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runtime and type exports for 1Game engine stack","maintainers":[{"name":"linfaxin","email":"linlinfaxin@163.com"}],"readme":"# @1game/engine-bundle\n\n`@1game/engine-bundle` 提供 1Game 运行时 bundle 与类型导出，供 CLI、回放工具和业务项目复用。\n\n## 安装\n\n```bash\npnpm add @1game/engine-bundle solid-js\n```\n\n## 导出入口\n\n- `@1game/engine-bundle`\n- `@1game/engine-bundle/runtime/main`\n- `@1game/engine-bundle/runtime/worker`（bundle 入口源码：`src/runtime/worker-game.ts`；**含 JSX runtime**，Worker 唯一 thick solid-runtime 内核）\n- `@1game/engine-bundle/runtime/worker-bootstrap`（Node worker bootstrap，非游戏 `game.tsx` 入口）\n- `@1game/engine-bundle/runtime/worker-renderer`（薄 re-export → `runtime/worker`；供 particles 等取 `createElement`/`setProp`）\n- `@1game/engine-bundle/runtime/renderer`（主线程 externals + JSX；不要用作 worker babel `moduleName`）\n- `@1game/engine-bundle/runtime/physics`（Opt-in Rapier(WASM) 物理运行时，非默认打包）\n- `@1game/engine-bundle/runtime/record`（Opt-in 录制/回放运行时，非默认打包；含 1gamerecord + sql.js）\n- `@1game/engine-bundle/runtime/storage`（Opt-in 持久化 KV；`getStorage` / `clearAllStorage`，非默认打包）\n- `@1game/engine-bundle/types`\n- `@1game/engine-bundle/types-runtime`\n\n主线程绘制后端是 Canvas 2D。没有 `runtime/webgl`；仓内 `@1game/render-scene-webgl` 仍是实验包，未随本包发布，也未对用户公开。\n\n### Opt-in 物理运行时（推荐的对外物理入口）\n\nRapier WASM 出于体积考虑不会被打进核心 `runtime-worker.mjs` / `runtime-renderer.mjs`。需要 Rapier 后端的游戏按需引入：\n\n```ts\nimport {\n  createPhysicsWorld,\n  ensurePhysicsWasm,\n  isPhysicsWasmReady,\n  assertPhysicsWasmReady,\n  installPhysics,\n} from '@1game/engine-bundle/runtime/physics';\n\n// Register factory (+ optional commitChange) once, then snapshot with renderGame({ physics: true }).\ninstallPhysics({ commitChange });\n// then: <scene physics={{ gravity: { x: 0, y: 980 } }}>  // no createPhysicsWorld required\n```\n\n- 该入口对应 `dist/runtime-physics.mjs`，Tier-1 混淆 + 内联 WASM（无 sidecar `.wasm`）。\n- **对外游戏项目请使用该入口**（不要直接依赖私有包 `@1game/physics-rapier`）。\n- Rapier(WASM) 是唯一官方物理后端。\n- `installPhysics` 经 `Symbol.for` 写入 solid-runtime 安装槽，**不会**把 solid-runtime 打进本 opt-in bundle。\n\n### Opt-in 录制/回放运行时\n\n`.1gamerecord` / sql.js / fflate 不会打进核心 `runtime-worker.mjs`。需要录制、回放或导出归档时：\n\n```ts\nimport '@1game/engine-bundle/runtime/record';\n// 或\nimport { installRecordReplayRuntime } from '@1game/engine-bundle/runtime/record';\n```\n\n- `1gameplay create` 会通过 `1game build --with-record` 自动注入该入口到归档用的 `game.worker.js`。\n- 普通 `1game build` 发布游玩包默认不注入，以减小体积。\n\n#### 升级说明\n\n核心 `runtime/worker` 默认 **不再** 内嵌录制/回放。升级后：\n\n1. **纯游玩**：无需改动（体积更小）。\n2. **需要 `replay.*`**：在 worker 入口最前 `import '@1game/engine-bundle/runtime/record'`，或用 `1game build --with-record` / `withRecord: true`。\n3. **工具链归档**：继续用 `1gameplay create`（已自动注入）。手工 play-only worker 不能直接当 `.1gamerecord` 内嵌 worker。\n\n未安装时调用 `replay.*` 会返回 `-32601`，错误信息会提示安装本入口。\n\n### Opt-in KeyValue 存储运行时\n\n`getStorage` / `clearAllStorage` 不从核心 `runtime/worker` 导出。需要存档 / 设置 / 最高分等小数据持久化时：\n\n```ts\nimport { getStorage, clearAllStorage } from '@1game/engine-bundle/runtime/storage';\n\nconst storage = getStorage('save-slot');\nawait storage.set('score', 100);\n```\n\n- 对应 `dist/runtime-storage.mjs`（Tier-1 混淆）。\n- **KV ≠ store**：活局权威状态仍用 `createGameStore`；KV 只存可丢失/可重建的里程碑数据。\n\n## 本地开发\n\n在 monorepo 中构建：\n\n```bash\npnpm run build\n```\n\n（工作目录：`packages-public/engine-bundle`）\n\n## 类型说明\n\n- 发布的 `lib/**/*.d.ts` 由源码入口经 `dts-bundle-generator` **内联**私有 `@1game/*` 类型生成，消费者只需安装 `@1game/engine-bundle` + `solid-js`。\n- `@1game/engine-bundle/runtime/worker` 的 `renderGame` / `WorkerRenderGameOptions` 中 `port` 为可选（Worker bootstrap 会注入）；也可显式传入。\n\n## 构建约束（重要）\n\n- 在 workspace 内构建与测试时，**禁止**通过 alias 将 `@1game/*` 解析到各包 `src/` 源码目录。\n- `@1game/*` 依赖必须按包导出解析（即与发布包一致的入口语义），避免出现 `src/runtime/*` 等仅源码存在的路径耦合。\n- 若构建或测试报模块不存在，请先执行根目录 `pnpm run build:workspace-libs`，再重试。\n- 发布前必须跑通 `pnpm run check:pack-consumer-smoke`（已纳入 `release:public` preflight）；未通过不得发布。\n","readmeFilename":""}