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JS synchronous start, better persistent FS sync.
The engine now expects to emscripten FS to be setup and sync-ed before main is called. This is exposed via `Module["initFS"]` which also allows to setup multiple persistence paths (internal use only for now). Additionally, FS syncing is done **once** for every loop if at least one file in a persistent path was open for writing and closed, and if the FS is not syncing already. This should potentially fix issues reported by users where "autosave" would not work on the web (never calling `syncfs` because of too many writes).
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5 changed files with 103 additions and 66 deletions
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@ -33,6 +33,7 @@ Function('return this')()['Engine'] = (function() {
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this.resizeCanvasOnStart = false;
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this.onExecute = null;
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this.onExit = null;
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this.persistentPaths = [];
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};
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Engine.prototype.init = /** @param {string=} basePath */ function(basePath) {
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@ -56,12 +57,14 @@ Function('return this')()['Engine'] = (function() {
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config['locateFile'] = Utils.createLocateRewrite(loadPath);
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config['instantiateWasm'] = Utils.createInstantiatePromise(loadPromise);
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Godot(config).then(function(module) {
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me.rtenv = module;
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if (unloadAfterInit) {
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unload();
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}
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resolve();
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config = null;
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module['initFS'](me.persistentPaths).then(function(fs_err) {
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me.rtenv = module;
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if (unloadAfterInit) {
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unload();
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}
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resolve();
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config = null;
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});
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});
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});
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return initPromise;
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@ -220,6 +223,10 @@ Function('return this')()['Engine'] = (function() {
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this.rtenv['copyToFS'](path, buffer);
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}
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Engine.prototype.setPersistentPaths = function(persistentPaths) {
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this.persistentPaths = persistentPaths;
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};
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// Closure compiler exported engine methods.
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/** @export */
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Engine['isWebGLAvailable'] = Utils.isWebGLAvailable;
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@ -241,5 +248,6 @@ Function('return this')()['Engine'] = (function() {
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Engine.prototype['setOnExecute'] = Engine.prototype.setOnExecute;
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Engine.prototype['setOnExit'] = Engine.prototype.setOnExit;
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Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
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Engine.prototype['setPersistentPaths'] = Engine.prototype.setPersistentPaths;
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return Engine;
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})();
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