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			173 lines
		
	
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  web_main.cpp                                                          */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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| 
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| #include "display_server_web.h"
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| #include "godot_js.h"
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| #include "os_web.h"
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| 
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| #include "core/config/engine.h"
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| #include "core/io/resource_loader.h"
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| #include "main/main.h"
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| #include "scene/main/scene_tree.h"
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| #include "scene/main/window.h" // SceneTree only forward declares it.
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| 
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| #ifdef TOOLS_ENABLED
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| #include "editor/web_tools_editor_plugin.h"
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| #endif
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| 
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| #include <emscripten/emscripten.h>
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| #include <cstdlib>
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| 
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| static OS_Web *os = nullptr;
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| #ifndef PROXY_TO_PTHREAD_ENABLED
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| static uint64_t target_ticks = 0;
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| #endif
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| 
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| static bool main_started = false;
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| static bool shutdown_complete = false;
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| 
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| void exit_callback() {
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| 	if (!shutdown_complete) {
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| 		return; // Still waiting.
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| 	}
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| 	if (main_started) {
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| 		Main::cleanup();
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| 		main_started = false;
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| 	}
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| 	int exit_code = OS_Web::get_singleton()->get_exit_code();
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| 	memdelete(os);
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| 	os = nullptr;
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| 	emscripten_force_exit(exit_code); // Exit runtime.
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| }
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| 
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| void cleanup_after_sync() {
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| 	shutdown_complete = true;
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| }
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| 
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| void main_loop_callback() {
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| #ifndef PROXY_TO_PTHREAD_ENABLED
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| 	uint64_t current_ticks = os->get_ticks_usec();
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| #endif
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| 
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| 	bool force_draw = DisplayServerWeb::get_singleton()->check_size_force_redraw();
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| 	if (force_draw) {
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| 		Main::force_redraw();
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| #ifndef PROXY_TO_PTHREAD_ENABLED
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| 	} else if (current_ticks < target_ticks) {
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| 		return; // Skip frame.
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| #endif
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| 	}
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| 
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| #ifndef PROXY_TO_PTHREAD_ENABLED
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| 	int max_fps = Engine::get_singleton()->get_max_fps();
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| 	if (max_fps > 0) {
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| 		if (current_ticks - target_ticks > 1000000) {
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| 			// When the window loses focus, we stop getting updates and accumulate delay.
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| 			// For this reason, if the difference is too big, we reset target ticks to the current ticks.
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| 			target_ticks = current_ticks;
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| 		}
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| 		target_ticks += (uint64_t)(1000000 / max_fps);
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| 	}
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| #endif
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| 
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| 	if (os->main_loop_iterate()) {
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| 		emscripten_cancel_main_loop(); // Cancel current loop and set the cleanup one.
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| 		emscripten_set_main_loop(exit_callback, -1, false);
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| 		godot_js_os_finish_async(cleanup_after_sync);
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| 	}
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| }
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| 
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| void print_web_header() {
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| 	// Emscripten.
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| 	char *emscripten_version_char = godot_js_emscripten_get_version();
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| 	String emscripten_version = vformat("Emscripten %s", emscripten_version_char);
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| 	// `free()` is used here because it's not memory that was allocated by Godot.
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| 	free(emscripten_version_char);
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| 
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| 	// Build features.
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| 	String thread_support = OS::get_singleton()->has_feature("threads")
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| 			? "multi-threaded"
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| 			: "single-threaded";
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| 	String extensions_support = OS::get_singleton()->has_feature("web_extensions")
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| 			? "GDExtension support"
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| 			: "no GDExtension support";
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| 
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| 	Vector<String> build_configuration = { emscripten_version, thread_support, extensions_support };
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| 	print_line(vformat("Build configuration: %s.", String(", ").join(build_configuration)));
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| }
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| 
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| /// When calling main, it is assumed FS is setup and synced.
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| extern EMSCRIPTEN_KEEPALIVE int godot_web_main(int argc, char *argv[]) {
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| 	os = new OS_Web();
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| 
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| #ifdef TOOLS_ENABLED
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| 	WebToolsEditorPlugin::initialize();
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| #endif
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| 
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| 	// We must override main when testing is enabled
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| 	TEST_MAIN_OVERRIDE
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| 
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| 	Error err = Main::setup(argv[0], argc - 1, &argv[1]);
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| 
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| 	// Proper shutdown in case of setup failure.
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| 	if (err != OK) {
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| 		// Will only exit after sync.
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| 		emscripten_set_main_loop(exit_callback, -1, false);
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| 		godot_js_os_finish_async(cleanup_after_sync);
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| 		if (err == ERR_HELP) { // Returned by --help and --version, so success.
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| 			return EXIT_SUCCESS;
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| 		}
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| 		return EXIT_FAILURE;
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| 	}
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| 
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| 	print_web_header();
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| 
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| 	main_started = true;
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| 
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| 	// Ease up compatibility.
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| 	ResourceLoader::set_abort_on_missing_resources(false);
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| 
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| 	int ret = Main::start();
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| 	os->set_exit_code(ret);
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| 	os->get_main_loop()->initialize();
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) {
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| 		PackedStringArray ps;
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| 		ps.push_back("/tmp/preload.zip");
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| 		SceneTree::get_singleton()->get_root()->emit_signal(SNAME("files_dropped"), ps);
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| 	}
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| #endif
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| 	emscripten_set_main_loop(main_loop_callback, -1, false);
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| 	// Immediately run the first iteration.
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| 	// We are inside an animation frame, we want to immediately draw on the newly setup canvas.
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| 	main_loop_callback();
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| 
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| 	return os->get_exit_code();
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| }
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