
+
throw new Error('暂停状态必须是布尔值');
|
|
1220
|
+
}
|
|
1221
|
+
|
|
1222
|
+
let old_status = this.loop_status;
|
|
1223
|
+
this.loop_status = paused ? 'paused' : (old_status === 'error' ? 'error' : 'running');
|
|
1224
|
+
this.log('info', `游戏循环 ${paused ? '暂停' : '恢复'}`);
|
|
1225
|
+
};
|
|
1226
|
+
|
|
1227
|
+
/**
|
|
1228
|
+
* 清理方法(定期执行)
|
|
1229
|
+
* @returns {Promise<void>}
|
|
1230
|
+
*/
|
|
1231
|
+
GameLoop.prototype.cleanup = async function () {
|
|
1232
|
+
// 清理过期事件队列
|
|
1233
|
+
for (let priority in this._event_queue) {
|
|
1234
|
+
let queue = this._event_queue[priority];
|
|
1235
|
+
if (queue.length > this.config.events.queue_size * 0.8) {
|
|
1236
|
+
this.log('warn', `事件队列 (优先级 ${priority}) 几乎已满,正在清理...`);
|
|
1237
|
+
// 只保留高优先级事件
|
|
1238
|
+
this._event_queue[priority] = queue.filter(event => event && event.persistent);
|
|
1239
|
+
}
|
|
1240
|
+
}
|
|
1241
|
+
|
|
1242
|
+
// 执行各系统的清理方法
|
|
1243
|
+
for (let system_name in this._system) {
|
|
1244
|
+
let system = this._system[system_name];
|
|
1245
|
+
if (typeof system.cleanup === 'function') {
|
|
1246
|
+
try {
|
|
1247
|
+
await system.cleanup();
|
|
1248
|
+
} catch (error) {
|
|
1249
|
+
this.log('error', `系统 ${system_name} 清理失败:`, error);
|
|
1250
|
+
}
|
|
1251
|
+
}
|
|
1252
|
+
}
|
|
1253
|
+
};
|
|
1254
|
+
|
|
1255
|
+
exports.GameLoop = GameLoop;
|