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[HTML5] Refactor JS, threads support, closures.
- Refactored the Engine code, splitted across files. - Use MODULARIZE option to build emscripten code into it's own closure. - Enable lto support (saves ~2MiB in release). - Enable optional closure compiler pass for JS and generated code. - Enable optional pthreads support. - Can now build with tools=yes (not much to see yet). - Dropped some deprecated code for older toolchains.
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14 changed files with 568 additions and 483 deletions
184
platform/javascript/engine/engine.js
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184
platform/javascript/engine/engine.js
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Function('return this')()['Engine'] = (function() {
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var unloadAfterInit = true;
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var canvas = null;
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var resizeCanvasOnStart = false;
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var customLocale = 'en_US';
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var wasmExt = '.wasm';
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var preloader = new Preloader();
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var loader = new Loader();
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var rtenv = null;
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var executableName = '';
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var loadPath = '';
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var loadPromise = null;
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var initPromise = null;
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var stderr = null;
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var stdout = null;
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var progressFunc = null;
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function load(basePath) {
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if (loadPromise == null) {
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loadPath = basePath;
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loadPromise = preloader.loadPromise(basePath + wasmExt);
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preloader.setProgressFunc(progressFunc);
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requestAnimationFrame(preloader.animateProgress);
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}
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return loadPromise;
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};
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function unload() {
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loadPromise = null;
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};
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/** @constructor */
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function Engine() {};
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Engine.prototype.init = /** @param {string=} basePath */ function(basePath) {
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if (initPromise) {
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return initPromise;
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}
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if (!loadPromise) {
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if (!basePath) {
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initPromise = Promise.reject(new Error("A base path must be provided when calling `init` and the engine is not loaded."));
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return initPromise;
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}
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load(basePath);
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}
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var config = {}
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if (typeof stdout === 'function')
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config.print = stdout;
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if (typeof stderr === 'function')
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config.printErr = stderr;
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initPromise = loader.init(loadPromise, loadPath, config).then(function() {
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return new Promise(function(resolve, reject) {
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rtenv = loader.env;
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if (unloadAfterInit) {
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loadPromise = null;
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}
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resolve();
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});
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});
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return initPromise;
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};
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/** @type {function(string, string):Object} */
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Engine.prototype.preloadFile = function(file, path) {
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return preloader.preload(file, path);
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};
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/** @type {function(...string):Object} */
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Engine.prototype.start = function() {
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// Start from arguments.
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var args = [];
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for (var i = 0; i < arguments.length; i++) {
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args.push(arguments[i]);
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}
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var me = this;
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return new Promise(function(resolve, reject) {
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return me.init().then(function() {
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if (!(canvas instanceof HTMLCanvasElement)) {
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canvas = Utils.findCanvas();
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}
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rtenv['locale'] = customLocale;
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rtenv['canvas'] = canvas;
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rtenv['thisProgram'] = executableName;
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rtenv['resizeCanvasOnStart'] = resizeCanvasOnStart;
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loader.start(preloader.preloadedFiles, args).then(function() {
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loader = null;
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initPromise = null;
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resolve();
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});
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});
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});
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};
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Engine.prototype.startGame = function(execName, mainPack) {
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// Start and init with execName as loadPath if not inited.
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executableName = execName;
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var me = this;
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return Promise.all([
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this.init(execName),
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this.preloadFile(mainPack, mainPack)
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]).then(function() {
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return me.start('--main-pack', mainPack);
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});
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};
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Engine.prototype.setWebAssemblyFilenameExtension = function(override) {
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if (String(override).length === 0) {
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throw new Error('Invalid WebAssembly filename extension override');
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}
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wasmExt = String(override);
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};
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Engine.prototype.setUnloadAfterInit = function(enabled) {
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unloadAfterInit = enabled;
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};
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Engine.prototype.setCanvas = function(canvasElem) {
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canvas = canvasElem;
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};
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Engine.prototype.setCanvasResizedOnStart = function(enabled) {
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resizeCanvasOnStart = enabled;
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};
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Engine.prototype.setLocale = function(locale) {
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customLocale = locale;
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};
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Engine.prototype.setExecutableName = function(newName) {
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executableName = newName;
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};
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Engine.prototype.setProgressFunc = function(func) {
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progressFunc = func;
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}
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Engine.prototype.setStdoutFunc = function(func) {
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var print = function(text) {
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if (arguments.length > 1) {
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text = Array.prototype.slice.call(arguments).join(" ");
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}
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func(text);
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};
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if (rtenv)
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rtenv.print = print;
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stdout = print;
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};
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Engine.prototype.setStderrFunc = function(func) {
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var printErr = function(text) {
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if (arguments.length > 1)
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text = Array.prototype.slice.call(arguments).join(" ");
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func(text);
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};
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if (rtenv)
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rtenv.printErr = printErr;
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stderr = printErr;
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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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Engine['load'] = load;
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Engine['unload'] = unload;
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Engine.prototype['init'] = Engine.prototype.init
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Engine.prototype['preloadFile'] = Engine.prototype.preloadFile
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Engine.prototype['start'] = Engine.prototype.start
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Engine.prototype['startGame'] = Engine.prototype.startGame
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Engine.prototype['setWebAssemblyFilenameExtension'] = Engine.prototype.setWebAssemblyFilenameExtension
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Engine.prototype['setUnloadAfterInit'] = Engine.prototype.setUnloadAfterInit
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Engine.prototype['setCanvas'] = Engine.prototype.setCanvas
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Engine.prototype['setCanvasResizedOnStart'] = Engine.prototype.setCanvasResizedOnStart
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Engine.prototype['setLocale'] = Engine.prototype.setLocale
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Engine.prototype['setExecutableName'] = Engine.prototype.setExecutableName
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Engine.prototype['setProgressFunc'] = Engine.prototype.setProgressFunc
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Engine.prototype['setStdoutFunc'] = Engine.prototype.setStdoutFunc
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Engine.prototype['setStderrFunc'] = Engine.prototype.setStderrFunc
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return Engine;
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})();
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