feat: multi-package loading with base framework support

- Add RuntimeOptions.basePackages for loading framework packages before game package
- Add ScriptEngine.loadPackages() for multi-package module merging
- LuaDardoScriptEngine merges modules from all packages, game overrides framework
- PackageActivationController loads base packages first, then game package
- GamePackageManifest parses optional 'base' field
- Update docs: README, quick-start, lua-package-format, architecture
- Update all test mocks with loadPackages() implementation
This commit is contained in:
gem
2026-06-10 00:04:00 +08:00
parent 0d4fbd030c
commit 8ddc3be3a7
13 changed files with 255 additions and 7 deletions

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@@ -19,6 +19,7 @@ It is designed for Flutter apps that want to host Lua-authored 2D games or inter
- Runtime commands for movement, fading, scaling, rotation, sequencing, audio, resources, toast, clipboard, and Spine animation.
- Shared Lua helper modules under `assets/runtime/lua/`.
- Configurable Runtime Lua asset root via `RuntimeOptions.runtimeLuaRoot`.
- Multi-package loading: shared framework packages loaded once, game packages loaded on top.
## Example
@@ -59,6 +60,18 @@ LuaGameWidget(
)
```
With a shared framework package:
```dart
LuaGameWidget(
gameId: 'ludo',
runtimeOptions: const RuntimeOptions(
runtimeLuaRoot: 'packages/flame_lua_runtime/assets/runtime/lua',
basePackages: ['_framework'],
),
)
```
Your app should provide game package assets such as:
```text
@@ -105,7 +118,7 @@ For AI agents and maintainers, start with:
- [`AGENTS.md`](AGENTS.md) — package boundaries, rules, public API, and validation commands.
- [`docs/quick-start.md`](docs/quick-start.md) — host app integration.
- [`docs/architecture.md`](docs/architecture.md) — Dart/Lua/Flame responsibilities.
- [`docs/lua-package-format.md`](docs/lua-package-format.md) — manifest and Lua package rules.
- [`docs/lua-package-format.md`](docs/lua-package-format.md) — manifest, Lua package rules, and multi-package loading.
- [`docs/protocol.md`](docs/protocol.md) — RuntimeEvent, GameDiff, RuntimeNode, RuntimeCommand boundary.
- [`docs/validation.md`](docs/validation.md) — checks, smoke tests, and release flow.

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@@ -68,6 +68,28 @@ Package dependency root:
packages/flame_lua_runtime/assets/runtime/lua
```
### Multi-package loading
The runtime supports loading multiple packages in sequence, with module merging:
```text
RuntimeOptions.basePackages = ['_framework']
-> load _framework package (modules: app, diff, ids, net, ...)
-> load game package (modules: state, rules, main, ...)
-> merge into flat _moduleScripts map
-> game modules override framework modules on name collision
-> execute game entry script
```
Key classes:
- `RuntimeOptions.basePackages` — ordered list of framework package IDs.
- `PackageActivationController._prepareCandidate()` — loads base packages first, then game package, passes combined list to `ScriptEngine.loadPackages()`.
- `LuaDardoScriptEngine.loadPackages()` — iterates all packages, merges `manifest.modules` into `_moduleScripts`, executes entry from last package.
- `GamePackageManifest.base` — optional metadata field declaring framework dependency.
Module resolution is flat: `runtime.import("xxx")` looks up `_moduleScripts[xxx]`. Game modules and framework modules share the same namespace. Later-loaded packages win on collision.
## Safety model
- Lua module loading is manifest-declared.

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@@ -64,6 +64,53 @@ runtime:*.lua
`runtime:` paths must not contain `/`, `..`, or an empty filename.
## Base packages
A game manifest can declare a `base` field to indicate it depends on a framework package:
```json
{
"gameId": "ludo",
"base": "_framework",
"modules": { ... }
}
```
The `base` field is metadata. Actual loading is controlled by `RuntimeOptions.basePackages`:
```dart
LuaGameWidget(
gameId: 'ludo',
runtimeOptions: const RuntimeOptions(
basePackages: ['_framework'],
),
)
```
Loading order:
1. Base packages are loaded first, in `basePackages` order.
2. The game package is loaded last.
3. All modules are merged into a flat map.
4. Later packages override earlier packages on name collision.
5. The entry script always comes from the last (game) package.
This means a game can override any framework module by declaring a module with the same name in its own manifest.
## Multi-package module resolution
When Lua code calls `runtime.import("xxx")`:
1. Look up `xxx` in the merged module map (game modules first, then framework).
2. If not found, throw `FormatException: Lua module is not declared in manifest.modules`.
Framework modules are transparent to game code:
```lua
local app = runtime.import("app") -- resolved from framework
local state = runtime.import("state") -- resolved from game
```
## Entry module
The manifest `entry` module should expose lifecycle/event functions expected by the script engine. Keep game-specific state in Lua modules and return runtime diffs/commands through the approved protocol.

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@@ -98,3 +98,77 @@ flutter run --dart-define=LUA_GAME_ID=flight
}
}
```
## Multi-package loading (base + game)
When multiple games share common modules (event router, diff utilities, panel stack, network layer), extract them into a framework package and load it before the game package.
Framework package structure:
```text
assets/games/_framework/
manifest.json
scripts/
app.lua
diff.lua
event_router.lua
ids.lua
net.lua
panel_stack.lua
```
Framework manifest:
```json
{
"gameId": "_framework",
"name": "Lua Game Framework",
"version": "1.0.0",
"runtimeApiVersion": 1,
"entry": "scripts/app.lua",
"assetsBase": "assets",
"modules": {
"app": "scripts/app.lua",
"diff": "scripts/diff.lua",
"event_router": "scripts/event_router.lua",
"ids": "scripts/ids.lua",
"net": "scripts/net.lua",
"panel_stack": "scripts/panel_stack.lua"
}
}
```
Game manifest (no framework modules needed):
```json
{
"gameId": "ludo",
"base": "_framework",
"modules": {
"state": "scripts/state.lua",
"rules": "scripts/rules.lua",
"main": "scripts/main.lua"
}
}
```
Game code imports framework modules transparently:
```lua
local app = runtime.import("app") -- from framework
local state = runtime.import("state") -- from game
```
Embed with base packages:
```dart
LuaGameWidget(
gameId: 'ludo',
runtimeOptions: const RuntimeOptions(
runtimeLuaRoot: 'packages/flame_lua_runtime/assets/runtime/lua',
basePackages: ['_framework'],
),
)
```
Module resolution order: game package modules override framework modules with the same name. The entry script always comes from the last package (game package).

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@@ -148,6 +148,7 @@ class FlameLuaGame extends FlameGame with PanDetector, ScrollDetector {
resources: _createResourceManager(),
scriptEngine: _bootstrapScriptEngine,
audio: _createAudioManager(),
runtimeOptions: runtimeOptions,
resourceManagerFactory: _createResourceManager,
audioManagerFactory: _createAudioManager,
scriptEngineFactory: _scriptEngineFactory,

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@@ -1,7 +1,14 @@
class RuntimeOptions {
const RuntimeOptions({this.runtimeLuaRoot = defaultRuntimeLuaRoot});
const RuntimeOptions({
this.runtimeLuaRoot = defaultRuntimeLuaRoot,
this.basePackages = const [],
});
static const defaultRuntimeLuaRoot = 'assets/runtime/lua';
final String runtimeLuaRoot;
// 框架包 gameId 列表,按顺序先于游戏包加载。
// 后加载的同名模块覆盖先加载的。
final List<String> basePackages;
}

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@@ -1,4 +1,5 @@
import '../audio/runtime_audio_manager.dart';
import '../game/runtime_options.dart';
import '../models/game_diff.dart';
import '../resources/game_resource_manager.dart';
import '../scripting/runtime_script_services.dart';
@@ -15,6 +16,7 @@ class PackageActivationController {
required this.scriptEngine,
this.audio,
this.runtimeApiVersion = 1,
this.runtimeOptions = const RuntimeOptions(),
this.store = const StablePackageStore(),
this.assetFallback = const AssetGamePackageRepository(),
this.resourceManagerFactory,
@@ -28,6 +30,7 @@ class PackageActivationController {
final ScriptEngine scriptEngine;
final RuntimeAudioManager? audio;
final int runtimeApiVersion;
final RuntimeOptions runtimeOptions;
final StablePackageStore store;
final GamePackageRepository assetFallback;
final GameResourceManager Function()? resourceManagerFactory;
@@ -143,12 +146,34 @@ class PackageActivationController {
try {
await verifier.verify(candidate);
_ensureContinue(shouldContinue);
// 加载 base packages框架包按 runtimeOptions.basePackages 顺序。
final basePackages = <GamePackage>[];
for (final baseId in runtimeOptions.basePackages) {
final baseCandidates = await _candidatePackages(
baseId,
shouldContinue,
);
for (final baseCandidate in baseCandidates) {
try {
await verifier.verify(baseCandidate);
basePackages.add(baseCandidate);
break;
} catch (_) {
// Try next candidate.
}
}
}
await preparedResources.mount(candidate);
_ensureContinue(shouldContinue);
await preparedAudio?.mount(candidate);
_ensureContinue(shouldContinue);
await preparedScriptEngine.loadPackage(
candidate,
// 合并 base + game 包,传给脚本引擎。
final allPackages = [...basePackages, candidate];
await preparedScriptEngine.loadPackages(
allPackages,
services: scriptServices,
);
_ensureContinue(shouldContinue);

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@@ -15,6 +15,7 @@ class GamePackageManifest {
this.display = const GameDisplayConfig(),
this.resources = const {},
this.modules = const {},
this.base,
});
final String gameId;
@@ -29,6 +30,9 @@ class GamePackageManifest {
final Map<String, GameResource> resources;
final Map<String, String> modules;
/// 依赖的框架包 gameId。加载时会先加载框架包再加载游戏包。
final String? base;
static GamePackageManifest fromJsonString(String source) {
return fromMap(jsonDecode(source) as Map<String, Object?>);
}
@@ -58,6 +62,8 @@ class GamePackageManifest {
}
}
final base = map['base'] as String?;
final defaultLocale = (map['defaultLocale'] as String?) ?? 'en';
final supportedLocales = _stringList(
map,
@@ -89,6 +95,7 @@ class GamePackageManifest {
display: display,
resources: resources,
modules: modules,
base: base,
);
}

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@@ -27,15 +27,34 @@ class LuaDardoScriptEngine implements ScriptEngine {
Future<void> loadPackage(
GamePackage package, {
RuntimeScriptServices services = const RuntimeScriptServices(),
}) {
return loadPackages([package], services: services);
}
@override
Future<void> loadPackages(
List<GamePackage> packages, {
RuntimeScriptServices services = const RuntimeScriptServices(),
}) async {
if (packages.isEmpty) {
throw const FormatException('loadPackages requires at least one package');
}
_services = services;
_networkRequestCounter = 0;
_hostCallCounter = 0;
final script = await package.readText(package.manifest.entry);
_moduleScripts = {};
for (final entry in package.manifest.modules.entries) {
_moduleScripts[entry.key] = await package.readText(entry.value);
// 按顺序加载所有包的模块,后加载的同名模块覆盖先加载的。
for (final package in packages) {
for (final entry in package.manifest.modules.entries) {
_moduleScripts[entry.key] = await package.readText(entry.value);
}
}
// 入口脚本使用最后一个包(游戏包)。
final entryPackage = packages.last;
final script = await entryPackage.readText(entryPackage.manifest.entry);
_loadingModules.clear();
_lua = LuaState.newState();

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@@ -4,11 +4,19 @@ import '../packages/game_package.dart';
import 'runtime_script_services.dart';
abstract interface class ScriptEngine {
// 加载单个包(向后兼容,内部调 loadPackages([package]))。
Future<void> loadPackage(
GamePackage package, {
RuntimeScriptServices services = const RuntimeScriptServices(),
});
// 加载多个包,按顺序合并模块,后加载的同名模块覆盖先加载的。
// 入口脚本使用最后一个包。
Future<void> loadPackages(
List<GamePackage> packages, {
RuntimeScriptServices services = const RuntimeScriptServices(),
});
bool smokeTest(Map<String, Object?> context);
GameDiff init(Map<String, Object?> context);

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@@ -156,6 +156,12 @@ class _FakeScriptEngine implements ScriptEngine {
RuntimeScriptServices services = const RuntimeScriptServices(),
}) async {}
@override
Future<void> loadPackages(
List<GamePackage> packages, {
RuntimeScriptServices services = const RuntimeScriptServices(),
}) async {}
@override
bool smokeTest(Map<String, Object?> context) => true;

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@@ -44,6 +44,14 @@ class _FakeScriptEngine implements ScriptEngine {
throw UnimplementedError();
}
@override
Future<void> loadPackages(
List<GamePackage> packages, {
RuntimeScriptServices services = const RuntimeScriptServices(),
}) {
throw UnimplementedError();
}
@override
GameDiff dispatchEvent(RuntimeEvent event) {
throw UnimplementedError();

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@@ -366,6 +366,17 @@ class _FakeScriptEngine implements ScriptEngine {
loadedPackages.add(package.rootPath);
}
@override
Future<void> loadPackages(
List<GamePackage> packages, {
RuntimeScriptServices services = const RuntimeScriptServices(),
}) async {
for (final package in packages) {
_package = package;
loadedPackages.add(package.rootPath);
}
}
@override
bool smokeTest(Map<String, Object?> context) {
return !smokeFailures.contains(_package?.rootPath);