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[HTML5] Libraries refactor for linting.
Initial work to make liniting easier. This includes: - Rename http_request.js to library_godot_http_request.js. - Rename externs.js to engine.externs.js. - New library_godot_runtime.js (GodotRuntime) wraps around emscripten functions. - Refactor of XMLHttpRequest handler in engine/preloader.js. - Few fixes to bugs spotted by early stage linting.
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16 changed files with 487 additions and 378 deletions
280
platform/javascript/js/libs/library_godot_os.js
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280
platform/javascript/js/libs/library_godot_os.js
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/*************************************************************************/
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/* library_godot_os.js */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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const IDHandler = {
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$IDHandler: {
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_last_id: 0,
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_references: {},
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get: function(p_id) {
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return IDHandler._references[p_id];
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},
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add: function(p_data) {
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const id = ++IDHandler._last_id;
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IDHandler._references[id] = p_data;
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return id;
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},
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remove: function(p_id) {
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delete IDHandler._references[p_id];
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},
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},
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};
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autoAddDeps(IDHandler, "$IDHandler");
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mergeInto(LibraryManager.library, IDHandler);
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const GodotConfig = {
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$GodotConfig__postset: 'Module["initConfig"] = GodotConfig.init_config;',
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$GodotConfig__deps: ['$GodotRuntime'],
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$GodotConfig: {
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canvas: null,
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locale: "en",
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resize_on_start: false,
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on_execute: null,
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init_config: function(p_opts) {
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GodotConfig.resize_on_start = p_opts['resizeCanvasOnStart'] ? true : false;
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GodotConfig.canvas = p_opts['canvas'];
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GodotConfig.locale = p_opts['locale'] || GodotConfig.locale;
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GodotConfig.on_execute = p_opts['onExecute'];
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// This is called by emscripten, even if undocumented.
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Module['onExit'] = p_opts['onExit']; // eslint-disable-line no-undef
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},
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locate_file: function(file) {
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return Module["locateFile"](file); // eslint-disable-line no-undef
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},
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},
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godot_js_config_canvas_id_get: function(p_ptr, p_ptr_max) {
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GodotRuntime.stringToHeap('#' + GodotConfig.canvas.id, p_ptr, p_ptr_max);
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},
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godot_js_config_locale_get: function(p_ptr, p_ptr_max) {
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GodotRuntime.stringToHeap(GodotConfig.locale, p_ptr, p_ptr_max);
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},
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godot_js_config_is_resize_on_start: function() {
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return GodotConfig.resize_on_start ? 1 : 0;
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},
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};
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autoAddDeps(GodotConfig, '$GodotConfig');
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mergeInto(LibraryManager.library, GodotConfig);
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const GodotFS = {
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$GodotFS__deps: ['$FS', '$IDBFS', '$GodotRuntime'],
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$GodotFS__postset: [
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'Module["initFS"] = GodotFS.init;',
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'Module["deinitFS"] = GodotFS.deinit;',
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'Module["copyToFS"] = GodotFS.copy_to_fs;',
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].join(''),
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$GodotFS: {
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_idbfs: false,
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_syncing: false,
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_mount_points: [],
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is_persistent: function() {
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return GodotFS._idbfs ? 1 : 0;
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},
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// Initialize godot file system, setting up persistent paths.
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// Returns a promise that resolves when the FS is ready.
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// We keep track of mount_points, so that we can properly close the IDBFS
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// since emscripten is not doing it by itself. (emscripten GH#12516).
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init: function(persistentPaths) {
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GodotFS._idbfs = false;
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if (!Array.isArray(persistentPaths)) {
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return Promise.reject(new Error('Persistent paths must be an array'));
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}
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if (!persistentPaths.length) {
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return Promise.resolve();
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}
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GodotFS._mount_points = persistentPaths.slice();
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function createRecursive(dir) {
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try {
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FS.stat(dir);
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} catch (e) {
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if (e.errno !== ERRNO_CODES.ENOENT) {
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throw e;
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}
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FS.mkdirTree(dir);
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}
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}
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GodotFS._mount_points.forEach(function(path) {
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createRecursive(path);
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FS.mount(IDBFS, {}, path);
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});
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return new Promise(function(resolve, reject) {
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FS.syncfs(true, function(err) {
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if (err) {
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GodotFS._mount_points = [];
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GodotFS._idbfs = false;
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GodotRuntime.print("IndexedDB not available: " + err.message);
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} else {
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GodotFS._idbfs = true;
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}
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resolve(err);
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});
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});
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},
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// Deinit godot file system, making sure to unmount file systems, and close IDBFS(s).
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deinit: function() {
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GodotFS._mount_points.forEach(function(path) {
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try {
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FS.unmount(path);
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} catch (e) {
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GodotRuntime.print("Already unmounted", e);
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}
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if (GodotFS._idbfs && IDBFS.dbs[path]) {
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IDBFS.dbs[path].close();
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delete IDBFS.dbs[path];
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}
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});
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GodotFS._mount_points = [];
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GodotFS._idbfs = false;
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GodotFS._syncing = false;
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},
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sync: function() {
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if (GodotFS._syncing) {
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GodotRuntime.error('Already syncing!');
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return Promise.resolve();
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}
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GodotFS._syncing = true;
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return new Promise(function (resolve, reject) {
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FS.syncfs(false, function(error) {
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if (error) {
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GodotRuntime.error('Failed to save IDB file system: ' + error.message);
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}
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GodotFS._syncing = false;
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resolve(error);
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});
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});
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},
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// Copies a buffer to the internal file system. Creating directories recursively.
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copy_to_fs: function(path, buffer) {
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const idx = path.lastIndexOf("/");
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let dir = "/";
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if (idx > 0) {
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dir = path.slice(0, idx);
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}
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try {
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FS.stat(dir);
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} catch (e) {
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if (e.errno !== ERRNO_CODES.ENOENT) {
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throw e;
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}
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FS.mkdirTree(dir);
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}
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FS.writeFile(path, new Uint8Array(buffer), {'flags': 'wx+'});
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},
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},
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};
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mergeInto(LibraryManager.library, GodotFS);
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const GodotOS = {
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$GodotOS__deps: ['$GodotFS', '$GodotRuntime'],
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$GodotOS__postset: [
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'Module["request_quit"] = function() { GodotOS.request_quit() };',
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'GodotOS._fs_sync_promise = Promise.resolve();',
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].join(''),
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$GodotOS: {
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request_quit: function() {},
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_async_cbs: [],
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_fs_sync_promise: null,
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atexit: function(p_promise_cb) {
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GodotOS._async_cbs.push(p_promise_cb);
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},
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finish_async: function(callback) {
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GodotOS._fs_sync_promise.then(function(err) {
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const promises = [];
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GodotOS._async_cbs.forEach(function(cb) {
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promises.push(new Promise(cb));
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});
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return Promise.all(promises);
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}).then(function() {
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return GodotFS.sync(); // Final FS sync.
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}).then(function(err) {
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// Always deferred.
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setTimeout(function() {
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callback();
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}, 0);
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});
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},
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},
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godot_js_os_finish_async: function(p_callback) {
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const func = GodotRuntime.get_func(p_callback);
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GodotOS.finish_async(func);
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},
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godot_js_os_request_quit_cb: function(p_callback) {
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GodotOS.request_quit = GodotRuntime.get_func(p_callback);
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},
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godot_js_os_fs_is_persistent: function() {
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return GodotFS.is_persistent();
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},
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godot_js_os_fs_sync: function(callback) {
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const func = GodotRuntime.get_func(callback);
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GodotOS._fs_sync_promise = GodotFS.sync();
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GodotOS._fs_sync_promise.then(function(err) {
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func();
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});
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},
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godot_js_os_execute: function(p_json) {
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const json_args = GodotRuntime.parseString(p_json);
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const args = JSON.parse(json_args);
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if (GodotConfig.on_execute) {
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GodotConfig.on_execute(args);
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return 0;
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}
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return 1;
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},
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godot_js_os_shell_open: function(p_uri) {
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window.open(GodotRuntime.parseString(p_uri), '_blank');
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},
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};
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autoAddDeps(GodotOS, '$GodotOS');
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mergeInto(LibraryManager.library, GodotOS);
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