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

View File

@@ -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();